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) ||
1523 (flag == TRC_ADD_H_CURSE) ||
1524 (flag == TRC_DRAIN_HP) ||
1525 (flag == TRC_DRAIN_MANA) ||
1526 (flag == TRC_CALL_ANIMAL) ||
1527 (flag == TRC_CALL_DEMON) ||
1528 (flag == TRC_CALL_DRAGON) ||
1529 (flag == TRC_CALL_UNDEAD) ||
1530 (flag == TRC_COWARDICE) ||
1531 (flag == TRC_LOW_MELEE) ||
1532 (flag == TRC_LOW_AC) ||
1533 (flag == TRC_LOW_MAGIC) ||
1534 (flag == TRC_FAST_DIGEST) ||
1535 (flag == TRC_SLOW_REGEN) )
1539 object_flags(o_ptr, flgs);
1542 case TRC_ADD_L_CURSE : cf = TR_ADD_L_CURSE; break;
1543 case TRC_ADD_H_CURSE : cf = TR_ADD_H_CURSE; break;
1544 case TRC_DRAIN_HP : cf = TR_DRAIN_HP; break;
1545 case TRC_DRAIN_MANA : cf = TR_DRAIN_MANA; break;
1546 case TRC_CALL_ANIMAL : cf = TR_CALL_ANIMAL; break;
1547 case TRC_CALL_DEMON : cf = TR_CALL_DEMON; break;
1548 case TRC_CALL_DRAGON : cf = TR_CALL_DRAGON; break;
1549 case TRC_CALL_UNDEAD : cf = TR_CALL_UNDEAD; break;
1550 case TRC_COWARDICE : cf = TR_COWARDICE; break;
1551 case TRC_LOW_MELEE : cf = TR_LOW_MELEE; break;
1552 case TRC_LOW_AC : cf = TR_LOW_AC; break;
1553 case TRC_LOW_MAGIC : cf = TR_LOW_MAGIC; break;
1554 case TRC_FAST_DIGEST : cf = TR_FAST_DIGEST; break;
1555 case TRC_SLOW_REGEN : cf = TR_SLOW_REGEN; break;
1558 if (have_flag(flgs, cf))
1560 choices[number] = i;
1566 /* Choice one of them */
1567 return (&inventory[choices[randint0(number)]]);
1572 * Handle timed damage and regeneration every 10 game turns
1574 static void process_world_aux_hp_and_sp(void)
1576 feature_type *f_ptr = &f_info[cave[py][px].feat];
1577 bool cave_no_regen = FALSE;
1578 int upkeep_factor = 0;
1580 /* Default regeneration */
1581 int regen_amount = PY_REGEN_NORMAL;
1584 /*** Damage over Time ***/
1586 /* Take damage from poison */
1587 if (p_ptr->poisoned && !IS_INVULN())
1591 take_hit(DAMAGE_NOESCAPE, 1, "ÆÇ", -1);
1593 take_hit(DAMAGE_NOESCAPE, 1, "poison", -1);
1598 /* Take damage from cuts */
1599 if (p_ptr->cut && !IS_INVULN())
1603 /* Mortal wound or Deep Gash */
1604 if (p_ptr->cut > 1000)
1609 else if (p_ptr->cut > 200)
1615 else if (p_ptr->cut > 100)
1620 else if (p_ptr->cut > 50)
1625 else if (p_ptr->cut > 25)
1630 else if (p_ptr->cut > 10)
1643 take_hit(DAMAGE_NOESCAPE, dam, "Ã×Ì¿½ý", -1);
1645 take_hit(DAMAGE_NOESCAPE, dam, "a fatal wound", -1);
1651 /* (Vampires) Take damage from sunlight */
1652 if (prace_is_(RACE_VAMPIRE) || (p_ptr->mimic_form == MIMIC_VAMPIRE))
1654 if (!dun_level && !p_ptr->resist_lite && !IS_INVULN() && is_daytime())
1656 if ((cave[py][px].info & (CAVE_GLOW | CAVE_MNDK)) == CAVE_GLOW)
1660 msg_print("Æü¸÷¤¬¤¢¤Ê¤¿¤Î¥¢¥ó¥Ç¥Ã¥É¤ÎÆùÂΤò¾Æ¤¾Ç¤¬¤·¤¿¡ª");
1661 take_hit(DAMAGE_NOESCAPE, 1, "Æü¸÷", -1);
1663 msg_print("The sun's rays scorch your undead flesh!");
1664 take_hit(DAMAGE_NOESCAPE, 1, "sunlight", -1);
1667 cave_no_regen = TRUE;
1671 if (inventory[INVEN_LITE].tval && (inventory[INVEN_LITE].name2 != EGO_LITE_DARKNESS) &&
1672 !p_ptr->resist_lite)
1674 object_type * o_ptr = &inventory[INVEN_LITE];
1675 char o_name [MAX_NLEN];
1676 char ouch [MAX_NLEN+40];
1678 /* Get an object description */
1679 object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
1682 msg_format("%s¤¬¤¢¤Ê¤¿¤Î¥¢¥ó¥Ç¥Ã¥É¤ÎÆùÂΤò¾Æ¤¾Ç¤¬¤·¤¿¡ª", o_name);
1684 msg_format("The %s scorches your undead flesh!", o_name);
1688 cave_no_regen = TRUE;
1690 /* Get an object description */
1691 object_desc(o_name, o_ptr, OD_NAME_ONLY);
1694 sprintf(ouch, "%s¤òÁõÈ÷¤·¤¿¥À¥á¡¼¥¸", o_name);
1696 sprintf(ouch, "wielding %s", o_name);
1699 if (!IS_INVULN()) take_hit(DAMAGE_NOESCAPE, 1, ouch, -1);
1703 if (have_flag(f_ptr->flags, FF_LAVA) && !IS_INVULN() && !p_ptr->immune_fire)
1707 if (have_flag(f_ptr->flags, FF_DEEP))
1709 damage = 6000 + randint0(4000);
1711 else if (!p_ptr->levitation)
1713 damage = 3000 + randint0(2000);
1718 if (prace_is_(RACE_ENT)) damage += damage / 3;
1719 if (p_ptr->resist_fire) damage = damage / 3;
1720 if (IS_OPPOSE_FIRE()) damage = damage / 3;
1722 if (p_ptr->levitation) damage = damage / 5;
1724 damage = damage / 100 + (randint0(100) < (damage % 100));
1726 if (p_ptr->levitation)
1729 msg_print("Ç®¤Ç²Ð½ý¤·¤¿¡ª");
1730 take_hit(DAMAGE_NOESCAPE, damage, format("%s¤Î¾å¤ËÉâÍ·¤·¤¿¥À¥á¡¼¥¸", f_name + f_info[get_feat_mimic(&cave[py][px])].name), -1);
1732 msg_print("The heat burns you!");
1733 take_hit(DAMAGE_NOESCAPE, damage, format("flying over %s", f_name + f_info[get_feat_mimic(&cave[py][px])].name), -1);
1738 cptr name = f_name + f_info[get_feat_mimic(&cave[py][px])].name;
1740 msg_format("%s¤Ç²Ð½ý¤·¤¿¡ª", name);
1742 msg_format("The %s burns you!", name);
1744 take_hit(DAMAGE_NOESCAPE, damage, name, -1);
1747 cave_no_regen = TRUE;
1751 if (have_flag(f_ptr->flags, FF_WATER) && have_flag(f_ptr->flags, FF_DEEP) &&
1752 !p_ptr->levitation && !p_ptr->can_swim)
1754 if (p_ptr->total_weight > weight_limit())
1758 msg_print("Å®¤ì¤Æ¤¤¤ë¡ª");
1759 take_hit(DAMAGE_NOESCAPE, randint1(p_ptr->lev), "Å®¤ì", -1);
1761 msg_print("You are drowning!");
1762 take_hit(DAMAGE_NOESCAPE, randint1(p_ptr->lev), "drowning", -1);
1765 cave_no_regen = TRUE;
1772 if ((r_info[m_list[p_ptr->riding].r_idx].flags2 & RF2_AURA_FIRE) && !p_ptr->immune_fire)
1774 damage = r_info[m_list[p_ptr->riding].r_idx].level / 2;
1775 if (prace_is_(RACE_ENT)) damage += damage / 3;
1776 if (p_ptr->resist_fire) damage = damage / 3;
1777 if (IS_OPPOSE_FIRE()) damage = damage / 3;
1779 msg_print("Ç®¤¤¡ª");
1780 take_hit(DAMAGE_NOESCAPE, damage, "±ê¤Î¥ª¡¼¥é", -1);
1782 msg_print("It's hot!");
1783 take_hit(DAMAGE_NOESCAPE, damage, "Fire aura", -1);
1786 if ((r_info[m_list[p_ptr->riding].r_idx].flags2 & RF2_AURA_ELEC) && !p_ptr->immune_elec)
1788 damage = r_info[m_list[p_ptr->riding].r_idx].level / 2;
1789 if (prace_is_(RACE_ANDROID)) damage += damage / 3;
1790 if (p_ptr->resist_elec) damage = damage / 3;
1791 if (IS_OPPOSE_ELEC()) damage = damage / 3;
1793 msg_print("Äˤ¤¡ª");
1794 take_hit(DAMAGE_NOESCAPE, damage, "Åŵ¤¤Î¥ª¡¼¥é", -1);
1796 msg_print("It hurts!");
1797 take_hit(DAMAGE_NOESCAPE, damage, "Elec aura", -1);
1800 if ((r_info[m_list[p_ptr->riding].r_idx].flags3 & RF3_AURA_COLD) && !p_ptr->immune_cold)
1802 damage = r_info[m_list[p_ptr->riding].r_idx].level / 2;
1803 if (p_ptr->resist_cold) damage = damage / 3;
1804 if (IS_OPPOSE_COLD()) damage = damage / 3;
1806 msg_print("Î䤿¤¤¡ª");
1807 take_hit(DAMAGE_NOESCAPE, damage, "Î䵤¤Î¥ª¡¼¥é", -1);
1809 msg_print("It's cold!");
1810 take_hit(DAMAGE_NOESCAPE, damage, "Cold aura", -1);
1815 /* Spectres -- take damage when moving through walls */
1817 * Added: ANYBODY takes damage if inside through walls
1818 * without wraith form -- NOTE: Spectres will never be
1819 * reduced below 0 hp by being inside a stone wall; others
1822 if (!have_flag(f_ptr->flags, FF_MOVE) && !have_flag(f_ptr->flags, FF_CAN_FLY))
1824 if (!IS_INVULN() && !p_ptr->wraith_form && !p_ptr->kabenuke &&
1825 ((p_ptr->chp > (p_ptr->lev / 5)) || !p_ptr->pass_wall))
1829 cave_no_regen = TRUE;
1831 if (p_ptr->pass_wall)
1834 msg_print("ÂΤÎʬ»Ò¤¬Ê¬²ò¤·¤¿µ¤¤¬¤¹¤ë¡ª");
1837 msg_print("Your molecules feel disrupted!");
1838 dam_desc = "density";
1844 msg_print("Êø¤ì¤¿´ä¤Ë²¡¤·ÄÙ¤µ¤ì¤¿¡ª");
1845 dam_desc = "¹Å¤¤´ä";
1847 msg_print("You are being crushed!");
1848 dam_desc = "solid rock";
1852 take_hit(DAMAGE_NOESCAPE, 1 + (p_ptr->lev / 5), dam_desc, -1);
1857 /*** handle regeneration ***/
1860 if (p_ptr->food < PY_FOOD_WEAK)
1862 /* Lower regeneration */
1863 if (p_ptr->food < PY_FOOD_STARVE)
1867 else if (p_ptr->food < PY_FOOD_FAINT)
1869 regen_amount = PY_REGEN_FAINT;
1873 regen_amount = PY_REGEN_WEAK;
1877 /* Are we walking the pattern? */
1878 if (pattern_effect())
1880 cave_no_regen = TRUE;
1884 /* Regeneration ability */
1885 if (p_ptr->regenerate)
1887 regen_amount = regen_amount * 2;
1889 if (p_ptr->special_defense & (KAMAE_MASK | KATA_MASK))
1893 if (p_ptr->cursed & TRC_SLOW_REGEN)
1900 /* Searching or Resting */
1901 if ((p_ptr->action == ACTION_SEARCH) || (p_ptr->action == ACTION_REST))
1903 regen_amount = regen_amount * 2;
1906 upkeep_factor = calculate_upkeep();
1908 /* No regeneration while special action */
1909 if ((p_ptr->action == ACTION_LEARN) ||
1910 (p_ptr->action == ACTION_HAYAGAKE) ||
1911 (p_ptr->special_defense & KATA_KOUKIJIN))
1913 upkeep_factor += 100;
1916 /* Regenerate the mana */
1917 regenmana(upkeep_factor, regen_amount);
1920 /* Recharge magic eater's power */
1921 if (p_ptr->pclass == CLASS_MAGIC_EATER)
1923 regenmagic(regen_amount);
1926 if ((p_ptr->csp == 0) && (p_ptr->csp_frac == 0))
1928 while (upkeep_factor > 100)
1931 msg_print("¤³¤ó¤Ê¤Ë¿¤¯¤Î¥Ú¥Ã¥È¤òÀ©¸æ¤Ç¤¤Ê¤¤¡ª");
1933 msg_print("Too many pets to control at once!");
1936 do_cmd_pet_dismiss();
1938 upkeep_factor = calculate_upkeep();
1941 msg_format("°Ý»ý£Í£Ð¤Ï %d%%", upkeep_factor);
1943 msg_format("Upkeep: %d%% mana.", upkeep_factor);
1949 /* Poisoned or cut yields no healing */
1950 if (p_ptr->poisoned) regen_amount = 0;
1951 if (p_ptr->cut) regen_amount = 0;
1953 /* Special floor -- Pattern, in a wall -- yields no healing */
1954 if (cave_no_regen) regen_amount = 0;
1956 regen_amount = (regen_amount * mutant_regenerate_mod) / 100;
1958 /* Regenerate Hit Points if needed */
1959 if ((p_ptr->chp < p_ptr->mhp) && !cave_no_regen)
1961 regenhp(regen_amount);
1967 * Handle timeout every 10 game turns
1969 static void process_world_aux_timeout(void)
1971 const int dec_count = (easy_band ? 2 : 1);
1973 /*** Timeout Various Things ***/
1976 if (p_ptr->tim_mimic)
1978 (void)set_mimic(p_ptr->tim_mimic - 1, p_ptr->mimic_form, TRUE);
1981 /* Hack -- Hallucinating */
1984 (void)set_image(p_ptr->image - dec_count);
1990 (void)set_blind(p_ptr->blind - dec_count);
1993 /* Times see-invisible */
1994 if (p_ptr->tim_invis)
1996 (void)set_tim_invis(p_ptr->tim_invis - 1, TRUE);
2007 (void)set_tim_esp(p_ptr->tim_esp - 1, TRUE);
2010 /* Timed temporary elemental brands. -LM- */
2011 if (p_ptr->ele_attack)
2013 p_ptr->ele_attack--;
2015 /* Clear all temporary elemental brands. */
2016 if (!p_ptr->ele_attack) set_ele_attack(0, 0);
2019 /* Timed temporary elemental immune. -LM- */
2020 if (p_ptr->ele_immune)
2022 p_ptr->ele_immune--;
2024 /* Clear all temporary elemental brands. */
2025 if (!p_ptr->ele_immune) set_ele_immune(0, 0);
2028 /* Timed infra-vision */
2029 if (p_ptr->tim_infra)
2031 (void)set_tim_infra(p_ptr->tim_infra - 1, TRUE);
2035 if (p_ptr->tim_stealth)
2037 (void)set_tim_stealth(p_ptr->tim_stealth - 1, TRUE);
2040 /* Timed levitation */
2041 if (p_ptr->tim_levitation)
2043 (void)set_tim_levitation(p_ptr->tim_levitation - 1, TRUE);
2046 /* Timed sh_touki */
2047 if (p_ptr->tim_sh_touki)
2049 (void)set_tim_sh_touki(p_ptr->tim_sh_touki - 1, TRUE);
2053 if (p_ptr->tim_sh_fire)
2055 (void)set_tim_sh_fire(p_ptr->tim_sh_fire - 1, TRUE);
2059 if (p_ptr->tim_sh_holy)
2061 (void)set_tim_sh_holy(p_ptr->tim_sh_holy - 1, TRUE);
2065 if (p_ptr->tim_eyeeye)
2067 (void)set_tim_eyeeye(p_ptr->tim_eyeeye - 1, TRUE);
2070 /* Timed resist-magic */
2071 if (p_ptr->resist_magic)
2073 (void)set_resist_magic(p_ptr->resist_magic - 1, TRUE);
2076 /* Timed regeneration */
2077 if (p_ptr->tim_regen)
2079 (void)set_tim_regen(p_ptr->tim_regen - 1, TRUE);
2082 /* Timed resist nether */
2083 if (p_ptr->tim_res_nether)
2085 (void)set_tim_res_nether(p_ptr->tim_res_nether - 1, TRUE);
2088 /* Timed resist time */
2089 if (p_ptr->tim_res_time)
2091 (void)set_tim_res_time(p_ptr->tim_res_time - 1, TRUE);
2095 if (p_ptr->tim_reflect)
2097 (void)set_tim_reflect(p_ptr->tim_reflect - 1, TRUE);
2101 if (p_ptr->multishadow)
2103 (void)set_multishadow(p_ptr->multishadow - 1, TRUE);
2106 /* Timed Robe of dust */
2107 if (p_ptr->dustrobe)
2109 (void)set_dustrobe(p_ptr->dustrobe - 1, TRUE);
2112 /* Timed infra-vision */
2113 if (p_ptr->kabenuke)
2115 (void)set_kabenuke(p_ptr->kabenuke - 1, TRUE);
2119 if (p_ptr->paralyzed)
2121 (void)set_paralyzed(p_ptr->paralyzed - dec_count);
2125 if (p_ptr->confused)
2127 (void)set_confused(p_ptr->confused - dec_count);
2133 (void)set_afraid(p_ptr->afraid - dec_count);
2139 (void)set_fast(p_ptr->fast - 1, TRUE);
2145 (void)set_slow(p_ptr->slow - dec_count, TRUE);
2148 /* Protection from evil */
2149 if (p_ptr->protevil)
2151 (void)set_protevil(p_ptr->protevil - 1, TRUE);
2154 /* Invulnerability */
2157 (void)set_invuln(p_ptr->invuln - 1, TRUE);
2161 if (p_ptr->wraith_form)
2163 (void)set_wraith_form(p_ptr->wraith_form - 1, TRUE);
2169 (void)set_hero(p_ptr->hero - 1, TRUE);
2175 (void)set_shero(p_ptr->shero - 1, TRUE);
2181 (void)set_blessed(p_ptr->blessed - 1, TRUE);
2187 (void)set_shield(p_ptr->shield - 1, TRUE);
2191 if (p_ptr->tsubureru)
2193 (void)set_tsubureru(p_ptr->tsubureru - 1, TRUE);
2197 if (p_ptr->magicdef)
2199 (void)set_magicdef(p_ptr->magicdef - 1, TRUE);
2203 if (p_ptr->tsuyoshi)
2205 (void)set_tsuyoshi(p_ptr->tsuyoshi - 1, TRUE);
2209 if (p_ptr->oppose_acid)
2211 (void)set_oppose_acid(p_ptr->oppose_acid - 1, TRUE);
2214 /* Oppose Lightning */
2215 if (p_ptr->oppose_elec)
2217 (void)set_oppose_elec(p_ptr->oppose_elec - 1, TRUE);
2221 if (p_ptr->oppose_fire)
2223 (void)set_oppose_fire(p_ptr->oppose_fire - 1, TRUE);
2227 if (p_ptr->oppose_cold)
2229 (void)set_oppose_cold(p_ptr->oppose_cold - 1, TRUE);
2233 if (p_ptr->oppose_pois)
2235 (void)set_oppose_pois(p_ptr->oppose_pois - 1, TRUE);
2240 (void)set_ultimate_res(p_ptr->ult_res - 1, TRUE);
2243 /*** Poison and Stun and Cut ***/
2246 if (p_ptr->poisoned)
2248 int adjust = adj_con_fix[p_ptr->stat_ind[A_CON]] + 1;
2250 /* Apply some healing */
2251 (void)set_poisoned(p_ptr->poisoned - adjust);
2257 int adjust = adj_con_fix[p_ptr->stat_ind[A_CON]] + 1;
2259 /* Apply some healing */
2260 (void)set_stun(p_ptr->stun - adjust);
2266 int adjust = adj_con_fix[p_ptr->stat_ind[A_CON]] + 1;
2268 /* Hack -- Truly "mortal" wound */
2269 if (p_ptr->cut > 1000) adjust = 0;
2271 /* Apply some healing */
2272 (void)set_cut(p_ptr->cut - adjust);
2278 * Handle burning fuel every 10 game turns
2280 static void process_world_aux_light(void)
2282 /* Check for light being wielded */
2283 object_type *o_ptr = &inventory[INVEN_LITE];
2285 /* Burn some fuel in the current lite */
2286 if (o_ptr->tval == TV_LITE)
2288 /* Hack -- Use some fuel (except on artifacts) */
2289 if (!(object_is_fixed_artifact(o_ptr) || o_ptr->sval == SV_LITE_FEANOR) && (o_ptr->xtra4 > 0))
2291 /* Decrease life-span */
2292 if (o_ptr->name2 == EGO_LITE_LONG)
2294 if (turn % (TURNS_PER_TICK*2)) o_ptr->xtra4--;
2296 else o_ptr->xtra4--;
2298 /* Notice interesting fuel steps */
2299 notice_lite_change(o_ptr);
2306 * Handle mutation effects once every 10 game turns
2308 static void process_world_aux_mutation(void)
2310 /* No mutation with effects */
2311 if (!p_ptr->muta2) return;
2313 /* No effect on monster arena */
2314 if (p_ptr->inside_battle) return;
2316 /* No effect on the global map */
2317 if (p_ptr->wild_mode) return;
2320 if ((p_ptr->muta2 & MUT2_BERS_RAGE) && one_in_(3000))
2324 msg_print("¥¦¥¬¥¡¥¡¥¢¡ª");
2325 msg_print("·ãÅܤÎȯºî¤Ë½±¤ï¤ì¤¿¡ª");
2327 msg_print("RAAAAGHH!");
2328 msg_print("You feel a fit of rage coming over you!");
2331 (void)set_shero(10 + randint1(p_ptr->lev), FALSE);
2332 (void)set_afraid(0);
2335 if ((p_ptr->muta2 & MUT2_COWARDICE) && (randint1(3000) == 13))
2337 if (!p_ptr->resist_fear)
2341 msg_print("¤È¤Æ¤â°Å¤¤... ¤È¤Æ¤â¶²¤¤¡ª");
2343 msg_print("It's so dark... so scary!");
2346 set_afraid(p_ptr->afraid + 13 + randint1(26));
2350 if ((p_ptr->muta2 & MUT2_RTELEPORT) && (randint1(5000) == 88))
2352 if (!p_ptr->resist_nexus && !(p_ptr->muta1 & MUT1_VTELEPORT) &&
2357 /* Teleport player */
2359 msg_print("¤¢¤Ê¤¿¤Î°ÌÃÖ¤ÏÆÍÁ³¤Ò¤¸¤ç¤¦¤ËÉÔ³ÎÄê¤Ë¤Ê¤Ã¤¿...");
2361 msg_print("Your position suddenly seems very uncertain...");
2365 teleport_player(40, TELEPORT_PASSIVE);
2369 if ((p_ptr->muta2 & MUT2_ALCOHOL) && (randint1(6400) == 321))
2371 if (!p_ptr->resist_conf && !p_ptr->resist_chaos)
2374 p_ptr->redraw |= PR_EXTRA;
2376 msg_print("¤¤¤Ò¤¤¬¤â¡¼¤í¡¼¤È¤Ò¤Æ¤¤¿¤¤¬¤Õ¤ë...¥Ò¥Ã¥¯¡ª");
2378 msg_print("You feel a SSSCHtupor cOmINg over yOu... *HIC*!");
2383 if (!p_ptr->resist_conf)
2385 (void)set_confused(p_ptr->confused + randint0(20) + 15);
2388 if (!p_ptr->resist_chaos)
2393 if (one_in_(3)) lose_all_info();
2395 (void)teleport_player_aux(100, TELEPORT_NONMAGICAL | TELEPORT_PASSIVE);
2398 msg_print("¤¢¤Ê¤¿¤Ï¸«ÃΤé¤Ì¾ì½ê¤ÇÌܤ¬Àä᤿...Ƭ¤¬Äˤ¤¡£");
2399 msg_print("²¿¤â³Ð¤¨¤Æ¤¤¤Ê¤¤¡£¤É¤¦¤ä¤Ã¤Æ¤³¤³¤ËÍ褿¤«¤âʬ¤«¤é¤Ê¤¤¡ª");
2401 msg_print("You wake up somewhere with a sore head...");
2402 msg_print("You can't remember a thing, or how you got here!");
2411 msg_print("¤¡Á¤ì¤¤¤Ê¤Á¤ç¤ª¤Á¤ç¤é¤È¤ó¤ì¤¤¤ë¡Á");
2413 msg_print("Thishcischs GooDSChtuff!");
2416 (void)set_image(p_ptr->image + randint0(150) + 150);
2422 if ((p_ptr->muta2 & MUT2_HALLU) && (randint1(6400) == 42))
2424 if (!p_ptr->resist_chaos)
2427 p_ptr->redraw |= PR_EXTRA;
2428 (void)set_image(p_ptr->image + randint0(50) + 20);
2432 if ((p_ptr->muta2 & MUT2_FLATULENT) && (randint1(3000) == 13))
2437 msg_print("¥Ö¥¥¡¼¡¼¥Ã¡ª¤ª¤Ã¤È¡£");
2439 msg_print("BRRAAAP! Oops.");
2443 fire_ball(GF_POIS, 0, p_ptr->lev, 3);
2446 if ((p_ptr->muta2 & MUT2_PROD_MANA) &&
2447 !p_ptr->anti_magic && one_in_(9000))
2452 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");
2454 msg_print("Magical energy flows through you! You must release it!");
2459 (void)get_hack_dir(&dire);
2460 fire_ball(GF_MANA, dire, p_ptr->lev * 2, 3);
2463 if ((p_ptr->muta2 & MUT2_ATT_DEMON) &&
2464 !p_ptr->anti_magic && (randint1(6666) == 666))
2466 bool pet = one_in_(6);
2467 u32b mode = PM_ALLOW_GROUP;
2469 if (pet) mode |= PM_FORCE_PET;
2470 else mode |= (PM_ALLOW_UNIQUE | PM_NO_PET);
2472 if (summon_specific((pet ? -1 : 0), py, px,
2473 dun_level, SUMMON_DEMON, mode))
2476 msg_print("¤¢¤Ê¤¿¤Ï¥Ç¡¼¥â¥ó¤ò°ú¤´ó¤»¤¿¡ª");
2478 msg_print("You have attracted a demon!");
2485 if ((p_ptr->muta2 & MUT2_SPEED_FLUX) && one_in_(6000))
2491 msg_print("ÀºÎÏŪ¤Ç¤Ê¤¯¤Ê¤Ã¤¿µ¤¤¬¤¹¤ë¡£");
2493 msg_print("You feel less energetic.");
2496 if (p_ptr->fast > 0)
2502 set_slow(randint1(30) + 10, FALSE);
2508 msg_print("ÀºÎÏŪ¤Ë¤Ê¤Ã¤¿µ¤¤¬¤¹¤ë¡£");
2510 msg_print("You feel more energetic.");
2513 if (p_ptr->slow > 0)
2519 set_fast(randint1(30) + 10, FALSE);
2524 if ((p_ptr->muta2 & MUT2_BANISH_ALL) && one_in_(9000))
2528 msg_print("ÆÍÁ³¤Û¤È¤ó¤É¸ÉÆȤˤʤ俵¤¤¬¤¹¤ë¡£");
2530 msg_print("You suddenly feel almost lonely.");
2533 banish_monsters(100);
2534 if (!dun_level && p_ptr->town_num)
2538 /* Pick a random shop (except home) */
2541 n = randint0(MAX_STORES);
2543 while ((n == STORE_HOME) || (n == STORE_MUSEUM));
2546 msg_print("Ź¤Î¼ç¿Í¤¬µÖ¤Ë¸þ¤«¤Ã¤ÆÁö¤Ã¤Æ¤¤¤ë¡ª");
2548 msg_print("You see one of the shopkeepers running for the hills!");
2556 if ((p_ptr->muta2 & MUT2_EAT_LIGHT) && one_in_(3000))
2561 msg_print("±Æ¤Ë¤Ä¤Ä¤Þ¤ì¤¿¡£");
2563 msg_print("A shadow passes over you.");
2568 /* Absorb light from the current possition */
2569 if ((cave[py][px].info & (CAVE_GLOW | CAVE_MNDK)) == CAVE_GLOW)
2574 o_ptr = &inventory[INVEN_LITE];
2576 /* Absorb some fuel in the current lite */
2577 if (o_ptr->tval == TV_LITE)
2579 /* Use some fuel (except on artifacts) */
2580 if (!object_is_fixed_artifact(o_ptr) && (o_ptr->xtra4 > 0))
2582 /* Heal the player a bit */
2583 hp_player(o_ptr->xtra4 / 20);
2585 /* Decrease life-span of lite */
2589 msg_print("¸÷¸»¤«¤é¥¨¥Í¥ë¥®¡¼¤òµÛ¼ý¤·¤¿¡ª");
2591 msg_print("You absorb energy from your light!");
2595 /* Notice interesting fuel steps */
2596 notice_lite_change(o_ptr);
2601 * Unlite the area (radius 10) around player and
2602 * do 50 points damage to every affected monster
2604 unlite_area(50, 10);
2607 if ((p_ptr->muta2 & MUT2_ATT_ANIMAL) &&
2608 !p_ptr->anti_magic && one_in_(7000))
2610 bool pet = one_in_(3);
2611 u32b mode = PM_ALLOW_GROUP;
2613 if (pet) mode |= PM_FORCE_PET;
2614 else mode |= (PM_ALLOW_UNIQUE | PM_NO_PET);
2616 if (summon_specific((pet ? -1 : 0), py, px, dun_level, SUMMON_ANIMAL, mode))
2619 msg_print("ưʪ¤ò°ú¤´ó¤»¤¿¡ª");
2621 msg_print("You have attracted an animal!");
2628 if ((p_ptr->muta2 & MUT2_RAW_CHAOS) &&
2629 !p_ptr->anti_magic && one_in_(8000))
2633 msg_print("¼þ¤ê¤Î¶õ´Ö¤¬ÏĤó¤Ç¤¤¤ëµ¤¤¬¤¹¤ë¡ª");
2635 msg_print("You feel the world warping around you!");
2639 fire_ball(GF_CHAOS, 0, p_ptr->lev, 8);
2641 if ((p_ptr->muta2 & MUT2_NORMALITY) && one_in_(5000))
2643 if (!lose_mutation(0))
2645 msg_print("´ñ̯¤Ê¤¯¤é¤¤ÉáÄ̤ˤʤ俵¤¤¬¤¹¤ë¡£");
2647 msg_print("You feel oddly normal.");
2651 if ((p_ptr->muta2 & MUT2_WRAITH) && !p_ptr->anti_magic && one_in_(3000))
2655 msg_print("Èóʪ¼Á²½¤·¤¿¡ª");
2657 msg_print("You feel insubstantial!");
2661 set_wraith_form(randint1(p_ptr->lev / 2) + (p_ptr->lev / 2), FALSE);
2663 if ((p_ptr->muta2 & MUT2_POLY_WOUND) && one_in_(3000))
2667 if ((p_ptr->muta2 & MUT2_WASTING) && one_in_(3000))
2669 int which_stat = randint0(6);
2670 int sustained = FALSE;
2675 if (p_ptr->sustain_str) sustained = TRUE;
2678 if (p_ptr->sustain_int) sustained = TRUE;
2681 if (p_ptr->sustain_wis) sustained = TRUE;
2684 if (p_ptr->sustain_dex) sustained = TRUE;
2687 if (p_ptr->sustain_con) sustained = TRUE;
2690 if (p_ptr->sustain_chr) sustained = TRUE;
2694 msg_print("ÉÔÀµ¤Ê¾õÂÖ¡ª");
2696 msg_print("Invalid stat chosen!");
2706 msg_print("¼«Ê¬¤¬¿ê¼å¤·¤Æ¤¤¤¯¤Î¤¬Ê¬¤«¤ë¡ª");
2708 msg_print("You can feel yourself wasting away!");
2712 (void)dec_stat(which_stat, randint1(6) + 6, one_in_(3));
2715 if ((p_ptr->muta2 & MUT2_ATT_DRAGON) &&
2716 !p_ptr->anti_magic && one_in_(3000))
2718 bool pet = one_in_(5);
2719 u32b mode = PM_ALLOW_GROUP;
2721 if (pet) mode |= PM_FORCE_PET;
2722 else mode |= (PM_ALLOW_UNIQUE | PM_NO_PET);
2724 if (summon_specific((pet ? -1 : 0), py, px, dun_level, SUMMON_DRAGON, mode))
2727 msg_print("¥É¥é¥´¥ó¤ò°ú¤´ó¤»¤¿¡ª");
2729 msg_print("You have attracted a dragon!");
2735 if ((p_ptr->muta2 & MUT2_WEIRD_MIND) && !p_ptr->anti_magic &&
2738 if (p_ptr->tim_esp > 0)
2741 msg_print("Àº¿À¤Ë¤â¤ä¤¬¤«¤«¤Ã¤¿¡ª");
2743 msg_print("Your mind feels cloudy!");
2746 set_tim_esp(0, TRUE);
2751 msg_print("Àº¿À¤¬¹¤¬¤Ã¤¿¡ª");
2753 msg_print("Your mind expands!");
2756 set_tim_esp(p_ptr->lev, FALSE);
2759 if ((p_ptr->muta2 & MUT2_NAUSEA) && !p_ptr->slow_digest &&
2764 msg_print("°ß¤¬áÛÚ»¤·¡¢¿©»ö¤ò¼º¤Ã¤¿¡ª");
2766 msg_print("Your stomach roils, and you lose your lunch!");
2770 set_food(PY_FOOD_WEAK);
2771 if (music_singing_any()) stop_singing();
2772 if (hex_spelling_any()) stop_hex_spell_all();
2775 if ((p_ptr->muta2 & MUT2_WALK_SHAD) &&
2776 !p_ptr->anti_magic && one_in_(12000) && !p_ptr->inside_arena)
2781 if ((p_ptr->muta2 & MUT2_WARNING) && one_in_(1000))
2783 int danger_amount = 0;
2786 for (monster = 0; monster < m_max; monster++)
2788 monster_type *m_ptr = &m_list[monster];
2789 monster_race *r_ptr = &r_info[m_ptr->r_idx];
2791 /* Paranoia -- Skip dead monsters */
2792 if (!m_ptr->r_idx) continue;
2794 if (r_ptr->level >= p_ptr->lev)
2796 danger_amount += r_ptr->level - p_ptr->lev + 1;
2800 if (danger_amount > 100)
2802 msg_print("Èó¾ï¤Ë¶²¤í¤·¤¤µ¤¤¬¤¹¤ë¡ª");
2804 msg_print("You feel utterly terrified!");
2807 else if (danger_amount > 50)
2809 msg_print("¶²¤í¤·¤¤µ¤¤¬¤¹¤ë¡ª");
2811 msg_print("You feel terrified!");
2814 else if (danger_amount > 20)
2816 msg_print("Èó¾ï¤Ë¿´Çۤʵ¤¤¬¤¹¤ë¡ª");
2818 msg_print("You feel very worried!");
2821 else if (danger_amount > 10)
2823 msg_print("¿´Çۤʵ¤¤¬¤¹¤ë¡ª");
2825 msg_print("You feel paranoid!");
2828 else if (danger_amount > 5)
2830 msg_print("¤Û¤È¤ó¤É°ÂÁ´¤Êµ¤¤¬¤¹¤ë¡£");
2832 msg_print("You feel almost safe.");
2837 msg_print("¼ä¤·¤¤µ¤¤¬¤¹¤ë¡£");
2839 msg_print("You feel lonely.");
2843 if ((p_ptr->muta2 & MUT2_INVULN) && !p_ptr->anti_magic &&
2848 msg_print("̵Ũ¤Êµ¤¤¬¤¹¤ë¡ª");
2850 msg_print("You feel invincible!");
2854 (void)set_invuln(randint1(8) + 8, FALSE);
2856 if ((p_ptr->muta2 & MUT2_SP_TO_HP) && one_in_(2000))
2858 int wounds = p_ptr->mhp - p_ptr->chp;
2862 int healing = p_ptr->csp;
2864 if (healing > wounds)
2870 p_ptr->csp -= healing;
2873 p_ptr->redraw |= (PR_MANA);
2876 if ((p_ptr->muta2 & MUT2_HP_TO_SP) && !p_ptr->anti_magic &&
2879 int wounds = p_ptr->msp - p_ptr->csp;
2883 int healing = p_ptr->chp;
2885 if (healing > wounds)
2890 p_ptr->csp += healing;
2893 p_ptr->redraw |= (PR_MANA);
2895 take_hit(DAMAGE_LOSELIFE, healing, "Ƭ¤Ë¾º¤Ã¤¿·ì", -1);
2897 take_hit(DAMAGE_LOSELIFE, healing, "blood rushing to the head", -1);
2902 if ((p_ptr->muta2 & MUT2_DISARM) && one_in_(10000))
2905 object_type *o_ptr = NULL;
2909 msg_print("¤¬¤â¤Ä¤ì¤Æž¤ó¤À¡ª");
2910 take_hit(DAMAGE_NOESCAPE, randint1(p_ptr->wt / 6), "žÅÝ", -1);
2912 msg_print("You trip over your own feet!");
2913 take_hit(DAMAGE_NOESCAPE, randint1(p_ptr->wt / 6), "tripping", -1);
2917 if (buki_motteruka(INVEN_RARM))
2920 o_ptr = &inventory[INVEN_RARM];
2922 if (buki_motteruka(INVEN_LARM) && one_in_(2))
2924 o_ptr = &inventory[INVEN_LARM];
2928 else if (buki_motteruka(INVEN_LARM))
2930 o_ptr = &inventory[INVEN_LARM];
2934 if (slot && !object_is_cursed(o_ptr))
2937 msg_print("Éð´ï¤òÍî¤È¤·¤Æ¤·¤Þ¤Ã¤¿¡ª");
2939 msg_print("You drop your weapon!");
2941 inven_drop(slot, 1);
2947 * Handle curse effects once every 10 game turns
2949 static void process_world_aux_curse(void)
2951 if ((p_ptr->cursed & TRC_P_FLAG_MASK) && !p_ptr->inside_battle && !p_ptr->wild_mode)
2954 * Hack: Uncursed teleporting items (e.g. Trump Weapons)
2955 * can actually be useful!
2957 if ((p_ptr->cursed & TRC_TELEPORT_SELF) && one_in_(200))
2959 char o_name[MAX_NLEN];
2961 int i, i_keep = 0, count = 0;
2963 /* Scan the equipment with random teleport ability */
2964 for (i = INVEN_RARM; i < INVEN_TOTAL; i++)
2966 u32b flgs[TR_FLAG_SIZE];
2967 o_ptr = &inventory[i];
2969 /* Skip non-objects */
2970 if (!o_ptr->k_idx) continue;
2972 /* Extract the item flags */
2973 object_flags(o_ptr, flgs);
2975 if (have_flag(flgs, TR_TELEPORT))
2977 /* {.} will stop random teleportation. */
2978 if (!o_ptr->inscription || !my_strchr(quark_str(o_ptr->inscription), '.'))
2981 if (one_in_(count)) i_keep = i;
2986 o_ptr = &inventory[i_keep];
2987 object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
2990 msg_format("%s¤¬¥Æ¥ì¥Ý¡¼¥È¤ÎǽÎϤòȯư¤µ¤»¤è¤¦¤È¤·¤Æ¤¤¤ë¡£", o_name);
2992 msg_format("Your %s is activating teleportation.", o_name);
2996 if (get_check_strict("¥Æ¥ì¥Ý¡¼¥È¤·¤Þ¤¹¤«¡©", CHECK_OKAY_CANCEL))
2998 if (get_check_strict("Teleport? ", CHECK_OKAY_CANCEL))
3002 teleport_player(50, 0L);
3007 msg_format("%s¤Ë{.}(¥Ô¥ê¥ª¥É)¤ÈÌäò¹ï¤à¤Èȯư¤òÍÞÀ©¤Ç¤¤Þ¤¹¡£", o_name);
3009 msg_format("You can inscribe {.} on your %s to disable random teleportation. ", o_name);
3014 /* Make a chainsword noise */
3015 if ((p_ptr->cursed & TRC_CHAINSWORD) && one_in_(CHAINSWORD_NOISE))
3018 if (!get_rnd_line(_("chainswd_j.txt", "chainswd.txt"), 0, noise))
3020 disturb(FALSE, FALSE);
3023 if ((p_ptr->cursed & TRC_TY_CURSE) && one_in_(TY_CURSE_CHANCE))
3026 (void)activate_ty_curse(FALSE, &count);
3028 /* Handle experience draining */
3029 if (p_ptr->prace != RACE_ANDROID &&
3030 ((p_ptr->cursed & TRC_DRAIN_EXP) && one_in_(4)))
3032 p_ptr->exp -= (p_ptr->lev+1)/2;
3033 if (p_ptr->exp < 0) p_ptr->exp = 0;
3034 p_ptr->max_exp -= (p_ptr->lev+1)/2;
3035 if (p_ptr->max_exp < 0) p_ptr->max_exp = 0;
3038 /* Add light curse (Later) */
3039 if ((p_ptr->cursed & TRC_ADD_L_CURSE) && one_in_(2000))
3044 o_ptr = choose_cursed_obj_name(TRC_ADD_L_CURSE);
3046 new_curse = get_curse(0, 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;
3054 msg_format(_("°°Õ¤ËËþ¤Á¤¿¹õ¤¤¥ª¡¼¥é¤¬%s¤ò¤È¤ê¤Þ¤¤¤¿...", "There is a malignant black aura surrounding your %s..."), o_name);
3056 o_ptr->feeling = FEEL_NONE;
3058 p_ptr->update |= (PU_BONUS);
3061 /* Add heavy curse (Later) */
3062 if ((p_ptr->cursed & TRC_ADD_H_CURSE) && one_in_(2000))
3067 o_ptr = choose_cursed_obj_name(TRC_ADD_H_CURSE);
3069 new_curse = get_curse(1, o_ptr);
3070 if (!(o_ptr->curse_flags & new_curse))
3072 char o_name[MAX_NLEN];
3074 object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
3076 o_ptr->curse_flags |= new_curse;
3077 msg_format(_("°°Õ¤ËËþ¤Á¤¿¹õ¤¤¥ª¡¼¥é¤¬%s¤ò¤È¤ê¤Þ¤¤¤¿...", "There is a malignant black aura surrounding your %s..."), o_name);
3078 o_ptr->feeling = FEEL_NONE;
3080 p_ptr->update |= (PU_BONUS);
3084 if ((p_ptr->cursed & TRC_CALL_ANIMAL) && one_in_(2500))
3086 if (summon_specific(0, py, px, dun_level, SUMMON_ANIMAL,
3087 (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE | PM_NO_PET)))
3089 char o_name[MAX_NLEN];
3091 object_desc(o_name, choose_cursed_obj_name(TRC_CALL_ANIMAL), (OD_OMIT_PREFIX | OD_NAME_ONLY));
3092 msg_format(_("%s¤¬Æ°Êª¤ò°ú¤´ó¤»¤¿¡ª", "Your %s have attracted an animal!"), o_name);
3097 if ((p_ptr->cursed & TRC_CALL_DEMON) && one_in_(1111))
3099 if (summon_specific(0, py, px, dun_level, SUMMON_DEMON, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE | PM_NO_PET)))
3101 char o_name[MAX_NLEN];
3103 object_desc(o_name, choose_cursed_obj_name(TRC_CALL_DEMON), (OD_OMIT_PREFIX | OD_NAME_ONLY));
3104 msg_format(_("%s¤¬°Ëâ¤ò°ú¤´ó¤»¤¿¡ª", "Your %s have attracted a demon!"), o_name);
3109 if ((p_ptr->cursed & TRC_CALL_DRAGON) && one_in_(800))
3111 if (summon_specific(0, py, px, dun_level, SUMMON_DRAGON,
3112 (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE | PM_NO_PET)))
3114 char o_name[MAX_NLEN];
3116 object_desc(o_name, choose_cursed_obj_name(TRC_CALL_DRAGON), (OD_OMIT_PREFIX | OD_NAME_ONLY));
3117 msg_format(_("%s¤¬¥É¥é¥´¥ó¤ò°ú¤´ó¤»¤¿¡ª", "Your %s have attracted an dragon!"), o_name);
3122 if ((p_ptr->cursed & TRC_CALL_UNDEAD) && one_in_(1111))
3124 if (summon_specific(0, py, px, dun_level, SUMMON_UNDEAD,
3125 (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE | PM_NO_PET)))
3127 char o_name[MAX_NLEN];
3129 object_desc(o_name, choose_cursed_obj_name(TRC_CALL_DRAGON), (OD_OMIT_PREFIX | OD_NAME_ONLY));
3130 msg_format(_("%s¤¬»àÎî¤ò°ú¤´ó¤»¤¿¡ª", "Your %s have attracted an undead!"), o_name);
3134 if ((p_ptr->cursed & TRC_COWARDICE) && one_in_(1500))
3136 if (!p_ptr->resist_fear)
3139 msg_print(_("¤È¤Æ¤â°Å¤¤... ¤È¤Æ¤â¶²¤¤¡ª", "It's so dark... so scary!"));
3140 set_afraid(p_ptr->afraid + 13 + randint1(26));
3143 /* Teleport player */
3144 if ((p_ptr->cursed & TRC_TELEPORT) && one_in_(200) && !p_ptr->anti_tele)
3148 /* Teleport player */
3149 teleport_player(40, TELEPORT_PASSIVE);
3151 /* Handle HP draining */
3152 if ((p_ptr->cursed & TRC_DRAIN_HP) && one_in_(666))
3154 char o_name[MAX_NLEN];
3156 object_desc(o_name, choose_cursed_obj_name(TRC_DRAIN_HP), (OD_OMIT_PREFIX | OD_NAME_ONLY));
3157 msg_format(_("%s¤Ï¤¢¤Ê¤¿¤ÎÂÎÎϤòµÛ¼ý¤·¤¿¡ª", "Your %s drains HP from you!"), o_name);
3158 take_hit(DAMAGE_LOSELIFE, MIN(p_ptr->lev*2, 100), o_name, -1);
3160 /* Handle mana draining */
3161 if ((p_ptr->cursed & TRC_DRAIN_MANA) && p_ptr->csp && one_in_(666))
3163 char o_name[MAX_NLEN];
3165 object_desc(o_name, choose_cursed_obj_name(TRC_DRAIN_MANA), (OD_OMIT_PREFIX | OD_NAME_ONLY));
3166 msg_format(_("%s¤Ï¤¢¤Ê¤¿¤ÎËâÎϤòµÛ¼ý¤·¤¿¡ª", "Your %s drains mana from you!"), o_name);
3167 p_ptr->csp -= MIN(p_ptr->lev, 50);
3171 p_ptr->csp_frac = 0;
3173 p_ptr->redraw |= PR_MANA;
3177 /* Rarely, take damage from the Jewel of Judgement */
3178 if (one_in_(999) && !p_ptr->anti_magic)
3180 object_type *o_ptr = &inventory[INVEN_LITE];
3182 if (o_ptr->name1 == ART_JUDGE)
3185 if (object_is_known(o_ptr))
3186 msg_print("¡Ø¿³È½¤ÎÊõÀС٤Ϥ¢¤Ê¤¿¤ÎÂÎÎϤòµÛ¼ý¤·¤¿¡ª");
3188 msg_print("¤Ê¤Ë¤«¤¬¤¢¤Ê¤¿¤ÎÂÎÎϤòµÛ¼ý¤·¤¿¡ª");
3189 take_hit(DAMAGE_LOSELIFE, MIN(p_ptr->lev, 50), "¿³È½¤ÎÊõÀÐ", -1);
3191 if (object_is_known(o_ptr))
3192 msg_print("The Jewel of Judgement drains life from you!");
3194 msg_print("Something drains life from you!");
3195 take_hit(DAMAGE_LOSELIFE, MIN(p_ptr->lev, 50), "the Jewel of Judgement", -1);
3203 * Handle recharging objects once every 10 game turns
3205 static void process_world_aux_recharge(void)
3210 /* Process equipment */
3211 for (changed = FALSE, i = INVEN_RARM; i < INVEN_TOTAL; i++)
3213 /* Get the object */
3214 object_type *o_ptr = &inventory[i];
3216 /* Skip non-objects */
3217 if (!o_ptr->k_idx) continue;
3219 /* Recharge activatable objects */
3220 if (o_ptr->timeout > 0)
3225 /* Notice changes */
3226 if (!o_ptr->timeout)
3228 recharged_notice(o_ptr);
3234 /* Notice changes */
3238 p_ptr->window |= (PW_EQUIP);
3243 * Recharge rods. Rods now use timeout to control charging status,
3244 * and each charging rod in a stack decreases the stack's timeout by
3245 * one per turn. -LM-
3247 for (changed = FALSE, i = 0; i < INVEN_PACK; i++)
3249 object_type *o_ptr = &inventory[i];
3250 object_kind *k_ptr = &k_info[o_ptr->k_idx];
3252 /* Skip non-objects */
3253 if (!o_ptr->k_idx) continue;
3255 /* Examine all charging rods or stacks of charging rods. */
3256 if ((o_ptr->tval == TV_ROD) && (o_ptr->timeout))
3258 /* Determine how many rods are charging. */
3259 int temp = (o_ptr->timeout + (k_ptr->pval - 1)) / k_ptr->pval;
3260 if (temp > o_ptr->number) temp = o_ptr->number;
3262 /* Decrease timeout by that number. */
3263 o_ptr->timeout -= temp;
3265 /* Boundary control. */
3266 if (o_ptr->timeout < 0) o_ptr->timeout = 0;
3268 /* Notice changes, provide message if object is inscribed. */
3269 if (!(o_ptr->timeout))
3271 recharged_notice(o_ptr);
3275 /* One of the stack of rod is charged */
3276 else if (o_ptr->timeout % k_ptr->pval)
3283 /* Notice changes */
3287 p_ptr->window |= (PW_INVEN);
3291 /* Process objects on floor */
3292 for (i = 1; i < o_max; i++)
3295 object_type *o_ptr = &o_list[i];
3297 /* Skip dead objects */
3298 if (!o_ptr->k_idx) continue;
3300 /* Recharge rods on the ground. No messages. */
3301 if ((o_ptr->tval == TV_ROD) && (o_ptr->timeout))
3304 o_ptr->timeout -= o_ptr->number;
3306 /* Boundary control. */
3307 if (o_ptr->timeout < 0) o_ptr->timeout = 0;
3314 * Handle involuntary movement once every 10 game turns
3316 static void process_world_aux_movement(void)
3318 /* Delayed Word-of-Recall */
3319 if (p_ptr->word_recall)
3322 * HACK: Autosave BEFORE resetting the recall counter (rr9)
3323 * The player is yanked up/down as soon as
3324 * he loads the autosaved game.
3326 if (autosave_l && (p_ptr->word_recall == 1) && !p_ptr->inside_battle)
3327 do_cmd_save_game(TRUE);
3329 /* Count down towards recall */
3330 p_ptr->word_recall--;
3332 p_ptr->redraw |= (PR_STATUS);
3334 /* Activate the recall */
3335 if (!p_ptr->word_recall)
3340 /* Determine the level */
3341 if (dun_level || p_ptr->inside_quest || p_ptr->enter_dungeon)
3343 msg_print(_("¾å¤Ë°ú¤ÃÄ¥¤ê¤¢¤²¤é¤ì¤ë´¶¤¸¤¬¤¹¤ë¡ª",
3344 "You feel yourself yanked upwards!"));
3346 if (dungeon_type) p_ptr->recall_dungeon = dungeon_type;
3348 do_cmd_write_nikki(NIKKI_RECALL, dun_level, NULL);
3353 leave_quest_check();
3354 leave_tower_check();
3356 p_ptr->inside_quest = 0;
3358 p_ptr->leaving = TRUE;
3362 msg_print(_("²¼¤Ë°ú¤¤º¤ê¹ß¤í¤µ¤ì¤ë´¶¤¸¤¬¤¹¤ë¡ª",
3363 "You feel yourself yanked downwards!"));
3365 dungeon_type = p_ptr->recall_dungeon;
3368 do_cmd_write_nikki(NIKKI_RECALL, dun_level, NULL);
3371 dun_level = max_dlv[dungeon_type];
3372 if (dun_level < 1) dun_level = 1;
3374 /* Nightmare mode makes recall more dangerous */
3375 if (ironman_nightmare && !randint0(666) && (dungeon_type == DUNGEON_ANGBAND))
3381 else if (dun_level < 99)
3383 dun_level = (dun_level + 99) / 2;
3385 else if (dun_level > 100)
3387 dun_level = d_info[dungeon_type].maxdepth - 1;
3391 if (p_ptr->wild_mode)
3393 p_ptr->wilderness_y = py;
3394 p_ptr->wilderness_x = px;
3398 /* Save player position */
3402 p_ptr->wild_mode = FALSE;
3405 * Clear all saved floors
3406 * and create a first saved floor
3408 prepare_change_floor_mode(CFM_FIRST_FLOOR);
3411 p_ptr->leaving = TRUE;
3413 if (dungeon_type == DUNGEON_ANGBAND)
3417 for (i = MIN_RANDOM_QUEST; i < MAX_RANDOM_QUEST + 1; i++)
3419 quest_type* const q_ptr = &quest[i];
3422 if ((q_ptr->type == QUEST_TYPE_RANDOM) &&
3423 (q_ptr->status == QUEST_STATUS_TAKEN) &&
3424 (q_ptr->level < dun_level))
3426 q_ptr->status = QUEST_STATUS_FAILED;
3427 q_ptr->complev = (byte)p_ptr->lev;
3429 q_ptr->comptime = playtime;
3430 r_info[q_ptr->r_idx].flags1 &= ~(RF1_QUESTOR);
3437 sound(SOUND_TPLEVEL);
3442 /* Delayed Alter reality */
3443 if (p_ptr->alter_reality)
3445 if (autosave_l && (p_ptr->alter_reality == 1) && !p_ptr->inside_battle)
3446 do_cmd_save_game(TRUE);
3448 /* Count down towards alter */
3449 p_ptr->alter_reality--;
3451 p_ptr->redraw |= (PR_STATUS);
3453 /* Activate the alter reality */
3454 if (!p_ptr->alter_reality)
3459 /* Determine the level */
3460 if (!quest_number(dun_level) && dun_level)
3463 msg_print("À¤³¦¤¬ÊѤï¤Ã¤¿¡ª");
3465 msg_print("The world changes!");
3469 * Clear all saved floors
3470 * and create a first saved floor
3472 prepare_change_floor_mode(CFM_FIRST_FLOOR);
3475 p_ptr->leaving = TRUE;
3480 msg_print("À¤³¦¤¬¾¯¤·¤Î´ÖÊѲ½¤·¤¿¤è¤¦¤À¡£");
3482 msg_print("The world seems to change for a moment!");
3487 sound(SOUND_TPLEVEL);
3494 * Count number of adjacent monsters
3496 static int get_monster_crowd_number(int m_idx)
3498 monster_type *m_ptr = &m_list[m_idx];
3504 for (i = 0; i < 7; i++)
3506 int ay = my + ddy_ddd[i];
3507 int ax = mx + ddx_ddd[i];
3509 if (!in_bounds(ay, ax)) continue;
3511 /* Count number of monsters */
3512 if (cave[ay][ax].m_idx > 0) count++;
3521 * Dungeon rating is no longer linear
3523 #define RATING_BOOST(delta) (delta * delta + 50 * delta)
3526 * Examine all monsters and unidentified objects,
3527 * and get the feeling of current dungeon floor
3529 static byte get_dungeon_feeling(void)
3531 const int base = 10;
3535 /* Hack -- no feeling in the town */
3536 if (!dun_level) return 0;
3538 /* Examine each monster */
3539 for (i = 1; i < m_max; i++)
3541 monster_type *m_ptr = &m_list[i];
3542 monster_race *r_ptr;
3545 /* Skip dead monsters */
3546 if (!m_ptr->r_idx) continue;
3549 if (is_pet(m_ptr)) continue;
3551 r_ptr = &r_info[m_ptr->r_idx];
3553 /* Unique monsters */
3554 if (r_ptr->flags1 & (RF1_UNIQUE))
3556 /* Nearly out-of-depth unique monsters */
3557 if (r_ptr->level + 10 > dun_level)
3559 /* Boost rating by twice delta-depth */
3560 delta += (r_ptr->level + 10 - dun_level) * 2 * base;
3565 /* Out-of-depth monsters */
3566 if (r_ptr->level > dun_level)
3568 /* Boost rating by delta-depth */
3569 delta += (r_ptr->level - dun_level) * base;
3573 /* Unusually crowded monsters get a little bit of rating boost */
3574 if (r_ptr->flags1 & RF1_FRIENDS)
3576 if (5 <= get_monster_crowd_number(i)) delta += 1;
3580 if (2 <= get_monster_crowd_number(i)) delta += 1;
3584 rating += RATING_BOOST(delta);
3587 /* Examine each unidentified object */
3588 for (i = 1; i < o_max; i++)
3590 object_type *o_ptr = &o_list[i];
3591 object_kind *k_ptr = &k_info[o_ptr->k_idx];
3594 /* Skip dead objects */
3595 if (!o_ptr->k_idx) continue;
3597 /* Skip known objects */
3598 if (object_is_known(o_ptr))
3601 if (o_ptr->marked & OM_TOUCHED) continue;
3604 /* Skip pseudo-known objects */
3605 if (o_ptr->ident & IDENT_SENSE) continue;
3608 if (object_is_ego(o_ptr))
3610 ego_item_type *e_ptr = &e_info[o_ptr->name2];
3612 delta += e_ptr->rating * base;
3616 if (object_is_artifact(o_ptr))
3618 s32b cost = object_value_real(o_ptr);
3621 if (cost > 10000L) delta += 10 * base;
3622 if (cost > 50000L) delta += 10 * base;
3623 if (cost > 100000L) delta += 10 * base;
3625 /* Special feeling */
3626 if (!preserve_mode) return 1;
3629 if (o_ptr->tval == TV_DRAG_ARMOR) delta += 30 * base;
3630 if (o_ptr->tval == TV_SHIELD &&
3631 o_ptr->sval == SV_DRAGON_SHIELD) delta += 5 * base;
3632 if (o_ptr->tval == TV_GLOVES &&
3633 o_ptr->sval == SV_SET_OF_DRAGON_GLOVES) delta += 5 * base;
3634 if (o_ptr->tval == TV_BOOTS &&
3635 o_ptr->sval == SV_PAIR_OF_DRAGON_GREAVE) delta += 5 * base;
3636 if (o_ptr->tval == TV_HELM &&
3637 o_ptr->sval == SV_DRAGON_HELM) delta += 5 * base;
3638 if (o_ptr->tval == TV_RING &&
3639 o_ptr->sval == SV_RING_SPEED &&
3640 !object_is_cursed(o_ptr)) delta += 25 * base;
3641 if (o_ptr->tval == TV_RING &&
3642 o_ptr->sval == SV_RING_LORDLY &&
3643 !object_is_cursed(o_ptr)) delta += 15 * base;
3644 if (o_ptr->tval == TV_AMULET &&
3645 o_ptr->sval == SV_AMULET_THE_MAGI &&
3646 !object_is_cursed(o_ptr)) delta += 15 * base;
3648 /* Out-of-depth objects */
3649 if (!object_is_cursed(o_ptr) && !object_is_broken(o_ptr) &&
3650 k_ptr->level > dun_level)
3652 /* Rating increase */
3653 delta += (k_ptr->level - dun_level) * base;
3656 rating += RATING_BOOST(delta);
3660 if (rating > RATING_BOOST(1000)) return 2;
3661 if (rating > RATING_BOOST(800)) return 3;
3662 if (rating > RATING_BOOST(600)) return 4;
3663 if (rating > RATING_BOOST(400)) return 5;
3664 if (rating > RATING_BOOST(300)) return 6;
3665 if (rating > RATING_BOOST(200)) return 7;
3666 if (rating > RATING_BOOST(100)) return 8;
3667 if (rating > RATING_BOOST(0)) return 9;
3674 * Update dungeon feeling, and announce it if changed
3676 static void update_dungeon_feeling(void)
3682 /* No feeling on the surface */
3683 if (!dun_level) return;
3685 /* No feeling in the arena */
3686 if (p_ptr->inside_battle) return;
3688 /* Extract delay time */
3689 delay = MAX(10, 150 - p_ptr->skill_fos) * (150 - dun_level) * TURNS_PER_TICK / 100;
3691 /* Not yet felt anything */
3692 if (turn < p_ptr->feeling_turn + delay && !cheat_xtra) return;
3694 /* Extract quest number (if any) */
3695 quest_num = quest_number(dun_level);
3697 /* No feeling in a quest */
3699 (is_fixed_quest_idx(quest_num) &&
3700 !((quest_num == QUEST_OBERON) || (quest_num == QUEST_SERPENT) ||
3701 !(quest[quest_num].flags & QUEST_FLAG_PRESET)))) return;
3704 /* Get new dungeon feeling */
3705 new_feeling = get_dungeon_feeling();
3707 /* Remember last time updated */
3708 p_ptr->feeling_turn = turn;
3711 if (p_ptr->feeling == new_feeling) return;
3713 /* Dungeon feeling is changed */
3714 p_ptr->feeling = new_feeling;
3716 /* Announce feeling */
3719 /* Update the level indicator */
3720 p_ptr->redraw |= (PR_DEPTH);
3723 if (disturb_minor) disturb(0, 0);
3728 * Handle certain things once every 10 game turns
3730 static void process_world(void)
3734 const s32b A_DAY = TURNS_PER_TICK * TOWN_DAWN;
3735 s32b prev_turn_in_today = ((turn - TURNS_PER_TICK) % A_DAY + A_DAY / 4) % A_DAY;
3736 int prev_min = (1440 * prev_turn_in_today / A_DAY) % 60;
3738 extract_day_hour_min(&day, &hour, &min);
3740 /* Update dungeon feeling, and announce it if changed */
3741 update_dungeon_feeling();
3743 /*** Check monster arena ***/
3744 if (p_ptr->inside_battle && !p_ptr->leaving)
3750 /* Count all hostile monsters */
3751 for (i2 = 0; i2 < cur_wid; ++i2)
3752 for (j2 = 0; j2 < cur_hgt; j2++)
3754 cave_type *c_ptr = &cave[j2][i2];
3756 if ((c_ptr->m_idx > 0) && (c_ptr->m_idx != p_ptr->riding))
3759 win_m_idx = c_ptr->m_idx;
3763 if (number_mon == 0)
3766 msg_print("ÁêÂǤÁ¤Ë½ª¤ï¤ê¤Þ¤·¤¿¡£");
3768 msg_print("They have kill each other at the same time.");
3771 p_ptr->energy_need = 0;
3774 else if ((number_mon-1) == 0)
3777 monster_type *wm_ptr;
3779 wm_ptr = &m_list[win_m_idx];
3781 monster_desc(m_name, wm_ptr, 0);
3783 msg_format("%s¤¬¾¡Íø¤·¤¿¡ª", m_name);
3785 msg_format("%s is winner!", m_name);
3789 if (win_m_idx == (sel_monster+1))
3792 msg_print("¤ª¤á¤Ç¤È¤¦¤´¤¶¤¤¤Þ¤¹¡£");
3794 msg_print("Congratulations.");
3797 msg_format("%d¡ð¤ò¼õ¤±¼è¤Ã¤¿¡£", battle_odds);
3799 msg_format("You received %d gold.", battle_odds);
3801 p_ptr->au += battle_odds;
3806 msg_print("»ÄÇ°¤Ç¤·¤¿¡£");
3808 msg_print("You lost gold.");
3812 p_ptr->energy_need = 0;
3815 else if (turn - old_turn == 150*TURNS_PER_TICK)
3818 msg_print("¿½¤·Ê¬¤±¤¢¤ê¤Þ¤»¤ó¤¬¡¢¤³¤Î¾¡Éé¤Ï°ú¤Ê¬¤±¤È¤µ¤»¤Æ¤¤¤¿¤À¤¤Þ¤¹¡£");
3820 msg_format("This battle have ended in a draw.");
3822 p_ptr->au += kakekin;
3824 p_ptr->energy_need = 0;
3829 /* Every 10 game turns */
3830 if (turn % TURNS_PER_TICK) return;
3832 /*** Check the Time and Load ***/
3834 if (!(turn % (50*TURNS_PER_TICK)))
3836 /* Check time and load */
3837 if ((0 != check_time()) || (0 != check_load()))
3840 if (closing_flag <= 2)
3845 /* Count warnings */
3850 msg_print("¥¢¥ó¥°¥Ð¥ó¥É¤Ø¤ÎÌ礬ÊĤ¸¤«¤«¤Ã¤Æ¤¤¤Þ¤¹...");
3851 msg_print("¥²¡¼¥à¤ò½ªÎ»¤¹¤ë¤«¥»¡¼¥Ö¤¹¤ë¤«¤·¤Æ²¼¤µ¤¤¡£");
3853 msg_print("The gates to ANGBAND are closing...");
3854 msg_print("Please finish up and/or save your game.");
3864 msg_print("º£¡¢¥¢¥ó¥°¥Ð¥ó¥É¤Ø¤ÎÌ礬ÊĤ¶¤µ¤ì¤Þ¤·¤¿¡£");
3866 msg_print("The gates to ANGBAND are now closed.");
3871 p_ptr->playing = FALSE;
3874 p_ptr->leaving = TRUE;
3879 /*** Attempt timed autosave ***/
3880 if (autosave_t && autosave_freq && !p_ptr->inside_battle)
3882 if (!(turn % ((s32b)autosave_freq * TURNS_PER_TICK)))
3883 do_cmd_save_game(TRUE);
3886 if (mon_fight && !ignore_unview)
3889 msg_print("²¿¤«¤¬Ê¹¤³¤¨¤¿¡£");
3891 msg_print("You hear noise.");
3895 /*** Handle the wilderness/town (sunshine) ***/
3897 /* While in town/wilderness */
3898 if (!dun_level && !p_ptr->inside_quest && !p_ptr->inside_battle && !p_ptr->inside_arena)
3900 /* Hack -- Daybreak/Nighfall in town */
3901 if (!(turn % ((TURNS_PER_TICK * TOWN_DAWN) / 2)))
3905 /* Check for dawn */
3906 dawn = (!(turn % (TURNS_PER_TICK * TOWN_DAWN)));
3915 msg_print("Ì뤬ÌÀ¤±¤¿¡£");
3917 msg_print("The sun has risen.");
3920 if (!p_ptr->wild_mode)
3922 /* Hack -- Scan the town */
3923 for (y = 0; y < cur_hgt; y++)
3925 for (x = 0; x < cur_wid; x++)
3927 /* Get the cave grid */
3928 cave_type *c_ptr = &cave[y][x];
3931 c_ptr->info |= (CAVE_GLOW);
3933 /* Hack -- Memorize lit grids if allowed */
3934 if (view_perma_grids) c_ptr->info |= (CAVE_MARK);
3936 /* Hack -- Notice spot */
3950 msg_print("Æü¤¬ÄÀ¤ó¤À¡£");
3952 msg_print("The sun has fallen.");
3955 if (!p_ptr->wild_mode)
3957 /* Hack -- Scan the town */
3958 for (y = 0; y < cur_hgt; y++)
3960 for (x = 0; x < cur_wid; x++)
3962 /* Get the cave grid */
3963 cave_type *c_ptr = &cave[y][x];
3965 /* Feature code (applying "mimic" field) */
3966 feature_type *f_ptr = &f_info[get_feat_mimic(c_ptr)];
3968 if (!is_mirror_grid(c_ptr) && !have_flag(f_ptr->flags, FF_QUEST_ENTER) &&
3969 !have_flag(f_ptr->flags, FF_ENTRANCE))
3972 c_ptr->info &= ~(CAVE_GLOW);
3974 if (!have_flag(f_ptr->flags, FF_REMEMBER))
3976 /* Forget the normal floor grid */
3977 c_ptr->info &= ~(CAVE_MARK);
3979 /* Hack -- Notice spot */
3985 /* Glow deep lava and building entrances */
3986 glow_deep_lava_and_bldg();
3991 /* Update the monsters */
3992 p_ptr->update |= (PU_MONSTERS | PU_MON_LITE);
3995 p_ptr->redraw |= (PR_MAP);
3998 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
4000 if (p_ptr->special_defense & NINJA_S_STEALTH)
4002 if (cave[py][px].info & CAVE_GLOW) set_superstealth(FALSE);
4007 /* While in the dungeon (vanilla_town or lite_town mode only) */
4008 else if ((vanilla_town || (lite_town && !p_ptr->inside_quest && !p_ptr->inside_battle && !p_ptr->inside_arena)) && dun_level)
4010 /*** Shuffle the Storekeepers ***/
4012 /* Chance is only once a day (while in dungeon) */
4013 if (!(turn % (TURNS_PER_TICK * STORE_TICKS)))
4015 /* Sometimes, shuffle the shop-keepers */
4016 if (one_in_(STORE_SHUFFLE))
4020 /* Pick a random shop (except home and museum) */
4023 n = randint0(MAX_STORES);
4025 while ((n == STORE_HOME) || (n == STORE_MUSEUM));
4027 /* Check every feature */
4028 for (i = 1; i < max_f_idx; i++)
4030 /* Access the index */
4031 feature_type *f_ptr = &f_info[i];
4033 /* Skip empty index */
4034 if (!f_ptr->name) continue;
4036 /* Skip non-store features */
4037 if (!have_flag(f_ptr->flags, FF_STORE)) continue;
4039 /* Verify store type */
4040 if (f_ptr->subtype == n)
4044 if (cheat_xtra) msg_format("%s¤ÎŹ¼ç¤ò¥·¥ã¥Ã¥Õ¥ë¤·¤Þ¤¹¡£", f_name + f_ptr->name);
4046 if (cheat_xtra) msg_format("Shuffle a Shopkeeper of %s.", f_name + f_ptr->name);
4060 /*** Process the monsters ***/
4062 /* Check for creature generation. */
4063 if (one_in_(d_info[dungeon_type].max_m_alloc_chance) &&
4064 !p_ptr->inside_arena && !p_ptr->inside_quest && !p_ptr->inside_battle)
4066 /* Make a new monster */
4067 (void)alloc_monster(MAX_SIGHT + 5, 0);
4070 /* Hack -- Check for creature regeneration */
4071 if (!(turn % (TURNS_PER_TICK*10)) && !p_ptr->inside_battle) regen_monsters();
4072 if (!(turn % (TURNS_PER_TICK*3))) regen_captured_monsters();
4074 if (!p_ptr->leaving)
4078 /* Hack -- Process the counters of monsters if needed */
4079 for (i = 0; i < MAX_MTIMED; i++)
4081 if (mproc_max[i] > 0) process_monsters_mtimed(i);
4089 if (min != prev_min)
4091 do_cmd_write_nikki(NIKKI_HIGAWARI, 0, NULL);
4092 determine_today_mon(FALSE);
4097 * Nightmare mode activates the TY_CURSE at midnight
4099 * Require exact minute -- Don't activate multiple times in a minute
4101 if (ironman_nightmare && (min != prev_min))
4103 /* Every 15 minutes after 11:00 pm */
4104 if ((hour == 23) && !(min % 15))
4113 msg_print("±ó¤¯¤ÇÉÔµ¤Ì£¤Ê¾â¤Î²»¤¬ÌĤä¿¡£");
4115 msg_print("You hear a distant bell toll ominously.");
4121 msg_print("±ó¤¯¤Ç¾â¤¬Æó²óÌĤä¿¡£");
4123 msg_print("A distant bell sounds twice.");
4129 msg_print("±ó¤¯¤Ç¾â¤¬»°²óÌĤä¿¡£");
4131 msg_print("A distant bell sounds three times.");
4137 msg_print("±ó¤¯¤Ç¾â¤¬»Í²óÌĤä¿¡£");
4139 msg_print("A distant bell tolls four times.");
4145 /* TY_CURSE activates at midnight! */
4152 msg_print("±ó¤¯¤Ç¾â¤¬²¿²ó¤âÌĤꡢ»à¤ó¤À¤è¤¦¤ÊÀŤ±¤µ¤ÎÃæ¤Ø¾Ã¤¨¤Æ¤¤¤Ã¤¿¡£");
4154 msg_print("A distant bell tolls many times, fading into an deathly silence.");
4157 activate_ty_curse(FALSE, &count);
4162 /*** Check the Food, and Regenerate ***/
4164 if (!p_ptr->inside_battle)
4166 /* Digest quickly when gorged */
4167 if (p_ptr->food >= PY_FOOD_MAX)
4169 /* Digest a lot of food */
4170 (void)set_food(p_ptr->food - 100);
4173 /* Digest normally -- Every 50 game turns */
4174 else if (!(turn % (TURNS_PER_TICK*5)))
4176 /* Basic digestion rate based on speed */
4177 int digestion = SPEED_TO_ENERGY(p_ptr->pspeed);
4179 /* Regeneration takes more food */
4180 if (p_ptr->regenerate)
4182 if (p_ptr->special_defense & (KAMAE_MASK | KATA_MASK))
4184 if (p_ptr->cursed & TRC_FAST_DIGEST)
4187 /* Slow digestion takes less food */
4188 if (p_ptr->slow_digest)
4191 /* Minimal digestion */
4192 if (digestion < 1) digestion = 1;
4193 /* Maximal digestion */
4194 if (digestion > 100) digestion = 100;
4196 /* Digest some food */
4197 (void)set_food(p_ptr->food - digestion);
4202 if ((p_ptr->food < PY_FOOD_FAINT))
4204 /* Faint occasionally */
4205 if (!p_ptr->paralyzed && (randint0(100) < 10))
4209 msg_print("¤¢¤Þ¤ê¤Ë¤â¶õÊ¢¤Çµ¤À䤷¤Æ¤·¤Þ¤Ã¤¿¡£");
4211 msg_print("You faint from the lack of food.");
4216 /* Hack -- faint (bypass free action) */
4217 (void)set_paralyzed(p_ptr->paralyzed + 1 + randint0(5));
4220 /* Starve to death (slowly) */
4221 if (p_ptr->food < PY_FOOD_STARVE)
4223 /* Calculate damage */
4224 int dam = (PY_FOOD_STARVE - p_ptr->food) / 10;
4228 if (!IS_INVULN()) take_hit(DAMAGE_LOSELIFE, dam, "¶õÊ¢", -1);
4230 if (!IS_INVULN()) take_hit(DAMAGE_LOSELIFE, dam, "starvation", -1);
4238 /* Process timed damage and regeneration */
4239 process_world_aux_hp_and_sp();
4241 /* Process timeout */
4242 process_world_aux_timeout();
4245 process_world_aux_light();
4247 /* Process mutation effects */
4248 process_world_aux_mutation();
4250 /* Process curse effects */
4251 process_world_aux_curse();
4253 /* Process recharging */
4254 process_world_aux_recharge();
4256 /* Feel the inventory */
4260 /* Involuntary Movement */
4261 process_world_aux_movement();
4267 * Verify use of "wizard" mode
4269 static bool enter_wizard_mode(void)
4271 /* Ask first time */
4272 if (!p_ptr->noscore)
4274 /* Wizard mode is not permitted */
4275 if (!allow_debug_opts || arg_wizard)
4278 msg_print("¥¦¥£¥¶¡¼¥É¥â¡¼¥É¤Ïµö²Ä¤µ¤ì¤Æ¤¤¤Þ¤»¤ó¡£ ");
4280 msg_print("Wizard mode is not permitted.");
4285 /* Mention effects */
4287 msg_print("¥¦¥£¥¶¡¼¥É¥â¡¼¥É¤Ï¥Ç¥Ð¥Ã¥°¤È¼Â¸³¤Î¤¿¤á¤Î¥â¡¼¥É¤Ç¤¹¡£ ");
4288 msg_print("°ìÅÙ¥¦¥£¥¶¡¼¥É¥â¡¼¥É¤ËÆþ¤ë¤È¥¹¥³¥¢¤ÏµÏ¿¤µ¤ì¤Þ¤»¤ó¡£");
4290 msg_print("Wizard mode is for debugging and experimenting.");
4291 msg_print("The game will not be scored if you enter wizard mode.");
4296 /* Verify request */
4298 if (!get_check("ËÜÅö¤Ë¥¦¥£¥¶¡¼¥É¥â¡¼¥É¤ËÆþ¤ê¤¿¤¤¤Î¤Ç¤¹¤«? "))
4300 if (!get_check("Are you sure you want to enter wizard mode? "))
4307 do_cmd_write_nikki(NIKKI_BUNSHOU, 0, "¥¦¥£¥¶¡¼¥É¥â¡¼¥É¤ËÆÍÆþ¤·¤Æ¥¹¥³¥¢¤ò»Ä¤»¤Ê¤¯¤Ê¤Ã¤¿¡£");
4309 do_cmd_write_nikki(NIKKI_BUNSHOU, 0, "give up recording score to enter wizard mode.");
4312 p_ptr->noscore |= 0x0002;
4323 * Verify use of "debug" commands
4325 static bool enter_debug_mode(void)
4327 /* Ask first time */
4328 if (!p_ptr->noscore)
4330 /* Debug mode is not permitted */
4331 if (!allow_debug_opts)
4334 msg_print("¥Ç¥Ð¥Ã¥°¥³¥Þ¥ó¥É¤Ïµö²Ä¤µ¤ì¤Æ¤¤¤Þ¤»¤ó¡£ ");
4336 msg_print("Use of debug command is not permitted.");
4341 /* Mention effects */
4343 msg_print("¥Ç¥Ð¥Ã¥°¡¦¥³¥Þ¥ó¥É¤Ï¥Ç¥Ð¥Ã¥°¤È¼Â¸³¤Î¤¿¤á¤Î¥³¥Þ¥ó¥É¤Ç¤¹¡£ ");
4344 msg_print("¥Ç¥Ð¥Ã¥°¡¦¥³¥Þ¥ó¥É¤ò»È¤¦¤È¥¹¥³¥¢¤ÏµÏ¿¤µ¤ì¤Þ¤»¤ó¡£");
4346 msg_print("The debug commands are for debugging and experimenting.");
4347 msg_print("The game will not be scored if you use debug commands.");
4352 /* Verify request */
4354 if (!get_check("ËÜÅö¤Ë¥Ç¥Ð¥Ã¥°¡¦¥³¥Þ¥ó¥É¤ò»È¤¤¤Þ¤¹¤«? "))
4356 if (!get_check("Are you sure you want to use debug commands? "))
4363 do_cmd_write_nikki(NIKKI_BUNSHOU, 0, "¥Ç¥Ð¥Ã¥°¥â¡¼¥É¤ËÆÍÆþ¤·¤Æ¥¹¥³¥¢¤ò»Ä¤»¤Ê¤¯¤Ê¤Ã¤¿¡£");
4365 do_cmd_write_nikki(NIKKI_BUNSHOU, 0, "give up sending score to use debug commands.");
4368 p_ptr->noscore |= 0x0008;
4376 * Hack -- Declare the Debug Routines
4378 extern void do_cmd_debug(void);
4380 #endif /* ALLOW_WIZARD */
4386 * Verify use of "borg" commands
4388 static bool enter_borg_mode(void)
4390 /* Ask first time */
4391 if (!(p_ptr->noscore & 0x0010))
4393 /* Mention effects */
4395 msg_print("¥Ü¡¼¥°¡¦¥³¥Þ¥ó¥É¤Ï¥Ç¥Ð¥Ã¥°¤È¼Â¸³¤Î¤¿¤á¤Î¥³¥Þ¥ó¥É¤Ç¤¹¡£ ");
4396 msg_print("¥Ü¡¼¥°¡¦¥³¥Þ¥ó¥É¤ò»È¤¦¤È¥¹¥³¥¢¤ÏµÏ¿¤µ¤ì¤Þ¤»¤ó¡£");
4398 msg_print("The borg commands are for debugging and experimenting.");
4399 msg_print("The game will not be scored if you use borg commands.");
4404 /* Verify request */
4406 if (!get_check("ËÜÅö¤Ë¥Ü¡¼¥°¡¦¥³¥Þ¥ó¥É¤ò»È¤¤¤Þ¤¹¤«? "))
4408 if (!get_check("Are you sure you want to use borg commands? "))
4415 do_cmd_write_nikki(NIKKI_BUNSHOU, 0, "¥Ü¡¼¥°¡¦¥³¥Þ¥ó¥É¤ò»ÈÍѤ·¤Æ¥¹¥³¥¢¤ò»Ä¤»¤Ê¤¯¤Ê¤Ã¤¿¡£");
4417 do_cmd_write_nikki(NIKKI_BUNSHOU, 0, "give up recording score to use borg commands.");
4420 p_ptr->noscore |= 0x0010;
4428 * Hack -- Declare the Ben Borg
4430 extern void do_cmd_borg(void);
4432 #endif /* ALLOW_BORG */
4437 * Parse and execute the current command
4438 * Give "Warning" on illegal commands.
4440 * XXX XXX XXX Make some "blocks"
4442 static void process_command(void)
4444 int old_now_message = now_message;
4446 #ifdef ALLOW_REPEAT /* TNB */
4448 /* Handle repeating the last command */
4451 #endif /* ALLOW_REPEAT -- TNB */
4456 if ((p_ptr->pclass == CLASS_SNIPER) && (p_ptr->concent))
4457 reset_concent = TRUE;
4459 /* Parse the command */
4460 switch (command_cmd)
4476 /*** Wizard Commands ***/
4478 /* Toggle Wizard Mode */
4483 p_ptr->wizard = FALSE;
4485 msg_print("¥¦¥£¥¶¡¼¥É¥â¡¼¥É²ò½ü¡£");
4487 msg_print("Wizard mode off.");
4491 else if (enter_wizard_mode())
4493 p_ptr->wizard = TRUE;
4495 msg_print("¥¦¥£¥¶¡¼¥É¥â¡¼¥ÉÆÍÆþ¡£");
4497 msg_print("Wizard mode on.");
4502 /* Update monsters */
4503 p_ptr->update |= (PU_MONSTERS);
4505 /* Redraw "title" */
4506 p_ptr->redraw |= (PR_TITLE);
4514 /* Special "debug" commands */
4517 /* Enter debug mode */
4518 if (enter_debug_mode())
4525 #endif /* ALLOW_WIZARD */
4530 /* Special "borg" commands */
4533 /* Enter borg mode */
4534 if (enter_borg_mode())
4536 if (!p_ptr->wild_mode) do_cmd_borg();
4542 #endif /* ALLOW_BORG */
4546 /*** Inventory Commands ***/
4548 /* Wear/wield equipment */
4551 if (!p_ptr->wild_mode) do_cmd_wield();
4555 /* Take off equipment */
4558 if (!p_ptr->wild_mode) do_cmd_takeoff();
4565 if (!p_ptr->wild_mode) do_cmd_drop();
4569 /* Destroy an item */
4576 /* Equipment list */
4583 /* Inventory list */
4591 /*** Various commands ***/
4593 /* Identify an object */
4600 /* Hack -- toggle windows */
4603 toggle_inven_equip();
4608 /*** Standard "Movement" Commands ***/
4613 if (!p_ptr->wild_mode) do_cmd_alter();
4620 if (!p_ptr->wild_mode) do_cmd_tunnel();
4624 /* Move (usually pick up things) */
4627 #ifdef ALLOW_EASY_DISARM /* TNB */
4631 #else /* ALLOW_EASY_DISARM -- TNB */
4633 do_cmd_walk(always_pickup);
4635 #endif /* ALLOW_EASY_DISARM -- TNB */
4640 /* Move (usually do not pick up) */
4643 #ifdef ALLOW_EASY_DISARM /* TNB */
4647 #else /* ALLOW_EASY_DISARM -- TNB */
4649 do_cmd_walk(!always_pickup);
4651 #endif /* ALLOW_EASY_DISARM -- TNB */
4657 /*** Running, Resting, Searching, Staying */
4659 /* Begin Running -- Arg is Max Distance */
4662 if (!p_ptr->wild_mode) do_cmd_run();
4666 /* Stay still (usually pick things up) */
4669 do_cmd_stay(always_pickup);
4673 /* Stay still (usually do not pick up) */
4676 do_cmd_stay(!always_pickup);
4680 /* Rest -- Arg is time */
4687 /* Search for traps/doors */
4694 /* Toggle search mode */
4697 if (p_ptr->action == ACTION_SEARCH) set_action(ACTION_NONE);
4698 else set_action(ACTION_SEARCH);
4703 /*** Stairs and Doors and Chests and Traps ***/
4706 case SPECIAL_KEY_STORE:
4708 if (!p_ptr->wild_mode) do_cmd_store();
4712 /* Enter building -KMW- */
4713 case SPECIAL_KEY_BUILDING:
4715 if (!p_ptr->wild_mode) do_cmd_bldg();
4719 /* Enter quest level -KMW- */
4720 case SPECIAL_KEY_QUEST:
4722 if (!p_ptr->wild_mode) do_cmd_quest();
4726 /* Go up staircase */
4729 if (!p_ptr->wild_mode && !dun_level && !p_ptr->inside_arena && !p_ptr->inside_quest)
4731 if (vanilla_town) break;
4736 msg_print("½±·â¤«¤éƨ¤²¤ë¤Ë¤Ï¥Þ¥Ã¥×¤Îü¤Þ¤Ç°ÜÆ°¤·¤Ê¤±¤ì¤Ð¤Ê¤é¤Ê¤¤¡£");
4738 msg_print("To flee the ambush you have to reach the edge of the map.");
4743 if (p_ptr->food < PY_FOOD_WEAK)
4746 msg_print("¤½¤ÎÁ°¤Ë¿©»ö¤ò¤È¤é¤Ê¤¤¤È¡£");
4748 msg_print("You must eat something here.");
4760 /* Go down staircase */
4763 if (p_ptr->wild_mode)
4771 /* Open a door or chest */
4774 if (!p_ptr->wild_mode) do_cmd_open();
4781 if (!p_ptr->wild_mode) do_cmd_close();
4785 /* Jam a door with spikes */
4788 if (!p_ptr->wild_mode) do_cmd_spike();
4795 if (!p_ptr->wild_mode) do_cmd_bash();
4799 /* Disarm a trap or chest */
4802 if (!p_ptr->wild_mode) do_cmd_disarm();
4807 /*** Magic and Prayers ***/
4809 /* Gain new spells/prayers */
4812 if ((p_ptr->pclass == CLASS_SORCERER) || (p_ptr->pclass == CLASS_RED_MAGE))
4814 msg_print("¼öʸ¤ò³Ø½¬¤¹¤ëɬÍפϤʤ¤¡ª");
4816 msg_print("You don't have to learn spells!");
4818 else if (p_ptr->pclass == CLASS_SAMURAI)
4819 do_cmd_gain_hissatsu();
4820 else if (p_ptr->pclass == CLASS_MAGIC_EATER)
4830 if ( (p_ptr->pclass == CLASS_MINDCRAFTER) ||
4831 (p_ptr->pclass == CLASS_BERSERKER) ||
4832 (p_ptr->pclass == CLASS_NINJA) ||
4833 (p_ptr->pclass == CLASS_MIRROR_MASTER)
4834 ) do_cmd_mind_browse();
4835 else if (p_ptr->pclass == CLASS_SMITH)
4837 else if (p_ptr->pclass == CLASS_MAGIC_EATER)
4838 do_cmd_magic_eater(TRUE, FALSE);
4839 else if (p_ptr->pclass == CLASS_SNIPER)
4840 do_cmd_snipe_browse();
4841 else do_cmd_browse();
4849 if (!p_ptr->wild_mode)
4851 if ((p_ptr->pclass == CLASS_WARRIOR) || (p_ptr->pclass == CLASS_ARCHER) || (p_ptr->pclass == CLASS_CAVALRY))
4854 msg_print("¼öʸ¤ò¾§¤¨¤é¤ì¤Ê¤¤¡ª");
4856 msg_print("You cannot cast spells!");
4859 else if (dun_level && (d_info[dungeon_type].flags1 & DF1_NO_MAGIC) && (p_ptr->pclass != CLASS_BERSERKER) && (p_ptr->pclass != CLASS_SMITH))
4862 msg_print("¥À¥ó¥¸¥ç¥ó¤¬ËâË¡¤òµÛ¼ý¤·¤¿¡ª");
4864 msg_print("The dungeon absorbs all attempted magic!");
4868 else if (p_ptr->anti_magic && (p_ptr->pclass != CLASS_BERSERKER) && (p_ptr->pclass != CLASS_SMITH))
4872 cptr which_power = "ËâË¡";
4874 cptr which_power = "magic";
4876 if (p_ptr->pclass == CLASS_MINDCRAFTER)
4878 which_power = "ĶǽÎÏ";
4880 which_power = "psionic powers";
4882 else if (p_ptr->pclass == CLASS_IMITATOR)
4884 which_power = "¤â¤Î¤Þ¤Í";
4886 which_power = "imitation";
4888 else if (p_ptr->pclass == CLASS_SAMURAI)
4890 which_power = "ɬ»¦·õ";
4892 which_power = "hissatsu";
4894 else if (p_ptr->pclass == CLASS_MIRROR_MASTER)
4896 which_power = "¶ÀËâË¡";
4898 which_power = "mirror magic";
4900 else if (p_ptr->pclass == CLASS_NINJA)
4902 which_power = "Ǧ½Ñ";
4904 which_power = "ninjutsu";
4906 else if (mp_ptr->spell_book == TV_LIFE_BOOK)
4908 which_power = "µ§¤ê";
4910 which_power = "prayer";
4914 msg_format("È¿ËâË¡¥Ð¥ê¥¢¤¬%s¤ò¼ÙË⤷¤¿¡ª", which_power);
4916 msg_format("An anti-magic shell disrupts your %s!", which_power);
4920 else if (p_ptr->shero && (p_ptr->pclass != CLASS_BERSERKER))
4923 msg_format("¶¸Àï»Î²½¤·¤Æ¤¤¤ÆƬ¤¬²ó¤é¤Ê¤¤¡ª");
4925 msg_format("You cannot think directly!");
4931 if ((p_ptr->pclass == CLASS_MINDCRAFTER) ||
4932 (p_ptr->pclass == CLASS_BERSERKER) ||
4933 (p_ptr->pclass == CLASS_NINJA) ||
4934 (p_ptr->pclass == CLASS_MIRROR_MASTER)
4937 else if (p_ptr->pclass == CLASS_IMITATOR)
4939 else if (p_ptr->pclass == CLASS_MAGIC_EATER)
4940 do_cmd_magic_eater(FALSE, FALSE);
4941 else if (p_ptr->pclass == CLASS_SAMURAI)
4943 else if (p_ptr->pclass == CLASS_BLUE_MAGE)
4944 do_cmd_cast_learned();
4945 else if (p_ptr->pclass == CLASS_SMITH)
4947 else if (p_ptr->pclass == CLASS_SNIPER)
4956 /* Issue a pet command */
4959 if (!p_ptr->wild_mode) do_cmd_pet();
4963 /*** Use various objects ***/
4965 /* Inscribe an object */
4972 /* Uninscribe an object */
4975 do_cmd_uninscribe();
4979 /* Activate an artifact */
4982 if (!p_ptr->wild_mode)
4984 if (!p_ptr->inside_arena)
4989 msg_print("¥¢¥ê¡¼¥Ê¤¬ËâË¡¤òµÛ¼ý¤·¤¿¡ª");
4991 msg_print("The arena absorbs all attempted magic!");
5007 /* Fuel your lantern/torch */
5017 if (!p_ptr->wild_mode) do_cmd_fire();
5024 if (!p_ptr->wild_mode)
5034 if (!p_ptr->wild_mode)
5036 if (!p_ptr->inside_arena)
5041 msg_print("¥¢¥ê¡¼¥Ê¤¬ËâË¡¤òµÛ¼ý¤·¤¿¡ª");
5043 msg_print("The arena absorbs all attempted magic!");
5055 if (!p_ptr->wild_mode)
5057 if (p_ptr->inside_arena)
5060 msg_print("¥¢¥ê¡¼¥Ê¤¬ËâË¡¤òµÛ¼ý¤·¤¿¡ª");
5062 msg_print("The arena absorbs all attempted magic!");
5067 else if (use_command && rogue_like_commands)
5079 /* Quaff a potion */
5082 if (!p_ptr->wild_mode)
5084 if (!p_ptr->inside_arena)
5085 do_cmd_quaff_potion();
5089 msg_print("¥¢¥ê¡¼¥Ê¤¬ËâË¡¤òµÛ¼ý¤·¤¿¡ª");
5091 msg_print("The arena absorbs all attempted magic!");
5103 if (!p_ptr->wild_mode)
5105 if (!p_ptr->inside_arena)
5106 do_cmd_read_scroll();
5110 msg_print("¥¢¥ê¡¼¥Ê¤¬ËâË¡¤òµÛ¼ý¤·¤¿¡ª");
5112 msg_print("The arena absorbs all attempted magic!");
5124 if (!p_ptr->wild_mode)
5126 if (p_ptr->inside_arena)
5129 msg_print("¥¢¥ê¡¼¥Ê¤¬ËâË¡¤òµÛ¼ý¤·¤¿¡ª");
5131 msg_print("The arena absorbs all attempted magic!");
5136 else if (use_command && !rogue_like_commands)
5146 /* Use racial power */
5149 if (!p_ptr->wild_mode) do_cmd_racial_power();
5154 /*** Looking at Things (nearby or on map) ***/
5156 /* Full dungeon map */
5163 /* Locate player on map */
5177 /* Target monster or location */
5180 if (!p_ptr->wild_mode) do_cmd_target();
5186 /*** Help and Such ***/
5195 /* Identify symbol */
5198 do_cmd_query_symbol();
5202 /* Character description */
5205 do_cmd_change_name();
5210 /*** System Commands ***/
5212 /* Hack -- User interface */
5219 /* Single line from a pref file */
5228 do_cmd_reload_autopick();
5234 do_cmd_edit_autopick();
5238 /* Interact with macros */
5245 /* Interact with visuals */
5253 /* Interact with colors */
5261 /* Interact with options */
5265 (void)combine_and_reorder_home(STORE_HOME);
5270 /*** Misc Commands ***/
5286 /* Repeat level feeling */
5289 if (!p_ptr->wild_mode) do_cmd_feeling();
5293 /* Show previous message */
5296 do_cmd_message_one();
5300 /* Show previous messages */
5303 do_cmd_messages(old_now_message);
5307 /* Show quest status -KMW- */
5310 do_cmd_checkquest();
5314 /* Redraw the screen */
5317 now_message = old_now_message;
5322 #ifndef VERIFY_SAVEFILE
5324 /* Hack -- Save and don't quit */
5327 do_cmd_save_game(FALSE);
5331 #endif /* VERIFY_SAVEFILE */
5341 case SPECIAL_KEY_QUIT:
5343 do_cmd_save_and_exit();
5347 /* Quit (commit suicide) */
5360 /* Check artifacts, uniques, objects */
5367 /* Load "screen dump" */
5370 do_cmd_load_screen();
5374 /* Save "screen dump" */
5377 do_cmd_save_screen();
5381 /* Record/stop "Movie" */
5384 prepare_movie_hooks();
5388 /* Make random artifact list */
5391 spoil_random_artifact("randifact.txt");
5398 if (!p_ptr->wild_mode) do_cmd_travel();
5399 if (p_ptr->special_defense & KATA_MUSOU)
5401 set_action(ACTION_NONE);
5407 /* Hack -- Unknown command */
5410 if (flush_failure) flush();
5414 sound(SOUND_ILLEGAL);
5416 if (!get_rnd_line("error_j.txt", 0, error_m))
5418 if (!get_rnd_line("error.txt", 0, error_m))
5425 prt(" '?' ¤Ç¥Ø¥ë¥×¤¬É½¼¨¤µ¤ì¤Þ¤¹¡£", 0, 0);
5427 prt("Type '?' for help.", 0, 0);
5433 if (!energy_use && !now_message)
5434 now_message = old_now_message;
5440 static bool monster_tsuri(int r_idx)
5442 monster_race *r_ptr = &r_info[r_idx];
5444 if ((r_ptr->flags7 & RF7_AQUATIC) && !(r_ptr->flags1 & RF1_UNIQUE) && my_strchr("Jjlw", r_ptr->d_char))
5451 /* Hack -- Pack Overflow */
5452 static void pack_overflow(void)
5454 if (inventory[INVEN_PACK].k_idx)
5456 char o_name[MAX_NLEN];
5459 /* Is auto-destroy done? */
5461 if (!inventory[INVEN_PACK].k_idx) return;
5463 /* Access the slot to be dropped */
5464 o_ptr = &inventory[INVEN_PACK];
5471 msg_print("¥¶¥Ã¥¯¤«¤é¥¢¥¤¥Æ¥à¤¬¤¢¤Õ¤ì¤¿¡ª");
5473 msg_print("Your pack overflows!");
5477 object_desc(o_name, o_ptr, 0);
5481 msg_format("%s(%c)¤òÍî¤È¤·¤¿¡£", o_name, index_to_label(INVEN_PACK));
5483 msg_format("You drop %s (%c).", o_name, index_to_label(INVEN_PACK));
5486 /* Drop it (carefully) near the player */
5487 (void)drop_near(o_ptr, 0, py, px);
5489 /* Modify, Describe, Optimize */
5490 inven_item_increase(INVEN_PACK, -255);
5491 inven_item_describe(INVEN_PACK);
5492 inven_item_optimize(INVEN_PACK);
5494 /* Handle "p_ptr->notice" */
5497 /* Handle "p_ptr->update" and "p_ptr->redraw" and "p_ptr->window" */
5503 * process the effects per 100 energy at player speed.
5505 static void process_upkeep_with_speed(void)
5507 /* Give the player some energy */
5508 if (!load && p_ptr->enchant_energy_need > 0 && !p_ptr->leaving)
5510 p_ptr->enchant_energy_need -= SPEED_TO_ENERGY(p_ptr->pspeed);
5514 if (p_ptr->enchant_energy_need > 0) return;
5516 while (p_ptr->enchant_energy_need <= 0)
5518 /* Handle the player song */
5519 if (!load) check_music();
5521 /* Hex - Handle the hex spells */
5522 if (!load) check_hex();
5523 if (!load) revenge_spell();
5525 /* There is some randomness of needed energy */
5526 p_ptr->enchant_energy_need += ENERGY_NEED();
5532 * Process the player
5534 * Notice the annoying code to handle "pack overflow", which
5535 * must come first just in case somebody manages to corrupt
5536 * the savefiles by clever use of menu commands or something.
5538 static void process_player(void)
5542 /*** Apply energy ***/
5547 msg_print("²¿¤«ÊѤï¤Ã¤¿µ¤¤¬¤¹¤ë¡ª");
5549 msg_print("You feel different!");
5552 (void)gain_random_mutation(0);
5553 hack_mutation = FALSE;
5556 if (p_ptr->inside_battle)
5558 for(i = 1; i < m_max; i++)
5560 monster_type *m_ptr = &m_list[i];
5562 if (!m_ptr->r_idx) continue;
5564 /* Hack -- Detect monster */
5565 m_ptr->mflag2 |= (MFLAG2_MARK | MFLAG2_SHOW);
5567 /* Update the monster */
5568 update_mon(i, FALSE);
5573 /* Give the player some energy */
5574 else if (!(load && p_ptr->energy_need <= 0))
5576 p_ptr->energy_need -= SPEED_TO_ENERGY(p_ptr->pspeed);
5580 if (p_ptr->energy_need > 0) return;
5581 if (!command_rep) prt_time();
5583 /*** Check for interupts ***/
5585 /* Complete resting */
5592 if ((p_ptr->chp == p_ptr->mhp) &&
5593 (p_ptr->csp >= p_ptr->msp))
5595 set_action(ACTION_NONE);
5599 /* Complete resting */
5600 else if (resting == -2)
5603 if ((p_ptr->chp == p_ptr->mhp) &&
5604 (p_ptr->csp >= p_ptr->msp) &&
5605 !p_ptr->blind && !p_ptr->confused &&
5606 !p_ptr->poisoned && !p_ptr->afraid &&
5607 !p_ptr->stun && !p_ptr->cut &&
5608 !p_ptr->slow && !p_ptr->paralyzed &&
5609 !p_ptr->image && !p_ptr->word_recall &&
5610 !p_ptr->alter_reality)
5612 set_action(ACTION_NONE);
5617 if (p_ptr->action == ACTION_FISH)
5620 Term_xtra(TERM_XTRA_DELAY, 10);
5624 bool success = FALSE;
5625 get_mon_num_prep(monster_tsuri,NULL);
5626 r_idx = get_mon_num(dun_level ? dun_level : wilderness[p_ptr->wilderness_y][p_ptr->wilderness_x].level);
5628 if (r_idx && one_in_(2))
5631 y = py+ddy[tsuri_dir];
5632 x = px+ddx[tsuri_dir];
5633 if (place_monster_aux(0, y, x, r_idx, PM_NO_KAGE))
5636 monster_desc(m_name, &m_list[cave[y][x].m_idx], 0);
5638 msg_format("%s¤¬Äà¤ì¤¿¡ª", m_name);
5640 msg_format("You have a good catch!", m_name);
5648 msg_print("±Â¤À¤±¿©¤ï¤ì¤Æ¤·¤Þ¤Ã¤¿¡ª¤¯¤Ã¤½¡Á¡ª");
5650 msg_print("Damn! The fish stole your bait!");
5657 /* Handle "abort" */
5660 /* Check for "player abort" (semi-efficiently for resting) */
5661 if (running || travel.run || command_rep || (p_ptr->action == ACTION_REST) || (p_ptr->action == ACTION_FISH))
5666 /* Check for a key */
5675 /* Hack -- Show a Message */
5677 msg_print("ÃæÃǤ·¤Þ¤·¤¿¡£");
5679 msg_print("Canceled.");
5686 if (p_ptr->riding && !p_ptr->confused && !p_ptr->blind)
5688 monster_type *m_ptr = &m_list[p_ptr->riding];
5689 monster_race *r_ptr = &r_info[m_ptr->r_idx];
5691 if (MON_CSLEEP(m_ptr))
5696 (void)set_monster_csleep(p_ptr->riding, 0);
5698 /* Acquire the monster name */
5699 monster_desc(m_name, m_ptr, 0);
5701 msg_format("%^s¤òµ¯¤³¤·¤¿¡£", m_name);
5703 msg_format("You have waked %s up.", m_name);
5707 if (MON_STUNNED(m_ptr))
5709 /* Hack -- Recover from stun */
5710 if (set_monster_stunned(p_ptr->riding,
5711 (randint0(r_ptr->level) < p_ptr->skill_exp[GINOU_RIDING]) ? 0 : (MON_STUNNED(m_ptr) - 1)))
5715 /* Acquire the monster name */
5716 monster_desc(m_name, m_ptr, 0);
5718 /* Dump a message */
5720 msg_format("%^s¤òÛ¯Û°¾õÂÖ¤«¤éΩ¤Áľ¤é¤»¤¿¡£", m_name);
5722 msg_format("%^s is no longer stunned.", m_name);
5727 if (MON_CONFUSED(m_ptr))
5729 /* Hack -- Recover from confusion */
5730 if (set_monster_confused(p_ptr->riding,
5731 (randint0(r_ptr->level) < p_ptr->skill_exp[GINOU_RIDING]) ? 0 : (MON_CONFUSED(m_ptr) - 1)))
5735 /* Acquire the monster name */
5736 monster_desc(m_name, m_ptr, 0);
5738 /* Dump a message */
5740 msg_format("%^s¤òº®Íð¾õÂÖ¤«¤éΩ¤Áľ¤é¤»¤¿¡£", m_name);
5742 msg_format("%^s is no longer confused.", m_name);
5747 if (MON_MONFEAR(m_ptr))
5749 /* Hack -- Recover from fear */
5750 if (set_monster_monfear(p_ptr->riding,
5751 (randint0(r_ptr->level) < p_ptr->skill_exp[GINOU_RIDING]) ? 0 : (MON_MONFEAR(m_ptr) - 1)))
5755 /* Acquire the monster name */
5756 monster_desc(m_name, m_ptr, 0);
5758 /* Dump a message */
5760 msg_format("%^s¤ò¶²Éݤ«¤éΩ¤Áľ¤é¤»¤¿¡£", m_name);
5762 msg_format("%^s is no longer fear.", m_name);
5767 /* Handle "p_ptr->update" and "p_ptr->redraw" and "p_ptr->window" */
5774 if (p_ptr->lightspeed)
5776 (void)set_lightspeed(p_ptr->lightspeed - 1, TRUE);
5778 if ((p_ptr->pclass == CLASS_FORCETRAINER) && (p_ptr->magic_num1[0]))
5780 if (p_ptr->magic_num1[0] < 40)
5782 p_ptr->magic_num1[0] = 0;
5784 else p_ptr->magic_num1[0] -= 40;
5785 p_ptr->update |= (PU_BONUS);
5787 if (p_ptr->action == ACTION_LEARN)
5790 u32b cost_frac = (p_ptr->msp + 30L) * 256L;
5792 /* Convert the unit (1/2^16) to (1/2^32) */
5793 s64b_LSHIFT(cost, cost_frac, 16);
5796 if (s64b_cmp(p_ptr->csp, p_ptr->csp_frac, cost, cost_frac) < 0)
5800 p_ptr->csp_frac = 0;
5801 set_action(ACTION_NONE);
5806 s64b_sub(&(p_ptr->csp), &(p_ptr->csp_frac), cost, cost_frac);
5808 p_ptr->redraw |= PR_MANA;
5811 if (p_ptr->special_defense & KATA_MASK)
5813 if (p_ptr->special_defense & KATA_MUSOU)
5817 set_action(ACTION_NONE);
5822 p_ptr->redraw |= (PR_MANA);
5827 /*** Handle actual user input ***/
5829 /* Repeat until out of energy */
5830 while (p_ptr->energy_need <= 0)
5832 p_ptr->window |= PW_PLAYER;
5833 p_ptr->sutemi = FALSE;
5834 p_ptr->counter = FALSE;
5835 now_damaged = FALSE;
5837 /* Handle "p_ptr->notice" */
5840 /* Handle "p_ptr->update" and "p_ptr->redraw" and "p_ptr->window" */
5843 /* Place the cursor on the player */
5844 move_cursor_relative(py, px);
5846 /* Refresh (optional) */
5847 if (fresh_before) Term_fresh();
5850 /* Hack -- Pack Overflow */
5854 /* Hack -- cancel "lurking browse mode" */
5855 if (!command_new) command_see = FALSE;
5858 /* Assume free turn */
5862 if (p_ptr->inside_battle)
5864 /* Place the cursor on the player */
5865 move_cursor_relative(py, px);
5867 command_cmd = SPECIAL_KEY_BUILDING;
5869 /* Process the command */
5873 /* Paralyzed or Knocked Out */
5874 else if (p_ptr->paralyzed || (p_ptr->stun >= 100))
5881 else if (p_ptr->action == ACTION_REST)
5886 /* Reduce rest count */
5889 if (!resting) set_action(ACTION_NONE);
5891 /* Redraw the state */
5892 p_ptr->redraw |= (PR_STATE);
5900 else if (p_ptr->action == ACTION_FISH)
5915 else if (travel.run)
5922 /* Repeated command */
5923 else if (command_rep)
5925 /* Count this execution */
5928 /* Redraw the state */
5929 p_ptr->redraw |= (PR_STATE);
5934 /* Hack -- Assume messages were seen */
5937 /* Clear the top line */
5940 /* Process the command */
5944 /* Normal command */
5947 /* Place the cursor on the player */
5948 move_cursor_relative(py, px);
5951 /* Get a command (normal) */
5952 request_command(FALSE);
5955 /* Process the command */
5960 /* Hack -- Pack Overflow */
5969 /* Use some energy */
5970 if (world_player || energy_use > 400)
5972 /* The Randomness is irrelevant */
5973 p_ptr->energy_need += energy_use * TURNS_PER_TICK / 10;
5977 /* There is some randomness of needed energy */
5978 p_ptr->energy_need += (s16b)((s32b)energy_use * ENERGY_NEED() / 100L);
5981 /* Hack -- constant hallucination */
5982 if (p_ptr->image) p_ptr->redraw |= (PR_MAP);
5985 /* Shimmer monsters if needed */
5986 if (shimmer_monsters)
5988 /* Clear the flag */
5989 shimmer_monsters = FALSE;
5991 /* Shimmer multi-hued monsters */
5992 for (i = 1; i < m_max; i++)
5994 monster_type *m_ptr;
5995 monster_race *r_ptr;
5997 /* Access monster */
6000 /* Skip dead monsters */
6001 if (!m_ptr->r_idx) continue;
6003 /* Skip unseen monsters */
6004 if (!m_ptr->ml) continue;
6006 /* Access the monster race */
6007 r_ptr = &r_info[m_ptr->ap_r_idx];
6009 /* Skip non-multi-hued monsters */
6010 if (!(r_ptr->flags1 & (RF1_ATTR_MULTI | RF1_SHAPECHANGER)))
6013 /* Reset the flag */
6014 shimmer_monsters = TRUE;
6016 /* Redraw regardless */
6017 lite_spot(m_ptr->fy, m_ptr->fx);
6022 /* Handle monster detection */
6023 if (repair_monsters)
6025 /* Reset the flag */
6026 repair_monsters = FALSE;
6028 /* Rotate detection flags */
6029 for (i = 1; i < m_max; i++)
6031 monster_type *m_ptr;
6033 /* Access monster */
6036 /* Skip dead monsters */
6037 if (!m_ptr->r_idx) continue;
6039 /* Nice monsters get mean */
6040 if (m_ptr->mflag & MFLAG_NICE)
6042 /* Nice monsters get mean */
6043 m_ptr->mflag &= ~(MFLAG_NICE);
6046 /* Handle memorized monsters */
6047 if (m_ptr->mflag2 & MFLAG2_MARK)
6049 /* Maintain detection */
6050 if (m_ptr->mflag2 & MFLAG2_SHOW)
6053 m_ptr->mflag2 &= ~(MFLAG2_SHOW);
6055 /* Still need repairs */
6056 repair_monsters = TRUE;
6059 /* Remove detection */
6063 m_ptr->mflag2 &= ~(MFLAG2_MARK);
6065 /* Assume invisible */
6068 /* Update the monster */
6069 update_mon(i, FALSE);
6071 if (p_ptr->health_who == i) p_ptr->redraw |= (PR_HEALTH);
6072 if (p_ptr->riding == i) p_ptr->redraw |= (PR_UHEALTH);
6074 /* Redraw regardless */
6075 lite_spot(m_ptr->fy, m_ptr->fx);
6080 if (p_ptr->pclass == CLASS_IMITATOR)
6082 if (p_ptr->mane_num > (p_ptr->lev > 44 ? 3 : p_ptr->lev > 29 ? 2 : 1))
6085 for (i = 0; i < p_ptr->mane_num; i++)
6087 p_ptr->mane_spell[i] = p_ptr->mane_spell[i+1];
6088 p_ptr->mane_dam[i] = p_ptr->mane_dam[i+1];
6092 p_ptr->redraw |= (PR_IMITATION);
6094 if (p_ptr->action == ACTION_LEARN)
6097 p_ptr->redraw |= (PR_STATE);
6100 if (world_player && (p_ptr->energy_need > - 1000))
6103 p_ptr->redraw |= (PR_MAP);
6105 /* Update monsters */
6106 p_ptr->update |= (PU_MONSTERS);
6109 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
6112 msg_print("¡Ö»þ¤ÏÆ°¤¤À¤¹¡Ä¡×");
6114 msg_print("You feel time flowing around you once more.");
6117 world_player = FALSE;
6118 p_ptr->energy_need = ENERGY_NEED();
6120 /* Handle "p_ptr->update" and "p_ptr->redraw" and "p_ptr->window" */
6125 /* Hack -- notice death */
6126 if (!p_ptr->playing || p_ptr->is_dead)
6128 world_player = FALSE;
6133 if (energy_use && reset_concent) reset_concentration(TRUE);
6135 /* Handle "leaving" */
6136 if (p_ptr->leaving) break;
6139 /* Update scent trail */
6145 * Interact with the current dungeon level.
6147 * This function will not exit until the level is completed,
6148 * the user dies, or the game is terminated.
6150 static void dungeon(bool load_game)
6154 /* Set the base level */
6155 base_level = dun_level;
6157 /* Reset various flags */
6161 p_ptr->leaving = FALSE;
6163 /* Reset the "command" vars */
6166 #if 0 /* Don't reset here --- It's used for Arena */
6175 /* Cancel the target */
6179 ambush_flag = FALSE;
6181 /* Cancel the health bar */
6184 /* Check visual effects */
6185 shimmer_monsters = TRUE;
6186 shimmer_objects = TRUE;
6187 repair_monsters = TRUE;
6188 repair_objects = TRUE;
6194 /* Get index of current quest (if any) */
6195 quest_num = quest_number(dun_level);
6197 /* Inside a quest? */
6200 /* Mark the quest monster */
6201 r_info[quest[quest_num].r_idx].flags1 |= RF1_QUESTOR;
6204 /* Track maximum player level */
6205 if (p_ptr->max_plv < p_ptr->lev)
6207 p_ptr->max_plv = p_ptr->lev;
6211 /* Track maximum dungeon level (if not in quest -KMW-) */
6212 if ((max_dlv[dungeon_type] < dun_level) && !p_ptr->inside_quest)
6214 max_dlv[dungeon_type] = dun_level;
6215 if (record_maxdepth) do_cmd_write_nikki(NIKKI_MAXDEAPTH, dun_level, NULL);
6218 (void)calculate_upkeep();
6220 /* Validate the panel */
6221 panel_bounds_center();
6223 /* Verify the panel */
6226 /* Flush messages */
6230 /* Enter "xtra" mode */
6231 character_xtra = TRUE;
6234 p_ptr->window |= (PW_INVEN | PW_EQUIP | PW_SPELL | PW_PLAYER | PW_MONSTER | PW_OVERHEAD | PW_DUNGEON);
6236 /* Redraw dungeon */
6237 p_ptr->redraw |= (PR_WIPE | PR_BASIC | PR_EXTRA | PR_EQUIPPY);
6240 p_ptr->redraw |= (PR_MAP);
6243 p_ptr->update |= (PU_BONUS | PU_HP | PU_MANA | PU_SPELLS);
6245 /* Update lite/view */
6246 p_ptr->update |= (PU_VIEW | PU_LITE | PU_MON_LITE | PU_TORCH);
6248 /* Update monsters */
6249 p_ptr->update |= (PU_MONSTERS | PU_DISTANCE | PU_FLOW);
6251 /* Handle "p_ptr->update" and "p_ptr->redraw" and "p_ptr->window" */
6254 /* Leave "xtra" mode */
6255 character_xtra = FALSE;
6258 p_ptr->update |= (PU_BONUS | PU_HP | PU_MANA | PU_SPELLS);
6260 /* Combine / Reorder the pack */
6261 p_ptr->notice |= (PN_COMBINE | PN_REORDER);
6263 /* Handle "p_ptr->notice" */
6266 /* Handle "p_ptr->update" and "p_ptr->redraw" and "p_ptr->window" */
6272 if (quest_num && (is_fixed_quest_idx(quest_num) &&
6273 !((quest_num == QUEST_OBERON) || (quest_num == QUEST_SERPENT) ||
6274 !(quest[quest_num].flags & QUEST_FLAG_PRESET)))) do_cmd_feeling();
6276 if (p_ptr->inside_battle)
6280 p_ptr->energy_need = 0;
6286 msg_print("»î¹ç³«»Ï¡ª");
6288 msg_format("Ready..Fight!");
6294 if ((p_ptr->pclass == CLASS_BARD) && (p_ptr->magic_num1[0] > MUSIC_DETECT))
6295 p_ptr->magic_num1[0] = MUSIC_DETECT;
6297 /* Hack -- notice death or departure */
6298 if (!p_ptr->playing || p_ptr->is_dead) return;
6300 /* Print quest message if appropriate */
6301 if (!p_ptr->inside_quest && (dungeon_type == DUNGEON_ANGBAND))
6303 quest_discovery(random_quest_number(dun_level));
6304 p_ptr->inside_quest = random_quest_number(dun_level);
6306 if ((dun_level == d_info[dungeon_type].maxdepth) && d_info[dungeon_type].final_guardian)
6308 if (r_info[d_info[dungeon_type].final_guardian].max_num)
6310 msg_format("¤³¤Î³¬¤Ë¤Ï%s¤Î¼ç¤Ç¤¢¤ë%s¤¬À³¤ó¤Ç¤¤¤ë¡£",
6311 d_name+d_info[dungeon_type].name,
6312 r_name+r_info[d_info[dungeon_type].final_guardian].name);
6314 msg_format("%^s lives in this level as the keeper of %s.",
6315 r_name+r_info[d_info[dungeon_type].final_guardian].name,
6316 d_name+d_info[dungeon_type].name);
6320 if (!load_game && (p_ptr->special_defense & NINJA_S_STEALTH)) set_superstealth(FALSE);
6322 /*** Process this dungeon level ***/
6324 /* Reset the monster generation level */
6325 monster_level = base_level;
6327 /* Reset the object generation level */
6328 object_level = base_level;
6332 if (p_ptr->energy_need > 0 && !p_ptr->inside_battle &&
6333 (dun_level || p_ptr->leaving_dungeon || p_ptr->inside_arena))
6334 p_ptr->energy_need = 0;
6336 /* Not leaving dungeon */
6337 p_ptr->leaving_dungeon = FALSE;
6339 /* Initialize monster process */
6345 /* Hack -- Compact the monster list occasionally */
6346 if ((m_cnt + 32 > max_m_idx) && !p_ptr->inside_battle) compact_monsters(64);
6348 /* Hack -- Compress the monster list occasionally */
6349 if ((m_cnt + 32 < m_max) && !p_ptr->inside_battle) compact_monsters(0);
6352 /* Hack -- Compact the object list occasionally */
6353 if (o_cnt + 32 > max_o_idx) compact_objects(64);
6355 /* Hack -- Compress the object list occasionally */
6356 if (o_cnt + 32 < o_max) compact_objects(0);
6359 /* Process the player */
6362 process_upkeep_with_speed();
6364 /* Handle "p_ptr->notice" */
6367 /* Handle "p_ptr->update" and "p_ptr->redraw" and "p_ptr->window" */
6370 /* Hack -- Hilite the player */
6371 move_cursor_relative(py, px);
6373 /* Optional fresh */
6374 if (fresh_after) Term_fresh();
6376 /* Hack -- Notice death or departure */
6377 if (!p_ptr->playing || p_ptr->is_dead) break;
6379 /* Process all of the monsters */
6382 /* Handle "p_ptr->notice" */
6385 /* Handle "p_ptr->update" and "p_ptr->redraw" and "p_ptr->window" */
6388 /* Hack -- Hilite the player */
6389 move_cursor_relative(py, px);
6391 /* Optional fresh */
6392 if (fresh_after) Term_fresh();
6394 /* Hack -- Notice death or departure */
6395 if (!p_ptr->playing || p_ptr->is_dead) break;
6398 /* Process the world */
6401 /* Handle "p_ptr->notice" */
6404 /* Handle "p_ptr->update" and "p_ptr->redraw" and "p_ptr->window" */
6407 /* Hack -- Hilite the player */
6408 move_cursor_relative(py, px);
6410 /* Optional fresh */
6411 if (fresh_after) Term_fresh();
6413 /* Hack -- Notice death or departure */
6414 if (!p_ptr->playing || p_ptr->is_dead) break;
6416 /* Handle "leaving" */
6417 if (p_ptr->leaving) break;
6419 /* Count game turns */
6422 if (dungeon_turn < dungeon_turn_limit)
6424 if (!p_ptr->wild_mode || wild_regen) dungeon_turn++;
6425 else if (p_ptr->wild_mode && !(turn % ((MAX_HGT + MAX_WID) / 2))) dungeon_turn++;
6428 prevent_turn_overflow();
6430 if (wild_regen) wild_regen--;
6433 /* Inside a quest and non-unique questor? */
6434 if (quest_num && !(r_info[quest[quest_num].r_idx].flags1 & RF1_UNIQUE))
6436 /* Un-mark the quest monster */
6437 r_info[quest[quest_num].r_idx].flags1 &= ~RF1_QUESTOR;
6440 /* Not save-and-quit and not dead? */
6441 if (p_ptr->playing && !p_ptr->is_dead)
6444 * Maintain Unique monsters and artifact, save current
6445 * floor, then prepare next floor
6449 /* Forget the flag */
6450 reinit_wilderness = FALSE;
6453 /* Write about current level on the play record once per level */
6459 * Load some "user pref files"
6461 * Modified by Arcum Dagsson to support
6462 * separate macro files for different realms.
6464 static void load_all_pref_files(void)
6468 /* Access the "user" pref file */
6469 sprintf(buf, "user.prf");
6471 /* Process that file */
6472 process_pref_file(buf);
6474 /* Access the "user" system pref file */
6475 sprintf(buf, "user-%s.prf", ANGBAND_SYS);
6477 /* Process that file */
6478 process_pref_file(buf);
6480 /* Access the "race" pref file */
6481 sprintf(buf, "%s.prf", rp_ptr->title);
6483 /* Process that file */
6484 process_pref_file(buf);
6486 /* Access the "class" pref file */
6487 sprintf(buf, "%s.prf", cp_ptr->title);
6489 /* Process that file */
6490 process_pref_file(buf);
6492 /* Access the "character" pref file */
6493 sprintf(buf, "%s.prf", player_base);
6495 /* Process that file */
6496 process_pref_file(buf);
6498 /* Access the "realm 1" pref file */
6499 if (p_ptr->realm1 != REALM_NONE)
6501 sprintf(buf, "%s.prf", realm_names[p_ptr->realm1]);
6503 /* Process that file */
6504 process_pref_file(buf);
6507 /* Access the "realm 2" pref file */
6508 if (p_ptr->realm2 != REALM_NONE)
6510 sprintf(buf, "%s.prf", realm_names[p_ptr->realm2]);
6512 /* Process that file */
6513 process_pref_file(buf);
6517 /* Load an autopick preference file */
6518 autopick_load_pref(FALSE);
6523 * Extract option variables from bit sets
6525 void extract_option_vars(void)
6529 for (i = 0; option_info[i].o_desc; i++)
6531 int os = option_info[i].o_set;
6532 int ob = option_info[i].o_bit;
6534 /* Set the "default" options */
6535 if (option_info[i].o_var)
6538 if (option_flag[os] & (1L << ob))
6541 (*option_info[i].o_var) = TRUE;
6548 (*option_info[i].o_var) = FALSE;
6556 * Determine bounty uniques
6558 void determine_bounty_uniques(void)
6561 monster_race *r_ptr;
6563 get_mon_num_prep(NULL, NULL);
6564 for (i = 0; i < MAX_KUBI; i++)
6568 kubi_r_idx[i] = get_mon_num(MAX_DEPTH - 1);
6569 r_ptr = &r_info[kubi_r_idx[i]];
6571 if (!(r_ptr->flags1 & RF1_UNIQUE)) continue;
6573 if (!(r_ptr->flags9 & (RF9_DROP_CORPSE | RF9_DROP_SKELETON))) continue;
6575 if (r_ptr->rarity > 100) continue;
6577 if (no_questor_or_bounty_uniques(kubi_r_idx[i])) continue;
6579 for (j = 0; j < i; j++)
6580 if (kubi_r_idx[i] == kubi_r_idx[j]) break;
6587 for (i = 0; i < MAX_KUBI - 1; i++)
6589 for (j = i; j < MAX_KUBI; j++)
6591 if (r_info[kubi_r_idx[i]].level > r_info[kubi_r_idx[j]].level)
6593 tmp = kubi_r_idx[i];
6594 kubi_r_idx[i] = kubi_r_idx[j];
6595 kubi_r_idx[j] = tmp;
6603 * Determine today's bounty monster
6604 * Note: conv_old is used if loaded 0.0.3 or older save file
6606 void determine_today_mon(bool conv_old)
6609 bool old_inside_battle = p_ptr->inside_battle;
6610 monster_race *r_ptr;
6614 for (i = 0; i < max_d_idx; i++)
6616 if (max_dlv[i] < d_info[i].mindepth) continue;
6617 if (max_dl < max_dlv[i]) max_dl = max_dlv[i];
6620 else max_dl = MAX(max_dlv[DUNGEON_ANGBAND], 3);
6622 p_ptr->inside_battle = TRUE;
6623 get_mon_num_prep(NULL, NULL);
6627 today_mon = get_mon_num(max_dl);
6628 r_ptr = &r_info[today_mon];
6630 if (r_ptr->flags1 & RF1_UNIQUE) continue;
6631 if (r_ptr->flags7 & (RF7_NAZGUL | RF7_UNIQUE2)) continue;
6632 if (r_ptr->flags2 & RF2_MULTIPLY) continue;
6633 if ((r_ptr->flags9 & (RF9_DROP_CORPSE | RF9_DROP_SKELETON)) != (RF9_DROP_CORPSE | RF9_DROP_SKELETON)) continue;
6634 if (r_ptr->level < MIN(max_dl / 2, 40)) continue;
6635 if (r_ptr->rarity > 10) continue;
6639 p_ptr->today_mon = 0;
6640 p_ptr->inside_battle = old_inside_battle;
6645 * Actually play a game
6647 * If the "new_game" parameter is true, then, after loading the
6648 * savefile, we will commit suicide, if necessary, to allow the
6649 * player to start a new game.
6651 void play_game(bool new_game)
6654 bool load_game = TRUE;
6655 bool init_random_seed = FALSE;
6665 else if (chuukei_server)
6667 prepare_chuukei_hooks();
6678 hack_mutation = FALSE;
6680 /* Hack -- Character is "icky" */
6681 character_icky = TRUE;
6683 /* Make sure main term is active */
6684 Term_activate(angband_term[0]);
6686 /* Initialise the resize hooks */
6687 angband_term[0]->resize_hook = resize_map;
6689 for (i = 1; i < 8; i++)
6691 /* Does the term exist? */
6692 if (angband_term[i])
6694 /* Add the redraw on resize hook */
6695 angband_term[i]->resize_hook = redraw_window;
6699 /* Hack -- turn off the cursor */
6700 (void)Term_set_cursor(0);
6703 /* Attempt to load */
6708 quit("¥»¡¼¥Ö¥Õ¥¡¥¤¥ë¤¬²õ¤ì¤Æ¤¤¤Þ¤¹");
6710 quit("broken savefile");
6715 /* Extract the options */
6716 extract_option_vars();
6718 /* Report waited score */
6719 if (p_ptr->wait_report_score)
6725 if (!get_check_strict("ÂÔµ¡¤·¤Æ¤¤¤¿¥¹¥³¥¢ÅÐÏ¿¤òº£¹Ô¤Ê¤¤¤Þ¤¹¤«¡©", CHECK_NO_HISTORY))
6727 if (!get_check_strict("Do you register score now? ", CHECK_NO_HISTORY))
6732 p_ptr->update |= (PU_BONUS | PU_HP | PU_MANA | PU_SPELLS);
6737 p_ptr->is_dead = TRUE;
6739 start_time = time(NULL);
6741 /* No suspending now */
6742 signals_ignore_tstp();
6744 /* Hack -- Character is now "icky" */
6745 character_icky = TRUE;
6747 /* Build the filename */
6748 path_build(buf, sizeof(buf), ANGBAND_DIR_APEX, "scores.raw");
6750 /* Open the high score file, for reading/writing */
6751 highscore_fd = fd_open(buf, O_RDWR);
6753 /* Handle score, show Top scores */
6754 success = send_world_score(TRUE);
6757 if (!success && !get_check_strict("¥¹¥³¥¢ÅÐÏ¿¤òÄü¤á¤Þ¤¹¤«¡©", CHECK_NO_HISTORY))
6759 if (!success && !get_check_strict("Do you give up score registration? ", CHECK_NO_HISTORY))
6763 prt("°ú¤Â³¤ÂÔµ¡¤·¤Þ¤¹¡£", 0, 0);
6765 prt("standing by for future registration...", 0, 0);
6771 p_ptr->wait_report_score = FALSE;
6774 if (!save_player()) msg_print("¥»¡¼¥Ö¼ºÇÔ¡ª");
6776 if (!save_player()) msg_print("death save failed!");
6779 /* Shut the high score file */
6780 (void)fd_close(highscore_fd);
6782 /* Forget the high score fd */
6785 /* Allow suspending now */
6786 signals_handle_tstp();
6791 creating_savefile = new_game;
6793 /* Nothing loaded */
6794 if (!character_loaded)
6796 /* Make new player */
6799 /* The dungeon is not ready */
6800 character_dungeon = FALSE;
6802 /* Prepare to init the RNG */
6803 init_random_seed = TRUE;
6805 /* Initialize the saved floors data */
6806 init_saved_floors(FALSE);
6809 /* Old game is loaded. But new game is requested. */
6812 /* Initialize the saved floors data */
6813 init_saved_floors(TRUE);
6816 /* Process old character */
6819 /* Process the player name */
6820 process_player_name(FALSE);
6824 if (init_random_seed)
6829 seed = (time(NULL));
6833 /* Mutate the seed on Unix machines */
6834 seed = ((seed >> 3) * (getpid() << 1));
6839 Rand_state_init(seed);
6842 /* Roll new character */
6845 /* The dungeon is not ready */
6846 character_dungeon = FALSE;
6850 p_ptr->inside_quest = 0;
6851 p_ptr->inside_arena = FALSE;
6852 p_ptr->inside_battle = FALSE;
6856 /* Hack -- seed for flavors */
6857 seed_flavor = randint0(0x10000000);
6859 /* Hack -- seed for town layout */
6860 seed_town = randint0(0x10000000);
6862 /* Roll up a new character */
6870 determine_bounty_uniques();
6871 determine_today_mon(FALSE);
6873 /* Initialize object array */
6878 write_level = FALSE;
6881 do_cmd_write_nikki(NIKKI_GAMESTART, 1, " ----¥²¡¼¥àºÆ³«----");
6883 do_cmd_write_nikki(NIKKI_GAMESTART, 1, " ---- Restart Game ----");
6887 * 1.0.9 °ÊÁ°¤Ï¥»¡¼¥ÖÁ°¤Ë p_ptr->riding = -1 ¤È¤·¤Æ¤¤¤¿¤Î¤Ç¡¢ºÆÀßÄ꤬ɬÍפÀ¤Ã¤¿¡£
6888 * ¤â¤¦ÉÔÍפÀ¤¬¡¢°ÊÁ°¤Î¥»¡¼¥Ö¥Õ¥¡¥¤¥ë¤È¤Î¸ß´¹¤Î¤¿¤á¤Ë»Ä¤·¤Æ¤ª¤¯¡£
6890 if (p_ptr->riding == -1)
6893 for (i = m_max; i > 0; i--)
6895 if (player_bold(m_list[i].fy, m_list[i].fx))
6904 creating_savefile = FALSE;
6906 p_ptr->teleport_town = FALSE;
6907 p_ptr->sutemi = FALSE;
6908 world_monster = FALSE;
6909 now_damaged = FALSE;
6911 start_time = time(NULL) - 1;
6912 record_o_name[0] = '\0';
6914 /* Reset map panel */
6915 panel_row_min = cur_hgt;
6916 panel_col_min = cur_wid;
6918 /* Sexy gal gets bonus to maximum weapon skill of whip */
6919 if (p_ptr->pseikaku == SEIKAKU_SEXY)
6920 s_info[p_ptr->pclass].w_max[TV_HAFTED-TV_WEAPON_BEGIN][SV_WHIP] = WEAPON_EXP_MASTER;
6922 /* Fill the arrays of floors and walls in the good proportions */
6923 set_floor_and_wall(dungeon_type);
6925 /* Flavor the objects */
6928 /* Flash a message */
6930 prt("¤ªÂÔ¤Á²¼¤µ¤¤...", 0, 0);
6932 prt("Please wait...", 0, 0);
6936 /* Flush the message */
6940 /* Hack -- Enter wizard mode */
6943 if (enter_wizard_mode())
6945 p_ptr->wizard = TRUE;
6947 if (p_ptr->is_dead || !py || !px)
6949 /* Initialize the saved floors data */
6950 init_saved_floors(TRUE);
6953 p_ptr->inside_quest = 0;
6955 /* Avoid crash in update_view() */
6959 else if (p_ptr->is_dead)
6961 quit("Already dead.");
6965 /* Initialize the town-buildings if necessary */
6966 if (!dun_level && !p_ptr->inside_quest)
6968 /* Init the wilderness */
6970 process_dungeon_file("w_info.txt", 0, 0, max_wild_y, max_wild_x);
6973 init_flags = INIT_ONLY_BUILDINGS;
6975 process_dungeon_file("t_info.txt", 0, 0, MAX_HGT, MAX_WID);
6980 /* Generate a dungeon level if needed */
6981 if (!character_dungeon)
6988 /* HACK -- Restore from panic-save */
6989 if (p_ptr->panic_save)
6991 /* No player? -- Try to regenerate floor */
6995 msg_print("¥×¥ì¥¤¥ä¡¼¤Î°ÌÃÖ¤¬¤ª¤«¤·¤¤¡£¥Õ¥í¥¢¤òºÆÀ¸À®¤·¤Þ¤¹¡£");
6997 msg_print("What a strange player location. Regenerate the dungeon floor.");
7002 /* Still no player? -- Try to locate random place */
7003 if (!py || !px) py = px = 10;
7005 /* No longer in panic */
7006 p_ptr->panic_save = 0;
7010 /* Character is now "complete" */
7011 character_generated = TRUE;
7014 /* Hack -- Character is no longer "icky" */
7015 character_icky = FALSE;
7023 sprintf(buf, "%s¤Ë¹ß¤êΩ¤Ã¤¿¡£", map_name());
7025 sprintf(buf, "You are standing in the %s.", map_name());
7027 do_cmd_write_nikki(NIKKI_BUNSHOU, 0, buf);
7032 p_ptr->playing = TRUE;
7034 /* Reset the visual mappings */
7037 /* Load the "pref" files */
7038 load_all_pref_files();
7040 /* Give startup outfit (after loading pref files) */
7046 /* React to changes */
7047 Term_xtra(TERM_XTRA_REACT, 0);
7050 p_ptr->window |= (PW_INVEN | PW_EQUIP | PW_SPELL | PW_PLAYER);
7053 p_ptr->window |= (PW_MESSAGE | PW_OVERHEAD | PW_DUNGEON | PW_MONSTER | PW_OBJECT);
7059 /* Set or clear "rogue_like_commands" if requested */
7060 if (arg_force_original) rogue_like_commands = FALSE;
7061 if (arg_force_roguelike) rogue_like_commands = TRUE;
7063 /* Hack -- Enforce "delayed death" */
7064 if (p_ptr->chp < 0) p_ptr->is_dead = TRUE;
7066 if (p_ptr->prace == RACE_ANDROID) calc_android_exp();
7068 if (new_game && ((p_ptr->pclass == CLASS_CAVALRY) || (p_ptr->pclass == CLASS_BEASTMASTER)))
7070 monster_type *m_ptr;
7071 int pet_r_idx = ((p_ptr->pclass == CLASS_CAVALRY) ? MON_HORSE : MON_YASE_HORSE);
7072 monster_race *r_ptr = &r_info[pet_r_idx];
7073 place_monster_aux(0, py, px - 1, pet_r_idx,
7074 (PM_FORCE_PET | PM_NO_KAGE));
7075 m_ptr = &m_list[hack_m_idx_ii];
7076 m_ptr->mspeed = r_ptr->speed;
7077 m_ptr->maxhp = r_ptr->hdice*(r_ptr->hside+1)/2;
7078 m_ptr->max_maxhp = m_ptr->maxhp;
7079 m_ptr->hp = r_ptr->hdice*(r_ptr->hside+1)/2;
7080 m_ptr->dealt_damage = 0;
7081 m_ptr->energy_need = ENERGY_NEED() + ENERGY_NEED();
7084 (void)combine_and_reorder_home(STORE_HOME);
7085 (void)combine_and_reorder_home(STORE_MUSEUM);
7090 /* Process the level */
7093 /* Handle "p_ptr->notice" */
7096 /* Hack -- prevent "icky" message */
7097 character_xtra = TRUE;
7099 /* Handle "p_ptr->update" and "p_ptr->redraw" and "p_ptr->window" */
7102 character_xtra = FALSE;
7104 /* Cancel the target */
7107 /* Cancel the health bar */
7111 /* Forget the lite */
7114 /* Forget the view */
7117 /* Forget the view */
7120 /* Handle "quit and save" */
7121 if (!p_ptr->playing && !p_ptr->is_dead) break;
7123 /* Erase the old cave */
7125 if (!p_ptr->is_dead) wipe_m_list();
7133 /* Accidental Death */
7134 if (p_ptr->playing && p_ptr->is_dead)
7136 if (p_ptr->inside_arena)
7138 p_ptr->inside_arena = FALSE;
7139 if (p_ptr->arena_number > MAX_ARENA_MONS)
7140 p_ptr->arena_number++;
7142 p_ptr->arena_number = -1 - p_ptr->arena_number;
7143 p_ptr->is_dead = FALSE;
7145 p_ptr->chp_frac = 0;
7146 p_ptr->exit_bldg = TRUE;
7149 /* Leave through the exit */
7150 prepare_change_floor_mode(CFM_SAVE_FLOORS | CFM_RAND_CONNECT);
7152 /* prepare next floor */
7157 /* Mega-Hack -- Allow player to cheat death */
7159 if ((p_ptr->wizard || cheat_live) && !get_check("»à¤Ë¤Þ¤¹¤«? "))
7161 if ((p_ptr->wizard || cheat_live) && !get_check("Die? "))
7164 /* Mark social class, reset age, if needed */
7165 if (p_ptr->sc) p_ptr->sc = p_ptr->age = 0;
7171 p_ptr->noscore |= 0x0001;
7175 msg_print("¥¦¥£¥¶¡¼¥É¥â¡¼¥É¤ËÇ°¤òÁ÷¤ê¡¢»à¤òµ½¤¤¤¿¡£");
7177 msg_print("You invoke wizard mode and cheat death.");
7181 /* Restore hit points */
7182 p_ptr->chp = p_ptr->mhp;
7183 p_ptr->chp_frac = 0;
7185 if (p_ptr->pclass == CLASS_MAGIC_EATER)
7187 for (i = 0; i < EATER_EXT*2; i++)
7189 p_ptr->magic_num1[i] = p_ptr->magic_num2[i]*EATER_CHARGE;
7191 for (; i < EATER_EXT*3; i++)
7193 p_ptr->magic_num1[i] = 0;
7196 /* Restore spell points */
7197 p_ptr->csp = p_ptr->msp;
7198 p_ptr->csp_frac = 0;
7200 /* Hack -- cancel recall */
7201 if (p_ptr->word_recall)
7205 msg_print("Ä¥¤ê¤Ä¤á¤¿Â絤¤¬Î®¤ìµî¤Ã¤¿...");
7207 msg_print("A tension leaves the air around you...");
7212 /* Hack -- Prevent recall */
7213 p_ptr->word_recall = 0;
7214 p_ptr->redraw |= (PR_STATUS);
7217 /* Hack -- cancel alter */
7218 if (p_ptr->alter_reality)
7220 /* Hack -- Prevent alter */
7221 p_ptr->alter_reality = 0;
7222 p_ptr->redraw |= (PR_STATUS);
7225 /* Note cause of death XXX XXX XXX */
7227 (void)strcpy(p_ptr->died_from, "»à¤Îµ½¤");
7229 (void)strcpy(p_ptr->died_from, "Cheating death");
7233 p_ptr->is_dead = FALSE;
7235 /* Hack -- Healing */
7237 (void)set_confused(0);
7238 (void)set_poisoned(0);
7239 (void)set_afraid(0);
7240 (void)set_paralyzed(0);
7245 /* Hack -- Prevent starvation */
7246 (void)set_food(PY_FOOD_MAX - 1);
7249 p_ptr->inside_arena = FALSE;
7250 p_ptr->inside_battle = FALSE;
7252 p_ptr->inside_quest = 0;
7253 if (dungeon_type) p_ptr->recall_dungeon = dungeon_type;
7255 if (lite_town || vanilla_town)
7257 p_ptr->wilderness_y = 1;
7258 p_ptr->wilderness_x = 1;
7272 p_ptr->wilderness_y = 48;
7273 p_ptr->wilderness_x = 5;
7279 p_ptr->wild_mode = FALSE;
7280 p_ptr->leaving = TRUE;
7283 do_cmd_write_nikki(NIKKI_BUNSHOU, 1, " ¤·¤«¤·¡¢À¸¤Ê֤ä¿¡£");
7285 do_cmd_write_nikki(NIKKI_BUNSHOU, 1, " but revived.");
7288 /* Prepare next floor */
7295 /* Handle "death" */
7296 if (p_ptr->is_dead) break;
7298 /* Make a new level */
7309 s32b turn_real(s32b hoge)
7311 switch (p_ptr->start_race)
7317 return hoge - (TURNS_PER_TICK * TOWN_DAWN * 3 / 4);
7324 * ¥¿¡¼¥ó¤Î¥ª¡¼¥Ð¡¼¥Õ¥í¡¼¤ËÂФ¹¤ëÂнè
7325 * ¥¿¡¼¥óµÚ¤Ó¥¿¡¼¥ó¤òµÏ¿¤¹¤ëÊÑ¿ô¤ò¥¿¡¼¥ó¤Î¸Â³¦¤Î1ÆüÁ°¤Þ¤Ç´¬¤Ì᤹.
7327 void prevent_turn_overflow(void)
7329 int rollback_days, i, j;
7330 s32b rollback_turns;
7332 if (turn < turn_limit) return;
7334 rollback_days = 1 + (turn - turn_limit) / (TURNS_PER_TICK * TOWN_DAWN);
7335 rollback_turns = TURNS_PER_TICK * TOWN_DAWN * rollback_days;
7337 if (turn > rollback_turns) turn -= rollback_turns;
7338 else turn = 1; /* Paranoia */
7339 if (old_turn > rollback_turns) old_turn -= rollback_turns;
7341 if (old_battle > rollback_turns) old_battle -= rollback_turns;
7342 else old_battle = 1;
7343 if (p_ptr->feeling_turn > rollback_turns) p_ptr->feeling_turn -= rollback_turns;
7344 else p_ptr->feeling_turn = 1;
7346 for (i = 1; i < max_towns; i++)
7348 for (j = 0; j < MAX_STORES; j++)
7350 store_type *st_ptr = &town[i].store[j];
7352 if (st_ptr->last_visit > -10L * TURNS_PER_TICK * STORE_TICKS)
7354 st_ptr->last_visit -= rollback_turns;
7355 if (st_ptr->last_visit < -10L * TURNS_PER_TICK * STORE_TICKS) st_ptr->last_visit = -10L * TURNS_PER_TICK * STORE_TICKS;
7358 if (st_ptr->store_open)
7360 st_ptr->store_open -= rollback_turns;
7361 if (st_ptr->store_open < 1) st_ptr->store_open = 1;