4 * Copyright (c) 1997 Ben Harrison, James E. Wilson, Robert A. Koeneke
6 * This software may be copied and distributed for educational, research,
7 * and not for profit purposes provided that this copyright and statement
8 * are included in all such copies. Other copyrights may also apply.
11 /* Purpose: Angband game engine */
15 #define TY_CURSE_CHANCE 200
16 #define CHAINSWORD_NOISE 100
18 static bool load = TRUE;
19 static int wild_regen = 20;
22 * Return a "feeling" (or NULL) about an item. Method 1 (Heavy).
24 static byte value_check_aux1(object_type *o_ptr)
27 if (object_is_artifact(o_ptr))
30 if (object_is_cursed(o_ptr) || object_is_broken(o_ptr)) return FEEL_TERRIBLE;
37 if (object_is_ego(o_ptr))
40 if (object_is_cursed(o_ptr) || object_is_broken(o_ptr)) return FEEL_WORTHLESS;
43 return FEEL_EXCELLENT;
47 if (object_is_cursed(o_ptr)) return FEEL_CURSED;
50 if (object_is_broken(o_ptr)) return FEEL_BROKEN;
52 if ((o_ptr->tval == TV_RING) || (o_ptr->tval == TV_AMULET)) return FEEL_AVERAGE;
54 /* Good "armor" bonus */
55 if (o_ptr->to_a > 0) return FEEL_GOOD;
57 /* Good "weapon" bonus */
58 if (o_ptr->to_h + o_ptr->to_d > 0) return FEEL_GOOD;
60 /* Default to "average" */
66 * Return a "feeling" (or NULL) about an item. Method 2 (Light).
68 static byte value_check_aux2(object_type *o_ptr)
70 /* Cursed items (all of them) */
71 if (object_is_cursed(o_ptr)) return FEEL_CURSED;
73 /* Broken items (all of them) */
74 if (object_is_broken(o_ptr)) return FEEL_BROKEN;
76 /* Artifacts -- except cursed/broken ones */
77 if (object_is_artifact(o_ptr)) return FEEL_UNCURSED;
79 /* Ego-Items -- except cursed/broken ones */
80 if (object_is_ego(o_ptr)) return FEEL_UNCURSED;
82 /* Good armor bonus */
83 if (o_ptr->to_a > 0) return FEEL_UNCURSED;
85 /* Good weapon bonuses */
86 if (o_ptr->to_h + o_ptr->to_d > 0) return FEEL_UNCURSED;
94 static void sense_inventory_aux(int slot, bool heavy)
97 object_type *o_ptr = &inventory[slot];
98 char o_name[MAX_NLEN];
100 /* We know about it already, do not tell us again */
101 if (o_ptr->ident & (IDENT_SENSE))return;
103 /* It is fully known, no information needed */
104 if (object_is_known(o_ptr)) return;
106 /* Check for a feeling */
107 feel = (heavy ? value_check_aux1(o_ptr) : value_check_aux2(o_ptr));
109 /* Skip non-feelings */
113 if ((p_ptr->muta3 & MUT3_BAD_LUCK) && !randint0(13))
124 feel = FEEL_EXCELLENT;
130 feel = randint0(3) ? FEEL_GOOD : FEEL_AVERAGE;
132 feel = FEEL_UNCURSED;
137 feel = randint0(2) ? FEEL_CURSED : FEEL_GOOD;
143 feel = randint0(3) ? FEEL_CURSED : FEEL_AVERAGE;
150 feel = FEEL_WORTHLESS;
155 feel = FEEL_TERRIBLE;
161 /* Stop everything */
162 if (disturb_minor) disturb(0, 0);
164 /* Get an object description */
165 object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
167 /* Message (equipment) */
168 if (slot >= INVEN_RARM)
171 msg_format("%s%s(%c)¤Ï%s¤È¤¤¤¦´¶¤¸¤¬¤¹¤ë...",
172 describe_use(slot),o_name, index_to_label(slot),game_inscriptions[feel]);
174 msg_format("You feel the %s (%c) you are %s %s %s...",
175 o_name, index_to_label(slot), describe_use(slot),
176 ((o_ptr->number == 1) ? "is" : "are"),
177 game_inscriptions[feel]);
182 /* Message (inventory) */
186 msg_format("¥¶¥Ã¥¯¤ÎÃæ¤Î%s(%c)¤Ï%s¤È¤¤¤¦´¶¤¸¤¬¤¹¤ë...",
187 o_name, index_to_label(slot),game_inscriptions[feel]);
189 msg_format("You feel the %s (%c) in your pack %s %s...",
190 o_name, index_to_label(slot),
191 ((o_ptr->number == 1) ? "is" : "are"),
192 game_inscriptions[feel]);
197 /* We have "felt" it */
198 o_ptr->ident |= (IDENT_SENSE);
200 /* Set the "inscription" */
201 o_ptr->feeling = feel;
203 /* Auto-inscription/destroy */
204 autopick_alter_item(slot, destroy_feeling);
206 /* Combine / Reorder the pack (later) */
207 p_ptr->notice |= (PN_COMBINE | PN_REORDER);
210 p_ptr->window |= (PW_INVEN | PW_EQUIP);
216 * Sense the inventory
218 * Class 0 = Warrior --> fast and heavy
219 * Class 1 = Mage --> slow and light
220 * Class 2 = Priest --> fast but light
221 * Class 3 = Rogue --> okay and heavy
222 * Class 4 = Ranger --> slow but heavy (changed!)
223 * Class 5 = Paladin --> slow but heavy
225 static void sense_inventory1(void)
228 int plev = p_ptr->lev;
233 /*** Check for "sensing" ***/
235 /* No sensing when confused */
236 if (p_ptr->confused) return;
238 /* Analyze the class */
239 switch (p_ptr->pclass)
247 if (0 != randint0(9000L / (plev * plev + 40))) return;
259 if (0 != randint0(6000L / (plev * plev + 50))) return;
269 case CLASS_HIGH_MAGE:
271 case CLASS_MAGIC_EATER:
273 /* Very bad (light) sensing */
274 if (0 != randint0(240000L / (plev + 5))) return;
283 /* Good (light) sensing */
284 if (0 != randint0(10000L / (plev * plev + 40))) return;
294 if (0 != randint0(20000L / (plev * plev + 40))) return;
306 if (0 != randint0(95000L / (plev * plev + 40))) return;
319 if (0 != randint0(77777L / (plev * plev + 40))) return;
328 case CLASS_WARRIOR_MAGE:
332 if (0 != randint0(75000L / (plev * plev + 40))) return;
338 case CLASS_MINDCRAFTER:
340 case CLASS_BLUE_MAGE:
341 case CLASS_MIRROR_MASTER:
344 if (0 != randint0(55000L / (plev * plev + 40))) return;
350 case CLASS_CHAOS_WARRIOR:
353 if (0 != randint0(80000L / (plev * plev + 40))) return;
363 case CLASS_FORCETRAINER:
366 if (0 != randint0(20000L / (plev * plev + 40))) return;
375 if (0 != randint0(20000L / ((plev+50)*(plev+50)))) return;
384 case CLASS_BEASTMASTER:
387 if (0 != randint0(65000L / (plev * plev + 40))) return;
392 case CLASS_BERSERKER:
402 if (compare_virtue(V_KNOWLEDGE, 100, VIRTUE_LARGE)) heavy = TRUE;
404 /*** Sense everything ***/
406 /* Check everything */
407 for (i = 0; i < INVEN_TOTAL; i++)
411 o_ptr = &inventory[i];
413 /* Skip empty slots */
414 if (!o_ptr->k_idx) continue;
416 /* Valid "tval" codes */
443 /* Skip non-sense machines */
446 /* Occasional failure on inventory items */
447 if ((i < INVEN_RARM) && (0 != randint0(5))) continue;
450 if ((p_ptr->muta3 & MUT3_GOOD_LUCK) && !randint0(13))
455 sense_inventory_aux(i, heavy);
460 static void sense_inventory2(void)
463 int plev = p_ptr->lev;
467 /*** Check for "sensing" ***/
469 /* No sensing when confused */
470 if (p_ptr->confused) return;
472 /* Analyze the class */
473 switch (p_ptr->pclass)
479 case CLASS_BERSERKER:
487 case CLASS_CHAOS_WARRIOR:
489 case CLASS_BEASTMASTER:
492 /* Very bad (light) sensing */
493 if (0 != randint0(240000L / (plev + 5))) return;
500 case CLASS_WARRIOR_MAGE:
505 if (0 != randint0(95000L / (plev * plev + 40))) return;
514 case CLASS_FORCETRAINER:
515 case CLASS_MINDCRAFTER:
518 if (0 != randint0(20000L / (plev * plev + 40))) return;
525 case CLASS_HIGH_MAGE:
527 case CLASS_MAGIC_EATER:
528 case CLASS_MIRROR_MASTER:
529 case CLASS_BLUE_MAGE:
532 if (0 != randint0(9000L / (plev * plev + 40))) return;
541 if (0 != randint0(20000L / ((plev+50)*(plev+50)))) return;
548 /*** Sense everything ***/
550 /* Check everything */
551 for (i = 0; i < INVEN_TOTAL; i++)
555 o_ptr = &inventory[i];
557 /* Skip empty slots */
558 if (!o_ptr->k_idx) continue;
560 /* Valid "tval" codes */
573 /* Skip non-sense machines */
576 /* Occasional failure on inventory items */
577 if ((i < INVEN_RARM) && (0 != randint0(5))) continue;
579 sense_inventory_aux(i, TRUE);
586 * Go to any level (ripped off from wiz_jump)
588 static void pattern_teleport(void)
595 if (get_check("¾¤Î³¬¤Ë¥Æ¥ì¥Ý¡¼¥È¤·¤Þ¤¹¤«¡©"))
597 if (get_check("Teleport level? "))
604 /* Only downward in ironman mode */
605 if (ironman_downward)
606 min_level = dun_level;
609 if (dungeon_type == DUNGEON_ANGBAND)
612 max_level = MAX_DEPTH - 1;
613 else if (dun_level == 100)
618 max_level = d_info[dungeon_type].maxdepth;
619 min_level = d_info[dungeon_type].mindepth;
624 sprintf(ppp, "¥Æ¥ì¥Ý¡¼¥ÈÀè:(%d-%d)", min_level, max_level);
626 sprintf(ppp, "Teleport to level (%d-%d): ", min_level, max_level);
631 sprintf(tmp_val, "%d", dun_level);
633 /* Ask for a level */
634 if (!get_string(ppp, tmp_val, 10)) return;
636 /* Extract request */
637 command_arg = atoi(tmp_val);
640 else if (get_check("Ä̾ï¥Æ¥ì¥Ý¡¼¥È¡©"))
642 else if (get_check("Normal teleport? "))
645 teleport_player(200, 0L);
654 if (command_arg < min_level) command_arg = min_level;
657 if (command_arg > max_level) command_arg = max_level;
661 msg_format("%d ³¬¤Ë¥Æ¥ì¥Ý¡¼¥È¤·¤Þ¤·¤¿¡£", command_arg);
663 msg_format("You teleport to dungeon level %d.", command_arg);
667 if (autosave_l) do_cmd_save_game(TRUE);
670 dun_level = command_arg;
674 if (record_stair) do_cmd_write_nikki(NIKKI_PAT_TELE,0,NULL);
676 p_ptr->inside_quest = 0;
680 * Clear all saved floors
681 * and create a first saved floor
683 prepare_change_floor_mode(CFM_FIRST_FLOOR);
686 p_ptr->leaving = TRUE;
690 static void wreck_the_pattern(void)
692 int to_ruin = 0, r_y, r_x;
693 int pattern_type = f_info[cave[py][px].feat].subtype;
695 if (pattern_type == PATTERN_TILE_WRECKED)
702 msg_print("¥Ñ¥¿¡¼¥ó¤ò·ì¤Ç±ø¤·¤Æ¤·¤Þ¤Ã¤¿¡ª");
703 msg_print("²¿¤«¶²¤í¤·¤¤»ö¤¬µ¯¤³¤Ã¤¿¡ª");
705 msg_print("You bleed on the Pattern!");
706 msg_print("Something terrible happens!");
711 take_hit(DAMAGE_NOESCAPE, damroll(10, 8), "¥Ñ¥¿¡¼¥ó»²õ", -1);
713 take_hit(DAMAGE_NOESCAPE, damroll(10, 8), "corrupting the Pattern", -1);
716 to_ruin = randint1(45) + 35;
720 scatter(&r_y, &r_x, py, px, 4, 0);
722 if (pattern_tile(r_y, r_x) &&
723 (f_info[cave[r_y][r_x].feat].subtype != PATTERN_TILE_WRECKED))
725 cave_set_feat(r_y, r_x, feat_pattern_corrupted);
729 cave_set_feat(py, px, feat_pattern_corrupted);
733 /* Returns TRUE if we are on the Pattern... */
734 static bool pattern_effect(void)
738 if (!pattern_tile(py, px)) return FALSE;
740 if ((prace_is_(RACE_AMBERITE)) &&
741 (p_ptr->cut > 0) && one_in_(10))
746 pattern_type = f_info[cave[py][px].feat].subtype;
748 switch (pattern_type)
750 case PATTERN_TILE_END:
751 (void)set_poisoned(0);
757 (void)do_res_stat(A_STR);
758 (void)do_res_stat(A_INT);
759 (void)do_res_stat(A_WIS);
760 (void)do_res_stat(A_DEX);
761 (void)do_res_stat(A_CON);
762 (void)do_res_stat(A_CHR);
763 (void)restore_level();
764 (void)hp_player(1000);
766 cave_set_feat(py, px, feat_pattern_old);
769 msg_print("¡Ö¥Ñ¥¿¡¼¥ó¡×¤Î¤³¤ÎÉôʬ¤Ï¾¤ÎÉôʬ¤è¤ê¶¯ÎϤǤʤ¤¤è¤¦¤À¡£");
771 msg_print("This section of the Pattern looks less powerful.");
775 * We could make the healing effect of the
776 * Pattern center one-time only to avoid various kinds
777 * of abuse, like luring the win monster into fighting you
778 * in the middle of the pattern...
782 case PATTERN_TILE_OLD:
786 case PATTERN_TILE_TELEPORT:
790 case PATTERN_TILE_WRECKED:
793 take_hit(DAMAGE_NOESCAPE, 200, "²õ¤ì¤¿¡Ö¥Ñ¥¿¡¼¥ó¡×¤òÊ⤤¤¿¥À¥á¡¼¥¸", -1);
795 take_hit(DAMAGE_NOESCAPE, 200, "walking the corrupted Pattern", -1);
800 if (prace_is_(RACE_AMBERITE) && !one_in_(2))
802 else if (!IS_INVULN())
804 take_hit(DAMAGE_NOESCAPE, damroll(1, 3), "¡Ö¥Ñ¥¿¡¼¥ó¡×¤òÊ⤤¤¿¥À¥á¡¼¥¸", -1);
806 take_hit(DAMAGE_NOESCAPE, damroll(1, 3), "walking the Pattern", -1);
819 * Regenerate hit points -RAK-
821 static void regenhp(int percent)
827 if (p_ptr->special_defense & KATA_KOUKIJIN) return;
828 if (p_ptr->action == ACTION_HAYAGAKE) return;
830 /* Save the old hitpoints */
831 old_chp = p_ptr->chp;
834 * Extract the new hitpoints
836 * 'percent' is the Regen factor in unit (1/2^16)
839 new_chp_frac = (p_ptr->mhp * percent + PY_REGEN_HPBASE);
841 /* Convert the unit (1/2^16) to (1/2^32) */
842 s64b_LSHIFT(new_chp, new_chp_frac, 16);
845 s64b_add(&(p_ptr->chp), &(p_ptr->chp_frac), new_chp, new_chp_frac);
849 if (0 < s64b_cmp(p_ptr->chp, p_ptr->chp_frac, p_ptr->mhp, 0))
851 p_ptr->chp = p_ptr->mhp;
856 if (old_chp != p_ptr->chp)
859 p_ptr->redraw |= (PR_HP);
862 p_ptr->window |= (PW_PLAYER);
870 * Regenerate mana points
872 static void regenmana(int percent)
874 s32b old_csp = p_ptr->csp;
877 * Excess mana will decay 32 times faster than normal
880 if (p_ptr->csp > p_ptr->msp)
882 /* PY_REGEN_NORMAL is the Regen factor in unit (1/2^16) */
884 u32b decay_frac = (p_ptr->msp * 32 * PY_REGEN_NORMAL + PY_REGEN_MNBASE);
886 /* Convert the unit (1/2^16) to (1/2^32) */
887 s64b_LSHIFT(decay, decay_frac, 16);
890 s64b_sub(&(p_ptr->csp), &(p_ptr->csp_frac), decay, decay_frac);
893 if (p_ptr->csp < p_ptr->msp)
895 p_ptr->csp = p_ptr->msp;
900 /* Regenerating mana (unless the player has excess mana) */
901 else if (percent > 0)
903 /* (percent/100) is the Regen factor in unit (1/2^16) */
905 u32b new_mana_frac = (p_ptr->msp * percent / 100 + PY_REGEN_MNBASE);
907 /* Convert the unit (1/2^16) to (1/2^32) */
908 s64b_LSHIFT(new_mana, new_mana_frac, 16);
911 s64b_add(&(p_ptr->csp), &(p_ptr->csp_frac), new_mana, new_mana_frac);
913 /* Must set frac to zero even if equal */
914 if (p_ptr->csp >= p_ptr->msp)
916 p_ptr->csp = p_ptr->msp;
922 /* Reduce mana (even when the player has excess mana) */
925 /* PY_REGEN_NORMAL is the Regen factor in unit (1/2^16) */
926 s32b reduce_mana = 0;
927 u32b reduce_mana_frac = (p_ptr->msp * PY_REGEN_NORMAL + PY_REGEN_MNBASE);
929 /* Convert the unit (1/2^16) to (1/2^32) */
930 s64b_LSHIFT(reduce_mana, reduce_mana_frac, 16);
933 s64b_sub(&(p_ptr->csp), &(p_ptr->csp_frac), reduce_mana, reduce_mana_frac);
945 if (old_csp != p_ptr->csp)
948 p_ptr->redraw |= (PR_MANA);
951 p_ptr->window |= (PW_PLAYER);
952 p_ptr->window |= (PW_SPELL);
963 static void regenmagic(int percent)
968 for (i = 0; i < EATER_EXT*2; i++)
970 if (!p_ptr->magic_num2[i]) continue;
971 if (p_ptr->magic_num1[i] == ((long)p_ptr->magic_num2[i] << 16)) continue;
972 new_mana = ((long)p_ptr->magic_num2[i]+adj_mag_mana[A_INT]+13) * percent / 8;
973 p_ptr->magic_num1[i] += new_mana;
975 /* Check maximum charge */
976 if (p_ptr->magic_num1[i] > (p_ptr->magic_num2[i] << 16))
978 p_ptr->magic_num1[i] = ((long)p_ptr->magic_num2[i] << 16);
982 for (i = EATER_EXT*2; i < EATER_EXT*3; i++)
984 if (!p_ptr->magic_num1[i]) continue;
985 if (!p_ptr->magic_num2[i]) continue;
986 p_ptr->magic_num1[i] -= (long)(p_ptr->magic_num2[i] * (adj_mag_mana[A_INT] + 10)) * EATER_ROD_CHARGE/16;
987 if (p_ptr->magic_num1[i] < 0) p_ptr->magic_num1[i] = 0;
998 * Regenerate the monsters (once per 100 game turns)
1000 * XXX XXX XXX Should probably be done during monster turns.
1002 static void regen_monsters(void)
1007 /* Regenerate everyone */
1008 for (i = 1; i < m_max; i++)
1010 /* Check the i'th monster */
1011 monster_type *m_ptr = &m_list[i];
1012 monster_race *r_ptr = &r_info[m_ptr->r_idx];
1015 /* Skip dead monsters */
1016 if (!m_ptr->r_idx) continue;
1018 /* Allow regeneration (if needed) */
1019 if (m_ptr->hp < m_ptr->maxhp)
1021 /* Hack -- Base regeneration */
1022 frac = m_ptr->maxhp / 100;
1024 /* Hack -- Minimal regeneration rate */
1025 if (!frac) if (one_in_(2)) frac = 1;
1027 /* Hack -- Some monsters regenerate quickly */
1028 if (r_ptr->flags2 & RF2_REGENERATE) frac *= 2;
1030 /* Hack -- Regenerate */
1033 /* Do not over-regenerate */
1034 if (m_ptr->hp > m_ptr->maxhp) m_ptr->hp = m_ptr->maxhp;
1036 /* Redraw (later) if needed */
1037 if (p_ptr->health_who == i) p_ptr->redraw |= (PR_HEALTH);
1038 if (p_ptr->riding == i) p_ptr->redraw |= (PR_UHEALTH);
1045 * Regenerate the captured monsters (once per 30 game turns)
1047 * XXX XXX XXX Should probably be done during monster turns.
1049 static void regen_captured_monsters(void)
1054 /* Regenerate everyone */
1055 for (i = 0; i < INVEN_TOTAL; i++)
1057 monster_race *r_ptr;
1058 object_type *o_ptr = &inventory[i];
1060 if (!o_ptr->k_idx) continue;
1061 if (o_ptr->tval != TV_CAPTURE) continue;
1062 if (!o_ptr->pval) continue;
1066 r_ptr = &r_info[o_ptr->pval];
1068 /* Allow regeneration (if needed) */
1069 if (o_ptr->xtra4 < o_ptr->xtra5)
1071 /* Hack -- Base regeneration */
1072 frac = o_ptr->xtra5 / 100;
1074 /* Hack -- Minimal regeneration rate */
1075 if (!frac) if (one_in_(2)) frac = 1;
1077 /* Hack -- Some monsters regenerate quickly */
1078 if (r_ptr->flags2 & RF2_REGENERATE) frac *= 2;
1080 /* Hack -- Regenerate */
1081 o_ptr->xtra4 += frac;
1083 /* Do not over-regenerate */
1084 if (o_ptr->xtra4 > o_ptr->xtra5) o_ptr->xtra4 = o_ptr->xtra5;
1091 p_ptr->notice |= (PN_COMBINE);
1094 p_ptr->window |= (PW_INVEN);
1095 p_ptr->window |= (PW_EQUIP);
1101 static void notice_lite_change(object_type *o_ptr)
1103 /* Hack -- notice interesting fuel steps */
1104 if ((o_ptr->xtra4 < 100) || (!(o_ptr->xtra4 % 100)))
1107 p_ptr->window |= (PW_EQUIP);
1110 /* Hack -- Special treatment when blind */
1113 /* Hack -- save some light for later */
1114 if (o_ptr->xtra4 == 0) o_ptr->xtra4++;
1117 /* The light is now out */
1118 else if (o_ptr->xtra4 == 0)
1122 msg_print("ÌÀ¤«¤ê¤¬¾Ã¤¨¤Æ¤·¤Þ¤Ã¤¿¡ª");
1124 msg_print("Your light has gone out!");
1127 /* Recalculate torch radius */
1128 p_ptr->update |= (PU_TORCH);
1130 /* Some ego light lose its effects without fuel */
1131 p_ptr->update |= (PU_BONUS);
1134 /* The light is getting dim */
1135 else if (o_ptr->name2 == EGO_LITE_LONG)
1137 if ((o_ptr->xtra4 < 50) && (!(o_ptr->xtra4 % 5))
1138 && (turn % (TURNS_PER_TICK*2)))
1140 if (disturb_minor) disturb(0, 0);
1142 msg_print("ÌÀ¤«¤ê¤¬Èù¤«¤Ë¤Ê¤Ã¤Æ¤¤Æ¤¤¤ë¡£");
1144 msg_print("Your light is growing faint.");
1150 /* The light is getting dim */
1151 else if ((o_ptr->xtra4 < 100) && (!(o_ptr->xtra4 % 10)))
1153 if (disturb_minor) disturb(0, 0);
1155 msg_print("ÌÀ¤«¤ê¤¬Èù¤«¤Ë¤Ê¤Ã¤Æ¤¤Æ¤¤¤ë¡£");
1157 msg_print("Your light is growing faint.");
1164 void leave_quest_check(void)
1166 /* Save quest number for dungeon pref file ($LEAVING_QUEST) */
1167 leaving_quest = p_ptr->inside_quest;
1169 /* Leaving an 'only once' quest marks it as failed */
1170 if (leaving_quest &&
1171 ((quest[leaving_quest].flags & QUEST_FLAG_ONCE) || (quest[leaving_quest].type == QUEST_TYPE_RANDOM)) &&
1172 (quest[leaving_quest].status == QUEST_STATUS_TAKEN))
1174 quest[leaving_quest].status = QUEST_STATUS_FAILED;
1175 quest[leaving_quest].complev = (byte)p_ptr->lev;
1177 /* Additional settings */
1178 switch (quest[leaving_quest].type)
1180 case QUEST_TYPE_TOWER:
1181 quest[QUEST_TOWER1].status = QUEST_STATUS_FAILED;
1182 quest[QUEST_TOWER1].complev = (byte)p_ptr->lev;
1184 case QUEST_TYPE_FIND_ARTIFACT:
1185 remove_flag(a_info[quest[leaving_quest].type].flags, TRG_QUESTITEM);
1187 case QUEST_TYPE_RANDOM:
1188 r_info[quest[leaving_quest].r_idx].flags1 &= ~(RF1_QUESTOR);
1190 /* Floor of random quest will be blocked */
1191 prepare_change_floor_mode(CFM_NO_RETURN);
1195 /* Record finishing a quest */
1196 if (quest[leaving_quest].type == QUEST_TYPE_RANDOM)
1198 if (record_rand_quest) do_cmd_write_nikki(NIKKI_RAND_QUEST_F, leaving_quest, NULL);
1202 if (record_fix_quest) do_cmd_write_nikki(NIKKI_FIX_QUEST_F, leaving_quest, NULL);
1207 void leave_tower_check(void)
1209 leaving_quest = p_ptr->inside_quest;
1210 /* Check for Tower Quest */
1211 if (leaving_quest &&
1212 (quest[leaving_quest].type == QUEST_TYPE_TOWER) &&
1213 (quest[QUEST_TOWER1].status != QUEST_STATUS_COMPLETED))
1215 if(quest[leaving_quest].type == QUEST_TYPE_TOWER)
1217 quest[QUEST_TOWER1].status = QUEST_STATUS_FAILED;
1218 quest[QUEST_TOWER1].complev = (byte)p_ptr->lev;
1225 * Forcibly pseudo-identify an object in the inventory
1228 * note: currently this function allows pseudo-id of any object,
1229 * including silly ones like potions & scrolls, which always
1230 * get '{average}'. This should be changed, either to stop such
1231 * items from being pseudo-id'd, or to allow psychometry to
1232 * detect whether the unidentified potion/scroll/etc is
1233 * good (Cure Light Wounds, Restore Strength, etc) or
1234 * bad (Poison, Weakness etc) or 'useless' (Slime Mold Juice, etc).
1236 bool psychometry(void)
1240 char o_name[MAX_NLEN];
1245 item_tester_no_ryoute = TRUE;
1248 q = "¤É¤Î¥¢¥¤¥Æ¥à¤òÄ´¤Ù¤Þ¤¹¤«¡©";
1249 s = "Ä´¤Ù¤ë¥¢¥¤¥Æ¥à¤¬¤¢¤ê¤Þ¤»¤ó¡£";
1251 q = "Meditate on which item? ";
1252 s = "You have nothing appropriate.";
1255 if (!get_item(&item, q, s, (USE_EQUIP | USE_INVEN | USE_FLOOR))) return (FALSE);
1257 /* Get the item (in the pack) */
1260 o_ptr = &inventory[item];
1263 /* Get the item (on the floor) */
1266 o_ptr = &o_list[0 - item];
1269 /* It is fully known, no information needed */
1270 if (object_is_known(o_ptr))
1273 msg_print("²¿¤â¿·¤·¤¤¤³¤È¤ÏȽ¤é¤Ê¤«¤Ã¤¿¡£");
1275 msg_print("You cannot find out anything more about that.");
1281 /* Check for a feeling */
1282 feel = value_check_aux1(o_ptr);
1284 /* Get an object description */
1285 object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
1287 /* Skip non-feelings */
1291 msg_format("%s¤«¤é¤ÏÆäËÊѤï¤Ã¤¿»ö¤Ï´¶¤¸¤È¤ì¤Ê¤«¤Ã¤¿¡£", o_name);
1293 msg_format("You do not perceive anything unusual about the %s.", o_name);
1300 msg_format("%s¤Ï%s¤È¤¤¤¦´¶¤¸¤¬¤¹¤ë...",
1301 o_name, game_inscriptions[feel]);
1303 msg_format("You feel that the %s %s %s...",
1304 o_name, ((o_ptr->number == 1) ? "is" : "are"),
1305 game_inscriptions[feel]);
1309 /* We have "felt" it */
1310 o_ptr->ident |= (IDENT_SENSE);
1313 o_ptr->feeling = feel;
1315 /* Player touches it */
1316 o_ptr->marked |= OM_TOUCHED;
1318 /* Combine / Reorder the pack (later) */
1319 p_ptr->notice |= (PN_COMBINE | PN_REORDER);
1322 p_ptr->window |= (PW_INVEN | PW_EQUIP | PW_PLAYER);
1324 /* Valid "tval" codes */
1325 switch (o_ptr->tval)
1353 /* Auto-inscription/destroy */
1354 autopick_alter_item(item, (bool)(okay && destroy_feeling));
1356 /* Something happened */
1362 * If player has inscribed the object with "!!", let him know when it's
1365 static void recharged_notice(object_type *o_ptr)
1367 char o_name[MAX_NLEN];
1371 /* No inscription */
1372 if (!o_ptr->inscription) return;
1375 s = my_strchr(quark_str(o_ptr->inscription), '!');
1377 /* Process notification request. */
1380 /* Find another '!' */
1383 /* Describe (briefly) */
1384 object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
1386 /* Notify the player */
1388 msg_format("%s¤ÏºÆ½¼Å¶¤µ¤ì¤¿¡£", o_name);
1390 if (o_ptr->number > 1)
1391 msg_format("Your %s are recharged.", o_name);
1393 msg_format("Your %s is recharged.", o_name);
1402 /* Keep looking for '!'s */
1403 s = my_strchr(s + 1, '!');
1408 static void check_music(void)
1413 u32b need_mana_frac;
1415 /* Music singed by player */
1416 if (p_ptr->pclass != CLASS_BARD) return;
1417 if (!p_ptr->magic_num1[0] && !p_ptr->magic_num1[1]) return;
1419 if (p_ptr->anti_magic)
1425 spell = p_ptr->magic_num2[0];
1426 s_ptr = &technic_info[REALM_MUSIC - MIN_TECHNIC][spell];
1428 need_mana = mod_need_mana(s_ptr->smana, spell, REALM_MUSIC);
1432 s64b_RSHIFT(need_mana, need_mana_frac, 1);
1434 if (s64b_cmp(p_ptr->csp, p_ptr->csp_frac, need_mana, need_mana_frac) < 0)
1441 s64b_sub(&(p_ptr->csp), &(p_ptr->csp_frac), need_mana, need_mana_frac);
1443 p_ptr->redraw |= PR_MANA;
1444 if (p_ptr->magic_num1[1])
1446 p_ptr->magic_num1[0] = p_ptr->magic_num1[1];
1447 p_ptr->magic_num1[1] = 0;
1449 msg_print("²Î¤òºÆ³«¤·¤¿¡£");
1451 msg_print("You restart singing.");
1453 p_ptr->action = ACTION_SING;
1455 /* Recalculate bonuses */
1456 p_ptr->update |= (PU_BONUS | PU_HP);
1458 /* Redraw map and status bar */
1459 p_ptr->redraw |= (PR_MAP | PR_STATUS | PR_STATE);
1461 /* Update monsters */
1462 p_ptr->update |= (PU_MONSTERS);
1465 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
1468 if (p_ptr->spell_exp[spell] < SPELL_EXP_BEGINNER)
1469 p_ptr->spell_exp[spell] += 5;
1470 else if(p_ptr->spell_exp[spell] < SPELL_EXP_SKILLED)
1471 { if (one_in_(2) && (dun_level > 4) && ((dun_level + 10) > p_ptr->lev)) p_ptr->spell_exp[spell] += 1; }
1472 else if(p_ptr->spell_exp[spell] < SPELL_EXP_EXPERT)
1473 { if (one_in_(5) && ((dun_level + 5) > p_ptr->lev) && ((dun_level + 5) > s_ptr->slevel)) p_ptr->spell_exp[spell] += 1; }
1474 else if(p_ptr->spell_exp[spell] < SPELL_EXP_MASTER)
1475 { if (one_in_(5) && ((dun_level + 5) > p_ptr->lev) && (dun_level > s_ptr->slevel)) p_ptr->spell_exp[spell] += 1; }
1477 /* Do any effects of continual song */
1478 do_spell(REALM_MUSIC, spell, SPELL_CONT);
1482 /* Choose one of items that have cursed flag */
1483 static object_type *choose_cursed_obj_name(u32b flag)
1486 int choices[INVEN_TOTAL-INVEN_RARM];
1489 /* Paranoia -- Player has no warning-item */
1490 if (!(p_ptr->cursed & flag)) return NULL;
1492 /* Search Inventry */
1493 for (i = INVEN_RARM; i < INVEN_TOTAL; i++)
1495 object_type *o_ptr = &inventory[i];
1497 if (o_ptr->curse_flags & flag)
1499 choices[number] = i;
1504 /* Choice one of them */
1505 return (&inventory[choices[randint0(number)]]);
1510 * Handle timed damage and regeneration every 10 game turns
1512 static void process_world_aux_hp_and_sp(void)
1514 feature_type *f_ptr = &f_info[cave[py][px].feat];
1515 bool cave_no_regen = FALSE;
1516 int upkeep_factor = 0;
1519 /* Default regeneration */
1520 int regen_amount = PY_REGEN_NORMAL;
1523 /*** Damage over Time ***/
1525 /* Take damage from poison */
1526 if (p_ptr->poisoned && !IS_INVULN())
1530 take_hit(DAMAGE_NOESCAPE, 1, "ÆÇ", -1);
1532 take_hit(DAMAGE_NOESCAPE, 1, "poison", -1);
1537 /* Take damage from cuts */
1538 if (p_ptr->cut && !IS_INVULN())
1542 /* Mortal wound or Deep Gash */
1543 if (p_ptr->cut > 1000)
1548 else if (p_ptr->cut > 200)
1554 else if (p_ptr->cut > 100)
1559 else if (p_ptr->cut > 50)
1564 else if (p_ptr->cut > 25)
1569 else if (p_ptr->cut > 10)
1582 take_hit(DAMAGE_NOESCAPE, dam, "Ã×Ì¿½ý", -1);
1584 take_hit(DAMAGE_NOESCAPE, dam, "a fatal wound", -1);
1590 /* (Vampires) Take damage from sunlight */
1591 if (prace_is_(RACE_VAMPIRE) || (p_ptr->mimic_form == MIMIC_VAMPIRE))
1593 if (!dun_level && !p_ptr->resist_lite && !IS_INVULN() && is_daytime())
1595 if ((cave[py][px].info & (CAVE_GLOW | CAVE_MNDK)) == CAVE_GLOW)
1599 msg_print("Æü¸÷¤¬¤¢¤Ê¤¿¤Î¥¢¥ó¥Ç¥Ã¥É¤ÎÆùÂΤò¾Æ¤¾Ç¤¬¤·¤¿¡ª");
1600 take_hit(DAMAGE_NOESCAPE, 1, "Æü¸÷", -1);
1602 msg_print("The sun's rays scorch your undead flesh!");
1603 take_hit(DAMAGE_NOESCAPE, 1, "sunlight", -1);
1606 cave_no_regen = TRUE;
1610 if (inventory[INVEN_LITE].tval && (inventory[INVEN_LITE].name2 != EGO_LITE_DARKNESS) &&
1611 !p_ptr->resist_lite)
1613 object_type * o_ptr = &inventory[INVEN_LITE];
1614 char o_name [MAX_NLEN];
1615 char ouch [MAX_NLEN+40];
1617 /* Get an object description */
1618 object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
1621 msg_format("%s¤¬¤¢¤Ê¤¿¤Î¥¢¥ó¥Ç¥Ã¥É¤ÎÆùÂΤò¾Æ¤¾Ç¤¬¤·¤¿¡ª", o_name);
1623 msg_format("The %s scorches your undead flesh!", o_name);
1627 cave_no_regen = TRUE;
1629 /* Get an object description */
1630 object_desc(o_name, o_ptr, OD_NAME_ONLY);
1633 sprintf(ouch, "%s¤òÁõÈ÷¤·¤¿¥À¥á¡¼¥¸", o_name);
1635 sprintf(ouch, "wielding %s", o_name);
1638 if (!IS_INVULN()) take_hit(DAMAGE_NOESCAPE, 1, ouch, -1);
1642 if (have_flag(f_ptr->flags, FF_LAVA) && !IS_INVULN() && !p_ptr->immune_fire)
1646 if (have_flag(f_ptr->flags, FF_DEEP))
1648 damage = 6000 + randint0(4000);
1650 else if (!p_ptr->levitation)
1652 damage = 3000 + randint0(2000);
1657 if (prace_is_(RACE_ENT)) damage += damage / 3;
1658 if (p_ptr->resist_fire) damage = damage / 3;
1659 if (IS_OPPOSE_FIRE()) damage = damage / 3;
1661 if (p_ptr->levitation) damage = damage / 5;
1663 damage = damage / 100 + (randint0(100) < (damage % 100));
1665 if (p_ptr->levitation)
1668 msg_print("Ç®¤Ç²Ð½ý¤·¤¿¡ª");
1669 take_hit(DAMAGE_NOESCAPE, damage, format("%s¤Î¾å¤ËÉâÍ·¤·¤¿¥À¥á¡¼¥¸", f_name + f_info[get_feat_mimic(&cave[py][px])].name), -1);
1671 msg_print("The heat burns you!");
1672 take_hit(DAMAGE_NOESCAPE, damage, format("flying over %s", f_name + f_info[get_feat_mimic(&cave[py][px])].name), -1);
1677 cptr name = f_name + f_info[get_feat_mimic(&cave[py][px])].name;
1679 msg_format("%s¤Ç²Ð½ý¤·¤¿¡ª", name);
1681 msg_format("The %s burns you!", name);
1683 take_hit(DAMAGE_NOESCAPE, damage, name, -1);
1686 cave_no_regen = TRUE;
1690 if (have_flag(f_ptr->flags, FF_WATER) && have_flag(f_ptr->flags, FF_DEEP) &&
1691 !p_ptr->levitation && !p_ptr->can_swim)
1693 if (p_ptr->total_weight > weight_limit())
1697 msg_print("Å®¤ì¤Æ¤¤¤ë¡ª");
1698 take_hit(DAMAGE_NOESCAPE, randint1(p_ptr->lev), "Å®¤ì", -1);
1700 msg_print("You are drowning!");
1701 take_hit(DAMAGE_NOESCAPE, randint1(p_ptr->lev), "drowning", -1);
1704 cave_no_regen = TRUE;
1711 if ((r_info[m_list[p_ptr->riding].r_idx].flags2 & RF2_AURA_FIRE) && !p_ptr->immune_fire)
1713 damage = r_info[m_list[p_ptr->riding].r_idx].level / 2;
1714 if (prace_is_(RACE_ENT)) damage += damage / 3;
1715 if (p_ptr->resist_fire) damage = damage / 3;
1716 if (IS_OPPOSE_FIRE()) damage = damage / 3;
1718 msg_print("Ç®¤¤¡ª");
1719 take_hit(DAMAGE_NOESCAPE, damage, "±ê¤Î¥ª¡¼¥é", -1);
1721 msg_print("It's hot!");
1722 take_hit(DAMAGE_NOESCAPE, damage, "Fire aura", -1);
1725 if ((r_info[m_list[p_ptr->riding].r_idx].flags2 & RF2_AURA_ELEC) && !p_ptr->immune_elec)
1727 damage = r_info[m_list[p_ptr->riding].r_idx].level / 2;
1728 if (prace_is_(RACE_ANDROID)) damage += damage / 3;
1729 if (p_ptr->resist_elec) damage = damage / 3;
1730 if (IS_OPPOSE_ELEC()) damage = damage / 3;
1732 msg_print("Äˤ¤¡ª");
1733 take_hit(DAMAGE_NOESCAPE, damage, "Åŵ¤¤Î¥ª¡¼¥é", -1);
1735 msg_print("It hurts!");
1736 take_hit(DAMAGE_NOESCAPE, damage, "Elec aura", -1);
1739 if ((r_info[m_list[p_ptr->riding].r_idx].flags3 & RF3_AURA_COLD) && !p_ptr->immune_cold)
1741 damage = r_info[m_list[p_ptr->riding].r_idx].level / 2;
1742 if (p_ptr->resist_cold) damage = damage / 3;
1743 if (IS_OPPOSE_COLD()) damage = damage / 3;
1745 msg_print("Î䤿¤¤¡ª");
1746 take_hit(DAMAGE_NOESCAPE, damage, "Î䵤¤Î¥ª¡¼¥é", -1);
1748 msg_print("It's cold!");
1749 take_hit(DAMAGE_NOESCAPE, damage, "Cold aura", -1);
1754 /* Spectres -- take damage when moving through walls */
1756 * Added: ANYBODY takes damage if inside through walls
1757 * without wraith form -- NOTE: Spectres will never be
1758 * reduced below 0 hp by being inside a stone wall; others
1761 if (!have_flag(f_ptr->flags, FF_MOVE) && !have_flag(f_ptr->flags, FF_CAN_FLY))
1763 if (!IS_INVULN() && !p_ptr->wraith_form && !p_ptr->kabenuke &&
1764 ((p_ptr->chp > (p_ptr->lev / 5)) || !p_ptr->pass_wall))
1768 cave_no_regen = TRUE;
1770 if (p_ptr->pass_wall)
1773 msg_print("ÂΤÎʬ»Ò¤¬Ê¬²ò¤·¤¿µ¤¤¬¤¹¤ë¡ª");
1776 msg_print("Your molecules feel disrupted!");
1777 dam_desc = "density";
1783 msg_print("Êø¤ì¤¿´ä¤Ë²¡¤·ÄÙ¤µ¤ì¤¿¡ª");
1784 dam_desc = "¹Å¤¤´ä";
1786 msg_print("You are being crushed!");
1787 dam_desc = "solid rock";
1791 take_hit(DAMAGE_NOESCAPE, 1 + (p_ptr->lev / 5), dam_desc, -1);
1796 /*** handle regeneration ***/
1799 if (p_ptr->food < PY_FOOD_WEAK)
1801 /* Lower regeneration */
1802 if (p_ptr->food < PY_FOOD_STARVE)
1806 else if (p_ptr->food < PY_FOOD_FAINT)
1808 regen_amount = PY_REGEN_FAINT;
1812 regen_amount = PY_REGEN_WEAK;
1816 /* Are we walking the pattern? */
1817 if (pattern_effect())
1819 cave_no_regen = TRUE;
1823 /* Regeneration ability */
1824 if (p_ptr->regenerate)
1826 regen_amount = regen_amount * 2;
1828 if (p_ptr->special_defense & (KAMAE_MASK | KATA_MASK))
1832 if (p_ptr->cursed & TRC_SLOW_REGEN)
1839 /* Searching or Resting */
1840 if ((p_ptr->action == ACTION_SEARCH) || (p_ptr->action == ACTION_REST))
1842 regen_amount = regen_amount * 2;
1845 upkeep_factor = calculate_upkeep();
1847 /* No regeneration while special action */
1848 if ((p_ptr->action == ACTION_LEARN) ||
1849 (p_ptr->action == ACTION_HAYAGAKE) ||
1850 (p_ptr->special_defense & KATA_KOUKIJIN))
1852 upkeep_factor += 100;
1855 /* Regenerate the mana */
1856 upkeep_regen = (100 - upkeep_factor) * regen_amount;
1857 regenmana(upkeep_regen);
1860 /* Recharge magic eater's power */
1861 if (p_ptr->pclass == CLASS_MAGIC_EATER)
1863 regenmagic(regen_amount);
1866 if ((p_ptr->csp == 0) && (p_ptr->csp_frac == 0))
1868 while (upkeep_factor > 100)
1871 msg_print("¤³¤ó¤Ê¤Ë¿¤¯¤Î¥Ú¥Ã¥È¤òÀ©¸æ¤Ç¤¤Ê¤¤¡ª");
1873 msg_print("Too many pets to control at once!");
1876 do_cmd_pet_dismiss();
1878 upkeep_factor = calculate_upkeep();
1881 msg_format("°Ý»ý£Í£Ð¤Ï %d%%", upkeep_factor);
1883 msg_format("Upkeep: %d%% mana.", upkeep_factor);
1889 /* Poisoned or cut yields no healing */
1890 if (p_ptr->poisoned) regen_amount = 0;
1891 if (p_ptr->cut) regen_amount = 0;
1893 /* Special floor -- Pattern, in a wall -- yields no healing */
1894 if (cave_no_regen) regen_amount = 0;
1896 regen_amount = (regen_amount * mutant_regenerate_mod) / 100;
1898 /* Regenerate Hit Points if needed */
1899 if ((p_ptr->chp < p_ptr->mhp) && !cave_no_regen)
1901 regenhp(regen_amount);
1907 * Handle timeout every 10 game turns
1909 static void process_world_aux_timeout(void)
1911 const int dec_count = (easy_band ? 2 : 1);
1913 /*** Timeout Various Things ***/
1916 if (p_ptr->tim_mimic)
1918 (void)set_mimic(p_ptr->tim_mimic - 1, p_ptr->mimic_form, TRUE);
1921 /* Hack -- Hallucinating */
1924 (void)set_image(p_ptr->image - dec_count);
1930 (void)set_blind(p_ptr->blind - dec_count);
1933 /* Times see-invisible */
1934 if (p_ptr->tim_invis)
1936 (void)set_tim_invis(p_ptr->tim_invis - 1, TRUE);
1947 (void)set_tim_esp(p_ptr->tim_esp - 1, TRUE);
1950 /* Timed temporary elemental brands. -LM- */
1951 if (p_ptr->ele_attack)
1953 p_ptr->ele_attack--;
1955 /* Clear all temporary elemental brands. */
1956 if (!p_ptr->ele_attack) set_ele_attack(0, 0);
1959 /* Timed temporary elemental immune. -LM- */
1960 if (p_ptr->ele_immune)
1962 p_ptr->ele_immune--;
1964 /* Clear all temporary elemental brands. */
1965 if (!p_ptr->ele_immune) set_ele_immune(0, 0);
1968 /* Timed infra-vision */
1969 if (p_ptr->tim_infra)
1971 (void)set_tim_infra(p_ptr->tim_infra - 1, TRUE);
1975 if (p_ptr->tim_stealth)
1977 (void)set_tim_stealth(p_ptr->tim_stealth - 1, TRUE);
1980 /* Timed levitation */
1981 if (p_ptr->tim_levitation)
1983 (void)set_tim_levitation(p_ptr->tim_levitation - 1, TRUE);
1986 /* Timed sh_touki */
1987 if (p_ptr->tim_sh_touki)
1989 (void)set_tim_sh_touki(p_ptr->tim_sh_touki - 1, TRUE);
1993 if (p_ptr->tim_sh_fire)
1995 (void)set_tim_sh_fire(p_ptr->tim_sh_fire - 1, TRUE);
1999 if (p_ptr->tim_sh_holy)
2001 (void)set_tim_sh_holy(p_ptr->tim_sh_holy - 1, TRUE);
2005 if (p_ptr->tim_eyeeye)
2007 (void)set_tim_eyeeye(p_ptr->tim_eyeeye - 1, TRUE);
2010 /* Timed resist-magic */
2011 if (p_ptr->resist_magic)
2013 (void)set_resist_magic(p_ptr->resist_magic - 1, TRUE);
2016 /* Timed regeneration */
2017 if (p_ptr->tim_regen)
2019 (void)set_tim_regen(p_ptr->tim_regen - 1, TRUE);
2022 /* Timed resist nether */
2023 if (p_ptr->tim_res_nether)
2025 (void)set_tim_res_nether(p_ptr->tim_res_nether - 1, TRUE);
2028 /* Timed resist time */
2029 if (p_ptr->tim_res_time)
2031 (void)set_tim_res_time(p_ptr->tim_res_time - 1, TRUE);
2035 if (p_ptr->tim_reflect)
2037 (void)set_tim_reflect(p_ptr->tim_reflect - 1, TRUE);
2041 if (p_ptr->multishadow)
2043 (void)set_multishadow(p_ptr->multishadow - 1, TRUE);
2046 /* Timed Robe of dust */
2047 if (p_ptr->dustrobe)
2049 (void)set_dustrobe(p_ptr->dustrobe - 1, TRUE);
2052 /* Timed infra-vision */
2053 if (p_ptr->kabenuke)
2055 (void)set_kabenuke(p_ptr->kabenuke - 1, TRUE);
2059 if (p_ptr->paralyzed)
2061 (void)set_paralyzed(p_ptr->paralyzed - dec_count);
2065 if (p_ptr->confused)
2067 (void)set_confused(p_ptr->confused - dec_count);
2073 (void)set_afraid(p_ptr->afraid - dec_count);
2079 (void)set_fast(p_ptr->fast - 1, TRUE);
2085 (void)set_slow(p_ptr->slow - dec_count, TRUE);
2088 /* Protection from evil */
2089 if (p_ptr->protevil)
2091 (void)set_protevil(p_ptr->protevil - 1, TRUE);
2094 /* Invulnerability */
2097 (void)set_invuln(p_ptr->invuln - 1, TRUE);
2101 if (p_ptr->wraith_form)
2103 (void)set_wraith_form(p_ptr->wraith_form - 1, TRUE);
2109 (void)set_hero(p_ptr->hero - 1, TRUE);
2115 (void)set_shero(p_ptr->shero - 1, TRUE);
2121 (void)set_blessed(p_ptr->blessed - 1, TRUE);
2127 (void)set_shield(p_ptr->shield - 1, TRUE);
2131 if (p_ptr->tsubureru)
2133 (void)set_tsubureru(p_ptr->tsubureru - 1, TRUE);
2137 if (p_ptr->magicdef)
2139 (void)set_magicdef(p_ptr->magicdef - 1, TRUE);
2143 if (p_ptr->tsuyoshi)
2145 (void)set_tsuyoshi(p_ptr->tsuyoshi - 1, TRUE);
2149 if (p_ptr->oppose_acid)
2151 (void)set_oppose_acid(p_ptr->oppose_acid - 1, TRUE);
2154 /* Oppose Lightning */
2155 if (p_ptr->oppose_elec)
2157 (void)set_oppose_elec(p_ptr->oppose_elec - 1, TRUE);
2161 if (p_ptr->oppose_fire)
2163 (void)set_oppose_fire(p_ptr->oppose_fire - 1, TRUE);
2167 if (p_ptr->oppose_cold)
2169 (void)set_oppose_cold(p_ptr->oppose_cold - 1, TRUE);
2173 if (p_ptr->oppose_pois)
2175 (void)set_oppose_pois(p_ptr->oppose_pois - 1, TRUE);
2180 (void)set_ultimate_res(p_ptr->ult_res - 1, TRUE);
2183 /*** Poison and Stun and Cut ***/
2186 if (p_ptr->poisoned)
2188 int adjust = adj_con_fix[p_ptr->stat_ind[A_CON]] + 1;
2190 /* Apply some healing */
2191 (void)set_poisoned(p_ptr->poisoned - adjust);
2197 int adjust = adj_con_fix[p_ptr->stat_ind[A_CON]] + 1;
2199 /* Apply some healing */
2200 (void)set_stun(p_ptr->stun - adjust);
2206 int adjust = adj_con_fix[p_ptr->stat_ind[A_CON]] + 1;
2208 /* Hack -- Truly "mortal" wound */
2209 if (p_ptr->cut > 1000) adjust = 0;
2211 /* Apply some healing */
2212 (void)set_cut(p_ptr->cut - adjust);
2218 * Handle burning fuel every 10 game turns
2220 static void process_world_aux_light(void)
2222 /* Check for light being wielded */
2223 object_type *o_ptr = &inventory[INVEN_LITE];
2225 /* Burn some fuel in the current lite */
2226 if (o_ptr->tval == TV_LITE)
2228 /* Hack -- Use some fuel (except on artifacts) */
2229 if (!(object_is_fixed_artifact(o_ptr) || o_ptr->sval == SV_LITE_FEANOR) && (o_ptr->xtra4 > 0))
2231 /* Decrease life-span */
2232 if (o_ptr->name2 == EGO_LITE_LONG)
2234 if (turn % (TURNS_PER_TICK*2)) o_ptr->xtra4--;
2236 else o_ptr->xtra4--;
2238 /* Notice interesting fuel steps */
2239 notice_lite_change(o_ptr);
2246 * Handle mutation effects once every 10 game turns
2248 static void process_world_aux_mutation(void)
2250 /* No mutation with effects */
2251 if (!p_ptr->muta2) return;
2253 /* No effect on monster arena */
2254 if (p_ptr->inside_battle) return;
2256 /* No effect on the global map */
2257 if (p_ptr->wild_mode) return;
2260 if ((p_ptr->muta2 & MUT2_BERS_RAGE) && one_in_(3000))
2264 msg_print("¥¦¥¬¥¡¥¡¥¢¡ª");
2265 msg_print("·ãÅܤÎȯºî¤Ë½±¤ï¤ì¤¿¡ª");
2267 msg_print("RAAAAGHH!");
2268 msg_print("You feel a fit of rage coming over you!");
2271 (void)set_shero(10 + randint1(p_ptr->lev), FALSE);
2272 (void)set_afraid(0);
2275 if ((p_ptr->muta2 & MUT2_COWARDICE) && (randint1(3000) == 13))
2277 if (!p_ptr->resist_fear)
2281 msg_print("¤È¤Æ¤â°Å¤¤... ¤È¤Æ¤â¶²¤¤¡ª");
2283 msg_print("It's so dark... so scary!");
2286 set_afraid(p_ptr->afraid + 13 + randint1(26));
2290 if ((p_ptr->muta2 & MUT2_RTELEPORT) && (randint1(5000) == 88))
2292 if (!p_ptr->resist_nexus && !(p_ptr->muta1 & MUT1_VTELEPORT) &&
2297 /* Teleport player */
2299 msg_print("¤¢¤Ê¤¿¤Î°ÌÃÖ¤ÏÆÍÁ³¤Ò¤¸¤ç¤¦¤ËÉÔ³ÎÄê¤Ë¤Ê¤Ã¤¿...");
2301 msg_print("Your position suddenly seems very uncertain...");
2305 teleport_player(40, TELEPORT_PASSIVE);
2309 if ((p_ptr->muta2 & MUT2_ALCOHOL) && (randint1(6400) == 321))
2311 if (!p_ptr->resist_conf && !p_ptr->resist_chaos)
2314 p_ptr->redraw |= PR_EXTRA;
2316 msg_print("¤¤¤Ò¤¤¬¤â¡¼¤í¡¼¤È¤Ò¤Æ¤¤¿¤¤¬¤Õ¤ë...¥Ò¥Ã¥¯¡ª");
2318 msg_print("You feel a SSSCHtupor cOmINg over yOu... *HIC*!");
2323 if (!p_ptr->resist_conf)
2325 (void)set_confused(p_ptr->confused + randint0(20) + 15);
2328 if (!p_ptr->resist_chaos)
2333 if (one_in_(3)) lose_all_info();
2335 (void)teleport_player_aux(100, TELEPORT_NONMAGICAL | TELEPORT_PASSIVE);
2338 msg_print("¤¢¤Ê¤¿¤Ï¸«ÃΤé¤Ì¾ì½ê¤ÇÌܤ¬Àä᤿...Ƭ¤¬Äˤ¤¡£");
2339 msg_print("²¿¤â³Ð¤¨¤Æ¤¤¤Ê¤¤¡£¤É¤¦¤ä¤Ã¤Æ¤³¤³¤ËÍ褿¤«¤âʬ¤«¤é¤Ê¤¤¡ª");
2341 msg_print("You wake up somewhere with a sore head...");
2342 msg_print("You can't remember a thing, or how you got here!");
2351 msg_print("¤¡Á¤ì¤¤¤Ê¤Á¤ç¤ª¤Á¤ç¤é¤È¤ó¤ì¤¤¤ë¡Á");
2353 msg_print("Thishcischs GooDSChtuff!");
2356 (void)set_image(p_ptr->image + randint0(150) + 150);
2362 if ((p_ptr->muta2 & MUT2_HALLU) && (randint1(6400) == 42))
2364 if (!p_ptr->resist_chaos)
2367 p_ptr->redraw |= PR_EXTRA;
2368 (void)set_image(p_ptr->image + randint0(50) + 20);
2372 if ((p_ptr->muta2 & MUT2_FLATULENT) && (randint1(3000) == 13))
2377 msg_print("¥Ö¥¥¡¼¡¼¥Ã¡ª¤ª¤Ã¤È¡£");
2379 msg_print("BRRAAAP! Oops.");
2383 fire_ball(GF_POIS, 0, p_ptr->lev, 3);
2386 if ((p_ptr->muta2 & MUT2_PROD_MANA) &&
2387 !p_ptr->anti_magic && one_in_(9000))
2392 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");
2394 msg_print("Magical energy flows through you! You must release it!");
2399 (void)get_hack_dir(&dire);
2400 fire_ball(GF_MANA, dire, p_ptr->lev * 2, 3);
2403 if ((p_ptr->muta2 & MUT2_ATT_DEMON) &&
2404 !p_ptr->anti_magic && (randint1(6666) == 666))
2406 bool pet = one_in_(6);
2407 u32b mode = PM_ALLOW_GROUP;
2409 if (pet) mode |= PM_FORCE_PET;
2410 else mode |= (PM_ALLOW_UNIQUE | PM_NO_PET);
2412 if (summon_specific((pet ? -1 : 0), py, px,
2413 dun_level, SUMMON_DEMON, mode))
2416 msg_print("¤¢¤Ê¤¿¤Ï¥Ç¡¼¥â¥ó¤ò°ú¤´ó¤»¤¿¡ª");
2418 msg_print("You have attracted a demon!");
2425 if ((p_ptr->muta2 & MUT2_SPEED_FLUX) && one_in_(6000))
2431 msg_print("ÀºÎÏŪ¤Ç¤Ê¤¯¤Ê¤Ã¤¿µ¤¤¬¤¹¤ë¡£");
2433 msg_print("You feel less energetic.");
2436 if (p_ptr->fast > 0)
2442 set_slow(randint1(30) + 10, FALSE);
2448 msg_print("ÀºÎÏŪ¤Ë¤Ê¤Ã¤¿µ¤¤¬¤¹¤ë¡£");
2450 msg_print("You feel more energetic.");
2453 if (p_ptr->slow > 0)
2459 set_fast(randint1(30) + 10, FALSE);
2464 if ((p_ptr->muta2 & MUT2_BANISH_ALL) && one_in_(9000))
2468 msg_print("ÆÍÁ³¤Û¤È¤ó¤É¸ÉÆȤˤʤ俵¤¤¬¤¹¤ë¡£");
2470 msg_print("You suddenly feel almost lonely.");
2473 banish_monsters(100);
2474 if (!dun_level && p_ptr->town_num)
2478 /* Pick a random shop (except home) */
2481 n = randint0(MAX_STORES);
2483 while ((n == STORE_HOME) || (n == STORE_MUSEUM));
2486 msg_print("Ź¤Î¼ç¿Í¤¬µÖ¤Ë¸þ¤«¤Ã¤ÆÁö¤Ã¤Æ¤¤¤ë¡ª");
2488 msg_print("You see one of the shopkeepers running for the hills!");
2496 if ((p_ptr->muta2 & MUT2_EAT_LIGHT) && one_in_(3000))
2501 msg_print("±Æ¤Ë¤Ä¤Ä¤Þ¤ì¤¿¡£");
2503 msg_print("A shadow passes over you.");
2508 /* Absorb light from the current possition */
2509 if ((cave[py][px].info & (CAVE_GLOW | CAVE_MNDK)) == CAVE_GLOW)
2514 o_ptr = &inventory[INVEN_LITE];
2516 /* Absorb some fuel in the current lite */
2517 if (o_ptr->tval == TV_LITE)
2519 /* Use some fuel (except on artifacts) */
2520 if (!object_is_fixed_artifact(o_ptr) && (o_ptr->xtra4 > 0))
2522 /* Heal the player a bit */
2523 hp_player(o_ptr->xtra4 / 20);
2525 /* Decrease life-span of lite */
2529 msg_print("¸÷¸»¤«¤é¥¨¥Í¥ë¥®¡¼¤òµÛ¼ý¤·¤¿¡ª");
2531 msg_print("You absorb energy from your light!");
2535 /* Notice interesting fuel steps */
2536 notice_lite_change(o_ptr);
2541 * Unlite the area (radius 10) around player and
2542 * do 50 points damage to every affected monster
2544 unlite_area(50, 10);
2547 if ((p_ptr->muta2 & MUT2_ATT_ANIMAL) &&
2548 !p_ptr->anti_magic && one_in_(7000))
2550 bool pet = one_in_(3);
2551 u32b mode = PM_ALLOW_GROUP;
2553 if (pet) mode |= PM_FORCE_PET;
2554 else mode |= (PM_ALLOW_UNIQUE | PM_NO_PET);
2556 if (summon_specific((pet ? -1 : 0), py, px, dun_level, SUMMON_ANIMAL, mode))
2559 msg_print("ưʪ¤ò°ú¤´ó¤»¤¿¡ª");
2561 msg_print("You have attracted an animal!");
2568 if ((p_ptr->muta2 & MUT2_RAW_CHAOS) &&
2569 !p_ptr->anti_magic && one_in_(8000))
2573 msg_print("¼þ¤ê¤Î¶õ´Ö¤¬ÏĤó¤Ç¤¤¤ëµ¤¤¬¤¹¤ë¡ª");
2575 msg_print("You feel the world warping around you!");
2579 fire_ball(GF_CHAOS, 0, p_ptr->lev, 8);
2581 if ((p_ptr->muta2 & MUT2_NORMALITY) && one_in_(5000))
2583 if (!lose_mutation(0))
2585 msg_print("´ñ̯¤Ê¤¯¤é¤¤ÉáÄ̤ˤʤ俵¤¤¬¤¹¤ë¡£");
2587 msg_print("You feel oddly normal.");
2591 if ((p_ptr->muta2 & MUT2_WRAITH) && !p_ptr->anti_magic && one_in_(3000))
2595 msg_print("Èóʪ¼Á²½¤·¤¿¡ª");
2597 msg_print("You feel insubstantial!");
2601 set_wraith_form(randint1(p_ptr->lev / 2) + (p_ptr->lev / 2), FALSE);
2603 if ((p_ptr->muta2 & MUT2_POLY_WOUND) && one_in_(3000))
2607 if ((p_ptr->muta2 & MUT2_WASTING) && one_in_(3000))
2609 int which_stat = randint0(6);
2610 int sustained = FALSE;
2615 if (p_ptr->sustain_str) sustained = TRUE;
2618 if (p_ptr->sustain_int) sustained = TRUE;
2621 if (p_ptr->sustain_wis) sustained = TRUE;
2624 if (p_ptr->sustain_dex) sustained = TRUE;
2627 if (p_ptr->sustain_con) sustained = TRUE;
2630 if (p_ptr->sustain_chr) sustained = TRUE;
2634 msg_print("ÉÔÀµ¤Ê¾õÂÖ¡ª");
2636 msg_print("Invalid stat chosen!");
2646 msg_print("¼«Ê¬¤¬¿ê¼å¤·¤Æ¤¤¤¯¤Î¤¬Ê¬¤«¤ë¡ª");
2648 msg_print("You can feel yourself wasting away!");
2652 (void)dec_stat(which_stat, randint1(6) + 6, one_in_(3));
2655 if ((p_ptr->muta2 & MUT2_ATT_DRAGON) &&
2656 !p_ptr->anti_magic && one_in_(3000))
2658 bool pet = one_in_(5);
2659 u32b mode = PM_ALLOW_GROUP;
2661 if (pet) mode |= PM_FORCE_PET;
2662 else mode |= (PM_ALLOW_UNIQUE | PM_NO_PET);
2664 if (summon_specific((pet ? -1 : 0), py, px, dun_level, SUMMON_DRAGON, mode))
2667 msg_print("¥É¥é¥´¥ó¤ò°ú¤´ó¤»¤¿¡ª");
2669 msg_print("You have attracted a dragon!");
2675 if ((p_ptr->muta2 & MUT2_WEIRD_MIND) && !p_ptr->anti_magic &&
2678 if (p_ptr->tim_esp > 0)
2681 msg_print("Àº¿À¤Ë¤â¤ä¤¬¤«¤«¤Ã¤¿¡ª");
2683 msg_print("Your mind feels cloudy!");
2686 set_tim_esp(0, TRUE);
2691 msg_print("Àº¿À¤¬¹¤¬¤Ã¤¿¡ª");
2693 msg_print("Your mind expands!");
2696 set_tim_esp(p_ptr->lev, FALSE);
2699 if ((p_ptr->muta2 & MUT2_NAUSEA) && !p_ptr->slow_digest &&
2704 msg_print("°ß¤¬áÛÚ»¤·¡¢¿©»ö¤ò¼º¤Ã¤¿¡ª");
2706 msg_print("Your stomach roils, and you lose your lunch!");
2710 set_food(PY_FOOD_WEAK);
2711 if (music_singing_any()) stop_singing();
2712 if (hex_spelling_any()) stop_hex_spell_all();
2715 if ((p_ptr->muta2 & MUT2_WALK_SHAD) &&
2716 !p_ptr->anti_magic && one_in_(12000) && !p_ptr->inside_arena)
2721 if ((p_ptr->muta2 & MUT2_WARNING) && one_in_(1000))
2723 int danger_amount = 0;
2726 for (monster = 0; monster < m_max; monster++)
2728 monster_type *m_ptr = &m_list[monster];
2729 monster_race *r_ptr = &r_info[m_ptr->r_idx];
2731 /* Paranoia -- Skip dead monsters */
2732 if (!m_ptr->r_idx) continue;
2734 if (r_ptr->level >= p_ptr->lev)
2736 danger_amount += r_ptr->level - p_ptr->lev + 1;
2740 if (danger_amount > 100)
2742 msg_print("Èó¾ï¤Ë¶²¤í¤·¤¤µ¤¤¬¤¹¤ë¡ª");
2744 msg_print("You feel utterly terrified!");
2747 else if (danger_amount > 50)
2749 msg_print("¶²¤í¤·¤¤µ¤¤¬¤¹¤ë¡ª");
2751 msg_print("You feel terrified!");
2754 else if (danger_amount > 20)
2756 msg_print("Èó¾ï¤Ë¿´Çۤʵ¤¤¬¤¹¤ë¡ª");
2758 msg_print("You feel very worried!");
2761 else if (danger_amount > 10)
2763 msg_print("¿´Çۤʵ¤¤¬¤¹¤ë¡ª");
2765 msg_print("You feel paranoid!");
2768 else if (danger_amount > 5)
2770 msg_print("¤Û¤È¤ó¤É°ÂÁ´¤Êµ¤¤¬¤¹¤ë¡£");
2772 msg_print("You feel almost safe.");
2777 msg_print("¼ä¤·¤¤µ¤¤¬¤¹¤ë¡£");
2779 msg_print("You feel lonely.");
2783 if ((p_ptr->muta2 & MUT2_INVULN) && !p_ptr->anti_magic &&
2788 msg_print("̵Ũ¤Êµ¤¤¬¤¹¤ë¡ª");
2790 msg_print("You feel invincible!");
2794 (void)set_invuln(randint1(8) + 8, FALSE);
2796 if ((p_ptr->muta2 & MUT2_SP_TO_HP) && one_in_(2000))
2798 int wounds = p_ptr->mhp - p_ptr->chp;
2802 int healing = p_ptr->csp;
2804 if (healing > wounds)
2810 p_ptr->csp -= healing;
2813 p_ptr->redraw |= (PR_MANA);
2816 if ((p_ptr->muta2 & MUT2_HP_TO_SP) && !p_ptr->anti_magic &&
2819 int wounds = p_ptr->msp - p_ptr->csp;
2823 int healing = p_ptr->chp;
2825 if (healing > wounds)
2830 p_ptr->csp += healing;
2833 p_ptr->redraw |= (PR_MANA);
2835 take_hit(DAMAGE_LOSELIFE, healing, "Ƭ¤Ë¾º¤Ã¤¿·ì", -1);
2837 take_hit(DAMAGE_LOSELIFE, healing, "blood rushing to the head", -1);
2842 if ((p_ptr->muta2 & MUT2_DISARM) && one_in_(10000))
2845 object_type *o_ptr = NULL;
2849 msg_print("¤¬¤â¤Ä¤ì¤Æž¤ó¤À¡ª");
2850 take_hit(DAMAGE_NOESCAPE, randint1(p_ptr->wt / 6), "žÅÝ", -1);
2852 msg_print("You trip over your own feet!");
2853 take_hit(DAMAGE_NOESCAPE, randint1(p_ptr->wt / 6), "tripping", -1);
2857 if (buki_motteruka(INVEN_RARM))
2860 o_ptr = &inventory[INVEN_RARM];
2862 if (buki_motteruka(INVEN_LARM) && one_in_(2))
2864 o_ptr = &inventory[INVEN_LARM];
2868 else if (buki_motteruka(INVEN_LARM))
2870 o_ptr = &inventory[INVEN_LARM];
2874 if (slot && !object_is_cursed(o_ptr))
2877 msg_print("Éð´ï¤òÍî¤È¤·¤Æ¤·¤Þ¤Ã¤¿¡ª");
2879 msg_print("You drop your weapon!");
2881 inven_drop(slot, 1);
2888 * Handle curse effects once every 10 game turns
2890 static void process_world_aux_curse(void)
2892 if ((p_ptr->cursed & TRC_P_FLAG_MASK) && !p_ptr->inside_battle && !p_ptr->wild_mode)
2895 * Hack: Uncursed teleporting items (e.g. Trump Weapons)
2896 * can actually be useful!
2898 if ((p_ptr->cursed & TRC_TELEPORT_SELF) && one_in_(200))
2900 char o_name[MAX_NLEN];
2902 int i, i_keep = 0, count = 0;
2904 /* Scan the equipment with random teleport ability */
2905 for (i = INVEN_RARM; i < INVEN_TOTAL; i++)
2907 u32b flgs[TR_FLAG_SIZE];
2908 o_ptr = &inventory[i];
2910 /* Skip non-objects */
2911 if (!o_ptr->k_idx) continue;
2913 /* Extract the item flags */
2914 object_flags(o_ptr, flgs);
2916 if (have_flag(flgs, TR_TELEPORT))
2918 /* {.} will stop random teleportation. */
2919 if (!o_ptr->inscription || !my_strchr(quark_str(o_ptr->inscription), '.'))
2922 if (one_in_(count)) i_keep = i;
2927 o_ptr = &inventory[i_keep];
2928 object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
2931 msg_format("%s¤¬¥Æ¥ì¥Ý¡¼¥È¤ÎǽÎϤòȯư¤µ¤»¤è¤¦¤È¤·¤Æ¤¤¤ë¡£", o_name);
2933 msg_format("Your %s is activating teleportation.", o_name);
2937 if (get_check_strict("¥Æ¥ì¥Ý¡¼¥È¤·¤Þ¤¹¤«¡©", CHECK_OKAY_CANCEL))
2939 if (get_check_strict("Teleport? ", CHECK_OKAY_CANCEL))
2943 teleport_player(50, 0L);
2948 msg_format("%s¤Ë{.}(¥Ô¥ê¥ª¥É)¤ÈÌäò¹ï¤à¤Èȯư¤òÍÞÀ©¤Ç¤¤Þ¤¹¡£", o_name);
2950 msg_format("You can inscribe {.} on your %s to disable random teleportation. ", o_name);
2955 /* Make a chainsword noise */
2956 if ((p_ptr->cursed & TRC_CHAINSWORD) && one_in_(CHAINSWORD_NOISE))
2960 if (!get_rnd_line("chainswd_j.txt", 0, noise))
2962 if (!get_rnd_line("chainswd.txt", 0, noise))
2965 disturb(FALSE, FALSE);
2968 if ((p_ptr->cursed & TRC_TY_CURSE) && one_in_(TY_CURSE_CHANCE))
2971 (void)activate_ty_curse(FALSE, &count);
2973 /* Handle experience draining */
2974 if (p_ptr->prace != RACE_ANDROID &&
2975 ((p_ptr->cursed & TRC_DRAIN_EXP) && one_in_(4)))
2977 p_ptr->exp -= (p_ptr->lev+1)/2;
2978 if (p_ptr->exp < 0) p_ptr->exp = 0;
2979 p_ptr->max_exp -= (p_ptr->lev+1)/2;
2980 if (p_ptr->max_exp < 0) p_ptr->max_exp = 0;
2983 /* Add light curse (Later) */
2984 if ((p_ptr->cursed & TRC_ADD_L_CURSE) && one_in_(2000))
2989 o_ptr = choose_cursed_obj_name(TRC_ADD_L_CURSE);
2991 new_curse = get_curse(0, o_ptr);
2992 if (!(o_ptr->curse_flags & new_curse))
2994 char o_name[MAX_NLEN];
2996 object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
2998 o_ptr->curse_flags |= new_curse;
3000 msg_format("°°Õ¤ËËþ¤Á¤¿¹õ¤¤¥ª¡¼¥é¤¬%s¤ò¤È¤ê¤Þ¤¤¤¿...", o_name);
3002 msg_format("There is a malignant black aura surrounding your %s...", o_name);
3005 o_ptr->feeling = FEEL_NONE;
3007 p_ptr->update |= (PU_BONUS);
3010 /* Add heavy curse (Later) */
3011 if ((p_ptr->cursed & TRC_ADD_H_CURSE) && one_in_(2000))
3016 o_ptr = choose_cursed_obj_name(TRC_ADD_H_CURSE);
3018 new_curse = get_curse(1, o_ptr);
3019 if (!(o_ptr->curse_flags & new_curse))
3021 char o_name[MAX_NLEN];
3023 object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
3025 o_ptr->curse_flags |= new_curse;
3027 msg_format("°°Õ¤ËËþ¤Á¤¿¹õ¤¤¥ª¡¼¥é¤¬%s¤ò¤È¤ê¤Þ¤¤¤¿...", o_name);
3029 msg_format("There is a malignant black aura surrounding your %s...", o_name);
3032 o_ptr->feeling = FEEL_NONE;
3034 p_ptr->update |= (PU_BONUS);
3038 if ((p_ptr->cursed & TRC_CALL_ANIMAL) && one_in_(2500))
3040 if (summon_specific(0, py, px, dun_level, SUMMON_ANIMAL,
3041 (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE | PM_NO_PET)))
3043 char o_name[MAX_NLEN];
3045 object_desc(o_name, choose_cursed_obj_name(TRC_CALL_ANIMAL), (OD_OMIT_PREFIX | OD_NAME_ONLY));
3047 msg_format("%s¤¬Æ°Êª¤ò°ú¤´ó¤»¤¿¡ª", o_name);
3049 msg_format("Your %s have attracted an animal!", o_name);
3056 if ((p_ptr->cursed & TRC_CALL_DEMON) && one_in_(1111))
3058 if (summon_specific(0, py, px, dun_level, SUMMON_DEMON, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE | PM_NO_PET)))
3060 char o_name[MAX_NLEN];
3062 object_desc(o_name, choose_cursed_obj_name(TRC_CALL_DEMON), (OD_OMIT_PREFIX | OD_NAME_ONLY));
3064 msg_format("%s¤¬°Ëâ¤ò°ú¤´ó¤»¤¿¡ª", o_name);
3066 msg_format("Your %s have attracted a demon!", o_name);
3073 if ((p_ptr->cursed & TRC_CALL_DRAGON) && one_in_(800))
3075 if (summon_specific(0, py, px, dun_level, SUMMON_DRAGON,
3076 (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE | PM_NO_PET)))
3078 char o_name[MAX_NLEN];
3080 object_desc(o_name, choose_cursed_obj_name(TRC_CALL_DRAGON), (OD_OMIT_PREFIX | OD_NAME_ONLY));
3082 msg_format("%s¤¬¥É¥é¥´¥ó¤ò°ú¤´ó¤»¤¿¡ª", o_name);
3084 msg_format("Your %s have attracted an animal!", o_name);
3090 if ((p_ptr->cursed & TRC_COWARDICE) && one_in_(1500))
3092 if (!p_ptr->resist_fear)
3096 msg_print("¤È¤Æ¤â°Å¤¤... ¤È¤Æ¤â¶²¤¤¡ª");
3098 msg_print("It's so dark... so scary!");
3101 set_afraid(p_ptr->afraid + 13 + randint1(26));
3104 /* Teleport player */
3105 if ((p_ptr->cursed & TRC_TELEPORT) && one_in_(200) && !p_ptr->anti_tele)
3109 /* Teleport player */
3110 teleport_player(40, TELEPORT_PASSIVE);
3112 /* Handle HP draining */
3113 if ((p_ptr->cursed & TRC_DRAIN_HP) && one_in_(666))
3115 char o_name[MAX_NLEN];
3117 object_desc(o_name, choose_cursed_obj_name(TRC_DRAIN_HP), (OD_OMIT_PREFIX | OD_NAME_ONLY));
3119 msg_format("%s¤Ï¤¢¤Ê¤¿¤ÎÂÎÎϤòµÛ¼ý¤·¤¿¡ª", o_name);
3121 msg_format("Your %s drains HP from you!", o_name);
3123 take_hit(DAMAGE_LOSELIFE, MIN(p_ptr->lev*2, 100), o_name, -1);
3125 /* Handle mana draining */
3126 if ((p_ptr->cursed & TRC_DRAIN_MANA) && p_ptr->csp && one_in_(666))
3128 char o_name[MAX_NLEN];
3130 object_desc(o_name, choose_cursed_obj_name(TRC_DRAIN_MANA), (OD_OMIT_PREFIX | OD_NAME_ONLY));
3132 msg_format("%s¤Ï¤¢¤Ê¤¿¤ÎËâÎϤòµÛ¼ý¤·¤¿¡ª", o_name);
3134 msg_format("Your %s drains mana from you!", o_name);
3136 p_ptr->csp -= MIN(p_ptr->lev, 50);
3140 p_ptr->csp_frac = 0;
3142 p_ptr->redraw |= PR_MANA;
3146 /* Rarely, take damage from the Jewel of Judgement */
3147 if (one_in_(999) && !p_ptr->anti_magic)
3149 object_type *o_ptr = &inventory[INVEN_LITE];
3151 if (o_ptr->name1 == ART_JUDGE)
3154 if (object_is_known(o_ptr))
3155 msg_print("¡Ø¿³È½¤ÎÊõÀС٤Ϥ¢¤Ê¤¿¤ÎÂÎÎϤòµÛ¼ý¤·¤¿¡ª");
3157 msg_print("¤Ê¤Ë¤«¤¬¤¢¤Ê¤¿¤ÎÂÎÎϤòµÛ¼ý¤·¤¿¡ª");
3158 take_hit(DAMAGE_LOSELIFE, MIN(p_ptr->lev, 50), "¿³È½¤ÎÊõÀÐ", -1);
3160 if (object_is_known(o_ptr))
3161 msg_print("The Jewel of Judgement drains life from you!");
3163 msg_print("Something drains life from you!");
3164 take_hit(DAMAGE_LOSELIFE, MIN(p_ptr->lev, 50), "the Jewel of Judgement", -1);
3172 * Handle recharging objects once every 10 game turns
3174 static void process_world_aux_recharge(void)
3179 /* Process equipment */
3180 for (changed = FALSE, i = INVEN_RARM; i < INVEN_TOTAL; i++)
3182 /* Get the object */
3183 object_type *o_ptr = &inventory[i];
3185 /* Skip non-objects */
3186 if (!o_ptr->k_idx) continue;
3188 /* Recharge activatable objects */
3189 if (o_ptr->timeout > 0)
3194 /* Notice changes */
3195 if (!o_ptr->timeout)
3197 recharged_notice(o_ptr);
3203 /* Notice changes */
3207 p_ptr->window |= (PW_EQUIP);
3212 * Recharge rods. Rods now use timeout to control charging status,
3213 * and each charging rod in a stack decreases the stack's timeout by
3214 * one per turn. -LM-
3216 for (changed = FALSE, i = 0; i < INVEN_PACK; i++)
3218 object_type *o_ptr = &inventory[i];
3219 object_kind *k_ptr = &k_info[o_ptr->k_idx];
3221 /* Skip non-objects */
3222 if (!o_ptr->k_idx) continue;
3224 /* Examine all charging rods or stacks of charging rods. */
3225 if ((o_ptr->tval == TV_ROD) && (o_ptr->timeout))
3227 /* Determine how many rods are charging. */
3228 int temp = (o_ptr->timeout + (k_ptr->pval - 1)) / k_ptr->pval;
3229 if (temp > o_ptr->number) temp = o_ptr->number;
3231 /* Decrease timeout by that number. */
3232 o_ptr->timeout -= temp;
3234 /* Boundary control. */
3235 if (o_ptr->timeout < 0) o_ptr->timeout = 0;
3237 /* Notice changes, provide message if object is inscribed. */
3238 if (!(o_ptr->timeout))
3240 recharged_notice(o_ptr);
3244 /* One of the stack of rod is charged */
3245 else if (o_ptr->timeout % k_ptr->pval)
3252 /* Notice changes */
3256 p_ptr->window |= (PW_INVEN);
3260 /* Process objects on floor */
3261 for (i = 1; i < o_max; i++)
3264 object_type *o_ptr = &o_list[i];
3266 /* Skip dead objects */
3267 if (!o_ptr->k_idx) continue;
3269 /* Recharge rods on the ground. No messages. */
3270 if ((o_ptr->tval == TV_ROD) && (o_ptr->timeout))
3273 o_ptr->timeout -= o_ptr->number;
3275 /* Boundary control. */
3276 if (o_ptr->timeout < 0) o_ptr->timeout = 0;
3283 * Handle involuntary movement once every 10 game turns
3285 static void process_world_aux_movement(void)
3287 /* Delayed Word-of-Recall */
3288 if (p_ptr->word_recall)
3291 * HACK: Autosave BEFORE resetting the recall counter (rr9)
3292 * The player is yanked up/down as soon as
3293 * he loads the autosaved game.
3295 if (autosave_l && (p_ptr->word_recall == 1) && !p_ptr->inside_battle)
3296 do_cmd_save_game(TRUE);
3298 /* Count down towards recall */
3299 p_ptr->word_recall--;
3301 p_ptr->redraw |= (PR_STATUS);
3303 /* Activate the recall */
3304 if (!p_ptr->word_recall)
3309 /* Determine the level */
3310 if (dun_level || p_ptr->inside_quest)
3313 msg_print("¾å¤Ë°ú¤ÃÄ¥¤ê¤¢¤²¤é¤ì¤ë´¶¤¸¤¬¤¹¤ë¡ª");
3315 msg_print("You feel yourself yanked upwards!");
3318 if (dungeon_type) p_ptr->recall_dungeon = dungeon_type;
3320 do_cmd_write_nikki(NIKKI_RECALL, dun_level, NULL);
3325 leave_quest_check();
3326 leave_tower_check();
3328 p_ptr->inside_quest = 0;
3330 p_ptr->leaving = TRUE;
3335 msg_print("²¼¤Ë°ú¤¤º¤ê¹ß¤í¤µ¤ì¤ë´¶¤¸¤¬¤¹¤ë¡ª");
3337 msg_print("You feel yourself yanked downwards!");
3340 dungeon_type = p_ptr->recall_dungeon;
3343 do_cmd_write_nikki(NIKKI_RECALL, dun_level, NULL);
3346 dun_level = max_dlv[dungeon_type];
3347 if (dun_level < 1) dun_level = 1;
3349 /* Nightmare mode makes recall more dangerous */
3350 if (ironman_nightmare && !randint0(666) && (dungeon_type == DUNGEON_ANGBAND))
3356 else if (dun_level < 99)
3358 dun_level = (dun_level + 99) / 2;
3360 else if (dun_level > 100)
3362 dun_level = d_info[dungeon_type].maxdepth - 1;
3366 if (p_ptr->wild_mode)
3368 p_ptr->wilderness_y = py;
3369 p_ptr->wilderness_x = px;
3373 /* Save player position */
3377 p_ptr->wild_mode = FALSE;
3380 * Clear all saved floors
3381 * and create a first saved floor
3383 prepare_change_floor_mode(CFM_FIRST_FLOOR);
3386 p_ptr->leaving = TRUE;
3388 if (dungeon_type == DUNGEON_ANGBAND)
3392 for (i = MIN_RANDOM_QUEST; i < MAX_RANDOM_QUEST + 1; i++)
3394 if ((quest[i].type == QUEST_TYPE_RANDOM) &&
3395 (quest[i].status == QUEST_STATUS_TAKEN) &&
3396 (quest[i].level < dun_level))
3398 quest[i].status = QUEST_STATUS_FAILED;
3399 quest[i].complev = (byte)p_ptr->lev;
3400 r_info[quest[i].r_idx].flags1 &= ~(RF1_QUESTOR);
3407 sound(SOUND_TPLEVEL);
3412 /* Delayed Alter reality */
3413 if (p_ptr->alter_reality)
3415 if (autosave_l && (p_ptr->alter_reality == 1) && !p_ptr->inside_battle)
3416 do_cmd_save_game(TRUE);
3418 /* Count down towards alter */
3419 p_ptr->alter_reality--;
3421 p_ptr->redraw |= (PR_STATUS);
3423 /* Activate the alter reality */
3424 if (!p_ptr->alter_reality)
3429 /* Determine the level */
3430 if (!quest_number(dun_level) && dun_level)
3433 msg_print("À¤³¦¤¬ÊѤï¤Ã¤¿¡ª");
3435 msg_print("The world changes!");
3439 * Clear all saved floors
3440 * and create a first saved floor
3442 prepare_change_floor_mode(CFM_FIRST_FLOOR);
3445 p_ptr->leaving = TRUE;
3450 msg_print("À¤³¦¤¬¾¯¤·¤Î´ÖÊѲ½¤·¤¿¤è¤¦¤À¡£");
3452 msg_print("The world seems to change for a moment!");
3457 sound(SOUND_TPLEVEL);
3464 * Count number of adjacent monsters
3466 static int get_monster_crowd_number(int m_idx)
3468 monster_type *m_ptr = &m_list[m_idx];
3474 for (i = 0; i < 7; i++)
3476 int ay = my + ddy_ddd[i];
3477 int ax = mx + ddx_ddd[i];
3479 if (!in_bounds(ay, ax)) continue;
3481 /* Count number of monsters */
3482 if (cave[ay][ax].m_idx > 0) count++;
3491 * Dungeon rating is no longer linear
3493 #define RATING_BOOST(delta) (delta * delta + 50 * delta)
3496 * Examine all monsters and unidentified objects,
3497 * and get the feeling of current dungeon floor
3499 static byte get_dungeon_feeling(void)
3501 const int base = 10;
3505 /* Hack -- no feeling in the town */
3506 if (!dun_level) return 0;
3508 /* Examine each monster */
3509 for (i = 1; i < m_max; i++)
3511 monster_type *m_ptr = &m_list[i];
3512 monster_race *r_ptr;
3515 /* Skip dead monsters */
3516 if (!m_ptr->r_idx) continue;
3519 if (is_pet(m_ptr)) continue;
3521 r_ptr = &r_info[m_ptr->r_idx];
3523 /* Unique monsters */
3524 if (r_ptr->flags1 & (RF1_UNIQUE))
3526 /* Nearly out-of-depth unique monsters */
3527 if (r_ptr->level + 10 > dun_level)
3529 /* Boost rating by twice delta-depth */
3530 delta += (r_ptr->level + 10 - dun_level) * 2 * base;
3535 /* Out-of-depth monsters */
3536 if (r_ptr->level > dun_level)
3538 /* Boost rating by delta-depth */
3539 delta += (r_ptr->level - dun_level) * base;
3543 /* Unusually crowded monsters get a little bit of rating boost */
3544 if (r_ptr->flags1 & RF1_FRIENDS)
3546 if (5 <= get_monster_crowd_number(i)) delta += 1;
3550 if (2 <= get_monster_crowd_number(i)) delta += 1;
3554 rating += RATING_BOOST(delta);
3557 /* Examine each unidentified object */
3558 for (i = 1; i < o_max; i++)
3560 object_type *o_ptr = &o_list[i];
3561 object_kind *k_ptr = &k_info[o_ptr->k_idx];
3564 /* Skip dead objects */
3565 if (!o_ptr->k_idx) continue;
3567 /* Skip known objects */
3568 if (object_is_known(o_ptr))
3571 if (o_ptr->marked & OM_TOUCHED) continue;
3574 /* Skip pseudo-known objects */
3575 if (o_ptr->ident & IDENT_SENSE) continue;
3578 if (object_is_ego(o_ptr))
3580 ego_item_type *e_ptr = &e_info[o_ptr->name2];
3582 delta += e_ptr->rating * base;
3586 if (object_is_artifact(o_ptr))
3588 s32b cost = object_value_real(o_ptr);
3591 if (cost > 10000L) delta += 10 * base;
3592 if (cost > 50000L) delta += 10 * base;
3593 if (cost > 100000L) delta += 10 * base;
3595 /* Special feeling */
3596 if (!preserve_mode) return 1;
3599 if (o_ptr->tval == TV_DRAG_ARMOR) delta += 30 * base;
3600 if (o_ptr->tval == TV_SHIELD &&
3601 o_ptr->sval == SV_DRAGON_SHIELD) delta += 5 * base;
3602 if (o_ptr->tval == TV_GLOVES &&
3603 o_ptr->sval == SV_SET_OF_DRAGON_GLOVES) delta += 5 * base;
3604 if (o_ptr->tval == TV_BOOTS &&
3605 o_ptr->sval == SV_PAIR_OF_DRAGON_GREAVE) delta += 5 * base;
3606 if (o_ptr->tval == TV_HELM &&
3607 o_ptr->sval == SV_DRAGON_HELM) delta += 5 * base;
3608 if (o_ptr->tval == TV_RING &&
3609 o_ptr->sval == SV_RING_SPEED &&
3610 !object_is_cursed(o_ptr)) delta += 25 * base;
3611 if (o_ptr->tval == TV_RING &&
3612 o_ptr->sval == SV_RING_LORDLY &&
3613 !object_is_cursed(o_ptr)) delta += 15 * base;
3614 if (o_ptr->tval == TV_AMULET &&
3615 o_ptr->sval == SV_AMULET_THE_MAGI &&
3616 !object_is_cursed(o_ptr)) delta += 15 * base;
3618 /* Out-of-depth objects */
3619 if (!object_is_cursed(o_ptr) && !object_is_broken(o_ptr) &&
3620 k_ptr->level > dun_level)
3622 /* Rating increase */
3623 delta += (k_ptr->level - dun_level) * base;
3626 rating += RATING_BOOST(delta);
3630 if (rating > RATING_BOOST(1000)) return 2;
3631 if (rating > RATING_BOOST(800)) return 3;
3632 if (rating > RATING_BOOST(600)) return 4;
3633 if (rating > RATING_BOOST(400)) return 5;
3634 if (rating > RATING_BOOST(300)) return 6;
3635 if (rating > RATING_BOOST(200)) return 7;
3636 if (rating > RATING_BOOST(100)) return 8;
3637 if (rating > RATING_BOOST(0)) return 9;
3644 * Update dungeon feeling, and announce it if changed
3646 static void update_dungeon_feeling(void)
3652 /* No feeling on the surface */
3653 if (!dun_level) return;
3655 /* No feeling in the arena */
3656 if (p_ptr->inside_battle) return;
3658 /* Extract delay time */
3659 delay = MAX(10, 150 - p_ptr->skill_fos) * (150 - dun_level) * TURNS_PER_TICK / 100;
3661 /* Not yet felt anything */
3662 if (turn < p_ptr->feeling_turn + delay && !cheat_xtra) return;
3664 /* Extract quest number (if any) */
3665 quest_num = quest_number(dun_level);
3667 /* No feeling in a quest */
3669 (is_fixed_quest_idx(quest_num) &&
3670 !((quest_num == QUEST_OBERON) || (quest_num == QUEST_SERPENT) ||
3671 !(quest[quest_num].flags & QUEST_FLAG_PRESET)))) return;
3674 /* Get new dungeon feeling */
3675 new_feeling = get_dungeon_feeling();
3677 /* Remember last time updated */
3678 p_ptr->feeling_turn = turn;
3681 if (p_ptr->feeling == new_feeling) return;
3683 /* Dungeon feeling is changed */
3684 p_ptr->feeling = new_feeling;
3686 /* Announce feeling */
3689 /* Update the level indicator */
3690 p_ptr->redraw |= (PR_DEPTH);
3693 if (disturb_minor) disturb(0, 0);
3698 * Handle certain things once every 10 game turns
3700 static void process_world(void)
3704 const s32b A_DAY = TURNS_PER_TICK * TOWN_DAWN;
3705 s32b prev_turn_in_today = ((turn - TURNS_PER_TICK) % A_DAY + A_DAY / 4) % A_DAY;
3706 int prev_min = (1440 * prev_turn_in_today / A_DAY) % 60;
3708 extract_day_hour_min(&day, &hour, &min);
3710 /* Update dungeon feeling, and announce it if changed */
3711 update_dungeon_feeling();
3713 /*** Check monster arena ***/
3714 if (p_ptr->inside_battle && !p_ptr->leaving)
3720 /* Count all hostile monsters */
3721 for (i2 = 0; i2 < cur_wid; ++i2)
3722 for (j2 = 0; j2 < cur_hgt; j2++)
3724 cave_type *c_ptr = &cave[j2][i2];
3726 if ((c_ptr->m_idx > 0) && (c_ptr->m_idx != p_ptr->riding))
3729 win_m_idx = c_ptr->m_idx;
3733 if (number_mon == 0)
3736 msg_print("ÁêÂǤÁ¤Ë½ª¤ï¤ê¤Þ¤·¤¿¡£");
3738 msg_print("They have kill each other at the same time.");
3741 p_ptr->energy_need = 0;
3744 else if ((number_mon-1) == 0)
3747 monster_type *wm_ptr;
3749 wm_ptr = &m_list[win_m_idx];
3751 monster_desc(m_name, wm_ptr, 0);
3753 msg_format("%s¤¬¾¡Íø¤·¤¿¡ª", m_name);
3755 msg_format("%s is winner!", m_name);
3759 if (win_m_idx == (sel_monster+1))
3762 msg_print("¤ª¤á¤Ç¤È¤¦¤´¤¶¤¤¤Þ¤¹¡£");
3764 msg_print("Congratulations.");
3767 msg_format("%d¡ð¤ò¼õ¤±¼è¤Ã¤¿¡£", battle_odds);
3769 msg_format("You received %d gold.", battle_odds);
3771 p_ptr->au += battle_odds;
3776 msg_print("»ÄÇ°¤Ç¤·¤¿¡£");
3778 msg_print("You lost gold.");
3782 p_ptr->energy_need = 0;
3785 else if (turn - old_turn == 150*TURNS_PER_TICK)
3788 msg_print("¿½¤·Ê¬¤±¤¢¤ê¤Þ¤»¤ó¤¬¡¢¤³¤Î¾¡Éé¤Ï°ú¤Ê¬¤±¤È¤µ¤»¤Æ¤¤¤¿¤À¤¤Þ¤¹¡£");
3790 msg_format("This battle have ended in a draw.");
3792 p_ptr->au += kakekin;
3794 p_ptr->energy_need = 0;
3799 /* Every 10 game turns */
3800 if (turn % TURNS_PER_TICK) return;
3802 /*** Check the Time and Load ***/
3804 if (!(turn % (50*TURNS_PER_TICK)))
3806 /* Check time and load */
3807 if ((0 != check_time()) || (0 != check_load()))
3810 if (closing_flag <= 2)
3815 /* Count warnings */
3820 msg_print("¥¢¥ó¥°¥Ð¥ó¥É¤Ø¤ÎÌ礬ÊĤ¸¤«¤«¤Ã¤Æ¤¤¤Þ¤¹...");
3821 msg_print("¥²¡¼¥à¤ò½ªÎ»¤¹¤ë¤«¥»¡¼¥Ö¤¹¤ë¤«¤·¤Æ²¼¤µ¤¤¡£");
3823 msg_print("The gates to ANGBAND are closing...");
3824 msg_print("Please finish up and/or save your game.");
3834 msg_print("º£¡¢¥¢¥ó¥°¥Ð¥ó¥É¤Ø¤ÎÌ礬ÊĤ¶¤µ¤ì¤Þ¤·¤¿¡£");
3836 msg_print("The gates to ANGBAND are now closed.");
3841 p_ptr->playing = FALSE;
3844 p_ptr->leaving = TRUE;
3849 /*** Attempt timed autosave ***/
3850 if (autosave_t && autosave_freq && !p_ptr->inside_battle)
3852 if (!(turn % ((s32b)autosave_freq * TURNS_PER_TICK)))
3853 do_cmd_save_game(TRUE);
3856 if (mon_fight && !ignore_unview)
3859 msg_print("²¿¤«¤¬Ê¹¤³¤¨¤¿¡£");
3861 msg_print("You hear noise.");
3865 /*** Handle the wilderness/town (sunshine) ***/
3867 /* While in town/wilderness */
3868 if (!dun_level && !p_ptr->inside_quest && !p_ptr->inside_battle && !p_ptr->inside_arena)
3870 /* Hack -- Daybreak/Nighfall in town */
3871 if (!(turn % ((TURNS_PER_TICK * TOWN_DAWN) / 2)))
3875 /* Check for dawn */
3876 dawn = (!(turn % (TURNS_PER_TICK * TOWN_DAWN)));
3885 msg_print("Ì뤬ÌÀ¤±¤¿¡£");
3887 msg_print("The sun has risen.");
3890 if (!p_ptr->wild_mode)
3892 /* Hack -- Scan the town */
3893 for (y = 0; y < cur_hgt; y++)
3895 for (x = 0; x < cur_wid; x++)
3897 /* Get the cave grid */
3898 cave_type *c_ptr = &cave[y][x];
3901 c_ptr->info |= (CAVE_GLOW);
3903 /* Hack -- Memorize lit grids if allowed */
3904 if (view_perma_grids) c_ptr->info |= (CAVE_MARK);
3906 /* Hack -- Notice spot */
3920 msg_print("Æü¤¬ÄÀ¤ó¤À¡£");
3922 msg_print("The sun has fallen.");
3925 if (!p_ptr->wild_mode)
3927 /* Hack -- Scan the town */
3928 for (y = 0; y < cur_hgt; y++)
3930 for (x = 0; x < cur_wid; x++)
3932 /* Get the cave grid */
3933 cave_type *c_ptr = &cave[y][x];
3935 /* Feature code (applying "mimic" field) */
3936 feature_type *f_ptr = &f_info[get_feat_mimic(c_ptr)];
3938 if (!is_mirror_grid(c_ptr) && !have_flag(f_ptr->flags, FF_QUEST_ENTER) &&
3939 !have_flag(f_ptr->flags, FF_ENTRANCE))
3942 c_ptr->info &= ~(CAVE_GLOW);
3944 if (!have_flag(f_ptr->flags, FF_REMEMBER))
3946 /* Forget the normal floor grid */
3947 c_ptr->info &= ~(CAVE_MARK);
3949 /* Hack -- Notice spot */
3955 /* Glow deep lava and building entrances */
3956 glow_deep_lava_and_bldg();
3961 /* Update the monsters */
3962 p_ptr->update |= (PU_MONSTERS | PU_MON_LITE);
3965 p_ptr->redraw |= (PR_MAP);
3968 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
3970 if (p_ptr->special_defense & NINJA_S_STEALTH)
3972 if (cave[py][px].info & CAVE_GLOW) set_superstealth(FALSE);
3977 /* While in the dungeon (vanilla_town or lite_town mode only) */
3978 else if ((vanilla_town || (lite_town && !p_ptr->inside_quest && !p_ptr->inside_battle && !p_ptr->inside_arena)) && dun_level)
3980 /*** Shuffle the Storekeepers ***/
3982 /* Chance is only once a day (while in dungeon) */
3983 if (!(turn % (TURNS_PER_TICK * STORE_TICKS)))
3985 /* Sometimes, shuffle the shop-keepers */
3986 if (one_in_(STORE_SHUFFLE))
3990 /* Pick a random shop (except home and museum) */
3993 n = randint0(MAX_STORES);
3995 while ((n == STORE_HOME) || (n == STORE_MUSEUM));
3997 /* Check every feature */
3998 for (i = 1; i < max_f_idx; i++)
4000 /* Access the index */
4001 feature_type *f_ptr = &f_info[i];
4003 /* Skip empty index */
4004 if (!f_ptr->name) continue;
4006 /* Skip non-store features */
4007 if (!have_flag(f_ptr->flags, FF_STORE)) continue;
4009 /* Verify store type */
4010 if (f_ptr->subtype == n)
4014 if (cheat_xtra) msg_format("%s¤ÎŹ¼ç¤ò¥·¥ã¥Ã¥Õ¥ë¤·¤Þ¤¹¡£", f_name + f_ptr->name);
4016 if (cheat_xtra) msg_format("Shuffle a Shopkeeper of %s.", f_name + f_ptr->name);
4030 /*** Process the monsters ***/
4032 /* Check for creature generation. */
4033 if (one_in_(d_info[dungeon_type].max_m_alloc_chance) &&
4034 !p_ptr->inside_arena && !p_ptr->inside_quest && !p_ptr->inside_battle)
4036 /* Make a new monster */
4037 (void)alloc_monster(MAX_SIGHT + 5, 0);
4040 /* Hack -- Check for creature regeneration */
4041 if (!(turn % (TURNS_PER_TICK*10)) && !p_ptr->inside_battle) regen_monsters();
4042 if (!(turn % (TURNS_PER_TICK*3))) regen_captured_monsters();
4044 if (!p_ptr->leaving)
4048 /* Hack -- Process the counters of monsters if needed */
4049 for (i = 0; i < MAX_MTIMED; i++)
4051 if (mproc_max[i] > 0) process_monsters_mtimed(i);
4059 if (min != prev_min)
4061 do_cmd_write_nikki(NIKKI_HIGAWARI, 0, NULL);
4062 determine_today_mon(FALSE);
4067 * Nightmare mode activates the TY_CURSE at midnight
4069 * Require exact minute -- Don't activate multiple times in a minute
4071 if (ironman_nightmare && (min != prev_min))
4073 /* Every 15 minutes after 11:00 pm */
4074 if ((hour == 23) && !(min % 15))
4083 msg_print("±ó¤¯¤ÇÉÔµ¤Ì£¤Ê¾â¤Î²»¤¬ÌĤä¿¡£");
4085 msg_print("You hear a distant bell toll ominously.");
4091 msg_print("±ó¤¯¤Ç¾â¤¬Æó²óÌĤä¿¡£");
4093 msg_print("A distant bell sounds twice.");
4099 msg_print("±ó¤¯¤Ç¾â¤¬»°²óÌĤä¿¡£");
4101 msg_print("A distant bell sounds three times.");
4107 msg_print("±ó¤¯¤Ç¾â¤¬»Í²óÌĤä¿¡£");
4109 msg_print("A distant bell tolls four times.");
4115 /* TY_CURSE activates at midnight! */
4122 msg_print("±ó¤¯¤Ç¾â¤¬²¿²ó¤âÌĤꡢ»à¤ó¤À¤è¤¦¤ÊÀŤ±¤µ¤ÎÃæ¤Ø¾Ã¤¨¤Æ¤¤¤Ã¤¿¡£");
4124 msg_print("A distant bell tolls many times, fading into an deathly silence.");
4127 activate_ty_curse(FALSE, &count);
4132 /*** Check the Food, and Regenerate ***/
4134 if (!p_ptr->inside_battle)
4136 /* Digest quickly when gorged */
4137 if (p_ptr->food >= PY_FOOD_MAX)
4139 /* Digest a lot of food */
4140 (void)set_food(p_ptr->food - 100);
4143 /* Digest normally -- Every 50 game turns */
4144 else if (!(turn % (TURNS_PER_TICK*5)))
4146 /* Basic digestion rate based on speed */
4147 int digestion = SPEED_TO_ENERGY(p_ptr->pspeed);
4149 /* Regeneration takes more food */
4150 if (p_ptr->regenerate)
4152 if (p_ptr->special_defense & (KAMAE_MASK | KATA_MASK))
4154 if (p_ptr->cursed & TRC_FAST_DIGEST)
4157 /* Slow digestion takes less food */
4158 if (p_ptr->slow_digest)
4161 /* Minimal digestion */
4162 if (digestion < 1) digestion = 1;
4163 /* Maximal digestion */
4164 if (digestion > 100) digestion = 100;
4166 /* Digest some food */
4167 (void)set_food(p_ptr->food - digestion);
4172 if ((p_ptr->food < PY_FOOD_FAINT))
4174 /* Faint occasionally */
4175 if (!p_ptr->paralyzed && (randint0(100) < 10))
4179 msg_print("¤¢¤Þ¤ê¤Ë¤â¶õÊ¢¤Çµ¤À䤷¤Æ¤·¤Þ¤Ã¤¿¡£");
4181 msg_print("You faint from the lack of food.");
4186 /* Hack -- faint (bypass free action) */
4187 (void)set_paralyzed(p_ptr->paralyzed + 1 + randint0(5));
4190 /* Starve to death (slowly) */
4191 if (p_ptr->food < PY_FOOD_STARVE)
4193 /* Calculate damage */
4194 int dam = (PY_FOOD_STARVE - p_ptr->food) / 10;
4198 if (!IS_INVULN()) take_hit(DAMAGE_LOSELIFE, dam, "¶õÊ¢", -1);
4200 if (!IS_INVULN()) take_hit(DAMAGE_LOSELIFE, dam, "starvation", -1);
4208 /* Process timed damage and regeneration */
4209 process_world_aux_hp_and_sp();
4211 /* Process timeout */
4212 process_world_aux_timeout();
4215 process_world_aux_light();
4217 /* Process mutation effects */
4218 process_world_aux_mutation();
4220 /* Process curse effects */
4221 process_world_aux_curse();
4223 /* Process recharging */
4224 process_world_aux_recharge();
4226 /* Feel the inventory */
4230 /* Involuntary Movement */
4231 process_world_aux_movement();
4237 * Verify use of "wizard" mode
4239 static bool enter_wizard_mode(void)
4241 /* Ask first time */
4242 if (!p_ptr->noscore)
4244 /* Wizard mode is not permitted */
4245 if (!allow_debug_opts || arg_wizard)
4248 msg_print("¥¦¥£¥¶¡¼¥É¥â¡¼¥É¤Ïµö²Ä¤µ¤ì¤Æ¤¤¤Þ¤»¤ó¡£ ");
4250 msg_print("Wizard mode is not permitted.");
4255 /* Mention effects */
4257 msg_print("¥¦¥£¥¶¡¼¥É¥â¡¼¥É¤Ï¥Ç¥Ð¥Ã¥°¤È¼Â¸³¤Î¤¿¤á¤Î¥â¡¼¥É¤Ç¤¹¡£ ");
4258 msg_print("°ìÅÙ¥¦¥£¥¶¡¼¥É¥â¡¼¥É¤ËÆþ¤ë¤È¥¹¥³¥¢¤ÏµÏ¿¤µ¤ì¤Þ¤»¤ó¡£");
4260 msg_print("Wizard mode is for debugging and experimenting.");
4261 msg_print("The game will not be scored if you enter wizard mode.");
4266 /* Verify request */
4268 if (!get_check("ËÜÅö¤Ë¥¦¥£¥¶¡¼¥É¥â¡¼¥É¤ËÆþ¤ê¤¿¤¤¤Î¤Ç¤¹¤«? "))
4270 if (!get_check("Are you sure you want to enter wizard mode? "))
4277 do_cmd_write_nikki(NIKKI_BUNSHOU, 0, "¥¦¥£¥¶¡¼¥É¥â¡¼¥É¤ËÆÍÆþ¤·¤Æ¥¹¥³¥¢¤ò»Ä¤»¤Ê¤¯¤Ê¤Ã¤¿¡£");
4279 do_cmd_write_nikki(NIKKI_BUNSHOU, 0, "give up recording score to enter wizard mode.");
4282 p_ptr->noscore |= 0x0002;
4293 * Verify use of "debug" commands
4295 static bool enter_debug_mode(void)
4297 /* Ask first time */
4298 if (!p_ptr->noscore)
4300 /* Debug mode is not permitted */
4301 if (!allow_debug_opts)
4304 msg_print("¥Ç¥Ð¥Ã¥°¥³¥Þ¥ó¥É¤Ïµö²Ä¤µ¤ì¤Æ¤¤¤Þ¤»¤ó¡£ ");
4306 msg_print("Use of debug command is not permitted.");
4311 /* Mention effects */
4313 msg_print("¥Ç¥Ð¥Ã¥°¡¦¥³¥Þ¥ó¥É¤Ï¥Ç¥Ð¥Ã¥°¤È¼Â¸³¤Î¤¿¤á¤Î¥³¥Þ¥ó¥É¤Ç¤¹¡£ ");
4314 msg_print("¥Ç¥Ð¥Ã¥°¡¦¥³¥Þ¥ó¥É¤ò»È¤¦¤È¥¹¥³¥¢¤ÏµÏ¿¤µ¤ì¤Þ¤»¤ó¡£");
4316 msg_print("The debug commands are for debugging and experimenting.");
4317 msg_print("The game will not be scored if you use debug commands.");
4322 /* Verify request */
4324 if (!get_check("ËÜÅö¤Ë¥Ç¥Ð¥Ã¥°¡¦¥³¥Þ¥ó¥É¤ò»È¤¤¤Þ¤¹¤«? "))
4326 if (!get_check("Are you sure you want to use debug commands? "))
4333 do_cmd_write_nikki(NIKKI_BUNSHOU, 0, "¥Ç¥Ð¥Ã¥°¥â¡¼¥É¤ËÆÍÆþ¤·¤Æ¥¹¥³¥¢¤ò»Ä¤»¤Ê¤¯¤Ê¤Ã¤¿¡£");
4335 do_cmd_write_nikki(NIKKI_BUNSHOU, 0, "give up sending score to use debug commands.");
4338 p_ptr->noscore |= 0x0008;
4346 * Hack -- Declare the Debug Routines
4348 extern void do_cmd_debug(void);
4350 #endif /* ALLOW_WIZARD */
4356 * Verify use of "borg" commands
4358 static bool enter_borg_mode(void)
4360 /* Ask first time */
4361 if (!(p_ptr->noscore & 0x0010))
4363 /* Mention effects */
4365 msg_print("¥Ü¡¼¥°¡¦¥³¥Þ¥ó¥É¤Ï¥Ç¥Ð¥Ã¥°¤È¼Â¸³¤Î¤¿¤á¤Î¥³¥Þ¥ó¥É¤Ç¤¹¡£ ");
4366 msg_print("¥Ü¡¼¥°¡¦¥³¥Þ¥ó¥É¤ò»È¤¦¤È¥¹¥³¥¢¤ÏµÏ¿¤µ¤ì¤Þ¤»¤ó¡£");
4368 msg_print("The borg commands are for debugging and experimenting.");
4369 msg_print("The game will not be scored if you use borg commands.");
4374 /* Verify request */
4376 if (!get_check("ËÜÅö¤Ë¥Ü¡¼¥°¡¦¥³¥Þ¥ó¥É¤ò»È¤¤¤Þ¤¹¤«? "))
4378 if (!get_check("Are you sure you want to use borg commands? "))
4385 do_cmd_write_nikki(NIKKI_BUNSHOU, 0, "¥Ü¡¼¥°¡¦¥³¥Þ¥ó¥É¤ò»ÈÍѤ·¤Æ¥¹¥³¥¢¤ò»Ä¤»¤Ê¤¯¤Ê¤Ã¤¿¡£");
4387 do_cmd_write_nikki(NIKKI_BUNSHOU, 0, "give up recording score to use borg commands.");
4390 p_ptr->noscore |= 0x0010;
4398 * Hack -- Declare the Ben Borg
4400 extern void do_cmd_borg(void);
4402 #endif /* ALLOW_BORG */
4407 * Parse and execute the current command
4408 * Give "Warning" on illegal commands.
4410 * XXX XXX XXX Make some "blocks"
4412 static void process_command(void)
4414 int old_now_message = now_message;
4416 #ifdef ALLOW_REPEAT /* TNB */
4418 /* Handle repeating the last command */
4421 #endif /* ALLOW_REPEAT -- TNB */
4426 if ((p_ptr->pclass == CLASS_SNIPER) && (p_ptr->concent))
4427 reset_concent = TRUE;
4429 /* Parse the command */
4430 switch (command_cmd)
4446 /*** Wizard Commands ***/
4448 /* Toggle Wizard Mode */
4453 p_ptr->wizard = FALSE;
4455 msg_print("¥¦¥£¥¶¡¼¥É¥â¡¼¥É²ò½ü¡£");
4457 msg_print("Wizard mode off.");
4461 else if (enter_wizard_mode())
4463 p_ptr->wizard = TRUE;
4465 msg_print("¥¦¥£¥¶¡¼¥É¥â¡¼¥ÉÆÍÆþ¡£");
4467 msg_print("Wizard mode on.");
4472 /* Update monsters */
4473 p_ptr->update |= (PU_MONSTERS);
4475 /* Redraw "title" */
4476 p_ptr->redraw |= (PR_TITLE);
4484 /* Special "debug" commands */
4487 /* Enter debug mode */
4488 if (enter_debug_mode())
4495 #endif /* ALLOW_WIZARD */
4500 /* Special "borg" commands */
4503 /* Enter borg mode */
4504 if (enter_borg_mode())
4506 if (!p_ptr->wild_mode) do_cmd_borg();
4512 #endif /* ALLOW_BORG */
4516 /*** Inventory Commands ***/
4518 /* Wear/wield equipment */
4521 if (!p_ptr->wild_mode) do_cmd_wield();
4525 /* Take off equipment */
4528 if (!p_ptr->wild_mode) do_cmd_takeoff();
4535 if (!p_ptr->wild_mode) do_cmd_drop();
4539 /* Destroy an item */
4546 /* Equipment list */
4553 /* Inventory list */
4561 /*** Various commands ***/
4563 /* Identify an object */
4570 /* Hack -- toggle windows */
4573 toggle_inven_equip();
4578 /*** Standard "Movement" Commands ***/
4583 if (!p_ptr->wild_mode) do_cmd_alter();
4590 if (!p_ptr->wild_mode) do_cmd_tunnel();
4594 /* Move (usually pick up things) */
4597 #ifdef ALLOW_EASY_DISARM /* TNB */
4601 #else /* ALLOW_EASY_DISARM -- TNB */
4603 do_cmd_walk(always_pickup);
4605 #endif /* ALLOW_EASY_DISARM -- TNB */
4610 /* Move (usually do not pick up) */
4613 #ifdef ALLOW_EASY_DISARM /* TNB */
4617 #else /* ALLOW_EASY_DISARM -- TNB */
4619 do_cmd_walk(!always_pickup);
4621 #endif /* ALLOW_EASY_DISARM -- TNB */
4627 /*** Running, Resting, Searching, Staying */
4629 /* Begin Running -- Arg is Max Distance */
4632 if (!p_ptr->wild_mode) do_cmd_run();
4636 /* Stay still (usually pick things up) */
4639 do_cmd_stay(always_pickup);
4643 /* Stay still (usually do not pick up) */
4646 do_cmd_stay(!always_pickup);
4650 /* Rest -- Arg is time */
4657 /* Search for traps/doors */
4664 /* Toggle search mode */
4667 if (p_ptr->action == ACTION_SEARCH) set_action(ACTION_NONE);
4668 else set_action(ACTION_SEARCH);
4673 /*** Stairs and Doors and Chests and Traps ***/
4676 case SPECIAL_KEY_STORE:
4678 if (!p_ptr->wild_mode) do_cmd_store();
4682 /* Enter building -KMW- */
4683 case SPECIAL_KEY_BUILDING:
4685 if (!p_ptr->wild_mode) do_cmd_bldg();
4689 /* Enter quest level -KMW- */
4690 case SPECIAL_KEY_QUEST:
4692 if (!p_ptr->wild_mode) do_cmd_quest();
4696 /* Go up staircase */
4699 if (!p_ptr->wild_mode && !dun_level && !p_ptr->inside_arena && !p_ptr->inside_quest)
4701 if (vanilla_town) break;
4706 msg_print("½±·â¤«¤éƨ¤²¤ë¤Ë¤Ï¥Þ¥Ã¥×¤Îü¤Þ¤Ç°ÜÆ°¤·¤Ê¤±¤ì¤Ð¤Ê¤é¤Ê¤¤¡£");
4708 msg_print("To flee the ambush you have to reach the edge of the map.");
4713 if (p_ptr->food < PY_FOOD_WEAK)
4716 msg_print("¤½¤ÎÁ°¤Ë¿©»ö¤ò¤È¤é¤Ê¤¤¤È¡£");
4718 msg_print("You must eat something here.");
4730 /* Go down staircase */
4733 if (p_ptr->wild_mode)
4741 /* Open a door or chest */
4744 if (!p_ptr->wild_mode) do_cmd_open();
4751 if (!p_ptr->wild_mode) do_cmd_close();
4755 /* Jam a door with spikes */
4758 if (!p_ptr->wild_mode) do_cmd_spike();
4765 if (!p_ptr->wild_mode) do_cmd_bash();
4769 /* Disarm a trap or chest */
4772 if (!p_ptr->wild_mode) do_cmd_disarm();
4777 /*** Magic and Prayers ***/
4779 /* Gain new spells/prayers */
4782 if ((p_ptr->pclass == CLASS_SORCERER) || (p_ptr->pclass == CLASS_RED_MAGE))
4784 msg_print("¼öʸ¤ò³Ø½¬¤¹¤ëɬÍפϤʤ¤¡ª");
4786 msg_print("You don't have to learn spells!");
4788 else if (p_ptr->pclass == CLASS_SAMURAI)
4789 do_cmd_gain_hissatsu();
4790 else if (p_ptr->pclass == CLASS_MAGIC_EATER)
4800 if ( (p_ptr->pclass == CLASS_MINDCRAFTER) ||
4801 (p_ptr->pclass == CLASS_BERSERKER) ||
4802 (p_ptr->pclass == CLASS_NINJA) ||
4803 (p_ptr->pclass == CLASS_MIRROR_MASTER)
4804 ) do_cmd_mind_browse();
4805 else if (p_ptr->pclass == CLASS_SMITH)
4807 else if (p_ptr->pclass == CLASS_MAGIC_EATER)
4808 do_cmd_magic_eater(TRUE);
4809 else if (p_ptr->pclass == CLASS_SNIPER)
4810 do_cmd_snipe_browse();
4811 else do_cmd_browse();
4819 if (!p_ptr->wild_mode)
4821 if ((p_ptr->pclass == CLASS_WARRIOR) || (p_ptr->pclass == CLASS_ARCHER) || (p_ptr->pclass == CLASS_CAVALRY))
4824 msg_print("¼öʸ¤ò¾§¤¨¤é¤ì¤Ê¤¤¡ª");
4826 msg_print("You cannot cast spells!");
4829 else if (dun_level && (d_info[dungeon_type].flags1 & DF1_NO_MAGIC) && (p_ptr->pclass != CLASS_BERSERKER) && (p_ptr->pclass != CLASS_SMITH))
4832 msg_print("¥À¥ó¥¸¥ç¥ó¤¬ËâË¡¤òµÛ¼ý¤·¤¿¡ª");
4834 msg_print("The dungeon absorbs all attempted magic!");
4838 else if (p_ptr->anti_magic && (p_ptr->pclass != CLASS_BERSERKER) && (p_ptr->pclass != CLASS_SMITH))
4842 cptr which_power = "ËâË¡";
4844 cptr which_power = "magic";
4846 if (p_ptr->pclass == CLASS_MINDCRAFTER)
4848 which_power = "ĶǽÎÏ";
4850 which_power = "psionic powers";
4852 else if (p_ptr->pclass == CLASS_IMITATOR)
4854 which_power = "¤â¤Î¤Þ¤Í";
4856 which_power = "imitation";
4858 else if (p_ptr->pclass == CLASS_SAMURAI)
4860 which_power = "ɬ»¦·õ";
4862 which_power = "hissatsu";
4864 else if (p_ptr->pclass == CLASS_MIRROR_MASTER)
4866 which_power = "¶ÀËâË¡";
4868 which_power = "mirror magic";
4870 else if (p_ptr->pclass == CLASS_NINJA)
4872 which_power = "Ǧ½Ñ";
4874 which_power = "ninjutsu";
4876 else if (mp_ptr->spell_book == TV_LIFE_BOOK)
4878 which_power = "µ§¤ê";
4880 which_power = "prayer";
4884 msg_format("È¿ËâË¡¥Ð¥ê¥¢¤¬%s¤ò¼ÙË⤷¤¿¡ª", which_power);
4886 msg_format("An anti-magic shell disrupts your %s!", which_power);
4890 else if (p_ptr->shero && (p_ptr->pclass != CLASS_BERSERKER))
4893 msg_format("¶¸Àï»Î²½¤·¤Æ¤¤¤ÆƬ¤¬²ó¤é¤Ê¤¤¡ª");
4895 msg_format("You cannot think directly!");
4901 if ((p_ptr->pclass == CLASS_MINDCRAFTER) ||
4902 (p_ptr->pclass == CLASS_BERSERKER) ||
4903 (p_ptr->pclass == CLASS_NINJA) ||
4904 (p_ptr->pclass == CLASS_MIRROR_MASTER)
4907 else if (p_ptr->pclass == CLASS_IMITATOR)
4909 else if (p_ptr->pclass == CLASS_MAGIC_EATER)
4910 do_cmd_magic_eater(FALSE);
4911 else if (p_ptr->pclass == CLASS_SAMURAI)
4913 else if (p_ptr->pclass == CLASS_BLUE_MAGE)
4914 do_cmd_cast_learned();
4915 else if (p_ptr->pclass == CLASS_SMITH)
4917 else if (p_ptr->pclass == CLASS_SNIPER)
4926 /* Issue a pet command */
4929 if (!p_ptr->wild_mode) do_cmd_pet();
4933 /*** Use various objects ***/
4935 /* Inscribe an object */
4942 /* Uninscribe an object */
4945 do_cmd_uninscribe();
4949 /* Activate an artifact */
4952 if (!p_ptr->wild_mode)
4954 if (!p_ptr->inside_arena)
4959 msg_print("¥¢¥ê¡¼¥Ê¤¬ËâË¡¤òµÛ¼ý¤·¤¿¡ª");
4961 msg_print("The arena absorbs all attempted magic!");
4977 /* Fuel your lantern/torch */
4987 if (!p_ptr->wild_mode) do_cmd_fire();
4994 if (!p_ptr->wild_mode)
5004 if (!p_ptr->wild_mode)
5006 if (!p_ptr->inside_arena)
5011 msg_print("¥¢¥ê¡¼¥Ê¤¬ËâË¡¤òµÛ¼ý¤·¤¿¡ª");
5013 msg_print("The arena absorbs all attempted magic!");
5025 if (!p_ptr->wild_mode)
5027 if (p_ptr->inside_arena)
5030 msg_print("¥¢¥ê¡¼¥Ê¤¬ËâË¡¤òµÛ¼ý¤·¤¿¡ª");
5032 msg_print("The arena absorbs all attempted magic!");
5037 else if (use_command && rogue_like_commands)
5049 /* Quaff a potion */
5052 if (!p_ptr->wild_mode)
5054 if (!p_ptr->inside_arena)
5055 do_cmd_quaff_potion();
5059 msg_print("¥¢¥ê¡¼¥Ê¤¬ËâË¡¤òµÛ¼ý¤·¤¿¡ª");
5061 msg_print("The arena absorbs all attempted magic!");
5073 if (!p_ptr->wild_mode)
5075 if (!p_ptr->inside_arena)
5076 do_cmd_read_scroll();
5080 msg_print("¥¢¥ê¡¼¥Ê¤¬ËâË¡¤òµÛ¼ý¤·¤¿¡ª");
5082 msg_print("The arena absorbs all attempted magic!");
5094 if (!p_ptr->wild_mode)
5096 if (p_ptr->inside_arena)
5099 msg_print("¥¢¥ê¡¼¥Ê¤¬ËâË¡¤òµÛ¼ý¤·¤¿¡ª");
5101 msg_print("The arena absorbs all attempted magic!");
5106 else if (use_command && !rogue_like_commands)
5116 /* Use racial power */
5119 if (!p_ptr->wild_mode) do_cmd_racial_power();
5124 /*** Looking at Things (nearby or on map) ***/
5126 /* Full dungeon map */
5133 /* Locate player on map */
5147 /* Target monster or location */
5150 if (!p_ptr->wild_mode) do_cmd_target();
5156 /*** Help and Such ***/
5165 /* Identify symbol */
5168 do_cmd_query_symbol();
5172 /* Character description */
5175 do_cmd_change_name();
5180 /*** System Commands ***/
5182 /* Hack -- User interface */
5189 /* Single line from a pref file */
5198 do_cmd_reload_autopick();
5204 do_cmd_edit_autopick();
5208 /* Interact with macros */
5215 /* Interact with visuals */
5223 /* Interact with colors */
5231 /* Interact with options */
5235 (void)combine_and_reorder_home(STORE_HOME);
5240 /*** Misc Commands ***/
5256 /* Repeat level feeling */
5259 if (!p_ptr->wild_mode) do_cmd_feeling();
5263 /* Show previous message */
5266 do_cmd_message_one();
5270 /* Show previous messages */
5273 do_cmd_messages(old_now_message);
5277 /* Show quest status -KMW- */
5280 do_cmd_checkquest();
5284 /* Redraw the screen */
5287 now_message = old_now_message;
5292 #ifndef VERIFY_SAVEFILE
5294 /* Hack -- Save and don't quit */
5297 do_cmd_save_game(FALSE);
5301 #endif /* VERIFY_SAVEFILE */
5311 case SPECIAL_KEY_QUIT:
5313 do_cmd_save_and_exit();
5317 /* Quit (commit suicide) */
5330 /* Check artifacts, uniques, objects */
5337 /* Load "screen dump" */
5340 do_cmd_load_screen();
5344 /* Save "screen dump" */
5347 do_cmd_save_screen();
5351 /* Record/stop "Movie" */
5354 prepare_movie_hooks();
5358 /* Make random artifact list */
5361 spoil_random_artifact("randifact.txt");
5368 if (!p_ptr->wild_mode) do_cmd_travel();
5369 if (p_ptr->special_defense & KATA_MUSOU)
5371 set_action(ACTION_NONE);
5377 /* Hack -- Unknown command */
5380 if (flush_failure) flush();
5384 sound(SOUND_ILLEGAL);
5386 if (!get_rnd_line("error_j.txt", 0, error_m))
5388 if (!get_rnd_line("error.txt", 0, error_m))
5395 prt(" '?' ¤Ç¥Ø¥ë¥×¤¬É½¼¨¤µ¤ì¤Þ¤¹¡£", 0, 0);
5397 prt("Type '?' for help.", 0, 0);
5403 if (!energy_use && !now_message)
5404 now_message = old_now_message;
5410 static bool monster_tsuri(int r_idx)
5412 monster_race *r_ptr = &r_info[r_idx];
5414 if ((r_ptr->flags7 & RF7_AQUATIC) && !(r_ptr->flags1 & RF1_UNIQUE) && my_strchr("Jjlw", r_ptr->d_char))
5421 /* Hack -- Pack Overflow */
5422 static void pack_overflow(void)
5424 if (inventory[INVEN_PACK].k_idx)
5426 char o_name[MAX_NLEN];
5429 /* Is auto-destroy done? */
5431 if (!inventory[INVEN_PACK].k_idx) return;
5433 /* Access the slot to be dropped */
5434 o_ptr = &inventory[INVEN_PACK];
5441 msg_print("¥¶¥Ã¥¯¤«¤é¥¢¥¤¥Æ¥à¤¬¤¢¤Õ¤ì¤¿¡ª");
5443 msg_print("Your pack overflows!");
5447 object_desc(o_name, o_ptr, 0);
5451 msg_format("%s(%c)¤òÍî¤È¤·¤¿¡£", o_name, index_to_label(INVEN_PACK));
5453 msg_format("You drop %s (%c).", o_name, index_to_label(INVEN_PACK));
5456 /* Drop it (carefully) near the player */
5457 (void)drop_near(o_ptr, 0, py, px);
5459 /* Modify, Describe, Optimize */
5460 inven_item_increase(INVEN_PACK, -255);
5461 inven_item_describe(INVEN_PACK);
5462 inven_item_optimize(INVEN_PACK);
5464 /* Handle "p_ptr->notice" */
5467 /* Handle "p_ptr->update" and "p_ptr->redraw" and "p_ptr->window" */
5474 * Process the player
5476 * Notice the annoying code to handle "pack overflow", which
5477 * must come first just in case somebody manages to corrupt
5478 * the savefiles by clever use of menu commands or something.
5480 static void process_player(void)
5484 /*** Apply energy ***/
5489 msg_print("²¿¤«ÊѤï¤Ã¤¿µ¤¤¬¤¹¤ë¡ª");
5491 msg_print("You feel different!");
5494 (void)gain_random_mutation(0);
5495 hack_mutation = FALSE;
5498 if (p_ptr->inside_battle)
5500 for(i = 1; i < m_max; i++)
5502 monster_type *m_ptr = &m_list[i];
5504 if (!m_ptr->r_idx) continue;
5506 /* Hack -- Detect monster */
5507 m_ptr->mflag2 |= (MFLAG2_MARK | MFLAG2_SHOW);
5509 /* Update the monster */
5510 update_mon(i, FALSE);
5515 /* Give the player some energy */
5516 else if (!(load && p_ptr->energy_need <= 0))
5518 p_ptr->energy_need -= SPEED_TO_ENERGY(p_ptr->pspeed);
5522 if (p_ptr->energy_need > 0) return;
5523 if (!command_rep) prt_time();
5525 /*** Check for interupts ***/
5527 /* Complete resting */
5534 if ((p_ptr->chp == p_ptr->mhp) &&
5535 (p_ptr->csp >= p_ptr->msp))
5537 set_action(ACTION_NONE);
5541 /* Complete resting */
5542 else if (resting == -2)
5545 if ((p_ptr->chp == p_ptr->mhp) &&
5546 (p_ptr->csp >= p_ptr->msp) &&
5547 !p_ptr->blind && !p_ptr->confused &&
5548 !p_ptr->poisoned && !p_ptr->afraid &&
5549 !p_ptr->stun && !p_ptr->cut &&
5550 !p_ptr->slow && !p_ptr->paralyzed &&
5551 !p_ptr->image && !p_ptr->word_recall &&
5552 !p_ptr->alter_reality)
5554 set_action(ACTION_NONE);
5559 if (p_ptr->action == ACTION_FISH)
5562 Term_xtra(TERM_XTRA_DELAY, 10);
5566 bool success = FALSE;
5567 get_mon_num_prep(monster_tsuri,NULL);
5568 r_idx = get_mon_num(dun_level ? dun_level : wilderness[p_ptr->wilderness_y][p_ptr->wilderness_x].level);
5570 if (r_idx && one_in_(2))
5573 y = py+ddy[tsuri_dir];
5574 x = px+ddx[tsuri_dir];
5575 if (place_monster_aux(0, y, x, r_idx, PM_NO_KAGE))
5578 monster_desc(m_name, &m_list[cave[y][x].m_idx], 0);
5580 msg_format("%s¤¬Äà¤ì¤¿¡ª", m_name);
5582 msg_format("You have a good catch!", m_name);
5590 msg_print("±Â¤À¤±¿©¤ï¤ì¤Æ¤·¤Þ¤Ã¤¿¡ª¤¯¤Ã¤½¡Á¡ª");
5592 msg_print("Damn! The fish stole your bait!");
5599 /* Handle "abort" */
5602 /* Check for "player abort" (semi-efficiently for resting) */
5603 if (running || command_rep || (p_ptr->action == ACTION_REST) || (p_ptr->action == ACTION_FISH))
5608 /* Check for a key */
5617 /* Hack -- Show a Message */
5619 msg_print("ÃæÃǤ·¤Þ¤·¤¿¡£");
5621 msg_print("Canceled.");
5628 if (p_ptr->riding && !p_ptr->confused && !p_ptr->blind)
5630 monster_type *m_ptr = &m_list[p_ptr->riding];
5631 monster_race *r_ptr = &r_info[m_ptr->r_idx];
5633 if (MON_CSLEEP(m_ptr))
5638 (void)set_monster_csleep(p_ptr->riding, 0);
5640 /* Acquire the monster name */
5641 monster_desc(m_name, m_ptr, 0);
5643 msg_format("%^s¤òµ¯¤³¤·¤¿¡£", m_name);
5645 msg_format("You have waked %s up.", m_name);
5649 if (MON_STUNNED(m_ptr))
5651 /* Hack -- Recover from stun */
5652 if (set_monster_stunned(p_ptr->riding,
5653 (randint0(r_ptr->level) < p_ptr->skill_exp[GINOU_RIDING]) ? 0 : (MON_STUNNED(m_ptr) - 1)))
5657 /* Acquire the monster name */
5658 monster_desc(m_name, m_ptr, 0);
5660 /* Dump a message */
5662 msg_format("%^s¤òÛ¯Û°¾õÂÖ¤«¤éΩ¤Áľ¤é¤»¤¿¡£", m_name);
5664 msg_format("%^s is no longer stunned.", m_name);
5669 if (MON_CONFUSED(m_ptr))
5671 /* Hack -- Recover from confusion */
5672 if (set_monster_confused(p_ptr->riding,
5673 (randint0(r_ptr->level) < p_ptr->skill_exp[GINOU_RIDING]) ? 0 : (MON_CONFUSED(m_ptr) - 1)))
5677 /* Acquire the monster name */
5678 monster_desc(m_name, m_ptr, 0);
5680 /* Dump a message */
5682 msg_format("%^s¤òº®Íð¾õÂÖ¤«¤éΩ¤Áľ¤é¤»¤¿¡£", m_name);
5684 msg_format("%^s is no longer confused.", m_name);
5689 if (MON_MONFEAR(m_ptr))
5691 /* Hack -- Recover from fear */
5692 if (set_monster_monfear(p_ptr->riding,
5693 (randint0(r_ptr->level) < p_ptr->skill_exp[GINOU_RIDING]) ? 0 : (MON_MONFEAR(m_ptr) - 1)))
5697 /* Acquire the monster name */
5698 monster_desc(m_name, m_ptr, 0);
5700 /* Dump a message */
5702 msg_format("%^s¤ò¶²Éݤ«¤éΩ¤Áľ¤é¤»¤¿¡£", m_name);
5704 msg_format("%^s is no longer fear.", m_name);
5709 /* Handle "p_ptr->update" and "p_ptr->redraw" and "p_ptr->window" */
5713 /* Handle the player song */
5714 if (!load) check_music();
5716 /* Hex - Handle the hex spells */
5717 if (!load) check_hex();
5718 if (!load) revenge_spell();
5723 if (p_ptr->lightspeed)
5725 (void)set_lightspeed(p_ptr->lightspeed - 1, TRUE);
5727 if ((p_ptr->pclass == CLASS_FORCETRAINER) && (p_ptr->magic_num1[0]))
5729 if (p_ptr->magic_num1[0] < 40)
5731 p_ptr->magic_num1[0] = 0;
5733 else p_ptr->magic_num1[0] -= 40;
5734 p_ptr->update |= (PU_BONUS);
5736 if (p_ptr->action == ACTION_LEARN)
5739 u32b cost_frac = (p_ptr->msp + 30L) * 256L;
5741 /* Convert the unit (1/2^16) to (1/2^32) */
5742 s64b_LSHIFT(cost, cost_frac, 16);
5745 if (s64b_cmp(p_ptr->csp, p_ptr->csp_frac, cost, cost_frac) < 0)
5749 p_ptr->csp_frac = 0;
5750 set_action(ACTION_NONE);
5755 s64b_sub(&(p_ptr->csp), &(p_ptr->csp_frac), cost, cost_frac);
5757 p_ptr->redraw |= PR_MANA;
5760 if (p_ptr->special_defense & KATA_MASK)
5762 if (p_ptr->special_defense & KATA_MUSOU)
5766 set_action(ACTION_NONE);
5771 p_ptr->redraw |= (PR_MANA);
5776 /*** Handle actual user input ***/
5778 /* Repeat until out of energy */
5779 while (p_ptr->energy_need <= 0)
5781 p_ptr->window |= PW_PLAYER;
5782 p_ptr->sutemi = FALSE;
5783 p_ptr->counter = FALSE;
5784 now_damaged = FALSE;
5786 /* Handle "p_ptr->notice" */
5789 /* Handle "p_ptr->update" and "p_ptr->redraw" and "p_ptr->window" */
5792 /* Place the cursor on the player */
5793 move_cursor_relative(py, px);
5795 /* Refresh (optional) */
5796 if (fresh_before) Term_fresh();
5799 /* Hack -- Pack Overflow */
5803 /* Hack -- cancel "lurking browse mode" */
5804 if (!command_new) command_see = FALSE;
5807 /* Assume free turn */
5811 if (p_ptr->inside_battle)
5813 /* Place the cursor on the player */
5814 move_cursor_relative(py, px);
5816 command_cmd = SPECIAL_KEY_BUILDING;
5818 /* Process the command */
5822 /* Paralyzed or Knocked Out */
5823 else if (p_ptr->paralyzed || (p_ptr->stun >= 100))
5830 else if (p_ptr->action == ACTION_REST)
5835 /* Reduce rest count */
5838 if (!resting) set_action(ACTION_NONE);
5840 /* Redraw the state */
5841 p_ptr->redraw |= (PR_STATE);
5849 else if (p_ptr->action == ACTION_FISH)
5864 else if (travel.run)
5871 /* Repeated command */
5872 else if (command_rep)
5874 /* Count this execution */
5877 /* Redraw the state */
5878 p_ptr->redraw |= (PR_STATE);
5883 /* Hack -- Assume messages were seen */
5886 /* Clear the top line */
5889 /* Process the command */
5893 /* Normal command */
5896 /* Place the cursor on the player */
5897 move_cursor_relative(py, px);
5900 /* Get a command (normal) */
5901 request_command(FALSE);
5904 /* Process the command */
5909 /* Hack -- Pack Overflow */
5918 /* Use some energy */
5919 if (world_player || energy_use > 400)
5921 /* The Randomness is irrelevant */
5922 p_ptr->energy_need += energy_use * TURNS_PER_TICK / 10;
5926 /* There is some randomness of needed energy */
5927 p_ptr->energy_need += (s16b)((s32b)energy_use * ENERGY_NEED() / 100L);
5930 /* Hack -- constant hallucination */
5931 if (p_ptr->image) p_ptr->redraw |= (PR_MAP);
5934 /* Shimmer monsters if needed */
5935 if (shimmer_monsters)
5937 /* Clear the flag */
5938 shimmer_monsters = FALSE;
5940 /* Shimmer multi-hued monsters */
5941 for (i = 1; i < m_max; i++)
5943 monster_type *m_ptr;
5944 monster_race *r_ptr;
5946 /* Access monster */
5949 /* Skip dead monsters */
5950 if (!m_ptr->r_idx) continue;
5952 /* Skip unseen monsters */
5953 if (!m_ptr->ml) continue;
5955 /* Access the monster race */
5956 r_ptr = &r_info[m_ptr->ap_r_idx];
5958 /* Skip non-multi-hued monsters */
5959 if (!(r_ptr->flags1 & (RF1_ATTR_MULTI | RF1_SHAPECHANGER)))
5962 /* Reset the flag */
5963 shimmer_monsters = TRUE;
5965 /* Redraw regardless */
5966 lite_spot(m_ptr->fy, m_ptr->fx);
5971 /* Handle monster detection */
5972 if (repair_monsters)
5974 /* Reset the flag */
5975 repair_monsters = FALSE;
5977 /* Rotate detection flags */
5978 for (i = 1; i < m_max; i++)
5980 monster_type *m_ptr;
5982 /* Access monster */
5985 /* Skip dead monsters */
5986 if (!m_ptr->r_idx) continue;
5988 /* Nice monsters get mean */
5989 if (m_ptr->mflag & MFLAG_NICE)
5991 /* Nice monsters get mean */
5992 m_ptr->mflag &= ~(MFLAG_NICE);
5995 /* Handle memorized monsters */
5996 if (m_ptr->mflag2 & MFLAG2_MARK)
5998 /* Maintain detection */
5999 if (m_ptr->mflag2 & MFLAG2_SHOW)
6002 m_ptr->mflag2 &= ~(MFLAG2_SHOW);
6004 /* Still need repairs */
6005 repair_monsters = TRUE;
6008 /* Remove detection */
6012 m_ptr->mflag2 &= ~(MFLAG2_MARK);
6014 /* Assume invisible */
6017 /* Update the monster */
6018 update_mon(i, FALSE);
6020 if (p_ptr->health_who == i) p_ptr->redraw |= (PR_HEALTH);
6021 if (p_ptr->riding == i) p_ptr->redraw |= (PR_UHEALTH);
6023 /* Redraw regardless */
6024 lite_spot(m_ptr->fy, m_ptr->fx);
6029 if (p_ptr->pclass == CLASS_IMITATOR)
6031 if (p_ptr->mane_num > (p_ptr->lev > 44 ? 3 : p_ptr->lev > 29 ? 2 : 1))
6034 for (i = 0; i < p_ptr->mane_num; i++)
6036 p_ptr->mane_spell[i] = p_ptr->mane_spell[i+1];
6037 p_ptr->mane_dam[i] = p_ptr->mane_dam[i+1];
6041 p_ptr->redraw |= (PR_IMITATION);
6043 if (p_ptr->action == ACTION_LEARN)
6046 p_ptr->redraw |= (PR_STATE);
6049 if (world_player && (p_ptr->energy_need > - 1000))
6052 p_ptr->redraw |= (PR_MAP);
6054 /* Update monsters */
6055 p_ptr->update |= (PU_MONSTERS);
6058 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
6061 msg_print("¡Ö»þ¤ÏÆ°¤¤À¤¹¡Ä¡×");
6063 msg_print("You feel time flowing around you once more.");
6066 world_player = FALSE;
6067 p_ptr->energy_need = ENERGY_NEED();
6069 /* Handle "p_ptr->update" and "p_ptr->redraw" and "p_ptr->window" */
6074 /* Hack -- notice death */
6075 if (!p_ptr->playing || p_ptr->is_dead)
6077 world_player = FALSE;
6082 if (energy_use && reset_concent) reset_concentration(TRUE);
6084 /* Handle "leaving" */
6085 if (p_ptr->leaving) break;
6088 /* Update scent trail */
6094 * Interact with the current dungeon level.
6096 * This function will not exit until the level is completed,
6097 * the user dies, or the game is terminated.
6099 static void dungeon(bool load_game)
6103 /* Set the base level */
6104 base_level = dun_level;
6106 /* Reset various flags */
6110 p_ptr->leaving = FALSE;
6112 /* Reset the "command" vars */
6115 #if 0 /* Don't reset here --- It's used for Arena */
6124 /* Cancel the target */
6128 ambush_flag = FALSE;
6130 /* Cancel the health bar */
6133 /* Check visual effects */
6134 shimmer_monsters = TRUE;
6135 shimmer_objects = TRUE;
6136 repair_monsters = TRUE;
6137 repair_objects = TRUE;
6143 /* Get index of current quest (if any) */
6144 quest_num = quest_number(dun_level);
6146 /* Inside a quest? */
6149 /* Mark the quest monster */
6150 r_info[quest[quest_num].r_idx].flags1 |= RF1_QUESTOR;
6153 /* Track maximum player level */
6154 if (p_ptr->max_plv < p_ptr->lev)
6156 p_ptr->max_plv = p_ptr->lev;
6160 /* Track maximum dungeon level (if not in quest -KMW-) */
6161 if ((max_dlv[dungeon_type] < dun_level) && !p_ptr->inside_quest)
6163 max_dlv[dungeon_type] = dun_level;
6164 if (record_maxdepth) do_cmd_write_nikki(NIKKI_MAXDEAPTH, dun_level, NULL);
6167 (void)calculate_upkeep();
6169 /* Validate the panel */
6170 panel_bounds_center();
6172 /* Verify the panel */
6175 /* Flush messages */
6179 /* Enter "xtra" mode */
6180 character_xtra = TRUE;
6183 p_ptr->window |= (PW_INVEN | PW_EQUIP | PW_SPELL | PW_PLAYER | PW_MONSTER | PW_OVERHEAD | PW_DUNGEON);
6185 /* Redraw dungeon */
6186 p_ptr->redraw |= (PR_WIPE | PR_BASIC | PR_EXTRA | PR_EQUIPPY);
6189 p_ptr->redraw |= (PR_MAP);
6192 p_ptr->update |= (PU_BONUS | PU_HP | PU_MANA | PU_SPELLS);
6194 /* Update lite/view */
6195 p_ptr->update |= (PU_VIEW | PU_LITE | PU_MON_LITE | PU_TORCH);
6197 /* Update monsters */
6198 p_ptr->update |= (PU_MONSTERS | PU_DISTANCE | PU_FLOW);
6200 /* Handle "p_ptr->update" and "p_ptr->redraw" and "p_ptr->window" */
6203 /* Leave "xtra" mode */
6204 character_xtra = FALSE;
6207 p_ptr->update |= (PU_BONUS | PU_HP | PU_MANA | PU_SPELLS);
6209 /* Combine / Reorder the pack */
6210 p_ptr->notice |= (PN_COMBINE | PN_REORDER);
6212 /* Handle "p_ptr->notice" */
6215 /* Handle "p_ptr->update" and "p_ptr->redraw" and "p_ptr->window" */
6221 if (quest_num && (is_fixed_quest_idx(quest_num) &&
6222 !((quest_num == QUEST_OBERON) || (quest_num == QUEST_SERPENT) ||
6223 !(quest[quest_num].flags & QUEST_FLAG_PRESET)))) do_cmd_feeling();
6225 if (p_ptr->inside_battle)
6229 p_ptr->energy_need = 0;
6235 msg_print("»î¹ç³«»Ï¡ª");
6237 msg_format("Ready..Fight!");
6243 if ((p_ptr->pclass == CLASS_BARD) && (p_ptr->magic_num1[0] > MUSIC_DETECT))
6244 p_ptr->magic_num1[0] = MUSIC_DETECT;
6246 /* Hack -- notice death or departure */
6247 if (!p_ptr->playing || p_ptr->is_dead) return;
6249 /* Print quest message if appropriate */
6250 if (!p_ptr->inside_quest && (dungeon_type == DUNGEON_ANGBAND))
6252 quest_discovery(random_quest_number(dun_level));
6253 p_ptr->inside_quest = random_quest_number(dun_level);
6255 if ((dun_level == d_info[dungeon_type].maxdepth) && d_info[dungeon_type].final_guardian)
6257 if (r_info[d_info[dungeon_type].final_guardian].max_num)
6259 msg_format("¤³¤Î³¬¤Ë¤Ï%s¤Î¼ç¤Ç¤¢¤ë%s¤¬À³¤ó¤Ç¤¤¤ë¡£",
6260 d_name+d_info[dungeon_type].name,
6261 r_name+r_info[d_info[dungeon_type].final_guardian].name);
6263 msg_format("%^s lives in this level as the keeper of %s.",
6264 r_name+r_info[d_info[dungeon_type].final_guardian].name,
6265 d_name+d_info[dungeon_type].name);
6269 if (!load_game && (p_ptr->special_defense & NINJA_S_STEALTH)) set_superstealth(FALSE);
6271 /*** Process this dungeon level ***/
6273 /* Reset the monster generation level */
6274 monster_level = base_level;
6276 /* Reset the object generation level */
6277 object_level = base_level;
6281 if (p_ptr->energy_need > 0 && !p_ptr->inside_battle &&
6282 (dun_level || p_ptr->leaving_dungeon || p_ptr->inside_arena))
6283 p_ptr->energy_need = 0;
6285 /* Not leaving dungeon */
6286 p_ptr->leaving_dungeon = FALSE;
6288 /* Initialize monster process */
6294 /* Hack -- Compact the monster list occasionally */
6295 if ((m_cnt + 32 > max_m_idx) && !p_ptr->inside_battle) compact_monsters(64);
6297 /* Hack -- Compress the monster list occasionally */
6298 if ((m_cnt + 32 < m_max) && !p_ptr->inside_battle) compact_monsters(0);
6301 /* Hack -- Compact the object list occasionally */
6302 if (o_cnt + 32 > max_o_idx) compact_objects(64);
6304 /* Hack -- Compress the object list occasionally */
6305 if (o_cnt + 32 < o_max) compact_objects(0);
6308 /* Process the player */
6311 /* Handle "p_ptr->notice" */
6314 /* Handle "p_ptr->update" and "p_ptr->redraw" and "p_ptr->window" */
6317 /* Hack -- Hilite the player */
6318 move_cursor_relative(py, px);
6320 /* Optional fresh */
6321 if (fresh_after) Term_fresh();
6323 /* Hack -- Notice death or departure */
6324 if (!p_ptr->playing || p_ptr->is_dead) break;
6326 /* Process all of the monsters */
6329 /* Handle "p_ptr->notice" */
6332 /* Handle "p_ptr->update" and "p_ptr->redraw" and "p_ptr->window" */
6335 /* Hack -- Hilite the player */
6336 move_cursor_relative(py, px);
6338 /* Optional fresh */
6339 if (fresh_after) Term_fresh();
6341 /* Hack -- Notice death or departure */
6342 if (!p_ptr->playing || p_ptr->is_dead) break;
6345 /* Process the world */
6348 /* Handle "p_ptr->notice" */
6351 /* Handle "p_ptr->update" and "p_ptr->redraw" and "p_ptr->window" */
6354 /* Hack -- Hilite the player */
6355 move_cursor_relative(py, px);
6357 /* Optional fresh */
6358 if (fresh_after) Term_fresh();
6360 /* Hack -- Notice death or departure */
6361 if (!p_ptr->playing || p_ptr->is_dead) break;
6363 /* Handle "leaving" */
6364 if (p_ptr->leaving) break;
6366 /* Count game turns */
6369 if (dungeon_turn < dungeon_turn_limit)
6371 if (!p_ptr->wild_mode || wild_regen) dungeon_turn++;
6372 else if (p_ptr->wild_mode && !(turn % ((MAX_HGT + MAX_WID) / 2))) dungeon_turn++;
6375 prevent_turn_overflow();
6377 if (wild_regen) wild_regen--;
6380 /* Inside a quest and non-unique questor? */
6381 if (quest_num && !(r_info[quest[quest_num].r_idx].flags1 & RF1_UNIQUE))
6383 /* Un-mark the quest monster */
6384 r_info[quest[quest_num].r_idx].flags1 &= ~RF1_QUESTOR;
6387 /* Not save-and-quit and not dead? */
6388 if (p_ptr->playing && !p_ptr->is_dead)
6391 * Maintain Unique monsters and artifact, save current
6392 * floor, then prepare next floor
6396 /* Forget the flag */
6397 reinit_wilderness = FALSE;
6400 /* Write about current level on the play record once per level */
6406 * Load some "user pref files"
6408 * Modified by Arcum Dagsson to support
6409 * separate macro files for different realms.
6411 static void load_all_pref_files(void)
6415 /* Access the "user" pref file */
6416 sprintf(buf, "user.prf");
6418 /* Process that file */
6419 process_pref_file(buf);
6421 /* Access the "user" system pref file */
6422 sprintf(buf, "user-%s.prf", ANGBAND_SYS);
6424 /* Process that file */
6425 process_pref_file(buf);
6427 /* Access the "race" pref file */
6428 sprintf(buf, "%s.prf", rp_ptr->title);
6430 /* Process that file */
6431 process_pref_file(buf);
6433 /* Access the "class" pref file */
6434 sprintf(buf, "%s.prf", cp_ptr->title);
6436 /* Process that file */
6437 process_pref_file(buf);
6439 /* Access the "character" pref file */
6440 sprintf(buf, "%s.prf", player_base);
6442 /* Process that file */
6443 process_pref_file(buf);
6445 /* Access the "realm 1" pref file */
6446 if (p_ptr->realm1 != REALM_NONE)
6448 sprintf(buf, "%s.prf", realm_names[p_ptr->realm1]);
6450 /* Process that file */
6451 process_pref_file(buf);
6454 /* Access the "realm 2" pref file */
6455 if (p_ptr->realm2 != REALM_NONE)
6457 sprintf(buf, "%s.prf", realm_names[p_ptr->realm2]);
6459 /* Process that file */
6460 process_pref_file(buf);
6464 /* Load an autopick preference file */
6465 autopick_load_pref(FALSE);
6470 * Extract option variables from bit sets
6472 void extract_option_vars(void)
6476 for (i = 0; option_info[i].o_desc; i++)
6478 int os = option_info[i].o_set;
6479 int ob = option_info[i].o_bit;
6481 /* Set the "default" options */
6482 if (option_info[i].o_var)
6485 if (option_flag[os] & (1L << ob))
6488 (*option_info[i].o_var) = TRUE;
6495 (*option_info[i].o_var) = FALSE;
6503 * Determine bounty uniques
6505 void determine_bounty_uniques(void)
6508 monster_race *r_ptr;
6510 get_mon_num_prep(NULL, NULL);
6511 for (i = 0; i < MAX_KUBI; i++)
6515 kubi_r_idx[i] = get_mon_num(MAX_DEPTH - 1);
6516 r_ptr = &r_info[kubi_r_idx[i]];
6518 if (!(r_ptr->flags1 & RF1_UNIQUE)) continue;
6520 if (!(r_ptr->flags9 & (RF9_DROP_CORPSE | RF9_DROP_SKELETON))) continue;
6522 if (r_ptr->rarity > 100) continue;
6524 if (no_questor_or_bounty_uniques(kubi_r_idx[i])) continue;
6526 for (j = 0; j < i; j++)
6527 if (kubi_r_idx[i] == kubi_r_idx[j]) break;
6534 for (i = 0; i < MAX_KUBI - 1; i++)
6536 for (j = i; j < MAX_KUBI; j++)
6538 if (r_info[kubi_r_idx[i]].level > r_info[kubi_r_idx[j]].level)
6540 tmp = kubi_r_idx[i];
6541 kubi_r_idx[i] = kubi_r_idx[j];
6542 kubi_r_idx[j] = tmp;
6550 * Determine today's bounty monster
6551 * Note: conv_old is used if loaded 0.0.3 or older save file
6553 void determine_today_mon(bool conv_old)
6556 bool old_inside_battle = p_ptr->inside_battle;
6557 monster_race *r_ptr;
6561 for (i = 0; i < max_d_idx; i++)
6563 if (max_dlv[i] < d_info[i].mindepth) continue;
6564 if (max_dl < max_dlv[i]) max_dl = max_dlv[i];
6567 else max_dl = MAX(max_dlv[DUNGEON_ANGBAND], 3);
6569 p_ptr->inside_battle = TRUE;
6570 get_mon_num_prep(NULL, NULL);
6574 today_mon = get_mon_num(max_dl);
6575 r_ptr = &r_info[today_mon];
6577 if (r_ptr->flags1 & RF1_UNIQUE) continue;
6578 if (r_ptr->flags7 & (RF7_NAZGUL | RF7_UNIQUE2)) continue;
6579 if (r_ptr->flags2 & RF2_MULTIPLY) continue;
6580 if ((r_ptr->flags9 & (RF9_DROP_CORPSE | RF9_DROP_SKELETON)) != (RF9_DROP_CORPSE | RF9_DROP_SKELETON)) continue;
6581 if (r_ptr->level < MIN(max_dl / 2, 40)) continue;
6582 if (r_ptr->rarity > 10) continue;
6586 p_ptr->today_mon = 0;
6587 p_ptr->inside_battle = old_inside_battle;
6592 * Actually play a game
6594 * If the "new_game" parameter is true, then, after loading the
6595 * savefile, we will commit suicide, if necessary, to allow the
6596 * player to start a new game.
6598 void play_game(bool new_game)
6601 bool load_game = TRUE;
6611 else if (chuukei_server)
6613 prepare_chuukei_hooks();
6624 hack_mutation = FALSE;
6626 /* Hack -- Character is "icky" */
6627 character_icky = TRUE;
6629 /* Make sure main term is active */
6630 Term_activate(angband_term[0]);
6632 /* Initialise the resize hooks */
6633 angband_term[0]->resize_hook = resize_map;
6635 for (i = 1; i < 8; i++)
6637 /* Does the term exist? */
6638 if (angband_term[i])
6640 /* Add the redraw on resize hook */
6641 angband_term[i]->resize_hook = redraw_window;
6645 /* Hack -- turn off the cursor */
6646 (void)Term_set_cursor(0);
6649 /* Attempt to load */
6654 quit("¥»¡¼¥Ö¥Õ¥¡¥¤¥ë¤¬²õ¤ì¤Æ¤¤¤Þ¤¹");
6656 quit("broken savefile");
6661 /* Extract the options */
6662 extract_option_vars();
6664 /* Report waited score */
6665 if (p_ptr->wait_report_score)
6671 if (!get_check_strict("ÂÔµ¡¤·¤Æ¤¤¤¿¥¹¥³¥¢ÅÐÏ¿¤òº£¹Ô¤Ê¤¤¤Þ¤¹¤«¡©", CHECK_NO_HISTORY))
6673 if (!get_check_strict("Do you register score now? ", CHECK_NO_HISTORY))
6678 p_ptr->update |= (PU_BONUS | PU_HP | PU_MANA | PU_SPELLS);
6683 p_ptr->is_dead = TRUE;
6685 start_time = time(NULL);
6687 /* No suspending now */
6688 signals_ignore_tstp();
6690 /* Hack -- Character is now "icky" */
6691 character_icky = TRUE;
6693 /* Build the filename */
6694 path_build(buf, sizeof(buf), ANGBAND_DIR_APEX, "scores.raw");
6696 /* Open the high score file, for reading/writing */
6697 highscore_fd = fd_open(buf, O_RDWR);
6699 /* Handle score, show Top scores */
6700 success = send_world_score(TRUE);
6703 if (!success && !get_check_strict("¥¹¥³¥¢ÅÐÏ¿¤òÄü¤á¤Þ¤¹¤«¡©", CHECK_NO_HISTORY))
6705 if (!success && !get_check_strict("Do you give up score registration? ", CHECK_NO_HISTORY))
6709 prt("°ú¤Â³¤ÂÔµ¡¤·¤Þ¤¹¡£", 0, 0);
6711 prt("standing by for future registration...", 0, 0);
6717 p_ptr->wait_report_score = FALSE;
6720 if (!save_player()) msg_print("¥»¡¼¥Ö¼ºÇÔ¡ª");
6722 if (!save_player()) msg_print("death save failed!");
6725 /* Shut the high score file */
6726 (void)fd_close(highscore_fd);
6728 /* Forget the high score fd */
6731 /* Allow suspending now */
6732 signals_handle_tstp();
6737 creating_savefile = new_game;
6739 /* Nothing loaded */
6740 if (!character_loaded)
6742 /* Make new player */
6745 /* The dungeon is not ready */
6746 character_dungeon = FALSE;
6748 /* Prepare to init the RNG */
6751 /* Initialize the saved floors data */
6752 init_saved_floors(FALSE);
6755 /* Old game is loaded. But new game is requested. */
6758 /* Initialize the saved floors data */
6759 init_saved_floors(TRUE);
6762 /* Process old character */
6765 /* Process the player name */
6766 process_player_name(FALSE);
6775 seed = (time(NULL));
6779 /* Mutate the seed on Unix machines */
6780 seed = ((seed >> 3) * (getpid() << 1));
6784 /* Use the complex RNG */
6787 /* Seed the "complex" RNG */
6788 Rand_state_init(seed);
6791 /* Roll new character */
6794 /* The dungeon is not ready */
6795 character_dungeon = FALSE;
6799 p_ptr->inside_quest = 0;
6800 p_ptr->inside_arena = FALSE;
6801 p_ptr->inside_battle = FALSE;
6805 /* Hack -- seed for flavors */
6806 seed_flavor = randint0(0x10000000);
6808 /* Hack -- seed for town layout */
6809 seed_town = randint0(0x10000000);
6811 /* Roll up a new character */
6819 determine_bounty_uniques();
6820 determine_today_mon(FALSE);
6822 /* Initialize object array */
6827 write_level = FALSE;
6830 do_cmd_write_nikki(NIKKI_GAMESTART, 1, " ----¥²¡¼¥àºÆ³«----");
6832 do_cmd_write_nikki(NIKKI_GAMESTART, 1, " ---- Restart Game ----");
6836 * 1.0.9 °ÊÁ°¤Ï¥»¡¼¥ÖÁ°¤Ë p_ptr->riding = -1 ¤È¤·¤Æ¤¤¤¿¤Î¤Ç¡¢ºÆÀßÄ꤬ɬÍפÀ¤Ã¤¿¡£
6837 * ¤â¤¦ÉÔÍפÀ¤¬¡¢°ÊÁ°¤Î¥»¡¼¥Ö¥Õ¥¡¥¤¥ë¤È¤Î¸ß´¹¤Î¤¿¤á¤Ë»Ä¤·¤Æ¤ª¤¯¡£
6839 if (p_ptr->riding == -1)
6842 for (i = m_max; i > 0; i--)
6844 if (player_bold(m_list[i].fy, m_list[i].fx))
6853 creating_savefile = FALSE;
6855 p_ptr->teleport_town = FALSE;
6856 p_ptr->sutemi = FALSE;
6857 world_monster = FALSE;
6858 now_damaged = FALSE;
6860 start_time = time(NULL) - 1;
6861 record_o_name[0] = '\0';
6863 /* Reset map panel */
6864 panel_row_min = cur_hgt;
6865 panel_col_min = cur_wid;
6867 /* Sexy gal gets bonus to maximum weapon skill of whip */
6868 if (p_ptr->pseikaku == SEIKAKU_SEXY)
6869 s_info[p_ptr->pclass].w_max[TV_HAFTED-TV_WEAPON_BEGIN][SV_WHIP] = WEAPON_EXP_MASTER;
6871 /* Fill the arrays of floors and walls in the good proportions */
6872 set_floor_and_wall(dungeon_type);
6874 /* Flavor the objects */
6877 /* Flash a message */
6879 prt("¤ªÂÔ¤Á²¼¤µ¤¤...", 0, 0);
6881 prt("Please wait...", 0, 0);
6885 /* Flush the message */
6889 /* Hack -- Enter wizard mode */
6892 if (enter_wizard_mode())
6894 p_ptr->wizard = TRUE;
6896 if (p_ptr->is_dead || !py || !px)
6898 /* Initialize the saved floors data */
6899 init_saved_floors(TRUE);
6902 p_ptr->inside_quest = 0;
6904 /* Avoid crash in update_view() */
6908 else if (p_ptr->is_dead)
6910 quit("Already dead.");
6914 /* Initialize the town-buildings if necessary */
6915 if (!dun_level && !p_ptr->inside_quest)
6917 /* Init the wilderness */
6919 process_dungeon_file("w_info.txt", 0, 0, max_wild_y, max_wild_x);
6922 init_flags = INIT_ONLY_BUILDINGS;
6924 process_dungeon_file("t_info.txt", 0, 0, MAX_HGT, MAX_WID);
6929 /* Generate a dungeon level if needed */
6930 if (!character_dungeon)
6937 /* HACK -- Restore from panic-save */
6938 if (p_ptr->panic_save)
6940 /* No player? -- Try to regenerate floor */
6944 msg_print("¥×¥ì¥¤¥ä¡¼¤Î°ÌÃÖ¤¬¤ª¤«¤·¤¤¡£¥Õ¥í¥¢¤òºÆÀ¸À®¤·¤Þ¤¹¡£");
6946 msg_print("What a strange player location. Regenerate the dungeon floor.");
6951 /* Still no player? -- Try to locate random place */
6952 if (!py || !px) py = px = 10;
6954 /* No longer in panic */
6955 p_ptr->panic_save = 0;
6959 /* Character is now "complete" */
6960 character_generated = TRUE;
6963 /* Hack -- Character is no longer "icky" */
6964 character_icky = FALSE;
6972 sprintf(buf, "%s¤Ë¹ß¤êΩ¤Ã¤¿¡£", map_name());
6974 sprintf(buf, "You are standing in the %s.", map_name());
6976 do_cmd_write_nikki(NIKKI_BUNSHOU, 0, buf);
6981 p_ptr->playing = TRUE;
6983 /* Reset the visual mappings */
6986 /* Load the "pref" files */
6987 load_all_pref_files();
6989 /* Give startup outfit (after loading pref files) */
6995 /* React to changes */
6996 Term_xtra(TERM_XTRA_REACT, 0);
6999 p_ptr->window |= (PW_INVEN | PW_EQUIP | PW_SPELL | PW_PLAYER);
7002 p_ptr->window |= (PW_MESSAGE | PW_OVERHEAD | PW_DUNGEON | PW_MONSTER | PW_OBJECT);
7008 /* Set or clear "rogue_like_commands" if requested */
7009 if (arg_force_original) rogue_like_commands = FALSE;
7010 if (arg_force_roguelike) rogue_like_commands = TRUE;
7012 /* Hack -- Enforce "delayed death" */
7013 if (p_ptr->chp < 0) p_ptr->is_dead = TRUE;
7015 if (p_ptr->prace == RACE_ANDROID) calc_android_exp();
7017 if (new_game && ((p_ptr->pclass == CLASS_CAVALRY) || (p_ptr->pclass == CLASS_BEASTMASTER)))
7019 monster_type *m_ptr;
7020 int pet_r_idx = ((p_ptr->pclass == CLASS_CAVALRY) ? MON_HORSE : MON_YASE_HORSE);
7021 monster_race *r_ptr = &r_info[pet_r_idx];
7022 place_monster_aux(0, py, px - 1, pet_r_idx,
7023 (PM_FORCE_PET | PM_NO_KAGE));
7024 m_ptr = &m_list[hack_m_idx_ii];
7025 m_ptr->mspeed = r_ptr->speed;
7026 m_ptr->maxhp = r_ptr->hdice*(r_ptr->hside+1)/2;
7027 m_ptr->max_maxhp = m_ptr->maxhp;
7028 m_ptr->hp = r_ptr->hdice*(r_ptr->hside+1)/2;
7029 m_ptr->energy_need = ENERGY_NEED() + ENERGY_NEED();
7032 (void)combine_and_reorder_home(STORE_HOME);
7033 (void)combine_and_reorder_home(STORE_MUSEUM);
7038 /* Process the level */
7041 /* Handle "p_ptr->notice" */
7044 /* Hack -- prevent "icky" message */
7045 character_xtra = TRUE;
7047 /* Handle "p_ptr->update" and "p_ptr->redraw" and "p_ptr->window" */
7050 character_xtra = FALSE;
7052 /* Cancel the target */
7055 /* Cancel the health bar */
7059 /* Forget the lite */
7062 /* Forget the view */
7065 /* Forget the view */
7068 /* Handle "quit and save" */
7069 if (!p_ptr->playing && !p_ptr->is_dead) break;
7071 /* Erase the old cave */
7073 if (!p_ptr->is_dead) wipe_m_list();
7081 /* Accidental Death */
7082 if (p_ptr->playing && p_ptr->is_dead)
7084 if (p_ptr->inside_arena)
7086 p_ptr->inside_arena = FALSE;
7087 if (p_ptr->arena_number > MAX_ARENA_MONS)
7088 p_ptr->arena_number++;
7090 p_ptr->arena_number = -1 - p_ptr->arena_number;
7091 p_ptr->is_dead = FALSE;
7093 p_ptr->chp_frac = 0;
7094 p_ptr->exit_bldg = TRUE;
7097 /* Leave through the exit */
7098 prepare_change_floor_mode(CFM_SAVE_FLOORS | CFM_RAND_CONNECT);
7100 /* prepare next floor */
7105 /* Mega-Hack -- Allow player to cheat death */
7107 if ((p_ptr->wizard || cheat_live) && !get_check("»à¤Ë¤Þ¤¹¤«? "))
7109 if ((p_ptr->wizard || cheat_live) && !get_check("Die? "))
7112 /* Mark social class, reset age, if needed */
7113 if (p_ptr->sc) p_ptr->sc = p_ptr->age = 0;
7119 p_ptr->noscore |= 0x0001;
7123 msg_print("¥¦¥£¥¶¡¼¥É¥â¡¼¥É¤ËÇ°¤òÁ÷¤ê¡¢»à¤òµ½¤¤¤¿¡£");
7125 msg_print("You invoke wizard mode and cheat death.");
7129 /* Restore hit points */
7130 p_ptr->chp = p_ptr->mhp;
7131 p_ptr->chp_frac = 0;
7133 if (p_ptr->pclass == CLASS_MAGIC_EATER)
7135 for (i = 0; i < EATER_EXT*2; i++)
7137 p_ptr->magic_num1[i] = p_ptr->magic_num2[i]*EATER_CHARGE;
7139 for (; i < EATER_EXT*3; i++)
7141 p_ptr->magic_num1[i] = 0;
7144 /* Restore spell points */
7145 p_ptr->csp = p_ptr->msp;
7146 p_ptr->csp_frac = 0;
7148 /* Hack -- cancel recall */
7149 if (p_ptr->word_recall)
7153 msg_print("Ä¥¤ê¤Ä¤á¤¿Â絤¤¬Î®¤ìµî¤Ã¤¿...");
7155 msg_print("A tension leaves the air around you...");
7160 /* Hack -- Prevent recall */
7161 p_ptr->word_recall = 0;
7162 p_ptr->redraw |= (PR_STATUS);
7165 /* Hack -- cancel alter */
7166 if (p_ptr->alter_reality)
7168 /* Hack -- Prevent alter */
7169 p_ptr->alter_reality = 0;
7170 p_ptr->redraw |= (PR_STATUS);
7173 /* Note cause of death XXX XXX XXX */
7175 (void)strcpy(p_ptr->died_from, "»à¤Îµ½¤");
7177 (void)strcpy(p_ptr->died_from, "Cheating death");
7181 p_ptr->is_dead = FALSE;
7183 /* Hack -- Healing */
7185 (void)set_confused(0);
7186 (void)set_poisoned(0);
7187 (void)set_afraid(0);
7188 (void)set_paralyzed(0);
7193 /* Hack -- Prevent starvation */
7194 (void)set_food(PY_FOOD_MAX - 1);
7197 p_ptr->inside_arena = FALSE;
7198 p_ptr->inside_battle = FALSE;
7200 p_ptr->inside_quest = 0;
7201 if (dungeon_type) p_ptr->recall_dungeon = dungeon_type;
7203 if (lite_town || vanilla_town)
7205 p_ptr->wilderness_y = 1;
7206 p_ptr->wilderness_x = 1;
7220 p_ptr->wilderness_y = 48;
7221 p_ptr->wilderness_x = 5;
7227 p_ptr->wild_mode = FALSE;
7228 p_ptr->leaving = TRUE;
7231 do_cmd_write_nikki(NIKKI_BUNSHOU, 1, " ¤·¤«¤·¡¢À¸¤Ê֤ä¿¡£");
7233 do_cmd_write_nikki(NIKKI_BUNSHOU, 1, " but revived.");
7236 /* Prepare next floor */
7243 /* Handle "death" */
7244 if (p_ptr->is_dead) break;
7246 /* Make a new level */
7257 s32b turn_real(s32b hoge)
7259 switch (p_ptr->start_race)
7265 return hoge - (TURNS_PER_TICK * TOWN_DAWN * 3 / 4);
7272 * ¥¿¡¼¥ó¤Î¥ª¡¼¥Ð¡¼¥Õ¥í¡¼¤ËÂФ¹¤ëÂнè
7273 * ¥¿¡¼¥óµÚ¤Ó¥¿¡¼¥ó¤òµÏ¿¤¹¤ëÊÑ¿ô¤ò¥¿¡¼¥ó¤Î¸Â³¦¤Î1ÆüÁ°¤Þ¤Ç´¬¤Ì᤹.
7275 void prevent_turn_overflow(void)
7277 int rollback_days, i, j;
7278 s32b rollback_turns;
7280 if (turn < turn_limit) return;
7282 rollback_days = 1 + (turn - turn_limit) / (TURNS_PER_TICK * TOWN_DAWN);
7283 rollback_turns = TURNS_PER_TICK * TOWN_DAWN * rollback_days;
7285 if (turn > rollback_turns) turn -= rollback_turns;
7286 else turn = 1; /* Paranoia */
7287 if (old_turn > rollback_turns) old_turn -= rollback_turns;
7289 if (old_battle > rollback_turns) old_battle -= rollback_turns;
7290 else old_battle = 1;
7291 if (p_ptr->feeling_turn > rollback_turns) p_ptr->feeling_turn -= rollback_turns;
7292 else p_ptr->feeling_turn = 1;
7294 for (i = 1; i < max_towns; i++)
7296 for (j = 0; j < MAX_STORES; j++)
7298 store_type *st_ptr = &town[i].store[j];
7300 if (st_ptr->last_visit > -10L * TURNS_PER_TICK * STORE_TICKS)
7302 st_ptr->last_visit -= rollback_turns;
7303 if (st_ptr->last_visit < -10L * TURNS_PER_TICK * STORE_TICKS) st_ptr->last_visit = -10L * TURNS_PER_TICK * STORE_TICKS;
7306 if (st_ptr->store_open)
7308 st_ptr->store_open -= rollback_turns;
7309 if (st_ptr->store_open < 1) st_ptr->store_open = 1;