3 @brief Angband¥²¡¼¥à¥¨¥ó¥¸¥ó / Angband game engine
6 Copyright (c) 1989 James E. Wilson, Robert A. Koeneke\n
7 This software may be copied and distributed for educational, research, and\n
8 not for profit purposes provided that this copyright and statement are\n
9 included in all such copies.\n
10 2013 Deskull rearranged comment for Doxygen.
15 #define TY_CURSE_CHANCE 200 /*!<ÂÀ¸Å¤Î±åÇ°¤Î1¥¿¡¼¥óËè¤Îȯư³ÎΨ(1/n)*/
16 #define CHAINSWORD_NOISE 100 /*!<¥Á¥§¥ó¥½¡¼¤Î1¥¿¡¼¥óËè¤Îȯư³ÎΨ(1/n)*/
18 static bool load = TRUE; /*!<¥í¡¼¥É½èÍýÃæ¤Îʬ´ô¥Õ¥é¥°*/
19 static int wild_regen = 20; /*!<¹°è¥Þ¥Ã¥×°ÜÆ°»þ¤Î¼«Á³²óÉü½èÍý¥«¥¦¥ó¥¿¡Ê¹°è¥Þ¥Ã¥×1¥Þ¥¹Ëè¤Ë20²ó½èÍý¤ò´ðËܤȤ¹¤ë¡Ë*/
22 * @brief ½ÅÅÙµ¼»÷´ÕÄê¤ÎȽÃǽèÍý / Return a "feeling" (or NULL) about an item. Method 1 (Heavy).
23 * @param o_ptr µ¼»÷´ÕÄê¤ò¹Ô¤¦¥ª¥Ö¥¸¥§¥¯¥È¤Î»²¾È¥Ý¥¤¥ó¥¿¡£
24 * @return µ¼»÷´ÕÄê·ë²Ì¤ÎID¤òÊÖ¤¹¡£
26 static byte value_check_aux1(object_type *o_ptr)
29 if (object_is_artifact(o_ptr))
32 if (object_is_cursed(o_ptr) || object_is_broken(o_ptr)) return FEEL_TERRIBLE;
39 if (object_is_ego(o_ptr))
42 if (object_is_cursed(o_ptr) || object_is_broken(o_ptr)) return FEEL_WORTHLESS;
45 return FEEL_EXCELLENT;
49 if (object_is_cursed(o_ptr)) return FEEL_CURSED;
52 if (object_is_broken(o_ptr)) return FEEL_BROKEN;
54 if ((o_ptr->tval == TV_RING) || (o_ptr->tval == TV_AMULET)) return FEEL_AVERAGE;
56 /* Good "armor" bonus */
57 if (o_ptr->to_a > 0) return FEEL_GOOD;
59 /* Good "weapon" bonus */
60 if (o_ptr->to_h + o_ptr->to_d > 0) return FEEL_GOOD;
62 /* Default to "average" */
67 * @brief ·ÚÅÙµ¼»÷´ÕÄê¤ÎȽÃǽèÍý / Return a "feeling" (or NULL) about an item. Method 2 (Light).
68 * @param o_ptr µ¼»÷´ÕÄê¤ò¹Ô¤¦¥ª¥Ö¥¸¥§¥¯¥È¤Î»²¾È¥Ý¥¤¥ó¥¿¡£
69 * @return µ¼»÷´ÕÄê·ë²Ì¤ÎID¤òÊÖ¤¹¡£
71 static byte value_check_aux2(object_type *o_ptr)
73 /* Cursed items (all of them) */
74 if (object_is_cursed(o_ptr)) return FEEL_CURSED;
76 /* Broken items (all of them) */
77 if (object_is_broken(o_ptr)) return FEEL_BROKEN;
79 /* Artifacts -- except cursed/broken ones */
80 if (object_is_artifact(o_ptr)) return FEEL_UNCURSED;
82 /* Ego-Items -- except cursed/broken ones */
83 if (object_is_ego(o_ptr)) return FEEL_UNCURSED;
85 /* Good armor bonus */
86 if (o_ptr->to_a > 0) return FEEL_UNCURSED;
88 /* Good weapon bonuses */
89 if (o_ptr->to_h + o_ptr->to_d > 0) return FEEL_UNCURSED;
97 * @brief µ¼»÷´ÕÄê¤ò¼ÂºÝ¤Ë¹Ô¤¤È½Äê¤òÈ¿±Ç¤¹¤ë
98 * @param slot µ¼»÷´ÕÄê¤ò¹Ô¤¦¥×¥ì¥¤¥ä¡¼¤Î½ê»ý¥ê¥¹¥ÈID
99 * @param heavy ½ÅÅ٤ε¼»÷´ÕÄê¤ò¹Ô¤¦¤Ê¤é¤ÐTRUE
102 static void sense_inventory_aux(int slot, bool heavy)
105 object_type *o_ptr = &inventory[slot];
106 char o_name[MAX_NLEN];
108 /* We know about it already, do not tell us again */
109 if (o_ptr->ident & (IDENT_SENSE))return;
111 /* It is fully known, no information needed */
112 if (object_is_known(o_ptr)) return;
114 /* Check for a feeling */
115 feel = (heavy ? value_check_aux1(o_ptr) : value_check_aux2(o_ptr));
117 /* Skip non-feelings */
121 if ((p_ptr->muta3 & MUT3_BAD_LUCK) && !randint0(13))
132 feel = FEEL_EXCELLENT;
138 feel = randint0(3) ? FEEL_GOOD : FEEL_AVERAGE;
140 feel = FEEL_UNCURSED;
145 feel = randint0(2) ? FEEL_CURSED : FEEL_GOOD;
151 feel = randint0(3) ? FEEL_CURSED : FEEL_AVERAGE;
158 feel = FEEL_WORTHLESS;
163 feel = FEEL_TERRIBLE;
169 /* Stop everything */
170 if (disturb_minor) disturb(0, 0);
172 /* Get an object description */
173 object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
175 /* Message (equipment) */
176 if (slot >= INVEN_RARM)
179 msg_format("%s%s(%c)¤Ï%s¤È¤¤¤¦´¶¤¸¤¬¤¹¤ë...",
180 describe_use(slot),o_name, index_to_label(slot),game_inscriptions[feel]);
182 msg_format("You feel the %s (%c) you are %s %s %s...",
183 o_name, index_to_label(slot), describe_use(slot),
184 ((o_ptr->number == 1) ? "is" : "are"),
185 game_inscriptions[feel]);
190 /* Message (inventory) */
194 msg_format("¥¶¥Ã¥¯¤ÎÃæ¤Î%s(%c)¤Ï%s¤È¤¤¤¦´¶¤¸¤¬¤¹¤ë...",
195 o_name, index_to_label(slot),game_inscriptions[feel]);
197 msg_format("You feel the %s (%c) in your pack %s %s...",
198 o_name, index_to_label(slot),
199 ((o_ptr->number == 1) ? "is" : "are"),
200 game_inscriptions[feel]);
205 /* We have "felt" it */
206 o_ptr->ident |= (IDENT_SENSE);
208 /* Set the "inscription" */
209 o_ptr->feeling = feel;
211 /* Auto-inscription/destroy */
212 autopick_alter_item(slot, destroy_feeling);
214 /* Combine / Reorder the pack (later) */
215 p_ptr->notice |= (PN_COMBINE | PN_REORDER);
218 p_ptr->window |= (PW_INVEN | PW_EQUIP);
224 * @brief 1¥×¥ì¥¤¥ä¡¼¥¿¡¼¥óËè¤ËÉð´ï¡¢Ëɶñ¤Îµ¼»÷´ÕÄ꤬¹Ô¤ï¤ì¤ë¤«¤òȽÄꤹ¤ë¡£
227 * Sense the inventory\n
229 * Class 0 = Warrior --> fast and heavy\n
230 * Class 1 = Mage --> slow and light\n
231 * Class 2 = Priest --> fast but light\n
232 * Class 3 = Rogue --> okay and heavy\n
233 * Class 4 = Ranger --> slow but heavy (changed!)\n
234 * Class 5 = Paladin --> slow but heavy\n
236 static void sense_inventory1(void)
239 int plev = p_ptr->lev;
244 /*** Check for "sensing" ***/
246 /* No sensing when confused */
247 if (p_ptr->confused) return;
249 /* Analyze the class */
250 switch (p_ptr->pclass)
258 if (0 != randint0(9000L / (plev * plev + 40))) return;
270 if (0 != randint0(6000L / (plev * plev + 50))) return;
280 case CLASS_HIGH_MAGE:
282 case CLASS_MAGIC_EATER:
284 /* Very bad (light) sensing */
285 if (0 != randint0(240000L / (plev + 5))) return;
294 /* Good (light) sensing */
295 if (0 != randint0(10000L / (plev * plev + 40))) return;
305 if (0 != randint0(20000L / (plev * plev + 40))) return;
317 if (0 != randint0(95000L / (plev * plev + 40))) return;
330 if (0 != randint0(77777L / (plev * plev + 40))) return;
339 case CLASS_WARRIOR_MAGE:
343 if (0 != randint0(75000L / (plev * plev + 40))) return;
349 case CLASS_MINDCRAFTER:
351 case CLASS_BLUE_MAGE:
352 case CLASS_MIRROR_MASTER:
355 if (0 != randint0(55000L / (plev * plev + 40))) return;
361 case CLASS_CHAOS_WARRIOR:
364 if (0 != randint0(80000L / (plev * plev + 40))) return;
374 case CLASS_FORCETRAINER:
377 if (0 != randint0(20000L / (plev * plev + 40))) return;
386 if (0 != randint0(20000L / ((plev+50)*(plev+50)))) return;
395 case CLASS_BEASTMASTER:
398 if (0 != randint0(65000L / (plev * plev + 40))) return;
403 case CLASS_BERSERKER:
413 if (compare_virtue(V_KNOWLEDGE, 100, VIRTUE_LARGE)) heavy = TRUE;
415 /*** Sense everything ***/
417 /* Check everything */
418 for (i = 0; i < INVEN_TOTAL; i++)
422 o_ptr = &inventory[i];
424 /* Skip empty slots */
425 if (!o_ptr->k_idx) continue;
427 /* Valid "tval" codes */
454 /* Skip non-sense machines */
457 /* Occasional failure on inventory items */
458 if ((i < INVEN_RARM) && (0 != randint0(5))) continue;
461 if ((p_ptr->muta3 & MUT3_GOOD_LUCK) && !randint0(13))
466 sense_inventory_aux(i, heavy);
471 * @brief 1¥×¥ì¥¤¥ä¡¼¥¿¡¼¥óËè¤ËÉð´ï¡¢Ëɶñ°Ê³°¤Îµ¼»÷´ÕÄ꤬¹Ô¤ï¤ì¤ë¤«¤òȽÄꤹ¤ë¡£
474 static void sense_inventory2(void)
477 int plev = p_ptr->lev;
481 /*** Check for "sensing" ***/
483 /* No sensing when confused */
484 if (p_ptr->confused) return;
486 /* Analyze the class */
487 switch (p_ptr->pclass)
493 case CLASS_BERSERKER:
501 case CLASS_CHAOS_WARRIOR:
503 case CLASS_BEASTMASTER:
506 /* Very bad (light) sensing */
507 if (0 != randint0(240000L / (plev + 5))) return;
514 case CLASS_WARRIOR_MAGE:
519 if (0 != randint0(95000L / (plev * plev + 40))) return;
528 case CLASS_FORCETRAINER:
529 case CLASS_MINDCRAFTER:
532 if (0 != randint0(20000L / (plev * plev + 40))) return;
539 case CLASS_HIGH_MAGE:
541 case CLASS_MAGIC_EATER:
542 case CLASS_MIRROR_MASTER:
543 case CLASS_BLUE_MAGE:
546 if (0 != randint0(9000L / (plev * plev + 40))) return;
555 if (0 != randint0(20000L / ((plev+50)*(plev+50)))) return;
562 /*** Sense everything ***/
564 /* Check everything */
565 for (i = 0; i < INVEN_TOTAL; i++)
569 o_ptr = &inventory[i];
571 /* Skip empty slots */
572 if (!o_ptr->k_idx) continue;
574 /* Valid "tval" codes */
587 /* Skip non-sense machines */
590 /* Occasional failure on inventory items */
591 if ((i < INVEN_RARM) && (0 != randint0(5))) continue;
593 sense_inventory_aux(i, TRUE);
598 * @brief ¥Ñ¥¿¡¼¥ó½ªÅÀÅþã»þ¤Î¥Æ¥ì¥Ý¡¼¥È½èÍý¤ò¹Ô¤¦
601 static void pattern_teleport(void)
608 if (get_check("¾¤Î³¬¤Ë¥Æ¥ì¥Ý¡¼¥È¤·¤Þ¤¹¤«¡©"))
610 if (get_check("Teleport level? "))
617 /* Only downward in ironman mode */
618 if (ironman_downward)
619 min_level = dun_level;
622 if (dungeon_type == DUNGEON_ANGBAND)
625 max_level = MAX_DEPTH - 1;
626 else if (dun_level == 100)
631 max_level = d_info[dungeon_type].maxdepth;
632 min_level = d_info[dungeon_type].mindepth;
637 sprintf(ppp, "¥Æ¥ì¥Ý¡¼¥ÈÀè:(%d-%d)", min_level, max_level);
639 sprintf(ppp, "Teleport to level (%d-%d): ", min_level, max_level);
644 sprintf(tmp_val, "%d", dun_level);
646 /* Ask for a level */
647 if (!get_string(ppp, tmp_val, 10)) return;
649 /* Extract request */
650 command_arg = atoi(tmp_val);
653 else if (get_check("Ä̾ï¥Æ¥ì¥Ý¡¼¥È¡©"))
655 else if (get_check("Normal teleport? "))
658 teleport_player(200, 0L);
667 if (command_arg < min_level) command_arg = min_level;
670 if (command_arg > max_level) command_arg = max_level;
674 msg_format("%d ³¬¤Ë¥Æ¥ì¥Ý¡¼¥È¤·¤Þ¤·¤¿¡£", command_arg);
676 msg_format("You teleport to dungeon level %d.", command_arg);
680 if (autosave_l) do_cmd_save_game(TRUE);
683 dun_level = command_arg;
687 if (record_stair) do_cmd_write_nikki(NIKKI_PAT_TELE,0,NULL);
689 p_ptr->inside_quest = 0;
693 * Clear all saved floors
694 * and create a first saved floor
696 prepare_change_floor_mode(CFM_FIRST_FLOOR);
699 p_ptr->leaving = TRUE;
703 * @brief ¼ï²¥¢¥ó¥Ð¥é¥¤¥È¤¬½Ð·ì»þ¥Ñ¥¿¡¼¥ó¤Î¾å¤Ë¾è¤Ã¤¿ºÝ¤Î¥Ú¥Ê¥ë¥Æ¥£½èÍý
706 static void wreck_the_pattern(void)
708 int to_ruin = 0, r_y, r_x;
709 int pattern_type = f_info[cave[py][px].feat].subtype;
711 if (pattern_type == PATTERN_TILE_WRECKED)
718 msg_print("¥Ñ¥¿¡¼¥ó¤ò·ì¤Ç±ø¤·¤Æ¤·¤Þ¤Ã¤¿¡ª");
719 msg_print("²¿¤«¶²¤í¤·¤¤»ö¤¬µ¯¤³¤Ã¤¿¡ª");
721 msg_print("You bleed on the Pattern!");
722 msg_print("Something terrible happens!");
727 take_hit(DAMAGE_NOESCAPE, damroll(10, 8), "¥Ñ¥¿¡¼¥ó»²õ", -1);
729 take_hit(DAMAGE_NOESCAPE, damroll(10, 8), "corrupting the Pattern", -1);
732 to_ruin = randint1(45) + 35;
736 scatter(&r_y, &r_x, py, px, 4, 0);
738 if (pattern_tile(r_y, r_x) &&
739 (f_info[cave[r_y][r_x].feat].subtype != PATTERN_TILE_WRECKED))
741 cave_set_feat(r_y, r_x, feat_pattern_corrupted);
745 cave_set_feat(py, px, feat_pattern_corrupted);
749 * @brief ³Æ¼ï¥Ñ¥¿¡¼¥óÃÏ·Á¾å¤ÎÆÃÊ̤ʽèÍý / Returns TRUE if we are on the Pattern...
750 * @return ¼ÂºÝ¤Ë¥Ñ¥¿¡¼¥óÃÏ·Á¾å¤Ë¥×¥ì¥¤¥ä¡¼¤¬µï¤¿¾ì¹ç¤ÏTRUE¤òÊÖ¤¹¡£
752 static bool pattern_effect(void)
756 if (!pattern_tile(py, px)) return FALSE;
758 if ((prace_is_(RACE_AMBERITE)) &&
759 (p_ptr->cut > 0) && one_in_(10))
764 pattern_type = f_info[cave[py][px].feat].subtype;
766 switch (pattern_type)
768 case PATTERN_TILE_END:
769 (void)set_poisoned(0);
775 (void)do_res_stat(A_STR);
776 (void)do_res_stat(A_INT);
777 (void)do_res_stat(A_WIS);
778 (void)do_res_stat(A_DEX);
779 (void)do_res_stat(A_CON);
780 (void)do_res_stat(A_CHR);
781 (void)restore_level();
782 (void)hp_player(1000);
784 cave_set_feat(py, px, feat_pattern_old);
787 msg_print("¡Ö¥Ñ¥¿¡¼¥ó¡×¤Î¤³¤ÎÉôʬ¤Ï¾¤ÎÉôʬ¤è¤ê¶¯ÎϤǤʤ¤¤è¤¦¤À¡£");
789 msg_print("This section of the Pattern looks less powerful.");
793 * We could make the healing effect of the
794 * Pattern center one-time only to avoid various kinds
795 * of abuse, like luring the win monster into fighting you
796 * in the middle of the pattern...
800 case PATTERN_TILE_OLD:
804 case PATTERN_TILE_TELEPORT:
808 case PATTERN_TILE_WRECKED:
811 take_hit(DAMAGE_NOESCAPE, 200, "²õ¤ì¤¿¡Ö¥Ñ¥¿¡¼¥ó¡×¤òÊ⤤¤¿¥À¥á¡¼¥¸", -1);
813 take_hit(DAMAGE_NOESCAPE, 200, "walking the corrupted Pattern", -1);
818 if (prace_is_(RACE_AMBERITE) && !one_in_(2))
820 else if (!IS_INVULN())
822 take_hit(DAMAGE_NOESCAPE, damroll(1, 3), "¡Ö¥Ñ¥¿¡¼¥ó¡×¤òÊ⤤¤¿¥À¥á¡¼¥¸", -1);
824 take_hit(DAMAGE_NOESCAPE, damroll(1, 3), "walking the Pattern", -1);
834 * @brief ¥×¥ì¥¤¥ä¡¼¤ÎHP¼«Á³²óÉü½èÍý / Regenerate hit points -RAK-
835 * @param percent ²óÉüÈæΨ
838 static void regenhp(int percent)
844 if (p_ptr->special_defense & KATA_KOUKIJIN) return;
845 if (p_ptr->action == ACTION_HAYAGAKE) return;
847 /* Save the old hitpoints */
848 old_chp = p_ptr->chp;
851 * Extract the new hitpoints
853 * 'percent' is the Regen factor in unit (1/2^16)
856 new_chp_frac = (p_ptr->mhp * percent + PY_REGEN_HPBASE);
858 /* Convert the unit (1/2^16) to (1/2^32) */
859 s64b_LSHIFT(new_chp, new_chp_frac, 16);
862 s64b_add(&(p_ptr->chp), &(p_ptr->chp_frac), new_chp, new_chp_frac);
866 if (0 < s64b_cmp(p_ptr->chp, p_ptr->chp_frac, p_ptr->mhp, 0))
868 p_ptr->chp = p_ptr->mhp;
873 if (old_chp != p_ptr->chp)
876 p_ptr->redraw |= (PR_HP);
879 p_ptr->window |= (PW_PLAYER);
887 * @brief ¥×¥ì¥¤¥ä¡¼¤ÎMP¼«Á³²óÉü½èÍý(regen_magic()¤Î¥µ¥Ö¥»¥Ã¥È) / Regenerate mana points
888 * @param upkeep_factor ¥Ú¥Ã¥È°Ý»ý¤Ë¤è¤ëMP¥³¥¹¥ÈÎÌ
889 * @param regen_amount ²óÉüÎÌ
892 static void regenmana(int upkeep_factor, int regen_amount)
894 s32b old_csp = p_ptr->csp;
895 s32b regen_rate = regen_amount * 100 - upkeep_factor * PY_REGEN_NORMAL;
898 * Excess mana will decay 32 times faster than normal
901 if (p_ptr->csp > p_ptr->msp)
903 /* PY_REGEN_NORMAL is the Regen factor in unit (1/2^16) */
905 u32b decay_frac = (p_ptr->msp * 32 * PY_REGEN_NORMAL + PY_REGEN_MNBASE);
907 /* Convert the unit (1/2^16) to (1/2^32) */
908 s64b_LSHIFT(decay, decay_frac, 16);
911 s64b_sub(&(p_ptr->csp), &(p_ptr->csp_frac), decay, decay_frac);
914 if (p_ptr->csp < p_ptr->msp)
916 p_ptr->csp = p_ptr->msp;
921 /* Regenerating mana (unless the player has excess mana) */
922 else if (regen_rate > 0)
924 /* (percent/100) is the Regen factor in unit (1/2^16) */
926 u32b new_mana_frac = (p_ptr->msp * regen_rate / 100 + PY_REGEN_MNBASE);
928 /* Convert the unit (1/2^16) to (1/2^32) */
929 s64b_LSHIFT(new_mana, new_mana_frac, 16);
932 s64b_add(&(p_ptr->csp), &(p_ptr->csp_frac), new_mana, new_mana_frac);
934 /* Must set frac to zero even if equal */
935 if (p_ptr->csp >= p_ptr->msp)
937 p_ptr->csp = p_ptr->msp;
943 /* Reduce mana (even when the player has excess mana) */
946 /* PY_REGEN_NORMAL is the Regen factor in unit (1/2^16) */
947 s32b reduce_mana = 0;
948 u32b reduce_mana_frac = (p_ptr->msp * (-1) * regen_rate / 100 + PY_REGEN_MNBASE);
950 /* Convert the unit (1/2^16) to (1/2^32) */
951 s64b_LSHIFT(reduce_mana, reduce_mana_frac, 16);
954 s64b_sub(&(p_ptr->csp), &(p_ptr->csp_frac), reduce_mana, reduce_mana_frac);
966 if (old_csp != p_ptr->csp)
969 p_ptr->redraw |= (PR_MANA);
972 p_ptr->window |= (PW_PLAYER);
973 p_ptr->window |= (PW_SPELL);
980 * @brief ¥×¥ì¥¤¥ä¡¼¤ÎMP¼«Á³²óÉü½èÍý / Regenerate magic regen_amount: PY_REGEN_NORMAL * 2 (if resting) * 2 (if having regenarate)
981 * @param regen_amount ²óÉüÎÌ
984 static void regenmagic(int regen_amount)
989 int mult = (dev + adj_mag_mana[p_ptr->stat_ind[A_INT]]); /* x1 to x2 speed bonus for recharging */
991 for (i = 0; i < EATER_EXT*2; i++)
993 if (!p_ptr->magic_num2[i]) continue;
994 if (p_ptr->magic_num1[i] == ((long)p_ptr->magic_num2[i] << 16)) continue;
996 /* Increase remaining charge number like float value */
997 new_mana = (regen_amount * mult * ((long)p_ptr->magic_num2[i] + 13)) / (dev * 8);
998 p_ptr->magic_num1[i] += new_mana;
1000 /* Check maximum charge */
1001 if (p_ptr->magic_num1[i] > (p_ptr->magic_num2[i] << 16))
1003 p_ptr->magic_num1[i] = ((long)p_ptr->magic_num2[i] << 16);
1007 for (i = EATER_EXT*2; i < EATER_EXT*3; i++)
1009 if (!p_ptr->magic_num1[i]) continue;
1010 if (!p_ptr->magic_num2[i]) continue;
1012 /* Decrease remaining period for charging */
1013 new_mana = (regen_amount * mult * ((long)p_ptr->magic_num2[i] + 10) * EATER_ROD_CHARGE)
1014 / (dev * 16 * PY_REGEN_NORMAL);
1015 p_ptr->magic_num1[i] -= new_mana;
1017 /* Check minimum remaining period for charging */
1018 if (p_ptr->magic_num1[i] < 0) p_ptr->magic_num1[i] = 0;
1025 * @brief 100¥²¡¼¥à¥¿¡¼¥óËè¤Î¥â¥ó¥¹¥¿¡¼¤ÎHP¼«Á³²óÉü½èÍý / Regenerate the monsters (once per 100 game turns)
1027 * @note XXX XXX XXX Should probably be done during monster turns.
1029 static void regen_monsters(void)
1034 /* Regenerate everyone */
1035 for (i = 1; i < m_max; i++)
1037 /* Check the i'th monster */
1038 monster_type *m_ptr = &m_list[i];
1039 monster_race *r_ptr = &r_info[m_ptr->r_idx];
1042 /* Skip dead monsters */
1043 if (!m_ptr->r_idx) continue;
1045 /* Allow regeneration (if needed) */
1046 if (m_ptr->hp < m_ptr->maxhp)
1048 /* Hack -- Base regeneration */
1049 frac = m_ptr->maxhp / 100;
1051 /* Hack -- Minimal regeneration rate */
1052 if (!frac) if (one_in_(2)) frac = 1;
1054 /* Hack -- Some monsters regenerate quickly */
1055 if (r_ptr->flags2 & RF2_REGENERATE) frac *= 2;
1057 /* Hack -- Regenerate */
1060 /* Do not over-regenerate */
1061 if (m_ptr->hp > m_ptr->maxhp) m_ptr->hp = m_ptr->maxhp;
1063 /* Redraw (later) if needed */
1064 if (p_ptr->health_who == i) p_ptr->redraw |= (PR_HEALTH);
1065 if (p_ptr->riding == i) p_ptr->redraw |= (PR_UHEALTH);
1072 * @brief 30¥²¡¼¥à¥¿¡¼¥óËè¤Î¥Ü¡¼¥ëÃæ¥â¥ó¥¹¥¿¡¼¤ÎHP¼«Á³²óÉü½èÍý / Regenerate the captured monsters (once per 30 game turns)
1074 * @note XXX XXX XXX Should probably be done during monster turns.
1076 static void regen_captured_monsters(void)
1081 /* Regenerate everyone */
1082 for (i = 0; i < INVEN_TOTAL; i++)
1084 monster_race *r_ptr;
1085 object_type *o_ptr = &inventory[i];
1087 if (!o_ptr->k_idx) continue;
1088 if (o_ptr->tval != TV_CAPTURE) continue;
1089 if (!o_ptr->pval) continue;
1093 r_ptr = &r_info[o_ptr->pval];
1095 /* Allow regeneration (if needed) */
1096 if (o_ptr->xtra4 < o_ptr->xtra5)
1098 /* Hack -- Base regeneration */
1099 frac = o_ptr->xtra5 / 100;
1101 /* Hack -- Minimal regeneration rate */
1102 if (!frac) if (one_in_(2)) frac = 1;
1104 /* Hack -- Some monsters regenerate quickly */
1105 if (r_ptr->flags2 & RF2_REGENERATE) frac *= 2;
1107 /* Hack -- Regenerate */
1108 o_ptr->xtra4 += frac;
1110 /* Do not over-regenerate */
1111 if (o_ptr->xtra4 > o_ptr->xtra5) o_ptr->xtra4 = o_ptr->xtra5;
1118 p_ptr->notice |= (PN_COMBINE);
1121 p_ptr->window |= (PW_INVEN);
1122 p_ptr->window |= (PW_EQUIP);
1128 * @brief ¼÷Ì¿¤Ä¤¸÷¸»¤Î·Ù¹ð¥á¥Ã¥»¡¼¥¸½èÍý
1129 * @param o_ptr ¸½ºß¸÷¸»¤È¤·¤Æ»È¤Ã¤Æ¤¤¤ë¥ª¥Ö¥¸¥§¥¯¥È¤Î¹½Â¤Âλ²¾È¥Ý¥¤¥ó¥¿
1132 static void notice_lite_change(object_type *o_ptr)
1134 /* Hack -- notice interesting fuel steps */
1135 if ((o_ptr->xtra4 < 100) || (!(o_ptr->xtra4 % 100)))
1138 p_ptr->window |= (PW_EQUIP);
1141 /* Hack -- Special treatment when blind */
1144 /* Hack -- save some light for later */
1145 if (o_ptr->xtra4 == 0) o_ptr->xtra4++;
1148 /* The light is now out */
1149 else if (o_ptr->xtra4 == 0)
1153 msg_print("ÌÀ¤«¤ê¤¬¾Ã¤¨¤Æ¤·¤Þ¤Ã¤¿¡ª");
1155 msg_print("Your light has gone out!");
1158 /* Recalculate torch radius */
1159 p_ptr->update |= (PU_TORCH);
1161 /* Some ego light lose its effects without fuel */
1162 p_ptr->update |= (PU_BONUS);
1165 /* The light is getting dim */
1166 else if (o_ptr->name2 == EGO_LITE_LONG)
1168 if ((o_ptr->xtra4 < 50) && (!(o_ptr->xtra4 % 5))
1169 && (turn % (TURNS_PER_TICK*2)))
1171 if (disturb_minor) disturb(0, 1);
1173 msg_print("ÌÀ¤«¤ê¤¬Èù¤«¤Ë¤Ê¤Ã¤Æ¤¤Æ¤¤¤ë¡£");
1175 msg_print("Your light is growing faint.");
1181 /* The light is getting dim */
1182 else if ((o_ptr->xtra4 < 100) && (!(o_ptr->xtra4 % 10)))
1184 if (disturb_minor) disturb(0, 1);
1186 msg_print("ÌÀ¤«¤ê¤¬Èù¤«¤Ë¤Ê¤Ã¤Æ¤¤Æ¤¤¤ë¡£");
1188 msg_print("Your light is growing faint.");
1195 * @brief ¥¯¥¨¥¹¥È³¬Áؤ«¤éΥ椹¤ëºÝ¤Î½èÍý
1198 void leave_quest_check(void)
1200 /* Save quest number for dungeon pref file ($LEAVING_QUEST) */
1201 leaving_quest = p_ptr->inside_quest;
1203 /* Leaving an 'only once' quest marks it as failed */
1206 quest_type* const q_ptr = &quest[leaving_quest];
1208 if(((q_ptr->flags & QUEST_FLAG_ONCE) || (q_ptr->type == QUEST_TYPE_RANDOM)) &&
1209 (q_ptr->status == QUEST_STATUS_TAKEN))
1211 q_ptr->status = QUEST_STATUS_FAILED;
1212 q_ptr->complev = (byte)p_ptr->lev;
1214 q_ptr->comptime = playtime;
1216 /* Additional settings */
1217 switch (q_ptr->type)
1219 case QUEST_TYPE_TOWER:
1220 quest[QUEST_TOWER1].status = QUEST_STATUS_FAILED;
1221 quest[QUEST_TOWER1].complev = (byte)p_ptr->lev;
1223 case QUEST_TYPE_FIND_ARTIFACT:
1224 a_info[q_ptr->k_idx].gen_flags &= ~(TRG_QUESTITEM);
1226 case QUEST_TYPE_RANDOM:
1227 r_info[q_ptr->r_idx].flags1 &= ~(RF1_QUESTOR);
1229 /* Floor of random quest will be blocked */
1230 prepare_change_floor_mode(CFM_NO_RETURN);
1234 /* Record finishing a quest */
1235 if (q_ptr->type == QUEST_TYPE_RANDOM)
1237 if (record_rand_quest) do_cmd_write_nikki(NIKKI_RAND_QUEST_F, leaving_quest, NULL);
1241 if (record_fix_quest) do_cmd_write_nikki(NIKKI_FIX_QUEST_F, leaving_quest, NULL);
1248 * @brief ¡ÖÅã¡×¥¯¥¨¥¹¥È¤Î³Æ³¬Áؤ«¤éΥ椹¤ëºÝ¤Î½èÍý
1251 void leave_tower_check(void)
1253 leaving_quest = p_ptr->inside_quest;
1254 /* Check for Tower Quest */
1255 if (leaving_quest &&
1256 (quest[leaving_quest].type == QUEST_TYPE_TOWER) &&
1257 (quest[QUEST_TOWER1].status != QUEST_STATUS_COMPLETED))
1259 if(quest[leaving_quest].type == QUEST_TYPE_TOWER)
1261 quest[QUEST_TOWER1].status = QUEST_STATUS_FAILED;
1262 quest[QUEST_TOWER1].complev = (byte)p_ptr->lev;
1264 quest[QUEST_TOWER1].comptime = playtime;
1270 * @brief ĶǽÎϼԤΥµ¥¤¥³¥á¥È¥ê¡¼½èÍý/ Forcibly pseudo-identify an object in the inventory (or on the floor)
1272 * @todo mind.c¤Ë¤³¤Î´Ø¿ô¤ò°ÜÆ°¤µ¤»¤ë¤Ù¤¡£
1274 * currently this function allows pseudo-id of any object,
1275 * including silly ones like potions & scrolls, which always
1276 * get '{average}'. This should be changed, either to stop such
1277 * items from being pseudo-id'd, or to allow psychometry to
1278 * detect whether the unidentified potion/scroll/etc is
1279 * good (Cure Light Wounds, Restore Strength, etc) or
1280 * bad (Poison, Weakness etc) or 'useless' (Slime Mold Juice, etc).
1282 bool psychometry(void)
1286 char o_name[MAX_NLEN];
1291 item_tester_no_ryoute = TRUE;
1294 q = "¤É¤Î¥¢¥¤¥Æ¥à¤òÄ´¤Ù¤Þ¤¹¤«¡©";
1295 s = "Ä´¤Ù¤ë¥¢¥¤¥Æ¥à¤¬¤¢¤ê¤Þ¤»¤ó¡£";
1297 q = "Meditate on which item? ";
1298 s = "You have nothing appropriate.";
1301 if (!get_item(&item, q, s, (USE_EQUIP | USE_INVEN | USE_FLOOR))) return (FALSE);
1303 /* Get the item (in the pack) */
1306 o_ptr = &inventory[item];
1309 /* Get the item (on the floor) */
1312 o_ptr = &o_list[0 - item];
1315 /* It is fully known, no information needed */
1316 if (object_is_known(o_ptr))
1319 msg_print("²¿¤â¿·¤·¤¤¤³¤È¤ÏȽ¤é¤Ê¤«¤Ã¤¿¡£");
1321 msg_print("You cannot find out anything more about that.");
1327 /* Check for a feeling */
1328 feel = value_check_aux1(o_ptr);
1330 /* Get an object description */
1331 object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
1333 /* Skip non-feelings */
1337 msg_format("%s¤«¤é¤ÏÆäËÊѤï¤Ã¤¿»ö¤Ï´¶¤¸¤È¤ì¤Ê¤«¤Ã¤¿¡£", o_name);
1339 msg_format("You do not perceive anything unusual about the %s.", o_name);
1346 msg_format("%s¤Ï%s¤È¤¤¤¦´¶¤¸¤¬¤¹¤ë...",
1347 o_name, game_inscriptions[feel]);
1349 msg_format("You feel that the %s %s %s...",
1350 o_name, ((o_ptr->number == 1) ? "is" : "are"),
1351 game_inscriptions[feel]);
1355 /* We have "felt" it */
1356 o_ptr->ident |= (IDENT_SENSE);
1359 o_ptr->feeling = feel;
1361 /* Player touches it */
1362 o_ptr->marked |= OM_TOUCHED;
1364 /* Combine / Reorder the pack (later) */
1365 p_ptr->notice |= (PN_COMBINE | PN_REORDER);
1368 p_ptr->window |= (PW_INVEN | PW_EQUIP | PW_PLAYER);
1370 /* Valid "tval" codes */
1371 switch (o_ptr->tval)
1399 /* Auto-inscription/destroy */
1400 autopick_alter_item(item, (bool)(okay && destroy_feeling));
1402 /* Something happened */
1407 * @brief !!¤ò¹ï¤ó¤ÀËâÆ»¶ñ¤Î»þ´Ö·Ð²á¤Ë¤è¤ëºÆ½¼Å¶¤òÃΤ餻¤ë½èÍý / If player has inscribed the object with "!!", let him know when it's recharged. -LM-
1408 * @param o_ptr Âоݥª¥Ö¥¸¥§¥¯¥È¤Î¹½Â¤Âλ²¾È¥Ý¥¤¥ó¥¿
1411 static void recharged_notice(object_type *o_ptr)
1413 char o_name[MAX_NLEN];
1417 /* No inscription */
1418 if (!o_ptr->inscription) return;
1421 s = my_strchr(quark_str(o_ptr->inscription), '!');
1423 /* Process notification request. */
1426 /* Find another '!' */
1429 /* Describe (briefly) */
1430 object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
1432 /* Notify the player */
1434 msg_format("%s¤ÏºÆ½¼Å¶¤µ¤ì¤¿¡£", o_name);
1436 if (o_ptr->number > 1)
1437 msg_format("Your %s are recharged.", o_name);
1439 msg_format("Your %s is recharged.", o_name);
1448 /* Keep looking for '!'s */
1449 s = my_strchr(s + 1, '!');
1454 * @brief ¥×¥ì¥¤¥ä¡¼¤Î²Î¤Ë´Ø¤¹¤ë·Ñ³½èÍý
1457 static void check_music(void)
1459 const magic_type *s_ptr;
1462 u32b need_mana_frac;
1464 /* Music singed by player */
1465 if (p_ptr->pclass != CLASS_BARD) return;
1466 if (!p_ptr->magic_num1[0] && !p_ptr->magic_num1[1]) return;
1468 if (p_ptr->anti_magic)
1474 spell = p_ptr->magic_num2[0];
1475 s_ptr = &technic_info[REALM_MUSIC - MIN_TECHNIC][spell];
1477 need_mana = mod_need_mana(s_ptr->smana, spell, REALM_MUSIC);
1481 s64b_RSHIFT(need_mana, need_mana_frac, 1);
1483 if (s64b_cmp(p_ptr->csp, p_ptr->csp_frac, need_mana, need_mana_frac) < 0)
1490 s64b_sub(&(p_ptr->csp), &(p_ptr->csp_frac), need_mana, need_mana_frac);
1492 p_ptr->redraw |= PR_MANA;
1493 if (p_ptr->magic_num1[1])
1495 p_ptr->magic_num1[0] = p_ptr->magic_num1[1];
1496 p_ptr->magic_num1[1] = 0;
1498 msg_print("²Î¤òºÆ³«¤·¤¿¡£");
1500 msg_print("You restart singing.");
1502 p_ptr->action = ACTION_SING;
1504 /* Recalculate bonuses */
1505 p_ptr->update |= (PU_BONUS | PU_HP);
1507 /* Redraw map and status bar */
1508 p_ptr->redraw |= (PR_MAP | PR_STATUS | PR_STATE);
1510 /* Update monsters */
1511 p_ptr->update |= (PU_MONSTERS);
1514 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
1517 if (p_ptr->spell_exp[spell] < SPELL_EXP_BEGINNER)
1518 p_ptr->spell_exp[spell] += 5;
1519 else if(p_ptr->spell_exp[spell] < SPELL_EXP_SKILLED)
1520 { if (one_in_(2) && (dun_level > 4) && ((dun_level + 10) > p_ptr->lev)) p_ptr->spell_exp[spell] += 1; }
1521 else if(p_ptr->spell_exp[spell] < SPELL_EXP_EXPERT)
1522 { if (one_in_(5) && ((dun_level + 5) > p_ptr->lev) && ((dun_level + 5) > s_ptr->slevel)) p_ptr->spell_exp[spell] += 1; }
1523 else if(p_ptr->spell_exp[spell] < SPELL_EXP_MASTER)
1524 { if (one_in_(5) && ((dun_level + 5) > p_ptr->lev) && (dun_level > s_ptr->slevel)) p_ptr->spell_exp[spell] += 1; }
1526 /* Do any effects of continual song */
1527 do_spell(REALM_MUSIC, spell, SPELL_CONT);
1531 * @brief ¸½ºß¼ö¤¤¤òÊÝ»ý¤·¤Æ¤¤¤ëÁõÈ÷Éʤò°ì¤Ä¥é¥ó¥À¥à¤Ëõ¤·½Ð¤¹ / Choose one of items that have cursed flag
1532 * @param flag õ¤·½Ð¤·¤¿¤¤¼ö¤¤¥Õ¥é¥°ÇÛÎó
1533 * @return ³ºÅö¤Î¼ö¤¤¤¬°ì¤Ä¤Ç¤â¤¢¤Ã¤¿¾ì¹ç¤Ë¥é¥ó¥À¥à¤ËÁª¤Ð¤ì¤¿ÁõÈ÷ÉʤΥª¥Ö¥¸¥§¥¯¥È¹½Â¤Âλ²¾È¥Ý¥¤¥ó¥¿¤òÊÖ¤¹¡£\n
1534 * ¼ö¤¤¤¬¤Ê¤¤¾ì¹çNULL¤òÊÖ¤¹¡£
1536 static object_type *choose_cursed_obj_name(u32b flag)
1539 int choices[INVEN_TOTAL-INVEN_RARM];
1542 /* Paranoia -- Player has no warning-item */
1543 if (!(p_ptr->cursed & flag)) return NULL;
1545 /* Search Inventry */
1546 for (i = INVEN_RARM; i < INVEN_TOTAL; i++)
1548 object_type *o_ptr = &inventory[i];
1550 if (o_ptr->curse_flags & flag)
1552 choices[number] = i;
1555 else if ((flag == TRC_ADD_L_CURSE) ||
1556 (flag == TRC_ADD_H_CURSE) ||
1557 (flag == TRC_DRAIN_HP) ||
1558 (flag == TRC_DRAIN_MANA) ||
1559 (flag == TRC_CALL_ANIMAL) ||
1560 (flag == TRC_CALL_DEMON) ||
1561 (flag == TRC_CALL_DRAGON) ||
1562 (flag == TRC_CALL_UNDEAD) ||
1563 (flag == TRC_COWARDICE) ||
1564 (flag == TRC_LOW_MELEE) ||
1565 (flag == TRC_LOW_AC) ||
1566 (flag == TRC_LOW_MAGIC) ||
1567 (flag == TRC_FAST_DIGEST) ||
1568 (flag == TRC_SLOW_REGEN) )
1571 u32b flgs[TR_FLAG_SIZE];
1572 object_flags(o_ptr, flgs);
1575 case TRC_ADD_L_CURSE : cf = TR_ADD_L_CURSE; break;
1576 case TRC_ADD_H_CURSE : cf = TR_ADD_H_CURSE; break;
1577 case TRC_DRAIN_HP : cf = TR_DRAIN_HP; break;
1578 case TRC_DRAIN_MANA : cf = TR_DRAIN_MANA; break;
1579 case TRC_CALL_ANIMAL : cf = TR_CALL_ANIMAL; break;
1580 case TRC_CALL_DEMON : cf = TR_CALL_DEMON; break;
1581 case TRC_CALL_DRAGON : cf = TR_CALL_DRAGON; break;
1582 case TRC_CALL_UNDEAD : cf = TR_CALL_UNDEAD; break;
1583 case TRC_COWARDICE : cf = TR_COWARDICE; break;
1584 case TRC_LOW_MELEE : cf = TR_LOW_MELEE; break;
1585 case TRC_LOW_AC : cf = TR_LOW_AC; break;
1586 case TRC_LOW_MAGIC : cf = TR_LOW_MAGIC; break;
1587 case TRC_FAST_DIGEST : cf = TR_FAST_DIGEST; break;
1588 case TRC_SLOW_REGEN : cf = TR_SLOW_REGEN; break;
1591 if (have_flag(flgs, cf))
1593 choices[number] = i;
1599 /* Choice one of them */
1600 return (&inventory[choices[randint0(number)]]);
1604 * @brief 10¥²¡¼¥à¥¿¡¼¥ó¤¬¿Ê¹Ô¤¹¤ë¤´¤È¤Ë¥×¥ì¥¤¥ä¡¼¤ÎHP¤ÈMP¤ÎÁý¸º½èÍý¤ò¹Ô¤¦¡£
1605 * / Handle timed damage and regeneration every 10 game turns
1608 static void process_world_aux_hp_and_sp(void)
1610 feature_type *f_ptr = &f_info[cave[py][px].feat];
1611 bool cave_no_regen = FALSE;
1612 int upkeep_factor = 0;
1614 /* Default regeneration */
1615 int regen_amount = PY_REGEN_NORMAL;
1618 /*** Damage over Time ***/
1620 /* Take damage from poison */
1621 if (p_ptr->poisoned && !IS_INVULN())
1625 take_hit(DAMAGE_NOESCAPE, 1, "ÆÇ", -1);
1627 take_hit(DAMAGE_NOESCAPE, 1, "poison", -1);
1632 /* Take damage from cuts */
1633 if (p_ptr->cut && !IS_INVULN())
1637 /* Mortal wound or Deep Gash */
1638 if (p_ptr->cut > 1000)
1643 else if (p_ptr->cut > 200)
1649 else if (p_ptr->cut > 100)
1654 else if (p_ptr->cut > 50)
1659 else if (p_ptr->cut > 25)
1664 else if (p_ptr->cut > 10)
1677 take_hit(DAMAGE_NOESCAPE, dam, "Ã×Ì¿½ý", -1);
1679 take_hit(DAMAGE_NOESCAPE, dam, "a fatal wound", -1);
1685 /* (Vampires) Take damage from sunlight */
1686 if (prace_is_(RACE_VAMPIRE) || (p_ptr->mimic_form == MIMIC_VAMPIRE))
1688 if (!dun_level && !p_ptr->resist_lite && !IS_INVULN() && is_daytime())
1690 if ((cave[py][px].info & (CAVE_GLOW | CAVE_MNDK)) == CAVE_GLOW)
1694 msg_print("Æü¸÷¤¬¤¢¤Ê¤¿¤Î¥¢¥ó¥Ç¥Ã¥É¤ÎÆùÂΤò¾Æ¤¾Ç¤¬¤·¤¿¡ª");
1695 take_hit(DAMAGE_NOESCAPE, 1, "Æü¸÷", -1);
1697 msg_print("The sun's rays scorch your undead flesh!");
1698 take_hit(DAMAGE_NOESCAPE, 1, "sunlight", -1);
1701 cave_no_regen = TRUE;
1705 if (inventory[INVEN_LITE].tval && (inventory[INVEN_LITE].name2 != EGO_LITE_DARKNESS) &&
1706 !p_ptr->resist_lite)
1708 object_type * o_ptr = &inventory[INVEN_LITE];
1709 char o_name [MAX_NLEN];
1710 char ouch [MAX_NLEN+40];
1712 /* Get an object description */
1713 object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
1716 msg_format("%s¤¬¤¢¤Ê¤¿¤Î¥¢¥ó¥Ç¥Ã¥É¤ÎÆùÂΤò¾Æ¤¾Ç¤¬¤·¤¿¡ª", o_name);
1718 msg_format("The %s scorches your undead flesh!", o_name);
1722 cave_no_regen = TRUE;
1724 /* Get an object description */
1725 object_desc(o_name, o_ptr, OD_NAME_ONLY);
1728 sprintf(ouch, "%s¤òÁõÈ÷¤·¤¿¥À¥á¡¼¥¸", o_name);
1730 sprintf(ouch, "wielding %s", o_name);
1733 if (!IS_INVULN()) take_hit(DAMAGE_NOESCAPE, 1, ouch, -1);
1737 if (have_flag(f_ptr->flags, FF_LAVA) && !IS_INVULN() && !p_ptr->immune_fire)
1741 if (have_flag(f_ptr->flags, FF_DEEP))
1743 damage = 6000 + randint0(4000);
1745 else if (!p_ptr->levitation)
1747 damage = 3000 + randint0(2000);
1752 if (prace_is_(RACE_ENT)) damage += damage / 3;
1753 if (p_ptr->resist_fire) damage = damage / 3;
1754 if (IS_OPPOSE_FIRE()) damage = damage / 3;
1756 if (p_ptr->levitation) damage = damage / 5;
1758 damage = damage / 100 + (randint0(100) < (damage % 100));
1760 if (p_ptr->levitation)
1763 msg_print("Ç®¤Ç²Ð½ý¤·¤¿¡ª");
1764 take_hit(DAMAGE_NOESCAPE, damage, format("%s¤Î¾å¤ËÉâÍ·¤·¤¿¥À¥á¡¼¥¸", f_name + f_info[get_feat_mimic(&cave[py][px])].name), -1);
1766 msg_print("The heat burns you!");
1767 take_hit(DAMAGE_NOESCAPE, damage, format("flying over %s", f_name + f_info[get_feat_mimic(&cave[py][px])].name), -1);
1772 cptr name = f_name + f_info[get_feat_mimic(&cave[py][px])].name;
1774 msg_format("%s¤Ç²Ð½ý¤·¤¿¡ª", name);
1776 msg_format("The %s burns you!", name);
1778 take_hit(DAMAGE_NOESCAPE, damage, name, -1);
1781 cave_no_regen = TRUE;
1785 if (have_flag(f_ptr->flags, FF_WATER) && have_flag(f_ptr->flags, FF_DEEP) &&
1786 !p_ptr->levitation && !p_ptr->can_swim)
1788 if (p_ptr->total_weight > weight_limit())
1792 msg_print("Å®¤ì¤Æ¤¤¤ë¡ª");
1793 take_hit(DAMAGE_NOESCAPE, randint1(p_ptr->lev), "Å®¤ì", -1);
1795 msg_print("You are drowning!");
1796 take_hit(DAMAGE_NOESCAPE, randint1(p_ptr->lev), "drowning", -1);
1799 cave_no_regen = TRUE;
1806 if ((r_info[m_list[p_ptr->riding].r_idx].flags2 & RF2_AURA_FIRE) && !p_ptr->immune_fire)
1808 damage = r_info[m_list[p_ptr->riding].r_idx].level / 2;
1809 if (prace_is_(RACE_ENT)) damage += damage / 3;
1810 if (p_ptr->resist_fire) damage = damage / 3;
1811 if (IS_OPPOSE_FIRE()) damage = damage / 3;
1813 msg_print("Ç®¤¤¡ª");
1814 take_hit(DAMAGE_NOESCAPE, damage, "±ê¤Î¥ª¡¼¥é", -1);
1816 msg_print("It's hot!");
1817 take_hit(DAMAGE_NOESCAPE, damage, "Fire aura", -1);
1820 if ((r_info[m_list[p_ptr->riding].r_idx].flags2 & RF2_AURA_ELEC) && !p_ptr->immune_elec)
1822 damage = r_info[m_list[p_ptr->riding].r_idx].level / 2;
1823 if (prace_is_(RACE_ANDROID)) damage += damage / 3;
1824 if (p_ptr->resist_elec) damage = damage / 3;
1825 if (IS_OPPOSE_ELEC()) damage = damage / 3;
1827 msg_print("Äˤ¤¡ª");
1828 take_hit(DAMAGE_NOESCAPE, damage, "Åŵ¤¤Î¥ª¡¼¥é", -1);
1830 msg_print("It hurts!");
1831 take_hit(DAMAGE_NOESCAPE, damage, "Elec aura", -1);
1834 if ((r_info[m_list[p_ptr->riding].r_idx].flags3 & RF3_AURA_COLD) && !p_ptr->immune_cold)
1836 damage = r_info[m_list[p_ptr->riding].r_idx].level / 2;
1837 if (p_ptr->resist_cold) damage = damage / 3;
1838 if (IS_OPPOSE_COLD()) damage = damage / 3;
1840 msg_print("Î䤿¤¤¡ª");
1841 take_hit(DAMAGE_NOESCAPE, damage, "Î䵤¤Î¥ª¡¼¥é", -1);
1843 msg_print("It's cold!");
1844 take_hit(DAMAGE_NOESCAPE, damage, "Cold aura", -1);
1849 /* Spectres -- take damage when moving through walls */
1851 * Added: ANYBODY takes damage if inside through walls
1852 * without wraith form -- NOTE: Spectres will never be
1853 * reduced below 0 hp by being inside a stone wall; others
1856 if (!have_flag(f_ptr->flags, FF_MOVE) && !have_flag(f_ptr->flags, FF_CAN_FLY))
1858 if (!IS_INVULN() && !p_ptr->wraith_form && !p_ptr->kabenuke &&
1859 ((p_ptr->chp > (p_ptr->lev / 5)) || !p_ptr->pass_wall))
1863 cave_no_regen = TRUE;
1865 if (p_ptr->pass_wall)
1868 msg_print("ÂΤÎʬ»Ò¤¬Ê¬²ò¤·¤¿µ¤¤¬¤¹¤ë¡ª");
1871 msg_print("Your molecules feel disrupted!");
1872 dam_desc = "density";
1878 msg_print("Êø¤ì¤¿´ä¤Ë²¡¤·ÄÙ¤µ¤ì¤¿¡ª");
1879 dam_desc = "¹Å¤¤´ä";
1881 msg_print("You are being crushed!");
1882 dam_desc = "solid rock";
1886 take_hit(DAMAGE_NOESCAPE, 1 + (p_ptr->lev / 5), dam_desc, -1);
1891 /*** handle regeneration ***/
1894 if (p_ptr->food < PY_FOOD_WEAK)
1896 /* Lower regeneration */
1897 if (p_ptr->food < PY_FOOD_STARVE)
1901 else if (p_ptr->food < PY_FOOD_FAINT)
1903 regen_amount = PY_REGEN_FAINT;
1907 regen_amount = PY_REGEN_WEAK;
1911 /* Are we walking the pattern? */
1912 if (pattern_effect())
1914 cave_no_regen = TRUE;
1918 /* Regeneration ability */
1919 if (p_ptr->regenerate)
1921 regen_amount = regen_amount * 2;
1923 if (p_ptr->special_defense & (KAMAE_MASK | KATA_MASK))
1927 if (p_ptr->cursed & TRC_SLOW_REGEN)
1934 /* Searching or Resting */
1935 if ((p_ptr->action == ACTION_SEARCH) || (p_ptr->action == ACTION_REST))
1937 regen_amount = regen_amount * 2;
1940 upkeep_factor = calculate_upkeep();
1942 /* No regeneration while special action */
1943 if ((p_ptr->action == ACTION_LEARN) ||
1944 (p_ptr->action == ACTION_HAYAGAKE) ||
1945 (p_ptr->special_defense & KATA_KOUKIJIN))
1947 upkeep_factor += 100;
1950 /* Regenerate the mana */
1951 regenmana(upkeep_factor, regen_amount);
1954 /* Recharge magic eater's power */
1955 if (p_ptr->pclass == CLASS_MAGIC_EATER)
1957 regenmagic(regen_amount);
1960 if ((p_ptr->csp == 0) && (p_ptr->csp_frac == 0))
1962 while (upkeep_factor > 100)
1965 msg_print("¤³¤ó¤Ê¤Ë¿¤¯¤Î¥Ú¥Ã¥È¤òÀ©¸æ¤Ç¤¤Ê¤¤¡ª");
1967 msg_print("Too many pets to control at once!");
1970 do_cmd_pet_dismiss();
1972 upkeep_factor = calculate_upkeep();
1975 msg_format("°Ý»ý£Í£Ð¤Ï %d%%", upkeep_factor);
1977 msg_format("Upkeep: %d%% mana.", upkeep_factor);
1983 /* Poisoned or cut yields no healing */
1984 if (p_ptr->poisoned) regen_amount = 0;
1985 if (p_ptr->cut) regen_amount = 0;
1987 /* Special floor -- Pattern, in a wall -- yields no healing */
1988 if (cave_no_regen) regen_amount = 0;
1990 regen_amount = (regen_amount * mutant_regenerate_mod) / 100;
1992 /* Regenerate Hit Points if needed */
1993 if ((p_ptr->chp < p_ptr->mhp) && !cave_no_regen)
1995 regenhp(regen_amount);
2000 * @brief 10¥²¡¼¥à¥¿¡¼¥ó¤¬¿Ê¹Ô¤¹¤ë¤´¤È¤ËËâË¡¸ú²Ì¤Î»Ä¤ê¥¿¡¼¥ó¤ò¸º¤é¤·¤Æ¤¤¤¯½èÍý
2001 * / Handle timeout every 10 game turns
2004 static void process_world_aux_timeout(void)
2006 const int dec_count = (easy_band ? 2 : 1);
2008 /*** Timeout Various Things ***/
2011 if (p_ptr->tim_mimic)
2013 (void)set_mimic(p_ptr->tim_mimic - 1, p_ptr->mimic_form, TRUE);
2016 /* Hack -- Hallucinating */
2019 (void)set_image(p_ptr->image - dec_count);
2025 (void)set_blind(p_ptr->blind - dec_count);
2028 /* Times see-invisible */
2029 if (p_ptr->tim_invis)
2031 (void)set_tim_invis(p_ptr->tim_invis - 1, TRUE);
2042 (void)set_tim_esp(p_ptr->tim_esp - 1, TRUE);
2045 /* Timed temporary elemental brands. -LM- */
2046 if (p_ptr->ele_attack)
2048 p_ptr->ele_attack--;
2050 /* Clear all temporary elemental brands. */
2051 if (!p_ptr->ele_attack) set_ele_attack(0, 0);
2054 /* Timed temporary elemental immune. -LM- */
2055 if (p_ptr->ele_immune)
2057 p_ptr->ele_immune--;
2059 /* Clear all temporary elemental brands. */
2060 if (!p_ptr->ele_immune) set_ele_immune(0, 0);
2063 /* Timed infra-vision */
2064 if (p_ptr->tim_infra)
2066 (void)set_tim_infra(p_ptr->tim_infra - 1, TRUE);
2070 if (p_ptr->tim_stealth)
2072 (void)set_tim_stealth(p_ptr->tim_stealth - 1, TRUE);
2075 /* Timed levitation */
2076 if (p_ptr->tim_levitation)
2078 (void)set_tim_levitation(p_ptr->tim_levitation - 1, TRUE);
2081 /* Timed sh_touki */
2082 if (p_ptr->tim_sh_touki)
2084 (void)set_tim_sh_touki(p_ptr->tim_sh_touki - 1, TRUE);
2088 if (p_ptr->tim_sh_fire)
2090 (void)set_tim_sh_fire(p_ptr->tim_sh_fire - 1, TRUE);
2094 if (p_ptr->tim_sh_holy)
2096 (void)set_tim_sh_holy(p_ptr->tim_sh_holy - 1, TRUE);
2100 if (p_ptr->tim_eyeeye)
2102 (void)set_tim_eyeeye(p_ptr->tim_eyeeye - 1, TRUE);
2105 /* Timed resist-magic */
2106 if (p_ptr->resist_magic)
2108 (void)set_resist_magic(p_ptr->resist_magic - 1, TRUE);
2111 /* Timed regeneration */
2112 if (p_ptr->tim_regen)
2114 (void)set_tim_regen(p_ptr->tim_regen - 1, TRUE);
2117 /* Timed resist nether */
2118 if (p_ptr->tim_res_nether)
2120 (void)set_tim_res_nether(p_ptr->tim_res_nether - 1, TRUE);
2123 /* Timed resist time */
2124 if (p_ptr->tim_res_time)
2126 (void)set_tim_res_time(p_ptr->tim_res_time - 1, TRUE);
2130 if (p_ptr->tim_reflect)
2132 (void)set_tim_reflect(p_ptr->tim_reflect - 1, TRUE);
2136 if (p_ptr->multishadow)
2138 (void)set_multishadow(p_ptr->multishadow - 1, TRUE);
2141 /* Timed Robe of dust */
2142 if (p_ptr->dustrobe)
2144 (void)set_dustrobe(p_ptr->dustrobe - 1, TRUE);
2147 /* Timed infra-vision */
2148 if (p_ptr->kabenuke)
2150 (void)set_kabenuke(p_ptr->kabenuke - 1, TRUE);
2154 if (p_ptr->paralyzed)
2156 (void)set_paralyzed(p_ptr->paralyzed - dec_count);
2160 if (p_ptr->confused)
2162 (void)set_confused(p_ptr->confused - dec_count);
2168 (void)set_afraid(p_ptr->afraid - dec_count);
2174 (void)set_fast(p_ptr->fast - 1, TRUE);
2180 (void)set_slow(p_ptr->slow - dec_count, TRUE);
2183 /* Protection from evil */
2184 if (p_ptr->protevil)
2186 (void)set_protevil(p_ptr->protevil - 1, TRUE);
2189 /* Invulnerability */
2192 (void)set_invuln(p_ptr->invuln - 1, TRUE);
2196 if (p_ptr->wraith_form)
2198 (void)set_wraith_form(p_ptr->wraith_form - 1, TRUE);
2204 (void)set_hero(p_ptr->hero - 1, TRUE);
2210 (void)set_shero(p_ptr->shero - 1, TRUE);
2216 (void)set_blessed(p_ptr->blessed - 1, TRUE);
2222 (void)set_shield(p_ptr->shield - 1, TRUE);
2226 if (p_ptr->tsubureru)
2228 (void)set_tsubureru(p_ptr->tsubureru - 1, TRUE);
2232 if (p_ptr->magicdef)
2234 (void)set_magicdef(p_ptr->magicdef - 1, TRUE);
2238 if (p_ptr->tsuyoshi)
2240 (void)set_tsuyoshi(p_ptr->tsuyoshi - 1, TRUE);
2244 if (p_ptr->oppose_acid)
2246 (void)set_oppose_acid(p_ptr->oppose_acid - 1, TRUE);
2249 /* Oppose Lightning */
2250 if (p_ptr->oppose_elec)
2252 (void)set_oppose_elec(p_ptr->oppose_elec - 1, TRUE);
2256 if (p_ptr->oppose_fire)
2258 (void)set_oppose_fire(p_ptr->oppose_fire - 1, TRUE);
2262 if (p_ptr->oppose_cold)
2264 (void)set_oppose_cold(p_ptr->oppose_cold - 1, TRUE);
2268 if (p_ptr->oppose_pois)
2270 (void)set_oppose_pois(p_ptr->oppose_pois - 1, TRUE);
2275 (void)set_ultimate_res(p_ptr->ult_res - 1, TRUE);
2278 /*** Poison and Stun and Cut ***/
2281 if (p_ptr->poisoned)
2283 int adjust = adj_con_fix[p_ptr->stat_ind[A_CON]] + 1;
2285 /* Apply some healing */
2286 (void)set_poisoned(p_ptr->poisoned - adjust);
2292 int adjust = adj_con_fix[p_ptr->stat_ind[A_CON]] + 1;
2294 /* Apply some healing */
2295 (void)set_stun(p_ptr->stun - adjust);
2301 int adjust = adj_con_fix[p_ptr->stat_ind[A_CON]] + 1;
2303 /* Hack -- Truly "mortal" wound */
2304 if (p_ptr->cut > 1000) adjust = 0;
2306 /* Apply some healing */
2307 (void)set_cut(p_ptr->cut - adjust);
2313 * @brief 10¥²¡¼¥à¥¿¡¼¥ó¤¬¿Ê¹Ô¤¹¤ëËè¤Ë¸÷¸»¤Î¼÷Ì¿¤ò¸º¤é¤¹½èÍý
2314 * / Handle burning fuel every 10 game turns
2317 static void process_world_aux_light(void)
2319 /* Check for light being wielded */
2320 object_type *o_ptr = &inventory[INVEN_LITE];
2322 /* Burn some fuel in the current lite */
2323 if (o_ptr->tval == TV_LITE)
2325 /* Hack -- Use some fuel (except on artifacts) */
2326 if (!(object_is_fixed_artifact(o_ptr) || o_ptr->sval == SV_LITE_FEANOR) && (o_ptr->xtra4 > 0))
2328 /* Decrease life-span */
2329 if (o_ptr->name2 == EGO_LITE_LONG)
2331 if (turn % (TURNS_PER_TICK*2)) o_ptr->xtra4--;
2333 else o_ptr->xtra4--;
2335 /* Notice interesting fuel steps */
2336 notice_lite_change(o_ptr);
2343 * @brief 10¥²¡¼¥à¥¿¡¼¥ó¤¬¿Ê¹Ô¤¹¤ë¤´¤È¤ËÆÍÁ³ÊÑ°Û¤ÎȯưȽÄê¤ò¹Ô¤¦½èÍý
2344 * / Handle mutation effects once every 10 game turns
2347 static void process_world_aux_mutation(void)
2349 /* No mutation with effects */
2350 if (!p_ptr->muta2) return;
2352 /* No effect on monster arena */
2353 if (p_ptr->inside_battle) return;
2355 /* No effect on the global map */
2356 if (p_ptr->wild_mode) return;
2359 if ((p_ptr->muta2 & MUT2_BERS_RAGE) && one_in_(3000))
2363 msg_print("¥¦¥¬¥¡¥¡¥¢¡ª");
2364 msg_print("·ãÅܤÎȯºî¤Ë½±¤ï¤ì¤¿¡ª");
2366 msg_print("RAAAAGHH!");
2367 msg_print("You feel a fit of rage coming over you!");
2370 (void)set_shero(10 + randint1(p_ptr->lev), FALSE);
2371 (void)set_afraid(0);
2374 if ((p_ptr->muta2 & MUT2_COWARDICE) && (randint1(3000) == 13))
2376 if (!p_ptr->resist_fear)
2380 msg_print("¤È¤Æ¤â°Å¤¤... ¤È¤Æ¤â¶²¤¤¡ª");
2382 msg_print("It's so dark... so scary!");
2385 set_afraid(p_ptr->afraid + 13 + randint1(26));
2389 if ((p_ptr->muta2 & MUT2_RTELEPORT) && (randint1(5000) == 88))
2391 if (!p_ptr->resist_nexus && !(p_ptr->muta1 & MUT1_VTELEPORT) &&
2396 /* Teleport player */
2398 msg_print("¤¢¤Ê¤¿¤Î°ÌÃÖ¤ÏÆÍÁ³¤Ò¤¸¤ç¤¦¤ËÉÔ³ÎÄê¤Ë¤Ê¤Ã¤¿...");
2400 msg_print("Your position suddenly seems very uncertain...");
2404 teleport_player(40, TELEPORT_PASSIVE);
2408 if ((p_ptr->muta2 & MUT2_ALCOHOL) && (randint1(6400) == 321))
2410 if (!p_ptr->resist_conf && !p_ptr->resist_chaos)
2413 p_ptr->redraw |= PR_EXTRA;
2415 msg_print("¤¤¤Ò¤¤¬¤â¡¼¤í¡¼¤È¤Ò¤Æ¤¤¿¤¤¬¤Õ¤ë...¥Ò¥Ã¥¯¡ª");
2417 msg_print("You feel a SSSCHtupor cOmINg over yOu... *HIC*!");
2422 if (!p_ptr->resist_conf)
2424 (void)set_confused(p_ptr->confused + randint0(20) + 15);
2427 if (!p_ptr->resist_chaos)
2432 if (one_in_(3)) lose_all_info();
2434 (void)teleport_player_aux(100, TELEPORT_NONMAGICAL | TELEPORT_PASSIVE);
2437 msg_print("¤¢¤Ê¤¿¤Ï¸«ÃΤé¤Ì¾ì½ê¤ÇÌܤ¬Àä᤿...Ƭ¤¬Äˤ¤¡£");
2438 msg_print("²¿¤â³Ð¤¨¤Æ¤¤¤Ê¤¤¡£¤É¤¦¤ä¤Ã¤Æ¤³¤³¤ËÍ褿¤«¤âʬ¤«¤é¤Ê¤¤¡ª");
2440 msg_print("You wake up somewhere with a sore head...");
2441 msg_print("You can't remember a thing, or how you got here!");
2450 msg_print("¤¡Á¤ì¤¤¤Ê¤Á¤ç¤ª¤Á¤ç¤é¤È¤ó¤ì¤¤¤ë¡Á");
2452 msg_print("Thishcischs GooDSChtuff!");
2455 (void)set_image(p_ptr->image + randint0(150) + 150);
2461 if ((p_ptr->muta2 & MUT2_HALLU) && (randint1(6400) == 42))
2463 if (!p_ptr->resist_chaos)
2466 p_ptr->redraw |= PR_EXTRA;
2467 (void)set_image(p_ptr->image + randint0(50) + 20);
2471 if ((p_ptr->muta2 & MUT2_FLATULENT) && (randint1(3000) == 13))
2476 msg_print("¥Ö¥¥¡¼¡¼¥Ã¡ª¤ª¤Ã¤È¡£");
2478 msg_print("BRRAAAP! Oops.");
2482 fire_ball(GF_POIS, 0, p_ptr->lev, 3);
2485 if ((p_ptr->muta2 & MUT2_PROD_MANA) &&
2486 !p_ptr->anti_magic && one_in_(9000))
2491 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");
2493 msg_print("Magical energy flows through you! You must release it!");
2498 (void)get_hack_dir(&dire);
2499 fire_ball(GF_MANA, dire, p_ptr->lev * 2, 3);
2502 if ((p_ptr->muta2 & MUT2_ATT_DEMON) &&
2503 !p_ptr->anti_magic && (randint1(6666) == 666))
2505 bool pet = one_in_(6);
2506 u32b mode = PM_ALLOW_GROUP;
2508 if (pet) mode |= PM_FORCE_PET;
2509 else mode |= (PM_ALLOW_UNIQUE | PM_NO_PET);
2511 if (summon_specific((pet ? -1 : 0), py, px,
2512 dun_level, SUMMON_DEMON, mode))
2515 msg_print("¤¢¤Ê¤¿¤Ï¥Ç¡¼¥â¥ó¤ò°ú¤´ó¤»¤¿¡ª");
2517 msg_print("You have attracted a demon!");
2524 if ((p_ptr->muta2 & MUT2_SPEED_FLUX) && one_in_(6000))
2530 msg_print("ÀºÎÏŪ¤Ç¤Ê¤¯¤Ê¤Ã¤¿µ¤¤¬¤¹¤ë¡£");
2532 msg_print("You feel less energetic.");
2535 if (p_ptr->fast > 0)
2541 set_slow(randint1(30) + 10, FALSE);
2547 msg_print("ÀºÎÏŪ¤Ë¤Ê¤Ã¤¿µ¤¤¬¤¹¤ë¡£");
2549 msg_print("You feel more energetic.");
2552 if (p_ptr->slow > 0)
2558 set_fast(randint1(30) + 10, FALSE);
2563 if ((p_ptr->muta2 & MUT2_BANISH_ALL) && one_in_(9000))
2567 msg_print("ÆÍÁ³¤Û¤È¤ó¤É¸ÉÆȤˤʤ俵¤¤¬¤¹¤ë¡£");
2569 msg_print("You suddenly feel almost lonely.");
2572 banish_monsters(100);
2573 if (!dun_level && p_ptr->town_num)
2577 /* Pick a random shop (except home) */
2580 n = randint0(MAX_STORES);
2582 while ((n == STORE_HOME) || (n == STORE_MUSEUM));
2585 msg_print("Ź¤Î¼ç¿Í¤¬µÖ¤Ë¸þ¤«¤Ã¤ÆÁö¤Ã¤Æ¤¤¤ë¡ª");
2587 msg_print("You see one of the shopkeepers running for the hills!");
2595 if ((p_ptr->muta2 & MUT2_EAT_LIGHT) && one_in_(3000))
2600 msg_print("±Æ¤Ë¤Ä¤Ä¤Þ¤ì¤¿¡£");
2602 msg_print("A shadow passes over you.");
2607 /* Absorb light from the current possition */
2608 if ((cave[py][px].info & (CAVE_GLOW | CAVE_MNDK)) == CAVE_GLOW)
2613 o_ptr = &inventory[INVEN_LITE];
2615 /* Absorb some fuel in the current lite */
2616 if (o_ptr->tval == TV_LITE)
2618 /* Use some fuel (except on artifacts) */
2619 if (!object_is_fixed_artifact(o_ptr) && (o_ptr->xtra4 > 0))
2621 /* Heal the player a bit */
2622 hp_player(o_ptr->xtra4 / 20);
2624 /* Decrease life-span of lite */
2628 msg_print("¸÷¸»¤«¤é¥¨¥Í¥ë¥®¡¼¤òµÛ¼ý¤·¤¿¡ª");
2630 msg_print("You absorb energy from your light!");
2634 /* Notice interesting fuel steps */
2635 notice_lite_change(o_ptr);
2640 * Unlite the area (radius 10) around player and
2641 * do 50 points damage to every affected monster
2643 unlite_area(50, 10);
2646 if ((p_ptr->muta2 & MUT2_ATT_ANIMAL) &&
2647 !p_ptr->anti_magic && one_in_(7000))
2649 bool pet = one_in_(3);
2650 u32b mode = PM_ALLOW_GROUP;
2652 if (pet) mode |= PM_FORCE_PET;
2653 else mode |= (PM_ALLOW_UNIQUE | PM_NO_PET);
2655 if (summon_specific((pet ? -1 : 0), py, px, dun_level, SUMMON_ANIMAL, mode))
2658 msg_print("ưʪ¤ò°ú¤´ó¤»¤¿¡ª");
2660 msg_print("You have attracted an animal!");
2667 if ((p_ptr->muta2 & MUT2_RAW_CHAOS) &&
2668 !p_ptr->anti_magic && one_in_(8000))
2672 msg_print("¼þ¤ê¤Î¶õ´Ö¤¬ÏĤó¤Ç¤¤¤ëµ¤¤¬¤¹¤ë¡ª");
2674 msg_print("You feel the world warping around you!");
2678 fire_ball(GF_CHAOS, 0, p_ptr->lev, 8);
2680 if ((p_ptr->muta2 & MUT2_NORMALITY) && one_in_(5000))
2682 if (!lose_mutation(0))
2684 msg_print("´ñ̯¤Ê¤¯¤é¤¤ÉáÄ̤ˤʤ俵¤¤¬¤¹¤ë¡£");
2686 msg_print("You feel oddly normal.");
2690 if ((p_ptr->muta2 & MUT2_WRAITH) && !p_ptr->anti_magic && one_in_(3000))
2694 msg_print("Èóʪ¼Á²½¤·¤¿¡ª");
2696 msg_print("You feel insubstantial!");
2700 set_wraith_form(randint1(p_ptr->lev / 2) + (p_ptr->lev / 2), FALSE);
2702 if ((p_ptr->muta2 & MUT2_POLY_WOUND) && one_in_(3000))
2706 if ((p_ptr->muta2 & MUT2_WASTING) && one_in_(3000))
2708 int which_stat = randint0(6);
2709 int sustained = FALSE;
2714 if (p_ptr->sustain_str) sustained = TRUE;
2717 if (p_ptr->sustain_int) sustained = TRUE;
2720 if (p_ptr->sustain_wis) sustained = TRUE;
2723 if (p_ptr->sustain_dex) sustained = TRUE;
2726 if (p_ptr->sustain_con) sustained = TRUE;
2729 if (p_ptr->sustain_chr) sustained = TRUE;
2733 msg_print("ÉÔÀµ¤Ê¾õÂÖ¡ª");
2735 msg_print("Invalid stat chosen!");
2745 msg_print("¼«Ê¬¤¬¿ê¼å¤·¤Æ¤¤¤¯¤Î¤¬Ê¬¤«¤ë¡ª");
2747 msg_print("You can feel yourself wasting away!");
2751 (void)dec_stat(which_stat, randint1(6) + 6, one_in_(3));
2754 if ((p_ptr->muta2 & MUT2_ATT_DRAGON) &&
2755 !p_ptr->anti_magic && one_in_(3000))
2757 bool pet = one_in_(5);
2758 u32b mode = PM_ALLOW_GROUP;
2760 if (pet) mode |= PM_FORCE_PET;
2761 else mode |= (PM_ALLOW_UNIQUE | PM_NO_PET);
2763 if (summon_specific((pet ? -1 : 0), py, px, dun_level, SUMMON_DRAGON, mode))
2766 msg_print("¥É¥é¥´¥ó¤ò°ú¤´ó¤»¤¿¡ª");
2768 msg_print("You have attracted a dragon!");
2774 if ((p_ptr->muta2 & MUT2_WEIRD_MIND) && !p_ptr->anti_magic &&
2777 if (p_ptr->tim_esp > 0)
2780 msg_print("Àº¿À¤Ë¤â¤ä¤¬¤«¤«¤Ã¤¿¡ª");
2782 msg_print("Your mind feels cloudy!");
2785 set_tim_esp(0, TRUE);
2790 msg_print("Àº¿À¤¬¹¤¬¤Ã¤¿¡ª");
2792 msg_print("Your mind expands!");
2795 set_tim_esp(p_ptr->lev, FALSE);
2798 if ((p_ptr->muta2 & MUT2_NAUSEA) && !p_ptr->slow_digest &&
2803 msg_print("°ß¤¬áÛÚ»¤·¡¢¿©»ö¤ò¼º¤Ã¤¿¡ª");
2805 msg_print("Your stomach roils, and you lose your lunch!");
2809 set_food(PY_FOOD_WEAK);
2810 if (music_singing_any()) stop_singing();
2811 if (hex_spelling_any()) stop_hex_spell_all();
2814 if ((p_ptr->muta2 & MUT2_WALK_SHAD) &&
2815 !p_ptr->anti_magic && one_in_(12000) && !p_ptr->inside_arena)
2820 if ((p_ptr->muta2 & MUT2_WARNING) && one_in_(1000))
2822 int danger_amount = 0;
2825 for (monster = 0; monster < m_max; monster++)
2827 monster_type *m_ptr = &m_list[monster];
2828 monster_race *r_ptr = &r_info[m_ptr->r_idx];
2830 /* Paranoia -- Skip dead monsters */
2831 if (!m_ptr->r_idx) continue;
2833 if (r_ptr->level >= p_ptr->lev)
2835 danger_amount += r_ptr->level - p_ptr->lev + 1;
2839 if (danger_amount > 100)
2841 msg_print("Èó¾ï¤Ë¶²¤í¤·¤¤µ¤¤¬¤¹¤ë¡ª");
2843 msg_print("You feel utterly terrified!");
2846 else if (danger_amount > 50)
2848 msg_print("¶²¤í¤·¤¤µ¤¤¬¤¹¤ë¡ª");
2850 msg_print("You feel terrified!");
2853 else if (danger_amount > 20)
2855 msg_print("Èó¾ï¤Ë¿´Çۤʵ¤¤¬¤¹¤ë¡ª");
2857 msg_print("You feel very worried!");
2860 else if (danger_amount > 10)
2862 msg_print("¿´Çۤʵ¤¤¬¤¹¤ë¡ª");
2864 msg_print("You feel paranoid!");
2867 else if (danger_amount > 5)
2869 msg_print("¤Û¤È¤ó¤É°ÂÁ´¤Êµ¤¤¬¤¹¤ë¡£");
2871 msg_print("You feel almost safe.");
2876 msg_print("¼ä¤·¤¤µ¤¤¬¤¹¤ë¡£");
2878 msg_print("You feel lonely.");
2882 if ((p_ptr->muta2 & MUT2_INVULN) && !p_ptr->anti_magic &&
2887 msg_print("̵Ũ¤Êµ¤¤¬¤¹¤ë¡ª");
2889 msg_print("You feel invincible!");
2893 (void)set_invuln(randint1(8) + 8, FALSE);
2895 if ((p_ptr->muta2 & MUT2_SP_TO_HP) && one_in_(2000))
2897 int wounds = p_ptr->mhp - p_ptr->chp;
2901 int healing = p_ptr->csp;
2903 if (healing > wounds)
2909 p_ptr->csp -= healing;
2912 p_ptr->redraw |= (PR_MANA);
2915 if ((p_ptr->muta2 & MUT2_HP_TO_SP) && !p_ptr->anti_magic &&
2918 int wounds = p_ptr->msp - p_ptr->csp;
2922 int healing = p_ptr->chp;
2924 if (healing > wounds)
2929 p_ptr->csp += healing;
2932 p_ptr->redraw |= (PR_MANA);
2934 take_hit(DAMAGE_LOSELIFE, healing, "Ƭ¤Ë¾º¤Ã¤¿·ì", -1);
2936 take_hit(DAMAGE_LOSELIFE, healing, "blood rushing to the head", -1);
2941 if ((p_ptr->muta2 & MUT2_DISARM) && one_in_(10000))
2944 object_type *o_ptr = NULL;
2948 msg_print("¤¬¤â¤Ä¤ì¤Æž¤ó¤À¡ª");
2949 take_hit(DAMAGE_NOESCAPE, randint1(p_ptr->wt / 6), "žÅÝ", -1);
2951 msg_print("You trip over your own feet!");
2952 take_hit(DAMAGE_NOESCAPE, randint1(p_ptr->wt / 6), "tripping", -1);
2956 if (buki_motteruka(INVEN_RARM))
2959 o_ptr = &inventory[INVEN_RARM];
2961 if (buki_motteruka(INVEN_LARM) && one_in_(2))
2963 o_ptr = &inventory[INVEN_LARM];
2967 else if (buki_motteruka(INVEN_LARM))
2969 o_ptr = &inventory[INVEN_LARM];
2973 if (slot && !object_is_cursed(o_ptr))
2976 msg_print("Éð´ï¤òÍî¤È¤·¤Æ¤·¤Þ¤Ã¤¿¡ª");
2978 msg_print("You drop your weapon!");
2980 inven_drop(slot, 1);
2986 * @brief 10¥²¡¼¥à¥¿¡¼¥ó¤¬¿Ê¹Ô¤¹¤ë¤´¤È¤ËÁõÈ÷¸ú²Ì¤ÎȯưȽÄê¤ò¹Ô¤¦½èÍý
2987 * / Handle curse effects once every 10 game turns
2990 static void process_world_aux_curse(void)
2992 if ((p_ptr->cursed & TRC_P_FLAG_MASK) && !p_ptr->inside_battle && !p_ptr->wild_mode)
2995 * Hack: Uncursed teleporting items (e.g. Trump Weapons)
2996 * can actually be useful!
2998 if ((p_ptr->cursed & TRC_TELEPORT_SELF) && one_in_(200))
3000 char o_name[MAX_NLEN];
3002 int i, i_keep = 0, count = 0;
3004 /* Scan the equipment with random teleport ability */
3005 for (i = INVEN_RARM; i < INVEN_TOTAL; i++)
3007 u32b flgs[TR_FLAG_SIZE];
3008 o_ptr = &inventory[i];
3010 /* Skip non-objects */
3011 if (!o_ptr->k_idx) continue;
3013 /* Extract the item flags */
3014 object_flags(o_ptr, flgs);
3016 if (have_flag(flgs, TR_TELEPORT))
3018 /* {.} will stop random teleportation. */
3019 if (!o_ptr->inscription || !my_strchr(quark_str(o_ptr->inscription), '.'))
3022 if (one_in_(count)) i_keep = i;
3027 o_ptr = &inventory[i_keep];
3028 object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
3031 msg_format("%s¤¬¥Æ¥ì¥Ý¡¼¥È¤ÎǽÎϤòȯư¤µ¤»¤è¤¦¤È¤·¤Æ¤¤¤ë¡£", o_name);
3033 msg_format("Your %s is activating teleportation.", o_name);
3037 if (get_check_strict("¥Æ¥ì¥Ý¡¼¥È¤·¤Þ¤¹¤«¡©", CHECK_OKAY_CANCEL))
3039 if (get_check_strict("Teleport? ", CHECK_OKAY_CANCEL))
3043 teleport_player(50, 0L);
3048 msg_format("%s¤Ë{.}(¥Ô¥ê¥ª¥É)¤ÈÌäò¹ï¤à¤Èȯư¤òÍÞÀ©¤Ç¤¤Þ¤¹¡£", o_name);
3050 msg_format("You can inscribe {.} on your %s to disable random teleportation. ", o_name);
3055 /* Make a chainsword noise */
3056 if ((p_ptr->cursed & TRC_CHAINSWORD) && one_in_(CHAINSWORD_NOISE))
3059 if (!get_rnd_line(_("chainswd_j.txt", "chainswd.txt"), 0, noise))
3061 disturb(FALSE, FALSE);
3064 if ((p_ptr->cursed & TRC_TY_CURSE) && one_in_(TY_CURSE_CHANCE))
3067 (void)activate_ty_curse(FALSE, &count);
3069 /* Handle experience draining */
3070 if (p_ptr->prace != RACE_ANDROID &&
3071 ((p_ptr->cursed & TRC_DRAIN_EXP) && one_in_(4)))
3073 p_ptr->exp -= (p_ptr->lev+1)/2;
3074 if (p_ptr->exp < 0) p_ptr->exp = 0;
3075 p_ptr->max_exp -= (p_ptr->lev+1)/2;
3076 if (p_ptr->max_exp < 0) p_ptr->max_exp = 0;
3079 /* Add light curse (Later) */
3080 if ((p_ptr->cursed & TRC_ADD_L_CURSE) && one_in_(2000))
3085 o_ptr = choose_cursed_obj_name(TRC_ADD_L_CURSE);
3087 new_curse = get_curse(0, o_ptr);
3088 if (!(o_ptr->curse_flags & new_curse))
3090 char o_name[MAX_NLEN];
3092 object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
3094 o_ptr->curse_flags |= new_curse;
3095 msg_format(_("°°Õ¤ËËþ¤Á¤¿¹õ¤¤¥ª¡¼¥é¤¬%s¤ò¤È¤ê¤Þ¤¤¤¿...", "There is a malignant black aura surrounding your %s..."), o_name);
3097 o_ptr->feeling = FEEL_NONE;
3099 p_ptr->update |= (PU_BONUS);
3102 /* Add heavy curse (Later) */
3103 if ((p_ptr->cursed & TRC_ADD_H_CURSE) && one_in_(2000))
3108 o_ptr = choose_cursed_obj_name(TRC_ADD_H_CURSE);
3110 new_curse = get_curse(1, o_ptr);
3111 if (!(o_ptr->curse_flags & new_curse))
3113 char o_name[MAX_NLEN];
3115 object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
3117 o_ptr->curse_flags |= new_curse;
3118 msg_format(_("°°Õ¤ËËþ¤Á¤¿¹õ¤¤¥ª¡¼¥é¤¬%s¤ò¤È¤ê¤Þ¤¤¤¿...", "There is a malignant black aura surrounding your %s..."), o_name);
3119 o_ptr->feeling = FEEL_NONE;
3121 p_ptr->update |= (PU_BONUS);
3125 if ((p_ptr->cursed & TRC_CALL_ANIMAL) && one_in_(2500))
3127 if (summon_specific(0, py, px, dun_level, SUMMON_ANIMAL,
3128 (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE | PM_NO_PET)))
3130 char o_name[MAX_NLEN];
3132 object_desc(o_name, choose_cursed_obj_name(TRC_CALL_ANIMAL), (OD_OMIT_PREFIX | OD_NAME_ONLY));
3133 msg_format(_("%s¤¬Æ°Êª¤ò°ú¤´ó¤»¤¿¡ª", "Your %s have attracted an animal!"), o_name);
3138 if ((p_ptr->cursed & TRC_CALL_DEMON) && one_in_(1111))
3140 if (summon_specific(0, py, px, dun_level, SUMMON_DEMON, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE | PM_NO_PET)))
3142 char o_name[MAX_NLEN];
3144 object_desc(o_name, choose_cursed_obj_name(TRC_CALL_DEMON), (OD_OMIT_PREFIX | OD_NAME_ONLY));
3145 msg_format(_("%s¤¬°Ëâ¤ò°ú¤´ó¤»¤¿¡ª", "Your %s have attracted a demon!"), o_name);
3150 if ((p_ptr->cursed & TRC_CALL_DRAGON) && one_in_(800))
3152 if (summon_specific(0, py, px, dun_level, SUMMON_DRAGON,
3153 (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE | PM_NO_PET)))
3155 char o_name[MAX_NLEN];
3157 object_desc(o_name, choose_cursed_obj_name(TRC_CALL_DRAGON), (OD_OMIT_PREFIX | OD_NAME_ONLY));
3158 msg_format(_("%s¤¬¥É¥é¥´¥ó¤ò°ú¤´ó¤»¤¿¡ª", "Your %s have attracted an dragon!"), o_name);
3163 if ((p_ptr->cursed & TRC_CALL_UNDEAD) && one_in_(1111))
3165 if (summon_specific(0, py, px, dun_level, SUMMON_UNDEAD,
3166 (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE | PM_NO_PET)))
3168 char o_name[MAX_NLEN];
3170 object_desc(o_name, choose_cursed_obj_name(TRC_CALL_UNDEAD), (OD_OMIT_PREFIX | OD_NAME_ONLY));
3171 msg_format(_("%s¤¬»àÎî¤ò°ú¤´ó¤»¤¿¡ª", "Your %s have attracted an undead!"), o_name);
3175 if ((p_ptr->cursed & TRC_COWARDICE) && one_in_(1500))
3177 if (!p_ptr->resist_fear)
3180 msg_print(_("¤È¤Æ¤â°Å¤¤... ¤È¤Æ¤â¶²¤¤¡ª", "It's so dark... so scary!"));
3181 set_afraid(p_ptr->afraid + 13 + randint1(26));
3184 /* Teleport player */
3185 if ((p_ptr->cursed & TRC_TELEPORT) && one_in_(200) && !p_ptr->anti_tele)
3189 /* Teleport player */
3190 teleport_player(40, TELEPORT_PASSIVE);
3192 /* Handle HP draining */
3193 if ((p_ptr->cursed & TRC_DRAIN_HP) && one_in_(666))
3195 char o_name[MAX_NLEN];
3197 object_desc(o_name, choose_cursed_obj_name(TRC_DRAIN_HP), (OD_OMIT_PREFIX | OD_NAME_ONLY));
3198 msg_format(_("%s¤Ï¤¢¤Ê¤¿¤ÎÂÎÎϤòµÛ¼ý¤·¤¿¡ª", "Your %s drains HP from you!"), o_name);
3199 take_hit(DAMAGE_LOSELIFE, MIN(p_ptr->lev*2, 100), o_name, -1);
3201 /* Handle mana draining */
3202 if ((p_ptr->cursed & TRC_DRAIN_MANA) && p_ptr->csp && one_in_(666))
3204 char o_name[MAX_NLEN];
3206 object_desc(o_name, choose_cursed_obj_name(TRC_DRAIN_MANA), (OD_OMIT_PREFIX | OD_NAME_ONLY));
3207 msg_format(_("%s¤Ï¤¢¤Ê¤¿¤ÎËâÎϤòµÛ¼ý¤·¤¿¡ª", "Your %s drains mana from you!"), o_name);
3208 p_ptr->csp -= MIN(p_ptr->lev, 50);
3212 p_ptr->csp_frac = 0;
3214 p_ptr->redraw |= PR_MANA;
3218 /* Rarely, take damage from the Jewel of Judgement */
3219 if (one_in_(999) && !p_ptr->anti_magic)
3221 object_type *o_ptr = &inventory[INVEN_LITE];
3223 if (o_ptr->name1 == ART_JUDGE)
3226 if (object_is_known(o_ptr))
3227 msg_print("¡Ø¿³È½¤ÎÊõÀС٤Ϥ¢¤Ê¤¿¤ÎÂÎÎϤòµÛ¼ý¤·¤¿¡ª");
3229 msg_print("¤Ê¤Ë¤«¤¬¤¢¤Ê¤¿¤ÎÂÎÎϤòµÛ¼ý¤·¤¿¡ª");
3230 take_hit(DAMAGE_LOSELIFE, MIN(p_ptr->lev, 50), "¿³È½¤ÎÊõÀÐ", -1);
3232 if (object_is_known(o_ptr))
3233 msg_print("The Jewel of Judgement drains life from you!");
3235 msg_print("Something drains life from you!");
3236 take_hit(DAMAGE_LOSELIFE, MIN(p_ptr->lev, 50), "the Jewel of Judgement", -1);
3244 * @brief 10¥²¡¼¥à¥¿¡¼¥ó¤¬¿Ê¹Ô¤¹¤ë¤´¤È¤ËËâÆ»¶ñ¤Î¼«Á³½¼Å¶¤ò¹Ô¤¦½èÍý
3245 * / Handle recharging objects once every 10 game turns
3248 static void process_world_aux_recharge(void)
3253 /* Process equipment */
3254 for (changed = FALSE, i = INVEN_RARM; i < INVEN_TOTAL; i++)
3256 /* Get the object */
3257 object_type *o_ptr = &inventory[i];
3259 /* Skip non-objects */
3260 if (!o_ptr->k_idx) continue;
3262 /* Recharge activatable objects */
3263 if (o_ptr->timeout > 0)
3268 /* Notice changes */
3269 if (!o_ptr->timeout)
3271 recharged_notice(o_ptr);
3277 /* Notice changes */
3281 p_ptr->window |= (PW_EQUIP);
3286 * Recharge rods. Rods now use timeout to control charging status,
3287 * and each charging rod in a stack decreases the stack's timeout by
3288 * one per turn. -LM-
3290 for (changed = FALSE, i = 0; i < INVEN_PACK; i++)
3292 object_type *o_ptr = &inventory[i];
3293 object_kind *k_ptr = &k_info[o_ptr->k_idx];
3295 /* Skip non-objects */
3296 if (!o_ptr->k_idx) continue;
3298 /* Examine all charging rods or stacks of charging rods. */
3299 if ((o_ptr->tval == TV_ROD) && (o_ptr->timeout))
3301 /* Determine how many rods are charging. */
3302 int temp = (o_ptr->timeout + (k_ptr->pval - 1)) / k_ptr->pval;
3303 if (temp > o_ptr->number) temp = o_ptr->number;
3305 /* Decrease timeout by that number. */
3306 o_ptr->timeout -= temp;
3308 /* Boundary control. */
3309 if (o_ptr->timeout < 0) o_ptr->timeout = 0;
3311 /* Notice changes, provide message if object is inscribed. */
3312 if (!(o_ptr->timeout))
3314 recharged_notice(o_ptr);
3318 /* One of the stack of rod is charged */
3319 else if (o_ptr->timeout % k_ptr->pval)
3326 /* Notice changes */
3330 p_ptr->window |= (PW_INVEN);
3334 /* Process objects on floor */
3335 for (i = 1; i < o_max; i++)
3338 object_type *o_ptr = &o_list[i];
3340 /* Skip dead objects */
3341 if (!o_ptr->k_idx) continue;
3343 /* Recharge rods on the ground. No messages. */
3344 if ((o_ptr->tval == TV_ROD) && (o_ptr->timeout))
3347 o_ptr->timeout -= o_ptr->number;
3349 /* Boundary control. */
3350 if (o_ptr->timeout < 0) o_ptr->timeout = 0;
3357 * @brief 10¥²¡¼¥à¥¿¡¼¥ó¤¬¿Ê¹Ô¤¹¤ë¤´¤È¤Ëµ¢´Ô¤ä¸½¼ÂÊÑÍƤʤɤλĤê»þ´Ö¥«¥¦¥ó¥È¥À¥¦¥ó¤Èȯư¤ò½èÍý¤¹¤ë¡£
3358 * / Handle involuntary movement once every 10 game turns
3361 static void process_world_aux_movement(void)
3363 /* Delayed Word-of-Recall */
3364 if (p_ptr->word_recall)
3367 * HACK: Autosave BEFORE resetting the recall counter (rr9)
3368 * The player is yanked up/down as soon as
3369 * he loads the autosaved game.
3371 if (autosave_l && (p_ptr->word_recall == 1) && !p_ptr->inside_battle)
3372 do_cmd_save_game(TRUE);
3374 /* Count down towards recall */
3375 p_ptr->word_recall--;
3377 p_ptr->redraw |= (PR_STATUS);
3379 /* Activate the recall */
3380 if (!p_ptr->word_recall)
3385 /* Determine the level */
3386 if (dun_level || p_ptr->inside_quest || p_ptr->enter_dungeon)
3388 msg_print(_("¾å¤Ë°ú¤ÃÄ¥¤ê¤¢¤²¤é¤ì¤ë´¶¤¸¤¬¤¹¤ë¡ª",
3389 "You feel yourself yanked upwards!"));
3391 if (dungeon_type) p_ptr->recall_dungeon = dungeon_type;
3393 do_cmd_write_nikki(NIKKI_RECALL, dun_level, NULL);
3398 leave_quest_check();
3399 leave_tower_check();
3401 p_ptr->inside_quest = 0;
3403 p_ptr->leaving = TRUE;
3407 msg_print(_("²¼¤Ë°ú¤¤º¤ê¹ß¤í¤µ¤ì¤ë´¶¤¸¤¬¤¹¤ë¡ª",
3408 "You feel yourself yanked downwards!"));
3410 dungeon_type = p_ptr->recall_dungeon;
3413 do_cmd_write_nikki(NIKKI_RECALL, dun_level, NULL);
3416 dun_level = max_dlv[dungeon_type];
3417 if (dun_level < 1) dun_level = 1;
3419 /* Nightmare mode makes recall more dangerous */
3420 if (ironman_nightmare && !randint0(666) && (dungeon_type == DUNGEON_ANGBAND))
3426 else if (dun_level < 99)
3428 dun_level = (dun_level + 99) / 2;
3430 else if (dun_level > 100)
3432 dun_level = d_info[dungeon_type].maxdepth - 1;
3436 if (p_ptr->wild_mode)
3438 p_ptr->wilderness_y = py;
3439 p_ptr->wilderness_x = px;
3443 /* Save player position */
3447 p_ptr->wild_mode = FALSE;
3450 * Clear all saved floors
3451 * and create a first saved floor
3453 prepare_change_floor_mode(CFM_FIRST_FLOOR);
3456 p_ptr->leaving = TRUE;
3458 if (dungeon_type == DUNGEON_ANGBAND)
3462 for (i = MIN_RANDOM_QUEST; i < MAX_RANDOM_QUEST + 1; i++)
3464 quest_type* const q_ptr = &quest[i];
3467 if ((q_ptr->type == QUEST_TYPE_RANDOM) &&
3468 (q_ptr->status == QUEST_STATUS_TAKEN) &&
3469 (q_ptr->level < dun_level))
3471 q_ptr->status = QUEST_STATUS_FAILED;
3472 q_ptr->complev = (byte)p_ptr->lev;
3474 q_ptr->comptime = playtime;
3475 r_info[q_ptr->r_idx].flags1 &= ~(RF1_QUESTOR);
3482 sound(SOUND_TPLEVEL);
3487 /* Delayed Alter reality */
3488 if (p_ptr->alter_reality)
3490 if (autosave_l && (p_ptr->alter_reality == 1) && !p_ptr->inside_battle)
3491 do_cmd_save_game(TRUE);
3493 /* Count down towards alter */
3494 p_ptr->alter_reality--;
3496 p_ptr->redraw |= (PR_STATUS);
3498 /* Activate the alter reality */
3499 if (!p_ptr->alter_reality)
3504 /* Determine the level */
3505 if (!quest_number(dun_level) && dun_level)
3508 msg_print("À¤³¦¤¬ÊѤï¤Ã¤¿¡ª");
3510 msg_print("The world changes!");
3514 * Clear all saved floors
3515 * and create a first saved floor
3517 prepare_change_floor_mode(CFM_FIRST_FLOOR);
3520 p_ptr->leaving = TRUE;
3525 msg_print("À¤³¦¤¬¾¯¤·¤Î´ÖÊѲ½¤·¤¿¤è¤¦¤À¡£");
3527 msg_print("The world seems to change for a moment!");
3532 sound(SOUND_TPLEVEL);
3539 * @brief »ØÄꤷ¤¿¥â¥ó¥¹¥¿¡¼¤ËÎÙÀܤ·¤Æ¤¤¤ë¥â¥ó¥¹¥¿¡¼¤Î¿ô¤òÊÖ¤¹¡£
3540 * / Count number of adjacent monsters
3541 * @param m_idx ÎÙÀÜ¿ô¤òÄ´¤Ù¤¿¤¤¥â¥ó¥¹¥¿¡¼¤ÎID
3542 * @return ÎÙÀܤ·¤Æ¤¤¤ë¥â¥ó¥¹¥¿¡¼¤Î¿ô
3544 static int get_monster_crowd_number(int m_idx)
3546 monster_type *m_ptr = &m_list[m_idx];
3552 for (i = 0; i < 7; i++)
3554 int ay = my + ddy_ddd[i];
3555 int ax = mx + ddx_ddd[i];
3557 if (!in_bounds(ay, ax)) continue;
3559 /* Count number of monsters */
3560 if (cave[ay][ax].m_idx > 0) count++;
3569 * ¥À¥ó¥¸¥ç¥ó¤ÎÊ·°Ïµ¤¤ò·×»»¤¹¤ë¤¿¤á¤ÎÈóÀþ·Á´ð½àÃÍ / Dungeon rating is no longer linear
3571 #define RATING_BOOST(delta) (delta * delta + 50 * delta)
3574 * @brief ¥À¥ó¥¸¥ç¥ó¤ÎÊ·°Ïµ¤¤ò»»½Ð¤¹¤ë¡£
3575 * / Examine all monsters and unidentified objects, and get the feeling of current dungeon floor
3576 * @return »»½Ð¤µ¤ì¤¿¥À¥ó¥¸¥ç¥ó¤ÎÊ·°Ïµ¤¥é¥ó¥¯
3578 static byte get_dungeon_feeling(void)
3580 const int base = 10;
3584 /* Hack -- no feeling in the town */
3585 if (!dun_level) return 0;
3587 /* Examine each monster */
3588 for (i = 1; i < m_max; i++)
3590 monster_type *m_ptr = &m_list[i];
3591 monster_race *r_ptr;
3594 /* Skip dead monsters */
3595 if (!m_ptr->r_idx) continue;
3598 if (is_pet(m_ptr)) continue;
3600 r_ptr = &r_info[m_ptr->r_idx];
3602 /* Unique monsters */
3603 if (r_ptr->flags1 & (RF1_UNIQUE))
3605 /* Nearly out-of-depth unique monsters */
3606 if (r_ptr->level + 10 > dun_level)
3608 /* Boost rating by twice delta-depth */
3609 delta += (r_ptr->level + 10 - dun_level) * 2 * base;
3614 /* Out-of-depth monsters */
3615 if (r_ptr->level > dun_level)
3617 /* Boost rating by delta-depth */
3618 delta += (r_ptr->level - dun_level) * base;
3622 /* Unusually crowded monsters get a little bit of rating boost */
3623 if (r_ptr->flags1 & RF1_FRIENDS)
3625 if (5 <= get_monster_crowd_number(i)) delta += 1;
3629 if (2 <= get_monster_crowd_number(i)) delta += 1;
3633 rating += RATING_BOOST(delta);
3636 /* Examine each unidentified object */
3637 for (i = 1; i < o_max; i++)
3639 object_type *o_ptr = &o_list[i];
3640 object_kind *k_ptr = &k_info[o_ptr->k_idx];
3643 /* Skip dead objects */
3644 if (!o_ptr->k_idx) continue;
3646 /* Skip known objects */
3647 if (object_is_known(o_ptr))
3650 if (o_ptr->marked & OM_TOUCHED) continue;
3653 /* Skip pseudo-known objects */
3654 if (o_ptr->ident & IDENT_SENSE) continue;
3657 if (object_is_ego(o_ptr))
3659 ego_item_type *e_ptr = &e_info[o_ptr->name2];
3661 delta += e_ptr->rating * base;
3665 if (object_is_artifact(o_ptr))
3667 s32b cost = object_value_real(o_ptr);
3670 if (cost > 10000L) delta += 10 * base;
3671 if (cost > 50000L) delta += 10 * base;
3672 if (cost > 100000L) delta += 10 * base;
3674 /* Special feeling */
3675 if (!preserve_mode) return 1;
3678 if (o_ptr->tval == TV_DRAG_ARMOR) delta += 30 * base;
3679 if (o_ptr->tval == TV_SHIELD &&
3680 o_ptr->sval == SV_DRAGON_SHIELD) delta += 5 * base;
3681 if (o_ptr->tval == TV_GLOVES &&
3682 o_ptr->sval == SV_SET_OF_DRAGON_GLOVES) delta += 5 * base;
3683 if (o_ptr->tval == TV_BOOTS &&
3684 o_ptr->sval == SV_PAIR_OF_DRAGON_GREAVE) delta += 5 * base;
3685 if (o_ptr->tval == TV_HELM &&
3686 o_ptr->sval == SV_DRAGON_HELM) delta += 5 * base;
3687 if (o_ptr->tval == TV_RING &&
3688 o_ptr->sval == SV_RING_SPEED &&
3689 !object_is_cursed(o_ptr)) delta += 25 * base;
3690 if (o_ptr->tval == TV_RING &&
3691 o_ptr->sval == SV_RING_LORDLY &&
3692 !object_is_cursed(o_ptr)) delta += 15 * base;
3693 if (o_ptr->tval == TV_AMULET &&
3694 o_ptr->sval == SV_AMULET_THE_MAGI &&
3695 !object_is_cursed(o_ptr)) delta += 15 * base;
3697 /* Out-of-depth objects */
3698 if (!object_is_cursed(o_ptr) && !object_is_broken(o_ptr) &&
3699 k_ptr->level > dun_level)
3701 /* Rating increase */
3702 delta += (k_ptr->level - dun_level) * base;
3705 rating += RATING_BOOST(delta);
3709 if (rating > RATING_BOOST(1000)) return 2;
3710 if (rating > RATING_BOOST(800)) return 3;
3711 if (rating > RATING_BOOST(600)) return 4;
3712 if (rating > RATING_BOOST(400)) return 5;
3713 if (rating > RATING_BOOST(300)) return 6;
3714 if (rating > RATING_BOOST(200)) return 7;
3715 if (rating > RATING_BOOST(100)) return 8;
3716 if (rating > RATING_BOOST(0)) return 9;
3722 * @brief ¥À¥ó¥¸¥ç¥ó¤ÎÊ·°Ïµ¤¤ò¹¹¿·¤·¡¢ÊѲ½¤¬¤¢¤Ã¤¿¾ì¹ç¥á¥Ã¥»¡¼¥¸¤òɽ¼¨¤¹¤ë
3723 * / Update dungeon feeling, and announce it if changed
3726 static void update_dungeon_feeling(void)
3732 /* No feeling on the surface */
3733 if (!dun_level) return;
3735 /* No feeling in the arena */
3736 if (p_ptr->inside_battle) return;
3738 /* Extract delay time */
3739 delay = MAX(10, 150 - p_ptr->skill_fos) * (150 - dun_level) * TURNS_PER_TICK / 100;
3741 /* Not yet felt anything */
3742 if (turn < p_ptr->feeling_turn + delay && !cheat_xtra) return;
3744 /* Extract quest number (if any) */
3745 quest_num = quest_number(dun_level);
3747 /* No feeling in a quest */
3749 (is_fixed_quest_idx(quest_num) &&
3750 !((quest_num == QUEST_OBERON) || (quest_num == QUEST_SERPENT) ||
3751 !(quest[quest_num].flags & QUEST_FLAG_PRESET)))) return;
3754 /* Get new dungeon feeling */
3755 new_feeling = get_dungeon_feeling();
3757 /* Remember last time updated */
3758 p_ptr->feeling_turn = turn;
3761 if (p_ptr->feeling == new_feeling) return;
3763 /* Dungeon feeling is changed */
3764 p_ptr->feeling = new_feeling;
3766 /* Announce feeling */
3769 select_floor_music();
3771 /* Update the level indicator */
3772 p_ptr->redraw |= (PR_DEPTH);
3775 if (disturb_minor) disturb(0, 0);
3779 * @brief 10¥²¡¼¥à¥¿¡¼¥ó¤¬¿Ê¹Ô¤¹¤ëËè¤Ë¥²¡¼¥àÀ¤³¦Á´ÂΤνèÍý¤ò¹Ô¤¦¡£
3780 * / Handle certain things once every 10 game turns
3783 static void process_world(void)
3787 const s32b A_DAY = TURNS_PER_TICK * TOWN_DAWN;
3788 s32b prev_turn_in_today = ((turn - TURNS_PER_TICK) % A_DAY + A_DAY / 4) % A_DAY;
3789 int prev_min = (1440 * prev_turn_in_today / A_DAY) % 60;
3791 extract_day_hour_min(&day, &hour, &min);
3793 /* Update dungeon feeling, and announce it if changed */
3794 update_dungeon_feeling();
3796 /*** Check monster arena ***/
3797 if (p_ptr->inside_battle && !p_ptr->leaving)
3803 /* Count all hostile monsters */
3804 for (i2 = 0; i2 < cur_wid; ++i2)
3805 for (j2 = 0; j2 < cur_hgt; j2++)
3807 cave_type *c_ptr = &cave[j2][i2];
3809 if ((c_ptr->m_idx > 0) && (c_ptr->m_idx != p_ptr->riding))
3812 win_m_idx = c_ptr->m_idx;
3816 if (number_mon == 0)
3819 msg_print("ÁêÂǤÁ¤Ë½ª¤ï¤ê¤Þ¤·¤¿¡£");
3821 msg_print("They have kill each other at the same time.");
3824 p_ptr->energy_need = 0;
3827 else if ((number_mon-1) == 0)
3830 monster_type *wm_ptr;
3832 wm_ptr = &m_list[win_m_idx];
3834 monster_desc(m_name, wm_ptr, 0);
3836 msg_format("%s¤¬¾¡Íø¤·¤¿¡ª", m_name);
3838 msg_format("%s is winner!", m_name);
3842 if (win_m_idx == (sel_monster+1))
3845 msg_print("¤ª¤á¤Ç¤È¤¦¤´¤¶¤¤¤Þ¤¹¡£");
3847 msg_print("Congratulations.");
3850 msg_format("%d¡ð¤ò¼õ¤±¼è¤Ã¤¿¡£", battle_odds);
3852 msg_format("You received %d gold.", battle_odds);
3854 p_ptr->au += battle_odds;
3859 msg_print("»ÄÇ°¤Ç¤·¤¿¡£");
3861 msg_print("You lost gold.");
3865 p_ptr->energy_need = 0;
3868 else if (turn - old_turn == 150*TURNS_PER_TICK)
3871 msg_print("¿½¤·Ê¬¤±¤¢¤ê¤Þ¤»¤ó¤¬¡¢¤³¤Î¾¡Éé¤Ï°ú¤Ê¬¤±¤È¤µ¤»¤Æ¤¤¤¿¤À¤¤Þ¤¹¡£");
3873 msg_format("This battle have ended in a draw.");
3875 p_ptr->au += kakekin;
3877 p_ptr->energy_need = 0;
3882 /* Every 10 game turns */
3883 if (turn % TURNS_PER_TICK) return;
3885 /*** Check the Time and Load ***/
3887 if (!(turn % (50*TURNS_PER_TICK)))
3889 /* Check time and load */
3890 if ((0 != check_time()) || (0 != check_load()))
3893 if (closing_flag <= 2)
3898 /* Count warnings */
3903 msg_print("¥¢¥ó¥°¥Ð¥ó¥É¤Ø¤ÎÌ礬ÊĤ¸¤«¤«¤Ã¤Æ¤¤¤Þ¤¹...");
3904 msg_print("¥²¡¼¥à¤ò½ªÎ»¤¹¤ë¤«¥»¡¼¥Ö¤¹¤ë¤«¤·¤Æ²¼¤µ¤¤¡£");
3906 msg_print("The gates to ANGBAND are closing...");
3907 msg_print("Please finish up and/or save your game.");
3917 msg_print("º£¡¢¥¢¥ó¥°¥Ð¥ó¥É¤Ø¤ÎÌ礬ÊĤ¶¤µ¤ì¤Þ¤·¤¿¡£");
3919 msg_print("The gates to ANGBAND are now closed.");
3924 p_ptr->playing = FALSE;
3927 p_ptr->leaving = TRUE;
3932 /*** Attempt timed autosave ***/
3933 if (autosave_t && autosave_freq && !p_ptr->inside_battle)
3935 if (!(turn % ((s32b)autosave_freq * TURNS_PER_TICK)))
3936 do_cmd_save_game(TRUE);
3939 if (mon_fight && !ignore_unview)
3942 msg_print("²¿¤«¤¬Ê¹¤³¤¨¤¿¡£");
3944 msg_print("You hear noise.");
3948 /*** Handle the wilderness/town (sunshine) ***/
3950 /* While in town/wilderness */
3951 if (!dun_level && !p_ptr->inside_quest && !p_ptr->inside_battle && !p_ptr->inside_arena)
3953 /* Hack -- Daybreak/Nighfall in town */
3954 if (!(turn % ((TURNS_PER_TICK * TOWN_DAWN) / 2)))
3958 /* Check for dawn */
3959 dawn = (!(turn % (TURNS_PER_TICK * TOWN_DAWN)));
3968 msg_print("Ì뤬ÌÀ¤±¤¿¡£");
3970 msg_print("The sun has risen.");
3973 if (!p_ptr->wild_mode)
3975 /* Hack -- Scan the town */
3976 for (y = 0; y < cur_hgt; y++)
3978 for (x = 0; x < cur_wid; x++)
3980 /* Get the cave grid */
3981 cave_type *c_ptr = &cave[y][x];
3984 c_ptr->info |= (CAVE_GLOW);
3986 /* Hack -- Memorize lit grids if allowed */
3987 if (view_perma_grids) c_ptr->info |= (CAVE_MARK);
3989 /* Hack -- Notice spot */
4003 msg_print("Æü¤¬ÄÀ¤ó¤À¡£");
4005 msg_print("The sun has fallen.");
4008 if (!p_ptr->wild_mode)
4010 /* Hack -- Scan the town */
4011 for (y = 0; y < cur_hgt; y++)
4013 for (x = 0; x < cur_wid; x++)
4015 /* Get the cave grid */
4016 cave_type *c_ptr = &cave[y][x];
4018 /* Feature code (applying "mimic" field) */
4019 feature_type *f_ptr = &f_info[get_feat_mimic(c_ptr)];
4021 if (!is_mirror_grid(c_ptr) && !have_flag(f_ptr->flags, FF_QUEST_ENTER) &&
4022 !have_flag(f_ptr->flags, FF_ENTRANCE))
4025 c_ptr->info &= ~(CAVE_GLOW);
4027 if (!have_flag(f_ptr->flags, FF_REMEMBER))
4029 /* Forget the normal floor grid */
4030 c_ptr->info &= ~(CAVE_MARK);
4032 /* Hack -- Notice spot */
4038 /* Glow deep lava and building entrances */
4039 glow_deep_lava_and_bldg();
4044 /* Update the monsters */
4045 p_ptr->update |= (PU_MONSTERS | PU_MON_LITE);
4048 p_ptr->redraw |= (PR_MAP);
4051 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
4053 if (p_ptr->special_defense & NINJA_S_STEALTH)
4055 if (cave[py][px].info & CAVE_GLOW) set_superstealth(FALSE);
4060 /* While in the dungeon (vanilla_town or lite_town mode only) */
4061 else if ((vanilla_town || (lite_town && !p_ptr->inside_quest && !p_ptr->inside_battle && !p_ptr->inside_arena)) && dun_level)
4063 /*** Shuffle the Storekeepers ***/
4065 /* Chance is only once a day (while in dungeon) */
4066 if (!(turn % (TURNS_PER_TICK * STORE_TICKS)))
4068 /* Sometimes, shuffle the shop-keepers */
4069 if (one_in_(STORE_SHUFFLE))
4073 /* Pick a random shop (except home and museum) */
4076 n = randint0(MAX_STORES);
4078 while ((n == STORE_HOME) || (n == STORE_MUSEUM));
4080 /* Check every feature */
4081 for (i = 1; i < max_f_idx; i++)
4083 /* Access the index */
4084 feature_type *f_ptr = &f_info[i];
4086 /* Skip empty index */
4087 if (!f_ptr->name) continue;
4089 /* Skip non-store features */
4090 if (!have_flag(f_ptr->flags, FF_STORE)) continue;
4092 /* Verify store type */
4093 if (f_ptr->subtype == n)
4097 if (cheat_xtra) msg_format("%s¤ÎŹ¼ç¤ò¥·¥ã¥Ã¥Õ¥ë¤·¤Þ¤¹¡£", f_name + f_ptr->name);
4099 if (cheat_xtra) msg_format("Shuffle a Shopkeeper of %s.", f_name + f_ptr->name);
4113 /*** Process the monsters ***/
4115 /* Check for creature generation. */
4116 if (one_in_(d_info[dungeon_type].max_m_alloc_chance) &&
4117 !p_ptr->inside_arena && !p_ptr->inside_quest && !p_ptr->inside_battle)
4119 /* Make a new monster */
4120 (void)alloc_monster(MAX_SIGHT + 5, 0);
4123 /* Hack -- Check for creature regeneration */
4124 if (!(turn % (TURNS_PER_TICK*10)) && !p_ptr->inside_battle) regen_monsters();
4125 if (!(turn % (TURNS_PER_TICK*3))) regen_captured_monsters();
4127 if (!p_ptr->leaving)
4131 /* Hack -- Process the counters of monsters if needed */
4132 for (i = 0; i < MAX_MTIMED; i++)
4134 if (mproc_max[i] > 0) process_monsters_mtimed(i);
4142 if (min != prev_min)
4144 do_cmd_write_nikki(NIKKI_HIGAWARI, 0, NULL);
4145 determine_today_mon(FALSE);
4150 * Nightmare mode activates the TY_CURSE at midnight
4152 * Require exact minute -- Don't activate multiple times in a minute
4154 if (ironman_nightmare && (min != prev_min))
4156 /* Every 15 minutes after 11:00 pm */
4157 if ((hour == 23) && !(min % 15))
4166 msg_print("±ó¤¯¤ÇÉÔµ¤Ì£¤Ê¾â¤Î²»¤¬ÌĤä¿¡£");
4168 msg_print("You hear a distant bell toll ominously.");
4174 msg_print("±ó¤¯¤Ç¾â¤¬Æó²óÌĤä¿¡£");
4176 msg_print("A distant bell sounds twice.");
4182 msg_print("±ó¤¯¤Ç¾â¤¬»°²óÌĤä¿¡£");
4184 msg_print("A distant bell sounds three times.");
4190 msg_print("±ó¤¯¤Ç¾â¤¬»Í²óÌĤä¿¡£");
4192 msg_print("A distant bell tolls four times.");
4198 /* TY_CURSE activates at midnight! */
4205 msg_print("±ó¤¯¤Ç¾â¤¬²¿²ó¤âÌĤꡢ»à¤ó¤À¤è¤¦¤ÊÀŤ±¤µ¤ÎÃæ¤Ø¾Ã¤¨¤Æ¤¤¤Ã¤¿¡£");
4207 msg_print("A distant bell tolls many times, fading into an deathly silence.");
4210 activate_ty_curse(FALSE, &count);
4215 /*** Check the Food, and Regenerate ***/
4217 if (!p_ptr->inside_battle)
4219 /* Digest quickly when gorged */
4220 if (p_ptr->food >= PY_FOOD_MAX)
4222 /* Digest a lot of food */
4223 (void)set_food(p_ptr->food - 100);
4226 /* Digest normally -- Every 50 game turns */
4227 else if (!(turn % (TURNS_PER_TICK*5)))
4229 /* Basic digestion rate based on speed */
4230 int digestion = SPEED_TO_ENERGY(p_ptr->pspeed);
4232 /* Regeneration takes more food */
4233 if (p_ptr->regenerate)
4235 if (p_ptr->special_defense & (KAMAE_MASK | KATA_MASK))
4237 if (p_ptr->cursed & TRC_FAST_DIGEST)
4240 /* Slow digestion takes less food */
4241 if (p_ptr->slow_digest)
4244 /* Minimal digestion */
4245 if (digestion < 1) digestion = 1;
4246 /* Maximal digestion */
4247 if (digestion > 100) digestion = 100;
4249 /* Digest some food */
4250 (void)set_food(p_ptr->food - digestion);
4255 if ((p_ptr->food < PY_FOOD_FAINT))
4257 /* Faint occasionally */
4258 if (!p_ptr->paralyzed && (randint0(100) < 10))
4262 msg_print("¤¢¤Þ¤ê¤Ë¤â¶õÊ¢¤Çµ¤À䤷¤Æ¤·¤Þ¤Ã¤¿¡£");
4264 msg_print("You faint from the lack of food.");
4269 /* Hack -- faint (bypass free action) */
4270 (void)set_paralyzed(p_ptr->paralyzed + 1 + randint0(5));
4273 /* Starve to death (slowly) */
4274 if (p_ptr->food < PY_FOOD_STARVE)
4276 /* Calculate damage */
4277 int dam = (PY_FOOD_STARVE - p_ptr->food) / 10;
4281 if (!IS_INVULN()) take_hit(DAMAGE_LOSELIFE, dam, "¶õÊ¢", -1);
4283 if (!IS_INVULN()) take_hit(DAMAGE_LOSELIFE, dam, "starvation", -1);
4291 /* Process timed damage and regeneration */
4292 process_world_aux_hp_and_sp();
4294 /* Process timeout */
4295 process_world_aux_timeout();
4298 process_world_aux_light();
4300 /* Process mutation effects */
4301 process_world_aux_mutation();
4303 /* Process curse effects */
4304 process_world_aux_curse();
4306 /* Process recharging */
4307 process_world_aux_recharge();
4309 /* Feel the inventory */
4313 /* Involuntary Movement */
4314 process_world_aux_movement();
4318 * @brief ¥¦¥£¥¶¡¼¥É¥â¡¼¥É¤Ø¤ÎƳÆþ½èÍý
4319 * / Verify use of "wizard" mode
4320 * @return ¼ÂºÝ¤Ë¥¦¥£¥¶¡¼¥É¥â¡¼¥É¤Ø°Ü¹Ô¤·¤¿¤éTRUE¤òÊÖ¤¹¡£
4322 static bool enter_wizard_mode(void)
4324 /* Ask first time */
4325 if (!p_ptr->noscore)
4327 /* Wizard mode is not permitted */
4328 if (!allow_debug_opts || arg_wizard)
4331 msg_print("¥¦¥£¥¶¡¼¥É¥â¡¼¥É¤Ïµö²Ä¤µ¤ì¤Æ¤¤¤Þ¤»¤ó¡£ ");
4333 msg_print("Wizard mode is not permitted.");
4338 /* Mention effects */
4340 msg_print("¥¦¥£¥¶¡¼¥É¥â¡¼¥É¤Ï¥Ç¥Ð¥Ã¥°¤È¼Â¸³¤Î¤¿¤á¤Î¥â¡¼¥É¤Ç¤¹¡£ ");
4341 msg_print("°ìÅÙ¥¦¥£¥¶¡¼¥É¥â¡¼¥É¤ËÆþ¤ë¤È¥¹¥³¥¢¤ÏµÏ¿¤µ¤ì¤Þ¤»¤ó¡£");
4343 msg_print("Wizard mode is for debugging and experimenting.");
4344 msg_print("The game will not be scored if you enter wizard mode.");
4349 /* Verify request */
4351 if (!get_check("ËÜÅö¤Ë¥¦¥£¥¶¡¼¥É¥â¡¼¥É¤ËÆþ¤ê¤¿¤¤¤Î¤Ç¤¹¤«? "))
4353 if (!get_check("Are you sure you want to enter wizard mode? "))
4360 do_cmd_write_nikki(NIKKI_BUNSHOU, 0, "¥¦¥£¥¶¡¼¥É¥â¡¼¥É¤ËÆÍÆþ¤·¤Æ¥¹¥³¥¢¤ò»Ä¤»¤Ê¤¯¤Ê¤Ã¤¿¡£");
4362 do_cmd_write_nikki(NIKKI_BUNSHOU, 0, "give up recording score to enter wizard mode.");
4365 p_ptr->noscore |= 0x0002;
4376 * @brief ¥Ç¥Ð¥Ã¥°¥³¥Þ¥ó¥É¤Ø¤ÎƳÆþ½èÍý
4377 * / Verify use of "debug" commands
4378 * @return ¼ÂºÝ¤Ë¥Ç¥Ð¥Ã¥°¥³¥Þ¥ó¥É¤Ø°Ü¹Ô¤·¤¿¤éTRUE¤òÊÖ¤¹¡£
4380 static bool enter_debug_mode(void)
4382 /* Ask first time */
4383 if (!p_ptr->noscore)
4385 /* Debug mode is not permitted */
4386 if (!allow_debug_opts)
4389 msg_print("¥Ç¥Ð¥Ã¥°¥³¥Þ¥ó¥É¤Ïµö²Ä¤µ¤ì¤Æ¤¤¤Þ¤»¤ó¡£ ");
4391 msg_print("Use of debug command is not permitted.");
4396 /* Mention effects */
4398 msg_print("¥Ç¥Ð¥Ã¥°¡¦¥³¥Þ¥ó¥É¤Ï¥Ç¥Ð¥Ã¥°¤È¼Â¸³¤Î¤¿¤á¤Î¥³¥Þ¥ó¥É¤Ç¤¹¡£ ");
4399 msg_print("¥Ç¥Ð¥Ã¥°¡¦¥³¥Þ¥ó¥É¤ò»È¤¦¤È¥¹¥³¥¢¤ÏµÏ¿¤µ¤ì¤Þ¤»¤ó¡£");
4401 msg_print("The debug commands are for debugging and experimenting.");
4402 msg_print("The game will not be scored if you use debug commands.");
4407 /* Verify request */
4409 if (!get_check("ËÜÅö¤Ë¥Ç¥Ð¥Ã¥°¡¦¥³¥Þ¥ó¥É¤ò»È¤¤¤Þ¤¹¤«? "))
4411 if (!get_check("Are you sure you want to use debug commands? "))
4418 do_cmd_write_nikki(NIKKI_BUNSHOU, 0, "¥Ç¥Ð¥Ã¥°¥â¡¼¥É¤ËÆÍÆþ¤·¤Æ¥¹¥³¥¢¤ò»Ä¤»¤Ê¤¯¤Ê¤Ã¤¿¡£");
4420 do_cmd_write_nikki(NIKKI_BUNSHOU, 0, "give up sending score to use debug commands.");
4423 p_ptr->noscore |= 0x0008;
4431 * Hack -- Declare the Debug Routines
4433 extern void do_cmd_debug(void);
4435 #endif /* ALLOW_WIZARD */
4441 * @brief ¥Ü¡¼¥°¥³¥Þ¥ó¥É¤Ø¤ÎƳÆþ½èÍý
4442 * / Verify use of "borg" commands
4443 * @return ¼ÂºÝ¤Ë¥Ü¡¼¥°¥³¥Þ¥ó¥É¤Ø°Ü¹Ô¤·¤¿¤éTRUE¤òÊÖ¤¹¡£
4445 static bool enter_borg_mode(void)
4447 /* Ask first time */
4448 if (!(p_ptr->noscore & 0x0010))
4450 /* Mention effects */
4452 msg_print("¥Ü¡¼¥°¡¦¥³¥Þ¥ó¥É¤Ï¥Ç¥Ð¥Ã¥°¤È¼Â¸³¤Î¤¿¤á¤Î¥³¥Þ¥ó¥É¤Ç¤¹¡£ ");
4453 msg_print("¥Ü¡¼¥°¡¦¥³¥Þ¥ó¥É¤ò»È¤¦¤È¥¹¥³¥¢¤ÏµÏ¿¤µ¤ì¤Þ¤»¤ó¡£");
4455 msg_print("The borg commands are for debugging and experimenting.");
4456 msg_print("The game will not be scored if you use borg commands.");
4461 /* Verify request */
4463 if (!get_check("ËÜÅö¤Ë¥Ü¡¼¥°¡¦¥³¥Þ¥ó¥É¤ò»È¤¤¤Þ¤¹¤«? "))
4465 if (!get_check("Are you sure you want to use borg commands? "))
4472 do_cmd_write_nikki(NIKKI_BUNSHOU, 0, "¥Ü¡¼¥°¡¦¥³¥Þ¥ó¥É¤ò»ÈÍѤ·¤Æ¥¹¥³¥¢¤ò»Ä¤»¤Ê¤¯¤Ê¤Ã¤¿¡£");
4474 do_cmd_write_nikki(NIKKI_BUNSHOU, 0, "give up recording score to use borg commands.");
4477 p_ptr->noscore |= 0x0010;
4485 * Hack -- Declare the Ben Borg
4487 extern void do_cmd_borg(void);
4489 #endif /* ALLOW_BORG */
4493 * @brief ¥×¥ì¥¤¥ä¡¼¤«¤é¼õ¤±¤¿ÆþÎÏ¥³¥Þ¥ó¥É¤Îʬ´ô½èÍý¡£
4494 * / Parse and execute the current command Give "Warning" on illegal commands.
4495 * @todo XXX XXX XXX Make some "blocks"
4498 static void process_command(void)
4500 int old_now_message = now_message;
4502 #ifdef ALLOW_REPEAT /* TNB */
4504 /* Handle repeating the last command */
4507 #endif /* ALLOW_REPEAT -- TNB */
4512 if ((p_ptr->pclass == CLASS_SNIPER) && (p_ptr->concent))
4513 reset_concent = TRUE;
4515 /* Parse the command */
4516 switch (command_cmd)
4532 /*** Wizard Commands ***/
4534 /* Toggle Wizard Mode */
4539 p_ptr->wizard = FALSE;
4541 msg_print("¥¦¥£¥¶¡¼¥É¥â¡¼¥É²ò½ü¡£");
4543 msg_print("Wizard mode off.");
4547 else if (enter_wizard_mode())
4549 p_ptr->wizard = TRUE;
4551 msg_print("¥¦¥£¥¶¡¼¥É¥â¡¼¥ÉÆÍÆþ¡£");
4553 msg_print("Wizard mode on.");
4558 /* Update monsters */
4559 p_ptr->update |= (PU_MONSTERS);
4561 /* Redraw "title" */
4562 p_ptr->redraw |= (PR_TITLE);
4570 /* Special "debug" commands */
4573 /* Enter debug mode */
4574 if (enter_debug_mode())
4581 #endif /* ALLOW_WIZARD */
4586 /* Special "borg" commands */
4589 /* Enter borg mode */
4590 if (enter_borg_mode())
4592 if (!p_ptr->wild_mode) do_cmd_borg();
4598 #endif /* ALLOW_BORG */
4602 /*** Inventory Commands ***/
4604 /* Wear/wield equipment */
4607 if (!p_ptr->wild_mode) do_cmd_wield();
4611 /* Take off equipment */
4614 if (!p_ptr->wild_mode) do_cmd_takeoff();
4621 if (!p_ptr->wild_mode) do_cmd_drop();
4625 /* Destroy an item */
4632 /* Equipment list */
4639 /* Inventory list */
4647 /*** Various commands ***/
4649 /* Identify an object */
4656 /* Hack -- toggle windows */
4659 toggle_inven_equip();
4664 /*** Standard "Movement" Commands ***/
4669 if (!p_ptr->wild_mode) do_cmd_alter();
4676 if (!p_ptr->wild_mode) do_cmd_tunnel();
4680 /* Move (usually pick up things) */
4683 #ifdef ALLOW_EASY_DISARM /* TNB */
4687 #else /* ALLOW_EASY_DISARM -- TNB */
4689 do_cmd_walk(always_pickup);
4691 #endif /* ALLOW_EASY_DISARM -- TNB */
4696 /* Move (usually do not pick up) */
4699 #ifdef ALLOW_EASY_DISARM /* TNB */
4703 #else /* ALLOW_EASY_DISARM -- TNB */
4705 do_cmd_walk(!always_pickup);
4707 #endif /* ALLOW_EASY_DISARM -- TNB */
4713 /*** Running, Resting, Searching, Staying */
4715 /* Begin Running -- Arg is Max Distance */
4718 if (!p_ptr->wild_mode) do_cmd_run();
4722 /* Stay still (usually pick things up) */
4725 do_cmd_stay(always_pickup);
4729 /* Stay still (usually do not pick up) */
4732 do_cmd_stay(!always_pickup);
4736 /* Rest -- Arg is time */
4743 /* Search for traps/doors */
4750 /* Toggle search mode */
4753 if (p_ptr->action == ACTION_SEARCH) set_action(ACTION_NONE);
4754 else set_action(ACTION_SEARCH);
4759 /*** Stairs and Doors and Chests and Traps ***/
4762 case SPECIAL_KEY_STORE:
4764 if (!p_ptr->wild_mode) do_cmd_store();
4768 /* Enter building -KMW- */
4769 case SPECIAL_KEY_BUILDING:
4771 if (!p_ptr->wild_mode) do_cmd_bldg();
4775 /* Enter quest level -KMW- */
4776 case SPECIAL_KEY_QUEST:
4778 if (!p_ptr->wild_mode) do_cmd_quest();
4782 /* Go up staircase */
4785 if (!p_ptr->wild_mode && !dun_level && !p_ptr->inside_arena && !p_ptr->inside_quest)
4787 if (vanilla_town) break;
4792 msg_print("½±·â¤«¤éƨ¤²¤ë¤Ë¤Ï¥Þ¥Ã¥×¤Îü¤Þ¤Ç°ÜÆ°¤·¤Ê¤±¤ì¤Ð¤Ê¤é¤Ê¤¤¡£");
4794 msg_print("To flee the ambush you have to reach the edge of the map.");
4799 if (p_ptr->food < PY_FOOD_WEAK)
4802 msg_print("¤½¤ÎÁ°¤Ë¿©»ö¤ò¤È¤é¤Ê¤¤¤È¡£");
4804 msg_print("You must eat something here.");
4816 /* Go down staircase */
4819 if (p_ptr->wild_mode)
4827 /* Open a door or chest */
4830 if (!p_ptr->wild_mode) do_cmd_open();
4837 if (!p_ptr->wild_mode) do_cmd_close();
4841 /* Jam a door with spikes */
4844 if (!p_ptr->wild_mode) do_cmd_spike();
4851 if (!p_ptr->wild_mode) do_cmd_bash();
4855 /* Disarm a trap or chest */
4858 if (!p_ptr->wild_mode) do_cmd_disarm();
4863 /*** Magic and Prayers ***/
4865 /* Gain new spells/prayers */
4868 if ((p_ptr->pclass == CLASS_SORCERER) || (p_ptr->pclass == CLASS_RED_MAGE))
4870 msg_print("¼öʸ¤ò³Ø½¬¤¹¤ëɬÍפϤʤ¤¡ª");
4872 msg_print("You don't have to learn spells!");
4874 else if (p_ptr->pclass == CLASS_SAMURAI)
4875 do_cmd_gain_hissatsu();
4876 else if (p_ptr->pclass == CLASS_MAGIC_EATER)
4886 if ( (p_ptr->pclass == CLASS_MINDCRAFTER) ||
4887 (p_ptr->pclass == CLASS_BERSERKER) ||
4888 (p_ptr->pclass == CLASS_NINJA) ||
4889 (p_ptr->pclass == CLASS_MIRROR_MASTER)
4890 ) do_cmd_mind_browse();
4891 else if (p_ptr->pclass == CLASS_SMITH)
4893 else if (p_ptr->pclass == CLASS_MAGIC_EATER)
4894 do_cmd_magic_eater(TRUE, FALSE);
4895 else if (p_ptr->pclass == CLASS_SNIPER)
4896 do_cmd_snipe_browse();
4897 else do_cmd_browse();
4905 if (!p_ptr->wild_mode)
4907 if ((p_ptr->pclass == CLASS_WARRIOR) || (p_ptr->pclass == CLASS_ARCHER) || (p_ptr->pclass == CLASS_CAVALRY))
4910 msg_print("¼öʸ¤ò¾§¤¨¤é¤ì¤Ê¤¤¡ª");
4912 msg_print("You cannot cast spells!");
4915 else if (dun_level && (d_info[dungeon_type].flags1 & DF1_NO_MAGIC) && (p_ptr->pclass != CLASS_BERSERKER) && (p_ptr->pclass != CLASS_SMITH))
4918 msg_print("¥À¥ó¥¸¥ç¥ó¤¬ËâË¡¤òµÛ¼ý¤·¤¿¡ª");
4920 msg_print("The dungeon absorbs all attempted magic!");
4924 else if (p_ptr->anti_magic && (p_ptr->pclass != CLASS_BERSERKER) && (p_ptr->pclass != CLASS_SMITH))
4928 cptr which_power = "ËâË¡";
4930 cptr which_power = "magic";
4932 if (p_ptr->pclass == CLASS_MINDCRAFTER)
4934 which_power = "ĶǽÎÏ";
4936 which_power = "psionic powers";
4938 else if (p_ptr->pclass == CLASS_IMITATOR)
4940 which_power = "¤â¤Î¤Þ¤Í";
4942 which_power = "imitation";
4944 else if (p_ptr->pclass == CLASS_SAMURAI)
4946 which_power = "ɬ»¦·õ";
4948 which_power = "hissatsu";
4950 else if (p_ptr->pclass == CLASS_MIRROR_MASTER)
4952 which_power = "¶ÀËâË¡";
4954 which_power = "mirror magic";
4956 else if (p_ptr->pclass == CLASS_NINJA)
4958 which_power = "Ǧ½Ñ";
4960 which_power = "ninjutsu";
4962 else if (mp_ptr->spell_book == TV_LIFE_BOOK)
4964 which_power = "µ§¤ê";
4966 which_power = "prayer";
4970 msg_format("È¿ËâË¡¥Ð¥ê¥¢¤¬%s¤ò¼ÙË⤷¤¿¡ª", which_power);
4972 msg_format("An anti-magic shell disrupts your %s!", which_power);
4976 else if (p_ptr->shero && (p_ptr->pclass != CLASS_BERSERKER))
4979 msg_format("¶¸Àï»Î²½¤·¤Æ¤¤¤ÆƬ¤¬²ó¤é¤Ê¤¤¡ª");
4981 msg_format("You cannot think directly!");
4987 if ((p_ptr->pclass == CLASS_MINDCRAFTER) ||
4988 (p_ptr->pclass == CLASS_BERSERKER) ||
4989 (p_ptr->pclass == CLASS_NINJA) ||
4990 (p_ptr->pclass == CLASS_MIRROR_MASTER)
4993 else if (p_ptr->pclass == CLASS_IMITATOR)
4995 else if (p_ptr->pclass == CLASS_MAGIC_EATER)
4996 do_cmd_magic_eater(FALSE, FALSE);
4997 else if (p_ptr->pclass == CLASS_SAMURAI)
4999 else if (p_ptr->pclass == CLASS_BLUE_MAGE)
5000 do_cmd_cast_learned();
5001 else if (p_ptr->pclass == CLASS_SMITH)
5003 else if (p_ptr->pclass == CLASS_SNIPER)
5012 /* Issue a pet command */
5015 if (!p_ptr->wild_mode) do_cmd_pet();
5019 /*** Use various objects ***/
5021 /* Inscribe an object */
5028 /* Uninscribe an object */
5031 do_cmd_uninscribe();
5035 /* Activate an artifact */
5038 if (!p_ptr->wild_mode)
5040 if (!p_ptr->inside_arena)
5045 msg_print("¥¢¥ê¡¼¥Ê¤¬ËâË¡¤òµÛ¼ý¤·¤¿¡ª");
5047 msg_print("The arena absorbs all attempted magic!");
5063 /* Fuel your lantern/torch */
5073 if (!p_ptr->wild_mode) do_cmd_fire();
5080 if (!p_ptr->wild_mode)
5090 if (!p_ptr->wild_mode)
5092 if (!p_ptr->inside_arena)
5097 msg_print("¥¢¥ê¡¼¥Ê¤¬ËâË¡¤òµÛ¼ý¤·¤¿¡ª");
5099 msg_print("The arena absorbs all attempted magic!");
5111 if (!p_ptr->wild_mode)
5113 if (p_ptr->inside_arena)
5116 msg_print("¥¢¥ê¡¼¥Ê¤¬ËâË¡¤òµÛ¼ý¤·¤¿¡ª");
5118 msg_print("The arena absorbs all attempted magic!");
5123 else if (use_command && rogue_like_commands)
5135 /* Quaff a potion */
5138 if (!p_ptr->wild_mode)
5140 if (!p_ptr->inside_arena)
5141 do_cmd_quaff_potion();
5145 msg_print("¥¢¥ê¡¼¥Ê¤¬ËâË¡¤òµÛ¼ý¤·¤¿¡ª");
5147 msg_print("The arena absorbs all attempted magic!");
5159 if (!p_ptr->wild_mode)
5161 if (!p_ptr->inside_arena)
5162 do_cmd_read_scroll();
5166 msg_print("¥¢¥ê¡¼¥Ê¤¬ËâË¡¤òµÛ¼ý¤·¤¿¡ª");
5168 msg_print("The arena absorbs all attempted magic!");
5180 if (!p_ptr->wild_mode)
5182 if (p_ptr->inside_arena)
5185 msg_print("¥¢¥ê¡¼¥Ê¤¬ËâË¡¤òµÛ¼ý¤·¤¿¡ª");
5187 msg_print("The arena absorbs all attempted magic!");
5192 else if (use_command && !rogue_like_commands)
5202 /* Use racial power */
5205 if (!p_ptr->wild_mode) do_cmd_racial_power();
5210 /*** Looking at Things (nearby or on map) ***/
5212 /* Full dungeon map */
5219 /* Locate player on map */
5233 /* Target monster or location */
5236 if (!p_ptr->wild_mode) do_cmd_target();
5242 /*** Help and Such ***/
5251 /* Identify symbol */
5254 do_cmd_query_symbol();
5258 /* Character description */
5261 do_cmd_change_name();
5266 /*** System Commands ***/
5268 /* Hack -- User interface */
5275 /* Single line from a pref file */
5284 do_cmd_reload_autopick();
5290 do_cmd_edit_autopick();
5294 /* Interact with macros */
5301 /* Interact with visuals */
5309 /* Interact with colors */
5317 /* Interact with options */
5321 (void)combine_and_reorder_home(STORE_HOME);
5326 /*** Misc Commands ***/
5342 /* Repeat level feeling */
5345 if (!p_ptr->wild_mode) do_cmd_feeling();
5349 /* Show previous message */
5352 do_cmd_message_one();
5356 /* Show previous messages */
5359 do_cmd_messages(old_now_message);
5363 /* Show quest status -KMW- */
5366 do_cmd_checkquest();
5370 /* Redraw the screen */
5373 now_message = old_now_message;
5378 #ifndef VERIFY_SAVEFILE
5380 /* Hack -- Save and don't quit */
5383 do_cmd_save_game(FALSE);
5387 #endif /* VERIFY_SAVEFILE */
5397 case SPECIAL_KEY_QUIT:
5399 do_cmd_save_and_exit();
5403 /* Quit (commit suicide) */
5416 /* Check artifacts, uniques, objects */
5423 /* Load "screen dump" */
5426 do_cmd_load_screen();
5430 /* Save "screen dump" */
5433 do_cmd_save_screen();
5437 /* Record/stop "Movie" */
5440 prepare_movie_hooks();
5444 /* Make random artifact list */
5447 spoil_random_artifact("randifact.txt");
5454 if (!p_ptr->wild_mode) do_cmd_travel();
5455 if (p_ptr->special_defense & KATA_MUSOU)
5457 set_action(ACTION_NONE);
5463 /* Hack -- Unknown command */
5466 if (flush_failure) flush();
5470 sound(SOUND_ILLEGAL);
5472 if (!get_rnd_line("error_j.txt", 0, error_m))
5474 if (!get_rnd_line("error.txt", 0, error_m))
5481 prt(" '?' ¤Ç¥Ø¥ë¥×¤¬É½¼¨¤µ¤ì¤Þ¤¹¡£", 0, 0);
5483 prt("Type '?' for help.", 0, 0);
5489 if (!energy_use && !now_message)
5490 now_message = old_now_message;
5494 * @brief ¥â¥ó¥¹¥¿¡¼¼ï²¤¬Äà¤ì¤ë¼ï²¤«¤É¤¦¤«¤òȽÄꤹ¤ë¡£
5495 * @param r_idx ȽÄꤷ¤¿¤¤¥â¥ó¥¹¥¿¡¼¼ï²¤ÎID
5496 * @return Äà¤ì¤ëÂоݤʤé¤ÐTRUE¤òÊÖ¤¹
5498 static bool monster_tsuri(int r_idx)
5500 monster_race *r_ptr = &r_info[r_idx];
5502 if ((r_ptr->flags7 & RF7_AQUATIC) && !(r_ptr->flags1 & RF1_UNIQUE) && my_strchr("Jjlw", r_ptr->d_char))
5510 * @brief ¥¢¥¤¥Æ¥à¤Î½ê»ý¼ïÎà¿ô¤¬Ä¶¤¨¤¿¾ì¹ç¤Ë¥¢¥¤¥Æ¥à¤ò¾²¤ËÍî¤È¤¹½èÍý / Hack -- Pack Overflow
5513 static void pack_overflow(void)
5515 if (inventory[INVEN_PACK].k_idx)
5517 char o_name[MAX_NLEN];
5520 /* Is auto-destroy done? */
5522 if (!inventory[INVEN_PACK].k_idx) return;
5524 /* Access the slot to be dropped */
5525 o_ptr = &inventory[INVEN_PACK];
5532 msg_print("¥¶¥Ã¥¯¤«¤é¥¢¥¤¥Æ¥à¤¬¤¢¤Õ¤ì¤¿¡ª");
5534 msg_print("Your pack overflows!");
5538 object_desc(o_name, o_ptr, 0);
5542 msg_format("%s(%c)¤òÍî¤È¤·¤¿¡£", o_name, index_to_label(INVEN_PACK));
5544 msg_format("You drop %s (%c).", o_name, index_to_label(INVEN_PACK));
5547 /* Drop it (carefully) near the player */
5548 (void)drop_near(o_ptr, 0, py, px);
5550 /* Modify, Describe, Optimize */
5551 inven_item_increase(INVEN_PACK, -255);
5552 inven_item_describe(INVEN_PACK);
5553 inven_item_optimize(INVEN_PACK);
5555 /* Handle "p_ptr->notice" */
5558 /* Handle "p_ptr->update" and "p_ptr->redraw" and "p_ptr->window" */
5564 * @brief ¥×¥ì¥¤¥ä¡¼¤Î¹ÔÆ°¥¨¥Í¥ë¥®¡¼¤¬½¼Å¶¤µ¤ì¤ë¡Ê¡á¥×¥ì¥¤¥ä¡¼¤Î¥¿¡¼¥ó¤¬²ó¤ë¡ËËè¤Ë¹Ô¤ï¤ì¤ë½èÍý / process the effects per 100 energy at player speed.
5567 static void process_upkeep_with_speed(void)
5569 /* Give the player some energy */
5570 if (!load && p_ptr->enchant_energy_need > 0 && !p_ptr->leaving)
5572 p_ptr->enchant_energy_need -= SPEED_TO_ENERGY(p_ptr->pspeed);
5576 if (p_ptr->enchant_energy_need > 0) return;
5578 while (p_ptr->enchant_energy_need <= 0)
5580 /* Handle the player song */
5581 if (!load) check_music();
5583 /* Hex - Handle the hex spells */
5584 if (!load) check_hex();
5585 if (!load) revenge_spell();
5587 /* There is some randomness of needed energy */
5588 p_ptr->enchant_energy_need += ENERGY_NEED();
5593 * @brief ¥×¥ì¥¤¥ä¡¼¤Î¹ÔÆ°½èÍý / Process the player
5596 * Notice the annoying code to handle "pack overflow", which\n
5597 * must come first just in case somebody manages to corrupt\n
5598 * the savefiles by clever use of menu commands or something.\n
5600 static void process_player(void)
5604 /*** Apply energy ***/
5609 msg_print("²¿¤«ÊѤï¤Ã¤¿µ¤¤¬¤¹¤ë¡ª");
5611 msg_print("You feel different!");
5614 (void)gain_random_mutation(0);
5615 hack_mutation = FALSE;
5618 if (p_ptr->inside_battle)
5620 for(i = 1; i < m_max; i++)
5622 monster_type *m_ptr = &m_list[i];
5624 if (!m_ptr->r_idx) continue;
5626 /* Hack -- Detect monster */
5627 m_ptr->mflag2 |= (MFLAG2_MARK | MFLAG2_SHOW);
5629 /* Update the monster */
5630 update_mon(i, FALSE);
5635 /* Give the player some energy */
5636 else if (!(load && p_ptr->energy_need <= 0))
5638 p_ptr->energy_need -= SPEED_TO_ENERGY(p_ptr->pspeed);
5642 if (p_ptr->energy_need > 0) return;
5643 if (!command_rep) prt_time();
5645 /*** Check for interupts ***/
5647 /* Complete resting */
5654 if ((p_ptr->chp == p_ptr->mhp) &&
5655 (p_ptr->csp >= p_ptr->msp))
5657 set_action(ACTION_NONE);
5661 /* Complete resting */
5662 else if (resting == -2)
5665 if ((p_ptr->chp == p_ptr->mhp) &&
5666 (p_ptr->csp >= p_ptr->msp) &&
5667 !p_ptr->blind && !p_ptr->confused &&
5668 !p_ptr->poisoned && !p_ptr->afraid &&
5669 !p_ptr->stun && !p_ptr->cut &&
5670 !p_ptr->slow && !p_ptr->paralyzed &&
5671 !p_ptr->image && !p_ptr->word_recall &&
5672 !p_ptr->alter_reality)
5674 set_action(ACTION_NONE);
5679 if (p_ptr->action == ACTION_FISH)
5682 Term_xtra(TERM_XTRA_DELAY, 10);
5686 bool success = FALSE;
5687 get_mon_num_prep(monster_tsuri,NULL);
5688 r_idx = get_mon_num(dun_level ? dun_level : wilderness[p_ptr->wilderness_y][p_ptr->wilderness_x].level);
5690 if (r_idx && one_in_(2))
5693 y = py+ddy[tsuri_dir];
5694 x = px+ddx[tsuri_dir];
5695 if (place_monster_aux(0, y, x, r_idx, PM_NO_KAGE))
5698 monster_desc(m_name, &m_list[cave[y][x].m_idx], 0);
5700 msg_format("%s¤¬Äà¤ì¤¿¡ª", m_name);
5702 msg_format("You have a good catch!", m_name);
5710 msg_print("±Â¤À¤±¿©¤ï¤ì¤Æ¤·¤Þ¤Ã¤¿¡ª¤¯¤Ã¤½¡Á¡ª");
5712 msg_print("Damn! The fish stole your bait!");
5719 /* Handle "abort" */
5722 /* Check for "player abort" (semi-efficiently for resting) */
5723 if (running || travel.run || command_rep || (p_ptr->action == ACTION_REST) || (p_ptr->action == ACTION_FISH))
5728 /* Check for a key */
5737 /* Hack -- Show a Message */
5739 msg_print("ÃæÃǤ·¤Þ¤·¤¿¡£");
5741 msg_print("Canceled.");
5748 if (p_ptr->riding && !p_ptr->confused && !p_ptr->blind)
5750 monster_type *m_ptr = &m_list[p_ptr->riding];
5751 monster_race *r_ptr = &r_info[m_ptr->r_idx];
5753 if (MON_CSLEEP(m_ptr))
5758 (void)set_monster_csleep(p_ptr->riding, 0);
5760 /* Acquire the monster name */
5761 monster_desc(m_name, m_ptr, 0);
5763 msg_format("%^s¤òµ¯¤³¤·¤¿¡£", m_name);
5765 msg_format("You have waked %s up.", m_name);
5769 if (MON_STUNNED(m_ptr))
5771 /* Hack -- Recover from stun */
5772 if (set_monster_stunned(p_ptr->riding,
5773 (randint0(r_ptr->level) < p_ptr->skill_exp[GINOU_RIDING]) ? 0 : (MON_STUNNED(m_ptr) - 1)))
5777 /* Acquire the monster name */
5778 monster_desc(m_name, m_ptr, 0);
5780 /* Dump a message */
5782 msg_format("%^s¤òÛ¯Û°¾õÂÖ¤«¤éΩ¤Áľ¤é¤»¤¿¡£", m_name);
5784 msg_format("%^s is no longer stunned.", m_name);
5789 if (MON_CONFUSED(m_ptr))
5791 /* Hack -- Recover from confusion */
5792 if (set_monster_confused(p_ptr->riding,
5793 (randint0(r_ptr->level) < p_ptr->skill_exp[GINOU_RIDING]) ? 0 : (MON_CONFUSED(m_ptr) - 1)))
5797 /* Acquire the monster name */
5798 monster_desc(m_name, m_ptr, 0);
5800 /* Dump a message */
5802 msg_format("%^s¤òº®Íð¾õÂÖ¤«¤éΩ¤Áľ¤é¤»¤¿¡£", m_name);
5804 msg_format("%^s is no longer confused.", m_name);
5809 if (MON_MONFEAR(m_ptr))
5811 /* Hack -- Recover from fear */
5812 if (set_monster_monfear(p_ptr->riding,
5813 (randint0(r_ptr->level) < p_ptr->skill_exp[GINOU_RIDING]) ? 0 : (MON_MONFEAR(m_ptr) - 1)))
5817 /* Acquire the monster name */
5818 monster_desc(m_name, m_ptr, 0);
5820 /* Dump a message */
5822 msg_format("%^s¤ò¶²Éݤ«¤éΩ¤Áľ¤é¤»¤¿¡£", m_name);
5824 msg_format("%^s is no longer fear.", m_name);
5829 /* Handle "p_ptr->update" and "p_ptr->redraw" and "p_ptr->window" */
5836 if (p_ptr->lightspeed)
5838 (void)set_lightspeed(p_ptr->lightspeed - 1, TRUE);
5840 if ((p_ptr->pclass == CLASS_FORCETRAINER) && (p_ptr->magic_num1[0]))
5842 if (p_ptr->magic_num1[0] < 40)
5844 p_ptr->magic_num1[0] = 0;
5846 else p_ptr->magic_num1[0] -= 40;
5847 p_ptr->update |= (PU_BONUS);
5849 if (p_ptr->action == ACTION_LEARN)
5852 u32b cost_frac = (p_ptr->msp + 30L) * 256L;
5854 /* Convert the unit (1/2^16) to (1/2^32) */
5855 s64b_LSHIFT(cost, cost_frac, 16);
5858 if (s64b_cmp(p_ptr->csp, p_ptr->csp_frac, cost, cost_frac) < 0)
5862 p_ptr->csp_frac = 0;
5863 set_action(ACTION_NONE);
5868 s64b_sub(&(p_ptr->csp), &(p_ptr->csp_frac), cost, cost_frac);
5870 p_ptr->redraw |= PR_MANA;
5873 if (p_ptr->special_defense & KATA_MASK)
5875 if (p_ptr->special_defense & KATA_MUSOU)
5879 set_action(ACTION_NONE);
5884 p_ptr->redraw |= (PR_MANA);
5889 /*** Handle actual user input ***/
5891 /* Repeat until out of energy */
5892 while (p_ptr->energy_need <= 0)
5894 p_ptr->window |= PW_PLAYER;
5895 p_ptr->sutemi = FALSE;
5896 p_ptr->counter = FALSE;
5897 now_damaged = FALSE;
5899 /* Handle "p_ptr->notice" */
5902 /* Handle "p_ptr->update" and "p_ptr->redraw" and "p_ptr->window" */
5905 /* Place the cursor on the player */
5906 move_cursor_relative(py, px);
5908 /* Refresh (optional) */
5909 if (fresh_before) Term_fresh();
5912 /* Hack -- Pack Overflow */
5916 /* Hack -- cancel "lurking browse mode" */
5917 if (!command_new) command_see = FALSE;
5920 /* Assume free turn */
5924 if (p_ptr->inside_battle)
5926 /* Place the cursor on the player */
5927 move_cursor_relative(py, px);
5929 command_cmd = SPECIAL_KEY_BUILDING;
5931 /* Process the command */
5935 /* Paralyzed or Knocked Out */
5936 else if (p_ptr->paralyzed || (p_ptr->stun >= 100))
5943 else if (p_ptr->action == ACTION_REST)
5948 /* Reduce rest count */
5951 if (!resting) set_action(ACTION_NONE);
5953 /* Redraw the state */
5954 p_ptr->redraw |= (PR_STATE);
5962 else if (p_ptr->action == ACTION_FISH)
5977 else if (travel.run)
5984 /* Repeated command */
5985 else if (command_rep)
5987 /* Count this execution */
5990 /* Redraw the state */
5991 p_ptr->redraw |= (PR_STATE);
5996 /* Hack -- Assume messages were seen */
5999 /* Clear the top line */
6002 /* Process the command */
6006 /* Normal command */
6009 /* Place the cursor on the player */
6010 move_cursor_relative(py, px);
6013 /* Get a command (normal) */
6014 request_command(FALSE);
6017 /* Process the command */
6022 /* Hack -- Pack Overflow */
6031 /* Use some energy */
6032 if (world_player || energy_use > 400)
6034 /* The Randomness is irrelevant */
6035 p_ptr->energy_need += energy_use * TURNS_PER_TICK / 10;
6039 /* There is some randomness of needed energy */
6040 p_ptr->energy_need += (s16b)((s32b)energy_use * ENERGY_NEED() / 100L);
6043 /* Hack -- constant hallucination */
6044 if (p_ptr->image) p_ptr->redraw |= (PR_MAP);
6047 /* Shimmer monsters if needed */
6048 if (shimmer_monsters)
6050 /* Clear the flag */
6051 shimmer_monsters = FALSE;
6053 /* Shimmer multi-hued monsters */
6054 for (i = 1; i < m_max; i++)
6056 monster_type *m_ptr;
6057 monster_race *r_ptr;
6059 /* Access monster */
6062 /* Skip dead monsters */
6063 if (!m_ptr->r_idx) continue;
6065 /* Skip unseen monsters */
6066 if (!m_ptr->ml) continue;
6068 /* Access the monster race */
6069 r_ptr = &r_info[m_ptr->ap_r_idx];
6071 /* Skip non-multi-hued monsters */
6072 if (!(r_ptr->flags1 & (RF1_ATTR_MULTI | RF1_SHAPECHANGER)))
6075 /* Reset the flag */
6076 shimmer_monsters = TRUE;
6078 /* Redraw regardless */
6079 lite_spot(m_ptr->fy, m_ptr->fx);
6084 /* Handle monster detection */
6085 if (repair_monsters)
6087 /* Reset the flag */
6088 repair_monsters = FALSE;
6090 /* Rotate detection flags */
6091 for (i = 1; i < m_max; i++)
6093 monster_type *m_ptr;
6095 /* Access monster */
6098 /* Skip dead monsters */
6099 if (!m_ptr->r_idx) continue;
6101 /* Nice monsters get mean */
6102 if (m_ptr->mflag & MFLAG_NICE)
6104 /* Nice monsters get mean */
6105 m_ptr->mflag &= ~(MFLAG_NICE);
6108 /* Handle memorized monsters */
6109 if (m_ptr->mflag2 & MFLAG2_MARK)
6111 /* Maintain detection */
6112 if (m_ptr->mflag2 & MFLAG2_SHOW)
6115 m_ptr->mflag2 &= ~(MFLAG2_SHOW);
6117 /* Still need repairs */
6118 repair_monsters = TRUE;
6121 /* Remove detection */
6125 m_ptr->mflag2 &= ~(MFLAG2_MARK);
6127 /* Assume invisible */
6130 /* Update the monster */
6131 update_mon(i, FALSE);
6133 if (p_ptr->health_who == i) p_ptr->redraw |= (PR_HEALTH);
6134 if (p_ptr->riding == i) p_ptr->redraw |= (PR_UHEALTH);
6136 /* Redraw regardless */
6137 lite_spot(m_ptr->fy, m_ptr->fx);
6142 if (p_ptr->pclass == CLASS_IMITATOR)
6144 if (p_ptr->mane_num > (p_ptr->lev > 44 ? 3 : p_ptr->lev > 29 ? 2 : 1))
6147 for (i = 0; i < p_ptr->mane_num; i++)
6149 p_ptr->mane_spell[i] = p_ptr->mane_spell[i+1];
6150 p_ptr->mane_dam[i] = p_ptr->mane_dam[i+1];
6154 p_ptr->redraw |= (PR_IMITATION);
6156 if (p_ptr->action == ACTION_LEARN)
6159 p_ptr->redraw |= (PR_STATE);
6162 if (world_player && (p_ptr->energy_need > - 1000))
6165 p_ptr->redraw |= (PR_MAP);
6167 /* Update monsters */
6168 p_ptr->update |= (PU_MONSTERS);
6171 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
6174 msg_print("¡Ö»þ¤ÏÆ°¤¤À¤¹¡Ä¡×");
6176 msg_print("You feel time flowing around you once more.");
6179 world_player = FALSE;
6180 p_ptr->energy_need = ENERGY_NEED();
6182 /* Handle "p_ptr->update" and "p_ptr->redraw" and "p_ptr->window" */
6187 /* Hack -- notice death */
6188 if (!p_ptr->playing || p_ptr->is_dead)
6190 world_player = FALSE;
6195 if (energy_use && reset_concent) reset_concentration(TRUE);
6197 /* Handle "leaving" */
6198 if (p_ptr->leaving) break;
6201 /* Update scent trail */
6206 * @brief ¸½ºß¥×¥ì¥¤¥ä¡¼¤¬¤¤¤ë¥À¥ó¥¸¥ç¥ó¤ÎÁ´ÂνèÍý / Interact with the current dungeon level.
6209 * This function will not exit until the level is completed,\n
6210 * the user dies, or the game is terminated.\n
6212 static void dungeon(bool load_game)
6216 /* Set the base level */
6217 base_level = dun_level;
6219 /* Reset various flags */
6223 p_ptr->leaving = FALSE;
6225 /* Reset the "command" vars */
6228 #if 0 /* Don't reset here --- It's used for Arena */
6237 /* Cancel the target */
6241 ambush_flag = FALSE;
6243 /* Cancel the health bar */
6246 /* Check visual effects */
6247 shimmer_monsters = TRUE;
6248 shimmer_objects = TRUE;
6249 repair_monsters = TRUE;
6250 repair_objects = TRUE;
6256 /* Get index of current quest (if any) */
6257 quest_num = quest_number(dun_level);
6259 /* Inside a quest? */
6262 /* Mark the quest monster */
6263 r_info[quest[quest_num].r_idx].flags1 |= RF1_QUESTOR;
6266 /* Track maximum player level */
6267 if (p_ptr->max_plv < p_ptr->lev)
6269 p_ptr->max_plv = p_ptr->lev;
6273 /* Track maximum dungeon level (if not in quest -KMW-) */
6274 if ((max_dlv[dungeon_type] < dun_level) && !p_ptr->inside_quest)
6276 max_dlv[dungeon_type] = dun_level;
6277 if (record_maxdepth) do_cmd_write_nikki(NIKKI_MAXDEAPTH, dun_level, NULL);
6280 (void)calculate_upkeep();
6282 /* Validate the panel */
6283 panel_bounds_center();
6285 /* Verify the panel */
6288 /* Flush messages */
6292 /* Enter "xtra" mode */
6293 character_xtra = TRUE;
6296 p_ptr->window |= (PW_INVEN | PW_EQUIP | PW_SPELL | PW_PLAYER | PW_MONSTER | PW_OVERHEAD | PW_DUNGEON);
6298 /* Redraw dungeon */
6299 p_ptr->redraw |= (PR_WIPE | PR_BASIC | PR_EXTRA | PR_EQUIPPY);
6302 p_ptr->redraw |= (PR_MAP);
6305 p_ptr->update |= (PU_BONUS | PU_HP | PU_MANA | PU_SPELLS);
6307 /* Update lite/view */
6308 p_ptr->update |= (PU_VIEW | PU_LITE | PU_MON_LITE | PU_TORCH);
6310 /* Update monsters */
6311 p_ptr->update |= (PU_MONSTERS | PU_DISTANCE | PU_FLOW);
6313 /* Handle "p_ptr->update" and "p_ptr->redraw" and "p_ptr->window" */
6316 /* Leave "xtra" mode */
6317 character_xtra = FALSE;
6320 p_ptr->update |= (PU_BONUS | PU_HP | PU_MANA | PU_SPELLS);
6322 /* Combine / Reorder the pack */
6323 p_ptr->notice |= (PN_COMBINE | PN_REORDER);
6325 /* Handle "p_ptr->notice" */
6328 /* Handle "p_ptr->update" and "p_ptr->redraw" and "p_ptr->window" */
6334 if (quest_num && (is_fixed_quest_idx(quest_num) &&
6335 !((quest_num == QUEST_OBERON) || (quest_num == QUEST_SERPENT) ||
6336 !(quest[quest_num].flags & QUEST_FLAG_PRESET)))) do_cmd_feeling();
6338 if (p_ptr->inside_battle)
6342 p_ptr->energy_need = 0;
6348 msg_print("»î¹ç³«»Ï¡ª");
6350 msg_format("Ready..Fight!");
6356 if ((p_ptr->pclass == CLASS_BARD) && (p_ptr->magic_num1[0] > MUSIC_DETECT))
6357 p_ptr->magic_num1[0] = MUSIC_DETECT;
6359 /* Hack -- notice death or departure */
6360 if (!p_ptr->playing || p_ptr->is_dead) return;
6362 /* Print quest message if appropriate */
6363 if (!p_ptr->inside_quest && (dungeon_type == DUNGEON_ANGBAND))
6365 quest_discovery(random_quest_number(dun_level));
6366 p_ptr->inside_quest = random_quest_number(dun_level);
6368 if ((dun_level == d_info[dungeon_type].maxdepth) && d_info[dungeon_type].final_guardian)
6370 if (r_info[d_info[dungeon_type].final_guardian].max_num)
6372 msg_format("¤³¤Î³¬¤Ë¤Ï%s¤Î¼ç¤Ç¤¢¤ë%s¤¬À³¤ó¤Ç¤¤¤ë¡£",
6373 d_name+d_info[dungeon_type].name,
6374 r_name+r_info[d_info[dungeon_type].final_guardian].name);
6376 msg_format("%^s lives in this level as the keeper of %s.",
6377 r_name+r_info[d_info[dungeon_type].final_guardian].name,
6378 d_name+d_info[dungeon_type].name);
6382 if (!load_game && (p_ptr->special_defense & NINJA_S_STEALTH)) set_superstealth(FALSE);
6384 /*** Process this dungeon level ***/
6386 /* Reset the monster generation level */
6387 monster_level = base_level;
6389 /* Reset the object generation level */
6390 object_level = base_level;
6394 if (p_ptr->energy_need > 0 && !p_ptr->inside_battle &&
6395 (dun_level || p_ptr->leaving_dungeon || p_ptr->inside_arena))
6396 p_ptr->energy_need = 0;
6398 /* Not leaving dungeon */
6399 p_ptr->leaving_dungeon = FALSE;
6401 /* Initialize monster process */
6407 /* Hack -- Compact the monster list occasionally */
6408 if ((m_cnt + 32 > max_m_idx) && !p_ptr->inside_battle) compact_monsters(64);
6410 /* Hack -- Compress the monster list occasionally */
6411 if ((m_cnt + 32 < m_max) && !p_ptr->inside_battle) compact_monsters(0);
6414 /* Hack -- Compact the object list occasionally */
6415 if (o_cnt + 32 > max_o_idx) compact_objects(64);
6417 /* Hack -- Compress the object list occasionally */
6418 if (o_cnt + 32 < o_max) compact_objects(0);
6421 /* Process the player */
6424 process_upkeep_with_speed();
6426 /* Handle "p_ptr->notice" */
6429 /* Handle "p_ptr->update" and "p_ptr->redraw" and "p_ptr->window" */
6432 /* Hack -- Hilite the player */
6433 move_cursor_relative(py, px);
6435 /* Optional fresh */
6436 if (fresh_after) Term_fresh();
6438 /* Hack -- Notice death or departure */
6439 if (!p_ptr->playing || p_ptr->is_dead) break;
6441 /* Process all of the monsters */
6444 /* Handle "p_ptr->notice" */
6447 /* Handle "p_ptr->update" and "p_ptr->redraw" and "p_ptr->window" */
6450 /* Hack -- Hilite the player */
6451 move_cursor_relative(py, px);
6453 /* Optional fresh */
6454 if (fresh_after) Term_fresh();
6456 /* Hack -- Notice death or departure */
6457 if (!p_ptr->playing || p_ptr->is_dead) break;
6460 /* Process the world */
6463 /* Handle "p_ptr->notice" */
6466 /* Handle "p_ptr->update" and "p_ptr->redraw" and "p_ptr->window" */
6469 /* Hack -- Hilite the player */
6470 move_cursor_relative(py, px);
6472 /* Optional fresh */
6473 if (fresh_after) Term_fresh();
6475 /* Hack -- Notice death or departure */
6476 if (!p_ptr->playing || p_ptr->is_dead) break;
6478 /* Handle "leaving" */
6479 if (p_ptr->leaving) break;
6481 /* Count game turns */
6484 if (dungeon_turn < dungeon_turn_limit)
6486 if (!p_ptr->wild_mode || wild_regen) dungeon_turn++;
6487 else if (p_ptr->wild_mode && !(turn % ((MAX_HGT + MAX_WID) / 2))) dungeon_turn++;
6490 prevent_turn_overflow();
6492 if (wild_regen) wild_regen--;
6495 /* Inside a quest and non-unique questor? */
6496 if (quest_num && !(r_info[quest[quest_num].r_idx].flags1 & RF1_UNIQUE))
6498 /* Un-mark the quest monster */
6499 r_info[quest[quest_num].r_idx].flags1 &= ~RF1_QUESTOR;
6502 /* Not save-and-quit and not dead? */
6503 if (p_ptr->playing && !p_ptr->is_dead)
6506 * Maintain Unique monsters and artifact, save current
6507 * floor, then prepare next floor
6511 /* Forget the flag */
6512 reinit_wilderness = FALSE;
6515 /* Write about current level on the play record once per level */
6521 * @brief Á´¥æ¡¼¥¶¥×¥í¥Õ¥¡¥¤¥ë¤ò¥í¡¼¥É¤¹¤ë / Load some "user pref files"
6524 * Modified by Arcum Dagsson to support
6525 * separate macro files for different realms.
6527 static void load_all_pref_files(void)
6531 /* Access the "user" pref file */
6532 sprintf(buf, "user.prf");
6534 /* Process that file */
6535 process_pref_file(buf);
6537 /* Access the "user" system pref file */
6538 sprintf(buf, "user-%s.prf", ANGBAND_SYS);
6540 /* Process that file */
6541 process_pref_file(buf);
6543 /* Access the "race" pref file */
6544 sprintf(buf, "%s.prf", rp_ptr->title);
6546 /* Process that file */
6547 process_pref_file(buf);
6549 /* Access the "class" pref file */
6550 sprintf(buf, "%s.prf", cp_ptr->title);
6552 /* Process that file */
6553 process_pref_file(buf);
6555 /* Access the "character" pref file */
6556 sprintf(buf, "%s.prf", player_base);
6558 /* Process that file */
6559 process_pref_file(buf);
6561 /* Access the "realm 1" pref file */
6562 if (p_ptr->realm1 != REALM_NONE)
6564 sprintf(buf, "%s.prf", realm_names[p_ptr->realm1]);
6566 /* Process that file */
6567 process_pref_file(buf);
6570 /* Access the "realm 2" pref file */
6571 if (p_ptr->realm2 != REALM_NONE)
6573 sprintf(buf, "%s.prf", realm_names[p_ptr->realm2]);
6575 /* Process that file */
6576 process_pref_file(buf);
6580 /* Load an autopick preference file */
6581 autopick_load_pref(FALSE);
6586 * @brief ¥Ó¥Ã¥È¥»¥Ã¥È¤«¤é¥²¡¼¥à¥ª¥×¥·¥ç¥ó¤òŸ³«¤¹¤ë / Extract option variables from bit sets
6589 void extract_option_vars(void)
6593 for (i = 0; option_info[i].o_desc; i++)
6595 int os = option_info[i].o_set;
6596 int ob = option_info[i].o_bit;
6598 /* Set the "default" options */
6599 if (option_info[i].o_var)
6602 if (option_flag[os] & (1L << ob))
6605 (*option_info[i].o_var) = TRUE;
6612 (*option_info[i].o_var) = FALSE;
6620 * @brief ¾Þ¶â¼ó¤È¤Ê¤ë¥æ¥Ë¡¼¥¯¤ò³ÎÄꤹ¤ë / Determine bounty uniques
6623 void determine_bounty_uniques(void)
6626 monster_race *r_ptr;
6628 get_mon_num_prep(NULL, NULL);
6629 for (i = 0; i < MAX_KUBI; i++)
6633 kubi_r_idx[i] = get_mon_num(MAX_DEPTH - 1);
6634 r_ptr = &r_info[kubi_r_idx[i]];
6636 if (!(r_ptr->flags1 & RF1_UNIQUE)) continue;
6638 if (!(r_ptr->flags9 & (RF9_DROP_CORPSE | RF9_DROP_SKELETON))) continue;
6640 if (r_ptr->rarity > 100) continue;
6642 if (no_questor_or_bounty_uniques(kubi_r_idx[i])) continue;
6644 for (j = 0; j < i; j++)
6645 if (kubi_r_idx[i] == kubi_r_idx[j]) break;
6652 for (i = 0; i < MAX_KUBI - 1; i++)
6654 for (j = i; j < MAX_KUBI; j++)
6656 if (r_info[kubi_r_idx[i]].level > r_info[kubi_r_idx[j]].level)
6658 tmp = kubi_r_idx[i];
6659 kubi_r_idx[i] = kubi_r_idx[j];
6660 kubi_r_idx[j] = tmp;
6668 * @brief º£Æü¤Î¾Þ¶â¼ó¤ò³ÎÄꤹ¤ë / Determine today's bounty monster
6670 * @note conv_old is used if loaded 0.0.3 or older save file
6672 void determine_today_mon(bool conv_old)
6675 bool old_inside_battle = p_ptr->inside_battle;
6676 monster_race *r_ptr;
6680 for (i = 0; i < max_d_idx; i++)
6682 if (max_dlv[i] < d_info[i].mindepth) continue;
6683 if (max_dl < max_dlv[i]) max_dl = max_dlv[i];
6686 else max_dl = MAX(max_dlv[DUNGEON_ANGBAND], 3);
6688 p_ptr->inside_battle = TRUE;
6689 get_mon_num_prep(NULL, NULL);
6693 today_mon = get_mon_num(max_dl);
6694 r_ptr = &r_info[today_mon];
6696 if (r_ptr->flags1 & RF1_UNIQUE) continue;
6697 if (r_ptr->flags7 & (RF7_NAZGUL | RF7_UNIQUE2)) continue;
6698 if (r_ptr->flags2 & RF2_MULTIPLY) continue;
6699 if ((r_ptr->flags9 & (RF9_DROP_CORPSE | RF9_DROP_SKELETON)) != (RF9_DROP_CORPSE | RF9_DROP_SKELETON)) continue;
6700 if (r_ptr->level < MIN(max_dl / 2, 40)) continue;
6701 if (r_ptr->rarity > 10) continue;
6705 p_ptr->today_mon = 0;
6706 p_ptr->inside_battle = old_inside_battle;
6710 * @brief 1¥²¡¼¥à¥×¥ì¥¤¤Î¼çÍץ롼¥Á¥ó / Actually play a game
6713 * If the "new_game" parameter is true, then, after loading the
6714 * savefile, we will commit suicide, if necessary, to allow the
6715 * player to start a new game.
6717 void play_game(bool new_game)
6720 bool load_game = TRUE;
6721 bool init_random_seed = FALSE;
6731 else if (chuukei_server)
6733 prepare_chuukei_hooks();
6744 hack_mutation = FALSE;
6746 /* Hack -- Character is "icky" */
6747 character_icky = TRUE;
6749 /* Make sure main term is active */
6750 Term_activate(angband_term[0]);
6752 /* Initialise the resize hooks */
6753 angband_term[0]->resize_hook = resize_map;
6755 for (i = 1; i < 8; i++)
6757 /* Does the term exist? */
6758 if (angband_term[i])
6760 /* Add the redraw on resize hook */
6761 angband_term[i]->resize_hook = redraw_window;
6765 /* Hack -- turn off the cursor */
6766 (void)Term_set_cursor(0);
6769 /* Attempt to load */
6774 quit("¥»¡¼¥Ö¥Õ¥¡¥¤¥ë¤¬²õ¤ì¤Æ¤¤¤Þ¤¹");
6776 quit("broken savefile");
6781 /* Extract the options */
6782 extract_option_vars();
6784 /* Report waited score */
6785 if (p_ptr->wait_report_score)
6791 if (!get_check_strict("ÂÔµ¡¤·¤Æ¤¤¤¿¥¹¥³¥¢ÅÐÏ¿¤òº£¹Ô¤Ê¤¤¤Þ¤¹¤«¡©", CHECK_NO_HISTORY))
6793 if (!get_check_strict("Do you register score now? ", CHECK_NO_HISTORY))
6798 p_ptr->update |= (PU_BONUS | PU_HP | PU_MANA | PU_SPELLS);
6803 p_ptr->is_dead = TRUE;
6805 start_time = time(NULL);
6807 /* No suspending now */
6808 signals_ignore_tstp();
6810 /* Hack -- Character is now "icky" */
6811 character_icky = TRUE;
6813 /* Build the filename */
6814 path_build(buf, sizeof(buf), ANGBAND_DIR_APEX, "scores.raw");
6816 /* Open the high score file, for reading/writing */
6817 highscore_fd = fd_open(buf, O_RDWR);
6819 /* Handle score, show Top scores */
6820 success = send_world_score(TRUE);
6823 if (!success && !get_check_strict("¥¹¥³¥¢ÅÐÏ¿¤òÄü¤á¤Þ¤¹¤«¡©", CHECK_NO_HISTORY))
6825 if (!success && !get_check_strict("Do you give up score registration? ", CHECK_NO_HISTORY))
6829 prt("°ú¤Â³¤ÂÔµ¡¤·¤Þ¤¹¡£", 0, 0);
6831 prt("standing by for future registration...", 0, 0);
6837 p_ptr->wait_report_score = FALSE;
6840 if (!save_player()) msg_print("¥»¡¼¥Ö¼ºÇÔ¡ª");
6842 if (!save_player()) msg_print("death save failed!");
6845 /* Shut the high score file */
6846 (void)fd_close(highscore_fd);
6848 /* Forget the high score fd */
6851 /* Allow suspending now */
6852 signals_handle_tstp();
6857 creating_savefile = new_game;
6859 /* Nothing loaded */
6860 if (!character_loaded)
6862 /* Make new player */
6865 /* The dungeon is not ready */
6866 character_dungeon = FALSE;
6868 /* Prepare to init the RNG */
6869 init_random_seed = TRUE;
6871 /* Initialize the saved floors data */
6872 init_saved_floors(FALSE);
6875 /* Old game is loaded. But new game is requested. */
6878 /* Initialize the saved floors data */
6879 init_saved_floors(TRUE);
6882 /* Process old character */
6885 /* Process the player name */
6886 process_player_name(FALSE);
6890 if (init_random_seed)
6895 seed = (time(NULL));
6899 /* Mutate the seed on Unix machines */
6900 seed = ((seed >> 3) * (getpid() << 1));
6905 Rand_state_init(seed);
6908 /* Roll new character */
6911 /* The dungeon is not ready */
6912 character_dungeon = FALSE;
6916 p_ptr->inside_quest = 0;
6917 p_ptr->inside_arena = FALSE;
6918 p_ptr->inside_battle = FALSE;
6922 /* Hack -- seed for flavors */
6923 seed_flavor = randint0(0x10000000);
6925 /* Hack -- seed for town layout */
6926 seed_town = randint0(0x10000000);
6928 /* Roll up a new character */
6936 determine_bounty_uniques();
6937 determine_today_mon(FALSE);
6939 /* Initialize object array */
6944 write_level = FALSE;
6947 do_cmd_write_nikki(NIKKI_GAMESTART, 1, " ----¥²¡¼¥àºÆ³«----");
6949 do_cmd_write_nikki(NIKKI_GAMESTART, 1, " ---- Restart Game ----");
6953 * 1.0.9 °ÊÁ°¤Ï¥»¡¼¥ÖÁ°¤Ë p_ptr->riding = -1 ¤È¤·¤Æ¤¤¤¿¤Î¤Ç¡¢ºÆÀßÄ꤬ɬÍפÀ¤Ã¤¿¡£
6954 * ¤â¤¦ÉÔÍפÀ¤¬¡¢°ÊÁ°¤Î¥»¡¼¥Ö¥Õ¥¡¥¤¥ë¤È¤Î¸ß´¹¤Î¤¿¤á¤Ë»Ä¤·¤Æ¤ª¤¯¡£
6956 if (p_ptr->riding == -1)
6959 for (i = m_max; i > 0; i--)
6961 if (player_bold(m_list[i].fy, m_list[i].fx))
6970 creating_savefile = FALSE;
6972 p_ptr->teleport_town = FALSE;
6973 p_ptr->sutemi = FALSE;
6974 world_monster = FALSE;
6975 now_damaged = FALSE;
6977 start_time = time(NULL) - 1;
6978 record_o_name[0] = '\0';
6980 /* Reset map panel */
6981 panel_row_min = cur_hgt;
6982 panel_col_min = cur_wid;
6984 /* Sexy gal gets bonus to maximum weapon skill of whip */
6985 if (p_ptr->pseikaku == SEIKAKU_SEXY)
6986 s_info[p_ptr->pclass].w_max[TV_HAFTED-TV_WEAPON_BEGIN][SV_WHIP] = WEAPON_EXP_MASTER;
6988 /* Fill the arrays of floors and walls in the good proportions */
6989 set_floor_and_wall(dungeon_type);
6991 /* Flavor the objects */
6994 /* Flash a message */
6996 prt("¤ªÂÔ¤Á²¼¤µ¤¤...", 0, 0);
6998 prt("Please wait...", 0, 0);
7002 /* Flush the message */
7006 /* Hack -- Enter wizard mode */
7009 if (enter_wizard_mode())
7011 p_ptr->wizard = TRUE;
7013 if (p_ptr->is_dead || !py || !px)
7015 /* Initialize the saved floors data */
7016 init_saved_floors(TRUE);
7019 p_ptr->inside_quest = 0;
7021 /* Avoid crash in update_view() */
7025 else if (p_ptr->is_dead)
7027 quit("Already dead.");
7031 /* Initialize the town-buildings if necessary */
7032 if (!dun_level && !p_ptr->inside_quest)
7034 /* Init the wilderness */
7036 process_dungeon_file("w_info.txt", 0, 0, max_wild_y, max_wild_x);
7039 init_flags = INIT_ONLY_BUILDINGS;
7041 process_dungeon_file("t_info.txt", 0, 0, MAX_HGT, MAX_WID);
7043 select_floor_music();
7047 /* Generate a dungeon level if needed */
7048 if (!character_dungeon)
7055 /* HACK -- Restore from panic-save */
7056 if (p_ptr->panic_save)
7058 /* No player? -- Try to regenerate floor */
7062 msg_print("¥×¥ì¥¤¥ä¡¼¤Î°ÌÃÖ¤¬¤ª¤«¤·¤¤¡£¥Õ¥í¥¢¤òºÆÀ¸À®¤·¤Þ¤¹¡£");
7064 msg_print("What a strange player location. Regenerate the dungeon floor.");
7069 /* Still no player? -- Try to locate random place */
7070 if (!py || !px) py = px = 10;
7072 /* No longer in panic */
7073 p_ptr->panic_save = 0;
7077 /* Character is now "complete" */
7078 character_generated = TRUE;
7081 /* Hack -- Character is no longer "icky" */
7082 character_icky = FALSE;
7090 sprintf(buf, "%s¤Ë¹ß¤êΩ¤Ã¤¿¡£", map_name());
7092 sprintf(buf, "You are standing in the %s.", map_name());
7094 do_cmd_write_nikki(NIKKI_BUNSHOU, 0, buf);
7099 p_ptr->playing = TRUE;
7101 /* Reset the visual mappings */
7104 /* Load the "pref" files */
7105 load_all_pref_files();
7107 /* Give startup outfit (after loading pref files) */
7113 /* React to changes */
7114 Term_xtra(TERM_XTRA_REACT, 0);
7117 p_ptr->window |= (PW_INVEN | PW_EQUIP | PW_SPELL | PW_PLAYER);
7120 p_ptr->window |= (PW_MESSAGE | PW_OVERHEAD | PW_DUNGEON | PW_MONSTER | PW_OBJECT);
7126 /* Set or clear "rogue_like_commands" if requested */
7127 if (arg_force_original) rogue_like_commands = FALSE;
7128 if (arg_force_roguelike) rogue_like_commands = TRUE;
7130 /* Hack -- Enforce "delayed death" */
7131 if (p_ptr->chp < 0) p_ptr->is_dead = TRUE;
7133 if (p_ptr->prace == RACE_ANDROID) calc_android_exp();
7135 if (new_game && ((p_ptr->pclass == CLASS_CAVALRY) || (p_ptr->pclass == CLASS_BEASTMASTER)))
7137 monster_type *m_ptr;
7138 int pet_r_idx = ((p_ptr->pclass == CLASS_CAVALRY) ? MON_HORSE : MON_YASE_HORSE);
7139 monster_race *r_ptr = &r_info[pet_r_idx];
7140 place_monster_aux(0, py, px - 1, pet_r_idx,
7141 (PM_FORCE_PET | PM_NO_KAGE));
7142 m_ptr = &m_list[hack_m_idx_ii];
7143 m_ptr->mspeed = r_ptr->speed;
7144 m_ptr->maxhp = r_ptr->hdice*(r_ptr->hside+1)/2;
7145 m_ptr->max_maxhp = m_ptr->maxhp;
7146 m_ptr->hp = r_ptr->hdice*(r_ptr->hside+1)/2;
7147 m_ptr->dealt_damage = 0;
7148 m_ptr->energy_need = ENERGY_NEED() + ENERGY_NEED();
7151 (void)combine_and_reorder_home(STORE_HOME);
7152 (void)combine_and_reorder_home(STORE_MUSEUM);
7154 select_floor_music();
7159 /* Process the level */
7162 /* Handle "p_ptr->notice" */
7165 /* Hack -- prevent "icky" message */
7166 character_xtra = TRUE;
7168 /* Handle "p_ptr->update" and "p_ptr->redraw" and "p_ptr->window" */
7171 character_xtra = FALSE;
7173 /* Cancel the target */
7176 /* Cancel the health bar */
7180 /* Forget the lite */
7183 /* Forget the view */
7186 /* Forget the view */
7189 /* Handle "quit and save" */
7190 if (!p_ptr->playing && !p_ptr->is_dead) break;
7192 /* Erase the old cave */
7194 if (!p_ptr->is_dead) wipe_m_list();
7202 /* Accidental Death */
7203 if (p_ptr->playing && p_ptr->is_dead)
7205 if (p_ptr->inside_arena)
7207 p_ptr->inside_arena = FALSE;
7208 if (p_ptr->arena_number > MAX_ARENA_MONS)
7209 p_ptr->arena_number++;
7211 p_ptr->arena_number = -1 - p_ptr->arena_number;
7212 p_ptr->is_dead = FALSE;
7214 p_ptr->chp_frac = 0;
7215 p_ptr->exit_bldg = TRUE;
7218 /* Leave through the exit */
7219 prepare_change_floor_mode(CFM_SAVE_FLOORS | CFM_RAND_CONNECT);
7221 /* prepare next floor */
7226 /* Mega-Hack -- Allow player to cheat death */
7228 if ((p_ptr->wizard || cheat_live) && !get_check("»à¤Ë¤Þ¤¹¤«? "))
7230 if ((p_ptr->wizard || cheat_live) && !get_check("Die? "))
7233 /* Mark social class, reset age, if needed */
7234 if (p_ptr->sc) p_ptr->sc = p_ptr->age = 0;
7240 p_ptr->noscore |= 0x0001;
7244 msg_print("¥¦¥£¥¶¡¼¥É¥â¡¼¥É¤ËÇ°¤òÁ÷¤ê¡¢»à¤òµ½¤¤¤¿¡£");
7246 msg_print("You invoke wizard mode and cheat death.");
7250 /* Restore hit points */
7251 p_ptr->chp = p_ptr->mhp;
7252 p_ptr->chp_frac = 0;
7254 if (p_ptr->pclass == CLASS_MAGIC_EATER)
7256 for (i = 0; i < EATER_EXT*2; i++)
7258 p_ptr->magic_num1[i] = p_ptr->magic_num2[i]*EATER_CHARGE;
7260 for (; i < EATER_EXT*3; i++)
7262 p_ptr->magic_num1[i] = 0;
7265 /* Restore spell points */
7266 p_ptr->csp = p_ptr->msp;
7267 p_ptr->csp_frac = 0;
7269 /* Hack -- cancel recall */
7270 if (p_ptr->word_recall)
7274 msg_print("Ä¥¤ê¤Ä¤á¤¿Â絤¤¬Î®¤ìµî¤Ã¤¿...");
7276 msg_print("A tension leaves the air around you...");
7281 /* Hack -- Prevent recall */
7282 p_ptr->word_recall = 0;
7283 p_ptr->redraw |= (PR_STATUS);
7286 /* Hack -- cancel alter */
7287 if (p_ptr->alter_reality)
7289 /* Hack -- Prevent alter */
7290 p_ptr->alter_reality = 0;
7291 p_ptr->redraw |= (PR_STATUS);
7294 /* Note cause of death XXX XXX XXX */
7296 (void)strcpy(p_ptr->died_from, "»à¤Îµ½¤");
7298 (void)strcpy(p_ptr->died_from, "Cheating death");
7302 p_ptr->is_dead = FALSE;
7304 /* Hack -- Healing */
7306 (void)set_confused(0);
7307 (void)set_poisoned(0);
7308 (void)set_afraid(0);
7309 (void)set_paralyzed(0);
7314 /* Hack -- Prevent starvation */
7315 (void)set_food(PY_FOOD_MAX - 1);
7318 p_ptr->inside_arena = FALSE;
7319 p_ptr->inside_battle = FALSE;
7321 p_ptr->inside_quest = 0;
7322 if (dungeon_type) p_ptr->recall_dungeon = dungeon_type;
7324 if (lite_town || vanilla_town)
7326 p_ptr->wilderness_y = 1;
7327 p_ptr->wilderness_x = 1;
7341 p_ptr->wilderness_y = 48;
7342 p_ptr->wilderness_x = 5;
7348 p_ptr->wild_mode = FALSE;
7349 p_ptr->leaving = TRUE;
7352 do_cmd_write_nikki(NIKKI_BUNSHOU, 1, " ¤·¤«¤·¡¢À¸¤Ê֤ä¿¡£");
7354 do_cmd_write_nikki(NIKKI_BUNSHOU, 1, " but revived.");
7357 /* Prepare next floor */
7364 /* Handle "death" */
7365 if (p_ptr->is_dead) break;
7367 /* Make a new level */
7379 * @brief ¥²¡¼¥à¥¿¡¼¥ó¤«¤é¤Î¼Â»þ´Ö´¹»»¤ò¹Ô¤¦¤¿¤á¤ÎÊäÀµ¤ò¤«¤±¤ë
7380 * @param hoge ¥²¡¼¥à¥¿¡¼¥ó
7381 * @details ¥¢¥ó¥Ç¥Ã¥É¼ï²¤Ï18:00¤«¤é¥²¡¼¥à¤ò³«»Ï¤¹¤ë¤Î¤Ç¡¢¤³¤Î½¤Àµ¤òͽ¤á¹Ô¤¦¡£
7382 * @return ½¤Àµ¤ò¤«¤±¤¿¸å¤Î¥²¡¼¥à¥¿¡¼¥ó
7384 s32b turn_real(s32b hoge)
7386 switch (p_ptr->start_race)
7392 return hoge - (TURNS_PER_TICK * TOWN_DAWN * 3 / 4);
7399 * @brief ¥¿¡¼¥ó¤Î¥ª¡¼¥Ð¡¼¥Õ¥í¡¼¤ËÂФ¹¤ëÂнè
7400 * @details ¥¿¡¼¥óµÚ¤Ó¥¿¡¼¥ó¤òµÏ¿¤¹¤ëÊÑ¿ô¤ò¥¿¡¼¥ó¤Î¸Â³¦¤Î1ÆüÁ°¤Þ¤Ç´¬¤Ì᤹.
7401 * @return ½¤Àµ¤ò¤«¤±¤¿¸å¤Î¥²¡¼¥à¥¿¡¼¥ó
7403 void prevent_turn_overflow(void)
7405 int rollback_days, i, j;
7406 s32b rollback_turns;
7408 if (turn < turn_limit) return;
7410 rollback_days = 1 + (turn - turn_limit) / (TURNS_PER_TICK * TOWN_DAWN);
7411 rollback_turns = TURNS_PER_TICK * TOWN_DAWN * rollback_days;
7413 if (turn > rollback_turns) turn -= rollback_turns;
7414 else turn = 1; /* Paranoia */
7415 if (old_turn > rollback_turns) old_turn -= rollback_turns;
7417 if (old_battle > rollback_turns) old_battle -= rollback_turns;
7418 else old_battle = 1;
7419 if (p_ptr->feeling_turn > rollback_turns) p_ptr->feeling_turn -= rollback_turns;
7420 else p_ptr->feeling_turn = 1;
7422 for (i = 1; i < max_towns; i++)
7424 for (j = 0; j < MAX_STORES; j++)
7426 store_type *st_ptr = &town[i].store[j];
7428 if (st_ptr->last_visit > -10L * TURNS_PER_TICK * STORE_TICKS)
7430 st_ptr->last_visit -= rollback_turns;
7431 if (st_ptr->last_visit < -10L * TURNS_PER_TICK * STORE_TICKS) st_ptr->last_visit = -10L * TURNS_PER_TICK * STORE_TICKS;
7434 if (st_ptr->store_open)
7436 st_ptr->store_open -= rollback_turns;
7437 if (st_ptr->store_open < 1) st_ptr->store_open = 1;