3 @brief Angbandゲームエンジン / Angband game engine
6 Copyright (c) 1989 James E. Wilson, Robert A. Koeneke\n
7 This software may be copied and distributed for educational, research, and\n
8 not for profit purposes provided that this copyright and statement are\n
9 included in all such copies.\n
10 2013 Deskull rearranged comment for Doxygen.
14 #include "cmd-activate.h"
17 #include "cmd-magiceat.h"
18 #include "cmd-quaff.h"
20 #include "cmd-usestaff.h"
21 #include "cmd-zaprod.h"
22 #include "cmd-zapwand.h"
25 #include "floor-events.h"
26 #include "object-curse.h"
28 #include "spells-summon.h"
29 #include "monsterrace-hook.h"
35 #include "player-status.h"
37 static bool load = TRUE; /*!<ロード処理中の分岐フラグ*/
38 static int wild_regen = 20; /*!<広域マップ移動時の自然回復処理カウンタ(広域マップ1マス毎に20回処理を基本とする)*/
41 * @brief 擬似鑑定を実際に行い判定を反映する
42 * @param slot 擬似鑑定を行うプレイヤーの所持リストID
43 * @param heavy 重度の擬似鑑定を行うならばTRUE
46 static void sense_inventory_aux(INVENTORY_IDX slot, bool heavy)
49 object_type *o_ptr = &inventory[slot];
50 GAME_TEXT o_name[MAX_NLEN];
52 /* We know about it already, do not tell us again */
53 if (o_ptr->ident & (IDENT_SENSE))return;
55 /* It is fully known, no information needed */
56 if (object_is_known(o_ptr)) return;
58 /* Check for a feeling */
59 feel = (heavy ? value_check_aux1(o_ptr) : value_check_aux2(o_ptr));
61 /* Skip non-feelings */
65 if ((p_ptr->muta3 & MUT3_BAD_LUCK) && !randint0(13))
76 feel = FEEL_EXCELLENT;
82 feel = randint0(3) ? FEEL_GOOD : FEEL_AVERAGE;
89 feel = randint0(2) ? FEEL_CURSED : FEEL_GOOD;
95 feel = randint0(3) ? FEEL_CURSED : FEEL_AVERAGE;
102 feel = FEEL_WORTHLESS;
107 feel = FEEL_TERRIBLE;
113 /* Stop everything */
114 if (disturb_minor) disturb(FALSE, FALSE);
116 /* Get an object description */
117 object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
119 /* Message (equipment) */
120 if (slot >= INVEN_RARM)
123 msg_format("%s%s(%c)は%sという感じがする...",
124 describe_use(slot),o_name, index_to_label(slot),game_inscriptions[feel]);
126 msg_format("You feel the %s (%c) you are %s %s %s...",
127 o_name, index_to_label(slot), describe_use(slot),
128 ((o_ptr->number == 1) ? "is" : "are"),
129 game_inscriptions[feel]);
134 /* Message (inventory) */
138 msg_format("ザックの中の%s(%c)は%sという感じがする...",
139 o_name, index_to_label(slot),game_inscriptions[feel]);
141 msg_format("You feel the %s (%c) in your pack %s %s...",
142 o_name, index_to_label(slot),
143 ((o_ptr->number == 1) ? "is" : "are"),
144 game_inscriptions[feel]);
149 /* We have "felt" it */
150 o_ptr->ident |= (IDENT_SENSE);
152 /* Set the "inscription" */
153 o_ptr->feeling = feel;
155 /* Auto-inscription/destroy */
156 autopick_alter_item(slot, destroy_feeling);
158 /* Combine / Reorder the pack (later) */
159 p_ptr->update |= (PU_COMBINE | PU_REORDER);
161 p_ptr->window |= (PW_INVEN | PW_EQUIP);
167 * @brief 1プレイヤーターン毎に武器、防具の擬似鑑定が行われるかを判定する。
170 * Sense the inventory\n
172 * Class 0 = Warrior --> fast and heavy\n
173 * Class 1 = Mage --> slow and light\n
174 * Class 2 = Priest --> fast but light\n
175 * Class 3 = Rogue --> okay and heavy\n
176 * Class 4 = Ranger --> slow but heavy (changed!)\n
177 * Class 5 = Paladin --> slow but heavy\n
179 static void sense_inventory1(void)
182 PLAYER_LEVEL plev = p_ptr->lev;
187 /*** Check for "sensing" ***/
189 /* No sensing when confused */
190 if (p_ptr->confused) return;
192 /* Analyze the class */
193 switch (p_ptr->pclass)
201 if (0 != randint0(9000L / (plev * plev + 40))) return;
212 if (0 != randint0(6000L / (plev * plev + 50))) return;
221 case CLASS_HIGH_MAGE:
223 case CLASS_MAGIC_EATER:
225 /* Very bad (light) sensing */
226 if (0 != randint0(240000L / (plev + 5))) return;
234 /* Good (light) sensing */
235 if (0 != randint0(10000L / (plev * plev + 40))) return;
244 if (0 != randint0(20000L / (plev * plev + 40))) return;
255 if (0 != randint0(95000L / (plev * plev + 40))) return;
267 if (0 != randint0(77777L / (plev * plev + 40))) return;
275 case CLASS_WARRIOR_MAGE:
279 if (0 != randint0(75000L / (plev * plev + 40))) return;
284 case CLASS_MINDCRAFTER:
286 case CLASS_BLUE_MAGE:
287 case CLASS_MIRROR_MASTER:
290 if (0 != randint0(55000L / (plev * plev + 40))) return;
295 case CLASS_CHAOS_WARRIOR:
298 if (0 != randint0(80000L / (plev * plev + 40))) return;
307 case CLASS_FORCETRAINER:
310 if (0 != randint0(20000L / (plev * plev + 40))) return;
318 if (0 != randint0(20000L / ((plev+50)*(plev+50)))) return;
326 case CLASS_BEASTMASTER:
329 if (0 != randint0(65000L / (plev * plev + 40))) return;
333 case CLASS_BERSERKER:
342 if (compare_virtue(V_KNOWLEDGE, 100, VIRTUE_LARGE)) heavy = TRUE;
344 /*** Sense everything ***/
346 /* Check everything */
347 for (i = 0; i < INVEN_TOTAL; i++)
351 o_ptr = &inventory[i];
353 /* Skip empty slots */
354 if (!o_ptr->k_idx) continue;
356 /* Valid "tval" codes */
383 /* Skip non-sense machines */
386 /* Occasional failure on inventory items */
387 if ((i < INVEN_RARM) && (0 != randint0(5))) continue;
390 if ((p_ptr->muta3 & MUT3_GOOD_LUCK) && !randint0(13))
395 sense_inventory_aux(i, heavy);
400 * @brief 1プレイヤーターン毎に武器、防具以外の擬似鑑定が行われるかを判定する。
403 static void sense_inventory2(void)
406 PLAYER_LEVEL plev = p_ptr->lev;
410 /*** Check for "sensing" ***/
412 /* No sensing when confused */
413 if (p_ptr->confused) return;
415 /* Analyze the class */
416 switch (p_ptr->pclass)
422 case CLASS_BERSERKER:
430 case CLASS_CHAOS_WARRIOR:
432 case CLASS_BEASTMASTER:
435 /* Very bad (light) sensing */
436 if (0 != randint0(240000L / (plev + 5))) return;
442 case CLASS_WARRIOR_MAGE:
447 if (0 != randint0(95000L / (plev * plev + 40))) return;
455 case CLASS_FORCETRAINER:
456 case CLASS_MINDCRAFTER:
459 if (0 != randint0(20000L / (plev * plev + 40))) return;
465 case CLASS_HIGH_MAGE:
467 case CLASS_MAGIC_EATER:
468 case CLASS_MIRROR_MASTER:
469 case CLASS_BLUE_MAGE:
472 if (0 != randint0(9000L / (plev * plev + 40))) return;
480 if (0 != randint0(20000L / ((plev+50)*(plev+50)))) return;
486 /*** Sense everything ***/
488 /* Check everything */
489 for (i = 0; i < INVEN_TOTAL; i++)
493 o_ptr = &inventory[i];
495 /* Skip empty slots */
496 if (!o_ptr->k_idx) continue;
498 /* Valid "tval" codes */
511 /* Skip non-sense machines */
514 /* Occasional failure on inventory items */
515 if ((i < INVEN_RARM) && (0 != randint0(5))) continue;
517 sense_inventory_aux(i, TRUE);
522 * @brief パターン終点到達時のテレポート処理を行う
525 static void pattern_teleport(void)
528 DEPTH max_level = 99;
531 if (get_check(_("他の階にテレポートしますか?", "Teleport level? ")))
536 /* Only downward in ironman mode */
537 if (ironman_downward)
538 min_level = dun_level;
541 if (dungeon_type == DUNGEON_ANGBAND)
544 max_level = MAX_DEPTH - 1;
545 else if (dun_level == 100)
550 max_level = d_info[dungeon_type].maxdepth;
551 min_level = d_info[dungeon_type].mindepth;
555 sprintf(ppp, _("テレポート先:(%d-%d)", "Teleport to level (%d-%d): "), (int)min_level, (int)max_level);
558 sprintf(tmp_val, "%d", (int)dun_level);
560 /* Ask for a level */
561 if (!get_string(ppp, tmp_val, 10)) return;
563 /* Extract request */
564 command_arg = (COMMAND_ARG)atoi(tmp_val);
566 else if (get_check(_("通常テレポート?", "Normal teleport? ")))
568 teleport_player(200, 0L);
577 if (command_arg < min_level) command_arg = (COMMAND_ARG)min_level;
580 if (command_arg > max_level) command_arg = (COMMAND_ARG)max_level;
583 msg_format(_("%d 階にテレポートしました。", "You teleport to dungeon level %d."), command_arg);
585 if (autosave_l) do_cmd_save_game(TRUE);
588 dun_level = command_arg;
592 if (record_stair) do_cmd_write_nikki(NIKKI_PAT_TELE, 0, NULL);
594 p_ptr->inside_quest = 0;
595 p_ptr->energy_use = 0;
598 * Clear all saved floors
599 * and create a first saved floor
601 prepare_change_floor_mode(CFM_FIRST_FLOOR);
604 p_ptr->leaving = TRUE;
608 * @brief 種族アンバライトが出血時パターンの上に乗った際のペナルティ処理
611 static void wreck_the_pattern(void)
615 int pattern_type = f_info[cave[p_ptr->y][p_ptr->x].feat].subtype;
617 if (pattern_type == PATTERN_TILE_WRECKED)
623 msg_print(_("パターンを血で汚してしまった!", "You bleed on the Pattern!"));
624 msg_print(_("何か恐ろしい事が起こった!", "Something terrible happens!"));
626 if (!IS_INVULN()) take_hit(DAMAGE_NOESCAPE, damroll(10, 8), _("パターン損壊", "corrupting the Pattern"), -1);
627 to_ruin = randint1(45) + 35;
631 scatter(&r_y, &r_x, p_ptr->y, p_ptr->x, 4, 0);
633 if (pattern_tile(r_y, r_x) &&
634 (f_info[cave[r_y][r_x].feat].subtype != PATTERN_TILE_WRECKED))
636 cave_set_feat(r_y, r_x, feat_pattern_corrupted);
640 cave_set_feat(p_ptr->y, p_ptr->x, feat_pattern_corrupted);
644 * @brief 各種パターン地形上の特別な処理 / Returns TRUE if we are on the Pattern...
645 * @return 実際にパターン地形上にプレイヤーが居た場合はTRUEを返す。
647 static bool pattern_effect(void)
651 if (!pattern_tile(p_ptr->y, p_ptr->x)) return FALSE;
653 if ((prace_is_(RACE_AMBERITE)) &&
654 (p_ptr->cut > 0) && one_in_(10))
659 pattern_type = f_info[cave[p_ptr->y][p_ptr->x].feat].subtype;
661 switch (pattern_type)
663 case PATTERN_TILE_END:
665 (void)restore_all_status();
666 (void)restore_level();
667 (void)cure_critical_wounds(1000);
669 cave_set_feat(p_ptr->y, p_ptr->x, feat_pattern_old);
670 msg_print(_("「パターン」のこの部分は他の部分より強力でないようだ。", "This section of the Pattern looks less powerful."));
673 * We could make the healing effect of the
674 * Pattern center one-time only to avoid various kinds
675 * of abuse, like luring the win monster into fighting you
676 * in the middle of the pattern...
680 case PATTERN_TILE_OLD:
684 case PATTERN_TILE_TELEPORT:
688 case PATTERN_TILE_WRECKED:
690 take_hit(DAMAGE_NOESCAPE, 200, _("壊れた「パターン」を歩いたダメージ", "walking the corrupted Pattern"), -1);
694 if (prace_is_(RACE_AMBERITE) && !one_in_(2))
696 else if (!IS_INVULN())
697 take_hit(DAMAGE_NOESCAPE, damroll(1, 3), _("「パターン」を歩いたダメージ", "walking the Pattern"), -1);
706 * @brief プレイヤーのHP自然回復処理 / Regenerate hit points -RAK-
707 * @param percent 回復比率
710 static void regenhp(int percent)
716 if (p_ptr->special_defense & KATA_KOUKIJIN) return;
717 if (p_ptr->action == ACTION_HAYAGAKE) return;
719 /* Save the old hitpoints */
720 old_chp = p_ptr->chp;
723 * Extract the new hitpoints
725 * 'percent' is the Regen factor in unit (1/2^16)
728 new_chp_frac = (p_ptr->mhp * percent + PY_REGEN_HPBASE);
730 /* Convert the unit (1/2^16) to (1/2^32) */
731 s64b_LSHIFT(new_chp, new_chp_frac, 16);
734 s64b_add(&(p_ptr->chp), &(p_ptr->chp_frac), new_chp, new_chp_frac);
738 if (0 < s64b_cmp(p_ptr->chp, p_ptr->chp_frac, p_ptr->mhp, 0))
740 p_ptr->chp = p_ptr->mhp;
745 if (old_chp != p_ptr->chp)
747 p_ptr->redraw |= (PR_HP);
748 p_ptr->window |= (PW_PLAYER);
755 * @brief プレイヤーのMP自然回復処理(regen_magic()のサブセット) / Regenerate mana points
756 * @param upkeep_factor ペット維持によるMPコスト量
757 * @param regen_amount 回復量
760 static void regenmana(MANA_POINT upkeep_factor, MANA_POINT regen_amount)
762 MANA_POINT old_csp = p_ptr->csp;
763 s32b regen_rate = regen_amount * 100 - upkeep_factor * PY_REGEN_NORMAL;
766 * Excess mana will decay 32 times faster than normal
769 if (p_ptr->csp > p_ptr->msp)
771 /* PY_REGEN_NORMAL is the Regen factor in unit (1/2^16) */
773 u32b decay_frac = (p_ptr->msp * 32 * PY_REGEN_NORMAL + PY_REGEN_MNBASE);
775 /* Convert the unit (1/2^16) to (1/2^32) */
776 s64b_LSHIFT(decay, decay_frac, 16);
779 s64b_sub(&(p_ptr->csp), &(p_ptr->csp_frac), decay, decay_frac);
782 if (p_ptr->csp < p_ptr->msp)
784 p_ptr->csp = p_ptr->msp;
789 /* Regenerating mana (unless the player has excess mana) */
790 else if (regen_rate > 0)
792 /* (percent/100) is the Regen factor in unit (1/2^16) */
793 MANA_POINT new_mana = 0;
794 u32b new_mana_frac = (p_ptr->msp * regen_rate / 100 + PY_REGEN_MNBASE);
796 /* Convert the unit (1/2^16) to (1/2^32) */
797 s64b_LSHIFT(new_mana, new_mana_frac, 16);
800 s64b_add(&(p_ptr->csp), &(p_ptr->csp_frac), new_mana, new_mana_frac);
802 /* Must set frac to zero even if equal */
803 if (p_ptr->csp >= p_ptr->msp)
805 p_ptr->csp = p_ptr->msp;
811 /* Reduce mana (even when the player has excess mana) */
814 /* PY_REGEN_NORMAL is the Regen factor in unit (1/2^16) */
815 s32b reduce_mana = 0;
816 u32b reduce_mana_frac = (p_ptr->msp * (-1) * regen_rate / 100 + PY_REGEN_MNBASE);
818 /* Convert the unit (1/2^16) to (1/2^32) */
819 s64b_LSHIFT(reduce_mana, reduce_mana_frac, 16);
822 s64b_sub(&(p_ptr->csp), &(p_ptr->csp_frac), reduce_mana, reduce_mana_frac);
832 if (old_csp != p_ptr->csp)
834 p_ptr->redraw |= (PR_MANA);
835 p_ptr->window |= (PW_PLAYER);
836 p_ptr->window |= (PW_SPELL);
842 * @brief プレイヤーのMP自然回復処理 / Regenerate magic regen_amount: PY_REGEN_NORMAL * 2 (if resting) * 2 (if having regenarate)
843 * @param regen_amount 回復量
846 static void regenmagic(int regen_amount)
851 int mult = (dev + adj_mag_mana[p_ptr->stat_ind[A_INT]]); /* x1 to x2 speed bonus for recharging */
853 for (i = 0; i < EATER_EXT*2; i++)
855 if (!p_ptr->magic_num2[i]) continue;
856 if (p_ptr->magic_num1[i] == ((long)p_ptr->magic_num2[i] << 16)) continue;
858 /* Increase remaining charge number like float value */
859 new_mana = (regen_amount * mult * ((long)p_ptr->magic_num2[i] + 13)) / (dev * 8);
860 p_ptr->magic_num1[i] += new_mana;
862 /* Check maximum charge */
863 if (p_ptr->magic_num1[i] > (p_ptr->magic_num2[i] << 16))
865 p_ptr->magic_num1[i] = ((long)p_ptr->magic_num2[i] << 16);
869 for (i = EATER_EXT*2; i < EATER_EXT*3; i++)
871 if (!p_ptr->magic_num1[i]) continue;
872 if (!p_ptr->magic_num2[i]) continue;
874 /* Decrease remaining period for charging */
875 new_mana = (regen_amount * mult * ((long)p_ptr->magic_num2[i] + 10) * EATER_ROD_CHARGE)
876 / (dev * 16 * PY_REGEN_NORMAL);
877 p_ptr->magic_num1[i] -= new_mana;
879 /* Check minimum remaining period for charging */
880 if (p_ptr->magic_num1[i] < 0) p_ptr->magic_num1[i] = 0;
887 * @brief 100ゲームターン毎のモンスターのHP自然回復処理 / Regenerate the monsters (once per 100 game turns)
889 * @note Should probably be done during monster turns.
891 static void regen_monsters(void)
896 /* Regenerate everyone */
897 for (i = 1; i < m_max; i++)
899 /* Check the i'th monster */
900 monster_type *m_ptr = &m_list[i];
901 monster_race *r_ptr = &r_info[m_ptr->r_idx];
904 /* Skip dead monsters */
905 if (!m_ptr->r_idx) continue;
907 /* Allow regeneration (if needed) */
908 if (m_ptr->hp < m_ptr->maxhp)
910 /* Hack -- Base regeneration */
911 frac = m_ptr->maxhp / 100;
913 /* Hack -- Minimal regeneration rate */
914 if (!frac) if (one_in_(2)) frac = 1;
916 /* Hack -- Some monsters regenerate quickly */
917 if (r_ptr->flags2 & RF2_REGENERATE) frac *= 2;
919 /* Hack -- Regenerate */
922 /* Do not over-regenerate */
923 if (m_ptr->hp > m_ptr->maxhp) m_ptr->hp = m_ptr->maxhp;
925 /* Redraw (later) if needed */
926 if (p_ptr->health_who == i) p_ptr->redraw |= (PR_HEALTH);
927 if (p_ptr->riding == i) p_ptr->redraw |= (PR_UHEALTH);
934 * @brief 30ゲームターン毎のボール中モンスターのHP自然回復処理 / Regenerate the captured monsters (once per 30 game turns)
936 * @note Should probably be done during monster turns.
938 static void regen_captured_monsters(void)
943 /* Regenerate everyone */
944 for (i = 0; i < INVEN_TOTAL; i++)
947 object_type *o_ptr = &inventory[i];
949 if (!o_ptr->k_idx) continue;
950 if (o_ptr->tval != TV_CAPTURE) continue;
951 if (!o_ptr->pval) continue;
955 r_ptr = &r_info[o_ptr->pval];
957 /* Allow regeneration (if needed) */
958 if (o_ptr->xtra4 < o_ptr->xtra5)
960 /* Hack -- Base regeneration */
961 frac = o_ptr->xtra5 / 100;
963 /* Hack -- Minimal regeneration rate */
964 if (!frac) if (one_in_(2)) frac = 1;
966 /* Hack -- Some monsters regenerate quickly */
967 if (r_ptr->flags2 & RF2_REGENERATE) frac *= 2;
969 /* Hack -- Regenerate */
970 o_ptr->xtra4 += (XTRA16)frac;
972 /* Do not over-regenerate */
973 if (o_ptr->xtra4 > o_ptr->xtra5) o_ptr->xtra4 = o_ptr->xtra5;
980 p_ptr->update |= (PU_COMBINE);
981 p_ptr->window |= (PW_INVEN);
982 p_ptr->window |= (PW_EQUIP);
988 * @brief 寿命つき光源の警告メッセージ処理
989 * @param o_ptr 現在光源として使っているオブジェクトの構造体参照ポインタ
992 static void notice_lite_change(object_type *o_ptr)
994 /* Hack -- notice interesting fuel steps */
995 if ((o_ptr->xtra4 < 100) || (!(o_ptr->xtra4 % 100)))
997 p_ptr->window |= (PW_EQUIP);
1000 /* Hack -- Special treatment when blind */
1003 /* Hack -- save some light for later */
1004 if (o_ptr->xtra4 == 0) o_ptr->xtra4++;
1007 /* The light is now out */
1008 else if (o_ptr->xtra4 == 0)
1010 disturb(FALSE, TRUE);
1011 msg_print(_("明かりが消えてしまった!", "Your light has gone out!"));
1013 /* Recalculate torch radius */
1014 p_ptr->update |= (PU_TORCH);
1016 /* Some ego light lose its effects without fuel */
1017 p_ptr->update |= (PU_BONUS);
1020 /* The light is getting dim */
1021 else if (o_ptr->name2 == EGO_LITE_LONG)
1023 if ((o_ptr->xtra4 < 50) && (!(o_ptr->xtra4 % 5))
1024 && (turn % (TURNS_PER_TICK*2)))
1026 if (disturb_minor) disturb(FALSE, TRUE);
1027 msg_print(_("明かりが微かになってきている。", "Your light is growing faint."));
1031 /* The light is getting dim */
1032 else if ((o_ptr->xtra4 < 100) && (!(o_ptr->xtra4 % 10)))
1034 if (disturb_minor) disturb(FALSE, TRUE);
1035 msg_print(_("明かりが微かになってきている。", "Your light is growing faint."));
1040 * @brief クエスト階層から離脱する際の処理
1043 void leave_quest_check(void)
1045 /* Save quest number for dungeon pref file ($LEAVING_QUEST) */
1046 leaving_quest = p_ptr->inside_quest;
1048 /* Leaving an 'only once' quest marks it as failed */
1051 quest_type* const q_ptr = &quest[leaving_quest];
1053 if(((q_ptr->flags & QUEST_FLAG_ONCE) || (q_ptr->type == QUEST_TYPE_RANDOM)) &&
1054 (q_ptr->status == QUEST_STATUS_TAKEN))
1056 q_ptr->status = QUEST_STATUS_FAILED;
1057 q_ptr->complev = p_ptr->lev;
1059 q_ptr->comptime = playtime;
1061 /* Additional settings */
1062 switch (q_ptr->type)
1064 case QUEST_TYPE_TOWER:
1065 quest[QUEST_TOWER1].status = QUEST_STATUS_FAILED;
1066 quest[QUEST_TOWER1].complev = p_ptr->lev;
1068 case QUEST_TYPE_FIND_ARTIFACT:
1069 a_info[q_ptr->k_idx].gen_flags &= ~(TRG_QUESTITEM);
1071 case QUEST_TYPE_RANDOM:
1072 r_info[q_ptr->r_idx].flags1 &= ~(RF1_QUESTOR);
1074 /* Floor of random quest will be blocked */
1075 prepare_change_floor_mode(CFM_NO_RETURN);
1079 /* Record finishing a quest */
1080 if (q_ptr->type == QUEST_TYPE_RANDOM)
1082 if (record_rand_quest) do_cmd_write_nikki(NIKKI_RAND_QUEST_F, leaving_quest, NULL);
1086 if (record_fix_quest) do_cmd_write_nikki(NIKKI_FIX_QUEST_F, leaving_quest, NULL);
1093 * @brief 「塔」クエストの各階層から離脱する際の処理
1096 void leave_tower_check(void)
1098 leaving_quest = p_ptr->inside_quest;
1099 /* Check for Tower Quest */
1100 if (leaving_quest &&
1101 (quest[leaving_quest].type == QUEST_TYPE_TOWER) &&
1102 (quest[QUEST_TOWER1].status != QUEST_STATUS_COMPLETED))
1104 if(quest[leaving_quest].type == QUEST_TYPE_TOWER)
1106 quest[QUEST_TOWER1].status = QUEST_STATUS_FAILED;
1107 quest[QUEST_TOWER1].complev = p_ptr->lev;
1109 quest[QUEST_TOWER1].comptime = playtime;
1116 * @brief !!を刻んだ魔道具の時間経過による再充填を知らせる処理 / If player has inscribed the object with "!!", let him know when it's recharged. -LM-
1117 * @param o_ptr 対象オブジェクトの構造体参照ポインタ
1120 static void recharged_notice(object_type *o_ptr)
1122 GAME_TEXT o_name[MAX_NLEN];
1126 /* No inscription */
1127 if (!o_ptr->inscription) return;
1130 s = my_strchr(quark_str(o_ptr->inscription), '!');
1132 /* Process notification request. */
1135 /* Find another '!' */
1138 /* Describe (briefly) */
1139 object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
1141 /* Notify the player */
1143 msg_format("%sは再充填された。", o_name);
1145 if (o_ptr->number > 1)
1146 msg_format("Your %s are recharged.", o_name);
1148 msg_format("Your %s is recharged.", o_name);
1151 disturb(FALSE, FALSE);
1157 /* Keep looking for '!'s */
1158 s = my_strchr(s + 1, '!');
1163 * @brief プレイヤーの歌に関する継続処理
1166 static void check_music(void)
1168 const magic_type *s_ptr;
1170 MANA_POINT need_mana;
1171 u32b need_mana_frac;
1173 /* Music singed by player */
1174 if (p_ptr->pclass != CLASS_BARD) return;
1175 if (!SINGING_SONG_EFFECT(p_ptr) && !INTERUPTING_SONG_EFFECT(p_ptr)) return;
1177 if (p_ptr->anti_magic)
1183 spell = SINGING_SONG_ID(p_ptr);
1184 s_ptr = &technic_info[REALM_MUSIC - MIN_TECHNIC][spell];
1186 need_mana = mod_need_mana(s_ptr->smana, spell, REALM_MUSIC);
1190 s64b_RSHIFT(need_mana, need_mana_frac, 1);
1192 if (s64b_cmp(p_ptr->csp, p_ptr->csp_frac, need_mana, need_mana_frac) < 0)
1199 s64b_sub(&(p_ptr->csp), &(p_ptr->csp_frac), need_mana, need_mana_frac);
1201 p_ptr->redraw |= PR_MANA;
1202 if (INTERUPTING_SONG_EFFECT(p_ptr))
1204 SINGING_SONG_EFFECT(p_ptr) = INTERUPTING_SONG_EFFECT(p_ptr);
1205 INTERUPTING_SONG_EFFECT(p_ptr) = MUSIC_NONE;
1206 msg_print(_("歌を再開した。", "You restart singing."));
1207 p_ptr->action = ACTION_SING;
1208 p_ptr->update |= (PU_BONUS | PU_HP | PU_MONSTERS);
1209 p_ptr->redraw |= (PR_MAP | PR_STATUS | PR_STATE);
1210 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
1213 if (p_ptr->spell_exp[spell] < SPELL_EXP_BEGINNER)
1214 p_ptr->spell_exp[spell] += 5;
1215 else if(p_ptr->spell_exp[spell] < SPELL_EXP_SKILLED)
1216 { if (one_in_(2) && (dun_level > 4) && ((dun_level + 10) > p_ptr->lev)) p_ptr->spell_exp[spell] += 1; }
1217 else if(p_ptr->spell_exp[spell] < SPELL_EXP_EXPERT)
1218 { if (one_in_(5) && ((dun_level + 5) > p_ptr->lev) && ((dun_level + 5) > s_ptr->slevel)) p_ptr->spell_exp[spell] += 1; }
1219 else if(p_ptr->spell_exp[spell] < SPELL_EXP_MASTER)
1220 { if (one_in_(5) && ((dun_level + 5) > p_ptr->lev) && (dun_level > s_ptr->slevel)) p_ptr->spell_exp[spell] += 1; }
1222 /* Do any effects of continual song */
1223 do_spell(REALM_MUSIC, spell, SPELL_CONT);
1227 * @brief 現在呪いを保持している装備品を一つランダムに探し出す / Choose one of items that have cursed flag
1228 * @param flag 探し出したい呪いフラグ配列
1229 * @return 該当の呪いが一つでもあった場合にランダムに選ばれた装備品のオブジェクト構造体参照ポインタを返す。\n
1232 static object_type *choose_cursed_obj_name(BIT_FLAGS flag)
1235 int choices[INVEN_TOTAL-INVEN_RARM];
1238 /* Paranoia -- Player has no warning-item */
1239 if (!(p_ptr->cursed & flag)) return NULL;
1241 /* Search Inventry */
1242 for (i = INVEN_RARM; i < INVEN_TOTAL; i++)
1244 object_type *o_ptr = &inventory[i];
1246 if (o_ptr->curse_flags & flag)
1248 choices[number] = i;
1251 else if ((flag == TRC_ADD_L_CURSE) ||
1252 (flag == TRC_ADD_H_CURSE) ||
1253 (flag == TRC_DRAIN_HP) ||
1254 (flag == TRC_DRAIN_MANA) ||
1255 (flag == TRC_CALL_ANIMAL) ||
1256 (flag == TRC_CALL_DEMON) ||
1257 (flag == TRC_CALL_DRAGON) ||
1258 (flag == TRC_CALL_UNDEAD) ||
1259 (flag == TRC_COWARDICE) ||
1260 (flag == TRC_LOW_MELEE) ||
1261 (flag == TRC_LOW_AC) ||
1262 (flag == TRC_LOW_MAGIC) ||
1263 (flag == TRC_FAST_DIGEST) ||
1264 (flag == TRC_SLOW_REGEN) )
1267 BIT_FLAGS flgs[TR_FLAG_SIZE];
1268 object_flags(o_ptr, flgs);
1271 case TRC_ADD_L_CURSE : cf = TR_ADD_L_CURSE; break;
1272 case TRC_ADD_H_CURSE : cf = TR_ADD_H_CURSE; break;
1273 case TRC_DRAIN_HP : cf = TR_DRAIN_HP; break;
1274 case TRC_DRAIN_MANA : cf = TR_DRAIN_MANA; break;
1275 case TRC_CALL_ANIMAL : cf = TR_CALL_ANIMAL; break;
1276 case TRC_CALL_DEMON : cf = TR_CALL_DEMON; break;
1277 case TRC_CALL_DRAGON : cf = TR_CALL_DRAGON; break;
1278 case TRC_CALL_UNDEAD : cf = TR_CALL_UNDEAD; break;
1279 case TRC_COWARDICE : cf = TR_COWARDICE; break;
1280 case TRC_LOW_MELEE : cf = TR_LOW_MELEE; break;
1281 case TRC_LOW_AC : cf = TR_LOW_AC; break;
1282 case TRC_LOW_MAGIC : cf = TR_LOW_MAGIC; break;
1283 case TRC_FAST_DIGEST : cf = TR_FAST_DIGEST; break;
1284 case TRC_SLOW_REGEN : cf = TR_SLOW_REGEN; break;
1287 if (have_flag(flgs, cf))
1289 choices[number] = i;
1295 /* Choice one of them */
1296 return (&inventory[choices[randint0(number)]]);
1299 static void process_world_aux_digestion(void)
1301 if (!p_ptr->inside_battle)
1303 /* Digest quickly when gorged */
1304 if (p_ptr->food >= PY_FOOD_MAX)
1306 /* Digest a lot of food */
1307 (void)set_food(p_ptr->food - 100);
1310 /* Digest normally -- Every 50 game turns */
1311 else if (!(turn % (TURNS_PER_TICK * 5)))
1313 /* Basic digestion rate based on speed */
1314 int digestion = SPEED_TO_ENERGY(p_ptr->pspeed);
1316 /* Regeneration takes more food */
1317 if (p_ptr->regenerate)
1319 if (p_ptr->special_defense & (KAMAE_MASK | KATA_MASK))
1321 if (p_ptr->cursed & TRC_FAST_DIGEST)
1324 /* Slow digestion takes less food */
1325 if (p_ptr->slow_digest)
1328 /* Minimal digestion */
1329 if (digestion < 1) digestion = 1;
1330 /* Maximal digestion */
1331 if (digestion > 100) digestion = 100;
1333 /* Digest some food */
1334 (void)set_food(p_ptr->food - digestion);
1339 if ((p_ptr->food < PY_FOOD_FAINT))
1341 /* Faint occasionally */
1342 if (!p_ptr->paralyzed && (randint0(100) < 10))
1344 msg_print(_("あまりにも空腹で気絶してしまった。", "You faint from the lack of food."));
1345 disturb(TRUE, TRUE);
1347 /* Hack -- faint (bypass free action) */
1348 (void)set_paralyzed(p_ptr->paralyzed + 1 + randint0(5));
1351 /* Starve to death (slowly) */
1352 if (p_ptr->food < PY_FOOD_STARVE)
1354 /* Calculate damage */
1355 HIT_POINT dam = (PY_FOOD_STARVE - p_ptr->food) / 10;
1357 if (!IS_INVULN()) take_hit(DAMAGE_LOSELIFE, dam, _("空腹", "starvation"), -1);
1364 * @brief 10ゲームターンが進行するごとにプレイヤーのHPとMPの増減処理を行う。
1365 * / Handle timed damage and regeneration every 10 game turns
1368 static void process_world_aux_hp_and_sp(void)
1370 feature_type *f_ptr = &f_info[cave[p_ptr->y][p_ptr->x].feat];
1371 bool cave_no_regen = FALSE;
1372 int upkeep_factor = 0;
1374 /* Default regeneration */
1375 int regen_amount = PY_REGEN_NORMAL;
1378 /*** Damage over Time ***/
1380 /* Take damage from poison */
1381 if (p_ptr->poisoned && !IS_INVULN())
1383 take_hit(DAMAGE_NOESCAPE, 1, _("毒", "poison"), -1);
1386 /* Take damage from cuts */
1387 if (p_ptr->cut && !IS_INVULN())
1391 /* Mortal wound or Deep Gash */
1392 if (p_ptr->cut > 1000)
1397 else if (p_ptr->cut > 200)
1403 else if (p_ptr->cut > 100)
1408 else if (p_ptr->cut > 50)
1413 else if (p_ptr->cut > 25)
1418 else if (p_ptr->cut > 10)
1429 take_hit(DAMAGE_NOESCAPE, dam, _("致命傷", "a fatal wound"), -1);
1432 /* (Vampires) Take damage from sunlight */
1433 if (prace_is_(RACE_VAMPIRE) || (p_ptr->mimic_form == MIMIC_VAMPIRE))
1435 if (!dun_level && !p_ptr->resist_lite && !IS_INVULN() && is_daytime())
1437 if ((cave[p_ptr->y][p_ptr->x].info & (CAVE_GLOW | CAVE_MNDK)) == CAVE_GLOW)
1439 msg_print(_("日光があなたのアンデッドの肉体を焼き焦がした!", "The sun's rays scorch your undead flesh!"));
1440 take_hit(DAMAGE_NOESCAPE, 1, _("日光", "sunlight"), -1);
1441 cave_no_regen = TRUE;
1445 if (inventory[INVEN_LITE].tval && (inventory[INVEN_LITE].name2 != EGO_LITE_DARKNESS) &&
1446 !p_ptr->resist_lite)
1448 object_type * o_ptr = &inventory[INVEN_LITE];
1449 GAME_TEXT o_name [MAX_NLEN];
1450 char ouch [MAX_NLEN+40];
1452 /* Get an object description */
1453 object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
1454 msg_format(_("%sがあなたのアンデッドの肉体を焼き焦がした!", "The %s scorches your undead flesh!"), o_name);
1456 cave_no_regen = TRUE;
1458 /* Get an object description */
1459 object_desc(o_name, o_ptr, OD_NAME_ONLY);
1460 sprintf(ouch, _("%sを装備したダメージ", "wielding %s"), o_name);
1462 if (!IS_INVULN()) take_hit(DAMAGE_NOESCAPE, 1, ouch, -1);
1466 if (have_flag(f_ptr->flags, FF_LAVA) && !IS_INVULN() && !p_ptr->immune_fire)
1470 if (have_flag(f_ptr->flags, FF_DEEP))
1472 damage = 6000 + randint0(4000);
1474 else if (!p_ptr->levitation)
1476 damage = 3000 + randint0(2000);
1481 if(prace_is_(RACE_ENT)) damage += damage / 3;
1482 if(p_ptr->resist_fire) damage = damage / 3;
1483 if(IS_OPPOSE_FIRE()) damage = damage / 3;
1484 if(p_ptr->levitation) damage = damage / 5;
1486 damage = damage / 100 + (randint0(100) < (damage % 100));
1488 if (p_ptr->levitation)
1490 msg_print(_("熱で火傷した!", "The heat burns you!"));
1491 take_hit(DAMAGE_NOESCAPE, damage, format(_("%sの上に浮遊したダメージ", "flying over %s"),
1492 f_name + f_info[get_feat_mimic(&cave[p_ptr->y][p_ptr->x])].name), -1);
1496 concptr name = f_name + f_info[get_feat_mimic(&cave[p_ptr->y][p_ptr->x])].name;
1497 msg_format(_("%sで火傷した!", "The %s burns you!"), name);
1498 take_hit(DAMAGE_NOESCAPE, damage, name, -1);
1501 cave_no_regen = TRUE;
1505 if (have_flag(f_ptr->flags, FF_COLD_PUDDLE) && !IS_INVULN() && !p_ptr->immune_cold)
1509 if (have_flag(f_ptr->flags, FF_DEEP))
1511 damage = 6000 + randint0(4000);
1513 else if (!p_ptr->levitation)
1515 damage = 3000 + randint0(2000);
1520 if (p_ptr->resist_cold) damage = damage / 3;
1521 if (IS_OPPOSE_COLD()) damage = damage / 3;
1522 if (p_ptr->levitation) damage = damage / 5;
1524 damage = damage / 100 + (randint0(100) < (damage % 100));
1526 if (p_ptr->levitation)
1528 msg_print(_("冷気に覆われた!", "The cold engulfs you!"));
1529 take_hit(DAMAGE_NOESCAPE, damage, format(_("%sの上に浮遊したダメージ", "flying over %s"),
1530 f_name + f_info[get_feat_mimic(&cave[p_ptr->y][p_ptr->x])].name), -1);
1534 concptr name = f_name + f_info[get_feat_mimic(&cave[p_ptr->y][p_ptr->x])].name;
1535 msg_format(_("%sに凍えた!", "The %s frostbites you!"), name);
1536 take_hit(DAMAGE_NOESCAPE, damage, name, -1);
1539 cave_no_regen = TRUE;
1543 if (have_flag(f_ptr->flags, FF_ELEC_PUDDLE) && !IS_INVULN() && !p_ptr->immune_elec)
1547 if (have_flag(f_ptr->flags, FF_DEEP))
1549 damage = 6000 + randint0(4000);
1551 else if (!p_ptr->levitation)
1553 damage = 3000 + randint0(2000);
1558 if (p_ptr->resist_elec) damage = damage / 3;
1559 if (IS_OPPOSE_ELEC()) damage = damage / 3;
1560 if (p_ptr->levitation) damage = damage / 5;
1562 damage = damage / 100 + (randint0(100) < (damage % 100));
1564 if (p_ptr->levitation)
1566 msg_print(_("電撃を受けた!", "The electric shocks you!"));
1567 take_hit(DAMAGE_NOESCAPE, damage, format(_("%sの上に浮遊したダメージ", "flying over %s"),
1568 f_name + f_info[get_feat_mimic(&cave[p_ptr->y][p_ptr->x])].name), -1);
1572 concptr name = f_name + f_info[get_feat_mimic(&cave[p_ptr->y][p_ptr->x])].name;
1573 msg_format(_("%sに感電した!", "The %s shocks you!"), name);
1574 take_hit(DAMAGE_NOESCAPE, damage, name, -1);
1577 cave_no_regen = TRUE;
1581 if (have_flag(f_ptr->flags, FF_ACID_PUDDLE) && !IS_INVULN() && !p_ptr->immune_acid)
1585 if (have_flag(f_ptr->flags, FF_DEEP))
1587 damage = 6000 + randint0(4000);
1589 else if (!p_ptr->levitation)
1591 damage = 3000 + randint0(2000);
1596 if (p_ptr->resist_acid) damage = damage / 3;
1597 if (IS_OPPOSE_ACID()) damage = damage / 3;
1598 if (p_ptr->levitation) damage = damage / 5;
1600 damage = damage / 100 + (randint0(100) < (damage % 100));
1602 if (p_ptr->levitation)
1604 msg_print(_("酸が飛び散った!", "The acid melt you!"));
1605 take_hit(DAMAGE_NOESCAPE, damage, format(_("%sの上に浮遊したダメージ", "flying over %s"),
1606 f_name + f_info[get_feat_mimic(&cave[p_ptr->y][p_ptr->x])].name), -1);
1610 concptr name = f_name + f_info[get_feat_mimic(&cave[p_ptr->y][p_ptr->x])].name;
1611 msg_format(_("%sに溶かされた!", "The %s melts you!"), name);
1612 take_hit(DAMAGE_NOESCAPE, damage, name, -1);
1615 cave_no_regen = TRUE;
1619 if (have_flag(f_ptr->flags, FF_POISON_PUDDLE) && !IS_INVULN())
1623 if (have_flag(f_ptr->flags, FF_DEEP))
1625 damage = 6000 + randint0(4000);
1627 else if (!p_ptr->levitation)
1629 damage = 3000 + randint0(2000);
1634 if (p_ptr->resist_pois) damage = damage / 3;
1635 if (IS_OPPOSE_POIS()) damage = damage / 3;
1636 if (p_ptr->levitation) damage = damage / 5;
1638 damage = damage / 100 + (randint0(100) < (damage % 100));
1640 if (p_ptr->levitation)
1642 msg_print(_("毒気を吸い込んだ!", "The gas poisons you!"));
1643 take_hit(DAMAGE_NOESCAPE, damage, format(_("%sの上に浮遊したダメージ", "flying over %s"),
1644 f_name + f_info[get_feat_mimic(&cave[p_ptr->y][p_ptr->x])].name), -1);
1645 if (p_ptr->resist_pois) (void)set_poisoned(p_ptr->poisoned + 1);
1649 concptr name = f_name + f_info[get_feat_mimic(&cave[p_ptr->y][p_ptr->x])].name;
1650 msg_format(_("%sに毒された!", "The %s poisons you!"), name);
1651 take_hit(DAMAGE_NOESCAPE, damage, name, -1);
1652 if (p_ptr->resist_pois) (void)set_poisoned(p_ptr->poisoned + 3);
1655 cave_no_regen = TRUE;
1659 if (have_flag(f_ptr->flags, FF_WATER) && have_flag(f_ptr->flags, FF_DEEP) &&
1660 !p_ptr->levitation && !p_ptr->can_swim && !p_ptr->resist_water)
1662 if (p_ptr->total_weight > weight_limit())
1664 msg_print(_("溺れている!", "You are drowning!"));
1665 take_hit(DAMAGE_NOESCAPE, randint1(p_ptr->lev), _("溺れ", "drowning"), -1);
1666 cave_no_regen = TRUE;
1673 if ((r_info[m_list[p_ptr->riding].r_idx].flags2 & RF2_AURA_FIRE) && !p_ptr->immune_fire)
1675 damage = r_info[m_list[p_ptr->riding].r_idx].level / 2;
1676 if (prace_is_(RACE_ENT)) damage += damage / 3;
1677 if (p_ptr->resist_fire) damage = damage / 3;
1678 if (IS_OPPOSE_FIRE()) damage = damage / 3;
1679 msg_print(_("熱い!", "It's hot!"));
1680 take_hit(DAMAGE_NOESCAPE, damage, _("炎のオーラ", "Fire aura"), -1);
1682 if ((r_info[m_list[p_ptr->riding].r_idx].flags2 & RF2_AURA_ELEC) && !p_ptr->immune_elec)
1684 damage = r_info[m_list[p_ptr->riding].r_idx].level / 2;
1685 if (prace_is_(RACE_ANDROID)) damage += damage / 3;
1686 if (p_ptr->resist_elec) damage = damage / 3;
1687 if (IS_OPPOSE_ELEC()) damage = damage / 3;
1688 msg_print(_("痛い!", "It hurts!"));
1689 take_hit(DAMAGE_NOESCAPE, damage, _("電気のオーラ", "Elec aura"), -1);
1691 if ((r_info[m_list[p_ptr->riding].r_idx].flags3 & RF3_AURA_COLD) && !p_ptr->immune_cold)
1693 damage = r_info[m_list[p_ptr->riding].r_idx].level / 2;
1694 if (p_ptr->resist_cold) damage = damage / 3;
1695 if (IS_OPPOSE_COLD()) damage = damage / 3;
1696 msg_print(_("冷たい!", "It's cold!"));
1697 take_hit(DAMAGE_NOESCAPE, damage, _("冷気のオーラ", "Cold aura"), -1);
1701 /* Spectres -- take damage when moving through walls */
1703 * Added: ANYBODY takes damage if inside through walls
1704 * without wraith form -- NOTE: Spectres will never be
1705 * reduced below 0 hp by being inside a stone wall; others
1708 if (!have_flag(f_ptr->flags, FF_MOVE) && !have_flag(f_ptr->flags, FF_CAN_FLY))
1710 if (!IS_INVULN() && !p_ptr->wraith_form && !p_ptr->kabenuke && ((p_ptr->chp > (p_ptr->lev / 5)) || !p_ptr->pass_wall))
1713 cave_no_regen = TRUE;
1715 if (p_ptr->pass_wall)
1717 msg_print(_("体の分子が分解した気がする!", "Your molecules feel disrupted!"));
1718 dam_desc = _("密度", "density");
1722 msg_print(_("崩れた岩に押し潰された!", "You are being crushed!"));
1723 dam_desc = _("硬い岩", "solid rock");
1726 take_hit(DAMAGE_NOESCAPE, 1 + (p_ptr->lev / 5), dam_desc, -1);
1731 /*** handle regeneration ***/
1734 if (p_ptr->food < PY_FOOD_WEAK)
1736 /* Lower regeneration */
1737 if (p_ptr->food < PY_FOOD_STARVE)
1741 else if (p_ptr->food < PY_FOOD_FAINT)
1743 regen_amount = PY_REGEN_FAINT;
1747 regen_amount = PY_REGEN_WEAK;
1751 /* Are we walking the pattern? */
1752 if (pattern_effect())
1754 cave_no_regen = TRUE;
1758 /* Regeneration ability */
1759 if (p_ptr->regenerate)
1761 regen_amount = regen_amount * 2;
1763 if (p_ptr->special_defense & (KAMAE_MASK | KATA_MASK))
1767 if (p_ptr->cursed & TRC_SLOW_REGEN)
1774 /* Searching or Resting */
1775 if ((p_ptr->action == ACTION_SEARCH) || (p_ptr->action == ACTION_REST))
1777 regen_amount = regen_amount * 2;
1780 upkeep_factor = calculate_upkeep();
1782 /* No regeneration while special action */
1783 if ((p_ptr->action == ACTION_LEARN) ||
1784 (p_ptr->action == ACTION_HAYAGAKE) ||
1785 (p_ptr->special_defense & KATA_KOUKIJIN))
1787 upkeep_factor += 100;
1790 /* Regenerate the mana */
1791 regenmana(upkeep_factor, regen_amount);
1794 /* Recharge magic eater's power */
1795 if (p_ptr->pclass == CLASS_MAGIC_EATER)
1797 regenmagic(regen_amount);
1800 if ((p_ptr->csp == 0) && (p_ptr->csp_frac == 0))
1802 while (upkeep_factor > 100)
1804 msg_print(_("こんなに多くのペットを制御できない!", "Too many pets to control at once!"));
1806 do_cmd_pet_dismiss();
1808 upkeep_factor = calculate_upkeep();
1810 msg_format(_("維持MPは %d%%", "Upkeep: %d%% mana."), upkeep_factor);
1815 /* Poisoned or cut yields no healing */
1816 if (p_ptr->poisoned) regen_amount = 0;
1817 if (p_ptr->cut) regen_amount = 0;
1819 /* Special floor -- Pattern, in a wall -- yields no healing */
1820 if (cave_no_regen) regen_amount = 0;
1822 regen_amount = (regen_amount * mutant_regenerate_mod) / 100;
1824 /* Regenerate Hit Points if needed */
1825 if ((p_ptr->chp < p_ptr->mhp) && !cave_no_regen)
1827 regenhp(regen_amount);
1832 * @brief 10ゲームターンが進行するごとに魔法効果の残りターンを減らしていく処理
1833 * / Handle timeout every 10 game turns
1836 static void process_world_aux_timeout(void)
1838 const int dec_count = (easy_band ? 2 : 1);
1840 /*** Timeout Various Things ***/
1843 if (p_ptr->tim_mimic)
1845 (void)set_mimic(p_ptr->tim_mimic - 1, p_ptr->mimic_form, TRUE);
1848 /* Hack -- Hallucinating */
1851 (void)set_image(p_ptr->image - dec_count);
1857 (void)set_blind(p_ptr->blind - dec_count);
1860 /* Times see-invisible */
1861 if (p_ptr->tim_invis)
1863 (void)set_tim_invis(p_ptr->tim_invis - 1, TRUE);
1874 (void)set_tim_esp(p_ptr->tim_esp - 1, TRUE);
1877 /* Timed temporary elemental brands. -LM- */
1878 if (p_ptr->ele_attack)
1880 p_ptr->ele_attack--;
1882 /* Clear all temporary elemental brands. */
1883 if (!p_ptr->ele_attack) set_ele_attack(0, 0);
1886 /* Timed temporary elemental immune. -LM- */
1887 if (p_ptr->ele_immune)
1889 p_ptr->ele_immune--;
1891 /* Clear all temporary elemental brands. */
1892 if (!p_ptr->ele_immune) set_ele_immune(0, 0);
1895 /* Timed infra-vision */
1896 if (p_ptr->tim_infra)
1898 (void)set_tim_infra(p_ptr->tim_infra - 1, TRUE);
1902 if (p_ptr->tim_stealth)
1904 (void)set_tim_stealth(p_ptr->tim_stealth - 1, TRUE);
1907 /* Timed levitation */
1908 if (p_ptr->tim_levitation)
1910 (void)set_tim_levitation(p_ptr->tim_levitation - 1, TRUE);
1913 /* Timed sh_touki */
1914 if (p_ptr->tim_sh_touki)
1916 (void)set_tim_sh_touki(p_ptr->tim_sh_touki - 1, TRUE);
1920 if (p_ptr->tim_sh_fire)
1922 (void)set_tim_sh_fire(p_ptr->tim_sh_fire - 1, TRUE);
1926 if (p_ptr->tim_sh_holy)
1928 (void)set_tim_sh_holy(p_ptr->tim_sh_holy - 1, TRUE);
1932 if (p_ptr->tim_eyeeye)
1934 (void)set_tim_eyeeye(p_ptr->tim_eyeeye - 1, TRUE);
1937 /* Timed resist-magic */
1938 if (p_ptr->resist_magic)
1940 (void)set_resist_magic(p_ptr->resist_magic - 1, TRUE);
1943 /* Timed regeneration */
1944 if (p_ptr->tim_regen)
1946 (void)set_tim_regen(p_ptr->tim_regen - 1, TRUE);
1949 /* Timed resist nether */
1950 if (p_ptr->tim_res_nether)
1952 (void)set_tim_res_nether(p_ptr->tim_res_nether - 1, TRUE);
1955 /* Timed resist time */
1956 if (p_ptr->tim_res_time)
1958 (void)set_tim_res_time(p_ptr->tim_res_time - 1, TRUE);
1962 if (p_ptr->tim_reflect)
1964 (void)set_tim_reflect(p_ptr->tim_reflect - 1, TRUE);
1968 if (p_ptr->multishadow)
1970 (void)set_multishadow(p_ptr->multishadow - 1, TRUE);
1973 /* Timed Robe of dust */
1974 if (p_ptr->dustrobe)
1976 (void)set_dustrobe(p_ptr->dustrobe - 1, TRUE);
1979 /* Timed infra-vision */
1980 if (p_ptr->kabenuke)
1982 (void)set_kabenuke(p_ptr->kabenuke - 1, TRUE);
1986 if (p_ptr->paralyzed)
1988 (void)set_paralyzed(p_ptr->paralyzed - dec_count);
1992 if (p_ptr->confused)
1994 (void)set_confused(p_ptr->confused - dec_count);
2000 (void)set_afraid(p_ptr->afraid - dec_count);
2006 (void)set_fast(p_ptr->fast - 1, TRUE);
2012 (void)set_slow(p_ptr->slow - dec_count, TRUE);
2015 /* Protection from evil */
2016 if (p_ptr->protevil)
2018 (void)set_protevil(p_ptr->protevil - 1, TRUE);
2021 /* Invulnerability */
2024 (void)set_invuln(p_ptr->invuln - 1, TRUE);
2028 if (p_ptr->wraith_form)
2030 (void)set_wraith_form(p_ptr->wraith_form - 1, TRUE);
2036 (void)set_hero(p_ptr->hero - 1, TRUE);
2042 (void)set_shero(p_ptr->shero - 1, TRUE);
2048 (void)set_blessed(p_ptr->blessed - 1, TRUE);
2054 (void)set_shield(p_ptr->shield - 1, TRUE);
2058 if (p_ptr->tsubureru)
2060 (void)set_tsubureru(p_ptr->tsubureru - 1, TRUE);
2064 if (p_ptr->magicdef)
2066 (void)set_magicdef(p_ptr->magicdef - 1, TRUE);
2070 if (p_ptr->tsuyoshi)
2072 (void)set_tsuyoshi(p_ptr->tsuyoshi - 1, TRUE);
2076 if (p_ptr->oppose_acid)
2078 (void)set_oppose_acid(p_ptr->oppose_acid - 1, TRUE);
2081 /* Oppose Lightning */
2082 if (p_ptr->oppose_elec)
2084 (void)set_oppose_elec(p_ptr->oppose_elec - 1, TRUE);
2088 if (p_ptr->oppose_fire)
2090 (void)set_oppose_fire(p_ptr->oppose_fire - 1, TRUE);
2094 if (p_ptr->oppose_cold)
2096 (void)set_oppose_cold(p_ptr->oppose_cold - 1, TRUE);
2100 if (p_ptr->oppose_pois)
2102 (void)set_oppose_pois(p_ptr->oppose_pois - 1, TRUE);
2107 (void)set_ultimate_res(p_ptr->ult_res - 1, TRUE);
2110 /*** Poison and Stun and Cut ***/
2113 if (p_ptr->poisoned)
2115 int adjust = adj_con_fix[p_ptr->stat_ind[A_CON]] + 1;
2117 /* Apply some healing */
2118 (void)set_poisoned(p_ptr->poisoned - adjust);
2124 int adjust = adj_con_fix[p_ptr->stat_ind[A_CON]] + 1;
2126 /* Apply some healing */
2127 (void)set_stun(p_ptr->stun - adjust);
2133 int adjust = adj_con_fix[p_ptr->stat_ind[A_CON]] + 1;
2135 /* Hack -- Truly "mortal" wound */
2136 if (p_ptr->cut > 1000) adjust = 0;
2138 /* Apply some healing */
2139 (void)set_cut(p_ptr->cut - adjust);
2145 * @brief 10ゲームターンが進行する毎に光源の寿命を減らす処理
2146 * / Handle burning fuel every 10 game turns
2149 static void process_world_aux_light(void)
2151 /* Check for light being wielded */
2152 object_type *o_ptr = &inventory[INVEN_LITE];
2154 /* Burn some fuel in the current lite */
2155 if (o_ptr->tval == TV_LITE)
2157 /* Hack -- Use some fuel (except on artifacts) */
2158 if (!(object_is_fixed_artifact(o_ptr) || o_ptr->sval == SV_LITE_FEANOR) && (o_ptr->xtra4 > 0))
2160 /* Decrease life-span */
2161 if (o_ptr->name2 == EGO_LITE_LONG)
2163 if (turn % (TURNS_PER_TICK*2)) o_ptr->xtra4--;
2165 else o_ptr->xtra4--;
2167 /* Notice interesting fuel steps */
2168 notice_lite_change(o_ptr);
2175 * @brief 10ゲームターンが進行するごとに突然変異の発動判定を行う処理
2176 * / Handle mutation effects once every 10 game turns
2179 static void process_world_aux_mutation(void)
2181 /* No mutation with effects */
2182 if (!p_ptr->muta2) return;
2184 /* No effect on monster arena */
2185 if (p_ptr->inside_battle) return;
2187 /* No effect on the global map */
2188 if (p_ptr->wild_mode) return;
2190 if ((p_ptr->muta2 & MUT2_BERS_RAGE) && one_in_(3000))
2192 disturb(FALSE, TRUE);
2193 msg_print(_("ウガァァア!", "RAAAAGHH!"));
2194 msg_print(_("激怒の発作に襲われた!", "You feel a fit of rage coming over you!"));
2195 (void)set_shero(10 + randint1(p_ptr->lev), FALSE);
2196 (void)set_afraid(0);
2199 if ((p_ptr->muta2 & MUT2_COWARDICE) && (randint1(3000) == 13))
2201 if (!p_ptr->resist_fear)
2203 disturb(FALSE, TRUE);
2204 msg_print(_("とても暗い... とても恐い!", "It's so dark... so scary!"));
2205 set_afraid(p_ptr->afraid + 13 + randint1(26));
2209 if ((p_ptr->muta2 & MUT2_RTELEPORT) && (randint1(5000) == 88))
2211 if (!p_ptr->resist_nexus && !(p_ptr->muta1 & MUT1_VTELEPORT) && !p_ptr->anti_tele)
2213 disturb(FALSE, TRUE);
2214 msg_print(_("あなたの位置は突然ひじょうに不確定になった...", "Your position suddenly seems very uncertain..."));
2216 teleport_player(40, TELEPORT_PASSIVE);
2220 if ((p_ptr->muta2 & MUT2_ALCOHOL) && (randint1(6400) == 321))
2222 if (!p_ptr->resist_conf && !p_ptr->resist_chaos)
2224 disturb(FALSE, TRUE);
2225 p_ptr->redraw |= PR_EXTRA;
2226 msg_print(_("いひきがもーろーとひてきたきがふる...ヒック!", "You feel a SSSCHtupor cOmINg over yOu... *HIC*!"));
2229 if (!p_ptr->resist_conf)
2231 (void)set_confused(p_ptr->confused + randint0(20) + 15);
2234 if (!p_ptr->resist_chaos)
2239 if (one_in_(3)) lose_all_info();
2241 (void)teleport_player_aux(100, TELEPORT_NONMAGICAL | TELEPORT_PASSIVE);
2243 msg_print(_("あなたは見知らぬ場所で目が醒めた...頭が痛い。", "You wake up somewhere with a sore head..."));
2244 msg_print(_("何も覚えていない。どうやってここに来たかも分からない!", "You can't remember a thing, or how you got here!"));
2250 msg_print(_("き~れいなちょおちょらとんれいる~", "Thishcischs GooDSChtuff!"));
2251 (void)set_image(p_ptr->image + randint0(150) + 150);
2257 if ((p_ptr->muta2 & MUT2_HALLU) && (randint1(6400) == 42))
2259 if (!p_ptr->resist_chaos)
2261 disturb(FALSE, TRUE);
2262 p_ptr->redraw |= PR_EXTRA;
2263 (void)set_image(p_ptr->image + randint0(50) + 20);
2267 if ((p_ptr->muta2 & MUT2_FLATULENT) && (randint1(3000) == 13))
2269 disturb(FALSE, TRUE);
2270 msg_print(_("ブゥーーッ!おっと。", "BRRAAAP! Oops."));
2272 fire_ball(GF_POIS, 0, p_ptr->lev, 3);
2275 if ((p_ptr->muta2 & MUT2_PROD_MANA) &&
2276 !p_ptr->anti_magic && one_in_(9000))
2279 disturb(FALSE, TRUE);
2280 msg_print(_("魔法のエネルギーが突然あなたの中に流れ込んできた!エネルギーを解放しなければならない!",
2281 "Magical energy flows through you! You must release it!"));
2285 (void)get_hack_dir(&dire);
2286 fire_ball(GF_MANA, dire, p_ptr->lev * 2, 3);
2289 if ((p_ptr->muta2 & MUT2_ATT_DEMON) && !p_ptr->anti_magic && (randint1(6666) == 666))
2291 bool pet = one_in_(6);
2292 BIT_FLAGS mode = PM_ALLOW_GROUP;
2294 if (pet) mode |= PM_FORCE_PET;
2295 else mode |= (PM_ALLOW_UNIQUE | PM_NO_PET);
2297 if (summon_specific((pet ? -1 : 0), p_ptr->y, p_ptr->x, dun_level, SUMMON_DEMON, mode, '\0'))
2299 msg_print(_("あなたはデーモンを引き寄せた!", "You have attracted a demon!"));
2300 disturb(FALSE, TRUE);
2304 if ((p_ptr->muta2 & MUT2_SPEED_FLUX) && one_in_(6000))
2306 disturb(FALSE, TRUE);
2309 msg_print(_("精力的でなくなった気がする。", "You feel less energetic."));
2311 if (p_ptr->fast > 0)
2317 set_slow(randint1(30) + 10, FALSE);
2322 msg_print(_("精力的になった気がする。", "You feel more energetic."));
2324 if (p_ptr->slow > 0)
2330 set_fast(randint1(30) + 10, FALSE);
2335 if ((p_ptr->muta2 & MUT2_BANISH_ALL) && one_in_(9000))
2337 disturb(FALSE, TRUE);
2338 msg_print(_("突然ほとんど孤独になった気がする。", "You suddenly feel almost lonely."));
2340 banish_monsters(100);
2341 if (!dun_level && p_ptr->town_num)
2345 /* Pick a random shop (except home) */
2348 n = randint0(MAX_STORES);
2350 while ((n == STORE_HOME) || (n == STORE_MUSEUM));
2352 msg_print(_("店の主人が丘に向かって走っている!", "You see one of the shopkeepers running for the hills!"));
2358 if ((p_ptr->muta2 & MUT2_EAT_LIGHT) && one_in_(3000))
2362 msg_print(_("影につつまれた。", "A shadow passes over you."));
2365 /* Absorb light from the current possition */
2366 if ((cave[p_ptr->y][p_ptr->x].info & (CAVE_GLOW | CAVE_MNDK)) == CAVE_GLOW)
2371 o_ptr = &inventory[INVEN_LITE];
2373 /* Absorb some fuel in the current lite */
2374 if (o_ptr->tval == TV_LITE)
2376 /* Use some fuel (except on artifacts) */
2377 if (!object_is_fixed_artifact(o_ptr) && (o_ptr->xtra4 > 0))
2379 /* Heal the player a bit */
2380 hp_player(o_ptr->xtra4 / 20);
2382 /* Decrease life-span of lite */
2384 msg_print(_("光源からエネルギーを吸収した!", "You absorb energy from your light!"));
2386 /* Notice interesting fuel steps */
2387 notice_lite_change(o_ptr);
2392 * Unlite the area (radius 10) around player and
2393 * do 50 points damage to every affected monster
2395 unlite_area(50, 10);
2398 if ((p_ptr->muta2 & MUT2_ATT_ANIMAL) && !p_ptr->anti_magic && one_in_(7000))
2400 bool pet = one_in_(3);
2401 BIT_FLAGS mode = PM_ALLOW_GROUP;
2403 if (pet) mode |= PM_FORCE_PET;
2404 else mode |= (PM_ALLOW_UNIQUE | PM_NO_PET);
2406 if (summon_specific((pet ? -1 : 0), p_ptr->y, p_ptr->x, dun_level, SUMMON_ANIMAL, mode, '\0'))
2408 msg_print(_("動物を引き寄せた!", "You have attracted an animal!"));
2409 disturb(FALSE, TRUE);
2413 if ((p_ptr->muta2 & MUT2_RAW_CHAOS) && !p_ptr->anti_magic && one_in_(8000))
2415 disturb(FALSE, TRUE);
2416 msg_print(_("周りの空間が歪んでいる気がする!", "You feel the world warping around you!"));
2419 fire_ball(GF_CHAOS, 0, p_ptr->lev, 8);
2421 if ((p_ptr->muta2 & MUT2_NORMALITY) && one_in_(5000))
2423 if (!lose_mutation(0))
2424 msg_print(_("奇妙なくらい普通になった気がする。", "You feel oddly normal."));
2426 if ((p_ptr->muta2 & MUT2_WRAITH) && !p_ptr->anti_magic && one_in_(3000))
2428 disturb(FALSE, TRUE);
2429 msg_print(_("非物質化した!", "You feel insubstantial!"));
2432 set_wraith_form(randint1(p_ptr->lev / 2) + (p_ptr->lev / 2), FALSE);
2434 if ((p_ptr->muta2 & MUT2_POLY_WOUND) && one_in_(3000))
2438 if ((p_ptr->muta2 & MUT2_WASTING) && one_in_(3000))
2440 int which_stat = randint0(A_MAX);
2441 int sustained = FALSE;
2446 if (p_ptr->sustain_str) sustained = TRUE;
2449 if (p_ptr->sustain_int) sustained = TRUE;
2452 if (p_ptr->sustain_wis) sustained = TRUE;
2455 if (p_ptr->sustain_dex) sustained = TRUE;
2458 if (p_ptr->sustain_con) sustained = TRUE;
2461 if (p_ptr->sustain_chr) sustained = TRUE;
2464 msg_print(_("不正な状態!", "Invalid stat chosen!"));
2470 disturb(FALSE, TRUE);
2471 msg_print(_("自分が衰弱していくのが分かる!", "You can feel yourself wasting away!"));
2473 (void)dec_stat(which_stat, randint1(6) + 6, one_in_(3));
2476 if ((p_ptr->muta2 & MUT2_ATT_DRAGON) && !p_ptr->anti_magic && one_in_(3000))
2478 bool pet = one_in_(5);
2479 BIT_FLAGS mode = PM_ALLOW_GROUP;
2481 if (pet) mode |= PM_FORCE_PET;
2482 else mode |= (PM_ALLOW_UNIQUE | PM_NO_PET);
2484 if (summon_specific((pet ? -1 : 0), p_ptr->y, p_ptr->x, dun_level, SUMMON_DRAGON, mode, '\0'))
2486 msg_print(_("ドラゴンを引き寄せた!", "You have attracted a dragon!"));
2487 disturb(FALSE, TRUE);
2490 if ((p_ptr->muta2 & MUT2_WEIRD_MIND) && !p_ptr->anti_magic && one_in_(3000))
2492 if (p_ptr->tim_esp > 0)
2494 msg_print(_("精神にもやがかかった!", "Your mind feels cloudy!"));
2495 set_tim_esp(0, TRUE);
2499 msg_print(_("精神が広がった!", "Your mind expands!"));
2500 set_tim_esp(p_ptr->lev, FALSE);
2503 if ((p_ptr->muta2 & MUT2_NAUSEA) && !p_ptr->slow_digest && one_in_(9000))
2505 disturb(FALSE, TRUE);
2506 msg_print(_("胃が痙攣し、食事を失った!", "Your stomach roils, and you lose your lunch!"));
2508 set_food(PY_FOOD_WEAK);
2509 if (music_singing_any()) stop_singing();
2510 if (hex_spelling_any()) stop_hex_spell_all();
2513 if ((p_ptr->muta2 & MUT2_WALK_SHAD) && !p_ptr->anti_magic && one_in_(12000) && !p_ptr->inside_arena)
2518 if ((p_ptr->muta2 & MUT2_WARNING) && one_in_(1000))
2520 int danger_amount = 0;
2521 MONSTER_IDX monster;
2523 for (monster = 0; monster < m_max; monster++)
2525 monster_type *m_ptr = &m_list[monster];
2526 monster_race *r_ptr = &r_info[m_ptr->r_idx];
2528 /* Paranoia -- Skip dead monsters */
2529 if (!m_ptr->r_idx) continue;
2531 if (r_ptr->level >= p_ptr->lev)
2533 danger_amount += r_ptr->level - p_ptr->lev + 1;
2537 if (danger_amount > 100)
2538 msg_print(_("非常に恐ろしい気がする!", "You feel utterly terrified!"));
2539 else if (danger_amount > 50)
2540 msg_print(_("恐ろしい気がする!", "You feel terrified!"));
2541 else if (danger_amount > 20)
2542 msg_print(_("非常に心配な気がする!", "You feel very worried!"));
2543 else if (danger_amount > 10)
2544 msg_print(_("心配な気がする!", "You feel paranoid!"));
2545 else if (danger_amount > 5)
2546 msg_print(_("ほとんど安全な気がする。", "You feel almost safe."));
2548 msg_print(_("寂しい気がする。", "You feel lonely."));
2551 if ((p_ptr->muta2 & MUT2_INVULN) && !p_ptr->anti_magic && one_in_(5000))
2553 disturb(FALSE, TRUE);
2554 msg_print(_("無敵な気がする!", "You feel invincible!"));
2556 (void)set_invuln(randint1(8) + 8, FALSE);
2559 if ((p_ptr->muta2 & MUT2_SP_TO_HP) && one_in_(2000))
2561 MANA_POINT wounds = (MANA_POINT)(p_ptr->mhp - p_ptr->chp);
2565 HIT_POINT healing = p_ptr->csp;
2566 if (healing > wounds) healing = wounds;
2569 p_ptr->csp -= healing;
2570 p_ptr->redraw |= (PR_HP | PR_MANA);
2574 if ((p_ptr->muta2 & MUT2_HP_TO_SP) && !p_ptr->anti_magic && one_in_(4000))
2576 HIT_POINT wounds = (HIT_POINT)(p_ptr->msp - p_ptr->csp);
2580 HIT_POINT healing = p_ptr->chp;
2581 if (healing > wounds) healing = wounds;
2583 p_ptr->csp += healing;
2584 p_ptr->redraw |= (PR_HP | PR_MANA);
2585 take_hit(DAMAGE_LOSELIFE, healing, _("頭に昇った血", "blood rushing to the head"), -1);
2589 if ((p_ptr->muta2 & MUT2_DISARM) && one_in_(10000))
2591 INVENTORY_IDX slot = 0;
2592 object_type *o_ptr = NULL;
2594 disturb(FALSE, TRUE);
2595 msg_print(_("足がもつれて転んだ!", "You trip over your own feet!"));
2596 take_hit(DAMAGE_NOESCAPE, randint1(p_ptr->wt / 6), _("転倒", "tripping"), -1);
2599 if (has_melee_weapon(INVEN_RARM))
2602 o_ptr = &inventory[INVEN_RARM];
2604 if (has_melee_weapon(INVEN_LARM) && one_in_(2))
2606 o_ptr = &inventory[INVEN_LARM];
2610 else if (has_melee_weapon(INVEN_LARM))
2612 o_ptr = &inventory[INVEN_LARM];
2615 if (slot && !object_is_cursed(o_ptr))
2617 msg_print(_("武器を落としてしまった!", "You drop your weapon!"));
2618 inven_drop(slot, 1);
2625 * @brief 10ゲームターンが進行するごとに装備効果の発動判定を行う処理
2626 * / Handle curse effects once every 10 game turns
2629 static void process_world_aux_curse(void)
2631 if ((p_ptr->cursed & TRC_P_FLAG_MASK) && !p_ptr->inside_battle && !p_ptr->wild_mode)
2634 * Hack: Uncursed teleporting items (e.g. Trump Weapons)
2635 * can actually be useful!
2637 if ((p_ptr->cursed & TRC_TELEPORT_SELF) && one_in_(200))
2639 GAME_TEXT o_name[MAX_NLEN];
2641 int i, i_keep = 0, count = 0;
2643 /* Scan the equipment with random teleport ability */
2644 for (i = INVEN_RARM; i < INVEN_TOTAL; i++)
2646 BIT_FLAGS flgs[TR_FLAG_SIZE];
2647 o_ptr = &inventory[i];
2649 /* Skip non-objects */
2650 if (!o_ptr->k_idx) continue;
2652 /* Extract the item flags */
2653 object_flags(o_ptr, flgs);
2655 if (have_flag(flgs, TR_TELEPORT))
2657 /* {.} will stop random teleportation. */
2658 if (!o_ptr->inscription || !my_strchr(quark_str(o_ptr->inscription), '.'))
2661 if (one_in_(count)) i_keep = i;
2666 o_ptr = &inventory[i_keep];
2667 object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
2668 msg_format(_("%sがテレポートの能力を発動させようとしている。", "Your %s is activating teleportation."), o_name);
2669 if (get_check_strict(_("テレポートしますか?", "Teleport? "), CHECK_OKAY_CANCEL))
2671 disturb(FALSE, TRUE);
2672 teleport_player(50, 0L);
2676 msg_format(_("%sに{.}(ピリオド)と銘を刻むと発動を抑制できます。",
2677 "You can inscribe {.} on your %s to disable random teleportation. "), o_name);
2678 disturb(TRUE, TRUE);
2681 /* Make a chainsword noise */
2682 if ((p_ptr->cursed & TRC_CHAINSWORD) && one_in_(CHAINSWORD_NOISE))
2685 if (!get_rnd_line(_("chainswd_j.txt", "chainswd.txt"), 0, noise))
2687 disturb(FALSE, FALSE);
2690 if ((p_ptr->cursed & TRC_TY_CURSE) && one_in_(TY_CURSE_CHANCE))
2693 (void)activate_ty_curse(FALSE, &count);
2695 /* Handle experience draining */
2696 if (p_ptr->prace != RACE_ANDROID && ((p_ptr->cursed & TRC_DRAIN_EXP) && one_in_(4)))
2698 p_ptr->exp -= (p_ptr->lev + 1) / 2;
2699 if (p_ptr->exp < 0) p_ptr->exp = 0;
2700 p_ptr->max_exp -= (p_ptr->lev + 1) / 2;
2701 if (p_ptr->max_exp < 0) p_ptr->max_exp = 0;
2704 /* Add light curse (Later) */
2705 if ((p_ptr->cursed & TRC_ADD_L_CURSE) && one_in_(2000))
2707 BIT_FLAGS new_curse;
2710 o_ptr = choose_cursed_obj_name(TRC_ADD_L_CURSE);
2712 new_curse = get_curse(0, o_ptr);
2713 if (!(o_ptr->curse_flags & new_curse))
2715 GAME_TEXT o_name[MAX_NLEN];
2717 object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
2719 o_ptr->curse_flags |= new_curse;
2720 msg_format(_("悪意に満ちた黒いオーラが%sをとりまいた...", "There is a malignant black aura surrounding your %s..."), o_name);
2722 o_ptr->feeling = FEEL_NONE;
2724 p_ptr->update |= (PU_BONUS);
2727 /* Add heavy curse (Later) */
2728 if ((p_ptr->cursed & TRC_ADD_H_CURSE) && one_in_(2000))
2730 BIT_FLAGS new_curse;
2733 o_ptr = choose_cursed_obj_name(TRC_ADD_H_CURSE);
2735 new_curse = get_curse(1, o_ptr);
2736 if (!(o_ptr->curse_flags & new_curse))
2738 GAME_TEXT o_name[MAX_NLEN];
2740 object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
2742 o_ptr->curse_flags |= new_curse;
2743 msg_format(_("悪意に満ちた黒いオーラが%sをとりまいた...", "There is a malignant black aura surrounding your %s..."), o_name);
2744 o_ptr->feeling = FEEL_NONE;
2746 p_ptr->update |= (PU_BONUS);
2750 if ((p_ptr->cursed & TRC_CALL_ANIMAL) && one_in_(2500))
2752 if (summon_specific(0, p_ptr->y, p_ptr->x, dun_level, SUMMON_ANIMAL, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE | PM_NO_PET), '\0'))
2754 GAME_TEXT o_name[MAX_NLEN];
2756 object_desc(o_name, choose_cursed_obj_name(TRC_CALL_ANIMAL), (OD_OMIT_PREFIX | OD_NAME_ONLY));
2757 msg_format(_("%sが動物を引き寄せた!", "Your %s have attracted an animal!"), o_name);
2758 disturb(FALSE, TRUE);
2762 if ((p_ptr->cursed & TRC_CALL_DEMON) && one_in_(1111))
2764 if (summon_specific(0, p_ptr->y, p_ptr->x, dun_level, SUMMON_DEMON, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE | PM_NO_PET), '\0'))
2766 GAME_TEXT o_name[MAX_NLEN];
2768 object_desc(o_name, choose_cursed_obj_name(TRC_CALL_DEMON), (OD_OMIT_PREFIX | OD_NAME_ONLY));
2769 msg_format(_("%sが悪魔を引き寄せた!", "Your %s have attracted a demon!"), o_name);
2770 disturb(FALSE, TRUE);
2774 if ((p_ptr->cursed & TRC_CALL_DRAGON) && one_in_(800))
2776 if (summon_specific(0, p_ptr->y, p_ptr->x, dun_level, SUMMON_DRAGON,
2777 (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE | PM_NO_PET), '\0'))
2779 GAME_TEXT o_name[MAX_NLEN];
2781 object_desc(o_name, choose_cursed_obj_name(TRC_CALL_DRAGON), (OD_OMIT_PREFIX | OD_NAME_ONLY));
2782 msg_format(_("%sがドラゴンを引き寄せた!", "Your %s have attracted an dragon!"), o_name);
2783 disturb(FALSE, TRUE);
2787 if ((p_ptr->cursed & TRC_CALL_UNDEAD) && one_in_(1111))
2789 if (summon_specific(0, p_ptr->y, p_ptr->x, dun_level, SUMMON_UNDEAD,
2790 (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE | PM_NO_PET), '\0'))
2792 GAME_TEXT o_name[MAX_NLEN];
2794 object_desc(o_name, choose_cursed_obj_name(TRC_CALL_UNDEAD), (OD_OMIT_PREFIX | OD_NAME_ONLY));
2795 msg_format(_("%sが死霊を引き寄せた!", "Your %s have attracted an undead!"), o_name);
2796 disturb(FALSE, TRUE);
2799 if ((p_ptr->cursed & TRC_COWARDICE) && one_in_(1500))
2801 if (!p_ptr->resist_fear)
2803 disturb(FALSE, TRUE);
2804 msg_print(_("とても暗い... とても恐い!", "It's so dark... so scary!"));
2805 set_afraid(p_ptr->afraid + 13 + randint1(26));
2808 /* Teleport player */
2809 if ((p_ptr->cursed & TRC_TELEPORT) && one_in_(200) && !p_ptr->anti_tele)
2811 disturb(FALSE, TRUE);
2813 /* Teleport player */
2814 teleport_player(40, TELEPORT_PASSIVE);
2816 /* Handle HP draining */
2817 if ((p_ptr->cursed & TRC_DRAIN_HP) && one_in_(666))
2819 GAME_TEXT o_name[MAX_NLEN];
2821 object_desc(o_name, choose_cursed_obj_name(TRC_DRAIN_HP), (OD_OMIT_PREFIX | OD_NAME_ONLY));
2822 msg_format(_("%sはあなたの体力を吸収した!", "Your %s drains HP from you!"), o_name);
2823 take_hit(DAMAGE_LOSELIFE, MIN(p_ptr->lev*2, 100), o_name, -1);
2825 /* Handle mana draining */
2826 if ((p_ptr->cursed & TRC_DRAIN_MANA) && p_ptr->csp && one_in_(666))
2828 GAME_TEXT o_name[MAX_NLEN];
2830 object_desc(o_name, choose_cursed_obj_name(TRC_DRAIN_MANA), (OD_OMIT_PREFIX | OD_NAME_ONLY));
2831 msg_format(_("%sはあなたの魔力を吸収した!", "Your %s drains mana from you!"), o_name);
2832 p_ptr->csp -= MIN(p_ptr->lev, 50);
2836 p_ptr->csp_frac = 0;
2838 p_ptr->redraw |= PR_MANA;
2842 /* Rarely, take damage from the Jewel of Judgement */
2843 if (one_in_(999) && !p_ptr->anti_magic)
2845 object_type *o_ptr = &inventory[INVEN_LITE];
2847 if (o_ptr->name1 == ART_JUDGE)
2849 if (object_is_known(o_ptr))
2850 msg_print(_("『審判の宝石』はあなたの体力を吸収した!", "The Jewel of Judgement drains life from you!"));
2852 msg_print(_("なにかがあなたの体力を吸収した!", "Something drains life from you!"));
2853 take_hit(DAMAGE_LOSELIFE, MIN(p_ptr->lev, 50), _("審判の宝石", "the Jewel of Judgement"), -1);
2860 * @brief 10ゲームターンが進行するごとに魔道具の自然充填を行う処理
2861 * / Handle recharging objects once every 10 game turns
2864 static void process_world_aux_recharge(void)
2869 /* Process equipment */
2870 for (changed = FALSE, i = INVEN_RARM; i < INVEN_TOTAL; i++)
2872 /* Get the object */
2873 object_type *o_ptr = &inventory[i];
2875 /* Skip non-objects */
2876 if (!o_ptr->k_idx) continue;
2878 /* Recharge activatable objects */
2879 if (o_ptr->timeout > 0)
2884 /* Notice changes */
2885 if (!o_ptr->timeout)
2887 recharged_notice(o_ptr);
2893 /* Notice changes */
2896 p_ptr->window |= (PW_EQUIP);
2901 * Recharge rods. Rods now use timeout to control charging status,
2902 * and each charging rod in a stack decreases the stack's timeout by
2903 * one per turn. -LM-
2905 for (changed = FALSE, i = 0; i < INVEN_PACK; i++)
2907 object_type *o_ptr = &inventory[i];
2908 object_kind *k_ptr = &k_info[o_ptr->k_idx];
2910 /* Skip non-objects */
2911 if (!o_ptr->k_idx) continue;
2913 /* Examine all charging rods or stacks of charging rods. */
2914 if ((o_ptr->tval == TV_ROD) && (o_ptr->timeout))
2916 /* Determine how many rods are charging. */
2917 TIME_EFFECT temp = (o_ptr->timeout + (k_ptr->pval - 1)) / k_ptr->pval;
2918 if (temp > o_ptr->number) temp = (TIME_EFFECT)o_ptr->number;
2920 /* Decrease timeout by that number. */
2921 o_ptr->timeout -= temp;
2923 /* Boundary control. */
2924 if (o_ptr->timeout < 0) o_ptr->timeout = 0;
2926 /* Notice changes, provide message if object is inscribed. */
2927 if (!(o_ptr->timeout))
2929 recharged_notice(o_ptr);
2933 /* One of the stack of rod is charged */
2934 else if (o_ptr->timeout % k_ptr->pval)
2941 /* Notice changes */
2944 p_ptr->window |= (PW_INVEN);
2948 /* Process objects on floor */
2949 for (i = 1; i < o_max; i++)
2951 object_type *o_ptr = &o_list[i];
2953 /* Skip dead objects */
2954 if (!o_ptr->k_idx) continue;
2956 /* Recharge rods on the ground. No messages. */
2957 if ((o_ptr->tval == TV_ROD) && (o_ptr->timeout))
2960 o_ptr->timeout -= (TIME_EFFECT)o_ptr->number;
2962 /* Boundary control. */
2963 if (o_ptr->timeout < 0) o_ptr->timeout = 0;
2970 * @brief 10ゲームターンが進行するごとに帰還や現実変容などの残り時間カウントダウンと発動を処理する。
2971 * / Handle involuntary movement once every 10 game turns
2974 static void process_world_aux_movement(void)
2976 /* Delayed Word-of-Recall */
2977 if (p_ptr->word_recall)
2980 * HACK: Autosave BEFORE resetting the recall counter (rr9)
2981 * The player is yanked up/down as soon as
2982 * he loads the autosaved game.
2984 if (autosave_l && (p_ptr->word_recall == 1) && !p_ptr->inside_battle)
2985 do_cmd_save_game(TRUE);
2987 /* Count down towards recall */
2988 p_ptr->word_recall--;
2990 p_ptr->redraw |= (PR_STATUS);
2992 /* Activate the recall */
2993 if (!p_ptr->word_recall)
2996 disturb(FALSE, TRUE);
2998 /* Determine the level */
2999 if (dun_level || p_ptr->inside_quest || p_ptr->enter_dungeon)
3001 msg_print(_("上に引っ張りあげられる感じがする!", "You feel yourself yanked upwards!"));
3003 if (dungeon_type) p_ptr->recall_dungeon = dungeon_type;
3005 do_cmd_write_nikki(NIKKI_RECALL, dun_level, NULL);
3010 leave_quest_check();
3011 leave_tower_check();
3013 p_ptr->inside_quest = 0;
3015 p_ptr->leaving = TRUE;
3019 msg_print(_("下に引きずり降ろされる感じがする!", "You feel yourself yanked downwards!"));
3021 dungeon_type = p_ptr->recall_dungeon;
3024 do_cmd_write_nikki(NIKKI_RECALL, dun_level, NULL);
3027 dun_level = max_dlv[dungeon_type];
3028 if (dun_level < 1) dun_level = 1;
3030 /* Nightmare mode makes recall more dangerous */
3031 if (ironman_nightmare && !randint0(666) && (dungeon_type == DUNGEON_ANGBAND))
3037 else if (dun_level < 99)
3039 dun_level = (dun_level + 99) / 2;
3041 else if (dun_level > 100)
3043 dun_level = d_info[dungeon_type].maxdepth - 1;
3047 if (p_ptr->wild_mode)
3049 p_ptr->wilderness_y = p_ptr->y;
3050 p_ptr->wilderness_x = p_ptr->x;
3054 /* Save player position */
3055 p_ptr->oldpx = p_ptr->x;
3056 p_ptr->oldpy = p_ptr->y;
3058 p_ptr->wild_mode = FALSE;
3061 * Clear all saved floors
3062 * and create a first saved floor
3064 prepare_change_floor_mode(CFM_FIRST_FLOOR);
3067 p_ptr->leaving = TRUE;
3069 if (dungeon_type == DUNGEON_ANGBAND)
3073 for (i = MIN_RANDOM_QUEST; i < MAX_RANDOM_QUEST + 1; i++)
3075 quest_type* const q_ptr = &quest[i];
3078 if ((q_ptr->type == QUEST_TYPE_RANDOM) &&
3079 (q_ptr->status == QUEST_STATUS_TAKEN) &&
3080 (q_ptr->level < dun_level))
3082 q_ptr->status = QUEST_STATUS_FAILED;
3083 q_ptr->complev = (byte)p_ptr->lev;
3085 q_ptr->comptime = playtime;
3086 r_info[q_ptr->r_idx].flags1 &= ~(RF1_QUESTOR);
3092 sound(SOUND_TPLEVEL);
3097 /* Delayed Alter reality */
3098 if (p_ptr->alter_reality)
3100 if (autosave_l && (p_ptr->alter_reality == 1) && !p_ptr->inside_battle)
3101 do_cmd_save_game(TRUE);
3103 /* Count down towards alter */
3104 p_ptr->alter_reality--;
3106 p_ptr->redraw |= (PR_STATUS);
3108 /* Activate the alter reality */
3109 if (!p_ptr->alter_reality)
3112 disturb(FALSE, TRUE);
3114 /* Determine the level */
3115 if (!quest_number(dun_level) && dun_level)
3117 msg_print(_("世界が変わった!", "The world changes!"));
3120 * Clear all saved floors
3121 * and create a first saved floor
3123 prepare_change_floor_mode(CFM_FIRST_FLOOR);
3126 p_ptr->leaving = TRUE;
3130 msg_print(_("世界が少しの間変化したようだ。", "The world seems to change for a moment!"));
3133 sound(SOUND_TPLEVEL);
3140 * @brief 指定したモンスターに隣接しているモンスターの数を返す。
3141 * / Count number of adjacent monsters
3142 * @param m_idx 隣接数を調べたいモンスターのID
3143 * @return 隣接しているモンスターの数
3145 static int get_monster_crowd_number(MONSTER_IDX m_idx)
3147 monster_type *m_ptr = &m_list[m_idx];
3148 POSITION my = m_ptr->fy;
3149 POSITION mx = m_ptr->fx;
3153 for (i = 0; i < 7; i++)
3155 int ay = my + ddy_ddd[i];
3156 int ax = mx + ddx_ddd[i];
3158 if (!in_bounds(ay, ax)) continue;
3160 /* Count number of monsters */
3161 if (cave[ay][ax].m_idx > 0) count++;
3170 * ダンジョンの雰囲気を計算するための非線形基準値 / Dungeon rating is no longer linear
3172 #define RATING_BOOST(delta) (delta * delta + 50 * delta)
3175 * @brief ダンジョンの雰囲気を算出する。
3176 * / Examine all monsters and unidentified objects, and get the feeling of current dungeon floor
3177 * @return 算出されたダンジョンの雰囲気ランク
3179 static byte get_dungeon_feeling(void)
3181 const int base = 10;
3185 /* Hack -- no feeling in the town */
3186 if (!dun_level) return 0;
3188 /* Examine each monster */
3189 for (i = 1; i < m_max; i++)
3191 monster_type *m_ptr = &m_list[i];
3192 monster_race *r_ptr;
3195 /* Skip dead monsters */
3196 if (!m_ptr->r_idx) continue;
3199 if (is_pet(m_ptr)) continue;
3201 r_ptr = &r_info[m_ptr->r_idx];
3203 /* Unique monsters */
3204 if (r_ptr->flags1 & (RF1_UNIQUE))
3206 /* Nearly out-of-depth unique monsters */
3207 if (r_ptr->level + 10 > dun_level)
3209 /* Boost rating by twice delta-depth */
3210 delta += (r_ptr->level + 10 - dun_level) * 2 * base;
3215 /* Out-of-depth monsters */
3216 if (r_ptr->level > dun_level)
3218 /* Boost rating by delta-depth */
3219 delta += (r_ptr->level - dun_level) * base;
3223 /* Unusually crowded monsters get a little bit of rating boost */
3224 if (r_ptr->flags1 & RF1_FRIENDS)
3226 if (5 <= get_monster_crowd_number(i)) delta += 1;
3230 if (2 <= get_monster_crowd_number(i)) delta += 1;
3234 rating += RATING_BOOST(delta);
3237 /* Examine each unidentified object */
3238 for (i = 1; i < o_max; i++)
3240 object_type *o_ptr = &o_list[i];
3241 object_kind *k_ptr = &k_info[o_ptr->k_idx];
3244 /* Skip dead objects */
3245 if (!o_ptr->k_idx) continue;
3247 /* Skip known objects */
3248 if (object_is_known(o_ptr))
3251 if (o_ptr->marked & OM_TOUCHED) continue;
3254 /* Skip pseudo-known objects */
3255 if (o_ptr->ident & IDENT_SENSE) continue;
3258 if (object_is_ego(o_ptr))
3260 ego_item_type *e_ptr = &e_info[o_ptr->name2];
3262 delta += e_ptr->rating * base;
3266 if (object_is_artifact(o_ptr))
3268 PRICE cost = object_value_real(o_ptr);
3271 if (cost > 10000L) delta += 10 * base;
3272 if (cost > 50000L) delta += 10 * base;
3273 if (cost > 100000L) delta += 10 * base;
3275 /* Special feeling */
3276 if (!preserve_mode) return 1;
3279 if (o_ptr->tval == TV_DRAG_ARMOR) delta += 30 * base;
3280 if (o_ptr->tval == TV_SHIELD && o_ptr->sval == SV_DRAGON_SHIELD) delta += 5 * base;
3281 if (o_ptr->tval == TV_GLOVES && o_ptr->sval == SV_SET_OF_DRAGON_GLOVES) delta += 5 * base;
3282 if (o_ptr->tval == TV_BOOTS && o_ptr->sval == SV_PAIR_OF_DRAGON_GREAVE) delta += 5 * base;
3283 if (o_ptr->tval == TV_HELM && o_ptr->sval == SV_DRAGON_HELM) delta += 5 * base;
3284 if (o_ptr->tval == TV_RING && o_ptr->sval == SV_RING_SPEED && !object_is_cursed(o_ptr)) delta += 25 * base;
3285 if (o_ptr->tval == TV_RING && o_ptr->sval == SV_RING_LORDLY && !object_is_cursed(o_ptr)) delta += 15 * base;
3286 if (o_ptr->tval == TV_AMULET && o_ptr->sval == SV_AMULET_THE_MAGI && !object_is_cursed(o_ptr)) delta += 15 * base;
3288 /* Out-of-depth objects */
3289 if (!object_is_cursed(o_ptr) && !object_is_broken(o_ptr) && k_ptr->level > dun_level)
3291 /* Rating increase */
3292 delta += (k_ptr->level - dun_level) * base;
3295 rating += RATING_BOOST(delta);
3299 if (rating > RATING_BOOST(1000)) return 2;
3300 if (rating > RATING_BOOST(800)) return 3;
3301 if (rating > RATING_BOOST(600)) return 4;
3302 if (rating > RATING_BOOST(400)) return 5;
3303 if (rating > RATING_BOOST(300)) return 6;
3304 if (rating > RATING_BOOST(200)) return 7;
3305 if (rating > RATING_BOOST(100)) return 8;
3306 if (rating > RATING_BOOST(0)) return 9;
3312 * @brief ダンジョンの雰囲気を更新し、変化があった場合メッセージを表示する
3313 * / Update dungeon feeling, and announce it if changed
3316 static void update_dungeon_feeling(void)
3322 /* No feeling on the surface */
3323 if (!dun_level) return;
3325 /* No feeling in the arena */
3326 if (p_ptr->inside_battle) return;
3328 /* Extract delay time */
3329 delay = MAX(10, 150 - p_ptr->skill_fos) * (150 - dun_level) * TURNS_PER_TICK / 100;
3331 /* Not yet felt anything */
3332 if (turn < p_ptr->feeling_turn + delay && !cheat_xtra) return;
3334 /* Extract quest number (if any) */
3335 quest_num = quest_number(dun_level);
3337 /* No feeling in a quest */
3339 (is_fixed_quest_idx(quest_num) &&
3340 !((quest_num == QUEST_OBERON) || (quest_num == QUEST_SERPENT) ||
3341 !(quest[quest_num].flags & QUEST_FLAG_PRESET)))) return;
3344 /* Get new dungeon feeling */
3345 new_feeling = get_dungeon_feeling();
3347 /* Remember last time updated */
3348 p_ptr->feeling_turn = turn;
3351 if (p_ptr->feeling == new_feeling) return;
3353 /* Dungeon feeling is changed */
3354 p_ptr->feeling = new_feeling;
3356 /* Announce feeling */
3359 select_floor_music();
3361 /* Update the level indicator */
3362 p_ptr->redraw |= (PR_DEPTH);
3364 if (disturb_minor) disturb(FALSE, FALSE);
3368 * @brief 10ゲームターンが進行する毎にゲーム世界全体の処理を行う。
3369 * / Handle certain things once every 10 game turns
3372 static void process_world(void)
3376 const s32b A_DAY = TURNS_PER_TICK * TOWN_DAWN;
3377 s32b prev_turn_in_today = ((turn - TURNS_PER_TICK) % A_DAY + A_DAY / 4) % A_DAY;
3378 int prev_min = (1440 * prev_turn_in_today / A_DAY) % 60;
3380 extract_day_hour_min(&day, &hour, &min);
3382 /* Update dungeon feeling, and announce it if changed */
3383 update_dungeon_feeling();
3385 /* 帰還無しモード時のレベルテレポバグ対策 / Fix for level teleport bugs on ironman_downward.*/
3386 if (ironman_downward && (dungeon_type != DUNGEON_ANGBAND && dungeon_type != 0))
3390 prepare_change_floor_mode(CFM_FIRST_FLOOR | CFM_RAND_PLACE);
3391 p_ptr->inside_arena = FALSE;
3392 p_ptr->wild_mode = FALSE;
3393 p_ptr->leaving = TRUE;
3396 /*** Check monster arena ***/
3397 if (p_ptr->inside_battle && !p_ptr->leaving)
3403 /* Count all hostile monsters */
3404 for (i2 = 0; i2 < cur_wid; ++i2)
3405 for (j2 = 0; j2 < cur_hgt; j2++)
3407 cave_type *c_ptr = &cave[j2][i2];
3409 if ((c_ptr->m_idx > 0) && (c_ptr->m_idx != p_ptr->riding))
3412 win_m_idx = c_ptr->m_idx;
3416 if (number_mon == 0)
3418 msg_print(_("相打ちに終わりました。", "They have kill each other at the same time."));
3420 p_ptr->energy_need = 0;
3423 else if ((number_mon-1) == 0)
3425 GAME_TEXT m_name[MAX_NLEN];
3426 monster_type *wm_ptr;
3428 wm_ptr = &m_list[win_m_idx];
3430 monster_desc(m_name, wm_ptr, 0);
3431 msg_format(_("%sが勝利した!", "%s is winner!"), m_name);
3434 if (win_m_idx == (sel_monster+1))
3436 msg_print(_("おめでとうございます。", "Congratulations."));
3437 msg_format(_("%d$を受け取った。", "You received %d gold."), battle_odds);
3438 p_ptr->au += battle_odds;
3442 msg_print(_("残念でした。", "You lost gold."));
3445 p_ptr->energy_need = 0;
3448 else if (turn - old_turn == 150 * TURNS_PER_TICK)
3450 msg_print(_("申し分けありませんが、この勝負は引き分けとさせていただきます。", "This battle have ended in a draw."));
3451 p_ptr->au += kakekin;
3453 p_ptr->energy_need = 0;
3458 /* Every 10 game turns */
3459 if (turn % TURNS_PER_TICK) return;
3461 /*** Check the Time and Load ***/
3463 if (!(turn % (50*TURNS_PER_TICK)))
3465 /* Check time and load */
3466 if ((0 != check_time()) || (0 != check_load()))
3469 if (closing_flag <= 2)
3471 disturb(FALSE, TRUE);
3473 /* Count warnings */
3476 msg_print(_("アングバンドへの門が閉じかかっています...", "The gates to ANGBAND are closing..."));
3477 msg_print(_("ゲームを終了するかセーブするかして下さい。", "Please finish up and/or save your game."));
3484 msg_print(_("今、アングバンドへの門が閉ざされました。", "The gates to ANGBAND are now closed."));
3487 p_ptr->playing = FALSE;
3490 p_ptr->leaving = TRUE;
3495 /*** Attempt timed autosave ***/
3496 if (autosave_t && autosave_freq && !p_ptr->inside_battle)
3498 if (!(turn % ((s32b)autosave_freq * TURNS_PER_TICK)))
3499 do_cmd_save_game(TRUE);
3502 if (mon_fight && !ignore_unview)
3504 msg_print(_("何かが聞こえた。", "You hear noise."));
3507 /*** Handle the wilderness/town (sunshine) ***/
3509 /* While in town/wilderness */
3510 if (!dun_level && !p_ptr->inside_quest && !p_ptr->inside_battle && !p_ptr->inside_arena)
3512 /* Hack -- Daybreak/Nighfall in town */
3513 if (!(turn % ((TURNS_PER_TICK * TOWN_DAWN) / 2)))
3517 /* Check for dawn */
3518 dawn = (!(turn % (TURNS_PER_TICK * TOWN_DAWN)));
3520 if (dawn) day_break();
3526 /* While in the dungeon (vanilla_town or lite_town mode only) */
3527 else if ((vanilla_town || (lite_town && !p_ptr->inside_quest && !p_ptr->inside_battle && !p_ptr->inside_arena)) && dun_level)
3529 /*** Shuffle the Storekeepers ***/
3531 /* Chance is only once a day (while in dungeon) */
3532 if (!(turn % (TURNS_PER_TICK * STORE_TICKS)))
3534 /* Sometimes, shuffle the shop-keepers */
3535 if (one_in_(STORE_SHUFFLE))
3540 /* Pick a random shop (except home and museum) */
3543 n = randint0(MAX_STORES);
3545 while ((n == STORE_HOME) || (n == STORE_MUSEUM));
3547 /* Check every feature */
3548 for (i = 1; i < max_f_idx; i++)
3550 /* Access the index */
3551 feature_type *f_ptr = &f_info[i];
3553 /* Skip empty index */
3554 if (!f_ptr->name) continue;
3556 /* Skip non-store features */
3557 if (!have_flag(f_ptr->flags, FF_STORE)) continue;
3559 /* Verify store type */
3560 if (f_ptr->subtype == n)
3562 if (cheat_xtra) msg_format(_("%sの店主をシャッフルします。", "Shuffle a Shopkeeper of %s."), f_name + f_ptr->name);
3575 /*** Process the monsters ***/
3577 /* Check for creature generation. */
3578 if (one_in_(d_info[dungeon_type].max_m_alloc_chance) &&
3579 !p_ptr->inside_arena && !p_ptr->inside_quest && !p_ptr->inside_battle)
3581 /* Make a new monster */
3582 (void)alloc_monster(MAX_SIGHT + 5, 0);
3585 /* Hack -- Check for creature regeneration */
3586 if (!(turn % (TURNS_PER_TICK * 10)) && !p_ptr->inside_battle) regen_monsters();
3587 if (!(turn % (TURNS_PER_TICK * 3))) regen_captured_monsters();
3589 if (!p_ptr->leaving)
3593 /* Hack -- Process the counters of monsters if needed */
3594 for (i = 0; i < MAX_MTIMED; i++)
3596 if (mproc_max[i] > 0) process_monsters_mtimed(i);
3604 if (min != prev_min)
3606 do_cmd_write_nikki(NIKKI_HIGAWARI, 0, NULL);
3607 determine_today_mon(FALSE);
3612 * Nightmare mode activates the TY_CURSE at midnight
3613 * Require exact minute -- Don't activate multiple times in a minute
3616 if (ironman_nightmare && (min != prev_min))
3619 /* Every 15 minutes after 11:00 pm */
3620 if ((hour == 23) && !(min % 15))
3623 disturb(FALSE, TRUE);
3628 msg_print(_("遠くで不気味な鐘の音が鳴った。", "You hear a distant bell toll ominously."));
3632 msg_print(_("遠くで鐘が二回鳴った。", "A distant bell sounds twice."));
3636 msg_print(_("遠くで鐘が三回鳴った。", "A distant bell sounds three times."));
3640 msg_print(_("遠くで鐘が四回鳴った。", "A distant bell tolls four times."));
3645 /* TY_CURSE activates at midnight! */
3649 disturb(TRUE, TRUE);
3650 msg_print(_("遠くで鐘が何回も鳴り、死んだような静けさの中へ消えていった。", "A distant bell tolls many times, fading into an deathly silence."));
3652 if (p_ptr->wild_mode)
3654 /* Go into large wilderness view */
3655 p_ptr->oldpy = randint1(MAX_HGT - 2);
3656 p_ptr->oldpx = randint1(MAX_WID - 2);
3659 /* Give first move to monsters */
3660 p_ptr->energy_use = 100;
3662 /* HACk -- set the encouter flag for the wilderness generation */
3663 generate_encounter = TRUE;
3666 invoking_midnight_curse = TRUE;
3672 /* Check the Food */
3673 process_world_aux_digestion();
3675 /* Process timed damage and regeneration */
3676 process_world_aux_hp_and_sp();
3678 /* Process timeout */
3679 process_world_aux_timeout();
3682 process_world_aux_light();
3684 /* Process mutation effects */
3685 process_world_aux_mutation();
3687 /* Process curse effects */
3688 process_world_aux_curse();
3690 /* Process recharging */
3691 process_world_aux_recharge();
3693 /* Feel the inventory */
3697 /* Involuntary Movement */
3698 process_world_aux_movement();
3702 * @brief ウィザードモードへの導入処理
3703 * / Verify use of "wizard" mode
3704 * @return 実際にウィザードモードへ移行したらTRUEを返す。
3706 static bool enter_wizard_mode(void)
3708 /* Ask first time */
3709 if (!p_ptr->noscore)
3711 /* Wizard mode is not permitted */
3712 if (!allow_debug_opts || arg_wizard)
3714 msg_print(_("ウィザードモードは許可されていません。 ", "Wizard mode is not permitted."));
3718 /* Mention effects */
3719 msg_print(_("ウィザードモードはデバッグと実験のためのモードです。 ", "Wizard mode is for debugging and experimenting."));
3720 msg_print(_("一度ウィザードモードに入るとスコアは記録されません。", "The game will not be scored if you enter wizard mode."));
3723 /* Verify request */
3724 if (!get_check(_("本当にウィザードモードに入りたいのですか? ", "Are you sure you want to enter wizard mode? ")))
3729 do_cmd_write_nikki(NIKKI_BUNSHOU, 0, _("ウィザードモードに突入してスコアを残せなくなった。", "give up recording score to enter wizard mode."));
3731 p_ptr->noscore |= 0x0002;
3742 * @brief デバッグコマンドへの導入処理
3743 * / Verify use of "debug" commands
3744 * @return 実際にデバッグコマンドへ移行したらTRUEを返す。
3746 static bool enter_debug_mode(void)
3748 /* Ask first time */
3749 if (!p_ptr->noscore)
3751 /* Debug mode is not permitted */
3752 if (!allow_debug_opts)
3754 msg_print(_("デバッグコマンドは許可されていません。 ", "Use of debug command is not permitted."));
3758 /* Mention effects */
3759 msg_print(_("デバッグ・コマンドはデバッグと実験のためのコマンドです。 ", "The debug commands are for debugging and experimenting."));
3760 msg_print(_("デバッグ・コマンドを使うとスコアは記録されません。", "The game will not be scored if you use debug commands."));
3764 /* Verify request */
3765 if (!get_check(_("本当にデバッグ・コマンドを使いますか? ", "Are you sure you want to use debug commands? ")))
3770 do_cmd_write_nikki(NIKKI_BUNSHOU, 0, _("デバッグモードに突入してスコアを残せなくなった。", "give up sending score to use debug commands."));
3772 p_ptr->noscore |= 0x0008;
3780 * Hack -- Declare the Debug Routines
3782 extern void do_cmd_debug(void);
3784 #endif /* ALLOW_WIZARD */
3790 * @brief ボーグコマンドへの導入処理
3791 * / Verify use of "borg" commands
3792 * @return 実際にボーグコマンドへ移行したらTRUEを返す。
3794 static bool enter_borg_mode(void)
3796 /* Ask first time */
3797 if (!(p_ptr->noscore & 0x0010))
3799 /* Mention effects */
3800 msg_print(_("ボーグ・コマンドはデバッグと実験のためのコマンドです。 ", "The borg commands are for debugging and experimenting."));
3801 msg_print(_("ボーグ・コマンドを使うとスコアは記録されません。", "The game will not be scored if you use borg commands."));
3805 /* Verify request */
3806 if (!get_check(_("本当にボーグ・コマンドを使いますか? ", "Are you sure you want to use borg commands? ")))
3811 do_cmd_write_nikki(NIKKI_BUNSHOU, 0, _("ボーグ・コマンドを使用してスコアを残せなくなった。", "give up recording score to use borg commands."));
3813 p_ptr->noscore |= 0x0010;
3821 * Hack -- Declare the Ben Borg
3823 extern void do_cmd_borg(void);
3825 #endif /* ALLOW_BORG */
3829 * @brief プレイヤーから受けた入力コマンドの分岐処理。
3830 * / Parse and execute the current command Give "Warning" on illegal commands.
3831 * @todo Make some "blocks"
3834 static void process_command(void)
3836 COMMAND_CODE old_now_message = now_message;
3838 /* Handle repeating the last command */
3844 if ((p_ptr->pclass == CLASS_SNIPER) && (p_ptr->concent))
3845 reset_concent = TRUE;
3847 /* Parse the command */
3848 switch (command_cmd)
3864 /*** Wizard Commands ***/
3866 /* Toggle Wizard Mode */
3871 p_ptr->wizard = FALSE;
3872 msg_print(_("ウィザードモード解除。", "Wizard mode off."));
3874 else if (enter_wizard_mode())
3876 p_ptr->wizard = TRUE;
3877 msg_print(_("ウィザードモード突入。", "Wizard mode on."));
3879 p_ptr->update |= (PU_MONSTERS);
3881 /* Redraw "title" */
3882 p_ptr->redraw |= (PR_TITLE);
3890 /* Special "debug" commands */
3893 /* Enter debug mode */
3894 if (enter_debug_mode())
3901 #endif /* ALLOW_WIZARD */
3906 /* Special "borg" commands */
3909 /* Enter borg mode */
3910 if (enter_borg_mode())
3912 if (!p_ptr->wild_mode) do_cmd_borg();
3918 #endif /* ALLOW_BORG */
3922 /*** Inventory Commands ***/
3924 /* Wear/wield equipment */
3927 if (!p_ptr->wild_mode) do_cmd_wield();
3931 /* Take off equipment */
3934 if (!p_ptr->wild_mode) do_cmd_takeoff();
3941 if (!p_ptr->wild_mode) do_cmd_drop();
3945 /* Destroy an item */
3952 /* Equipment list */
3959 /* Inventory list */
3967 /*** Various commands ***/
3969 /* Identify an object */
3976 /* Hack -- toggle windows */
3979 toggle_inven_equip();
3984 /*** Standard "Movement" Commands ***/
3989 if (!p_ptr->wild_mode) do_cmd_alter();
3996 if (!p_ptr->wild_mode) do_cmd_tunnel();
4000 /* Move (usually pick up things) */
4007 /* Move (usually do not pick up) */
4015 /*** Running, Resting, Searching, Staying */
4017 /* Begin Running -- Arg is Max Distance */
4020 if (!p_ptr->wild_mode) do_cmd_run();
4024 /* Stay still (usually pick things up) */
4027 do_cmd_stay(always_pickup);
4031 /* Stay still (usually do not pick up) */
4034 do_cmd_stay(!always_pickup);
4038 /* Rest -- Arg is time */
4045 /* Search for traps/doors */
4052 /* Toggle search mode */
4055 if (p_ptr->action == ACTION_SEARCH) set_action(ACTION_NONE);
4056 else set_action(ACTION_SEARCH);
4061 /*** Stairs and Doors and Chests and Traps ***/
4064 case SPECIAL_KEY_STORE:
4070 /* Enter building -KMW- */
4071 case SPECIAL_KEY_BUILDING:
4077 /* Enter quest level -KMW- */
4078 case SPECIAL_KEY_QUEST:
4084 /* Go up staircase */
4087 if (!p_ptr->wild_mode && !dun_level && !p_ptr->inside_arena && !p_ptr->inside_quest)
4089 if (vanilla_town) break;
4093 msg_print(_("襲撃から逃げるにはマップの端まで移動しなければならない。", "To flee the ambush you have to reach the edge of the map."));
4097 if (p_ptr->food < PY_FOOD_WEAK)
4099 msg_print(_("その前に食事をとらないと。", "You must eat something here."));
4110 /* Go down staircase */
4113 if (p_ptr->wild_mode)
4120 /* Open a door or chest */
4134 /* Jam a door with spikes */
4148 /* Disarm a trap or chest */
4156 /*** Magic and Prayers ***/
4158 /* Gain new spells/prayers */
4161 if ((p_ptr->pclass == CLASS_SORCERER) || (p_ptr->pclass == CLASS_RED_MAGE))
4162 msg_print(_("呪文を学習する必要はない!", "You don't have to learn spells!"));
4163 else if (p_ptr->pclass == CLASS_SAMURAI)
4164 do_cmd_gain_hissatsu();
4165 else if (p_ptr->pclass == CLASS_MAGIC_EATER)
4175 if ( (p_ptr->pclass == CLASS_MINDCRAFTER) ||
4176 (p_ptr->pclass == CLASS_BERSERKER) ||
4177 (p_ptr->pclass == CLASS_NINJA) ||
4178 (p_ptr->pclass == CLASS_MIRROR_MASTER)
4179 ) do_cmd_mind_browse();
4180 else if (p_ptr->pclass == CLASS_SMITH)
4182 else if (p_ptr->pclass == CLASS_MAGIC_EATER)
4183 do_cmd_magic_eater(TRUE, FALSE);
4184 else if (p_ptr->pclass == CLASS_SNIPER)
4185 do_cmd_snipe_browse();
4186 else do_cmd_browse();
4194 if (!p_ptr->wild_mode)
4196 if ((p_ptr->pclass == CLASS_WARRIOR) || (p_ptr->pclass == CLASS_ARCHER) || (p_ptr->pclass == CLASS_CAVALRY))
4198 msg_print(_("呪文を唱えられない!", "You cannot cast spells!"));
4200 else if (dun_level && (d_info[dungeon_type].flags1 & DF1_NO_MAGIC) && (p_ptr->pclass != CLASS_BERSERKER) && (p_ptr->pclass != CLASS_SMITH))
4202 msg_print(_("ダンジョンが魔法を吸収した!", "The dungeon absorbs all attempted magic!"));
4205 else if (p_ptr->anti_magic && (p_ptr->pclass != CLASS_BERSERKER) && (p_ptr->pclass != CLASS_SMITH))
4207 concptr which_power = _("魔法", "magic");
4208 if (p_ptr->pclass == CLASS_MINDCRAFTER)
4209 which_power = _("超能力", "psionic powers");
4210 else if (p_ptr->pclass == CLASS_IMITATOR)
4211 which_power = _("ものまね", "imitation");
4212 else if (p_ptr->pclass == CLASS_SAMURAI)
4213 which_power = _("必殺剣", "hissatsu");
4214 else if (p_ptr->pclass == CLASS_MIRROR_MASTER)
4215 which_power = _("鏡魔法", "mirror magic");
4216 else if (p_ptr->pclass == CLASS_NINJA)
4217 which_power = _("忍術", "ninjutsu");
4218 else if (mp_ptr->spell_book == TV_LIFE_BOOK)
4219 which_power = _("祈り", "prayer");
4221 msg_format(_("反魔法バリアが%sを邪魔した!", "An anti-magic shell disrupts your %s!"), which_power);
4222 p_ptr->energy_use = 0;
4224 else if (p_ptr->shero && (p_ptr->pclass != CLASS_BERSERKER))
4226 msg_format(_("狂戦士化していて頭が回らない!", "You cannot think directly!"));
4227 p_ptr->energy_use = 0;
4231 if ((p_ptr->pclass == CLASS_MINDCRAFTER) ||
4232 (p_ptr->pclass == CLASS_BERSERKER) ||
4233 (p_ptr->pclass == CLASS_NINJA) ||
4234 (p_ptr->pclass == CLASS_MIRROR_MASTER)
4237 else if (p_ptr->pclass == CLASS_IMITATOR)
4239 else if (p_ptr->pclass == CLASS_MAGIC_EATER)
4240 do_cmd_magic_eater(FALSE, FALSE);
4241 else if (p_ptr->pclass == CLASS_SAMURAI)
4243 else if (p_ptr->pclass == CLASS_BLUE_MAGE)
4244 do_cmd_cast_learned();
4245 else if (p_ptr->pclass == CLASS_SMITH)
4247 else if (p_ptr->pclass == CLASS_SNIPER)
4256 /* Issue a pet command */
4263 /*** Use various objects ***/
4265 /* Inscribe an object */
4272 /* Uninscribe an object */
4275 do_cmd_uninscribe();
4279 /* Activate an artifact */
4293 /* Fuel your lantern/torch */
4310 do_cmd_throw(1, FALSE, -1);
4324 if (use_command && rogue_like_commands)
4335 /* Quaff a potion */
4338 do_cmd_quaff_potion();
4345 do_cmd_read_scroll();
4352 if (use_command && !rogue_like_commands)
4359 /* Use racial power */
4362 do_cmd_racial_power();
4367 /*** Looking at Things (nearby or on map) ***/
4369 /* Full dungeon map */
4376 /* Locate player on map */
4390 /* Target monster or location */
4399 /*** Help and Such ***/
4408 /* Identify symbol */
4411 do_cmd_query_symbol();
4415 /* Character description */
4418 do_cmd_change_name();
4423 /*** System Commands ***/
4425 /* Hack -- User interface */
4432 /* Single line from a pref file */
4441 do_cmd_reload_autopick();
4447 do_cmd_edit_autopick();
4451 /* Interact with macros */
4458 /* Interact with visuals */
4466 /* Interact with colors */
4474 /* Interact with options */
4478 (void)combine_and_reorder_home(STORE_HOME);
4483 /*** Misc Commands ***/
4499 /* Repeat level feeling */
4506 /* Show previous message */
4509 do_cmd_message_one();
4513 /* Show previous messages */
4516 do_cmd_messages(old_now_message);
4520 /* Show quest status -KMW- */
4523 do_cmd_checkquest();
4527 /* Redraw the screen */
4530 now_message = old_now_message;
4535 #ifndef VERIFY_SAVEFILE
4537 /* Hack -- Save and don't quit */
4540 do_cmd_save_game(FALSE);
4544 #endif /* VERIFY_SAVEFILE */
4554 case SPECIAL_KEY_QUIT:
4556 do_cmd_save_and_exit();
4560 /* Quit (commit suicide) */
4573 /* Check artifacts, uniques, objects */
4580 /* Load "screen dump" */
4583 do_cmd_load_screen();
4587 /* Save "screen dump" */
4590 do_cmd_save_screen();
4594 /* Record/stop "Movie" */
4597 prepare_movie_hooks();
4601 /* Make random artifact list */
4604 spoil_random_artifact("randifact.txt");
4611 if (!p_ptr->wild_mode) do_cmd_travel();
4612 if (p_ptr->special_defense & KATA_MUSOU)
4614 set_action(ACTION_NONE);
4620 /* Hack -- Unknown command */
4623 if (flush_failure) flush();
4627 sound(SOUND_ILLEGAL);
4628 if (!get_rnd_line(_("error_j.txt", "error.txt"), 0, error_m))
4633 prt(_(" '?' でヘルプが表示されます。", "Type '?' for help."), 0, 0);
4639 if (!p_ptr->energy_use && !now_message)
4640 now_message = old_now_message;
4644 * @brief アイテムの所持種類数が超えた場合にアイテムを床に落とす処理 / Hack -- Pack Overflow
4647 static void pack_overflow(void)
4649 if (inventory[INVEN_PACK].k_idx)
4651 GAME_TEXT o_name[MAX_NLEN];
4654 /* Is auto-destroy done? */
4655 update_creature(p_ptr);
4656 if (!inventory[INVEN_PACK].k_idx) return;
4658 /* Access the slot to be dropped */
4659 o_ptr = &inventory[INVEN_PACK];
4662 disturb(FALSE, TRUE);
4665 msg_print(_("ザックからアイテムがあふれた!", "Your pack overflows!"));
4666 object_desc(o_name, o_ptr, 0);
4668 msg_format(_("%s(%c)を落とした。", "You drop %s (%c)."), o_name, index_to_label(INVEN_PACK));
4670 /* Drop it (carefully) near the player */
4671 (void)drop_near(o_ptr, 0, p_ptr->y, p_ptr->x);
4673 /* Modify, Describe, Optimize */
4674 inven_item_increase(INVEN_PACK, -255);
4675 inven_item_describe(INVEN_PACK);
4676 inven_item_optimize(INVEN_PACK);
4683 * @brief プレイヤーの行動エネルギーが充填される(=プレイヤーのターンが回る)毎に行われる処理 / process the effects per 100 energy at player speed.
4686 static void process_upkeep_with_speed(void)
4688 /* Give the player some energy */
4689 if (!load && p_ptr->enchant_energy_need > 0 && !p_ptr->leaving)
4691 p_ptr->enchant_energy_need -= SPEED_TO_ENERGY(p_ptr->pspeed);
4695 if (p_ptr->enchant_energy_need > 0) return;
4697 while (p_ptr->enchant_energy_need <= 0)
4699 /* Handle the player song */
4700 if (!load) check_music();
4702 /* Hex - Handle the hex spells */
4703 if (!load) check_hex();
4704 if (!load) revenge_spell();
4706 /* There is some randomness of needed energy */
4707 p_ptr->enchant_energy_need += ENERGY_NEED();
4712 * @brief プレイヤーの行動処理 / Process the player
4715 * Notice the annoying code to handle "pack overflow", which\n
4716 * must come first just in case somebody manages to corrupt\n
4717 * the savefiles by clever use of menu commands or something.\n
4719 static void process_player(void)
4723 /*** Apply energy ***/
4727 msg_print(_("何か変わった気がする!", "You feel different!"));
4729 (void)gain_random_mutation(0);
4730 hack_mutation = FALSE;
4733 if (invoking_midnight_curse)
4736 activate_ty_curse(FALSE, &count);
4737 invoking_midnight_curse = FALSE;
4740 if (p_ptr->inside_battle)
4742 for(i = 1; i < m_max; i++)
4744 monster_type *m_ptr = &m_list[i];
4746 if (!m_ptr->r_idx) continue;
4748 m_ptr->mflag2 |= (MFLAG2_MARK | MFLAG2_SHOW);
4749 update_monster(i, FALSE);
4754 /* Give the player some energy */
4755 else if (!(load && p_ptr->energy_need <= 0))
4757 p_ptr->energy_need -= SPEED_TO_ENERGY(p_ptr->pspeed);
4761 if (p_ptr->energy_need > 0) return;
4762 if (!command_rep) prt_time();
4764 /*** Check for interupts ***/
4766 /* Complete resting */
4770 if (resting == COMMAND_ARG_REST_FULL_HEALING)
4773 if ((p_ptr->chp == p_ptr->mhp) &&
4774 (p_ptr->csp >= p_ptr->msp))
4776 set_action(ACTION_NONE);
4780 /* Complete resting */
4781 else if (resting == COMMAND_ARG_REST_UNTIL_DONE)
4784 if ((p_ptr->chp == p_ptr->mhp) &&
4785 (p_ptr->csp >= p_ptr->msp) &&
4786 !p_ptr->blind && !p_ptr->confused &&
4787 !p_ptr->poisoned && !p_ptr->afraid &&
4788 !p_ptr->stun && !p_ptr->cut &&
4789 !p_ptr->slow && !p_ptr->paralyzed &&
4790 !p_ptr->image && !p_ptr->word_recall &&
4791 !p_ptr->alter_reality)
4793 set_action(ACTION_NONE);
4798 if (p_ptr->action == ACTION_FISH)
4800 Term_xtra(TERM_XTRA_DELAY, 10);
4804 bool success = FALSE;
4805 get_mon_num_prep(monster_is_fishing_target,NULL);
4806 r_idx = get_mon_num(dun_level ? dun_level : wilderness[p_ptr->wilderness_y][p_ptr->wilderness_x].level);
4808 if (r_idx && one_in_(2))
4811 y = p_ptr->y + ddy[p_ptr->fishing_dir];
4812 x = p_ptr->x + ddx[p_ptr->fishing_dir];
4813 if (place_monster_aux(0, y, x, r_idx, PM_NO_KAGE))
4815 GAME_TEXT m_name[MAX_NLEN];
4816 monster_desc(m_name, &m_list[cave[y][x].m_idx], 0);
4817 msg_format(_("%sが釣れた!", "You have a good catch!"), m_name);
4823 msg_print(_("餌だけ食われてしまった!くっそ~!", "Damn! The fish stole your bait!"));
4825 disturb(FALSE, TRUE);
4829 /* Handle "abort" */
4832 /* Check for "player abort" (semi-efficiently for resting) */
4833 if (running || travel.run || command_rep || (p_ptr->action == ACTION_REST) || (p_ptr->action == ACTION_FISH))
4838 /* Check for a key */
4841 flush(); /* Flush input */
4843 disturb(FALSE, TRUE);
4845 /* Hack -- Show a Message */
4846 msg_print(_("中断しました。", "Canceled."));
4851 if (p_ptr->riding && !p_ptr->confused && !p_ptr->blind)
4853 monster_type *m_ptr = &m_list[p_ptr->riding];
4854 monster_race *r_ptr = &r_info[m_ptr->r_idx];
4856 if (MON_CSLEEP(m_ptr))
4858 GAME_TEXT m_name[MAX_NLEN];
4861 (void)set_monster_csleep(p_ptr->riding, 0);
4862 monster_desc(m_name, m_ptr, 0);
4863 msg_format(_("%^sを起こした。", "You have waked %s up."), m_name);
4866 if (MON_STUNNED(m_ptr))
4868 /* Hack -- Recover from stun */
4869 if (set_monster_stunned(p_ptr->riding,
4870 (randint0(r_ptr->level) < p_ptr->skill_exp[GINOU_RIDING]) ? 0 : (MON_STUNNED(m_ptr) - 1)))
4872 GAME_TEXT m_name[MAX_NLEN];
4873 monster_desc(m_name, m_ptr, 0);
4874 msg_format(_("%^sを朦朧状態から立ち直らせた。", "%^s is no longer stunned."), m_name);
4878 if (MON_CONFUSED(m_ptr))
4880 /* Hack -- Recover from confusion */
4881 if (set_monster_confused(p_ptr->riding,
4882 (randint0(r_ptr->level) < p_ptr->skill_exp[GINOU_RIDING]) ? 0 : (MON_CONFUSED(m_ptr) - 1)))
4884 GAME_TEXT m_name[MAX_NLEN];
4885 monster_desc(m_name, m_ptr, 0);
4886 msg_format(_("%^sを混乱状態から立ち直らせた。", "%^s is no longer confused."), m_name);
4890 if (MON_MONFEAR(m_ptr))
4892 /* Hack -- Recover from fear */
4893 if(set_monster_monfear(p_ptr->riding,
4894 (randint0(r_ptr->level) < p_ptr->skill_exp[GINOU_RIDING]) ? 0 : (MON_MONFEAR(m_ptr) - 1)))
4896 GAME_TEXT m_name[MAX_NLEN];
4897 monster_desc(m_name, m_ptr, 0);
4898 msg_format(_("%^sを恐怖から立ち直らせた。", "%^s is no longer fear."), m_name);
4902 /* Handle "p_ptr->update" and "p_ptr->redraw" and "p_ptr->window" */
4909 if (p_ptr->lightspeed)
4911 (void)set_lightspeed(p_ptr->lightspeed - 1, TRUE);
4913 if ((p_ptr->pclass == CLASS_FORCETRAINER) && P_PTR_KI)
4915 if(P_PTR_KI < 40) P_PTR_KI = 0;
4916 else P_PTR_KI -= 40;
4917 p_ptr->update |= (PU_BONUS);
4919 if (p_ptr->action == ACTION_LEARN)
4922 u32b cost_frac = (p_ptr->msp + 30L) * 256L;
4924 /* Convert the unit (1/2^16) to (1/2^32) */
4925 s64b_LSHIFT(cost, cost_frac, 16);
4927 if (s64b_cmp(p_ptr->csp, p_ptr->csp_frac, cost, cost_frac) < 0)
4931 p_ptr->csp_frac = 0;
4932 set_action(ACTION_NONE);
4937 s64b_sub(&(p_ptr->csp), &(p_ptr->csp_frac), cost, cost_frac);
4939 p_ptr->redraw |= PR_MANA;
4942 if (p_ptr->special_defense & KATA_MASK)
4944 if (p_ptr->special_defense & KATA_MUSOU)
4948 set_action(ACTION_NONE);
4953 p_ptr->redraw |= (PR_MANA);
4958 /*** Handle actual user input ***/
4960 /* Repeat until out of energy */
4961 while (p_ptr->energy_need <= 0)
4963 p_ptr->window |= PW_PLAYER;
4964 p_ptr->sutemi = FALSE;
4965 p_ptr->counter = FALSE;
4966 now_damaged = FALSE;
4970 /* Place the cursor on the player */
4971 move_cursor_relative(p_ptr->y, p_ptr->x);
4973 /* Refresh (optional) */
4974 if (fresh_before) Term_fresh();
4976 /* Hack -- Pack Overflow */
4979 /* Hack -- cancel "lurking browse mode" */
4980 if (!command_new) command_see = FALSE;
4982 /* Assume free turn */
4983 p_ptr->energy_use = 0;
4985 if (p_ptr->inside_battle)
4987 /* Place the cursor on the player */
4988 move_cursor_relative(p_ptr->y, p_ptr->x);
4990 command_cmd = SPECIAL_KEY_BUILDING;
4992 /* Process the command */
4996 /* Paralyzed or Knocked Out */
4997 else if (p_ptr->paralyzed || (p_ptr->stun >= 100))
4999 p_ptr->energy_use = 100;
5003 else if (p_ptr->action == ACTION_REST)
5008 /* Reduce rest count */
5011 if (!resting) set_action(ACTION_NONE);
5012 p_ptr->redraw |= (PR_STATE);
5015 p_ptr->energy_use = 100;
5019 else if (p_ptr->action == ACTION_FISH)
5021 p_ptr->energy_use = 100;
5033 else if (travel.run)
5040 /* Repeated command */
5041 else if (command_rep)
5043 /* Count this execution */
5046 p_ptr->redraw |= (PR_STATE);
5049 /* Hack -- Assume messages were seen */
5052 /* Clear the top line */
5055 /* Process the command */
5059 /* Normal command */
5062 /* Place the cursor on the player */
5063 move_cursor_relative(p_ptr->y, p_ptr->x);
5066 /* Get a command (normal) */
5067 request_command(FALSE);
5070 /* Process the command */
5075 /* Hack -- Pack Overflow */
5082 if (p_ptr->energy_use)
5084 /* Use some energy */
5085 if (world_player || p_ptr->energy_use > 400)
5087 /* The Randomness is irrelevant */
5088 p_ptr->energy_need += p_ptr->energy_use * TURNS_PER_TICK / 10;
5092 /* There is some randomness of needed energy */
5093 p_ptr->energy_need += (s16b)((s32b)p_ptr->energy_use * ENERGY_NEED() / 100L);
5096 /* Hack -- constant hallucination */
5097 if (p_ptr->image) p_ptr->redraw |= (PR_MAP);
5100 /* Shimmer monsters if needed */
5101 if (shimmer_monsters)
5103 /* Clear the flag */
5104 shimmer_monsters = FALSE;
5106 /* Shimmer multi-hued monsters */
5107 for (i = 1; i < m_max; i++)
5109 monster_type *m_ptr;
5110 monster_race *r_ptr;
5112 /* Access monster */
5115 /* Skip dead monsters */
5116 if (!m_ptr->r_idx) continue;
5118 /* Skip unseen monsters */
5119 if (!m_ptr->ml) continue;
5121 /* Access the monster race */
5122 r_ptr = &r_info[m_ptr->ap_r_idx];
5124 /* Skip non-multi-hued monsters */
5125 if (!(r_ptr->flags1 & (RF1_ATTR_MULTI | RF1_SHAPECHANGER)))
5128 /* Reset the flag */
5129 shimmer_monsters = TRUE;
5131 /* Redraw regardless */
5132 lite_spot(m_ptr->fy, m_ptr->fx);
5137 /* Handle monster detection */
5138 if (repair_monsters)
5140 /* Reset the flag */
5141 repair_monsters = FALSE;
5143 /* Rotate detection flags */
5144 for (i = 1; i < m_max; i++)
5146 monster_type *m_ptr;
5148 /* Access monster */
5151 /* Skip dead monsters */
5152 if (!m_ptr->r_idx) continue;
5154 /* Nice monsters get mean */
5155 if (m_ptr->mflag & MFLAG_NICE)
5157 /* Nice monsters get mean */
5158 m_ptr->mflag &= ~(MFLAG_NICE);
5161 /* Handle memorized monsters */
5162 if (m_ptr->mflag2 & MFLAG2_MARK)
5164 /* Maintain detection */
5165 if (m_ptr->mflag2 & MFLAG2_SHOW)
5168 m_ptr->mflag2 &= ~(MFLAG2_SHOW);
5170 /* Still need repairs */
5171 repair_monsters = TRUE;
5174 /* Remove detection */
5178 m_ptr->mflag2 &= ~(MFLAG2_MARK);
5180 /* Assume invisible */
5182 update_monster(i, FALSE);
5184 if (p_ptr->health_who == i) p_ptr->redraw |= (PR_HEALTH);
5185 if (p_ptr->riding == i) p_ptr->redraw |= (PR_UHEALTH);
5187 /* Redraw regardless */
5188 lite_spot(m_ptr->fy, m_ptr->fx);
5193 if (p_ptr->pclass == CLASS_IMITATOR)
5195 if (p_ptr->mane_num > (p_ptr->lev > 44 ? 3 : p_ptr->lev > 29 ? 2 : 1))
5198 for (i = 0; i < p_ptr->mane_num; i++)
5200 p_ptr->mane_spell[i] = p_ptr->mane_spell[i+1];
5201 p_ptr->mane_dam[i] = p_ptr->mane_dam[i+1];
5205 p_ptr->redraw |= (PR_IMITATION);
5207 if (p_ptr->action == ACTION_LEARN)
5210 p_ptr->redraw |= (PR_STATE);
5213 if (world_player && (p_ptr->energy_need > - 1000))
5216 p_ptr->redraw |= (PR_MAP);
5217 p_ptr->update |= (PU_MONSTERS);
5219 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
5221 msg_print(_("「時は動きだす…」", "You feel time flowing around you once more."));
5223 world_player = FALSE;
5224 p_ptr->energy_need = ENERGY_NEED();
5226 /* Handle "p_ptr->update" and "p_ptr->redraw" and "p_ptr->window" */
5231 /* Hack -- notice death */
5232 if (!p_ptr->playing || p_ptr->is_dead)
5234 world_player = FALSE;
5239 if (p_ptr->energy_use && reset_concent) reset_concentration(TRUE);
5241 /* Handle "leaving" */
5242 if (p_ptr->leaving) break;
5245 /* Update scent trail */
5250 * @brief 現在プレイヤーがいるダンジョンの全体処理 / Interact with the current dungeon level.
5254 * この関数から現在の階層を出る、プレイヤーがキャラが死ぬ、
5255 * ゲームを終了するかのいずれかまでループする。
5258 * This function will not exit until the level is completed,\n
5259 * the user dies, or the game is terminated.\n
5262 static void dungeon(bool load_game)
5266 /* Set the base level */
5267 base_level = dun_level;
5269 /* Reset various flags */
5270 is_loading_now = FALSE;
5273 p_ptr->leaving = FALSE;
5275 /* Reset the "command" vars */
5278 #if 0 /* Don't reset here --- It's used for Arena */
5287 /* Cancel the target */
5291 ambush_flag = FALSE;
5293 /* Cancel the health bar */
5296 /* Check visual effects */
5297 shimmer_monsters = TRUE;
5298 shimmer_objects = TRUE;
5299 repair_monsters = TRUE;
5300 repair_objects = TRUE;
5303 disturb(TRUE, TRUE);
5305 /* Get index of current quest (if any) */
5306 quest_num = quest_number(dun_level);
5308 /* Inside a quest? */
5311 /* Mark the quest monster */
5312 r_info[quest[quest_num].r_idx].flags1 |= RF1_QUESTOR;
5315 /* Track maximum player level */
5316 if (p_ptr->max_plv < p_ptr->lev)
5318 p_ptr->max_plv = p_ptr->lev;
5322 /* Track maximum dungeon level (if not in quest -KMW-) */
5323 if ((max_dlv[dungeon_type] < dun_level) && !p_ptr->inside_quest)
5325 max_dlv[dungeon_type] = dun_level;
5326 if (record_maxdepth) do_cmd_write_nikki(NIKKI_MAXDEAPTH, dun_level, NULL);
5329 (void)calculate_upkeep();
5331 /* Validate the panel */
5332 panel_bounds_center();
5334 /* Verify the panel */
5340 /* Enter "xtra" mode */
5341 character_xtra = TRUE;
5343 p_ptr->window |= (PW_INVEN | PW_EQUIP | PW_SPELL | PW_PLAYER | PW_MONSTER | PW_OVERHEAD | PW_DUNGEON);
5345 /* Redraw dungeon */
5346 p_ptr->redraw |= (PR_WIPE | PR_BASIC | PR_EXTRA | PR_EQUIPPY);
5348 p_ptr->redraw |= (PR_MAP);
5350 p_ptr->update |= (PU_BONUS | PU_HP | PU_MANA | PU_SPELLS);
5352 /* Update lite/view */
5353 p_ptr->update |= (PU_VIEW | PU_LITE | PU_MON_LITE | PU_TORCH);
5354 p_ptr->update |= (PU_MONSTERS | PU_DISTANCE | PU_FLOW);
5356 /* Handle "p_ptr->update" and "p_ptr->redraw" and "p_ptr->window" */
5359 /* Leave "xtra" mode */
5360 character_xtra = FALSE;
5362 p_ptr->update |= (PU_BONUS | PU_HP | PU_MANA | PU_SPELLS);
5363 p_ptr->update |= (PU_COMBINE | PU_REORDER);
5367 if (quest_num && (is_fixed_quest_idx(quest_num) &&
5368 !((quest_num == QUEST_OBERON) || (quest_num == QUEST_SERPENT) ||
5369 !(quest[quest_num].flags & QUEST_FLAG_PRESET)))) do_cmd_feeling();
5371 if (p_ptr->inside_battle)
5375 p_ptr->energy_need = 0;
5380 msg_print(_("試合開始!", "Ready..Fight!"));
5385 if ((p_ptr->pclass == CLASS_BARD) && (SINGING_SONG_EFFECT(p_ptr) > MUSIC_DETECT))
5386 SINGING_SONG_EFFECT(p_ptr) = MUSIC_DETECT;
5388 /* Hack -- notice death or departure */
5389 if (!p_ptr->playing || p_ptr->is_dead) return;
5391 /* Print quest message if appropriate */
5392 if (!p_ptr->inside_quest && (dungeon_type == DUNGEON_ANGBAND))
5394 quest_discovery(random_quest_number(dun_level));
5395 p_ptr->inside_quest = random_quest_number(dun_level);
5397 if ((dun_level == d_info[dungeon_type].maxdepth) && d_info[dungeon_type].final_guardian)
5399 if (r_info[d_info[dungeon_type].final_guardian].max_num)
5401 msg_format("この階には%sの主である%sが棲んでいる。",
5402 d_name+d_info[dungeon_type].name,
5403 r_name+r_info[d_info[dungeon_type].final_guardian].name);
5405 msg_format("%^s lives in this level as the keeper of %s.",
5406 r_name+r_info[d_info[dungeon_type].final_guardian].name,
5407 d_name+d_info[dungeon_type].name);
5411 if (!load_game && (p_ptr->special_defense & NINJA_S_STEALTH)) set_superstealth(FALSE);
5413 /*** Process this dungeon level ***/
5415 /* Reset the monster generation level */
5416 monster_level = base_level;
5418 /* Reset the object generation level */
5419 object_level = base_level;
5421 is_loading_now = TRUE;
5423 if (p_ptr->energy_need > 0 && !p_ptr->inside_battle &&
5424 (dun_level || p_ptr->leaving_dungeon || p_ptr->inside_arena))
5425 p_ptr->energy_need = 0;
5427 /* Not leaving dungeon */
5428 p_ptr->leaving_dungeon = FALSE;
5430 /* Initialize monster process */
5436 /* Hack -- Compact the monster list occasionally */
5437 if ((m_cnt + 32 > max_m_idx) && !p_ptr->inside_battle) compact_monsters(64);
5439 /* Hack -- Compress the monster list occasionally */
5440 if ((m_cnt + 32 < m_max) && !p_ptr->inside_battle) compact_monsters(0);
5443 /* Hack -- Compact the object list occasionally */
5444 if (o_cnt + 32 > max_o_idx) compact_objects(64);
5446 /* Hack -- Compress the object list occasionally */
5447 if (o_cnt + 32 < o_max) compact_objects(0);
5449 /* Process the player */
5451 process_upkeep_with_speed();
5453 /* Handle "p_ptr->update" and "p_ptr->redraw" and "p_ptr->window" */
5456 /* Hack -- Hilite the player */
5457 move_cursor_relative(p_ptr->y, p_ptr->x);
5459 /* Optional fresh */
5460 if (fresh_after) Term_fresh();
5462 /* Hack -- Notice death or departure */
5463 if (!p_ptr->playing || p_ptr->is_dead) break;
5465 /* Process all of the monsters */
5470 /* Hack -- Hilite the player */
5471 move_cursor_relative(p_ptr->y, p_ptr->x);
5473 /* Optional fresh */
5474 if (fresh_after) Term_fresh();
5476 /* Hack -- Notice death or departure */
5477 if (!p_ptr->playing || p_ptr->is_dead) break;
5479 /* Process the world */
5484 /* Hack -- Hilite the player */
5485 move_cursor_relative(p_ptr->y, p_ptr->x);
5487 /* Optional fresh */
5488 if (fresh_after) Term_fresh();
5490 /* Hack -- Notice death or departure */
5491 if (!p_ptr->playing || p_ptr->is_dead) break;
5493 /* Count game turns */
5496 if (dungeon_turn < dungeon_turn_limit)
5498 if (!p_ptr->wild_mode || wild_regen) dungeon_turn++;
5499 else if (p_ptr->wild_mode && !(turn % ((MAX_HGT + MAX_WID) / 2))) dungeon_turn++;
5502 prevent_turn_overflow();
5504 /* Handle "leaving" */
5505 if (p_ptr->leaving) break;
5507 if (wild_regen) wild_regen--;
5510 /* Inside a quest and non-unique questor? */
5511 if (quest_num && !(r_info[quest[quest_num].r_idx].flags1 & RF1_UNIQUE))
5513 /* Un-mark the quest monster */
5514 r_info[quest[quest_num].r_idx].flags1 &= ~RF1_QUESTOR;
5517 /* Not save-and-quit and not dead? */
5518 if (p_ptr->playing && !p_ptr->is_dead)
5521 * Maintain Unique monsters and artifact, save current
5522 * floor, then prepare next floor
5526 /* Forget the flag */
5527 reinit_wilderness = FALSE;
5530 /* Write about current level on the play record once per level */
5536 * @brief 全ユーザプロファイルをロードする / Load some "user pref files"
5539 * Modified by Arcum Dagsson to support
5540 * separate macro files for different realms.
5542 static void load_all_pref_files(void)
5546 /* Access the "user" pref file */
5547 sprintf(buf, "user.prf");
5549 /* Process that file */
5550 process_pref_file(buf);
5552 /* Access the "user" system pref file */
5553 sprintf(buf, "user-%s.prf", ANGBAND_SYS);
5555 /* Process that file */
5556 process_pref_file(buf);
5558 /* Access the "race" pref file */
5559 sprintf(buf, "%s.prf", rp_ptr->title);
5561 /* Process that file */
5562 process_pref_file(buf);
5564 /* Access the "class" pref file */
5565 sprintf(buf, "%s.prf", cp_ptr->title);
5567 /* Process that file */
5568 process_pref_file(buf);
5570 /* Access the "character" pref file */
5571 sprintf(buf, "%s.prf", player_base);
5573 /* Process that file */
5574 process_pref_file(buf);
5576 /* Access the "realm 1" pref file */
5577 if (p_ptr->realm1 != REALM_NONE)
5579 sprintf(buf, "%s.prf", realm_names[p_ptr->realm1]);
5581 /* Process that file */
5582 process_pref_file(buf);
5585 /* Access the "realm 2" pref file */
5586 if (p_ptr->realm2 != REALM_NONE)
5588 sprintf(buf, "%s.prf", realm_names[p_ptr->realm2]);
5590 /* Process that file */
5591 process_pref_file(buf);
5595 /* Load an autopick preference file */
5596 autopick_load_pref(FALSE);
5601 * @brief ビットセットからゲームオプションを展開する / Extract option variables from bit sets
5604 void extract_option_vars(void)
5608 for (i = 0; option_info[i].o_desc; i++)
5610 int os = option_info[i].o_set;
5611 int ob = option_info[i].o_bit;
5613 /* Set the "default" options */
5614 if (option_info[i].o_var)
5617 if (option_flag[os] & (1L << ob))
5620 (*option_info[i].o_var) = TRUE;
5627 (*option_info[i].o_var) = FALSE;
5635 * @brief 賞金首となるユニークを確定する / Determine bounty uniques
5638 void determine_bounty_uniques(void)
5642 monster_race *r_ptr;
5644 get_mon_num_prep(NULL, NULL);
5645 for (i = 0; i < MAX_KUBI; i++)
5649 kubi_r_idx[i] = get_mon_num(MAX_DEPTH - 1);
5650 r_ptr = &r_info[kubi_r_idx[i]];
5652 if (!(r_ptr->flags1 & RF1_UNIQUE)) continue;
5654 if (!(r_ptr->flags9 & (RF9_DROP_CORPSE | RF9_DROP_SKELETON))) continue;
5656 if (r_ptr->rarity > 100) continue;
5658 if (no_questor_or_bounty_uniques(kubi_r_idx[i])) continue;
5660 for (j = 0; j < i; j++)
5661 if (kubi_r_idx[i] == kubi_r_idx[j]) break;
5668 for (i = 0; i < MAX_KUBI - 1; i++)
5670 for (j = i; j < MAX_KUBI; j++)
5672 if (r_info[kubi_r_idx[i]].level > r_info[kubi_r_idx[j]].level)
5674 tmp = kubi_r_idx[i];
5675 kubi_r_idx[i] = kubi_r_idx[j];
5676 kubi_r_idx[j] = tmp;
5684 * @brief 今日の賞金首を確定する / Determine today's bounty monster
5686 * @note conv_old is used if loaded 0.0.3 or older save file
5688 void determine_today_mon(bool conv_old)
5691 bool old_inside_battle = p_ptr->inside_battle;
5692 monster_race *r_ptr;
5696 for (i = 0; i < max_d_idx; i++)
5698 if (max_dlv[i] < d_info[i].mindepth) continue;
5699 if (max_dl < max_dlv[i]) max_dl = max_dlv[i];
5702 else max_dl = MAX(max_dlv[DUNGEON_ANGBAND], 3);
5704 p_ptr->inside_battle = TRUE;
5705 get_mon_num_prep(NULL, NULL);
5709 today_mon = get_mon_num(max_dl);
5710 r_ptr = &r_info[today_mon];
5712 if (r_ptr->flags1 & RF1_UNIQUE) continue;
5713 if (r_ptr->flags7 & (RF7_NAZGUL | RF7_UNIQUE2)) continue;
5714 if (r_ptr->flags2 & RF2_MULTIPLY) continue;
5715 if ((r_ptr->flags9 & (RF9_DROP_CORPSE | RF9_DROP_SKELETON)) != (RF9_DROP_CORPSE | RF9_DROP_SKELETON)) continue;
5716 if (r_ptr->level < MIN(max_dl / 2, 40)) continue;
5717 if (r_ptr->rarity > 10) continue;
5721 p_ptr->today_mon = 0;
5722 p_ptr->inside_battle = old_inside_battle;
5726 * @brief 1ゲームプレイの主要ルーチン / Actually play a game
5729 * If the "new_game" parameter is true, then, after loading the
5730 * savefile, we will commit suicide, if necessary, to allow the
5731 * player to start a new game.
5733 void play_game(bool new_game)
5736 bool load_game = TRUE;
5737 bool init_random_seed = FALSE;
5747 else if (chuukei_server)
5749 prepare_chuukei_hooks();
5760 hack_mutation = FALSE;
5762 /* Hack -- Character is "icky" */
5763 character_icky = TRUE;
5765 /* Make sure main term is active */
5766 Term_activate(angband_term[0]);
5768 /* Initialise the resize hooks */
5769 angband_term[0]->resize_hook = resize_map;
5771 for (i = 1; i < 8; i++)
5773 /* Does the term exist? */
5774 if (angband_term[i])
5776 /* Add the redraw on resize hook */
5777 angband_term[i]->resize_hook = redraw_window;
5781 /* Hack -- turn off the cursor */
5782 (void)Term_set_cursor(0);
5785 /* Attempt to load */
5788 quit(_("セーブファイルが壊れています", "broken savefile"));
5791 /* Extract the options */
5792 extract_option_vars();
5794 /* Report waited score */
5795 if (p_ptr->wait_report_score)
5800 if (!get_check_strict(_("待機していたスコア登録を今行ないますか?", "Do you register score now? "), CHECK_NO_HISTORY))
5803 p_ptr->update |= (PU_BONUS | PU_HP | PU_MANA | PU_SPELLS);
5804 update_creature(p_ptr);
5806 p_ptr->is_dead = TRUE;
5808 start_time = (u32b)time(NULL);
5810 /* No suspending now */
5811 signals_ignore_tstp();
5813 /* Hack -- Character is now "icky" */
5814 character_icky = TRUE;
5816 /* Build the filename */
5817 path_build(buf, sizeof(buf), ANGBAND_DIR_APEX, "scores.raw");
5819 /* Open the high score file, for reading/writing */
5820 highscore_fd = fd_open(buf, O_RDWR);
5822 /* 町名消失バグ対策(#38205) Init the wilderness */
5823 process_dungeon_file("w_info.txt", 0, 0, max_wild_y, max_wild_x);
5825 /* Handle score, show Top scores */
5826 success = send_world_score(TRUE);
5828 if (!success && !get_check_strict(_("スコア登録を諦めますか?", "Do you give up score registration? "), CHECK_NO_HISTORY))
5830 prt(_("引き続き待機します。", "standing by for future registration..."), 0, 0);
5835 p_ptr->wait_report_score = FALSE;
5837 if (!save_player()) msg_print(_("セーブ失敗!", "death save failed!"));
5839 /* Shut the high score file */
5840 (void)fd_close(highscore_fd);
5842 /* Forget the high score fd */
5845 /* Allow suspending now */
5846 signals_handle_tstp();
5851 creating_savefile = new_game;
5853 /* Nothing loaded */
5854 if (!character_loaded)
5856 /* Make new player */
5859 /* The dungeon is not ready */
5860 character_dungeon = FALSE;
5862 /* Prepare to init the RNG */
5863 init_random_seed = TRUE;
5865 /* Initialize the saved floors data */
5866 init_saved_floors(FALSE);
5869 /* Old game is loaded. But new game is requested. */
5872 /* Initialize the saved floors data */
5873 init_saved_floors(TRUE);
5876 /* Process old character */
5879 /* Process the player name */
5880 process_player_name(FALSE);
5884 if (init_random_seed)
5889 /* Roll new character */
5892 /* The dungeon is not ready */
5893 character_dungeon = FALSE;
5897 p_ptr->inside_quest = 0;
5898 p_ptr->inside_arena = FALSE;
5899 p_ptr->inside_battle = FALSE;
5903 /* Hack -- seed for flavors */
5904 seed_flavor = randint0(0x10000000);
5906 /* Hack -- seed for town layout */
5907 seed_town = randint0(0x10000000);
5909 /* Roll up a new character */
5917 determine_bounty_uniques();
5918 determine_today_mon(FALSE);
5920 /* Initialize object array */
5925 write_level = FALSE;
5927 do_cmd_write_nikki(NIKKI_GAMESTART, 1,
5929 " ---- Restart Game ----"));
5932 * 1.0.9 以前はセーブ前に p_ptr->riding = -1 としていたので、再設定が必要だった。
5933 * もう不要だが、以前のセーブファイルとの互換のために残しておく。
5935 if (p_ptr->riding == -1)
5938 for (i = m_max; i > 0; i--)
5940 if (player_bold(m_list[i].fy, m_list[i].fx))
5949 creating_savefile = FALSE;
5951 p_ptr->teleport_town = FALSE;
5952 p_ptr->sutemi = FALSE;
5953 world_monster = FALSE;
5954 now_damaged = FALSE;
5956 start_time = time(NULL) - 1;
5957 record_o_name[0] = '\0';
5959 /* Reset map panel */
5960 panel_row_min = cur_hgt;
5961 panel_col_min = cur_wid;
5963 /* Sexy gal gets bonus to maximum weapon skill of whip */
5964 if (p_ptr->pseikaku == SEIKAKU_SEXY)
5965 s_info[p_ptr->pclass].w_max[TV_HAFTED-TV_WEAPON_BEGIN][SV_WHIP] = WEAPON_EXP_MASTER;
5967 /* Fill the arrays of floors and walls in the good proportions */
5968 set_floor_and_wall(dungeon_type);
5970 /* Flavor the objects */
5973 /* Flash a message */
5974 prt(_("お待ち下さい...", "Please wait..."), 0, 0);
5976 /* Flush the message */
5980 /* Hack -- Enter wizard mode */
5983 if (enter_wizard_mode())
5985 p_ptr->wizard = TRUE;
5987 if (p_ptr->is_dead || !p_ptr->y || !p_ptr->x)
5989 /* Initialize the saved floors data */
5990 init_saved_floors(TRUE);
5993 p_ptr->inside_quest = 0;
5995 /* Avoid crash in update_view() */
5996 p_ptr->y = p_ptr->x = 10;
5999 else if (p_ptr->is_dead)
6001 quit("Already dead.");
6005 /* Initialize the town-buildings if necessary */
6006 if (!dun_level && !p_ptr->inside_quest)
6008 /* Init the wilderness */
6010 process_dungeon_file("w_info.txt", 0, 0, max_wild_y, max_wild_x);
6013 init_flags = INIT_ONLY_BUILDINGS;
6015 process_dungeon_file("t_info.txt", 0, 0, MAX_HGT, MAX_WID);
6017 select_floor_music();
6021 /* Generate a dungeon level if needed */
6022 if (!character_dungeon)
6029 /* HACK -- Restore from panic-save */
6030 if (p_ptr->panic_save)
6032 /* No player? -- Try to regenerate floor */
6033 if (!p_ptr->y || !p_ptr->x)
6035 msg_print(_("プレイヤーの位置がおかしい。フロアを再生成します。", "What a strange player location. Regenerate the dungeon floor."));
6039 /* Still no player? -- Try to locate random place */
6040 if (!p_ptr->y || !p_ptr->x) p_ptr->y = p_ptr->x = 10;
6042 /* No longer in panic */
6043 p_ptr->panic_save = 0;
6047 /* Character is now "complete" */
6048 character_generated = TRUE;
6051 /* Hack -- Character is no longer "icky" */
6052 character_icky = FALSE;
6058 sprintf(buf, _("%sに降り立った。", "You are standing in the %s."), map_name());
6059 do_cmd_write_nikki(NIKKI_BUNSHOU, 0, buf);
6064 p_ptr->playing = TRUE;
6066 /* Reset the visual mappings */
6069 /* Load the "pref" files */
6070 load_all_pref_files();
6072 /* Give startup outfit (after loading pref files) */
6078 /* React to changes */
6079 Term_xtra(TERM_XTRA_REACT, 0);
6081 p_ptr->window |= (PW_INVEN | PW_EQUIP | PW_SPELL | PW_PLAYER);
6082 p_ptr->window |= (PW_MESSAGE | PW_OVERHEAD | PW_DUNGEON | PW_MONSTER | PW_OBJECT);
6085 /* Set or clear "rogue_like_commands" if requested */
6086 if (arg_force_original) rogue_like_commands = FALSE;
6087 if (arg_force_roguelike) rogue_like_commands = TRUE;
6089 /* Hack -- Enforce "delayed death" */
6090 if (p_ptr->chp < 0) p_ptr->is_dead = TRUE;
6092 if (p_ptr->prace == RACE_ANDROID) calc_android_exp();
6094 if (new_game && ((p_ptr->pclass == CLASS_CAVALRY) || (p_ptr->pclass == CLASS_BEASTMASTER)))
6096 monster_type *m_ptr;
6097 IDX pet_r_idx = ((p_ptr->pclass == CLASS_CAVALRY) ? MON_HORSE : MON_YASE_HORSE);
6098 monster_race *r_ptr = &r_info[pet_r_idx];
6099 place_monster_aux(0, p_ptr->y, p_ptr->x - 1, pet_r_idx,
6100 (PM_FORCE_PET | PM_NO_KAGE));
6101 m_ptr = &m_list[hack_m_idx_ii];
6102 m_ptr->mspeed = r_ptr->speed;
6103 m_ptr->maxhp = r_ptr->hdice*(r_ptr->hside+1)/2;
6104 m_ptr->max_maxhp = m_ptr->maxhp;
6105 m_ptr->hp = r_ptr->hdice*(r_ptr->hside+1)/2;
6106 m_ptr->dealt_damage = 0;
6107 m_ptr->energy_need = ENERGY_NEED() + ENERGY_NEED();
6110 (void)combine_and_reorder_home(STORE_HOME);
6111 (void)combine_and_reorder_home(STORE_MUSEUM);
6113 select_floor_music();
6118 /* Process the level */
6121 /* Hack -- prevent "icky" message */
6122 character_xtra = TRUE;
6126 character_xtra = FALSE;
6128 /* Cancel the target */
6131 /* Cancel the health bar */
6138 /* Handle "quit and save" */
6139 if (!p_ptr->playing && !p_ptr->is_dead) break;
6141 /* Erase the old cave */
6143 if (!p_ptr->is_dead) wipe_m_list();
6150 /* Accidental Death */
6151 if (p_ptr->playing && p_ptr->is_dead)
6153 if (p_ptr->inside_arena)
6155 p_ptr->inside_arena = FALSE;
6156 if (p_ptr->arena_number > MAX_ARENA_MONS)
6157 p_ptr->arena_number++;
6159 p_ptr->arena_number = -1 - p_ptr->arena_number;
6160 p_ptr->is_dead = FALSE;
6162 p_ptr->chp_frac = 0;
6163 p_ptr->exit_bldg = TRUE;
6166 /* Leave through the exit */
6167 prepare_change_floor_mode(CFM_SAVE_FLOORS | CFM_RAND_CONNECT);
6169 /* prepare next floor */
6174 /* Mega-Hack -- Allow player to cheat death */
6175 if ((p_ptr->wizard || cheat_live) && !get_check(_("死にますか? ", "Die? ")))
6182 /* Handle "death" */
6183 if (p_ptr->is_dead) break;
6185 /* Make a new level */
6197 * @brief ゲームターンからの実時間換算を行うための補正をかける
6198 * @param hoge ゲームターン
6199 * @details アンデッド種族は18:00からゲームを開始するので、この修正を予め行う。
6200 * @return 修正をかけた後のゲームターン
6202 s32b turn_real(s32b hoge)
6204 switch (p_ptr->start_race)
6210 return hoge - (TURNS_PER_TICK * TOWN_DAWN * 3 / 4);
6217 * @brief ターンのオーバーフローに対する対処
6218 * @details ターン及びターンを記録する変数をターンの限界の1日前まで巻き戻す.
6219 * @return 修正をかけた後のゲームターン
6221 void prevent_turn_overflow(void)
6223 int rollback_days, i, j;
6224 s32b rollback_turns;
6226 if (turn < turn_limit) return;
6228 rollback_days = 1 + (turn - turn_limit) / (TURNS_PER_TICK * TOWN_DAWN);
6229 rollback_turns = TURNS_PER_TICK * TOWN_DAWN * rollback_days;
6231 if (turn > rollback_turns) turn -= rollback_turns;
6232 else turn = 1; /* Paranoia */
6233 if (old_turn > rollback_turns) old_turn -= rollback_turns;
6235 if (old_battle > rollback_turns) old_battle -= rollback_turns;
6236 else old_battle = 1;
6237 if (p_ptr->feeling_turn > rollback_turns) p_ptr->feeling_turn -= rollback_turns;
6238 else p_ptr->feeling_turn = 1;
6240 for (i = 1; i < max_towns; i++)
6242 for (j = 0; j < MAX_STORES; j++)
6244 store_type *st_ptr = &town[i].store[j];
6246 if (st_ptr->last_visit > -10L * TURNS_PER_TICK * STORE_TICKS)
6248 st_ptr->last_visit -= rollback_turns;
6249 if (st_ptr->last_visit < -10L * TURNS_PER_TICK * STORE_TICKS) st_ptr->last_visit = -10L * TURNS_PER_TICK * STORE_TICKS;
6252 if (st_ptr->store_open)
6254 st_ptr->store_open -= rollback_turns;
6255 if (st_ptr->store_open < 1) st_ptr->store_open = 1;