4 * Copyright (c) 1997 Ben Harrison, James E. Wilson, Robert A. Koeneke
6 * This software may be copied and distributed for educational, research,
7 * and not for profit purposes provided that this copyright and statement
8 * are included in all such copies. Other copyrights may also apply.
11 /* Purpose: Angband game engine */
15 #define TY_CURSE_CHANCE 200
16 #define CHAINSWORD_NOISE 100
18 static bool load = TRUE;
19 static int wild_regen = 20;
22 * Return a "feeling" (or NULL) about an item. Method 1 (Heavy).
24 static byte value_check_aux1(object_type *o_ptr)
27 if (object_is_artifact(o_ptr))
30 if (object_is_cursed(o_ptr) || object_is_broken(o_ptr)) return FEEL_TERRIBLE;
37 if (object_is_ego(o_ptr))
40 if (object_is_cursed(o_ptr) || object_is_broken(o_ptr)) return FEEL_WORTHLESS;
43 return FEEL_EXCELLENT;
47 if (object_is_cursed(o_ptr)) return FEEL_CURSED;
50 if (object_is_broken(o_ptr)) return FEEL_BROKEN;
52 if ((o_ptr->tval == TV_RING) || (o_ptr->tval == TV_AMULET)) return FEEL_AVERAGE;
54 /* Good "armor" bonus */
55 if (o_ptr->to_a > 0) return FEEL_GOOD;
57 /* Good "weapon" bonus */
58 if (o_ptr->to_h + o_ptr->to_d > 0) return FEEL_GOOD;
60 /* Default to "average" */
66 * Return a "feeling" (or NULL) about an item. Method 2 (Light).
68 static byte value_check_aux2(object_type *o_ptr)
70 /* Cursed items (all of them) */
71 if (object_is_cursed(o_ptr)) return FEEL_CURSED;
73 /* Broken items (all of them) */
74 if (object_is_broken(o_ptr)) return FEEL_BROKEN;
76 /* Artifacts -- except cursed/broken ones */
77 if (object_is_artifact(o_ptr)) return FEEL_UNCURSED;
79 /* Ego-Items -- except cursed/broken ones */
80 if (object_is_ego(o_ptr)) return FEEL_UNCURSED;
82 /* Good armor bonus */
83 if (o_ptr->to_a > 0) return FEEL_UNCURSED;
85 /* Good weapon bonuses */
86 if (o_ptr->to_h + o_ptr->to_d > 0) return FEEL_UNCURSED;
94 static void sense_inventory_aux(int slot, bool heavy)
97 object_type *o_ptr = &inventory[slot];
98 char o_name[MAX_NLEN];
100 /* We know about it already, do not tell us again */
101 if (o_ptr->ident & (IDENT_SENSE))return;
103 /* It is fully known, no information needed */
104 if (object_is_known(o_ptr)) return;
106 /* Check for a feeling */
107 feel = (heavy ? value_check_aux1(o_ptr) : value_check_aux2(o_ptr));
109 /* Skip non-feelings */
113 if ((p_ptr->muta3 & MUT3_BAD_LUCK) && !randint0(13))
124 feel = FEEL_EXCELLENT;
130 feel = randint0(3) ? FEEL_GOOD : FEEL_AVERAGE;
132 feel = FEEL_UNCURSED;
137 feel = randint0(2) ? FEEL_CURSED : FEEL_GOOD;
143 feel = randint0(3) ? FEEL_CURSED : FEEL_AVERAGE;
150 feel = FEEL_WORTHLESS;
155 feel = FEEL_TERRIBLE;
161 /* Stop everything */
162 if (disturb_minor) disturb(0, 0);
164 /* Get an object description */
165 object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
167 /* Message (equipment) */
168 if (slot >= INVEN_RARM)
171 msg_format("%s%s(%c)¤Ï%s¤È¤¤¤¦´¶¤¸¤¬¤¹¤ë...",
172 describe_use(slot),o_name, index_to_label(slot),game_inscriptions[feel]);
174 msg_format("You feel the %s (%c) you are %s %s %s...",
175 o_name, index_to_label(slot), describe_use(slot),
176 ((o_ptr->number == 1) ? "is" : "are"),
177 game_inscriptions[feel]);
182 /* Message (inventory) */
186 msg_format("¥¶¥Ã¥¯¤ÎÃæ¤Î%s(%c)¤Ï%s¤È¤¤¤¦´¶¤¸¤¬¤¹¤ë...",
187 o_name, index_to_label(slot),game_inscriptions[feel]);
189 msg_format("You feel the %s (%c) in your pack %s %s...",
190 o_name, index_to_label(slot),
191 ((o_ptr->number == 1) ? "is" : "are"),
192 game_inscriptions[feel]);
197 /* We have "felt" it */
198 o_ptr->ident |= (IDENT_SENSE);
200 /* Set the "inscription" */
201 o_ptr->feeling = feel;
203 /* Auto-inscription/destroy */
204 autopick_alter_item(slot, destroy_feeling);
206 /* Combine / Reorder the pack (later) */
207 p_ptr->notice |= (PN_COMBINE | PN_REORDER);
210 p_ptr->window |= (PW_INVEN | PW_EQUIP);
216 * Sense the inventory
218 * Class 0 = Warrior --> fast and heavy
219 * Class 1 = Mage --> slow and light
220 * Class 2 = Priest --> fast but light
221 * Class 3 = Rogue --> okay and heavy
222 * Class 4 = Ranger --> slow but heavy (changed!)
223 * Class 5 = Paladin --> slow but heavy
225 static void sense_inventory1(void)
228 int plev = p_ptr->lev;
233 /*** Check for "sensing" ***/
235 /* No sensing when confused */
236 if (p_ptr->confused) return;
238 /* Analyze the class */
239 switch (p_ptr->pclass)
247 if (0 != randint0(9000L / (plev * plev + 40))) return;
259 if (0 != randint0(6000L / (plev * plev + 50))) return;
269 case CLASS_HIGH_MAGE:
271 case CLASS_MAGIC_EATER:
273 /* Very bad (light) sensing */
274 if (0 != randint0(240000L / (plev + 5))) return;
283 /* Good (light) sensing */
284 if (0 != randint0(10000L / (plev * plev + 40))) return;
294 if (0 != randint0(20000L / (plev * plev + 40))) return;
306 if (0 != randint0(95000L / (plev * plev + 40))) return;
319 if (0 != randint0(77777L / (plev * plev + 40))) return;
328 case CLASS_WARRIOR_MAGE:
332 if (0 != randint0(75000L / (plev * plev + 40))) return;
338 case CLASS_MINDCRAFTER:
340 case CLASS_BLUE_MAGE:
341 case CLASS_MIRROR_MASTER:
344 if (0 != randint0(55000L / (plev * plev + 40))) return;
350 case CLASS_CHAOS_WARRIOR:
353 if (0 != randint0(80000L / (plev * plev + 40))) return;
363 case CLASS_FORCETRAINER:
366 if (0 != randint0(20000L / (plev * plev + 40))) return;
375 if (0 != randint0(20000L / ((plev+50)*(plev+50)))) return;
384 case CLASS_BEASTMASTER:
387 if (0 != randint0(65000L / (plev * plev + 40))) return;
392 case CLASS_BERSERKER:
402 if (compare_virtue(V_KNOWLEDGE, 100, VIRTUE_LARGE)) heavy = TRUE;
404 /*** Sense everything ***/
406 /* Check everything */
407 for (i = 0; i < INVEN_TOTAL; i++)
411 o_ptr = &inventory[i];
413 /* Skip empty slots */
414 if (!o_ptr->k_idx) continue;
416 /* Valid "tval" codes */
443 /* Skip non-sense machines */
446 /* Occasional failure on inventory items */
447 if ((i < INVEN_RARM) && (0 != randint0(5))) continue;
450 if ((p_ptr->muta3 & MUT3_GOOD_LUCK) && !randint0(13))
455 sense_inventory_aux(i, heavy);
460 static void sense_inventory2(void)
463 int plev = p_ptr->lev;
467 /*** Check for "sensing" ***/
469 /* No sensing when confused */
470 if (p_ptr->confused) return;
472 /* Analyze the class */
473 switch (p_ptr->pclass)
479 case CLASS_BERSERKER:
487 case CLASS_CHAOS_WARRIOR:
489 case CLASS_BEASTMASTER:
492 /* Very bad (light) sensing */
493 if (0 != randint0(240000L / (plev + 5))) return;
500 case CLASS_WARRIOR_MAGE:
505 if (0 != randint0(95000L / (plev * plev + 40))) return;
514 case CLASS_FORCETRAINER:
515 case CLASS_MINDCRAFTER:
518 if (0 != randint0(20000L / (plev * plev + 40))) return;
525 case CLASS_HIGH_MAGE:
527 case CLASS_MAGIC_EATER:
528 case CLASS_MIRROR_MASTER:
529 case CLASS_BLUE_MAGE:
532 if (0 != randint0(9000L / (plev * plev + 40))) return;
541 if (0 != randint0(20000L / ((plev+50)*(plev+50)))) return;
548 /*** Sense everything ***/
550 /* Check everything */
551 for (i = 0; i < INVEN_TOTAL; i++)
555 o_ptr = &inventory[i];
557 /* Skip empty slots */
558 if (!o_ptr->k_idx) continue;
560 /* Valid "tval" codes */
573 /* Skip non-sense machines */
576 /* Occasional failure on inventory items */
577 if ((i < INVEN_RARM) && (0 != randint0(5))) continue;
579 sense_inventory_aux(i, TRUE);
586 * Go to any level (ripped off from wiz_jump)
588 static void pattern_teleport(void)
595 if (get_check("¾¤Î³¬¤Ë¥Æ¥ì¥Ý¡¼¥È¤·¤Þ¤¹¤«¡©"))
597 if (get_check("Teleport level? "))
604 /* Only downward in ironman mode */
605 if (ironman_downward)
606 min_level = dun_level;
609 if (dungeon_type == DUNGEON_ANGBAND)
612 max_level = MAX_DEPTH - 1;
613 else if (dun_level == 100)
618 max_level = d_info[dungeon_type].maxdepth;
619 min_level = d_info[dungeon_type].mindepth;
624 sprintf(ppp, "¥Æ¥ì¥Ý¡¼¥ÈÀè:(%d-%d)", min_level, max_level);
626 sprintf(ppp, "Teleport to level (%d-%d): ", min_level, max_level);
631 sprintf(tmp_val, "%d", dun_level);
633 /* Ask for a level */
634 if (!get_string(ppp, tmp_val, 10)) return;
636 /* Extract request */
637 command_arg = atoi(tmp_val);
640 else if (get_check("Ä̾ï¥Æ¥ì¥Ý¡¼¥È¡©"))
642 else if (get_check("Normal teleport? "))
645 teleport_player(200, 0L);
654 if (command_arg < min_level) command_arg = min_level;
657 if (command_arg > max_level) command_arg = max_level;
661 msg_format("%d ³¬¤Ë¥Æ¥ì¥Ý¡¼¥È¤·¤Þ¤·¤¿¡£", command_arg);
663 msg_format("You teleport to dungeon level %d.", command_arg);
667 if (autosave_l) do_cmd_save_game(TRUE);
670 dun_level = command_arg;
674 if (record_stair) do_cmd_write_nikki(NIKKI_PAT_TELE,0,NULL);
676 p_ptr->inside_quest = 0;
680 * Clear all saved floors
681 * and create a first saved floor
683 prepare_change_floor_mode(CFM_FIRST_FLOOR);
686 p_ptr->leaving = TRUE;
690 static void wreck_the_pattern(void)
692 int to_ruin = 0, r_y, r_x;
693 int pattern_type = f_info[cave[py][px].feat].subtype;
695 if (pattern_type == PATTERN_TILE_WRECKED)
702 msg_print("¥Ñ¥¿¡¼¥ó¤ò·ì¤Ç±ø¤·¤Æ¤·¤Þ¤Ã¤¿¡ª");
703 msg_print("²¿¤«¶²¤í¤·¤¤»ö¤¬µ¯¤³¤Ã¤¿¡ª");
705 msg_print("You bleed on the Pattern!");
706 msg_print("Something terrible happens!");
711 take_hit(DAMAGE_NOESCAPE, damroll(10, 8), "¥Ñ¥¿¡¼¥ó»²õ", -1);
713 take_hit(DAMAGE_NOESCAPE, damroll(10, 8), "corrupting the Pattern", -1);
716 to_ruin = randint1(45) + 35;
720 scatter(&r_y, &r_x, py, px, 4, 0);
722 if (pattern_tile(r_y, r_x) &&
723 (f_info[cave[r_y][r_x].feat].subtype != PATTERN_TILE_WRECKED))
725 cave_set_feat(r_y, r_x, feat_pattern_corrupted);
729 cave_set_feat(py, px, feat_pattern_corrupted);
733 /* Returns TRUE if we are on the Pattern... */
734 static bool pattern_effect(void)
738 if (!pattern_tile(py, px)) return FALSE;
740 if ((prace_is_(RACE_AMBERITE)) &&
741 (p_ptr->cut > 0) && one_in_(10))
746 pattern_type = f_info[cave[py][px].feat].subtype;
748 switch (pattern_type)
750 case PATTERN_TILE_END:
751 (void)set_poisoned(0);
757 (void)do_res_stat(A_STR);
758 (void)do_res_stat(A_INT);
759 (void)do_res_stat(A_WIS);
760 (void)do_res_stat(A_DEX);
761 (void)do_res_stat(A_CON);
762 (void)do_res_stat(A_CHR);
763 (void)restore_level();
764 (void)hp_player(1000);
766 cave_set_feat(py, px, feat_pattern_old);
769 msg_print("¡Ö¥Ñ¥¿¡¼¥ó¡×¤Î¤³¤ÎÉôʬ¤Ï¾¤ÎÉôʬ¤è¤ê¶¯ÎϤǤʤ¤¤è¤¦¤À¡£");
771 msg_print("This section of the Pattern looks less powerful.");
775 * We could make the healing effect of the
776 * Pattern center one-time only to avoid various kinds
777 * of abuse, like luring the win monster into fighting you
778 * in the middle of the pattern...
782 case PATTERN_TILE_OLD:
786 case PATTERN_TILE_TELEPORT:
790 case PATTERN_TILE_WRECKED:
793 take_hit(DAMAGE_NOESCAPE, 200, "²õ¤ì¤¿¡Ö¥Ñ¥¿¡¼¥ó¡×¤òÊ⤤¤¿¥À¥á¡¼¥¸", -1);
795 take_hit(DAMAGE_NOESCAPE, 200, "walking the corrupted Pattern", -1);
800 if (prace_is_(RACE_AMBERITE) && !one_in_(2))
802 else if (!IS_INVULN())
804 take_hit(DAMAGE_NOESCAPE, damroll(1, 3), "¡Ö¥Ñ¥¿¡¼¥ó¡×¤òÊ⤤¤¿¥À¥á¡¼¥¸", -1);
806 take_hit(DAMAGE_NOESCAPE, damroll(1, 3), "walking the Pattern", -1);
819 * Regenerate hit points -RAK-
821 static void regenhp(int percent)
827 if (p_ptr->special_defense & KATA_KOUKIJIN) return;
828 if (p_ptr->action == ACTION_HAYAGAKE) return;
830 /* Save the old hitpoints */
831 old_chp = p_ptr->chp;
834 * Extract the new hitpoints
836 * 'percent' is the Regen factor in unit (1/2^16)
839 new_chp_frac = (p_ptr->mhp * percent + PY_REGEN_HPBASE);
841 /* Convert the unit (1/2^16) to (1/2^32) */
842 s64b_LSHIFT(new_chp, new_chp_frac, 16);
845 s64b_add(&(p_ptr->chp), &(p_ptr->chp_frac), new_chp, new_chp_frac);
849 if (0 < s64b_cmp(p_ptr->chp, p_ptr->chp_frac, p_ptr->mhp, 0))
851 p_ptr->chp = p_ptr->mhp;
856 if (old_chp != p_ptr->chp)
859 p_ptr->redraw |= (PR_HP);
862 p_ptr->window |= (PW_PLAYER);
870 * Regenerate mana points
872 static void regenmana(int percent)
874 s32b old_csp = p_ptr->csp;
877 * Excess mana will decay 32 times faster than normal
880 if (p_ptr->csp > p_ptr->msp)
882 /* PY_REGEN_NORMAL is the Regen factor in unit (1/2^16) */
884 u32b decay_frac = (p_ptr->msp * 32 * PY_REGEN_NORMAL + PY_REGEN_MNBASE);
886 /* Convert the unit (1/2^16) to (1/2^32) */
887 s64b_LSHIFT(decay, decay_frac, 16);
890 s64b_sub(&(p_ptr->csp), &(p_ptr->csp_frac), decay, decay_frac);
893 if (p_ptr->csp < p_ptr->msp)
895 p_ptr->csp = p_ptr->msp;
900 /* Regenerating mana (unless the player has excess mana) */
901 else if (percent > 0)
903 /* (percent/100) is the Regen factor in unit (1/2^16) */
905 u32b new_mana_frac = (p_ptr->msp * percent / 100 + PY_REGEN_MNBASE);
907 /* Convert the unit (1/2^16) to (1/2^32) */
908 s64b_LSHIFT(new_mana, new_mana_frac, 16);
911 s64b_add(&(p_ptr->csp), &(p_ptr->csp_frac), new_mana, new_mana_frac);
913 /* Must set frac to zero even if equal */
914 if (p_ptr->csp >= p_ptr->msp)
916 p_ptr->csp = p_ptr->msp;
922 /* Reduce mana (even when the player has excess mana) */
925 /* PY_REGEN_NORMAL is the Regen factor in unit (1/2^16) */
926 s32b reduce_mana = 0;
927 u32b reduce_mana_frac = (p_ptr->msp * PY_REGEN_NORMAL + PY_REGEN_MNBASE);
929 /* Convert the unit (1/2^16) to (1/2^32) */
930 s64b_LSHIFT(reduce_mana, reduce_mana_frac, 16);
933 s64b_sub(&(p_ptr->csp), &(p_ptr->csp_frac), reduce_mana, reduce_mana_frac);
945 if (old_csp != p_ptr->csp)
948 p_ptr->redraw |= (PR_MANA);
951 p_ptr->window |= (PW_PLAYER);
952 p_ptr->window |= (PW_SPELL);
963 static void regenmagic(int percent)
968 for (i = 0; i < EATER_EXT*2; i++)
970 if (!p_ptr->magic_num2[i]) continue;
971 if (p_ptr->magic_num1[i] == ((long)p_ptr->magic_num2[i] << 16)) continue;
972 new_mana = ((long)p_ptr->magic_num2[i]+adj_mag_mana[A_INT]+13) * percent / 8;
973 p_ptr->magic_num1[i] += new_mana;
975 /* Check maximum charge */
976 if (p_ptr->magic_num1[i] > (p_ptr->magic_num2[i] << 16))
978 p_ptr->magic_num1[i] = ((long)p_ptr->magic_num2[i] << 16);
982 for (i = EATER_EXT*2; i < EATER_EXT*3; i++)
984 if (!p_ptr->magic_num1[i]) continue;
985 if (!p_ptr->magic_num2[i]) continue;
986 p_ptr->magic_num1[i] -= (long)(p_ptr->magic_num2[i] * (adj_mag_mana[A_INT] + 10)) * EATER_ROD_CHARGE/16;
987 if (p_ptr->magic_num1[i] < 0) p_ptr->magic_num1[i] = 0;
998 * Regenerate the monsters (once per 100 game turns)
1000 * XXX XXX XXX Should probably be done during monster turns.
1002 static void regen_monsters(void)
1007 /* Regenerate everyone */
1008 for (i = 1; i < m_max; i++)
1010 /* Check the i'th monster */
1011 monster_type *m_ptr = &m_list[i];
1012 monster_race *r_ptr = &r_info[m_ptr->r_idx];
1015 /* Skip dead monsters */
1016 if (!m_ptr->r_idx) continue;
1018 /* Allow regeneration (if needed) */
1019 if (m_ptr->hp < m_ptr->maxhp)
1021 /* Hack -- Base regeneration */
1022 frac = m_ptr->maxhp / 100;
1024 /* Hack -- Minimal regeneration rate */
1025 if (!frac) if (one_in_(2)) frac = 1;
1027 /* Hack -- Some monsters regenerate quickly */
1028 if (r_ptr->flags2 & RF2_REGENERATE) frac *= 2;
1030 /* Hack -- Regenerate */
1033 /* Do not over-regenerate */
1034 if (m_ptr->hp > m_ptr->maxhp) m_ptr->hp = m_ptr->maxhp;
1036 /* Redraw (later) if needed */
1037 if (p_ptr->health_who == i) p_ptr->redraw |= (PR_HEALTH);
1038 if (p_ptr->riding == i) p_ptr->redraw |= (PR_UHEALTH);
1045 * Regenerate the captured monsters (once per 30 game turns)
1047 * XXX XXX XXX Should probably be done during monster turns.
1049 static void regen_captured_monsters(void)
1054 /* Regenerate everyone */
1055 for (i = 0; i < INVEN_TOTAL; i++)
1057 monster_race *r_ptr;
1058 object_type *o_ptr = &inventory[i];
1060 if (!o_ptr->k_idx) continue;
1061 if (o_ptr->tval != TV_CAPTURE) continue;
1062 if (!o_ptr->pval) continue;
1066 r_ptr = &r_info[o_ptr->pval];
1068 /* Allow regeneration (if needed) */
1069 if (o_ptr->xtra4 < o_ptr->xtra5)
1071 /* Hack -- Base regeneration */
1072 frac = o_ptr->xtra5 / 100;
1074 /* Hack -- Minimal regeneration rate */
1075 if (!frac) if (one_in_(2)) frac = 1;
1077 /* Hack -- Some monsters regenerate quickly */
1078 if (r_ptr->flags2 & RF2_REGENERATE) frac *= 2;
1080 /* Hack -- Regenerate */
1081 o_ptr->xtra4 += frac;
1083 /* Do not over-regenerate */
1084 if (o_ptr->xtra4 > o_ptr->xtra5) o_ptr->xtra4 = o_ptr->xtra5;
1091 p_ptr->notice |= (PN_COMBINE);
1094 p_ptr->window |= (PW_INVEN);
1095 p_ptr->window |= (PW_EQUIP);
1101 static void notice_lite_change(object_type *o_ptr)
1103 /* Hack -- notice interesting fuel steps */
1104 if ((o_ptr->xtra4 < 100) || (!(o_ptr->xtra4 % 100)))
1107 p_ptr->window |= (PW_EQUIP);
1110 /* Hack -- Special treatment when blind */
1113 /* Hack -- save some light for later */
1114 if (o_ptr->xtra4 == 0) o_ptr->xtra4++;
1117 /* The light is now out */
1118 else if (o_ptr->xtra4 == 0)
1122 msg_print("ÌÀ¤«¤ê¤¬¾Ã¤¨¤Æ¤·¤Þ¤Ã¤¿¡ª");
1124 msg_print("Your light has gone out!");
1127 /* Recalculate torch radius */
1128 p_ptr->update |= (PU_TORCH);
1130 /* Some ego light lose its effects without fuel */
1131 p_ptr->update |= (PU_BONUS);
1134 /* The light is getting dim */
1135 else if (o_ptr->name2 == EGO_LITE_LONG)
1137 if ((o_ptr->xtra4 < 50) && (!(o_ptr->xtra4 % 5))
1138 && (turn % (TURNS_PER_TICK*2)))
1140 if (disturb_minor) disturb(0, 0);
1142 msg_print("ÌÀ¤«¤ê¤¬Èù¤«¤Ë¤Ê¤Ã¤Æ¤¤Æ¤¤¤ë¡£");
1144 msg_print("Your light is growing faint.");
1150 /* The light is getting dim */
1151 else if ((o_ptr->xtra4 < 100) && (!(o_ptr->xtra4 % 10)))
1153 if (disturb_minor) disturb(0, 0);
1155 msg_print("ÌÀ¤«¤ê¤¬Èù¤«¤Ë¤Ê¤Ã¤Æ¤¤Æ¤¤¤ë¡£");
1157 msg_print("Your light is growing faint.");
1164 void leave_quest_check(void)
1166 /* Save quest number for dungeon pref file ($LEAVING_QUEST) */
1167 leaving_quest = p_ptr->inside_quest;
1169 /* Leaving an 'only once' quest marks it as failed */
1170 if (leaving_quest &&
1171 ((quest[leaving_quest].flags & QUEST_FLAG_ONCE) || (quest[leaving_quest].type == QUEST_TYPE_RANDOM)) &&
1172 (quest[leaving_quest].status == QUEST_STATUS_TAKEN))
1174 quest[leaving_quest].status = QUEST_STATUS_FAILED;
1175 quest[leaving_quest].complev = (byte)p_ptr->lev;
1177 /* Additional settings */
1178 switch (quest[leaving_quest].type)
1180 case QUEST_TYPE_TOWER:
1181 quest[QUEST_TOWER1].status = QUEST_STATUS_FAILED;
1182 quest[QUEST_TOWER1].complev = (byte)p_ptr->lev;
1184 case QUEST_TYPE_FIND_ARTIFACT:
1185 a_info[quest[leaving_quest].k_idx].gen_flags &= ~(TRG_QUESTITEM);
1187 case QUEST_TYPE_RANDOM:
1188 r_info[quest[leaving_quest].r_idx].flags1 &= ~(RF1_QUESTOR);
1190 /* Floor of random quest will be blocked */
1191 prepare_change_floor_mode(CFM_NO_RETURN);
1195 /* Record finishing a quest */
1196 if (quest[leaving_quest].type == QUEST_TYPE_RANDOM)
1198 if (record_rand_quest) do_cmd_write_nikki(NIKKI_RAND_QUEST_F, leaving_quest, NULL);
1202 if (record_fix_quest) do_cmd_write_nikki(NIKKI_FIX_QUEST_F, leaving_quest, NULL);
1207 void leave_tower_check(void)
1209 leaving_quest = p_ptr->inside_quest;
1210 /* Check for Tower Quest */
1211 if (leaving_quest &&
1212 (quest[leaving_quest].type == QUEST_TYPE_TOWER) &&
1213 (quest[QUEST_TOWER1].status != QUEST_STATUS_COMPLETED))
1215 if(quest[leaving_quest].type == QUEST_TYPE_TOWER)
1217 quest[QUEST_TOWER1].status = QUEST_STATUS_FAILED;
1218 quest[QUEST_TOWER1].complev = (byte)p_ptr->lev;
1225 * Forcibly pseudo-identify an object in the inventory
1228 * note: currently this function allows pseudo-id of any object,
1229 * including silly ones like potions & scrolls, which always
1230 * get '{average}'. This should be changed, either to stop such
1231 * items from being pseudo-id'd, or to allow psychometry to
1232 * detect whether the unidentified potion/scroll/etc is
1233 * good (Cure Light Wounds, Restore Strength, etc) or
1234 * bad (Poison, Weakness etc) or 'useless' (Slime Mold Juice, etc).
1236 bool psychometry(void)
1240 char o_name[MAX_NLEN];
1245 item_tester_no_ryoute = TRUE;
1248 q = "¤É¤Î¥¢¥¤¥Æ¥à¤òÄ´¤Ù¤Þ¤¹¤«¡©";
1249 s = "Ä´¤Ù¤ë¥¢¥¤¥Æ¥à¤¬¤¢¤ê¤Þ¤»¤ó¡£";
1251 q = "Meditate on which item? ";
1252 s = "You have nothing appropriate.";
1255 if (!get_item(&item, q, s, (USE_EQUIP | USE_INVEN | USE_FLOOR))) return (FALSE);
1257 /* Get the item (in the pack) */
1260 o_ptr = &inventory[item];
1263 /* Get the item (on the floor) */
1266 o_ptr = &o_list[0 - item];
1269 /* It is fully known, no information needed */
1270 if (object_is_known(o_ptr))
1273 msg_print("²¿¤â¿·¤·¤¤¤³¤È¤ÏȽ¤é¤Ê¤«¤Ã¤¿¡£");
1275 msg_print("You cannot find out anything more about that.");
1281 /* Check for a feeling */
1282 feel = value_check_aux1(o_ptr);
1284 /* Get an object description */
1285 object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
1287 /* Skip non-feelings */
1291 msg_format("%s¤«¤é¤ÏÆäËÊѤï¤Ã¤¿»ö¤Ï´¶¤¸¤È¤ì¤Ê¤«¤Ã¤¿¡£", o_name);
1293 msg_format("You do not perceive anything unusual about the %s.", o_name);
1300 msg_format("%s¤Ï%s¤È¤¤¤¦´¶¤¸¤¬¤¹¤ë...",
1301 o_name, game_inscriptions[feel]);
1303 msg_format("You feel that the %s %s %s...",
1304 o_name, ((o_ptr->number == 1) ? "is" : "are"),
1305 game_inscriptions[feel]);
1309 /* We have "felt" it */
1310 o_ptr->ident |= (IDENT_SENSE);
1313 o_ptr->feeling = feel;
1315 /* Player touches it */
1316 o_ptr->marked |= OM_TOUCHED;
1318 /* Combine / Reorder the pack (later) */
1319 p_ptr->notice |= (PN_COMBINE | PN_REORDER);
1322 p_ptr->window |= (PW_INVEN | PW_EQUIP | PW_PLAYER);
1324 /* Valid "tval" codes */
1325 switch (o_ptr->tval)
1353 /* Auto-inscription/destroy */
1354 autopick_alter_item(item, (bool)(okay && destroy_feeling));
1356 /* Something happened */
1362 * If player has inscribed the object with "!!", let him know when it's
1365 static void recharged_notice(object_type *o_ptr)
1367 char o_name[MAX_NLEN];
1371 /* No inscription */
1372 if (!o_ptr->inscription) return;
1375 s = my_strchr(quark_str(o_ptr->inscription), '!');
1377 /* Process notification request. */
1380 /* Find another '!' */
1383 /* Describe (briefly) */
1384 object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
1386 /* Notify the player */
1388 msg_format("%s¤ÏºÆ½¼Å¶¤µ¤ì¤¿¡£", o_name);
1390 if (o_ptr->number > 1)
1391 msg_format("Your %s are recharged.", o_name);
1393 msg_format("Your %s is recharged.", o_name);
1402 /* Keep looking for '!'s */
1403 s = my_strchr(s + 1, '!');
1408 static void check_music(void)
1410 const magic_type *s_ptr;
1413 u32b need_mana_frac;
1415 /* Music singed by player */
1416 if (p_ptr->pclass != CLASS_BARD) return;
1417 if (!p_ptr->magic_num1[0] && !p_ptr->magic_num1[1]) return;
1419 if (p_ptr->anti_magic)
1425 spell = p_ptr->magic_num2[0];
1426 s_ptr = &technic_info[REALM_MUSIC - MIN_TECHNIC][spell];
1428 need_mana = mod_need_mana(s_ptr->smana, spell, REALM_MUSIC);
1432 s64b_RSHIFT(need_mana, need_mana_frac, 1);
1434 if (s64b_cmp(p_ptr->csp, p_ptr->csp_frac, need_mana, need_mana_frac) < 0)
1441 s64b_sub(&(p_ptr->csp), &(p_ptr->csp_frac), need_mana, need_mana_frac);
1443 p_ptr->redraw |= PR_MANA;
1444 if (p_ptr->magic_num1[1])
1446 p_ptr->magic_num1[0] = p_ptr->magic_num1[1];
1447 p_ptr->magic_num1[1] = 0;
1449 msg_print("²Î¤òºÆ³«¤·¤¿¡£");
1451 msg_print("You restart singing.");
1453 p_ptr->action = ACTION_SING;
1455 /* Recalculate bonuses */
1456 p_ptr->update |= (PU_BONUS | PU_HP);
1458 /* Redraw map and status bar */
1459 p_ptr->redraw |= (PR_MAP | PR_STATUS | PR_STATE);
1461 /* Update monsters */
1462 p_ptr->update |= (PU_MONSTERS);
1465 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
1468 if (p_ptr->spell_exp[spell] < SPELL_EXP_BEGINNER)
1469 p_ptr->spell_exp[spell] += 5;
1470 else if(p_ptr->spell_exp[spell] < SPELL_EXP_SKILLED)
1471 { if (one_in_(2) && (dun_level > 4) && ((dun_level + 10) > p_ptr->lev)) p_ptr->spell_exp[spell] += 1; }
1472 else if(p_ptr->spell_exp[spell] < SPELL_EXP_EXPERT)
1473 { if (one_in_(5) && ((dun_level + 5) > p_ptr->lev) && ((dun_level + 5) > s_ptr->slevel)) p_ptr->spell_exp[spell] += 1; }
1474 else if(p_ptr->spell_exp[spell] < SPELL_EXP_MASTER)
1475 { if (one_in_(5) && ((dun_level + 5) > p_ptr->lev) && (dun_level > s_ptr->slevel)) p_ptr->spell_exp[spell] += 1; }
1477 /* Do any effects of continual song */
1478 do_spell(REALM_MUSIC, spell, SPELL_CONT);
1482 /* Choose one of items that have cursed flag */
1483 static object_type *choose_cursed_obj_name(u32b flag)
1486 int choices[INVEN_TOTAL-INVEN_RARM];
1489 /* Paranoia -- Player has no warning-item */
1490 if (!(p_ptr->cursed & flag)) return NULL;
1492 /* Search Inventry */
1493 for (i = INVEN_RARM; i < INVEN_TOTAL; i++)
1495 object_type *o_ptr = &inventory[i];
1497 if (o_ptr->curse_flags & flag)
1499 choices[number] = i;
1502 else if ((flag == TRC_ADD_L_CURSE) || (flag == TRC_ADD_H_CURSE))
1504 u32b cf = (flag == TRC_ADD_L_CURSE) ? TR_ADD_L_CURSE : TR_ADD_H_CURSE;
1506 object_flags(o_ptr, flgs);
1507 if (have_flag(flgs, cf))
1509 choices[number] = i;
1515 /* Choice one of them */
1516 return (&inventory[choices[randint0(number)]]);
1521 * Handle timed damage and regeneration every 10 game turns
1523 static void process_world_aux_hp_and_sp(void)
1525 feature_type *f_ptr = &f_info[cave[py][px].feat];
1526 bool cave_no_regen = FALSE;
1527 int upkeep_factor = 0;
1530 /* Default regeneration */
1531 int regen_amount = PY_REGEN_NORMAL;
1534 /*** Damage over Time ***/
1536 /* Take damage from poison */
1537 if (p_ptr->poisoned && !IS_INVULN())
1541 take_hit(DAMAGE_NOESCAPE, 1, "ÆÇ", -1);
1543 take_hit(DAMAGE_NOESCAPE, 1, "poison", -1);
1548 /* Take damage from cuts */
1549 if (p_ptr->cut && !IS_INVULN())
1553 /* Mortal wound or Deep Gash */
1554 if (p_ptr->cut > 1000)
1559 else if (p_ptr->cut > 200)
1565 else if (p_ptr->cut > 100)
1570 else if (p_ptr->cut > 50)
1575 else if (p_ptr->cut > 25)
1580 else if (p_ptr->cut > 10)
1593 take_hit(DAMAGE_NOESCAPE, dam, "Ã×Ì¿½ý", -1);
1595 take_hit(DAMAGE_NOESCAPE, dam, "a fatal wound", -1);
1601 /* (Vampires) Take damage from sunlight */
1602 if (prace_is_(RACE_VAMPIRE) || (p_ptr->mimic_form == MIMIC_VAMPIRE))
1604 if (!dun_level && !p_ptr->resist_lite && !IS_INVULN() && is_daytime())
1606 if ((cave[py][px].info & (CAVE_GLOW | CAVE_MNDK)) == CAVE_GLOW)
1610 msg_print("Æü¸÷¤¬¤¢¤Ê¤¿¤Î¥¢¥ó¥Ç¥Ã¥É¤ÎÆùÂΤò¾Æ¤¾Ç¤¬¤·¤¿¡ª");
1611 take_hit(DAMAGE_NOESCAPE, 1, "Æü¸÷", -1);
1613 msg_print("The sun's rays scorch your undead flesh!");
1614 take_hit(DAMAGE_NOESCAPE, 1, "sunlight", -1);
1617 cave_no_regen = TRUE;
1621 if (inventory[INVEN_LITE].tval && (inventory[INVEN_LITE].name2 != EGO_LITE_DARKNESS) &&
1622 !p_ptr->resist_lite)
1624 object_type * o_ptr = &inventory[INVEN_LITE];
1625 char o_name [MAX_NLEN];
1626 char ouch [MAX_NLEN+40];
1628 /* Get an object description */
1629 object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
1632 msg_format("%s¤¬¤¢¤Ê¤¿¤Î¥¢¥ó¥Ç¥Ã¥É¤ÎÆùÂΤò¾Æ¤¾Ç¤¬¤·¤¿¡ª", o_name);
1634 msg_format("The %s scorches your undead flesh!", o_name);
1638 cave_no_regen = TRUE;
1640 /* Get an object description */
1641 object_desc(o_name, o_ptr, OD_NAME_ONLY);
1644 sprintf(ouch, "%s¤òÁõÈ÷¤·¤¿¥À¥á¡¼¥¸", o_name);
1646 sprintf(ouch, "wielding %s", o_name);
1649 if (!IS_INVULN()) take_hit(DAMAGE_NOESCAPE, 1, ouch, -1);
1653 if (have_flag(f_ptr->flags, FF_LAVA) && !IS_INVULN() && !p_ptr->immune_fire)
1657 if (have_flag(f_ptr->flags, FF_DEEP))
1659 damage = 6000 + randint0(4000);
1661 else if (!p_ptr->levitation)
1663 damage = 3000 + randint0(2000);
1668 if (prace_is_(RACE_ENT)) damage += damage / 3;
1669 if (p_ptr->resist_fire) damage = damage / 3;
1670 if (IS_OPPOSE_FIRE()) damage = damage / 3;
1672 if (p_ptr->levitation) damage = damage / 5;
1674 damage = damage / 100 + (randint0(100) < (damage % 100));
1676 if (p_ptr->levitation)
1679 msg_print("Ç®¤Ç²Ð½ý¤·¤¿¡ª");
1680 take_hit(DAMAGE_NOESCAPE, damage, format("%s¤Î¾å¤ËÉâÍ·¤·¤¿¥À¥á¡¼¥¸", f_name + f_info[get_feat_mimic(&cave[py][px])].name), -1);
1682 msg_print("The heat burns you!");
1683 take_hit(DAMAGE_NOESCAPE, damage, format("flying over %s", f_name + f_info[get_feat_mimic(&cave[py][px])].name), -1);
1688 cptr name = f_name + f_info[get_feat_mimic(&cave[py][px])].name;
1690 msg_format("%s¤Ç²Ð½ý¤·¤¿¡ª", name);
1692 msg_format("The %s burns you!", name);
1694 take_hit(DAMAGE_NOESCAPE, damage, name, -1);
1697 cave_no_regen = TRUE;
1701 if (have_flag(f_ptr->flags, FF_WATER) && have_flag(f_ptr->flags, FF_DEEP) &&
1702 !p_ptr->levitation && !p_ptr->can_swim)
1704 if (p_ptr->total_weight > weight_limit())
1708 msg_print("Å®¤ì¤Æ¤¤¤ë¡ª");
1709 take_hit(DAMAGE_NOESCAPE, randint1(p_ptr->lev), "Å®¤ì", -1);
1711 msg_print("You are drowning!");
1712 take_hit(DAMAGE_NOESCAPE, randint1(p_ptr->lev), "drowning", -1);
1715 cave_no_regen = TRUE;
1722 if ((r_info[m_list[p_ptr->riding].r_idx].flags2 & RF2_AURA_FIRE) && !p_ptr->immune_fire)
1724 damage = r_info[m_list[p_ptr->riding].r_idx].level / 2;
1725 if (prace_is_(RACE_ENT)) damage += damage / 3;
1726 if (p_ptr->resist_fire) damage = damage / 3;
1727 if (IS_OPPOSE_FIRE()) damage = damage / 3;
1729 msg_print("Ç®¤¤¡ª");
1730 take_hit(DAMAGE_NOESCAPE, damage, "±ê¤Î¥ª¡¼¥é", -1);
1732 msg_print("It's hot!");
1733 take_hit(DAMAGE_NOESCAPE, damage, "Fire aura", -1);
1736 if ((r_info[m_list[p_ptr->riding].r_idx].flags2 & RF2_AURA_ELEC) && !p_ptr->immune_elec)
1738 damage = r_info[m_list[p_ptr->riding].r_idx].level / 2;
1739 if (prace_is_(RACE_ANDROID)) damage += damage / 3;
1740 if (p_ptr->resist_elec) damage = damage / 3;
1741 if (IS_OPPOSE_ELEC()) damage = damage / 3;
1743 msg_print("Äˤ¤¡ª");
1744 take_hit(DAMAGE_NOESCAPE, damage, "Åŵ¤¤Î¥ª¡¼¥é", -1);
1746 msg_print("It hurts!");
1747 take_hit(DAMAGE_NOESCAPE, damage, "Elec aura", -1);
1750 if ((r_info[m_list[p_ptr->riding].r_idx].flags3 & RF3_AURA_COLD) && !p_ptr->immune_cold)
1752 damage = r_info[m_list[p_ptr->riding].r_idx].level / 2;
1753 if (p_ptr->resist_cold) damage = damage / 3;
1754 if (IS_OPPOSE_COLD()) damage = damage / 3;
1756 msg_print("Î䤿¤¤¡ª");
1757 take_hit(DAMAGE_NOESCAPE, damage, "Î䵤¤Î¥ª¡¼¥é", -1);
1759 msg_print("It's cold!");
1760 take_hit(DAMAGE_NOESCAPE, damage, "Cold aura", -1);
1765 /* Spectres -- take damage when moving through walls */
1767 * Added: ANYBODY takes damage if inside through walls
1768 * without wraith form -- NOTE: Spectres will never be
1769 * reduced below 0 hp by being inside a stone wall; others
1772 if (!have_flag(f_ptr->flags, FF_MOVE) && !have_flag(f_ptr->flags, FF_CAN_FLY))
1774 if (!IS_INVULN() && !p_ptr->wraith_form && !p_ptr->kabenuke &&
1775 ((p_ptr->chp > (p_ptr->lev / 5)) || !p_ptr->pass_wall))
1779 cave_no_regen = TRUE;
1781 if (p_ptr->pass_wall)
1784 msg_print("ÂΤÎʬ»Ò¤¬Ê¬²ò¤·¤¿µ¤¤¬¤¹¤ë¡ª");
1787 msg_print("Your molecules feel disrupted!");
1788 dam_desc = "density";
1794 msg_print("Êø¤ì¤¿´ä¤Ë²¡¤·ÄÙ¤µ¤ì¤¿¡ª");
1795 dam_desc = "¹Å¤¤´ä";
1797 msg_print("You are being crushed!");
1798 dam_desc = "solid rock";
1802 take_hit(DAMAGE_NOESCAPE, 1 + (p_ptr->lev / 5), dam_desc, -1);
1807 /*** handle regeneration ***/
1810 if (p_ptr->food < PY_FOOD_WEAK)
1812 /* Lower regeneration */
1813 if (p_ptr->food < PY_FOOD_STARVE)
1817 else if (p_ptr->food < PY_FOOD_FAINT)
1819 regen_amount = PY_REGEN_FAINT;
1823 regen_amount = PY_REGEN_WEAK;
1827 /* Are we walking the pattern? */
1828 if (pattern_effect())
1830 cave_no_regen = TRUE;
1834 /* Regeneration ability */
1835 if (p_ptr->regenerate)
1837 regen_amount = regen_amount * 2;
1839 if (p_ptr->special_defense & (KAMAE_MASK | KATA_MASK))
1843 if (p_ptr->cursed & TRC_SLOW_REGEN)
1850 /* Searching or Resting */
1851 if ((p_ptr->action == ACTION_SEARCH) || (p_ptr->action == ACTION_REST))
1853 regen_amount = regen_amount * 2;
1856 upkeep_factor = calculate_upkeep();
1858 /* No regeneration while special action */
1859 if ((p_ptr->action == ACTION_LEARN) ||
1860 (p_ptr->action == ACTION_HAYAGAKE) ||
1861 (p_ptr->special_defense & KATA_KOUKIJIN))
1863 upkeep_factor += 100;
1866 /* Regenerate the mana */
1867 upkeep_regen = (100 - upkeep_factor) * regen_amount;
1868 regenmana(upkeep_regen);
1871 /* Recharge magic eater's power */
1872 if (p_ptr->pclass == CLASS_MAGIC_EATER)
1874 regenmagic(regen_amount);
1877 if ((p_ptr->csp == 0) && (p_ptr->csp_frac == 0))
1879 while (upkeep_factor > 100)
1882 msg_print("¤³¤ó¤Ê¤Ë¿¤¯¤Î¥Ú¥Ã¥È¤òÀ©¸æ¤Ç¤¤Ê¤¤¡ª");
1884 msg_print("Too many pets to control at once!");
1887 do_cmd_pet_dismiss();
1889 upkeep_factor = calculate_upkeep();
1892 msg_format("°Ý»ý£Í£Ð¤Ï %d%%", upkeep_factor);
1894 msg_format("Upkeep: %d%% mana.", upkeep_factor);
1900 /* Poisoned or cut yields no healing */
1901 if (p_ptr->poisoned) regen_amount = 0;
1902 if (p_ptr->cut) regen_amount = 0;
1904 /* Special floor -- Pattern, in a wall -- yields no healing */
1905 if (cave_no_regen) regen_amount = 0;
1907 regen_amount = (regen_amount * mutant_regenerate_mod) / 100;
1909 /* Regenerate Hit Points if needed */
1910 if ((p_ptr->chp < p_ptr->mhp) && !cave_no_regen)
1912 regenhp(regen_amount);
1918 * Handle timeout every 10 game turns
1920 static void process_world_aux_timeout(void)
1922 const int dec_count = (easy_band ? 2 : 1);
1924 /*** Timeout Various Things ***/
1927 if (p_ptr->tim_mimic)
1929 (void)set_mimic(p_ptr->tim_mimic - 1, p_ptr->mimic_form, TRUE);
1932 /* Hack -- Hallucinating */
1935 (void)set_image(p_ptr->image - dec_count);
1941 (void)set_blind(p_ptr->blind - dec_count);
1944 /* Times see-invisible */
1945 if (p_ptr->tim_invis)
1947 (void)set_tim_invis(p_ptr->tim_invis - 1, TRUE);
1958 (void)set_tim_esp(p_ptr->tim_esp - 1, TRUE);
1961 /* Timed temporary elemental brands. -LM- */
1962 if (p_ptr->ele_attack)
1964 p_ptr->ele_attack--;
1966 /* Clear all temporary elemental brands. */
1967 if (!p_ptr->ele_attack) set_ele_attack(0, 0);
1970 /* Timed temporary elemental immune. -LM- */
1971 if (p_ptr->ele_immune)
1973 p_ptr->ele_immune--;
1975 /* Clear all temporary elemental brands. */
1976 if (!p_ptr->ele_immune) set_ele_immune(0, 0);
1979 /* Timed infra-vision */
1980 if (p_ptr->tim_infra)
1982 (void)set_tim_infra(p_ptr->tim_infra - 1, TRUE);
1986 if (p_ptr->tim_stealth)
1988 (void)set_tim_stealth(p_ptr->tim_stealth - 1, TRUE);
1991 /* Timed levitation */
1992 if (p_ptr->tim_levitation)
1994 (void)set_tim_levitation(p_ptr->tim_levitation - 1, TRUE);
1997 /* Timed sh_touki */
1998 if (p_ptr->tim_sh_touki)
2000 (void)set_tim_sh_touki(p_ptr->tim_sh_touki - 1, TRUE);
2004 if (p_ptr->tim_sh_fire)
2006 (void)set_tim_sh_fire(p_ptr->tim_sh_fire - 1, TRUE);
2010 if (p_ptr->tim_sh_holy)
2012 (void)set_tim_sh_holy(p_ptr->tim_sh_holy - 1, TRUE);
2016 if (p_ptr->tim_eyeeye)
2018 (void)set_tim_eyeeye(p_ptr->tim_eyeeye - 1, TRUE);
2021 /* Timed resist-magic */
2022 if (p_ptr->resist_magic)
2024 (void)set_resist_magic(p_ptr->resist_magic - 1, TRUE);
2027 /* Timed regeneration */
2028 if (p_ptr->tim_regen)
2030 (void)set_tim_regen(p_ptr->tim_regen - 1, TRUE);
2033 /* Timed resist nether */
2034 if (p_ptr->tim_res_nether)
2036 (void)set_tim_res_nether(p_ptr->tim_res_nether - 1, TRUE);
2039 /* Timed resist time */
2040 if (p_ptr->tim_res_time)
2042 (void)set_tim_res_time(p_ptr->tim_res_time - 1, TRUE);
2046 if (p_ptr->tim_reflect)
2048 (void)set_tim_reflect(p_ptr->tim_reflect - 1, TRUE);
2052 if (p_ptr->multishadow)
2054 (void)set_multishadow(p_ptr->multishadow - 1, TRUE);
2057 /* Timed Robe of dust */
2058 if (p_ptr->dustrobe)
2060 (void)set_dustrobe(p_ptr->dustrobe - 1, TRUE);
2063 /* Timed infra-vision */
2064 if (p_ptr->kabenuke)
2066 (void)set_kabenuke(p_ptr->kabenuke - 1, TRUE);
2070 if (p_ptr->paralyzed)
2072 (void)set_paralyzed(p_ptr->paralyzed - dec_count);
2076 if (p_ptr->confused)
2078 (void)set_confused(p_ptr->confused - dec_count);
2084 (void)set_afraid(p_ptr->afraid - dec_count);
2090 (void)set_fast(p_ptr->fast - 1, TRUE);
2096 (void)set_slow(p_ptr->slow - dec_count, TRUE);
2099 /* Protection from evil */
2100 if (p_ptr->protevil)
2102 (void)set_protevil(p_ptr->protevil - 1, TRUE);
2105 /* Invulnerability */
2108 (void)set_invuln(p_ptr->invuln - 1, TRUE);
2112 if (p_ptr->wraith_form)
2114 (void)set_wraith_form(p_ptr->wraith_form - 1, TRUE);
2120 (void)set_hero(p_ptr->hero - 1, TRUE);
2126 (void)set_shero(p_ptr->shero - 1, TRUE);
2132 (void)set_blessed(p_ptr->blessed - 1, TRUE);
2138 (void)set_shield(p_ptr->shield - 1, TRUE);
2142 if (p_ptr->tsubureru)
2144 (void)set_tsubureru(p_ptr->tsubureru - 1, TRUE);
2148 if (p_ptr->magicdef)
2150 (void)set_magicdef(p_ptr->magicdef - 1, TRUE);
2154 if (p_ptr->tsuyoshi)
2156 (void)set_tsuyoshi(p_ptr->tsuyoshi - 1, TRUE);
2160 if (p_ptr->oppose_acid)
2162 (void)set_oppose_acid(p_ptr->oppose_acid - 1, TRUE);
2165 /* Oppose Lightning */
2166 if (p_ptr->oppose_elec)
2168 (void)set_oppose_elec(p_ptr->oppose_elec - 1, TRUE);
2172 if (p_ptr->oppose_fire)
2174 (void)set_oppose_fire(p_ptr->oppose_fire - 1, TRUE);
2178 if (p_ptr->oppose_cold)
2180 (void)set_oppose_cold(p_ptr->oppose_cold - 1, TRUE);
2184 if (p_ptr->oppose_pois)
2186 (void)set_oppose_pois(p_ptr->oppose_pois - 1, TRUE);
2191 (void)set_ultimate_res(p_ptr->ult_res - 1, TRUE);
2194 /*** Poison and Stun and Cut ***/
2197 if (p_ptr->poisoned)
2199 int adjust = adj_con_fix[p_ptr->stat_ind[A_CON]] + 1;
2201 /* Apply some healing */
2202 (void)set_poisoned(p_ptr->poisoned - adjust);
2208 int adjust = adj_con_fix[p_ptr->stat_ind[A_CON]] + 1;
2210 /* Apply some healing */
2211 (void)set_stun(p_ptr->stun - adjust);
2217 int adjust = adj_con_fix[p_ptr->stat_ind[A_CON]] + 1;
2219 /* Hack -- Truly "mortal" wound */
2220 if (p_ptr->cut > 1000) adjust = 0;
2222 /* Apply some healing */
2223 (void)set_cut(p_ptr->cut - adjust);
2229 * Handle burning fuel every 10 game turns
2231 static void process_world_aux_light(void)
2233 /* Check for light being wielded */
2234 object_type *o_ptr = &inventory[INVEN_LITE];
2236 /* Burn some fuel in the current lite */
2237 if (o_ptr->tval == TV_LITE)
2239 /* Hack -- Use some fuel (except on artifacts) */
2240 if (!(object_is_fixed_artifact(o_ptr) || o_ptr->sval == SV_LITE_FEANOR) && (o_ptr->xtra4 > 0))
2242 /* Decrease life-span */
2243 if (o_ptr->name2 == EGO_LITE_LONG)
2245 if (turn % (TURNS_PER_TICK*2)) o_ptr->xtra4--;
2247 else o_ptr->xtra4--;
2249 /* Notice interesting fuel steps */
2250 notice_lite_change(o_ptr);
2257 * Handle mutation effects once every 10 game turns
2259 static void process_world_aux_mutation(void)
2261 /* No mutation with effects */
2262 if (!p_ptr->muta2) return;
2264 /* No effect on monster arena */
2265 if (p_ptr->inside_battle) return;
2267 /* No effect on the global map */
2268 if (p_ptr->wild_mode) return;
2271 if ((p_ptr->muta2 & MUT2_BERS_RAGE) && one_in_(3000))
2275 msg_print("¥¦¥¬¥¡¥¡¥¢¡ª");
2276 msg_print("·ãÅܤÎȯºî¤Ë½±¤ï¤ì¤¿¡ª");
2278 msg_print("RAAAAGHH!");
2279 msg_print("You feel a fit of rage coming over you!");
2282 (void)set_shero(10 + randint1(p_ptr->lev), FALSE);
2283 (void)set_afraid(0);
2286 if ((p_ptr->muta2 & MUT2_COWARDICE) && (randint1(3000) == 13))
2288 if (!p_ptr->resist_fear)
2292 msg_print("¤È¤Æ¤â°Å¤¤... ¤È¤Æ¤â¶²¤¤¡ª");
2294 msg_print("It's so dark... so scary!");
2297 set_afraid(p_ptr->afraid + 13 + randint1(26));
2301 if ((p_ptr->muta2 & MUT2_RTELEPORT) && (randint1(5000) == 88))
2303 if (!p_ptr->resist_nexus && !(p_ptr->muta1 & MUT1_VTELEPORT) &&
2308 /* Teleport player */
2310 msg_print("¤¢¤Ê¤¿¤Î°ÌÃÖ¤ÏÆÍÁ³¤Ò¤¸¤ç¤¦¤ËÉÔ³ÎÄê¤Ë¤Ê¤Ã¤¿...");
2312 msg_print("Your position suddenly seems very uncertain...");
2316 teleport_player(40, TELEPORT_PASSIVE);
2320 if ((p_ptr->muta2 & MUT2_ALCOHOL) && (randint1(6400) == 321))
2322 if (!p_ptr->resist_conf && !p_ptr->resist_chaos)
2325 p_ptr->redraw |= PR_EXTRA;
2327 msg_print("¤¤¤Ò¤¤¬¤â¡¼¤í¡¼¤È¤Ò¤Æ¤¤¿¤¤¬¤Õ¤ë...¥Ò¥Ã¥¯¡ª");
2329 msg_print("You feel a SSSCHtupor cOmINg over yOu... *HIC*!");
2334 if (!p_ptr->resist_conf)
2336 (void)set_confused(p_ptr->confused + randint0(20) + 15);
2339 if (!p_ptr->resist_chaos)
2344 if (one_in_(3)) lose_all_info();
2346 (void)teleport_player_aux(100, TELEPORT_NONMAGICAL | TELEPORT_PASSIVE);
2349 msg_print("¤¢¤Ê¤¿¤Ï¸«ÃΤé¤Ì¾ì½ê¤ÇÌܤ¬Àä᤿...Ƭ¤¬Äˤ¤¡£");
2350 msg_print("²¿¤â³Ð¤¨¤Æ¤¤¤Ê¤¤¡£¤É¤¦¤ä¤Ã¤Æ¤³¤³¤ËÍ褿¤«¤âʬ¤«¤é¤Ê¤¤¡ª");
2352 msg_print("You wake up somewhere with a sore head...");
2353 msg_print("You can't remember a thing, or how you got here!");
2362 msg_print("¤¡Á¤ì¤¤¤Ê¤Á¤ç¤ª¤Á¤ç¤é¤È¤ó¤ì¤¤¤ë¡Á");
2364 msg_print("Thishcischs GooDSChtuff!");
2367 (void)set_image(p_ptr->image + randint0(150) + 150);
2373 if ((p_ptr->muta2 & MUT2_HALLU) && (randint1(6400) == 42))
2375 if (!p_ptr->resist_chaos)
2378 p_ptr->redraw |= PR_EXTRA;
2379 (void)set_image(p_ptr->image + randint0(50) + 20);
2383 if ((p_ptr->muta2 & MUT2_FLATULENT) && (randint1(3000) == 13))
2388 msg_print("¥Ö¥¥¡¼¡¼¥Ã¡ª¤ª¤Ã¤È¡£");
2390 msg_print("BRRAAAP! Oops.");
2394 fire_ball(GF_POIS, 0, p_ptr->lev, 3);
2397 if ((p_ptr->muta2 & MUT2_PROD_MANA) &&
2398 !p_ptr->anti_magic && one_in_(9000))
2403 msg_print("ËâË¡¤Î¥¨¥Í¥ë¥®¡¼¤¬ÆÍÁ³¤¢¤Ê¤¿¤ÎÃæ¤Ëή¤ì¹þ¤ó¤Ç¤¤¿¡ª¥¨¥Í¥ë¥®¡¼¤ò²òÊü¤·¤Ê¤±¤ì¤Ð¤Ê¤é¤Ê¤¤¡ª");
2405 msg_print("Magical energy flows through you! You must release it!");
2410 (void)get_hack_dir(&dire);
2411 fire_ball(GF_MANA, dire, p_ptr->lev * 2, 3);
2414 if ((p_ptr->muta2 & MUT2_ATT_DEMON) &&
2415 !p_ptr->anti_magic && (randint1(6666) == 666))
2417 bool pet = one_in_(6);
2418 u32b mode = PM_ALLOW_GROUP;
2420 if (pet) mode |= PM_FORCE_PET;
2421 else mode |= (PM_ALLOW_UNIQUE | PM_NO_PET);
2423 if (summon_specific((pet ? -1 : 0), py, px,
2424 dun_level, SUMMON_DEMON, mode))
2427 msg_print("¤¢¤Ê¤¿¤Ï¥Ç¡¼¥â¥ó¤ò°ú¤´ó¤»¤¿¡ª");
2429 msg_print("You have attracted a demon!");
2436 if ((p_ptr->muta2 & MUT2_SPEED_FLUX) && one_in_(6000))
2442 msg_print("ÀºÎÏŪ¤Ç¤Ê¤¯¤Ê¤Ã¤¿µ¤¤¬¤¹¤ë¡£");
2444 msg_print("You feel less energetic.");
2447 if (p_ptr->fast > 0)
2453 set_slow(randint1(30) + 10, FALSE);
2459 msg_print("ÀºÎÏŪ¤Ë¤Ê¤Ã¤¿µ¤¤¬¤¹¤ë¡£");
2461 msg_print("You feel more energetic.");
2464 if (p_ptr->slow > 0)
2470 set_fast(randint1(30) + 10, FALSE);
2475 if ((p_ptr->muta2 & MUT2_BANISH_ALL) && one_in_(9000))
2479 msg_print("ÆÍÁ³¤Û¤È¤ó¤É¸ÉÆȤˤʤ俵¤¤¬¤¹¤ë¡£");
2481 msg_print("You suddenly feel almost lonely.");
2484 banish_monsters(100);
2485 if (!dun_level && p_ptr->town_num)
2489 /* Pick a random shop (except home) */
2492 n = randint0(MAX_STORES);
2494 while ((n == STORE_HOME) || (n == STORE_MUSEUM));
2497 msg_print("Ź¤Î¼ç¿Í¤¬µÖ¤Ë¸þ¤«¤Ã¤ÆÁö¤Ã¤Æ¤¤¤ë¡ª");
2499 msg_print("You see one of the shopkeepers running for the hills!");
2507 if ((p_ptr->muta2 & MUT2_EAT_LIGHT) && one_in_(3000))
2512 msg_print("±Æ¤Ë¤Ä¤Ä¤Þ¤ì¤¿¡£");
2514 msg_print("A shadow passes over you.");
2519 /* Absorb light from the current possition */
2520 if ((cave[py][px].info & (CAVE_GLOW | CAVE_MNDK)) == CAVE_GLOW)
2525 o_ptr = &inventory[INVEN_LITE];
2527 /* Absorb some fuel in the current lite */
2528 if (o_ptr->tval == TV_LITE)
2530 /* Use some fuel (except on artifacts) */
2531 if (!object_is_fixed_artifact(o_ptr) && (o_ptr->xtra4 > 0))
2533 /* Heal the player a bit */
2534 hp_player(o_ptr->xtra4 / 20);
2536 /* Decrease life-span of lite */
2540 msg_print("¸÷¸»¤«¤é¥¨¥Í¥ë¥®¡¼¤òµÛ¼ý¤·¤¿¡ª");
2542 msg_print("You absorb energy from your light!");
2546 /* Notice interesting fuel steps */
2547 notice_lite_change(o_ptr);
2552 * Unlite the area (radius 10) around player and
2553 * do 50 points damage to every affected monster
2555 unlite_area(50, 10);
2558 if ((p_ptr->muta2 & MUT2_ATT_ANIMAL) &&
2559 !p_ptr->anti_magic && one_in_(7000))
2561 bool pet = one_in_(3);
2562 u32b mode = PM_ALLOW_GROUP;
2564 if (pet) mode |= PM_FORCE_PET;
2565 else mode |= (PM_ALLOW_UNIQUE | PM_NO_PET);
2567 if (summon_specific((pet ? -1 : 0), py, px, dun_level, SUMMON_ANIMAL, mode))
2570 msg_print("ưʪ¤ò°ú¤´ó¤»¤¿¡ª");
2572 msg_print("You have attracted an animal!");
2579 if ((p_ptr->muta2 & MUT2_RAW_CHAOS) &&
2580 !p_ptr->anti_magic && one_in_(8000))
2584 msg_print("¼þ¤ê¤Î¶õ´Ö¤¬ÏĤó¤Ç¤¤¤ëµ¤¤¬¤¹¤ë¡ª");
2586 msg_print("You feel the world warping around you!");
2590 fire_ball(GF_CHAOS, 0, p_ptr->lev, 8);
2592 if ((p_ptr->muta2 & MUT2_NORMALITY) && one_in_(5000))
2594 if (!lose_mutation(0))
2596 msg_print("´ñ̯¤Ê¤¯¤é¤¤ÉáÄ̤ˤʤ俵¤¤¬¤¹¤ë¡£");
2598 msg_print("You feel oddly normal.");
2602 if ((p_ptr->muta2 & MUT2_WRAITH) && !p_ptr->anti_magic && one_in_(3000))
2606 msg_print("Èóʪ¼Á²½¤·¤¿¡ª");
2608 msg_print("You feel insubstantial!");
2612 set_wraith_form(randint1(p_ptr->lev / 2) + (p_ptr->lev / 2), FALSE);
2614 if ((p_ptr->muta2 & MUT2_POLY_WOUND) && one_in_(3000))
2618 if ((p_ptr->muta2 & MUT2_WASTING) && one_in_(3000))
2620 int which_stat = randint0(6);
2621 int sustained = FALSE;
2626 if (p_ptr->sustain_str) sustained = TRUE;
2629 if (p_ptr->sustain_int) sustained = TRUE;
2632 if (p_ptr->sustain_wis) sustained = TRUE;
2635 if (p_ptr->sustain_dex) sustained = TRUE;
2638 if (p_ptr->sustain_con) sustained = TRUE;
2641 if (p_ptr->sustain_chr) sustained = TRUE;
2645 msg_print("ÉÔÀµ¤Ê¾õÂÖ¡ª");
2647 msg_print("Invalid stat chosen!");
2657 msg_print("¼«Ê¬¤¬¿ê¼å¤·¤Æ¤¤¤¯¤Î¤¬Ê¬¤«¤ë¡ª");
2659 msg_print("You can feel yourself wasting away!");
2663 (void)dec_stat(which_stat, randint1(6) + 6, one_in_(3));
2666 if ((p_ptr->muta2 & MUT2_ATT_DRAGON) &&
2667 !p_ptr->anti_magic && one_in_(3000))
2669 bool pet = one_in_(5);
2670 u32b mode = PM_ALLOW_GROUP;
2672 if (pet) mode |= PM_FORCE_PET;
2673 else mode |= (PM_ALLOW_UNIQUE | PM_NO_PET);
2675 if (summon_specific((pet ? -1 : 0), py, px, dun_level, SUMMON_DRAGON, mode))
2678 msg_print("¥É¥é¥´¥ó¤ò°ú¤´ó¤»¤¿¡ª");
2680 msg_print("You have attracted a dragon!");
2686 if ((p_ptr->muta2 & MUT2_WEIRD_MIND) && !p_ptr->anti_magic &&
2689 if (p_ptr->tim_esp > 0)
2692 msg_print("Àº¿À¤Ë¤â¤ä¤¬¤«¤«¤Ã¤¿¡ª");
2694 msg_print("Your mind feels cloudy!");
2697 set_tim_esp(0, TRUE);
2702 msg_print("Àº¿À¤¬¹¤¬¤Ã¤¿¡ª");
2704 msg_print("Your mind expands!");
2707 set_tim_esp(p_ptr->lev, FALSE);
2710 if ((p_ptr->muta2 & MUT2_NAUSEA) && !p_ptr->slow_digest &&
2715 msg_print("°ß¤¬áÛÚ»¤·¡¢¿©»ö¤ò¼º¤Ã¤¿¡ª");
2717 msg_print("Your stomach roils, and you lose your lunch!");
2721 set_food(PY_FOOD_WEAK);
2722 if (music_singing_any()) stop_singing();
2723 if (hex_spelling_any()) stop_hex_spell_all();
2726 if ((p_ptr->muta2 & MUT2_WALK_SHAD) &&
2727 !p_ptr->anti_magic && one_in_(12000) && !p_ptr->inside_arena)
2732 if ((p_ptr->muta2 & MUT2_WARNING) && one_in_(1000))
2734 int danger_amount = 0;
2737 for (monster = 0; monster < m_max; monster++)
2739 monster_type *m_ptr = &m_list[monster];
2740 monster_race *r_ptr = &r_info[m_ptr->r_idx];
2742 /* Paranoia -- Skip dead monsters */
2743 if (!m_ptr->r_idx) continue;
2745 if (r_ptr->level >= p_ptr->lev)
2747 danger_amount += r_ptr->level - p_ptr->lev + 1;
2751 if (danger_amount > 100)
2753 msg_print("Èó¾ï¤Ë¶²¤í¤·¤¤µ¤¤¬¤¹¤ë¡ª");
2755 msg_print("You feel utterly terrified!");
2758 else if (danger_amount > 50)
2760 msg_print("¶²¤í¤·¤¤µ¤¤¬¤¹¤ë¡ª");
2762 msg_print("You feel terrified!");
2765 else if (danger_amount > 20)
2767 msg_print("Èó¾ï¤Ë¿´Çۤʵ¤¤¬¤¹¤ë¡ª");
2769 msg_print("You feel very worried!");
2772 else if (danger_amount > 10)
2774 msg_print("¿´Çۤʵ¤¤¬¤¹¤ë¡ª");
2776 msg_print("You feel paranoid!");
2779 else if (danger_amount > 5)
2781 msg_print("¤Û¤È¤ó¤É°ÂÁ´¤Êµ¤¤¬¤¹¤ë¡£");
2783 msg_print("You feel almost safe.");
2788 msg_print("¼ä¤·¤¤µ¤¤¬¤¹¤ë¡£");
2790 msg_print("You feel lonely.");
2794 if ((p_ptr->muta2 & MUT2_INVULN) && !p_ptr->anti_magic &&
2799 msg_print("̵Ũ¤Êµ¤¤¬¤¹¤ë¡ª");
2801 msg_print("You feel invincible!");
2805 (void)set_invuln(randint1(8) + 8, FALSE);
2807 if ((p_ptr->muta2 & MUT2_SP_TO_HP) && one_in_(2000))
2809 int wounds = p_ptr->mhp - p_ptr->chp;
2813 int healing = p_ptr->csp;
2815 if (healing > wounds)
2821 p_ptr->csp -= healing;
2824 p_ptr->redraw |= (PR_MANA);
2827 if ((p_ptr->muta2 & MUT2_HP_TO_SP) && !p_ptr->anti_magic &&
2830 int wounds = p_ptr->msp - p_ptr->csp;
2834 int healing = p_ptr->chp;
2836 if (healing > wounds)
2841 p_ptr->csp += healing;
2844 p_ptr->redraw |= (PR_MANA);
2846 take_hit(DAMAGE_LOSELIFE, healing, "Ƭ¤Ë¾º¤Ã¤¿·ì", -1);
2848 take_hit(DAMAGE_LOSELIFE, healing, "blood rushing to the head", -1);
2853 if ((p_ptr->muta2 & MUT2_DISARM) && one_in_(10000))
2856 object_type *o_ptr = NULL;
2860 msg_print("¤¬¤â¤Ä¤ì¤Æž¤ó¤À¡ª");
2861 take_hit(DAMAGE_NOESCAPE, randint1(p_ptr->wt / 6), "žÅÝ", -1);
2863 msg_print("You trip over your own feet!");
2864 take_hit(DAMAGE_NOESCAPE, randint1(p_ptr->wt / 6), "tripping", -1);
2868 if (buki_motteruka(INVEN_RARM))
2871 o_ptr = &inventory[INVEN_RARM];
2873 if (buki_motteruka(INVEN_LARM) && one_in_(2))
2875 o_ptr = &inventory[INVEN_LARM];
2879 else if (buki_motteruka(INVEN_LARM))
2881 o_ptr = &inventory[INVEN_LARM];
2885 if (slot && !object_is_cursed(o_ptr))
2888 msg_print("Éð´ï¤òÍî¤È¤·¤Æ¤·¤Þ¤Ã¤¿¡ª");
2890 msg_print("You drop your weapon!");
2892 inven_drop(slot, 1);
2898 * Handle curse effects once every 10 game turns
2900 static void process_world_aux_curse(void)
2902 if ((p_ptr->cursed & TRC_P_FLAG_MASK) && !p_ptr->inside_battle && !p_ptr->wild_mode)
2905 * Hack: Uncursed teleporting items (e.g. Trump Weapons)
2906 * can actually be useful!
2908 if ((p_ptr->cursed & TRC_TELEPORT_SELF) && one_in_(200))
2910 char o_name[MAX_NLEN];
2912 int i, i_keep = 0, count = 0;
2914 /* Scan the equipment with random teleport ability */
2915 for (i = INVEN_RARM; i < INVEN_TOTAL; i++)
2917 u32b flgs[TR_FLAG_SIZE];
2918 o_ptr = &inventory[i];
2920 /* Skip non-objects */
2921 if (!o_ptr->k_idx) continue;
2923 /* Extract the item flags */
2924 object_flags(o_ptr, flgs);
2926 if (have_flag(flgs, TR_TELEPORT))
2928 /* {.} will stop random teleportation. */
2929 if (!o_ptr->inscription || !my_strchr(quark_str(o_ptr->inscription), '.'))
2932 if (one_in_(count)) i_keep = i;
2937 o_ptr = &inventory[i_keep];
2938 object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
2941 msg_format("%s¤¬¥Æ¥ì¥Ý¡¼¥È¤ÎǽÎϤòȯư¤µ¤»¤è¤¦¤È¤·¤Æ¤¤¤ë¡£", o_name);
2943 msg_format("Your %s is activating teleportation.", o_name);
2947 if (get_check_strict("¥Æ¥ì¥Ý¡¼¥È¤·¤Þ¤¹¤«¡©", CHECK_OKAY_CANCEL))
2949 if (get_check_strict("Teleport? ", CHECK_OKAY_CANCEL))
2953 teleport_player(50, 0L);
2958 msg_format("%s¤Ë{.}(¥Ô¥ê¥ª¥É)¤ÈÌäò¹ï¤à¤Èȯư¤òÍÞÀ©¤Ç¤¤Þ¤¹¡£", o_name);
2960 msg_format("You can inscribe {.} on your %s to disable random teleportation. ", o_name);
2965 /* Make a chainsword noise */
2966 if ((p_ptr->cursed & TRC_CHAINSWORD) && one_in_(CHAINSWORD_NOISE))
2970 if (!get_rnd_line("chainswd_j.txt", 0, noise))
2972 if (!get_rnd_line("chainswd.txt", 0, noise))
2975 disturb(FALSE, FALSE);
2978 if ((p_ptr->cursed & TRC_TY_CURSE) && one_in_(TY_CURSE_CHANCE))
2981 (void)activate_ty_curse(FALSE, &count);
2983 /* Handle experience draining */
2984 if (p_ptr->prace != RACE_ANDROID &&
2985 ((p_ptr->cursed & TRC_DRAIN_EXP) && one_in_(4)))
2987 p_ptr->exp -= (p_ptr->lev+1)/2;
2988 if (p_ptr->exp < 0) p_ptr->exp = 0;
2989 p_ptr->max_exp -= (p_ptr->lev+1)/2;
2990 if (p_ptr->max_exp < 0) p_ptr->max_exp = 0;
2993 /* Add light curse (Later) */
2994 if ((p_ptr->cursed & TRC_ADD_L_CURSE) && one_in_(2000))
2999 o_ptr = choose_cursed_obj_name(TRC_ADD_L_CURSE);
3001 new_curse = get_curse(0, o_ptr);
3002 if (!(o_ptr->curse_flags & new_curse))
3004 char o_name[MAX_NLEN];
3006 object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
3008 o_ptr->curse_flags |= new_curse;
3010 msg_format("°°Õ¤ËËþ¤Á¤¿¹õ¤¤¥ª¡¼¥é¤¬%s¤ò¤È¤ê¤Þ¤¤¤¿...", o_name);
3012 msg_format("There is a malignant black aura surrounding your %s...", o_name);
3015 o_ptr->feeling = FEEL_NONE;
3017 p_ptr->update |= (PU_BONUS);
3020 /* Add heavy curse (Later) */
3021 if ((p_ptr->cursed & TRC_ADD_H_CURSE) && one_in_(2000))
3026 o_ptr = choose_cursed_obj_name(TRC_ADD_H_CURSE);
3028 new_curse = get_curse(1, o_ptr);
3029 if (!(o_ptr->curse_flags & new_curse))
3031 char o_name[MAX_NLEN];
3033 object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
3035 o_ptr->curse_flags |= new_curse;
3037 msg_format("°°Õ¤ËËþ¤Á¤¿¹õ¤¤¥ª¡¼¥é¤¬%s¤ò¤È¤ê¤Þ¤¤¤¿...", o_name);
3039 msg_format("There is a malignant black aura surrounding your %s...", o_name);
3042 o_ptr->feeling = FEEL_NONE;
3044 p_ptr->update |= (PU_BONUS);
3048 if ((p_ptr->cursed & TRC_CALL_ANIMAL) && one_in_(2500))
3050 if (summon_specific(0, py, px, dun_level, SUMMON_ANIMAL,
3051 (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE | PM_NO_PET)))
3053 char o_name[MAX_NLEN];
3055 object_desc(o_name, choose_cursed_obj_name(TRC_CALL_ANIMAL), (OD_OMIT_PREFIX | OD_NAME_ONLY));
3057 msg_format("%s¤¬Æ°Êª¤ò°ú¤´ó¤»¤¿¡ª", o_name);
3059 msg_format("Your %s have attracted an animal!", o_name);
3066 if ((p_ptr->cursed & TRC_CALL_DEMON) && one_in_(1111))
3068 if (summon_specific(0, py, px, dun_level, SUMMON_DEMON, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE | PM_NO_PET)))
3070 char o_name[MAX_NLEN];
3072 object_desc(o_name, choose_cursed_obj_name(TRC_CALL_DEMON), (OD_OMIT_PREFIX | OD_NAME_ONLY));
3074 msg_format("%s¤¬°Ëâ¤ò°ú¤´ó¤»¤¿¡ª", o_name);
3076 msg_format("Your %s have attracted a demon!", o_name);
3083 if ((p_ptr->cursed & TRC_CALL_DRAGON) && one_in_(800))
3085 if (summon_specific(0, py, px, dun_level, SUMMON_DRAGON,
3086 (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE | PM_NO_PET)))
3088 char o_name[MAX_NLEN];
3090 object_desc(o_name, choose_cursed_obj_name(TRC_CALL_DRAGON), (OD_OMIT_PREFIX | OD_NAME_ONLY));
3092 msg_format("%s¤¬¥É¥é¥´¥ó¤ò°ú¤´ó¤»¤¿¡ª", o_name);
3094 msg_format("Your %s have attracted an animal!", o_name);
3100 if ((p_ptr->cursed & TRC_COWARDICE) && one_in_(1500))
3102 if (!p_ptr->resist_fear)
3106 msg_print("¤È¤Æ¤â°Å¤¤... ¤È¤Æ¤â¶²¤¤¡ª");
3108 msg_print("It's so dark... so scary!");
3111 set_afraid(p_ptr->afraid + 13 + randint1(26));
3114 /* Teleport player */
3115 if ((p_ptr->cursed & TRC_TELEPORT) && one_in_(200) && !p_ptr->anti_tele)
3119 /* Teleport player */
3120 teleport_player(40, TELEPORT_PASSIVE);
3122 /* Handle HP draining */
3123 if ((p_ptr->cursed & TRC_DRAIN_HP) && one_in_(666))
3125 char o_name[MAX_NLEN];
3127 object_desc(o_name, choose_cursed_obj_name(TRC_DRAIN_HP), (OD_OMIT_PREFIX | OD_NAME_ONLY));
3129 msg_format("%s¤Ï¤¢¤Ê¤¿¤ÎÂÎÎϤòµÛ¼ý¤·¤¿¡ª", o_name);
3131 msg_format("Your %s drains HP from you!", o_name);
3133 take_hit(DAMAGE_LOSELIFE, MIN(p_ptr->lev*2, 100), o_name, -1);
3135 /* Handle mana draining */
3136 if ((p_ptr->cursed & TRC_DRAIN_MANA) && p_ptr->csp && one_in_(666))
3138 char o_name[MAX_NLEN];
3140 object_desc(o_name, choose_cursed_obj_name(TRC_DRAIN_MANA), (OD_OMIT_PREFIX | OD_NAME_ONLY));
3142 msg_format("%s¤Ï¤¢¤Ê¤¿¤ÎËâÎϤòµÛ¼ý¤·¤¿¡ª", o_name);
3144 msg_format("Your %s drains mana from you!", o_name);
3146 p_ptr->csp -= MIN(p_ptr->lev, 50);
3150 p_ptr->csp_frac = 0;
3152 p_ptr->redraw |= PR_MANA;
3156 /* Rarely, take damage from the Jewel of Judgement */
3157 if (one_in_(999) && !p_ptr->anti_magic)
3159 object_type *o_ptr = &inventory[INVEN_LITE];
3161 if (o_ptr->name1 == ART_JUDGE)
3164 if (object_is_known(o_ptr))
3165 msg_print("¡Ø¿³È½¤ÎÊõÀС٤Ϥ¢¤Ê¤¿¤ÎÂÎÎϤòµÛ¼ý¤·¤¿¡ª");
3167 msg_print("¤Ê¤Ë¤«¤¬¤¢¤Ê¤¿¤ÎÂÎÎϤòµÛ¼ý¤·¤¿¡ª");
3168 take_hit(DAMAGE_LOSELIFE, MIN(p_ptr->lev, 50), "¿³È½¤ÎÊõÀÐ", -1);
3170 if (object_is_known(o_ptr))
3171 msg_print("The Jewel of Judgement drains life from you!");
3173 msg_print("Something drains life from you!");
3174 take_hit(DAMAGE_LOSELIFE, MIN(p_ptr->lev, 50), "the Jewel of Judgement", -1);
3182 * Handle recharging objects once every 10 game turns
3184 static void process_world_aux_recharge(void)
3189 /* Process equipment */
3190 for (changed = FALSE, i = INVEN_RARM; i < INVEN_TOTAL; i++)
3192 /* Get the object */
3193 object_type *o_ptr = &inventory[i];
3195 /* Skip non-objects */
3196 if (!o_ptr->k_idx) continue;
3198 /* Recharge activatable objects */
3199 if (o_ptr->timeout > 0)
3204 /* Notice changes */
3205 if (!o_ptr->timeout)
3207 recharged_notice(o_ptr);
3213 /* Notice changes */
3217 p_ptr->window |= (PW_EQUIP);
3222 * Recharge rods. Rods now use timeout to control charging status,
3223 * and each charging rod in a stack decreases the stack's timeout by
3224 * one per turn. -LM-
3226 for (changed = FALSE, i = 0; i < INVEN_PACK; i++)
3228 object_type *o_ptr = &inventory[i];
3229 object_kind *k_ptr = &k_info[o_ptr->k_idx];
3231 /* Skip non-objects */
3232 if (!o_ptr->k_idx) continue;
3234 /* Examine all charging rods or stacks of charging rods. */
3235 if ((o_ptr->tval == TV_ROD) && (o_ptr->timeout))
3237 /* Determine how many rods are charging. */
3238 int temp = (o_ptr->timeout + (k_ptr->pval - 1)) / k_ptr->pval;
3239 if (temp > o_ptr->number) temp = o_ptr->number;
3241 /* Decrease timeout by that number. */
3242 o_ptr->timeout -= temp;
3244 /* Boundary control. */
3245 if (o_ptr->timeout < 0) o_ptr->timeout = 0;
3247 /* Notice changes, provide message if object is inscribed. */
3248 if (!(o_ptr->timeout))
3250 recharged_notice(o_ptr);
3254 /* One of the stack of rod is charged */
3255 else if (o_ptr->timeout % k_ptr->pval)
3262 /* Notice changes */
3266 p_ptr->window |= (PW_INVEN);
3270 /* Process objects on floor */
3271 for (i = 1; i < o_max; i++)
3274 object_type *o_ptr = &o_list[i];
3276 /* Skip dead objects */
3277 if (!o_ptr->k_idx) continue;
3279 /* Recharge rods on the ground. No messages. */
3280 if ((o_ptr->tval == TV_ROD) && (o_ptr->timeout))
3283 o_ptr->timeout -= o_ptr->number;
3285 /* Boundary control. */
3286 if (o_ptr->timeout < 0) o_ptr->timeout = 0;
3293 * Handle involuntary movement once every 10 game turns
3295 static void process_world_aux_movement(void)
3297 /* Delayed Word-of-Recall */
3298 if (p_ptr->word_recall)
3301 * HACK: Autosave BEFORE resetting the recall counter (rr9)
3302 * The player is yanked up/down as soon as
3303 * he loads the autosaved game.
3305 if (autosave_l && (p_ptr->word_recall == 1) && !p_ptr->inside_battle)
3306 do_cmd_save_game(TRUE);
3308 /* Count down towards recall */
3309 p_ptr->word_recall--;
3311 p_ptr->redraw |= (PR_STATUS);
3313 /* Activate the recall */
3314 if (!p_ptr->word_recall)
3319 /* Determine the level */
3320 if (dun_level || p_ptr->inside_quest)
3323 msg_print("¾å¤Ë°ú¤ÃÄ¥¤ê¤¢¤²¤é¤ì¤ë´¶¤¸¤¬¤¹¤ë¡ª");
3325 msg_print("You feel yourself yanked upwards!");
3328 if (dungeon_type) p_ptr->recall_dungeon = dungeon_type;
3330 do_cmd_write_nikki(NIKKI_RECALL, dun_level, NULL);
3335 leave_quest_check();
3336 leave_tower_check();
3338 p_ptr->inside_quest = 0;
3340 p_ptr->leaving = TRUE;
3345 msg_print("²¼¤Ë°ú¤¤º¤ê¹ß¤í¤µ¤ì¤ë´¶¤¸¤¬¤¹¤ë¡ª");
3347 msg_print("You feel yourself yanked downwards!");
3350 dungeon_type = p_ptr->recall_dungeon;
3353 do_cmd_write_nikki(NIKKI_RECALL, dun_level, NULL);
3356 dun_level = max_dlv[dungeon_type];
3357 if (dun_level < 1) dun_level = 1;
3359 /* Nightmare mode makes recall more dangerous */
3360 if (ironman_nightmare && !randint0(666) && (dungeon_type == DUNGEON_ANGBAND))
3366 else if (dun_level < 99)
3368 dun_level = (dun_level + 99) / 2;
3370 else if (dun_level > 100)
3372 dun_level = d_info[dungeon_type].maxdepth - 1;
3376 if (p_ptr->wild_mode)
3378 p_ptr->wilderness_y = py;
3379 p_ptr->wilderness_x = px;
3383 /* Save player position */
3387 p_ptr->wild_mode = FALSE;
3390 * Clear all saved floors
3391 * and create a first saved floor
3393 prepare_change_floor_mode(CFM_FIRST_FLOOR);
3396 p_ptr->leaving = TRUE;
3398 if (dungeon_type == DUNGEON_ANGBAND)
3402 for (i = MIN_RANDOM_QUEST; i < MAX_RANDOM_QUEST + 1; i++)
3404 if ((quest[i].type == QUEST_TYPE_RANDOM) &&
3405 (quest[i].status == QUEST_STATUS_TAKEN) &&
3406 (quest[i].level < dun_level))
3408 quest[i].status = QUEST_STATUS_FAILED;
3409 quest[i].complev = (byte)p_ptr->lev;
3410 r_info[quest[i].r_idx].flags1 &= ~(RF1_QUESTOR);
3417 sound(SOUND_TPLEVEL);
3422 /* Delayed Alter reality */
3423 if (p_ptr->alter_reality)
3425 if (autosave_l && (p_ptr->alter_reality == 1) && !p_ptr->inside_battle)
3426 do_cmd_save_game(TRUE);
3428 /* Count down towards alter */
3429 p_ptr->alter_reality--;
3431 p_ptr->redraw |= (PR_STATUS);
3433 /* Activate the alter reality */
3434 if (!p_ptr->alter_reality)
3439 /* Determine the level */
3440 if (!quest_number(dun_level) && dun_level)
3443 msg_print("À¤³¦¤¬ÊѤï¤Ã¤¿¡ª");
3445 msg_print("The world changes!");
3449 * Clear all saved floors
3450 * and create a first saved floor
3452 prepare_change_floor_mode(CFM_FIRST_FLOOR);
3455 p_ptr->leaving = TRUE;
3460 msg_print("À¤³¦¤¬¾¯¤·¤Î´ÖÊѲ½¤·¤¿¤è¤¦¤À¡£");
3462 msg_print("The world seems to change for a moment!");
3467 sound(SOUND_TPLEVEL);
3474 * Count number of adjacent monsters
3476 static int get_monster_crowd_number(int m_idx)
3478 monster_type *m_ptr = &m_list[m_idx];
3484 for (i = 0; i < 7; i++)
3486 int ay = my + ddy_ddd[i];
3487 int ax = mx + ddx_ddd[i];
3489 if (!in_bounds(ay, ax)) continue;
3491 /* Count number of monsters */
3492 if (cave[ay][ax].m_idx > 0) count++;
3501 * Dungeon rating is no longer linear
3503 #define RATING_BOOST(delta) (delta * delta + 50 * delta)
3506 * Examine all monsters and unidentified objects,
3507 * and get the feeling of current dungeon floor
3509 static byte get_dungeon_feeling(void)
3511 const int base = 10;
3515 /* Hack -- no feeling in the town */
3516 if (!dun_level) return 0;
3518 /* Examine each monster */
3519 for (i = 1; i < m_max; i++)
3521 monster_type *m_ptr = &m_list[i];
3522 monster_race *r_ptr;
3525 /* Skip dead monsters */
3526 if (!m_ptr->r_idx) continue;
3529 if (is_pet(m_ptr)) continue;
3531 r_ptr = &r_info[m_ptr->r_idx];
3533 /* Unique monsters */
3534 if (r_ptr->flags1 & (RF1_UNIQUE))
3536 /* Nearly out-of-depth unique monsters */
3537 if (r_ptr->level + 10 > dun_level)
3539 /* Boost rating by twice delta-depth */
3540 delta += (r_ptr->level + 10 - dun_level) * 2 * base;
3545 /* Out-of-depth monsters */
3546 if (r_ptr->level > dun_level)
3548 /* Boost rating by delta-depth */
3549 delta += (r_ptr->level - dun_level) * base;
3553 /* Unusually crowded monsters get a little bit of rating boost */
3554 if (r_ptr->flags1 & RF1_FRIENDS)
3556 if (5 <= get_monster_crowd_number(i)) delta += 1;
3560 if (2 <= get_monster_crowd_number(i)) delta += 1;
3564 rating += RATING_BOOST(delta);
3567 /* Examine each unidentified object */
3568 for (i = 1; i < o_max; i++)
3570 object_type *o_ptr = &o_list[i];
3571 object_kind *k_ptr = &k_info[o_ptr->k_idx];
3574 /* Skip dead objects */
3575 if (!o_ptr->k_idx) continue;
3577 /* Skip known objects */
3578 if (object_is_known(o_ptr))
3581 if (o_ptr->marked & OM_TOUCHED) continue;
3584 /* Skip pseudo-known objects */
3585 if (o_ptr->ident & IDENT_SENSE) continue;
3588 if (object_is_ego(o_ptr))
3590 ego_item_type *e_ptr = &e_info[o_ptr->name2];
3592 delta += e_ptr->rating * base;
3596 if (object_is_artifact(o_ptr))
3598 s32b cost = object_value_real(o_ptr);
3601 if (cost > 10000L) delta += 10 * base;
3602 if (cost > 50000L) delta += 10 * base;
3603 if (cost > 100000L) delta += 10 * base;
3605 /* Special feeling */
3606 if (!preserve_mode) return 1;
3609 if (o_ptr->tval == TV_DRAG_ARMOR) delta += 30 * base;
3610 if (o_ptr->tval == TV_SHIELD &&
3611 o_ptr->sval == SV_DRAGON_SHIELD) delta += 5 * base;
3612 if (o_ptr->tval == TV_GLOVES &&
3613 o_ptr->sval == SV_SET_OF_DRAGON_GLOVES) delta += 5 * base;
3614 if (o_ptr->tval == TV_BOOTS &&
3615 o_ptr->sval == SV_PAIR_OF_DRAGON_GREAVE) delta += 5 * base;
3616 if (o_ptr->tval == TV_HELM &&
3617 o_ptr->sval == SV_DRAGON_HELM) delta += 5 * base;
3618 if (o_ptr->tval == TV_RING &&
3619 o_ptr->sval == SV_RING_SPEED &&
3620 !object_is_cursed(o_ptr)) delta += 25 * base;
3621 if (o_ptr->tval == TV_RING &&
3622 o_ptr->sval == SV_RING_LORDLY &&
3623 !object_is_cursed(o_ptr)) delta += 15 * base;
3624 if (o_ptr->tval == TV_AMULET &&
3625 o_ptr->sval == SV_AMULET_THE_MAGI &&
3626 !object_is_cursed(o_ptr)) delta += 15 * base;
3628 /* Out-of-depth objects */
3629 if (!object_is_cursed(o_ptr) && !object_is_broken(o_ptr) &&
3630 k_ptr->level > dun_level)
3632 /* Rating increase */
3633 delta += (k_ptr->level - dun_level) * base;
3636 rating += RATING_BOOST(delta);
3640 if (rating > RATING_BOOST(1000)) return 2;
3641 if (rating > RATING_BOOST(800)) return 3;
3642 if (rating > RATING_BOOST(600)) return 4;
3643 if (rating > RATING_BOOST(400)) return 5;
3644 if (rating > RATING_BOOST(300)) return 6;
3645 if (rating > RATING_BOOST(200)) return 7;
3646 if (rating > RATING_BOOST(100)) return 8;
3647 if (rating > RATING_BOOST(0)) return 9;
3654 * Update dungeon feeling, and announce it if changed
3656 static void update_dungeon_feeling(void)
3662 /* No feeling on the surface */
3663 if (!dun_level) return;
3665 /* No feeling in the arena */
3666 if (p_ptr->inside_battle) return;
3668 /* Extract delay time */
3669 delay = MAX(10, 150 - p_ptr->skill_fos) * (150 - dun_level) * TURNS_PER_TICK / 100;
3671 /* Not yet felt anything */
3672 if (turn < p_ptr->feeling_turn + delay && !cheat_xtra) return;
3674 /* Extract quest number (if any) */
3675 quest_num = quest_number(dun_level);
3677 /* No feeling in a quest */
3679 (is_fixed_quest_idx(quest_num) &&
3680 !((quest_num == QUEST_OBERON) || (quest_num == QUEST_SERPENT) ||
3681 !(quest[quest_num].flags & QUEST_FLAG_PRESET)))) return;
3684 /* Get new dungeon feeling */
3685 new_feeling = get_dungeon_feeling();
3687 /* Remember last time updated */
3688 p_ptr->feeling_turn = turn;
3691 if (p_ptr->feeling == new_feeling) return;
3693 /* Dungeon feeling is changed */
3694 p_ptr->feeling = new_feeling;
3696 /* Announce feeling */
3699 /* Update the level indicator */
3700 p_ptr->redraw |= (PR_DEPTH);
3703 if (disturb_minor) disturb(0, 0);
3708 * Handle certain things once every 10 game turns
3710 static void process_world(void)
3714 const s32b A_DAY = TURNS_PER_TICK * TOWN_DAWN;
3715 s32b prev_turn_in_today = ((turn - TURNS_PER_TICK) % A_DAY + A_DAY / 4) % A_DAY;
3716 int prev_min = (1440 * prev_turn_in_today / A_DAY) % 60;
3718 extract_day_hour_min(&day, &hour, &min);
3720 /* Update dungeon feeling, and announce it if changed */
3721 update_dungeon_feeling();
3723 /*** Check monster arena ***/
3724 if (p_ptr->inside_battle && !p_ptr->leaving)
3730 /* Count all hostile monsters */
3731 for (i2 = 0; i2 < cur_wid; ++i2)
3732 for (j2 = 0; j2 < cur_hgt; j2++)
3734 cave_type *c_ptr = &cave[j2][i2];
3736 if ((c_ptr->m_idx > 0) && (c_ptr->m_idx != p_ptr->riding))
3739 win_m_idx = c_ptr->m_idx;
3743 if (number_mon == 0)
3746 msg_print("ÁêÂǤÁ¤Ë½ª¤ï¤ê¤Þ¤·¤¿¡£");
3748 msg_print("They have kill each other at the same time.");
3751 p_ptr->energy_need = 0;
3754 else if ((number_mon-1) == 0)
3757 monster_type *wm_ptr;
3759 wm_ptr = &m_list[win_m_idx];
3761 monster_desc(m_name, wm_ptr, 0);
3763 msg_format("%s¤¬¾¡Íø¤·¤¿¡ª", m_name);
3765 msg_format("%s is winner!", m_name);
3769 if (win_m_idx == (sel_monster+1))
3772 msg_print("¤ª¤á¤Ç¤È¤¦¤´¤¶¤¤¤Þ¤¹¡£");
3774 msg_print("Congratulations.");
3777 msg_format("%d¡ð¤ò¼õ¤±¼è¤Ã¤¿¡£", battle_odds);
3779 msg_format("You received %d gold.", battle_odds);
3781 p_ptr->au += battle_odds;
3786 msg_print("»ÄÇ°¤Ç¤·¤¿¡£");
3788 msg_print("You lost gold.");
3792 p_ptr->energy_need = 0;
3795 else if (turn - old_turn == 150*TURNS_PER_TICK)
3798 msg_print("¿½¤·Ê¬¤±¤¢¤ê¤Þ¤»¤ó¤¬¡¢¤³¤Î¾¡Éé¤Ï°ú¤Ê¬¤±¤È¤µ¤»¤Æ¤¤¤¿¤À¤¤Þ¤¹¡£");
3800 msg_format("This battle have ended in a draw.");
3802 p_ptr->au += kakekin;
3804 p_ptr->energy_need = 0;
3809 /* Every 10 game turns */
3810 if (turn % TURNS_PER_TICK) return;
3812 /*** Check the Time and Load ***/
3814 if (!(turn % (50*TURNS_PER_TICK)))
3816 /* Check time and load */
3817 if ((0 != check_time()) || (0 != check_load()))
3820 if (closing_flag <= 2)
3825 /* Count warnings */
3830 msg_print("¥¢¥ó¥°¥Ð¥ó¥É¤Ø¤ÎÌ礬ÊĤ¸¤«¤«¤Ã¤Æ¤¤¤Þ¤¹...");
3831 msg_print("¥²¡¼¥à¤ò½ªÎ»¤¹¤ë¤«¥»¡¼¥Ö¤¹¤ë¤«¤·¤Æ²¼¤µ¤¤¡£");
3833 msg_print("The gates to ANGBAND are closing...");
3834 msg_print("Please finish up and/or save your game.");
3844 msg_print("º£¡¢¥¢¥ó¥°¥Ð¥ó¥É¤Ø¤ÎÌ礬ÊĤ¶¤µ¤ì¤Þ¤·¤¿¡£");
3846 msg_print("The gates to ANGBAND are now closed.");
3851 p_ptr->playing = FALSE;
3854 p_ptr->leaving = TRUE;
3859 /*** Attempt timed autosave ***/
3860 if (autosave_t && autosave_freq && !p_ptr->inside_battle)
3862 if (!(turn % ((s32b)autosave_freq * TURNS_PER_TICK)))
3863 do_cmd_save_game(TRUE);
3866 if (mon_fight && !ignore_unview)
3869 msg_print("²¿¤«¤¬Ê¹¤³¤¨¤¿¡£");
3871 msg_print("You hear noise.");
3875 /*** Handle the wilderness/town (sunshine) ***/
3877 /* While in town/wilderness */
3878 if (!dun_level && !p_ptr->inside_quest && !p_ptr->inside_battle && !p_ptr->inside_arena)
3880 /* Hack -- Daybreak/Nighfall in town */
3881 if (!(turn % ((TURNS_PER_TICK * TOWN_DAWN) / 2)))
3885 /* Check for dawn */
3886 dawn = (!(turn % (TURNS_PER_TICK * TOWN_DAWN)));
3895 msg_print("Ì뤬ÌÀ¤±¤¿¡£");
3897 msg_print("The sun has risen.");
3900 if (!p_ptr->wild_mode)
3902 /* Hack -- Scan the town */
3903 for (y = 0; y < cur_hgt; y++)
3905 for (x = 0; x < cur_wid; x++)
3907 /* Get the cave grid */
3908 cave_type *c_ptr = &cave[y][x];
3911 c_ptr->info |= (CAVE_GLOW);
3913 /* Hack -- Memorize lit grids if allowed */
3914 if (view_perma_grids) c_ptr->info |= (CAVE_MARK);
3916 /* Hack -- Notice spot */
3930 msg_print("Æü¤¬ÄÀ¤ó¤À¡£");
3932 msg_print("The sun has fallen.");
3935 if (!p_ptr->wild_mode)
3937 /* Hack -- Scan the town */
3938 for (y = 0; y < cur_hgt; y++)
3940 for (x = 0; x < cur_wid; x++)
3942 /* Get the cave grid */
3943 cave_type *c_ptr = &cave[y][x];
3945 /* Feature code (applying "mimic" field) */
3946 feature_type *f_ptr = &f_info[get_feat_mimic(c_ptr)];
3948 if (!is_mirror_grid(c_ptr) && !have_flag(f_ptr->flags, FF_QUEST_ENTER) &&
3949 !have_flag(f_ptr->flags, FF_ENTRANCE))
3952 c_ptr->info &= ~(CAVE_GLOW);
3954 if (!have_flag(f_ptr->flags, FF_REMEMBER))
3956 /* Forget the normal floor grid */
3957 c_ptr->info &= ~(CAVE_MARK);
3959 /* Hack -- Notice spot */
3965 /* Glow deep lava and building entrances */
3966 glow_deep_lava_and_bldg();
3971 /* Update the monsters */
3972 p_ptr->update |= (PU_MONSTERS | PU_MON_LITE);
3975 p_ptr->redraw |= (PR_MAP);
3978 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
3980 if (p_ptr->special_defense & NINJA_S_STEALTH)
3982 if (cave[py][px].info & CAVE_GLOW) set_superstealth(FALSE);
3987 /* While in the dungeon (vanilla_town or lite_town mode only) */
3988 else if ((vanilla_town || (lite_town && !p_ptr->inside_quest && !p_ptr->inside_battle && !p_ptr->inside_arena)) && dun_level)
3990 /*** Shuffle the Storekeepers ***/
3992 /* Chance is only once a day (while in dungeon) */
3993 if (!(turn % (TURNS_PER_TICK * STORE_TICKS)))
3995 /* Sometimes, shuffle the shop-keepers */
3996 if (one_in_(STORE_SHUFFLE))
4000 /* Pick a random shop (except home and museum) */
4003 n = randint0(MAX_STORES);
4005 while ((n == STORE_HOME) || (n == STORE_MUSEUM));
4007 /* Check every feature */
4008 for (i = 1; i < max_f_idx; i++)
4010 /* Access the index */
4011 feature_type *f_ptr = &f_info[i];
4013 /* Skip empty index */
4014 if (!f_ptr->name) continue;
4016 /* Skip non-store features */
4017 if (!have_flag(f_ptr->flags, FF_STORE)) continue;
4019 /* Verify store type */
4020 if (f_ptr->subtype == n)
4024 if (cheat_xtra) msg_format("%s¤ÎŹ¼ç¤ò¥·¥ã¥Ã¥Õ¥ë¤·¤Þ¤¹¡£", f_name + f_ptr->name);
4026 if (cheat_xtra) msg_format("Shuffle a Shopkeeper of %s.", f_name + f_ptr->name);
4040 /*** Process the monsters ***/
4042 /* Check for creature generation. */
4043 if (one_in_(d_info[dungeon_type].max_m_alloc_chance) &&
4044 !p_ptr->inside_arena && !p_ptr->inside_quest && !p_ptr->inside_battle)
4046 /* Make a new monster */
4047 (void)alloc_monster(MAX_SIGHT + 5, 0);
4050 /* Hack -- Check for creature regeneration */
4051 if (!(turn % (TURNS_PER_TICK*10)) && !p_ptr->inside_battle) regen_monsters();
4052 if (!(turn % (TURNS_PER_TICK*3))) regen_captured_monsters();
4054 if (!p_ptr->leaving)
4058 /* Hack -- Process the counters of monsters if needed */
4059 for (i = 0; i < MAX_MTIMED; i++)
4061 if (mproc_max[i] > 0) process_monsters_mtimed(i);
4069 if (min != prev_min)
4071 do_cmd_write_nikki(NIKKI_HIGAWARI, 0, NULL);
4072 determine_today_mon(FALSE);
4077 * Nightmare mode activates the TY_CURSE at midnight
4079 * Require exact minute -- Don't activate multiple times in a minute
4081 if (ironman_nightmare && (min != prev_min))
4083 /* Every 15 minutes after 11:00 pm */
4084 if ((hour == 23) && !(min % 15))
4093 msg_print("±ó¤¯¤ÇÉÔµ¤Ì£¤Ê¾â¤Î²»¤¬ÌĤä¿¡£");
4095 msg_print("You hear a distant bell toll ominously.");
4101 msg_print("±ó¤¯¤Ç¾â¤¬Æó²óÌĤä¿¡£");
4103 msg_print("A distant bell sounds twice.");
4109 msg_print("±ó¤¯¤Ç¾â¤¬»°²óÌĤä¿¡£");
4111 msg_print("A distant bell sounds three times.");
4117 msg_print("±ó¤¯¤Ç¾â¤¬»Í²óÌĤä¿¡£");
4119 msg_print("A distant bell tolls four times.");
4125 /* TY_CURSE activates at midnight! */
4132 msg_print("±ó¤¯¤Ç¾â¤¬²¿²ó¤âÌĤꡢ»à¤ó¤À¤è¤¦¤ÊÀŤ±¤µ¤ÎÃæ¤Ø¾Ã¤¨¤Æ¤¤¤Ã¤¿¡£");
4134 msg_print("A distant bell tolls many times, fading into an deathly silence.");
4137 activate_ty_curse(FALSE, &count);
4142 /*** Check the Food, and Regenerate ***/
4144 if (!p_ptr->inside_battle)
4146 /* Digest quickly when gorged */
4147 if (p_ptr->food >= PY_FOOD_MAX)
4149 /* Digest a lot of food */
4150 (void)set_food(p_ptr->food - 100);
4153 /* Digest normally -- Every 50 game turns */
4154 else if (!(turn % (TURNS_PER_TICK*5)))
4156 /* Basic digestion rate based on speed */
4157 int digestion = SPEED_TO_ENERGY(p_ptr->pspeed);
4159 /* Regeneration takes more food */
4160 if (p_ptr->regenerate)
4162 if (p_ptr->special_defense & (KAMAE_MASK | KATA_MASK))
4164 if (p_ptr->cursed & TRC_FAST_DIGEST)
4167 /* Slow digestion takes less food */
4168 if (p_ptr->slow_digest)
4171 /* Minimal digestion */
4172 if (digestion < 1) digestion = 1;
4173 /* Maximal digestion */
4174 if (digestion > 100) digestion = 100;
4176 /* Digest some food */
4177 (void)set_food(p_ptr->food - digestion);
4182 if ((p_ptr->food < PY_FOOD_FAINT))
4184 /* Faint occasionally */
4185 if (!p_ptr->paralyzed && (randint0(100) < 10))
4189 msg_print("¤¢¤Þ¤ê¤Ë¤â¶õÊ¢¤Çµ¤À䤷¤Æ¤·¤Þ¤Ã¤¿¡£");
4191 msg_print("You faint from the lack of food.");
4196 /* Hack -- faint (bypass free action) */
4197 (void)set_paralyzed(p_ptr->paralyzed + 1 + randint0(5));
4200 /* Starve to death (slowly) */
4201 if (p_ptr->food < PY_FOOD_STARVE)
4203 /* Calculate damage */
4204 int dam = (PY_FOOD_STARVE - p_ptr->food) / 10;
4208 if (!IS_INVULN()) take_hit(DAMAGE_LOSELIFE, dam, "¶õÊ¢", -1);
4210 if (!IS_INVULN()) take_hit(DAMAGE_LOSELIFE, dam, "starvation", -1);
4218 /* Process timed damage and regeneration */
4219 process_world_aux_hp_and_sp();
4221 /* Process timeout */
4222 process_world_aux_timeout();
4225 process_world_aux_light();
4227 /* Process mutation effects */
4228 process_world_aux_mutation();
4230 /* Process curse effects */
4231 process_world_aux_curse();
4233 /* Process recharging */
4234 process_world_aux_recharge();
4236 /* Feel the inventory */
4240 /* Involuntary Movement */
4241 process_world_aux_movement();
4247 * Verify use of "wizard" mode
4249 static bool enter_wizard_mode(void)
4251 /* Ask first time */
4252 if (!p_ptr->noscore)
4254 /* Wizard mode is not permitted */
4255 if (!allow_debug_opts || arg_wizard)
4258 msg_print("¥¦¥£¥¶¡¼¥É¥â¡¼¥É¤Ïµö²Ä¤µ¤ì¤Æ¤¤¤Þ¤»¤ó¡£ ");
4260 msg_print("Wizard mode is not permitted.");
4265 /* Mention effects */
4267 msg_print("¥¦¥£¥¶¡¼¥É¥â¡¼¥É¤Ï¥Ç¥Ð¥Ã¥°¤È¼Â¸³¤Î¤¿¤á¤Î¥â¡¼¥É¤Ç¤¹¡£ ");
4268 msg_print("°ìÅÙ¥¦¥£¥¶¡¼¥É¥â¡¼¥É¤ËÆþ¤ë¤È¥¹¥³¥¢¤ÏµÏ¿¤µ¤ì¤Þ¤»¤ó¡£");
4270 msg_print("Wizard mode is for debugging and experimenting.");
4271 msg_print("The game will not be scored if you enter wizard mode.");
4276 /* Verify request */
4278 if (!get_check("ËÜÅö¤Ë¥¦¥£¥¶¡¼¥É¥â¡¼¥É¤ËÆþ¤ê¤¿¤¤¤Î¤Ç¤¹¤«? "))
4280 if (!get_check("Are you sure you want to enter wizard mode? "))
4287 do_cmd_write_nikki(NIKKI_BUNSHOU, 0, "¥¦¥£¥¶¡¼¥É¥â¡¼¥É¤ËÆÍÆþ¤·¤Æ¥¹¥³¥¢¤ò»Ä¤»¤Ê¤¯¤Ê¤Ã¤¿¡£");
4289 do_cmd_write_nikki(NIKKI_BUNSHOU, 0, "give up recording score to enter wizard mode.");
4292 p_ptr->noscore |= 0x0002;
4303 * Verify use of "debug" commands
4305 static bool enter_debug_mode(void)
4307 /* Ask first time */
4308 if (!p_ptr->noscore)
4310 /* Debug mode is not permitted */
4311 if (!allow_debug_opts)
4314 msg_print("¥Ç¥Ð¥Ã¥°¥³¥Þ¥ó¥É¤Ïµö²Ä¤µ¤ì¤Æ¤¤¤Þ¤»¤ó¡£ ");
4316 msg_print("Use of debug command is not permitted.");
4321 /* Mention effects */
4323 msg_print("¥Ç¥Ð¥Ã¥°¡¦¥³¥Þ¥ó¥É¤Ï¥Ç¥Ð¥Ã¥°¤È¼Â¸³¤Î¤¿¤á¤Î¥³¥Þ¥ó¥É¤Ç¤¹¡£ ");
4324 msg_print("¥Ç¥Ð¥Ã¥°¡¦¥³¥Þ¥ó¥É¤ò»È¤¦¤È¥¹¥³¥¢¤ÏµÏ¿¤µ¤ì¤Þ¤»¤ó¡£");
4326 msg_print("The debug commands are for debugging and experimenting.");
4327 msg_print("The game will not be scored if you use debug commands.");
4332 /* Verify request */
4334 if (!get_check("ËÜÅö¤Ë¥Ç¥Ð¥Ã¥°¡¦¥³¥Þ¥ó¥É¤ò»È¤¤¤Þ¤¹¤«? "))
4336 if (!get_check("Are you sure you want to use debug commands? "))
4343 do_cmd_write_nikki(NIKKI_BUNSHOU, 0, "¥Ç¥Ð¥Ã¥°¥â¡¼¥É¤ËÆÍÆþ¤·¤Æ¥¹¥³¥¢¤ò»Ä¤»¤Ê¤¯¤Ê¤Ã¤¿¡£");
4345 do_cmd_write_nikki(NIKKI_BUNSHOU, 0, "give up sending score to use debug commands.");
4348 p_ptr->noscore |= 0x0008;
4356 * Hack -- Declare the Debug Routines
4358 extern void do_cmd_debug(void);
4360 #endif /* ALLOW_WIZARD */
4366 * Verify use of "borg" commands
4368 static bool enter_borg_mode(void)
4370 /* Ask first time */
4371 if (!(p_ptr->noscore & 0x0010))
4373 /* Mention effects */
4375 msg_print("¥Ü¡¼¥°¡¦¥³¥Þ¥ó¥É¤Ï¥Ç¥Ð¥Ã¥°¤È¼Â¸³¤Î¤¿¤á¤Î¥³¥Þ¥ó¥É¤Ç¤¹¡£ ");
4376 msg_print("¥Ü¡¼¥°¡¦¥³¥Þ¥ó¥É¤ò»È¤¦¤È¥¹¥³¥¢¤ÏµÏ¿¤µ¤ì¤Þ¤»¤ó¡£");
4378 msg_print("The borg commands are for debugging and experimenting.");
4379 msg_print("The game will not be scored if you use borg commands.");
4384 /* Verify request */
4386 if (!get_check("ËÜÅö¤Ë¥Ü¡¼¥°¡¦¥³¥Þ¥ó¥É¤ò»È¤¤¤Þ¤¹¤«? "))
4388 if (!get_check("Are you sure you want to use borg commands? "))
4395 do_cmd_write_nikki(NIKKI_BUNSHOU, 0, "¥Ü¡¼¥°¡¦¥³¥Þ¥ó¥É¤ò»ÈÍѤ·¤Æ¥¹¥³¥¢¤ò»Ä¤»¤Ê¤¯¤Ê¤Ã¤¿¡£");
4397 do_cmd_write_nikki(NIKKI_BUNSHOU, 0, "give up recording score to use borg commands.");
4400 p_ptr->noscore |= 0x0010;
4408 * Hack -- Declare the Ben Borg
4410 extern void do_cmd_borg(void);
4412 #endif /* ALLOW_BORG */
4417 * Parse and execute the current command
4418 * Give "Warning" on illegal commands.
4420 * XXX XXX XXX Make some "blocks"
4422 static void process_command(void)
4424 int old_now_message = now_message;
4426 #ifdef ALLOW_REPEAT /* TNB */
4428 /* Handle repeating the last command */
4431 #endif /* ALLOW_REPEAT -- TNB */
4436 if ((p_ptr->pclass == CLASS_SNIPER) && (p_ptr->concent))
4437 reset_concent = TRUE;
4439 /* Parse the command */
4440 switch (command_cmd)
4456 /*** Wizard Commands ***/
4458 /* Toggle Wizard Mode */
4463 p_ptr->wizard = FALSE;
4465 msg_print("¥¦¥£¥¶¡¼¥É¥â¡¼¥É²ò½ü¡£");
4467 msg_print("Wizard mode off.");
4471 else if (enter_wizard_mode())
4473 p_ptr->wizard = TRUE;
4475 msg_print("¥¦¥£¥¶¡¼¥É¥â¡¼¥ÉÆÍÆþ¡£");
4477 msg_print("Wizard mode on.");
4482 /* Update monsters */
4483 p_ptr->update |= (PU_MONSTERS);
4485 /* Redraw "title" */
4486 p_ptr->redraw |= (PR_TITLE);
4494 /* Special "debug" commands */
4497 /* Enter debug mode */
4498 if (enter_debug_mode())
4505 #endif /* ALLOW_WIZARD */
4510 /* Special "borg" commands */
4513 /* Enter borg mode */
4514 if (enter_borg_mode())
4516 if (!p_ptr->wild_mode) do_cmd_borg();
4522 #endif /* ALLOW_BORG */
4526 /*** Inventory Commands ***/
4528 /* Wear/wield equipment */
4531 if (!p_ptr->wild_mode) do_cmd_wield();
4535 /* Take off equipment */
4538 if (!p_ptr->wild_mode) do_cmd_takeoff();
4545 if (!p_ptr->wild_mode) do_cmd_drop();
4549 /* Destroy an item */
4556 /* Equipment list */
4563 /* Inventory list */
4571 /*** Various commands ***/
4573 /* Identify an object */
4580 /* Hack -- toggle windows */
4583 toggle_inven_equip();
4588 /*** Standard "Movement" Commands ***/
4593 if (!p_ptr->wild_mode) do_cmd_alter();
4600 if (!p_ptr->wild_mode) do_cmd_tunnel();
4604 /* Move (usually pick up things) */
4607 #ifdef ALLOW_EASY_DISARM /* TNB */
4611 #else /* ALLOW_EASY_DISARM -- TNB */
4613 do_cmd_walk(always_pickup);
4615 #endif /* ALLOW_EASY_DISARM -- TNB */
4620 /* Move (usually do not pick up) */
4623 #ifdef ALLOW_EASY_DISARM /* TNB */
4627 #else /* ALLOW_EASY_DISARM -- TNB */
4629 do_cmd_walk(!always_pickup);
4631 #endif /* ALLOW_EASY_DISARM -- TNB */
4637 /*** Running, Resting, Searching, Staying */
4639 /* Begin Running -- Arg is Max Distance */
4642 if (!p_ptr->wild_mode) do_cmd_run();
4646 /* Stay still (usually pick things up) */
4649 do_cmd_stay(always_pickup);
4653 /* Stay still (usually do not pick up) */
4656 do_cmd_stay(!always_pickup);
4660 /* Rest -- Arg is time */
4667 /* Search for traps/doors */
4674 /* Toggle search mode */
4677 if (p_ptr->action == ACTION_SEARCH) set_action(ACTION_NONE);
4678 else set_action(ACTION_SEARCH);
4683 /*** Stairs and Doors and Chests and Traps ***/
4686 case SPECIAL_KEY_STORE:
4688 if (!p_ptr->wild_mode) do_cmd_store();
4692 /* Enter building -KMW- */
4693 case SPECIAL_KEY_BUILDING:
4695 if (!p_ptr->wild_mode) do_cmd_bldg();
4699 /* Enter quest level -KMW- */
4700 case SPECIAL_KEY_QUEST:
4702 if (!p_ptr->wild_mode) do_cmd_quest();
4706 /* Go up staircase */
4709 if (!p_ptr->wild_mode && !dun_level && !p_ptr->inside_arena && !p_ptr->inside_quest)
4711 if (vanilla_town) break;
4716 msg_print("½±·â¤«¤éƨ¤²¤ë¤Ë¤Ï¥Þ¥Ã¥×¤Îü¤Þ¤Ç°ÜÆ°¤·¤Ê¤±¤ì¤Ð¤Ê¤é¤Ê¤¤¡£");
4718 msg_print("To flee the ambush you have to reach the edge of the map.");
4723 if (p_ptr->food < PY_FOOD_WEAK)
4726 msg_print("¤½¤ÎÁ°¤Ë¿©»ö¤ò¤È¤é¤Ê¤¤¤È¡£");
4728 msg_print("You must eat something here.");
4740 /* Go down staircase */
4743 if (p_ptr->wild_mode)
4751 /* Open a door or chest */
4754 if (!p_ptr->wild_mode) do_cmd_open();
4761 if (!p_ptr->wild_mode) do_cmd_close();
4765 /* Jam a door with spikes */
4768 if (!p_ptr->wild_mode) do_cmd_spike();
4775 if (!p_ptr->wild_mode) do_cmd_bash();
4779 /* Disarm a trap or chest */
4782 if (!p_ptr->wild_mode) do_cmd_disarm();
4787 /*** Magic and Prayers ***/
4789 /* Gain new spells/prayers */
4792 if ((p_ptr->pclass == CLASS_SORCERER) || (p_ptr->pclass == CLASS_RED_MAGE))
4794 msg_print("¼öʸ¤ò³Ø½¬¤¹¤ëɬÍפϤʤ¤¡ª");
4796 msg_print("You don't have to learn spells!");
4798 else if (p_ptr->pclass == CLASS_SAMURAI)
4799 do_cmd_gain_hissatsu();
4800 else if (p_ptr->pclass == CLASS_MAGIC_EATER)
4810 if ( (p_ptr->pclass == CLASS_MINDCRAFTER) ||
4811 (p_ptr->pclass == CLASS_BERSERKER) ||
4812 (p_ptr->pclass == CLASS_NINJA) ||
4813 (p_ptr->pclass == CLASS_MIRROR_MASTER)
4814 ) do_cmd_mind_browse();
4815 else if (p_ptr->pclass == CLASS_SMITH)
4817 else if (p_ptr->pclass == CLASS_MAGIC_EATER)
4818 do_cmd_magic_eater(TRUE);
4819 else if (p_ptr->pclass == CLASS_SNIPER)
4820 do_cmd_snipe_browse();
4821 else do_cmd_browse();
4829 if (!p_ptr->wild_mode)
4831 if ((p_ptr->pclass == CLASS_WARRIOR) || (p_ptr->pclass == CLASS_ARCHER) || (p_ptr->pclass == CLASS_CAVALRY))
4834 msg_print("¼öʸ¤ò¾§¤¨¤é¤ì¤Ê¤¤¡ª");
4836 msg_print("You cannot cast spells!");
4839 else if (dun_level && (d_info[dungeon_type].flags1 & DF1_NO_MAGIC) && (p_ptr->pclass != CLASS_BERSERKER) && (p_ptr->pclass != CLASS_SMITH))
4842 msg_print("¥À¥ó¥¸¥ç¥ó¤¬ËâË¡¤òµÛ¼ý¤·¤¿¡ª");
4844 msg_print("The dungeon absorbs all attempted magic!");
4848 else if (p_ptr->anti_magic && (p_ptr->pclass != CLASS_BERSERKER) && (p_ptr->pclass != CLASS_SMITH))
4852 cptr which_power = "ËâË¡";
4854 cptr which_power = "magic";
4856 if (p_ptr->pclass == CLASS_MINDCRAFTER)
4858 which_power = "ĶǽÎÏ";
4860 which_power = "psionic powers";
4862 else if (p_ptr->pclass == CLASS_IMITATOR)
4864 which_power = "¤â¤Î¤Þ¤Í";
4866 which_power = "imitation";
4868 else if (p_ptr->pclass == CLASS_SAMURAI)
4870 which_power = "ɬ»¦·õ";
4872 which_power = "hissatsu";
4874 else if (p_ptr->pclass == CLASS_MIRROR_MASTER)
4876 which_power = "¶ÀËâË¡";
4878 which_power = "mirror magic";
4880 else if (p_ptr->pclass == CLASS_NINJA)
4882 which_power = "Ǧ½Ñ";
4884 which_power = "ninjutsu";
4886 else if (mp_ptr->spell_book == TV_LIFE_BOOK)
4888 which_power = "µ§¤ê";
4890 which_power = "prayer";
4894 msg_format("È¿ËâË¡¥Ð¥ê¥¢¤¬%s¤ò¼ÙË⤷¤¿¡ª", which_power);
4896 msg_format("An anti-magic shell disrupts your %s!", which_power);
4900 else if (p_ptr->shero && (p_ptr->pclass != CLASS_BERSERKER))
4903 msg_format("¶¸Àï»Î²½¤·¤Æ¤¤¤ÆƬ¤¬²ó¤é¤Ê¤¤¡ª");
4905 msg_format("You cannot think directly!");
4911 if ((p_ptr->pclass == CLASS_MINDCRAFTER) ||
4912 (p_ptr->pclass == CLASS_BERSERKER) ||
4913 (p_ptr->pclass == CLASS_NINJA) ||
4914 (p_ptr->pclass == CLASS_MIRROR_MASTER)
4917 else if (p_ptr->pclass == CLASS_IMITATOR)
4919 else if (p_ptr->pclass == CLASS_MAGIC_EATER)
4920 do_cmd_magic_eater(FALSE);
4921 else if (p_ptr->pclass == CLASS_SAMURAI)
4923 else if (p_ptr->pclass == CLASS_BLUE_MAGE)
4924 do_cmd_cast_learned();
4925 else if (p_ptr->pclass == CLASS_SMITH)
4927 else if (p_ptr->pclass == CLASS_SNIPER)
4936 /* Issue a pet command */
4939 if (!p_ptr->wild_mode) do_cmd_pet();
4943 /*** Use various objects ***/
4945 /* Inscribe an object */
4952 /* Uninscribe an object */
4955 do_cmd_uninscribe();
4959 /* Activate an artifact */
4962 if (!p_ptr->wild_mode)
4964 if (!p_ptr->inside_arena)
4969 msg_print("¥¢¥ê¡¼¥Ê¤¬ËâË¡¤òµÛ¼ý¤·¤¿¡ª");
4971 msg_print("The arena absorbs all attempted magic!");
4987 /* Fuel your lantern/torch */
4997 if (!p_ptr->wild_mode) do_cmd_fire();
5004 if (!p_ptr->wild_mode)
5014 if (!p_ptr->wild_mode)
5016 if (!p_ptr->inside_arena)
5021 msg_print("¥¢¥ê¡¼¥Ê¤¬ËâË¡¤òµÛ¼ý¤·¤¿¡ª");
5023 msg_print("The arena absorbs all attempted magic!");
5035 if (!p_ptr->wild_mode)
5037 if (p_ptr->inside_arena)
5040 msg_print("¥¢¥ê¡¼¥Ê¤¬ËâË¡¤òµÛ¼ý¤·¤¿¡ª");
5042 msg_print("The arena absorbs all attempted magic!");
5047 else if (use_command && rogue_like_commands)
5059 /* Quaff a potion */
5062 if (!p_ptr->wild_mode)
5064 if (!p_ptr->inside_arena)
5065 do_cmd_quaff_potion();
5069 msg_print("¥¢¥ê¡¼¥Ê¤¬ËâË¡¤òµÛ¼ý¤·¤¿¡ª");
5071 msg_print("The arena absorbs all attempted magic!");
5083 if (!p_ptr->wild_mode)
5085 if (!p_ptr->inside_arena)
5086 do_cmd_read_scroll();
5090 msg_print("¥¢¥ê¡¼¥Ê¤¬ËâË¡¤òµÛ¼ý¤·¤¿¡ª");
5092 msg_print("The arena absorbs all attempted magic!");
5104 if (!p_ptr->wild_mode)
5106 if (p_ptr->inside_arena)
5109 msg_print("¥¢¥ê¡¼¥Ê¤¬ËâË¡¤òµÛ¼ý¤·¤¿¡ª");
5111 msg_print("The arena absorbs all attempted magic!");
5116 else if (use_command && !rogue_like_commands)
5126 /* Use racial power */
5129 if (!p_ptr->wild_mode) do_cmd_racial_power();
5134 /*** Looking at Things (nearby or on map) ***/
5136 /* Full dungeon map */
5143 /* Locate player on map */
5157 /* Target monster or location */
5160 if (!p_ptr->wild_mode) do_cmd_target();
5166 /*** Help and Such ***/
5175 /* Identify symbol */
5178 do_cmd_query_symbol();
5182 /* Character description */
5185 do_cmd_change_name();
5190 /*** System Commands ***/
5192 /* Hack -- User interface */
5199 /* Single line from a pref file */
5208 do_cmd_reload_autopick();
5214 do_cmd_edit_autopick();
5218 /* Interact with macros */
5225 /* Interact with visuals */
5233 /* Interact with colors */
5241 /* Interact with options */
5245 (void)combine_and_reorder_home(STORE_HOME);
5250 /*** Misc Commands ***/
5266 /* Repeat level feeling */
5269 if (!p_ptr->wild_mode) do_cmd_feeling();
5273 /* Show previous message */
5276 do_cmd_message_one();
5280 /* Show previous messages */
5283 do_cmd_messages(old_now_message);
5287 /* Show quest status -KMW- */
5290 do_cmd_checkquest();
5294 /* Redraw the screen */
5297 now_message = old_now_message;
5302 #ifndef VERIFY_SAVEFILE
5304 /* Hack -- Save and don't quit */
5307 do_cmd_save_game(FALSE);
5311 #endif /* VERIFY_SAVEFILE */
5321 case SPECIAL_KEY_QUIT:
5323 do_cmd_save_and_exit();
5327 /* Quit (commit suicide) */
5340 /* Check artifacts, uniques, objects */
5347 /* Load "screen dump" */
5350 do_cmd_load_screen();
5354 /* Save "screen dump" */
5357 do_cmd_save_screen();
5361 /* Record/stop "Movie" */
5364 prepare_movie_hooks();
5368 /* Make random artifact list */
5371 spoil_random_artifact("randifact.txt");
5378 if (!p_ptr->wild_mode) do_cmd_travel();
5379 if (p_ptr->special_defense & KATA_MUSOU)
5381 set_action(ACTION_NONE);
5387 /* Hack -- Unknown command */
5390 if (flush_failure) flush();
5394 sound(SOUND_ILLEGAL);
5396 if (!get_rnd_line("error_j.txt", 0, error_m))
5398 if (!get_rnd_line("error.txt", 0, error_m))
5405 prt(" '?' ¤Ç¥Ø¥ë¥×¤¬É½¼¨¤µ¤ì¤Þ¤¹¡£", 0, 0);
5407 prt("Type '?' for help.", 0, 0);
5413 if (!energy_use && !now_message)
5414 now_message = old_now_message;
5420 static bool monster_tsuri(int r_idx)
5422 monster_race *r_ptr = &r_info[r_idx];
5424 if ((r_ptr->flags7 & RF7_AQUATIC) && !(r_ptr->flags1 & RF1_UNIQUE) && my_strchr("Jjlw", r_ptr->d_char))
5431 /* Hack -- Pack Overflow */
5432 static void pack_overflow(void)
5434 if (inventory[INVEN_PACK].k_idx)
5436 char o_name[MAX_NLEN];
5439 /* Is auto-destroy done? */
5441 if (!inventory[INVEN_PACK].k_idx) return;
5443 /* Access the slot to be dropped */
5444 o_ptr = &inventory[INVEN_PACK];
5451 msg_print("¥¶¥Ã¥¯¤«¤é¥¢¥¤¥Æ¥à¤¬¤¢¤Õ¤ì¤¿¡ª");
5453 msg_print("Your pack overflows!");
5457 object_desc(o_name, o_ptr, 0);
5461 msg_format("%s(%c)¤òÍî¤È¤·¤¿¡£", o_name, index_to_label(INVEN_PACK));
5463 msg_format("You drop %s (%c).", o_name, index_to_label(INVEN_PACK));
5466 /* Drop it (carefully) near the player */
5467 (void)drop_near(o_ptr, 0, py, px);
5469 /* Modify, Describe, Optimize */
5470 inven_item_increase(INVEN_PACK, -255);
5471 inven_item_describe(INVEN_PACK);
5472 inven_item_optimize(INVEN_PACK);
5474 /* Handle "p_ptr->notice" */
5477 /* Handle "p_ptr->update" and "p_ptr->redraw" and "p_ptr->window" */
5484 * Process the player
5486 * Notice the annoying code to handle "pack overflow", which
5487 * must come first just in case somebody manages to corrupt
5488 * the savefiles by clever use of menu commands or something.
5490 static void process_player(void)
5494 /*** Apply energy ***/
5499 msg_print("²¿¤«ÊѤï¤Ã¤¿µ¤¤¬¤¹¤ë¡ª");
5501 msg_print("You feel different!");
5504 (void)gain_random_mutation(0);
5505 hack_mutation = FALSE;
5508 if (p_ptr->inside_battle)
5510 for(i = 1; i < m_max; i++)
5512 monster_type *m_ptr = &m_list[i];
5514 if (!m_ptr->r_idx) continue;
5516 /* Hack -- Detect monster */
5517 m_ptr->mflag2 |= (MFLAG2_MARK | MFLAG2_SHOW);
5519 /* Update the monster */
5520 update_mon(i, FALSE);
5525 /* Give the player some energy */
5526 else if (!(load && p_ptr->energy_need <= 0))
5528 p_ptr->energy_need -= SPEED_TO_ENERGY(p_ptr->pspeed);
5532 if (p_ptr->energy_need > 0) return;
5533 if (!command_rep) prt_time();
5535 /*** Check for interupts ***/
5537 /* Complete resting */
5544 if ((p_ptr->chp == p_ptr->mhp) &&
5545 (p_ptr->csp >= p_ptr->msp))
5547 set_action(ACTION_NONE);
5551 /* Complete resting */
5552 else if (resting == -2)
5555 if ((p_ptr->chp == p_ptr->mhp) &&
5556 (p_ptr->csp >= p_ptr->msp) &&
5557 !p_ptr->blind && !p_ptr->confused &&
5558 !p_ptr->poisoned && !p_ptr->afraid &&
5559 !p_ptr->stun && !p_ptr->cut &&
5560 !p_ptr->slow && !p_ptr->paralyzed &&
5561 !p_ptr->image && !p_ptr->word_recall &&
5562 !p_ptr->alter_reality)
5564 set_action(ACTION_NONE);
5569 if (p_ptr->action == ACTION_FISH)
5572 Term_xtra(TERM_XTRA_DELAY, 10);
5576 bool success = FALSE;
5577 get_mon_num_prep(monster_tsuri,NULL);
5578 r_idx = get_mon_num(dun_level ? dun_level : wilderness[p_ptr->wilderness_y][p_ptr->wilderness_x].level);
5580 if (r_idx && one_in_(2))
5583 y = py+ddy[tsuri_dir];
5584 x = px+ddx[tsuri_dir];
5585 if (place_monster_aux(0, y, x, r_idx, PM_NO_KAGE))
5588 monster_desc(m_name, &m_list[cave[y][x].m_idx], 0);
5590 msg_format("%s¤¬Äà¤ì¤¿¡ª", m_name);
5592 msg_format("You have a good catch!", m_name);
5600 msg_print("±Â¤À¤±¿©¤ï¤ì¤Æ¤·¤Þ¤Ã¤¿¡ª¤¯¤Ã¤½¡Á¡ª");
5602 msg_print("Damn! The fish stole your bait!");
5609 /* Handle "abort" */
5612 /* Check for "player abort" (semi-efficiently for resting) */
5613 if (running || command_rep || (p_ptr->action == ACTION_REST) || (p_ptr->action == ACTION_FISH))
5618 /* Check for a key */
5627 /* Hack -- Show a Message */
5629 msg_print("ÃæÃǤ·¤Þ¤·¤¿¡£");
5631 msg_print("Canceled.");
5638 if (p_ptr->riding && !p_ptr->confused && !p_ptr->blind)
5640 monster_type *m_ptr = &m_list[p_ptr->riding];
5641 monster_race *r_ptr = &r_info[m_ptr->r_idx];
5643 if (MON_CSLEEP(m_ptr))
5648 (void)set_monster_csleep(p_ptr->riding, 0);
5650 /* Acquire the monster name */
5651 monster_desc(m_name, m_ptr, 0);
5653 msg_format("%^s¤òµ¯¤³¤·¤¿¡£", m_name);
5655 msg_format("You have waked %s up.", m_name);
5659 if (MON_STUNNED(m_ptr))
5661 /* Hack -- Recover from stun */
5662 if (set_monster_stunned(p_ptr->riding,
5663 (randint0(r_ptr->level) < p_ptr->skill_exp[GINOU_RIDING]) ? 0 : (MON_STUNNED(m_ptr) - 1)))
5667 /* Acquire the monster name */
5668 monster_desc(m_name, m_ptr, 0);
5670 /* Dump a message */
5672 msg_format("%^s¤òÛ¯Û°¾õÂÖ¤«¤éΩ¤Áľ¤é¤»¤¿¡£", m_name);
5674 msg_format("%^s is no longer stunned.", m_name);
5679 if (MON_CONFUSED(m_ptr))
5681 /* Hack -- Recover from confusion */
5682 if (set_monster_confused(p_ptr->riding,
5683 (randint0(r_ptr->level) < p_ptr->skill_exp[GINOU_RIDING]) ? 0 : (MON_CONFUSED(m_ptr) - 1)))
5687 /* Acquire the monster name */
5688 monster_desc(m_name, m_ptr, 0);
5690 /* Dump a message */
5692 msg_format("%^s¤òº®Íð¾õÂÖ¤«¤éΩ¤Áľ¤é¤»¤¿¡£", m_name);
5694 msg_format("%^s is no longer confused.", m_name);
5699 if (MON_MONFEAR(m_ptr))
5701 /* Hack -- Recover from fear */
5702 if (set_monster_monfear(p_ptr->riding,
5703 (randint0(r_ptr->level) < p_ptr->skill_exp[GINOU_RIDING]) ? 0 : (MON_MONFEAR(m_ptr) - 1)))
5707 /* Acquire the monster name */
5708 monster_desc(m_name, m_ptr, 0);
5710 /* Dump a message */
5712 msg_format("%^s¤ò¶²Éݤ«¤éΩ¤Áľ¤é¤»¤¿¡£", m_name);
5714 msg_format("%^s is no longer fear.", m_name);
5719 /* Handle "p_ptr->update" and "p_ptr->redraw" and "p_ptr->window" */
5723 /* Handle the player song */
5724 if (!load) check_music();
5726 /* Hex - Handle the hex spells */
5727 if (!load) check_hex();
5728 if (!load) revenge_spell();
5733 if (p_ptr->lightspeed)
5735 (void)set_lightspeed(p_ptr->lightspeed - 1, TRUE);
5737 if ((p_ptr->pclass == CLASS_FORCETRAINER) && (p_ptr->magic_num1[0]))
5739 if (p_ptr->magic_num1[0] < 40)
5741 p_ptr->magic_num1[0] = 0;
5743 else p_ptr->magic_num1[0] -= 40;
5744 p_ptr->update |= (PU_BONUS);
5746 if (p_ptr->action == ACTION_LEARN)
5749 u32b cost_frac = (p_ptr->msp + 30L) * 256L;
5751 /* Convert the unit (1/2^16) to (1/2^32) */
5752 s64b_LSHIFT(cost, cost_frac, 16);
5755 if (s64b_cmp(p_ptr->csp, p_ptr->csp_frac, cost, cost_frac) < 0)
5759 p_ptr->csp_frac = 0;
5760 set_action(ACTION_NONE);
5765 s64b_sub(&(p_ptr->csp), &(p_ptr->csp_frac), cost, cost_frac);
5767 p_ptr->redraw |= PR_MANA;
5770 if (p_ptr->special_defense & KATA_MASK)
5772 if (p_ptr->special_defense & KATA_MUSOU)
5776 set_action(ACTION_NONE);
5781 p_ptr->redraw |= (PR_MANA);
5786 /*** Handle actual user input ***/
5788 /* Repeat until out of energy */
5789 while (p_ptr->energy_need <= 0)
5791 p_ptr->window |= PW_PLAYER;
5792 p_ptr->sutemi = FALSE;
5793 p_ptr->counter = FALSE;
5794 now_damaged = FALSE;
5796 /* Handle "p_ptr->notice" */
5799 /* Handle "p_ptr->update" and "p_ptr->redraw" and "p_ptr->window" */
5802 /* Place the cursor on the player */
5803 move_cursor_relative(py, px);
5805 /* Refresh (optional) */
5806 if (fresh_before) Term_fresh();
5809 /* Hack -- Pack Overflow */
5813 /* Hack -- cancel "lurking browse mode" */
5814 if (!command_new) command_see = FALSE;
5817 /* Assume free turn */
5821 if (p_ptr->inside_battle)
5823 /* Place the cursor on the player */
5824 move_cursor_relative(py, px);
5826 command_cmd = SPECIAL_KEY_BUILDING;
5828 /* Process the command */
5832 /* Paralyzed or Knocked Out */
5833 else if (p_ptr->paralyzed || (p_ptr->stun >= 100))
5840 else if (p_ptr->action == ACTION_REST)
5845 /* Reduce rest count */
5848 if (!resting) set_action(ACTION_NONE);
5850 /* Redraw the state */
5851 p_ptr->redraw |= (PR_STATE);
5859 else if (p_ptr->action == ACTION_FISH)
5874 else if (travel.run)
5881 /* Repeated command */
5882 else if (command_rep)
5884 /* Count this execution */
5887 /* Redraw the state */
5888 p_ptr->redraw |= (PR_STATE);
5893 /* Hack -- Assume messages were seen */
5896 /* Clear the top line */
5899 /* Process the command */
5903 /* Normal command */
5906 /* Place the cursor on the player */
5907 move_cursor_relative(py, px);
5910 /* Get a command (normal) */
5911 request_command(FALSE);
5914 /* Process the command */
5919 /* Hack -- Pack Overflow */
5928 /* Use some energy */
5929 if (world_player || energy_use > 400)
5931 /* The Randomness is irrelevant */
5932 p_ptr->energy_need += energy_use * TURNS_PER_TICK / 10;
5936 /* There is some randomness of needed energy */
5937 p_ptr->energy_need += (s16b)((s32b)energy_use * ENERGY_NEED() / 100L);
5940 /* Hack -- constant hallucination */
5941 if (p_ptr->image) p_ptr->redraw |= (PR_MAP);
5944 /* Shimmer monsters if needed */
5945 if (shimmer_monsters)
5947 /* Clear the flag */
5948 shimmer_monsters = FALSE;
5950 /* Shimmer multi-hued monsters */
5951 for (i = 1; i < m_max; i++)
5953 monster_type *m_ptr;
5954 monster_race *r_ptr;
5956 /* Access monster */
5959 /* Skip dead monsters */
5960 if (!m_ptr->r_idx) continue;
5962 /* Skip unseen monsters */
5963 if (!m_ptr->ml) continue;
5965 /* Access the monster race */
5966 r_ptr = &r_info[m_ptr->ap_r_idx];
5968 /* Skip non-multi-hued monsters */
5969 if (!(r_ptr->flags1 & (RF1_ATTR_MULTI | RF1_SHAPECHANGER)))
5972 /* Reset the flag */
5973 shimmer_monsters = TRUE;
5975 /* Redraw regardless */
5976 lite_spot(m_ptr->fy, m_ptr->fx);
5981 /* Handle monster detection */
5982 if (repair_monsters)
5984 /* Reset the flag */
5985 repair_monsters = FALSE;
5987 /* Rotate detection flags */
5988 for (i = 1; i < m_max; i++)
5990 monster_type *m_ptr;
5992 /* Access monster */
5995 /* Skip dead monsters */
5996 if (!m_ptr->r_idx) continue;
5998 /* Nice monsters get mean */
5999 if (m_ptr->mflag & MFLAG_NICE)
6001 /* Nice monsters get mean */
6002 m_ptr->mflag &= ~(MFLAG_NICE);
6005 /* Handle memorized monsters */
6006 if (m_ptr->mflag2 & MFLAG2_MARK)
6008 /* Maintain detection */
6009 if (m_ptr->mflag2 & MFLAG2_SHOW)
6012 m_ptr->mflag2 &= ~(MFLAG2_SHOW);
6014 /* Still need repairs */
6015 repair_monsters = TRUE;
6018 /* Remove detection */
6022 m_ptr->mflag2 &= ~(MFLAG2_MARK);
6024 /* Assume invisible */
6027 /* Update the monster */
6028 update_mon(i, FALSE);
6030 if (p_ptr->health_who == i) p_ptr->redraw |= (PR_HEALTH);
6031 if (p_ptr->riding == i) p_ptr->redraw |= (PR_UHEALTH);
6033 /* Redraw regardless */
6034 lite_spot(m_ptr->fy, m_ptr->fx);
6039 if (p_ptr->pclass == CLASS_IMITATOR)
6041 if (p_ptr->mane_num > (p_ptr->lev > 44 ? 3 : p_ptr->lev > 29 ? 2 : 1))
6044 for (i = 0; i < p_ptr->mane_num; i++)
6046 p_ptr->mane_spell[i] = p_ptr->mane_spell[i+1];
6047 p_ptr->mane_dam[i] = p_ptr->mane_dam[i+1];
6051 p_ptr->redraw |= (PR_IMITATION);
6053 if (p_ptr->action == ACTION_LEARN)
6056 p_ptr->redraw |= (PR_STATE);
6059 if (world_player && (p_ptr->energy_need > - 1000))
6062 p_ptr->redraw |= (PR_MAP);
6064 /* Update monsters */
6065 p_ptr->update |= (PU_MONSTERS);
6068 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
6071 msg_print("¡Ö»þ¤ÏÆ°¤¤À¤¹¡Ä¡×");
6073 msg_print("You feel time flowing around you once more.");
6076 world_player = FALSE;
6077 p_ptr->energy_need = ENERGY_NEED();
6079 /* Handle "p_ptr->update" and "p_ptr->redraw" and "p_ptr->window" */
6084 /* Hack -- notice death */
6085 if (!p_ptr->playing || p_ptr->is_dead)
6087 world_player = FALSE;
6092 if (energy_use && reset_concent) reset_concentration(TRUE);
6094 /* Handle "leaving" */
6095 if (p_ptr->leaving) break;
6098 /* Update scent trail */
6104 * Interact with the current dungeon level.
6106 * This function will not exit until the level is completed,
6107 * the user dies, or the game is terminated.
6109 static void dungeon(bool load_game)
6113 /* Set the base level */
6114 base_level = dun_level;
6116 /* Reset various flags */
6120 p_ptr->leaving = FALSE;
6122 /* Reset the "command" vars */
6125 #if 0 /* Don't reset here --- It's used for Arena */
6134 /* Cancel the target */
6138 ambush_flag = FALSE;
6140 /* Cancel the health bar */
6143 /* Check visual effects */
6144 shimmer_monsters = TRUE;
6145 shimmer_objects = TRUE;
6146 repair_monsters = TRUE;
6147 repair_objects = TRUE;
6153 /* Get index of current quest (if any) */
6154 quest_num = quest_number(dun_level);
6156 /* Inside a quest? */
6159 /* Mark the quest monster */
6160 r_info[quest[quest_num].r_idx].flags1 |= RF1_QUESTOR;
6163 /* Track maximum player level */
6164 if (p_ptr->max_plv < p_ptr->lev)
6166 p_ptr->max_plv = p_ptr->lev;
6170 /* Track maximum dungeon level (if not in quest -KMW-) */
6171 if ((max_dlv[dungeon_type] < dun_level) && !p_ptr->inside_quest)
6173 max_dlv[dungeon_type] = dun_level;
6174 if (record_maxdepth) do_cmd_write_nikki(NIKKI_MAXDEAPTH, dun_level, NULL);
6177 (void)calculate_upkeep();
6179 /* Validate the panel */
6180 panel_bounds_center();
6182 /* Verify the panel */
6185 /* Flush messages */
6189 /* Enter "xtra" mode */
6190 character_xtra = TRUE;
6193 p_ptr->window |= (PW_INVEN | PW_EQUIP | PW_SPELL | PW_PLAYER | PW_MONSTER | PW_OVERHEAD | PW_DUNGEON);
6195 /* Redraw dungeon */
6196 p_ptr->redraw |= (PR_WIPE | PR_BASIC | PR_EXTRA | PR_EQUIPPY);
6199 p_ptr->redraw |= (PR_MAP);
6202 p_ptr->update |= (PU_BONUS | PU_HP | PU_MANA | PU_SPELLS);
6204 /* Update lite/view */
6205 p_ptr->update |= (PU_VIEW | PU_LITE | PU_MON_LITE | PU_TORCH);
6207 /* Update monsters */
6208 p_ptr->update |= (PU_MONSTERS | PU_DISTANCE | PU_FLOW);
6210 /* Handle "p_ptr->update" and "p_ptr->redraw" and "p_ptr->window" */
6213 /* Leave "xtra" mode */
6214 character_xtra = FALSE;
6217 p_ptr->update |= (PU_BONUS | PU_HP | PU_MANA | PU_SPELLS);
6219 /* Combine / Reorder the pack */
6220 p_ptr->notice |= (PN_COMBINE | PN_REORDER);
6222 /* Handle "p_ptr->notice" */
6225 /* Handle "p_ptr->update" and "p_ptr->redraw" and "p_ptr->window" */
6231 if (quest_num && (is_fixed_quest_idx(quest_num) &&
6232 !((quest_num == QUEST_OBERON) || (quest_num == QUEST_SERPENT) ||
6233 !(quest[quest_num].flags & QUEST_FLAG_PRESET)))) do_cmd_feeling();
6235 if (p_ptr->inside_battle)
6239 p_ptr->energy_need = 0;
6245 msg_print("»î¹ç³«»Ï¡ª");
6247 msg_format("Ready..Fight!");
6253 if ((p_ptr->pclass == CLASS_BARD) && (p_ptr->magic_num1[0] > MUSIC_DETECT))
6254 p_ptr->magic_num1[0] = MUSIC_DETECT;
6256 /* Hack -- notice death or departure */
6257 if (!p_ptr->playing || p_ptr->is_dead) return;
6259 /* Print quest message if appropriate */
6260 if (!p_ptr->inside_quest && (dungeon_type == DUNGEON_ANGBAND))
6262 quest_discovery(random_quest_number(dun_level));
6263 p_ptr->inside_quest = random_quest_number(dun_level);
6265 if ((dun_level == d_info[dungeon_type].maxdepth) && d_info[dungeon_type].final_guardian)
6267 if (r_info[d_info[dungeon_type].final_guardian].max_num)
6269 msg_format("¤³¤Î³¬¤Ë¤Ï%s¤Î¼ç¤Ç¤¢¤ë%s¤¬À³¤ó¤Ç¤¤¤ë¡£",
6270 d_name+d_info[dungeon_type].name,
6271 r_name+r_info[d_info[dungeon_type].final_guardian].name);
6273 msg_format("%^s lives in this level as the keeper of %s.",
6274 r_name+r_info[d_info[dungeon_type].final_guardian].name,
6275 d_name+d_info[dungeon_type].name);
6279 if (!load_game && (p_ptr->special_defense & NINJA_S_STEALTH)) set_superstealth(FALSE);
6281 /*** Process this dungeon level ***/
6283 /* Reset the monster generation level */
6284 monster_level = base_level;
6286 /* Reset the object generation level */
6287 object_level = base_level;
6291 if (p_ptr->energy_need > 0 && !p_ptr->inside_battle &&
6292 (dun_level || p_ptr->leaving_dungeon || p_ptr->inside_arena))
6293 p_ptr->energy_need = 0;
6295 /* Not leaving dungeon */
6296 p_ptr->leaving_dungeon = FALSE;
6298 /* Initialize monster process */
6304 /* Hack -- Compact the monster list occasionally */
6305 if ((m_cnt + 32 > max_m_idx) && !p_ptr->inside_battle) compact_monsters(64);
6307 /* Hack -- Compress the monster list occasionally */
6308 if ((m_cnt + 32 < m_max) && !p_ptr->inside_battle) compact_monsters(0);
6311 /* Hack -- Compact the object list occasionally */
6312 if (o_cnt + 32 > max_o_idx) compact_objects(64);
6314 /* Hack -- Compress the object list occasionally */
6315 if (o_cnt + 32 < o_max) compact_objects(0);
6318 /* Process the player */
6321 /* Handle "p_ptr->notice" */
6324 /* Handle "p_ptr->update" and "p_ptr->redraw" and "p_ptr->window" */
6327 /* Hack -- Hilite the player */
6328 move_cursor_relative(py, px);
6330 /* Optional fresh */
6331 if (fresh_after) Term_fresh();
6333 /* Hack -- Notice death or departure */
6334 if (!p_ptr->playing || p_ptr->is_dead) break;
6336 /* Process all of the monsters */
6339 /* Handle "p_ptr->notice" */
6342 /* Handle "p_ptr->update" and "p_ptr->redraw" and "p_ptr->window" */
6345 /* Hack -- Hilite the player */
6346 move_cursor_relative(py, px);
6348 /* Optional fresh */
6349 if (fresh_after) Term_fresh();
6351 /* Hack -- Notice death or departure */
6352 if (!p_ptr->playing || p_ptr->is_dead) break;
6355 /* Process the world */
6358 /* Handle "p_ptr->notice" */
6361 /* Handle "p_ptr->update" and "p_ptr->redraw" and "p_ptr->window" */
6364 /* Hack -- Hilite the player */
6365 move_cursor_relative(py, px);
6367 /* Optional fresh */
6368 if (fresh_after) Term_fresh();
6370 /* Hack -- Notice death or departure */
6371 if (!p_ptr->playing || p_ptr->is_dead) break;
6373 /* Handle "leaving" */
6374 if (p_ptr->leaving) break;
6376 /* Count game turns */
6379 if (dungeon_turn < dungeon_turn_limit)
6381 if (!p_ptr->wild_mode || wild_regen) dungeon_turn++;
6382 else if (p_ptr->wild_mode && !(turn % ((MAX_HGT + MAX_WID) / 2))) dungeon_turn++;
6385 prevent_turn_overflow();
6387 if (wild_regen) wild_regen--;
6390 /* Inside a quest and non-unique questor? */
6391 if (quest_num && !(r_info[quest[quest_num].r_idx].flags1 & RF1_UNIQUE))
6393 /* Un-mark the quest monster */
6394 r_info[quest[quest_num].r_idx].flags1 &= ~RF1_QUESTOR;
6397 /* Not save-and-quit and not dead? */
6398 if (p_ptr->playing && !p_ptr->is_dead)
6401 * Maintain Unique monsters and artifact, save current
6402 * floor, then prepare next floor
6406 /* Forget the flag */
6407 reinit_wilderness = FALSE;
6410 /* Write about current level on the play record once per level */
6416 * Load some "user pref files"
6418 * Modified by Arcum Dagsson to support
6419 * separate macro files for different realms.
6421 static void load_all_pref_files(void)
6425 /* Access the "user" pref file */
6426 sprintf(buf, "user.prf");
6428 /* Process that file */
6429 process_pref_file(buf);
6431 /* Access the "user" system pref file */
6432 sprintf(buf, "user-%s.prf", ANGBAND_SYS);
6434 /* Process that file */
6435 process_pref_file(buf);
6437 /* Access the "race" pref file */
6438 sprintf(buf, "%s.prf", rp_ptr->title);
6440 /* Process that file */
6441 process_pref_file(buf);
6443 /* Access the "class" pref file */
6444 sprintf(buf, "%s.prf", cp_ptr->title);
6446 /* Process that file */
6447 process_pref_file(buf);
6449 /* Access the "character" pref file */
6450 sprintf(buf, "%s.prf", player_base);
6452 /* Process that file */
6453 process_pref_file(buf);
6455 /* Access the "realm 1" pref file */
6456 if (p_ptr->realm1 != REALM_NONE)
6458 sprintf(buf, "%s.prf", realm_names[p_ptr->realm1]);
6460 /* Process that file */
6461 process_pref_file(buf);
6464 /* Access the "realm 2" pref file */
6465 if (p_ptr->realm2 != REALM_NONE)
6467 sprintf(buf, "%s.prf", realm_names[p_ptr->realm2]);
6469 /* Process that file */
6470 process_pref_file(buf);
6474 /* Load an autopick preference file */
6475 autopick_load_pref(FALSE);
6480 * Extract option variables from bit sets
6482 void extract_option_vars(void)
6486 for (i = 0; option_info[i].o_desc; i++)
6488 int os = option_info[i].o_set;
6489 int ob = option_info[i].o_bit;
6491 /* Set the "default" options */
6492 if (option_info[i].o_var)
6495 if (option_flag[os] & (1L << ob))
6498 (*option_info[i].o_var) = TRUE;
6505 (*option_info[i].o_var) = FALSE;
6513 * Determine bounty uniques
6515 void determine_bounty_uniques(void)
6518 monster_race *r_ptr;
6520 get_mon_num_prep(NULL, NULL);
6521 for (i = 0; i < MAX_KUBI; i++)
6525 kubi_r_idx[i] = get_mon_num(MAX_DEPTH - 1);
6526 r_ptr = &r_info[kubi_r_idx[i]];
6528 if (!(r_ptr->flags1 & RF1_UNIQUE)) continue;
6530 if (!(r_ptr->flags9 & (RF9_DROP_CORPSE | RF9_DROP_SKELETON))) continue;
6532 if (r_ptr->rarity > 100) continue;
6534 if (no_questor_or_bounty_uniques(kubi_r_idx[i])) continue;
6536 for (j = 0; j < i; j++)
6537 if (kubi_r_idx[i] == kubi_r_idx[j]) break;
6544 for (i = 0; i < MAX_KUBI - 1; i++)
6546 for (j = i; j < MAX_KUBI; j++)
6548 if (r_info[kubi_r_idx[i]].level > r_info[kubi_r_idx[j]].level)
6550 tmp = kubi_r_idx[i];
6551 kubi_r_idx[i] = kubi_r_idx[j];
6552 kubi_r_idx[j] = tmp;
6560 * Determine today's bounty monster
6561 * Note: conv_old is used if loaded 0.0.3 or older save file
6563 void determine_today_mon(bool conv_old)
6566 bool old_inside_battle = p_ptr->inside_battle;
6567 monster_race *r_ptr;
6571 for (i = 0; i < max_d_idx; i++)
6573 if (max_dlv[i] < d_info[i].mindepth) continue;
6574 if (max_dl < max_dlv[i]) max_dl = max_dlv[i];
6577 else max_dl = MAX(max_dlv[DUNGEON_ANGBAND], 3);
6579 p_ptr->inside_battle = TRUE;
6580 get_mon_num_prep(NULL, NULL);
6584 today_mon = get_mon_num(max_dl);
6585 r_ptr = &r_info[today_mon];
6587 if (r_ptr->flags1 & RF1_UNIQUE) continue;
6588 if (r_ptr->flags7 & (RF7_NAZGUL | RF7_UNIQUE2)) continue;
6589 if (r_ptr->flags2 & RF2_MULTIPLY) continue;
6590 if ((r_ptr->flags9 & (RF9_DROP_CORPSE | RF9_DROP_SKELETON)) != (RF9_DROP_CORPSE | RF9_DROP_SKELETON)) continue;
6591 if (r_ptr->level < MIN(max_dl / 2, 40)) continue;
6592 if (r_ptr->rarity > 10) continue;
6596 p_ptr->today_mon = 0;
6597 p_ptr->inside_battle = old_inside_battle;
6602 * Actually play a game
6604 * If the "new_game" parameter is true, then, after loading the
6605 * savefile, we will commit suicide, if necessary, to allow the
6606 * player to start a new game.
6608 void play_game(bool new_game)
6611 bool load_game = TRUE;
6621 else if (chuukei_server)
6623 prepare_chuukei_hooks();
6634 hack_mutation = FALSE;
6636 /* Hack -- Character is "icky" */
6637 character_icky = TRUE;
6639 /* Make sure main term is active */
6640 Term_activate(angband_term[0]);
6642 /* Initialise the resize hooks */
6643 angband_term[0]->resize_hook = resize_map;
6645 for (i = 1; i < 8; i++)
6647 /* Does the term exist? */
6648 if (angband_term[i])
6650 /* Add the redraw on resize hook */
6651 angband_term[i]->resize_hook = redraw_window;
6655 /* Hack -- turn off the cursor */
6656 (void)Term_set_cursor(0);
6659 /* Attempt to load */
6664 quit("¥»¡¼¥Ö¥Õ¥¡¥¤¥ë¤¬²õ¤ì¤Æ¤¤¤Þ¤¹");
6666 quit("broken savefile");
6671 /* Extract the options */
6672 extract_option_vars();
6674 /* Report waited score */
6675 if (p_ptr->wait_report_score)
6681 if (!get_check_strict("ÂÔµ¡¤·¤Æ¤¤¤¿¥¹¥³¥¢ÅÐÏ¿¤òº£¹Ô¤Ê¤¤¤Þ¤¹¤«¡©", CHECK_NO_HISTORY))
6683 if (!get_check_strict("Do you register score now? ", CHECK_NO_HISTORY))
6688 p_ptr->update |= (PU_BONUS | PU_HP | PU_MANA | PU_SPELLS);
6693 p_ptr->is_dead = TRUE;
6695 start_time = time(NULL);
6697 /* No suspending now */
6698 signals_ignore_tstp();
6700 /* Hack -- Character is now "icky" */
6701 character_icky = TRUE;
6703 /* Build the filename */
6704 path_build(buf, sizeof(buf), ANGBAND_DIR_APEX, "scores.raw");
6706 /* Open the high score file, for reading/writing */
6707 highscore_fd = fd_open(buf, O_RDWR);
6709 /* Handle score, show Top scores */
6710 success = send_world_score(TRUE);
6713 if (!success && !get_check_strict("¥¹¥³¥¢ÅÐÏ¿¤òÄü¤á¤Þ¤¹¤«¡©", CHECK_NO_HISTORY))
6715 if (!success && !get_check_strict("Do you give up score registration? ", CHECK_NO_HISTORY))
6719 prt("°ú¤Â³¤ÂÔµ¡¤·¤Þ¤¹¡£", 0, 0);
6721 prt("standing by for future registration...", 0, 0);
6727 p_ptr->wait_report_score = FALSE;
6730 if (!save_player()) msg_print("¥»¡¼¥Ö¼ºÇÔ¡ª");
6732 if (!save_player()) msg_print("death save failed!");
6735 /* Shut the high score file */
6736 (void)fd_close(highscore_fd);
6738 /* Forget the high score fd */
6741 /* Allow suspending now */
6742 signals_handle_tstp();
6747 creating_savefile = new_game;
6749 /* Nothing loaded */
6750 if (!character_loaded)
6752 /* Make new player */
6755 /* The dungeon is not ready */
6756 character_dungeon = FALSE;
6758 /* Prepare to init the RNG */
6761 /* Initialize the saved floors data */
6762 init_saved_floors(FALSE);
6765 /* Old game is loaded. But new game is requested. */
6768 /* Initialize the saved floors data */
6769 init_saved_floors(TRUE);
6772 /* Process old character */
6775 /* Process the player name */
6776 process_player_name(FALSE);
6785 seed = (time(NULL));
6789 /* Mutate the seed on Unix machines */
6790 seed = ((seed >> 3) * (getpid() << 1));
6794 /* Use the complex RNG */
6797 /* Seed the "complex" RNG */
6798 Rand_state_init(seed);
6801 /* Roll new character */
6804 /* The dungeon is not ready */
6805 character_dungeon = FALSE;
6809 p_ptr->inside_quest = 0;
6810 p_ptr->inside_arena = FALSE;
6811 p_ptr->inside_battle = FALSE;
6815 /* Hack -- seed for flavors */
6816 seed_flavor = randint0(0x10000000);
6818 /* Hack -- seed for town layout */
6819 seed_town = randint0(0x10000000);
6821 /* Roll up a new character */
6829 determine_bounty_uniques();
6830 determine_today_mon(FALSE);
6832 /* Initialize object array */
6837 write_level = FALSE;
6840 do_cmd_write_nikki(NIKKI_GAMESTART, 1, " ----¥²¡¼¥àºÆ³«----");
6842 do_cmd_write_nikki(NIKKI_GAMESTART, 1, " ---- Restart Game ----");
6846 * 1.0.9 °ÊÁ°¤Ï¥»¡¼¥ÖÁ°¤Ë p_ptr->riding = -1 ¤È¤·¤Æ¤¤¤¿¤Î¤Ç¡¢ºÆÀßÄ꤬ɬÍפÀ¤Ã¤¿¡£
6847 * ¤â¤¦ÉÔÍפÀ¤¬¡¢°ÊÁ°¤Î¥»¡¼¥Ö¥Õ¥¡¥¤¥ë¤È¤Î¸ß´¹¤Î¤¿¤á¤Ë»Ä¤·¤Æ¤ª¤¯¡£
6849 if (p_ptr->riding == -1)
6852 for (i = m_max; i > 0; i--)
6854 if (player_bold(m_list[i].fy, m_list[i].fx))
6863 creating_savefile = FALSE;
6865 p_ptr->teleport_town = FALSE;
6866 p_ptr->sutemi = FALSE;
6867 world_monster = FALSE;
6868 now_damaged = FALSE;
6870 start_time = time(NULL) - 1;
6871 record_o_name[0] = '\0';
6873 /* Reset map panel */
6874 panel_row_min = cur_hgt;
6875 panel_col_min = cur_wid;
6877 /* Sexy gal gets bonus to maximum weapon skill of whip */
6878 if (p_ptr->pseikaku == SEIKAKU_SEXY)
6879 s_info[p_ptr->pclass].w_max[TV_HAFTED-TV_WEAPON_BEGIN][SV_WHIP] = WEAPON_EXP_MASTER;
6881 /* Fill the arrays of floors and walls in the good proportions */
6882 set_floor_and_wall(dungeon_type);
6884 /* Flavor the objects */
6887 /* Flash a message */
6889 prt("¤ªÂÔ¤Á²¼¤µ¤¤...", 0, 0);
6891 prt("Please wait...", 0, 0);
6895 /* Flush the message */
6899 /* Hack -- Enter wizard mode */
6902 if (enter_wizard_mode())
6904 p_ptr->wizard = TRUE;
6906 if (p_ptr->is_dead || !py || !px)
6908 /* Initialize the saved floors data */
6909 init_saved_floors(TRUE);
6912 p_ptr->inside_quest = 0;
6914 /* Avoid crash in update_view() */
6918 else if (p_ptr->is_dead)
6920 quit("Already dead.");
6924 /* Initialize the town-buildings if necessary */
6925 if (!dun_level && !p_ptr->inside_quest)
6927 /* Init the wilderness */
6929 process_dungeon_file("w_info.txt", 0, 0, max_wild_y, max_wild_x);
6932 init_flags = INIT_ONLY_BUILDINGS;
6934 process_dungeon_file("t_info.txt", 0, 0, MAX_HGT, MAX_WID);
6939 /* Generate a dungeon level if needed */
6940 if (!character_dungeon)
6947 /* HACK -- Restore from panic-save */
6948 if (p_ptr->panic_save)
6950 /* No player? -- Try to regenerate floor */
6954 msg_print("¥×¥ì¥¤¥ä¡¼¤Î°ÌÃÖ¤¬¤ª¤«¤·¤¤¡£¥Õ¥í¥¢¤òºÆÀ¸À®¤·¤Þ¤¹¡£");
6956 msg_print("What a strange player location. Regenerate the dungeon floor.");
6961 /* Still no player? -- Try to locate random place */
6962 if (!py || !px) py = px = 10;
6964 /* No longer in panic */
6965 p_ptr->panic_save = 0;
6969 /* Character is now "complete" */
6970 character_generated = TRUE;
6973 /* Hack -- Character is no longer "icky" */
6974 character_icky = FALSE;
6982 sprintf(buf, "%s¤Ë¹ß¤êΩ¤Ã¤¿¡£", map_name());
6984 sprintf(buf, "You are standing in the %s.", map_name());
6986 do_cmd_write_nikki(NIKKI_BUNSHOU, 0, buf);
6991 p_ptr->playing = TRUE;
6993 /* Reset the visual mappings */
6996 /* Load the "pref" files */
6997 load_all_pref_files();
6999 /* Give startup outfit (after loading pref files) */
7005 /* React to changes */
7006 Term_xtra(TERM_XTRA_REACT, 0);
7009 p_ptr->window |= (PW_INVEN | PW_EQUIP | PW_SPELL | PW_PLAYER);
7012 p_ptr->window |= (PW_MESSAGE | PW_OVERHEAD | PW_DUNGEON | PW_MONSTER | PW_OBJECT);
7018 /* Set or clear "rogue_like_commands" if requested */
7019 if (arg_force_original) rogue_like_commands = FALSE;
7020 if (arg_force_roguelike) rogue_like_commands = TRUE;
7022 /* Hack -- Enforce "delayed death" */
7023 if (p_ptr->chp < 0) p_ptr->is_dead = TRUE;
7025 if (p_ptr->prace == RACE_ANDROID) calc_android_exp();
7027 if (new_game && ((p_ptr->pclass == CLASS_CAVALRY) || (p_ptr->pclass == CLASS_BEASTMASTER)))
7029 monster_type *m_ptr;
7030 int pet_r_idx = ((p_ptr->pclass == CLASS_CAVALRY) ? MON_HORSE : MON_YASE_HORSE);
7031 monster_race *r_ptr = &r_info[pet_r_idx];
7032 place_monster_aux(0, py, px - 1, pet_r_idx,
7033 (PM_FORCE_PET | PM_NO_KAGE));
7034 m_ptr = &m_list[hack_m_idx_ii];
7035 m_ptr->mspeed = r_ptr->speed;
7036 m_ptr->maxhp = r_ptr->hdice*(r_ptr->hside+1)/2;
7037 m_ptr->max_maxhp = m_ptr->maxhp;
7038 m_ptr->hp = r_ptr->hdice*(r_ptr->hside+1)/2;
7039 m_ptr->energy_need = ENERGY_NEED() + ENERGY_NEED();
7042 (void)combine_and_reorder_home(STORE_HOME);
7043 (void)combine_and_reorder_home(STORE_MUSEUM);
7048 /* Process the level */
7051 /* Handle "p_ptr->notice" */
7054 /* Hack -- prevent "icky" message */
7055 character_xtra = TRUE;
7057 /* Handle "p_ptr->update" and "p_ptr->redraw" and "p_ptr->window" */
7060 character_xtra = FALSE;
7062 /* Cancel the target */
7065 /* Cancel the health bar */
7069 /* Forget the lite */
7072 /* Forget the view */
7075 /* Forget the view */
7078 /* Handle "quit and save" */
7079 if (!p_ptr->playing && !p_ptr->is_dead) break;
7081 /* Erase the old cave */
7083 if (!p_ptr->is_dead) wipe_m_list();
7091 /* Accidental Death */
7092 if (p_ptr->playing && p_ptr->is_dead)
7094 if (p_ptr->inside_arena)
7096 p_ptr->inside_arena = FALSE;
7097 if (p_ptr->arena_number > MAX_ARENA_MONS)
7098 p_ptr->arena_number++;
7100 p_ptr->arena_number = -1 - p_ptr->arena_number;
7101 p_ptr->is_dead = FALSE;
7103 p_ptr->chp_frac = 0;
7104 p_ptr->exit_bldg = TRUE;
7107 /* Leave through the exit */
7108 prepare_change_floor_mode(CFM_SAVE_FLOORS | CFM_RAND_CONNECT);
7110 /* prepare next floor */
7115 /* Mega-Hack -- Allow player to cheat death */
7117 if ((p_ptr->wizard || cheat_live) && !get_check("»à¤Ë¤Þ¤¹¤«? "))
7119 if ((p_ptr->wizard || cheat_live) && !get_check("Die? "))
7122 /* Mark social class, reset age, if needed */
7123 if (p_ptr->sc) p_ptr->sc = p_ptr->age = 0;
7129 p_ptr->noscore |= 0x0001;
7133 msg_print("¥¦¥£¥¶¡¼¥É¥â¡¼¥É¤ËÇ°¤òÁ÷¤ê¡¢»à¤òµ½¤¤¤¿¡£");
7135 msg_print("You invoke wizard mode and cheat death.");
7139 /* Restore hit points */
7140 p_ptr->chp = p_ptr->mhp;
7141 p_ptr->chp_frac = 0;
7143 if (p_ptr->pclass == CLASS_MAGIC_EATER)
7145 for (i = 0; i < EATER_EXT*2; i++)
7147 p_ptr->magic_num1[i] = p_ptr->magic_num2[i]*EATER_CHARGE;
7149 for (; i < EATER_EXT*3; i++)
7151 p_ptr->magic_num1[i] = 0;
7154 /* Restore spell points */
7155 p_ptr->csp = p_ptr->msp;
7156 p_ptr->csp_frac = 0;
7158 /* Hack -- cancel recall */
7159 if (p_ptr->word_recall)
7163 msg_print("Ä¥¤ê¤Ä¤á¤¿Â絤¤¬Î®¤ìµî¤Ã¤¿...");
7165 msg_print("A tension leaves the air around you...");
7170 /* Hack -- Prevent recall */
7171 p_ptr->word_recall = 0;
7172 p_ptr->redraw |= (PR_STATUS);
7175 /* Hack -- cancel alter */
7176 if (p_ptr->alter_reality)
7178 /* Hack -- Prevent alter */
7179 p_ptr->alter_reality = 0;
7180 p_ptr->redraw |= (PR_STATUS);
7183 /* Note cause of death XXX XXX XXX */
7185 (void)strcpy(p_ptr->died_from, "»à¤Îµ½¤");
7187 (void)strcpy(p_ptr->died_from, "Cheating death");
7191 p_ptr->is_dead = FALSE;
7193 /* Hack -- Healing */
7195 (void)set_confused(0);
7196 (void)set_poisoned(0);
7197 (void)set_afraid(0);
7198 (void)set_paralyzed(0);
7203 /* Hack -- Prevent starvation */
7204 (void)set_food(PY_FOOD_MAX - 1);
7207 p_ptr->inside_arena = FALSE;
7208 p_ptr->inside_battle = FALSE;
7210 p_ptr->inside_quest = 0;
7211 if (dungeon_type) p_ptr->recall_dungeon = dungeon_type;
7213 if (lite_town || vanilla_town)
7215 p_ptr->wilderness_y = 1;
7216 p_ptr->wilderness_x = 1;
7230 p_ptr->wilderness_y = 48;
7231 p_ptr->wilderness_x = 5;
7237 p_ptr->wild_mode = FALSE;
7238 p_ptr->leaving = TRUE;
7241 do_cmd_write_nikki(NIKKI_BUNSHOU, 1, " ¤·¤«¤·¡¢À¸¤Ê֤ä¿¡£");
7243 do_cmd_write_nikki(NIKKI_BUNSHOU, 1, " but revived.");
7246 /* Prepare next floor */
7253 /* Handle "death" */
7254 if (p_ptr->is_dead) break;
7256 /* Make a new level */
7267 s32b turn_real(s32b hoge)
7269 switch (p_ptr->start_race)
7275 return hoge - (TURNS_PER_TICK * TOWN_DAWN * 3 / 4);
7282 * ¥¿¡¼¥ó¤Î¥ª¡¼¥Ð¡¼¥Õ¥í¡¼¤ËÂФ¹¤ëÂнè
7283 * ¥¿¡¼¥óµÚ¤Ó¥¿¡¼¥ó¤òµÏ¿¤¹¤ëÊÑ¿ô¤ò¥¿¡¼¥ó¤Î¸Â³¦¤Î1ÆüÁ°¤Þ¤Ç´¬¤Ì᤹.
7285 void prevent_turn_overflow(void)
7287 int rollback_days, i, j;
7288 s32b rollback_turns;
7290 if (turn < turn_limit) return;
7292 rollback_days = 1 + (turn - turn_limit) / (TURNS_PER_TICK * TOWN_DAWN);
7293 rollback_turns = TURNS_PER_TICK * TOWN_DAWN * rollback_days;
7295 if (turn > rollback_turns) turn -= rollback_turns;
7296 else turn = 1; /* Paranoia */
7297 if (old_turn > rollback_turns) old_turn -= rollback_turns;
7299 if (old_battle > rollback_turns) old_battle -= rollback_turns;
7300 else old_battle = 1;
7301 if (p_ptr->feeling_turn > rollback_turns) p_ptr->feeling_turn -= rollback_turns;
7302 else p_ptr->feeling_turn = 1;
7304 for (i = 1; i < max_towns; i++)
7306 for (j = 0; j < MAX_STORES; j++)
7308 store_type *st_ptr = &town[i].store[j];
7310 if (st_ptr->last_visit > -10L * TURNS_PER_TICK * STORE_TICKS)
7312 st_ptr->last_visit -= rollback_turns;
7313 if (st_ptr->last_visit < -10L * TURNS_PER_TICK * STORE_TICKS) st_ptr->last_visit = -10L * TURNS_PER_TICK * STORE_TICKS;
7316 if (st_ptr->store_open)
7318 st_ptr->store_open -= rollback_turns;
7319 if (st_ptr->store_open < 1) st_ptr->store_open = 1;