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;
318 if (0 != randint0(77777L / (plev * plev + 40))) return;
327 case CLASS_WARRIOR_MAGE:
331 if (0 != randint0(75000L / (plev * plev + 40))) return;
337 case CLASS_MINDCRAFTER:
339 case CLASS_BLUE_MAGE:
340 case CLASS_MIRROR_MASTER:
343 if (0 != randint0(55000L / (plev * plev + 40))) return;
349 case CLASS_CHAOS_WARRIOR:
352 if (0 != randint0(80000L / (plev * plev + 40))) return;
362 case CLASS_FORCETRAINER:
365 if (0 != randint0(20000L / (plev * plev + 40))) return;
374 if (0 != randint0(20000L / ((plev+50)*(plev+50)))) return;
383 case CLASS_BEASTMASTER:
386 if (0 != randint0(65000L / (plev * plev + 40))) return;
391 case CLASS_BERSERKER:
401 if (compare_virtue(V_KNOWLEDGE, 100, VIRTUE_LARGE)) heavy = TRUE;
403 /*** Sense everything ***/
405 /* Check everything */
406 for (i = 0; i < INVEN_TOTAL; i++)
410 o_ptr = &inventory[i];
412 /* Skip empty slots */
413 if (!o_ptr->k_idx) continue;
415 /* Valid "tval" codes */
442 /* Skip non-sense machines */
445 /* Occasional failure on inventory items */
446 if ((i < INVEN_RARM) && (0 != randint0(5))) continue;
449 if ((p_ptr->muta3 & MUT3_GOOD_LUCK) && !randint0(13))
454 sense_inventory_aux(i, heavy);
459 static void sense_inventory2(void)
462 int plev = p_ptr->lev;
466 /*** Check for "sensing" ***/
468 /* No sensing when confused */
469 if (p_ptr->confused) return;
471 /* Analyze the class */
472 switch (p_ptr->pclass)
478 case CLASS_BERSERKER:
485 case CLASS_CHAOS_WARRIOR:
487 case CLASS_BEASTMASTER:
490 /* Very bad (light) sensing */
491 if (0 != randint0(240000L / (plev + 5))) return;
498 case CLASS_WARRIOR_MAGE:
503 if (0 != randint0(95000L / (plev * plev + 40))) return;
512 case CLASS_FORCETRAINER:
513 case CLASS_MINDCRAFTER:
516 if (0 != randint0(20000L / (plev * plev + 40))) return;
523 case CLASS_HIGH_MAGE:
525 case CLASS_MAGIC_EATER:
526 case CLASS_MIRROR_MASTER:
527 case CLASS_BLUE_MAGE:
530 if (0 != randint0(9000L / (plev * plev + 40))) return;
539 if (0 != randint0(20000L / ((plev+50)*(plev+50)))) return;
546 /*** Sense everything ***/
548 /* Check everything */
549 for (i = 0; i < INVEN_TOTAL; i++)
553 o_ptr = &inventory[i];
555 /* Skip empty slots */
556 if (!o_ptr->k_idx) continue;
558 /* Valid "tval" codes */
571 /* Skip non-sense machines */
574 /* Occasional failure on inventory items */
575 if ((i < INVEN_RARM) && (0 != randint0(5))) continue;
577 sense_inventory_aux(i, TRUE);
584 * Go to any level (ripped off from wiz_jump)
586 static void pattern_teleport(void)
593 if (get_check("¾¤Î³¬¤Ë¥Æ¥ì¥Ý¡¼¥È¤·¤Þ¤¹¤«¡©"))
595 if (get_check("Teleport level? "))
602 /* Only downward in ironman mode */
603 if (ironman_downward)
604 min_level = dun_level;
607 if (dungeon_type == DUNGEON_ANGBAND)
610 max_level = MAX_DEPTH - 1;
611 else if (dun_level == 100)
616 max_level = d_info[dungeon_type].maxdepth;
617 min_level = d_info[dungeon_type].mindepth;
622 sprintf(ppp, "¥Æ¥ì¥Ý¡¼¥ÈÀè:(%d-%d)", min_level, max_level);
624 sprintf(ppp, "Teleport to level (%d-%d): ", min_level, max_level);
629 sprintf(tmp_val, "%d", dun_level);
631 /* Ask for a level */
632 if (!get_string(ppp, tmp_val, 10)) return;
634 /* Extract request */
635 command_arg = atoi(tmp_val);
638 else if (get_check("Ä̾ï¥Æ¥ì¥Ý¡¼¥È¡©"))
640 else if (get_check("Normal teleport? "))
644 teleport_player(200, FALSE);
653 if (command_arg < min_level) command_arg = min_level;
656 if (command_arg > max_level) command_arg = max_level;
660 msg_format("%d ³¬¤Ë¥Æ¥ì¥Ý¡¼¥È¤·¤Þ¤·¤¿¡£", command_arg);
662 msg_format("You teleport to dungeon level %d.", command_arg);
666 if (autosave_l) do_cmd_save_game(TRUE);
669 dun_level = command_arg;
673 if (record_stair) do_cmd_write_nikki(NIKKI_PAT_TELE,0,NULL);
675 p_ptr->inside_quest = 0;
679 * Clear all saved floors
680 * and create a first saved floor
682 prepare_change_floor_mode(CFM_FIRST_FLOOR);
685 p_ptr->leaving = TRUE;
689 static void wreck_the_pattern(void)
691 int to_ruin = 0, r_y, r_x;
692 int pattern_type = f_info[cave[py][px].feat].power;
694 if (pattern_type == PATTERN_TILE_WRECKED)
701 msg_print("¥Ñ¥¿¡¼¥ó¤ò·ì¤Ç±ø¤·¤Æ¤·¤Þ¤Ã¤¿¡ª");
702 msg_print("²¿¤«¶²¤í¤·¤¤»ö¤¬µ¯¤³¤Ã¤¿¡ª");
704 msg_print("You bleed on the Pattern!");
705 msg_print("Something terrible happens!");
710 take_hit(DAMAGE_NOESCAPE, damroll(10, 8), "¥Ñ¥¿¡¼¥ó»²õ", -1);
712 take_hit(DAMAGE_NOESCAPE, damroll(10, 8), "corrupting the Pattern", -1);
715 to_ruin = randint1(45) + 35;
719 scatter(&r_y, &r_x, py, px, 4, 0);
721 if (pattern_tile(r_y, r_x) &&
722 (f_info[cave[r_y][r_x].feat].power != PATTERN_TILE_WRECKED))
724 cave_set_feat(r_y, r_x, FEAT_PATTERN_XTRA2);
728 cave_set_feat(py, px, FEAT_PATTERN_XTRA2);
732 /* Returns TRUE if we are on the Pattern... */
733 static bool pattern_effect(void)
737 if (!pattern_tile(py, px)) return FALSE;
739 if ((prace_is_(RACE_AMBERITE)) &&
740 (p_ptr->cut > 0) && one_in_(10))
745 pattern_type = f_info[cave[py][px].feat].power;
747 switch (pattern_type)
749 case PATTERN_TILE_END:
750 (void)set_poisoned(0);
756 (void)do_res_stat(A_STR);
757 (void)do_res_stat(A_INT);
758 (void)do_res_stat(A_WIS);
759 (void)do_res_stat(A_DEX);
760 (void)do_res_stat(A_CON);
761 (void)do_res_stat(A_CHR);
762 (void)restore_level();
763 (void)hp_player(1000);
765 cave_set_feat(py, px, FEAT_PATTERN_OLD);
768 msg_print("¡Ö¥Ñ¥¿¡¼¥ó¡×¤Î¤³¤ÎÉôʬ¤Ï¾¤ÎÉôʬ¤è¤ê¶¯ÎϤǤʤ¤¤è¤¦¤À¡£");
770 msg_print("This section of the Pattern looks less powerful.");
774 * We could make the healing effect of the
775 * Pattern center one-time only to avoid various kinds
776 * of abuse, like luring the win monster into fighting you
777 * in the middle of the pattern...
781 case PATTERN_TILE_OLD:
785 case PATTERN_TILE_TELEPORT:
789 case PATTERN_TILE_WRECKED:
792 take_hit(DAMAGE_NOESCAPE, 200, "²õ¤ì¤¿¡Ö¥Ñ¥¿¡¼¥ó¡×¤òÊ⤤¤¿¥À¥á¡¼¥¸", -1);
794 take_hit(DAMAGE_NOESCAPE, 200, "walking the corrupted Pattern", -1);
799 if (prace_is_(RACE_AMBERITE) && !one_in_(2))
801 else if (!IS_INVULN())
803 take_hit(DAMAGE_NOESCAPE, damroll(1, 3), "¡Ö¥Ñ¥¿¡¼¥ó¡×¤òÊ⤤¤¿¥À¥á¡¼¥¸", -1);
805 take_hit(DAMAGE_NOESCAPE, damroll(1, 3), "walking the Pattern", -1);
818 * Regenerate hit points -RAK-
820 static void regenhp(int percent)
826 if (p_ptr->special_defense & KATA_KOUKIJIN) return;
827 if (p_ptr->action == ACTION_HAYAGAKE) return;
829 /* Save the old hitpoints */
830 old_chp = p_ptr->chp;
833 * Extract the new hitpoints
835 * 'percent' is the Regen factor in unit (1/2^16)
838 new_chp_frac = (p_ptr->mhp * percent + PY_REGEN_HPBASE);
840 /* Convert the unit (1/2^16) to (1/2^32) */
841 s64b_LSHIFT(new_chp, new_chp_frac, 16);
844 s64b_add(&(p_ptr->chp), &(p_ptr->chp_frac), new_chp, new_chp_frac);
848 if (0 < s64b_cmp(p_ptr->chp, p_ptr->chp_frac, p_ptr->mhp, 0))
850 p_ptr->chp = p_ptr->mhp;
855 if (old_chp != p_ptr->chp)
858 p_ptr->redraw |= (PR_HP);
861 p_ptr->window |= (PW_PLAYER);
869 * Regenerate mana points
871 static void regenmana(int percent)
873 s32b old_csp = p_ptr->csp;
876 * Excess mana will decay 32 times faster than normal
879 if (p_ptr->csp > p_ptr->msp)
881 /* PY_REGEN_NORMAL is the Regen factor in unit (1/2^16) */
883 u32b decay_frac = (p_ptr->msp * 32 * PY_REGEN_NORMAL + PY_REGEN_MNBASE);
885 /* Convert the unit (1/2^16) to (1/2^32) */
886 s64b_LSHIFT(decay, decay_frac, 16);
889 s64b_sub(&(p_ptr->csp), &(p_ptr->csp_frac), decay, decay_frac);
892 if (p_ptr->csp < p_ptr->msp)
894 p_ptr->csp = p_ptr->msp;
899 /* Regenerating mana (unless the player has excess mana) */
900 else if (percent > 0)
902 /* (percent/100) is the Regen factor in unit (1/2^16) */
904 u32b new_mana_frac = (p_ptr->msp * percent / 100 + PY_REGEN_MNBASE);
906 /* Convert the unit (1/2^16) to (1/2^32) */
907 s64b_LSHIFT(new_mana, new_mana_frac, 16);
910 s64b_add(&(p_ptr->csp), &(p_ptr->csp_frac), new_mana, new_mana_frac);
912 /* Must set frac to zero even if equal */
913 if (p_ptr->csp >= p_ptr->msp)
915 p_ptr->csp = p_ptr->msp;
921 /* Reduce mana (even when the player has excess mana) */
924 /* PY_REGEN_NORMAL is the Regen factor in unit (1/2^16) */
925 s32b reduce_mana = 0;
926 u32b reduce_mana_frac = (p_ptr->msp * PY_REGEN_NORMAL + PY_REGEN_MNBASE);
928 /* Convert the unit (1/2^16) to (1/2^32) */
929 s64b_LSHIFT(reduce_mana, reduce_mana_frac, 16);
932 s64b_sub(&(p_ptr->csp), &(p_ptr->csp_frac), reduce_mana, reduce_mana_frac);
944 if (old_csp != p_ptr->csp)
947 p_ptr->redraw |= (PR_MANA);
950 p_ptr->window |= (PW_PLAYER);
951 p_ptr->window |= (PW_SPELL);
962 static void regenmagic(int percent)
967 for (i = 0; i < EATER_EXT*2; i++)
969 if (!p_ptr->magic_num2[i]) continue;
970 if (p_ptr->magic_num1[i] == ((long)p_ptr->magic_num2[i] << 16)) continue;
971 new_mana = ((long)p_ptr->magic_num2[i]+adj_mag_mana[A_INT]+13) * percent / 8;
972 p_ptr->magic_num1[i] += new_mana;
974 /* Check maximum charge */
975 if (p_ptr->magic_num1[i] > (p_ptr->magic_num2[i] << 16))
977 p_ptr->magic_num1[i] = ((long)p_ptr->magic_num2[i] << 16);
981 for (i = EATER_EXT*2; i < EATER_EXT*3; i++)
983 if (!p_ptr->magic_num1[i]) continue;
984 if (!p_ptr->magic_num2[i]) continue;
985 p_ptr->magic_num1[i] -= (long)(p_ptr->magic_num2[i] * (adj_mag_mana[A_INT] + 10)) * EATER_ROD_CHARGE/16;
986 if (p_ptr->magic_num1[i] < 0) p_ptr->magic_num1[i] = 0;
997 * Regenerate the monsters (once per 100 game turns)
999 * XXX XXX XXX Should probably be done during monster turns.
1001 static void regen_monsters(void)
1006 /* Regenerate everyone */
1007 for (i = 1; i < m_max; i++)
1009 /* Check the i'th monster */
1010 monster_type *m_ptr = &m_list[i];
1011 monster_race *r_ptr = &r_info[m_ptr->r_idx];
1014 /* Skip dead monsters */
1015 if (!m_ptr->r_idx) continue;
1017 /* Allow regeneration (if needed) */
1018 if (m_ptr->hp < m_ptr->maxhp)
1020 /* Hack -- Base regeneration */
1021 frac = m_ptr->maxhp / 100;
1023 /* Hack -- Minimal regeneration rate */
1024 if (!frac) if (one_in_(2)) frac = 1;
1026 /* Hack -- Some monsters regenerate quickly */
1027 if (r_ptr->flags2 & RF2_REGENERATE) frac *= 2;
1029 /* Hack -- Regenerate */
1032 /* Do not over-regenerate */
1033 if (m_ptr->hp > m_ptr->maxhp) m_ptr->hp = m_ptr->maxhp;
1035 /* Redraw (later) if needed */
1036 if (p_ptr->health_who == i) p_ptr->redraw |= (PR_HEALTH);
1037 if (p_ptr->riding == i) p_ptr->redraw |= (PR_UHEALTH);
1044 * Regenerate the captured monsters (once per 30 game turns)
1046 * XXX XXX XXX Should probably be done during monster turns.
1048 static void regen_captured_monsters(void)
1053 /* Regenerate everyone */
1054 for (i = 0; i < INVEN_TOTAL; i++)
1056 monster_race *r_ptr;
1057 object_type *o_ptr = &inventory[i];
1059 if (!o_ptr->k_idx) continue;
1060 if (o_ptr->tval != TV_CAPTURE) continue;
1061 if (!o_ptr->pval) continue;
1065 r_ptr = &r_info[o_ptr->pval];
1067 /* Allow regeneration (if needed) */
1068 if (o_ptr->xtra4 < o_ptr->xtra5)
1070 /* Hack -- Base regeneration */
1071 frac = o_ptr->xtra5 / 100;
1073 /* Hack -- Minimal regeneration rate */
1074 if (!frac) if (one_in_(2)) frac = 1;
1076 /* Hack -- Some monsters regenerate quickly */
1077 if (r_ptr->flags2 & RF2_REGENERATE) frac *= 2;
1079 /* Hack -- Regenerate */
1080 o_ptr->xtra4 += frac;
1082 /* Do not over-regenerate */
1083 if (o_ptr->xtra4 > o_ptr->xtra5) o_ptr->xtra4 = o_ptr->xtra5;
1090 p_ptr->notice |= (PN_COMBINE);
1093 p_ptr->window |= (PW_INVEN);
1094 p_ptr->window |= (PW_EQUIP);
1101 * Process the counters of monsters (once per 10 game turns)
1103 * This function is to process monsters' counters same as player's.
1105 static void process_monsters_counters(void)
1108 monster_type *m_ptr;
1109 monster_race *r_ptr;
1112 u32b noise; /* Hack -- local "player stealth" value */
1114 /* Handle "leaving" */
1115 if (p_ptr->leaving) return;
1117 /* Hack -- calculate the "player noise" */
1118 noise = (1L << (30 - p_ptr->skill_stl));
1120 /* Process the monsters (backwards) */
1121 for (m_idx = m_max - 1; m_idx >= 1; m_idx--)
1123 /* Access the monster */
1124 m_ptr = &m_list[m_idx];
1125 r_ptr = &r_info[m_ptr->r_idx];
1127 /* Ignore "dead" monsters */
1128 if (!m_ptr->r_idx) continue;
1130 see_m = is_seen(m_ptr);
1132 /* Handle Invulnerability */
1133 if (m_ptr->invulner)
1135 /* Reduce by one, note if expires */
1138 if (!m_ptr->invulner)
1144 /* Acquire the monster name */
1145 monster_desc(m_name, m_ptr, 0);
1147 /* Dump a message */
1149 msg_format("%^s¤Ï¤â¤¦ÌµÅ¨¤Ç¤Ê¤¤¡£", m_name);
1151 msg_format("%^s is no longer invulnerable.", m_name);
1156 if (p_ptr->health_who == m_idx) p_ptr->redraw |= (PR_HEALTH);
1157 if (p_ptr->riding == m_idx) p_ptr->redraw |= (PR_UHEALTH);
1159 if (!p_ptr->wild_mode) m_ptr->energy_need += ENERGY_NEED();
1166 /* Reduce by one, note if expires */
1175 /* Acquire the monster name */
1176 monster_desc(m_name, m_ptr, 0);
1178 /* Dump a message */
1180 msg_format("%^s¤Ï¤â¤¦²Ã®¤µ¤ì¤Æ¤¤¤Ê¤¤¡£", m_name);
1182 msg_format("%^s is no longer fast.", m_name);
1185 if (p_ptr->riding == m_idx) p_ptr->update |= (PU_BONUS);
1192 /* Reduce by one, note if expires */
1201 /* Acquire the monster name */
1202 monster_desc(m_name, m_ptr, 0);
1204 /* Dump a message */
1206 msg_format("%^s¤Ï¤â¤¦¸ºÂ®¤µ¤ì¤Æ¤¤¤Ê¤¤¡£", m_name);
1208 msg_format("%^s is no longer slow.", m_name);
1211 if (p_ptr->riding == m_idx) p_ptr->update |= (PU_BONUS);
1215 /* Handle "sleep" */
1218 /* Assume does not wake up */
1221 /* Hack -- Require proximity */
1222 if (m_ptr->cdis < AAF_LIMIT)
1224 /* Handle "sensing radius" */
1225 if (m_ptr->cdis <= (is_pet(m_ptr) ? ((r_ptr->aaf > MAX_SIGHT) ? MAX_SIGHT : r_ptr->aaf) : r_ptr->aaf))
1227 /* We may wake up */
1231 /* Handle "sight" and "aggravation" */
1232 else if ((m_ptr->cdis <= MAX_SIGHT) && (player_has_los_bold(m_ptr->fy, m_ptr->fx)))
1234 /* We may wake up */
1241 u32b notice = randint0(1024);
1243 /* Nightmare monsters are more alert */
1244 if (ironman_nightmare) notice /= 2;
1246 /* Hack -- See if monster "notices" player */
1247 if ((notice * notice * notice) <= noise)
1249 /* Hack -- amount of "waking" */
1250 /* Wake up faster near the player */
1251 int d = (m_ptr->cdis < AAF_LIMIT / 2) ? (AAF_LIMIT / m_ptr->cdis) : 1;
1253 /* Hack -- amount of "waking" is affected by speed of player */
1254 d = (d * SPEED_TO_ENERGY(p_ptr->pspeed)) / 10;
1258 if (m_ptr->csleep > d)
1260 /* Monster wakes up "a little bit" */
1263 /* Notice the "not waking up" */
1264 if (is_original_ap_and_seen(m_ptr))
1266 /* Hack -- Count the ignores */
1267 if (r_ptr->r_ignore < MAX_UCHAR) r_ptr->r_ignore++;
1274 /* Reset sleep counter */
1277 if (r_ptr->flags7 & RF7_HAS_LD_MASK) p_ptr->update |= (PU_MON_LITE);
1279 /* Notice the "waking up" */
1284 /* Acquire the monster name */
1285 monster_desc(m_name, m_ptr, 0);
1287 /* Dump a message */
1289 msg_format("%^s¤¬Ìܤò³Ð¤Þ¤·¤¿¡£", m_name);
1291 msg_format("%^s wakes up.", m_name);
1297 /* Redraw the health bar */
1298 if (p_ptr->health_who == m_idx) p_ptr->redraw |= (PR_HEALTH);
1299 if (p_ptr->riding == m_idx) p_ptr->redraw |= (PR_UHEALTH);
1301 /* Hack -- Count the wakings */
1302 if ((r_ptr->r_wake < MAX_UCHAR) && is_original_ap(m_ptr))
1317 /* Make a "saving throw" against stun */
1318 if (randint0(10000) <= r_ptr->level * r_ptr->level)
1324 /* Hack -- Recover from stun */
1325 if (m_ptr->stunned > d)
1327 /* Recover somewhat */
1328 m_ptr->stunned -= d;
1337 /* Message if visible */
1342 /* Acquire the monster name */
1343 monster_desc(m_name, m_ptr, 0);
1345 /* Dump a message */
1347 msg_format("%^s¤ÏÛ¯Û°¾õÂÖ¤«¤éΩ¤Áľ¤Ã¤¿¡£", m_name);
1349 msg_format("%^s is no longer stunned.", m_name);
1355 /* Handle confusion */
1356 if (m_ptr->confused)
1358 /* Amount of "boldness" */
1359 int d = randint1(r_ptr->level / 20 + 1);
1361 /* Still confused */
1362 if (m_ptr->confused > d)
1364 /* Reduce the confusion */
1365 m_ptr->confused -= d;
1371 /* No longer confused */
1372 m_ptr->confused = 0;
1374 /* Message if visible */
1379 /* Acquire the monster name */
1380 monster_desc(m_name, m_ptr, 0);
1382 /* Dump a message */
1384 msg_format("%^s¤Ïº®Í𤫤éΩ¤Áľ¤Ã¤¿¡£", m_name);
1386 msg_format("%^s is no longer confused.", m_name);
1395 /* Amount of "boldness" */
1396 int d = randint1(r_ptr->level / 20 + 1);
1399 if (m_ptr->monfear > d)
1401 /* Reduce the fear */
1402 m_ptr->monfear -= d;
1405 /* Recover from fear, take note if seen */
1408 /* No longer afraid */
1418 /* Acquire the monster possessive */
1419 monster_desc(m_poss, m_ptr, MD_PRON_VISIBLE | MD_POSSESSIVE);
1422 /* Acquire the monster name */
1423 monster_desc(m_name, m_ptr, 0);
1425 /* Dump a message */
1427 msg_format("%^s¤Ïͦµ¤¤ò¼è¤êÌᤷ¤¿¡£", m_name);
1429 msg_format("%^s recovers %s courage.", m_name, m_poss);
1434 if (p_ptr->health_who == m_idx) p_ptr->redraw |= (PR_HEALTH);
1435 if (p_ptr->riding == m_idx) p_ptr->redraw |= (PR_UHEALTH);
1443 static void notice_lite_change(object_type *o_ptr)
1445 /* Hack -- notice interesting fuel steps */
1446 if ((o_ptr->xtra4 < 100) || (!(o_ptr->xtra4 % 100)))
1449 p_ptr->window |= (PW_EQUIP);
1452 /* Hack -- Special treatment when blind */
1455 /* Hack -- save some light for later */
1456 if (o_ptr->xtra4 == 0) o_ptr->xtra4++;
1459 /* The light is now out */
1460 else if (o_ptr->xtra4 == 0)
1464 msg_print("ÌÀ¤«¤ê¤¬¾Ã¤¨¤Æ¤·¤Þ¤Ã¤¿¡ª");
1466 msg_print("Your light has gone out!");
1469 /* Recalculate torch radius */
1470 p_ptr->update |= (PU_TORCH);
1472 /* Some ego light lose its effects without fuel */
1473 p_ptr->update |= (PU_BONUS);
1476 /* The light is getting dim */
1477 else if (o_ptr->name2 == EGO_LITE_LONG)
1479 if ((o_ptr->xtra4 < 50) && (!(o_ptr->xtra4 % 5))
1480 && (turn % (TURNS_PER_TICK*2)))
1482 if (disturb_minor) disturb(0, 0);
1484 msg_print("ÌÀ¤«¤ê¤¬Èù¤«¤Ë¤Ê¤Ã¤Æ¤¤Æ¤¤¤ë¡£");
1486 msg_print("Your light is growing faint.");
1492 /* The light is getting dim */
1493 else if ((o_ptr->xtra4 < 100) && (!(o_ptr->xtra4 % 10)))
1495 if (disturb_minor) disturb(0, 0);
1497 msg_print("ÌÀ¤«¤ê¤¬Èù¤«¤Ë¤Ê¤Ã¤Æ¤¤Æ¤¤¤ë¡£");
1499 msg_print("Your light is growing faint.");
1506 void leave_quest_check(void)
1508 /* Save quest number for dungeon pref file ($LEAVING_QUEST) */
1509 leaving_quest = p_ptr->inside_quest;
1511 /* Leaving an 'only once' quest marks it as failed */
1512 if (leaving_quest &&
1513 ((quest[leaving_quest].flags & QUEST_FLAG_ONCE) || (quest[leaving_quest].type == QUEST_TYPE_RANDOM)) &&
1514 (quest[leaving_quest].status == QUEST_STATUS_TAKEN))
1516 quest[leaving_quest].status = QUEST_STATUS_FAILED;
1517 quest[leaving_quest].complev = (byte)p_ptr->lev;
1518 if (quest[leaving_quest].type == QUEST_TYPE_RANDOM)
1520 r_info[quest[leaving_quest].r_idx].flags1 &= ~(RF1_QUESTOR);
1521 if (record_rand_quest)
1522 do_cmd_write_nikki(NIKKI_RAND_QUEST_F, leaving_quest, NULL);
1524 /* Floor of random quest will be blocked */
1525 prepare_change_floor_mode(CFM_NO_RETURN);
1527 else if (record_fix_quest)
1528 do_cmd_write_nikki(NIKKI_FIX_QUEST_F, leaving_quest, NULL);
1534 * Forcibly pseudo-identify an object in the inventory
1537 * note: currently this function allows pseudo-id of any object,
1538 * including silly ones like potions & scrolls, which always
1539 * get '{average}'. This should be changed, either to stop such
1540 * items from being pseudo-id'd, or to allow psychometry to
1541 * detect whether the unidentified potion/scroll/etc is
1542 * good (Cure Light Wounds, Restore Strength, etc) or
1543 * bad (Poison, Weakness etc) or 'useless' (Slime Mold Juice, etc).
1545 bool psychometry(void)
1549 char o_name[MAX_NLEN];
1554 item_tester_no_ryoute = TRUE;
1557 q = "¤É¤Î¥¢¥¤¥Æ¥à¤òÄ´¤Ù¤Þ¤¹¤«¡©";
1558 s = "Ä´¤Ù¤ë¥¢¥¤¥Æ¥à¤¬¤¢¤ê¤Þ¤»¤ó¡£";
1560 q = "Meditate on which item? ";
1561 s = "You have nothing appropriate.";
1564 if (!get_item(&item, q, s, (USE_EQUIP | USE_INVEN | USE_FLOOR))) return (FALSE);
1566 /* Get the item (in the pack) */
1569 o_ptr = &inventory[item];
1572 /* Get the item (on the floor) */
1575 o_ptr = &o_list[0 - item];
1578 /* It is fully known, no information needed */
1579 if (object_is_known(o_ptr))
1582 msg_print("²¿¤â¿·¤·¤¤¤³¤È¤ÏȽ¤é¤Ê¤«¤Ã¤¿¡£");
1584 msg_print("You cannot find out anything more about that.");
1590 /* Check for a feeling */
1591 feel = value_check_aux1(o_ptr);
1593 /* Get an object description */
1594 object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
1596 /* Skip non-feelings */
1600 msg_format("%s¤«¤é¤ÏÆäËÊѤï¤Ã¤¿»ö¤Ï´¶¤¸¤È¤ì¤Ê¤«¤Ã¤¿¡£", o_name);
1602 msg_format("You do not perceive anything unusual about the %s.", o_name);
1609 msg_format("%s¤Ï%s¤È¤¤¤¦´¶¤¸¤¬¤¹¤ë...",
1610 o_name, game_inscriptions[feel]);
1612 msg_format("You feel that the %s %s %s...",
1613 o_name, ((o_ptr->number == 1) ? "is" : "are"),
1614 game_inscriptions[feel]);
1618 /* We have "felt" it */
1619 o_ptr->ident |= (IDENT_SENSE);
1622 o_ptr->feeling = feel;
1624 /* Combine / Reorder the pack (later) */
1625 p_ptr->notice |= (PN_COMBINE | PN_REORDER);
1628 p_ptr->window |= (PW_INVEN | PW_EQUIP | PW_PLAYER);
1630 /* Valid "tval" codes */
1631 switch (o_ptr->tval)
1659 /* Auto-inscription/destroy */
1660 autopick_alter_item(item, (bool)(okay && destroy_feeling));
1662 /* Something happened */
1668 * If player has inscribed the object with "!!", let him know when it's
1671 static void recharged_notice(object_type *o_ptr)
1673 char o_name[MAX_NLEN];
1677 /* No inscription */
1678 if (!o_ptr->inscription) return;
1681 s = my_strchr(quark_str(o_ptr->inscription), '!');
1683 /* Process notification request. */
1686 /* Find another '!' */
1689 /* Describe (briefly) */
1690 object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
1692 /* Notify the player */
1694 msg_format("%s¤ÏºÆ½¼Å¶¤µ¤ì¤¿¡£", o_name);
1696 if (o_ptr->number > 1)
1697 msg_format("Your %s are recharged.", o_name);
1699 msg_format("Your %s is recharged.", o_name);
1708 /* Keep looking for '!'s */
1709 s = my_strchr(s + 1, '!');
1714 static void check_music(void)
1719 u32b need_mana_frac;
1721 /* Music singed by player */
1722 if (p_ptr->pclass != CLASS_BARD) return;
1723 if (!p_ptr->magic_num1[0] && !p_ptr->magic_num1[1]) return;
1725 if (p_ptr->anti_magic)
1731 spell = p_ptr->magic_num2[0];
1732 s_ptr = &technic_info[REALM_MUSIC - MIN_TECHNIC][spell];
1734 need_mana = mod_need_mana(s_ptr->smana, spell, REALM_MUSIC);
1738 s64b_RSHIFT(need_mana, need_mana_frac, 1);
1740 if (s64b_cmp(p_ptr->csp, p_ptr->csp_frac, need_mana, need_mana_frac) < 0)
1747 s64b_sub(&(p_ptr->csp), &(p_ptr->csp_frac), need_mana, need_mana_frac);
1749 p_ptr->redraw |= PR_MANA;
1750 if (p_ptr->magic_num1[1])
1752 p_ptr->magic_num1[0] = p_ptr->magic_num1[1];
1753 p_ptr->magic_num1[1] = 0;
1755 msg_print("²Î¤òºÆ³«¤·¤¿¡£");
1757 msg_print("You restart singing.");
1759 p_ptr->action = ACTION_SING;
1761 /* Recalculate bonuses */
1762 p_ptr->update |= (PU_BONUS | PU_HP);
1764 /* Redraw map and status bar */
1765 p_ptr->redraw |= (PR_MAP | PR_STATUS | PR_STATE);
1767 /* Update monsters */
1768 p_ptr->update |= (PU_MONSTERS);
1771 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
1774 if (p_ptr->spell_exp[spell] < SPELL_EXP_BEGINNER)
1775 p_ptr->spell_exp[spell] += 5;
1776 else if(p_ptr->spell_exp[spell] < SPELL_EXP_SKILLED)
1777 { if (one_in_(2) && (dun_level > 4) && ((dun_level + 10) > p_ptr->lev)) p_ptr->spell_exp[spell] += 1; }
1778 else if(p_ptr->spell_exp[spell] < SPELL_EXP_EXPERT)
1779 { if (one_in_(5) && ((dun_level + 5) > p_ptr->lev) && ((dun_level + 5) > s_ptr->slevel)) p_ptr->spell_exp[spell] += 1; }
1780 else if(p_ptr->spell_exp[spell] < SPELL_EXP_MASTER)
1781 { if (one_in_(5) && ((dun_level + 5) > p_ptr->lev) && (dun_level > s_ptr->slevel)) p_ptr->spell_exp[spell] += 1; }
1783 do_singing(p_ptr->magic_num1[0], SPELL_CONT);
1787 /* Choose one of items that have cursed flag */
1788 static object_type *choose_cursed_obj_name(u32b flag)
1791 int choices[INVEN_TOTAL-INVEN_RARM];
1794 /* Paranoia -- Player has no warning-item */
1795 if (!(p_ptr->cursed & flag)) return NULL;
1797 /* Search Inventry */
1798 for (i = INVEN_RARM; i < INVEN_TOTAL; i++)
1800 object_type *o_ptr = &inventory[i];
1802 if (o_ptr->curse_flags & flag)
1804 choices[number] = i;
1809 /* Choice one of them */
1810 return (&inventory[choices[randint0(number)]]);
1815 * Handle timed damage and regeneration every 10 game turns
1817 static void process_world_aux_hp_and_sp(void)
1819 feature_type *f_ptr = &f_info[cave[py][px].feat];
1820 bool cave_no_regen = FALSE;
1821 int upkeep_factor = 0;
1824 /* Default regeneration */
1825 int regen_amount = PY_REGEN_NORMAL;
1828 /*** Damage over Time ***/
1830 /* Take damage from poison */
1831 if (p_ptr->poisoned && !IS_INVULN())
1835 take_hit(DAMAGE_NOESCAPE, 1, "ÆÇ", -1);
1837 take_hit(DAMAGE_NOESCAPE, 1, "poison", -1);
1842 /* Take damage from cuts */
1843 if (p_ptr->cut && !IS_INVULN())
1847 /* Mortal wound or Deep Gash */
1848 if (p_ptr->cut > 1000)
1853 else if (p_ptr->cut > 200)
1859 else if (p_ptr->cut > 100)
1864 else if (p_ptr->cut > 50)
1869 else if (p_ptr->cut > 25)
1874 else if (p_ptr->cut > 10)
1887 take_hit(DAMAGE_NOESCAPE, dam, "Ã×Ì¿½ý", -1);
1889 take_hit(DAMAGE_NOESCAPE, dam, "a fatal wound", -1);
1895 /* (Vampires) Take damage from sunlight */
1896 if (prace_is_(RACE_VAMPIRE) || (p_ptr->mimic_form == MIMIC_VAMPIRE))
1898 if (!dun_level && !p_ptr->resist_lite && !IS_INVULN() && is_daytime())
1900 if ((cave[py][px].info & (CAVE_GLOW | CAVE_MNDK)) == CAVE_GLOW)
1904 msg_print("Æü¸÷¤¬¤¢¤Ê¤¿¤Î¥¢¥ó¥Ç¥Ã¥É¤ÎÆùÂΤò¾Æ¤¾Ç¤¬¤·¤¿¡ª");
1905 take_hit(DAMAGE_NOESCAPE, 1, "Æü¸÷", -1);
1907 msg_print("The sun's rays scorch your undead flesh!");
1908 take_hit(DAMAGE_NOESCAPE, 1, "sunlight", -1);
1911 cave_no_regen = TRUE;
1915 if (inventory[INVEN_LITE].tval && (inventory[INVEN_LITE].name2 != EGO_LITE_DARKNESS) &&
1916 !p_ptr->resist_lite)
1918 object_type * o_ptr = &inventory[INVEN_LITE];
1919 char o_name [MAX_NLEN];
1920 char ouch [MAX_NLEN+40];
1922 /* Get an object description */
1923 object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
1926 msg_format("%s¤¬¤¢¤Ê¤¿¤Î¥¢¥ó¥Ç¥Ã¥É¤ÎÆùÂΤò¾Æ¤¾Ç¤¬¤·¤¿¡ª", o_name);
1928 msg_format("The %s scorches your undead flesh!", o_name);
1932 cave_no_regen = TRUE;
1934 /* Get an object description */
1935 object_desc(o_name, o_ptr, OD_NAME_ONLY);
1938 sprintf(ouch, "%s¤òÁõÈ÷¤·¤¿¥À¥á¡¼¥¸", o_name);
1940 sprintf(ouch, "wielding %s", o_name);
1943 if (!IS_INVULN()) take_hit(DAMAGE_NOESCAPE, 1, ouch, -1);
1947 if (have_flag(f_ptr->flags, FF_LAVA) && !IS_INVULN() && !p_ptr->immune_fire)
1951 if (have_flag(f_ptr->flags, FF_DEEP))
1953 damage = 6000 + randint0(4000);
1955 else if (!p_ptr->levitation)
1957 damage = 3000 + randint0(2000);
1962 if (prace_is_(RACE_ENT)) damage += damage / 3;
1963 if (p_ptr->resist_fire) damage = damage / 3;
1964 if (IS_OPPOSE_FIRE()) damage = damage / 3;
1966 if (p_ptr->levitation) damage = damage / 5;
1968 damage = damage / 100 + (randint0(100) < (damage % 100));
1970 if (p_ptr->levitation)
1973 msg_print("Ç®¤Ç²Ð½ý¤·¤¿¡ª");
1974 take_hit(DAMAGE_NOESCAPE, damage, format("%s¤Î¾å¤ËÉâÍ·¤·¤¿¥À¥á¡¼¥¸", f_name + f_info[get_feat_mimic(&cave[py][px])].name), -1);
1976 msg_print("The heat burns you!");
1977 take_hit(DAMAGE_NOESCAPE, damage, format("flying over %s", f_name + f_info[get_feat_mimic(&cave[py][px])].name), -1);
1982 cptr name = f_name + f_info[get_feat_mimic(&cave[py][px])].name;
1984 msg_format("%s¤Ç²Ð½ý¤·¤¿¡ª", name);
1986 msg_format("The %s burns you!", name);
1988 take_hit(DAMAGE_NOESCAPE, damage, name, -1);
1991 cave_no_regen = TRUE;
1995 if (have_flag(f_ptr->flags, FF_WATER) && have_flag(f_ptr->flags, FF_DEEP) &&
1996 !p_ptr->levitation && !p_ptr->can_swim)
1998 if (p_ptr->total_weight > weight_limit())
2002 msg_print("Å®¤ì¤Æ¤¤¤ë¡ª");
2003 take_hit(DAMAGE_NOESCAPE, randint1(p_ptr->lev), "Å®¤ì", -1);
2005 msg_print("You are drowning!");
2006 take_hit(DAMAGE_NOESCAPE, randint1(p_ptr->lev), "drowning", -1);
2009 cave_no_regen = TRUE;
2016 if ((r_info[m_list[p_ptr->riding].r_idx].flags2 & RF2_AURA_FIRE) && !p_ptr->immune_fire)
2018 damage = r_info[m_list[p_ptr->riding].r_idx].level / 2;
2019 if (prace_is_(RACE_ENT)) damage += damage / 3;
2020 if (p_ptr->resist_fire) damage = damage / 3;
2021 if (IS_OPPOSE_FIRE()) damage = damage / 3;
2023 msg_print("Ç®¤¤¡ª");
2024 take_hit(DAMAGE_NOESCAPE, damage, "±ê¤Î¥ª¡¼¥é", -1);
2026 msg_print("It's hot!");
2027 take_hit(DAMAGE_NOESCAPE, damage, "Fire aura", -1);
2030 if ((r_info[m_list[p_ptr->riding].r_idx].flags2 & RF2_AURA_ELEC) && !p_ptr->immune_elec)
2032 damage = r_info[m_list[p_ptr->riding].r_idx].level / 2;
2033 if (prace_is_(RACE_ANDROID)) damage += damage / 3;
2034 if (p_ptr->resist_elec) damage = damage / 3;
2035 if (IS_OPPOSE_ELEC()) damage = damage / 3;
2037 msg_print("Äˤ¤¡ª");
2038 take_hit(DAMAGE_NOESCAPE, damage, "Åŵ¤¤Î¥ª¡¼¥é", -1);
2040 msg_print("It hurts!");
2041 take_hit(DAMAGE_NOESCAPE, damage, "Elec aura", -1);
2044 if ((r_info[m_list[p_ptr->riding].r_idx].flags3 & RF3_AURA_COLD) && !p_ptr->immune_cold)
2046 damage = r_info[m_list[p_ptr->riding].r_idx].level / 2;
2047 if (p_ptr->resist_cold) damage = damage / 3;
2048 if (IS_OPPOSE_COLD()) damage = damage / 3;
2050 msg_print("Î䤿¤¤¡ª");
2051 take_hit(DAMAGE_NOESCAPE, damage, "Î䵤¤Î¥ª¡¼¥é", -1);
2053 msg_print("It's cold!");
2054 take_hit(DAMAGE_NOESCAPE, damage, "Cold aura", -1);
2059 /* Spectres -- take damage when moving through walls */
2061 * Added: ANYBODY takes damage if inside through walls
2062 * without wraith form -- NOTE: Spectres will never be
2063 * reduced below 0 hp by being inside a stone wall; others
2066 if (!have_flag(f_ptr->flags, FF_MOVE) && !have_flag(f_ptr->flags, FF_CAN_FLY))
2068 if (!IS_INVULN() && !p_ptr->wraith_form && !p_ptr->kabenuke &&
2069 ((p_ptr->chp > (p_ptr->lev / 5)) || !p_ptr->pass_wall))
2073 cave_no_regen = TRUE;
2075 if (p_ptr->pass_wall)
2078 msg_print("ÂΤÎʬ»Ò¤¬Ê¬²ò¤·¤¿µ¤¤¬¤¹¤ë¡ª");
2081 msg_print("Your molecules feel disrupted!");
2082 dam_desc = "density";
2088 msg_print("Êø¤ì¤¿´ä¤Ë²¡¤·ÄÙ¤µ¤ì¤¿¡ª");
2089 dam_desc = "¹Å¤¤´ä";
2091 msg_print("You are being crushed!");
2092 dam_desc = "solid rock";
2096 take_hit(DAMAGE_NOESCAPE, 1 + (p_ptr->lev / 5), dam_desc, -1);
2101 /*** handle regeneration ***/
2104 if (p_ptr->food < PY_FOOD_WEAK)
2106 /* Lower regeneration */
2107 if (p_ptr->food < PY_FOOD_STARVE)
2111 else if (p_ptr->food < PY_FOOD_FAINT)
2113 regen_amount = PY_REGEN_FAINT;
2117 regen_amount = PY_REGEN_WEAK;
2121 /* Are we walking the pattern? */
2122 if (pattern_effect())
2124 cave_no_regen = TRUE;
2128 /* Regeneration ability */
2129 if (p_ptr->regenerate)
2131 regen_amount = regen_amount * 2;
2133 if (p_ptr->special_defense & (KAMAE_MASK | KATA_MASK))
2137 if (p_ptr->cursed & TRC_SLOW_REGEN)
2144 /* Searching or Resting */
2145 if ((p_ptr->action == ACTION_SEARCH) || (p_ptr->action == ACTION_REST))
2147 regen_amount = regen_amount * 2;
2150 upkeep_factor = calculate_upkeep();
2152 /* No regeneration while special action */
2153 if ((p_ptr->action == ACTION_LEARN) ||
2154 (p_ptr->action == ACTION_HAYAGAKE) ||
2155 (p_ptr->special_defense & KATA_KOUKIJIN))
2157 upkeep_factor += 100;
2160 /* Regenerate the mana */
2161 upkeep_regen = (100 - upkeep_factor) * regen_amount;
2162 regenmana(upkeep_regen);
2165 /* Recharge magic eater's power */
2166 if (p_ptr->pclass == CLASS_MAGIC_EATER)
2168 regenmagic(regen_amount);
2171 if ((p_ptr->csp == 0) && (p_ptr->csp_frac == 0))
2173 while (upkeep_factor > 100)
2176 msg_print("¤³¤ó¤Ê¤Ë¿¤¯¤Î¥Ú¥Ã¥È¤òÀ©¸æ¤Ç¤¤Ê¤¤¡ª");
2178 msg_print("Too many pets to control at once!");
2181 do_cmd_pet_dismiss();
2183 upkeep_factor = calculate_upkeep();
2186 msg_format("°Ý»ý£Í£Ð¤Ï %d%%", upkeep_factor);
2188 msg_format("Upkeep: %d%% mana.", upkeep_factor);
2194 /* Poisoned or cut yields no healing */
2195 if (p_ptr->poisoned) regen_amount = 0;
2196 if (p_ptr->cut) regen_amount = 0;
2198 /* Special floor -- Pattern, in a wall -- yields no healing */
2199 if (cave_no_regen) regen_amount = 0;
2201 regen_amount = (regen_amount * mutant_regenerate_mod) / 100;
2203 /* Regenerate Hit Points if needed */
2204 if ((p_ptr->chp < p_ptr->mhp) && !cave_no_regen)
2206 regenhp(regen_amount);
2212 * Handle timeout every 10 game turns
2214 static void process_world_aux_timeout(void)
2216 const int dec_count = (easy_band ? 2 : 1);
2218 /*** Timeout Various Things ***/
2221 if (p_ptr->tim_mimic)
2223 (void)set_mimic(p_ptr->tim_mimic - 1, p_ptr->mimic_form, TRUE);
2226 /* Hack -- Hallucinating */
2229 (void)set_image(p_ptr->image - dec_count);
2235 (void)set_blind(p_ptr->blind - dec_count);
2238 /* Times see-invisible */
2239 if (p_ptr->tim_invis)
2241 (void)set_tim_invis(p_ptr->tim_invis - 1, TRUE);
2252 (void)set_tim_esp(p_ptr->tim_esp - 1, TRUE);
2255 /* Timed temporary elemental brands. -LM- */
2256 if (p_ptr->ele_attack)
2258 p_ptr->ele_attack--;
2260 /* Clear all temporary elemental brands. */
2261 if (!p_ptr->ele_attack) set_ele_attack(0, 0);
2264 /* Timed temporary elemental immune. -LM- */
2265 if (p_ptr->ele_immune)
2267 p_ptr->ele_immune--;
2269 /* Clear all temporary elemental brands. */
2270 if (!p_ptr->ele_immune) set_ele_immune(0, 0);
2273 /* Timed infra-vision */
2274 if (p_ptr->tim_infra)
2276 (void)set_tim_infra(p_ptr->tim_infra - 1, TRUE);
2280 if (p_ptr->tim_stealth)
2282 (void)set_tim_stealth(p_ptr->tim_stealth - 1, TRUE);
2285 /* Timed levitation */
2286 if (p_ptr->tim_levitation)
2288 (void)set_tim_levitation(p_ptr->tim_levitation - 1, TRUE);
2291 /* Timed sh_touki */
2292 if (p_ptr->tim_sh_touki)
2294 (void)set_tim_sh_touki(p_ptr->tim_sh_touki - 1, TRUE);
2298 if (p_ptr->tim_sh_fire)
2300 (void)set_tim_sh_fire(p_ptr->tim_sh_fire - 1, TRUE);
2304 if (p_ptr->tim_sh_holy)
2306 (void)set_tim_sh_holy(p_ptr->tim_sh_holy - 1, TRUE);
2310 if (p_ptr->tim_eyeeye)
2312 (void)set_tim_eyeeye(p_ptr->tim_eyeeye - 1, TRUE);
2315 /* Timed resist-magic */
2316 if (p_ptr->resist_magic)
2318 (void)set_resist_magic(p_ptr->resist_magic - 1, TRUE);
2321 /* Timed regeneration */
2322 if (p_ptr->tim_regen)
2324 (void)set_tim_regen(p_ptr->tim_regen - 1, TRUE);
2327 /* Timed resist nether */
2328 if (p_ptr->tim_res_nether)
2330 (void)set_tim_res_nether(p_ptr->tim_res_nether - 1, TRUE);
2333 /* Timed resist time */
2334 if (p_ptr->tim_res_time)
2336 (void)set_tim_res_time(p_ptr->tim_res_time - 1, TRUE);
2340 if (p_ptr->tim_reflect)
2342 (void)set_tim_reflect(p_ptr->tim_reflect - 1, TRUE);
2346 if (p_ptr->multishadow)
2348 (void)set_multishadow(p_ptr->multishadow - 1, TRUE);
2351 /* Timed Robe of dust */
2352 if (p_ptr->dustrobe)
2354 (void)set_dustrobe(p_ptr->dustrobe - 1, TRUE);
2357 /* Timed infra-vision */
2358 if (p_ptr->kabenuke)
2360 (void)set_kabenuke(p_ptr->kabenuke - 1, TRUE);
2364 if (p_ptr->paralyzed)
2366 (void)set_paralyzed(p_ptr->paralyzed - dec_count);
2370 if (p_ptr->confused)
2372 (void)set_confused(p_ptr->confused - dec_count);
2378 (void)set_afraid(p_ptr->afraid - dec_count);
2384 (void)set_fast(p_ptr->fast - 1, TRUE);
2390 (void)set_slow(p_ptr->slow - dec_count, TRUE);
2393 /* Protection from evil */
2394 if (p_ptr->protevil)
2396 (void)set_protevil(p_ptr->protevil - 1, TRUE);
2399 /* Invulnerability */
2402 (void)set_invuln(p_ptr->invuln - 1, TRUE);
2406 if (p_ptr->wraith_form)
2408 (void)set_wraith_form(p_ptr->wraith_form - 1, TRUE);
2414 (void)set_hero(p_ptr->hero - 1, TRUE);
2420 (void)set_shero(p_ptr->shero - 1, TRUE);
2426 (void)set_blessed(p_ptr->blessed - 1, TRUE);
2432 (void)set_shield(p_ptr->shield - 1, TRUE);
2436 if (p_ptr->tsubureru)
2438 (void)set_tsubureru(p_ptr->tsubureru - 1, TRUE);
2442 if (p_ptr->magicdef)
2444 (void)set_magicdef(p_ptr->magicdef - 1, TRUE);
2448 if (p_ptr->tsuyoshi)
2450 (void)set_tsuyoshi(p_ptr->tsuyoshi - 1, TRUE);
2454 if (p_ptr->oppose_acid)
2456 (void)set_oppose_acid(p_ptr->oppose_acid - 1, TRUE);
2459 /* Oppose Lightning */
2460 if (p_ptr->oppose_elec)
2462 (void)set_oppose_elec(p_ptr->oppose_elec - 1, TRUE);
2466 if (p_ptr->oppose_fire)
2468 (void)set_oppose_fire(p_ptr->oppose_fire - 1, TRUE);
2472 if (p_ptr->oppose_cold)
2474 (void)set_oppose_cold(p_ptr->oppose_cold - 1, TRUE);
2478 if (p_ptr->oppose_pois)
2480 (void)set_oppose_pois(p_ptr->oppose_pois - 1, TRUE);
2485 (void)set_ultimate_res(p_ptr->ult_res - 1, TRUE);
2488 /*** Poison and Stun and Cut ***/
2491 if (p_ptr->poisoned)
2493 int adjust = adj_con_fix[p_ptr->stat_ind[A_CON]] + 1;
2495 /* Apply some healing */
2496 (void)set_poisoned(p_ptr->poisoned - adjust);
2502 int adjust = adj_con_fix[p_ptr->stat_ind[A_CON]] + 1;
2504 /* Apply some healing */
2505 (void)set_stun(p_ptr->stun - adjust);
2511 int adjust = adj_con_fix[p_ptr->stat_ind[A_CON]] + 1;
2513 /* Hack -- Truly "mortal" wound */
2514 if (p_ptr->cut > 1000) adjust = 0;
2516 /* Apply some healing */
2517 (void)set_cut(p_ptr->cut - adjust);
2523 * Handle burning fuel every 10 game turns
2525 static void process_world_aux_light(void)
2527 /* Check for light being wielded */
2528 object_type *o_ptr = &inventory[INVEN_LITE];
2530 /* Burn some fuel in the current lite */
2531 if (o_ptr->tval == TV_LITE)
2533 /* Hack -- Use some fuel (except on artifacts) */
2534 if (!(object_is_fixed_artifact(o_ptr) || o_ptr->sval == SV_LITE_FEANOR) && (o_ptr->xtra4 > 0))
2536 /* Decrease life-span */
2537 if (o_ptr->name2 == EGO_LITE_LONG)
2539 if (turn % (TURNS_PER_TICK*2)) o_ptr->xtra4--;
2541 else o_ptr->xtra4--;
2543 /* Notice interesting fuel steps */
2544 notice_lite_change(o_ptr);
2551 * Handle mutation effects once every 10 game turns
2553 static void process_world_aux_mutation(void)
2555 /* No mutation with effects */
2556 if (!p_ptr->muta2) return;
2558 /* No effect on monster arena */
2559 if (p_ptr->inside_battle) return;
2561 /* No effect on the global map */
2562 if (p_ptr->wild_mode) return;
2565 if ((p_ptr->muta2 & MUT2_BERS_RAGE) && one_in_(3000))
2569 msg_print("¥¦¥¬¥¡¥¡¥¢¡ª");
2570 msg_print("·ãÅܤÎȯºî¤Ë½±¤ï¤ì¤¿¡ª");
2572 msg_print("RAAAAGHH!");
2573 msg_print("You feel a fit of rage coming over you!");
2576 (void)set_shero(10 + randint1(p_ptr->lev), FALSE);
2579 if ((p_ptr->muta2 & MUT2_COWARDICE) && (randint1(3000) == 13))
2581 if (!p_ptr->resist_fear)
2585 msg_print("¤È¤Æ¤â°Å¤¤... ¤È¤Æ¤â¶²¤¤¡ª");
2587 msg_print("It's so dark... so scary!");
2590 set_afraid(p_ptr->afraid + 13 + randint1(26));
2594 if ((p_ptr->muta2 & MUT2_RTELEPORT) && (randint1(5000) == 88))
2596 if (!p_ptr->resist_nexus && !(p_ptr->muta1 & MUT1_VTELEPORT) &&
2601 /* Teleport player */
2603 msg_print("¤¢¤Ê¤¿¤Î°ÌÃÖ¤ÏÆÍÁ³¤Ò¤¸¤ç¤¦¤ËÉÔ³ÎÄê¤Ë¤Ê¤Ã¤¿...");
2605 msg_print("Your position suddenly seems very uncertain...");
2609 teleport_player(40, TRUE);
2613 if ((p_ptr->muta2 & MUT2_ALCOHOL) && (randint1(6400) == 321))
2615 if (!p_ptr->resist_conf && !p_ptr->resist_chaos)
2618 p_ptr->redraw |= PR_EXTRA;
2620 msg_print("¤¤¤Ò¤¤¬¤â¡¼¤í¡¼¤È¤Ò¤Æ¤¤¿¤¤¬¤Õ¤ë...¥Ò¥Ã¥¯¡ª");
2622 msg_print("You feel a SSSCHtupor cOmINg over yOu... *HIC*!");
2627 if (!p_ptr->resist_conf)
2629 (void)set_confused(p_ptr->confused + randint0(20) + 15);
2632 if (!p_ptr->resist_chaos)
2637 if (one_in_(3)) lose_all_info();
2639 teleport_player(100, TRUE);
2642 msg_print("¤¢¤Ê¤¿¤Ï¸«ÃΤé¤Ì¾ì½ê¤ÇÌܤ¬Àä᤿...Ƭ¤¬Äˤ¤¡£");
2643 msg_print("²¿¤â³Ð¤¨¤Æ¤¤¤Ê¤¤¡£¤É¤¦¤ä¤Ã¤Æ¤³¤³¤ËÍ褿¤«¤âʬ¤«¤é¤Ê¤¤¡ª");
2645 msg_print("You wake up somewhere with a sore head...");
2646 msg_print("You can't remember a thing, or how you got here!");
2655 msg_print("¤¡Á¤ì¤¤¤Ê¤Á¤ç¤ª¤Á¤ç¤é¤È¤ó¤ì¤¤¤ë¡Á");
2657 msg_print("Thishcischs GooDSChtuff!");
2660 (void)set_image(p_ptr->image + randint0(150) + 150);
2666 if ((p_ptr->muta2 & MUT2_HALLU) && (randint1(6400) == 42))
2668 if (!p_ptr->resist_chaos)
2671 p_ptr->redraw |= PR_EXTRA;
2672 (void)set_image(p_ptr->image + randint0(50) + 20);
2676 if ((p_ptr->muta2 & MUT2_FLATULENT) && (randint1(3000) == 13))
2681 msg_print("¥Ö¥¥¡¼¡¼¥Ã¡ª¤ª¤Ã¤È¡£");
2683 msg_print("BRRAAAP! Oops.");
2687 fire_ball(GF_POIS, 0, p_ptr->lev, 3);
2690 if ((p_ptr->muta2 & MUT2_PROD_MANA) &&
2691 !p_ptr->anti_magic && one_in_(9000))
2696 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");
2698 msg_print("Magical energy flows through you! You must release it!");
2703 (void)get_hack_dir(&dire);
2704 fire_ball(GF_MANA, dire, p_ptr->lev * 2, 3);
2707 if ((p_ptr->muta2 & MUT2_ATT_DEMON) &&
2708 !p_ptr->anti_magic && (randint1(6666) == 666))
2710 bool pet = one_in_(6);
2711 u32b mode = PM_ALLOW_GROUP;
2713 if (pet) mode |= PM_FORCE_PET;
2714 else mode |= (PM_ALLOW_UNIQUE | PM_NO_PET);
2716 if (summon_specific((pet ? -1 : 0), py, px,
2717 dun_level, SUMMON_DEMON, mode))
2720 msg_print("¤¢¤Ê¤¿¤Ï¥Ç¡¼¥â¥ó¤ò°ú¤´ó¤»¤¿¡ª");
2722 msg_print("You have attracted a demon!");
2729 if ((p_ptr->muta2 & MUT2_SPEED_FLUX) && one_in_(6000))
2735 msg_print("ÀºÎÏŪ¤Ç¤Ê¤¯¤Ê¤Ã¤¿µ¤¤¬¤¹¤ë¡£");
2737 msg_print("You feel less energetic.");
2740 if (p_ptr->fast > 0)
2746 set_slow(randint1(30) + 10, FALSE);
2752 msg_print("ÀºÎÏŪ¤Ë¤Ê¤Ã¤¿µ¤¤¬¤¹¤ë¡£");
2754 msg_print("You feel more energetic.");
2757 if (p_ptr->slow > 0)
2763 set_fast(randint1(30) + 10, FALSE);
2768 if ((p_ptr->muta2 & MUT2_BANISH_ALL) && one_in_(9000))
2772 msg_print("ÆÍÁ³¤Û¤È¤ó¤É¸ÉÆȤˤʤ俵¤¤¬¤¹¤ë¡£");
2774 msg_print("You suddenly feel almost lonely.");
2777 banish_monsters(100);
2778 if (!dun_level && p_ptr->town_num)
2782 /* Pick a random shop (except home) */
2785 n = randint0(MAX_STORES);
2787 while ((n == STORE_HOME) || (n == STORE_MUSEUM));
2790 msg_print("Ź¤Î¼ç¿Í¤¬µÖ¤Ë¸þ¤«¤Ã¤ÆÁö¤Ã¤Æ¤¤¤ë¡ª");
2792 msg_print("You see one of the shopkeepers running for the hills!");
2800 if ((p_ptr->muta2 & MUT2_EAT_LIGHT) && one_in_(3000))
2805 msg_print("±Æ¤Ë¤Ä¤Ä¤Þ¤ì¤¿¡£");
2807 msg_print("A shadow passes over you.");
2812 /* Absorb light from the current possition */
2813 if ((cave[py][px].info & (CAVE_GLOW | CAVE_MNDK)) == CAVE_GLOW)
2818 o_ptr = &inventory[INVEN_LITE];
2820 /* Absorb some fuel in the current lite */
2821 if (o_ptr->tval == TV_LITE)
2823 /* Use some fuel (except on artifacts) */
2824 if (!object_is_fixed_artifact(o_ptr) && (o_ptr->xtra4 > 0))
2826 /* Heal the player a bit */
2827 hp_player(o_ptr->xtra4 / 20);
2829 /* Decrease life-span of lite */
2833 msg_print("¸÷¸»¤«¤é¥¨¥Í¥ë¥®¡¼¤òµÛ¼ý¤·¤¿¡ª");
2835 msg_print("You absorb energy from your light!");
2839 /* Notice interesting fuel steps */
2840 notice_lite_change(o_ptr);
2845 * Unlite the area (radius 10) around player and
2846 * do 50 points damage to every affected monster
2848 unlite_area(50, 10);
2851 if ((p_ptr->muta2 & MUT2_ATT_ANIMAL) &&
2852 !p_ptr->anti_magic && one_in_(7000))
2854 bool pet = one_in_(3);
2855 u32b mode = PM_ALLOW_GROUP;
2857 if (pet) mode |= PM_FORCE_PET;
2858 else mode |= (PM_ALLOW_UNIQUE | PM_NO_PET);
2860 if (summon_specific((pet ? -1 : 0), py, px, dun_level, SUMMON_ANIMAL, mode))
2863 msg_print("ưʪ¤ò°ú¤´ó¤»¤¿¡ª");
2865 msg_print("You have attracted an animal!");
2872 if ((p_ptr->muta2 & MUT2_RAW_CHAOS) &&
2873 !p_ptr->anti_magic && one_in_(8000))
2877 msg_print("¼þ¤ê¤Î¶õ´Ö¤¬ÏĤó¤Ç¤¤¤ëµ¤¤¬¤¹¤ë¡ª");
2879 msg_print("You feel the world warping around you!");
2883 fire_ball(GF_CHAOS, 0, p_ptr->lev, 8);
2885 if ((p_ptr->muta2 & MUT2_NORMALITY) && one_in_(5000))
2887 if (!lose_mutation(0))
2889 msg_print("´ñ̯¤Ê¤¯¤é¤¤ÉáÄ̤ˤʤ俵¤¤¬¤¹¤ë¡£");
2891 msg_print("You feel oddly normal.");
2895 if ((p_ptr->muta2 & MUT2_WRAITH) && !p_ptr->anti_magic && one_in_(3000))
2899 msg_print("Èóʪ¼Á²½¤·¤¿¡ª");
2901 msg_print("You feel insubstantial!");
2905 set_wraith_form(randint1(p_ptr->lev / 2) + (p_ptr->lev / 2), FALSE);
2907 if ((p_ptr->muta2 & MUT2_POLY_WOUND) && one_in_(3000))
2911 if ((p_ptr->muta2 & MUT2_WASTING) && one_in_(3000))
2913 int which_stat = randint0(6);
2914 int sustained = FALSE;
2919 if (p_ptr->sustain_str) sustained = TRUE;
2922 if (p_ptr->sustain_int) sustained = TRUE;
2925 if (p_ptr->sustain_wis) sustained = TRUE;
2928 if (p_ptr->sustain_dex) sustained = TRUE;
2931 if (p_ptr->sustain_con) sustained = TRUE;
2934 if (p_ptr->sustain_chr) sustained = TRUE;
2938 msg_print("ÉÔÀµ¤Ê¾õÂÖ¡ª");
2940 msg_print("Invalid stat chosen!");
2950 msg_print("¼«Ê¬¤¬¿ê¼å¤·¤Æ¤¤¤¯¤Î¤¬Ê¬¤«¤ë¡ª");
2952 msg_print("You can feel yourself wasting away!");
2956 (void)dec_stat(which_stat, randint1(6) + 6, one_in_(3));
2959 if ((p_ptr->muta2 & MUT2_ATT_DRAGON) &&
2960 !p_ptr->anti_magic && one_in_(3000))
2962 bool pet = one_in_(5);
2963 u32b mode = PM_ALLOW_GROUP;
2965 if (pet) mode |= PM_FORCE_PET;
2966 else mode |= (PM_ALLOW_UNIQUE | PM_NO_PET);
2968 if (summon_specific((pet ? -1 : 0), py, px, dun_level, SUMMON_DRAGON, mode))
2971 msg_print("¥É¥é¥´¥ó¤ò°ú¤´ó¤»¤¿¡ª");
2973 msg_print("You have attracted a dragon!");
2979 if ((p_ptr->muta2 & MUT2_WEIRD_MIND) && !p_ptr->anti_magic &&
2982 if (p_ptr->tim_esp > 0)
2985 msg_print("Àº¿À¤Ë¤â¤ä¤¬¤«¤«¤Ã¤¿¡ª");
2987 msg_print("Your mind feels cloudy!");
2990 set_tim_esp(0, TRUE);
2995 msg_print("Àº¿À¤¬¹¤¬¤Ã¤¿¡ª");
2997 msg_print("Your mind expands!");
3000 set_tim_esp(p_ptr->lev, FALSE);
3003 if ((p_ptr->muta2 & MUT2_NAUSEA) && !p_ptr->slow_digest &&
3008 msg_print("°ß¤¬áÛÚ»¤·¡¢¿©»ö¤ò¼º¤Ã¤¿¡ª");
3010 msg_print("Your stomach roils, and you lose your lunch!");
3014 set_food(PY_FOOD_WEAK);
3017 if ((p_ptr->muta2 & MUT2_WALK_SHAD) &&
3018 !p_ptr->anti_magic && one_in_(12000) && !p_ptr->inside_arena)
3023 if ((p_ptr->muta2 & MUT2_WARNING) && one_in_(1000))
3025 int danger_amount = 0;
3028 for (monster = 0; monster < m_max; monster++)
3030 monster_type *m_ptr = &m_list[monster];
3031 monster_race *r_ptr = &r_info[m_ptr->r_idx];
3033 /* Paranoia -- Skip dead monsters */
3034 if (!m_ptr->r_idx) continue;
3036 if (r_ptr->level >= p_ptr->lev)
3038 danger_amount += r_ptr->level - p_ptr->lev + 1;
3042 if (danger_amount > 100)
3044 msg_print("Èó¾ï¤Ë¶²¤í¤·¤¤µ¤¤¬¤¹¤ë¡ª");
3046 msg_print("You feel utterly terrified!");
3049 else if (danger_amount > 50)
3051 msg_print("¶²¤í¤·¤¤µ¤¤¬¤¹¤ë¡ª");
3053 msg_print("You feel terrified!");
3056 else if (danger_amount > 20)
3058 msg_print("Èó¾ï¤Ë¿´Çۤʵ¤¤¬¤¹¤ë¡ª");
3060 msg_print("You feel very worried!");
3063 else if (danger_amount > 10)
3065 msg_print("¿´Çۤʵ¤¤¬¤¹¤ë¡ª");
3067 msg_print("You feel paranoid!");
3070 else if (danger_amount > 5)
3072 msg_print("¤Û¤È¤ó¤É°ÂÁ´¤Êµ¤¤¬¤¹¤ë¡£");
3074 msg_print("You feel almost safe.");
3079 msg_print("¼ä¤·¤¤µ¤¤¬¤¹¤ë¡£");
3081 msg_print("You feel lonely.");
3085 if ((p_ptr->muta2 & MUT2_INVULN) && !p_ptr->anti_magic &&
3090 msg_print("̵Ũ¤Êµ¤¤¬¤¹¤ë¡ª");
3092 msg_print("You feel invincible!");
3096 (void)set_invuln(randint1(8) + 8, FALSE);
3098 if ((p_ptr->muta2 & MUT2_SP_TO_HP) && one_in_(2000))
3100 int wounds = p_ptr->mhp - p_ptr->chp;
3104 int healing = p_ptr->csp;
3106 if (healing > wounds)
3112 p_ptr->csp -= healing;
3115 p_ptr->redraw |= (PR_MANA);
3118 if ((p_ptr->muta2 & MUT2_HP_TO_SP) && !p_ptr->anti_magic &&
3121 int wounds = p_ptr->msp - p_ptr->csp;
3125 int healing = p_ptr->chp;
3127 if (healing > wounds)
3132 p_ptr->csp += healing;
3135 p_ptr->redraw |= (PR_MANA);
3137 take_hit(DAMAGE_LOSELIFE, healing, "Ƭ¤Ë¾º¤Ã¤¿·ì", -1);
3139 take_hit(DAMAGE_LOSELIFE, healing, "blood rushing to the head", -1);
3144 if ((p_ptr->muta2 & MUT2_DISARM) && one_in_(10000))
3147 object_type *o_ptr = NULL;
3151 msg_print("¤¬¤â¤Ä¤ì¤Æž¤ó¤À¡ª");
3152 take_hit(DAMAGE_NOESCAPE, randint1(p_ptr->wt / 6), "žÅÝ", -1);
3154 msg_print("You trip over your own feet!");
3155 take_hit(DAMAGE_NOESCAPE, randint1(p_ptr->wt / 6), "tripping", -1);
3159 if (buki_motteruka(INVEN_RARM))
3162 o_ptr = &inventory[INVEN_RARM];
3164 if (buki_motteruka(INVEN_LARM) && one_in_(2))
3166 o_ptr = &inventory[INVEN_LARM];
3170 else if (buki_motteruka(INVEN_LARM))
3172 o_ptr = &inventory[INVEN_LARM];
3176 if (slot && !object_is_cursed(o_ptr))
3179 msg_print("Éð´ï¤òÍ¤Æ¤·¤Þ¤Ã¤¿¡ª");
3181 msg_print("You drop your weapon!");
3183 inven_drop(slot, 1);
3190 * Handle curse effects once every 10 game turns
3192 static void process_world_aux_curse(void)
3194 if ((p_ptr->cursed & TRC_P_FLAG_MASK) && !p_ptr->inside_battle && !p_ptr->wild_mode)
3197 * Hack: Uncursed teleporting items (e.g. Trump Weapons)
3198 * can actually be useful!
3200 if ((p_ptr->cursed & TRC_TELEPORT_SELF) && one_in_(200))
3202 char o_name[MAX_NLEN];
3206 /* Scan the equipment with random teleport ability */
3207 for (i = INVEN_RARM; i < INVEN_TOTAL; i++)
3209 u32b flgs[TR_FLAG_SIZE];
3210 o_ptr = &inventory[i];
3212 /* Skip non-objects */
3213 if (!o_ptr->k_idx) continue;
3215 /* Extract the item flags */
3216 object_flags(o_ptr, flgs);
3218 if (have_flag(flgs, TR_TELEPORT)) break;
3221 object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
3224 msg_format("%s¤¬¥Æ¥ì¥Ý¡¼¥È¤ÎǽÎϤòȯư¤µ¤»¤è¤¦¤È¤·¤Æ¤¤¤ë¡£", o_name);
3226 msg_format("Your %s is activating teleportation.", o_name);
3230 if (get_check_strict("¥Æ¥ì¥Ý¡¼¥È¤·¤Þ¤¹¤«¡©", CHECK_OKAY_CANCEL))
3232 if (get_check_strict("Teleport? ", CHECK_OKAY_CANCEL))
3236 teleport_player(50, FALSE);
3241 msg_format("%s¤Ë{.}(¥Ô¥ê¥ª¥É)¤ÈÌäò¹ï¤à¤Èȯư¤òÍÞÀ©¤Ç¤¤Þ¤¹¡£", o_name);
3243 msg_format("You can inscribe {.} on your %s to disable random teleportation. ", o_name);
3248 /* Make a chainsword noise */
3249 if ((p_ptr->cursed & TRC_CHAINSWORD) && one_in_(CHAINSWORD_NOISE))
3253 if (!get_rnd_line("chainswd_j.txt", 0, noise))
3255 if (!get_rnd_line("chainswd.txt", 0, noise))
3258 disturb(FALSE, FALSE);
3261 if ((p_ptr->cursed & TRC_TY_CURSE) && one_in_(TY_CURSE_CHANCE))
3264 (void)activate_ty_curse(FALSE, &count);
3266 /* Handle experience draining */
3267 if (p_ptr->prace != RACE_ANDROID &&
3268 ((p_ptr->cursed & TRC_DRAIN_EXP) && one_in_(4)))
3270 p_ptr->exp -= (p_ptr->lev+1)/2;
3271 if (p_ptr->exp < 0) p_ptr->exp = 0;
3272 p_ptr->max_exp -= (p_ptr->lev+1)/2;
3273 if (p_ptr->max_exp < 0) p_ptr->max_exp = 0;
3276 /* Add light curse (Later) */
3277 if ((p_ptr->cursed & TRC_ADD_L_CURSE) && one_in_(2000))
3282 o_ptr = choose_cursed_obj_name(TRC_ADD_L_CURSE);
3284 new_curse = get_curse(0, o_ptr);
3285 if (!(o_ptr->curse_flags & new_curse))
3287 char o_name[MAX_NLEN];
3289 object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
3291 o_ptr->curse_flags |= new_curse;
3293 msg_format("°°Õ¤ËËþ¤Á¤¿¹õ¤¤¥ª¡¼¥é¤¬%s¤ò¤È¤ê¤Þ¤¤¤¿...", o_name);
3295 msg_format("There is a malignant black aura surrounding your %s...", o_name);
3298 o_ptr->feeling = FEEL_NONE;
3300 p_ptr->update |= (PU_BONUS);
3303 /* Add heavy curse (Later) */
3304 if ((p_ptr->cursed & TRC_ADD_H_CURSE) && one_in_(2000))
3309 o_ptr = choose_cursed_obj_name(TRC_ADD_H_CURSE);
3311 new_curse = get_curse(1, o_ptr);
3312 if (!(o_ptr->curse_flags & new_curse))
3314 char o_name[MAX_NLEN];
3316 object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
3318 o_ptr->curse_flags |= new_curse;
3320 msg_format("°°Õ¤ËËþ¤Á¤¿¹õ¤¤¥ª¡¼¥é¤¬%s¤ò¤È¤ê¤Þ¤¤¤¿...", o_name);
3322 msg_format("There is a malignant black aura surrounding your %s...", o_name);
3325 o_ptr->feeling = FEEL_NONE;
3327 p_ptr->update |= (PU_BONUS);
3331 if ((p_ptr->cursed & TRC_CALL_ANIMAL) && one_in_(2500))
3333 if (summon_specific(0, py, px, dun_level, SUMMON_ANIMAL,
3334 (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE | PM_NO_PET)))
3336 char o_name[MAX_NLEN];
3338 object_desc(o_name, choose_cursed_obj_name(TRC_CALL_ANIMAL), (OD_OMIT_PREFIX | OD_NAME_ONLY));
3340 msg_format("%s¤¬Æ°Êª¤ò°ú¤´ó¤»¤¿¡ª", o_name);
3342 msg_format("Your %s have attracted an animal!", o_name);
3349 if ((p_ptr->cursed & TRC_CALL_DEMON) && one_in_(1111))
3351 if (summon_specific(0, py, px, dun_level, SUMMON_DEMON, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE | PM_NO_PET)))
3353 char o_name[MAX_NLEN];
3355 object_desc(o_name, choose_cursed_obj_name(TRC_CALL_DEMON), (OD_OMIT_PREFIX | OD_NAME_ONLY));
3357 msg_format("%s¤¬°Ëâ¤ò°ú¤´ó¤»¤¿¡ª", o_name);
3359 msg_format("Your %s have attracted a demon!", o_name);
3366 if ((p_ptr->cursed & TRC_CALL_DRAGON) && one_in_(800))
3368 if (summon_specific(0, py, px, dun_level, SUMMON_DRAGON,
3369 (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE | PM_NO_PET)))
3371 char o_name[MAX_NLEN];
3373 object_desc(o_name, choose_cursed_obj_name(TRC_CALL_DRAGON), (OD_OMIT_PREFIX | OD_NAME_ONLY));
3375 msg_format("%s¤¬¥É¥é¥´¥ó¤ò°ú¤´ó¤»¤¿¡ª", o_name);
3377 msg_format("Your %s have attracted an animal!", o_name);
3383 if ((p_ptr->cursed & TRC_COWARDICE) && one_in_(1500))
3385 if (!p_ptr->resist_fear)
3389 msg_print("¤È¤Æ¤â°Å¤¤... ¤È¤Æ¤â¶²¤¤¡ª");
3391 msg_print("It's so dark... so scary!");
3394 set_afraid(p_ptr->afraid + 13 + randint1(26));
3397 /* Teleport player */
3398 if ((p_ptr->cursed & TRC_TELEPORT) && one_in_(200) && !p_ptr->anti_tele)
3402 /* Teleport player */
3403 teleport_player(40, TRUE);
3405 /* Handle HP draining */
3406 if ((p_ptr->cursed & TRC_DRAIN_HP) && one_in_(666))
3408 char o_name[MAX_NLEN];
3410 object_desc(o_name, choose_cursed_obj_name(TRC_DRAIN_HP), (OD_OMIT_PREFIX | OD_NAME_ONLY));
3412 msg_format("%s¤Ï¤¢¤Ê¤¿¤ÎÂÎÎϤòµÛ¼ý¤·¤¿¡ª", o_name);
3414 msg_format("Your %s drains HP from you!", o_name);
3416 take_hit(DAMAGE_LOSELIFE, MIN(p_ptr->lev*2, 100), o_name, -1);
3418 /* Handle mana draining */
3419 if ((p_ptr->cursed & TRC_DRAIN_MANA) && one_in_(666))
3421 char o_name[MAX_NLEN];
3423 object_desc(o_name, choose_cursed_obj_name(TRC_DRAIN_MANA), (OD_OMIT_PREFIX | OD_NAME_ONLY));
3425 msg_format("%s¤Ï¤¢¤Ê¤¿¤ÎËâÎϤòµÛ¼ý¤·¤¿¡ª", o_name);
3427 msg_format("Your %s drains mana from you!", o_name);
3429 p_ptr->csp -= MIN(p_ptr->lev, 50);
3433 p_ptr->csp_frac = 0;
3435 p_ptr->redraw |= PR_MANA;
3439 /* Rarely, take damage from the Jewel of Judgement */
3440 if (one_in_(999) && !p_ptr->anti_magic)
3442 object_type *o_ptr = &inventory[INVEN_LITE];
3444 if (o_ptr->name1 == ART_JUDGE)
3447 if (object_is_known(o_ptr))
3448 msg_print("¡Ø¿³È½¤ÎÊõÀС٤Ϥ¢¤Ê¤¿¤ÎÂÎÎϤòµÛ¼ý¤·¤¿¡ª");
3450 msg_print("¤Ê¤Ë¤«¤¬¤¢¤Ê¤¿¤ÎÂÎÎϤòµÛ¼ý¤·¤¿¡ª");
3451 take_hit(DAMAGE_LOSELIFE, MIN(p_ptr->lev, 50), "¿³È½¤ÎÊõÀÐ", -1);
3453 if (object_is_known(o_ptr))
3454 msg_print("The Jewel of Judgement drains life from you!");
3456 msg_print("Something drains life from you!");
3457 take_hit(DAMAGE_LOSELIFE, MIN(p_ptr->lev, 50), "the Jewel of Judgement", -1);
3465 * Handle recharging objects once every 10 game turns
3467 static void process_world_aux_recharge(void)
3472 /* Process equipment */
3473 for (changed = FALSE, i = INVEN_RARM; i < INVEN_TOTAL; i++)
3475 /* Get the object */
3476 object_type *o_ptr = &inventory[i];
3478 /* Skip non-objects */
3479 if (!o_ptr->k_idx) continue;
3481 /* Recharge activatable objects */
3482 if (o_ptr->timeout > 0)
3487 /* Notice changes */
3488 if (!o_ptr->timeout)
3490 recharged_notice(o_ptr);
3496 /* Notice changes */
3500 p_ptr->window |= (PW_EQUIP);
3505 * Recharge rods. Rods now use timeout to control charging status,
3506 * and each charging rod in a stack decreases the stack's timeout by
3507 * one per turn. -LM-
3509 for (changed = FALSE, i = 0; i < INVEN_PACK; i++)
3511 object_type *o_ptr = &inventory[i];
3512 object_kind *k_ptr = &k_info[o_ptr->k_idx];
3514 /* Skip non-objects */
3515 if (!o_ptr->k_idx) continue;
3517 /* Examine all charging rods or stacks of charging rods. */
3518 if ((o_ptr->tval == TV_ROD) && (o_ptr->timeout))
3520 /* Determine how many rods are charging. */
3521 int temp = (o_ptr->timeout + (k_ptr->pval - 1)) / k_ptr->pval;
3522 if (temp > o_ptr->number) temp = o_ptr->number;
3524 /* Decrease timeout by that number. */
3525 o_ptr->timeout -= temp;
3527 /* Boundary control. */
3528 if (o_ptr->timeout < 0) o_ptr->timeout = 0;
3530 /* Notice changes, provide message if object is inscribed. */
3531 if (!(o_ptr->timeout))
3533 recharged_notice(o_ptr);
3537 /* One of the stack of rod is charged */
3538 else if (o_ptr->timeout % k_ptr->pval)
3545 /* Notice changes */
3549 p_ptr->window |= (PW_INVEN);
3553 /* Process objects on floor */
3554 for (i = 1; i < o_max; i++)
3557 object_type *o_ptr = &o_list[i];
3559 /* Skip dead objects */
3560 if (!o_ptr->k_idx) continue;
3562 /* Recharge rods on the ground. No messages. */
3563 if ((o_ptr->tval == TV_ROD) && (o_ptr->timeout))
3566 o_ptr->timeout -= o_ptr->number;
3568 /* Boundary control. */
3569 if (o_ptr->timeout < 0) o_ptr->timeout = 0;
3576 * Handle involuntary movement once every 10 game turns
3578 static void process_world_aux_movement(void)
3580 /* Delayed Word-of-Recall */
3581 if (p_ptr->word_recall)
3584 * HACK: Autosave BEFORE resetting the recall counter (rr9)
3585 * The player is yanked up/down as soon as
3586 * he loads the autosaved game.
3588 if (autosave_l && (p_ptr->word_recall == 1) && !p_ptr->inside_battle)
3589 do_cmd_save_game(TRUE);
3591 /* Count down towards recall */
3592 p_ptr->word_recall--;
3594 p_ptr->redraw |= (PR_STATUS);
3596 /* Activate the recall */
3597 if (!p_ptr->word_recall)
3602 /* Determine the level */
3603 if (dun_level || p_ptr->inside_quest)
3606 msg_print("¾å¤Ë°ú¤ÃÄ¥¤ê¤¢¤²¤é¤ì¤ë´¶¤¸¤¬¤¹¤ë¡ª");
3608 msg_print("You feel yourself yanked upwards!");
3611 p_ptr->recall_dungeon = dungeon_type;
3613 do_cmd_write_nikki(NIKKI_RECALL, dun_level, NULL);
3618 leave_quest_check();
3620 p_ptr->inside_quest = 0;
3622 p_ptr->leaving = TRUE;
3627 msg_print("²¼¤Ë°ú¤¤º¤ê¹ß¤í¤µ¤ì¤ë´¶¤¸¤¬¤¹¤ë¡ª");
3629 msg_print("You feel yourself yanked downwards!");
3632 dungeon_type = p_ptr->recall_dungeon;
3635 do_cmd_write_nikki(NIKKI_RECALL, dun_level, NULL);
3638 dun_level = max_dlv[dungeon_type];
3639 if (dun_level < 1) dun_level = 1;
3641 /* Nightmare mode makes recall more dangerous */
3642 if (ironman_nightmare && !randint0(666) && (dungeon_type == DUNGEON_ANGBAND))
3648 else if (dun_level < 99)
3650 dun_level = (dun_level + 99) / 2;
3652 else if (dun_level > 100)
3654 dun_level = d_info[dungeon_type].maxdepth - 1;
3658 if (p_ptr->wild_mode)
3660 p_ptr->wilderness_y = py;
3661 p_ptr->wilderness_x = px;
3665 /* Save player position */
3669 p_ptr->wild_mode = FALSE;
3672 * Clear all saved floors
3673 * and create a first saved floor
3675 prepare_change_floor_mode(CFM_FIRST_FLOOR);
3678 p_ptr->leaving = TRUE;
3680 if (dungeon_type == DUNGEON_ANGBAND)
3684 for (i = MIN_RANDOM_QUEST; i < MAX_RANDOM_QUEST + 1; i++)
3686 if ((quest[i].type == QUEST_TYPE_RANDOM) &&
3687 (quest[i].status == QUEST_STATUS_TAKEN) &&
3688 (quest[i].level < dun_level))
3690 quest[i].status = QUEST_STATUS_FAILED;
3691 quest[i].complev = (byte)p_ptr->lev;
3692 r_info[quest[i].r_idx].flags1 &= ~(RF1_QUESTOR);
3699 sound(SOUND_TPLEVEL);
3704 /* Delayed Alter reality */
3705 if (p_ptr->alter_reality)
3707 if (autosave_l && (p_ptr->alter_reality == 1) && !p_ptr->inside_battle)
3708 do_cmd_save_game(TRUE);
3710 /* Count down towards alter */
3711 p_ptr->alter_reality--;
3713 p_ptr->redraw |= (PR_STATUS);
3715 /* Activate the alter reality */
3716 if (!p_ptr->alter_reality)
3721 /* Determine the level */
3722 if (!quest_number(dun_level) && dun_level)
3725 msg_print("À¤³¦¤¬ÊѤï¤Ã¤¿¡ª");
3727 msg_print("The world changes!");
3731 p_ptr->leaving = TRUE;
3736 msg_print("À¤³¦¤¬¾¯¤·¤Î´ÖÊѲ½¤·¤¿¤è¤¦¤À¡£");
3738 msg_print("The world seems to change for a moment!");
3743 sound(SOUND_TPLEVEL);
3750 * Handle certain things once every 10 game turns
3752 static void process_world(void)
3756 const s32b A_DAY = TURNS_PER_TICK * TOWN_DAWN;
3757 s32b prev_turn_in_today = ((turn - TURNS_PER_TICK) % A_DAY + A_DAY / 4) % A_DAY;
3758 int prev_min = (1440 * prev_turn_in_today / A_DAY) % 60;
3760 extract_day_hour_min(&day, &hour, &min);
3763 if ((turn - old_turn == (150 - dun_level) * TURNS_PER_TICK)
3764 && dun_level && !p_ptr->inside_battle)
3766 int quest_num = quest_number(dun_level);
3768 /* Get dungeon level feeling */
3770 (is_fixed_quest_idx(quest_num) &&
3771 !((quest_num == QUEST_OBERON) || (quest_num == QUEST_SERPENT) ||
3772 !(quest[quest_num].flags & QUEST_FLAG_PRESET)))))
3774 /* Announce feeling */
3777 /* Update the level indicator */
3778 p_ptr->redraw |= (PR_DEPTH);
3781 if (disturb_minor) disturb(0, 0);
3785 /*** Check monster arena ***/
3786 if (p_ptr->inside_battle && !p_ptr->leaving)
3792 /* Count all hostile monsters */
3793 for (i2 = 0; i2 < cur_wid; ++i2)
3794 for (j2 = 0; j2 < cur_hgt; j2++)
3796 cave_type *c_ptr = &cave[j2][i2];
3798 if ((c_ptr->m_idx > 0) && (c_ptr->m_idx != p_ptr->riding))
3801 win_m_idx = c_ptr->m_idx;
3805 if (number_mon == 0)
3808 msg_print("ÁêÂǤÁ¤Ë½ª¤ï¤ê¤Þ¤·¤¿¡£");
3810 msg_print("They have kill each other at the same time.");
3813 p_ptr->energy_need = 0;
3816 else if ((number_mon-1) == 0)
3819 monster_type *wm_ptr;
3821 wm_ptr = &m_list[win_m_idx];
3823 monster_desc(m_name, wm_ptr, 0);
3825 msg_format("%s¤¬¾¡Íø¤·¤¿¡ª", m_name);
3827 msg_format("%s is winner!", m_name);
3831 if (win_m_idx == (sel_monster+1))
3834 msg_print("¤ª¤á¤Ç¤È¤¦¤´¤¶¤¤¤Þ¤¹¡£");
3836 msg_print("Congratulations.");
3839 msg_format("%d¡ð¤ò¼õ¤±¼è¤Ã¤¿¡£", battle_odds);
3841 msg_format("You received %d gold.", battle_odds);
3843 p_ptr->au += battle_odds;
3848 msg_print("»ÄÇ°¤Ç¤·¤¿¡£");
3850 msg_print("You lost gold.");
3854 p_ptr->energy_need = 0;
3857 else if(turn - old_turn == 150*TURNS_PER_TICK)
3860 msg_print("¿½¤·Ê¬¤±¤¢¤ê¤Þ¤»¤ó¤¬¡¢¤³¤Î¾¡Éé¤Ï°ú¤Ê¬¤±¤È¤µ¤»¤Æ¤¤¤¿¤À¤¤Þ¤¹¡£");
3862 msg_format("This battle have ended in a draw.");
3864 p_ptr->au += kakekin;
3866 p_ptr->energy_need = 0;
3871 /* Every 10 game turns */
3872 if (turn % TURNS_PER_TICK) return;
3874 /*** Check the Time and Load ***/
3876 if (!(turn % (50*TURNS_PER_TICK)))
3878 /* Check time and load */
3879 if ((0 != check_time()) || (0 != check_load()))
3882 if (closing_flag <= 2)
3887 /* Count warnings */
3892 msg_print("¥¢¥ó¥°¥Ð¥ó¥É¤Ø¤ÎÌ礬ÊĤ¸¤«¤«¤Ã¤Æ¤¤¤Þ¤¹...");
3893 msg_print("¥²¡¼¥à¤ò½ªÎ»¤¹¤ë¤«¥»¡¼¥Ö¤¹¤ë¤«¤·¤Æ²¼¤µ¤¤¡£");
3895 msg_print("The gates to ANGBAND are closing...");
3896 msg_print("Please finish up and/or save your game.");
3906 msg_print("º£¡¢¥¢¥ó¥°¥Ð¥ó¥É¤Ø¤ÎÌ礬ÊĤ¶¤µ¤ì¤Þ¤·¤¿¡£");
3908 msg_print("The gates to ANGBAND are now closed.");
3913 p_ptr->playing = FALSE;
3916 p_ptr->leaving = TRUE;
3921 /*** Attempt timed autosave ***/
3922 if (autosave_t && autosave_freq && !p_ptr->inside_battle)
3924 if (!(turn % ((s32b)autosave_freq * TURNS_PER_TICK)))
3925 do_cmd_save_game(TRUE);
3928 if (mon_fight && !ignore_unview)
3931 msg_print("²¿¤«¤¬Ê¹¤³¤¨¤¿¡£");
3933 msg_print("You hear noise.");
3937 /*** Handle the wilderness/town (sunshine) ***/
3939 /* While in town/wilderness */
3940 if (!dun_level && !p_ptr->inside_quest && !p_ptr->inside_battle && !p_ptr->inside_arena)
3942 /* Hack -- Daybreak/Nighfall in town */
3943 if (!(turn % ((TURNS_PER_TICK * TOWN_DAWN) / 2)))
3947 /* Check for dawn */
3948 dawn = (!(turn % (TURNS_PER_TICK * TOWN_DAWN)));
3957 msg_print("Ì뤬ÌÀ¤±¤¿¡£");
3959 msg_print("The sun has risen.");
3962 if (!p_ptr->wild_mode)
3964 /* Hack -- Scan the town */
3965 for (y = 0; y < cur_hgt; y++)
3967 for (x = 0; x < cur_wid; x++)
3969 /* Get the cave grid */
3970 cave_type *c_ptr = &cave[y][x];
3973 c_ptr->info |= (CAVE_GLOW);
3975 /* Hack -- Memorize lit grids if allowed */
3976 if (view_perma_grids) c_ptr->info |= (CAVE_MARK);
3978 /* Hack -- Notice spot */
3992 msg_print("Æü¤¬ÄÀ¤ó¤À¡£");
3994 msg_print("The sun has fallen.");
3997 if (!p_ptr->wild_mode)
3999 /* Hack -- Scan the town */
4000 for (y = 0; y < cur_hgt; y++)
4002 for (x = 0; x < cur_wid; x++)
4004 /* Get the cave grid */
4005 cave_type *c_ptr = &cave[y][x];
4007 /* Feature code (applying "mimic" field) */
4008 feature_type *f_ptr = &f_info[get_feat_mimic(c_ptr)];
4010 if (!is_mirror_grid(c_ptr) && !have_flag(f_ptr->flags, FF_QUEST_ENTER) &&
4011 !have_flag(f_ptr->flags, FF_ENTRANCE))
4014 c_ptr->info &= ~(CAVE_GLOW);
4016 if (!have_flag(f_ptr->flags, FF_REMEMBER))
4018 /* Forget the normal floor grid */
4019 c_ptr->info &= ~(CAVE_MARK);
4021 /* Hack -- Notice spot */
4027 /* Glow deep lava and building entrances */
4028 glow_deep_lava_and_bldg();
4033 /* Update the monsters */
4034 p_ptr->update |= (PU_MONSTERS | PU_MON_LITE);
4037 p_ptr->redraw |= (PR_MAP);
4040 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
4042 if (p_ptr->special_defense & NINJA_S_STEALTH)
4044 if (cave[py][px].info & CAVE_GLOW) set_superstealth(FALSE);
4049 /* While in the dungeon (vanilla_town or lite_town mode only) */
4050 else if ((vanilla_town || (lite_town && !p_ptr->inside_quest && !p_ptr->inside_battle && !p_ptr->inside_arena)) && dun_level)
4052 /*** Shuffle the Storekeepers ***/
4054 /* Chance is only once a day (while in dungeon) */
4055 if (!(turn % (TURNS_PER_TICK * STORE_TICKS)))
4057 /* Sometimes, shuffle the shop-keepers */
4058 if (one_in_(STORE_SHUFFLE))
4062 /* Pick a random shop (except home and museum) */
4065 n = randint0(MAX_STORES);
4067 while ((n == STORE_HOME) || (n == STORE_MUSEUM));
4069 /* Check every feature */
4070 for (i = 1; i < max_f_idx; i++)
4072 /* Access the index */
4073 feature_type *f_ptr = &f_info[i];
4075 /* Skip empty index */
4076 if (!f_ptr->name) continue;
4078 /* Skip non-store features */
4079 if (!have_flag(f_ptr->flags, FF_STORE)) continue;
4081 /* Verify store type */
4082 if (f_ptr->power == n)
4086 if (cheat_xtra) msg_format("%s¤ÎŹ¼ç¤ò¥·¥ã¥Ã¥Õ¥ë¤·¤Þ¤¹¡£", f_name + f_ptr->name);
4088 if (cheat_xtra) msg_format("Shuffle a Shopkeeper of %s.", f_name + f_ptr->name);
4102 /*** Process the monsters ***/
4104 /* Check for creature generation. */
4105 if (one_in_(d_info[dungeon_type].max_m_alloc_chance) &&
4106 !p_ptr->inside_arena && !p_ptr->inside_quest && !p_ptr->inside_battle)
4108 /* Make a new monster */
4109 (void)alloc_monster(MAX_SIGHT + 5, 0);
4112 /* Hack -- Check for creature regeneration */
4113 if (!(turn % (TURNS_PER_TICK*10)) && !p_ptr->inside_battle) regen_monsters();
4114 if (!(turn % (TURNS_PER_TICK*3))) regen_captured_monsters();
4116 /* Hack -- Process the counters of all monsters */
4117 process_monsters_counters();
4123 if (min != prev_min)
4125 do_cmd_write_nikki(NIKKI_HIGAWARI, 0, NULL);
4126 determine_today_mon(FALSE);
4131 * Nightmare mode activates the TY_CURSE at midnight
4133 * Require exact minute -- Don't activate multiple times in a minute
4135 if (ironman_nightmare && (min != prev_min))
4137 /* Every 15 minutes after 11:00 pm */
4138 if ((hour == 23) && !(min % 15))
4147 msg_print("±ó¤¯¤ÇÉÔµ¤Ì£¤Ê¾â¤Î²»¤¬ÌĤä¿¡£");
4149 msg_print("You hear a distant bell toll ominously.");
4155 msg_print("±ó¤¯¤Ç¾â¤¬Æó²óÌĤä¿¡£");
4157 msg_print("A distant bell sounds twice.");
4163 msg_print("±ó¤¯¤Ç¾â¤¬»°²óÌĤä¿¡£");
4165 msg_print("A distant bell sounds three times.");
4171 msg_print("±ó¤¯¤Ç¾â¤¬»Í²óÌĤä¿¡£");
4173 msg_print("A distant bell tolls four times.");
4179 /* TY_CURSE activates at mignight! */
4186 msg_print("±ó¤¯¤Ç¾â¤¬²¿²ó¤âÌĤꡢ»à¤ó¤À¤è¤¦¤ÊÀŤ±¤µ¤ÎÃæ¤Ø¾Ã¤¨¤Æ¤¤¤Ã¤¿¡£");
4188 msg_print("A distant bell tolls many times, fading into an deathly silence.");
4191 activate_ty_curse(FALSE, &count);
4196 /*** Check the Food, and Regenerate ***/
4198 if (!p_ptr->inside_battle)
4200 /* Digest quickly when gorged */
4201 if (p_ptr->food >= PY_FOOD_MAX)
4203 /* Digest a lot of food */
4204 (void)set_food(p_ptr->food - 100);
4207 /* Digest normally -- Every 50 game turns */
4208 else if (!(turn % (TURNS_PER_TICK*5)))
4210 /* Basic digestion rate based on speed */
4211 int digestion = SPEED_TO_ENERGY(p_ptr->pspeed);
4213 /* Regeneration takes more food */
4214 if (p_ptr->regenerate)
4216 if (p_ptr->special_defense & (KAMAE_MASK | KATA_MASK))
4218 if (p_ptr->cursed & TRC_FAST_DIGEST)
4221 /* Slow digestion takes less food */
4222 if (p_ptr->slow_digest)
4225 /* Minimal digestion */
4226 if (digestion < 1) digestion = 1;
4227 /* Maximal digestion */
4228 if (digestion > 100) digestion = 100;
4230 /* Digest some food */
4231 (void)set_food(p_ptr->food - digestion);
4236 if ((p_ptr->food < PY_FOOD_FAINT))
4238 /* Faint occasionally */
4239 if (!p_ptr->paralyzed && (randint0(100) < 10))
4243 msg_print("¤¢¤Þ¤ê¤Ë¤â¶õÊ¢¤Çµ¤À䤷¤Æ¤·¤Þ¤Ã¤¿¡£");
4245 msg_print("You faint from the lack of food.");
4250 /* Hack -- faint (bypass free action) */
4251 (void)set_paralyzed(p_ptr->paralyzed + 1 + randint0(5));
4254 /* Starve to death (slowly) */
4255 if (p_ptr->food < PY_FOOD_STARVE)
4257 /* Calculate damage */
4258 int dam = (PY_FOOD_STARVE - p_ptr->food) / 10;
4262 if (!IS_INVULN()) take_hit(DAMAGE_LOSELIFE, dam, "¶õÊ¢", -1);
4264 if (!IS_INVULN()) take_hit(DAMAGE_LOSELIFE, dam, "starvation", -1);
4272 /* Process timed damage and regeneration */
4273 process_world_aux_hp_and_sp();
4275 /* Process timeout */
4276 process_world_aux_timeout();
4279 process_world_aux_light();
4281 /* Process mutation effects */
4282 process_world_aux_mutation();
4284 /* Process curse effects */
4285 process_world_aux_curse();
4287 /* Process recharging */
4288 process_world_aux_recharge();
4290 /* Feel the inventory */
4294 /* Involuntary Movement */
4295 process_world_aux_movement();
4301 * Verify use of "wizard" mode
4303 static bool enter_wizard_mode(void)
4305 /* Ask first time */
4306 if (!p_ptr->noscore)
4308 /* Wizard mode is not permitted */
4309 if (!allow_debug_opts || arg_wizard)
4312 msg_print("¥¦¥£¥¶¡¼¥É¥â¡¼¥É¤Ïµö²Ä¤µ¤ì¤Æ¤¤¤Þ¤»¤ó¡£ ");
4314 msg_print("Wizard mode is not permitted.");
4319 /* Mention effects */
4321 msg_print("¥¦¥£¥¶¡¼¥É¥â¡¼¥É¤Ï¥Ç¥Ð¥Ã¥°¤È¼Â¸³¤Î¤¿¤á¤Î¥â¡¼¥É¤Ç¤¹¡£ ");
4322 msg_print("°ìÅÙ¥¦¥£¥¶¡¼¥É¥â¡¼¥É¤ËÆþ¤ë¤È¥¹¥³¥¢¤ÏµÏ¿¤µ¤ì¤Þ¤»¤ó¡£");
4324 msg_print("Wizard mode is for debugging and experimenting.");
4325 msg_print("The game will not be scored if you enter wizard mode.");
4330 /* Verify request */
4332 if (!get_check("ËÜÅö¤Ë¥¦¥£¥¶¡¼¥É¥â¡¼¥É¤ËÆþ¤ê¤¿¤¤¤Î¤Ç¤¹¤«? "))
4334 if (!get_check("Are you sure you want to enter wizard mode? "))
4341 do_cmd_write_nikki(NIKKI_BUNSHOU, 0, "¥¦¥£¥¶¡¼¥É¥â¡¼¥É¤ËÆÍÆþ¤·¤Æ¥¹¥³¥¢¤ò»Ä¤»¤Ê¤¯¤Ê¤Ã¤¿¡£");
4343 do_cmd_write_nikki(NIKKI_BUNSHOU, 0, "give up recording score to enter wizard mode.");
4346 p_ptr->noscore |= 0x0002;
4357 * Verify use of "debug" commands
4359 static bool enter_debug_mode(void)
4361 /* Ask first time */
4362 if (!p_ptr->noscore)
4364 /* Debug mode is not permitted */
4365 if (!allow_debug_opts)
4368 msg_print("¥Ç¥Ð¥Ã¥°¥³¥Þ¥ó¥É¤Ïµö²Ä¤µ¤ì¤Æ¤¤¤Þ¤»¤ó¡£ ");
4370 msg_print("Use of debug command is not permitted.");
4375 /* Mention effects */
4377 msg_print("¥Ç¥Ð¥Ã¥°¡¦¥³¥Þ¥ó¥É¤Ï¥Ç¥Ð¥Ã¥°¤È¼Â¸³¤Î¤¿¤á¤Î¥³¥Þ¥ó¥É¤Ç¤¹¡£ ");
4378 msg_print("¥Ç¥Ð¥Ã¥°¡¦¥³¥Þ¥ó¥É¤ò»È¤¦¤È¥¹¥³¥¢¤ÏµÏ¿¤µ¤ì¤Þ¤»¤ó¡£");
4380 msg_print("The debug commands are for debugging and experimenting.");
4381 msg_print("The game will not be scored if you use debug commands.");
4386 /* Verify request */
4388 if (!get_check("ËÜÅö¤Ë¥Ç¥Ð¥Ã¥°¡¦¥³¥Þ¥ó¥É¤ò»È¤¤¤Þ¤¹¤«? "))
4390 if (!get_check("Are you sure you want to use debug commands? "))
4397 do_cmd_write_nikki(NIKKI_BUNSHOU, 0, "¥Ç¥Ð¥Ã¥°¥â¡¼¥É¤ËÆÍÆþ¤·¤Æ¥¹¥³¥¢¤ò»Ä¤»¤Ê¤¯¤Ê¤Ã¤¿¡£");
4399 do_cmd_write_nikki(NIKKI_BUNSHOU, 0, "give up sending score to use debug commands.");
4402 p_ptr->noscore |= 0x0008;
4410 * Hack -- Declare the Debug Routines
4412 extern void do_cmd_debug(void);
4414 #endif /* ALLOW_WIZARD */
4420 * Verify use of "borg" commands
4422 static bool enter_borg_mode(void)
4424 /* Ask first time */
4425 if (!(p_ptr->noscore & 0x0010))
4427 /* Mention effects */
4429 msg_print("¥Ü¡¼¥°¡¦¥³¥Þ¥ó¥É¤Ï¥Ç¥Ð¥Ã¥°¤È¼Â¸³¤Î¤¿¤á¤Î¥³¥Þ¥ó¥É¤Ç¤¹¡£ ");
4430 msg_print("¥Ü¡¼¥°¡¦¥³¥Þ¥ó¥É¤ò»È¤¦¤È¥¹¥³¥¢¤ÏµÏ¿¤µ¤ì¤Þ¤»¤ó¡£");
4432 msg_print("The borg commands are for debugging and experimenting.");
4433 msg_print("The game will not be scored if you use borg commands.");
4438 /* Verify request */
4440 if (!get_check("ËÜÅö¤Ë¥Ü¡¼¥°¡¦¥³¥Þ¥ó¥É¤ò»È¤¤¤Þ¤¹¤«? "))
4442 if (!get_check("Are you sure you want to use borg commands? "))
4449 do_cmd_write_nikki(NIKKI_BUNSHOU, 0, "¥Ü¡¼¥°¡¦¥³¥Þ¥ó¥É¤ò»ÈÍѤ·¤Æ¥¹¥³¥¢¤ò»Ä¤»¤Ê¤¯¤Ê¤Ã¤¿¡£");
4451 do_cmd_write_nikki(NIKKI_BUNSHOU, 0, "give up recording score to use borg commands.");
4454 p_ptr->noscore |= 0x0010;
4462 * Hack -- Declare the Ben Borg
4464 extern void do_cmd_borg(void);
4466 #endif /* ALLOW_BORG */
4471 * Parse and execute the current command
4472 * Give "Warning" on illegal commands.
4474 * XXX XXX XXX Make some "blocks"
4476 static void process_command(void)
4478 int old_now_message = now_message;
4480 #ifdef ALLOW_REPEAT /* TNB */
4482 /* Handle repeating the last command */
4485 #endif /* ALLOW_REPEAT -- TNB */
4489 /* Parse the command */
4490 switch (command_cmd)
4506 /*** Wizard Commands ***/
4508 /* Toggle Wizard Mode */
4513 p_ptr->wizard = FALSE;
4515 msg_print("¥¦¥£¥¶¡¼¥É¥â¡¼¥É²ò½ü¡£");
4517 msg_print("Wizard mode off.");
4521 else if (enter_wizard_mode())
4523 p_ptr->wizard = TRUE;
4525 msg_print("¥¦¥£¥¶¡¼¥É¥â¡¼¥ÉÆÍÆþ¡£");
4527 msg_print("Wizard mode on.");
4532 /* Update monsters */
4533 p_ptr->update |= (PU_MONSTERS);
4535 /* Redraw "title" */
4536 p_ptr->redraw |= (PR_TITLE);
4544 /* Special "debug" commands */
4547 /* Enter debug mode */
4548 if (enter_debug_mode())
4555 #endif /* ALLOW_WIZARD */
4560 /* Special "borg" commands */
4563 /* Enter borg mode */
4564 if (enter_borg_mode())
4566 if (!p_ptr->wild_mode) do_cmd_borg();
4572 #endif /* ALLOW_BORG */
4576 /*** Inventory Commands ***/
4578 /* Wear/wield equipment */
4581 if (!p_ptr->wild_mode) do_cmd_wield();
4585 /* Take off equipment */
4588 if (!p_ptr->wild_mode) do_cmd_takeoff();
4595 if (!p_ptr->wild_mode) do_cmd_drop();
4599 /* Destroy an item */
4606 /* Equipment list */
4613 /* Inventory list */
4621 /*** Various commands ***/
4623 /* Identify an object */
4630 /* Hack -- toggle windows */
4633 toggle_inven_equip();
4638 /*** Standard "Movement" Commands ***/
4643 if (!p_ptr->wild_mode) do_cmd_alter();
4650 if (!p_ptr->wild_mode) do_cmd_tunnel();
4654 /* Move (usually pick up things) */
4657 #ifdef ALLOW_EASY_DISARM /* TNB */
4661 #else /* ALLOW_EASY_DISARM -- TNB */
4663 do_cmd_walk(always_pickup);
4665 #endif /* ALLOW_EASY_DISARM -- TNB */
4670 /* Move (usually do not pick up) */
4673 #ifdef ALLOW_EASY_DISARM /* TNB */
4677 #else /* ALLOW_EASY_DISARM -- TNB */
4679 do_cmd_walk(!always_pickup);
4681 #endif /* ALLOW_EASY_DISARM -- TNB */
4687 /*** Running, Resting, Searching, Staying */
4689 /* Begin Running -- Arg is Max Distance */
4692 if (!p_ptr->wild_mode) do_cmd_run();
4696 /* Stay still (usually pick things up) */
4699 do_cmd_stay(always_pickup);
4703 /* Stay still (usually do not pick up) */
4706 do_cmd_stay(!always_pickup);
4710 /* Rest -- Arg is time */
4717 /* Search for traps/doors */
4724 /* Toggle search mode */
4727 if (p_ptr->action == ACTION_SEARCH) set_action(ACTION_NONE);
4728 else set_action(ACTION_SEARCH);
4733 /*** Stairs and Doors and Chests and Traps ***/
4736 case SPECIAL_KEY_STORE:
4738 if (!p_ptr->wild_mode) do_cmd_store();
4742 /* Enter building -KMW- */
4743 case SPECIAL_KEY_BUILDING:
4745 if (!p_ptr->wild_mode) do_cmd_bldg();
4749 /* Enter quest level -KMW- */
4750 case SPECIAL_KEY_QUEST:
4752 if (!p_ptr->wild_mode) do_cmd_quest();
4756 /* Go up staircase */
4759 if (!p_ptr->wild_mode && !dun_level && !p_ptr->inside_arena && !p_ptr->inside_quest)
4761 if (vanilla_town) break;
4766 msg_print("½±·â¤«¤éƨ¤²¤ë¤Ë¤Ï¥Þ¥Ã¥×¤Îü¤Þ¤Ç°ÜÆ°¤·¤Ê¤±¤ì¤Ð¤Ê¤é¤Ê¤¤¡£");
4768 msg_print("To flee the ambush you have to reach the edge of the map.");
4773 if (p_ptr->food < PY_FOOD_WEAK)
4776 msg_print("¤½¤ÎÁ°¤Ë¿©»ö¤ò¤È¤é¤Ê¤¤¤È¡£");
4778 msg_print("You must eat something here.");
4790 /* Go down staircase */
4793 if (p_ptr->wild_mode)
4801 /* Open a door or chest */
4804 if (!p_ptr->wild_mode) do_cmd_open();
4811 if (!p_ptr->wild_mode) do_cmd_close();
4815 /* Jam a door with spikes */
4818 if (!p_ptr->wild_mode) do_cmd_spike();
4825 if (!p_ptr->wild_mode) do_cmd_bash();
4829 /* Disarm a trap or chest */
4832 if (!p_ptr->wild_mode) do_cmd_disarm();
4837 /*** Magic and Prayers ***/
4839 /* Gain new spells/prayers */
4842 if ((p_ptr->pclass == CLASS_SORCERER) || (p_ptr->pclass == CLASS_RED_MAGE))
4844 msg_print("¼öʸ¤ò³Ø½¬¤¹¤ëɬÍפϤʤ¤¡ª");
4846 msg_print("You don't have to learn spells!");
4848 else if (p_ptr->pclass == CLASS_SAMURAI)
4849 do_cmd_gain_hissatsu();
4850 else if (p_ptr->pclass == CLASS_MAGIC_EATER)
4860 if ( (p_ptr->pclass == CLASS_MINDCRAFTER) ||
4861 (p_ptr->pclass == CLASS_BERSERKER) ||
4862 (p_ptr->pclass == CLASS_NINJA) ||
4863 (p_ptr->pclass == CLASS_MIRROR_MASTER)
4864 ) do_cmd_mind_browse();
4865 else if (p_ptr->pclass == CLASS_SMITH)
4867 else if (p_ptr->pclass == CLASS_MAGIC_EATER)
4868 do_cmd_magic_eater(TRUE);
4869 else do_cmd_browse();
4877 if (!p_ptr->wild_mode)
4879 if ((p_ptr->pclass == CLASS_WARRIOR) || (p_ptr->pclass == CLASS_ARCHER) || (p_ptr->pclass == CLASS_CAVALRY))
4882 msg_print("¼öʸ¤ò¾§¤¨¤é¤ì¤Ê¤¤¡ª");
4884 msg_print("You cannot cast spells!");
4887 else if (dun_level && (d_info[dungeon_type].flags1 & DF1_NO_MAGIC) && (p_ptr->pclass != CLASS_BERSERKER) && (p_ptr->pclass != CLASS_SMITH))
4890 msg_print("¥À¥ó¥¸¥ç¥ó¤¬ËâË¡¤òµÛ¼ý¤·¤¿¡ª");
4892 msg_print("The dungeon absorbs all attempted magic!");
4896 else if (p_ptr->anti_magic && (p_ptr->pclass != CLASS_BERSERKER) && (p_ptr->pclass != CLASS_SMITH))
4900 cptr which_power = "ËâË¡";
4902 cptr which_power = "magic";
4904 if (p_ptr->pclass == CLASS_MINDCRAFTER)
4906 which_power = "ĶǽÎÏ";
4908 which_power = "psionic powers";
4910 else if (p_ptr->pclass == CLASS_IMITATOR)
4912 which_power = "¤â¤Î¤Þ¤Í";
4914 which_power = "imitation";
4916 else if (p_ptr->pclass == CLASS_SAMURAI)
4918 which_power = "ɬ»¦·õ";
4920 which_power = "hissatsu";
4922 else if (p_ptr->pclass == CLASS_MIRROR_MASTER)
4924 which_power = "¶ÀËâË¡";
4926 which_power = "mirror magic";
4928 else if (p_ptr->pclass == CLASS_NINJA)
4930 which_power = "Ǧ½Ñ";
4932 which_power = "ninjutsu";
4934 else if (mp_ptr->spell_book == TV_LIFE_BOOK)
4936 which_power = "µ§¤ê";
4938 which_power = "prayer";
4942 msg_format("È¿ËâË¡¥Ð¥ê¥¢¤¬%s¤ò¼ÙË⤷¤¿¡ª", which_power);
4944 msg_format("An anti-magic shell disrupts your %s!", which_power);
4948 else if (p_ptr->shero && (p_ptr->pclass != CLASS_BERSERKER))
4951 msg_format("¶¸Àï»Î²½¤·¤Æ¤¤¤ÆƬ¤¬²ó¤é¤Ê¤¤¡ª");
4953 msg_format("You cannot think directly!");
4959 if ((p_ptr->pclass == CLASS_MINDCRAFTER) ||
4960 (p_ptr->pclass == CLASS_BERSERKER) ||
4961 (p_ptr->pclass == CLASS_NINJA) ||
4962 (p_ptr->pclass == CLASS_MIRROR_MASTER)
4965 else if (p_ptr->pclass == CLASS_IMITATOR)
4967 else if (p_ptr->pclass == CLASS_MAGIC_EATER)
4968 do_cmd_magic_eater(FALSE);
4969 else if (p_ptr->pclass == CLASS_SAMURAI)
4971 else if (p_ptr->pclass == CLASS_BLUE_MAGE)
4972 do_cmd_cast_learned();
4973 else if (p_ptr->pclass == CLASS_SMITH)
4982 /* Issue a pet command */
4985 if (!p_ptr->wild_mode) do_cmd_pet();
4989 /*** Use various objects ***/
4991 /* Inscribe an object */
4998 /* Uninscribe an object */
5001 do_cmd_uninscribe();
5005 /* Activate an artifact */
5008 if (!p_ptr->wild_mode)
5010 if (!p_ptr->inside_arena)
5015 msg_print("¥¢¥ê¡¼¥Ê¤¬ËâË¡¤òµÛ¼ý¤·¤¿¡ª");
5017 msg_print("The arena absorbs all attempted magic!");
5033 /* Fuel your lantern/torch */
5043 if (!p_ptr->wild_mode) do_cmd_fire();
5050 if (!p_ptr->wild_mode)
5060 if (!p_ptr->wild_mode)
5062 if (!p_ptr->inside_arena)
5067 msg_print("¥¢¥ê¡¼¥Ê¤¬ËâË¡¤òµÛ¼ý¤·¤¿¡ª");
5069 msg_print("The arena absorbs all attempted magic!");
5081 if (!p_ptr->wild_mode)
5083 if (p_ptr->inside_arena)
5086 msg_print("¥¢¥ê¡¼¥Ê¤¬ËâË¡¤òµÛ¼ý¤·¤¿¡ª");
5088 msg_print("The arena absorbs all attempted magic!");
5093 else if (use_command && rogue_like_commands)
5105 /* Quaff a potion */
5108 if (!p_ptr->wild_mode)
5110 if (!p_ptr->inside_arena)
5111 do_cmd_quaff_potion();
5115 msg_print("¥¢¥ê¡¼¥Ê¤¬ËâË¡¤òµÛ¼ý¤·¤¿¡ª");
5117 msg_print("The arena absorbs all attempted magic!");
5129 if (!p_ptr->wild_mode)
5131 if (!p_ptr->inside_arena)
5132 do_cmd_read_scroll();
5136 msg_print("¥¢¥ê¡¼¥Ê¤¬ËâË¡¤òµÛ¼ý¤·¤¿¡ª");
5138 msg_print("The arena absorbs all attempted magic!");
5150 if (!p_ptr->wild_mode)
5152 if (p_ptr->inside_arena)
5155 msg_print("¥¢¥ê¡¼¥Ê¤¬ËâË¡¤òµÛ¼ý¤·¤¿¡ª");
5157 msg_print("The arena absorbs all attempted magic!");
5162 else if (use_command && !rogue_like_commands)
5172 /* Use racial power */
5175 if (!p_ptr->wild_mode) do_cmd_racial_power();
5180 /*** Looking at Things (nearby or on map) ***/
5182 /* Full dungeon map */
5189 /* Locate player on map */
5203 /* Target monster or location */
5206 if (!p_ptr->wild_mode) do_cmd_target();
5212 /*** Help and Such ***/
5221 /* Identify symbol */
5224 do_cmd_query_symbol();
5228 /* Character description */
5231 do_cmd_change_name();
5236 /*** System Commands ***/
5238 /* Hack -- User interface */
5245 /* Single line from a pref file */
5254 do_cmd_reload_autopick();
5260 do_cmd_edit_autopick();
5264 /* Interact with macros */
5271 /* Interact with visuals */
5279 /* Interact with colors */
5287 /* Interact with options */
5295 /*** Misc Commands ***/
5311 /* Repeat level feeling */
5314 if (!p_ptr->wild_mode) do_cmd_feeling();
5318 /* Show previous message */
5321 do_cmd_message_one();
5325 /* Show previous messages */
5328 do_cmd_messages(old_now_message);
5332 /* Show quest status -KMW- */
5335 do_cmd_checkquest();
5339 /* Redraw the screen */
5342 now_message = old_now_message;
5347 #ifndef VERIFY_SAVEFILE
5349 /* Hack -- Save and don't quit */
5352 do_cmd_save_game(FALSE);
5356 #endif /* VERIFY_SAVEFILE */
5366 case SPECIAL_KEY_QUIT:
5368 do_cmd_save_and_exit();
5372 /* Quit (commit suicide) */
5385 /* Check artifacts, uniques, objects */
5392 /* Load "screen dump" */
5395 do_cmd_load_screen();
5399 /* Save "screen dump" */
5402 do_cmd_save_screen();
5406 /* Make random artifact list */
5409 spoil_random_artifact("randifact.txt");
5413 /* Hack -- Unknown command */
5416 if (flush_failure) flush();
5420 sound(SOUND_ILLEGAL);
5422 if (!get_rnd_line("error_j.txt", 0, error_m))
5424 if (!get_rnd_line("error.txt", 0, error_m))
5431 prt(" '?' ¤Ç¥Ø¥ë¥×¤¬É½¼¨¤µ¤ì¤Þ¤¹¡£", 0, 0);
5433 prt("Type '?' for help.", 0, 0);
5439 if (!energy_use && !now_message)
5440 now_message = old_now_message;
5446 static bool monster_tsuri(int r_idx)
5448 monster_race *r_ptr = &r_info[r_idx];
5450 if ((r_ptr->flags7 & RF7_AQUATIC) && !(r_ptr->flags1 & RF1_UNIQUE) && my_strchr("Jjlw", r_ptr->d_char))
5458 * Process the player
5460 * Notice the annoying code to handle "pack overflow", which
5461 * must come first just in case somebody manages to corrupt
5462 * the savefiles by clever use of menu commands or something.
5464 static void process_player(void)
5468 /*** Apply energy ***/
5473 msg_print("²¿¤«ÊѤï¤Ã¤¿µ¤¤¬¤¹¤ë¡ª");
5475 msg_print("You feel different!");
5478 (void)gain_random_mutation(0);
5479 hack_mutation = FALSE;
5482 if (p_ptr->inside_battle)
5484 for(i = 1; i < m_max; i++)
5486 monster_type *m_ptr = &m_list[i];
5488 if (!m_ptr->r_idx) continue;
5490 /* Hack -- Detect monster */
5491 m_ptr->mflag2 |= (MFLAG2_MARK | MFLAG2_SHOW);
5493 /* Update the monster */
5494 update_mon(i, FALSE);
5499 /* Give the player some energy */
5500 else if (!(load && p_ptr->energy_need <= 0))
5502 p_ptr->energy_need -= SPEED_TO_ENERGY(p_ptr->pspeed);
5506 if (p_ptr->energy_need > 0) return;
5507 if (!command_rep) prt_time();
5509 /*** Check for interupts ***/
5511 /* Complete resting */
5518 if ((p_ptr->chp == p_ptr->mhp) &&
5519 (p_ptr->csp >= p_ptr->msp))
5521 set_action(ACTION_NONE);
5525 /* Complete resting */
5526 else if (resting == -2)
5529 if ((p_ptr->chp == p_ptr->mhp) &&
5530 (p_ptr->csp >= p_ptr->msp) &&
5531 !p_ptr->blind && !p_ptr->confused &&
5532 !p_ptr->poisoned && !p_ptr->afraid &&
5533 !p_ptr->stun && !p_ptr->cut &&
5534 !p_ptr->slow && !p_ptr->paralyzed &&
5535 !p_ptr->image && !p_ptr->word_recall &&
5536 !p_ptr->alter_reality)
5538 set_action(ACTION_NONE);
5543 if (p_ptr->action == ACTION_FISH)
5546 Term_xtra(TERM_XTRA_DELAY, 10);
5550 bool success = FALSE;
5551 get_mon_num_prep(monster_tsuri,NULL);
5552 r_idx = get_mon_num(dun_level ? dun_level : wilderness[p_ptr->wilderness_y][p_ptr->wilderness_x].level);
5554 if (r_idx && one_in_(2))
5557 y = py+ddy[tsuri_dir];
5558 x = px+ddx[tsuri_dir];
5559 if (place_monster_aux(0, y, x, r_idx, PM_NO_KAGE))
5562 monster_desc(m_name, &m_list[cave[y][x].m_idx], 0);
5564 msg_format("%s¤¬Äà¤ì¤¿¡ª", m_name);
5566 msg_format("You have a good catch!", m_name);
5574 msg_print("±Â¤À¤±¿©¤ï¤ì¤Æ¤·¤Þ¤Ã¤¿¡ª¤¯¤Ã¤½¡Á¡ª");
5576 msg_print("Damn! The fish stole your bait!");
5583 /* Handle "abort" */
5586 /* Check for "player abort" (semi-efficiently for resting) */
5587 if (running || command_rep || (p_ptr->action == ACTION_REST) || (p_ptr->action == ACTION_FISH))
5592 /* Check for a key */
5601 /* Hack -- Show a Message */
5603 msg_print("ÃæÃǤ·¤Þ¤·¤¿¡£");
5605 msg_print("Canceled.");
5612 if (p_ptr->riding && !p_ptr->confused && !p_ptr->blind)
5614 monster_type *m_ptr = &m_list[p_ptr->riding];
5615 monster_race *r_ptr = &r_info[m_ptr->r_idx];
5624 if (r_ptr->flags7 & RF7_HAS_LD_MASK) p_ptr->update |= (PU_MON_LITE);
5626 /* Acquire the monster name */
5627 monster_desc(m_name, m_ptr, 0);
5629 msg_format("%^s¤òµ¯¤³¤·¤¿¡£", m_name);
5631 msg_format("You have waked %s up.", m_name);
5633 p_ptr->redraw |= (PR_UHEALTH);
5640 /* Make a "saving throw" against stun */
5641 if (randint0(r_ptr->level) < p_ptr->skill_exp[GINOU_RIDING])
5647 /* Hack -- Recover from stun */
5648 if (m_ptr->stunned > d)
5650 /* Recover somewhat */
5651 m_ptr->stunned -= d;
5662 /* Acquire the monster name */
5663 monster_desc(m_name, m_ptr, 0);
5665 /* Dump a message */
5667 msg_format("%^s¤òÛ¯Û°¾õÂÖ¤«¤éΩ¤Áľ¤é¤»¤¿¡£", m_name);
5669 msg_format("%^s is no longer stunned.", m_name);
5674 if (m_ptr->confused)
5678 /* Make a "saving throw" against stun */
5679 if (randint0(r_ptr->level) < p_ptr->skill_exp[GINOU_RIDING])
5682 d = m_ptr->confused;
5685 /* Hack -- Recover from stun */
5686 if (m_ptr->confused > d)
5688 /* Recover somewhat */
5689 m_ptr->confused -= d;
5698 m_ptr->confused = 0;
5700 /* Acquire the monster name */
5701 monster_desc(m_name, m_ptr, 0);
5703 /* Dump a message */
5705 msg_format("%^s¤òº®Íð¾õÂÖ¤«¤éΩ¤Áľ¤é¤»¤¿¡£", m_name);
5707 msg_format("%^s is no longer confused.", m_name);
5716 /* Make a "saving throw" against stun */
5717 if (randint0(r_ptr->level) < p_ptr->skill_exp[GINOU_RIDING])
5723 /* Hack -- Recover from stun */
5724 if (m_ptr->monfear > d)
5726 /* Recover somewhat */
5727 m_ptr->monfear -= d;
5738 /* Acquire the monster name */
5739 monster_desc(m_name, m_ptr, 0);
5741 /* Dump a message */
5743 msg_format("%^s¤ò¶²Éݤ«¤éΩ¤Áľ¤é¤»¤¿¡£", m_name);
5745 msg_format("%^s is no longer fear.", m_name);
5747 p_ptr->redraw |= (PR_UHEALTH);
5751 /* Handle "p_ptr->update" and "p_ptr->redraw" and "p_ptr->window" */
5755 /* Handle the player song */
5756 if (!load) check_music();
5761 if (p_ptr->lightspeed)
5763 (void)set_lightspeed(p_ptr->lightspeed - 1, TRUE);
5765 if ((p_ptr->pclass == CLASS_FORCETRAINER) && (p_ptr->magic_num1[0]))
5767 if (p_ptr->magic_num1[0] < 40)
5769 p_ptr->magic_num1[0] = 0;
5771 else p_ptr->magic_num1[0] -= 40;
5772 p_ptr->update |= (PU_BONUS);
5774 if (p_ptr->action == ACTION_LEARN)
5777 u32b cost_frac = (p_ptr->msp + 30L) * 256L;
5779 /* Convert the unit (1/2^16) to (1/2^32) */
5780 s64b_LSHIFT(cost, cost_frac, 16);
5783 if (s64b_cmp(p_ptr->csp, p_ptr->csp_frac, cost, cost_frac) < 0)
5787 p_ptr->csp_frac = 0;
5788 set_action(ACTION_NONE);
5793 s64b_sub(&(p_ptr->csp), &(p_ptr->csp_frac), cost, cost_frac);
5795 p_ptr->redraw |= PR_MANA;
5798 if (p_ptr->special_defense & KATA_MASK)
5800 if (p_ptr->special_defense & KATA_MUSOU)
5804 set_action(ACTION_NONE);
5809 p_ptr->redraw |= (PR_MANA);
5814 /*** Handle actual user input ***/
5816 /* Repeat until out of energy */
5817 while (p_ptr->energy_need <= 0)
5819 p_ptr->window |= PW_PLAYER;
5820 p_ptr->sutemi = FALSE;
5821 p_ptr->counter = FALSE;
5822 now_damaged = FALSE;
5824 /* Handle "p_ptr->notice" */
5827 /* Handle "p_ptr->update" and "p_ptr->redraw" and "p_ptr->window" */
5830 /* Place the cursor on the player */
5831 move_cursor_relative(py, px);
5833 /* Refresh (optional) */
5834 if (fresh_before) Term_fresh();
5837 /* Hack -- Pack Overflow */
5838 if (inventory[INVEN_PACK].k_idx)
5840 int item = INVEN_PACK;
5842 char o_name[MAX_NLEN];
5846 /* Access the slot to be dropped */
5847 o_ptr = &inventory[item];
5854 msg_print("¥¶¥Ã¥¯¤«¤é¥¢¥¤¥Æ¥à¤¬¤¢¤Õ¤ì¤¿¡ª");
5856 msg_print("Your pack overflows!");
5861 object_desc(o_name, o_ptr, 0);
5865 msg_format("%s(%c)¤òÍî¤È¤·¤¿¡£", o_name, index_to_label(item));
5867 msg_format("You drop %s (%c).", o_name, index_to_label(item));
5871 /* Drop it (carefully) near the player */
5872 (void)drop_near(o_ptr, 0, py, px);
5874 /* Modify, Describe, Optimize */
5875 inven_item_increase(item, -255);
5876 inven_item_describe(item);
5877 inven_item_optimize(item);
5879 /* Handle "p_ptr->notice" */
5882 /* Handle "p_ptr->update" and "p_ptr->redraw" and "p_ptr->window" */
5887 /* Hack -- cancel "lurking browse mode" */
5888 if (!command_new) command_see = FALSE;
5891 /* Assume free turn */
5895 if (p_ptr->inside_battle)
5897 /* Place the cursor on the player */
5898 move_cursor_relative(py, px);
5900 command_cmd = SPECIAL_KEY_BUILDING;
5902 /* Process the command */
5906 /* Paralyzed or Knocked Out */
5907 else if (p_ptr->paralyzed || (p_ptr->stun >= 100))
5914 else if (p_ptr->action == ACTION_REST)
5919 /* Reduce rest count */
5922 if (!resting) set_action(ACTION_NONE);
5924 /* Redraw the state */
5925 p_ptr->redraw |= (PR_STATE);
5933 else if (p_ptr->action == ACTION_FISH)
5946 /* Repeated command */
5947 else if (command_rep)
5949 /* Count this execution */
5952 /* Redraw the state */
5953 p_ptr->redraw |= (PR_STATE);
5958 /* Hack -- Assume messages were seen */
5961 /* Clear the top line */
5964 /* Process the command */
5968 /* Normal command */
5971 /* Place the cursor on the player */
5972 move_cursor_relative(py, px);
5975 /* Get a command (normal) */
5976 request_command(FALSE);
5979 /* Process the command */
5989 /* Use some energy */
5990 if (world_player || energy_use > 400)
5992 /* The Randomness is irrelevant */
5993 p_ptr->energy_need += energy_use * TURNS_PER_TICK / 10;
5997 /* There is some randomness of needed energy */
5998 p_ptr->energy_need += (s16b)((s32b)energy_use * ENERGY_NEED() / 100L);
6001 /* Hack -- constant hallucination */
6002 if (p_ptr->image) p_ptr->redraw |= (PR_MAP);
6005 /* Shimmer monsters if needed */
6006 if (shimmer_monsters)
6008 /* Clear the flag */
6009 shimmer_monsters = FALSE;
6011 /* Shimmer multi-hued monsters */
6012 for (i = 1; i < m_max; i++)
6014 monster_type *m_ptr;
6015 monster_race *r_ptr;
6017 /* Access monster */
6020 /* Skip dead monsters */
6021 if (!m_ptr->r_idx) continue;
6023 /* Skip unseen monsters */
6024 if (!m_ptr->ml) continue;
6026 /* Access the monster race */
6027 r_ptr = &r_info[m_ptr->ap_r_idx];
6029 /* Skip non-multi-hued monsters */
6030 if (!(r_ptr->flags1 & (RF1_ATTR_MULTI | RF1_SHAPECHANGER)))
6033 /* Reset the flag */
6034 shimmer_monsters = TRUE;
6036 /* Redraw regardless */
6037 lite_spot(m_ptr->fy, m_ptr->fx);
6042 /* Handle monster detection */
6043 if (repair_monsters)
6045 /* Reset the flag */
6046 repair_monsters = FALSE;
6048 /* Rotate detection flags */
6049 for (i = 1; i < m_max; i++)
6051 monster_type *m_ptr;
6053 /* Access monster */
6056 /* Skip dead monsters */
6057 if (!m_ptr->r_idx) continue;
6059 /* Nice monsters get mean */
6060 if (m_ptr->mflag & MFLAG_NICE)
6062 /* Nice monsters get mean */
6063 m_ptr->mflag &= ~(MFLAG_NICE);
6066 /* Handle memorized monsters */
6067 if (m_ptr->mflag2 & MFLAG2_MARK)
6069 /* Maintain detection */
6070 if (m_ptr->mflag2 & MFLAG2_SHOW)
6073 m_ptr->mflag2 &= ~(MFLAG2_SHOW);
6075 /* Still need repairs */
6076 repair_monsters = TRUE;
6079 /* Remove detection */
6083 m_ptr->mflag2 &= ~(MFLAG2_MARK);
6085 /* Assume invisible */
6088 /* Update the monster */
6089 update_mon(i, FALSE);
6091 if (p_ptr->health_who == i) p_ptr->redraw |= (PR_HEALTH);
6092 if (p_ptr->riding == i) p_ptr->redraw |= (PR_UHEALTH);
6094 /* Redraw regardless */
6095 lite_spot(m_ptr->fy, m_ptr->fx);
6100 if (p_ptr->pclass == CLASS_IMITATOR)
6102 if (p_ptr->mane_num > (p_ptr->lev > 44 ? 3 : p_ptr->lev > 29 ? 2 : 1))
6105 for (i = 0; i < p_ptr->mane_num; i++)
6107 p_ptr->mane_spell[i] = p_ptr->mane_spell[i+1];
6108 p_ptr->mane_dam[i] = p_ptr->mane_dam[i+1];
6112 p_ptr->redraw |= (PR_MANE);
6114 if (p_ptr->action == ACTION_LEARN)
6117 p_ptr->redraw |= (PR_STATE);
6120 if (world_player && (p_ptr->energy_need > - 1000))
6123 p_ptr->redraw |= (PR_MAP);
6125 /* Update monsters */
6126 p_ptr->update |= (PU_MONSTERS);
6129 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
6132 msg_print("¡Ö»þ¤ÏÆ°¤¤À¤¹¡Ä¡×");
6134 msg_print("You feel time flowing around you once more.");
6137 world_player = FALSE;
6138 p_ptr->energy_need = ENERGY_NEED();
6140 /* Handle "p_ptr->update" and "p_ptr->redraw" and "p_ptr->window" */
6145 /* Hack -- notice death */
6146 if (!p_ptr->playing || p_ptr->is_dead)
6148 world_player = FALSE;
6152 /* Handle "leaving" */
6153 if (p_ptr->leaving) break;
6156 /* Update scent trail */
6162 * Interact with the current dungeon level.
6164 * This function will not exit until the level is completed,
6165 * the user dies, or the game is terminated.
6167 static void dungeon(bool load_game)
6171 /* Set the base level */
6172 base_level = dun_level;
6174 /* Reset various flags */
6178 p_ptr->leaving = FALSE;
6180 /* Reset the "command" vars */
6183 #if 0 /* Don't reset here --- It's used for Arena */
6192 /* Cancel the target */
6196 ambush_flag = FALSE;
6198 /* Cancel the health bar */
6201 /* Check visual effects */
6202 shimmer_monsters = TRUE;
6203 shimmer_objects = TRUE;
6204 repair_monsters = TRUE;
6205 repair_objects = TRUE;
6211 /* Get index of current quest (if any) */
6212 quest_num = quest_number(dun_level);
6214 /* Inside a quest? */
6217 /* Mark the quest monster */
6218 r_info[quest[quest_num].r_idx].flags1 |= RF1_QUESTOR;
6221 /* Track maximum player level */
6222 if (p_ptr->max_plv < p_ptr->lev)
6224 p_ptr->max_plv = p_ptr->lev;
6228 /* Track maximum dungeon level (if not in quest -KMW-) */
6229 if ((max_dlv[dungeon_type] < dun_level) && !p_ptr->inside_quest)
6231 max_dlv[dungeon_type] = dun_level;
6232 if (record_maxdepth) do_cmd_write_nikki(NIKKI_MAXDEAPTH, dun_level, NULL);
6235 /* Validate the panel */
6236 panel_bounds_center();
6238 /* Verify the panel */
6241 /* Flush messages */
6245 /* Enter "xtra" mode */
6246 character_xtra = TRUE;
6249 p_ptr->window |= (PW_INVEN | PW_EQUIP | PW_SPELL | PW_PLAYER | PW_MONSTER | PW_OVERHEAD | PW_DUNGEON);
6251 /* Redraw dungeon */
6252 p_ptr->redraw |= (PR_WIPE | PR_BASIC | PR_EXTRA | PR_EQUIPPY);
6255 p_ptr->redraw |= (PR_MAP);
6258 p_ptr->update |= (PU_BONUS | PU_HP | PU_MANA | PU_SPELLS);
6260 /* Update lite/view */
6261 p_ptr->update |= (PU_VIEW | PU_LITE | PU_MON_LITE | PU_TORCH);
6263 /* Update monsters */
6264 p_ptr->update |= (PU_MONSTERS | PU_DISTANCE | PU_FLOW);
6266 /* Handle "p_ptr->update" and "p_ptr->redraw" and "p_ptr->window" */
6269 /* Leave "xtra" mode */
6270 character_xtra = FALSE;
6273 p_ptr->update |= (PU_BONUS | PU_HP | PU_MANA | PU_SPELLS);
6275 /* Combine / Reorder the pack */
6276 p_ptr->notice |= (PN_COMBINE | PN_REORDER);
6278 /* Handle "p_ptr->notice" */
6281 /* Handle "p_ptr->update" and "p_ptr->redraw" and "p_ptr->window" */
6287 if (quest_num && (is_fixed_quest_idx(quest_num) &&
6288 !((quest_num == QUEST_OBERON) || (quest_num == QUEST_SERPENT) ||
6289 !(quest[quest_num].flags & QUEST_FLAG_PRESET)))) do_cmd_feeling();
6291 if (p_ptr->inside_battle)
6295 p_ptr->energy_need = 0;
6301 msg_print("»î¹ç³«»Ï¡ª");
6303 msg_format("Ready..Fight!");
6309 if ((p_ptr->pclass == CLASS_BARD) && (p_ptr->magic_num1[0] > MUSIC_DETECT))
6310 p_ptr->magic_num1[0] = MUSIC_DETECT;
6312 /* Hack -- notice death or departure */
6313 if (!p_ptr->playing || p_ptr->is_dead) return;
6315 /* Print quest message if appropriate */
6316 if (!p_ptr->inside_quest && (dungeon_type == DUNGEON_ANGBAND))
6318 quest_discovery(random_quest_number(dun_level));
6319 p_ptr->inside_quest = random_quest_number(dun_level);
6321 if ((dun_level == d_info[dungeon_type].maxdepth) && d_info[dungeon_type].final_guardian)
6323 if (r_info[d_info[dungeon_type].final_guardian].max_num)
6325 msg_format("¤³¤Î³¬¤Ë¤Ï%s¤Î¼ç¤Ç¤¢¤ë%s¤¬À³¤ó¤Ç¤¤¤ë¡£",
6326 d_name+d_info[dungeon_type].name,
6327 r_name+r_info[d_info[dungeon_type].final_guardian].name);
6329 msg_format("%^s lives in this level as the keeper of %s.",
6330 r_name+r_info[d_info[dungeon_type].final_guardian].name,
6331 d_name+d_info[dungeon_type].name);
6335 if (!load_game && (p_ptr->special_defense & NINJA_S_STEALTH)) set_superstealth(FALSE);
6337 /*** Process this dungeon level ***/
6339 /* Reset the monster generation level */
6340 monster_level = base_level;
6342 /* Reset the object generation level */
6343 object_level = base_level;
6347 if (p_ptr->energy_need > 0 && !p_ptr->inside_battle &&
6348 (dun_level || p_ptr->leaving_dungeon || p_ptr->inside_arena))
6349 p_ptr->energy_need = 0;
6351 /* Not leaving dungeon */
6352 p_ptr->leaving_dungeon = FALSE;
6357 /* Hack -- Compact the monster list occasionally */
6358 if ((m_cnt + 32 > max_m_idx) && !p_ptr->inside_battle) compact_monsters(64);
6360 /* Hack -- Compress the monster list occasionally */
6361 if ((m_cnt + 32 < m_max) && !p_ptr->inside_battle) compact_monsters(0);
6364 /* Hack -- Compact the object list occasionally */
6365 if (o_cnt + 32 > max_o_idx) compact_objects(64);
6367 /* Hack -- Compress the object list occasionally */
6368 if (o_cnt + 32 < o_max) compact_objects(0);
6371 /* Process the player */
6374 /* Handle "p_ptr->notice" */
6377 /* Handle "p_ptr->update" and "p_ptr->redraw" and "p_ptr->window" */
6380 /* Hack -- Hilite the player */
6381 move_cursor_relative(py, px);
6383 /* Optional fresh */
6384 if (fresh_after) Term_fresh();
6386 /* Hack -- Notice death or departure */
6387 if (!p_ptr->playing || p_ptr->is_dead) break;
6389 /* Process all of the monsters */
6392 /* Handle "p_ptr->notice" */
6395 /* Handle "p_ptr->update" and "p_ptr->redraw" and "p_ptr->window" */
6398 /* Hack -- Hilite the player */
6399 move_cursor_relative(py, px);
6401 /* Optional fresh */
6402 if (fresh_after) Term_fresh();
6404 /* Hack -- Notice death or departure */
6405 if (!p_ptr->playing || p_ptr->is_dead) break;
6408 /* Process the world */
6411 /* Handle "p_ptr->notice" */
6414 /* Handle "p_ptr->update" and "p_ptr->redraw" and "p_ptr->window" */
6417 /* Hack -- Hilite the player */
6418 move_cursor_relative(py, px);
6420 /* Optional fresh */
6421 if (fresh_after) Term_fresh();
6423 /* Hack -- Notice death or departure */
6424 if (!p_ptr->playing || p_ptr->is_dead) break;
6426 /* Handle "leaving" */
6427 if (p_ptr->leaving) break;
6429 /* Count game turns */
6431 if (!p_ptr->wild_mode || wild_regen) dungeon_turn++;
6432 else if (p_ptr->wild_mode && !(turn % ((MAX_HGT + MAX_WID) / 2))) dungeon_turn++;
6433 if (wild_regen) wild_regen--;
6436 /* Inside a quest and non-unique questor? */
6437 if (quest_num && !(r_info[quest[quest_num].r_idx].flags1 & RF1_UNIQUE))
6439 /* Un-mark the quest monster */
6440 r_info[quest[quest_num].r_idx].flags1 &= ~RF1_QUESTOR;
6443 /* Not save-and-quit and not dead? */
6444 if (p_ptr->playing && !p_ptr->is_dead)
6447 * Maintain Unique monsters and artifact, save current
6448 * floor, then prepare next floor
6452 /* Forget the flag */
6453 reinit_wilderness = FALSE;
6456 /* Write about current level on the play record once per level */
6462 * Load some "user pref files"
6464 * Modified by Arcum Dagsson to support
6465 * separate macro files for different realms.
6467 static void load_all_pref_files(void)
6471 /* Access the "user" pref file */
6472 sprintf(buf, "user.prf");
6474 /* Process that file */
6475 process_pref_file(buf);
6477 /* Access the "user" system pref file */
6478 sprintf(buf, "user-%s.prf", ANGBAND_SYS);
6480 /* Process that file */
6481 process_pref_file(buf);
6483 /* Access the "race" pref file */
6484 sprintf(buf, "%s.prf", rp_ptr->title);
6486 /* Process that file */
6487 process_pref_file(buf);
6489 /* Access the "class" pref file */
6490 sprintf(buf, "%s.prf", cp_ptr->title);
6492 /* Process that file */
6493 process_pref_file(buf);
6495 /* Access the "character" pref file */
6496 sprintf(buf, "%s.prf", player_base);
6498 /* Process that file */
6499 process_pref_file(buf);
6501 /* Access the "realm 1" pref file */
6502 if (p_ptr->realm1 != REALM_NONE)
6504 sprintf(buf, "%s.prf", realm_names[p_ptr->realm1]);
6506 /* Process that file */
6507 process_pref_file(buf);
6510 /* Access the "realm 2" pref file */
6511 if (p_ptr->realm2 != REALM_NONE)
6513 sprintf(buf, "%s.prf", realm_names[p_ptr->realm2]);
6515 /* Process that file */
6516 process_pref_file(buf);
6520 /* Load an autopick preference file */
6521 autopick_load_pref(FALSE);
6526 * Extract option variables from bit sets
6528 void extract_option_vars(void)
6532 for (i = 0; option_info[i].o_desc; i++)
6534 int os = option_info[i].o_set;
6535 int ob = option_info[i].o_bit;
6537 /* Set the "default" options */
6538 if (option_info[i].o_var)
6541 if (option_flag[os] & (1L << ob))
6544 (*option_info[i].o_var) = TRUE;
6551 (*option_info[i].o_var) = FALSE;
6559 * Determine bounty uniques
6561 void determine_bounty_uniques(void)
6564 monster_race *r_ptr;
6566 get_mon_num_prep(NULL, NULL);
6567 for (i = 0; i < MAX_KUBI; i++)
6571 kubi_r_idx[i] = get_mon_num(MAX_DEPTH - 1);
6572 r_ptr = &r_info[kubi_r_idx[i]];
6574 if (!(r_ptr->flags1 & RF1_UNIQUE)) continue;
6576 if (!(r_ptr->flags9 & (RF9_DROP_CORPSE | RF9_DROP_SKELETON))) continue;
6578 if (r_ptr->rarity > 100) continue;
6580 if (no_questor_or_bounty_uniques(kubi_r_idx[i])) continue;
6582 for (j = 0; j < i; j++)
6583 if (kubi_r_idx[i] == kubi_r_idx[j]) break;
6590 for (i = 0; i < MAX_KUBI - 1; i++)
6592 for (j = i; j < MAX_KUBI; j++)
6594 if (r_info[kubi_r_idx[i]].level > r_info[kubi_r_idx[j]].level)
6596 tmp = kubi_r_idx[i];
6597 kubi_r_idx[i] = kubi_r_idx[j];
6598 kubi_r_idx[j] = tmp;
6606 * Determine today's bounty monster
6607 * Note: conv_old is used if loaded 0.0.3 or older save file
6609 void determine_today_mon(bool conv_old)
6612 bool old_inside_battle = p_ptr->inside_battle;
6613 monster_race *r_ptr;
6617 for (i = 0; i < max_d_idx; i++)
6619 if (max_dlv[i] < d_info[i].mindepth) continue;
6620 if (max_dl < max_dlv[i]) max_dl = max_dlv[i];
6623 else max_dl = MAX(max_dlv[DUNGEON_ANGBAND], 3);
6625 p_ptr->inside_battle = TRUE;
6626 get_mon_num_prep(NULL, NULL);
6630 today_mon = get_mon_num(max_dl);
6631 r_ptr = &r_info[today_mon];
6633 if (r_ptr->flags1 & RF1_UNIQUE) continue;
6634 if (r_ptr->flags7 & (RF7_NAZGUL | RF7_UNIQUE2)) continue;
6635 if (r_ptr->flags2 & RF2_MULTIPLY) continue;
6636 if ((r_ptr->flags9 & (RF9_DROP_CORPSE | RF9_DROP_SKELETON)) != (RF9_DROP_CORPSE | RF9_DROP_SKELETON)) continue;
6637 if (r_ptr->level < MIN(max_dl / 2, 40)) continue;
6638 if (r_ptr->rarity > 10) continue;
6642 p_ptr->today_mon = 0;
6643 p_ptr->inside_battle = old_inside_battle;
6648 * Actually play a game
6650 * If the "new_game" parameter is true, then, after loading the
6651 * savefile, we will commit suicide, if necessary, to allow the
6652 * player to start a new game.
6654 void play_game(bool new_game)
6657 bool load_game = TRUE;
6667 else if (chuukei_server)
6669 prepare_chuukei_hooks();
6673 hack_mutation = FALSE;
6675 /* Hack -- Character is "icky" */
6676 character_icky = TRUE;
6678 /* Make sure main term is active */
6679 Term_activate(angband_term[0]);
6681 /* Initialise the resize hooks */
6682 angband_term[0]->resize_hook = resize_map;
6684 for (i = 1; i < 8; i++)
6686 /* Does the term exist? */
6687 if (angband_term[i])
6689 /* Add the redraw on resize hook */
6690 angband_term[i]->resize_hook = redraw_window;
6694 /* Hack -- turn off the cursor */
6695 (void)Term_set_cursor(0);
6698 /* Attempt to load */
6703 quit("¥»¡¼¥Ö¥Õ¥¡¥¤¥ë¤¬²õ¤ì¤Æ¤¤¤Þ¤¹");
6705 quit("broken savefile");
6710 /* Extract the options */
6711 extract_option_vars();
6713 /* Report waited score */
6714 if (p_ptr->wait_report_score)
6720 if (!get_check_strict("ÂÔµ¡¤·¤Æ¤¤¤¿¥¹¥³¥¢ÅÐÏ¿¤òº£¹Ô¤Ê¤¤¤Þ¤¹¤«¡©", CHECK_NO_HISTORY))
6722 if (!get_check_strict("Do you register score now? ", CHECK_NO_HISTORY))
6727 p_ptr->update |= (PU_BONUS | PU_HP | PU_MANA | PU_SPELLS);
6732 p_ptr->is_dead = TRUE;
6734 start_time = time(NULL);
6736 /* No suspending now */
6737 signals_ignore_tstp();
6739 /* Hack -- Character is now "icky" */
6740 character_icky = TRUE;
6742 /* Build the filename */
6743 path_build(buf, sizeof(buf), ANGBAND_DIR_APEX, "scores.raw");
6745 /* Open the high score file, for reading/writing */
6746 highscore_fd = fd_open(buf, O_RDWR);
6748 /* Handle score, show Top scores */
6749 success = send_world_score(TRUE);
6752 if (!success && !get_check_strict("¥¹¥³¥¢ÅÐÏ¿¤òÄü¤á¤Þ¤¹¤«¡©", CHECK_NO_HISTORY))
6754 if (!success && !get_check_strict("Do you give up score registration? ", CHECK_NO_HISTORY))
6758 prt("°ú¤Â³¤ÂÔµ¡¤·¤Þ¤¹¡£", 0, 0);
6760 prt("standing by for future registration...", 0, 0);
6766 p_ptr->wait_report_score = FALSE;
6769 if (!save_player()) msg_print("¥»¡¼¥Ö¼ºÇÔ¡ª");
6771 if (!save_player()) msg_print("death save failed!");
6774 /* Shut the high score file */
6775 (void)fd_close(highscore_fd);
6777 /* Forget the high score fd */
6780 /* Allow suspending now */
6781 signals_handle_tstp();
6786 /* Nothing loaded */
6787 if (!character_loaded)
6789 /* Make new player */
6792 /* The dungeon is not ready */
6793 character_dungeon = FALSE;
6795 /* Prepare to init the RNG */
6798 /* Initialize the saved floors data */
6799 init_saved_floors(FALSE);
6802 /* Old game is loaded. But new game is requested. */
6805 /* Initialize the saved floors data */
6806 init_saved_floors(TRUE);
6809 /* Process old character */
6812 /* Process the player name */
6813 process_player_name(FALSE);
6822 seed = (time(NULL));
6826 /* Mutate the seed on Unix machines */
6827 seed = ((seed >> 3) * (getpid() << 1));
6831 /* Use the complex RNG */
6834 /* Seed the "complex" RNG */
6835 Rand_state_init(seed);
6838 /* Roll new character */
6841 /* The dungeon is not ready */
6842 character_dungeon = FALSE;
6846 p_ptr->inside_quest = 0;
6847 p_ptr->inside_arena = FALSE;
6848 p_ptr->inside_battle = FALSE;
6852 /* Hack -- seed for flavors */
6853 seed_flavor = randint0(0x10000000);
6855 /* Hack -- seed for town layout */
6856 seed_town = randint0(0x10000000);
6858 /* Roll up a new character */
6866 determine_bounty_uniques();
6867 determine_today_mon(FALSE);
6869 /* Initialize object array */
6874 write_level = FALSE;
6877 do_cmd_write_nikki(NIKKI_GAMESTART, 1, " ----¥²¡¼¥àºÆ³«----");
6879 do_cmd_write_nikki(NIKKI_GAMESTART, 1, " ---- Restart Game ----");
6883 * 1.0.9 °ÊÁ°¤Ï¥»¡¼¥ÖÁ°¤Ë p_ptr->riding = -1 ¤È¤·¤Æ¤¤¤¿¤Î¤Ç¡¢ºÆÀßÄ꤬ɬÍפÀ¤Ã¤¿¡£
6884 * ¤â¤¦ÉÔÍפÀ¤¬¡¢°ÊÁ°¤Î¥»¡¼¥Ö¥Õ¥¡¥¤¥ë¤È¤Î¸ß´¹¤Î¤¿¤á¤Ë»Ä¤·¤Æ¤ª¤¯¡£
6886 if (p_ptr->riding == -1)
6889 for (i = m_max; i > 0; i--)
6891 if (player_bold(m_list[i].fy, m_list[i].fx))
6900 p_ptr->teleport_town = FALSE;
6901 p_ptr->sutemi = FALSE;
6902 world_monster = FALSE;
6903 now_damaged = FALSE;
6905 start_time = time(NULL) - 1;
6906 record_o_name[0] = '\0';
6908 /* Reset map panel */
6909 panel_row_min = cur_hgt;
6910 panel_col_min = cur_wid;
6912 /* Sexy gal gets bonus to maximum weapon skill of whip */
6913 if (p_ptr->pseikaku == SEIKAKU_SEXY)
6914 s_info[p_ptr->pclass].w_max[TV_HAFTED-TV_WEAPON_BEGIN][SV_WHIP] = WEAPON_EXP_MASTER;
6916 /* Fill the arrays of floors and walls in the good proportions */
6917 set_floor_and_wall(dungeon_type);
6919 /* Flavor the objects */
6922 /* Flash a message */
6924 prt("¤ªÂÔ¤Á²¼¤µ¤¤...", 0, 0);
6926 prt("Please wait...", 0, 0);
6930 /* Flush the message */
6934 /* Hack -- Enter wizard mode */
6937 if (enter_wizard_mode())
6939 p_ptr->wizard = TRUE;
6941 if (p_ptr->is_dead || !py || !px)
6943 /* Initialize the saved floors data */
6944 init_saved_floors(TRUE);
6947 p_ptr->inside_quest = 0;
6949 /* Avoid crash in update_view() */
6953 else if (p_ptr->is_dead)
6955 quit("Already dead.");
6959 /* Initialize the town-buildings if necessary */
6960 if (!dun_level && !p_ptr->inside_quest)
6962 /* Init the wilderness */
6964 process_dungeon_file("w_info.txt", 0, 0, max_wild_y, max_wild_x);
6967 init_flags = INIT_ONLY_BUILDINGS;
6969 process_dungeon_file("t_info.txt", 0, 0, MAX_HGT, MAX_WID);
6974 /* Generate a dungeon level if needed */
6975 if (!character_dungeon)
6982 /* HACK -- Restore from panic-save */
6983 if (p_ptr->panic_save)
6985 /* No player? -- Try to regenerate floor */
6989 msg_print("¥×¥ì¥¤¥ä¡¼¤Î°ÌÃÖ¤¬¤ª¤«¤·¤¤¡£¥Õ¥í¥¢¤òºÆÀ¸À®¤·¤Þ¤¹¡£");
6991 msg_print("What a strange player location. Regenerate the dungeon floor.");
6996 /* Still no player? -- Try to locate random place */
6997 if (!py || !px) py = px = 10;
6999 /* No longer in panic */
7000 p_ptr->panic_save = 0;
7004 /* Character is now "complete" */
7005 character_generated = TRUE;
7008 /* Hack -- Character is no longer "icky" */
7009 character_icky = FALSE;
7017 sprintf(buf, "%s¤Ë¹ß¤êΩ¤Ã¤¿¡£", map_name());
7019 sprintf(buf, "You are standing in the %s.", map_name());
7021 do_cmd_write_nikki(NIKKI_BUNSHOU, 0, buf);
7026 p_ptr->playing = TRUE;
7028 /* Reset the visual mappings */
7031 /* Load the "pref" files */
7032 load_all_pref_files();
7034 /* Give startup outfit (after loading pref files) */
7040 /* React to changes */
7041 Term_xtra(TERM_XTRA_REACT, 0);
7044 p_ptr->window |= (PW_INVEN | PW_EQUIP | PW_SPELL | PW_PLAYER);
7047 p_ptr->window |= (PW_MESSAGE | PW_OVERHEAD | PW_DUNGEON | PW_MONSTER | PW_OBJECT);
7053 /* Set or clear "rogue_like_commands" if requested */
7054 if (arg_force_original) rogue_like_commands = FALSE;
7055 if (arg_force_roguelike) rogue_like_commands = TRUE;
7057 /* Hack -- Enforce "delayed death" */
7058 if (p_ptr->chp < 0) p_ptr->is_dead = TRUE;
7060 if (p_ptr->prace == RACE_ANDROID) calc_android_exp();
7062 if (new_game && ((p_ptr->pclass == CLASS_CAVALRY) || (p_ptr->pclass == CLASS_BEASTMASTER)))
7064 monster_type *m_ptr;
7065 int pet_r_idx = ((p_ptr->pclass == CLASS_CAVALRY) ? MON_HORSE : MON_YASE_HORSE);
7066 monster_race *r_ptr = &r_info[pet_r_idx];
7067 place_monster_aux(0, py, px - 1, pet_r_idx,
7068 (PM_FORCE_PET | PM_NO_KAGE));
7069 m_ptr = &m_list[hack_m_idx_ii];
7070 m_ptr->mspeed = r_ptr->speed;
7071 m_ptr->maxhp = r_ptr->hdice*(r_ptr->hside+1)/2;
7072 m_ptr->max_maxhp = m_ptr->maxhp;
7073 m_ptr->hp = r_ptr->hdice*(r_ptr->hside+1)/2;
7074 m_ptr->energy_need = ENERGY_NEED() + ENERGY_NEED();
7080 /* Process the level */
7083 /* Handle "p_ptr->notice" */
7086 /* Handle "p_ptr->update" and "p_ptr->redraw" and "p_ptr->window" */
7089 /* Cancel the target */
7092 /* Cancel the health bar */
7096 /* Forget the lite */
7099 /* Forget the view */
7102 /* Forget the view */
7105 /* Handle "quit and save" */
7106 if (!p_ptr->playing && !p_ptr->is_dead) break;
7108 /* Erase the old cave */
7110 if (!p_ptr->is_dead) wipe_m_list();
7118 /* Accidental Death */
7119 if (p_ptr->playing && p_ptr->is_dead)
7121 if (p_ptr->inside_arena)
7123 p_ptr->inside_arena = FALSE;
7124 if (p_ptr->arena_number > MAX_ARENA_MONS)
7125 p_ptr->arena_number++;
7127 p_ptr->arena_number = -1 - p_ptr->arena_number;
7128 p_ptr->is_dead = FALSE;
7130 p_ptr->chp_frac = 0;
7131 p_ptr->exit_bldg = TRUE;
7134 /* Leave through the exit */
7135 prepare_change_floor_mode(CFM_SAVE_FLOORS | CFM_RAND_CONNECT);
7137 /* prepare next floor */
7142 /* Mega-Hack -- Allow player to cheat death */
7144 if ((p_ptr->wizard || cheat_live) && !get_check("»à¤Ë¤Þ¤¹¤«? "))
7146 if ((p_ptr->wizard || cheat_live) && !get_check("Die? "))
7149 /* Mark social class, reset age, if needed */
7150 if (p_ptr->sc) p_ptr->sc = p_ptr->age = 0;
7156 p_ptr->noscore |= 0x0001;
7160 msg_print("¥¦¥£¥¶¡¼¥É¥â¡¼¥É¤ËÇ°¤òÁ÷¤ê¡¢»à¤òµ½¤¤¤¿¡£");
7162 msg_print("You invoke wizard mode and cheat death.");
7166 /* Restore hit points */
7167 p_ptr->chp = p_ptr->mhp;
7168 p_ptr->chp_frac = 0;
7170 if (p_ptr->pclass == CLASS_MAGIC_EATER)
7172 for (i = 0; i < EATER_EXT*2; i++)
7174 p_ptr->magic_num1[i] = p_ptr->magic_num2[i]*EATER_CHARGE;
7176 for (; i < EATER_EXT*3; i++)
7178 p_ptr->magic_num1[i] = 0;
7181 /* Restore spell points */
7182 p_ptr->csp = p_ptr->msp;
7183 p_ptr->csp_frac = 0;
7185 /* Hack -- cancel recall */
7186 if (p_ptr->word_recall)
7190 msg_print("Ä¥¤ê¤Ä¤á¤¿Â絤¤¬Î®¤ìµî¤Ã¤¿...");
7192 msg_print("A tension leaves the air around you...");
7197 /* Hack -- Prevent recall */
7198 p_ptr->word_recall = 0;
7199 p_ptr->redraw |= (PR_STATUS);
7202 /* Hack -- cancel alter */
7203 if (p_ptr->alter_reality)
7205 /* Hack -- Prevent alter */
7206 p_ptr->alter_reality = 0;
7207 p_ptr->redraw |= (PR_STATUS);
7210 /* Note cause of death XXX XXX XXX */
7212 (void)strcpy(p_ptr->died_from, "»à¤Îµ½¤");
7214 (void)strcpy(p_ptr->died_from, "Cheating death");
7218 p_ptr->is_dead = FALSE;
7220 /* Hack -- Healing */
7222 (void)set_confused(0);
7223 (void)set_poisoned(0);
7224 (void)set_afraid(0);
7225 (void)set_paralyzed(0);
7230 /* Hack -- Prevent starvation */
7231 (void)set_food(PY_FOOD_MAX - 1);
7234 p_ptr->inside_arena = FALSE;
7235 p_ptr->inside_battle = FALSE;
7237 p_ptr->inside_quest = 0;
7238 p_ptr->recall_dungeon = dungeon_type;
7240 if (lite_town || vanilla_town)
7242 p_ptr->wilderness_y = 1;
7243 p_ptr->wilderness_x = 1;
7257 p_ptr->wilderness_y = 48;
7258 p_ptr->wilderness_x = 5;
7264 p_ptr->wild_mode = FALSE;
7265 p_ptr->leaving = TRUE;
7268 do_cmd_write_nikki(NIKKI_BUNSHOU, 1, " ¤·¤«¤·¡¢À¸¤Ê֤ä¿¡£");
7270 do_cmd_write_nikki(NIKKI_BUNSHOU, 1, " but revived.");
7273 /* Prepare next floor */
7280 /* Handle "death" */
7281 if (p_ptr->is_dead) break;
7283 /* Make a new level */
7294 s32b turn_real(s32b hoge)
7296 switch (p_ptr->start_race)
7302 return hoge - (TURNS_PER_TICK * TOWN_DAWN * 3 / 4);