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 (artifact_p(o_ptr) || o_ptr->art_name)
30 if (cursed_p(o_ptr) || broken_p(o_ptr)) return FEEL_TERRIBLE;
37 if (ego_item_p(o_ptr))
40 if (cursed_p(o_ptr) || broken_p(o_ptr)) return FEEL_WORTHLESS;
43 return FEEL_EXCELLENT;
47 if (cursed_p(o_ptr)) return FEEL_CURSED;
50 if (broken_p(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 (cursed_p(o_ptr)) return FEEL_CURSED;
73 /* Broken items (all of them) */
74 if (broken_p(o_ptr)) return FEEL_BROKEN;
76 /* Artifacts -- except cursed/broken ones */
77 if (artifact_p(o_ptr) || o_ptr->art_name) return FEEL_UNCURSED;
79 /* Ego-Items -- except cursed/broken ones */
80 if (ego_item_p(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_known_p(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);
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;
1111 u32b noise; /* Hack -- local "player stealth" value */
1113 /* Handle "leaving" */
1114 if (p_ptr->leaving) return;
1116 /* Hack -- calculate the "player noise" */
1117 noise = (1L << (30 - p_ptr->skill_stl));
1119 /* Process the monsters (backwards) */
1120 for (m_idx = m_max - 1; m_idx >= 1; m_idx--)
1122 /* Access the monster */
1123 m_ptr = &m_list[m_idx];
1124 r_ptr = &r_info[m_ptr->r_idx];
1126 /* Ignore "dead" monsters */
1127 if (!m_ptr->r_idx) continue;
1129 /* Handle Invulnerability */
1130 if (m_ptr->invulner)
1132 /* Reduce by one, note if expires */
1135 if (!m_ptr->invulner)
1141 /* Acquire the monster name */
1142 monster_desc(m_name, m_ptr, 0);
1144 /* Dump a message */
1146 msg_format("%^s¤Ï¤â¤¦ÌµÅ¨¤Ç¤Ê¤¤¡£", m_name);
1148 msg_format("%^s is no longer invulnerable.", m_name);
1151 if (p_ptr->health_who == m_idx) p_ptr->redraw |= (PR_HEALTH);
1152 if (p_ptr->riding == m_idx) p_ptr->redraw |= (PR_UHEALTH);
1154 if (!p_ptr->wild_mode) m_ptr->energy_need += ENERGY_NEED();
1161 /* Reduce by one, note if expires */
1164 if (!m_ptr->fast && m_ptr->ml)
1168 /* Acquire the monster name */
1169 monster_desc(m_name, m_ptr, 0);
1171 /* Dump a message */
1173 msg_format("%^s¤Ï¤â¤¦²Ã®¤µ¤ì¤Æ¤¤¤Ê¤¤¡£", m_name);
1175 msg_format("%^s is no longer fast.", m_name);
1178 if (p_ptr->health_who == m_idx) p_ptr->redraw |= (PR_HEALTH);
1179 if (p_ptr->riding == m_idx)
1181 p_ptr->redraw |= (PR_UHEALTH);
1182 p_ptr->update |= (PU_BONUS);
1190 /* Reduce by one, note if expires */
1193 if (!m_ptr->slow && m_ptr->ml)
1197 /* Acquire the monster name */
1198 monster_desc(m_name, m_ptr, 0);
1200 /* Dump a message */
1202 msg_format("%^s¤Ï¤â¤¦¸ºÂ®¤µ¤ì¤Æ¤¤¤Ê¤¤¡£", m_name);
1204 msg_format("%^s is no longer slow.", m_name);
1207 if (p_ptr->health_who == m_idx) p_ptr->redraw |= (PR_HEALTH);
1208 if (p_ptr->riding == m_idx)
1210 p_ptr->redraw |= (PR_UHEALTH);
1211 p_ptr->update |= (PU_BONUS);
1216 /* Handle "sleep" */
1219 /* Assume does not wake up */
1222 /* Hack -- Require proximity */
1223 if (m_ptr->cdis < AAF_LIMIT)
1225 /* Handle "sensing radius" */
1226 if (m_ptr->cdis <= (is_pet(m_ptr) ? ((r_ptr->aaf > MAX_SIGHT) ? MAX_SIGHT : r_ptr->aaf) : r_ptr->aaf))
1228 /* We may wake up */
1232 /* Handle "sight" and "aggravation" */
1233 else if ((m_ptr->cdis <= MAX_SIGHT) && (player_has_los_bold(m_ptr->fy, m_ptr->fx)))
1235 /* We may wake up */
1242 u32b notice = randint0(1024);
1244 /* Nightmare monsters are more alert */
1245 if (ironman_nightmare) notice /= 2;
1247 /* Hack -- See if monster "notices" player */
1248 if ((notice * notice * notice) <= noise)
1250 /* Hack -- amount of "waking" */
1251 /* Wake up faster near the player */
1252 int d = (m_ptr->cdis < AAF_LIMIT / 2) ? (AAF_LIMIT / m_ptr->cdis) : 1;
1254 /* Hack -- amount of "waking" is affected by speed of player */
1255 d = (d * SPEED_TO_ENERGY(p_ptr->pspeed)) / 10;
1259 if (m_ptr->csleep > d)
1261 /* Monster wakes up "a little bit" */
1264 /* Notice the "not waking up" */
1267 /* Hack -- Count the ignores */
1268 if (r_ptr->r_ignore < MAX_UCHAR)
1278 /* Reset sleep counter */
1281 if (r_ptr->flags7 & RF7_HAS_LD_MASK) p_ptr->update |= (PU_MON_LITE);
1283 /* Notice the "waking up" */
1288 /* Acquire the monster name */
1289 monster_desc(m_name, m_ptr, 0);
1291 /* Dump a message */
1293 msg_format("%^s¤¬Ìܤò³Ð¤Þ¤·¤¿¡£", m_name);
1295 msg_format("%^s wakes up.", m_name);
1298 /* Redraw the health bar */
1299 if (p_ptr->health_who == m_idx) p_ptr->redraw |= (PR_HEALTH);
1300 if (p_ptr->riding == m_idx) p_ptr->redraw |= (PR_UHEALTH);
1302 /* Hack -- Count the wakings */
1303 if (r_ptr->r_wake < MAX_UCHAR)
1318 /* Make a "saving throw" against stun */
1319 if (randint0(10000) <= r_ptr->level * r_ptr->level)
1325 /* Hack -- Recover from stun */
1326 if (m_ptr->stunned > d)
1328 /* Recover somewhat */
1329 m_ptr->stunned -= d;
1338 /* Message if visible */
1343 /* Acquire the monster name */
1344 monster_desc(m_name, m_ptr, 0);
1346 /* Dump a message */
1348 msg_format("%^s¤ÏÛ¯Û°¾õÂÖ¤«¤éΩ¤Áľ¤Ã¤¿¡£", m_name);
1350 msg_format("%^s is no longer stunned.", m_name);
1353 if (p_ptr->health_who == m_idx) p_ptr->redraw |= (PR_HEALTH);
1354 if (p_ptr->riding == m_idx) p_ptr->redraw |= (PR_UHEALTH);
1359 /* Handle confusion */
1360 if (m_ptr->confused)
1362 /* Amount of "boldness" */
1363 int d = randint1(r_ptr->level / 20 + 1);
1365 /* Still confused */
1366 if (m_ptr->confused > d)
1368 /* Reduce the confusion */
1369 m_ptr->confused -= d;
1375 /* No longer confused */
1376 m_ptr->confused = 0;
1378 /* Message if visible */
1383 /* Acquire the monster name */
1384 monster_desc(m_name, m_ptr, 0);
1386 /* Dump a message */
1388 msg_format("%^s¤Ïº®Í𤫤éΩ¤Áľ¤Ã¤¿¡£", m_name);
1390 msg_format("%^s is no longer confused.", m_name);
1393 if (p_ptr->health_who == m_idx) p_ptr->redraw |= (PR_HEALTH);
1394 if (p_ptr->riding == m_idx) p_ptr->redraw |= (PR_UHEALTH);
1402 /* Amount of "boldness" */
1403 int d = randint1(r_ptr->level / 20 + 1);
1406 if (m_ptr->monfear > d)
1408 /* Reduce the fear */
1409 m_ptr->monfear -= d;
1412 /* Recover from fear, take note if seen */
1415 /* No longer afraid */
1425 /* Acquire the monster possessive */
1426 monster_desc(m_poss, m_ptr, MD_PRON_VISIBLE | MD_POSSESSIVE);
1429 /* Acquire the monster name */
1430 monster_desc(m_name, m_ptr, 0);
1432 /* Dump a message */
1434 msg_format("%^s¤Ïͦµ¤¤ò¼è¤êÌᤷ¤¿¡£", m_name);
1436 msg_format("%^s recovers %s courage.", m_name, m_poss);
1439 if (p_ptr->health_who == m_idx) p_ptr->redraw |= (PR_HEALTH);
1440 if (p_ptr->riding == m_idx) p_ptr->redraw |= (PR_UHEALTH);
1448 static void notice_lite_change(object_type *o_ptr)
1450 /* Hack -- notice interesting fuel steps */
1451 if ((o_ptr->xtra4 < 100) || (!(o_ptr->xtra4 % 100)))
1454 p_ptr->window |= (PW_EQUIP);
1457 /* Hack -- Special treatment when blind */
1460 /* Hack -- save some light for later */
1461 if (o_ptr->xtra4 == 0) o_ptr->xtra4++;
1464 /* The light is now out */
1465 else if (o_ptr->xtra4 == 0)
1469 msg_print("ÌÀ¤«¤ê¤¬¾Ã¤¨¤Æ¤·¤Þ¤Ã¤¿¡ª");
1471 msg_print("Your light has gone out!");
1474 /* Recalculate torch radius */
1475 p_ptr->update |= (PU_TORCH);
1477 /* Some ego light lose its effects without fuel */
1478 p_ptr->update |= (PU_BONUS);
1481 /* The light is getting dim */
1482 else if (o_ptr->name2 == EGO_LITE_LONG)
1484 if ((o_ptr->xtra4 < 50) && (!(o_ptr->xtra4 % 5))
1485 && (turn % (TURNS_PER_TICK*2)))
1487 if (disturb_minor) disturb(0, 0);
1489 msg_print("ÌÀ¤«¤ê¤¬Èù¤«¤Ë¤Ê¤Ã¤Æ¤¤Æ¤¤¤ë¡£");
1491 msg_print("Your light is growing faint.");
1497 /* The light is getting dim */
1498 else if ((o_ptr->xtra4 < 100) && (!(o_ptr->xtra4 % 10)))
1500 if (disturb_minor) disturb(0, 0);
1502 msg_print("ÌÀ¤«¤ê¤¬Èù¤«¤Ë¤Ê¤Ã¤Æ¤¤Æ¤¤¤ë¡£");
1504 msg_print("Your light is growing faint.");
1511 void leave_quest_check(void)
1513 /* Save quest number for dungeon pref file ($LEAVING_QUEST) */
1514 leaving_quest = p_ptr->inside_quest;
1516 /* Leaving an 'only once' quest marks it as failed */
1517 if (leaving_quest &&
1518 ((quest[leaving_quest].flags & QUEST_FLAG_ONCE) || (quest[leaving_quest].type == QUEST_TYPE_RANDOM)) &&
1519 (quest[leaving_quest].status == QUEST_STATUS_TAKEN))
1521 quest[leaving_quest].status = QUEST_STATUS_FAILED;
1522 quest[leaving_quest].complev = (byte)p_ptr->lev;
1523 if (quest[leaving_quest].type == QUEST_TYPE_RANDOM)
1525 r_info[quest[leaving_quest].r_idx].flags1 &= ~(RF1_QUESTOR);
1526 if (record_rand_quest)
1527 do_cmd_write_nikki(NIKKI_RAND_QUEST_F, leaving_quest, NULL);
1529 /* Floor of random quest will be blocked */
1530 prepare_change_floor_mode(CFM_NO_RETURN);
1532 else if (record_fix_quest)
1533 do_cmd_write_nikki(NIKKI_FIX_QUEST_F, leaving_quest, NULL);
1539 * Forcibly pseudo-identify an object in the inventory
1542 * note: currently this function allows pseudo-id of any object,
1543 * including silly ones like potions & scrolls, which always
1544 * get '{average}'. This should be changed, either to stop such
1545 * items from being pseudo-id'd, or to allow psychometry to
1546 * detect whether the unidentified potion/scroll/etc is
1547 * good (Cure Light Wounds, Restore Strength, etc) or
1548 * bad (Poison, Weakness etc) or 'useless' (Slime Mold Juice, etc).
1550 bool psychometry(void)
1554 char o_name[MAX_NLEN];
1559 item_tester_no_ryoute = TRUE;
1562 q = "¤É¤Î¥¢¥¤¥Æ¥à¤òÄ´¤Ù¤Þ¤¹¤«¡©";
1563 s = "Ä´¤Ù¤ë¥¢¥¤¥Æ¥à¤¬¤¢¤ê¤Þ¤»¤ó¡£";
1565 q = "Meditate on which item? ";
1566 s = "You have nothing appropriate.";
1569 if (!get_item(&item, q, s, (USE_EQUIP | USE_INVEN | USE_FLOOR))) return (FALSE);
1571 /* Get the item (in the pack) */
1574 o_ptr = &inventory[item];
1577 /* Get the item (on the floor) */
1580 o_ptr = &o_list[0 - item];
1583 /* It is fully known, no information needed */
1584 if (object_known_p(o_ptr))
1587 msg_print("²¿¤â¿·¤·¤¤¤³¤È¤ÏȽ¤é¤Ê¤«¤Ã¤¿¡£");
1589 msg_print("You cannot find out anything more about that.");
1595 /* Check for a feeling */
1596 feel = value_check_aux1(o_ptr);
1598 /* Get an object description */
1599 object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
1601 /* Skip non-feelings */
1605 msg_format("%s¤«¤é¤ÏÆäËÊѤï¤Ã¤¿»ö¤Ï´¶¤¸¤È¤ì¤Ê¤«¤Ã¤¿¡£", o_name);
1607 msg_format("You do not perceive anything unusual about the %s.", o_name);
1614 msg_format("%s¤Ï%s¤È¤¤¤¦´¶¤¸¤¬¤¹¤ë...",
1615 o_name, game_inscriptions[feel]);
1617 msg_format("You feel that the %s %s %s...",
1618 o_name, ((o_ptr->number == 1) ? "is" : "are"),
1619 game_inscriptions[feel]);
1623 /* We have "felt" it */
1624 o_ptr->ident |= (IDENT_SENSE);
1627 o_ptr->feeling = feel;
1629 /* Combine / Reorder the pack (later) */
1630 p_ptr->notice |= (PN_COMBINE | PN_REORDER);
1633 p_ptr->window |= (PW_INVEN | PW_EQUIP | PW_PLAYER);
1635 /* Valid "tval" codes */
1636 switch (o_ptr->tval)
1664 /* Auto-inscription/destroy */
1665 autopick_alter_item(item, (bool)(okay && destroy_feeling));
1667 /* Something happened */
1672 static void gere_music(s32b music)
1680 stun_monsters(damroll(p_ptr->lev/10,2));
1683 hp_player(damroll(2,6));
1686 project_hack(GF_TURN_ALL, p_ptr->lev);
1689 project_hack(GF_PSI, randint1(p_ptr->lev * 3 / 2));
1692 project(0, 1, py, px, 0, GF_IDENTIFY, PROJECT_ITEM, -1);
1695 confuse_monsters(p_ptr->lev * 2);
1698 project_hack(GF_SOUND, damroll(10 + p_ptr->lev/5,7));
1701 charm_monsters(damroll(10 + p_ptr->lev/15,6));
1704 project(0, 0, py, px,
1705 0, GF_DISINTEGRATE, PROJECT_KILL | PROJECT_ITEM | PROJECT_HIDE, -1);
1708 dispel_monsters(randint1(p_ptr->lev * 3));
1709 dispel_evil(randint1(p_ptr->lev * 3));
1716 earthquake(py, px, 10);
1719 stasis_monsters(p_ptr->lev * 4);
1722 dispel_monsters(randint1(p_ptr->lev * 3));
1725 hp_player(damroll(15,10));
1729 case MUSIC_DETECT+19:
1731 case MUSIC_DETECT+11:
1732 case MUSIC_DETECT+12:
1733 case MUSIC_DETECT+13:
1734 case MUSIC_DETECT+14:
1735 case MUSIC_DETECT+15:
1736 case MUSIC_DETECT+16:
1737 case MUSIC_DETECT+17:
1738 case MUSIC_DETECT+18:
1739 map_area(DETECT_RAD_MAP);
1740 if ((p_ptr->lev > 39) && (music < MUSIC_DETECT+19)) p_ptr->magic_num1[0] = music+1;
1741 case MUSIC_DETECT+6:
1742 case MUSIC_DETECT+7:
1743 case MUSIC_DETECT+8:
1744 case MUSIC_DETECT+9:
1745 case MUSIC_DETECT+10:
1746 /* There are too many hidden treasure. So... */
1747 /* detect_treasure(DETECT_RAD_DEFAULT); */
1748 detect_objects_gold(DETECT_RAD_DEFAULT);
1749 detect_objects_normal(DETECT_RAD_DEFAULT);
1750 if ((p_ptr->lev > 24) && (music < MUSIC_DETECT+11)) p_ptr->magic_num1[0] = music+1;
1751 case MUSIC_DETECT+3:
1752 case MUSIC_DETECT+4:
1753 case MUSIC_DETECT+5:
1754 detect_monsters_invis(DETECT_RAD_DEFAULT);
1755 detect_monsters_normal(DETECT_RAD_DEFAULT);
1756 if ((p_ptr->lev > 19) && (music < MUSIC_DETECT+6)) p_ptr->magic_num1[0] = music+1;
1758 case MUSIC_DETECT+1:
1759 case MUSIC_DETECT+2:
1760 detect_traps(DETECT_RAD_DEFAULT, TRUE);
1761 detect_doors(DETECT_RAD_DEFAULT);
1762 detect_stairs(DETECT_RAD_DEFAULT);
1763 if ((p_ptr->lev > 14) && (music < MUSIC_DETECT+3)) p_ptr->magic_num1[0] = music+1;
1769 * If player has inscribed the object with "!!", let him know when it's
1772 static void recharged_notice(object_type *o_ptr)
1774 char o_name[MAX_NLEN];
1778 /* No inscription */
1779 if (!o_ptr->inscription) return;
1782 s = my_strchr(quark_str(o_ptr->inscription), '!');
1784 /* Process notification request. */
1787 /* Find another '!' */
1790 /* Describe (briefly) */
1791 object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
1793 /* Notify the player */
1795 msg_format("%s¤ÏºÆ½¼Å¶¤µ¤ì¤¿¡£", o_name);
1797 if (o_ptr->number > 1)
1798 msg_format("Your %s are recharged.", o_name);
1800 msg_format("Your %s is recharged.", o_name);
1809 /* Keep looking for '!'s */
1810 s = my_strchr(s + 1, '!');
1815 static void check_music(void)
1820 u32b need_mana_frac;
1822 /* Music singed by player */
1823 if (p_ptr->pclass != CLASS_BARD) return;
1824 if (!p_ptr->magic_num1[0] && !p_ptr->magic_num1[1]) return;
1826 if (p_ptr->anti_magic)
1832 spell = p_ptr->magic_num2[0];
1833 s_ptr = &technic_info[REALM_MUSIC - MIN_TECHNIC][spell];
1835 need_mana = mod_need_mana(s_ptr->smana, spell, REALM_MUSIC);
1839 s64b_RSHIFT(need_mana, need_mana_frac, 1);
1841 if (s64b_cmp(p_ptr->csp, p_ptr->csp_frac, need_mana, need_mana_frac) < 0)
1848 s64b_sub(&(p_ptr->csp), &(p_ptr->csp_frac), need_mana, need_mana_frac);
1850 p_ptr->redraw |= PR_MANA;
1851 if (p_ptr->magic_num1[1])
1853 p_ptr->magic_num1[0] = p_ptr->magic_num1[1];
1854 p_ptr->magic_num1[1] = 0;
1856 msg_print("²Î¤òºÆ³«¤·¤¿¡£");
1858 msg_print("You restart singing.");
1860 p_ptr->action = ACTION_SING;
1862 /* Recalculate bonuses */
1863 p_ptr->update |= (PU_BONUS | PU_HP);
1865 /* Redraw map and status bar */
1866 p_ptr->redraw |= (PR_MAP | PR_STATUS | PR_STATE);
1868 /* Update monsters */
1869 p_ptr->update |= (PU_MONSTERS);
1872 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
1875 if (p_ptr->spell_exp[spell] < SPELL_EXP_BEGINNER)
1876 p_ptr->spell_exp[spell] += 5;
1877 else if(p_ptr->spell_exp[spell] < SPELL_EXP_SKILLED)
1878 { if (one_in_(2) && (dun_level > 4) && ((dun_level + 10) > p_ptr->lev)) p_ptr->spell_exp[spell] += 1; }
1879 else if(p_ptr->spell_exp[spell] < SPELL_EXP_EXPERT)
1880 { if (one_in_(5) && ((dun_level + 5) > p_ptr->lev) && ((dun_level + 5) > s_ptr->slevel)) p_ptr->spell_exp[spell] += 1; }
1881 else if(p_ptr->spell_exp[spell] < SPELL_EXP_MASTER)
1882 { if (one_in_(5) && ((dun_level + 5) > p_ptr->lev) && (dun_level > s_ptr->slevel)) p_ptr->spell_exp[spell] += 1; }
1884 gere_music(p_ptr->magic_num1[0]);
1888 /* Choose one of items that have cursed flag */
1889 static object_type *choose_cursed_obj_name(u32b flag)
1892 int choices[INVEN_TOTAL-INVEN_RARM];
1895 /* Paranoia -- Player has no warning-item */
1896 if (!(p_ptr->cursed & flag)) return NULL;
1898 /* Search Inventry */
1899 for (i = INVEN_RARM; i < INVEN_TOTAL; i++)
1901 object_type *o_ptr = &inventory[i];
1903 if (o_ptr->curse_flags & flag)
1905 choices[number] = i;
1910 /* Choice one of them */
1911 return (&inventory[choices[randint0(number)]]);
1916 * Handle timed damage and regeneration every 10 game turns
1918 static void process_world_aux_hp_and_sp(void)
1920 feature_type *f_ptr = &f_info[cave[py][px].feat];
1921 bool cave_no_regen = FALSE;
1922 int upkeep_factor = 0;
1925 /* Default regeneration */
1926 int regen_amount = PY_REGEN_NORMAL;
1929 /*** Damage over Time ***/
1931 /* Take damage from poison */
1932 if (p_ptr->poisoned && !IS_INVULN())
1936 take_hit(DAMAGE_NOESCAPE, 1, "ÆÇ", -1);
1938 take_hit(DAMAGE_NOESCAPE, 1, "poison", -1);
1943 /* Take damage from cuts */
1944 if (p_ptr->cut && !IS_INVULN())
1948 /* Mortal wound or Deep Gash */
1949 if (p_ptr->cut > 1000)
1954 else if (p_ptr->cut > 200)
1960 else if (p_ptr->cut > 100)
1965 else if (p_ptr->cut > 50)
1970 else if (p_ptr->cut > 25)
1975 else if (p_ptr->cut > 10)
1988 take_hit(DAMAGE_NOESCAPE, dam, "Ã×Ì¿½ý", -1);
1990 take_hit(DAMAGE_NOESCAPE, dam, "a fatal wound", -1);
1996 /* (Vampires) Take damage from sunlight */
1997 if (prace_is_(RACE_VAMPIRE) || (p_ptr->mimic_form == MIMIC_VAMPIRE))
1999 if (!dun_level && !p_ptr->resist_lite && !IS_INVULN() && is_daytime())
2001 if ((cave[py][px].info & (CAVE_GLOW | CAVE_MNDK)) == CAVE_GLOW)
2005 msg_print("Æü¸÷¤¬¤¢¤Ê¤¿¤Î¥¢¥ó¥Ç¥Ã¥É¤ÎÆùÂΤò¾Æ¤¾Ç¤¬¤·¤¿¡ª");
2006 take_hit(DAMAGE_NOESCAPE, 1, "Æü¸÷", -1);
2008 msg_print("The sun's rays scorch your undead flesh!");
2009 take_hit(DAMAGE_NOESCAPE, 1, "sunlight", -1);
2012 cave_no_regen = TRUE;
2016 if (inventory[INVEN_LITE].tval && (inventory[INVEN_LITE].name2 != EGO_LITE_DARKNESS) &&
2017 !p_ptr->resist_lite)
2019 object_type * o_ptr = &inventory[INVEN_LITE];
2020 char o_name [MAX_NLEN];
2021 char ouch [MAX_NLEN+40];
2023 /* Get an object description */
2024 object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
2027 msg_format("%s¤¬¤¢¤Ê¤¿¤Î¥¢¥ó¥Ç¥Ã¥É¤ÎÆùÂΤò¾Æ¤¾Ç¤¬¤·¤¿¡ª", o_name);
2029 msg_format("The %s scorches your undead flesh!", o_name);
2033 cave_no_regen = TRUE;
2035 /* Get an object description */
2036 object_desc(o_name, o_ptr, OD_NAME_ONLY);
2039 sprintf(ouch, "%s¤òÁõÈ÷¤·¤¿¥À¥á¡¼¥¸", o_name);
2041 sprintf(ouch, "wielding %s", o_name);
2044 if (!IS_INVULN()) take_hit(DAMAGE_NOESCAPE, 1, ouch, -1);
2048 if (have_flag(f_ptr->flags, FF_LAVA) && !IS_INVULN() && !p_ptr->immune_fire)
2052 if (have_flag(f_ptr->flags, FF_DEEP))
2054 damage = 6000 + randint0(4000);
2056 else if (!p_ptr->ffall)
2058 damage = 3000 + randint0(2000);
2063 if (prace_is_(RACE_ENT)) damage += damage / 3;
2064 if (p_ptr->resist_fire) damage = damage / 3;
2065 if (IS_OPPOSE_FIRE()) damage = damage / 3;
2067 if (p_ptr->ffall) damage = damage / 5;
2069 damage = damage / 100 + (randint0(100) < (damage % 100));
2074 msg_print("Ç®¤Ç²Ð½ý¤·¤¿¡ª");
2075 take_hit(DAMAGE_NOESCAPE, damage, format("%s¤Î¾å¤ËÉâÍ·¤·¤¿¥À¥á¡¼¥¸", f_name + f_info[get_feat_mimic(&cave[py][px])].name), -1);
2077 msg_print("The heat burns you!");
2078 take_hit(DAMAGE_NOESCAPE, damage, format("flying over %s", f_name + f_info[get_feat_mimic(&cave[py][px])].name), -1);
2083 cptr name = f_name + f_info[get_feat_mimic(&cave[py][px])].name;
2085 msg_format("%s¤Ç²Ð½ý¤·¤¿¡ª", name);
2087 msg_format("The %s burns you!", name);
2089 take_hit(DAMAGE_NOESCAPE, damage, name, -1);
2092 cave_no_regen = TRUE;
2096 if (have_flag(f_ptr->flags, FF_WATER) && have_flag(f_ptr->flags, FF_DEEP) &&
2097 !p_ptr->ffall && !p_ptr->can_swim)
2099 if (p_ptr->total_weight > (((u32b)adj_str_wgt[p_ptr->stat_ind[A_STR]] * (p_ptr->pclass == CLASS_BERSERKER ? 150 : 100)) / 2))
2103 msg_print("Å®¤ì¤Æ¤¤¤ë¡ª");
2104 take_hit(DAMAGE_NOESCAPE, randint1(p_ptr->lev), "Å®¤ì", -1);
2106 msg_print("You are drowning!");
2107 take_hit(DAMAGE_NOESCAPE, randint1(p_ptr->lev), "drowning", -1);
2110 cave_no_regen = TRUE;
2117 if ((r_info[m_list[p_ptr->riding].r_idx].flags2 & RF2_AURA_FIRE) && !p_ptr->immune_fire)
2119 damage = r_info[m_list[p_ptr->riding].r_idx].level / 2;
2120 if (prace_is_(RACE_ENT)) damage += damage / 3;
2121 if (p_ptr->resist_fire) damage = damage / 3;
2122 if (IS_OPPOSE_FIRE()) damage = damage / 3;
2124 msg_print("Ç®¤¤¡ª");
2125 take_hit(DAMAGE_NOESCAPE, damage, "±ê¤Î¥ª¡¼¥é", -1);
2127 msg_print("It's hot!");
2128 take_hit(DAMAGE_NOESCAPE, damage, "Fire aura", -1);
2131 if ((r_info[m_list[p_ptr->riding].r_idx].flags2 & RF2_AURA_ELEC) && !p_ptr->immune_elec)
2133 damage = r_info[m_list[p_ptr->riding].r_idx].level / 2;
2134 if (prace_is_(RACE_ANDROID)) damage += damage / 3;
2135 if (p_ptr->resist_elec) damage = damage / 3;
2136 if (IS_OPPOSE_ELEC()) damage = damage / 3;
2138 msg_print("Äˤ¤¡ª");
2139 take_hit(DAMAGE_NOESCAPE, damage, "Åŵ¤¤Î¥ª¡¼¥é", -1);
2141 msg_print("It hurts!");
2142 take_hit(DAMAGE_NOESCAPE, damage, "Elec aura", -1);
2145 if ((r_info[m_list[p_ptr->riding].r_idx].flags3 & RF3_AURA_COLD) && !p_ptr->immune_cold)
2147 damage = r_info[m_list[p_ptr->riding].r_idx].level / 2;
2148 if (p_ptr->resist_cold) damage = damage / 3;
2149 if (IS_OPPOSE_COLD()) damage = damage / 3;
2151 msg_print("Î䤿¤¤¡ª");
2152 take_hit(DAMAGE_NOESCAPE, damage, "Î䵤¤Î¥ª¡¼¥é", -1);
2154 msg_print("It's cold!");
2155 take_hit(DAMAGE_NOESCAPE, damage, "Cold aura", -1);
2160 /* Spectres -- take damage when moving through walls */
2162 * Added: ANYBODY takes damage if inside through walls
2163 * without wraith form -- NOTE: Spectres will never be
2164 * reduced below 0 hp by being inside a stone wall; others
2167 if (!have_flag(f_ptr->flags, FF_MOVE) && !have_flag(f_ptr->flags, FF_CAN_FLY))
2169 if (!IS_INVULN() && !p_ptr->wraith_form && !p_ptr->kabenuke &&
2170 ((p_ptr->chp > (p_ptr->lev / 5)) || !p_ptr->pass_wall))
2174 cave_no_regen = TRUE;
2176 if (p_ptr->pass_wall)
2179 msg_print("ÂΤÎʬ»Ò¤¬Ê¬²ò¤·¤¿µ¤¤¬¤¹¤ë¡ª");
2182 msg_print("Your molecules feel disrupted!");
2183 dam_desc = "density";
2189 msg_print("Êø¤ì¤¿´ä¤Ë²¡¤·ÄÙ¤µ¤ì¤¿¡ª");
2190 dam_desc = "¹Å¤¤´ä";
2192 msg_print("You are being crushed!");
2193 dam_desc = "solid rock";
2197 take_hit(DAMAGE_NOESCAPE, 1 + (p_ptr->lev / 5), dam_desc, -1);
2202 /*** handle regeneration ***/
2205 if (p_ptr->food < PY_FOOD_WEAK)
2207 /* Lower regeneration */
2208 if (p_ptr->food < PY_FOOD_STARVE)
2212 else if (p_ptr->food < PY_FOOD_FAINT)
2214 regen_amount = PY_REGEN_FAINT;
2218 regen_amount = PY_REGEN_WEAK;
2222 /* Are we walking the pattern? */
2223 if (pattern_effect())
2225 cave_no_regen = TRUE;
2229 /* Regeneration ability */
2230 if (p_ptr->regenerate)
2232 regen_amount = regen_amount * 2;
2234 if (p_ptr->special_defense & (KAMAE_MASK | KATA_MASK))
2238 if (p_ptr->cursed & TRC_SLOW_REGEN)
2245 /* Searching or Resting */
2246 if ((p_ptr->action == ACTION_SEARCH) || (p_ptr->action == ACTION_REST))
2248 regen_amount = regen_amount * 2;
2251 upkeep_factor = calculate_upkeep();
2253 /* No regeneration while special action */
2254 if ((p_ptr->action == ACTION_LEARN) ||
2255 (p_ptr->action == ACTION_HAYAGAKE) ||
2256 (p_ptr->special_defense & KATA_KOUKIJIN))
2258 upkeep_factor += 100;
2261 /* Regenerate the mana */
2262 upkeep_regen = (100 - upkeep_factor) * regen_amount;
2263 regenmana(upkeep_regen);
2266 /* Recharge magic eater's power */
2267 if (p_ptr->pclass == CLASS_MAGIC_EATER)
2269 regenmagic(regen_amount);
2272 if ((p_ptr->csp == 0) && (p_ptr->csp_frac == 0))
2274 while (upkeep_factor > 100)
2277 msg_print("¤³¤ó¤Ê¤Ë¿¤¯¤Î¥Ú¥Ã¥È¤òÀ©¸æ¤Ç¤¤Ê¤¤¡ª");
2279 msg_print("Too many pets to control at once!");
2282 do_cmd_pet_dismiss();
2284 upkeep_factor = calculate_upkeep();
2287 msg_format("°Ý»ý£Í£Ð¤Ï %d%%", upkeep_factor);
2289 msg_format("Upkeep: %d%% mana.", upkeep_factor);
2295 /* Poisoned or cut yields no healing */
2296 if (p_ptr->poisoned) regen_amount = 0;
2297 if (p_ptr->cut) regen_amount = 0;
2299 /* Special floor -- Pattern, in a wall -- yields no healing */
2300 if (cave_no_regen) regen_amount = 0;
2302 regen_amount = (regen_amount * mutant_regenerate_mod) / 100;
2304 /* Regenerate Hit Points if needed */
2305 if ((p_ptr->chp < p_ptr->mhp) && !cave_no_regen)
2307 regenhp(regen_amount);
2313 * Handle timeout every 10 game turns
2315 static void process_world_aux_timeout(void)
2317 const int dec_count = (easy_band ? 2 : 1);
2319 /*** Timeout Various Things ***/
2322 if (p_ptr->tim_mimic)
2324 (void)set_mimic(p_ptr->tim_mimic - 1, p_ptr->mimic_form, TRUE);
2327 /* Hack -- Hallucinating */
2330 (void)set_image(p_ptr->image - dec_count);
2336 (void)set_blind(p_ptr->blind - dec_count);
2339 /* Times see-invisible */
2340 if (p_ptr->tim_invis)
2342 (void)set_tim_invis(p_ptr->tim_invis - 1, TRUE);
2353 (void)set_tim_esp(p_ptr->tim_esp - 1, TRUE);
2356 /* Timed temporary elemental brands. -LM- */
2357 if (p_ptr->ele_attack)
2359 p_ptr->ele_attack--;
2361 /* Clear all temporary elemental brands. */
2362 if (!p_ptr->ele_attack) set_ele_attack(0, 0);
2365 /* Timed temporary elemental immune. -LM- */
2366 if (p_ptr->ele_immune)
2368 p_ptr->ele_immune--;
2370 /* Clear all temporary elemental brands. */
2371 if (!p_ptr->ele_immune) set_ele_immune(0, 0);
2374 /* Timed infra-vision */
2375 if (p_ptr->tim_infra)
2377 (void)set_tim_infra(p_ptr->tim_infra - 1, TRUE);
2381 if (p_ptr->tim_stealth)
2383 (void)set_tim_stealth(p_ptr->tim_stealth - 1, TRUE);
2386 /* Timed levitation */
2387 if (p_ptr->tim_ffall)
2389 (void)set_tim_ffall(p_ptr->tim_ffall - 1, TRUE);
2392 /* Timed sh_touki */
2393 if (p_ptr->tim_sh_touki)
2395 (void)set_tim_sh_touki(p_ptr->tim_sh_touki - 1, TRUE);
2399 if (p_ptr->tim_sh_fire)
2401 (void)set_tim_sh_fire(p_ptr->tim_sh_fire - 1, TRUE);
2405 if (p_ptr->tim_sh_holy)
2407 (void)set_tim_sh_holy(p_ptr->tim_sh_holy - 1, TRUE);
2411 if (p_ptr->tim_eyeeye)
2413 (void)set_tim_eyeeye(p_ptr->tim_eyeeye - 1, TRUE);
2416 /* Timed resist-magic */
2417 if (p_ptr->resist_magic)
2419 (void)set_resist_magic(p_ptr->resist_magic - 1, TRUE);
2422 /* Timed regeneration */
2423 if (p_ptr->tim_regen)
2425 (void)set_tim_regen(p_ptr->tim_regen - 1, TRUE);
2428 /* Timed resist nether */
2429 if (p_ptr->tim_res_nether)
2431 (void)set_tim_res_nether(p_ptr->tim_res_nether - 1, TRUE);
2434 /* Timed resist time */
2435 if (p_ptr->tim_res_time)
2437 (void)set_tim_res_time(p_ptr->tim_res_time - 1, TRUE);
2441 if (p_ptr->tim_reflect)
2443 (void)set_tim_reflect(p_ptr->tim_reflect - 1, TRUE);
2447 if (p_ptr->multishadow)
2449 (void)set_multishadow(p_ptr->multishadow - 1, TRUE);
2452 /* Timed Robe of dust */
2453 if (p_ptr->dustrobe)
2455 (void)set_dustrobe(p_ptr->dustrobe - 1, TRUE);
2458 /* Timed infra-vision */
2459 if (p_ptr->kabenuke)
2461 (void)set_kabenuke(p_ptr->kabenuke - 1, TRUE);
2465 if (p_ptr->paralyzed)
2467 (void)set_paralyzed(p_ptr->paralyzed - dec_count);
2471 if (p_ptr->confused)
2473 (void)set_confused(p_ptr->confused - dec_count);
2479 (void)set_afraid(p_ptr->afraid - dec_count);
2485 (void)set_fast(p_ptr->fast - 1, TRUE);
2491 (void)set_slow(p_ptr->slow - dec_count, TRUE);
2494 /* Protection from evil */
2495 if (p_ptr->protevil)
2497 (void)set_protevil(p_ptr->protevil - 1, TRUE);
2500 /* Invulnerability */
2503 (void)set_invuln(p_ptr->invuln - 1, TRUE);
2507 if (p_ptr->wraith_form)
2509 (void)set_wraith_form(p_ptr->wraith_form - 1, TRUE);
2515 (void)set_hero(p_ptr->hero - 1, TRUE);
2521 (void)set_shero(p_ptr->shero - 1, TRUE);
2527 (void)set_blessed(p_ptr->blessed - 1, TRUE);
2533 (void)set_shield(p_ptr->shield - 1, TRUE);
2537 if (p_ptr->tsubureru)
2539 (void)set_tsubureru(p_ptr->tsubureru - 1, TRUE);
2543 if (p_ptr->magicdef)
2545 (void)set_magicdef(p_ptr->magicdef - 1, TRUE);
2549 if (p_ptr->tsuyoshi)
2551 (void)set_tsuyoshi(p_ptr->tsuyoshi - 1, TRUE);
2555 if (p_ptr->oppose_acid)
2557 (void)set_oppose_acid(p_ptr->oppose_acid - 1, TRUE);
2560 /* Oppose Lightning */
2561 if (p_ptr->oppose_elec)
2563 (void)set_oppose_elec(p_ptr->oppose_elec - 1, TRUE);
2567 if (p_ptr->oppose_fire)
2569 (void)set_oppose_fire(p_ptr->oppose_fire - 1, TRUE);
2573 if (p_ptr->oppose_cold)
2575 (void)set_oppose_cold(p_ptr->oppose_cold - 1, TRUE);
2579 if (p_ptr->oppose_pois)
2581 (void)set_oppose_pois(p_ptr->oppose_pois - 1, TRUE);
2586 (void)set_ultimate_res(p_ptr->ult_res - 1, TRUE);
2589 /*** Poison and Stun and Cut ***/
2592 if (p_ptr->poisoned)
2594 int adjust = adj_con_fix[p_ptr->stat_ind[A_CON]] + 1;
2596 /* Apply some healing */
2597 (void)set_poisoned(p_ptr->poisoned - adjust);
2603 int adjust = adj_con_fix[p_ptr->stat_ind[A_CON]] + 1;
2605 /* Apply some healing */
2606 (void)set_stun(p_ptr->stun - adjust);
2612 int adjust = adj_con_fix[p_ptr->stat_ind[A_CON]] + 1;
2614 /* Hack -- Truly "mortal" wound */
2615 if (p_ptr->cut > 1000) adjust = 0;
2617 /* Apply some healing */
2618 (void)set_cut(p_ptr->cut - adjust);
2624 * Handle burning fuel every 10 game turns
2626 static void process_world_aux_light(void)
2628 /* Check for light being wielded */
2629 object_type *o_ptr = &inventory[INVEN_LITE];
2631 /* Burn some fuel in the current lite */
2632 if (o_ptr->tval == TV_LITE)
2634 /* Hack -- Use some fuel (except on artifacts) */
2635 if (!(artifact_p(o_ptr) || o_ptr->sval == SV_LITE_FEANOR) && (o_ptr->xtra4 > 0))
2637 /* Decrease life-span */
2638 if (o_ptr->name2 == EGO_LITE_LONG)
2640 if (turn % (TURNS_PER_TICK*2)) o_ptr->xtra4--;
2642 else o_ptr->xtra4--;
2644 /* Notice interesting fuel steps */
2645 notice_lite_change(o_ptr);
2652 * Handle mutation effects once every 10 game turns
2654 static void process_world_aux_mutation(void)
2656 /* No mutation with effects */
2657 if (!p_ptr->muta2) return;
2659 /* No effect on monster arena */
2660 if (p_ptr->inside_battle) return;
2662 /* No effect on the global map */
2663 if (p_ptr->wild_mode) return;
2666 if ((p_ptr->muta2 & MUT2_BERS_RAGE) && one_in_(3000))
2670 msg_print("¥¦¥¬¥¡¥¡¥¢¡ª");
2671 msg_print("·ãÅܤÎȯºî¤Ë½±¤ï¤ì¤¿¡ª");
2673 msg_print("RAAAAGHH!");
2674 msg_print("You feel a fit of rage coming over you!");
2677 (void)set_shero(10 + randint1(p_ptr->lev), FALSE);
2680 if ((p_ptr->muta2 & MUT2_COWARDICE) && (randint1(3000) == 13))
2682 if (!p_ptr->resist_fear)
2686 msg_print("¤È¤Æ¤â°Å¤¤... ¤È¤Æ¤â¶²¤¤¡ª");
2688 msg_print("It's so dark... so scary!");
2691 set_afraid(p_ptr->afraid + 13 + randint1(26));
2695 if ((p_ptr->muta2 & MUT2_RTELEPORT) && (randint1(5000) == 88))
2697 if (!p_ptr->resist_nexus && !(p_ptr->muta1 & MUT1_VTELEPORT) &&
2702 /* Teleport player */
2704 msg_print("¤¢¤Ê¤¿¤Î°ÌÃÖ¤ÏÆÍÁ³¤Ò¤¸¤ç¤¦¤ËÉÔ³ÎÄê¤Ë¤Ê¤Ã¤¿...");
2706 msg_print("Your position suddenly seems very uncertain...");
2710 teleport_player(40);
2714 if ((p_ptr->muta2 & MUT2_ALCOHOL) && (randint1(6400) == 321))
2716 if (!p_ptr->resist_conf && !p_ptr->resist_chaos)
2719 p_ptr->redraw |= PR_EXTRA;
2721 msg_print("¤¤¤Ò¤¤¬¤â¡¼¤í¡¼¤È¤Ò¤Æ¤¤¿¤¤¬¤Õ¤ë...¥Ò¥Ã¥¯¡ª");
2723 msg_print("You feel a SSSCHtupor cOmINg over yOu... *HIC*!");
2728 if (!p_ptr->resist_conf)
2730 (void)set_confused(p_ptr->confused + randint0(20) + 15);
2733 if (!p_ptr->resist_chaos)
2738 if (one_in_(3)) lose_all_info();
2740 teleport_player(100);
2743 msg_print("¤¢¤Ê¤¿¤Ï¸«ÃΤé¤Ì¾ì½ê¤ÇÌܤ¬Àä᤿...Ƭ¤¬Äˤ¤¡£");
2744 msg_print("²¿¤â³Ð¤¨¤Æ¤¤¤Ê¤¤¡£¤É¤¦¤ä¤Ã¤Æ¤³¤³¤ËÍ褿¤«¤âʬ¤«¤é¤Ê¤¤¡ª");
2746 msg_print("You wake up somewhere with a sore head...");
2747 msg_print("You can't remember a thing, or how you got here!");
2756 msg_print("¤¡Á¤ì¤¤¤Ê¤Á¤ç¤ª¤Á¤ç¤é¤È¤ó¤ì¤¤¤ë¡Á");
2758 msg_print("Thishcischs GooDSChtuff!");
2761 (void)set_image(p_ptr->image + randint0(150) + 150);
2767 if ((p_ptr->muta2 & MUT2_HALLU) && (randint1(6400) == 42))
2769 if (!p_ptr->resist_chaos)
2772 p_ptr->redraw |= PR_EXTRA;
2773 (void)set_image(p_ptr->image + randint0(50) + 20);
2777 if ((p_ptr->muta2 & MUT2_FLATULENT) && (randint1(3000) == 13))
2782 msg_print("¥Ö¥¥¡¼¡¼¥Ã¡ª¤ª¤Ã¤È¡£");
2784 msg_print("BRRAAAP! Oops.");
2788 fire_ball(GF_POIS, 0, p_ptr->lev, 3);
2791 if ((p_ptr->muta2 & MUT2_PROD_MANA) &&
2792 !p_ptr->anti_magic && one_in_(9000))
2797 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");
2799 msg_print("Magical energy flows through you! You must release it!");
2804 (void)get_hack_dir(&dire);
2805 fire_ball(GF_MANA, dire, p_ptr->lev * 2, 3);
2808 if ((p_ptr->muta2 & MUT2_ATT_DEMON) &&
2809 !p_ptr->anti_magic && (randint1(6666) == 666))
2811 bool pet = one_in_(6);
2812 u32b mode = PM_ALLOW_GROUP;
2814 if (pet) mode |= PM_FORCE_PET;
2815 else mode |= (PM_ALLOW_UNIQUE | PM_NO_PET);
2817 if (summon_specific((pet ? -1 : 0), py, px,
2818 dun_level, SUMMON_DEMON, mode))
2821 msg_print("¤¢¤Ê¤¿¤Ï¥Ç¡¼¥â¥ó¤ò°ú¤´ó¤»¤¿¡ª");
2823 msg_print("You have attracted a demon!");
2830 if ((p_ptr->muta2 & MUT2_SPEED_FLUX) && one_in_(6000))
2836 msg_print("ÀºÎÏŪ¤Ç¤Ê¤¯¤Ê¤Ã¤¿µ¤¤¬¤¹¤ë¡£");
2838 msg_print("You feel less energetic.");
2841 if (p_ptr->fast > 0)
2847 set_slow(randint1(30) + 10, FALSE);
2853 msg_print("ÀºÎÏŪ¤Ë¤Ê¤Ã¤¿µ¤¤¬¤¹¤ë¡£");
2855 msg_print("You feel more energetic.");
2858 if (p_ptr->slow > 0)
2864 set_fast(randint1(30) + 10, FALSE);
2869 if ((p_ptr->muta2 & MUT2_BANISH_ALL) && one_in_(9000))
2873 msg_print("ÆÍÁ³¤Û¤È¤ó¤É¸ÉÆȤˤʤ俵¤¤¬¤¹¤ë¡£");
2875 msg_print("You suddenly feel almost lonely.");
2878 banish_monsters(100);
2879 if (!dun_level && p_ptr->town_num)
2883 /* Pick a random shop (except home) */
2886 n = randint0(MAX_STORES);
2888 while ((n == STORE_HOME) || (n == STORE_MUSEUM));
2891 msg_print("Ź¤Î¼ç¿Í¤¬µÖ¤Ë¸þ¤«¤Ã¤ÆÁö¤Ã¤Æ¤¤¤ë¡ª");
2893 msg_print("You see one of the shopkeepers running for the hills!");
2901 if ((p_ptr->muta2 & MUT2_EAT_LIGHT) && one_in_(3000))
2906 msg_print("±Æ¤Ë¤Ä¤Ä¤Þ¤ì¤¿¡£");
2908 msg_print("A shadow passes over you.");
2913 /* Absorb light from the current possition */
2914 if ((cave[py][px].info & (CAVE_GLOW | CAVE_MNDK)) == CAVE_GLOW)
2919 o_ptr = &inventory[INVEN_LITE];
2921 /* Absorb some fuel in the current lite */
2922 if (o_ptr->tval == TV_LITE)
2924 /* Use some fuel (except on artifacts) */
2925 if (!artifact_p(o_ptr) && (o_ptr->xtra4 > 0))
2927 /* Heal the player a bit */
2928 hp_player(o_ptr->xtra4 / 20);
2930 /* Decrease life-span of lite */
2934 msg_print("¸÷¸»¤«¤é¥¨¥Í¥ë¥®¡¼¤òµÛ¼ý¤·¤¿¡ª");
2936 msg_print("You absorb energy from your light!");
2940 /* Notice interesting fuel steps */
2941 notice_lite_change(o_ptr);
2946 * Unlite the area (radius 10) around player and
2947 * do 50 points damage to every affected monster
2949 unlite_area(50, 10);
2952 if ((p_ptr->muta2 & MUT2_ATT_ANIMAL) &&
2953 !p_ptr->anti_magic && one_in_(7000))
2955 bool pet = one_in_(3);
2956 u32b mode = PM_ALLOW_GROUP;
2958 if (pet) mode |= PM_FORCE_PET;
2959 else mode |= (PM_ALLOW_UNIQUE | PM_NO_PET);
2961 if (summon_specific((pet ? -1 : 0), py, px, dun_level, SUMMON_ANIMAL, mode))
2964 msg_print("ưʪ¤ò°ú¤´ó¤»¤¿¡ª");
2966 msg_print("You have attracted an animal!");
2973 if ((p_ptr->muta2 & MUT2_RAW_CHAOS) &&
2974 !p_ptr->anti_magic && one_in_(8000))
2978 msg_print("¼þ¤ê¤Î¶õ´Ö¤¬ÏĤó¤Ç¤¤¤ëµ¤¤¬¤¹¤ë¡ª");
2980 msg_print("You feel the world warping around you!");
2984 fire_ball(GF_CHAOS, 0, p_ptr->lev, 8);
2986 if ((p_ptr->muta2 & MUT2_NORMALITY) && one_in_(5000))
2988 if (!lose_mutation(0))
2990 msg_print("´ñ̯¤Ê¤¯¤é¤¤ÉáÄ̤ˤʤ俵¤¤¬¤¹¤ë¡£");
2992 msg_print("You feel oddly normal.");
2996 if ((p_ptr->muta2 & MUT2_WRAITH) && !p_ptr->anti_magic && one_in_(3000))
3000 msg_print("Èóʪ¼Á²½¤·¤¿¡ª");
3002 msg_print("You feel insubstantial!");
3006 set_wraith_form(randint1(p_ptr->lev / 2) + (p_ptr->lev / 2), FALSE);
3008 if ((p_ptr->muta2 & MUT2_POLY_WOUND) && one_in_(3000))
3012 if ((p_ptr->muta2 & MUT2_WASTING) && one_in_(3000))
3014 int which_stat = randint0(6);
3015 int sustained = FALSE;
3020 if (p_ptr->sustain_str) sustained = TRUE;
3023 if (p_ptr->sustain_int) sustained = TRUE;
3026 if (p_ptr->sustain_wis) sustained = TRUE;
3029 if (p_ptr->sustain_dex) sustained = TRUE;
3032 if (p_ptr->sustain_con) sustained = TRUE;
3035 if (p_ptr->sustain_chr) sustained = TRUE;
3039 msg_print("ÉÔÀµ¤Ê¾õÂÖ¡ª");
3041 msg_print("Invalid stat chosen!");
3051 msg_print("¼«Ê¬¤¬¿ê¼å¤·¤Æ¤¤¤¯¤Î¤¬Ê¬¤«¤ë¡ª");
3053 msg_print("You can feel yourself wasting away!");
3057 (void)dec_stat(which_stat, randint1(6) + 6, one_in_(3));
3060 if ((p_ptr->muta2 & MUT2_ATT_DRAGON) &&
3061 !p_ptr->anti_magic && one_in_(3000))
3063 bool pet = one_in_(5);
3064 u32b mode = PM_ALLOW_GROUP;
3066 if (pet) mode |= PM_FORCE_PET;
3067 else mode |= (PM_ALLOW_UNIQUE | PM_NO_PET);
3069 if (summon_specific((pet ? -1 : 0), py, px, dun_level, SUMMON_DRAGON, mode))
3072 msg_print("¥É¥é¥´¥ó¤ò°ú¤´ó¤»¤¿¡ª");
3074 msg_print("You have attracted a dragon!");
3080 if ((p_ptr->muta2 & MUT2_WEIRD_MIND) && !p_ptr->anti_magic &&
3083 if (p_ptr->tim_esp > 0)
3086 msg_print("Àº¿À¤Ë¤â¤ä¤¬¤«¤«¤Ã¤¿¡ª");
3088 msg_print("Your mind feels cloudy!");
3091 set_tim_esp(0, TRUE);
3096 msg_print("Àº¿À¤¬¹¤¬¤Ã¤¿¡ª");
3098 msg_print("Your mind expands!");
3101 set_tim_esp(p_ptr->lev, FALSE);
3104 if ((p_ptr->muta2 & MUT2_NAUSEA) && !p_ptr->slow_digest &&
3109 msg_print("°ß¤¬áÛÚ»¤·¡¢¿©»ö¤ò¼º¤Ã¤¿¡ª");
3111 msg_print("Your stomach roils, and you lose your lunch!");
3115 set_food(PY_FOOD_WEAK);
3118 if ((p_ptr->muta2 & MUT2_WALK_SHAD) &&
3119 !p_ptr->anti_magic && one_in_(12000) && !p_ptr->inside_arena)
3124 if ((p_ptr->muta2 & MUT2_WARNING) && one_in_(1000))
3126 int danger_amount = 0;
3129 for (monster = 0; monster < m_max; monster++)
3131 monster_type *m_ptr = &m_list[monster];
3132 monster_race *r_ptr = &r_info[m_ptr->r_idx];
3134 /* Paranoia -- Skip dead monsters */
3135 if (!m_ptr->r_idx) continue;
3137 if (r_ptr->level >= p_ptr->lev)
3139 danger_amount += r_ptr->level - p_ptr->lev + 1;
3143 if (danger_amount > 100)
3145 msg_print("Èó¾ï¤Ë¶²¤í¤·¤¤µ¤¤¬¤¹¤ë¡ª");
3147 msg_print("You feel utterly terrified!");
3150 else if (danger_amount > 50)
3152 msg_print("¶²¤í¤·¤¤µ¤¤¬¤¹¤ë¡ª");
3154 msg_print("You feel terrified!");
3157 else if (danger_amount > 20)
3159 msg_print("Èó¾ï¤Ë¿´Çۤʵ¤¤¬¤¹¤ë¡ª");
3161 msg_print("You feel very worried!");
3164 else if (danger_amount > 10)
3166 msg_print("¿´Çۤʵ¤¤¬¤¹¤ë¡ª");
3168 msg_print("You feel paranoid!");
3171 else if (danger_amount > 5)
3173 msg_print("¤Û¤È¤ó¤É°ÂÁ´¤Êµ¤¤¬¤¹¤ë¡£");
3175 msg_print("You feel almost safe.");
3180 msg_print("¼ä¤·¤¤µ¤¤¬¤¹¤ë¡£");
3182 msg_print("You feel lonely.");
3186 if ((p_ptr->muta2 & MUT2_INVULN) && !p_ptr->anti_magic &&
3191 msg_print("̵Ũ¤Êµ¤¤¬¤¹¤ë¡ª");
3193 msg_print("You feel invincible!");
3197 (void)set_invuln(randint1(8) + 8, FALSE);
3199 if ((p_ptr->muta2 & MUT2_SP_TO_HP) && one_in_(2000))
3201 int wounds = p_ptr->mhp - p_ptr->chp;
3205 int healing = p_ptr->csp;
3207 if (healing > wounds)
3213 p_ptr->csp -= healing;
3216 p_ptr->redraw |= (PR_MANA);
3219 if ((p_ptr->muta2 & MUT2_HP_TO_SP) && !p_ptr->anti_magic &&
3222 int wounds = p_ptr->msp - p_ptr->csp;
3226 int healing = p_ptr->chp;
3228 if (healing > wounds)
3233 p_ptr->csp += healing;
3236 p_ptr->redraw |= (PR_MANA);
3238 take_hit(DAMAGE_LOSELIFE, healing, "Ƭ¤Ë¾º¤Ã¤¿·ì", -1);
3240 take_hit(DAMAGE_LOSELIFE, healing, "blood rushing to the head", -1);
3245 if ((p_ptr->muta2 & MUT2_DISARM) && one_in_(10000))
3251 msg_print("¤¬¤â¤Ä¤ì¤Æž¤ó¤À¡ª");
3252 take_hit(DAMAGE_NOESCAPE, randint1(p_ptr->wt / 6), "žÅÝ", -1);
3254 msg_print("You trip over your own feet!");
3255 take_hit(DAMAGE_NOESCAPE, randint1(p_ptr->wt / 6), "tripping", -1);
3260 if (buki_motteruka(INVEN_RARM))
3262 int slot = INVEN_RARM;
3263 o_ptr = &inventory[INVEN_RARM];
3264 if (buki_motteruka(INVEN_LARM) && one_in_(2))
3266 o_ptr = &inventory[INVEN_LARM];
3269 if (!cursed_p(o_ptr))
3272 msg_print("Éð´ï¤òÍ¤Æ¤·¤Þ¤Ã¤¿¡ª");
3274 msg_print("You drop your weapon!");
3277 inven_drop(slot, 1);
3285 * Handle curse effects once every 10 game turns
3287 static void process_world_aux_curse(void)
3289 if ((p_ptr->cursed & TRC_P_FLAG_MASK) && !p_ptr->inside_battle && !p_ptr->wild_mode)
3292 * Hack: Uncursed teleporting items (e.g. Trump Weapons)
3293 * can actually be useful!
3295 if ((p_ptr->cursed & TRC_TELEPORT_SELF) && one_in_(200))
3297 char o_name[MAX_NLEN];
3301 /* Scan the equipment with random teleport ability */
3302 for (i = INVEN_RARM; i < INVEN_TOTAL; i++)
3304 u32b flgs[TR_FLAG_SIZE];
3305 o_ptr = &inventory[i];
3307 /* Skip non-objects */
3308 if (!o_ptr->k_idx) continue;
3310 /* Extract the item flags */
3311 object_flags(o_ptr, flgs);
3313 if (have_flag(flgs, TR_TELEPORT)) break;
3316 object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
3319 msg_format("%s¤¬¥Æ¥ì¥Ý¡¼¥È¤ÎǽÎϤòȯư¤µ¤»¤è¤¦¤È¤·¤Æ¤¤¤ë¡£", o_name);
3321 msg_format("Your %s is activating teleportation.", o_name);
3325 if (get_check_strict("¥Æ¥ì¥Ý¡¼¥È¤·¤Þ¤¹¤«¡©", CHECK_OKAY_CANCEL))
3327 if (get_check_strict("Teleport? ", CHECK_OKAY_CANCEL))
3331 teleport_player(50);
3336 msg_format("%s¤Ë{.}(¥Ô¥ê¥ª¥É)¤ÈÌäò¹ï¤à¤Èȯư¤òÍÞÀ©¤Ç¤¤Þ¤¹¡£", o_name);
3338 msg_format("You can inscribe {.} on your %s to disable random teleportation. ", o_name);
3343 /* Make a chainsword noise */
3344 if ((p_ptr->cursed & TRC_CHAINSWORD) && one_in_(CHAINSWORD_NOISE))
3348 if (!get_rnd_line("chainswd_j.txt", 0, noise))
3350 if (!get_rnd_line("chainswd.txt", 0, noise))
3353 disturb(FALSE, FALSE);
3356 if ((p_ptr->cursed & TRC_TY_CURSE) && one_in_(TY_CURSE_CHANCE))
3359 (void)activate_ty_curse(FALSE, &count);
3361 /* Handle experience draining */
3362 if (p_ptr->prace != RACE_ANDROID &&
3363 ((p_ptr->cursed & TRC_DRAIN_EXP) && one_in_(4)))
3365 p_ptr->exp -= (p_ptr->lev+1)/2;
3366 if (p_ptr->exp < 0) p_ptr->exp = 0;
3367 p_ptr->max_exp -= (p_ptr->lev+1)/2;
3368 if (p_ptr->max_exp < 0) p_ptr->max_exp = 0;
3371 /* Add light curse (Later) */
3372 if ((p_ptr->cursed & TRC_ADD_L_CURSE) && one_in_(2000))
3377 o_ptr = choose_cursed_obj_name(TRC_ADD_L_CURSE);
3379 new_curse = get_curse(0, o_ptr);
3380 if (!(o_ptr->curse_flags & new_curse))
3382 char o_name[MAX_NLEN];
3384 object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
3386 o_ptr->curse_flags |= new_curse;
3388 msg_format("°°Õ¤ËËþ¤Á¤¿¹õ¤¤¥ª¡¼¥é¤¬%s¤ò¤È¤ê¤Þ¤¤¤¿...", o_name);
3390 msg_format("There is a malignant black aura surrounding your %s...", o_name);
3393 o_ptr->feeling = FEEL_NONE;
3395 p_ptr->update |= (PU_BONUS);
3398 /* Add heavy curse (Later) */
3399 if ((p_ptr->cursed & TRC_ADD_H_CURSE) && one_in_(2000))
3404 o_ptr = choose_cursed_obj_name(TRC_ADD_H_CURSE);
3406 new_curse = get_curse(1, o_ptr);
3407 if (!(o_ptr->curse_flags & new_curse))
3409 char o_name[MAX_NLEN];
3411 object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
3413 o_ptr->curse_flags |= new_curse;
3415 msg_format("°°Õ¤ËËþ¤Á¤¿¹õ¤¤¥ª¡¼¥é¤¬%s¤ò¤È¤ê¤Þ¤¤¤¿...", o_name);
3417 msg_format("There is a malignant black aura surrounding your %s...", o_name);
3420 o_ptr->feeling = FEEL_NONE;
3422 p_ptr->update |= (PU_BONUS);
3426 if ((p_ptr->cursed & TRC_CALL_ANIMAL) && one_in_(2500))
3428 if (summon_specific(0, py, px, dun_level, SUMMON_ANIMAL,
3429 (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE | PM_NO_PET)))
3431 char o_name[MAX_NLEN];
3433 object_desc(o_name, choose_cursed_obj_name(TRC_CALL_ANIMAL), (OD_OMIT_PREFIX | OD_NAME_ONLY));
3435 msg_format("%s¤¬Æ°Êª¤ò°ú¤´ó¤»¤¿¡ª", o_name);
3437 msg_format("Your %s have attracted an animal!", o_name);
3444 if ((p_ptr->cursed & TRC_CALL_DEMON) && one_in_(1111))
3446 if (summon_specific(0, py, px, dun_level, SUMMON_DEMON, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE | PM_NO_PET)))
3448 char o_name[MAX_NLEN];
3450 object_desc(o_name, choose_cursed_obj_name(TRC_CALL_DEMON), (OD_OMIT_PREFIX | OD_NAME_ONLY));
3452 msg_format("%s¤¬°Ëâ¤ò°ú¤´ó¤»¤¿¡ª", o_name);
3454 msg_format("Your %s have attracted a demon!", o_name);
3461 if ((p_ptr->cursed & TRC_CALL_DRAGON) && one_in_(800))
3463 if (summon_specific(0, py, px, dun_level, SUMMON_DRAGON,
3464 (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE | PM_NO_PET)))
3466 char o_name[MAX_NLEN];
3468 object_desc(o_name, choose_cursed_obj_name(TRC_CALL_DRAGON), (OD_OMIT_PREFIX | OD_NAME_ONLY));
3470 msg_format("%s¤¬¥É¥é¥´¥ó¤ò°ú¤´ó¤»¤¿¡ª", o_name);
3472 msg_format("Your %s have attracted an animal!", o_name);
3478 if ((p_ptr->cursed & TRC_COWARDICE) && one_in_(1500))
3480 if (!p_ptr->resist_fear)
3484 msg_print("¤È¤Æ¤â°Å¤¤... ¤È¤Æ¤â¶²¤¤¡ª");
3486 msg_print("It's so dark... so scary!");
3489 set_afraid(p_ptr->afraid + 13 + randint1(26));
3492 /* Teleport player */
3493 if ((p_ptr->cursed & TRC_TELEPORT) && one_in_(200) && !p_ptr->anti_tele)
3497 /* Teleport player */
3498 teleport_player(40);
3500 /* Handle HP draining */
3501 if ((p_ptr->cursed & TRC_DRAIN_HP) && one_in_(666))
3503 char o_name[MAX_NLEN];
3505 object_desc(o_name, choose_cursed_obj_name(TRC_DRAIN_HP), (OD_OMIT_PREFIX | OD_NAME_ONLY));
3507 msg_format("%s¤Ï¤¢¤Ê¤¿¤ÎÂÎÎϤòµÛ¼ý¤·¤¿¡ª", o_name);
3509 msg_format("Your %s drains HP from you!", o_name);
3511 take_hit(DAMAGE_LOSELIFE, MIN(p_ptr->lev*2, 100), o_name, -1);
3513 /* Handle mana draining */
3514 if ((p_ptr->cursed & TRC_DRAIN_MANA) && one_in_(666))
3516 char o_name[MAX_NLEN];
3518 object_desc(o_name, choose_cursed_obj_name(TRC_DRAIN_MANA), (OD_OMIT_PREFIX | OD_NAME_ONLY));
3520 msg_format("%s¤Ï¤¢¤Ê¤¿¤ÎËâÎϤòµÛ¼ý¤·¤¿¡ª", o_name);
3522 msg_format("Your %s drains mana from you!", o_name);
3524 p_ptr->csp -= MIN(p_ptr->lev, 50);
3528 p_ptr->csp_frac = 0;
3530 p_ptr->redraw |= PR_MANA;
3534 /* Rarely, take damage from the Jewel of Judgement */
3535 if (one_in_(999) && !p_ptr->anti_magic)
3537 object_type *o_ptr = &inventory[INVEN_LITE];
3539 if (o_ptr->name1 == ART_JUDGE)
3542 if (object_known_p(o_ptr))
3543 msg_print("¡Ø¿³È½¤ÎÊõÀС٤Ϥ¢¤Ê¤¿¤ÎÂÎÎϤòµÛ¼ý¤·¤¿¡ª");
3545 msg_print("¤Ê¤Ë¤«¤¬¤¢¤Ê¤¿¤ÎÂÎÎϤòµÛ¼ý¤·¤¿¡ª");
3546 take_hit(DAMAGE_LOSELIFE, MIN(p_ptr->lev, 50), "¿³È½¤ÎÊõÀÐ", -1);
3548 if (object_known_p(o_ptr))
3549 msg_print("The Jewel of Judgement drains life from you!");
3551 msg_print("Something drains life from you!");
3552 take_hit(DAMAGE_LOSELIFE, MIN(p_ptr->lev, 50), "the Jewel of Judgement", -1);
3560 * Handle recharging objects once every 10 game turns
3562 static void process_world_aux_recharge(void)
3567 /* Process equipment */
3568 for (changed = FALSE, i = INVEN_RARM; i < INVEN_TOTAL; i++)
3570 /* Get the object */
3571 object_type *o_ptr = &inventory[i];
3573 /* Skip non-objects */
3574 if (!o_ptr->k_idx) continue;
3576 /* Recharge activatable objects */
3577 if (o_ptr->timeout > 0)
3582 /* Notice changes */
3583 if (!o_ptr->timeout)
3585 recharged_notice(o_ptr);
3591 /* Notice changes */
3595 p_ptr->window |= (PW_EQUIP);
3600 * Recharge rods. Rods now use timeout to control charging status,
3601 * and each charging rod in a stack decreases the stack's timeout by
3602 * one per turn. -LM-
3604 for (changed = FALSE, i = 0; i < INVEN_PACK; i++)
3606 object_type *o_ptr = &inventory[i];
3607 object_kind *k_ptr = &k_info[o_ptr->k_idx];
3609 /* Skip non-objects */
3610 if (!o_ptr->k_idx) continue;
3612 /* Examine all charging rods or stacks of charging rods. */
3613 if ((o_ptr->tval == TV_ROD) && (o_ptr->timeout))
3615 /* Determine how many rods are charging. */
3616 int temp = (o_ptr->timeout + (k_ptr->pval - 1)) / k_ptr->pval;
3617 if (temp > o_ptr->number) temp = o_ptr->number;
3619 /* Decrease timeout by that number. */
3620 o_ptr->timeout -= temp;
3622 /* Boundary control. */
3623 if (o_ptr->timeout < 0) o_ptr->timeout = 0;
3625 /* Notice changes, provide message if object is inscribed. */
3626 if (!(o_ptr->timeout))
3628 recharged_notice(o_ptr);
3632 /* One of the stack of rod is charged */
3633 else if (o_ptr->timeout % k_ptr->pval)
3640 /* Notice changes */
3644 p_ptr->window |= (PW_INVEN);
3648 /* Process objects on floor */
3649 for (i = 1; i < o_max; i++)
3652 object_type *o_ptr = &o_list[i];
3654 /* Skip dead objects */
3655 if (!o_ptr->k_idx) continue;
3657 /* Recharge rods on the ground. No messages. */
3658 if ((o_ptr->tval == TV_ROD) && (o_ptr->timeout))
3661 o_ptr->timeout -= o_ptr->number;
3663 /* Boundary control. */
3664 if (o_ptr->timeout < 0) o_ptr->timeout = 0;
3671 * Handle involuntary movement once every 10 game turns
3673 static void process_world_aux_movement(void)
3675 /* Delayed Word-of-Recall */
3676 if (p_ptr->word_recall)
3679 * HACK: Autosave BEFORE resetting the recall counter (rr9)
3680 * The player is yanked up/down as soon as
3681 * he loads the autosaved game.
3683 if (autosave_l && (p_ptr->word_recall == 1) && !p_ptr->inside_battle)
3684 do_cmd_save_game(TRUE);
3686 /* Count down towards recall */
3687 p_ptr->word_recall--;
3689 p_ptr->redraw |= (PR_STATUS);
3691 /* Activate the recall */
3692 if (!p_ptr->word_recall)
3697 /* Determine the level */
3698 if (dun_level || p_ptr->inside_quest)
3701 msg_print("¾å¤Ë°ú¤ÃÄ¥¤ê¤¢¤²¤é¤ì¤ë´¶¤¸¤¬¤¹¤ë¡ª");
3703 msg_print("You feel yourself yanked upwards!");
3706 p_ptr->recall_dungeon = dungeon_type;
3708 do_cmd_write_nikki(NIKKI_RECALL, dun_level, NULL);
3713 leave_quest_check();
3715 p_ptr->inside_quest = 0;
3717 p_ptr->leaving = TRUE;
3722 msg_print("²¼¤Ë°ú¤¤º¤ê¹ß¤í¤µ¤ì¤ë´¶¤¸¤¬¤¹¤ë¡ª");
3724 msg_print("You feel yourself yanked downwards!");
3727 dungeon_type = p_ptr->recall_dungeon;
3730 do_cmd_write_nikki(NIKKI_RECALL, dun_level, NULL);
3733 dun_level = max_dlv[dungeon_type];
3734 if (dun_level < 1) dun_level = 1;
3736 /* Nightmare mode makes recall more dangerous */
3737 if (ironman_nightmare && !randint0(666) && (dungeon_type == DUNGEON_ANGBAND))
3743 else if (dun_level < 99)
3745 dun_level = (dun_level + 99) / 2;
3747 else if (dun_level > 100)
3749 dun_level = d_info[dungeon_type].maxdepth - 1;
3753 if (p_ptr->wild_mode)
3755 p_ptr->wilderness_y = py;
3756 p_ptr->wilderness_x = px;
3760 /* Save player position */
3764 p_ptr->wild_mode = FALSE;
3767 * Clear all saved floors
3768 * and create a first saved floor
3770 prepare_change_floor_mode(CFM_FIRST_FLOOR);
3773 p_ptr->leaving = TRUE;
3775 if (dungeon_type == DUNGEON_ANGBAND)
3779 for (i = MIN_RANDOM_QUEST; i < MAX_RANDOM_QUEST + 1; i++)
3781 if ((quest[i].type == QUEST_TYPE_RANDOM) &&
3782 (quest[i].status == QUEST_STATUS_TAKEN) &&
3783 (quest[i].level < dun_level))
3785 quest[i].status = QUEST_STATUS_FAILED;
3786 quest[i].complev = (byte)p_ptr->lev;
3787 r_info[quest[i].r_idx].flags1 &= ~(RF1_QUESTOR);
3794 sound(SOUND_TPLEVEL);
3799 /* Delayed Alter reality */
3800 if (p_ptr->alter_reality)
3802 if (autosave_l && (p_ptr->alter_reality == 1) && !p_ptr->inside_battle)
3803 do_cmd_save_game(TRUE);
3805 /* Count down towards alter */
3806 p_ptr->alter_reality--;
3808 p_ptr->redraw |= (PR_STATUS);
3810 /* Activate the alter reality */
3811 if (!p_ptr->alter_reality)
3816 /* Determine the level */
3817 if (!quest_number(dun_level) && dun_level)
3820 msg_print("À¤³¦¤¬ÊѤï¤Ã¤¿¡ª");
3822 msg_print("The world changes!");
3826 p_ptr->leaving = TRUE;
3831 msg_print("À¤³¦¤¬¾¯¤·¤Î´ÖÊѲ½¤·¤¿¤è¤¦¤À¡£");
3833 msg_print("The world seems to change for a moment!");
3838 sound(SOUND_TPLEVEL);
3845 * Handle certain things once every 10 game turns
3847 static void process_world(void)
3849 int day, hour, min, prev_min;
3851 const s32b A_DAY = TURNS_PER_TICK * TOWN_DAWN;
3852 s32b turn_in_today = (turn + A_DAY / 4) % A_DAY;
3854 extract_day_hour_min(&day, &hour, &min);
3855 prev_min = (1440 * (turn_in_today - TURNS_PER_TICK) / A_DAY) % 60;
3858 if ((turn - old_turn == (150 - dun_level) * TURNS_PER_TICK)
3859 && dun_level && !p_ptr->inside_battle)
3861 int quest_num = quest_number(dun_level);
3863 /* Get dungeon level feeling */
3865 (is_fixed_quest_idx(quest_num) &&
3866 !((quest_num == QUEST_OBERON) || (quest_num == QUEST_SERPENT) ||
3867 !(quest[quest_num].flags & QUEST_FLAG_PRESET)))))
3869 /* Announce feeling */
3872 /* Update the level indicator */
3873 p_ptr->redraw |= (PR_DEPTH);
3876 if (disturb_minor) disturb(0, 0);
3880 /*** Check monster arena ***/
3881 if (p_ptr->inside_battle && !p_ptr->leaving)
3887 /* Count all hostile monsters */
3888 for (i2 = 0; i2 < cur_wid; ++i2)
3889 for (j2 = 0; j2 < cur_hgt; j2++)
3891 cave_type *c_ptr = &cave[j2][i2];
3893 if ((c_ptr->m_idx > 0) && (c_ptr->m_idx != p_ptr->riding))
3896 win_m_idx = c_ptr->m_idx;
3900 if (number_mon == 0)
3903 msg_print("ÁêÂǤÁ¤Ë½ª¤ï¤ê¤Þ¤·¤¿¡£");
3905 msg_print("They have kill each other at the same time.");
3908 p_ptr->energy_need = 0;
3911 else if ((number_mon-1) == 0)
3914 monster_type *wm_ptr;
3916 wm_ptr = &m_list[win_m_idx];
3918 monster_desc(m_name, wm_ptr, 0);
3920 msg_format("%s¤¬¾¡Íø¤·¤¿¡ª", m_name);
3922 msg_format("%s is winner!", m_name);
3926 if (win_m_idx == (sel_monster+1))
3929 msg_print("¤ª¤á¤Ç¤È¤¦¤´¤¶¤¤¤Þ¤¹¡£");
3931 msg_print("Congratulations.");
3934 msg_format("%d¡ð¤ò¼õ¤±¼è¤Ã¤¿¡£", battle_odds);
3936 msg_format("You received %d gold.", battle_odds);
3938 p_ptr->au += battle_odds;
3943 msg_print("»ÄÇ°¤Ç¤·¤¿¡£");
3945 msg_print("You lost gold.");
3949 p_ptr->energy_need = 0;
3952 else if(turn - old_turn == 150*TURNS_PER_TICK)
3955 msg_print("¿½¤·Ê¬¤±¤¢¤ê¤Þ¤»¤ó¤¬¡¢¤³¤Î¾¡Éé¤Ï°ú¤Ê¬¤±¤È¤µ¤»¤Æ¤¤¤¿¤À¤¤Þ¤¹¡£");
3957 msg_format("This battle have ended in a draw.");
3959 p_ptr->au += kakekin;
3961 p_ptr->energy_need = 0;
3966 /* Every 10 game turns */
3967 if (turn % TURNS_PER_TICK) return;
3969 /*** Check the Time and Load ***/
3971 if (!(turn % (50*TURNS_PER_TICK)))
3973 /* Check time and load */
3974 if ((0 != check_time()) || (0 != check_load()))
3977 if (closing_flag <= 2)
3982 /* Count warnings */
3987 msg_print("¥¢¥ó¥°¥Ð¥ó¥É¤Ø¤ÎÌ礬ÊĤ¸¤«¤«¤Ã¤Æ¤¤¤Þ¤¹...");
3988 msg_print("¥²¡¼¥à¤ò½ªÎ»¤¹¤ë¤«¥»¡¼¥Ö¤¹¤ë¤«¤·¤Æ²¼¤µ¤¤¡£");
3990 msg_print("The gates to ANGBAND are closing...");
3991 msg_print("Please finish up and/or save your game.");
4001 msg_print("º£¡¢¥¢¥ó¥°¥Ð¥ó¥É¤Ø¤ÎÌ礬ÊĤ¶¤µ¤ì¤Þ¤·¤¿¡£");
4003 msg_print("The gates to ANGBAND are now closed.");
4008 p_ptr->playing = FALSE;
4011 p_ptr->leaving = TRUE;
4016 /*** Attempt timed autosave ***/
4017 if (autosave_t && autosave_freq && !p_ptr->inside_battle)
4019 if (!(turn % ((s32b)autosave_freq * TURNS_PER_TICK)))
4020 do_cmd_save_game(TRUE);
4026 msg_print("²¿¤«¤¬Ê¹¤³¤¨¤¿¡£");
4028 msg_print("You hear noise.");
4032 /*** Handle the wilderness/town (sunshine) ***/
4034 /* While in town/wilderness */
4035 if (!dun_level && !p_ptr->inside_quest && !p_ptr->inside_battle && !p_ptr->inside_arena && !p_ptr->wild_mode)
4037 /* Hack -- Daybreak/Nighfall in town */
4038 if (!(turn % ((TURNS_PER_TICK * TOWN_DAWN) / 2)))
4042 /* Check for dawn */
4043 dawn = (!(turn % (TURNS_PER_TICK * TOWN_DAWN)));
4052 msg_print("Ì뤬ÌÀ¤±¤¿¡£");
4054 msg_print("The sun has risen.");
4057 /* Hack -- Scan the town */
4058 for (y = 0; y < cur_hgt; y++)
4060 for (x = 0; x < cur_wid; x++)
4062 /* Get the cave grid */
4063 cave_type *c_ptr = &cave[y][x];
4066 c_ptr->info |= (CAVE_GLOW);
4068 /* Hack -- Memorize lit grids if allowed */
4069 if (view_perma_grids) c_ptr->info |= (CAVE_MARK);
4071 /* Hack -- Notice spot */
4084 msg_print("Æü¤¬ÄÀ¤ó¤À¡£");
4086 msg_print("The sun has fallen.");
4089 /* Hack -- Scan the town */
4090 for (y = 0; y < cur_hgt; y++)
4092 for (x = 0; x < cur_wid; x++)
4094 /* Get the cave grid */
4095 cave_type *c_ptr = &cave[y][x];
4097 /* Feature code (applying "mimic" field) */
4098 feature_type *f_ptr = &f_info[get_feat_mimic(c_ptr)];
4100 if (!is_mirror_grid(c_ptr) && !have_flag(f_ptr->flags, FF_QUEST_ENTER) &&
4101 !have_flag(f_ptr->flags, FF_ENTRANCE))
4104 c_ptr->info &= ~(CAVE_GLOW);
4106 if (!have_flag(f_ptr->flags, FF_REMEMBER))
4108 /* Forget the normal floor grid */
4109 c_ptr->info &= ~(CAVE_MARK);
4111 /* Hack -- Notice spot */
4117 /* Glow deep lava and building entrances */
4118 glow_deep_lava_and_bldg();
4122 /* Update the monsters */
4123 p_ptr->update |= (PU_MONSTERS | PU_MON_LITE);
4126 p_ptr->redraw |= (PR_MAP);
4129 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
4133 /* While in the dungeon (vanilla_town or lite_town mode only) */
4134 else if ((vanilla_town || (lite_town && !p_ptr->inside_quest && !p_ptr->inside_battle && !p_ptr->inside_arena)) && dun_level)
4136 /*** Shuffle the Storekeepers ***/
4138 /* Chance is only once a day (while in dungeon) */
4139 if (!(turn % (TURNS_PER_TICK * STORE_TICKS)))
4141 /* Sometimes, shuffle the shop-keepers */
4142 if (one_in_(STORE_SHUFFLE))
4146 /* Pick a random shop (except home and museum) */
4149 n = randint0(MAX_STORES);
4151 while ((n == STORE_HOME) || (n == STORE_MUSEUM));
4153 /* Check every feature */
4154 for (i = 1; i < max_f_idx; i++)
4156 /* Access the index */
4157 feature_type *f_ptr = &f_info[i];
4159 /* Skip empty index */
4160 if (!f_ptr->name) continue;
4162 /* Skip non-store features */
4163 if (!have_flag(f_ptr->flags, FF_STORE)) continue;
4165 /* Verify store type */
4166 if (f_ptr->power == n)
4170 if (cheat_xtra) msg_format("%s¤ÎŹ¼ç¤ò¥·¥ã¥Ã¥Õ¥ë¤·¤Þ¤¹¡£", f_name + f_ptr->name);
4172 if (cheat_xtra) msg_format("Shuffle a Shopkeeper of %s.", f_name + f_ptr->name);
4186 /*** Process the monsters ***/
4188 /* Check for creature generation. */
4189 if (one_in_(d_info[dungeon_type].max_m_alloc_chance) &&
4190 !p_ptr->inside_arena && !p_ptr->inside_quest && !p_ptr->inside_battle)
4192 /* Make a new monster */
4193 (void)alloc_monster(MAX_SIGHT + 5, 0);
4196 /* Hack -- Check for creature regeneration */
4197 if (!(turn % (TURNS_PER_TICK*10)) && !p_ptr->inside_battle) regen_monsters();
4198 if (!(turn % (TURNS_PER_TICK*3))) regen_captured_monsters();
4200 /* Hack -- Process the counters of all monsters */
4201 process_monsters_counters();
4207 if (min != prev_min)
4209 do_cmd_write_nikki(NIKKI_HIGAWARI, 0, NULL);
4210 determine_today_mon(FALSE);
4215 * Nightmare mode activates the TY_CURSE at midnight
4217 * Require exact minute -- Don't activate multiple times in a minute
4219 if (ironman_nightmare && (min != prev_min))
4221 /* Every 15 minutes after 11:00 pm */
4222 if ((hour == 23) && !(min % 15))
4231 msg_print("±ó¤¯¤ÇÉÔµ¤Ì£¤Ê¾â¤Î²»¤¬ÌĤä¿¡£");
4233 msg_print("You hear a distant bell toll ominously.");
4239 msg_print("±ó¤¯¤Ç¾â¤¬Æó²óÌĤä¿¡£");
4241 msg_print("A distant bell sounds twice.");
4247 msg_print("±ó¤¯¤Ç¾â¤¬»°²óÌĤä¿¡£");
4249 msg_print("A distant bell sounds three times.");
4255 msg_print("±ó¤¯¤Ç¾â¤¬»Í²óÌĤä¿¡£");
4257 msg_print("A distant bell tolls four times.");
4263 /* TY_CURSE activates at mignight! */
4270 msg_print("±ó¤¯¤Ç¾â¤¬²¿²ó¤âÌĤꡢ»à¤ó¤À¤è¤¦¤ÊÀŤ±¤µ¤ÎÃæ¤Ø¾Ã¤¨¤Æ¤¤¤Ã¤¿¡£");
4272 msg_print("A distant bell tolls many times, fading into an deathly silence.");
4275 activate_ty_curse(FALSE, &count);
4280 /*** Check the Food, and Regenerate ***/
4282 if (!p_ptr->inside_battle)
4284 /* Digest quickly when gorged */
4285 if (p_ptr->food >= PY_FOOD_MAX)
4287 /* Digest a lot of food */
4288 (void)set_food(p_ptr->food - 100);
4291 /* Digest normally -- Every 50 game turns */
4292 else if (!(turn % (TURNS_PER_TICK*5)))
4294 /* Basic digestion rate based on speed */
4295 int digestion = SPEED_TO_ENERGY(p_ptr->pspeed);
4297 /* Regeneration takes more food */
4298 if (p_ptr->regenerate)
4300 if (p_ptr->special_defense & (KAMAE_MASK | KATA_MASK))
4302 if (p_ptr->cursed & TRC_FAST_DIGEST)
4305 /* Slow digestion takes less food */
4306 if (p_ptr->slow_digest)
4309 /* Minimal digestion */
4310 if (digestion < 1) digestion = 1;
4311 /* Maximal digestion */
4312 if (digestion > 100) digestion = 100;
4314 /* Digest some food */
4315 (void)set_food(p_ptr->food - digestion);
4320 if ((p_ptr->food < PY_FOOD_FAINT))
4322 /* Faint occasionally */
4323 if (!p_ptr->paralyzed && (randint0(100) < 10))
4327 msg_print("¤¢¤Þ¤ê¤Ë¤â¶õÊ¢¤Çµ¤À䤷¤Æ¤·¤Þ¤Ã¤¿¡£");
4329 msg_print("You faint from the lack of food.");
4334 /* Hack -- faint (bypass free action) */
4335 (void)set_paralyzed(p_ptr->paralyzed + 1 + randint0(5));
4338 /* Starve to death (slowly) */
4339 if (p_ptr->food < PY_FOOD_STARVE)
4341 /* Calculate damage */
4342 int dam = (PY_FOOD_STARVE - p_ptr->food) / 10;
4346 if (!IS_INVULN()) take_hit(DAMAGE_LOSELIFE, dam, "¶õÊ¢", -1);
4348 if (!IS_INVULN()) take_hit(DAMAGE_LOSELIFE, dam, "starvation", -1);
4356 /* Process timed damage and regeneration */
4357 process_world_aux_hp_and_sp();
4359 /* Process timeout */
4360 process_world_aux_timeout();
4363 process_world_aux_light();
4365 /* Process mutation effects */
4366 process_world_aux_mutation();
4368 /* Process curse effects */
4369 process_world_aux_curse();
4371 /* Process recharging */
4372 process_world_aux_recharge();
4374 /* Feel the inventory */
4378 /* Involuntary Movement */
4379 process_world_aux_movement();
4385 * Verify use of "wizard" mode
4387 static bool enter_wizard_mode(void)
4389 /* Ask first time */
4390 if (!p_ptr->noscore)
4392 /* Wizard mode is not permitted */
4393 if (!allow_debug_opts || arg_wizard)
4396 msg_print("¥¦¥£¥¶¡¼¥É¥â¡¼¥É¤Ïµö²Ä¤µ¤ì¤Æ¤¤¤Þ¤»¤ó¡£ ");
4398 msg_print("Wizard mode is not permitted.");
4403 /* Mention effects */
4405 msg_print("¥¦¥£¥¶¡¼¥É¥â¡¼¥É¤Ï¥Ç¥Ð¥Ã¥°¤È¼Â¸³¤Î¤¿¤á¤Î¥â¡¼¥É¤Ç¤¹¡£ ");
4406 msg_print("°ìÅÙ¥¦¥£¥¶¡¼¥É¥â¡¼¥É¤ËÆþ¤ë¤È¥¹¥³¥¢¤ÏµÏ¿¤µ¤ì¤Þ¤»¤ó¡£");
4408 msg_print("Wizard mode is for debugging and experimenting.");
4409 msg_print("The game will not be scored if you enter wizard mode.");
4414 /* Verify request */
4416 if (!get_check("ËÜÅö¤Ë¥¦¥£¥¶¡¼¥É¥â¡¼¥É¤ËÆþ¤ê¤¿¤¤¤Î¤Ç¤¹¤«? "))
4418 if (!get_check("Are you sure you want to enter wizard mode? "))
4425 do_cmd_write_nikki(NIKKI_BUNSHOU, 0, "¥¦¥£¥¶¡¼¥É¥â¡¼¥É¤ËÆÍÆþ¤·¤Æ¥¹¥³¥¢¤ò»Ä¤»¤Ê¤¯¤Ê¤Ã¤¿¡£");
4427 do_cmd_write_nikki(NIKKI_BUNSHOU, 0, "give up recording score to enter wizard mode.");
4430 p_ptr->noscore |= 0x0002;
4441 * Verify use of "debug" commands
4443 static bool enter_debug_mode(void)
4445 /* Ask first time */
4446 if (!p_ptr->noscore)
4448 /* Debug mode is not permitted */
4449 if (!allow_debug_opts)
4452 msg_print("¥Ç¥Ð¥Ã¥°¥³¥Þ¥ó¥É¤Ïµö²Ä¤µ¤ì¤Æ¤¤¤Þ¤»¤ó¡£ ");
4454 msg_print("Use of debug command is not permitted.");
4459 /* Mention effects */
4461 msg_print("¥Ç¥Ð¥Ã¥°¡¦¥³¥Þ¥ó¥É¤Ï¥Ç¥Ð¥Ã¥°¤È¼Â¸³¤Î¤¿¤á¤Î¥³¥Þ¥ó¥É¤Ç¤¹¡£ ");
4462 msg_print("¥Ç¥Ð¥Ã¥°¡¦¥³¥Þ¥ó¥É¤ò»È¤¦¤È¥¹¥³¥¢¤ÏµÏ¿¤µ¤ì¤Þ¤»¤ó¡£");
4464 msg_print("The debug commands are for debugging and experimenting.");
4465 msg_print("The game will not be scored if you use debug commands.");
4470 /* Verify request */
4472 if (!get_check("ËÜÅö¤Ë¥Ç¥Ð¥Ã¥°¡¦¥³¥Þ¥ó¥É¤ò»È¤¤¤Þ¤¹¤«? "))
4474 if (!get_check("Are you sure you want to use debug commands? "))
4481 do_cmd_write_nikki(NIKKI_BUNSHOU, 0, "¥Ç¥Ð¥Ã¥°¥â¡¼¥É¤ËÆÍÆþ¤·¤Æ¥¹¥³¥¢¤ò»Ä¤»¤Ê¤¯¤Ê¤Ã¤¿¡£");
4483 do_cmd_write_nikki(NIKKI_BUNSHOU, 0, "give up sending score to use debug commands.");
4486 p_ptr->noscore |= 0x0008;
4494 * Hack -- Declare the Debug Routines
4496 extern void do_cmd_debug(void);
4498 #endif /* ALLOW_WIZARD */
4504 * Verify use of "borg" commands
4506 static bool enter_borg_mode(void)
4508 /* Ask first time */
4509 if (!(p_ptr->noscore & 0x0010))
4511 /* Mention effects */
4513 msg_print("¥Ü¡¼¥°¡¦¥³¥Þ¥ó¥É¤Ï¥Ç¥Ð¥Ã¥°¤È¼Â¸³¤Î¤¿¤á¤Î¥³¥Þ¥ó¥É¤Ç¤¹¡£ ");
4514 msg_print("¥Ü¡¼¥°¡¦¥³¥Þ¥ó¥É¤ò»È¤¦¤È¥¹¥³¥¢¤ÏµÏ¿¤µ¤ì¤Þ¤»¤ó¡£");
4516 msg_print("The borg commands are for debugging and experimenting.");
4517 msg_print("The game will not be scored if you use borg commands.");
4522 /* Verify request */
4524 if (!get_check("ËÜÅö¤Ë¥Ü¡¼¥°¡¦¥³¥Þ¥ó¥É¤ò»È¤¤¤Þ¤¹¤«? "))
4526 if (!get_check("Are you sure you want to use borg commands? "))
4533 do_cmd_write_nikki(NIKKI_BUNSHOU, 0, "¥Ü¡¼¥°¡¦¥³¥Þ¥ó¥É¤ò»ÈÍѤ·¤Æ¥¹¥³¥¢¤ò»Ä¤»¤Ê¤¯¤Ê¤Ã¤¿¡£");
4535 do_cmd_write_nikki(NIKKI_BUNSHOU, 0, "give up recording score to use borg commands.");
4538 p_ptr->noscore |= 0x0010;
4546 * Hack -- Declare the Ben Borg
4548 extern void do_cmd_borg(void);
4550 #endif /* ALLOW_BORG */
4555 * Parse and execute the current command
4556 * Give "Warning" on illegal commands.
4558 * XXX XXX XXX Make some "blocks"
4560 static void process_command(void)
4562 int old_now_message = now_message;
4564 #ifdef ALLOW_REPEAT /* TNB */
4566 /* Handle repeating the last command */
4569 #endif /* ALLOW_REPEAT -- TNB */
4573 /* Parse the command */
4574 switch (command_cmd)
4590 /*** Wizard Commands ***/
4592 /* Toggle Wizard Mode */
4597 p_ptr->wizard = FALSE;
4599 msg_print("¥¦¥£¥¶¡¼¥É¥â¡¼¥É²ò½ü¡£");
4601 msg_print("Wizard mode off.");
4605 else if (enter_wizard_mode())
4607 p_ptr->wizard = TRUE;
4609 msg_print("¥¦¥£¥¶¡¼¥É¥â¡¼¥ÉÆÍÆþ¡£");
4611 msg_print("Wizard mode on.");
4616 /* Update monsters */
4617 p_ptr->update |= (PU_MONSTERS);
4619 /* Redraw "title" */
4620 p_ptr->redraw |= (PR_TITLE);
4628 /* Special "debug" commands */
4631 /* Enter debug mode */
4632 if (enter_debug_mode())
4639 #endif /* ALLOW_WIZARD */
4644 /* Special "borg" commands */
4647 /* Enter borg mode */
4648 if (enter_borg_mode())
4650 if (!p_ptr->wild_mode) do_cmd_borg();
4656 #endif /* ALLOW_BORG */
4660 /*** Inventory Commands ***/
4662 /* Wear/wield equipment */
4665 if (!p_ptr->wild_mode) do_cmd_wield();
4669 /* Take off equipment */
4672 if (!p_ptr->wild_mode) do_cmd_takeoff();
4679 if (!p_ptr->wild_mode) do_cmd_drop();
4683 /* Destroy an item */
4690 /* Equipment list */
4697 /* Inventory list */
4705 /*** Various commands ***/
4707 /* Identify an object */
4714 /* Hack -- toggle windows */
4717 toggle_inven_equip();
4722 /*** Standard "Movement" Commands ***/
4727 if (!p_ptr->wild_mode) do_cmd_alter();
4734 if (!p_ptr->wild_mode) do_cmd_tunnel();
4738 /* Move (usually pick up things) */
4741 #ifdef ALLOW_EASY_DISARM /* TNB */
4745 #else /* ALLOW_EASY_DISARM -- TNB */
4747 do_cmd_walk(always_pickup);
4749 #endif /* ALLOW_EASY_DISARM -- TNB */
4754 /* Move (usually do not pick up) */
4757 #ifdef ALLOW_EASY_DISARM /* TNB */
4761 #else /* ALLOW_EASY_DISARM -- TNB */
4763 do_cmd_walk(!always_pickup);
4765 #endif /* ALLOW_EASY_DISARM -- TNB */
4771 /*** Running, Resting, Searching, Staying */
4773 /* Begin Running -- Arg is Max Distance */
4776 if (!p_ptr->wild_mode) do_cmd_run();
4780 /* Stay still (usually pick things up) */
4783 do_cmd_stay(always_pickup);
4787 /* Stay still (usually do not pick up) */
4790 do_cmd_stay(!always_pickup);
4794 /* Rest -- Arg is time */
4801 /* Search for traps/doors */
4808 /* Toggle search mode */
4811 if (p_ptr->action == ACTION_SEARCH) set_action(ACTION_NONE);
4812 else set_action(ACTION_SEARCH);
4817 /*** Stairs and Doors and Chests and Traps ***/
4820 case SPECIAL_KEY_STORE:
4822 if (!p_ptr->wild_mode) do_cmd_store();
4826 /* Enter building -KMW- */
4827 case SPECIAL_KEY_BUILDING:
4829 if (!p_ptr->wild_mode) do_cmd_bldg();
4833 /* Enter quest level -KMW- */
4834 case SPECIAL_KEY_QUEST:
4836 if (!p_ptr->wild_mode) do_cmd_quest();
4840 /* Go up staircase */
4843 if (!p_ptr->wild_mode && !dun_level && !p_ptr->inside_arena && !p_ptr->inside_quest)
4845 if (vanilla_town) break;
4850 msg_print("½±·â¤«¤éƨ¤²¤ë¤Ë¤Ï¥Þ¥Ã¥×¤Îü¤Þ¤Ç°ÜÆ°¤·¤Ê¤±¤ì¤Ð¤Ê¤é¤Ê¤¤¡£");
4852 msg_print("To flee the ambush you have to reach the edge of the map.");
4857 if (p_ptr->food < PY_FOOD_WEAK)
4860 msg_print("¤½¤ÎÁ°¤Ë¿©»ö¤ò¤È¤é¤Ê¤¤¤È¡£");
4862 msg_print("You must eat something here.");
4874 /* Go down staircase */
4877 if (p_ptr->wild_mode)
4885 /* Open a door or chest */
4888 if (!p_ptr->wild_mode) do_cmd_open();
4895 if (!p_ptr->wild_mode) do_cmd_close();
4899 /* Jam a door with spikes */
4902 if (!p_ptr->wild_mode) do_cmd_spike();
4909 if (!p_ptr->wild_mode) do_cmd_bash();
4913 /* Disarm a trap or chest */
4916 if (!p_ptr->wild_mode) do_cmd_disarm();
4921 /*** Magic and Prayers ***/
4923 /* Gain new spells/prayers */
4926 if ((p_ptr->pclass == CLASS_SORCERER) || (p_ptr->pclass == CLASS_RED_MAGE))
4928 msg_print("¼öʸ¤ò³Ø½¬¤¹¤ëɬÍפϤʤ¤¡ª");
4930 msg_print("You don't have to learn spells!");
4932 else if (p_ptr->pclass == CLASS_SAMURAI)
4933 do_cmd_gain_hissatsu();
4934 else if (p_ptr->pclass == CLASS_MAGIC_EATER)
4944 if ( (p_ptr->pclass == CLASS_MINDCRAFTER) ||
4945 (p_ptr->pclass == CLASS_BERSERKER) ||
4946 (p_ptr->pclass == CLASS_NINJA) ||
4947 (p_ptr->pclass == CLASS_MIRROR_MASTER)
4948 ) do_cmd_mind_browse();
4949 else if (p_ptr->pclass == CLASS_SMITH)
4951 else if (p_ptr->pclass == CLASS_MAGIC_EATER)
4952 do_cmd_magic_eater(TRUE);
4953 else do_cmd_browse();
4961 if (!p_ptr->wild_mode)
4963 if ((p_ptr->pclass == CLASS_WARRIOR) || (p_ptr->pclass == CLASS_ARCHER) || (p_ptr->pclass == CLASS_CAVALRY))
4966 msg_print("¼öʸ¤ò¾§¤¨¤é¤ì¤Ê¤¤¡ª");
4968 msg_print("You cannot cast spells!");
4971 else if (dun_level && (d_info[dungeon_type].flags1 & DF1_NO_MAGIC) && (p_ptr->pclass != CLASS_BERSERKER) && (p_ptr->pclass != CLASS_SMITH))
4974 msg_print("¥À¥ó¥¸¥ç¥ó¤¬ËâË¡¤òµÛ¼ý¤·¤¿¡ª");
4976 msg_print("The dungeon absorbs all attempted magic!");
4980 else if (p_ptr->anti_magic && (p_ptr->pclass != CLASS_BERSERKER) && (p_ptr->pclass != CLASS_SMITH))
4984 cptr which_power = "ËâË¡";
4986 cptr which_power = "magic";
4988 if (p_ptr->pclass == CLASS_MINDCRAFTER)
4990 which_power = "ĶǽÎÏ";
4992 which_power = "psionic powers";
4994 else if (p_ptr->pclass == CLASS_IMITATOR)
4996 which_power = "¤â¤Î¤Þ¤Í";
4998 which_power = "imitation";
5000 else if (p_ptr->pclass == CLASS_SAMURAI)
5002 which_power = "ɬ»¦·õ";
5004 which_power = "hissatsu";
5006 else if (p_ptr->pclass == CLASS_MIRROR_MASTER)
5008 which_power = "¶ÀËâË¡";
5010 which_power = "mirror magic";
5012 else if (p_ptr->pclass == CLASS_NINJA)
5014 which_power = "Ǧ½Ñ";
5016 which_power = "ninjutsu";
5018 else if (mp_ptr->spell_book == TV_LIFE_BOOK)
5020 which_power = "µ§¤ê";
5022 which_power = "prayer";
5026 msg_format("È¿ËâË¡¥Ð¥ê¥¢¤¬%s¤ò¼ÙË⤷¤¿¡ª", which_power);
5028 msg_format("An anti-magic shell disrupts your %s!", which_power);
5032 else if (p_ptr->shero && (p_ptr->pclass != CLASS_BERSERKER))
5035 msg_format("¶¸Àï»Î²½¤·¤Æ¤¤¤ÆƬ¤¬²ó¤é¤Ê¤¤¡ª");
5037 msg_format("You cannot think directly!");
5043 if ((p_ptr->pclass == CLASS_MINDCRAFTER) ||
5044 (p_ptr->pclass == CLASS_BERSERKER) ||
5045 (p_ptr->pclass == CLASS_NINJA) ||
5046 (p_ptr->pclass == CLASS_MIRROR_MASTER)
5049 else if (p_ptr->pclass == CLASS_IMITATOR)
5051 else if (p_ptr->pclass == CLASS_MAGIC_EATER)
5052 do_cmd_magic_eater(FALSE);
5053 else if (p_ptr->pclass == CLASS_SAMURAI)
5055 else if (p_ptr->pclass == CLASS_BLUE_MAGE)
5056 do_cmd_cast_learned();
5057 else if (p_ptr->pclass == CLASS_SMITH)
5066 /* Issue a pet command */
5069 if (!p_ptr->wild_mode) do_cmd_pet();
5073 /*** Use various objects ***/
5075 /* Inscribe an object */
5082 /* Uninscribe an object */
5085 do_cmd_uninscribe();
5089 /* Activate an artifact */
5092 if (!p_ptr->wild_mode)
5094 if (!p_ptr->inside_arena)
5099 msg_print("¥¢¥ê¡¼¥Ê¤¬ËâË¡¤òµÛ¼ý¤·¤¿¡ª");
5101 msg_print("The arena absorbs all attempted magic!");
5117 /* Fuel your lantern/torch */
5127 if (!p_ptr->wild_mode) do_cmd_fire();
5134 if (!p_ptr->wild_mode)
5144 if (!p_ptr->wild_mode)
5146 if (!p_ptr->inside_arena)
5151 msg_print("¥¢¥ê¡¼¥Ê¤¬ËâË¡¤òµÛ¼ý¤·¤¿¡ª");
5153 msg_print("The arena absorbs all attempted magic!");
5165 if (!p_ptr->wild_mode)
5167 if (p_ptr->inside_arena)
5170 msg_print("¥¢¥ê¡¼¥Ê¤¬ËâË¡¤òµÛ¼ý¤·¤¿¡ª");
5172 msg_print("The arena absorbs all attempted magic!");
5177 else if (use_command && rogue_like_commands)
5189 /* Quaff a potion */
5192 if (!p_ptr->wild_mode)
5194 if (!p_ptr->inside_arena)
5195 do_cmd_quaff_potion();
5199 msg_print("¥¢¥ê¡¼¥Ê¤¬ËâË¡¤òµÛ¼ý¤·¤¿¡ª");
5201 msg_print("The arena absorbs all attempted magic!");
5213 if (!p_ptr->wild_mode)
5215 if (!p_ptr->inside_arena)
5216 do_cmd_read_scroll();
5220 msg_print("¥¢¥ê¡¼¥Ê¤¬ËâË¡¤òµÛ¼ý¤·¤¿¡ª");
5222 msg_print("The arena absorbs all attempted magic!");
5234 if (!p_ptr->wild_mode)
5236 if (p_ptr->inside_arena)
5239 msg_print("¥¢¥ê¡¼¥Ê¤¬ËâË¡¤òµÛ¼ý¤·¤¿¡ª");
5241 msg_print("The arena absorbs all attempted magic!");
5246 else if (use_command && !rogue_like_commands)
5256 /* Use racial power */
5259 if (!p_ptr->wild_mode) do_cmd_racial_power();
5264 /*** Looking at Things (nearby or on map) ***/
5266 /* Full dungeon map */
5273 /* Locate player on map */
5287 /* Target monster or location */
5290 if (!p_ptr->wild_mode) do_cmd_target();
5296 /*** Help and Such ***/
5305 /* Identify symbol */
5308 do_cmd_query_symbol();
5312 /* Character description */
5315 do_cmd_change_name();
5320 /*** System Commands ***/
5322 /* Hack -- User interface */
5329 /* Single line from a pref file */
5338 do_cmd_reload_autopick();
5344 do_cmd_edit_autopick();
5348 /* Interact with macros */
5355 /* Interact with visuals */
5363 /* Interact with colors */
5371 /* Interact with options */
5379 /*** Misc Commands ***/
5395 /* Repeat level feeling */
5398 if (!p_ptr->wild_mode) do_cmd_feeling();
5402 /* Show previous message */
5405 do_cmd_message_one();
5409 /* Show previous messages */
5412 do_cmd_messages(old_now_message);
5416 /* Show quest status -KMW- */
5419 do_cmd_checkquest();
5423 /* Redraw the screen */
5426 now_message = old_now_message;
5431 #ifndef VERIFY_SAVEFILE
5433 /* Hack -- Save and don't quit */
5436 do_cmd_save_game(FALSE);
5440 #endif /* VERIFY_SAVEFILE */
5450 case SPECIAL_KEY_QUIT:
5452 do_cmd_save_and_exit();
5456 /* Quit (commit suicide) */
5469 /* Check artifacts, uniques, objects */
5476 /* Load "screen dump" */
5479 do_cmd_load_screen();
5483 /* Save "screen dump" */
5486 do_cmd_save_screen();
5490 /* Make random artifact list */
5493 spoil_random_artifact("randifact.txt");
5497 /* Hack -- Unknown command */
5500 if (flush_failure) flush();
5504 sound(SOUND_ILLEGAL);
5506 if (!get_rnd_line("error_j.txt", 0, error_m))
5508 if (!get_rnd_line("error.txt", 0, error_m))
5515 prt(" '?' ¤Ç¥Ø¥ë¥×¤¬É½¼¨¤µ¤ì¤Þ¤¹¡£", 0, 0);
5517 prt("Type '?' for help.", 0, 0);
5523 if (!energy_use && !now_message)
5524 now_message = old_now_message;
5530 static bool monster_tsuri(int r_idx)
5532 monster_race *r_ptr = &r_info[r_idx];
5534 if ((r_ptr->flags7 & RF7_AQUATIC) && !(r_ptr->flags1 & RF1_UNIQUE) && my_strchr("Jjlw", r_ptr->d_char))
5542 * Process the player
5544 * Notice the annoying code to handle "pack overflow", which
5545 * must come first just in case somebody manages to corrupt
5546 * the savefiles by clever use of menu commands or something.
5548 static void process_player(void)
5552 /*** Apply energy ***/
5557 msg_print("²¿¤«ÊѤï¤Ã¤¿µ¤¤¬¤¹¤ë¡ª");
5559 msg_print("You feel different!");
5562 (void)gain_random_mutation(0);
5563 hack_mutation = FALSE;
5566 if (p_ptr->inside_battle)
5568 for(i = 1; i < m_max; i++)
5570 monster_type *m_ptr = &m_list[i];
5572 if (!m_ptr->r_idx) continue;
5574 /* Hack -- Detect monster */
5575 m_ptr->mflag2 |= (MFLAG2_MARK | MFLAG2_SHOW);
5577 /* Update the monster */
5578 update_mon(i, FALSE);
5583 /* Give the player some energy */
5584 else if (!(load && p_ptr->energy_need <= 0))
5586 p_ptr->energy_need -= SPEED_TO_ENERGY(p_ptr->pspeed);
5590 if (p_ptr->energy_need > 0) return;
5591 if (!command_rep) prt_time();
5593 /*** Check for interupts ***/
5595 /* Complete resting */
5602 if ((p_ptr->chp == p_ptr->mhp) &&
5603 (p_ptr->csp >= p_ptr->msp))
5605 set_action(ACTION_NONE);
5609 /* Complete resting */
5610 else if (resting == -2)
5613 if ((p_ptr->chp == p_ptr->mhp) &&
5614 (p_ptr->csp >= p_ptr->msp) &&
5615 !p_ptr->blind && !p_ptr->confused &&
5616 !p_ptr->poisoned && !p_ptr->afraid &&
5617 !p_ptr->stun && !p_ptr->cut &&
5618 !p_ptr->slow && !p_ptr->paralyzed &&
5619 !p_ptr->image && !p_ptr->word_recall &&
5620 !p_ptr->alter_reality)
5622 set_action(ACTION_NONE);
5627 if (p_ptr->action == ACTION_FISH)
5630 Term_xtra(TERM_XTRA_DELAY, 10);
5634 bool success = FALSE;
5635 get_mon_num_prep(monster_tsuri,NULL);
5636 r_idx = get_mon_num(dun_level ? dun_level : wilderness[p_ptr->wilderness_y][p_ptr->wilderness_x].level);
5638 if (r_idx && one_in_(2))
5641 y = py+ddy[tsuri_dir];
5642 x = px+ddx[tsuri_dir];
5643 if (place_monster_aux(0, y, x, r_idx, PM_NO_KAGE))
5646 monster_desc(m_name, &m_list[cave[y][x].m_idx], 0);
5648 msg_format("%s¤¬Äà¤ì¤¿¡ª", m_name);
5650 msg_format("You have a good catch!", m_name);
5658 msg_print("±Â¤À¤±¿©¤ï¤ì¤Æ¤·¤Þ¤Ã¤¿¡ª¤¯¤Ã¤½¡Á¡ª");
5660 msg_print("Damn! The fish stole your bait!");
5667 /* Handle "abort" */
5670 /* Check for "player abort" (semi-efficiently for resting) */
5671 if (running || command_rep || (p_ptr->action == ACTION_REST) || (p_ptr->action == ACTION_FISH))
5676 /* Check for a key */
5685 /* Hack -- Show a Message */
5687 msg_print("ÃæÃǤ·¤Þ¤·¤¿¡£");
5689 msg_print("Canceled.");
5696 if (p_ptr->riding && !p_ptr->confused && !p_ptr->blind)
5698 monster_type *m_ptr = &m_list[p_ptr->riding];
5699 monster_race *r_ptr = &r_info[m_ptr->r_idx];
5708 if (r_ptr->flags7 & RF7_HAS_LD_MASK) p_ptr->update |= (PU_MON_LITE);
5710 /* Acquire the monster name */
5711 monster_desc(m_name, m_ptr, 0);
5713 msg_format("%^s¤òµ¯¤³¤·¤¿¡£", m_name);
5715 msg_format("You have waked %s up.", m_name);
5717 if (p_ptr->health_who == p_ptr->riding) p_ptr->redraw |= (PR_HEALTH);
5718 p_ptr->redraw |= (PR_UHEALTH);
5725 /* Make a "saving throw" against stun */
5726 if (randint0(r_ptr->level) < p_ptr->skill_exp[GINOU_RIDING])
5732 /* Hack -- Recover from stun */
5733 if (m_ptr->stunned > d)
5735 /* Recover somewhat */
5736 m_ptr->stunned -= d;
5747 /* Acquire the monster name */
5748 monster_desc(m_name, m_ptr, 0);
5750 /* Dump a message */
5752 msg_format("%^s¤òÛ¯Û°¾õÂÖ¤«¤éΩ¤Áľ¤é¤»¤¿¡£", m_name);
5754 msg_format("%^s is no longer stunned.", m_name);
5756 if (p_ptr->health_who == p_ptr->riding) p_ptr->redraw |= (PR_HEALTH);
5757 p_ptr->redraw |= (PR_UHEALTH);
5761 if (m_ptr->confused)
5765 /* Make a "saving throw" against stun */
5766 if (randint0(r_ptr->level) < p_ptr->skill_exp[GINOU_RIDING])
5769 d = m_ptr->confused;
5772 /* Hack -- Recover from stun */
5773 if (m_ptr->confused > d)
5775 /* Recover somewhat */
5776 m_ptr->confused -= d;
5785 m_ptr->confused = 0;
5787 /* Acquire the monster name */
5788 monster_desc(m_name, m_ptr, 0);
5790 /* Dump a message */
5792 msg_format("%^s¤òº®Íð¾õÂÖ¤«¤éΩ¤Áľ¤é¤»¤¿¡£", m_name);
5794 msg_format("%^s is no longer confused.", m_name);
5796 if (p_ptr->health_who == p_ptr->riding) p_ptr->redraw |= (PR_HEALTH);
5797 p_ptr->redraw |= (PR_UHEALTH);
5805 /* Make a "saving throw" against stun */
5806 if (randint0(r_ptr->level) < p_ptr->skill_exp[GINOU_RIDING])
5812 /* Hack -- Recover from stun */
5813 if (m_ptr->monfear > d)
5815 /* Recover somewhat */
5816 m_ptr->monfear -= d;
5827 /* Acquire the monster name */
5828 monster_desc(m_name, m_ptr, 0);
5830 /* Dump a message */
5832 msg_format("%^s¤ò¶²Éݤ«¤éΩ¤Áľ¤é¤»¤¿¡£", m_name);
5834 msg_format("%^s is no longer fear.", m_name);
5836 if (p_ptr->health_who == p_ptr->riding) p_ptr->redraw |= (PR_HEALTH);
5837 p_ptr->redraw |= (PR_UHEALTH);
5841 /* Handle "p_ptr->update" and "p_ptr->redraw" and "p_ptr->window" */
5845 /* Handle the player song */
5846 if (!load) check_music();
5851 if (p_ptr->lightspeed)
5853 (void)set_lightspeed(p_ptr->lightspeed - 1, TRUE);
5855 if ((p_ptr->pclass == CLASS_FORCETRAINER) && (p_ptr->magic_num1[0]))
5857 if (p_ptr->magic_num1[0] < 40)
5859 p_ptr->magic_num1[0] = 0;
5861 else p_ptr->magic_num1[0] -= 40;
5862 p_ptr->update |= (PU_BONUS);
5864 if (p_ptr->action == ACTION_LEARN)
5867 u32b cost_frac = (p_ptr->msp + 30L) * 256L;
5869 /* Convert the unit (1/2^16) to (1/2^32) */
5870 s64b_LSHIFT(cost, cost_frac, 16);
5873 if (s64b_cmp(p_ptr->csp, p_ptr->csp_frac, cost, cost_frac) < 0)
5877 p_ptr->csp_frac = 0;
5878 set_action(ACTION_NONE);
5883 s64b_sub(&(p_ptr->csp), &(p_ptr->csp_frac), cost, cost_frac);
5885 p_ptr->redraw |= PR_MANA;
5888 if (p_ptr->special_defense & KATA_MASK)
5890 if (p_ptr->special_defense & KATA_MUSOU)
5894 set_action(ACTION_NONE);
5899 p_ptr->redraw |= (PR_MANA);
5904 /*** Handle actual user input ***/
5906 /* Repeat until out of energy */
5907 while (p_ptr->energy_need <= 0)
5909 p_ptr->window |= PW_PLAYER;
5910 p_ptr->sutemi = FALSE;
5911 p_ptr->counter = FALSE;
5912 now_damaged = FALSE;
5914 /* Handle "p_ptr->notice" */
5917 /* Handle "p_ptr->update" and "p_ptr->redraw" and "p_ptr->window" */
5920 /* Place the cursor on the player */
5921 move_cursor_relative(py, px);
5923 /* Refresh (optional) */
5924 if (fresh_before) Term_fresh();
5927 /* Hack -- Pack Overflow */
5928 if (inventory[INVEN_PACK].k_idx)
5930 int item = INVEN_PACK;
5932 char o_name[MAX_NLEN];
5936 /* Access the slot to be dropped */
5937 o_ptr = &inventory[item];
5944 msg_print("¥¶¥Ã¥¯¤«¤é¥¢¥¤¥Æ¥à¤¬¤¢¤Õ¤ì¤¿¡ª");
5946 msg_print("Your pack overflows!");
5951 object_desc(o_name, o_ptr, 0);
5955 msg_format("%s(%c)¤òÍî¤È¤·¤¿¡£", o_name, index_to_label(item));
5957 msg_format("You drop %s (%c).", o_name, index_to_label(item));
5961 /* Drop it (carefully) near the player */
5962 (void)drop_near(o_ptr, 0, py, px);
5964 /* Modify, Describe, Optimize */
5965 inven_item_increase(item, -255);
5966 inven_item_describe(item);
5967 inven_item_optimize(item);
5969 /* Handle "p_ptr->notice" */
5972 /* Handle "p_ptr->update" and "p_ptr->redraw" and "p_ptr->window" */
5977 /* Hack -- cancel "lurking browse mode" */
5978 if (!command_new) command_see = FALSE;
5981 /* Assume free turn */
5985 if (p_ptr->inside_battle)
5987 /* Place the cursor on the player */
5988 move_cursor_relative(py, px);
5990 command_cmd = SPECIAL_KEY_BUILDING;
5992 /* Process the command */
5996 /* Paralyzed or Knocked Out */
5997 else if (p_ptr->paralyzed || (p_ptr->stun >= 100))
6004 else if (p_ptr->action == ACTION_REST)
6009 /* Reduce rest count */
6012 if (!resting) set_action(ACTION_NONE);
6014 /* Redraw the state */
6015 p_ptr->redraw |= (PR_STATE);
6023 else if (p_ptr->action == ACTION_FISH)
6036 /* Repeated command */
6037 else if (command_rep)
6039 /* Count this execution */
6042 /* Redraw the state */
6043 p_ptr->redraw |= (PR_STATE);
6048 /* Hack -- Assume messages were seen */
6051 /* Clear the top line */
6054 /* Process the command */
6058 /* Normal command */
6061 /* Place the cursor on the player */
6062 move_cursor_relative(py, px);
6065 /* Get a command (normal) */
6066 request_command(FALSE);
6069 /* Process the command */
6079 /* Use some energy */
6080 if (world_player || energy_use > 400)
6082 /* The Randomness is irrelevant */
6083 p_ptr->energy_need += energy_use * TURNS_PER_TICK / 10;
6087 /* There is some randomness of needed energy */
6088 p_ptr->energy_need += (s16b)((s32b)energy_use * ENERGY_NEED() / 100L);
6091 /* Hack -- constant hallucination */
6092 if (p_ptr->image) p_ptr->redraw |= (PR_MAP);
6095 /* Shimmer monsters if needed */
6096 if (shimmer_monsters)
6098 /* Clear the flag */
6099 shimmer_monsters = FALSE;
6101 /* Shimmer multi-hued monsters */
6102 for (i = 1; i < m_max; i++)
6104 monster_type *m_ptr;
6105 monster_race *r_ptr;
6107 /* Access monster */
6110 /* Skip dead monsters */
6111 if (!m_ptr->r_idx) continue;
6113 /* Skip unseen monsters */
6114 if (!m_ptr->ml) continue;
6116 /* Access the monster race */
6117 r_ptr = &r_info[m_ptr->ap_r_idx];
6119 /* Skip non-multi-hued monsters */
6120 if (!(r_ptr->flags1 & (RF1_ATTR_MULTI | RF1_SHAPECHANGER)))
6123 /* Reset the flag */
6124 shimmer_monsters = TRUE;
6126 /* Redraw regardless */
6127 lite_spot(m_ptr->fy, m_ptr->fx);
6132 /* Handle monster detection */
6133 if (repair_monsters)
6135 /* Reset the flag */
6136 repair_monsters = FALSE;
6138 /* Rotate detection flags */
6139 for (i = 1; i < m_max; i++)
6141 monster_type *m_ptr;
6143 /* Access monster */
6146 /* Skip dead monsters */
6147 if (!m_ptr->r_idx) continue;
6149 /* Nice monsters get mean */
6150 if (m_ptr->mflag & MFLAG_NICE)
6152 /* Nice monsters get mean */
6153 m_ptr->mflag &= ~(MFLAG_NICE);
6156 /* Handle memorized monsters */
6157 if (m_ptr->mflag2 & MFLAG2_MARK)
6159 /* Maintain detection */
6160 if (m_ptr->mflag2 & MFLAG2_SHOW)
6163 m_ptr->mflag2 &= ~(MFLAG2_SHOW);
6165 /* Still need repairs */
6166 repair_monsters = TRUE;
6169 /* Remove detection */
6173 m_ptr->mflag2 &= ~(MFLAG2_MARK);
6175 /* Assume invisible */
6178 /* Update the monster */
6179 update_mon(i, FALSE);
6181 if (p_ptr->health_who == i) p_ptr->redraw |= (PR_HEALTH);
6182 if (p_ptr->riding == i) p_ptr->redraw |= (PR_UHEALTH);
6184 /* Redraw regardless */
6185 lite_spot(m_ptr->fy, m_ptr->fx);
6190 if (p_ptr->pclass == CLASS_IMITATOR)
6192 if (p_ptr->mane_num > (p_ptr->lev > 44 ? 3 : p_ptr->lev > 29 ? 2 : 1))
6195 for (i = 0; i < p_ptr->mane_num; i++)
6197 p_ptr->mane_spell[i] = p_ptr->mane_spell[i+1];
6198 p_ptr->mane_dam[i] = p_ptr->mane_dam[i+1];
6202 p_ptr->redraw |= (PR_MANE);
6204 if (p_ptr->action == ACTION_LEARN)
6207 p_ptr->redraw |= (PR_STATE);
6210 if (world_player && (p_ptr->energy_need > - 1000))
6213 p_ptr->redraw |= (PR_MAP);
6215 /* Update monsters */
6216 p_ptr->update |= (PU_MONSTERS);
6219 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
6222 msg_print("¡Ö»þ¤ÏÆ°¤¤À¤¹¡Ä¡×");
6224 msg_print("You feel time flowing around you once more.");
6227 world_player = FALSE;
6228 p_ptr->energy_need = ENERGY_NEED();
6230 /* Handle "p_ptr->update" and "p_ptr->redraw" and "p_ptr->window" */
6235 /* Hack -- notice death */
6236 if (!p_ptr->playing || p_ptr->is_dead)
6238 world_player = FALSE;
6242 /* Handle "leaving" */
6243 if (p_ptr->leaving) break;
6246 /* Update scent trail */
6252 * Interact with the current dungeon level.
6254 * This function will not exit until the level is completed,
6255 * the user dies, or the game is terminated.
6257 static void dungeon(bool load_game)
6261 /* Set the base level */
6262 base_level = dun_level;
6264 /* Reset various flags */
6268 p_ptr->leaving = FALSE;
6270 /* Reset the "command" vars */
6273 #if 0 /* Don't reset here --- It's used for Arena */
6282 /* Cancel the target */
6286 ambush_flag = FALSE;
6288 /* Cancel the health bar */
6291 /* Check visual effects */
6292 shimmer_monsters = TRUE;
6293 shimmer_objects = TRUE;
6294 repair_monsters = TRUE;
6295 repair_objects = TRUE;
6301 /* Get index of current quest (if any) */
6302 quest_num = quest_number(dun_level);
6304 /* Inside a quest? */
6307 /* Mark the quest monster */
6308 r_info[quest[quest_num].r_idx].flags1 |= RF1_QUESTOR;
6311 /* Track maximum player level */
6312 if (p_ptr->max_plv < p_ptr->lev)
6314 p_ptr->max_plv = p_ptr->lev;
6318 /* Track maximum dungeon level (if not in quest -KMW-) */
6319 if ((max_dlv[dungeon_type] < dun_level) && !p_ptr->inside_quest)
6321 max_dlv[dungeon_type] = dun_level;
6322 if (record_maxdeapth) do_cmd_write_nikki(NIKKI_MAXDEAPTH, dun_level, NULL);
6325 /* Validate the panel */
6326 panel_bounds_center();
6328 /* Verify the panel */
6331 /* Flush messages */
6335 /* Enter "xtra" mode */
6336 character_xtra = TRUE;
6339 p_ptr->window |= (PW_INVEN | PW_EQUIP | PW_SPELL | PW_PLAYER | PW_MONSTER | PW_OVERHEAD | PW_DUNGEON);
6341 /* Redraw dungeon */
6342 p_ptr->redraw |= (PR_WIPE | PR_BASIC | PR_EXTRA | PR_EQUIPPY);
6345 p_ptr->redraw |= (PR_MAP);
6348 p_ptr->update |= (PU_BONUS | PU_HP | PU_MANA | PU_SPELLS);
6350 /* Update lite/view */
6351 p_ptr->update |= (PU_VIEW | PU_LITE | PU_MON_LITE | PU_TORCH);
6353 /* Update monsters */
6354 p_ptr->update |= (PU_MONSTERS | PU_DISTANCE | PU_FLOW);
6356 /* Handle "p_ptr->update" and "p_ptr->redraw" and "p_ptr->window" */
6359 /* Leave "xtra" mode */
6360 character_xtra = FALSE;
6363 p_ptr->update |= (PU_BONUS | PU_HP | PU_MANA | PU_SPELLS);
6365 /* Combine / Reorder the pack */
6366 p_ptr->notice |= (PN_COMBINE | PN_REORDER);
6368 /* Handle "p_ptr->notice" */
6371 /* Handle "p_ptr->update" and "p_ptr->redraw" and "p_ptr->window" */
6377 if (quest_num && (is_fixed_quest_idx(quest_num) &&
6378 !((quest_num == QUEST_OBERON) || (quest_num == QUEST_SERPENT) ||
6379 !(quest[quest_num].flags & QUEST_FLAG_PRESET)))) do_cmd_feeling();
6381 if (p_ptr->inside_battle)
6385 p_ptr->energy_need = 0;
6391 msg_print("»î¹ç³«»Ï¡ª");
6393 msg_format("Ready..Fight!");
6399 if ((p_ptr->pclass == CLASS_BARD) && (p_ptr->magic_num1[0] > MUSIC_DETECT))
6400 p_ptr->magic_num1[0] = MUSIC_DETECT;
6402 /* Hack -- notice death or departure */
6403 if (!p_ptr->playing || p_ptr->is_dead) return;
6405 /* Print quest message if appropriate */
6406 if (!p_ptr->inside_quest && (dungeon_type == DUNGEON_ANGBAND))
6408 quest_discovery(random_quest_number(dun_level));
6409 p_ptr->inside_quest = random_quest_number(dun_level);
6411 if ((dun_level == d_info[dungeon_type].maxdepth) && d_info[dungeon_type].final_guardian)
6413 if (r_info[d_info[dungeon_type].final_guardian].max_num)
6415 msg_format("¤³¤Î³¬¤Ë¤Ï%s¤Î¼ç¤Ç¤¢¤ë%s¤¬À³¤ó¤Ç¤¤¤ë¡£",
6416 d_name+d_info[dungeon_type].name,
6417 r_name+r_info[d_info[dungeon_type].final_guardian].name);
6419 msg_format("%^s lives in this level as the keeper of %s.",
6420 r_name+r_info[d_info[dungeon_type].final_guardian].name,
6421 d_name+d_info[dungeon_type].name);
6425 /*** Process this dungeon level ***/
6427 /* Reset the monster generation level */
6428 monster_level = base_level;
6430 /* Reset the object generation level */
6431 object_level = base_level;
6435 if (p_ptr->energy_need > 0 && !p_ptr->inside_battle &&
6436 (dun_level || p_ptr->leaving_dungeon || p_ptr->inside_arena))
6437 p_ptr->energy_need = 0;
6439 /* Not leaving dungeon */
6440 p_ptr->leaving_dungeon = FALSE;
6445 /* Hack -- Compact the monster list occasionally */
6446 if ((m_cnt + 32 > max_m_idx) && !p_ptr->inside_battle) compact_monsters(64);
6448 /* Hack -- Compress the monster list occasionally */
6449 if ((m_cnt + 32 < m_max) && !p_ptr->inside_battle) compact_monsters(0);
6452 /* Hack -- Compact the object list occasionally */
6453 if (o_cnt + 32 > max_o_idx) compact_objects(64);
6455 /* Hack -- Compress the object list occasionally */
6456 if (o_cnt + 32 < o_max) compact_objects(0);
6459 /* Process the player */
6462 /* Handle "p_ptr->notice" */
6465 /* Handle "p_ptr->update" and "p_ptr->redraw" and "p_ptr->window" */
6468 /* Hack -- Hilite the player */
6469 move_cursor_relative(py, px);
6471 /* Optional fresh */
6472 if (fresh_after) Term_fresh();
6474 /* Hack -- Notice death or departure */
6475 if (!p_ptr->playing || p_ptr->is_dead) break;
6477 /* Process all of the monsters */
6480 /* Handle "p_ptr->notice" */
6483 /* Handle "p_ptr->update" and "p_ptr->redraw" and "p_ptr->window" */
6486 /* Hack -- Hilite the player */
6487 move_cursor_relative(py, px);
6489 /* Optional fresh */
6490 if (fresh_after) Term_fresh();
6492 /* Hack -- Notice death or departure */
6493 if (!p_ptr->playing || p_ptr->is_dead) break;
6496 /* Process the world */
6499 /* Handle "p_ptr->notice" */
6502 /* Handle "p_ptr->update" and "p_ptr->redraw" and "p_ptr->window" */
6505 /* Hack -- Hilite the player */
6506 move_cursor_relative(py, px);
6508 /* Optional fresh */
6509 if (fresh_after) Term_fresh();
6511 /* Hack -- Notice death or departure */
6512 if (!p_ptr->playing || p_ptr->is_dead) break;
6514 /* Handle "leaving" */
6515 if (p_ptr->leaving) break;
6517 /* Count game turns */
6519 if (!p_ptr->wild_mode || wild_regen) dungeon_turn++;
6520 else if (p_ptr->wild_mode && !(turn % ((MAX_HGT + MAX_WID) / 2))) dungeon_turn++;
6521 if (wild_regen) wild_regen--;
6524 /* Inside a quest and non-unique questor? */
6525 if (quest_num && !(r_info[quest[quest_num].r_idx].flags1 & RF1_UNIQUE))
6527 /* Un-mark the quest monster */
6528 r_info[quest[quest_num].r_idx].flags1 &= ~RF1_QUESTOR;
6531 /* Not save-and-quit and not dead? */
6532 if (p_ptr->playing && !p_ptr->is_dead)
6535 * Maintain Unique monsters and artifact, save current
6536 * floor, then prepare next floor
6540 /* Forget the flag */
6541 reinit_wilderness = FALSE;
6544 /* Write about current level on the play record once per level */
6550 * Load some "user pref files"
6552 * Modified by Arcum Dagsson to support
6553 * separate macro files for different realms.
6555 void load_all_pref_files(void)
6559 /* Access the "user" pref file */
6560 sprintf(buf, "user.prf");
6562 /* Process that file */
6563 process_pref_file(buf);
6565 /* Access the "user" system pref file */
6566 sprintf(buf, "user-%s.prf", ANGBAND_SYS);
6568 /* Process that file */
6569 process_pref_file(buf);
6571 /* Access the "race" pref file */
6572 sprintf(buf, "%s.prf", rp_ptr->title);
6574 /* Process that file */
6575 process_pref_file(buf);
6577 /* Access the "class" pref file */
6578 sprintf(buf, "%s.prf", cp_ptr->title);
6580 /* Process that file */
6581 process_pref_file(buf);
6583 /* Access the "character" pref file */
6584 sprintf(buf, "%s.prf", player_base);
6586 /* Process that file */
6587 process_pref_file(buf);
6589 /* Access the "realm 1" pref file */
6590 if (p_ptr->realm1 != REALM_NONE)
6592 sprintf(buf, "%s.prf", realm_names[p_ptr->realm1]);
6594 /* Process that file */
6595 process_pref_file(buf);
6598 /* Access the "realm 2" pref file */
6599 if (p_ptr->realm2 != REALM_NONE)
6601 sprintf(buf, "%s.prf", realm_names[p_ptr->realm2]);
6603 /* Process that file */
6604 process_pref_file(buf);
6608 /* Load an autopick preference file */
6609 autopick_load_pref(FALSE);
6614 * Extract option variables from bit sets
6616 void extract_option_vars(void)
6620 for (i = 0; option_info[i].o_desc; i++)
6622 int os = option_info[i].o_set;
6623 int ob = option_info[i].o_bit;
6625 /* Set the "default" options */
6626 if (option_info[i].o_var)
6629 if (option_flag[os] & (1L << ob))
6632 (*option_info[i].o_var) = TRUE;
6639 (*option_info[i].o_var) = FALSE;
6647 * Determine bounty uniques
6649 void determine_bounty_uniques(void)
6652 monster_race *r_ptr;
6654 get_mon_num_prep(NULL, NULL);
6655 for (i = 0; i < MAX_KUBI; i++)
6659 kubi_r_idx[i] = get_mon_num(MAX_DEPTH - 1);
6660 r_ptr = &r_info[kubi_r_idx[i]];
6662 if (!(r_ptr->flags1 & RF1_UNIQUE)) continue;
6664 if (!(r_ptr->flags9 & (RF9_DROP_CORPSE | RF9_DROP_SKELETON))) continue;
6666 if (r_ptr->rarity > 100) continue;
6668 if (no_questor_or_bounty_uniques(kubi_r_idx[i])) continue;
6670 for (j = 0; j < i; j++)
6671 if (kubi_r_idx[i] == kubi_r_idx[j]) break;
6678 for (i = 0; i < MAX_KUBI - 1; i++)
6680 for (j = i; j < MAX_KUBI; j++)
6682 if (r_info[kubi_r_idx[i]].level > r_info[kubi_r_idx[j]].level)
6684 tmp = kubi_r_idx[i];
6685 kubi_r_idx[i] = kubi_r_idx[j];
6686 kubi_r_idx[j] = tmp;
6694 * Determine today's bounty monster
6695 * Note: conv_old is used if loaded 0.0.3 or older save file
6697 void determine_today_mon(bool conv_old)
6700 bool old_inside_battle = p_ptr->inside_battle;
6701 monster_race *r_ptr;
6705 for (i = 0; i < max_d_idx; i++)
6707 if (max_dlv[i] < d_info[i].mindepth) continue;
6708 if (max_dl < max_dlv[i]) max_dl = max_dlv[i];
6711 else max_dl = MAX(max_dlv[DUNGEON_ANGBAND], 3);
6713 p_ptr->inside_battle = TRUE;
6714 get_mon_num_prep(NULL, NULL);
6718 today_mon = get_mon_num(max_dl);
6719 r_ptr = &r_info[today_mon];
6721 if (r_ptr->flags1 & RF1_UNIQUE) continue;
6722 if (r_ptr->flags7 & (RF7_NAZGUL | RF7_UNIQUE2)) continue;
6723 if (r_ptr->flags2 & RF2_MULTIPLY) continue;
6724 if ((r_ptr->flags9 & (RF9_DROP_CORPSE | RF9_DROP_SKELETON)) != (RF9_DROP_CORPSE | RF9_DROP_SKELETON)) continue;
6725 if (r_ptr->level < MIN(max_dl / 2, 40)) continue;
6726 if (r_ptr->rarity > 10) continue;
6730 p_ptr->today_mon = 0;
6731 p_ptr->inside_battle = old_inside_battle;
6736 * Actually play a game
6738 * If the "new_game" parameter is true, then, after loading the
6739 * savefile, we will commit suicide, if necessary, to allow the
6740 * player to start a new game.
6742 void play_game(bool new_game)
6745 bool load_game = TRUE;
6755 else if (chuukei_server)
6757 prepare_chuukei_hooks();
6761 hack_mutation = FALSE;
6763 /* Hack -- Character is "icky" */
6764 character_icky = TRUE;
6766 /* Make sure main term is active */
6767 Term_activate(angband_term[0]);
6769 /* Initialise the resize hooks */
6770 angband_term[0]->resize_hook = resize_map;
6772 for (i = 1; i < 8; i++)
6774 /* Does the term exist? */
6775 if (angband_term[i])
6777 /* Add the redraw on resize hook */
6778 angband_term[i]->resize_hook = redraw_window;
6782 /* Hack -- turn off the cursor */
6783 (void)Term_set_cursor(0);
6786 /* Attempt to load */
6791 quit("¥»¡¼¥Ö¥Õ¥¡¥¤¥ë¤¬²õ¤ì¤Æ¤¤¤Þ¤¹");
6793 quit("broken savefile");
6798 /* Extract the options */
6799 extract_option_vars();
6801 /* Report waited score */
6802 if (p_ptr->wait_report_score)
6808 if (!get_check_strict("ÂÔµ¡¤·¤Æ¤¤¤¿¥¹¥³¥¢ÅÐÏ¿¤òº£¹Ô¤Ê¤¤¤Þ¤¹¤«¡©", CHECK_NO_HISTORY))
6810 if (!get_check_strict("Do you register score now? ", CHECK_NO_HISTORY))
6815 p_ptr->update |= (PU_BONUS | PU_HP | PU_MANA | PU_SPELLS);
6820 p_ptr->is_dead = TRUE;
6822 start_time = time(NULL);
6824 /* No suspending now */
6825 signals_ignore_tstp();
6827 /* Hack -- Character is now "icky" */
6828 character_icky = TRUE;
6830 /* Build the filename */
6831 path_build(buf, sizeof(buf), ANGBAND_DIR_APEX, "scores.raw");
6833 /* Open the high score file, for reading/writing */
6834 highscore_fd = fd_open(buf, O_RDWR);
6836 /* Handle score, show Top scores */
6837 success = send_world_score(TRUE);
6840 if (!success && !get_check_strict("¥¹¥³¥¢ÅÐÏ¿¤òÄü¤á¤Þ¤¹¤«¡©", CHECK_NO_HISTORY))
6842 if (!success && !get_check_strict("Do you give up score registration? ", CHECK_NO_HISTORY))
6846 prt("°ú¤Â³¤ÂÔµ¡¤·¤Þ¤¹¡£", 0, 0);
6848 prt("standing by for future registration...", 0, 0);
6854 p_ptr->wait_report_score = FALSE;
6857 if (!save_player()) msg_print("¥»¡¼¥Ö¼ºÇÔ¡ª");
6859 if (!save_player()) msg_print("death save failed!");
6862 /* Shut the high score file */
6863 (void)fd_close(highscore_fd);
6865 /* Forget the high score fd */
6868 /* Allow suspending now */
6869 signals_handle_tstp();
6874 /* Nothing loaded */
6875 if (!character_loaded)
6877 /* Make new player */
6880 /* The dungeon is not ready */
6881 character_dungeon = FALSE;
6883 /* Prepare to init the RNG */
6886 /* Initialize the saved floors data */
6887 init_saved_floors(FALSE);
6890 /* Old game is loaded. But new game is requested. */
6893 /* Initialize the saved floors data */
6894 init_saved_floors(TRUE);
6897 /* Process old character */
6900 /* Process the player name */
6901 process_player_name(FALSE);
6910 seed = (time(NULL));
6914 /* Mutate the seed on Unix machines */
6915 seed = ((seed >> 3) * (getpid() << 1));
6919 /* Use the complex RNG */
6922 /* Seed the "complex" RNG */
6923 Rand_state_init(seed);
6926 /* Roll new character */
6929 /* The dungeon is not ready */
6930 character_dungeon = FALSE;
6934 p_ptr->inside_quest = 0;
6935 p_ptr->inside_arena = FALSE;
6936 p_ptr->inside_battle = FALSE;
6940 /* Hack -- seed for flavors */
6941 seed_flavor = randint0(0x10000000);
6943 /* Hack -- seed for town layout */
6944 seed_town = randint0(0x10000000);
6946 /* Roll up a new character */
6954 determine_bounty_uniques();
6955 determine_today_mon(FALSE);
6959 write_level = FALSE;
6962 do_cmd_write_nikki(NIKKI_GAMESTART, 1, " ----¥²¡¼¥àºÆ³«----");
6964 do_cmd_write_nikki(NIKKI_GAMESTART, 1, " ---- Restart Game ----");
6968 * 1.0.9 °ÊÁ°¤Ï¥»¡¼¥ÖÁ°¤Ë p_ptr->riding = -1 ¤È¤·¤Æ¤¤¤¿¤Î¤Ç¡¢ºÆÀßÄ꤬ɬÍפÀ¤Ã¤¿¡£
6969 * ¤â¤¦ÉÔÍפÀ¤¬¡¢°ÊÁ°¤Î¥»¡¼¥Ö¥Õ¥¡¥¤¥ë¤È¤Î¸ß´¹¤Î¤¿¤á¤Ë»Ä¤·¤Æ¤ª¤¯¡£
6971 if (p_ptr->riding == -1)
6974 for (i = m_max; i > 0; i--)
6976 if (player_bold(m_list[i].fy, m_list[i].fx))
6985 p_ptr->teleport_town = FALSE;
6986 p_ptr->sutemi = FALSE;
6987 world_monster = FALSE;
6988 now_damaged = FALSE;
6990 start_time = time(NULL) - 1;
6991 record_o_name[0] = '\0';
6993 /* Reset map panel */
6994 panel_row_min = cur_hgt;
6995 panel_col_min = cur_wid;
6997 /* Sexy gal gets bonus to maximum weapon skill of whip */
6998 if (p_ptr->pseikaku == SEIKAKU_SEXY)
6999 s_info[p_ptr->pclass].w_max[TV_HAFTED-TV_WEAPON_BEGIN][SV_WHIP] = WEAPON_EXP_MASTER;
7001 /* Fill the arrays of floors and walls in the good proportions */
7002 set_floor_and_wall(dungeon_type);
7004 /* Flavor the objects */
7012 /* Flash a message */
7014 prt("¤ªÂÔ¤Á²¼¤µ¤¤...", 0, 0);
7016 prt("Please wait...", 0, 0);
7020 /* Flush the message */
7024 /* Hack -- Enter wizard mode */
7027 if (enter_wizard_mode())
7029 p_ptr->wizard = TRUE;
7031 if (p_ptr->is_dead || !py || !px)
7033 /* Initialize the saved floors data */
7034 init_saved_floors(TRUE);
7037 p_ptr->inside_quest = 0;
7039 /* Avoid crash in update_view() */
7043 else if (p_ptr->is_dead)
7045 quit("Already dead.");
7049 /* Initialize the town-buildings if necessary */
7050 if (!dun_level && !p_ptr->inside_quest)
7052 /* Init the wilderness */
7054 process_dungeon_file("w_info.txt", 0, 0, max_wild_y, max_wild_x);
7057 init_flags = INIT_ONLY_BUILDINGS;
7059 process_dungeon_file("t_info.txt", 0, 0, MAX_HGT, MAX_WID);
7064 /* Generate a dungeon level if needed */
7065 if (!character_dungeon)
7071 /* Character is now "complete" */
7072 character_generated = TRUE;
7075 /* Hack -- Character is no longer "icky" */
7076 character_icky = FALSE;
7084 sprintf(buf, "%s¤Ë¹ß¤êΩ¤Ã¤¿¡£", map_name());
7086 sprintf(buf, "You are standing in the %s.", map_name());
7088 do_cmd_write_nikki(NIKKI_BUNSHOU, 0, buf);
7093 p_ptr->playing = TRUE;
7095 /* Reset the visual mappings */
7098 /* Load the "pref" files */
7099 load_all_pref_files();
7101 /* React to changes */
7102 Term_xtra(TERM_XTRA_REACT, 0);
7105 p_ptr->window |= (PW_INVEN | PW_EQUIP | PW_SPELL | PW_PLAYER);
7108 p_ptr->window |= (PW_MESSAGE | PW_OVERHEAD | PW_DUNGEON | PW_MONSTER | PW_OBJECT);
7114 /* Set or clear "rogue_like_commands" if requested */
7115 if (arg_force_original) rogue_like_commands = FALSE;
7116 if (arg_force_roguelike) rogue_like_commands = TRUE;
7118 /* Hack -- Enforce "delayed death" */
7119 if (p_ptr->chp < 0) p_ptr->is_dead = TRUE;
7121 if (p_ptr->prace == RACE_ANDROID) calc_android_exp();
7123 if (new_game && ((p_ptr->pclass == CLASS_CAVALRY) || (p_ptr->pclass == CLASS_BEASTMASTER)))
7125 monster_type *m_ptr;
7126 int pet_r_idx = ((p_ptr->pclass == CLASS_CAVALRY) ? MON_HORSE : MON_YASE_HORSE);
7127 monster_race *r_ptr = &r_info[pet_r_idx];
7128 place_monster_aux(0, py, px - 1, pet_r_idx,
7129 (PM_FORCE_PET | PM_NO_KAGE));
7130 m_ptr = &m_list[hack_m_idx_ii];
7131 m_ptr->mspeed = r_ptr->speed;
7132 m_ptr->maxhp = r_ptr->hdice*(r_ptr->hside+1)/2;
7133 m_ptr->max_maxhp = m_ptr->maxhp;
7134 m_ptr->hp = r_ptr->hdice*(r_ptr->hside+1)/2;
7135 m_ptr->energy_need = ENERGY_NEED() + ENERGY_NEED();
7141 /* Process the level */
7144 /* Handle "p_ptr->notice" */
7147 /* Handle "p_ptr->update" and "p_ptr->redraw" and "p_ptr->window" */
7150 /* Cancel the target */
7153 /* Cancel the health bar */
7157 /* Forget the lite */
7160 /* Forget the view */
7163 /* Forget the view */
7166 /* Handle "quit and save" */
7167 if (!p_ptr->playing && !p_ptr->is_dead) break;
7169 /* Erase the old cave */
7171 if (!p_ptr->is_dead) wipe_m_list();
7179 /* Accidental Death */
7180 if (p_ptr->playing && p_ptr->is_dead)
7182 if (p_ptr->inside_arena)
7184 p_ptr->inside_arena = FALSE;
7185 if (p_ptr->arena_number > MAX_ARENA_MONS)
7186 p_ptr->arena_number++;
7188 p_ptr->arena_number = -1 - p_ptr->arena_number;
7189 p_ptr->is_dead = FALSE;
7191 p_ptr->chp_frac = 0;
7192 p_ptr->exit_bldg = TRUE;
7195 /* Leave through the exit */
7196 prepare_change_floor_mode(CFM_SAVE_FLOORS | CFM_RAND_CONNECT);
7198 /* prepare next floor */
7203 /* Mega-Hack -- Allow player to cheat death */
7205 if ((p_ptr->wizard || cheat_live) && !get_check("»à¤Ë¤Þ¤¹¤«? "))
7207 if ((p_ptr->wizard || cheat_live) && !get_check("Die? "))
7211 /* Mark social class, reset age, if needed */
7212 if (p_ptr->sc) p_ptr->sc = p_ptr->age = 0;
7218 p_ptr->noscore |= 0x0001;
7222 msg_print("¥¦¥£¥¶¡¼¥É¥â¡¼¥É¤ËÇ°¤òÁ÷¤ê¡¢»à¤òµ½¤¤¤¿¡£");
7224 msg_print("You invoke wizard mode and cheat death.");
7230 /* Restore hit points */
7231 p_ptr->chp = p_ptr->mhp;
7232 p_ptr->chp_frac = 0;
7234 if (p_ptr->pclass == CLASS_MAGIC_EATER)
7236 for (i = 0; i < EATER_EXT*2; i++)
7238 p_ptr->magic_num1[i] = p_ptr->magic_num2[i]*EATER_CHARGE;
7240 for (; i < EATER_EXT*3; i++)
7242 p_ptr->magic_num1[i] = 0;
7245 /* Restore spell points */
7246 p_ptr->csp = p_ptr->msp;
7247 p_ptr->csp_frac = 0;
7249 /* Hack -- Healing */
7251 (void)set_confused(0);
7252 (void)set_poisoned(0);
7253 (void)set_afraid(0);
7254 (void)set_paralyzed(0);
7259 /* Hack -- Prevent starvation */
7260 (void)set_food(PY_FOOD_MAX - 1);
7262 /* Hack -- cancel recall */
7263 if (p_ptr->word_recall)
7267 msg_print("Ä¥¤ê¤Ä¤á¤¿Â絤¤¬Î®¤ìµî¤Ã¤¿...");
7269 msg_print("A tension leaves the air around you...");
7274 /* Hack -- Prevent recall */
7275 p_ptr->word_recall = 0;
7276 p_ptr->redraw |= (PR_STATUS);
7279 /* Hack -- cancel alter */
7280 if (p_ptr->alter_reality)
7282 /* Hack -- Prevent alter */
7283 p_ptr->alter_reality = 0;
7284 p_ptr->redraw |= (PR_STATUS);
7287 /* Note cause of death XXX XXX XXX */
7289 (void)strcpy(p_ptr->died_from, "»à¤Îµ½¤");
7291 (void)strcpy(p_ptr->died_from, "Cheating death");
7296 p_ptr->is_dead = FALSE;
7299 p_ptr->inside_arena = FALSE;
7300 p_ptr->inside_battle = FALSE;
7302 p_ptr->inside_quest = 0;
7303 p_ptr->recall_dungeon = dungeon_type;
7305 if (lite_town || vanilla_town)
7307 p_ptr->wilderness_y = 1;
7308 p_ptr->wilderness_x = 1;
7322 p_ptr->wilderness_y = 48;
7323 p_ptr->wilderness_x = 5;
7329 p_ptr->wild_mode = FALSE;
7331 p_ptr->leaving = TRUE;
7334 do_cmd_write_nikki(NIKKI_BUNSHOU, 1, " ¤·¤«¤·¡¢À¸¤Ê֤ä¿¡£");
7336 do_cmd_write_nikki(NIKKI_BUNSHOU, 1, " but revived.");
7342 /* Handle "death" */
7343 if (p_ptr->is_dead) break;
7345 /* Make a new level */
7356 s32b turn_real(s32b hoge)
7358 switch (p_ptr->start_race)
7364 return hoge - (TURNS_PER_TICK * TOWN_DAWN * 3 / 4);