3 @brief Angbandゲームエンジン / Angband game engine
6 Copyright (c) 1989 James E. Wilson, Robert A. Koeneke\n
7 This software may be copied and distributed for educational, research, and\n
8 not for profit purposes provided that this copyright and statement are\n
9 included in all such copies.\n
10 2013 Deskull rearranged comment for Doxygen.
14 #include "cmd-activate.h"
17 #include "cmd-magiceat.h"
18 #include "cmd-quaff.h"
20 #include "cmd-usestaff.h"
21 #include "cmd-zaprod.h"
22 #include "cmd-zapwand.h"
25 #include "floor-events.h"
26 #include "object-curse.h"
28 #include "spells-summon.h"
29 #include "spells-object.h"
30 #include "monsterrace-hook.h"
36 #include "player-status.h"
38 static bool load = TRUE; /*!<ロード処理中の分岐フラグ*/
39 static int wild_regen = 20; /*!<広域マップ移動時の自然回復処理カウンタ(広域マップ1マス毎に20回処理を基本とする)*/
42 * @brief 擬似鑑定を実際に行い判定を反映する
43 * @param slot 擬似鑑定を行うプレイヤーの所持リストID
44 * @param heavy 重度の擬似鑑定を行うならばTRUE
47 static void sense_inventory_aux(INVENTORY_IDX slot, bool heavy)
50 object_type *o_ptr = &inventory[slot];
51 GAME_TEXT o_name[MAX_NLEN];
53 /* We know about it already, do not tell us again */
54 if (o_ptr->ident & (IDENT_SENSE))return;
56 /* It is fully known, no information needed */
57 if (object_is_known(o_ptr)) return;
59 /* Check for a feeling */
60 feel = (heavy ? value_check_aux1(o_ptr) : value_check_aux2(o_ptr));
62 /* Skip non-feelings */
66 if ((p_ptr->muta3 & MUT3_BAD_LUCK) && !randint0(13))
77 feel = FEEL_EXCELLENT;
83 feel = randint0(3) ? FEEL_GOOD : FEEL_AVERAGE;
90 feel = randint0(2) ? FEEL_CURSED : FEEL_GOOD;
96 feel = randint0(3) ? FEEL_CURSED : FEEL_AVERAGE;
103 feel = FEEL_WORTHLESS;
108 feel = FEEL_TERRIBLE;
114 /* Stop everything */
115 if (disturb_minor) disturb(FALSE, FALSE);
117 /* Get an object description */
118 object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
120 /* Message (equipment) */
121 if (slot >= INVEN_RARM)
124 msg_format("%s%s(%c)は%sという感じがする...",
125 describe_use(slot),o_name, index_to_label(slot),game_inscriptions[feel]);
127 msg_format("You feel the %s (%c) you are %s %s %s...",
128 o_name, index_to_label(slot), describe_use(slot),
129 ((o_ptr->number == 1) ? "is" : "are"),
130 game_inscriptions[feel]);
135 /* Message (inventory) */
139 msg_format("ザックの中の%s(%c)は%sという感じがする...",
140 o_name, index_to_label(slot),game_inscriptions[feel]);
142 msg_format("You feel the %s (%c) in your pack %s %s...",
143 o_name, index_to_label(slot),
144 ((o_ptr->number == 1) ? "is" : "are"),
145 game_inscriptions[feel]);
150 /* We have "felt" it */
151 o_ptr->ident |= (IDENT_SENSE);
153 /* Set the "inscription" */
154 o_ptr->feeling = feel;
156 /* Auto-inscription/destroy */
157 autopick_alter_item(slot, destroy_feeling);
158 p_ptr->update |= (PU_COMBINE | PU_REORDER);
160 p_ptr->window |= (PW_INVEN | PW_EQUIP);
166 * @brief 1プレイヤーターン毎に武器、防具の擬似鑑定が行われるかを判定する。
169 * Sense the inventory\n
171 * Class 0 = Warrior --> fast and heavy\n
172 * Class 1 = Mage --> slow and light\n
173 * Class 2 = Priest --> fast but light\n
174 * Class 3 = Rogue --> okay and heavy\n
175 * Class 4 = Ranger --> slow but heavy (changed!)\n
176 * Class 5 = Paladin --> slow but heavy\n
178 static void sense_inventory1(void)
181 PLAYER_LEVEL plev = p_ptr->lev;
186 /*** Check for "sensing" ***/
188 /* No sensing when confused */
189 if (p_ptr->confused) return;
191 /* Analyze the class */
192 switch (p_ptr->pclass)
200 if (0 != randint0(9000L / (plev * plev + 40))) return;
211 if (0 != randint0(6000L / (plev * plev + 50))) return;
220 case CLASS_HIGH_MAGE:
222 case CLASS_MAGIC_EATER:
224 /* Very bad (light) sensing */
225 if (0 != randint0(240000L / (plev + 5))) return;
233 /* Good (light) sensing */
234 if (0 != randint0(10000L / (plev * plev + 40))) return;
243 if (0 != randint0(20000L / (plev * plev + 40))) return;
254 if (0 != randint0(95000L / (plev * plev + 40))) return;
266 if (0 != randint0(77777L / (plev * plev + 40))) return;
274 case CLASS_WARRIOR_MAGE:
278 if (0 != randint0(75000L / (plev * plev + 40))) return;
283 case CLASS_MINDCRAFTER:
285 case CLASS_BLUE_MAGE:
286 case CLASS_MIRROR_MASTER:
289 if (0 != randint0(55000L / (plev * plev + 40))) return;
294 case CLASS_CHAOS_WARRIOR:
297 if (0 != randint0(80000L / (plev * plev + 40))) return;
306 case CLASS_FORCETRAINER:
309 if (0 != randint0(20000L / (plev * plev + 40))) return;
317 if (0 != randint0(20000L / ((plev+50)*(plev+50)))) return;
325 case CLASS_BEASTMASTER:
328 if (0 != randint0(65000L / (plev * plev + 40))) return;
332 case CLASS_BERSERKER:
341 if (compare_virtue(V_KNOWLEDGE, 100, VIRTUE_LARGE)) heavy = TRUE;
343 /*** Sense everything ***/
345 /* Check everything */
346 for (i = 0; i < INVEN_TOTAL; i++)
350 o_ptr = &inventory[i];
352 /* Skip empty slots */
353 if (!o_ptr->k_idx) continue;
355 /* Valid "tval" codes */
382 /* Skip non-sense machines */
385 /* Occasional failure on inventory items */
386 if ((i < INVEN_RARM) && (0 != randint0(5))) continue;
389 if ((p_ptr->muta3 & MUT3_GOOD_LUCK) && !randint0(13))
394 sense_inventory_aux(i, heavy);
399 * @brief 1プレイヤーターン毎に武器、防具以外の擬似鑑定が行われるかを判定する。
402 static void sense_inventory2(void)
405 PLAYER_LEVEL plev = p_ptr->lev;
409 /*** Check for "sensing" ***/
411 /* No sensing when confused */
412 if (p_ptr->confused) return;
414 /* Analyze the class */
415 switch (p_ptr->pclass)
421 case CLASS_BERSERKER:
429 case CLASS_CHAOS_WARRIOR:
431 case CLASS_BEASTMASTER:
434 /* Very bad (light) sensing */
435 if (0 != randint0(240000L / (plev + 5))) return;
441 case CLASS_WARRIOR_MAGE:
446 if (0 != randint0(95000L / (plev * plev + 40))) return;
454 case CLASS_FORCETRAINER:
455 case CLASS_MINDCRAFTER:
458 if (0 != randint0(20000L / (plev * plev + 40))) return;
464 case CLASS_HIGH_MAGE:
466 case CLASS_MAGIC_EATER:
467 case CLASS_MIRROR_MASTER:
468 case CLASS_BLUE_MAGE:
471 if (0 != randint0(9000L / (plev * plev + 40))) return;
479 if (0 != randint0(20000L / ((plev+50)*(plev+50)))) return;
485 /*** Sense everything ***/
487 /* Check everything */
488 for (i = 0; i < INVEN_TOTAL; i++)
492 o_ptr = &inventory[i];
494 /* Skip empty slots */
495 if (!o_ptr->k_idx) continue;
497 /* Valid "tval" codes */
510 /* Skip non-sense machines */
513 /* Occasional failure on inventory items */
514 if ((i < INVEN_RARM) && (0 != randint0(5))) continue;
516 sense_inventory_aux(i, TRUE);
521 * @brief パターン終点到達時のテレポート処理を行う
524 static void pattern_teleport(void)
527 DEPTH max_level = 99;
530 if (get_check(_("他の階にテレポートしますか?", "Teleport level? ")))
535 /* Only downward in ironman mode */
536 if (ironman_downward)
537 min_level = dun_level;
540 if (dungeon_type == DUNGEON_ANGBAND)
543 max_level = MAX_DEPTH - 1;
544 else if (dun_level == 100)
549 max_level = d_info[dungeon_type].maxdepth;
550 min_level = d_info[dungeon_type].mindepth;
554 sprintf(ppp, _("テレポート先:(%d-%d)", "Teleport to level (%d-%d): "), (int)min_level, (int)max_level);
557 sprintf(tmp_val, "%d", (int)dun_level);
559 /* Ask for a level */
560 if (!get_string(ppp, tmp_val, 10)) return;
562 /* Extract request */
563 command_arg = (COMMAND_ARG)atoi(tmp_val);
565 else if (get_check(_("通常テレポート?", "Normal teleport? ")))
567 teleport_player(200, 0L);
576 if (command_arg < min_level) command_arg = (COMMAND_ARG)min_level;
579 if (command_arg > max_level) command_arg = (COMMAND_ARG)max_level;
582 msg_format(_("%d 階にテレポートしました。", "You teleport to dungeon level %d."), command_arg);
584 if (autosave_l) do_cmd_save_game(TRUE);
587 dun_level = command_arg;
591 if (record_stair) do_cmd_write_nikki(NIKKI_PAT_TELE, 0, NULL);
593 p_ptr->inside_quest = 0;
594 p_ptr->energy_use = 0;
597 * Clear all saved floors
598 * and create a first saved floor
600 prepare_change_floor_mode(CFM_FIRST_FLOOR);
603 p_ptr->leaving = TRUE;
607 * @brief 種族アンバライトが出血時パターンの上に乗った際のペナルティ処理
610 static void wreck_the_pattern(void)
614 int pattern_type = f_info[cave[p_ptr->y][p_ptr->x].feat].subtype;
616 if (pattern_type == PATTERN_TILE_WRECKED)
622 msg_print(_("パターンを血で汚してしまった!", "You bleed on the Pattern!"));
623 msg_print(_("何か恐ろしい事が起こった!", "Something terrible happens!"));
625 if (!IS_INVULN()) take_hit(DAMAGE_NOESCAPE, damroll(10, 8), _("パターン損壊", "corrupting the Pattern"), -1);
626 to_ruin = randint1(45) + 35;
630 scatter(&r_y, &r_x, p_ptr->y, p_ptr->x, 4, 0);
632 if (pattern_tile(r_y, r_x) &&
633 (f_info[cave[r_y][r_x].feat].subtype != PATTERN_TILE_WRECKED))
635 cave_set_feat(r_y, r_x, feat_pattern_corrupted);
639 cave_set_feat(p_ptr->y, p_ptr->x, feat_pattern_corrupted);
643 * @brief 各種パターン地形上の特別な処理 / Returns TRUE if we are on the Pattern...
644 * @return 実際にパターン地形上にプレイヤーが居た場合はTRUEを返す。
646 static bool pattern_effect(void)
650 if (!pattern_tile(p_ptr->y, p_ptr->x)) return FALSE;
652 if ((prace_is_(RACE_AMBERITE)) &&
653 (p_ptr->cut > 0) && one_in_(10))
658 pattern_type = f_info[cave[p_ptr->y][p_ptr->x].feat].subtype;
660 switch (pattern_type)
662 case PATTERN_TILE_END:
664 (void)restore_all_status();
665 (void)restore_level();
666 (void)cure_critical_wounds(1000);
668 cave_set_feat(p_ptr->y, p_ptr->x, feat_pattern_old);
669 msg_print(_("「パターン」のこの部分は他の部分より強力でないようだ。", "This section of the Pattern looks less powerful."));
672 * We could make the healing effect of the
673 * Pattern center one-time only to avoid various kinds
674 * of abuse, like luring the win monster into fighting you
675 * in the middle of the pattern...
679 case PATTERN_TILE_OLD:
683 case PATTERN_TILE_TELEPORT:
687 case PATTERN_TILE_WRECKED:
689 take_hit(DAMAGE_NOESCAPE, 200, _("壊れた「パターン」を歩いたダメージ", "walking the corrupted Pattern"), -1);
693 if (prace_is_(RACE_AMBERITE) && !one_in_(2))
695 else if (!IS_INVULN())
696 take_hit(DAMAGE_NOESCAPE, damroll(1, 3), _("「パターン」を歩いたダメージ", "walking the Pattern"), -1);
705 * @brief プレイヤーのHP自然回復処理 / Regenerate hit points -RAK-
706 * @param percent 回復比率
709 static void regenhp(int percent)
715 if (p_ptr->special_defense & KATA_KOUKIJIN) return;
716 if (p_ptr->action == ACTION_HAYAGAKE) return;
718 /* Save the old hitpoints */
719 old_chp = p_ptr->chp;
722 * Extract the new hitpoints
724 * 'percent' is the Regen factor in unit (1/2^16)
727 new_chp_frac = (p_ptr->mhp * percent + PY_REGEN_HPBASE);
729 /* Convert the unit (1/2^16) to (1/2^32) */
730 s64b_LSHIFT(new_chp, new_chp_frac, 16);
733 s64b_add(&(p_ptr->chp), &(p_ptr->chp_frac), new_chp, new_chp_frac);
737 if (0 < s64b_cmp(p_ptr->chp, p_ptr->chp_frac, p_ptr->mhp, 0))
739 p_ptr->chp = p_ptr->mhp;
744 if (old_chp != p_ptr->chp)
746 p_ptr->redraw |= (PR_HP);
747 p_ptr->window |= (PW_PLAYER);
754 * @brief プレイヤーのMP自然回復処理(regen_magic()のサブセット) / Regenerate mana points
755 * @param upkeep_factor ペット維持によるMPコスト量
756 * @param regen_amount 回復量
759 static void regenmana(MANA_POINT upkeep_factor, MANA_POINT regen_amount)
761 MANA_POINT old_csp = p_ptr->csp;
762 s32b regen_rate = regen_amount * 100 - upkeep_factor * PY_REGEN_NORMAL;
765 * Excess mana will decay 32 times faster than normal
768 if (p_ptr->csp > p_ptr->msp)
770 /* PY_REGEN_NORMAL is the Regen factor in unit (1/2^16) */
772 u32b decay_frac = (p_ptr->msp * 32 * PY_REGEN_NORMAL + PY_REGEN_MNBASE);
774 /* Convert the unit (1/2^16) to (1/2^32) */
775 s64b_LSHIFT(decay, decay_frac, 16);
778 s64b_sub(&(p_ptr->csp), &(p_ptr->csp_frac), decay, decay_frac);
781 if (p_ptr->csp < p_ptr->msp)
783 p_ptr->csp = p_ptr->msp;
788 /* Regenerating mana (unless the player has excess mana) */
789 else if (regen_rate > 0)
791 /* (percent/100) is the Regen factor in unit (1/2^16) */
792 MANA_POINT new_mana = 0;
793 u32b new_mana_frac = (p_ptr->msp * regen_rate / 100 + PY_REGEN_MNBASE);
795 /* Convert the unit (1/2^16) to (1/2^32) */
796 s64b_LSHIFT(new_mana, new_mana_frac, 16);
799 s64b_add(&(p_ptr->csp), &(p_ptr->csp_frac), new_mana, new_mana_frac);
801 /* Must set frac to zero even if equal */
802 if (p_ptr->csp >= p_ptr->msp)
804 p_ptr->csp = p_ptr->msp;
810 /* Reduce mana (even when the player has excess mana) */
813 /* PY_REGEN_NORMAL is the Regen factor in unit (1/2^16) */
814 s32b reduce_mana = 0;
815 u32b reduce_mana_frac = (p_ptr->msp * (-1) * regen_rate / 100 + PY_REGEN_MNBASE);
817 /* Convert the unit (1/2^16) to (1/2^32) */
818 s64b_LSHIFT(reduce_mana, reduce_mana_frac, 16);
821 s64b_sub(&(p_ptr->csp), &(p_ptr->csp_frac), reduce_mana, reduce_mana_frac);
831 if (old_csp != p_ptr->csp)
833 p_ptr->redraw |= (PR_MANA);
834 p_ptr->window |= (PW_PLAYER);
835 p_ptr->window |= (PW_SPELL);
841 * @brief プレイヤーのMP自然回復処理 / Regenerate magic regen_amount: PY_REGEN_NORMAL * 2 (if resting) * 2 (if having regenarate)
842 * @param regen_amount 回復量
845 static void regenmagic(int regen_amount)
850 int mult = (dev + adj_mag_mana[p_ptr->stat_ind[A_INT]]); /* x1 to x2 speed bonus for recharging */
852 for (i = 0; i < EATER_EXT*2; i++)
854 if (!p_ptr->magic_num2[i]) continue;
855 if (p_ptr->magic_num1[i] == ((long)p_ptr->magic_num2[i] << 16)) continue;
857 /* Increase remaining charge number like float value */
858 new_mana = (regen_amount * mult * ((long)p_ptr->magic_num2[i] + 13)) / (dev * 8);
859 p_ptr->magic_num1[i] += new_mana;
861 /* Check maximum charge */
862 if (p_ptr->magic_num1[i] > (p_ptr->magic_num2[i] << 16))
864 p_ptr->magic_num1[i] = ((long)p_ptr->magic_num2[i] << 16);
868 for (i = EATER_EXT*2; i < EATER_EXT*3; i++)
870 if (!p_ptr->magic_num1[i]) continue;
871 if (!p_ptr->magic_num2[i]) continue;
873 /* Decrease remaining period for charging */
874 new_mana = (regen_amount * mult * ((long)p_ptr->magic_num2[i] + 10) * EATER_ROD_CHARGE)
875 / (dev * 16 * PY_REGEN_NORMAL);
876 p_ptr->magic_num1[i] -= new_mana;
878 /* Check minimum remaining period for charging */
879 if (p_ptr->magic_num1[i] < 0) p_ptr->magic_num1[i] = 0;
886 * @brief 100ゲームターン毎のモンスターのHP自然回復処理 / Regenerate the monsters (once per 100 game turns)
888 * @note Should probably be done during monster turns.
890 static void regen_monsters(void)
895 /* Regenerate everyone */
896 for (i = 1; i < m_max; i++)
898 /* Check the i'th monster */
899 monster_type *m_ptr = &m_list[i];
900 monster_race *r_ptr = &r_info[m_ptr->r_idx];
903 /* Skip dead monsters */
904 if (!m_ptr->r_idx) continue;
906 /* Allow regeneration (if needed) */
907 if (m_ptr->hp < m_ptr->maxhp)
909 /* Hack -- Base regeneration */
910 frac = m_ptr->maxhp / 100;
912 /* Hack -- Minimal regeneration rate */
913 if (!frac) if (one_in_(2)) frac = 1;
915 /* Hack -- Some monsters regenerate quickly */
916 if (r_ptr->flags2 & RF2_REGENERATE) frac *= 2;
918 /* Hack -- Regenerate */
921 /* Do not over-regenerate */
922 if (m_ptr->hp > m_ptr->maxhp) m_ptr->hp = m_ptr->maxhp;
924 /* Redraw (later) if needed */
925 if (p_ptr->health_who == i) p_ptr->redraw |= (PR_HEALTH);
926 if (p_ptr->riding == i) p_ptr->redraw |= (PR_UHEALTH);
933 * @brief 30ゲームターン毎のボール中モンスターのHP自然回復処理 / Regenerate the captured monsters (once per 30 game turns)
935 * @note Should probably be done during monster turns.
937 static void regen_captured_monsters(void)
942 /* Regenerate everyone */
943 for (i = 0; i < INVEN_TOTAL; i++)
946 object_type *o_ptr = &inventory[i];
948 if (!o_ptr->k_idx) continue;
949 if (o_ptr->tval != TV_CAPTURE) continue;
950 if (!o_ptr->pval) continue;
954 r_ptr = &r_info[o_ptr->pval];
956 /* Allow regeneration (if needed) */
957 if (o_ptr->xtra4 < o_ptr->xtra5)
959 /* Hack -- Base regeneration */
960 frac = o_ptr->xtra5 / 100;
962 /* Hack -- Minimal regeneration rate */
963 if (!frac) if (one_in_(2)) frac = 1;
965 /* Hack -- Some monsters regenerate quickly */
966 if (r_ptr->flags2 & RF2_REGENERATE) frac *= 2;
968 /* Hack -- Regenerate */
969 o_ptr->xtra4 += (XTRA16)frac;
971 /* Do not over-regenerate */
972 if (o_ptr->xtra4 > o_ptr->xtra5) o_ptr->xtra4 = o_ptr->xtra5;
979 p_ptr->update |= (PU_COMBINE);
980 p_ptr->window |= (PW_INVEN);
981 p_ptr->window |= (PW_EQUIP);
987 * @brief 寿命つき光源の警告メッセージ処理
988 * @param o_ptr 現在光源として使っているオブジェクトの構造体参照ポインタ
991 static void notice_lite_change(object_type *o_ptr)
993 /* Hack -- notice interesting fuel steps */
994 if ((o_ptr->xtra4 < 100) || (!(o_ptr->xtra4 % 100)))
996 p_ptr->window |= (PW_EQUIP);
999 /* Hack -- Special treatment when blind */
1002 /* Hack -- save some light for later */
1003 if (o_ptr->xtra4 == 0) o_ptr->xtra4++;
1006 /* The light is now out */
1007 else if (o_ptr->xtra4 == 0)
1009 disturb(FALSE, TRUE);
1010 msg_print(_("明かりが消えてしまった!", "Your light has gone out!"));
1012 /* Recalculate torch radius */
1013 p_ptr->update |= (PU_TORCH);
1015 /* Some ego light lose its effects without fuel */
1016 p_ptr->update |= (PU_BONUS);
1019 /* The light is getting dim */
1020 else if (o_ptr->name2 == EGO_LITE_LONG)
1022 if ((o_ptr->xtra4 < 50) && (!(o_ptr->xtra4 % 5))
1023 && (turn % (TURNS_PER_TICK*2)))
1025 if (disturb_minor) disturb(FALSE, TRUE);
1026 msg_print(_("明かりが微かになってきている。", "Your light is growing faint."));
1030 /* The light is getting dim */
1031 else if ((o_ptr->xtra4 < 100) && (!(o_ptr->xtra4 % 10)))
1033 if (disturb_minor) disturb(FALSE, TRUE);
1034 msg_print(_("明かりが微かになってきている。", "Your light is growing faint."));
1039 * @brief クエスト階層から離脱する際の処理
1042 void leave_quest_check(void)
1044 /* Save quest number for dungeon pref file ($LEAVING_QUEST) */
1045 leaving_quest = p_ptr->inside_quest;
1047 /* Leaving an 'only once' quest marks it as failed */
1050 quest_type* const q_ptr = &quest[leaving_quest];
1052 if(((q_ptr->flags & QUEST_FLAG_ONCE) || (q_ptr->type == QUEST_TYPE_RANDOM)) &&
1053 (q_ptr->status == QUEST_STATUS_TAKEN))
1055 q_ptr->status = QUEST_STATUS_FAILED;
1056 q_ptr->complev = p_ptr->lev;
1058 q_ptr->comptime = playtime;
1060 /* Additional settings */
1061 switch (q_ptr->type)
1063 case QUEST_TYPE_TOWER:
1064 quest[QUEST_TOWER1].status = QUEST_STATUS_FAILED;
1065 quest[QUEST_TOWER1].complev = p_ptr->lev;
1067 case QUEST_TYPE_FIND_ARTIFACT:
1068 a_info[q_ptr->k_idx].gen_flags &= ~(TRG_QUESTITEM);
1070 case QUEST_TYPE_RANDOM:
1071 r_info[q_ptr->r_idx].flags1 &= ~(RF1_QUESTOR);
1073 /* Floor of random quest will be blocked */
1074 prepare_change_floor_mode(CFM_NO_RETURN);
1078 /* Record finishing a quest */
1079 if (q_ptr->type == QUEST_TYPE_RANDOM)
1081 if (record_rand_quest) do_cmd_write_nikki(NIKKI_RAND_QUEST_F, leaving_quest, NULL);
1085 if (record_fix_quest) do_cmd_write_nikki(NIKKI_FIX_QUEST_F, leaving_quest, NULL);
1092 * @brief 「塔」クエストの各階層から離脱する際の処理
1095 void leave_tower_check(void)
1097 leaving_quest = p_ptr->inside_quest;
1098 /* Check for Tower Quest */
1099 if (leaving_quest &&
1100 (quest[leaving_quest].type == QUEST_TYPE_TOWER) &&
1101 (quest[QUEST_TOWER1].status != QUEST_STATUS_COMPLETED))
1103 if(quest[leaving_quest].type == QUEST_TYPE_TOWER)
1105 quest[QUEST_TOWER1].status = QUEST_STATUS_FAILED;
1106 quest[QUEST_TOWER1].complev = p_ptr->lev;
1108 quest[QUEST_TOWER1].comptime = playtime;
1115 * @brief !!を刻んだ魔道具の時間経過による再充填を知らせる処理 / If player has inscribed the object with "!!", let him know when it's recharged. -LM-
1116 * @param o_ptr 対象オブジェクトの構造体参照ポインタ
1119 static void recharged_notice(object_type *o_ptr)
1121 GAME_TEXT o_name[MAX_NLEN];
1125 /* No inscription */
1126 if (!o_ptr->inscription) return;
1129 s = my_strchr(quark_str(o_ptr->inscription), '!');
1131 /* Process notification request. */
1134 /* Find another '!' */
1137 /* Describe (briefly) */
1138 object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
1140 /* Notify the player */
1142 msg_format("%sは再充填された。", o_name);
1144 if (o_ptr->number > 1)
1145 msg_format("Your %s are recharged.", o_name);
1147 msg_format("Your %s is recharged.", o_name);
1150 disturb(FALSE, FALSE);
1156 /* Keep looking for '!'s */
1157 s = my_strchr(s + 1, '!');
1162 * @brief プレイヤーの歌に関する継続処理
1165 static void check_music(void)
1167 const magic_type *s_ptr;
1169 MANA_POINT need_mana;
1170 u32b need_mana_frac;
1172 /* Music singed by player */
1173 if (p_ptr->pclass != CLASS_BARD) return;
1174 if (!SINGING_SONG_EFFECT(p_ptr) && !INTERUPTING_SONG_EFFECT(p_ptr)) return;
1176 if (p_ptr->anti_magic)
1182 spell = SINGING_SONG_ID(p_ptr);
1183 s_ptr = &technic_info[REALM_MUSIC - MIN_TECHNIC][spell];
1185 need_mana = mod_need_mana(s_ptr->smana, spell, REALM_MUSIC);
1189 s64b_RSHIFT(need_mana, need_mana_frac, 1);
1191 if (s64b_cmp(p_ptr->csp, p_ptr->csp_frac, need_mana, need_mana_frac) < 0)
1198 s64b_sub(&(p_ptr->csp), &(p_ptr->csp_frac), need_mana, need_mana_frac);
1200 p_ptr->redraw |= PR_MANA;
1201 if (INTERUPTING_SONG_EFFECT(p_ptr))
1203 SINGING_SONG_EFFECT(p_ptr) = INTERUPTING_SONG_EFFECT(p_ptr);
1204 INTERUPTING_SONG_EFFECT(p_ptr) = MUSIC_NONE;
1205 msg_print(_("歌を再開した。", "You restart singing."));
1206 p_ptr->action = ACTION_SING;
1207 p_ptr->update |= (PU_BONUS | PU_HP | PU_MONSTERS);
1208 p_ptr->redraw |= (PR_MAP | PR_STATUS | PR_STATE);
1209 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
1212 if (p_ptr->spell_exp[spell] < SPELL_EXP_BEGINNER)
1213 p_ptr->spell_exp[spell] += 5;
1214 else if(p_ptr->spell_exp[spell] < SPELL_EXP_SKILLED)
1215 { if (one_in_(2) && (dun_level > 4) && ((dun_level + 10) > p_ptr->lev)) p_ptr->spell_exp[spell] += 1; }
1216 else if(p_ptr->spell_exp[spell] < SPELL_EXP_EXPERT)
1217 { if (one_in_(5) && ((dun_level + 5) > p_ptr->lev) && ((dun_level + 5) > s_ptr->slevel)) p_ptr->spell_exp[spell] += 1; }
1218 else if(p_ptr->spell_exp[spell] < SPELL_EXP_MASTER)
1219 { if (one_in_(5) && ((dun_level + 5) > p_ptr->lev) && (dun_level > s_ptr->slevel)) p_ptr->spell_exp[spell] += 1; }
1221 /* Do any effects of continual song */
1222 do_spell(REALM_MUSIC, spell, SPELL_CONT);
1226 * @brief 現在呪いを保持している装備品を一つランダムに探し出す / Choose one of items that have cursed flag
1227 * @param flag 探し出したい呪いフラグ配列
1228 * @return 該当の呪いが一つでもあった場合にランダムに選ばれた装備品のオブジェクト構造体参照ポインタを返す。\n
1231 static object_type *choose_cursed_obj_name(BIT_FLAGS flag)
1234 int choices[INVEN_TOTAL-INVEN_RARM];
1237 /* Paranoia -- Player has no warning-item */
1238 if (!(p_ptr->cursed & flag)) return NULL;
1240 /* Search Inventry */
1241 for (i = INVEN_RARM; i < INVEN_TOTAL; i++)
1243 object_type *o_ptr = &inventory[i];
1245 if (o_ptr->curse_flags & flag)
1247 choices[number] = i;
1250 else if ((flag == TRC_ADD_L_CURSE) ||
1251 (flag == TRC_ADD_H_CURSE) ||
1252 (flag == TRC_DRAIN_HP) ||
1253 (flag == TRC_DRAIN_MANA) ||
1254 (flag == TRC_CALL_ANIMAL) ||
1255 (flag == TRC_CALL_DEMON) ||
1256 (flag == TRC_CALL_DRAGON) ||
1257 (flag == TRC_CALL_UNDEAD) ||
1258 (flag == TRC_COWARDICE) ||
1259 (flag == TRC_LOW_MELEE) ||
1260 (flag == TRC_LOW_AC) ||
1261 (flag == TRC_LOW_MAGIC) ||
1262 (flag == TRC_FAST_DIGEST) ||
1263 (flag == TRC_SLOW_REGEN) )
1266 BIT_FLAGS flgs[TR_FLAG_SIZE];
1267 object_flags(o_ptr, flgs);
1270 case TRC_ADD_L_CURSE : cf = TR_ADD_L_CURSE; break;
1271 case TRC_ADD_H_CURSE : cf = TR_ADD_H_CURSE; break;
1272 case TRC_DRAIN_HP : cf = TR_DRAIN_HP; break;
1273 case TRC_DRAIN_MANA : cf = TR_DRAIN_MANA; break;
1274 case TRC_CALL_ANIMAL : cf = TR_CALL_ANIMAL; break;
1275 case TRC_CALL_DEMON : cf = TR_CALL_DEMON; break;
1276 case TRC_CALL_DRAGON : cf = TR_CALL_DRAGON; break;
1277 case TRC_CALL_UNDEAD : cf = TR_CALL_UNDEAD; break;
1278 case TRC_COWARDICE : cf = TR_COWARDICE; break;
1279 case TRC_LOW_MELEE : cf = TR_LOW_MELEE; break;
1280 case TRC_LOW_AC : cf = TR_LOW_AC; break;
1281 case TRC_LOW_MAGIC : cf = TR_LOW_MAGIC; break;
1282 case TRC_FAST_DIGEST : cf = TR_FAST_DIGEST; break;
1283 case TRC_SLOW_REGEN : cf = TR_SLOW_REGEN; break;
1286 if (have_flag(flgs, cf))
1288 choices[number] = i;
1294 /* Choice one of them */
1295 return (&inventory[choices[randint0(number)]]);
1298 static void process_world_aux_digestion(void)
1300 if (!p_ptr->inside_battle)
1302 /* Digest quickly when gorged */
1303 if (p_ptr->food >= PY_FOOD_MAX)
1305 /* Digest a lot of food */
1306 (void)set_food(p_ptr->food - 100);
1309 /* Digest normally -- Every 50 game turns */
1310 else if (!(turn % (TURNS_PER_TICK * 5)))
1312 /* Basic digestion rate based on speed */
1313 int digestion = SPEED_TO_ENERGY(p_ptr->pspeed);
1315 /* Regeneration takes more food */
1316 if (p_ptr->regenerate)
1318 if (p_ptr->special_defense & (KAMAE_MASK | KATA_MASK))
1320 if (p_ptr->cursed & TRC_FAST_DIGEST)
1323 /* Slow digestion takes less food */
1324 if (p_ptr->slow_digest)
1327 /* Minimal digestion */
1328 if (digestion < 1) digestion = 1;
1329 /* Maximal digestion */
1330 if (digestion > 100) digestion = 100;
1332 /* Digest some food */
1333 (void)set_food(p_ptr->food - digestion);
1338 if ((p_ptr->food < PY_FOOD_FAINT))
1340 /* Faint occasionally */
1341 if (!p_ptr->paralyzed && (randint0(100) < 10))
1343 msg_print(_("あまりにも空腹で気絶してしまった。", "You faint from the lack of food."));
1344 disturb(TRUE, TRUE);
1346 /* Hack -- faint (bypass free action) */
1347 (void)set_paralyzed(p_ptr->paralyzed + 1 + randint0(5));
1350 /* Starve to death (slowly) */
1351 if (p_ptr->food < PY_FOOD_STARVE)
1353 /* Calculate damage */
1354 HIT_POINT dam = (PY_FOOD_STARVE - p_ptr->food) / 10;
1356 if (!IS_INVULN()) take_hit(DAMAGE_LOSELIFE, dam, _("空腹", "starvation"), -1);
1363 * @brief 10ゲームターンが進行するごとにプレイヤーのHPとMPの増減処理を行う。
1364 * / Handle timed damage and regeneration every 10 game turns
1367 static void process_world_aux_hp_and_sp(void)
1369 feature_type *f_ptr = &f_info[cave[p_ptr->y][p_ptr->x].feat];
1370 bool cave_no_regen = FALSE;
1371 int upkeep_factor = 0;
1373 /* Default regeneration */
1374 int regen_amount = PY_REGEN_NORMAL;
1377 /*** Damage over Time ***/
1379 /* Take damage from poison */
1380 if (p_ptr->poisoned && !IS_INVULN())
1382 take_hit(DAMAGE_NOESCAPE, 1, _("毒", "poison"), -1);
1385 /* Take damage from cuts */
1386 if (p_ptr->cut && !IS_INVULN())
1390 /* Mortal wound or Deep Gash */
1391 if (p_ptr->cut > 1000)
1396 else if (p_ptr->cut > 200)
1402 else if (p_ptr->cut > 100)
1407 else if (p_ptr->cut > 50)
1412 else if (p_ptr->cut > 25)
1417 else if (p_ptr->cut > 10)
1428 take_hit(DAMAGE_NOESCAPE, dam, _("致命傷", "a fatal wound"), -1);
1431 /* (Vampires) Take damage from sunlight */
1432 if (prace_is_(RACE_VAMPIRE) || (p_ptr->mimic_form == MIMIC_VAMPIRE))
1434 if (!dun_level && !p_ptr->resist_lite && !IS_INVULN() && is_daytime())
1436 if ((cave[p_ptr->y][p_ptr->x].info & (CAVE_GLOW | CAVE_MNDK)) == CAVE_GLOW)
1438 msg_print(_("日光があなたのアンデッドの肉体を焼き焦がした!", "The sun's rays scorch your undead flesh!"));
1439 take_hit(DAMAGE_NOESCAPE, 1, _("日光", "sunlight"), -1);
1440 cave_no_regen = TRUE;
1444 if (inventory[INVEN_LITE].tval && (inventory[INVEN_LITE].name2 != EGO_LITE_DARKNESS) &&
1445 !p_ptr->resist_lite)
1447 object_type * o_ptr = &inventory[INVEN_LITE];
1448 GAME_TEXT o_name [MAX_NLEN];
1449 char ouch [MAX_NLEN+40];
1451 /* Get an object description */
1452 object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
1453 msg_format(_("%sがあなたのアンデッドの肉体を焼き焦がした!", "The %s scorches your undead flesh!"), o_name);
1455 cave_no_regen = TRUE;
1457 /* Get an object description */
1458 object_desc(o_name, o_ptr, OD_NAME_ONLY);
1459 sprintf(ouch, _("%sを装備したダメージ", "wielding %s"), o_name);
1461 if (!IS_INVULN()) take_hit(DAMAGE_NOESCAPE, 1, ouch, -1);
1465 if (have_flag(f_ptr->flags, FF_LAVA) && !IS_INVULN() && !p_ptr->immune_fire)
1469 if (have_flag(f_ptr->flags, FF_DEEP))
1471 damage = 6000 + randint0(4000);
1473 else if (!p_ptr->levitation)
1475 damage = 3000 + randint0(2000);
1480 if(prace_is_(RACE_ENT)) damage += damage / 3;
1481 if(p_ptr->resist_fire) damage = damage / 3;
1482 if(IS_OPPOSE_FIRE()) damage = damage / 3;
1483 if(p_ptr->levitation) damage = damage / 5;
1485 damage = damage / 100 + (randint0(100) < (damage % 100));
1487 if (p_ptr->levitation)
1489 msg_print(_("熱で火傷した!", "The heat burns you!"));
1490 take_hit(DAMAGE_NOESCAPE, damage, format(_("%sの上に浮遊したダメージ", "flying over %s"),
1491 f_name + f_info[get_feat_mimic(&cave[p_ptr->y][p_ptr->x])].name), -1);
1495 concptr name = f_name + f_info[get_feat_mimic(&cave[p_ptr->y][p_ptr->x])].name;
1496 msg_format(_("%sで火傷した!", "The %s burns you!"), name);
1497 take_hit(DAMAGE_NOESCAPE, damage, name, -1);
1500 cave_no_regen = TRUE;
1504 if (have_flag(f_ptr->flags, FF_COLD_PUDDLE) && !IS_INVULN() && !p_ptr->immune_cold)
1508 if (have_flag(f_ptr->flags, FF_DEEP))
1510 damage = 6000 + randint0(4000);
1512 else if (!p_ptr->levitation)
1514 damage = 3000 + randint0(2000);
1519 if (p_ptr->resist_cold) damage = damage / 3;
1520 if (IS_OPPOSE_COLD()) damage = damage / 3;
1521 if (p_ptr->levitation) damage = damage / 5;
1523 damage = damage / 100 + (randint0(100) < (damage % 100));
1525 if (p_ptr->levitation)
1527 msg_print(_("冷気に覆われた!", "The cold engulfs you!"));
1528 take_hit(DAMAGE_NOESCAPE, damage, format(_("%sの上に浮遊したダメージ", "flying over %s"),
1529 f_name + f_info[get_feat_mimic(&cave[p_ptr->y][p_ptr->x])].name), -1);
1533 concptr name = f_name + f_info[get_feat_mimic(&cave[p_ptr->y][p_ptr->x])].name;
1534 msg_format(_("%sに凍えた!", "The %s frostbites you!"), name);
1535 take_hit(DAMAGE_NOESCAPE, damage, name, -1);
1538 cave_no_regen = TRUE;
1542 if (have_flag(f_ptr->flags, FF_ELEC_PUDDLE) && !IS_INVULN() && !p_ptr->immune_elec)
1546 if (have_flag(f_ptr->flags, FF_DEEP))
1548 damage = 6000 + randint0(4000);
1550 else if (!p_ptr->levitation)
1552 damage = 3000 + randint0(2000);
1557 if (p_ptr->resist_elec) damage = damage / 3;
1558 if (IS_OPPOSE_ELEC()) damage = damage / 3;
1559 if (p_ptr->levitation) damage = damage / 5;
1561 damage = damage / 100 + (randint0(100) < (damage % 100));
1563 if (p_ptr->levitation)
1565 msg_print(_("電撃を受けた!", "The electric shocks you!"));
1566 take_hit(DAMAGE_NOESCAPE, damage, format(_("%sの上に浮遊したダメージ", "flying over %s"),
1567 f_name + f_info[get_feat_mimic(&cave[p_ptr->y][p_ptr->x])].name), -1);
1571 concptr name = f_name + f_info[get_feat_mimic(&cave[p_ptr->y][p_ptr->x])].name;
1572 msg_format(_("%sに感電した!", "The %s shocks you!"), name);
1573 take_hit(DAMAGE_NOESCAPE, damage, name, -1);
1576 cave_no_regen = TRUE;
1580 if (have_flag(f_ptr->flags, FF_ACID_PUDDLE) && !IS_INVULN() && !p_ptr->immune_acid)
1584 if (have_flag(f_ptr->flags, FF_DEEP))
1586 damage = 6000 + randint0(4000);
1588 else if (!p_ptr->levitation)
1590 damage = 3000 + randint0(2000);
1595 if (p_ptr->resist_acid) damage = damage / 3;
1596 if (IS_OPPOSE_ACID()) damage = damage / 3;
1597 if (p_ptr->levitation) damage = damage / 5;
1599 damage = damage / 100 + (randint0(100) < (damage % 100));
1601 if (p_ptr->levitation)
1603 msg_print(_("酸が飛び散った!", "The acid melt you!"));
1604 take_hit(DAMAGE_NOESCAPE, damage, format(_("%sの上に浮遊したダメージ", "flying over %s"),
1605 f_name + f_info[get_feat_mimic(&cave[p_ptr->y][p_ptr->x])].name), -1);
1609 concptr name = f_name + f_info[get_feat_mimic(&cave[p_ptr->y][p_ptr->x])].name;
1610 msg_format(_("%sに溶かされた!", "The %s melts you!"), name);
1611 take_hit(DAMAGE_NOESCAPE, damage, name, -1);
1614 cave_no_regen = TRUE;
1618 if (have_flag(f_ptr->flags, FF_POISON_PUDDLE) && !IS_INVULN())
1622 if (have_flag(f_ptr->flags, FF_DEEP))
1624 damage = 6000 + randint0(4000);
1626 else if (!p_ptr->levitation)
1628 damage = 3000 + randint0(2000);
1633 if (p_ptr->resist_pois) damage = damage / 3;
1634 if (IS_OPPOSE_POIS()) damage = damage / 3;
1635 if (p_ptr->levitation) damage = damage / 5;
1637 damage = damage / 100 + (randint0(100) < (damage % 100));
1639 if (p_ptr->levitation)
1641 msg_print(_("毒気を吸い込んだ!", "The gas poisons you!"));
1642 take_hit(DAMAGE_NOESCAPE, damage, format(_("%sの上に浮遊したダメージ", "flying over %s"),
1643 f_name + f_info[get_feat_mimic(&cave[p_ptr->y][p_ptr->x])].name), -1);
1644 if (p_ptr->resist_pois) (void)set_poisoned(p_ptr->poisoned + 1);
1648 concptr name = f_name + f_info[get_feat_mimic(&cave[p_ptr->y][p_ptr->x])].name;
1649 msg_format(_("%sに毒された!", "The %s poisons you!"), name);
1650 take_hit(DAMAGE_NOESCAPE, damage, name, -1);
1651 if (p_ptr->resist_pois) (void)set_poisoned(p_ptr->poisoned + 3);
1654 cave_no_regen = TRUE;
1658 if (have_flag(f_ptr->flags, FF_WATER) && have_flag(f_ptr->flags, FF_DEEP) &&
1659 !p_ptr->levitation && !p_ptr->can_swim && !p_ptr->resist_water)
1661 if (p_ptr->total_weight > weight_limit())
1663 msg_print(_("溺れている!", "You are drowning!"));
1664 take_hit(DAMAGE_NOESCAPE, randint1(p_ptr->lev), _("溺れ", "drowning"), -1);
1665 cave_no_regen = TRUE;
1672 if ((r_info[m_list[p_ptr->riding].r_idx].flags2 & RF2_AURA_FIRE) && !p_ptr->immune_fire)
1674 damage = r_info[m_list[p_ptr->riding].r_idx].level / 2;
1675 if (prace_is_(RACE_ENT)) damage += damage / 3;
1676 if (p_ptr->resist_fire) damage = damage / 3;
1677 if (IS_OPPOSE_FIRE()) damage = damage / 3;
1678 msg_print(_("熱い!", "It's hot!"));
1679 take_hit(DAMAGE_NOESCAPE, damage, _("炎のオーラ", "Fire aura"), -1);
1681 if ((r_info[m_list[p_ptr->riding].r_idx].flags2 & RF2_AURA_ELEC) && !p_ptr->immune_elec)
1683 damage = r_info[m_list[p_ptr->riding].r_idx].level / 2;
1684 if (prace_is_(RACE_ANDROID)) damage += damage / 3;
1685 if (p_ptr->resist_elec) damage = damage / 3;
1686 if (IS_OPPOSE_ELEC()) damage = damage / 3;
1687 msg_print(_("痛い!", "It hurts!"));
1688 take_hit(DAMAGE_NOESCAPE, damage, _("電気のオーラ", "Elec aura"), -1);
1690 if ((r_info[m_list[p_ptr->riding].r_idx].flags3 & RF3_AURA_COLD) && !p_ptr->immune_cold)
1692 damage = r_info[m_list[p_ptr->riding].r_idx].level / 2;
1693 if (p_ptr->resist_cold) damage = damage / 3;
1694 if (IS_OPPOSE_COLD()) damage = damage / 3;
1695 msg_print(_("冷たい!", "It's cold!"));
1696 take_hit(DAMAGE_NOESCAPE, damage, _("冷気のオーラ", "Cold aura"), -1);
1700 /* Spectres -- take damage when moving through walls */
1702 * Added: ANYBODY takes damage if inside through walls
1703 * without wraith form -- NOTE: Spectres will never be
1704 * reduced below 0 hp by being inside a stone wall; others
1707 if (!have_flag(f_ptr->flags, FF_MOVE) && !have_flag(f_ptr->flags, FF_CAN_FLY))
1709 if (!IS_INVULN() && !p_ptr->wraith_form && !p_ptr->kabenuke && ((p_ptr->chp > (p_ptr->lev / 5)) || !p_ptr->pass_wall))
1712 cave_no_regen = TRUE;
1714 if (p_ptr->pass_wall)
1716 msg_print(_("体の分子が分解した気がする!", "Your molecules feel disrupted!"));
1717 dam_desc = _("密度", "density");
1721 msg_print(_("崩れた岩に押し潰された!", "You are being crushed!"));
1722 dam_desc = _("硬い岩", "solid rock");
1725 take_hit(DAMAGE_NOESCAPE, 1 + (p_ptr->lev / 5), dam_desc, -1);
1730 /*** handle regeneration ***/
1733 if (p_ptr->food < PY_FOOD_WEAK)
1735 /* Lower regeneration */
1736 if (p_ptr->food < PY_FOOD_STARVE)
1740 else if (p_ptr->food < PY_FOOD_FAINT)
1742 regen_amount = PY_REGEN_FAINT;
1746 regen_amount = PY_REGEN_WEAK;
1750 /* Are we walking the pattern? */
1751 if (pattern_effect())
1753 cave_no_regen = TRUE;
1757 /* Regeneration ability */
1758 if (p_ptr->regenerate)
1760 regen_amount = regen_amount * 2;
1762 if (p_ptr->special_defense & (KAMAE_MASK | KATA_MASK))
1766 if (p_ptr->cursed & TRC_SLOW_REGEN)
1773 /* Searching or Resting */
1774 if ((p_ptr->action == ACTION_SEARCH) || (p_ptr->action == ACTION_REST))
1776 regen_amount = regen_amount * 2;
1779 upkeep_factor = calculate_upkeep();
1781 /* No regeneration while special action */
1782 if ((p_ptr->action == ACTION_LEARN) ||
1783 (p_ptr->action == ACTION_HAYAGAKE) ||
1784 (p_ptr->special_defense & KATA_KOUKIJIN))
1786 upkeep_factor += 100;
1789 /* Regenerate the mana */
1790 regenmana(upkeep_factor, regen_amount);
1793 /* Recharge magic eater's power */
1794 if (p_ptr->pclass == CLASS_MAGIC_EATER)
1796 regenmagic(regen_amount);
1799 if ((p_ptr->csp == 0) && (p_ptr->csp_frac == 0))
1801 while (upkeep_factor > 100)
1803 msg_print(_("こんなに多くのペットを制御できない!", "Too many pets to control at once!"));
1805 do_cmd_pet_dismiss();
1807 upkeep_factor = calculate_upkeep();
1809 msg_format(_("維持MPは %d%%", "Upkeep: %d%% mana."), upkeep_factor);
1814 /* Poisoned or cut yields no healing */
1815 if (p_ptr->poisoned) regen_amount = 0;
1816 if (p_ptr->cut) regen_amount = 0;
1818 /* Special floor -- Pattern, in a wall -- yields no healing */
1819 if (cave_no_regen) regen_amount = 0;
1821 regen_amount = (regen_amount * mutant_regenerate_mod) / 100;
1823 /* Regenerate Hit Points if needed */
1824 if ((p_ptr->chp < p_ptr->mhp) && !cave_no_regen)
1826 regenhp(regen_amount);
1831 * @brief 10ゲームターンが進行するごとに魔法効果の残りターンを減らしていく処理
1832 * / Handle timeout every 10 game turns
1835 static void process_world_aux_timeout(void)
1837 const int dec_count = (easy_band ? 2 : 1);
1839 /*** Timeout Various Things ***/
1842 if (p_ptr->tim_mimic)
1844 (void)set_mimic(p_ptr->tim_mimic - 1, p_ptr->mimic_form, TRUE);
1847 /* Hack -- Hallucinating */
1850 (void)set_image(p_ptr->image - dec_count);
1856 (void)set_blind(p_ptr->blind - dec_count);
1859 /* Times see-invisible */
1860 if (p_ptr->tim_invis)
1862 (void)set_tim_invis(p_ptr->tim_invis - 1, TRUE);
1873 (void)set_tim_esp(p_ptr->tim_esp - 1, TRUE);
1876 /* Timed temporary elemental brands. -LM- */
1877 if (p_ptr->ele_attack)
1879 p_ptr->ele_attack--;
1881 /* Clear all temporary elemental brands. */
1882 if (!p_ptr->ele_attack) set_ele_attack(0, 0);
1885 /* Timed temporary elemental immune. -LM- */
1886 if (p_ptr->ele_immune)
1888 p_ptr->ele_immune--;
1890 /* Clear all temporary elemental brands. */
1891 if (!p_ptr->ele_immune) set_ele_immune(0, 0);
1894 /* Timed infra-vision */
1895 if (p_ptr->tim_infra)
1897 (void)set_tim_infra(p_ptr->tim_infra - 1, TRUE);
1901 if (p_ptr->tim_stealth)
1903 (void)set_tim_stealth(p_ptr->tim_stealth - 1, TRUE);
1906 /* Timed levitation */
1907 if (p_ptr->tim_levitation)
1909 (void)set_tim_levitation(p_ptr->tim_levitation - 1, TRUE);
1912 /* Timed sh_touki */
1913 if (p_ptr->tim_sh_touki)
1915 (void)set_tim_sh_touki(p_ptr->tim_sh_touki - 1, TRUE);
1919 if (p_ptr->tim_sh_fire)
1921 (void)set_tim_sh_fire(p_ptr->tim_sh_fire - 1, TRUE);
1925 if (p_ptr->tim_sh_holy)
1927 (void)set_tim_sh_holy(p_ptr->tim_sh_holy - 1, TRUE);
1931 if (p_ptr->tim_eyeeye)
1933 (void)set_tim_eyeeye(p_ptr->tim_eyeeye - 1, TRUE);
1936 /* Timed resist-magic */
1937 if (p_ptr->resist_magic)
1939 (void)set_resist_magic(p_ptr->resist_magic - 1, TRUE);
1942 /* Timed regeneration */
1943 if (p_ptr->tim_regen)
1945 (void)set_tim_regen(p_ptr->tim_regen - 1, TRUE);
1948 /* Timed resist nether */
1949 if (p_ptr->tim_res_nether)
1951 (void)set_tim_res_nether(p_ptr->tim_res_nether - 1, TRUE);
1954 /* Timed resist time */
1955 if (p_ptr->tim_res_time)
1957 (void)set_tim_res_time(p_ptr->tim_res_time - 1, TRUE);
1961 if (p_ptr->tim_reflect)
1963 (void)set_tim_reflect(p_ptr->tim_reflect - 1, TRUE);
1967 if (p_ptr->multishadow)
1969 (void)set_multishadow(p_ptr->multishadow - 1, TRUE);
1972 /* Timed Robe of dust */
1973 if (p_ptr->dustrobe)
1975 (void)set_dustrobe(p_ptr->dustrobe - 1, TRUE);
1978 /* Timed infra-vision */
1979 if (p_ptr->kabenuke)
1981 (void)set_kabenuke(p_ptr->kabenuke - 1, TRUE);
1985 if (p_ptr->paralyzed)
1987 (void)set_paralyzed(p_ptr->paralyzed - dec_count);
1991 if (p_ptr->confused)
1993 (void)set_confused(p_ptr->confused - dec_count);
1999 (void)set_afraid(p_ptr->afraid - dec_count);
2005 (void)set_fast(p_ptr->fast - 1, TRUE);
2011 (void)set_slow(p_ptr->slow - dec_count, TRUE);
2014 /* Protection from evil */
2015 if (p_ptr->protevil)
2017 (void)set_protevil(p_ptr->protevil - 1, TRUE);
2020 /* Invulnerability */
2023 (void)set_invuln(p_ptr->invuln - 1, TRUE);
2027 if (p_ptr->wraith_form)
2029 (void)set_wraith_form(p_ptr->wraith_form - 1, TRUE);
2035 (void)set_hero(p_ptr->hero - 1, TRUE);
2041 (void)set_shero(p_ptr->shero - 1, TRUE);
2047 (void)set_blessed(p_ptr->blessed - 1, TRUE);
2053 (void)set_shield(p_ptr->shield - 1, TRUE);
2057 if (p_ptr->tsubureru)
2059 (void)set_tsubureru(p_ptr->tsubureru - 1, TRUE);
2063 if (p_ptr->magicdef)
2065 (void)set_magicdef(p_ptr->magicdef - 1, TRUE);
2069 if (p_ptr->tsuyoshi)
2071 (void)set_tsuyoshi(p_ptr->tsuyoshi - 1, TRUE);
2075 if (p_ptr->oppose_acid)
2077 (void)set_oppose_acid(p_ptr->oppose_acid - 1, TRUE);
2080 /* Oppose Lightning */
2081 if (p_ptr->oppose_elec)
2083 (void)set_oppose_elec(p_ptr->oppose_elec - 1, TRUE);
2087 if (p_ptr->oppose_fire)
2089 (void)set_oppose_fire(p_ptr->oppose_fire - 1, TRUE);
2093 if (p_ptr->oppose_cold)
2095 (void)set_oppose_cold(p_ptr->oppose_cold - 1, TRUE);
2099 if (p_ptr->oppose_pois)
2101 (void)set_oppose_pois(p_ptr->oppose_pois - 1, TRUE);
2106 (void)set_ultimate_res(p_ptr->ult_res - 1, TRUE);
2109 /*** Poison and Stun and Cut ***/
2112 if (p_ptr->poisoned)
2114 int adjust = adj_con_fix[p_ptr->stat_ind[A_CON]] + 1;
2116 /* Apply some healing */
2117 (void)set_poisoned(p_ptr->poisoned - adjust);
2123 int adjust = adj_con_fix[p_ptr->stat_ind[A_CON]] + 1;
2125 /* Apply some healing */
2126 (void)set_stun(p_ptr->stun - adjust);
2132 int adjust = adj_con_fix[p_ptr->stat_ind[A_CON]] + 1;
2134 /* Hack -- Truly "mortal" wound */
2135 if (p_ptr->cut > 1000) adjust = 0;
2137 /* Apply some healing */
2138 (void)set_cut(p_ptr->cut - adjust);
2144 * @brief 10ゲームターンが進行する毎に光源の寿命を減らす処理
2145 * / Handle burning fuel every 10 game turns
2148 static void process_world_aux_light(void)
2150 /* Check for light being wielded */
2151 object_type *o_ptr = &inventory[INVEN_LITE];
2153 /* Burn some fuel in the current lite */
2154 if (o_ptr->tval == TV_LITE)
2156 /* Hack -- Use some fuel (except on artifacts) */
2157 if (!(object_is_fixed_artifact(o_ptr) || o_ptr->sval == SV_LITE_FEANOR) && (o_ptr->xtra4 > 0))
2159 /* Decrease life-span */
2160 if (o_ptr->name2 == EGO_LITE_LONG)
2162 if (turn % (TURNS_PER_TICK*2)) o_ptr->xtra4--;
2164 else o_ptr->xtra4--;
2166 /* Notice interesting fuel steps */
2167 notice_lite_change(o_ptr);
2174 * @brief 10ゲームターンが進行するごとに突然変異の発動判定を行う処理
2175 * / Handle mutation effects once every 10 game turns
2178 static void process_world_aux_mutation(void)
2180 /* No mutation with effects */
2181 if (!p_ptr->muta2) return;
2183 /* No effect on monster arena */
2184 if (p_ptr->inside_battle) return;
2186 /* No effect on the global map */
2187 if (p_ptr->wild_mode) return;
2189 if ((p_ptr->muta2 & MUT2_BERS_RAGE) && one_in_(3000))
2191 disturb(FALSE, TRUE);
2192 msg_print(_("ウガァァア!", "RAAAAGHH!"));
2193 msg_print(_("激怒の発作に襲われた!", "You feel a fit of rage coming over you!"));
2194 (void)set_shero(10 + randint1(p_ptr->lev), FALSE);
2195 (void)set_afraid(0);
2198 if ((p_ptr->muta2 & MUT2_COWARDICE) && (randint1(3000) == 13))
2200 if (!p_ptr->resist_fear)
2202 disturb(FALSE, TRUE);
2203 msg_print(_("とても暗い... とても恐い!", "It's so dark... so scary!"));
2204 set_afraid(p_ptr->afraid + 13 + randint1(26));
2208 if ((p_ptr->muta2 & MUT2_RTELEPORT) && (randint1(5000) == 88))
2210 if (!p_ptr->resist_nexus && !(p_ptr->muta1 & MUT1_VTELEPORT) && !p_ptr->anti_tele)
2212 disturb(FALSE, TRUE);
2213 msg_print(_("あなたの位置は突然ひじょうに不確定になった...", "Your position suddenly seems very uncertain..."));
2215 teleport_player(40, TELEPORT_PASSIVE);
2219 if ((p_ptr->muta2 & MUT2_ALCOHOL) && (randint1(6400) == 321))
2221 if (!p_ptr->resist_conf && !p_ptr->resist_chaos)
2223 disturb(FALSE, TRUE);
2224 p_ptr->redraw |= PR_EXTRA;
2225 msg_print(_("いひきがもーろーとひてきたきがふる...ヒック!", "You feel a SSSCHtupor cOmINg over yOu... *HIC*!"));
2228 if (!p_ptr->resist_conf)
2230 (void)set_confused(p_ptr->confused + randint0(20) + 15);
2233 if (!p_ptr->resist_chaos)
2238 if (one_in_(3)) lose_all_info();
2240 (void)teleport_player_aux(100, TELEPORT_NONMAGICAL | TELEPORT_PASSIVE);
2242 msg_print(_("あなたは見知らぬ場所で目が醒めた...頭が痛い。", "You wake up somewhere with a sore head..."));
2243 msg_print(_("何も覚えていない。どうやってここに来たかも分からない!", "You can't remember a thing, or how you got here!"));
2249 msg_print(_("き~れいなちょおちょらとんれいる~", "Thishcischs GooDSChtuff!"));
2250 (void)set_image(p_ptr->image + randint0(150) + 150);
2256 if ((p_ptr->muta2 & MUT2_HALLU) && (randint1(6400) == 42))
2258 if (!p_ptr->resist_chaos)
2260 disturb(FALSE, TRUE);
2261 p_ptr->redraw |= PR_EXTRA;
2262 (void)set_image(p_ptr->image + randint0(50) + 20);
2266 if ((p_ptr->muta2 & MUT2_FLATULENT) && (randint1(3000) == 13))
2268 disturb(FALSE, TRUE);
2269 msg_print(_("ブゥーーッ!おっと。", "BRRAAAP! Oops."));
2271 fire_ball(GF_POIS, 0, p_ptr->lev, 3);
2274 if ((p_ptr->muta2 & MUT2_PROD_MANA) &&
2275 !p_ptr->anti_magic && one_in_(9000))
2278 disturb(FALSE, TRUE);
2279 msg_print(_("魔法のエネルギーが突然あなたの中に流れ込んできた!エネルギーを解放しなければならない!",
2280 "Magical energy flows through you! You must release it!"));
2284 (void)get_hack_dir(&dire);
2285 fire_ball(GF_MANA, dire, p_ptr->lev * 2, 3);
2288 if ((p_ptr->muta2 & MUT2_ATT_DEMON) && !p_ptr->anti_magic && (randint1(6666) == 666))
2290 bool pet = one_in_(6);
2291 BIT_FLAGS mode = PM_ALLOW_GROUP;
2293 if (pet) mode |= PM_FORCE_PET;
2294 else mode |= (PM_ALLOW_UNIQUE | PM_NO_PET);
2296 if (summon_specific((pet ? -1 : 0), p_ptr->y, p_ptr->x, dun_level, SUMMON_DEMON, mode, '\0'))
2298 msg_print(_("あなたはデーモンを引き寄せた!", "You have attracted a demon!"));
2299 disturb(FALSE, TRUE);
2303 if ((p_ptr->muta2 & MUT2_SPEED_FLUX) && one_in_(6000))
2305 disturb(FALSE, TRUE);
2308 msg_print(_("精力的でなくなった気がする。", "You feel less energetic."));
2310 if (p_ptr->fast > 0)
2316 set_slow(randint1(30) + 10, FALSE);
2321 msg_print(_("精力的になった気がする。", "You feel more energetic."));
2323 if (p_ptr->slow > 0)
2329 set_fast(randint1(30) + 10, FALSE);
2334 if ((p_ptr->muta2 & MUT2_BANISH_ALL) && one_in_(9000))
2336 disturb(FALSE, TRUE);
2337 msg_print(_("突然ほとんど孤独になった気がする。", "You suddenly feel almost lonely."));
2339 banish_monsters(100);
2340 if (!dun_level && p_ptr->town_num)
2344 /* Pick a random shop (except home) */
2347 n = randint0(MAX_STORES);
2349 while ((n == STORE_HOME) || (n == STORE_MUSEUM));
2351 msg_print(_("店の主人が丘に向かって走っている!", "You see one of the shopkeepers running for the hills!"));
2357 if ((p_ptr->muta2 & MUT2_EAT_LIGHT) && one_in_(3000))
2361 msg_print(_("影につつまれた。", "A shadow passes over you."));
2364 /* Absorb light from the current possition */
2365 if ((cave[p_ptr->y][p_ptr->x].info & (CAVE_GLOW | CAVE_MNDK)) == CAVE_GLOW)
2370 o_ptr = &inventory[INVEN_LITE];
2372 /* Absorb some fuel in the current lite */
2373 if (o_ptr->tval == TV_LITE)
2375 /* Use some fuel (except on artifacts) */
2376 if (!object_is_fixed_artifact(o_ptr) && (o_ptr->xtra4 > 0))
2378 /* Heal the player a bit */
2379 hp_player(o_ptr->xtra4 / 20);
2381 /* Decrease life-span of lite */
2383 msg_print(_("光源からエネルギーを吸収した!", "You absorb energy from your light!"));
2385 /* Notice interesting fuel steps */
2386 notice_lite_change(o_ptr);
2391 * Unlite the area (radius 10) around player and
2392 * do 50 points damage to every affected monster
2394 unlite_area(50, 10);
2397 if ((p_ptr->muta2 & MUT2_ATT_ANIMAL) && !p_ptr->anti_magic && one_in_(7000))
2399 bool pet = one_in_(3);
2400 BIT_FLAGS mode = PM_ALLOW_GROUP;
2402 if (pet) mode |= PM_FORCE_PET;
2403 else mode |= (PM_ALLOW_UNIQUE | PM_NO_PET);
2405 if (summon_specific((pet ? -1 : 0), p_ptr->y, p_ptr->x, dun_level, SUMMON_ANIMAL, mode, '\0'))
2407 msg_print(_("動物を引き寄せた!", "You have attracted an animal!"));
2408 disturb(FALSE, TRUE);
2412 if ((p_ptr->muta2 & MUT2_RAW_CHAOS) && !p_ptr->anti_magic && one_in_(8000))
2414 disturb(FALSE, TRUE);
2415 msg_print(_("周りの空間が歪んでいる気がする!", "You feel the world warping around you!"));
2418 fire_ball(GF_CHAOS, 0, p_ptr->lev, 8);
2420 if ((p_ptr->muta2 & MUT2_NORMALITY) && one_in_(5000))
2422 if (!lose_mutation(0))
2423 msg_print(_("奇妙なくらい普通になった気がする。", "You feel oddly normal."));
2425 if ((p_ptr->muta2 & MUT2_WRAITH) && !p_ptr->anti_magic && one_in_(3000))
2427 disturb(FALSE, TRUE);
2428 msg_print(_("非物質化した!", "You feel insubstantial!"));
2431 set_wraith_form(randint1(p_ptr->lev / 2) + (p_ptr->lev / 2), FALSE);
2433 if ((p_ptr->muta2 & MUT2_POLY_WOUND) && one_in_(3000))
2437 if ((p_ptr->muta2 & MUT2_WASTING) && one_in_(3000))
2439 int which_stat = randint0(A_MAX);
2440 int sustained = FALSE;
2445 if (p_ptr->sustain_str) sustained = TRUE;
2448 if (p_ptr->sustain_int) sustained = TRUE;
2451 if (p_ptr->sustain_wis) sustained = TRUE;
2454 if (p_ptr->sustain_dex) sustained = TRUE;
2457 if (p_ptr->sustain_con) sustained = TRUE;
2460 if (p_ptr->sustain_chr) sustained = TRUE;
2463 msg_print(_("不正な状態!", "Invalid stat chosen!"));
2469 disturb(FALSE, TRUE);
2470 msg_print(_("自分が衰弱していくのが分かる!", "You can feel yourself wasting away!"));
2472 (void)dec_stat(which_stat, randint1(6) + 6, one_in_(3));
2475 if ((p_ptr->muta2 & MUT2_ATT_DRAGON) && !p_ptr->anti_magic && one_in_(3000))
2477 bool pet = one_in_(5);
2478 BIT_FLAGS mode = PM_ALLOW_GROUP;
2480 if (pet) mode |= PM_FORCE_PET;
2481 else mode |= (PM_ALLOW_UNIQUE | PM_NO_PET);
2483 if (summon_specific((pet ? -1 : 0), p_ptr->y, p_ptr->x, dun_level, SUMMON_DRAGON, mode, '\0'))
2485 msg_print(_("ドラゴンを引き寄せた!", "You have attracted a dragon!"));
2486 disturb(FALSE, TRUE);
2489 if ((p_ptr->muta2 & MUT2_WEIRD_MIND) && !p_ptr->anti_magic && one_in_(3000))
2491 if (p_ptr->tim_esp > 0)
2493 msg_print(_("精神にもやがかかった!", "Your mind feels cloudy!"));
2494 set_tim_esp(0, TRUE);
2498 msg_print(_("精神が広がった!", "Your mind expands!"));
2499 set_tim_esp(p_ptr->lev, FALSE);
2502 if ((p_ptr->muta2 & MUT2_NAUSEA) && !p_ptr->slow_digest && one_in_(9000))
2504 disturb(FALSE, TRUE);
2505 msg_print(_("胃が痙攣し、食事を失った!", "Your stomach roils, and you lose your lunch!"));
2507 set_food(PY_FOOD_WEAK);
2508 if (music_singing_any()) stop_singing();
2509 if (hex_spelling_any()) stop_hex_spell_all();
2512 if ((p_ptr->muta2 & MUT2_WALK_SHAD) && !p_ptr->anti_magic && one_in_(12000) && !p_ptr->inside_arena)
2517 if ((p_ptr->muta2 & MUT2_WARNING) && one_in_(1000))
2519 int danger_amount = 0;
2520 MONSTER_IDX monster;
2522 for (monster = 0; monster < m_max; monster++)
2524 monster_type *m_ptr = &m_list[monster];
2525 monster_race *r_ptr = &r_info[m_ptr->r_idx];
2527 /* Paranoia -- Skip dead monsters */
2528 if (!m_ptr->r_idx) continue;
2530 if (r_ptr->level >= p_ptr->lev)
2532 danger_amount += r_ptr->level - p_ptr->lev + 1;
2536 if (danger_amount > 100)
2537 msg_print(_("非常に恐ろしい気がする!", "You feel utterly terrified!"));
2538 else if (danger_amount > 50)
2539 msg_print(_("恐ろしい気がする!", "You feel terrified!"));
2540 else if (danger_amount > 20)
2541 msg_print(_("非常に心配な気がする!", "You feel very worried!"));
2542 else if (danger_amount > 10)
2543 msg_print(_("心配な気がする!", "You feel paranoid!"));
2544 else if (danger_amount > 5)
2545 msg_print(_("ほとんど安全な気がする。", "You feel almost safe."));
2547 msg_print(_("寂しい気がする。", "You feel lonely."));
2550 if ((p_ptr->muta2 & MUT2_INVULN) && !p_ptr->anti_magic && one_in_(5000))
2552 disturb(FALSE, TRUE);
2553 msg_print(_("無敵な気がする!", "You feel invincible!"));
2555 (void)set_invuln(randint1(8) + 8, FALSE);
2558 if ((p_ptr->muta2 & MUT2_SP_TO_HP) && one_in_(2000))
2560 MANA_POINT wounds = (MANA_POINT)(p_ptr->mhp - p_ptr->chp);
2564 HIT_POINT healing = p_ptr->csp;
2565 if (healing > wounds) healing = wounds;
2568 p_ptr->csp -= healing;
2569 p_ptr->redraw |= (PR_HP | PR_MANA);
2573 if ((p_ptr->muta2 & MUT2_HP_TO_SP) && !p_ptr->anti_magic && one_in_(4000))
2575 HIT_POINT wounds = (HIT_POINT)(p_ptr->msp - p_ptr->csp);
2579 HIT_POINT healing = p_ptr->chp;
2580 if (healing > wounds) healing = wounds;
2582 p_ptr->csp += healing;
2583 p_ptr->redraw |= (PR_HP | PR_MANA);
2584 take_hit(DAMAGE_LOSELIFE, healing, _("頭に昇った血", "blood rushing to the head"), -1);
2588 if ((p_ptr->muta2 & MUT2_DISARM) && one_in_(10000))
2590 INVENTORY_IDX slot = 0;
2591 object_type *o_ptr = NULL;
2593 disturb(FALSE, TRUE);
2594 msg_print(_("足がもつれて転んだ!", "You trip over your own feet!"));
2595 take_hit(DAMAGE_NOESCAPE, randint1(p_ptr->wt / 6), _("転倒", "tripping"), -1);
2598 if (has_melee_weapon(INVEN_RARM))
2601 o_ptr = &inventory[INVEN_RARM];
2603 if (has_melee_weapon(INVEN_LARM) && one_in_(2))
2605 o_ptr = &inventory[INVEN_LARM];
2609 else if (has_melee_weapon(INVEN_LARM))
2611 o_ptr = &inventory[INVEN_LARM];
2614 if (slot && !object_is_cursed(o_ptr))
2616 msg_print(_("武器を落としてしまった!", "You drop your weapon!"));
2617 inven_drop(slot, 1);
2624 * @brief 10ゲームターンが進行するごとに装備効果の発動判定を行う処理
2625 * / Handle curse effects once every 10 game turns
2628 static void process_world_aux_curse(void)
2630 if ((p_ptr->cursed & TRC_P_FLAG_MASK) && !p_ptr->inside_battle && !p_ptr->wild_mode)
2633 * Hack: Uncursed teleporting items (e.g. Trump Weapons)
2634 * can actually be useful!
2636 if ((p_ptr->cursed & TRC_TELEPORT_SELF) && one_in_(200))
2638 GAME_TEXT o_name[MAX_NLEN];
2640 int i, i_keep = 0, count = 0;
2642 /* Scan the equipment with random teleport ability */
2643 for (i = INVEN_RARM; i < INVEN_TOTAL; i++)
2645 BIT_FLAGS flgs[TR_FLAG_SIZE];
2646 o_ptr = &inventory[i];
2648 /* Skip non-objects */
2649 if (!o_ptr->k_idx) continue;
2651 /* Extract the item flags */
2652 object_flags(o_ptr, flgs);
2654 if (have_flag(flgs, TR_TELEPORT))
2656 /* {.} will stop random teleportation. */
2657 if (!o_ptr->inscription || !my_strchr(quark_str(o_ptr->inscription), '.'))
2660 if (one_in_(count)) i_keep = i;
2665 o_ptr = &inventory[i_keep];
2666 object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
2667 msg_format(_("%sがテレポートの能力を発動させようとしている。", "Your %s is activating teleportation."), o_name);
2668 if (get_check_strict(_("テレポートしますか?", "Teleport? "), CHECK_OKAY_CANCEL))
2670 disturb(FALSE, TRUE);
2671 teleport_player(50, 0L);
2675 msg_format(_("%sに{.}(ピリオド)と銘を刻むと発動を抑制できます。",
2676 "You can inscribe {.} on your %s to disable random teleportation. "), o_name);
2677 disturb(TRUE, TRUE);
2680 /* Make a chainsword noise */
2681 if ((p_ptr->cursed & TRC_CHAINSWORD) && one_in_(CHAINSWORD_NOISE))
2684 if (!get_rnd_line(_("chainswd_j.txt", "chainswd.txt"), 0, noise))
2686 disturb(FALSE, FALSE);
2689 if ((p_ptr->cursed & TRC_TY_CURSE) && one_in_(TY_CURSE_CHANCE))
2692 (void)activate_ty_curse(FALSE, &count);
2694 /* Handle experience draining */
2695 if (p_ptr->prace != RACE_ANDROID && ((p_ptr->cursed & TRC_DRAIN_EXP) && one_in_(4)))
2697 p_ptr->exp -= (p_ptr->lev + 1) / 2;
2698 if (p_ptr->exp < 0) p_ptr->exp = 0;
2699 p_ptr->max_exp -= (p_ptr->lev + 1) / 2;
2700 if (p_ptr->max_exp < 0) p_ptr->max_exp = 0;
2703 /* Add light curse (Later) */
2704 if ((p_ptr->cursed & TRC_ADD_L_CURSE) && one_in_(2000))
2706 BIT_FLAGS new_curse;
2709 o_ptr = choose_cursed_obj_name(TRC_ADD_L_CURSE);
2711 new_curse = get_curse(0, o_ptr);
2712 if (!(o_ptr->curse_flags & new_curse))
2714 GAME_TEXT o_name[MAX_NLEN];
2716 object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
2718 o_ptr->curse_flags |= new_curse;
2719 msg_format(_("悪意に満ちた黒いオーラが%sをとりまいた...", "There is a malignant black aura surrounding your %s..."), o_name);
2721 o_ptr->feeling = FEEL_NONE;
2723 p_ptr->update |= (PU_BONUS);
2726 /* Add heavy curse (Later) */
2727 if ((p_ptr->cursed & TRC_ADD_H_CURSE) && one_in_(2000))
2729 BIT_FLAGS new_curse;
2732 o_ptr = choose_cursed_obj_name(TRC_ADD_H_CURSE);
2734 new_curse = get_curse(1, o_ptr);
2735 if (!(o_ptr->curse_flags & new_curse))
2737 GAME_TEXT o_name[MAX_NLEN];
2739 object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
2741 o_ptr->curse_flags |= new_curse;
2742 msg_format(_("悪意に満ちた黒いオーラが%sをとりまいた...", "There is a malignant black aura surrounding your %s..."), o_name);
2743 o_ptr->feeling = FEEL_NONE;
2745 p_ptr->update |= (PU_BONUS);
2749 if ((p_ptr->cursed & TRC_CALL_ANIMAL) && one_in_(2500))
2751 if (summon_specific(0, p_ptr->y, p_ptr->x, dun_level, SUMMON_ANIMAL, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE | PM_NO_PET), '\0'))
2753 GAME_TEXT o_name[MAX_NLEN];
2755 object_desc(o_name, choose_cursed_obj_name(TRC_CALL_ANIMAL), (OD_OMIT_PREFIX | OD_NAME_ONLY));
2756 msg_format(_("%sが動物を引き寄せた!", "Your %s have attracted an animal!"), o_name);
2757 disturb(FALSE, TRUE);
2761 if ((p_ptr->cursed & TRC_CALL_DEMON) && one_in_(1111))
2763 if (summon_specific(0, p_ptr->y, p_ptr->x, dun_level, SUMMON_DEMON, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE | PM_NO_PET), '\0'))
2765 GAME_TEXT o_name[MAX_NLEN];
2767 object_desc(o_name, choose_cursed_obj_name(TRC_CALL_DEMON), (OD_OMIT_PREFIX | OD_NAME_ONLY));
2768 msg_format(_("%sが悪魔を引き寄せた!", "Your %s have attracted a demon!"), o_name);
2769 disturb(FALSE, TRUE);
2773 if ((p_ptr->cursed & TRC_CALL_DRAGON) && one_in_(800))
2775 if (summon_specific(0, p_ptr->y, p_ptr->x, dun_level, SUMMON_DRAGON,
2776 (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE | PM_NO_PET), '\0'))
2778 GAME_TEXT o_name[MAX_NLEN];
2780 object_desc(o_name, choose_cursed_obj_name(TRC_CALL_DRAGON), (OD_OMIT_PREFIX | OD_NAME_ONLY));
2781 msg_format(_("%sがドラゴンを引き寄せた!", "Your %s have attracted an dragon!"), o_name);
2782 disturb(FALSE, TRUE);
2786 if ((p_ptr->cursed & TRC_CALL_UNDEAD) && one_in_(1111))
2788 if (summon_specific(0, p_ptr->y, p_ptr->x, dun_level, SUMMON_UNDEAD,
2789 (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE | PM_NO_PET), '\0'))
2791 GAME_TEXT o_name[MAX_NLEN];
2793 object_desc(o_name, choose_cursed_obj_name(TRC_CALL_UNDEAD), (OD_OMIT_PREFIX | OD_NAME_ONLY));
2794 msg_format(_("%sが死霊を引き寄せた!", "Your %s have attracted an undead!"), o_name);
2795 disturb(FALSE, TRUE);
2798 if ((p_ptr->cursed & TRC_COWARDICE) && one_in_(1500))
2800 if (!p_ptr->resist_fear)
2802 disturb(FALSE, TRUE);
2803 msg_print(_("とても暗い... とても恐い!", "It's so dark... so scary!"));
2804 set_afraid(p_ptr->afraid + 13 + randint1(26));
2807 /* Teleport player */
2808 if ((p_ptr->cursed & TRC_TELEPORT) && one_in_(200) && !p_ptr->anti_tele)
2810 disturb(FALSE, TRUE);
2812 /* Teleport player */
2813 teleport_player(40, TELEPORT_PASSIVE);
2815 /* Handle HP draining */
2816 if ((p_ptr->cursed & TRC_DRAIN_HP) && one_in_(666))
2818 GAME_TEXT o_name[MAX_NLEN];
2820 object_desc(o_name, choose_cursed_obj_name(TRC_DRAIN_HP), (OD_OMIT_PREFIX | OD_NAME_ONLY));
2821 msg_format(_("%sはあなたの体力を吸収した!", "Your %s drains HP from you!"), o_name);
2822 take_hit(DAMAGE_LOSELIFE, MIN(p_ptr->lev*2, 100), o_name, -1);
2824 /* Handle mana draining */
2825 if ((p_ptr->cursed & TRC_DRAIN_MANA) && p_ptr->csp && one_in_(666))
2827 GAME_TEXT o_name[MAX_NLEN];
2829 object_desc(o_name, choose_cursed_obj_name(TRC_DRAIN_MANA), (OD_OMIT_PREFIX | OD_NAME_ONLY));
2830 msg_format(_("%sはあなたの魔力を吸収した!", "Your %s drains mana from you!"), o_name);
2831 p_ptr->csp -= MIN(p_ptr->lev, 50);
2835 p_ptr->csp_frac = 0;
2837 p_ptr->redraw |= PR_MANA;
2841 /* Rarely, take damage from the Jewel of Judgement */
2842 if (one_in_(999) && !p_ptr->anti_magic)
2844 object_type *o_ptr = &inventory[INVEN_LITE];
2846 if (o_ptr->name1 == ART_JUDGE)
2848 if (object_is_known(o_ptr))
2849 msg_print(_("『審判の宝石』はあなたの体力を吸収した!", "The Jewel of Judgement drains life from you!"));
2851 msg_print(_("なにかがあなたの体力を吸収した!", "Something drains life from you!"));
2852 take_hit(DAMAGE_LOSELIFE, MIN(p_ptr->lev, 50), _("審判の宝石", "the Jewel of Judgement"), -1);
2859 * @brief 10ゲームターンが進行するごとに魔道具の自然充填を行う処理
2860 * / Handle recharging objects once every 10 game turns
2863 static void process_world_aux_recharge(void)
2868 /* Process equipment */
2869 for (changed = FALSE, i = INVEN_RARM; i < INVEN_TOTAL; i++)
2871 /* Get the object */
2872 object_type *o_ptr = &inventory[i];
2874 /* Skip non-objects */
2875 if (!o_ptr->k_idx) continue;
2877 /* Recharge activatable objects */
2878 if (o_ptr->timeout > 0)
2883 /* Notice changes */
2884 if (!o_ptr->timeout)
2886 recharged_notice(o_ptr);
2892 /* Notice changes */
2895 p_ptr->window |= (PW_EQUIP);
2900 * Recharge rods. Rods now use timeout to control charging status,
2901 * and each charging rod in a stack decreases the stack's timeout by
2902 * one per turn. -LM-
2904 for (changed = FALSE, i = 0; i < INVEN_PACK; i++)
2906 object_type *o_ptr = &inventory[i];
2907 object_kind *k_ptr = &k_info[o_ptr->k_idx];
2909 /* Skip non-objects */
2910 if (!o_ptr->k_idx) continue;
2912 /* Examine all charging rods or stacks of charging rods. */
2913 if ((o_ptr->tval == TV_ROD) && (o_ptr->timeout))
2915 /* Determine how many rods are charging. */
2916 TIME_EFFECT temp = (o_ptr->timeout + (k_ptr->pval - 1)) / k_ptr->pval;
2917 if (temp > o_ptr->number) temp = (TIME_EFFECT)o_ptr->number;
2919 /* Decrease timeout by that number. */
2920 o_ptr->timeout -= temp;
2922 /* Boundary control. */
2923 if (o_ptr->timeout < 0) o_ptr->timeout = 0;
2925 /* Notice changes, provide message if object is inscribed. */
2926 if (!(o_ptr->timeout))
2928 recharged_notice(o_ptr);
2932 /* One of the stack of rod is charged */
2933 else if (o_ptr->timeout % k_ptr->pval)
2940 /* Notice changes */
2943 p_ptr->window |= (PW_INVEN);
2947 /* Process objects on floor */
2948 for (i = 1; i < o_max; i++)
2950 object_type *o_ptr = &o_list[i];
2952 /* Skip dead objects */
2953 if (!o_ptr->k_idx) continue;
2955 /* Recharge rods on the ground. No messages. */
2956 if ((o_ptr->tval == TV_ROD) && (o_ptr->timeout))
2959 o_ptr->timeout -= (TIME_EFFECT)o_ptr->number;
2961 /* Boundary control. */
2962 if (o_ptr->timeout < 0) o_ptr->timeout = 0;
2969 * @brief 10ゲームターンが進行するごとに帰還や現実変容などの残り時間カウントダウンと発動を処理する。
2970 * / Handle involuntary movement once every 10 game turns
2973 static void process_world_aux_movement(void)
2975 /* Delayed Word-of-Recall */
2976 if (p_ptr->word_recall)
2979 * HACK: Autosave BEFORE resetting the recall counter (rr9)
2980 * The player is yanked up/down as soon as
2981 * he loads the autosaved game.
2983 if (autosave_l && (p_ptr->word_recall == 1) && !p_ptr->inside_battle)
2984 do_cmd_save_game(TRUE);
2986 /* Count down towards recall */
2987 p_ptr->word_recall--;
2989 p_ptr->redraw |= (PR_STATUS);
2991 /* Activate the recall */
2992 if (!p_ptr->word_recall)
2995 disturb(FALSE, TRUE);
2997 /* Determine the level */
2998 if (dun_level || p_ptr->inside_quest || p_ptr->enter_dungeon)
3000 msg_print(_("上に引っ張りあげられる感じがする!", "You feel yourself yanked upwards!"));
3002 if (dungeon_type) p_ptr->recall_dungeon = dungeon_type;
3004 do_cmd_write_nikki(NIKKI_RECALL, dun_level, NULL);
3009 leave_quest_check();
3010 leave_tower_check();
3012 p_ptr->inside_quest = 0;
3014 p_ptr->leaving = TRUE;
3018 msg_print(_("下に引きずり降ろされる感じがする!", "You feel yourself yanked downwards!"));
3020 dungeon_type = p_ptr->recall_dungeon;
3023 do_cmd_write_nikki(NIKKI_RECALL, dun_level, NULL);
3026 dun_level = max_dlv[dungeon_type];
3027 if (dun_level < 1) dun_level = 1;
3029 /* Nightmare mode makes recall more dangerous */
3030 if (ironman_nightmare && !randint0(666) && (dungeon_type == DUNGEON_ANGBAND))
3036 else if (dun_level < 99)
3038 dun_level = (dun_level + 99) / 2;
3040 else if (dun_level > 100)
3042 dun_level = d_info[dungeon_type].maxdepth - 1;
3046 if (p_ptr->wild_mode)
3048 p_ptr->wilderness_y = p_ptr->y;
3049 p_ptr->wilderness_x = p_ptr->x;
3053 /* Save player position */
3054 p_ptr->oldpx = p_ptr->x;
3055 p_ptr->oldpy = p_ptr->y;
3057 p_ptr->wild_mode = FALSE;
3060 * Clear all saved floors
3061 * and create a first saved floor
3063 prepare_change_floor_mode(CFM_FIRST_FLOOR);
3066 p_ptr->leaving = TRUE;
3068 if (dungeon_type == DUNGEON_ANGBAND)
3072 for (i = MIN_RANDOM_QUEST; i < MAX_RANDOM_QUEST + 1; i++)
3074 quest_type* const q_ptr = &quest[i];
3077 if ((q_ptr->type == QUEST_TYPE_RANDOM) &&
3078 (q_ptr->status == QUEST_STATUS_TAKEN) &&
3079 (q_ptr->level < dun_level))
3081 q_ptr->status = QUEST_STATUS_FAILED;
3082 q_ptr->complev = (byte)p_ptr->lev;
3084 q_ptr->comptime = playtime;
3085 r_info[q_ptr->r_idx].flags1 &= ~(RF1_QUESTOR);
3091 sound(SOUND_TPLEVEL);
3096 /* Delayed Alter reality */
3097 if (p_ptr->alter_reality)
3099 if (autosave_l && (p_ptr->alter_reality == 1) && !p_ptr->inside_battle)
3100 do_cmd_save_game(TRUE);
3102 /* Count down towards alter */
3103 p_ptr->alter_reality--;
3105 p_ptr->redraw |= (PR_STATUS);
3107 /* Activate the alter reality */
3108 if (!p_ptr->alter_reality)
3111 disturb(FALSE, TRUE);
3113 /* Determine the level */
3114 if (!quest_number(dun_level) && dun_level)
3116 msg_print(_("世界が変わった!", "The world changes!"));
3119 * Clear all saved floors
3120 * and create a first saved floor
3122 prepare_change_floor_mode(CFM_FIRST_FLOOR);
3125 p_ptr->leaving = TRUE;
3129 msg_print(_("世界が少しの間変化したようだ。", "The world seems to change for a moment!"));
3132 sound(SOUND_TPLEVEL);
3139 * @brief 指定したモンスターに隣接しているモンスターの数を返す。
3140 * / Count number of adjacent monsters
3141 * @param m_idx 隣接数を調べたいモンスターのID
3142 * @return 隣接しているモンスターの数
3144 static int get_monster_crowd_number(MONSTER_IDX m_idx)
3146 monster_type *m_ptr = &m_list[m_idx];
3147 POSITION my = m_ptr->fy;
3148 POSITION mx = m_ptr->fx;
3152 for (i = 0; i < 7; i++)
3154 int ay = my + ddy_ddd[i];
3155 int ax = mx + ddx_ddd[i];
3157 if (!in_bounds(ay, ax)) continue;
3159 /* Count number of monsters */
3160 if (cave[ay][ax].m_idx > 0) count++;
3169 * ダンジョンの雰囲気を計算するための非線形基準値 / Dungeon rating is no longer linear
3171 #define RATING_BOOST(delta) (delta * delta + 50 * delta)
3174 * @brief ダンジョンの雰囲気を算出する。
3175 * / Examine all monsters and unidentified objects, and get the feeling of current dungeon floor
3176 * @return 算出されたダンジョンの雰囲気ランク
3178 static byte get_dungeon_feeling(void)
3180 const int base = 10;
3184 /* Hack -- no feeling in the town */
3185 if (!dun_level) return 0;
3187 /* Examine each monster */
3188 for (i = 1; i < m_max; i++)
3190 monster_type *m_ptr = &m_list[i];
3191 monster_race *r_ptr;
3194 /* Skip dead monsters */
3195 if (!m_ptr->r_idx) continue;
3198 if (is_pet(m_ptr)) continue;
3200 r_ptr = &r_info[m_ptr->r_idx];
3202 /* Unique monsters */
3203 if (r_ptr->flags1 & (RF1_UNIQUE))
3205 /* Nearly out-of-depth unique monsters */
3206 if (r_ptr->level + 10 > dun_level)
3208 /* Boost rating by twice delta-depth */
3209 delta += (r_ptr->level + 10 - dun_level) * 2 * base;
3214 /* Out-of-depth monsters */
3215 if (r_ptr->level > dun_level)
3217 /* Boost rating by delta-depth */
3218 delta += (r_ptr->level - dun_level) * base;
3222 /* Unusually crowded monsters get a little bit of rating boost */
3223 if (r_ptr->flags1 & RF1_FRIENDS)
3225 if (5 <= get_monster_crowd_number(i)) delta += 1;
3229 if (2 <= get_monster_crowd_number(i)) delta += 1;
3233 rating += RATING_BOOST(delta);
3236 /* Examine each unidentified object */
3237 for (i = 1; i < o_max; i++)
3239 object_type *o_ptr = &o_list[i];
3240 object_kind *k_ptr = &k_info[o_ptr->k_idx];
3243 /* Skip dead objects */
3244 if (!o_ptr->k_idx) continue;
3246 /* Skip known objects */
3247 if (object_is_known(o_ptr))
3250 if (o_ptr->marked & OM_TOUCHED) continue;
3253 /* Skip pseudo-known objects */
3254 if (o_ptr->ident & IDENT_SENSE) continue;
3257 if (object_is_ego(o_ptr))
3259 ego_item_type *e_ptr = &e_info[o_ptr->name2];
3261 delta += e_ptr->rating * base;
3265 if (object_is_artifact(o_ptr))
3267 PRICE cost = object_value_real(o_ptr);
3270 if (cost > 10000L) delta += 10 * base;
3271 if (cost > 50000L) delta += 10 * base;
3272 if (cost > 100000L) delta += 10 * base;
3274 /* Special feeling */
3275 if (!preserve_mode) return 1;
3278 if (o_ptr->tval == TV_DRAG_ARMOR) delta += 30 * base;
3279 if (o_ptr->tval == TV_SHIELD && o_ptr->sval == SV_DRAGON_SHIELD) delta += 5 * base;
3280 if (o_ptr->tval == TV_GLOVES && o_ptr->sval == SV_SET_OF_DRAGON_GLOVES) delta += 5 * base;
3281 if (o_ptr->tval == TV_BOOTS && o_ptr->sval == SV_PAIR_OF_DRAGON_GREAVE) delta += 5 * base;
3282 if (o_ptr->tval == TV_HELM && o_ptr->sval == SV_DRAGON_HELM) delta += 5 * base;
3283 if (o_ptr->tval == TV_RING && o_ptr->sval == SV_RING_SPEED && !object_is_cursed(o_ptr)) delta += 25 * base;
3284 if (o_ptr->tval == TV_RING && o_ptr->sval == SV_RING_LORDLY && !object_is_cursed(o_ptr)) delta += 15 * base;
3285 if (o_ptr->tval == TV_AMULET && o_ptr->sval == SV_AMULET_THE_MAGI && !object_is_cursed(o_ptr)) delta += 15 * base;
3287 /* Out-of-depth objects */
3288 if (!object_is_cursed(o_ptr) && !object_is_broken(o_ptr) && k_ptr->level > dun_level)
3290 /* Rating increase */
3291 delta += (k_ptr->level - dun_level) * base;
3294 rating += RATING_BOOST(delta);
3298 if (rating > RATING_BOOST(1000)) return 2;
3299 if (rating > RATING_BOOST(800)) return 3;
3300 if (rating > RATING_BOOST(600)) return 4;
3301 if (rating > RATING_BOOST(400)) return 5;
3302 if (rating > RATING_BOOST(300)) return 6;
3303 if (rating > RATING_BOOST(200)) return 7;
3304 if (rating > RATING_BOOST(100)) return 8;
3305 if (rating > RATING_BOOST(0)) return 9;
3311 * @brief ダンジョンの雰囲気を更新し、変化があった場合メッセージを表示する
3312 * / Update dungeon feeling, and announce it if changed
3315 static void update_dungeon_feeling(void)
3321 /* No feeling on the surface */
3322 if (!dun_level) return;
3324 /* No feeling in the arena */
3325 if (p_ptr->inside_battle) return;
3327 /* Extract delay time */
3328 delay = MAX(10, 150 - p_ptr->skill_fos) * (150 - dun_level) * TURNS_PER_TICK / 100;
3330 /* Not yet felt anything */
3331 if (turn < p_ptr->feeling_turn + delay && !cheat_xtra) return;
3333 /* Extract quest number (if any) */
3334 quest_num = quest_number(dun_level);
3336 /* No feeling in a quest */
3338 (is_fixed_quest_idx(quest_num) &&
3339 !((quest_num == QUEST_OBERON) || (quest_num == QUEST_SERPENT) ||
3340 !(quest[quest_num].flags & QUEST_FLAG_PRESET)))) return;
3343 /* Get new dungeon feeling */
3344 new_feeling = get_dungeon_feeling();
3346 /* Remember last time updated */
3347 p_ptr->feeling_turn = turn;
3350 if (p_ptr->feeling == new_feeling) return;
3352 /* Dungeon feeling is changed */
3353 p_ptr->feeling = new_feeling;
3355 /* Announce feeling */
3358 select_floor_music();
3360 /* Update the level indicator */
3361 p_ptr->redraw |= (PR_DEPTH);
3363 if (disturb_minor) disturb(FALSE, FALSE);
3367 * @brief 10ゲームターンが進行する毎にゲーム世界全体の処理を行う。
3368 * / Handle certain things once every 10 game turns
3371 static void process_world(void)
3375 const s32b A_DAY = TURNS_PER_TICK * TOWN_DAWN;
3376 s32b prev_turn_in_today = ((turn - TURNS_PER_TICK) % A_DAY + A_DAY / 4) % A_DAY;
3377 int prev_min = (1440 * prev_turn_in_today / A_DAY) % 60;
3379 extract_day_hour_min(&day, &hour, &min);
3381 /* Update dungeon feeling, and announce it if changed */
3382 update_dungeon_feeling();
3384 /* 帰還無しモード時のレベルテレポバグ対策 / Fix for level teleport bugs on ironman_downward.*/
3385 if (ironman_downward && (dungeon_type != DUNGEON_ANGBAND && dungeon_type != 0))
3389 prepare_change_floor_mode(CFM_FIRST_FLOOR | CFM_RAND_PLACE);
3390 p_ptr->inside_arena = FALSE;
3391 p_ptr->wild_mode = FALSE;
3392 p_ptr->leaving = TRUE;
3395 /*** Check monster arena ***/
3396 if (p_ptr->inside_battle && !p_ptr->leaving)
3402 /* Count all hostile monsters */
3403 for (i2 = 0; i2 < cur_wid; ++i2)
3404 for (j2 = 0; j2 < cur_hgt; j2++)
3406 cave_type *c_ptr = &cave[j2][i2];
3408 if ((c_ptr->m_idx > 0) && (c_ptr->m_idx != p_ptr->riding))
3411 win_m_idx = c_ptr->m_idx;
3415 if (number_mon == 0)
3417 msg_print(_("相打ちに終わりました。", "They have kill each other at the same time."));
3419 p_ptr->energy_need = 0;
3422 else if ((number_mon-1) == 0)
3424 GAME_TEXT m_name[MAX_NLEN];
3425 monster_type *wm_ptr;
3427 wm_ptr = &m_list[win_m_idx];
3429 monster_desc(m_name, wm_ptr, 0);
3430 msg_format(_("%sが勝利した!", "%s is winner!"), m_name);
3433 if (win_m_idx == (sel_monster+1))
3435 msg_print(_("おめでとうございます。", "Congratulations."));
3436 msg_format(_("%d$を受け取った。", "You received %d gold."), battle_odds);
3437 p_ptr->au += battle_odds;
3441 msg_print(_("残念でした。", "You lost gold."));
3444 p_ptr->energy_need = 0;
3447 else if (turn - old_turn == 150 * TURNS_PER_TICK)
3449 msg_print(_("申し分けありませんが、この勝負は引き分けとさせていただきます。", "This battle have ended in a draw."));
3450 p_ptr->au += kakekin;
3452 p_ptr->energy_need = 0;
3457 /* Every 10 game turns */
3458 if (turn % TURNS_PER_TICK) return;
3460 /*** Check the Time and Load ***/
3462 if (!(turn % (50*TURNS_PER_TICK)))
3464 /* Check time and load */
3465 if ((0 != check_time()) || (0 != check_load()))
3468 if (closing_flag <= 2)
3470 disturb(FALSE, TRUE);
3472 /* Count warnings */
3475 msg_print(_("アングバンドへの門が閉じかかっています...", "The gates to ANGBAND are closing..."));
3476 msg_print(_("ゲームを終了するかセーブするかして下さい。", "Please finish up and/or save your game."));
3483 msg_print(_("今、アングバンドへの門が閉ざされました。", "The gates to ANGBAND are now closed."));
3486 p_ptr->playing = FALSE;
3489 p_ptr->leaving = TRUE;
3494 /*** Attempt timed autosave ***/
3495 if (autosave_t && autosave_freq && !p_ptr->inside_battle)
3497 if (!(turn % ((s32b)autosave_freq * TURNS_PER_TICK)))
3498 do_cmd_save_game(TRUE);
3501 if (mon_fight && !ignore_unview)
3503 msg_print(_("何かが聞こえた。", "You hear noise."));
3506 /*** Handle the wilderness/town (sunshine) ***/
3508 /* While in town/wilderness */
3509 if (!dun_level && !p_ptr->inside_quest && !p_ptr->inside_battle && !p_ptr->inside_arena)
3511 /* Hack -- Daybreak/Nighfall in town */
3512 if (!(turn % ((TURNS_PER_TICK * TOWN_DAWN) / 2)))
3516 /* Check for dawn */
3517 dawn = (!(turn % (TURNS_PER_TICK * TOWN_DAWN)));
3519 if (dawn) day_break();
3525 /* While in the dungeon (vanilla_town or lite_town mode only) */
3526 else if ((vanilla_town || (lite_town && !p_ptr->inside_quest && !p_ptr->inside_battle && !p_ptr->inside_arena)) && dun_level)
3528 /*** Shuffle the Storekeepers ***/
3530 /* Chance is only once a day (while in dungeon) */
3531 if (!(turn % (TURNS_PER_TICK * STORE_TICKS)))
3533 /* Sometimes, shuffle the shop-keepers */
3534 if (one_in_(STORE_SHUFFLE))
3539 /* Pick a random shop (except home and museum) */
3542 n = randint0(MAX_STORES);
3544 while ((n == STORE_HOME) || (n == STORE_MUSEUM));
3546 /* Check every feature */
3547 for (i = 1; i < max_f_idx; i++)
3549 /* Access the index */
3550 feature_type *f_ptr = &f_info[i];
3552 /* Skip empty index */
3553 if (!f_ptr->name) continue;
3555 /* Skip non-store features */
3556 if (!have_flag(f_ptr->flags, FF_STORE)) continue;
3558 /* Verify store type */
3559 if (f_ptr->subtype == n)
3561 if (cheat_xtra) msg_format(_("%sの店主をシャッフルします。", "Shuffle a Shopkeeper of %s."), f_name + f_ptr->name);
3574 /*** Process the monsters ***/
3576 /* Check for creature generation. */
3577 if (one_in_(d_info[dungeon_type].max_m_alloc_chance) &&
3578 !p_ptr->inside_arena && !p_ptr->inside_quest && !p_ptr->inside_battle)
3580 /* Make a new monster */
3581 (void)alloc_monster(MAX_SIGHT + 5, 0);
3584 /* Hack -- Check for creature regeneration */
3585 if (!(turn % (TURNS_PER_TICK * 10)) && !p_ptr->inside_battle) regen_monsters();
3586 if (!(turn % (TURNS_PER_TICK * 3))) regen_captured_monsters();
3588 if (!p_ptr->leaving)
3592 /* Hack -- Process the counters of monsters if needed */
3593 for (i = 0; i < MAX_MTIMED; i++)
3595 if (mproc_max[i] > 0) process_monsters_mtimed(i);
3603 if (min != prev_min)
3605 do_cmd_write_nikki(NIKKI_HIGAWARI, 0, NULL);
3606 determine_today_mon(FALSE);
3611 * Nightmare mode activates the TY_CURSE at midnight
3612 * Require exact minute -- Don't activate multiple times in a minute
3615 if (ironman_nightmare && (min != prev_min))
3618 /* Every 15 minutes after 11:00 pm */
3619 if ((hour == 23) && !(min % 15))
3622 disturb(FALSE, TRUE);
3627 msg_print(_("遠くで不気味な鐘の音が鳴った。", "You hear a distant bell toll ominously."));
3631 msg_print(_("遠くで鐘が二回鳴った。", "A distant bell sounds twice."));
3635 msg_print(_("遠くで鐘が三回鳴った。", "A distant bell sounds three times."));
3639 msg_print(_("遠くで鐘が四回鳴った。", "A distant bell tolls four times."));
3644 /* TY_CURSE activates at midnight! */
3648 disturb(TRUE, TRUE);
3649 msg_print(_("遠くで鐘が何回も鳴り、死んだような静けさの中へ消えていった。", "A distant bell tolls many times, fading into an deathly silence."));
3651 if (p_ptr->wild_mode)
3653 /* Go into large wilderness view */
3654 p_ptr->oldpy = randint1(MAX_HGT - 2);
3655 p_ptr->oldpx = randint1(MAX_WID - 2);
3658 /* Give first move to monsters */
3659 p_ptr->energy_use = 100;
3661 /* HACk -- set the encouter flag for the wilderness generation */
3662 generate_encounter = TRUE;
3665 invoking_midnight_curse = TRUE;
3671 /* Check the Food */
3672 process_world_aux_digestion();
3674 /* Process timed damage and regeneration */
3675 process_world_aux_hp_and_sp();
3677 /* Process timeout */
3678 process_world_aux_timeout();
3681 process_world_aux_light();
3683 /* Process mutation effects */
3684 process_world_aux_mutation();
3686 /* Process curse effects */
3687 process_world_aux_curse();
3689 /* Process recharging */
3690 process_world_aux_recharge();
3692 /* Feel the inventory */
3696 /* Involuntary Movement */
3697 process_world_aux_movement();
3701 * @brief ウィザードモードへの導入処理
3702 * / Verify use of "wizard" mode
3703 * @return 実際にウィザードモードへ移行したらTRUEを返す。
3705 static bool enter_wizard_mode(void)
3707 /* Ask first time */
3708 if (!p_ptr->noscore)
3710 /* Wizard mode is not permitted */
3711 if (!allow_debug_opts || arg_wizard)
3713 msg_print(_("ウィザードモードは許可されていません。 ", "Wizard mode is not permitted."));
3717 /* Mention effects */
3718 msg_print(_("ウィザードモードはデバッグと実験のためのモードです。 ", "Wizard mode is for debugging and experimenting."));
3719 msg_print(_("一度ウィザードモードに入るとスコアは記録されません。", "The game will not be scored if you enter wizard mode."));
3722 /* Verify request */
3723 if (!get_check(_("本当にウィザードモードに入りたいのですか? ", "Are you sure you want to enter wizard mode? ")))
3728 do_cmd_write_nikki(NIKKI_BUNSHOU, 0, _("ウィザードモードに突入してスコアを残せなくなった。", "give up recording score to enter wizard mode."));
3730 p_ptr->noscore |= 0x0002;
3741 * @brief デバッグコマンドへの導入処理
3742 * / Verify use of "debug" commands
3743 * @return 実際にデバッグコマンドへ移行したらTRUEを返す。
3745 static bool enter_debug_mode(void)
3747 /* Ask first time */
3748 if (!p_ptr->noscore)
3750 /* Debug mode is not permitted */
3751 if (!allow_debug_opts)
3753 msg_print(_("デバッグコマンドは許可されていません。 ", "Use of debug command is not permitted."));
3757 /* Mention effects */
3758 msg_print(_("デバッグ・コマンドはデバッグと実験のためのコマンドです。 ", "The debug commands are for debugging and experimenting."));
3759 msg_print(_("デバッグ・コマンドを使うとスコアは記録されません。", "The game will not be scored if you use debug commands."));
3763 /* Verify request */
3764 if (!get_check(_("本当にデバッグ・コマンドを使いますか? ", "Are you sure you want to use debug commands? ")))
3769 do_cmd_write_nikki(NIKKI_BUNSHOU, 0, _("デバッグモードに突入してスコアを残せなくなった。", "give up sending score to use debug commands."));
3771 p_ptr->noscore |= 0x0008;
3779 * Hack -- Declare the Debug Routines
3781 extern void do_cmd_debug(void);
3783 #endif /* ALLOW_WIZARD */
3789 * @brief ボーグコマンドへの導入処理
3790 * / Verify use of "borg" commands
3791 * @return 実際にボーグコマンドへ移行したらTRUEを返す。
3793 static bool enter_borg_mode(void)
3795 /* Ask first time */
3796 if (!(p_ptr->noscore & 0x0010))
3798 /* Mention effects */
3799 msg_print(_("ボーグ・コマンドはデバッグと実験のためのコマンドです。 ", "The borg commands are for debugging and experimenting."));
3800 msg_print(_("ボーグ・コマンドを使うとスコアは記録されません。", "The game will not be scored if you use borg commands."));
3804 /* Verify request */
3805 if (!get_check(_("本当にボーグ・コマンドを使いますか? ", "Are you sure you want to use borg commands? ")))
3810 do_cmd_write_nikki(NIKKI_BUNSHOU, 0, _("ボーグ・コマンドを使用してスコアを残せなくなった。", "give up recording score to use borg commands."));
3812 p_ptr->noscore |= 0x0010;
3820 * Hack -- Declare the Ben Borg
3822 extern void do_cmd_borg(void);
3824 #endif /* ALLOW_BORG */
3828 * @brief プレイヤーから受けた入力コマンドの分岐処理。
3829 * / Parse and execute the current command Give "Warning" on illegal commands.
3830 * @todo Make some "blocks"
3833 static void process_command(void)
3835 COMMAND_CODE old_now_message = now_message;
3837 /* Handle repeating the last command */
3843 if ((p_ptr->pclass == CLASS_SNIPER) && (p_ptr->concent))
3844 reset_concent = TRUE;
3846 /* Parse the command */
3847 switch (command_cmd)
3863 /*** Wizard Commands ***/
3865 /* Toggle Wizard Mode */
3870 p_ptr->wizard = FALSE;
3871 msg_print(_("ウィザードモード解除。", "Wizard mode off."));
3873 else if (enter_wizard_mode())
3875 p_ptr->wizard = TRUE;
3876 msg_print(_("ウィザードモード突入。", "Wizard mode on."));
3878 p_ptr->update |= (PU_MONSTERS);
3880 /* Redraw "title" */
3881 p_ptr->redraw |= (PR_TITLE);
3889 /* Special "debug" commands */
3892 /* Enter debug mode */
3893 if (enter_debug_mode())
3900 #endif /* ALLOW_WIZARD */
3905 /* Special "borg" commands */
3908 /* Enter borg mode */
3909 if (enter_borg_mode())
3911 if (!p_ptr->wild_mode) do_cmd_borg();
3917 #endif /* ALLOW_BORG */
3921 /*** Inventory Commands ***/
3923 /* Wear/wield equipment */
3926 if (!p_ptr->wild_mode) do_cmd_wield();
3930 /* Take off equipment */
3933 if (!p_ptr->wild_mode) do_cmd_takeoff();
3940 if (!p_ptr->wild_mode) do_cmd_drop();
3944 /* Destroy an item */
3951 /* Equipment list */
3958 /* Inventory list */
3966 /*** Various commands ***/
3968 /* Identify an object */
3975 /* Hack -- toggle windows */
3978 toggle_inven_equip();
3983 /*** Standard "Movement" Commands ***/
3988 if (!p_ptr->wild_mode) do_cmd_alter();
3995 if (!p_ptr->wild_mode) do_cmd_tunnel();
3999 /* Move (usually pick up things) */
4006 /* Move (usually do not pick up) */
4014 /*** Running, Resting, Searching, Staying */
4016 /* Begin Running -- Arg is Max Distance */
4019 if (!p_ptr->wild_mode) do_cmd_run();
4023 /* Stay still (usually pick things up) */
4026 do_cmd_stay(always_pickup);
4030 /* Stay still (usually do not pick up) */
4033 do_cmd_stay(!always_pickup);
4037 /* Rest -- Arg is time */
4044 /* Search for traps/doors */
4051 /* Toggle search mode */
4054 if (p_ptr->action == ACTION_SEARCH) set_action(ACTION_NONE);
4055 else set_action(ACTION_SEARCH);
4060 /*** Stairs and Doors and Chests and Traps ***/
4063 case SPECIAL_KEY_STORE:
4069 /* Enter building -KMW- */
4070 case SPECIAL_KEY_BUILDING:
4076 /* Enter quest level -KMW- */
4077 case SPECIAL_KEY_QUEST:
4083 /* Go up staircase */
4086 if (!p_ptr->wild_mode && !dun_level && !p_ptr->inside_arena && !p_ptr->inside_quest)
4088 if (vanilla_town) break;
4092 msg_print(_("襲撃から逃げるにはマップの端まで移動しなければならない。", "To flee the ambush you have to reach the edge of the map."));
4096 if (p_ptr->food < PY_FOOD_WEAK)
4098 msg_print(_("その前に食事をとらないと。", "You must eat something here."));
4109 /* Go down staircase */
4112 if (p_ptr->wild_mode)
4119 /* Open a door or chest */
4133 /* Jam a door with spikes */
4147 /* Disarm a trap or chest */
4155 /*** Magic and Prayers ***/
4157 /* Gain new spells/prayers */
4160 if ((p_ptr->pclass == CLASS_SORCERER) || (p_ptr->pclass == CLASS_RED_MAGE))
4161 msg_print(_("呪文を学習する必要はない!", "You don't have to learn spells!"));
4162 else if (p_ptr->pclass == CLASS_SAMURAI)
4163 do_cmd_gain_hissatsu();
4164 else if (p_ptr->pclass == CLASS_MAGIC_EATER)
4165 import_magic_device();
4174 if ( (p_ptr->pclass == CLASS_MINDCRAFTER) ||
4175 (p_ptr->pclass == CLASS_BERSERKER) ||
4176 (p_ptr->pclass == CLASS_NINJA) ||
4177 (p_ptr->pclass == CLASS_MIRROR_MASTER)
4178 ) do_cmd_mind_browse();
4179 else if (p_ptr->pclass == CLASS_SMITH)
4181 else if (p_ptr->pclass == CLASS_MAGIC_EATER)
4182 do_cmd_magic_eater(TRUE, FALSE);
4183 else if (p_ptr->pclass == CLASS_SNIPER)
4184 do_cmd_snipe_browse();
4185 else do_cmd_browse();
4193 if (!p_ptr->wild_mode)
4195 if ((p_ptr->pclass == CLASS_WARRIOR) || (p_ptr->pclass == CLASS_ARCHER) || (p_ptr->pclass == CLASS_CAVALRY))
4197 msg_print(_("呪文を唱えられない!", "You cannot cast spells!"));
4199 else if (dun_level && (d_info[dungeon_type].flags1 & DF1_NO_MAGIC) && (p_ptr->pclass != CLASS_BERSERKER) && (p_ptr->pclass != CLASS_SMITH))
4201 msg_print(_("ダンジョンが魔法を吸収した!", "The dungeon absorbs all attempted magic!"));
4204 else if (p_ptr->anti_magic && (p_ptr->pclass != CLASS_BERSERKER) && (p_ptr->pclass != CLASS_SMITH))
4206 concptr which_power = _("魔法", "magic");
4207 if (p_ptr->pclass == CLASS_MINDCRAFTER)
4208 which_power = _("超能力", "psionic powers");
4209 else if (p_ptr->pclass == CLASS_IMITATOR)
4210 which_power = _("ものまね", "imitation");
4211 else if (p_ptr->pclass == CLASS_SAMURAI)
4212 which_power = _("必殺剣", "hissatsu");
4213 else if (p_ptr->pclass == CLASS_MIRROR_MASTER)
4214 which_power = _("鏡魔法", "mirror magic");
4215 else if (p_ptr->pclass == CLASS_NINJA)
4216 which_power = _("忍術", "ninjutsu");
4217 else if (mp_ptr->spell_book == TV_LIFE_BOOK)
4218 which_power = _("祈り", "prayer");
4220 msg_format(_("反魔法バリアが%sを邪魔した!", "An anti-magic shell disrupts your %s!"), which_power);
4221 p_ptr->energy_use = 0;
4223 else if (p_ptr->shero && (p_ptr->pclass != CLASS_BERSERKER))
4225 msg_format(_("狂戦士化していて頭が回らない!", "You cannot think directly!"));
4226 p_ptr->energy_use = 0;
4230 if ((p_ptr->pclass == CLASS_MINDCRAFTER) ||
4231 (p_ptr->pclass == CLASS_BERSERKER) ||
4232 (p_ptr->pclass == CLASS_NINJA) ||
4233 (p_ptr->pclass == CLASS_MIRROR_MASTER)
4236 else if (p_ptr->pclass == CLASS_IMITATOR)
4238 else if (p_ptr->pclass == CLASS_MAGIC_EATER)
4239 do_cmd_magic_eater(FALSE, FALSE);
4240 else if (p_ptr->pclass == CLASS_SAMURAI)
4242 else if (p_ptr->pclass == CLASS_BLUE_MAGE)
4243 do_cmd_cast_learned();
4244 else if (p_ptr->pclass == CLASS_SMITH)
4246 else if (p_ptr->pclass == CLASS_SNIPER)
4255 /* Issue a pet command */
4262 /*** Use various objects ***/
4264 /* Inscribe an object */
4271 /* Uninscribe an object */
4274 do_cmd_uninscribe();
4278 /* Activate an artifact */
4292 /* Fuel your lantern/torch */
4309 do_cmd_throw(1, FALSE, -1);
4323 if (use_command && rogue_like_commands)
4334 /* Quaff a potion */
4337 do_cmd_quaff_potion();
4344 do_cmd_read_scroll();
4351 if (use_command && !rogue_like_commands)
4358 /* Use racial power */
4361 do_cmd_racial_power();
4366 /*** Looking at Things (nearby or on map) ***/
4368 /* Full dungeon map */
4375 /* Locate player on map */
4389 /* Target monster or location */
4398 /*** Help and Such ***/
4407 /* Identify symbol */
4410 do_cmd_query_symbol();
4414 /* Character description */
4417 do_cmd_change_name();
4422 /*** System Commands ***/
4424 /* Hack -- User interface */
4431 /* Single line from a pref file */
4440 do_cmd_reload_autopick();
4446 do_cmd_edit_autopick();
4450 /* Interact with macros */
4457 /* Interact with visuals */
4465 /* Interact with colors */
4473 /* Interact with options */
4477 (void)combine_and_reorder_home(STORE_HOME);
4482 /*** Misc Commands ***/
4498 /* Repeat level feeling */
4505 /* Show previous message */
4508 do_cmd_message_one();
4512 /* Show previous messages */
4515 do_cmd_messages(old_now_message);
4519 /* Show quest status -KMW- */
4522 do_cmd_checkquest();
4526 /* Redraw the screen */
4529 now_message = old_now_message;
4534 #ifndef VERIFY_SAVEFILE
4536 /* Hack -- Save and don't quit */
4539 do_cmd_save_game(FALSE);
4543 #endif /* VERIFY_SAVEFILE */
4553 case SPECIAL_KEY_QUIT:
4555 do_cmd_save_and_exit();
4559 /* Quit (commit suicide) */
4572 /* Check artifacts, uniques, objects */
4579 /* Load "screen dump" */
4582 do_cmd_load_screen();
4586 /* Save "screen dump" */
4589 do_cmd_save_screen();
4593 /* Record/stop "Movie" */
4596 prepare_movie_hooks();
4600 /* Make random artifact list */
4603 spoil_random_artifact("randifact.txt");
4610 if (!p_ptr->wild_mode) do_cmd_travel();
4611 if (p_ptr->special_defense & KATA_MUSOU)
4613 set_action(ACTION_NONE);
4619 /* Hack -- Unknown command */
4622 if (flush_failure) flush();
4626 sound(SOUND_ILLEGAL);
4627 if (!get_rnd_line(_("error_j.txt", "error.txt"), 0, error_m))
4632 prt(_(" '?' でヘルプが表示されます。", "Type '?' for help."), 0, 0);
4638 if (!p_ptr->energy_use && !now_message)
4639 now_message = old_now_message;
4643 * @brief アイテムの所持種類数が超えた場合にアイテムを床に落とす処理 / Hack -- Pack Overflow
4646 static void pack_overflow(void)
4648 if (inventory[INVEN_PACK].k_idx)
4650 GAME_TEXT o_name[MAX_NLEN];
4653 /* Is auto-destroy done? */
4654 update_creature(p_ptr);
4655 if (!inventory[INVEN_PACK].k_idx) return;
4657 /* Access the slot to be dropped */
4658 o_ptr = &inventory[INVEN_PACK];
4661 disturb(FALSE, TRUE);
4664 msg_print(_("ザックからアイテムがあふれた!", "Your pack overflows!"));
4665 object_desc(o_name, o_ptr, 0);
4667 msg_format(_("%s(%c)を落とした。", "You drop %s (%c)."), o_name, index_to_label(INVEN_PACK));
4669 /* Drop it (carefully) near the player */
4670 (void)drop_near(o_ptr, 0, p_ptr->y, p_ptr->x);
4672 /* Modify, Describe, Optimize */
4673 inven_item_increase(INVEN_PACK, -255);
4674 inven_item_describe(INVEN_PACK);
4675 inven_item_optimize(INVEN_PACK);
4682 * @brief プレイヤーの行動エネルギーが充填される(=プレイヤーのターンが回る)毎に行われる処理 / process the effects per 100 energy at player speed.
4685 static void process_upkeep_with_speed(void)
4687 /* Give the player some energy */
4688 if (!load && p_ptr->enchant_energy_need > 0 && !p_ptr->leaving)
4690 p_ptr->enchant_energy_need -= SPEED_TO_ENERGY(p_ptr->pspeed);
4694 if (p_ptr->enchant_energy_need > 0) return;
4696 while (p_ptr->enchant_energy_need <= 0)
4698 /* Handle the player song */
4699 if (!load) check_music();
4701 /* Hex - Handle the hex spells */
4702 if (!load) check_hex();
4703 if (!load) revenge_spell();
4705 /* There is some randomness of needed energy */
4706 p_ptr->enchant_energy_need += ENERGY_NEED();
4711 * @brief プレイヤーの行動処理 / Process the player
4714 * Notice the annoying code to handle "pack overflow", which\n
4715 * must come first just in case somebody manages to corrupt\n
4716 * the savefiles by clever use of menu commands or something.\n
4718 static void process_player(void)
4722 /*** Apply energy ***/
4726 msg_print(_("何か変わった気がする!", "You feel different!"));
4728 (void)gain_random_mutation(0);
4729 hack_mutation = FALSE;
4732 if (invoking_midnight_curse)
4735 activate_ty_curse(FALSE, &count);
4736 invoking_midnight_curse = FALSE;
4739 if (p_ptr->inside_battle)
4741 for(i = 1; i < m_max; i++)
4743 monster_type *m_ptr = &m_list[i];
4745 if (!m_ptr->r_idx) continue;
4747 m_ptr->mflag2 |= (MFLAG2_MARK | MFLAG2_SHOW);
4748 update_monster(i, FALSE);
4753 /* Give the player some energy */
4754 else if (!(load && p_ptr->energy_need <= 0))
4756 p_ptr->energy_need -= SPEED_TO_ENERGY(p_ptr->pspeed);
4760 if (p_ptr->energy_need > 0) return;
4761 if (!command_rep) prt_time();
4763 /*** Check for interupts ***/
4765 /* Complete resting */
4769 if (resting == COMMAND_ARG_REST_FULL_HEALING)
4772 if ((p_ptr->chp == p_ptr->mhp) &&
4773 (p_ptr->csp >= p_ptr->msp))
4775 set_action(ACTION_NONE);
4779 /* Complete resting */
4780 else if (resting == COMMAND_ARG_REST_UNTIL_DONE)
4783 if ((p_ptr->chp == p_ptr->mhp) &&
4784 (p_ptr->csp >= p_ptr->msp) &&
4785 !p_ptr->blind && !p_ptr->confused &&
4786 !p_ptr->poisoned && !p_ptr->afraid &&
4787 !p_ptr->stun && !p_ptr->cut &&
4788 !p_ptr->slow && !p_ptr->paralyzed &&
4789 !p_ptr->image && !p_ptr->word_recall &&
4790 !p_ptr->alter_reality)
4792 set_action(ACTION_NONE);
4797 if (p_ptr->action == ACTION_FISH)
4799 Term_xtra(TERM_XTRA_DELAY, 10);
4803 bool success = FALSE;
4804 get_mon_num_prep(monster_is_fishing_target,NULL);
4805 r_idx = get_mon_num(dun_level ? dun_level : wilderness[p_ptr->wilderness_y][p_ptr->wilderness_x].level);
4807 if (r_idx && one_in_(2))
4810 y = p_ptr->y + ddy[p_ptr->fishing_dir];
4811 x = p_ptr->x + ddx[p_ptr->fishing_dir];
4812 if (place_monster_aux(0, y, x, r_idx, PM_NO_KAGE))
4814 GAME_TEXT m_name[MAX_NLEN];
4815 monster_desc(m_name, &m_list[cave[y][x].m_idx], 0);
4816 msg_format(_("%sが釣れた!", "You have a good catch!"), m_name);
4822 msg_print(_("餌だけ食われてしまった!くっそ~!", "Damn! The fish stole your bait!"));
4824 disturb(FALSE, TRUE);
4828 /* Handle "abort" */
4831 /* Check for "player abort" (semi-efficiently for resting) */
4832 if (running || travel.run || command_rep || (p_ptr->action == ACTION_REST) || (p_ptr->action == ACTION_FISH))
4837 /* Check for a key */
4840 flush(); /* Flush input */
4842 disturb(FALSE, TRUE);
4844 /* Hack -- Show a Message */
4845 msg_print(_("中断しました。", "Canceled."));
4850 if (p_ptr->riding && !p_ptr->confused && !p_ptr->blind)
4852 monster_type *m_ptr = &m_list[p_ptr->riding];
4853 monster_race *r_ptr = &r_info[m_ptr->r_idx];
4855 if (MON_CSLEEP(m_ptr))
4857 GAME_TEXT m_name[MAX_NLEN];
4860 (void)set_monster_csleep(p_ptr->riding, 0);
4861 monster_desc(m_name, m_ptr, 0);
4862 msg_format(_("%^sを起こした。", "You have waked %s up."), m_name);
4865 if (MON_STUNNED(m_ptr))
4867 /* Hack -- Recover from stun */
4868 if (set_monster_stunned(p_ptr->riding,
4869 (randint0(r_ptr->level) < p_ptr->skill_exp[GINOU_RIDING]) ? 0 : (MON_STUNNED(m_ptr) - 1)))
4871 GAME_TEXT m_name[MAX_NLEN];
4872 monster_desc(m_name, m_ptr, 0);
4873 msg_format(_("%^sを朦朧状態から立ち直らせた。", "%^s is no longer stunned."), m_name);
4877 if (MON_CONFUSED(m_ptr))
4879 /* Hack -- Recover from confusion */
4880 if (set_monster_confused(p_ptr->riding,
4881 (randint0(r_ptr->level) < p_ptr->skill_exp[GINOU_RIDING]) ? 0 : (MON_CONFUSED(m_ptr) - 1)))
4883 GAME_TEXT m_name[MAX_NLEN];
4884 monster_desc(m_name, m_ptr, 0);
4885 msg_format(_("%^sを混乱状態から立ち直らせた。", "%^s is no longer confused."), m_name);
4889 if (MON_MONFEAR(m_ptr))
4891 /* Hack -- Recover from fear */
4892 if(set_monster_monfear(p_ptr->riding,
4893 (randint0(r_ptr->level) < p_ptr->skill_exp[GINOU_RIDING]) ? 0 : (MON_MONFEAR(m_ptr) - 1)))
4895 GAME_TEXT m_name[MAX_NLEN];
4896 monster_desc(m_name, m_ptr, 0);
4897 msg_format(_("%^sを恐怖から立ち直らせた。", "%^s is no longer fear."), m_name);
4901 /* Handle "p_ptr->update" and "p_ptr->redraw" and "p_ptr->window" */
4908 if (p_ptr->lightspeed)
4910 (void)set_lightspeed(p_ptr->lightspeed - 1, TRUE);
4912 if ((p_ptr->pclass == CLASS_FORCETRAINER) && P_PTR_KI)
4914 if(P_PTR_KI < 40) P_PTR_KI = 0;
4915 else P_PTR_KI -= 40;
4916 p_ptr->update |= (PU_BONUS);
4918 if (p_ptr->action == ACTION_LEARN)
4921 u32b cost_frac = (p_ptr->msp + 30L) * 256L;
4923 /* Convert the unit (1/2^16) to (1/2^32) */
4924 s64b_LSHIFT(cost, cost_frac, 16);
4926 if (s64b_cmp(p_ptr->csp, p_ptr->csp_frac, cost, cost_frac) < 0)
4930 p_ptr->csp_frac = 0;
4931 set_action(ACTION_NONE);
4936 s64b_sub(&(p_ptr->csp), &(p_ptr->csp_frac), cost, cost_frac);
4938 p_ptr->redraw |= PR_MANA;
4941 if (p_ptr->special_defense & KATA_MASK)
4943 if (p_ptr->special_defense & KATA_MUSOU)
4947 set_action(ACTION_NONE);
4952 p_ptr->redraw |= (PR_MANA);
4957 /*** Handle actual user input ***/
4959 /* Repeat until out of energy */
4960 while (p_ptr->energy_need <= 0)
4962 p_ptr->window |= PW_PLAYER;
4963 p_ptr->sutemi = FALSE;
4964 p_ptr->counter = FALSE;
4965 now_damaged = FALSE;
4969 /* Place the cursor on the player */
4970 move_cursor_relative(p_ptr->y, p_ptr->x);
4972 /* Refresh (optional) */
4973 if (fresh_before) Term_fresh();
4975 /* Hack -- Pack Overflow */
4978 /* Hack -- cancel "lurking browse mode" */
4979 if (!command_new) command_see = FALSE;
4981 /* Assume free turn */
4982 p_ptr->energy_use = 0;
4984 if (p_ptr->inside_battle)
4986 /* Place the cursor on the player */
4987 move_cursor_relative(p_ptr->y, p_ptr->x);
4989 command_cmd = SPECIAL_KEY_BUILDING;
4991 /* Process the command */
4995 /* Paralyzed or Knocked Out */
4996 else if (p_ptr->paralyzed || (p_ptr->stun >= 100))
4998 p_ptr->energy_use = 100;
5002 else if (p_ptr->action == ACTION_REST)
5007 /* Reduce rest count */
5010 if (!resting) set_action(ACTION_NONE);
5011 p_ptr->redraw |= (PR_STATE);
5014 p_ptr->energy_use = 100;
5018 else if (p_ptr->action == ACTION_FISH)
5020 p_ptr->energy_use = 100;
5032 else if (travel.run)
5039 /* Repeated command */
5040 else if (command_rep)
5042 /* Count this execution */
5045 p_ptr->redraw |= (PR_STATE);
5048 /* Hack -- Assume messages were seen */
5051 /* Clear the top line */
5054 /* Process the command */
5058 /* Normal command */
5061 /* Place the cursor on the player */
5062 move_cursor_relative(p_ptr->y, p_ptr->x);
5065 /* Get a command (normal) */
5066 request_command(FALSE);
5069 /* Process the command */
5074 /* Hack -- Pack Overflow */
5081 if (p_ptr->energy_use)
5083 /* Use some energy */
5084 if (world_player || p_ptr->energy_use > 400)
5086 /* The Randomness is irrelevant */
5087 p_ptr->energy_need += p_ptr->energy_use * TURNS_PER_TICK / 10;
5091 /* There is some randomness of needed energy */
5092 p_ptr->energy_need += (s16b)((s32b)p_ptr->energy_use * ENERGY_NEED() / 100L);
5095 /* Hack -- constant hallucination */
5096 if (p_ptr->image) p_ptr->redraw |= (PR_MAP);
5099 /* Shimmer monsters if needed */
5100 if (shimmer_monsters)
5102 /* Clear the flag */
5103 shimmer_monsters = FALSE;
5105 /* Shimmer multi-hued monsters */
5106 for (i = 1; i < m_max; i++)
5108 monster_type *m_ptr;
5109 monster_race *r_ptr;
5111 /* Access monster */
5114 /* Skip dead monsters */
5115 if (!m_ptr->r_idx) continue;
5117 /* Skip unseen monsters */
5118 if (!m_ptr->ml) continue;
5120 /* Access the monster race */
5121 r_ptr = &r_info[m_ptr->ap_r_idx];
5123 /* Skip non-multi-hued monsters */
5124 if (!(r_ptr->flags1 & (RF1_ATTR_MULTI | RF1_SHAPECHANGER)))
5127 /* Reset the flag */
5128 shimmer_monsters = TRUE;
5130 /* Redraw regardless */
5131 lite_spot(m_ptr->fy, m_ptr->fx);
5136 /* Handle monster detection */
5137 if (repair_monsters)
5139 /* Reset the flag */
5140 repair_monsters = FALSE;
5142 /* Rotate detection flags */
5143 for (i = 1; i < m_max; i++)
5145 monster_type *m_ptr;
5147 /* Access monster */
5150 /* Skip dead monsters */
5151 if (!m_ptr->r_idx) continue;
5153 /* Nice monsters get mean */
5154 if (m_ptr->mflag & MFLAG_NICE)
5156 /* Nice monsters get mean */
5157 m_ptr->mflag &= ~(MFLAG_NICE);
5160 /* Handle memorized monsters */
5161 if (m_ptr->mflag2 & MFLAG2_MARK)
5163 /* Maintain detection */
5164 if (m_ptr->mflag2 & MFLAG2_SHOW)
5167 m_ptr->mflag2 &= ~(MFLAG2_SHOW);
5169 /* Still need repairs */
5170 repair_monsters = TRUE;
5173 /* Remove detection */
5177 m_ptr->mflag2 &= ~(MFLAG2_MARK);
5179 /* Assume invisible */
5181 update_monster(i, FALSE);
5183 if (p_ptr->health_who == i) p_ptr->redraw |= (PR_HEALTH);
5184 if (p_ptr->riding == i) p_ptr->redraw |= (PR_UHEALTH);
5186 /* Redraw regardless */
5187 lite_spot(m_ptr->fy, m_ptr->fx);
5192 if (p_ptr->pclass == CLASS_IMITATOR)
5194 if (p_ptr->mane_num > (p_ptr->lev > 44 ? 3 : p_ptr->lev > 29 ? 2 : 1))
5197 for (i = 0; i < p_ptr->mane_num; i++)
5199 p_ptr->mane_spell[i] = p_ptr->mane_spell[i+1];
5200 p_ptr->mane_dam[i] = p_ptr->mane_dam[i+1];
5204 p_ptr->redraw |= (PR_IMITATION);
5206 if (p_ptr->action == ACTION_LEARN)
5209 p_ptr->redraw |= (PR_STATE);
5212 if (world_player && (p_ptr->energy_need > - 1000))
5215 p_ptr->redraw |= (PR_MAP);
5216 p_ptr->update |= (PU_MONSTERS);
5218 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
5220 msg_print(_("「時は動きだす…」", "You feel time flowing around you once more."));
5222 world_player = FALSE;
5223 p_ptr->energy_need = ENERGY_NEED();
5225 /* Handle "p_ptr->update" and "p_ptr->redraw" and "p_ptr->window" */
5230 /* Hack -- notice death */
5231 if (!p_ptr->playing || p_ptr->is_dead)
5233 world_player = FALSE;
5238 if (p_ptr->energy_use && reset_concent) reset_concentration(TRUE);
5240 /* Handle "leaving" */
5241 if (p_ptr->leaving) break;
5244 /* Update scent trail */
5249 * @brief 現在プレイヤーがいるダンジョンの全体処理 / Interact with the current dungeon level.
5253 * この関数から現在の階層を出る、プレイヤーがキャラが死ぬ、
5254 * ゲームを終了するかのいずれかまでループする。
5257 * This function will not exit until the level is completed,\n
5258 * the user dies, or the game is terminated.\n
5261 static void dungeon(bool load_game)
5265 /* Set the base level */
5266 base_level = dun_level;
5268 /* Reset various flags */
5269 is_loading_now = FALSE;
5272 p_ptr->leaving = FALSE;
5274 /* Reset the "command" vars */
5277 #if 0 /* Don't reset here --- It's used for Arena */
5286 /* Cancel the target */
5290 ambush_flag = FALSE;
5292 /* Cancel the health bar */
5295 /* Check visual effects */
5296 shimmer_monsters = TRUE;
5297 shimmer_objects = TRUE;
5298 repair_monsters = TRUE;
5299 repair_objects = TRUE;
5302 disturb(TRUE, TRUE);
5304 /* Get index of current quest (if any) */
5305 quest_num = quest_number(dun_level);
5307 /* Inside a quest? */
5310 /* Mark the quest monster */
5311 r_info[quest[quest_num].r_idx].flags1 |= RF1_QUESTOR;
5314 /* Track maximum player level */
5315 if (p_ptr->max_plv < p_ptr->lev)
5317 p_ptr->max_plv = p_ptr->lev;
5321 /* Track maximum dungeon level (if not in quest -KMW-) */
5322 if ((max_dlv[dungeon_type] < dun_level) && !p_ptr->inside_quest)
5324 max_dlv[dungeon_type] = dun_level;
5325 if (record_maxdepth) do_cmd_write_nikki(NIKKI_MAXDEAPTH, dun_level, NULL);
5328 (void)calculate_upkeep();
5330 /* Validate the panel */
5331 panel_bounds_center();
5333 /* Verify the panel */
5339 /* Enter "xtra" mode */
5340 character_xtra = TRUE;
5342 p_ptr->window |= (PW_INVEN | PW_EQUIP | PW_SPELL | PW_PLAYER | PW_MONSTER | PW_OVERHEAD | PW_DUNGEON);
5344 /* Redraw dungeon */
5345 p_ptr->redraw |= (PR_WIPE | PR_BASIC | PR_EXTRA | PR_EQUIPPY);
5347 p_ptr->redraw |= (PR_MAP);
5349 p_ptr->update |= (PU_BONUS | PU_HP | PU_MANA | PU_SPELLS);
5351 /* Update lite/view */
5352 p_ptr->update |= (PU_VIEW | PU_LITE | PU_MON_LITE | PU_TORCH);
5353 p_ptr->update |= (PU_MONSTERS | PU_DISTANCE | PU_FLOW);
5355 /* Handle "p_ptr->update" and "p_ptr->redraw" and "p_ptr->window" */
5358 /* Leave "xtra" mode */
5359 character_xtra = FALSE;
5361 p_ptr->update |= (PU_BONUS | PU_HP | PU_MANA | PU_SPELLS);
5362 p_ptr->update |= (PU_COMBINE | PU_REORDER);
5366 if (quest_num && (is_fixed_quest_idx(quest_num) &&
5367 !((quest_num == QUEST_OBERON) || (quest_num == QUEST_SERPENT) ||
5368 !(quest[quest_num].flags & QUEST_FLAG_PRESET)))) do_cmd_feeling();
5370 if (p_ptr->inside_battle)
5374 p_ptr->energy_need = 0;
5379 msg_print(_("試合開始!", "Ready..Fight!"));
5384 if ((p_ptr->pclass == CLASS_BARD) && (SINGING_SONG_EFFECT(p_ptr) > MUSIC_DETECT))
5385 SINGING_SONG_EFFECT(p_ptr) = MUSIC_DETECT;
5387 /* Hack -- notice death or departure */
5388 if (!p_ptr->playing || p_ptr->is_dead) return;
5390 /* Print quest message if appropriate */
5391 if (!p_ptr->inside_quest && (dungeon_type == DUNGEON_ANGBAND))
5393 quest_discovery(random_quest_number(dun_level));
5394 p_ptr->inside_quest = random_quest_number(dun_level);
5396 if ((dun_level == d_info[dungeon_type].maxdepth) && d_info[dungeon_type].final_guardian)
5398 if (r_info[d_info[dungeon_type].final_guardian].max_num)
5400 msg_format("この階には%sの主である%sが棲んでいる。",
5401 d_name+d_info[dungeon_type].name,
5402 r_name+r_info[d_info[dungeon_type].final_guardian].name);
5404 msg_format("%^s lives in this level as the keeper of %s.",
5405 r_name+r_info[d_info[dungeon_type].final_guardian].name,
5406 d_name+d_info[dungeon_type].name);
5410 if (!load_game && (p_ptr->special_defense & NINJA_S_STEALTH)) set_superstealth(FALSE);
5412 /*** Process this dungeon level ***/
5414 /* Reset the monster generation level */
5415 monster_level = base_level;
5417 /* Reset the object generation level */
5418 object_level = base_level;
5420 is_loading_now = TRUE;
5422 if (p_ptr->energy_need > 0 && !p_ptr->inside_battle &&
5423 (dun_level || p_ptr->leaving_dungeon || p_ptr->inside_arena))
5424 p_ptr->energy_need = 0;
5426 /* Not leaving dungeon */
5427 p_ptr->leaving_dungeon = FALSE;
5429 /* Initialize monster process */
5435 /* Hack -- Compact the monster list occasionally */
5436 if ((m_cnt + 32 > max_m_idx) && !p_ptr->inside_battle) compact_monsters(64);
5438 /* Hack -- Compress the monster list occasionally */
5439 if ((m_cnt + 32 < m_max) && !p_ptr->inside_battle) compact_monsters(0);
5442 /* Hack -- Compact the object list occasionally */
5443 if (o_cnt + 32 > max_o_idx) compact_objects(64);
5445 /* Hack -- Compress the object list occasionally */
5446 if (o_cnt + 32 < o_max) compact_objects(0);
5448 /* Process the player */
5450 process_upkeep_with_speed();
5452 /* Handle "p_ptr->update" and "p_ptr->redraw" and "p_ptr->window" */
5455 /* Hack -- Hilite the player */
5456 move_cursor_relative(p_ptr->y, p_ptr->x);
5458 /* Optional fresh */
5459 if (fresh_after) Term_fresh();
5461 /* Hack -- Notice death or departure */
5462 if (!p_ptr->playing || p_ptr->is_dead) break;
5464 /* Process all of the monsters */
5469 /* Hack -- Hilite the player */
5470 move_cursor_relative(p_ptr->y, p_ptr->x);
5472 /* Optional fresh */
5473 if (fresh_after) Term_fresh();
5475 /* Hack -- Notice death or departure */
5476 if (!p_ptr->playing || p_ptr->is_dead) break;
5478 /* Process the world */
5483 /* Hack -- Hilite the player */
5484 move_cursor_relative(p_ptr->y, p_ptr->x);
5486 /* Optional fresh */
5487 if (fresh_after) Term_fresh();
5489 /* Hack -- Notice death or departure */
5490 if (!p_ptr->playing || p_ptr->is_dead) break;
5492 /* Count game turns */
5495 if (dungeon_turn < dungeon_turn_limit)
5497 if (!p_ptr->wild_mode || wild_regen) dungeon_turn++;
5498 else if (p_ptr->wild_mode && !(turn % ((MAX_HGT + MAX_WID) / 2))) dungeon_turn++;
5501 prevent_turn_overflow();
5503 /* Handle "leaving" */
5504 if (p_ptr->leaving) break;
5506 if (wild_regen) wild_regen--;
5509 /* Inside a quest and non-unique questor? */
5510 if (quest_num && !(r_info[quest[quest_num].r_idx].flags1 & RF1_UNIQUE))
5512 /* Un-mark the quest monster */
5513 r_info[quest[quest_num].r_idx].flags1 &= ~RF1_QUESTOR;
5516 /* Not save-and-quit and not dead? */
5517 if (p_ptr->playing && !p_ptr->is_dead)
5520 * Maintain Unique monsters and artifact, save current
5521 * floor, then prepare next floor
5525 /* Forget the flag */
5526 reinit_wilderness = FALSE;
5529 /* Write about current level on the play record once per level */
5535 * @brief 全ユーザプロファイルをロードする / Load some "user pref files"
5538 * Modified by Arcum Dagsson to support
5539 * separate macro files for different realms.
5541 static void load_all_pref_files(void)
5545 /* Access the "user" pref file */
5546 sprintf(buf, "user.prf");
5548 /* Process that file */
5549 process_pref_file(buf);
5551 /* Access the "user" system pref file */
5552 sprintf(buf, "user-%s.prf", ANGBAND_SYS);
5554 /* Process that file */
5555 process_pref_file(buf);
5557 /* Access the "race" pref file */
5558 sprintf(buf, "%s.prf", rp_ptr->title);
5560 /* Process that file */
5561 process_pref_file(buf);
5563 /* Access the "class" pref file */
5564 sprintf(buf, "%s.prf", cp_ptr->title);
5566 /* Process that file */
5567 process_pref_file(buf);
5569 /* Access the "character" pref file */
5570 sprintf(buf, "%s.prf", player_base);
5572 /* Process that file */
5573 process_pref_file(buf);
5575 /* Access the "realm 1" pref file */
5576 if (p_ptr->realm1 != REALM_NONE)
5578 sprintf(buf, "%s.prf", realm_names[p_ptr->realm1]);
5580 /* Process that file */
5581 process_pref_file(buf);
5584 /* Access the "realm 2" pref file */
5585 if (p_ptr->realm2 != REALM_NONE)
5587 sprintf(buf, "%s.prf", realm_names[p_ptr->realm2]);
5589 /* Process that file */
5590 process_pref_file(buf);
5594 /* Load an autopick preference file */
5595 autopick_load_pref(FALSE);
5600 * @brief ビットセットからゲームオプションを展開する / Extract option variables from bit sets
5603 void extract_option_vars(void)
5607 for (i = 0; option_info[i].o_desc; i++)
5609 int os = option_info[i].o_set;
5610 int ob = option_info[i].o_bit;
5612 /* Set the "default" options */
5613 if (option_info[i].o_var)
5616 if (option_flag[os] & (1L << ob))
5619 (*option_info[i].o_var) = TRUE;
5626 (*option_info[i].o_var) = FALSE;
5634 * @brief 賞金首となるユニークを確定する / Determine bounty uniques
5637 void determine_bounty_uniques(void)
5641 monster_race *r_ptr;
5643 get_mon_num_prep(NULL, NULL);
5644 for (i = 0; i < MAX_KUBI; i++)
5648 kubi_r_idx[i] = get_mon_num(MAX_DEPTH - 1);
5649 r_ptr = &r_info[kubi_r_idx[i]];
5651 if (!(r_ptr->flags1 & RF1_UNIQUE)) continue;
5653 if (!(r_ptr->flags9 & (RF9_DROP_CORPSE | RF9_DROP_SKELETON))) continue;
5655 if (r_ptr->rarity > 100) continue;
5657 if (no_questor_or_bounty_uniques(kubi_r_idx[i])) continue;
5659 for (j = 0; j < i; j++)
5660 if (kubi_r_idx[i] == kubi_r_idx[j]) break;
5667 for (i = 0; i < MAX_KUBI - 1; i++)
5669 for (j = i; j < MAX_KUBI; j++)
5671 if (r_info[kubi_r_idx[i]].level > r_info[kubi_r_idx[j]].level)
5673 tmp = kubi_r_idx[i];
5674 kubi_r_idx[i] = kubi_r_idx[j];
5675 kubi_r_idx[j] = tmp;
5683 * @brief 今日の賞金首を確定する / Determine today's bounty monster
5685 * @note conv_old is used if loaded 0.0.3 or older save file
5687 void determine_today_mon(bool conv_old)
5690 bool old_inside_battle = p_ptr->inside_battle;
5691 monster_race *r_ptr;
5695 for (i = 0; i < max_d_idx; i++)
5697 if (max_dlv[i] < d_info[i].mindepth) continue;
5698 if (max_dl < max_dlv[i]) max_dl = max_dlv[i];
5701 else max_dl = MAX(max_dlv[DUNGEON_ANGBAND], 3);
5703 p_ptr->inside_battle = TRUE;
5704 get_mon_num_prep(NULL, NULL);
5708 today_mon = get_mon_num(max_dl);
5709 r_ptr = &r_info[today_mon];
5711 if (r_ptr->flags1 & RF1_UNIQUE) continue;
5712 if (r_ptr->flags7 & (RF7_NAZGUL | RF7_UNIQUE2)) continue;
5713 if (r_ptr->flags2 & RF2_MULTIPLY) continue;
5714 if ((r_ptr->flags9 & (RF9_DROP_CORPSE | RF9_DROP_SKELETON)) != (RF9_DROP_CORPSE | RF9_DROP_SKELETON)) continue;
5715 if (r_ptr->level < MIN(max_dl / 2, 40)) continue;
5716 if (r_ptr->rarity > 10) continue;
5720 p_ptr->today_mon = 0;
5721 p_ptr->inside_battle = old_inside_battle;
5725 * @brief 1ゲームプレイの主要ルーチン / Actually play a game
5728 * If the "new_game" parameter is true, then, after loading the
5729 * savefile, we will commit suicide, if necessary, to allow the
5730 * player to start a new game.
5732 void play_game(bool new_game)
5735 bool load_game = TRUE;
5736 bool init_random_seed = FALSE;
5746 else if (chuukei_server)
5748 prepare_chuukei_hooks();
5759 hack_mutation = FALSE;
5761 /* Hack -- Character is "icky" */
5762 character_icky = TRUE;
5764 /* Make sure main term is active */
5765 Term_activate(angband_term[0]);
5767 /* Initialise the resize hooks */
5768 angband_term[0]->resize_hook = resize_map;
5770 for (i = 1; i < 8; i++)
5772 /* Does the term exist? */
5773 if (angband_term[i])
5775 /* Add the redraw on resize hook */
5776 angband_term[i]->resize_hook = redraw_window;
5780 /* Hack -- turn off the cursor */
5781 (void)Term_set_cursor(0);
5784 /* Attempt to load */
5787 quit(_("セーブファイルが壊れています", "broken savefile"));
5790 /* Extract the options */
5791 extract_option_vars();
5793 /* Report waited score */
5794 if (p_ptr->wait_report_score)
5799 if (!get_check_strict(_("待機していたスコア登録を今行ないますか?", "Do you register score now? "), CHECK_NO_HISTORY))
5802 p_ptr->update |= (PU_BONUS | PU_HP | PU_MANA | PU_SPELLS);
5803 update_creature(p_ptr);
5805 p_ptr->is_dead = TRUE;
5807 start_time = (u32b)time(NULL);
5809 /* No suspending now */
5810 signals_ignore_tstp();
5812 /* Hack -- Character is now "icky" */
5813 character_icky = TRUE;
5815 /* Build the filename */
5816 path_build(buf, sizeof(buf), ANGBAND_DIR_APEX, "scores.raw");
5818 /* Open the high score file, for reading/writing */
5819 highscore_fd = fd_open(buf, O_RDWR);
5821 /* 町名消失バグ対策(#38205) Init the wilderness */
5822 process_dungeon_file("w_info.txt", 0, 0, max_wild_y, max_wild_x);
5824 /* Handle score, show Top scores */
5825 success = send_world_score(TRUE);
5827 if (!success && !get_check_strict(_("スコア登録を諦めますか?", "Do you give up score registration? "), CHECK_NO_HISTORY))
5829 prt(_("引き続き待機します。", "standing by for future registration..."), 0, 0);
5834 p_ptr->wait_report_score = FALSE;
5836 if (!save_player()) msg_print(_("セーブ失敗!", "death save failed!"));
5838 /* Shut the high score file */
5839 (void)fd_close(highscore_fd);
5841 /* Forget the high score fd */
5844 /* Allow suspending now */
5845 signals_handle_tstp();
5850 creating_savefile = new_game;
5852 /* Nothing loaded */
5853 if (!character_loaded)
5855 /* Make new player */
5858 /* The dungeon is not ready */
5859 character_dungeon = FALSE;
5861 /* Prepare to init the RNG */
5862 init_random_seed = TRUE;
5864 /* Initialize the saved floors data */
5865 init_saved_floors(FALSE);
5868 /* Old game is loaded. But new game is requested. */
5871 /* Initialize the saved floors data */
5872 init_saved_floors(TRUE);
5875 /* Process old character */
5878 /* Process the player name */
5879 process_player_name(FALSE);
5883 if (init_random_seed)
5888 /* Roll new character */
5891 /* The dungeon is not ready */
5892 character_dungeon = FALSE;
5896 p_ptr->inside_quest = 0;
5897 p_ptr->inside_arena = FALSE;
5898 p_ptr->inside_battle = FALSE;
5902 /* Hack -- seed for flavors */
5903 seed_flavor = randint0(0x10000000);
5905 /* Hack -- seed for town layout */
5906 seed_town = randint0(0x10000000);
5908 /* Roll up a new character */
5916 determine_bounty_uniques();
5917 determine_today_mon(FALSE);
5919 /* Initialize object array */
5924 write_level = FALSE;
5926 do_cmd_write_nikki(NIKKI_GAMESTART, 1,
5928 " ---- Restart Game ----"));
5931 * 1.0.9 以前はセーブ前に p_ptr->riding = -1 としていたので、再設定が必要だった。
5932 * もう不要だが、以前のセーブファイルとの互換のために残しておく。
5934 if (p_ptr->riding == -1)
5937 for (i = m_max; i > 0; i--)
5939 if (player_bold(m_list[i].fy, m_list[i].fx))
5948 creating_savefile = FALSE;
5950 p_ptr->teleport_town = FALSE;
5951 p_ptr->sutemi = FALSE;
5952 world_monster = FALSE;
5953 now_damaged = FALSE;
5955 start_time = time(NULL) - 1;
5956 record_o_name[0] = '\0';
5958 /* Reset map panel */
5959 panel_row_min = cur_hgt;
5960 panel_col_min = cur_wid;
5962 /* Sexy gal gets bonus to maximum weapon skill of whip */
5963 if (p_ptr->pseikaku == SEIKAKU_SEXY)
5964 s_info[p_ptr->pclass].w_max[TV_HAFTED-TV_WEAPON_BEGIN][SV_WHIP] = WEAPON_EXP_MASTER;
5966 /* Fill the arrays of floors and walls in the good proportions */
5967 set_floor_and_wall(dungeon_type);
5969 /* Flavor the objects */
5972 /* Flash a message */
5973 prt(_("お待ち下さい...", "Please wait..."), 0, 0);
5975 /* Flush the message */
5979 /* Hack -- Enter wizard mode */
5982 if (enter_wizard_mode())
5984 p_ptr->wizard = TRUE;
5986 if (p_ptr->is_dead || !p_ptr->y || !p_ptr->x)
5988 /* Initialize the saved floors data */
5989 init_saved_floors(TRUE);
5992 p_ptr->inside_quest = 0;
5994 /* Avoid crash in update_view() */
5995 p_ptr->y = p_ptr->x = 10;
5998 else if (p_ptr->is_dead)
6000 quit("Already dead.");
6004 /* Initialize the town-buildings if necessary */
6005 if (!dun_level && !p_ptr->inside_quest)
6007 /* Init the wilderness */
6009 process_dungeon_file("w_info.txt", 0, 0, max_wild_y, max_wild_x);
6012 init_flags = INIT_ONLY_BUILDINGS;
6014 process_dungeon_file("t_info.txt", 0, 0, MAX_HGT, MAX_WID);
6016 select_floor_music();
6020 /* Generate a dungeon level if needed */
6021 if (!character_dungeon)
6028 /* HACK -- Restore from panic-save */
6029 if (p_ptr->panic_save)
6031 /* No player? -- Try to regenerate floor */
6032 if (!p_ptr->y || !p_ptr->x)
6034 msg_print(_("プレイヤーの位置がおかしい。フロアを再生成します。", "What a strange player location. Regenerate the dungeon floor."));
6038 /* Still no player? -- Try to locate random place */
6039 if (!p_ptr->y || !p_ptr->x) p_ptr->y = p_ptr->x = 10;
6041 /* No longer in panic */
6042 p_ptr->panic_save = 0;
6046 /* Character is now "complete" */
6047 character_generated = TRUE;
6050 /* Hack -- Character is no longer "icky" */
6051 character_icky = FALSE;
6057 sprintf(buf, _("%sに降り立った。", "You are standing in the %s."), map_name());
6058 do_cmd_write_nikki(NIKKI_BUNSHOU, 0, buf);
6063 p_ptr->playing = TRUE;
6065 /* Reset the visual mappings */
6068 /* Load the "pref" files */
6069 load_all_pref_files();
6071 /* Give startup outfit (after loading pref files) */
6077 /* React to changes */
6078 Term_xtra(TERM_XTRA_REACT, 0);
6080 p_ptr->window |= (PW_INVEN | PW_EQUIP | PW_SPELL | PW_PLAYER);
6081 p_ptr->window |= (PW_MESSAGE | PW_OVERHEAD | PW_DUNGEON | PW_MONSTER | PW_OBJECT);
6084 /* Set or clear "rogue_like_commands" if requested */
6085 if (arg_force_original) rogue_like_commands = FALSE;
6086 if (arg_force_roguelike) rogue_like_commands = TRUE;
6088 /* Hack -- Enforce "delayed death" */
6089 if (p_ptr->chp < 0) p_ptr->is_dead = TRUE;
6091 if (p_ptr->prace == RACE_ANDROID) calc_android_exp();
6093 if (new_game && ((p_ptr->pclass == CLASS_CAVALRY) || (p_ptr->pclass == CLASS_BEASTMASTER)))
6095 monster_type *m_ptr;
6096 IDX pet_r_idx = ((p_ptr->pclass == CLASS_CAVALRY) ? MON_HORSE : MON_YASE_HORSE);
6097 monster_race *r_ptr = &r_info[pet_r_idx];
6098 place_monster_aux(0, p_ptr->y, p_ptr->x - 1, pet_r_idx,
6099 (PM_FORCE_PET | PM_NO_KAGE));
6100 m_ptr = &m_list[hack_m_idx_ii];
6101 m_ptr->mspeed = r_ptr->speed;
6102 m_ptr->maxhp = r_ptr->hdice*(r_ptr->hside+1)/2;
6103 m_ptr->max_maxhp = m_ptr->maxhp;
6104 m_ptr->hp = r_ptr->hdice*(r_ptr->hside+1)/2;
6105 m_ptr->dealt_damage = 0;
6106 m_ptr->energy_need = ENERGY_NEED() + ENERGY_NEED();
6109 (void)combine_and_reorder_home(STORE_HOME);
6110 (void)combine_and_reorder_home(STORE_MUSEUM);
6112 select_floor_music();
6117 /* Process the level */
6120 /* Hack -- prevent "icky" message */
6121 character_xtra = TRUE;
6125 character_xtra = FALSE;
6127 /* Cancel the target */
6130 /* Cancel the health bar */
6137 /* Handle "quit and save" */
6138 if (!p_ptr->playing && !p_ptr->is_dead) break;
6140 /* Erase the old cave */
6142 if (!p_ptr->is_dead) wipe_m_list();
6149 /* Accidental Death */
6150 if (p_ptr->playing && p_ptr->is_dead)
6152 if (p_ptr->inside_arena)
6154 p_ptr->inside_arena = FALSE;
6155 if (p_ptr->arena_number > MAX_ARENA_MONS)
6156 p_ptr->arena_number++;
6158 p_ptr->arena_number = -1 - p_ptr->arena_number;
6159 p_ptr->is_dead = FALSE;
6161 p_ptr->chp_frac = 0;
6162 p_ptr->exit_bldg = TRUE;
6165 /* Leave through the exit */
6166 prepare_change_floor_mode(CFM_SAVE_FLOORS | CFM_RAND_CONNECT);
6168 /* prepare next floor */
6173 /* Mega-Hack -- Allow player to cheat death */
6174 if ((p_ptr->wizard || cheat_live) && !get_check(_("死にますか? ", "Die? ")))
6181 /* Handle "death" */
6182 if (p_ptr->is_dead) break;
6184 /* Make a new level */
6196 * @brief ゲームターンからの実時間換算を行うための補正をかける
6197 * @param hoge ゲームターン
6198 * @details アンデッド種族は18:00からゲームを開始するので、この修正を予め行う。
6199 * @return 修正をかけた後のゲームターン
6201 s32b turn_real(s32b hoge)
6203 switch (p_ptr->start_race)
6209 return hoge - (TURNS_PER_TICK * TOWN_DAWN * 3 / 4);
6216 * @brief ターンのオーバーフローに対する対処
6217 * @details ターン及びターンを記録する変数をターンの限界の1日前まで巻き戻す.
6218 * @return 修正をかけた後のゲームターン
6220 void prevent_turn_overflow(void)
6222 int rollback_days, i, j;
6223 s32b rollback_turns;
6225 if (turn < turn_limit) return;
6227 rollback_days = 1 + (turn - turn_limit) / (TURNS_PER_TICK * TOWN_DAWN);
6228 rollback_turns = TURNS_PER_TICK * TOWN_DAWN * rollback_days;
6230 if (turn > rollback_turns) turn -= rollback_turns;
6231 else turn = 1; /* Paranoia */
6232 if (old_turn > rollback_turns) old_turn -= rollback_turns;
6234 if (old_battle > rollback_turns) old_battle -= rollback_turns;
6235 else old_battle = 1;
6236 if (p_ptr->feeling_turn > rollback_turns) p_ptr->feeling_turn -= rollback_turns;
6237 else p_ptr->feeling_turn = 1;
6239 for (i = 1; i < max_towns; i++)
6241 for (j = 0; j < MAX_STORES; j++)
6243 store_type *st_ptr = &town[i].store[j];
6245 if (st_ptr->last_visit > -10L * TURNS_PER_TICK * STORE_TICKS)
6247 st_ptr->last_visit -= rollback_turns;
6248 if (st_ptr->last_visit < -10L * TURNS_PER_TICK * STORE_TICKS) st_ptr->last_visit = -10L * TURNS_PER_TICK * STORE_TICKS;
6251 if (st_ptr->store_open)
6253 st_ptr->store_open -= rollback_turns;
6254 if (st_ptr->store_open < 1) st_ptr->store_open = 1;