4 * Copyright (c) 1997 Ben Harrison, James E. Wilson, Robert A. Koeneke
6 * This software may be copied and distributed for educational, research,
7 * and not for profit purposes provided that this copyright and statement
8 * are included in all such copies. Other copyrights may also apply.
11 /* Purpose: Angband game engine */
15 #define TY_CURSE_CHANCE 200
16 #define CHAINSWORD_NOISE 100
18 static bool load = TRUE;
19 static int wild_regen = 20;
22 * Return a "feeling" (or NULL) about an item. Method 1 (Heavy).
24 static byte value_check_aux1(object_type *o_ptr)
27 if (object_is_artifact(o_ptr))
30 if (object_is_cursed(o_ptr) || object_is_broken(o_ptr)) return FEEL_TERRIBLE;
37 if (object_is_ego(o_ptr))
40 if (object_is_cursed(o_ptr) || object_is_broken(o_ptr)) return FEEL_WORTHLESS;
43 return FEEL_EXCELLENT;
47 if (object_is_cursed(o_ptr)) return FEEL_CURSED;
50 if (object_is_broken(o_ptr)) return FEEL_BROKEN;
52 if ((o_ptr->tval == TV_RING) || (o_ptr->tval == TV_AMULET)) return FEEL_AVERAGE;
54 /* Good "armor" bonus */
55 if (o_ptr->to_a > 0) return FEEL_GOOD;
57 /* Good "weapon" bonus */
58 if (o_ptr->to_h + o_ptr->to_d > 0) return FEEL_GOOD;
60 /* Default to "average" */
66 * Return a "feeling" (or NULL) about an item. Method 2 (Light).
68 static byte value_check_aux2(object_type *o_ptr)
70 /* Cursed items (all of them) */
71 if (object_is_cursed(o_ptr)) return FEEL_CURSED;
73 /* Broken items (all of them) */
74 if (object_is_broken(o_ptr)) return FEEL_BROKEN;
76 /* Artifacts -- except cursed/broken ones */
77 if (object_is_artifact(o_ptr)) return FEEL_UNCURSED;
79 /* Ego-Items -- except cursed/broken ones */
80 if (object_is_ego(o_ptr)) return FEEL_UNCURSED;
82 /* Good armor bonus */
83 if (o_ptr->to_a > 0) return FEEL_UNCURSED;
85 /* Good weapon bonuses */
86 if (o_ptr->to_h + o_ptr->to_d > 0) return FEEL_UNCURSED;
94 static void sense_inventory_aux(int slot, bool heavy)
97 object_type *o_ptr = &inventory[slot];
98 char o_name[MAX_NLEN];
100 /* We know about it already, do not tell us again */
101 if (o_ptr->ident & (IDENT_SENSE))return;
103 /* It is fully known, no information needed */
104 if (object_is_known(o_ptr)) return;
106 /* Check for a feeling */
107 feel = (heavy ? value_check_aux1(o_ptr) : value_check_aux2(o_ptr));
109 /* Skip non-feelings */
113 if ((p_ptr->muta3 & MUT3_BAD_LUCK) && !randint0(13))
124 feel = FEEL_EXCELLENT;
130 feel = randint0(3) ? FEEL_GOOD : FEEL_AVERAGE;
132 feel = FEEL_UNCURSED;
137 feel = randint0(2) ? FEEL_CURSED : FEEL_GOOD;
143 feel = randint0(3) ? FEEL_CURSED : FEEL_AVERAGE;
150 feel = FEEL_WORTHLESS;
155 feel = FEEL_TERRIBLE;
161 /* Stop everything */
162 if (disturb_minor) disturb(0, 0);
164 /* Get an object description */
165 object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
167 /* Message (equipment) */
168 if (slot >= INVEN_RARM)
171 msg_format("%s%s(%c)¤Ï%s¤È¤¤¤¦´¶¤¸¤¬¤¹¤ë...",
172 describe_use(slot),o_name, index_to_label(slot),game_inscriptions[feel]);
174 msg_format("You feel the %s (%c) you are %s %s %s...",
175 o_name, index_to_label(slot), describe_use(slot),
176 ((o_ptr->number == 1) ? "is" : "are"),
177 game_inscriptions[feel]);
182 /* Message (inventory) */
186 msg_format("¥¶¥Ã¥¯¤ÎÃæ¤Î%s(%c)¤Ï%s¤È¤¤¤¦´¶¤¸¤¬¤¹¤ë...",
187 o_name, index_to_label(slot),game_inscriptions[feel]);
189 msg_format("You feel the %s (%c) in your pack %s %s...",
190 o_name, index_to_label(slot),
191 ((o_ptr->number == 1) ? "is" : "are"),
192 game_inscriptions[feel]);
197 /* We have "felt" it */
198 o_ptr->ident |= (IDENT_SENSE);
200 /* Set the "inscription" */
201 o_ptr->feeling = feel;
203 /* Auto-inscription/destroy */
204 autopick_alter_item(slot, destroy_feeling);
206 /* Combine / Reorder the pack (later) */
207 p_ptr->notice |= (PN_COMBINE | PN_REORDER);
210 p_ptr->window |= (PW_INVEN | PW_EQUIP);
216 * Sense the inventory
218 * Class 0 = Warrior --> fast and heavy
219 * Class 1 = Mage --> slow and light
220 * Class 2 = Priest --> fast but light
221 * Class 3 = Rogue --> okay and heavy
222 * Class 4 = Ranger --> slow but heavy (changed!)
223 * Class 5 = Paladin --> slow but heavy
225 static void sense_inventory1(void)
228 int plev = p_ptr->lev;
233 /*** Check for "sensing" ***/
235 /* No sensing when confused */
236 if (p_ptr->confused) return;
238 /* Analyze the class */
239 switch (p_ptr->pclass)
247 if (0 != randint0(9000L / (plev * plev + 40))) return;
259 if (0 != randint0(6000L / (plev * plev + 50))) return;
269 case CLASS_HIGH_MAGE:
271 case CLASS_MAGIC_EATER:
273 /* Very bad (light) sensing */
274 if (0 != randint0(240000L / (plev + 5))) return;
283 /* Good (light) sensing */
284 if (0 != randint0(10000L / (plev * plev + 40))) return;
294 if (0 != randint0(20000L / (plev * plev + 40))) return;
306 if (0 != randint0(95000L / (plev * plev + 40))) return;
318 if (0 != randint0(77777L / (plev * plev + 40))) return;
327 case CLASS_WARRIOR_MAGE:
331 if (0 != randint0(75000L / (plev * plev + 40))) return;
337 case CLASS_MINDCRAFTER:
339 case CLASS_BLUE_MAGE:
340 case CLASS_MIRROR_MASTER:
343 if (0 != randint0(55000L / (plev * plev + 40))) return;
349 case CLASS_CHAOS_WARRIOR:
352 if (0 != randint0(80000L / (plev * plev + 40))) return;
362 case CLASS_FORCETRAINER:
365 if (0 != randint0(20000L / (plev * plev + 40))) return;
374 if (0 != randint0(20000L / ((plev+50)*(plev+50)))) return;
383 case CLASS_BEASTMASTER:
386 if (0 != randint0(65000L / (plev * plev + 40))) return;
391 case CLASS_BERSERKER:
401 if (compare_virtue(V_KNOWLEDGE, 100, VIRTUE_LARGE)) heavy = TRUE;
403 /*** Sense everything ***/
405 /* Check everything */
406 for (i = 0; i < INVEN_TOTAL; i++)
410 o_ptr = &inventory[i];
412 /* Skip empty slots */
413 if (!o_ptr->k_idx) continue;
415 /* Valid "tval" codes */
442 /* Skip non-sense machines */
445 /* Occasional failure on inventory items */
446 if ((i < INVEN_RARM) && (0 != randint0(5))) continue;
449 if ((p_ptr->muta3 & MUT3_GOOD_LUCK) && !randint0(13))
454 sense_inventory_aux(i, heavy);
459 static void sense_inventory2(void)
462 int plev = p_ptr->lev;
466 /*** Check for "sensing" ***/
468 /* No sensing when confused */
469 if (p_ptr->confused) return;
471 /* Analyze the class */
472 switch (p_ptr->pclass)
478 case CLASS_BERSERKER:
485 case CLASS_CHAOS_WARRIOR:
487 case CLASS_BEASTMASTER:
490 /* Very bad (light) sensing */
491 if (0 != randint0(240000L / (plev + 5))) return;
498 case CLASS_WARRIOR_MAGE:
503 if (0 != randint0(95000L / (plev * plev + 40))) return;
512 case CLASS_FORCETRAINER:
513 case CLASS_MINDCRAFTER:
516 if (0 != randint0(20000L / (plev * plev + 40))) return;
523 case CLASS_HIGH_MAGE:
525 case CLASS_MAGIC_EATER:
526 case CLASS_MIRROR_MASTER:
527 case CLASS_BLUE_MAGE:
530 if (0 != randint0(9000L / (plev * plev + 40))) return;
539 if (0 != randint0(20000L / ((plev+50)*(plev+50)))) return;
546 /*** Sense everything ***/
548 /* Check everything */
549 for (i = 0; i < INVEN_TOTAL; i++)
553 o_ptr = &inventory[i];
555 /* Skip empty slots */
556 if (!o_ptr->k_idx) continue;
558 /* Valid "tval" codes */
571 /* Skip non-sense machines */
574 /* Occasional failure on inventory items */
575 if ((i < INVEN_RARM) && (0 != randint0(5))) continue;
577 sense_inventory_aux(i, TRUE);
584 * Go to any level (ripped off from wiz_jump)
586 static void pattern_teleport(void)
593 if (get_check("¾¤Î³¬¤Ë¥Æ¥ì¥Ý¡¼¥È¤·¤Þ¤¹¤«¡©"))
595 if (get_check("Teleport level? "))
602 /* Only downward in ironman mode */
603 if (ironman_downward)
604 min_level = dun_level;
607 if (dungeon_type == DUNGEON_ANGBAND)
610 max_level = MAX_DEPTH - 1;
611 else if (dun_level == 100)
616 max_level = d_info[dungeon_type].maxdepth;
617 min_level = d_info[dungeon_type].mindepth;
622 sprintf(ppp, "¥Æ¥ì¥Ý¡¼¥ÈÀè:(%d-%d)", min_level, max_level);
624 sprintf(ppp, "Teleport to level (%d-%d): ", min_level, max_level);
629 sprintf(tmp_val, "%d", dun_level);
631 /* Ask for a level */
632 if (!get_string(ppp, tmp_val, 10)) return;
634 /* Extract request */
635 command_arg = atoi(tmp_val);
638 else if (get_check("Ä̾ï¥Æ¥ì¥Ý¡¼¥È¡©"))
640 else if (get_check("Normal teleport? "))
643 teleport_player(200, 0L);
652 if (command_arg < min_level) command_arg = min_level;
655 if (command_arg > max_level) command_arg = max_level;
659 msg_format("%d ³¬¤Ë¥Æ¥ì¥Ý¡¼¥È¤·¤Þ¤·¤¿¡£", command_arg);
661 msg_format("You teleport to dungeon level %d.", command_arg);
665 if (autosave_l) do_cmd_save_game(TRUE);
668 dun_level = command_arg;
672 if (record_stair) do_cmd_write_nikki(NIKKI_PAT_TELE,0,NULL);
674 p_ptr->inside_quest = 0;
678 * Clear all saved floors
679 * and create a first saved floor
681 prepare_change_floor_mode(CFM_FIRST_FLOOR);
684 p_ptr->leaving = TRUE;
688 static void wreck_the_pattern(void)
690 int to_ruin = 0, r_y, r_x;
691 int pattern_type = f_info[cave[py][px].feat].subtype;
693 if (pattern_type == PATTERN_TILE_WRECKED)
700 msg_print("¥Ñ¥¿¡¼¥ó¤ò·ì¤Ç±ø¤·¤Æ¤·¤Þ¤Ã¤¿¡ª");
701 msg_print("²¿¤«¶²¤í¤·¤¤»ö¤¬µ¯¤³¤Ã¤¿¡ª");
703 msg_print("You bleed on the Pattern!");
704 msg_print("Something terrible happens!");
709 take_hit(DAMAGE_NOESCAPE, damroll(10, 8), "¥Ñ¥¿¡¼¥ó»²õ", -1);
711 take_hit(DAMAGE_NOESCAPE, damroll(10, 8), "corrupting the Pattern", -1);
714 to_ruin = randint1(45) + 35;
718 scatter(&r_y, &r_x, py, px, 4, 0);
720 if (pattern_tile(r_y, r_x) &&
721 (f_info[cave[r_y][r_x].feat].subtype != PATTERN_TILE_WRECKED))
723 cave_set_feat(r_y, r_x, feat_pattern_corrupted);
727 cave_set_feat(py, px, feat_pattern_corrupted);
731 /* Returns TRUE if we are on the Pattern... */
732 static bool pattern_effect(void)
736 if (!pattern_tile(py, px)) return FALSE;
738 if ((prace_is_(RACE_AMBERITE)) &&
739 (p_ptr->cut > 0) && one_in_(10))
744 pattern_type = f_info[cave[py][px].feat].subtype;
746 switch (pattern_type)
748 case PATTERN_TILE_END:
749 (void)set_poisoned(0);
755 (void)do_res_stat(A_STR);
756 (void)do_res_stat(A_INT);
757 (void)do_res_stat(A_WIS);
758 (void)do_res_stat(A_DEX);
759 (void)do_res_stat(A_CON);
760 (void)do_res_stat(A_CHR);
761 (void)restore_level();
762 (void)hp_player(1000);
764 cave_set_feat(py, px, feat_pattern_old);
767 msg_print("¡Ö¥Ñ¥¿¡¼¥ó¡×¤Î¤³¤ÎÉôʬ¤Ï¾¤ÎÉôʬ¤è¤ê¶¯ÎϤǤʤ¤¤è¤¦¤À¡£");
769 msg_print("This section of the Pattern looks less powerful.");
773 * We could make the healing effect of the
774 * Pattern center one-time only to avoid various kinds
775 * of abuse, like luring the win monster into fighting you
776 * in the middle of the pattern...
780 case PATTERN_TILE_OLD:
784 case PATTERN_TILE_TELEPORT:
788 case PATTERN_TILE_WRECKED:
791 take_hit(DAMAGE_NOESCAPE, 200, "²õ¤ì¤¿¡Ö¥Ñ¥¿¡¼¥ó¡×¤òÊ⤤¤¿¥À¥á¡¼¥¸", -1);
793 take_hit(DAMAGE_NOESCAPE, 200, "walking the corrupted Pattern", -1);
798 if (prace_is_(RACE_AMBERITE) && !one_in_(2))
800 else if (!IS_INVULN())
802 take_hit(DAMAGE_NOESCAPE, damroll(1, 3), "¡Ö¥Ñ¥¿¡¼¥ó¡×¤òÊ⤤¤¿¥À¥á¡¼¥¸", -1);
804 take_hit(DAMAGE_NOESCAPE, damroll(1, 3), "walking the Pattern", -1);
817 * Regenerate hit points -RAK-
819 static void regenhp(int percent)
825 if (p_ptr->special_defense & KATA_KOUKIJIN) return;
826 if (p_ptr->action == ACTION_HAYAGAKE) return;
828 /* Save the old hitpoints */
829 old_chp = p_ptr->chp;
832 * Extract the new hitpoints
834 * 'percent' is the Regen factor in unit (1/2^16)
837 new_chp_frac = (p_ptr->mhp * percent + PY_REGEN_HPBASE);
839 /* Convert the unit (1/2^16) to (1/2^32) */
840 s64b_LSHIFT(new_chp, new_chp_frac, 16);
843 s64b_add(&(p_ptr->chp), &(p_ptr->chp_frac), new_chp, new_chp_frac);
847 if (0 < s64b_cmp(p_ptr->chp, p_ptr->chp_frac, p_ptr->mhp, 0))
849 p_ptr->chp = p_ptr->mhp;
854 if (old_chp != p_ptr->chp)
857 p_ptr->redraw |= (PR_HP);
860 p_ptr->window |= (PW_PLAYER);
868 * Regenerate mana points
870 static void regenmana(int percent)
872 s32b old_csp = p_ptr->csp;
875 * Excess mana will decay 32 times faster than normal
878 if (p_ptr->csp > p_ptr->msp)
880 /* PY_REGEN_NORMAL is the Regen factor in unit (1/2^16) */
882 u32b decay_frac = (p_ptr->msp * 32 * PY_REGEN_NORMAL + PY_REGEN_MNBASE);
884 /* Convert the unit (1/2^16) to (1/2^32) */
885 s64b_LSHIFT(decay, decay_frac, 16);
888 s64b_sub(&(p_ptr->csp), &(p_ptr->csp_frac), decay, decay_frac);
891 if (p_ptr->csp < p_ptr->msp)
893 p_ptr->csp = p_ptr->msp;
898 /* Regenerating mana (unless the player has excess mana) */
899 else if (percent > 0)
901 /* (percent/100) is the Regen factor in unit (1/2^16) */
903 u32b new_mana_frac = (p_ptr->msp * percent / 100 + PY_REGEN_MNBASE);
905 /* Convert the unit (1/2^16) to (1/2^32) */
906 s64b_LSHIFT(new_mana, new_mana_frac, 16);
909 s64b_add(&(p_ptr->csp), &(p_ptr->csp_frac), new_mana, new_mana_frac);
911 /* Must set frac to zero even if equal */
912 if (p_ptr->csp >= p_ptr->msp)
914 p_ptr->csp = p_ptr->msp;
920 /* Reduce mana (even when the player has excess mana) */
923 /* PY_REGEN_NORMAL is the Regen factor in unit (1/2^16) */
924 s32b reduce_mana = 0;
925 u32b reduce_mana_frac = (p_ptr->msp * PY_REGEN_NORMAL + PY_REGEN_MNBASE);
927 /* Convert the unit (1/2^16) to (1/2^32) */
928 s64b_LSHIFT(reduce_mana, reduce_mana_frac, 16);
931 s64b_sub(&(p_ptr->csp), &(p_ptr->csp_frac), reduce_mana, reduce_mana_frac);
943 if (old_csp != p_ptr->csp)
946 p_ptr->redraw |= (PR_MANA);
949 p_ptr->window |= (PW_PLAYER);
950 p_ptr->window |= (PW_SPELL);
961 static void regenmagic(int percent)
966 for (i = 0; i < EATER_EXT*2; i++)
968 if (!p_ptr->magic_num2[i]) continue;
969 if (p_ptr->magic_num1[i] == ((long)p_ptr->magic_num2[i] << 16)) continue;
970 new_mana = ((long)p_ptr->magic_num2[i]+adj_mag_mana[A_INT]+13) * percent / 8;
971 p_ptr->magic_num1[i] += new_mana;
973 /* Check maximum charge */
974 if (p_ptr->magic_num1[i] > (p_ptr->magic_num2[i] << 16))
976 p_ptr->magic_num1[i] = ((long)p_ptr->magic_num2[i] << 16);
980 for (i = EATER_EXT*2; i < EATER_EXT*3; i++)
982 if (!p_ptr->magic_num1[i]) continue;
983 if (!p_ptr->magic_num2[i]) continue;
984 p_ptr->magic_num1[i] -= (long)(p_ptr->magic_num2[i] * (adj_mag_mana[A_INT] + 10)) * EATER_ROD_CHARGE/16;
985 if (p_ptr->magic_num1[i] < 0) p_ptr->magic_num1[i] = 0;
996 * Regenerate the monsters (once per 100 game turns)
998 * XXX XXX XXX Should probably be done during monster turns.
1000 static void regen_monsters(void)
1005 /* Regenerate everyone */
1006 for (i = 1; i < m_max; i++)
1008 /* Check the i'th monster */
1009 monster_type *m_ptr = &m_list[i];
1010 monster_race *r_ptr = &r_info[m_ptr->r_idx];
1013 /* Skip dead monsters */
1014 if (!m_ptr->r_idx) continue;
1016 /* Allow regeneration (if needed) */
1017 if (m_ptr->hp < m_ptr->maxhp)
1019 /* Hack -- Base regeneration */
1020 frac = m_ptr->maxhp / 100;
1022 /* Hack -- Minimal regeneration rate */
1023 if (!frac) if (one_in_(2)) frac = 1;
1025 /* Hack -- Some monsters regenerate quickly */
1026 if (r_ptr->flags2 & RF2_REGENERATE) frac *= 2;
1028 /* Hack -- Regenerate */
1031 /* Do not over-regenerate */
1032 if (m_ptr->hp > m_ptr->maxhp) m_ptr->hp = m_ptr->maxhp;
1034 /* Redraw (later) if needed */
1035 if (p_ptr->health_who == i) p_ptr->redraw |= (PR_HEALTH);
1036 if (p_ptr->riding == i) p_ptr->redraw |= (PR_UHEALTH);
1043 * Regenerate the captured monsters (once per 30 game turns)
1045 * XXX XXX XXX Should probably be done during monster turns.
1047 static void regen_captured_monsters(void)
1052 /* Regenerate everyone */
1053 for (i = 0; i < INVEN_TOTAL; i++)
1055 monster_race *r_ptr;
1056 object_type *o_ptr = &inventory[i];
1058 if (!o_ptr->k_idx) continue;
1059 if (o_ptr->tval != TV_CAPTURE) continue;
1060 if (!o_ptr->pval) continue;
1064 r_ptr = &r_info[o_ptr->pval];
1066 /* Allow regeneration (if needed) */
1067 if (o_ptr->xtra4 < o_ptr->xtra5)
1069 /* Hack -- Base regeneration */
1070 frac = o_ptr->xtra5 / 100;
1072 /* Hack -- Minimal regeneration rate */
1073 if (!frac) if (one_in_(2)) frac = 1;
1075 /* Hack -- Some monsters regenerate quickly */
1076 if (r_ptr->flags2 & RF2_REGENERATE) frac *= 2;
1078 /* Hack -- Regenerate */
1079 o_ptr->xtra4 += frac;
1081 /* Do not over-regenerate */
1082 if (o_ptr->xtra4 > o_ptr->xtra5) o_ptr->xtra4 = o_ptr->xtra5;
1089 p_ptr->notice |= (PN_COMBINE);
1092 p_ptr->window |= (PW_INVEN);
1093 p_ptr->window |= (PW_EQUIP);
1099 static void notice_lite_change(object_type *o_ptr)
1101 /* Hack -- notice interesting fuel steps */
1102 if ((o_ptr->xtra4 < 100) || (!(o_ptr->xtra4 % 100)))
1105 p_ptr->window |= (PW_EQUIP);
1108 /* Hack -- Special treatment when blind */
1111 /* Hack -- save some light for later */
1112 if (o_ptr->xtra4 == 0) o_ptr->xtra4++;
1115 /* The light is now out */
1116 else if (o_ptr->xtra4 == 0)
1120 msg_print("ÌÀ¤«¤ê¤¬¾Ã¤¨¤Æ¤·¤Þ¤Ã¤¿¡ª");
1122 msg_print("Your light has gone out!");
1125 /* Recalculate torch radius */
1126 p_ptr->update |= (PU_TORCH);
1128 /* Some ego light lose its effects without fuel */
1129 p_ptr->update |= (PU_BONUS);
1132 /* The light is getting dim */
1133 else if (o_ptr->name2 == EGO_LITE_LONG)
1135 if ((o_ptr->xtra4 < 50) && (!(o_ptr->xtra4 % 5))
1136 && (turn % (TURNS_PER_TICK*2)))
1138 if (disturb_minor) disturb(0, 0);
1140 msg_print("ÌÀ¤«¤ê¤¬Èù¤«¤Ë¤Ê¤Ã¤Æ¤¤Æ¤¤¤ë¡£");
1142 msg_print("Your light is growing faint.");
1148 /* The light is getting dim */
1149 else if ((o_ptr->xtra4 < 100) && (!(o_ptr->xtra4 % 10)))
1151 if (disturb_minor) disturb(0, 0);
1153 msg_print("ÌÀ¤«¤ê¤¬Èù¤«¤Ë¤Ê¤Ã¤Æ¤¤Æ¤¤¤ë¡£");
1155 msg_print("Your light is growing faint.");
1162 void leave_quest_check(void)
1164 /* Save quest number for dungeon pref file ($LEAVING_QUEST) */
1165 leaving_quest = p_ptr->inside_quest;
1167 /* Leaving an 'only once' quest marks it as failed */
1168 if (leaving_quest &&
1169 ((quest[leaving_quest].flags & QUEST_FLAG_ONCE) || (quest[leaving_quest].type == QUEST_TYPE_RANDOM)) &&
1170 (quest[leaving_quest].status == QUEST_STATUS_TAKEN))
1172 quest[leaving_quest].status = QUEST_STATUS_FAILED;
1173 quest[leaving_quest].complev = (byte)p_ptr->lev;
1174 if (quest[leaving_quest].type == QUEST_TYPE_RANDOM)
1176 r_info[quest[leaving_quest].r_idx].flags1 &= ~(RF1_QUESTOR);
1177 if (record_rand_quest)
1178 do_cmd_write_nikki(NIKKI_RAND_QUEST_F, leaving_quest, NULL);
1180 /* Floor of random quest will be blocked */
1181 prepare_change_floor_mode(CFM_NO_RETURN);
1183 else if (record_fix_quest)
1184 do_cmd_write_nikki(NIKKI_FIX_QUEST_F, leaving_quest, NULL);
1190 * Forcibly pseudo-identify an object in the inventory
1193 * note: currently this function allows pseudo-id of any object,
1194 * including silly ones like potions & scrolls, which always
1195 * get '{average}'. This should be changed, either to stop such
1196 * items from being pseudo-id'd, or to allow psychometry to
1197 * detect whether the unidentified potion/scroll/etc is
1198 * good (Cure Light Wounds, Restore Strength, etc) or
1199 * bad (Poison, Weakness etc) or 'useless' (Slime Mold Juice, etc).
1201 bool psychometry(void)
1205 char o_name[MAX_NLEN];
1210 item_tester_no_ryoute = TRUE;
1213 q = "¤É¤Î¥¢¥¤¥Æ¥à¤òÄ´¤Ù¤Þ¤¹¤«¡©";
1214 s = "Ä´¤Ù¤ë¥¢¥¤¥Æ¥à¤¬¤¢¤ê¤Þ¤»¤ó¡£";
1216 q = "Meditate on which item? ";
1217 s = "You have nothing appropriate.";
1220 if (!get_item(&item, q, s, (USE_EQUIP | USE_INVEN | USE_FLOOR))) return (FALSE);
1222 /* Get the item (in the pack) */
1225 o_ptr = &inventory[item];
1228 /* Get the item (on the floor) */
1231 o_ptr = &o_list[0 - item];
1234 /* It is fully known, no information needed */
1235 if (object_is_known(o_ptr))
1238 msg_print("²¿¤â¿·¤·¤¤¤³¤È¤ÏȽ¤é¤Ê¤«¤Ã¤¿¡£");
1240 msg_print("You cannot find out anything more about that.");
1246 /* Check for a feeling */
1247 feel = value_check_aux1(o_ptr);
1249 /* Get an object description */
1250 object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
1252 /* Skip non-feelings */
1256 msg_format("%s¤«¤é¤ÏÆäËÊѤï¤Ã¤¿»ö¤Ï´¶¤¸¤È¤ì¤Ê¤«¤Ã¤¿¡£", o_name);
1258 msg_format("You do not perceive anything unusual about the %s.", o_name);
1265 msg_format("%s¤Ï%s¤È¤¤¤¦´¶¤¸¤¬¤¹¤ë...",
1266 o_name, game_inscriptions[feel]);
1268 msg_format("You feel that the %s %s %s...",
1269 o_name, ((o_ptr->number == 1) ? "is" : "are"),
1270 game_inscriptions[feel]);
1274 /* We have "felt" it */
1275 o_ptr->ident |= (IDENT_SENSE);
1278 o_ptr->feeling = feel;
1280 /* Player touches it */
1281 o_ptr->marked |= OM_TOUCHED;
1283 /* Combine / Reorder the pack (later) */
1284 p_ptr->notice |= (PN_COMBINE | PN_REORDER);
1287 p_ptr->window |= (PW_INVEN | PW_EQUIP | PW_PLAYER);
1289 /* Valid "tval" codes */
1290 switch (o_ptr->tval)
1318 /* Auto-inscription/destroy */
1319 autopick_alter_item(item, (bool)(okay && destroy_feeling));
1321 /* Something happened */
1327 * If player has inscribed the object with "!!", let him know when it's
1330 static void recharged_notice(object_type *o_ptr)
1332 char o_name[MAX_NLEN];
1336 /* No inscription */
1337 if (!o_ptr->inscription) return;
1340 s = my_strchr(quark_str(o_ptr->inscription), '!');
1342 /* Process notification request. */
1345 /* Find another '!' */
1348 /* Describe (briefly) */
1349 object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
1351 /* Notify the player */
1353 msg_format("%s¤ÏºÆ½¼Å¶¤µ¤ì¤¿¡£", o_name);
1355 if (o_ptr->number > 1)
1356 msg_format("Your %s are recharged.", o_name);
1358 msg_format("Your %s is recharged.", o_name);
1367 /* Keep looking for '!'s */
1368 s = my_strchr(s + 1, '!');
1373 static void check_music(void)
1378 u32b need_mana_frac;
1380 /* Music singed by player */
1381 if (p_ptr->pclass != CLASS_BARD) return;
1382 if (!p_ptr->magic_num1[0] && !p_ptr->magic_num1[1]) return;
1384 if (p_ptr->anti_magic)
1390 spell = p_ptr->magic_num2[0];
1391 s_ptr = &technic_info[REALM_MUSIC - MIN_TECHNIC][spell];
1393 need_mana = mod_need_mana(s_ptr->smana, spell, REALM_MUSIC);
1397 s64b_RSHIFT(need_mana, need_mana_frac, 1);
1399 if (s64b_cmp(p_ptr->csp, p_ptr->csp_frac, need_mana, need_mana_frac) < 0)
1406 s64b_sub(&(p_ptr->csp), &(p_ptr->csp_frac), need_mana, need_mana_frac);
1408 p_ptr->redraw |= PR_MANA;
1409 if (p_ptr->magic_num1[1])
1411 p_ptr->magic_num1[0] = p_ptr->magic_num1[1];
1412 p_ptr->magic_num1[1] = 0;
1414 msg_print("²Î¤òºÆ³«¤·¤¿¡£");
1416 msg_print("You restart singing.");
1418 p_ptr->action = ACTION_SING;
1420 /* Recalculate bonuses */
1421 p_ptr->update |= (PU_BONUS | PU_HP);
1423 /* Redraw map and status bar */
1424 p_ptr->redraw |= (PR_MAP | PR_STATUS | PR_STATE);
1426 /* Update monsters */
1427 p_ptr->update |= (PU_MONSTERS);
1430 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
1433 if (p_ptr->spell_exp[spell] < SPELL_EXP_BEGINNER)
1434 p_ptr->spell_exp[spell] += 5;
1435 else if(p_ptr->spell_exp[spell] < SPELL_EXP_SKILLED)
1436 { if (one_in_(2) && (dun_level > 4) && ((dun_level + 10) > p_ptr->lev)) p_ptr->spell_exp[spell] += 1; }
1437 else if(p_ptr->spell_exp[spell] < SPELL_EXP_EXPERT)
1438 { if (one_in_(5) && ((dun_level + 5) > p_ptr->lev) && ((dun_level + 5) > s_ptr->slevel)) p_ptr->spell_exp[spell] += 1; }
1439 else if(p_ptr->spell_exp[spell] < SPELL_EXP_MASTER)
1440 { if (one_in_(5) && ((dun_level + 5) > p_ptr->lev) && (dun_level > s_ptr->slevel)) p_ptr->spell_exp[spell] += 1; }
1442 /* Do any effects of continual song */
1443 do_spell(REALM_MUSIC, spell, SPELL_CONT);
1447 /* Choose one of items that have cursed flag */
1448 static object_type *choose_cursed_obj_name(u32b flag)
1451 int choices[INVEN_TOTAL-INVEN_RARM];
1454 /* Paranoia -- Player has no warning-item */
1455 if (!(p_ptr->cursed & flag)) return NULL;
1457 /* Search Inventry */
1458 for (i = INVEN_RARM; i < INVEN_TOTAL; i++)
1460 object_type *o_ptr = &inventory[i];
1462 if (o_ptr->curse_flags & flag)
1464 choices[number] = i;
1469 /* Choice one of them */
1470 return (&inventory[choices[randint0(number)]]);
1475 * Handle timed damage and regeneration every 10 game turns
1477 static void process_world_aux_hp_and_sp(void)
1479 feature_type *f_ptr = &f_info[cave[py][px].feat];
1480 bool cave_no_regen = FALSE;
1481 int upkeep_factor = 0;
1484 /* Default regeneration */
1485 int regen_amount = PY_REGEN_NORMAL;
1488 /*** Damage over Time ***/
1490 /* Take damage from poison */
1491 if (p_ptr->poisoned && !IS_INVULN())
1495 take_hit(DAMAGE_NOESCAPE, 1, "ÆÇ", -1);
1497 take_hit(DAMAGE_NOESCAPE, 1, "poison", -1);
1502 /* Take damage from cuts */
1503 if (p_ptr->cut && !IS_INVULN())
1507 /* Mortal wound or Deep Gash */
1508 if (p_ptr->cut > 1000)
1513 else if (p_ptr->cut > 200)
1519 else if (p_ptr->cut > 100)
1524 else if (p_ptr->cut > 50)
1529 else if (p_ptr->cut > 25)
1534 else if (p_ptr->cut > 10)
1547 take_hit(DAMAGE_NOESCAPE, dam, "Ã×Ì¿½ý", -1);
1549 take_hit(DAMAGE_NOESCAPE, dam, "a fatal wound", -1);
1555 /* (Vampires) Take damage from sunlight */
1556 if (prace_is_(RACE_VAMPIRE) || (p_ptr->mimic_form == MIMIC_VAMPIRE))
1558 if (!dun_level && !p_ptr->resist_lite && !IS_INVULN() && is_daytime())
1560 if ((cave[py][px].info & (CAVE_GLOW | CAVE_MNDK)) == CAVE_GLOW)
1564 msg_print("Æü¸÷¤¬¤¢¤Ê¤¿¤Î¥¢¥ó¥Ç¥Ã¥É¤ÎÆùÂΤò¾Æ¤¾Ç¤¬¤·¤¿¡ª");
1565 take_hit(DAMAGE_NOESCAPE, 1, "Æü¸÷", -1);
1567 msg_print("The sun's rays scorch your undead flesh!");
1568 take_hit(DAMAGE_NOESCAPE, 1, "sunlight", -1);
1571 cave_no_regen = TRUE;
1575 if (inventory[INVEN_LITE].tval && (inventory[INVEN_LITE].name2 != EGO_LITE_DARKNESS) &&
1576 !p_ptr->resist_lite)
1578 object_type * o_ptr = &inventory[INVEN_LITE];
1579 char o_name [MAX_NLEN];
1580 char ouch [MAX_NLEN+40];
1582 /* Get an object description */
1583 object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
1586 msg_format("%s¤¬¤¢¤Ê¤¿¤Î¥¢¥ó¥Ç¥Ã¥É¤ÎÆùÂΤò¾Æ¤¾Ç¤¬¤·¤¿¡ª", o_name);
1588 msg_format("The %s scorches your undead flesh!", o_name);
1592 cave_no_regen = TRUE;
1594 /* Get an object description */
1595 object_desc(o_name, o_ptr, OD_NAME_ONLY);
1598 sprintf(ouch, "%s¤òÁõÈ÷¤·¤¿¥À¥á¡¼¥¸", o_name);
1600 sprintf(ouch, "wielding %s", o_name);
1603 if (!IS_INVULN()) take_hit(DAMAGE_NOESCAPE, 1, ouch, -1);
1607 if (have_flag(f_ptr->flags, FF_LAVA) && !IS_INVULN() && !p_ptr->immune_fire)
1611 if (have_flag(f_ptr->flags, FF_DEEP))
1613 damage = 6000 + randint0(4000);
1615 else if (!p_ptr->levitation)
1617 damage = 3000 + randint0(2000);
1622 if (prace_is_(RACE_ENT)) damage += damage / 3;
1623 if (p_ptr->resist_fire) damage = damage / 3;
1624 if (IS_OPPOSE_FIRE()) damage = damage / 3;
1626 if (p_ptr->levitation) damage = damage / 5;
1628 damage = damage / 100 + (randint0(100) < (damage % 100));
1630 if (p_ptr->levitation)
1633 msg_print("Ç®¤Ç²Ð½ý¤·¤¿¡ª");
1634 take_hit(DAMAGE_NOESCAPE, damage, format("%s¤Î¾å¤ËÉâÍ·¤·¤¿¥À¥á¡¼¥¸", f_name + f_info[get_feat_mimic(&cave[py][px])].name), -1);
1636 msg_print("The heat burns you!");
1637 take_hit(DAMAGE_NOESCAPE, damage, format("flying over %s", f_name + f_info[get_feat_mimic(&cave[py][px])].name), -1);
1642 cptr name = f_name + f_info[get_feat_mimic(&cave[py][px])].name;
1644 msg_format("%s¤Ç²Ð½ý¤·¤¿¡ª", name);
1646 msg_format("The %s burns you!", name);
1648 take_hit(DAMAGE_NOESCAPE, damage, name, -1);
1651 cave_no_regen = TRUE;
1655 if (have_flag(f_ptr->flags, FF_WATER) && have_flag(f_ptr->flags, FF_DEEP) &&
1656 !p_ptr->levitation && !p_ptr->can_swim)
1658 if (p_ptr->total_weight > weight_limit())
1662 msg_print("Å®¤ì¤Æ¤¤¤ë¡ª");
1663 take_hit(DAMAGE_NOESCAPE, randint1(p_ptr->lev), "Å®¤ì", -1);
1665 msg_print("You are drowning!");
1666 take_hit(DAMAGE_NOESCAPE, randint1(p_ptr->lev), "drowning", -1);
1669 cave_no_regen = TRUE;
1676 if ((r_info[m_list[p_ptr->riding].r_idx].flags2 & RF2_AURA_FIRE) && !p_ptr->immune_fire)
1678 damage = r_info[m_list[p_ptr->riding].r_idx].level / 2;
1679 if (prace_is_(RACE_ENT)) damage += damage / 3;
1680 if (p_ptr->resist_fire) damage = damage / 3;
1681 if (IS_OPPOSE_FIRE()) damage = damage / 3;
1683 msg_print("Ç®¤¤¡ª");
1684 take_hit(DAMAGE_NOESCAPE, damage, "±ê¤Î¥ª¡¼¥é", -1);
1686 msg_print("It's hot!");
1687 take_hit(DAMAGE_NOESCAPE, damage, "Fire aura", -1);
1690 if ((r_info[m_list[p_ptr->riding].r_idx].flags2 & RF2_AURA_ELEC) && !p_ptr->immune_elec)
1692 damage = r_info[m_list[p_ptr->riding].r_idx].level / 2;
1693 if (prace_is_(RACE_ANDROID)) damage += damage / 3;
1694 if (p_ptr->resist_elec) damage = damage / 3;
1695 if (IS_OPPOSE_ELEC()) damage = damage / 3;
1697 msg_print("Äˤ¤¡ª");
1698 take_hit(DAMAGE_NOESCAPE, damage, "Åŵ¤¤Î¥ª¡¼¥é", -1);
1700 msg_print("It hurts!");
1701 take_hit(DAMAGE_NOESCAPE, damage, "Elec aura", -1);
1704 if ((r_info[m_list[p_ptr->riding].r_idx].flags3 & RF3_AURA_COLD) && !p_ptr->immune_cold)
1706 damage = r_info[m_list[p_ptr->riding].r_idx].level / 2;
1707 if (p_ptr->resist_cold) damage = damage / 3;
1708 if (IS_OPPOSE_COLD()) damage = damage / 3;
1710 msg_print("Î䤿¤¤¡ª");
1711 take_hit(DAMAGE_NOESCAPE, damage, "Î䵤¤Î¥ª¡¼¥é", -1);
1713 msg_print("It's cold!");
1714 take_hit(DAMAGE_NOESCAPE, damage, "Cold aura", -1);
1719 /* Spectres -- take damage when moving through walls */
1721 * Added: ANYBODY takes damage if inside through walls
1722 * without wraith form -- NOTE: Spectres will never be
1723 * reduced below 0 hp by being inside a stone wall; others
1726 if (!have_flag(f_ptr->flags, FF_MOVE) && !have_flag(f_ptr->flags, FF_CAN_FLY))
1728 if (!IS_INVULN() && !p_ptr->wraith_form && !p_ptr->kabenuke &&
1729 ((p_ptr->chp > (p_ptr->lev / 5)) || !p_ptr->pass_wall))
1733 cave_no_regen = TRUE;
1735 if (p_ptr->pass_wall)
1738 msg_print("ÂΤÎʬ»Ò¤¬Ê¬²ò¤·¤¿µ¤¤¬¤¹¤ë¡ª");
1741 msg_print("Your molecules feel disrupted!");
1742 dam_desc = "density";
1748 msg_print("Êø¤ì¤¿´ä¤Ë²¡¤·ÄÙ¤µ¤ì¤¿¡ª");
1749 dam_desc = "¹Å¤¤´ä";
1751 msg_print("You are being crushed!");
1752 dam_desc = "solid rock";
1756 take_hit(DAMAGE_NOESCAPE, 1 + (p_ptr->lev / 5), dam_desc, -1);
1761 /*** handle regeneration ***/
1764 if (p_ptr->food < PY_FOOD_WEAK)
1766 /* Lower regeneration */
1767 if (p_ptr->food < PY_FOOD_STARVE)
1771 else if (p_ptr->food < PY_FOOD_FAINT)
1773 regen_amount = PY_REGEN_FAINT;
1777 regen_amount = PY_REGEN_WEAK;
1781 /* Are we walking the pattern? */
1782 if (pattern_effect())
1784 cave_no_regen = TRUE;
1788 /* Regeneration ability */
1789 if (p_ptr->regenerate)
1791 regen_amount = regen_amount * 2;
1793 if (p_ptr->special_defense & (KAMAE_MASK | KATA_MASK))
1797 if (p_ptr->cursed & TRC_SLOW_REGEN)
1804 /* Searching or Resting */
1805 if ((p_ptr->action == ACTION_SEARCH) || (p_ptr->action == ACTION_REST))
1807 regen_amount = regen_amount * 2;
1810 upkeep_factor = calculate_upkeep();
1812 /* No regeneration while special action */
1813 if ((p_ptr->action == ACTION_LEARN) ||
1814 (p_ptr->action == ACTION_HAYAGAKE) ||
1815 (p_ptr->special_defense & KATA_KOUKIJIN))
1817 upkeep_factor += 100;
1820 /* Regenerate the mana */
1821 upkeep_regen = (100 - upkeep_factor) * regen_amount;
1822 regenmana(upkeep_regen);
1825 /* Recharge magic eater's power */
1826 if (p_ptr->pclass == CLASS_MAGIC_EATER)
1828 regenmagic(regen_amount);
1831 if ((p_ptr->csp == 0) && (p_ptr->csp_frac == 0))
1833 while (upkeep_factor > 100)
1836 msg_print("¤³¤ó¤Ê¤Ë¿¤¯¤Î¥Ú¥Ã¥È¤òÀ©¸æ¤Ç¤¤Ê¤¤¡ª");
1838 msg_print("Too many pets to control at once!");
1841 do_cmd_pet_dismiss();
1843 upkeep_factor = calculate_upkeep();
1846 msg_format("°Ý»ý£Í£Ð¤Ï %d%%", upkeep_factor);
1848 msg_format("Upkeep: %d%% mana.", upkeep_factor);
1854 /* Poisoned or cut yields no healing */
1855 if (p_ptr->poisoned) regen_amount = 0;
1856 if (p_ptr->cut) regen_amount = 0;
1858 /* Special floor -- Pattern, in a wall -- yields no healing */
1859 if (cave_no_regen) regen_amount = 0;
1861 regen_amount = (regen_amount * mutant_regenerate_mod) / 100;
1863 /* Regenerate Hit Points if needed */
1864 if ((p_ptr->chp < p_ptr->mhp) && !cave_no_regen)
1866 regenhp(regen_amount);
1872 * Handle timeout every 10 game turns
1874 static void process_world_aux_timeout(void)
1876 const int dec_count = (easy_band ? 2 : 1);
1878 /*** Timeout Various Things ***/
1881 if (p_ptr->tim_mimic)
1883 (void)set_mimic(p_ptr->tim_mimic - 1, p_ptr->mimic_form, TRUE);
1886 /* Hack -- Hallucinating */
1889 (void)set_image(p_ptr->image - dec_count);
1895 (void)set_blind(p_ptr->blind - dec_count);
1898 /* Times see-invisible */
1899 if (p_ptr->tim_invis)
1901 (void)set_tim_invis(p_ptr->tim_invis - 1, TRUE);
1912 (void)set_tim_esp(p_ptr->tim_esp - 1, TRUE);
1915 /* Timed temporary elemental brands. -LM- */
1916 if (p_ptr->ele_attack)
1918 p_ptr->ele_attack--;
1920 /* Clear all temporary elemental brands. */
1921 if (!p_ptr->ele_attack) set_ele_attack(0, 0);
1924 /* Timed temporary elemental immune. -LM- */
1925 if (p_ptr->ele_immune)
1927 p_ptr->ele_immune--;
1929 /* Clear all temporary elemental brands. */
1930 if (!p_ptr->ele_immune) set_ele_immune(0, 0);
1933 /* Timed infra-vision */
1934 if (p_ptr->tim_infra)
1936 (void)set_tim_infra(p_ptr->tim_infra - 1, TRUE);
1940 if (p_ptr->tim_stealth)
1942 (void)set_tim_stealth(p_ptr->tim_stealth - 1, TRUE);
1945 /* Timed levitation */
1946 if (p_ptr->tim_levitation)
1948 (void)set_tim_levitation(p_ptr->tim_levitation - 1, TRUE);
1951 /* Timed sh_touki */
1952 if (p_ptr->tim_sh_touki)
1954 (void)set_tim_sh_touki(p_ptr->tim_sh_touki - 1, TRUE);
1958 if (p_ptr->tim_sh_fire)
1960 (void)set_tim_sh_fire(p_ptr->tim_sh_fire - 1, TRUE);
1964 if (p_ptr->tim_sh_holy)
1966 (void)set_tim_sh_holy(p_ptr->tim_sh_holy - 1, TRUE);
1970 if (p_ptr->tim_eyeeye)
1972 (void)set_tim_eyeeye(p_ptr->tim_eyeeye - 1, TRUE);
1975 /* Timed resist-magic */
1976 if (p_ptr->resist_magic)
1978 (void)set_resist_magic(p_ptr->resist_magic - 1, TRUE);
1981 /* Timed regeneration */
1982 if (p_ptr->tim_regen)
1984 (void)set_tim_regen(p_ptr->tim_regen - 1, TRUE);
1987 /* Timed resist nether */
1988 if (p_ptr->tim_res_nether)
1990 (void)set_tim_res_nether(p_ptr->tim_res_nether - 1, TRUE);
1993 /* Timed resist time */
1994 if (p_ptr->tim_res_time)
1996 (void)set_tim_res_time(p_ptr->tim_res_time - 1, TRUE);
2000 if (p_ptr->tim_reflect)
2002 (void)set_tim_reflect(p_ptr->tim_reflect - 1, TRUE);
2006 if (p_ptr->multishadow)
2008 (void)set_multishadow(p_ptr->multishadow - 1, TRUE);
2011 /* Timed Robe of dust */
2012 if (p_ptr->dustrobe)
2014 (void)set_dustrobe(p_ptr->dustrobe - 1, TRUE);
2017 /* Timed infra-vision */
2018 if (p_ptr->kabenuke)
2020 (void)set_kabenuke(p_ptr->kabenuke - 1, TRUE);
2024 if (p_ptr->paralyzed)
2026 (void)set_paralyzed(p_ptr->paralyzed - dec_count);
2030 if (p_ptr->confused)
2032 (void)set_confused(p_ptr->confused - dec_count);
2038 (void)set_afraid(p_ptr->afraid - dec_count);
2044 (void)set_fast(p_ptr->fast - 1, TRUE);
2050 (void)set_slow(p_ptr->slow - dec_count, TRUE);
2053 /* Protection from evil */
2054 if (p_ptr->protevil)
2056 (void)set_protevil(p_ptr->protevil - 1, TRUE);
2059 /* Invulnerability */
2062 (void)set_invuln(p_ptr->invuln - 1, TRUE);
2066 if (p_ptr->wraith_form)
2068 (void)set_wraith_form(p_ptr->wraith_form - 1, TRUE);
2074 (void)set_hero(p_ptr->hero - 1, TRUE);
2080 (void)set_shero(p_ptr->shero - 1, TRUE);
2086 (void)set_blessed(p_ptr->blessed - 1, TRUE);
2092 (void)set_shield(p_ptr->shield - 1, TRUE);
2096 if (p_ptr->tsubureru)
2098 (void)set_tsubureru(p_ptr->tsubureru - 1, TRUE);
2102 if (p_ptr->magicdef)
2104 (void)set_magicdef(p_ptr->magicdef - 1, TRUE);
2108 if (p_ptr->tsuyoshi)
2110 (void)set_tsuyoshi(p_ptr->tsuyoshi - 1, TRUE);
2114 if (p_ptr->oppose_acid)
2116 (void)set_oppose_acid(p_ptr->oppose_acid - 1, TRUE);
2119 /* Oppose Lightning */
2120 if (p_ptr->oppose_elec)
2122 (void)set_oppose_elec(p_ptr->oppose_elec - 1, TRUE);
2126 if (p_ptr->oppose_fire)
2128 (void)set_oppose_fire(p_ptr->oppose_fire - 1, TRUE);
2132 if (p_ptr->oppose_cold)
2134 (void)set_oppose_cold(p_ptr->oppose_cold - 1, TRUE);
2138 if (p_ptr->oppose_pois)
2140 (void)set_oppose_pois(p_ptr->oppose_pois - 1, TRUE);
2145 (void)set_ultimate_res(p_ptr->ult_res - 1, TRUE);
2148 /*** Poison and Stun and Cut ***/
2151 if (p_ptr->poisoned)
2153 int adjust = adj_con_fix[p_ptr->stat_ind[A_CON]] + 1;
2155 /* Apply some healing */
2156 (void)set_poisoned(p_ptr->poisoned - adjust);
2162 int adjust = adj_con_fix[p_ptr->stat_ind[A_CON]] + 1;
2164 /* Apply some healing */
2165 (void)set_stun(p_ptr->stun - adjust);
2171 int adjust = adj_con_fix[p_ptr->stat_ind[A_CON]] + 1;
2173 /* Hack -- Truly "mortal" wound */
2174 if (p_ptr->cut > 1000) adjust = 0;
2176 /* Apply some healing */
2177 (void)set_cut(p_ptr->cut - adjust);
2183 * Handle burning fuel every 10 game turns
2185 static void process_world_aux_light(void)
2187 /* Check for light being wielded */
2188 object_type *o_ptr = &inventory[INVEN_LITE];
2190 /* Burn some fuel in the current lite */
2191 if (o_ptr->tval == TV_LITE)
2193 /* Hack -- Use some fuel (except on artifacts) */
2194 if (!(object_is_fixed_artifact(o_ptr) || o_ptr->sval == SV_LITE_FEANOR) && (o_ptr->xtra4 > 0))
2196 /* Decrease life-span */
2197 if (o_ptr->name2 == EGO_LITE_LONG)
2199 if (turn % (TURNS_PER_TICK*2)) o_ptr->xtra4--;
2201 else o_ptr->xtra4--;
2203 /* Notice interesting fuel steps */
2204 notice_lite_change(o_ptr);
2211 * Handle mutation effects once every 10 game turns
2213 static void process_world_aux_mutation(void)
2215 /* No mutation with effects */
2216 if (!p_ptr->muta2) return;
2218 /* No effect on monster arena */
2219 if (p_ptr->inside_battle) return;
2221 /* No effect on the global map */
2222 if (p_ptr->wild_mode) return;
2225 if ((p_ptr->muta2 & MUT2_BERS_RAGE) && one_in_(3000))
2229 msg_print("¥¦¥¬¥¡¥¡¥¢¡ª");
2230 msg_print("·ãÅܤÎȯºî¤Ë½±¤ï¤ì¤¿¡ª");
2232 msg_print("RAAAAGHH!");
2233 msg_print("You feel a fit of rage coming over you!");
2236 (void)set_shero(10 + randint1(p_ptr->lev), FALSE);
2239 if ((p_ptr->muta2 & MUT2_COWARDICE) && (randint1(3000) == 13))
2241 if (!p_ptr->resist_fear)
2245 msg_print("¤È¤Æ¤â°Å¤¤... ¤È¤Æ¤â¶²¤¤¡ª");
2247 msg_print("It's so dark... so scary!");
2250 set_afraid(p_ptr->afraid + 13 + randint1(26));
2254 if ((p_ptr->muta2 & MUT2_RTELEPORT) && (randint1(5000) == 88))
2256 if (!p_ptr->resist_nexus && !(p_ptr->muta1 & MUT1_VTELEPORT) &&
2261 /* Teleport player */
2263 msg_print("¤¢¤Ê¤¿¤Î°ÌÃÖ¤ÏÆÍÁ³¤Ò¤¸¤ç¤¦¤ËÉÔ³ÎÄê¤Ë¤Ê¤Ã¤¿...");
2265 msg_print("Your position suddenly seems very uncertain...");
2269 teleport_player(40, TELEPORT_PASSIVE);
2273 if ((p_ptr->muta2 & MUT2_ALCOHOL) && (randint1(6400) == 321))
2275 if (!p_ptr->resist_conf && !p_ptr->resist_chaos)
2278 p_ptr->redraw |= PR_EXTRA;
2280 msg_print("¤¤¤Ò¤¤¬¤â¡¼¤í¡¼¤È¤Ò¤Æ¤¤¿¤¤¬¤Õ¤ë...¥Ò¥Ã¥¯¡ª");
2282 msg_print("You feel a SSSCHtupor cOmINg over yOu... *HIC*!");
2287 if (!p_ptr->resist_conf)
2289 (void)set_confused(p_ptr->confused + randint0(20) + 15);
2292 if (!p_ptr->resist_chaos)
2297 if (one_in_(3)) lose_all_info();
2299 (void)teleport_player_aux(100, TELEPORT_NONMAGICAL | TELEPORT_PASSIVE);
2302 msg_print("¤¢¤Ê¤¿¤Ï¸«ÃΤé¤Ì¾ì½ê¤ÇÌܤ¬Àä᤿...Ƭ¤¬Äˤ¤¡£");
2303 msg_print("²¿¤â³Ð¤¨¤Æ¤¤¤Ê¤¤¡£¤É¤¦¤ä¤Ã¤Æ¤³¤³¤ËÍ褿¤«¤âʬ¤«¤é¤Ê¤¤¡ª");
2305 msg_print("You wake up somewhere with a sore head...");
2306 msg_print("You can't remember a thing, or how you got here!");
2315 msg_print("¤¡Á¤ì¤¤¤Ê¤Á¤ç¤ª¤Á¤ç¤é¤È¤ó¤ì¤¤¤ë¡Á");
2317 msg_print("Thishcischs GooDSChtuff!");
2320 (void)set_image(p_ptr->image + randint0(150) + 150);
2326 if ((p_ptr->muta2 & MUT2_HALLU) && (randint1(6400) == 42))
2328 if (!p_ptr->resist_chaos)
2331 p_ptr->redraw |= PR_EXTRA;
2332 (void)set_image(p_ptr->image + randint0(50) + 20);
2336 if ((p_ptr->muta2 & MUT2_FLATULENT) && (randint1(3000) == 13))
2341 msg_print("¥Ö¥¥¡¼¡¼¥Ã¡ª¤ª¤Ã¤È¡£");
2343 msg_print("BRRAAAP! Oops.");
2347 fire_ball(GF_POIS, 0, p_ptr->lev, 3);
2350 if ((p_ptr->muta2 & MUT2_PROD_MANA) &&
2351 !p_ptr->anti_magic && one_in_(9000))
2356 msg_print("ËâË¡¤Î¥¨¥Í¥ë¥®¡¼¤¬ÆÍÁ³¤¢¤Ê¤¿¤ÎÃæ¤Ëή¤ì¹þ¤ó¤Ç¤¤¿¡ª¥¨¥Í¥ë¥®¡¼¤ò²òÊü¤·¤Ê¤±¤ì¤Ð¤Ê¤é¤Ê¤¤¡ª");
2358 msg_print("Magical energy flows through you! You must release it!");
2363 (void)get_hack_dir(&dire);
2364 fire_ball(GF_MANA, dire, p_ptr->lev * 2, 3);
2367 if ((p_ptr->muta2 & MUT2_ATT_DEMON) &&
2368 !p_ptr->anti_magic && (randint1(6666) == 666))
2370 bool pet = one_in_(6);
2371 u32b mode = PM_ALLOW_GROUP;
2373 if (pet) mode |= PM_FORCE_PET;
2374 else mode |= (PM_ALLOW_UNIQUE | PM_NO_PET);
2376 if (summon_specific((pet ? -1 : 0), py, px,
2377 dun_level, SUMMON_DEMON, mode))
2380 msg_print("¤¢¤Ê¤¿¤Ï¥Ç¡¼¥â¥ó¤ò°ú¤´ó¤»¤¿¡ª");
2382 msg_print("You have attracted a demon!");
2389 if ((p_ptr->muta2 & MUT2_SPEED_FLUX) && one_in_(6000))
2395 msg_print("ÀºÎÏŪ¤Ç¤Ê¤¯¤Ê¤Ã¤¿µ¤¤¬¤¹¤ë¡£");
2397 msg_print("You feel less energetic.");
2400 if (p_ptr->fast > 0)
2406 set_slow(randint1(30) + 10, FALSE);
2412 msg_print("ÀºÎÏŪ¤Ë¤Ê¤Ã¤¿µ¤¤¬¤¹¤ë¡£");
2414 msg_print("You feel more energetic.");
2417 if (p_ptr->slow > 0)
2423 set_fast(randint1(30) + 10, FALSE);
2428 if ((p_ptr->muta2 & MUT2_BANISH_ALL) && one_in_(9000))
2432 msg_print("ÆÍÁ³¤Û¤È¤ó¤É¸ÉÆȤˤʤ俵¤¤¬¤¹¤ë¡£");
2434 msg_print("You suddenly feel almost lonely.");
2437 banish_monsters(100);
2438 if (!dun_level && p_ptr->town_num)
2442 /* Pick a random shop (except home) */
2445 n = randint0(MAX_STORES);
2447 while ((n == STORE_HOME) || (n == STORE_MUSEUM));
2450 msg_print("Ź¤Î¼ç¿Í¤¬µÖ¤Ë¸þ¤«¤Ã¤ÆÁö¤Ã¤Æ¤¤¤ë¡ª");
2452 msg_print("You see one of the shopkeepers running for the hills!");
2460 if ((p_ptr->muta2 & MUT2_EAT_LIGHT) && one_in_(3000))
2465 msg_print("±Æ¤Ë¤Ä¤Ä¤Þ¤ì¤¿¡£");
2467 msg_print("A shadow passes over you.");
2472 /* Absorb light from the current possition */
2473 if ((cave[py][px].info & (CAVE_GLOW | CAVE_MNDK)) == CAVE_GLOW)
2478 o_ptr = &inventory[INVEN_LITE];
2480 /* Absorb some fuel in the current lite */
2481 if (o_ptr->tval == TV_LITE)
2483 /* Use some fuel (except on artifacts) */
2484 if (!object_is_fixed_artifact(o_ptr) && (o_ptr->xtra4 > 0))
2486 /* Heal the player a bit */
2487 hp_player(o_ptr->xtra4 / 20);
2489 /* Decrease life-span of lite */
2493 msg_print("¸÷¸»¤«¤é¥¨¥Í¥ë¥®¡¼¤òµÛ¼ý¤·¤¿¡ª");
2495 msg_print("You absorb energy from your light!");
2499 /* Notice interesting fuel steps */
2500 notice_lite_change(o_ptr);
2505 * Unlite the area (radius 10) around player and
2506 * do 50 points damage to every affected monster
2508 unlite_area(50, 10);
2511 if ((p_ptr->muta2 & MUT2_ATT_ANIMAL) &&
2512 !p_ptr->anti_magic && one_in_(7000))
2514 bool pet = one_in_(3);
2515 u32b mode = PM_ALLOW_GROUP;
2517 if (pet) mode |= PM_FORCE_PET;
2518 else mode |= (PM_ALLOW_UNIQUE | PM_NO_PET);
2520 if (summon_specific((pet ? -1 : 0), py, px, dun_level, SUMMON_ANIMAL, mode))
2523 msg_print("ưʪ¤ò°ú¤´ó¤»¤¿¡ª");
2525 msg_print("You have attracted an animal!");
2532 if ((p_ptr->muta2 & MUT2_RAW_CHAOS) &&
2533 !p_ptr->anti_magic && one_in_(8000))
2537 msg_print("¼þ¤ê¤Î¶õ´Ö¤¬ÏĤó¤Ç¤¤¤ëµ¤¤¬¤¹¤ë¡ª");
2539 msg_print("You feel the world warping around you!");
2543 fire_ball(GF_CHAOS, 0, p_ptr->lev, 8);
2545 if ((p_ptr->muta2 & MUT2_NORMALITY) && one_in_(5000))
2547 if (!lose_mutation(0))
2549 msg_print("´ñ̯¤Ê¤¯¤é¤¤ÉáÄ̤ˤʤ俵¤¤¬¤¹¤ë¡£");
2551 msg_print("You feel oddly normal.");
2555 if ((p_ptr->muta2 & MUT2_WRAITH) && !p_ptr->anti_magic && one_in_(3000))
2559 msg_print("Èóʪ¼Á²½¤·¤¿¡ª");
2561 msg_print("You feel insubstantial!");
2565 set_wraith_form(randint1(p_ptr->lev / 2) + (p_ptr->lev / 2), FALSE);
2567 if ((p_ptr->muta2 & MUT2_POLY_WOUND) && one_in_(3000))
2571 if ((p_ptr->muta2 & MUT2_WASTING) && one_in_(3000))
2573 int which_stat = randint0(6);
2574 int sustained = FALSE;
2579 if (p_ptr->sustain_str) sustained = TRUE;
2582 if (p_ptr->sustain_int) sustained = TRUE;
2585 if (p_ptr->sustain_wis) sustained = TRUE;
2588 if (p_ptr->sustain_dex) sustained = TRUE;
2591 if (p_ptr->sustain_con) sustained = TRUE;
2594 if (p_ptr->sustain_chr) sustained = TRUE;
2598 msg_print("ÉÔÀµ¤Ê¾õÂÖ¡ª");
2600 msg_print("Invalid stat chosen!");
2610 msg_print("¼«Ê¬¤¬¿ê¼å¤·¤Æ¤¤¤¯¤Î¤¬Ê¬¤«¤ë¡ª");
2612 msg_print("You can feel yourself wasting away!");
2616 (void)dec_stat(which_stat, randint1(6) + 6, one_in_(3));
2619 if ((p_ptr->muta2 & MUT2_ATT_DRAGON) &&
2620 !p_ptr->anti_magic && one_in_(3000))
2622 bool pet = one_in_(5);
2623 u32b mode = PM_ALLOW_GROUP;
2625 if (pet) mode |= PM_FORCE_PET;
2626 else mode |= (PM_ALLOW_UNIQUE | PM_NO_PET);
2628 if (summon_specific((pet ? -1 : 0), py, px, dun_level, SUMMON_DRAGON, mode))
2631 msg_print("¥É¥é¥´¥ó¤ò°ú¤´ó¤»¤¿¡ª");
2633 msg_print("You have attracted a dragon!");
2639 if ((p_ptr->muta2 & MUT2_WEIRD_MIND) && !p_ptr->anti_magic &&
2642 if (p_ptr->tim_esp > 0)
2645 msg_print("Àº¿À¤Ë¤â¤ä¤¬¤«¤«¤Ã¤¿¡ª");
2647 msg_print("Your mind feels cloudy!");
2650 set_tim_esp(0, TRUE);
2655 msg_print("Àº¿À¤¬¹¤¬¤Ã¤¿¡ª");
2657 msg_print("Your mind expands!");
2660 set_tim_esp(p_ptr->lev, FALSE);
2663 if ((p_ptr->muta2 & MUT2_NAUSEA) && !p_ptr->slow_digest &&
2668 msg_print("°ß¤¬áÛÚ»¤·¡¢¿©»ö¤ò¼º¤Ã¤¿¡ª");
2670 msg_print("Your stomach roils, and you lose your lunch!");
2674 set_food(PY_FOOD_WEAK);
2675 if (music_singing_any()) stop_singing();
2678 if ((p_ptr->muta2 & MUT2_WALK_SHAD) &&
2679 !p_ptr->anti_magic && one_in_(12000) && !p_ptr->inside_arena)
2684 if ((p_ptr->muta2 & MUT2_WARNING) && one_in_(1000))
2686 int danger_amount = 0;
2689 for (monster = 0; monster < m_max; monster++)
2691 monster_type *m_ptr = &m_list[monster];
2692 monster_race *r_ptr = &r_info[m_ptr->r_idx];
2694 /* Paranoia -- Skip dead monsters */
2695 if (!m_ptr->r_idx) continue;
2697 if (r_ptr->level >= p_ptr->lev)
2699 danger_amount += r_ptr->level - p_ptr->lev + 1;
2703 if (danger_amount > 100)
2705 msg_print("Èó¾ï¤Ë¶²¤í¤·¤¤µ¤¤¬¤¹¤ë¡ª");
2707 msg_print("You feel utterly terrified!");
2710 else if (danger_amount > 50)
2712 msg_print("¶²¤í¤·¤¤µ¤¤¬¤¹¤ë¡ª");
2714 msg_print("You feel terrified!");
2717 else if (danger_amount > 20)
2719 msg_print("Èó¾ï¤Ë¿´Çۤʵ¤¤¬¤¹¤ë¡ª");
2721 msg_print("You feel very worried!");
2724 else if (danger_amount > 10)
2726 msg_print("¿´Çۤʵ¤¤¬¤¹¤ë¡ª");
2728 msg_print("You feel paranoid!");
2731 else if (danger_amount > 5)
2733 msg_print("¤Û¤È¤ó¤É°ÂÁ´¤Êµ¤¤¬¤¹¤ë¡£");
2735 msg_print("You feel almost safe.");
2740 msg_print("¼ä¤·¤¤µ¤¤¬¤¹¤ë¡£");
2742 msg_print("You feel lonely.");
2746 if ((p_ptr->muta2 & MUT2_INVULN) && !p_ptr->anti_magic &&
2751 msg_print("̵Ũ¤Êµ¤¤¬¤¹¤ë¡ª");
2753 msg_print("You feel invincible!");
2757 (void)set_invuln(randint1(8) + 8, FALSE);
2759 if ((p_ptr->muta2 & MUT2_SP_TO_HP) && one_in_(2000))
2761 int wounds = p_ptr->mhp - p_ptr->chp;
2765 int healing = p_ptr->csp;
2767 if (healing > wounds)
2773 p_ptr->csp -= healing;
2776 p_ptr->redraw |= (PR_MANA);
2779 if ((p_ptr->muta2 & MUT2_HP_TO_SP) && !p_ptr->anti_magic &&
2782 int wounds = p_ptr->msp - p_ptr->csp;
2786 int healing = p_ptr->chp;
2788 if (healing > wounds)
2793 p_ptr->csp += healing;
2796 p_ptr->redraw |= (PR_MANA);
2798 take_hit(DAMAGE_LOSELIFE, healing, "Ƭ¤Ë¾º¤Ã¤¿·ì", -1);
2800 take_hit(DAMAGE_LOSELIFE, healing, "blood rushing to the head", -1);
2805 if ((p_ptr->muta2 & MUT2_DISARM) && one_in_(10000))
2808 object_type *o_ptr = NULL;
2812 msg_print("¤¬¤â¤Ä¤ì¤Æž¤ó¤À¡ª");
2813 take_hit(DAMAGE_NOESCAPE, randint1(p_ptr->wt / 6), "žÅÝ", -1);
2815 msg_print("You trip over your own feet!");
2816 take_hit(DAMAGE_NOESCAPE, randint1(p_ptr->wt / 6), "tripping", -1);
2820 if (buki_motteruka(INVEN_RARM))
2823 o_ptr = &inventory[INVEN_RARM];
2825 if (buki_motteruka(INVEN_LARM) && one_in_(2))
2827 o_ptr = &inventory[INVEN_LARM];
2831 else if (buki_motteruka(INVEN_LARM))
2833 o_ptr = &inventory[INVEN_LARM];
2837 if (slot && !object_is_cursed(o_ptr))
2840 msg_print("Éð´ï¤òÍî¤È¤·¤Æ¤·¤Þ¤Ã¤¿¡ª");
2842 msg_print("You drop your weapon!");
2844 inven_drop(slot, 1);
2851 * Handle curse effects once every 10 game turns
2853 static void process_world_aux_curse(void)
2855 if ((p_ptr->cursed & TRC_P_FLAG_MASK) && !p_ptr->inside_battle && !p_ptr->wild_mode)
2858 * Hack: Uncursed teleporting items (e.g. Trump Weapons)
2859 * can actually be useful!
2861 if ((p_ptr->cursed & TRC_TELEPORT_SELF) && one_in_(200))
2863 char o_name[MAX_NLEN];
2865 int i, i_keep = 0, count = 0;
2867 /* Scan the equipment with random teleport ability */
2868 for (i = INVEN_RARM; i < INVEN_TOTAL; i++)
2870 u32b flgs[TR_FLAG_SIZE];
2871 o_ptr = &inventory[i];
2873 /* Skip non-objects */
2874 if (!o_ptr->k_idx) continue;
2876 /* Extract the item flags */
2877 object_flags(o_ptr, flgs);
2879 if (have_flag(flgs, TR_TELEPORT))
2881 /* {.} will stop random teleportation. */
2882 if (!o_ptr->inscription || !my_strchr(quark_str(o_ptr->inscription), '.'))
2885 if (one_in_(count)) i_keep = i;
2890 o_ptr = &inventory[i_keep];
2891 object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
2894 msg_format("%s¤¬¥Æ¥ì¥Ý¡¼¥È¤ÎǽÎϤòȯư¤µ¤»¤è¤¦¤È¤·¤Æ¤¤¤ë¡£", o_name);
2896 msg_format("Your %s is activating teleportation.", o_name);
2900 if (get_check_strict("¥Æ¥ì¥Ý¡¼¥È¤·¤Þ¤¹¤«¡©", CHECK_OKAY_CANCEL))
2902 if (get_check_strict("Teleport? ", CHECK_OKAY_CANCEL))
2906 teleport_player(50, 0L);
2911 msg_format("%s¤Ë{.}(¥Ô¥ê¥ª¥É)¤ÈÌäò¹ï¤à¤Èȯư¤òÍÞÀ©¤Ç¤¤Þ¤¹¡£", o_name);
2913 msg_format("You can inscribe {.} on your %s to disable random teleportation. ", o_name);
2918 /* Make a chainsword noise */
2919 if ((p_ptr->cursed & TRC_CHAINSWORD) && one_in_(CHAINSWORD_NOISE))
2923 if (!get_rnd_line("chainswd_j.txt", 0, noise))
2925 if (!get_rnd_line("chainswd.txt", 0, noise))
2928 disturb(FALSE, FALSE);
2931 if ((p_ptr->cursed & TRC_TY_CURSE) && one_in_(TY_CURSE_CHANCE))
2934 (void)activate_ty_curse(FALSE, &count);
2936 /* Handle experience draining */
2937 if (p_ptr->prace != RACE_ANDROID &&
2938 ((p_ptr->cursed & TRC_DRAIN_EXP) && one_in_(4)))
2940 p_ptr->exp -= (p_ptr->lev+1)/2;
2941 if (p_ptr->exp < 0) p_ptr->exp = 0;
2942 p_ptr->max_exp -= (p_ptr->lev+1)/2;
2943 if (p_ptr->max_exp < 0) p_ptr->max_exp = 0;
2946 /* Add light curse (Later) */
2947 if ((p_ptr->cursed & TRC_ADD_L_CURSE) && one_in_(2000))
2952 o_ptr = choose_cursed_obj_name(TRC_ADD_L_CURSE);
2954 new_curse = get_curse(0, o_ptr);
2955 if (!(o_ptr->curse_flags & new_curse))
2957 char o_name[MAX_NLEN];
2959 object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
2961 o_ptr->curse_flags |= new_curse;
2963 msg_format("°°Õ¤ËËþ¤Á¤¿¹õ¤¤¥ª¡¼¥é¤¬%s¤ò¤È¤ê¤Þ¤¤¤¿...", o_name);
2965 msg_format("There is a malignant black aura surrounding your %s...", o_name);
2968 o_ptr->feeling = FEEL_NONE;
2970 p_ptr->update |= (PU_BONUS);
2973 /* Add heavy curse (Later) */
2974 if ((p_ptr->cursed & TRC_ADD_H_CURSE) && one_in_(2000))
2979 o_ptr = choose_cursed_obj_name(TRC_ADD_H_CURSE);
2981 new_curse = get_curse(1, o_ptr);
2982 if (!(o_ptr->curse_flags & new_curse))
2984 char o_name[MAX_NLEN];
2986 object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
2988 o_ptr->curse_flags |= new_curse;
2990 msg_format("°°Õ¤ËËþ¤Á¤¿¹õ¤¤¥ª¡¼¥é¤¬%s¤ò¤È¤ê¤Þ¤¤¤¿...", o_name);
2992 msg_format("There is a malignant black aura surrounding your %s...", o_name);
2995 o_ptr->feeling = FEEL_NONE;
2997 p_ptr->update |= (PU_BONUS);
3001 if ((p_ptr->cursed & TRC_CALL_ANIMAL) && one_in_(2500))
3003 if (summon_specific(0, py, px, dun_level, SUMMON_ANIMAL,
3004 (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE | PM_NO_PET)))
3006 char o_name[MAX_NLEN];
3008 object_desc(o_name, choose_cursed_obj_name(TRC_CALL_ANIMAL), (OD_OMIT_PREFIX | OD_NAME_ONLY));
3010 msg_format("%s¤¬Æ°Êª¤ò°ú¤´ó¤»¤¿¡ª", o_name);
3012 msg_format("Your %s have attracted an animal!", o_name);
3019 if ((p_ptr->cursed & TRC_CALL_DEMON) && one_in_(1111))
3021 if (summon_specific(0, py, px, dun_level, SUMMON_DEMON, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE | PM_NO_PET)))
3023 char o_name[MAX_NLEN];
3025 object_desc(o_name, choose_cursed_obj_name(TRC_CALL_DEMON), (OD_OMIT_PREFIX | OD_NAME_ONLY));
3027 msg_format("%s¤¬°Ëâ¤ò°ú¤´ó¤»¤¿¡ª", o_name);
3029 msg_format("Your %s have attracted a demon!", o_name);
3036 if ((p_ptr->cursed & TRC_CALL_DRAGON) && one_in_(800))
3038 if (summon_specific(0, py, px, dun_level, SUMMON_DRAGON,
3039 (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE | PM_NO_PET)))
3041 char o_name[MAX_NLEN];
3043 object_desc(o_name, choose_cursed_obj_name(TRC_CALL_DRAGON), (OD_OMIT_PREFIX | OD_NAME_ONLY));
3045 msg_format("%s¤¬¥É¥é¥´¥ó¤ò°ú¤´ó¤»¤¿¡ª", o_name);
3047 msg_format("Your %s have attracted an animal!", o_name);
3053 if ((p_ptr->cursed & TRC_COWARDICE) && one_in_(1500))
3055 if (!p_ptr->resist_fear)
3059 msg_print("¤È¤Æ¤â°Å¤¤... ¤È¤Æ¤â¶²¤¤¡ª");
3061 msg_print("It's so dark... so scary!");
3064 set_afraid(p_ptr->afraid + 13 + randint1(26));
3067 /* Teleport player */
3068 if ((p_ptr->cursed & TRC_TELEPORT) && one_in_(200) && !p_ptr->anti_tele)
3072 /* Teleport player */
3073 teleport_player(40, TELEPORT_PASSIVE);
3075 /* Handle HP draining */
3076 if ((p_ptr->cursed & TRC_DRAIN_HP) && one_in_(666))
3078 char o_name[MAX_NLEN];
3080 object_desc(o_name, choose_cursed_obj_name(TRC_DRAIN_HP), (OD_OMIT_PREFIX | OD_NAME_ONLY));
3082 msg_format("%s¤Ï¤¢¤Ê¤¿¤ÎÂÎÎϤòµÛ¼ý¤·¤¿¡ª", o_name);
3084 msg_format("Your %s drains HP from you!", o_name);
3086 take_hit(DAMAGE_LOSELIFE, MIN(p_ptr->lev*2, 100), o_name, -1);
3088 /* Handle mana draining */
3089 if ((p_ptr->cursed & TRC_DRAIN_MANA) && p_ptr->csp && one_in_(666))
3091 char o_name[MAX_NLEN];
3093 object_desc(o_name, choose_cursed_obj_name(TRC_DRAIN_MANA), (OD_OMIT_PREFIX | OD_NAME_ONLY));
3095 msg_format("%s¤Ï¤¢¤Ê¤¿¤ÎËâÎϤòµÛ¼ý¤·¤¿¡ª", o_name);
3097 msg_format("Your %s drains mana from you!", o_name);
3099 p_ptr->csp -= MIN(p_ptr->lev, 50);
3103 p_ptr->csp_frac = 0;
3105 p_ptr->redraw |= PR_MANA;
3109 /* Rarely, take damage from the Jewel of Judgement */
3110 if (one_in_(999) && !p_ptr->anti_magic)
3112 object_type *o_ptr = &inventory[INVEN_LITE];
3114 if (o_ptr->name1 == ART_JUDGE)
3117 if (object_is_known(o_ptr))
3118 msg_print("¡Ø¿³È½¤ÎÊõÀС٤Ϥ¢¤Ê¤¿¤ÎÂÎÎϤòµÛ¼ý¤·¤¿¡ª");
3120 msg_print("¤Ê¤Ë¤«¤¬¤¢¤Ê¤¿¤ÎÂÎÎϤòµÛ¼ý¤·¤¿¡ª");
3121 take_hit(DAMAGE_LOSELIFE, MIN(p_ptr->lev, 50), "¿³È½¤ÎÊõÀÐ", -1);
3123 if (object_is_known(o_ptr))
3124 msg_print("The Jewel of Judgement drains life from you!");
3126 msg_print("Something drains life from you!");
3127 take_hit(DAMAGE_LOSELIFE, MIN(p_ptr->lev, 50), "the Jewel of Judgement", -1);
3135 * Handle recharging objects once every 10 game turns
3137 static void process_world_aux_recharge(void)
3142 /* Process equipment */
3143 for (changed = FALSE, i = INVEN_RARM; i < INVEN_TOTAL; i++)
3145 /* Get the object */
3146 object_type *o_ptr = &inventory[i];
3148 /* Skip non-objects */
3149 if (!o_ptr->k_idx) continue;
3151 /* Recharge activatable objects */
3152 if (o_ptr->timeout > 0)
3157 /* Notice changes */
3158 if (!o_ptr->timeout)
3160 recharged_notice(o_ptr);
3166 /* Notice changes */
3170 p_ptr->window |= (PW_EQUIP);
3175 * Recharge rods. Rods now use timeout to control charging status,
3176 * and each charging rod in a stack decreases the stack's timeout by
3177 * one per turn. -LM-
3179 for (changed = FALSE, i = 0; i < INVEN_PACK; i++)
3181 object_type *o_ptr = &inventory[i];
3182 object_kind *k_ptr = &k_info[o_ptr->k_idx];
3184 /* Skip non-objects */
3185 if (!o_ptr->k_idx) continue;
3187 /* Examine all charging rods or stacks of charging rods. */
3188 if ((o_ptr->tval == TV_ROD) && (o_ptr->timeout))
3190 /* Determine how many rods are charging. */
3191 int temp = (o_ptr->timeout + (k_ptr->pval - 1)) / k_ptr->pval;
3192 if (temp > o_ptr->number) temp = o_ptr->number;
3194 /* Decrease timeout by that number. */
3195 o_ptr->timeout -= temp;
3197 /* Boundary control. */
3198 if (o_ptr->timeout < 0) o_ptr->timeout = 0;
3200 /* Notice changes, provide message if object is inscribed. */
3201 if (!(o_ptr->timeout))
3203 recharged_notice(o_ptr);
3207 /* One of the stack of rod is charged */
3208 else if (o_ptr->timeout % k_ptr->pval)
3215 /* Notice changes */
3219 p_ptr->window |= (PW_INVEN);
3223 /* Process objects on floor */
3224 for (i = 1; i < o_max; i++)
3227 object_type *o_ptr = &o_list[i];
3229 /* Skip dead objects */
3230 if (!o_ptr->k_idx) continue;
3232 /* Recharge rods on the ground. No messages. */
3233 if ((o_ptr->tval == TV_ROD) && (o_ptr->timeout))
3236 o_ptr->timeout -= o_ptr->number;
3238 /* Boundary control. */
3239 if (o_ptr->timeout < 0) o_ptr->timeout = 0;
3246 * Handle involuntary movement once every 10 game turns
3248 static void process_world_aux_movement(void)
3250 /* Delayed Word-of-Recall */
3251 if (p_ptr->word_recall)
3254 * HACK: Autosave BEFORE resetting the recall counter (rr9)
3255 * The player is yanked up/down as soon as
3256 * he loads the autosaved game.
3258 if (autosave_l && (p_ptr->word_recall == 1) && !p_ptr->inside_battle)
3259 do_cmd_save_game(TRUE);
3261 /* Count down towards recall */
3262 p_ptr->word_recall--;
3264 p_ptr->redraw |= (PR_STATUS);
3266 /* Activate the recall */
3267 if (!p_ptr->word_recall)
3272 /* Determine the level */
3273 if (dun_level || p_ptr->inside_quest)
3276 msg_print("¾å¤Ë°ú¤ÃÄ¥¤ê¤¢¤²¤é¤ì¤ë´¶¤¸¤¬¤¹¤ë¡ª");
3278 msg_print("You feel yourself yanked upwards!");
3281 if (dungeon_type) p_ptr->recall_dungeon = dungeon_type;
3283 do_cmd_write_nikki(NIKKI_RECALL, dun_level, NULL);
3288 leave_quest_check();
3290 p_ptr->inside_quest = 0;
3292 p_ptr->leaving = TRUE;
3297 msg_print("²¼¤Ë°ú¤¤º¤ê¹ß¤í¤µ¤ì¤ë´¶¤¸¤¬¤¹¤ë¡ª");
3299 msg_print("You feel yourself yanked downwards!");
3302 dungeon_type = p_ptr->recall_dungeon;
3305 do_cmd_write_nikki(NIKKI_RECALL, dun_level, NULL);
3308 dun_level = max_dlv[dungeon_type];
3309 if (dun_level < 1) dun_level = 1;
3311 /* Nightmare mode makes recall more dangerous */
3312 if (ironman_nightmare && !randint0(666) && (dungeon_type == DUNGEON_ANGBAND))
3318 else if (dun_level < 99)
3320 dun_level = (dun_level + 99) / 2;
3322 else if (dun_level > 100)
3324 dun_level = d_info[dungeon_type].maxdepth - 1;
3328 if (p_ptr->wild_mode)
3330 p_ptr->wilderness_y = py;
3331 p_ptr->wilderness_x = px;
3335 /* Save player position */
3339 p_ptr->wild_mode = FALSE;
3342 * Clear all saved floors
3343 * and create a first saved floor
3345 prepare_change_floor_mode(CFM_FIRST_FLOOR);
3348 p_ptr->leaving = TRUE;
3350 if (dungeon_type == DUNGEON_ANGBAND)
3354 for (i = MIN_RANDOM_QUEST; i < MAX_RANDOM_QUEST + 1; i++)
3356 if ((quest[i].type == QUEST_TYPE_RANDOM) &&
3357 (quest[i].status == QUEST_STATUS_TAKEN) &&
3358 (quest[i].level < dun_level))
3360 quest[i].status = QUEST_STATUS_FAILED;
3361 quest[i].complev = (byte)p_ptr->lev;
3362 r_info[quest[i].r_idx].flags1 &= ~(RF1_QUESTOR);
3369 sound(SOUND_TPLEVEL);
3374 /* Delayed Alter reality */
3375 if (p_ptr->alter_reality)
3377 if (autosave_l && (p_ptr->alter_reality == 1) && !p_ptr->inside_battle)
3378 do_cmd_save_game(TRUE);
3380 /* Count down towards alter */
3381 p_ptr->alter_reality--;
3383 p_ptr->redraw |= (PR_STATUS);
3385 /* Activate the alter reality */
3386 if (!p_ptr->alter_reality)
3391 /* Determine the level */
3392 if (!quest_number(dun_level) && dun_level)
3395 msg_print("À¤³¦¤¬ÊѤï¤Ã¤¿¡ª");
3397 msg_print("The world changes!");
3401 * Clear all saved floors
3402 * and create a first saved floor
3404 prepare_change_floor_mode(CFM_FIRST_FLOOR);
3407 p_ptr->leaving = TRUE;
3412 msg_print("À¤³¦¤¬¾¯¤·¤Î´ÖÊѲ½¤·¤¿¤è¤¦¤À¡£");
3414 msg_print("The world seems to change for a moment!");
3419 sound(SOUND_TPLEVEL);
3426 * Count number of adjacent monsters
3428 static int get_monster_crowd_number(int m_idx)
3430 monster_type *m_ptr = &m_list[m_idx];
3436 for (i = 0; i < 7; i++)
3438 int ay = my + ddy_ddd[i];
3439 int ax = mx + ddx_ddd[i];
3441 if (!in_bounds(ay, ax)) continue;
3443 /* Count number of monsters */
3444 if (cave[ay][ax].m_idx > 0) count++;
3453 * Dungeon rating is no longer linear
3455 #define RATING_BOOST(delta) (delta * delta + 50 * delta)
3458 * Examine all monsters and unidentified objects,
3459 * and get the feeling of current dungeon floor
3461 static byte get_dungeon_feeling(void)
3463 const int base = 10;
3467 /* Hack -- no feeling in the town */
3468 if (!dun_level) return 0;
3470 /* Examine each monster */
3471 for (i = 1; i < m_max; i++)
3473 monster_type *m_ptr = &m_list[i];
3474 monster_race *r_ptr;
3477 /* Skip dead monsters */
3478 if (!m_ptr->r_idx) continue;
3481 if (is_pet(m_ptr)) continue;
3483 r_ptr = &r_info[m_ptr->r_idx];
3485 /* Unique monsters */
3486 if (r_ptr->flags1 & (RF1_UNIQUE))
3488 /* Nearly out-of-depth unique monsters */
3489 if (r_ptr->level + 10 > dun_level)
3491 /* Boost rating by twice delta-depth */
3492 delta += (r_ptr->level + 10 - dun_level) * 2 * base;
3497 /* Out-of-depth monsters */
3498 if (r_ptr->level > dun_level)
3500 /* Boost rating by delta-depth */
3501 delta += (r_ptr->level - dun_level) * base;
3505 /* Unusually crowded monsters get a little bit of rating boost */
3506 if (r_ptr->flags1 & RF1_FRIENDS)
3508 if (5 <= get_monster_crowd_number(i)) delta += 1;
3512 if (2 <= get_monster_crowd_number(i)) delta += 1;
3516 rating += RATING_BOOST(delta);
3519 /* Examine each unidentified object */
3520 for (i = 1; i < o_max; i++)
3522 object_type *o_ptr = &o_list[i];
3523 object_kind *k_ptr = &k_info[o_ptr->k_idx];
3526 /* Skip dead objects */
3527 if (!o_ptr->k_idx) continue;
3529 /* Skip known objects */
3530 if (object_is_known(o_ptr))
3533 if (o_ptr->marked & OM_TOUCHED) continue;
3536 /* Skip pseudo-known objects */
3537 if (o_ptr->ident & IDENT_SENSE) continue;
3540 if (object_is_ego(o_ptr))
3542 ego_item_type *e_ptr = &e_info[o_ptr->name2];
3544 delta += e_ptr->rating * base;
3548 if (object_is_artifact(o_ptr))
3550 s32b cost = object_value_real(o_ptr);
3553 if (cost > 10000L) delta += 10 * base;
3554 if (cost > 50000L) delta += 10 * base;
3555 if (cost > 100000L) delta += 10 * base;
3557 /* Special feeling */
3558 if (!preserve_mode) return 1;
3561 if (o_ptr->tval == TV_DRAG_ARMOR) delta += 30 * base;
3562 if (o_ptr->tval == TV_SHIELD &&
3563 o_ptr->sval == SV_DRAGON_SHIELD) delta += 5 * base;
3564 if (o_ptr->tval == TV_GLOVES &&
3565 o_ptr->sval == SV_SET_OF_DRAGON_GLOVES) delta += 5 * base;
3566 if (o_ptr->tval == TV_BOOTS &&
3567 o_ptr->sval == SV_PAIR_OF_DRAGON_GREAVE) delta += 5 * base;
3568 if (o_ptr->tval == TV_HELM &&
3569 o_ptr->sval == SV_DRAGON_HELM) delta += 5 * base;
3570 if (o_ptr->tval == TV_RING &&
3571 o_ptr->sval == SV_RING_SPEED &&
3572 !object_is_cursed(o_ptr)) delta += 25 * base;
3573 if (o_ptr->tval == TV_RING &&
3574 o_ptr->sval == SV_RING_LORDLY &&
3575 !object_is_cursed(o_ptr)) delta += 15 * base;
3576 if (o_ptr->tval == TV_AMULET &&
3577 o_ptr->sval == SV_AMULET_THE_MAGI &&
3578 !object_is_cursed(o_ptr)) delta += 15 * base;
3580 /* Out-of-depth objects */
3581 if (!object_is_cursed(o_ptr) && !object_is_broken(o_ptr) &&
3582 k_ptr->level > dun_level)
3584 /* Rating increase */
3585 delta += (k_ptr->level - dun_level) * base;
3588 rating += RATING_BOOST(delta);
3592 if (rating > RATING_BOOST(1000)) return 2;
3593 if (rating > RATING_BOOST(800)) return 3;
3594 if (rating > RATING_BOOST(600)) return 4;
3595 if (rating > RATING_BOOST(400)) return 5;
3596 if (rating > RATING_BOOST(300)) return 6;
3597 if (rating > RATING_BOOST(200)) return 7;
3598 if (rating > RATING_BOOST(100)) return 8;
3599 if (rating > RATING_BOOST(0)) return 9;
3606 * Update dungeon feeling, and announce it if changed
3608 static void update_dungeon_feeling(void)
3614 /* No feeling on the surface */
3615 if (!dun_level) return;
3617 /* No feeling in the arena */
3618 if (p_ptr->inside_battle) return;
3620 /* Extract delay time */
3621 delay = MAX(10, 150 - p_ptr->skill_fos) * (150 - dun_level) * TURNS_PER_TICK / 100;
3623 /* Not yet felt anything */
3624 if (turn < p_ptr->feeling_turn + delay && !cheat_xtra) return;
3626 /* Extract quest number (if any) */
3627 quest_num = quest_number(dun_level);
3629 /* No feeling in a quest */
3631 (is_fixed_quest_idx(quest_num) &&
3632 !((quest_num == QUEST_OBERON) || (quest_num == QUEST_SERPENT) ||
3633 !(quest[quest_num].flags & QUEST_FLAG_PRESET)))) return;
3636 /* Get new dungeon feeling */
3637 new_feeling = get_dungeon_feeling();
3639 /* Remember last time updated */
3640 p_ptr->feeling_turn = turn;
3643 if (p_ptr->feeling == new_feeling) return;
3645 /* Dungeon feeling is changed */
3646 p_ptr->feeling = new_feeling;
3648 /* Announce feeling */
3651 /* Update the level indicator */
3652 p_ptr->redraw |= (PR_DEPTH);
3655 if (disturb_minor) disturb(0, 0);
3660 * Handle certain things once every 10 game turns
3662 static void process_world(void)
3666 const s32b A_DAY = TURNS_PER_TICK * TOWN_DAWN;
3667 s32b prev_turn_in_today = ((turn - TURNS_PER_TICK) % A_DAY + A_DAY / 4) % A_DAY;
3668 int prev_min = (1440 * prev_turn_in_today / A_DAY) % 60;
3670 extract_day_hour_min(&day, &hour, &min);
3672 /* Update dungeon feeling, and announce it if changed */
3673 update_dungeon_feeling();
3675 /*** Check monster arena ***/
3676 if (p_ptr->inside_battle && !p_ptr->leaving)
3682 /* Count all hostile monsters */
3683 for (i2 = 0; i2 < cur_wid; ++i2)
3684 for (j2 = 0; j2 < cur_hgt; j2++)
3686 cave_type *c_ptr = &cave[j2][i2];
3688 if ((c_ptr->m_idx > 0) && (c_ptr->m_idx != p_ptr->riding))
3691 win_m_idx = c_ptr->m_idx;
3695 if (number_mon == 0)
3698 msg_print("ÁêÂǤÁ¤Ë½ª¤ï¤ê¤Þ¤·¤¿¡£");
3700 msg_print("They have kill each other at the same time.");
3703 p_ptr->energy_need = 0;
3706 else if ((number_mon-1) == 0)
3709 monster_type *wm_ptr;
3711 wm_ptr = &m_list[win_m_idx];
3713 monster_desc(m_name, wm_ptr, 0);
3715 msg_format("%s¤¬¾¡Íø¤·¤¿¡ª", m_name);
3717 msg_format("%s is winner!", m_name);
3721 if (win_m_idx == (sel_monster+1))
3724 msg_print("¤ª¤á¤Ç¤È¤¦¤´¤¶¤¤¤Þ¤¹¡£");
3726 msg_print("Congratulations.");
3729 msg_format("%d¡ð¤ò¼õ¤±¼è¤Ã¤¿¡£", battle_odds);
3731 msg_format("You received %d gold.", battle_odds);
3733 p_ptr->au += battle_odds;
3738 msg_print("»ÄÇ°¤Ç¤·¤¿¡£");
3740 msg_print("You lost gold.");
3744 p_ptr->energy_need = 0;
3747 else if (turn - old_turn == 150*TURNS_PER_TICK)
3750 msg_print("¿½¤·Ê¬¤±¤¢¤ê¤Þ¤»¤ó¤¬¡¢¤³¤Î¾¡Éé¤Ï°ú¤Ê¬¤±¤È¤µ¤»¤Æ¤¤¤¿¤À¤¤Þ¤¹¡£");
3752 msg_format("This battle have ended in a draw.");
3754 p_ptr->au += kakekin;
3756 p_ptr->energy_need = 0;
3761 /* Every 10 game turns */
3762 if (turn % TURNS_PER_TICK) return;
3764 /*** Check the Time and Load ***/
3766 if (!(turn % (50*TURNS_PER_TICK)))
3768 /* Check time and load */
3769 if ((0 != check_time()) || (0 != check_load()))
3772 if (closing_flag <= 2)
3777 /* Count warnings */
3782 msg_print("¥¢¥ó¥°¥Ð¥ó¥É¤Ø¤ÎÌ礬ÊĤ¸¤«¤«¤Ã¤Æ¤¤¤Þ¤¹...");
3783 msg_print("¥²¡¼¥à¤ò½ªÎ»¤¹¤ë¤«¥»¡¼¥Ö¤¹¤ë¤«¤·¤Æ²¼¤µ¤¤¡£");
3785 msg_print("The gates to ANGBAND are closing...");
3786 msg_print("Please finish up and/or save your game.");
3796 msg_print("º£¡¢¥¢¥ó¥°¥Ð¥ó¥É¤Ø¤ÎÌ礬ÊĤ¶¤µ¤ì¤Þ¤·¤¿¡£");
3798 msg_print("The gates to ANGBAND are now closed.");
3803 p_ptr->playing = FALSE;
3806 p_ptr->leaving = TRUE;
3811 /*** Attempt timed autosave ***/
3812 if (autosave_t && autosave_freq && !p_ptr->inside_battle)
3814 if (!(turn % ((s32b)autosave_freq * TURNS_PER_TICK)))
3815 do_cmd_save_game(TRUE);
3818 if (mon_fight && !ignore_unview)
3821 msg_print("²¿¤«¤¬Ê¹¤³¤¨¤¿¡£");
3823 msg_print("You hear noise.");
3827 /*** Handle the wilderness/town (sunshine) ***/
3829 /* While in town/wilderness */
3830 if (!dun_level && !p_ptr->inside_quest && !p_ptr->inside_battle && !p_ptr->inside_arena)
3832 /* Hack -- Daybreak/Nighfall in town */
3833 if (!(turn % ((TURNS_PER_TICK * TOWN_DAWN) / 2)))
3837 /* Check for dawn */
3838 dawn = (!(turn % (TURNS_PER_TICK * TOWN_DAWN)));
3847 msg_print("Ì뤬ÌÀ¤±¤¿¡£");
3849 msg_print("The sun has risen.");
3852 if (!p_ptr->wild_mode)
3854 /* Hack -- Scan the town */
3855 for (y = 0; y < cur_hgt; y++)
3857 for (x = 0; x < cur_wid; x++)
3859 /* Get the cave grid */
3860 cave_type *c_ptr = &cave[y][x];
3863 c_ptr->info |= (CAVE_GLOW);
3865 /* Hack -- Memorize lit grids if allowed */
3866 if (view_perma_grids) c_ptr->info |= (CAVE_MARK);
3868 /* Hack -- Notice spot */
3882 msg_print("Æü¤¬ÄÀ¤ó¤À¡£");
3884 msg_print("The sun has fallen.");
3887 if (!p_ptr->wild_mode)
3889 /* Hack -- Scan the town */
3890 for (y = 0; y < cur_hgt; y++)
3892 for (x = 0; x < cur_wid; x++)
3894 /* Get the cave grid */
3895 cave_type *c_ptr = &cave[y][x];
3897 /* Feature code (applying "mimic" field) */
3898 feature_type *f_ptr = &f_info[get_feat_mimic(c_ptr)];
3900 if (!is_mirror_grid(c_ptr) && !have_flag(f_ptr->flags, FF_QUEST_ENTER) &&
3901 !have_flag(f_ptr->flags, FF_ENTRANCE))
3904 c_ptr->info &= ~(CAVE_GLOW);
3906 if (!have_flag(f_ptr->flags, FF_REMEMBER))
3908 /* Forget the normal floor grid */
3909 c_ptr->info &= ~(CAVE_MARK);
3911 /* Hack -- Notice spot */
3917 /* Glow deep lava and building entrances */
3918 glow_deep_lava_and_bldg();
3923 /* Update the monsters */
3924 p_ptr->update |= (PU_MONSTERS | PU_MON_LITE);
3927 p_ptr->redraw |= (PR_MAP);
3930 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
3932 if (p_ptr->special_defense & NINJA_S_STEALTH)
3934 if (cave[py][px].info & CAVE_GLOW) set_superstealth(FALSE);
3939 /* While in the dungeon (vanilla_town or lite_town mode only) */
3940 else if ((vanilla_town || (lite_town && !p_ptr->inside_quest && !p_ptr->inside_battle && !p_ptr->inside_arena)) && dun_level)
3942 /*** Shuffle the Storekeepers ***/
3944 /* Chance is only once a day (while in dungeon) */
3945 if (!(turn % (TURNS_PER_TICK * STORE_TICKS)))
3947 /* Sometimes, shuffle the shop-keepers */
3948 if (one_in_(STORE_SHUFFLE))
3952 /* Pick a random shop (except home and museum) */
3955 n = randint0(MAX_STORES);
3957 while ((n == STORE_HOME) || (n == STORE_MUSEUM));
3959 /* Check every feature */
3960 for (i = 1; i < max_f_idx; i++)
3962 /* Access the index */
3963 feature_type *f_ptr = &f_info[i];
3965 /* Skip empty index */
3966 if (!f_ptr->name) continue;
3968 /* Skip non-store features */
3969 if (!have_flag(f_ptr->flags, FF_STORE)) continue;
3971 /* Verify store type */
3972 if (f_ptr->subtype == n)
3976 if (cheat_xtra) msg_format("%s¤ÎŹ¼ç¤ò¥·¥ã¥Ã¥Õ¥ë¤·¤Þ¤¹¡£", f_name + f_ptr->name);
3978 if (cheat_xtra) msg_format("Shuffle a Shopkeeper of %s.", f_name + f_ptr->name);
3992 /*** Process the monsters ***/
3994 /* Check for creature generation. */
3995 if (one_in_(d_info[dungeon_type].max_m_alloc_chance) &&
3996 !p_ptr->inside_arena && !p_ptr->inside_quest && !p_ptr->inside_battle)
3998 /* Make a new monster */
3999 (void)alloc_monster(MAX_SIGHT + 5, 0);
4002 /* Hack -- Check for creature regeneration */
4003 if (!(turn % (TURNS_PER_TICK*10)) && !p_ptr->inside_battle) regen_monsters();
4004 if (!(turn % (TURNS_PER_TICK*3))) regen_captured_monsters();
4006 if (!p_ptr->leaving)
4010 /* Hack -- Process the counters of monsters if needed */
4011 for (i = 0; i < MAX_MTIMED; i++)
4013 if (mproc_max[i] > 0) process_monsters_mtimed(i);
4021 if (min != prev_min)
4023 do_cmd_write_nikki(NIKKI_HIGAWARI, 0, NULL);
4024 determine_today_mon(FALSE);
4029 * Nightmare mode activates the TY_CURSE at midnight
4031 * Require exact minute -- Don't activate multiple times in a minute
4033 if (ironman_nightmare && (min != prev_min))
4035 /* Every 15 minutes after 11:00 pm */
4036 if ((hour == 23) && !(min % 15))
4045 msg_print("±ó¤¯¤ÇÉÔµ¤Ì£¤Ê¾â¤Î²»¤¬ÌĤä¿¡£");
4047 msg_print("You hear a distant bell toll ominously.");
4053 msg_print("±ó¤¯¤Ç¾â¤¬Æó²óÌĤä¿¡£");
4055 msg_print("A distant bell sounds twice.");
4061 msg_print("±ó¤¯¤Ç¾â¤¬»°²óÌĤä¿¡£");
4063 msg_print("A distant bell sounds three times.");
4069 msg_print("±ó¤¯¤Ç¾â¤¬»Í²óÌĤä¿¡£");
4071 msg_print("A distant bell tolls four times.");
4077 /* TY_CURSE activates at midnight! */
4084 msg_print("±ó¤¯¤Ç¾â¤¬²¿²ó¤âÌĤꡢ»à¤ó¤À¤è¤¦¤ÊÀŤ±¤µ¤ÎÃæ¤Ø¾Ã¤¨¤Æ¤¤¤Ã¤¿¡£");
4086 msg_print("A distant bell tolls many times, fading into an deathly silence.");
4089 activate_ty_curse(FALSE, &count);
4094 /*** Check the Food, and Regenerate ***/
4096 if (!p_ptr->inside_battle)
4098 /* Digest quickly when gorged */
4099 if (p_ptr->food >= PY_FOOD_MAX)
4101 /* Digest a lot of food */
4102 (void)set_food(p_ptr->food - 100);
4105 /* Digest normally -- Every 50 game turns */
4106 else if (!(turn % (TURNS_PER_TICK*5)))
4108 /* Basic digestion rate based on speed */
4109 int digestion = SPEED_TO_ENERGY(p_ptr->pspeed);
4111 /* Regeneration takes more food */
4112 if (p_ptr->regenerate)
4114 if (p_ptr->special_defense & (KAMAE_MASK | KATA_MASK))
4116 if (p_ptr->cursed & TRC_FAST_DIGEST)
4119 /* Slow digestion takes less food */
4120 if (p_ptr->slow_digest)
4123 /* Minimal digestion */
4124 if (digestion < 1) digestion = 1;
4125 /* Maximal digestion */
4126 if (digestion > 100) digestion = 100;
4128 /* Digest some food */
4129 (void)set_food(p_ptr->food - digestion);
4134 if ((p_ptr->food < PY_FOOD_FAINT))
4136 /* Faint occasionally */
4137 if (!p_ptr->paralyzed && (randint0(100) < 10))
4141 msg_print("¤¢¤Þ¤ê¤Ë¤â¶õÊ¢¤Çµ¤À䤷¤Æ¤·¤Þ¤Ã¤¿¡£");
4143 msg_print("You faint from the lack of food.");
4148 /* Hack -- faint (bypass free action) */
4149 (void)set_paralyzed(p_ptr->paralyzed + 1 + randint0(5));
4152 /* Starve to death (slowly) */
4153 if (p_ptr->food < PY_FOOD_STARVE)
4155 /* Calculate damage */
4156 int dam = (PY_FOOD_STARVE - p_ptr->food) / 10;
4160 if (!IS_INVULN()) take_hit(DAMAGE_LOSELIFE, dam, "¶õÊ¢", -1);
4162 if (!IS_INVULN()) take_hit(DAMAGE_LOSELIFE, dam, "starvation", -1);
4170 /* Process timed damage and regeneration */
4171 process_world_aux_hp_and_sp();
4173 /* Process timeout */
4174 process_world_aux_timeout();
4177 process_world_aux_light();
4179 /* Process mutation effects */
4180 process_world_aux_mutation();
4182 /* Process curse effects */
4183 process_world_aux_curse();
4185 /* Process recharging */
4186 process_world_aux_recharge();
4188 /* Feel the inventory */
4192 /* Involuntary Movement */
4193 process_world_aux_movement();
4199 * Verify use of "wizard" mode
4201 static bool enter_wizard_mode(void)
4203 /* Ask first time */
4204 if (!p_ptr->noscore)
4206 /* Wizard mode is not permitted */
4207 if (!allow_debug_opts || arg_wizard)
4210 msg_print("¥¦¥£¥¶¡¼¥É¥â¡¼¥É¤Ïµö²Ä¤µ¤ì¤Æ¤¤¤Þ¤»¤ó¡£ ");
4212 msg_print("Wizard mode is not permitted.");
4217 /* Mention effects */
4219 msg_print("¥¦¥£¥¶¡¼¥É¥â¡¼¥É¤Ï¥Ç¥Ð¥Ã¥°¤È¼Â¸³¤Î¤¿¤á¤Î¥â¡¼¥É¤Ç¤¹¡£ ");
4220 msg_print("°ìÅÙ¥¦¥£¥¶¡¼¥É¥â¡¼¥É¤ËÆþ¤ë¤È¥¹¥³¥¢¤ÏµÏ¿¤µ¤ì¤Þ¤»¤ó¡£");
4222 msg_print("Wizard mode is for debugging and experimenting.");
4223 msg_print("The game will not be scored if you enter wizard mode.");
4228 /* Verify request */
4230 if (!get_check("ËÜÅö¤Ë¥¦¥£¥¶¡¼¥É¥â¡¼¥É¤ËÆþ¤ê¤¿¤¤¤Î¤Ç¤¹¤«? "))
4232 if (!get_check("Are you sure you want to enter wizard mode? "))
4239 do_cmd_write_nikki(NIKKI_BUNSHOU, 0, "¥¦¥£¥¶¡¼¥É¥â¡¼¥É¤ËÆÍÆþ¤·¤Æ¥¹¥³¥¢¤ò»Ä¤»¤Ê¤¯¤Ê¤Ã¤¿¡£");
4241 do_cmd_write_nikki(NIKKI_BUNSHOU, 0, "give up recording score to enter wizard mode.");
4244 p_ptr->noscore |= 0x0002;
4255 * Verify use of "debug" commands
4257 static bool enter_debug_mode(void)
4259 /* Ask first time */
4260 if (!p_ptr->noscore)
4262 /* Debug mode is not permitted */
4263 if (!allow_debug_opts)
4266 msg_print("¥Ç¥Ð¥Ã¥°¥³¥Þ¥ó¥É¤Ïµö²Ä¤µ¤ì¤Æ¤¤¤Þ¤»¤ó¡£ ");
4268 msg_print("Use of debug command is not permitted.");
4273 /* Mention effects */
4275 msg_print("¥Ç¥Ð¥Ã¥°¡¦¥³¥Þ¥ó¥É¤Ï¥Ç¥Ð¥Ã¥°¤È¼Â¸³¤Î¤¿¤á¤Î¥³¥Þ¥ó¥É¤Ç¤¹¡£ ");
4276 msg_print("¥Ç¥Ð¥Ã¥°¡¦¥³¥Þ¥ó¥É¤ò»È¤¦¤È¥¹¥³¥¢¤ÏµÏ¿¤µ¤ì¤Þ¤»¤ó¡£");
4278 msg_print("The debug commands are for debugging and experimenting.");
4279 msg_print("The game will not be scored if you use debug commands.");
4284 /* Verify request */
4286 if (!get_check("ËÜÅö¤Ë¥Ç¥Ð¥Ã¥°¡¦¥³¥Þ¥ó¥É¤ò»È¤¤¤Þ¤¹¤«? "))
4288 if (!get_check("Are you sure you want to use debug commands? "))
4295 do_cmd_write_nikki(NIKKI_BUNSHOU, 0, "¥Ç¥Ð¥Ã¥°¥â¡¼¥É¤ËÆÍÆþ¤·¤Æ¥¹¥³¥¢¤ò»Ä¤»¤Ê¤¯¤Ê¤Ã¤¿¡£");
4297 do_cmd_write_nikki(NIKKI_BUNSHOU, 0, "give up sending score to use debug commands.");
4300 p_ptr->noscore |= 0x0008;
4308 * Hack -- Declare the Debug Routines
4310 extern void do_cmd_debug(void);
4312 #endif /* ALLOW_WIZARD */
4318 * Verify use of "borg" commands
4320 static bool enter_borg_mode(void)
4322 /* Ask first time */
4323 if (!(p_ptr->noscore & 0x0010))
4325 /* Mention effects */
4327 msg_print("¥Ü¡¼¥°¡¦¥³¥Þ¥ó¥É¤Ï¥Ç¥Ð¥Ã¥°¤È¼Â¸³¤Î¤¿¤á¤Î¥³¥Þ¥ó¥É¤Ç¤¹¡£ ");
4328 msg_print("¥Ü¡¼¥°¡¦¥³¥Þ¥ó¥É¤ò»È¤¦¤È¥¹¥³¥¢¤ÏµÏ¿¤µ¤ì¤Þ¤»¤ó¡£");
4330 msg_print("The borg commands are for debugging and experimenting.");
4331 msg_print("The game will not be scored if you use borg commands.");
4336 /* Verify request */
4338 if (!get_check("ËÜÅö¤Ë¥Ü¡¼¥°¡¦¥³¥Þ¥ó¥É¤ò»È¤¤¤Þ¤¹¤«? "))
4340 if (!get_check("Are you sure you want to use borg commands? "))
4347 do_cmd_write_nikki(NIKKI_BUNSHOU, 0, "¥Ü¡¼¥°¡¦¥³¥Þ¥ó¥É¤ò»ÈÍѤ·¤Æ¥¹¥³¥¢¤ò»Ä¤»¤Ê¤¯¤Ê¤Ã¤¿¡£");
4349 do_cmd_write_nikki(NIKKI_BUNSHOU, 0, "give up recording score to use borg commands.");
4352 p_ptr->noscore |= 0x0010;
4360 * Hack -- Declare the Ben Borg
4362 extern void do_cmd_borg(void);
4364 #endif /* ALLOW_BORG */
4369 * Parse and execute the current command
4370 * Give "Warning" on illegal commands.
4372 * XXX XXX XXX Make some "blocks"
4374 static void process_command(void)
4376 int old_now_message = now_message;
4378 #ifdef ALLOW_REPEAT /* TNB */
4380 /* Handle repeating the last command */
4383 #endif /* ALLOW_REPEAT -- TNB */
4387 /* Parse the command */
4388 switch (command_cmd)
4404 /*** Wizard Commands ***/
4406 /* Toggle Wizard Mode */
4411 p_ptr->wizard = FALSE;
4413 msg_print("¥¦¥£¥¶¡¼¥É¥â¡¼¥É²ò½ü¡£");
4415 msg_print("Wizard mode off.");
4419 else if (enter_wizard_mode())
4421 p_ptr->wizard = TRUE;
4423 msg_print("¥¦¥£¥¶¡¼¥É¥â¡¼¥ÉÆÍÆþ¡£");
4425 msg_print("Wizard mode on.");
4430 /* Update monsters */
4431 p_ptr->update |= (PU_MONSTERS);
4433 /* Redraw "title" */
4434 p_ptr->redraw |= (PR_TITLE);
4442 /* Special "debug" commands */
4445 /* Enter debug mode */
4446 if (enter_debug_mode())
4453 #endif /* ALLOW_WIZARD */
4458 /* Special "borg" commands */
4461 /* Enter borg mode */
4462 if (enter_borg_mode())
4464 if (!p_ptr->wild_mode) do_cmd_borg();
4470 #endif /* ALLOW_BORG */
4474 /*** Inventory Commands ***/
4476 /* Wear/wield equipment */
4479 if (!p_ptr->wild_mode) do_cmd_wield();
4483 /* Take off equipment */
4486 if (!p_ptr->wild_mode) do_cmd_takeoff();
4493 if (!p_ptr->wild_mode) do_cmd_drop();
4497 /* Destroy an item */
4504 /* Equipment list */
4511 /* Inventory list */
4519 /*** Various commands ***/
4521 /* Identify an object */
4528 /* Hack -- toggle windows */
4531 toggle_inven_equip();
4536 /*** Standard "Movement" Commands ***/
4541 if (!p_ptr->wild_mode) do_cmd_alter();
4548 if (!p_ptr->wild_mode) do_cmd_tunnel();
4552 /* Move (usually pick up things) */
4555 #ifdef ALLOW_EASY_DISARM /* TNB */
4559 #else /* ALLOW_EASY_DISARM -- TNB */
4561 do_cmd_walk(always_pickup);
4563 #endif /* ALLOW_EASY_DISARM -- TNB */
4568 /* Move (usually do not pick up) */
4571 #ifdef ALLOW_EASY_DISARM /* TNB */
4575 #else /* ALLOW_EASY_DISARM -- TNB */
4577 do_cmd_walk(!always_pickup);
4579 #endif /* ALLOW_EASY_DISARM -- TNB */
4585 /*** Running, Resting, Searching, Staying */
4587 /* Begin Running -- Arg is Max Distance */
4590 if (!p_ptr->wild_mode) do_cmd_run();
4594 /* Stay still (usually pick things up) */
4597 do_cmd_stay(always_pickup);
4601 /* Stay still (usually do not pick up) */
4604 do_cmd_stay(!always_pickup);
4608 /* Rest -- Arg is time */
4615 /* Search for traps/doors */
4622 /* Toggle search mode */
4625 if (p_ptr->action == ACTION_SEARCH) set_action(ACTION_NONE);
4626 else set_action(ACTION_SEARCH);
4631 /*** Stairs and Doors and Chests and Traps ***/
4634 case SPECIAL_KEY_STORE:
4636 if (!p_ptr->wild_mode) do_cmd_store();
4640 /* Enter building -KMW- */
4641 case SPECIAL_KEY_BUILDING:
4643 if (!p_ptr->wild_mode) do_cmd_bldg();
4647 /* Enter quest level -KMW- */
4648 case SPECIAL_KEY_QUEST:
4650 if (!p_ptr->wild_mode) do_cmd_quest();
4654 /* Go up staircase */
4657 if (!p_ptr->wild_mode && !dun_level && !p_ptr->inside_arena && !p_ptr->inside_quest)
4659 if (vanilla_town) break;
4664 msg_print("½±·â¤«¤éƨ¤²¤ë¤Ë¤Ï¥Þ¥Ã¥×¤Îü¤Þ¤Ç°ÜÆ°¤·¤Ê¤±¤ì¤Ð¤Ê¤é¤Ê¤¤¡£");
4666 msg_print("To flee the ambush you have to reach the edge of the map.");
4671 if (p_ptr->food < PY_FOOD_WEAK)
4674 msg_print("¤½¤ÎÁ°¤Ë¿©»ö¤ò¤È¤é¤Ê¤¤¤È¡£");
4676 msg_print("You must eat something here.");
4688 /* Go down staircase */
4691 if (p_ptr->wild_mode)
4699 /* Open a door or chest */
4702 if (!p_ptr->wild_mode) do_cmd_open();
4709 if (!p_ptr->wild_mode) do_cmd_close();
4713 /* Jam a door with spikes */
4716 if (!p_ptr->wild_mode) do_cmd_spike();
4723 if (!p_ptr->wild_mode) do_cmd_bash();
4727 /* Disarm a trap or chest */
4730 if (!p_ptr->wild_mode) do_cmd_disarm();
4735 /*** Magic and Prayers ***/
4737 /* Gain new spells/prayers */
4740 if ((p_ptr->pclass == CLASS_SORCERER) || (p_ptr->pclass == CLASS_RED_MAGE))
4742 msg_print("¼öʸ¤ò³Ø½¬¤¹¤ëɬÍפϤʤ¤¡ª");
4744 msg_print("You don't have to learn spells!");
4746 else if (p_ptr->pclass == CLASS_SAMURAI)
4747 do_cmd_gain_hissatsu();
4748 else if (p_ptr->pclass == CLASS_MAGIC_EATER)
4758 if ( (p_ptr->pclass == CLASS_MINDCRAFTER) ||
4759 (p_ptr->pclass == CLASS_BERSERKER) ||
4760 (p_ptr->pclass == CLASS_NINJA) ||
4761 (p_ptr->pclass == CLASS_MIRROR_MASTER)
4762 ) do_cmd_mind_browse();
4763 else if (p_ptr->pclass == CLASS_SMITH)
4765 else if (p_ptr->pclass == CLASS_MAGIC_EATER)
4766 do_cmd_magic_eater(TRUE);
4767 else do_cmd_browse();
4775 if (!p_ptr->wild_mode)
4777 if ((p_ptr->pclass == CLASS_WARRIOR) || (p_ptr->pclass == CLASS_ARCHER) || (p_ptr->pclass == CLASS_CAVALRY))
4780 msg_print("¼öʸ¤ò¾§¤¨¤é¤ì¤Ê¤¤¡ª");
4782 msg_print("You cannot cast spells!");
4785 else if (dun_level && (d_info[dungeon_type].flags1 & DF1_NO_MAGIC) && (p_ptr->pclass != CLASS_BERSERKER) && (p_ptr->pclass != CLASS_SMITH))
4788 msg_print("¥À¥ó¥¸¥ç¥ó¤¬ËâË¡¤òµÛ¼ý¤·¤¿¡ª");
4790 msg_print("The dungeon absorbs all attempted magic!");
4794 else if (p_ptr->anti_magic && (p_ptr->pclass != CLASS_BERSERKER) && (p_ptr->pclass != CLASS_SMITH))
4798 cptr which_power = "ËâË¡";
4800 cptr which_power = "magic";
4802 if (p_ptr->pclass == CLASS_MINDCRAFTER)
4804 which_power = "ĶǽÎÏ";
4806 which_power = "psionic powers";
4808 else if (p_ptr->pclass == CLASS_IMITATOR)
4810 which_power = "¤â¤Î¤Þ¤Í";
4812 which_power = "imitation";
4814 else if (p_ptr->pclass == CLASS_SAMURAI)
4816 which_power = "ɬ»¦·õ";
4818 which_power = "hissatsu";
4820 else if (p_ptr->pclass == CLASS_MIRROR_MASTER)
4822 which_power = "¶ÀËâË¡";
4824 which_power = "mirror magic";
4826 else if (p_ptr->pclass == CLASS_NINJA)
4828 which_power = "Ǧ½Ñ";
4830 which_power = "ninjutsu";
4832 else if (mp_ptr->spell_book == TV_LIFE_BOOK)
4834 which_power = "µ§¤ê";
4836 which_power = "prayer";
4840 msg_format("È¿ËâË¡¥Ð¥ê¥¢¤¬%s¤ò¼ÙË⤷¤¿¡ª", which_power);
4842 msg_format("An anti-magic shell disrupts your %s!", which_power);
4846 else if (p_ptr->shero && (p_ptr->pclass != CLASS_BERSERKER))
4849 msg_format("¶¸Àï»Î²½¤·¤Æ¤¤¤ÆƬ¤¬²ó¤é¤Ê¤¤¡ª");
4851 msg_format("You cannot think directly!");
4857 if ((p_ptr->pclass == CLASS_MINDCRAFTER) ||
4858 (p_ptr->pclass == CLASS_BERSERKER) ||
4859 (p_ptr->pclass == CLASS_NINJA) ||
4860 (p_ptr->pclass == CLASS_MIRROR_MASTER)
4863 else if (p_ptr->pclass == CLASS_IMITATOR)
4865 else if (p_ptr->pclass == CLASS_MAGIC_EATER)
4866 do_cmd_magic_eater(FALSE);
4867 else if (p_ptr->pclass == CLASS_SAMURAI)
4869 else if (p_ptr->pclass == CLASS_BLUE_MAGE)
4870 do_cmd_cast_learned();
4871 else if (p_ptr->pclass == CLASS_SMITH)
4880 /* Issue a pet command */
4883 if (!p_ptr->wild_mode) do_cmd_pet();
4887 /*** Use various objects ***/
4889 /* Inscribe an object */
4896 /* Uninscribe an object */
4899 do_cmd_uninscribe();
4903 /* Activate an artifact */
4906 if (!p_ptr->wild_mode)
4908 if (!p_ptr->inside_arena)
4913 msg_print("¥¢¥ê¡¼¥Ê¤¬ËâË¡¤òµÛ¼ý¤·¤¿¡ª");
4915 msg_print("The arena absorbs all attempted magic!");
4931 /* Fuel your lantern/torch */
4941 if (!p_ptr->wild_mode) do_cmd_fire();
4948 if (!p_ptr->wild_mode)
4958 if (!p_ptr->wild_mode)
4960 if (!p_ptr->inside_arena)
4965 msg_print("¥¢¥ê¡¼¥Ê¤¬ËâË¡¤òµÛ¼ý¤·¤¿¡ª");
4967 msg_print("The arena absorbs all attempted magic!");
4979 if (!p_ptr->wild_mode)
4981 if (p_ptr->inside_arena)
4984 msg_print("¥¢¥ê¡¼¥Ê¤¬ËâË¡¤òµÛ¼ý¤·¤¿¡ª");
4986 msg_print("The arena absorbs all attempted magic!");
4991 else if (use_command && rogue_like_commands)
5003 /* Quaff a potion */
5006 if (!p_ptr->wild_mode)
5008 if (!p_ptr->inside_arena)
5009 do_cmd_quaff_potion();
5013 msg_print("¥¢¥ê¡¼¥Ê¤¬ËâË¡¤òµÛ¼ý¤·¤¿¡ª");
5015 msg_print("The arena absorbs all attempted magic!");
5027 if (!p_ptr->wild_mode)
5029 if (!p_ptr->inside_arena)
5030 do_cmd_read_scroll();
5034 msg_print("¥¢¥ê¡¼¥Ê¤¬ËâË¡¤òµÛ¼ý¤·¤¿¡ª");
5036 msg_print("The arena absorbs all attempted magic!");
5048 if (!p_ptr->wild_mode)
5050 if (p_ptr->inside_arena)
5053 msg_print("¥¢¥ê¡¼¥Ê¤¬ËâË¡¤òµÛ¼ý¤·¤¿¡ª");
5055 msg_print("The arena absorbs all attempted magic!");
5060 else if (use_command && !rogue_like_commands)
5070 /* Use racial power */
5073 if (!p_ptr->wild_mode) do_cmd_racial_power();
5078 /*** Looking at Things (nearby or on map) ***/
5080 /* Full dungeon map */
5087 /* Locate player on map */
5101 /* Target monster or location */
5104 if (!p_ptr->wild_mode) do_cmd_target();
5110 /*** Help and Such ***/
5119 /* Identify symbol */
5122 do_cmd_query_symbol();
5126 /* Character description */
5129 do_cmd_change_name();
5134 /*** System Commands ***/
5136 /* Hack -- User interface */
5143 /* Single line from a pref file */
5152 do_cmd_reload_autopick();
5158 do_cmd_edit_autopick();
5162 /* Interact with macros */
5169 /* Interact with visuals */
5177 /* Interact with colors */
5185 /* Interact with options */
5189 (void)combine_and_reorder_home(STORE_HOME);
5194 /*** Misc Commands ***/
5210 /* Repeat level feeling */
5213 if (!p_ptr->wild_mode) do_cmd_feeling();
5217 /* Show previous message */
5220 do_cmd_message_one();
5224 /* Show previous messages */
5227 do_cmd_messages(old_now_message);
5231 /* Show quest status -KMW- */
5234 do_cmd_checkquest();
5238 /* Redraw the screen */
5241 now_message = old_now_message;
5246 #ifndef VERIFY_SAVEFILE
5248 /* Hack -- Save and don't quit */
5251 do_cmd_save_game(FALSE);
5255 #endif /* VERIFY_SAVEFILE */
5265 case SPECIAL_KEY_QUIT:
5267 do_cmd_save_and_exit();
5271 /* Quit (commit suicide) */
5284 /* Check artifacts, uniques, objects */
5291 /* Load "screen dump" */
5294 do_cmd_load_screen();
5298 /* Save "screen dump" */
5301 do_cmd_save_screen();
5305 /* Make random artifact list */
5308 spoil_random_artifact("randifact.txt");
5312 /* Hack -- Unknown command */
5315 if (flush_failure) flush();
5319 sound(SOUND_ILLEGAL);
5321 if (!get_rnd_line("error_j.txt", 0, error_m))
5323 if (!get_rnd_line("error.txt", 0, error_m))
5330 prt(" '?' ¤Ç¥Ø¥ë¥×¤¬É½¼¨¤µ¤ì¤Þ¤¹¡£", 0, 0);
5332 prt("Type '?' for help.", 0, 0);
5338 if (!energy_use && !now_message)
5339 now_message = old_now_message;
5345 static bool monster_tsuri(int r_idx)
5347 monster_race *r_ptr = &r_info[r_idx];
5349 if ((r_ptr->flags7 & RF7_AQUATIC) && !(r_ptr->flags1 & RF1_UNIQUE) && my_strchr("Jjlw", r_ptr->d_char))
5356 /* Hack -- Pack Overflow */
5357 static void pack_overflow(void)
5359 if (inventory[INVEN_PACK].k_idx)
5361 char o_name[MAX_NLEN];
5364 /* Is auto-destroy done? */
5366 if (!inventory[INVEN_PACK].k_idx) return;
5368 /* Access the slot to be dropped */
5369 o_ptr = &inventory[INVEN_PACK];
5376 msg_print("¥¶¥Ã¥¯¤«¤é¥¢¥¤¥Æ¥à¤¬¤¢¤Õ¤ì¤¿¡ª");
5378 msg_print("Your pack overflows!");
5382 object_desc(o_name, o_ptr, 0);
5386 msg_format("%s(%c)¤òÍî¤È¤·¤¿¡£", o_name, index_to_label(INVEN_PACK));
5388 msg_format("You drop %s (%c).", o_name, index_to_label(INVEN_PACK));
5391 /* Drop it (carefully) near the player */
5392 (void)drop_near(o_ptr, 0, py, px);
5394 /* Modify, Describe, Optimize */
5395 inven_item_increase(INVEN_PACK, -255);
5396 inven_item_describe(INVEN_PACK);
5397 inven_item_optimize(INVEN_PACK);
5399 /* Handle "p_ptr->notice" */
5402 /* Handle "p_ptr->update" and "p_ptr->redraw" and "p_ptr->window" */
5409 * Process the player
5411 * Notice the annoying code to handle "pack overflow", which
5412 * must come first just in case somebody manages to corrupt
5413 * the savefiles by clever use of menu commands or something.
5415 static void process_player(void)
5419 /*** Apply energy ***/
5424 msg_print("²¿¤«ÊѤï¤Ã¤¿µ¤¤¬¤¹¤ë¡ª");
5426 msg_print("You feel different!");
5429 (void)gain_random_mutation(0);
5430 hack_mutation = FALSE;
5433 if (p_ptr->inside_battle)
5435 for(i = 1; i < m_max; i++)
5437 monster_type *m_ptr = &m_list[i];
5439 if (!m_ptr->r_idx) continue;
5441 /* Hack -- Detect monster */
5442 m_ptr->mflag2 |= (MFLAG2_MARK | MFLAG2_SHOW);
5444 /* Update the monster */
5445 update_mon(i, FALSE);
5450 /* Give the player some energy */
5451 else if (!(load && p_ptr->energy_need <= 0))
5453 p_ptr->energy_need -= SPEED_TO_ENERGY(p_ptr->pspeed);
5457 if (p_ptr->energy_need > 0) return;
5458 if (!command_rep) prt_time();
5460 /*** Check for interupts ***/
5462 /* Complete resting */
5469 if ((p_ptr->chp == p_ptr->mhp) &&
5470 (p_ptr->csp >= p_ptr->msp))
5472 set_action(ACTION_NONE);
5476 /* Complete resting */
5477 else if (resting == -2)
5480 if ((p_ptr->chp == p_ptr->mhp) &&
5481 (p_ptr->csp >= p_ptr->msp) &&
5482 !p_ptr->blind && !p_ptr->confused &&
5483 !p_ptr->poisoned && !p_ptr->afraid &&
5484 !p_ptr->stun && !p_ptr->cut &&
5485 !p_ptr->slow && !p_ptr->paralyzed &&
5486 !p_ptr->image && !p_ptr->word_recall &&
5487 !p_ptr->alter_reality)
5489 set_action(ACTION_NONE);
5494 if (p_ptr->action == ACTION_FISH)
5497 Term_xtra(TERM_XTRA_DELAY, 10);
5501 bool success = FALSE;
5502 get_mon_num_prep(monster_tsuri,NULL);
5503 r_idx = get_mon_num(dun_level ? dun_level : wilderness[p_ptr->wilderness_y][p_ptr->wilderness_x].level);
5505 if (r_idx && one_in_(2))
5508 y = py+ddy[tsuri_dir];
5509 x = px+ddx[tsuri_dir];
5510 if (place_monster_aux(0, y, x, r_idx, PM_NO_KAGE))
5513 monster_desc(m_name, &m_list[cave[y][x].m_idx], 0);
5515 msg_format("%s¤¬Äà¤ì¤¿¡ª", m_name);
5517 msg_format("You have a good catch!", m_name);
5525 msg_print("±Â¤À¤±¿©¤ï¤ì¤Æ¤·¤Þ¤Ã¤¿¡ª¤¯¤Ã¤½¡Á¡ª");
5527 msg_print("Damn! The fish stole your bait!");
5534 /* Handle "abort" */
5537 /* Check for "player abort" (semi-efficiently for resting) */
5538 if (running || command_rep || (p_ptr->action == ACTION_REST) || (p_ptr->action == ACTION_FISH))
5543 /* Check for a key */
5552 /* Hack -- Show a Message */
5554 msg_print("ÃæÃǤ·¤Þ¤·¤¿¡£");
5556 msg_print("Canceled.");
5563 if (p_ptr->riding && !p_ptr->confused && !p_ptr->blind)
5565 monster_type *m_ptr = &m_list[p_ptr->riding];
5566 monster_race *r_ptr = &r_info[m_ptr->r_idx];
5568 if (MON_CSLEEP(m_ptr))
5573 (void)set_monster_csleep(p_ptr->riding, 0);
5575 /* Acquire the monster name */
5576 monster_desc(m_name, m_ptr, 0);
5578 msg_format("%^s¤òµ¯¤³¤·¤¿¡£", m_name);
5580 msg_format("You have waked %s up.", m_name);
5584 if (MON_STUNNED(m_ptr))
5586 /* Hack -- Recover from stun */
5587 if (set_monster_stunned(p_ptr->riding,
5588 (randint0(r_ptr->level) < p_ptr->skill_exp[GINOU_RIDING]) ? 0 : (MON_STUNNED(m_ptr) - 1)))
5592 /* Acquire the monster name */
5593 monster_desc(m_name, m_ptr, 0);
5595 /* Dump a message */
5597 msg_format("%^s¤òÛ¯Û°¾õÂÖ¤«¤éΩ¤Áľ¤é¤»¤¿¡£", m_name);
5599 msg_format("%^s is no longer stunned.", m_name);
5604 if (MON_CONFUSED(m_ptr))
5606 /* Hack -- Recover from confusion */
5607 if (set_monster_confused(p_ptr->riding,
5608 (randint0(r_ptr->level) < p_ptr->skill_exp[GINOU_RIDING]) ? 0 : (MON_CONFUSED(m_ptr) - 1)))
5612 /* Acquire the monster name */
5613 monster_desc(m_name, m_ptr, 0);
5615 /* Dump a message */
5617 msg_format("%^s¤òº®Íð¾õÂÖ¤«¤éΩ¤Áľ¤é¤»¤¿¡£", m_name);
5619 msg_format("%^s is no longer confused.", m_name);
5624 if (MON_MONFEAR(m_ptr))
5626 /* Hack -- Recover from fear */
5627 if (set_monster_monfear(p_ptr->riding,
5628 (randint0(r_ptr->level) < p_ptr->skill_exp[GINOU_RIDING]) ? 0 : (MON_MONFEAR(m_ptr) - 1)))
5632 /* Acquire the monster name */
5633 monster_desc(m_name, m_ptr, 0);
5635 /* Dump a message */
5637 msg_format("%^s¤ò¶²Éݤ«¤éΩ¤Áľ¤é¤»¤¿¡£", m_name);
5639 msg_format("%^s is no longer fear.", m_name);
5644 /* Handle "p_ptr->update" and "p_ptr->redraw" and "p_ptr->window" */
5648 /* Handle the player song */
5649 if (!load) check_music();
5654 if (p_ptr->lightspeed)
5656 (void)set_lightspeed(p_ptr->lightspeed - 1, TRUE);
5658 if ((p_ptr->pclass == CLASS_FORCETRAINER) && (p_ptr->magic_num1[0]))
5660 if (p_ptr->magic_num1[0] < 40)
5662 p_ptr->magic_num1[0] = 0;
5664 else p_ptr->magic_num1[0] -= 40;
5665 p_ptr->update |= (PU_BONUS);
5667 if (p_ptr->action == ACTION_LEARN)
5670 u32b cost_frac = (p_ptr->msp + 30L) * 256L;
5672 /* Convert the unit (1/2^16) to (1/2^32) */
5673 s64b_LSHIFT(cost, cost_frac, 16);
5676 if (s64b_cmp(p_ptr->csp, p_ptr->csp_frac, cost, cost_frac) < 0)
5680 p_ptr->csp_frac = 0;
5681 set_action(ACTION_NONE);
5686 s64b_sub(&(p_ptr->csp), &(p_ptr->csp_frac), cost, cost_frac);
5688 p_ptr->redraw |= PR_MANA;
5691 if (p_ptr->special_defense & KATA_MASK)
5693 if (p_ptr->special_defense & KATA_MUSOU)
5697 set_action(ACTION_NONE);
5702 p_ptr->redraw |= (PR_MANA);
5707 /*** Handle actual user input ***/
5709 /* Repeat until out of energy */
5710 while (p_ptr->energy_need <= 0)
5712 p_ptr->window |= PW_PLAYER;
5713 p_ptr->sutemi = FALSE;
5714 p_ptr->counter = FALSE;
5715 now_damaged = FALSE;
5717 /* Handle "p_ptr->notice" */
5720 /* Handle "p_ptr->update" and "p_ptr->redraw" and "p_ptr->window" */
5723 /* Place the cursor on the player */
5724 move_cursor_relative(py, px);
5726 /* Refresh (optional) */
5727 if (fresh_before) Term_fresh();
5730 /* Hack -- Pack Overflow */
5734 /* Hack -- cancel "lurking browse mode" */
5735 if (!command_new) command_see = FALSE;
5738 /* Assume free turn */
5742 if (p_ptr->inside_battle)
5744 /* Place the cursor on the player */
5745 move_cursor_relative(py, px);
5747 command_cmd = SPECIAL_KEY_BUILDING;
5749 /* Process the command */
5753 /* Paralyzed or Knocked Out */
5754 else if (p_ptr->paralyzed || (p_ptr->stun >= 100))
5761 else if (p_ptr->action == ACTION_REST)
5766 /* Reduce rest count */
5769 if (!resting) set_action(ACTION_NONE);
5771 /* Redraw the state */
5772 p_ptr->redraw |= (PR_STATE);
5780 else if (p_ptr->action == ACTION_FISH)
5793 /* Repeated command */
5794 else if (command_rep)
5796 /* Count this execution */
5799 /* Redraw the state */
5800 p_ptr->redraw |= (PR_STATE);
5805 /* Hack -- Assume messages were seen */
5808 /* Clear the top line */
5811 /* Process the command */
5815 /* Normal command */
5818 /* Place the cursor on the player */
5819 move_cursor_relative(py, px);
5822 /* Get a command (normal) */
5823 request_command(FALSE);
5826 /* Process the command */
5831 /* Hack -- Pack Overflow */
5840 /* Use some energy */
5841 if (world_player || energy_use > 400)
5843 /* The Randomness is irrelevant */
5844 p_ptr->energy_need += energy_use * TURNS_PER_TICK / 10;
5848 /* There is some randomness of needed energy */
5849 p_ptr->energy_need += (s16b)((s32b)energy_use * ENERGY_NEED() / 100L);
5852 /* Hack -- constant hallucination */
5853 if (p_ptr->image) p_ptr->redraw |= (PR_MAP);
5856 /* Shimmer monsters if needed */
5857 if (shimmer_monsters)
5859 /* Clear the flag */
5860 shimmer_monsters = FALSE;
5862 /* Shimmer multi-hued monsters */
5863 for (i = 1; i < m_max; i++)
5865 monster_type *m_ptr;
5866 monster_race *r_ptr;
5868 /* Access monster */
5871 /* Skip dead monsters */
5872 if (!m_ptr->r_idx) continue;
5874 /* Skip unseen monsters */
5875 if (!m_ptr->ml) continue;
5877 /* Access the monster race */
5878 r_ptr = &r_info[m_ptr->ap_r_idx];
5880 /* Skip non-multi-hued monsters */
5881 if (!(r_ptr->flags1 & (RF1_ATTR_MULTI | RF1_SHAPECHANGER)))
5884 /* Reset the flag */
5885 shimmer_monsters = TRUE;
5887 /* Redraw regardless */
5888 lite_spot(m_ptr->fy, m_ptr->fx);
5893 /* Handle monster detection */
5894 if (repair_monsters)
5896 /* Reset the flag */
5897 repair_monsters = FALSE;
5899 /* Rotate detection flags */
5900 for (i = 1; i < m_max; i++)
5902 monster_type *m_ptr;
5904 /* Access monster */
5907 /* Skip dead monsters */
5908 if (!m_ptr->r_idx) continue;
5910 /* Nice monsters get mean */
5911 if (m_ptr->mflag & MFLAG_NICE)
5913 /* Nice monsters get mean */
5914 m_ptr->mflag &= ~(MFLAG_NICE);
5917 /* Handle memorized monsters */
5918 if (m_ptr->mflag2 & MFLAG2_MARK)
5920 /* Maintain detection */
5921 if (m_ptr->mflag2 & MFLAG2_SHOW)
5924 m_ptr->mflag2 &= ~(MFLAG2_SHOW);
5926 /* Still need repairs */
5927 repair_monsters = TRUE;
5930 /* Remove detection */
5934 m_ptr->mflag2 &= ~(MFLAG2_MARK);
5936 /* Assume invisible */
5939 /* Update the monster */
5940 update_mon(i, FALSE);
5942 if (p_ptr->health_who == i) p_ptr->redraw |= (PR_HEALTH);
5943 if (p_ptr->riding == i) p_ptr->redraw |= (PR_UHEALTH);
5945 /* Redraw regardless */
5946 lite_spot(m_ptr->fy, m_ptr->fx);
5951 if (p_ptr->pclass == CLASS_IMITATOR)
5953 if (p_ptr->mane_num > (p_ptr->lev > 44 ? 3 : p_ptr->lev > 29 ? 2 : 1))
5956 for (i = 0; i < p_ptr->mane_num; i++)
5958 p_ptr->mane_spell[i] = p_ptr->mane_spell[i+1];
5959 p_ptr->mane_dam[i] = p_ptr->mane_dam[i+1];
5963 p_ptr->redraw |= (PR_IMITATION);
5965 if (p_ptr->action == ACTION_LEARN)
5968 p_ptr->redraw |= (PR_STATE);
5971 if (world_player && (p_ptr->energy_need > - 1000))
5974 p_ptr->redraw |= (PR_MAP);
5976 /* Update monsters */
5977 p_ptr->update |= (PU_MONSTERS);
5980 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
5983 msg_print("¡Ö»þ¤ÏÆ°¤¤À¤¹¡Ä¡×");
5985 msg_print("You feel time flowing around you once more.");
5988 world_player = FALSE;
5989 p_ptr->energy_need = ENERGY_NEED();
5991 /* Handle "p_ptr->update" and "p_ptr->redraw" and "p_ptr->window" */
5996 /* Hack -- notice death */
5997 if (!p_ptr->playing || p_ptr->is_dead)
5999 world_player = FALSE;
6003 /* Handle "leaving" */
6004 if (p_ptr->leaving) break;
6007 /* Update scent trail */
6013 * Interact with the current dungeon level.
6015 * This function will not exit until the level is completed,
6016 * the user dies, or the game is terminated.
6018 static void dungeon(bool load_game)
6022 /* Set the base level */
6023 base_level = dun_level;
6025 /* Reset various flags */
6029 p_ptr->leaving = FALSE;
6031 /* Reset the "command" vars */
6034 #if 0 /* Don't reset here --- It's used for Arena */
6043 /* Cancel the target */
6047 ambush_flag = FALSE;
6049 /* Cancel the health bar */
6052 /* Check visual effects */
6053 shimmer_monsters = TRUE;
6054 shimmer_objects = TRUE;
6055 repair_monsters = TRUE;
6056 repair_objects = TRUE;
6062 /* Get index of current quest (if any) */
6063 quest_num = quest_number(dun_level);
6065 /* Inside a quest? */
6068 /* Mark the quest monster */
6069 r_info[quest[quest_num].r_idx].flags1 |= RF1_QUESTOR;
6072 /* Track maximum player level */
6073 if (p_ptr->max_plv < p_ptr->lev)
6075 p_ptr->max_plv = p_ptr->lev;
6079 /* Track maximum dungeon level (if not in quest -KMW-) */
6080 if ((max_dlv[dungeon_type] < dun_level) && !p_ptr->inside_quest)
6082 max_dlv[dungeon_type] = dun_level;
6083 if (record_maxdepth) do_cmd_write_nikki(NIKKI_MAXDEAPTH, dun_level, NULL);
6086 (void)calculate_upkeep();
6088 /* Validate the panel */
6089 panel_bounds_center();
6091 /* Verify the panel */
6094 /* Flush messages */
6098 /* Enter "xtra" mode */
6099 character_xtra = TRUE;
6102 p_ptr->window |= (PW_INVEN | PW_EQUIP | PW_SPELL | PW_PLAYER | PW_MONSTER | PW_OVERHEAD | PW_DUNGEON);
6104 /* Redraw dungeon */
6105 p_ptr->redraw |= (PR_WIPE | PR_BASIC | PR_EXTRA | PR_EQUIPPY);
6108 p_ptr->redraw |= (PR_MAP);
6111 p_ptr->update |= (PU_BONUS | PU_HP | PU_MANA | PU_SPELLS);
6113 /* Update lite/view */
6114 p_ptr->update |= (PU_VIEW | PU_LITE | PU_MON_LITE | PU_TORCH);
6116 /* Update monsters */
6117 p_ptr->update |= (PU_MONSTERS | PU_DISTANCE | PU_FLOW);
6119 /* Handle "p_ptr->update" and "p_ptr->redraw" and "p_ptr->window" */
6122 /* Leave "xtra" mode */
6123 character_xtra = FALSE;
6126 p_ptr->update |= (PU_BONUS | PU_HP | PU_MANA | PU_SPELLS);
6128 /* Combine / Reorder the pack */
6129 p_ptr->notice |= (PN_COMBINE | PN_REORDER);
6131 /* Handle "p_ptr->notice" */
6134 /* Handle "p_ptr->update" and "p_ptr->redraw" and "p_ptr->window" */
6140 if (quest_num && (is_fixed_quest_idx(quest_num) &&
6141 !((quest_num == QUEST_OBERON) || (quest_num == QUEST_SERPENT) ||
6142 !(quest[quest_num].flags & QUEST_FLAG_PRESET)))) do_cmd_feeling();
6144 if (p_ptr->inside_battle)
6148 p_ptr->energy_need = 0;
6154 msg_print("»î¹ç³«»Ï¡ª");
6156 msg_format("Ready..Fight!");
6162 if ((p_ptr->pclass == CLASS_BARD) && (p_ptr->magic_num1[0] > MUSIC_DETECT))
6163 p_ptr->magic_num1[0] = MUSIC_DETECT;
6165 /* Hack -- notice death or departure */
6166 if (!p_ptr->playing || p_ptr->is_dead) return;
6168 /* Print quest message if appropriate */
6169 if (!p_ptr->inside_quest && (dungeon_type == DUNGEON_ANGBAND))
6171 quest_discovery(random_quest_number(dun_level));
6172 p_ptr->inside_quest = random_quest_number(dun_level);
6174 if ((dun_level == d_info[dungeon_type].maxdepth) && d_info[dungeon_type].final_guardian)
6176 if (r_info[d_info[dungeon_type].final_guardian].max_num)
6178 msg_format("¤³¤Î³¬¤Ë¤Ï%s¤Î¼ç¤Ç¤¢¤ë%s¤¬À³¤ó¤Ç¤¤¤ë¡£",
6179 d_name+d_info[dungeon_type].name,
6180 r_name+r_info[d_info[dungeon_type].final_guardian].name);
6182 msg_format("%^s lives in this level as the keeper of %s.",
6183 r_name+r_info[d_info[dungeon_type].final_guardian].name,
6184 d_name+d_info[dungeon_type].name);
6188 if (!load_game && (p_ptr->special_defense & NINJA_S_STEALTH)) set_superstealth(FALSE);
6190 /*** Process this dungeon level ***/
6192 /* Reset the monster generation level */
6193 monster_level = base_level;
6195 /* Reset the object generation level */
6196 object_level = base_level;
6200 if (p_ptr->energy_need > 0 && !p_ptr->inside_battle &&
6201 (dun_level || p_ptr->leaving_dungeon || p_ptr->inside_arena))
6202 p_ptr->energy_need = 0;
6204 /* Not leaving dungeon */
6205 p_ptr->leaving_dungeon = FALSE;
6207 /* Initialize monster process */
6213 /* Hack -- Compact the monster list occasionally */
6214 if ((m_cnt + 32 > max_m_idx) && !p_ptr->inside_battle) compact_monsters(64);
6216 /* Hack -- Compress the monster list occasionally */
6217 if ((m_cnt + 32 < m_max) && !p_ptr->inside_battle) compact_monsters(0);
6220 /* Hack -- Compact the object list occasionally */
6221 if (o_cnt + 32 > max_o_idx) compact_objects(64);
6223 /* Hack -- Compress the object list occasionally */
6224 if (o_cnt + 32 < o_max) compact_objects(0);
6227 /* Process the player */
6230 /* Handle "p_ptr->notice" */
6233 /* Handle "p_ptr->update" and "p_ptr->redraw" and "p_ptr->window" */
6236 /* Hack -- Hilite the player */
6237 move_cursor_relative(py, px);
6239 /* Optional fresh */
6240 if (fresh_after) Term_fresh();
6242 /* Hack -- Notice death or departure */
6243 if (!p_ptr->playing || p_ptr->is_dead) break;
6245 /* Process all of the monsters */
6248 /* Handle "p_ptr->notice" */
6251 /* Handle "p_ptr->update" and "p_ptr->redraw" and "p_ptr->window" */
6254 /* Hack -- Hilite the player */
6255 move_cursor_relative(py, px);
6257 /* Optional fresh */
6258 if (fresh_after) Term_fresh();
6260 /* Hack -- Notice death or departure */
6261 if (!p_ptr->playing || p_ptr->is_dead) break;
6264 /* Process the world */
6267 /* Handle "p_ptr->notice" */
6270 /* Handle "p_ptr->update" and "p_ptr->redraw" and "p_ptr->window" */
6273 /* Hack -- Hilite the player */
6274 move_cursor_relative(py, px);
6276 /* Optional fresh */
6277 if (fresh_after) Term_fresh();
6279 /* Hack -- Notice death or departure */
6280 if (!p_ptr->playing || p_ptr->is_dead) break;
6282 /* Handle "leaving" */
6283 if (p_ptr->leaving) break;
6285 /* Count game turns */
6288 if (dungeon_turn < dungeon_turn_limit)
6290 if (!p_ptr->wild_mode || wild_regen) dungeon_turn++;
6291 else if (p_ptr->wild_mode && !(turn % ((MAX_HGT + MAX_WID) / 2))) dungeon_turn++;
6294 prevent_turn_overflow();
6296 if (wild_regen) wild_regen--;
6299 /* Inside a quest and non-unique questor? */
6300 if (quest_num && !(r_info[quest[quest_num].r_idx].flags1 & RF1_UNIQUE))
6302 /* Un-mark the quest monster */
6303 r_info[quest[quest_num].r_idx].flags1 &= ~RF1_QUESTOR;
6306 /* Not save-and-quit and not dead? */
6307 if (p_ptr->playing && !p_ptr->is_dead)
6310 * Maintain Unique monsters and artifact, save current
6311 * floor, then prepare next floor
6315 /* Forget the flag */
6316 reinit_wilderness = FALSE;
6319 /* Write about current level on the play record once per level */
6325 * Load some "user pref files"
6327 * Modified by Arcum Dagsson to support
6328 * separate macro files for different realms.
6330 static void load_all_pref_files(void)
6334 /* Access the "user" pref file */
6335 sprintf(buf, "user.prf");
6337 /* Process that file */
6338 process_pref_file(buf);
6340 /* Access the "user" system pref file */
6341 sprintf(buf, "user-%s.prf", ANGBAND_SYS);
6343 /* Process that file */
6344 process_pref_file(buf);
6346 /* Access the "race" pref file */
6347 sprintf(buf, "%s.prf", rp_ptr->title);
6349 /* Process that file */
6350 process_pref_file(buf);
6352 /* Access the "class" pref file */
6353 sprintf(buf, "%s.prf", cp_ptr->title);
6355 /* Process that file */
6356 process_pref_file(buf);
6358 /* Access the "character" pref file */
6359 sprintf(buf, "%s.prf", player_base);
6361 /* Process that file */
6362 process_pref_file(buf);
6364 /* Access the "realm 1" pref file */
6365 if (p_ptr->realm1 != REALM_NONE)
6367 sprintf(buf, "%s.prf", realm_names[p_ptr->realm1]);
6369 /* Process that file */
6370 process_pref_file(buf);
6373 /* Access the "realm 2" pref file */
6374 if (p_ptr->realm2 != REALM_NONE)
6376 sprintf(buf, "%s.prf", realm_names[p_ptr->realm2]);
6378 /* Process that file */
6379 process_pref_file(buf);
6383 /* Load an autopick preference file */
6384 autopick_load_pref(FALSE);
6389 * Extract option variables from bit sets
6391 void extract_option_vars(void)
6395 for (i = 0; option_info[i].o_desc; i++)
6397 int os = option_info[i].o_set;
6398 int ob = option_info[i].o_bit;
6400 /* Set the "default" options */
6401 if (option_info[i].o_var)
6404 if (option_flag[os] & (1L << ob))
6407 (*option_info[i].o_var) = TRUE;
6414 (*option_info[i].o_var) = FALSE;
6422 * Determine bounty uniques
6424 void determine_bounty_uniques(void)
6427 monster_race *r_ptr;
6429 get_mon_num_prep(NULL, NULL);
6430 for (i = 0; i < MAX_KUBI; i++)
6434 kubi_r_idx[i] = get_mon_num(MAX_DEPTH - 1);
6435 r_ptr = &r_info[kubi_r_idx[i]];
6437 if (!(r_ptr->flags1 & RF1_UNIQUE)) continue;
6439 if (!(r_ptr->flags9 & (RF9_DROP_CORPSE | RF9_DROP_SKELETON))) continue;
6441 if (r_ptr->rarity > 100) continue;
6443 if (no_questor_or_bounty_uniques(kubi_r_idx[i])) continue;
6445 for (j = 0; j < i; j++)
6446 if (kubi_r_idx[i] == kubi_r_idx[j]) break;
6453 for (i = 0; i < MAX_KUBI - 1; i++)
6455 for (j = i; j < MAX_KUBI; j++)
6457 if (r_info[kubi_r_idx[i]].level > r_info[kubi_r_idx[j]].level)
6459 tmp = kubi_r_idx[i];
6460 kubi_r_idx[i] = kubi_r_idx[j];
6461 kubi_r_idx[j] = tmp;
6469 * Determine today's bounty monster
6470 * Note: conv_old is used if loaded 0.0.3 or older save file
6472 void determine_today_mon(bool conv_old)
6475 bool old_inside_battle = p_ptr->inside_battle;
6476 monster_race *r_ptr;
6480 for (i = 0; i < max_d_idx; i++)
6482 if (max_dlv[i] < d_info[i].mindepth) continue;
6483 if (max_dl < max_dlv[i]) max_dl = max_dlv[i];
6486 else max_dl = MAX(max_dlv[DUNGEON_ANGBAND], 3);
6488 p_ptr->inside_battle = TRUE;
6489 get_mon_num_prep(NULL, NULL);
6493 today_mon = get_mon_num(max_dl);
6494 r_ptr = &r_info[today_mon];
6496 if (r_ptr->flags1 & RF1_UNIQUE) continue;
6497 if (r_ptr->flags7 & (RF7_NAZGUL | RF7_UNIQUE2)) continue;
6498 if (r_ptr->flags2 & RF2_MULTIPLY) continue;
6499 if ((r_ptr->flags9 & (RF9_DROP_CORPSE | RF9_DROP_SKELETON)) != (RF9_DROP_CORPSE | RF9_DROP_SKELETON)) continue;
6500 if (r_ptr->level < MIN(max_dl / 2, 40)) continue;
6501 if (r_ptr->rarity > 10) continue;
6505 p_ptr->today_mon = 0;
6506 p_ptr->inside_battle = old_inside_battle;
6511 * Actually play a game
6513 * If the "new_game" parameter is true, then, after loading the
6514 * savefile, we will commit suicide, if necessary, to allow the
6515 * player to start a new game.
6517 void play_game(bool new_game)
6520 bool load_game = TRUE;
6530 else if (chuukei_server)
6532 prepare_chuukei_hooks();
6536 hack_mutation = FALSE;
6538 /* Hack -- Character is "icky" */
6539 character_icky = TRUE;
6541 /* Make sure main term is active */
6542 Term_activate(angband_term[0]);
6544 /* Initialise the resize hooks */
6545 angband_term[0]->resize_hook = resize_map;
6547 for (i = 1; i < 8; i++)
6549 /* Does the term exist? */
6550 if (angband_term[i])
6552 /* Add the redraw on resize hook */
6553 angband_term[i]->resize_hook = redraw_window;
6557 /* Hack -- turn off the cursor */
6558 (void)Term_set_cursor(0);
6561 /* Attempt to load */
6566 quit("¥»¡¼¥Ö¥Õ¥¡¥¤¥ë¤¬²õ¤ì¤Æ¤¤¤Þ¤¹");
6568 quit("broken savefile");
6573 /* Extract the options */
6574 extract_option_vars();
6576 /* Report waited score */
6577 if (p_ptr->wait_report_score)
6583 if (!get_check_strict("ÂÔµ¡¤·¤Æ¤¤¤¿¥¹¥³¥¢ÅÐÏ¿¤òº£¹Ô¤Ê¤¤¤Þ¤¹¤«¡©", CHECK_NO_HISTORY))
6585 if (!get_check_strict("Do you register score now? ", CHECK_NO_HISTORY))
6590 p_ptr->update |= (PU_BONUS | PU_HP | PU_MANA | PU_SPELLS);
6595 p_ptr->is_dead = TRUE;
6597 start_time = time(NULL);
6599 /* No suspending now */
6600 signals_ignore_tstp();
6602 /* Hack -- Character is now "icky" */
6603 character_icky = TRUE;
6605 /* Build the filename */
6606 path_build(buf, sizeof(buf), ANGBAND_DIR_APEX, "scores.raw");
6608 /* Open the high score file, for reading/writing */
6609 highscore_fd = fd_open(buf, O_RDWR);
6611 /* Handle score, show Top scores */
6612 success = send_world_score(TRUE);
6615 if (!success && !get_check_strict("¥¹¥³¥¢ÅÐÏ¿¤òÄü¤á¤Þ¤¹¤«¡©", CHECK_NO_HISTORY))
6617 if (!success && !get_check_strict("Do you give up score registration? ", CHECK_NO_HISTORY))
6621 prt("°ú¤Â³¤ÂÔµ¡¤·¤Þ¤¹¡£", 0, 0);
6623 prt("standing by for future registration...", 0, 0);
6629 p_ptr->wait_report_score = FALSE;
6632 if (!save_player()) msg_print("¥»¡¼¥Ö¼ºÇÔ¡ª");
6634 if (!save_player()) msg_print("death save failed!");
6637 /* Shut the high score file */
6638 (void)fd_close(highscore_fd);
6640 /* Forget the high score fd */
6643 /* Allow suspending now */
6644 signals_handle_tstp();
6649 /* Nothing loaded */
6650 if (!character_loaded)
6652 /* Make new player */
6655 /* The dungeon is not ready */
6656 character_dungeon = FALSE;
6658 /* Prepare to init the RNG */
6661 /* Initialize the saved floors data */
6662 init_saved_floors(FALSE);
6665 /* Old game is loaded. But new game is requested. */
6668 /* Initialize the saved floors data */
6669 init_saved_floors(TRUE);
6672 /* Process old character */
6675 /* Process the player name */
6676 process_player_name(FALSE);
6685 seed = (time(NULL));
6689 /* Mutate the seed on Unix machines */
6690 seed = ((seed >> 3) * (getpid() << 1));
6694 /* Use the complex RNG */
6697 /* Seed the "complex" RNG */
6698 Rand_state_init(seed);
6701 /* Roll new character */
6704 /* The dungeon is not ready */
6705 character_dungeon = FALSE;
6709 p_ptr->inside_quest = 0;
6710 p_ptr->inside_arena = FALSE;
6711 p_ptr->inside_battle = FALSE;
6715 /* Hack -- seed for flavors */
6716 seed_flavor = randint0(0x10000000);
6718 /* Hack -- seed for town layout */
6719 seed_town = randint0(0x10000000);
6721 /* Roll up a new character */
6729 determine_bounty_uniques();
6730 determine_today_mon(FALSE);
6732 /* Initialize object array */
6737 write_level = FALSE;
6740 do_cmd_write_nikki(NIKKI_GAMESTART, 1, " ----¥²¡¼¥àºÆ³«----");
6742 do_cmd_write_nikki(NIKKI_GAMESTART, 1, " ---- Restart Game ----");
6746 * 1.0.9 °ÊÁ°¤Ï¥»¡¼¥ÖÁ°¤Ë p_ptr->riding = -1 ¤È¤·¤Æ¤¤¤¿¤Î¤Ç¡¢ºÆÀßÄ꤬ɬÍפÀ¤Ã¤¿¡£
6747 * ¤â¤¦ÉÔÍפÀ¤¬¡¢°ÊÁ°¤Î¥»¡¼¥Ö¥Õ¥¡¥¤¥ë¤È¤Î¸ß´¹¤Î¤¿¤á¤Ë»Ä¤·¤Æ¤ª¤¯¡£
6749 if (p_ptr->riding == -1)
6752 for (i = m_max; i > 0; i--)
6754 if (player_bold(m_list[i].fy, m_list[i].fx))
6763 p_ptr->teleport_town = FALSE;
6764 p_ptr->sutemi = FALSE;
6765 world_monster = FALSE;
6766 now_damaged = FALSE;
6768 start_time = time(NULL) - 1;
6769 record_o_name[0] = '\0';
6771 /* Reset map panel */
6772 panel_row_min = cur_hgt;
6773 panel_col_min = cur_wid;
6775 /* Sexy gal gets bonus to maximum weapon skill of whip */
6776 if (p_ptr->pseikaku == SEIKAKU_SEXY)
6777 s_info[p_ptr->pclass].w_max[TV_HAFTED-TV_WEAPON_BEGIN][SV_WHIP] = WEAPON_EXP_MASTER;
6779 /* Fill the arrays of floors and walls in the good proportions */
6780 set_floor_and_wall(dungeon_type);
6782 /* Flavor the objects */
6785 /* Flash a message */
6787 prt("¤ªÂÔ¤Á²¼¤µ¤¤...", 0, 0);
6789 prt("Please wait...", 0, 0);
6793 /* Flush the message */
6797 /* Hack -- Enter wizard mode */
6800 if (enter_wizard_mode())
6802 p_ptr->wizard = TRUE;
6804 if (p_ptr->is_dead || !py || !px)
6806 /* Initialize the saved floors data */
6807 init_saved_floors(TRUE);
6810 p_ptr->inside_quest = 0;
6812 /* Avoid crash in update_view() */
6816 else if (p_ptr->is_dead)
6818 quit("Already dead.");
6822 /* Initialize the town-buildings if necessary */
6823 if (!dun_level && !p_ptr->inside_quest)
6825 /* Init the wilderness */
6827 process_dungeon_file("w_info.txt", 0, 0, max_wild_y, max_wild_x);
6830 init_flags = INIT_ONLY_BUILDINGS;
6832 process_dungeon_file("t_info.txt", 0, 0, MAX_HGT, MAX_WID);
6837 /* Generate a dungeon level if needed */
6838 if (!character_dungeon)
6845 /* HACK -- Restore from panic-save */
6846 if (p_ptr->panic_save)
6848 /* No player? -- Try to regenerate floor */
6852 msg_print("¥×¥ì¥¤¥ä¡¼¤Î°ÌÃÖ¤¬¤ª¤«¤·¤¤¡£¥Õ¥í¥¢¤òºÆÀ¸À®¤·¤Þ¤¹¡£");
6854 msg_print("What a strange player location. Regenerate the dungeon floor.");
6859 /* Still no player? -- Try to locate random place */
6860 if (!py || !px) py = px = 10;
6862 /* No longer in panic */
6863 p_ptr->panic_save = 0;
6867 /* Character is now "complete" */
6868 character_generated = TRUE;
6871 /* Hack -- Character is no longer "icky" */
6872 character_icky = FALSE;
6880 sprintf(buf, "%s¤Ë¹ß¤êΩ¤Ã¤¿¡£", map_name());
6882 sprintf(buf, "You are standing in the %s.", map_name());
6884 do_cmd_write_nikki(NIKKI_BUNSHOU, 0, buf);
6889 p_ptr->playing = TRUE;
6891 /* Reset the visual mappings */
6894 /* Load the "pref" files */
6895 load_all_pref_files();
6897 /* Give startup outfit (after loading pref files) */
6903 /* React to changes */
6904 Term_xtra(TERM_XTRA_REACT, 0);
6907 p_ptr->window |= (PW_INVEN | PW_EQUIP | PW_SPELL | PW_PLAYER);
6910 p_ptr->window |= (PW_MESSAGE | PW_OVERHEAD | PW_DUNGEON | PW_MONSTER | PW_OBJECT);
6916 /* Set or clear "rogue_like_commands" if requested */
6917 if (arg_force_original) rogue_like_commands = FALSE;
6918 if (arg_force_roguelike) rogue_like_commands = TRUE;
6920 /* Hack -- Enforce "delayed death" */
6921 if (p_ptr->chp < 0) p_ptr->is_dead = TRUE;
6923 if (p_ptr->prace == RACE_ANDROID) calc_android_exp();
6925 if (new_game && ((p_ptr->pclass == CLASS_CAVALRY) || (p_ptr->pclass == CLASS_BEASTMASTER)))
6927 monster_type *m_ptr;
6928 int pet_r_idx = ((p_ptr->pclass == CLASS_CAVALRY) ? MON_HORSE : MON_YASE_HORSE);
6929 monster_race *r_ptr = &r_info[pet_r_idx];
6930 place_monster_aux(0, py, px - 1, pet_r_idx,
6931 (PM_FORCE_PET | PM_NO_KAGE));
6932 m_ptr = &m_list[hack_m_idx_ii];
6933 m_ptr->mspeed = r_ptr->speed;
6934 m_ptr->maxhp = r_ptr->hdice*(r_ptr->hside+1)/2;
6935 m_ptr->max_maxhp = m_ptr->maxhp;
6936 m_ptr->hp = r_ptr->hdice*(r_ptr->hside+1)/2;
6937 m_ptr->energy_need = ENERGY_NEED() + ENERGY_NEED();
6940 (void)combine_and_reorder_home(STORE_HOME);
6941 (void)combine_and_reorder_home(STORE_MUSEUM);
6946 /* Process the level */
6949 /* Handle "p_ptr->notice" */
6952 /* Hack -- prevent "icky" message */
6953 character_xtra = TRUE;
6955 /* Handle "p_ptr->update" and "p_ptr->redraw" and "p_ptr->window" */
6958 character_xtra = FALSE;
6960 /* Cancel the target */
6963 /* Cancel the health bar */
6967 /* Forget the lite */
6970 /* Forget the view */
6973 /* Forget the view */
6976 /* Handle "quit and save" */
6977 if (!p_ptr->playing && !p_ptr->is_dead) break;
6979 /* Erase the old cave */
6981 if (!p_ptr->is_dead) wipe_m_list();
6989 /* Accidental Death */
6990 if (p_ptr->playing && p_ptr->is_dead)
6992 if (p_ptr->inside_arena)
6994 p_ptr->inside_arena = FALSE;
6995 if (p_ptr->arena_number > MAX_ARENA_MONS)
6996 p_ptr->arena_number++;
6998 p_ptr->arena_number = -1 - p_ptr->arena_number;
6999 p_ptr->is_dead = FALSE;
7001 p_ptr->chp_frac = 0;
7002 p_ptr->exit_bldg = TRUE;
7005 /* Leave through the exit */
7006 prepare_change_floor_mode(CFM_SAVE_FLOORS | CFM_RAND_CONNECT);
7008 /* prepare next floor */
7013 /* Mega-Hack -- Allow player to cheat death */
7015 if ((p_ptr->wizard || cheat_live) && !get_check("»à¤Ë¤Þ¤¹¤«? "))
7017 if ((p_ptr->wizard || cheat_live) && !get_check("Die? "))
7020 /* Mark social class, reset age, if needed */
7021 if (p_ptr->sc) p_ptr->sc = p_ptr->age = 0;
7027 p_ptr->noscore |= 0x0001;
7031 msg_print("¥¦¥£¥¶¡¼¥É¥â¡¼¥É¤ËÇ°¤òÁ÷¤ê¡¢»à¤òµ½¤¤¤¿¡£");
7033 msg_print("You invoke wizard mode and cheat death.");
7037 /* Restore hit points */
7038 p_ptr->chp = p_ptr->mhp;
7039 p_ptr->chp_frac = 0;
7041 if (p_ptr->pclass == CLASS_MAGIC_EATER)
7043 for (i = 0; i < EATER_EXT*2; i++)
7045 p_ptr->magic_num1[i] = p_ptr->magic_num2[i]*EATER_CHARGE;
7047 for (; i < EATER_EXT*3; i++)
7049 p_ptr->magic_num1[i] = 0;
7052 /* Restore spell points */
7053 p_ptr->csp = p_ptr->msp;
7054 p_ptr->csp_frac = 0;
7056 /* Hack -- cancel recall */
7057 if (p_ptr->word_recall)
7061 msg_print("Ä¥¤ê¤Ä¤á¤¿Â絤¤¬Î®¤ìµî¤Ã¤¿...");
7063 msg_print("A tension leaves the air around you...");
7068 /* Hack -- Prevent recall */
7069 p_ptr->word_recall = 0;
7070 p_ptr->redraw |= (PR_STATUS);
7073 /* Hack -- cancel alter */
7074 if (p_ptr->alter_reality)
7076 /* Hack -- Prevent alter */
7077 p_ptr->alter_reality = 0;
7078 p_ptr->redraw |= (PR_STATUS);
7081 /* Note cause of death XXX XXX XXX */
7083 (void)strcpy(p_ptr->died_from, "»à¤Îµ½¤");
7085 (void)strcpy(p_ptr->died_from, "Cheating death");
7089 p_ptr->is_dead = FALSE;
7091 /* Hack -- Healing */
7093 (void)set_confused(0);
7094 (void)set_poisoned(0);
7095 (void)set_afraid(0);
7096 (void)set_paralyzed(0);
7101 /* Hack -- Prevent starvation */
7102 (void)set_food(PY_FOOD_MAX - 1);
7105 p_ptr->inside_arena = FALSE;
7106 p_ptr->inside_battle = FALSE;
7108 p_ptr->inside_quest = 0;
7109 if (dungeon_type) p_ptr->recall_dungeon = dungeon_type;
7111 if (lite_town || vanilla_town)
7113 p_ptr->wilderness_y = 1;
7114 p_ptr->wilderness_x = 1;
7128 p_ptr->wilderness_y = 48;
7129 p_ptr->wilderness_x = 5;
7135 p_ptr->wild_mode = FALSE;
7136 p_ptr->leaving = TRUE;
7139 do_cmd_write_nikki(NIKKI_BUNSHOU, 1, " ¤·¤«¤·¡¢À¸¤Ê֤ä¿¡£");
7141 do_cmd_write_nikki(NIKKI_BUNSHOU, 1, " but revived.");
7144 /* Prepare next floor */
7151 /* Handle "death" */
7152 if (p_ptr->is_dead) break;
7154 /* Make a new level */
7165 s32b turn_real(s32b hoge)
7167 switch (p_ptr->start_race)
7173 return hoge - (TURNS_PER_TICK * TOWN_DAWN * 3 / 4);
7180 * ¥¿¡¼¥ó¤Î¥ª¡¼¥Ð¡¼¥Õ¥í¡¼¤ËÂФ¹¤ëÂнè
7181 * ¥¿¡¼¥óµÚ¤Ó¥¿¡¼¥ó¤òµÏ¿¤¹¤ëÊÑ¿ô¤ò¥¿¡¼¥ó¤Î¸Â³¦¤Î1ÆüÁ°¤Þ¤Ç´¬¤Ì᤹.
7183 void prevent_turn_overflow(void)
7185 int rollback_days, i, j;
7186 s32b rollback_turns;
7188 if (turn < turn_limit) return;
7190 rollback_days = 1 + (turn - turn_limit) / (TURNS_PER_TICK * TOWN_DAWN);
7191 rollback_turns = TURNS_PER_TICK * TOWN_DAWN * rollback_days;
7193 if (turn > rollback_turns) turn -= rollback_turns;
7194 else turn = 1; /* Paranoia */
7195 if (old_turn > rollback_turns) old_turn -= rollback_turns;
7197 if (old_battle > rollback_turns) old_battle -= rollback_turns;
7198 else old_battle = 1;
7199 if (p_ptr->feeling_turn > rollback_turns) p_ptr->feeling_turn -= rollback_turns;
7200 else p_ptr->feeling_turn = 1;
7202 for (i = 1; i < max_towns; i++)
7204 for (j = 0; j < MAX_STORES; j++)
7206 store_type *st_ptr = &town[i].store[j];
7208 if (st_ptr->last_visit > -10L * TURNS_PER_TICK * STORE_TICKS)
7210 st_ptr->last_visit -= rollback_turns;
7211 if (st_ptr->last_visit < -10L * TURNS_PER_TICK * STORE_TICKS) st_ptr->last_visit = -10L * TURNS_PER_TICK * STORE_TICKS;
7214 if (st_ptr->store_open)
7216 st_ptr->store_open -= rollback_turns;
7217 if (st_ptr->store_open < 1) st_ptr->store_open = 1;