4 * Copyright (c) 1997 Ben Harrison, James E. Wilson, Robert A. Koeneke
6 * This software may be copied and distributed for educational, research,
7 * and not for profit purposes provided that this copyright and statement
8 * are included in all such copies. Other copyrights may also apply.
11 /* Purpose: Angband game engine */
15 #define TY_CURSE_CHANCE 200
16 #define CHAINSWORD_NOISE 100
18 static bool load = TRUE;
19 static int wild_regen = 20;
22 * Return a "feeling" (or NULL) about an item. Method 1 (Heavy).
24 static byte value_check_aux1(object_type *o_ptr)
27 if (artifact_p(o_ptr) || o_ptr->art_name)
30 if (cursed_p(o_ptr) || broken_p(o_ptr)) return FEEL_TERRIBLE;
37 if (ego_item_p(o_ptr))
40 if (cursed_p(o_ptr) || broken_p(o_ptr)) return FEEL_WORTHLESS;
43 return FEEL_EXCELLENT;
47 if (cursed_p(o_ptr)) return FEEL_CURSED;
50 if (broken_p(o_ptr)) return FEEL_BROKEN;
52 if ((o_ptr->tval == TV_RING) || (o_ptr->tval == TV_AMULET)) return FEEL_AVERAGE;
54 /* Good "armor" bonus */
55 if (o_ptr->to_a > 0) return FEEL_GOOD;
57 /* Good "weapon" bonus */
58 if (o_ptr->to_h + o_ptr->to_d > 0) return FEEL_GOOD;
60 /* Default to "average" */
66 * Return a "feeling" (or NULL) about an item. Method 2 (Light).
68 static byte value_check_aux2(object_type *o_ptr)
70 /* Cursed items (all of them) */
71 if (cursed_p(o_ptr)) return FEEL_CURSED;
73 /* Broken items (all of them) */
74 if (broken_p(o_ptr)) return FEEL_BROKEN;
76 /* Artifacts -- except cursed/broken ones */
77 if (artifact_p(o_ptr) || o_ptr->art_name) return FEEL_UNCURSED;
79 /* Ego-Items -- except cursed/broken ones */
80 if (ego_item_p(o_ptr)) return FEEL_UNCURSED;
82 /* Good armor bonus */
83 if (o_ptr->to_a > 0) return FEEL_UNCURSED;
85 /* Good weapon bonuses */
86 if (o_ptr->to_h + o_ptr->to_d > 0) return FEEL_UNCURSED;
94 static void sense_inventory_aux(int slot, bool heavy)
97 object_type *o_ptr = &inventory[slot];
98 char o_name[MAX_NLEN];
100 /* We know about it already, do not tell us again */
101 if (o_ptr->ident & (IDENT_SENSE))return;
103 /* It is fully known, no information needed */
104 if (object_known_p(o_ptr)) return;
106 /* Check for a feeling */
107 feel = (heavy ? value_check_aux1(o_ptr) : value_check_aux2(o_ptr));
109 /* Skip non-feelings */
113 if ((p_ptr->muta3 & MUT3_BAD_LUCK) && !randint0(13))
124 feel = FEEL_EXCELLENT;
130 feel = randint0(3) ? FEEL_GOOD : FEEL_AVERAGE;
132 feel = FEEL_UNCURSED;
137 feel = randint0(2) ? FEEL_CURSED : FEEL_GOOD;
143 feel = randint0(3) ? FEEL_CURSED : FEEL_AVERAGE;
150 feel = FEEL_WORTHLESS;
155 feel = FEEL_TERRIBLE;
161 /* Stop everything */
162 if (disturb_minor) disturb(0, 0);
164 /* Get an object description */
165 object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
167 /* Message (equipment) */
168 if (slot >= INVEN_RARM)
171 msg_format("%s%s(%c)¤Ï%s¤È¤¤¤¦´¶¤¸¤¬¤¹¤ë...",
172 describe_use(slot),o_name, index_to_label(slot),game_inscriptions[feel]);
174 msg_format("You feel the %s (%c) you are %s %s %s...",
175 o_name, index_to_label(slot), describe_use(slot),
176 ((o_ptr->number == 1) ? "is" : "are"),
177 game_inscriptions[feel]);
182 /* Message (inventory) */
186 msg_format("¥¶¥Ã¥¯¤ÎÃæ¤Î%s(%c)¤Ï%s¤È¤¤¤¦´¶¤¸¤¬¤¹¤ë...",
187 o_name, index_to_label(slot),game_inscriptions[feel]);
189 msg_format("You feel the %s (%c) in your pack %s %s...",
190 o_name, index_to_label(slot),
191 ((o_ptr->number == 1) ? "is" : "are"),
192 game_inscriptions[feel]);
197 /* We have "felt" it */
198 o_ptr->ident |= (IDENT_SENSE);
200 /* Set the "inscription" */
201 o_ptr->feeling = feel;
203 /* Auto-inscription/destroy */
204 autopick_alter_item(slot, destroy_feeling);
206 /* Combine / Reorder the pack (later) */
207 p_ptr->notice |= (PN_COMBINE | PN_REORDER);
210 p_ptr->window |= (PW_INVEN | PW_EQUIP);
216 * Sense the inventory
218 * Class 0 = Warrior --> fast and heavy
219 * Class 1 = Mage --> slow and light
220 * Class 2 = Priest --> fast but light
221 * Class 3 = Rogue --> okay and heavy
222 * Class 4 = Ranger --> slow but heavy (changed!)
223 * Class 5 = Paladin --> slow but heavy
225 static void sense_inventory1(void)
228 int plev = p_ptr->lev;
233 /*** Check for "sensing" ***/
235 /* No sensing when confused */
236 if (p_ptr->confused) return;
238 /* Analyze the class */
239 switch (p_ptr->pclass)
247 if (0 != randint0(9000L / (plev * plev + 40))) return;
259 if (0 != randint0(6000L / (plev * plev + 50))) return;
269 case CLASS_HIGH_MAGE:
271 case CLASS_MAGIC_EATER:
273 /* Very bad (light) sensing */
274 if (0 != randint0(240000L / (plev + 5))) return;
283 /* Good (light) sensing */
284 if (0 != randint0(10000L / (plev * plev + 40))) return;
294 if (0 != randint0(20000L / (plev * plev + 40))) return;
306 if (0 != randint0(95000L / (plev * plev + 40))) return;
318 if (0 != randint0(77777L / (plev * plev + 40))) return;
327 case CLASS_WARRIOR_MAGE:
331 if (0 != randint0(75000L / (plev * plev + 40))) return;
337 case CLASS_MINDCRAFTER:
339 case CLASS_BLUE_MAGE:
340 case CLASS_MIRROR_MASTER:
343 if (0 != randint0(55000L / (plev * plev + 40))) return;
349 case CLASS_CHAOS_WARRIOR:
352 if (0 != randint0(80000L / (plev * plev + 40))) return;
362 case CLASS_FORCETRAINER:
365 if (0 != randint0(20000L / (plev * plev + 40))) return;
374 if (0 != randint0(20000L / ((plev+50)*(plev+50)))) return;
383 case CLASS_BEASTMASTER:
386 if (0 != randint0(65000L / (plev * plev + 40))) return;
391 case CLASS_BERSERKER:
401 if (compare_virtue(V_KNOWLEDGE, 100, VIRTUE_LARGE)) heavy = TRUE;
403 /*** Sense everything ***/
405 /* Check everything */
406 for (i = 0; i < INVEN_TOTAL; i++)
410 o_ptr = &inventory[i];
412 /* Skip empty slots */
413 if (!o_ptr->k_idx) continue;
415 /* Valid "tval" codes */
442 /* Skip non-sense machines */
445 /* Occasional failure on inventory items */
446 if ((i < INVEN_RARM) && (0 != randint0(5))) continue;
449 if ((p_ptr->muta3 & MUT3_GOOD_LUCK) && !randint0(13))
454 sense_inventory_aux(i, heavy);
459 static void sense_inventory2(void)
462 int plev = p_ptr->lev;
466 /*** Check for "sensing" ***/
468 /* No sensing when confused */
469 if (p_ptr->confused) return;
471 /* Analyze the class */
472 switch (p_ptr->pclass)
478 case CLASS_BERSERKER:
485 case CLASS_CHAOS_WARRIOR:
487 case CLASS_BEASTMASTER:
490 /* Very bad (light) sensing */
491 if (0 != randint0(240000L / (plev + 5))) return;
498 case CLASS_WARRIOR_MAGE:
503 if (0 != randint0(95000L / (plev * plev + 40))) return;
512 case CLASS_FORCETRAINER:
513 case CLASS_MINDCRAFTER:
516 if (0 != randint0(20000L / (plev * plev + 40))) return;
523 case CLASS_HIGH_MAGE:
525 case CLASS_MAGIC_EATER:
526 case CLASS_MIRROR_MASTER:
527 case CLASS_BLUE_MAGE:
530 if (0 != randint0(9000L / (plev * plev + 40))) return;
539 if (0 != randint0(20000L / ((plev+50)*(plev+50)))) return;
546 /*** Sense everything ***/
548 /* Check everything */
549 for (i = 0; i < INVEN_TOTAL; i++)
553 o_ptr = &inventory[i];
555 /* Skip empty slots */
556 if (!o_ptr->k_idx) continue;
558 /* Valid "tval" codes */
571 /* Skip non-sense machines */
574 /* Occasional failure on inventory items */
575 if ((i < INVEN_RARM) && (0 != randint0(5))) continue;
577 sense_inventory_aux(i, TRUE);
584 * Go to any level (ripped off from wiz_jump)
586 static void pattern_teleport(void)
593 if (get_check("¾¤Î³¬¤Ë¥Æ¥ì¥Ý¡¼¥È¤·¤Þ¤¹¤«¡©"))
595 if (get_check("Teleport level? "))
602 /* Only downward in ironman mode */
603 if (ironman_downward)
604 min_level = dun_level;
607 if (dungeon_type == DUNGEON_ANGBAND)
610 max_level = MAX_DEPTH - 1;
611 else if (dun_level == 100)
616 max_level = d_info[dungeon_type].maxdepth;
617 min_level = d_info[dungeon_type].mindepth;
622 sprintf(ppp, "¥Æ¥ì¥Ý¡¼¥ÈÀè:(%d-%d)", min_level, max_level);
624 sprintf(ppp, "Teleport to level (%d-%d): ", min_level, max_level);
629 sprintf(tmp_val, "%d", dun_level);
631 /* Ask for a level */
632 if (!get_string(ppp, tmp_val, 10)) return;
634 /* Extract request */
635 command_arg = atoi(tmp_val);
638 else if (get_check("Ä̾ï¥Æ¥ì¥Ý¡¼¥È¡©"))
640 else if (get_check("Normal teleport? "))
644 teleport_player(200);
653 if (command_arg < min_level) command_arg = min_level;
656 if (command_arg > max_level) command_arg = max_level;
660 msg_format("%d ³¬¤Ë¥Æ¥ì¥Ý¡¼¥È¤·¤Þ¤·¤¿¡£", command_arg);
662 msg_format("You teleport to dungeon level %d.", command_arg);
666 if (autosave_l) do_cmd_save_game(TRUE);
669 dun_level = command_arg;
673 if (record_stair) do_cmd_write_nikki(NIKKI_PAT_TELE,0,NULL);
675 p_ptr->inside_quest = 0;
679 * Clear all saved floors
680 * and create a first saved floor
682 prepare_change_floor_mode(CFM_FIRST_FLOOR);
685 p_ptr->leaving = TRUE;
689 static void wreck_the_pattern(void)
691 int to_ruin = 0, r_y, r_x;
692 int pattern_type = f_info[cave[py][px].feat].power;
694 if (pattern_type == PATTERN_TILE_WRECKED)
701 msg_print("¥Ñ¥¿¡¼¥ó¤ò·ì¤Ç±ø¤·¤Æ¤·¤Þ¤Ã¤¿¡ª");
702 msg_print("²¿¤«¶²¤í¤·¤¤»ö¤¬µ¯¤³¤Ã¤¿¡ª");
704 msg_print("You bleed on the Pattern!");
705 msg_print("Something terrible happens!");
710 take_hit(DAMAGE_NOESCAPE, damroll(10, 8), "¥Ñ¥¿¡¼¥ó»²õ", -1);
712 take_hit(DAMAGE_NOESCAPE, damroll(10, 8), "corrupting the Pattern", -1);
715 to_ruin = randint1(45) + 35;
719 scatter(&r_y, &r_x, py, px, 4, 0);
721 if (pattern_tile(r_y, r_x) &&
722 (f_info[cave[r_y][r_x].feat].power != PATTERN_TILE_WRECKED))
724 cave_set_feat(r_y, r_x, FEAT_PATTERN_XTRA2);
728 cave_set_feat(py, px, FEAT_PATTERN_XTRA2);
732 /* Returns TRUE if we are on the Pattern... */
733 static bool pattern_effect(void)
737 if (!pattern_tile(py, px)) return FALSE;
739 if ((prace_is_(RACE_AMBERITE)) &&
740 (p_ptr->cut > 0) && one_in_(10))
745 pattern_type = f_info[cave[py][px].feat].power;
747 switch (pattern_type)
749 case PATTERN_TILE_END:
750 (void)set_poisoned(0);
756 (void)do_res_stat(A_STR);
757 (void)do_res_stat(A_INT);
758 (void)do_res_stat(A_WIS);
759 (void)do_res_stat(A_DEX);
760 (void)do_res_stat(A_CON);
761 (void)do_res_stat(A_CHR);
762 (void)restore_level();
763 (void)hp_player(1000);
765 cave_set_feat(py, px, FEAT_PATTERN_OLD);
768 msg_print("¡Ö¥Ñ¥¿¡¼¥ó¡×¤Î¤³¤ÎÉôʬ¤Ï¾¤ÎÉôʬ¤è¤ê¶¯ÎϤǤʤ¤¤è¤¦¤À¡£");
770 msg_print("This section of the Pattern looks less powerful.");
774 * We could make the healing effect of the
775 * Pattern center one-time only to avoid various kinds
776 * of abuse, like luring the win monster into fighting you
777 * in the middle of the pattern...
781 case PATTERN_TILE_OLD:
785 case PATTERN_TILE_TELEPORT:
789 case PATTERN_TILE_WRECKED:
792 take_hit(DAMAGE_NOESCAPE, 200, "²õ¤ì¤¿¡Ö¥Ñ¥¿¡¼¥ó¡×¤òÊ⤤¤¿¥À¥á¡¼¥¸", -1);
794 take_hit(DAMAGE_NOESCAPE, 200, "walking the corrupted Pattern", -1);
799 if (prace_is_(RACE_AMBERITE) && !one_in_(2))
801 else if (!IS_INVULN())
803 take_hit(DAMAGE_NOESCAPE, damroll(1, 3), "¡Ö¥Ñ¥¿¡¼¥ó¡×¤òÊ⤤¤¿¥À¥á¡¼¥¸", -1);
805 take_hit(DAMAGE_NOESCAPE, damroll(1, 3), "walking the Pattern", -1);
818 * Regenerate hit points -RAK-
820 static void regenhp(int percent)
822 s32b new_chp, new_chp_frac;
825 if (p_ptr->special_defense & KATA_KOUKIJIN) return;
826 if (p_ptr->action == ACTION_HAYAGAKE) return;
827 /* Save the old hitpoints */
828 old_chp = p_ptr->chp;
830 /* Extract the new hitpoints */
831 new_chp = ((long)p_ptr->mhp) * percent + PY_REGEN_HPBASE;
832 p_ptr->chp += (s16b)(new_chp >> 16); /* div 65536 */
834 /* check for overflow */
835 if ((p_ptr->chp < 0) && (old_chp > 0)) p_ptr->chp = MAX_SHORT;
836 new_chp_frac = (new_chp & 0xFFFF) + p_ptr->chp_frac; /* mod 65536 */
837 if (new_chp_frac >= 0x10000L)
839 p_ptr->chp_frac = (u16b)(new_chp_frac - 0x10000L);
844 p_ptr->chp_frac = (u16b)new_chp_frac;
848 if (p_ptr->chp >= p_ptr->mhp)
850 p_ptr->chp = p_ptr->mhp;
855 if (old_chp != p_ptr->chp)
858 p_ptr->redraw |= (PR_HP);
861 p_ptr->window |= (PW_PLAYER);
869 * Regenerate mana points -RAK-
871 static void regenmana(int percent)
873 s32b new_mana, new_mana_frac;
875 bool old_csp_msp = (p_ptr->csp > p_ptr->msp);
877 if (p_ptr->special_defense & KATA_KOUKIJIN) return;
878 if ((p_ptr->pclass == CLASS_SAMURAI) && (p_ptr->regenerate)) percent /= 2;
879 old_csp = p_ptr->csp;
880 new_mana = ((long)p_ptr->msp) * percent + PY_REGEN_MNBASE;
881 if (old_csp_msp && (new_mana > 0))
885 p_ptr->csp -= (s16b)(new_mana >> 16); /* div 65536 */
886 new_mana_frac = p_ptr->csp_frac + 0x10000L - (new_mana & 0xFFFF);
890 if (old_csp_msp) new_mana += ((((long)p_ptr->msp) * percent + PY_REGEN_MNBASE) * 32);
891 p_ptr->csp += (s16b)(new_mana >> 16); /* div 65536 */
893 new_mana_frac = (new_mana & 0xFFFF) + p_ptr->csp_frac; /* mod 65536 */
895 if (new_mana_frac >= 0x10000L)
897 p_ptr->csp_frac = (u16b)(new_mana_frac - 0x10000L);
902 p_ptr->csp_frac = (u16b)(new_mana_frac);
905 /* check for overflow */
912 /* Must set frac to zero even if equal */
913 if ((old_csp_msp && p_ptr->csp < p_ptr->msp) || (!old_csp_msp && p_ptr->csp >= p_ptr->msp))
915 p_ptr->csp = p_ptr->msp;
920 if (old_csp != p_ptr->csp)
923 p_ptr->redraw |= (PR_MANA);
926 p_ptr->window |= (PW_PLAYER);
927 p_ptr->window |= (PW_SPELL);
938 static void regenmagic(int percent)
943 for (i = 0; i < EATER_EXT*2; i++)
945 if (!p_ptr->magic_num2[i]) continue;
946 if (p_ptr->magic_num1[i] == ((long)p_ptr->magic_num2[i] << 16)) continue;
947 new_mana = ((long)p_ptr->magic_num2[i]+adj_mag_mana[A_INT]+13) * percent / 8;
948 p_ptr->magic_num1[i] += new_mana;
950 /* Must set frac to zero even if equal */
951 if (p_ptr->magic_num1[i] > (p_ptr->magic_num2[i] << 16))
953 p_ptr->magic_num1[i] = ((long)p_ptr->magic_num2[i] << 16);
957 for (i = EATER_EXT*2; i < EATER_EXT*3; i++)
959 if (!p_ptr->magic_num1[i]) continue;
960 if (!p_ptr->magic_num2[i]) continue;
961 p_ptr->magic_num1[i] -= (long)(p_ptr->magic_num2[i] * (adj_mag_mana[A_INT] + 10)) * EATER_ROD_CHARGE/16;
962 if (p_ptr->magic_num1[i] < 0) p_ptr->magic_num1[i] = 0;
973 * Regenerate the monsters (once per 100 game turns)
975 * XXX XXX XXX Should probably be done during monster turns.
977 static void regen_monsters(void)
982 /* Regenerate everyone */
983 for (i = 1; i < m_max; i++)
985 /* Check the i'th monster */
986 monster_type *m_ptr = &m_list[i];
987 monster_race *r_ptr = &r_info[m_ptr->r_idx];
990 /* Skip dead monsters */
991 if (!m_ptr->r_idx) continue;
993 /* Allow regeneration (if needed) */
994 if (m_ptr->hp < m_ptr->maxhp)
996 /* Hack -- Base regeneration */
997 frac = m_ptr->maxhp / 100;
999 /* Hack -- Minimal regeneration rate */
1000 if (!frac) if (one_in_(2)) frac = 1;
1002 /* Hack -- Some monsters regenerate quickly */
1003 if (r_ptr->flags2 & RF2_REGENERATE) frac *= 2;
1005 /* Hack -- Regenerate */
1008 /* Do not over-regenerate */
1009 if (m_ptr->hp > m_ptr->maxhp) m_ptr->hp = m_ptr->maxhp;
1011 /* Redraw (later) if needed */
1012 if (p_ptr->health_who == i) p_ptr->redraw |= (PR_HEALTH);
1013 if (p_ptr->riding == i) p_ptr->redraw |= (PR_UHEALTH);
1020 * Regenerate the captured monsters (once per 30 game turns)
1022 * XXX XXX XXX Should probably be done during monster turns.
1024 static void regen_captured_monsters(void)
1029 /* Regenerate everyone */
1030 for (i = 0; i < INVEN_TOTAL; i++)
1032 monster_race *r_ptr;
1033 object_type *o_ptr = &inventory[i];
1035 if (!o_ptr->k_idx) continue;
1036 if (o_ptr->tval != TV_CAPTURE) continue;
1037 if (!o_ptr->pval) continue;
1041 r_ptr = &r_info[o_ptr->pval];
1043 /* Allow regeneration (if needed) */
1044 if (o_ptr->xtra4 < o_ptr->xtra5)
1046 /* Hack -- Base regeneration */
1047 frac = o_ptr->xtra5 / 100;
1049 /* Hack -- Minimal regeneration rate */
1050 if (!frac) if (one_in_(2)) frac = 1;
1052 /* Hack -- Some monsters regenerate quickly */
1053 if (r_ptr->flags2 & RF2_REGENERATE) frac *= 2;
1055 /* Hack -- Regenerate */
1056 o_ptr->xtra4 += frac;
1058 /* Do not over-regenerate */
1059 if (o_ptr->xtra4 > o_ptr->xtra5) o_ptr->xtra4 = o_ptr->xtra5;
1066 p_ptr->notice |= (PN_COMBINE);
1069 p_ptr->window |= (PW_INVEN);
1070 p_ptr->window |= (PW_EQUIP);
1077 * Process the counters of monsters (once per 10 game turns)
1079 * This function is to process monsters' counters same as player's.
1081 static void process_monsters_counters(void)
1084 monster_type *m_ptr;
1085 monster_race *r_ptr;
1087 u32b noise; /* Hack -- local "player stealth" value */
1089 /* Handle "leaving" */
1090 if (p_ptr->leaving) return;
1092 /* Hack -- calculate the "player noise" */
1093 noise = (1L << (30 - p_ptr->skill_stl));
1095 /* Process the monsters (backwards) */
1096 for (m_idx = m_max - 1; m_idx >= 1; m_idx--)
1098 /* Access the monster */
1099 m_ptr = &m_list[m_idx];
1100 r_ptr = &r_info[m_ptr->r_idx];
1102 /* Ignore "dead" monsters */
1103 if (!m_ptr->r_idx) continue;
1105 /* Handle Invulnerability */
1106 if (m_ptr->invulner)
1108 /* Reduce by one, note if expires */
1111 if (!m_ptr->invulner)
1117 /* Acquire the monster name */
1118 monster_desc(m_name, m_ptr, 0);
1120 /* Dump a message */
1122 msg_format("%^s¤Ï¤â¤¦ÌµÅ¨¤Ç¤Ê¤¤¡£", m_name);
1124 msg_format("%^s is no longer invulnerable.", m_name);
1127 if (p_ptr->health_who == m_idx) p_ptr->redraw |= (PR_HEALTH);
1128 if (p_ptr->riding == m_idx) p_ptr->redraw |= (PR_UHEALTH);
1130 if (!p_ptr->wild_mode) m_ptr->energy_need += ENERGY_NEED();
1137 /* Reduce by one, note if expires */
1140 if (!m_ptr->fast && m_ptr->ml)
1144 /* Acquire the monster name */
1145 monster_desc(m_name, m_ptr, 0);
1147 /* Dump a message */
1149 msg_format("%^s¤Ï¤â¤¦²Ã®¤µ¤ì¤Æ¤¤¤Ê¤¤¡£", m_name);
1151 msg_format("%^s is no longer fast.", m_name);
1154 if (p_ptr->health_who == m_idx) p_ptr->redraw |= (PR_HEALTH);
1155 if (p_ptr->riding == m_idx)
1157 p_ptr->redraw |= (PR_UHEALTH);
1158 p_ptr->update |= (PU_BONUS);
1166 /* Reduce by one, note if expires */
1169 if (!m_ptr->slow && m_ptr->ml)
1173 /* Acquire the monster name */
1174 monster_desc(m_name, m_ptr, 0);
1176 /* Dump a message */
1178 msg_format("%^s¤Ï¤â¤¦¸ºÂ®¤µ¤ì¤Æ¤¤¤Ê¤¤¡£", m_name);
1180 msg_format("%^s is no longer slow.", m_name);
1183 if (p_ptr->health_who == m_idx) p_ptr->redraw |= (PR_HEALTH);
1184 if (p_ptr->riding == m_idx)
1186 p_ptr->redraw |= (PR_UHEALTH);
1187 p_ptr->update |= (PU_BONUS);
1192 /* Handle "sleep" */
1195 /* Assume does not wake up */
1198 /* Hack -- Require proximity */
1199 if (m_ptr->cdis < AAF_LIMIT)
1201 /* Handle "sensing radius" */
1202 if (m_ptr->cdis <= (is_pet(m_ptr) ? ((r_ptr->aaf > MAX_SIGHT) ? MAX_SIGHT : r_ptr->aaf) : r_ptr->aaf))
1204 /* We may wake up */
1208 /* Handle "sight" and "aggravation" */
1209 else if ((m_ptr->cdis <= MAX_SIGHT) && (player_has_los_bold(m_ptr->fy, m_ptr->fx)))
1211 /* We may wake up */
1218 u32b notice = randint0(1024);
1220 /* Nightmare monsters are more alert */
1221 if (ironman_nightmare) notice /= 2;
1223 /* Hack -- See if monster "notices" player */
1224 if ((notice * notice * notice) <= noise)
1226 /* Hack -- amount of "waking" */
1227 /* Wake up faster near the player */
1228 int d = (m_ptr->cdis < AAF_LIMIT / 2) ? (AAF_LIMIT / m_ptr->cdis) : 1;
1230 /* Hack -- amount of "waking" is affected by speed of player */
1231 d = (d * SPEED_TO_ENERGY(p_ptr->pspeed)) / 10;
1235 if (m_ptr->csleep > d)
1237 /* Monster wakes up "a little bit" */
1240 /* Notice the "not waking up" */
1243 /* Hack -- Count the ignores */
1244 if (r_ptr->r_ignore < MAX_UCHAR)
1254 /* Reset sleep counter */
1257 if (r_ptr->flags7 & RF7_HAS_LD_MASK) p_ptr->update |= (PU_MON_LITE);
1259 /* Notice the "waking up" */
1264 /* Acquire the monster name */
1265 monster_desc(m_name, m_ptr, 0);
1267 /* Dump a message */
1269 msg_format("%^s¤¬Ìܤò³Ð¤Þ¤·¤¿¡£", m_name);
1271 msg_format("%^s wakes up.", m_name);
1274 /* Redraw the health bar */
1275 if (p_ptr->health_who == m_idx) p_ptr->redraw |= (PR_HEALTH);
1276 if (p_ptr->riding == m_idx) p_ptr->redraw |= (PR_UHEALTH);
1278 /* Hack -- Count the wakings */
1279 if (r_ptr->r_wake < MAX_UCHAR)
1294 /* Make a "saving throw" against stun */
1295 if (randint0(10000) <= r_ptr->level * r_ptr->level)
1301 /* Hack -- Recover from stun */
1302 if (m_ptr->stunned > d)
1304 /* Recover somewhat */
1305 m_ptr->stunned -= d;
1314 /* Message if visible */
1319 /* Acquire the monster name */
1320 monster_desc(m_name, m_ptr, 0);
1322 /* Dump a message */
1324 msg_format("%^s¤ÏÛ¯Û°¾õÂÖ¤«¤éΩ¤Áľ¤Ã¤¿¡£", m_name);
1326 msg_format("%^s is no longer stunned.", m_name);
1329 if (p_ptr->health_who == m_idx) p_ptr->redraw |= (PR_HEALTH);
1330 if (p_ptr->riding == m_idx) p_ptr->redraw |= (PR_UHEALTH);
1335 /* Handle confusion */
1336 if (m_ptr->confused)
1338 /* Amount of "boldness" */
1339 int d = randint1(r_ptr->level / 20 + 1);
1341 /* Still confused */
1342 if (m_ptr->confused > d)
1344 /* Reduce the confusion */
1345 m_ptr->confused -= d;
1351 /* No longer confused */
1352 m_ptr->confused = 0;
1354 /* Message if visible */
1359 /* Acquire the monster name */
1360 monster_desc(m_name, m_ptr, 0);
1362 /* Dump a message */
1364 msg_format("%^s¤Ïº®Í𤫤éΩ¤Áľ¤Ã¤¿¡£", m_name);
1366 msg_format("%^s is no longer confused.", m_name);
1369 if (p_ptr->health_who == m_idx) p_ptr->redraw |= (PR_HEALTH);
1370 if (p_ptr->riding == m_idx) p_ptr->redraw |= (PR_UHEALTH);
1378 /* Amount of "boldness" */
1379 int d = randint1(r_ptr->level / 20 + 1);
1382 if (m_ptr->monfear > d)
1384 /* Reduce the fear */
1385 m_ptr->monfear -= d;
1388 /* Recover from fear, take note if seen */
1391 /* No longer afraid */
1401 /* Acquire the monster possessive */
1402 monster_desc(m_poss, m_ptr, MD_PRON_VISIBLE | MD_POSSESSIVE);
1405 /* Acquire the monster name */
1406 monster_desc(m_name, m_ptr, 0);
1408 /* Dump a message */
1410 msg_format("%^s¤Ïͦµ¤¤ò¼è¤êÌᤷ¤¿¡£", m_name);
1412 msg_format("%^s recovers %s courage.", m_name, m_poss);
1415 if (p_ptr->health_who == m_idx) p_ptr->redraw |= (PR_HEALTH);
1416 if (p_ptr->riding == m_idx) p_ptr->redraw |= (PR_UHEALTH);
1424 static void notice_lite_change(object_type *o_ptr)
1426 /* Hack -- notice interesting fuel steps */
1427 if ((o_ptr->xtra4 < 100) || (!(o_ptr->xtra4 % 100)))
1430 p_ptr->window |= (PW_EQUIP);
1433 /* Hack -- Special treatment when blind */
1436 /* Hack -- save some light for later */
1437 if (o_ptr->xtra4 == 0) o_ptr->xtra4++;
1440 /* The light is now out */
1441 else if (o_ptr->xtra4 == 0)
1445 msg_print("ÌÀ¤«¤ê¤¬¾Ã¤¨¤Æ¤·¤Þ¤Ã¤¿¡ª");
1447 msg_print("Your light has gone out!");
1450 /* Recalculate torch radius */
1451 p_ptr->update |= (PU_TORCH);
1453 /* Some ego light lose its effects without fuel */
1454 p_ptr->update |= (PU_BONUS);
1457 /* The light is getting dim */
1458 else if (o_ptr->name2 == EGO_LITE_LONG)
1460 if ((o_ptr->xtra4 < 50) && (!(o_ptr->xtra4 % 5))
1461 && (turn % (TURNS_PER_TICK*2)))
1463 if (disturb_minor) disturb(0, 0);
1465 msg_print("ÌÀ¤«¤ê¤¬Èù¤«¤Ë¤Ê¤Ã¤Æ¤¤Æ¤¤¤ë¡£");
1467 msg_print("Your light is growing faint.");
1473 /* The light is getting dim */
1474 else if ((o_ptr->xtra4 < 100) && (!(o_ptr->xtra4 % 10)))
1476 if (disturb_minor) disturb(0, 0);
1478 msg_print("ÌÀ¤«¤ê¤¬Èù¤«¤Ë¤Ê¤Ã¤Æ¤¤Æ¤¤¤ë¡£");
1480 msg_print("Your light is growing faint.");
1487 void leave_quest_check(void)
1489 /* Save quest number for dungeon pref file ($LEAVING_QUEST) */
1490 leaving_quest = p_ptr->inside_quest;
1492 /* Leaving an 'only once' quest marks it as failed */
1493 if (leaving_quest &&
1494 ((quest[leaving_quest].flags & QUEST_FLAG_ONCE) || (quest[leaving_quest].type == QUEST_TYPE_RANDOM)) &&
1495 (quest[leaving_quest].status == QUEST_STATUS_TAKEN))
1497 quest[leaving_quest].status = QUEST_STATUS_FAILED;
1498 quest[leaving_quest].complev = (byte)p_ptr->lev;
1499 if (quest[leaving_quest].type == QUEST_TYPE_RANDOM)
1501 r_info[quest[leaving_quest].r_idx].flags1 &= ~(RF1_QUESTOR);
1502 if (record_rand_quest)
1503 do_cmd_write_nikki(NIKKI_RAND_QUEST_F, leaving_quest, NULL);
1505 /* Floor of random quest will be blocked */
1506 prepare_change_floor_mode(CFM_NO_RETURN);
1508 else if (record_fix_quest)
1509 do_cmd_write_nikki(NIKKI_FIX_QUEST_F, leaving_quest, NULL);
1515 * Forcibly pseudo-identify an object in the inventory
1518 * note: currently this function allows pseudo-id of any object,
1519 * including silly ones like potions & scrolls, which always
1520 * get '{average}'. This should be changed, either to stop such
1521 * items from being pseudo-id'd, or to allow psychometry to
1522 * detect whether the unidentified potion/scroll/etc is
1523 * good (Cure Light Wounds, Restore Strength, etc) or
1524 * bad (Poison, Weakness etc) or 'useless' (Slime Mold Juice, etc).
1526 bool psychometry(void)
1530 char o_name[MAX_NLEN];
1535 item_tester_no_ryoute = TRUE;
1538 q = "¤É¤Î¥¢¥¤¥Æ¥à¤òÄ´¤Ù¤Þ¤¹¤«¡©";
1539 s = "Ä´¤Ù¤ë¥¢¥¤¥Æ¥à¤¬¤¢¤ê¤Þ¤»¤ó¡£";
1541 q = "Meditate on which item? ";
1542 s = "You have nothing appropriate.";
1545 if (!get_item(&item, q, s, (USE_EQUIP | USE_INVEN | USE_FLOOR))) return (FALSE);
1547 /* Get the item (in the pack) */
1550 o_ptr = &inventory[item];
1553 /* Get the item (on the floor) */
1556 o_ptr = &o_list[0 - item];
1559 /* It is fully known, no information needed */
1560 if (object_known_p(o_ptr))
1563 msg_print("²¿¤â¿·¤·¤¤¤³¤È¤ÏȽ¤é¤Ê¤«¤Ã¤¿¡£");
1565 msg_print("You cannot find out anything more about that.");
1571 /* Check for a feeling */
1572 feel = value_check_aux1(o_ptr);
1574 /* Get an object description */
1575 object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
1577 /* Skip non-feelings */
1581 msg_format("%s¤«¤é¤ÏÆäËÊѤï¤Ã¤¿»ö¤Ï´¶¤¸¤È¤ì¤Ê¤«¤Ã¤¿¡£", o_name);
1583 msg_format("You do not perceive anything unusual about the %s.", o_name);
1590 msg_format("%s¤Ï%s¤È¤¤¤¦´¶¤¸¤¬¤¹¤ë...",
1591 o_name, game_inscriptions[feel]);
1593 msg_format("You feel that the %s %s %s...",
1594 o_name, ((o_ptr->number == 1) ? "is" : "are"),
1595 game_inscriptions[feel]);
1599 /* We have "felt" it */
1600 o_ptr->ident |= (IDENT_SENSE);
1603 o_ptr->feeling = feel;
1605 /* Combine / Reorder the pack (later) */
1606 p_ptr->notice |= (PN_COMBINE | PN_REORDER);
1609 p_ptr->window |= (PW_INVEN | PW_EQUIP | PW_PLAYER);
1611 /* Valid "tval" codes */
1612 switch (o_ptr->tval)
1640 /* Auto-inscription/destroy */
1641 autopick_alter_item(item, (bool)(okay && destroy_feeling));
1643 /* Something happened */
1648 static void gere_music(s32b music)
1656 stun_monsters(damroll(p_ptr->lev/10,2));
1659 hp_player(damroll(2,6));
1662 project_hack(GF_TURN_ALL, p_ptr->lev);
1665 project_hack(GF_PSI, randint1(p_ptr->lev * 3 / 2));
1668 project(0, 1, py, px, 0, GF_IDENTIFY, PROJECT_ITEM, -1);
1671 confuse_monsters(p_ptr->lev * 2);
1674 project_hack(GF_SOUND, damroll(10 + p_ptr->lev/5,7));
1677 charm_monsters(damroll(10 + p_ptr->lev/15,6));
1680 project(0, 0, py, px,
1681 0, GF_DISINTEGRATE, PROJECT_KILL | PROJECT_ITEM | PROJECT_HIDE, -1);
1684 dispel_monsters(randint1(p_ptr->lev * 3));
1685 dispel_evil(randint1(p_ptr->lev * 3));
1692 earthquake(py, px, 10);
1695 stasis_monsters(p_ptr->lev * 4);
1698 dispel_monsters(randint1(p_ptr->lev * 3));
1701 hp_player(damroll(15,10));
1705 case MUSIC_DETECT+19:
1707 case MUSIC_DETECT+11:
1708 case MUSIC_DETECT+12:
1709 case MUSIC_DETECT+13:
1710 case MUSIC_DETECT+14:
1711 case MUSIC_DETECT+15:
1712 case MUSIC_DETECT+16:
1713 case MUSIC_DETECT+17:
1714 case MUSIC_DETECT+18:
1715 map_area(DETECT_RAD_MAP);
1716 if ((p_ptr->lev > 39) && (music < MUSIC_DETECT+19)) p_ptr->magic_num1[0] = music+1;
1717 case MUSIC_DETECT+6:
1718 case MUSIC_DETECT+7:
1719 case MUSIC_DETECT+8:
1720 case MUSIC_DETECT+9:
1721 case MUSIC_DETECT+10:
1722 /* There are too many hidden treasure. So... */
1723 /* detect_treasure(DETECT_RAD_DEFAULT); */
1724 detect_objects_gold(DETECT_RAD_DEFAULT);
1725 detect_objects_normal(DETECT_RAD_DEFAULT);
1726 if ((p_ptr->lev > 24) && (music < MUSIC_DETECT+11)) p_ptr->magic_num1[0] = music+1;
1727 case MUSIC_DETECT+3:
1728 case MUSIC_DETECT+4:
1729 case MUSIC_DETECT+5:
1730 detect_monsters_invis(DETECT_RAD_DEFAULT);
1731 detect_monsters_normal(DETECT_RAD_DEFAULT);
1732 if ((p_ptr->lev > 19) && (music < MUSIC_DETECT+6)) p_ptr->magic_num1[0] = music+1;
1734 case MUSIC_DETECT+1:
1735 case MUSIC_DETECT+2:
1736 detect_traps(DETECT_RAD_DEFAULT, TRUE);
1737 detect_doors(DETECT_RAD_DEFAULT);
1738 detect_stairs(DETECT_RAD_DEFAULT);
1739 if ((p_ptr->lev > 14) && (music < MUSIC_DETECT+3)) p_ptr->magic_num1[0] = music+1;
1745 * If player has inscribed the object with "!!", let him know when it's
1748 static void recharged_notice(object_type *o_ptr)
1750 char o_name[MAX_NLEN];
1754 /* No inscription */
1755 if (!o_ptr->inscription) return;
1758 s = my_strchr(quark_str(o_ptr->inscription), '!');
1760 /* Process notification request. */
1763 /* Find another '!' */
1766 /* Describe (briefly) */
1767 object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
1769 /* Notify the player */
1771 msg_format("%s¤ÏºÆ½¼Å¶¤µ¤ì¤¿¡£", o_name);
1773 if (o_ptr->number > 1)
1774 msg_format("Your %s are recharged.", o_name);
1776 msg_format("Your %s is recharged.", o_name);
1785 /* Keep looking for '!'s */
1786 s = my_strchr(s + 1, '!');
1791 static void check_music(void)
1797 /* Music singed by player */
1798 if (p_ptr->pclass != CLASS_BARD) return;
1799 if (!p_ptr->magic_num1[0] && !p_ptr->magic_num1[1]) return;
1801 spell = p_ptr->magic_num2[0];
1802 s_ptr = &technic_info[REALM_MUSIC - MIN_TECHNIC][spell];
1804 need_mana = mod_need_mana(s_ptr->smana, spell, REALM_MUSIC);
1805 need_mana *= 0x8000;
1806 if (((u32b)p_ptr->csp < (need_mana / 0x10000)) || (p_ptr->anti_magic))
1813 p_ptr->csp -= (u16b) (need_mana / 0x10000);
1814 need_mana = (need_mana & 0xffff);
1815 if ((u32b)p_ptr->csp_frac < need_mana)
1818 p_ptr->csp_frac += (u16b)(0x10000L - need_mana);
1822 p_ptr->csp_frac -= (u16b)need_mana;
1825 p_ptr->redraw |= PR_MANA;
1826 if (p_ptr->magic_num1[1])
1828 p_ptr->magic_num1[0] = p_ptr->magic_num1[1];
1829 p_ptr->magic_num1[1] = 0;
1831 msg_print("²Î¤òºÆ³«¤·¤¿¡£");
1833 msg_print("You restart singing.");
1835 p_ptr->action = ACTION_SING;
1837 /* Recalculate bonuses */
1838 p_ptr->update |= (PU_BONUS | PU_HP);
1840 /* Redraw map and status bar */
1841 p_ptr->redraw |= (PR_MAP | PR_STATUS | PR_STATE);
1843 /* Update monsters */
1844 p_ptr->update |= (PU_MONSTERS);
1847 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
1850 if (p_ptr->spell_exp[spell] < SPELL_EXP_BEGINNER)
1851 p_ptr->spell_exp[spell] += 5;
1852 else if(p_ptr->spell_exp[spell] < SPELL_EXP_SKILLED)
1853 { if (one_in_(2) && (dun_level > 4) && ((dun_level + 10) > p_ptr->lev)) p_ptr->spell_exp[spell] += 1; }
1854 else if(p_ptr->spell_exp[spell] < SPELL_EXP_EXPERT)
1855 { if (one_in_(5) && ((dun_level + 5) > p_ptr->lev) && ((dun_level + 5) > s_ptr->slevel)) p_ptr->spell_exp[spell] += 1; }
1856 else if(p_ptr->spell_exp[spell] < SPELL_EXP_MASTER)
1857 { if (one_in_(5) && ((dun_level + 5) > p_ptr->lev) && (dun_level > s_ptr->slevel)) p_ptr->spell_exp[spell] += 1; }
1859 gere_music(p_ptr->magic_num1[0]);
1862 /* Choose one of items that have cursed flag */
1863 static object_type *choose_cursed_obj_name(u32b flag)
1866 int choices[INVEN_TOTAL-INVEN_RARM];
1869 /* Paranoia -- Player has no warning-item */
1870 if (!(p_ptr->cursed & flag)) return NULL;
1872 /* Search Inventry */
1873 for (i = INVEN_RARM; i < INVEN_TOTAL; i++)
1875 object_type *o_ptr = &inventory[i];
1877 if (o_ptr->curse_flags & flag)
1879 choices[number] = i;
1884 /* Choice one of them */
1885 return (&inventory[choices[randint0(number)]]);
1890 * Handle timed damage and regeneration every 10 game turns
1892 static void process_world_aux_hp_and_sp(void)
1894 feature_type *f_ptr = &f_info[cave[py][px].feat];
1895 bool cave_no_regen = FALSE;
1896 int upkeep_factor = 0;
1898 /* Default regeneration */
1899 int regen_amount = PY_REGEN_NORMAL;
1902 /*** Damage over Time ***/
1904 /* Take damage from poison */
1905 if (p_ptr->poisoned && !IS_INVULN())
1909 take_hit(DAMAGE_NOESCAPE, 1, "ÆÇ", -1);
1911 take_hit(DAMAGE_NOESCAPE, 1, "poison", -1);
1916 /* Take damage from cuts */
1917 if (p_ptr->cut && !IS_INVULN())
1921 /* Mortal wound or Deep Gash */
1922 if (p_ptr->cut > 1000)
1927 else if (p_ptr->cut > 200)
1933 else if (p_ptr->cut > 100)
1938 else if (p_ptr->cut > 50)
1943 else if (p_ptr->cut > 25)
1948 else if (p_ptr->cut > 10)
1961 take_hit(DAMAGE_NOESCAPE, dam, "Ã×Ì¿½ý", -1);
1963 take_hit(DAMAGE_NOESCAPE, dam, "a fatal wound", -1);
1969 /* (Vampires) Take damage from sunlight */
1970 if (prace_is_(RACE_VAMPIRE) || (p_ptr->mimic_form == MIMIC_VAMPIRE))
1972 if (!dun_level && !p_ptr->resist_lite && !IS_INVULN() && is_daytime())
1974 if ((cave[py][px].info & (CAVE_GLOW | CAVE_MNDK)) == CAVE_GLOW)
1978 msg_print("Æü¸÷¤¬¤¢¤Ê¤¿¤Î¥¢¥ó¥Ç¥Ã¥É¤ÎÆùÂΤò¾Æ¤¾Ç¤¬¤·¤¿¡ª");
1979 take_hit(DAMAGE_NOESCAPE, 1, "Æü¸÷", -1);
1981 msg_print("The sun's rays scorch your undead flesh!");
1982 take_hit(DAMAGE_NOESCAPE, 1, "sunlight", -1);
1985 cave_no_regen = TRUE;
1989 if (inventory[INVEN_LITE].tval && (inventory[INVEN_LITE].name2 != EGO_LITE_DARKNESS) &&
1990 !p_ptr->resist_lite)
1992 object_type * o_ptr = &inventory[INVEN_LITE];
1993 char o_name [MAX_NLEN];
1994 char ouch [MAX_NLEN+40];
1996 /* Get an object description */
1997 object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
2000 msg_format("%s¤¬¤¢¤Ê¤¿¤Î¥¢¥ó¥Ç¥Ã¥É¤ÎÆùÂΤò¾Æ¤¾Ç¤¬¤·¤¿¡ª", o_name);
2002 msg_format("The %s scorches your undead flesh!", o_name);
2006 cave_no_regen = TRUE;
2008 /* Get an object description */
2009 object_desc(o_name, o_ptr, OD_NAME_ONLY);
2012 sprintf(ouch, "%s¤òÁõÈ÷¤·¤¿¥À¥á¡¼¥¸", o_name);
2014 sprintf(ouch, "wielding %s", o_name);
2017 if (!IS_INVULN()) take_hit(DAMAGE_NOESCAPE, 1, ouch, -1);
2021 if (have_flag(f_ptr->flags, FF_LAVA) && !IS_INVULN() && !p_ptr->immune_fire)
2025 if (have_flag(f_ptr->flags, FF_DEEP))
2027 damage = 6000 + randint0(4000);
2029 else if (!p_ptr->ffall)
2031 damage = 3000 + randint0(2000);
2036 if (prace_is_(RACE_ENT)) damage += damage / 3;
2037 if (p_ptr->resist_fire) damage = damage / 3;
2038 if (IS_OPPOSE_FIRE()) damage = damage / 3;
2040 if (p_ptr->ffall) damage = damage / 5;
2042 damage = damage / 100 + (randint0(100) < (damage % 100));
2047 msg_print("Ç®¤Ç²Ð½ý¤·¤¿¡ª");
2048 take_hit(DAMAGE_NOESCAPE, damage, format("%s¤Î¾å¤ËÉâÍ·¤·¤¿¥À¥á¡¼¥¸", f_name + f_info[get_feat_mimic(&cave[py][px])].name), -1);
2050 msg_print("The heat burns you!");
2051 take_hit(DAMAGE_NOESCAPE, damage, format("flying over %s", f_name + f_info[get_feat_mimic(&cave[py][px])].name), -1);
2056 cptr name = f_name + f_info[get_feat_mimic(&cave[py][px])].name;
2058 msg_format("%s¤Ç²Ð½ý¤·¤¿¡ª", name);
2060 msg_format("The %s burns you!", name);
2062 take_hit(DAMAGE_NOESCAPE, damage, name, -1);
2065 cave_no_regen = TRUE;
2069 if (have_flag(f_ptr->flags, FF_WATER) && have_flag(f_ptr->flags, FF_DEEP) &&
2070 !p_ptr->ffall && !p_ptr->can_swim)
2072 if (p_ptr->total_weight > (((u32b)adj_str_wgt[p_ptr->stat_ind[A_STR]] * (p_ptr->pclass == CLASS_BERSERKER ? 150 : 100)) / 2))
2076 msg_print("Å®¤ì¤Æ¤¤¤ë¡ª");
2077 take_hit(DAMAGE_NOESCAPE, randint1(p_ptr->lev), "Å®¤ì", -1);
2079 msg_print("You are drowning!");
2080 take_hit(DAMAGE_NOESCAPE, randint1(p_ptr->lev), "drowning", -1);
2083 cave_no_regen = TRUE;
2090 if ((r_info[m_list[p_ptr->riding].r_idx].flags2 & RF2_AURA_FIRE) && !p_ptr->immune_fire)
2092 damage = r_info[m_list[p_ptr->riding].r_idx].level / 2;
2093 if (prace_is_(RACE_ENT)) damage += damage / 3;
2094 if (p_ptr->resist_fire) damage = damage / 3;
2095 if (IS_OPPOSE_FIRE()) damage = damage / 3;
2097 msg_print("Ç®¤¤¡ª");
2098 take_hit(DAMAGE_NOESCAPE, damage, "±ê¤Î¥ª¡¼¥é", -1);
2100 msg_print("It's hot!");
2101 take_hit(DAMAGE_NOESCAPE, damage, "Fire aura", -1);
2104 if ((r_info[m_list[p_ptr->riding].r_idx].flags2 & RF2_AURA_ELEC) && !p_ptr->immune_elec)
2106 damage = r_info[m_list[p_ptr->riding].r_idx].level / 2;
2107 if (prace_is_(RACE_ANDROID)) damage += damage / 3;
2108 if (p_ptr->resist_elec) damage = damage / 3;
2109 if (IS_OPPOSE_ELEC()) damage = damage / 3;
2111 msg_print("Äˤ¤¡ª");
2112 take_hit(DAMAGE_NOESCAPE, damage, "Åŵ¤¤Î¥ª¡¼¥é", -1);
2114 msg_print("It hurts!");
2115 take_hit(DAMAGE_NOESCAPE, damage, "Elec aura", -1);
2118 if ((r_info[m_list[p_ptr->riding].r_idx].flags3 & RF3_AURA_COLD) && !p_ptr->immune_cold)
2120 damage = r_info[m_list[p_ptr->riding].r_idx].level / 2;
2121 if (p_ptr->resist_cold) damage = damage / 3;
2122 if (IS_OPPOSE_COLD()) damage = damage / 3;
2124 msg_print("Î䤿¤¤¡ª");
2125 take_hit(DAMAGE_NOESCAPE, damage, "Î䵤¤Î¥ª¡¼¥é", -1);
2127 msg_print("It's cold!");
2128 take_hit(DAMAGE_NOESCAPE, damage, "Cold aura", -1);
2133 /* Spectres -- take damage when moving through walls */
2135 * Added: ANYBODY takes damage if inside through walls
2136 * without wraith form -- NOTE: Spectres will never be
2137 * reduced below 0 hp by being inside a stone wall; others
2140 if (!have_flag(f_ptr->flags, FF_MOVE) && !have_flag(f_ptr->flags, FF_CAN_FLY))
2142 if (!IS_INVULN() && !p_ptr->wraith_form && !p_ptr->kabenuke &&
2143 ((p_ptr->chp > (p_ptr->lev / 5)) || !p_ptr->pass_wall))
2147 cave_no_regen = TRUE;
2149 if (p_ptr->pass_wall)
2152 msg_print("ÂΤÎʬ»Ò¤¬Ê¬²ò¤·¤¿µ¤¤¬¤¹¤ë¡ª");
2155 msg_print("Your molecules feel disrupted!");
2156 dam_desc = "density";
2162 msg_print("Êø¤ì¤¿´ä¤Ë²¡¤·ÄÙ¤µ¤ì¤¿¡ª");
2163 dam_desc = "¹Å¤¤´ä";
2165 msg_print("You are being crushed!");
2166 dam_desc = "solid rock";
2170 take_hit(DAMAGE_NOESCAPE, 1 + (p_ptr->lev / 5), dam_desc, -1);
2175 /*** handle regeneration ***/
2178 if (p_ptr->food < PY_FOOD_WEAK)
2180 /* Lower regeneration */
2181 if (p_ptr->food < PY_FOOD_STARVE)
2185 else if (p_ptr->food < PY_FOOD_FAINT)
2187 regen_amount = PY_REGEN_FAINT;
2191 regen_amount = PY_REGEN_WEAK;
2195 /* Are we walking the pattern? */
2196 if (pattern_effect())
2198 cave_no_regen = TRUE;
2202 /* Regeneration ability */
2203 if (p_ptr->regenerate)
2205 regen_amount = regen_amount * 2;
2207 if (p_ptr->special_defense & (KAMAE_MASK | KATA_MASK))
2211 if (p_ptr->cursed & TRC_SLOW_REGEN)
2218 /* Searching or Resting */
2219 if ((p_ptr->action == ACTION_SEARCH) || (p_ptr->action == ACTION_REST))
2221 regen_amount = regen_amount * 2;
2224 upkeep_factor = calculate_upkeep();
2226 /* Regenerate the mana */
2229 s32b upkeep_regen = ((100 - upkeep_factor) * regen_amount);
2230 if ((p_ptr->action == ACTION_LEARN) || (p_ptr->action == ACTION_HAYAGAKE)) upkeep_regen -= regen_amount;
2231 regenmana(upkeep_regen/100);
2238 msg_format("£Í£Ð²óÉü: %d/%d", upkeep_regen, regen_amount);
2240 msg_format("Regen: %d/%d", upkeep_regen, regen_amount);
2247 else if (p_ptr->action != ACTION_LEARN)
2249 regenmana(regen_amount);
2252 if (p_ptr->pclass == CLASS_MAGIC_EATER)
2254 regenmagic(regen_amount);
2257 if ((p_ptr->csp == 0) && (p_ptr->csp_frac == 0))
2259 while (upkeep_factor > 100)
2262 msg_print("¤³¤ó¤Ê¤Ë¿¤¯¤Î¥Ú¥Ã¥È¤òÀ©¸æ¤Ç¤¤Ê¤¤¡ª");
2264 msg_print("Such much pets cannot be controled at once!");
2267 do_cmd_pet_dismiss();
2269 upkeep_factor = calculate_upkeep();
2272 msg_format("°Ý»ý£Í£Ð¤Ï %d%%", upkeep_factor);
2274 msg_format("Upkeep: %d%% mana.", upkeep_factor);
2280 /* Poisoned or cut yields no healing */
2281 if (p_ptr->poisoned) regen_amount = 0;
2282 if (p_ptr->cut) regen_amount = 0;
2284 /* Special floor -- Pattern, in a wall -- yields no healing */
2285 if (cave_no_regen) regen_amount = 0;
2287 regen_amount = (regen_amount * mutant_regenerate_mod) / 100;
2289 /* Regenerate Hit Points if needed */
2290 if ((p_ptr->chp < p_ptr->mhp) && !cave_no_regen)
2292 feature_type *f_ptr = &f_info[cave[py][px].feat];
2294 if (have_flag(f_ptr->flags, FF_PATTERN) && (f_ptr->power <= PATTERN_TILE_4))
2296 regenhp(regen_amount / 5); /* Hmmm. this should never happen? */
2300 regenhp(regen_amount);
2307 * Handle timeout every 10 game turns
2309 static void process_world_aux_timeout(void)
2311 const int dec_count = (easy_band ? 2 : 1);
2313 /*** Timeout Various Things ***/
2316 if (p_ptr->tim_mimic)
2318 (void)set_mimic(p_ptr->tim_mimic - 1, p_ptr->mimic_form, TRUE);
2321 /* Hack -- Hallucinating */
2324 (void)set_image(p_ptr->image - dec_count);
2330 (void)set_blind(p_ptr->blind - dec_count);
2333 /* Times see-invisible */
2334 if (p_ptr->tim_invis)
2336 (void)set_tim_invis(p_ptr->tim_invis - 1, TRUE);
2347 (void)set_tim_esp(p_ptr->tim_esp - 1, TRUE);
2350 /* Timed temporary elemental brands. -LM- */
2351 if (p_ptr->ele_attack)
2353 p_ptr->ele_attack--;
2355 /* Clear all temporary elemental brands. */
2356 if (!p_ptr->ele_attack) set_ele_attack(0, 0);
2359 /* Timed temporary elemental immune. -LM- */
2360 if (p_ptr->ele_immune)
2362 p_ptr->ele_immune--;
2364 /* Clear all temporary elemental brands. */
2365 if (!p_ptr->ele_immune) set_ele_immune(0, 0);
2368 /* Timed infra-vision */
2369 if (p_ptr->tim_infra)
2371 (void)set_tim_infra(p_ptr->tim_infra - 1, TRUE);
2375 if (p_ptr->tim_stealth)
2377 (void)set_tim_stealth(p_ptr->tim_stealth - 1, TRUE);
2380 /* Timed levitation */
2381 if (p_ptr->tim_ffall)
2383 (void)set_tim_ffall(p_ptr->tim_ffall - 1, TRUE);
2386 /* Timed sh_touki */
2387 if (p_ptr->tim_sh_touki)
2389 (void)set_tim_sh_touki(p_ptr->tim_sh_touki - 1, TRUE);
2393 if (p_ptr->tim_sh_fire)
2395 (void)set_tim_sh_fire(p_ptr->tim_sh_fire - 1, TRUE);
2399 if (p_ptr->tim_sh_holy)
2401 (void)set_tim_sh_holy(p_ptr->tim_sh_holy - 1, TRUE);
2405 if (p_ptr->tim_eyeeye)
2407 (void)set_tim_eyeeye(p_ptr->tim_eyeeye - 1, TRUE);
2410 /* Timed resist-magic */
2411 if (p_ptr->resist_magic)
2413 (void)set_resist_magic(p_ptr->resist_magic - 1, TRUE);
2416 /* Timed regeneration */
2417 if (p_ptr->tim_regen)
2419 (void)set_tim_regen(p_ptr->tim_regen - 1, TRUE);
2422 /* Timed resist nether */
2423 if (p_ptr->tim_res_nether)
2425 (void)set_tim_res_nether(p_ptr->tim_res_nether - 1, TRUE);
2428 /* Timed resist time */
2429 if (p_ptr->tim_res_time)
2431 (void)set_tim_res_time(p_ptr->tim_res_time - 1, TRUE);
2435 if (p_ptr->tim_reflect)
2437 (void)set_tim_reflect(p_ptr->tim_reflect - 1, TRUE);
2441 if (p_ptr->multishadow)
2443 (void)set_multishadow(p_ptr->multishadow - 1, TRUE);
2446 /* Timed Robe of dust */
2447 if (p_ptr->dustrobe)
2449 (void)set_dustrobe(p_ptr->dustrobe - 1, TRUE);
2452 /* Timed infra-vision */
2453 if (p_ptr->kabenuke)
2455 (void)set_kabenuke(p_ptr->kabenuke - 1, TRUE);
2459 if (p_ptr->paralyzed)
2461 (void)set_paralyzed(p_ptr->paralyzed - dec_count);
2465 if (p_ptr->confused)
2467 (void)set_confused(p_ptr->confused - dec_count);
2473 (void)set_afraid(p_ptr->afraid - dec_count);
2479 (void)set_fast(p_ptr->fast - 1, TRUE);
2485 (void)set_slow(p_ptr->slow - dec_count, TRUE);
2488 /* Protection from evil */
2489 if (p_ptr->protevil)
2491 (void)set_protevil(p_ptr->protevil - 1, TRUE);
2494 /* Invulnerability */
2497 (void)set_invuln(p_ptr->invuln - 1, TRUE);
2501 if (p_ptr->wraith_form)
2503 (void)set_wraith_form(p_ptr->wraith_form - 1, TRUE);
2509 (void)set_hero(p_ptr->hero - 1, TRUE);
2515 (void)set_shero(p_ptr->shero - 1, TRUE);
2521 (void)set_blessed(p_ptr->blessed - 1, TRUE);
2527 (void)set_shield(p_ptr->shield - 1, TRUE);
2531 if (p_ptr->tsubureru)
2533 (void)set_tsubureru(p_ptr->tsubureru - 1, TRUE);
2537 if (p_ptr->magicdef)
2539 (void)set_magicdef(p_ptr->magicdef - 1, TRUE);
2543 if (p_ptr->tsuyoshi)
2545 (void)set_tsuyoshi(p_ptr->tsuyoshi - 1, TRUE);
2549 if (p_ptr->oppose_acid)
2551 (void)set_oppose_acid(p_ptr->oppose_acid - 1, TRUE);
2554 /* Oppose Lightning */
2555 if (p_ptr->oppose_elec)
2557 (void)set_oppose_elec(p_ptr->oppose_elec - 1, TRUE);
2561 if (p_ptr->oppose_fire)
2563 (void)set_oppose_fire(p_ptr->oppose_fire - 1, TRUE);
2567 if (p_ptr->oppose_cold)
2569 (void)set_oppose_cold(p_ptr->oppose_cold - 1, TRUE);
2573 if (p_ptr->oppose_pois)
2575 (void)set_oppose_pois(p_ptr->oppose_pois - 1, TRUE);
2580 (void)set_ultimate_res(p_ptr->ult_res - 1, TRUE);
2583 /*** Poison and Stun and Cut ***/
2586 if (p_ptr->poisoned)
2588 int adjust = adj_con_fix[p_ptr->stat_ind[A_CON]] + 1;
2590 /* Apply some healing */
2591 (void)set_poisoned(p_ptr->poisoned - adjust);
2597 int adjust = adj_con_fix[p_ptr->stat_ind[A_CON]] + 1;
2599 /* Apply some healing */
2600 (void)set_stun(p_ptr->stun - adjust);
2606 int adjust = adj_con_fix[p_ptr->stat_ind[A_CON]] + 1;
2608 /* Hack -- Truly "mortal" wound */
2609 if (p_ptr->cut > 1000) adjust = 0;
2611 /* Apply some healing */
2612 (void)set_cut(p_ptr->cut - adjust);
2618 * Handle burning fuel every 10 game turns
2620 static void process_world_aux_light(void)
2622 /* Check for light being wielded */
2623 object_type *o_ptr = &inventory[INVEN_LITE];
2625 /* Burn some fuel in the current lite */
2626 if (o_ptr->tval == TV_LITE)
2628 /* Hack -- Use some fuel (except on artifacts) */
2629 if (!(artifact_p(o_ptr) || o_ptr->sval == SV_LITE_FEANOR) && (o_ptr->xtra4 > 0))
2631 /* Decrease life-span */
2632 if (o_ptr->name2 == EGO_LITE_LONG)
2634 if (turn % (TURNS_PER_TICK*2)) o_ptr->xtra4--;
2636 else o_ptr->xtra4--;
2638 /* Notice interesting fuel steps */
2639 notice_lite_change(o_ptr);
2646 * Handle mutation effects once every 10 game turns
2648 static void process_world_aux_mutation(void)
2650 /* No mutation with effects */
2651 if (!p_ptr->muta2) return;
2653 /* No effect on monster arena */
2654 if (p_ptr->inside_battle) return;
2656 /* No effect on the global map */
2657 if (p_ptr->wild_mode) return;
2660 if ((p_ptr->muta2 & MUT2_BERS_RAGE) && one_in_(3000))
2664 msg_print("¥¦¥¬¥¡¥¡¥¢¡ª");
2665 msg_print("·ãÅܤÎȯºî¤Ë½±¤ï¤ì¤¿¡ª");
2667 msg_print("RAAAAGHH!");
2668 msg_print("You feel a fit of rage coming over you!");
2671 (void)set_shero(10 + randint1(p_ptr->lev), FALSE);
2674 if ((p_ptr->muta2 & MUT2_COWARDICE) && (randint1(3000) == 13))
2676 if (!p_ptr->resist_fear)
2680 msg_print("¤È¤Æ¤â°Å¤¤... ¤È¤Æ¤â¶²¤¤¡ª");
2682 msg_print("It's so dark... so scary!");
2685 set_afraid(p_ptr->afraid + 13 + randint1(26));
2689 if ((p_ptr->muta2 & MUT2_RTELEPORT) && (randint1(5000) == 88))
2691 if (!p_ptr->resist_nexus && !(p_ptr->muta1 & MUT1_VTELEPORT) &&
2696 /* Teleport player */
2698 msg_print("¤¢¤Ê¤¿¤Î°ÌÃÖ¤ÏÆÍÁ³¤Ò¤¸¤ç¤¦¤ËÉÔ³ÎÄê¤Ë¤Ê¤Ã¤¿...");
2700 msg_print("Your position suddenly seems very uncertain...");
2704 teleport_player(40);
2708 if ((p_ptr->muta2 & MUT2_ALCOHOL) && (randint1(6400) == 321))
2710 if (!p_ptr->resist_conf && !p_ptr->resist_chaos)
2713 p_ptr->redraw |= PR_EXTRA;
2715 msg_print("¤¤¤Ò¤¤¬¤â¡¼¤í¡¼¤È¤Ò¤Æ¤¤¿¤¤¬¤Õ¤ë...¥Ò¥Ã¥¯¡ª");
2717 msg_print("You feel a SSSCHtupor cOmINg over yOu... *HIC*!");
2722 if (!p_ptr->resist_conf)
2724 (void)set_confused(p_ptr->confused + randint0(20) + 15);
2727 if (!p_ptr->resist_chaos)
2732 if (one_in_(3)) lose_all_info();
2734 teleport_player(100);
2737 msg_print("¤¢¤Ê¤¿¤Ï¸«ÃΤé¤Ì¾ì½ê¤ÇÌܤ¬Àä᤿...Ƭ¤¬Äˤ¤¡£");
2738 msg_print("²¿¤â³Ð¤¨¤Æ¤¤¤Ê¤¤¡£¤É¤¦¤ä¤Ã¤Æ¤³¤³¤ËÍ褿¤«¤âʬ¤«¤é¤Ê¤¤¡ª");
2740 msg_print("You wake up somewhere with a sore head...");
2741 msg_print("You can't remember a thing, or how you got here!");
2750 msg_print("¤¡Á¤ì¤¤¤Ê¤Á¤ç¤ª¤Á¤ç¤é¤È¤ó¤ì¤¤¤ë¡Á");
2752 msg_print("Thishcischs GooDSChtuff!");
2755 (void)set_image(p_ptr->image + randint0(150) + 150);
2761 if ((p_ptr->muta2 & MUT2_HALLU) && (randint1(6400) == 42))
2763 if (!p_ptr->resist_chaos)
2766 p_ptr->redraw |= PR_EXTRA;
2767 (void)set_image(p_ptr->image + randint0(50) + 20);
2771 if ((p_ptr->muta2 & MUT2_FLATULENT) && (randint1(3000) == 13))
2776 msg_print("¥Ö¥¥¡¼¡¼¥Ã¡ª¤ª¤Ã¤È¡£");
2778 msg_print("BRRAAAP! Oops.");
2782 fire_ball(GF_POIS, 0, p_ptr->lev, 3);
2785 if ((p_ptr->muta2 & MUT2_PROD_MANA) &&
2786 !p_ptr->anti_magic && one_in_(9000))
2791 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");
2793 msg_print("Magical energy flows through you! You must release it!");
2798 (void)get_hack_dir(&dire);
2799 fire_ball(GF_MANA, dire, p_ptr->lev * 2, 3);
2802 if ((p_ptr->muta2 & MUT2_ATT_DEMON) &&
2803 !p_ptr->anti_magic && (randint1(6666) == 666))
2805 bool pet = one_in_(6);
2806 u32b mode = PM_ALLOW_GROUP;
2808 if (pet) mode |= PM_FORCE_PET;
2809 else mode |= (PM_ALLOW_UNIQUE | PM_NO_PET);
2811 if (summon_specific((pet ? -1 : 0), py, px,
2812 dun_level, SUMMON_DEMON, mode))
2815 msg_print("¤¢¤Ê¤¿¤Ï¥Ç¡¼¥â¥ó¤ò°ú¤´ó¤»¤¿¡ª");
2817 msg_print("You have attracted a demon!");
2824 if ((p_ptr->muta2 & MUT2_SPEED_FLUX) && one_in_(6000))
2830 msg_print("ÀºÎÏŪ¤Ç¤Ê¤¯¤Ê¤Ã¤¿µ¤¤¬¤¹¤ë¡£");
2832 msg_print("You feel less energetic.");
2835 if (p_ptr->fast > 0)
2841 set_slow(randint1(30) + 10, FALSE);
2847 msg_print("ÀºÎÏŪ¤Ë¤Ê¤Ã¤¿µ¤¤¬¤¹¤ë¡£");
2849 msg_print("You feel more energetic.");
2852 if (p_ptr->slow > 0)
2858 set_fast(randint1(30) + 10, FALSE);
2863 if ((p_ptr->muta2 & MUT2_BANISH_ALL) && one_in_(9000))
2867 msg_print("ÆÍÁ³¤Û¤È¤ó¤É¸ÉÆȤˤʤ俵¤¤¬¤¹¤ë¡£");
2869 msg_print("You suddenly feel almost lonely.");
2872 banish_monsters(100);
2873 if (!dun_level && p_ptr->town_num)
2877 /* Pick a random shop (except home) */
2880 n = randint0(MAX_STORES);
2882 while ((n == STORE_HOME) || (n == STORE_MUSEUM));
2885 msg_print("Ź¤Î¼ç¿Í¤¬µÖ¤Ë¸þ¤«¤Ã¤ÆÁö¤Ã¤Æ¤¤¤ë¡ª");
2887 msg_print("You see one of the shopkeepers running for the hills!");
2895 if ((p_ptr->muta2 & MUT2_EAT_LIGHT) && one_in_(3000))
2900 msg_print("±Æ¤Ë¤Ä¤Ä¤Þ¤ì¤¿¡£");
2902 msg_print("A shadow passes over you.");
2907 /* Absorb light from the current possition */
2908 if ((cave[py][px].info & (CAVE_GLOW | CAVE_MNDK)) == CAVE_GLOW)
2913 o_ptr = &inventory[INVEN_LITE];
2915 /* Absorb some fuel in the current lite */
2916 if (o_ptr->tval == TV_LITE)
2918 /* Use some fuel (except on artifacts) */
2919 if (!artifact_p(o_ptr) && (o_ptr->xtra4 > 0))
2921 /* Heal the player a bit */
2922 hp_player(o_ptr->xtra4 / 20);
2924 /* Decrease life-span of lite */
2928 msg_print("¸÷¸»¤«¤é¥¨¥Í¥ë¥®¡¼¤òµÛ¼ý¤·¤¿¡ª");
2930 msg_print("You absorb energy from your light!");
2934 /* Notice interesting fuel steps */
2935 notice_lite_change(o_ptr);
2940 * Unlite the area (radius 10) around player and
2941 * do 50 points damage to every affected monster
2943 unlite_area(50, 10);
2946 if ((p_ptr->muta2 & MUT2_ATT_ANIMAL) &&
2947 !p_ptr->anti_magic && one_in_(7000))
2949 bool pet = one_in_(3);
2950 u32b mode = PM_ALLOW_GROUP;
2952 if (pet) mode |= PM_FORCE_PET;
2953 else mode |= (PM_ALLOW_UNIQUE | PM_NO_PET);
2955 if (summon_specific((pet ? -1 : 0), py, px, dun_level, SUMMON_ANIMAL, mode))
2958 msg_print("ưʪ¤ò°ú¤´ó¤»¤¿¡ª");
2960 msg_print("You have attracted an animal!");
2967 if ((p_ptr->muta2 & MUT2_RAW_CHAOS) &&
2968 !p_ptr->anti_magic && one_in_(8000))
2972 msg_print("¼þ¤ê¤Î¶õ´Ö¤¬ÏĤó¤Ç¤¤¤ëµ¤¤¬¤¹¤ë¡ª");
2974 msg_print("You feel the world warping around you!");
2978 fire_ball(GF_CHAOS, 0, p_ptr->lev, 8);
2980 if ((p_ptr->muta2 & MUT2_NORMALITY) && one_in_(5000))
2982 if (!lose_mutation(0))
2984 msg_print("´ñ̯¤Ê¤¯¤é¤¤ÉáÄ̤ˤʤ俵¤¤¬¤¹¤ë¡£");
2986 msg_print("You feel oddly normal.");
2990 if ((p_ptr->muta2 & MUT2_WRAITH) && !p_ptr->anti_magic && one_in_(3000))
2994 msg_print("Èóʪ¼Á²½¤·¤¿¡ª");
2996 msg_print("You feel insubstantial!");
3000 set_wraith_form(randint1(p_ptr->lev / 2) + (p_ptr->lev / 2), FALSE);
3002 if ((p_ptr->muta2 & MUT2_POLY_WOUND) && one_in_(3000))
3006 if ((p_ptr->muta2 & MUT2_WASTING) && one_in_(3000))
3008 int which_stat = randint0(6);
3009 int sustained = FALSE;
3014 if (p_ptr->sustain_str) sustained = TRUE;
3017 if (p_ptr->sustain_int) sustained = TRUE;
3020 if (p_ptr->sustain_wis) sustained = TRUE;
3023 if (p_ptr->sustain_dex) sustained = TRUE;
3026 if (p_ptr->sustain_con) sustained = TRUE;
3029 if (p_ptr->sustain_chr) sustained = TRUE;
3033 msg_print("ÉÔÀµ¤Ê¾õÂÖ¡ª");
3035 msg_print("Invalid stat chosen!");
3045 msg_print("¼«Ê¬¤¬¿ê¼å¤·¤Æ¤¤¤¯¤Î¤¬Ê¬¤«¤ë¡ª");
3047 msg_print("You can feel yourself wasting away!");
3051 (void)dec_stat(which_stat, randint1(6) + 6, one_in_(3));
3054 if ((p_ptr->muta2 & MUT2_ATT_DRAGON) &&
3055 !p_ptr->anti_magic && one_in_(3000))
3057 bool pet = one_in_(5);
3058 u32b mode = PM_ALLOW_GROUP;
3060 if (pet) mode |= PM_FORCE_PET;
3061 else mode |= (PM_ALLOW_UNIQUE | PM_NO_PET);
3063 if (summon_specific((pet ? -1 : 0), py, px, dun_level, SUMMON_DRAGON, mode))
3066 msg_print("¥É¥é¥´¥ó¤ò°ú¤´ó¤»¤¿¡ª");
3068 msg_print("You have attracted a dragon!");
3074 if ((p_ptr->muta2 & MUT2_WEIRD_MIND) && !p_ptr->anti_magic &&
3077 if (p_ptr->tim_esp > 0)
3080 msg_print("Àº¿À¤Ë¤â¤ä¤¬¤«¤«¤Ã¤¿¡ª");
3082 msg_print("Your mind feels cloudy!");
3085 set_tim_esp(0, TRUE);
3090 msg_print("Àº¿À¤¬¹¤¬¤Ã¤¿¡ª");
3092 msg_print("Your mind expands!");
3095 set_tim_esp(p_ptr->lev, FALSE);
3098 if ((p_ptr->muta2 & MUT2_NAUSEA) && !p_ptr->slow_digest &&
3103 msg_print("°ß¤¬áÛÚ»¤·¡¢¿©»ö¤ò¼º¤Ã¤¿¡ª");
3105 msg_print("Your stomach roils, and you lose your lunch!");
3109 set_food(PY_FOOD_WEAK);
3112 if ((p_ptr->muta2 & MUT2_WALK_SHAD) &&
3113 !p_ptr->anti_magic && one_in_(12000) && !p_ptr->inside_arena)
3118 if ((p_ptr->muta2 & MUT2_WARNING) && one_in_(1000))
3120 int danger_amount = 0;
3123 for (monster = 0; monster < m_max; monster++)
3125 monster_type *m_ptr = &m_list[monster];
3126 monster_race *r_ptr = &r_info[m_ptr->r_idx];
3128 /* Paranoia -- Skip dead monsters */
3129 if (!m_ptr->r_idx) continue;
3131 if (r_ptr->level >= p_ptr->lev)
3133 danger_amount += r_ptr->level - p_ptr->lev + 1;
3137 if (danger_amount > 100)
3139 msg_print("Èó¾ï¤Ë¶²¤í¤·¤¤µ¤¤¬¤¹¤ë¡ª");
3141 msg_print("You feel utterly terrified!");
3144 else if (danger_amount > 50)
3146 msg_print("¶²¤í¤·¤¤µ¤¤¬¤¹¤ë¡ª");
3148 msg_print("You feel terrified!");
3151 else if (danger_amount > 20)
3153 msg_print("Èó¾ï¤Ë¿´Çۤʵ¤¤¬¤¹¤ë¡ª");
3155 msg_print("You feel very worried!");
3158 else if (danger_amount > 10)
3160 msg_print("¿´Çۤʵ¤¤¬¤¹¤ë¡ª");
3162 msg_print("You feel paranoid!");
3165 else if (danger_amount > 5)
3167 msg_print("¤Û¤È¤ó¤É°ÂÁ´¤Êµ¤¤¬¤¹¤ë¡£");
3169 msg_print("You feel almost safe.");
3174 msg_print("¼ä¤·¤¤µ¤¤¬¤¹¤ë¡£");
3176 msg_print("You feel lonely.");
3180 if ((p_ptr->muta2 & MUT2_INVULN) && !p_ptr->anti_magic &&
3185 msg_print("̵Ũ¤Êµ¤¤¬¤¹¤ë¡ª");
3187 msg_print("You feel invincible!");
3191 (void)set_invuln(randint1(8) + 8, FALSE);
3193 if ((p_ptr->muta2 & MUT2_SP_TO_HP) && one_in_(2000))
3195 int wounds = p_ptr->mhp - p_ptr->chp;
3199 int healing = p_ptr->csp;
3201 if (healing > wounds)
3207 p_ptr->csp -= healing;
3210 p_ptr->redraw |= (PR_MANA);
3213 if ((p_ptr->muta2 & MUT2_HP_TO_SP) && !p_ptr->anti_magic &&
3216 int wounds = p_ptr->msp - p_ptr->csp;
3220 int healing = p_ptr->chp;
3222 if (healing > wounds)
3227 p_ptr->csp += healing;
3230 p_ptr->redraw |= (PR_MANA);
3232 take_hit(DAMAGE_LOSELIFE, healing, "Ƭ¤Ë¾º¤Ã¤¿·ì", -1);
3234 take_hit(DAMAGE_LOSELIFE, healing, "blood rushing to the head", -1);
3239 if ((p_ptr->muta2 & MUT2_DISARM) && one_in_(10000))
3245 msg_print("¤¬¤â¤Ä¤ì¤Æž¤ó¤À¡ª");
3246 take_hit(DAMAGE_NOESCAPE, randint1(p_ptr->wt / 6), "žÅÝ", -1);
3248 msg_print("You trip over your own feet!");
3249 take_hit(DAMAGE_NOESCAPE, randint1(p_ptr->wt / 6), "tripping", -1);
3254 if (buki_motteruka(INVEN_RARM))
3256 int slot = INVEN_RARM;
3257 o_ptr = &inventory[INVEN_RARM];
3258 if (buki_motteruka(INVEN_LARM) && one_in_(2))
3260 o_ptr = &inventory[INVEN_LARM];
3263 if (!cursed_p(o_ptr))
3266 msg_print("Éð´ï¤òÍ¤Æ¤·¤Þ¤Ã¤¿¡ª");
3268 msg_print("You drop your weapon!");
3271 inven_drop(slot, 1);
3279 * Handle curse effects once every 10 game turns
3281 static void process_world_aux_curse(void)
3283 if ((p_ptr->cursed & TRC_P_FLAG_MASK) && !p_ptr->inside_battle && !p_ptr->wild_mode)
3286 * Hack: Uncursed teleporting items (e.g. Trump Weapons)
3287 * can actually be useful!
3289 if ((p_ptr->cursed & TRC_TELEPORT_SELF) && one_in_(200))
3291 char o_name[MAX_NLEN];
3295 /* Scan the equipment with random teleport ability */
3296 for (i = INVEN_RARM; i < INVEN_TOTAL; i++)
3298 u32b flgs[TR_FLAG_SIZE];
3299 o_ptr = &inventory[i];
3301 /* Skip non-objects */
3302 if (!o_ptr->k_idx) continue;
3304 /* Extract the item flags */
3305 object_flags(o_ptr, flgs);
3307 if (have_flag(flgs, TR_TELEPORT)) break;
3310 object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
3313 msg_format("%s¤¬¥Æ¥ì¥Ý¡¼¥È¤ÎǽÎϤòȯư¤µ¤»¤è¤¦¤È¤·¤Æ¤¤¤ë¡£", o_name);
3315 msg_format("Your %s is activating teleportation.", o_name);
3319 if (get_check_strict("¥Æ¥ì¥Ý¡¼¥È¤·¤Þ¤¹¤«¡©", CHECK_OKAY_CANCEL))
3321 if (get_check_strict("Teleport? ", CHECK_OKAY_CANCEL))
3325 teleport_player(50);
3330 msg_format("%s¤Ë{.}(¥Ô¥ê¥ª¥É)¤ÈÌäò¹ï¤à¤Èȯư¤òÍÞÀ©¤Ç¤¤Þ¤¹¡£", o_name);
3332 msg_format("You can inscribe {.} on your %s to disable random teleportation. ", o_name);
3337 /* Make a chainsword noise */
3338 if ((p_ptr->cursed & TRC_CHAINSWORD) && one_in_(CHAINSWORD_NOISE))
3342 if (!get_rnd_line("chainswd_j.txt", 0, noise))
3344 if (!get_rnd_line("chainswd.txt", 0, noise))
3347 disturb(FALSE, FALSE);
3350 if ((p_ptr->cursed & TRC_TY_CURSE) && one_in_(TY_CURSE_CHANCE))
3353 (void)activate_ty_curse(FALSE, &count);
3355 /* Handle experience draining */
3356 if (p_ptr->prace != RACE_ANDROID &&
3357 ((p_ptr->cursed & TRC_DRAIN_EXP) && one_in_(4)))
3359 p_ptr->exp -= (p_ptr->lev+1)/2;
3360 if (p_ptr->exp < 0) p_ptr->exp = 0;
3361 p_ptr->max_exp -= (p_ptr->lev+1)/2;
3362 if (p_ptr->max_exp < 0) p_ptr->max_exp = 0;
3365 /* Add light curse (Later) */
3366 if ((p_ptr->cursed & TRC_ADD_L_CURSE) && one_in_(2000))
3371 o_ptr = choose_cursed_obj_name(TRC_ADD_L_CURSE);
3373 new_curse = get_curse(0, o_ptr);
3374 if (!(o_ptr->curse_flags & new_curse))
3376 char o_name[MAX_NLEN];
3378 object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
3380 o_ptr->curse_flags |= new_curse;
3382 msg_format("°°Õ¤ËËþ¤Á¤¿¹õ¤¤¥ª¡¼¥é¤¬%s¤ò¤È¤ê¤Þ¤¤¤¿...", o_name);
3384 msg_format("There is a malignant black aura surrounding your %s...", o_name);
3387 o_ptr->feeling = FEEL_NONE;
3389 p_ptr->update |= (PU_BONUS);
3392 /* Add heavy curse (Later) */
3393 if ((p_ptr->cursed & TRC_ADD_H_CURSE) && one_in_(2000))
3398 o_ptr = choose_cursed_obj_name(TRC_ADD_H_CURSE);
3400 new_curse = get_curse(1, o_ptr);
3401 if (!(o_ptr->curse_flags & new_curse))
3403 char o_name[MAX_NLEN];
3405 object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
3407 o_ptr->curse_flags |= new_curse;
3409 msg_format("°°Õ¤ËËþ¤Á¤¿¹õ¤¤¥ª¡¼¥é¤¬%s¤ò¤È¤ê¤Þ¤¤¤¿...", o_name);
3411 msg_format("There is a malignant black aura surrounding your %s...", o_name);
3414 o_ptr->feeling = FEEL_NONE;
3416 p_ptr->update |= (PU_BONUS);
3420 if ((p_ptr->cursed & TRC_CALL_ANIMAL) && one_in_(2500))
3422 if (summon_specific(0, py, px, dun_level, SUMMON_ANIMAL,
3423 (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE | PM_NO_PET)))
3425 char o_name[MAX_NLEN];
3427 object_desc(o_name, choose_cursed_obj_name(TRC_CALL_ANIMAL), (OD_OMIT_PREFIX | OD_NAME_ONLY));
3429 msg_format("%s¤¬Æ°Êª¤ò°ú¤´ó¤»¤¿¡ª", o_name);
3431 msg_format("Your %s have attracted an animal!", o_name);
3438 if ((p_ptr->cursed & TRC_CALL_DEMON) && one_in_(1111))
3440 if (summon_specific(0, py, px, dun_level, SUMMON_DEMON, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE | PM_NO_PET)))
3442 char o_name[MAX_NLEN];
3444 object_desc(o_name, choose_cursed_obj_name(TRC_CALL_DEMON), (OD_OMIT_PREFIX | OD_NAME_ONLY));
3446 msg_format("%s¤¬°Ëâ¤ò°ú¤´ó¤»¤¿¡ª", o_name);
3448 msg_format("Your %s have attracted a demon!", o_name);
3455 if ((p_ptr->cursed & TRC_CALL_DRAGON) && one_in_(800))
3457 if (summon_specific(0, py, px, dun_level, SUMMON_DRAGON,
3458 (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE | PM_NO_PET)))
3460 char o_name[MAX_NLEN];
3462 object_desc(o_name, choose_cursed_obj_name(TRC_CALL_DRAGON), (OD_OMIT_PREFIX | OD_NAME_ONLY));
3464 msg_format("%s¤¬¥É¥é¥´¥ó¤ò°ú¤´ó¤»¤¿¡ª", o_name);
3466 msg_format("Your %s have attracted an animal!", o_name);
3472 if ((p_ptr->cursed & TRC_COWARDICE) && one_in_(1500))
3474 if (!p_ptr->resist_fear)
3478 msg_print("¤È¤Æ¤â°Å¤¤... ¤È¤Æ¤â¶²¤¤¡ª");
3480 msg_print("It's so dark... so scary!");
3483 set_afraid(p_ptr->afraid + 13 + randint1(26));
3486 /* Teleport player */
3487 if ((p_ptr->cursed & TRC_TELEPORT) && one_in_(200) && !p_ptr->anti_tele)
3491 /* Teleport player */
3492 teleport_player(40);
3494 /* Handle HP draining */
3495 if ((p_ptr->cursed & TRC_DRAIN_HP) && one_in_(666))
3497 char o_name[MAX_NLEN];
3499 object_desc(o_name, choose_cursed_obj_name(TRC_DRAIN_HP), (OD_OMIT_PREFIX | OD_NAME_ONLY));
3501 msg_format("%s¤Ï¤¢¤Ê¤¿¤ÎÂÎÎϤòµÛ¼ý¤·¤¿¡ª", o_name);
3503 msg_format("Your %s drains HP from you!", o_name);
3505 take_hit(DAMAGE_LOSELIFE, MIN(p_ptr->lev*2, 100), o_name, -1);
3507 /* Handle mana draining */
3508 if ((p_ptr->cursed & TRC_DRAIN_MANA) && one_in_(666))
3510 char o_name[MAX_NLEN];
3512 object_desc(o_name, choose_cursed_obj_name(TRC_DRAIN_MANA), (OD_OMIT_PREFIX | OD_NAME_ONLY));
3514 msg_format("%s¤Ï¤¢¤Ê¤¿¤ÎËâÎϤòµÛ¼ý¤·¤¿¡ª", o_name);
3516 msg_format("Your %s drains mana from you!", o_name);
3518 p_ptr->csp -= MIN(p_ptr->lev, 50);
3522 p_ptr->csp_frac = 0;
3524 p_ptr->redraw |= PR_MANA;
3528 /* Rarely, take damage from the Jewel of Judgement */
3529 if (one_in_(999) && !p_ptr->anti_magic)
3531 object_type *o_ptr = &inventory[INVEN_LITE];
3533 if (o_ptr->name1 == ART_JUDGE)
3536 if (object_known_p(o_ptr))
3537 msg_print("¡Ø¿³È½¤ÎÊõÀС٤Ϥ¢¤Ê¤¿¤ÎÂÎÎϤòµÛ¼ý¤·¤¿¡ª");
3539 msg_print("¤Ê¤Ë¤«¤¬¤¢¤Ê¤¿¤ÎÂÎÎϤòµÛ¼ý¤·¤¿¡ª");
3540 take_hit(DAMAGE_LOSELIFE, MIN(p_ptr->lev, 50), "¿³È½¤ÎÊõÀÐ", -1);
3542 if (object_known_p(o_ptr))
3543 msg_print("The Jewel of Judgement drains life from you!");
3545 msg_print("Something drains life from you!");
3546 take_hit(DAMAGE_LOSELIFE, MIN(p_ptr->lev, 50), "the Jewel of Judgement", -1);
3554 * Handle recharging objects once every 10 game turns
3556 static void process_world_aux_recharge(void)
3561 /* Process equipment */
3562 for (changed = FALSE, i = INVEN_RARM; i < INVEN_TOTAL; i++)
3564 /* Get the object */
3565 object_type *o_ptr = &inventory[i];
3567 /* Skip non-objects */
3568 if (!o_ptr->k_idx) continue;
3570 /* Recharge activatable objects */
3571 if (o_ptr->timeout > 0)
3576 /* Notice changes */
3577 if (!o_ptr->timeout)
3579 recharged_notice(o_ptr);
3585 /* Notice changes */
3589 p_ptr->window |= (PW_EQUIP);
3594 * Recharge rods. Rods now use timeout to control charging status,
3595 * and each charging rod in a stack decreases the stack's timeout by
3596 * one per turn. -LM-
3598 for (changed = FALSE, i = 0; i < INVEN_PACK; i++)
3600 object_type *o_ptr = &inventory[i];
3601 object_kind *k_ptr = &k_info[o_ptr->k_idx];
3603 /* Skip non-objects */
3604 if (!o_ptr->k_idx) continue;
3606 /* Examine all charging rods or stacks of charging rods. */
3607 if ((o_ptr->tval == TV_ROD) && (o_ptr->timeout))
3609 /* Determine how many rods are charging. */
3610 int temp = (o_ptr->timeout + (k_ptr->pval - 1)) / k_ptr->pval;
3611 if (temp > o_ptr->number) temp = o_ptr->number;
3613 /* Decrease timeout by that number. */
3614 o_ptr->timeout -= temp;
3616 /* Boundary control. */
3617 if (o_ptr->timeout < 0) o_ptr->timeout = 0;
3619 /* Notice changes, provide message if object is inscribed. */
3620 if (!(o_ptr->timeout))
3622 recharged_notice(o_ptr);
3628 /* Notice changes */
3632 p_ptr->notice |= (PN_COMBINE);
3635 p_ptr->window |= (PW_INVEN);
3639 /* Process objects on floor */
3640 for (i = 1; i < o_max; i++)
3643 object_type *o_ptr = &o_list[i];
3645 /* Skip dead objects */
3646 if (!o_ptr->k_idx) continue;
3648 /* Recharge rods on the ground. No messages. */
3649 if ((o_ptr->tval == TV_ROD) && (o_ptr->timeout))
3652 o_ptr->timeout -= o_ptr->number;
3654 /* Boundary control. */
3655 if (o_ptr->timeout < 0) o_ptr->timeout = 0;
3662 * Handle involuntary movement once every 10 game turns
3664 static void process_world_aux_movement(void)
3666 /* Delayed Word-of-Recall */
3667 if (p_ptr->word_recall)
3670 * HACK: Autosave BEFORE resetting the recall counter (rr9)
3671 * The player is yanked up/down as soon as
3672 * he loads the autosaved game.
3674 if (autosave_l && (p_ptr->word_recall == 1) && !p_ptr->inside_battle)
3675 do_cmd_save_game(TRUE);
3677 /* Count down towards recall */
3678 p_ptr->word_recall--;
3680 p_ptr->redraw |= (PR_STATUS);
3682 /* Activate the recall */
3683 if (!p_ptr->word_recall)
3688 /* Determine the level */
3689 if (dun_level || p_ptr->inside_quest)
3692 msg_print("¾å¤Ë°ú¤ÃÄ¥¤ê¤¢¤²¤é¤ì¤ë´¶¤¸¤¬¤¹¤ë¡ª");
3694 msg_print("You feel yourself yanked upwards!");
3697 p_ptr->recall_dungeon = dungeon_type;
3699 do_cmd_write_nikki(NIKKI_RECALL, dun_level, NULL);
3704 leave_quest_check();
3706 p_ptr->inside_quest = 0;
3708 p_ptr->leaving = TRUE;
3713 msg_print("²¼¤Ë°ú¤¤º¤ê¹ß¤í¤µ¤ì¤ë´¶¤¸¤¬¤¹¤ë¡ª");
3715 msg_print("You feel yourself yanked downwards!");
3718 dungeon_type = p_ptr->recall_dungeon;
3721 do_cmd_write_nikki(NIKKI_RECALL, dun_level, NULL);
3724 dun_level = max_dlv[dungeon_type];
3725 if (dun_level < 1) dun_level = 1;
3727 /* Nightmare mode makes recall more dangerous */
3728 if (ironman_nightmare && !randint0(666) && (dungeon_type == DUNGEON_ANGBAND))
3734 else if (dun_level < 99)
3736 dun_level = (dun_level + 99) / 2;
3738 else if (dun_level > 100)
3740 dun_level = d_info[dungeon_type].maxdepth - 1;
3744 if (p_ptr->wild_mode)
3746 p_ptr->wilderness_y = py;
3747 p_ptr->wilderness_x = px;
3751 /* Save player position */
3755 p_ptr->wild_mode = FALSE;
3758 * Clear all saved floors
3759 * and create a first saved floor
3761 prepare_change_floor_mode(CFM_FIRST_FLOOR);
3764 p_ptr->leaving = TRUE;
3766 if (dungeon_type == DUNGEON_ANGBAND)
3770 for (i = MIN_RANDOM_QUEST; i < MAX_RANDOM_QUEST + 1; i++)
3772 if ((quest[i].type == QUEST_TYPE_RANDOM) &&
3773 (quest[i].status == QUEST_STATUS_TAKEN) &&
3774 (quest[i].level < dun_level))
3776 quest[i].status = QUEST_STATUS_FAILED;
3777 quest[i].complev = (byte)p_ptr->lev;
3778 r_info[quest[i].r_idx].flags1 &= ~(RF1_QUESTOR);
3785 sound(SOUND_TPLEVEL);
3790 /* Delayed Alter reality */
3791 if (p_ptr->alter_reality)
3793 if (autosave_l && (p_ptr->alter_reality == 1) && !p_ptr->inside_battle)
3794 do_cmd_save_game(TRUE);
3796 /* Count down towards alter */
3797 p_ptr->alter_reality--;
3799 p_ptr->redraw |= (PR_STATUS);
3801 /* Activate the alter reality */
3802 if (!p_ptr->alter_reality)
3807 /* Determine the level */
3808 if (!quest_number(dun_level) && dun_level)
3811 msg_print("À¤³¦¤¬ÊѤï¤Ã¤¿¡ª");
3813 msg_print("The world changes!");
3817 p_ptr->leaving = TRUE;
3822 msg_print("À¤³¦¤¬¾¯¤·¤Î´ÖÊѲ½¤·¤¿¤è¤¦¤À¡£");
3824 msg_print("The world seems to change for a moment!");
3829 sound(SOUND_TPLEVEL);
3836 * Handle certain things once every 10 game turns
3838 static void process_world(void)
3840 int day, hour, min, prev_min;
3842 const s32b A_DAY = TURNS_PER_TICK * TOWN_DAWN;
3843 s32b turn_in_today = (turn + A_DAY / 4) % A_DAY;
3845 extract_day_hour_min(&day, &hour, &min);
3846 prev_min = (1440 * (turn_in_today - TURNS_PER_TICK) / A_DAY) % 60;
3849 if ((turn - old_turn == (150 - dun_level) * TURNS_PER_TICK)
3850 && dun_level && !p_ptr->inside_battle)
3852 int quest_num = quest_number(dun_level);
3854 /* Get dungeon level feeling */
3856 (is_fixed_quest_idx(quest_num) &&
3857 !((quest_num == QUEST_OBERON) || (quest_num == QUEST_SERPENT) ||
3858 !(quest[quest_num].flags & QUEST_FLAG_PRESET)))))
3860 /* Announce feeling */
3863 /* Update the level indicator */
3864 p_ptr->redraw |= (PR_DEPTH);
3867 if (disturb_minor) disturb(0, 0);
3871 /*** Check monster arena ***/
3872 if (p_ptr->inside_battle && !p_ptr->leaving)
3878 /* Count all hostile monsters */
3879 for (i2 = 0; i2 < cur_wid; ++i2)
3880 for (j2 = 0; j2 < cur_hgt; j2++)
3882 cave_type *c_ptr = &cave[j2][i2];
3884 if ((c_ptr->m_idx > 0) && (c_ptr->m_idx != p_ptr->riding))
3887 win_m_idx = c_ptr->m_idx;
3891 if (number_mon == 0)
3894 msg_print("ÁêÂǤÁ¤Ë½ª¤ï¤ê¤Þ¤·¤¿¡£");
3896 msg_print("They have kill each other at the same time.");
3899 p_ptr->energy_need = 0;
3902 else if ((number_mon-1) == 0)
3905 monster_type *wm_ptr;
3907 wm_ptr = &m_list[win_m_idx];
3909 monster_desc(m_name, wm_ptr, 0);
3911 msg_format("%s¤¬¾¡Íø¤·¤¿¡ª", m_name);
3913 msg_format("%s is winner!", m_name);
3917 if (win_m_idx == (sel_monster+1))
3920 msg_print("¤ª¤á¤Ç¤È¤¦¤´¤¶¤¤¤Þ¤¹¡£");
3922 msg_print("Congratulations.");
3925 msg_format("%d¡ð¤ò¼õ¤±¼è¤Ã¤¿¡£", battle_odds);
3927 msg_format("You received %d gold.", battle_odds);
3929 p_ptr->au += battle_odds;
3934 msg_print("»ÄÇ°¤Ç¤·¤¿¡£");
3936 msg_print("You lost gold.");
3940 p_ptr->energy_need = 0;
3943 else if(turn - old_turn == 150*TURNS_PER_TICK)
3946 msg_print("¿½¤·Ê¬¤±¤¢¤ê¤Þ¤»¤ó¤¬¡¢¤³¤Î¾¡Éé¤Ï°ú¤Ê¬¤±¤È¤µ¤»¤Æ¤¤¤¿¤À¤¤Þ¤¹¡£");
3948 msg_format("This battle have ended in a draw.");
3950 p_ptr->au += kakekin;
3952 p_ptr->energy_need = 0;
3957 /* Every 10 game turns */
3958 if (turn % TURNS_PER_TICK) return;
3960 /*** Check the Time and Load ***/
3962 if (!(turn % (50*TURNS_PER_TICK)))
3964 /* Check time and load */
3965 if ((0 != check_time()) || (0 != check_load()))
3968 if (closing_flag <= 2)
3973 /* Count warnings */
3978 msg_print("¥¢¥ó¥°¥Ð¥ó¥É¤Ø¤ÎÌ礬ÊĤ¸¤«¤«¤Ã¤Æ¤¤¤Þ¤¹...");
3979 msg_print("¥²¡¼¥à¤ò½ªÎ»¤¹¤ë¤«¥»¡¼¥Ö¤¹¤ë¤«¤·¤Æ²¼¤µ¤¤¡£");
3981 msg_print("The gates to ANGBAND are closing...");
3982 msg_print("Please finish up and/or save your game.");
3992 msg_print("º£¡¢¥¢¥ó¥°¥Ð¥ó¥É¤Ø¤ÎÌ礬ÊĤ¶¤µ¤ì¤Þ¤·¤¿¡£");
3994 msg_print("The gates to ANGBAND are now closed.");
3999 p_ptr->playing = FALSE;
4002 p_ptr->leaving = TRUE;
4007 /*** Attempt timed autosave ***/
4008 if (autosave_t && autosave_freq && !p_ptr->inside_battle)
4010 if (!(turn % ((s32b)autosave_freq * TURNS_PER_TICK)))
4011 do_cmd_save_game(TRUE);
4017 msg_print("²¿¤«¤¬Ê¹¤³¤¨¤¿¡£");
4019 msg_print("You hear noise.");
4023 /*** Handle the wilderness/town (sunshine) ***/
4025 /* While in town/wilderness */
4026 if (!dun_level && !p_ptr->inside_quest && !p_ptr->inside_battle && !p_ptr->inside_arena && !p_ptr->wild_mode)
4028 /* Hack -- Daybreak/Nighfall in town */
4029 if (!(turn % ((TURNS_PER_TICK * TOWN_DAWN) / 2)))
4033 /* Check for dawn */
4034 dawn = (!(turn % (TURNS_PER_TICK * TOWN_DAWN)));
4043 msg_print("Ì뤬ÌÀ¤±¤¿¡£");
4045 msg_print("The sun has risen.");
4048 /* Hack -- Scan the town */
4049 for (y = 0; y < cur_hgt; y++)
4051 for (x = 0; x < cur_wid; x++)
4053 /* Get the cave grid */
4054 cave_type *c_ptr = &cave[y][x];
4057 c_ptr->info |= (CAVE_GLOW);
4059 /* Hack -- Memorize lit grids if allowed */
4060 if (view_perma_grids) c_ptr->info |= (CAVE_MARK);
4062 /* Hack -- Notice spot */
4075 msg_print("Æü¤¬ÄÀ¤ó¤À¡£");
4077 msg_print("The sun has fallen.");
4080 /* Hack -- Scan the town */
4081 for (y = 0; y < cur_hgt; y++)
4083 for (x = 0; x < cur_wid; x++)
4085 /* Get the cave grid */
4086 cave_type *c_ptr = &cave[y][x];
4088 /* Feature code (applying "mimic" field) */
4089 feature_type *f_ptr = &f_info[get_feat_mimic(c_ptr)];
4091 if (!is_mirror_grid(c_ptr) && !have_flag(f_ptr->flags, FF_QUEST_ENTER) &&
4092 !have_flag(f_ptr->flags, FF_ENTRANCE))
4095 c_ptr->info &= ~(CAVE_GLOW);
4097 if (!have_flag(f_ptr->flags, FF_REMEMBER))
4099 /* Forget the normal floor grid */
4100 c_ptr->info &= ~(CAVE_MARK);
4102 /* Hack -- Notice spot */
4108 /* Glow deep lava and building entrances */
4109 glow_deep_lava_and_bldg();
4113 /* Update the monsters */
4114 p_ptr->update |= (PU_MONSTERS | PU_MON_LITE);
4117 p_ptr->redraw |= (PR_MAP);
4120 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
4124 /* While in the dungeon (vanilla_town or lite_town mode only) */
4125 else if ((vanilla_town || (lite_town && !p_ptr->inside_quest && !p_ptr->inside_battle && !p_ptr->inside_arena)) && dun_level)
4127 /*** Shuffle the Storekeepers ***/
4129 /* Chance is only once a day (while in dungeon) */
4130 if (!(turn % (TURNS_PER_TICK * STORE_TICKS)))
4132 /* Sometimes, shuffle the shop-keepers */
4133 if (one_in_(STORE_SHUFFLE))
4137 /* Pick a random shop (except home and museum) */
4140 n = randint0(MAX_STORES);
4142 while ((n == STORE_HOME) || (n == STORE_MUSEUM));
4144 /* Check every feature */
4145 for (i = 1; i < max_f_idx; i++)
4147 /* Access the index */
4148 feature_type *f_ptr = &f_info[i];
4150 /* Skip empty index */
4151 if (!f_ptr->name) continue;
4153 /* Skip non-store features */
4154 if (!have_flag(f_ptr->flags, FF_STORE)) continue;
4156 /* Verify store type */
4157 if (f_ptr->power == n)
4161 if (cheat_xtra) msg_format("%s¤ÎŹ¼ç¤ò¥·¥ã¥Ã¥Õ¥ë¤·¤Þ¤¹¡£", f_name + f_ptr->name);
4163 if (cheat_xtra) msg_format("Shuffle a Shopkeeper of %s.", f_name + f_ptr->name);
4177 /*** Process the monsters ***/
4179 /* Check for creature generation. */
4180 if (one_in_(d_info[dungeon_type].max_m_alloc_chance) &&
4181 !p_ptr->inside_arena && !p_ptr->inside_quest && !p_ptr->inside_battle)
4183 /* Make a new monster */
4184 (void)alloc_monster(MAX_SIGHT + 5, 0);
4187 /* Hack -- Check for creature regeneration */
4188 if (!(turn % (TURNS_PER_TICK*10)) && !p_ptr->inside_battle) regen_monsters();
4189 if (!(turn % (TURNS_PER_TICK*3))) regen_captured_monsters();
4191 /* Hack -- Process the counters of all monsters */
4192 process_monsters_counters();
4198 if (min != prev_min)
4200 do_cmd_write_nikki(NIKKI_HIGAWARI, 0, NULL);
4201 determine_today_mon(FALSE);
4206 * Nightmare mode activates the TY_CURSE at midnight
4208 * Require exact minute -- Don't activate multiple times in a minute
4210 if (ironman_nightmare && (min != prev_min))
4212 /* Every 15 minutes after 11:00 pm */
4213 if ((hour == 23) && !(min % 15))
4222 msg_print("±ó¤¯¤ÇÉÔµ¤Ì£¤Ê¾â¤Î²»¤¬ÌĤä¿¡£");
4224 msg_print("You hear a distant bell toll ominously.");
4230 msg_print("±ó¤¯¤Ç¾â¤¬Æó²óÌĤä¿¡£");
4232 msg_print("A distant bell sounds twice.");
4238 msg_print("±ó¤¯¤Ç¾â¤¬»°²óÌĤä¿¡£");
4240 msg_print("A distant bell sounds three times.");
4246 msg_print("±ó¤¯¤Ç¾â¤¬»Í²óÌĤä¿¡£");
4248 msg_print("A distant bell tolls four times.");
4254 /* TY_CURSE activates at mignight! */
4261 msg_print("±ó¤¯¤Ç¾â¤¬²¿²ó¤âÌĤꡢ»à¤ó¤À¤è¤¦¤ÊÀŤ±¤µ¤ÎÃæ¤Ø¾Ã¤¨¤Æ¤¤¤Ã¤¿¡£");
4263 msg_print("A distant bell tolls many times, fading into an deathly silence.");
4266 activate_ty_curse(FALSE, &count);
4271 /*** Check the Food, and Regenerate ***/
4273 if (!p_ptr->inside_battle)
4275 /* Digest quickly when gorged */
4276 if (p_ptr->food >= PY_FOOD_MAX)
4278 /* Digest a lot of food */
4279 (void)set_food(p_ptr->food - 100);
4282 /* Digest normally -- Every 50 game turns */
4283 else if (!(turn % (TURNS_PER_TICK*5)))
4285 /* Basic digestion rate based on speed */
4286 int digestion = SPEED_TO_ENERGY(p_ptr->pspeed);
4288 /* Regeneration takes more food */
4289 if (p_ptr->regenerate)
4291 if (p_ptr->special_defense & (KAMAE_MASK | KATA_MASK))
4293 if (p_ptr->cursed & TRC_FAST_DIGEST)
4296 /* Slow digestion takes less food */
4297 if (p_ptr->slow_digest)
4300 /* Minimal digestion */
4301 if (digestion < 1) digestion = 1;
4302 /* Maximal digestion */
4303 if (digestion > 100) digestion = 100;
4305 /* Digest some food */
4306 (void)set_food(p_ptr->food - digestion);
4311 if ((p_ptr->food < PY_FOOD_FAINT))
4313 /* Faint occasionally */
4314 if (!p_ptr->paralyzed && (randint0(100) < 10))
4318 msg_print("¤¢¤Þ¤ê¤Ë¤â¶õÊ¢¤Çµ¤À䤷¤Æ¤·¤Þ¤Ã¤¿¡£");
4320 msg_print("You faint from the lack of food.");
4325 /* Hack -- faint (bypass free action) */
4326 (void)set_paralyzed(p_ptr->paralyzed + 1 + randint0(5));
4329 /* Starve to death (slowly) */
4330 if (p_ptr->food < PY_FOOD_STARVE)
4332 /* Calculate damage */
4333 int dam = (PY_FOOD_STARVE - p_ptr->food) / 10;
4337 if (!IS_INVULN()) take_hit(DAMAGE_LOSELIFE, dam, "¶õÊ¢", -1);
4339 if (!IS_INVULN()) take_hit(DAMAGE_LOSELIFE, dam, "starvation", -1);
4347 /* Process timed damage and regeneration */
4348 process_world_aux_hp_and_sp();
4350 /* Process timeout */
4351 process_world_aux_timeout();
4354 process_world_aux_light();
4356 /* Process mutation effects */
4357 process_world_aux_mutation();
4359 /* Process curse effects */
4360 process_world_aux_curse();
4362 /* Process recharging */
4363 process_world_aux_recharge();
4365 /* Feel the inventory */
4369 /* Involuntary Movement */
4370 process_world_aux_movement();
4376 * Verify use of "wizard" mode
4378 static bool enter_wizard_mode(void)
4380 /* Ask first time */
4381 if (!p_ptr->noscore)
4383 /* Wizard mode is not permitted */
4384 if (!allow_debug_opts || arg_wizard)
4387 msg_print("¥¦¥£¥¶¡¼¥É¥â¡¼¥É¤Ïµö²Ä¤µ¤ì¤Æ¤¤¤Þ¤»¤ó¡£ ");
4389 msg_print("Wizard mode is not permitted.");
4394 /* Mention effects */
4396 msg_print("¥¦¥£¥¶¡¼¥É¥â¡¼¥É¤Ï¥Ç¥Ð¥Ã¥°¤È¼Â¸³¤Î¤¿¤á¤Î¥â¡¼¥É¤Ç¤¹¡£ ");
4397 msg_print("°ìÅÙ¥¦¥£¥¶¡¼¥É¥â¡¼¥É¤ËÆþ¤ë¤È¥¹¥³¥¢¤ÏµÏ¿¤µ¤ì¤Þ¤»¤ó¡£");
4399 msg_print("Wizard mode is for debugging and experimenting.");
4400 msg_print("The game will not be scored if you enter wizard mode.");
4405 /* Verify request */
4407 if (!get_check("ËÜÅö¤Ë¥¦¥£¥¶¡¼¥É¥â¡¼¥É¤ËÆþ¤ê¤¿¤¤¤Î¤Ç¤¹¤«? "))
4409 if (!get_check("Are you sure you want to enter wizard mode? "))
4416 do_cmd_write_nikki(NIKKI_BUNSHOU, 0, "¥¦¥£¥¶¡¼¥É¥â¡¼¥É¤ËÆÍÆþ¤·¤Æ¥¹¥³¥¢¤ò»Ä¤»¤Ê¤¯¤Ê¤Ã¤¿¡£");
4418 do_cmd_write_nikki(NIKKI_BUNSHOU, 0, "give up recording score to enter wizard mode.");
4421 p_ptr->noscore |= 0x0002;
4432 * Verify use of "debug" commands
4434 static bool enter_debug_mode(void)
4436 /* Ask first time */
4437 if (!p_ptr->noscore)
4439 /* Debug mode is not permitted */
4440 if (!allow_debug_opts)
4443 msg_print("¥Ç¥Ð¥Ã¥°¥³¥Þ¥ó¥É¤Ïµö²Ä¤µ¤ì¤Æ¤¤¤Þ¤»¤ó¡£ ");
4445 msg_print("Use of debug command is not permitted.");
4450 /* Mention effects */
4452 msg_print("¥Ç¥Ð¥Ã¥°¡¦¥³¥Þ¥ó¥É¤Ï¥Ç¥Ð¥Ã¥°¤È¼Â¸³¤Î¤¿¤á¤Î¥³¥Þ¥ó¥É¤Ç¤¹¡£ ");
4453 msg_print("¥Ç¥Ð¥Ã¥°¡¦¥³¥Þ¥ó¥É¤ò»È¤¦¤È¥¹¥³¥¢¤ÏµÏ¿¤µ¤ì¤Þ¤»¤ó¡£");
4455 msg_print("The debug commands are for debugging and experimenting.");
4456 msg_print("The game will not be scored if you use debug commands.");
4461 /* Verify request */
4463 if (!get_check("ËÜÅö¤Ë¥Ç¥Ð¥Ã¥°¡¦¥³¥Þ¥ó¥É¤ò»È¤¤¤Þ¤¹¤«? "))
4465 if (!get_check("Are you sure you want to use debug commands? "))
4472 do_cmd_write_nikki(NIKKI_BUNSHOU, 0, "¥Ç¥Ð¥Ã¥°¥â¡¼¥É¤ËÆÍÆþ¤·¤Æ¥¹¥³¥¢¤ò»Ä¤»¤Ê¤¯¤Ê¤Ã¤¿¡£");
4474 do_cmd_write_nikki(NIKKI_BUNSHOU, 0, "give up sending score to use debug commands.");
4477 p_ptr->noscore |= 0x0008;
4485 * Hack -- Declare the Debug Routines
4487 extern void do_cmd_debug(void);
4489 #endif /* ALLOW_WIZARD */
4495 * Verify use of "borg" commands
4497 static bool enter_borg_mode(void)
4499 /* Ask first time */
4500 if (!(p_ptr->noscore & 0x0010))
4502 /* Mention effects */
4504 msg_print("¥Ü¡¼¥°¡¦¥³¥Þ¥ó¥É¤Ï¥Ç¥Ð¥Ã¥°¤È¼Â¸³¤Î¤¿¤á¤Î¥³¥Þ¥ó¥É¤Ç¤¹¡£ ");
4505 msg_print("¥Ü¡¼¥°¡¦¥³¥Þ¥ó¥É¤ò»È¤¦¤È¥¹¥³¥¢¤ÏµÏ¿¤µ¤ì¤Þ¤»¤ó¡£");
4507 msg_print("The borg commands are for debugging and experimenting.");
4508 msg_print("The game will not be scored if you use borg commands.");
4513 /* Verify request */
4515 if (!get_check("ËÜÅö¤Ë¥Ü¡¼¥°¡¦¥³¥Þ¥ó¥É¤ò»È¤¤¤Þ¤¹¤«? "))
4517 if (!get_check("Are you sure you want to use borg commands? "))
4524 do_cmd_write_nikki(NIKKI_BUNSHOU, 0, "¥Ü¡¼¥°¡¦¥³¥Þ¥ó¥É¤ò»ÈÍѤ·¤Æ¥¹¥³¥¢¤ò»Ä¤»¤Ê¤¯¤Ê¤Ã¤¿¡£");
4526 do_cmd_write_nikki(NIKKI_BUNSHOU, 0, "give up recording score to use borg commands.");
4529 p_ptr->noscore |= 0x0010;
4537 * Hack -- Declare the Ben Borg
4539 extern void do_cmd_borg(void);
4541 #endif /* ALLOW_BORG */
4546 * Parse and execute the current command
4547 * Give "Warning" on illegal commands.
4549 * XXX XXX XXX Make some "blocks"
4551 static void process_command(void)
4553 int old_now_message = now_message;
4555 #ifdef ALLOW_REPEAT /* TNB */
4557 /* Handle repeating the last command */
4560 #endif /* ALLOW_REPEAT -- TNB */
4564 /* Parse the command */
4565 switch (command_cmd)
4581 /*** Wizard Commands ***/
4583 /* Toggle Wizard Mode */
4588 p_ptr->wizard = FALSE;
4590 msg_print("¥¦¥£¥¶¡¼¥É¥â¡¼¥É²ò½ü¡£");
4592 msg_print("Wizard mode off.");
4596 else if (enter_wizard_mode())
4598 p_ptr->wizard = TRUE;
4600 msg_print("¥¦¥£¥¶¡¼¥É¥â¡¼¥ÉÆÍÆþ¡£");
4602 msg_print("Wizard mode on.");
4607 /* Update monsters */
4608 p_ptr->update |= (PU_MONSTERS);
4610 /* Redraw "title" */
4611 p_ptr->redraw |= (PR_TITLE);
4619 /* Special "debug" commands */
4622 /* Enter debug mode */
4623 if (enter_debug_mode())
4630 #endif /* ALLOW_WIZARD */
4635 /* Special "borg" commands */
4638 /* Enter borg mode */
4639 if (enter_borg_mode())
4641 if (!p_ptr->wild_mode) do_cmd_borg();
4647 #endif /* ALLOW_BORG */
4651 /*** Inventory Commands ***/
4653 /* Wear/wield equipment */
4656 if (!p_ptr->wild_mode) do_cmd_wield();
4660 /* Take off equipment */
4663 if (!p_ptr->wild_mode) do_cmd_takeoff();
4670 if (!p_ptr->wild_mode) do_cmd_drop();
4674 /* Destroy an item */
4681 /* Equipment list */
4688 /* Inventory list */
4696 /*** Various commands ***/
4698 /* Identify an object */
4705 /* Hack -- toggle windows */
4708 toggle_inven_equip();
4713 /*** Standard "Movement" Commands ***/
4718 if (!p_ptr->wild_mode) do_cmd_alter();
4725 if (!p_ptr->wild_mode) do_cmd_tunnel();
4729 /* Move (usually pick up things) */
4732 #ifdef ALLOW_EASY_DISARM /* TNB */
4736 #else /* ALLOW_EASY_DISARM -- TNB */
4738 do_cmd_walk(always_pickup);
4740 #endif /* ALLOW_EASY_DISARM -- TNB */
4745 /* Move (usually do not pick up) */
4748 #ifdef ALLOW_EASY_DISARM /* TNB */
4752 #else /* ALLOW_EASY_DISARM -- TNB */
4754 do_cmd_walk(!always_pickup);
4756 #endif /* ALLOW_EASY_DISARM -- TNB */
4762 /*** Running, Resting, Searching, Staying */
4764 /* Begin Running -- Arg is Max Distance */
4767 if (!p_ptr->wild_mode) do_cmd_run();
4771 /* Stay still (usually pick things up) */
4774 do_cmd_stay(always_pickup);
4778 /* Stay still (usually do not pick up) */
4781 do_cmd_stay(!always_pickup);
4785 /* Rest -- Arg is time */
4792 /* Search for traps/doors */
4799 /* Toggle search mode */
4802 if (p_ptr->action == ACTION_SEARCH) set_action(ACTION_NONE);
4803 else set_action(ACTION_SEARCH);
4808 /*** Stairs and Doors and Chests and Traps ***/
4811 case SPECIAL_KEY_STORE:
4813 if (!p_ptr->wild_mode) do_cmd_store();
4817 /* Enter building -KMW- */
4818 case SPECIAL_KEY_BUILDING:
4820 if (!p_ptr->wild_mode) do_cmd_bldg();
4824 /* Enter quest level -KMW- */
4825 case SPECIAL_KEY_QUEST:
4827 if (!p_ptr->wild_mode) do_cmd_quest();
4831 /* Go up staircase */
4834 if (!p_ptr->wild_mode && !dun_level && !p_ptr->inside_arena && !p_ptr->inside_quest)
4836 if (vanilla_town) break;
4841 msg_print("½±·â¤«¤éƨ¤²¤ë¤Ë¤Ï¥Þ¥Ã¥×¤Îü¤Þ¤Ç°ÜÆ°¤·¤Ê¤±¤ì¤Ð¤Ê¤é¤Ê¤¤¡£");
4843 msg_print("To flee the ambush you have to reach the edge of the map.");
4848 if (p_ptr->food < PY_FOOD_WEAK)
4851 msg_print("¤½¤ÎÁ°¤Ë¿©»ö¤ò¤È¤é¤Ê¤¤¤È¡£");
4853 msg_print("You must eat something here.");
4865 /* Go down staircase */
4868 if (p_ptr->wild_mode)
4876 /* Open a door or chest */
4879 if (!p_ptr->wild_mode) do_cmd_open();
4886 if (!p_ptr->wild_mode) do_cmd_close();
4890 /* Jam a door with spikes */
4893 if (!p_ptr->wild_mode) do_cmd_spike();
4900 if (!p_ptr->wild_mode) do_cmd_bash();
4904 /* Disarm a trap or chest */
4907 if (!p_ptr->wild_mode) do_cmd_disarm();
4912 /*** Magic and Prayers ***/
4914 /* Gain new spells/prayers */
4917 if ((p_ptr->pclass == CLASS_SORCERER) || (p_ptr->pclass == CLASS_RED_MAGE))
4919 msg_print("¼öʸ¤ò³Ø½¬¤¹¤ëɬÍפϤʤ¤¡ª");
4921 msg_print("You don't have to learn spells!");
4923 else if (p_ptr->pclass == CLASS_SAMURAI)
4924 do_cmd_gain_hissatsu();
4925 else if (p_ptr->pclass == CLASS_MAGIC_EATER)
4935 if ( (p_ptr->pclass == CLASS_MINDCRAFTER) ||
4936 (p_ptr->pclass == CLASS_BERSERKER) ||
4937 (p_ptr->pclass == CLASS_NINJA) ||
4938 (p_ptr->pclass == CLASS_MIRROR_MASTER)
4939 ) do_cmd_mind_browse();
4940 else if (p_ptr->pclass == CLASS_SMITH)
4942 else if (p_ptr->pclass == CLASS_MAGIC_EATER)
4943 do_cmd_magic_eater(TRUE);
4944 else do_cmd_browse();
4952 if (!p_ptr->wild_mode)
4954 if ((p_ptr->pclass == CLASS_WARRIOR) || (p_ptr->pclass == CLASS_ARCHER) || (p_ptr->pclass == CLASS_CAVALRY))
4957 msg_print("¼öʸ¤ò¾§¤¨¤é¤ì¤Ê¤¤¡ª");
4959 msg_print("You cannot cast spells!");
4962 else if (dun_level && (d_info[dungeon_type].flags1 & DF1_NO_MAGIC) && (p_ptr->pclass != CLASS_BERSERKER) && (p_ptr->pclass != CLASS_SMITH))
4965 msg_print("¥À¥ó¥¸¥ç¥ó¤¬ËâË¡¤òµÛ¼ý¤·¤¿¡ª");
4967 msg_print("The dungeon absorbs all attempted magic!");
4971 else if (p_ptr->anti_magic && (p_ptr->pclass != CLASS_BERSERKER) && (p_ptr->pclass != CLASS_SMITH))
4975 cptr which_power = "ËâË¡";
4977 cptr which_power = "magic";
4979 if (p_ptr->pclass == CLASS_MINDCRAFTER)
4981 which_power = "ĶǽÎÏ";
4983 which_power = "psionic powers";
4985 else if (p_ptr->pclass == CLASS_IMITATOR)
4987 which_power = "¤â¤Î¤Þ¤Í";
4989 which_power = "imitation";
4991 else if (p_ptr->pclass == CLASS_SAMURAI)
4993 which_power = "ɬ»¦·õ";
4995 which_power = "hissatsu";
4997 else if (p_ptr->pclass == CLASS_MIRROR_MASTER)
4999 which_power = "¶ÀËâË¡";
5001 which_power = "mirror magic";
5003 else if (p_ptr->pclass == CLASS_NINJA)
5005 which_power = "Ǧ½Ñ";
5007 which_power = "ninjutsu";
5009 else if (mp_ptr->spell_book == TV_LIFE_BOOK)
5011 which_power = "µ§¤ê";
5013 which_power = "prayer";
5017 msg_format("È¿ËâË¡¥Ð¥ê¥¢¤¬%s¤ò¼ÙË⤷¤¿¡ª", which_power);
5019 msg_format("An anti-magic shell disrupts your %s!", which_power);
5023 else if (p_ptr->shero && (p_ptr->pclass != CLASS_BERSERKER))
5026 msg_format("¶¸Àï»Î²½¤·¤Æ¤¤¤ÆƬ¤¬²ó¤é¤Ê¤¤¡ª");
5028 msg_format("You cannot think directly!");
5034 if ((p_ptr->pclass == CLASS_MINDCRAFTER) ||
5035 (p_ptr->pclass == CLASS_BERSERKER) ||
5036 (p_ptr->pclass == CLASS_NINJA) ||
5037 (p_ptr->pclass == CLASS_MIRROR_MASTER)
5040 else if (p_ptr->pclass == CLASS_IMITATOR)
5042 else if (p_ptr->pclass == CLASS_MAGIC_EATER)
5043 do_cmd_magic_eater(FALSE);
5044 else if (p_ptr->pclass == CLASS_SAMURAI)
5046 else if (p_ptr->pclass == CLASS_BLUE_MAGE)
5047 do_cmd_cast_learned();
5048 else if (p_ptr->pclass == CLASS_SMITH)
5057 /* Issue a pet command */
5060 if (!p_ptr->wild_mode) do_cmd_pet();
5064 /*** Use various objects ***/
5066 /* Inscribe an object */
5073 /* Uninscribe an object */
5076 do_cmd_uninscribe();
5080 /* Activate an artifact */
5083 if (!p_ptr->wild_mode)
5085 if (!p_ptr->inside_arena)
5090 msg_print("¥¢¥ê¡¼¥Ê¤¬ËâË¡¤òµÛ¼ý¤·¤¿¡ª");
5092 msg_print("The arena absorbs all attempted magic!");
5108 /* Fuel your lantern/torch */
5118 if (!p_ptr->wild_mode) do_cmd_fire();
5125 if (!p_ptr->wild_mode)
5135 if (!p_ptr->wild_mode)
5137 if (!p_ptr->inside_arena)
5142 msg_print("¥¢¥ê¡¼¥Ê¤¬ËâË¡¤òµÛ¼ý¤·¤¿¡ª");
5144 msg_print("The arena absorbs all attempted magic!");
5156 if (!p_ptr->wild_mode)
5158 if (p_ptr->inside_arena)
5161 msg_print("¥¢¥ê¡¼¥Ê¤¬ËâË¡¤òµÛ¼ý¤·¤¿¡ª");
5163 msg_print("The arena absorbs all attempted magic!");
5168 else if (use_command && rogue_like_commands)
5180 /* Quaff a potion */
5183 if (!p_ptr->wild_mode)
5185 if (!p_ptr->inside_arena)
5186 do_cmd_quaff_potion();
5190 msg_print("¥¢¥ê¡¼¥Ê¤¬ËâË¡¤òµÛ¼ý¤·¤¿¡ª");
5192 msg_print("The arena absorbs all attempted magic!");
5204 if (!p_ptr->wild_mode)
5206 if (!p_ptr->inside_arena)
5207 do_cmd_read_scroll();
5211 msg_print("¥¢¥ê¡¼¥Ê¤¬ËâË¡¤òµÛ¼ý¤·¤¿¡ª");
5213 msg_print("The arena absorbs all attempted magic!");
5225 if (!p_ptr->wild_mode)
5227 if (p_ptr->inside_arena)
5230 msg_print("¥¢¥ê¡¼¥Ê¤¬ËâË¡¤òµÛ¼ý¤·¤¿¡ª");
5232 msg_print("The arena absorbs all attempted magic!");
5237 else if (use_command && !rogue_like_commands)
5247 /* Use racial power */
5250 if (!p_ptr->wild_mode) do_cmd_racial_power();
5255 /*** Looking at Things (nearby or on map) ***/
5257 /* Full dungeon map */
5264 /* Locate player on map */
5278 /* Target monster or location */
5281 if (!p_ptr->wild_mode) do_cmd_target();
5287 /*** Help and Such ***/
5296 /* Identify symbol */
5299 do_cmd_query_symbol();
5303 /* Character description */
5306 do_cmd_change_name();
5311 /*** System Commands ***/
5313 /* Hack -- User interface */
5320 /* Single line from a pref file */
5329 do_cmd_reload_autopick();
5335 do_cmd_edit_autopick();
5339 /* Interact with macros */
5346 /* Interact with visuals */
5354 /* Interact with colors */
5362 /* Interact with options */
5370 /*** Misc Commands ***/
5386 /* Repeat level feeling */
5389 if (!p_ptr->wild_mode) do_cmd_feeling();
5393 /* Show previous message */
5396 do_cmd_message_one();
5400 /* Show previous messages */
5403 do_cmd_messages(old_now_message);
5407 /* Show quest status -KMW- */
5410 do_cmd_checkquest();
5414 /* Redraw the screen */
5417 now_message = old_now_message;
5422 #ifndef VERIFY_SAVEFILE
5424 /* Hack -- Save and don't quit */
5427 do_cmd_save_game(FALSE);
5431 #endif /* VERIFY_SAVEFILE */
5441 case SPECIAL_KEY_QUIT:
5443 do_cmd_save_and_exit();
5447 /* Quit (commit suicide) */
5460 /* Check artifacts, uniques, objects */
5467 /* Load "screen dump" */
5470 do_cmd_load_screen();
5474 /* Save "screen dump" */
5477 do_cmd_save_screen();
5481 /* Make random artifact list */
5484 spoil_random_artifact("randifact.txt");
5488 /* Hack -- Unknown command */
5491 if (flush_failure) flush();
5495 sound(SOUND_ILLEGAL);
5497 if (!get_rnd_line("error_j.txt", 0, error_m))
5499 if (!get_rnd_line("error.txt", 0, error_m))
5506 prt(" '?' ¤Ç¥Ø¥ë¥×¤¬É½¼¨¤µ¤ì¤Þ¤¹¡£", 0, 0);
5508 prt("Type '?' for help.", 0, 0);
5514 if (!energy_use && !now_message)
5515 now_message = old_now_message;
5521 static bool monster_tsuri(int r_idx)
5523 monster_race *r_ptr = &r_info[r_idx];
5525 if ((r_ptr->flags7 & RF7_AQUATIC) && !(r_ptr->flags1 & RF1_UNIQUE) && my_strchr("Jjlw", r_ptr->d_char))
5533 * Process the player
5535 * Notice the annoying code to handle "pack overflow", which
5536 * must come first just in case somebody manages to corrupt
5537 * the savefiles by clever use of menu commands or something.
5539 static void process_player(void)
5543 /*** Apply energy ***/
5548 msg_print("²¿¤«ÊѤï¤Ã¤¿µ¤¤¬¤¹¤ë¡ª");
5550 msg_print("You feel different!");
5553 (void)gain_random_mutation(0);
5554 hack_mutation = FALSE;
5557 if (p_ptr->inside_battle)
5559 for(i = 1; i < m_max; i++)
5561 monster_type *m_ptr = &m_list[i];
5563 if (!m_ptr->r_idx) continue;
5565 /* Hack -- Detect monster */
5566 m_ptr->mflag2 |= (MFLAG2_MARK | MFLAG2_SHOW);
5568 /* Update the monster */
5569 update_mon(i, FALSE);
5574 /* Give the player some energy */
5575 else if (!(load && p_ptr->energy_need <= 0))
5577 p_ptr->energy_need -= SPEED_TO_ENERGY(p_ptr->pspeed);
5581 if (p_ptr->energy_need > 0) return;
5582 if (!command_rep) prt_time();
5584 /*** Check for interupts ***/
5586 /* Complete resting */
5593 if ((p_ptr->chp == p_ptr->mhp) &&
5594 (p_ptr->csp >= p_ptr->msp))
5596 set_action(ACTION_NONE);
5600 /* Complete resting */
5601 else if (resting == -2)
5604 if ((p_ptr->chp == p_ptr->mhp) &&
5605 (p_ptr->csp >= p_ptr->msp) &&
5606 !p_ptr->blind && !p_ptr->confused &&
5607 !p_ptr->poisoned && !p_ptr->afraid &&
5608 !p_ptr->stun && !p_ptr->cut &&
5609 !p_ptr->slow && !p_ptr->paralyzed &&
5610 !p_ptr->image && !p_ptr->word_recall &&
5611 !p_ptr->alter_reality)
5613 set_action(ACTION_NONE);
5618 if (p_ptr->action == ACTION_FISH)
5621 Term_xtra(TERM_XTRA_DELAY, 10);
5625 bool success = FALSE;
5626 get_mon_num_prep(monster_tsuri,NULL);
5627 r_idx = get_mon_num(dun_level ? dun_level : wilderness[p_ptr->wilderness_y][p_ptr->wilderness_x].level);
5629 if (r_idx && one_in_(2))
5632 y = py+ddy[tsuri_dir];
5633 x = px+ddx[tsuri_dir];
5634 if (place_monster_aux(0, y, x, r_idx, PM_NO_KAGE))
5637 monster_desc(m_name, &m_list[cave[y][x].m_idx], 0);
5639 msg_format("%s¤¬Äà¤ì¤¿¡ª", m_name);
5641 msg_format("You have a good catch!", m_name);
5649 msg_print("±Â¤À¤±¿©¤ï¤ì¤Æ¤·¤Þ¤Ã¤¿¡ª¤¯¤Ã¤½¡Á¡ª");
5651 msg_print("Damn! The fish stole your bait!");
5658 /* Handle "abort" */
5661 /* Check for "player abort" (semi-efficiently for resting) */
5662 if (running || command_rep || (p_ptr->action == ACTION_REST) || (p_ptr->action == ACTION_FISH))
5667 /* Check for a key */
5676 /* Hack -- Show a Message */
5678 msg_print("ÃæÃǤ·¤Þ¤·¤¿¡£");
5680 msg_print("Canceled.");
5687 if (p_ptr->riding && !p_ptr->confused && !p_ptr->blind)
5689 monster_type *m_ptr = &m_list[p_ptr->riding];
5690 monster_race *r_ptr = &r_info[m_ptr->r_idx];
5699 if (r_ptr->flags7 & RF7_HAS_LD_MASK) p_ptr->update |= (PU_MON_LITE);
5701 /* Acquire the monster name */
5702 monster_desc(m_name, m_ptr, 0);
5704 msg_format("%^s¤òµ¯¤³¤·¤¿¡£", m_name);
5706 msg_format("You have waked %s up.", m_name);
5708 if (p_ptr->health_who == p_ptr->riding) p_ptr->redraw |= (PR_HEALTH);
5709 p_ptr->redraw |= (PR_UHEALTH);
5716 /* Make a "saving throw" against stun */
5717 if (randint0(r_ptr->level) < p_ptr->skill_exp[GINOU_RIDING])
5723 /* Hack -- Recover from stun */
5724 if (m_ptr->stunned > d)
5726 /* Recover somewhat */
5727 m_ptr->stunned -= d;
5738 /* Acquire the monster name */
5739 monster_desc(m_name, m_ptr, 0);
5741 /* Dump a message */
5743 msg_format("%^s¤òÛ¯Û°¾õÂÖ¤«¤éΩ¤Áľ¤é¤»¤¿¡£", m_name);
5745 msg_format("%^s is no longer stunned.", m_name);
5747 if (p_ptr->health_who == p_ptr->riding) p_ptr->redraw |= (PR_HEALTH);
5748 p_ptr->redraw |= (PR_UHEALTH);
5752 if (m_ptr->confused)
5756 /* Make a "saving throw" against stun */
5757 if (randint0(r_ptr->level) < p_ptr->skill_exp[GINOU_RIDING])
5760 d = m_ptr->confused;
5763 /* Hack -- Recover from stun */
5764 if (m_ptr->confused > d)
5766 /* Recover somewhat */
5767 m_ptr->confused -= d;
5776 m_ptr->confused = 0;
5778 /* Acquire the monster name */
5779 monster_desc(m_name, m_ptr, 0);
5781 /* Dump a message */
5783 msg_format("%^s¤òº®Íð¾õÂÖ¤«¤éΩ¤Áľ¤é¤»¤¿¡£", m_name);
5785 msg_format("%^s is no longer confused.", m_name);
5787 if (p_ptr->health_who == p_ptr->riding) p_ptr->redraw |= (PR_HEALTH);
5788 p_ptr->redraw |= (PR_UHEALTH);
5796 /* Make a "saving throw" against stun */
5797 if (randint0(r_ptr->level) < p_ptr->skill_exp[GINOU_RIDING])
5803 /* Hack -- Recover from stun */
5804 if (m_ptr->monfear > d)
5806 /* Recover somewhat */
5807 m_ptr->monfear -= d;
5818 /* Acquire the monster name */
5819 monster_desc(m_name, m_ptr, 0);
5821 /* Dump a message */
5823 msg_format("%^s¤ò¶²Éݤ«¤éΩ¤Áľ¤é¤»¤¿¡£", m_name);
5825 msg_format("%^s is no longer fear.", m_name);
5827 if (p_ptr->health_who == p_ptr->riding) p_ptr->redraw |= (PR_HEALTH);
5828 p_ptr->redraw |= (PR_UHEALTH);
5832 /* Handle "p_ptr->update" and "p_ptr->redraw" and "p_ptr->window" */
5836 /* Handle the player song */
5837 if (!load) check_music();
5842 if (p_ptr->lightspeed)
5844 (void)set_lightspeed(p_ptr->lightspeed - 1, TRUE);
5846 if ((p_ptr->pclass == CLASS_FORCETRAINER) && (p_ptr->magic_num1[0]))
5848 if (p_ptr->magic_num1[0] < 40)
5850 p_ptr->magic_num1[0] = 0;
5852 else p_ptr->magic_num1[0] -= 40;
5853 p_ptr->update |= (PU_BONUS);
5855 if (p_ptr->action == ACTION_LEARN)
5857 int hoge = ((p_ptr->msp * 0x10000L) / 256L)+7680L;
5858 if ((p_ptr->csp * 0x10000L + p_ptr->csp_frac) < hoge)
5861 p_ptr->csp_frac = 0;
5862 set_action(ACTION_NONE);
5866 p_ptr->csp -= (s16b)(hoge >> 16);
5868 if (p_ptr->csp_frac < hoge)
5870 p_ptr->csp_frac += 0x10000L - hoge;
5874 p_ptr->csp_frac -= hoge;
5876 p_ptr->redraw |= PR_MANA;
5879 if (p_ptr->special_defense & KATA_MASK)
5881 if (p_ptr->special_defense & KATA_MUSOU)
5885 set_action(ACTION_NONE);
5890 p_ptr->redraw |= (PR_MANA);
5895 /*** Handle actual user input ***/
5897 /* Repeat until out of energy */
5898 while (p_ptr->energy_need <= 0)
5900 p_ptr->window |= PW_PLAYER;
5901 p_ptr->sutemi = FALSE;
5902 p_ptr->counter = FALSE;
5903 now_damaged = FALSE;
5905 /* Handle "p_ptr->notice" */
5908 /* Handle "p_ptr->update" and "p_ptr->redraw" and "p_ptr->window" */
5911 /* Place the cursor on the player */
5912 move_cursor_relative(py, px);
5914 /* Refresh (optional) */
5915 if (fresh_before) Term_fresh();
5918 /* Hack -- Pack Overflow */
5919 if (inventory[INVEN_PACK].k_idx)
5921 int item = INVEN_PACK;
5923 char o_name[MAX_NLEN];
5927 /* Access the slot to be dropped */
5928 o_ptr = &inventory[item];
5935 msg_print("¥¶¥Ã¥¯¤«¤é¥¢¥¤¥Æ¥à¤¬¤¢¤Õ¤ì¤¿¡ª");
5937 msg_print("Your pack overflows!");
5942 object_desc(o_name, o_ptr, 0);
5946 msg_format("%s(%c)¤òÍî¤È¤·¤¿¡£", o_name, index_to_label(item));
5948 msg_format("You drop %s (%c).", o_name, index_to_label(item));
5952 /* Drop it (carefully) near the player */
5953 (void)drop_near(o_ptr, 0, py, px);
5955 /* Modify, Describe, Optimize */
5956 inven_item_increase(item, -255);
5957 inven_item_describe(item);
5958 inven_item_optimize(item);
5960 /* Handle "p_ptr->notice" */
5963 /* Handle "p_ptr->update" and "p_ptr->redraw" and "p_ptr->window" */
5968 /* Hack -- cancel "lurking browse mode" */
5969 if (!command_new) command_see = FALSE;
5972 /* Assume free turn */
5976 if (p_ptr->inside_battle)
5978 /* Place the cursor on the player */
5979 move_cursor_relative(py, px);
5981 command_cmd = SPECIAL_KEY_BUILDING;
5983 /* Process the command */
5987 /* Paralyzed or Knocked Out */
5988 else if (p_ptr->paralyzed || (p_ptr->stun >= 100))
5995 else if (p_ptr->action == ACTION_REST)
6000 /* Reduce rest count */
6003 if (!resting) set_action(ACTION_NONE);
6005 /* Redraw the state */
6006 p_ptr->redraw |= (PR_STATE);
6014 else if (p_ptr->action == ACTION_FISH)
6027 /* Repeated command */
6028 else if (command_rep)
6030 /* Count this execution */
6033 /* Redraw the state */
6034 p_ptr->redraw |= (PR_STATE);
6039 /* Hack -- Assume messages were seen */
6042 /* Clear the top line */
6045 /* Process the command */
6049 /* Normal command */
6052 /* Place the cursor on the player */
6053 move_cursor_relative(py, px);
6056 /* Get a command (normal) */
6057 request_command(FALSE);
6060 /* Process the command */
6070 /* Use some energy */
6071 if (world_player || energy_use > 400)
6073 /* The Randomness is irrelevant */
6074 p_ptr->energy_need += energy_use * TURNS_PER_TICK / 10;
6078 /* There is some randomness of needed energy */
6079 p_ptr->energy_need += (s16b)((s32b)energy_use * ENERGY_NEED() / 100L);
6082 /* Hack -- constant hallucination */
6083 if (p_ptr->image) p_ptr->redraw |= (PR_MAP);
6086 /* Shimmer monsters if needed */
6087 if (shimmer_monsters)
6089 /* Clear the flag */
6090 shimmer_monsters = FALSE;
6092 /* Shimmer multi-hued monsters */
6093 for (i = 1; i < m_max; i++)
6095 monster_type *m_ptr;
6096 monster_race *r_ptr;
6098 /* Access monster */
6101 /* Skip dead monsters */
6102 if (!m_ptr->r_idx) continue;
6104 /* Skip unseen monsters */
6105 if (!m_ptr->ml) continue;
6107 /* Access the monster race */
6108 r_ptr = &r_info[m_ptr->ap_r_idx];
6110 /* Skip non-multi-hued monsters */
6111 if (!(r_ptr->flags1 & (RF1_ATTR_MULTI | RF1_SHAPECHANGER)))
6114 /* Reset the flag */
6115 shimmer_monsters = TRUE;
6117 /* Redraw regardless */
6118 lite_spot(m_ptr->fy, m_ptr->fx);
6123 /* Handle monster detection */
6124 if (repair_monsters)
6126 /* Reset the flag */
6127 repair_monsters = FALSE;
6129 /* Rotate detection flags */
6130 for (i = 1; i < m_max; i++)
6132 monster_type *m_ptr;
6134 /* Access monster */
6137 /* Skip dead monsters */
6138 if (!m_ptr->r_idx) continue;
6140 /* Nice monsters get mean */
6141 if (m_ptr->mflag & MFLAG_NICE)
6143 /* Nice monsters get mean */
6144 m_ptr->mflag &= ~(MFLAG_NICE);
6147 /* Handle memorized monsters */
6148 if (m_ptr->mflag2 & MFLAG2_MARK)
6150 /* Maintain detection */
6151 if (m_ptr->mflag2 & MFLAG2_SHOW)
6154 m_ptr->mflag2 &= ~(MFLAG2_SHOW);
6156 /* Still need repairs */
6157 repair_monsters = TRUE;
6160 /* Remove detection */
6164 m_ptr->mflag2 &= ~(MFLAG2_MARK);
6166 /* Assume invisible */
6169 /* Update the monster */
6170 update_mon(i, FALSE);
6172 if (p_ptr->health_who == i) p_ptr->redraw |= (PR_HEALTH);
6173 if (p_ptr->riding == i) p_ptr->redraw |= (PR_UHEALTH);
6175 /* Redraw regardless */
6176 lite_spot(m_ptr->fy, m_ptr->fx);
6181 if (p_ptr->pclass == CLASS_IMITATOR)
6183 if (p_ptr->mane_num > (p_ptr->lev > 44 ? 3 : p_ptr->lev > 29 ? 2 : 1))
6186 for (i = 0; i < p_ptr->mane_num; i++)
6188 p_ptr->mane_spell[i] = p_ptr->mane_spell[i+1];
6189 p_ptr->mane_dam[i] = p_ptr->mane_dam[i+1];
6193 p_ptr->redraw |= (PR_MANE);
6195 if (p_ptr->action == ACTION_LEARN)
6198 p_ptr->redraw |= (PR_STATE);
6201 if (world_player && (p_ptr->energy_need > - 1000))
6204 p_ptr->redraw |= (PR_MAP);
6206 /* Update monsters */
6207 p_ptr->update |= (PU_MONSTERS);
6210 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
6213 msg_print("¡Ö»þ¤ÏÆ°¤¤À¤¹¡Ä¡×");
6215 msg_print("You feel time flowing around you once more.");
6218 world_player = FALSE;
6219 p_ptr->energy_need = ENERGY_NEED();
6221 /* Handle "p_ptr->update" and "p_ptr->redraw" and "p_ptr->window" */
6226 /* Hack -- notice death */
6227 if (!p_ptr->playing || p_ptr->is_dead)
6229 world_player = FALSE;
6233 /* Handle "leaving" */
6234 if (p_ptr->leaving) break;
6237 /* Update scent trail */
6243 * Interact with the current dungeon level.
6245 * This function will not exit until the level is completed,
6246 * the user dies, or the game is terminated.
6248 static void dungeon(bool load_game)
6252 /* Set the base level */
6253 base_level = dun_level;
6255 /* Reset various flags */
6259 p_ptr->leaving = FALSE;
6261 /* Reset the "command" vars */
6264 #if 0 /* Don't reset here --- It's used for Arena */
6273 /* Cancel the target */
6277 ambush_flag = FALSE;
6279 /* Cancel the health bar */
6282 /* Check visual effects */
6283 shimmer_monsters = TRUE;
6284 shimmer_objects = TRUE;
6285 repair_monsters = TRUE;
6286 repair_objects = TRUE;
6292 /* Get index of current quest (if any) */
6293 quest_num = quest_number(dun_level);
6295 /* Inside a quest? */
6298 /* Mark the quest monster */
6299 r_info[quest[quest_num].r_idx].flags1 |= RF1_QUESTOR;
6302 /* Track maximum player level */
6303 if (p_ptr->max_plv < p_ptr->lev)
6305 p_ptr->max_plv = p_ptr->lev;
6309 /* Track maximum dungeon level (if not in quest -KMW-) */
6310 if ((max_dlv[dungeon_type] < dun_level) && !p_ptr->inside_quest)
6312 max_dlv[dungeon_type] = dun_level;
6313 if (record_maxdeapth) do_cmd_write_nikki(NIKKI_MAXDEAPTH, dun_level, NULL);
6316 /* Validate the panel */
6317 panel_bounds_center();
6319 /* Verify the panel */
6322 /* Flush messages */
6326 /* Enter "xtra" mode */
6327 character_xtra = TRUE;
6330 p_ptr->window |= (PW_INVEN | PW_EQUIP | PW_SPELL | PW_PLAYER | PW_MONSTER | PW_OVERHEAD | PW_DUNGEON);
6332 /* Redraw dungeon */
6333 p_ptr->redraw |= (PR_WIPE | PR_BASIC | PR_EXTRA | PR_EQUIPPY);
6336 p_ptr->redraw |= (PR_MAP);
6339 p_ptr->update |= (PU_BONUS | PU_HP | PU_MANA | PU_SPELLS);
6341 /* Update lite/view */
6342 p_ptr->update |= (PU_VIEW | PU_LITE | PU_MON_LITE | PU_TORCH);
6344 /* Update monsters */
6345 p_ptr->update |= (PU_MONSTERS | PU_DISTANCE | PU_FLOW);
6347 /* Handle "p_ptr->update" and "p_ptr->redraw" and "p_ptr->window" */
6350 /* Leave "xtra" mode */
6351 character_xtra = FALSE;
6354 p_ptr->update |= (PU_BONUS | PU_HP | PU_MANA | PU_SPELLS);
6356 /* Combine / Reorder the pack */
6357 p_ptr->notice |= (PN_COMBINE | PN_REORDER);
6359 /* Handle "p_ptr->notice" */
6362 /* Handle "p_ptr->update" and "p_ptr->redraw" and "p_ptr->window" */
6368 if (quest_num && (is_fixed_quest_idx(quest_num) &&
6369 !((quest_num == QUEST_OBERON) || (quest_num == QUEST_SERPENT) ||
6370 !(quest[quest_num].flags & QUEST_FLAG_PRESET)))) do_cmd_feeling();
6372 if (p_ptr->inside_battle)
6376 p_ptr->energy_need = 0;
6382 msg_print("»î¹ç³«»Ï¡ª");
6384 msg_format("Ready..Fight!");
6390 if ((p_ptr->pclass == CLASS_BARD) && (p_ptr->magic_num1[0] > MUSIC_DETECT))
6391 p_ptr->magic_num1[0] = MUSIC_DETECT;
6393 /* Hack -- notice death or departure */
6394 if (!p_ptr->playing || p_ptr->is_dead) return;
6396 /* Print quest message if appropriate */
6397 if (!p_ptr->inside_quest && (dungeon_type == DUNGEON_ANGBAND))
6399 quest_discovery(random_quest_number(dun_level));
6400 p_ptr->inside_quest = random_quest_number(dun_level);
6402 if ((dun_level == d_info[dungeon_type].maxdepth) && d_info[dungeon_type].final_guardian)
6404 if (r_info[d_info[dungeon_type].final_guardian].max_num)
6406 msg_format("¤³¤Î³¬¤Ë¤Ï%s¤Î¼ç¤Ç¤¢¤ë%s¤¬À³¤ó¤Ç¤¤¤ë¡£",
6407 d_name+d_info[dungeon_type].name,
6408 r_name+r_info[d_info[dungeon_type].final_guardian].name);
6410 msg_format("%^s lives in this level as the keeper of %s.",
6411 r_name+r_info[d_info[dungeon_type].final_guardian].name,
6412 d_name+d_info[dungeon_type].name);
6416 /*** Process this dungeon level ***/
6418 /* Reset the monster generation level */
6419 monster_level = base_level;
6421 /* Reset the object generation level */
6422 object_level = base_level;
6426 if (p_ptr->energy_need > 0 && !p_ptr->inside_battle &&
6427 (dun_level || p_ptr->leaving_dungeon || p_ptr->inside_arena))
6428 p_ptr->energy_need = 0;
6430 /* Not leaving dungeon */
6431 p_ptr->leaving_dungeon = FALSE;
6436 /* Hack -- Compact the monster list occasionally */
6437 if ((m_cnt + 32 > max_m_idx) && !p_ptr->inside_battle) compact_monsters(64);
6439 /* Hack -- Compress the monster list occasionally */
6440 if ((m_cnt + 32 < m_max) && !p_ptr->inside_battle) compact_monsters(0);
6443 /* Hack -- Compact the object list occasionally */
6444 if (o_cnt + 32 > max_o_idx) compact_objects(64);
6446 /* Hack -- Compress the object list occasionally */
6447 if (o_cnt + 32 < o_max) compact_objects(0);
6450 /* Process the player */
6453 /* Handle "p_ptr->notice" */
6456 /* Handle "p_ptr->update" and "p_ptr->redraw" and "p_ptr->window" */
6459 /* Hack -- Hilite the player */
6460 move_cursor_relative(py, px);
6462 /* Optional fresh */
6463 if (fresh_after) Term_fresh();
6465 /* Hack -- Notice death or departure */
6466 if (!p_ptr->playing || p_ptr->is_dead) break;
6468 /* Process all of the monsters */
6471 /* Handle "p_ptr->notice" */
6474 /* Handle "p_ptr->update" and "p_ptr->redraw" and "p_ptr->window" */
6477 /* Hack -- Hilite the player */
6478 move_cursor_relative(py, px);
6480 /* Optional fresh */
6481 if (fresh_after) Term_fresh();
6483 /* Hack -- Notice death or departure */
6484 if (!p_ptr->playing || p_ptr->is_dead) break;
6487 /* Process the world */
6490 /* Handle "p_ptr->notice" */
6493 /* Handle "p_ptr->update" and "p_ptr->redraw" and "p_ptr->window" */
6496 /* Hack -- Hilite the player */
6497 move_cursor_relative(py, px);
6499 /* Optional fresh */
6500 if (fresh_after) Term_fresh();
6502 /* Hack -- Notice death or departure */
6503 if (!p_ptr->playing || p_ptr->is_dead) break;
6505 /* Handle "leaving" */
6506 if (p_ptr->leaving) break;
6508 /* Count game turns */
6510 if (!p_ptr->wild_mode || wild_regen) dungeon_turn++;
6511 else if (p_ptr->wild_mode && !(turn % ((MAX_HGT + MAX_WID) / 2))) dungeon_turn++;
6512 if (wild_regen) wild_regen--;
6515 /* Inside a quest and non-unique questor? */
6516 if (quest_num && !(r_info[quest[quest_num].r_idx].flags1 & RF1_UNIQUE))
6518 /* Un-mark the quest monster */
6519 r_info[quest[quest_num].r_idx].flags1 &= ~RF1_QUESTOR;
6522 /* Not save-and-quit and not dead? */
6523 if (p_ptr->playing && !p_ptr->is_dead)
6526 * Maintain Unique monsters and artifact, save current
6527 * floor, then prepare next floor
6531 /* Forget the flag */
6532 reinit_wilderness = FALSE;
6535 /* Write about current level on the play record once per level */
6541 * Load some "user pref files"
6543 * Modified by Arcum Dagsson to support
6544 * separate macro files for different realms.
6546 static void load_all_pref_files(void)
6550 /* Access the "user" pref file */
6551 sprintf(buf, "user.prf");
6553 /* Process that file */
6554 process_pref_file(buf);
6556 /* Access the "user" system pref file */
6557 sprintf(buf, "user-%s.prf", ANGBAND_SYS);
6559 /* Process that file */
6560 process_pref_file(buf);
6562 /* Access the "race" pref file */
6563 sprintf(buf, "%s.prf", rp_ptr->title);
6565 /* Process that file */
6566 process_pref_file(buf);
6568 /* Access the "class" pref file */
6569 sprintf(buf, "%s.prf", cp_ptr->title);
6571 /* Process that file */
6572 process_pref_file(buf);
6574 /* Access the "character" pref file */
6575 sprintf(buf, "%s.prf", player_base);
6577 /* Process that file */
6578 process_pref_file(buf);
6580 /* Access the "realm 1" pref file */
6581 if (p_ptr->realm1 != REALM_NONE)
6583 sprintf(buf, "%s.prf", realm_names[p_ptr->realm1]);
6585 /* Process that file */
6586 process_pref_file(buf);
6589 /* Access the "realm 2" pref file */
6590 if (p_ptr->realm2 != REALM_NONE)
6592 sprintf(buf, "%s.prf", realm_names[p_ptr->realm2]);
6594 /* Process that file */
6595 process_pref_file(buf);
6599 /* Load an autopick preference file */
6600 autopick_load_pref(FALSE);
6605 * Extract option variables from bit sets
6607 void extract_option_vars(void)
6611 for (i = 0; option_info[i].o_desc; i++)
6613 int os = option_info[i].o_set;
6614 int ob = option_info[i].o_bit;
6616 /* Set the "default" options */
6617 if (option_info[i].o_var)
6620 if (option_flag[os] & (1L << ob))
6623 (*option_info[i].o_var) = TRUE;
6630 (*option_info[i].o_var) = FALSE;
6638 * Determine bounty uniques
6640 void determine_bounty_uniques(void)
6643 monster_race *r_ptr;
6645 get_mon_num_prep(NULL, NULL);
6646 for (i = 0; i < MAX_KUBI; i++)
6650 kubi_r_idx[i] = get_mon_num(MAX_DEPTH - 1);
6651 r_ptr = &r_info[kubi_r_idx[i]];
6653 if (!(r_ptr->flags1 & RF1_UNIQUE)) continue;
6655 if (!(r_ptr->flags9 & (RF9_DROP_CORPSE | RF9_DROP_SKELETON))) continue;
6657 if (r_ptr->rarity > 100) continue;
6659 if (no_questor_or_bounty_uniques(kubi_r_idx[i])) continue;
6661 for (j = 0; j < i; j++)
6662 if (kubi_r_idx[i] == kubi_r_idx[j]) break;
6669 for (i = 0; i < MAX_KUBI - 1; i++)
6671 for (j = i; j < MAX_KUBI; j++)
6673 if (r_info[kubi_r_idx[i]].level > r_info[kubi_r_idx[j]].level)
6675 tmp = kubi_r_idx[i];
6676 kubi_r_idx[i] = kubi_r_idx[j];
6677 kubi_r_idx[j] = tmp;
6685 * Determine today's bounty monster
6686 * Note: conv_old is used if loaded 0.0.3 or older save file
6688 void determine_today_mon(bool conv_old)
6691 bool old_inside_battle = p_ptr->inside_battle;
6692 monster_race *r_ptr;
6696 for (i = 0; i < max_d_idx; i++)
6698 if (max_dlv[i] < d_info[i].mindepth) continue;
6699 if (max_dl < max_dlv[i]) max_dl = max_dlv[i];
6702 else max_dl = MAX(max_dlv[DUNGEON_ANGBAND], 3);
6704 p_ptr->inside_battle = TRUE;
6705 get_mon_num_prep(NULL, NULL);
6709 today_mon = get_mon_num(max_dl);
6710 r_ptr = &r_info[today_mon];
6712 if (r_ptr->flags1 & RF1_UNIQUE) continue;
6713 if (r_ptr->flags7 & (RF7_NAZGUL | RF7_UNIQUE2)) continue;
6714 if (r_ptr->flags2 & RF2_MULTIPLY) continue;
6715 if ((r_ptr->flags9 & (RF9_DROP_CORPSE | RF9_DROP_SKELETON)) != (RF9_DROP_CORPSE | RF9_DROP_SKELETON)) continue;
6716 if (r_ptr->level < MIN(max_dl / 2, 40)) continue;
6717 if (r_ptr->rarity > 10) continue;
6721 p_ptr->today_mon = 0;
6722 p_ptr->inside_battle = old_inside_battle;
6727 * Actually play a game
6729 * If the "new_game" parameter is true, then, after loading the
6730 * savefile, we will commit suicide, if necessary, to allow the
6731 * player to start a new game.
6733 void play_game(bool new_game)
6736 bool load_game = TRUE;
6746 else if (chuukei_server)
6748 prepare_chuukei_hooks();
6752 hack_mutation = FALSE;
6754 /* Hack -- Character is "icky" */
6755 character_icky = TRUE;
6757 /* Make sure main term is active */
6758 Term_activate(angband_term[0]);
6760 /* Initialise the resize hooks */
6761 angband_term[0]->resize_hook = resize_map;
6763 for (i = 1; i < 8; i++)
6765 /* Does the term exist? */
6766 if (angband_term[i])
6768 /* Add the redraw on resize hook */
6769 angband_term[i]->resize_hook = redraw_window;
6773 /* Hack -- turn off the cursor */
6774 (void)Term_set_cursor(0);
6777 /* Attempt to load */
6782 quit("¥»¡¼¥Ö¥Õ¥¡¥¤¥ë¤¬²õ¤ì¤Æ¤¤¤Þ¤¹");
6784 quit("broken savefile");
6789 /* Extract the options */
6790 extract_option_vars();
6792 /* Report waited score */
6793 if (p_ptr->wait_report_score)
6799 if (!get_check_strict("ÂÔµ¡¤·¤Æ¤¤¤¿¥¹¥³¥¢ÅÐÏ¿¤òº£¹Ô¤Ê¤¤¤Þ¤¹¤«¡©", CHECK_NO_HISTORY))
6801 if (!get_check_strict("Do you register score now? ", CHECK_NO_HISTORY))
6806 p_ptr->update |= (PU_BONUS | PU_HP | PU_MANA | PU_SPELLS);
6811 p_ptr->is_dead = TRUE;
6813 start_time = time(NULL);
6815 /* No suspending now */
6816 signals_ignore_tstp();
6818 /* Hack -- Character is now "icky" */
6819 character_icky = TRUE;
6821 /* Build the filename */
6822 path_build(buf, sizeof(buf), ANGBAND_DIR_APEX, "scores.raw");
6824 /* Open the high score file, for reading/writing */
6825 highscore_fd = fd_open(buf, O_RDWR);
6827 /* Handle score, show Top scores */
6828 success = send_world_score(TRUE);
6831 if (!success && !get_check_strict("¥¹¥³¥¢ÅÐÏ¿¤òÄü¤á¤Þ¤¹¤«¡©", CHECK_NO_HISTORY))
6833 if (!success && !get_check_strict("Do you give up score registration? ", CHECK_NO_HISTORY))
6837 prt("°ú¤Â³¤ÂÔµ¡¤·¤Þ¤¹¡£", 0, 0);
6839 prt("standing by for future registration...", 0, 0);
6845 p_ptr->wait_report_score = FALSE;
6848 if (!save_player()) msg_print("¥»¡¼¥Ö¼ºÇÔ¡ª");
6850 if (!save_player()) msg_print("death save failed!");
6853 /* Shut the high score file */
6854 (void)fd_close(highscore_fd);
6856 /* Forget the high score fd */
6859 /* Allow suspending now */
6860 signals_handle_tstp();
6865 /* Nothing loaded */
6866 if (!character_loaded)
6868 /* Make new player */
6871 /* The dungeon is not ready */
6872 character_dungeon = FALSE;
6874 /* Prepare to init the RNG */
6877 /* Initialize the saved floors data */
6878 init_saved_floors(FALSE);
6881 /* Old game is loaded. But new game is requested. */
6884 /* Initialize the saved floors data */
6885 init_saved_floors(TRUE);
6888 /* Process old character */
6891 /* Process the player name */
6892 process_player_name(FALSE);
6901 seed = (time(NULL));
6905 /* Mutate the seed on Unix machines */
6906 seed = ((seed >> 3) * (getpid() << 1));
6910 /* Use the complex RNG */
6913 /* Seed the "complex" RNG */
6914 Rand_state_init(seed);
6917 /* Roll new character */
6920 /* The dungeon is not ready */
6921 character_dungeon = FALSE;
6925 p_ptr->inside_quest = 0;
6926 p_ptr->inside_arena = FALSE;
6927 p_ptr->inside_battle = FALSE;
6931 /* Hack -- seed for flavors */
6932 seed_flavor = randint0(0x10000000);
6934 /* Hack -- seed for town layout */
6935 seed_town = randint0(0x10000000);
6937 /* Roll up a new character */
6945 determine_bounty_uniques();
6946 determine_today_mon(FALSE);
6950 write_level = FALSE;
6953 do_cmd_write_nikki(NIKKI_GAMESTART, 1, " ----¥²¡¼¥àºÆ³«----");
6955 do_cmd_write_nikki(NIKKI_GAMESTART, 1, " ---- Restart Game ----");
6959 * 1.0.9 °ÊÁ°¤Ï¥»¡¼¥ÖÁ°¤Ë p_ptr->riding = -1 ¤È¤·¤Æ¤¤¤¿¤Î¤Ç¡¢ºÆÀßÄ꤬ɬÍפÀ¤Ã¤¿¡£
6960 * ¤â¤¦ÉÔÍפÀ¤¬¡¢°ÊÁ°¤Î¥»¡¼¥Ö¥Õ¥¡¥¤¥ë¤È¤Î¸ß´¹¤Î¤¿¤á¤Ë»Ä¤·¤Æ¤ª¤¯¡£
6962 if (p_ptr->riding == -1)
6965 for (i = m_max; i > 0; i--)
6967 if (player_bold(m_list[i].fy, m_list[i].fx))
6976 p_ptr->teleport_town = FALSE;
6977 p_ptr->sutemi = FALSE;
6978 world_monster = FALSE;
6979 now_damaged = FALSE;
6981 start_time = time(NULL) - 1;
6982 record_o_name[0] = '\0';
6984 /* Reset map panel */
6985 panel_row_min = cur_hgt;
6986 panel_col_min = cur_wid;
6988 /* Sexy gal gets bonus to maximum weapon skill of whip */
6989 if (p_ptr->pseikaku == SEIKAKU_SEXY)
6990 s_info[p_ptr->pclass].w_max[TV_HAFTED-TV_WEAPON_BEGIN][SV_WHIP] = WEAPON_EXP_MASTER;
6992 /* Fill the arrays of floors and walls in the good proportions */
6993 set_floor_and_wall(dungeon_type);
6995 /* Flavor the objects */
7003 /* Flash a message */
7005 prt("¤ªÂÔ¤Á²¼¤µ¤¤...", 0, 0);
7007 prt("Please wait...", 0, 0);
7011 /* Flush the message */
7015 /* Hack -- Enter wizard mode */
7018 if (enter_wizard_mode())
7020 p_ptr->wizard = TRUE;
7022 if (p_ptr->is_dead || !py || !px)
7024 /* Initialize the saved floors data */
7025 init_saved_floors(TRUE);
7028 p_ptr->inside_quest = 0;
7030 /* Avoid crash in update_view() */
7034 else if (p_ptr->is_dead)
7036 quit("Already dead.");
7040 /* Initialize the town-buildings if necessary */
7041 if (!dun_level && !p_ptr->inside_quest)
7043 /* Init the wilderness */
7045 process_dungeon_file("w_info.txt", 0, 0, max_wild_y, max_wild_x);
7048 init_flags = INIT_ONLY_BUILDINGS;
7050 process_dungeon_file("t_info.txt", 0, 0, MAX_HGT, MAX_WID);
7055 /* Generate a dungeon level if needed */
7056 if (!character_dungeon)
7062 /* Character is now "complete" */
7063 character_generated = TRUE;
7066 /* Hack -- Character is no longer "icky" */
7067 character_icky = FALSE;
7075 sprintf(buf, "%s¤Ë¹ß¤êΩ¤Ã¤¿¡£", map_name());
7077 sprintf(buf, "You are standing in the %s.", map_name());
7079 do_cmd_write_nikki(NIKKI_BUNSHOU, 0, buf);
7084 p_ptr->playing = TRUE;
7086 /* Reset the visual mappings */
7089 /* Load the "pref" files */
7090 load_all_pref_files();
7092 /* React to changes */
7093 Term_xtra(TERM_XTRA_REACT, 0);
7096 p_ptr->window |= (PW_INVEN | PW_EQUIP | PW_SPELL | PW_PLAYER);
7099 p_ptr->window |= (PW_MESSAGE | PW_OVERHEAD | PW_DUNGEON | PW_MONSTER | PW_OBJECT);
7105 /* Set or clear "rogue_like_commands" if requested */
7106 if (arg_force_original) rogue_like_commands = FALSE;
7107 if (arg_force_roguelike) rogue_like_commands = TRUE;
7109 /* Hack -- Enforce "delayed death" */
7110 if (p_ptr->chp < 0) p_ptr->is_dead = TRUE;
7112 if (p_ptr->prace == RACE_ANDROID) calc_android_exp();
7114 if (new_game && ((p_ptr->pclass == CLASS_CAVALRY) || (p_ptr->pclass == CLASS_BEASTMASTER)))
7116 monster_type *m_ptr;
7117 int pet_r_idx = ((p_ptr->pclass == CLASS_CAVALRY) ? MON_HORSE : MON_YASE_HORSE);
7118 monster_race *r_ptr = &r_info[pet_r_idx];
7119 place_monster_aux(0, py, px - 1, pet_r_idx,
7120 (PM_FORCE_PET | PM_NO_KAGE));
7121 m_ptr = &m_list[hack_m_idx_ii];
7122 m_ptr->mspeed = r_ptr->speed;
7123 m_ptr->maxhp = r_ptr->hdice*(r_ptr->hside+1)/2;
7124 m_ptr->max_maxhp = m_ptr->maxhp;
7125 m_ptr->hp = r_ptr->hdice*(r_ptr->hside+1)/2;
7126 m_ptr->energy_need = ENERGY_NEED() + ENERGY_NEED();
7132 /* Process the level */
7135 /* Handle "p_ptr->notice" */
7138 /* Handle "p_ptr->update" and "p_ptr->redraw" and "p_ptr->window" */
7141 /* Cancel the target */
7144 /* Cancel the health bar */
7148 /* Forget the lite */
7151 /* Forget the view */
7154 /* Forget the view */
7157 /* Handle "quit and save" */
7158 if (!p_ptr->playing && !p_ptr->is_dead) break;
7160 /* Erase the old cave */
7162 if (!p_ptr->is_dead) wipe_m_list();
7170 /* Accidental Death */
7171 if (p_ptr->playing && p_ptr->is_dead)
7173 if (p_ptr->inside_arena)
7175 p_ptr->inside_arena = FALSE;
7176 if (p_ptr->arena_number > MAX_ARENA_MONS)
7177 p_ptr->arena_number++;
7179 p_ptr->arena_number = -1 - p_ptr->arena_number;
7180 p_ptr->is_dead = FALSE;
7182 p_ptr->chp_frac = 0;
7183 p_ptr->exit_bldg = TRUE;
7186 /* Leave through the exit */
7187 prepare_change_floor_mode(CFM_SAVE_FLOORS | CFM_RAND_CONNECT);
7189 /* prepare next floor */
7194 /* Mega-Hack -- Allow player to cheat death */
7196 if ((p_ptr->wizard || cheat_live) && !get_check("»à¤Ë¤Þ¤¹¤«? "))
7198 if ((p_ptr->wizard || cheat_live) && !get_check("Die? "))
7202 /* Mark social class, reset age, if needed */
7203 if (p_ptr->sc) p_ptr->sc = p_ptr->age = 0;
7209 p_ptr->noscore |= 0x0001;
7213 msg_print("¥¦¥£¥¶¡¼¥É¥â¡¼¥É¤ËÇ°¤òÁ÷¤ê¡¢»à¤òµ½¤¤¤¿¡£");
7215 msg_print("You invoke wizard mode and cheat death.");
7221 /* Restore hit points */
7222 p_ptr->chp = p_ptr->mhp;
7223 p_ptr->chp_frac = 0;
7225 if (p_ptr->pclass == CLASS_MAGIC_EATER)
7227 for (i = 0; i < EATER_EXT*2; i++)
7229 p_ptr->magic_num1[i] = p_ptr->magic_num2[i]*EATER_CHARGE;
7231 for (; i < EATER_EXT*3; i++)
7233 p_ptr->magic_num1[i] = 0;
7236 /* Restore spell points */
7237 p_ptr->csp = p_ptr->msp;
7238 p_ptr->csp_frac = 0;
7240 /* Hack -- Healing */
7242 (void)set_confused(0);
7243 (void)set_poisoned(0);
7244 (void)set_afraid(0);
7245 (void)set_paralyzed(0);
7250 /* Hack -- Prevent starvation */
7251 (void)set_food(PY_FOOD_MAX - 1);
7253 /* Hack -- cancel recall */
7254 if (p_ptr->word_recall)
7258 msg_print("Ä¥¤ê¤Ä¤á¤¿Â絤¤¬Î®¤ìµî¤Ã¤¿...");
7260 msg_print("A tension leaves the air around you...");
7265 /* Hack -- Prevent recall */
7266 p_ptr->word_recall = 0;
7267 p_ptr->redraw |= (PR_STATUS);
7270 /* Hack -- cancel alter */
7271 if (p_ptr->alter_reality)
7273 /* Hack -- Prevent alter */
7274 p_ptr->alter_reality = 0;
7275 p_ptr->redraw |= (PR_STATUS);
7278 /* Note cause of death XXX XXX XXX */
7280 (void)strcpy(p_ptr->died_from, "»à¤Îµ½¤");
7282 (void)strcpy(p_ptr->died_from, "Cheating death");
7287 p_ptr->is_dead = FALSE;
7290 p_ptr->inside_arena = FALSE;
7291 p_ptr->inside_battle = FALSE;
7293 p_ptr->inside_quest = 0;
7294 p_ptr->recall_dungeon = dungeon_type;
7296 if (lite_town || vanilla_town)
7298 p_ptr->wilderness_y = 1;
7299 p_ptr->wilderness_x = 1;
7313 p_ptr->wilderness_y = 48;
7314 p_ptr->wilderness_x = 5;
7320 p_ptr->wild_mode = FALSE;
7322 p_ptr->leaving = TRUE;
7325 do_cmd_write_nikki(NIKKI_BUNSHOU, 1, " ¤·¤«¤·¡¢À¸¤Ê֤ä¿¡£");
7327 do_cmd_write_nikki(NIKKI_BUNSHOU, 1, " but revived.");
7333 /* Handle "death" */
7334 if (p_ptr->is_dead) break;
7336 /* Make a new level */
7347 s32b turn_real(s32b hoge)
7349 switch (p_ptr->start_race)
7355 return hoge - (TURNS_PER_TICK * TOWN_DAWN * 3 / 4);