4 * Copyright (c) 1997 Ben Harrison, James E. Wilson, Robert A. Koeneke
6 * This software may be copied and distributed for educational, research,
7 * and not for profit purposes provided that this copyright and statement
8 * are included in all such copies. Other copyrights may also apply.
11 /* Purpose: Angband game engine */
15 #define TY_CURSE_CHANCE 200
16 #define CHAINSWORD_NOISE 100
18 static bool load = TRUE;
19 static int wild_regen = 20;
22 * Return a "feeling" (or NULL) about an item. Method 1 (Heavy).
24 static byte value_check_aux1(object_type *o_ptr)
27 if (object_is_artifact(o_ptr))
30 if (object_is_cursed(o_ptr) || object_is_broken(o_ptr)) return FEEL_TERRIBLE;
37 if (object_is_ego(o_ptr))
40 if (object_is_cursed(o_ptr) || object_is_broken(o_ptr)) return FEEL_WORTHLESS;
43 return FEEL_EXCELLENT;
47 if (object_is_cursed(o_ptr)) return FEEL_CURSED;
50 if (object_is_broken(o_ptr)) return FEEL_BROKEN;
52 if ((o_ptr->tval == TV_RING) || (o_ptr->tval == TV_AMULET)) return FEEL_AVERAGE;
54 /* Good "armor" bonus */
55 if (o_ptr->to_a > 0) return FEEL_GOOD;
57 /* Good "weapon" bonus */
58 if (o_ptr->to_h + o_ptr->to_d > 0) return FEEL_GOOD;
60 /* Default to "average" */
66 * Return a "feeling" (or NULL) about an item. Method 2 (Light).
68 static byte value_check_aux2(object_type *o_ptr)
70 /* Cursed items (all of them) */
71 if (object_is_cursed(o_ptr)) return FEEL_CURSED;
73 /* Broken items (all of them) */
74 if (object_is_broken(o_ptr)) return FEEL_BROKEN;
76 /* Artifacts -- except cursed/broken ones */
77 if (object_is_artifact(o_ptr)) return FEEL_UNCURSED;
79 /* Ego-Items -- except cursed/broken ones */
80 if (object_is_ego(o_ptr)) return FEEL_UNCURSED;
82 /* Good armor bonus */
83 if (o_ptr->to_a > 0) return FEEL_UNCURSED;
85 /* Good weapon bonuses */
86 if (o_ptr->to_h + o_ptr->to_d > 0) return FEEL_UNCURSED;
94 static void sense_inventory_aux(int slot, bool heavy)
97 object_type *o_ptr = &inventory[slot];
98 char o_name[MAX_NLEN];
100 /* We know about it already, do not tell us again */
101 if (o_ptr->ident & (IDENT_SENSE))return;
103 /* It is fully known, no information needed */
104 if (object_is_known(o_ptr)) return;
106 /* Check for a feeling */
107 feel = (heavy ? value_check_aux1(o_ptr) : value_check_aux2(o_ptr));
109 /* Skip non-feelings */
113 if ((p_ptr->muta3 & MUT3_BAD_LUCK) && !randint0(13))
124 feel = FEEL_EXCELLENT;
130 feel = randint0(3) ? FEEL_GOOD : FEEL_AVERAGE;
132 feel = FEEL_UNCURSED;
137 feel = randint0(2) ? FEEL_CURSED : FEEL_GOOD;
143 feel = randint0(3) ? FEEL_CURSED : FEEL_AVERAGE;
150 feel = FEEL_WORTHLESS;
155 feel = FEEL_TERRIBLE;
161 /* Stop everything */
162 if (disturb_minor) disturb(0, 0);
164 /* Get an object description */
165 object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
167 /* Message (equipment) */
168 if (slot >= INVEN_RARM)
171 msg_format("%s%s(%c)¤Ï%s¤È¤¤¤¦´¶¤¸¤¬¤¹¤ë...",
172 describe_use(slot),o_name, index_to_label(slot),game_inscriptions[feel]);
174 msg_format("You feel the %s (%c) you are %s %s %s...",
175 o_name, index_to_label(slot), describe_use(slot),
176 ((o_ptr->number == 1) ? "is" : "are"),
177 game_inscriptions[feel]);
182 /* Message (inventory) */
186 msg_format("¥¶¥Ã¥¯¤ÎÃæ¤Î%s(%c)¤Ï%s¤È¤¤¤¦´¶¤¸¤¬¤¹¤ë...",
187 o_name, index_to_label(slot),game_inscriptions[feel]);
189 msg_format("You feel the %s (%c) in your pack %s %s...",
190 o_name, index_to_label(slot),
191 ((o_ptr->number == 1) ? "is" : "are"),
192 game_inscriptions[feel]);
197 /* We have "felt" it */
198 o_ptr->ident |= (IDENT_SENSE);
200 /* Set the "inscription" */
201 o_ptr->feeling = feel;
203 /* Auto-inscription/destroy */
204 autopick_alter_item(slot, destroy_feeling);
206 /* Combine / Reorder the pack (later) */
207 p_ptr->notice |= (PN_COMBINE | PN_REORDER);
210 p_ptr->window |= (PW_INVEN | PW_EQUIP);
216 * Sense the inventory
218 * Class 0 = Warrior --> fast and heavy
219 * Class 1 = Mage --> slow and light
220 * Class 2 = Priest --> fast but light
221 * Class 3 = Rogue --> okay and heavy
222 * Class 4 = Ranger --> slow but heavy (changed!)
223 * Class 5 = Paladin --> slow but heavy
225 static void sense_inventory1(void)
228 int plev = p_ptr->lev;
233 /*** Check for "sensing" ***/
235 /* No sensing when confused */
236 if (p_ptr->confused) return;
238 /* Analyze the class */
239 switch (p_ptr->pclass)
247 if (0 != randint0(9000L / (plev * plev + 40))) return;
259 if (0 != randint0(6000L / (plev * plev + 50))) return;
269 case CLASS_HIGH_MAGE:
271 case CLASS_MAGIC_EATER:
273 /* Very bad (light) sensing */
274 if (0 != randint0(240000L / (plev + 5))) return;
283 /* Good (light) sensing */
284 if (0 != randint0(10000L / (plev * plev + 40))) return;
294 if (0 != randint0(20000L / (plev * plev + 40))) return;
306 if (0 != randint0(95000L / (plev * plev + 40))) return;
318 if (0 != randint0(77777L / (plev * plev + 40))) return;
327 case CLASS_WARRIOR_MAGE:
331 if (0 != randint0(75000L / (plev * plev + 40))) return;
337 case CLASS_MINDCRAFTER:
339 case CLASS_BLUE_MAGE:
340 case CLASS_MIRROR_MASTER:
343 if (0 != randint0(55000L / (plev * plev + 40))) return;
349 case CLASS_CHAOS_WARRIOR:
352 if (0 != randint0(80000L / (plev * plev + 40))) return;
362 case CLASS_FORCETRAINER:
365 if (0 != randint0(20000L / (plev * plev + 40))) return;
374 if (0 != randint0(20000L / ((plev+50)*(plev+50)))) return;
383 case CLASS_BEASTMASTER:
386 if (0 != randint0(65000L / (plev * plev + 40))) return;
391 case CLASS_BERSERKER:
401 if (compare_virtue(V_KNOWLEDGE, 100, VIRTUE_LARGE)) heavy = TRUE;
403 /*** Sense everything ***/
405 /* Check everything */
406 for (i = 0; i < INVEN_TOTAL; i++)
410 o_ptr = &inventory[i];
412 /* Skip empty slots */
413 if (!o_ptr->k_idx) continue;
415 /* Valid "tval" codes */
442 /* Skip non-sense machines */
445 /* Occasional failure on inventory items */
446 if ((i < INVEN_RARM) && (0 != randint0(5))) continue;
449 if ((p_ptr->muta3 & MUT3_GOOD_LUCK) && !randint0(13))
454 sense_inventory_aux(i, heavy);
459 static void sense_inventory2(void)
462 int plev = p_ptr->lev;
466 /*** Check for "sensing" ***/
468 /* No sensing when confused */
469 if (p_ptr->confused) return;
471 /* Analyze the class */
472 switch (p_ptr->pclass)
478 case CLASS_BERSERKER:
485 case CLASS_CHAOS_WARRIOR:
487 case CLASS_BEASTMASTER:
490 /* Very bad (light) sensing */
491 if (0 != randint0(240000L / (plev + 5))) return;
498 case CLASS_WARRIOR_MAGE:
503 if (0 != randint0(95000L / (plev * plev + 40))) return;
512 case CLASS_FORCETRAINER:
513 case CLASS_MINDCRAFTER:
516 if (0 != randint0(20000L / (plev * plev + 40))) return;
523 case CLASS_HIGH_MAGE:
525 case CLASS_MAGIC_EATER:
526 case CLASS_MIRROR_MASTER:
527 case CLASS_BLUE_MAGE:
530 if (0 != randint0(9000L / (plev * plev + 40))) return;
539 if (0 != randint0(20000L / ((plev+50)*(plev+50)))) return;
546 /*** Sense everything ***/
548 /* Check everything */
549 for (i = 0; i < INVEN_TOTAL; i++)
553 o_ptr = &inventory[i];
555 /* Skip empty slots */
556 if (!o_ptr->k_idx) continue;
558 /* Valid "tval" codes */
571 /* Skip non-sense machines */
574 /* Occasional failure on inventory items */
575 if ((i < INVEN_RARM) && (0 != randint0(5))) continue;
577 sense_inventory_aux(i, TRUE);
584 * Go to any level (ripped off from wiz_jump)
586 static void pattern_teleport(void)
593 if (get_check("¾¤Î³¬¤Ë¥Æ¥ì¥Ý¡¼¥È¤·¤Þ¤¹¤«¡©"))
595 if (get_check("Teleport level? "))
602 /* Only downward in ironman mode */
603 if (ironman_downward)
604 min_level = dun_level;
607 if (dungeon_type == DUNGEON_ANGBAND)
610 max_level = MAX_DEPTH - 1;
611 else if (dun_level == 100)
616 max_level = d_info[dungeon_type].maxdepth;
617 min_level = d_info[dungeon_type].mindepth;
622 sprintf(ppp, "¥Æ¥ì¥Ý¡¼¥ÈÀè:(%d-%d)", min_level, max_level);
624 sprintf(ppp, "Teleport to level (%d-%d): ", min_level, max_level);
629 sprintf(tmp_val, "%d", dun_level);
631 /* Ask for a level */
632 if (!get_string(ppp, tmp_val, 10)) return;
634 /* Extract request */
635 command_arg = atoi(tmp_val);
638 else if (get_check("Ä̾ï¥Æ¥ì¥Ý¡¼¥È¡©"))
640 else if (get_check("Normal teleport? "))
644 teleport_player(200, FALSE);
653 if (command_arg < min_level) command_arg = min_level;
656 if (command_arg > max_level) command_arg = max_level;
660 msg_format("%d ³¬¤Ë¥Æ¥ì¥Ý¡¼¥È¤·¤Þ¤·¤¿¡£", command_arg);
662 msg_format("You teleport to dungeon level %d.", command_arg);
666 if (autosave_l) do_cmd_save_game(TRUE);
669 dun_level = command_arg;
673 if (record_stair) do_cmd_write_nikki(NIKKI_PAT_TELE,0,NULL);
675 p_ptr->inside_quest = 0;
679 * Clear all saved floors
680 * and create a first saved floor
682 prepare_change_floor_mode(CFM_FIRST_FLOOR);
685 p_ptr->leaving = TRUE;
689 static void wreck_the_pattern(void)
691 int to_ruin = 0, r_y, r_x;
692 int pattern_type = f_info[cave[py][px].feat].power;
694 if (pattern_type == PATTERN_TILE_WRECKED)
701 msg_print("¥Ñ¥¿¡¼¥ó¤ò·ì¤Ç±ø¤·¤Æ¤·¤Þ¤Ã¤¿¡ª");
702 msg_print("²¿¤«¶²¤í¤·¤¤»ö¤¬µ¯¤³¤Ã¤¿¡ª");
704 msg_print("You bleed on the Pattern!");
705 msg_print("Something terrible happens!");
710 take_hit(DAMAGE_NOESCAPE, damroll(10, 8), "¥Ñ¥¿¡¼¥ó»²õ", -1);
712 take_hit(DAMAGE_NOESCAPE, damroll(10, 8), "corrupting the Pattern", -1);
715 to_ruin = randint1(45) + 35;
719 scatter(&r_y, &r_x, py, px, 4, 0);
721 if (pattern_tile(r_y, r_x) &&
722 (f_info[cave[r_y][r_x].feat].power != PATTERN_TILE_WRECKED))
724 cave_set_feat(r_y, r_x, FEAT_PATTERN_XTRA2);
728 cave_set_feat(py, px, FEAT_PATTERN_XTRA2);
732 /* Returns TRUE if we are on the Pattern... */
733 static bool pattern_effect(void)
737 if (!pattern_tile(py, px)) return FALSE;
739 if ((prace_is_(RACE_AMBERITE)) &&
740 (p_ptr->cut > 0) && one_in_(10))
745 pattern_type = f_info[cave[py][px].feat].power;
747 switch (pattern_type)
749 case PATTERN_TILE_END:
750 (void)set_poisoned(0);
756 (void)do_res_stat(A_STR);
757 (void)do_res_stat(A_INT);
758 (void)do_res_stat(A_WIS);
759 (void)do_res_stat(A_DEX);
760 (void)do_res_stat(A_CON);
761 (void)do_res_stat(A_CHR);
762 (void)restore_level();
763 (void)hp_player(1000);
765 cave_set_feat(py, px, FEAT_PATTERN_OLD);
768 msg_print("¡Ö¥Ñ¥¿¡¼¥ó¡×¤Î¤³¤ÎÉôʬ¤Ï¾¤ÎÉôʬ¤è¤ê¶¯ÎϤǤʤ¤¤è¤¦¤À¡£");
770 msg_print("This section of the Pattern looks less powerful.");
774 * We could make the healing effect of the
775 * Pattern center one-time only to avoid various kinds
776 * of abuse, like luring the win monster into fighting you
777 * in the middle of the pattern...
781 case PATTERN_TILE_OLD:
785 case PATTERN_TILE_TELEPORT:
789 case PATTERN_TILE_WRECKED:
792 take_hit(DAMAGE_NOESCAPE, 200, "²õ¤ì¤¿¡Ö¥Ñ¥¿¡¼¥ó¡×¤òÊ⤤¤¿¥À¥á¡¼¥¸", -1);
794 take_hit(DAMAGE_NOESCAPE, 200, "walking the corrupted Pattern", -1);
799 if (prace_is_(RACE_AMBERITE) && !one_in_(2))
801 else if (!IS_INVULN())
803 take_hit(DAMAGE_NOESCAPE, damroll(1, 3), "¡Ö¥Ñ¥¿¡¼¥ó¡×¤òÊ⤤¤¿¥À¥á¡¼¥¸", -1);
805 take_hit(DAMAGE_NOESCAPE, damroll(1, 3), "walking the Pattern", -1);
818 * Regenerate hit points -RAK-
820 static void regenhp(int percent)
826 if (p_ptr->special_defense & KATA_KOUKIJIN) return;
827 if (p_ptr->action == ACTION_HAYAGAKE) return;
829 /* Save the old hitpoints */
830 old_chp = p_ptr->chp;
833 * Extract the new hitpoints
835 * 'percent' is the Regen factor in unit (1/2^16)
838 new_chp_frac = (p_ptr->mhp * percent + PY_REGEN_HPBASE);
840 /* Convert the unit (1/2^16) to (1/2^32) */
841 s64b_LSHIFT(new_chp, new_chp_frac, 16);
844 s64b_add(&(p_ptr->chp), &(p_ptr->chp_frac), new_chp, new_chp_frac);
848 if (0 < s64b_cmp(p_ptr->chp, p_ptr->chp_frac, p_ptr->mhp, 0))
850 p_ptr->chp = p_ptr->mhp;
855 if (old_chp != p_ptr->chp)
858 p_ptr->redraw |= (PR_HP);
861 p_ptr->window |= (PW_PLAYER);
869 * Regenerate mana points
871 static void regenmana(int percent)
873 s32b old_csp = p_ptr->csp;
876 * Excess mana will decay 32 times faster than normal
879 if (p_ptr->csp > p_ptr->msp)
881 /* PY_REGEN_NORMAL is the Regen factor in unit (1/2^16) */
883 u32b decay_frac = (p_ptr->msp * 32 * PY_REGEN_NORMAL + PY_REGEN_MNBASE);
885 /* Convert the unit (1/2^16) to (1/2^32) */
886 s64b_LSHIFT(decay, decay_frac, 16);
889 s64b_sub(&(p_ptr->csp), &(p_ptr->csp_frac), decay, decay_frac);
892 if (p_ptr->csp < p_ptr->msp)
894 p_ptr->csp = p_ptr->msp;
899 /* Regenerating mana (unless the player has excess mana) */
900 else if (percent > 0)
902 /* (percent/100) is the Regen factor in unit (1/2^16) */
904 u32b new_mana_frac = (p_ptr->msp * percent / 100 + PY_REGEN_MNBASE);
906 /* Convert the unit (1/2^16) to (1/2^32) */
907 s64b_LSHIFT(new_mana, new_mana_frac, 16);
910 s64b_add(&(p_ptr->csp), &(p_ptr->csp_frac), new_mana, new_mana_frac);
912 /* Must set frac to zero even if equal */
913 if (p_ptr->csp >= p_ptr->msp)
915 p_ptr->csp = p_ptr->msp;
921 /* Reduce mana (even when the player has excess mana) */
924 /* PY_REGEN_NORMAL is the Regen factor in unit (1/2^16) */
925 s32b reduce_mana = 0;
926 u32b reduce_mana_frac = (p_ptr->msp * PY_REGEN_NORMAL + PY_REGEN_MNBASE);
928 /* Convert the unit (1/2^16) to (1/2^32) */
929 s64b_LSHIFT(reduce_mana, reduce_mana_frac, 16);
932 s64b_sub(&(p_ptr->csp), &(p_ptr->csp_frac), reduce_mana, reduce_mana_frac);
944 if (old_csp != p_ptr->csp)
947 p_ptr->redraw |= (PR_MANA);
950 p_ptr->window |= (PW_PLAYER);
951 p_ptr->window |= (PW_SPELL);
962 static void regenmagic(int percent)
967 for (i = 0; i < EATER_EXT*2; i++)
969 if (!p_ptr->magic_num2[i]) continue;
970 if (p_ptr->magic_num1[i] == ((long)p_ptr->magic_num2[i] << 16)) continue;
971 new_mana = ((long)p_ptr->magic_num2[i]+adj_mag_mana[A_INT]+13) * percent / 8;
972 p_ptr->magic_num1[i] += new_mana;
974 /* Check maximum charge */
975 if (p_ptr->magic_num1[i] > (p_ptr->magic_num2[i] << 16))
977 p_ptr->magic_num1[i] = ((long)p_ptr->magic_num2[i] << 16);
981 for (i = EATER_EXT*2; i < EATER_EXT*3; i++)
983 if (!p_ptr->magic_num1[i]) continue;
984 if (!p_ptr->magic_num2[i]) continue;
985 p_ptr->magic_num1[i] -= (long)(p_ptr->magic_num2[i] * (adj_mag_mana[A_INT] + 10)) * EATER_ROD_CHARGE/16;
986 if (p_ptr->magic_num1[i] < 0) p_ptr->magic_num1[i] = 0;
997 * Regenerate the monsters (once per 100 game turns)
999 * XXX XXX XXX Should probably be done during monster turns.
1001 static void regen_monsters(void)
1006 /* Regenerate everyone */
1007 for (i = 1; i < m_max; i++)
1009 /* Check the i'th monster */
1010 monster_type *m_ptr = &m_list[i];
1011 monster_race *r_ptr = &r_info[m_ptr->r_idx];
1014 /* Skip dead monsters */
1015 if (!m_ptr->r_idx) continue;
1017 /* Allow regeneration (if needed) */
1018 if (m_ptr->hp < m_ptr->maxhp)
1020 /* Hack -- Base regeneration */
1021 frac = m_ptr->maxhp / 100;
1023 /* Hack -- Minimal regeneration rate */
1024 if (!frac) if (one_in_(2)) frac = 1;
1026 /* Hack -- Some monsters regenerate quickly */
1027 if (r_ptr->flags2 & RF2_REGENERATE) frac *= 2;
1029 /* Hack -- Regenerate */
1032 /* Do not over-regenerate */
1033 if (m_ptr->hp > m_ptr->maxhp) m_ptr->hp = m_ptr->maxhp;
1035 /* Redraw (later) if needed */
1036 if (p_ptr->health_who == i) p_ptr->redraw |= (PR_HEALTH);
1037 if (p_ptr->riding == i) p_ptr->redraw |= (PR_UHEALTH);
1044 * Regenerate the captured monsters (once per 30 game turns)
1046 * XXX XXX XXX Should probably be done during monster turns.
1048 static void regen_captured_monsters(void)
1053 /* Regenerate everyone */
1054 for (i = 0; i < INVEN_TOTAL; i++)
1056 monster_race *r_ptr;
1057 object_type *o_ptr = &inventory[i];
1059 if (!o_ptr->k_idx) continue;
1060 if (o_ptr->tval != TV_CAPTURE) continue;
1061 if (!o_ptr->pval) continue;
1065 r_ptr = &r_info[o_ptr->pval];
1067 /* Allow regeneration (if needed) */
1068 if (o_ptr->xtra4 < o_ptr->xtra5)
1070 /* Hack -- Base regeneration */
1071 frac = o_ptr->xtra5 / 100;
1073 /* Hack -- Minimal regeneration rate */
1074 if (!frac) if (one_in_(2)) frac = 1;
1076 /* Hack -- Some monsters regenerate quickly */
1077 if (r_ptr->flags2 & RF2_REGENERATE) frac *= 2;
1079 /* Hack -- Regenerate */
1080 o_ptr->xtra4 += frac;
1082 /* Do not over-regenerate */
1083 if (o_ptr->xtra4 > o_ptr->xtra5) o_ptr->xtra4 = o_ptr->xtra5;
1090 p_ptr->notice |= (PN_COMBINE);
1093 p_ptr->window |= (PW_INVEN);
1094 p_ptr->window |= (PW_EQUIP);
1101 * Process the counters of monsters (once per 10 game turns)
1103 * This function is to process monsters' counters same as player's.
1105 static void process_monsters_counters(void)
1108 monster_type *m_ptr;
1109 monster_race *r_ptr;
1112 u32b noise; /* Hack -- local "player stealth" value */
1114 /* Handle "leaving" */
1115 if (p_ptr->leaving) return;
1117 /* Hack -- calculate the "player noise" */
1118 noise = (1L << (30 - p_ptr->skill_stl));
1120 /* Process the monsters (backwards) */
1121 for (m_idx = m_max - 1; m_idx >= 1; m_idx--)
1123 /* Access the monster */
1124 m_ptr = &m_list[m_idx];
1125 r_ptr = &r_info[m_ptr->r_idx];
1127 /* Ignore "dead" monsters */
1128 if (!m_ptr->r_idx) continue;
1130 see_m = is_seen(m_ptr);
1132 /* Handle Invulnerability */
1133 if (m_ptr->invulner)
1135 /* Reduce by one, note if expires */
1138 if (!m_ptr->invulner)
1144 /* Acquire the monster name */
1145 monster_desc(m_name, m_ptr, 0);
1147 /* Dump a message */
1149 msg_format("%^s¤Ï¤â¤¦ÌµÅ¨¤Ç¤Ê¤¤¡£", m_name);
1151 msg_format("%^s is no longer invulnerable.", m_name);
1156 if (p_ptr->health_who == m_idx) p_ptr->redraw |= (PR_HEALTH);
1157 if (p_ptr->riding == m_idx) p_ptr->redraw |= (PR_UHEALTH);
1159 if (!p_ptr->wild_mode) m_ptr->energy_need += ENERGY_NEED();
1166 /* Reduce by one, note if expires */
1175 /* Acquire the monster name */
1176 monster_desc(m_name, m_ptr, 0);
1178 /* Dump a message */
1180 msg_format("%^s¤Ï¤â¤¦²Ã®¤µ¤ì¤Æ¤¤¤Ê¤¤¡£", m_name);
1182 msg_format("%^s is no longer fast.", m_name);
1185 if (p_ptr->riding == m_idx) p_ptr->update |= (PU_BONUS);
1192 /* Reduce by one, note if expires */
1201 /* Acquire the monster name */
1202 monster_desc(m_name, m_ptr, 0);
1204 /* Dump a message */
1206 msg_format("%^s¤Ï¤â¤¦¸ºÂ®¤µ¤ì¤Æ¤¤¤Ê¤¤¡£", m_name);
1208 msg_format("%^s is no longer slow.", m_name);
1211 if (p_ptr->riding == m_idx) p_ptr->update |= (PU_BONUS);
1215 /* Handle "sleep" */
1218 /* Assume does not wake up */
1221 /* Hack -- Require proximity */
1222 if (m_ptr->cdis < AAF_LIMIT)
1224 /* Handle "sensing radius" */
1225 if (m_ptr->cdis <= (is_pet(m_ptr) ? ((r_ptr->aaf > MAX_SIGHT) ? MAX_SIGHT : r_ptr->aaf) : r_ptr->aaf))
1227 /* We may wake up */
1231 /* Handle "sight" and "aggravation" */
1232 else if ((m_ptr->cdis <= MAX_SIGHT) && (player_has_los_bold(m_ptr->fy, m_ptr->fx)))
1234 /* We may wake up */
1241 u32b notice = randint0(1024);
1243 /* Nightmare monsters are more alert */
1244 if (ironman_nightmare) notice /= 2;
1246 /* Hack -- See if monster "notices" player */
1247 if ((notice * notice * notice) <= noise)
1249 /* Hack -- amount of "waking" */
1250 /* Wake up faster near the player */
1251 int d = (m_ptr->cdis < AAF_LIMIT / 2) ? (AAF_LIMIT / m_ptr->cdis) : 1;
1253 /* Hack -- amount of "waking" is affected by speed of player */
1254 d = (d * SPEED_TO_ENERGY(p_ptr->pspeed)) / 10;
1258 if (m_ptr->csleep > d)
1260 /* Monster wakes up "a little bit" */
1263 /* Notice the "not waking up" */
1264 if (is_original_ap_and_seen(m_ptr))
1266 /* Hack -- Count the ignores */
1267 if (r_ptr->r_ignore < MAX_UCHAR) r_ptr->r_ignore++;
1274 /* Reset sleep counter */
1277 if (r_ptr->flags7 & RF7_HAS_LD_MASK) p_ptr->update |= (PU_MON_LITE);
1279 /* Notice the "waking up" */
1284 /* Acquire the monster name */
1285 monster_desc(m_name, m_ptr, 0);
1287 /* Dump a message */
1289 msg_format("%^s¤¬Ìܤò³Ð¤Þ¤·¤¿¡£", m_name);
1291 msg_format("%^s wakes up.", m_name);
1297 /* Redraw the health bar */
1298 if (p_ptr->health_who == m_idx) p_ptr->redraw |= (PR_HEALTH);
1299 if (p_ptr->riding == m_idx) p_ptr->redraw |= (PR_UHEALTH);
1301 /* Hack -- Count the wakings */
1302 if ((r_ptr->r_wake < MAX_UCHAR) && is_original_ap(m_ptr))
1317 /* Make a "saving throw" against stun */
1318 if (randint0(10000) <= r_ptr->level * r_ptr->level)
1324 /* Hack -- Recover from stun */
1325 if (m_ptr->stunned > d)
1327 /* Recover somewhat */
1328 m_ptr->stunned -= d;
1337 /* Message if visible */
1342 /* Acquire the monster name */
1343 monster_desc(m_name, m_ptr, 0);
1345 /* Dump a message */
1347 msg_format("%^s¤ÏÛ¯Û°¾õÂÖ¤«¤éΩ¤Áľ¤Ã¤¿¡£", m_name);
1349 msg_format("%^s is no longer stunned.", m_name);
1355 /* Handle confusion */
1356 if (m_ptr->confused)
1358 /* Amount of "boldness" */
1359 int d = randint1(r_ptr->level / 20 + 1);
1361 /* Still confused */
1362 if (m_ptr->confused > d)
1364 /* Reduce the confusion */
1365 m_ptr->confused -= d;
1371 /* No longer confused */
1372 m_ptr->confused = 0;
1374 /* Message if visible */
1379 /* Acquire the monster name */
1380 monster_desc(m_name, m_ptr, 0);
1382 /* Dump a message */
1384 msg_format("%^s¤Ïº®Í𤫤éΩ¤Áľ¤Ã¤¿¡£", m_name);
1386 msg_format("%^s is no longer confused.", m_name);
1395 /* Amount of "boldness" */
1396 int d = randint1(r_ptr->level / 20 + 1);
1399 if (m_ptr->monfear > d)
1401 /* Reduce the fear */
1402 m_ptr->monfear -= d;
1405 /* Recover from fear, take note if seen */
1408 /* No longer afraid */
1418 /* Acquire the monster possessive */
1419 monster_desc(m_poss, m_ptr, MD_PRON_VISIBLE | MD_POSSESSIVE);
1422 /* Acquire the monster name */
1423 monster_desc(m_name, m_ptr, 0);
1425 /* Dump a message */
1427 msg_format("%^s¤Ïͦµ¤¤ò¼è¤êÌᤷ¤¿¡£", m_name);
1429 msg_format("%^s recovers %s courage.", m_name, m_poss);
1434 if (p_ptr->health_who == m_idx) p_ptr->redraw |= (PR_HEALTH);
1435 if (p_ptr->riding == m_idx) p_ptr->redraw |= (PR_UHEALTH);
1443 static void notice_lite_change(object_type *o_ptr)
1445 /* Hack -- notice interesting fuel steps */
1446 if ((o_ptr->xtra4 < 100) || (!(o_ptr->xtra4 % 100)))
1449 p_ptr->window |= (PW_EQUIP);
1452 /* Hack -- Special treatment when blind */
1455 /* Hack -- save some light for later */
1456 if (o_ptr->xtra4 == 0) o_ptr->xtra4++;
1459 /* The light is now out */
1460 else if (o_ptr->xtra4 == 0)
1464 msg_print("ÌÀ¤«¤ê¤¬¾Ã¤¨¤Æ¤·¤Þ¤Ã¤¿¡ª");
1466 msg_print("Your light has gone out!");
1469 /* Recalculate torch radius */
1470 p_ptr->update |= (PU_TORCH);
1472 /* Some ego light lose its effects without fuel */
1473 p_ptr->update |= (PU_BONUS);
1476 /* The light is getting dim */
1477 else if (o_ptr->name2 == EGO_LITE_LONG)
1479 if ((o_ptr->xtra4 < 50) && (!(o_ptr->xtra4 % 5))
1480 && (turn % (TURNS_PER_TICK*2)))
1482 if (disturb_minor) disturb(0, 0);
1484 msg_print("ÌÀ¤«¤ê¤¬Èù¤«¤Ë¤Ê¤Ã¤Æ¤¤Æ¤¤¤ë¡£");
1486 msg_print("Your light is growing faint.");
1492 /* The light is getting dim */
1493 else if ((o_ptr->xtra4 < 100) && (!(o_ptr->xtra4 % 10)))
1495 if (disturb_minor) disturb(0, 0);
1497 msg_print("ÌÀ¤«¤ê¤¬Èù¤«¤Ë¤Ê¤Ã¤Æ¤¤Æ¤¤¤ë¡£");
1499 msg_print("Your light is growing faint.");
1506 void leave_quest_check(void)
1508 /* Save quest number for dungeon pref file ($LEAVING_QUEST) */
1509 leaving_quest = p_ptr->inside_quest;
1511 /* Leaving an 'only once' quest marks it as failed */
1512 if (leaving_quest &&
1513 ((quest[leaving_quest].flags & QUEST_FLAG_ONCE) || (quest[leaving_quest].type == QUEST_TYPE_RANDOM)) &&
1514 (quest[leaving_quest].status == QUEST_STATUS_TAKEN))
1516 quest[leaving_quest].status = QUEST_STATUS_FAILED;
1517 quest[leaving_quest].complev = (byte)p_ptr->lev;
1518 if (quest[leaving_quest].type == QUEST_TYPE_RANDOM)
1520 r_info[quest[leaving_quest].r_idx].flags1 &= ~(RF1_QUESTOR);
1521 if (record_rand_quest)
1522 do_cmd_write_nikki(NIKKI_RAND_QUEST_F, leaving_quest, NULL);
1524 /* Floor of random quest will be blocked */
1525 prepare_change_floor_mode(CFM_NO_RETURN);
1527 else if (record_fix_quest)
1528 do_cmd_write_nikki(NIKKI_FIX_QUEST_F, leaving_quest, NULL);
1534 * Forcibly pseudo-identify an object in the inventory
1537 * note: currently this function allows pseudo-id of any object,
1538 * including silly ones like potions & scrolls, which always
1539 * get '{average}'. This should be changed, either to stop such
1540 * items from being pseudo-id'd, or to allow psychometry to
1541 * detect whether the unidentified potion/scroll/etc is
1542 * good (Cure Light Wounds, Restore Strength, etc) or
1543 * bad (Poison, Weakness etc) or 'useless' (Slime Mold Juice, etc).
1545 bool psychometry(void)
1549 char o_name[MAX_NLEN];
1554 item_tester_no_ryoute = TRUE;
1557 q = "¤É¤Î¥¢¥¤¥Æ¥à¤òÄ´¤Ù¤Þ¤¹¤«¡©";
1558 s = "Ä´¤Ù¤ë¥¢¥¤¥Æ¥à¤¬¤¢¤ê¤Þ¤»¤ó¡£";
1560 q = "Meditate on which item? ";
1561 s = "You have nothing appropriate.";
1564 if (!get_item(&item, q, s, (USE_EQUIP | USE_INVEN | USE_FLOOR))) return (FALSE);
1566 /* Get the item (in the pack) */
1569 o_ptr = &inventory[item];
1572 /* Get the item (on the floor) */
1575 o_ptr = &o_list[0 - item];
1578 /* It is fully known, no information needed */
1579 if (object_is_known(o_ptr))
1582 msg_print("²¿¤â¿·¤·¤¤¤³¤È¤ÏȽ¤é¤Ê¤«¤Ã¤¿¡£");
1584 msg_print("You cannot find out anything more about that.");
1590 /* Check for a feeling */
1591 feel = value_check_aux1(o_ptr);
1593 /* Get an object description */
1594 object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
1596 /* Skip non-feelings */
1600 msg_format("%s¤«¤é¤ÏÆäËÊѤï¤Ã¤¿»ö¤Ï´¶¤¸¤È¤ì¤Ê¤«¤Ã¤¿¡£", o_name);
1602 msg_format("You do not perceive anything unusual about the %s.", o_name);
1609 msg_format("%s¤Ï%s¤È¤¤¤¦´¶¤¸¤¬¤¹¤ë...",
1610 o_name, game_inscriptions[feel]);
1612 msg_format("You feel that the %s %s %s...",
1613 o_name, ((o_ptr->number == 1) ? "is" : "are"),
1614 game_inscriptions[feel]);
1618 /* We have "felt" it */
1619 o_ptr->ident |= (IDENT_SENSE);
1622 o_ptr->feeling = feel;
1624 /* Combine / Reorder the pack (later) */
1625 p_ptr->notice |= (PN_COMBINE | PN_REORDER);
1628 p_ptr->window |= (PW_INVEN | PW_EQUIP | PW_PLAYER);
1630 /* Valid "tval" codes */
1631 switch (o_ptr->tval)
1659 /* Auto-inscription/destroy */
1660 autopick_alter_item(item, (bool)(okay && destroy_feeling));
1662 /* Something happened */
1667 static void gere_music(s32b music)
1675 stun_monsters(damroll(p_ptr->lev/10,2));
1678 hp_player(damroll(2,6));
1681 project_hack(GF_TURN_ALL, p_ptr->lev);
1684 project_hack(GF_PSI, randint1(p_ptr->lev * 3 / 2));
1687 project(0, 1, py, px, 0, GF_IDENTIFY, PROJECT_ITEM, -1);
1690 confuse_monsters(p_ptr->lev * 2);
1693 project_hack(GF_SOUND, damroll(10 + p_ptr->lev/5,7));
1696 charm_monsters(damroll(10 + p_ptr->lev/15,6));
1699 project(0, 0, py, px,
1700 0, GF_DISINTEGRATE, PROJECT_KILL | PROJECT_ITEM | PROJECT_HIDE, -1);
1703 dispel_monsters(randint1(p_ptr->lev * 3));
1704 dispel_evil(randint1(p_ptr->lev * 3));
1711 earthquake(py, px, 10);
1714 stasis_monsters(p_ptr->lev * 4);
1717 dispel_monsters(randint1(p_ptr->lev * 3));
1720 hp_player(damroll(15,10));
1724 case MUSIC_DETECT+19:
1726 case MUSIC_DETECT+11:
1727 case MUSIC_DETECT+12:
1728 case MUSIC_DETECT+13:
1729 case MUSIC_DETECT+14:
1730 case MUSIC_DETECT+15:
1731 case MUSIC_DETECT+16:
1732 case MUSIC_DETECT+17:
1733 case MUSIC_DETECT+18:
1734 map_area(DETECT_RAD_MAP);
1735 if ((p_ptr->lev > 39) && (music < MUSIC_DETECT+19)) p_ptr->magic_num1[0] = music+1;
1736 case MUSIC_DETECT+6:
1737 case MUSIC_DETECT+7:
1738 case MUSIC_DETECT+8:
1739 case MUSIC_DETECT+9:
1740 case MUSIC_DETECT+10:
1741 /* There are too many hidden treasure. So... */
1742 /* detect_treasure(DETECT_RAD_DEFAULT); */
1743 detect_objects_gold(DETECT_RAD_DEFAULT);
1744 detect_objects_normal(DETECT_RAD_DEFAULT);
1745 if ((p_ptr->lev > 24) && (music < MUSIC_DETECT+11)) p_ptr->magic_num1[0] = music+1;
1746 case MUSIC_DETECT+3:
1747 case MUSIC_DETECT+4:
1748 case MUSIC_DETECT+5:
1749 detect_monsters_invis(DETECT_RAD_DEFAULT);
1750 detect_monsters_normal(DETECT_RAD_DEFAULT);
1751 if ((p_ptr->lev > 19) && (music < MUSIC_DETECT+6)) p_ptr->magic_num1[0] = music+1;
1753 case MUSIC_DETECT+1:
1754 case MUSIC_DETECT+2:
1755 detect_traps(DETECT_RAD_DEFAULT, TRUE);
1756 detect_doors(DETECT_RAD_DEFAULT);
1757 detect_stairs(DETECT_RAD_DEFAULT);
1758 if ((p_ptr->lev > 14) && (music < MUSIC_DETECT+3)) p_ptr->magic_num1[0] = music+1;
1764 * If player has inscribed the object with "!!", let him know when it's
1767 static void recharged_notice(object_type *o_ptr)
1769 char o_name[MAX_NLEN];
1773 /* No inscription */
1774 if (!o_ptr->inscription) return;
1777 s = my_strchr(quark_str(o_ptr->inscription), '!');
1779 /* Process notification request. */
1782 /* Find another '!' */
1785 /* Describe (briefly) */
1786 object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
1788 /* Notify the player */
1790 msg_format("%s¤ÏºÆ½¼Å¶¤µ¤ì¤¿¡£", o_name);
1792 if (o_ptr->number > 1)
1793 msg_format("Your %s are recharged.", o_name);
1795 msg_format("Your %s is recharged.", o_name);
1804 /* Keep looking for '!'s */
1805 s = my_strchr(s + 1, '!');
1810 static void check_music(void)
1815 u32b need_mana_frac;
1817 /* Music singed by player */
1818 if (p_ptr->pclass != CLASS_BARD) return;
1819 if (!p_ptr->magic_num1[0] && !p_ptr->magic_num1[1]) return;
1821 if (p_ptr->anti_magic)
1827 spell = p_ptr->magic_num2[0];
1828 s_ptr = &technic_info[REALM_MUSIC - MIN_TECHNIC][spell];
1830 need_mana = mod_need_mana(s_ptr->smana, spell, REALM_MUSIC);
1834 s64b_RSHIFT(need_mana, need_mana_frac, 1);
1836 if (s64b_cmp(p_ptr->csp, p_ptr->csp_frac, need_mana, need_mana_frac) < 0)
1843 s64b_sub(&(p_ptr->csp), &(p_ptr->csp_frac), need_mana, need_mana_frac);
1845 p_ptr->redraw |= PR_MANA;
1846 if (p_ptr->magic_num1[1])
1848 p_ptr->magic_num1[0] = p_ptr->magic_num1[1];
1849 p_ptr->magic_num1[1] = 0;
1851 msg_print("²Î¤òºÆ³«¤·¤¿¡£");
1853 msg_print("You restart singing.");
1855 p_ptr->action = ACTION_SING;
1857 /* Recalculate bonuses */
1858 p_ptr->update |= (PU_BONUS | PU_HP);
1860 /* Redraw map and status bar */
1861 p_ptr->redraw |= (PR_MAP | PR_STATUS | PR_STATE);
1863 /* Update monsters */
1864 p_ptr->update |= (PU_MONSTERS);
1867 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
1870 if (p_ptr->spell_exp[spell] < SPELL_EXP_BEGINNER)
1871 p_ptr->spell_exp[spell] += 5;
1872 else if(p_ptr->spell_exp[spell] < SPELL_EXP_SKILLED)
1873 { if (one_in_(2) && (dun_level > 4) && ((dun_level + 10) > p_ptr->lev)) p_ptr->spell_exp[spell] += 1; }
1874 else if(p_ptr->spell_exp[spell] < SPELL_EXP_EXPERT)
1875 { if (one_in_(5) && ((dun_level + 5) > p_ptr->lev) && ((dun_level + 5) > s_ptr->slevel)) p_ptr->spell_exp[spell] += 1; }
1876 else if(p_ptr->spell_exp[spell] < SPELL_EXP_MASTER)
1877 { if (one_in_(5) && ((dun_level + 5) > p_ptr->lev) && (dun_level > s_ptr->slevel)) p_ptr->spell_exp[spell] += 1; }
1879 gere_music(p_ptr->magic_num1[0]);
1883 /* Choose one of items that have cursed flag */
1884 static object_type *choose_cursed_obj_name(u32b flag)
1887 int choices[INVEN_TOTAL-INVEN_RARM];
1890 /* Paranoia -- Player has no warning-item */
1891 if (!(p_ptr->cursed & flag)) return NULL;
1893 /* Search Inventry */
1894 for (i = INVEN_RARM; i < INVEN_TOTAL; i++)
1896 object_type *o_ptr = &inventory[i];
1898 if (o_ptr->curse_flags & flag)
1900 choices[number] = i;
1905 /* Choice one of them */
1906 return (&inventory[choices[randint0(number)]]);
1911 * Handle timed damage and regeneration every 10 game turns
1913 static void process_world_aux_hp_and_sp(void)
1915 feature_type *f_ptr = &f_info[cave[py][px].feat];
1916 bool cave_no_regen = FALSE;
1917 int upkeep_factor = 0;
1920 /* Default regeneration */
1921 int regen_amount = PY_REGEN_NORMAL;
1924 /*** Damage over Time ***/
1926 /* Take damage from poison */
1927 if (p_ptr->poisoned && !IS_INVULN())
1931 take_hit(DAMAGE_NOESCAPE, 1, "ÆÇ", -1);
1933 take_hit(DAMAGE_NOESCAPE, 1, "poison", -1);
1938 /* Take damage from cuts */
1939 if (p_ptr->cut && !IS_INVULN())
1943 /* Mortal wound or Deep Gash */
1944 if (p_ptr->cut > 1000)
1949 else if (p_ptr->cut > 200)
1955 else if (p_ptr->cut > 100)
1960 else if (p_ptr->cut > 50)
1965 else if (p_ptr->cut > 25)
1970 else if (p_ptr->cut > 10)
1983 take_hit(DAMAGE_NOESCAPE, dam, "Ã×Ì¿½ý", -1);
1985 take_hit(DAMAGE_NOESCAPE, dam, "a fatal wound", -1);
1991 /* (Vampires) Take damage from sunlight */
1992 if (prace_is_(RACE_VAMPIRE) || (p_ptr->mimic_form == MIMIC_VAMPIRE))
1994 if (!dun_level && !p_ptr->resist_lite && !IS_INVULN() && is_daytime())
1996 if ((cave[py][px].info & (CAVE_GLOW | CAVE_MNDK)) == CAVE_GLOW)
2000 msg_print("Æü¸÷¤¬¤¢¤Ê¤¿¤Î¥¢¥ó¥Ç¥Ã¥É¤ÎÆùÂΤò¾Æ¤¾Ç¤¬¤·¤¿¡ª");
2001 take_hit(DAMAGE_NOESCAPE, 1, "Æü¸÷", -1);
2003 msg_print("The sun's rays scorch your undead flesh!");
2004 take_hit(DAMAGE_NOESCAPE, 1, "sunlight", -1);
2007 cave_no_regen = TRUE;
2011 if (inventory[INVEN_LITE].tval && (inventory[INVEN_LITE].name2 != EGO_LITE_DARKNESS) &&
2012 !p_ptr->resist_lite)
2014 object_type * o_ptr = &inventory[INVEN_LITE];
2015 char o_name [MAX_NLEN];
2016 char ouch [MAX_NLEN+40];
2018 /* Get an object description */
2019 object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
2022 msg_format("%s¤¬¤¢¤Ê¤¿¤Î¥¢¥ó¥Ç¥Ã¥É¤ÎÆùÂΤò¾Æ¤¾Ç¤¬¤·¤¿¡ª", o_name);
2024 msg_format("The %s scorches your undead flesh!", o_name);
2028 cave_no_regen = TRUE;
2030 /* Get an object description */
2031 object_desc(o_name, o_ptr, OD_NAME_ONLY);
2034 sprintf(ouch, "%s¤òÁõÈ÷¤·¤¿¥À¥á¡¼¥¸", o_name);
2036 sprintf(ouch, "wielding %s", o_name);
2039 if (!IS_INVULN()) take_hit(DAMAGE_NOESCAPE, 1, ouch, -1);
2043 if (have_flag(f_ptr->flags, FF_LAVA) && !IS_INVULN() && !p_ptr->immune_fire)
2047 if (have_flag(f_ptr->flags, FF_DEEP))
2049 damage = 6000 + randint0(4000);
2051 else if (!p_ptr->levitation)
2053 damage = 3000 + randint0(2000);
2058 if (prace_is_(RACE_ENT)) damage += damage / 3;
2059 if (p_ptr->resist_fire) damage = damage / 3;
2060 if (IS_OPPOSE_FIRE()) damage = damage / 3;
2062 if (p_ptr->levitation) damage = damage / 5;
2064 damage = damage / 100 + (randint0(100) < (damage % 100));
2066 if (p_ptr->levitation)
2069 msg_print("Ç®¤Ç²Ð½ý¤·¤¿¡ª");
2070 take_hit(DAMAGE_NOESCAPE, damage, format("%s¤Î¾å¤ËÉâÍ·¤·¤¿¥À¥á¡¼¥¸", f_name + f_info[get_feat_mimic(&cave[py][px])].name), -1);
2072 msg_print("The heat burns you!");
2073 take_hit(DAMAGE_NOESCAPE, damage, format("flying over %s", f_name + f_info[get_feat_mimic(&cave[py][px])].name), -1);
2078 cptr name = f_name + f_info[get_feat_mimic(&cave[py][px])].name;
2080 msg_format("%s¤Ç²Ð½ý¤·¤¿¡ª", name);
2082 msg_format("The %s burns you!", name);
2084 take_hit(DAMAGE_NOESCAPE, damage, name, -1);
2087 cave_no_regen = TRUE;
2091 if (have_flag(f_ptr->flags, FF_WATER) && have_flag(f_ptr->flags, FF_DEEP) &&
2092 !p_ptr->levitation && !p_ptr->can_swim)
2094 if (p_ptr->total_weight > (((u32b)adj_str_wgt[p_ptr->stat_ind[A_STR]] * (p_ptr->pclass == CLASS_BERSERKER ? 150 : 100)) / 2))
2098 msg_print("Å®¤ì¤Æ¤¤¤ë¡ª");
2099 take_hit(DAMAGE_NOESCAPE, randint1(p_ptr->lev), "Å®¤ì", -1);
2101 msg_print("You are drowning!");
2102 take_hit(DAMAGE_NOESCAPE, randint1(p_ptr->lev), "drowning", -1);
2105 cave_no_regen = TRUE;
2112 if ((r_info[m_list[p_ptr->riding].r_idx].flags2 & RF2_AURA_FIRE) && !p_ptr->immune_fire)
2114 damage = r_info[m_list[p_ptr->riding].r_idx].level / 2;
2115 if (prace_is_(RACE_ENT)) damage += damage / 3;
2116 if (p_ptr->resist_fire) damage = damage / 3;
2117 if (IS_OPPOSE_FIRE()) damage = damage / 3;
2119 msg_print("Ç®¤¤¡ª");
2120 take_hit(DAMAGE_NOESCAPE, damage, "±ê¤Î¥ª¡¼¥é", -1);
2122 msg_print("It's hot!");
2123 take_hit(DAMAGE_NOESCAPE, damage, "Fire aura", -1);
2126 if ((r_info[m_list[p_ptr->riding].r_idx].flags2 & RF2_AURA_ELEC) && !p_ptr->immune_elec)
2128 damage = r_info[m_list[p_ptr->riding].r_idx].level / 2;
2129 if (prace_is_(RACE_ANDROID)) damage += damage / 3;
2130 if (p_ptr->resist_elec) damage = damage / 3;
2131 if (IS_OPPOSE_ELEC()) damage = damage / 3;
2133 msg_print("Äˤ¤¡ª");
2134 take_hit(DAMAGE_NOESCAPE, damage, "Åŵ¤¤Î¥ª¡¼¥é", -1);
2136 msg_print("It hurts!");
2137 take_hit(DAMAGE_NOESCAPE, damage, "Elec aura", -1);
2140 if ((r_info[m_list[p_ptr->riding].r_idx].flags3 & RF3_AURA_COLD) && !p_ptr->immune_cold)
2142 damage = r_info[m_list[p_ptr->riding].r_idx].level / 2;
2143 if (p_ptr->resist_cold) damage = damage / 3;
2144 if (IS_OPPOSE_COLD()) damage = damage / 3;
2146 msg_print("Î䤿¤¤¡ª");
2147 take_hit(DAMAGE_NOESCAPE, damage, "Î䵤¤Î¥ª¡¼¥é", -1);
2149 msg_print("It's cold!");
2150 take_hit(DAMAGE_NOESCAPE, damage, "Cold aura", -1);
2155 /* Spectres -- take damage when moving through walls */
2157 * Added: ANYBODY takes damage if inside through walls
2158 * without wraith form -- NOTE: Spectres will never be
2159 * reduced below 0 hp by being inside a stone wall; others
2162 if (!have_flag(f_ptr->flags, FF_MOVE) && !have_flag(f_ptr->flags, FF_CAN_FLY))
2164 if (!IS_INVULN() && !p_ptr->wraith_form && !p_ptr->kabenuke &&
2165 ((p_ptr->chp > (p_ptr->lev / 5)) || !p_ptr->pass_wall))
2169 cave_no_regen = TRUE;
2171 if (p_ptr->pass_wall)
2174 msg_print("ÂΤÎʬ»Ò¤¬Ê¬²ò¤·¤¿µ¤¤¬¤¹¤ë¡ª");
2177 msg_print("Your molecules feel disrupted!");
2178 dam_desc = "density";
2184 msg_print("Êø¤ì¤¿´ä¤Ë²¡¤·ÄÙ¤µ¤ì¤¿¡ª");
2185 dam_desc = "¹Å¤¤´ä";
2187 msg_print("You are being crushed!");
2188 dam_desc = "solid rock";
2192 take_hit(DAMAGE_NOESCAPE, 1 + (p_ptr->lev / 5), dam_desc, -1);
2197 /*** handle regeneration ***/
2200 if (p_ptr->food < PY_FOOD_WEAK)
2202 /* Lower regeneration */
2203 if (p_ptr->food < PY_FOOD_STARVE)
2207 else if (p_ptr->food < PY_FOOD_FAINT)
2209 regen_amount = PY_REGEN_FAINT;
2213 regen_amount = PY_REGEN_WEAK;
2217 /* Are we walking the pattern? */
2218 if (pattern_effect())
2220 cave_no_regen = TRUE;
2224 /* Regeneration ability */
2225 if (p_ptr->regenerate)
2227 regen_amount = regen_amount * 2;
2229 if (p_ptr->special_defense & (KAMAE_MASK | KATA_MASK))
2233 if (p_ptr->cursed & TRC_SLOW_REGEN)
2240 /* Searching or Resting */
2241 if ((p_ptr->action == ACTION_SEARCH) || (p_ptr->action == ACTION_REST))
2243 regen_amount = regen_amount * 2;
2246 upkeep_factor = calculate_upkeep();
2248 /* No regeneration while special action */
2249 if ((p_ptr->action == ACTION_LEARN) ||
2250 (p_ptr->action == ACTION_HAYAGAKE) ||
2251 (p_ptr->special_defense & KATA_KOUKIJIN))
2253 upkeep_factor += 100;
2256 /* Regenerate the mana */
2257 upkeep_regen = (100 - upkeep_factor) * regen_amount;
2258 regenmana(upkeep_regen);
2261 /* Recharge magic eater's power */
2262 if (p_ptr->pclass == CLASS_MAGIC_EATER)
2264 regenmagic(regen_amount);
2267 if ((p_ptr->csp == 0) && (p_ptr->csp_frac == 0))
2269 while (upkeep_factor > 100)
2272 msg_print("¤³¤ó¤Ê¤Ë¿¤¯¤Î¥Ú¥Ã¥È¤òÀ©¸æ¤Ç¤¤Ê¤¤¡ª");
2274 msg_print("Too many pets to control at once!");
2277 do_cmd_pet_dismiss();
2279 upkeep_factor = calculate_upkeep();
2282 msg_format("°Ý»ý£Í£Ð¤Ï %d%%", upkeep_factor);
2284 msg_format("Upkeep: %d%% mana.", upkeep_factor);
2290 /* Poisoned or cut yields no healing */
2291 if (p_ptr->poisoned) regen_amount = 0;
2292 if (p_ptr->cut) regen_amount = 0;
2294 /* Special floor -- Pattern, in a wall -- yields no healing */
2295 if (cave_no_regen) regen_amount = 0;
2297 regen_amount = (regen_amount * mutant_regenerate_mod) / 100;
2299 /* Regenerate Hit Points if needed */
2300 if ((p_ptr->chp < p_ptr->mhp) && !cave_no_regen)
2302 regenhp(regen_amount);
2308 * Handle timeout every 10 game turns
2310 static void process_world_aux_timeout(void)
2312 const int dec_count = (easy_band ? 2 : 1);
2314 /*** Timeout Various Things ***/
2317 if (p_ptr->tim_mimic)
2319 (void)set_mimic(p_ptr->tim_mimic - 1, p_ptr->mimic_form, TRUE);
2322 /* Hack -- Hallucinating */
2325 (void)set_image(p_ptr->image - dec_count);
2331 (void)set_blind(p_ptr->blind - dec_count);
2334 /* Times see-invisible */
2335 if (p_ptr->tim_invis)
2337 (void)set_tim_invis(p_ptr->tim_invis - 1, TRUE);
2348 (void)set_tim_esp(p_ptr->tim_esp - 1, TRUE);
2351 /* Timed temporary elemental brands. -LM- */
2352 if (p_ptr->ele_attack)
2354 p_ptr->ele_attack--;
2356 /* Clear all temporary elemental brands. */
2357 if (!p_ptr->ele_attack) set_ele_attack(0, 0);
2360 /* Timed temporary elemental immune. -LM- */
2361 if (p_ptr->ele_immune)
2363 p_ptr->ele_immune--;
2365 /* Clear all temporary elemental brands. */
2366 if (!p_ptr->ele_immune) set_ele_immune(0, 0);
2369 /* Timed infra-vision */
2370 if (p_ptr->tim_infra)
2372 (void)set_tim_infra(p_ptr->tim_infra - 1, TRUE);
2376 if (p_ptr->tim_stealth)
2378 (void)set_tim_stealth(p_ptr->tim_stealth - 1, TRUE);
2381 /* Timed levitation */
2382 if (p_ptr->tim_levitation)
2384 (void)set_tim_levitation(p_ptr->tim_levitation - 1, TRUE);
2387 /* Timed sh_touki */
2388 if (p_ptr->tim_sh_touki)
2390 (void)set_tim_sh_touki(p_ptr->tim_sh_touki - 1, TRUE);
2394 if (p_ptr->tim_sh_fire)
2396 (void)set_tim_sh_fire(p_ptr->tim_sh_fire - 1, TRUE);
2400 if (p_ptr->tim_sh_holy)
2402 (void)set_tim_sh_holy(p_ptr->tim_sh_holy - 1, TRUE);
2406 if (p_ptr->tim_eyeeye)
2408 (void)set_tim_eyeeye(p_ptr->tim_eyeeye - 1, TRUE);
2411 /* Timed resist-magic */
2412 if (p_ptr->resist_magic)
2414 (void)set_resist_magic(p_ptr->resist_magic - 1, TRUE);
2417 /* Timed regeneration */
2418 if (p_ptr->tim_regen)
2420 (void)set_tim_regen(p_ptr->tim_regen - 1, TRUE);
2423 /* Timed resist nether */
2424 if (p_ptr->tim_res_nether)
2426 (void)set_tim_res_nether(p_ptr->tim_res_nether - 1, TRUE);
2429 /* Timed resist time */
2430 if (p_ptr->tim_res_time)
2432 (void)set_tim_res_time(p_ptr->tim_res_time - 1, TRUE);
2436 if (p_ptr->tim_reflect)
2438 (void)set_tim_reflect(p_ptr->tim_reflect - 1, TRUE);
2442 if (p_ptr->multishadow)
2444 (void)set_multishadow(p_ptr->multishadow - 1, TRUE);
2447 /* Timed Robe of dust */
2448 if (p_ptr->dustrobe)
2450 (void)set_dustrobe(p_ptr->dustrobe - 1, TRUE);
2453 /* Timed infra-vision */
2454 if (p_ptr->kabenuke)
2456 (void)set_kabenuke(p_ptr->kabenuke - 1, TRUE);
2460 if (p_ptr->paralyzed)
2462 (void)set_paralyzed(p_ptr->paralyzed - dec_count);
2466 if (p_ptr->confused)
2468 (void)set_confused(p_ptr->confused - dec_count);
2474 (void)set_afraid(p_ptr->afraid - dec_count);
2480 (void)set_fast(p_ptr->fast - 1, TRUE);
2486 (void)set_slow(p_ptr->slow - dec_count, TRUE);
2489 /* Protection from evil */
2490 if (p_ptr->protevil)
2492 (void)set_protevil(p_ptr->protevil - 1, TRUE);
2495 /* Invulnerability */
2498 (void)set_invuln(p_ptr->invuln - 1, TRUE);
2502 if (p_ptr->wraith_form)
2504 (void)set_wraith_form(p_ptr->wraith_form - 1, TRUE);
2510 (void)set_hero(p_ptr->hero - 1, TRUE);
2516 (void)set_shero(p_ptr->shero - 1, TRUE);
2522 (void)set_blessed(p_ptr->blessed - 1, TRUE);
2528 (void)set_shield(p_ptr->shield - 1, TRUE);
2532 if (p_ptr->tsubureru)
2534 (void)set_tsubureru(p_ptr->tsubureru - 1, TRUE);
2538 if (p_ptr->magicdef)
2540 (void)set_magicdef(p_ptr->magicdef - 1, TRUE);
2544 if (p_ptr->tsuyoshi)
2546 (void)set_tsuyoshi(p_ptr->tsuyoshi - 1, TRUE);
2550 if (p_ptr->oppose_acid)
2552 (void)set_oppose_acid(p_ptr->oppose_acid - 1, TRUE);
2555 /* Oppose Lightning */
2556 if (p_ptr->oppose_elec)
2558 (void)set_oppose_elec(p_ptr->oppose_elec - 1, TRUE);
2562 if (p_ptr->oppose_fire)
2564 (void)set_oppose_fire(p_ptr->oppose_fire - 1, TRUE);
2568 if (p_ptr->oppose_cold)
2570 (void)set_oppose_cold(p_ptr->oppose_cold - 1, TRUE);
2574 if (p_ptr->oppose_pois)
2576 (void)set_oppose_pois(p_ptr->oppose_pois - 1, TRUE);
2581 (void)set_ultimate_res(p_ptr->ult_res - 1, TRUE);
2584 /*** Poison and Stun and Cut ***/
2587 if (p_ptr->poisoned)
2589 int adjust = adj_con_fix[p_ptr->stat_ind[A_CON]] + 1;
2591 /* Apply some healing */
2592 (void)set_poisoned(p_ptr->poisoned - adjust);
2598 int adjust = adj_con_fix[p_ptr->stat_ind[A_CON]] + 1;
2600 /* Apply some healing */
2601 (void)set_stun(p_ptr->stun - adjust);
2607 int adjust = adj_con_fix[p_ptr->stat_ind[A_CON]] + 1;
2609 /* Hack -- Truly "mortal" wound */
2610 if (p_ptr->cut > 1000) adjust = 0;
2612 /* Apply some healing */
2613 (void)set_cut(p_ptr->cut - adjust);
2619 * Handle burning fuel every 10 game turns
2621 static void process_world_aux_light(void)
2623 /* Check for light being wielded */
2624 object_type *o_ptr = &inventory[INVEN_LITE];
2626 /* Burn some fuel in the current lite */
2627 if (o_ptr->tval == TV_LITE)
2629 /* Hack -- Use some fuel (except on artifacts) */
2630 if (!(object_is_fixed_artifact(o_ptr) || o_ptr->sval == SV_LITE_FEANOR) && (o_ptr->xtra4 > 0))
2632 /* Decrease life-span */
2633 if (o_ptr->name2 == EGO_LITE_LONG)
2635 if (turn % (TURNS_PER_TICK*2)) o_ptr->xtra4--;
2637 else o_ptr->xtra4--;
2639 /* Notice interesting fuel steps */
2640 notice_lite_change(o_ptr);
2647 * Handle mutation effects once every 10 game turns
2649 static void process_world_aux_mutation(void)
2651 /* No mutation with effects */
2652 if (!p_ptr->muta2) return;
2654 /* No effect on monster arena */
2655 if (p_ptr->inside_battle) return;
2657 /* No effect on the global map */
2658 if (p_ptr->wild_mode) return;
2661 if ((p_ptr->muta2 & MUT2_BERS_RAGE) && one_in_(3000))
2665 msg_print("¥¦¥¬¥¡¥¡¥¢¡ª");
2666 msg_print("·ãÅܤÎȯºî¤Ë½±¤ï¤ì¤¿¡ª");
2668 msg_print("RAAAAGHH!");
2669 msg_print("You feel a fit of rage coming over you!");
2672 (void)set_shero(10 + randint1(p_ptr->lev), FALSE);
2675 if ((p_ptr->muta2 & MUT2_COWARDICE) && (randint1(3000) == 13))
2677 if (!p_ptr->resist_fear)
2681 msg_print("¤È¤Æ¤â°Å¤¤... ¤È¤Æ¤â¶²¤¤¡ª");
2683 msg_print("It's so dark... so scary!");
2686 set_afraid(p_ptr->afraid + 13 + randint1(26));
2690 if ((p_ptr->muta2 & MUT2_RTELEPORT) && (randint1(5000) == 88))
2692 if (!p_ptr->resist_nexus && !(p_ptr->muta1 & MUT1_VTELEPORT) &&
2697 /* Teleport player */
2699 msg_print("¤¢¤Ê¤¿¤Î°ÌÃÖ¤ÏÆÍÁ³¤Ò¤¸¤ç¤¦¤ËÉÔ³ÎÄê¤Ë¤Ê¤Ã¤¿...");
2701 msg_print("Your position suddenly seems very uncertain...");
2705 teleport_player(40, TRUE);
2709 if ((p_ptr->muta2 & MUT2_ALCOHOL) && (randint1(6400) == 321))
2711 if (!p_ptr->resist_conf && !p_ptr->resist_chaos)
2714 p_ptr->redraw |= PR_EXTRA;
2716 msg_print("¤¤¤Ò¤¤¬¤â¡¼¤í¡¼¤È¤Ò¤Æ¤¤¿¤¤¬¤Õ¤ë...¥Ò¥Ã¥¯¡ª");
2718 msg_print("You feel a SSSCHtupor cOmINg over yOu... *HIC*!");
2723 if (!p_ptr->resist_conf)
2725 (void)set_confused(p_ptr->confused + randint0(20) + 15);
2728 if (!p_ptr->resist_chaos)
2733 if (one_in_(3)) lose_all_info();
2735 teleport_player(100, TRUE);
2738 msg_print("¤¢¤Ê¤¿¤Ï¸«ÃΤé¤Ì¾ì½ê¤ÇÌܤ¬Àä᤿...Ƭ¤¬Äˤ¤¡£");
2739 msg_print("²¿¤â³Ð¤¨¤Æ¤¤¤Ê¤¤¡£¤É¤¦¤ä¤Ã¤Æ¤³¤³¤ËÍ褿¤«¤âʬ¤«¤é¤Ê¤¤¡ª");
2741 msg_print("You wake up somewhere with a sore head...");
2742 msg_print("You can't remember a thing, or how you got here!");
2751 msg_print("¤¡Á¤ì¤¤¤Ê¤Á¤ç¤ª¤Á¤ç¤é¤È¤ó¤ì¤¤¤ë¡Á");
2753 msg_print("Thishcischs GooDSChtuff!");
2756 (void)set_image(p_ptr->image + randint0(150) + 150);
2762 if ((p_ptr->muta2 & MUT2_HALLU) && (randint1(6400) == 42))
2764 if (!p_ptr->resist_chaos)
2767 p_ptr->redraw |= PR_EXTRA;
2768 (void)set_image(p_ptr->image + randint0(50) + 20);
2772 if ((p_ptr->muta2 & MUT2_FLATULENT) && (randint1(3000) == 13))
2777 msg_print("¥Ö¥¥¡¼¡¼¥Ã¡ª¤ª¤Ã¤È¡£");
2779 msg_print("BRRAAAP! Oops.");
2783 fire_ball(GF_POIS, 0, p_ptr->lev, 3);
2786 if ((p_ptr->muta2 & MUT2_PROD_MANA) &&
2787 !p_ptr->anti_magic && one_in_(9000))
2792 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");
2794 msg_print("Magical energy flows through you! You must release it!");
2799 (void)get_hack_dir(&dire);
2800 fire_ball(GF_MANA, dire, p_ptr->lev * 2, 3);
2803 if ((p_ptr->muta2 & MUT2_ATT_DEMON) &&
2804 !p_ptr->anti_magic && (randint1(6666) == 666))
2806 bool pet = one_in_(6);
2807 u32b mode = PM_ALLOW_GROUP;
2809 if (pet) mode |= PM_FORCE_PET;
2810 else mode |= (PM_ALLOW_UNIQUE | PM_NO_PET);
2812 if (summon_specific((pet ? -1 : 0), py, px,
2813 dun_level, SUMMON_DEMON, mode))
2816 msg_print("¤¢¤Ê¤¿¤Ï¥Ç¡¼¥â¥ó¤ò°ú¤´ó¤»¤¿¡ª");
2818 msg_print("You have attracted a demon!");
2825 if ((p_ptr->muta2 & MUT2_SPEED_FLUX) && one_in_(6000))
2831 msg_print("ÀºÎÏŪ¤Ç¤Ê¤¯¤Ê¤Ã¤¿µ¤¤¬¤¹¤ë¡£");
2833 msg_print("You feel less energetic.");
2836 if (p_ptr->fast > 0)
2842 set_slow(randint1(30) + 10, FALSE);
2848 msg_print("ÀºÎÏŪ¤Ë¤Ê¤Ã¤¿µ¤¤¬¤¹¤ë¡£");
2850 msg_print("You feel more energetic.");
2853 if (p_ptr->slow > 0)
2859 set_fast(randint1(30) + 10, FALSE);
2864 if ((p_ptr->muta2 & MUT2_BANISH_ALL) && one_in_(9000))
2868 msg_print("ÆÍÁ³¤Û¤È¤ó¤É¸ÉÆȤˤʤ俵¤¤¬¤¹¤ë¡£");
2870 msg_print("You suddenly feel almost lonely.");
2873 banish_monsters(100);
2874 if (!dun_level && p_ptr->town_num)
2878 /* Pick a random shop (except home) */
2881 n = randint0(MAX_STORES);
2883 while ((n == STORE_HOME) || (n == STORE_MUSEUM));
2886 msg_print("Ź¤Î¼ç¿Í¤¬µÖ¤Ë¸þ¤«¤Ã¤ÆÁö¤Ã¤Æ¤¤¤ë¡ª");
2888 msg_print("You see one of the shopkeepers running for the hills!");
2896 if ((p_ptr->muta2 & MUT2_EAT_LIGHT) && one_in_(3000))
2901 msg_print("±Æ¤Ë¤Ä¤Ä¤Þ¤ì¤¿¡£");
2903 msg_print("A shadow passes over you.");
2908 /* Absorb light from the current possition */
2909 if ((cave[py][px].info & (CAVE_GLOW | CAVE_MNDK)) == CAVE_GLOW)
2914 o_ptr = &inventory[INVEN_LITE];
2916 /* Absorb some fuel in the current lite */
2917 if (o_ptr->tval == TV_LITE)
2919 /* Use some fuel (except on artifacts) */
2920 if (!object_is_fixed_artifact(o_ptr) && (o_ptr->xtra4 > 0))
2922 /* Heal the player a bit */
2923 hp_player(o_ptr->xtra4 / 20);
2925 /* Decrease life-span of lite */
2929 msg_print("¸÷¸»¤«¤é¥¨¥Í¥ë¥®¡¼¤òµÛ¼ý¤·¤¿¡ª");
2931 msg_print("You absorb energy from your light!");
2935 /* Notice interesting fuel steps */
2936 notice_lite_change(o_ptr);
2941 * Unlite the area (radius 10) around player and
2942 * do 50 points damage to every affected monster
2944 unlite_area(50, 10);
2947 if ((p_ptr->muta2 & MUT2_ATT_ANIMAL) &&
2948 !p_ptr->anti_magic && one_in_(7000))
2950 bool pet = one_in_(3);
2951 u32b mode = PM_ALLOW_GROUP;
2953 if (pet) mode |= PM_FORCE_PET;
2954 else mode |= (PM_ALLOW_UNIQUE | PM_NO_PET);
2956 if (summon_specific((pet ? -1 : 0), py, px, dun_level, SUMMON_ANIMAL, mode))
2959 msg_print("ưʪ¤ò°ú¤´ó¤»¤¿¡ª");
2961 msg_print("You have attracted an animal!");
2968 if ((p_ptr->muta2 & MUT2_RAW_CHAOS) &&
2969 !p_ptr->anti_magic && one_in_(8000))
2973 msg_print("¼þ¤ê¤Î¶õ´Ö¤¬ÏĤó¤Ç¤¤¤ëµ¤¤¬¤¹¤ë¡ª");
2975 msg_print("You feel the world warping around you!");
2979 fire_ball(GF_CHAOS, 0, p_ptr->lev, 8);
2981 if ((p_ptr->muta2 & MUT2_NORMALITY) && one_in_(5000))
2983 if (!lose_mutation(0))
2985 msg_print("´ñ̯¤Ê¤¯¤é¤¤ÉáÄ̤ˤʤ俵¤¤¬¤¹¤ë¡£");
2987 msg_print("You feel oddly normal.");
2991 if ((p_ptr->muta2 & MUT2_WRAITH) && !p_ptr->anti_magic && one_in_(3000))
2995 msg_print("Èóʪ¼Á²½¤·¤¿¡ª");
2997 msg_print("You feel insubstantial!");
3001 set_wraith_form(randint1(p_ptr->lev / 2) + (p_ptr->lev / 2), FALSE);
3003 if ((p_ptr->muta2 & MUT2_POLY_WOUND) && one_in_(3000))
3007 if ((p_ptr->muta2 & MUT2_WASTING) && one_in_(3000))
3009 int which_stat = randint0(6);
3010 int sustained = FALSE;
3015 if (p_ptr->sustain_str) sustained = TRUE;
3018 if (p_ptr->sustain_int) sustained = TRUE;
3021 if (p_ptr->sustain_wis) sustained = TRUE;
3024 if (p_ptr->sustain_dex) sustained = TRUE;
3027 if (p_ptr->sustain_con) sustained = TRUE;
3030 if (p_ptr->sustain_chr) sustained = TRUE;
3034 msg_print("ÉÔÀµ¤Ê¾õÂÖ¡ª");
3036 msg_print("Invalid stat chosen!");
3046 msg_print("¼«Ê¬¤¬¿ê¼å¤·¤Æ¤¤¤¯¤Î¤¬Ê¬¤«¤ë¡ª");
3048 msg_print("You can feel yourself wasting away!");
3052 (void)dec_stat(which_stat, randint1(6) + 6, one_in_(3));
3055 if ((p_ptr->muta2 & MUT2_ATT_DRAGON) &&
3056 !p_ptr->anti_magic && one_in_(3000))
3058 bool pet = one_in_(5);
3059 u32b mode = PM_ALLOW_GROUP;
3061 if (pet) mode |= PM_FORCE_PET;
3062 else mode |= (PM_ALLOW_UNIQUE | PM_NO_PET);
3064 if (summon_specific((pet ? -1 : 0), py, px, dun_level, SUMMON_DRAGON, mode))
3067 msg_print("¥É¥é¥´¥ó¤ò°ú¤´ó¤»¤¿¡ª");
3069 msg_print("You have attracted a dragon!");
3075 if ((p_ptr->muta2 & MUT2_WEIRD_MIND) && !p_ptr->anti_magic &&
3078 if (p_ptr->tim_esp > 0)
3081 msg_print("Àº¿À¤Ë¤â¤ä¤¬¤«¤«¤Ã¤¿¡ª");
3083 msg_print("Your mind feels cloudy!");
3086 set_tim_esp(0, TRUE);
3091 msg_print("Àº¿À¤¬¹¤¬¤Ã¤¿¡ª");
3093 msg_print("Your mind expands!");
3096 set_tim_esp(p_ptr->lev, FALSE);
3099 if ((p_ptr->muta2 & MUT2_NAUSEA) && !p_ptr->slow_digest &&
3104 msg_print("°ß¤¬áÛÚ»¤·¡¢¿©»ö¤ò¼º¤Ã¤¿¡ª");
3106 msg_print("Your stomach roils, and you lose your lunch!");
3110 set_food(PY_FOOD_WEAK);
3113 if ((p_ptr->muta2 & MUT2_WALK_SHAD) &&
3114 !p_ptr->anti_magic && one_in_(12000) && !p_ptr->inside_arena)
3119 if ((p_ptr->muta2 & MUT2_WARNING) && one_in_(1000))
3121 int danger_amount = 0;
3124 for (monster = 0; monster < m_max; monster++)
3126 monster_type *m_ptr = &m_list[monster];
3127 monster_race *r_ptr = &r_info[m_ptr->r_idx];
3129 /* Paranoia -- Skip dead monsters */
3130 if (!m_ptr->r_idx) continue;
3132 if (r_ptr->level >= p_ptr->lev)
3134 danger_amount += r_ptr->level - p_ptr->lev + 1;
3138 if (danger_amount > 100)
3140 msg_print("Èó¾ï¤Ë¶²¤í¤·¤¤µ¤¤¬¤¹¤ë¡ª");
3142 msg_print("You feel utterly terrified!");
3145 else if (danger_amount > 50)
3147 msg_print("¶²¤í¤·¤¤µ¤¤¬¤¹¤ë¡ª");
3149 msg_print("You feel terrified!");
3152 else if (danger_amount > 20)
3154 msg_print("Èó¾ï¤Ë¿´Çۤʵ¤¤¬¤¹¤ë¡ª");
3156 msg_print("You feel very worried!");
3159 else if (danger_amount > 10)
3161 msg_print("¿´Çۤʵ¤¤¬¤¹¤ë¡ª");
3163 msg_print("You feel paranoid!");
3166 else if (danger_amount > 5)
3168 msg_print("¤Û¤È¤ó¤É°ÂÁ´¤Êµ¤¤¬¤¹¤ë¡£");
3170 msg_print("You feel almost safe.");
3175 msg_print("¼ä¤·¤¤µ¤¤¬¤¹¤ë¡£");
3177 msg_print("You feel lonely.");
3181 if ((p_ptr->muta2 & MUT2_INVULN) && !p_ptr->anti_magic &&
3186 msg_print("̵Ũ¤Êµ¤¤¬¤¹¤ë¡ª");
3188 msg_print("You feel invincible!");
3192 (void)set_invuln(randint1(8) + 8, FALSE);
3194 if ((p_ptr->muta2 & MUT2_SP_TO_HP) && one_in_(2000))
3196 int wounds = p_ptr->mhp - p_ptr->chp;
3200 int healing = p_ptr->csp;
3202 if (healing > wounds)
3208 p_ptr->csp -= healing;
3211 p_ptr->redraw |= (PR_MANA);
3214 if ((p_ptr->muta2 & MUT2_HP_TO_SP) && !p_ptr->anti_magic &&
3217 int wounds = p_ptr->msp - p_ptr->csp;
3221 int healing = p_ptr->chp;
3223 if (healing > wounds)
3228 p_ptr->csp += healing;
3231 p_ptr->redraw |= (PR_MANA);
3233 take_hit(DAMAGE_LOSELIFE, healing, "Ƭ¤Ë¾º¤Ã¤¿·ì", -1);
3235 take_hit(DAMAGE_LOSELIFE, healing, "blood rushing to the head", -1);
3240 if ((p_ptr->muta2 & MUT2_DISARM) && one_in_(10000))
3247 msg_print("¤¬¤â¤Ä¤ì¤Æž¤ó¤À¡ª");
3248 take_hit(DAMAGE_NOESCAPE, randint1(p_ptr->wt / 6), "žÅÝ", -1);
3250 msg_print("You trip over your own feet!");
3251 take_hit(DAMAGE_NOESCAPE, randint1(p_ptr->wt / 6), "tripping", -1);
3255 if (buki_motteruka(INVEN_RARM))
3258 o_ptr = &inventory[INVEN_RARM];
3260 if (buki_motteruka(INVEN_LARM) && one_in_(2))
3262 o_ptr = &inventory[INVEN_LARM];
3266 else if (buki_motteruka(INVEN_LARM))
3268 o_ptr = &inventory[INVEN_LARM];
3272 if (slot && !object_is_cursed(o_ptr))
3275 msg_print("Éð´ï¤òÍ¤Æ¤·¤Þ¤Ã¤¿¡ª");
3277 msg_print("You drop your weapon!");
3279 inven_drop(slot, 1);
3286 * Handle curse effects once every 10 game turns
3288 static void process_world_aux_curse(void)
3290 if ((p_ptr->cursed & TRC_P_FLAG_MASK) && !p_ptr->inside_battle && !p_ptr->wild_mode)
3293 * Hack: Uncursed teleporting items (e.g. Trump Weapons)
3294 * can actually be useful!
3296 if ((p_ptr->cursed & TRC_TELEPORT_SELF) && one_in_(200))
3298 char o_name[MAX_NLEN];
3302 /* Scan the equipment with random teleport ability */
3303 for (i = INVEN_RARM; i < INVEN_TOTAL; i++)
3305 u32b flgs[TR_FLAG_SIZE];
3306 o_ptr = &inventory[i];
3308 /* Skip non-objects */
3309 if (!o_ptr->k_idx) continue;
3311 /* Extract the item flags */
3312 object_flags(o_ptr, flgs);
3314 if (have_flag(flgs, TR_TELEPORT)) break;
3317 object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
3320 msg_format("%s¤¬¥Æ¥ì¥Ý¡¼¥È¤ÎǽÎϤòȯư¤µ¤»¤è¤¦¤È¤·¤Æ¤¤¤ë¡£", o_name);
3322 msg_format("Your %s is activating teleportation.", o_name);
3326 if (get_check_strict("¥Æ¥ì¥Ý¡¼¥È¤·¤Þ¤¹¤«¡©", CHECK_OKAY_CANCEL))
3328 if (get_check_strict("Teleport? ", CHECK_OKAY_CANCEL))
3332 teleport_player(50, FALSE);
3337 msg_format("%s¤Ë{.}(¥Ô¥ê¥ª¥É)¤ÈÌäò¹ï¤à¤Èȯư¤òÍÞÀ©¤Ç¤¤Þ¤¹¡£", o_name);
3339 msg_format("You can inscribe {.} on your %s to disable random teleportation. ", o_name);
3344 /* Make a chainsword noise */
3345 if ((p_ptr->cursed & TRC_CHAINSWORD) && one_in_(CHAINSWORD_NOISE))
3349 if (!get_rnd_line("chainswd_j.txt", 0, noise))
3351 if (!get_rnd_line("chainswd.txt", 0, noise))
3354 disturb(FALSE, FALSE);
3357 if ((p_ptr->cursed & TRC_TY_CURSE) && one_in_(TY_CURSE_CHANCE))
3360 (void)activate_ty_curse(FALSE, &count);
3362 /* Handle experience draining */
3363 if (p_ptr->prace != RACE_ANDROID &&
3364 ((p_ptr->cursed & TRC_DRAIN_EXP) && one_in_(4)))
3366 p_ptr->exp -= (p_ptr->lev+1)/2;
3367 if (p_ptr->exp < 0) p_ptr->exp = 0;
3368 p_ptr->max_exp -= (p_ptr->lev+1)/2;
3369 if (p_ptr->max_exp < 0) p_ptr->max_exp = 0;
3372 /* Add light curse (Later) */
3373 if ((p_ptr->cursed & TRC_ADD_L_CURSE) && one_in_(2000))
3378 o_ptr = choose_cursed_obj_name(TRC_ADD_L_CURSE);
3380 new_curse = get_curse(0, o_ptr);
3381 if (!(o_ptr->curse_flags & new_curse))
3383 char o_name[MAX_NLEN];
3385 object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
3387 o_ptr->curse_flags |= new_curse;
3389 msg_format("°°Õ¤ËËþ¤Á¤¿¹õ¤¤¥ª¡¼¥é¤¬%s¤ò¤È¤ê¤Þ¤¤¤¿...", o_name);
3391 msg_format("There is a malignant black aura surrounding your %s...", o_name);
3394 o_ptr->feeling = FEEL_NONE;
3396 p_ptr->update |= (PU_BONUS);
3399 /* Add heavy curse (Later) */
3400 if ((p_ptr->cursed & TRC_ADD_H_CURSE) && one_in_(2000))
3405 o_ptr = choose_cursed_obj_name(TRC_ADD_H_CURSE);
3407 new_curse = get_curse(1, o_ptr);
3408 if (!(o_ptr->curse_flags & new_curse))
3410 char o_name[MAX_NLEN];
3412 object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
3414 o_ptr->curse_flags |= new_curse;
3416 msg_format("°°Õ¤ËËþ¤Á¤¿¹õ¤¤¥ª¡¼¥é¤¬%s¤ò¤È¤ê¤Þ¤¤¤¿...", o_name);
3418 msg_format("There is a malignant black aura surrounding your %s...", o_name);
3421 o_ptr->feeling = FEEL_NONE;
3423 p_ptr->update |= (PU_BONUS);
3427 if ((p_ptr->cursed & TRC_CALL_ANIMAL) && one_in_(2500))
3429 if (summon_specific(0, py, px, dun_level, SUMMON_ANIMAL,
3430 (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE | PM_NO_PET)))
3432 char o_name[MAX_NLEN];
3434 object_desc(o_name, choose_cursed_obj_name(TRC_CALL_ANIMAL), (OD_OMIT_PREFIX | OD_NAME_ONLY));
3436 msg_format("%s¤¬Æ°Êª¤ò°ú¤´ó¤»¤¿¡ª", o_name);
3438 msg_format("Your %s have attracted an animal!", o_name);
3445 if ((p_ptr->cursed & TRC_CALL_DEMON) && one_in_(1111))
3447 if (summon_specific(0, py, px, dun_level, SUMMON_DEMON, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE | PM_NO_PET)))
3449 char o_name[MAX_NLEN];
3451 object_desc(o_name, choose_cursed_obj_name(TRC_CALL_DEMON), (OD_OMIT_PREFIX | OD_NAME_ONLY));
3453 msg_format("%s¤¬°Ëâ¤ò°ú¤´ó¤»¤¿¡ª", o_name);
3455 msg_format("Your %s have attracted a demon!", o_name);
3462 if ((p_ptr->cursed & TRC_CALL_DRAGON) && one_in_(800))
3464 if (summon_specific(0, py, px, dun_level, SUMMON_DRAGON,
3465 (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE | PM_NO_PET)))
3467 char o_name[MAX_NLEN];
3469 object_desc(o_name, choose_cursed_obj_name(TRC_CALL_DRAGON), (OD_OMIT_PREFIX | OD_NAME_ONLY));
3471 msg_format("%s¤¬¥É¥é¥´¥ó¤ò°ú¤´ó¤»¤¿¡ª", o_name);
3473 msg_format("Your %s have attracted an animal!", o_name);
3479 if ((p_ptr->cursed & TRC_COWARDICE) && one_in_(1500))
3481 if (!p_ptr->resist_fear)
3485 msg_print("¤È¤Æ¤â°Å¤¤... ¤È¤Æ¤â¶²¤¤¡ª");
3487 msg_print("It's so dark... so scary!");
3490 set_afraid(p_ptr->afraid + 13 + randint1(26));
3493 /* Teleport player */
3494 if ((p_ptr->cursed & TRC_TELEPORT) && one_in_(200) && !p_ptr->anti_tele)
3498 /* Teleport player */
3499 teleport_player(40, TRUE);
3501 /* Handle HP draining */
3502 if ((p_ptr->cursed & TRC_DRAIN_HP) && one_in_(666))
3504 char o_name[MAX_NLEN];
3506 object_desc(o_name, choose_cursed_obj_name(TRC_DRAIN_HP), (OD_OMIT_PREFIX | OD_NAME_ONLY));
3508 msg_format("%s¤Ï¤¢¤Ê¤¿¤ÎÂÎÎϤòµÛ¼ý¤·¤¿¡ª", o_name);
3510 msg_format("Your %s drains HP from you!", o_name);
3512 take_hit(DAMAGE_LOSELIFE, MIN(p_ptr->lev*2, 100), o_name, -1);
3514 /* Handle mana draining */
3515 if ((p_ptr->cursed & TRC_DRAIN_MANA) && one_in_(666))
3517 char o_name[MAX_NLEN];
3519 object_desc(o_name, choose_cursed_obj_name(TRC_DRAIN_MANA), (OD_OMIT_PREFIX | OD_NAME_ONLY));
3521 msg_format("%s¤Ï¤¢¤Ê¤¿¤ÎËâÎϤòµÛ¼ý¤·¤¿¡ª", o_name);
3523 msg_format("Your %s drains mana from you!", o_name);
3525 p_ptr->csp -= MIN(p_ptr->lev, 50);
3529 p_ptr->csp_frac = 0;
3531 p_ptr->redraw |= PR_MANA;
3535 /* Rarely, take damage from the Jewel of Judgement */
3536 if (one_in_(999) && !p_ptr->anti_magic)
3538 object_type *o_ptr = &inventory[INVEN_LITE];
3540 if (o_ptr->name1 == ART_JUDGE)
3543 if (object_is_known(o_ptr))
3544 msg_print("¡Ø¿³È½¤ÎÊõÀС٤Ϥ¢¤Ê¤¿¤ÎÂÎÎϤòµÛ¼ý¤·¤¿¡ª");
3546 msg_print("¤Ê¤Ë¤«¤¬¤¢¤Ê¤¿¤ÎÂÎÎϤòµÛ¼ý¤·¤¿¡ª");
3547 take_hit(DAMAGE_LOSELIFE, MIN(p_ptr->lev, 50), "¿³È½¤ÎÊõÀÐ", -1);
3549 if (object_is_known(o_ptr))
3550 msg_print("The Jewel of Judgement drains life from you!");
3552 msg_print("Something drains life from you!");
3553 take_hit(DAMAGE_LOSELIFE, MIN(p_ptr->lev, 50), "the Jewel of Judgement", -1);
3561 * Handle recharging objects once every 10 game turns
3563 static void process_world_aux_recharge(void)
3568 /* Process equipment */
3569 for (changed = FALSE, i = INVEN_RARM; i < INVEN_TOTAL; i++)
3571 /* Get the object */
3572 object_type *o_ptr = &inventory[i];
3574 /* Skip non-objects */
3575 if (!o_ptr->k_idx) continue;
3577 /* Recharge activatable objects */
3578 if (o_ptr->timeout > 0)
3583 /* Notice changes */
3584 if (!o_ptr->timeout)
3586 recharged_notice(o_ptr);
3592 /* Notice changes */
3596 p_ptr->window |= (PW_EQUIP);
3601 * Recharge rods. Rods now use timeout to control charging status,
3602 * and each charging rod in a stack decreases the stack's timeout by
3603 * one per turn. -LM-
3605 for (changed = FALSE, i = 0; i < INVEN_PACK; i++)
3607 object_type *o_ptr = &inventory[i];
3608 object_kind *k_ptr = &k_info[o_ptr->k_idx];
3610 /* Skip non-objects */
3611 if (!o_ptr->k_idx) continue;
3613 /* Examine all charging rods or stacks of charging rods. */
3614 if ((o_ptr->tval == TV_ROD) && (o_ptr->timeout))
3616 /* Determine how many rods are charging. */
3617 int temp = (o_ptr->timeout + (k_ptr->pval - 1)) / k_ptr->pval;
3618 if (temp > o_ptr->number) temp = o_ptr->number;
3620 /* Decrease timeout by that number. */
3621 o_ptr->timeout -= temp;
3623 /* Boundary control. */
3624 if (o_ptr->timeout < 0) o_ptr->timeout = 0;
3626 /* Notice changes, provide message if object is inscribed. */
3627 if (!(o_ptr->timeout))
3629 recharged_notice(o_ptr);
3633 /* One of the stack of rod is charged */
3634 else if (o_ptr->timeout % k_ptr->pval)
3641 /* Notice changes */
3645 p_ptr->window |= (PW_INVEN);
3649 /* Process objects on floor */
3650 for (i = 1; i < o_max; i++)
3653 object_type *o_ptr = &o_list[i];
3655 /* Skip dead objects */
3656 if (!o_ptr->k_idx) continue;
3658 /* Recharge rods on the ground. No messages. */
3659 if ((o_ptr->tval == TV_ROD) && (o_ptr->timeout))
3662 o_ptr->timeout -= o_ptr->number;
3664 /* Boundary control. */
3665 if (o_ptr->timeout < 0) o_ptr->timeout = 0;
3672 * Handle involuntary movement once every 10 game turns
3674 static void process_world_aux_movement(void)
3676 /* Delayed Word-of-Recall */
3677 if (p_ptr->word_recall)
3680 * HACK: Autosave BEFORE resetting the recall counter (rr9)
3681 * The player is yanked up/down as soon as
3682 * he loads the autosaved game.
3684 if (autosave_l && (p_ptr->word_recall == 1) && !p_ptr->inside_battle)
3685 do_cmd_save_game(TRUE);
3687 /* Count down towards recall */
3688 p_ptr->word_recall--;
3690 p_ptr->redraw |= (PR_STATUS);
3692 /* Activate the recall */
3693 if (!p_ptr->word_recall)
3698 /* Determine the level */
3699 if (dun_level || p_ptr->inside_quest)
3702 msg_print("¾å¤Ë°ú¤ÃÄ¥¤ê¤¢¤²¤é¤ì¤ë´¶¤¸¤¬¤¹¤ë¡ª");
3704 msg_print("You feel yourself yanked upwards!");
3707 p_ptr->recall_dungeon = dungeon_type;
3709 do_cmd_write_nikki(NIKKI_RECALL, dun_level, NULL);
3714 leave_quest_check();
3716 p_ptr->inside_quest = 0;
3718 p_ptr->leaving = TRUE;
3723 msg_print("²¼¤Ë°ú¤¤º¤ê¹ß¤í¤µ¤ì¤ë´¶¤¸¤¬¤¹¤ë¡ª");
3725 msg_print("You feel yourself yanked downwards!");
3728 dungeon_type = p_ptr->recall_dungeon;
3731 do_cmd_write_nikki(NIKKI_RECALL, dun_level, NULL);
3734 dun_level = max_dlv[dungeon_type];
3735 if (dun_level < 1) dun_level = 1;
3737 /* Nightmare mode makes recall more dangerous */
3738 if (ironman_nightmare && !randint0(666) && (dungeon_type == DUNGEON_ANGBAND))
3744 else if (dun_level < 99)
3746 dun_level = (dun_level + 99) / 2;
3748 else if (dun_level > 100)
3750 dun_level = d_info[dungeon_type].maxdepth - 1;
3754 if (p_ptr->wild_mode)
3756 p_ptr->wilderness_y = py;
3757 p_ptr->wilderness_x = px;
3761 /* Save player position */
3765 p_ptr->wild_mode = FALSE;
3768 * Clear all saved floors
3769 * and create a first saved floor
3771 prepare_change_floor_mode(CFM_FIRST_FLOOR);
3774 p_ptr->leaving = TRUE;
3776 if (dungeon_type == DUNGEON_ANGBAND)
3780 for (i = MIN_RANDOM_QUEST; i < MAX_RANDOM_QUEST + 1; i++)
3782 if ((quest[i].type == QUEST_TYPE_RANDOM) &&
3783 (quest[i].status == QUEST_STATUS_TAKEN) &&
3784 (quest[i].level < dun_level))
3786 quest[i].status = QUEST_STATUS_FAILED;
3787 quest[i].complev = (byte)p_ptr->lev;
3788 r_info[quest[i].r_idx].flags1 &= ~(RF1_QUESTOR);
3795 sound(SOUND_TPLEVEL);
3800 /* Delayed Alter reality */
3801 if (p_ptr->alter_reality)
3803 if (autosave_l && (p_ptr->alter_reality == 1) && !p_ptr->inside_battle)
3804 do_cmd_save_game(TRUE);
3806 /* Count down towards alter */
3807 p_ptr->alter_reality--;
3809 p_ptr->redraw |= (PR_STATUS);
3811 /* Activate the alter reality */
3812 if (!p_ptr->alter_reality)
3817 /* Determine the level */
3818 if (!quest_number(dun_level) && dun_level)
3821 msg_print("À¤³¦¤¬ÊѤï¤Ã¤¿¡ª");
3823 msg_print("The world changes!");
3827 p_ptr->leaving = TRUE;
3832 msg_print("À¤³¦¤¬¾¯¤·¤Î´ÖÊѲ½¤·¤¿¤è¤¦¤À¡£");
3834 msg_print("The world seems to change for a moment!");
3839 sound(SOUND_TPLEVEL);
3846 * Handle certain things once every 10 game turns
3848 static void process_world(void)
3852 const s32b A_DAY = TURNS_PER_TICK * TOWN_DAWN;
3853 s32b prev_turn_in_today = ((turn - TURNS_PER_TICK) % A_DAY + A_DAY / 4) % A_DAY;
3854 int prev_min = (1440 * prev_turn_in_today / A_DAY) % 60;
3856 extract_day_hour_min(&day, &hour, &min);
3859 if ((turn - old_turn == (150 - dun_level) * TURNS_PER_TICK)
3860 && dun_level && !p_ptr->inside_battle)
3862 int quest_num = quest_number(dun_level);
3864 /* Get dungeon level feeling */
3866 (is_fixed_quest_idx(quest_num) &&
3867 !((quest_num == QUEST_OBERON) || (quest_num == QUEST_SERPENT) ||
3868 !(quest[quest_num].flags & QUEST_FLAG_PRESET)))))
3870 /* Announce feeling */
3873 /* Update the level indicator */
3874 p_ptr->redraw |= (PR_DEPTH);
3877 if (disturb_minor) disturb(0, 0);
3881 /*** Check monster arena ***/
3882 if (p_ptr->inside_battle && !p_ptr->leaving)
3888 /* Count all hostile monsters */
3889 for (i2 = 0; i2 < cur_wid; ++i2)
3890 for (j2 = 0; j2 < cur_hgt; j2++)
3892 cave_type *c_ptr = &cave[j2][i2];
3894 if ((c_ptr->m_idx > 0) && (c_ptr->m_idx != p_ptr->riding))
3897 win_m_idx = c_ptr->m_idx;
3901 if (number_mon == 0)
3904 msg_print("ÁêÂǤÁ¤Ë½ª¤ï¤ê¤Þ¤·¤¿¡£");
3906 msg_print("They have kill each other at the same time.");
3909 p_ptr->energy_need = 0;
3912 else if ((number_mon-1) == 0)
3915 monster_type *wm_ptr;
3917 wm_ptr = &m_list[win_m_idx];
3919 monster_desc(m_name, wm_ptr, 0);
3921 msg_format("%s¤¬¾¡Íø¤·¤¿¡ª", m_name);
3923 msg_format("%s is winner!", m_name);
3927 if (win_m_idx == (sel_monster+1))
3930 msg_print("¤ª¤á¤Ç¤È¤¦¤´¤¶¤¤¤Þ¤¹¡£");
3932 msg_print("Congratulations.");
3935 msg_format("%d¡ð¤ò¼õ¤±¼è¤Ã¤¿¡£", battle_odds);
3937 msg_format("You received %d gold.", battle_odds);
3939 p_ptr->au += battle_odds;
3944 msg_print("»ÄÇ°¤Ç¤·¤¿¡£");
3946 msg_print("You lost gold.");
3950 p_ptr->energy_need = 0;
3953 else if(turn - old_turn == 150*TURNS_PER_TICK)
3956 msg_print("¿½¤·Ê¬¤±¤¢¤ê¤Þ¤»¤ó¤¬¡¢¤³¤Î¾¡Éé¤Ï°ú¤Ê¬¤±¤È¤µ¤»¤Æ¤¤¤¿¤À¤¤Þ¤¹¡£");
3958 msg_format("This battle have ended in a draw.");
3960 p_ptr->au += kakekin;
3962 p_ptr->energy_need = 0;
3967 /* Every 10 game turns */
3968 if (turn % TURNS_PER_TICK) return;
3970 /*** Check the Time and Load ***/
3972 if (!(turn % (50*TURNS_PER_TICK)))
3974 /* Check time and load */
3975 if ((0 != check_time()) || (0 != check_load()))
3978 if (closing_flag <= 2)
3983 /* Count warnings */
3988 msg_print("¥¢¥ó¥°¥Ð¥ó¥É¤Ø¤ÎÌ礬ÊĤ¸¤«¤«¤Ã¤Æ¤¤¤Þ¤¹...");
3989 msg_print("¥²¡¼¥à¤ò½ªÎ»¤¹¤ë¤«¥»¡¼¥Ö¤¹¤ë¤«¤·¤Æ²¼¤µ¤¤¡£");
3991 msg_print("The gates to ANGBAND are closing...");
3992 msg_print("Please finish up and/or save your game.");
4002 msg_print("º£¡¢¥¢¥ó¥°¥Ð¥ó¥É¤Ø¤ÎÌ礬ÊĤ¶¤µ¤ì¤Þ¤·¤¿¡£");
4004 msg_print("The gates to ANGBAND are now closed.");
4009 p_ptr->playing = FALSE;
4012 p_ptr->leaving = TRUE;
4017 /*** Attempt timed autosave ***/
4018 if (autosave_t && autosave_freq && !p_ptr->inside_battle)
4020 if (!(turn % ((s32b)autosave_freq * TURNS_PER_TICK)))
4021 do_cmd_save_game(TRUE);
4027 msg_print("²¿¤«¤¬Ê¹¤³¤¨¤¿¡£");
4029 msg_print("You hear noise.");
4033 /*** Handle the wilderness/town (sunshine) ***/
4035 /* While in town/wilderness */
4036 if (!dun_level && !p_ptr->inside_quest && !p_ptr->inside_battle && !p_ptr->inside_arena)
4038 /* Hack -- Daybreak/Nighfall in town */
4039 if (!(turn % ((TURNS_PER_TICK * TOWN_DAWN) / 2)))
4043 /* Check for dawn */
4044 dawn = (!(turn % (TURNS_PER_TICK * TOWN_DAWN)));
4053 msg_print("Ì뤬ÌÀ¤±¤¿¡£");
4055 msg_print("The sun has risen.");
4058 if (!p_ptr->wild_mode)
4060 /* Hack -- Scan the town */
4061 for (y = 0; y < cur_hgt; y++)
4063 for (x = 0; x < cur_wid; x++)
4065 /* Get the cave grid */
4066 cave_type *c_ptr = &cave[y][x];
4069 c_ptr->info |= (CAVE_GLOW);
4071 /* Hack -- Memorize lit grids if allowed */
4072 if (view_perma_grids) c_ptr->info |= (CAVE_MARK);
4074 /* Hack -- Notice spot */
4088 msg_print("Æü¤¬ÄÀ¤ó¤À¡£");
4090 msg_print("The sun has fallen.");
4093 if (!p_ptr->wild_mode)
4095 /* Hack -- Scan the town */
4096 for (y = 0; y < cur_hgt; y++)
4098 for (x = 0; x < cur_wid; x++)
4100 /* Get the cave grid */
4101 cave_type *c_ptr = &cave[y][x];
4103 /* Feature code (applying "mimic" field) */
4104 feature_type *f_ptr = &f_info[get_feat_mimic(c_ptr)];
4106 if (!is_mirror_grid(c_ptr) && !have_flag(f_ptr->flags, FF_QUEST_ENTER) &&
4107 !have_flag(f_ptr->flags, FF_ENTRANCE))
4110 c_ptr->info &= ~(CAVE_GLOW);
4112 if (!have_flag(f_ptr->flags, FF_REMEMBER))
4114 /* Forget the normal floor grid */
4115 c_ptr->info &= ~(CAVE_MARK);
4117 /* Hack -- Notice spot */
4123 /* Glow deep lava and building entrances */
4124 glow_deep_lava_and_bldg();
4129 /* Update the monsters */
4130 p_ptr->update |= (PU_MONSTERS | PU_MON_LITE);
4133 p_ptr->redraw |= (PR_MAP);
4136 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
4138 if (p_ptr->special_defense & NINJA_S_STEALTH)
4140 if (cave[py][px].info & CAVE_GLOW) set_superstealth(FALSE);
4145 /* While in the dungeon (vanilla_town or lite_town mode only) */
4146 else if ((vanilla_town || (lite_town && !p_ptr->inside_quest && !p_ptr->inside_battle && !p_ptr->inside_arena)) && dun_level)
4148 /*** Shuffle the Storekeepers ***/
4150 /* Chance is only once a day (while in dungeon) */
4151 if (!(turn % (TURNS_PER_TICK * STORE_TICKS)))
4153 /* Sometimes, shuffle the shop-keepers */
4154 if (one_in_(STORE_SHUFFLE))
4158 /* Pick a random shop (except home and museum) */
4161 n = randint0(MAX_STORES);
4163 while ((n == STORE_HOME) || (n == STORE_MUSEUM));
4165 /* Check every feature */
4166 for (i = 1; i < max_f_idx; i++)
4168 /* Access the index */
4169 feature_type *f_ptr = &f_info[i];
4171 /* Skip empty index */
4172 if (!f_ptr->name) continue;
4174 /* Skip non-store features */
4175 if (!have_flag(f_ptr->flags, FF_STORE)) continue;
4177 /* Verify store type */
4178 if (f_ptr->power == n)
4182 if (cheat_xtra) msg_format("%s¤ÎŹ¼ç¤ò¥·¥ã¥Ã¥Õ¥ë¤·¤Þ¤¹¡£", f_name + f_ptr->name);
4184 if (cheat_xtra) msg_format("Shuffle a Shopkeeper of %s.", f_name + f_ptr->name);
4198 /*** Process the monsters ***/
4200 /* Check for creature generation. */
4201 if (one_in_(d_info[dungeon_type].max_m_alloc_chance) &&
4202 !p_ptr->inside_arena && !p_ptr->inside_quest && !p_ptr->inside_battle)
4204 /* Make a new monster */
4205 (void)alloc_monster(MAX_SIGHT + 5, 0);
4208 /* Hack -- Check for creature regeneration */
4209 if (!(turn % (TURNS_PER_TICK*10)) && !p_ptr->inside_battle) regen_monsters();
4210 if (!(turn % (TURNS_PER_TICK*3))) regen_captured_monsters();
4212 /* Hack -- Process the counters of all monsters */
4213 process_monsters_counters();
4219 if (min != prev_min)
4221 do_cmd_write_nikki(NIKKI_HIGAWARI, 0, NULL);
4222 determine_today_mon(FALSE);
4227 * Nightmare mode activates the TY_CURSE at midnight
4229 * Require exact minute -- Don't activate multiple times in a minute
4231 if (ironman_nightmare && (min != prev_min))
4233 /* Every 15 minutes after 11:00 pm */
4234 if ((hour == 23) && !(min % 15))
4243 msg_print("±ó¤¯¤ÇÉÔµ¤Ì£¤Ê¾â¤Î²»¤¬ÌĤä¿¡£");
4245 msg_print("You hear a distant bell toll ominously.");
4251 msg_print("±ó¤¯¤Ç¾â¤¬Æó²óÌĤä¿¡£");
4253 msg_print("A distant bell sounds twice.");
4259 msg_print("±ó¤¯¤Ç¾â¤¬»°²óÌĤä¿¡£");
4261 msg_print("A distant bell sounds three times.");
4267 msg_print("±ó¤¯¤Ç¾â¤¬»Í²óÌĤä¿¡£");
4269 msg_print("A distant bell tolls four times.");
4275 /* TY_CURSE activates at mignight! */
4282 msg_print("±ó¤¯¤Ç¾â¤¬²¿²ó¤âÌĤꡢ»à¤ó¤À¤è¤¦¤ÊÀŤ±¤µ¤ÎÃæ¤Ø¾Ã¤¨¤Æ¤¤¤Ã¤¿¡£");
4284 msg_print("A distant bell tolls many times, fading into an deathly silence.");
4287 activate_ty_curse(FALSE, &count);
4292 /*** Check the Food, and Regenerate ***/
4294 if (!p_ptr->inside_battle)
4296 /* Digest quickly when gorged */
4297 if (p_ptr->food >= PY_FOOD_MAX)
4299 /* Digest a lot of food */
4300 (void)set_food(p_ptr->food - 100);
4303 /* Digest normally -- Every 50 game turns */
4304 else if (!(turn % (TURNS_PER_TICK*5)))
4306 /* Basic digestion rate based on speed */
4307 int digestion = SPEED_TO_ENERGY(p_ptr->pspeed);
4309 /* Regeneration takes more food */
4310 if (p_ptr->regenerate)
4312 if (p_ptr->special_defense & (KAMAE_MASK | KATA_MASK))
4314 if (p_ptr->cursed & TRC_FAST_DIGEST)
4317 /* Slow digestion takes less food */
4318 if (p_ptr->slow_digest)
4321 /* Minimal digestion */
4322 if (digestion < 1) digestion = 1;
4323 /* Maximal digestion */
4324 if (digestion > 100) digestion = 100;
4326 /* Digest some food */
4327 (void)set_food(p_ptr->food - digestion);
4332 if ((p_ptr->food < PY_FOOD_FAINT))
4334 /* Faint occasionally */
4335 if (!p_ptr->paralyzed && (randint0(100) < 10))
4339 msg_print("¤¢¤Þ¤ê¤Ë¤â¶õÊ¢¤Çµ¤À䤷¤Æ¤·¤Þ¤Ã¤¿¡£");
4341 msg_print("You faint from the lack of food.");
4346 /* Hack -- faint (bypass free action) */
4347 (void)set_paralyzed(p_ptr->paralyzed + 1 + randint0(5));
4350 /* Starve to death (slowly) */
4351 if (p_ptr->food < PY_FOOD_STARVE)
4353 /* Calculate damage */
4354 int dam = (PY_FOOD_STARVE - p_ptr->food) / 10;
4358 if (!IS_INVULN()) take_hit(DAMAGE_LOSELIFE, dam, "¶õÊ¢", -1);
4360 if (!IS_INVULN()) take_hit(DAMAGE_LOSELIFE, dam, "starvation", -1);
4368 /* Process timed damage and regeneration */
4369 process_world_aux_hp_and_sp();
4371 /* Process timeout */
4372 process_world_aux_timeout();
4375 process_world_aux_light();
4377 /* Process mutation effects */
4378 process_world_aux_mutation();
4380 /* Process curse effects */
4381 process_world_aux_curse();
4383 /* Process recharging */
4384 process_world_aux_recharge();
4386 /* Feel the inventory */
4390 /* Involuntary Movement */
4391 process_world_aux_movement();
4397 * Verify use of "wizard" mode
4399 static bool enter_wizard_mode(void)
4401 /* Ask first time */
4402 if (!p_ptr->noscore)
4404 /* Wizard mode is not permitted */
4405 if (!allow_debug_opts || arg_wizard)
4408 msg_print("¥¦¥£¥¶¡¼¥É¥â¡¼¥É¤Ïµö²Ä¤µ¤ì¤Æ¤¤¤Þ¤»¤ó¡£ ");
4410 msg_print("Wizard mode is not permitted.");
4415 /* Mention effects */
4417 msg_print("¥¦¥£¥¶¡¼¥É¥â¡¼¥É¤Ï¥Ç¥Ð¥Ã¥°¤È¼Â¸³¤Î¤¿¤á¤Î¥â¡¼¥É¤Ç¤¹¡£ ");
4418 msg_print("°ìÅÙ¥¦¥£¥¶¡¼¥É¥â¡¼¥É¤ËÆþ¤ë¤È¥¹¥³¥¢¤ÏµÏ¿¤µ¤ì¤Þ¤»¤ó¡£");
4420 msg_print("Wizard mode is for debugging and experimenting.");
4421 msg_print("The game will not be scored if you enter wizard mode.");
4426 /* Verify request */
4428 if (!get_check("ËÜÅö¤Ë¥¦¥£¥¶¡¼¥É¥â¡¼¥É¤ËÆþ¤ê¤¿¤¤¤Î¤Ç¤¹¤«? "))
4430 if (!get_check("Are you sure you want to enter wizard mode? "))
4437 do_cmd_write_nikki(NIKKI_BUNSHOU, 0, "¥¦¥£¥¶¡¼¥É¥â¡¼¥É¤ËÆÍÆþ¤·¤Æ¥¹¥³¥¢¤ò»Ä¤»¤Ê¤¯¤Ê¤Ã¤¿¡£");
4439 do_cmd_write_nikki(NIKKI_BUNSHOU, 0, "give up recording score to enter wizard mode.");
4442 p_ptr->noscore |= 0x0002;
4453 * Verify use of "debug" commands
4455 static bool enter_debug_mode(void)
4457 /* Ask first time */
4458 if (!p_ptr->noscore)
4460 /* Debug mode is not permitted */
4461 if (!allow_debug_opts)
4464 msg_print("¥Ç¥Ð¥Ã¥°¥³¥Þ¥ó¥É¤Ïµö²Ä¤µ¤ì¤Æ¤¤¤Þ¤»¤ó¡£ ");
4466 msg_print("Use of debug command is not permitted.");
4471 /* Mention effects */
4473 msg_print("¥Ç¥Ð¥Ã¥°¡¦¥³¥Þ¥ó¥É¤Ï¥Ç¥Ð¥Ã¥°¤È¼Â¸³¤Î¤¿¤á¤Î¥³¥Þ¥ó¥É¤Ç¤¹¡£ ");
4474 msg_print("¥Ç¥Ð¥Ã¥°¡¦¥³¥Þ¥ó¥É¤ò»È¤¦¤È¥¹¥³¥¢¤ÏµÏ¿¤µ¤ì¤Þ¤»¤ó¡£");
4476 msg_print("The debug commands are for debugging and experimenting.");
4477 msg_print("The game will not be scored if you use debug commands.");
4482 /* Verify request */
4484 if (!get_check("ËÜÅö¤Ë¥Ç¥Ð¥Ã¥°¡¦¥³¥Þ¥ó¥É¤ò»È¤¤¤Þ¤¹¤«? "))
4486 if (!get_check("Are you sure you want to use debug commands? "))
4493 do_cmd_write_nikki(NIKKI_BUNSHOU, 0, "¥Ç¥Ð¥Ã¥°¥â¡¼¥É¤ËÆÍÆþ¤·¤Æ¥¹¥³¥¢¤ò»Ä¤»¤Ê¤¯¤Ê¤Ã¤¿¡£");
4495 do_cmd_write_nikki(NIKKI_BUNSHOU, 0, "give up sending score to use debug commands.");
4498 p_ptr->noscore |= 0x0008;
4506 * Hack -- Declare the Debug Routines
4508 extern void do_cmd_debug(void);
4510 #endif /* ALLOW_WIZARD */
4516 * Verify use of "borg" commands
4518 static bool enter_borg_mode(void)
4520 /* Ask first time */
4521 if (!(p_ptr->noscore & 0x0010))
4523 /* Mention effects */
4525 msg_print("¥Ü¡¼¥°¡¦¥³¥Þ¥ó¥É¤Ï¥Ç¥Ð¥Ã¥°¤È¼Â¸³¤Î¤¿¤á¤Î¥³¥Þ¥ó¥É¤Ç¤¹¡£ ");
4526 msg_print("¥Ü¡¼¥°¡¦¥³¥Þ¥ó¥É¤ò»È¤¦¤È¥¹¥³¥¢¤ÏµÏ¿¤µ¤ì¤Þ¤»¤ó¡£");
4528 msg_print("The borg commands are for debugging and experimenting.");
4529 msg_print("The game will not be scored if you use borg commands.");
4534 /* Verify request */
4536 if (!get_check("ËÜÅö¤Ë¥Ü¡¼¥°¡¦¥³¥Þ¥ó¥É¤ò»È¤¤¤Þ¤¹¤«? "))
4538 if (!get_check("Are you sure you want to use borg commands? "))
4545 do_cmd_write_nikki(NIKKI_BUNSHOU, 0, "¥Ü¡¼¥°¡¦¥³¥Þ¥ó¥É¤ò»ÈÍѤ·¤Æ¥¹¥³¥¢¤ò»Ä¤»¤Ê¤¯¤Ê¤Ã¤¿¡£");
4547 do_cmd_write_nikki(NIKKI_BUNSHOU, 0, "give up recording score to use borg commands.");
4550 p_ptr->noscore |= 0x0010;
4558 * Hack -- Declare the Ben Borg
4560 extern void do_cmd_borg(void);
4562 #endif /* ALLOW_BORG */
4567 * Parse and execute the current command
4568 * Give "Warning" on illegal commands.
4570 * XXX XXX XXX Make some "blocks"
4572 static void process_command(void)
4574 int old_now_message = now_message;
4576 #ifdef ALLOW_REPEAT /* TNB */
4578 /* Handle repeating the last command */
4581 #endif /* ALLOW_REPEAT -- TNB */
4585 /* Parse the command */
4586 switch (command_cmd)
4602 /*** Wizard Commands ***/
4604 /* Toggle Wizard Mode */
4609 p_ptr->wizard = FALSE;
4611 msg_print("¥¦¥£¥¶¡¼¥É¥â¡¼¥É²ò½ü¡£");
4613 msg_print("Wizard mode off.");
4617 else if (enter_wizard_mode())
4619 p_ptr->wizard = TRUE;
4621 msg_print("¥¦¥£¥¶¡¼¥É¥â¡¼¥ÉÆÍÆþ¡£");
4623 msg_print("Wizard mode on.");
4628 /* Update monsters */
4629 p_ptr->update |= (PU_MONSTERS);
4631 /* Redraw "title" */
4632 p_ptr->redraw |= (PR_TITLE);
4640 /* Special "debug" commands */
4643 /* Enter debug mode */
4644 if (enter_debug_mode())
4651 #endif /* ALLOW_WIZARD */
4656 /* Special "borg" commands */
4659 /* Enter borg mode */
4660 if (enter_borg_mode())
4662 if (!p_ptr->wild_mode) do_cmd_borg();
4668 #endif /* ALLOW_BORG */
4672 /*** Inventory Commands ***/
4674 /* Wear/wield equipment */
4677 if (!p_ptr->wild_mode) do_cmd_wield();
4681 /* Take off equipment */
4684 if (!p_ptr->wild_mode) do_cmd_takeoff();
4691 if (!p_ptr->wild_mode) do_cmd_drop();
4695 /* Destroy an item */
4702 /* Equipment list */
4709 /* Inventory list */
4717 /*** Various commands ***/
4719 /* Identify an object */
4726 /* Hack -- toggle windows */
4729 toggle_inven_equip();
4734 /*** Standard "Movement" Commands ***/
4739 if (!p_ptr->wild_mode) do_cmd_alter();
4746 if (!p_ptr->wild_mode) do_cmd_tunnel();
4750 /* Move (usually pick up things) */
4753 #ifdef ALLOW_EASY_DISARM /* TNB */
4757 #else /* ALLOW_EASY_DISARM -- TNB */
4759 do_cmd_walk(always_pickup);
4761 #endif /* ALLOW_EASY_DISARM -- TNB */
4766 /* Move (usually do not pick up) */
4769 #ifdef ALLOW_EASY_DISARM /* TNB */
4773 #else /* ALLOW_EASY_DISARM -- TNB */
4775 do_cmd_walk(!always_pickup);
4777 #endif /* ALLOW_EASY_DISARM -- TNB */
4783 /*** Running, Resting, Searching, Staying */
4785 /* Begin Running -- Arg is Max Distance */
4788 if (!p_ptr->wild_mode) do_cmd_run();
4792 /* Stay still (usually pick things up) */
4795 do_cmd_stay(always_pickup);
4799 /* Stay still (usually do not pick up) */
4802 do_cmd_stay(!always_pickup);
4806 /* Rest -- Arg is time */
4813 /* Search for traps/doors */
4820 /* Toggle search mode */
4823 if (p_ptr->action == ACTION_SEARCH) set_action(ACTION_NONE);
4824 else set_action(ACTION_SEARCH);
4829 /*** Stairs and Doors and Chests and Traps ***/
4832 case SPECIAL_KEY_STORE:
4834 if (!p_ptr->wild_mode) do_cmd_store();
4838 /* Enter building -KMW- */
4839 case SPECIAL_KEY_BUILDING:
4841 if (!p_ptr->wild_mode) do_cmd_bldg();
4845 /* Enter quest level -KMW- */
4846 case SPECIAL_KEY_QUEST:
4848 if (!p_ptr->wild_mode) do_cmd_quest();
4852 /* Go up staircase */
4855 if (!p_ptr->wild_mode && !dun_level && !p_ptr->inside_arena && !p_ptr->inside_quest)
4857 if (vanilla_town) break;
4862 msg_print("½±·â¤«¤éƨ¤²¤ë¤Ë¤Ï¥Þ¥Ã¥×¤Îü¤Þ¤Ç°ÜÆ°¤·¤Ê¤±¤ì¤Ð¤Ê¤é¤Ê¤¤¡£");
4864 msg_print("To flee the ambush you have to reach the edge of the map.");
4869 if (p_ptr->food < PY_FOOD_WEAK)
4872 msg_print("¤½¤ÎÁ°¤Ë¿©»ö¤ò¤È¤é¤Ê¤¤¤È¡£");
4874 msg_print("You must eat something here.");
4886 /* Go down staircase */
4889 if (p_ptr->wild_mode)
4897 /* Open a door or chest */
4900 if (!p_ptr->wild_mode) do_cmd_open();
4907 if (!p_ptr->wild_mode) do_cmd_close();
4911 /* Jam a door with spikes */
4914 if (!p_ptr->wild_mode) do_cmd_spike();
4921 if (!p_ptr->wild_mode) do_cmd_bash();
4925 /* Disarm a trap or chest */
4928 if (!p_ptr->wild_mode) do_cmd_disarm();
4933 /*** Magic and Prayers ***/
4935 /* Gain new spells/prayers */
4938 if ((p_ptr->pclass == CLASS_SORCERER) || (p_ptr->pclass == CLASS_RED_MAGE))
4940 msg_print("¼öʸ¤ò³Ø½¬¤¹¤ëɬÍפϤʤ¤¡ª");
4942 msg_print("You don't have to learn spells!");
4944 else if (p_ptr->pclass == CLASS_SAMURAI)
4945 do_cmd_gain_hissatsu();
4946 else if (p_ptr->pclass == CLASS_MAGIC_EATER)
4956 if ( (p_ptr->pclass == CLASS_MINDCRAFTER) ||
4957 (p_ptr->pclass == CLASS_BERSERKER) ||
4958 (p_ptr->pclass == CLASS_NINJA) ||
4959 (p_ptr->pclass == CLASS_MIRROR_MASTER)
4960 ) do_cmd_mind_browse();
4961 else if (p_ptr->pclass == CLASS_SMITH)
4963 else if (p_ptr->pclass == CLASS_MAGIC_EATER)
4964 do_cmd_magic_eater(TRUE);
4965 else do_cmd_browse();
4973 if (!p_ptr->wild_mode)
4975 if ((p_ptr->pclass == CLASS_WARRIOR) || (p_ptr->pclass == CLASS_ARCHER) || (p_ptr->pclass == CLASS_CAVALRY))
4978 msg_print("¼öʸ¤ò¾§¤¨¤é¤ì¤Ê¤¤¡ª");
4980 msg_print("You cannot cast spells!");
4983 else if (dun_level && (d_info[dungeon_type].flags1 & DF1_NO_MAGIC) && (p_ptr->pclass != CLASS_BERSERKER) && (p_ptr->pclass != CLASS_SMITH))
4986 msg_print("¥À¥ó¥¸¥ç¥ó¤¬ËâË¡¤òµÛ¼ý¤·¤¿¡ª");
4988 msg_print("The dungeon absorbs all attempted magic!");
4992 else if (p_ptr->anti_magic && (p_ptr->pclass != CLASS_BERSERKER) && (p_ptr->pclass != CLASS_SMITH))
4996 cptr which_power = "ËâË¡";
4998 cptr which_power = "magic";
5000 if (p_ptr->pclass == CLASS_MINDCRAFTER)
5002 which_power = "ĶǽÎÏ";
5004 which_power = "psionic powers";
5006 else if (p_ptr->pclass == CLASS_IMITATOR)
5008 which_power = "¤â¤Î¤Þ¤Í";
5010 which_power = "imitation";
5012 else if (p_ptr->pclass == CLASS_SAMURAI)
5014 which_power = "ɬ»¦·õ";
5016 which_power = "hissatsu";
5018 else if (p_ptr->pclass == CLASS_MIRROR_MASTER)
5020 which_power = "¶ÀËâË¡";
5022 which_power = "mirror magic";
5024 else if (p_ptr->pclass == CLASS_NINJA)
5026 which_power = "Ǧ½Ñ";
5028 which_power = "ninjutsu";
5030 else if (mp_ptr->spell_book == TV_LIFE_BOOK)
5032 which_power = "µ§¤ê";
5034 which_power = "prayer";
5038 msg_format("È¿ËâË¡¥Ð¥ê¥¢¤¬%s¤ò¼ÙË⤷¤¿¡ª", which_power);
5040 msg_format("An anti-magic shell disrupts your %s!", which_power);
5044 else if (p_ptr->shero && (p_ptr->pclass != CLASS_BERSERKER))
5047 msg_format("¶¸Àï»Î²½¤·¤Æ¤¤¤ÆƬ¤¬²ó¤é¤Ê¤¤¡ª");
5049 msg_format("You cannot think directly!");
5055 if ((p_ptr->pclass == CLASS_MINDCRAFTER) ||
5056 (p_ptr->pclass == CLASS_BERSERKER) ||
5057 (p_ptr->pclass == CLASS_NINJA) ||
5058 (p_ptr->pclass == CLASS_MIRROR_MASTER)
5061 else if (p_ptr->pclass == CLASS_IMITATOR)
5063 else if (p_ptr->pclass == CLASS_MAGIC_EATER)
5064 do_cmd_magic_eater(FALSE);
5065 else if (p_ptr->pclass == CLASS_SAMURAI)
5067 else if (p_ptr->pclass == CLASS_BLUE_MAGE)
5068 do_cmd_cast_learned();
5069 else if (p_ptr->pclass == CLASS_SMITH)
5078 /* Issue a pet command */
5081 if (!p_ptr->wild_mode) do_cmd_pet();
5085 /*** Use various objects ***/
5087 /* Inscribe an object */
5094 /* Uninscribe an object */
5097 do_cmd_uninscribe();
5101 /* Activate an artifact */
5104 if (!p_ptr->wild_mode)
5106 if (!p_ptr->inside_arena)
5111 msg_print("¥¢¥ê¡¼¥Ê¤¬ËâË¡¤òµÛ¼ý¤·¤¿¡ª");
5113 msg_print("The arena absorbs all attempted magic!");
5129 /* Fuel your lantern/torch */
5139 if (!p_ptr->wild_mode) do_cmd_fire();
5146 if (!p_ptr->wild_mode)
5156 if (!p_ptr->wild_mode)
5158 if (!p_ptr->inside_arena)
5163 msg_print("¥¢¥ê¡¼¥Ê¤¬ËâË¡¤òµÛ¼ý¤·¤¿¡ª");
5165 msg_print("The arena absorbs all attempted magic!");
5177 if (!p_ptr->wild_mode)
5179 if (p_ptr->inside_arena)
5182 msg_print("¥¢¥ê¡¼¥Ê¤¬ËâË¡¤òµÛ¼ý¤·¤¿¡ª");
5184 msg_print("The arena absorbs all attempted magic!");
5189 else if (use_command && rogue_like_commands)
5201 /* Quaff a potion */
5204 if (!p_ptr->wild_mode)
5206 if (!p_ptr->inside_arena)
5207 do_cmd_quaff_potion();
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)
5228 do_cmd_read_scroll();
5232 msg_print("¥¢¥ê¡¼¥Ê¤¬ËâË¡¤òµÛ¼ý¤·¤¿¡ª");
5234 msg_print("The arena absorbs all attempted magic!");
5246 if (!p_ptr->wild_mode)
5248 if (p_ptr->inside_arena)
5251 msg_print("¥¢¥ê¡¼¥Ê¤¬ËâË¡¤òµÛ¼ý¤·¤¿¡ª");
5253 msg_print("The arena absorbs all attempted magic!");
5258 else if (use_command && !rogue_like_commands)
5268 /* Use racial power */
5271 if (!p_ptr->wild_mode) do_cmd_racial_power();
5276 /*** Looking at Things (nearby or on map) ***/
5278 /* Full dungeon map */
5285 /* Locate player on map */
5299 /* Target monster or location */
5302 if (!p_ptr->wild_mode) do_cmd_target();
5308 /*** Help and Such ***/
5317 /* Identify symbol */
5320 do_cmd_query_symbol();
5324 /* Character description */
5327 do_cmd_change_name();
5332 /*** System Commands ***/
5334 /* Hack -- User interface */
5341 /* Single line from a pref file */
5350 do_cmd_reload_autopick();
5356 do_cmd_edit_autopick();
5360 /* Interact with macros */
5367 /* Interact with visuals */
5375 /* Interact with colors */
5383 /* Interact with options */
5391 /*** Misc Commands ***/
5407 /* Repeat level feeling */
5410 if (!p_ptr->wild_mode) do_cmd_feeling();
5414 /* Show previous message */
5417 do_cmd_message_one();
5421 /* Show previous messages */
5424 do_cmd_messages(old_now_message);
5428 /* Show quest status -KMW- */
5431 do_cmd_checkquest();
5435 /* Redraw the screen */
5438 now_message = old_now_message;
5443 #ifndef VERIFY_SAVEFILE
5445 /* Hack -- Save and don't quit */
5448 do_cmd_save_game(FALSE);
5452 #endif /* VERIFY_SAVEFILE */
5462 case SPECIAL_KEY_QUIT:
5464 do_cmd_save_and_exit();
5468 /* Quit (commit suicide) */
5481 /* Check artifacts, uniques, objects */
5488 /* Load "screen dump" */
5491 do_cmd_load_screen();
5495 /* Save "screen dump" */
5498 do_cmd_save_screen();
5502 /* Make random artifact list */
5505 spoil_random_artifact("randifact.txt");
5509 /* Hack -- Unknown command */
5512 if (flush_failure) flush();
5516 sound(SOUND_ILLEGAL);
5518 if (!get_rnd_line("error_j.txt", 0, error_m))
5520 if (!get_rnd_line("error.txt", 0, error_m))
5527 prt(" '?' ¤Ç¥Ø¥ë¥×¤¬É½¼¨¤µ¤ì¤Þ¤¹¡£", 0, 0);
5529 prt("Type '?' for help.", 0, 0);
5535 if (!energy_use && !now_message)
5536 now_message = old_now_message;
5542 static bool monster_tsuri(int r_idx)
5544 monster_race *r_ptr = &r_info[r_idx];
5546 if ((r_ptr->flags7 & RF7_AQUATIC) && !(r_ptr->flags1 & RF1_UNIQUE) && my_strchr("Jjlw", r_ptr->d_char))
5554 * Process the player
5556 * Notice the annoying code to handle "pack overflow", which
5557 * must come first just in case somebody manages to corrupt
5558 * the savefiles by clever use of menu commands or something.
5560 static void process_player(void)
5564 /*** Apply energy ***/
5569 msg_print("²¿¤«ÊѤï¤Ã¤¿µ¤¤¬¤¹¤ë¡ª");
5571 msg_print("You feel different!");
5574 (void)gain_random_mutation(0);
5575 hack_mutation = FALSE;
5578 if (p_ptr->inside_battle)
5580 for(i = 1; i < m_max; i++)
5582 monster_type *m_ptr = &m_list[i];
5584 if (!m_ptr->r_idx) continue;
5586 /* Hack -- Detect monster */
5587 m_ptr->mflag2 |= (MFLAG2_MARK | MFLAG2_SHOW);
5589 /* Update the monster */
5590 update_mon(i, FALSE);
5595 /* Give the player some energy */
5596 else if (!(load && p_ptr->energy_need <= 0))
5598 p_ptr->energy_need -= SPEED_TO_ENERGY(p_ptr->pspeed);
5602 if (p_ptr->energy_need > 0) return;
5603 if (!command_rep) prt_time();
5605 /*** Check for interupts ***/
5607 /* Complete resting */
5614 if ((p_ptr->chp == p_ptr->mhp) &&
5615 (p_ptr->csp >= p_ptr->msp))
5617 set_action(ACTION_NONE);
5621 /* Complete resting */
5622 else if (resting == -2)
5625 if ((p_ptr->chp == p_ptr->mhp) &&
5626 (p_ptr->csp >= p_ptr->msp) &&
5627 !p_ptr->blind && !p_ptr->confused &&
5628 !p_ptr->poisoned && !p_ptr->afraid &&
5629 !p_ptr->stun && !p_ptr->cut &&
5630 !p_ptr->slow && !p_ptr->paralyzed &&
5631 !p_ptr->image && !p_ptr->word_recall &&
5632 !p_ptr->alter_reality)
5634 set_action(ACTION_NONE);
5639 if (p_ptr->action == ACTION_FISH)
5642 Term_xtra(TERM_XTRA_DELAY, 10);
5646 bool success = FALSE;
5647 get_mon_num_prep(monster_tsuri,NULL);
5648 r_idx = get_mon_num(dun_level ? dun_level : wilderness[p_ptr->wilderness_y][p_ptr->wilderness_x].level);
5650 if (r_idx && one_in_(2))
5653 y = py+ddy[tsuri_dir];
5654 x = px+ddx[tsuri_dir];
5655 if (place_monster_aux(0, y, x, r_idx, PM_NO_KAGE))
5658 monster_desc(m_name, &m_list[cave[y][x].m_idx], 0);
5660 msg_format("%s¤¬Äà¤ì¤¿¡ª", m_name);
5662 msg_format("You have a good catch!", m_name);
5670 msg_print("±Â¤À¤±¿©¤ï¤ì¤Æ¤·¤Þ¤Ã¤¿¡ª¤¯¤Ã¤½¡Á¡ª");
5672 msg_print("Damn! The fish stole your bait!");
5679 /* Handle "abort" */
5682 /* Check for "player abort" (semi-efficiently for resting) */
5683 if (running || command_rep || (p_ptr->action == ACTION_REST) || (p_ptr->action == ACTION_FISH))
5688 /* Check for a key */
5697 /* Hack -- Show a Message */
5699 msg_print("ÃæÃǤ·¤Þ¤·¤¿¡£");
5701 msg_print("Canceled.");
5708 if (p_ptr->riding && !p_ptr->confused && !p_ptr->blind)
5710 monster_type *m_ptr = &m_list[p_ptr->riding];
5711 monster_race *r_ptr = &r_info[m_ptr->r_idx];
5720 if (r_ptr->flags7 & RF7_HAS_LD_MASK) p_ptr->update |= (PU_MON_LITE);
5722 /* Acquire the monster name */
5723 monster_desc(m_name, m_ptr, 0);
5725 msg_format("%^s¤òµ¯¤³¤·¤¿¡£", m_name);
5727 msg_format("You have waked %s up.", m_name);
5729 if (p_ptr->health_who == p_ptr->riding) p_ptr->redraw |= (PR_HEALTH);
5730 p_ptr->redraw |= (PR_UHEALTH);
5737 /* Make a "saving throw" against stun */
5738 if (randint0(r_ptr->level) < p_ptr->skill_exp[GINOU_RIDING])
5744 /* Hack -- Recover from stun */
5745 if (m_ptr->stunned > d)
5747 /* Recover somewhat */
5748 m_ptr->stunned -= d;
5759 /* Acquire the monster name */
5760 monster_desc(m_name, m_ptr, 0);
5762 /* Dump a message */
5764 msg_format("%^s¤òÛ¯Û°¾õÂÖ¤«¤éΩ¤Áľ¤é¤»¤¿¡£", m_name);
5766 msg_format("%^s is no longer stunned.", m_name);
5768 if (p_ptr->health_who == p_ptr->riding) p_ptr->redraw |= (PR_HEALTH);
5769 p_ptr->redraw |= (PR_UHEALTH);
5773 if (m_ptr->confused)
5777 /* Make a "saving throw" against stun */
5778 if (randint0(r_ptr->level) < p_ptr->skill_exp[GINOU_RIDING])
5781 d = m_ptr->confused;
5784 /* Hack -- Recover from stun */
5785 if (m_ptr->confused > d)
5787 /* Recover somewhat */
5788 m_ptr->confused -= d;
5797 m_ptr->confused = 0;
5799 /* Acquire the monster name */
5800 monster_desc(m_name, m_ptr, 0);
5802 /* Dump a message */
5804 msg_format("%^s¤òº®Íð¾õÂÖ¤«¤éΩ¤Áľ¤é¤»¤¿¡£", m_name);
5806 msg_format("%^s is no longer confused.", m_name);
5808 if (p_ptr->health_who == p_ptr->riding) p_ptr->redraw |= (PR_HEALTH);
5809 p_ptr->redraw |= (PR_UHEALTH);
5817 /* Make a "saving throw" against stun */
5818 if (randint0(r_ptr->level) < p_ptr->skill_exp[GINOU_RIDING])
5824 /* Hack -- Recover from stun */
5825 if (m_ptr->monfear > d)
5827 /* Recover somewhat */
5828 m_ptr->monfear -= d;
5839 /* Acquire the monster name */
5840 monster_desc(m_name, m_ptr, 0);
5842 /* Dump a message */
5844 msg_format("%^s¤ò¶²Éݤ«¤éΩ¤Áľ¤é¤»¤¿¡£", m_name);
5846 msg_format("%^s is no longer fear.", m_name);
5848 if (p_ptr->health_who == p_ptr->riding) p_ptr->redraw |= (PR_HEALTH);
5849 p_ptr->redraw |= (PR_UHEALTH);
5853 /* Handle "p_ptr->update" and "p_ptr->redraw" and "p_ptr->window" */
5857 /* Handle the player song */
5858 if (!load) check_music();
5863 if (p_ptr->lightspeed)
5865 (void)set_lightspeed(p_ptr->lightspeed - 1, TRUE);
5867 if ((p_ptr->pclass == CLASS_FORCETRAINER) && (p_ptr->magic_num1[0]))
5869 if (p_ptr->magic_num1[0] < 40)
5871 p_ptr->magic_num1[0] = 0;
5873 else p_ptr->magic_num1[0] -= 40;
5874 p_ptr->update |= (PU_BONUS);
5876 if (p_ptr->action == ACTION_LEARN)
5879 u32b cost_frac = (p_ptr->msp + 30L) * 256L;
5881 /* Convert the unit (1/2^16) to (1/2^32) */
5882 s64b_LSHIFT(cost, cost_frac, 16);
5885 if (s64b_cmp(p_ptr->csp, p_ptr->csp_frac, cost, cost_frac) < 0)
5889 p_ptr->csp_frac = 0;
5890 set_action(ACTION_NONE);
5895 s64b_sub(&(p_ptr->csp), &(p_ptr->csp_frac), cost, cost_frac);
5897 p_ptr->redraw |= PR_MANA;
5900 if (p_ptr->special_defense & KATA_MASK)
5902 if (p_ptr->special_defense & KATA_MUSOU)
5906 set_action(ACTION_NONE);
5911 p_ptr->redraw |= (PR_MANA);
5916 /*** Handle actual user input ***/
5918 /* Repeat until out of energy */
5919 while (p_ptr->energy_need <= 0)
5921 p_ptr->window |= PW_PLAYER;
5922 p_ptr->sutemi = FALSE;
5923 p_ptr->counter = FALSE;
5924 now_damaged = FALSE;
5926 /* Handle "p_ptr->notice" */
5929 /* Handle "p_ptr->update" and "p_ptr->redraw" and "p_ptr->window" */
5932 /* Place the cursor on the player */
5933 move_cursor_relative(py, px);
5935 /* Refresh (optional) */
5936 if (fresh_before) Term_fresh();
5939 /* Hack -- Pack Overflow */
5940 if (inventory[INVEN_PACK].k_idx)
5942 int item = INVEN_PACK;
5944 char o_name[MAX_NLEN];
5948 /* Access the slot to be dropped */
5949 o_ptr = &inventory[item];
5956 msg_print("¥¶¥Ã¥¯¤«¤é¥¢¥¤¥Æ¥à¤¬¤¢¤Õ¤ì¤¿¡ª");
5958 msg_print("Your pack overflows!");
5963 object_desc(o_name, o_ptr, 0);
5967 msg_format("%s(%c)¤òÍî¤È¤·¤¿¡£", o_name, index_to_label(item));
5969 msg_format("You drop %s (%c).", o_name, index_to_label(item));
5973 /* Drop it (carefully) near the player */
5974 (void)drop_near(o_ptr, 0, py, px);
5976 /* Modify, Describe, Optimize */
5977 inven_item_increase(item, -255);
5978 inven_item_describe(item);
5979 inven_item_optimize(item);
5981 /* Handle "p_ptr->notice" */
5984 /* Handle "p_ptr->update" and "p_ptr->redraw" and "p_ptr->window" */
5989 /* Hack -- cancel "lurking browse mode" */
5990 if (!command_new) command_see = FALSE;
5993 /* Assume free turn */
5997 if (p_ptr->inside_battle)
5999 /* Place the cursor on the player */
6000 move_cursor_relative(py, px);
6002 command_cmd = SPECIAL_KEY_BUILDING;
6004 /* Process the command */
6008 /* Paralyzed or Knocked Out */
6009 else if (p_ptr->paralyzed || (p_ptr->stun >= 100))
6016 else if (p_ptr->action == ACTION_REST)
6021 /* Reduce rest count */
6024 if (!resting) set_action(ACTION_NONE);
6026 /* Redraw the state */
6027 p_ptr->redraw |= (PR_STATE);
6035 else if (p_ptr->action == ACTION_FISH)
6048 /* Repeated command */
6049 else if (command_rep)
6051 /* Count this execution */
6054 /* Redraw the state */
6055 p_ptr->redraw |= (PR_STATE);
6060 /* Hack -- Assume messages were seen */
6063 /* Clear the top line */
6066 /* Process the command */
6070 /* Normal command */
6073 /* Place the cursor on the player */
6074 move_cursor_relative(py, px);
6077 /* Get a command (normal) */
6078 request_command(FALSE);
6081 /* Process the command */
6091 /* Use some energy */
6092 if (world_player || energy_use > 400)
6094 /* The Randomness is irrelevant */
6095 p_ptr->energy_need += energy_use * TURNS_PER_TICK / 10;
6099 /* There is some randomness of needed energy */
6100 p_ptr->energy_need += (s16b)((s32b)energy_use * ENERGY_NEED() / 100L);
6103 /* Hack -- constant hallucination */
6104 if (p_ptr->image) p_ptr->redraw |= (PR_MAP);
6107 /* Shimmer monsters if needed */
6108 if (shimmer_monsters)
6110 /* Clear the flag */
6111 shimmer_monsters = FALSE;
6113 /* Shimmer multi-hued monsters */
6114 for (i = 1; i < m_max; i++)
6116 monster_type *m_ptr;
6117 monster_race *r_ptr;
6119 /* Access monster */
6122 /* Skip dead monsters */
6123 if (!m_ptr->r_idx) continue;
6125 /* Skip unseen monsters */
6126 if (!m_ptr->ml) continue;
6128 /* Access the monster race */
6129 r_ptr = &r_info[m_ptr->ap_r_idx];
6131 /* Skip non-multi-hued monsters */
6132 if (!(r_ptr->flags1 & (RF1_ATTR_MULTI | RF1_SHAPECHANGER)))
6135 /* Reset the flag */
6136 shimmer_monsters = TRUE;
6138 /* Redraw regardless */
6139 lite_spot(m_ptr->fy, m_ptr->fx);
6144 /* Handle monster detection */
6145 if (repair_monsters)
6147 /* Reset the flag */
6148 repair_monsters = FALSE;
6150 /* Rotate detection flags */
6151 for (i = 1; i < m_max; i++)
6153 monster_type *m_ptr;
6155 /* Access monster */
6158 /* Skip dead monsters */
6159 if (!m_ptr->r_idx) continue;
6161 /* Nice monsters get mean */
6162 if (m_ptr->mflag & MFLAG_NICE)
6164 /* Nice monsters get mean */
6165 m_ptr->mflag &= ~(MFLAG_NICE);
6168 /* Handle memorized monsters */
6169 if (m_ptr->mflag2 & MFLAG2_MARK)
6171 /* Maintain detection */
6172 if (m_ptr->mflag2 & MFLAG2_SHOW)
6175 m_ptr->mflag2 &= ~(MFLAG2_SHOW);
6177 /* Still need repairs */
6178 repair_monsters = TRUE;
6181 /* Remove detection */
6185 m_ptr->mflag2 &= ~(MFLAG2_MARK);
6187 /* Assume invisible */
6190 /* Update the monster */
6191 update_mon(i, FALSE);
6193 if (p_ptr->health_who == i) p_ptr->redraw |= (PR_HEALTH);
6194 if (p_ptr->riding == i) p_ptr->redraw |= (PR_UHEALTH);
6196 /* Redraw regardless */
6197 lite_spot(m_ptr->fy, m_ptr->fx);
6202 if (p_ptr->pclass == CLASS_IMITATOR)
6204 if (p_ptr->mane_num > (p_ptr->lev > 44 ? 3 : p_ptr->lev > 29 ? 2 : 1))
6207 for (i = 0; i < p_ptr->mane_num; i++)
6209 p_ptr->mane_spell[i] = p_ptr->mane_spell[i+1];
6210 p_ptr->mane_dam[i] = p_ptr->mane_dam[i+1];
6214 p_ptr->redraw |= (PR_MANE);
6216 if (p_ptr->action == ACTION_LEARN)
6219 p_ptr->redraw |= (PR_STATE);
6222 if (world_player && (p_ptr->energy_need > - 1000))
6225 p_ptr->redraw |= (PR_MAP);
6227 /* Update monsters */
6228 p_ptr->update |= (PU_MONSTERS);
6231 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
6234 msg_print("¡Ö»þ¤ÏÆ°¤¤À¤¹¡Ä¡×");
6236 msg_print("You feel time flowing around you once more.");
6239 world_player = FALSE;
6240 p_ptr->energy_need = ENERGY_NEED();
6242 /* Handle "p_ptr->update" and "p_ptr->redraw" and "p_ptr->window" */
6247 /* Hack -- notice death */
6248 if (!p_ptr->playing || p_ptr->is_dead)
6250 world_player = FALSE;
6254 /* Handle "leaving" */
6255 if (p_ptr->leaving) break;
6258 /* Update scent trail */
6264 * Interact with the current dungeon level.
6266 * This function will not exit until the level is completed,
6267 * the user dies, or the game is terminated.
6269 static void dungeon(bool load_game)
6273 /* Set the base level */
6274 base_level = dun_level;
6276 /* Reset various flags */
6280 p_ptr->leaving = FALSE;
6282 /* Reset the "command" vars */
6285 #if 0 /* Don't reset here --- It's used for Arena */
6294 /* Cancel the target */
6298 ambush_flag = FALSE;
6300 /* Cancel the health bar */
6303 /* Check visual effects */
6304 shimmer_monsters = TRUE;
6305 shimmer_objects = TRUE;
6306 repair_monsters = TRUE;
6307 repair_objects = TRUE;
6313 /* Get index of current quest (if any) */
6314 quest_num = quest_number(dun_level);
6316 /* Inside a quest? */
6319 /* Mark the quest monster */
6320 r_info[quest[quest_num].r_idx].flags1 |= RF1_QUESTOR;
6323 /* Track maximum player level */
6324 if (p_ptr->max_plv < p_ptr->lev)
6326 p_ptr->max_plv = p_ptr->lev;
6330 /* Track maximum dungeon level (if not in quest -KMW-) */
6331 if ((max_dlv[dungeon_type] < dun_level) && !p_ptr->inside_quest)
6333 max_dlv[dungeon_type] = dun_level;
6334 if (record_maxdepth) do_cmd_write_nikki(NIKKI_MAXDEAPTH, dun_level, NULL);
6337 /* Validate the panel */
6338 panel_bounds_center();
6340 /* Verify the panel */
6343 /* Flush messages */
6347 /* Enter "xtra" mode */
6348 character_xtra = TRUE;
6351 p_ptr->window |= (PW_INVEN | PW_EQUIP | PW_SPELL | PW_PLAYER | PW_MONSTER | PW_OVERHEAD | PW_DUNGEON);
6353 /* Redraw dungeon */
6354 p_ptr->redraw |= (PR_WIPE | PR_BASIC | PR_EXTRA | PR_EQUIPPY);
6357 p_ptr->redraw |= (PR_MAP);
6360 p_ptr->update |= (PU_BONUS | PU_HP | PU_MANA | PU_SPELLS);
6362 /* Update lite/view */
6363 p_ptr->update |= (PU_VIEW | PU_LITE | PU_MON_LITE | PU_TORCH);
6365 /* Update monsters */
6366 p_ptr->update |= (PU_MONSTERS | PU_DISTANCE | PU_FLOW);
6368 /* Handle "p_ptr->update" and "p_ptr->redraw" and "p_ptr->window" */
6371 /* Leave "xtra" mode */
6372 character_xtra = FALSE;
6375 p_ptr->update |= (PU_BONUS | PU_HP | PU_MANA | PU_SPELLS);
6377 /* Combine / Reorder the pack */
6378 p_ptr->notice |= (PN_COMBINE | PN_REORDER);
6380 /* Handle "p_ptr->notice" */
6383 /* Handle "p_ptr->update" and "p_ptr->redraw" and "p_ptr->window" */
6389 if (quest_num && (is_fixed_quest_idx(quest_num) &&
6390 !((quest_num == QUEST_OBERON) || (quest_num == QUEST_SERPENT) ||
6391 !(quest[quest_num].flags & QUEST_FLAG_PRESET)))) do_cmd_feeling();
6393 if (p_ptr->inside_battle)
6397 p_ptr->energy_need = 0;
6403 msg_print("»î¹ç³«»Ï¡ª");
6405 msg_format("Ready..Fight!");
6411 if ((p_ptr->pclass == CLASS_BARD) && (p_ptr->magic_num1[0] > MUSIC_DETECT))
6412 p_ptr->magic_num1[0] = MUSIC_DETECT;
6414 /* Hack -- notice death or departure */
6415 if (!p_ptr->playing || p_ptr->is_dead) return;
6417 /* Print quest message if appropriate */
6418 if (!p_ptr->inside_quest && (dungeon_type == DUNGEON_ANGBAND))
6420 quest_discovery(random_quest_number(dun_level));
6421 p_ptr->inside_quest = random_quest_number(dun_level);
6423 if ((dun_level == d_info[dungeon_type].maxdepth) && d_info[dungeon_type].final_guardian)
6425 if (r_info[d_info[dungeon_type].final_guardian].max_num)
6427 msg_format("¤³¤Î³¬¤Ë¤Ï%s¤Î¼ç¤Ç¤¢¤ë%s¤¬À³¤ó¤Ç¤¤¤ë¡£",
6428 d_name+d_info[dungeon_type].name,
6429 r_name+r_info[d_info[dungeon_type].final_guardian].name);
6431 msg_format("%^s lives in this level as the keeper of %s.",
6432 r_name+r_info[d_info[dungeon_type].final_guardian].name,
6433 d_name+d_info[dungeon_type].name);
6437 if (p_ptr->special_defense & NINJA_S_STEALTH) set_superstealth(FALSE);
6439 /*** Process this dungeon level ***/
6441 /* Reset the monster generation level */
6442 monster_level = base_level;
6444 /* Reset the object generation level */
6445 object_level = base_level;
6449 if (p_ptr->energy_need > 0 && !p_ptr->inside_battle &&
6450 (dun_level || p_ptr->leaving_dungeon || p_ptr->inside_arena))
6451 p_ptr->energy_need = 0;
6453 /* Not leaving dungeon */
6454 p_ptr->leaving_dungeon = FALSE;
6459 /* Hack -- Compact the monster list occasionally */
6460 if ((m_cnt + 32 > max_m_idx) && !p_ptr->inside_battle) compact_monsters(64);
6462 /* Hack -- Compress the monster list occasionally */
6463 if ((m_cnt + 32 < m_max) && !p_ptr->inside_battle) compact_monsters(0);
6466 /* Hack -- Compact the object list occasionally */
6467 if (o_cnt + 32 > max_o_idx) compact_objects(64);
6469 /* Hack -- Compress the object list occasionally */
6470 if (o_cnt + 32 < o_max) compact_objects(0);
6473 /* Process the player */
6476 /* Handle "p_ptr->notice" */
6479 /* Handle "p_ptr->update" and "p_ptr->redraw" and "p_ptr->window" */
6482 /* Hack -- Hilite the player */
6483 move_cursor_relative(py, px);
6485 /* Optional fresh */
6486 if (fresh_after) Term_fresh();
6488 /* Hack -- Notice death or departure */
6489 if (!p_ptr->playing || p_ptr->is_dead) break;
6491 /* Process all of the monsters */
6494 /* Handle "p_ptr->notice" */
6497 /* Handle "p_ptr->update" and "p_ptr->redraw" and "p_ptr->window" */
6500 /* Hack -- Hilite the player */
6501 move_cursor_relative(py, px);
6503 /* Optional fresh */
6504 if (fresh_after) Term_fresh();
6506 /* Hack -- Notice death or departure */
6507 if (!p_ptr->playing || p_ptr->is_dead) break;
6510 /* Process the world */
6513 /* Handle "p_ptr->notice" */
6516 /* Handle "p_ptr->update" and "p_ptr->redraw" and "p_ptr->window" */
6519 /* Hack -- Hilite the player */
6520 move_cursor_relative(py, px);
6522 /* Optional fresh */
6523 if (fresh_after) Term_fresh();
6525 /* Hack -- Notice death or departure */
6526 if (!p_ptr->playing || p_ptr->is_dead) break;
6528 /* Handle "leaving" */
6529 if (p_ptr->leaving) break;
6531 /* Count game turns */
6533 if (!p_ptr->wild_mode || wild_regen) dungeon_turn++;
6534 else if (p_ptr->wild_mode && !(turn % ((MAX_HGT + MAX_WID) / 2))) dungeon_turn++;
6535 if (wild_regen) wild_regen--;
6538 /* Inside a quest and non-unique questor? */
6539 if (quest_num && !(r_info[quest[quest_num].r_idx].flags1 & RF1_UNIQUE))
6541 /* Un-mark the quest monster */
6542 r_info[quest[quest_num].r_idx].flags1 &= ~RF1_QUESTOR;
6545 /* Not save-and-quit and not dead? */
6546 if (p_ptr->playing && !p_ptr->is_dead)
6549 * Maintain Unique monsters and artifact, save current
6550 * floor, then prepare next floor
6554 /* Forget the flag */
6555 reinit_wilderness = FALSE;
6558 /* Write about current level on the play record once per level */
6564 * Load some "user pref files"
6566 * Modified by Arcum Dagsson to support
6567 * separate macro files for different realms.
6569 static void load_all_pref_files(void)
6573 /* Access the "user" pref file */
6574 sprintf(buf, "user.prf");
6576 /* Process that file */
6577 process_pref_file(buf);
6579 /* Access the "user" system pref file */
6580 sprintf(buf, "user-%s.prf", ANGBAND_SYS);
6582 /* Process that file */
6583 process_pref_file(buf);
6585 /* Access the "race" pref file */
6586 sprintf(buf, "%s.prf", rp_ptr->title);
6588 /* Process that file */
6589 process_pref_file(buf);
6591 /* Access the "class" pref file */
6592 sprintf(buf, "%s.prf", cp_ptr->title);
6594 /* Process that file */
6595 process_pref_file(buf);
6597 /* Access the "character" pref file */
6598 sprintf(buf, "%s.prf", player_base);
6600 /* Process that file */
6601 process_pref_file(buf);
6603 /* Access the "realm 1" pref file */
6604 if (p_ptr->realm1 != REALM_NONE)
6606 sprintf(buf, "%s.prf", realm_names[p_ptr->realm1]);
6608 /* Process that file */
6609 process_pref_file(buf);
6612 /* Access the "realm 2" pref file */
6613 if (p_ptr->realm2 != REALM_NONE)
6615 sprintf(buf, "%s.prf", realm_names[p_ptr->realm2]);
6617 /* Process that file */
6618 process_pref_file(buf);
6622 /* Load an autopick preference file */
6623 autopick_load_pref(FALSE);
6628 * Extract option variables from bit sets
6630 void extract_option_vars(void)
6634 for (i = 0; option_info[i].o_desc; i++)
6636 int os = option_info[i].o_set;
6637 int ob = option_info[i].o_bit;
6639 /* Set the "default" options */
6640 if (option_info[i].o_var)
6643 if (option_flag[os] & (1L << ob))
6646 (*option_info[i].o_var) = TRUE;
6653 (*option_info[i].o_var) = FALSE;
6661 * Determine bounty uniques
6663 void determine_bounty_uniques(void)
6666 monster_race *r_ptr;
6668 get_mon_num_prep(NULL, NULL);
6669 for (i = 0; i < MAX_KUBI; i++)
6673 kubi_r_idx[i] = get_mon_num(MAX_DEPTH - 1);
6674 r_ptr = &r_info[kubi_r_idx[i]];
6676 if (!(r_ptr->flags1 & RF1_UNIQUE)) continue;
6678 if (!(r_ptr->flags9 & (RF9_DROP_CORPSE | RF9_DROP_SKELETON))) continue;
6680 if (r_ptr->rarity > 100) continue;
6682 if (no_questor_or_bounty_uniques(kubi_r_idx[i])) continue;
6684 for (j = 0; j < i; j++)
6685 if (kubi_r_idx[i] == kubi_r_idx[j]) break;
6692 for (i = 0; i < MAX_KUBI - 1; i++)
6694 for (j = i; j < MAX_KUBI; j++)
6696 if (r_info[kubi_r_idx[i]].level > r_info[kubi_r_idx[j]].level)
6698 tmp = kubi_r_idx[i];
6699 kubi_r_idx[i] = kubi_r_idx[j];
6700 kubi_r_idx[j] = tmp;
6708 * Determine today's bounty monster
6709 * Note: conv_old is used if loaded 0.0.3 or older save file
6711 void determine_today_mon(bool conv_old)
6714 bool old_inside_battle = p_ptr->inside_battle;
6715 monster_race *r_ptr;
6719 for (i = 0; i < max_d_idx; i++)
6721 if (max_dlv[i] < d_info[i].mindepth) continue;
6722 if (max_dl < max_dlv[i]) max_dl = max_dlv[i];
6725 else max_dl = MAX(max_dlv[DUNGEON_ANGBAND], 3);
6727 p_ptr->inside_battle = TRUE;
6728 get_mon_num_prep(NULL, NULL);
6732 today_mon = get_mon_num(max_dl);
6733 r_ptr = &r_info[today_mon];
6735 if (r_ptr->flags1 & RF1_UNIQUE) continue;
6736 if (r_ptr->flags7 & (RF7_NAZGUL | RF7_UNIQUE2)) continue;
6737 if (r_ptr->flags2 & RF2_MULTIPLY) continue;
6738 if ((r_ptr->flags9 & (RF9_DROP_CORPSE | RF9_DROP_SKELETON)) != (RF9_DROP_CORPSE | RF9_DROP_SKELETON)) continue;
6739 if (r_ptr->level < MIN(max_dl / 2, 40)) continue;
6740 if (r_ptr->rarity > 10) continue;
6744 p_ptr->today_mon = 0;
6745 p_ptr->inside_battle = old_inside_battle;
6750 * Actually play a game
6752 * If the "new_game" parameter is true, then, after loading the
6753 * savefile, we will commit suicide, if necessary, to allow the
6754 * player to start a new game.
6756 void play_game(bool new_game)
6759 bool load_game = TRUE;
6769 else if (chuukei_server)
6771 prepare_chuukei_hooks();
6775 hack_mutation = FALSE;
6777 /* Hack -- Character is "icky" */
6778 character_icky = TRUE;
6780 /* Make sure main term is active */
6781 Term_activate(angband_term[0]);
6783 /* Initialise the resize hooks */
6784 angband_term[0]->resize_hook = resize_map;
6786 for (i = 1; i < 8; i++)
6788 /* Does the term exist? */
6789 if (angband_term[i])
6791 /* Add the redraw on resize hook */
6792 angband_term[i]->resize_hook = redraw_window;
6796 /* Hack -- turn off the cursor */
6797 (void)Term_set_cursor(0);
6800 /* Attempt to load */
6805 quit("¥»¡¼¥Ö¥Õ¥¡¥¤¥ë¤¬²õ¤ì¤Æ¤¤¤Þ¤¹");
6807 quit("broken savefile");
6812 /* Extract the options */
6813 extract_option_vars();
6815 /* Report waited score */
6816 if (p_ptr->wait_report_score)
6822 if (!get_check_strict("ÂÔµ¡¤·¤Æ¤¤¤¿¥¹¥³¥¢ÅÐÏ¿¤òº£¹Ô¤Ê¤¤¤Þ¤¹¤«¡©", CHECK_NO_HISTORY))
6824 if (!get_check_strict("Do you register score now? ", CHECK_NO_HISTORY))
6829 p_ptr->update |= (PU_BONUS | PU_HP | PU_MANA | PU_SPELLS);
6834 p_ptr->is_dead = TRUE;
6836 start_time = time(NULL);
6838 /* No suspending now */
6839 signals_ignore_tstp();
6841 /* Hack -- Character is now "icky" */
6842 character_icky = TRUE;
6844 /* Build the filename */
6845 path_build(buf, sizeof(buf), ANGBAND_DIR_APEX, "scores.raw");
6847 /* Open the high score file, for reading/writing */
6848 highscore_fd = fd_open(buf, O_RDWR);
6850 /* Handle score, show Top scores */
6851 success = send_world_score(TRUE);
6854 if (!success && !get_check_strict("¥¹¥³¥¢ÅÐÏ¿¤òÄü¤á¤Þ¤¹¤«¡©", CHECK_NO_HISTORY))
6856 if (!success && !get_check_strict("Do you give up score registration? ", CHECK_NO_HISTORY))
6860 prt("°ú¤Â³¤ÂÔµ¡¤·¤Þ¤¹¡£", 0, 0);
6862 prt("standing by for future registration...", 0, 0);
6868 p_ptr->wait_report_score = FALSE;
6871 if (!save_player()) msg_print("¥»¡¼¥Ö¼ºÇÔ¡ª");
6873 if (!save_player()) msg_print("death save failed!");
6876 /* Shut the high score file */
6877 (void)fd_close(highscore_fd);
6879 /* Forget the high score fd */
6882 /* Allow suspending now */
6883 signals_handle_tstp();
6888 /* Nothing loaded */
6889 if (!character_loaded)
6891 /* Make new player */
6894 /* The dungeon is not ready */
6895 character_dungeon = FALSE;
6897 /* Prepare to init the RNG */
6900 /* Initialize the saved floors data */
6901 init_saved_floors(FALSE);
6904 /* Old game is loaded. But new game is requested. */
6907 /* Initialize the saved floors data */
6908 init_saved_floors(TRUE);
6911 /* Process old character */
6914 /* Process the player name */
6915 process_player_name(FALSE);
6924 seed = (time(NULL));
6928 /* Mutate the seed on Unix machines */
6929 seed = ((seed >> 3) * (getpid() << 1));
6933 /* Use the complex RNG */
6936 /* Seed the "complex" RNG */
6937 Rand_state_init(seed);
6940 /* Roll new character */
6943 /* The dungeon is not ready */
6944 character_dungeon = FALSE;
6948 p_ptr->inside_quest = 0;
6949 p_ptr->inside_arena = FALSE;
6950 p_ptr->inside_battle = FALSE;
6954 /* Hack -- seed for flavors */
6955 seed_flavor = randint0(0x10000000);
6957 /* Hack -- seed for town layout */
6958 seed_town = randint0(0x10000000);
6960 /* Roll up a new character */
6968 determine_bounty_uniques();
6969 determine_today_mon(FALSE);
6973 write_level = FALSE;
6976 do_cmd_write_nikki(NIKKI_GAMESTART, 1, " ----¥²¡¼¥àºÆ³«----");
6978 do_cmd_write_nikki(NIKKI_GAMESTART, 1, " ---- Restart Game ----");
6982 * 1.0.9 °ÊÁ°¤Ï¥»¡¼¥ÖÁ°¤Ë p_ptr->riding = -1 ¤È¤·¤Æ¤¤¤¿¤Î¤Ç¡¢ºÆÀßÄ꤬ɬÍפÀ¤Ã¤¿¡£
6983 * ¤â¤¦ÉÔÍפÀ¤¬¡¢°ÊÁ°¤Î¥»¡¼¥Ö¥Õ¥¡¥¤¥ë¤È¤Î¸ß´¹¤Î¤¿¤á¤Ë»Ä¤·¤Æ¤ª¤¯¡£
6985 if (p_ptr->riding == -1)
6988 for (i = m_max; i > 0; i--)
6990 if (player_bold(m_list[i].fy, m_list[i].fx))
6999 p_ptr->teleport_town = FALSE;
7000 p_ptr->sutemi = FALSE;
7001 world_monster = FALSE;
7002 now_damaged = FALSE;
7004 start_time = time(NULL) - 1;
7005 record_o_name[0] = '\0';
7007 /* Reset map panel */
7008 panel_row_min = cur_hgt;
7009 panel_col_min = cur_wid;
7011 /* Sexy gal gets bonus to maximum weapon skill of whip */
7012 if (p_ptr->pseikaku == SEIKAKU_SEXY)
7013 s_info[p_ptr->pclass].w_max[TV_HAFTED-TV_WEAPON_BEGIN][SV_WHIP] = WEAPON_EXP_MASTER;
7015 /* Fill the arrays of floors and walls in the good proportions */
7016 set_floor_and_wall(dungeon_type);
7018 /* Flavor the objects */
7026 /* Flash a message */
7028 prt("¤ªÂÔ¤Á²¼¤µ¤¤...", 0, 0);
7030 prt("Please wait...", 0, 0);
7034 /* Flush the message */
7038 /* Hack -- Enter wizard mode */
7041 if (enter_wizard_mode())
7043 p_ptr->wizard = TRUE;
7045 if (p_ptr->is_dead || !py || !px)
7047 /* Initialize the saved floors data */
7048 init_saved_floors(TRUE);
7051 p_ptr->inside_quest = 0;
7053 /* Avoid crash in update_view() */
7057 else if (p_ptr->is_dead)
7059 quit("Already dead.");
7063 /* Initialize the town-buildings if necessary */
7064 if (!dun_level && !p_ptr->inside_quest)
7066 /* Init the wilderness */
7068 process_dungeon_file("w_info.txt", 0, 0, max_wild_y, max_wild_x);
7071 init_flags = INIT_ONLY_BUILDINGS;
7073 process_dungeon_file("t_info.txt", 0, 0, MAX_HGT, MAX_WID);
7078 /* Generate a dungeon level if needed */
7079 if (!character_dungeon)
7086 /* HACK -- Restore from panic-save */
7087 if (p_ptr->panic_save)
7089 /* No player? -- Try to regenerate floor */
7093 msg_print("¥×¥ì¥¤¥ä¡¼¤Î°ÌÃÖ¤¬¤ª¤«¤·¤¤¡£¥Õ¥í¥¢¤òºÆÀ¸À®¤·¤Þ¤¹¡£");
7095 msg_print("What a strange player location. Regenerate the dungeon floor.");
7100 /* Still no player? -- Try to locate random place */
7101 if (!py || !px) py = px = 10;
7103 /* No longer in panic */
7104 p_ptr->panic_save = 0;
7108 /* Character is now "complete" */
7109 character_generated = TRUE;
7112 /* Hack -- Character is no longer "icky" */
7113 character_icky = FALSE;
7121 sprintf(buf, "%s¤Ë¹ß¤êΩ¤Ã¤¿¡£", map_name());
7123 sprintf(buf, "You are standing in the %s.", map_name());
7125 do_cmd_write_nikki(NIKKI_BUNSHOU, 0, buf);
7130 p_ptr->playing = TRUE;
7132 /* Reset the visual mappings */
7135 /* Load the "pref" files */
7136 load_all_pref_files();
7138 /* React to changes */
7139 Term_xtra(TERM_XTRA_REACT, 0);
7142 p_ptr->window |= (PW_INVEN | PW_EQUIP | PW_SPELL | PW_PLAYER);
7145 p_ptr->window |= (PW_MESSAGE | PW_OVERHEAD | PW_DUNGEON | PW_MONSTER | PW_OBJECT);
7151 /* Set or clear "rogue_like_commands" if requested */
7152 if (arg_force_original) rogue_like_commands = FALSE;
7153 if (arg_force_roguelike) rogue_like_commands = TRUE;
7155 /* Hack -- Enforce "delayed death" */
7156 if (p_ptr->chp < 0) p_ptr->is_dead = TRUE;
7158 if (p_ptr->prace == RACE_ANDROID) calc_android_exp();
7160 if (new_game && ((p_ptr->pclass == CLASS_CAVALRY) || (p_ptr->pclass == CLASS_BEASTMASTER)))
7162 monster_type *m_ptr;
7163 int pet_r_idx = ((p_ptr->pclass == CLASS_CAVALRY) ? MON_HORSE : MON_YASE_HORSE);
7164 monster_race *r_ptr = &r_info[pet_r_idx];
7165 place_monster_aux(0, py, px - 1, pet_r_idx,
7166 (PM_FORCE_PET | PM_NO_KAGE));
7167 m_ptr = &m_list[hack_m_idx_ii];
7168 m_ptr->mspeed = r_ptr->speed;
7169 m_ptr->maxhp = r_ptr->hdice*(r_ptr->hside+1)/2;
7170 m_ptr->max_maxhp = m_ptr->maxhp;
7171 m_ptr->hp = r_ptr->hdice*(r_ptr->hside+1)/2;
7172 m_ptr->energy_need = ENERGY_NEED() + ENERGY_NEED();
7178 /* Process the level */
7181 /* Handle "p_ptr->notice" */
7184 /* Handle "p_ptr->update" and "p_ptr->redraw" and "p_ptr->window" */
7187 /* Cancel the target */
7190 /* Cancel the health bar */
7194 /* Forget the lite */
7197 /* Forget the view */
7200 /* Forget the view */
7203 /* Handle "quit and save" */
7204 if (!p_ptr->playing && !p_ptr->is_dead) break;
7206 /* Erase the old cave */
7208 if (!p_ptr->is_dead) wipe_m_list();
7216 /* Accidental Death */
7217 if (p_ptr->playing && p_ptr->is_dead)
7219 if (p_ptr->inside_arena)
7221 p_ptr->inside_arena = FALSE;
7222 if (p_ptr->arena_number > MAX_ARENA_MONS)
7223 p_ptr->arena_number++;
7225 p_ptr->arena_number = -1 - p_ptr->arena_number;
7226 p_ptr->is_dead = FALSE;
7228 p_ptr->chp_frac = 0;
7229 p_ptr->exit_bldg = TRUE;
7232 /* Leave through the exit */
7233 prepare_change_floor_mode(CFM_SAVE_FLOORS | CFM_RAND_CONNECT);
7235 /* prepare next floor */
7240 /* Mega-Hack -- Allow player to cheat death */
7242 if ((p_ptr->wizard || cheat_live) && !get_check("»à¤Ë¤Þ¤¹¤«? "))
7244 if ((p_ptr->wizard || cheat_live) && !get_check("Die? "))
7248 /* Mark social class, reset age, if needed */
7249 if (p_ptr->sc) p_ptr->sc = p_ptr->age = 0;
7255 p_ptr->noscore |= 0x0001;
7259 msg_print("¥¦¥£¥¶¡¼¥É¥â¡¼¥É¤ËÇ°¤òÁ÷¤ê¡¢»à¤òµ½¤¤¤¿¡£");
7261 msg_print("You invoke wizard mode and cheat death.");
7267 /* Restore hit points */
7268 p_ptr->chp = p_ptr->mhp;
7269 p_ptr->chp_frac = 0;
7271 if (p_ptr->pclass == CLASS_MAGIC_EATER)
7273 for (i = 0; i < EATER_EXT*2; i++)
7275 p_ptr->magic_num1[i] = p_ptr->magic_num2[i]*EATER_CHARGE;
7277 for (; i < EATER_EXT*3; i++)
7279 p_ptr->magic_num1[i] = 0;
7282 /* Restore spell points */
7283 p_ptr->csp = p_ptr->msp;
7284 p_ptr->csp_frac = 0;
7286 /* Hack -- cancel recall */
7287 if (p_ptr->word_recall)
7291 msg_print("Ä¥¤ê¤Ä¤á¤¿Â絤¤¬Î®¤ìµî¤Ã¤¿...");
7293 msg_print("A tension leaves the air around you...");
7298 /* Hack -- Prevent recall */
7299 p_ptr->word_recall = 0;
7300 p_ptr->redraw |= (PR_STATUS);
7303 /* Hack -- cancel alter */
7304 if (p_ptr->alter_reality)
7306 /* Hack -- Prevent alter */
7307 p_ptr->alter_reality = 0;
7308 p_ptr->redraw |= (PR_STATUS);
7311 /* Note cause of death XXX XXX XXX */
7313 (void)strcpy(p_ptr->died_from, "»à¤Îµ½¤");
7315 (void)strcpy(p_ptr->died_from, "Cheating death");
7319 p_ptr->is_dead = FALSE;
7321 /* Hack -- Healing */
7323 (void)set_confused(0);
7324 (void)set_poisoned(0);
7325 (void)set_afraid(0);
7326 (void)set_paralyzed(0);
7331 /* Hack -- Prevent starvation */
7332 (void)set_food(PY_FOOD_MAX - 1);
7335 p_ptr->inside_arena = FALSE;
7336 p_ptr->inside_battle = FALSE;
7338 p_ptr->inside_quest = 0;
7339 p_ptr->recall_dungeon = dungeon_type;
7341 if (lite_town || vanilla_town)
7343 p_ptr->wilderness_y = 1;
7344 p_ptr->wilderness_x = 1;
7358 p_ptr->wilderness_y = 48;
7359 p_ptr->wilderness_x = 5;
7365 p_ptr->wild_mode = FALSE;
7367 p_ptr->leaving = TRUE;
7370 do_cmd_write_nikki(NIKKI_BUNSHOU, 1, " ¤·¤«¤·¡¢À¸¤Ê֤ä¿¡£");
7372 do_cmd_write_nikki(NIKKI_BUNSHOU, 1, " but revived.");
7378 /* Handle "death" */
7379 if (p_ptr->is_dead) break;
7381 /* Make a new level */
7392 s32b turn_real(s32b hoge)
7394 switch (p_ptr->start_race)
7400 return hoge - (TURNS_PER_TICK * TOWN_DAWN * 3 / 4);