4 * Copyright (c) 1997 Ben Harrison, James E. Wilson, Robert A. Koeneke
6 * This software may be copied and distributed for educational, research,
7 * and not for profit purposes provided that this copyright and statement
8 * are included in all such copies. Other copyrights may also apply.
11 /* Purpose: Angband game engine */
15 #define TY_CURSE_CHANCE 200
16 #define CHAINSWORD_NOISE 100
18 static bool load = TRUE;
19 static int wild_regen = 20;
22 * Return a "feeling" (or NULL) about an item. Method 1 (Heavy).
24 static byte value_check_aux1(object_type *o_ptr)
27 if (object_is_artifact(o_ptr))
30 if (object_is_cursed(o_ptr) || object_is_broken(o_ptr)) return FEEL_TERRIBLE;
37 if (object_is_ego(o_ptr))
40 if (object_is_cursed(o_ptr) || object_is_broken(o_ptr)) return FEEL_WORTHLESS;
43 return FEEL_EXCELLENT;
47 if (object_is_cursed(o_ptr)) return FEEL_CURSED;
50 if (object_is_broken(o_ptr)) return FEEL_BROKEN;
52 if ((o_ptr->tval == TV_RING) || (o_ptr->tval == TV_AMULET)) return FEEL_AVERAGE;
54 /* Good "armor" bonus */
55 if (o_ptr->to_a > 0) return FEEL_GOOD;
57 /* Good "weapon" bonus */
58 if (o_ptr->to_h + o_ptr->to_d > 0) return FEEL_GOOD;
60 /* Default to "average" */
66 * Return a "feeling" (or NULL) about an item. Method 2 (Light).
68 static byte value_check_aux2(object_type *o_ptr)
70 /* Cursed items (all of them) */
71 if (object_is_cursed(o_ptr)) return FEEL_CURSED;
73 /* Broken items (all of them) */
74 if (object_is_broken(o_ptr)) return FEEL_BROKEN;
76 /* Artifacts -- except cursed/broken ones */
77 if (object_is_artifact(o_ptr)) return FEEL_UNCURSED;
79 /* Ego-Items -- except cursed/broken ones */
80 if (object_is_ego(o_ptr)) return FEEL_UNCURSED;
82 /* Good armor bonus */
83 if (o_ptr->to_a > 0) return FEEL_UNCURSED;
85 /* Good weapon bonuses */
86 if (o_ptr->to_h + o_ptr->to_d > 0) return FEEL_UNCURSED;
94 static void sense_inventory_aux(int slot, bool heavy)
97 object_type *o_ptr = &inventory[slot];
98 char o_name[MAX_NLEN];
100 /* We know about it already, do not tell us again */
101 if (o_ptr->ident & (IDENT_SENSE))return;
103 /* It is fully known, no information needed */
104 if (object_is_known(o_ptr)) return;
106 /* Check for a feeling */
107 feel = (heavy ? value_check_aux1(o_ptr) : value_check_aux2(o_ptr));
109 /* Skip non-feelings */
113 if ((p_ptr->muta3 & MUT3_BAD_LUCK) && !randint0(13))
124 feel = FEEL_EXCELLENT;
130 feel = randint0(3) ? FEEL_GOOD : FEEL_AVERAGE;
132 feel = FEEL_UNCURSED;
137 feel = randint0(2) ? FEEL_CURSED : FEEL_GOOD;
143 feel = randint0(3) ? FEEL_CURSED : FEEL_AVERAGE;
150 feel = FEEL_WORTHLESS;
155 feel = FEEL_TERRIBLE;
161 /* Stop everything */
162 if (disturb_minor) disturb(0, 0);
164 /* Get an object description */
165 object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
167 /* Message (equipment) */
168 if (slot >= INVEN_RARM)
171 msg_format("%s%s(%c)¤Ï%s¤È¤¤¤¦´¶¤¸¤¬¤¹¤ë...",
172 describe_use(slot),o_name, index_to_label(slot),game_inscriptions[feel]);
174 msg_format("You feel the %s (%c) you are %s %s %s...",
175 o_name, index_to_label(slot), describe_use(slot),
176 ((o_ptr->number == 1) ? "is" : "are"),
177 game_inscriptions[feel]);
182 /* Message (inventory) */
186 msg_format("¥¶¥Ã¥¯¤ÎÃæ¤Î%s(%c)¤Ï%s¤È¤¤¤¦´¶¤¸¤¬¤¹¤ë...",
187 o_name, index_to_label(slot),game_inscriptions[feel]);
189 msg_format("You feel the %s (%c) in your pack %s %s...",
190 o_name, index_to_label(slot),
191 ((o_ptr->number == 1) ? "is" : "are"),
192 game_inscriptions[feel]);
197 /* We have "felt" it */
198 o_ptr->ident |= (IDENT_SENSE);
200 /* Set the "inscription" */
201 o_ptr->feeling = feel;
203 /* Auto-inscription/destroy */
204 autopick_alter_item(slot, destroy_feeling);
206 /* Combine / Reorder the pack (later) */
207 p_ptr->notice |= (PN_COMBINE | PN_REORDER);
210 p_ptr->window |= (PW_INVEN | PW_EQUIP);
216 * Sense the inventory
218 * Class 0 = Warrior --> fast and heavy
219 * Class 1 = Mage --> slow and light
220 * Class 2 = Priest --> fast but light
221 * Class 3 = Rogue --> okay and heavy
222 * Class 4 = Ranger --> slow but heavy (changed!)
223 * Class 5 = Paladin --> slow but heavy
225 static void sense_inventory1(void)
228 int plev = p_ptr->lev;
233 /*** Check for "sensing" ***/
235 /* No sensing when confused */
236 if (p_ptr->confused) return;
238 /* Analyze the class */
239 switch (p_ptr->pclass)
247 if (0 != randint0(9000L / (plev * plev + 40))) return;
259 if (0 != randint0(6000L / (plev * plev + 50))) return;
269 case CLASS_HIGH_MAGE:
271 case CLASS_MAGIC_EATER:
273 /* Very bad (light) sensing */
274 if (0 != randint0(240000L / (plev + 5))) return;
283 /* Good (light) sensing */
284 if (0 != randint0(10000L / (plev * plev + 40))) return;
294 if (0 != randint0(20000L / (plev * plev + 40))) return;
306 if (0 != randint0(95000L / (plev * plev + 40))) return;
318 if (0 != randint0(77777L / (plev * plev + 40))) return;
327 case CLASS_WARRIOR_MAGE:
331 if (0 != randint0(75000L / (plev * plev + 40))) return;
337 case CLASS_MINDCRAFTER:
339 case CLASS_BLUE_MAGE:
340 case CLASS_MIRROR_MASTER:
343 if (0 != randint0(55000L / (plev * plev + 40))) return;
349 case CLASS_CHAOS_WARRIOR:
352 if (0 != randint0(80000L / (plev * plev + 40))) return;
362 case CLASS_FORCETRAINER:
365 if (0 != randint0(20000L / (plev * plev + 40))) return;
374 if (0 != randint0(20000L / ((plev+50)*(plev+50)))) return;
383 case CLASS_BEASTMASTER:
386 if (0 != randint0(65000L / (plev * plev + 40))) return;
391 case CLASS_BERSERKER:
401 if (compare_virtue(V_KNOWLEDGE, 100, VIRTUE_LARGE)) heavy = TRUE;
403 /*** Sense everything ***/
405 /* Check everything */
406 for (i = 0; i < INVEN_TOTAL; i++)
410 o_ptr = &inventory[i];
412 /* Skip empty slots */
413 if (!o_ptr->k_idx) continue;
415 /* Valid "tval" codes */
442 /* Skip non-sense machines */
445 /* Occasional failure on inventory items */
446 if ((i < INVEN_RARM) && (0 != randint0(5))) continue;
449 if ((p_ptr->muta3 & MUT3_GOOD_LUCK) && !randint0(13))
454 sense_inventory_aux(i, heavy);
459 static void sense_inventory2(void)
462 int plev = p_ptr->lev;
466 /*** Check for "sensing" ***/
468 /* No sensing when confused */
469 if (p_ptr->confused) return;
471 /* Analyze the class */
472 switch (p_ptr->pclass)
478 case CLASS_BERSERKER:
485 case CLASS_CHAOS_WARRIOR:
487 case CLASS_BEASTMASTER:
490 /* Very bad (light) sensing */
491 if (0 != randint0(240000L / (plev + 5))) return;
498 case CLASS_WARRIOR_MAGE:
503 if (0 != randint0(95000L / (plev * plev + 40))) return;
512 case CLASS_FORCETRAINER:
513 case CLASS_MINDCRAFTER:
516 if (0 != randint0(20000L / (plev * plev + 40))) return;
523 case CLASS_HIGH_MAGE:
525 case CLASS_MAGIC_EATER:
526 case CLASS_MIRROR_MASTER:
527 case CLASS_BLUE_MAGE:
530 if (0 != randint0(9000L / (plev * plev + 40))) return;
539 if (0 != randint0(20000L / ((plev+50)*(plev+50)))) return;
546 /*** Sense everything ***/
548 /* Check everything */
549 for (i = 0; i < INVEN_TOTAL; i++)
553 o_ptr = &inventory[i];
555 /* Skip empty slots */
556 if (!o_ptr->k_idx) continue;
558 /* Valid "tval" codes */
571 /* Skip non-sense machines */
574 /* Occasional failure on inventory items */
575 if ((i < INVEN_RARM) && (0 != randint0(5))) continue;
577 sense_inventory_aux(i, TRUE);
584 * Go to any level (ripped off from wiz_jump)
586 static void pattern_teleport(void)
593 if (get_check("¾¤Î³¬¤Ë¥Æ¥ì¥Ý¡¼¥È¤·¤Þ¤¹¤«¡©"))
595 if (get_check("Teleport level? "))
602 /* Only downward in ironman mode */
603 if (ironman_downward)
604 min_level = dun_level;
607 if (dungeon_type == DUNGEON_ANGBAND)
610 max_level = MAX_DEPTH - 1;
611 else if (dun_level == 100)
616 max_level = d_info[dungeon_type].maxdepth;
617 min_level = d_info[dungeon_type].mindepth;
622 sprintf(ppp, "¥Æ¥ì¥Ý¡¼¥ÈÀè:(%d-%d)", min_level, max_level);
624 sprintf(ppp, "Teleport to level (%d-%d): ", min_level, max_level);
629 sprintf(tmp_val, "%d", dun_level);
631 /* Ask for a level */
632 if (!get_string(ppp, tmp_val, 10)) return;
634 /* Extract request */
635 command_arg = atoi(tmp_val);
638 else if (get_check("Ä̾ï¥Æ¥ì¥Ý¡¼¥È¡©"))
640 else if (get_check("Normal teleport? "))
643 teleport_player(200, 0L);
652 if (command_arg < min_level) command_arg = min_level;
655 if (command_arg > max_level) command_arg = max_level;
659 msg_format("%d ³¬¤Ë¥Æ¥ì¥Ý¡¼¥È¤·¤Þ¤·¤¿¡£", command_arg);
661 msg_format("You teleport to dungeon level %d.", command_arg);
665 if (autosave_l) do_cmd_save_game(TRUE);
668 dun_level = command_arg;
672 if (record_stair) do_cmd_write_nikki(NIKKI_PAT_TELE,0,NULL);
674 p_ptr->inside_quest = 0;
678 * Clear all saved floors
679 * and create a first saved floor
681 prepare_change_floor_mode(CFM_FIRST_FLOOR);
684 p_ptr->leaving = TRUE;
688 static void wreck_the_pattern(void)
690 int to_ruin = 0, r_y, r_x;
691 int pattern_type = f_info[cave[py][px].feat].subtype;
693 if (pattern_type == PATTERN_TILE_WRECKED)
700 msg_print("¥Ñ¥¿¡¼¥ó¤ò·ì¤Ç±ø¤·¤Æ¤·¤Þ¤Ã¤¿¡ª");
701 msg_print("²¿¤«¶²¤í¤·¤¤»ö¤¬µ¯¤³¤Ã¤¿¡ª");
703 msg_print("You bleed on the Pattern!");
704 msg_print("Something terrible happens!");
709 take_hit(DAMAGE_NOESCAPE, damroll(10, 8), "¥Ñ¥¿¡¼¥ó»²õ", -1);
711 take_hit(DAMAGE_NOESCAPE, damroll(10, 8), "corrupting the Pattern", -1);
714 to_ruin = randint1(45) + 35;
718 scatter(&r_y, &r_x, py, px, 4, 0);
720 if (pattern_tile(r_y, r_x) &&
721 (f_info[cave[r_y][r_x].feat].subtype != PATTERN_TILE_WRECKED))
723 cave_set_feat(r_y, r_x, feat_pattern_corrupted);
727 cave_set_feat(py, px, feat_pattern_corrupted);
731 /* Returns TRUE if we are on the Pattern... */
732 static bool pattern_effect(void)
736 if (!pattern_tile(py, px)) return FALSE;
738 if ((prace_is_(RACE_AMBERITE)) &&
739 (p_ptr->cut > 0) && one_in_(10))
744 pattern_type = f_info[cave[py][px].feat].subtype;
746 switch (pattern_type)
748 case PATTERN_TILE_END:
749 (void)set_poisoned(0);
755 (void)do_res_stat(A_STR);
756 (void)do_res_stat(A_INT);
757 (void)do_res_stat(A_WIS);
758 (void)do_res_stat(A_DEX);
759 (void)do_res_stat(A_CON);
760 (void)do_res_stat(A_CHR);
761 (void)restore_level();
762 (void)hp_player(1000);
764 cave_set_feat(py, px, feat_pattern_old);
767 msg_print("¡Ö¥Ñ¥¿¡¼¥ó¡×¤Î¤³¤ÎÉôʬ¤Ï¾¤ÎÉôʬ¤è¤ê¶¯ÎϤǤʤ¤¤è¤¦¤À¡£");
769 msg_print("This section of the Pattern looks less powerful.");
773 * We could make the healing effect of the
774 * Pattern center one-time only to avoid various kinds
775 * of abuse, like luring the win monster into fighting you
776 * in the middle of the pattern...
780 case PATTERN_TILE_OLD:
784 case PATTERN_TILE_TELEPORT:
788 case PATTERN_TILE_WRECKED:
791 take_hit(DAMAGE_NOESCAPE, 200, "²õ¤ì¤¿¡Ö¥Ñ¥¿¡¼¥ó¡×¤òÊ⤤¤¿¥À¥á¡¼¥¸", -1);
793 take_hit(DAMAGE_NOESCAPE, 200, "walking the corrupted Pattern", -1);
798 if (prace_is_(RACE_AMBERITE) && !one_in_(2))
800 else if (!IS_INVULN())
802 take_hit(DAMAGE_NOESCAPE, damroll(1, 3), "¡Ö¥Ñ¥¿¡¼¥ó¡×¤òÊ⤤¤¿¥À¥á¡¼¥¸", -1);
804 take_hit(DAMAGE_NOESCAPE, damroll(1, 3), "walking the Pattern", -1);
817 * Regenerate hit points -RAK-
819 static void regenhp(int percent)
825 if (p_ptr->special_defense & KATA_KOUKIJIN) return;
826 if (p_ptr->action == ACTION_HAYAGAKE) return;
828 /* Save the old hitpoints */
829 old_chp = p_ptr->chp;
832 * Extract the new hitpoints
834 * 'percent' is the Regen factor in unit (1/2^16)
837 new_chp_frac = (p_ptr->mhp * percent + PY_REGEN_HPBASE);
839 /* Convert the unit (1/2^16) to (1/2^32) */
840 s64b_LSHIFT(new_chp, new_chp_frac, 16);
843 s64b_add(&(p_ptr->chp), &(p_ptr->chp_frac), new_chp, new_chp_frac);
847 if (0 < s64b_cmp(p_ptr->chp, p_ptr->chp_frac, p_ptr->mhp, 0))
849 p_ptr->chp = p_ptr->mhp;
854 if (old_chp != p_ptr->chp)
857 p_ptr->redraw |= (PR_HP);
860 p_ptr->window |= (PW_PLAYER);
868 * Regenerate mana points
870 static void regenmana(int percent)
872 s32b old_csp = p_ptr->csp;
875 * Excess mana will decay 32 times faster than normal
878 if (p_ptr->csp > p_ptr->msp)
880 /* PY_REGEN_NORMAL is the Regen factor in unit (1/2^16) */
882 u32b decay_frac = (p_ptr->msp * 32 * PY_REGEN_NORMAL + PY_REGEN_MNBASE);
884 /* Convert the unit (1/2^16) to (1/2^32) */
885 s64b_LSHIFT(decay, decay_frac, 16);
888 s64b_sub(&(p_ptr->csp), &(p_ptr->csp_frac), decay, decay_frac);
891 if (p_ptr->csp < p_ptr->msp)
893 p_ptr->csp = p_ptr->msp;
898 /* Regenerating mana (unless the player has excess mana) */
899 else if (percent > 0)
901 /* (percent/100) is the Regen factor in unit (1/2^16) */
903 u32b new_mana_frac = (p_ptr->msp * percent / 100 + PY_REGEN_MNBASE);
905 /* Convert the unit (1/2^16) to (1/2^32) */
906 s64b_LSHIFT(new_mana, new_mana_frac, 16);
909 s64b_add(&(p_ptr->csp), &(p_ptr->csp_frac), new_mana, new_mana_frac);
911 /* Must set frac to zero even if equal */
912 if (p_ptr->csp >= p_ptr->msp)
914 p_ptr->csp = p_ptr->msp;
920 /* Reduce mana (even when the player has excess mana) */
923 /* PY_REGEN_NORMAL is the Regen factor in unit (1/2^16) */
924 s32b reduce_mana = 0;
925 u32b reduce_mana_frac = (p_ptr->msp * PY_REGEN_NORMAL + PY_REGEN_MNBASE);
927 /* Convert the unit (1/2^16) to (1/2^32) */
928 s64b_LSHIFT(reduce_mana, reduce_mana_frac, 16);
931 s64b_sub(&(p_ptr->csp), &(p_ptr->csp_frac), reduce_mana, reduce_mana_frac);
943 if (old_csp != p_ptr->csp)
946 p_ptr->redraw |= (PR_MANA);
949 p_ptr->window |= (PW_PLAYER);
950 p_ptr->window |= (PW_SPELL);
961 static void regenmagic(int percent)
966 for (i = 0; i < EATER_EXT*2; i++)
968 if (!p_ptr->magic_num2[i]) continue;
969 if (p_ptr->magic_num1[i] == ((long)p_ptr->magic_num2[i] << 16)) continue;
970 new_mana = ((long)p_ptr->magic_num2[i]+adj_mag_mana[A_INT]+13) * percent / 8;
971 p_ptr->magic_num1[i] += new_mana;
973 /* Check maximum charge */
974 if (p_ptr->magic_num1[i] > (p_ptr->magic_num2[i] << 16))
976 p_ptr->magic_num1[i] = ((long)p_ptr->magic_num2[i] << 16);
980 for (i = EATER_EXT*2; i < EATER_EXT*3; i++)
982 if (!p_ptr->magic_num1[i]) continue;
983 if (!p_ptr->magic_num2[i]) continue;
984 p_ptr->magic_num1[i] -= (long)(p_ptr->magic_num2[i] * (adj_mag_mana[A_INT] + 10)) * EATER_ROD_CHARGE/16;
985 if (p_ptr->magic_num1[i] < 0) p_ptr->magic_num1[i] = 0;
996 * Regenerate the monsters (once per 100 game turns)
998 * XXX XXX XXX Should probably be done during monster turns.
1000 static void regen_monsters(void)
1005 /* Regenerate everyone */
1006 for (i = 1; i < m_max; i++)
1008 /* Check the i'th monster */
1009 monster_type *m_ptr = &m_list[i];
1010 monster_race *r_ptr = &r_info[m_ptr->r_idx];
1013 /* Skip dead monsters */
1014 if (!m_ptr->r_idx) continue;
1016 /* Allow regeneration (if needed) */
1017 if (m_ptr->hp < m_ptr->maxhp)
1019 /* Hack -- Base regeneration */
1020 frac = m_ptr->maxhp / 100;
1022 /* Hack -- Minimal regeneration rate */
1023 if (!frac) if (one_in_(2)) frac = 1;
1025 /* Hack -- Some monsters regenerate quickly */
1026 if (r_ptr->flags2 & RF2_REGENERATE) frac *= 2;
1028 /* Hack -- Regenerate */
1031 /* Do not over-regenerate */
1032 if (m_ptr->hp > m_ptr->maxhp) m_ptr->hp = m_ptr->maxhp;
1034 /* Redraw (later) if needed */
1035 if (p_ptr->health_who == i) p_ptr->redraw |= (PR_HEALTH);
1036 if (p_ptr->riding == i) p_ptr->redraw |= (PR_UHEALTH);
1043 * Regenerate the captured monsters (once per 30 game turns)
1045 * XXX XXX XXX Should probably be done during monster turns.
1047 static void regen_captured_monsters(void)
1052 /* Regenerate everyone */
1053 for (i = 0; i < INVEN_TOTAL; i++)
1055 monster_race *r_ptr;
1056 object_type *o_ptr = &inventory[i];
1058 if (!o_ptr->k_idx) continue;
1059 if (o_ptr->tval != TV_CAPTURE) continue;
1060 if (!o_ptr->pval) continue;
1064 r_ptr = &r_info[o_ptr->pval];
1066 /* Allow regeneration (if needed) */
1067 if (o_ptr->xtra4 < o_ptr->xtra5)
1069 /* Hack -- Base regeneration */
1070 frac = o_ptr->xtra5 / 100;
1072 /* Hack -- Minimal regeneration rate */
1073 if (!frac) if (one_in_(2)) frac = 1;
1075 /* Hack -- Some monsters regenerate quickly */
1076 if (r_ptr->flags2 & RF2_REGENERATE) frac *= 2;
1078 /* Hack -- Regenerate */
1079 o_ptr->xtra4 += frac;
1081 /* Do not over-regenerate */
1082 if (o_ptr->xtra4 > o_ptr->xtra5) o_ptr->xtra4 = o_ptr->xtra5;
1089 p_ptr->notice |= (PN_COMBINE);
1092 p_ptr->window |= (PW_INVEN);
1093 p_ptr->window |= (PW_EQUIP);
1099 static void notice_lite_change(object_type *o_ptr)
1101 /* Hack -- notice interesting fuel steps */
1102 if ((o_ptr->xtra4 < 100) || (!(o_ptr->xtra4 % 100)))
1105 p_ptr->window |= (PW_EQUIP);
1108 /* Hack -- Special treatment when blind */
1111 /* Hack -- save some light for later */
1112 if (o_ptr->xtra4 == 0) o_ptr->xtra4++;
1115 /* The light is now out */
1116 else if (o_ptr->xtra4 == 0)
1120 msg_print("ÌÀ¤«¤ê¤¬¾Ã¤¨¤Æ¤·¤Þ¤Ã¤¿¡ª");
1122 msg_print("Your light has gone out!");
1125 /* Recalculate torch radius */
1126 p_ptr->update |= (PU_TORCH);
1128 /* Some ego light lose its effects without fuel */
1129 p_ptr->update |= (PU_BONUS);
1132 /* The light is getting dim */
1133 else if (o_ptr->name2 == EGO_LITE_LONG)
1135 if ((o_ptr->xtra4 < 50) && (!(o_ptr->xtra4 % 5))
1136 && (turn % (TURNS_PER_TICK*2)))
1138 if (disturb_minor) disturb(0, 0);
1140 msg_print("ÌÀ¤«¤ê¤¬Èù¤«¤Ë¤Ê¤Ã¤Æ¤¤Æ¤¤¤ë¡£");
1142 msg_print("Your light is growing faint.");
1148 /* The light is getting dim */
1149 else if ((o_ptr->xtra4 < 100) && (!(o_ptr->xtra4 % 10)))
1151 if (disturb_minor) disturb(0, 0);
1153 msg_print("ÌÀ¤«¤ê¤¬Èù¤«¤Ë¤Ê¤Ã¤Æ¤¤Æ¤¤¤ë¡£");
1155 msg_print("Your light is growing faint.");
1162 void leave_quest_check(void)
1164 /* Save quest number for dungeon pref file ($LEAVING_QUEST) */
1165 leaving_quest = p_ptr->inside_quest;
1167 /* Leaving an 'only once' quest marks it as failed */
1168 if (leaving_quest &&
1169 ((quest[leaving_quest].flags & QUEST_FLAG_ONCE) || (quest[leaving_quest].type == QUEST_TYPE_RANDOM)) &&
1170 (quest[leaving_quest].status == QUEST_STATUS_TAKEN))
1172 quest[leaving_quest].status = QUEST_STATUS_FAILED;
1173 quest[leaving_quest].complev = (byte)p_ptr->lev;
1174 if (quest[leaving_quest].type == QUEST_TYPE_RANDOM)
1176 r_info[quest[leaving_quest].r_idx].flags1 &= ~(RF1_QUESTOR);
1177 if (record_rand_quest)
1178 do_cmd_write_nikki(NIKKI_RAND_QUEST_F, leaving_quest, NULL);
1180 /* Floor of random quest will be blocked */
1181 prepare_change_floor_mode(CFM_NO_RETURN);
1183 else if (record_fix_quest)
1184 do_cmd_write_nikki(NIKKI_FIX_QUEST_F, leaving_quest, NULL);
1190 * Forcibly pseudo-identify an object in the inventory
1193 * note: currently this function allows pseudo-id of any object,
1194 * including silly ones like potions & scrolls, which always
1195 * get '{average}'. This should be changed, either to stop such
1196 * items from being pseudo-id'd, or to allow psychometry to
1197 * detect whether the unidentified potion/scroll/etc is
1198 * good (Cure Light Wounds, Restore Strength, etc) or
1199 * bad (Poison, Weakness etc) or 'useless' (Slime Mold Juice, etc).
1201 bool psychometry(void)
1205 char o_name[MAX_NLEN];
1210 item_tester_no_ryoute = TRUE;
1213 q = "¤É¤Î¥¢¥¤¥Æ¥à¤òÄ´¤Ù¤Þ¤¹¤«¡©";
1214 s = "Ä´¤Ù¤ë¥¢¥¤¥Æ¥à¤¬¤¢¤ê¤Þ¤»¤ó¡£";
1216 q = "Meditate on which item? ";
1217 s = "You have nothing appropriate.";
1220 if (!get_item(&item, q, s, (USE_EQUIP | USE_INVEN | USE_FLOOR))) return (FALSE);
1222 /* Get the item (in the pack) */
1225 o_ptr = &inventory[item];
1228 /* Get the item (on the floor) */
1231 o_ptr = &o_list[0 - item];
1234 /* It is fully known, no information needed */
1235 if (object_is_known(o_ptr))
1238 msg_print("²¿¤â¿·¤·¤¤¤³¤È¤ÏȽ¤é¤Ê¤«¤Ã¤¿¡£");
1240 msg_print("You cannot find out anything more about that.");
1246 /* Check for a feeling */
1247 feel = value_check_aux1(o_ptr);
1249 /* Get an object description */
1250 object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
1252 /* Skip non-feelings */
1256 msg_format("%s¤«¤é¤ÏÆäËÊѤï¤Ã¤¿»ö¤Ï´¶¤¸¤È¤ì¤Ê¤«¤Ã¤¿¡£", o_name);
1258 msg_format("You do not perceive anything unusual about the %s.", o_name);
1265 msg_format("%s¤Ï%s¤È¤¤¤¦´¶¤¸¤¬¤¹¤ë...",
1266 o_name, game_inscriptions[feel]);
1268 msg_format("You feel that the %s %s %s...",
1269 o_name, ((o_ptr->number == 1) ? "is" : "are"),
1270 game_inscriptions[feel]);
1274 /* We have "felt" it */
1275 o_ptr->ident |= (IDENT_SENSE);
1278 o_ptr->feeling = feel;
1280 /* Combine / Reorder the pack (later) */
1281 p_ptr->notice |= (PN_COMBINE | PN_REORDER);
1284 p_ptr->window |= (PW_INVEN | PW_EQUIP | PW_PLAYER);
1286 /* Valid "tval" codes */
1287 switch (o_ptr->tval)
1315 /* Auto-inscription/destroy */
1316 autopick_alter_item(item, (bool)(okay && destroy_feeling));
1318 /* Something happened */
1324 * If player has inscribed the object with "!!", let him know when it's
1327 static void recharged_notice(object_type *o_ptr)
1329 char o_name[MAX_NLEN];
1333 /* No inscription */
1334 if (!o_ptr->inscription) return;
1337 s = my_strchr(quark_str(o_ptr->inscription), '!');
1339 /* Process notification request. */
1342 /* Find another '!' */
1345 /* Describe (briefly) */
1346 object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
1348 /* Notify the player */
1350 msg_format("%s¤ÏºÆ½¼Å¶¤µ¤ì¤¿¡£", o_name);
1352 if (o_ptr->number > 1)
1353 msg_format("Your %s are recharged.", o_name);
1355 msg_format("Your %s is recharged.", o_name);
1364 /* Keep looking for '!'s */
1365 s = my_strchr(s + 1, '!');
1370 static void check_music(void)
1375 u32b need_mana_frac;
1377 /* Music singed by player */
1378 if (p_ptr->pclass != CLASS_BARD) return;
1379 if (!p_ptr->magic_num1[0] && !p_ptr->magic_num1[1]) return;
1381 if (p_ptr->anti_magic)
1387 spell = p_ptr->magic_num2[0];
1388 s_ptr = &technic_info[REALM_MUSIC - MIN_TECHNIC][spell];
1390 need_mana = mod_need_mana(s_ptr->smana, spell, REALM_MUSIC);
1394 s64b_RSHIFT(need_mana, need_mana_frac, 1);
1396 if (s64b_cmp(p_ptr->csp, p_ptr->csp_frac, need_mana, need_mana_frac) < 0)
1403 s64b_sub(&(p_ptr->csp), &(p_ptr->csp_frac), need_mana, need_mana_frac);
1405 p_ptr->redraw |= PR_MANA;
1406 if (p_ptr->magic_num1[1])
1408 p_ptr->magic_num1[0] = p_ptr->magic_num1[1];
1409 p_ptr->magic_num1[1] = 0;
1411 msg_print("²Î¤òºÆ³«¤·¤¿¡£");
1413 msg_print("You restart singing.");
1415 p_ptr->action = ACTION_SING;
1417 /* Recalculate bonuses */
1418 p_ptr->update |= (PU_BONUS | PU_HP);
1420 /* Redraw map and status bar */
1421 p_ptr->redraw |= (PR_MAP | PR_STATUS | PR_STATE);
1423 /* Update monsters */
1424 p_ptr->update |= (PU_MONSTERS);
1427 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
1430 if (p_ptr->spell_exp[spell] < SPELL_EXP_BEGINNER)
1431 p_ptr->spell_exp[spell] += 5;
1432 else if(p_ptr->spell_exp[spell] < SPELL_EXP_SKILLED)
1433 { if (one_in_(2) && (dun_level > 4) && ((dun_level + 10) > p_ptr->lev)) p_ptr->spell_exp[spell] += 1; }
1434 else if(p_ptr->spell_exp[spell] < SPELL_EXP_EXPERT)
1435 { if (one_in_(5) && ((dun_level + 5) > p_ptr->lev) && ((dun_level + 5) > s_ptr->slevel)) p_ptr->spell_exp[spell] += 1; }
1436 else if(p_ptr->spell_exp[spell] < SPELL_EXP_MASTER)
1437 { if (one_in_(5) && ((dun_level + 5) > p_ptr->lev) && (dun_level > s_ptr->slevel)) p_ptr->spell_exp[spell] += 1; }
1439 /* Do any effects of continual song */
1440 do_spell(REALM_MUSIC, spell, SPELL_CONT);
1444 /* Choose one of items that have cursed flag */
1445 static object_type *choose_cursed_obj_name(u32b flag)
1448 int choices[INVEN_TOTAL-INVEN_RARM];
1451 /* Paranoia -- Player has no warning-item */
1452 if (!(p_ptr->cursed & flag)) return NULL;
1454 /* Search Inventry */
1455 for (i = INVEN_RARM; i < INVEN_TOTAL; i++)
1457 object_type *o_ptr = &inventory[i];
1459 if (o_ptr->curse_flags & flag)
1461 choices[number] = i;
1466 /* Choice one of them */
1467 return (&inventory[choices[randint0(number)]]);
1472 * Handle timed damage and regeneration every 10 game turns
1474 static void process_world_aux_hp_and_sp(void)
1476 feature_type *f_ptr = &f_info[cave[py][px].feat];
1477 bool cave_no_regen = FALSE;
1478 int upkeep_factor = 0;
1481 /* Default regeneration */
1482 int regen_amount = PY_REGEN_NORMAL;
1485 /*** Damage over Time ***/
1487 /* Take damage from poison */
1488 if (p_ptr->poisoned && !IS_INVULN())
1492 take_hit(DAMAGE_NOESCAPE, 1, "ÆÇ", -1);
1494 take_hit(DAMAGE_NOESCAPE, 1, "poison", -1);
1499 /* Take damage from cuts */
1500 if (p_ptr->cut && !IS_INVULN())
1504 /* Mortal wound or Deep Gash */
1505 if (p_ptr->cut > 1000)
1510 else if (p_ptr->cut > 200)
1516 else if (p_ptr->cut > 100)
1521 else if (p_ptr->cut > 50)
1526 else if (p_ptr->cut > 25)
1531 else if (p_ptr->cut > 10)
1544 take_hit(DAMAGE_NOESCAPE, dam, "Ã×Ì¿½ý", -1);
1546 take_hit(DAMAGE_NOESCAPE, dam, "a fatal wound", -1);
1552 /* (Vampires) Take damage from sunlight */
1553 if (prace_is_(RACE_VAMPIRE) || (p_ptr->mimic_form == MIMIC_VAMPIRE))
1555 if (!dun_level && !p_ptr->resist_lite && !IS_INVULN() && is_daytime())
1557 if ((cave[py][px].info & (CAVE_GLOW | CAVE_MNDK)) == CAVE_GLOW)
1561 msg_print("Æü¸÷¤¬¤¢¤Ê¤¿¤Î¥¢¥ó¥Ç¥Ã¥É¤ÎÆùÂΤò¾Æ¤¾Ç¤¬¤·¤¿¡ª");
1562 take_hit(DAMAGE_NOESCAPE, 1, "Æü¸÷", -1);
1564 msg_print("The sun's rays scorch your undead flesh!");
1565 take_hit(DAMAGE_NOESCAPE, 1, "sunlight", -1);
1568 cave_no_regen = TRUE;
1572 if (inventory[INVEN_LITE].tval && (inventory[INVEN_LITE].name2 != EGO_LITE_DARKNESS) &&
1573 !p_ptr->resist_lite)
1575 object_type * o_ptr = &inventory[INVEN_LITE];
1576 char o_name [MAX_NLEN];
1577 char ouch [MAX_NLEN+40];
1579 /* Get an object description */
1580 object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
1583 msg_format("%s¤¬¤¢¤Ê¤¿¤Î¥¢¥ó¥Ç¥Ã¥É¤ÎÆùÂΤò¾Æ¤¾Ç¤¬¤·¤¿¡ª", o_name);
1585 msg_format("The %s scorches your undead flesh!", o_name);
1589 cave_no_regen = TRUE;
1591 /* Get an object description */
1592 object_desc(o_name, o_ptr, OD_NAME_ONLY);
1595 sprintf(ouch, "%s¤òÁõÈ÷¤·¤¿¥À¥á¡¼¥¸", o_name);
1597 sprintf(ouch, "wielding %s", o_name);
1600 if (!IS_INVULN()) take_hit(DAMAGE_NOESCAPE, 1, ouch, -1);
1604 if (have_flag(f_ptr->flags, FF_LAVA) && !IS_INVULN() && !p_ptr->immune_fire)
1608 if (have_flag(f_ptr->flags, FF_DEEP))
1610 damage = 6000 + randint0(4000);
1612 else if (!p_ptr->levitation)
1614 damage = 3000 + randint0(2000);
1619 if (prace_is_(RACE_ENT)) damage += damage / 3;
1620 if (p_ptr->resist_fire) damage = damage / 3;
1621 if (IS_OPPOSE_FIRE()) damage = damage / 3;
1623 if (p_ptr->levitation) damage = damage / 5;
1625 damage = damage / 100 + (randint0(100) < (damage % 100));
1627 if (p_ptr->levitation)
1630 msg_print("Ç®¤Ç²Ð½ý¤·¤¿¡ª");
1631 take_hit(DAMAGE_NOESCAPE, damage, format("%s¤Î¾å¤ËÉâÍ·¤·¤¿¥À¥á¡¼¥¸", f_name + f_info[get_feat_mimic(&cave[py][px])].name), -1);
1633 msg_print("The heat burns you!");
1634 take_hit(DAMAGE_NOESCAPE, damage, format("flying over %s", f_name + f_info[get_feat_mimic(&cave[py][px])].name), -1);
1639 cptr name = f_name + f_info[get_feat_mimic(&cave[py][px])].name;
1641 msg_format("%s¤Ç²Ð½ý¤·¤¿¡ª", name);
1643 msg_format("The %s burns you!", name);
1645 take_hit(DAMAGE_NOESCAPE, damage, name, -1);
1648 cave_no_regen = TRUE;
1652 if (have_flag(f_ptr->flags, FF_WATER) && have_flag(f_ptr->flags, FF_DEEP) &&
1653 !p_ptr->levitation && !p_ptr->can_swim)
1655 if (p_ptr->total_weight > weight_limit())
1659 msg_print("Å®¤ì¤Æ¤¤¤ë¡ª");
1660 take_hit(DAMAGE_NOESCAPE, randint1(p_ptr->lev), "Å®¤ì", -1);
1662 msg_print("You are drowning!");
1663 take_hit(DAMAGE_NOESCAPE, randint1(p_ptr->lev), "drowning", -1);
1666 cave_no_regen = TRUE;
1673 if ((r_info[m_list[p_ptr->riding].r_idx].flags2 & RF2_AURA_FIRE) && !p_ptr->immune_fire)
1675 damage = r_info[m_list[p_ptr->riding].r_idx].level / 2;
1676 if (prace_is_(RACE_ENT)) damage += damage / 3;
1677 if (p_ptr->resist_fire) damage = damage / 3;
1678 if (IS_OPPOSE_FIRE()) damage = damage / 3;
1680 msg_print("Ç®¤¤¡ª");
1681 take_hit(DAMAGE_NOESCAPE, damage, "±ê¤Î¥ª¡¼¥é", -1);
1683 msg_print("It's hot!");
1684 take_hit(DAMAGE_NOESCAPE, damage, "Fire aura", -1);
1687 if ((r_info[m_list[p_ptr->riding].r_idx].flags2 & RF2_AURA_ELEC) && !p_ptr->immune_elec)
1689 damage = r_info[m_list[p_ptr->riding].r_idx].level / 2;
1690 if (prace_is_(RACE_ANDROID)) damage += damage / 3;
1691 if (p_ptr->resist_elec) damage = damage / 3;
1692 if (IS_OPPOSE_ELEC()) damage = damage / 3;
1694 msg_print("Äˤ¤¡ª");
1695 take_hit(DAMAGE_NOESCAPE, damage, "Åŵ¤¤Î¥ª¡¼¥é", -1);
1697 msg_print("It hurts!");
1698 take_hit(DAMAGE_NOESCAPE, damage, "Elec aura", -1);
1701 if ((r_info[m_list[p_ptr->riding].r_idx].flags3 & RF3_AURA_COLD) && !p_ptr->immune_cold)
1703 damage = r_info[m_list[p_ptr->riding].r_idx].level / 2;
1704 if (p_ptr->resist_cold) damage = damage / 3;
1705 if (IS_OPPOSE_COLD()) damage = damage / 3;
1707 msg_print("Î䤿¤¤¡ª");
1708 take_hit(DAMAGE_NOESCAPE, damage, "Î䵤¤Î¥ª¡¼¥é", -1);
1710 msg_print("It's cold!");
1711 take_hit(DAMAGE_NOESCAPE, damage, "Cold aura", -1);
1716 /* Spectres -- take damage when moving through walls */
1718 * Added: ANYBODY takes damage if inside through walls
1719 * without wraith form -- NOTE: Spectres will never be
1720 * reduced below 0 hp by being inside a stone wall; others
1723 if (!have_flag(f_ptr->flags, FF_MOVE) && !have_flag(f_ptr->flags, FF_CAN_FLY))
1725 if (!IS_INVULN() && !p_ptr->wraith_form && !p_ptr->kabenuke &&
1726 ((p_ptr->chp > (p_ptr->lev / 5)) || !p_ptr->pass_wall))
1730 cave_no_regen = TRUE;
1732 if (p_ptr->pass_wall)
1735 msg_print("ÂΤÎʬ»Ò¤¬Ê¬²ò¤·¤¿µ¤¤¬¤¹¤ë¡ª");
1738 msg_print("Your molecules feel disrupted!");
1739 dam_desc = "density";
1745 msg_print("Êø¤ì¤¿´ä¤Ë²¡¤·ÄÙ¤µ¤ì¤¿¡ª");
1746 dam_desc = "¹Å¤¤´ä";
1748 msg_print("You are being crushed!");
1749 dam_desc = "solid rock";
1753 take_hit(DAMAGE_NOESCAPE, 1 + (p_ptr->lev / 5), dam_desc, -1);
1758 /*** handle regeneration ***/
1761 if (p_ptr->food < PY_FOOD_WEAK)
1763 /* Lower regeneration */
1764 if (p_ptr->food < PY_FOOD_STARVE)
1768 else if (p_ptr->food < PY_FOOD_FAINT)
1770 regen_amount = PY_REGEN_FAINT;
1774 regen_amount = PY_REGEN_WEAK;
1778 /* Are we walking the pattern? */
1779 if (pattern_effect())
1781 cave_no_regen = TRUE;
1785 /* Regeneration ability */
1786 if (p_ptr->regenerate)
1788 regen_amount = regen_amount * 2;
1790 if (p_ptr->special_defense & (KAMAE_MASK | KATA_MASK))
1794 if (p_ptr->cursed & TRC_SLOW_REGEN)
1801 /* Searching or Resting */
1802 if ((p_ptr->action == ACTION_SEARCH) || (p_ptr->action == ACTION_REST))
1804 regen_amount = regen_amount * 2;
1807 upkeep_factor = calculate_upkeep();
1809 /* No regeneration while special action */
1810 if ((p_ptr->action == ACTION_LEARN) ||
1811 (p_ptr->action == ACTION_HAYAGAKE) ||
1812 (p_ptr->special_defense & KATA_KOUKIJIN))
1814 upkeep_factor += 100;
1817 /* Regenerate the mana */
1818 upkeep_regen = (100 - upkeep_factor) * regen_amount;
1819 regenmana(upkeep_regen);
1822 /* Recharge magic eater's power */
1823 if (p_ptr->pclass == CLASS_MAGIC_EATER)
1825 regenmagic(regen_amount);
1828 if ((p_ptr->csp == 0) && (p_ptr->csp_frac == 0))
1830 while (upkeep_factor > 100)
1833 msg_print("¤³¤ó¤Ê¤Ë¿¤¯¤Î¥Ú¥Ã¥È¤òÀ©¸æ¤Ç¤¤Ê¤¤¡ª");
1835 msg_print("Too many pets to control at once!");
1838 do_cmd_pet_dismiss();
1840 upkeep_factor = calculate_upkeep();
1843 msg_format("°Ý»ý£Í£Ð¤Ï %d%%", upkeep_factor);
1845 msg_format("Upkeep: %d%% mana.", upkeep_factor);
1851 /* Poisoned or cut yields no healing */
1852 if (p_ptr->poisoned) regen_amount = 0;
1853 if (p_ptr->cut) regen_amount = 0;
1855 /* Special floor -- Pattern, in a wall -- yields no healing */
1856 if (cave_no_regen) regen_amount = 0;
1858 regen_amount = (regen_amount * mutant_regenerate_mod) / 100;
1860 /* Regenerate Hit Points if needed */
1861 if ((p_ptr->chp < p_ptr->mhp) && !cave_no_regen)
1863 regenhp(regen_amount);
1869 * Handle timeout every 10 game turns
1871 static void process_world_aux_timeout(void)
1873 const int dec_count = (easy_band ? 2 : 1);
1875 /*** Timeout Various Things ***/
1878 if (p_ptr->tim_mimic)
1880 (void)set_mimic(p_ptr->tim_mimic - 1, p_ptr->mimic_form, TRUE);
1883 /* Hack -- Hallucinating */
1886 (void)set_image(p_ptr->image - dec_count);
1892 (void)set_blind(p_ptr->blind - dec_count);
1895 /* Times see-invisible */
1896 if (p_ptr->tim_invis)
1898 (void)set_tim_invis(p_ptr->tim_invis - 1, TRUE);
1909 (void)set_tim_esp(p_ptr->tim_esp - 1, TRUE);
1912 /* Timed temporary elemental brands. -LM- */
1913 if (p_ptr->ele_attack)
1915 p_ptr->ele_attack--;
1917 /* Clear all temporary elemental brands. */
1918 if (!p_ptr->ele_attack) set_ele_attack(0, 0);
1921 /* Timed temporary elemental immune. -LM- */
1922 if (p_ptr->ele_immune)
1924 p_ptr->ele_immune--;
1926 /* Clear all temporary elemental brands. */
1927 if (!p_ptr->ele_immune) set_ele_immune(0, 0);
1930 /* Timed infra-vision */
1931 if (p_ptr->tim_infra)
1933 (void)set_tim_infra(p_ptr->tim_infra - 1, TRUE);
1937 if (p_ptr->tim_stealth)
1939 (void)set_tim_stealth(p_ptr->tim_stealth - 1, TRUE);
1942 /* Timed levitation */
1943 if (p_ptr->tim_levitation)
1945 (void)set_tim_levitation(p_ptr->tim_levitation - 1, TRUE);
1948 /* Timed sh_touki */
1949 if (p_ptr->tim_sh_touki)
1951 (void)set_tim_sh_touki(p_ptr->tim_sh_touki - 1, TRUE);
1955 if (p_ptr->tim_sh_fire)
1957 (void)set_tim_sh_fire(p_ptr->tim_sh_fire - 1, TRUE);
1961 if (p_ptr->tim_sh_holy)
1963 (void)set_tim_sh_holy(p_ptr->tim_sh_holy - 1, TRUE);
1967 if (p_ptr->tim_eyeeye)
1969 (void)set_tim_eyeeye(p_ptr->tim_eyeeye - 1, TRUE);
1972 /* Timed resist-magic */
1973 if (p_ptr->resist_magic)
1975 (void)set_resist_magic(p_ptr->resist_magic - 1, TRUE);
1978 /* Timed regeneration */
1979 if (p_ptr->tim_regen)
1981 (void)set_tim_regen(p_ptr->tim_regen - 1, TRUE);
1984 /* Timed resist nether */
1985 if (p_ptr->tim_res_nether)
1987 (void)set_tim_res_nether(p_ptr->tim_res_nether - 1, TRUE);
1990 /* Timed resist time */
1991 if (p_ptr->tim_res_time)
1993 (void)set_tim_res_time(p_ptr->tim_res_time - 1, TRUE);
1997 if (p_ptr->tim_reflect)
1999 (void)set_tim_reflect(p_ptr->tim_reflect - 1, TRUE);
2003 if (p_ptr->multishadow)
2005 (void)set_multishadow(p_ptr->multishadow - 1, TRUE);
2008 /* Timed Robe of dust */
2009 if (p_ptr->dustrobe)
2011 (void)set_dustrobe(p_ptr->dustrobe - 1, TRUE);
2014 /* Timed infra-vision */
2015 if (p_ptr->kabenuke)
2017 (void)set_kabenuke(p_ptr->kabenuke - 1, TRUE);
2021 if (p_ptr->paralyzed)
2023 (void)set_paralyzed(p_ptr->paralyzed - dec_count);
2027 if (p_ptr->confused)
2029 (void)set_confused(p_ptr->confused - dec_count);
2035 (void)set_afraid(p_ptr->afraid - dec_count);
2041 (void)set_fast(p_ptr->fast - 1, TRUE);
2047 (void)set_slow(p_ptr->slow - dec_count, TRUE);
2050 /* Protection from evil */
2051 if (p_ptr->protevil)
2053 (void)set_protevil(p_ptr->protevil - 1, TRUE);
2056 /* Invulnerability */
2059 (void)set_invuln(p_ptr->invuln - 1, TRUE);
2063 if (p_ptr->wraith_form)
2065 (void)set_wraith_form(p_ptr->wraith_form - 1, TRUE);
2071 (void)set_hero(p_ptr->hero - 1, TRUE);
2077 (void)set_shero(p_ptr->shero - 1, TRUE);
2083 (void)set_blessed(p_ptr->blessed - 1, TRUE);
2089 (void)set_shield(p_ptr->shield - 1, TRUE);
2093 if (p_ptr->tsubureru)
2095 (void)set_tsubureru(p_ptr->tsubureru - 1, TRUE);
2099 if (p_ptr->magicdef)
2101 (void)set_magicdef(p_ptr->magicdef - 1, TRUE);
2105 if (p_ptr->tsuyoshi)
2107 (void)set_tsuyoshi(p_ptr->tsuyoshi - 1, TRUE);
2111 if (p_ptr->oppose_acid)
2113 (void)set_oppose_acid(p_ptr->oppose_acid - 1, TRUE);
2116 /* Oppose Lightning */
2117 if (p_ptr->oppose_elec)
2119 (void)set_oppose_elec(p_ptr->oppose_elec - 1, TRUE);
2123 if (p_ptr->oppose_fire)
2125 (void)set_oppose_fire(p_ptr->oppose_fire - 1, TRUE);
2129 if (p_ptr->oppose_cold)
2131 (void)set_oppose_cold(p_ptr->oppose_cold - 1, TRUE);
2135 if (p_ptr->oppose_pois)
2137 (void)set_oppose_pois(p_ptr->oppose_pois - 1, TRUE);
2142 (void)set_ultimate_res(p_ptr->ult_res - 1, TRUE);
2145 /*** Poison and Stun and Cut ***/
2148 if (p_ptr->poisoned)
2150 int adjust = adj_con_fix[p_ptr->stat_ind[A_CON]] + 1;
2152 /* Apply some healing */
2153 (void)set_poisoned(p_ptr->poisoned - adjust);
2159 int adjust = adj_con_fix[p_ptr->stat_ind[A_CON]] + 1;
2161 /* Apply some healing */
2162 (void)set_stun(p_ptr->stun - adjust);
2168 int adjust = adj_con_fix[p_ptr->stat_ind[A_CON]] + 1;
2170 /* Hack -- Truly "mortal" wound */
2171 if (p_ptr->cut > 1000) adjust = 0;
2173 /* Apply some healing */
2174 (void)set_cut(p_ptr->cut - adjust);
2180 * Handle burning fuel every 10 game turns
2182 static void process_world_aux_light(void)
2184 /* Check for light being wielded */
2185 object_type *o_ptr = &inventory[INVEN_LITE];
2187 /* Burn some fuel in the current lite */
2188 if (o_ptr->tval == TV_LITE)
2190 /* Hack -- Use some fuel (except on artifacts) */
2191 if (!(object_is_fixed_artifact(o_ptr) || o_ptr->sval == SV_LITE_FEANOR) && (o_ptr->xtra4 > 0))
2193 /* Decrease life-span */
2194 if (o_ptr->name2 == EGO_LITE_LONG)
2196 if (turn % (TURNS_PER_TICK*2)) o_ptr->xtra4--;
2198 else o_ptr->xtra4--;
2200 /* Notice interesting fuel steps */
2201 notice_lite_change(o_ptr);
2208 * Handle mutation effects once every 10 game turns
2210 static void process_world_aux_mutation(void)
2212 /* No mutation with effects */
2213 if (!p_ptr->muta2) return;
2215 /* No effect on monster arena */
2216 if (p_ptr->inside_battle) return;
2218 /* No effect on the global map */
2219 if (p_ptr->wild_mode) return;
2222 if ((p_ptr->muta2 & MUT2_BERS_RAGE) && one_in_(3000))
2226 msg_print("¥¦¥¬¥¡¥¡¥¢¡ª");
2227 msg_print("·ãÅܤÎȯºî¤Ë½±¤ï¤ì¤¿¡ª");
2229 msg_print("RAAAAGHH!");
2230 msg_print("You feel a fit of rage coming over you!");
2233 (void)set_shero(10 + randint1(p_ptr->lev), FALSE);
2236 if ((p_ptr->muta2 & MUT2_COWARDICE) && (randint1(3000) == 13))
2238 if (!p_ptr->resist_fear)
2242 msg_print("¤È¤Æ¤â°Å¤¤... ¤È¤Æ¤â¶²¤¤¡ª");
2244 msg_print("It's so dark... so scary!");
2247 set_afraid(p_ptr->afraid + 13 + randint1(26));
2251 if ((p_ptr->muta2 & MUT2_RTELEPORT) && (randint1(5000) == 88))
2253 if (!p_ptr->resist_nexus && !(p_ptr->muta1 & MUT1_VTELEPORT) &&
2258 /* Teleport player */
2260 msg_print("¤¢¤Ê¤¿¤Î°ÌÃÖ¤ÏÆÍÁ³¤Ò¤¸¤ç¤¦¤ËÉÔ³ÎÄê¤Ë¤Ê¤Ã¤¿...");
2262 msg_print("Your position suddenly seems very uncertain...");
2266 teleport_player(40, TELEPORT_PASSIVE);
2270 if ((p_ptr->muta2 & MUT2_ALCOHOL) && (randint1(6400) == 321))
2272 if (!p_ptr->resist_conf && !p_ptr->resist_chaos)
2275 p_ptr->redraw |= PR_EXTRA;
2277 msg_print("¤¤¤Ò¤¤¬¤â¡¼¤í¡¼¤È¤Ò¤Æ¤¤¿¤¤¬¤Õ¤ë...¥Ò¥Ã¥¯¡ª");
2279 msg_print("You feel a SSSCHtupor cOmINg over yOu... *HIC*!");
2284 if (!p_ptr->resist_conf)
2286 (void)set_confused(p_ptr->confused + randint0(20) + 15);
2289 if (!p_ptr->resist_chaos)
2294 if (one_in_(3)) lose_all_info();
2296 (void)teleport_player_aux(100, TELEPORT_NONMAGICAL | TELEPORT_PASSIVE);
2299 msg_print("¤¢¤Ê¤¿¤Ï¸«ÃΤé¤Ì¾ì½ê¤ÇÌܤ¬Àä᤿...Ƭ¤¬Äˤ¤¡£");
2300 msg_print("²¿¤â³Ð¤¨¤Æ¤¤¤Ê¤¤¡£¤É¤¦¤ä¤Ã¤Æ¤³¤³¤ËÍ褿¤«¤âʬ¤«¤é¤Ê¤¤¡ª");
2302 msg_print("You wake up somewhere with a sore head...");
2303 msg_print("You can't remember a thing, or how you got here!");
2312 msg_print("¤¡Á¤ì¤¤¤Ê¤Á¤ç¤ª¤Á¤ç¤é¤È¤ó¤ì¤¤¤ë¡Á");
2314 msg_print("Thishcischs GooDSChtuff!");
2317 (void)set_image(p_ptr->image + randint0(150) + 150);
2323 if ((p_ptr->muta2 & MUT2_HALLU) && (randint1(6400) == 42))
2325 if (!p_ptr->resist_chaos)
2328 p_ptr->redraw |= PR_EXTRA;
2329 (void)set_image(p_ptr->image + randint0(50) + 20);
2333 if ((p_ptr->muta2 & MUT2_FLATULENT) && (randint1(3000) == 13))
2338 msg_print("¥Ö¥¥¡¼¡¼¥Ã¡ª¤ª¤Ã¤È¡£");
2340 msg_print("BRRAAAP! Oops.");
2344 fire_ball(GF_POIS, 0, p_ptr->lev, 3);
2347 if ((p_ptr->muta2 & MUT2_PROD_MANA) &&
2348 !p_ptr->anti_magic && one_in_(9000))
2353 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");
2355 msg_print("Magical energy flows through you! You must release it!");
2360 (void)get_hack_dir(&dire);
2361 fire_ball(GF_MANA, dire, p_ptr->lev * 2, 3);
2364 if ((p_ptr->muta2 & MUT2_ATT_DEMON) &&
2365 !p_ptr->anti_magic && (randint1(6666) == 666))
2367 bool pet = one_in_(6);
2368 u32b mode = PM_ALLOW_GROUP;
2370 if (pet) mode |= PM_FORCE_PET;
2371 else mode |= (PM_ALLOW_UNIQUE | PM_NO_PET);
2373 if (summon_specific((pet ? -1 : 0), py, px,
2374 dun_level, SUMMON_DEMON, mode))
2377 msg_print("¤¢¤Ê¤¿¤Ï¥Ç¡¼¥â¥ó¤ò°ú¤´ó¤»¤¿¡ª");
2379 msg_print("You have attracted a demon!");
2386 if ((p_ptr->muta2 & MUT2_SPEED_FLUX) && one_in_(6000))
2392 msg_print("ÀºÎÏŪ¤Ç¤Ê¤¯¤Ê¤Ã¤¿µ¤¤¬¤¹¤ë¡£");
2394 msg_print("You feel less energetic.");
2397 if (p_ptr->fast > 0)
2403 set_slow(randint1(30) + 10, FALSE);
2409 msg_print("ÀºÎÏŪ¤Ë¤Ê¤Ã¤¿µ¤¤¬¤¹¤ë¡£");
2411 msg_print("You feel more energetic.");
2414 if (p_ptr->slow > 0)
2420 set_fast(randint1(30) + 10, FALSE);
2425 if ((p_ptr->muta2 & MUT2_BANISH_ALL) && one_in_(9000))
2429 msg_print("ÆÍÁ³¤Û¤È¤ó¤É¸ÉÆȤˤʤ俵¤¤¬¤¹¤ë¡£");
2431 msg_print("You suddenly feel almost lonely.");
2434 banish_monsters(100);
2435 if (!dun_level && p_ptr->town_num)
2439 /* Pick a random shop (except home) */
2442 n = randint0(MAX_STORES);
2444 while ((n == STORE_HOME) || (n == STORE_MUSEUM));
2447 msg_print("Ź¤Î¼ç¿Í¤¬µÖ¤Ë¸þ¤«¤Ã¤ÆÁö¤Ã¤Æ¤¤¤ë¡ª");
2449 msg_print("You see one of the shopkeepers running for the hills!");
2457 if ((p_ptr->muta2 & MUT2_EAT_LIGHT) && one_in_(3000))
2462 msg_print("±Æ¤Ë¤Ä¤Ä¤Þ¤ì¤¿¡£");
2464 msg_print("A shadow passes over you.");
2469 /* Absorb light from the current possition */
2470 if ((cave[py][px].info & (CAVE_GLOW | CAVE_MNDK)) == CAVE_GLOW)
2475 o_ptr = &inventory[INVEN_LITE];
2477 /* Absorb some fuel in the current lite */
2478 if (o_ptr->tval == TV_LITE)
2480 /* Use some fuel (except on artifacts) */
2481 if (!object_is_fixed_artifact(o_ptr) && (o_ptr->xtra4 > 0))
2483 /* Heal the player a bit */
2484 hp_player(o_ptr->xtra4 / 20);
2486 /* Decrease life-span of lite */
2490 msg_print("¸÷¸»¤«¤é¥¨¥Í¥ë¥®¡¼¤òµÛ¼ý¤·¤¿¡ª");
2492 msg_print("You absorb energy from your light!");
2496 /* Notice interesting fuel steps */
2497 notice_lite_change(o_ptr);
2502 * Unlite the area (radius 10) around player and
2503 * do 50 points damage to every affected monster
2505 unlite_area(50, 10);
2508 if ((p_ptr->muta2 & MUT2_ATT_ANIMAL) &&
2509 !p_ptr->anti_magic && one_in_(7000))
2511 bool pet = one_in_(3);
2512 u32b mode = PM_ALLOW_GROUP;
2514 if (pet) mode |= PM_FORCE_PET;
2515 else mode |= (PM_ALLOW_UNIQUE | PM_NO_PET);
2517 if (summon_specific((pet ? -1 : 0), py, px, dun_level, SUMMON_ANIMAL, mode))
2520 msg_print("ưʪ¤ò°ú¤´ó¤»¤¿¡ª");
2522 msg_print("You have attracted an animal!");
2529 if ((p_ptr->muta2 & MUT2_RAW_CHAOS) &&
2530 !p_ptr->anti_magic && one_in_(8000))
2534 msg_print("¼þ¤ê¤Î¶õ´Ö¤¬ÏĤó¤Ç¤¤¤ëµ¤¤¬¤¹¤ë¡ª");
2536 msg_print("You feel the world warping around you!");
2540 fire_ball(GF_CHAOS, 0, p_ptr->lev, 8);
2542 if ((p_ptr->muta2 & MUT2_NORMALITY) && one_in_(5000))
2544 if (!lose_mutation(0))
2546 msg_print("´ñ̯¤Ê¤¯¤é¤¤ÉáÄ̤ˤʤ俵¤¤¬¤¹¤ë¡£");
2548 msg_print("You feel oddly normal.");
2552 if ((p_ptr->muta2 & MUT2_WRAITH) && !p_ptr->anti_magic && one_in_(3000))
2556 msg_print("Èóʪ¼Á²½¤·¤¿¡ª");
2558 msg_print("You feel insubstantial!");
2562 set_wraith_form(randint1(p_ptr->lev / 2) + (p_ptr->lev / 2), FALSE);
2564 if ((p_ptr->muta2 & MUT2_POLY_WOUND) && one_in_(3000))
2568 if ((p_ptr->muta2 & MUT2_WASTING) && one_in_(3000))
2570 int which_stat = randint0(6);
2571 int sustained = FALSE;
2576 if (p_ptr->sustain_str) sustained = TRUE;
2579 if (p_ptr->sustain_int) sustained = TRUE;
2582 if (p_ptr->sustain_wis) sustained = TRUE;
2585 if (p_ptr->sustain_dex) sustained = TRUE;
2588 if (p_ptr->sustain_con) sustained = TRUE;
2591 if (p_ptr->sustain_chr) sustained = TRUE;
2595 msg_print("ÉÔÀµ¤Ê¾õÂÖ¡ª");
2597 msg_print("Invalid stat chosen!");
2607 msg_print("¼«Ê¬¤¬¿ê¼å¤·¤Æ¤¤¤¯¤Î¤¬Ê¬¤«¤ë¡ª");
2609 msg_print("You can feel yourself wasting away!");
2613 (void)dec_stat(which_stat, randint1(6) + 6, one_in_(3));
2616 if ((p_ptr->muta2 & MUT2_ATT_DRAGON) &&
2617 !p_ptr->anti_magic && one_in_(3000))
2619 bool pet = one_in_(5);
2620 u32b mode = PM_ALLOW_GROUP;
2622 if (pet) mode |= PM_FORCE_PET;
2623 else mode |= (PM_ALLOW_UNIQUE | PM_NO_PET);
2625 if (summon_specific((pet ? -1 : 0), py, px, dun_level, SUMMON_DRAGON, mode))
2628 msg_print("¥É¥é¥´¥ó¤ò°ú¤´ó¤»¤¿¡ª");
2630 msg_print("You have attracted a dragon!");
2636 if ((p_ptr->muta2 & MUT2_WEIRD_MIND) && !p_ptr->anti_magic &&
2639 if (p_ptr->tim_esp > 0)
2642 msg_print("Àº¿À¤Ë¤â¤ä¤¬¤«¤«¤Ã¤¿¡ª");
2644 msg_print("Your mind feels cloudy!");
2647 set_tim_esp(0, TRUE);
2652 msg_print("Àº¿À¤¬¹¤¬¤Ã¤¿¡ª");
2654 msg_print("Your mind expands!");
2657 set_tim_esp(p_ptr->lev, FALSE);
2660 if ((p_ptr->muta2 & MUT2_NAUSEA) && !p_ptr->slow_digest &&
2665 msg_print("°ß¤¬áÛÚ»¤·¡¢¿©»ö¤ò¼º¤Ã¤¿¡ª");
2667 msg_print("Your stomach roils, and you lose your lunch!");
2671 set_food(PY_FOOD_WEAK);
2672 if (music_singing_any()) stop_singing();
2675 if ((p_ptr->muta2 & MUT2_WALK_SHAD) &&
2676 !p_ptr->anti_magic && one_in_(12000) && !p_ptr->inside_arena)
2681 if ((p_ptr->muta2 & MUT2_WARNING) && one_in_(1000))
2683 int danger_amount = 0;
2686 for (monster = 0; monster < m_max; monster++)
2688 monster_type *m_ptr = &m_list[monster];
2689 monster_race *r_ptr = &r_info[m_ptr->r_idx];
2691 /* Paranoia -- Skip dead monsters */
2692 if (!m_ptr->r_idx) continue;
2694 if (r_ptr->level >= p_ptr->lev)
2696 danger_amount += r_ptr->level - p_ptr->lev + 1;
2700 if (danger_amount > 100)
2702 msg_print("Èó¾ï¤Ë¶²¤í¤·¤¤µ¤¤¬¤¹¤ë¡ª");
2704 msg_print("You feel utterly terrified!");
2707 else if (danger_amount > 50)
2709 msg_print("¶²¤í¤·¤¤µ¤¤¬¤¹¤ë¡ª");
2711 msg_print("You feel terrified!");
2714 else if (danger_amount > 20)
2716 msg_print("Èó¾ï¤Ë¿´Çۤʵ¤¤¬¤¹¤ë¡ª");
2718 msg_print("You feel very worried!");
2721 else if (danger_amount > 10)
2723 msg_print("¿´Çۤʵ¤¤¬¤¹¤ë¡ª");
2725 msg_print("You feel paranoid!");
2728 else if (danger_amount > 5)
2730 msg_print("¤Û¤È¤ó¤É°ÂÁ´¤Êµ¤¤¬¤¹¤ë¡£");
2732 msg_print("You feel almost safe.");
2737 msg_print("¼ä¤·¤¤µ¤¤¬¤¹¤ë¡£");
2739 msg_print("You feel lonely.");
2743 if ((p_ptr->muta2 & MUT2_INVULN) && !p_ptr->anti_magic &&
2748 msg_print("̵Ũ¤Êµ¤¤¬¤¹¤ë¡ª");
2750 msg_print("You feel invincible!");
2754 (void)set_invuln(randint1(8) + 8, FALSE);
2756 if ((p_ptr->muta2 & MUT2_SP_TO_HP) && one_in_(2000))
2758 int wounds = p_ptr->mhp - p_ptr->chp;
2762 int healing = p_ptr->csp;
2764 if (healing > wounds)
2770 p_ptr->csp -= healing;
2773 p_ptr->redraw |= (PR_MANA);
2776 if ((p_ptr->muta2 & MUT2_HP_TO_SP) && !p_ptr->anti_magic &&
2779 int wounds = p_ptr->msp - p_ptr->csp;
2783 int healing = p_ptr->chp;
2785 if (healing > wounds)
2790 p_ptr->csp += healing;
2793 p_ptr->redraw |= (PR_MANA);
2795 take_hit(DAMAGE_LOSELIFE, healing, "Ƭ¤Ë¾º¤Ã¤¿·ì", -1);
2797 take_hit(DAMAGE_LOSELIFE, healing, "blood rushing to the head", -1);
2802 if ((p_ptr->muta2 & MUT2_DISARM) && one_in_(10000))
2805 object_type *o_ptr = NULL;
2809 msg_print("¤¬¤â¤Ä¤ì¤Æž¤ó¤À¡ª");
2810 take_hit(DAMAGE_NOESCAPE, randint1(p_ptr->wt / 6), "žÅÝ", -1);
2812 msg_print("You trip over your own feet!");
2813 take_hit(DAMAGE_NOESCAPE, randint1(p_ptr->wt / 6), "tripping", -1);
2817 if (buki_motteruka(INVEN_RARM))
2820 o_ptr = &inventory[INVEN_RARM];
2822 if (buki_motteruka(INVEN_LARM) && one_in_(2))
2824 o_ptr = &inventory[INVEN_LARM];
2828 else if (buki_motteruka(INVEN_LARM))
2830 o_ptr = &inventory[INVEN_LARM];
2834 if (slot && !object_is_cursed(o_ptr))
2837 msg_print("Éð´ï¤òÍî¤È¤·¤Æ¤·¤Þ¤Ã¤¿¡ª");
2839 msg_print("You drop your weapon!");
2841 inven_drop(slot, 1);
2848 * Handle curse effects once every 10 game turns
2850 static void process_world_aux_curse(void)
2852 if ((p_ptr->cursed & TRC_P_FLAG_MASK) && !p_ptr->inside_battle && !p_ptr->wild_mode)
2855 * Hack: Uncursed teleporting items (e.g. Trump Weapons)
2856 * can actually be useful!
2858 if ((p_ptr->cursed & TRC_TELEPORT_SELF) && one_in_(200))
2860 char o_name[MAX_NLEN];
2862 int i, i_keep = 0, count = 0;
2864 /* Scan the equipment with random teleport ability */
2865 for (i = INVEN_RARM; i < INVEN_TOTAL; i++)
2867 u32b flgs[TR_FLAG_SIZE];
2868 o_ptr = &inventory[i];
2870 /* Skip non-objects */
2871 if (!o_ptr->k_idx) continue;
2873 /* Extract the item flags */
2874 object_flags(o_ptr, flgs);
2876 if (have_flag(flgs, TR_TELEPORT))
2878 /* {.} will stop random teleportation. */
2879 if (!o_ptr->inscription || !my_strchr(quark_str(o_ptr->inscription), '.'))
2882 if (one_in_(count)) i_keep = i;
2887 o_ptr = &inventory[i_keep];
2888 object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
2891 msg_format("%s¤¬¥Æ¥ì¥Ý¡¼¥È¤ÎǽÎϤòȯư¤µ¤»¤è¤¦¤È¤·¤Æ¤¤¤ë¡£", o_name);
2893 msg_format("Your %s is activating teleportation.", o_name);
2897 if (get_check_strict("¥Æ¥ì¥Ý¡¼¥È¤·¤Þ¤¹¤«¡©", CHECK_OKAY_CANCEL))
2899 if (get_check_strict("Teleport? ", CHECK_OKAY_CANCEL))
2903 teleport_player(50, 0L);
2908 msg_format("%s¤Ë{.}(¥Ô¥ê¥ª¥É)¤ÈÌäò¹ï¤à¤Èȯư¤òÍÞÀ©¤Ç¤¤Þ¤¹¡£", o_name);
2910 msg_format("You can inscribe {.} on your %s to disable random teleportation. ", o_name);
2915 /* Make a chainsword noise */
2916 if ((p_ptr->cursed & TRC_CHAINSWORD) && one_in_(CHAINSWORD_NOISE))
2920 if (!get_rnd_line("chainswd_j.txt", 0, noise))
2922 if (!get_rnd_line("chainswd.txt", 0, noise))
2925 disturb(FALSE, FALSE);
2928 if ((p_ptr->cursed & TRC_TY_CURSE) && one_in_(TY_CURSE_CHANCE))
2931 (void)activate_ty_curse(FALSE, &count);
2933 /* Handle experience draining */
2934 if (p_ptr->prace != RACE_ANDROID &&
2935 ((p_ptr->cursed & TRC_DRAIN_EXP) && one_in_(4)))
2937 p_ptr->exp -= (p_ptr->lev+1)/2;
2938 if (p_ptr->exp < 0) p_ptr->exp = 0;
2939 p_ptr->max_exp -= (p_ptr->lev+1)/2;
2940 if (p_ptr->max_exp < 0) p_ptr->max_exp = 0;
2943 /* Add light curse (Later) */
2944 if ((p_ptr->cursed & TRC_ADD_L_CURSE) && one_in_(2000))
2949 o_ptr = choose_cursed_obj_name(TRC_ADD_L_CURSE);
2951 new_curse = get_curse(0, o_ptr);
2952 if (!(o_ptr->curse_flags & new_curse))
2954 char o_name[MAX_NLEN];
2956 object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
2958 o_ptr->curse_flags |= new_curse;
2960 msg_format("°°Õ¤ËËþ¤Á¤¿¹õ¤¤¥ª¡¼¥é¤¬%s¤ò¤È¤ê¤Þ¤¤¤¿...", o_name);
2962 msg_format("There is a malignant black aura surrounding your %s...", o_name);
2965 o_ptr->feeling = FEEL_NONE;
2967 p_ptr->update |= (PU_BONUS);
2970 /* Add heavy curse (Later) */
2971 if ((p_ptr->cursed & TRC_ADD_H_CURSE) && one_in_(2000))
2976 o_ptr = choose_cursed_obj_name(TRC_ADD_H_CURSE);
2978 new_curse = get_curse(1, o_ptr);
2979 if (!(o_ptr->curse_flags & new_curse))
2981 char o_name[MAX_NLEN];
2983 object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
2985 o_ptr->curse_flags |= new_curse;
2987 msg_format("°°Õ¤ËËþ¤Á¤¿¹õ¤¤¥ª¡¼¥é¤¬%s¤ò¤È¤ê¤Þ¤¤¤¿...", o_name);
2989 msg_format("There is a malignant black aura surrounding your %s...", o_name);
2992 o_ptr->feeling = FEEL_NONE;
2994 p_ptr->update |= (PU_BONUS);
2998 if ((p_ptr->cursed & TRC_CALL_ANIMAL) && one_in_(2500))
3000 if (summon_specific(0, py, px, dun_level, SUMMON_ANIMAL,
3001 (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE | PM_NO_PET)))
3003 char o_name[MAX_NLEN];
3005 object_desc(o_name, choose_cursed_obj_name(TRC_CALL_ANIMAL), (OD_OMIT_PREFIX | OD_NAME_ONLY));
3007 msg_format("%s¤¬Æ°Êª¤ò°ú¤´ó¤»¤¿¡ª", o_name);
3009 msg_format("Your %s have attracted an animal!", o_name);
3016 if ((p_ptr->cursed & TRC_CALL_DEMON) && one_in_(1111))
3018 if (summon_specific(0, py, px, dun_level, SUMMON_DEMON, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE | PM_NO_PET)))
3020 char o_name[MAX_NLEN];
3022 object_desc(o_name, choose_cursed_obj_name(TRC_CALL_DEMON), (OD_OMIT_PREFIX | OD_NAME_ONLY));
3024 msg_format("%s¤¬°Ëâ¤ò°ú¤´ó¤»¤¿¡ª", o_name);
3026 msg_format("Your %s have attracted a demon!", o_name);
3033 if ((p_ptr->cursed & TRC_CALL_DRAGON) && one_in_(800))
3035 if (summon_specific(0, py, px, dun_level, SUMMON_DRAGON,
3036 (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE | PM_NO_PET)))
3038 char o_name[MAX_NLEN];
3040 object_desc(o_name, choose_cursed_obj_name(TRC_CALL_DRAGON), (OD_OMIT_PREFIX | OD_NAME_ONLY));
3042 msg_format("%s¤¬¥É¥é¥´¥ó¤ò°ú¤´ó¤»¤¿¡ª", o_name);
3044 msg_format("Your %s have attracted an animal!", o_name);
3050 if ((p_ptr->cursed & TRC_COWARDICE) && one_in_(1500))
3052 if (!p_ptr->resist_fear)
3056 msg_print("¤È¤Æ¤â°Å¤¤... ¤È¤Æ¤â¶²¤¤¡ª");
3058 msg_print("It's so dark... so scary!");
3061 set_afraid(p_ptr->afraid + 13 + randint1(26));
3064 /* Teleport player */
3065 if ((p_ptr->cursed & TRC_TELEPORT) && one_in_(200) && !p_ptr->anti_tele)
3069 /* Teleport player */
3070 teleport_player(40, TELEPORT_PASSIVE);
3072 /* Handle HP draining */
3073 if ((p_ptr->cursed & TRC_DRAIN_HP) && one_in_(666))
3075 char o_name[MAX_NLEN];
3077 object_desc(o_name, choose_cursed_obj_name(TRC_DRAIN_HP), (OD_OMIT_PREFIX | OD_NAME_ONLY));
3079 msg_format("%s¤Ï¤¢¤Ê¤¿¤ÎÂÎÎϤòµÛ¼ý¤·¤¿¡ª", o_name);
3081 msg_format("Your %s drains HP from you!", o_name);
3083 take_hit(DAMAGE_LOSELIFE, MIN(p_ptr->lev*2, 100), o_name, -1);
3085 /* Handle mana draining */
3086 if ((p_ptr->cursed & TRC_DRAIN_MANA) && p_ptr->csp && one_in_(666))
3088 char o_name[MAX_NLEN];
3090 object_desc(o_name, choose_cursed_obj_name(TRC_DRAIN_MANA), (OD_OMIT_PREFIX | OD_NAME_ONLY));
3092 msg_format("%s¤Ï¤¢¤Ê¤¿¤ÎËâÎϤòµÛ¼ý¤·¤¿¡ª", o_name);
3094 msg_format("Your %s drains mana from you!", o_name);
3096 p_ptr->csp -= MIN(p_ptr->lev, 50);
3100 p_ptr->csp_frac = 0;
3102 p_ptr->redraw |= PR_MANA;
3106 /* Rarely, take damage from the Jewel of Judgement */
3107 if (one_in_(999) && !p_ptr->anti_magic)
3109 object_type *o_ptr = &inventory[INVEN_LITE];
3111 if (o_ptr->name1 == ART_JUDGE)
3114 if (object_is_known(o_ptr))
3115 msg_print("¡Ø¿³È½¤ÎÊõÀС٤Ϥ¢¤Ê¤¿¤ÎÂÎÎϤòµÛ¼ý¤·¤¿¡ª");
3117 msg_print("¤Ê¤Ë¤«¤¬¤¢¤Ê¤¿¤ÎÂÎÎϤòµÛ¼ý¤·¤¿¡ª");
3118 take_hit(DAMAGE_LOSELIFE, MIN(p_ptr->lev, 50), "¿³È½¤ÎÊõÀÐ", -1);
3120 if (object_is_known(o_ptr))
3121 msg_print("The Jewel of Judgement drains life from you!");
3123 msg_print("Something drains life from you!");
3124 take_hit(DAMAGE_LOSELIFE, MIN(p_ptr->lev, 50), "the Jewel of Judgement", -1);
3132 * Handle recharging objects once every 10 game turns
3134 static void process_world_aux_recharge(void)
3139 /* Process equipment */
3140 for (changed = FALSE, i = INVEN_RARM; i < INVEN_TOTAL; i++)
3142 /* Get the object */
3143 object_type *o_ptr = &inventory[i];
3145 /* Skip non-objects */
3146 if (!o_ptr->k_idx) continue;
3148 /* Recharge activatable objects */
3149 if (o_ptr->timeout > 0)
3154 /* Notice changes */
3155 if (!o_ptr->timeout)
3157 recharged_notice(o_ptr);
3163 /* Notice changes */
3167 p_ptr->window |= (PW_EQUIP);
3172 * Recharge rods. Rods now use timeout to control charging status,
3173 * and each charging rod in a stack decreases the stack's timeout by
3174 * one per turn. -LM-
3176 for (changed = FALSE, i = 0; i < INVEN_PACK; i++)
3178 object_type *o_ptr = &inventory[i];
3179 object_kind *k_ptr = &k_info[o_ptr->k_idx];
3181 /* Skip non-objects */
3182 if (!o_ptr->k_idx) continue;
3184 /* Examine all charging rods or stacks of charging rods. */
3185 if ((o_ptr->tval == TV_ROD) && (o_ptr->timeout))
3187 /* Determine how many rods are charging. */
3188 int temp = (o_ptr->timeout + (k_ptr->pval - 1)) / k_ptr->pval;
3189 if (temp > o_ptr->number) temp = o_ptr->number;
3191 /* Decrease timeout by that number. */
3192 o_ptr->timeout -= temp;
3194 /* Boundary control. */
3195 if (o_ptr->timeout < 0) o_ptr->timeout = 0;
3197 /* Notice changes, provide message if object is inscribed. */
3198 if (!(o_ptr->timeout))
3200 recharged_notice(o_ptr);
3204 /* One of the stack of rod is charged */
3205 else if (o_ptr->timeout % k_ptr->pval)
3212 /* Notice changes */
3216 p_ptr->window |= (PW_INVEN);
3220 /* Process objects on floor */
3221 for (i = 1; i < o_max; i++)
3224 object_type *o_ptr = &o_list[i];
3226 /* Skip dead objects */
3227 if (!o_ptr->k_idx) continue;
3229 /* Recharge rods on the ground. No messages. */
3230 if ((o_ptr->tval == TV_ROD) && (o_ptr->timeout))
3233 o_ptr->timeout -= o_ptr->number;
3235 /* Boundary control. */
3236 if (o_ptr->timeout < 0) o_ptr->timeout = 0;
3243 * Handle involuntary movement once every 10 game turns
3245 static void process_world_aux_movement(void)
3247 /* Delayed Word-of-Recall */
3248 if (p_ptr->word_recall)
3251 * HACK: Autosave BEFORE resetting the recall counter (rr9)
3252 * The player is yanked up/down as soon as
3253 * he loads the autosaved game.
3255 if (autosave_l && (p_ptr->word_recall == 1) && !p_ptr->inside_battle)
3256 do_cmd_save_game(TRUE);
3258 /* Count down towards recall */
3259 p_ptr->word_recall--;
3261 p_ptr->redraw |= (PR_STATUS);
3263 /* Activate the recall */
3264 if (!p_ptr->word_recall)
3269 /* Determine the level */
3270 if (dun_level || p_ptr->inside_quest)
3273 msg_print("¾å¤Ë°ú¤ÃÄ¥¤ê¤¢¤²¤é¤ì¤ë´¶¤¸¤¬¤¹¤ë¡ª");
3275 msg_print("You feel yourself yanked upwards!");
3278 p_ptr->recall_dungeon = dungeon_type;
3280 do_cmd_write_nikki(NIKKI_RECALL, dun_level, NULL);
3285 leave_quest_check();
3287 p_ptr->inside_quest = 0;
3289 p_ptr->leaving = TRUE;
3294 msg_print("²¼¤Ë°ú¤¤º¤ê¹ß¤í¤µ¤ì¤ë´¶¤¸¤¬¤¹¤ë¡ª");
3296 msg_print("You feel yourself yanked downwards!");
3299 dungeon_type = p_ptr->recall_dungeon;
3302 do_cmd_write_nikki(NIKKI_RECALL, dun_level, NULL);
3305 dun_level = max_dlv[dungeon_type];
3306 if (dun_level < 1) dun_level = 1;
3308 /* Nightmare mode makes recall more dangerous */
3309 if (ironman_nightmare && !randint0(666) && (dungeon_type == DUNGEON_ANGBAND))
3315 else if (dun_level < 99)
3317 dun_level = (dun_level + 99) / 2;
3319 else if (dun_level > 100)
3321 dun_level = d_info[dungeon_type].maxdepth - 1;
3325 if (p_ptr->wild_mode)
3327 p_ptr->wilderness_y = py;
3328 p_ptr->wilderness_x = px;
3332 /* Save player position */
3336 p_ptr->wild_mode = FALSE;
3339 * Clear all saved floors
3340 * and create a first saved floor
3342 prepare_change_floor_mode(CFM_FIRST_FLOOR);
3345 p_ptr->leaving = TRUE;
3347 if (dungeon_type == DUNGEON_ANGBAND)
3351 for (i = MIN_RANDOM_QUEST; i < MAX_RANDOM_QUEST + 1; i++)
3353 if ((quest[i].type == QUEST_TYPE_RANDOM) &&
3354 (quest[i].status == QUEST_STATUS_TAKEN) &&
3355 (quest[i].level < dun_level))
3357 quest[i].status = QUEST_STATUS_FAILED;
3358 quest[i].complev = (byte)p_ptr->lev;
3359 r_info[quest[i].r_idx].flags1 &= ~(RF1_QUESTOR);
3366 sound(SOUND_TPLEVEL);
3371 /* Delayed Alter reality */
3372 if (p_ptr->alter_reality)
3374 if (autosave_l && (p_ptr->alter_reality == 1) && !p_ptr->inside_battle)
3375 do_cmd_save_game(TRUE);
3377 /* Count down towards alter */
3378 p_ptr->alter_reality--;
3380 p_ptr->redraw |= (PR_STATUS);
3382 /* Activate the alter reality */
3383 if (!p_ptr->alter_reality)
3388 /* Determine the level */
3389 if (!quest_number(dun_level) && dun_level)
3392 msg_print("À¤³¦¤¬ÊѤï¤Ã¤¿¡ª");
3394 msg_print("The world changes!");
3398 * Clear all saved floors
3399 * and create a first saved floor
3401 prepare_change_floor_mode(CFM_FIRST_FLOOR);
3404 p_ptr->leaving = TRUE;
3409 msg_print("À¤³¦¤¬¾¯¤·¤Î´ÖÊѲ½¤·¤¿¤è¤¦¤À¡£");
3411 msg_print("The world seems to change for a moment!");
3416 sound(SOUND_TPLEVEL);
3423 * Count number of adjacent monsters
3425 static int get_monster_crowd_number(int m_idx)
3427 monster_type *m_ptr = &m_list[m_idx];
3433 for (i = 0; i < 7; i++)
3435 int ay = my + ddy_ddd[i];
3436 int ax = mx + ddx_ddd[i];
3438 if (!in_bounds(ay, ax)) continue;
3440 /* Count number of monsters */
3441 if (cave[ay][ax].m_idx > 0) count++;
3450 * Dungeon rating is no longer linear
3452 #define RATING_BOOST(delta) (delta * delta + 50 * delta)
3455 * Examine all monsters and unidentified objects,
3456 * and get the feeling of current dungeon floor
3458 static byte get_dungeon_feeling(void)
3460 const int base = 10;
3464 /* Hack -- no feeling in the town */
3465 if (!dun_level) return 0;
3467 /* Examine each monster */
3468 for (i = 1; i < m_max; i++)
3470 monster_type *m_ptr = &m_list[i];
3471 monster_race *r_ptr;
3474 /* Skip dead monsters */
3475 if (!m_ptr->r_idx) continue;
3478 if (is_pet(m_ptr)) continue;
3480 r_ptr = &r_info[m_ptr->r_idx];
3482 /* Unique monsters */
3483 if (r_ptr->flags1 & (RF1_UNIQUE))
3485 /* Nearly out-of-depth unique monsters */
3486 if (r_ptr->level + 10 > dun_level)
3488 /* Boost rating by twice delta-depth */
3489 delta += (r_ptr->level + 10 - dun_level) * 2 * base;
3494 /* Out-of-depth monsters */
3495 if (r_ptr->level > dun_level)
3497 /* Boost rating by delta-depth */
3498 delta += (r_ptr->level - dun_level) * base;
3502 /* Unusually crowded monsters get a little bit of rating boost */
3503 if (r_ptr->flags1 & RF1_FRIENDS)
3505 if (5 <= get_monster_crowd_number(i)) delta += 1;
3509 if (2 <= get_monster_crowd_number(i)) delta += 1;
3513 rating += RATING_BOOST(delta);
3516 /* Examine each unidentified object */
3517 for (i = 1; i < o_max; i++)
3519 object_type *o_ptr = &o_list[i];
3520 object_kind *k_ptr = &k_info[o_ptr->k_idx];
3523 /* Skip dead objects */
3524 if (!o_ptr->k_idx) continue;
3526 /* Skip known objects */
3527 if (object_is_known(o_ptr)) continue;
3529 /* Skip pseudo-known objects */
3530 if (o_ptr->ident & IDENT_SENSE) continue;
3533 if (object_is_ego(o_ptr))
3535 ego_item_type *e_ptr = &e_info[o_ptr->name2];
3537 delta += e_ptr->rating * base;
3541 if (object_is_artifact(o_ptr))
3543 s32b cost = object_value_real(o_ptr);
3546 if (cost > 10000L) delta += 10 * base;
3547 if (cost > 50000L) delta += 10 * base;
3548 if (cost > 100000L) delta += 10 * base;
3550 /* Special feeling */
3551 if (!preserve_mode) return 1;
3554 if (o_ptr->tval == TV_DRAG_ARMOR) delta += 30 * base;
3555 if (o_ptr->tval == TV_SHIELD &&
3556 o_ptr->sval == SV_DRAGON_SHIELD) delta += 5 * base;
3557 if (o_ptr->tval == TV_GLOVES &&
3558 o_ptr->sval == SV_SET_OF_DRAGON_GLOVES) delta += 5 * base;
3559 if (o_ptr->tval == TV_BOOTS &&
3560 o_ptr->sval == SV_PAIR_OF_DRAGON_GREAVE) delta += 5 * base;
3561 if (o_ptr->tval == TV_HELM &&
3562 o_ptr->sval == SV_DRAGON_HELM) delta += 5 * base;
3563 if (o_ptr->tval == TV_RING &&
3564 o_ptr->sval == SV_RING_SPEED &&
3565 !object_is_cursed(o_ptr)) delta += 25 * base;
3566 if (o_ptr->tval == TV_RING &&
3567 o_ptr->sval == SV_RING_LORDLY &&
3568 !object_is_cursed(o_ptr)) delta += 15 * base;
3569 if (o_ptr->tval == TV_AMULET &&
3570 o_ptr->sval == SV_AMULET_THE_MAGI &&
3571 !object_is_cursed(o_ptr)) delta += 15 * base;
3573 /* Out-of-depth objects */
3574 if (!object_is_cursed(o_ptr) && !object_is_broken(o_ptr) &&
3575 k_ptr->level > dun_level)
3577 /* Rating increase */
3578 delta += (k_ptr->level - dun_level) * base;
3581 rating += RATING_BOOST(delta);
3585 if (rating > RATING_BOOST(1000)) return 2;
3586 if (rating > RATING_BOOST(800)) return 3;
3587 if (rating > RATING_BOOST(600)) return 4;
3588 if (rating > RATING_BOOST(400)) return 5;
3589 if (rating > RATING_BOOST(300)) return 6;
3590 if (rating > RATING_BOOST(200)) return 7;
3591 if (rating > RATING_BOOST(100)) return 8;
3592 if (rating > RATING_BOOST(0)) return 9;
3599 * Update dungeon feeling, and announce it if changed
3601 static void update_dungeon_feeling(void)
3607 /* No feeling on the surface */
3608 if (!dun_level) return;
3610 /* No feeling in the arena */
3611 if (p_ptr->inside_battle) return;
3613 /* Extract delay time */
3614 delay = MAX(10, 150 - p_ptr->skill_fos) * (150 - dun_level) * TURNS_PER_TICK / 100;
3616 /* Not yet felt anything */
3617 if (turn < p_ptr->feeling_turn + delay && !cheat_xtra) return;
3619 /* Extract quest number (if any) */
3620 quest_num = quest_number(dun_level);
3622 /* No feeling in a quest */
3624 (is_fixed_quest_idx(quest_num) &&
3625 !((quest_num == QUEST_OBERON) || (quest_num == QUEST_SERPENT) ||
3626 !(quest[quest_num].flags & QUEST_FLAG_PRESET)))) return;
3629 /* Get new dungeon feeling */
3630 new_feeling = get_dungeon_feeling();
3632 /* Remember last time updated */
3633 p_ptr->feeling_turn = turn;
3636 if (p_ptr->feeling == new_feeling) return;
3638 /* Dungeon feeling is changed */
3639 p_ptr->feeling = new_feeling;
3641 /* Announce feeling */
3644 /* Update the level indicator */
3645 p_ptr->redraw |= (PR_DEPTH);
3648 if (disturb_minor) disturb(0, 0);
3653 * Handle certain things once every 10 game turns
3655 static void process_world(void)
3659 const s32b A_DAY = TURNS_PER_TICK * TOWN_DAWN;
3660 s32b prev_turn_in_today = ((turn - TURNS_PER_TICK) % A_DAY + A_DAY / 4) % A_DAY;
3661 int prev_min = (1440 * prev_turn_in_today / A_DAY) % 60;
3663 extract_day_hour_min(&day, &hour, &min);
3665 /* Update dungeon feeling, and announce it if changed */
3666 update_dungeon_feeling();
3668 /*** Check monster arena ***/
3669 if (p_ptr->inside_battle && !p_ptr->leaving)
3675 /* Count all hostile monsters */
3676 for (i2 = 0; i2 < cur_wid; ++i2)
3677 for (j2 = 0; j2 < cur_hgt; j2++)
3679 cave_type *c_ptr = &cave[j2][i2];
3681 if ((c_ptr->m_idx > 0) && (c_ptr->m_idx != p_ptr->riding))
3684 win_m_idx = c_ptr->m_idx;
3688 if (number_mon == 0)
3691 msg_print("ÁêÂǤÁ¤Ë½ª¤ï¤ê¤Þ¤·¤¿¡£");
3693 msg_print("They have kill each other at the same time.");
3696 p_ptr->energy_need = 0;
3699 else if ((number_mon-1) == 0)
3702 monster_type *wm_ptr;
3704 wm_ptr = &m_list[win_m_idx];
3706 monster_desc(m_name, wm_ptr, 0);
3708 msg_format("%s¤¬¾¡Íø¤·¤¿¡ª", m_name);
3710 msg_format("%s is winner!", m_name);
3714 if (win_m_idx == (sel_monster+1))
3717 msg_print("¤ª¤á¤Ç¤È¤¦¤´¤¶¤¤¤Þ¤¹¡£");
3719 msg_print("Congratulations.");
3722 msg_format("%d¡ð¤ò¼õ¤±¼è¤Ã¤¿¡£", battle_odds);
3724 msg_format("You received %d gold.", battle_odds);
3726 p_ptr->au += battle_odds;
3731 msg_print("»ÄÇ°¤Ç¤·¤¿¡£");
3733 msg_print("You lost gold.");
3737 p_ptr->energy_need = 0;
3740 else if (turn - old_turn == 150*TURNS_PER_TICK)
3743 msg_print("¿½¤·Ê¬¤±¤¢¤ê¤Þ¤»¤ó¤¬¡¢¤³¤Î¾¡Éé¤Ï°ú¤Ê¬¤±¤È¤µ¤»¤Æ¤¤¤¿¤À¤¤Þ¤¹¡£");
3745 msg_format("This battle have ended in a draw.");
3747 p_ptr->au += kakekin;
3749 p_ptr->energy_need = 0;
3754 /* Every 10 game turns */
3755 if (turn % TURNS_PER_TICK) return;
3757 /*** Check the Time and Load ***/
3759 if (!(turn % (50*TURNS_PER_TICK)))
3761 /* Check time and load */
3762 if ((0 != check_time()) || (0 != check_load()))
3765 if (closing_flag <= 2)
3770 /* Count warnings */
3775 msg_print("¥¢¥ó¥°¥Ð¥ó¥É¤Ø¤ÎÌ礬ÊĤ¸¤«¤«¤Ã¤Æ¤¤¤Þ¤¹...");
3776 msg_print("¥²¡¼¥à¤ò½ªÎ»¤¹¤ë¤«¥»¡¼¥Ö¤¹¤ë¤«¤·¤Æ²¼¤µ¤¤¡£");
3778 msg_print("The gates to ANGBAND are closing...");
3779 msg_print("Please finish up and/or save your game.");
3789 msg_print("º£¡¢¥¢¥ó¥°¥Ð¥ó¥É¤Ø¤ÎÌ礬ÊĤ¶¤µ¤ì¤Þ¤·¤¿¡£");
3791 msg_print("The gates to ANGBAND are now closed.");
3796 p_ptr->playing = FALSE;
3799 p_ptr->leaving = TRUE;
3804 /*** Attempt timed autosave ***/
3805 if (autosave_t && autosave_freq && !p_ptr->inside_battle)
3807 if (!(turn % ((s32b)autosave_freq * TURNS_PER_TICK)))
3808 do_cmd_save_game(TRUE);
3811 if (mon_fight && !ignore_unview)
3814 msg_print("²¿¤«¤¬Ê¹¤³¤¨¤¿¡£");
3816 msg_print("You hear noise.");
3820 /*** Handle the wilderness/town (sunshine) ***/
3822 /* While in town/wilderness */
3823 if (!dun_level && !p_ptr->inside_quest && !p_ptr->inside_battle && !p_ptr->inside_arena)
3825 /* Hack -- Daybreak/Nighfall in town */
3826 if (!(turn % ((TURNS_PER_TICK * TOWN_DAWN) / 2)))
3830 /* Check for dawn */
3831 dawn = (!(turn % (TURNS_PER_TICK * TOWN_DAWN)));
3840 msg_print("Ì뤬ÌÀ¤±¤¿¡£");
3842 msg_print("The sun has risen.");
3845 if (!p_ptr->wild_mode)
3847 /* Hack -- Scan the town */
3848 for (y = 0; y < cur_hgt; y++)
3850 for (x = 0; x < cur_wid; x++)
3852 /* Get the cave grid */
3853 cave_type *c_ptr = &cave[y][x];
3856 c_ptr->info |= (CAVE_GLOW);
3858 /* Hack -- Memorize lit grids if allowed */
3859 if (view_perma_grids) c_ptr->info |= (CAVE_MARK);
3861 /* Hack -- Notice spot */
3875 msg_print("Æü¤¬ÄÀ¤ó¤À¡£");
3877 msg_print("The sun has fallen.");
3880 if (!p_ptr->wild_mode)
3882 /* Hack -- Scan the town */
3883 for (y = 0; y < cur_hgt; y++)
3885 for (x = 0; x < cur_wid; x++)
3887 /* Get the cave grid */
3888 cave_type *c_ptr = &cave[y][x];
3890 /* Feature code (applying "mimic" field) */
3891 feature_type *f_ptr = &f_info[get_feat_mimic(c_ptr)];
3893 if (!is_mirror_grid(c_ptr) && !have_flag(f_ptr->flags, FF_QUEST_ENTER) &&
3894 !have_flag(f_ptr->flags, FF_ENTRANCE))
3897 c_ptr->info &= ~(CAVE_GLOW);
3899 if (!have_flag(f_ptr->flags, FF_REMEMBER))
3901 /* Forget the normal floor grid */
3902 c_ptr->info &= ~(CAVE_MARK);
3904 /* Hack -- Notice spot */
3910 /* Glow deep lava and building entrances */
3911 glow_deep_lava_and_bldg();
3916 /* Update the monsters */
3917 p_ptr->update |= (PU_MONSTERS | PU_MON_LITE);
3920 p_ptr->redraw |= (PR_MAP);
3923 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
3925 if (p_ptr->special_defense & NINJA_S_STEALTH)
3927 if (cave[py][px].info & CAVE_GLOW) set_superstealth(FALSE);
3932 /* While in the dungeon (vanilla_town or lite_town mode only) */
3933 else if ((vanilla_town || (lite_town && !p_ptr->inside_quest && !p_ptr->inside_battle && !p_ptr->inside_arena)) && dun_level)
3935 /*** Shuffle the Storekeepers ***/
3937 /* Chance is only once a day (while in dungeon) */
3938 if (!(turn % (TURNS_PER_TICK * STORE_TICKS)))
3940 /* Sometimes, shuffle the shop-keepers */
3941 if (one_in_(STORE_SHUFFLE))
3945 /* Pick a random shop (except home and museum) */
3948 n = randint0(MAX_STORES);
3950 while ((n == STORE_HOME) || (n == STORE_MUSEUM));
3952 /* Check every feature */
3953 for (i = 1; i < max_f_idx; i++)
3955 /* Access the index */
3956 feature_type *f_ptr = &f_info[i];
3958 /* Skip empty index */
3959 if (!f_ptr->name) continue;
3961 /* Skip non-store features */
3962 if (!have_flag(f_ptr->flags, FF_STORE)) continue;
3964 /* Verify store type */
3965 if (f_ptr->subtype == n)
3969 if (cheat_xtra) msg_format("%s¤ÎŹ¼ç¤ò¥·¥ã¥Ã¥Õ¥ë¤·¤Þ¤¹¡£", f_name + f_ptr->name);
3971 if (cheat_xtra) msg_format("Shuffle a Shopkeeper of %s.", f_name + f_ptr->name);
3985 /*** Process the monsters ***/
3987 /* Check for creature generation. */
3988 if (one_in_(d_info[dungeon_type].max_m_alloc_chance) &&
3989 !p_ptr->inside_arena && !p_ptr->inside_quest && !p_ptr->inside_battle)
3991 /* Make a new monster */
3992 (void)alloc_monster(MAX_SIGHT + 5, 0);
3995 /* Hack -- Check for creature regeneration */
3996 if (!(turn % (TURNS_PER_TICK*10)) && !p_ptr->inside_battle) regen_monsters();
3997 if (!(turn % (TURNS_PER_TICK*3))) regen_captured_monsters();
3999 if (!p_ptr->leaving)
4003 /* Hack -- Process the counters of monsters if needed */
4004 for (i = 0; i < MAX_MTIMED; i++)
4006 if (mproc_max[i] > 0) process_monsters_mtimed(i);
4014 if (min != prev_min)
4016 do_cmd_write_nikki(NIKKI_HIGAWARI, 0, NULL);
4017 determine_today_mon(FALSE);
4022 * Nightmare mode activates the TY_CURSE at midnight
4024 * Require exact minute -- Don't activate multiple times in a minute
4026 if (ironman_nightmare && (min != prev_min))
4028 /* Every 15 minutes after 11:00 pm */
4029 if ((hour == 23) && !(min % 15))
4038 msg_print("±ó¤¯¤ÇÉÔµ¤Ì£¤Ê¾â¤Î²»¤¬ÌĤä¿¡£");
4040 msg_print("You hear a distant bell toll ominously.");
4046 msg_print("±ó¤¯¤Ç¾â¤¬Æó²óÌĤä¿¡£");
4048 msg_print("A distant bell sounds twice.");
4054 msg_print("±ó¤¯¤Ç¾â¤¬»°²óÌĤä¿¡£");
4056 msg_print("A distant bell sounds three times.");
4062 msg_print("±ó¤¯¤Ç¾â¤¬»Í²óÌĤä¿¡£");
4064 msg_print("A distant bell tolls four times.");
4070 /* TY_CURSE activates at midnight! */
4077 msg_print("±ó¤¯¤Ç¾â¤¬²¿²ó¤âÌĤꡢ»à¤ó¤À¤è¤¦¤ÊÀŤ±¤µ¤ÎÃæ¤Ø¾Ã¤¨¤Æ¤¤¤Ã¤¿¡£");
4079 msg_print("A distant bell tolls many times, fading into an deathly silence.");
4082 activate_ty_curse(FALSE, &count);
4087 /*** Check the Food, and Regenerate ***/
4089 if (!p_ptr->inside_battle)
4091 /* Digest quickly when gorged */
4092 if (p_ptr->food >= PY_FOOD_MAX)
4094 /* Digest a lot of food */
4095 (void)set_food(p_ptr->food - 100);
4098 /* Digest normally -- Every 50 game turns */
4099 else if (!(turn % (TURNS_PER_TICK*5)))
4101 /* Basic digestion rate based on speed */
4102 int digestion = SPEED_TO_ENERGY(p_ptr->pspeed);
4104 /* Regeneration takes more food */
4105 if (p_ptr->regenerate)
4107 if (p_ptr->special_defense & (KAMAE_MASK | KATA_MASK))
4109 if (p_ptr->cursed & TRC_FAST_DIGEST)
4112 /* Slow digestion takes less food */
4113 if (p_ptr->slow_digest)
4116 /* Minimal digestion */
4117 if (digestion < 1) digestion = 1;
4118 /* Maximal digestion */
4119 if (digestion > 100) digestion = 100;
4121 /* Digest some food */
4122 (void)set_food(p_ptr->food - digestion);
4127 if ((p_ptr->food < PY_FOOD_FAINT))
4129 /* Faint occasionally */
4130 if (!p_ptr->paralyzed && (randint0(100) < 10))
4134 msg_print("¤¢¤Þ¤ê¤Ë¤â¶õÊ¢¤Çµ¤À䤷¤Æ¤·¤Þ¤Ã¤¿¡£");
4136 msg_print("You faint from the lack of food.");
4141 /* Hack -- faint (bypass free action) */
4142 (void)set_paralyzed(p_ptr->paralyzed + 1 + randint0(5));
4145 /* Starve to death (slowly) */
4146 if (p_ptr->food < PY_FOOD_STARVE)
4148 /* Calculate damage */
4149 int dam = (PY_FOOD_STARVE - p_ptr->food) / 10;
4153 if (!IS_INVULN()) take_hit(DAMAGE_LOSELIFE, dam, "¶õÊ¢", -1);
4155 if (!IS_INVULN()) take_hit(DAMAGE_LOSELIFE, dam, "starvation", -1);
4163 /* Process timed damage and regeneration */
4164 process_world_aux_hp_and_sp();
4166 /* Process timeout */
4167 process_world_aux_timeout();
4170 process_world_aux_light();
4172 /* Process mutation effects */
4173 process_world_aux_mutation();
4175 /* Process curse effects */
4176 process_world_aux_curse();
4178 /* Process recharging */
4179 process_world_aux_recharge();
4181 /* Feel the inventory */
4185 /* Involuntary Movement */
4186 process_world_aux_movement();
4192 * Verify use of "wizard" mode
4194 static bool enter_wizard_mode(void)
4196 /* Ask first time */
4197 if (!p_ptr->noscore)
4199 /* Wizard mode is not permitted */
4200 if (!allow_debug_opts || arg_wizard)
4203 msg_print("¥¦¥£¥¶¡¼¥É¥â¡¼¥É¤Ïµö²Ä¤µ¤ì¤Æ¤¤¤Þ¤»¤ó¡£ ");
4205 msg_print("Wizard mode is not permitted.");
4210 /* Mention effects */
4212 msg_print("¥¦¥£¥¶¡¼¥É¥â¡¼¥É¤Ï¥Ç¥Ð¥Ã¥°¤È¼Â¸³¤Î¤¿¤á¤Î¥â¡¼¥É¤Ç¤¹¡£ ");
4213 msg_print("°ìÅÙ¥¦¥£¥¶¡¼¥É¥â¡¼¥É¤ËÆþ¤ë¤È¥¹¥³¥¢¤ÏµÏ¿¤µ¤ì¤Þ¤»¤ó¡£");
4215 msg_print("Wizard mode is for debugging and experimenting.");
4216 msg_print("The game will not be scored if you enter wizard mode.");
4221 /* Verify request */
4223 if (!get_check("ËÜÅö¤Ë¥¦¥£¥¶¡¼¥É¥â¡¼¥É¤ËÆþ¤ê¤¿¤¤¤Î¤Ç¤¹¤«? "))
4225 if (!get_check("Are you sure you want to enter wizard mode? "))
4232 do_cmd_write_nikki(NIKKI_BUNSHOU, 0, "¥¦¥£¥¶¡¼¥É¥â¡¼¥É¤ËÆÍÆþ¤·¤Æ¥¹¥³¥¢¤ò»Ä¤»¤Ê¤¯¤Ê¤Ã¤¿¡£");
4234 do_cmd_write_nikki(NIKKI_BUNSHOU, 0, "give up recording score to enter wizard mode.");
4237 p_ptr->noscore |= 0x0002;
4248 * Verify use of "debug" commands
4250 static bool enter_debug_mode(void)
4252 /* Ask first time */
4253 if (!p_ptr->noscore)
4255 /* Debug mode is not permitted */
4256 if (!allow_debug_opts)
4259 msg_print("¥Ç¥Ð¥Ã¥°¥³¥Þ¥ó¥É¤Ïµö²Ä¤µ¤ì¤Æ¤¤¤Þ¤»¤ó¡£ ");
4261 msg_print("Use of debug command is not permitted.");
4266 /* Mention effects */
4268 msg_print("¥Ç¥Ð¥Ã¥°¡¦¥³¥Þ¥ó¥É¤Ï¥Ç¥Ð¥Ã¥°¤È¼Â¸³¤Î¤¿¤á¤Î¥³¥Þ¥ó¥É¤Ç¤¹¡£ ");
4269 msg_print("¥Ç¥Ð¥Ã¥°¡¦¥³¥Þ¥ó¥É¤ò»È¤¦¤È¥¹¥³¥¢¤ÏµÏ¿¤µ¤ì¤Þ¤»¤ó¡£");
4271 msg_print("The debug commands are for debugging and experimenting.");
4272 msg_print("The game will not be scored if you use debug commands.");
4277 /* Verify request */
4279 if (!get_check("ËÜÅö¤Ë¥Ç¥Ð¥Ã¥°¡¦¥³¥Þ¥ó¥É¤ò»È¤¤¤Þ¤¹¤«? "))
4281 if (!get_check("Are you sure you want to use debug commands? "))
4288 do_cmd_write_nikki(NIKKI_BUNSHOU, 0, "¥Ç¥Ð¥Ã¥°¥â¡¼¥É¤ËÆÍÆþ¤·¤Æ¥¹¥³¥¢¤ò»Ä¤»¤Ê¤¯¤Ê¤Ã¤¿¡£");
4290 do_cmd_write_nikki(NIKKI_BUNSHOU, 0, "give up sending score to use debug commands.");
4293 p_ptr->noscore |= 0x0008;
4301 * Hack -- Declare the Debug Routines
4303 extern void do_cmd_debug(void);
4305 #endif /* ALLOW_WIZARD */
4311 * Verify use of "borg" commands
4313 static bool enter_borg_mode(void)
4315 /* Ask first time */
4316 if (!(p_ptr->noscore & 0x0010))
4318 /* Mention effects */
4320 msg_print("¥Ü¡¼¥°¡¦¥³¥Þ¥ó¥É¤Ï¥Ç¥Ð¥Ã¥°¤È¼Â¸³¤Î¤¿¤á¤Î¥³¥Þ¥ó¥É¤Ç¤¹¡£ ");
4321 msg_print("¥Ü¡¼¥°¡¦¥³¥Þ¥ó¥É¤ò»È¤¦¤È¥¹¥³¥¢¤ÏµÏ¿¤µ¤ì¤Þ¤»¤ó¡£");
4323 msg_print("The borg commands are for debugging and experimenting.");
4324 msg_print("The game will not be scored if you use borg commands.");
4329 /* Verify request */
4331 if (!get_check("ËÜÅö¤Ë¥Ü¡¼¥°¡¦¥³¥Þ¥ó¥É¤ò»È¤¤¤Þ¤¹¤«? "))
4333 if (!get_check("Are you sure you want to use borg commands? "))
4340 do_cmd_write_nikki(NIKKI_BUNSHOU, 0, "¥Ü¡¼¥°¡¦¥³¥Þ¥ó¥É¤ò»ÈÍѤ·¤Æ¥¹¥³¥¢¤ò»Ä¤»¤Ê¤¯¤Ê¤Ã¤¿¡£");
4342 do_cmd_write_nikki(NIKKI_BUNSHOU, 0, "give up recording score to use borg commands.");
4345 p_ptr->noscore |= 0x0010;
4353 * Hack -- Declare the Ben Borg
4355 extern void do_cmd_borg(void);
4357 #endif /* ALLOW_BORG */
4362 * Parse and execute the current command
4363 * Give "Warning" on illegal commands.
4365 * XXX XXX XXX Make some "blocks"
4367 static void process_command(void)
4369 int old_now_message = now_message;
4371 #ifdef ALLOW_REPEAT /* TNB */
4373 /* Handle repeating the last command */
4376 #endif /* ALLOW_REPEAT -- TNB */
4380 /* Parse the command */
4381 switch (command_cmd)
4397 /*** Wizard Commands ***/
4399 /* Toggle Wizard Mode */
4404 p_ptr->wizard = FALSE;
4406 msg_print("¥¦¥£¥¶¡¼¥É¥â¡¼¥É²ò½ü¡£");
4408 msg_print("Wizard mode off.");
4412 else if (enter_wizard_mode())
4414 p_ptr->wizard = TRUE;
4416 msg_print("¥¦¥£¥¶¡¼¥É¥â¡¼¥ÉÆÍÆþ¡£");
4418 msg_print("Wizard mode on.");
4423 /* Update monsters */
4424 p_ptr->update |= (PU_MONSTERS);
4426 /* Redraw "title" */
4427 p_ptr->redraw |= (PR_TITLE);
4435 /* Special "debug" commands */
4438 /* Enter debug mode */
4439 if (enter_debug_mode())
4446 #endif /* ALLOW_WIZARD */
4451 /* Special "borg" commands */
4454 /* Enter borg mode */
4455 if (enter_borg_mode())
4457 if (!p_ptr->wild_mode) do_cmd_borg();
4463 #endif /* ALLOW_BORG */
4467 /*** Inventory Commands ***/
4469 /* Wear/wield equipment */
4472 if (!p_ptr->wild_mode) do_cmd_wield();
4476 /* Take off equipment */
4479 if (!p_ptr->wild_mode) do_cmd_takeoff();
4486 if (!p_ptr->wild_mode) do_cmd_drop();
4490 /* Destroy an item */
4497 /* Equipment list */
4504 /* Inventory list */
4512 /*** Various commands ***/
4514 /* Identify an object */
4521 /* Hack -- toggle windows */
4524 toggle_inven_equip();
4529 /*** Standard "Movement" Commands ***/
4534 if (!p_ptr->wild_mode) do_cmd_alter();
4541 if (!p_ptr->wild_mode) do_cmd_tunnel();
4545 /* Move (usually pick up things) */
4548 #ifdef ALLOW_EASY_DISARM /* TNB */
4552 #else /* ALLOW_EASY_DISARM -- TNB */
4554 do_cmd_walk(always_pickup);
4556 #endif /* ALLOW_EASY_DISARM -- TNB */
4561 /* Move (usually do not pick up) */
4564 #ifdef ALLOW_EASY_DISARM /* TNB */
4568 #else /* ALLOW_EASY_DISARM -- TNB */
4570 do_cmd_walk(!always_pickup);
4572 #endif /* ALLOW_EASY_DISARM -- TNB */
4578 /*** Running, Resting, Searching, Staying */
4580 /* Begin Running -- Arg is Max Distance */
4583 if (!p_ptr->wild_mode) do_cmd_run();
4587 /* Stay still (usually pick things up) */
4590 do_cmd_stay(always_pickup);
4594 /* Stay still (usually do not pick up) */
4597 do_cmd_stay(!always_pickup);
4601 /* Rest -- Arg is time */
4608 /* Search for traps/doors */
4615 /* Toggle search mode */
4618 if (p_ptr->action == ACTION_SEARCH) set_action(ACTION_NONE);
4619 else set_action(ACTION_SEARCH);
4624 /*** Stairs and Doors and Chests and Traps ***/
4627 case SPECIAL_KEY_STORE:
4629 if (!p_ptr->wild_mode) do_cmd_store();
4633 /* Enter building -KMW- */
4634 case SPECIAL_KEY_BUILDING:
4636 if (!p_ptr->wild_mode) do_cmd_bldg();
4640 /* Enter quest level -KMW- */
4641 case SPECIAL_KEY_QUEST:
4643 if (!p_ptr->wild_mode) do_cmd_quest();
4647 /* Go up staircase */
4650 if (!p_ptr->wild_mode && !dun_level && !p_ptr->inside_arena && !p_ptr->inside_quest)
4652 if (vanilla_town) break;
4657 msg_print("½±·â¤«¤éƨ¤²¤ë¤Ë¤Ï¥Þ¥Ã¥×¤Îü¤Þ¤Ç°ÜÆ°¤·¤Ê¤±¤ì¤Ð¤Ê¤é¤Ê¤¤¡£");
4659 msg_print("To flee the ambush you have to reach the edge of the map.");
4664 if (p_ptr->food < PY_FOOD_WEAK)
4667 msg_print("¤½¤ÎÁ°¤Ë¿©»ö¤ò¤È¤é¤Ê¤¤¤È¡£");
4669 msg_print("You must eat something here.");
4681 /* Go down staircase */
4684 if (p_ptr->wild_mode)
4692 /* Open a door or chest */
4695 if (!p_ptr->wild_mode) do_cmd_open();
4702 if (!p_ptr->wild_mode) do_cmd_close();
4706 /* Jam a door with spikes */
4709 if (!p_ptr->wild_mode) do_cmd_spike();
4716 if (!p_ptr->wild_mode) do_cmd_bash();
4720 /* Disarm a trap or chest */
4723 if (!p_ptr->wild_mode) do_cmd_disarm();
4728 /*** Magic and Prayers ***/
4730 /* Gain new spells/prayers */
4733 if ((p_ptr->pclass == CLASS_SORCERER) || (p_ptr->pclass == CLASS_RED_MAGE))
4735 msg_print("¼öʸ¤ò³Ø½¬¤¹¤ëɬÍפϤʤ¤¡ª");
4737 msg_print("You don't have to learn spells!");
4739 else if (p_ptr->pclass == CLASS_SAMURAI)
4740 do_cmd_gain_hissatsu();
4741 else if (p_ptr->pclass == CLASS_MAGIC_EATER)
4751 if ( (p_ptr->pclass == CLASS_MINDCRAFTER) ||
4752 (p_ptr->pclass == CLASS_BERSERKER) ||
4753 (p_ptr->pclass == CLASS_NINJA) ||
4754 (p_ptr->pclass == CLASS_MIRROR_MASTER)
4755 ) do_cmd_mind_browse();
4756 else if (p_ptr->pclass == CLASS_SMITH)
4758 else if (p_ptr->pclass == CLASS_MAGIC_EATER)
4759 do_cmd_magic_eater(TRUE);
4760 else do_cmd_browse();
4768 if (!p_ptr->wild_mode)
4770 if ((p_ptr->pclass == CLASS_WARRIOR) || (p_ptr->pclass == CLASS_ARCHER) || (p_ptr->pclass == CLASS_CAVALRY))
4773 msg_print("¼öʸ¤ò¾§¤¨¤é¤ì¤Ê¤¤¡ª");
4775 msg_print("You cannot cast spells!");
4778 else if (dun_level && (d_info[dungeon_type].flags1 & DF1_NO_MAGIC) && (p_ptr->pclass != CLASS_BERSERKER) && (p_ptr->pclass != CLASS_SMITH))
4781 msg_print("¥À¥ó¥¸¥ç¥ó¤¬ËâË¡¤òµÛ¼ý¤·¤¿¡ª");
4783 msg_print("The dungeon absorbs all attempted magic!");
4787 else if (p_ptr->anti_magic && (p_ptr->pclass != CLASS_BERSERKER) && (p_ptr->pclass != CLASS_SMITH))
4791 cptr which_power = "ËâË¡";
4793 cptr which_power = "magic";
4795 if (p_ptr->pclass == CLASS_MINDCRAFTER)
4797 which_power = "ĶǽÎÏ";
4799 which_power = "psionic powers";
4801 else if (p_ptr->pclass == CLASS_IMITATOR)
4803 which_power = "¤â¤Î¤Þ¤Í";
4805 which_power = "imitation";
4807 else if (p_ptr->pclass == CLASS_SAMURAI)
4809 which_power = "ɬ»¦·õ";
4811 which_power = "hissatsu";
4813 else if (p_ptr->pclass == CLASS_MIRROR_MASTER)
4815 which_power = "¶ÀËâË¡";
4817 which_power = "mirror magic";
4819 else if (p_ptr->pclass == CLASS_NINJA)
4821 which_power = "Ǧ½Ñ";
4823 which_power = "ninjutsu";
4825 else if (mp_ptr->spell_book == TV_LIFE_BOOK)
4827 which_power = "µ§¤ê";
4829 which_power = "prayer";
4833 msg_format("È¿ËâË¡¥Ð¥ê¥¢¤¬%s¤ò¼ÙË⤷¤¿¡ª", which_power);
4835 msg_format("An anti-magic shell disrupts your %s!", which_power);
4839 else if (p_ptr->shero && (p_ptr->pclass != CLASS_BERSERKER))
4842 msg_format("¶¸Àï»Î²½¤·¤Æ¤¤¤ÆƬ¤¬²ó¤é¤Ê¤¤¡ª");
4844 msg_format("You cannot think directly!");
4850 if ((p_ptr->pclass == CLASS_MINDCRAFTER) ||
4851 (p_ptr->pclass == CLASS_BERSERKER) ||
4852 (p_ptr->pclass == CLASS_NINJA) ||
4853 (p_ptr->pclass == CLASS_MIRROR_MASTER)
4856 else if (p_ptr->pclass == CLASS_IMITATOR)
4858 else if (p_ptr->pclass == CLASS_MAGIC_EATER)
4859 do_cmd_magic_eater(FALSE);
4860 else if (p_ptr->pclass == CLASS_SAMURAI)
4862 else if (p_ptr->pclass == CLASS_BLUE_MAGE)
4863 do_cmd_cast_learned();
4864 else if (p_ptr->pclass == CLASS_SMITH)
4873 /* Issue a pet command */
4876 if (!p_ptr->wild_mode) do_cmd_pet();
4880 /*** Use various objects ***/
4882 /* Inscribe an object */
4889 /* Uninscribe an object */
4892 do_cmd_uninscribe();
4896 /* Activate an artifact */
4899 if (!p_ptr->wild_mode)
4901 if (!p_ptr->inside_arena)
4906 msg_print("¥¢¥ê¡¼¥Ê¤¬ËâË¡¤òµÛ¼ý¤·¤¿¡ª");
4908 msg_print("The arena absorbs all attempted magic!");
4924 /* Fuel your lantern/torch */
4934 if (!p_ptr->wild_mode) do_cmd_fire();
4941 if (!p_ptr->wild_mode)
4951 if (!p_ptr->wild_mode)
4953 if (!p_ptr->inside_arena)
4958 msg_print("¥¢¥ê¡¼¥Ê¤¬ËâË¡¤òµÛ¼ý¤·¤¿¡ª");
4960 msg_print("The arena absorbs all attempted magic!");
4972 if (!p_ptr->wild_mode)
4974 if (p_ptr->inside_arena)
4977 msg_print("¥¢¥ê¡¼¥Ê¤¬ËâË¡¤òµÛ¼ý¤·¤¿¡ª");
4979 msg_print("The arena absorbs all attempted magic!");
4984 else if (use_command && rogue_like_commands)
4996 /* Quaff a potion */
4999 if (!p_ptr->wild_mode)
5001 if (!p_ptr->inside_arena)
5002 do_cmd_quaff_potion();
5006 msg_print("¥¢¥ê¡¼¥Ê¤¬ËâË¡¤òµÛ¼ý¤·¤¿¡ª");
5008 msg_print("The arena absorbs all attempted magic!");
5020 if (!p_ptr->wild_mode)
5022 if (!p_ptr->inside_arena)
5023 do_cmd_read_scroll();
5027 msg_print("¥¢¥ê¡¼¥Ê¤¬ËâË¡¤òµÛ¼ý¤·¤¿¡ª");
5029 msg_print("The arena absorbs all attempted magic!");
5041 if (!p_ptr->wild_mode)
5043 if (p_ptr->inside_arena)
5046 msg_print("¥¢¥ê¡¼¥Ê¤¬ËâË¡¤òµÛ¼ý¤·¤¿¡ª");
5048 msg_print("The arena absorbs all attempted magic!");
5053 else if (use_command && !rogue_like_commands)
5063 /* Use racial power */
5066 if (!p_ptr->wild_mode) do_cmd_racial_power();
5071 /*** Looking at Things (nearby or on map) ***/
5073 /* Full dungeon map */
5080 /* Locate player on map */
5094 /* Target monster or location */
5097 if (!p_ptr->wild_mode) do_cmd_target();
5103 /*** Help and Such ***/
5112 /* Identify symbol */
5115 do_cmd_query_symbol();
5119 /* Character description */
5122 do_cmd_change_name();
5127 /*** System Commands ***/
5129 /* Hack -- User interface */
5136 /* Single line from a pref file */
5145 do_cmd_reload_autopick();
5151 do_cmd_edit_autopick();
5155 /* Interact with macros */
5162 /* Interact with visuals */
5170 /* Interact with colors */
5178 /* Interact with options */
5186 /*** Misc Commands ***/
5202 /* Repeat level feeling */
5205 if (!p_ptr->wild_mode) do_cmd_feeling();
5209 /* Show previous message */
5212 do_cmd_message_one();
5216 /* Show previous messages */
5219 do_cmd_messages(old_now_message);
5223 /* Show quest status -KMW- */
5226 do_cmd_checkquest();
5230 /* Redraw the screen */
5233 now_message = old_now_message;
5238 #ifndef VERIFY_SAVEFILE
5240 /* Hack -- Save and don't quit */
5243 do_cmd_save_game(FALSE);
5247 #endif /* VERIFY_SAVEFILE */
5257 case SPECIAL_KEY_QUIT:
5259 do_cmd_save_and_exit();
5263 /* Quit (commit suicide) */
5276 /* Check artifacts, uniques, objects */
5283 /* Load "screen dump" */
5286 do_cmd_load_screen();
5290 /* Save "screen dump" */
5293 do_cmd_save_screen();
5297 /* Make random artifact list */
5300 spoil_random_artifact("randifact.txt");
5304 /* Hack -- Unknown command */
5307 if (flush_failure) flush();
5311 sound(SOUND_ILLEGAL);
5313 if (!get_rnd_line("error_j.txt", 0, error_m))
5315 if (!get_rnd_line("error.txt", 0, error_m))
5322 prt(" '?' ¤Ç¥Ø¥ë¥×¤¬É½¼¨¤µ¤ì¤Þ¤¹¡£", 0, 0);
5324 prt("Type '?' for help.", 0, 0);
5330 if (!energy_use && !now_message)
5331 now_message = old_now_message;
5337 static bool monster_tsuri(int r_idx)
5339 monster_race *r_ptr = &r_info[r_idx];
5341 if ((r_ptr->flags7 & RF7_AQUATIC) && !(r_ptr->flags1 & RF1_UNIQUE) && my_strchr("Jjlw", r_ptr->d_char))
5348 /* Hack -- Pack Overflow */
5349 static void pack_overflow(void)
5351 if (inventory[INVEN_PACK].k_idx)
5353 int item = INVEN_PACK;
5354 char o_name[MAX_NLEN];
5357 /* Access the slot to be dropped */
5358 o_ptr = &inventory[item];
5365 msg_print("¥¶¥Ã¥¯¤«¤é¥¢¥¤¥Æ¥à¤¬¤¢¤Õ¤ì¤¿¡ª");
5367 msg_print("Your pack overflows!");
5371 object_desc(o_name, o_ptr, 0);
5375 msg_format("%s(%c)¤òÍî¤È¤·¤¿¡£", o_name, index_to_label(item));
5377 msg_format("You drop %s (%c).", o_name, index_to_label(item));
5380 /* Drop it (carefully) near the player */
5381 (void)drop_near(o_ptr, 0, py, px);
5383 /* Modify, Describe, Optimize */
5384 inven_item_increase(item, -255);
5385 inven_item_describe(item);
5386 inven_item_optimize(item);
5388 /* Handle "p_ptr->notice" */
5391 /* Handle "p_ptr->update" and "p_ptr->redraw" and "p_ptr->window" */
5398 * Process the player
5400 * Notice the annoying code to handle "pack overflow", which
5401 * must come first just in case somebody manages to corrupt
5402 * the savefiles by clever use of menu commands or something.
5404 static void process_player(void)
5408 /*** Apply energy ***/
5413 msg_print("²¿¤«ÊѤï¤Ã¤¿µ¤¤¬¤¹¤ë¡ª");
5415 msg_print("You feel different!");
5418 (void)gain_random_mutation(0);
5419 hack_mutation = FALSE;
5422 if (p_ptr->inside_battle)
5424 for(i = 1; i < m_max; i++)
5426 monster_type *m_ptr = &m_list[i];
5428 if (!m_ptr->r_idx) continue;
5430 /* Hack -- Detect monster */
5431 m_ptr->mflag2 |= (MFLAG2_MARK | MFLAG2_SHOW);
5433 /* Update the monster */
5434 update_mon(i, FALSE);
5439 /* Give the player some energy */
5440 else if (!(load && p_ptr->energy_need <= 0))
5442 p_ptr->energy_need -= SPEED_TO_ENERGY(p_ptr->pspeed);
5446 if (p_ptr->energy_need > 0) return;
5447 if (!command_rep) prt_time();
5449 /*** Check for interupts ***/
5451 /* Complete resting */
5458 if ((p_ptr->chp == p_ptr->mhp) &&
5459 (p_ptr->csp >= p_ptr->msp))
5461 set_action(ACTION_NONE);
5465 /* Complete resting */
5466 else if (resting == -2)
5469 if ((p_ptr->chp == p_ptr->mhp) &&
5470 (p_ptr->csp >= p_ptr->msp) &&
5471 !p_ptr->blind && !p_ptr->confused &&
5472 !p_ptr->poisoned && !p_ptr->afraid &&
5473 !p_ptr->stun && !p_ptr->cut &&
5474 !p_ptr->slow && !p_ptr->paralyzed &&
5475 !p_ptr->image && !p_ptr->word_recall &&
5476 !p_ptr->alter_reality)
5478 set_action(ACTION_NONE);
5483 if (p_ptr->action == ACTION_FISH)
5486 Term_xtra(TERM_XTRA_DELAY, 10);
5490 bool success = FALSE;
5491 get_mon_num_prep(monster_tsuri,NULL);
5492 r_idx = get_mon_num(dun_level ? dun_level : wilderness[p_ptr->wilderness_y][p_ptr->wilderness_x].level);
5494 if (r_idx && one_in_(2))
5497 y = py+ddy[tsuri_dir];
5498 x = px+ddx[tsuri_dir];
5499 if (place_monster_aux(0, y, x, r_idx, PM_NO_KAGE))
5502 monster_desc(m_name, &m_list[cave[y][x].m_idx], 0);
5504 msg_format("%s¤¬Äà¤ì¤¿¡ª", m_name);
5506 msg_format("You have a good catch!", m_name);
5514 msg_print("±Â¤À¤±¿©¤ï¤ì¤Æ¤·¤Þ¤Ã¤¿¡ª¤¯¤Ã¤½¡Á¡ª");
5516 msg_print("Damn! The fish stole your bait!");
5523 /* Handle "abort" */
5526 /* Check for "player abort" (semi-efficiently for resting) */
5527 if (running || command_rep || (p_ptr->action == ACTION_REST) || (p_ptr->action == ACTION_FISH))
5532 /* Check for a key */
5541 /* Hack -- Show a Message */
5543 msg_print("ÃæÃǤ·¤Þ¤·¤¿¡£");
5545 msg_print("Canceled.");
5552 if (p_ptr->riding && !p_ptr->confused && !p_ptr->blind)
5554 monster_type *m_ptr = &m_list[p_ptr->riding];
5555 monster_race *r_ptr = &r_info[m_ptr->r_idx];
5557 if (MON_CSLEEP(m_ptr))
5562 (void)set_monster_csleep(p_ptr->riding, 0);
5564 /* Acquire the monster name */
5565 monster_desc(m_name, m_ptr, 0);
5567 msg_format("%^s¤òµ¯¤³¤·¤¿¡£", m_name);
5569 msg_format("You have waked %s up.", m_name);
5573 if (MON_STUNNED(m_ptr))
5575 /* Hack -- Recover from stun */
5576 if (set_monster_stunned(p_ptr->riding,
5577 (randint0(r_ptr->level) < p_ptr->skill_exp[GINOU_RIDING]) ? 0 : (MON_STUNNED(m_ptr) - 1)))
5581 /* Acquire the monster name */
5582 monster_desc(m_name, m_ptr, 0);
5584 /* Dump a message */
5586 msg_format("%^s¤òÛ¯Û°¾õÂÖ¤«¤éΩ¤Áľ¤é¤»¤¿¡£", m_name);
5588 msg_format("%^s is no longer stunned.", m_name);
5593 if (MON_CONFUSED(m_ptr))
5595 /* Hack -- Recover from confusion */
5596 if (set_monster_confused(p_ptr->riding,
5597 (randint0(r_ptr->level) < p_ptr->skill_exp[GINOU_RIDING]) ? 0 : (MON_CONFUSED(m_ptr) - 1)))
5601 /* Acquire the monster name */
5602 monster_desc(m_name, m_ptr, 0);
5604 /* Dump a message */
5606 msg_format("%^s¤òº®Íð¾õÂÖ¤«¤éΩ¤Áľ¤é¤»¤¿¡£", m_name);
5608 msg_format("%^s is no longer confused.", m_name);
5613 if (MON_MONFEAR(m_ptr))
5615 /* Hack -- Recover from fear */
5616 if (set_monster_monfear(p_ptr->riding,
5617 (randint0(r_ptr->level) < p_ptr->skill_exp[GINOU_RIDING]) ? 0 : (MON_MONFEAR(m_ptr) - 1)))
5621 /* Acquire the monster name */
5622 monster_desc(m_name, m_ptr, 0);
5624 /* Dump a message */
5626 msg_format("%^s¤ò¶²Éݤ«¤éΩ¤Áľ¤é¤»¤¿¡£", m_name);
5628 msg_format("%^s is no longer fear.", m_name);
5633 /* Handle "p_ptr->update" and "p_ptr->redraw" and "p_ptr->window" */
5637 /* Handle the player song */
5638 if (!load) check_music();
5643 if (p_ptr->lightspeed)
5645 (void)set_lightspeed(p_ptr->lightspeed - 1, TRUE);
5647 if ((p_ptr->pclass == CLASS_FORCETRAINER) && (p_ptr->magic_num1[0]))
5649 if (p_ptr->magic_num1[0] < 40)
5651 p_ptr->magic_num1[0] = 0;
5653 else p_ptr->magic_num1[0] -= 40;
5654 p_ptr->update |= (PU_BONUS);
5656 if (p_ptr->action == ACTION_LEARN)
5659 u32b cost_frac = (p_ptr->msp + 30L) * 256L;
5661 /* Convert the unit (1/2^16) to (1/2^32) */
5662 s64b_LSHIFT(cost, cost_frac, 16);
5665 if (s64b_cmp(p_ptr->csp, p_ptr->csp_frac, cost, cost_frac) < 0)
5669 p_ptr->csp_frac = 0;
5670 set_action(ACTION_NONE);
5675 s64b_sub(&(p_ptr->csp), &(p_ptr->csp_frac), cost, cost_frac);
5677 p_ptr->redraw |= PR_MANA;
5680 if (p_ptr->special_defense & KATA_MASK)
5682 if (p_ptr->special_defense & KATA_MUSOU)
5686 set_action(ACTION_NONE);
5691 p_ptr->redraw |= (PR_MANA);
5696 /*** Handle actual user input ***/
5698 /* Repeat until out of energy */
5699 while (p_ptr->energy_need <= 0)
5701 p_ptr->window |= PW_PLAYER;
5702 p_ptr->sutemi = FALSE;
5703 p_ptr->counter = FALSE;
5704 now_damaged = FALSE;
5706 /* Handle "p_ptr->notice" */
5709 /* Handle "p_ptr->update" and "p_ptr->redraw" and "p_ptr->window" */
5712 /* Place the cursor on the player */
5713 move_cursor_relative(py, px);
5715 /* Refresh (optional) */
5716 if (fresh_before) Term_fresh();
5719 /* Hack -- Pack Overflow */
5723 /* Hack -- cancel "lurking browse mode" */
5724 if (!command_new) command_see = FALSE;
5727 /* Assume free turn */
5731 if (p_ptr->inside_battle)
5733 /* Place the cursor on the player */
5734 move_cursor_relative(py, px);
5736 command_cmd = SPECIAL_KEY_BUILDING;
5738 /* Process the command */
5742 /* Paralyzed or Knocked Out */
5743 else if (p_ptr->paralyzed || (p_ptr->stun >= 100))
5750 else if (p_ptr->action == ACTION_REST)
5755 /* Reduce rest count */
5758 if (!resting) set_action(ACTION_NONE);
5760 /* Redraw the state */
5761 p_ptr->redraw |= (PR_STATE);
5769 else if (p_ptr->action == ACTION_FISH)
5782 /* Repeated command */
5783 else if (command_rep)
5785 /* Count this execution */
5788 /* Redraw the state */
5789 p_ptr->redraw |= (PR_STATE);
5794 /* Hack -- Assume messages were seen */
5797 /* Clear the top line */
5800 /* Process the command */
5804 /* Normal command */
5807 /* Place the cursor on the player */
5808 move_cursor_relative(py, px);
5811 /* Get a command (normal) */
5812 request_command(FALSE);
5815 /* Process the command */
5820 /* Hack -- Pack Overflow */
5829 /* Use some energy */
5830 if (world_player || energy_use > 400)
5832 /* The Randomness is irrelevant */
5833 p_ptr->energy_need += energy_use * TURNS_PER_TICK / 10;
5837 /* There is some randomness of needed energy */
5838 p_ptr->energy_need += (s16b)((s32b)energy_use * ENERGY_NEED() / 100L);
5841 /* Hack -- constant hallucination */
5842 if (p_ptr->image) p_ptr->redraw |= (PR_MAP);
5845 /* Shimmer monsters if needed */
5846 if (shimmer_monsters)
5848 /* Clear the flag */
5849 shimmer_monsters = FALSE;
5851 /* Shimmer multi-hued monsters */
5852 for (i = 1; i < m_max; i++)
5854 monster_type *m_ptr;
5855 monster_race *r_ptr;
5857 /* Access monster */
5860 /* Skip dead monsters */
5861 if (!m_ptr->r_idx) continue;
5863 /* Skip unseen monsters */
5864 if (!m_ptr->ml) continue;
5866 /* Access the monster race */
5867 r_ptr = &r_info[m_ptr->ap_r_idx];
5869 /* Skip non-multi-hued monsters */
5870 if (!(r_ptr->flags1 & (RF1_ATTR_MULTI | RF1_SHAPECHANGER)))
5873 /* Reset the flag */
5874 shimmer_monsters = TRUE;
5876 /* Redraw regardless */
5877 lite_spot(m_ptr->fy, m_ptr->fx);
5882 /* Handle monster detection */
5883 if (repair_monsters)
5885 /* Reset the flag */
5886 repair_monsters = FALSE;
5888 /* Rotate detection flags */
5889 for (i = 1; i < m_max; i++)
5891 monster_type *m_ptr;
5893 /* Access monster */
5896 /* Skip dead monsters */
5897 if (!m_ptr->r_idx) continue;
5899 /* Nice monsters get mean */
5900 if (m_ptr->mflag & MFLAG_NICE)
5902 /* Nice monsters get mean */
5903 m_ptr->mflag &= ~(MFLAG_NICE);
5906 /* Handle memorized monsters */
5907 if (m_ptr->mflag2 & MFLAG2_MARK)
5909 /* Maintain detection */
5910 if (m_ptr->mflag2 & MFLAG2_SHOW)
5913 m_ptr->mflag2 &= ~(MFLAG2_SHOW);
5915 /* Still need repairs */
5916 repair_monsters = TRUE;
5919 /* Remove detection */
5923 m_ptr->mflag2 &= ~(MFLAG2_MARK);
5925 /* Assume invisible */
5928 /* Update the monster */
5929 update_mon(i, FALSE);
5931 if (p_ptr->health_who == i) p_ptr->redraw |= (PR_HEALTH);
5932 if (p_ptr->riding == i) p_ptr->redraw |= (PR_UHEALTH);
5934 /* Redraw regardless */
5935 lite_spot(m_ptr->fy, m_ptr->fx);
5940 if (p_ptr->pclass == CLASS_IMITATOR)
5942 if (p_ptr->mane_num > (p_ptr->lev > 44 ? 3 : p_ptr->lev > 29 ? 2 : 1))
5945 for (i = 0; i < p_ptr->mane_num; i++)
5947 p_ptr->mane_spell[i] = p_ptr->mane_spell[i+1];
5948 p_ptr->mane_dam[i] = p_ptr->mane_dam[i+1];
5952 p_ptr->redraw |= (PR_IMITATION);
5954 if (p_ptr->action == ACTION_LEARN)
5957 p_ptr->redraw |= (PR_STATE);
5960 if (world_player && (p_ptr->energy_need > - 1000))
5963 p_ptr->redraw |= (PR_MAP);
5965 /* Update monsters */
5966 p_ptr->update |= (PU_MONSTERS);
5969 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
5972 msg_print("¡Ö»þ¤ÏÆ°¤¤À¤¹¡Ä¡×");
5974 msg_print("You feel time flowing around you once more.");
5977 world_player = FALSE;
5978 p_ptr->energy_need = ENERGY_NEED();
5980 /* Handle "p_ptr->update" and "p_ptr->redraw" and "p_ptr->window" */
5985 /* Hack -- notice death */
5986 if (!p_ptr->playing || p_ptr->is_dead)
5988 world_player = FALSE;
5992 /* Handle "leaving" */
5993 if (p_ptr->leaving) break;
5996 /* Update scent trail */
6002 * Interact with the current dungeon level.
6004 * This function will not exit until the level is completed,
6005 * the user dies, or the game is terminated.
6007 static void dungeon(bool load_game)
6011 /* Set the base level */
6012 base_level = dun_level;
6014 /* Reset various flags */
6018 p_ptr->leaving = FALSE;
6020 /* Reset the "command" vars */
6023 #if 0 /* Don't reset here --- It's used for Arena */
6032 /* Cancel the target */
6036 ambush_flag = FALSE;
6038 /* Cancel the health bar */
6041 /* Check visual effects */
6042 shimmer_monsters = TRUE;
6043 shimmer_objects = TRUE;
6044 repair_monsters = TRUE;
6045 repair_objects = TRUE;
6051 /* Get index of current quest (if any) */
6052 quest_num = quest_number(dun_level);
6054 /* Inside a quest? */
6057 /* Mark the quest monster */
6058 r_info[quest[quest_num].r_idx].flags1 |= RF1_QUESTOR;
6061 /* Track maximum player level */
6062 if (p_ptr->max_plv < p_ptr->lev)
6064 p_ptr->max_plv = p_ptr->lev;
6068 /* Track maximum dungeon level (if not in quest -KMW-) */
6069 if ((max_dlv[dungeon_type] < dun_level) && !p_ptr->inside_quest)
6071 max_dlv[dungeon_type] = dun_level;
6072 if (record_maxdepth) do_cmd_write_nikki(NIKKI_MAXDEAPTH, dun_level, NULL);
6075 /* Validate the panel */
6076 panel_bounds_center();
6078 /* Verify the panel */
6081 /* Flush messages */
6085 /* Enter "xtra" mode */
6086 character_xtra = TRUE;
6089 p_ptr->window |= (PW_INVEN | PW_EQUIP | PW_SPELL | PW_PLAYER | PW_MONSTER | PW_OVERHEAD | PW_DUNGEON);
6091 /* Redraw dungeon */
6092 p_ptr->redraw |= (PR_WIPE | PR_BASIC | PR_EXTRA | PR_EQUIPPY);
6095 p_ptr->redraw |= (PR_MAP);
6098 p_ptr->update |= (PU_BONUS | PU_HP | PU_MANA | PU_SPELLS);
6100 /* Update lite/view */
6101 p_ptr->update |= (PU_VIEW | PU_LITE | PU_MON_LITE | PU_TORCH);
6103 /* Update monsters */
6104 p_ptr->update |= (PU_MONSTERS | PU_DISTANCE | PU_FLOW);
6106 /* Handle "p_ptr->update" and "p_ptr->redraw" and "p_ptr->window" */
6109 /* Leave "xtra" mode */
6110 character_xtra = FALSE;
6113 p_ptr->update |= (PU_BONUS | PU_HP | PU_MANA | PU_SPELLS);
6115 /* Combine / Reorder the pack */
6116 p_ptr->notice |= (PN_COMBINE | PN_REORDER);
6118 /* Handle "p_ptr->notice" */
6121 /* Handle "p_ptr->update" and "p_ptr->redraw" and "p_ptr->window" */
6127 if (quest_num && (is_fixed_quest_idx(quest_num) &&
6128 !((quest_num == QUEST_OBERON) || (quest_num == QUEST_SERPENT) ||
6129 !(quest[quest_num].flags & QUEST_FLAG_PRESET)))) do_cmd_feeling();
6131 if (p_ptr->inside_battle)
6135 p_ptr->energy_need = 0;
6141 msg_print("»î¹ç³«»Ï¡ª");
6143 msg_format("Ready..Fight!");
6149 if ((p_ptr->pclass == CLASS_BARD) && (p_ptr->magic_num1[0] > MUSIC_DETECT))
6150 p_ptr->magic_num1[0] = MUSIC_DETECT;
6152 /* Hack -- notice death or departure */
6153 if (!p_ptr->playing || p_ptr->is_dead) return;
6155 /* Print quest message if appropriate */
6156 if (!p_ptr->inside_quest && (dungeon_type == DUNGEON_ANGBAND))
6158 quest_discovery(random_quest_number(dun_level));
6159 p_ptr->inside_quest = random_quest_number(dun_level);
6161 if ((dun_level == d_info[dungeon_type].maxdepth) && d_info[dungeon_type].final_guardian)
6163 if (r_info[d_info[dungeon_type].final_guardian].max_num)
6165 msg_format("¤³¤Î³¬¤Ë¤Ï%s¤Î¼ç¤Ç¤¢¤ë%s¤¬À³¤ó¤Ç¤¤¤ë¡£",
6166 d_name+d_info[dungeon_type].name,
6167 r_name+r_info[d_info[dungeon_type].final_guardian].name);
6169 msg_format("%^s lives in this level as the keeper of %s.",
6170 r_name+r_info[d_info[dungeon_type].final_guardian].name,
6171 d_name+d_info[dungeon_type].name);
6175 if (!load_game && (p_ptr->special_defense & NINJA_S_STEALTH)) set_superstealth(FALSE);
6177 /*** Process this dungeon level ***/
6179 /* Reset the monster generation level */
6180 monster_level = base_level;
6182 /* Reset the object generation level */
6183 object_level = base_level;
6187 if (p_ptr->energy_need > 0 && !p_ptr->inside_battle &&
6188 (dun_level || p_ptr->leaving_dungeon || p_ptr->inside_arena))
6189 p_ptr->energy_need = 0;
6191 /* Not leaving dungeon */
6192 p_ptr->leaving_dungeon = FALSE;
6194 /* Initialize monster process */
6200 /* Hack -- Compact the monster list occasionally */
6201 if ((m_cnt + 32 > max_m_idx) && !p_ptr->inside_battle) compact_monsters(64);
6203 /* Hack -- Compress the monster list occasionally */
6204 if ((m_cnt + 32 < m_max) && !p_ptr->inside_battle) compact_monsters(0);
6207 /* Hack -- Compact the object list occasionally */
6208 if (o_cnt + 32 > max_o_idx) compact_objects(64);
6210 /* Hack -- Compress the object list occasionally */
6211 if (o_cnt + 32 < o_max) compact_objects(0);
6214 /* Process the player */
6217 /* Handle "p_ptr->notice" */
6220 /* Handle "p_ptr->update" and "p_ptr->redraw" and "p_ptr->window" */
6223 /* Hack -- Hilite the player */
6224 move_cursor_relative(py, px);
6226 /* Optional fresh */
6227 if (fresh_after) Term_fresh();
6229 /* Hack -- Notice death or departure */
6230 if (!p_ptr->playing || p_ptr->is_dead) break;
6232 /* Process all of the monsters */
6235 /* Handle "p_ptr->notice" */
6238 /* Handle "p_ptr->update" and "p_ptr->redraw" and "p_ptr->window" */
6241 /* Hack -- Hilite the player */
6242 move_cursor_relative(py, px);
6244 /* Optional fresh */
6245 if (fresh_after) Term_fresh();
6247 /* Hack -- Notice death or departure */
6248 if (!p_ptr->playing || p_ptr->is_dead) break;
6251 /* Process the world */
6254 /* Handle "p_ptr->notice" */
6257 /* Handle "p_ptr->update" and "p_ptr->redraw" and "p_ptr->window" */
6260 /* Hack -- Hilite the player */
6261 move_cursor_relative(py, px);
6263 /* Optional fresh */
6264 if (fresh_after) Term_fresh();
6266 /* Hack -- Notice death or departure */
6267 if (!p_ptr->playing || p_ptr->is_dead) break;
6269 /* Handle "leaving" */
6270 if (p_ptr->leaving) break;
6272 /* Count game turns */
6274 if (!p_ptr->wild_mode || wild_regen) dungeon_turn++;
6275 else if (p_ptr->wild_mode && !(turn % ((MAX_HGT + MAX_WID) / 2))) dungeon_turn++;
6276 if (wild_regen) wild_regen--;
6279 /* Inside a quest and non-unique questor? */
6280 if (quest_num && !(r_info[quest[quest_num].r_idx].flags1 & RF1_UNIQUE))
6282 /* Un-mark the quest monster */
6283 r_info[quest[quest_num].r_idx].flags1 &= ~RF1_QUESTOR;
6286 /* Not save-and-quit and not dead? */
6287 if (p_ptr->playing && !p_ptr->is_dead)
6290 * Maintain Unique monsters and artifact, save current
6291 * floor, then prepare next floor
6295 /* Forget the flag */
6296 reinit_wilderness = FALSE;
6299 /* Write about current level on the play record once per level */
6305 * Load some "user pref files"
6307 * Modified by Arcum Dagsson to support
6308 * separate macro files for different realms.
6310 static void load_all_pref_files(void)
6314 /* Access the "user" pref file */
6315 sprintf(buf, "user.prf");
6317 /* Process that file */
6318 process_pref_file(buf);
6320 /* Access the "user" system pref file */
6321 sprintf(buf, "user-%s.prf", ANGBAND_SYS);
6323 /* Process that file */
6324 process_pref_file(buf);
6326 /* Access the "race" pref file */
6327 sprintf(buf, "%s.prf", rp_ptr->title);
6329 /* Process that file */
6330 process_pref_file(buf);
6332 /* Access the "class" pref file */
6333 sprintf(buf, "%s.prf", cp_ptr->title);
6335 /* Process that file */
6336 process_pref_file(buf);
6338 /* Access the "character" pref file */
6339 sprintf(buf, "%s.prf", player_base);
6341 /* Process that file */
6342 process_pref_file(buf);
6344 /* Access the "realm 1" pref file */
6345 if (p_ptr->realm1 != REALM_NONE)
6347 sprintf(buf, "%s.prf", realm_names[p_ptr->realm1]);
6349 /* Process that file */
6350 process_pref_file(buf);
6353 /* Access the "realm 2" pref file */
6354 if (p_ptr->realm2 != REALM_NONE)
6356 sprintf(buf, "%s.prf", realm_names[p_ptr->realm2]);
6358 /* Process that file */
6359 process_pref_file(buf);
6363 /* Load an autopick preference file */
6364 autopick_load_pref(FALSE);
6369 * Extract option variables from bit sets
6371 void extract_option_vars(void)
6375 for (i = 0; option_info[i].o_desc; i++)
6377 int os = option_info[i].o_set;
6378 int ob = option_info[i].o_bit;
6380 /* Set the "default" options */
6381 if (option_info[i].o_var)
6384 if (option_flag[os] & (1L << ob))
6387 (*option_info[i].o_var) = TRUE;
6394 (*option_info[i].o_var) = FALSE;
6402 * Determine bounty uniques
6404 void determine_bounty_uniques(void)
6407 monster_race *r_ptr;
6409 get_mon_num_prep(NULL, NULL);
6410 for (i = 0; i < MAX_KUBI; i++)
6414 kubi_r_idx[i] = get_mon_num(MAX_DEPTH - 1);
6415 r_ptr = &r_info[kubi_r_idx[i]];
6417 if (!(r_ptr->flags1 & RF1_UNIQUE)) continue;
6419 if (!(r_ptr->flags9 & (RF9_DROP_CORPSE | RF9_DROP_SKELETON))) continue;
6421 if (r_ptr->rarity > 100) continue;
6423 if (no_questor_or_bounty_uniques(kubi_r_idx[i])) continue;
6425 for (j = 0; j < i; j++)
6426 if (kubi_r_idx[i] == kubi_r_idx[j]) break;
6433 for (i = 0; i < MAX_KUBI - 1; i++)
6435 for (j = i; j < MAX_KUBI; j++)
6437 if (r_info[kubi_r_idx[i]].level > r_info[kubi_r_idx[j]].level)
6439 tmp = kubi_r_idx[i];
6440 kubi_r_idx[i] = kubi_r_idx[j];
6441 kubi_r_idx[j] = tmp;
6449 * Determine today's bounty monster
6450 * Note: conv_old is used if loaded 0.0.3 or older save file
6452 void determine_today_mon(bool conv_old)
6455 bool old_inside_battle = p_ptr->inside_battle;
6456 monster_race *r_ptr;
6460 for (i = 0; i < max_d_idx; i++)
6462 if (max_dlv[i] < d_info[i].mindepth) continue;
6463 if (max_dl < max_dlv[i]) max_dl = max_dlv[i];
6466 else max_dl = MAX(max_dlv[DUNGEON_ANGBAND], 3);
6468 p_ptr->inside_battle = TRUE;
6469 get_mon_num_prep(NULL, NULL);
6473 today_mon = get_mon_num(max_dl);
6474 r_ptr = &r_info[today_mon];
6476 if (r_ptr->flags1 & RF1_UNIQUE) continue;
6477 if (r_ptr->flags7 & (RF7_NAZGUL | RF7_UNIQUE2)) continue;
6478 if (r_ptr->flags2 & RF2_MULTIPLY) continue;
6479 if ((r_ptr->flags9 & (RF9_DROP_CORPSE | RF9_DROP_SKELETON)) != (RF9_DROP_CORPSE | RF9_DROP_SKELETON)) continue;
6480 if (r_ptr->level < MIN(max_dl / 2, 40)) continue;
6481 if (r_ptr->rarity > 10) continue;
6485 p_ptr->today_mon = 0;
6486 p_ptr->inside_battle = old_inside_battle;
6491 * Actually play a game
6493 * If the "new_game" parameter is true, then, after loading the
6494 * savefile, we will commit suicide, if necessary, to allow the
6495 * player to start a new game.
6497 void play_game(bool new_game)
6500 bool load_game = TRUE;
6510 else if (chuukei_server)
6512 prepare_chuukei_hooks();
6516 hack_mutation = FALSE;
6518 /* Hack -- Character is "icky" */
6519 character_icky = TRUE;
6521 /* Make sure main term is active */
6522 Term_activate(angband_term[0]);
6524 /* Initialise the resize hooks */
6525 angband_term[0]->resize_hook = resize_map;
6527 for (i = 1; i < 8; i++)
6529 /* Does the term exist? */
6530 if (angband_term[i])
6532 /* Add the redraw on resize hook */
6533 angband_term[i]->resize_hook = redraw_window;
6537 /* Hack -- turn off the cursor */
6538 (void)Term_set_cursor(0);
6541 /* Attempt to load */
6546 quit("¥»¡¼¥Ö¥Õ¥¡¥¤¥ë¤¬²õ¤ì¤Æ¤¤¤Þ¤¹");
6548 quit("broken savefile");
6553 /* Extract the options */
6554 extract_option_vars();
6556 /* Report waited score */
6557 if (p_ptr->wait_report_score)
6563 if (!get_check_strict("ÂÔµ¡¤·¤Æ¤¤¤¿¥¹¥³¥¢ÅÐÏ¿¤òº£¹Ô¤Ê¤¤¤Þ¤¹¤«¡©", CHECK_NO_HISTORY))
6565 if (!get_check_strict("Do you register score now? ", CHECK_NO_HISTORY))
6570 p_ptr->update |= (PU_BONUS | PU_HP | PU_MANA | PU_SPELLS);
6575 p_ptr->is_dead = TRUE;
6577 start_time = time(NULL);
6579 /* No suspending now */
6580 signals_ignore_tstp();
6582 /* Hack -- Character is now "icky" */
6583 character_icky = TRUE;
6585 /* Build the filename */
6586 path_build(buf, sizeof(buf), ANGBAND_DIR_APEX, "scores.raw");
6588 /* Open the high score file, for reading/writing */
6589 highscore_fd = fd_open(buf, O_RDWR);
6591 /* Handle score, show Top scores */
6592 success = send_world_score(TRUE);
6595 if (!success && !get_check_strict("¥¹¥³¥¢ÅÐÏ¿¤òÄü¤á¤Þ¤¹¤«¡©", CHECK_NO_HISTORY))
6597 if (!success && !get_check_strict("Do you give up score registration? ", CHECK_NO_HISTORY))
6601 prt("°ú¤Â³¤ÂÔµ¡¤·¤Þ¤¹¡£", 0, 0);
6603 prt("standing by for future registration...", 0, 0);
6609 p_ptr->wait_report_score = FALSE;
6612 if (!save_player()) msg_print("¥»¡¼¥Ö¼ºÇÔ¡ª");
6614 if (!save_player()) msg_print("death save failed!");
6617 /* Shut the high score file */
6618 (void)fd_close(highscore_fd);
6620 /* Forget the high score fd */
6623 /* Allow suspending now */
6624 signals_handle_tstp();
6629 /* Nothing loaded */
6630 if (!character_loaded)
6632 /* Make new player */
6635 /* The dungeon is not ready */
6636 character_dungeon = FALSE;
6638 /* Prepare to init the RNG */
6641 /* Initialize the saved floors data */
6642 init_saved_floors(FALSE);
6645 /* Old game is loaded. But new game is requested. */
6648 /* Initialize the saved floors data */
6649 init_saved_floors(TRUE);
6652 /* Process old character */
6655 /* Process the player name */
6656 process_player_name(FALSE);
6665 seed = (time(NULL));
6669 /* Mutate the seed on Unix machines */
6670 seed = ((seed >> 3) * (getpid() << 1));
6674 /* Use the complex RNG */
6677 /* Seed the "complex" RNG */
6678 Rand_state_init(seed);
6681 /* Roll new character */
6684 /* The dungeon is not ready */
6685 character_dungeon = FALSE;
6689 p_ptr->inside_quest = 0;
6690 p_ptr->inside_arena = FALSE;
6691 p_ptr->inside_battle = FALSE;
6695 /* Hack -- seed for flavors */
6696 seed_flavor = randint0(0x10000000);
6698 /* Hack -- seed for town layout */
6699 seed_town = randint0(0x10000000);
6701 /* Roll up a new character */
6709 determine_bounty_uniques();
6710 determine_today_mon(FALSE);
6712 /* Initialize object array */
6717 write_level = FALSE;
6720 do_cmd_write_nikki(NIKKI_GAMESTART, 1, " ----¥²¡¼¥àºÆ³«----");
6722 do_cmd_write_nikki(NIKKI_GAMESTART, 1, " ---- Restart Game ----");
6726 * 1.0.9 °ÊÁ°¤Ï¥»¡¼¥ÖÁ°¤Ë p_ptr->riding = -1 ¤È¤·¤Æ¤¤¤¿¤Î¤Ç¡¢ºÆÀßÄ꤬ɬÍפÀ¤Ã¤¿¡£
6727 * ¤â¤¦ÉÔÍפÀ¤¬¡¢°ÊÁ°¤Î¥»¡¼¥Ö¥Õ¥¡¥¤¥ë¤È¤Î¸ß´¹¤Î¤¿¤á¤Ë»Ä¤·¤Æ¤ª¤¯¡£
6729 if (p_ptr->riding == -1)
6732 for (i = m_max; i > 0; i--)
6734 if (player_bold(m_list[i].fy, m_list[i].fx))
6743 p_ptr->teleport_town = FALSE;
6744 p_ptr->sutemi = FALSE;
6745 world_monster = FALSE;
6746 now_damaged = FALSE;
6748 start_time = time(NULL) - 1;
6749 record_o_name[0] = '\0';
6751 /* Reset map panel */
6752 panel_row_min = cur_hgt;
6753 panel_col_min = cur_wid;
6755 /* Sexy gal gets bonus to maximum weapon skill of whip */
6756 if (p_ptr->pseikaku == SEIKAKU_SEXY)
6757 s_info[p_ptr->pclass].w_max[TV_HAFTED-TV_WEAPON_BEGIN][SV_WHIP] = WEAPON_EXP_MASTER;
6759 /* Fill the arrays of floors and walls in the good proportions */
6760 set_floor_and_wall(dungeon_type);
6762 /* Flavor the objects */
6765 /* Flash a message */
6767 prt("¤ªÂÔ¤Á²¼¤µ¤¤...", 0, 0);
6769 prt("Please wait...", 0, 0);
6773 /* Flush the message */
6777 /* Hack -- Enter wizard mode */
6780 if (enter_wizard_mode())
6782 p_ptr->wizard = TRUE;
6784 if (p_ptr->is_dead || !py || !px)
6786 /* Initialize the saved floors data */
6787 init_saved_floors(TRUE);
6790 p_ptr->inside_quest = 0;
6792 /* Avoid crash in update_view() */
6796 else if (p_ptr->is_dead)
6798 quit("Already dead.");
6802 /* Initialize the town-buildings if necessary */
6803 if (!dun_level && !p_ptr->inside_quest)
6805 /* Init the wilderness */
6807 process_dungeon_file("w_info.txt", 0, 0, max_wild_y, max_wild_x);
6810 init_flags = INIT_ONLY_BUILDINGS;
6812 process_dungeon_file("t_info.txt", 0, 0, MAX_HGT, MAX_WID);
6817 /* Generate a dungeon level if needed */
6818 if (!character_dungeon)
6825 /* HACK -- Restore from panic-save */
6826 if (p_ptr->panic_save)
6828 /* No player? -- Try to regenerate floor */
6832 msg_print("¥×¥ì¥¤¥ä¡¼¤Î°ÌÃÖ¤¬¤ª¤«¤·¤¤¡£¥Õ¥í¥¢¤òºÆÀ¸À®¤·¤Þ¤¹¡£");
6834 msg_print("What a strange player location. Regenerate the dungeon floor.");
6839 /* Still no player? -- Try to locate random place */
6840 if (!py || !px) py = px = 10;
6842 /* No longer in panic */
6843 p_ptr->panic_save = 0;
6847 /* Character is now "complete" */
6848 character_generated = TRUE;
6851 /* Hack -- Character is no longer "icky" */
6852 character_icky = FALSE;
6860 sprintf(buf, "%s¤Ë¹ß¤êΩ¤Ã¤¿¡£", map_name());
6862 sprintf(buf, "You are standing in the %s.", map_name());
6864 do_cmd_write_nikki(NIKKI_BUNSHOU, 0, buf);
6869 p_ptr->playing = TRUE;
6871 /* Reset the visual mappings */
6874 /* Load the "pref" files */
6875 load_all_pref_files();
6877 /* Give startup outfit (after loading pref files) */
6883 /* React to changes */
6884 Term_xtra(TERM_XTRA_REACT, 0);
6887 p_ptr->window |= (PW_INVEN | PW_EQUIP | PW_SPELL | PW_PLAYER);
6890 p_ptr->window |= (PW_MESSAGE | PW_OVERHEAD | PW_DUNGEON | PW_MONSTER | PW_OBJECT);
6896 /* Set or clear "rogue_like_commands" if requested */
6897 if (arg_force_original) rogue_like_commands = FALSE;
6898 if (arg_force_roguelike) rogue_like_commands = TRUE;
6900 /* Hack -- Enforce "delayed death" */
6901 if (p_ptr->chp < 0) p_ptr->is_dead = TRUE;
6903 if (p_ptr->prace == RACE_ANDROID) calc_android_exp();
6905 if (new_game && ((p_ptr->pclass == CLASS_CAVALRY) || (p_ptr->pclass == CLASS_BEASTMASTER)))
6907 monster_type *m_ptr;
6908 int pet_r_idx = ((p_ptr->pclass == CLASS_CAVALRY) ? MON_HORSE : MON_YASE_HORSE);
6909 monster_race *r_ptr = &r_info[pet_r_idx];
6910 place_monster_aux(0, py, px - 1, pet_r_idx,
6911 (PM_FORCE_PET | PM_NO_KAGE));
6912 m_ptr = &m_list[hack_m_idx_ii];
6913 m_ptr->mspeed = r_ptr->speed;
6914 m_ptr->maxhp = r_ptr->hdice*(r_ptr->hside+1)/2;
6915 m_ptr->max_maxhp = m_ptr->maxhp;
6916 m_ptr->hp = r_ptr->hdice*(r_ptr->hside+1)/2;
6917 m_ptr->energy_need = ENERGY_NEED() + ENERGY_NEED();
6923 /* Process the level */
6926 /* Handle "p_ptr->notice" */
6929 /* Handle "p_ptr->update" and "p_ptr->redraw" and "p_ptr->window" */
6932 /* Cancel the target */
6935 /* Cancel the health bar */
6939 /* Forget the lite */
6942 /* Forget the view */
6945 /* Forget the view */
6948 /* Handle "quit and save" */
6949 if (!p_ptr->playing && !p_ptr->is_dead) break;
6951 /* Erase the old cave */
6953 if (!p_ptr->is_dead) wipe_m_list();
6961 /* Accidental Death */
6962 if (p_ptr->playing && p_ptr->is_dead)
6964 if (p_ptr->inside_arena)
6966 p_ptr->inside_arena = FALSE;
6967 if (p_ptr->arena_number > MAX_ARENA_MONS)
6968 p_ptr->arena_number++;
6970 p_ptr->arena_number = -1 - p_ptr->arena_number;
6971 p_ptr->is_dead = FALSE;
6973 p_ptr->chp_frac = 0;
6974 p_ptr->exit_bldg = TRUE;
6977 /* Leave through the exit */
6978 prepare_change_floor_mode(CFM_SAVE_FLOORS | CFM_RAND_CONNECT);
6980 /* prepare next floor */
6985 /* Mega-Hack -- Allow player to cheat death */
6987 if ((p_ptr->wizard || cheat_live) && !get_check("»à¤Ë¤Þ¤¹¤«? "))
6989 if ((p_ptr->wizard || cheat_live) && !get_check("Die? "))
6992 /* Mark social class, reset age, if needed */
6993 if (p_ptr->sc) p_ptr->sc = p_ptr->age = 0;
6999 p_ptr->noscore |= 0x0001;
7003 msg_print("¥¦¥£¥¶¡¼¥É¥â¡¼¥É¤ËÇ°¤òÁ÷¤ê¡¢»à¤òµ½¤¤¤¿¡£");
7005 msg_print("You invoke wizard mode and cheat death.");
7009 /* Restore hit points */
7010 p_ptr->chp = p_ptr->mhp;
7011 p_ptr->chp_frac = 0;
7013 if (p_ptr->pclass == CLASS_MAGIC_EATER)
7015 for (i = 0; i < EATER_EXT*2; i++)
7017 p_ptr->magic_num1[i] = p_ptr->magic_num2[i]*EATER_CHARGE;
7019 for (; i < EATER_EXT*3; i++)
7021 p_ptr->magic_num1[i] = 0;
7024 /* Restore spell points */
7025 p_ptr->csp = p_ptr->msp;
7026 p_ptr->csp_frac = 0;
7028 /* Hack -- cancel recall */
7029 if (p_ptr->word_recall)
7033 msg_print("Ä¥¤ê¤Ä¤á¤¿Â絤¤¬Î®¤ìµî¤Ã¤¿...");
7035 msg_print("A tension leaves the air around you...");
7040 /* Hack -- Prevent recall */
7041 p_ptr->word_recall = 0;
7042 p_ptr->redraw |= (PR_STATUS);
7045 /* Hack -- cancel alter */
7046 if (p_ptr->alter_reality)
7048 /* Hack -- Prevent alter */
7049 p_ptr->alter_reality = 0;
7050 p_ptr->redraw |= (PR_STATUS);
7053 /* Note cause of death XXX XXX XXX */
7055 (void)strcpy(p_ptr->died_from, "»à¤Îµ½¤");
7057 (void)strcpy(p_ptr->died_from, "Cheating death");
7061 p_ptr->is_dead = FALSE;
7063 /* Hack -- Healing */
7065 (void)set_confused(0);
7066 (void)set_poisoned(0);
7067 (void)set_afraid(0);
7068 (void)set_paralyzed(0);
7073 /* Hack -- Prevent starvation */
7074 (void)set_food(PY_FOOD_MAX - 1);
7077 p_ptr->inside_arena = FALSE;
7078 p_ptr->inside_battle = FALSE;
7080 p_ptr->inside_quest = 0;
7081 p_ptr->recall_dungeon = dungeon_type;
7083 if (lite_town || vanilla_town)
7085 p_ptr->wilderness_y = 1;
7086 p_ptr->wilderness_x = 1;
7100 p_ptr->wilderness_y = 48;
7101 p_ptr->wilderness_x = 5;
7107 p_ptr->wild_mode = FALSE;
7108 p_ptr->leaving = TRUE;
7111 do_cmd_write_nikki(NIKKI_BUNSHOU, 1, " ¤·¤«¤·¡¢À¸¤Ê֤ä¿¡£");
7113 do_cmd_write_nikki(NIKKI_BUNSHOU, 1, " but revived.");
7116 /* Prepare next floor */
7123 /* Handle "death" */
7124 if (p_ptr->is_dead) break;
7126 /* Make a new level */
7137 s32b turn_real(s32b hoge)
7139 switch (p_ptr->start_race)
7145 return hoge - (TURNS_PER_TICK * TOWN_DAWN * 3 / 4);