3 @brief Angbandゲームエンジン / Angband game engine
6 Copyright (c) 1989 James E. Wilson, Robert A. Koeneke\n
7 This software may be copied and distributed for educational, research, and\n
8 not for profit purposes provided that this copyright and statement are\n
9 included in all such copies.\n
10 2013 Deskull rearranged comment for Doxygen.
14 #include "cmd-activate.h"
17 #include "cmd-magiceat.h"
18 #include "cmd-quaff.h"
20 #include "cmd-usestaff.h"
21 #include "cmd-zaprod.h"
22 #include "cmd-zapwand.h"
24 #include "floor-events.h"
25 #include "object-curse.h"
27 #include "monsterrace-hook.h"
30 static bool load = TRUE; /*!<ロード処理中の分岐フラグ*/
31 static int wild_regen = 20; /*!<広域マップ移動時の自然回復処理カウンタ(広域マップ1マス毎に20回処理を基本とする)*/
34 * @brief 擬似鑑定を実際に行い判定を反映する
35 * @param slot 擬似鑑定を行うプレイヤーの所持リストID
36 * @param heavy 重度の擬似鑑定を行うならばTRUE
39 static void sense_inventory_aux(INVENTORY_IDX slot, bool heavy)
42 object_type *o_ptr = &inventory[slot];
43 GAME_TEXT o_name[MAX_NLEN];
45 /* We know about it already, do not tell us again */
46 if (o_ptr->ident & (IDENT_SENSE))return;
48 /* It is fully known, no information needed */
49 if (object_is_known(o_ptr)) return;
51 /* Check for a feeling */
52 feel = (heavy ? value_check_aux1(o_ptr) : value_check_aux2(o_ptr));
54 /* Skip non-feelings */
58 if ((p_ptr->muta3 & MUT3_BAD_LUCK) && !randint0(13))
69 feel = FEEL_EXCELLENT;
75 feel = randint0(3) ? FEEL_GOOD : FEEL_AVERAGE;
82 feel = randint0(2) ? FEEL_CURSED : FEEL_GOOD;
88 feel = randint0(3) ? FEEL_CURSED : FEEL_AVERAGE;
95 feel = FEEL_WORTHLESS;
100 feel = FEEL_TERRIBLE;
106 /* Stop everything */
107 if (disturb_minor) disturb(FALSE, FALSE);
109 /* Get an object description */
110 object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
112 /* Message (equipment) */
113 if (slot >= INVEN_RARM)
116 msg_format("%s%s(%c)は%sという感じがする...",
117 describe_use(slot),o_name, index_to_label(slot),game_inscriptions[feel]);
119 msg_format("You feel the %s (%c) you are %s %s %s...",
120 o_name, index_to_label(slot), describe_use(slot),
121 ((o_ptr->number == 1) ? "is" : "are"),
122 game_inscriptions[feel]);
127 /* Message (inventory) */
131 msg_format("ザックの中の%s(%c)は%sという感じがする...",
132 o_name, index_to_label(slot),game_inscriptions[feel]);
134 msg_format("You feel the %s (%c) in your pack %s %s...",
135 o_name, index_to_label(slot),
136 ((o_ptr->number == 1) ? "is" : "are"),
137 game_inscriptions[feel]);
142 /* We have "felt" it */
143 o_ptr->ident |= (IDENT_SENSE);
145 /* Set the "inscription" */
146 o_ptr->feeling = feel;
148 /* Auto-inscription/destroy */
149 autopick_alter_item(slot, destroy_feeling);
151 /* Combine / Reorder the pack (later) */
152 p_ptr->notice |= (PN_COMBINE | PN_REORDER);
154 p_ptr->window |= (PW_INVEN | PW_EQUIP);
160 * @brief 1プレイヤーターン毎に武器、防具の擬似鑑定が行われるかを判定する。
163 * Sense the inventory\n
165 * Class 0 = Warrior --> fast and heavy\n
166 * Class 1 = Mage --> slow and light\n
167 * Class 2 = Priest --> fast but light\n
168 * Class 3 = Rogue --> okay and heavy\n
169 * Class 4 = Ranger --> slow but heavy (changed!)\n
170 * Class 5 = Paladin --> slow but heavy\n
172 static void sense_inventory1(void)
175 PLAYER_LEVEL plev = p_ptr->lev;
180 /*** Check for "sensing" ***/
182 /* No sensing when confused */
183 if (p_ptr->confused) return;
185 /* Analyze the class */
186 switch (p_ptr->pclass)
194 if (0 != randint0(9000L / (plev * plev + 40))) return;
205 if (0 != randint0(6000L / (plev * plev + 50))) return;
214 case CLASS_HIGH_MAGE:
216 case CLASS_MAGIC_EATER:
218 /* Very bad (light) sensing */
219 if (0 != randint0(240000L / (plev + 5))) return;
227 /* Good (light) sensing */
228 if (0 != randint0(10000L / (plev * plev + 40))) return;
237 if (0 != randint0(20000L / (plev * plev + 40))) return;
248 if (0 != randint0(95000L / (plev * plev + 40))) return;
260 if (0 != randint0(77777L / (plev * plev + 40))) return;
268 case CLASS_WARRIOR_MAGE:
272 if (0 != randint0(75000L / (plev * plev + 40))) return;
277 case CLASS_MINDCRAFTER:
279 case CLASS_BLUE_MAGE:
280 case CLASS_MIRROR_MASTER:
283 if (0 != randint0(55000L / (plev * plev + 40))) return;
288 case CLASS_CHAOS_WARRIOR:
291 if (0 != randint0(80000L / (plev * plev + 40))) return;
300 case CLASS_FORCETRAINER:
303 if (0 != randint0(20000L / (plev * plev + 40))) return;
311 if (0 != randint0(20000L / ((plev+50)*(plev+50)))) return;
319 case CLASS_BEASTMASTER:
322 if (0 != randint0(65000L / (plev * plev + 40))) return;
326 case CLASS_BERSERKER:
335 if (compare_virtue(V_KNOWLEDGE, 100, VIRTUE_LARGE)) heavy = TRUE;
337 /*** Sense everything ***/
339 /* Check everything */
340 for (i = 0; i < INVEN_TOTAL; i++)
344 o_ptr = &inventory[i];
346 /* Skip empty slots */
347 if (!o_ptr->k_idx) continue;
349 /* Valid "tval" codes */
376 /* Skip non-sense machines */
379 /* Occasional failure on inventory items */
380 if ((i < INVEN_RARM) && (0 != randint0(5))) continue;
383 if ((p_ptr->muta3 & MUT3_GOOD_LUCK) && !randint0(13))
388 sense_inventory_aux(i, heavy);
393 * @brief 1プレイヤーターン毎に武器、防具以外の擬似鑑定が行われるかを判定する。
396 static void sense_inventory2(void)
399 PLAYER_LEVEL plev = p_ptr->lev;
403 /*** Check for "sensing" ***/
405 /* No sensing when confused */
406 if (p_ptr->confused) return;
408 /* Analyze the class */
409 switch (p_ptr->pclass)
415 case CLASS_BERSERKER:
423 case CLASS_CHAOS_WARRIOR:
425 case CLASS_BEASTMASTER:
428 /* Very bad (light) sensing */
429 if (0 != randint0(240000L / (plev + 5))) return;
435 case CLASS_WARRIOR_MAGE:
440 if (0 != randint0(95000L / (plev * plev + 40))) return;
448 case CLASS_FORCETRAINER:
449 case CLASS_MINDCRAFTER:
452 if (0 != randint0(20000L / (plev * plev + 40))) return;
458 case CLASS_HIGH_MAGE:
460 case CLASS_MAGIC_EATER:
461 case CLASS_MIRROR_MASTER:
462 case CLASS_BLUE_MAGE:
465 if (0 != randint0(9000L / (plev * plev + 40))) return;
473 if (0 != randint0(20000L / ((plev+50)*(plev+50)))) return;
479 /*** Sense everything ***/
481 /* Check everything */
482 for (i = 0; i < INVEN_TOTAL; i++)
486 o_ptr = &inventory[i];
488 /* Skip empty slots */
489 if (!o_ptr->k_idx) continue;
491 /* Valid "tval" codes */
504 /* Skip non-sense machines */
507 /* Occasional failure on inventory items */
508 if ((i < INVEN_RARM) && (0 != randint0(5))) continue;
510 sense_inventory_aux(i, TRUE);
515 * @brief パターン終点到達時のテレポート処理を行う
518 static void pattern_teleport(void)
521 DEPTH max_level = 99;
524 if (get_check(_("他の階にテレポートしますか?", "Teleport level? ")))
529 /* Only downward in ironman mode */
530 if (ironman_downward)
531 min_level = dun_level;
534 if (dungeon_type == DUNGEON_ANGBAND)
537 max_level = MAX_DEPTH - 1;
538 else if (dun_level == 100)
543 max_level = d_info[dungeon_type].maxdepth;
544 min_level = d_info[dungeon_type].mindepth;
548 sprintf(ppp, _("テレポート先:(%d-%d)", "Teleport to level (%d-%d): "), (int)min_level, (int)max_level);
551 sprintf(tmp_val, "%d", (int)dun_level);
553 /* Ask for a level */
554 if (!get_string(ppp, tmp_val, 10)) return;
556 /* Extract request */
557 command_arg = (COMMAND_ARG)atoi(tmp_val);
559 else if (get_check(_("通常テレポート?", "Normal teleport? ")))
561 teleport_player(200, 0L);
570 if (command_arg < min_level) command_arg = (COMMAND_ARG)min_level;
573 if (command_arg > max_level) command_arg = (COMMAND_ARG)max_level;
576 msg_format(_("%d 階にテレポートしました。", "You teleport to dungeon level %d."), command_arg);
578 if (autosave_l) do_cmd_save_game(TRUE);
581 dun_level = command_arg;
585 if (record_stair) do_cmd_write_nikki(NIKKI_PAT_TELE,0,NULL);
587 p_ptr->inside_quest = 0;
588 p_ptr->energy_use = 0;
591 * Clear all saved floors
592 * and create a first saved floor
594 prepare_change_floor_mode(CFM_FIRST_FLOOR);
597 p_ptr->leaving = TRUE;
601 * @brief 種族アンバライトが出血時パターンの上に乗った際のペナルティ処理
604 static void wreck_the_pattern(void)
608 int pattern_type = f_info[cave[p_ptr->y][p_ptr->x].feat].subtype;
610 if (pattern_type == PATTERN_TILE_WRECKED)
616 msg_print(_("パターンを血で汚してしまった!", "You bleed on the Pattern!"));
617 msg_print(_("何か恐ろしい事が起こった!", "Something terrible happens!"));
620 take_hit(DAMAGE_NOESCAPE, damroll(10, 8), _("パターン損壊", "corrupting the Pattern"), -1);
622 to_ruin = randint1(45) + 35;
626 scatter(&r_y, &r_x, p_ptr->y, p_ptr->x, 4, 0);
628 if (pattern_tile(r_y, r_x) &&
629 (f_info[cave[r_y][r_x].feat].subtype != PATTERN_TILE_WRECKED))
631 cave_set_feat(r_y, r_x, feat_pattern_corrupted);
635 cave_set_feat(p_ptr->y, p_ptr->x, feat_pattern_corrupted);
639 * @brief 各種パターン地形上の特別な処理 / Returns TRUE if we are on the Pattern...
640 * @return 実際にパターン地形上にプレイヤーが居た場合はTRUEを返す。
642 static bool pattern_effect(void)
646 if (!pattern_tile(p_ptr->y, p_ptr->x)) return FALSE;
648 if ((prace_is_(RACE_AMBERITE)) &&
649 (p_ptr->cut > 0) && one_in_(10))
654 pattern_type = f_info[cave[p_ptr->y][p_ptr->x].feat].subtype;
656 switch (pattern_type)
658 case PATTERN_TILE_END:
660 (void)restore_all_status();
661 (void)restore_level();
662 (void)cure_critical_wounds(1000);
664 cave_set_feat(p_ptr->y, p_ptr->x, feat_pattern_old);
665 msg_print(_("「パターン」のこの部分は他の部分より強力でないようだ。", "This section of the Pattern looks less powerful."));
668 * We could make the healing effect of the
669 * Pattern center one-time only to avoid various kinds
670 * of abuse, like luring the win monster into fighting you
671 * in the middle of the pattern...
675 case PATTERN_TILE_OLD:
679 case PATTERN_TILE_TELEPORT:
683 case PATTERN_TILE_WRECKED:
685 take_hit(DAMAGE_NOESCAPE, 200, _("壊れた「パターン」を歩いたダメージ", "walking the corrupted Pattern"), -1);
689 if (prace_is_(RACE_AMBERITE) && !one_in_(2))
691 else if (!IS_INVULN())
692 take_hit(DAMAGE_NOESCAPE, damroll(1, 3), _("「パターン」を歩いたダメージ", "walking the Pattern"), -1);
701 * @brief プレイヤーのHP自然回復処理 / Regenerate hit points -RAK-
702 * @param percent 回復比率
705 static void regenhp(int percent)
711 if (p_ptr->special_defense & KATA_KOUKIJIN) return;
712 if (p_ptr->action == ACTION_HAYAGAKE) return;
714 /* Save the old hitpoints */
715 old_chp = p_ptr->chp;
718 * Extract the new hitpoints
720 * 'percent' is the Regen factor in unit (1/2^16)
723 new_chp_frac = (p_ptr->mhp * percent + PY_REGEN_HPBASE);
725 /* Convert the unit (1/2^16) to (1/2^32) */
726 s64b_LSHIFT(new_chp, new_chp_frac, 16);
729 s64b_add(&(p_ptr->chp), &(p_ptr->chp_frac), new_chp, new_chp_frac);
733 if (0 < s64b_cmp(p_ptr->chp, p_ptr->chp_frac, p_ptr->mhp, 0))
735 p_ptr->chp = p_ptr->mhp;
740 if (old_chp != p_ptr->chp)
742 p_ptr->redraw |= (PR_HP);
743 p_ptr->window |= (PW_PLAYER);
750 * @brief プレイヤーのMP自然回復処理(regen_magic()のサブセット) / Regenerate mana points
751 * @param upkeep_factor ペット維持によるMPコスト量
752 * @param regen_amount 回復量
755 static void regenmana(MANA_POINT upkeep_factor, MANA_POINT regen_amount)
757 MANA_POINT old_csp = p_ptr->csp;
758 s32b regen_rate = regen_amount * 100 - upkeep_factor * PY_REGEN_NORMAL;
761 * Excess mana will decay 32 times faster than normal
764 if (p_ptr->csp > p_ptr->msp)
766 /* PY_REGEN_NORMAL is the Regen factor in unit (1/2^16) */
768 u32b decay_frac = (p_ptr->msp * 32 * PY_REGEN_NORMAL + PY_REGEN_MNBASE);
770 /* Convert the unit (1/2^16) to (1/2^32) */
771 s64b_LSHIFT(decay, decay_frac, 16);
774 s64b_sub(&(p_ptr->csp), &(p_ptr->csp_frac), decay, decay_frac);
777 if (p_ptr->csp < p_ptr->msp)
779 p_ptr->csp = p_ptr->msp;
784 /* Regenerating mana (unless the player has excess mana) */
785 else if (regen_rate > 0)
787 /* (percent/100) is the Regen factor in unit (1/2^16) */
788 MANA_POINT new_mana = 0;
789 u32b new_mana_frac = (p_ptr->msp * regen_rate / 100 + PY_REGEN_MNBASE);
791 /* Convert the unit (1/2^16) to (1/2^32) */
792 s64b_LSHIFT(new_mana, new_mana_frac, 16);
795 s64b_add(&(p_ptr->csp), &(p_ptr->csp_frac), new_mana, new_mana_frac);
797 /* Must set frac to zero even if equal */
798 if (p_ptr->csp >= p_ptr->msp)
800 p_ptr->csp = p_ptr->msp;
806 /* Reduce mana (even when the player has excess mana) */
809 /* PY_REGEN_NORMAL is the Regen factor in unit (1/2^16) */
810 s32b reduce_mana = 0;
811 u32b reduce_mana_frac = (p_ptr->msp * (-1) * regen_rate / 100 + PY_REGEN_MNBASE);
813 /* Convert the unit (1/2^16) to (1/2^32) */
814 s64b_LSHIFT(reduce_mana, reduce_mana_frac, 16);
817 s64b_sub(&(p_ptr->csp), &(p_ptr->csp_frac), reduce_mana, reduce_mana_frac);
827 if (old_csp != p_ptr->csp)
829 p_ptr->redraw |= (PR_MANA);
830 p_ptr->window |= (PW_PLAYER);
831 p_ptr->window |= (PW_SPELL);
837 * @brief プレイヤーのMP自然回復処理 / Regenerate magic regen_amount: PY_REGEN_NORMAL * 2 (if resting) * 2 (if having regenarate)
838 * @param regen_amount 回復量
841 static void regenmagic(int regen_amount)
846 int mult = (dev + adj_mag_mana[p_ptr->stat_ind[A_INT]]); /* x1 to x2 speed bonus for recharging */
848 for (i = 0; i < EATER_EXT*2; i++)
850 if (!p_ptr->magic_num2[i]) continue;
851 if (p_ptr->magic_num1[i] == ((long)p_ptr->magic_num2[i] << 16)) continue;
853 /* Increase remaining charge number like float value */
854 new_mana = (regen_amount * mult * ((long)p_ptr->magic_num2[i] + 13)) / (dev * 8);
855 p_ptr->magic_num1[i] += new_mana;
857 /* Check maximum charge */
858 if (p_ptr->magic_num1[i] > (p_ptr->magic_num2[i] << 16))
860 p_ptr->magic_num1[i] = ((long)p_ptr->magic_num2[i] << 16);
864 for (i = EATER_EXT*2; i < EATER_EXT*3; i++)
866 if (!p_ptr->magic_num1[i]) continue;
867 if (!p_ptr->magic_num2[i]) continue;
869 /* Decrease remaining period for charging */
870 new_mana = (regen_amount * mult * ((long)p_ptr->magic_num2[i] + 10) * EATER_ROD_CHARGE)
871 / (dev * 16 * PY_REGEN_NORMAL);
872 p_ptr->magic_num1[i] -= new_mana;
874 /* Check minimum remaining period for charging */
875 if (p_ptr->magic_num1[i] < 0) p_ptr->magic_num1[i] = 0;
882 * @brief 100ゲームターン毎のモンスターのHP自然回復処理 / Regenerate the monsters (once per 100 game turns)
884 * @note Should probably be done during monster turns.
886 static void regen_monsters(void)
891 /* Regenerate everyone */
892 for (i = 1; i < m_max; i++)
894 /* Check the i'th monster */
895 monster_type *m_ptr = &m_list[i];
896 monster_race *r_ptr = &r_info[m_ptr->r_idx];
899 /* Skip dead monsters */
900 if (!m_ptr->r_idx) continue;
902 /* Allow regeneration (if needed) */
903 if (m_ptr->hp < m_ptr->maxhp)
905 /* Hack -- Base regeneration */
906 frac = m_ptr->maxhp / 100;
908 /* Hack -- Minimal regeneration rate */
909 if (!frac) if (one_in_(2)) frac = 1;
911 /* Hack -- Some monsters regenerate quickly */
912 if (r_ptr->flags2 & RF2_REGENERATE) frac *= 2;
914 /* Hack -- Regenerate */
917 /* Do not over-regenerate */
918 if (m_ptr->hp > m_ptr->maxhp) m_ptr->hp = m_ptr->maxhp;
920 /* Redraw (later) if needed */
921 if (p_ptr->health_who == i) p_ptr->redraw |= (PR_HEALTH);
922 if (p_ptr->riding == i) p_ptr->redraw |= (PR_UHEALTH);
929 * @brief 30ゲームターン毎のボール中モンスターのHP自然回復処理 / Regenerate the captured monsters (once per 30 game turns)
931 * @note Should probably be done during monster turns.
933 static void regen_captured_monsters(void)
938 /* Regenerate everyone */
939 for (i = 0; i < INVEN_TOTAL; i++)
942 object_type *o_ptr = &inventory[i];
944 if (!o_ptr->k_idx) continue;
945 if (o_ptr->tval != TV_CAPTURE) continue;
946 if (!o_ptr->pval) continue;
950 r_ptr = &r_info[o_ptr->pval];
952 /* Allow regeneration (if needed) */
953 if (o_ptr->xtra4 < o_ptr->xtra5)
955 /* Hack -- Base regeneration */
956 frac = o_ptr->xtra5 / 100;
958 /* Hack -- Minimal regeneration rate */
959 if (!frac) if (one_in_(2)) frac = 1;
961 /* Hack -- Some monsters regenerate quickly */
962 if (r_ptr->flags2 & RF2_REGENERATE) frac *= 2;
964 /* Hack -- Regenerate */
965 o_ptr->xtra4 += (XTRA16)frac;
967 /* Do not over-regenerate */
968 if (o_ptr->xtra4 > o_ptr->xtra5) o_ptr->xtra4 = o_ptr->xtra5;
975 p_ptr->notice |= (PN_COMBINE);
976 p_ptr->window |= (PW_INVEN);
977 p_ptr->window |= (PW_EQUIP);
983 * @brief 寿命つき光源の警告メッセージ処理
984 * @param o_ptr 現在光源として使っているオブジェクトの構造体参照ポインタ
987 static void notice_lite_change(object_type *o_ptr)
989 /* Hack -- notice interesting fuel steps */
990 if ((o_ptr->xtra4 < 100) || (!(o_ptr->xtra4 % 100)))
992 p_ptr->window |= (PW_EQUIP);
995 /* Hack -- Special treatment when blind */
998 /* Hack -- save some light for later */
999 if (o_ptr->xtra4 == 0) o_ptr->xtra4++;
1002 /* The light is now out */
1003 else if (o_ptr->xtra4 == 0)
1005 disturb(FALSE, TRUE);
1006 msg_print(_("明かりが消えてしまった!", "Your light has gone out!"));
1008 /* Recalculate torch radius */
1009 p_ptr->update |= (PU_TORCH);
1011 /* Some ego light lose its effects without fuel */
1012 p_ptr->update |= (PU_BONUS);
1015 /* The light is getting dim */
1016 else if (o_ptr->name2 == EGO_LITE_LONG)
1018 if ((o_ptr->xtra4 < 50) && (!(o_ptr->xtra4 % 5))
1019 && (turn % (TURNS_PER_TICK*2)))
1021 if (disturb_minor) disturb(FALSE, TRUE);
1022 msg_print(_("明かりが微かになってきている。", "Your light is growing faint."));
1026 /* The light is getting dim */
1027 else if ((o_ptr->xtra4 < 100) && (!(o_ptr->xtra4 % 10)))
1029 if (disturb_minor) disturb(FALSE, TRUE);
1030 msg_print(_("明かりが微かになってきている。", "Your light is growing faint."));
1035 * @brief クエスト階層から離脱する際の処理
1038 void leave_quest_check(void)
1040 /* Save quest number for dungeon pref file ($LEAVING_QUEST) */
1041 leaving_quest = p_ptr->inside_quest;
1043 /* Leaving an 'only once' quest marks it as failed */
1046 quest_type* const q_ptr = &quest[leaving_quest];
1048 if(((q_ptr->flags & QUEST_FLAG_ONCE) || (q_ptr->type == QUEST_TYPE_RANDOM)) &&
1049 (q_ptr->status == QUEST_STATUS_TAKEN))
1051 q_ptr->status = QUEST_STATUS_FAILED;
1052 q_ptr->complev = (byte)p_ptr->lev;
1054 q_ptr->comptime = playtime;
1056 /* Additional settings */
1057 switch (q_ptr->type)
1059 case QUEST_TYPE_TOWER:
1060 quest[QUEST_TOWER1].status = QUEST_STATUS_FAILED;
1061 quest[QUEST_TOWER1].complev = (byte)p_ptr->lev;
1063 case QUEST_TYPE_FIND_ARTIFACT:
1064 a_info[q_ptr->k_idx].gen_flags &= ~(TRG_QUESTITEM);
1066 case QUEST_TYPE_RANDOM:
1067 r_info[q_ptr->r_idx].flags1 &= ~(RF1_QUESTOR);
1069 /* Floor of random quest will be blocked */
1070 prepare_change_floor_mode(CFM_NO_RETURN);
1074 /* Record finishing a quest */
1075 if (q_ptr->type == QUEST_TYPE_RANDOM)
1077 if (record_rand_quest) do_cmd_write_nikki(NIKKI_RAND_QUEST_F, leaving_quest, NULL);
1081 if (record_fix_quest) do_cmd_write_nikki(NIKKI_FIX_QUEST_F, leaving_quest, NULL);
1088 * @brief 「塔」クエストの各階層から離脱する際の処理
1091 void leave_tower_check(void)
1093 leaving_quest = p_ptr->inside_quest;
1094 /* Check for Tower Quest */
1095 if (leaving_quest &&
1096 (quest[leaving_quest].type == QUEST_TYPE_TOWER) &&
1097 (quest[QUEST_TOWER1].status != QUEST_STATUS_COMPLETED))
1099 if(quest[leaving_quest].type == QUEST_TYPE_TOWER)
1101 quest[QUEST_TOWER1].status = QUEST_STATUS_FAILED;
1102 quest[QUEST_TOWER1].complev = (byte)p_ptr->lev;
1104 quest[QUEST_TOWER1].comptime = playtime;
1111 * @brief !!を刻んだ魔道具の時間経過による再充填を知らせる処理 / If player has inscribed the object with "!!", let him know when it's recharged. -LM-
1112 * @param o_ptr 対象オブジェクトの構造体参照ポインタ
1115 static void recharged_notice(object_type *o_ptr)
1117 GAME_TEXT o_name[MAX_NLEN];
1121 /* No inscription */
1122 if (!o_ptr->inscription) return;
1125 s = my_strchr(quark_str(o_ptr->inscription), '!');
1127 /* Process notification request. */
1130 /* Find another '!' */
1133 /* Describe (briefly) */
1134 object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
1136 /* Notify the player */
1138 msg_format("%sは再充填された。", o_name);
1140 if (o_ptr->number > 1)
1141 msg_format("Your %s are recharged.", o_name);
1143 msg_format("Your %s is recharged.", o_name);
1146 disturb(FALSE, FALSE);
1152 /* Keep looking for '!'s */
1153 s = my_strchr(s + 1, '!');
1158 * @brief プレイヤーの歌に関する継続処理
1161 static void check_music(void)
1163 const magic_type *s_ptr;
1165 MANA_POINT need_mana;
1166 u32b need_mana_frac;
1168 /* Music singed by player */
1169 if (p_ptr->pclass != CLASS_BARD) return;
1170 if (!SINGING_SONG_EFFECT(p_ptr) && !INTERUPTING_SONG_EFFECT(p_ptr)) return;
1172 if (p_ptr->anti_magic)
1178 spell = SINGING_SONG_ID(p_ptr);
1179 s_ptr = &technic_info[REALM_MUSIC - MIN_TECHNIC][spell];
1181 need_mana = mod_need_mana(s_ptr->smana, spell, REALM_MUSIC);
1185 s64b_RSHIFT(need_mana, need_mana_frac, 1);
1187 if (s64b_cmp(p_ptr->csp, p_ptr->csp_frac, need_mana, need_mana_frac) < 0)
1194 s64b_sub(&(p_ptr->csp), &(p_ptr->csp_frac), need_mana, need_mana_frac);
1196 p_ptr->redraw |= PR_MANA;
1197 if (INTERUPTING_SONG_EFFECT(p_ptr))
1199 SINGING_SONG_EFFECT(p_ptr) = INTERUPTING_SONG_EFFECT(p_ptr);
1200 INTERUPTING_SONG_EFFECT(p_ptr) = MUSIC_NONE;
1201 msg_print(_("歌を再開した。", "You restart singing."));
1202 p_ptr->action = ACTION_SING;
1204 /* Recalculate bonuses */
1205 p_ptr->update |= (PU_BONUS | PU_HP);
1207 /* Redraw map and status bar */
1208 p_ptr->redraw |= (PR_MAP | PR_STATUS | PR_STATE);
1209 p_ptr->update |= (PU_MONSTERS);
1211 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
1214 if (p_ptr->spell_exp[spell] < SPELL_EXP_BEGINNER)
1215 p_ptr->spell_exp[spell] += 5;
1216 else if(p_ptr->spell_exp[spell] < SPELL_EXP_SKILLED)
1217 { if (one_in_(2) && (dun_level > 4) && ((dun_level + 10) > p_ptr->lev)) p_ptr->spell_exp[spell] += 1; }
1218 else if(p_ptr->spell_exp[spell] < SPELL_EXP_EXPERT)
1219 { if (one_in_(5) && ((dun_level + 5) > p_ptr->lev) && ((dun_level + 5) > s_ptr->slevel)) p_ptr->spell_exp[spell] += 1; }
1220 else if(p_ptr->spell_exp[spell] < SPELL_EXP_MASTER)
1221 { if (one_in_(5) && ((dun_level + 5) > p_ptr->lev) && (dun_level > s_ptr->slevel)) p_ptr->spell_exp[spell] += 1; }
1223 /* Do any effects of continual song */
1224 do_spell(REALM_MUSIC, spell, SPELL_CONT);
1228 * @brief 現在呪いを保持している装備品を一つランダムに探し出す / Choose one of items that have cursed flag
1229 * @param flag 探し出したい呪いフラグ配列
1230 * @return 該当の呪いが一つでもあった場合にランダムに選ばれた装備品のオブジェクト構造体参照ポインタを返す。\n
1233 static object_type *choose_cursed_obj_name(BIT_FLAGS flag)
1236 int choices[INVEN_TOTAL-INVEN_RARM];
1239 /* Paranoia -- Player has no warning-item */
1240 if (!(p_ptr->cursed & flag)) return NULL;
1242 /* Search Inventry */
1243 for (i = INVEN_RARM; i < INVEN_TOTAL; i++)
1245 object_type *o_ptr = &inventory[i];
1247 if (o_ptr->curse_flags & flag)
1249 choices[number] = i;
1252 else if ((flag == TRC_ADD_L_CURSE) ||
1253 (flag == TRC_ADD_H_CURSE) ||
1254 (flag == TRC_DRAIN_HP) ||
1255 (flag == TRC_DRAIN_MANA) ||
1256 (flag == TRC_CALL_ANIMAL) ||
1257 (flag == TRC_CALL_DEMON) ||
1258 (flag == TRC_CALL_DRAGON) ||
1259 (flag == TRC_CALL_UNDEAD) ||
1260 (flag == TRC_COWARDICE) ||
1261 (flag == TRC_LOW_MELEE) ||
1262 (flag == TRC_LOW_AC) ||
1263 (flag == TRC_LOW_MAGIC) ||
1264 (flag == TRC_FAST_DIGEST) ||
1265 (flag == TRC_SLOW_REGEN) )
1268 BIT_FLAGS flgs[TR_FLAG_SIZE];
1269 object_flags(o_ptr, flgs);
1272 case TRC_ADD_L_CURSE : cf = TR_ADD_L_CURSE; break;
1273 case TRC_ADD_H_CURSE : cf = TR_ADD_H_CURSE; break;
1274 case TRC_DRAIN_HP : cf = TR_DRAIN_HP; break;
1275 case TRC_DRAIN_MANA : cf = TR_DRAIN_MANA; break;
1276 case TRC_CALL_ANIMAL : cf = TR_CALL_ANIMAL; break;
1277 case TRC_CALL_DEMON : cf = TR_CALL_DEMON; break;
1278 case TRC_CALL_DRAGON : cf = TR_CALL_DRAGON; break;
1279 case TRC_CALL_UNDEAD : cf = TR_CALL_UNDEAD; break;
1280 case TRC_COWARDICE : cf = TR_COWARDICE; break;
1281 case TRC_LOW_MELEE : cf = TR_LOW_MELEE; break;
1282 case TRC_LOW_AC : cf = TR_LOW_AC; break;
1283 case TRC_LOW_MAGIC : cf = TR_LOW_MAGIC; break;
1284 case TRC_FAST_DIGEST : cf = TR_FAST_DIGEST; break;
1285 case TRC_SLOW_REGEN : cf = TR_SLOW_REGEN; break;
1288 if (have_flag(flgs, cf))
1290 choices[number] = i;
1296 /* Choice one of them */
1297 return (&inventory[choices[randint0(number)]]);
1300 static void process_world_aux_digestion(void)
1302 if (!p_ptr->inside_battle)
1304 /* Digest quickly when gorged */
1305 if (p_ptr->food >= PY_FOOD_MAX)
1307 /* Digest a lot of food */
1308 (void)set_food(p_ptr->food - 100);
1311 /* Digest normally -- Every 50 game turns */
1312 else if (!(turn % (TURNS_PER_TICK * 5)))
1314 /* Basic digestion rate based on speed */
1315 int digestion = SPEED_TO_ENERGY(p_ptr->pspeed);
1317 /* Regeneration takes more food */
1318 if (p_ptr->regenerate)
1320 if (p_ptr->special_defense & (KAMAE_MASK | KATA_MASK))
1322 if (p_ptr->cursed & TRC_FAST_DIGEST)
1325 /* Slow digestion takes less food */
1326 if (p_ptr->slow_digest)
1329 /* Minimal digestion */
1330 if (digestion < 1) digestion = 1;
1331 /* Maximal digestion */
1332 if (digestion > 100) digestion = 100;
1334 /* Digest some food */
1335 (void)set_food(p_ptr->food - digestion);
1340 if ((p_ptr->food < PY_FOOD_FAINT))
1342 /* Faint occasionally */
1343 if (!p_ptr->paralyzed && (randint0(100) < 10))
1345 msg_print(_("あまりにも空腹で気絶してしまった。", "You faint from the lack of food."));
1346 disturb(TRUE, TRUE);
1348 /* Hack -- faint (bypass free action) */
1349 (void)set_paralyzed(p_ptr->paralyzed + 1 + randint0(5));
1352 /* Starve to death (slowly) */
1353 if (p_ptr->food < PY_FOOD_STARVE)
1355 /* Calculate damage */
1356 HIT_POINT dam = (PY_FOOD_STARVE - p_ptr->food) / 10;
1358 if (!IS_INVULN()) take_hit(DAMAGE_LOSELIFE, dam, _("空腹", "starvation"), -1);
1365 * @brief 10ゲームターンが進行するごとにプレイヤーのHPとMPの増減処理を行う。
1366 * / Handle timed damage and regeneration every 10 game turns
1369 static void process_world_aux_hp_and_sp(void)
1371 feature_type *f_ptr = &f_info[cave[p_ptr->y][p_ptr->x].feat];
1372 bool cave_no_regen = FALSE;
1373 int upkeep_factor = 0;
1375 /* Default regeneration */
1376 int regen_amount = PY_REGEN_NORMAL;
1379 /*** Damage over Time ***/
1381 /* Take damage from poison */
1382 if (p_ptr->poisoned && !IS_INVULN())
1384 take_hit(DAMAGE_NOESCAPE, 1, _("毒", "poison"), -1);
1387 /* Take damage from cuts */
1388 if (p_ptr->cut && !IS_INVULN())
1392 /* Mortal wound or Deep Gash */
1393 if (p_ptr->cut > 1000)
1398 else if (p_ptr->cut > 200)
1404 else if (p_ptr->cut > 100)
1409 else if (p_ptr->cut > 50)
1414 else if (p_ptr->cut > 25)
1419 else if (p_ptr->cut > 10)
1430 take_hit(DAMAGE_NOESCAPE, dam, _("致命傷", "a fatal wound"), -1);
1433 /* (Vampires) Take damage from sunlight */
1434 if (prace_is_(RACE_VAMPIRE) || (p_ptr->mimic_form == MIMIC_VAMPIRE))
1436 if (!dun_level && !p_ptr->resist_lite && !IS_INVULN() && is_daytime())
1438 if ((cave[p_ptr->y][p_ptr->x].info & (CAVE_GLOW | CAVE_MNDK)) == CAVE_GLOW)
1440 msg_print(_("日光があなたのアンデッドの肉体を焼き焦がした!", "The sun's rays scorch your undead flesh!"));
1441 take_hit(DAMAGE_NOESCAPE, 1, _("日光", "sunlight"), -1);
1442 cave_no_regen = TRUE;
1446 if (inventory[INVEN_LITE].tval && (inventory[INVEN_LITE].name2 != EGO_LITE_DARKNESS) &&
1447 !p_ptr->resist_lite)
1449 object_type * o_ptr = &inventory[INVEN_LITE];
1450 GAME_TEXT o_name [MAX_NLEN];
1451 char ouch [MAX_NLEN+40];
1453 /* Get an object description */
1454 object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
1455 msg_format(_("%sがあなたのアンデッドの肉体を焼き焦がした!", "The %s scorches your undead flesh!"), o_name);
1457 cave_no_regen = TRUE;
1459 /* Get an object description */
1460 object_desc(o_name, o_ptr, OD_NAME_ONLY);
1461 sprintf(ouch, _("%sを装備したダメージ", "wielding %s"), o_name);
1463 if (!IS_INVULN()) take_hit(DAMAGE_NOESCAPE, 1, ouch, -1);
1467 if (have_flag(f_ptr->flags, FF_LAVA) && !IS_INVULN() && !p_ptr->immune_fire)
1471 if (have_flag(f_ptr->flags, FF_DEEP))
1473 damage = 6000 + randint0(4000);
1475 else if (!p_ptr->levitation)
1477 damage = 3000 + randint0(2000);
1482 if(prace_is_(RACE_ENT)) damage += damage / 3;
1483 if(p_ptr->resist_fire) damage = damage / 3;
1484 if(IS_OPPOSE_FIRE()) damage = damage / 3;
1485 if(p_ptr->levitation) damage = damage / 5;
1487 damage = damage / 100 + (randint0(100) < (damage % 100));
1489 if (p_ptr->levitation)
1491 msg_print(_("熱で火傷した!", "The heat burns you!"));
1492 take_hit(DAMAGE_NOESCAPE, damage, format(_("%sの上に浮遊したダメージ", "flying over %s"),
1493 f_name + f_info[get_feat_mimic(&cave[p_ptr->y][p_ptr->x])].name), -1);
1497 cptr name = f_name + f_info[get_feat_mimic(&cave[p_ptr->y][p_ptr->x])].name;
1498 msg_format(_("%sで火傷した!", "The %s burns you!"), name);
1499 take_hit(DAMAGE_NOESCAPE, damage, name, -1);
1502 cave_no_regen = TRUE;
1506 if (have_flag(f_ptr->flags, FF_COLD_PUDDLE) && !IS_INVULN() && !p_ptr->immune_cold)
1510 if (have_flag(f_ptr->flags, FF_DEEP))
1512 damage = 6000 + randint0(4000);
1514 else if (!p_ptr->levitation)
1516 damage = 3000 + randint0(2000);
1521 if (p_ptr->resist_cold) damage = damage / 3;
1522 if (IS_OPPOSE_COLD()) damage = damage / 3;
1523 if (p_ptr->levitation) damage = damage / 5;
1525 damage = damage / 100 + (randint0(100) < (damage % 100));
1527 if (p_ptr->levitation)
1529 msg_print(_("冷気に覆われた!", "The cold engulfs you!"));
1530 take_hit(DAMAGE_NOESCAPE, damage, format(_("%sの上に浮遊したダメージ", "flying over %s"),
1531 f_name + f_info[get_feat_mimic(&cave[p_ptr->y][p_ptr->x])].name), -1);
1535 cptr name = f_name + f_info[get_feat_mimic(&cave[p_ptr->y][p_ptr->x])].name;
1536 msg_format(_("%sに凍えた!", "The %s frostbites you!"), name);
1537 take_hit(DAMAGE_NOESCAPE, damage, name, -1);
1540 cave_no_regen = TRUE;
1544 if (have_flag(f_ptr->flags, FF_ELEC_PUDDLE) && !IS_INVULN() && !p_ptr->immune_elec)
1548 if (have_flag(f_ptr->flags, FF_DEEP))
1550 damage = 6000 + randint0(4000);
1552 else if (!p_ptr->levitation)
1554 damage = 3000 + randint0(2000);
1559 if (p_ptr->resist_elec) damage = damage / 3;
1560 if (IS_OPPOSE_ELEC()) damage = damage / 3;
1561 if (p_ptr->levitation) damage = damage / 5;
1563 damage = damage / 100 + (randint0(100) < (damage % 100));
1565 if (p_ptr->levitation)
1567 msg_print(_("電撃を受けた!", "The electric shocks you!"));
1568 take_hit(DAMAGE_NOESCAPE, damage, format(_("%sの上に浮遊したダメージ", "flying over %s"),
1569 f_name + f_info[get_feat_mimic(&cave[p_ptr->y][p_ptr->x])].name), -1);
1573 cptr name = f_name + f_info[get_feat_mimic(&cave[p_ptr->y][p_ptr->x])].name;
1574 msg_format(_("%sに感電した!", "The %s shocks you!"), name);
1575 take_hit(DAMAGE_NOESCAPE, damage, name, -1);
1578 cave_no_regen = TRUE;
1582 if (have_flag(f_ptr->flags, FF_ACID_PUDDLE) && !IS_INVULN() && !p_ptr->immune_acid)
1586 if (have_flag(f_ptr->flags, FF_DEEP))
1588 damage = 6000 + randint0(4000);
1590 else if (!p_ptr->levitation)
1592 damage = 3000 + randint0(2000);
1597 if (p_ptr->resist_acid) damage = damage / 3;
1598 if (IS_OPPOSE_ACID()) damage = damage / 3;
1599 if (p_ptr->levitation) damage = damage / 5;
1601 damage = damage / 100 + (randint0(100) < (damage % 100));
1603 if (p_ptr->levitation)
1605 msg_print(_("酸が飛び散った!", "The acid melt you!"));
1606 take_hit(DAMAGE_NOESCAPE, damage, format(_("%sの上に浮遊したダメージ", "flying over %s"),
1607 f_name + f_info[get_feat_mimic(&cave[p_ptr->y][p_ptr->x])].name), -1);
1611 cptr name = f_name + f_info[get_feat_mimic(&cave[p_ptr->y][p_ptr->x])].name;
1612 msg_format(_("%sに溶かされた!", "The %s melts you!"), name);
1613 take_hit(DAMAGE_NOESCAPE, damage, name, -1);
1616 cave_no_regen = TRUE;
1620 if (have_flag(f_ptr->flags, FF_POISON_PUDDLE) && !IS_INVULN())
1624 if (have_flag(f_ptr->flags, FF_DEEP))
1626 damage = 6000 + randint0(4000);
1628 else if (!p_ptr->levitation)
1630 damage = 3000 + randint0(2000);
1635 if (p_ptr->resist_pois) damage = damage / 3;
1636 if (IS_OPPOSE_POIS()) damage = damage / 3;
1637 if (p_ptr->levitation) damage = damage / 5;
1639 damage = damage / 100 + (randint0(100) < (damage % 100));
1641 if (p_ptr->levitation)
1643 msg_print(_("毒気を吸い込んだ!", "The gas poisons you!"));
1644 take_hit(DAMAGE_NOESCAPE, damage, format(_("%sの上に浮遊したダメージ", "flying over %s"),
1645 f_name + f_info[get_feat_mimic(&cave[p_ptr->y][p_ptr->x])].name), -1);
1646 if (p_ptr->resist_pois) (void)set_poisoned(p_ptr->poisoned + 1);
1650 cptr name = f_name + f_info[get_feat_mimic(&cave[p_ptr->y][p_ptr->x])].name;
1651 msg_format(_("%sに毒された!", "The %s poisons you!"), name);
1652 take_hit(DAMAGE_NOESCAPE, damage, name, -1);
1653 if (p_ptr->resist_pois) (void)set_poisoned(p_ptr->poisoned + 3);
1656 cave_no_regen = TRUE;
1660 if (have_flag(f_ptr->flags, FF_WATER) && have_flag(f_ptr->flags, FF_DEEP) &&
1661 !p_ptr->levitation && !p_ptr->can_swim)
1663 if (p_ptr->total_weight > weight_limit())
1665 msg_print(_("溺れている!", "You are drowning!"));
1666 take_hit(DAMAGE_NOESCAPE, randint1(p_ptr->lev), _("溺れ", "drowning"), -1);
1667 cave_no_regen = TRUE;
1674 if ((r_info[m_list[p_ptr->riding].r_idx].flags2 & RF2_AURA_FIRE) && !p_ptr->immune_fire)
1676 damage = r_info[m_list[p_ptr->riding].r_idx].level / 2;
1677 if (prace_is_(RACE_ENT)) damage += damage / 3;
1678 if (p_ptr->resist_fire) damage = damage / 3;
1679 if (IS_OPPOSE_FIRE()) damage = damage / 3;
1680 msg_print(_("熱い!", "It's hot!"));
1681 take_hit(DAMAGE_NOESCAPE, damage, _("炎のオーラ", "Fire aura"), -1);
1683 if ((r_info[m_list[p_ptr->riding].r_idx].flags2 & RF2_AURA_ELEC) && !p_ptr->immune_elec)
1685 damage = r_info[m_list[p_ptr->riding].r_idx].level / 2;
1686 if (prace_is_(RACE_ANDROID)) damage += damage / 3;
1687 if (p_ptr->resist_elec) damage = damage / 3;
1688 if (IS_OPPOSE_ELEC()) damage = damage / 3;
1689 msg_print(_("痛い!", "It hurts!"));
1690 take_hit(DAMAGE_NOESCAPE, damage, _("電気のオーラ", "Elec aura"), -1);
1692 if ((r_info[m_list[p_ptr->riding].r_idx].flags3 & RF3_AURA_COLD) && !p_ptr->immune_cold)
1694 damage = r_info[m_list[p_ptr->riding].r_idx].level / 2;
1695 if (p_ptr->resist_cold) damage = damage / 3;
1696 if (IS_OPPOSE_COLD()) damage = damage / 3;
1697 msg_print(_("冷たい!", "It's cold!"));
1698 take_hit(DAMAGE_NOESCAPE, damage, _("冷気のオーラ", "Cold aura"), -1);
1702 /* Spectres -- take damage when moving through walls */
1704 * Added: ANYBODY takes damage if inside through walls
1705 * without wraith form -- NOTE: Spectres will never be
1706 * reduced below 0 hp by being inside a stone wall; others
1709 if (!have_flag(f_ptr->flags, FF_MOVE) && !have_flag(f_ptr->flags, FF_CAN_FLY))
1711 if (!IS_INVULN() && !p_ptr->wraith_form && !p_ptr->kabenuke && ((p_ptr->chp > (p_ptr->lev / 5)) || !p_ptr->pass_wall))
1714 cave_no_regen = TRUE;
1716 if (p_ptr->pass_wall)
1718 msg_print(_("体の分子が分解した気がする!", "Your molecules feel disrupted!"));
1719 dam_desc = _("密度", "density");
1723 msg_print(_("崩れた岩に押し潰された!", "You are being crushed!"));
1724 dam_desc = _("硬い岩", "solid rock");
1727 take_hit(DAMAGE_NOESCAPE, 1 + (p_ptr->lev / 5), dam_desc, -1);
1732 /*** handle regeneration ***/
1735 if (p_ptr->food < PY_FOOD_WEAK)
1737 /* Lower regeneration */
1738 if (p_ptr->food < PY_FOOD_STARVE)
1742 else if (p_ptr->food < PY_FOOD_FAINT)
1744 regen_amount = PY_REGEN_FAINT;
1748 regen_amount = PY_REGEN_WEAK;
1752 /* Are we walking the pattern? */
1753 if (pattern_effect())
1755 cave_no_regen = TRUE;
1759 /* Regeneration ability */
1760 if (p_ptr->regenerate)
1762 regen_amount = regen_amount * 2;
1764 if (p_ptr->special_defense & (KAMAE_MASK | KATA_MASK))
1768 if (p_ptr->cursed & TRC_SLOW_REGEN)
1775 /* Searching or Resting */
1776 if ((p_ptr->action == ACTION_SEARCH) || (p_ptr->action == ACTION_REST))
1778 regen_amount = regen_amount * 2;
1781 upkeep_factor = calculate_upkeep();
1783 /* No regeneration while special action */
1784 if ((p_ptr->action == ACTION_LEARN) ||
1785 (p_ptr->action == ACTION_HAYAGAKE) ||
1786 (p_ptr->special_defense & KATA_KOUKIJIN))
1788 upkeep_factor += 100;
1791 /* Regenerate the mana */
1792 regenmana(upkeep_factor, regen_amount);
1795 /* Recharge magic eater's power */
1796 if (p_ptr->pclass == CLASS_MAGIC_EATER)
1798 regenmagic(regen_amount);
1801 if ((p_ptr->csp == 0) && (p_ptr->csp_frac == 0))
1803 while (upkeep_factor > 100)
1805 msg_print(_("こんなに多くのペットを制御できない!", "Too many pets to control at once!"));
1807 do_cmd_pet_dismiss();
1809 upkeep_factor = calculate_upkeep();
1811 msg_format(_("維持MPは %d%%", "Upkeep: %d%% mana."), upkeep_factor);
1816 /* Poisoned or cut yields no healing */
1817 if (p_ptr->poisoned) regen_amount = 0;
1818 if (p_ptr->cut) regen_amount = 0;
1820 /* Special floor -- Pattern, in a wall -- yields no healing */
1821 if (cave_no_regen) regen_amount = 0;
1823 regen_amount = (regen_amount * mutant_regenerate_mod) / 100;
1825 /* Regenerate Hit Points if needed */
1826 if ((p_ptr->chp < p_ptr->mhp) && !cave_no_regen)
1828 regenhp(regen_amount);
1833 * @brief 10ゲームターンが進行するごとに魔法効果の残りターンを減らしていく処理
1834 * / Handle timeout every 10 game turns
1837 static void process_world_aux_timeout(void)
1839 const int dec_count = (easy_band ? 2 : 1);
1841 /*** Timeout Various Things ***/
1844 if (p_ptr->tim_mimic)
1846 (void)set_mimic(p_ptr->tim_mimic - 1, p_ptr->mimic_form, TRUE);
1849 /* Hack -- Hallucinating */
1852 (void)set_image(p_ptr->image - dec_count);
1858 (void)set_blind(p_ptr->blind - dec_count);
1861 /* Times see-invisible */
1862 if (p_ptr->tim_invis)
1864 (void)set_tim_invis(p_ptr->tim_invis - 1, TRUE);
1875 (void)set_tim_esp(p_ptr->tim_esp - 1, TRUE);
1878 /* Timed temporary elemental brands. -LM- */
1879 if (p_ptr->ele_attack)
1881 p_ptr->ele_attack--;
1883 /* Clear all temporary elemental brands. */
1884 if (!p_ptr->ele_attack) set_ele_attack(0, 0);
1887 /* Timed temporary elemental immune. -LM- */
1888 if (p_ptr->ele_immune)
1890 p_ptr->ele_immune--;
1892 /* Clear all temporary elemental brands. */
1893 if (!p_ptr->ele_immune) set_ele_immune(0, 0);
1896 /* Timed infra-vision */
1897 if (p_ptr->tim_infra)
1899 (void)set_tim_infra(p_ptr->tim_infra - 1, TRUE);
1903 if (p_ptr->tim_stealth)
1905 (void)set_tim_stealth(p_ptr->tim_stealth - 1, TRUE);
1908 /* Timed levitation */
1909 if (p_ptr->tim_levitation)
1911 (void)set_tim_levitation(p_ptr->tim_levitation - 1, TRUE);
1914 /* Timed sh_touki */
1915 if (p_ptr->tim_sh_touki)
1917 (void)set_tim_sh_touki(p_ptr->tim_sh_touki - 1, TRUE);
1921 if (p_ptr->tim_sh_fire)
1923 (void)set_tim_sh_fire(p_ptr->tim_sh_fire - 1, TRUE);
1927 if (p_ptr->tim_sh_holy)
1929 (void)set_tim_sh_holy(p_ptr->tim_sh_holy - 1, TRUE);
1933 if (p_ptr->tim_eyeeye)
1935 (void)set_tim_eyeeye(p_ptr->tim_eyeeye - 1, TRUE);
1938 /* Timed resist-magic */
1939 if (p_ptr->resist_magic)
1941 (void)set_resist_magic(p_ptr->resist_magic - 1, TRUE);
1944 /* Timed regeneration */
1945 if (p_ptr->tim_regen)
1947 (void)set_tim_regen(p_ptr->tim_regen - 1, TRUE);
1950 /* Timed resist nether */
1951 if (p_ptr->tim_res_nether)
1953 (void)set_tim_res_nether(p_ptr->tim_res_nether - 1, TRUE);
1956 /* Timed resist time */
1957 if (p_ptr->tim_res_time)
1959 (void)set_tim_res_time(p_ptr->tim_res_time - 1, TRUE);
1963 if (p_ptr->tim_reflect)
1965 (void)set_tim_reflect(p_ptr->tim_reflect - 1, TRUE);
1969 if (p_ptr->multishadow)
1971 (void)set_multishadow(p_ptr->multishadow - 1, TRUE);
1974 /* Timed Robe of dust */
1975 if (p_ptr->dustrobe)
1977 (void)set_dustrobe(p_ptr->dustrobe - 1, TRUE);
1980 /* Timed infra-vision */
1981 if (p_ptr->kabenuke)
1983 (void)set_kabenuke(p_ptr->kabenuke - 1, TRUE);
1987 if (p_ptr->paralyzed)
1989 (void)set_paralyzed(p_ptr->paralyzed - dec_count);
1993 if (p_ptr->confused)
1995 (void)set_confused(p_ptr->confused - dec_count);
2001 (void)set_afraid(p_ptr->afraid - dec_count);
2007 (void)set_fast(p_ptr->fast - 1, TRUE);
2013 (void)set_slow(p_ptr->slow - dec_count, TRUE);
2016 /* Protection from evil */
2017 if (p_ptr->protevil)
2019 (void)set_protevil(p_ptr->protevil - 1, TRUE);
2022 /* Invulnerability */
2025 (void)set_invuln(p_ptr->invuln - 1, TRUE);
2029 if (p_ptr->wraith_form)
2031 (void)set_wraith_form(p_ptr->wraith_form - 1, TRUE);
2037 (void)set_hero(p_ptr->hero - 1, TRUE);
2043 (void)set_shero(p_ptr->shero - 1, TRUE);
2049 (void)set_blessed(p_ptr->blessed - 1, TRUE);
2055 (void)set_shield(p_ptr->shield - 1, TRUE);
2059 if (p_ptr->tsubureru)
2061 (void)set_tsubureru(p_ptr->tsubureru - 1, TRUE);
2065 if (p_ptr->magicdef)
2067 (void)set_magicdef(p_ptr->magicdef - 1, TRUE);
2071 if (p_ptr->tsuyoshi)
2073 (void)set_tsuyoshi(p_ptr->tsuyoshi - 1, TRUE);
2077 if (p_ptr->oppose_acid)
2079 (void)set_oppose_acid(p_ptr->oppose_acid - 1, TRUE);
2082 /* Oppose Lightning */
2083 if (p_ptr->oppose_elec)
2085 (void)set_oppose_elec(p_ptr->oppose_elec - 1, TRUE);
2089 if (p_ptr->oppose_fire)
2091 (void)set_oppose_fire(p_ptr->oppose_fire - 1, TRUE);
2095 if (p_ptr->oppose_cold)
2097 (void)set_oppose_cold(p_ptr->oppose_cold - 1, TRUE);
2101 if (p_ptr->oppose_pois)
2103 (void)set_oppose_pois(p_ptr->oppose_pois - 1, TRUE);
2108 (void)set_ultimate_res(p_ptr->ult_res - 1, TRUE);
2111 /*** Poison and Stun and Cut ***/
2114 if (p_ptr->poisoned)
2116 int adjust = adj_con_fix[p_ptr->stat_ind[A_CON]] + 1;
2118 /* Apply some healing */
2119 (void)set_poisoned(p_ptr->poisoned - adjust);
2125 int adjust = adj_con_fix[p_ptr->stat_ind[A_CON]] + 1;
2127 /* Apply some healing */
2128 (void)set_stun(p_ptr->stun - adjust);
2134 int adjust = adj_con_fix[p_ptr->stat_ind[A_CON]] + 1;
2136 /* Hack -- Truly "mortal" wound */
2137 if (p_ptr->cut > 1000) adjust = 0;
2139 /* Apply some healing */
2140 (void)set_cut(p_ptr->cut - adjust);
2146 * @brief 10ゲームターンが進行する毎に光源の寿命を減らす処理
2147 * / Handle burning fuel every 10 game turns
2150 static void process_world_aux_light(void)
2152 /* Check for light being wielded */
2153 object_type *o_ptr = &inventory[INVEN_LITE];
2155 /* Burn some fuel in the current lite */
2156 if (o_ptr->tval == TV_LITE)
2158 /* Hack -- Use some fuel (except on artifacts) */
2159 if (!(object_is_fixed_artifact(o_ptr) || o_ptr->sval == SV_LITE_FEANOR) && (o_ptr->xtra4 > 0))
2161 /* Decrease life-span */
2162 if (o_ptr->name2 == EGO_LITE_LONG)
2164 if (turn % (TURNS_PER_TICK*2)) o_ptr->xtra4--;
2166 else o_ptr->xtra4--;
2168 /* Notice interesting fuel steps */
2169 notice_lite_change(o_ptr);
2176 * @brief 10ゲームターンが進行するごとに突然変異の発動判定を行う処理
2177 * / Handle mutation effects once every 10 game turns
2180 static void process_world_aux_mutation(void)
2182 /* No mutation with effects */
2183 if (!p_ptr->muta2) return;
2185 /* No effect on monster arena */
2186 if (p_ptr->inside_battle) return;
2188 /* No effect on the global map */
2189 if (p_ptr->wild_mode) return;
2191 if ((p_ptr->muta2 & MUT2_BERS_RAGE) && one_in_(3000))
2193 disturb(FALSE, TRUE);
2194 msg_print(_("ウガァァア!", "RAAAAGHH!"));
2195 msg_print(_("激怒の発作に襲われた!", "You feel a fit of rage coming over you!"));
2196 (void)set_shero(10 + randint1(p_ptr->lev), FALSE);
2197 (void)set_afraid(0);
2200 if ((p_ptr->muta2 & MUT2_COWARDICE) && (randint1(3000) == 13))
2202 if (!p_ptr->resist_fear)
2204 disturb(FALSE, TRUE);
2205 msg_print(_("とても暗い... とても恐い!", "It's so dark... so scary!"));
2206 set_afraid(p_ptr->afraid + 13 + randint1(26));
2210 if ((p_ptr->muta2 & MUT2_RTELEPORT) && (randint1(5000) == 88))
2212 if (!p_ptr->resist_nexus && !(p_ptr->muta1 & MUT1_VTELEPORT) && !p_ptr->anti_tele)
2214 disturb(FALSE, TRUE);
2215 msg_print(_("あなたの位置は突然ひじょうに不確定になった...", "Your position suddenly seems very uncertain..."));
2217 teleport_player(40, TELEPORT_PASSIVE);
2221 if ((p_ptr->muta2 & MUT2_ALCOHOL) && (randint1(6400) == 321))
2223 if (!p_ptr->resist_conf && !p_ptr->resist_chaos)
2225 disturb(FALSE, TRUE);
2226 p_ptr->redraw |= PR_EXTRA;
2227 msg_print(_("いひきがもーろーとひてきたきがふる...ヒック!", "You feel a SSSCHtupor cOmINg over yOu... *HIC*!"));
2230 if (!p_ptr->resist_conf)
2232 (void)set_confused(p_ptr->confused + randint0(20) + 15);
2235 if (!p_ptr->resist_chaos)
2240 if (one_in_(3)) lose_all_info();
2242 (void)teleport_player_aux(100, TELEPORT_NONMAGICAL | TELEPORT_PASSIVE);
2244 msg_print(_("あなたは見知らぬ場所で目が醒めた...頭が痛い。", "You wake up somewhere with a sore head..."));
2245 msg_print(_("何も覚えていない。どうやってここに来たかも分からない!", "You can't remember a thing, or how you got here!"));
2251 msg_print(_("き~れいなちょおちょらとんれいる~", "Thishcischs GooDSChtuff!"));
2252 (void)set_image(p_ptr->image + randint0(150) + 150);
2258 if ((p_ptr->muta2 & MUT2_HALLU) && (randint1(6400) == 42))
2260 if (!p_ptr->resist_chaos)
2262 disturb(FALSE, TRUE);
2263 p_ptr->redraw |= PR_EXTRA;
2264 (void)set_image(p_ptr->image + randint0(50) + 20);
2268 if ((p_ptr->muta2 & MUT2_FLATULENT) && (randint1(3000) == 13))
2270 disturb(FALSE, TRUE);
2271 msg_print(_("ブゥーーッ!おっと。", "BRRAAAP! Oops."));
2273 fire_ball(GF_POIS, 0, p_ptr->lev, 3);
2276 if ((p_ptr->muta2 & MUT2_PROD_MANA) &&
2277 !p_ptr->anti_magic && one_in_(9000))
2280 disturb(FALSE, TRUE);
2281 msg_print(_("魔法のエネルギーが突然あなたの中に流れ込んできた!エネルギーを解放しなければならない!",
2282 "Magical energy flows through you! You must release it!"));
2286 (void)get_hack_dir(&dire);
2287 fire_ball(GF_MANA, dire, p_ptr->lev * 2, 3);
2290 if ((p_ptr->muta2 & MUT2_ATT_DEMON) && !p_ptr->anti_magic && (randint1(6666) == 666))
2292 bool pet = one_in_(6);
2293 BIT_FLAGS mode = PM_ALLOW_GROUP;
2295 if (pet) mode |= PM_FORCE_PET;
2296 else mode |= (PM_ALLOW_UNIQUE | PM_NO_PET);
2298 if (summon_specific((pet ? -1 : 0), p_ptr->y, p_ptr->x, dun_level, SUMMON_DEMON, mode))
2300 msg_print(_("あなたはデーモンを引き寄せた!", "You have attracted a demon!"));
2301 disturb(FALSE, TRUE);
2305 if ((p_ptr->muta2 & MUT2_SPEED_FLUX) && one_in_(6000))
2307 disturb(FALSE, TRUE);
2310 msg_print(_("精力的でなくなった気がする。", "You feel less energetic."));
2312 if (p_ptr->fast > 0)
2318 set_slow(randint1(30) + 10, FALSE);
2323 msg_print(_("精力的になった気がする。", "You feel more energetic."));
2325 if (p_ptr->slow > 0)
2331 set_fast(randint1(30) + 10, FALSE);
2336 if ((p_ptr->muta2 & MUT2_BANISH_ALL) && one_in_(9000))
2338 disturb(FALSE, TRUE);
2339 msg_print(_("突然ほとんど孤独になった気がする。", "You suddenly feel almost lonely."));
2341 banish_monsters(100);
2342 if (!dun_level && p_ptr->town_num)
2346 /* Pick a random shop (except home) */
2349 n = randint0(MAX_STORES);
2351 while ((n == STORE_HOME) || (n == STORE_MUSEUM));
2353 msg_print(_("店の主人が丘に向かって走っている!", "You see one of the shopkeepers running for the hills!"));
2359 if ((p_ptr->muta2 & MUT2_EAT_LIGHT) && one_in_(3000))
2363 msg_print(_("影につつまれた。", "A shadow passes over you."));
2366 /* Absorb light from the current possition */
2367 if ((cave[p_ptr->y][p_ptr->x].info & (CAVE_GLOW | CAVE_MNDK)) == CAVE_GLOW)
2372 o_ptr = &inventory[INVEN_LITE];
2374 /* Absorb some fuel in the current lite */
2375 if (o_ptr->tval == TV_LITE)
2377 /* Use some fuel (except on artifacts) */
2378 if (!object_is_fixed_artifact(o_ptr) && (o_ptr->xtra4 > 0))
2380 /* Heal the player a bit */
2381 hp_player(o_ptr->xtra4 / 20);
2383 /* Decrease life-span of lite */
2385 msg_print(_("光源からエネルギーを吸収した!", "You absorb energy from your light!"));
2387 /* Notice interesting fuel steps */
2388 notice_lite_change(o_ptr);
2393 * Unlite the area (radius 10) around player and
2394 * do 50 points damage to every affected monster
2396 unlite_area(50, 10);
2399 if ((p_ptr->muta2 & MUT2_ATT_ANIMAL) && !p_ptr->anti_magic && one_in_(7000))
2401 bool pet = one_in_(3);
2402 BIT_FLAGS mode = PM_ALLOW_GROUP;
2404 if (pet) mode |= PM_FORCE_PET;
2405 else mode |= (PM_ALLOW_UNIQUE | PM_NO_PET);
2407 if (summon_specific((pet ? -1 : 0), p_ptr->y, p_ptr->x, dun_level, SUMMON_ANIMAL, mode))
2409 msg_print(_("動物を引き寄せた!", "You have attracted an animal!"));
2410 disturb(FALSE, TRUE);
2414 if ((p_ptr->muta2 & MUT2_RAW_CHAOS) && !p_ptr->anti_magic && one_in_(8000))
2416 disturb(FALSE, TRUE);
2417 msg_print(_("周りの空間が歪んでいる気がする!", "You feel the world warping around you!"));
2420 fire_ball(GF_CHAOS, 0, p_ptr->lev, 8);
2422 if ((p_ptr->muta2 & MUT2_NORMALITY) && one_in_(5000))
2424 if (!lose_mutation(0))
2425 msg_print(_("奇妙なくらい普通になった気がする。", "You feel oddly normal."));
2427 if ((p_ptr->muta2 & MUT2_WRAITH) && !p_ptr->anti_magic && one_in_(3000))
2429 disturb(FALSE, TRUE);
2430 msg_print(_("非物質化した!", "You feel insubstantial!"));
2433 set_wraith_form(randint1(p_ptr->lev / 2) + (p_ptr->lev / 2), FALSE);
2435 if ((p_ptr->muta2 & MUT2_POLY_WOUND) && one_in_(3000))
2439 if ((p_ptr->muta2 & MUT2_WASTING) && one_in_(3000))
2441 int which_stat = randint0(A_MAX);
2442 int sustained = FALSE;
2447 if (p_ptr->sustain_str) sustained = TRUE;
2450 if (p_ptr->sustain_int) sustained = TRUE;
2453 if (p_ptr->sustain_wis) sustained = TRUE;
2456 if (p_ptr->sustain_dex) sustained = TRUE;
2459 if (p_ptr->sustain_con) sustained = TRUE;
2462 if (p_ptr->sustain_chr) sustained = TRUE;
2465 msg_print(_("不正な状態!", "Invalid stat chosen!"));
2471 disturb(FALSE, TRUE);
2472 msg_print(_("自分が衰弱していくのが分かる!", "You can feel yourself wasting away!"));
2474 (void)dec_stat(which_stat, randint1(6) + 6, one_in_(3));
2477 if ((p_ptr->muta2 & MUT2_ATT_DRAGON) && !p_ptr->anti_magic && one_in_(3000))
2479 bool pet = one_in_(5);
2480 BIT_FLAGS mode = PM_ALLOW_GROUP;
2482 if (pet) mode |= PM_FORCE_PET;
2483 else mode |= (PM_ALLOW_UNIQUE | PM_NO_PET);
2485 if (summon_specific((pet ? -1 : 0), p_ptr->y, p_ptr->x, dun_level, SUMMON_DRAGON, mode))
2487 msg_print(_("ドラゴンを引き寄せた!", "You have attracted a dragon!"));
2488 disturb(FALSE, TRUE);
2491 if ((p_ptr->muta2 & MUT2_WEIRD_MIND) && !p_ptr->anti_magic && one_in_(3000))
2493 if (p_ptr->tim_esp > 0)
2495 msg_print(_("精神にもやがかかった!", "Your mind feels cloudy!"));
2496 set_tim_esp(0, TRUE);
2500 msg_print(_("精神が広がった!", "Your mind expands!"));
2501 set_tim_esp(p_ptr->lev, FALSE);
2504 if ((p_ptr->muta2 & MUT2_NAUSEA) && !p_ptr->slow_digest && one_in_(9000))
2506 disturb(FALSE, TRUE);
2507 msg_print(_("胃が痙攣し、食事を失った!", "Your stomach roils, and you lose your lunch!"));
2509 set_food(PY_FOOD_WEAK);
2510 if (music_singing_any()) stop_singing();
2511 if (hex_spelling_any()) stop_hex_spell_all();
2514 if ((p_ptr->muta2 & MUT2_WALK_SHAD) && !p_ptr->anti_magic && one_in_(12000) && !p_ptr->inside_arena)
2519 if ((p_ptr->muta2 & MUT2_WARNING) && one_in_(1000))
2521 int danger_amount = 0;
2522 MONSTER_IDX monster;
2524 for (monster = 0; monster < m_max; monster++)
2526 monster_type *m_ptr = &m_list[monster];
2527 monster_race *r_ptr = &r_info[m_ptr->r_idx];
2529 /* Paranoia -- Skip dead monsters */
2530 if (!m_ptr->r_idx) continue;
2532 if (r_ptr->level >= p_ptr->lev)
2534 danger_amount += r_ptr->level - p_ptr->lev + 1;
2538 if (danger_amount > 100)
2539 msg_print(_("非常に恐ろしい気がする!", "You feel utterly terrified!"));
2540 else if (danger_amount > 50)
2541 msg_print(_("恐ろしい気がする!", "You feel terrified!"));
2542 else if (danger_amount > 20)
2543 msg_print(_("非常に心配な気がする!", "You feel very worried!"));
2544 else if (danger_amount > 10)
2545 msg_print(_("心配な気がする!", "You feel paranoid!"));
2546 else if (danger_amount > 5)
2547 msg_print(_("ほとんど安全な気がする。", "You feel almost safe."));
2549 msg_print(_("寂しい気がする。", "You feel lonely."));
2552 if ((p_ptr->muta2 & MUT2_INVULN) && !p_ptr->anti_magic && one_in_(5000))
2554 disturb(FALSE, TRUE);
2555 msg_print(_("無敵な気がする!", "You feel invincible!"));
2557 (void)set_invuln(randint1(8) + 8, FALSE);
2560 if ((p_ptr->muta2 & MUT2_SP_TO_HP) && one_in_(2000))
2562 MANA_POINT wounds = (MANA_POINT)(p_ptr->mhp - p_ptr->chp);
2566 HIT_POINT healing = p_ptr->csp;
2567 if (healing > wounds) healing = wounds;
2570 p_ptr->csp -= healing;
2571 p_ptr->redraw |= (PR_HP | PR_MANA);
2575 if ((p_ptr->muta2 & MUT2_HP_TO_SP) && !p_ptr->anti_magic && one_in_(4000))
2577 HIT_POINT wounds = (HIT_POINT)(p_ptr->msp - p_ptr->csp);
2581 HIT_POINT healing = p_ptr->chp;
2582 if (healing > wounds) healing = wounds;
2584 p_ptr->csp += healing;
2585 p_ptr->redraw |= (PR_HP | PR_MANA);
2586 take_hit(DAMAGE_LOSELIFE, healing, _("頭に昇った血", "blood rushing to the head"), -1);
2590 if ((p_ptr->muta2 & MUT2_DISARM) && one_in_(10000))
2592 INVENTORY_IDX slot = 0;
2593 object_type *o_ptr = NULL;
2595 disturb(FALSE, TRUE);
2596 msg_print(_("足がもつれて転んだ!", "You trip over your own feet!"));
2597 take_hit(DAMAGE_NOESCAPE, randint1(p_ptr->wt / 6), _("転倒", "tripping"), -1);
2600 if (buki_motteruka(INVEN_RARM))
2603 o_ptr = &inventory[INVEN_RARM];
2605 if (buki_motteruka(INVEN_LARM) && one_in_(2))
2607 o_ptr = &inventory[INVEN_LARM];
2611 else if (buki_motteruka(INVEN_LARM))
2613 o_ptr = &inventory[INVEN_LARM];
2616 if (slot && !object_is_cursed(o_ptr))
2618 msg_print(_("武器を落としてしまった!", "You drop your weapon!"));
2619 inven_drop(slot, 1);
2626 * @brief 10ゲームターンが進行するごとに装備効果の発動判定を行う処理
2627 * / Handle curse effects once every 10 game turns
2630 static void process_world_aux_curse(void)
2632 if ((p_ptr->cursed & TRC_P_FLAG_MASK) && !p_ptr->inside_battle && !p_ptr->wild_mode)
2635 * Hack: Uncursed teleporting items (e.g. Trump Weapons)
2636 * can actually be useful!
2638 if ((p_ptr->cursed & TRC_TELEPORT_SELF) && one_in_(200))
2640 GAME_TEXT o_name[MAX_NLEN];
2642 int i, i_keep = 0, count = 0;
2644 /* Scan the equipment with random teleport ability */
2645 for (i = INVEN_RARM; i < INVEN_TOTAL; i++)
2647 BIT_FLAGS flgs[TR_FLAG_SIZE];
2648 o_ptr = &inventory[i];
2650 /* Skip non-objects */
2651 if (!o_ptr->k_idx) continue;
2653 /* Extract the item flags */
2654 object_flags(o_ptr, flgs);
2656 if (have_flag(flgs, TR_TELEPORT))
2658 /* {.} will stop random teleportation. */
2659 if (!o_ptr->inscription || !my_strchr(quark_str(o_ptr->inscription), '.'))
2662 if (one_in_(count)) i_keep = i;
2667 o_ptr = &inventory[i_keep];
2668 object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
2669 msg_format(_("%sがテレポートの能力を発動させようとしている。", "Your %s is activating teleportation."), o_name);
2670 if (get_check_strict(_("テレポートしますか?", "Teleport? "), CHECK_OKAY_CANCEL))
2672 disturb(FALSE, TRUE);
2673 teleport_player(50, 0L);
2677 msg_format(_("%sに{.}(ピリオド)と銘を刻むと発動を抑制できます。",
2678 "You can inscribe {.} on your %s to disable random teleportation. "), o_name);
2679 disturb(TRUE, TRUE);
2682 /* Make a chainsword noise */
2683 if ((p_ptr->cursed & TRC_CHAINSWORD) && one_in_(CHAINSWORD_NOISE))
2686 if (!get_rnd_line(_("chainswd_j.txt", "chainswd.txt"), 0, noise))
2688 disturb(FALSE, FALSE);
2691 if ((p_ptr->cursed & TRC_TY_CURSE) && one_in_(TY_CURSE_CHANCE))
2694 (void)activate_ty_curse(FALSE, &count);
2696 /* Handle experience draining */
2697 if (p_ptr->prace != RACE_ANDROID && ((p_ptr->cursed & TRC_DRAIN_EXP) && one_in_(4)))
2699 p_ptr->exp -= (p_ptr->lev + 1) / 2;
2700 if (p_ptr->exp < 0) p_ptr->exp = 0;
2701 p_ptr->max_exp -= (p_ptr->lev + 1) / 2;
2702 if (p_ptr->max_exp < 0) p_ptr->max_exp = 0;
2705 /* Add light curse (Later) */
2706 if ((p_ptr->cursed & TRC_ADD_L_CURSE) && one_in_(2000))
2708 BIT_FLAGS new_curse;
2711 o_ptr = choose_cursed_obj_name(TRC_ADD_L_CURSE);
2713 new_curse = get_curse(0, o_ptr);
2714 if (!(o_ptr->curse_flags & new_curse))
2716 GAME_TEXT o_name[MAX_NLEN];
2718 object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
2720 o_ptr->curse_flags |= new_curse;
2721 msg_format(_("悪意に満ちた黒いオーラが%sをとりまいた...", "There is a malignant black aura surrounding your %s..."), o_name);
2723 o_ptr->feeling = FEEL_NONE;
2725 p_ptr->update |= (PU_BONUS);
2728 /* Add heavy curse (Later) */
2729 if ((p_ptr->cursed & TRC_ADD_H_CURSE) && one_in_(2000))
2731 BIT_FLAGS new_curse;
2734 o_ptr = choose_cursed_obj_name(TRC_ADD_H_CURSE);
2736 new_curse = get_curse(1, o_ptr);
2737 if (!(o_ptr->curse_flags & new_curse))
2739 GAME_TEXT o_name[MAX_NLEN];
2741 object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
2743 o_ptr->curse_flags |= new_curse;
2744 msg_format(_("悪意に満ちた黒いオーラが%sをとりまいた...", "There is a malignant black aura surrounding your %s..."), o_name);
2745 o_ptr->feeling = FEEL_NONE;
2747 p_ptr->update |= (PU_BONUS);
2751 if ((p_ptr->cursed & TRC_CALL_ANIMAL) && one_in_(2500))
2753 if (summon_specific(0, p_ptr->y, p_ptr->x, dun_level, SUMMON_ANIMAL,
2754 (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE | PM_NO_PET)))
2756 GAME_TEXT o_name[MAX_NLEN];
2758 object_desc(o_name, choose_cursed_obj_name(TRC_CALL_ANIMAL), (OD_OMIT_PREFIX | OD_NAME_ONLY));
2759 msg_format(_("%sが動物を引き寄せた!", "Your %s have attracted an animal!"), o_name);
2760 disturb(FALSE, TRUE);
2764 if ((p_ptr->cursed & TRC_CALL_DEMON) && one_in_(1111))
2766 if (summon_specific(0, p_ptr->y, p_ptr->x, dun_level, SUMMON_DEMON, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE | PM_NO_PET)))
2768 GAME_TEXT o_name[MAX_NLEN];
2770 object_desc(o_name, choose_cursed_obj_name(TRC_CALL_DEMON), (OD_OMIT_PREFIX | OD_NAME_ONLY));
2771 msg_format(_("%sが悪魔を引き寄せた!", "Your %s have attracted a demon!"), o_name);
2772 disturb(FALSE, TRUE);
2776 if ((p_ptr->cursed & TRC_CALL_DRAGON) && one_in_(800))
2778 if (summon_specific(0, p_ptr->y, p_ptr->x, dun_level, SUMMON_DRAGON,
2779 (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE | PM_NO_PET)))
2781 GAME_TEXT o_name[MAX_NLEN];
2783 object_desc(o_name, choose_cursed_obj_name(TRC_CALL_DRAGON), (OD_OMIT_PREFIX | OD_NAME_ONLY));
2784 msg_format(_("%sがドラゴンを引き寄せた!", "Your %s have attracted an dragon!"), o_name);
2785 disturb(FALSE, TRUE);
2789 if ((p_ptr->cursed & TRC_CALL_UNDEAD) && one_in_(1111))
2791 if (summon_specific(0, p_ptr->y, p_ptr->x, dun_level, SUMMON_UNDEAD,
2792 (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE | PM_NO_PET)))
2794 GAME_TEXT o_name[MAX_NLEN];
2796 object_desc(o_name, choose_cursed_obj_name(TRC_CALL_UNDEAD), (OD_OMIT_PREFIX | OD_NAME_ONLY));
2797 msg_format(_("%sが死霊を引き寄せた!", "Your %s have attracted an undead!"), o_name);
2798 disturb(FALSE, TRUE);
2801 if ((p_ptr->cursed & TRC_COWARDICE) && one_in_(1500))
2803 if (!p_ptr->resist_fear)
2805 disturb(FALSE, TRUE);
2806 msg_print(_("とても暗い... とても恐い!", "It's so dark... so scary!"));
2807 set_afraid(p_ptr->afraid + 13 + randint1(26));
2810 /* Teleport player */
2811 if ((p_ptr->cursed & TRC_TELEPORT) && one_in_(200) && !p_ptr->anti_tele)
2813 disturb(FALSE, TRUE);
2815 /* Teleport player */
2816 teleport_player(40, TELEPORT_PASSIVE);
2818 /* Handle HP draining */
2819 if ((p_ptr->cursed & TRC_DRAIN_HP) && one_in_(666))
2821 GAME_TEXT o_name[MAX_NLEN];
2823 object_desc(o_name, choose_cursed_obj_name(TRC_DRAIN_HP), (OD_OMIT_PREFIX | OD_NAME_ONLY));
2824 msg_format(_("%sはあなたの体力を吸収した!", "Your %s drains HP from you!"), o_name);
2825 take_hit(DAMAGE_LOSELIFE, MIN(p_ptr->lev*2, 100), o_name, -1);
2827 /* Handle mana draining */
2828 if ((p_ptr->cursed & TRC_DRAIN_MANA) && p_ptr->csp && one_in_(666))
2830 GAME_TEXT o_name[MAX_NLEN];
2832 object_desc(o_name, choose_cursed_obj_name(TRC_DRAIN_MANA), (OD_OMIT_PREFIX | OD_NAME_ONLY));
2833 msg_format(_("%sはあなたの魔力を吸収した!", "Your %s drains mana from you!"), o_name);
2834 p_ptr->csp -= MIN(p_ptr->lev, 50);
2838 p_ptr->csp_frac = 0;
2840 p_ptr->redraw |= PR_MANA;
2844 /* Rarely, take damage from the Jewel of Judgement */
2845 if (one_in_(999) && !p_ptr->anti_magic)
2847 object_type *o_ptr = &inventory[INVEN_LITE];
2849 if (o_ptr->name1 == ART_JUDGE)
2851 if (object_is_known(o_ptr))
2852 msg_print(_("『審判の宝石』はあなたの体力を吸収した!", "The Jewel of Judgement drains life from you!"));
2854 msg_print(_("なにかがあなたの体力を吸収した!", "Something drains life from you!"));
2855 take_hit(DAMAGE_LOSELIFE, MIN(p_ptr->lev, 50), _("審判の宝石", "the Jewel of Judgement"), -1);
2862 * @brief 10ゲームターンが進行するごとに魔道具の自然充填を行う処理
2863 * / Handle recharging objects once every 10 game turns
2866 static void process_world_aux_recharge(void)
2871 /* Process equipment */
2872 for (changed = FALSE, i = INVEN_RARM; i < INVEN_TOTAL; i++)
2874 /* Get the object */
2875 object_type *o_ptr = &inventory[i];
2877 /* Skip non-objects */
2878 if (!o_ptr->k_idx) continue;
2880 /* Recharge activatable objects */
2881 if (o_ptr->timeout > 0)
2886 /* Notice changes */
2887 if (!o_ptr->timeout)
2889 recharged_notice(o_ptr);
2895 /* Notice changes */
2898 p_ptr->window |= (PW_EQUIP);
2903 * Recharge rods. Rods now use timeout to control charging status,
2904 * and each charging rod in a stack decreases the stack's timeout by
2905 * one per turn. -LM-
2907 for (changed = FALSE, i = 0; i < INVEN_PACK; i++)
2909 object_type *o_ptr = &inventory[i];
2910 object_kind *k_ptr = &k_info[o_ptr->k_idx];
2912 /* Skip non-objects */
2913 if (!o_ptr->k_idx) continue;
2915 /* Examine all charging rods or stacks of charging rods. */
2916 if ((o_ptr->tval == TV_ROD) && (o_ptr->timeout))
2918 /* Determine how many rods are charging. */
2919 TIME_EFFECT temp = (o_ptr->timeout + (k_ptr->pval - 1)) / k_ptr->pval;
2920 if (temp > o_ptr->number) temp = (TIME_EFFECT)o_ptr->number;
2922 /* Decrease timeout by that number. */
2923 o_ptr->timeout -= temp;
2925 /* Boundary control. */
2926 if (o_ptr->timeout < 0) o_ptr->timeout = 0;
2928 /* Notice changes, provide message if object is inscribed. */
2929 if (!(o_ptr->timeout))
2931 recharged_notice(o_ptr);
2935 /* One of the stack of rod is charged */
2936 else if (o_ptr->timeout % k_ptr->pval)
2943 /* Notice changes */
2946 p_ptr->window |= (PW_INVEN);
2950 /* Process objects on floor */
2951 for (i = 1; i < o_max; i++)
2954 object_type *o_ptr = &o_list[i];
2956 /* Skip dead objects */
2957 if (!o_ptr->k_idx) continue;
2959 /* Recharge rods on the ground. No messages. */
2960 if ((o_ptr->tval == TV_ROD) && (o_ptr->timeout))
2963 o_ptr->timeout -= (TIME_EFFECT)o_ptr->number;
2965 /* Boundary control. */
2966 if (o_ptr->timeout < 0) o_ptr->timeout = 0;
2973 * @brief 10ゲームターンが進行するごとに帰還や現実変容などの残り時間カウントダウンと発動を処理する。
2974 * / Handle involuntary movement once every 10 game turns
2977 static void process_world_aux_movement(void)
2979 /* Delayed Word-of-Recall */
2980 if (p_ptr->word_recall)
2983 * HACK: Autosave BEFORE resetting the recall counter (rr9)
2984 * The player is yanked up/down as soon as
2985 * he loads the autosaved game.
2987 if (autosave_l && (p_ptr->word_recall == 1) && !p_ptr->inside_battle)
2988 do_cmd_save_game(TRUE);
2990 /* Count down towards recall */
2991 p_ptr->word_recall--;
2993 p_ptr->redraw |= (PR_STATUS);
2995 /* Activate the recall */
2996 if (!p_ptr->word_recall)
2999 disturb(FALSE, TRUE);
3001 /* Determine the level */
3002 if (dun_level || p_ptr->inside_quest || p_ptr->enter_dungeon)
3004 msg_print(_("上に引っ張りあげられる感じがする!", "You feel yourself yanked upwards!"));
3006 if (dungeon_type) p_ptr->recall_dungeon = dungeon_type;
3008 do_cmd_write_nikki(NIKKI_RECALL, dun_level, NULL);
3013 leave_quest_check();
3014 leave_tower_check();
3016 p_ptr->inside_quest = 0;
3018 p_ptr->leaving = TRUE;
3022 msg_print(_("下に引きずり降ろされる感じがする!", "You feel yourself yanked downwards!"));
3024 dungeon_type = p_ptr->recall_dungeon;
3027 do_cmd_write_nikki(NIKKI_RECALL, dun_level, NULL);
3030 dun_level = max_dlv[dungeon_type];
3031 if (dun_level < 1) dun_level = 1;
3033 /* Nightmare mode makes recall more dangerous */
3034 if (ironman_nightmare && !randint0(666) && (dungeon_type == DUNGEON_ANGBAND))
3040 else if (dun_level < 99)
3042 dun_level = (dun_level + 99) / 2;
3044 else if (dun_level > 100)
3046 dun_level = d_info[dungeon_type].maxdepth - 1;
3050 if (p_ptr->wild_mode)
3052 p_ptr->wilderness_y = p_ptr->y;
3053 p_ptr->wilderness_x = p_ptr->x;
3057 /* Save player position */
3058 p_ptr->oldpx = p_ptr->x;
3059 p_ptr->oldpy = p_ptr->y;
3061 p_ptr->wild_mode = FALSE;
3064 * Clear all saved floors
3065 * and create a first saved floor
3067 prepare_change_floor_mode(CFM_FIRST_FLOOR);
3070 p_ptr->leaving = TRUE;
3072 if (dungeon_type == DUNGEON_ANGBAND)
3076 for (i = MIN_RANDOM_QUEST; i < MAX_RANDOM_QUEST + 1; i++)
3078 quest_type* const q_ptr = &quest[i];
3081 if ((q_ptr->type == QUEST_TYPE_RANDOM) &&
3082 (q_ptr->status == QUEST_STATUS_TAKEN) &&
3083 (q_ptr->level < dun_level))
3085 q_ptr->status = QUEST_STATUS_FAILED;
3086 q_ptr->complev = (byte)p_ptr->lev;
3088 q_ptr->comptime = playtime;
3089 r_info[q_ptr->r_idx].flags1 &= ~(RF1_QUESTOR);
3095 sound(SOUND_TPLEVEL);
3100 /* Delayed Alter reality */
3101 if (p_ptr->alter_reality)
3103 if (autosave_l && (p_ptr->alter_reality == 1) && !p_ptr->inside_battle)
3104 do_cmd_save_game(TRUE);
3106 /* Count down towards alter */
3107 p_ptr->alter_reality--;
3109 p_ptr->redraw |= (PR_STATUS);
3111 /* Activate the alter reality */
3112 if (!p_ptr->alter_reality)
3115 disturb(FALSE, TRUE);
3117 /* Determine the level */
3118 if (!quest_number(dun_level) && dun_level)
3120 msg_print(_("世界が変わった!", "The world changes!"));
3123 * Clear all saved floors
3124 * and create a first saved floor
3126 prepare_change_floor_mode(CFM_FIRST_FLOOR);
3129 p_ptr->leaving = TRUE;
3133 msg_print(_("世界が少しの間変化したようだ。", "The world seems to change for a moment!"));
3136 sound(SOUND_TPLEVEL);
3143 * @brief 指定したモンスターに隣接しているモンスターの数を返す。
3144 * / Count number of adjacent monsters
3145 * @param m_idx 隣接数を調べたいモンスターのID
3146 * @return 隣接しているモンスターの数
3148 static int get_monster_crowd_number(MONSTER_IDX m_idx)
3150 monster_type *m_ptr = &m_list[m_idx];
3151 POSITION my = m_ptr->fy;
3152 POSITION mx = m_ptr->fx;
3156 for (i = 0; i < 7; i++)
3158 int ay = my + ddy_ddd[i];
3159 int ax = mx + ddx_ddd[i];
3161 if (!in_bounds(ay, ax)) continue;
3163 /* Count number of monsters */
3164 if (cave[ay][ax].m_idx > 0) count++;
3173 * ダンジョンの雰囲気を計算するための非線形基準値 / Dungeon rating is no longer linear
3175 #define RATING_BOOST(delta) (delta * delta + 50 * delta)
3178 * @brief ダンジョンの雰囲気を算出する。
3179 * / Examine all monsters and unidentified objects, and get the feeling of current dungeon floor
3180 * @return 算出されたダンジョンの雰囲気ランク
3182 static byte get_dungeon_feeling(void)
3184 const int base = 10;
3188 /* Hack -- no feeling in the town */
3189 if (!dun_level) return 0;
3191 /* Examine each monster */
3192 for (i = 1; i < m_max; i++)
3194 monster_type *m_ptr = &m_list[i];
3195 monster_race *r_ptr;
3198 /* Skip dead monsters */
3199 if (!m_ptr->r_idx) continue;
3202 if (is_pet(m_ptr)) continue;
3204 r_ptr = &r_info[m_ptr->r_idx];
3206 /* Unique monsters */
3207 if (r_ptr->flags1 & (RF1_UNIQUE))
3209 /* Nearly out-of-depth unique monsters */
3210 if (r_ptr->level + 10 > dun_level)
3212 /* Boost rating by twice delta-depth */
3213 delta += (r_ptr->level + 10 - dun_level) * 2 * base;
3218 /* Out-of-depth monsters */
3219 if (r_ptr->level > dun_level)
3221 /* Boost rating by delta-depth */
3222 delta += (r_ptr->level - dun_level) * base;
3226 /* Unusually crowded monsters get a little bit of rating boost */
3227 if (r_ptr->flags1 & RF1_FRIENDS)
3229 if (5 <= get_monster_crowd_number(i)) delta += 1;
3233 if (2 <= get_monster_crowd_number(i)) delta += 1;
3237 rating += RATING_BOOST(delta);
3240 /* Examine each unidentified object */
3241 for (i = 1; i < o_max; i++)
3243 object_type *o_ptr = &o_list[i];
3244 object_kind *k_ptr = &k_info[o_ptr->k_idx];
3247 /* Skip dead objects */
3248 if (!o_ptr->k_idx) continue;
3250 /* Skip known objects */
3251 if (object_is_known(o_ptr))
3254 if (o_ptr->marked & OM_TOUCHED) continue;
3257 /* Skip pseudo-known objects */
3258 if (o_ptr->ident & IDENT_SENSE) continue;
3261 if (object_is_ego(o_ptr))
3263 ego_item_type *e_ptr = &e_info[o_ptr->name2];
3265 delta += e_ptr->rating * base;
3269 if (object_is_artifact(o_ptr))
3271 PRICE cost = object_value_real(o_ptr);
3274 if (cost > 10000L) delta += 10 * base;
3275 if (cost > 50000L) delta += 10 * base;
3276 if (cost > 100000L) delta += 10 * base;
3278 /* Special feeling */
3279 if (!preserve_mode) return 1;
3282 if (o_ptr->tval == TV_DRAG_ARMOR) delta += 30 * base;
3283 if (o_ptr->tval == TV_SHIELD && o_ptr->sval == SV_DRAGON_SHIELD) delta += 5 * base;
3284 if (o_ptr->tval == TV_GLOVES && o_ptr->sval == SV_SET_OF_DRAGON_GLOVES) delta += 5 * base;
3285 if (o_ptr->tval == TV_BOOTS && o_ptr->sval == SV_PAIR_OF_DRAGON_GREAVE) delta += 5 * base;
3286 if (o_ptr->tval == TV_HELM && o_ptr->sval == SV_DRAGON_HELM) delta += 5 * base;
3287 if (o_ptr->tval == TV_RING && o_ptr->sval == SV_RING_SPEED && !object_is_cursed(o_ptr)) delta += 25 * base;
3288 if (o_ptr->tval == TV_RING && o_ptr->sval == SV_RING_LORDLY && !object_is_cursed(o_ptr)) delta += 15 * base;
3289 if (o_ptr->tval == TV_AMULET && o_ptr->sval == SV_AMULET_THE_MAGI && !object_is_cursed(o_ptr)) delta += 15 * base;
3291 /* Out-of-depth objects */
3292 if (!object_is_cursed(o_ptr) && !object_is_broken(o_ptr) && k_ptr->level > dun_level)
3294 /* Rating increase */
3295 delta += (k_ptr->level - dun_level) * base;
3298 rating += RATING_BOOST(delta);
3302 if (rating > RATING_BOOST(1000)) return 2;
3303 if (rating > RATING_BOOST(800)) return 3;
3304 if (rating > RATING_BOOST(600)) return 4;
3305 if (rating > RATING_BOOST(400)) return 5;
3306 if (rating > RATING_BOOST(300)) return 6;
3307 if (rating > RATING_BOOST(200)) return 7;
3308 if (rating > RATING_BOOST(100)) return 8;
3309 if (rating > RATING_BOOST(0)) return 9;
3315 * @brief ダンジョンの雰囲気を更新し、変化があった場合メッセージを表示する
3316 * / Update dungeon feeling, and announce it if changed
3319 static void update_dungeon_feeling(void)
3325 /* No feeling on the surface */
3326 if (!dun_level) return;
3328 /* No feeling in the arena */
3329 if (p_ptr->inside_battle) return;
3331 /* Extract delay time */
3332 delay = MAX(10, 150 - p_ptr->skill_fos) * (150 - dun_level) * TURNS_PER_TICK / 100;
3334 /* Not yet felt anything */
3335 if (turn < p_ptr->feeling_turn + delay && !cheat_xtra) return;
3337 /* Extract quest number (if any) */
3338 quest_num = quest_number(dun_level);
3340 /* No feeling in a quest */
3342 (is_fixed_quest_idx(quest_num) &&
3343 !((quest_num == QUEST_OBERON) || (quest_num == QUEST_SERPENT) ||
3344 !(quest[quest_num].flags & QUEST_FLAG_PRESET)))) return;
3347 /* Get new dungeon feeling */
3348 new_feeling = get_dungeon_feeling();
3350 /* Remember last time updated */
3351 p_ptr->feeling_turn = turn;
3354 if (p_ptr->feeling == new_feeling) return;
3356 /* Dungeon feeling is changed */
3357 p_ptr->feeling = new_feeling;
3359 /* Announce feeling */
3362 select_floor_music();
3364 /* Update the level indicator */
3365 p_ptr->redraw |= (PR_DEPTH);
3367 if (disturb_minor) disturb(FALSE, FALSE);
3371 * @brief 10ゲームターンが進行する毎にゲーム世界全体の処理を行う。
3372 * / Handle certain things once every 10 game turns
3375 static void process_world(void)
3379 const s32b A_DAY = TURNS_PER_TICK * TOWN_DAWN;
3380 s32b prev_turn_in_today = ((turn - TURNS_PER_TICK) % A_DAY + A_DAY / 4) % A_DAY;
3381 int prev_min = (1440 * prev_turn_in_today / A_DAY) % 60;
3383 extract_day_hour_min(&day, &hour, &min);
3385 /* Update dungeon feeling, and announce it if changed */
3386 update_dungeon_feeling();
3388 /* 帰還無しモード時のレベルテレポバグ対策 / Fix for level teleport bugs on ironman_downward.*/
3389 if (ironman_downward && (dungeon_type != DUNGEON_ANGBAND && dungeon_type != 0))
3393 prepare_change_floor_mode(CFM_FIRST_FLOOR | CFM_RAND_PLACE);
3394 p_ptr->inside_arena = FALSE;
3395 p_ptr->wild_mode = FALSE;
3396 p_ptr->leaving = TRUE;
3399 /*** Check monster arena ***/
3400 if (p_ptr->inside_battle && !p_ptr->leaving)
3406 /* Count all hostile monsters */
3407 for (i2 = 0; i2 < cur_wid; ++i2)
3408 for (j2 = 0; j2 < cur_hgt; j2++)
3410 cave_type *c_ptr = &cave[j2][i2];
3412 if ((c_ptr->m_idx > 0) && (c_ptr->m_idx != p_ptr->riding))
3415 win_m_idx = c_ptr->m_idx;
3419 if (number_mon == 0)
3421 msg_print(_("相打ちに終わりました。", "They have kill each other at the same time."));
3423 p_ptr->energy_need = 0;
3426 else if ((number_mon-1) == 0)
3428 GAME_TEXT m_name[MAX_NLEN];
3429 monster_type *wm_ptr;
3431 wm_ptr = &m_list[win_m_idx];
3433 monster_desc(m_name, wm_ptr, 0);
3434 msg_format(_("%sが勝利した!", "%s is winner!"), m_name);
3437 if (win_m_idx == (sel_monster+1))
3439 msg_print(_("おめでとうございます。", "Congratulations."));
3440 msg_format(_("%d$を受け取った。", "You received %d gold."), battle_odds);
3441 p_ptr->au += battle_odds;
3445 msg_print(_("残念でした。", "You lost gold."));
3448 p_ptr->energy_need = 0;
3451 else if (turn - old_turn == 150 * TURNS_PER_TICK)
3453 msg_print(_("申し分けありませんが、この勝負は引き分けとさせていただきます。", "This battle have ended in a draw."));
3454 p_ptr->au += kakekin;
3456 p_ptr->energy_need = 0;
3461 /* Every 10 game turns */
3462 if (turn % TURNS_PER_TICK) return;
3464 /*** Check the Time and Load ***/
3466 if (!(turn % (50*TURNS_PER_TICK)))
3468 /* Check time and load */
3469 if ((0 != check_time()) || (0 != check_load()))
3472 if (closing_flag <= 2)
3474 disturb(FALSE, TRUE);
3476 /* Count warnings */
3479 msg_print(_("アングバンドへの門が閉じかかっています...", "The gates to ANGBAND are closing..."));
3480 msg_print(_("ゲームを終了するかセーブするかして下さい。", "Please finish up and/or save your game."));
3487 msg_print(_("今、アングバンドへの門が閉ざされました。", "The gates to ANGBAND are now closed."));
3490 p_ptr->playing = FALSE;
3493 p_ptr->leaving = TRUE;
3498 /*** Attempt timed autosave ***/
3499 if (autosave_t && autosave_freq && !p_ptr->inside_battle)
3501 if (!(turn % ((s32b)autosave_freq * TURNS_PER_TICK)))
3502 do_cmd_save_game(TRUE);
3505 if (mon_fight && !ignore_unview)
3507 msg_print(_("何かが聞こえた。", "You hear noise."));
3510 /*** Handle the wilderness/town (sunshine) ***/
3512 /* While in town/wilderness */
3513 if (!dun_level && !p_ptr->inside_quest && !p_ptr->inside_battle && !p_ptr->inside_arena)
3515 /* Hack -- Daybreak/Nighfall in town */
3516 if (!(turn % ((TURNS_PER_TICK * TOWN_DAWN) / 2)))
3520 /* Check for dawn */
3521 dawn = (!(turn % (TURNS_PER_TICK * TOWN_DAWN)));
3523 if (dawn) day_break();
3529 /* While in the dungeon (vanilla_town or lite_town mode only) */
3530 else if ((vanilla_town || (lite_town && !p_ptr->inside_quest && !p_ptr->inside_battle && !p_ptr->inside_arena)) && dun_level)
3532 /*** Shuffle the Storekeepers ***/
3534 /* Chance is only once a day (while in dungeon) */
3535 if (!(turn % (TURNS_PER_TICK * STORE_TICKS)))
3537 /* Sometimes, shuffle the shop-keepers */
3538 if (one_in_(STORE_SHUFFLE))
3543 /* Pick a random shop (except home and museum) */
3546 n = randint0(MAX_STORES);
3548 while ((n == STORE_HOME) || (n == STORE_MUSEUM));
3550 /* Check every feature */
3551 for (i = 1; i < max_f_idx; i++)
3553 /* Access the index */
3554 feature_type *f_ptr = &f_info[i];
3556 /* Skip empty index */
3557 if (!f_ptr->name) continue;
3559 /* Skip non-store features */
3560 if (!have_flag(f_ptr->flags, FF_STORE)) continue;
3562 /* Verify store type */
3563 if (f_ptr->subtype == n)
3565 if (cheat_xtra) msg_format(_("%sの店主をシャッフルします。", "Shuffle a Shopkeeper of %s."), f_name + f_ptr->name);
3578 /*** Process the monsters ***/
3580 /* Check for creature generation. */
3581 if (one_in_(d_info[dungeon_type].max_m_alloc_chance) &&
3582 !p_ptr->inside_arena && !p_ptr->inside_quest && !p_ptr->inside_battle)
3584 /* Make a new monster */
3585 (void)alloc_monster(MAX_SIGHT + 5, 0);
3588 /* Hack -- Check for creature regeneration */
3589 if (!(turn % (TURNS_PER_TICK * 10)) && !p_ptr->inside_battle) regen_monsters();
3590 if (!(turn % (TURNS_PER_TICK * 3))) regen_captured_monsters();
3592 if (!p_ptr->leaving)
3596 /* Hack -- Process the counters of monsters if needed */
3597 for (i = 0; i < MAX_MTIMED; i++)
3599 if (mproc_max[i] > 0) process_monsters_mtimed(i);
3607 if (min != prev_min)
3609 do_cmd_write_nikki(NIKKI_HIGAWARI, 0, NULL);
3610 determine_today_mon(FALSE);
3615 * Nightmare mode activates the TY_CURSE at midnight
3616 * Require exact minute -- Don't activate multiple times in a minute
3619 if (ironman_nightmare && (min != prev_min))
3622 /* Every 15 minutes after 11:00 pm */
3623 if ((hour == 23) && !(min % 15))
3626 disturb(FALSE, TRUE);
3631 msg_print(_("遠くで不気味な鐘の音が鳴った。", "You hear a distant bell toll ominously."));
3635 msg_print(_("遠くで鐘が二回鳴った。", "A distant bell sounds twice."));
3639 msg_print(_("遠くで鐘が三回鳴った。", "A distant bell sounds three times."));
3643 msg_print(_("遠くで鐘が四回鳴った。", "A distant bell tolls four times."));
3648 /* TY_CURSE activates at midnight! */
3652 disturb(TRUE, TRUE);
3653 msg_print(_("遠くで鐘が何回も鳴り、死んだような静けさの中へ消えていった。", "A distant bell tolls many times, fading into an deathly silence."));
3655 if (p_ptr->wild_mode)
3657 /* Go into large wilderness view */
3658 p_ptr->oldpy = randint1(MAX_HGT - 2);
3659 p_ptr->oldpx = randint1(MAX_WID - 2);
3662 /* Give first move to monsters */
3663 p_ptr->energy_use = 100;
3665 /* HACk -- set the encouter flag for the wilderness generation */
3666 generate_encounter = TRUE;
3669 invoking_midnight_curse = TRUE;
3675 /* Check the Food */
3676 process_world_aux_digestion();
3678 /* Process timed damage and regeneration */
3679 process_world_aux_hp_and_sp();
3681 /* Process timeout */
3682 process_world_aux_timeout();
3685 process_world_aux_light();
3687 /* Process mutation effects */
3688 process_world_aux_mutation();
3690 /* Process curse effects */
3691 process_world_aux_curse();
3693 /* Process recharging */
3694 process_world_aux_recharge();
3696 /* Feel the inventory */
3700 /* Involuntary Movement */
3701 process_world_aux_movement();
3705 * @brief ウィザードモードへの導入処理
3706 * / Verify use of "wizard" mode
3707 * @return 実際にウィザードモードへ移行したらTRUEを返す。
3709 static bool enter_wizard_mode(void)
3711 /* Ask first time */
3712 if (!p_ptr->noscore)
3714 /* Wizard mode is not permitted */
3715 if (!allow_debug_opts || arg_wizard)
3717 msg_print(_("ウィザードモードは許可されていません。 ", "Wizard mode is not permitted."));
3721 /* Mention effects */
3722 msg_print(_("ウィザードモードはデバッグと実験のためのモードです。 ", "Wizard mode is for debugging and experimenting."));
3723 msg_print(_("一度ウィザードモードに入るとスコアは記録されません。", "The game will not be scored if you enter wizard mode."));
3726 /* Verify request */
3727 if (!get_check(_("本当にウィザードモードに入りたいのですか? ", "Are you sure you want to enter wizard mode? ")))
3732 do_cmd_write_nikki(NIKKI_BUNSHOU, 0, _("ウィザードモードに突入してスコアを残せなくなった。", "give up recording score to enter wizard mode."));
3734 p_ptr->noscore |= 0x0002;
3745 * @brief デバッグコマンドへの導入処理
3746 * / Verify use of "debug" commands
3747 * @return 実際にデバッグコマンドへ移行したらTRUEを返す。
3749 static bool enter_debug_mode(void)
3751 /* Ask first time */
3752 if (!p_ptr->noscore)
3754 /* Debug mode is not permitted */
3755 if (!allow_debug_opts)
3757 msg_print(_("デバッグコマンドは許可されていません。 ", "Use of debug command is not permitted."));
3761 /* Mention effects */
3762 msg_print(_("デバッグ・コマンドはデバッグと実験のためのコマンドです。 ", "The debug commands are for debugging and experimenting."));
3763 msg_print(_("デバッグ・コマンドを使うとスコアは記録されません。", "The game will not be scored if you use debug commands."));
3767 /* Verify request */
3768 if (!get_check(_("本当にデバッグ・コマンドを使いますか? ", "Are you sure you want to use debug commands? ")))
3773 do_cmd_write_nikki(NIKKI_BUNSHOU, 0, _("デバッグモードに突入してスコアを残せなくなった。", "give up sending score to use debug commands."));
3775 p_ptr->noscore |= 0x0008;
3783 * Hack -- Declare the Debug Routines
3785 extern void do_cmd_debug(void);
3787 #endif /* ALLOW_WIZARD */
3793 * @brief ボーグコマンドへの導入処理
3794 * / Verify use of "borg" commands
3795 * @return 実際にボーグコマンドへ移行したらTRUEを返す。
3797 static bool enter_borg_mode(void)
3799 /* Ask first time */
3800 if (!(p_ptr->noscore & 0x0010))
3802 /* Mention effects */
3803 msg_print(_("ボーグ・コマンドはデバッグと実験のためのコマンドです。 ", "The borg commands are for debugging and experimenting."));
3804 msg_print(_("ボーグ・コマンドを使うとスコアは記録されません。", "The game will not be scored if you use borg commands."));
3808 /* Verify request */
3809 if (!get_check(_("本当にボーグ・コマンドを使いますか? ", "Are you sure you want to use borg commands? ")))
3814 do_cmd_write_nikki(NIKKI_BUNSHOU, 0, _("ボーグ・コマンドを使用してスコアを残せなくなった。", "give up recording score to use borg commands."));
3816 p_ptr->noscore |= 0x0010;
3824 * Hack -- Declare the Ben Borg
3826 extern void do_cmd_borg(void);
3828 #endif /* ALLOW_BORG */
3832 * @brief プレイヤーから受けた入力コマンドの分岐処理。
3833 * / Parse and execute the current command Give "Warning" on illegal commands.
3834 * @todo Make some "blocks"
3837 static void process_command(void)
3839 COMMAND_CODE old_now_message = now_message;
3841 /* Handle repeating the last command */
3847 if ((p_ptr->pclass == CLASS_SNIPER) && (p_ptr->concent))
3848 reset_concent = TRUE;
3850 /* Parse the command */
3851 switch (command_cmd)
3867 /*** Wizard Commands ***/
3869 /* Toggle Wizard Mode */
3874 p_ptr->wizard = FALSE;
3875 msg_print(_("ウィザードモード解除。", "Wizard mode off."));
3877 else if (enter_wizard_mode())
3879 p_ptr->wizard = TRUE;
3880 msg_print(_("ウィザードモード突入。", "Wizard mode on."));
3882 p_ptr->update |= (PU_MONSTERS);
3884 /* Redraw "title" */
3885 p_ptr->redraw |= (PR_TITLE);
3893 /* Special "debug" commands */
3896 /* Enter debug mode */
3897 if (enter_debug_mode())
3904 #endif /* ALLOW_WIZARD */
3909 /* Special "borg" commands */
3912 /* Enter borg mode */
3913 if (enter_borg_mode())
3915 if (!p_ptr->wild_mode) do_cmd_borg();
3921 #endif /* ALLOW_BORG */
3925 /*** Inventory Commands ***/
3927 /* Wear/wield equipment */
3930 if (!p_ptr->wild_mode) do_cmd_wield();
3934 /* Take off equipment */
3937 if (!p_ptr->wild_mode) do_cmd_takeoff();
3944 if (!p_ptr->wild_mode) do_cmd_drop();
3948 /* Destroy an item */
3955 /* Equipment list */
3962 /* Inventory list */
3970 /*** Various commands ***/
3972 /* Identify an object */
3979 /* Hack -- toggle windows */
3982 toggle_inven_equip();
3987 /*** Standard "Movement" Commands ***/
3992 if (!p_ptr->wild_mode) do_cmd_alter();
3999 if (!p_ptr->wild_mode) do_cmd_tunnel();
4003 /* Move (usually pick up things) */
4010 /* Move (usually do not pick up) */
4018 /*** Running, Resting, Searching, Staying */
4020 /* Begin Running -- Arg is Max Distance */
4023 if (!p_ptr->wild_mode) do_cmd_run();
4027 /* Stay still (usually pick things up) */
4030 do_cmd_stay(always_pickup);
4034 /* Stay still (usually do not pick up) */
4037 do_cmd_stay(!always_pickup);
4041 /* Rest -- Arg is time */
4048 /* Search for traps/doors */
4055 /* Toggle search mode */
4058 if (p_ptr->action == ACTION_SEARCH) set_action(ACTION_NONE);
4059 else set_action(ACTION_SEARCH);
4064 /*** Stairs and Doors and Chests and Traps ***/
4067 case SPECIAL_KEY_STORE:
4069 if (!p_ptr->wild_mode) do_cmd_store();
4073 /* Enter building -KMW- */
4074 case SPECIAL_KEY_BUILDING:
4076 if (!p_ptr->wild_mode) do_cmd_bldg();
4080 /* Enter quest level -KMW- */
4081 case SPECIAL_KEY_QUEST:
4083 if (!p_ptr->wild_mode) do_cmd_quest();
4087 /* Go up staircase */
4090 if (!p_ptr->wild_mode && !dun_level && !p_ptr->inside_arena && !p_ptr->inside_quest)
4092 if (vanilla_town) break;
4096 msg_print(_("襲撃から逃げるにはマップの端まで移動しなければならない。", "To flee the ambush you have to reach the edge of the map."));
4100 if (p_ptr->food < PY_FOOD_WEAK)
4102 msg_print(_("その前に食事をとらないと。", "You must eat something here."));
4113 /* Go down staircase */
4116 if (p_ptr->wild_mode)
4124 /* Open a door or chest */
4127 if (!p_ptr->wild_mode) do_cmd_open();
4134 if (!p_ptr->wild_mode) do_cmd_close();
4138 /* Jam a door with spikes */
4141 if (!p_ptr->wild_mode) do_cmd_spike();
4148 if (!p_ptr->wild_mode) do_cmd_bash();
4152 /* Disarm a trap or chest */
4155 if (!p_ptr->wild_mode) do_cmd_disarm();
4160 /*** Magic and Prayers ***/
4162 /* Gain new spells/prayers */
4165 if ((p_ptr->pclass == CLASS_SORCERER) || (p_ptr->pclass == CLASS_RED_MAGE))
4166 msg_print(_("呪文を学習する必要はない!", "You don't have to learn spells!"));
4167 else if (p_ptr->pclass == CLASS_SAMURAI)
4168 do_cmd_gain_hissatsu();
4169 else if (p_ptr->pclass == CLASS_MAGIC_EATER)
4179 if ( (p_ptr->pclass == CLASS_MINDCRAFTER) ||
4180 (p_ptr->pclass == CLASS_BERSERKER) ||
4181 (p_ptr->pclass == CLASS_NINJA) ||
4182 (p_ptr->pclass == CLASS_MIRROR_MASTER)
4183 ) do_cmd_mind_browse();
4184 else if (p_ptr->pclass == CLASS_SMITH)
4186 else if (p_ptr->pclass == CLASS_MAGIC_EATER)
4187 do_cmd_magic_eater(TRUE, FALSE);
4188 else if (p_ptr->pclass == CLASS_SNIPER)
4189 do_cmd_snipe_browse();
4190 else do_cmd_browse();
4198 if (!p_ptr->wild_mode)
4200 if ((p_ptr->pclass == CLASS_WARRIOR) || (p_ptr->pclass == CLASS_ARCHER) || (p_ptr->pclass == CLASS_CAVALRY))
4202 msg_print(_("呪文を唱えられない!", "You cannot cast spells!"));
4204 else if (dun_level && (d_info[dungeon_type].flags1 & DF1_NO_MAGIC) && (p_ptr->pclass != CLASS_BERSERKER) && (p_ptr->pclass != CLASS_SMITH))
4206 msg_print(_("ダンジョンが魔法を吸収した!", "The dungeon absorbs all attempted magic!"));
4209 else if (p_ptr->anti_magic && (p_ptr->pclass != CLASS_BERSERKER) && (p_ptr->pclass != CLASS_SMITH))
4211 cptr which_power = _("魔法", "magic");
4212 if (p_ptr->pclass == CLASS_MINDCRAFTER)
4213 which_power = _("超能力", "psionic powers");
4214 else if (p_ptr->pclass == CLASS_IMITATOR)
4215 which_power = _("ものまね", "imitation");
4216 else if (p_ptr->pclass == CLASS_SAMURAI)
4217 which_power = _("必殺剣", "hissatsu");
4218 else if (p_ptr->pclass == CLASS_MIRROR_MASTER)
4219 which_power = _("鏡魔法", "mirror magic");
4220 else if (p_ptr->pclass == CLASS_NINJA)
4221 which_power = _("忍術", "ninjutsu");
4222 else if (mp_ptr->spell_book == TV_LIFE_BOOK)
4223 which_power = _("祈り", "prayer");
4225 msg_format(_("反魔法バリアが%sを邪魔した!", "An anti-magic shell disrupts your %s!"), which_power);
4226 p_ptr->energy_use = 0;
4228 else if (p_ptr->shero && (p_ptr->pclass != CLASS_BERSERKER))
4230 msg_format(_("狂戦士化していて頭が回らない!", "You cannot think directly!"));
4231 p_ptr->energy_use = 0;
4235 if ((p_ptr->pclass == CLASS_MINDCRAFTER) ||
4236 (p_ptr->pclass == CLASS_BERSERKER) ||
4237 (p_ptr->pclass == CLASS_NINJA) ||
4238 (p_ptr->pclass == CLASS_MIRROR_MASTER)
4241 else if (p_ptr->pclass == CLASS_IMITATOR)
4243 else if (p_ptr->pclass == CLASS_MAGIC_EATER)
4244 do_cmd_magic_eater(FALSE, FALSE);
4245 else if (p_ptr->pclass == CLASS_SAMURAI)
4247 else if (p_ptr->pclass == CLASS_BLUE_MAGE)
4248 do_cmd_cast_learned();
4249 else if (p_ptr->pclass == CLASS_SMITH)
4251 else if (p_ptr->pclass == CLASS_SNIPER)
4260 /* Issue a pet command */
4263 if (!p_ptr->wild_mode) do_cmd_pet();
4267 /*** Use various objects ***/
4269 /* Inscribe an object */
4276 /* Uninscribe an object */
4279 do_cmd_uninscribe();
4283 /* Activate an artifact */
4286 if (!p_ptr->wild_mode)
4288 if (!p_ptr->inside_arena)
4292 msg_print(_("アリーナが魔法を吸収した!", "The arena absorbs all attempted magic!"));
4306 /* Fuel your lantern/torch */
4316 if (!p_ptr->wild_mode) do_cmd_fire();
4323 if (!p_ptr->wild_mode) do_cmd_throw(1, FALSE, -1);
4330 if (!p_ptr->wild_mode)
4332 if (!p_ptr->inside_arena)
4336 msg_print(_("アリーナが魔法を吸収した!", "The arena absorbs all attempted magic!"));
4346 if (!p_ptr->wild_mode)
4348 if (p_ptr->inside_arena)
4350 msg_print(_("アリーナが魔法を吸収した!", "The arena absorbs all attempted magic!"));
4353 else if (use_command && rogue_like_commands)
4365 /* Quaff a potion */
4368 if (!p_ptr->wild_mode)
4370 if (!p_ptr->inside_arena)
4371 do_cmd_quaff_potion();
4374 msg_print(_("アリーナが魔法を吸収した!", "The arena absorbs all attempted magic!"));
4384 if (!p_ptr->wild_mode)
4386 if (!p_ptr->inside_arena)
4387 do_cmd_read_scroll();
4390 msg_print(_("アリーナが魔法を吸収した!", "The arena absorbs all attempted magic!"));
4400 if (!p_ptr->wild_mode)
4402 if (p_ptr->inside_arena)
4404 msg_print(_("アリーナが魔法を吸収した!", "The arena absorbs all attempted magic!"));
4407 else if (use_command && !rogue_like_commands)
4417 /* Use racial power */
4420 if (!p_ptr->wild_mode) do_cmd_racial_power();
4425 /*** Looking at Things (nearby or on map) ***/
4427 /* Full dungeon map */
4434 /* Locate player on map */
4448 /* Target monster or location */
4451 if (!p_ptr->wild_mode) do_cmd_target();
4457 /*** Help and Such ***/
4466 /* Identify symbol */
4469 do_cmd_query_symbol();
4473 /* Character description */
4476 do_cmd_change_name();
4481 /*** System Commands ***/
4483 /* Hack -- User interface */
4490 /* Single line from a pref file */
4499 do_cmd_reload_autopick();
4505 do_cmd_edit_autopick();
4509 /* Interact with macros */
4516 /* Interact with visuals */
4524 /* Interact with colors */
4532 /* Interact with options */
4536 (void)combine_and_reorder_home(STORE_HOME);
4541 /*** Misc Commands ***/
4557 /* Repeat level feeling */
4560 if (!p_ptr->wild_mode) do_cmd_feeling();
4564 /* Show previous message */
4567 do_cmd_message_one();
4571 /* Show previous messages */
4574 do_cmd_messages(old_now_message);
4578 /* Show quest status -KMW- */
4581 do_cmd_checkquest();
4585 /* Redraw the screen */
4588 now_message = old_now_message;
4593 #ifndef VERIFY_SAVEFILE
4595 /* Hack -- Save and don't quit */
4598 do_cmd_save_game(FALSE);
4602 #endif /* VERIFY_SAVEFILE */
4612 case SPECIAL_KEY_QUIT:
4614 do_cmd_save_and_exit();
4618 /* Quit (commit suicide) */
4631 /* Check artifacts, uniques, objects */
4638 /* Load "screen dump" */
4641 do_cmd_load_screen();
4645 /* Save "screen dump" */
4648 do_cmd_save_screen();
4652 /* Record/stop "Movie" */
4655 prepare_movie_hooks();
4659 /* Make random artifact list */
4662 spoil_random_artifact("randifact.txt");
4669 if (!p_ptr->wild_mode) do_cmd_travel();
4670 if (p_ptr->special_defense & KATA_MUSOU)
4672 set_action(ACTION_NONE);
4678 /* Hack -- Unknown command */
4681 if (flush_failure) flush();
4685 sound(SOUND_ILLEGAL);
4686 if (!get_rnd_line(_("error_j.txt", "error.txt"), 0, error_m))
4691 prt(_(" '?' でヘルプが表示されます。", "Type '?' for help."), 0, 0);
4697 if (!p_ptr->energy_use && !now_message)
4698 now_message = old_now_message;
4702 * @brief モンスター種族が釣れる種族かどうかを判定する。
4703 * @param r_idx 判定したいモンスター種族のID
4704 * @return 釣れる対象ならばTRUEを返す
4706 static bool monster_tsuri(MONRACE_IDX r_idx)
4708 monster_race *r_ptr = &r_info[r_idx];
4710 if ((r_ptr->flags7 & RF7_AQUATIC) && !(r_ptr->flags1 & RF1_UNIQUE) && my_strchr("Jjlw", r_ptr->d_char))
4718 * @brief アイテムの所持種類数が超えた場合にアイテムを床に落とす処理 / Hack -- Pack Overflow
4721 static void pack_overflow(void)
4723 if (inventory[INVEN_PACK].k_idx)
4725 GAME_TEXT o_name[MAX_NLEN];
4728 /* Is auto-destroy done? */
4730 if (!inventory[INVEN_PACK].k_idx) return;
4732 /* Access the slot to be dropped */
4733 o_ptr = &inventory[INVEN_PACK];
4736 disturb(FALSE, TRUE);
4739 msg_print(_("ザックからアイテムがあふれた!", "Your pack overflows!"));
4740 object_desc(o_name, o_ptr, 0);
4742 msg_format(_("%s(%c)を落とした。", "You drop %s (%c)."), o_name, index_to_label(INVEN_PACK));
4744 /* Drop it (carefully) near the player */
4745 (void)drop_near(o_ptr, 0, p_ptr->y, p_ptr->x);
4747 /* Modify, Describe, Optimize */
4748 inven_item_increase(INVEN_PACK, -255);
4749 inven_item_describe(INVEN_PACK);
4750 inven_item_optimize(INVEN_PACK);
4757 * @brief プレイヤーの行動エネルギーが充填される(=プレイヤーのターンが回る)毎に行われる処理 / process the effects per 100 energy at player speed.
4760 static void process_upkeep_with_speed(void)
4762 /* Give the player some energy */
4763 if (!load && p_ptr->enchant_energy_need > 0 && !p_ptr->leaving)
4765 p_ptr->enchant_energy_need -= SPEED_TO_ENERGY(p_ptr->pspeed);
4769 if (p_ptr->enchant_energy_need > 0) return;
4771 while (p_ptr->enchant_energy_need <= 0)
4773 /* Handle the player song */
4774 if (!load) check_music();
4776 /* Hex - Handle the hex spells */
4777 if (!load) check_hex();
4778 if (!load) revenge_spell();
4780 /* There is some randomness of needed energy */
4781 p_ptr->enchant_energy_need += ENERGY_NEED();
4786 * @brief プレイヤーの行動処理 / Process the player
4789 * Notice the annoying code to handle "pack overflow", which\n
4790 * must come first just in case somebody manages to corrupt\n
4791 * the savefiles by clever use of menu commands or something.\n
4793 static void process_player(void)
4797 /*** Apply energy ***/
4801 msg_print(_("何か変わった気がする!", "You feel different!"));
4803 (void)gain_random_mutation(0);
4804 hack_mutation = FALSE;
4807 if (invoking_midnight_curse)
4810 activate_ty_curse(FALSE, &count);
4811 invoking_midnight_curse = FALSE;
4814 if (p_ptr->inside_battle)
4816 for(i = 1; i < m_max; i++)
4818 monster_type *m_ptr = &m_list[i];
4820 if (!m_ptr->r_idx) continue;
4822 m_ptr->mflag2 |= (MFLAG2_MARK | MFLAG2_SHOW);
4823 update_monster(i, FALSE);
4828 /* Give the player some energy */
4829 else if (!(load && p_ptr->energy_need <= 0))
4831 p_ptr->energy_need -= SPEED_TO_ENERGY(p_ptr->pspeed);
4835 if (p_ptr->energy_need > 0) return;
4836 if (!command_rep) prt_time();
4838 /*** Check for interupts ***/
4840 /* Complete resting */
4844 if (resting == COMMAND_ARG_REST_FULL_HEALING)
4847 if ((p_ptr->chp == p_ptr->mhp) &&
4848 (p_ptr->csp >= p_ptr->msp))
4850 set_action(ACTION_NONE);
4854 /* Complete resting */
4855 else if (resting == COMMAND_ARG_REST_UNTIL_DONE)
4858 if ((p_ptr->chp == p_ptr->mhp) &&
4859 (p_ptr->csp >= p_ptr->msp) &&
4860 !p_ptr->blind && !p_ptr->confused &&
4861 !p_ptr->poisoned && !p_ptr->afraid &&
4862 !p_ptr->stun && !p_ptr->cut &&
4863 !p_ptr->slow && !p_ptr->paralyzed &&
4864 !p_ptr->image && !p_ptr->word_recall &&
4865 !p_ptr->alter_reality)
4867 set_action(ACTION_NONE);
4872 if (p_ptr->action == ACTION_FISH)
4874 Term_xtra(TERM_XTRA_DELAY, 10);
4878 bool success = FALSE;
4879 get_mon_num_prep(monster_tsuri,NULL);
4880 r_idx = get_mon_num(dun_level ? dun_level : wilderness[p_ptr->wilderness_y][p_ptr->wilderness_x].level);
4882 if (r_idx && one_in_(2))
4885 y = p_ptr->y + ddy[p_ptr->fishing_dir];
4886 x = p_ptr->x + ddx[p_ptr->fishing_dir];
4887 if (place_monster_aux(0, y, x, r_idx, PM_NO_KAGE))
4889 GAME_TEXT m_name[MAX_NLEN];
4890 monster_desc(m_name, &m_list[cave[y][x].m_idx], 0);
4891 msg_format(_("%sが釣れた!", "You have a good catch!"), m_name);
4897 msg_print(_("餌だけ食われてしまった!くっそ~!", "Damn! The fish stole your bait!"));
4899 disturb(FALSE, TRUE);
4903 /* Handle "abort" */
4906 /* Check for "player abort" (semi-efficiently for resting) */
4907 if (running || travel.run || command_rep || (p_ptr->action == ACTION_REST) || (p_ptr->action == ACTION_FISH))
4912 /* Check for a key */
4915 flush(); /* Flush input */
4917 disturb(FALSE, TRUE);
4919 /* Hack -- Show a Message */
4920 msg_print(_("中断しました。", "Canceled."));
4925 if (p_ptr->riding && !p_ptr->confused && !p_ptr->blind)
4927 monster_type *m_ptr = &m_list[p_ptr->riding];
4928 monster_race *r_ptr = &r_info[m_ptr->r_idx];
4930 if (MON_CSLEEP(m_ptr))
4932 GAME_TEXT m_name[MAX_NLEN];
4935 (void)set_monster_csleep(p_ptr->riding, 0);
4936 monster_desc(m_name, m_ptr, 0);
4937 msg_format(_("%^sを起こした。", "You have waked %s up."), m_name);
4940 if (MON_STUNNED(m_ptr))
4942 /* Hack -- Recover from stun */
4943 if (set_monster_stunned(p_ptr->riding,
4944 (randint0(r_ptr->level) < p_ptr->skill_exp[GINOU_RIDING]) ? 0 : (MON_STUNNED(m_ptr) - 1)))
4946 GAME_TEXT m_name[MAX_NLEN];
4947 monster_desc(m_name, m_ptr, 0);
4948 msg_format(_("%^sを朦朧状態から立ち直らせた。", "%^s is no longer stunned."), m_name);
4952 if (MON_CONFUSED(m_ptr))
4954 /* Hack -- Recover from confusion */
4955 if (set_monster_confused(p_ptr->riding,
4956 (randint0(r_ptr->level) < p_ptr->skill_exp[GINOU_RIDING]) ? 0 : (MON_CONFUSED(m_ptr) - 1)))
4958 GAME_TEXT m_name[MAX_NLEN];
4959 monster_desc(m_name, m_ptr, 0);
4960 msg_format(_("%^sを混乱状態から立ち直らせた。", "%^s is no longer confused."), m_name);
4964 if (MON_MONFEAR(m_ptr))
4966 /* Hack -- Recover from fear */
4967 if(set_monster_monfear(p_ptr->riding,
4968 (randint0(r_ptr->level) < p_ptr->skill_exp[GINOU_RIDING]) ? 0 : (MON_MONFEAR(m_ptr) - 1)))
4970 GAME_TEXT m_name[MAX_NLEN];
4971 monster_desc(m_name, m_ptr, 0);
4972 msg_format(_("%^sを恐怖から立ち直らせた。", "%^s is no longer fear."), m_name);
4976 /* Handle "p_ptr->update" and "p_ptr->redraw" and "p_ptr->window" */
4983 if (p_ptr->lightspeed)
4985 (void)set_lightspeed(p_ptr->lightspeed - 1, TRUE);
4987 if ((p_ptr->pclass == CLASS_FORCETRAINER) && P_PTR_KI)
4989 if(P_PTR_KI < 40) P_PTR_KI = 0;
4990 else P_PTR_KI -= 40;
4991 p_ptr->update |= (PU_BONUS);
4993 if (p_ptr->action == ACTION_LEARN)
4996 u32b cost_frac = (p_ptr->msp + 30L) * 256L;
4998 /* Convert the unit (1/2^16) to (1/2^32) */
4999 s64b_LSHIFT(cost, cost_frac, 16);
5001 if (s64b_cmp(p_ptr->csp, p_ptr->csp_frac, cost, cost_frac) < 0)
5005 p_ptr->csp_frac = 0;
5006 set_action(ACTION_NONE);
5011 s64b_sub(&(p_ptr->csp), &(p_ptr->csp_frac), cost, cost_frac);
5013 p_ptr->redraw |= PR_MANA;
5016 if (p_ptr->special_defense & KATA_MASK)
5018 if (p_ptr->special_defense & KATA_MUSOU)
5022 set_action(ACTION_NONE);
5027 p_ptr->redraw |= (PR_MANA);
5032 /*** Handle actual user input ***/
5034 /* Repeat until out of energy */
5035 while (p_ptr->energy_need <= 0)
5037 p_ptr->window |= PW_PLAYER;
5038 p_ptr->sutemi = FALSE;
5039 p_ptr->counter = FALSE;
5040 now_damaged = FALSE;
5044 /* Place the cursor on the player */
5045 move_cursor_relative(p_ptr->y, p_ptr->x);
5047 /* Refresh (optional) */
5048 if (fresh_before) Term_fresh();
5050 /* Hack -- Pack Overflow */
5053 /* Hack -- cancel "lurking browse mode" */
5054 if (!command_new) command_see = FALSE;
5056 /* Assume free turn */
5057 p_ptr->energy_use = 0;
5059 if (p_ptr->inside_battle)
5061 /* Place the cursor on the player */
5062 move_cursor_relative(p_ptr->y, p_ptr->x);
5064 command_cmd = SPECIAL_KEY_BUILDING;
5066 /* Process the command */
5070 /* Paralyzed or Knocked Out */
5071 else if (p_ptr->paralyzed || (p_ptr->stun >= 100))
5073 p_ptr->energy_use = 100;
5077 else if (p_ptr->action == ACTION_REST)
5082 /* Reduce rest count */
5085 if (!resting) set_action(ACTION_NONE);
5087 /* Redraw the state */
5088 p_ptr->redraw |= (PR_STATE);
5091 p_ptr->energy_use = 100;
5095 else if (p_ptr->action == ACTION_FISH)
5097 p_ptr->energy_use = 100;
5109 else if (travel.run)
5116 /* Repeated command */
5117 else if (command_rep)
5119 /* Count this execution */
5122 p_ptr->redraw |= (PR_STATE);
5125 /* Hack -- Assume messages were seen */
5128 /* Clear the top line */
5131 /* Process the command */
5135 /* Normal command */
5138 /* Place the cursor on the player */
5139 move_cursor_relative(p_ptr->y, p_ptr->x);
5142 /* Get a command (normal) */
5143 request_command(FALSE);
5146 /* Process the command */
5151 /* Hack -- Pack Overflow */
5158 if (p_ptr->energy_use)
5160 /* Use some energy */
5161 if (world_player || p_ptr->energy_use > 400)
5163 /* The Randomness is irrelevant */
5164 p_ptr->energy_need += p_ptr->energy_use * TURNS_PER_TICK / 10;
5168 /* There is some randomness of needed energy */
5169 p_ptr->energy_need += (s16b)((s32b)p_ptr->energy_use * ENERGY_NEED() / 100L);
5172 /* Hack -- constant hallucination */
5173 if (p_ptr->image) p_ptr->redraw |= (PR_MAP);
5176 /* Shimmer monsters if needed */
5177 if (shimmer_monsters)
5179 /* Clear the flag */
5180 shimmer_monsters = FALSE;
5182 /* Shimmer multi-hued monsters */
5183 for (i = 1; i < m_max; i++)
5185 monster_type *m_ptr;
5186 monster_race *r_ptr;
5188 /* Access monster */
5191 /* Skip dead monsters */
5192 if (!m_ptr->r_idx) continue;
5194 /* Skip unseen monsters */
5195 if (!m_ptr->ml) continue;
5197 /* Access the monster race */
5198 r_ptr = &r_info[m_ptr->ap_r_idx];
5200 /* Skip non-multi-hued monsters */
5201 if (!(r_ptr->flags1 & (RF1_ATTR_MULTI | RF1_SHAPECHANGER)))
5204 /* Reset the flag */
5205 shimmer_monsters = TRUE;
5207 /* Redraw regardless */
5208 lite_spot(m_ptr->fy, m_ptr->fx);
5213 /* Handle monster detection */
5214 if (repair_monsters)
5216 /* Reset the flag */
5217 repair_monsters = FALSE;
5219 /* Rotate detection flags */
5220 for (i = 1; i < m_max; i++)
5222 monster_type *m_ptr;
5224 /* Access monster */
5227 /* Skip dead monsters */
5228 if (!m_ptr->r_idx) continue;
5230 /* Nice monsters get mean */
5231 if (m_ptr->mflag & MFLAG_NICE)
5233 /* Nice monsters get mean */
5234 m_ptr->mflag &= ~(MFLAG_NICE);
5237 /* Handle memorized monsters */
5238 if (m_ptr->mflag2 & MFLAG2_MARK)
5240 /* Maintain detection */
5241 if (m_ptr->mflag2 & MFLAG2_SHOW)
5244 m_ptr->mflag2 &= ~(MFLAG2_SHOW);
5246 /* Still need repairs */
5247 repair_monsters = TRUE;
5250 /* Remove detection */
5254 m_ptr->mflag2 &= ~(MFLAG2_MARK);
5256 /* Assume invisible */
5258 update_monster(i, FALSE);
5260 if (p_ptr->health_who == i) p_ptr->redraw |= (PR_HEALTH);
5261 if (p_ptr->riding == i) p_ptr->redraw |= (PR_UHEALTH);
5263 /* Redraw regardless */
5264 lite_spot(m_ptr->fy, m_ptr->fx);
5269 if (p_ptr->pclass == CLASS_IMITATOR)
5271 if (p_ptr->mane_num > (p_ptr->lev > 44 ? 3 : p_ptr->lev > 29 ? 2 : 1))
5274 for (i = 0; i < p_ptr->mane_num; i++)
5276 p_ptr->mane_spell[i] = p_ptr->mane_spell[i+1];
5277 p_ptr->mane_dam[i] = p_ptr->mane_dam[i+1];
5281 p_ptr->redraw |= (PR_IMITATION);
5283 if (p_ptr->action == ACTION_LEARN)
5286 p_ptr->redraw |= (PR_STATE);
5289 if (world_player && (p_ptr->energy_need > - 1000))
5292 p_ptr->redraw |= (PR_MAP);
5293 p_ptr->update |= (PU_MONSTERS);
5295 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
5297 msg_print(_("「時は動きだす…」", "You feel time flowing around you once more."));
5299 world_player = FALSE;
5300 p_ptr->energy_need = ENERGY_NEED();
5302 /* Handle "p_ptr->update" and "p_ptr->redraw" and "p_ptr->window" */
5307 /* Hack -- notice death */
5308 if (!p_ptr->playing || p_ptr->is_dead)
5310 world_player = FALSE;
5315 if (p_ptr->energy_use && reset_concent) reset_concentration(TRUE);
5317 /* Handle "leaving" */
5318 if (p_ptr->leaving) break;
5321 /* Update scent trail */
5326 * @brief 現在プレイヤーがいるダンジョンの全体処理 / Interact with the current dungeon level.
5330 * この関数から現在の階層を出る、プレイヤーがキャラが死ぬ、
5331 * ゲームを終了するかのいずれかまでループする。
5334 * This function will not exit until the level is completed,\n
5335 * the user dies, or the game is terminated.\n
5338 static void dungeon(bool load_game)
5342 /* Set the base level */
5343 base_level = dun_level;
5345 /* Reset various flags */
5346 is_loading_now = FALSE;
5349 p_ptr->leaving = FALSE;
5351 /* Reset the "command" vars */
5354 #if 0 /* Don't reset here --- It's used for Arena */
5363 /* Cancel the target */
5367 ambush_flag = FALSE;
5369 /* Cancel the health bar */
5372 /* Check visual effects */
5373 shimmer_monsters = TRUE;
5374 shimmer_objects = TRUE;
5375 repair_monsters = TRUE;
5376 repair_objects = TRUE;
5379 disturb(TRUE, TRUE);
5381 /* Get index of current quest (if any) */
5382 quest_num = quest_number(dun_level);
5384 /* Inside a quest? */
5387 /* Mark the quest monster */
5388 r_info[quest[quest_num].r_idx].flags1 |= RF1_QUESTOR;
5391 /* Track maximum player level */
5392 if (p_ptr->max_plv < p_ptr->lev)
5394 p_ptr->max_plv = p_ptr->lev;
5398 /* Track maximum dungeon level (if not in quest -KMW-) */
5399 if ((max_dlv[dungeon_type] < dun_level) && !p_ptr->inside_quest)
5401 max_dlv[dungeon_type] = dun_level;
5402 if (record_maxdepth) do_cmd_write_nikki(NIKKI_MAXDEAPTH, dun_level, NULL);
5405 (void)calculate_upkeep();
5407 /* Validate the panel */
5408 panel_bounds_center();
5410 /* Verify the panel */
5416 /* Enter "xtra" mode */
5417 character_xtra = TRUE;
5419 p_ptr->window |= (PW_INVEN | PW_EQUIP | PW_SPELL | PW_PLAYER | PW_MONSTER | PW_OVERHEAD | PW_DUNGEON);
5421 /* Redraw dungeon */
5422 p_ptr->redraw |= (PR_WIPE | PR_BASIC | PR_EXTRA | PR_EQUIPPY);
5424 p_ptr->redraw |= (PR_MAP);
5426 p_ptr->update |= (PU_BONUS | PU_HP | PU_MANA | PU_SPELLS);
5428 /* Update lite/view */
5429 p_ptr->update |= (PU_VIEW | PU_LITE | PU_MON_LITE | PU_TORCH);
5430 p_ptr->update |= (PU_MONSTERS | PU_DISTANCE | PU_FLOW);
5432 /* Handle "p_ptr->update" and "p_ptr->redraw" and "p_ptr->window" */
5435 /* Leave "xtra" mode */
5436 character_xtra = FALSE;
5438 p_ptr->update |= (PU_BONUS | PU_HP | PU_MANA | PU_SPELLS);
5439 p_ptr->notice |= (PN_COMBINE | PN_REORDER);
5443 if (quest_num && (is_fixed_quest_idx(quest_num) &&
5444 !((quest_num == QUEST_OBERON) || (quest_num == QUEST_SERPENT) ||
5445 !(quest[quest_num].flags & QUEST_FLAG_PRESET)))) do_cmd_feeling();
5447 if (p_ptr->inside_battle)
5451 p_ptr->energy_need = 0;
5456 msg_print(_("試合開始!", "Ready..Fight!"));
5461 if ((p_ptr->pclass == CLASS_BARD) && (SINGING_SONG_EFFECT(p_ptr) > MUSIC_DETECT))
5462 SINGING_SONG_EFFECT(p_ptr) = MUSIC_DETECT;
5464 /* Hack -- notice death or departure */
5465 if (!p_ptr->playing || p_ptr->is_dead) return;
5467 /* Print quest message if appropriate */
5468 if (!p_ptr->inside_quest && (dungeon_type == DUNGEON_ANGBAND))
5470 quest_discovery(random_quest_number(dun_level));
5471 p_ptr->inside_quest = random_quest_number(dun_level);
5473 if ((dun_level == d_info[dungeon_type].maxdepth) && d_info[dungeon_type].final_guardian)
5475 if (r_info[d_info[dungeon_type].final_guardian].max_num)
5477 msg_format("この階には%sの主である%sが棲んでいる。",
5478 d_name+d_info[dungeon_type].name,
5479 r_name+r_info[d_info[dungeon_type].final_guardian].name);
5481 msg_format("%^s lives in this level as the keeper of %s.",
5482 r_name+r_info[d_info[dungeon_type].final_guardian].name,
5483 d_name+d_info[dungeon_type].name);
5487 if (!load_game && (p_ptr->special_defense & NINJA_S_STEALTH)) set_superstealth(FALSE);
5489 /*** Process this dungeon level ***/
5491 /* Reset the monster generation level */
5492 monster_level = base_level;
5494 /* Reset the object generation level */
5495 object_level = base_level;
5497 is_loading_now = TRUE;
5499 if (p_ptr->energy_need > 0 && !p_ptr->inside_battle &&
5500 (dun_level || p_ptr->leaving_dungeon || p_ptr->inside_arena))
5501 p_ptr->energy_need = 0;
5503 /* Not leaving dungeon */
5504 p_ptr->leaving_dungeon = FALSE;
5506 /* Initialize monster process */
5512 /* Hack -- Compact the monster list occasionally */
5513 if ((m_cnt + 32 > max_m_idx) && !p_ptr->inside_battle) compact_monsters(64);
5515 /* Hack -- Compress the monster list occasionally */
5516 if ((m_cnt + 32 < m_max) && !p_ptr->inside_battle) compact_monsters(0);
5519 /* Hack -- Compact the object list occasionally */
5520 if (o_cnt + 32 > max_o_idx) compact_objects(64);
5522 /* Hack -- Compress the object list occasionally */
5523 if (o_cnt + 32 < o_max) compact_objects(0);
5525 /* Process the player */
5527 process_upkeep_with_speed();
5529 /* Handle "p_ptr->update" and "p_ptr->redraw" and "p_ptr->window" */
5532 /* Hack -- Hilite the player */
5533 move_cursor_relative(p_ptr->y, p_ptr->x);
5535 /* Optional fresh */
5536 if (fresh_after) Term_fresh();
5538 /* Hack -- Notice death or departure */
5539 if (!p_ptr->playing || p_ptr->is_dead) break;
5541 /* Process all of the monsters */
5546 /* Hack -- Hilite the player */
5547 move_cursor_relative(p_ptr->y, p_ptr->x);
5549 /* Optional fresh */
5550 if (fresh_after) Term_fresh();
5552 /* Hack -- Notice death or departure */
5553 if (!p_ptr->playing || p_ptr->is_dead) break;
5555 /* Process the world */
5560 /* Hack -- Hilite the player */
5561 move_cursor_relative(p_ptr->y, p_ptr->x);
5563 /* Optional fresh */
5564 if (fresh_after) Term_fresh();
5566 /* Hack -- Notice death or departure */
5567 if (!p_ptr->playing || p_ptr->is_dead) break;
5569 /* Count game turns */
5572 if (dungeon_turn < dungeon_turn_limit)
5574 if (!p_ptr->wild_mode || wild_regen) dungeon_turn++;
5575 else if (p_ptr->wild_mode && !(turn % ((MAX_HGT + MAX_WID) / 2))) dungeon_turn++;
5578 prevent_turn_overflow();
5580 /* Handle "leaving" */
5581 if (p_ptr->leaving) break;
5583 if (wild_regen) wild_regen--;
5586 /* Inside a quest and non-unique questor? */
5587 if (quest_num && !(r_info[quest[quest_num].r_idx].flags1 & RF1_UNIQUE))
5589 /* Un-mark the quest monster */
5590 r_info[quest[quest_num].r_idx].flags1 &= ~RF1_QUESTOR;
5593 /* Not save-and-quit and not dead? */
5594 if (p_ptr->playing && !p_ptr->is_dead)
5597 * Maintain Unique monsters and artifact, save current
5598 * floor, then prepare next floor
5602 /* Forget the flag */
5603 reinit_wilderness = FALSE;
5606 /* Write about current level on the play record once per level */
5612 * @brief 全ユーザプロファイルをロードする / Load some "user pref files"
5615 * Modified by Arcum Dagsson to support
5616 * separate macro files for different realms.
5618 static void load_all_pref_files(void)
5622 /* Access the "user" pref file */
5623 sprintf(buf, "user.prf");
5625 /* Process that file */
5626 process_pref_file(buf);
5628 /* Access the "user" system pref file */
5629 sprintf(buf, "user-%s.prf", ANGBAND_SYS);
5631 /* Process that file */
5632 process_pref_file(buf);
5634 /* Access the "race" pref file */
5635 sprintf(buf, "%s.prf", rp_ptr->title);
5637 /* Process that file */
5638 process_pref_file(buf);
5640 /* Access the "class" pref file */
5641 sprintf(buf, "%s.prf", cp_ptr->title);
5643 /* Process that file */
5644 process_pref_file(buf);
5646 /* Access the "character" pref file */
5647 sprintf(buf, "%s.prf", player_base);
5649 /* Process that file */
5650 process_pref_file(buf);
5652 /* Access the "realm 1" pref file */
5653 if (p_ptr->realm1 != REALM_NONE)
5655 sprintf(buf, "%s.prf", realm_names[p_ptr->realm1]);
5657 /* Process that file */
5658 process_pref_file(buf);
5661 /* Access the "realm 2" pref file */
5662 if (p_ptr->realm2 != REALM_NONE)
5664 sprintf(buf, "%s.prf", realm_names[p_ptr->realm2]);
5666 /* Process that file */
5667 process_pref_file(buf);
5671 /* Load an autopick preference file */
5672 autopick_load_pref(FALSE);
5677 * @brief ビットセットからゲームオプションを展開する / Extract option variables from bit sets
5680 void extract_option_vars(void)
5684 for (i = 0; option_info[i].o_desc; i++)
5686 int os = option_info[i].o_set;
5687 int ob = option_info[i].o_bit;
5689 /* Set the "default" options */
5690 if (option_info[i].o_var)
5693 if (option_flag[os] & (1L << ob))
5696 (*option_info[i].o_var) = TRUE;
5703 (*option_info[i].o_var) = FALSE;
5711 * @brief 賞金首となるユニークを確定する / Determine bounty uniques
5714 void determine_bounty_uniques(void)
5718 monster_race *r_ptr;
5720 get_mon_num_prep(NULL, NULL);
5721 for (i = 0; i < MAX_KUBI; i++)
5725 kubi_r_idx[i] = get_mon_num(MAX_DEPTH - 1);
5726 r_ptr = &r_info[kubi_r_idx[i]];
5728 if (!(r_ptr->flags1 & RF1_UNIQUE)) continue;
5730 if (!(r_ptr->flags9 & (RF9_DROP_CORPSE | RF9_DROP_SKELETON))) continue;
5732 if (r_ptr->rarity > 100) continue;
5734 if (no_questor_or_bounty_uniques(kubi_r_idx[i])) continue;
5736 for (j = 0; j < i; j++)
5737 if (kubi_r_idx[i] == kubi_r_idx[j]) break;
5744 for (i = 0; i < MAX_KUBI - 1; i++)
5746 for (j = i; j < MAX_KUBI; j++)
5748 if (r_info[kubi_r_idx[i]].level > r_info[kubi_r_idx[j]].level)
5750 tmp = kubi_r_idx[i];
5751 kubi_r_idx[i] = kubi_r_idx[j];
5752 kubi_r_idx[j] = tmp;
5760 * @brief 今日の賞金首を確定する / Determine today's bounty monster
5762 * @note conv_old is used if loaded 0.0.3 or older save file
5764 void determine_today_mon(bool conv_old)
5767 bool old_inside_battle = p_ptr->inside_battle;
5768 monster_race *r_ptr;
5772 for (i = 0; i < max_d_idx; i++)
5774 if (max_dlv[i] < d_info[i].mindepth) continue;
5775 if (max_dl < max_dlv[i]) max_dl = max_dlv[i];
5778 else max_dl = MAX(max_dlv[DUNGEON_ANGBAND], 3);
5780 p_ptr->inside_battle = TRUE;
5781 get_mon_num_prep(NULL, NULL);
5785 today_mon = get_mon_num(max_dl);
5786 r_ptr = &r_info[today_mon];
5788 if (r_ptr->flags1 & RF1_UNIQUE) continue;
5789 if (r_ptr->flags7 & (RF7_NAZGUL | RF7_UNIQUE2)) continue;
5790 if (r_ptr->flags2 & RF2_MULTIPLY) continue;
5791 if ((r_ptr->flags9 & (RF9_DROP_CORPSE | RF9_DROP_SKELETON)) != (RF9_DROP_CORPSE | RF9_DROP_SKELETON)) continue;
5792 if (r_ptr->level < MIN(max_dl / 2, 40)) continue;
5793 if (r_ptr->rarity > 10) continue;
5797 p_ptr->today_mon = 0;
5798 p_ptr->inside_battle = old_inside_battle;
5802 * @brief 1ゲームプレイの主要ルーチン / Actually play a game
5805 * If the "new_game" parameter is true, then, after loading the
5806 * savefile, we will commit suicide, if necessary, to allow the
5807 * player to start a new game.
5809 void play_game(bool new_game)
5812 bool load_game = TRUE;
5813 bool init_random_seed = FALSE;
5823 else if (chuukei_server)
5825 prepare_chuukei_hooks();
5836 hack_mutation = FALSE;
5838 /* Hack -- Character is "icky" */
5839 character_icky = TRUE;
5841 /* Make sure main term is active */
5842 Term_activate(angband_term[0]);
5844 /* Initialise the resize hooks */
5845 angband_term[0]->resize_hook = resize_map;
5847 for (i = 1; i < 8; i++)
5849 /* Does the term exist? */
5850 if (angband_term[i])
5852 /* Add the redraw on resize hook */
5853 angband_term[i]->resize_hook = redraw_window;
5857 /* Hack -- turn off the cursor */
5858 (void)Term_set_cursor(0);
5861 /* Attempt to load */
5864 quit(_("セーブファイルが壊れています", "broken savefile"));
5867 /* Extract the options */
5868 extract_option_vars();
5870 /* Report waited score */
5871 if (p_ptr->wait_report_score)
5876 if (!get_check_strict(_("待機していたスコア登録を今行ないますか?", "Do you register score now? "), CHECK_NO_HISTORY))
5879 p_ptr->update |= (PU_BONUS | PU_HP | PU_MANA | PU_SPELLS);
5883 p_ptr->is_dead = TRUE;
5885 start_time = (u32b)time(NULL);
5887 /* No suspending now */
5888 signals_ignore_tstp();
5890 /* Hack -- Character is now "icky" */
5891 character_icky = TRUE;
5893 /* Build the filename */
5894 path_build(buf, sizeof(buf), ANGBAND_DIR_APEX, "scores.raw");
5896 /* Open the high score file, for reading/writing */
5897 highscore_fd = fd_open(buf, O_RDWR);
5899 /* 町名消失バグ対策(#38205) Init the wilderness */
5900 process_dungeon_file("w_info.txt", 0, 0, max_wild_y, max_wild_x);
5902 /* Handle score, show Top scores */
5903 success = send_world_score(TRUE);
5905 if (!success && !get_check_strict(_("スコア登録を諦めますか?", "Do you give up score registration? "), CHECK_NO_HISTORY))
5907 prt(_("引き続き待機します。", "standing by for future registration..."), 0, 0);
5912 p_ptr->wait_report_score = FALSE;
5914 if (!save_player()) msg_print(_("セーブ失敗!", "death save failed!"));
5916 /* Shut the high score file */
5917 (void)fd_close(highscore_fd);
5919 /* Forget the high score fd */
5922 /* Allow suspending now */
5923 signals_handle_tstp();
5928 creating_savefile = new_game;
5930 /* Nothing loaded */
5931 if (!character_loaded)
5933 /* Make new player */
5936 /* The dungeon is not ready */
5937 character_dungeon = FALSE;
5939 /* Prepare to init the RNG */
5940 init_random_seed = TRUE;
5942 /* Initialize the saved floors data */
5943 init_saved_floors(FALSE);
5946 /* Old game is loaded. But new game is requested. */
5949 /* Initialize the saved floors data */
5950 init_saved_floors(TRUE);
5953 /* Process old character */
5956 /* Process the player name */
5957 process_player_name(FALSE);
5961 if (init_random_seed)
5966 /* Roll new character */
5969 /* The dungeon is not ready */
5970 character_dungeon = FALSE;
5974 p_ptr->inside_quest = 0;
5975 p_ptr->inside_arena = FALSE;
5976 p_ptr->inside_battle = FALSE;
5980 /* Hack -- seed for flavors */
5981 seed_flavor = randint0(0x10000000);
5983 /* Hack -- seed for town layout */
5984 seed_town = randint0(0x10000000);
5986 /* Roll up a new character */
5994 determine_bounty_uniques();
5995 determine_today_mon(FALSE);
5997 /* Initialize object array */
6002 write_level = FALSE;
6004 do_cmd_write_nikki(NIKKI_GAMESTART, 1,
6006 " ---- Restart Game ----"));
6009 * 1.0.9 以前はセーブ前に p_ptr->riding = -1 としていたので、再設定が必要だった。
6010 * もう不要だが、以前のセーブファイルとの互換のために残しておく。
6012 if (p_ptr->riding == -1)
6015 for (i = m_max; i > 0; i--)
6017 if (player_bold(m_list[i].fy, m_list[i].fx))
6026 creating_savefile = FALSE;
6028 p_ptr->teleport_town = FALSE;
6029 p_ptr->sutemi = FALSE;
6030 world_monster = FALSE;
6031 now_damaged = FALSE;
6033 start_time = time(NULL) - 1;
6034 record_o_name[0] = '\0';
6036 /* Reset map panel */
6037 panel_row_min = cur_hgt;
6038 panel_col_min = cur_wid;
6040 /* Sexy gal gets bonus to maximum weapon skill of whip */
6041 if (p_ptr->pseikaku == SEIKAKU_SEXY)
6042 s_info[p_ptr->pclass].w_max[TV_HAFTED-TV_WEAPON_BEGIN][SV_WHIP] = WEAPON_EXP_MASTER;
6044 /* Fill the arrays of floors and walls in the good proportions */
6045 set_floor_and_wall(dungeon_type);
6047 /* Flavor the objects */
6050 /* Flash a message */
6051 prt(_("お待ち下さい...", "Please wait..."), 0, 0);
6053 /* Flush the message */
6057 /* Hack -- Enter wizard mode */
6060 if (enter_wizard_mode())
6062 p_ptr->wizard = TRUE;
6064 if (p_ptr->is_dead || !p_ptr->y || !p_ptr->x)
6066 /* Initialize the saved floors data */
6067 init_saved_floors(TRUE);
6070 p_ptr->inside_quest = 0;
6072 /* Avoid crash in update_view() */
6073 p_ptr->y = p_ptr->x = 10;
6076 else if (p_ptr->is_dead)
6078 quit("Already dead.");
6082 /* Initialize the town-buildings if necessary */
6083 if (!dun_level && !p_ptr->inside_quest)
6085 /* Init the wilderness */
6087 process_dungeon_file("w_info.txt", 0, 0, max_wild_y, max_wild_x);
6090 init_flags = INIT_ONLY_BUILDINGS;
6092 process_dungeon_file("t_info.txt", 0, 0, MAX_HGT, MAX_WID);
6094 select_floor_music();
6098 /* Generate a dungeon level if needed */
6099 if (!character_dungeon)
6106 /* HACK -- Restore from panic-save */
6107 if (p_ptr->panic_save)
6109 /* No player? -- Try to regenerate floor */
6110 if (!p_ptr->y || !p_ptr->x)
6112 msg_print(_("プレイヤーの位置がおかしい。フロアを再生成します。", "What a strange player location. Regenerate the dungeon floor."));
6116 /* Still no player? -- Try to locate random place */
6117 if (!p_ptr->y || !p_ptr->x) p_ptr->y = p_ptr->x = 10;
6119 /* No longer in panic */
6120 p_ptr->panic_save = 0;
6124 /* Character is now "complete" */
6125 character_generated = TRUE;
6128 /* Hack -- Character is no longer "icky" */
6129 character_icky = FALSE;
6135 sprintf(buf, _("%sに降り立った。", "You are standing in the %s."), map_name());
6136 do_cmd_write_nikki(NIKKI_BUNSHOU, 0, buf);
6141 p_ptr->playing = TRUE;
6143 /* Reset the visual mappings */
6146 /* Load the "pref" files */
6147 load_all_pref_files();
6149 /* Give startup outfit (after loading pref files) */
6155 /* React to changes */
6156 Term_xtra(TERM_XTRA_REACT, 0);
6158 p_ptr->window |= (PW_INVEN | PW_EQUIP | PW_SPELL | PW_PLAYER);
6159 p_ptr->window |= (PW_MESSAGE | PW_OVERHEAD | PW_DUNGEON | PW_MONSTER | PW_OBJECT);
6162 /* Set or clear "rogue_like_commands" if requested */
6163 if (arg_force_original) rogue_like_commands = FALSE;
6164 if (arg_force_roguelike) rogue_like_commands = TRUE;
6166 /* Hack -- Enforce "delayed death" */
6167 if (p_ptr->chp < 0) p_ptr->is_dead = TRUE;
6169 if (p_ptr->prace == RACE_ANDROID) calc_android_exp();
6171 if (new_game && ((p_ptr->pclass == CLASS_CAVALRY) || (p_ptr->pclass == CLASS_BEASTMASTER)))
6173 monster_type *m_ptr;
6174 IDX pet_r_idx = ((p_ptr->pclass == CLASS_CAVALRY) ? MON_HORSE : MON_YASE_HORSE);
6175 monster_race *r_ptr = &r_info[pet_r_idx];
6176 place_monster_aux(0, p_ptr->y, p_ptr->x - 1, pet_r_idx,
6177 (PM_FORCE_PET | PM_NO_KAGE));
6178 m_ptr = &m_list[hack_m_idx_ii];
6179 m_ptr->mspeed = r_ptr->speed;
6180 m_ptr->maxhp = r_ptr->hdice*(r_ptr->hside+1)/2;
6181 m_ptr->max_maxhp = m_ptr->maxhp;
6182 m_ptr->hp = r_ptr->hdice*(r_ptr->hside+1)/2;
6183 m_ptr->dealt_damage = 0;
6184 m_ptr->energy_need = ENERGY_NEED() + ENERGY_NEED();
6187 (void)combine_and_reorder_home(STORE_HOME);
6188 (void)combine_and_reorder_home(STORE_MUSEUM);
6190 select_floor_music();
6195 /* Process the level */
6199 /* Hack -- prevent "icky" message */
6200 character_xtra = TRUE;
6204 character_xtra = FALSE;
6206 /* Cancel the target */
6209 /* Cancel the health bar */
6216 /* Handle "quit and save" */
6217 if (!p_ptr->playing && !p_ptr->is_dead) break;
6219 /* Erase the old cave */
6221 if (!p_ptr->is_dead) wipe_m_list();
6228 /* Accidental Death */
6229 if (p_ptr->playing && p_ptr->is_dead)
6231 if (p_ptr->inside_arena)
6233 p_ptr->inside_arena = FALSE;
6234 if (p_ptr->arena_number > MAX_ARENA_MONS)
6235 p_ptr->arena_number++;
6237 p_ptr->arena_number = -1 - p_ptr->arena_number;
6238 p_ptr->is_dead = FALSE;
6240 p_ptr->chp_frac = 0;
6241 p_ptr->exit_bldg = TRUE;
6244 /* Leave through the exit */
6245 prepare_change_floor_mode(CFM_SAVE_FLOORS | CFM_RAND_CONNECT);
6247 /* prepare next floor */
6252 /* Mega-Hack -- Allow player to cheat death */
6253 if ((p_ptr->wizard || cheat_live) && !get_check(_("死にますか? ", "Die? ")))
6255 /* Mark social class, reset age, if needed */
6256 if (p_ptr->sc) p_ptr->sc = p_ptr->age = 0;
6262 p_ptr->noscore |= 0x0001;
6264 msg_print(_("ウィザードモードに念を送り、死を欺いた。", "You invoke wizard mode and cheat death."));
6267 (void)life_stream(FALSE, FALSE);
6269 if (p_ptr->pclass == CLASS_MAGIC_EATER)
6272 for (magic_idx = 0; magic_idx < EATER_EXT*2; magic_idx++)
6274 p_ptr->magic_num1[magic_idx] = p_ptr->magic_num2[magic_idx]*EATER_CHARGE;
6276 for (; magic_idx < EATER_EXT*3; magic_idx++)
6278 p_ptr->magic_num1[magic_idx] = 0;
6282 /* Restore spell points */
6283 p_ptr->csp = p_ptr->msp;
6284 p_ptr->csp_frac = 0;
6286 /* Hack -- cancel recall */
6287 if (p_ptr->word_recall)
6289 msg_print(_("張りつめた大気が流れ去った...", "A tension leaves the air around you..."));
6292 /* Hack -- Prevent recall */
6293 p_ptr->word_recall = 0;
6294 p_ptr->redraw |= (PR_STATUS);
6297 /* Hack -- cancel alter */
6298 if (p_ptr->alter_reality)
6300 /* Hack -- Prevent alter */
6301 p_ptr->alter_reality = 0;
6302 p_ptr->redraw |= (PR_STATUS);
6305 /* Note cause of death */
6306 (void)strcpy(p_ptr->died_from, _("死の欺き", "Cheating death"));
6309 p_ptr->is_dead = FALSE;
6311 /* Hack -- Prevent starvation */
6312 (void)set_food(PY_FOOD_MAX - 1);
6315 p_ptr->inside_arena = FALSE;
6316 p_ptr->inside_battle = FALSE;
6318 p_ptr->inside_quest = 0;
6319 if (dungeon_type) p_ptr->recall_dungeon = dungeon_type;
6321 if (lite_town || vanilla_town)
6323 p_ptr->wilderness_y = 1;
6324 p_ptr->wilderness_x = 1;
6338 p_ptr->wilderness_y = 48;
6339 p_ptr->wilderness_x = 5;
6345 p_ptr->wild_mode = FALSE;
6346 p_ptr->leaving = TRUE;
6348 do_cmd_write_nikki(NIKKI_BUNSHOU, 1,
6352 /* Prepare next floor */
6359 /* Handle "death" */
6360 if (p_ptr->is_dead) break;
6362 /* Make a new level */
6374 * @brief ゲームターンからの実時間換算を行うための補正をかける
6375 * @param hoge ゲームターン
6376 * @details アンデッド種族は18:00からゲームを開始するので、この修正を予め行う。
6377 * @return 修正をかけた後のゲームターン
6379 s32b turn_real(s32b hoge)
6381 switch (p_ptr->start_race)
6387 return hoge - (TURNS_PER_TICK * TOWN_DAWN * 3 / 4);
6394 * @brief ターンのオーバーフローに対する対処
6395 * @details ターン及びターンを記録する変数をターンの限界の1日前まで巻き戻す.
6396 * @return 修正をかけた後のゲームターン
6398 void prevent_turn_overflow(void)
6400 int rollback_days, i, j;
6401 s32b rollback_turns;
6403 if (turn < turn_limit) return;
6405 rollback_days = 1 + (turn - turn_limit) / (TURNS_PER_TICK * TOWN_DAWN);
6406 rollback_turns = TURNS_PER_TICK * TOWN_DAWN * rollback_days;
6408 if (turn > rollback_turns) turn -= rollback_turns;
6409 else turn = 1; /* Paranoia */
6410 if (old_turn > rollback_turns) old_turn -= rollback_turns;
6412 if (old_battle > rollback_turns) old_battle -= rollback_turns;
6413 else old_battle = 1;
6414 if (p_ptr->feeling_turn > rollback_turns) p_ptr->feeling_turn -= rollback_turns;
6415 else p_ptr->feeling_turn = 1;
6417 for (i = 1; i < max_towns; i++)
6419 for (j = 0; j < MAX_STORES; j++)
6421 store_type *st_ptr = &town[i].store[j];
6423 if (st_ptr->last_visit > -10L * TURNS_PER_TICK * STORE_TICKS)
6425 st_ptr->last_visit -= rollback_turns;
6426 if (st_ptr->last_visit < -10L * TURNS_PER_TICK * STORE_TICKS) st_ptr->last_visit = -10L * TURNS_PER_TICK * STORE_TICKS;
6429 if (st_ptr->store_open)
6431 st_ptr->store_open -= rollback_turns;
6432 if (st_ptr->store_open < 1) st_ptr->store_open = 1;