#else
msg_print("Your light has gone out!");
#endif
+
+ /* Recalculate torch radius */
+ p_ptr->update |= (PU_TORCH);
+
+ /* Some ego light lose its effects without fuel */
p_ptr->update |= (PU_BONUS);
}
/*
- * Handle certain things once every 10 game turns
+ * Handle timed damage and regeneration every 10 game turns
*/
-static void process_world(void)
+static void process_world_aux_hp_and_sp(void)
{
- int x, y, i, j;
- int regen_amount;
+ feature_type *f_ptr = &f_info[cave[py][px].feat];
bool cave_no_regen = FALSE;
int upkeep_factor = 0;
- cave_type *c_ptr;
- feature_type *f_ptr;
- object_type *o_ptr;
- int temp;
- object_kind *k_ptr;
- const int dec_count = (easy_band ? 2 : 1);
-
- int day, hour, min, prev_min;
- s32b len = TURNS_PER_TICK * TOWN_DAWN;
- s32b tick = turn % len + len / 4;
+ /* Default regeneration */
+ int regen_amount = PY_REGEN_NORMAL;
- int quest_num = quest_number(dun_level);
- extract_day_hour_min(&day, &hour, &min);
- prev_min = (1440 * (tick - TURNS_PER_TICK) / len) % 60;
+ /*** Damage over Time ***/
- if ((turn - old_turn == (150 - dun_level) * TURNS_PER_TICK)
- && dun_level &&
- !(quest_num && (is_fixed_quest_idx(quest_num) &&
- !((quest_num == QUEST_OBERON) || (quest_num == QUEST_SERPENT) ||
- !(quest[quest_num].flags & QUEST_FLAG_PRESET)))) &&
- !p_ptr->inside_battle)
+ /* Take damage from poison */
+ if (p_ptr->poisoned && !IS_INVULN())
{
- /* Announce feeling */
- do_cmd_feeling();
-
- /* Update the level indicator */
- p_ptr->redraw |= (PR_DEPTH);
+ /* Take damage */
+#ifdef JP
+ take_hit(DAMAGE_NOESCAPE, 1, "ÆÇ", -1);
+#else
+ take_hit(DAMAGE_NOESCAPE, 1, "poison", -1);
+#endif
- /* Disturb */
- if (disturb_minor) disturb(0, 0);
}
- if (p_ptr->inside_battle && !p_ptr->leaving)
+ /* Take damage from cuts */
+ if (p_ptr->cut && !IS_INVULN())
{
- int i2, j2;
- int win_m_idx = 0;
- int number_mon = 0;
+ int dam;
- /* Count all hostile monsters */
- for (i2 = 0; i2 < cur_wid; ++i2)
- for (j2 = 0; j2 < cur_hgt; j2++)
- {
- c_ptr = &cave[j2][i2];
+ /* Mortal wound or Deep Gash */
+ if (p_ptr->cut > 1000)
+ {
+ dam = 200;
+ }
- if ((c_ptr->m_idx > 0) && (c_ptr->m_idx != p_ptr->riding))
- {
- number_mon++;
- win_m_idx = c_ptr->m_idx;
- }
- }
+ else if (p_ptr->cut > 200)
+ {
+ dam = 80;
+ }
- if (number_mon == 0)
+ /* Severe cut */
+ else if (p_ptr->cut > 100)
{
-#ifdef JP
- msg_print("ÁêÂǤÁ¤Ë½ª¤ï¤ê¤Þ¤·¤¿¡£");
-#else
- msg_print("They have kill each other at the same time.");
-#endif
- msg_print(NULL);
- p_ptr->energy_need = 0;
- battle_monsters();
+ dam = 32;
}
- else if ((number_mon-1) == 0)
+
+ else if (p_ptr->cut > 50)
{
- char m_name[80];
- monster_type *wm_ptr;
+ dam = 16;
+ }
- wm_ptr = &m_list[win_m_idx];
+ else if (p_ptr->cut > 25)
+ {
+ dam = 7;
+ }
- monster_desc(m_name, wm_ptr, 0);
+ else if (p_ptr->cut > 10)
+ {
+ dam = 3;
+ }
+
+ /* Other cuts */
+ else
+ {
+ dam = 1;
+ }
+
+ /* Take damage */
#ifdef JP
- msg_format("%s¤¬¾¡Íø¤·¤¿¡ª", m_name);
+ take_hit(DAMAGE_NOESCAPE, dam, "Ã×Ì¿½ý", -1);
#else
- msg_format("%s is winner!", m_name);
+ take_hit(DAMAGE_NOESCAPE, dam, "a fatal wound", -1);
#endif
- msg_print(NULL);
- if (win_m_idx == (sel_monster+1))
+ }
+
+
+ /* (Vampires) Take damage from sunlight */
+ if (prace_is_(RACE_VAMPIRE) || (p_ptr->mimic_form == MIMIC_VAMPIRE))
+ {
+ if (!dun_level && !p_ptr->resist_lite && !IS_INVULN() && is_daytime())
+ {
+ if ((cave[py][px].info & (CAVE_GLOW | CAVE_MNDK)) == CAVE_GLOW)
{
+ /* Take damage */
#ifdef JP
- msg_print("¤ª¤á¤Ç¤È¤¦¤´¤¶¤¤¤Þ¤¹¡£");
-#else
- msg_print("Congratulations.");
-#endif
-#ifdef JP
- msg_format("%d¡ð¤ò¼õ¤±¼è¤Ã¤¿¡£", battle_odds);
+msg_print("Æü¸÷¤¬¤¢¤Ê¤¿¤Î¥¢¥ó¥Ç¥Ã¥É¤ÎÆùÂΤò¾Æ¤¾Ç¤¬¤·¤¿¡ª");
+take_hit(DAMAGE_NOESCAPE, 1, "Æü¸÷", -1);
#else
- msg_format("You received %d gold.", battle_odds);
+ msg_print("The sun's rays scorch your undead flesh!");
+ take_hit(DAMAGE_NOESCAPE, 1, "sunlight", -1);
#endif
- p_ptr->au += battle_odds;
+
+ cave_no_regen = TRUE;
}
- else
- {
+ }
+
+ if (inventory[INVEN_LITE].tval && (inventory[INVEN_LITE].name2 != EGO_LITE_DARKNESS) &&
+ !p_ptr->resist_lite)
+ {
+ object_type * o_ptr = &inventory[INVEN_LITE];
+ char o_name [MAX_NLEN];
+ char ouch [MAX_NLEN+40];
+
+ /* Get an object description */
+ object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
+
#ifdef JP
- msg_print("»ÄÇ°¤Ç¤·¤¿¡£");
+msg_format("%s¤¬¤¢¤Ê¤¿¤Î¥¢¥ó¥Ç¥Ã¥É¤ÎÆùÂΤò¾Æ¤¾Ç¤¬¤·¤¿¡ª", o_name);
#else
- msg_print("You lost gold.");
+ msg_format("The %s scorches your undead flesh!", o_name);
#endif
- }
- msg_print(NULL);
- p_ptr->energy_need = 0;
- battle_monsters();
- }
- else if(turn - old_turn == 150*TURNS_PER_TICK)
- {
+
+
+ cave_no_regen = TRUE;
+
+ /* Get an object description */
+ object_desc(o_name, o_ptr, OD_NAME_ONLY);
+
#ifdef JP
- msg_print("¿½¤·Ê¬¤±¤¢¤ê¤Þ¤»¤ó¤¬¡¢¤³¤Î¾¡Éé¤Ï°ú¤Ê¬¤±¤È¤µ¤»¤Æ¤¤¤¿¤À¤¤Þ¤¹¡£");
+sprintf(ouch, "%s¤òÁõÈ÷¤·¤¿¥À¥á¡¼¥¸", o_name);
#else
- msg_format("This battle have ended in a draw.");
+ sprintf(ouch, "wielding %s", o_name);
#endif
- p_ptr->au += kakekin;
- msg_print(NULL);
- p_ptr->energy_need = 0;
- battle_monsters();
+
+ if (!IS_INVULN()) take_hit(DAMAGE_NOESCAPE, 1, ouch, -1);
}
}
- /* Every 10 game turns */
- if (turn % TURNS_PER_TICK) return;
+ if (have_flag(f_ptr->flags, FF_LAVA) && !IS_INVULN() && !p_ptr->immune_fire)
+ {
+ int damage = 0;
- /*** Check the Time and Load ***/
+ if (have_flag(f_ptr->flags, FF_DEEP))
+ {
+ damage = 6000 + randint0(4000);
+ }
+ else if (!p_ptr->ffall)
+ {
+ damage = 3000 + randint0(2000);
+ }
- if (!(turn % (50*TURNS_PER_TICK)))
- {
- /* Check time and load */
- if ((0 != check_time()) || (0 != check_load()))
+ if (damage)
{
- /* Warning */
- if (closing_flag <= 2)
- {
- /* Disturb */
- disturb(0, 0);
+ if (prace_is_(RACE_ENT)) damage += damage / 3;
+ if (p_ptr->resist_fire) damage = damage / 3;
+ if (IS_OPPOSE_FIRE()) damage = damage / 3;
- /* Count warnings */
- closing_flag++;
+ if (p_ptr->ffall) damage = damage / 5;
- /* Message */
+ damage = damage / 100 + (randint0(100) < (damage % 100));
+
+ if (p_ptr->ffall)
+ {
#ifdef JP
-msg_print("¥¢¥ó¥°¥Ð¥ó¥É¤Ø¤ÎÌ礬ÊĤ¸¤«¤«¤Ã¤Æ¤¤¤Þ¤¹...");
-msg_print("¥²¡¼¥à¤ò½ªÎ»¤¹¤ë¤«¥»¡¼¥Ö¤¹¤ë¤«¤·¤Æ²¼¤µ¤¤¡£");
+ msg_print("Ç®¤Ç²Ð½ý¤·¤¿¡ª");
+ take_hit(DAMAGE_NOESCAPE, damage, format("%s¤Î¾å¤ËÉâÍ·¤·¤¿¥À¥á¡¼¥¸", f_name + f_info[get_feat_mimic(&cave[py][px])].name), -1);
#else
- msg_print("The gates to ANGBAND are closing...");
- msg_print("Please finish up and/or save your game.");
+ msg_print("The heat burns you!");
+ take_hit(DAMAGE_NOESCAPE, damage, format("flying over %s", f_name + f_info[get_feat_mimic(&cave[py][px])].name), -1);
#endif
-
}
-
- /* Slam the gate */
else
{
- /* Message */
+ cptr name = f_name + f_info[get_feat_mimic(&cave[py][px])].name;
#ifdef JP
-msg_print("º£¡¢¥¢¥ó¥°¥Ð¥ó¥É¤Ø¤ÎÌ礬ÊĤ¶¤µ¤ì¤Þ¤·¤¿¡£");
+ msg_format("%s¤Ç²Ð½ý¤·¤¿¡ª", name);
#else
- msg_print("The gates to ANGBAND are now closed.");
+ msg_format("The %s burns you!", name);
#endif
-
-
- /* Stop playing */
- p_ptr->playing = FALSE;
-
- /* Leaving */
- p_ptr->leaving = TRUE;
+ take_hit(DAMAGE_NOESCAPE, damage, name, -1);
}
- }
- }
- /*** Attempt timed autosave ***/
- if (autosave_t && autosave_freq && !p_ptr->inside_battle)
- {
- if (!(turn % ((s32b)autosave_freq * TURNS_PER_TICK)))
- do_cmd_save_game(TRUE);
+ cave_no_regen = TRUE;
+ }
}
- if (mon_fight)
+ if (have_flag(f_ptr->flags, FF_WATER) && have_flag(f_ptr->flags, FF_DEEP) &&
+ !p_ptr->ffall && !p_ptr->can_swim)
{
+ if (p_ptr->total_weight > (((u32b)adj_str_wgt[p_ptr->stat_ind[A_STR]] * (p_ptr->pclass == CLASS_BERSERKER ? 150 : 100)) / 2))
+ {
+ /* Take damage */
#ifdef JP
- msg_print("²¿¤«¤¬Ê¹¤³¤¨¤¿¡£");
+ msg_print("Å®¤ì¤Æ¤¤¤ë¡ª");
+ take_hit(DAMAGE_NOESCAPE, randint1(p_ptr->lev), "Å®¤ì", -1);
#else
- msg_print("You hear noise.");
+ msg_print("You are drowning!");
+ take_hit(DAMAGE_NOESCAPE, randint1(p_ptr->lev), "drowning", -1);
#endif
- }
- /*** Handle the wilderness/town (sunshine) ***/
+ cave_no_regen = TRUE;
+ }
+ }
- /* While in town/wilderness */
- if (!dun_level && !p_ptr->inside_quest && !p_ptr->inside_battle && !p_ptr->inside_arena && !p_ptr->wild_mode)
+ if (p_ptr->riding)
{
- /* Hack -- Daybreak/Nighfall in town */
- if (!(turn % ((TURNS_PER_TICK * TOWN_DAWN) / 2)))
+ int damage;
+ if ((r_info[m_list[p_ptr->riding].r_idx].flags2 & RF2_AURA_FIRE) && !p_ptr->immune_fire)
{
- bool dawn;
-
- /* Check for dawn */
- dawn = (!(turn % (TURNS_PER_TICK * TOWN_DAWN)));
-
- /* Day breaks */
- if (dawn)
- {
- /* Message */
-#ifdef JP
- msg_print("Ì뤬ÌÀ¤±¤¿¡£");
-#else
- msg_print("The sun has risen.");
-#endif
-
- /* Hack -- Scan the town */
- for (y = 0; y < cur_hgt; y++)
- {
- for (x = 0; x < cur_wid; x++)
- {
- /* Get the cave grid */
- c_ptr = &cave[y][x];
-
- /* Assume lit */
- c_ptr->info |= (CAVE_GLOW);
-
- /* Hack -- Memorize lit grids if allowed */
- if (view_perma_grids) c_ptr->info |= (CAVE_MARK);
-
- /* Hack -- Notice spot */
- note_spot(y, x);
- }
- }
- }
-
- /* Night falls */
- else
- {
- /* Message */
-#ifdef JP
- msg_print("Æü¤¬ÄÀ¤ó¤À¡£");
-#else
- msg_print("The sun has fallen.");
-#endif
-
- /* Hack -- Scan the town */
- for (y = 0; y < cur_hgt; y++)
- {
- for (x = 0; x < cur_wid; x++)
- {
- /* Get the cave grid */
- c_ptr = &cave[y][x];
-
- /* Feature code (applying "mimic" field) */
- f_ptr = &f_info[get_feat_mimic(c_ptr)];
-
- if (!is_mirror_grid(c_ptr) && !have_flag(f_ptr->flags, FF_QUEST_ENTER) &&
- !have_flag(f_ptr->flags, FF_ENTRANCE))
- {
- /* Assume dark */
- c_ptr->info &= ~(CAVE_GLOW);
-
- if (!have_flag(f_ptr->flags, FF_REMEMBER))
- {
- /* Forget the normal floor grid */
- c_ptr->info &= ~(CAVE_MARK);
-
- /* Hack -- Notice spot */
- note_spot(y, x);
- }
- }
- }
-
- /* Glow deep lava and building entrances */
- glow_deep_lava_and_bldg();
- }
- }
-
- /* Update the monsters */
- p_ptr->update |= (PU_MONSTERS | PU_MON_LITE);
-
- /* Redraw map */
- p_ptr->redraw |= (PR_MAP);
-
- /* Window stuff */
- p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
- }
- }
-
- /* While in the dungeon (vanilla_town or lite_town mode only) */
- else if ((vanilla_town || (lite_town && !p_ptr->inside_quest && !p_ptr->inside_battle && !p_ptr->inside_arena)) && dun_level)
- {
- /*** Shuffle the Storekeepers ***/
-
- /* Chance is only once a day (while in dungeon) */
- if (!(turn % (TURNS_PER_TICK * STORE_TICKS)))
- {
- /* Sometimes, shuffle the shop-keepers */
- if (one_in_(STORE_SHUFFLE))
- {
- int n;
-
- /* Pick a random shop (except home and museum) */
- do
- {
- n = randint0(MAX_STORES);
- }
- while ((n == STORE_HOME) || (n == STORE_MUSEUM));
-
- /* Check every feature */
- for (i = 1; i < max_f_idx; i++)
- {
- /* Access the index */
- f_ptr = &f_info[i];
-
- /* Skip empty index */
- if (!f_ptr->name) continue;
-
- /* Skip non-store features */
- if (!have_flag(f_ptr->flags, FF_STORE)) continue;
-
- /* Verify store type */
- if (f_ptr->power == n)
- {
- /* Message */
-#ifdef JP
- if (cheat_xtra) msg_format("%s¤ÎŹ¼ç¤ò¥·¥ã¥Ã¥Õ¥ë¤·¤Þ¤¹¡£", f_name + f_ptr->name);
-#else
- if (cheat_xtra) msg_format("Shuffle a Shopkeeper of %s.", f_name + f_ptr->name);
-#endif
-
- /* Shuffle it */
- store_shuffle(n);
-
- break;
- }
- }
- }
- }
- }
-
-
- /*** Process the monsters ***/
-
- /* Check for creature generation. */
- if (one_in_(d_info[dungeon_type].max_m_alloc_chance) &&
- !p_ptr->inside_arena && !p_ptr->inside_quest && !p_ptr->inside_battle)
- {
- /* Make a new monster */
- (void)alloc_monster(MAX_SIGHT + 5, 0);
- }
-
- /* Hack -- Check for creature regeneration */
- if (!(turn % (TURNS_PER_TICK*10)) && !p_ptr->inside_battle) regen_monsters();
- if (!(turn % (TURNS_PER_TICK*3))) regen_captured_monsters();
-
- /* Hack -- Process the counters of all monsters */
- process_monsters_counters();
-
-
- /*** Damage over Time ***/
-
- /* Take damage from poison */
- if (p_ptr->poisoned && !IS_INVULN())
- {
- /* Take damage */
-#ifdef JP
- take_hit(DAMAGE_NOESCAPE, 1, "ÆÇ", -1);
-#else
- take_hit(DAMAGE_NOESCAPE, 1, "poison", -1);
-#endif
-
- }
-
-
- /* (Vampires) Take damage from sunlight */
- if (prace_is_(RACE_VAMPIRE) || (p_ptr->mimic_form == MIMIC_VAMPIRE))
- {
- if (!dun_level && !p_ptr->resist_lite && !IS_INVULN() && is_daytime())
- {
- if ((cave[py][px].info & (CAVE_GLOW | CAVE_MNDK)) == CAVE_GLOW)
- {
- /* Take damage */
-#ifdef JP
-msg_print("Æü¸÷¤¬¤¢¤Ê¤¿¤Î¥¢¥ó¥Ç¥Ã¥É¤ÎÆùÂΤò¾Æ¤¾Ç¤¬¤·¤¿¡ª");
-take_hit(DAMAGE_NOESCAPE, 1, "Æü¸÷", -1);
-#else
- msg_print("The sun's rays scorch your undead flesh!");
- take_hit(DAMAGE_NOESCAPE, 1, "sunlight", -1);
-#endif
-
- cave_no_regen = TRUE;
- }
- }
-
- if (inventory[INVEN_LITE].tval && (inventory[INVEN_LITE].name2 != EGO_LITE_DARKNESS) &&
- !p_ptr->resist_lite)
- {
- object_type * o_ptr = &inventory[INVEN_LITE];
- char o_name [MAX_NLEN];
- char ouch [MAX_NLEN+40];
-
- /* Get an object description */
- object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
-
-#ifdef JP
-msg_format("%s¤¬¤¢¤Ê¤¿¤Î¥¢¥ó¥Ç¥Ã¥É¤ÎÆùÂΤò¾Æ¤¾Ç¤¬¤·¤¿¡ª", o_name);
-#else
- msg_format("The %s scorches your undead flesh!", o_name);
-#endif
-
-
- cave_no_regen = TRUE;
-
- /* Get an object description */
- object_desc(o_name, o_ptr, OD_NAME_ONLY);
-
-#ifdef JP
-sprintf(ouch, "%s¤òÁõÈ÷¤·¤¿¥À¥á¡¼¥¸", o_name);
-#else
- sprintf(ouch, "wielding %s", o_name);
-#endif
-
- if (!IS_INVULN()) take_hit(DAMAGE_NOESCAPE, 1, ouch, -1);
- }
- }
-
- f_ptr = &f_info[cave[py][px].feat];
-
- if (have_flag(f_ptr->flags, FF_LAVA) && !IS_INVULN() && !p_ptr->immune_fire)
- {
- int damage = 0;
-
- if (have_flag(f_ptr->flags, FF_DEEP))
- {
- damage = 6000 + randint0(4000);
- }
- else if (!p_ptr->ffall)
- {
- damage = 3000 + randint0(2000);
- }
-
- if (damage)
- {
- if (prace_is_(RACE_ENT)) damage += damage / 3;
- if (p_ptr->resist_fire) damage = damage / 3;
- if (IS_OPPOSE_FIRE()) damage = damage / 3;
-
- if (p_ptr->ffall) damage = damage / 5;
-
- damage = damage / 100 + (randint0(100) < (damage % 100));
-
- if (p_ptr->ffall)
- {
-#ifdef JP
- msg_print("Ç®¤Ç²Ð½ý¤·¤¿¡ª");
- take_hit(DAMAGE_NOESCAPE, damage, format("%s¤Î¾å¤ËÉâÍ·¤·¤¿¥À¥á¡¼¥¸", f_name + f_info[get_feat_mimic(&cave[py][px])].name), -1);
-#else
- msg_print("The heat burns you!");
- take_hit(DAMAGE_NOESCAPE, damage, format("flying over %s", f_name + f_info[get_feat_mimic(&cave[py][px])].name), -1);
-#endif
- }
- else
- {
- cptr name = f_name + f_info[get_feat_mimic(&cave[py][px])].name;
-#ifdef JP
- msg_format("%s¤Ç²Ð½ý¤·¤¿¡ª", name);
-#else
- msg_format("The %s burns you!", name);
-#endif
- take_hit(DAMAGE_NOESCAPE, damage, name, -1);
- }
-
- cave_no_regen = TRUE;
- }
- }
-
- if (have_flag(f_ptr->flags, FF_WATER) && have_flag(f_ptr->flags, FF_DEEP) &&
- !p_ptr->ffall && !p_ptr->can_swim)
- {
- if (p_ptr->total_weight > (((u32b)adj_str_wgt[p_ptr->stat_ind[A_STR]] * (p_ptr->pclass == CLASS_BERSERKER ? 150 : 100)) / 2))
- {
- /* Take damage */
-#ifdef JP
- msg_print("Å®¤ì¤Æ¤¤¤ë¡ª");
- take_hit(DAMAGE_NOESCAPE, randint1(p_ptr->lev), "Å®¤ì", -1);
-#else
- msg_print("You are drowning!");
- take_hit(DAMAGE_NOESCAPE, randint1(p_ptr->lev), "drowning", -1);
-#endif
-
- cave_no_regen = TRUE;
- }
- }
-
- if (p_ptr->riding)
- {
- int damage;
- if ((r_info[m_list[p_ptr->riding].r_idx].flags2 & RF2_AURA_FIRE) && !p_ptr->immune_fire)
- {
- damage = r_info[m_list[p_ptr->riding].r_idx].level / 2;
- if (prace_is_(RACE_ENT)) damage += damage / 3;
- if (p_ptr->resist_fire) damage = damage / 3;
- if (IS_OPPOSE_FIRE()) damage = damage / 3;
+ damage = r_info[m_list[p_ptr->riding].r_idx].level / 2;
+ if (prace_is_(RACE_ENT)) damage += damage / 3;
+ if (p_ptr->resist_fire) damage = damage / 3;
+ if (IS_OPPOSE_FIRE()) damage = damage / 3;
#ifdef JP
msg_print("Ç®¤¤¡ª");
take_hit(DAMAGE_NOESCAPE, damage, "±ê¤Î¥ª¡¼¥é", -1);
dam_desc = "Ì©ÅÙ";
#else
msg_print("Your molecules feel disrupted!");
- dam_desc = "density";
-#endif
- }
- else
- {
-#ifdef JP
- msg_print("Êø¤ì¤¿´ä¤Ë²¡¤·ÄÙ¤µ¤ì¤¿¡ª");
- dam_desc = "¹Å¤¤´ä";
-#else
- msg_print("You are being crushed!");
- dam_desc = "solid rock";
-#endif
- }
-
- take_hit(DAMAGE_NOESCAPE, 1 + (p_ptr->lev / 5), dam_desc, -1);
- }
- }
-
- if (!hour && !min)
- {
- if (min != prev_min)
- {
- do_cmd_write_nikki(NIKKI_HIGAWARI, 0, NULL);
- determine_today_mon(FALSE);
- }
- }
-
- /* Nightmare mode activates the TY_CURSE at midnight */
- if (ironman_nightmare)
- {
- /* Require exact minute */
- if (min != prev_min)
- {
- /* Every 15 minutes after 11:00 pm */
- if ((hour == 23) && !(min % 15))
- {
- /* Disturbing */
- disturb(0, 0);
-
- switch (min / 15)
- {
- case 0:
- {
-#ifdef JP
-msg_print("±ó¤¯¤ÇÉÔµ¤Ì£¤Ê¾â¤Î²»¤¬ÌĤä¿¡£");
-#else
- msg_print("You hear a distant bell toll ominously.");
-#endif
-
- break;
- }
- case 1:
- {
-#ifdef JP
-msg_print("±ó¤¯¤Ç¾â¤¬Æó²óÌĤä¿¡£");
-#else
- msg_print("A distant bell sounds twice.");
-#endif
-
- break;
- }
- case 2:
- {
-#ifdef JP
-msg_print("±ó¤¯¤Ç¾â¤¬»°²óÌĤä¿¡£");
-#else
- msg_print("A distant bell sounds three times.");
-#endif
-
- break;
- }
- case 3:
- {
-#ifdef JP
-msg_print("±ó¤¯¤Ç¾â¤¬»Í²óÌĤä¿¡£");
-#else
- msg_print("A distant bell tolls four times.");
-#endif
-
- break;
- }
- }
- }
-
- /* TY_CURSE activates at mignight! */
- if (!hour && !min)
- {
- int count = 0;
-
- disturb(1, 0);
-#ifdef JP
-msg_print("±ó¤¯¤Ç¾â¤¬²¿²ó¤âÌĤꡢ»à¤ó¤À¤è¤¦¤ÊÀŤ±¤µ¤ÎÃæ¤Ø¾Ã¤¨¤Æ¤¤¤Ã¤¿¡£");
-#else
- msg_print("A distant bell tolls many times, fading into an deathly silence.");
-#endif
-
- activate_ty_curse(FALSE, &count);
- }
- }
- }
-
- /* Take damage from cuts */
- if (p_ptr->cut && !IS_INVULN())
- {
- /* Mortal wound or Deep Gash */
- if (p_ptr->cut > 1000)
- {
- i = 200;
- }
-
- else if (p_ptr->cut > 200)
- {
- i = 80;
- }
-
- /* Severe cut */
- else if (p_ptr->cut > 100)
- {
- i = 32;
- }
-
- else if (p_ptr->cut > 50)
- {
- i = 16;
- }
-
- else if (p_ptr->cut > 25)
- {
- i = 7;
- }
-
- else if (p_ptr->cut > 10)
- {
- i = 3;
- }
-
- /* Other cuts */
- else
- {
- i = 1;
- }
-
- /* Take damage */
-#ifdef JP
-take_hit(DAMAGE_NOESCAPE, i, "Ã×Ì¿½ý", -1);
-#else
- take_hit(DAMAGE_NOESCAPE, i, "a fatal wound", -1);
-#endif
-
- }
-
-
- /*** Check the Food, and Regenerate ***/
-
- if (!p_ptr->inside_battle)
- {
- /* Digest normally */
- if (p_ptr->food < PY_FOOD_MAX)
- {
- /* Every 50 game turns */
- if (!(turn % (TURNS_PER_TICK*5)))
- {
- /* Basic digestion rate based on speed */
- i = SPEED_TO_ENERGY(p_ptr->pspeed);
-
- /* Regeneration takes more food */
- if (p_ptr->regenerate) i += 20;
- if (p_ptr->special_defense & (KAMAE_MASK | KATA_MASK)) i+= 20;
- if (p_ptr->cursed & TRC_FAST_DIGEST) i += 30;
-
- /* Slow digestion takes less food */
- if (p_ptr->slow_digest) i -= 5;
-
- /* Minimal digestion */
- if (i < 1) i = 1;
- /* Maximal digestion */
- if (i > 100) i = 100;
-
- /* Digest some food */
- (void)set_food(p_ptr->food - i);
- }
- }
-
- /* Digest quickly when gorged */
- else
- {
- /* Digest a lot of food */
- (void)set_food(p_ptr->food - 100);
- }
- }
-
- /* Starve to death (slowly) */
- if (p_ptr->food < PY_FOOD_STARVE)
- {
- /* Calculate damage */
- i = (PY_FOOD_STARVE - p_ptr->food) / 10;
-
- /* Take damage */
+ dam_desc = "density";
+#endif
+ }
+ else
+ {
#ifdef JP
- if (!IS_INVULN()) take_hit(DAMAGE_LOSELIFE, i, "¶õÊ¢", -1);
+ msg_print("Êø¤ì¤¿´ä¤Ë²¡¤·ÄÙ¤µ¤ì¤¿¡ª");
+ dam_desc = "¹Å¤¤´ä";
#else
- if (!IS_INVULN()) take_hit(DAMAGE_LOSELIFE, i, "starvation", -1);
+ msg_print("You are being crushed!");
+ dam_desc = "solid rock";
#endif
+ }
+ take_hit(DAMAGE_NOESCAPE, 1 + (p_ptr->lev / 5), dam_desc, -1);
+ }
}
- /* Default regeneration */
- regen_amount = PY_REGEN_NORMAL;
+
+ /*** handle regeneration ***/
/* Getting Weak */
if (p_ptr->food < PY_FOOD_WEAK)
{
regen_amount = PY_REGEN_WEAK;
}
-
- /* Getting Faint */
- if ((p_ptr->food < PY_FOOD_FAINT) && !p_ptr->inside_battle)
- {
- /* Faint occasionally */
- if (!p_ptr->paralyzed && (randint0(100) < 10))
- {
- /* Message */
-#ifdef JP
-msg_print("¤¢¤Þ¤ê¤Ë¤â¶õÊ¢¤Çµ¤À䤷¤Æ¤·¤Þ¤Ã¤¿¡£");
-#else
- msg_print("You faint from the lack of food.");
-#endif
-
- disturb(1, 0);
-
- /* Hack -- faint (bypass free action) */
- (void)set_paralyzed(p_ptr->paralyzed + 1 + randint0(5));
- }
- }
}
-
/* Are we walking the pattern? */
if (pattern_effect())
{
upkeep_factor = calculate_upkeep();
/* Regenerate the mana */
-/* if (p_ptr->csp < p_ptr->msp) */
+ if (upkeep_factor)
{
- if (upkeep_factor)
- {
- s32b upkeep_regen = ((100 - upkeep_factor) * regen_amount);
- if ((p_ptr->action == ACTION_LEARN) || (p_ptr->action == ACTION_HAYAGAKE)) upkeep_regen -= regen_amount;
- regenmana(upkeep_regen/100);
+ s32b upkeep_regen = ((100 - upkeep_factor) * regen_amount);
+ if ((p_ptr->action == ACTION_LEARN) || (p_ptr->action == ACTION_HAYAGAKE)) upkeep_regen -= regen_amount;
+ regenmana(upkeep_regen/100);
-#ifdef TRACK_FRIENDS
- if (p_ptr->wizard)
- {
+#if 0
+ /* Debug message */
+ if (p_ptr->wizard)
+ {
#ifdef JP
-msg_format("£Í£Ð²óÉü: %d/%d", upkeep_regen, regen_amount);
+ msg_format("£Í£Ð²óÉü: %d/%d", upkeep_regen, regen_amount);
#else
- msg_format("Regen: %d/%d", upkeep_regen, regen_amount);
+ msg_format("Regen: %d/%d", upkeep_regen, regen_amount);
#endif
- }
-#endif /* TRACK_FRIENDS */
-
- }
- else if (p_ptr->action != ACTION_LEARN)
- {
- regenmana(regen_amount);
}
+#endif /* 0 */
+
+ }
+ else if (p_ptr->action != ACTION_LEARN)
+ {
+ regenmana(regen_amount);
}
+
if (p_ptr->pclass == CLASS_MAGIC_EATER)
{
regenmagic(regen_amount);
/* Regenerate Hit Points if needed */
if ((p_ptr->chp < p_ptr->mhp) && !cave_no_regen)
{
- f_ptr = &f_info[cave[py][px].feat];
+ feature_type *f_ptr = &f_info[cave[py][px].feat];
if (have_flag(f_ptr->flags, FF_PATTERN) && (f_ptr->power <= PATTERN_TILE_4))
{
regenhp(regen_amount);
}
}
+}
+/*
+ * Handle timeout every 10 game turns
+ */
+static void process_world_aux_timeout(void)
+{
+ const int dec_count = (easy_band ? 2 : 1);
+
/*** Timeout Various Things ***/
/* Mimic */
(void)set_wraith_form(p_ptr->wraith_form - 1, TRUE);
}
- /* Heroism */
- if (p_ptr->hero)
+ /* Heroism */
+ if (p_ptr->hero)
+ {
+ (void)set_hero(p_ptr->hero - 1, TRUE);
+ }
+
+ /* Super Heroism */
+ if (p_ptr->shero)
+ {
+ (void)set_shero(p_ptr->shero - 1, TRUE);
+ }
+
+ /* Blessed */
+ if (p_ptr->blessed)
+ {
+ (void)set_blessed(p_ptr->blessed - 1, TRUE);
+ }
+
+ /* Shield */
+ if (p_ptr->shield)
+ {
+ (void)set_shield(p_ptr->shield - 1, TRUE);
+ }
+
+ /* Tsubureru */
+ if (p_ptr->tsubureru)
+ {
+ (void)set_tsubureru(p_ptr->tsubureru - 1, TRUE);
+ }
+
+ /* Magicdef */
+ if (p_ptr->magicdef)
+ {
+ (void)set_magicdef(p_ptr->magicdef - 1, TRUE);
+ }
+
+ /* Tsuyoshi */
+ if (p_ptr->tsuyoshi)
+ {
+ (void)set_tsuyoshi(p_ptr->tsuyoshi - 1, TRUE);
+ }
+
+ /* Oppose Acid */
+ if (p_ptr->oppose_acid)
+ {
+ (void)set_oppose_acid(p_ptr->oppose_acid - 1, TRUE);
+ }
+
+ /* Oppose Lightning */
+ if (p_ptr->oppose_elec)
+ {
+ (void)set_oppose_elec(p_ptr->oppose_elec - 1, TRUE);
+ }
+
+ /* Oppose Fire */
+ if (p_ptr->oppose_fire)
+ {
+ (void)set_oppose_fire(p_ptr->oppose_fire - 1, TRUE);
+ }
+
+ /* Oppose Cold */
+ if (p_ptr->oppose_cold)
+ {
+ (void)set_oppose_cold(p_ptr->oppose_cold - 1, TRUE);
+ }
+
+ /* Oppose Poison */
+ if (p_ptr->oppose_pois)
+ {
+ (void)set_oppose_pois(p_ptr->oppose_pois - 1, TRUE);
+ }
+
+ if (p_ptr->ult_res)
+ {
+ (void)set_ultimate_res(p_ptr->ult_res - 1, TRUE);
+ }
+
+ /*** Poison and Stun and Cut ***/
+
+ /* Poison */
+ if (p_ptr->poisoned)
+ {
+ int adjust = adj_con_fix[p_ptr->stat_ind[A_CON]] + 1;
+
+ /* Apply some healing */
+ (void)set_poisoned(p_ptr->poisoned - adjust);
+ }
+
+ /* Stun */
+ if (p_ptr->stun)
+ {
+ int adjust = adj_con_fix[p_ptr->stat_ind[A_CON]] + 1;
+
+ /* Apply some healing */
+ (void)set_stun(p_ptr->stun - adjust);
+ }
+
+ /* Cut */
+ if (p_ptr->cut)
+ {
+ int adjust = adj_con_fix[p_ptr->stat_ind[A_CON]] + 1;
+
+ /* Hack -- Truly "mortal" wound */
+ if (p_ptr->cut > 1000) adjust = 0;
+
+ /* Apply some healing */
+ (void)set_cut(p_ptr->cut - adjust);
+ }
+}
+
+
+/*
+ * Handle burning fuel every 10 game turns
+ */
+static void process_world_aux_light(void)
+{
+ /* Check for light being wielded */
+ object_type *o_ptr = &inventory[INVEN_LITE];
+
+ /* Burn some fuel in the current lite */
+ if (o_ptr->tval == TV_LITE)
+ {
+ /* Hack -- Use some fuel (except on artifacts) */
+ if (!(artifact_p(o_ptr) || o_ptr->sval == SV_LITE_FEANOR) && (o_ptr->xtra4 > 0))
+ {
+ /* Decrease life-span */
+ if (o_ptr->name2 == EGO_LITE_LONG)
+ {
+ if (turn % (TURNS_PER_TICK*2)) o_ptr->xtra4--;
+ }
+ else o_ptr->xtra4--;
+
+ /* Notice interesting fuel steps */
+ notice_lite_change(o_ptr);
+ }
+ }
+}
+
+
+/*
+ * Handle mutation effects once every 10 game turns
+ */
+static void process_world_aux_mutation(void)
+{
+ /* No mutation with effects */
+ if (!p_ptr->muta2) return;
+
+ /* No effect on monster arena */
+ if (p_ptr->inside_battle) return;
+
+ /* No effect on the global map */
+ if (p_ptr->wild_mode) return;
+
+
+ if ((p_ptr->muta2 & MUT2_BERS_RAGE) && one_in_(3000))
+ {
+ disturb(0, 0);
+#ifdef JP
+ msg_print("¥¦¥¬¥¡¥¡¥¢¡ª");
+ msg_print("·ãÅܤÎȯºî¤Ë½±¤ï¤ì¤¿¡ª");
+#else
+ msg_print("RAAAAGHH!");
+ msg_print("You feel a fit of rage coming over you!");
+#endif
+
+ (void)set_shero(10 + randint1(p_ptr->lev), FALSE);
+ }
+
+ if ((p_ptr->muta2 & MUT2_COWARDICE) && (randint1(3000) == 13))
+ {
+ if (!p_ptr->resist_fear)
+ {
+ disturb(0, 0);
+#ifdef JP
+ msg_print("¤È¤Æ¤â°Å¤¤... ¤È¤Æ¤â¶²¤¤¡ª");
+#else
+ msg_print("It's so dark... so scary!");
+#endif
+
+ set_afraid(p_ptr->afraid + 13 + randint1(26));
+ }
+ }
+
+ if ((p_ptr->muta2 & MUT2_RTELEPORT) && (randint1(5000) == 88))
+ {
+ if (!p_ptr->resist_nexus && !(p_ptr->muta1 & MUT1_VTELEPORT) &&
+ !p_ptr->anti_tele)
+ {
+ disturb(0, 0);
+
+ /* Teleport player */
+#ifdef JP
+ msg_print("¤¢¤Ê¤¿¤Î°ÌÃÖ¤ÏÆÍÁ³¤Ò¤¸¤ç¤¦¤ËÉÔ³ÎÄê¤Ë¤Ê¤Ã¤¿...");
+#else
+ msg_print("Your position suddenly seems very uncertain...");
+#endif
+
+ msg_print(NULL);
+ teleport_player(40);
+ }
+ }
+
+ if ((p_ptr->muta2 & MUT2_ALCOHOL) && (randint1(6400) == 321))
+ {
+ if (!p_ptr->resist_conf && !p_ptr->resist_chaos)
+ {
+ disturb(0, 0);
+ p_ptr->redraw |= PR_EXTRA;
+#ifdef JP
+ msg_print("¤¤¤Ò¤¤¬¤â¡¼¤í¡¼¤È¤Ò¤Æ¤¤¿¤¤¬¤Õ¤ë...¥Ò¥Ã¥¯¡ª");
+#else
+ msg_print("You feel a SSSCHtupor cOmINg over yOu... *HIC*!");
+#endif
+
+ }
+
+ if (!p_ptr->resist_conf)
+ {
+ (void)set_confused(p_ptr->confused + randint0(20) + 15);
+ }
+
+ if (!p_ptr->resist_chaos)
+ {
+ if (one_in_(20))
+ {
+ msg_print(NULL);
+ if (one_in_(3)) lose_all_info();
+ else wiz_dark();
+ teleport_player(100);
+ wiz_dark();
+#ifdef JP
+ msg_print("¤¢¤Ê¤¿¤Ï¸«ÃΤé¤Ì¾ì½ê¤ÇÌܤ¬Àä᤿...Ƭ¤¬Äˤ¤¡£");
+ msg_print("²¿¤â³Ð¤¨¤Æ¤¤¤Ê¤¤¡£¤É¤¦¤ä¤Ã¤Æ¤³¤³¤ËÍ褿¤«¤âʬ¤«¤é¤Ê¤¤¡ª");
+#else
+ msg_print("You wake up somewhere with a sore head...");
+ msg_print("You can't remember a thing, or how you got here!");
+#endif
+
+ }
+ else
+ {
+ if (one_in_(3))
+ {
+#ifdef JP
+ msg_print("¤¡Á¤ì¤¤¤Ê¤Á¤ç¤ª¤Á¤ç¤é¤È¤ó¤ì¤¤¤ë¡Á");
+#else
+ msg_print("Thishcischs GooDSChtuff!");
+#endif
+
+ (void)set_image(p_ptr->image + randint0(150) + 150);
+ }
+ }
+ }
+ }
+
+ if ((p_ptr->muta2 & MUT2_HALLU) && (randint1(6400) == 42))
{
- (void)set_hero(p_ptr->hero - 1, TRUE);
+ if (!p_ptr->resist_chaos)
+ {
+ disturb(0, 0);
+ p_ptr->redraw |= PR_EXTRA;
+ (void)set_image(p_ptr->image + randint0(50) + 20);
+ }
}
- /* Super Heroism */
- if (p_ptr->shero)
+ if ((p_ptr->muta2 & MUT2_FLATULENT) && (randint1(3000) == 13))
{
- (void)set_shero(p_ptr->shero - 1, TRUE);
- }
+ disturb(0, 0);
- /* Blessed */
- if (p_ptr->blessed)
- {
- (void)set_blessed(p_ptr->blessed - 1, TRUE);
- }
+#ifdef JP
+ msg_print("¥Ö¥¥¡¼¡¼¥Ã¡ª¤ª¤Ã¤È¡£");
+#else
+ msg_print("BRRAAAP! Oops.");
+#endif
- /* Shield */
- if (p_ptr->shield)
- {
- (void)set_shield(p_ptr->shield - 1, TRUE);
+ msg_print(NULL);
+ fire_ball(GF_POIS, 0, p_ptr->lev, 3);
}
- /* Tsubureru */
- if (p_ptr->tsubureru)
+ if ((p_ptr->muta2 & MUT2_PROD_MANA) &&
+ !p_ptr->anti_magic && one_in_(9000))
{
- (void)set_tsubureru(p_ptr->tsubureru - 1, TRUE);
- }
+ int dire = 0;
+ disturb(0, 0);
+#ifdef JP
+ msg_print("ËâË¡¤Î¥¨¥Í¥ë¥®¡¼¤¬ÆÍÁ³¤¢¤Ê¤¿¤ÎÃæ¤Ëή¤ì¹þ¤ó¤Ç¤¤¿¡ª¥¨¥Í¥ë¥®¡¼¤ò²òÊü¤·¤Ê¤±¤ì¤Ð¤Ê¤é¤Ê¤¤¡ª");
+#else
+ msg_print("Magical energy flows through you! You must release it!");
+#endif
- /* Magicdef */
- if (p_ptr->magicdef)
- {
- (void)set_magicdef(p_ptr->magicdef - 1, TRUE);
+ flush();
+ msg_print(NULL);
+ (void)get_hack_dir(&dire);
+ fire_ball(GF_MANA, dire, p_ptr->lev * 2, 3);
}
- /* Tsuyoshi */
- if (p_ptr->tsuyoshi)
+ if ((p_ptr->muta2 & MUT2_ATT_DEMON) &&
+ !p_ptr->anti_magic && (randint1(6666) == 666))
{
- (void)set_tsuyoshi(p_ptr->tsuyoshi - 1, TRUE);
- }
+ bool pet = one_in_(6);
+ u32b mode = PM_ALLOW_GROUP;
- /* Oppose Acid */
- if (p_ptr->oppose_acid)
- {
- (void)set_oppose_acid(p_ptr->oppose_acid - 1, TRUE);
- }
+ if (pet) mode |= PM_FORCE_PET;
+ else mode |= (PM_ALLOW_UNIQUE | PM_NO_PET);
- /* Oppose Lightning */
- if (p_ptr->oppose_elec)
- {
- (void)set_oppose_elec(p_ptr->oppose_elec - 1, TRUE);
- }
+ if (summon_specific((pet ? -1 : 0), py, px,
+ dun_level, SUMMON_DEMON, mode))
+ {
+#ifdef JP
+ msg_print("¤¢¤Ê¤¿¤Ï¥Ç¡¼¥â¥ó¤ò°ú¤´ó¤»¤¿¡ª");
+#else
+ msg_print("You have attracted a demon!");
+#endif
- /* Oppose Fire */
- if (p_ptr->oppose_fire)
- {
- (void)set_oppose_fire(p_ptr->oppose_fire - 1, TRUE);
+ disturb(0, 0);
+ }
}
- /* Oppose Cold */
- if (p_ptr->oppose_cold)
+ if ((p_ptr->muta2 & MUT2_SPEED_FLUX) && one_in_(6000))
{
- (void)set_oppose_cold(p_ptr->oppose_cold - 1, TRUE);
- }
+ disturb(0, 0);
+ if (one_in_(2))
+ {
+#ifdef JP
+ msg_print("ÀºÎÏŪ¤Ç¤Ê¤¯¤Ê¤Ã¤¿µ¤¤¬¤¹¤ë¡£");
+#else
+ msg_print("You feel less energetic.");
+#endif
- /* Oppose Poison */
- if (p_ptr->oppose_pois)
+ if (p_ptr->fast > 0)
+ {
+ set_fast(0, TRUE);
+ }
+ else
+ {
+ set_slow(randint1(30) + 10, FALSE);
+ }
+ }
+ else
+ {
+#ifdef JP
+ msg_print("ÀºÎÏŪ¤Ë¤Ê¤Ã¤¿µ¤¤¬¤¹¤ë¡£");
+#else
+ msg_print("You feel more energetic.");
+#endif
+
+ if (p_ptr->slow > 0)
+ {
+ set_slow(0, TRUE);
+ }
+ else
+ {
+ set_fast(randint1(30) + 10, FALSE);
+ }
+ }
+ msg_print(NULL);
+ }
+ if ((p_ptr->muta2 & MUT2_BANISH_ALL) && one_in_(9000))
{
- (void)set_oppose_pois(p_ptr->oppose_pois - 1, TRUE);
+ disturb(0, 0);
+#ifdef JP
+ msg_print("ÆÍÁ³¤Û¤È¤ó¤É¸ÉÆȤˤʤ俵¤¤¬¤¹¤ë¡£");
+#else
+ msg_print("You suddenly feel almost lonely.");
+#endif
+
+ banish_monsters(100);
+ if (!dun_level && p_ptr->town_num)
+ {
+ int n;
+
+ /* Pick a random shop (except home) */
+ do
+ {
+ n = randint0(MAX_STORES);
+ }
+ while ((n == STORE_HOME) || (n == STORE_MUSEUM));
+
+#ifdef JP
+ msg_print("Ź¤Î¼ç¿Í¤¬µÖ¤Ë¸þ¤«¤Ã¤ÆÁö¤Ã¤Æ¤¤¤ë¡ª");
+#else
+ msg_print("You see one of the shopkeepers running for the hills!");
+#endif
+
+ store_shuffle(n);
+ }
+ msg_print(NULL);
}
- if (p_ptr->ult_res)
+ if ((p_ptr->muta2 & MUT2_EAT_LIGHT) && one_in_(3000))
{
- (void)set_ultimate_res(p_ptr->ult_res - 1, TRUE);
- }
+ object_type *o_ptr;
- /*** Poison and Stun and Cut ***/
+#ifdef JP
+ msg_print("±Æ¤Ë¤Ä¤Ä¤Þ¤ì¤¿¡£");
+#else
+ msg_print("A shadow passes over you.");
+#endif
- /* Poison */
- if (p_ptr->poisoned)
- {
- int adjust = adj_con_fix[p_ptr->stat_ind[A_CON]] + 1;
+ msg_print(NULL);
- /* Apply some healing */
- (void)set_poisoned(p_ptr->poisoned - adjust);
+ /* Absorb light from the current possition */
+ if ((cave[py][px].info & (CAVE_GLOW | CAVE_MNDK)) == CAVE_GLOW)
+ {
+ hp_player(10);
+ }
+
+ o_ptr = &inventory[INVEN_LITE];
+
+ /* Absorb some fuel in the current lite */
+ if (o_ptr->tval == TV_LITE)
+ {
+ /* Use some fuel (except on artifacts) */
+ if (!artifact_p(o_ptr) && (o_ptr->xtra4 > 0))
+ {
+ /* Heal the player a bit */
+ hp_player(o_ptr->xtra4 / 20);
+
+ /* Decrease life-span of lite */
+ o_ptr->xtra4 /= 2;
+
+#ifdef JP
+ msg_print("¸÷¸»¤«¤é¥¨¥Í¥ë¥®¡¼¤òµÛ¼ý¤·¤¿¡ª");
+#else
+ msg_print("You absorb energy from your light!");
+#endif
+
+
+ /* Notice interesting fuel steps */
+ notice_lite_change(o_ptr);
+ }
+ }
+
+ /*
+ * Unlite the area (radius 10) around player and
+ * do 50 points damage to every affected monster
+ */
+ unlite_area(50, 10);
}
- /* Stun */
- if (p_ptr->stun)
+ if ((p_ptr->muta2 & MUT2_ATT_ANIMAL) &&
+ !p_ptr->anti_magic && one_in_(7000))
{
- int adjust = adj_con_fix[p_ptr->stat_ind[A_CON]] + 1;
+ bool pet = one_in_(3);
+ u32b mode = PM_ALLOW_GROUP;
- /* Apply some healing */
- (void)set_stun(p_ptr->stun - adjust);
+ if (pet) mode |= PM_FORCE_PET;
+ else mode |= (PM_ALLOW_UNIQUE | PM_NO_PET);
+
+ if (summon_specific((pet ? -1 : 0), py, px, dun_level, SUMMON_ANIMAL, mode))
+ {
+#ifdef JP
+ msg_print("ưʪ¤ò°ú¤´ó¤»¤¿¡ª");
+#else
+ msg_print("You have attracted an animal!");
+#endif
+
+ disturb(0, 0);
+ }
}
- /* Cut */
- if (p_ptr->cut)
+ if ((p_ptr->muta2 & MUT2_RAW_CHAOS) &&
+ !p_ptr->anti_magic && one_in_(8000))
{
- int adjust = adj_con_fix[p_ptr->stat_ind[A_CON]] + 1;
-
- /* Hack -- Truly "mortal" wound */
- if (p_ptr->cut > 1000) adjust = 0;
+ disturb(0, 0);
+#ifdef JP
+ msg_print("¼þ¤ê¤Î¶õ´Ö¤¬ÏĤó¤Ç¤¤¤ëµ¤¤¬¤¹¤ë¡ª");
+#else
+ msg_print("You feel the world warping around you!");
+#endif
- /* Apply some healing */
- (void)set_cut(p_ptr->cut - adjust);
+ msg_print(NULL);
+ fire_ball(GF_CHAOS, 0, p_ptr->lev, 8);
}
+ if ((p_ptr->muta2 & MUT2_NORMALITY) && one_in_(5000))
+ {
+ if (!lose_mutation(0))
+#ifdef JP
+ msg_print("´ñ̯¤Ê¤¯¤é¤¤ÉáÄ̤ˤʤ俵¤¤¬¤¹¤ë¡£");
+#else
+ msg_print("You feel oddly normal.");
+#endif
+ }
+ if ((p_ptr->muta2 & MUT2_WRAITH) && !p_ptr->anti_magic && one_in_(3000))
+ {
+ disturb(0, 0);
+#ifdef JP
+ msg_print("Èóʪ¼Á²½¤·¤¿¡ª");
+#else
+ msg_print("You feel insubstantial!");
+#endif
+ msg_print(NULL);
+ set_wraith_form(randint1(p_ptr->lev / 2) + (p_ptr->lev / 2), FALSE);
+ }
+ if ((p_ptr->muta2 & MUT2_POLY_WOUND) && one_in_(3000))
+ {
+ do_poly_wounds();
+ }
+ if ((p_ptr->muta2 & MUT2_WASTING) && one_in_(3000))
+ {
+ int which_stat = randint0(6);
+ int sustained = FALSE;
- /*** Process Light ***/
+ switch (which_stat)
+ {
+ case A_STR:
+ if (p_ptr->sustain_str) sustained = TRUE;
+ break;
+ case A_INT:
+ if (p_ptr->sustain_int) sustained = TRUE;
+ break;
+ case A_WIS:
+ if (p_ptr->sustain_wis) sustained = TRUE;
+ break;
+ case A_DEX:
+ if (p_ptr->sustain_dex) sustained = TRUE;
+ break;
+ case A_CON:
+ if (p_ptr->sustain_con) sustained = TRUE;
+ break;
+ case A_CHR:
+ if (p_ptr->sustain_chr) sustained = TRUE;
+ break;
+ default:
+#ifdef JP
+ msg_print("ÉÔÀµ¤Ê¾õÂÖ¡ª");
+#else
+ msg_print("Invalid stat chosen!");
+#endif
- /* Check for light being wielded */
- o_ptr = &inventory[INVEN_LITE];
+ sustained = TRUE;
+ }
- /* Burn some fuel in the current lite */
- if (o_ptr->tval == TV_LITE)
- {
- /* Hack -- Use some fuel (except on artifacts) */
- if (!(artifact_p(o_ptr) || o_ptr->sval == SV_LITE_FEANOR) && (o_ptr->xtra4 > 0))
+ if (!sustained)
{
- /* Decrease life-span */
- if (o_ptr->name2 == EGO_LITE_LONG)
- {
- if (turn % (TURNS_PER_TICK*2)) o_ptr->xtra4--;
- }
- else o_ptr->xtra4--;
+ disturb(0, 0);
+#ifdef JP
+ msg_print("¼«Ê¬¤¬¿ê¼å¤·¤Æ¤¤¤¯¤Î¤¬Ê¬¤«¤ë¡ª");
+#else
+ msg_print("You can feel yourself wasting away!");
+#endif
- /* Notice interesting fuel steps */
- notice_lite_change(o_ptr);
+ msg_print(NULL);
+ (void)dec_stat(which_stat, randint1(6) + 6, one_in_(3));
}
}
+ if ((p_ptr->muta2 & MUT2_ATT_DRAGON) &&
+ !p_ptr->anti_magic && one_in_(3000))
+ {
+ bool pet = one_in_(5);
+ u32b mode = PM_ALLOW_GROUP;
- /* Calculate torch radius */
- p_ptr->update |= (PU_TORCH);
+ if (pet) mode |= PM_FORCE_PET;
+ else mode |= (PM_ALLOW_UNIQUE | PM_NO_PET);
+ if (summon_specific((pet ? -1 : 0), py, px, dun_level, SUMMON_DRAGON, mode))
+ {
+#ifdef JP
+ msg_print("¥É¥é¥´¥ó¤ò°ú¤´ó¤»¤¿¡ª");
+#else
+ msg_print("You have attracted a dragon!");
+#endif
- /*** Process mutation effects ***/
- if (p_ptr->muta2 && !p_ptr->inside_battle && !p_ptr->wild_mode)
+ disturb(0, 0);
+ }
+ }
+ if ((p_ptr->muta2 & MUT2_WEIRD_MIND) && !p_ptr->anti_magic &&
+ one_in_(3000))
{
- if ((p_ptr->muta2 & MUT2_BERS_RAGE) && one_in_(3000))
+ if (p_ptr->tim_esp > 0)
{
- disturb(0, 0);
#ifdef JP
-msg_print("¥¦¥¬¥¡¥¡¥¢¡ª");
-msg_print("·ãÅܤÎȯºî¤Ë½±¤ï¤ì¤¿¡ª");
+ msg_print("Àº¿À¤Ë¤â¤ä¤¬¤«¤«¤Ã¤¿¡ª");
#else
- msg_print("RAAAAGHH!");
- msg_print("You feel a fit of rage coming over you!");
+ msg_print("Your mind feels cloudy!");
#endif
- (void)set_shero(10 + randint1(p_ptr->lev), FALSE);
+ set_tim_esp(0, TRUE);
}
-
- if ((p_ptr->muta2 & MUT2_COWARDICE) && (randint1(3000) == 13))
+ else
{
- if (!p_ptr->resist_fear)
- {
- disturb(0, 0);
#ifdef JP
-msg_print("¤È¤Æ¤â°Å¤¤... ¤È¤Æ¤â¶²¤¤¡ª");
+ msg_print("Àº¿À¤¬¹¤¬¤Ã¤¿¡ª");
#else
- msg_print("It's so dark... so scary!");
+ msg_print("Your mind expands!");
#endif
- set_afraid(p_ptr->afraid + 13 + randint1(26));
- }
+ set_tim_esp(p_ptr->lev, FALSE);
}
+ }
+ if ((p_ptr->muta2 & MUT2_NAUSEA) && !p_ptr->slow_digest &&
+ one_in_(9000))
+ {
+ disturb(0, 0);
+#ifdef JP
+ msg_print("°ß¤¬áÛÚ»¤·¡¢¿©»ö¤ò¼º¤Ã¤¿¡ª");
+#else
+ msg_print("Your stomach roils, and you lose your lunch!");
+#endif
+
+ msg_print(NULL);
+ set_food(PY_FOOD_WEAK);
+ }
+
+ if ((p_ptr->muta2 & MUT2_WALK_SHAD) &&
+ !p_ptr->anti_magic && one_in_(12000) && !p_ptr->inside_arena)
+ {
+ alter_reality();
+ }
+
+ if ((p_ptr->muta2 & MUT2_WARNING) && one_in_(1000))
+ {
+ int danger_amount = 0;
+ int monster;
- if ((p_ptr->muta2 & MUT2_RTELEPORT) && (randint1(5000) == 88))
+ for (monster = 0; monster < m_max; monster++)
{
- if (!p_ptr->resist_nexus && !(p_ptr->muta1 & MUT1_VTELEPORT) &&
- !p_ptr->anti_tele)
+ monster_type *m_ptr = &m_list[monster];
+ monster_race *r_ptr = &r_info[m_ptr->r_idx];
+
+ /* Paranoia -- Skip dead monsters */
+ if (!m_ptr->r_idx) continue;
+
+ if (r_ptr->level >= p_ptr->lev)
{
- disturb(0, 0);
+ danger_amount += r_ptr->level - p_ptr->lev + 1;
+ }
+ }
+
+ if (danger_amount > 100)
+#ifdef JP
+ msg_print("Èó¾ï¤Ë¶²¤í¤·¤¤µ¤¤¬¤¹¤ë¡ª");
+#else
+ msg_print("You feel utterly terrified!");
+#endif
- /* Teleport player */
+ else if (danger_amount > 50)
#ifdef JP
-msg_print("¤¢¤Ê¤¿¤Î°ÌÃÖ¤ÏÆÍÁ³¤Ò¤¸¤ç¤¦¤ËÉÔ³ÎÄê¤Ë¤Ê¤Ã¤¿...");
+ msg_print("¶²¤í¤·¤¤µ¤¤¬¤¹¤ë¡ª");
#else
- msg_print("Your position suddenly seems very uncertain...");
+ msg_print("You feel terrified!");
#endif
- msg_print(NULL);
- teleport_player(40);
- }
- }
-
- if ((p_ptr->muta2 & MUT2_ALCOHOL) && (randint1(6400) == 321))
- {
- if (!p_ptr->resist_conf && !p_ptr->resist_chaos)
- {
- disturb(0, 0);
- p_ptr->redraw |= PR_EXTRA;
+ else if (danger_amount > 20)
#ifdef JP
-msg_print("¤¤¤Ò¤¤¬¤â¡¼¤í¡¼¤È¤Ò¤Æ¤¤¿¤¤¬¤Õ¤ë...¥Ò¥Ã¥¯¡ª");
+ msg_print("Èó¾ï¤Ë¿´Çۤʵ¤¤¬¤¹¤ë¡ª");
#else
- msg_print("You feel a SSSCHtupor cOmINg over yOu... *HIC*!");
+ msg_print("You feel very worried!");
#endif
- }
+ else if (danger_amount > 10)
+#ifdef JP
+ msg_print("¿´Çۤʵ¤¤¬¤¹¤ë¡ª");
+#else
+ msg_print("You feel paranoid!");
+#endif
- if (!p_ptr->resist_conf)
- {
- (void)set_confused(p_ptr->confused + randint0(20) + 15);
- }
+ else if (danger_amount > 5)
+#ifdef JP
+ msg_print("¤Û¤È¤ó¤É°ÂÁ´¤Êµ¤¤¬¤¹¤ë¡£");
+#else
+ msg_print("You feel almost safe.");
+#endif
- if (!p_ptr->resist_chaos)
- {
- if (one_in_(20))
- {
- msg_print(NULL);
- if (one_in_(3)) lose_all_info();
- else wiz_dark();
- teleport_player(100);
- wiz_dark();
+ else
#ifdef JP
-msg_print("¤¢¤Ê¤¿¤Ï¸«ÃΤé¤Ì¾ì½ê¤ÇÌܤ¬Àä᤿...Ƭ¤¬Äˤ¤¡£");
-msg_print("²¿¤â³Ð¤¨¤Æ¤¤¤Ê¤¤¡£¤É¤¦¤ä¤Ã¤Æ¤³¤³¤ËÍ褿¤«¤âʬ¤«¤é¤Ê¤¤¡ª");
+ msg_print("¼ä¤·¤¤µ¤¤¬¤¹¤ë¡£");
#else
- msg_print("You wake up somewhere with a sore head...");
- msg_print("You can't remember a thing, or how you got here!");
+ msg_print("You feel lonely.");
#endif
- }
- else
- {
- if (one_in_(3))
- {
+ }
+ if ((p_ptr->muta2 & MUT2_INVULN) && !p_ptr->anti_magic &&
+ one_in_(5000))
+ {
+ disturb(0, 0);
#ifdef JP
-msg_print("¤¡Á¤ì¤¤¤Ê¤Á¤ç¤ª¤Á¤ç¤é¤È¤ó¤ì¤¤¤ë¡Á");
+ msg_print("̵Ũ¤Êµ¤¤¬¤¹¤ë¡ª");
#else
- msg_print("Thishcischs GooDSChtuff!");
+ msg_print("You feel invincible!");
#endif
- (void)set_image(p_ptr->image + randint0(150) + 150);
- }
- }
- }
- }
+ msg_print(NULL);
+ (void)set_invuln(randint1(8) + 8, FALSE);
+ }
+ if ((p_ptr->muta2 & MUT2_SP_TO_HP) && one_in_(2000))
+ {
+ int wounds = p_ptr->mhp - p_ptr->chp;
- if ((p_ptr->muta2 & MUT2_HALLU) && (randint1(6400) == 42))
+ if (wounds > 0)
{
- if (!p_ptr->resist_chaos)
+ int healing = p_ptr->csp;
+
+ if (healing > wounds)
{
- disturb(0, 0);
- p_ptr->redraw |= PR_EXTRA;
- (void)set_image(p_ptr->image + randint0(50) + 20);
+ healing = wounds;
}
+
+ hp_player(healing);
+ p_ptr->csp -= healing;
+
+ /* Redraw mana */
+ p_ptr->redraw |= (PR_MANA);
}
+ }
+ if ((p_ptr->muta2 & MUT2_HP_TO_SP) && !p_ptr->anti_magic &&
+ one_in_(4000))
+ {
+ int wounds = p_ptr->msp - p_ptr->csp;
- if ((p_ptr->muta2 & MUT2_FLATULENT) && (randint1(3000) == 13))
+ if (wounds > 0)
{
- disturb(0, 0);
+ int healing = p_ptr->chp;
+
+ if (healing > wounds)
+ {
+ healing = wounds;
+ }
+
+ p_ptr->csp += healing;
+ /* Redraw mana */
+ p_ptr->redraw |= (PR_MANA);
#ifdef JP
-msg_print("¥Ö¥¥¡¼¡¼¥Ã¡ª¤ª¤Ã¤È¡£");
+ take_hit(DAMAGE_LOSELIFE, healing, "Ƭ¤Ë¾º¤Ã¤¿·ì", -1);
#else
- msg_print("BRRAAAP! Oops.");
+ take_hit(DAMAGE_LOSELIFE, healing, "blood rushing to the head", -1);
#endif
- msg_print(NULL);
- fire_ball(GF_POIS, 0, p_ptr->lev, 3);
}
+ }
+ if ((p_ptr->muta2 & MUT2_DISARM) && one_in_(10000))
+ {
+ object_type *o_ptr;
- if ((p_ptr->muta2 & MUT2_PROD_MANA) &&
- !p_ptr->anti_magic && one_in_(9000))
- {
- int dire = 0;
- disturb(0, 0);
+ disturb(0, 0);
#ifdef JP
-msg_print("ËâË¡¤Î¥¨¥Í¥ë¥®¡¼¤¬ÆÍÁ³¤¢¤Ê¤¿¤ÎÃæ¤Ëή¤ì¹þ¤ó¤Ç¤¤¿¡ª¥¨¥Í¥ë¥®¡¼¤ò²òÊü¤·¤Ê¤±¤ì¤Ð¤Ê¤é¤Ê¤¤¡ª");
+ msg_print("¤¬¤â¤Ä¤ì¤Æž¤ó¤À¡ª");
+ take_hit(DAMAGE_NOESCAPE, randint1(p_ptr->wt / 6), "žÅÝ", -1);
#else
- msg_print("Magical energy flows through you! You must release it!");
+ msg_print("You trip over your own feet!");
+ take_hit(DAMAGE_NOESCAPE, randint1(p_ptr->wt / 6), "tripping", -1);
#endif
- flush();
- msg_print(NULL);
- (void)get_hack_dir(&dire);
- fire_ball(GF_MANA, dire, p_ptr->lev * 2, 3);
- }
- if ((p_ptr->muta2 & MUT2_ATT_DEMON) &&
- !p_ptr->anti_magic && (randint1(6666) == 666))
+ msg_print(NULL);
+ if (buki_motteruka(INVEN_RARM))
{
- bool pet = one_in_(6);
- u32b mode = PM_ALLOW_GROUP;
-
- if (pet) mode |= PM_FORCE_PET;
- else mode |= (PM_ALLOW_UNIQUE | PM_NO_PET);
-
- if (summon_specific((pet ? -1 : 0), py, px,
- dun_level, SUMMON_DEMON, mode))
+ int slot = INVEN_RARM;
+ o_ptr = &inventory[INVEN_RARM];
+ if (buki_motteruka(INVEN_LARM) && one_in_(2))
+ {
+ o_ptr = &inventory[INVEN_LARM];
+ slot = INVEN_LARM;
+ }
+ if (!cursed_p(o_ptr))
{
#ifdef JP
-msg_print("¤¢¤Ê¤¿¤Ï¥Ç¡¼¥â¥ó¤ò°ú¤´ó¤»¤¿¡ª");
+ msg_print("Éð´ï¤òÍ¤Æ¤·¤Þ¤Ã¤¿¡ª");
#else
- msg_print("You have attracted a demon!");
+ msg_print("You drop your weapon!");
#endif
- disturb(0, 0);
+ inven_drop(slot, 1);
}
}
+ }
+}
+
- if ((p_ptr->muta2 & MUT2_SPEED_FLUX) && one_in_(6000))
+/*
+ * Handle curse effects once every 10 game turns
+ */
+static void process_world_aux_curse(void)
+{
+ if ((p_ptr->cursed & TRC_P_FLAG_MASK) && !p_ptr->inside_battle && !p_ptr->wild_mode)
+ {
+ /*
+ * Hack: Uncursed teleporting items (e.g. Trump Weapons)
+ * can actually be useful!
+ */
+ if ((p_ptr->cursed & TRC_TELEPORT_SELF) && one_in_(200))
{
- disturb(0, 0);
- if (one_in_(2))
+ char o_name[MAX_NLEN];
+ object_type *o_ptr;
+ int i;
+
+ /* Scan the equipment with random teleport ability */
+ for (i = INVEN_RARM; i < INVEN_TOTAL; i++)
{
+ u32b flgs[TR_FLAG_SIZE];
+ o_ptr = &inventory[i];
+
+ /* Skip non-objects */
+ if (!o_ptr->k_idx) continue;
+
+ /* Extract the item flags */
+ object_flags(o_ptr, flgs);
+
+ if (have_flag(flgs, TR_TELEPORT)) break;
+ }
+
+ object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
+
#ifdef JP
-msg_print("ÀºÎÏŪ¤Ç¤Ê¤¯¤Ê¤Ã¤¿µ¤¤¬¤¹¤ë¡£");
+ msg_format("%s¤¬¥Æ¥ì¥Ý¡¼¥È¤ÎǽÎϤòȯư¤µ¤»¤è¤¦¤È¤·¤Æ¤¤¤ë¡£", o_name);
#else
- msg_print("You feel less energetic.");
+ msg_format("Your %s is activating teleportation.", o_name);
#endif
- if (p_ptr->fast > 0)
- {
- set_fast(0, TRUE);
- }
- else
- {
- set_slow(randint1(30) + 10, FALSE);
- }
+#ifdef JP
+ if (get_check_strict("¥Æ¥ì¥Ý¡¼¥È¤·¤Þ¤¹¤«¡©", CHECK_OKAY_CANCEL))
+#else
+ if (get_check_strict("Teleport? ", CHECK_OKAY_CANCEL))
+#endif
+ {
+ disturb(0, 0);
+ teleport_player(50);
}
else
{
#ifdef JP
-msg_print("ÀºÎÏŪ¤Ë¤Ê¤Ã¤¿µ¤¤¬¤¹¤ë¡£");
+ msg_format("%s¤Ë{.}(¥Ô¥ê¥ª¥É)¤ÈÌäò¹ï¤à¤Èȯư¤òÍÞÀ©¤Ç¤¤Þ¤¹¡£", o_name);
#else
- msg_print("You feel more energetic.");
+ msg_format("You can inscribe {.} on your %s to disable random teleportation. ", o_name);
#endif
-
- if (p_ptr->slow > 0)
- {
- set_slow(0, TRUE);
- }
- else
- {
- set_fast(randint1(30) + 10, FALSE);
- }
+ disturb(1, 0);
}
- msg_print(NULL);
}
- if ((p_ptr->muta2 & MUT2_BANISH_ALL) && one_in_(9000))
+ /* Make a chainsword noise */
+ if ((p_ptr->cursed & TRC_CHAINSWORD) && one_in_(CHAINSWORD_NOISE))
{
- disturb(0, 0);
+ char noise[1024];
#ifdef JP
-msg_print("ÆÍÁ³¤Û¤È¤ó¤É¸ÉÆȤˤʤ俵¤¤¬¤¹¤ë¡£");
+ if (!get_rnd_line("chainswd_j.txt", 0, noise))
#else
- msg_print("You suddenly feel almost lonely.");
+ if (!get_rnd_line("chainswd.txt", 0, noise))
#endif
+ msg_print(noise);
+ disturb(FALSE, FALSE);
+ }
+ /* TY Curse */
+ if ((p_ptr->cursed & TRC_TY_CURSE) && one_in_(TY_CURSE_CHANCE))
+ {
+ int count = 0;
+ (void)activate_ty_curse(FALSE, &count);
+ }
+ /* Handle experience draining */
+ if (p_ptr->prace != RACE_ANDROID &&
+ ((p_ptr->cursed & TRC_DRAIN_EXP) && one_in_(4)))
+ {
+ p_ptr->exp -= (p_ptr->lev+1)/2;
+ if (p_ptr->exp < 0) p_ptr->exp = 0;
+ p_ptr->max_exp -= (p_ptr->lev+1)/2;
+ if (p_ptr->max_exp < 0) p_ptr->max_exp = 0;
+ check_experience();
+ }
+ /* Add light curse (Later) */
+ if ((p_ptr->cursed & TRC_ADD_L_CURSE) && one_in_(2000))
+ {
+ u32b new_curse;
+ object_type *o_ptr;
+
+ o_ptr = choose_cursed_obj_name(TRC_ADD_L_CURSE);
- banish_monsters(100);
- if (!dun_level && p_ptr->town_num)
+ new_curse = get_curse(0, o_ptr);
+ if (!(o_ptr->curse_flags & new_curse))
{
- int n;
+ char o_name[MAX_NLEN];
- /* Pick a random shop (except home) */
- do
- {
- n = randint0(MAX_STORES);
- }
- while ((n == STORE_HOME) || (n == STORE_MUSEUM));
+ object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
+ o_ptr->curse_flags |= new_curse;
#ifdef JP
- msg_print("Ź¤Î¼ç¿Í¤¬µÖ¤Ë¸þ¤«¤Ã¤ÆÁö¤Ã¤Æ¤¤¤ë¡ª");
+ msg_format("°°Õ¤ËËþ¤Á¤¿¹õ¤¤¥ª¡¼¥é¤¬%s¤ò¤È¤ê¤Þ¤¤¤¿...", o_name);
#else
- msg_print("You see one of the shopkeepers running for the hills!");
+ msg_format("There is a malignant black aura surrounding your %s...", o_name);
#endif
- store_shuffle(n);
+ o_ptr->feeling = FEEL_NONE;
+
+ p_ptr->update |= (PU_BONUS);
}
- msg_print(NULL);
}
-
- if ((p_ptr->muta2 & MUT2_EAT_LIGHT) && one_in_(3000))
+ /* Add heavy curse (Later) */
+ if ((p_ptr->cursed & TRC_ADD_H_CURSE) && one_in_(2000))
{
+ u32b new_curse;
object_type *o_ptr;
-#ifdef JP
-msg_print("±Æ¤Ë¤Ä¤Ä¤Þ¤ì¤¿¡£");
-#else
- msg_print("A shadow passes over you.");
-#endif
-
- msg_print(NULL);
-
- /* Absorb light from the current possition */
- if ((cave[py][px].info & (CAVE_GLOW | CAVE_MNDK)) == CAVE_GLOW)
- {
- hp_player(10);
- }
-
- o_ptr = &inventory[INVEN_LITE];
+ o_ptr = choose_cursed_obj_name(TRC_ADD_H_CURSE);
- /* Absorb some fuel in the current lite */
- if (o_ptr->tval == TV_LITE)
+ new_curse = get_curse(1, o_ptr);
+ if (!(o_ptr->curse_flags & new_curse))
{
- /* Use some fuel (except on artifacts) */
- if (!artifact_p(o_ptr) && (o_ptr->xtra4 > 0))
- {
- /* Heal the player a bit */
- hp_player(o_ptr->xtra4 / 20);
+ char o_name[MAX_NLEN];
- /* Decrease life-span of lite */
- o_ptr->xtra4 /= 2;
+ object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
+ o_ptr->curse_flags |= new_curse;
#ifdef JP
-msg_print("¸÷¸»¤«¤é¥¨¥Í¥ë¥®¡¼¤òµÛ¼ý¤·¤¿¡ª");
+ msg_format("°°Õ¤ËËþ¤Á¤¿¹õ¤¤¥ª¡¼¥é¤¬%s¤ò¤È¤ê¤Þ¤¤¤¿...", o_name);
#else
- msg_print("You absorb energy from your light!");
+ msg_format("There is a malignant black aura surrounding your %s...", o_name);
#endif
+ o_ptr->feeling = FEEL_NONE;
- /* Notice interesting fuel steps */
- notice_lite_change(o_ptr);
- }
+ p_ptr->update |= (PU_BONUS);
}
-
- /*
- * Unlite the area (radius 10) around player and
- * do 50 points damage to every affected monster
- */
- unlite_area(50, 10);
}
-
- if ((p_ptr->muta2 & MUT2_ATT_ANIMAL) &&
- !p_ptr->anti_magic && one_in_(7000))
+ /* Call animal */
+ if ((p_ptr->cursed & TRC_CALL_ANIMAL) && one_in_(2500))
{
- bool pet = one_in_(3);
- u32b mode = PM_ALLOW_GROUP;
-
- if (pet) mode |= PM_FORCE_PET;
- else mode |= (PM_ALLOW_UNIQUE | PM_NO_PET);
-
- if (summon_specific((pet ? -1 : 0), py, px, dun_level, SUMMON_ANIMAL, mode))
+ if (summon_specific(0, py, px, dun_level, SUMMON_ANIMAL,
+ (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE | PM_NO_PET)))
{
+ char o_name[MAX_NLEN];
+
+ object_desc(o_name, choose_cursed_obj_name(TRC_CALL_ANIMAL), (OD_OMIT_PREFIX | OD_NAME_ONLY));
#ifdef JP
-msg_print("ưʪ¤ò°ú¤´ó¤»¤¿¡ª");
+ msg_format("%s¤¬Æ°Êª¤ò°ú¤´ó¤»¤¿¡ª", o_name);
#else
- msg_print("You have attracted an animal!");
+ msg_format("Your %s have attracted an animal!", o_name);
#endif
disturb(0, 0);
}
}
-
- if ((p_ptr->muta2 & MUT2_RAW_CHAOS) &&
- !p_ptr->anti_magic && one_in_(8000))
- {
- disturb(0, 0);
-#ifdef JP
-msg_print("¼þ¤ê¤Î¶õ´Ö¤¬ÏĤó¤Ç¤¤¤ëµ¤¤¬¤¹¤ë¡ª");
-#else
- msg_print("You feel the world warping around you!");
-#endif
-
- msg_print(NULL);
- fire_ball(GF_CHAOS, 0, p_ptr->lev, 8);
- }
- if ((p_ptr->muta2 & MUT2_NORMALITY) && one_in_(5000))
+ /* Call demon */
+ if ((p_ptr->cursed & TRC_CALL_DEMON) && one_in_(1111))
{
- if (!lose_mutation(0))
-#ifdef JP
-msg_print("´ñ̯¤Ê¤¯¤é¤¤ÉáÄ̤ˤʤ俵¤¤¬¤¹¤ë¡£");
-#else
- msg_print("You feel oddly normal.");
-#endif
+ if (summon_specific(0, py, px, dun_level, SUMMON_DEMON, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE | PM_NO_PET)))
+ {
+ char o_name[MAX_NLEN];
- }
- if ((p_ptr->muta2 & MUT2_WRAITH) && !p_ptr->anti_magic && one_in_(3000))
- {
- disturb(0, 0);
+ object_desc(o_name, choose_cursed_obj_name(TRC_CALL_DEMON), (OD_OMIT_PREFIX | OD_NAME_ONLY));
#ifdef JP
-msg_print("Èóʪ¼Á²½¤·¤¿¡ª");
+ msg_format("%s¤¬°Ëâ¤ò°ú¤´ó¤»¤¿¡ª", o_name);
#else
- msg_print("You feel insubstantial!");
+ msg_format("Your %s have attracted a demon!", o_name);
#endif
- msg_print(NULL);
- set_wraith_form(randint1(p_ptr->lev / 2) + (p_ptr->lev / 2), FALSE);
- }
- if ((p_ptr->muta2 & MUT2_POLY_WOUND) && one_in_(3000))
- {
- do_poly_wounds();
+ disturb(0, 0);
+ }
}
- if ((p_ptr->muta2 & MUT2_WASTING) && one_in_(3000))
+ /* Call dragon */
+ if ((p_ptr->cursed & TRC_CALL_DRAGON) && one_in_(800))
{
- int which_stat = randint0(6);
- int sustained = FALSE;
-
- switch (which_stat)
+ if (summon_specific(0, py, px, dun_level, SUMMON_DRAGON,
+ (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE | PM_NO_PET)))
{
- case A_STR:
- if (p_ptr->sustain_str) sustained = TRUE;
- break;
- case A_INT:
- if (p_ptr->sustain_int) sustained = TRUE;
- break;
- case A_WIS:
- if (p_ptr->sustain_wis) sustained = TRUE;
- break;
- case A_DEX:
- if (p_ptr->sustain_dex) sustained = TRUE;
- break;
- case A_CON:
- if (p_ptr->sustain_con) sustained = TRUE;
- break;
- case A_CHR:
- if (p_ptr->sustain_chr) sustained = TRUE;
- break;
- default:
+ char o_name[MAX_NLEN];
+
+ object_desc(o_name, choose_cursed_obj_name(TRC_CALL_DRAGON), (OD_OMIT_PREFIX | OD_NAME_ONLY));
#ifdef JP
-msg_print("ÉÔÀµ¤Ê¾õÂÖ¡ª");
+ msg_format("%s¤¬¥É¥é¥´¥ó¤ò°ú¤´ó¤»¤¿¡ª", o_name);
#else
- msg_print("Invalid stat chosen!");
+ msg_format("Your %s have attracted an animal!", o_name);
#endif
- sustained = TRUE;
+ disturb(0, 0);
}
-
- if (!sustained)
+ }
+ if ((p_ptr->cursed & TRC_COWARDICE) && one_in_(1500))
+ {
+ if (!p_ptr->resist_fear)
{
disturb(0, 0);
#ifdef JP
-msg_print("¼«Ê¬¤¬¿ê¼å¤·¤Æ¤¤¤¯¤Î¤¬Ê¬¤«¤ë¡ª");
+ msg_print("¤È¤Æ¤â°Å¤¤... ¤È¤Æ¤â¶²¤¤¡ª");
#else
- msg_print("You can feel yourself wasting away!");
+ msg_print("It's so dark... so scary!");
#endif
- msg_print(NULL);
- (void)dec_stat(which_stat, randint1(6) + 6, one_in_(3));
+ set_afraid(p_ptr->afraid + 13 + randint1(26));
}
}
- if ((p_ptr->muta2 & MUT2_ATT_DRAGON) &&
- !p_ptr->anti_magic && one_in_(3000))
+ /* Teleport player */
+ if ((p_ptr->cursed & TRC_TELEPORT) && one_in_(200) && !p_ptr->anti_tele)
{
- bool pet = one_in_(5);
- u32b mode = PM_ALLOW_GROUP;
+ disturb(0, 0);
- if (pet) mode |= PM_FORCE_PET;
- else mode |= (PM_ALLOW_UNIQUE | PM_NO_PET);
+ /* Teleport player */
+ teleport_player(40);
+ }
+ /* Handle HP draining */
+ if ((p_ptr->cursed & TRC_DRAIN_HP) && one_in_(666))
+ {
+ char o_name[MAX_NLEN];
- if (summon_specific((pet ? -1 : 0), py, px, dun_level, SUMMON_DRAGON, mode))
- {
+ object_desc(o_name, choose_cursed_obj_name(TRC_DRAIN_HP), (OD_OMIT_PREFIX | OD_NAME_ONLY));
#ifdef JP
-msg_print("¥É¥é¥´¥ó¤ò°ú¤´ó¤»¤¿¡ª");
+ msg_format("%s¤Ï¤¢¤Ê¤¿¤ÎÂÎÎϤòµÛ¼ý¤·¤¿¡ª", o_name);
#else
- msg_print("You have attracted a dragon!");
+ msg_format("Your %s drains HP from you!", o_name);
#endif
-
- disturb(0, 0);
- }
+ take_hit(DAMAGE_LOSELIFE, MIN(p_ptr->lev*2, 100), o_name, -1);
}
- if ((p_ptr->muta2 & MUT2_WEIRD_MIND) && !p_ptr->anti_magic &&
- one_in_(3000))
+ /* Handle mana draining */
+ if ((p_ptr->cursed & TRC_DRAIN_MANA) && one_in_(666))
{
- if (p_ptr->tim_esp > 0)
- {
-#ifdef JP
-msg_print("Àº¿À¤Ë¤â¤ä¤¬¤«¤«¤Ã¤¿¡ª");
-#else
- msg_print("Your mind feels cloudy!");
-#endif
+ char o_name[MAX_NLEN];
- set_tim_esp(0, TRUE);
- }
- else
- {
+ object_desc(o_name, choose_cursed_obj_name(TRC_DRAIN_MANA), (OD_OMIT_PREFIX | OD_NAME_ONLY));
#ifdef JP
-msg_print("Àº¿À¤¬¹¤¬¤Ã¤¿¡ª");
+ msg_format("%s¤Ï¤¢¤Ê¤¿¤ÎËâÎϤòµÛ¼ý¤·¤¿¡ª", o_name);
#else
- msg_print("Your mind expands!");
+ msg_format("Your %s drains mana from you!", o_name);
#endif
-
- set_tim_esp(p_ptr->lev, FALSE);
+ p_ptr->csp -= MIN(p_ptr->lev, 50);
+ if (p_ptr->csp < 0)
+ {
+ p_ptr->csp = 0;
+ p_ptr->csp_frac = 0;
}
+ p_ptr->redraw |= PR_MANA;
}
- if ((p_ptr->muta2 & MUT2_NAUSEA) && !p_ptr->slow_digest &&
- one_in_(9000))
+ }
+
+ /* Rarely, take damage from the Jewel of Judgement */
+ if (one_in_(999) && !p_ptr->anti_magic)
+ {
+ object_type *o_ptr = &inventory[INVEN_LITE];
+
+ if (o_ptr->name1 == ART_JUDGE)
{
- disturb(0, 0);
#ifdef JP
-msg_print("°ß¤¬áÛÚ»¤·¡¢¿©»ö¤ò¼º¤Ã¤¿¡ª");
+ if (object_known_p(o_ptr))
+ msg_print("¡Ø¿³È½¤ÎÊõÀС٤Ϥ¢¤Ê¤¿¤ÎÂÎÎϤòµÛ¼ý¤·¤¿¡ª");
+ else
+ msg_print("¤Ê¤Ë¤«¤¬¤¢¤Ê¤¿¤ÎÂÎÎϤòµÛ¼ý¤·¤¿¡ª");
+ take_hit(DAMAGE_LOSELIFE, MIN(p_ptr->lev, 50), "¿³È½¤ÎÊõÀÐ", -1);
#else
- msg_print("Your stomach roils, and you lose your lunch!");
+ if (object_known_p(o_ptr))
+ msg_print("The Jewel of Judgement drains life from you!");
+ else
+ msg_print("Something drains life from you!");
+ take_hit(DAMAGE_LOSELIFE, MIN(p_ptr->lev, 50), "the Jewel of Judgement", -1);
#endif
-
- msg_print(NULL);
- set_food(PY_FOOD_WEAK);
}
+ }
+}
+
+
+/*
+ * Handle recharging objects once every 10 game turns
+ */
+static void process_world_aux_recharge(void)
+{
+ int i;
+ bool changed;
+
+ /* Process equipment */
+ for (changed = FALSE, i = INVEN_RARM; i < INVEN_TOTAL; i++)
+ {
+ /* Get the object */
+ object_type *o_ptr = &inventory[i];
+
+ /* Skip non-objects */
+ if (!o_ptr->k_idx) continue;
- if ((p_ptr->muta2 & MUT2_WALK_SHAD) &&
- !p_ptr->anti_magic && one_in_(12000) && !p_ptr->inside_arena)
+ /* Recharge activatable objects */
+ if (o_ptr->timeout > 0)
{
- alter_reality();
+ /* Recharge */
+ o_ptr->timeout--;
+
+ /* Notice changes */
+ if (!o_ptr->timeout)
+ {
+ recharged_notice(o_ptr);
+ changed = TRUE;
+ }
}
+ }
+
+ /* Notice changes */
+ if (changed)
+ {
+ /* Window stuff */
+ p_ptr->window |= (PW_EQUIP);
+ wild_regen = 20;
+ }
+
+ /*
+ * Recharge rods. Rods now use timeout to control charging status,
+ * and each charging rod in a stack decreases the stack's timeout by
+ * one per turn. -LM-
+ */
+ for (changed = FALSE, i = 0; i < INVEN_PACK; i++)
+ {
+ object_type *o_ptr = &inventory[i];
+ object_kind *k_ptr = &k_info[o_ptr->k_idx];
+
+ /* Skip non-objects */
+ if (!o_ptr->k_idx) continue;
- if ((p_ptr->muta2 & MUT2_WARNING) && one_in_(1000))
+ /* Examine all charging rods or stacks of charging rods. */
+ if ((o_ptr->tval == TV_ROD) && (o_ptr->timeout))
{
- int danger_amount = 0;
- int monster;
+ /* Determine how many rods are charging. */
+ int temp = (o_ptr->timeout + (k_ptr->pval - 1)) / k_ptr->pval;
+ if (temp > o_ptr->number) temp = o_ptr->number;
- for (monster = 0; monster < m_max; monster++)
- {
- monster_type *m_ptr = &m_list[monster];
- monster_race *r_ptr = &r_info[m_ptr->r_idx];
+ /* Decrease timeout by that number. */
+ o_ptr->timeout -= temp;
- /* Paranoia -- Skip dead monsters */
- if (!m_ptr->r_idx) continue;
+ /* Boundary control. */
+ if (o_ptr->timeout < 0) o_ptr->timeout = 0;
- if (r_ptr->level >= p_ptr->lev)
- {
- danger_amount += r_ptr->level - p_ptr->lev + 1;
- }
+ /* Notice changes, provide message if object is inscribed. */
+ if (!(o_ptr->timeout))
+ {
+ recharged_notice(o_ptr);
+ changed = TRUE;
}
+ }
+ }
- if (danger_amount > 100)
-#ifdef JP
-msg_print("Èó¾ï¤Ë¶²¤í¤·¤¤µ¤¤¬¤¹¤ë¡ª");
-#else
- msg_print("You feel utterly terrified!");
-#endif
+ /* Notice changes */
+ if (changed)
+ {
+ /* Combine pack */
+ p_ptr->notice |= (PN_COMBINE);
- else if (danger_amount > 50)
-#ifdef JP
-msg_print("¶²¤í¤·¤¤µ¤¤¬¤¹¤ë¡ª");
-#else
- msg_print("You feel terrified!");
-#endif
+ /* Window stuff */
+ p_ptr->window |= (PW_INVEN);
+ wild_regen = 20;
+ }
- else if (danger_amount > 20)
-#ifdef JP
-msg_print("Èó¾ï¤Ë¿´Çۤʵ¤¤¬¤¹¤ë¡ª");
-#else
- msg_print("You feel very worried!");
-#endif
+ /* Process objects on floor */
+ for (i = 1; i < o_max; i++)
+ {
+ /* Access object */
+ object_type *o_ptr = &o_list[i];
- else if (danger_amount > 10)
-#ifdef JP
-msg_print("¿´Çۤʵ¤¤¬¤¹¤ë¡ª");
-#else
- msg_print("You feel paranoid!");
-#endif
+ /* Skip dead objects */
+ if (!o_ptr->k_idx) continue;
+
+ /* Recharge rods on the ground. No messages. */
+ if ((o_ptr->tval == TV_ROD) && (o_ptr->timeout))
+ {
+ /* Charge it */
+ o_ptr->timeout -= o_ptr->number;
+
+ /* Boundary control. */
+ if (o_ptr->timeout < 0) o_ptr->timeout = 0;
+ }
+ }
+}
+
+
+/*
+ * Handle involuntary movement once every 10 game turns
+ */
+static void process_world_aux_movement(void)
+{
+ /* Delayed Word-of-Recall */
+ if (p_ptr->word_recall)
+ {
+ /*
+ * HACK: Autosave BEFORE resetting the recall counter (rr9)
+ * The player is yanked up/down as soon as
+ * he loads the autosaved game.
+ */
+ if (autosave_l && (p_ptr->word_recall == 1) && !p_ptr->inside_battle)
+ do_cmd_save_game(TRUE);
+
+ /* Count down towards recall */
+ p_ptr->word_recall--;
+
+ p_ptr->redraw |= (PR_STATUS);
- else if (danger_amount > 5)
+ /* Activate the recall */
+ if (!p_ptr->word_recall)
+ {
+ /* Disturbing! */
+ disturb(0, 0);
+
+ /* Determine the level */
+ if (dun_level || p_ptr->inside_quest)
+ {
#ifdef JP
-msg_print("¤Û¤È¤ó¤É°ÂÁ´¤Êµ¤¤¬¤¹¤ë¡£");
+msg_print("¾å¤Ë°ú¤ÃÄ¥¤ê¤¢¤²¤é¤ì¤ë´¶¤¸¤¬¤¹¤ë¡ª");
#else
- msg_print("You feel almost safe.");
+ msg_print("You feel yourself yanked upwards!");
#endif
+ p_ptr->recall_dungeon = dungeon_type;
+ if (record_stair)
+ do_cmd_write_nikki(NIKKI_RECALL, dun_level, NULL);
+
+ dun_level = 0;
+ dungeon_type = 0;
+
+ leave_quest_check();
+
+ p_ptr->inside_quest = 0;
+
+ p_ptr->leaving = TRUE;
+ }
else
+ {
#ifdef JP
-msg_print("¼ä¤·¤¤µ¤¤¬¤¹¤ë¡£");
+msg_print("²¼¤Ë°ú¤¤º¤ê¹ß¤í¤µ¤ì¤ë´¶¤¸¤¬¤¹¤ë¡ª");
#else
- msg_print("You feel lonely.");
+ msg_print("You feel yourself yanked downwards!");
#endif
- }
- if ((p_ptr->muta2 & MUT2_INVULN) && !p_ptr->anti_magic &&
- one_in_(5000))
- {
- disturb(0, 0);
-#ifdef JP
-msg_print("̵Ũ¤Êµ¤¤¬¤¹¤ë¡ª");
-#else
- msg_print("You feel invincible!");
-#endif
+ dungeon_type = p_ptr->recall_dungeon;
- msg_print(NULL);
- (void)set_invuln(randint1(8) + 8, FALSE);
- }
- if ((p_ptr->muta2 & MUT2_SP_TO_HP) && one_in_(2000))
- {
- int wounds = p_ptr->mhp - p_ptr->chp;
+ if (record_stair)
+ do_cmd_write_nikki(NIKKI_RECALL, dun_level, NULL);
+
+ /* New depth */
+ dun_level = max_dlv[dungeon_type];
+ if (dun_level < 1) dun_level = 1;
+
+ /* Nightmare mode makes recall more dangerous */
+ if (ironman_nightmare && !randint0(666) && (dungeon_type == DUNGEON_ANGBAND))
+ {
+ if (dun_level < 50)
+ {
+ dun_level *= 2;
+ }
+ else if (dun_level < 99)
+ {
+ dun_level = (dun_level + 99) / 2;
+ }
+ else if (dun_level > 100)
+ {
+ dun_level = d_info[dungeon_type].maxdepth - 1;
+ }
+ }
+
+ if (p_ptr->wild_mode)
+ {
+ p_ptr->wilderness_y = py;
+ p_ptr->wilderness_x = px;
+ }
+ else
+ {
+ /* Save player position */
+ p_ptr->oldpx = px;
+ p_ptr->oldpy = py;
+ }
+ p_ptr->wild_mode = FALSE;
- if (wounds > 0)
- {
- int healing = p_ptr->csp;
+ /*
+ * Clear all saved floors
+ * and create a first saved floor
+ */
+ prepare_change_floor_mode(CFM_FIRST_FLOOR);
- if (healing > wounds)
- {
- healing = wounds;
- }
+ /* Leaving */
+ p_ptr->leaving = TRUE;
- hp_player(healing);
- p_ptr->csp -= healing;
+ if (dungeon_type == DUNGEON_ANGBAND)
+ {
+ int i;
- /* Redraw mana */
- p_ptr->redraw |= (PR_MANA);
+ for (i = MIN_RANDOM_QUEST; i < MAX_RANDOM_QUEST + 1; i++)
+ {
+ if ((quest[i].type == QUEST_TYPE_RANDOM) &&
+ (quest[i].status == QUEST_STATUS_TAKEN) &&
+ (quest[i].level < dun_level))
+ {
+ quest[i].status = QUEST_STATUS_FAILED;
+ quest[i].complev = (byte)p_ptr->lev;
+ r_info[quest[i].r_idx].flags1 &= ~(RF1_QUESTOR);
+ }
+ }
+ }
}
+
+ /* Sound */
+ sound(SOUND_TPLEVEL);
}
- if ((p_ptr->muta2 & MUT2_HP_TO_SP) && !p_ptr->anti_magic &&
- one_in_(4000))
- {
- int wounds = p_ptr->msp - p_ptr->csp;
+ }
- if (wounds > 0)
- {
- int healing = p_ptr->chp;
- if (healing > wounds)
- {
- healing = wounds;
- }
+ /* Delayed Alter reality */
+ if (p_ptr->alter_reality)
+ {
+ if (autosave_l && (p_ptr->alter_reality == 1) && !p_ptr->inside_battle)
+ do_cmd_save_game(TRUE);
- p_ptr->csp += healing;
+ /* Count down towards alter */
+ p_ptr->alter_reality--;
- /* Redraw mana */
- p_ptr->redraw |= (PR_MANA);
-#ifdef JP
-take_hit(DAMAGE_LOSELIFE, healing, "Ƭ¤Ë¾º¤Ã¤¿·ì", -1);
-#else
- take_hit(DAMAGE_LOSELIFE, healing, "blood rushing to the head", -1);
-#endif
+ p_ptr->redraw |= (PR_STATUS);
- }
- }
- if ((p_ptr->muta2 & MUT2_DISARM) && one_in_(10000))
+ /* Activate the alter reality */
+ if (!p_ptr->alter_reality)
{
- object_type *o_ptr;
-
+ /* Disturbing! */
disturb(0, 0);
+
+ /* Determine the level */
+ if (!quest_number(dun_level) && dun_level)
+ {
#ifdef JP
-msg_print("¤¬¤â¤Ä¤ì¤Æž¤ó¤À¡ª");
-take_hit(DAMAGE_NOESCAPE, randint1(p_ptr->wt / 6), "žÅÝ", -1);
+ msg_print("À¤³¦¤¬ÊѤï¤Ã¤¿¡ª");
#else
- msg_print("You trip over your own feet!");
- take_hit(DAMAGE_NOESCAPE, randint1(p_ptr->wt / 6), "tripping", -1);
+ msg_print("The world changes!");
#endif
-
- msg_print(NULL);
- if (buki_motteruka(INVEN_RARM))
+ /* Leaving */
+ p_ptr->leaving = TRUE;
+ }
+ else
{
- int slot = INVEN_RARM;
- o_ptr = &inventory[INVEN_RARM];
- if (buki_motteruka(INVEN_LARM) && one_in_(2))
- {
- o_ptr = &inventory[INVEN_LARM];
- slot = INVEN_LARM;
- }
- if (!cursed_p(o_ptr))
- {
#ifdef JP
-msg_print("Éð´ï¤òÍ¤Æ¤·¤Þ¤Ã¤¿¡ª");
+ msg_print("À¤³¦¤¬¾¯¤·¤Î´ÖÊѲ½¤·¤¿¤è¤¦¤À¡£");
#else
- msg_print("You drop your weapon!");
+ msg_print("The world seems to change for a moment!");
#endif
-
- inven_drop(slot, 1);
- }
}
+
+ /* Sound */
+ sound(SOUND_TPLEVEL);
}
}
+}
+
+
+/*
+ * Handle certain things once every 10 game turns
+ */
+static void process_world(void)
+{
+ int day, hour, min, prev_min;
+ const s32b A_DAY = TURNS_PER_TICK * TOWN_DAWN;
+ s32b turn_in_today = (turn + A_DAY / 4) % A_DAY;
+
+ extract_day_hour_min(&day, &hour, &min);
+ prev_min = (1440 * (turn_in_today - TURNS_PER_TICK) / A_DAY) % 60;
- /*** Process Inventory ***/
- if ((p_ptr->cursed & TRC_P_FLAG_MASK) && !p_ptr->inside_battle && !p_ptr->wild_mode)
+ if ((turn - old_turn == (150 - dun_level) * TURNS_PER_TICK)
+ && dun_level && !p_ptr->inside_battle)
{
- /*
- * Hack: Uncursed teleporting items (e.g. Trump Weapons)
- * can actually be useful!
- */
- if ((p_ptr->cursed & TRC_TELEPORT_SELF) && one_in_(200))
+ int quest_num = quest_number(dun_level);
+
+ /* Get dungeon level feeling */
+ if (!(quest_num &&
+ (is_fixed_quest_idx(quest_num) &&
+ !((quest_num == QUEST_OBERON) || (quest_num == QUEST_SERPENT) ||
+ !(quest[quest_num].flags & QUEST_FLAG_PRESET)))))
{
- char o_name[MAX_NLEN];
- object_type *o_ptr;
- int i;
+ /* Announce feeling */
+ do_cmd_feeling();
- /* Scan the equipment with random teleport ability */
- for (i = INVEN_RARM; i < INVEN_TOTAL; i++)
- {
- u32b flgs[TR_FLAG_SIZE];
- o_ptr = &inventory[i];
-
- /* Skip non-objects */
- if (!o_ptr->k_idx) continue;
-
- /* Extract the item flags */
- object_flags(o_ptr, flgs);
-
- if (have_flag(flgs, TR_TELEPORT)) break;
- }
+ /* Update the level indicator */
+ p_ptr->redraw |= (PR_DEPTH);
- object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
+ /* Disturb */
+ if (disturb_minor) disturb(0, 0);
+ }
+ }
-#ifdef JP
- msg_format("%s¤¬¥Æ¥ì¥Ý¡¼¥È¤ÎǽÎϤòȯư¤µ¤»¤è¤¦¤È¤·¤Æ¤¤¤ë¡£", o_name);
-#else
- msg_format("Your %s is activating teleportation.", o_name);
-#endif
+ /*** Check monster arena ***/
+ if (p_ptr->inside_battle && !p_ptr->leaving)
+ {
+ int i2, j2;
+ int win_m_idx = 0;
+ int number_mon = 0;
-#ifdef JP
- if (get_check_strict("¥Æ¥ì¥Ý¡¼¥È¤·¤Þ¤¹¤«¡©", CHECK_OKAY_CANCEL))
-#else
- if (get_check_strict("Teleport? ", CHECK_OKAY_CANCEL))
-#endif
- {
- disturb(0, 0);
- teleport_player(50);
- }
- else
+ /* Count all hostile monsters */
+ for (i2 = 0; i2 < cur_wid; ++i2)
+ for (j2 = 0; j2 < cur_hgt; j2++)
{
-#ifdef JP
- msg_format("%s¤Ë{.}(¥Ô¥ê¥ª¥É)¤ÈÌäò¹ï¤à¤Èȯư¤òÍÞÀ©¤Ç¤¤Þ¤¹¡£", o_name);
-#else
- msg_format("You can inscribe {.} on your %s to disable random teleportation. ", o_name);
-#endif
- disturb(1, 0);
+ cave_type *c_ptr = &cave[j2][i2];
+
+ if ((c_ptr->m_idx > 0) && (c_ptr->m_idx != p_ptr->riding))
+ {
+ number_mon++;
+ win_m_idx = c_ptr->m_idx;
+ }
}
- }
- /* Make a chainsword noise */
- if ((p_ptr->cursed & TRC_CHAINSWORD) && one_in_(CHAINSWORD_NOISE))
+
+ if (number_mon == 0)
{
- char noise[1024];
#ifdef JP
- if (!get_rnd_line("chainswd_j.txt", 0, noise))
+ msg_print("ÁêÂǤÁ¤Ë½ª¤ï¤ê¤Þ¤·¤¿¡£");
#else
- if (!get_rnd_line("chainswd.txt", 0, noise))
+ msg_print("They have kill each other at the same time.");
#endif
- msg_print(noise);
- disturb(FALSE, FALSE);
- }
- /* TY Curse */
- if ((p_ptr->cursed & TRC_TY_CURSE) && one_in_(TY_CURSE_CHANCE))
- {
- int count = 0;
- (void)activate_ty_curse(FALSE, &count);
- }
- /* Handle experience draining */
- if (p_ptr->prace != RACE_ANDROID &&
- ((p_ptr->cursed & TRC_DRAIN_EXP) && one_in_(4)))
- {
- p_ptr->exp -= (p_ptr->lev+1)/2;
- if (p_ptr->exp < 0) p_ptr->exp = 0;
- p_ptr->max_exp -= (p_ptr->lev+1)/2;
- if (p_ptr->max_exp < 0) p_ptr->max_exp = 0;
- check_experience();
+ msg_print(NULL);
+ p_ptr->energy_need = 0;
+ battle_monsters();
}
- /* Add light curse (Later) */
- if ((p_ptr->cursed & TRC_ADD_L_CURSE) && one_in_(2000))
+ else if ((number_mon-1) == 0)
{
- u32b new_curse;
- object_type *o_ptr;
-
- o_ptr = choose_cursed_obj_name(TRC_ADD_L_CURSE);
-
- new_curse = get_curse(0, o_ptr);
- if (!(o_ptr->curse_flags & new_curse))
- {
- char o_name[MAX_NLEN];
+ char m_name[80];
+ monster_type *wm_ptr;
- object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
+ wm_ptr = &m_list[win_m_idx];
- o_ptr->curse_flags |= new_curse;
+ monster_desc(m_name, wm_ptr, 0);
#ifdef JP
- msg_format("°°Õ¤ËËþ¤Á¤¿¹õ¤¤¥ª¡¼¥é¤¬%s¤ò¤È¤ê¤Þ¤¤¤¿...", o_name);
+ msg_format("%s¤¬¾¡Íø¤·¤¿¡ª", m_name);
#else
- msg_format("There is a malignant black aura surrounding your %s...", o_name);
+ msg_format("%s is winner!", m_name);
#endif
+ msg_print(NULL);
- o_ptr->feeling = FEEL_NONE;
-
- p_ptr->update |= (PU_BONUS);
- }
- }
- /* Add heavy curse (Later) */
- if ((p_ptr->cursed & TRC_ADD_H_CURSE) && one_in_(2000))
- {
- u32b new_curse;
- object_type *o_ptr;
-
- o_ptr = choose_cursed_obj_name(TRC_ADD_H_CURSE);
-
- new_curse = get_curse(1, o_ptr);
- if (!(o_ptr->curse_flags & new_curse))
+ if (win_m_idx == (sel_monster+1))
{
- char o_name[MAX_NLEN];
-
- object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
-
- o_ptr->curse_flags |= new_curse;
#ifdef JP
- msg_format("°°Õ¤ËËþ¤Á¤¿¹õ¤¤¥ª¡¼¥é¤¬%s¤ò¤È¤ê¤Þ¤¤¤¿...", o_name);
+ msg_print("¤ª¤á¤Ç¤È¤¦¤´¤¶¤¤¤Þ¤¹¡£");
#else
- msg_format("There is a malignant black aura surrounding your %s...", o_name);
+ msg_print("Congratulations.");
#endif
-
- o_ptr->feeling = FEEL_NONE;
-
- p_ptr->update |= (PU_BONUS);
+#ifdef JP
+ msg_format("%d¡ð¤ò¼õ¤±¼è¤Ã¤¿¡£", battle_odds);
+#else
+ msg_format("You received %d gold.", battle_odds);
+#endif
+ p_ptr->au += battle_odds;
}
- }
- /* Call animal */
- if ((p_ptr->cursed & TRC_CALL_ANIMAL) && one_in_(2500))
- {
- if (summon_specific(0, py, px, dun_level, SUMMON_ANIMAL,
- (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE | PM_NO_PET)))
+ else
{
- char o_name[MAX_NLEN];
-
- object_desc(o_name, choose_cursed_obj_name(TRC_CALL_ANIMAL), (OD_OMIT_PREFIX | OD_NAME_ONLY));
#ifdef JP
- msg_format("%s¤¬Æ°Êª¤ò°ú¤´ó¤»¤¿¡ª", o_name);
+ msg_print("»ÄÇ°¤Ç¤·¤¿¡£");
#else
- msg_format("Your %s have attracted an animal!", o_name);
+ msg_print("You lost gold.");
#endif
-
- disturb(0, 0);
}
+ msg_print(NULL);
+ p_ptr->energy_need = 0;
+ battle_monsters();
}
- /* Call demon */
- if ((p_ptr->cursed & TRC_CALL_DEMON) && one_in_(1111))
+ else if(turn - old_turn == 150*TURNS_PER_TICK)
{
- if (summon_specific(0, py, px, dun_level, SUMMON_DEMON, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE | PM_NO_PET)))
- {
- char o_name[MAX_NLEN];
-
- object_desc(o_name, choose_cursed_obj_name(TRC_CALL_DEMON), (OD_OMIT_PREFIX | OD_NAME_ONLY));
#ifdef JP
- msg_format("%s¤¬°Ëâ¤ò°ú¤´ó¤»¤¿¡ª", o_name);
+ msg_print("¿½¤·Ê¬¤±¤¢¤ê¤Þ¤»¤ó¤¬¡¢¤³¤Î¾¡Éé¤Ï°ú¤Ê¬¤±¤È¤µ¤»¤Æ¤¤¤¿¤À¤¤Þ¤¹¡£");
#else
- msg_format("Your %s have attracted a demon!", o_name);
+ msg_format("This battle have ended in a draw.");
#endif
-
- disturb(0, 0);
- }
+ p_ptr->au += kakekin;
+ msg_print(NULL);
+ p_ptr->energy_need = 0;
+ battle_monsters();
}
- /* Call dragon */
- if ((p_ptr->cursed & TRC_CALL_DRAGON) && one_in_(800))
+ }
+
+ /* Every 10 game turns */
+ if (turn % TURNS_PER_TICK) return;
+
+ /*** Check the Time and Load ***/
+
+ if (!(turn % (50*TURNS_PER_TICK)))
+ {
+ /* Check time and load */
+ if ((0 != check_time()) || (0 != check_load()))
{
- if (summon_specific(0, py, px, dun_level, SUMMON_DRAGON,
- (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE | PM_NO_PET)))
+ /* Warning */
+ if (closing_flag <= 2)
{
- char o_name[MAX_NLEN];
+ /* Disturb */
+ disturb(0, 0);
- object_desc(o_name, choose_cursed_obj_name(TRC_CALL_DRAGON), (OD_OMIT_PREFIX | OD_NAME_ONLY));
+ /* Count warnings */
+ closing_flag++;
+
+ /* Message */
#ifdef JP
- msg_format("%s¤¬¥É¥é¥´¥ó¤ò°ú¤´ó¤»¤¿¡ª", o_name);
+msg_print("¥¢¥ó¥°¥Ð¥ó¥É¤Ø¤ÎÌ礬ÊĤ¸¤«¤«¤Ã¤Æ¤¤¤Þ¤¹...");
+msg_print("¥²¡¼¥à¤ò½ªÎ»¤¹¤ë¤«¥»¡¼¥Ö¤¹¤ë¤«¤·¤Æ²¼¤µ¤¤¡£");
#else
- msg_format("Your %s have attracted an animal!", o_name);
+ msg_print("The gates to ANGBAND are closing...");
+ msg_print("Please finish up and/or save your game.");
#endif
- disturb(0, 0);
}
- }
- if ((p_ptr->cursed & TRC_COWARDICE) && one_in_(1500))
- {
- if (!p_ptr->resist_fear)
+
+ /* Slam the gate */
+ else
{
- disturb(0, 0);
+ /* Message */
#ifdef JP
- msg_print("¤È¤Æ¤â°Å¤¤... ¤È¤Æ¤â¶²¤¤¡ª");
+msg_print("º£¡¢¥¢¥ó¥°¥Ð¥ó¥É¤Ø¤ÎÌ礬ÊĤ¶¤µ¤ì¤Þ¤·¤¿¡£");
#else
- msg_print("It's so dark... so scary!");
+ msg_print("The gates to ANGBAND are now closed.");
#endif
- set_afraid(p_ptr->afraid + 13 + randint1(26));
+
+ /* Stop playing */
+ p_ptr->playing = FALSE;
+
+ /* Leaving */
+ p_ptr->leaving = TRUE;
}
}
- /* Teleport player */
- if ((p_ptr->cursed & TRC_TELEPORT) && one_in_(200) && !p_ptr->anti_tele)
- {
- disturb(0, 0);
+ }
- /* Teleport player */
- teleport_player(40);
- }
- /* Handle HP draining */
- if ((p_ptr->cursed & TRC_DRAIN_HP) && one_in_(666))
- {
- char o_name[MAX_NLEN];
+ /*** Attempt timed autosave ***/
+ if (autosave_t && autosave_freq && !p_ptr->inside_battle)
+ {
+ if (!(turn % ((s32b)autosave_freq * TURNS_PER_TICK)))
+ do_cmd_save_game(TRUE);
+ }
- object_desc(o_name, choose_cursed_obj_name(TRC_DRAIN_HP), (OD_OMIT_PREFIX | OD_NAME_ONLY));
+ if (mon_fight)
+ {
#ifdef JP
- msg_format("%s¤Ï¤¢¤Ê¤¿¤ÎÂÎÎϤòµÛ¼ý¤·¤¿¡ª", o_name);
+ msg_print("²¿¤«¤¬Ê¹¤³¤¨¤¿¡£");
#else
- msg_format("Your %s drains HP from you!", o_name);
+ msg_print("You hear noise.");
#endif
- take_hit(DAMAGE_LOSELIFE, MIN(p_ptr->lev*2, 100), o_name, -1);
- }
- /* Handle mana draining */
- if ((p_ptr->cursed & TRC_DRAIN_MANA) && one_in_(666))
+ }
+
+ /*** Handle the wilderness/town (sunshine) ***/
+
+ /* While in town/wilderness */
+ if (!dun_level && !p_ptr->inside_quest && !p_ptr->inside_battle && !p_ptr->inside_arena && !p_ptr->wild_mode)
+ {
+ /* Hack -- Daybreak/Nighfall in town */
+ if (!(turn % ((TURNS_PER_TICK * TOWN_DAWN) / 2)))
{
- char o_name[MAX_NLEN];
+ bool dawn;
- object_desc(o_name, choose_cursed_obj_name(TRC_DRAIN_MANA), (OD_OMIT_PREFIX | OD_NAME_ONLY));
+ /* Check for dawn */
+ dawn = (!(turn % (TURNS_PER_TICK * TOWN_DAWN)));
+
+ /* Day breaks */
+ if (dawn)
+ {
+ int y, x;
+
+ /* Message */
#ifdef JP
- msg_format("%s¤Ï¤¢¤Ê¤¿¤ÎËâÎϤòµÛ¼ý¤·¤¿¡ª", o_name);
+ msg_print("Ì뤬ÌÀ¤±¤¿¡£");
#else
- msg_format("Your %s drains mana from you!", o_name);
+ msg_print("The sun has risen.");
#endif
- p_ptr->csp -= MIN(p_ptr->lev, 50);
- if (p_ptr->csp < 0)
- {
- p_ptr->csp = 0;
- p_ptr->csp_frac = 0;
+
+ /* Hack -- Scan the town */
+ for (y = 0; y < cur_hgt; y++)
+ {
+ for (x = 0; x < cur_wid; x++)
+ {
+ /* Get the cave grid */
+ cave_type *c_ptr = &cave[y][x];
+
+ /* Assume lit */
+ c_ptr->info |= (CAVE_GLOW);
+
+ /* Hack -- Memorize lit grids if allowed */
+ if (view_perma_grids) c_ptr->info |= (CAVE_MARK);
+
+ /* Hack -- Notice spot */
+ note_spot(y, x);
+ }
+ }
}
- p_ptr->redraw |= PR_MANA;
- }
- }
- /* Rarely, take damage from the Jewel of Judgement */
- if (one_in_(999) && !p_ptr->anti_magic)
- {
- object_type *o_ptr = &inventory[INVEN_LITE];
+ /* Night falls */
+ else
+ {
+ int y, x;
- if (o_ptr->name1 == ART_JUDGE)
- {
+ /* Message */
#ifdef JP
- if (object_known_p(o_ptr))
- msg_print("¡Ø¿³È½¤ÎÊõÀС٤Ϥ¢¤Ê¤¿¤ÎÂÎÎϤòµÛ¼ý¤·¤¿¡ª");
- else
- msg_print("¤Ê¤Ë¤«¤¬¤¢¤Ê¤¿¤ÎÂÎÎϤòµÛ¼ý¤·¤¿¡ª");
- take_hit(DAMAGE_LOSELIFE, MIN(p_ptr->lev, 50), "¿³È½¤ÎÊõÀÐ", -1);
+ msg_print("Æü¤¬ÄÀ¤ó¤À¡£");
#else
- if (object_known_p(o_ptr))
- msg_print("The Jewel of Judgement drains life from you!");
- else
- msg_print("Something drains life from you!");
- take_hit(DAMAGE_LOSELIFE, MIN(p_ptr->lev, 50), "the Jewel of Judgement", -1);
+ msg_print("The sun has fallen.");
#endif
- }
- }
+ /* Hack -- Scan the town */
+ for (y = 0; y < cur_hgt; y++)
+ {
+ for (x = 0; x < cur_wid; x++)
+ {
+ /* Get the cave grid */
+ cave_type *c_ptr = &cave[y][x];
- /* Process equipment */
- for (j = 0, i = INVEN_RARM; i < INVEN_TOTAL; i++)
- {
- /* Get the object */
- o_ptr = &inventory[i];
+ /* Feature code (applying "mimic" field) */
+ feature_type *f_ptr = &f_info[get_feat_mimic(c_ptr)];
- /* Skip non-objects */
- if (!o_ptr->k_idx) continue;
+ if (!is_mirror_grid(c_ptr) && !have_flag(f_ptr->flags, FF_QUEST_ENTER) &&
+ !have_flag(f_ptr->flags, FF_ENTRANCE))
+ {
+ /* Assume dark */
+ c_ptr->info &= ~(CAVE_GLOW);
- /* Recharge activatable objects */
- if (o_ptr->timeout > 0)
- {
- /* Recharge */
- o_ptr->timeout--;
+ if (!have_flag(f_ptr->flags, FF_REMEMBER))
+ {
+ /* Forget the normal floor grid */
+ c_ptr->info &= ~(CAVE_MARK);
- /* Notice changes */
- if (!o_ptr->timeout)
- {
- recharged_notice(o_ptr);
- j++;
+ /* Hack -- Notice spot */
+ note_spot(y, x);
+ }
+ }
+ }
+
+ /* Glow deep lava and building entrances */
+ glow_deep_lava_and_bldg();
+ }
}
+
+ /* Update the monsters */
+ p_ptr->update |= (PU_MONSTERS | PU_MON_LITE);
+
+ /* Redraw map */
+ p_ptr->redraw |= (PR_MAP);
+
+ /* Window stuff */
+ p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
}
}
- /* Notice changes */
- if (j)
+ /* While in the dungeon (vanilla_town or lite_town mode only) */
+ else if ((vanilla_town || (lite_town && !p_ptr->inside_quest && !p_ptr->inside_battle && !p_ptr->inside_arena)) && dun_level)
{
- /* Window stuff */
- p_ptr->window |= (PW_EQUIP);
- wild_regen = 20;
- }
+ /*** Shuffle the Storekeepers ***/
- /*
- * Recharge rods. Rods now use timeout to control charging status,
- * and each charging rod in a stack decreases the stack's timeout by
- * one per turn. -LM-
- */
- for (j = 0, i = 0; i < INVEN_PACK; i++)
- {
- o_ptr = &inventory[i];
- k_ptr = &k_info[o_ptr->k_idx];
+ /* Chance is only once a day (while in dungeon) */
+ if (!(turn % (TURNS_PER_TICK * STORE_TICKS)))
+ {
+ /* Sometimes, shuffle the shop-keepers */
+ if (one_in_(STORE_SHUFFLE))
+ {
+ int n, i;
+
+ /* Pick a random shop (except home and museum) */
+ do
+ {
+ n = randint0(MAX_STORES);
+ }
+ while ((n == STORE_HOME) || (n == STORE_MUSEUM));
+
+ /* Check every feature */
+ for (i = 1; i < max_f_idx; i++)
+ {
+ /* Access the index */
+ feature_type *f_ptr = &f_info[i];
- /* Skip non-objects */
- if (!o_ptr->k_idx) continue;
+ /* Skip empty index */
+ if (!f_ptr->name) continue;
- /* Examine all charging rods or stacks of charging rods. */
- if ((o_ptr->tval == TV_ROD) && (o_ptr->timeout))
- {
- /* Determine how many rods are charging. */
- temp = (o_ptr->timeout + (k_ptr->pval - 1)) / k_ptr->pval;
- if (temp > o_ptr->number) temp = o_ptr->number;
+ /* Skip non-store features */
+ if (!have_flag(f_ptr->flags, FF_STORE)) continue;
- /* Decrease timeout by that number. */
- o_ptr->timeout -= temp;
+ /* Verify store type */
+ if (f_ptr->power == n)
+ {
+ /* Message */
+#ifdef JP
+ if (cheat_xtra) msg_format("%s¤ÎŹ¼ç¤ò¥·¥ã¥Ã¥Õ¥ë¤·¤Þ¤¹¡£", f_name + f_ptr->name);
+#else
+ if (cheat_xtra) msg_format("Shuffle a Shopkeeper of %s.", f_name + f_ptr->name);
+#endif
- /* Boundary control. */
- if (o_ptr->timeout < 0) o_ptr->timeout = 0;
+ /* Shuffle it */
+ store_shuffle(n);
- /* Notice changes, provide message if object is inscribed. */
- if (!(o_ptr->timeout))
- {
- recharged_notice(o_ptr);
- j++;
+ break;
+ }
+ }
}
}
}
- /* Notice changes */
- if (j)
- {
- /* Combine pack */
- p_ptr->notice |= (PN_COMBINE);
- /* Window stuff */
- p_ptr->window |= (PW_INVEN);
- wild_regen = 20;
+ /*** Process the monsters ***/
+
+ /* Check for creature generation. */
+ if (one_in_(d_info[dungeon_type].max_m_alloc_chance) &&
+ !p_ptr->inside_arena && !p_ptr->inside_quest && !p_ptr->inside_battle)
+ {
+ /* Make a new monster */
+ (void)alloc_monster(MAX_SIGHT + 5, 0);
}
- /* Feel the inventory */
- sense_inventory1();
- sense_inventory2();
+ /* Hack -- Check for creature regeneration */
+ if (!(turn % (TURNS_PER_TICK*10)) && !p_ptr->inside_battle) regen_monsters();
+ if (!(turn % (TURNS_PER_TICK*3))) regen_captured_monsters();
+ /* Hack -- Process the counters of all monsters */
+ process_monsters_counters();
- /*** Process Objects ***/
- /* Process objects */
- for (i = 1; i < o_max; i++)
+ /* Date changes */
+ if (!hour && !min)
{
- /* Access object */
- o_ptr = &o_list[i];
-
- /* Skip dead objects */
- if (!o_ptr->k_idx) continue;
-
- /* Recharge rods on the ground. No messages. */
- if ((o_ptr->tval == TV_ROD) && (o_ptr->timeout))
+ if (min != prev_min)
{
- /* Charge it */
- o_ptr->timeout -= o_ptr->number;
-
- /* Boundary control. */
- if (o_ptr->timeout < 0) o_ptr->timeout = 0;
+ do_cmd_write_nikki(NIKKI_HIGAWARI, 0, NULL);
+ determine_today_mon(FALSE);
}
}
-
- /*** Involuntary Movement ***/
-
- /* Delayed Word-of-Recall */
- if (p_ptr->word_recall)
+ /*
+ * Nightmare mode activates the TY_CURSE at midnight
+ *
+ * Require exact minute -- Don't activate multiple times in a minute
+ */
+ if (ironman_nightmare && (min != prev_min))
{
- /*
- * HACK: Autosave BEFORE resetting the recall counter (rr9)
- * The player is yanked up/down as soon as
- * he loads the autosaved game.
- */
- if (autosave_l && (p_ptr->word_recall == 1) && !p_ptr->inside_battle)
- do_cmd_save_game(TRUE);
-
- /* Count down towards recall */
- p_ptr->word_recall--;
-
- p_ptr->redraw |= (PR_STATUS);
-
- /* Activate the recall */
- if (!p_ptr->word_recall)
+ /* Every 15 minutes after 11:00 pm */
+ if ((hour == 23) && !(min % 15))
{
- /* Disturbing! */
+ /* Disturbing */
disturb(0, 0);
- /* Determine the level */
- if (dun_level || p_ptr->inside_quest)
+ switch (min / 15)
{
+ case 0:
#ifdef JP
-msg_print("¾å¤Ë°ú¤ÃÄ¥¤ê¤¢¤²¤é¤ì¤ë´¶¤¸¤¬¤¹¤ë¡ª");
+ msg_print("±ó¤¯¤ÇÉÔµ¤Ì£¤Ê¾â¤Î²»¤¬ÌĤä¿¡£");
#else
- msg_print("You feel yourself yanked upwards!");
+ msg_print("You hear a distant bell toll ominously.");
#endif
+ break;
- p_ptr->recall_dungeon = dungeon_type;
- if (record_stair)
- do_cmd_write_nikki(NIKKI_RECALL, dun_level, NULL);
+ case 1:
+#ifdef JP
+ msg_print("±ó¤¯¤Ç¾â¤¬Æó²óÌĤä¿¡£");
+#else
+ msg_print("A distant bell sounds twice.");
+#endif
+ break;
- dun_level = 0;
- dungeon_type = 0;
+ case 2:
+#ifdef JP
+ msg_print("±ó¤¯¤Ç¾â¤¬»°²óÌĤä¿¡£");
+#else
+ msg_print("A distant bell sounds three times.");
+#endif
+ break;
- leave_quest_check();
+ case 3:
+#ifdef JP
+ msg_print("±ó¤¯¤Ç¾â¤¬»Í²óÌĤä¿¡£");
+#else
+ msg_print("A distant bell tolls four times.");
+#endif
+ break;
+ }
+ }
- p_ptr->inside_quest = 0;
+ /* TY_CURSE activates at mignight! */
+ if (!hour && !min)
+ {
+ int count = 0;
- p_ptr->leaving = TRUE;
- }
- else
- {
+ disturb(1, 0);
#ifdef JP
-msg_print("²¼¤Ë°ú¤¤º¤ê¹ß¤í¤µ¤ì¤ë´¶¤¸¤¬¤¹¤ë¡ª");
+ msg_print("±ó¤¯¤Ç¾â¤¬²¿²ó¤âÌĤꡢ»à¤ó¤À¤è¤¦¤ÊÀŤ±¤µ¤ÎÃæ¤Ø¾Ã¤¨¤Æ¤¤¤Ã¤¿¡£");
#else
- msg_print("You feel yourself yanked downwards!");
+ msg_print("A distant bell tolls many times, fading into an deathly silence.");
#endif
- dungeon_type = p_ptr->recall_dungeon;
+ activate_ty_curse(FALSE, &count);
+ }
+ }
- if (record_stair)
- do_cmd_write_nikki(NIKKI_RECALL, dun_level, NULL);
- /* New depth */
- dun_level = max_dlv[dungeon_type];
- if (dun_level < 1) dun_level = 1;
+ /*** Check the Food, and Regenerate ***/
- /* Nightmare mode makes recall more dangerous */
- if (ironman_nightmare && !randint0(666) && (dungeon_type == DUNGEON_ANGBAND))
- {
- if (dun_level < 50)
- {
- dun_level *= 2;
- }
- else if (dun_level < 99)
- {
- dun_level = (dun_level + 99) / 2;
- }
- else if (dun_level > 100)
- {
- dun_level = d_info[dungeon_type].maxdepth - 1;
- }
- }
+ if (!p_ptr->inside_battle)
+ {
+ /* Digest quickly when gorged */
+ if (p_ptr->food >= PY_FOOD_MAX)
+ {
+ /* Digest a lot of food */
+ (void)set_food(p_ptr->food - 100);
+ }
- if (p_ptr->wild_mode)
- {
- p_ptr->wilderness_y = py;
- p_ptr->wilderness_x = px;
- }
- else
- {
- /* Save player position */
- p_ptr->oldpx = px;
- p_ptr->oldpy = py;
- }
- p_ptr->wild_mode = FALSE;
+ /* Digest normally -- Every 50 game turns */
+ else if (!(turn % (TURNS_PER_TICK*5)))
+ {
+ /* Basic digestion rate based on speed */
+ int digestion = SPEED_TO_ENERGY(p_ptr->pspeed);
- /*
- * Clear all saved floors
- * and create a first saved floor
- */
- prepare_change_floor_mode(CFM_FIRST_FLOOR);
+ /* Regeneration takes more food */
+ if (p_ptr->regenerate)
+ digestion += 20;
+ if (p_ptr->special_defense & (KAMAE_MASK | KATA_MASK))
+ digestion += 20;
+ if (p_ptr->cursed & TRC_FAST_DIGEST)
+ digestion += 30;
- /* Leaving */
- p_ptr->leaving = TRUE;
+ /* Slow digestion takes less food */
+ if (p_ptr->slow_digest)
+ digestion -= 5;
- if (dungeon_type == DUNGEON_ANGBAND)
- {
- for (i = MIN_RANDOM_QUEST; i < MAX_RANDOM_QUEST + 1; i++)
- {
- if ((quest[i].type == QUEST_TYPE_RANDOM) &&
- (quest[i].status == QUEST_STATUS_TAKEN) &&
- (quest[i].level < dun_level))
- {
- quest[i].status = QUEST_STATUS_FAILED;
- quest[i].complev = (byte)p_ptr->lev;
- r_info[quest[i].r_idx].flags1 &= ~(RF1_QUESTOR);
- }
- }
- }
- }
+ /* Minimal digestion */
+ if (digestion < 1) digestion = 1;
+ /* Maximal digestion */
+ if (digestion > 100) digestion = 100;
- /* Sound */
- sound(SOUND_TPLEVEL);
+ /* Digest some food */
+ (void)set_food(p_ptr->food - digestion);
}
- }
-
-
- /* Delayed Alter reality */
- if (p_ptr->alter_reality)
- {
- if (autosave_l && (p_ptr->alter_reality == 1) && !p_ptr->inside_battle)
- do_cmd_save_game(TRUE);
-
- /* Count down towards alter */
- p_ptr->alter_reality--;
- p_ptr->redraw |= (PR_STATUS);
- /* Activate the alter reality */
- if (!p_ptr->alter_reality)
+ /* Getting Faint */
+ if ((p_ptr->food < PY_FOOD_FAINT))
{
- /* Disturbing! */
- disturb(0, 0);
-
- /* Determine the level */
- if (!quest_number(dun_level) && dun_level)
+ /* Faint occasionally */
+ if (!p_ptr->paralyzed && (randint0(100) < 10))
{
+ /* Message */
#ifdef JP
- msg_print("À¤³¦¤¬ÊѤï¤Ã¤¿¡ª");
+ msg_print("¤¢¤Þ¤ê¤Ë¤â¶õÊ¢¤Çµ¤À䤷¤Æ¤·¤Þ¤Ã¤¿¡£");
#else
- msg_print("The world changes!");
+ msg_print("You faint from the lack of food.");
#endif
- /* Leaving */
- p_ptr->leaving = TRUE;
+ disturb(1, 0);
+
+ /* Hack -- faint (bypass free action) */
+ (void)set_paralyzed(p_ptr->paralyzed + 1 + randint0(5));
}
- else
+
+ /* Starve to death (slowly) */
+ if (p_ptr->food < PY_FOOD_STARVE)
{
+ /* Calculate damage */
+ int dam = (PY_FOOD_STARVE - p_ptr->food) / 10;
+
+ /* Take damage */
#ifdef JP
- msg_print("À¤³¦¤¬¾¯¤·¤Î´ÖÊѲ½¤·¤¿¤è¤¦¤À¡£");
+ if (!IS_INVULN()) take_hit(DAMAGE_LOSELIFE, dam, "¶õÊ¢", -1);
#else
- msg_print("The world seems to change for a moment!");
+ if (!IS_INVULN()) take_hit(DAMAGE_LOSELIFE, dam, "starvation", -1);
#endif
}
-
- /* Sound */
- sound(SOUND_TPLEVEL);
}
}
+
+
+
+ /* Process timed damage and regeneration */
+ process_world_aux_hp_and_sp();
+
+ /* Process timeout */
+ process_world_aux_timeout();
+
+ /* Process light */
+ process_world_aux_light();
+
+ /* Process mutation effects */
+ process_world_aux_mutation();
+
+ /* Process curse effects */
+ process_world_aux_curse();
+
+ /* Process recharging */
+ process_world_aux_recharge();
+
+ /* Feel the inventory */
+ sense_inventory1();
+ sense_inventory2();
+
+ /* Involuntary Movement */
+ process_world_aux_movement();
}