3 /* Purpose: Movement commands (part 1) */
6 * Copyright (c) 1989 James E. Wilson, Robert A. Koeneke
8 * This software may be copied and distributed for educational, research, and
9 * not for profit purposes provided that this copyright and statement are
10 * included in all such copies.
14 #define MAX_VAMPIRIC_DRAIN 50
18 * Determine if the player "hits" a monster (normal combat).
19 * Note -- Always miss 5%, always hit 5%, otherwise random.
21 bool test_hit_fire(int chance, int ac, int vis)
28 /* Hack -- Instant miss or hit */
29 if (k < 10) return (k < 5);
31 if (p_ptr->pseikaku == SEIKAKU_NAMAKE)
32 if (one_in_(20)) return (FALSE);
35 if (chance <= 0) return (FALSE);
37 /* Invisible monsters are harder to hit */
38 if (!vis) chance = (chance + 1) / 2;
40 /* Power competes against armor */
41 if (rand_int(chance) < (ac * 3 / 4)) return (FALSE);
50 * Determine if the player "hits" a monster (normal combat).
52 * Note -- Always miss 5%, always hit 5%, otherwise random.
54 bool test_hit_norm(int chance, int ac, int vis)
61 /* Hack -- Instant miss or hit */
62 if (k < 10) return (k < 5);
64 /* Wimpy attack never hits */
65 if (chance <= 0) return (FALSE);
67 /* Penalize invisible targets */
68 if (!vis) chance = (chance + 1) / 2;
70 /* Power must defeat armor */
71 if (rand_int(chance) < (ac * 3 / 4)) return (FALSE);
80 * Critical hits (from objects thrown by player)
81 * Factor in item weight, total plusses, and player level.
83 s16b critical_shot(int weight, int plus, int dam)
87 /* Extract "shot" power */
88 i = (weight + ((p_ptr->to_h_b + plus) * 4) + (p_ptr->lev * 2));
91 if (randint(5000) <= i)
93 k = weight + randint(500);
98 msg_print("¼ê¤´¤¿¤¨¤¬¤¢¤Ã¤¿¡ª");
100 msg_print("It was a good hit!");
108 msg_print("¤«¤Ê¤ê¤Î¼ê¤´¤¿¤¨¤¬¤¢¤Ã¤¿¡ª");
110 msg_print("It was a great hit!");
118 msg_print("²ñ¿´¤Î°ì·â¤À¡ª");
120 msg_print("It was a superb hit!");
133 * Critical hits (by player)
135 * Factor in weapon weight, total plusses, player level.
137 s16b critical_norm(int weight, int plus, int dam, s16b meichuu, int mode)
141 /* Extract "blow" power */
142 i = (weight + (meichuu * 3 + plus * 5) + (p_ptr->lev * 3));
145 if ((randint((p_ptr->pclass == CLASS_NINJA) ? 4444 : 5000) <= i) || (mode == HISSATSU_MAJIN) || (mode == HISSATSU_3DAN))
147 k = weight + randint(650);
148 if ((mode == HISSATSU_MAJIN) || (mode == HISSATSU_3DAN)) k+= randint(650);
153 msg_print("¼ê¤´¤¿¤¨¤¬¤¢¤Ã¤¿¡ª");
155 msg_print("It was a good hit!");
163 msg_print("¤«¤Ê¤ê¤Î¼ê¤´¤¿¤¨¤¬¤¢¤Ã¤¿¡ª");
165 msg_print("It was a great hit!");
173 msg_print("²ñ¿´¤Î°ì·â¤À¡ª");
175 msg_print("It was a superb hit!");
183 msg_print("ºÇ¹â¤Î²ñ¿´¤Î°ì·â¤À¡ª");
185 msg_print("It was a *GREAT* hit!");
193 msg_print("ÈæÎà¤Ê¤ºÇ¹â¤Î²ñ¿´¤Î°ì·â¤À¡ª");
195 msg_print("It was a *SUPERB* hit!");
198 dam = ((7 * dam) / 2) + 25;
208 * Extract the "total damage" from a given object hitting a given monster.
210 * Note that "flasks of oil" do NOT do fire damage, although they
211 * certainly could be made to do so. XXX XXX
213 * Note that most brands and slays are x3, except Slay Animal (x2),
214 * Slay Evil (x2), and Kill dragon (x5).
216 s16b tot_dam_aux(object_type *o_ptr, int tdam, monster_type *m_ptr, int mode)
220 monster_race *r_ptr = &r_info[m_ptr->r_idx];
224 /* Extract the flags */
225 object_flags(o_ptr, &f1, &f2, &f3);
227 /* Some "weapons" and "ammo" do extra damage */
239 if ((f1 & TR1_SLAY_ANIMAL) &&
240 (r_ptr->flags3 & RF3_ANIMAL))
244 r_ptr->r_flags3 |= RF3_ANIMAL;
247 if (mult < 20) mult = 20;
251 if ((f1 & TR1_SLAY_EVIL) &&
252 (r_ptr->flags3 & RF3_EVIL))
256 r_ptr->r_flags3 |= RF3_EVIL;
259 if (mult < 20) mult = 20;
263 if ((f1 & TR1_SLAY_UNDEAD) &&
264 (r_ptr->flags3 & RF3_UNDEAD))
268 r_ptr->r_flags3 |= RF3_UNDEAD;
271 if (mult < 30) mult = 30;
275 if ((f1 & TR1_SLAY_DEMON) &&
276 (r_ptr->flags3 & RF3_DEMON))
280 r_ptr->r_flags3 |= RF3_DEMON;
283 if (mult < 30) mult = 30;
287 if ((f1 & TR1_SLAY_ORC) &&
288 (r_ptr->flags3 & RF3_ORC))
292 r_ptr->r_flags3 |= RF3_ORC;
295 if (mult < 30) mult = 30;
299 if ((f1 & TR1_SLAY_TROLL) &&
300 (r_ptr->flags3 & RF3_TROLL))
304 r_ptr->r_flags3 |= RF3_TROLL;
307 if (mult < 30) mult = 30;
311 if ((f1 & TR1_SLAY_GIANT) &&
312 (r_ptr->flags3 & RF3_GIANT))
316 r_ptr->r_flags3 |= RF3_GIANT;
319 if (mult < 30) mult = 30;
320 if (o_ptr->name1 == ART_HRUNTING)
325 if ((f1 & TR1_SLAY_DRAGON) &&
326 (r_ptr->flags3 & RF3_DRAGON))
330 r_ptr->r_flags3 |= RF3_DRAGON;
333 if (mult < 30) mult = 30;
337 if ((f1 & TR1_KILL_DRAGON) &&
338 (r_ptr->flags3 & RF3_DRAGON))
342 r_ptr->r_flags3 |= RF3_DRAGON;
345 if (mult < 50) mult = 50;
347 if ((o_ptr->name1 == ART_AEGLIN) && (m_ptr->r_idx == MON_FAFNER))
352 if ((f1 & TR1_BRAND_ACID) || (p_ptr->special_attack & (ATTACK_ACID)))
354 /* Notice immunity */
355 if (r_ptr->flags3 & RF3_IM_ACID)
359 r_ptr->r_flags3 |= RF3_IM_ACID;
363 /* Otherwise, take the damage */
366 if (mult < 25) mult = 25;
371 if ((f1 & TR1_BRAND_ELEC) || (p_ptr->special_attack & (ATTACK_ELEC)) || (mode == HISSATSU_ELEC))
373 /* Notice immunity */
374 if (r_ptr->flags3 & RF3_IM_ELEC)
378 r_ptr->r_flags3 |= RF3_IM_ELEC;
382 /* Otherwise, take the damage */
383 else if (((f1 & TR1_BRAND_ELEC) || (p_ptr->special_attack & (ATTACK_ELEC))) && (mode == HISSATSU_ELEC))
385 if (mult < 70) mult = 70;
387 else if (mode == HISSATSU_ELEC)
389 if (mult < 50) mult = 50;
394 if (mult < 25) mult = 25;
399 if ((f1 & TR1_BRAND_FIRE) || (p_ptr->special_attack & (ATTACK_FIRE)) || (mode == HISSATSU_FIRE))
401 /* Notice immunity */
402 if (r_ptr->flags3 & RF3_IM_FIRE)
406 r_ptr->r_flags3 |= RF3_IM_FIRE;
410 /* Otherwise, take the damage */
411 else if (((f1 & TR1_BRAND_FIRE) || (p_ptr->special_attack & (ATTACK_FIRE))) && (mode == HISSATSU_FIRE))
413 if (r_ptr->flags3 & RF3_HURT_FIRE)
415 if (mult < 70) mult = 70;
418 r_ptr->r_flags3 |= RF3_HURT_FIRE;
421 else if (mult < 35) mult = 35;
425 if (r_ptr->flags3 & RF3_HURT_FIRE)
427 if (mult < 50) mult = 50;
430 r_ptr->r_flags3 |= RF3_HURT_FIRE;
433 else if (mult < 25) mult = 25;
438 if ((f1 & TR1_BRAND_COLD) || (p_ptr->special_attack & (ATTACK_COLD)) || (mode == HISSATSU_COLD))
440 /* Notice immunity */
441 if (r_ptr->flags3 & RF3_IM_COLD)
445 r_ptr->r_flags3 |= RF3_IM_COLD;
448 /* Otherwise, take the damage */
449 else if (((f1 & TR1_BRAND_COLD) || (p_ptr->special_attack & (ATTACK_COLD))) && (mode == HISSATSU_COLD))
451 if (r_ptr->flags3 & RF3_HURT_COLD)
453 if (mult < 70) mult = 70;
456 r_ptr->r_flags3 |= RF3_HURT_COLD;
459 else if (mult < 35) mult = 35;
463 if (r_ptr->flags3 & RF3_HURT_COLD)
465 if (mult < 50) mult = 50;
468 r_ptr->r_flags3 |= RF3_HURT_COLD;
471 else if (mult < 25) mult = 25;
476 if ((f1 & TR1_BRAND_POIS) || (p_ptr->special_attack & (ATTACK_POIS)) || (mode == HISSATSU_POISON))
478 /* Notice immunity */
479 if (r_ptr->flags3 & RF3_IM_POIS)
483 r_ptr->r_flags3 |= RF3_IM_POIS;
487 /* Otherwise, take the damage */
488 else if (((f1 & TR1_BRAND_POIS) || (p_ptr->special_attack & (ATTACK_POIS))) && (mode == HISSATSU_POISON))
490 if (mult < 35) mult = 35;
494 if (mult < 25) mult = 25;
497 if ((mode == HISSATSU_ZANMA) && (r_ptr->flags3 & (RF3_DEMON | RF3_UNDEAD | RF3_NONLIVING)) && (r_ptr->flags3 & RF3_EVIL))
499 if (mult < 15) mult = 25;
500 else if (mult < 50) mult = MIN(50, mult+20);
502 if (mode == HISSATSU_UNDEAD)
504 if (r_ptr->flags3 & RF3_UNDEAD)
508 r_ptr->r_flags3 |= RF3_UNDEAD;
510 if (mult == 10) mult = 70;
511 else if (mult < 140) mult = MIN(140, mult+60);
513 if (mult == 10) mult = 40;
514 else if (mult < 60) mult = MIN(60, mult+30);
516 if ((mode == HISSATSU_SEKIRYUKA) && p_ptr->cut && !(r_ptr->flags3 & (RF3_DEMON | RF3_UNDEAD | RF3_NONLIVING)))
518 int tmp = MIN(100, MAX(10, p_ptr->cut / 10));
519 if (mult < tmp) mult = tmp;
521 if ((mode == HISSATSU_HAGAN) && (r_ptr->flags3 & RF3_HURT_ROCK))
525 r_ptr->r_flags3 |= RF3_HURT_ROCK;
527 if (mult == 10) mult = 40;
528 else if (mult < 60) mult = 60;
530 if ((p_ptr->pclass != CLASS_SAMURAI) && (f1 & TR1_FORCE_WEPON) && (p_ptr->csp > (o_ptr->dd * o_ptr->ds / 5)))
532 p_ptr->csp -= (1+(o_ptr->dd * o_ptr->ds / 5));
533 p_ptr->redraw |= (PR_MANA);
534 mult = MIN(60, mult * 7 / 2);
539 if (mult > 150) mult = 150;
541 /* Return the total damage */
542 return (tdam * mult / 10);
547 * Search for hidden things
553 s16b this_o_idx, next_o_idx = 0;
558 /* Start with base search ability */
559 chance = p_ptr->skill_srh;
561 /* Penalize various conditions */
562 if (p_ptr->blind || no_lite()) chance = chance / 10;
563 if (p_ptr->confused || p_ptr->image) chance = chance / 10;
565 /* Search the nearby grids, which are always in bounds */
566 for (y = (py - 1); y <= (py + 1); y++)
568 for (x = (px - 1); x <= (px + 1); x++)
570 /* Sometimes, notice things */
571 if (rand_int(100) < chance)
573 /* Access the grid */
577 if (player_search_grid_callback(y, x))
584 #endif /* USE_SCRIPT */
587 if (c_ptr->info & CAVE_TRAP)
594 msg_print("¥È¥é¥Ã¥×¤òȯ¸«¤·¤¿¡£");
596 msg_print("You have found a trap.");
605 if (c_ptr->feat == FEAT_SECRET)
609 msg_print("±£¤·¥É¥¢¤òȯ¸«¤·¤¿¡£");
611 msg_print("You have found a secret door.");
616 place_closed_door(y, x);
622 /* Scan all objects in the grid */
623 for (this_o_idx = c_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
628 o_ptr = &o_list[this_o_idx];
630 /* Acquire next object */
631 next_o_idx = o_ptr->next_o_idx;
633 /* Skip non-chests */
634 if (o_ptr->tval != TV_CHEST) continue;
636 /* Skip non-trapped chests */
637 if (!chest_traps[o_ptr->pval]) continue;
640 if (!object_known_p(o_ptr))
644 msg_print("È¢¤Ë»Å³Ý¤±¤é¤ì¤¿¥È¥é¥Ã¥×¤òȯ¸«¤·¤¿¡ª");
646 msg_print("You have discovered a trap on the chest!");
664 * Helper routine for py_pickup() and py_pickup_floor().
666 * Add the given dungeon object to the character's inventory.
668 * Delete the object afterwards.
670 void py_pickup_aux(int o_idx)
676 * ¥¢¥¤¥Æ¥à¤ò½¦¤Ã¤¿ºÝ¤Ë¡Ö£²¤Ä¤Î¥±¡¼¥¤ò»ý¤Ã¤Æ¤¤¤ë¡×
677 * "You have two cakes." ¤È¥¢¥¤¥Æ¥à¤ò½¦¤Ã¤¿¸å¤Î¹ç·×¤Î¤ß¤Îɽ¼¨¤¬¥ª¥ê¥¸¥Ê¥ë
679 * ¤¢¤ë¤È¤¤¤¦»ØŦ¤ò¤¦¤±¤¿¤Î¤Ç¡¢¡Ö¡Á¤ò½¦¤Ã¤¿¡¢¡Á¤ò»ý¤Ã¤Æ¤¤¤ë¡×¤È¤¤¤¦É½¼¨
680 * ¤Ë¤«¤¨¤Æ¤¢¤ë¡£¤½¤Î¤¿¤á¤ÎÇÛÎó¡£
682 char o_name[MAX_NLEN];
683 char old_name[MAX_NLEN];
686 extern char *object_desc_kosuu(char *t, object_type *o_ptr);
688 char o_name[MAX_NLEN];
693 o_ptr = &o_list[o_idx];
696 /* Describe the object */
697 object_desc(old_name, o_ptr, TRUE, 0);
698 object_desc_kosuu(kazu_str, o_ptr);
699 hirottakazu = o_ptr->number;
701 /* Carry the object */
702 slot = inven_carry(o_ptr);
704 /* Get the object again */
705 o_ptr = &inventory[slot];
707 /* Delete the object */
708 delete_object_idx(o_idx);
710 if (p_ptr->pseikaku == SEIKAKU_MUNCHKIN) identify_item(o_ptr);
712 /* Describe the object */
713 object_desc(o_name, o_ptr, TRUE, 3);
717 if ((o_ptr->name1 == ART_CRIMSON) && (p_ptr->pseikaku == SEIKAKU_COMBAT))
719 msg_format("¤³¤¦¤·¤Æ¡¢%s¤Ï¡Ø¥¯¥ê¥à¥¾¥ó¡Ù¤ò¼ê¤ËÆþ¤ì¤¿¡£", player_name);
720 msg_print("¤·¤«¤·º£¡¢¡Øº®Æ٤Υµ¡¼¥Ú¥ó¥È¡Ù¤ÎÊü¤Ã¤¿¥â¥ó¥¹¥¿¡¼¤¬¡¢");
721 msg_format("%s¤Ë½±¤¤¤«¤«¤ë¡¥¡¥¡¥", player_name);
727 msg_format("%s(%c)¤ò»ý¤Ã¤Æ¤¤¤ë¡£",o_name, index_to_label(slot));
731 if (o_ptr->number > hirottakazu) {
732 msg_format("%s½¦¤Ã¤Æ¡¢%s(%c)¤ò»ý¤Ã¤Æ¤¤¤ë¡£",
733 kazu_str, o_name, index_to_label(slot));
735 msg_format("%s(%c)¤ò½¦¤Ã¤¿¡£", o_name, index_to_label(slot));
739 strcpy(record_o_name, old_name);
741 msg_format("You have %s (%c).", o_name, index_to_label(slot));
742 strcpy(record_o_name, o_name);
747 /* Check if completed a quest */
748 for (i = 0; i < max_quests; i++)
750 if ((quest[i].type == QUEST_TYPE_FIND_ARTIFACT) &&
751 (quest[i].status == QUEST_STATUS_TAKEN) &&
752 (quest[i].k_idx == o_ptr->name1))
754 quest[i].status = QUEST_STATUS_COMPLETED;
755 quest[i].complev = (byte)p_ptr->lev;
757 msg_print("¥¯¥¨¥¹¥È¤òãÀ®¤·¤¿¡ª");
759 msg_print("You completed your quest!");
768 bool can_player_destroy_object(object_type *o_ptr)
770 /* Artifacts cannot be destroyed */
771 if (artifact_p(o_ptr) || o_ptr->art_name)
773 byte feel = FEEL_SPECIAL;
775 /* Hack -- Handle icky artifacts */
776 if (cursed_p(o_ptr) || broken_p(o_ptr)) feel = FEEL_TERRIBLE;
778 /* Hack -- inscribe the artifact */
779 o_ptr->feeling = feel;
781 /* We have "felt" it (again) */
782 o_ptr->ident |= (IDENT_SENSE);
784 /* Combine the pack */
785 p_ptr->notice |= (PN_COMBINE);
787 /* Redraw equippy chars */
788 p_ptr->redraw |= (PR_EQUIPPY);
791 p_ptr->window |= (PW_INVEN | PW_EQUIP);
802 int is_autopick(object_type *o_ptr)
805 char o_name[MAX_NLEN];
808 static char kanji_colon[] = "¡§";
811 if (o_ptr->tval == TV_GOLD) return -1;
813 object_desc(o_name, o_ptr, FALSE, 3);
814 for (i = 0; o_name[i]; i++)
817 if (iskanji(o_name[i]))
821 if (isupper(o_name[i]))
822 o_name[i] = tolower(o_name[i]);
825 for (i=0; i<max_autopick; i++)
828 bool collectable = FALSE;
831 str = autopick_name[i];
834 /*** ¤¹¤Ù¤Æ¤Î... ***/
835 if (!strncmp(str, "¤¹¤Ù¤Æ¤Î", 8)) str+= 8;
837 /*** ´û¤Ë»ý¤Ã¤Æ¤¤¤ë¥¢¥¤¥Æ¥à ***/
838 if (!strncmp(str, "¼ý½¸Ãæ¤Î", 8))
844 /*** ̤´ÕÄê¤Î... ***/
845 if (!strncmp(str, "̤´ÕÄê¤Î",8) &&
846 !object_known_p(o_ptr) && !( (o_ptr->ident)&IDENT_SENSE)) str+= 8;
848 /*** ´ÕÄêºÑ¤ß¤Î... ***/
849 if (!strncmp(str, "´ÕÄêºÑ¤ß¤Î",10) &&
850 object_known_p(o_ptr) ) str+= 10;
852 /*** *´ÕÄê*ºÑ¤ß¤Î... ***/
853 if (!strncmp(str, "*´ÕÄê*ºÑ¤ß¤Î",12) &&
854 object_known_p(o_ptr) && (o_ptr->ident & IDENT_MENTAL) ) str+= 12;
857 if (!strncmp(str, "̵ÌäÎ", 6)
858 && (object_known_p(o_ptr)) && !o_ptr->inscription
859 && (!o_ptr->name1 && !o_ptr->name2 && !o_ptr->art_name))
863 case TV_SHOT: case TV_ARROW: case TV_BOLT: case TV_BOW:
864 case TV_DIGGING: case TV_HAFTED: case TV_POLEARM: case TV_SWORD:
865 case TV_BOOTS: case TV_GLOVES: case TV_HELM: case TV_CROWN:
866 case TV_SHIELD: case TV_CLOAK:
867 case TV_SOFT_ARMOR: case TV_HARD_ARMOR: case TV_DRAG_ARMOR:
868 case TV_LITE: case TV_AMULET: case TV_RING: case TV_CARD:
873 /*** ̤ȽÌÀ¤Î... ***/
874 if (!strncmp(str, "̤ȽÌÀ¤Î",8) &&
875 !object_aware_p(o_ptr)) str+= 8;
877 /*** ̵²ÁÃͤÎ... ***/
878 if (!strncmp(str, "̵²ÁÃͤÎ", 8)
879 && object_value(o_ptr) <= 0) str+= 8;
882 if (o_ptr->tval != TV_BOW && !strncmp(str, "¥À¥¤¥¹Ìܤΰ㤦", 14))
884 object_kind *k_ptr = &k_info[o_ptr->k_idx];
886 if ((o_ptr->dd != k_ptr->dd) || (o_ptr->ds != k_ptr->ds))
893 if (!strncmp(str, "¥À¥¤¥¹ÌÜ", 8) && isdigit(*(str + 8)) && isdigit(*(str + 9))){
894 if ( (o_ptr->dd) * (o_ptr->ds) >= (*(str+8)-'0') * 10 + (*(str + 9)-'0')) str+= 10;
895 if (!strncmp(str, "°Ê¾å¤Î", 6)) str+= 6;
898 /*** ¾Þ¶â¼ó¤Î»àÂÎ/¹ü ***/
899 if (!strncmp(str, "¾Þ¶â¼ó¤Î", 8) &&
900 (o_ptr->tval == TV_CORPSE) &&
901 object_is_shoukinkubi(o_ptr)) str+= 8;
903 /*** ¥æ¥Ë¡¼¥¯¡¦¥â¥ó¥¹¥¿¡¼¤Î»àÂÎ/¹ü ***/
904 if (!strncmp(str, "¥æ¥Ë¡¼¥¯¡¦¥â¥ó¥¹¥¿¡¼¤Î", 22) &&
905 ((o_ptr->tval == TV_CORPSE) || (o_ptr->tval == TV_STATUE)) &&
906 (r_info[o_ptr->pval].flags1 & RF1_UNIQUE)) str+= 22;
908 /*** ¿Í´Ö¤Î»àÂÎ/¹ü (for Daemon) ***/
909 if (!strncmp(str, "¿Í´Ö¤Î", 6) &&
910 (o_ptr->tval == TV_CORPSE) &&
911 (strchr("pht", r_info[o_ptr->pval].d_char))) str+= 6;
913 /*** º£¤Î¿¦¶È¤Ç»È¤¨¤Ê¤¤ËâË¡½ñ ***/
914 if (!strncmp(str, "Æɤá¤Ê¤¤", 8) &&
915 (o_ptr->tval >= TV_LIFE_BOOK) &&
916 !check_book_realm(o_ptr->tval, o_ptr->sval)) str += 8;
918 /*** Âè°ìÎΰè¤ÎËâË¡½ñ ***/
919 if (!strncmp(str, "Âè°ìÎΰè¤Î", 10) &&
920 !(p_ptr->pclass == CLASS_SORCERER) &&
921 !(p_ptr->pclass == CLASS_RED_MAGE) &&
922 (o_ptr->tval >= TV_LIFE_BOOK) &&
923 (REALM1_BOOK == o_ptr->tval) ) str += 10;
925 /*** ÂèÆóÎΰè¤ÎËâË¡½ñ ***/
926 if (!strncmp(str, "ÂèÆóÎΰè¤Î", 10) &&
927 !(p_ptr->pclass == CLASS_SORCERER) &&
928 !(p_ptr->pclass == CLASS_RED_MAGE) &&
929 (o_ptr->tval >= TV_LIFE_BOOK) &&
930 (REALM2_BOOK == o_ptr->tval) ) str += 10;
932 /*** nºýÌܤÎËâË¡½ñ ***/
933 if (!strncmp(str + 1, "ºýÌܤÎ", 6) &&
934 (o_ptr->tval >= TV_LIFE_BOOK) &&
935 (*str == '1' + o_ptr->sval) ) str += 6 + 1;
938 /*** ¥¢¥¤¥Æ¥à¤Î¥«¥Æ¥´¥ê»ØÄêͽÌó¸ì ***/
939 if (!strncmp(str, "¥¢¥¤¥Æ¥à",8)) len = 8;
941 else if (!strncmp(str, "¥¢¡¼¥Æ¥£¥Õ¥¡¥¯¥È", 16)){
942 if (object_known_p(o_ptr)
943 && (artifact_p(o_ptr) || o_ptr->art_name))
947 else if (!strncmp(str, "Éð´ï", 4)){
948 switch( o_ptr->tval ){
958 else if (!strncmp(str, "Ëɶñ", 4)){
959 switch( o_ptr->tval ){
973 else if (!strncmp(str, "Ìð", 2)){
974 switch( o_ptr->tval ){
982 else if (!strncmp(str, "ËâË¡¥¢¥¤¥Æ¥à", 12)){
983 switch( o_ptr->tval ){
992 else if (!strncmp(str, "¸÷¸»", 4)){
993 switch( o_ptr->tval ){
999 else if (!strncmp(str, "¤¬¤é¤¯¤¿", 8)){
1000 switch( o_ptr->tval ){
1008 else if (!strncmp(str, "ËâË¡½ñ", 6) &&
1009 o_ptr->tval >= TV_LIFE_BOOK) len = 6;
1010 else if (!strncmp(str, "Æß´ï", 4) &&
1011 o_ptr->tval == TV_HAFTED) len = 4;
1012 else if (!strncmp(str, "½â", 2) &&
1013 o_ptr->tval == TV_SHIELD) len = 2;
1014 else if (!strncmp(str, "µÝ", 2) &&
1015 o_ptr->tval == TV_BOW) len = 2;
1016 else if (!strncmp(str, "»ØÎØ", 4) &&
1017 o_ptr->tval == TV_RING) len = 4;
1018 else if (!strncmp(str, "¥¢¥ß¥å¥ì¥Ã¥È", 12) &&
1019 o_ptr->tval == TV_AMULET) len = 12;
1020 else if (!strncmp(str, "³»", 2) &&
1021 (o_ptr->tval == TV_DRAG_ARMOR || o_ptr->tval == TV_HARD_ARMOR ||
1022 o_ptr->tval == TV_SOFT_ARMOR)) len = 2;
1023 else if (!strncmp(str, "¥¯¥í¡¼¥¯", 8) &&
1024 o_ptr->tval == TV_CLOAK) len = 8;
1025 else if (!strncmp(str, "³õ", 2) &&
1026 (o_ptr->tval == TV_CROWN || o_ptr->tval == TV_HELM)) len = 2;
1027 else if (!strncmp(str, "äƼê", 4) &&
1028 o_ptr->tval == TV_GLOVES) len = 4;
1029 else if (!strncmp(str, "·¤", 2) &&
1030 o_ptr->tval == TV_BOOTS) len = 2;
1035 else if (*str == ':')
1037 else if (*str == kanji_colon[0] && *(str+1) == kanji_colon[1])
1042 #define NEXT_WORD(len) (void)(str += len, str += (' '==*str)?1:0)
1044 /*** ¤¹¤Ù¤Æ¤Î... ***/
1045 if (!strncmp(str, "all", 3)) NEXT_WORD(3);
1047 /*** ´û¤Ë»ý¤Ã¤Æ¤¤¤ë¥¢¥¤¥Æ¥à ***/
1048 if (!strncmp(str, "collecting", 10))
1054 /*** ̤´ÕÄê¤Î... ***/
1055 if (!strncmp(str, "unidentified",12) &&
1056 !object_known_p(o_ptr) && !( (o_ptr->ident)&IDENT_SENSE)) NEXT_WORD(12);
1058 /*** ´ÕÄêºÑ¤ß¤Î... ***/
1059 if (!strncmp(str, "identified",10) &&
1060 object_known_p(o_ptr) ) NEXT_WORD(10);
1062 /*** *´ÕÄê*ºÑ¤ß¤Î... ***/
1063 if (!strncmp(str, "*identified*",12) &&
1064 object_known_p(o_ptr) && (o_ptr->ident & IDENT_MENTAL) ) NEXT_WORD(12);
1067 if (!strncmp(str, "nameless", 8)
1068 && (object_known_p(o_ptr)) && !o_ptr->inscription
1069 && (!o_ptr->name1 && !o_ptr->name2 && !o_ptr->art_name))
1071 switch (o_ptr->tval)
1073 case TV_SHOT: case TV_ARROW: case TV_BOLT: case TV_BOW:
1074 case TV_DIGGING: case TV_HAFTED: case TV_POLEARM: case TV_SWORD:
1075 case TV_BOOTS: case TV_GLOVES: case TV_HELM: case TV_CROWN:
1076 case TV_SHIELD: case TV_CLOAK:
1077 case TV_SOFT_ARMOR: case TV_HARD_ARMOR: case TV_DRAG_ARMOR:
1078 case TV_LITE: case TV_AMULET: case TV_RING: case TV_CARD:
1083 /*** ̤ȽÌÀ¤Î... ***/
1084 if (!strncmp(str, "unaware",7) &&
1085 !object_aware_p(o_ptr)) NEXT_WORD(7);
1087 /*** ̵²ÁÃͤÎ... ***/
1088 if (!strncmp(str, "worthless", 9)
1089 && object_value(o_ptr) <= 0) NEXT_WORD(9);
1092 if (o_ptr->tval != TV_BOW && !strncmp(str, "dice boosted", 12))
1094 object_kind *k_ptr = &k_info[o_ptr->k_idx];
1095 if ((o_ptr->dd != k_ptr->dd) || (o_ptr->ds != k_ptr->ds))
1100 if (!strncmp(str, "more than ", 10) &&
1101 !strncmp(str+2+10, " dice ", 6) &&
1102 isdigit(str[10]) && isdigit(str[11]) &&
1103 o_ptr->dd * o_ptr->ds >= (str[10]-'0') * 10 + (str[11]-'0'))
1106 /*** ¾Þ¶â¼ó¤Î»àÂÎ/¹ü ***/
1107 if (!strncmp(str, "wanted", 6) &&
1108 (o_ptr->tval == TV_CORPSE) &&
1109 object_is_shoukinkubi(o_ptr)) NEXT_WORD(6);
1111 /*** ¥æ¥Ë¡¼¥¯¡¦¥â¥ó¥¹¥¿¡¼¤Î»àÂÎ/¹ü ***/
1112 if (!strncmp(str, "unique monster's", 16) &&
1113 ((o_ptr->tval == TV_CORPSE) || (o_ptr->tval == TV_STATUE)) &&
1114 (r_info[o_ptr->pval].flags1 & RF1_UNIQUE)) NEXT_WORD(16);
1116 /*** ¿Í´Ö¤Î»àÂÎ/¹ü (for Daemon) ***/
1117 if (!strncmp(str, "human", 5) &&
1118 (o_ptr->tval == TV_CORPSE) &&
1119 (strchr("pht", r_info[o_ptr->pval].d_char))) NEXT_WORD(5);
1121 /*** º£¤Î¿¦¶È¤Ç»È¤¨¤Ê¤¤ËâË¡½ñ ***/
1122 if (!strncmp(str, "unreadable", 10) &&
1123 (o_ptr->tval >= TV_LIFE_BOOK) &&
1124 !check_book_realm(o_ptr->tval, o_ptr->sval)) NEXT_WORD(10);
1126 /*** Âè°ìÎΰè¤ÎËâË¡½ñ ***/
1127 if (!strncmp(str, "first realm's", 13) &&
1128 !(p_ptr->pclass == CLASS_SORCERER) &&
1129 !(p_ptr->pclass == CLASS_RED_MAGE) &&
1130 (o_ptr->tval >= TV_LIFE_BOOK) &&
1131 (REALM1_BOOK == o_ptr->tval) ) NEXT_WORD(13);
1133 /*** ÂèÆóÎΰè¤ÎËâË¡½ñ ***/
1134 if (!strncmp(str, "second realm's", 14) &&
1135 !(p_ptr->pclass == CLASS_SORCERER) &&
1136 !(p_ptr->pclass == CLASS_RED_MAGE) &&
1137 (o_ptr->tval >= TV_LIFE_BOOK) &&
1138 (REALM2_BOOK == o_ptr->tval) ) NEXT_WORD(14);
1140 /*** nºýÌܤÎËâË¡½ñ ***/
1141 if (!strncmp(str, "first", 5) &&
1142 (o_ptr->tval >= TV_LIFE_BOOK) &&
1143 (0 == o_ptr->sval) ) NEXT_WORD(5);
1144 if (!strncmp(str, "second", 6) &&
1145 (o_ptr->tval >= TV_LIFE_BOOK) &&
1146 (1 == o_ptr->sval) ) NEXT_WORD(6);
1147 if (!strncmp(str, "third", 5) &&
1148 (o_ptr->tval >= TV_LIFE_BOOK) &&
1149 (2 == o_ptr->sval) ) NEXT_WORD(5);
1150 if (!strncmp(str, "fourth", 6) &&
1151 (o_ptr->tval >= TV_LIFE_BOOK) &&
1152 (3 == o_ptr->sval) ) NEXT_WORD(6);
1154 /*** ¥¢¥¤¥Æ¥à¤Î¥«¥Æ¥´¥ê»ØÄêͽÌó¸ì ***/
1155 if (!strncmp(str, "items",5)) len = 5;
1157 else if (!strncmp(str, "artifacts", 9)){
1158 if (object_known_p(o_ptr)
1159 && (artifact_p(o_ptr) || o_ptr->art_name))
1163 else if (!strncmp(str, "weapons", 7)){
1164 switch( o_ptr->tval ){
1174 else if (!strncmp(str, "armors", 6)){
1175 switch( o_ptr->tval ){
1189 else if (!strncmp(str, "missiles", 8)){
1190 switch( o_ptr->tval ){
1198 else if (!strncmp(str, "magical devices", 15)){
1199 switch( o_ptr->tval ){
1208 else if (!strncmp(str, "lights", 6)){
1209 switch( o_ptr->tval ){
1215 else if (!strncmp(str, "junks", 5)){
1216 switch( o_ptr->tval ){
1224 else if (!strncmp(str, "spellbooks", 10) &&
1225 o_ptr->tval >= TV_LIFE_BOOK) len = 10;
1226 else if (!strncmp(str, "hafted weapons", 14) &&
1227 o_ptr->tval == TV_HAFTED) len = 14;
1228 else if (!strncmp(str, "shields", 7) &&
1229 o_ptr->tval == TV_SHIELD) len = 7;
1230 else if (!strncmp(str, "bows", 4) &&
1231 o_ptr->tval == TV_BOW) len = 4;
1232 else if (!strncmp(str, "rings", 5) &&
1233 o_ptr->tval == TV_RING) len = 5;
1234 else if (!strncmp(str, "amulets", 7) &&
1235 o_ptr->tval == TV_AMULET) len = 7;
1236 else if (!strncmp(str, "suits", 5) &&
1237 (o_ptr->tval == TV_DRAG_ARMOR || o_ptr->tval == TV_HARD_ARMOR ||
1238 o_ptr->tval == TV_SOFT_ARMOR)) len = 5;
1239 else if (!strncmp(str, "cloaks", 6) &&
1240 o_ptr->tval == TV_CLOAK) len = 6;
1241 else if (!strncmp(str, "helms", 5) &&
1242 (o_ptr->tval == TV_CROWN || o_ptr->tval == TV_HELM)) len = 5;
1243 else if (!strncmp(str, "gloves", 6) &&
1244 o_ptr->tval == TV_GLOVES) len = 6;
1245 else if (!strncmp(str, "boots", 5) &&
1246 o_ptr->tval == TV_BOOTS) len = 5;
1251 else if (*str == ':')
1260 if (!strncmp(o_name, str, strlen(str)))
1265 if (strstr_j(o_name, str))
1267 if (strstr(o_name, str))
1278 /* Check if there is a same item */
1279 for (j = 0; j < INVEN_PACK; j++)
1281 if (object_similar(&inventory[j], o_ptr))
1291 static bool is_autopick2( object_type *o_ptr) {
1294 /* No inscription */
1295 if (!o_ptr->inscription) return (FALSE);
1298 s = strchr(quark_str(o_ptr->inscription), '=');
1300 /* Process inscription */
1303 /* Auto-pickup on "=g" */
1304 if (s[1] == 'g') return (TRUE);
1306 /* Find another '=' */
1307 s = strchr(s + 1, '=');
1310 /* Don't auto pickup */
1315 * Automatically destroy items in this grid.
1317 static bool is_opt_confirm_destroy(object_type *o_ptr)
1319 if (!destroy_items) return FALSE;
1321 /* Known to be worthless? */
1323 if (object_value(o_ptr) > 0) return FALSE;
1326 if ((o_ptr->tval >= TV_SHOT) && (o_ptr->tval <= TV_DRAG_ARMOR)) return FALSE;
1329 if ((o_ptr->tval == TV_CHEST) && o_ptr->pval) return FALSE;
1333 if (o_ptr->tval == TV_CORPSE
1334 && object_is_shoukinkubi(o_ptr)) return FALSE;
1338 if (o_ptr->tval == TV_CORPSE) return FALSE;
1341 if ((o_ptr->tval == TV_SKELETON) || (o_ptr->tval == TV_BOTTLE) || (o_ptr->tval == TV_JUNK) || (o_ptr->tval == TV_STATUE)) return FALSE;
1343 if (o_ptr->tval == TV_GOLD) return FALSE;
1349 * Automatically pickup/destroy items in this grid.
1351 static void auto_pickup_items(cave_type *c_ptr)
1353 s16b this_o_idx, next_o_idx = 0;
1354 s16b inscribe_flags(object_type *o_ptr, cptr out_val);
1356 char o_name[MAX_NLEN];
1359 /* Scan the pile of objects */
1360 for (this_o_idx = c_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
1362 /* Acquire object */
1363 object_type *o_ptr = &o_list[this_o_idx];
1365 /* Acquire next object */
1366 next_o_idx = o_ptr->next_o_idx;
1367 idx = is_autopick(o_ptr);
1369 if (idx >= 0 && autopick_insc[idx] && !o_ptr->inscription)
1370 o_ptr->inscription = inscribe_flags(o_ptr, autopick_insc[idx]);
1372 if (is_autopick2(o_ptr) ||
1373 (idx >= 0 && (autopick_action[idx] & DO_AUTOPICK)))
1377 if (!inven_carry_okay(o_ptr)){
1378 /* Describe the object */
1379 object_desc(o_name, o_ptr, TRUE, 3);
1382 msg_format("¥¶¥Ã¥¯¤Ë¤Ï%s¤òÆþ¤ì¤ë·ä´Ö¤¬¤Ê¤¤¡£", o_name);
1384 msg_format("You have no room for %s.", o_name);
1388 py_pickup_aux(this_o_idx);
1393 else if ((idx == -1 && is_opt_confirm_destroy(o_ptr)) ||
1394 (!always_pickup && (idx != -1 && (autopick_action[idx] & DO_AUTODESTROY))))
1397 /* Describe the object (with {terrible/special}) */
1398 object_desc(o_name, o_ptr, TRUE, 3);
1400 if (!can_player_destroy_object(o_ptr))
1404 msg_format("%s¤ÏÇ˲õÉÔǽ¤À¡£", o_name);
1406 msg_format("You cannot auto-destroy %s.", o_name);
1412 /* Destroy the item */
1413 delete_object_idx(this_o_idx);
1415 /* Print a message */
1417 msg_format("%s¤ò¼«Æ°Ç˲õ¤·¤Þ¤¹¡£", o_name);
1419 msg_format("Auto-destroying %s.", o_name);
1429 * Player "wants" to pick up an object or gold.
1430 * Note that we ONLY handle things that can be picked up.
1431 * See "move_player()" for handling of other things.
1433 void carry(int pickup)
1435 cave_type *c_ptr = &cave[py][px];
1437 s16b this_o_idx, next_o_idx = 0;
1439 char o_name[MAX_NLEN];
1441 /* Recenter the map around the player */
1445 p_ptr->update |= (PU_MONSTERS);
1448 p_ptr->redraw |= (PR_MAP);
1451 p_ptr->window |= (PW_OVERHEAD);
1456 /* Automatically pickup/destroy/inscribe items */
1457 auto_pickup_items(c_ptr);
1460 #ifdef ALLOW_EASY_FLOOR
1464 py_pickup_floor(pickup);
1468 #endif /* ALLOW_EASY_FLOOR */
1470 /* Scan the pile of objects */
1471 for (this_o_idx = c_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
1475 /* Acquire object */
1476 o_ptr = &o_list[this_o_idx];
1478 #ifdef ALLOW_EASY_SENSE /* TNB */
1480 /* Option: Make item sensing easy */
1483 /* Sense the object */
1484 (void)sense_object(o_ptr);
1487 #endif /* ALLOW_EASY_SENSE -- TNB */
1489 /* Describe the object */
1490 object_desc(o_name, o_ptr, TRUE, 3);
1492 /* Acquire next object */
1493 next_o_idx = o_ptr->next_o_idx;
1495 /* Hack -- disturb */
1499 if (o_ptr->tval == TV_GOLD)
1501 int value = (long)o_ptr->pval;
1503 /* Delete the gold */
1504 delete_object_idx(this_o_idx);
1508 msg_format(" $%ld ¤Î²ÁÃͤ¬¤¢¤ë%s¤ò¸«¤Ä¤±¤¿¡£",
1509 (long)value, o_name);
1511 msg_format("You collect %ld gold pieces worth of %s.",
1512 (long)value, o_name);
1518 /* Collect the gold */
1522 p_ptr->redraw |= (PR_GOLD);
1525 p_ptr->window |= (PW_PLAYER);
1528 /* Pick up objects */
1531 /* Describe the object */
1536 msg_format("%s¤¬¤¢¤ë¡£", o_name);
1538 msg_format("You see %s.", o_name);
1543 /* Note that the pack is too full */
1544 else if (!inven_carry_okay(o_ptr))
1547 msg_format("¥¶¥Ã¥¯¤Ë¤Ï%s¤òÆþ¤ì¤ë·ä´Ö¤¬¤Ê¤¤¡£", o_name);
1549 msg_format("You have no room for %s.", o_name);
1554 /* Pick up the item (if requested and allowed) */
1559 /* Hack -- query every item */
1560 if (carry_query_flag)
1562 char out_val[MAX_NLEN+20];
1564 sprintf(out_val, "%s¤ò½¦¤¤¤Þ¤¹¤«? ", o_name);
1566 sprintf(out_val, "Pick up %s? ", o_name);
1569 okay = get_check(out_val);
1572 /* Attempt to pick up an object. */
1575 /* Pick up the object */
1576 py_pickup_aux(this_o_idx);
1585 * Determine if a trap affects the player.
1586 * Always miss 5% of the time, Always hit 5% of the time.
1587 * Otherwise, match trap power against player armor.
1589 static int check_hit(int power)
1593 /* Percentile dice */
1596 /* Hack -- 5% hit, 5% miss */
1597 if (k < 10) return (k < 5);
1599 if (p_ptr->pseikaku == SEIKAKU_NAMAKE)
1600 if (one_in_(20)) return (FALSE);
1602 /* Paranoia -- No power */
1603 if (power <= 0) return (FALSE);
1606 ac = p_ptr->ac + p_ptr->to_a;
1608 /* Power competes against Armor */
1609 if (randint(power) > ((ac * 3) / 4)) return (TRUE);
1618 * Handle player hitting a real trap
1620 static void hit_trap(bool break_trap)
1628 cptr name = "¥È¥é¥Ã¥×";
1630 cptr name = "a trap";
1635 /* Disturb the player */
1638 /* Get the cave grid */
1639 c_ptr = &cave[y][x];
1641 /* Analyze XXX XXX XXX */
1642 switch (c_ptr->feat)
1644 case FEAT_TRAP_TRAPDOOR:
1649 msg_print("Í¸Í¤òÈô¤Ó±Û¤¨¤¿¡£");
1651 msg_print("You fly over a trap door.");
1658 msg_print("Í¸Í¤ËÍî¤Á¤¿¡ª");
1659 if ((p_ptr->pseikaku == SEIKAKU_COMBAT) || (inventory[INVEN_BOW].name1 == ART_CRIMSON))
1660 msg_print("¤¯¤Ã¤½¡Á¡ª");
1662 msg_print("You have fallen through a trap door!");
1666 dam = damroll(2, 8);
1670 name = "a trap door";
1673 take_hit(DAMAGE_NOESCAPE, dam, name, -1);
1675 /* Still alive and autosave enabled */
1676 if (autosave_l && (p_ptr->chp >= 0))
1677 do_cmd_save_game(TRUE);
1680 do_cmd_write_nikki(NIKKI_STAIR, 1, "Í¸Í¤ËÍî¤Á¤¿");
1682 do_cmd_write_nikki(NIKKI_STAIR, 1, "You have fallen through a trap door!");
1687 p_ptr->leaving = TRUE;
1697 msg_print("Í·ê¤òÈô¤Ó±Û¤¨¤¿¡£");
1699 msg_print("You fly over a pit trap.");
1706 msg_print("Í·ê¤ËÍî¤Á¤Æ¤·¤Þ¤Ã¤¿¡ª");
1708 msg_print("You have fallen into a pit!");
1711 dam = damroll(2, 6);
1715 name = "a pit trap";
1718 take_hit(DAMAGE_NOESCAPE, dam, name, -1);
1723 case FEAT_TRAP_SPIKED_PIT:
1728 msg_print("¥È¥²¤Î¤¢¤ëÍ·ê¤òÈô¤Ó±Û¤¨¤¿¡£");
1730 msg_print("You fly over a spiked pit.");
1737 msg_print("¥¹¥Ñ¥¤¥¯¤¬Éߤ«¤ì¤¿Í·ê¤ËÍî¤Á¤Æ¤·¤Þ¤Ã¤¿¡ª");
1739 msg_print("You fall into a spiked pit!");
1747 name = "a pit trap";
1750 dam = damroll(2, 6);
1752 /* Extra spike damage */
1753 if (rand_int(100) < 50)
1756 msg_print("¥¹¥Ñ¥¤¥¯¤¬»É¤µ¤Ã¤¿¡ª");
1758 msg_print("You are impaled!");
1763 name = "¥È¥²¤Î¤¢¤ëÍ·ê";
1765 name = "a spiked pit";
1769 (void)set_cut(p_ptr->cut + randint(dam));
1772 /* Take the damage */
1773 take_hit(DAMAGE_NOESCAPE, dam, name, -1);
1778 case FEAT_TRAP_POISON_PIT:
1783 msg_print("¥È¥²¤Î¤¢¤ëÍ·ê¤òÈô¤Ó±Û¤¨¤¿¡£");
1785 msg_print("You fly over a spiked pit.");
1792 msg_print("¥¹¥Ñ¥¤¥¯¤¬Éߤ«¤ì¤¿Í·ê¤ËÍî¤Á¤Æ¤·¤Þ¤Ã¤¿¡ª");
1794 msg_print("You fall into a spiked pit!");
1799 dam = damroll(2, 6);
1804 name = "a pit trap";
1808 /* Extra spike damage */
1809 if (rand_int(100) < 50)
1812 msg_print("ÆǤòÅɤé¤ì¤¿¥¹¥Ñ¥¤¥¯¤¬»É¤µ¤Ã¤¿¡ª");
1814 msg_print("You are impaled on poisonous spikes!");
1819 name = "¥È¥²¤Î¤¢¤ëÍ·ê";
1821 name = "a spiked pit";
1826 (void)set_cut(p_ptr->cut + randint(dam));
1828 if (p_ptr->resist_pois || p_ptr->oppose_pois)
1831 msg_print("¤·¤«¤·ÆǤαƶÁ¤Ï¤Ê¤«¤Ã¤¿¡ª");
1833 msg_print("The poison does not affect you!");
1841 (void)set_poisoned(p_ptr->poisoned + randint(dam));
1845 /* Take the damage */
1846 take_hit(DAMAGE_NOESCAPE, dam, name, -1);
1852 case FEAT_TRAP_TY_CURSE:
1855 msg_print("²¿¤«¤¬¥Ô¥«¥Ã¤È¸÷¤Ã¤¿¡ª");
1857 msg_print("There is a flash of shimmering light!");
1860 c_ptr->info &= ~(CAVE_MARK);
1861 cave_set_feat(y, x, floor_type[rand_int(100)]);
1862 num = 2 + randint(3);
1863 for (i = 0; i < num; i++)
1865 (void)summon_specific(0, y, x, dun_level, 0, TRUE, FALSE, FALSE, TRUE, TRUE);
1868 if (dun_level > randint(100)) /* No nasty effect for low levels */
1870 bool stop_ty = FALSE;
1875 stop_ty = activate_ty_curse(stop_ty, &count);
1877 while (randint(6) == 1);
1882 case FEAT_TRAP_TELEPORT:
1885 msg_print("¥Æ¥ì¥Ý¡¼¥È¡¦¥È¥é¥Ã¥×¤Ë¤Ò¤Ã¤«¤«¤Ã¤¿¡ª");
1887 msg_print("You hit a teleport trap!");
1890 teleport_player(100);
1894 case FEAT_TRAP_FIRE:
1897 msg_print("±ê¤ËÊñ¤Þ¤ì¤¿¡ª");
1899 msg_print("You are enveloped in flames!");
1902 dam = damroll(4, 6);
1904 fire_dam(dam, "±ê¤Î¥È¥é¥Ã¥×", -1);
1906 fire_dam(dam, "a fire trap", -1);
1912 case FEAT_TRAP_ACID:
1915 msg_print("»À¤¬¿á¤¤«¤±¤é¤ì¤¿¡ª");
1917 msg_print("You are splashed with acid!");
1920 dam = damroll(4, 6);
1922 acid_dam(dam, "»À¤Î¥È¥é¥Ã¥×", -1);
1924 acid_dam(dam, "an acid trap", -1);
1930 case FEAT_TRAP_SLOW:
1935 msg_print("¾®¤µ¤Ê¥À¡¼¥Ä¤¬Èô¤ó¤Ç¤¤Æ»É¤µ¤Ã¤¿¡ª");
1937 msg_print("A small dart hits you!");
1940 dam = damroll(1, 4);
1941 take_hit(DAMAGE_ATTACK, dam, name, -1);
1942 (void)set_slow(p_ptr->slow + rand_int(20) + 20, FALSE);
1947 msg_print("¾®¤µ¤Ê¥À¡¼¥Ä¤¬Èô¤ó¤Ç¤¤¿¡ª¤¬¡¢±¿Îɤ¯Åö¤¿¤é¤Ê¤«¤Ã¤¿¡£");
1949 msg_print("A small dart barely misses you.");
1956 case FEAT_TRAP_LOSE_STR:
1961 msg_print("¾®¤µ¤Ê¥À¡¼¥Ä¤¬Èô¤ó¤Ç¤¤Æ»É¤µ¤Ã¤¿¡ª");
1963 msg_print("A small dart hits you!");
1966 dam = damroll(1, 4);
1968 take_hit(DAMAGE_ATTACK, dam, "¥À¡¼¥Ä¤Îæ«", -1);
1970 take_hit(DAMAGE_ATTACK, dam, "a dart trap", -1);
1973 (void)do_dec_stat(A_STR);
1978 msg_print("¾®¤µ¤Ê¥À¡¼¥Ä¤¬Èô¤ó¤Ç¤¤¿¡ª¤¬¡¢±¿Îɤ¯Åö¤¿¤é¤Ê¤«¤Ã¤¿¡£");
1980 msg_print("A small dart barely misses you.");
1987 case FEAT_TRAP_LOSE_DEX:
1992 msg_print("¾®¤µ¤Ê¥À¡¼¥Ä¤¬Èô¤ó¤Ç¤¤Æ»É¤µ¤Ã¤¿¡ª");
1994 msg_print("A small dart hits you!");
1997 dam = damroll(1, 4);
1999 take_hit(DAMAGE_ATTACK, dam, "¥À¡¼¥Ä¤Îæ«", -1);
2001 take_hit(DAMAGE_ATTACK, dam, "a dart trap", -1);
2004 (void)do_dec_stat(A_DEX);
2009 msg_print("¾®¤µ¤Ê¥À¡¼¥Ä¤¬Èô¤ó¤Ç¤¤¿¡ª¤¬¡¢±¿Îɤ¯Åö¤¿¤é¤Ê¤«¤Ã¤¿¡£");
2011 msg_print("A small dart barely misses you.");
2018 case FEAT_TRAP_LOSE_CON:
2023 msg_print("¾®¤µ¤Ê¥À¡¼¥Ä¤¬Èô¤ó¤Ç¤¤Æ»É¤µ¤Ã¤¿¡ª");
2025 msg_print("A small dart hits you!");
2028 dam = damroll(1, 4);
2030 take_hit(DAMAGE_ATTACK, dam, "¥À¡¼¥Ä¤Îæ«", -1);
2032 take_hit(DAMAGE_ATTACK, dam, "a dart trap", -1);
2035 (void)do_dec_stat(A_CON);
2040 msg_print("¾®¤µ¤Ê¥À¡¼¥Ä¤¬Èô¤ó¤Ç¤¤¿¡ª¤¬¡¢±¿Îɤ¯Åö¤¿¤é¤Ê¤«¤Ã¤¿¡£");
2042 msg_print("A small dart barely misses you.");
2049 case FEAT_TRAP_BLIND:
2052 msg_print("¹õ¤¤¥¬¥¹¤ËÊñ¤ß¹þ¤Þ¤ì¤¿¡ª");
2054 msg_print("A black gas surrounds you!");
2057 if (!p_ptr->resist_blind)
2059 (void)set_blind(p_ptr->blind + rand_int(50) + 25);
2064 case FEAT_TRAP_CONFUSE:
2067 msg_print("¤¤é¤á¤¯¥¬¥¹¤ËÊñ¤ß¹þ¤Þ¤ì¤¿¡ª");
2069 msg_print("A gas of scintillating colors surrounds you!");
2072 if (!p_ptr->resist_conf)
2074 (void)set_confused(p_ptr->confused + rand_int(20) + 10);
2079 case FEAT_TRAP_POISON:
2082 msg_print("»É·ãŪ¤ÊÎп§¤Î¥¬¥¹¤ËÊñ¤ß¹þ¤Þ¤ì¤¿¡ª");
2084 msg_print("A pungent green gas surrounds you!");
2087 if (!p_ptr->resist_pois && !p_ptr->oppose_pois)
2089 (void)set_poisoned(p_ptr->poisoned + rand_int(20) + 10);
2094 case FEAT_TRAP_SLEEP:
2097 msg_print("´ñ̯¤ÊÇò¤¤Ì¸¤ËÊñ¤Þ¤ì¤¿¡ª");
2099 msg_print("A strange white mist surrounds you!");
2102 if (!p_ptr->free_act)
2105 msg_print("¤¢¤Ê¤¿¤Ï̲¤ê¤Ë½¢¤¤¤¿¡£");
2107 msg_print("You fall asleep.");
2111 if (ironman_nightmare)
2114 msg_print("¿È¤ÎÌÓ¤â¤è¤À¤Ä¸÷·Ê¤¬Æ¬¤ËÉ⤫¤ó¤À¡£");
2116 msg_print("A horrible vision enters your mind.");
2120 /* Pick a nightmare */
2121 get_mon_num_prep(get_nightmare, NULL);
2123 /* Have some nightmares */
2124 have_nightmare(get_mon_num(MAX_DEPTH));
2126 /* Remove the monster restriction */
2127 get_mon_num_prep(NULL, NULL);
2129 (void)set_paralyzed(p_ptr->paralyzed + rand_int(10) + 5);
2134 case FEAT_TRAP_TRAPS:
2137 msg_print("¤Þ¤Ð¤æ¤¤Á®¸÷¤¬Áö¤Ã¤¿¡ª");
2139 msg_print("There is a bright flash of light!");
2143 /* Destroy this trap */
2144 cave_set_feat(y, x, floor_type[rand_int(100)]);
2146 /* Make some new traps */
2147 project(0, 1, y, x, 0, GF_MAKE_TRAP, PROJECT_HIDE | PROJECT_JUMP | PROJECT_GRID, -1);
2152 if (break_trap && is_trap(c_ptr->feat))
2154 cave_set_feat(y, x, floor_type[rand_int(100)]);
2156 msg_print("¥È¥é¥Ã¥×¤òÊ´ºÕ¤·¤¿¡£");
2158 msg_print("You destroyed the trap.");
2164 void touch_zap_player(monster_type *m_ptr)
2166 int aura_damage = 0;
2167 monster_race *r_ptr = &r_info[m_ptr->r_idx];
2169 if (r_ptr->flags2 & RF2_AURA_FIRE)
2171 if (!p_ptr->immune_fire)
2175 aura_damage = damroll(1 + (r_ptr->level / 26), 1 + (r_ptr->level / 17));
2177 /* Hack -- Get the "died from" name */
2178 monster_desc(aura_dam, m_ptr, 0x88);
2181 msg_print("ÆÍÁ³¤È¤Æ¤âÇ®¤¯¤Ê¤Ã¤¿¡ª");
2183 msg_print("You are suddenly very hot!");
2187 if (p_ptr->oppose_fire) aura_damage = (aura_damage + 2) / 3;
2188 if (p_ptr->resist_fire) aura_damage = (aura_damage + 2) / 3;
2190 take_hit(DAMAGE_NOESCAPE, aura_damage, aura_dam, -1);
2191 r_ptr->r_flags2 |= RF2_AURA_FIRE;
2196 if (r_ptr->flags3 & RF3_AURA_COLD)
2198 if (!p_ptr->immune_cold)
2202 aura_damage = damroll(1 + (r_ptr->level / 26), 1 + (r_ptr->level / 17));
2204 /* Hack -- Get the "died from" name */
2205 monster_desc(aura_dam, m_ptr, 0x88);
2208 msg_print("ÆÍÁ³¤È¤Æ¤â´¨¤¯¤Ê¤Ã¤¿¡ª");
2210 msg_print("You are suddenly very cold!");
2214 if (p_ptr->oppose_cold) aura_damage = (aura_damage + 2) / 3;
2215 if (p_ptr->resist_cold) aura_damage = (aura_damage + 2) / 3;
2217 take_hit(DAMAGE_NOESCAPE, aura_damage, aura_dam, -1);
2218 r_ptr->r_flags3 |= RF3_AURA_COLD;
2223 if (r_ptr->flags2 & RF2_AURA_ELEC)
2225 if (!p_ptr->immune_elec)
2229 aura_damage = damroll(1 + (r_ptr->level / 26), 1 + (r_ptr->level / 17));
2231 /* Hack -- Get the "died from" name */
2232 monster_desc(aura_dam, m_ptr, 0x88);
2234 if (p_ptr->oppose_elec) aura_damage = (aura_damage + 2) / 3;
2235 if (p_ptr->resist_elec) aura_damage = (aura_damage + 2) / 3;
2238 msg_print("ÅÅ·â¤ò¤¯¤é¤Ã¤¿¡ª");
2240 msg_print("You get zapped!");
2243 take_hit(DAMAGE_NOESCAPE, aura_damage, aura_dam, -1);
2244 r_ptr->r_flags2 |= RF2_AURA_ELEC;
2251 static void natural_attack(s16b m_idx, int attack, bool *fear, bool *mdeath)
2253 int k, bonus, chance;
2255 monster_type *m_ptr = &m_list[m_idx];
2256 monster_race *r_ptr = &r_info[m_ptr->r_idx];
2265 case MUT2_SCOR_TAIL:
2292 atk_desc = "¥¯¥Á¥Ð¥·";
2303 atk_desc = "¾Ý¤ÎÉ¡";
2309 case MUT2_TENTACLES:
2316 atk_desc = "tentacles";
2321 dss = ddd = n_weight = 1;
2323 atk_desc = "̤ÄêµÁ¤ÎÉô°Ì";
2325 atk_desc = "undefined body part";
2330 /* Extract monster name (or "it") */
2331 monster_desc(m_name, m_ptr, 0);
2334 /* Calculate the "attack quality" */
2335 bonus = p_ptr->to_h_m;
2336 bonus += (p_ptr->lev * 6 / 5);
2337 chance = (p_ptr->skill_thn + (bonus * BTH_PLUS_ADJ));
2340 if ((!(r_ptr->flags2 & RF2_QUANTUM) || !rand_int(2)) && test_hit_norm(chance, r_ptr->ac, m_ptr->ml))
2346 msg_format("%s¤ò%s¤Ç¹¶·â¤·¤¿¡£", m_name, atk_desc);
2348 msg_format("You hit %s with your %s.", m_name, atk_desc);
2352 k = damroll(ddd, dss);
2353 k = critical_norm(n_weight, bonus, k, (s16b)bonus, 0);
2355 /* Apply the player damage bonuses */
2358 /* No negative damage */
2361 /* Modify the damage */
2362 k = mon_damage_mod(m_ptr, k, FALSE);
2364 /* Complex message */
2368 msg_format("%d/%d ¤Î¥À¥á¡¼¥¸¤òÍ¿¤¨¤¿¡£", k, m_ptr->hp);
2370 msg_format("You do %d (out of %d) damage.", k, m_ptr->hp);
2375 /* Anger the monster */
2376 if (k > 0) anger_monster(m_ptr);
2378 /* Damage, check for fear and mdeath */
2381 case MUT2_SCOR_TAIL:
2382 project(0, 0, m_ptr->fy, m_ptr->fx, k, GF_POIS, PROJECT_KILL | PROJECT_NO_REF, -1);
2383 *mdeath = (m_ptr->r_idx == 0);
2386 *mdeath = mon_take_hit(m_idx, k, fear, NULL);
2389 *mdeath = mon_take_hit(m_idx, k, fear, NULL);
2392 *mdeath = mon_take_hit(m_idx, k, fear, NULL);
2394 case MUT2_TENTACLES:
2395 *mdeath = mon_take_hit(m_idx, k, fear, NULL);
2398 *mdeath = mon_take_hit(m_idx, k, fear, NULL);
2401 touch_zap_player(m_ptr);
2411 msg_format("¥ß¥¹¡ª %s¤Ë¤«¤ï¤µ¤ì¤¿¡£", m_name);
2413 msg_format("You miss %s.", m_name);
2422 * Player attacks a (poor, defenseless) creature -RAK-
2424 * If no "weapon" is available, then "punch" the monster one time.
2426 static void py_attack_aux(int y, int x, bool *fear, bool *mdeath, s16b hand, int mode)
2428 int num = 0, k, bonus, chance, vir;
2430 cave_type *c_ptr = &cave[y][x];
2432 monster_type *m_ptr = &m_list[c_ptr->m_idx];
2433 monster_race *r_ptr = &r_info[m_ptr->r_idx];
2439 bool success_hit = FALSE;
2440 bool old_success_hit = FALSE;
2441 bool backstab = FALSE;
2442 bool vorpal_cut = FALSE;
2443 int chaos_effect = 0;
2444 bool stab_fleeing = FALSE;
2445 bool fuiuchi = FALSE;
2446 bool do_quake = FALSE;
2447 bool drain_msg = TRUE;
2448 int drain_result = 0, drain_heal = 0;
2449 bool can_drain = FALSE;
2451 int drain_left = MAX_VAMPIRIC_DRAIN;
2452 u32b f1, f2, f3; /* A massive hack -- life-draining weapons */
2453 bool is_human = (r_ptr->d_char == 'p');
2454 bool is_lowlevel = (r_ptr->level < (p_ptr->lev - 15));
2455 bool zantetsu_mukou, e_j_mukou;
2459 if (((p_ptr->pclass == CLASS_ROGUE) || (p_ptr->pclass == CLASS_NINJA)) && inventory[INVEN_RARM+hand].tval)
2461 int tmp = p_ptr->lev*8+50;
2462 if (p_ptr->monlite && (mode != HISSATSU_NYUSIN)) tmp /= 3;
2463 if (p_ptr->aggravate) tmp /= 2;
2464 if (r_ptr->level > (p_ptr->lev*p_ptr->lev/20+10)) tmp /= 3;
2465 if (m_ptr->csleep && m_ptr->ml)
2467 /* Can't backstab creatures that we can't see, right? */
2470 else if ((p_ptr->special_defense & NINJA_S_STEALTH) && (rand_int(tmp) > (r_ptr->level+20)) && m_ptr->ml)
2474 else if (m_ptr->monfear && m_ptr->ml)
2476 stab_fleeing = TRUE;
2480 if(!buki_motteruka(INVEN_RARM) && !buki_motteruka(INVEN_LARM))
2482 if ((r_ptr->level + 10) > p_ptr->lev)
2484 if (skill_exp[GINOU_SUDE] < s_info[p_ptr->pclass].s_max[GINOU_SUDE])
2486 if (skill_exp[GINOU_SUDE] < 4000)
2487 skill_exp[GINOU_SUDE]+=40;
2488 else if((skill_exp[GINOU_SUDE] < 6000))
2489 skill_exp[GINOU_SUDE]+=5;
2490 else if((skill_exp[GINOU_SUDE] < 7000) && (p_ptr->lev > 19))
2491 skill_exp[GINOU_SUDE]+=1;
2492 else if((skill_exp[GINOU_SUDE] < 8000) && (p_ptr->lev > 34))
2493 if (one_in_(3)) skill_exp[GINOU_SUDE]+=1;
2494 p_ptr->update |= (PU_BONUS);
2500 if ((r_ptr->level + 10) > p_ptr->lev)
2502 if (weapon_exp[inventory[INVEN_RARM+hand].tval-TV_BOW][inventory[INVEN_RARM+hand].sval] < s_info[p_ptr->pclass].w_max[inventory[INVEN_RARM+hand].tval-TV_BOW][inventory[INVEN_RARM+hand].sval])
2504 if (weapon_exp[inventory[INVEN_RARM+hand].tval-TV_BOW][inventory[INVEN_RARM+hand].sval] < 4000)
2505 weapon_exp[inventory[INVEN_RARM+hand].tval-TV_BOW][inventory[INVEN_RARM+hand].sval]+=80;
2506 else if((weapon_exp[inventory[INVEN_RARM+hand].tval-TV_BOW][inventory[INVEN_RARM+hand].sval] < 6000))
2507 weapon_exp[inventory[INVEN_RARM+hand].tval-TV_BOW][inventory[INVEN_RARM+hand].sval]+=10;
2508 else if((weapon_exp[inventory[INVEN_RARM+hand].tval-TV_BOW][inventory[INVEN_RARM+hand].sval] < 7000) && (p_ptr->lev > 19))
2509 weapon_exp[inventory[INVEN_RARM+hand].tval-TV_BOW][inventory[INVEN_RARM+hand].sval]+=1;
2510 else if((weapon_exp[inventory[INVEN_RARM+hand].tval-TV_BOW][inventory[INVEN_RARM+hand].sval] < 8000) && (p_ptr->lev > 34))
2511 if (one_in_(2)) weapon_exp[inventory[INVEN_RARM+hand].tval-TV_BOW][inventory[INVEN_RARM+hand].sval]+=1;
2512 p_ptr->update |= (PU_BONUS);
2517 /* Disturb the monster */
2519 if (r_ptr->flags7 & (RF7_HAS_LITE_1 | RF7_HAS_LITE_2))
2520 p_ptr->update |= (PU_MON_LITE);
2522 /* Extract monster name (or "it") */
2523 monster_desc(m_name, m_ptr, 0);
2525 /* Access the weapon */
2526 o_ptr = &inventory[INVEN_RARM+hand];
2528 /* Calculate the "attack quality" */
2529 bonus = p_ptr->to_h[hand] + o_ptr->to_h;
2530 chance = (p_ptr->skill_thn + (bonus * BTH_PLUS_ADJ));
2531 if (mode == HISSATSU_IAI) chance += 60;
2532 if (p_ptr->special_defense & KATA_KOUKIJIN) chance += 150;
2534 if (p_ptr->sutemi) chance = MAX(chance * 3 / 2, chance + 60);
2536 vir = virtue_number(V_VALOUR);
2539 chance += (p_ptr->virtues[vir - 1]/10);
2542 zantetsu_mukou = ((o_ptr->name1 == ART_ZANTETSU) && (r_ptr->d_char == 'j'));
2543 e_j_mukou = ((o_ptr->name1 == ART_EXCALIBUR_J) && (r_ptr->d_char == 'S'));
2545 if ((mode == HISSATSU_KYUSHO) || (mode == HISSATSU_MINEUCHI) || (mode == HISSATSU_3DAN) || (mode == HISSATSU_IAI)) num_blow = 1;
2546 else if (mode == HISSATSU_COLD) num_blow = p_ptr->num_blow[hand]+2;
2547 else num_blow = p_ptr->num_blow[hand];
2549 /* Attack once for each legal blow */
2550 while ((num++ < num_blow) && !death)
2552 if (((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_DOKUBARI)) || (mode == HISSATSU_KYUSHO))
2554 if (p_ptr->migite && p_ptr->hidarite)
2556 success_hit = (randint(2) == 1);
2558 else success_hit = TRUE;
2560 else if (mode == HISSATSU_MAJIN)
2565 success_hit = FALSE;
2566 old_success_hit = success_hit;
2568 else success_hit = old_success_hit;
2570 else if ((p_ptr->pclass == CLASS_NINJA) && ((backstab || fuiuchi) && !(r_ptr->flags3 & RF3_RES_ALL))) success_hit = TRUE;
2571 else success_hit = test_hit_norm(chance, r_ptr->ac, m_ptr->ml);
2582 msg_format("¤¢¤Ê¤¿¤ÏÎä¹ó¤Ë¤â̲¤Ã¤Æ¤¤¤ë̵ÎϤÊ%s¤òÆͤ»É¤·¤¿¡ª",
2584 msg_format("You cruelly stab the helpless, sleeping %s!",
2590 msg_format("ÉÔ°Õ¤òÆͤ¤¤Æ%s¤Ë¶¯Îõ¤Ê°ì·â¤ò¶ô¤é¤ï¤»¤¿¡ª",
2592 msg_format("You make surprise attack, and hit %s with a powerful blow!",
2596 else if (stab_fleeing)
2598 msg_format("ƨ¤²¤ë%s¤òÇØÃ椫¤éÆͤ»É¤·¤¿¡ª",
2600 msg_format("You backstab the fleeing %s!",
2606 if (!(((p_ptr->pclass == CLASS_MONK) || (p_ptr->pclass == CLASS_FORCETRAINER) || (p_ptr->pclass == CLASS_BERSERKER)) && (empty_hands(TRUE) > 1)))
2608 msg_format("%s¤ò¹¶·â¤·¤¿¡£", m_name);
2610 msg_format("You hit %s.", m_name);
2615 /* Hack -- bare hands do one damage */
2618 object_flags(o_ptr, &f1, &f2, &f3);
2620 /* Select a chaotic effect (50% chance) */
2621 if ((f1 & TR1_CHAOTIC) && (randint(2) == 1))
2624 chg_virtue(V_CHANCE, 1);
2628 /* Vampiric (20%) */
2631 else if (randint(250) == 1)
2636 else if (randint(10) != 1)
2638 /* Confusion (26.892%) */
2641 else if (randint(2) == 1)
2643 /* Teleport away (1.494%) */
2648 /* Polymorph (1.494%) */
2653 /* Vampiric drain */
2654 if ((f1 & TR1_VAMPIRIC) || (chaos_effect == 1) || (mode == HISSATSU_DRAIN))
2656 /* Only drain "living" monsters */
2657 if (monster_living(r_ptr))
2663 if ((f1 & TR1_VORPAL) && (randint((o_ptr->name1 == ART_VORPAL_BLADE) ? 3 : 6) == 1) && !zantetsu_mukou)
2665 else vorpal_cut = FALSE;
2667 if (((p_ptr->pclass == CLASS_MONK) || (p_ptr->pclass == CLASS_FORCETRAINER) || (p_ptr->pclass == CLASS_BERSERKER)) && (empty_hands(TRUE) > 1))
2669 int special_effect = 0, stun_effect = 0, times = 0, max_times;
2671 martial_arts *ma_ptr = &ma_blows[0], *old_ptr = &ma_blows[0];
2672 int resist_stun = 0;
2674 if (r_ptr->flags1 & RF1_UNIQUE) resist_stun += 88;
2675 if (r_ptr->flags3 & RF3_NO_STUN) resist_stun += 66;
2676 if (r_ptr->flags3 & RF3_NO_CONF) resist_stun += 33;
2677 if (r_ptr->flags3 & RF3_NO_SLEEP) resist_stun += 33;
2678 if ((r_ptr->flags3 & RF3_UNDEAD) || (r_ptr->flags3 & RF3_NONLIVING))
2681 if (p_ptr->special_defense & KAMAE_BYAKKO)
2682 max_times = (p_ptr->lev < 3 ? 1 : p_ptr->lev / 3);
2683 else if (p_ptr->special_defense & KAMAE_SUZAKU)
2685 else if (p_ptr->special_defense & KAMAE_GENBU)
2688 max_times = (p_ptr->lev < 7 ? 1 : p_ptr->lev / 7);
2689 /* Attempt 'times' */
2690 for (times = 0; times < max_times; times++)
2694 ma_ptr = &ma_blows[rand_int(MAX_MA)];
2695 if ((p_ptr->pclass == CLASS_FORCETRAINER) && (ma_ptr->min_level > 1)) min_level = ma_ptr->min_level + 3;
2696 else min_level = ma_ptr->min_level;
2698 while ((min_level > p_ptr->lev) ||
2699 (randint(p_ptr->lev) < ma_ptr->chance));
2701 /* keep the highest level attack available we found */
2702 if ((ma_ptr->min_level > old_ptr->min_level) &&
2703 !p_ptr->stun && !p_ptr->confused)
2707 if (wizard && cheat_xtra)
2710 msg_print("¹¶·â¤òºÆÁªÂò¤·¤Þ¤·¤¿¡£");
2712 msg_print("Attack re-selected.");
2723 if (p_ptr->pclass == CLASS_FORCETRAINER) min_level = MAX(1, ma_ptr->min_level - 3);
2724 else min_level = ma_ptr->min_level;
2725 k = damroll(ma_ptr->dd, ma_ptr->ds);
2726 if (p_ptr->special_attack & ATTACK_SUIKEN) k *= 2;
2728 if (ma_ptr->effect == MA_KNEE)
2730 if (r_ptr->flags1 & RF1_MALE)
2733 msg_format("%s¤Ë¶âŪɨ½³¤ê¤ò¤¯¤é¤ï¤·¤¿¡ª", m_name);
2735 msg_format("You hit %s in the groin with your knee!", m_name);
2739 special_effect = MA_KNEE;
2742 msg_format(ma_ptr->desc, m_name);
2745 else if (ma_ptr->effect == MA_SLOW)
2747 if (!((r_ptr->flags1 & RF1_NEVER_MOVE) ||
2748 strchr("~#{}.UjmeEv$,DdsbBFIJQSXclnw!=?", r_ptr->d_char)))
2751 msg_format("%s¤Î¼ó¤Ë´ØÀá½³¤ê¤ò¤¯¤é¤ï¤·¤¿¡ª", m_name);
2753 msg_format("You kick %s in the ankle.", m_name);
2756 special_effect = MA_SLOW;
2758 else msg_format(ma_ptr->desc, m_name);
2764 stun_effect = (ma_ptr->effect / 2) + randint(ma_ptr->effect / 2);
2767 msg_format(ma_ptr->desc, m_name);
2770 k = critical_norm(p_ptr->lev * randint((p_ptr->special_defense & KAMAE_SUZAKU) ? 5 : 10), min_level, k, p_ptr->to_h[0], 0);
2772 if ((special_effect == MA_KNEE) && ((k + p_ptr->to_d[hand]) < m_ptr->hp))
2775 msg_format("%^s¤Ï¶ìÄˤˤ¦¤á¤¤¤Æ¤¤¤ë¡ª", m_name);
2777 msg_format("%^s moans in agony!", m_name);
2780 stun_effect = 7 + randint(13);
2784 else if ((special_effect == MA_SLOW) && ((k + p_ptr->to_d[hand]) < m_ptr->hp))
2786 if (!(r_ptr->flags1 & RF1_UNIQUE) &&
2787 (randint(p_ptr->lev) > r_ptr->level) &&
2791 msg_format("%^s¤Ï¤ò¤Ò¤¤º¤ê»Ï¤á¤¿¡£", m_name);
2793 msg_format("%^s starts limping slower.", m_name);
2796 m_ptr->mspeed -= 10;
2800 if (stun_effect && ((k + p_ptr->to_d[hand]) < m_ptr->hp))
2802 if (p_ptr->lev > randint(r_ptr->level + resist_stun + 10))
2806 msg_format("%^s¤Ï¤µ¤é¤Ë¥Õ¥é¥Õ¥é¤Ë¤Ê¤Ã¤¿¡£", m_name);
2808 msg_format("%^s is more stunned.", m_name);
2813 msg_format("%^s¤Ï¥Õ¥é¥Õ¥é¤Ë¤Ê¤Ã¤¿¡£", m_name);
2815 msg_format("%^s is stunned.", m_name);
2819 m_ptr->stunned += stun_effect;
2824 /* Handle normal weapon */
2825 else if (o_ptr->k_idx)
2827 k = damroll(o_ptr->dd, o_ptr->ds);
2830 if((o_ptr->tval == TV_POLEARM) && ((o_ptr->sval == SV_LANCE) || (o_ptr->sval == SV_HEAVY_LANCE)))
2832 k += damroll(2, o_ptr->ds);
2836 k = tot_dam_aux(o_ptr, k, m_ptr, mode);
2840 k *= (3 + (p_ptr->lev / 20));
2844 k = k*(5+(p_ptr->lev*2/25))/2;
2846 else if (stab_fleeing)
2851 if ((p_ptr->impact[hand] && ((k > 50) || randint(7) == 1)) ||
2852 (chaos_effect == 2) || (mode == HISSATSU_QUAKE))
2857 if ((!(o_ptr->tval == TV_SWORD) || !(o_ptr->sval == SV_DOKUBARI)) && !(mode == HISSATSU_KYUSHO))
2858 k = critical_norm(o_ptr->weight, o_ptr->to_h, k, p_ptr->to_h[hand], mode);
2866 int inc_chance = (o_ptr->name1 == ART_VORPAL_BLADE) ? 2 : 4;
2868 if ((o_ptr->name1 == ART_CHAINSWORD) && (randint(2) != 1))
2870 char chainsword_noise[1024];
2872 if (!get_rnd_line("chainswd_j.txt", 0, chainsword_noise))
2874 if (!get_rnd_line("chainswd.txt", 0, chainsword_noise))
2878 msg_print(chainsword_noise);
2882 if (o_ptr->name1 == ART_VORPAL_BLADE)
2885 msg_print("Ìܤˤâ»ß¤Þ¤é¤Ì¥Ü¡¼¥Ñ¥ë¡¦¥Ö¥ì¡¼¥É¡¢¼êÏ£¤ÎÁá¶È¡ª");
2887 msg_print("Your Vorpal Blade goes snicker-snack!");
2894 msg_format("%s¤ò¥°¥Ã¥µ¥êÀÚ¤êÎö¤¤¤¿¡ª", m_name);
2896 msg_format("Your weapon cuts deep into %s!", m_name);
2901 /* Try to increase the damage */
2902 while (one_in_(inc_chance))
2910 if (((r_ptr->flags3 & RF3_RES_ALL) ? k/100 : k) > m_ptr->hp)
2913 msg_format("%s¤ò¿¿¤ÃÆó¤Ä¤Ë¤·¤¿¡ª", m_name);
2915 msg_format("You cut %s in half!", m_name);
2924 case 2: msg_format("%s¤ò»Â¤Ã¤¿¡ª", m_name); break;
2926 case 2: msg_format("You gouge %s!", m_name); break;
2930 case 3: msg_format("%s¤ò¤Ö¤Ã¤¿»Â¤Ã¤¿¡ª", m_name); break;
2932 case 3: msg_format("You maim %s!", m_name); break;
2936 case 4: msg_format("%s¤ò¥á¥Ã¥¿»Â¤ê¤Ë¤·¤¿¡ª", m_name); break;
2938 case 4: msg_format("You carve %s!", m_name); break;
2942 case 5: msg_format("%s¤ò¥á¥Ã¥¿¥á¥¿¤Ë»Â¤Ã¤¿¡ª", m_name); break;
2944 case 5: msg_format("You cleave %s!", m_name); break;
2948 case 6: msg_format("%s¤ò»É¿È¤Ë¤·¤¿¡ª", m_name); break;
2950 case 6: msg_format("You smite %s!", m_name); break;
2954 case 7: msg_format("%s¤ò»Â¤Ã¤Æ»Â¤Ã¤Æ»Â¤ê¤Þ¤¯¤Ã¤¿¡ª", m_name); break;
2956 case 7: msg_format("You eviscerate %s!", m_name); break;
2960 default: msg_format("%s¤òºÙÀÚ¤ì¤Ë¤·¤¿¡ª", m_name); break;
2962 default: msg_format("You shred %s!", m_name); break;
2967 drain_result = drain_result * 3 / 2;
2971 drain_result += o_ptr->to_d;
2974 /* Apply the player damage bonuses */
2975 k += p_ptr->to_d[hand];
2976 drain_result += p_ptr->to_d[hand];
2978 if ((mode == HISSATSU_SUTEMI) || (mode == HISSATSU_3DAN)) k *= 2;
2979 if ((mode == HISSATSU_SEKIRYUKA) && (r_ptr->flags3 & (RF3_UNDEAD | RF3_DEMON | RF3_NONLIVING))) k = 0;
2980 if ((mode == HISSATSU_SEKIRYUKA) && !p_ptr->cut) k /= 2;
2982 /* No negative damage */
2985 if ((mode == HISSATSU_ZANMA) && !((r_ptr->flags3 & (RF3_DEMON | RF3_UNDEAD | RF3_NONLIVING)) && (r_ptr->flags3 & RF3_EVIL)))
2993 msg_print("¤³¤ó¤ÊÆð¤é¤«¤¤¤â¤Î¤ÏÀÚ¤ì¤ó¡ª");
2995 msg_print("You cannot cut such a elastic thing!");
3003 msg_print("ÃØéá¤Ï¶ì¼ê¤À¡ª");
3005 msg_print("Spiders are difficult for you to deal with!");
3010 if (mode == HISSATSU_MINEUCHI)
3012 int tmp = (10 + randint(15) + p_ptr->lev / 5);
3015 anger_monster(m_ptr);
3017 if (!(r_ptr->flags3 & (RF3_NO_STUN)))
3023 msg_format("%s¤Ï¤Ò¤É¤¯¤â¤¦¤í¤¦¤È¤·¤¿¡£", m_name);
3025 msg_format("%s is more dazed.", m_name);
3033 msg_format("%s ¤Ï¤â¤¦¤í¤¦¤È¤·¤¿¡£", m_name);
3035 msg_format("%s is dazed.", m_name);
3040 m_ptr->stunned = (tmp < 200) ? tmp : 200;
3045 msg_format("%s ¤Ë¤Ï¸ú²Ì¤¬¤Ê¤«¤Ã¤¿¡£", m_name);
3047 msg_format("%s is not effected.", m_name);
3052 /* Modify the damage */
3053 k = mon_damage_mod(m_ptr, k, (bool)(((o_ptr->tval == TV_POLEARM) && (o_ptr->sval == SV_DEATH_SCYTHE)) || ((p_ptr->pclass == CLASS_BERSERKER) && one_in_(2))));
3054 if (((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_DOKUBARI)) || (mode == HISSATSU_KYUSHO))
3056 if ((randint(randint(r_ptr->level/7)+5) == 1) && !(r_ptr->flags1 & RF1_UNIQUE) && !(r_ptr->flags7 & RF7_UNIQUE2))
3060 msg_format("%s¤ÎµÞ½ê¤òÆͤ»É¤·¤¿¡ª", m_name);
3062 msg_format("You hit %s on a fatal spot!", m_name);
3067 else if ((p_ptr->pclass == CLASS_NINJA) && (!p_ptr->icky_wield[hand]) && ((p_ptr->cur_lite <= 0) || one_in_(7)))
3069 int maxhp = maxroll(r_ptr->hdice, r_ptr->hside);
3070 if (one_in_(backstab ? 13 : (stab_fleeing || fuiuchi) ? 15 : 27))
3075 msg_format("¿Ï¤¬%s¤Ë¿¼¡¹¤ÈÆͤ»É¤µ¤Ã¤¿¡ª", m_name);
3077 msg_format("You critically injured %s!", m_name);
3080 else if (((m_ptr->hp < maxhp/2) && one_in_((p_ptr->num_blow[0]+p_ptr->num_blow[1]+1)*10)) || (((one_in_(666)) || ((backstab || fuiuchi) && one_in_(11))) && !(r_ptr->flags1 & RF1_UNIQUE) && !(r_ptr->flags7 & RF7_UNIQUE2)))
3082 if ((r_ptr->flags1 & RF1_UNIQUE) || (r_ptr->flags7 & RF7_UNIQUE2) || (m_ptr->hp >= maxhp/2))
3084 k = MAX(k*5, m_ptr->hp/2);
3087 msg_format("%s¤ËÃ×Ì¿½ý¤òÉé¤ï¤»¤¿¡ª", m_name);
3089 msg_format("You fatally injured %s!", m_name);
3096 msg_format("¿Ï¤¬%s¤ÎµÞ½ê¤ò´Ó¤¤¤¿¡ª", m_name);
3098 msg_format("You hit %s on a fatal spot!", m_name);
3104 /* Complex message */
3105 if (wizard || cheat_xtra)
3108 msg_format("%d/%d ¤Î¥À¥á¡¼¥¸¤òÍ¿¤¨¤¿¡£", k, m_ptr->hp);
3110 msg_format("You do %d (out of %d) damage.", k, m_ptr->hp);
3115 if (k <= 0) can_drain = FALSE;
3117 if (drain_result > m_ptr->hp)
3118 drain_result = m_ptr->hp;
3120 /* Damage, check for fear and death */
3121 if (mon_take_hit(c_ptr->m_idx, k, fear, NULL))
3124 if ((p_ptr->pclass == CLASS_BERSERKER) && energy_use)
3126 if (p_ptr->migite && p_ptr->hidarite)
3128 if (hand) energy_use = energy_use*3/5+energy_use*num*2/(p_ptr->num_blow[hand]*5);
3129 else energy_use = energy_use*num*3/(p_ptr->num_blow[hand]*5);
3133 energy_use = energy_use*num/p_ptr->num_blow[hand];
3136 if ((o_ptr->name1 == ART_ZANTETSU) && is_lowlevel)
3138 msg_print("¤Þ¤¿¤Ä¤Þ¤é¤Ì¤â¤Î¤ò»Â¤Ã¤Æ¤·¤Þ¤Ã¤¿¡¥¡¥¡¥");
3140 msg_print("Sign..Another trifling thing I've cut....");
3145 /* Anger the monster */
3146 if (k > 0) anger_monster(m_ptr);
3148 touch_zap_player(m_ptr);
3150 /* Are we draining it? A little note: If the monster is
3151 dead, the drain does not work... */
3153 if (can_drain && (drain_result > 0))
3155 if (o_ptr->name1 == ART_MURAMASA)
3159 int to_h = o_ptr->to_h;
3160 int to_d = o_ptr->to_d;
3164 for (i = 0; i < to_h + 3; i++) if (one_in_(4)) flag = 0;
3168 for (i = 0; i < to_d + 3; i++) if (one_in_(4)) flag = 0;
3171 if (o_ptr->to_h != to_h || o_ptr->to_d != to_d)
3174 msg_print("ÍÅÅá¤Ï·ì¤òµÛ¤Ã¤Æ¶¯¤¯¤Ê¤Ã¤¿¡ª");
3176 msg_print("Muramasa sucked blood, and became more powerful!");
3185 if (drain_result > 5) /* Did we really hurt it? */
3187 drain_heal = damroll(2, drain_result / 6);
3192 msg_format("Draining left: %d", drain_left);
3194 msg_format("Draining left: %d", drain_left);
3201 if (drain_heal < drain_left)
3203 drain_left -= drain_heal;
3207 drain_heal = drain_left;
3214 msg_format("¿Ï¤¬%s¤«¤éÀ¸Ì¿ÎϤòµÛ¤¤¼è¤Ã¤¿¡ª", m_name);
3216 msg_format("Your weapon drains life from %s!", m_name);
3222 drain_heal = (drain_heal * mutant_regenerate_mod) / 100;
3224 hp_player(drain_heal);
3225 /* We get to keep some of it! */
3229 m_ptr->maxhp -= (k+7)/8;
3230 if (m_ptr->hp > m_ptr->maxhp) m_ptr->hp = m_ptr->maxhp;
3232 msg_format("%s¤Ï¼å¤¯¤Ê¤Ã¤¿¤è¤¦¤À¡£", m_name);
3234 msg_format("%^s seems weakened.", m_name);
3240 /* Confusion attack */
3241 if ((p_ptr->special_attack & ATTACK_CONFUSE) || (chaos_effect == 3) || (mode == HISSATSU_CONF))
3243 /* Cancel glowing hands */
3244 if (p_ptr->special_attack & ATTACK_CONFUSE)
3246 p_ptr->special_attack &= ~(ATTACK_CONFUSE);
3248 msg_print("¼ê¤Îµ±¤¤¬¤Ê¤¯¤Ê¤Ã¤¿¡£");
3250 msg_print("Your hands stop glowing.");
3252 p_ptr->redraw |= (PR_STATUS);
3256 /* Confuse the monster */
3257 if (r_ptr->flags3 & RF3_NO_CONF)
3261 r_ptr->r_flags3 |= RF3_NO_CONF;
3265 msg_format("%^s¤Ë¤Ï¸ú²Ì¤¬¤Ê¤«¤Ã¤¿¡£", m_name);
3267 msg_format("%^s is unaffected.", m_name);
3271 else if (rand_int(100) < r_ptr->level)
3274 msg_format("%^s¤Ë¤Ï¸ú²Ì¤¬¤Ê¤«¤Ã¤¿¡£", m_name);
3276 msg_format("%^s is unaffected.", m_name);
3283 msg_format("%^s¤Ïº®Í𤷤¿¤è¤¦¤À¡£", m_name);
3285 msg_format("%^s appears confused.", m_name);
3288 m_ptr->confused += 10 + rand_int(p_ptr->lev) / 5;
3292 else if (chaos_effect == 4)
3294 bool resists_tele = FALSE;
3296 if (r_ptr->flags3 & RF3_RES_TELE)
3298 if (r_ptr->flags1 & RF1_UNIQUE)
3300 if (m_ptr->ml) r_ptr->r_flags3 |= RF3_RES_TELE;
3302 msg_format("%^s¤Ë¤Ï¸ú²Ì¤¬¤Ê¤«¤Ã¤¿¡£", m_name);
3304 msg_format("%^s is unaffected!", m_name);
3307 resists_tele = TRUE;
3309 else if (r_ptr->level > randint(100))
3311 if (m_ptr->ml) r_ptr->r_flags3 |= RF3_RES_TELE;
3313 msg_format("%^s¤ÏÄñ¹³ÎϤò»ý¤Ã¤Æ¤¤¤ë¡ª", m_name);
3315 msg_format("%^s resists!", m_name);
3318 resists_tele = TRUE;
3325 msg_format("%^s¤Ï¾Ã¤¨¤¿¡ª", m_name);
3327 msg_format("%^s disappears!", m_name);
3330 teleport_away(c_ptr->m_idx, 50, FALSE);
3331 num = p_ptr->num_blow[hand] + 1; /* Can't hit it anymore! */
3336 else if ((chaos_effect == 5) && cave_floor_bold(y, x) &&
3337 (randint(90) > r_ptr->level))
3339 if (!(r_ptr->flags1 & RF1_UNIQUE) &&
3340 !(r_ptr->flags4 & RF4_BR_CHAO) &&
3341 !(r_ptr->flags1 & RF1_QUESTOR))
3343 if (polymorph_monster(y, x))
3346 msg_format("%^s¤ÏÊѲ½¤·¤¿¡ª", m_name);
3348 msg_format("%^s changes!", m_name);
3352 /* Hack -- Get new monster */
3353 m_ptr = &m_list[c_ptr->m_idx];
3355 /* Oops, we need a different name... */
3356 monster_desc(m_name, m_ptr, 0);
3358 /* Hack -- Get new race */
3359 r_ptr = &r_info[m_ptr->r_idx];
3366 msg_format("%^s¤Ë¤Ï¸ú²Ì¤¬¤Ê¤«¤Ã¤¿¡£", m_name);
3368 msg_format("%^s is unaffected.", m_name);
3374 else if (o_ptr->name1 == ART_G_HAMMER)
3376 monster_type *m_ptr = &m_list[c_ptr->m_idx];
3378 if (m_ptr->hold_o_idx)
3380 object_type *q_ptr = &o_list[m_ptr->hold_o_idx];
3381 char o_name[MAX_NLEN];
3383 object_desc(o_name, q_ptr, TRUE, 0);
3384 q_ptr->held_m_idx = 0;
3385 q_ptr->marked = FALSE;
3386 m_ptr->hold_o_idx = q_ptr->next_o_idx;
3387 q_ptr->next_o_idx = 0;
3389 msg_format("%s¤òÃ¥¤Ã¤¿¡£", o_name);
3391 msg_format("You snatched %s.", o_name);
3401 backstab = FALSE; /* Clumsy! */
3402 fuiuchi = FALSE; /* Clumsy! */
3404 if ((o_ptr->tval == TV_POLEARM) && (o_ptr->sval == SV_DEATH_SCYTHE) && (randint(3) == 1))
3413 msg_format("¥ß¥¹¡ª %s¤Ë¤«¤ï¤µ¤ì¤¿¡£", m_name);
3415 msg_format("You miss %s.", m_name);
3419 msg_print("¿¶¤ê²ó¤·¤¿Âç³ù¤¬¼«Ê¬¼«¿È¤ËÊ֤äƤ¤¿¡ª");
3421 msg_print("Your scythe returns to you!");
3424 /* Extract the flags */
3425 object_flags(o_ptr, &f1, &f2, &f3);
3427 k = damroll(o_ptr->dd, o_ptr->ds);
3430 switch (p_ptr->mimic_form)
3433 switch (p_ptr->prace)
3439 case RACE_HALF_TROLL:
3440 case RACE_HALF_OGRE:
3441 case RACE_HALF_GIANT:
3442 case RACE_HALF_TITAN:
3452 case RACE_DRACONIAN:
3459 case MIMIC_DEMON_LORD:
3466 if (p_ptr->align < 0 && mult < 2)
3468 if (!(p_ptr->resist_acid || p_ptr->oppose_acid) && (mult < 3))
3469 mult = mult * 5 / 2;
3470 if (!(p_ptr->resist_elec || p_ptr->oppose_elec) && (mult < 3))
3471 mult = mult * 5 / 2;
3472 if (!(p_ptr->resist_fire || p_ptr->oppose_fire) && (mult < 3))
3473 mult = mult * 5 / 2;
3474 if (!(p_ptr->resist_cold || p_ptr->oppose_cold) && (mult < 3))
3475 mult = mult * 5 / 2;
3476 if (!(p_ptr->resist_pois || p_ptr->oppose_pois) && (mult < 3))
3477 mult = mult * 5 / 2;
3479 if ((p_ptr->pclass != CLASS_SAMURAI) && (f1 & TR1_FORCE_WEPON) && (p_ptr->csp > (p_ptr->msp / 30)))
3481 p_ptr->csp -= (1+(p_ptr->msp / 30));
3482 p_ptr->redraw |= (PR_MANA);
3483 mult = mult * 7 / 2;
3488 k = critical_norm(o_ptr->weight, o_ptr->to_h, k, p_ptr->to_h[hand], mode);
3489 if (randint(6) == 1)
3493 msg_format("¥°¥Ã¥µ¥êÀÚ¤êÎö¤«¤ì¤¿¡ª");
3495 msg_format("Your weapon cuts deep into yourself!");
3497 /* Try to increase the damage */
3505 k += (p_ptr->to_d[hand] + o_ptr->to_d);
3508 take_hit(DAMAGE_FORCE, k, "»à¤ÎÂç³ù", -1);
3510 take_hit(DAMAGE_FORCE, k, "Death scythe", -1);
3522 msg_format("¥ß¥¹¡ª %s¤Ë¤«¤ï¤µ¤ì¤¿¡£", m_name);
3524 msg_format("You miss %s.", m_name);
3533 if (drain_left != MAX_VAMPIRIC_DRAIN)
3537 chg_virtue(V_UNLIFE, 1);
3540 /* Mega-Hack -- apply earthquake brand */
3543 earthquake(py, px, 10);
3544 if (!cave[y][x].m_idx) *mdeath = TRUE;
3548 bool py_attack(int y, int x, int mode)
3551 bool mdeath = FALSE;
3552 bool stormbringer = FALSE;
3554 cave_type *c_ptr = &cave[y][x];
3555 monster_type *m_ptr = &m_list[c_ptr->m_idx];
3558 /* Disturb the player */
3563 if (m_ptr->csleep) /* It is not honorable etc to attack helpless victims */
3565 if (!(r_info[m_ptr->r_idx].flags3 & RF3_EVIL) || one_in_(5)) chg_virtue(V_COMPASSION, -1);
3566 if (!(r_info[m_ptr->r_idx].flags3 & RF3_EVIL) || one_in_(5)) chg_virtue(V_HONOUR, -1);
3569 /* Extract monster name (or "it") */
3570 monster_desc(m_name, m_ptr, 0);
3572 /* Auto-Recall if possible and visible */
3573 if (m_ptr->ml) monster_race_track((bool)(m_ptr->mflag2 & MFLAG_KAGE), m_ptr->r_idx);
3575 /* Track a new monster */
3576 if (m_ptr->ml) health_track(c_ptr->m_idx);
3578 if ((r_info[m_ptr->r_idx].flags1 & RF1_FEMALE) &&
3579 !(p_ptr->stun || p_ptr->confused || p_ptr->image || !m_ptr->ml))
3581 if ((inventory[INVEN_RARM].name1 == ART_ZANTETSU) || (inventory[INVEN_LARM].name1 == ART_ZANTETSU))
3584 msg_print("ÀÛ¼Ô¡¢¤ª¤Ê¤´¤Ï»Â¤ì¤Ì¡ª");
3586 msg_print("I can not attack women!");
3592 if (d_info[dungeon_type].flags1 & DF1_NO_MELEE)
3595 msg_print("¤Ê¤¼¤«¹¶·â¤¹¤ë¤³¤È¤¬¤Ç¤¤Ê¤¤¡£");
3597 msg_print("Something prevent you from attacking.");
3602 /* Stop if friendly */
3603 if (!is_hostile(m_ptr) &&
3604 !(p_ptr->stun || p_ptr->confused || p_ptr->image ||
3605 p_ptr->shero || !m_ptr->ml))
3607 if (inventory[INVEN_RARM].art_name)
3609 if (inventory[INVEN_RARM].name1 == ART_STORMBRINGER) stormbringer = TRUE;
3611 if (inventory[INVEN_LARM].art_name)
3613 if (inventory[INVEN_LARM].name1 == ART_STORMBRINGER) stormbringer = TRUE;
3618 msg_format("¹õ¤¤¿Ï¤Ï¶¯ÍߤË%s¤ò¹¶·â¤·¤¿¡ª", m_name);
3620 msg_format("Your black blade greedily attacks %s!", m_name);
3622 chg_virtue(V_INDIVIDUALISM, 1);
3623 chg_virtue(V_HONOUR, -1);
3624 chg_virtue(V_JUSTICE, -1);
3625 chg_virtue(V_COMPASSION, -1);
3627 else if (p_ptr->pclass != CLASS_BERSERKER)
3630 if (get_check("ËÜÅö¤Ë¹¶·â¤·¤Þ¤¹¤«¡©"))
3632 if (get_check("Really hit it? "))
3635 chg_virtue(V_INDIVIDUALISM, 1);
3636 chg_virtue(V_HONOUR, -1);
3637 chg_virtue(V_JUSTICE, -1);
3638 chg_virtue(V_COMPASSION, -1);
3643 msg_format("%s¤ò¹¶·â¤¹¤ë¤Î¤ò»ß¤á¤¿¡£", m_name);
3645 msg_format("You stop to avoid hitting %s.", m_name);
3653 /* Handle player fear */
3659 msg_format("¶²¤¯¤Æ%s¤ò¹¶·â¤Ç¤¤Ê¤¤¡ª", m_name);
3661 msg_format("You are too afraid to attack %s!", m_name);
3666 msg_format ("¤½¤Ã¤Á¤Ë¤Ï²¿¤«¶²¤¤¤â¤Î¤¬¤¤¤ë¡ª");
3668 msg_format ("There is something scary in your way!");
3671 /* Disturb the monster */
3673 p_ptr->update |= (PU_MON_LITE);
3679 if (p_ptr->migite && p_ptr->hidarite)
3681 if ((skill_exp[GINOU_NITOURYU] < s_info[p_ptr->pclass].s_max[GINOU_NITOURYU]) && ((skill_exp[GINOU_NITOURYU] - 1000) / 200 < r_info[m_ptr->r_idx].level))
3683 if (skill_exp[GINOU_NITOURYU] < 4000)
3684 skill_exp[GINOU_NITOURYU]+=80;
3685 else if(skill_exp[GINOU_NITOURYU] < 6000)
3686 skill_exp[GINOU_NITOURYU]+=4;
3687 else if(skill_exp[GINOU_NITOURYU] < 7000)
3688 skill_exp[GINOU_NITOURYU]+=1;
3689 else if(skill_exp[GINOU_NITOURYU] < 8000)
3690 if (one_in_(3)) skill_exp[GINOU_NITOURYU]+=1;
3691 p_ptr->update |= (PU_BONUS);
3697 int ridinglevel = r_info[m_list[p_ptr->riding].r_idx].level;
3698 if ((skill_exp[GINOU_RIDING] < s_info[p_ptr->pclass].s_max[GINOU_RIDING]) && ((skill_exp[GINOU_RIDING] - 1000) / 200 < r_info[m_ptr->r_idx].level) && (skill_exp[GINOU_RIDING]/100 - 2000 < ridinglevel))
3699 skill_exp[GINOU_RIDING]++;
3700 if ((skill_exp[GINOU_RIDING] < s_info[p_ptr->pclass].s_max[GINOU_RIDING]) && (skill_exp[GINOU_RIDING]/100 < ridinglevel))
3702 if (ridinglevel*100 > (skill_exp[GINOU_RIDING] + 1500))
3703 skill_exp[GINOU_RIDING] += (1+(ridinglevel - skill_exp[GINOU_RIDING]/100 - 15));
3704 else skill_exp[GINOU_RIDING]++;
3706 p_ptr->update |= (PU_BONUS);
3709 riding_t_m_idx = c_ptr->m_idx;
3710 if (p_ptr->migite) py_attack_aux(y, x, &fear, &mdeath, 0, mode);
3711 if (p_ptr->hidarite && !mdeath) py_attack_aux(y, x, &fear, &mdeath, 1, mode);
3713 /* Mutations which yield extra 'natural' attacks */
3716 if ((p_ptr->muta2 & MUT2_HORNS) && !mdeath)
3717 natural_attack(c_ptr->m_idx, MUT2_HORNS, &fear, &mdeath);
3718 if ((p_ptr->muta2 & MUT2_BEAK) && !mdeath)
3719 natural_attack(c_ptr->m_idx, MUT2_BEAK, &fear, &mdeath);
3720 if ((p_ptr->muta2 & MUT2_SCOR_TAIL) && !mdeath)
3721 natural_attack(c_ptr->m_idx, MUT2_SCOR_TAIL, &fear, &mdeath);
3722 if ((p_ptr->muta2 & MUT2_TRUNK) && !mdeath)
3723 natural_attack(c_ptr->m_idx, MUT2_TRUNK, &fear, &mdeath);
3724 if ((p_ptr->muta2 & MUT2_TENTACLES) && !mdeath)
3725 natural_attack(c_ptr->m_idx, MUT2_TENTACLES, &fear, &mdeath);
3728 /* Hack -- delay fear messages */
3729 if (fear && m_ptr->ml && !mdeath)
3736 msg_format("%^s¤Ï¶²Éݤ·¤Æƨ¤²½Ð¤·¤¿¡ª", m_name);
3738 msg_format("%^s flees in terror!", m_name);
3743 if ((p_ptr->special_defense & KATA_IAI) && ((mode != HISSATSU_IAI) || mdeath))
3745 set_action(ACTION_NONE);
3752 static bool pattern_seq(int c_y, int c_x, int n_y, int n_x)
3754 if (!pattern_tile(c_y, c_x) && !pattern_tile(n_y, n_x))
3757 if (cave[n_y][n_x].feat == FEAT_PATTERN_START)
3759 if (!pattern_tile(c_y, c_x) &&
3760 !p_ptr->confused && !p_ptr->stun && !p_ptr->image)
3763 if (get_check("¥Ñ¥¿¡¼¥ó¤Î¾å¤òÊ⤻Ϥá¤ë¤È¡¢Á´¤Æ¤òÊ⤫¤Ê¤±¤ì¤Ð¤Ê¤ê¤Þ¤»¤ó¡£¤¤¤¤¤Ç¤¹¤«¡©"))
3765 if (get_check("If you start walking the Pattern, you must walk the whole way. Ok? "))
3775 else if ((cave[n_y][n_x].feat == FEAT_PATTERN_OLD) ||
3776 (cave[n_y][n_x].feat == FEAT_PATTERN_END) ||
3777 (cave[n_y][n_x].feat == FEAT_PATTERN_XTRA2))
3779 if (pattern_tile(c_y, c_x))
3786 msg_print("¥Ñ¥¿¡¼¥ó¤Î¾å¤òÊ⤯¤Ë¤Ï¥¹¥¿¡¼¥ÈÃÏÅÀ¤«¤éÊ⤻Ϥá¤Ê¤¯¤Æ¤Ï¤Ê¤ê¤Þ¤»¤ó¡£");
3788 msg_print("You must start walking the Pattern from the startpoint.");
3794 else if ((cave[n_y][n_x].feat == FEAT_PATTERN_XTRA1) ||
3795 (cave[c_y][c_x].feat == FEAT_PATTERN_XTRA1))
3799 else if (cave[c_y][c_x].feat == FEAT_PATTERN_START)
3801 if (pattern_tile(n_y, n_x))
3806 msg_print("¥Ñ¥¿¡¼¥ó¤Î¾å¤ÏÀµ¤·¤¤½ç½ø¤ÇÊ⤫¤Í¤Ð¤Ê¤ê¤Þ¤»¤ó¡£");
3808 msg_print("You must walk the Pattern in correct order.");
3814 else if ((cave[c_y][c_x].feat == FEAT_PATTERN_OLD) ||
3815 (cave[c_y][c_x].feat == FEAT_PATTERN_END) ||
3816 (cave[c_y][c_x].feat == FEAT_PATTERN_XTRA2))
3818 if (!pattern_tile(n_y, n_x))
3821 msg_print("¥Ñ¥¿¡¼¥ó¤òƧ¤ß³°¤·¤Æ¤Ï¤¤¤±¤Þ¤»¤ó¡£");
3823 msg_print("You may not step off from the Pattern.");
3835 if (!pattern_tile(c_y, c_x))
3838 msg_print("¥Ñ¥¿¡¼¥ó¤Î¾å¤òÊ⤯¤Ë¤Ï¥¹¥¿¡¼¥ÈÃÏÅÀ¤«¤éÊ⤻Ϥá¤Ê¤¯¤Æ¤Ï¤Ê¤ê¤Þ¤»¤ó¡£");
3840 msg_print("You must start walking the Pattern from the startpoint.");
3847 byte ok_move = FEAT_PATTERN_START;
3848 switch (cave[c_y][c_x].feat)
3850 case FEAT_PATTERN_1:
3851 ok_move = FEAT_PATTERN_2;
3853 case FEAT_PATTERN_2:
3854 ok_move = FEAT_PATTERN_3;
3856 case FEAT_PATTERN_3:
3857 ok_move = FEAT_PATTERN_4;
3859 case FEAT_PATTERN_4:
3860 ok_move = FEAT_PATTERN_1;
3865 msg_format("¤ª¤«¤·¤Ê¥Ñ¥¿¡¼¥óÊâ¹Ô¡¢%d¡£", cave[c_y][c_x]);
3867 msg_format("Funny Pattern walking, %d.", cave[c_y][c_x]);
3870 return TRUE; /* Goof-up */
3873 if ((cave[n_y][n_x].feat == ok_move) ||
3874 (cave[n_y][n_x].feat == cave[c_y][c_x].feat))
3878 if (!pattern_tile(n_y, n_x))
3880 msg_print("¥Ñ¥¿¡¼¥ó¤òƧ¤ß³°¤·¤Æ¤Ï¤¤¤±¤Þ¤»¤ó¡£");
3882 msg_print("You may not step off from the Pattern.");
3887 msg_print("¥Ñ¥¿¡¼¥ó¤Î¾å¤ÏÀµ¤·¤¤½ç½ø¤ÇÊ⤫¤Í¤Ð¤Ê¤ê¤Þ¤»¤ó¡£");
3889 msg_print("You must walk the Pattern in correct order.");
3901 bool player_can_enter(byte feature)
3905 /* Player can not walk through "walls" unless in Shadow Form */
3906 if (p_ptr->wraith_form || p_ptr->pass_wall || p_ptr->kabenuke)
3913 case FEAT_DEEP_WATER:
3914 case FEAT_SHAL_LAVA:
3915 case FEAT_DEEP_LAVA:
3938 case FEAT_WALL_EXTRA:
3939 case FEAT_WALL_INNER:
3940 case FEAT_WALL_OUTER:
3941 case FEAT_WALL_SOLID:
3948 return (!dun_level && p_ptr->ffall);
3950 case FEAT_PERM_EXTRA:
3951 case FEAT_PERM_INNER:
3952 case FEAT_PERM_OUTER:
3953 case FEAT_PERM_SOLID:
3964 * Move player in the given direction, with the given "pickup" flag.
3966 * This routine should (probably) always induce energy expenditure.
3968 * Note that moving will *always* take a turn, and will *always* hit
3969 * any monster which might be in the destination grid. Previously,
3970 * moving into walls was "free" and did NOT hit invisible monsters.
3972 void move_player(int dir, int do_pickup, bool break_trap)
3977 monster_type *m_ptr;
3981 bool p_can_pass_walls = FALSE;
3982 bool stormbringer = FALSE;
3984 bool oktomove = TRUE;
3985 bool do_past = FALSE;
3987 /* Find the result of moving */
3991 /* Examine the destination */
3992 c_ptr = &cave[y][x];
3996 if (!dun_level && !p_ptr->wild_mode &&
3997 ((x == 0) || (x == MAX_WID - 1) ||
3998 (y == 0) || (y == MAX_HGT - 1)))
4000 /* Can the player enter the grid? */
4001 if (c_ptr->mimic && player_can_enter(c_ptr->mimic))
4003 /* Hack: move to new area */
4004 if ((y == 0) && (x == 0))
4006 p_ptr->wilderness_y--;
4007 p_ptr->wilderness_x--;
4008 p_ptr->oldpy = cur_hgt - 2;
4009 p_ptr->oldpx = cur_wid - 2;
4010 ambush_flag = FALSE;
4013 else if ((y == 0) && (x == MAX_WID - 1))
4015 p_ptr->wilderness_y--;
4016 p_ptr->wilderness_x++;
4017 p_ptr->oldpy = cur_hgt - 2;
4019 ambush_flag = FALSE;
4022 else if ((y == MAX_HGT - 1) && (x == 0))
4024 p_ptr->wilderness_y++;
4025 p_ptr->wilderness_x--;
4027 p_ptr->oldpx = cur_wid - 2;
4028 ambush_flag = FALSE;
4031 else if ((y == MAX_HGT - 1) && (x == MAX_WID - 1))
4033 p_ptr->wilderness_y++;
4034 p_ptr->wilderness_x++;
4037 ambush_flag = FALSE;
4042 p_ptr->wilderness_y--;
4043 p_ptr->oldpy = cur_hgt - 2;
4045 ambush_flag = FALSE;
4048 else if (y == MAX_HGT - 1)
4050 p_ptr->wilderness_y++;
4053 ambush_flag = FALSE;
4058 p_ptr->wilderness_x--;
4059 p_ptr->oldpx = cur_wid - 2;
4061 ambush_flag = FALSE;
4064 else if (x == MAX_WID - 1)
4066 p_ptr->wilderness_x++;
4069 ambush_flag = FALSE;
4072 p_ptr->leftbldg = TRUE;
4073 p_ptr->leaving = TRUE;
4082 /* Get the monster */
4083 m_ptr = &m_list[c_ptr->m_idx];
4086 if (inventory[INVEN_RARM].art_name)
4088 if (inventory[INVEN_RARM].name1 == ART_STORMBRINGER)
4089 stormbringer = TRUE;
4091 else if (inventory[INVEN_LARM].art_name)
4093 if (inventory[INVEN_LARM].name1 == ART_STORMBRINGER)
4094 stormbringer = TRUE;
4097 /* Player can not walk through "walls"... */
4098 /* unless in Shadow Form */
4099 if (p_ptr->wraith_form || p_ptr->pass_wall || p_ptr->kabenuke)
4100 p_can_pass_walls = TRUE;
4101 if ((cave[y][x].feat >= FEAT_PERM_EXTRA) &&
4102 (cave[y][x].feat <= FEAT_PERM_SOLID))
4104 p_can_pass_walls = FALSE;
4109 cave[py][px].m_idx = 0;
4112 /* Hack -- attack monsters */
4113 if (c_ptr->m_idx && (m_ptr->ml || cave_floor_bold(y, x) || p_can_pass_walls))
4116 /* Attack -- only if we can see it OR it is not in a wall */
4117 if (!is_hostile(m_ptr) &&
4118 !(p_ptr->confused || p_ptr->image || !m_ptr->ml || p_ptr->stun ||
4119 ((p_ptr->muta2 & MUT2_BERS_RAGE) && p_ptr->shero)) &&
4120 (pattern_seq(py, px, y, x)) &&
4121 ((cave_floor_bold(y, x)) || (c_ptr->feat == FEAT_TREES) || (p_can_pass_walls)))
4124 p_ptr->update |= (PU_MON_LITE);
4126 /* Extract monster name (or "it") */
4127 monster_desc(m_name, m_ptr, 0);
4129 /* Auto-Recall if possible and visible */
4130 if (m_ptr->ml) monster_race_track((bool)(m_ptr->mflag2 & MFLAG_KAGE), m_ptr->r_idx);
4132 /* Track a new monster */
4133 if (m_ptr->ml) health_track(c_ptr->m_idx);
4136 if ((stormbringer && (randint(1000) > 666)) || (p_ptr->pclass == CLASS_BERSERKER))
4141 else if (monster_can_cross_terrain(cave[py][px].feat, &r_info[m_ptr->r_idx]) &&
4142 (cave_floor_bold(py, px) || cave[py][px].feat == FEAT_TREES ||
4143 (r_info[m_ptr->r_idx].flags2 & RF2_PASS_WALL)))
4150 msg_format("%^s¤¬¼ÙËâ¤À¡ª", m_name);
4152 msg_format("%^s is in your way!", m_name);
4159 /* now continue on to 'movement' */
4172 else if ((c_ptr->feat == FEAT_DARK_PIT) && !p_ptr->ffall)
4175 msg_print("Îö¤±Ìܤò²£Àڤ뤳¤È¤Ï¤Ç¤¤Þ¤»¤ó¡£");
4177 msg_print("You can't cross the chasm.");
4185 else if (c_ptr->feat == FEAT_MOUNTAIN)
4187 if (dun_level || !p_ptr->ffall)
4190 msg_print("»³¤Ë¤ÏÅФì¤Þ¤»¤ó¡ª");
4192 msg_print("You can't climb the mountains!");
4201 * Player can move through trees and
4202 * has effective -10 speed
4203 * Rangers can move without penality
4205 else if (c_ptr->feat == FEAT_TREES)
4208 if ((p_ptr->pclass != CLASS_RANGER) && !p_ptr->ffall) energy_use *= 2;
4211 else if ((c_ptr->feat >= FEAT_QUEST_ENTER) &&
4212 (c_ptr->feat <= FEAT_QUEST_EXIT))
4217 #ifdef ALLOW_EASY_DISARM /* TNB */
4219 /* Disarm a visible trap */
4220 else if ((do_pickup != easy_disarm) && is_trap(c_ptr->feat))
4222 bool ignore = FALSE;
4223 switch (c_ptr->feat)
4225 case FEAT_TRAP_TRAPDOOR:
4227 case FEAT_TRAP_SPIKED_PIT:
4228 case FEAT_TRAP_POISON_PIT:
4229 if (p_ptr->ffall) ignore = TRUE;
4231 case FEAT_TRAP_TELEPORT:
4232 if (p_ptr->anti_tele) ignore = TRUE;
4234 case FEAT_TRAP_FIRE:
4235 if (p_ptr->immune_fire) ignore = TRUE;
4237 case FEAT_TRAP_ACID:
4238 if (p_ptr->immune_acid) ignore = TRUE;
4240 case FEAT_TRAP_BLIND:
4241 if (p_ptr->resist_blind) ignore = TRUE;
4243 case FEAT_TRAP_CONFUSE:
4244 if (p_ptr->resist_conf) ignore = TRUE;
4246 case FEAT_TRAP_POISON:
4247 if (p_ptr->resist_pois) ignore = TRUE;
4249 case FEAT_TRAP_SLEEP:
4250 if (p_ptr->free_act) ignore = TRUE;
4256 (void)do_cmd_disarm_aux(y, x, dir);
4261 #endif /* ALLOW_EASY_DISARM -- TNB */
4262 else if (p_ptr->riding && (r_info[m_list[p_ptr->riding].r_idx].flags1 & RF1_NEVER_MOVE))
4265 msg_print("Æ°¤±¤Ê¤¤¡ª");
4267 msg_print("Can't move!");
4274 else if (p_ptr->riding && m_list[p_ptr->riding].monfear)
4278 /* Acquire the monster name */
4279 monster_desc(m_name, &m_list[p_ptr->riding], 0);
4281 /* Dump a message */
4283 msg_format("%s¤¬¶²Éݤ·¤Æ¤¤¤ÆÀ©¸æ¤Ç¤¤Ê¤¤¡£", m_name);
4285 msg_format("%^s is too scared to control.", m_name);
4291 else if (p_ptr->riding && p_ptr->riding_ryoute)
4297 else if ((p_ptr->riding && (r_info[m_list[p_ptr->riding].r_idx].flags7 & RF7_AQUATIC)) && (c_ptr->feat != FEAT_SHAL_WATER) && (c_ptr->feat != FEAT_DEEP_WATER))
4300 msg_print("Φ¾å¤Ë¾å¤¬¤ì¤Ê¤¤¡£");
4302 msg_print("Can't land.");
4309 else if ((p_ptr->riding && !(r_info[m_list[p_ptr->riding].r_idx].flags7 & (RF7_AQUATIC | RF7_CAN_SWIM | RF7_CAN_FLY))) && (c_ptr->feat == FEAT_DEEP_WATER))
4312 msg_print("¿å¾å¤Ë¹Ô¤±¤Ê¤¤¡£");
4314 msg_print("Can't swim.");
4321 else if ((p_ptr->riding && (r_info[m_list[p_ptr->riding].r_idx].flags2 & (RF2_AURA_FIRE)) && !(r_info[m_list[p_ptr->riding].r_idx].flags7 & (RF7_CAN_FLY))) && (c_ptr->feat == FEAT_SHAL_WATER))
4324 msg_print("¿å¾å¤Ë¹Ô¤±¤Ê¤¤¡£");
4326 msg_print("Can't swim.");
4333 else if ((p_ptr->riding && !(r_info[m_list[p_ptr->riding].r_idx].flags7 & (RF7_CAN_FLY)) && !(r_info[m_list[p_ptr->riding].r_idx].flags3 & (RF3_IM_FIRE))) && ((c_ptr->feat == FEAT_SHAL_LAVA) || (c_ptr->feat == FEAT_DEEP_LAVA)))
4336 msg_print("ÍÏ´ä¤Î¾å¤Ë¹Ô¤±¤Ê¤¤¡£");
4338 msg_print("Too hot to go through.");
4345 else if (p_ptr->riding && m_list[p_ptr->riding].stunned && one_in_(2))
4348 monster_desc(m_name, &m_list[p_ptr->riding], 0);
4350 msg_format("%s¤¬Û¯Û°¤È¤·¤Æ¤¤¤Æ¤¦¤Þ¤¯Æ°¤±¤Ê¤¤¡ª",m_name);
4352 msg_format("You cannot control stunned %s!",m_name);
4358 /* Player can not walk through "walls" unless in wraith form...*/
4359 else if ((!cave_floor_bold(y, x)) &&
4360 (!p_can_pass_walls))
4364 /* Disturb the player */
4367 /* Notice things in the dark */
4368 if ((!(c_ptr->info & (CAVE_MARK))) &&
4369 (p_ptr->blind || !(c_ptr->info & (CAVE_LITE))))
4372 if (c_ptr->feat == FEAT_RUBBLE)
4375 msg_print("´äÀФ¬¹Ô¤¯¼ê¤ò¤Ï¤Ð¤ó¤Ç¤¤¤ë¤è¤¦¤À¡£");
4377 msg_print("You feel some rubble blocking your way.");
4380 c_ptr->info |= (CAVE_MARK);
4385 else if (c_ptr->feat < FEAT_SECRET)
4388 msg_print("¥É¥¢¤¬¹Ô¤¯¼ê¤ò¤Ï¤Ð¤ó¤Ç¤¤¤ë¤è¤¦¤À¡£");
4390 msg_print("You feel a closed door blocking your way.");
4393 c_ptr->info |= (CAVE_MARK);
4397 /* Wall (or secret door) */
4401 msg_print("Êɤ¬¹Ô¤¯¼ê¤ò¤Ï¤Ð¤ó¤Ç¤¤¤ë¤è¤¦¤À¡£");
4403 msg_print("You feel a wall blocking your way.");
4406 c_ptr->info |= (CAVE_MARK);
4415 if (c_ptr->feat == FEAT_RUBBLE)
4418 msg_print("´äÀФ¬¹Ô¤¯¼ê¤ò¤Ï¤Ð¤ó¤Ç¤¤¤ë¡£");
4420 msg_print("There is rubble blocking your way.");
4424 if (!(p_ptr->confused || p_ptr->stun || p_ptr->image))
4428 * Well, it makes sense that you lose time bumping into
4429 * a wall _if_ you are confused, stunned or blind; but
4430 * typing mistakes should not cost you a turn...
4434 else if (c_ptr->feat < FEAT_SECRET)
4436 #ifdef ALLOW_EASY_OPEN
4438 if (easy_open && easy_open_door(y, x)) return;
4440 #endif /* ALLOW_EASY_OPEN */
4443 msg_print("¥É¥¢¤¬¹Ô¤¯¼ê¤ò¤Ï¤Ð¤ó¤Ç¤¤¤ë¡£");
4445 msg_print("There is a closed door blocking your way.");
4449 if (!(p_ptr->confused || p_ptr->stun || p_ptr->image))
4453 /* Wall (or secret door) */
4457 msg_print("Êɤ¬¹Ô¤¯¼ê¤ò¤Ï¤Ð¤ó¤Ç¤¤¤ë¡£");
4459 msg_print("There is a wall blocking your way.");
4463 if (!(p_ptr->confused || p_ptr->stun || p_ptr->image))
4469 sound(SOUND_HITWALL);
4472 /* Normal movement */
4473 if (!pattern_seq(py, px, y, x))
4475 if (!(p_ptr->confused || p_ptr->stun || p_ptr->image))
4480 /* To avoid a loop with running */
4486 /* Normal movement */
4492 if (player_enter_grid_callback(y, x)) return;
4494 /* Player movement callback */
4495 if (player_move_callback(y, x)) return;
4496 #endif /* USE_SCRIPT */
4501 if(!process_frakir(x,y))
4503 energy_use = 25;return;
4511 msg_format("%s¤ò²¡¤·Âऱ¤¿¡£", m_name);
4513 msg_format("You push past %s.", m_name);
4518 cave[py][px].m_idx = c_ptr->m_idx;
4520 update_mon(cave[py][px].m_idx, TRUE);
4523 /* Change oldpx and oldpy to place the player well when going back to big mode */
4524 if (p_ptr->wild_mode)
4526 if(ddy[dir] > 0) p_ptr->oldpy = 1;
4527 if(ddy[dir] < 0) p_ptr->oldpy = MAX_HGT - 2;
4528 if(ddy[dir] == 0) p_ptr->oldpy = MAX_HGT / 2;
4529 if(ddx[dir] > 0) p_ptr->oldpx = 1;
4530 if(ddx[dir] < 0) p_ptr->oldpx = MAX_WID - 2;
4531 if(ddx[dir] == 0) p_ptr->oldpx = MAX_WID / 2;
4534 /* Save old location */
4538 /* Move the player */
4542 if (p_ptr->riding && (r_info[m_list[p_ptr->riding].r_idx].flags2 & RF2_KILL_WALL))
4544 if (cave[py][px].feat > FEAT_SECRET && cave[py][px].feat < FEAT_PERM_SOLID)
4546 /* Forget the wall */
4547 cave[py][px].info &= ~(CAVE_MARK);
4550 cave_set_feat(py, px, floor_type[rand_int(100)]);
4553 if (music_singing(MUSIC_WALL))
4555 project(0, 0, py, px,
4556 (60 + p_ptr->lev), GF_DISINTEGRATE, PROJECT_KILL | PROJECT_ITEM, -1);
4558 else if (p_ptr->kill_wall)
4560 if (cave_valid_bold(py, px) &&
4561 (cave[py][px].feat < FEAT_PATTERN_START ||
4562 cave[py][px].feat > FEAT_PATTERN_XTRA2) &&
4563 (cave[py][px].feat < FEAT_DEEP_WATER ||
4564 cave[py][px].feat > FEAT_GRASS))
4566 if (cave[py][px].feat == FEAT_TREES)
4567 cave_set_feat(py, px, FEAT_GRASS);
4570 cave[py][px].feat = floor_type[rand_int(100)];
4571 cave[py][px].info &= ~(CAVE_MASK);
4572 cave[py][px].info |= CAVE_FLOOR;
4575 /* Update some things -- similar to GF_KILL_WALL */
4576 p_ptr->update |= (PU_VIEW | PU_LITE | PU_FLOW | PU_MONSTERS | PU_MON_LITE);
4579 /* Redraw new spot */
4582 /* Redraw old spot */
4586 /* sound(SOUND_WALK); */
4588 /* Check for new panel (redraw map) */
4591 /* For get everything when requested hehe I'm *NASTY* */
4592 if (dun_level && (d_info[dungeon_type].flags1 & DF1_FORGET))
4597 if ((p_ptr->pclass == CLASS_NINJA))
4599 if (c_ptr->info & (CAVE_GLOW)) set_superstealth(FALSE);
4600 else if (p_ptr->cur_lite <= 0) set_superstealth(TRUE);
4602 if ((p_ptr->action == ACTION_HAYAGAKE) && !cave_floor_bold(py, px))
4605 msg_print("¤³¤³¤Ç¤ÏÁÇÁ᤯ư¤±¤Ê¤¤¡£");
4607 msg_print("You cannot run in wall.");
4609 set_action(ACTION_NONE);
4613 p_ptr->update |= (PU_VIEW | PU_LITE | PU_FLOW | PU_MON_LITE);
4615 /* Update the monsters */
4616 p_ptr->update |= (PU_DISTANCE);
4619 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
4621 /* Spontaneous Searching */
4622 if ((p_ptr->skill_fos >= 50) ||
4623 (0 == rand_int(50 - p_ptr->skill_fos)))
4628 /* Continuous Searching */
4629 if (p_ptr->action == ACTION_SEARCH)
4634 /* Handle "objects" */
4636 #ifdef ALLOW_EASY_DISARM /* TNB */
4638 carry(do_pickup != always_pickup);
4640 #else /* ALLOW_EASY_DISARM -- TNB */
4644 #endif /* ALLOW_EASY_DISARM -- TNB */
4646 /* Handle "store doors" */
4647 if (((c_ptr->feat >= FEAT_SHOP_HEAD) &&
4648 (c_ptr->feat <= FEAT_SHOP_TAIL)) ||
4649 (c_ptr->feat == FEAT_MUSEUM))
4655 /* Hack -- Enter store */
4659 /* Handle "building doors" -KMW- */
4660 else if ((c_ptr->feat >= FEAT_BLDG_HEAD) &&
4661 (c_ptr->feat <= FEAT_BLDG_TAIL))
4667 /* Hack -- Enter building */
4671 /* Handle quest areas -KMW- */
4672 else if (cave[y][x].feat == FEAT_QUEST_ENTER)
4678 /* Hack -- Enter quest level */
4682 else if (cave[y][x].feat == FEAT_QUEST_EXIT)
4684 if (quest[p_ptr->inside_quest].type == QUEST_TYPE_FIND_EXIT)
4686 if (record_fix_quest) do_cmd_write_nikki(NIKKI_FIX_QUEST_C, p_ptr->inside_quest, NULL);
4687 quest[p_ptr->inside_quest].status = QUEST_STATUS_COMPLETED;
4688 quest[p_ptr->inside_quest].complev = (byte)p_ptr->lev;
4690 msg_print("¥¯¥¨¥¹¥È¤òãÀ®¤·¤¿¡ª");
4692 msg_print("You accomplished your quest!");
4698 leaving_quest = p_ptr->inside_quest;
4700 /* Leaving an 'only once' quest marks it as failed */
4701 if (leaving_quest &&
4702 ((quest[leaving_quest].flags & QUEST_FLAG_ONCE) || (quest[leaving_quest].type == QUEST_TYPE_RANDOM)) &&
4703 (quest[leaving_quest].status == QUEST_STATUS_TAKEN))
4705 if ((quest[leaving_quest].type == QUEST_TYPE_RANDOM) && record_rand_quest)
4706 do_cmd_write_nikki(NIKKI_RAND_QUEST_F, leaving_quest, NULL);
4707 else if (record_fix_quest)
4708 do_cmd_write_nikki(NIKKI_FIX_QUEST_F, leaving_quest, NULL);
4709 quest[leaving_quest].status = QUEST_STATUS_FAILED;
4710 quest[leaving_quest].complev = (byte)p_ptr->lev;
4711 if (quest[leaving_quest].type == QUEST_TYPE_RANDOM)
4712 r_info[quest[leaving_quest].r_idx].flags1 &= ~(RF1_QUESTOR);
4715 p_ptr->inside_quest = cave[y][x].special;
4719 p_ptr->leaving = TRUE;
4722 /* Discover invisible traps */
4723 else if (c_ptr->info & CAVE_TRAP)
4730 msg_print("¥È¥é¥Ã¥×¤À¡ª");
4732 msg_print("You found a trap!");
4740 hit_trap(break_trap);
4743 /* Set off an visible trap */
4744 else if (is_trap(c_ptr->feat))
4750 hit_trap(break_trap);
4755 m_list[p_ptr->riding].fy = py;
4756 m_list[p_ptr->riding].fx = px;
4757 cave[py][px].m_idx = p_ptr->riding;
4758 update_mon(cave[py][px].m_idx, TRUE);
4759 p_ptr->update |= (PU_MON_LITE);
4765 * Hack -- Check for a "known wall" (see below)
4767 static int see_wall(int dir, int y, int x)
4769 /* Get the new location */
4773 /* Illegal grids are not known walls */
4774 if (!in_bounds2(y, x)) return (FALSE);
4776 /* Non-wall grids are not known walls */
4777 if (cave[y][x].feat < FEAT_SECRET) return (FALSE);
4779 if ((cave[y][x].feat >= FEAT_DEEP_WATER) &&
4780 (cave[y][x].feat <= FEAT_GRASS)) return (FALSE);
4782 if ((cave[y][x].feat >= FEAT_SHOP_HEAD) &&
4783 (cave[y][x].feat <= FEAT_SHOP_TAIL)) return (FALSE);
4785 if (cave[y][x].feat == FEAT_DEEP_GRASS) return (FALSE);
4786 if (cave[y][x].feat == FEAT_FLOWER) return (FALSE);
4788 if (cave[y][x].feat == FEAT_MUSEUM) return (FALSE);
4790 if ((cave[y][x].feat >= FEAT_BLDG_HEAD) &&
4791 (cave[y][x].feat <= FEAT_BLDG_TAIL)) return (FALSE);
4793 /* if (cave[y][x].feat == FEAT_TREES) return (FALSE); */
4795 /* Must be known to the player */
4796 if (!(cave[y][x].info & (CAVE_MARK))) return (FALSE);
4798 if (cave[y][x].feat >= FEAT_TOWN) return (FALSE);
4806 * Hack -- Check for an "unknown corner" (see below)
4808 static int see_nothing(int dir, int y, int x)
4810 /* Get the new location */
4814 /* Illegal grids are unknown */
4815 if (!in_bounds2(y, x)) return (TRUE);
4817 /* Memorized grids are always known */
4818 if (cave[y][x].info & (CAVE_MARK)) return (FALSE);
4820 /* Non-floor grids are unknown */
4821 if (!cave_floor_bold(y, x)) return (TRUE);
4823 /* Viewable door/wall grids are known */
4824 if (player_can_see_bold(y, x)) return (FALSE);
4835 * The running algorithm: -CJS-
4837 * In the diagrams below, the player has just arrived in the
4838 * grid marked as '@', and he has just come from a grid marked
4839 * as 'o', and he is about to enter the grid marked as 'x'.
4841 * Of course, if the "requested" move was impossible, then you
4842 * will of course be blocked, and will stop.
4844 * Overview: You keep moving until something interesting happens.
4845 * If you are in an enclosed space, you follow corners. This is
4846 * the usual corridor scheme. If you are in an open space, you go
4847 * straight, but stop before entering enclosed space. This is
4848 * analogous to reaching doorways. If you have enclosed space on
4849 * one side only (that is, running along side a wall) stop if
4850 * your wall opens out, or your open space closes in. Either case
4851 * corresponds to a doorway.
4853 * What happens depends on what you can really SEE. (i.e. if you
4854 * have no light, then running along a dark corridor is JUST like
4855 * running in a dark room.) The algorithm works equally well in
4856 * corridors, rooms, mine tailings, earthquake rubble, etc, etc.
4858 * These conditions are kept in static memory:
4859 * find_openarea You are in the open on at least one
4861 * find_breakleft You have a wall on the left, and will
4863 * find_breakright You have a wall on the right, and will
4866 * To initialize these conditions, we examine the grids adjacent
4867 * to the grid marked 'x', two on each side (marked 'L' and 'R').
4868 * If either one of the two grids on a given side is seen to be
4869 * closed, then that side is considered to be closed. If both
4870 * sides are closed, then it is an enclosed (corridor) run.
4876 * Looking at more than just the immediate squares is
4877 * significant. Consider the following case. A run along the
4878 * corridor will stop just before entering the center point,
4879 * because a choice is clearly established. Running in any of
4880 * three available directions will be defined as a corridor run.
4881 * Note that a minor hack is inserted to make the angled corridor
4882 * entry (with one side blocked near and the other side blocked
4883 * further away from the runner) work correctly. The runner moves
4884 * diagonally, but then saves the previous direction as being
4885 * straight into the gap. Otherwise, the tail end of the other
4886 * entry would be perceived as an alternative on the next move.
4894 * Likewise, a run along a wall, and then into a doorway (two
4895 * runs) will work correctly. A single run rightwards from @ will
4896 * stop at 1. Another run right and down will enter the corridor
4897 * and make the corner, stopping at the 2.
4900 * ########### ######
4905 * After any move, the function area_affect is called to
4906 * determine the new surroundings, and the direction of
4907 * subsequent moves. It examines the current player location
4908 * (at which the runner has just arrived) and the previous
4909 * direction (from which the runner is considered to have come).
4911 * Moving one square in some direction places you adjacent to
4912 * three or five new squares (for straight and diagonal moves
4913 * respectively) to which you were not previously adjacent,
4914 * marked as '!' in the diagrams below.
4921 * You STOP if any of the new squares are interesting in any way:
4922 * for example, if they contain visible monsters or treasure.
4924 * You STOP if any of the newly adjacent squares seem to be open,
4925 * and you are also looking for a break on that side. (that is,
4926 * find_openarea AND find_break).
4928 * You STOP if any of the newly adjacent squares do NOT seem to be
4929 * open and you are in an open area, and that side was previously
4932 * Corners: If you are not in the open (i.e. you are in a corridor)
4933 * and there is only one way to go in the new squares, then turn in
4934 * that direction. If there are more than two new ways to go, STOP.
4935 * If there are two ways to go, and those ways are separated by a
4936 * square which does not seem to be open, then STOP.
4938 * Otherwise, we have a potential corner. There are two new open
4939 * squares, which are also adjacent. One of the new squares is
4940 * diagonally located, the other is straight on (as in the diagram).
4941 * We consider two more squares further out (marked below as ?).
4943 * We assign "option" to the straight-on grid, and "option2" to the
4944 * diagonal grid, and "check_dir" to the grid marked 's'.
4950 * If they are both seen to be closed, then it is seen that no
4951 * benefit is gained from moving straight. It is a known corner.
4952 * To cut the corner, go diagonally, otherwise go straight, but
4953 * pretend you stepped diagonally into that next location for a
4954 * full view next time. Conversely, if one of the ? squares is
4955 * not seen to be closed, then there is a potential choice. We check
4956 * to see whether it is a potential corner or an intersection/room entrance.
4957 * If the square two spaces straight ahead, and the space marked with 's'
4958 * are both blank, then it is a potential corner and enter if find_examine
4959 * is set, otherwise must stop because it is not a corner.
4966 * Hack -- allow quick "cycling" through the legal directions
4968 static byte cycle[] =
4969 { 1, 2, 3, 6, 9, 8, 7, 4, 1, 2, 3, 6, 9, 8, 7, 4, 1 };
4972 * Hack -- map each direction into the "middle" of the "cycle[]" array
4974 static byte chome[] =
4975 { 0, 8, 9, 10, 7, 0, 11, 6, 5, 4 };
4978 * The direction we are running
4980 static byte find_current;
4983 * The direction we came from
4985 static byte find_prevdir;
4988 * We are looking for open area
4990 static bool find_openarea;
4993 * We are looking for a break
4995 static bool find_breakright;
4996 static bool find_breakleft;
5001 * Initialize the running algorithm for a new direction.
5003 * Diagonal Corridor -- allow diaginal entry into corridors.
5005 * Blunt Corridor -- If there is a wall two spaces ahead and
5006 * we seem to be in a corridor, then force a turn into the side
5007 * corridor, must be moving straight into a corridor here. ???
5009 * Diagonal Corridor Blunt Corridor (?)
5014 static void run_init(int dir)
5016 int row, col, deepleft, deepright;
5017 int i, shortleft, shortright;
5020 /* Save the direction */
5023 /* Assume running straight */
5026 /* Assume looking for open area */
5027 find_openarea = TRUE;
5029 /* Assume not looking for breaks */
5030 find_breakright = find_breakleft = FALSE;
5032 /* Assume no nearby walls */
5033 deepleft = deepright = FALSE;
5034 shortright = shortleft = FALSE;
5039 /* Find the destination grid */
5040 row = py + ddy[dir];
5041 col = px + ddx[dir];
5043 /* Extract cycle index */
5046 /* Check for walls */
5047 if (see_wall(cycle[i+1], py, px))
5049 find_breakleft = TRUE;
5052 else if (see_wall(cycle[i+1], row, col))
5054 find_breakleft = TRUE;
5058 /* Check for walls */
5059 if (see_wall(cycle[i-1], py, px))
5061 find_breakright = TRUE;
5064 else if (see_wall(cycle[i-1], row, col))
5066 find_breakright = TRUE;
5070 /* Looking for a break */
5071 if (find_breakleft && find_breakright)
5073 /* Not looking for open area */
5074 find_openarea = FALSE;
5076 /* Hack -- allow angled corridor entry */
5079 if (deepleft && !deepright)
5081 find_prevdir = cycle[i - 1];
5083 else if (deepright && !deepleft)
5085 find_prevdir = cycle[i + 1];
5089 /* Hack -- allow blunt corridor entry */
5090 else if (see_wall(cycle[i], row, col))
5092 if (shortleft && !shortright)
5094 find_prevdir = cycle[i - 2];
5096 else if (shortright && !shortleft)
5098 find_prevdir = cycle[i + 2];
5106 * Update the current "run" path
5108 * Return TRUE if the running should be stopped
5110 static bool run_test(void)
5112 int prev_dir, new_dir, check_dir = 0;
5115 int option = 0, option2 = 0;
5118 /* Where we came from */
5119 prev_dir = find_prevdir;
5122 /* Range of newly adjacent grids */
5123 max = (prev_dir & 0x01) + 1;
5126 /* Look at every newly adjacent square. */
5127 for (i = -max; i <= max; i++)
5129 s16b this_o_idx, next_o_idx = 0;
5133 new_dir = cycle[chome[prev_dir] + i];
5136 row = py + ddy[new_dir];
5137 col = px + ddx[new_dir];
5140 c_ptr = &cave[row][col];
5143 /* Visible monsters abort running */
5146 monster_type *m_ptr = &m_list[c_ptr->m_idx];
5148 /* Visible monster */
5149 if (m_ptr->ml) return (TRUE);
5152 /* Visible objects abort running */
5153 for (this_o_idx = c_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
5157 /* Acquire object */
5158 o_ptr = &o_list[this_o_idx];
5160 /* Acquire next object */
5161 next_o_idx = o_ptr->next_o_idx;
5163 /* Visible object */
5164 if (o_ptr->marked) return (TRUE);
5168 /* Assume unknown */
5171 /* Check memorized grids */
5172 if (c_ptr->info & (CAVE_MARK))
5176 /* Examine the terrain */
5177 switch (c_ptr->feat)
5192 /* Hidden treasure */
5197 case FEAT_WALL_EXTRA:
5198 case FEAT_WALL_INNER:
5199 case FEAT_WALL_OUTER:
5200 case FEAT_WALL_SOLID:
5201 case FEAT_PERM_EXTRA:
5202 case FEAT_PERM_INNER:
5203 case FEAT_PERM_OUTER:
5204 case FEAT_PERM_SOLID:
5205 /* dirt, grass, trees, ... */
5206 case FEAT_SHAL_WATER:
5209 case FEAT_DEEP_GRASS:
5222 /* quest features */
5223 case FEAT_QUEST_ENTER:
5224 case FEAT_QUEST_EXIT:
5233 case FEAT_DEEP_LAVA:
5234 case FEAT_SHAL_LAVA:
5237 if (p_ptr->invuln || p_ptr->immune_fire) notice = FALSE;
5243 case FEAT_DEEP_WATER:
5246 if (p_ptr->ffall) notice = FALSE;
5256 /* Option -- ignore */
5257 if (find_ignore_doors) notice = FALSE;
5266 case FEAT_LESS_LESS:
5267 case FEAT_MORE_MORE:
5270 /* Option -- ignore */
5271 if (find_ignore_stairs) notice = FALSE;
5278 /* Interesting feature */
5279 if (notice) return (TRUE);
5281 /* The grid is "visible" */
5285 /* Analyze unknown grids and floors */
5286 /* if (inv || cave_floor_bold(row, col) || */
5287 /* (cave[row][col].feat == FEAT_TREES)) */
5288 if (inv || cave_floor_bold(row, col))
5290 /* Looking for open area */
5296 /* The first new direction. */
5302 /* Three new directions. Stop running. */
5308 /* Two non-adjacent new directions. Stop running. */
5309 else if (option != cycle[chome[prev_dir] + i - 1])
5314 /* Two new (adjacent) directions (case 1) */
5315 else if (new_dir & 0x01)
5317 check_dir = cycle[chome[prev_dir] + i - 2];
5321 /* Two new (adjacent) directions (case 2) */
5324 check_dir = cycle[chome[prev_dir] + i + 1];
5330 /* Obstacle, while looking for open area */
5337 /* Break to the right */
5338 find_breakright = TRUE;
5343 /* Break to the left */
5344 find_breakleft = TRUE;
5351 /* Looking for open area */
5354 /* Hack -- look again */
5355 for (i = -max; i < 0; i++)
5357 new_dir = cycle[chome[prev_dir] + i];
5359 row = py + ddy[new_dir];
5360 col = px + ddx[new_dir];
5363 c_ptr = &cave[row][col];
5365 /* Unknown grid or non-wall XXX XXX XXX cave_floor_grid(c_ptr)) */
5366 if (!(c_ptr->info & (CAVE_MARK)) ||
5367 ((c_ptr->feat < FEAT_SECRET) ||
5368 (c_ptr->feat == FEAT_FLOWER) ||
5369 (c_ptr->feat == FEAT_DEEP_GRASS) ||
5370 ((c_ptr->feat >= FEAT_DEEP_WATER) &&
5371 (c_ptr->feat <= FEAT_GRASS))))
5374 /* Looking to break right */
5375 if (find_breakright)
5384 /* Looking to break left */
5392 /* Hack -- look again */
5393 for (i = max; i > 0; i--)
5395 new_dir = cycle[chome[prev_dir] + i];
5397 row = py + ddy[new_dir];
5398 col = px + ddx[new_dir];
5401 c_ptr = &cave[row][col];
5403 /* Unknown grid or non-wall XXX XXX XXX cave_floor_grid(c_ptr)) */
5404 if (!(c_ptr->info & (CAVE_MARK)) ||
5405 ((c_ptr->feat < FEAT_SECRET) ||
5406 (c_ptr->feat == FEAT_FLOWER) ||
5407 (c_ptr->feat == FEAT_DEEP_GRASS) ||
5408 ((c_ptr->feat >= FEAT_DEEP_WATER) &&
5409 (c_ptr->feat <= FEAT_GRASS))))
5412 /* Looking to break left */
5422 /* Looking to break right */
5423 if (find_breakright)
5432 /* Not looking for open area */
5444 /* Primary option */
5445 find_current = option;
5447 /* No other options */
5448 find_prevdir = option;
5451 /* Two options, examining corners */
5452 else if (find_examine && !find_cut)
5454 /* Primary option */
5455 find_current = option;
5457 /* Hack -- allow curving */
5458 find_prevdir = option2;
5461 /* Two options, pick one */
5464 /* Get next location */
5465 row = py + ddy[option];
5466 col = px + ddx[option];
5468 /* Don't see that it is closed off. */
5469 /* This could be a potential corner or an intersection. */
5470 if (!see_wall(option, row, col) ||
5471 !see_wall(check_dir, row, col))
5473 /* Can not see anything ahead and in the direction we */
5474 /* are turning, assume that it is a potential corner. */
5476 see_nothing(option, row, col) &&
5477 see_nothing(option2, row, col))
5479 find_current = option;
5480 find_prevdir = option2;
5483 /* STOP: we are next to an intersection or a room */
5490 /* This corner is seen to be enclosed; we cut the corner. */
5493 find_current = option2;
5494 find_prevdir = option2;
5497 /* This corner is seen to be enclosed, and we */
5498 /* deliberately go the long way. */
5501 find_current = option;
5502 find_prevdir = option2;
5508 /* About to hit a known wall, stop */
5509 if (see_wall(find_current, py, px))
5522 * Take one step along the current "run" path
5524 void run_step(int dir)
5529 /* Hack -- do not start silly run */
5530 if (see_wall(dir, py, px) &&
5531 (cave[py+ddy[dir]][px+ddx[dir]].feat != FEAT_TREES))
5535 msg_print("¤½¤ÎÊý¸þ¤Ë¤Ï¹Ô¤±¤Þ¤»¤ó¡£");
5537 msg_print("You cannot run in that direction.");
5548 /* Calculate torch radius */
5549 p_ptr->update |= (PU_TORCH);
5569 /* Decrease the run counter */
5570 if (--running <= 0) return;
5575 /* Move the player, using the "pickup" flag */
5576 #ifdef ALLOW_EASY_DISARM /* TNB */
5578 move_player(find_current, FALSE, FALSE);
5580 #else /* ALLOW_EASY_DISARM -- TNB */
5582 move_player(find_current, always_pickup, FALSE);
5584 #endif /* ALLOW_EASY_DISARM -- TNB */
5586 if ((py == p_ptr->run_py) && (px == p_ptr->run_px))