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 (c_ptr->info & CAVE_TRAP)
584 msg_print("¥È¥é¥Ã¥×¤òȯ¸«¤·¤¿¡£");
586 msg_print("You have found a trap.");
595 if (c_ptr->feat == FEAT_SECRET)
599 msg_print("±£¤·¥É¥¢¤òȯ¸«¤·¤¿¡£");
601 msg_print("You have found a secret door.");
606 place_closed_door(y, x);
612 /* Scan all objects in the grid */
613 for (this_o_idx = c_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
618 o_ptr = &o_list[this_o_idx];
620 /* Acquire next object */
621 next_o_idx = o_ptr->next_o_idx;
623 /* Skip non-chests */
624 if (o_ptr->tval != TV_CHEST) continue;
626 /* Skip non-trapped chests */
627 if (!chest_traps[o_ptr->pval]) continue;
630 if (!object_known_p(o_ptr))
634 msg_print("È¢¤Ë»Å³Ý¤±¤é¤ì¤¿¥È¥é¥Ã¥×¤òȯ¸«¤·¤¿¡ª");
636 msg_print("You have discovered a trap on the chest!");
654 * Helper routine for py_pickup() and py_pickup_floor().
656 * Add the given dungeon object to the character's inventory.
658 * Delete the object afterwards.
660 void py_pickup_aux(int o_idx)
666 * ¥¢¥¤¥Æ¥à¤ò½¦¤Ã¤¿ºÝ¤Ë¡Ö£²¤Ä¤Î¥±¡¼¥¤ò»ý¤Ã¤Æ¤¤¤ë¡×
667 * "You have two cakes." ¤È¥¢¥¤¥Æ¥à¤ò½¦¤Ã¤¿¸å¤Î¹ç·×¤Î¤ß¤Îɽ¼¨¤¬¥ª¥ê¥¸¥Ê¥ë
669 * ¤¢¤ë¤È¤¤¤¦»ØŦ¤ò¤¦¤±¤¿¤Î¤Ç¡¢¡Ö¡Á¤ò½¦¤Ã¤¿¡¢¡Á¤ò»ý¤Ã¤Æ¤¤¤ë¡×¤È¤¤¤¦É½¼¨
670 * ¤Ë¤«¤¨¤Æ¤¢¤ë¡£¤½¤Î¤¿¤á¤ÎÇÛÎó¡£
672 char o_name[MAX_NLEN];
673 char old_name[MAX_NLEN];
676 extern char *object_desc_kosuu(char *t, object_type *o_ptr);
678 char o_name[MAX_NLEN];
683 o_ptr = &o_list[o_idx];
686 /* Describe the object */
687 object_desc(old_name, o_ptr, TRUE, 0);
688 object_desc_kosuu(kazu_str, o_ptr);
689 hirottakazu = o_ptr->number;
691 /* Carry the object */
692 slot = inven_carry(o_ptr);
694 /* Get the object again */
695 o_ptr = &inventory[slot];
697 /* Delete the object */
698 delete_object_idx(o_idx);
700 if (p_ptr->pseikaku == SEIKAKU_MUNCHKIN) identify_item(o_ptr);
702 /* Describe the object */
703 object_desc(o_name, o_ptr, TRUE, 3);
707 if ((o_ptr->name1 == ART_CRIMSON) && (p_ptr->pseikaku == SEIKAKU_COMBAT))
709 msg_format("¤³¤¦¤·¤Æ¡¢%s¤Ï¡Ø¥¯¥ê¥à¥¾¥ó¡Ù¤ò¼ê¤ËÆþ¤ì¤¿¡£", player_name);
710 msg_print("¤·¤«¤·º£¡¢¡Øº®Æ٤Υµ¡¼¥Ú¥ó¥È¡Ù¤ÎÊü¤Ã¤¿¥â¥ó¥¹¥¿¡¼¤¬¡¢");
711 msg_format("%s¤Ë½±¤¤¤«¤«¤ë¡¥¡¥¡¥", player_name);
717 msg_format("%s(%c)¤ò»ý¤Ã¤Æ¤¤¤ë¡£",o_name, index_to_label(slot));
721 if (o_ptr->number > hirottakazu) {
722 msg_format("%s½¦¤Ã¤Æ¡¢%s(%c)¤ò»ý¤Ã¤Æ¤¤¤ë¡£",
723 kazu_str, o_name, index_to_label(slot));
725 msg_format("%s(%c)¤ò½¦¤Ã¤¿¡£", o_name, index_to_label(slot));
729 strcpy(record_o_name, old_name);
731 msg_format("You have %s (%c).", o_name, index_to_label(slot));
732 strcpy(record_o_name, o_name);
737 /* Check if completed a quest */
738 for (i = 0; i < max_quests; i++)
740 if ((quest[i].type == QUEST_TYPE_FIND_ARTIFACT) &&
741 (quest[i].status == QUEST_STATUS_TAKEN) &&
742 (quest[i].k_idx == o_ptr->name1))
744 if (record_fix_quest) do_cmd_write_nikki(NIKKI_FIX_QUEST_C, i, NULL);
745 quest[i].status = QUEST_STATUS_COMPLETED;
746 quest[i].complev = (byte)p_ptr->lev;
748 msg_print("¥¯¥¨¥¹¥È¤òãÀ®¤·¤¿¡ª");
750 msg_print("You completed your quest!");
759 bool can_player_destroy_object(object_type *o_ptr)
761 /* Artifacts cannot be destroyed */
762 if (artifact_p(o_ptr) || o_ptr->art_name)
764 byte feel = FEEL_SPECIAL;
766 /* Hack -- Handle icky artifacts */
767 if (cursed_p(o_ptr) || broken_p(o_ptr)) feel = FEEL_TERRIBLE;
769 /* Hack -- inscribe the artifact */
770 o_ptr->feeling = feel;
772 /* We have "felt" it (again) */
773 o_ptr->ident |= (IDENT_SENSE);
775 /* Combine the pack */
776 p_ptr->notice |= (PN_COMBINE);
778 /* Redraw equippy chars */
779 p_ptr->redraw |= (PR_EQUIPPY);
782 p_ptr->window |= (PW_INVEN | PW_EQUIP);
793 int is_autopick(object_type *o_ptr)
796 char o_name[MAX_NLEN];
799 static char kanji_colon[] = "¡§";
802 if (o_ptr->tval == TV_GOLD) return -1;
804 object_desc(o_name, o_ptr, FALSE, 3);
805 for (i = 0; o_name[i]; i++)
808 if (iskanji(o_name[i]))
812 if (isupper(o_name[i]))
813 o_name[i] = tolower(o_name[i]);
816 for (i=0; i<max_autopick; i++)
819 bool collectable = FALSE;
822 str = autopick_name[i];
825 /*** ¤¹¤Ù¤Æ¤Î... ***/
826 if (!strncmp(str, "¤¹¤Ù¤Æ¤Î", 8)) str+= 8;
828 /*** ´û¤Ë»ý¤Ã¤Æ¤¤¤ë¥¢¥¤¥Æ¥à ***/
829 if (!strncmp(str, "¼ý½¸Ãæ¤Î", 8))
835 /*** ̤´ÕÄê¤Î... ***/
836 if (!strncmp(str, "̤´ÕÄê¤Î",8) &&
837 !object_known_p(o_ptr) && !( (o_ptr->ident)&IDENT_SENSE)) str+= 8;
839 /*** ´ÕÄêºÑ¤ß¤Î... ***/
840 if (!strncmp(str, "´ÕÄêºÑ¤ß¤Î",10) &&
841 object_known_p(o_ptr) ) str+= 10;
843 /*** *´ÕÄê*ºÑ¤ß¤Î... ***/
844 if (!strncmp(str, "*´ÕÄê*ºÑ¤ß¤Î",12) &&
845 object_known_p(o_ptr) && (o_ptr->ident & IDENT_MENTAL) ) str+= 12;
848 if (!strncmp(str, "̵ÌäÎ", 6)
849 && (object_known_p(o_ptr)) && !o_ptr->inscription
850 && (!o_ptr->name1 && !o_ptr->name2 && !o_ptr->art_name))
854 case TV_SHOT: case TV_ARROW: case TV_BOLT: case TV_BOW:
855 case TV_DIGGING: case TV_HAFTED: case TV_POLEARM: case TV_SWORD:
856 case TV_BOOTS: case TV_GLOVES: case TV_HELM: case TV_CROWN:
857 case TV_SHIELD: case TV_CLOAK:
858 case TV_SOFT_ARMOR: case TV_HARD_ARMOR: case TV_DRAG_ARMOR:
859 case TV_LITE: case TV_AMULET: case TV_RING: case TV_CARD:
864 /*** ̤ȽÌÀ¤Î... ***/
865 if (!strncmp(str, "̤ȽÌÀ¤Î",8) &&
866 !object_aware_p(o_ptr)) str+= 8;
868 /*** ̵²ÁÃͤÎ... ***/
869 if (!strncmp(str, "̵²ÁÃͤÎ", 8)
870 && object_value(o_ptr) <= 0) str+= 8;
873 if (o_ptr->tval != TV_BOW && !strncmp(str, "¥À¥¤¥¹Ìܤΰ㤦", 14))
875 object_kind *k_ptr = &k_info[o_ptr->k_idx];
877 if ((o_ptr->dd != k_ptr->dd) || (o_ptr->ds != k_ptr->ds))
884 if (!strncmp(str, "¥À¥¤¥¹ÌÜ", 8) && isdigit(*(str + 8)) && isdigit(*(str + 9))){
885 if ( (o_ptr->dd) * (o_ptr->ds) >= (*(str+8)-'0') * 10 + (*(str + 9)-'0')) str+= 10;
886 if (!strncmp(str, "°Ê¾å¤Î", 6)) str+= 6;
889 /*** ¾Þ¶â¼ó¤Î»àÂÎ/¹ü ***/
890 if (!strncmp(str, "¾Þ¶â¼ó¤Î", 8) &&
891 (o_ptr->tval == TV_CORPSE) &&
892 object_is_shoukinkubi(o_ptr)) str+= 8;
894 /*** ¥æ¥Ë¡¼¥¯¡¦¥â¥ó¥¹¥¿¡¼¤Î»àÂÎ/¹ü ***/
895 if (!strncmp(str, "¥æ¥Ë¡¼¥¯¡¦¥â¥ó¥¹¥¿¡¼¤Î", 22) &&
896 ((o_ptr->tval == TV_CORPSE) || (o_ptr->tval == TV_STATUE)) &&
897 (r_info[o_ptr->pval].flags1 & RF1_UNIQUE)) str+= 22;
899 /*** ¿Í´Ö¤Î»àÂÎ/¹ü (for Daemon) ***/
900 if (!strncmp(str, "¿Í´Ö¤Î", 6) &&
901 (o_ptr->tval == TV_CORPSE) &&
902 (strchr("pht", r_info[o_ptr->pval].d_char))) str+= 6;
904 /*** º£¤Î¿¦¶È¤Ç»È¤¨¤Ê¤¤ËâË¡½ñ ***/
905 if (!strncmp(str, "Æɤá¤Ê¤¤", 8) &&
906 (o_ptr->tval >= TV_LIFE_BOOK) &&
907 !check_book_realm(o_ptr->tval, o_ptr->sval)) str += 8;
909 /*** Âè°ìÎΰè¤ÎËâË¡½ñ ***/
910 if (!strncmp(str, "Âè°ìÎΰè¤Î", 10) &&
911 !(p_ptr->pclass == CLASS_SORCERER) &&
912 !(p_ptr->pclass == CLASS_RED_MAGE) &&
913 (o_ptr->tval >= TV_LIFE_BOOK) &&
914 (REALM1_BOOK == o_ptr->tval) ) str += 10;
916 /*** ÂèÆóÎΰè¤ÎËâË¡½ñ ***/
917 if (!strncmp(str, "ÂèÆóÎΰè¤Î", 10) &&
918 !(p_ptr->pclass == CLASS_SORCERER) &&
919 !(p_ptr->pclass == CLASS_RED_MAGE) &&
920 (o_ptr->tval >= TV_LIFE_BOOK) &&
921 (REALM2_BOOK == o_ptr->tval) ) str += 10;
923 /*** nºýÌܤÎËâË¡½ñ ***/
924 if (!strncmp(str + 1, "ºýÌܤÎ", 6) &&
925 (o_ptr->tval >= TV_LIFE_BOOK) &&
926 (*str == '1' + o_ptr->sval) ) str += 6 + 1;
929 /*** ¥¢¥¤¥Æ¥à¤Î¥«¥Æ¥´¥ê»ØÄêͽÌó¸ì ***/
930 if (!strncmp(str, "¥¢¥¤¥Æ¥à",8)) len = 8;
932 else if (!strncmp(str, "¥¢¡¼¥Æ¥£¥Õ¥¡¥¯¥È", 16)){
933 if (object_known_p(o_ptr)
934 && (artifact_p(o_ptr) || o_ptr->art_name))
938 else if (!strncmp(str, "Éð´ï", 4)){
939 switch( o_ptr->tval ){
949 else if (!strncmp(str, "Ëɶñ", 4)){
950 switch( o_ptr->tval ){
964 else if (!strncmp(str, "Ìð", 2)){
965 switch( o_ptr->tval ){
973 else if (!strncmp(str, "ËâË¡¥¢¥¤¥Æ¥à", 12)){
974 switch( o_ptr->tval ){
983 else if (!strncmp(str, "¸÷¸»", 4)){
984 switch( o_ptr->tval ){
990 else if (!strncmp(str, "¤¬¤é¤¯¤¿", 8)){
991 switch( o_ptr->tval ){
999 else if (!strncmp(str, "ËâË¡½ñ", 6) &&
1000 o_ptr->tval >= TV_LIFE_BOOK) len = 6;
1001 else if (!strncmp(str, "Æß´ï", 4) &&
1002 o_ptr->tval == TV_HAFTED) len = 4;
1003 else if (!strncmp(str, "½â", 2) &&
1004 o_ptr->tval == TV_SHIELD) len = 2;
1005 else if (!strncmp(str, "µÝ", 2) &&
1006 o_ptr->tval == TV_BOW) len = 2;
1007 else if (!strncmp(str, "»ØÎØ", 4) &&
1008 o_ptr->tval == TV_RING) len = 4;
1009 else if (!strncmp(str, "¥¢¥ß¥å¥ì¥Ã¥È", 12) &&
1010 o_ptr->tval == TV_AMULET) len = 12;
1011 else if (!strncmp(str, "³»", 2) &&
1012 (o_ptr->tval == TV_DRAG_ARMOR || o_ptr->tval == TV_HARD_ARMOR ||
1013 o_ptr->tval == TV_SOFT_ARMOR)) len = 2;
1014 else if (!strncmp(str, "¥¯¥í¡¼¥¯", 8) &&
1015 o_ptr->tval == TV_CLOAK) len = 8;
1016 else if (!strncmp(str, "³õ", 2) &&
1017 (o_ptr->tval == TV_CROWN || o_ptr->tval == TV_HELM)) len = 2;
1018 else if (!strncmp(str, "äƼê", 4) &&
1019 o_ptr->tval == TV_GLOVES) len = 4;
1020 else if (!strncmp(str, "·¤", 2) &&
1021 o_ptr->tval == TV_BOOTS) len = 2;
1026 else if (*str == ':')
1028 else if (*str == kanji_colon[0] && *(str+1) == kanji_colon[1])
1033 #define NEXT_WORD(len) (void)(str += len, str += (' '==*str)?1:0)
1035 /*** ¤¹¤Ù¤Æ¤Î... ***/
1036 if (!strncmp(str, "all", 3)) NEXT_WORD(3);
1038 /*** ´û¤Ë»ý¤Ã¤Æ¤¤¤ë¥¢¥¤¥Æ¥à ***/
1039 if (!strncmp(str, "collecting", 10))
1045 /*** ̤´ÕÄê¤Î... ***/
1046 if (!strncmp(str, "unidentified",12) &&
1047 !object_known_p(o_ptr) && !( (o_ptr->ident)&IDENT_SENSE)) NEXT_WORD(12);
1049 /*** ´ÕÄêºÑ¤ß¤Î... ***/
1050 if (!strncmp(str, "identified",10) &&
1051 object_known_p(o_ptr) ) NEXT_WORD(10);
1053 /*** *´ÕÄê*ºÑ¤ß¤Î... ***/
1054 if (!strncmp(str, "*identified*",12) &&
1055 object_known_p(o_ptr) && (o_ptr->ident & IDENT_MENTAL) ) NEXT_WORD(12);
1058 if (!strncmp(str, "nameless", 8)
1059 && (object_known_p(o_ptr)) && !o_ptr->inscription
1060 && (!o_ptr->name1 && !o_ptr->name2 && !o_ptr->art_name))
1062 switch (o_ptr->tval)
1064 case TV_SHOT: case TV_ARROW: case TV_BOLT: case TV_BOW:
1065 case TV_DIGGING: case TV_HAFTED: case TV_POLEARM: case TV_SWORD:
1066 case TV_BOOTS: case TV_GLOVES: case TV_HELM: case TV_CROWN:
1067 case TV_SHIELD: case TV_CLOAK:
1068 case TV_SOFT_ARMOR: case TV_HARD_ARMOR: case TV_DRAG_ARMOR:
1069 case TV_LITE: case TV_AMULET: case TV_RING: case TV_CARD:
1074 /*** ̤ȽÌÀ¤Î... ***/
1075 if (!strncmp(str, "unaware",7) &&
1076 !object_aware_p(o_ptr)) NEXT_WORD(7);
1078 /*** ̵²ÁÃͤÎ... ***/
1079 if (!strncmp(str, "worthless", 9)
1080 && object_value(o_ptr) <= 0) NEXT_WORD(9);
1083 if (o_ptr->tval != TV_BOW && !strncmp(str, "dice boosted", 12))
1085 object_kind *k_ptr = &k_info[o_ptr->k_idx];
1086 if ((o_ptr->dd != k_ptr->dd) || (o_ptr->ds != k_ptr->ds))
1091 if (!strncmp(str, "more than ", 10) &&
1092 !strncmp(str+2+10, " dice ", 6) &&
1093 isdigit(str[10]) && isdigit(str[11]) &&
1094 o_ptr->dd * o_ptr->ds >= (str[10]-'0') * 10 + (str[11]-'0'))
1097 /*** ¾Þ¶â¼ó¤Î»àÂÎ/¹ü ***/
1098 if (!strncmp(str, "wanted", 6) &&
1099 (o_ptr->tval == TV_CORPSE) &&
1100 object_is_shoukinkubi(o_ptr)) NEXT_WORD(6);
1102 /*** ¥æ¥Ë¡¼¥¯¡¦¥â¥ó¥¹¥¿¡¼¤Î»àÂÎ/¹ü ***/
1103 if (!strncmp(str, "unique monster's", 16) &&
1104 ((o_ptr->tval == TV_CORPSE) || (o_ptr->tval == TV_STATUE)) &&
1105 (r_info[o_ptr->pval].flags1 & RF1_UNIQUE)) NEXT_WORD(16);
1107 /*** ¿Í´Ö¤Î»àÂÎ/¹ü (for Daemon) ***/
1108 if (!strncmp(str, "human", 5) &&
1109 (o_ptr->tval == TV_CORPSE) &&
1110 (strchr("pht", r_info[o_ptr->pval].d_char))) NEXT_WORD(5);
1112 /*** º£¤Î¿¦¶È¤Ç»È¤¨¤Ê¤¤ËâË¡½ñ ***/
1113 if (!strncmp(str, "unreadable", 10) &&
1114 (o_ptr->tval >= TV_LIFE_BOOK) &&
1115 !check_book_realm(o_ptr->tval, o_ptr->sval)) NEXT_WORD(10);
1117 /*** Âè°ìÎΰè¤ÎËâË¡½ñ ***/
1118 if (!strncmp(str, "first realm's", 13) &&
1119 !(p_ptr->pclass == CLASS_SORCERER) &&
1120 !(p_ptr->pclass == CLASS_RED_MAGE) &&
1121 (o_ptr->tval >= TV_LIFE_BOOK) &&
1122 (REALM1_BOOK == o_ptr->tval) ) NEXT_WORD(13);
1124 /*** ÂèÆóÎΰè¤ÎËâË¡½ñ ***/
1125 if (!strncmp(str, "second realm's", 14) &&
1126 !(p_ptr->pclass == CLASS_SORCERER) &&
1127 !(p_ptr->pclass == CLASS_RED_MAGE) &&
1128 (o_ptr->tval >= TV_LIFE_BOOK) &&
1129 (REALM2_BOOK == o_ptr->tval) ) NEXT_WORD(14);
1131 /*** nºýÌܤÎËâË¡½ñ ***/
1132 if (!strncmp(str, "first", 5) &&
1133 (o_ptr->tval >= TV_LIFE_BOOK) &&
1134 (0 == o_ptr->sval) ) NEXT_WORD(5);
1135 if (!strncmp(str, "second", 6) &&
1136 (o_ptr->tval >= TV_LIFE_BOOK) &&
1137 (1 == o_ptr->sval) ) NEXT_WORD(6);
1138 if (!strncmp(str, "third", 5) &&
1139 (o_ptr->tval >= TV_LIFE_BOOK) &&
1140 (2 == o_ptr->sval) ) NEXT_WORD(5);
1141 if (!strncmp(str, "fourth", 6) &&
1142 (o_ptr->tval >= TV_LIFE_BOOK) &&
1143 (3 == o_ptr->sval) ) NEXT_WORD(6);
1145 /*** ¥¢¥¤¥Æ¥à¤Î¥«¥Æ¥´¥ê»ØÄêͽÌó¸ì ***/
1146 if (!strncmp(str, "items",5)) len = 5;
1148 else if (!strncmp(str, "artifacts", 9)){
1149 if (object_known_p(o_ptr)
1150 && (artifact_p(o_ptr) || o_ptr->art_name))
1154 else if (!strncmp(str, "weapons", 7)){
1155 switch( o_ptr->tval ){
1165 else if (!strncmp(str, "armors", 6)){
1166 switch( o_ptr->tval ){
1180 else if (!strncmp(str, "missiles", 8)){
1181 switch( o_ptr->tval ){
1189 else if (!strncmp(str, "magical devices", 15)){
1190 switch( o_ptr->tval ){
1199 else if (!strncmp(str, "lights", 6)){
1200 switch( o_ptr->tval ){
1206 else if (!strncmp(str, "junks", 5)){
1207 switch( o_ptr->tval ){
1215 else if (!strncmp(str, "spellbooks", 10) &&
1216 o_ptr->tval >= TV_LIFE_BOOK) len = 10;
1217 else if (!strncmp(str, "hafted weapons", 14) &&
1218 o_ptr->tval == TV_HAFTED) len = 14;
1219 else if (!strncmp(str, "shields", 7) &&
1220 o_ptr->tval == TV_SHIELD) len = 7;
1221 else if (!strncmp(str, "bows", 4) &&
1222 o_ptr->tval == TV_BOW) len = 4;
1223 else if (!strncmp(str, "rings", 5) &&
1224 o_ptr->tval == TV_RING) len = 5;
1225 else if (!strncmp(str, "amulets", 7) &&
1226 o_ptr->tval == TV_AMULET) len = 7;
1227 else if (!strncmp(str, "suits", 5) &&
1228 (o_ptr->tval == TV_DRAG_ARMOR || o_ptr->tval == TV_HARD_ARMOR ||
1229 o_ptr->tval == TV_SOFT_ARMOR)) len = 5;
1230 else if (!strncmp(str, "cloaks", 6) &&
1231 o_ptr->tval == TV_CLOAK) len = 6;
1232 else if (!strncmp(str, "helms", 5) &&
1233 (o_ptr->tval == TV_CROWN || o_ptr->tval == TV_HELM)) len = 5;
1234 else if (!strncmp(str, "gloves", 6) &&
1235 o_ptr->tval == TV_GLOVES) len = 6;
1236 else if (!strncmp(str, "boots", 5) &&
1237 o_ptr->tval == TV_BOOTS) len = 5;
1242 else if (*str == ':')
1251 if (!strncmp(o_name, str, strlen(str)))
1256 if (strstr_j(o_name, str))
1258 if (strstr(o_name, str))
1269 /* Check if there is a same item */
1270 for (j = 0; j < INVEN_PACK; j++)
1272 if (object_similar(&inventory[j], o_ptr))
1282 static bool is_autopick2( object_type *o_ptr) {
1285 /* No inscription */
1286 if (!o_ptr->inscription) return (FALSE);
1289 s = strchr(quark_str(o_ptr->inscription), '=');
1291 /* Process inscription */
1294 /* Auto-pickup on "=g" */
1295 if (s[1] == 'g') return (TRUE);
1297 /* Find another '=' */
1298 s = strchr(s + 1, '=');
1301 /* Don't auto pickup */
1306 * Automatically destroy items in this grid.
1308 static bool is_opt_confirm_destroy(object_type *o_ptr)
1310 if (!destroy_items) return FALSE;
1312 /* Known to be worthless? */
1314 if (object_value(o_ptr) > 0) return FALSE;
1317 if ((o_ptr->tval >= TV_SHOT) && (o_ptr->tval <= TV_DRAG_ARMOR)) return FALSE;
1320 if ((o_ptr->tval == TV_CHEST) && o_ptr->pval) return FALSE;
1324 if (o_ptr->tval == TV_CORPSE
1325 && object_is_shoukinkubi(o_ptr)) return FALSE;
1329 if (o_ptr->tval == TV_CORPSE) return FALSE;
1332 if ((o_ptr->tval == TV_SKELETON) || (o_ptr->tval == TV_BOTTLE) || (o_ptr->tval == TV_JUNK) || (o_ptr->tval == TV_STATUE)) return FALSE;
1334 if (o_ptr->tval == TV_GOLD) return FALSE;
1340 * Automatically pickup/destroy items in this grid.
1342 static void auto_pickup_items(cave_type *c_ptr)
1344 s16b this_o_idx, next_o_idx = 0;
1345 s16b inscribe_flags(object_type *o_ptr, cptr out_val);
1347 char o_name[MAX_NLEN];
1350 /* Scan the pile of objects */
1351 for (this_o_idx = c_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
1353 /* Acquire object */
1354 object_type *o_ptr = &o_list[this_o_idx];
1356 /* Acquire next object */
1357 next_o_idx = o_ptr->next_o_idx;
1358 idx = is_autopick(o_ptr);
1360 if (idx >= 0 && autopick_insc[idx] && !o_ptr->inscription)
1361 o_ptr->inscription = inscribe_flags(o_ptr, autopick_insc[idx]);
1363 if (is_autopick2(o_ptr) ||
1364 (idx >= 0 && (autopick_action[idx] & DO_AUTOPICK)))
1368 if (!inven_carry_okay(o_ptr)){
1369 /* Describe the object */
1370 object_desc(o_name, o_ptr, TRUE, 3);
1373 msg_format("¥¶¥Ã¥¯¤Ë¤Ï%s¤òÆþ¤ì¤ë·ä´Ö¤¬¤Ê¤¤¡£", o_name);
1375 msg_format("You have no room for %s.", o_name);
1379 py_pickup_aux(this_o_idx);
1384 else if ((idx == -1 && is_opt_confirm_destroy(o_ptr)) ||
1385 (!always_pickup && (idx != -1 && (autopick_action[idx] & DO_AUTODESTROY))))
1388 /* Describe the object (with {terrible/special}) */
1389 object_desc(o_name, o_ptr, TRUE, 3);
1391 if (!can_player_destroy_object(o_ptr))
1395 msg_format("%s¤ÏÇ˲õÉÔǽ¤À¡£", o_name);
1397 msg_format("You cannot auto-destroy %s.", o_name);
1403 /* Destroy the item */
1404 delete_object_idx(this_o_idx);
1406 /* Print a message */
1408 msg_format("%s¤ò¼«Æ°Ç˲õ¤·¤Þ¤¹¡£", o_name);
1410 msg_format("Auto-destroying %s.", o_name);
1420 * Player "wants" to pick up an object or gold.
1421 * Note that we ONLY handle things that can be picked up.
1422 * See "move_player()" for handling of other things.
1424 void carry(int pickup)
1426 cave_type *c_ptr = &cave[py][px];
1428 s16b this_o_idx, next_o_idx = 0;
1430 char o_name[MAX_NLEN];
1432 /* Recenter the map around the player */
1436 p_ptr->update |= (PU_MONSTERS);
1439 p_ptr->redraw |= (PR_MAP);
1442 p_ptr->window |= (PW_OVERHEAD);
1447 /* Automatically pickup/destroy/inscribe items */
1448 auto_pickup_items(c_ptr);
1451 #ifdef ALLOW_EASY_FLOOR
1455 py_pickup_floor(pickup);
1459 #endif /* ALLOW_EASY_FLOOR */
1461 /* Scan the pile of objects */
1462 for (this_o_idx = c_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
1466 /* Acquire object */
1467 o_ptr = &o_list[this_o_idx];
1469 #ifdef ALLOW_EASY_SENSE /* TNB */
1471 /* Option: Make item sensing easy */
1474 /* Sense the object */
1475 (void)sense_object(o_ptr);
1478 #endif /* ALLOW_EASY_SENSE -- TNB */
1480 /* Describe the object */
1481 object_desc(o_name, o_ptr, TRUE, 3);
1483 /* Acquire next object */
1484 next_o_idx = o_ptr->next_o_idx;
1486 /* Hack -- disturb */
1490 if (o_ptr->tval == TV_GOLD)
1492 int value = (long)o_ptr->pval;
1494 /* Delete the gold */
1495 delete_object_idx(this_o_idx);
1499 msg_format(" $%ld ¤Î²ÁÃͤ¬¤¢¤ë%s¤ò¸«¤Ä¤±¤¿¡£",
1500 (long)value, o_name);
1502 msg_format("You collect %ld gold pieces worth of %s.",
1503 (long)value, o_name);
1509 /* Collect the gold */
1513 p_ptr->redraw |= (PR_GOLD);
1516 p_ptr->window |= (PW_PLAYER);
1519 /* Pick up objects */
1522 /* Describe the object */
1527 msg_format("%s¤¬¤¢¤ë¡£", o_name);
1529 msg_format("You see %s.", o_name);
1534 /* Note that the pack is too full */
1535 else if (!inven_carry_okay(o_ptr))
1538 msg_format("¥¶¥Ã¥¯¤Ë¤Ï%s¤òÆþ¤ì¤ë·ä´Ö¤¬¤Ê¤¤¡£", o_name);
1540 msg_format("You have no room for %s.", o_name);
1545 /* Pick up the item (if requested and allowed) */
1550 /* Hack -- query every item */
1551 if (carry_query_flag)
1553 char out_val[MAX_NLEN+20];
1555 sprintf(out_val, "%s¤ò½¦¤¤¤Þ¤¹¤«? ", o_name);
1557 sprintf(out_val, "Pick up %s? ", o_name);
1560 okay = get_check(out_val);
1563 /* Attempt to pick up an object. */
1566 /* Pick up the object */
1567 py_pickup_aux(this_o_idx);
1576 * Determine if a trap affects the player.
1577 * Always miss 5% of the time, Always hit 5% of the time.
1578 * Otherwise, match trap power against player armor.
1580 static int check_hit(int power)
1584 /* Percentile dice */
1587 /* Hack -- 5% hit, 5% miss */
1588 if (k < 10) return (k < 5);
1590 if (p_ptr->pseikaku == SEIKAKU_NAMAKE)
1591 if (one_in_(20)) return (FALSE);
1593 /* Paranoia -- No power */
1594 if (power <= 0) return (FALSE);
1597 ac = p_ptr->ac + p_ptr->to_a;
1599 /* Power competes against Armor */
1600 if (randint(power) > ((ac * 3) / 4)) return (TRUE);
1609 * Handle player hitting a real trap
1611 static void hit_trap(bool break_trap)
1619 cptr name = "¥È¥é¥Ã¥×";
1621 cptr name = "a trap";
1626 /* Disturb the player */
1629 /* Get the cave grid */
1630 c_ptr = &cave[y][x];
1632 /* Analyze XXX XXX XXX */
1633 switch (c_ptr->feat)
1635 case FEAT_TRAP_TRAPDOOR:
1640 msg_print("Í¸Í¤òÈô¤Ó±Û¤¨¤¿¡£");
1642 msg_print("You fly over a trap door.");
1649 msg_print("Í¸Í¤ËÍî¤Á¤¿¡ª");
1650 if ((p_ptr->pseikaku == SEIKAKU_COMBAT) || (inventory[INVEN_BOW].name1 == ART_CRIMSON))
1651 msg_print("¤¯¤Ã¤½¡Á¡ª");
1653 msg_print("You have fallen through a trap door!");
1657 dam = damroll(2, 8);
1661 name = "a trap door";
1664 take_hit(DAMAGE_NOESCAPE, dam, name, -1);
1666 /* Still alive and autosave enabled */
1667 if (autosave_l && (p_ptr->chp >= 0))
1668 do_cmd_save_game(TRUE);
1671 do_cmd_write_nikki(NIKKI_STAIR, 1, "Í¸Í¤ËÍî¤Á¤¿");
1673 do_cmd_write_nikki(NIKKI_STAIR, 1, "You have fallen through a trap door!");
1678 p_ptr->leaving = TRUE;
1688 msg_print("Í·ê¤òÈô¤Ó±Û¤¨¤¿¡£");
1690 msg_print("You fly over a pit trap.");
1697 msg_print("Í·ê¤ËÍî¤Á¤Æ¤·¤Þ¤Ã¤¿¡ª");
1699 msg_print("You have fallen into a pit!");
1702 dam = damroll(2, 6);
1706 name = "a pit trap";
1709 take_hit(DAMAGE_NOESCAPE, dam, name, -1);
1714 case FEAT_TRAP_SPIKED_PIT:
1719 msg_print("¥È¥²¤Î¤¢¤ëÍ·ê¤òÈô¤Ó±Û¤¨¤¿¡£");
1721 msg_print("You fly over a spiked pit.");
1728 msg_print("¥¹¥Ñ¥¤¥¯¤¬Éߤ«¤ì¤¿Í·ê¤ËÍî¤Á¤Æ¤·¤Þ¤Ã¤¿¡ª");
1730 msg_print("You fall into a spiked pit!");
1738 name = "a pit trap";
1741 dam = damroll(2, 6);
1743 /* Extra spike damage */
1744 if (rand_int(100) < 50)
1747 msg_print("¥¹¥Ñ¥¤¥¯¤¬»É¤µ¤Ã¤¿¡ª");
1749 msg_print("You are impaled!");
1754 name = "¥È¥²¤Î¤¢¤ëÍ·ê";
1756 name = "a spiked pit";
1760 (void)set_cut(p_ptr->cut + randint(dam));
1763 /* Take the damage */
1764 take_hit(DAMAGE_NOESCAPE, dam, name, -1);
1769 case FEAT_TRAP_POISON_PIT:
1774 msg_print("¥È¥²¤Î¤¢¤ëÍ·ê¤òÈô¤Ó±Û¤¨¤¿¡£");
1776 msg_print("You fly over a spiked pit.");
1783 msg_print("¥¹¥Ñ¥¤¥¯¤¬Éߤ«¤ì¤¿Í·ê¤ËÍî¤Á¤Æ¤·¤Þ¤Ã¤¿¡ª");
1785 msg_print("You fall into a spiked pit!");
1790 dam = damroll(2, 6);
1795 name = "a pit trap";
1799 /* Extra spike damage */
1800 if (rand_int(100) < 50)
1803 msg_print("ÆǤòÅɤé¤ì¤¿¥¹¥Ñ¥¤¥¯¤¬»É¤µ¤Ã¤¿¡ª");
1805 msg_print("You are impaled on poisonous spikes!");
1810 name = "¥È¥²¤Î¤¢¤ëÍ·ê";
1812 name = "a spiked pit";
1817 (void)set_cut(p_ptr->cut + randint(dam));
1819 if (p_ptr->resist_pois || p_ptr->oppose_pois)
1822 msg_print("¤·¤«¤·ÆǤαƶÁ¤Ï¤Ê¤«¤Ã¤¿¡ª");
1824 msg_print("The poison does not affect you!");
1832 (void)set_poisoned(p_ptr->poisoned + randint(dam));
1836 /* Take the damage */
1837 take_hit(DAMAGE_NOESCAPE, dam, name, -1);
1843 case FEAT_TRAP_TY_CURSE:
1846 msg_print("²¿¤«¤¬¥Ô¥«¥Ã¤È¸÷¤Ã¤¿¡ª");
1848 msg_print("There is a flash of shimmering light!");
1851 c_ptr->info &= ~(CAVE_MARK);
1852 cave_set_feat(y, x, floor_type[rand_int(100)]);
1853 num = 2 + randint(3);
1854 for (i = 0; i < num; i++)
1856 (void)summon_specific(0, y, x, dun_level, 0, TRUE, FALSE, FALSE, TRUE, TRUE);
1859 if (dun_level > randint(100)) /* No nasty effect for low levels */
1861 bool stop_ty = FALSE;
1866 stop_ty = activate_ty_curse(stop_ty, &count);
1868 while (randint(6) == 1);
1873 case FEAT_TRAP_TELEPORT:
1876 msg_print("¥Æ¥ì¥Ý¡¼¥È¡¦¥È¥é¥Ã¥×¤Ë¤Ò¤Ã¤«¤«¤Ã¤¿¡ª");
1878 msg_print("You hit a teleport trap!");
1881 teleport_player(100);
1885 case FEAT_TRAP_FIRE:
1888 msg_print("±ê¤ËÊñ¤Þ¤ì¤¿¡ª");
1890 msg_print("You are enveloped in flames!");
1893 dam = damroll(4, 6);
1895 fire_dam(dam, "±ê¤Î¥È¥é¥Ã¥×", -1);
1897 fire_dam(dam, "a fire trap", -1);
1903 case FEAT_TRAP_ACID:
1906 msg_print("»À¤¬¿á¤¤«¤±¤é¤ì¤¿¡ª");
1908 msg_print("You are splashed with acid!");
1911 dam = damroll(4, 6);
1913 acid_dam(dam, "»À¤Î¥È¥é¥Ã¥×", -1);
1915 acid_dam(dam, "an acid trap", -1);
1921 case FEAT_TRAP_SLOW:
1926 msg_print("¾®¤µ¤Ê¥À¡¼¥Ä¤¬Èô¤ó¤Ç¤¤Æ»É¤µ¤Ã¤¿¡ª");
1928 msg_print("A small dart hits you!");
1931 dam = damroll(1, 4);
1932 take_hit(DAMAGE_ATTACK, dam, name, -1);
1933 (void)set_slow(p_ptr->slow + rand_int(20) + 20, FALSE);
1938 msg_print("¾®¤µ¤Ê¥À¡¼¥Ä¤¬Èô¤ó¤Ç¤¤¿¡ª¤¬¡¢±¿Îɤ¯Åö¤¿¤é¤Ê¤«¤Ã¤¿¡£");
1940 msg_print("A small dart barely misses you.");
1947 case FEAT_TRAP_LOSE_STR:
1952 msg_print("¾®¤µ¤Ê¥À¡¼¥Ä¤¬Èô¤ó¤Ç¤¤Æ»É¤µ¤Ã¤¿¡ª");
1954 msg_print("A small dart hits you!");
1957 dam = damroll(1, 4);
1959 take_hit(DAMAGE_ATTACK, dam, "¥À¡¼¥Ä¤Îæ«", -1);
1961 take_hit(DAMAGE_ATTACK, dam, "a dart trap", -1);
1964 (void)do_dec_stat(A_STR);
1969 msg_print("¾®¤µ¤Ê¥À¡¼¥Ä¤¬Èô¤ó¤Ç¤¤¿¡ª¤¬¡¢±¿Îɤ¯Åö¤¿¤é¤Ê¤«¤Ã¤¿¡£");
1971 msg_print("A small dart barely misses you.");
1978 case FEAT_TRAP_LOSE_DEX:
1983 msg_print("¾®¤µ¤Ê¥À¡¼¥Ä¤¬Èô¤ó¤Ç¤¤Æ»É¤µ¤Ã¤¿¡ª");
1985 msg_print("A small dart hits you!");
1988 dam = damroll(1, 4);
1990 take_hit(DAMAGE_ATTACK, dam, "¥À¡¼¥Ä¤Îæ«", -1);
1992 take_hit(DAMAGE_ATTACK, dam, "a dart trap", -1);
1995 (void)do_dec_stat(A_DEX);
2000 msg_print("¾®¤µ¤Ê¥À¡¼¥Ä¤¬Èô¤ó¤Ç¤¤¿¡ª¤¬¡¢±¿Îɤ¯Åö¤¿¤é¤Ê¤«¤Ã¤¿¡£");
2002 msg_print("A small dart barely misses you.");
2009 case FEAT_TRAP_LOSE_CON:
2014 msg_print("¾®¤µ¤Ê¥À¡¼¥Ä¤¬Èô¤ó¤Ç¤¤Æ»É¤µ¤Ã¤¿¡ª");
2016 msg_print("A small dart hits you!");
2019 dam = damroll(1, 4);
2021 take_hit(DAMAGE_ATTACK, dam, "¥À¡¼¥Ä¤Îæ«", -1);
2023 take_hit(DAMAGE_ATTACK, dam, "a dart trap", -1);
2026 (void)do_dec_stat(A_CON);
2031 msg_print("¾®¤µ¤Ê¥À¡¼¥Ä¤¬Èô¤ó¤Ç¤¤¿¡ª¤¬¡¢±¿Îɤ¯Åö¤¿¤é¤Ê¤«¤Ã¤¿¡£");
2033 msg_print("A small dart barely misses you.");
2040 case FEAT_TRAP_BLIND:
2043 msg_print("¹õ¤¤¥¬¥¹¤ËÊñ¤ß¹þ¤Þ¤ì¤¿¡ª");
2045 msg_print("A black gas surrounds you!");
2048 if (!p_ptr->resist_blind)
2050 (void)set_blind(p_ptr->blind + rand_int(50) + 25);
2055 case FEAT_TRAP_CONFUSE:
2058 msg_print("¤¤é¤á¤¯¥¬¥¹¤ËÊñ¤ß¹þ¤Þ¤ì¤¿¡ª");
2060 msg_print("A gas of scintillating colors surrounds you!");
2063 if (!p_ptr->resist_conf)
2065 (void)set_confused(p_ptr->confused + rand_int(20) + 10);
2070 case FEAT_TRAP_POISON:
2073 msg_print("»É·ãŪ¤ÊÎп§¤Î¥¬¥¹¤ËÊñ¤ß¹þ¤Þ¤ì¤¿¡ª");
2075 msg_print("A pungent green gas surrounds you!");
2078 if (!p_ptr->resist_pois && !p_ptr->oppose_pois)
2080 (void)set_poisoned(p_ptr->poisoned + rand_int(20) + 10);
2085 case FEAT_TRAP_SLEEP:
2088 msg_print("´ñ̯¤ÊÇò¤¤Ì¸¤ËÊñ¤Þ¤ì¤¿¡ª");
2090 msg_print("A strange white mist surrounds you!");
2093 if (!p_ptr->free_act)
2096 msg_print("¤¢¤Ê¤¿¤Ï̲¤ê¤Ë½¢¤¤¤¿¡£");
2098 msg_print("You fall asleep.");
2102 if (ironman_nightmare)
2105 msg_print("¿È¤ÎÌÓ¤â¤è¤À¤Ä¸÷·Ê¤¬Æ¬¤ËÉ⤫¤ó¤À¡£");
2107 msg_print("A horrible vision enters your mind.");
2111 /* Pick a nightmare */
2112 get_mon_num_prep(get_nightmare, NULL);
2114 /* Have some nightmares */
2115 have_nightmare(get_mon_num(MAX_DEPTH));
2117 /* Remove the monster restriction */
2118 get_mon_num_prep(NULL, NULL);
2120 (void)set_paralyzed(p_ptr->paralyzed + rand_int(10) + 5);
2125 case FEAT_TRAP_TRAPS:
2128 msg_print("¤Þ¤Ð¤æ¤¤Á®¸÷¤¬Áö¤Ã¤¿¡ª");
2130 msg_print("There is a bright flash of light!");
2134 /* Destroy this trap */
2135 cave_set_feat(y, x, floor_type[rand_int(100)]);
2137 /* Make some new traps */
2138 project(0, 1, y, x, 0, GF_MAKE_TRAP, PROJECT_HIDE | PROJECT_JUMP | PROJECT_GRID, -1);
2143 if (break_trap && is_trap(c_ptr->feat))
2145 cave_set_feat(y, x, floor_type[rand_int(100)]);
2147 msg_print("¥È¥é¥Ã¥×¤òÊ´ºÕ¤·¤¿¡£");
2149 msg_print("You destroyed the trap.");
2155 void touch_zap_player(monster_type *m_ptr)
2157 int aura_damage = 0;
2158 monster_race *r_ptr = &r_info[m_ptr->r_idx];
2160 if (r_ptr->flags2 & RF2_AURA_FIRE)
2162 if (!p_ptr->immune_fire)
2166 aura_damage = damroll(1 + (r_ptr->level / 26), 1 + (r_ptr->level / 17));
2168 /* Hack -- Get the "died from" name */
2169 monster_desc(aura_dam, m_ptr, 0x88);
2172 msg_print("ÆÍÁ³¤È¤Æ¤âÇ®¤¯¤Ê¤Ã¤¿¡ª");
2174 msg_print("You are suddenly very hot!");
2178 if (p_ptr->oppose_fire) aura_damage = (aura_damage + 2) / 3;
2179 if (p_ptr->resist_fire) aura_damage = (aura_damage + 2) / 3;
2181 take_hit(DAMAGE_NOESCAPE, aura_damage, aura_dam, -1);
2182 r_ptr->r_flags2 |= RF2_AURA_FIRE;
2187 if (r_ptr->flags3 & RF3_AURA_COLD)
2189 if (!p_ptr->immune_cold)
2193 aura_damage = damroll(1 + (r_ptr->level / 26), 1 + (r_ptr->level / 17));
2195 /* Hack -- Get the "died from" name */
2196 monster_desc(aura_dam, m_ptr, 0x88);
2199 msg_print("ÆÍÁ³¤È¤Æ¤â´¨¤¯¤Ê¤Ã¤¿¡ª");
2201 msg_print("You are suddenly very cold!");
2205 if (p_ptr->oppose_cold) aura_damage = (aura_damage + 2) / 3;
2206 if (p_ptr->resist_cold) aura_damage = (aura_damage + 2) / 3;
2208 take_hit(DAMAGE_NOESCAPE, aura_damage, aura_dam, -1);
2209 r_ptr->r_flags3 |= RF3_AURA_COLD;
2214 if (r_ptr->flags2 & RF2_AURA_ELEC)
2216 if (!p_ptr->immune_elec)
2220 aura_damage = damroll(1 + (r_ptr->level / 26), 1 + (r_ptr->level / 17));
2222 /* Hack -- Get the "died from" name */
2223 monster_desc(aura_dam, m_ptr, 0x88);
2225 if (p_ptr->oppose_elec) aura_damage = (aura_damage + 2) / 3;
2226 if (p_ptr->resist_elec) aura_damage = (aura_damage + 2) / 3;
2229 msg_print("ÅÅ·â¤ò¤¯¤é¤Ã¤¿¡ª");
2231 msg_print("You get zapped!");
2234 take_hit(DAMAGE_NOESCAPE, aura_damage, aura_dam, -1);
2235 r_ptr->r_flags2 |= RF2_AURA_ELEC;
2242 static void natural_attack(s16b m_idx, int attack, bool *fear, bool *mdeath)
2244 int k, bonus, chance;
2246 monster_type *m_ptr = &m_list[m_idx];
2247 monster_race *r_ptr = &r_info[m_ptr->r_idx];
2256 case MUT2_SCOR_TAIL:
2283 atk_desc = "¥¯¥Á¥Ð¥·";
2294 atk_desc = "¾Ý¤ÎÉ¡";
2300 case MUT2_TENTACLES:
2307 atk_desc = "tentacles";
2312 dss = ddd = n_weight = 1;
2314 atk_desc = "̤ÄêµÁ¤ÎÉô°Ì";
2316 atk_desc = "undefined body part";
2321 /* Extract monster name (or "it") */
2322 monster_desc(m_name, m_ptr, 0);
2325 /* Calculate the "attack quality" */
2326 bonus = p_ptr->to_h_m;
2327 bonus += (p_ptr->lev * 6 / 5);
2328 chance = (p_ptr->skill_thn + (bonus * BTH_PLUS_ADJ));
2331 if ((!(r_ptr->flags2 & RF2_QUANTUM) || !rand_int(2)) && test_hit_norm(chance, r_ptr->ac, m_ptr->ml))
2337 msg_format("%s¤ò%s¤Ç¹¶·â¤·¤¿¡£", m_name, atk_desc);
2339 msg_format("You hit %s with your %s.", m_name, atk_desc);
2343 k = damroll(ddd, dss);
2344 k = critical_norm(n_weight, bonus, k, (s16b)bonus, 0);
2346 /* Apply the player damage bonuses */
2349 /* No negative damage */
2352 /* Modify the damage */
2353 k = mon_damage_mod(m_ptr, k, FALSE);
2355 /* Complex message */
2359 msg_format("%d/%d ¤Î¥À¥á¡¼¥¸¤òÍ¿¤¨¤¿¡£", k, m_ptr->hp);
2361 msg_format("You do %d (out of %d) damage.", k, m_ptr->hp);
2366 /* Anger the monster */
2367 if (k > 0) anger_monster(m_ptr);
2369 /* Damage, check for fear and mdeath */
2372 case MUT2_SCOR_TAIL:
2373 project(0, 0, m_ptr->fy, m_ptr->fx, k, GF_POIS, PROJECT_KILL | PROJECT_NO_REF, -1);
2374 *mdeath = (m_ptr->r_idx == 0);
2377 *mdeath = mon_take_hit(m_idx, k, fear, NULL);
2380 *mdeath = mon_take_hit(m_idx, k, fear, NULL);
2383 *mdeath = mon_take_hit(m_idx, k, fear, NULL);
2385 case MUT2_TENTACLES:
2386 *mdeath = mon_take_hit(m_idx, k, fear, NULL);
2389 *mdeath = mon_take_hit(m_idx, k, fear, NULL);
2392 touch_zap_player(m_ptr);
2402 msg_format("¥ß¥¹¡ª %s¤Ë¤«¤ï¤µ¤ì¤¿¡£", m_name);
2404 msg_format("You miss %s.", m_name);
2413 * Player attacks a (poor, defenseless) creature -RAK-
2415 * If no "weapon" is available, then "punch" the monster one time.
2417 static void py_attack_aux(int y, int x, bool *fear, bool *mdeath, s16b hand, int mode)
2419 int num = 0, k, bonus, chance, vir;
2421 cave_type *c_ptr = &cave[y][x];
2423 monster_type *m_ptr = &m_list[c_ptr->m_idx];
2424 monster_race *r_ptr = &r_info[m_ptr->r_idx];
2430 bool success_hit = FALSE;
2431 bool old_success_hit = FALSE;
2432 bool backstab = FALSE;
2433 bool vorpal_cut = FALSE;
2434 int chaos_effect = 0;
2435 bool stab_fleeing = FALSE;
2436 bool fuiuchi = FALSE;
2437 bool do_quake = FALSE;
2438 bool drain_msg = TRUE;
2439 int drain_result = 0, drain_heal = 0;
2440 bool can_drain = FALSE;
2442 int drain_left = MAX_VAMPIRIC_DRAIN;
2443 u32b f1, f2, f3; /* A massive hack -- life-draining weapons */
2444 bool is_human = (r_ptr->d_char == 'p');
2445 bool is_lowlevel = (r_ptr->level < (p_ptr->lev - 15));
2446 bool zantetsu_mukou, e_j_mukou;
2450 if (((p_ptr->pclass == CLASS_ROGUE) || (p_ptr->pclass == CLASS_NINJA)) && inventory[INVEN_RARM+hand].tval)
2452 int tmp = p_ptr->lev*6+(p_ptr->skill_stl+10)*4;
2453 if (p_ptr->monlite && (mode != HISSATSU_NYUSIN)) tmp /= 3;
2454 if (p_ptr->aggravate) tmp /= 2;
2455 if (r_ptr->level > (p_ptr->lev*p_ptr->lev/20+10)) tmp /= 3;
2456 if (m_ptr->csleep && m_ptr->ml)
2458 /* Can't backstab creatures that we can't see, right? */
2461 else if ((p_ptr->special_defense & NINJA_S_STEALTH) && (rand_int(tmp) > (r_ptr->level+20)) && m_ptr->ml && !(r_ptr->flags3 & RF3_RES_ALL))
2465 else if (m_ptr->monfear && m_ptr->ml)
2467 stab_fleeing = TRUE;
2471 if(!buki_motteruka(INVEN_RARM) && !buki_motteruka(INVEN_LARM))
2473 if ((r_ptr->level + 10) > p_ptr->lev)
2475 if (skill_exp[GINOU_SUDE] < s_info[p_ptr->pclass].s_max[GINOU_SUDE])
2477 if (skill_exp[GINOU_SUDE] < 4000)
2478 skill_exp[GINOU_SUDE]+=40;
2479 else if((skill_exp[GINOU_SUDE] < 6000))
2480 skill_exp[GINOU_SUDE]+=5;
2481 else if((skill_exp[GINOU_SUDE] < 7000) && (p_ptr->lev > 19))
2482 skill_exp[GINOU_SUDE]+=1;
2483 else if((skill_exp[GINOU_SUDE] < 8000) && (p_ptr->lev > 34))
2484 if (one_in_(3)) skill_exp[GINOU_SUDE]+=1;
2485 p_ptr->update |= (PU_BONUS);
2491 if ((r_ptr->level + 10) > p_ptr->lev)
2493 int tval = inventory[INVEN_RARM+hand].tval - TV_BOW;
2494 int sval = inventory[INVEN_RARM+hand].sval;
2495 int now_exp = weapon_exp[tval][sval];
2496 if (now_exp < s_info[p_ptr->pclass].w_max[tval][sval])
2499 if (now_exp < 4000) amount = 80;
2500 else if(now_exp < 6000) amount = 10;
2501 else if((now_exp < 7000) && (p_ptr->lev > 19)) amount = 1;
2502 else if((p_ptr->lev > 34) && one_in_(2)) amount = 1;
2503 weapon_exp[tval][sval] += amount;
2504 p_ptr->update |= (PU_BONUS);
2509 /* Disturb the monster */
2511 if (r_ptr->flags7 & (RF7_HAS_LITE_1 | RF7_HAS_LITE_2))
2512 p_ptr->update |= (PU_MON_LITE);
2514 /* Extract monster name (or "it") */
2515 monster_desc(m_name, m_ptr, 0);
2517 /* Access the weapon */
2518 o_ptr = &inventory[INVEN_RARM+hand];
2520 /* Calculate the "attack quality" */
2521 bonus = p_ptr->to_h[hand] + o_ptr->to_h;
2522 chance = (p_ptr->skill_thn + (bonus * BTH_PLUS_ADJ));
2523 if (mode == HISSATSU_IAI) chance += 60;
2524 if (p_ptr->special_defense & KATA_KOUKIJIN) chance += 150;
2526 if (p_ptr->sutemi) chance = MAX(chance * 3 / 2, chance + 60);
2528 vir = virtue_number(V_VALOUR);
2531 chance += (p_ptr->virtues[vir - 1]/10);
2534 zantetsu_mukou = ((o_ptr->name1 == ART_ZANTETSU) && (r_ptr->d_char == 'j'));
2535 e_j_mukou = ((o_ptr->name1 == ART_EXCALIBUR_J) && (r_ptr->d_char == 'S'));
2537 if ((mode == HISSATSU_KYUSHO) || (mode == HISSATSU_MINEUCHI) || (mode == HISSATSU_3DAN) || (mode == HISSATSU_IAI)) num_blow = 1;
2538 else if (mode == HISSATSU_COLD) num_blow = p_ptr->num_blow[hand]+2;
2539 else num_blow = p_ptr->num_blow[hand];
2541 /* Attack once for each legal blow */
2542 while ((num++ < num_blow) && !death)
2544 if (((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_DOKUBARI)) || (mode == HISSATSU_KYUSHO))
2546 if (p_ptr->migite && p_ptr->hidarite)
2548 success_hit = (randint(2) == 1);
2550 else success_hit = TRUE;
2552 else if (mode == HISSATSU_MAJIN)
2557 success_hit = FALSE;
2558 old_success_hit = success_hit;
2560 else success_hit = old_success_hit;
2562 else if ((p_ptr->pclass == CLASS_NINJA) && ((backstab || fuiuchi) && !(r_ptr->flags3 & RF3_RES_ALL))) success_hit = TRUE;
2563 else success_hit = test_hit_norm(chance, r_ptr->ac, m_ptr->ml);
2574 msg_format("¤¢¤Ê¤¿¤ÏÎä¹ó¤Ë¤â̲¤Ã¤Æ¤¤¤ë̵ÎϤÊ%s¤òÆͤ»É¤·¤¿¡ª",
2576 msg_format("You cruelly stab the helpless, sleeping %s!",
2582 msg_format("ÉÔ°Õ¤òÆͤ¤¤Æ%s¤Ë¶¯Îõ¤Ê°ì·â¤ò¶ô¤é¤ï¤»¤¿¡ª",
2584 msg_format("You make surprise attack, and hit %s with a powerful blow!",
2588 else if (stab_fleeing)
2590 msg_format("ƨ¤²¤ë%s¤òÇØÃ椫¤éÆͤ»É¤·¤¿¡ª",
2592 msg_format("You backstab the fleeing %s!",
2598 if (!(((p_ptr->pclass == CLASS_MONK) || (p_ptr->pclass == CLASS_FORCETRAINER) || (p_ptr->pclass == CLASS_BERSERKER)) && (empty_hands(TRUE) > 1)))
2600 msg_format("%s¤ò¹¶·â¤·¤¿¡£", m_name);
2602 msg_format("You hit %s.", m_name);
2607 /* Hack -- bare hands do one damage */
2610 object_flags(o_ptr, &f1, &f2, &f3);
2612 /* Select a chaotic effect (50% chance) */
2613 if ((f1 & TR1_CHAOTIC) && (randint(2) == 1))
2616 chg_virtue(V_CHANCE, 1);
2620 /* Vampiric (20%) */
2623 else if (randint(250) == 1)
2628 else if (randint(10) != 1)
2630 /* Confusion (26.892%) */
2633 else if (randint(2) == 1)
2635 /* Teleport away (1.494%) */
2640 /* Polymorph (1.494%) */
2645 /* Vampiric drain */
2646 if ((f1 & TR1_VAMPIRIC) || (chaos_effect == 1) || (mode == HISSATSU_DRAIN))
2648 /* Only drain "living" monsters */
2649 if (monster_living(r_ptr))
2655 if ((f1 & TR1_VORPAL) && (randint((o_ptr->name1 == ART_VORPAL_BLADE) ? 3 : 6) == 1) && !zantetsu_mukou)
2657 else vorpal_cut = FALSE;
2659 if (((p_ptr->pclass == CLASS_MONK) || (p_ptr->pclass == CLASS_FORCETRAINER) || (p_ptr->pclass == CLASS_BERSERKER)) && (empty_hands(TRUE) > 1))
2661 int special_effect = 0, stun_effect = 0, times = 0, max_times;
2663 martial_arts *ma_ptr = &ma_blows[0], *old_ptr = &ma_blows[0];
2664 int resist_stun = 0;
2666 if (r_ptr->flags1 & RF1_UNIQUE) resist_stun += 88;
2667 if (r_ptr->flags3 & RF3_NO_STUN) resist_stun += 66;
2668 if (r_ptr->flags3 & RF3_NO_CONF) resist_stun += 33;
2669 if (r_ptr->flags3 & RF3_NO_SLEEP) resist_stun += 33;
2670 if ((r_ptr->flags3 & RF3_UNDEAD) || (r_ptr->flags3 & RF3_NONLIVING))
2673 if (p_ptr->special_defense & KAMAE_BYAKKO)
2674 max_times = (p_ptr->lev < 3 ? 1 : p_ptr->lev / 3);
2675 else if (p_ptr->special_defense & KAMAE_SUZAKU)
2677 else if (p_ptr->special_defense & KAMAE_GENBU)
2680 max_times = (p_ptr->lev < 7 ? 1 : p_ptr->lev / 7);
2681 /* Attempt 'times' */
2682 for (times = 0; times < max_times; times++)
2686 ma_ptr = &ma_blows[rand_int(MAX_MA)];
2687 if ((p_ptr->pclass == CLASS_FORCETRAINER) && (ma_ptr->min_level > 1)) min_level = ma_ptr->min_level + 3;
2688 else min_level = ma_ptr->min_level;
2690 while ((min_level > p_ptr->lev) ||
2691 (randint(p_ptr->lev) < ma_ptr->chance));
2693 /* keep the highest level attack available we found */
2694 if ((ma_ptr->min_level > old_ptr->min_level) &&
2695 !p_ptr->stun && !p_ptr->confused)
2699 if (wizard && cheat_xtra)
2702 msg_print("¹¶·â¤òºÆÁªÂò¤·¤Þ¤·¤¿¡£");
2704 msg_print("Attack re-selected.");
2715 if (p_ptr->pclass == CLASS_FORCETRAINER) min_level = MAX(1, ma_ptr->min_level - 3);
2716 else min_level = ma_ptr->min_level;
2717 k = damroll(ma_ptr->dd, ma_ptr->ds);
2718 if (p_ptr->special_attack & ATTACK_SUIKEN) k *= 2;
2720 if (ma_ptr->effect == MA_KNEE)
2722 if (r_ptr->flags1 & RF1_MALE)
2725 msg_format("%s¤Ë¶âŪɨ½³¤ê¤ò¤¯¤é¤ï¤·¤¿¡ª", m_name);
2727 msg_format("You hit %s in the groin with your knee!", m_name);
2731 special_effect = MA_KNEE;
2734 msg_format(ma_ptr->desc, m_name);
2737 else if (ma_ptr->effect == MA_SLOW)
2739 if (!((r_ptr->flags1 & RF1_NEVER_MOVE) ||
2740 strchr("~#{}.UjmeEv$,DdsbBFIJQSXclnw!=?", r_ptr->d_char)))
2743 msg_format("%s¤Î¼ó¤Ë´ØÀá½³¤ê¤ò¤¯¤é¤ï¤·¤¿¡ª", m_name);
2745 msg_format("You kick %s in the ankle.", m_name);
2748 special_effect = MA_SLOW;
2750 else msg_format(ma_ptr->desc, m_name);
2756 stun_effect = (ma_ptr->effect / 2) + randint(ma_ptr->effect / 2);
2759 msg_format(ma_ptr->desc, m_name);
2762 k = critical_norm(p_ptr->lev * randint((p_ptr->special_defense & KAMAE_SUZAKU) ? 5 : 10), min_level, k, p_ptr->to_h[0], 0);
2764 if ((special_effect == MA_KNEE) && ((k + p_ptr->to_d[hand]) < m_ptr->hp))
2767 msg_format("%^s¤Ï¶ìÄˤˤ¦¤á¤¤¤Æ¤¤¤ë¡ª", m_name);
2769 msg_format("%^s moans in agony!", m_name);
2772 stun_effect = 7 + randint(13);
2776 else if ((special_effect == MA_SLOW) && ((k + p_ptr->to_d[hand]) < m_ptr->hp))
2778 if (!(r_ptr->flags1 & RF1_UNIQUE) &&
2779 (randint(p_ptr->lev) > r_ptr->level) &&
2783 msg_format("%^s¤Ï¤ò¤Ò¤¤º¤ê»Ï¤á¤¿¡£", m_name);
2785 msg_format("%^s starts limping slower.", m_name);
2788 m_ptr->mspeed -= 10;
2792 if (stun_effect && ((k + p_ptr->to_d[hand]) < m_ptr->hp))
2794 if (p_ptr->lev > randint(r_ptr->level + resist_stun + 10))
2798 msg_format("%^s¤Ï¤µ¤é¤Ë¥Õ¥é¥Õ¥é¤Ë¤Ê¤Ã¤¿¡£", m_name);
2800 msg_format("%^s is more stunned.", m_name);
2805 msg_format("%^s¤Ï¥Õ¥é¥Õ¥é¤Ë¤Ê¤Ã¤¿¡£", m_name);
2807 msg_format("%^s is stunned.", m_name);
2811 m_ptr->stunned += stun_effect;
2816 /* Handle normal weapon */
2817 else if (o_ptr->k_idx)
2819 k = damroll(o_ptr->dd, o_ptr->ds);
2822 if((o_ptr->tval == TV_POLEARM) && ((o_ptr->sval == SV_LANCE) || (o_ptr->sval == SV_HEAVY_LANCE)))
2824 k += damroll(2, o_ptr->ds);
2828 k = tot_dam_aux(o_ptr, k, m_ptr, mode);
2832 k *= (3 + (p_ptr->lev / 20));
2836 k = k*(5+(p_ptr->lev*2/25))/2;
2838 else if (stab_fleeing)
2843 if ((p_ptr->impact[hand] && ((k > 50) || randint(7) == 1)) ||
2844 (chaos_effect == 2) || (mode == HISSATSU_QUAKE))
2849 if ((!(o_ptr->tval == TV_SWORD) || !(o_ptr->sval == SV_DOKUBARI)) && !(mode == HISSATSU_KYUSHO))
2850 k = critical_norm(o_ptr->weight, o_ptr->to_h, k, p_ptr->to_h[hand], mode);
2858 int inc_chance = (o_ptr->name1 == ART_VORPAL_BLADE) ? 2 : 4;
2860 if ((o_ptr->name1 == ART_CHAINSWORD) && (randint(2) != 1))
2862 char chainsword_noise[1024];
2864 if (!get_rnd_line("chainswd_j.txt", 0, chainsword_noise))
2866 if (!get_rnd_line("chainswd.txt", 0, chainsword_noise))
2870 msg_print(chainsword_noise);
2874 if (o_ptr->name1 == ART_VORPAL_BLADE)
2877 msg_print("Ìܤˤâ»ß¤Þ¤é¤Ì¥Ü¡¼¥Ñ¥ë¡¦¥Ö¥ì¡¼¥É¡¢¼êÏ£¤ÎÁá¶È¡ª");
2879 msg_print("Your Vorpal Blade goes snicker-snack!");
2886 msg_format("%s¤ò¥°¥Ã¥µ¥êÀÚ¤êÎö¤¤¤¿¡ª", m_name);
2888 msg_format("Your weapon cuts deep into %s!", m_name);
2893 /* Try to increase the damage */
2894 while (one_in_(inc_chance))
2902 if (((r_ptr->flags3 & RF3_RES_ALL) ? k/100 : k) > m_ptr->hp)
2905 msg_format("%s¤ò¿¿¤ÃÆó¤Ä¤Ë¤·¤¿¡ª", m_name);
2907 msg_format("You cut %s in half!", m_name);
2916 case 2: msg_format("%s¤ò»Â¤Ã¤¿¡ª", m_name); break;
2918 case 2: msg_format("You gouge %s!", m_name); break;
2922 case 3: msg_format("%s¤ò¤Ö¤Ã¤¿»Â¤Ã¤¿¡ª", m_name); break;
2924 case 3: msg_format("You maim %s!", m_name); break;
2928 case 4: msg_format("%s¤ò¥á¥Ã¥¿»Â¤ê¤Ë¤·¤¿¡ª", m_name); break;
2930 case 4: msg_format("You carve %s!", m_name); break;
2934 case 5: msg_format("%s¤ò¥á¥Ã¥¿¥á¥¿¤Ë»Â¤Ã¤¿¡ª", m_name); break;
2936 case 5: msg_format("You cleave %s!", m_name); break;
2940 case 6: msg_format("%s¤ò»É¿È¤Ë¤·¤¿¡ª", m_name); break;
2942 case 6: msg_format("You smite %s!", m_name); break;
2946 case 7: msg_format("%s¤ò»Â¤Ã¤Æ»Â¤Ã¤Æ»Â¤ê¤Þ¤¯¤Ã¤¿¡ª", m_name); break;
2948 case 7: msg_format("You eviscerate %s!", m_name); break;
2952 default: msg_format("%s¤òºÙÀÚ¤ì¤Ë¤·¤¿¡ª", m_name); break;
2954 default: msg_format("You shred %s!", m_name); break;
2959 drain_result = drain_result * 3 / 2;
2963 drain_result += o_ptr->to_d;
2966 /* Apply the player damage bonuses */
2967 k += p_ptr->to_d[hand];
2968 drain_result += p_ptr->to_d[hand];
2970 if ((mode == HISSATSU_SUTEMI) || (mode == HISSATSU_3DAN)) k *= 2;
2971 if ((mode == HISSATSU_SEKIRYUKA) && (r_ptr->flags3 & (RF3_UNDEAD | RF3_DEMON | RF3_NONLIVING))) k = 0;
2972 if ((mode == HISSATSU_SEKIRYUKA) && !p_ptr->cut) k /= 2;
2974 /* No negative damage */
2977 if ((mode == HISSATSU_ZANMA) && !((r_ptr->flags3 & (RF3_DEMON | RF3_UNDEAD | RF3_NONLIVING)) && (r_ptr->flags3 & RF3_EVIL)))
2985 msg_print("¤³¤ó¤ÊÆð¤é¤«¤¤¤â¤Î¤ÏÀÚ¤ì¤ó¡ª");
2987 msg_print("You cannot cut such a elastic thing!");
2995 msg_print("ÃØéá¤Ï¶ì¼ê¤À¡ª");
2997 msg_print("Spiders are difficult for you to deal with!");
3002 if (mode == HISSATSU_MINEUCHI)
3004 int tmp = (10 + randint(15) + p_ptr->lev / 5);
3007 anger_monster(m_ptr);
3009 if (!(r_ptr->flags3 & (RF3_NO_STUN)))
3015 msg_format("%s¤Ï¤Ò¤É¤¯¤â¤¦¤í¤¦¤È¤·¤¿¡£", m_name);
3017 msg_format("%s is more dazed.", m_name);
3025 msg_format("%s ¤Ï¤â¤¦¤í¤¦¤È¤·¤¿¡£", m_name);
3027 msg_format("%s is dazed.", m_name);
3032 m_ptr->stunned = (tmp < 200) ? tmp : 200;
3037 msg_format("%s ¤Ë¤Ï¸ú²Ì¤¬¤Ê¤«¤Ã¤¿¡£", m_name);
3039 msg_format("%s is not effected.", m_name);
3044 /* Modify the damage */
3045 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))));
3046 if (((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_DOKUBARI)) || (mode == HISSATSU_KYUSHO))
3048 if ((randint(randint(r_ptr->level/7)+5) == 1) && !(r_ptr->flags1 & RF1_UNIQUE) && !(r_ptr->flags7 & RF7_UNIQUE2))
3052 msg_format("%s¤ÎµÞ½ê¤òÆͤ»É¤·¤¿¡ª", m_name);
3054 msg_format("You hit %s on a fatal spot!", m_name);
3059 else if ((p_ptr->pclass == CLASS_NINJA) && (!p_ptr->icky_wield[hand]) && ((p_ptr->cur_lite <= 0) || one_in_(7)))
3061 int maxhp = maxroll(r_ptr->hdice, r_ptr->hside);
3062 if (one_in_(backstab ? 13 : (stab_fleeing || fuiuchi) ? 15 : 27))
3067 msg_format("¿Ï¤¬%s¤Ë¿¼¡¹¤ÈÆͤ»É¤µ¤Ã¤¿¡ª", m_name);
3069 msg_format("You critically injured %s!", m_name);
3072 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)))
3074 if ((r_ptr->flags1 & RF1_UNIQUE) || (r_ptr->flags7 & RF7_UNIQUE2) || (m_ptr->hp >= maxhp/2))
3076 k = MAX(k*5, m_ptr->hp/2);
3079 msg_format("%s¤ËÃ×Ì¿½ý¤òÉé¤ï¤»¤¿¡ª", m_name);
3081 msg_format("You fatally injured %s!", m_name);
3088 msg_format("¿Ï¤¬%s¤ÎµÞ½ê¤ò´Ó¤¤¤¿¡ª", m_name);
3090 msg_format("You hit %s on a fatal spot!", m_name);
3096 /* Complex message */
3097 if (wizard || cheat_xtra)
3100 msg_format("%d/%d ¤Î¥À¥á¡¼¥¸¤òÍ¿¤¨¤¿¡£", k, m_ptr->hp);
3102 msg_format("You do %d (out of %d) damage.", k, m_ptr->hp);
3107 if (k <= 0) can_drain = FALSE;
3109 if (drain_result > m_ptr->hp)
3110 drain_result = m_ptr->hp;
3112 /* Damage, check for fear and death */
3113 if (mon_take_hit(c_ptr->m_idx, k, fear, NULL))
3116 if ((p_ptr->pclass == CLASS_BERSERKER) && energy_use)
3118 if (p_ptr->migite && p_ptr->hidarite)
3120 if (hand) energy_use = energy_use*3/5+energy_use*num*2/(p_ptr->num_blow[hand]*5);
3121 else energy_use = energy_use*num*3/(p_ptr->num_blow[hand]*5);
3125 energy_use = energy_use*num/p_ptr->num_blow[hand];
3128 if ((o_ptr->name1 == ART_ZANTETSU) && is_lowlevel)
3130 msg_print("¤Þ¤¿¤Ä¤Þ¤é¤Ì¤â¤Î¤ò»Â¤Ã¤Æ¤·¤Þ¤Ã¤¿¡¥¡¥¡¥");
3132 msg_print("Sign..Another trifling thing I've cut....");
3137 /* Anger the monster */
3138 if (k > 0) anger_monster(m_ptr);
3140 touch_zap_player(m_ptr);
3142 /* Are we draining it? A little note: If the monster is
3143 dead, the drain does not work... */
3145 if (can_drain && (drain_result > 0))
3147 if (o_ptr->name1 == ART_MURAMASA)
3151 int to_h = o_ptr->to_h;
3152 int to_d = o_ptr->to_d;
3156 for (i = 0; i < to_h + 3; i++) if (one_in_(4)) flag = 0;
3160 for (i = 0; i < to_d + 3; i++) if (one_in_(4)) flag = 0;
3163 if (o_ptr->to_h != to_h || o_ptr->to_d != to_d)
3166 msg_print("ÍÅÅá¤Ï·ì¤òµÛ¤Ã¤Æ¶¯¤¯¤Ê¤Ã¤¿¡ª");
3168 msg_print("Muramasa sucked blood, and became more powerful!");
3177 if (drain_result > 5) /* Did we really hurt it? */
3179 drain_heal = damroll(2, drain_result / 6);
3184 msg_format("Draining left: %d", drain_left);
3186 msg_format("Draining left: %d", drain_left);
3193 if (drain_heal < drain_left)
3195 drain_left -= drain_heal;
3199 drain_heal = drain_left;
3206 msg_format("¿Ï¤¬%s¤«¤éÀ¸Ì¿ÎϤòµÛ¤¤¼è¤Ã¤¿¡ª", m_name);
3208 msg_format("Your weapon drains life from %s!", m_name);
3214 drain_heal = (drain_heal * mutant_regenerate_mod) / 100;
3216 hp_player(drain_heal);
3217 /* We get to keep some of it! */
3221 m_ptr->maxhp -= (k+7)/8;
3222 if (m_ptr->hp > m_ptr->maxhp) m_ptr->hp = m_ptr->maxhp;
3224 msg_format("%s¤Ï¼å¤¯¤Ê¤Ã¤¿¤è¤¦¤À¡£", m_name);
3226 msg_format("%^s seems weakened.", m_name);
3232 /* Confusion attack */
3233 if ((p_ptr->special_attack & ATTACK_CONFUSE) || (chaos_effect == 3) || (mode == HISSATSU_CONF))
3235 /* Cancel glowing hands */
3236 if (p_ptr->special_attack & ATTACK_CONFUSE)
3238 p_ptr->special_attack &= ~(ATTACK_CONFUSE);
3240 msg_print("¼ê¤Îµ±¤¤¬¤Ê¤¯¤Ê¤Ã¤¿¡£");
3242 msg_print("Your hands stop glowing.");
3244 p_ptr->redraw |= (PR_STATUS);
3248 /* Confuse the monster */
3249 if (r_ptr->flags3 & RF3_NO_CONF)
3253 r_ptr->r_flags3 |= RF3_NO_CONF;
3257 msg_format("%^s¤Ë¤Ï¸ú²Ì¤¬¤Ê¤«¤Ã¤¿¡£", m_name);
3259 msg_format("%^s is unaffected.", m_name);
3263 else if (rand_int(100) < r_ptr->level)
3266 msg_format("%^s¤Ë¤Ï¸ú²Ì¤¬¤Ê¤«¤Ã¤¿¡£", m_name);
3268 msg_format("%^s is unaffected.", m_name);
3275 msg_format("%^s¤Ïº®Í𤷤¿¤è¤¦¤À¡£", m_name);
3277 msg_format("%^s appears confused.", m_name);
3280 m_ptr->confused += 10 + rand_int(p_ptr->lev) / 5;
3284 else if (chaos_effect == 4)
3286 bool resists_tele = FALSE;
3288 if (r_ptr->flags3 & RF3_RES_TELE)
3290 if (r_ptr->flags1 & RF1_UNIQUE)
3292 if (m_ptr->ml) r_ptr->r_flags3 |= RF3_RES_TELE;
3294 msg_format("%^s¤Ë¤Ï¸ú²Ì¤¬¤Ê¤«¤Ã¤¿¡£", m_name);
3296 msg_format("%^s is unaffected!", m_name);
3299 resists_tele = TRUE;
3301 else if (r_ptr->level > randint(100))
3303 if (m_ptr->ml) r_ptr->r_flags3 |= RF3_RES_TELE;
3305 msg_format("%^s¤ÏÄñ¹³ÎϤò»ý¤Ã¤Æ¤¤¤ë¡ª", m_name);
3307 msg_format("%^s resists!", m_name);
3310 resists_tele = TRUE;
3317 msg_format("%^s¤Ï¾Ã¤¨¤¿¡ª", m_name);
3319 msg_format("%^s disappears!", m_name);
3322 teleport_away(c_ptr->m_idx, 50, FALSE);
3323 num = p_ptr->num_blow[hand] + 1; /* Can't hit it anymore! */
3328 else if ((chaos_effect == 5) && cave_floor_bold(y, x) &&
3329 (randint(90) > r_ptr->level))
3331 if (!(r_ptr->flags1 & RF1_UNIQUE) &&
3332 !(r_ptr->flags4 & RF4_BR_CHAO) &&
3333 !(r_ptr->flags1 & RF1_QUESTOR))
3335 if (polymorph_monster(y, x))
3338 msg_format("%^s¤ÏÊѲ½¤·¤¿¡ª", m_name);
3340 msg_format("%^s changes!", m_name);
3344 /* Hack -- Get new monster */
3345 m_ptr = &m_list[c_ptr->m_idx];
3347 /* Oops, we need a different name... */
3348 monster_desc(m_name, m_ptr, 0);
3350 /* Hack -- Get new race */
3351 r_ptr = &r_info[m_ptr->r_idx];
3358 msg_format("%^s¤Ë¤Ï¸ú²Ì¤¬¤Ê¤«¤Ã¤¿¡£", m_name);
3360 msg_format("%^s is unaffected.", m_name);
3366 else if (o_ptr->name1 == ART_G_HAMMER)
3368 monster_type *m_ptr = &m_list[c_ptr->m_idx];
3370 if (m_ptr->hold_o_idx)
3372 object_type *q_ptr = &o_list[m_ptr->hold_o_idx];
3373 char o_name[MAX_NLEN];
3375 object_desc(o_name, q_ptr, TRUE, 0);
3376 q_ptr->held_m_idx = 0;
3377 q_ptr->marked = FALSE;
3378 m_ptr->hold_o_idx = q_ptr->next_o_idx;
3379 q_ptr->next_o_idx = 0;
3381 msg_format("%s¤òÃ¥¤Ã¤¿¡£", o_name);
3383 msg_format("You snatched %s.", o_name);
3393 backstab = FALSE; /* Clumsy! */
3394 fuiuchi = FALSE; /* Clumsy! */
3396 if ((o_ptr->tval == TV_POLEARM) && (o_ptr->sval == SV_DEATH_SCYTHE) && (randint(3) == 1))
3405 msg_format("¥ß¥¹¡ª %s¤Ë¤«¤ï¤µ¤ì¤¿¡£", m_name);
3407 msg_format("You miss %s.", m_name);
3411 msg_print("¿¶¤ê²ó¤·¤¿Âç³ù¤¬¼«Ê¬¼«¿È¤ËÊ֤äƤ¤¿¡ª");
3413 msg_print("Your scythe returns to you!");
3416 /* Extract the flags */
3417 object_flags(o_ptr, &f1, &f2, &f3);
3419 k = damroll(o_ptr->dd, o_ptr->ds);
3422 switch (p_ptr->mimic_form)
3425 switch (p_ptr->prace)
3431 case RACE_HALF_TROLL:
3432 case RACE_HALF_OGRE:
3433 case RACE_HALF_GIANT:
3434 case RACE_HALF_TITAN:
3444 case RACE_DRACONIAN:
3451 case MIMIC_DEMON_LORD:
3458 if (p_ptr->align < 0 && mult < 2)
3460 if (!(p_ptr->resist_acid || p_ptr->oppose_acid) && (mult < 3))
3461 mult = mult * 5 / 2;
3462 if (!(p_ptr->resist_elec || p_ptr->oppose_elec) && (mult < 3))
3463 mult = mult * 5 / 2;
3464 if (!(p_ptr->resist_fire || p_ptr->oppose_fire) && (mult < 3))
3465 mult = mult * 5 / 2;
3466 if (!(p_ptr->resist_cold || p_ptr->oppose_cold) && (mult < 3))
3467 mult = mult * 5 / 2;
3468 if (!(p_ptr->resist_pois || p_ptr->oppose_pois) && (mult < 3))
3469 mult = mult * 5 / 2;
3471 if ((p_ptr->pclass != CLASS_SAMURAI) && (f1 & TR1_FORCE_WEPON) && (p_ptr->csp > (p_ptr->msp / 30)))
3473 p_ptr->csp -= (1+(p_ptr->msp / 30));
3474 p_ptr->redraw |= (PR_MANA);
3475 mult = mult * 7 / 2;
3480 k = critical_norm(o_ptr->weight, o_ptr->to_h, k, p_ptr->to_h[hand], mode);
3481 if (randint(6) == 1)
3485 msg_format("¥°¥Ã¥µ¥êÀÚ¤êÎö¤«¤ì¤¿¡ª");
3487 msg_format("Your weapon cuts deep into yourself!");
3489 /* Try to increase the damage */
3497 k += (p_ptr->to_d[hand] + o_ptr->to_d);
3500 take_hit(DAMAGE_FORCE, k, "»à¤ÎÂç³ù", -1);
3502 take_hit(DAMAGE_FORCE, k, "Death scythe", -1);
3514 msg_format("¥ß¥¹¡ª %s¤Ë¤«¤ï¤µ¤ì¤¿¡£", m_name);
3516 msg_format("You miss %s.", m_name);
3525 if (drain_left != MAX_VAMPIRIC_DRAIN)
3529 chg_virtue(V_UNLIFE, 1);
3532 /* Mega-Hack -- apply earthquake brand */
3535 earthquake(py, px, 10);
3536 if (!cave[y][x].m_idx) *mdeath = TRUE;
3540 bool py_attack(int y, int x, int mode)
3543 bool mdeath = FALSE;
3544 bool stormbringer = FALSE;
3546 cave_type *c_ptr = &cave[y][x];
3547 monster_type *m_ptr = &m_list[c_ptr->m_idx];
3550 /* Disturb the player */
3555 if (m_ptr->csleep) /* It is not honorable etc to attack helpless victims */
3557 if (!(r_info[m_ptr->r_idx].flags3 & RF3_EVIL) || one_in_(5)) chg_virtue(V_COMPASSION, -1);
3558 if (!(r_info[m_ptr->r_idx].flags3 & RF3_EVIL) || one_in_(5)) chg_virtue(V_HONOUR, -1);
3561 /* Extract monster name (or "it") */
3562 monster_desc(m_name, m_ptr, 0);
3564 /* Auto-Recall if possible and visible */
3565 if (m_ptr->ml) monster_race_track((bool)(m_ptr->mflag2 & MFLAG_KAGE), m_ptr->r_idx);
3567 /* Track a new monster */
3568 if (m_ptr->ml) health_track(c_ptr->m_idx);
3570 if ((r_info[m_ptr->r_idx].flags1 & RF1_FEMALE) &&
3571 !(p_ptr->stun || p_ptr->confused || p_ptr->image || !m_ptr->ml))
3573 if ((inventory[INVEN_RARM].name1 == ART_ZANTETSU) || (inventory[INVEN_LARM].name1 == ART_ZANTETSU))
3576 msg_print("ÀÛ¼Ô¡¢¤ª¤Ê¤´¤Ï»Â¤ì¤Ì¡ª");
3578 msg_print("I can not attack women!");
3584 if (d_info[dungeon_type].flags1 & DF1_NO_MELEE)
3587 msg_print("¤Ê¤¼¤«¹¶·â¤¹¤ë¤³¤È¤¬¤Ç¤¤Ê¤¤¡£");
3589 msg_print("Something prevent you from attacking.");
3594 /* Stop if friendly */
3595 if (!is_hostile(m_ptr) &&
3596 !(p_ptr->stun || p_ptr->confused || p_ptr->image ||
3597 p_ptr->shero || !m_ptr->ml))
3599 if (inventory[INVEN_RARM].art_name)
3601 if (inventory[INVEN_RARM].name1 == ART_STORMBRINGER) stormbringer = TRUE;
3603 if (inventory[INVEN_LARM].art_name)
3605 if (inventory[INVEN_LARM].name1 == ART_STORMBRINGER) stormbringer = TRUE;
3610 msg_format("¹õ¤¤¿Ï¤Ï¶¯ÍߤË%s¤ò¹¶·â¤·¤¿¡ª", m_name);
3612 msg_format("Your black blade greedily attacks %s!", m_name);
3614 chg_virtue(V_INDIVIDUALISM, 1);
3615 chg_virtue(V_HONOUR, -1);
3616 chg_virtue(V_JUSTICE, -1);
3617 chg_virtue(V_COMPASSION, -1);
3619 else if (p_ptr->pclass != CLASS_BERSERKER)
3622 if (get_check("ËÜÅö¤Ë¹¶·â¤·¤Þ¤¹¤«¡©"))
3624 if (get_check("Really hit it? "))
3627 chg_virtue(V_INDIVIDUALISM, 1);
3628 chg_virtue(V_HONOUR, -1);
3629 chg_virtue(V_JUSTICE, -1);
3630 chg_virtue(V_COMPASSION, -1);
3635 msg_format("%s¤ò¹¶·â¤¹¤ë¤Î¤ò»ß¤á¤¿¡£", m_name);
3637 msg_format("You stop to avoid hitting %s.", m_name);
3645 /* Handle player fear */
3651 msg_format("¶²¤¯¤Æ%s¤ò¹¶·â¤Ç¤¤Ê¤¤¡ª", m_name);
3653 msg_format("You are too afraid to attack %s!", m_name);
3658 msg_format ("¤½¤Ã¤Á¤Ë¤Ï²¿¤«¶²¤¤¤â¤Î¤¬¤¤¤ë¡ª");
3660 msg_format ("There is something scary in your way!");
3663 /* Disturb the monster */
3665 p_ptr->update |= (PU_MON_LITE);
3671 if (p_ptr->migite && p_ptr->hidarite)
3673 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))
3675 if (skill_exp[GINOU_NITOURYU] < 4000)
3676 skill_exp[GINOU_NITOURYU]+=80;
3677 else if(skill_exp[GINOU_NITOURYU] < 6000)
3678 skill_exp[GINOU_NITOURYU]+=4;
3679 else if(skill_exp[GINOU_NITOURYU] < 7000)
3680 skill_exp[GINOU_NITOURYU]+=1;
3681 else if(skill_exp[GINOU_NITOURYU] < 8000)
3682 if (one_in_(3)) skill_exp[GINOU_NITOURYU]+=1;
3683 p_ptr->update |= (PU_BONUS);
3689 int ridinglevel = r_info[m_list[p_ptr->riding].r_idx].level;
3690 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))
3691 skill_exp[GINOU_RIDING]++;
3692 if ((skill_exp[GINOU_RIDING] < s_info[p_ptr->pclass].s_max[GINOU_RIDING]) && (skill_exp[GINOU_RIDING]/100 < ridinglevel))
3694 if (ridinglevel*100 > (skill_exp[GINOU_RIDING] + 1500))
3695 skill_exp[GINOU_RIDING] += (1+(ridinglevel - skill_exp[GINOU_RIDING]/100 - 15));
3696 else skill_exp[GINOU_RIDING]++;
3698 p_ptr->update |= (PU_BONUS);
3701 riding_t_m_idx = c_ptr->m_idx;
3702 if (p_ptr->migite) py_attack_aux(y, x, &fear, &mdeath, 0, mode);
3703 if (p_ptr->hidarite && !mdeath) py_attack_aux(y, x, &fear, &mdeath, 1, mode);
3705 /* Mutations which yield extra 'natural' attacks */
3708 if ((p_ptr->muta2 & MUT2_HORNS) && !mdeath)
3709 natural_attack(c_ptr->m_idx, MUT2_HORNS, &fear, &mdeath);
3710 if ((p_ptr->muta2 & MUT2_BEAK) && !mdeath)
3711 natural_attack(c_ptr->m_idx, MUT2_BEAK, &fear, &mdeath);
3712 if ((p_ptr->muta2 & MUT2_SCOR_TAIL) && !mdeath)
3713 natural_attack(c_ptr->m_idx, MUT2_SCOR_TAIL, &fear, &mdeath);
3714 if ((p_ptr->muta2 & MUT2_TRUNK) && !mdeath)
3715 natural_attack(c_ptr->m_idx, MUT2_TRUNK, &fear, &mdeath);
3716 if ((p_ptr->muta2 & MUT2_TENTACLES) && !mdeath)
3717 natural_attack(c_ptr->m_idx, MUT2_TENTACLES, &fear, &mdeath);
3720 /* Hack -- delay fear messages */
3721 if (fear && m_ptr->ml && !mdeath)
3728 msg_format("%^s¤Ï¶²Éݤ·¤Æƨ¤²½Ð¤·¤¿¡ª", m_name);
3730 msg_format("%^s flees in terror!", m_name);
3735 if ((p_ptr->special_defense & KATA_IAI) && ((mode != HISSATSU_IAI) || mdeath))
3737 set_action(ACTION_NONE);
3744 static bool pattern_seq(int c_y, int c_x, int n_y, int n_x)
3746 if (!pattern_tile(c_y, c_x) && !pattern_tile(n_y, n_x))
3749 if (cave[n_y][n_x].feat == FEAT_PATTERN_START)
3751 if (!pattern_tile(c_y, c_x) &&
3752 !p_ptr->confused && !p_ptr->stun && !p_ptr->image)
3755 if (get_check("¥Ñ¥¿¡¼¥ó¤Î¾å¤òÊ⤻Ϥá¤ë¤È¡¢Á´¤Æ¤òÊ⤫¤Ê¤±¤ì¤Ð¤Ê¤ê¤Þ¤»¤ó¡£¤¤¤¤¤Ç¤¹¤«¡©"))
3757 if (get_check("If you start walking the Pattern, you must walk the whole way. Ok? "))
3767 else if ((cave[n_y][n_x].feat == FEAT_PATTERN_OLD) ||
3768 (cave[n_y][n_x].feat == FEAT_PATTERN_END) ||
3769 (cave[n_y][n_x].feat == FEAT_PATTERN_XTRA2))
3771 if (pattern_tile(c_y, c_x))
3778 msg_print("¥Ñ¥¿¡¼¥ó¤Î¾å¤òÊ⤯¤Ë¤Ï¥¹¥¿¡¼¥ÈÃÏÅÀ¤«¤éÊ⤻Ϥá¤Ê¤¯¤Æ¤Ï¤Ê¤ê¤Þ¤»¤ó¡£");
3780 msg_print("You must start walking the Pattern from the startpoint.");
3786 else if ((cave[n_y][n_x].feat == FEAT_PATTERN_XTRA1) ||
3787 (cave[c_y][c_x].feat == FEAT_PATTERN_XTRA1))
3791 else if (cave[c_y][c_x].feat == FEAT_PATTERN_START)
3793 if (pattern_tile(n_y, n_x))
3798 msg_print("¥Ñ¥¿¡¼¥ó¤Î¾å¤ÏÀµ¤·¤¤½ç½ø¤ÇÊ⤫¤Í¤Ð¤Ê¤ê¤Þ¤»¤ó¡£");
3800 msg_print("You must walk the Pattern in correct order.");
3806 else if ((cave[c_y][c_x].feat == FEAT_PATTERN_OLD) ||
3807 (cave[c_y][c_x].feat == FEAT_PATTERN_END) ||
3808 (cave[c_y][c_x].feat == FEAT_PATTERN_XTRA2))
3810 if (!pattern_tile(n_y, n_x))
3813 msg_print("¥Ñ¥¿¡¼¥ó¤òƧ¤ß³°¤·¤Æ¤Ï¤¤¤±¤Þ¤»¤ó¡£");
3815 msg_print("You may not step off from the Pattern.");
3827 if (!pattern_tile(c_y, c_x))
3830 msg_print("¥Ñ¥¿¡¼¥ó¤Î¾å¤òÊ⤯¤Ë¤Ï¥¹¥¿¡¼¥ÈÃÏÅÀ¤«¤éÊ⤻Ϥá¤Ê¤¯¤Æ¤Ï¤Ê¤ê¤Þ¤»¤ó¡£");
3832 msg_print("You must start walking the Pattern from the startpoint.");
3839 byte ok_move = FEAT_PATTERN_START;
3840 switch (cave[c_y][c_x].feat)
3842 case FEAT_PATTERN_1:
3843 ok_move = FEAT_PATTERN_2;
3845 case FEAT_PATTERN_2:
3846 ok_move = FEAT_PATTERN_3;
3848 case FEAT_PATTERN_3:
3849 ok_move = FEAT_PATTERN_4;
3851 case FEAT_PATTERN_4:
3852 ok_move = FEAT_PATTERN_1;
3857 msg_format("¤ª¤«¤·¤Ê¥Ñ¥¿¡¼¥óÊâ¹Ô¡¢%d¡£", cave[c_y][c_x]);
3859 msg_format("Funny Pattern walking, %d.", cave[c_y][c_x]);
3862 return TRUE; /* Goof-up */
3865 if ((cave[n_y][n_x].feat == ok_move) ||
3866 (cave[n_y][n_x].feat == cave[c_y][c_x].feat))
3870 if (!pattern_tile(n_y, n_x))
3872 msg_print("¥Ñ¥¿¡¼¥ó¤òƧ¤ß³°¤·¤Æ¤Ï¤¤¤±¤Þ¤»¤ó¡£");
3874 msg_print("You may not step off from the Pattern.");
3879 msg_print("¥Ñ¥¿¡¼¥ó¤Î¾å¤ÏÀµ¤·¤¤½ç½ø¤ÇÊ⤫¤Í¤Ð¤Ê¤ê¤Þ¤»¤ó¡£");
3881 msg_print("You must walk the Pattern in correct order.");
3893 bool player_can_enter(byte feature)
3897 /* Player can not walk through "walls" unless in Shadow Form */
3898 if (p_ptr->wraith_form || p_ptr->pass_wall || p_ptr->kabenuke)
3905 case FEAT_DEEP_WATER:
3906 case FEAT_SHAL_LAVA:
3907 case FEAT_DEEP_LAVA:
3930 case FEAT_WALL_EXTRA:
3931 case FEAT_WALL_INNER:
3932 case FEAT_WALL_OUTER:
3933 case FEAT_WALL_SOLID:
3940 return (!dun_level && p_ptr->ffall);
3942 case FEAT_PERM_EXTRA:
3943 case FEAT_PERM_INNER:
3944 case FEAT_PERM_OUTER:
3945 case FEAT_PERM_SOLID:
3956 * Move player in the given direction, with the given "pickup" flag.
3958 * This routine should (probably) always induce energy expenditure.
3960 * Note that moving will *always* take a turn, and will *always* hit
3961 * any monster which might be in the destination grid. Previously,
3962 * moving into walls was "free" and did NOT hit invisible monsters.
3964 void move_player(int dir, int do_pickup, bool break_trap)
3969 monster_type *m_ptr;
3973 bool p_can_pass_walls = FALSE;
3974 bool stormbringer = FALSE;
3976 bool oktomove = TRUE;
3977 bool do_past = FALSE;
3979 /* Find the result of moving */
3983 /* Examine the destination */
3984 c_ptr = &cave[y][x];
3988 if (!dun_level && !p_ptr->wild_mode &&
3989 ((x == 0) || (x == MAX_WID - 1) ||
3990 (y == 0) || (y == MAX_HGT - 1)))
3992 /* Can the player enter the grid? */
3993 if (c_ptr->mimic && player_can_enter(c_ptr->mimic))
3995 /* Hack: move to new area */
3996 if ((y == 0) && (x == 0))
3998 p_ptr->wilderness_y--;
3999 p_ptr->wilderness_x--;
4000 p_ptr->oldpy = cur_hgt - 2;
4001 p_ptr->oldpx = cur_wid - 2;
4002 ambush_flag = FALSE;
4005 else if ((y == 0) && (x == MAX_WID - 1))
4007 p_ptr->wilderness_y--;
4008 p_ptr->wilderness_x++;
4009 p_ptr->oldpy = cur_hgt - 2;
4011 ambush_flag = FALSE;
4014 else if ((y == MAX_HGT - 1) && (x == 0))
4016 p_ptr->wilderness_y++;
4017 p_ptr->wilderness_x--;
4019 p_ptr->oldpx = cur_wid - 2;
4020 ambush_flag = FALSE;
4023 else if ((y == MAX_HGT - 1) && (x == MAX_WID - 1))
4025 p_ptr->wilderness_y++;
4026 p_ptr->wilderness_x++;
4029 ambush_flag = FALSE;
4034 p_ptr->wilderness_y--;
4035 p_ptr->oldpy = cur_hgt - 2;
4037 ambush_flag = FALSE;
4040 else if (y == MAX_HGT - 1)
4042 p_ptr->wilderness_y++;
4045 ambush_flag = FALSE;
4050 p_ptr->wilderness_x--;
4051 p_ptr->oldpx = cur_wid - 2;
4053 ambush_flag = FALSE;
4056 else if (x == MAX_WID - 1)
4058 p_ptr->wilderness_x++;
4061 ambush_flag = FALSE;
4064 p_ptr->leftbldg = TRUE;
4065 p_ptr->leaving = TRUE;
4074 /* Get the monster */
4075 m_ptr = &m_list[c_ptr->m_idx];
4078 if (inventory[INVEN_RARM].art_name)
4080 if (inventory[INVEN_RARM].name1 == ART_STORMBRINGER)
4081 stormbringer = TRUE;
4083 else if (inventory[INVEN_LARM].art_name)
4085 if (inventory[INVEN_LARM].name1 == ART_STORMBRINGER)
4086 stormbringer = TRUE;
4089 /* Player can not walk through "walls"... */
4090 /* unless in Shadow Form */
4091 if (p_ptr->wraith_form || p_ptr->pass_wall || p_ptr->kabenuke)
4092 p_can_pass_walls = TRUE;
4093 if ((cave[y][x].feat >= FEAT_PERM_EXTRA) &&
4094 (cave[y][x].feat <= FEAT_PERM_SOLID))
4096 p_can_pass_walls = FALSE;
4101 cave[py][px].m_idx = 0;
4104 /* Hack -- attack monsters */
4105 if (c_ptr->m_idx && (m_ptr->ml || cave_floor_bold(y, x) || p_can_pass_walls))
4108 /* Attack -- only if we can see it OR it is not in a wall */
4109 if (!is_hostile(m_ptr) &&
4110 !(p_ptr->confused || p_ptr->image || !m_ptr->ml || p_ptr->stun ||
4111 ((p_ptr->muta2 & MUT2_BERS_RAGE) && p_ptr->shero)) &&
4112 (pattern_seq(py, px, y, x)) &&
4113 ((cave_floor_bold(y, x)) || (c_ptr->feat == FEAT_TREES) || (p_can_pass_walls)))
4116 p_ptr->update |= (PU_MON_LITE);
4118 /* Extract monster name (or "it") */
4119 monster_desc(m_name, m_ptr, 0);
4121 /* Auto-Recall if possible and visible */
4122 if (m_ptr->ml) monster_race_track((bool)(m_ptr->mflag2 & MFLAG_KAGE), m_ptr->r_idx);
4124 /* Track a new monster */
4125 if (m_ptr->ml) health_track(c_ptr->m_idx);
4128 if ((stormbringer && (randint(1000) > 666)) || (p_ptr->pclass == CLASS_BERSERKER))
4133 else if (monster_can_cross_terrain(cave[py][px].feat, &r_info[m_ptr->r_idx]) &&
4134 (cave_floor_bold(py, px) || cave[py][px].feat == FEAT_TREES ||
4135 (r_info[m_ptr->r_idx].flags2 & RF2_PASS_WALL)))
4142 msg_format("%^s¤¬¼ÙËâ¤À¡ª", m_name);
4144 msg_format("%^s is in your way!", m_name);
4151 /* now continue on to 'movement' */
4164 else if ((c_ptr->feat == FEAT_DARK_PIT) && !p_ptr->ffall)
4167 msg_print("Îö¤±Ìܤò²£Àڤ뤳¤È¤Ï¤Ç¤¤Þ¤»¤ó¡£");
4169 msg_print("You can't cross the chasm.");
4177 else if (c_ptr->feat == FEAT_MOUNTAIN)
4179 if (dun_level || !p_ptr->ffall)
4182 msg_print("»³¤Ë¤ÏÅФì¤Þ¤»¤ó¡ª");
4184 msg_print("You can't climb the mountains!");
4193 * Player can move through trees and
4194 * has effective -10 speed
4195 * Rangers can move without penality
4197 else if (c_ptr->feat == FEAT_TREES)
4200 if ((p_ptr->pclass != CLASS_RANGER) && !p_ptr->ffall) energy_use *= 2;
4203 else if ((c_ptr->feat >= FEAT_QUEST_ENTER) &&
4204 (c_ptr->feat <= FEAT_QUEST_EXIT))
4209 #ifdef ALLOW_EASY_DISARM /* TNB */
4211 /* Disarm a visible trap */
4212 else if ((do_pickup != easy_disarm) && is_trap(c_ptr->feat))
4214 bool ignore = FALSE;
4215 switch (c_ptr->feat)
4217 case FEAT_TRAP_TRAPDOOR:
4219 case FEAT_TRAP_SPIKED_PIT:
4220 case FEAT_TRAP_POISON_PIT:
4221 if (p_ptr->ffall) ignore = TRUE;
4223 case FEAT_TRAP_TELEPORT:
4224 if (p_ptr->anti_tele) ignore = TRUE;
4226 case FEAT_TRAP_FIRE:
4227 if (p_ptr->immune_fire) ignore = TRUE;
4229 case FEAT_TRAP_ACID:
4230 if (p_ptr->immune_acid) ignore = TRUE;
4232 case FEAT_TRAP_BLIND:
4233 if (p_ptr->resist_blind) ignore = TRUE;
4235 case FEAT_TRAP_CONFUSE:
4236 if (p_ptr->resist_conf) ignore = TRUE;
4238 case FEAT_TRAP_POISON:
4239 if (p_ptr->resist_pois) ignore = TRUE;
4241 case FEAT_TRAP_SLEEP:
4242 if (p_ptr->free_act) ignore = TRUE;
4248 (void)do_cmd_disarm_aux(y, x, dir);
4253 #endif /* ALLOW_EASY_DISARM -- TNB */
4254 else if (p_ptr->riding && (r_info[m_list[p_ptr->riding].r_idx].flags1 & RF1_NEVER_MOVE))
4257 msg_print("Æ°¤±¤Ê¤¤¡ª");
4259 msg_print("Can't move!");
4266 else if (p_ptr->riding && m_list[p_ptr->riding].monfear)
4270 /* Acquire the monster name */
4271 monster_desc(m_name, &m_list[p_ptr->riding], 0);
4273 /* Dump a message */
4275 msg_format("%s¤¬¶²Éݤ·¤Æ¤¤¤ÆÀ©¸æ¤Ç¤¤Ê¤¤¡£", m_name);
4277 msg_format("%^s is too scared to control.", m_name);
4283 else if (p_ptr->riding && p_ptr->riding_ryoute)
4289 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))
4292 msg_print("Φ¾å¤Ë¾å¤¬¤ì¤Ê¤¤¡£");
4294 msg_print("Can't land.");
4301 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))
4304 msg_print("¿å¾å¤Ë¹Ô¤±¤Ê¤¤¡£");
4306 msg_print("Can't swim.");
4313 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))
4316 msg_print("¿å¾å¤Ë¹Ô¤±¤Ê¤¤¡£");
4318 msg_print("Can't swim.");
4325 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)))
4328 msg_print("ÍÏ´ä¤Î¾å¤Ë¹Ô¤±¤Ê¤¤¡£");
4330 msg_print("Too hot to go through.");
4337 else if (p_ptr->riding && m_list[p_ptr->riding].stunned && one_in_(2))
4340 monster_desc(m_name, &m_list[p_ptr->riding], 0);
4342 msg_format("%s¤¬Û¯Û°¤È¤·¤Æ¤¤¤Æ¤¦¤Þ¤¯Æ°¤±¤Ê¤¤¡ª",m_name);
4344 msg_format("You cannot control stunned %s!",m_name);
4350 /* Player can not walk through "walls" unless in wraith form...*/
4351 else if ((!cave_floor_bold(y, x)) &&
4352 (!p_can_pass_walls))
4356 /* Disturb the player */
4359 /* Notice things in the dark */
4360 if ((!(c_ptr->info & (CAVE_MARK))) &&
4361 (p_ptr->blind || !(c_ptr->info & (CAVE_LITE))))
4364 if (c_ptr->feat == FEAT_RUBBLE)
4367 msg_print("´äÀФ¬¹Ô¤¯¼ê¤ò¤Ï¤Ð¤ó¤Ç¤¤¤ë¤è¤¦¤À¡£");
4369 msg_print("You feel some rubble blocking your way.");
4372 c_ptr->info |= (CAVE_MARK);
4377 else if (c_ptr->feat < FEAT_SECRET)
4380 msg_print("¥É¥¢¤¬¹Ô¤¯¼ê¤ò¤Ï¤Ð¤ó¤Ç¤¤¤ë¤è¤¦¤À¡£");
4382 msg_print("You feel a closed door blocking your way.");
4385 c_ptr->info |= (CAVE_MARK);
4389 /* Wall (or secret door) */
4393 msg_print("Êɤ¬¹Ô¤¯¼ê¤ò¤Ï¤Ð¤ó¤Ç¤¤¤ë¤è¤¦¤À¡£");
4395 msg_print("You feel a wall blocking your way.");
4398 c_ptr->info |= (CAVE_MARK);
4407 if (c_ptr->feat == FEAT_RUBBLE)
4410 msg_print("´äÀФ¬¹Ô¤¯¼ê¤ò¤Ï¤Ð¤ó¤Ç¤¤¤ë¡£");
4412 msg_print("There is rubble blocking your way.");
4416 if (!(p_ptr->confused || p_ptr->stun || p_ptr->image))
4420 * Well, it makes sense that you lose time bumping into
4421 * a wall _if_ you are confused, stunned or blind; but
4422 * typing mistakes should not cost you a turn...
4426 else if (c_ptr->feat < FEAT_SECRET)
4428 #ifdef ALLOW_EASY_OPEN
4430 if (easy_open && easy_open_door(y, x)) return;
4432 #endif /* ALLOW_EASY_OPEN */
4435 msg_print("¥É¥¢¤¬¹Ô¤¯¼ê¤ò¤Ï¤Ð¤ó¤Ç¤¤¤ë¡£");
4437 msg_print("There is a closed door blocking your way.");
4441 if (!(p_ptr->confused || p_ptr->stun || p_ptr->image))
4445 /* Wall (or secret door) */
4449 msg_print("Êɤ¬¹Ô¤¯¼ê¤ò¤Ï¤Ð¤ó¤Ç¤¤¤ë¡£");
4451 msg_print("There is a wall blocking your way.");
4455 if (!(p_ptr->confused || p_ptr->stun || p_ptr->image))
4461 sound(SOUND_HITWALL);
4464 /* Normal movement */
4465 if (!pattern_seq(py, px, y, x))
4467 if (!(p_ptr->confused || p_ptr->stun || p_ptr->image))
4472 /* To avoid a loop with running */
4478 /* Normal movement */
4485 if(!process_frakir(x,y))
4495 msg_format("%s¤ò²¡¤·Âऱ¤¿¡£", m_name);
4497 msg_format("You push past %s.", m_name);
4502 cave[py][px].m_idx = c_ptr->m_idx;
4504 update_mon(cave[py][px].m_idx, TRUE);
4507 /* Change oldpx and oldpy to place the player well when going back to big mode */
4508 if (p_ptr->wild_mode)
4510 if(ddy[dir] > 0) p_ptr->oldpy = 1;
4511 if(ddy[dir] < 0) p_ptr->oldpy = MAX_HGT - 2;
4512 if(ddy[dir] == 0) p_ptr->oldpy = MAX_HGT / 2;
4513 if(ddx[dir] > 0) p_ptr->oldpx = 1;
4514 if(ddx[dir] < 0) p_ptr->oldpx = MAX_WID - 2;
4515 if(ddx[dir] == 0) p_ptr->oldpx = MAX_WID / 2;
4518 /* Save old location */
4522 /* Move the player */
4526 if (p_ptr->riding && (r_info[m_list[p_ptr->riding].r_idx].flags2 & RF2_KILL_WALL))
4528 if (cave[py][px].feat > FEAT_SECRET && cave[py][px].feat < FEAT_PERM_SOLID)
4530 /* Forget the wall */
4531 cave[py][px].info &= ~(CAVE_MARK);
4534 cave_set_feat(py, px, floor_type[rand_int(100)]);
4537 if (music_singing(MUSIC_WALL))
4539 project(0, 0, py, px,
4540 (60 + p_ptr->lev), GF_DISINTEGRATE, PROJECT_KILL | PROJECT_ITEM, -1);
4542 else if (p_ptr->kill_wall)
4544 if (cave_valid_bold(py, px) &&
4545 (cave[py][px].feat < FEAT_PATTERN_START ||
4546 cave[py][px].feat > FEAT_PATTERN_XTRA2) &&
4547 (cave[py][px].feat < FEAT_DEEP_WATER ||
4548 cave[py][px].feat > FEAT_GRASS))
4550 if (cave[py][px].feat == FEAT_TREES)
4551 cave_set_feat(py, px, FEAT_GRASS);
4554 cave[py][px].feat = floor_type[rand_int(100)];
4555 cave[py][px].info &= ~(CAVE_MASK);
4556 cave[py][px].info |= CAVE_FLOOR;
4559 /* Update some things -- similar to GF_KILL_WALL */
4560 p_ptr->update |= (PU_VIEW | PU_LITE | PU_FLOW | PU_MONSTERS | PU_MON_LITE);
4563 /* Redraw new spot */
4566 /* Redraw old spot */
4570 /* sound(SOUND_WALK); */
4572 /* Check for new panel (redraw map) */
4575 /* For get everything when requested hehe I'm *NASTY* */
4576 if (dun_level && (d_info[dungeon_type].flags1 & DF1_FORGET))
4581 if ((p_ptr->pclass == CLASS_NINJA))
4583 if (c_ptr->info & (CAVE_GLOW)) set_superstealth(FALSE);
4584 else if (p_ptr->cur_lite <= 0) set_superstealth(TRUE);
4586 if ((p_ptr->action == ACTION_HAYAGAKE) && !cave_floor_bold(py, px))
4589 msg_print("¤³¤³¤Ç¤ÏÁÇÁ᤯ư¤±¤Ê¤¤¡£");
4591 msg_print("You cannot run in wall.");
4593 set_action(ACTION_NONE);
4597 p_ptr->update |= (PU_VIEW | PU_LITE | PU_FLOW | PU_MON_LITE);
4599 /* Update the monsters */
4600 p_ptr->update |= (PU_DISTANCE);
4603 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
4605 /* Spontaneous Searching */
4606 if ((p_ptr->skill_fos >= 50) ||
4607 (0 == rand_int(50 - p_ptr->skill_fos)))
4612 /* Continuous Searching */
4613 if (p_ptr->action == ACTION_SEARCH)
4618 /* Handle "objects" */
4620 #ifdef ALLOW_EASY_DISARM /* TNB */
4622 carry(do_pickup != always_pickup);
4624 #else /* ALLOW_EASY_DISARM -- TNB */
4628 #endif /* ALLOW_EASY_DISARM -- TNB */
4630 /* Handle "store doors" */
4631 if (((c_ptr->feat >= FEAT_SHOP_HEAD) &&
4632 (c_ptr->feat <= FEAT_SHOP_TAIL)) ||
4633 (c_ptr->feat == FEAT_MUSEUM))
4639 /* Hack -- Enter store */
4643 /* Handle "building doors" -KMW- */
4644 else if ((c_ptr->feat >= FEAT_BLDG_HEAD) &&
4645 (c_ptr->feat <= FEAT_BLDG_TAIL))
4651 /* Hack -- Enter building */
4655 /* Handle quest areas -KMW- */
4656 else if (cave[y][x].feat == FEAT_QUEST_ENTER)
4662 /* Hack -- Enter quest level */
4666 else if (cave[y][x].feat == FEAT_QUEST_EXIT)
4668 if (quest[p_ptr->inside_quest].type == QUEST_TYPE_FIND_EXIT)
4670 if (record_fix_quest) do_cmd_write_nikki(NIKKI_FIX_QUEST_C, p_ptr->inside_quest, NULL);
4671 quest[p_ptr->inside_quest].status = QUEST_STATUS_COMPLETED;
4672 quest[p_ptr->inside_quest].complev = (byte)p_ptr->lev;
4674 msg_print("¥¯¥¨¥¹¥È¤òãÀ®¤·¤¿¡ª");
4676 msg_print("You accomplished your quest!");
4682 leaving_quest = p_ptr->inside_quest;
4684 /* Leaving an 'only once' quest marks it as failed */
4685 if (leaving_quest &&
4686 ((quest[leaving_quest].flags & QUEST_FLAG_ONCE) || (quest[leaving_quest].type == QUEST_TYPE_RANDOM)) &&
4687 (quest[leaving_quest].status == QUEST_STATUS_TAKEN))
4689 if ((quest[leaving_quest].type == QUEST_TYPE_RANDOM) && record_rand_quest)
4690 do_cmd_write_nikki(NIKKI_RAND_QUEST_F, leaving_quest, NULL);
4691 else if (record_fix_quest)
4692 do_cmd_write_nikki(NIKKI_FIX_QUEST_F, leaving_quest, NULL);
4693 quest[leaving_quest].status = QUEST_STATUS_FAILED;
4694 quest[leaving_quest].complev = (byte)p_ptr->lev;
4695 if (quest[leaving_quest].type == QUEST_TYPE_RANDOM)
4696 r_info[quest[leaving_quest].r_idx].flags1 &= ~(RF1_QUESTOR);
4699 p_ptr->inside_quest = cave[y][x].special;
4703 p_ptr->leaving = TRUE;
4706 /* Discover invisible traps */
4707 else if (c_ptr->info & CAVE_TRAP)
4714 msg_print("¥È¥é¥Ã¥×¤À¡ª");
4716 msg_print("You found a trap!");
4724 hit_trap(break_trap);
4727 /* Set off an visible trap */
4728 else if (is_trap(c_ptr->feat))
4734 hit_trap(break_trap);
4739 m_list[p_ptr->riding].fy = py;
4740 m_list[p_ptr->riding].fx = px;
4741 cave[py][px].m_idx = p_ptr->riding;
4742 update_mon(cave[py][px].m_idx, TRUE);
4743 p_ptr->update |= (PU_MON_LITE);
4749 * Hack -- Check for a "known wall" (see below)
4751 static int see_wall(int dir, int y, int x)
4753 /* Get the new location */
4757 /* Illegal grids are not known walls */
4758 if (!in_bounds2(y, x)) return (FALSE);
4760 /* Non-wall grids are not known walls */
4761 if (cave[y][x].feat < FEAT_SECRET) return (FALSE);
4763 if ((cave[y][x].feat >= FEAT_DEEP_WATER) &&
4764 (cave[y][x].feat <= FEAT_GRASS)) return (FALSE);
4766 if ((cave[y][x].feat >= FEAT_SHOP_HEAD) &&
4767 (cave[y][x].feat <= FEAT_SHOP_TAIL)) return (FALSE);
4769 if (cave[y][x].feat == FEAT_DEEP_GRASS) return (FALSE);
4770 if (cave[y][x].feat == FEAT_FLOWER) return (FALSE);
4772 if (cave[y][x].feat == FEAT_MUSEUM) return (FALSE);
4774 if ((cave[y][x].feat >= FEAT_BLDG_HEAD) &&
4775 (cave[y][x].feat <= FEAT_BLDG_TAIL)) return (FALSE);
4777 /* if (cave[y][x].feat == FEAT_TREES) return (FALSE); */
4779 /* Must be known to the player */
4780 if (!(cave[y][x].info & (CAVE_MARK))) return (FALSE);
4782 if (cave[y][x].feat >= FEAT_TOWN) return (FALSE);
4790 * Hack -- Check for an "unknown corner" (see below)
4792 static int see_nothing(int dir, int y, int x)
4794 /* Get the new location */
4798 /* Illegal grids are unknown */
4799 if (!in_bounds2(y, x)) return (TRUE);
4801 /* Memorized grids are always known */
4802 if (cave[y][x].info & (CAVE_MARK)) return (FALSE);
4804 /* Non-floor grids are unknown */
4805 if (!cave_floor_bold(y, x)) return (TRUE);
4807 /* Viewable door/wall grids are known */
4808 if (player_can_see_bold(y, x)) return (FALSE);
4819 * The running algorithm: -CJS-
4821 * In the diagrams below, the player has just arrived in the
4822 * grid marked as '@', and he has just come from a grid marked
4823 * as 'o', and he is about to enter the grid marked as 'x'.
4825 * Of course, if the "requested" move was impossible, then you
4826 * will of course be blocked, and will stop.
4828 * Overview: You keep moving until something interesting happens.
4829 * If you are in an enclosed space, you follow corners. This is
4830 * the usual corridor scheme. If you are in an open space, you go
4831 * straight, but stop before entering enclosed space. This is
4832 * analogous to reaching doorways. If you have enclosed space on
4833 * one side only (that is, running along side a wall) stop if
4834 * your wall opens out, or your open space closes in. Either case
4835 * corresponds to a doorway.
4837 * What happens depends on what you can really SEE. (i.e. if you
4838 * have no light, then running along a dark corridor is JUST like
4839 * running in a dark room.) The algorithm works equally well in
4840 * corridors, rooms, mine tailings, earthquake rubble, etc, etc.
4842 * These conditions are kept in static memory:
4843 * find_openarea You are in the open on at least one
4845 * find_breakleft You have a wall on the left, and will
4847 * find_breakright You have a wall on the right, and will
4850 * To initialize these conditions, we examine the grids adjacent
4851 * to the grid marked 'x', two on each side (marked 'L' and 'R').
4852 * If either one of the two grids on a given side is seen to be
4853 * closed, then that side is considered to be closed. If both
4854 * sides are closed, then it is an enclosed (corridor) run.
4860 * Looking at more than just the immediate squares is
4861 * significant. Consider the following case. A run along the
4862 * corridor will stop just before entering the center point,
4863 * because a choice is clearly established. Running in any of
4864 * three available directions will be defined as a corridor run.
4865 * Note that a minor hack is inserted to make the angled corridor
4866 * entry (with one side blocked near and the other side blocked
4867 * further away from the runner) work correctly. The runner moves
4868 * diagonally, but then saves the previous direction as being
4869 * straight into the gap. Otherwise, the tail end of the other
4870 * entry would be perceived as an alternative on the next move.
4878 * Likewise, a run along a wall, and then into a doorway (two
4879 * runs) will work correctly. A single run rightwards from @ will
4880 * stop at 1. Another run right and down will enter the corridor
4881 * and make the corner, stopping at the 2.
4884 * ########### ######
4889 * After any move, the function area_affect is called to
4890 * determine the new surroundings, and the direction of
4891 * subsequent moves. It examines the current player location
4892 * (at which the runner has just arrived) and the previous
4893 * direction (from which the runner is considered to have come).
4895 * Moving one square in some direction places you adjacent to
4896 * three or five new squares (for straight and diagonal moves
4897 * respectively) to which you were not previously adjacent,
4898 * marked as '!' in the diagrams below.
4905 * You STOP if any of the new squares are interesting in any way:
4906 * for example, if they contain visible monsters or treasure.
4908 * You STOP if any of the newly adjacent squares seem to be open,
4909 * and you are also looking for a break on that side. (that is,
4910 * find_openarea AND find_break).
4912 * You STOP if any of the newly adjacent squares do NOT seem to be
4913 * open and you are in an open area, and that side was previously
4916 * Corners: If you are not in the open (i.e. you are in a corridor)
4917 * and there is only one way to go in the new squares, then turn in
4918 * that direction. If there are more than two new ways to go, STOP.
4919 * If there are two ways to go, and those ways are separated by a
4920 * square which does not seem to be open, then STOP.
4922 * Otherwise, we have a potential corner. There are two new open
4923 * squares, which are also adjacent. One of the new squares is
4924 * diagonally located, the other is straight on (as in the diagram).
4925 * We consider two more squares further out (marked below as ?).
4927 * We assign "option" to the straight-on grid, and "option2" to the
4928 * diagonal grid, and "check_dir" to the grid marked 's'.
4934 * If they are both seen to be closed, then it is seen that no
4935 * benefit is gained from moving straight. It is a known corner.
4936 * To cut the corner, go diagonally, otherwise go straight, but
4937 * pretend you stepped diagonally into that next location for a
4938 * full view next time. Conversely, if one of the ? squares is
4939 * not seen to be closed, then there is a potential choice. We check
4940 * to see whether it is a potential corner or an intersection/room entrance.
4941 * If the square two spaces straight ahead, and the space marked with 's'
4942 * are both blank, then it is a potential corner and enter if find_examine
4943 * is set, otherwise must stop because it is not a corner.
4950 * Hack -- allow quick "cycling" through the legal directions
4952 static byte cycle[] =
4953 { 1, 2, 3, 6, 9, 8, 7, 4, 1, 2, 3, 6, 9, 8, 7, 4, 1 };
4956 * Hack -- map each direction into the "middle" of the "cycle[]" array
4958 static byte chome[] =
4959 { 0, 8, 9, 10, 7, 0, 11, 6, 5, 4 };
4962 * The direction we are running
4964 static byte find_current;
4967 * The direction we came from
4969 static byte find_prevdir;
4972 * We are looking for open area
4974 static bool find_openarea;
4977 * We are looking for a break
4979 static bool find_breakright;
4980 static bool find_breakleft;
4985 * Initialize the running algorithm for a new direction.
4987 * Diagonal Corridor -- allow diaginal entry into corridors.
4989 * Blunt Corridor -- If there is a wall two spaces ahead and
4990 * we seem to be in a corridor, then force a turn into the side
4991 * corridor, must be moving straight into a corridor here. ???
4993 * Diagonal Corridor Blunt Corridor (?)
4998 static void run_init(int dir)
5000 int row, col, deepleft, deepright;
5001 int i, shortleft, shortright;
5004 /* Save the direction */
5007 /* Assume running straight */
5010 /* Assume looking for open area */
5011 find_openarea = TRUE;
5013 /* Assume not looking for breaks */
5014 find_breakright = find_breakleft = FALSE;
5016 /* Assume no nearby walls */
5017 deepleft = deepright = FALSE;
5018 shortright = shortleft = FALSE;
5023 /* Find the destination grid */
5024 row = py + ddy[dir];
5025 col = px + ddx[dir];
5027 /* Extract cycle index */
5030 /* Check for walls */
5031 if (see_wall(cycle[i+1], py, px))
5033 find_breakleft = TRUE;
5036 else if (see_wall(cycle[i+1], row, col))
5038 find_breakleft = TRUE;
5042 /* Check for walls */
5043 if (see_wall(cycle[i-1], py, px))
5045 find_breakright = TRUE;
5048 else if (see_wall(cycle[i-1], row, col))
5050 find_breakright = TRUE;
5054 /* Looking for a break */
5055 if (find_breakleft && find_breakright)
5057 /* Not looking for open area */
5058 find_openarea = FALSE;
5060 /* Hack -- allow angled corridor entry */
5063 if (deepleft && !deepright)
5065 find_prevdir = cycle[i - 1];
5067 else if (deepright && !deepleft)
5069 find_prevdir = cycle[i + 1];
5073 /* Hack -- allow blunt corridor entry */
5074 else if (see_wall(cycle[i], row, col))
5076 if (shortleft && !shortright)
5078 find_prevdir = cycle[i - 2];
5080 else if (shortright && !shortleft)
5082 find_prevdir = cycle[i + 2];
5090 * Update the current "run" path
5092 * Return TRUE if the running should be stopped
5094 static bool run_test(void)
5096 int prev_dir, new_dir, check_dir = 0;
5099 int option = 0, option2 = 0;
5102 /* Where we came from */
5103 prev_dir = find_prevdir;
5106 /* Range of newly adjacent grids */
5107 max = (prev_dir & 0x01) + 1;
5110 /* Look at every newly adjacent square. */
5111 for (i = -max; i <= max; i++)
5113 s16b this_o_idx, next_o_idx = 0;
5117 new_dir = cycle[chome[prev_dir] + i];
5120 row = py + ddy[new_dir];
5121 col = px + ddx[new_dir];
5124 c_ptr = &cave[row][col];
5127 /* Visible monsters abort running */
5130 monster_type *m_ptr = &m_list[c_ptr->m_idx];
5132 /* Visible monster */
5133 if (m_ptr->ml) return (TRUE);
5136 /* Visible objects abort running */
5137 for (this_o_idx = c_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
5141 /* Acquire object */
5142 o_ptr = &o_list[this_o_idx];
5144 /* Acquire next object */
5145 next_o_idx = o_ptr->next_o_idx;
5147 /* Visible object */
5148 if (o_ptr->marked) return (TRUE);
5152 /* Assume unknown */
5155 /* Check memorized grids */
5156 if (c_ptr->info & (CAVE_MARK))
5160 /* Examine the terrain */
5161 switch (c_ptr->feat)
5176 /* Hidden treasure */
5181 case FEAT_WALL_EXTRA:
5182 case FEAT_WALL_INNER:
5183 case FEAT_WALL_OUTER:
5184 case FEAT_WALL_SOLID:
5185 case FEAT_PERM_EXTRA:
5186 case FEAT_PERM_INNER:
5187 case FEAT_PERM_OUTER:
5188 case FEAT_PERM_SOLID:
5189 /* dirt, grass, trees, ... */
5190 case FEAT_SHAL_WATER:
5193 case FEAT_DEEP_GRASS:
5206 /* quest features */
5207 case FEAT_QUEST_ENTER:
5208 case FEAT_QUEST_EXIT:
5217 case FEAT_DEEP_LAVA:
5218 case FEAT_SHAL_LAVA:
5221 if (p_ptr->invuln || p_ptr->immune_fire) notice = FALSE;
5227 case FEAT_DEEP_WATER:
5230 if (p_ptr->ffall || p_ptr->total_weight<= (((u32b)adj_str_wgt[p_ptr->stat_ind[A_STR]]*(p_ptr->pclass == CLASS_BERSERKER ? 150 : 100))/2)) notice = FALSE;
5240 /* Option -- ignore */
5241 if (find_ignore_doors) notice = FALSE;
5250 case FEAT_LESS_LESS:
5251 case FEAT_MORE_MORE:
5254 /* Option -- ignore */
5255 if (find_ignore_stairs) notice = FALSE;
5262 /* Interesting feature */
5263 if (notice) return (TRUE);
5265 /* The grid is "visible" */
5269 /* Analyze unknown grids and floors */
5270 /* if (inv || cave_floor_bold(row, col) || */
5271 /* (cave[row][col].feat == FEAT_TREES)) */
5272 if (inv || cave_floor_bold(row, col))
5274 /* Looking for open area */
5280 /* The first new direction. */
5286 /* Three new directions. Stop running. */
5292 /* Two non-adjacent new directions. Stop running. */
5293 else if (option != cycle[chome[prev_dir] + i - 1])
5298 /* Two new (adjacent) directions (case 1) */
5299 else if (new_dir & 0x01)
5301 check_dir = cycle[chome[prev_dir] + i - 2];
5305 /* Two new (adjacent) directions (case 2) */
5308 check_dir = cycle[chome[prev_dir] + i + 1];
5314 /* Obstacle, while looking for open area */
5321 /* Break to the right */
5322 find_breakright = TRUE;
5327 /* Break to the left */
5328 find_breakleft = TRUE;
5335 /* Looking for open area */
5338 /* Hack -- look again */
5339 for (i = -max; i < 0; i++)
5341 new_dir = cycle[chome[prev_dir] + i];
5343 row = py + ddy[new_dir];
5344 col = px + ddx[new_dir];
5347 c_ptr = &cave[row][col];
5349 /* Unknown grid or non-wall XXX XXX XXX cave_floor_grid(c_ptr)) */
5350 if (!(c_ptr->info & (CAVE_MARK)) ||
5351 ((c_ptr->feat < FEAT_SECRET) ||
5352 (c_ptr->feat == FEAT_FLOWER) ||
5353 (c_ptr->feat == FEAT_DEEP_GRASS) ||
5354 ((c_ptr->feat >= FEAT_DEEP_WATER) &&
5355 (c_ptr->feat <= FEAT_GRASS))))
5358 /* Looking to break right */
5359 if (find_breakright)
5368 /* Looking to break left */
5376 /* Hack -- look again */
5377 for (i = max; i > 0; i--)
5379 new_dir = cycle[chome[prev_dir] + i];
5381 row = py + ddy[new_dir];
5382 col = px + ddx[new_dir];
5385 c_ptr = &cave[row][col];
5387 /* Unknown grid or non-wall XXX XXX XXX cave_floor_grid(c_ptr)) */
5388 if (!(c_ptr->info & (CAVE_MARK)) ||
5389 ((c_ptr->feat < FEAT_SECRET) ||
5390 (c_ptr->feat == FEAT_FLOWER) ||
5391 (c_ptr->feat == FEAT_DEEP_GRASS) ||
5392 ((c_ptr->feat >= FEAT_DEEP_WATER) &&
5393 (c_ptr->feat <= FEAT_GRASS))))
5396 /* Looking to break left */
5406 /* Looking to break right */
5407 if (find_breakright)
5416 /* Not looking for open area */
5428 /* Primary option */
5429 find_current = option;
5431 /* No other options */
5432 find_prevdir = option;
5435 /* Two options, examining corners */
5436 else if (find_examine && !find_cut)
5438 /* Primary option */
5439 find_current = option;
5441 /* Hack -- allow curving */
5442 find_prevdir = option2;
5445 /* Two options, pick one */
5448 /* Get next location */
5449 row = py + ddy[option];
5450 col = px + ddx[option];
5452 /* Don't see that it is closed off. */
5453 /* This could be a potential corner or an intersection. */
5454 if (!see_wall(option, row, col) ||
5455 !see_wall(check_dir, row, col))
5457 /* Can not see anything ahead and in the direction we */
5458 /* are turning, assume that it is a potential corner. */
5460 see_nothing(option, row, col) &&
5461 see_nothing(option2, row, col))
5463 find_current = option;
5464 find_prevdir = option2;
5467 /* STOP: we are next to an intersection or a room */
5474 /* This corner is seen to be enclosed; we cut the corner. */
5477 find_current = option2;
5478 find_prevdir = option2;
5481 /* This corner is seen to be enclosed, and we */
5482 /* deliberately go the long way. */
5485 find_current = option;
5486 find_prevdir = option2;
5492 /* About to hit a known wall, stop */
5493 if (see_wall(find_current, py, px))
5506 * Take one step along the current "run" path
5508 void run_step(int dir)
5513 /* Hack -- do not start silly run */
5514 if (see_wall(dir, py, px) &&
5515 (cave[py+ddy[dir]][px+ddx[dir]].feat != FEAT_TREES))
5519 msg_print("¤½¤ÎÊý¸þ¤Ë¤Ï¹Ô¤±¤Þ¤»¤ó¡£");
5521 msg_print("You cannot run in that direction.");
5532 /* Calculate torch radius */
5533 p_ptr->update |= (PU_TORCH);
5553 /* Decrease the run counter */
5554 if (--running <= 0) return;
5559 /* Move the player, using the "pickup" flag */
5560 #ifdef ALLOW_EASY_DISARM /* TNB */
5562 move_player(find_current, FALSE, FALSE);
5564 #else /* ALLOW_EASY_DISARM -- TNB */
5566 move_player(find_current, always_pickup, FALSE);
5568 #endif /* ALLOW_EASY_DISARM -- TNB */
5570 if ((py == p_ptr->run_py) && (px == p_ptr->run_px))