4 * Copyright (c) 1997 Ben Harrison, James E. Wilson, Robert A. Koeneke
6 * This software may be copied and distributed for educational, research,
7 * and not for profit purposes provided that this copyright and statement
8 * are included in all such copies. Other copyrights may also apply.
11 /* Purpose: Movement commands (part 1) */
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 (randint0(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 if (p_ptr->pseikaku == SEIKAKU_NAMAKE)
65 if (one_in_(20)) return (FALSE);
67 /* Wimpy attack never hits */
68 if (chance <= 0) return (FALSE);
70 /* Penalize invisible targets */
71 if (!vis) chance = (chance + 1) / 2;
73 /* Power must defeat armor */
74 if (randint0(chance) < (ac * 3 / 4)) return (FALSE);
83 * Critical hits (from objects thrown by player)
84 * Factor in item weight, total plusses, and player level.
86 s16b critical_shot(int weight, int plus, int dam)
90 /* Extract "shot" power */
91 i = (weight + ((p_ptr->to_h_b + plus) * 4) + (p_ptr->lev * 2));
94 if (randint1(5000) <= i)
96 k = weight + randint1(500);
101 msg_print("¼ê¤´¤¿¤¨¤¬¤¢¤Ã¤¿¡ª");
103 msg_print("It was a good hit!");
111 msg_print("¤«¤Ê¤ê¤Î¼ê¤´¤¿¤¨¤¬¤¢¤Ã¤¿¡ª");
113 msg_print("It was a great hit!");
121 msg_print("²ñ¿´¤Î°ì·â¤À¡ª");
123 msg_print("It was a superb hit!");
136 * Critical hits (by player)
138 * Factor in weapon weight, total plusses, player level.
140 s16b critical_norm(int weight, int plus, int dam, s16b meichuu, int mode)
144 /* Extract "blow" power */
145 i = (weight + (meichuu * 3 + plus * 5) + (p_ptr->lev * 3));
148 if ((randint1((p_ptr->pclass == CLASS_NINJA) ? 4444 : 5000) <= i) || (mode == HISSATSU_MAJIN) || (mode == HISSATSU_3DAN))
150 k = weight + randint1(650);
151 if ((mode == HISSATSU_MAJIN) || (mode == HISSATSU_3DAN)) k+= randint1(650);
156 msg_print("¼ê¤´¤¿¤¨¤¬¤¢¤Ã¤¿¡ª");
158 msg_print("It was a good hit!");
166 msg_print("¤«¤Ê¤ê¤Î¼ê¤´¤¿¤¨¤¬¤¢¤Ã¤¿¡ª");
168 msg_print("It was a great hit!");
176 msg_print("²ñ¿´¤Î°ì·â¤À¡ª");
178 msg_print("It was a superb hit!");
186 msg_print("ºÇ¹â¤Î²ñ¿´¤Î°ì·â¤À¡ª");
188 msg_print("It was a *GREAT* hit!");
196 msg_print("ÈæÎà¤Ê¤ºÇ¹â¤Î²ñ¿´¤Î°ì·â¤À¡ª");
198 msg_print("It was a *SUPERB* hit!");
201 dam = ((7 * dam) / 2) + 25;
211 * Extract the "total damage" from a given object hitting a given monster.
213 * Note that "flasks of oil" do NOT do fire damage, although they
214 * certainly could be made to do so. XXX XXX
216 * Note that most brands and slays are x3, except Slay Animal (x2),
217 * Slay Evil (x2), and Kill dragon (x5).
219 s16b tot_dam_aux(object_type *o_ptr, int tdam, monster_type *m_ptr, int mode, bool thrown)
223 monster_race *r_ptr = &r_info[m_ptr->r_idx];
225 u32b flgs[TR_FLAG_SIZE];
227 /* Extract the flags */
228 object_flags(o_ptr, flgs);
230 /* Some "weapons" and "ammo" do extra damage */
242 if ((have_flag(flgs, TR_SLAY_ANIMAL)) &&
243 (r_ptr->flags3 & RF3_ANIMAL))
245 if (m_ptr->ml && is_original_ap(m_ptr))
247 r_ptr->r_flags3 |= RF3_ANIMAL;
250 if (mult < 25) mult = 25;
254 if ((have_flag(flgs, TR_KILL_ANIMAL)) &&
255 (r_ptr->flags3 & RF3_ANIMAL))
257 if (m_ptr->ml && is_original_ap(m_ptr))
259 r_ptr->r_flags3 |= RF3_ANIMAL;
262 if (mult < 40) mult = 40;
266 if ((have_flag(flgs, TR_SLAY_EVIL)) &&
267 (r_ptr->flags3 & RF3_EVIL))
269 if (m_ptr->ml && is_original_ap(m_ptr))
271 r_ptr->r_flags3 |= RF3_EVIL;
274 if (mult < 20) mult = 20;
278 if ((have_flag(flgs, TR_KILL_EVIL)) &&
279 (r_ptr->flags3 & RF3_EVIL))
281 if (m_ptr->ml && is_original_ap(m_ptr))
283 r_ptr->r_flags3 |= RF3_EVIL;
286 if (mult < 35) mult = 35;
290 if ((have_flag(flgs, TR_SLAY_HUMAN)) &&
291 (r_ptr->flags2 & RF2_HUMAN))
293 if (m_ptr->ml && is_original_ap(m_ptr))
295 r_ptr->r_flags2 |= RF2_HUMAN;
298 if (mult < 25) mult = 25;
302 if ((have_flag(flgs, TR_KILL_HUMAN)) &&
303 (r_ptr->flags2 & RF2_HUMAN))
305 if (m_ptr->ml && is_original_ap(m_ptr))
307 r_ptr->r_flags2 |= RF2_HUMAN;
310 if (mult < 40) mult = 40;
314 if ((have_flag(flgs, TR_SLAY_UNDEAD)) &&
315 (r_ptr->flags3 & RF3_UNDEAD))
317 if (m_ptr->ml && is_original_ap(m_ptr))
319 r_ptr->r_flags3 |= RF3_UNDEAD;
322 if (mult < 30) mult = 30;
326 if ((have_flag(flgs, TR_KILL_UNDEAD)) &&
327 (r_ptr->flags3 & RF3_UNDEAD))
329 if (m_ptr->ml && is_original_ap(m_ptr))
331 r_ptr->r_flags3 |= RF3_UNDEAD;
334 if (mult < 50) mult = 50;
338 if ((have_flag(flgs, TR_SLAY_DEMON)) &&
339 (r_ptr->flags3 & RF3_DEMON))
341 if (m_ptr->ml && is_original_ap(m_ptr))
343 r_ptr->r_flags3 |= RF3_DEMON;
346 if (mult < 30) mult = 30;
350 if ((have_flag(flgs, TR_KILL_DEMON)) &&
351 (r_ptr->flags3 & RF3_DEMON))
353 if (m_ptr->ml && is_original_ap(m_ptr))
355 r_ptr->r_flags3 |= RF3_DEMON;
358 if (mult < 50) mult = 50;
362 if ((have_flag(flgs, TR_SLAY_ORC)) &&
363 (r_ptr->flags3 & RF3_ORC))
365 if (m_ptr->ml && is_original_ap(m_ptr))
367 r_ptr->r_flags3 |= RF3_ORC;
370 if (mult < 30) mult = 30;
374 if ((have_flag(flgs, TR_KILL_ORC)) &&
375 (r_ptr->flags3 & RF3_ORC))
377 if (m_ptr->ml && is_original_ap(m_ptr))
379 r_ptr->r_flags3 |= RF3_ORC;
382 if (mult < 50) mult = 50;
386 if ((have_flag(flgs, TR_SLAY_TROLL)) &&
387 (r_ptr->flags3 & RF3_TROLL))
389 if (m_ptr->ml && is_original_ap(m_ptr))
391 r_ptr->r_flags3 |= RF3_TROLL;
394 if (mult < 30) mult = 30;
398 if ((have_flag(flgs, TR_KILL_TROLL)) &&
399 (r_ptr->flags3 & RF3_TROLL))
401 if (m_ptr->ml && is_original_ap(m_ptr))
403 r_ptr->r_flags3 |= RF3_TROLL;
406 if (mult < 50) mult = 50;
410 if ((have_flag(flgs, TR_SLAY_GIANT)) &&
411 (r_ptr->flags3 & RF3_GIANT))
413 if (m_ptr->ml && is_original_ap(m_ptr))
415 r_ptr->r_flags3 |= RF3_GIANT;
418 if (mult < 30) mult = 30;
422 if ((have_flag(flgs, TR_KILL_GIANT)) &&
423 (r_ptr->flags3 & RF3_GIANT))
425 if (m_ptr->ml && is_original_ap(m_ptr))
427 r_ptr->r_flags3 |= RF3_GIANT;
430 if (mult < 50) mult = 50;
434 if ((have_flag(flgs, TR_SLAY_DRAGON)) &&
435 (r_ptr->flags3 & RF3_DRAGON))
437 if (m_ptr->ml && is_original_ap(m_ptr))
439 r_ptr->r_flags3 |= RF3_DRAGON;
442 if (mult < 30) mult = 30;
446 if ((have_flag(flgs, TR_KILL_DRAGON)) &&
447 (r_ptr->flags3 & RF3_DRAGON))
449 if (m_ptr->ml && is_original_ap(m_ptr))
451 r_ptr->r_flags3 |= RF3_DRAGON;
454 if (mult < 50) mult = 50;
456 if ((o_ptr->name1 == ART_NOTHUNG) && (m_ptr->r_idx == MON_FAFNER))
461 if (have_flag(flgs, TR_BRAND_ACID) || ((p_ptr->special_attack & (ATTACK_ACID)) && !thrown))
463 /* Notice immunity */
464 if (r_ptr->flagsr & RFR_EFF_IM_ACID_MASK)
466 if (m_ptr->ml && is_original_ap(m_ptr))
468 r_ptr->r_flagsr |= (r_ptr->flagsr & RFR_EFF_IM_ACID_MASK);
472 /* Otherwise, take the damage */
475 if (mult < 25) mult = 25;
480 if (have_flag(flgs, TR_BRAND_ELEC) || ((p_ptr->special_attack & (ATTACK_ELEC)) && !thrown) || (mode == HISSATSU_ELEC))
482 /* Notice immunity */
483 if (r_ptr->flagsr & RFR_EFF_IM_ELEC_MASK)
485 if (m_ptr->ml && is_original_ap(m_ptr))
487 r_ptr->r_flagsr |= (r_ptr->flagsr & RFR_EFF_IM_ELEC_MASK);
491 /* Otherwise, take the damage */
492 else if ((have_flag(flgs, TR_BRAND_ELEC) || ((p_ptr->special_attack & (ATTACK_ELEC)) && !thrown)) && (mode == HISSATSU_ELEC))
494 if (mult < 70) mult = 70;
496 else if (mode == HISSATSU_ELEC)
498 if (mult < 50) mult = 50;
503 if (mult < 25) mult = 25;
508 if (have_flag(flgs, TR_BRAND_FIRE) || ((p_ptr->special_attack & (ATTACK_FIRE)) && !thrown) || (mode == HISSATSU_FIRE))
510 /* Notice immunity */
511 if (r_ptr->flagsr & RFR_EFF_IM_FIRE_MASK)
513 if (m_ptr->ml && is_original_ap(m_ptr))
515 r_ptr->r_flagsr |= (r_ptr->flagsr & RFR_EFF_IM_FIRE_MASK);
519 /* Otherwise, take the damage */
520 else if ((have_flag(flgs, TR_BRAND_FIRE) || ((p_ptr->special_attack & (ATTACK_FIRE)) && !thrown)) && (mode == HISSATSU_FIRE))
522 if (r_ptr->flags3 & RF3_HURT_FIRE)
524 if (mult < 70) mult = 70;
525 if (m_ptr->ml && is_original_ap(m_ptr))
527 r_ptr->r_flags3 |= RF3_HURT_FIRE;
530 else if (mult < 35) mult = 35;
534 if (r_ptr->flags3 & RF3_HURT_FIRE)
536 if (mult < 50) mult = 50;
537 if (m_ptr->ml && is_original_ap(m_ptr))
539 r_ptr->r_flags3 |= RF3_HURT_FIRE;
542 else if (mult < 25) mult = 25;
547 if (have_flag(flgs, TR_BRAND_COLD) || ((p_ptr->special_attack & (ATTACK_COLD)) && !thrown) || (mode == HISSATSU_COLD))
549 /* Notice immunity */
550 if (r_ptr->flagsr & RFR_EFF_IM_COLD_MASK)
552 if (m_ptr->ml && is_original_ap(m_ptr))
554 r_ptr->r_flagsr |= (r_ptr->flagsr & RFR_EFF_IM_COLD_MASK);
557 /* Otherwise, take the damage */
558 else if ((have_flag(flgs, TR_BRAND_COLD) || ((p_ptr->special_attack & (ATTACK_COLD)) && !thrown)) && (mode == HISSATSU_COLD))
560 if (r_ptr->flags3 & RF3_HURT_COLD)
562 if (mult < 70) mult = 70;
563 if (m_ptr->ml && is_original_ap(m_ptr))
565 r_ptr->r_flags3 |= RF3_HURT_COLD;
568 else if (mult < 35) mult = 35;
572 if (r_ptr->flags3 & RF3_HURT_COLD)
574 if (mult < 50) mult = 50;
575 if (m_ptr->ml && is_original_ap(m_ptr))
577 r_ptr->r_flags3 |= RF3_HURT_COLD;
580 else if (mult < 25) mult = 25;
585 if (have_flag(flgs, TR_BRAND_POIS) || ((p_ptr->special_attack & (ATTACK_POIS)) && !thrown) || (mode == HISSATSU_POISON))
587 /* Notice immunity */
588 if (r_ptr->flagsr & RFR_EFF_IM_POIS_MASK)
590 if (m_ptr->ml && is_original_ap(m_ptr))
592 r_ptr->r_flagsr |= (r_ptr->flagsr & RFR_EFF_IM_POIS_MASK);
596 /* Otherwise, take the damage */
597 else if ((have_flag(flgs, TR_BRAND_POIS) || ((p_ptr->special_attack & (ATTACK_POIS)) && !thrown)) && (mode == HISSATSU_POISON))
599 if (mult < 35) mult = 35;
603 if (mult < 25) mult = 25;
606 if ((mode == HISSATSU_ZANMA) && !monster_living(r_ptr) && (r_ptr->flags3 & RF3_EVIL))
608 if (mult < 15) mult = 25;
609 else if (mult < 50) mult = MIN(50, mult+20);
611 if (mode == HISSATSU_UNDEAD)
613 if (r_ptr->flags3 & RF3_UNDEAD)
615 if (m_ptr->ml && is_original_ap(m_ptr))
617 r_ptr->r_flags3 |= RF3_UNDEAD;
619 if (mult == 10) mult = 70;
620 else if (mult < 140) mult = MIN(140, mult+60);
622 if (mult == 10) mult = 40;
623 else if (mult < 60) mult = MIN(60, mult+30);
625 if ((mode == HISSATSU_SEKIRYUKA) && p_ptr->cut && monster_living(r_ptr))
627 int tmp = MIN(100, MAX(10, p_ptr->cut / 10));
628 if (mult < tmp) mult = tmp;
630 if ((mode == HISSATSU_HAGAN) && (r_ptr->flags3 & RF3_HURT_ROCK))
632 if (m_ptr->ml && is_original_ap(m_ptr))
634 r_ptr->r_flags3 |= RF3_HURT_ROCK;
636 if (mult == 10) mult = 40;
637 else if (mult < 60) mult = 60;
639 if ((p_ptr->pclass != CLASS_SAMURAI) && (have_flag(flgs, TR_FORCE_WEAPON)) && (p_ptr->csp > (o_ptr->dd * o_ptr->ds / 5)))
641 p_ptr->csp -= (1+(o_ptr->dd * o_ptr->ds / 5));
642 p_ptr->redraw |= (PR_MANA);
643 mult = mult * 3 / 2 + 20;
648 if (mult > 150) mult = 150;
650 /* Return the total damage */
651 return (tdam * mult / 10);
656 * Search for hidden things
662 s16b this_o_idx, next_o_idx = 0;
667 /* Start with base search ability */
668 chance = p_ptr->skill_srh;
670 /* Penalize various conditions */
671 if (p_ptr->blind || no_lite()) chance = chance / 10;
672 if (p_ptr->confused || p_ptr->image) chance = chance / 10;
674 /* Search the nearby grids, which are always in bounds */
675 for (y = (py - 1); y <= (py + 1); y++)
677 for (x = (px - 1); x <= (px + 1); x++)
679 /* Sometimes, notice things */
680 if (randint0(100) < chance)
682 /* Access the grid */
686 if (c_ptr->mimic && is_trap(c_ptr->feat))
693 msg_print("¥È¥é¥Ã¥×¤òȯ¸«¤·¤¿¡£");
695 msg_print("You have found a trap.");
703 if (is_hidden_door(c_ptr))
707 msg_print("±£¤·¥É¥¢¤òȯ¸«¤·¤¿¡£");
709 msg_print("You have found a secret door.");
719 /* Scan all objects in the grid */
720 for (this_o_idx = c_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
725 o_ptr = &o_list[this_o_idx];
727 /* Acquire next object */
728 next_o_idx = o_ptr->next_o_idx;
730 /* Skip non-chests */
731 if (o_ptr->tval != TV_CHEST) continue;
733 /* Skip non-trapped chests */
734 if (!chest_traps[o_ptr->pval]) continue;
737 if (!object_known_p(o_ptr))
741 msg_print("È¢¤Ë»Å³Ý¤±¤é¤ì¤¿¥È¥é¥Ã¥×¤òȯ¸«¤·¤¿¡ª");
743 msg_print("You have discovered a trap on the chest!");
760 * Helper routine for py_pickup() and py_pickup_floor().
762 * Add the given dungeon object to the character's inventory.
764 * Delete the object afterwards.
766 void py_pickup_aux(int o_idx)
772 * ¥¢¥¤¥Æ¥à¤ò½¦¤Ã¤¿ºÝ¤Ë¡Ö£²¤Ä¤Î¥±¡¼¥¤ò»ý¤Ã¤Æ¤¤¤ë¡×
773 * "You have two cakes." ¤È¥¢¥¤¥Æ¥à¤ò½¦¤Ã¤¿¸å¤Î¹ç·×¤Î¤ß¤Îɽ¼¨¤¬¥ª¥ê¥¸¥Ê¥ë
775 * ¤¢¤ë¤È¤¤¤¦»ØŦ¤ò¤¦¤±¤¿¤Î¤Ç¡¢¡Ö¡Á¤ò½¦¤Ã¤¿¡¢¡Á¤ò»ý¤Ã¤Æ¤¤¤ë¡×¤È¤¤¤¦É½¼¨
776 * ¤Ë¤«¤¨¤Æ¤¢¤ë¡£¤½¤Î¤¿¤á¤ÎÇÛÎó¡£
778 char o_name[MAX_NLEN];
779 char old_name[MAX_NLEN];
783 char o_name[MAX_NLEN];
788 o_ptr = &o_list[o_idx];
791 /* Describe the object */
792 object_desc(old_name, o_ptr, OD_NAME_ONLY);
793 object_desc_kosuu(kazu_str, o_ptr);
794 hirottakazu = o_ptr->number;
796 /* Carry the object */
797 slot = inven_carry(o_ptr);
799 /* Get the object again */
800 o_ptr = &inventory[slot];
802 /* Delete the object */
803 delete_object_idx(o_idx);
805 if (p_ptr->pseikaku == SEIKAKU_MUNCHKIN)
807 bool old_known = identify_item(o_ptr);
809 /* Auto-inscription/destroy */
810 autopick_alter_item(slot, (bool)(destroy_identify && !old_known));
812 /* If it is destroyed, don't pick it up */
813 if (o_ptr->marked & OM_AUTODESTROY) return;
816 /* Describe the object */
817 object_desc(o_name, o_ptr, 0);
821 if ((o_ptr->name1 == ART_CRIMSON) && (p_ptr->pseikaku == SEIKAKU_COMBAT))
823 msg_format("¤³¤¦¤·¤Æ¡¢%s¤Ï¡Ø¥¯¥ê¥à¥¾¥ó¡Ù¤ò¼ê¤ËÆþ¤ì¤¿¡£", player_name);
824 msg_print("¤·¤«¤·º£¡¢¡Øº®Æ٤Υµ¡¼¥Ú¥ó¥È¡Ù¤ÎÊü¤Ã¤¿¥â¥ó¥¹¥¿¡¼¤¬¡¢");
825 msg_format("%s¤Ë½±¤¤¤«¤«¤ë¡¥¡¥¡¥", player_name);
831 msg_format("%s(%c)¤ò»ý¤Ã¤Æ¤¤¤ë¡£",o_name, index_to_label(slot));
835 if (o_ptr->number > hirottakazu) {
836 msg_format("%s½¦¤Ã¤Æ¡¢%s(%c)¤ò»ý¤Ã¤Æ¤¤¤ë¡£",
837 kazu_str, o_name, index_to_label(slot));
839 msg_format("%s(%c)¤ò½¦¤Ã¤¿¡£", o_name, index_to_label(slot));
843 strcpy(record_o_name, old_name);
845 msg_format("You have %s (%c).", o_name, index_to_label(slot));
846 strcpy(record_o_name, o_name);
851 /* Check if completed a quest */
852 for (i = 0; i < max_quests; i++)
854 if ((quest[i].type == QUEST_TYPE_FIND_ARTIFACT) &&
855 (quest[i].status == QUEST_STATUS_TAKEN) &&
856 (quest[i].k_idx == o_ptr->name1))
858 if (record_fix_quest) do_cmd_write_nikki(NIKKI_FIX_QUEST_C, i, NULL);
859 quest[i].status = QUEST_STATUS_COMPLETED;
860 quest[i].complev = (byte)p_ptr->lev;
862 msg_print("¥¯¥¨¥¹¥È¤òãÀ®¤·¤¿¡ª");
864 msg_print("You completed your quest!");
874 * Player "wants" to pick up an object or gold.
875 * Note that we ONLY handle things that can be picked up.
876 * See "move_player()" for handling of other things.
878 void carry(int pickup)
880 cave_type *c_ptr = &cave[py][px];
882 s16b this_o_idx, next_o_idx = 0;
884 char o_name[MAX_NLEN];
886 /* Recenter the map around the player */
890 p_ptr->update |= (PU_MONSTERS);
893 p_ptr->redraw |= (PR_MAP);
896 p_ptr->window |= (PW_OVERHEAD);
901 /* Automatically pickup/destroy/inscribe items */
902 autopick_pickup_items(c_ptr);
905 #ifdef ALLOW_EASY_FLOOR
909 py_pickup_floor(pickup);
913 #endif /* ALLOW_EASY_FLOOR */
915 /* Scan the pile of objects */
916 for (this_o_idx = c_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
921 o_ptr = &o_list[this_o_idx];
923 #ifdef ALLOW_EASY_SENSE /* TNB */
925 /* Option: Make item sensing easy */
928 /* Sense the object */
929 (void)sense_object(o_ptr);
932 #endif /* ALLOW_EASY_SENSE -- TNB */
934 /* Describe the object */
935 object_desc(o_name, o_ptr, 0);
937 /* Acquire next object */
938 next_o_idx = o_ptr->next_o_idx;
940 /* Hack -- disturb */
944 if (o_ptr->tval == TV_GOLD)
946 int value = (long)o_ptr->pval;
948 /* Delete the gold */
949 delete_object_idx(this_o_idx);
953 msg_format(" $%ld ¤Î²ÁÃͤ¬¤¢¤ë%s¤ò¸«¤Ä¤±¤¿¡£",
954 (long)value, o_name);
956 msg_format("You collect %ld gold pieces worth of %s.",
957 (long)value, o_name);
963 /* Collect the gold */
967 p_ptr->redraw |= (PR_GOLD);
970 p_ptr->window |= (PW_PLAYER);
973 /* Pick up objects */
976 /* Hack - some objects were handled in autopick_pickup_items(). */
977 if (o_ptr->marked & OM_NOMSG)
979 /* Clear the flag. */
980 o_ptr->marked &= ~OM_NOMSG;
982 /* Describe the object */
987 msg_format("%s¤¬¤¢¤ë¡£", o_name);
989 msg_format("You see %s.", o_name);
994 /* Note that the pack is too full */
995 else if (!inven_carry_okay(o_ptr))
998 msg_format("¥¶¥Ã¥¯¤Ë¤Ï%s¤òÆþ¤ì¤ë·ä´Ö¤¬¤Ê¤¤¡£", o_name);
1000 msg_format("You have no room for %s.", o_name);
1005 /* Pick up the item (if requested and allowed) */
1010 /* Hack -- query every item */
1011 if (carry_query_flag)
1013 char out_val[MAX_NLEN+20];
1015 sprintf(out_val, "%s¤ò½¦¤¤¤Þ¤¹¤«? ", o_name);
1017 sprintf(out_val, "Pick up %s? ", o_name);
1020 okay = get_check(out_val);
1023 /* Attempt to pick up an object. */
1026 /* Pick up the object */
1027 py_pickup_aux(this_o_idx);
1036 * Determine if a trap affects the player.
1037 * Always miss 5% of the time, Always hit 5% of the time.
1038 * Otherwise, match trap power against player armor.
1040 static int check_hit(int power)
1044 /* Percentile dice */
1047 /* Hack -- 5% hit, 5% miss */
1048 if (k < 10) return (k < 5);
1050 if (p_ptr->pseikaku == SEIKAKU_NAMAKE)
1051 if (one_in_(20)) return (TRUE);
1053 /* Paranoia -- No power */
1054 if (power <= 0) return (FALSE);
1057 ac = p_ptr->ac + p_ptr->to_a;
1059 /* Power competes against Armor */
1060 if (randint1(power) > ((ac * 3) / 4)) return (TRUE);
1069 * Handle player hitting a real trap
1071 static void hit_trap(bool break_trap)
1076 /* Get the cave grid */
1077 cave_type *c_ptr = &cave[y][x];
1079 int trap_feat = c_ptr->feat;
1082 cptr name = "¥È¥é¥Ã¥×";
1084 cptr name = "a trap";
1087 /* Disturb the player */
1090 cave_alter_feat(y, x, FF_HIT_TRAP);
1092 /* Analyze XXX XXX XXX */
1095 case FEAT_TRAP_TRAPDOOR:
1100 msg_print("Í¸Í¤òÈô¤Ó±Û¤¨¤¿¡£");
1102 msg_print("You fly over a trap door.");
1109 msg_print("Í¸Í¤ËÍî¤Á¤¿¡ª");
1110 if ((p_ptr->pseikaku == SEIKAKU_COMBAT) || (inventory[INVEN_BOW].name1 == ART_CRIMSON))
1111 msg_print("¤¯¤Ã¤½¡Á¡ª");
1113 msg_print("You have fallen through a trap door!");
1117 dam = damroll(2, 8);
1121 name = "a trap door";
1124 take_hit(DAMAGE_NOESCAPE, dam, name, -1);
1126 /* Still alive and autosave enabled */
1127 if (autosave_l && (p_ptr->chp >= 0))
1128 do_cmd_save_game(TRUE);
1131 do_cmd_write_nikki(NIKKI_BUNSHOU, 0, "Í¸Í¤ËÍî¤Á¤¿");
1133 do_cmd_write_nikki(NIKKI_BUNSHOU, 0, "You have fallen through a trap door!");
1135 prepare_change_floor_mode(CFM_SAVE_FLOORS | CFM_DOWN | CFM_RAND_PLACE | CFM_RAND_CONNECT);
1138 p_ptr->leaving = TRUE;
1148 msg_print("Í·ê¤òÈô¤Ó±Û¤¨¤¿¡£");
1150 msg_print("You fly over a pit trap.");
1157 msg_print("Í·ê¤ËÍî¤Á¤Æ¤·¤Þ¤Ã¤¿¡ª");
1159 msg_print("You have fallen into a pit!");
1162 dam = damroll(2, 6);
1166 name = "a pit trap";
1169 take_hit(DAMAGE_NOESCAPE, dam, name, -1);
1174 case FEAT_TRAP_SPIKED_PIT:
1179 msg_print("¥È¥²¤Î¤¢¤ëÍ·ê¤òÈô¤Ó±Û¤¨¤¿¡£");
1181 msg_print("You fly over a spiked pit.");
1188 msg_print("¥¹¥Ñ¥¤¥¯¤¬Éߤ«¤ì¤¿Í·ê¤ËÍî¤Á¤Æ¤·¤Þ¤Ã¤¿¡ª");
1190 msg_print("You fall into a spiked pit!");
1198 name = "a pit trap";
1201 dam = damroll(2, 6);
1203 /* Extra spike damage */
1204 if (randint0(100) < 50)
1207 msg_print("¥¹¥Ñ¥¤¥¯¤¬»É¤µ¤Ã¤¿¡ª");
1209 msg_print("You are impaled!");
1214 name = "¥È¥²¤Î¤¢¤ëÍ·ê";
1216 name = "a spiked pit";
1220 (void)set_cut(p_ptr->cut + randint1(dam));
1223 /* Take the damage */
1224 take_hit(DAMAGE_NOESCAPE, dam, name, -1);
1229 case FEAT_TRAP_POISON_PIT:
1234 msg_print("¥È¥²¤Î¤¢¤ëÍ·ê¤òÈô¤Ó±Û¤¨¤¿¡£");
1236 msg_print("You fly over a spiked pit.");
1243 msg_print("¥¹¥Ñ¥¤¥¯¤¬Éߤ«¤ì¤¿Í·ê¤ËÍî¤Á¤Æ¤·¤Þ¤Ã¤¿¡ª");
1245 msg_print("You fall into a spiked pit!");
1250 dam = damroll(2, 6);
1255 name = "a pit trap";
1259 /* Extra spike damage */
1260 if (randint0(100) < 50)
1263 msg_print("ÆǤòÅɤé¤ì¤¿¥¹¥Ñ¥¤¥¯¤¬»É¤µ¤Ã¤¿¡ª");
1265 msg_print("You are impaled on poisonous spikes!");
1270 name = "¥È¥²¤Î¤¢¤ëÍ·ê";
1272 name = "a spiked pit";
1277 (void)set_cut(p_ptr->cut + randint1(dam));
1279 if (p_ptr->resist_pois || IS_OPPOSE_POIS())
1282 msg_print("¤·¤«¤·ÆǤαƶÁ¤Ï¤Ê¤«¤Ã¤¿¡ª");
1284 msg_print("The poison does not affect you!");
1292 (void)set_poisoned(p_ptr->poisoned + randint1(dam));
1296 /* Take the damage */
1297 take_hit(DAMAGE_NOESCAPE, dam, name, -1);
1303 case FEAT_TRAP_TY_CURSE:
1306 msg_print("²¿¤«¤¬¥Ô¥«¥Ã¤È¸÷¤Ã¤¿¡ª");
1308 msg_print("There is a flash of shimmering light!");
1311 num = 2 + randint1(3);
1312 for (i = 0; i < num; i++)
1314 (void)summon_specific(0, y, x, dun_level, 0, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE | PM_NO_PET));
1317 if (dun_level > randint1(100)) /* No nasty effect for low levels */
1319 bool stop_ty = FALSE;
1324 stop_ty = activate_ty_curse(stop_ty, &count);
1331 case FEAT_TRAP_TELEPORT:
1334 msg_print("¥Æ¥ì¥Ý¡¼¥È¡¦¥È¥é¥Ã¥×¤Ë¤Ò¤Ã¤«¤«¤Ã¤¿¡ª");
1336 msg_print("You hit a teleport trap!");
1339 teleport_player(100);
1343 case FEAT_TRAP_FIRE:
1346 msg_print("±ê¤ËÊñ¤Þ¤ì¤¿¡ª");
1348 msg_print("You are enveloped in flames!");
1351 dam = damroll(4, 6);
1353 (void)fire_dam(dam, "±ê¤Î¥È¥é¥Ã¥×", -1);
1355 (void)fire_dam(dam, "a fire trap", -1);
1361 case FEAT_TRAP_ACID:
1364 msg_print("»À¤¬¿á¤¤«¤±¤é¤ì¤¿¡ª");
1366 msg_print("You are splashed with acid!");
1369 dam = damroll(4, 6);
1371 (void)acid_dam(dam, "»À¤Î¥È¥é¥Ã¥×", -1);
1373 (void)acid_dam(dam, "an acid trap", -1);
1379 case FEAT_TRAP_SLOW:
1384 msg_print("¾®¤µ¤Ê¥À¡¼¥Ä¤¬Èô¤ó¤Ç¤¤Æ»É¤µ¤Ã¤¿¡ª");
1386 msg_print("A small dart hits you!");
1389 dam = damroll(1, 4);
1390 take_hit(DAMAGE_ATTACK, dam, name, -1);
1391 (void)set_slow(p_ptr->slow + randint0(20) + 20, FALSE);
1396 msg_print("¾®¤µ¤Ê¥À¡¼¥Ä¤¬Èô¤ó¤Ç¤¤¿¡ª¤¬¡¢±¿Îɤ¯Åö¤¿¤é¤Ê¤«¤Ã¤¿¡£");
1398 msg_print("A small dart barely misses you.");
1405 case FEAT_TRAP_LOSE_STR:
1410 msg_print("¾®¤µ¤Ê¥À¡¼¥Ä¤¬Èô¤ó¤Ç¤¤Æ»É¤µ¤Ã¤¿¡ª");
1412 msg_print("A small dart hits you!");
1415 dam = damroll(1, 4);
1417 take_hit(DAMAGE_ATTACK, dam, "¥À¡¼¥Ä¤Îæ«", -1);
1419 take_hit(DAMAGE_ATTACK, dam, "a dart trap", -1);
1422 (void)do_dec_stat(A_STR);
1427 msg_print("¾®¤µ¤Ê¥À¡¼¥Ä¤¬Èô¤ó¤Ç¤¤¿¡ª¤¬¡¢±¿Îɤ¯Åö¤¿¤é¤Ê¤«¤Ã¤¿¡£");
1429 msg_print("A small dart barely misses you.");
1436 case FEAT_TRAP_LOSE_DEX:
1441 msg_print("¾®¤µ¤Ê¥À¡¼¥Ä¤¬Èô¤ó¤Ç¤¤Æ»É¤µ¤Ã¤¿¡ª");
1443 msg_print("A small dart hits you!");
1446 dam = damroll(1, 4);
1448 take_hit(DAMAGE_ATTACK, dam, "¥À¡¼¥Ä¤Îæ«", -1);
1450 take_hit(DAMAGE_ATTACK, dam, "a dart trap", -1);
1453 (void)do_dec_stat(A_DEX);
1458 msg_print("¾®¤µ¤Ê¥À¡¼¥Ä¤¬Èô¤ó¤Ç¤¤¿¡ª¤¬¡¢±¿Îɤ¯Åö¤¿¤é¤Ê¤«¤Ã¤¿¡£");
1460 msg_print("A small dart barely misses you.");
1467 case FEAT_TRAP_LOSE_CON:
1472 msg_print("¾®¤µ¤Ê¥À¡¼¥Ä¤¬Èô¤ó¤Ç¤¤Æ»É¤µ¤Ã¤¿¡ª");
1474 msg_print("A small dart hits you!");
1477 dam = damroll(1, 4);
1479 take_hit(DAMAGE_ATTACK, dam, "¥À¡¼¥Ä¤Îæ«", -1);
1481 take_hit(DAMAGE_ATTACK, dam, "a dart trap", -1);
1484 (void)do_dec_stat(A_CON);
1489 msg_print("¾®¤µ¤Ê¥À¡¼¥Ä¤¬Èô¤ó¤Ç¤¤¿¡ª¤¬¡¢±¿Îɤ¯Åö¤¿¤é¤Ê¤«¤Ã¤¿¡£");
1491 msg_print("A small dart barely misses you.");
1498 case FEAT_TRAP_BLIND:
1501 msg_print("¹õ¤¤¥¬¥¹¤ËÊñ¤ß¹þ¤Þ¤ì¤¿¡ª");
1503 msg_print("A black gas surrounds you!");
1506 if (!p_ptr->resist_blind)
1508 (void)set_blind(p_ptr->blind + randint0(50) + 25);
1513 case FEAT_TRAP_CONFUSE:
1516 msg_print("¤¤é¤á¤¯¥¬¥¹¤ËÊñ¤ß¹þ¤Þ¤ì¤¿¡ª");
1518 msg_print("A gas of scintillating colors surrounds you!");
1521 if (!p_ptr->resist_conf)
1523 (void)set_confused(p_ptr->confused + randint0(20) + 10);
1528 case FEAT_TRAP_POISON:
1531 msg_print("»É·ãŪ¤ÊÎп§¤Î¥¬¥¹¤ËÊñ¤ß¹þ¤Þ¤ì¤¿¡ª");
1533 msg_print("A pungent green gas surrounds you!");
1536 if (!p_ptr->resist_pois && !IS_OPPOSE_POIS())
1538 (void)set_poisoned(p_ptr->poisoned + randint0(20) + 10);
1543 case FEAT_TRAP_SLEEP:
1546 msg_print("´ñ̯¤ÊÇò¤¤Ì¸¤ËÊñ¤Þ¤ì¤¿¡ª");
1548 msg_print("A strange white mist surrounds you!");
1551 if (!p_ptr->free_act)
1554 msg_print("¤¢¤Ê¤¿¤Ï̲¤ê¤Ë½¢¤¤¤¿¡£");
1556 msg_print("You fall asleep.");
1560 if (ironman_nightmare)
1563 msg_print("¿È¤ÎÌÓ¤â¤è¤À¤Ä¸÷·Ê¤¬Æ¬¤ËÉ⤫¤ó¤À¡£");
1565 msg_print("A horrible vision enters your mind.");
1569 /* Pick a nightmare */
1570 get_mon_num_prep(get_nightmare, NULL);
1572 /* Have some nightmares */
1573 have_nightmare(get_mon_num(MAX_DEPTH));
1575 /* Remove the monster restriction */
1576 get_mon_num_prep(NULL, NULL);
1578 (void)set_paralyzed(p_ptr->paralyzed + randint0(10) + 5);
1583 case FEAT_TRAP_TRAPS:
1586 msg_print("¤Þ¤Ð¤æ¤¤Á®¸÷¤¬Áö¤Ã¤¿¡ª");
1588 msg_print("There is a bright flash of light!");
1591 /* Make some new traps */
1592 project(0, 1, y, x, 0, GF_MAKE_TRAP, PROJECT_HIDE | PROJECT_JUMP | PROJECT_GRID, -1);
1597 case FEAT_TRAP_ALARM:
1600 msg_print("¤±¤¿¤¿¤Þ¤·¤¤²»¤¬ÌĤê¶Á¤¤¤¿¡ª");
1602 msg_print("An alarm sounds!");
1605 aggravate_monsters(0);
1610 case FEAT_TRAP_OPEN:
1613 msg_print("Âç²»¶Á¤È¶¦¤Ë¤Þ¤ï¤ê¤ÎÊɤ¬Êø¤ì¤¿¡ª");
1615 msg_print("Suddenly, surrounding walls are opened!");
1617 (void)project(0, 3, y, x, 0, GF_DISINTEGRATE, PROJECT_GRID | PROJECT_HIDE, -1);
1618 (void)project(0, 3, y, x - 4, 0, GF_DISINTEGRATE, PROJECT_GRID | PROJECT_HIDE, -1);
1619 (void)project(0, 3, y, x + 4, 0, GF_DISINTEGRATE, PROJECT_GRID | PROJECT_HIDE, -1);
1620 aggravate_monsters(0);
1625 case FEAT_TRAP_ARMAGEDDON:
1627 static int levs[10] = {0, 0, 20, 10, 5, 3, 2, 1, 1, 1};
1628 int evil_idx = 0, good_idx = 0;
1632 msg_print("ÆÍÁ³Å·³¦¤ÎÀïÁè¤Ë´¬¤¹þ¤Þ¤ì¤¿¡ª");
1634 msg_print("Suddenly, you are surrounded by immotal beings!");
1637 /* Summon Demons and Angels */
1638 for (lev = dun_level; lev >= 20; lev -= 1 + lev/16)
1640 num = levs[MIN(lev/10, 9)];
1641 for (i = 0; i < num; i++)
1643 int x1 = rand_spread(x, 7);
1644 int y1 = rand_spread(y, 5);
1646 /* Skip illegal grids */
1647 if (!in_bounds(y1, x1)) continue;
1649 /* Require line of sight */
1650 if (!player_has_los_bold(y1, x1)) continue;
1652 if (summon_specific(0, y1, x1, lev, SUMMON_ARMAGE_EVIL, (PM_NO_PET)))
1653 evil_idx = hack_m_idx_ii;
1655 if (summon_specific(0, y1, x1, lev, SUMMON_ARMAGE_GOOD, (PM_NO_PET)))
1657 good_idx = hack_m_idx_ii;
1660 /* Let them fight each other */
1661 if (evil_idx && good_idx)
1663 monster_type *evil_ptr = &m_list[evil_idx];
1664 monster_type *good_ptr = &m_list[good_idx];
1665 evil_ptr->target_y = good_ptr->fy;
1666 evil_ptr->target_x = good_ptr->fx;
1667 good_ptr->target_y = evil_ptr->fy;
1668 good_ptr->target_x = evil_ptr->fx;
1675 case FEAT_TRAP_PIRANHA:
1678 msg_print("ÆÍÁ³Êɤ«¤é¿å¤¬°î¤ì½Ð¤·¤¿¡ª¥Ô¥é¥Ë¥¢¤¬¤¤¤ë¡ª");
1680 msg_print("Suddenly, the room is filled with water with piranhas!");
1683 /* Water fills room */
1684 fire_ball_hide(GF_WATER_FLOW, 0, 1, 10);
1686 /* Summon Piranhas */
1687 num = 1 + dun_level/20;
1688 for (i = 0; i < num; i++)
1690 (void)summon_specific(0, y, x, dun_level, SUMMON_PIRANHAS, (PM_ALLOW_GROUP | PM_NO_PET));
1696 if (break_trap && is_trap(c_ptr->feat))
1698 cave_alter_feat(y, x, FF_DISARM);
1700 msg_print("¥È¥é¥Ã¥×¤òÊ´ºÕ¤·¤¿¡£");
1702 msg_print("You destroyed the trap.");
1708 static void touch_zap_player(monster_type *m_ptr)
1710 int aura_damage = 0;
1711 monster_race *r_ptr = &r_info[m_ptr->r_idx];
1713 if (r_ptr->flags2 & RF2_AURA_FIRE)
1715 if (!p_ptr->immune_fire)
1719 aura_damage = damroll(1 + (r_ptr->level / 26), 1 + (r_ptr->level / 17));
1721 /* Hack -- Get the "died from" name */
1722 monster_desc(aura_dam, m_ptr, MD_IGNORE_HALLU | MD_ASSUME_VISIBLE | MD_INDEF_VISIBLE);
1725 msg_print("ÆÍÁ³¤È¤Æ¤âÇ®¤¯¤Ê¤Ã¤¿¡ª");
1727 msg_print("You are suddenly very hot!");
1731 if (prace_is_(RACE_ENT)) aura_damage += aura_damage / 3;
1732 if (IS_OPPOSE_FIRE()) aura_damage = (aura_damage + 2) / 3;
1733 if (p_ptr->resist_fire) aura_damage = (aura_damage + 2) / 3;
1735 take_hit(DAMAGE_NOESCAPE, aura_damage, aura_dam, -1);
1736 if (m_ptr->ml && is_original_ap(m_ptr)) r_ptr->r_flags2 |= RF2_AURA_FIRE;
1741 if (r_ptr->flags3 & RF3_AURA_COLD)
1743 if (!p_ptr->immune_cold)
1747 aura_damage = damroll(1 + (r_ptr->level / 26), 1 + (r_ptr->level / 17));
1749 /* Hack -- Get the "died from" name */
1750 monster_desc(aura_dam, m_ptr, MD_IGNORE_HALLU | MD_ASSUME_VISIBLE | MD_INDEF_VISIBLE);
1753 msg_print("ÆÍÁ³¤È¤Æ¤â´¨¤¯¤Ê¤Ã¤¿¡ª");
1755 msg_print("You are suddenly very cold!");
1759 if (IS_OPPOSE_COLD()) aura_damage = (aura_damage + 2) / 3;
1760 if (p_ptr->resist_cold) aura_damage = (aura_damage + 2) / 3;
1762 take_hit(DAMAGE_NOESCAPE, aura_damage, aura_dam, -1);
1763 if (m_ptr->ml && is_original_ap(m_ptr)) r_ptr->r_flags3 |= RF3_AURA_COLD;
1768 if (r_ptr->flags2 & RF2_AURA_ELEC)
1770 if (!p_ptr->immune_elec)
1774 aura_damage = damroll(1 + (r_ptr->level / 26), 1 + (r_ptr->level / 17));
1776 /* Hack -- Get the "died from" name */
1777 monster_desc(aura_dam, m_ptr, MD_IGNORE_HALLU | MD_ASSUME_VISIBLE | MD_INDEF_VISIBLE);
1779 if (prace_is_(RACE_ANDROID)) aura_damage += aura_damage / 3;
1780 if (IS_OPPOSE_ELEC()) aura_damage = (aura_damage + 2) / 3;
1781 if (p_ptr->resist_elec) aura_damage = (aura_damage + 2) / 3;
1784 msg_print("ÅÅ·â¤ò¤¯¤é¤Ã¤¿¡ª");
1786 msg_print("You get zapped!");
1789 take_hit(DAMAGE_NOESCAPE, aura_damage, aura_dam, -1);
1790 if (m_ptr->ml && is_original_ap(m_ptr)) r_ptr->r_flags2 |= RF2_AURA_ELEC;
1797 static void natural_attack(s16b m_idx, int attack, bool *fear, bool *mdeath)
1799 int k, bonus, chance;
1801 monster_type *m_ptr = &m_list[m_idx];
1802 monster_race *r_ptr = &r_info[m_ptr->r_idx];
1811 case MUT2_SCOR_TAIL:
1838 atk_desc = "¥¯¥Á¥Ð¥·";
1849 atk_desc = "¾Ý¤ÎÉ¡";
1855 case MUT2_TENTACLES:
1862 atk_desc = "tentacles";
1867 dss = ddd = n_weight = 1;
1869 atk_desc = "̤ÄêµÁ¤ÎÉô°Ì";
1871 atk_desc = "undefined body part";
1876 /* Extract monster name (or "it") */
1877 monster_desc(m_name, m_ptr, 0);
1880 /* Calculate the "attack quality" */
1881 bonus = p_ptr->to_h_m;
1882 bonus += (p_ptr->lev * 6 / 5);
1883 chance = (p_ptr->skill_thn + (bonus * BTH_PLUS_ADJ));
1886 if ((!(r_ptr->flags2 & RF2_QUANTUM) || !randint0(2)) && test_hit_norm(chance, r_ptr->ac, m_ptr->ml))
1892 msg_format("%s¤ò%s¤Ç¹¶·â¤·¤¿¡£", m_name, atk_desc);
1894 msg_format("You hit %s with your %s.", m_name, atk_desc);
1898 k = damroll(ddd, dss);
1899 k = critical_norm(n_weight, bonus, k, (s16b)bonus, 0);
1901 /* Apply the player damage bonuses */
1904 /* No negative damage */
1907 /* Modify the damage */
1908 k = mon_damage_mod(m_ptr, k, FALSE);
1910 /* Complex message */
1914 msg_format("%d/%d ¤Î¥À¥á¡¼¥¸¤òÍ¿¤¨¤¿¡£", k, m_ptr->hp);
1916 msg_format("You do %d (out of %d) damage.", k, m_ptr->hp);
1921 /* Anger the monster */
1922 if (k > 0) anger_monster(m_ptr);
1924 /* Damage, check for fear and mdeath */
1927 case MUT2_SCOR_TAIL:
1928 project(0, 0, m_ptr->fy, m_ptr->fx, k, GF_POIS, PROJECT_KILL, -1);
1929 *mdeath = (m_ptr->r_idx == 0);
1932 *mdeath = mon_take_hit(m_idx, k, fear, NULL);
1935 *mdeath = mon_take_hit(m_idx, k, fear, NULL);
1938 *mdeath = mon_take_hit(m_idx, k, fear, NULL);
1940 case MUT2_TENTACLES:
1941 *mdeath = mon_take_hit(m_idx, k, fear, NULL);
1944 *mdeath = mon_take_hit(m_idx, k, fear, NULL);
1947 touch_zap_player(m_ptr);
1957 msg_format("¥ß¥¹¡ª %s¤Ë¤«¤ï¤µ¤ì¤¿¡£", m_name);
1959 msg_format("You miss %s.", m_name);
1968 * Player attacks a (poor, defenseless) creature -RAK-
1970 * If no "weapon" is available, then "punch" the monster one time.
1972 static void py_attack_aux(int y, int x, bool *fear, bool *mdeath, s16b hand, int mode)
1974 int num = 0, k, bonus, chance, vir;
1976 cave_type *c_ptr = &cave[y][x];
1978 monster_type *m_ptr = &m_list[c_ptr->m_idx];
1979 monster_race *r_ptr = &r_info[m_ptr->r_idx];
1985 bool success_hit = FALSE;
1986 bool old_success_hit = FALSE;
1987 bool backstab = FALSE;
1988 bool vorpal_cut = FALSE;
1989 int chaos_effect = 0;
1990 bool stab_fleeing = FALSE;
1991 bool fuiuchi = FALSE;
1992 bool monk_attack = FALSE;
1993 bool do_quake = FALSE;
1995 bool drain_msg = TRUE;
1996 int drain_result = 0, drain_heal = 0;
1997 bool can_drain = FALSE;
1999 int drain_left = MAX_VAMPIRIC_DRAIN;
2000 u32b flgs[TR_FLAG_SIZE]; /* A massive hack -- life-draining weapons */
2001 bool is_human = (r_ptr->d_char == 'p');
2002 bool is_lowlevel = (r_ptr->level < (p_ptr->lev - 15));
2003 bool zantetsu_mukou, e_j_mukou;
2005 switch (p_ptr->pclass)
2009 if (buki_motteruka(INVEN_RARM + hand) && !p_ptr->icky_wield[hand])
2011 int tmp = p_ptr->lev * 6 + (p_ptr->skill_stl + 10) * 4;
2012 if (p_ptr->monlite && (mode != HISSATSU_NYUSIN)) tmp /= 3;
2013 if (p_ptr->cursed & TRC_AGGRAVATE) tmp /= 2;
2014 if (r_ptr->level > (p_ptr->lev * p_ptr->lev / 20 + 10)) tmp /= 3;
2015 if (m_ptr->csleep && m_ptr->ml)
2017 /* Can't backstab creatures that we can't see, right? */
2020 else if ((p_ptr->special_defense & NINJA_S_STEALTH) && (randint0(tmp) > (r_ptr->level+20)) && m_ptr->ml && !(r_ptr->flagsr & RFR_RES_ALL))
2024 else if (m_ptr->monfear && m_ptr->ml)
2026 stab_fleeing = TRUE;
2032 case CLASS_FORCETRAINER:
2033 case CLASS_BERSERKER:
2034 if (empty_hands(TRUE) & EMPTY_HAND_RARM) monk_attack = TRUE;
2038 if (!buki_motteruka(INVEN_RARM) && !buki_motteruka(INVEN_LARM))
2040 if ((r_ptr->level + 10) > p_ptr->lev)
2042 if (p_ptr->skill_exp[GINOU_SUDE] < s_info[p_ptr->pclass].s_max[GINOU_SUDE])
2044 if (p_ptr->skill_exp[GINOU_SUDE] < WEAPON_EXP_BEGINNER)
2045 p_ptr->skill_exp[GINOU_SUDE] += 40;
2046 else if ((p_ptr->skill_exp[GINOU_SUDE] < WEAPON_EXP_SKILLED))
2047 p_ptr->skill_exp[GINOU_SUDE] += 5;
2048 else if ((p_ptr->skill_exp[GINOU_SUDE] < WEAPON_EXP_EXPERT) && (p_ptr->lev > 19))
2049 p_ptr->skill_exp[GINOU_SUDE] += 1;
2050 else if ((p_ptr->lev > 34))
2051 if (one_in_(3)) p_ptr->skill_exp[GINOU_SUDE] += 1;
2052 p_ptr->update |= (PU_BONUS);
2058 if ((r_ptr->level + 10) > p_ptr->lev)
2060 int tval = inventory[INVEN_RARM+hand].tval - TV_WEAPON_BEGIN;
2061 int sval = inventory[INVEN_RARM+hand].sval;
2062 int now_exp = p_ptr->weapon_exp[tval][sval];
2063 if (now_exp < s_info[p_ptr->pclass].w_max[tval][sval])
2066 if (now_exp < WEAPON_EXP_BEGINNER) amount = 80;
2067 else if (now_exp < WEAPON_EXP_SKILLED) amount = 10;
2068 else if ((now_exp < WEAPON_EXP_EXPERT) && (p_ptr->lev > 19)) amount = 1;
2069 else if ((p_ptr->lev > 34) && one_in_(2)) amount = 1;
2070 p_ptr->weapon_exp[tval][sval] += amount;
2071 p_ptr->update |= (PU_BONUS);
2076 /* Disturb the monster */
2078 if (r_ptr->flags7 & RF7_HAS_LD_MASK) p_ptr->update |= (PU_MON_LITE);
2080 /* Extract monster name (or "it") */
2081 monster_desc(m_name, m_ptr, 0);
2083 /* Access the weapon */
2084 o_ptr = &inventory[INVEN_RARM+hand];
2086 /* Calculate the "attack quality" */
2087 bonus = p_ptr->to_h[hand] + o_ptr->to_h;
2088 chance = (p_ptr->skill_thn + (bonus * BTH_PLUS_ADJ));
2089 if (mode == HISSATSU_IAI) chance += 60;
2090 if (p_ptr->special_defense & KATA_KOUKIJIN) chance += 150;
2092 if (p_ptr->sutemi) chance = MAX(chance * 3 / 2, chance + 60);
2094 vir = virtue_number(V_VALOUR);
2097 chance += (p_ptr->virtues[vir - 1]/10);
2100 zantetsu_mukou = ((o_ptr->name1 == ART_ZANTETSU) && (r_ptr->d_char == 'j'));
2101 e_j_mukou = ((o_ptr->name1 == ART_EXCALIBUR_J) && (r_ptr->d_char == 'S'));
2103 if ((mode == HISSATSU_KYUSHO) || (mode == HISSATSU_MINEUCHI) || (mode == HISSATSU_3DAN) || (mode == HISSATSU_IAI)) num_blow = 1;
2104 else if (mode == HISSATSU_COLD) num_blow = p_ptr->num_blow[hand]+2;
2105 else num_blow = p_ptr->num_blow[hand];
2107 /* Attack once for each legal blow */
2108 while ((num++ < num_blow) && !p_ptr->is_dead)
2110 if (((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_DOKUBARI)) || (mode == HISSATSU_KYUSHO))
2112 if (p_ptr->migite && p_ptr->hidarite)
2114 success_hit = one_in_(2);
2116 else success_hit = TRUE;
2118 else if (mode == HISSATSU_MAJIN)
2123 success_hit = FALSE;
2124 old_success_hit = success_hit;
2126 else success_hit = old_success_hit;
2128 else if ((p_ptr->pclass == CLASS_NINJA) && ((backstab || fuiuchi) && !(r_ptr->flagsr & RFR_RES_ALL))) success_hit = TRUE;
2129 else success_hit = test_hit_norm(chance, r_ptr->ac, m_ptr->ml);
2134 int vorpal_chance = ((o_ptr->name1 == ART_VORPAL_BLADE) || (o_ptr->name1 == ART_CHAINSWORD)) ? 2 : 4;
2141 if (backstab) msg_format("¤¢¤Ê¤¿¤ÏÎä¹ó¤Ë¤â̲¤Ã¤Æ¤¤¤ë̵ÎϤÊ%s¤òÆͤ»É¤·¤¿¡ª", m_name);
2142 else if (fuiuchi) msg_format("ÉÔ°Õ¤òÆͤ¤¤Æ%s¤Ë¶¯Îõ¤Ê°ì·â¤ò¶ô¤é¤ï¤»¤¿¡ª", m_name);
2143 else if (stab_fleeing) msg_format("ƨ¤²¤ë%s¤òÇØÃ椫¤éÆͤ»É¤·¤¿¡ª", m_name);
2144 else if (!monk_attack) msg_format("%s¤ò¹¶·â¤·¤¿¡£", m_name);
2146 if (backstab) msg_format("You cruelly stab the helpless, sleeping %s!", m_name);
2147 else if (fuiuchi) msg_format("You make surprise attack, and hit %s with a powerful blow!", m_name);
2148 else if (stab_fleeing) msg_format("You backstab the fleeing %s!", m_name);
2149 else if (!monk_attack) msg_format("You hit %s.", m_name);
2152 /* Hack -- bare hands do one damage */
2155 object_flags(o_ptr, flgs);
2157 /* Select a chaotic effect (50% chance) */
2158 if ((have_flag(flgs, TR_CHAOTIC)) && one_in_(2))
2161 chg_virtue(V_CHANCE, 1);
2163 if (randint1(5) < 3)
2165 /* Vampiric (20%) */
2168 else if (one_in_(250))
2173 else if (!one_in_(10))
2175 /* Confusion (26.892%) */
2178 else if (one_in_(2))
2180 /* Teleport away (1.494%) */
2185 /* Polymorph (1.494%) */
2190 /* Vampiric drain */
2191 if ((have_flag(flgs, TR_VAMPIRIC)) || (chaos_effect == 1) || (mode == HISSATSU_DRAIN))
2193 /* Only drain "living" monsters */
2194 if (monster_living(r_ptr))
2200 if ((have_flag(flgs, TR_VORPAL)) && (randint1(vorpal_chance*3/2) == 1) && !zantetsu_mukou)
2202 else vorpal_cut = FALSE;
2206 int special_effect = 0, stun_effect = 0, times = 0, max_times;
2208 martial_arts *ma_ptr = &ma_blows[0], *old_ptr = &ma_blows[0];
2209 int resist_stun = 0;
2212 if (r_ptr->flags1 & RF1_UNIQUE) resist_stun += 88;
2213 if (r_ptr->flags3 & RF3_NO_STUN) resist_stun += 66;
2214 if (r_ptr->flags3 & RF3_NO_CONF) resist_stun += 33;
2215 if (r_ptr->flags3 & RF3_NO_SLEEP) resist_stun += 33;
2216 if ((r_ptr->flags3 & RF3_UNDEAD) || (r_ptr->flags3 & RF3_NONLIVING))
2219 if (p_ptr->special_defense & KAMAE_BYAKKO)
2220 max_times = (p_ptr->lev < 3 ? 1 : p_ptr->lev / 3);
2221 else if (p_ptr->special_defense & KAMAE_SUZAKU)
2223 else if (p_ptr->special_defense & KAMAE_GENBU)
2226 max_times = (p_ptr->lev < 7 ? 1 : p_ptr->lev / 7);
2227 /* Attempt 'times' */
2228 for (times = 0; times < max_times; times++)
2232 ma_ptr = &ma_blows[randint0(MAX_MA)];
2233 if ((p_ptr->pclass == CLASS_FORCETRAINER) && (ma_ptr->min_level > 1)) min_level = ma_ptr->min_level + 3;
2234 else min_level = ma_ptr->min_level;
2236 while ((min_level > p_ptr->lev) ||
2237 (randint1(p_ptr->lev) < ma_ptr->chance));
2239 /* keep the highest level attack available we found */
2240 if ((ma_ptr->min_level > old_ptr->min_level) &&
2241 !p_ptr->stun && !p_ptr->confused)
2245 if (p_ptr->wizard && cheat_xtra)
2248 msg_print("¹¶·â¤òºÆÁªÂò¤·¤Þ¤·¤¿¡£");
2250 msg_print("Attack re-selected.");
2260 if (p_ptr->pclass == CLASS_FORCETRAINER) min_level = MAX(1, ma_ptr->min_level - 3);
2261 else min_level = ma_ptr->min_level;
2262 k = damroll(ma_ptr->dd + p_ptr->to_dd[hand], ma_ptr->ds + p_ptr->to_ds[hand]);
2263 if (p_ptr->special_attack & ATTACK_SUIKEN) k *= 2;
2265 if (ma_ptr->effect == MA_KNEE)
2267 if (r_ptr->flags1 & RF1_MALE)
2270 msg_format("%s¤Ë¶âŪɨ½³¤ê¤ò¤¯¤é¤ï¤·¤¿¡ª", m_name);
2272 msg_format("You hit %s in the groin with your knee!", m_name);
2276 special_effect = MA_KNEE;
2279 msg_format(ma_ptr->desc, m_name);
2282 else if (ma_ptr->effect == MA_SLOW)
2284 if (!((r_ptr->flags1 & RF1_NEVER_MOVE) ||
2285 my_strchr("~#{}.UjmeEv$,DdsbBFIJQSXclnw!=?", r_ptr->d_char)))
2288 msg_format("%s¤Î¼ó¤Ë´ØÀá½³¤ê¤ò¤¯¤é¤ï¤·¤¿¡ª", m_name);
2290 msg_format("You kick %s in the ankle.", m_name);
2293 special_effect = MA_SLOW;
2295 else msg_format(ma_ptr->desc, m_name);
2301 stun_effect = (ma_ptr->effect / 2) + randint1(ma_ptr->effect / 2);
2304 msg_format(ma_ptr->desc, m_name);
2307 if (p_ptr->special_defense & KAMAE_SUZAKU) weight = 4;
2308 if ((p_ptr->pclass == CLASS_FORCETRAINER) && (p_ptr->magic_num1[0]))
2310 weight += (p_ptr->magic_num1[0]/30);
2311 if (weight > 20) weight = 20;
2314 k = critical_norm(p_ptr->lev * weight, min_level, k, p_ptr->to_h[0], 0);
2316 if ((special_effect == MA_KNEE) && ((k + p_ptr->to_d[hand]) < m_ptr->hp))
2319 msg_format("%^s¤Ï¶ìÄˤˤ¦¤á¤¤¤Æ¤¤¤ë¡ª", m_name);
2321 msg_format("%^s moans in agony!", m_name);
2324 stun_effect = 7 + randint1(13);
2328 else if ((special_effect == MA_SLOW) && ((k + p_ptr->to_d[hand]) < m_ptr->hp))
2330 if (!(r_ptr->flags1 & RF1_UNIQUE) &&
2331 (randint1(p_ptr->lev) > r_ptr->level) &&
2335 msg_format("%^s¤Ï¤ò¤Ò¤¤º¤ê»Ï¤á¤¿¡£", m_name);
2337 msg_format("%^s starts limping slower.", m_name);
2340 m_ptr->mspeed -= 10;
2344 if (stun_effect && ((k + p_ptr->to_d[hand]) < m_ptr->hp))
2346 if (p_ptr->lev > randint1(r_ptr->level + resist_stun + 10))
2349 if (m_ptr->stunned) msg_format("%^s¤Ï¤µ¤é¤Ë¥Õ¥é¥Õ¥é¤Ë¤Ê¤Ã¤¿¡£", m_name);
2350 else msg_format("%^s¤Ï¥Õ¥é¥Õ¥é¤Ë¤Ê¤Ã¤¿¡£", m_name);
2352 if (m_ptr->stunned) msg_format("%^s is more stunned.", m_name);
2353 else msg_format("%^s is stunned.", m_name);
2356 m_ptr->stunned += stun_effect;
2361 /* Handle normal weapon */
2362 else if (o_ptr->k_idx)
2364 k = damroll(o_ptr->dd + p_ptr->to_dd[hand], o_ptr->ds + p_ptr->to_ds[hand]);
2365 k = tot_dam_aux(o_ptr, k, m_ptr, mode, FALSE);
2369 k *= (3 + (p_ptr->lev / 20));
2373 k = k*(5+(p_ptr->lev*2/25))/2;
2375 else if (stab_fleeing)
2380 if ((p_ptr->impact[hand] && ((k > 50) || one_in_(7))) ||
2381 (chaos_effect == 2) || (mode == HISSATSU_QUAKE))
2386 if ((!(o_ptr->tval == TV_SWORD) || !(o_ptr->sval == SV_DOKUBARI)) && !(mode == HISSATSU_KYUSHO))
2387 k = critical_norm(o_ptr->weight, o_ptr->to_h, k, p_ptr->to_h[hand], mode);
2395 if ((o_ptr->name1 == ART_CHAINSWORD) && !one_in_(2))
2397 char chainsword_noise[1024];
2399 if (!get_rnd_line("chainswd_j.txt", 0, chainsword_noise))
2401 if (!get_rnd_line("chainswd.txt", 0, chainsword_noise))
2404 msg_print(chainsword_noise);
2408 if (o_ptr->name1 == ART_VORPAL_BLADE)
2411 msg_print("Ìܤˤâ»ß¤Þ¤é¤Ì¥ô¥©¡¼¥Ñ¥ë¥Ö¥ì¡¼¥É¡¢¼êÏ£¤ÎÁá¶È¡ª");
2413 msg_print("Your Vorpal Blade goes snicker-snack!");
2419 msg_format("%s¤ò¥°¥Ã¥µ¥êÀÚ¤êÎö¤¤¤¿¡ª", m_name);
2421 msg_format("Your weapon cuts deep into %s!", m_name);
2425 /* Try to increase the damage */
2426 while (one_in_(vorpal_chance))
2434 if (((r_ptr->flagsr & RFR_RES_ALL) ? k/100 : k) > m_ptr->hp)
2437 msg_format("%s¤ò¿¿¤ÃÆó¤Ä¤Ë¤·¤¿¡ª", m_name);
2439 msg_format("You cut %s in half!", m_name);
2447 case 2: msg_format("%s¤ò»Â¤Ã¤¿¡ª", m_name); break;
2448 case 3: msg_format("%s¤ò¤Ö¤Ã¤¿»Â¤Ã¤¿¡ª", m_name); break;
2449 case 4: msg_format("%s¤ò¥á¥Ã¥¿»Â¤ê¤Ë¤·¤¿¡ª", m_name); break;
2450 case 5: msg_format("%s¤ò¥á¥Ã¥¿¥á¥¿¤Ë»Â¤Ã¤¿¡ª", m_name); break;
2451 case 6: msg_format("%s¤ò»É¿È¤Ë¤·¤¿¡ª", m_name); break;
2452 case 7: msg_format("%s¤ò»Â¤Ã¤Æ»Â¤Ã¤Æ»Â¤ê¤Þ¤¯¤Ã¤¿¡ª", m_name); break;
2453 default: msg_format("%s¤òºÙÀÚ¤ì¤Ë¤·¤¿¡ª", m_name); break;
2455 case 2: msg_format("You gouge %s!", m_name); break;
2456 case 3: msg_format("You maim %s!", m_name); break;
2457 case 4: msg_format("You carve %s!", m_name); break;
2458 case 5: msg_format("You cleave %s!", m_name); break;
2459 case 6: msg_format("You smite %s!", m_name); break;
2460 case 7: msg_format("You eviscerate %s!", m_name); break;
2461 default: msg_format("You shred %s!", m_name); break;
2465 drain_result = drain_result * 3 / 2;
2469 drain_result += o_ptr->to_d;
2472 /* Apply the player damage bonuses */
2473 k += p_ptr->to_d[hand];
2474 drain_result += p_ptr->to_d[hand];
2476 if ((mode == HISSATSU_SUTEMI) || (mode == HISSATSU_3DAN)) k *= 2;
2477 if ((mode == HISSATSU_SEKIRYUKA) && !monster_living(r_ptr)) k = 0;
2478 if ((mode == HISSATSU_SEKIRYUKA) && !p_ptr->cut) k /= 2;
2480 /* No negative damage */
2483 if ((mode == HISSATSU_ZANMA) && !(!monster_living(r_ptr) && (r_ptr->flags3 & RF3_EVIL)))
2491 msg_print("¤³¤ó¤ÊÆð¤é¤«¤¤¤â¤Î¤ÏÀÚ¤ì¤ó¡ª");
2493 msg_print("You cannot cut such a elastic thing!");
2501 msg_print("ÃØéá¤Ï¶ì¼ê¤À¡ª");
2503 msg_print("Spiders are difficult for you to deal with!");
2508 if (mode == HISSATSU_MINEUCHI)
2510 int tmp = (10 + randint1(15) + p_ptr->lev / 5);
2513 anger_monster(m_ptr);
2515 if (!(r_ptr->flags3 & (RF3_NO_STUN)))
2521 msg_format("%s¤Ï¤Ò¤É¤¯¤â¤¦¤í¤¦¤È¤·¤¿¡£", m_name);
2523 msg_format("%s is more dazed.", m_name);
2531 msg_format("%s ¤Ï¤â¤¦¤í¤¦¤È¤·¤¿¡£", m_name);
2533 msg_format("%s is dazed.", m_name);
2538 m_ptr->stunned = (tmp < 200) ? tmp : 200;
2543 msg_format("%s ¤Ë¤Ï¸ú²Ì¤¬¤Ê¤«¤Ã¤¿¡£", m_name);
2545 msg_format("%s is not effected.", m_name);
2550 /* Modify the damage */
2551 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))));
2552 if (((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_DOKUBARI)) || (mode == HISSATSU_KYUSHO))
2554 if ((randint1(randint1(r_ptr->level/7)+5) == 1) && !(r_ptr->flags1 & RF1_UNIQUE) && !(r_ptr->flags7 & RF7_UNIQUE2))
2558 msg_format("%s¤ÎµÞ½ê¤òÆͤ»É¤·¤¿¡ª", m_name);
2560 msg_format("You hit %s on a fatal spot!", m_name);
2565 else if ((p_ptr->pclass == CLASS_NINJA) && buki_motteruka(INVEN_RARM + hand) && !p_ptr->icky_wield[hand] && ((p_ptr->cur_lite <= 0) || one_in_(7)))
2567 int maxhp = maxroll(r_ptr->hdice, r_ptr->hside);
2568 if (one_in_(backstab ? 13 : (stab_fleeing || fuiuchi) ? 15 : 27))
2573 msg_format("¿Ï¤¬%s¤Ë¿¼¡¹¤ÈÆͤ»É¤µ¤Ã¤¿¡ª", m_name);
2575 msg_format("You critically injured %s!", m_name);
2578 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)))
2580 if ((r_ptr->flags1 & RF1_UNIQUE) || (r_ptr->flags7 & RF7_UNIQUE2) || (m_ptr->hp >= maxhp/2))
2582 k = MAX(k*5, m_ptr->hp/2);
2585 msg_format("%s¤ËÃ×Ì¿½ý¤òÉé¤ï¤»¤¿¡ª", m_name);
2587 msg_format("You fatally injured %s!", m_name);
2594 msg_format("¿Ï¤¬%s¤ÎµÞ½ê¤ò´Ó¤¤¤¿¡ª", m_name);
2596 msg_format("You hit %s on a fatal spot!", m_name);
2602 /* Complex message */
2603 if (p_ptr->wizard || cheat_xtra)
2606 msg_format("%d/%d ¤Î¥À¥á¡¼¥¸¤òÍ¿¤¨¤¿¡£", k, m_ptr->hp);
2608 msg_format("You do %d (out of %d) damage.", k, m_ptr->hp);
2612 if (k <= 0) can_drain = FALSE;
2614 if (drain_result > m_ptr->hp)
2615 drain_result = m_ptr->hp;
2617 /* Damage, check for fear and death */
2618 if (mon_take_hit(c_ptr->m_idx, k, fear, NULL))
2621 if ((p_ptr->pclass == CLASS_BERSERKER) && energy_use)
2623 if (p_ptr->migite && p_ptr->hidarite)
2625 if (hand) energy_use = energy_use*3/5+energy_use*num*2/(p_ptr->num_blow[hand]*5);
2626 else energy_use = energy_use*num*3/(p_ptr->num_blow[hand]*5);
2630 energy_use = energy_use*num/p_ptr->num_blow[hand];
2633 if ((o_ptr->name1 == ART_ZANTETSU) && is_lowlevel)
2635 msg_print("¤Þ¤¿¤Ä¤Þ¤é¤Ì¤â¤Î¤ò»Â¤Ã¤Æ¤·¤Þ¤Ã¤¿¡¥¡¥¡¥");
2637 msg_print("Sigh... Another trifling thing I've cut....");
2642 /* Anger the monster */
2643 if (k > 0) anger_monster(m_ptr);
2645 touch_zap_player(m_ptr);
2647 /* Are we draining it? A little note: If the monster is
2648 dead, the drain does not work... */
2650 if (can_drain && (drain_result > 0))
2652 if (o_ptr->name1 == ART_MURAMASA)
2656 int to_h = o_ptr->to_h;
2657 int to_d = o_ptr->to_d;
2661 for (i = 0; i < to_h + 3; i++) if (one_in_(4)) flag = 0;
2665 for (i = 0; i < to_d + 3; i++) if (one_in_(4)) flag = 0;
2668 if (o_ptr->to_h != to_h || o_ptr->to_d != to_d)
2671 msg_print("ÍÅÅá¤Ï·ì¤òµÛ¤Ã¤Æ¶¯¤¯¤Ê¤Ã¤¿¡ª");
2673 msg_print("Muramasa sucked blood, and became more powerful!");
2682 if (drain_result > 5) /* Did we really hurt it? */
2684 drain_heal = damroll(2, drain_result / 6);
2689 msg_format("Draining left: %d", drain_left);
2691 msg_format("Draining left: %d", drain_left);
2698 if (drain_heal < drain_left)
2700 drain_left -= drain_heal;
2704 drain_heal = drain_left;
2711 msg_format("¿Ï¤¬%s¤«¤éÀ¸Ì¿ÎϤòµÛ¤¤¼è¤Ã¤¿¡ª", m_name);
2713 msg_format("Your weapon drains life from %s!", m_name);
2719 drain_heal = (drain_heal * mutant_regenerate_mod) / 100;
2721 hp_player(drain_heal);
2722 /* We get to keep some of it! */
2726 m_ptr->maxhp -= (k+7)/8;
2727 if (m_ptr->hp > m_ptr->maxhp) m_ptr->hp = m_ptr->maxhp;
2733 /* Confusion attack */
2734 if ((p_ptr->special_attack & ATTACK_CONFUSE) || (chaos_effect == 3) || (mode == HISSATSU_CONF))
2736 /* Cancel glowing hands */
2737 if (p_ptr->special_attack & ATTACK_CONFUSE)
2739 p_ptr->special_attack &= ~(ATTACK_CONFUSE);
2741 msg_print("¼ê¤Îµ±¤¤¬¤Ê¤¯¤Ê¤Ã¤¿¡£");
2743 msg_print("Your hands stop glowing.");
2745 p_ptr->redraw |= (PR_STATUS);
2749 /* Confuse the monster */
2750 if (r_ptr->flags3 & RF3_NO_CONF)
2752 if (m_ptr->ml && is_original_ap(m_ptr))
2754 r_ptr->r_flags3 |= RF3_NO_CONF;
2758 msg_format("%^s¤Ë¤Ï¸ú²Ì¤¬¤Ê¤«¤Ã¤¿¡£", m_name);
2760 msg_format("%^s is unaffected.", m_name);
2764 else if (randint0(100) < r_ptr->level)
2767 msg_format("%^s¤Ë¤Ï¸ú²Ì¤¬¤Ê¤«¤Ã¤¿¡£", m_name);
2769 msg_format("%^s is unaffected.", m_name);
2776 msg_format("%^s¤Ïº®Í𤷤¿¤è¤¦¤À¡£", m_name);
2778 msg_format("%^s appears confused.", m_name);
2781 m_ptr->confused += 10 + randint0(p_ptr->lev) / 5;
2785 else if (chaos_effect == 4)
2787 bool resists_tele = FALSE;
2789 if (r_ptr->flagsr & RFR_RES_TELE)
2791 if (r_ptr->flags1 & RF1_UNIQUE)
2793 if (m_ptr->ml && is_original_ap(m_ptr)) r_ptr->r_flagsr |= RFR_RES_TELE;
2795 msg_format("%^s¤Ë¤Ï¸ú²Ì¤¬¤Ê¤«¤Ã¤¿¡£", m_name);
2797 msg_format("%^s is unaffected!", m_name);
2800 resists_tele = TRUE;
2802 else if (r_ptr->level > randint1(100))
2804 if (m_ptr->ml && is_original_ap(m_ptr)) r_ptr->r_flagsr |= RFR_RES_TELE;
2806 msg_format("%^s¤ÏÄñ¹³ÎϤò»ý¤Ã¤Æ¤¤¤ë¡ª", m_name);
2808 msg_format("%^s resists!", m_name);
2811 resists_tele = TRUE;
2818 msg_format("%^s¤Ï¾Ã¤¨¤¿¡ª", m_name);
2820 msg_format("%^s disappears!", m_name);
2823 teleport_away(c_ptr->m_idx, 50, FALSE);
2824 num = num_blow + 1; /* Can't hit it anymore! */
2829 else if ((chaos_effect == 5) && cave_floor_bold(y, x) &&
2830 (randint1(90) > r_ptr->level))
2832 if (!(r_ptr->flags1 & (RF1_UNIQUE | RF1_QUESTOR)) &&
2833 !(r_ptr->flagsr & RFR_EFF_RES_CHAO_MASK))
2835 if (polymorph_monster(y, x))
2838 msg_format("%^s¤ÏÊѲ½¤·¤¿¡ª", m_name);
2840 msg_format("%^s changes!", m_name);
2844 /* Hack -- Get new monster */
2845 m_ptr = &m_list[c_ptr->m_idx];
2847 /* Oops, we need a different name... */
2848 monster_desc(m_name, m_ptr, 0);
2850 /* Hack -- Get new race */
2851 r_ptr = &r_info[m_ptr->r_idx];
2859 msg_format("%^s¤Ë¤Ï¸ú²Ì¤¬¤Ê¤«¤Ã¤¿¡£", m_name);
2861 msg_format("%^s is unaffected.", m_name);
2867 else if (o_ptr->name1 == ART_G_HAMMER)
2869 monster_type *m_ptr = &m_list[c_ptr->m_idx];
2871 if (m_ptr->hold_o_idx)
2873 object_type *q_ptr = &o_list[m_ptr->hold_o_idx];
2874 char o_name[MAX_NLEN];
2876 object_desc(o_name, q_ptr, OD_NAME_ONLY);
2877 q_ptr->held_m_idx = 0;
2879 m_ptr->hold_o_idx = q_ptr->next_o_idx;
2880 q_ptr->next_o_idx = 0;
2882 msg_format("%s¤òÃ¥¤Ã¤¿¡£", o_name);
2884 msg_format("You snatched %s.", o_name);
2894 backstab = FALSE; /* Clumsy! */
2895 fuiuchi = FALSE; /* Clumsy! */
2897 if ((o_ptr->tval == TV_POLEARM) && (o_ptr->sval == SV_DEATH_SCYTHE) && one_in_(3))
2899 u32b flgs[TR_FLAG_SIZE];
2906 msg_format("¥ß¥¹¡ª %s¤Ë¤«¤ï¤µ¤ì¤¿¡£", m_name);
2908 msg_format("You miss %s.", m_name);
2912 msg_print("¿¶¤ê²ó¤·¤¿Âç³ù¤¬¼«Ê¬¼«¿È¤ËÊ֤äƤ¤¿¡ª");
2914 msg_print("Your scythe returns to you!");
2917 /* Extract the flags */
2918 object_flags(o_ptr, flgs);
2920 k = damroll(o_ptr->dd + p_ptr->to_dd[hand], o_ptr->ds + p_ptr->to_ds[hand]);
2923 switch (p_ptr->mimic_form)
2926 switch (p_ptr->prace)
2935 case RACE_HALF_TROLL:
2936 case RACE_HALF_OGRE:
2937 case RACE_HALF_GIANT:
2938 case RACE_HALF_TITAN:
2946 case RACE_DRACONIAN:
2953 case MIMIC_DEMON_LORD:
2960 if (p_ptr->align < 0 && mult < 20)
2962 if (!(p_ptr->resist_acid || IS_OPPOSE_ACID() || p_ptr->immune_acid) && (mult < 25))
2964 if (!(p_ptr->resist_elec || IS_OPPOSE_ELEC() || p_ptr->immune_elec) && (mult < 25))
2966 if (!(p_ptr->resist_fire || IS_OPPOSE_FIRE() || p_ptr->immune_fire) && (mult < 25))
2968 if (!(p_ptr->resist_cold || IS_OPPOSE_COLD() || p_ptr->immune_cold) && (mult < 25))
2970 if (!(p_ptr->resist_pois || IS_OPPOSE_POIS()) && (mult < 25))
2973 if ((p_ptr->pclass != CLASS_SAMURAI) && (have_flag(flgs, TR_FORCE_WEAPON)) && (p_ptr->csp > (p_ptr->msp / 30)))
2975 p_ptr->csp -= (1+(p_ptr->msp / 30));
2976 p_ptr->redraw |= (PR_MANA);
2977 mult = mult * 3 / 2 + 20;
2983 k = critical_norm(o_ptr->weight, o_ptr->to_h, k, p_ptr->to_h[hand], mode);
2988 msg_format("¥°¥Ã¥µ¥êÀÚ¤êÎö¤«¤ì¤¿¡ª");
2990 msg_format("Your weapon cuts deep into yourself!");
2992 /* Try to increase the damage */
3000 k += (p_ptr->to_d[hand] + o_ptr->to_d);
3005 take_hit(DAMAGE_FORCE, k, "»à¤ÎÂç³ù", -1);
3007 take_hit(DAMAGE_FORCE, k, "Death scythe", -1);
3019 msg_format("¥ß¥¹¡ª %s¤Ë¤«¤ï¤µ¤ì¤¿¡£", m_name);
3021 msg_format("You miss %s.", m_name);
3030 if (weak && !(*mdeath))
3033 msg_format("%s¤Ï¼å¤¯¤Ê¤Ã¤¿¤è¤¦¤À¡£", m_name);
3035 msg_format("%^s seems weakened.", m_name);
3038 if (drain_left != MAX_VAMPIRIC_DRAIN)
3042 chg_virtue(V_UNLIFE, 1);
3045 /* Mega-Hack -- apply earthquake brand */
3048 earthquake(py, px, 10);
3049 if (!cave[y][x].m_idx) *mdeath = TRUE;
3053 bool py_attack(int y, int x, int mode)
3056 bool mdeath = FALSE;
3057 bool stormbringer = FALSE;
3059 cave_type *c_ptr = &cave[y][x];
3060 monster_type *m_ptr = &m_list[c_ptr->m_idx];
3061 monster_race *r_ptr = &r_info[m_ptr->r_idx];
3064 /* Disturb the player */
3069 if (m_ptr->csleep) /* It is not honorable etc to attack helpless victims */
3071 if (!(r_ptr->flags3 & RF3_EVIL) || one_in_(5)) chg_virtue(V_COMPASSION, -1);
3072 if (!(r_ptr->flags3 & RF3_EVIL) || one_in_(5)) chg_virtue(V_HONOUR, -1);
3075 /* Extract monster name (or "it") */
3076 monster_desc(m_name, m_ptr, 0);
3078 /* Auto-Recall if possible and visible */
3079 if (m_ptr->ml) monster_race_track(m_ptr->ap_r_idx);
3081 /* Track a new monster */
3082 if (m_ptr->ml) health_track(c_ptr->m_idx);
3084 if ((r_ptr->flags1 & RF1_FEMALE) &&
3085 !(p_ptr->stun || p_ptr->confused || p_ptr->image || !m_ptr->ml))
3087 if ((inventory[INVEN_RARM].name1 == ART_ZANTETSU) || (inventory[INVEN_LARM].name1 == ART_ZANTETSU))
3090 msg_print("ÀÛ¼Ô¡¢¤ª¤Ê¤´¤Ï»Â¤ì¤Ì¡ª");
3092 msg_print("I can not attack women!");
3098 if (d_info[dungeon_type].flags1 & DF1_NO_MELEE)
3101 msg_print("¤Ê¤¼¤«¹¶·â¤¹¤ë¤³¤È¤¬¤Ç¤¤Ê¤¤¡£");
3103 msg_print("Something prevent you from attacking.");
3108 /* Stop if friendly */
3109 if (!is_hostile(m_ptr) &&
3110 !(p_ptr->stun || p_ptr->confused || p_ptr->image ||
3111 p_ptr->shero || !m_ptr->ml))
3113 if (inventory[INVEN_RARM].name1 == ART_STORMBRINGER) stormbringer = TRUE;
3114 if (inventory[INVEN_LARM].name1 == ART_STORMBRINGER) stormbringer = TRUE;
3118 msg_format("¹õ¤¤¿Ï¤Ï¶¯ÍߤË%s¤ò¹¶·â¤·¤¿¡ª", m_name);
3120 msg_format("Your black blade greedily attacks %s!", m_name);
3122 chg_virtue(V_INDIVIDUALISM, 1);
3123 chg_virtue(V_HONOUR, -1);
3124 chg_virtue(V_JUSTICE, -1);
3125 chg_virtue(V_COMPASSION, -1);
3127 else if (p_ptr->pclass != CLASS_BERSERKER)
3130 if (get_check("ËÜÅö¤Ë¹¶·â¤·¤Þ¤¹¤«¡©"))
3132 if (get_check("Really hit it? "))
3135 chg_virtue(V_INDIVIDUALISM, 1);
3136 chg_virtue(V_HONOUR, -1);
3137 chg_virtue(V_JUSTICE, -1);
3138 chg_virtue(V_COMPASSION, -1);
3143 msg_format("%s¤ò¹¶·â¤¹¤ë¤Î¤ò»ß¤á¤¿¡£", m_name);
3145 msg_format("You stop to avoid hitting %s.", m_name);
3153 /* Handle player fear */
3159 msg_format("¶²¤¯¤Æ%s¤ò¹¶·â¤Ç¤¤Ê¤¤¡ª", m_name);
3161 msg_format("You are too afraid to attack %s!", m_name);
3166 msg_format ("¤½¤Ã¤Á¤Ë¤Ï²¿¤«¶²¤¤¤â¤Î¤¬¤¤¤ë¡ª");
3168 msg_format ("There is something scary in your way!");
3171 /* Disturb the monster */
3173 if (r_ptr->flags7 & RF7_HAS_LD_MASK) p_ptr->update |= (PU_MON_LITE);
3179 if (p_ptr->migite && p_ptr->hidarite)
3181 if ((p_ptr->skill_exp[GINOU_NITOURYU] < s_info[p_ptr->pclass].s_max[GINOU_NITOURYU]) && ((p_ptr->skill_exp[GINOU_NITOURYU] - 1000) / 200 < r_ptr->level))
3183 if (p_ptr->skill_exp[GINOU_NITOURYU] < WEAPON_EXP_BEGINNER)
3184 p_ptr->skill_exp[GINOU_NITOURYU] += 80;
3185 else if(p_ptr->skill_exp[GINOU_NITOURYU] < WEAPON_EXP_SKILLED)
3186 p_ptr->skill_exp[GINOU_NITOURYU] += 4;
3187 else if(p_ptr->skill_exp[GINOU_NITOURYU] < WEAPON_EXP_EXPERT)
3188 p_ptr->skill_exp[GINOU_NITOURYU] += 1;
3189 else if(p_ptr->skill_exp[GINOU_NITOURYU] < WEAPON_EXP_MASTER)
3190 if (one_in_(3)) p_ptr->skill_exp[GINOU_NITOURYU] += 1;
3191 p_ptr->update |= (PU_BONUS);
3195 /* Gain riding experience */
3198 int cur = p_ptr->skill_exp[GINOU_RIDING];
3199 int max = s_info[p_ptr->pclass].s_max[GINOU_RIDING];
3203 int ridinglevel = r_info[m_list[p_ptr->riding].r_idx].level;
3204 int targetlevel = r_ptr->level;
3207 if ((cur / 200 - 5) < targetlevel)
3210 /* Extra experience */
3211 if ((cur / 100) < ridinglevel)
3213 if ((cur / 100 + 15) < ridinglevel)
3214 inc += 1 + (ridinglevel - (cur / 100 + 15));
3219 p_ptr->skill_exp[GINOU_RIDING] = MIN(max, cur + inc);
3221 p_ptr->update |= (PU_BONUS);
3225 riding_t_m_idx = c_ptr->m_idx;
3226 if (p_ptr->migite) py_attack_aux(y, x, &fear, &mdeath, 0, mode);
3227 if (p_ptr->hidarite && !mdeath) py_attack_aux(y, x, &fear, &mdeath, 1, mode);
3229 /* Mutations which yield extra 'natural' attacks */
3232 if ((p_ptr->muta2 & MUT2_HORNS) && !mdeath)
3233 natural_attack(c_ptr->m_idx, MUT2_HORNS, &fear, &mdeath);
3234 if ((p_ptr->muta2 & MUT2_BEAK) && !mdeath)
3235 natural_attack(c_ptr->m_idx, MUT2_BEAK, &fear, &mdeath);
3236 if ((p_ptr->muta2 & MUT2_SCOR_TAIL) && !mdeath)
3237 natural_attack(c_ptr->m_idx, MUT2_SCOR_TAIL, &fear, &mdeath);
3238 if ((p_ptr->muta2 & MUT2_TRUNK) && !mdeath)
3239 natural_attack(c_ptr->m_idx, MUT2_TRUNK, &fear, &mdeath);
3240 if ((p_ptr->muta2 & MUT2_TENTACLES) && !mdeath)
3241 natural_attack(c_ptr->m_idx, MUT2_TENTACLES, &fear, &mdeath);
3244 /* Hack -- delay fear messages */
3245 if (fear && m_ptr->ml && !mdeath)
3252 msg_format("%^s¤Ï¶²Éݤ·¤Æƨ¤²½Ð¤·¤¿¡ª", m_name);
3254 msg_format("%^s flees in terror!", m_name);
3259 if ((p_ptr->special_defense & KATA_IAI) && ((mode != HISSATSU_IAI) || mdeath))
3261 set_action(ACTION_NONE);
3268 bool pattern_seq(int c_y, int c_x, int n_y, int n_x)
3270 feature_type *cur_f_ptr = &f_info[cave[c_y][c_x].feat];
3271 feature_type *new_f_ptr = &f_info[cave[n_y][n_x].feat];
3272 bool is_pattern_tile_cur = have_flag(cur_f_ptr->flags, FF_PATTERN);
3273 bool is_pattern_tile_new = have_flag(new_f_ptr->flags, FF_PATTERN);
3274 int pattern_type_cur, pattern_type_new;
3276 if (!is_pattern_tile_cur && !is_pattern_tile_new) return TRUE;
3278 pattern_type_cur = is_pattern_tile_cur ? cur_f_ptr->power : NOT_PATTERN_TILE;
3279 pattern_type_new = is_pattern_tile_new ? new_f_ptr->power : NOT_PATTERN_TILE;
3281 if (pattern_type_new == PATTERN_TILE_START)
3283 if (!is_pattern_tile_cur && !p_ptr->confused && !p_ptr->stun && !p_ptr->image)
3286 if (get_check("¥Ñ¥¿¡¼¥ó¤Î¾å¤òÊ⤻Ϥá¤ë¤È¡¢Á´¤Æ¤òÊ⤫¤Ê¤±¤ì¤Ð¤Ê¤ê¤Þ¤»¤ó¡£¤¤¤¤¤Ç¤¹¤«¡©"))
3288 if (get_check("If you start walking the Pattern, you must walk the whole way. Ok? "))
3297 else if ((pattern_type_new == PATTERN_TILE_OLD) ||
3298 (pattern_type_new == PATTERN_TILE_END) ||
3299 (pattern_type_new == PATTERN_TILE_WRECKED))
3301 if (is_pattern_tile_cur)
3308 msg_print("¥Ñ¥¿¡¼¥ó¤Î¾å¤òÊ⤯¤Ë¤Ï¥¹¥¿¡¼¥ÈÃÏÅÀ¤«¤éÊ⤻Ϥá¤Ê¤¯¤Æ¤Ï¤Ê¤ê¤Þ¤»¤ó¡£");
3310 msg_print("You must start walking the Pattern from the startpoint.");
3316 else if ((pattern_type_new == PATTERN_TILE_TELEPORT) ||
3317 (pattern_type_cur == PATTERN_TILE_TELEPORT))
3321 else if (pattern_type_cur == PATTERN_TILE_START)
3323 if (is_pattern_tile_new)
3328 msg_print("¥Ñ¥¿¡¼¥ó¤Î¾å¤ÏÀµ¤·¤¤½ç½ø¤ÇÊ⤫¤Í¤Ð¤Ê¤ê¤Þ¤»¤ó¡£");
3330 msg_print("You must walk the Pattern in correct order.");
3336 else if ((pattern_type_cur == PATTERN_TILE_OLD) ||
3337 (pattern_type_cur == PATTERN_TILE_END) ||
3338 (pattern_type_cur == PATTERN_TILE_WRECKED))
3340 if (!is_pattern_tile_new)
3343 msg_print("¥Ñ¥¿¡¼¥ó¤òƧ¤ß³°¤·¤Æ¤Ï¤¤¤±¤Þ¤»¤ó¡£");
3345 msg_print("You may not step off from the Pattern.");
3357 if (!is_pattern_tile_cur)
3360 msg_print("¥Ñ¥¿¡¼¥ó¤Î¾å¤òÊ⤯¤Ë¤Ï¥¹¥¿¡¼¥ÈÃÏÅÀ¤«¤éÊ⤻Ϥá¤Ê¤¯¤Æ¤Ï¤Ê¤ê¤Þ¤»¤ó¡£");
3362 msg_print("You must start walking the Pattern from the startpoint.");
3369 byte ok_move = PATTERN_TILE_START;
3370 switch (pattern_type_cur)
3372 case PATTERN_TILE_1:
3373 ok_move = PATTERN_TILE_2;
3375 case PATTERN_TILE_2:
3376 ok_move = PATTERN_TILE_3;
3378 case PATTERN_TILE_3:
3379 ok_move = PATTERN_TILE_4;
3381 case PATTERN_TILE_4:
3382 ok_move = PATTERN_TILE_1;
3387 msg_format("¤ª¤«¤·¤Ê¥Ñ¥¿¡¼¥óÊâ¹Ô¡¢%d¡£", pattern_type_cur);
3389 msg_format("Funny Pattern walking, %d.", pattern_type_cur);
3392 return TRUE; /* Goof-up */
3395 if ((pattern_type_new == ok_move) ||
3396 (pattern_type_new == pattern_type_cur))
3400 if (!is_pattern_tile_new)
3402 msg_print("¥Ñ¥¿¡¼¥ó¤òƧ¤ß³°¤·¤Æ¤Ï¤¤¤±¤Þ¤»¤ó¡£");
3404 msg_print("You may not step off from the Pattern.");
3408 msg_print("¥Ñ¥¿¡¼¥ó¤Î¾å¤ÏÀµ¤·¤¤½ç½ø¤ÇÊ⤫¤Í¤Ð¤Ê¤ê¤Þ¤»¤ó¡£");
3410 msg_print("You must walk the Pattern in correct order.");
3420 bool player_can_enter(s16b feature, u16b mode)
3422 feature_type *f_ptr = &f_info[feature];
3424 if (p_ptr->riding) return monster_can_cross_terrain(feature, &r_info[m_list[p_ptr->riding].r_idx], mode | CEM_RIDING);
3427 if (have_flag(f_ptr->flags, FF_PATTERN))
3429 if (!(mode & CEM_P_CAN_ENTER_PATTERN)) return FALSE;
3433 if (have_flag(f_ptr->flags, FF_CAN_FLY) && p_ptr->ffall) return TRUE;
3434 if (have_flag(f_ptr->flags, FF_CAN_SWIM) && p_ptr->can_swim) return TRUE;
3435 if (have_flag(f_ptr->flags, FF_CAN_PASS) && p_ptr->pass_wall) return TRUE;
3437 if (!have_flag(f_ptr->flags, FF_MOVE)) return FALSE;
3444 * Move player in the given direction, with the given "pickup" flag.
3446 * This routine should (probably) always induce energy expenditure.
3448 * Note that moving will *always* take a turn, and will *always* hit
3449 * any monster which might be in the destination grid. Previously,
3450 * moving into walls was "free" and did NOT hit invisible monsters.
3452 void move_player(int dir, int do_pickup, bool break_trap)
3454 /* Find the result of moving */
3455 int y = py + ddy[dir];
3456 int x = px + ddx[dir];
3458 /* Examine the destination */
3459 cave_type *c_ptr = &cave[y][x];
3461 feature_type *f_ptr = &f_info[c_ptr->feat];
3463 monster_type *m_ptr;
3465 monster_type *riding_m_ptr = &m_list[p_ptr->riding];
3466 monster_race *riding_r_ptr = &r_info[p_ptr->riding ? riding_m_ptr->r_idx : 0]; /* Paranoia */
3470 bool p_can_enter = player_can_enter(c_ptr->feat, CEM_P_CAN_ENTER_PATTERN);
3471 bool p_can_kill_walls = FALSE;
3472 bool stormbringer = FALSE;
3474 bool oktomove = TRUE;
3475 bool do_past = FALSE;
3478 if (!dun_level && !p_ptr->wild_mode &&
3479 ((x == 0) || (x == MAX_WID - 1) ||
3480 (y == 0) || (y == MAX_HGT - 1)))
3482 /* Can the player enter the grid? */
3483 if (c_ptr->mimic && player_can_enter(c_ptr->mimic, 0))
3485 /* Hack: move to new area */
3486 if ((y == 0) && (x == 0))
3488 p_ptr->wilderness_y--;
3489 p_ptr->wilderness_x--;
3490 p_ptr->oldpy = cur_hgt - 2;
3491 p_ptr->oldpx = cur_wid - 2;
3492 ambush_flag = FALSE;
3495 else if ((y == 0) && (x == MAX_WID - 1))
3497 p_ptr->wilderness_y--;
3498 p_ptr->wilderness_x++;
3499 p_ptr->oldpy = cur_hgt - 2;
3501 ambush_flag = FALSE;
3504 else if ((y == MAX_HGT - 1) && (x == 0))
3506 p_ptr->wilderness_y++;
3507 p_ptr->wilderness_x--;
3509 p_ptr->oldpx = cur_wid - 2;
3510 ambush_flag = FALSE;
3513 else if ((y == MAX_HGT - 1) && (x == MAX_WID - 1))
3515 p_ptr->wilderness_y++;
3516 p_ptr->wilderness_x++;
3519 ambush_flag = FALSE;
3524 p_ptr->wilderness_y--;
3525 p_ptr->oldpy = cur_hgt - 2;
3527 ambush_flag = FALSE;
3530 else if (y == MAX_HGT - 1)
3532 p_ptr->wilderness_y++;
3535 ambush_flag = FALSE;
3540 p_ptr->wilderness_x--;
3541 p_ptr->oldpx = cur_wid - 2;
3543 ambush_flag = FALSE;
3546 else if (x == MAX_WID - 1)
3548 p_ptr->wilderness_x++;
3551 ambush_flag = FALSE;
3554 p_ptr->leaving = TRUE;
3560 /* "Blocked" message appears later */
3561 /* oktomove = FALSE; */
3562 p_can_enter = FALSE;
3565 /* Get the monster */
3566 m_ptr = &m_list[c_ptr->m_idx];
3569 if (inventory[INVEN_RARM].name1 == ART_STORMBRINGER) stormbringer = TRUE;
3570 if (inventory[INVEN_LARM].name1 == ART_STORMBRINGER) stormbringer = TRUE;
3572 /* Player can not walk through "walls"... */
3573 /* unless in Shadow Form */
3574 p_can_kill_walls = p_ptr->kill_wall && have_flag(f_ptr->flags, FF_TUNNEL) &&
3575 !cave_floor_grid(c_ptr) && cave_valid_bold(y, x);
3577 /* Hack -- attack monsters */
3578 if (c_ptr->m_idx && (m_ptr->ml || p_can_enter || p_can_kill_walls))
3580 monster_race *r_ptr = &r_info[m_ptr->r_idx];
3582 /* Attack -- only if we can see it OR it is not in a wall */
3583 if (!is_hostile(m_ptr) &&
3584 !(p_ptr->confused || p_ptr->image || !m_ptr->ml || p_ptr->stun ||
3585 ((p_ptr->muta2 & MUT2_BERS_RAGE) && p_ptr->shero)) &&
3586 pattern_seq(py, px, y, x) && (p_can_enter || p_can_kill_walls))
3589 if (r_ptr->flags7 & RF7_HAS_LD_MASK) p_ptr->update |= (PU_MON_LITE);
3591 /* Extract monster name (or "it") */
3592 monster_desc(m_name, m_ptr, 0);
3596 /* Auto-Recall if possible and visible */
3597 monster_race_track(m_ptr->ap_r_idx);
3599 /* Track a new monster */
3600 health_track(c_ptr->m_idx);
3604 if ((stormbringer && (randint1(1000) > 666)) || (p_ptr->pclass == CLASS_BERSERKER))
3609 else if (monster_can_cross_terrain(cave[py][px].feat, r_ptr, 0))
3616 msg_format("%^s¤¬¼ÙËâ¤À¡ª", m_name);
3618 msg_format("%^s is in your way!", m_name);
3625 /* now continue on to 'movement' */
3634 if (oktomove && p_ptr->riding)
3636 if (riding_r_ptr->flags1 & RF1_NEVER_MOVE)
3639 msg_print("Æ°¤±¤Ê¤¤¡ª");
3641 msg_print("Can't move!");
3647 else if (riding_m_ptr->monfear)
3651 /* Acquire the monster name */
3652 monster_desc(m_name, riding_m_ptr, 0);
3654 /* Dump a message */
3656 msg_format("%s¤¬¶²Éݤ·¤Æ¤¤¤ÆÀ©¸æ¤Ç¤¤Ê¤¤¡£", m_name);
3658 msg_format("%^s is too scared to control.", m_name);
3663 else if (p_ptr->riding_ryoute)
3668 else if (have_flag(f_ptr->flags, FF_CAN_FLY) && (riding_r_ptr->flags7 & RF7_CAN_FLY))
3672 else if (have_flag(f_ptr->flags, FF_CAN_SWIM) && (riding_r_ptr->flags7 & RF7_CAN_SWIM))
3676 else if (have_flag(f_ptr->flags, FF_WATER) &&
3677 !(riding_r_ptr->flags7 & RF7_AQUATIC) &&
3678 (have_flag(f_ptr->flags, FF_DEEP) || (riding_r_ptr->flags2 & RF2_AURA_FIRE)))
3681 msg_format("%s¤Î¾å¤Ë¹Ô¤±¤Ê¤¤¡£", f_name + f_ptr->name);
3683 msg_print("Can't swim.");
3689 else if (!have_flag(f_ptr->flags, FF_WATER) && (riding_r_ptr->flags7 & RF7_AQUATIC))
3692 msg_format("%s¤«¤é¾å¤¬¤ì¤Ê¤¤¡£", f_name + f_info[cave[py][px].feat].name);
3694 msg_print("Can't land.");
3700 else if (have_flag(f_ptr->flags, FF_LAVA) && !(riding_r_ptr->flagsr & RFR_EFF_IM_FIRE_MASK))
3703 msg_format("%s¤Î¾å¤Ë¹Ô¤±¤Ê¤¤¡£", f_name + f_ptr->name);
3705 msg_print("Too hot to go through.");
3712 if (oktomove && riding_m_ptr->stunned && one_in_(2))
3715 monster_desc(m_name, riding_m_ptr, 0);
3717 msg_format("%s¤¬Û¯Û°¤È¤·¤Æ¤¤¤Æ¤¦¤Þ¤¯Æ°¤±¤Ê¤¤¡ª",m_name);
3719 msg_format("You cannot control stunned %s!",m_name);
3730 else if (!have_flag(f_ptr->flags, FF_MOVE) && have_flag(f_ptr->flags, FF_CAN_FLY) && !p_ptr->ffall)
3733 msg_format("¶õ¤òÈô¤Ð¤Ê¤¤¤È%s¤Î¾å¤Ë¤Ï¹Ô¤±¤Ê¤¤¡£", f_name + f_ptr->name);
3735 msg_format("You need to fly to go through the %s.", f_name + f_ptr->name);
3744 * Player can move through trees and
3745 * has effective -10 speed
3746 * Rangers can move without penality
3748 else if (have_flag(f_ptr->flags, FF_TREE) && !p_can_kill_walls)
3750 if ((p_ptr->pclass != CLASS_RANGER) && !p_ptr->ffall) energy_use *= 2;
3753 #ifdef ALLOW_EASY_DISARM /* TNB */
3755 /* Disarm a visible trap */
3756 else if ((do_pickup != easy_disarm) && have_flag(f_ptr->flags, FF_DISARM) && !c_ptr->mimic)
3758 bool ignore = FALSE;
3759 switch (c_ptr->feat)
3761 case FEAT_TRAP_TRAPDOOR:
3763 case FEAT_TRAP_SPIKED_PIT:
3764 case FEAT_TRAP_POISON_PIT:
3765 if (p_ptr->ffall) ignore = TRUE;
3767 case FEAT_TRAP_TELEPORT:
3768 if (p_ptr->anti_tele) ignore = TRUE;
3770 case FEAT_TRAP_FIRE:
3771 if (p_ptr->immune_fire) ignore = TRUE;
3773 case FEAT_TRAP_ACID:
3774 if (p_ptr->immune_acid) ignore = TRUE;
3776 case FEAT_TRAP_BLIND:
3777 if (p_ptr->resist_blind) ignore = TRUE;
3779 case FEAT_TRAP_CONFUSE:
3780 if (p_ptr->resist_conf) ignore = TRUE;
3782 case FEAT_TRAP_POISON:
3783 if (p_ptr->resist_pois) ignore = TRUE;
3785 case FEAT_TRAP_SLEEP:
3786 if (p_ptr->free_act) ignore = TRUE;
3792 (void)do_cmd_disarm_aux(y, x, dir);
3797 #endif /* ALLOW_EASY_DISARM -- TNB */
3799 /* Player can not walk through "walls" unless in wraith form...*/
3800 else if (!p_can_enter && !p_can_kill_walls)
3802 /* Feature code (applying "mimic" field) */
3803 s16b feat = get_feat_mimic(c_ptr);
3804 cptr name = f_name + f_info[feat].name;
3808 /* Disturb the player */
3811 /* Notice things in the dark */
3812 if ((!(c_ptr->info & (CAVE_MARK))) &&
3813 (p_ptr->blind || !(c_ptr->info & (CAVE_LITE))))
3815 /* Boundary floor mimic */
3816 if (boundary_floor_grid(c_ptr))
3819 msg_print("¤½¤ì°Ê¾åÀè¤Ë¤Ï¿Ê¤á¤Ê¤¤¤è¤¦¤À¡£");
3821 msg_print("You feel you cannot go any more.");
3825 /* Wall (or secret door) */
3829 msg_format("%s¤¬¹Ô¤¯¼ê¤ò¤Ï¤Ð¤ó¤Ç¤¤¤ë¤è¤¦¤À¡£", name);
3831 msg_format("You feel %s %s blocking your way.",
3832 is_a_vowel(name[0]) ? "an" : "a", name);
3835 c_ptr->info |= (CAVE_MARK);
3843 /* Boundary floor mimic */
3844 if (boundary_floor_grid(c_ptr))
3847 msg_print("¤½¤ì°Ê¾åÀè¤Ë¤Ï¿Ê¤á¤Ê¤¤¡£");
3849 msg_print("You cannot go any more.");
3852 if (!(p_ptr->confused || p_ptr->stun || p_ptr->image))
3856 /* Wall (or secret door) */
3859 #ifdef ALLOW_EASY_OPEN
3861 if (easy_open && is_closed_door(feat) && easy_open_door(y, x)) return;
3862 #endif /* ALLOW_EASY_OPEN */
3865 msg_format("%s¤¬¹Ô¤¯¼ê¤ò¤Ï¤Ð¤ó¤Ç¤¤¤ë¡£", name);
3867 msg_format("There is %s %s blocking your way.",
3868 is_a_vowel(name[0]) ? "an" : "a", name);
3872 * Well, it makes sense that you lose time bumping into
3873 * a wall _if_ you are confused, stunned or blind; but
3874 * typing mistakes should not cost you a turn...
3876 if (!(p_ptr->confused || p_ptr->stun || p_ptr->image))
3882 if (!boundary_floor_grid(c_ptr)) sound(SOUND_HITWALL);
3885 /* Normal movement */
3886 if (oktomove && !pattern_seq(py, px, y, x))
3888 if (!(p_ptr->confused || p_ptr->stun || p_ptr->image))
3893 /* To avoid a loop with running */
3899 /* Normal movement */
3906 if(!process_warning(x, y))
3913 /* Hack -- For moving monster or riding player's moving */
3914 cave[py][px].m_idx = c_ptr->m_idx;
3920 msg_format("%s¤ò²¡¤·Âऱ¤¿¡£", m_name);
3922 msg_format("You push past %s.", m_name);
3927 update_mon(cave[py][px].m_idx, TRUE);
3930 /* Change oldpx and oldpy to place the player well when going back to big mode */
3931 if (p_ptr->wild_mode)
3933 if(ddy[dir] > 0) p_ptr->oldpy = 1;
3934 if(ddy[dir] < 0) p_ptr->oldpy = MAX_HGT - 2;
3935 if(ddy[dir] == 0) p_ptr->oldpy = MAX_HGT / 2;
3936 if(ddx[dir] > 0) p_ptr->oldpx = 1;
3937 if(ddx[dir] < 0) p_ptr->oldpx = MAX_WID - 2;
3938 if(ddx[dir] == 0) p_ptr->oldpx = MAX_WID / 2;
3941 /* Save old location */
3945 /* Move the player */
3949 if (music_singing(MUSIC_WALL))
3951 project(0, 0, py, px,
3952 (60 + p_ptr->lev), GF_DISINTEGRATE, PROJECT_KILL | PROJECT_ITEM, -1);
3954 else if (p_can_kill_walls)
3956 cave_alter_feat(py, px, FF_HURT_DISI);
3958 /* Update some things -- similar to GF_KILL_WALL */
3959 p_ptr->update |= (PU_VIEW | PU_LITE | PU_FLOW | PU_MONSTERS | PU_MON_LITE);
3962 /* Remove "unsafe" flag */
3963 if ((!p_ptr->blind && !no_lite()) || !is_trap(c_ptr->feat)) c_ptr->info &= ~(CAVE_UNSAFE);
3967 riding_m_ptr->fy = py;
3968 riding_m_ptr->fx = px;
3969 cave[py][px].m_idx = p_ptr->riding;
3970 update_mon(p_ptr->riding, TRUE);
3973 /* Redraw new spot */
3976 /* Redraw old spot */
3980 /* sound(SOUND_WALK); */
3982 /* Check for new panel (redraw map) */
3985 /* For get everything when requested hehe I'm *NASTY* */
3986 if (dun_level && (d_info[dungeon_type].flags1 & DF1_FORGET))
3991 if ((p_ptr->pclass == CLASS_NINJA))
3993 if (c_ptr->info & (CAVE_GLOW)) set_superstealth(FALSE);
3994 else if (p_ptr->cur_lite <= 0) set_superstealth(TRUE);
3996 if ((p_ptr->action == ACTION_HAYAGAKE) && !cave_floor_bold(py, px))
3999 msg_print("¤³¤³¤Ç¤ÏÁÇÁ᤯ư¤±¤Ê¤¤¡£");
4001 msg_print("You cannot run in wall.");
4003 set_action(ACTION_NONE);
4007 p_ptr->update |= (PU_VIEW | PU_LITE | PU_FLOW | PU_MON_LITE);
4009 /* Update the monsters */
4010 p_ptr->update |= (PU_DISTANCE);
4013 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
4015 /* Spontaneous Searching */
4016 if ((p_ptr->skill_fos >= 50) ||
4017 (0 == randint0(50 - p_ptr->skill_fos)))
4022 /* Continuous Searching */
4023 if (p_ptr->action == ACTION_SEARCH)
4028 /* Handle "objects" */
4030 #ifdef ALLOW_EASY_DISARM /* TNB */
4032 carry(do_pickup != always_pickup);
4034 #else /* ALLOW_EASY_DISARM -- TNB */
4038 #endif /* ALLOW_EASY_DISARM -- TNB */
4040 /* Handle "store doors" */
4041 if (have_flag(f_ptr->flags, FF_STORE))
4047 /* Hack -- Enter store */
4048 command_new = SPECIAL_KEY_STORE;
4051 /* Handle "building doors" -KMW- */
4052 else if (have_flag(f_ptr->flags, FF_BLDG))
4058 /* Hack -- Enter building */
4059 command_new = SPECIAL_KEY_BUILDING;
4062 /* Handle quest areas -KMW- */
4063 else if (have_flag(f_ptr->flags, FF_QUEST_ENTER))
4069 /* Hack -- Enter quest level */
4070 command_new = SPECIAL_KEY_QUEST;
4073 else if (have_flag(f_ptr->flags, FF_QUEST_EXIT))
4075 if (quest[p_ptr->inside_quest].type == QUEST_TYPE_FIND_EXIT)
4077 if (record_fix_quest) do_cmd_write_nikki(NIKKI_FIX_QUEST_C, p_ptr->inside_quest, NULL);
4078 quest[p_ptr->inside_quest].status = QUEST_STATUS_COMPLETED;
4079 quest[p_ptr->inside_quest].complev = (byte)p_ptr->lev;
4081 msg_print("¥¯¥¨¥¹¥È¤òãÀ®¤·¤¿¡ª");
4083 msg_print("You accomplished your quest!");
4089 leave_quest_check();
4091 p_ptr->inside_quest = c_ptr->special;
4096 p_ptr->leaving = TRUE;
4099 /* Set off a trap */
4100 else if (have_flag(f_ptr->flags, FF_HIT_TRAP))
4110 msg_print("¥È¥é¥Ã¥×¤À¡ª");
4112 msg_print("You found a trap!");
4116 disclose_grid(py, px);
4120 hit_trap(break_trap);
4123 /* Warn when leaving trap detected region */
4124 if ((disturb_trap_detect || alert_trap_detect)
4125 && p_ptr->dtrap && !(cave[py][px].info & CAVE_IN_DETECT))
4127 /* No duplicate warning */
4128 p_ptr->dtrap = FALSE;
4130 /* You are just on the edge */
4131 if (!(cave[py][px].info & CAVE_UNSAFE))
4133 if (alert_trap_detect)
4136 msg_print("* Ãí°Õ:¤³¤ÎÀè¤Ï¥È¥é¥Ã¥×¤Î´¶ÃÎÈϰϳ°¤Ç¤¹¡ª *");
4138 msg_print("*Leaving trap detect region!*");
4142 if (disturb_trap_detect)
4152 static bool ignore_avoid_run;
4155 * Hack -- Check for a "known wall" (see below)
4157 static int see_wall(int dir, int y, int x)
4161 /* Get the new location */
4165 /* Illegal grids are not known walls */
4166 if (!in_bounds2(y, x)) return (FALSE);
4169 c_ptr = &cave[y][x];
4171 /* Must be known to the player */
4172 if (c_ptr->info & (CAVE_MARK))
4174 /* Feature code (applying "mimic" field) */
4175 s16b feat = get_feat_mimic(c_ptr);
4176 feature_type *f_ptr;
4178 /* Wall grids are known walls */
4179 if (!player_can_enter(feat, 0)) return TRUE;
4181 f_ptr = &f_info[feat];
4183 if (have_flag(f_ptr->flags, FF_AVOID_RUN) && !ignore_avoid_run)
4192 * Hack -- Check for an "unknown corner" (see below)
4194 static int see_nothing(int dir, int y, int x)
4196 /* Get the new location */
4200 /* Illegal grids are unknown */
4201 if (!in_bounds2(y, x)) return (TRUE);
4203 /* Memorized grids are always known */
4204 if (cave[y][x].info & (CAVE_MARK)) return (FALSE);
4206 /* Viewable door/wall grids are known */
4207 if (player_can_see_bold(y, x)) return (FALSE);
4218 * The running algorithm: -CJS-
4220 * In the diagrams below, the player has just arrived in the
4221 * grid marked as '@', and he has just come from a grid marked
4222 * as 'o', and he is about to enter the grid marked as 'x'.
4224 * Of course, if the "requested" move was impossible, then you
4225 * will of course be blocked, and will stop.
4227 * Overview: You keep moving until something interesting happens.
4228 * If you are in an enclosed space, you follow corners. This is
4229 * the usual corridor scheme. If you are in an open space, you go
4230 * straight, but stop before entering enclosed space. This is
4231 * analogous to reaching doorways. If you have enclosed space on
4232 * one side only (that is, running along side a wall) stop if
4233 * your wall opens out, or your open space closes in. Either case
4234 * corresponds to a doorway.
4236 * What happens depends on what you can really SEE. (i.e. if you
4237 * have no light, then running along a dark corridor is JUST like
4238 * running in a dark room.) The algorithm works equally well in
4239 * corridors, rooms, mine tailings, earthquake rubble, etc, etc.
4241 * These conditions are kept in static memory:
4242 * find_openarea You are in the open on at least one
4244 * find_breakleft You have a wall on the left, and will
4246 * find_breakright You have a wall on the right, and will
4249 * To initialize these conditions, we examine the grids adjacent
4250 * to the grid marked 'x', two on each side (marked 'L' and 'R').
4251 * If either one of the two grids on a given side is seen to be
4252 * closed, then that side is considered to be closed. If both
4253 * sides are closed, then it is an enclosed (corridor) run.
4259 * Looking at more than just the immediate squares is
4260 * significant. Consider the following case. A run along the
4261 * corridor will stop just before entering the center point,
4262 * because a choice is clearly established. Running in any of
4263 * three available directions will be defined as a corridor run.
4264 * Note that a minor hack is inserted to make the angled corridor
4265 * entry (with one side blocked near and the other side blocked
4266 * further away from the runner) work correctly. The runner moves
4267 * diagonally, but then saves the previous direction as being
4268 * straight into the gap. Otherwise, the tail end of the other
4269 * entry would be perceived as an alternative on the next move.
4277 * Likewise, a run along a wall, and then into a doorway (two
4278 * runs) will work correctly. A single run rightwards from @ will
4279 * stop at 1. Another run right and down will enter the corridor
4280 * and make the corner, stopping at the 2.
4282 * ##################
4284 * ########### ######
4288 * After any move, the function area_affect is called to
4289 * determine the new surroundings, and the direction of
4290 * subsequent moves. It examines the current player location
4291 * (at which the runner has just arrived) and the previous
4292 * direction (from which the runner is considered to have come).
4294 * Moving one square in some direction places you adjacent to
4295 * three or five new squares (for straight and diagonal moves
4296 * respectively) to which you were not previously adjacent,
4297 * marked as '!' in the diagrams below.
4300 * .o@! (normal) .o.! (diagonal)
4301 * ...! (east) ..@! (south east)
4304 * You STOP if any of the new squares are interesting in any way:
4305 * for example, if they contain visible monsters or treasure.
4307 * You STOP if any of the newly adjacent squares seem to be open,
4308 * and you are also looking for a break on that side. (that is,
4309 * find_openarea AND find_break).
4311 * You STOP if any of the newly adjacent squares do NOT seem to be
4312 * open and you are in an open area, and that side was previously
4315 * Corners: If you are not in the open (i.e. you are in a corridor)
4316 * and there is only one way to go in the new squares, then turn in
4317 * that direction. If there are more than two new ways to go, STOP.
4318 * If there are two ways to go, and those ways are separated by a
4319 * square which does not seem to be open, then STOP.
4321 * Otherwise, we have a potential corner. There are two new open
4322 * squares, which are also adjacent. One of the new squares is
4323 * diagonally located, the other is straight on (as in the diagram).
4324 * We consider two more squares further out (marked below as ?).
4326 * We assign "option" to the straight-on grid, and "option2" to the
4327 * diagonal grid, and "check_dir" to the grid marked 's'.
4333 * If they are both seen to be closed, then it is seen that no benefit
4334 * is gained from moving straight. It is a known corner. To cut the
4335 * corner, go diagonally, otherwise go straight, but pretend you
4336 * stepped diagonally into that next location for a full view next
4337 * time. Conversely, if one of the ? squares is not seen to be closed,
4338 * then there is a potential choice. We check to see whether it is a
4339 * potential corner or an intersection/room entrance. If the square
4340 * two spaces straight ahead, and the space marked with 's' are both
4341 * unknown space, then it is a potential corner and enter if
4342 * find_examine is set, otherwise must stop because it is not a
4343 * corner. (find_examine option is removed and always is TRUE.)
4350 * Hack -- allow quick "cycling" through the legal directions
4352 static byte cycle[] =
4353 { 1, 2, 3, 6, 9, 8, 7, 4, 1, 2, 3, 6, 9, 8, 7, 4, 1 };
4356 * Hack -- map each direction into the "middle" of the "cycle[]" array
4358 static byte chome[] =
4359 { 0, 8, 9, 10, 7, 0, 11, 6, 5, 4 };
4362 * The direction we are running
4364 static byte find_current;
4367 * The direction we came from
4369 static byte find_prevdir;
4372 * We are looking for open area
4374 static bool find_openarea;
4377 * We are looking for a break
4379 static bool find_breakright;
4380 static bool find_breakleft;
4385 * Initialize the running algorithm for a new direction.
4387 * Diagonal Corridor -- allow diaginal entry into corridors.
4389 * Blunt Corridor -- If there is a wall two spaces ahead and
4390 * we seem to be in a corridor, then force a turn into the side
4391 * corridor, must be moving straight into a corridor here. ???
4393 * Diagonal Corridor Blunt Corridor (?)
4398 static void run_init(int dir)
4400 int row, col, deepleft, deepright;
4401 int i, shortleft, shortright;
4404 /* Save the direction */
4407 /* Assume running straight */
4410 /* Assume looking for open area */
4411 find_openarea = TRUE;
4413 /* Assume not looking for breaks */
4414 find_breakright = find_breakleft = FALSE;
4416 /* Assume no nearby walls */
4417 deepleft = deepright = FALSE;
4418 shortright = shortleft = FALSE;
4423 /* Find the destination grid */
4424 row = py + ddy[dir];
4425 col = px + ddx[dir];
4427 ignore_avoid_run = have_flag(f_flags_bold(row, col), FF_AVOID_RUN);
4429 /* Extract cycle index */
4432 /* Check for walls */
4433 if (see_wall(cycle[i+1], py, px))
4435 find_breakleft = TRUE;
4438 else if (see_wall(cycle[i+1], row, col))
4440 find_breakleft = TRUE;
4444 /* Check for walls */
4445 if (see_wall(cycle[i-1], py, px))
4447 find_breakright = TRUE;
4450 else if (see_wall(cycle[i-1], row, col))
4452 find_breakright = TRUE;
4456 /* Looking for a break */
4457 if (find_breakleft && find_breakright)
4459 /* Not looking for open area */
4460 find_openarea = FALSE;
4462 /* Hack -- allow angled corridor entry */
4465 if (deepleft && !deepright)
4467 find_prevdir = cycle[i - 1];
4469 else if (deepright && !deepleft)
4471 find_prevdir = cycle[i + 1];
4475 /* Hack -- allow blunt corridor entry */
4476 else if (see_wall(cycle[i], row, col))
4478 if (shortleft && !shortright)
4480 find_prevdir = cycle[i - 2];
4482 else if (shortright && !shortleft)
4484 find_prevdir = cycle[i + 2];
4492 * Update the current "run" path
4494 * Return TRUE if the running should be stopped
4496 static bool run_test(void)
4498 int prev_dir, new_dir, check_dir = 0;
4501 int option = 0, option2 = 0;
4504 feature_type *f_ptr;
4506 /* Where we came from */
4507 prev_dir = find_prevdir;
4510 /* Range of newly adjacent grids */
4511 max = (prev_dir & 0x01) + 1;
4513 /* break run when leaving trap detected region */
4514 if ((disturb_trap_detect || alert_trap_detect)
4515 && p_ptr->dtrap && !(cave[py][px].info & CAVE_IN_DETECT))
4517 /* No duplicate warning */
4518 p_ptr->dtrap = FALSE;
4520 /* You are just on the edge */
4521 if (!(cave[py][px].info & CAVE_UNSAFE))
4523 if (alert_trap_detect)
4526 msg_print("* Ãí°Õ:¤³¤ÎÀè¤Ï¥È¥é¥Ã¥×¤Î´¶ÃÎÈϰϳ°¤Ç¤¹¡ª *");
4528 msg_print("*Leaving trap detect region!*");
4532 if (disturb_trap_detect)
4540 /* Look at every newly adjacent square. */
4541 for (i = -max; i <= max; i++)
4543 s16b this_o_idx, next_o_idx = 0;
4546 new_dir = cycle[chome[prev_dir] + i];
4549 row = py + ddy[new_dir];
4550 col = px + ddx[new_dir];
4553 c_ptr = &cave[row][col];
4555 /* Feature code (applying "mimic" field) */
4556 feat = get_feat_mimic(c_ptr);
4557 f_ptr = &f_info[feat];
4559 /* Visible monsters abort running */
4562 monster_type *m_ptr = &m_list[c_ptr->m_idx];
4564 /* Visible monster */
4565 if (m_ptr->ml) return (TRUE);
4568 /* Visible objects abort running */
4569 for (this_o_idx = c_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
4573 /* Acquire object */
4574 o_ptr = &o_list[this_o_idx];
4576 /* Acquire next object */
4577 next_o_idx = o_ptr->next_o_idx;
4579 /* Visible object */
4580 if (o_ptr->marked) return (TRUE);
4583 /* Assume unknown */
4586 /* Check memorized grids */
4587 if (c_ptr->info & (CAVE_MARK))
4589 bool notice = have_flag(f_ptr->flags, FF_NOTICE);
4591 if (notice && have_flag(f_ptr->flags, FF_MOVE))
4594 if (find_ignore_doors && have_flag(f_ptr->flags, FF_DOOR) && have_flag(f_ptr->flags, FF_CLOSE))
4596 /* Option -- ignore */
4601 else if (find_ignore_stairs && have_flag(f_ptr->flags, FF_STAIRS))
4603 /* Option -- ignore */
4608 else if (have_flag(f_ptr->flags, FF_LAVA) && (p_ptr->immune_fire || IS_INVULN()))
4615 else if (have_flag(f_ptr->flags, FF_WATER) && have_flag(f_ptr->flags, FF_DEEP) &&
4616 (p_ptr->ffall || p_ptr->can_swim ||
4617 p_ptr->total_weight <= (((u32b)adj_str_wgt[p_ptr->stat_ind[A_STR]]*(p_ptr->pclass == CLASS_BERSERKER ? 150 : 100)) / 2)))
4624 /* Interesting feature */
4625 if (notice) return (TRUE);
4627 /* The grid is "visible" */
4631 /* Analyze unknown grids and floors considering mimic */
4632 if (inv || !see_wall(0, row, col))
4634 /* Looking for open area */
4640 /* The first new direction. */
4646 /* Three new directions. Stop running. */
4652 /* Two non-adjacent new directions. Stop running. */
4653 else if (option != cycle[chome[prev_dir] + i - 1])
4658 /* Two new (adjacent) directions (case 1) */
4659 else if (new_dir & 0x01)
4661 check_dir = cycle[chome[prev_dir] + i - 2];
4665 /* Two new (adjacent) directions (case 2) */
4668 check_dir = cycle[chome[prev_dir] + i + 1];
4674 /* Obstacle, while looking for open area */
4681 /* Break to the right */
4682 find_breakright = TRUE;
4687 /* Break to the left */
4688 find_breakleft = TRUE;
4694 /* Looking for open area */
4697 /* Hack -- look again */
4698 for (i = -max; i < 0; i++)
4700 /* Unknown grid or non-wall XXX XXX XXX cave_floor_grid(c_ptr)) */
4701 if (!see_wall(cycle[chome[prev_dir] + i], py, px))
4703 /* Looking to break right */
4704 if (find_breakright)
4713 /* Looking to break left */
4721 /* Hack -- look again */
4722 for (i = max; i > 0; i--)
4724 /* Unknown grid or non-wall XXX XXX XXX cave_floor_grid(c_ptr)) */
4725 if (!see_wall(cycle[chome[prev_dir] + i], py, px))
4727 /* Looking to break left */
4737 /* Looking to break right */
4738 if (find_breakright)
4746 /* Not looking for open area */
4758 /* Primary option */
4759 find_current = option;
4761 /* No other options */
4762 find_prevdir = option;
4765 /* Two options, examining corners */
4768 /* Primary option */
4769 find_current = option;
4771 /* Hack -- allow curving */
4772 find_prevdir = option2;
4775 /* Two options, pick one */
4778 /* Get next location */
4779 row = py + ddy[option];
4780 col = px + ddx[option];
4782 /* Don't see that it is closed off. */
4783 /* This could be a potential corner or an intersection. */
4784 if (!see_wall(option, row, col) ||
4785 !see_wall(check_dir, row, col))
4787 /* Can not see anything ahead and in the direction we */
4788 /* are turning, assume that it is a potential corner. */
4789 if (see_nothing(option, row, col) &&
4790 see_nothing(option2, row, col))
4792 find_current = option;
4793 find_prevdir = option2;
4796 /* STOP: we are next to an intersection or a room */
4803 /* This corner is seen to be enclosed; we cut the corner. */
4806 find_current = option2;
4807 find_prevdir = option2;
4810 /* This corner is seen to be enclosed, and we */
4811 /* deliberately go the long way. */
4814 find_current = option;
4815 find_prevdir = option2;
4820 /* About to hit a known wall, stop */
4821 if (see_wall(find_current, py, px))
4833 * Take one step along the current "run" path
4835 void run_step(int dir)
4840 /* Ignore AVOID_RUN on a first step */
4841 ignore_avoid_run = TRUE;
4843 /* Hack -- do not start silly run */
4844 if (see_wall(dir, py, px))
4848 msg_print("¤½¤ÎÊý¸þ¤Ë¤ÏÁö¤ì¤Þ¤»¤ó¡£");
4850 msg_print("You cannot run in that direction.");
4878 /* Decrease the run counter */
4879 if (--running <= 0) return;
4884 /* Move the player, using the "pickup" flag */
4885 #ifdef ALLOW_EASY_DISARM /* TNB */
4887 move_player(find_current, FALSE, FALSE);
4889 #else /* ALLOW_EASY_DISARM -- TNB */
4891 move_player(find_current, always_pickup, FALSE);
4893 #endif /* ALLOW_EASY_DISARM -- TNB */
4895 if (player_bold(p_ptr->run_py, p_ptr->run_px))