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 = ((p_ptr->to_h_b + plus) * 4) + (p_ptr->lev * 2);
93 /* Snipers can shot more critically with crossbows */
94 if (p_ptr->concent) i += ((i * p_ptr->concent) / 5);
95 if ((p_ptr->pclass == CLASS_SNIPER) && (p_ptr->tval_ammo == TV_BOLT)) i *= 2;
98 if (randint1(5000) <= i)
100 k = weight * randint1(500);
105 msg_print("¼ê¤´¤¿¤¨¤¬¤¢¤Ã¤¿¡ª");
107 msg_print("It was a good hit!");
115 msg_print("¤«¤Ê¤ê¤Î¼ê¤´¤¿¤¨¤¬¤¢¤Ã¤¿¡ª");
117 msg_print("It was a great hit!");
125 msg_print("²ñ¿´¤Î°ì·â¤À¡ª");
127 msg_print("It was a superb hit!");
140 * Critical hits (by player)
142 * Factor in weapon weight, total plusses, player level.
144 s16b critical_norm(int weight, int plus, int dam, s16b meichuu, int mode)
148 /* Extract "blow" power */
149 i = (weight + (meichuu * 3 + plus * 5) + (p_ptr->lev * 3));
152 if ((randint1((p_ptr->pclass == CLASS_NINJA) ? 4444 : 5000) <= i) || (mode == HISSATSU_MAJIN) || (mode == HISSATSU_3DAN))
154 k = weight + randint1(650);
155 if ((mode == HISSATSU_MAJIN) || (mode == HISSATSU_3DAN)) k+= randint1(650);
160 msg_print("¼ê¤´¤¿¤¨¤¬¤¢¤Ã¤¿¡ª");
162 msg_print("It was a good hit!");
170 msg_print("¤«¤Ê¤ê¤Î¼ê¤´¤¿¤¨¤¬¤¢¤Ã¤¿¡ª");
172 msg_print("It was a great hit!");
180 msg_print("²ñ¿´¤Î°ì·â¤À¡ª");
182 msg_print("It was a superb hit!");
190 msg_print("ºÇ¹â¤Î²ñ¿´¤Î°ì·â¤À¡ª");
192 msg_print("It was a *GREAT* hit!");
200 msg_print("ÈæÎà¤Ê¤ºÇ¹â¤Î²ñ¿´¤Î°ì·â¤À¡ª");
202 msg_print("It was a *SUPERB* hit!");
205 dam = ((7 * dam) / 2) + 25;
215 * Extract the "total damage" from a given object hitting a given monster.
217 * Note that "flasks of oil" do NOT do fire damage, although they
218 * certainly could be made to do so. XXX XXX
220 * Note that most brands and slays are x3, except Slay Animal (x2),
221 * Slay Evil (x2), and Kill dragon (x5).
223 s16b tot_dam_aux(object_type *o_ptr, int tdam, monster_type *m_ptr, int mode, bool thrown)
227 monster_race *r_ptr = &r_info[m_ptr->r_idx];
229 u32b flgs[TR_FLAG_SIZE];
231 /* Extract the flags */
232 object_flags(o_ptr, flgs);
237 if (p_ptr->special_attack & (ATTACK_ACID)) add_flag(flgs, TR_BRAND_ACID);
238 if (p_ptr->special_attack & (ATTACK_COLD)) add_flag(flgs, TR_BRAND_COLD);
239 if (p_ptr->special_attack & (ATTACK_ELEC)) add_flag(flgs, TR_BRAND_ELEC);
240 if (p_ptr->special_attack & (ATTACK_FIRE)) add_flag(flgs, TR_BRAND_FIRE);
241 if (p_ptr->special_attack & (ATTACK_POIS)) add_flag(flgs, TR_BRAND_POIS);
244 /* Some "weapons" and "ammo" do extra damage */
256 if ((have_flag(flgs, TR_SLAY_ANIMAL)) &&
257 (r_ptr->flags3 & RF3_ANIMAL))
259 if (is_original_ap_and_seen(m_ptr))
261 r_ptr->r_flags3 |= RF3_ANIMAL;
264 if (mult < 25) mult = 25;
268 if ((have_flag(flgs, TR_KILL_ANIMAL)) &&
269 (r_ptr->flags3 & RF3_ANIMAL))
271 if (is_original_ap_and_seen(m_ptr))
273 r_ptr->r_flags3 |= RF3_ANIMAL;
276 if (mult < 40) mult = 40;
280 if ((have_flag(flgs, TR_SLAY_EVIL)) &&
281 (r_ptr->flags3 & RF3_EVIL))
283 if (is_original_ap_and_seen(m_ptr))
285 r_ptr->r_flags3 |= RF3_EVIL;
288 if (mult < 20) mult = 20;
292 if ((have_flag(flgs, TR_KILL_EVIL)) &&
293 (r_ptr->flags3 & RF3_EVIL))
295 if (is_original_ap_and_seen(m_ptr))
297 r_ptr->r_flags3 |= RF3_EVIL;
300 if (mult < 35) mult = 35;
304 if ((have_flag(flgs, TR_SLAY_HUMAN)) &&
305 (r_ptr->flags2 & RF2_HUMAN))
307 if (is_original_ap_and_seen(m_ptr))
309 r_ptr->r_flags2 |= RF2_HUMAN;
312 if (mult < 25) mult = 25;
316 if ((have_flag(flgs, TR_KILL_HUMAN)) &&
317 (r_ptr->flags2 & RF2_HUMAN))
319 if (is_original_ap_and_seen(m_ptr))
321 r_ptr->r_flags2 |= RF2_HUMAN;
324 if (mult < 40) mult = 40;
328 if ((have_flag(flgs, TR_SLAY_UNDEAD)) &&
329 (r_ptr->flags3 & RF3_UNDEAD))
331 if (is_original_ap_and_seen(m_ptr))
333 r_ptr->r_flags3 |= RF3_UNDEAD;
336 if (mult < 30) mult = 30;
340 if ((have_flag(flgs, TR_KILL_UNDEAD)) &&
341 (r_ptr->flags3 & RF3_UNDEAD))
343 if (is_original_ap_and_seen(m_ptr))
345 r_ptr->r_flags3 |= RF3_UNDEAD;
348 if (mult < 50) mult = 50;
352 if ((have_flag(flgs, TR_SLAY_DEMON)) &&
353 (r_ptr->flags3 & RF3_DEMON))
355 if (is_original_ap_and_seen(m_ptr))
357 r_ptr->r_flags3 |= RF3_DEMON;
360 if (mult < 30) mult = 30;
364 if ((have_flag(flgs, TR_KILL_DEMON)) &&
365 (r_ptr->flags3 & RF3_DEMON))
367 if (is_original_ap_and_seen(m_ptr))
369 r_ptr->r_flags3 |= RF3_DEMON;
372 if (mult < 50) mult = 50;
376 if ((have_flag(flgs, TR_SLAY_ORC)) &&
377 (r_ptr->flags3 & RF3_ORC))
379 if (is_original_ap_and_seen(m_ptr))
381 r_ptr->r_flags3 |= RF3_ORC;
384 if (mult < 30) mult = 30;
388 if ((have_flag(flgs, TR_KILL_ORC)) &&
389 (r_ptr->flags3 & RF3_ORC))
391 if (is_original_ap_and_seen(m_ptr))
393 r_ptr->r_flags3 |= RF3_ORC;
396 if (mult < 50) mult = 50;
400 if ((have_flag(flgs, TR_SLAY_TROLL)) &&
401 (r_ptr->flags3 & RF3_TROLL))
403 if (is_original_ap_and_seen(m_ptr))
405 r_ptr->r_flags3 |= RF3_TROLL;
408 if (mult < 30) mult = 30;
412 if ((have_flag(flgs, TR_KILL_TROLL)) &&
413 (r_ptr->flags3 & RF3_TROLL))
415 if (is_original_ap_and_seen(m_ptr))
417 r_ptr->r_flags3 |= RF3_TROLL;
420 if (mult < 50) mult = 50;
424 if ((have_flag(flgs, TR_SLAY_GIANT)) &&
425 (r_ptr->flags3 & RF3_GIANT))
427 if (is_original_ap_and_seen(m_ptr))
429 r_ptr->r_flags3 |= RF3_GIANT;
432 if (mult < 30) mult = 30;
436 if ((have_flag(flgs, TR_KILL_GIANT)) &&
437 (r_ptr->flags3 & RF3_GIANT))
439 if (is_original_ap_and_seen(m_ptr))
441 r_ptr->r_flags3 |= RF3_GIANT;
444 if (mult < 50) mult = 50;
448 if ((have_flag(flgs, TR_SLAY_DRAGON)) &&
449 (r_ptr->flags3 & RF3_DRAGON))
451 if (is_original_ap_and_seen(m_ptr))
453 r_ptr->r_flags3 |= RF3_DRAGON;
456 if (mult < 30) mult = 30;
460 if ((have_flag(flgs, TR_KILL_DRAGON)) &&
461 (r_ptr->flags3 & RF3_DRAGON))
463 if (is_original_ap_and_seen(m_ptr))
465 r_ptr->r_flags3 |= RF3_DRAGON;
468 if (mult < 50) mult = 50;
470 if ((o_ptr->name1 == ART_NOTHUNG) && (m_ptr->r_idx == MON_FAFNER))
474 /* Hex - Slay Good (Runesword) */
475 if (hex_spelling(HEX_RUNESWORD) &&
476 (r_ptr->flags3 & RF3_GOOD))
478 if (is_original_ap_and_seen(m_ptr))
480 r_ptr->r_flags3 |= RF3_GOOD;
483 if (mult < 20) mult = 20;
487 if (have_flag(flgs, TR_BRAND_ACID))
489 /* Notice immunity */
490 if (r_ptr->flagsr & RFR_EFF_IM_ACID_MASK)
492 if (is_original_ap_and_seen(m_ptr))
494 r_ptr->r_flagsr |= (r_ptr->flagsr & RFR_EFF_IM_ACID_MASK);
498 /* Otherwise, take the damage */
501 if (mult < 25) mult = 25;
506 if (have_flag(flgs, TR_BRAND_ELEC))
508 /* Notice immunity */
509 if (r_ptr->flagsr & RFR_EFF_IM_ELEC_MASK)
511 if (is_original_ap_and_seen(m_ptr))
513 r_ptr->r_flagsr |= (r_ptr->flagsr & RFR_EFF_IM_ELEC_MASK);
517 /* Otherwise, take the damage */
520 if (mult < 25) mult = 25;
525 if (have_flag(flgs, TR_BRAND_FIRE))
527 /* Notice immunity */
528 if (r_ptr->flagsr & RFR_EFF_IM_FIRE_MASK)
530 if (is_original_ap_and_seen(m_ptr))
532 r_ptr->r_flagsr |= (r_ptr->flagsr & RFR_EFF_IM_FIRE_MASK);
536 /* Otherwise, take the damage */
539 if (r_ptr->flags3 & RF3_HURT_FIRE)
541 if (mult < 50) mult = 50;
542 if (is_original_ap_and_seen(m_ptr))
544 r_ptr->r_flags3 |= RF3_HURT_FIRE;
547 else if (mult < 25) mult = 25;
552 if (have_flag(flgs, TR_BRAND_COLD))
554 /* Notice immunity */
555 if (r_ptr->flagsr & RFR_EFF_IM_COLD_MASK)
557 if (is_original_ap_and_seen(m_ptr))
559 r_ptr->r_flagsr |= (r_ptr->flagsr & RFR_EFF_IM_COLD_MASK);
562 /* Otherwise, take the damage */
565 if (r_ptr->flags3 & RF3_HURT_COLD)
567 if (mult < 50) mult = 50;
568 if (is_original_ap_and_seen(m_ptr))
570 r_ptr->r_flags3 |= RF3_HURT_COLD;
573 else if (mult < 25) mult = 25;
578 if (have_flag(flgs, TR_BRAND_POIS))
580 /* Notice immunity */
581 if (r_ptr->flagsr & RFR_EFF_IM_POIS_MASK)
583 if (is_original_ap_and_seen(m_ptr))
585 r_ptr->r_flagsr |= (r_ptr->flagsr & RFR_EFF_IM_POIS_MASK);
589 /* Otherwise, take the damage */
592 if (mult < 25) mult = 25;
597 if (p_ptr->pclass == CLASS_SAMURAI)
599 mult = mult_hissatsu(mult, flgs, m_ptr, mode);
602 if ((p_ptr->pclass != CLASS_SAMURAI) && (have_flag(flgs, TR_FORCE_WEAPON)) && (p_ptr->csp > (o_ptr->dd * o_ptr->ds / 5)))
604 p_ptr->csp -= (1+(o_ptr->dd * o_ptr->ds / 5));
605 p_ptr->redraw |= (PR_MANA);
606 mult = mult * 3 / 2 + 20;
611 if (mult > 150) mult = 150;
613 /* Return the total damage */
614 return (tdam * mult / 10);
619 * Search for hidden things
625 s16b this_o_idx, next_o_idx = 0;
630 /* Start with base search ability */
631 chance = p_ptr->skill_srh;
633 /* Penalize various conditions */
634 if (p_ptr->blind || no_lite()) chance = chance / 10;
635 if (p_ptr->confused || p_ptr->image) chance = chance / 10;
637 /* Search the nearby grids, which are always in bounds */
638 for (y = (py - 1); y <= (py + 1); y++)
640 for (x = (px - 1); x <= (px + 1); x++)
642 /* Sometimes, notice things */
643 if (randint0(100) < chance)
645 /* Access the grid */
649 if (c_ptr->mimic && is_trap(c_ptr->feat))
656 msg_print("¥È¥é¥Ã¥×¤òȯ¸«¤·¤¿¡£");
658 msg_print("You have found a trap.");
666 if (is_hidden_door(c_ptr))
670 msg_print("±£¤·¥É¥¢¤òȯ¸«¤·¤¿¡£");
672 msg_print("You have found a secret door.");
682 /* Scan all objects in the grid */
683 for (this_o_idx = c_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
688 o_ptr = &o_list[this_o_idx];
690 /* Acquire next object */
691 next_o_idx = o_ptr->next_o_idx;
693 /* Skip non-chests */
694 if (o_ptr->tval != TV_CHEST) continue;
696 /* Skip non-trapped chests */
697 if (!chest_traps[o_ptr->pval]) continue;
700 if (!object_is_known(o_ptr))
704 msg_print("È¢¤Ë»Å³Ý¤±¤é¤ì¤¿¥È¥é¥Ã¥×¤òȯ¸«¤·¤¿¡ª");
706 msg_print("You have discovered a trap on the chest!");
723 * Helper routine for py_pickup() and py_pickup_floor().
725 * Add the given dungeon object to the character's inventory.
727 * Delete the object afterwards.
729 void py_pickup_aux(int o_idx)
735 * ¥¢¥¤¥Æ¥à¤ò½¦¤Ã¤¿ºÝ¤Ë¡Ö£²¤Ä¤Î¥±¡¼¥¤ò»ý¤Ã¤Æ¤¤¤ë¡×
736 * "You have two cakes." ¤È¥¢¥¤¥Æ¥à¤ò½¦¤Ã¤¿¸å¤Î¹ç·×¤Î¤ß¤Îɽ¼¨¤¬¥ª¥ê¥¸¥Ê¥ë
738 * ¤¢¤ë¤È¤¤¤¦»ØŦ¤ò¤¦¤±¤¿¤Î¤Ç¡¢¡Ö¡Á¤ò½¦¤Ã¤¿¡¢¡Á¤ò»ý¤Ã¤Æ¤¤¤ë¡×¤È¤¤¤¦É½¼¨
739 * ¤Ë¤«¤¨¤Æ¤¢¤ë¡£¤½¤Î¤¿¤á¤ÎÇÛÎó¡£
741 char o_name[MAX_NLEN];
742 char old_name[MAX_NLEN];
746 char o_name[MAX_NLEN];
751 o_ptr = &o_list[o_idx];
754 /* Describe the object */
755 object_desc(old_name, o_ptr, OD_NAME_ONLY);
756 object_desc_kosuu(kazu_str, o_ptr);
757 hirottakazu = o_ptr->number;
759 /* Carry the object */
760 slot = inven_carry(o_ptr);
762 /* Get the object again */
763 o_ptr = &inventory[slot];
765 /* Delete the object */
766 delete_object_idx(o_idx);
768 if (p_ptr->pseikaku == SEIKAKU_MUNCHKIN)
770 bool old_known = identify_item(o_ptr);
772 /* Auto-inscription/destroy */
773 autopick_alter_item(slot, (bool)(destroy_identify && !old_known));
775 /* If it is destroyed, don't pick it up */
776 if (o_ptr->marked & OM_AUTODESTROY) return;
779 /* Describe the object */
780 object_desc(o_name, o_ptr, 0);
784 if ((o_ptr->name1 == ART_CRIMSON) && (p_ptr->pseikaku == SEIKAKU_COMBAT))
786 msg_format("¤³¤¦¤·¤Æ¡¢%s¤Ï¡Ø¥¯¥ê¥à¥¾¥ó¡Ù¤ò¼ê¤ËÆþ¤ì¤¿¡£", player_name);
787 msg_print("¤·¤«¤·º£¡¢¡Øº®Æ٤Υµ¡¼¥Ú¥ó¥È¡Ù¤ÎÊü¤Ã¤¿¥â¥ó¥¹¥¿¡¼¤¬¡¢");
788 msg_format("%s¤Ë½±¤¤¤«¤«¤ë¡¥¡¥¡¥", player_name);
794 msg_format("%s(%c)¤ò»ý¤Ã¤Æ¤¤¤ë¡£",o_name, index_to_label(slot));
798 if (o_ptr->number > hirottakazu) {
799 msg_format("%s½¦¤Ã¤Æ¡¢%s(%c)¤ò»ý¤Ã¤Æ¤¤¤ë¡£",
800 kazu_str, o_name, index_to_label(slot));
802 msg_format("%s(%c)¤ò½¦¤Ã¤¿¡£", o_name, index_to_label(slot));
806 strcpy(record_o_name, old_name);
808 msg_format("You have %s (%c).", o_name, index_to_label(slot));
809 strcpy(record_o_name, o_name);
814 /* Check if completed a quest */
815 for (i = 0; i < max_quests; i++)
817 if ((quest[i].type == QUEST_TYPE_FIND_ARTIFACT) &&
818 (quest[i].status == QUEST_STATUS_TAKEN) &&
819 (quest[i].k_idx == o_ptr->name1))
821 if (record_fix_quest) do_cmd_write_nikki(NIKKI_FIX_QUEST_C, i, NULL);
822 quest[i].status = QUEST_STATUS_COMPLETED;
823 quest[i].complev = (byte)p_ptr->lev;
825 msg_print("¥¯¥¨¥¹¥È¤òãÀ®¤·¤¿¡ª");
827 msg_print("You completed your quest!");
837 * Player "wants" to pick up an object or gold.
838 * Note that we ONLY handle things that can be picked up.
839 * See "move_player()" for handling of other things.
841 void carry(bool pickup)
843 cave_type *c_ptr = &cave[py][px];
845 s16b this_o_idx, next_o_idx = 0;
847 char o_name[MAX_NLEN];
849 /* Recenter the map around the player */
853 p_ptr->update |= (PU_MONSTERS);
856 p_ptr->redraw |= (PR_MAP);
859 p_ptr->window |= (PW_OVERHEAD);
864 /* Automatically pickup/destroy/inscribe items */
865 autopick_pickup_items(c_ptr);
868 #ifdef ALLOW_EASY_FLOOR
872 py_pickup_floor(pickup);
876 #endif /* ALLOW_EASY_FLOOR */
878 /* Scan the pile of objects */
879 for (this_o_idx = c_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
884 o_ptr = &o_list[this_o_idx];
886 #ifdef ALLOW_EASY_SENSE /* TNB */
888 /* Option: Make item sensing easy */
891 /* Sense the object */
892 (void)sense_object(o_ptr);
895 #endif /* ALLOW_EASY_SENSE -- TNB */
897 /* Describe the object */
898 object_desc(o_name, o_ptr, 0);
900 /* Acquire next object */
901 next_o_idx = o_ptr->next_o_idx;
903 /* Hack -- disturb */
907 if (o_ptr->tval == TV_GOLD)
909 int value = (long)o_ptr->pval;
911 /* Delete the gold */
912 delete_object_idx(this_o_idx);
916 msg_format(" $%ld ¤Î²ÁÃͤ¬¤¢¤ë%s¤ò¸«¤Ä¤±¤¿¡£",
917 (long)value, o_name);
919 msg_format("You collect %ld gold pieces worth of %s.",
920 (long)value, o_name);
926 /* Collect the gold */
930 p_ptr->redraw |= (PR_GOLD);
933 p_ptr->window |= (PW_PLAYER);
936 /* Pick up objects */
939 /* Hack - some objects were handled in autopick_pickup_items(). */
940 if (o_ptr->marked & OM_NOMSG)
942 /* Clear the flag. */
943 o_ptr->marked &= ~OM_NOMSG;
945 /* Describe the object */
949 msg_format("%s¤¬¤¢¤ë¡£", o_name);
951 msg_format("You see %s.", o_name);
956 /* Note that the pack is too full */
957 else if (!inven_carry_okay(o_ptr))
960 msg_format("¥¶¥Ã¥¯¤Ë¤Ï%s¤òÆþ¤ì¤ë·ä´Ö¤¬¤Ê¤¤¡£", o_name);
962 msg_format("You have no room for %s.", o_name);
967 /* Pick up the item (if requested and allowed) */
972 /* Hack -- query every item */
973 if (carry_query_flag)
975 char out_val[MAX_NLEN+20];
977 sprintf(out_val, "%s¤ò½¦¤¤¤Þ¤¹¤«? ", o_name);
979 sprintf(out_val, "Pick up %s? ", o_name);
982 okay = get_check(out_val);
985 /* Attempt to pick up an object. */
988 /* Pick up the object */
989 py_pickup_aux(this_o_idx);
998 * Determine if a trap affects the player.
999 * Always miss 5% of the time, Always hit 5% of the time.
1000 * Otherwise, match trap power against player armor.
1002 static int check_hit(int power)
1006 /* Percentile dice */
1009 /* Hack -- 5% hit, 5% miss */
1010 if (k < 10) return (k < 5);
1012 if (p_ptr->pseikaku == SEIKAKU_NAMAKE)
1013 if (one_in_(20)) return (TRUE);
1015 /* Paranoia -- No power */
1016 if (power <= 0) return (FALSE);
1019 ac = p_ptr->ac + p_ptr->to_a;
1021 /* Power competes against Armor */
1022 if (randint1(power) > ((ac * 3) / 4)) return (TRUE);
1031 * Handle player hitting a real trap
1033 static void hit_trap(bool break_trap)
1038 /* Get the cave grid */
1039 cave_type *c_ptr = &cave[y][x];
1040 feature_type *f_ptr = &f_info[c_ptr->feat];
1041 int trap_feat_type = have_flag(f_ptr->flags, FF_TRAP) ? f_ptr->subtype : NOT_TRAP;
1044 cptr name = "¥È¥é¥Ã¥×";
1046 cptr name = "a trap";
1049 /* Disturb the player */
1052 cave_alter_feat(y, x, FF_HIT_TRAP);
1054 /* Analyze XXX XXX XXX */
1055 switch (trap_feat_type)
1059 if (p_ptr->levitation)
1062 msg_print("Íî¤È¤·¸Í¤òÈô¤Ó±Û¤¨¤¿¡£");
1064 msg_print("You fly over a trap door.");
1071 msg_print("Íî¤È¤·¸Í¤ËÍî¤Á¤¿¡ª");
1072 if ((p_ptr->pseikaku == SEIKAKU_COMBAT) || (inventory[INVEN_BOW].name1 == ART_CRIMSON))
1073 msg_print("¤¯¤Ã¤½¡Á¡ª");
1075 msg_print("You have fallen through a trap door!");
1079 dam = damroll(2, 8);
1083 name = "a trap door";
1086 take_hit(DAMAGE_NOESCAPE, dam, name, -1);
1088 /* Still alive and autosave enabled */
1089 if (autosave_l && (p_ptr->chp >= 0))
1090 do_cmd_save_game(TRUE);
1093 do_cmd_write_nikki(NIKKI_BUNSHOU, 0, "Íî¤È¤·¸Í¤ËÍî¤Á¤¿");
1095 do_cmd_write_nikki(NIKKI_BUNSHOU, 0, "You have fallen through a trap door!");
1097 prepare_change_floor_mode(CFM_SAVE_FLOORS | CFM_DOWN | CFM_RAND_PLACE | CFM_RAND_CONNECT);
1100 p_ptr->leaving = TRUE;
1107 if (p_ptr->levitation)
1110 msg_print("Íî¤È¤··ê¤òÈô¤Ó±Û¤¨¤¿¡£");
1112 msg_print("You fly over a pit trap.");
1119 msg_print("Íî¤È¤··ê¤ËÍî¤Á¤Æ¤·¤Þ¤Ã¤¿¡ª");
1121 msg_print("You have fallen into a pit!");
1124 dam = damroll(2, 6);
1128 name = "a pit trap";
1131 take_hit(DAMAGE_NOESCAPE, dam, name, -1);
1136 case TRAP_SPIKED_PIT:
1138 if (p_ptr->levitation)
1141 msg_print("¥È¥²¤Î¤¢¤ëÍî¤È¤··ê¤òÈô¤Ó±Û¤¨¤¿¡£");
1143 msg_print("You fly over a spiked pit.");
1150 msg_print("¥¹¥Ñ¥¤¥¯¤¬Éߤ«¤ì¤¿Íî¤È¤··ê¤ËÍî¤Á¤Æ¤·¤Þ¤Ã¤¿¡ª");
1152 msg_print("You fall into a spiked pit!");
1160 name = "a pit trap";
1163 dam = damroll(2, 6);
1165 /* Extra spike damage */
1166 if (randint0(100) < 50)
1169 msg_print("¥¹¥Ñ¥¤¥¯¤¬»É¤µ¤Ã¤¿¡ª");
1171 msg_print("You are impaled!");
1176 name = "¥È¥²¤Î¤¢¤ëÍî¤È¤··ê";
1178 name = "a spiked pit";
1182 (void)set_cut(p_ptr->cut + randint1(dam));
1185 /* Take the damage */
1186 take_hit(DAMAGE_NOESCAPE, dam, name, -1);
1191 case TRAP_POISON_PIT:
1193 if (p_ptr->levitation)
1196 msg_print("¥È¥²¤Î¤¢¤ëÍî¤È¤··ê¤òÈô¤Ó±Û¤¨¤¿¡£");
1198 msg_print("You fly over a spiked pit.");
1205 msg_print("¥¹¥Ñ¥¤¥¯¤¬Éߤ«¤ì¤¿Íî¤È¤··ê¤ËÍî¤Á¤Æ¤·¤Þ¤Ã¤¿¡ª");
1207 msg_print("You fall into a spiked pit!");
1212 dam = damroll(2, 6);
1217 name = "a pit trap";
1221 /* Extra spike damage */
1222 if (randint0(100) < 50)
1225 msg_print("ÆǤòÅɤé¤ì¤¿¥¹¥Ñ¥¤¥¯¤¬»É¤µ¤Ã¤¿¡ª");
1227 msg_print("You are impaled on poisonous spikes!");
1232 name = "¥È¥²¤Î¤¢¤ëÍî¤È¤··ê";
1234 name = "a spiked pit";
1239 (void)set_cut(p_ptr->cut + randint1(dam));
1241 if (p_ptr->resist_pois || IS_OPPOSE_POIS())
1244 msg_print("¤·¤«¤·ÆǤαƶÁ¤Ï¤Ê¤«¤Ã¤¿¡ª");
1246 msg_print("The poison does not affect you!");
1254 (void)set_poisoned(p_ptr->poisoned + randint1(dam));
1258 /* Take the damage */
1259 take_hit(DAMAGE_NOESCAPE, dam, name, -1);
1268 msg_print("²¿¤«¤¬¥Ô¥«¥Ã¤È¸÷¤Ã¤¿¡ª");
1270 msg_print("There is a flash of shimmering light!");
1273 num = 2 + randint1(3);
1274 for (i = 0; i < num; i++)
1276 (void)summon_specific(0, y, x, dun_level, 0, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE | PM_NO_PET));
1279 if (dun_level > randint1(100)) /* No nasty effect for low levels */
1281 bool stop_ty = FALSE;
1286 stop_ty = activate_ty_curse(stop_ty, &count);
1296 msg_print("¥Æ¥ì¥Ý¡¼¥È¡¦¥È¥é¥Ã¥×¤Ë¤Ò¤Ã¤«¤«¤Ã¤¿¡ª");
1298 msg_print("You hit a teleport trap!");
1301 teleport_player(100, TELEPORT_PASSIVE);
1308 msg_print("±ê¤ËÊñ¤Þ¤ì¤¿¡ª");
1310 msg_print("You are enveloped in flames!");
1313 dam = damroll(4, 6);
1315 (void)fire_dam(dam, "±ê¤Î¥È¥é¥Ã¥×", -1);
1317 (void)fire_dam(dam, "a fire trap", -1);
1326 msg_print("»À¤¬¿á¤¤«¤±¤é¤ì¤¿¡ª");
1328 msg_print("You are splashed with acid!");
1331 dam = damroll(4, 6);
1333 (void)acid_dam(dam, "»À¤Î¥È¥é¥Ã¥×", -1);
1335 (void)acid_dam(dam, "an acid trap", -1);
1346 msg_print("¾®¤µ¤Ê¥À¡¼¥Ä¤¬Èô¤ó¤Ç¤¤Æ»É¤µ¤Ã¤¿¡ª");
1348 msg_print("A small dart hits you!");
1351 dam = damroll(1, 4);
1353 take_hit(DAMAGE_ATTACK, dam, "¥À¡¼¥Ä¤Îæ«", -1);
1355 take_hit(DAMAGE_ATTACK, dam, "a dart trap", -1);
1358 if (!CHECK_MULTISHADOW()) (void)set_slow(p_ptr->slow + randint0(20) + 20, FALSE);
1363 msg_print("¾®¤µ¤Ê¥À¡¼¥Ä¤¬Èô¤ó¤Ç¤¤¿¡ª¤¬¡¢±¿Îɤ¯Åö¤¿¤é¤Ê¤«¤Ã¤¿¡£");
1365 msg_print("A small dart barely misses you.");
1377 msg_print("¾®¤µ¤Ê¥À¡¼¥Ä¤¬Èô¤ó¤Ç¤¤Æ»É¤µ¤Ã¤¿¡ª");
1379 msg_print("A small dart hits you!");
1382 dam = damroll(1, 4);
1384 take_hit(DAMAGE_ATTACK, dam, "¥À¡¼¥Ä¤Îæ«", -1);
1386 take_hit(DAMAGE_ATTACK, dam, "a dart trap", -1);
1389 if (!CHECK_MULTISHADOW()) (void)do_dec_stat(A_STR);
1394 msg_print("¾®¤µ¤Ê¥À¡¼¥Ä¤¬Èô¤ó¤Ç¤¤¿¡ª¤¬¡¢±¿Îɤ¯Åö¤¿¤é¤Ê¤«¤Ã¤¿¡£");
1396 msg_print("A small dart barely misses you.");
1408 msg_print("¾®¤µ¤Ê¥À¡¼¥Ä¤¬Èô¤ó¤Ç¤¤Æ»É¤µ¤Ã¤¿¡ª");
1410 msg_print("A small dart hits you!");
1413 dam = damroll(1, 4);
1415 take_hit(DAMAGE_ATTACK, dam, "¥À¡¼¥Ä¤Îæ«", -1);
1417 take_hit(DAMAGE_ATTACK, dam, "a dart trap", -1);
1420 if (!CHECK_MULTISHADOW()) (void)do_dec_stat(A_DEX);
1425 msg_print("¾®¤µ¤Ê¥À¡¼¥Ä¤¬Èô¤ó¤Ç¤¤¿¡ª¤¬¡¢±¿Îɤ¯Åö¤¿¤é¤Ê¤«¤Ã¤¿¡£");
1427 msg_print("A small dart barely misses you.");
1439 msg_print("¾®¤µ¤Ê¥À¡¼¥Ä¤¬Èô¤ó¤Ç¤¤Æ»É¤µ¤Ã¤¿¡ª");
1441 msg_print("A small dart hits you!");
1444 dam = damroll(1, 4);
1446 take_hit(DAMAGE_ATTACK, dam, "¥À¡¼¥Ä¤Îæ«", -1);
1448 take_hit(DAMAGE_ATTACK, dam, "a dart trap", -1);
1451 if (!CHECK_MULTISHADOW()) (void)do_dec_stat(A_CON);
1456 msg_print("¾®¤µ¤Ê¥À¡¼¥Ä¤¬Èô¤ó¤Ç¤¤¿¡ª¤¬¡¢±¿Îɤ¯Åö¤¿¤é¤Ê¤«¤Ã¤¿¡£");
1458 msg_print("A small dart barely misses you.");
1468 msg_print("¹õ¤¤¥¬¥¹¤ËÊñ¤ß¹þ¤Þ¤ì¤¿¡ª");
1470 msg_print("A black gas surrounds you!");
1473 if (!p_ptr->resist_blind)
1475 (void)set_blind(p_ptr->blind + randint0(50) + 25);
1483 msg_print("¤¤é¤á¤¯¥¬¥¹¤ËÊñ¤ß¹þ¤Þ¤ì¤¿¡ª");
1485 msg_print("A gas of scintillating colors surrounds you!");
1488 if (!p_ptr->resist_conf)
1490 (void)set_confused(p_ptr->confused + randint0(20) + 10);
1498 msg_print("»É·ãŪ¤ÊÎп§¤Î¥¬¥¹¤ËÊñ¤ß¹þ¤Þ¤ì¤¿¡ª");
1500 msg_print("A pungent green gas surrounds you!");
1503 if (!p_ptr->resist_pois && !IS_OPPOSE_POIS())
1505 (void)set_poisoned(p_ptr->poisoned + randint0(20) + 10);
1513 msg_print("´ñ̯¤ÊÇò¤¤Ì¸¤ËÊñ¤Þ¤ì¤¿¡ª");
1515 msg_print("A strange white mist surrounds you!");
1518 if (!p_ptr->free_act)
1521 msg_print("¤¢¤Ê¤¿¤Ï̲¤ê¤Ë½¢¤¤¤¿¡£");
1523 msg_print("You fall asleep.");
1527 if (ironman_nightmare)
1530 msg_print("¿È¤ÎÌÓ¤â¤è¤À¤Ä¸÷·Ê¤¬Æ¬¤ËÉ⤫¤ó¤À¡£");
1532 msg_print("A horrible vision enters your mind.");
1536 /* Pick a nightmare */
1537 get_mon_num_prep(get_nightmare, NULL);
1539 /* Have some nightmares */
1540 have_nightmare(get_mon_num(MAX_DEPTH));
1542 /* Remove the monster restriction */
1543 get_mon_num_prep(NULL, NULL);
1545 (void)set_paralyzed(p_ptr->paralyzed + randint0(10) + 5);
1553 msg_print("¤Þ¤Ð¤æ¤¤Á®¸÷¤¬Áö¤Ã¤¿¡ª");
1555 msg_print("There is a bright flash of light!");
1558 /* Make some new traps */
1559 project(0, 1, y, x, 0, GF_MAKE_TRAP, PROJECT_HIDE | PROJECT_JUMP | PROJECT_GRID, -1);
1567 msg_print("¤±¤¿¤¿¤Þ¤·¤¤²»¤¬ÌĤê¶Á¤¤¤¿¡ª");
1569 msg_print("An alarm sounds!");
1572 aggravate_monsters(0);
1580 msg_print("Âç²»¶Á¤È¶¦¤Ë¤Þ¤ï¤ê¤ÎÊɤ¬Êø¤ì¤¿¡ª");
1582 msg_print("Suddenly, surrounding walls are opened!");
1584 (void)project(0, 3, y, x, 0, GF_DISINTEGRATE, PROJECT_GRID | PROJECT_HIDE, -1);
1585 (void)project(0, 3, y, x - 4, 0, GF_DISINTEGRATE, PROJECT_GRID | PROJECT_HIDE, -1);
1586 (void)project(0, 3, y, x + 4, 0, GF_DISINTEGRATE, PROJECT_GRID | PROJECT_HIDE, -1);
1587 aggravate_monsters(0);
1592 case TRAP_ARMAGEDDON:
1594 static int levs[10] = {0, 0, 20, 10, 5, 3, 2, 1, 1, 1};
1595 int evil_idx = 0, good_idx = 0;
1599 msg_print("ÆÍÁ³Å·³¦¤ÎÀïÁè¤Ë´¬¤¹þ¤Þ¤ì¤¿¡ª");
1601 msg_print("Suddenly, you are surrounded by immotal beings!");
1604 /* Summon Demons and Angels */
1605 for (lev = dun_level; lev >= 20; lev -= 1 + lev/16)
1607 num = levs[MIN(lev/10, 9)];
1608 for (i = 0; i < num; i++)
1610 int x1 = rand_spread(x, 7);
1611 int y1 = rand_spread(y, 5);
1613 /* Skip illegal grids */
1614 if (!in_bounds(y1, x1)) continue;
1616 /* Require line of projection */
1617 if (!projectable(py, px, y1, x1)) continue;
1619 if (summon_specific(0, y1, x1, lev, SUMMON_ARMAGE_EVIL, (PM_NO_PET)))
1620 evil_idx = hack_m_idx_ii;
1622 if (summon_specific(0, y1, x1, lev, SUMMON_ARMAGE_GOOD, (PM_NO_PET)))
1624 good_idx = hack_m_idx_ii;
1627 /* Let them fight each other */
1628 if (evil_idx && good_idx)
1630 monster_type *evil_ptr = &m_list[evil_idx];
1631 monster_type *good_ptr = &m_list[good_idx];
1632 evil_ptr->target_y = good_ptr->fy;
1633 evil_ptr->target_x = good_ptr->fx;
1634 good_ptr->target_y = evil_ptr->fy;
1635 good_ptr->target_x = evil_ptr->fx;
1645 msg_print("ÆÍÁ³Êɤ«¤é¿å¤¬°î¤ì½Ð¤·¤¿¡ª¥Ô¥é¥Ë¥¢¤¬¤¤¤ë¡ª");
1647 msg_print("Suddenly, the room is filled with water with piranhas!");
1650 /* Water fills room */
1651 fire_ball_hide(GF_WATER_FLOW, 0, 1, 10);
1653 /* Summon Piranhas */
1654 num = 1 + dun_level/20;
1655 for (i = 0; i < num; i++)
1657 (void)summon_specific(0, y, x, dun_level, SUMMON_PIRANHAS, (PM_ALLOW_GROUP | PM_NO_PET));
1663 if (break_trap && is_trap(c_ptr->feat))
1665 cave_alter_feat(y, x, FF_DISARM);
1667 msg_print("¥È¥é¥Ã¥×¤òÊ´ºÕ¤·¤¿¡£");
1669 msg_print("You destroyed the trap.");
1675 static void touch_zap_player(monster_type *m_ptr)
1677 int aura_damage = 0;
1678 monster_race *r_ptr = &r_info[m_ptr->r_idx];
1680 if (r_ptr->flags2 & RF2_AURA_FIRE)
1682 if (!p_ptr->immune_fire)
1686 aura_damage = damroll(1 + (r_ptr->level / 26), 1 + (r_ptr->level / 17));
1688 /* Hack -- Get the "died from" name */
1689 monster_desc(aura_dam, m_ptr, MD_IGNORE_HALLU | MD_ASSUME_VISIBLE | MD_INDEF_VISIBLE);
1692 msg_print("ÆÍÁ³¤È¤Æ¤âÇ®¤¯¤Ê¤Ã¤¿¡ª");
1694 msg_print("You are suddenly very hot!");
1697 if (prace_is_(RACE_ENT)) aura_damage += aura_damage / 3;
1698 if (IS_OPPOSE_FIRE()) aura_damage = (aura_damage + 2) / 3;
1699 if (p_ptr->resist_fire) aura_damage = (aura_damage + 2) / 3;
1701 take_hit(DAMAGE_NOESCAPE, aura_damage, aura_dam, -1);
1702 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags2 |= RF2_AURA_FIRE;
1707 if (r_ptr->flags3 & RF3_AURA_COLD)
1709 if (!p_ptr->immune_cold)
1713 aura_damage = damroll(1 + (r_ptr->level / 26), 1 + (r_ptr->level / 17));
1715 /* Hack -- Get the "died from" name */
1716 monster_desc(aura_dam, m_ptr, MD_IGNORE_HALLU | MD_ASSUME_VISIBLE | MD_INDEF_VISIBLE);
1719 msg_print("ÆÍÁ³¤È¤Æ¤â´¨¤¯¤Ê¤Ã¤¿¡ª");
1721 msg_print("You are suddenly very cold!");
1724 if (IS_OPPOSE_COLD()) aura_damage = (aura_damage + 2) / 3;
1725 if (p_ptr->resist_cold) aura_damage = (aura_damage + 2) / 3;
1727 take_hit(DAMAGE_NOESCAPE, aura_damage, aura_dam, -1);
1728 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags3 |= RF3_AURA_COLD;
1733 if (r_ptr->flags2 & RF2_AURA_ELEC)
1735 if (!p_ptr->immune_elec)
1739 aura_damage = damroll(1 + (r_ptr->level / 26), 1 + (r_ptr->level / 17));
1741 /* Hack -- Get the "died from" name */
1742 monster_desc(aura_dam, m_ptr, MD_IGNORE_HALLU | MD_ASSUME_VISIBLE | MD_INDEF_VISIBLE);
1744 if (prace_is_(RACE_ANDROID)) aura_damage += aura_damage / 3;
1745 if (IS_OPPOSE_ELEC()) aura_damage = (aura_damage + 2) / 3;
1746 if (p_ptr->resist_elec) aura_damage = (aura_damage + 2) / 3;
1749 msg_print("ÅÅ·â¤ò¤¯¤é¤Ã¤¿¡ª");
1751 msg_print("You get zapped!");
1754 take_hit(DAMAGE_NOESCAPE, aura_damage, aura_dam, -1);
1755 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags2 |= RF2_AURA_ELEC;
1762 static void natural_attack(s16b m_idx, int attack, bool *fear, bool *mdeath)
1764 int k, bonus, chance;
1766 monster_type *m_ptr = &m_list[m_idx];
1767 monster_race *r_ptr = &r_info[m_ptr->r_idx];
1776 case MUT2_SCOR_TAIL:
1803 atk_desc = "¥¯¥Á¥Ð¥·";
1814 atk_desc = "¾Ý¤ÎÉ¡";
1820 case MUT2_TENTACLES:
1827 atk_desc = "tentacles";
1832 dss = ddd = n_weight = 1;
1834 atk_desc = "̤ÄêµÁ¤ÎÉô°Ì";
1836 atk_desc = "undefined body part";
1841 /* Extract monster name (or "it") */
1842 monster_desc(m_name, m_ptr, 0);
1845 /* Calculate the "attack quality" */
1846 bonus = p_ptr->to_h_m;
1847 bonus += (p_ptr->lev * 6 / 5);
1848 chance = (p_ptr->skill_thn + (bonus * BTH_PLUS_ADJ));
1851 if ((!(r_ptr->flags2 & RF2_QUANTUM) || !randint0(2)) && test_hit_norm(chance, r_ptr->ac, m_ptr->ml))
1857 msg_format("%s¤ò%s¤Ç¹¶·â¤·¤¿¡£", m_name, atk_desc);
1859 msg_format("You hit %s with your %s.", m_name, atk_desc);
1863 k = damroll(ddd, dss);
1864 k = critical_norm(n_weight, bonus, k, (s16b)bonus, 0);
1866 /* Apply the player damage bonuses */
1869 /* No negative damage */
1872 /* Modify the damage */
1873 k = mon_damage_mod(m_ptr, k, FALSE);
1875 /* Complex message */
1879 msg_format("%d/%d ¤Î¥À¥á¡¼¥¸¤òÍ¿¤¨¤¿¡£", k, m_ptr->hp);
1881 msg_format("You do %d (out of %d) damage.", k, m_ptr->hp);
1886 /* Anger the monster */
1887 if (k > 0) anger_monster(m_ptr);
1889 /* Damage, check for fear and mdeath */
1892 case MUT2_SCOR_TAIL:
1893 project(0, 0, m_ptr->fy, m_ptr->fx, k, GF_POIS, PROJECT_KILL, -1);
1894 *mdeath = (m_ptr->r_idx == 0);
1897 *mdeath = mon_take_hit(m_idx, k, fear, NULL);
1900 *mdeath = mon_take_hit(m_idx, k, fear, NULL);
1903 *mdeath = mon_take_hit(m_idx, k, fear, NULL);
1905 case MUT2_TENTACLES:
1906 *mdeath = mon_take_hit(m_idx, k, fear, NULL);
1909 *mdeath = mon_take_hit(m_idx, k, fear, NULL);
1912 touch_zap_player(m_ptr);
1922 msg_format("¥ß¥¹¡ª %s¤Ë¤«¤ï¤µ¤ì¤¿¡£", m_name);
1924 msg_format("You miss %s.", m_name);
1933 * Player attacks a (poor, defenseless) creature -RAK-
1935 * If no "weapon" is available, then "punch" the monster one time.
1937 static void py_attack_aux(int y, int x, bool *fear, bool *mdeath, s16b hand, int mode)
1939 int num = 0, k, bonus, chance, vir;
1941 cave_type *c_ptr = &cave[y][x];
1943 monster_type *m_ptr = &m_list[c_ptr->m_idx];
1944 monster_race *r_ptr = &r_info[m_ptr->r_idx];
1946 /* Access the weapon */
1947 object_type *o_ptr = &inventory[INVEN_RARM + hand];
1951 bool success_hit = FALSE;
1952 bool backstab = FALSE;
1953 bool vorpal_cut = FALSE;
1954 int chaos_effect = 0;
1955 bool stab_fleeing = FALSE;
1956 bool fuiuchi = FALSE;
1957 bool monk_attack = FALSE;
1958 bool do_quake = FALSE;
1960 bool drain_msg = TRUE;
1961 int drain_result = 0, drain_heal = 0;
1962 bool can_drain = FALSE;
1964 int drain_left = MAX_VAMPIRIC_DRAIN;
1965 u32b flgs[TR_FLAG_SIZE]; /* A massive hack -- life-draining weapons */
1966 bool is_human = (r_ptr->d_char == 'p');
1967 bool is_lowlevel = (r_ptr->level < (p_ptr->lev - 15));
1968 bool zantetsu_mukou, e_j_mukou;
1970 switch (p_ptr->pclass)
1974 if (buki_motteruka(INVEN_RARM + hand) && !p_ptr->icky_wield[hand])
1976 int tmp = p_ptr->lev * 6 + (p_ptr->skill_stl + 10) * 4;
1977 if (p_ptr->monlite && (mode != HISSATSU_NYUSIN)) tmp /= 3;
1978 if (p_ptr->cursed & TRC_AGGRAVATE) tmp /= 2;
1979 if (r_ptr->level > (p_ptr->lev * p_ptr->lev / 20 + 10)) tmp /= 3;
1980 if (MON_CSLEEP(m_ptr) && m_ptr->ml)
1982 /* Can't backstab creatures that we can't see, right? */
1985 else if ((p_ptr->special_defense & NINJA_S_STEALTH) && (randint0(tmp) > (r_ptr->level+20)) && m_ptr->ml && !(r_ptr->flagsr & RFR_RES_ALL))
1989 else if (MON_MONFEAR(m_ptr) && m_ptr->ml)
1991 stab_fleeing = TRUE;
1997 case CLASS_FORCETRAINER:
1998 case CLASS_BERSERKER:
1999 if ((empty_hands(TRUE) & EMPTY_HAND_RARM) && !p_ptr->riding) monk_attack = TRUE;
2003 if (!o_ptr->k_idx) /* Empty hand */
2005 if ((r_ptr->level + 10) > p_ptr->lev)
2007 if (p_ptr->skill_exp[GINOU_SUDE] < s_info[p_ptr->pclass].s_max[GINOU_SUDE])
2009 if (p_ptr->skill_exp[GINOU_SUDE] < WEAPON_EXP_BEGINNER)
2010 p_ptr->skill_exp[GINOU_SUDE] += 40;
2011 else if ((p_ptr->skill_exp[GINOU_SUDE] < WEAPON_EXP_SKILLED))
2012 p_ptr->skill_exp[GINOU_SUDE] += 5;
2013 else if ((p_ptr->skill_exp[GINOU_SUDE] < WEAPON_EXP_EXPERT) && (p_ptr->lev > 19))
2014 p_ptr->skill_exp[GINOU_SUDE] += 1;
2015 else if ((p_ptr->lev > 34))
2016 if (one_in_(3)) p_ptr->skill_exp[GINOU_SUDE] += 1;
2017 p_ptr->update |= (PU_BONUS);
2021 else if (object_is_melee_weapon(o_ptr))
2023 if ((r_ptr->level + 10) > p_ptr->lev)
2025 int tval = inventory[INVEN_RARM+hand].tval - TV_WEAPON_BEGIN;
2026 int sval = inventory[INVEN_RARM+hand].sval;
2027 int now_exp = p_ptr->weapon_exp[tval][sval];
2028 if (now_exp < s_info[p_ptr->pclass].w_max[tval][sval])
2031 if (now_exp < WEAPON_EXP_BEGINNER) amount = 80;
2032 else if (now_exp < WEAPON_EXP_SKILLED) amount = 10;
2033 else if ((now_exp < WEAPON_EXP_EXPERT) && (p_ptr->lev > 19)) amount = 1;
2034 else if ((p_ptr->lev > 34) && one_in_(2)) amount = 1;
2035 p_ptr->weapon_exp[tval][sval] += amount;
2036 p_ptr->update |= (PU_BONUS);
2041 /* Disturb the monster */
2042 (void)set_monster_csleep(c_ptr->m_idx, 0);
2044 /* Extract monster name (or "it") */
2045 monster_desc(m_name, m_ptr, 0);
2047 /* Calculate the "attack quality" */
2048 bonus = p_ptr->to_h[hand] + o_ptr->to_h;
2049 chance = (p_ptr->skill_thn + (bonus * BTH_PLUS_ADJ));
2050 if (mode == HISSATSU_IAI) chance += 60;
2051 if (p_ptr->special_defense & KATA_KOUKIJIN) chance += 150;
2053 if (p_ptr->sutemi) chance = MAX(chance * 3 / 2, chance + 60);
2055 vir = virtue_number(V_VALOUR);
2058 chance += (p_ptr->virtues[vir - 1]/10);
2061 zantetsu_mukou = ((o_ptr->name1 == ART_ZANTETSU) && (r_ptr->d_char == 'j'));
2062 e_j_mukou = ((o_ptr->name1 == ART_EXCALIBUR_J) && (r_ptr->d_char == 'S'));
2064 if ((mode == HISSATSU_KYUSHO) || (mode == HISSATSU_MINEUCHI) || (mode == HISSATSU_3DAN) || (mode == HISSATSU_IAI)) num_blow = 1;
2065 else if (mode == HISSATSU_COLD) num_blow = p_ptr->num_blow[hand]+2;
2066 else num_blow = p_ptr->num_blow[hand];
2068 /* Hack -- DOKUBARI always hit once */
2069 if ((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_DOKUBARI)) num_blow = 1;
2071 /* Attack once for each legal blow */
2072 while ((num++ < num_blow) && !p_ptr->is_dead)
2074 if (((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_DOKUBARI)) || (mode == HISSATSU_KYUSHO))
2078 if (p_ptr->migite && p_ptr->hidarite)
2082 if (mode == HISSATSU_3DAN)
2087 success_hit = one_in_(n);
2089 else if ((p_ptr->pclass == CLASS_NINJA) && ((backstab || fuiuchi) && !(r_ptr->flagsr & RFR_RES_ALL))) success_hit = TRUE;
2090 else success_hit = test_hit_norm(chance, r_ptr->ac, m_ptr->ml);
2092 if (mode == HISSATSU_MAJIN)
2095 success_hit = FALSE;
2101 int vorpal_chance = ((o_ptr->name1 == ART_VORPAL_BLADE) || (o_ptr->name1 == ART_CHAINSWORD)) ? 2 : 4;
2108 if (backstab) msg_format("¤¢¤Ê¤¿¤ÏÎä¹ó¤Ë¤â̲¤Ã¤Æ¤¤¤ë̵ÎϤÊ%s¤òÆͤ»É¤·¤¿¡ª", m_name);
2109 else if (fuiuchi) msg_format("ÉÔ°Õ¤òÆͤ¤¤Æ%s¤Ë¶¯Îõ¤Ê°ì·â¤ò¶ô¤é¤ï¤»¤¿¡ª", m_name);
2110 else if (stab_fleeing) msg_format("ƨ¤²¤ë%s¤òÇØÃ椫¤éÆͤ»É¤·¤¿¡ª", m_name);
2111 else if (!monk_attack) msg_format("%s¤ò¹¶·â¤·¤¿¡£", m_name);
2113 if (backstab) msg_format("You cruelly stab the helpless, sleeping %s!", m_name);
2114 else if (fuiuchi) msg_format("You make surprise attack, and hit %s with a powerful blow!", m_name);
2115 else if (stab_fleeing) msg_format("You backstab the fleeing %s!", m_name);
2116 else if (!monk_attack) msg_format("You hit %s.", m_name);
2119 /* Hack -- bare hands do one damage */
2122 object_flags(o_ptr, flgs);
2124 /* Select a chaotic effect (50% chance) */
2125 if ((have_flag(flgs, TR_CHAOTIC)) && one_in_(2))
2128 chg_virtue(V_CHANCE, 1);
2130 if (randint1(5) < 3)
2132 /* Vampiric (20%) */
2135 else if (one_in_(250))
2140 else if (!one_in_(10))
2142 /* Confusion (26.892%) */
2145 else if (one_in_(2))
2147 /* Teleport away (1.494%) */
2152 /* Polymorph (1.494%) */
2157 /* Vampiric drain */
2158 if ((have_flag(flgs, TR_VAMPIRIC)) || (chaos_effect == 1) || (mode == HISSATSU_DRAIN) || hex_spelling(HEX_VAMP_BLADE))
2160 /* Only drain "living" monsters */
2161 if (monster_living(r_ptr))
2167 if ((have_flag(flgs, TR_VORPAL) || hex_spelling(HEX_RUNESWORD)) && (randint1(vorpal_chance*3/2) == 1) && !zantetsu_mukou)
2169 else vorpal_cut = FALSE;
2173 int special_effect = 0, stun_effect = 0, times = 0, max_times;
2175 const martial_arts *ma_ptr = &ma_blows[0], *old_ptr = &ma_blows[0];
2176 int resist_stun = 0;
2179 if (r_ptr->flags1 & RF1_UNIQUE) resist_stun += 88;
2180 if (r_ptr->flags3 & RF3_NO_STUN) resist_stun += 66;
2181 if (r_ptr->flags3 & RF3_NO_CONF) resist_stun += 33;
2182 if (r_ptr->flags3 & RF3_NO_SLEEP) resist_stun += 33;
2183 if ((r_ptr->flags3 & RF3_UNDEAD) || (r_ptr->flags3 & RF3_NONLIVING))
2186 if (p_ptr->special_defense & KAMAE_BYAKKO)
2187 max_times = (p_ptr->lev < 3 ? 1 : p_ptr->lev / 3);
2188 else if (p_ptr->special_defense & KAMAE_SUZAKU)
2190 else if (p_ptr->special_defense & KAMAE_GENBU)
2193 max_times = (p_ptr->lev < 7 ? 1 : p_ptr->lev / 7);
2194 /* Attempt 'times' */
2195 for (times = 0; times < max_times; times++)
2199 ma_ptr = &ma_blows[randint0(MAX_MA)];
2200 if ((p_ptr->pclass == CLASS_FORCETRAINER) && (ma_ptr->min_level > 1)) min_level = ma_ptr->min_level + 3;
2201 else min_level = ma_ptr->min_level;
2203 while ((min_level > p_ptr->lev) ||
2204 (randint1(p_ptr->lev) < ma_ptr->chance));
2206 /* keep the highest level attack available we found */
2207 if ((ma_ptr->min_level > old_ptr->min_level) &&
2208 !p_ptr->stun && !p_ptr->confused)
2212 if (p_ptr->wizard && cheat_xtra)
2215 msg_print("¹¶·â¤òºÆÁªÂò¤·¤Þ¤·¤¿¡£");
2217 msg_print("Attack re-selected.");
2227 if (p_ptr->pclass == CLASS_FORCETRAINER) min_level = MAX(1, ma_ptr->min_level - 3);
2228 else min_level = ma_ptr->min_level;
2229 k = damroll(ma_ptr->dd + p_ptr->to_dd[hand], ma_ptr->ds + p_ptr->to_ds[hand]);
2230 if (p_ptr->special_attack & ATTACK_SUIKEN) k *= 2;
2232 if (ma_ptr->effect == MA_KNEE)
2234 if (r_ptr->flags1 & RF1_MALE)
2237 msg_format("%s¤Ë¶âŪɨ½³¤ê¤ò¤¯¤é¤ï¤·¤¿¡ª", m_name);
2239 msg_format("You hit %s in the groin with your knee!", m_name);
2243 special_effect = MA_KNEE;
2246 msg_format(ma_ptr->desc, m_name);
2249 else if (ma_ptr->effect == MA_SLOW)
2251 if (!((r_ptr->flags1 & RF1_NEVER_MOVE) ||
2252 my_strchr("~#{}.UjmeEv$,DdsbBFIJQSXclnw!=?", r_ptr->d_char)))
2255 msg_format("%s¤Î¼ó¤Ë´ØÀá½³¤ê¤ò¤¯¤é¤ï¤·¤¿¡ª", m_name);
2257 msg_format("You kick %s in the ankle.", m_name);
2260 special_effect = MA_SLOW;
2262 else msg_format(ma_ptr->desc, m_name);
2268 stun_effect = (ma_ptr->effect / 2) + randint1(ma_ptr->effect / 2);
2271 msg_format(ma_ptr->desc, m_name);
2274 if (p_ptr->special_defense & KAMAE_SUZAKU) weight = 4;
2275 if ((p_ptr->pclass == CLASS_FORCETRAINER) && (p_ptr->magic_num1[0]))
2277 weight += (p_ptr->magic_num1[0]/30);
2278 if (weight > 20) weight = 20;
2281 k = critical_norm(p_ptr->lev * weight, min_level, k, p_ptr->to_h[0], 0);
2283 if ((special_effect == MA_KNEE) && ((k + p_ptr->to_d[hand]) < m_ptr->hp))
2286 msg_format("%^s¤Ï¶ìÄˤˤ¦¤á¤¤¤Æ¤¤¤ë¡ª", m_name);
2288 msg_format("%^s moans in agony!", m_name);
2291 stun_effect = 7 + randint1(13);
2295 else if ((special_effect == MA_SLOW) && ((k + p_ptr->to_d[hand]) < m_ptr->hp))
2297 if (!(r_ptr->flags1 & RF1_UNIQUE) &&
2298 (randint1(p_ptr->lev) > r_ptr->level) &&
2302 msg_format("%^s¤Ï¤ò¤Ò¤¤º¤ê»Ï¤á¤¿¡£", m_name);
2304 msg_format("%^s starts limping slower.", m_name);
2307 m_ptr->mspeed -= 10;
2311 if (stun_effect && ((k + p_ptr->to_d[hand]) < m_ptr->hp))
2313 if (p_ptr->lev > randint1(r_ptr->level + resist_stun + 10))
2315 if (set_monster_stunned(c_ptr->m_idx, stun_effect + MON_STUNNED(m_ptr)))
2318 msg_format("%^s¤Ï¥Õ¥é¥Õ¥é¤Ë¤Ê¤Ã¤¿¡£", m_name);
2320 msg_format("%^s is stunned.", m_name);
2326 msg_format("%^s¤Ï¤µ¤é¤Ë¥Õ¥é¥Õ¥é¤Ë¤Ê¤Ã¤¿¡£", m_name);
2328 msg_format("%^s is more stunned.", m_name);
2335 /* Handle normal weapon */
2336 else if (o_ptr->k_idx)
2338 k = damroll(o_ptr->dd + p_ptr->to_dd[hand], o_ptr->ds + p_ptr->to_ds[hand]);
2339 k = tot_dam_aux(o_ptr, k, m_ptr, mode, FALSE);
2343 k *= (3 + (p_ptr->lev / 20));
2347 k = k*(5+(p_ptr->lev*2/25))/2;
2349 else if (stab_fleeing)
2354 if ((p_ptr->impact[hand] && ((k > 50) || one_in_(7))) ||
2355 (chaos_effect == 2) || (mode == HISSATSU_QUAKE))
2360 if ((!(o_ptr->tval == TV_SWORD) || !(o_ptr->sval == SV_DOKUBARI)) && !(mode == HISSATSU_KYUSHO))
2361 k = critical_norm(o_ptr->weight, o_ptr->to_h, k, p_ptr->to_h[hand], mode);
2369 if ((o_ptr->name1 == ART_CHAINSWORD) && !one_in_(2))
2371 char chainsword_noise[1024];
2373 if (!get_rnd_line("chainswd_j.txt", 0, chainsword_noise))
2375 if (!get_rnd_line("chainswd.txt", 0, chainsword_noise))
2378 msg_print(chainsword_noise);
2382 if (o_ptr->name1 == ART_VORPAL_BLADE)
2385 msg_print("Ìܤˤâ»ß¤Þ¤é¤Ì¥ô¥©¡¼¥Ñ¥ë¥Ö¥ì¡¼¥É¡¢¼êÏ£¤ÎÁá¶È¡ª");
2387 msg_print("Your Vorpal Blade goes snicker-snack!");
2393 msg_format("%s¤ò¥°¥Ã¥µ¥êÀÚ¤êÎö¤¤¤¿¡ª", m_name);
2395 msg_format("Your weapon cuts deep into %s!", m_name);
2399 /* Try to increase the damage */
2400 while (one_in_(vorpal_chance))
2408 if (((r_ptr->flagsr & RFR_RES_ALL) ? k/100 : k) > m_ptr->hp)
2411 msg_format("%s¤ò¿¿¤ÃÆó¤Ä¤Ë¤·¤¿¡ª", m_name);
2413 msg_format("You cut %s in half!", m_name);
2421 case 2: msg_format("%s¤ò»Â¤Ã¤¿¡ª", m_name); break;
2422 case 3: msg_format("%s¤ò¤Ö¤Ã¤¿»Â¤Ã¤¿¡ª", m_name); break;
2423 case 4: msg_format("%s¤ò¥á¥Ã¥¿»Â¤ê¤Ë¤·¤¿¡ª", m_name); break;
2424 case 5: msg_format("%s¤ò¥á¥Ã¥¿¥á¥¿¤Ë»Â¤Ã¤¿¡ª", m_name); break;
2425 case 6: msg_format("%s¤ò»É¿È¤Ë¤·¤¿¡ª", m_name); break;
2426 case 7: msg_format("%s¤ò»Â¤Ã¤Æ»Â¤Ã¤Æ»Â¤ê¤Þ¤¯¤Ã¤¿¡ª", m_name); break;
2427 default: msg_format("%s¤òºÙÀÚ¤ì¤Ë¤·¤¿¡ª", m_name); break;
2429 case 2: msg_format("You gouge %s!", m_name); break;
2430 case 3: msg_format("You maim %s!", m_name); break;
2431 case 4: msg_format("You carve %s!", m_name); break;
2432 case 5: msg_format("You cleave %s!", m_name); break;
2433 case 6: msg_format("You smite %s!", m_name); break;
2434 case 7: msg_format("You eviscerate %s!", m_name); break;
2435 default: msg_format("You shred %s!", m_name); break;
2439 drain_result = drain_result * 3 / 2;
2443 drain_result += o_ptr->to_d;
2446 /* Apply the player damage bonuses */
2447 k += p_ptr->to_d[hand];
2448 drain_result += p_ptr->to_d[hand];
2450 if ((mode == HISSATSU_SUTEMI) || (mode == HISSATSU_3DAN)) k *= 2;
2451 if ((mode == HISSATSU_SEKIRYUKA) && !monster_living(r_ptr)) k = 0;
2452 if ((mode == HISSATSU_SEKIRYUKA) && !p_ptr->cut) k /= 2;
2454 /* No negative damage */
2457 if ((mode == HISSATSU_ZANMA) && !(!monster_living(r_ptr) && (r_ptr->flags3 & RF3_EVIL)))
2465 msg_print("¤³¤ó¤ÊÆð¤é¤«¤¤¤â¤Î¤ÏÀÚ¤ì¤ó¡ª");
2467 msg_print("You cannot cut such a elastic thing!");
2475 msg_print("ÃØéá¤Ï¶ì¼ê¤À¡ª");
2477 msg_print("Spiders are difficult for you to deal with!");
2482 if (mode == HISSATSU_MINEUCHI)
2484 int tmp = (10 + randint1(15) + p_ptr->lev / 5);
2487 anger_monster(m_ptr);
2489 if (!(r_ptr->flags3 & (RF3_NO_STUN)))
2492 if (MON_STUNNED(m_ptr))
2495 msg_format("%s¤Ï¤Ò¤É¤¯¤â¤¦¤í¤¦¤È¤·¤¿¡£", m_name);
2497 msg_format("%s is more dazed.", m_name);
2505 msg_format("%s ¤Ï¤â¤¦¤í¤¦¤È¤·¤¿¡£", m_name);
2507 msg_format("%s is dazed.", m_name);
2512 (void)set_monster_stunned(c_ptr->m_idx, MON_STUNNED(m_ptr) + tmp);
2517 msg_format("%s ¤Ë¤Ï¸ú²Ì¤¬¤Ê¤«¤Ã¤¿¡£", m_name);
2519 msg_format("%s is not effected.", m_name);
2524 /* Modify the damage */
2525 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))));
2526 if (((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_DOKUBARI)) || (mode == HISSATSU_KYUSHO))
2528 if ((randint1(randint1(r_ptr->level/7)+5) == 1) && !(r_ptr->flags1 & RF1_UNIQUE) && !(r_ptr->flags7 & RF7_UNIQUE2))
2532 msg_format("%s¤ÎµÞ½ê¤òÆͤ»É¤·¤¿¡ª", m_name);
2534 msg_format("You hit %s on a fatal spot!", m_name);
2539 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)))
2541 int maxhp = maxroll(r_ptr->hdice, r_ptr->hside);
2542 if (one_in_(backstab ? 13 : (stab_fleeing || fuiuchi) ? 15 : 27))
2547 msg_format("¿Ï¤¬%s¤Ë¿¼¡¹¤ÈÆͤ»É¤µ¤Ã¤¿¡ª", m_name);
2549 msg_format("You critically injured %s!", m_name);
2552 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)))
2554 if ((r_ptr->flags1 & RF1_UNIQUE) || (r_ptr->flags7 & RF7_UNIQUE2) || (m_ptr->hp >= maxhp/2))
2556 k = MAX(k*5, m_ptr->hp/2);
2559 msg_format("%s¤ËÃ×Ì¿½ý¤òÉé¤ï¤»¤¿¡ª", m_name);
2561 msg_format("You fatally injured %s!", m_name);
2568 msg_format("¿Ï¤¬%s¤ÎµÞ½ê¤ò´Ó¤¤¤¿¡ª", m_name);
2570 msg_format("You hit %s on a fatal spot!", m_name);
2576 /* Complex message */
2577 if (p_ptr->wizard || cheat_xtra)
2580 msg_format("%d/%d ¤Î¥À¥á¡¼¥¸¤òÍ¿¤¨¤¿¡£", k, m_ptr->hp);
2582 msg_format("You do %d (out of %d) damage.", k, m_ptr->hp);
2586 if (k <= 0) can_drain = FALSE;
2588 if (drain_result > m_ptr->hp)
2589 drain_result = m_ptr->hp;
2591 /* Damage, check for fear and death */
2592 if (mon_take_hit(c_ptr->m_idx, k, fear, NULL))
2595 if ((p_ptr->pclass == CLASS_BERSERKER) && energy_use)
2597 if (p_ptr->migite && p_ptr->hidarite)
2599 if (hand) energy_use = energy_use*3/5+energy_use*num*2/(p_ptr->num_blow[hand]*5);
2600 else energy_use = energy_use*num*3/(p_ptr->num_blow[hand]*5);
2604 energy_use = energy_use*num/p_ptr->num_blow[hand];
2607 if ((o_ptr->name1 == ART_ZANTETSU) && is_lowlevel)
2609 msg_print("¤Þ¤¿¤Ä¤Þ¤é¤Ì¤â¤Î¤ò»Â¤Ã¤Æ¤·¤Þ¤Ã¤¿¡¥¡¥¡¥");
2611 msg_print("Sigh... Another trifling thing I've cut....");
2616 /* Anger the monster */
2617 if (k > 0) anger_monster(m_ptr);
2619 touch_zap_player(m_ptr);
2621 /* Are we draining it? A little note: If the monster is
2622 dead, the drain does not work... */
2624 if (can_drain && (drain_result > 0))
2626 if (o_ptr->name1 == ART_MURAMASA)
2630 int to_h = o_ptr->to_h;
2631 int to_d = o_ptr->to_d;
2635 for (i = 0; i < to_h + 3; i++) if (one_in_(4)) flag = 0;
2639 for (i = 0; i < to_d + 3; i++) if (one_in_(4)) flag = 0;
2642 if (o_ptr->to_h != to_h || o_ptr->to_d != to_d)
2645 msg_print("ÍÅÅá¤Ï·ì¤òµÛ¤Ã¤Æ¶¯¤¯¤Ê¤Ã¤¿¡ª");
2647 msg_print("Muramasa sucked blood, and became more powerful!");
2656 if (drain_result > 5) /* Did we really hurt it? */
2658 drain_heal = damroll(2, drain_result / 6);
2661 if (hex_spelling(HEX_VAMP_BLADE)) drain_heal *= 2;
2666 msg_format("Draining left: %d", drain_left);
2668 msg_format("Draining left: %d", drain_left);
2675 if (drain_heal < drain_left)
2677 drain_left -= drain_heal;
2681 drain_heal = drain_left;
2688 msg_format("¿Ï¤¬%s¤«¤éÀ¸Ì¿ÎϤòµÛ¤¤¼è¤Ã¤¿¡ª", m_name);
2690 msg_format("Your weapon drains life from %s!", m_name);
2696 drain_heal = (drain_heal * mutant_regenerate_mod) / 100;
2698 hp_player(drain_heal);
2699 /* We get to keep some of it! */
2703 m_ptr->maxhp -= (k+7)/8;
2704 if (m_ptr->hp > m_ptr->maxhp) m_ptr->hp = m_ptr->maxhp;
2705 if (m_ptr->maxhp < 1) m_ptr->maxhp = 1;
2711 /* Confusion attack */
2712 if ((p_ptr->special_attack & ATTACK_CONFUSE) || (chaos_effect == 3) || (mode == HISSATSU_CONF) || hex_spelling(HEX_CONFUSION))
2714 /* Cancel glowing hands */
2715 if (p_ptr->special_attack & ATTACK_CONFUSE)
2717 p_ptr->special_attack &= ~(ATTACK_CONFUSE);
2719 msg_print("¼ê¤Îµ±¤¤¬¤Ê¤¯¤Ê¤Ã¤¿¡£");
2721 msg_print("Your hands stop glowing.");
2723 p_ptr->redraw |= (PR_STATUS);
2727 /* Confuse the monster */
2728 if (r_ptr->flags3 & RF3_NO_CONF)
2730 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags3 |= RF3_NO_CONF;
2733 msg_format("%^s¤Ë¤Ï¸ú²Ì¤¬¤Ê¤«¤Ã¤¿¡£", m_name);
2735 msg_format("%^s is unaffected.", m_name);
2739 else if (randint0(100) < r_ptr->level)
2742 msg_format("%^s¤Ë¤Ï¸ú²Ì¤¬¤Ê¤«¤Ã¤¿¡£", m_name);
2744 msg_format("%^s is unaffected.", m_name);
2751 msg_format("%^s¤Ïº®Í𤷤¿¤è¤¦¤À¡£", m_name);
2753 msg_format("%^s appears confused.", m_name);
2756 (void)set_monster_confused(c_ptr->m_idx, MON_CONFUSED(m_ptr) + 10 + randint0(p_ptr->lev) / 5);
2760 else if (chaos_effect == 4)
2762 bool resists_tele = FALSE;
2764 if (r_ptr->flagsr & RFR_RES_TELE)
2766 if (r_ptr->flags1 & RF1_UNIQUE)
2768 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flagsr |= RFR_RES_TELE;
2770 msg_format("%^s¤Ë¤Ï¸ú²Ì¤¬¤Ê¤«¤Ã¤¿¡£", m_name);
2772 msg_format("%^s is unaffected!", m_name);
2775 resists_tele = TRUE;
2777 else if (r_ptr->level > randint1(100))
2779 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flagsr |= RFR_RES_TELE;
2781 msg_format("%^s¤ÏÄñ¹³ÎϤò»ý¤Ã¤Æ¤¤¤ë¡ª", m_name);
2783 msg_format("%^s resists!", m_name);
2786 resists_tele = TRUE;
2793 msg_format("%^s¤Ï¾Ã¤¨¤¿¡ª", m_name);
2795 msg_format("%^s disappears!", m_name);
2798 teleport_away(c_ptr->m_idx, 50, TELEPORT_PASSIVE);
2799 num = num_blow + 1; /* Can't hit it anymore! */
2804 else if ((chaos_effect == 5) && (randint1(90) > r_ptr->level))
2806 if (!(r_ptr->flags1 & (RF1_UNIQUE | RF1_QUESTOR)) &&
2807 !(r_ptr->flagsr & RFR_EFF_RES_CHAO_MASK))
2809 if (polymorph_monster(y, x))
2812 msg_format("%^s¤ÏÊѲ½¤·¤¿¡ª", m_name);
2814 msg_format("%^s changes!", m_name);
2823 msg_format("%^s¤Ë¤Ï¸ú²Ì¤¬¤Ê¤«¤Ã¤¿¡£", m_name);
2825 msg_format("%^s is unaffected.", m_name);
2829 /* Hack -- Get new monster */
2830 m_ptr = &m_list[c_ptr->m_idx];
2832 /* Oops, we need a different name... */
2833 monster_desc(m_name, m_ptr, 0);
2835 /* Hack -- Get new race */
2836 r_ptr = &r_info[m_ptr->r_idx];
2839 else if (o_ptr->name1 == ART_G_HAMMER)
2841 monster_type *m_ptr = &m_list[c_ptr->m_idx];
2843 if (m_ptr->hold_o_idx)
2845 object_type *q_ptr = &o_list[m_ptr->hold_o_idx];
2846 char o_name[MAX_NLEN];
2848 object_desc(o_name, q_ptr, OD_NAME_ONLY);
2849 q_ptr->held_m_idx = 0;
2850 q_ptr->marked = OM_TOUCHED;
2851 m_ptr->hold_o_idx = q_ptr->next_o_idx;
2852 q_ptr->next_o_idx = 0;
2854 msg_format("%s¤òÃ¥¤Ã¤¿¡£", o_name);
2856 msg_format("You snatched %s.", o_name);
2866 backstab = FALSE; /* Clumsy! */
2867 fuiuchi = FALSE; /* Clumsy! */
2869 if ((o_ptr->tval == TV_POLEARM) && (o_ptr->sval == SV_DEATH_SCYTHE) && one_in_(3))
2871 u32b flgs[TR_FLAG_SIZE];
2878 msg_format("¥ß¥¹¡ª %s¤Ë¤«¤ï¤µ¤ì¤¿¡£", m_name);
2880 msg_format("You miss %s.", m_name);
2884 msg_print("¿¶¤ê²ó¤·¤¿Âç³ù¤¬¼«Ê¬¼«¿È¤ËÊ֤äƤ¤¿¡ª");
2886 msg_print("Your scythe returns to you!");
2889 /* Extract the flags */
2890 object_flags(o_ptr, flgs);
2892 k = damroll(o_ptr->dd + p_ptr->to_dd[hand], o_ptr->ds + p_ptr->to_ds[hand]);
2895 switch (p_ptr->mimic_form)
2898 switch (p_ptr->prace)
2905 case RACE_BARBARIAN:
2909 case RACE_HALF_TROLL:
2910 case RACE_HALF_OGRE:
2911 case RACE_HALF_GIANT:
2912 case RACE_HALF_TITAN:
2920 case RACE_DRACONIAN:
2927 case MIMIC_DEMON_LORD:
2934 if (p_ptr->align < 0 && mult < 20)
2936 if (!(p_ptr->resist_acid || IS_OPPOSE_ACID() || p_ptr->immune_acid) && (mult < 25))
2938 if (!(p_ptr->resist_elec || IS_OPPOSE_ELEC() || p_ptr->immune_elec) && (mult < 25))
2940 if (!(p_ptr->resist_fire || IS_OPPOSE_FIRE() || p_ptr->immune_fire) && (mult < 25))
2942 if (!(p_ptr->resist_cold || IS_OPPOSE_COLD() || p_ptr->immune_cold) && (mult < 25))
2944 if (!(p_ptr->resist_pois || IS_OPPOSE_POIS()) && (mult < 25))
2947 if ((p_ptr->pclass != CLASS_SAMURAI) && (have_flag(flgs, TR_FORCE_WEAPON)) && (p_ptr->csp > (p_ptr->msp / 30)))
2949 p_ptr->csp -= (1+(p_ptr->msp / 30));
2950 p_ptr->redraw |= (PR_MANA);
2951 mult = mult * 3 / 2 + 20;
2957 k = critical_norm(o_ptr->weight, o_ptr->to_h, k, p_ptr->to_h[hand], mode);
2962 msg_format("¥°¥Ã¥µ¥êÀÚ¤êÎö¤«¤ì¤¿¡ª");
2964 msg_format("Your weapon cuts deep into yourself!");
2966 /* Try to increase the damage */
2974 k += (p_ptr->to_d[hand] + o_ptr->to_d);
2979 take_hit(DAMAGE_FORCE, k, "»à¤ÎÂç³ù", -1);
2981 take_hit(DAMAGE_FORCE, k, "Death scythe", -1);
2993 msg_format("¥ß¥¹¡ª %s¤Ë¤«¤ï¤µ¤ì¤¿¡£", m_name);
2995 msg_format("You miss %s.", m_name);
3004 if (weak && !(*mdeath))
3007 msg_format("%s¤Ï¼å¤¯¤Ê¤Ã¤¿¤è¤¦¤À¡£", m_name);
3009 msg_format("%^s seems weakened.", m_name);
3012 if (drain_left != MAX_VAMPIRIC_DRAIN)
3016 chg_virtue(V_UNLIFE, 1);
3019 /* Mega-Hack -- apply earthquake brand */
3022 earthquake(py, px, 10);
3023 if (!cave[y][x].m_idx) *mdeath = TRUE;
3027 bool py_attack(int y, int x, int mode)
3030 bool mdeath = FALSE;
3031 bool stormbringer = FALSE;
3033 cave_type *c_ptr = &cave[y][x];
3034 monster_type *m_ptr = &m_list[c_ptr->m_idx];
3035 monster_race *r_ptr = &r_info[m_ptr->r_idx];
3038 /* Disturb the player */
3043 if (!p_ptr->migite && !p_ptr->hidarite &&
3044 !(p_ptr->muta2 & (MUT2_HORNS | MUT2_BEAK | MUT2_SCOR_TAIL | MUT2_TRUNK | MUT2_TENTACLES)))
3047 msg_format("%s¹¶·â¤Ç¤¤Ê¤¤¡£", (empty_hands(FALSE) == EMPTY_HAND_NONE) ? "ξ¼ê¤¬¤Õ¤µ¤¬¤Ã¤Æ" : "");
3049 msg_print("You cannot do attacking.");
3054 /* Extract monster name (or "it") */
3055 monster_desc(m_name, m_ptr, 0);
3059 /* Auto-Recall if possible and visible */
3060 if (!p_ptr->image) monster_race_track(m_ptr->ap_r_idx);
3062 /* Track a new monster */
3063 health_track(c_ptr->m_idx);
3066 if ((r_ptr->flags1 & RF1_FEMALE) &&
3067 !(p_ptr->stun || p_ptr->confused || p_ptr->image || !m_ptr->ml))
3069 if ((inventory[INVEN_RARM].name1 == ART_ZANTETSU) || (inventory[INVEN_LARM].name1 == ART_ZANTETSU))
3072 msg_print("ÀÛ¼Ô¡¢¤ª¤Ê¤´¤Ï»Â¤ì¤Ì¡ª");
3074 msg_print("I can not attack women!");
3080 if (d_info[dungeon_type].flags1 & DF1_NO_MELEE)
3083 msg_print("¤Ê¤¼¤«¹¶·â¤¹¤ë¤³¤È¤¬¤Ç¤¤Ê¤¤¡£");
3085 msg_print("Something prevent you from attacking.");
3090 /* Stop if friendly */
3091 if (!is_hostile(m_ptr) &&
3092 !(p_ptr->stun || p_ptr->confused || p_ptr->image ||
3093 p_ptr->shero || !m_ptr->ml))
3095 if (inventory[INVEN_RARM].name1 == ART_STORMBRINGER) stormbringer = TRUE;
3096 if (inventory[INVEN_LARM].name1 == ART_STORMBRINGER) stormbringer = TRUE;
3100 msg_format("¹õ¤¤¿Ï¤Ï¶¯ÍߤË%s¤ò¹¶·â¤·¤¿¡ª", m_name);
3102 msg_format("Your black blade greedily attacks %s!", m_name);
3104 chg_virtue(V_INDIVIDUALISM, 1);
3105 chg_virtue(V_HONOUR, -1);
3106 chg_virtue(V_JUSTICE, -1);
3107 chg_virtue(V_COMPASSION, -1);
3109 else if (p_ptr->pclass != CLASS_BERSERKER)
3112 if (get_check("ËÜÅö¤Ë¹¶·â¤·¤Þ¤¹¤«¡©"))
3114 if (get_check("Really hit it? "))
3117 chg_virtue(V_INDIVIDUALISM, 1);
3118 chg_virtue(V_HONOUR, -1);
3119 chg_virtue(V_JUSTICE, -1);
3120 chg_virtue(V_COMPASSION, -1);
3125 msg_format("%s¤ò¹¶·â¤¹¤ë¤Î¤ò»ß¤á¤¿¡£", m_name);
3127 msg_format("You stop to avoid hitting %s.", m_name);
3135 /* Handle player fear */
3141 msg_format("¶²¤¯¤Æ%s¤ò¹¶·â¤Ç¤¤Ê¤¤¡ª", m_name);
3143 msg_format("You are too afraid to attack %s!", m_name);
3148 msg_format ("¤½¤Ã¤Á¤Ë¤Ï²¿¤«¶²¤¤¤â¤Î¤¬¤¤¤ë¡ª");
3150 msg_format ("There is something scary in your way!");
3153 /* Disturb the monster */
3154 (void)set_monster_csleep(c_ptr->m_idx, 0);
3160 if (MON_CSLEEP(m_ptr)) /* It is not honorable etc to attack helpless victims */
3162 if (!(r_ptr->flags3 & RF3_EVIL) || one_in_(5)) chg_virtue(V_COMPASSION, -1);
3163 if (!(r_ptr->flags3 & RF3_EVIL) || one_in_(5)) chg_virtue(V_HONOUR, -1);
3166 if (p_ptr->migite && p_ptr->hidarite)
3168 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))
3170 if (p_ptr->skill_exp[GINOU_NITOURYU] < WEAPON_EXP_BEGINNER)
3171 p_ptr->skill_exp[GINOU_NITOURYU] += 80;
3172 else if(p_ptr->skill_exp[GINOU_NITOURYU] < WEAPON_EXP_SKILLED)
3173 p_ptr->skill_exp[GINOU_NITOURYU] += 4;
3174 else if(p_ptr->skill_exp[GINOU_NITOURYU] < WEAPON_EXP_EXPERT)
3175 p_ptr->skill_exp[GINOU_NITOURYU] += 1;
3176 else if(p_ptr->skill_exp[GINOU_NITOURYU] < WEAPON_EXP_MASTER)
3177 if (one_in_(3)) p_ptr->skill_exp[GINOU_NITOURYU] += 1;
3178 p_ptr->update |= (PU_BONUS);
3182 /* Gain riding experience */
3185 int cur = p_ptr->skill_exp[GINOU_RIDING];
3186 int max = s_info[p_ptr->pclass].s_max[GINOU_RIDING];
3190 int ridinglevel = r_info[m_list[p_ptr->riding].r_idx].level;
3191 int targetlevel = r_ptr->level;
3194 if ((cur / 200 - 5) < targetlevel)
3197 /* Extra experience */
3198 if ((cur / 100) < ridinglevel)
3200 if ((cur / 100 + 15) < ridinglevel)
3201 inc += 1 + (ridinglevel - (cur / 100 + 15));
3206 p_ptr->skill_exp[GINOU_RIDING] = MIN(max, cur + inc);
3208 p_ptr->update |= (PU_BONUS);
3212 riding_t_m_idx = c_ptr->m_idx;
3213 if (p_ptr->migite) py_attack_aux(y, x, &fear, &mdeath, 0, mode);
3214 if (p_ptr->hidarite && !mdeath) py_attack_aux(y, x, &fear, &mdeath, 1, mode);
3216 /* Mutations which yield extra 'natural' attacks */
3219 if ((p_ptr->muta2 & MUT2_HORNS) && !mdeath)
3220 natural_attack(c_ptr->m_idx, MUT2_HORNS, &fear, &mdeath);
3221 if ((p_ptr->muta2 & MUT2_BEAK) && !mdeath)
3222 natural_attack(c_ptr->m_idx, MUT2_BEAK, &fear, &mdeath);
3223 if ((p_ptr->muta2 & MUT2_SCOR_TAIL) && !mdeath)
3224 natural_attack(c_ptr->m_idx, MUT2_SCOR_TAIL, &fear, &mdeath);
3225 if ((p_ptr->muta2 & MUT2_TRUNK) && !mdeath)
3226 natural_attack(c_ptr->m_idx, MUT2_TRUNK, &fear, &mdeath);
3227 if ((p_ptr->muta2 & MUT2_TENTACLES) && !mdeath)
3228 natural_attack(c_ptr->m_idx, MUT2_TENTACLES, &fear, &mdeath);
3231 /* Hack -- delay fear messages */
3232 if (fear && m_ptr->ml && !mdeath)
3239 msg_format("%^s¤Ï¶²Éݤ·¤Æƨ¤²½Ð¤·¤¿¡ª", m_name);
3241 msg_format("%^s flees in terror!", m_name);
3246 if ((p_ptr->special_defense & KATA_IAI) && ((mode != HISSATSU_IAI) || mdeath))
3248 set_action(ACTION_NONE);
3255 bool pattern_seq(int c_y, int c_x, int n_y, int n_x)
3257 feature_type *cur_f_ptr = &f_info[cave[c_y][c_x].feat];
3258 feature_type *new_f_ptr = &f_info[cave[n_y][n_x].feat];
3259 bool is_pattern_tile_cur = have_flag(cur_f_ptr->flags, FF_PATTERN);
3260 bool is_pattern_tile_new = have_flag(new_f_ptr->flags, FF_PATTERN);
3261 int pattern_type_cur, pattern_type_new;
3263 if (!is_pattern_tile_cur && !is_pattern_tile_new) return TRUE;
3265 pattern_type_cur = is_pattern_tile_cur ? cur_f_ptr->subtype : NOT_PATTERN_TILE;
3266 pattern_type_new = is_pattern_tile_new ? new_f_ptr->subtype : NOT_PATTERN_TILE;
3268 if (pattern_type_new == PATTERN_TILE_START)
3270 if (!is_pattern_tile_cur && !p_ptr->confused && !p_ptr->stun && !p_ptr->image)
3273 if (get_check("¥Ñ¥¿¡¼¥ó¤Î¾å¤òÊ⤻Ϥá¤ë¤È¡¢Á´¤Æ¤òÊ⤫¤Ê¤±¤ì¤Ð¤Ê¤ê¤Þ¤»¤ó¡£¤¤¤¤¤Ç¤¹¤«¡©"))
3275 if (get_check("If you start walking the Pattern, you must walk the whole way. Ok? "))
3284 else if ((pattern_type_new == PATTERN_TILE_OLD) ||
3285 (pattern_type_new == PATTERN_TILE_END) ||
3286 (pattern_type_new == PATTERN_TILE_WRECKED))
3288 if (is_pattern_tile_cur)
3295 msg_print("¥Ñ¥¿¡¼¥ó¤Î¾å¤òÊ⤯¤Ë¤Ï¥¹¥¿¡¼¥ÈÃÏÅÀ¤«¤éÊ⤻Ϥá¤Ê¤¯¤Æ¤Ï¤Ê¤ê¤Þ¤»¤ó¡£");
3297 msg_print("You must start walking the Pattern from the startpoint.");
3303 else if ((pattern_type_new == PATTERN_TILE_TELEPORT) ||
3304 (pattern_type_cur == PATTERN_TILE_TELEPORT))
3308 else if (pattern_type_cur == PATTERN_TILE_START)
3310 if (is_pattern_tile_new)
3315 msg_print("¥Ñ¥¿¡¼¥ó¤Î¾å¤ÏÀµ¤·¤¤½ç½ø¤ÇÊ⤫¤Í¤Ð¤Ê¤ê¤Þ¤»¤ó¡£");
3317 msg_print("You must walk the Pattern in correct order.");
3323 else if ((pattern_type_cur == PATTERN_TILE_OLD) ||
3324 (pattern_type_cur == PATTERN_TILE_END) ||
3325 (pattern_type_cur == PATTERN_TILE_WRECKED))
3327 if (!is_pattern_tile_new)
3330 msg_print("¥Ñ¥¿¡¼¥ó¤òƧ¤ß³°¤·¤Æ¤Ï¤¤¤±¤Þ¤»¤ó¡£");
3332 msg_print("You may not step off from the Pattern.");
3344 if (!is_pattern_tile_cur)
3347 msg_print("¥Ñ¥¿¡¼¥ó¤Î¾å¤òÊ⤯¤Ë¤Ï¥¹¥¿¡¼¥ÈÃÏÅÀ¤«¤éÊ⤻Ϥá¤Ê¤¯¤Æ¤Ï¤Ê¤ê¤Þ¤»¤ó¡£");
3349 msg_print("You must start walking the Pattern from the startpoint.");
3356 byte ok_move = PATTERN_TILE_START;
3357 switch (pattern_type_cur)
3359 case PATTERN_TILE_1:
3360 ok_move = PATTERN_TILE_2;
3362 case PATTERN_TILE_2:
3363 ok_move = PATTERN_TILE_3;
3365 case PATTERN_TILE_3:
3366 ok_move = PATTERN_TILE_4;
3368 case PATTERN_TILE_4:
3369 ok_move = PATTERN_TILE_1;
3374 msg_format("¤ª¤«¤·¤Ê¥Ñ¥¿¡¼¥óÊâ¹Ô¡¢%d¡£", pattern_type_cur);
3376 msg_format("Funny Pattern walking, %d.", pattern_type_cur);
3379 return TRUE; /* Goof-up */
3382 if ((pattern_type_new == ok_move) ||
3383 (pattern_type_new == pattern_type_cur))
3387 if (!is_pattern_tile_new)
3389 msg_print("¥Ñ¥¿¡¼¥ó¤òƧ¤ß³°¤·¤Æ¤Ï¤¤¤±¤Þ¤»¤ó¡£");
3391 msg_print("You may not step off from the Pattern.");
3395 msg_print("¥Ñ¥¿¡¼¥ó¤Î¾å¤ÏÀµ¤·¤¤½ç½ø¤ÇÊ⤫¤Í¤Ð¤Ê¤ê¤Þ¤»¤ó¡£");
3397 msg_print("You must walk the Pattern in correct order.");
3407 bool player_can_enter(s16b feature, u16b mode)
3409 feature_type *f_ptr = &f_info[feature];
3411 if (p_ptr->riding) return monster_can_cross_terrain(feature, &r_info[m_list[p_ptr->riding].r_idx], mode | CEM_RIDING);
3414 if (have_flag(f_ptr->flags, FF_PATTERN))
3416 if (!(mode & CEM_P_CAN_ENTER_PATTERN)) return FALSE;
3420 if (have_flag(f_ptr->flags, FF_CAN_FLY) && p_ptr->levitation) return TRUE;
3421 if (have_flag(f_ptr->flags, FF_CAN_SWIM) && p_ptr->can_swim) return TRUE;
3422 if (have_flag(f_ptr->flags, FF_CAN_PASS) && p_ptr->pass_wall) return TRUE;
3424 if (!have_flag(f_ptr->flags, FF_MOVE)) return FALSE;
3433 bool move_player_effect(int ny, int nx, u32b mpe_mode)
3435 cave_type *c_ptr = &cave[ny][nx];
3436 feature_type *f_ptr = &f_info[c_ptr->feat];
3438 if (!(mpe_mode & MPE_STAYING))
3442 cave_type *oc_ptr = &cave[oy][ox];
3443 int om_idx = oc_ptr->m_idx;
3444 int nm_idx = c_ptr->m_idx;
3446 /* Move the player */
3450 /* Hack -- For moving monster or riding player's moving */
3451 if (!(mpe_mode & MPE_DONT_SWAP_MON))
3453 /* Swap two monsters */
3454 c_ptr->m_idx = om_idx;
3455 oc_ptr->m_idx = nm_idx;
3457 if (om_idx > 0) /* Monster on old spot (or p_ptr->riding) */
3459 monster_type *om_ptr = &m_list[om_idx];
3462 update_mon(om_idx, TRUE);
3465 if (nm_idx > 0) /* Monster on new spot */
3467 monster_type *nm_ptr = &m_list[nm_idx];
3470 update_mon(nm_idx, TRUE);
3474 /* Redraw old spot */
3477 /* Redraw new spot */
3480 /* Check for new panel (redraw map) */
3483 if (mpe_mode & MPE_FORGET_FLOW)
3487 /* Mega-Hack -- Forget the view */
3488 p_ptr->update |= (PU_UN_VIEW);
3491 p_ptr->redraw |= (PR_MAP);
3495 p_ptr->update |= (PU_VIEW | PU_LITE | PU_FLOW | PU_MON_LITE | PU_DISTANCE);
3498 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
3500 /* Remove "unsafe" flag */
3501 if ((!p_ptr->blind && !no_lite()) || !is_trap(c_ptr->feat)) c_ptr->info &= ~(CAVE_UNSAFE);
3503 /* For get everything when requested hehe I'm *NASTY* */
3504 if (dun_level && (d_info[dungeon_type].flags1 & DF1_FORGET)) wiz_dark();
3507 if (mpe_mode & MPE_HANDLE_STUFF) handle_stuff();
3509 if (p_ptr->pclass == CLASS_NINJA)
3511 if (c_ptr->info & (CAVE_GLOW)) set_superstealth(FALSE);
3512 else if (p_ptr->cur_lite <= 0) set_superstealth(TRUE);
3515 if ((p_ptr->action == ACTION_HAYAGAKE) &&
3516 (!have_flag(f_ptr->flags, FF_PROJECT) ||
3517 (!p_ptr->levitation && have_flag(f_ptr->flags, FF_DEEP))))
3520 msg_print("¤³¤³¤Ç¤ÏÁÇÁ᤯ư¤±¤Ê¤¤¡£");
3522 msg_print("You cannot run in here.");
3524 set_action(ACTION_NONE);
3528 if (mpe_mode & MPE_ENERGY_USE)
3530 if (music_singing(MUSIC_WALL))
3532 (void)project(0, 0, py, px, (60 + p_ptr->lev), GF_DISINTEGRATE,
3533 PROJECT_KILL | PROJECT_ITEM, -1);
3535 if (!player_bold(ny, nx) || p_ptr->is_dead || p_ptr->leaving) return FALSE;
3538 /* Spontaneous Searching */
3539 if ((p_ptr->skill_fos >= 50) || (0 == randint0(50 - p_ptr->skill_fos)))
3544 /* Continuous Searching */
3545 if (p_ptr->action == ACTION_SEARCH)
3551 /* Handle "objects" */
3552 if (!(mpe_mode & MPE_DONT_PICKUP))
3554 carry((mpe_mode & MPE_DO_PICKUP) ? TRUE : FALSE);
3557 /* Handle "store doors" */
3558 if (have_flag(f_ptr->flags, FF_STORE))
3564 /* Hack -- Enter store */
3565 command_new = SPECIAL_KEY_STORE;
3568 /* Handle "building doors" -KMW- */
3569 else if (have_flag(f_ptr->flags, FF_BLDG))
3575 /* Hack -- Enter building */
3576 command_new = SPECIAL_KEY_BUILDING;
3579 /* Handle quest areas -KMW- */
3580 else if (have_flag(f_ptr->flags, FF_QUEST_ENTER))
3586 /* Hack -- Enter quest level */
3587 command_new = SPECIAL_KEY_QUEST;
3590 else if (have_flag(f_ptr->flags, FF_QUEST_EXIT))
3592 if (quest[p_ptr->inside_quest].type == QUEST_TYPE_FIND_EXIT)
3594 if (record_fix_quest) do_cmd_write_nikki(NIKKI_FIX_QUEST_C, p_ptr->inside_quest, NULL);
3595 quest[p_ptr->inside_quest].status = QUEST_STATUS_COMPLETED;
3596 quest[p_ptr->inside_quest].complev = (byte)p_ptr->lev;
3598 msg_print("¥¯¥¨¥¹¥È¤òãÀ®¤·¤¿¡ª");
3600 msg_print("You accomplished your quest!");
3606 leave_quest_check();
3608 p_ptr->inside_quest = c_ptr->special;
3613 p_ptr->leaving = TRUE;
3616 /* Set off a trap */
3617 else if (have_flag(f_ptr->flags, FF_HIT_TRAP) && !(mpe_mode & MPE_STAYING))
3623 if (c_ptr->mimic || have_flag(f_ptr->flags, FF_SECRET))
3627 msg_print("¥È¥é¥Ã¥×¤À¡ª");
3629 msg_print("You found a trap!");
3633 disclose_grid(py, px);
3637 hit_trap((mpe_mode & MPE_BREAK_TRAP) ? TRUE : FALSE);
3639 if (!player_bold(ny, nx) || p_ptr->is_dead || p_ptr->leaving) return FALSE;
3642 /* Warn when leaving trap detected region */
3643 if (!(mpe_mode & MPE_STAYING) && (disturb_trap_detect || alert_trap_detect)
3644 && p_ptr->dtrap && !(c_ptr->info & CAVE_IN_DETECT))
3646 /* No duplicate warning */
3647 p_ptr->dtrap = FALSE;
3649 /* You are just on the edge */
3650 if (!(c_ptr->info & CAVE_UNSAFE))
3652 if (alert_trap_detect)
3655 msg_print("* Ãí°Õ:¤³¤ÎÀè¤Ï¥È¥é¥Ã¥×¤Î´¶ÃÎÈϰϳ°¤Ç¤¹¡ª *");
3657 msg_print("*Leaving trap detect region!*");
3661 if (disturb_trap_detect) disturb(0, 1);
3665 return player_bold(ny, nx) && !p_ptr->is_dead && !p_ptr->leaving;
3669 bool trap_can_be_ignored(int feat)
3671 feature_type *f_ptr = &f_info[feat];
3673 if (!have_flag(f_ptr->flags, FF_TRAP)) return TRUE;
3675 switch (f_ptr->subtype)
3679 case TRAP_SPIKED_PIT:
3680 case TRAP_POISON_PIT:
3681 if (p_ptr->levitation) return TRUE;
3684 if (p_ptr->anti_tele) return TRUE;
3687 if (p_ptr->immune_fire) return TRUE;
3690 if (p_ptr->immune_acid) return TRUE;
3693 if (p_ptr->resist_blind) return TRUE;
3696 if (p_ptr->resist_conf) return TRUE;
3699 if (p_ptr->resist_pois) return TRUE;
3702 if (p_ptr->free_act) return TRUE;
3711 * Determine if a "boundary" grid is "floor mimic"
3713 #define boundary_floor(C, F, MF) \
3714 ((C)->mimic && permanent_wall(F) && \
3715 (have_flag((MF)->flags, FF_MOVE) || have_flag((MF)->flags, FF_CAN_FLY)) && \
3716 have_flag((MF)->flags, FF_PROJECT) && \
3717 !have_flag((MF)->flags, FF_OPEN))
3720 * Move player in the given direction, with the given "pickup" flag.
3722 * This routine should (probably) always induce energy expenditure.
3724 * Note that moving will *always* take a turn, and will *always* hit
3725 * any monster which might be in the destination grid. Previously,
3726 * moving into walls was "free" and did NOT hit invisible monsters.
3728 void move_player(int dir, bool do_pickup, bool break_trap)
3730 /* Find the result of moving */
3731 int y = py + ddy[dir];
3732 int x = px + ddx[dir];
3734 /* Examine the destination */
3735 cave_type *c_ptr = &cave[y][x];
3737 feature_type *f_ptr = &f_info[c_ptr->feat];
3739 monster_type *m_ptr;
3741 monster_type *riding_m_ptr = &m_list[p_ptr->riding];
3742 monster_race *riding_r_ptr = &r_info[p_ptr->riding ? riding_m_ptr->r_idx : 0]; /* Paranoia */
3746 bool p_can_enter = player_can_enter(c_ptr->feat, CEM_P_CAN_ENTER_PATTERN);
3747 bool p_can_kill_walls = FALSE;
3748 bool stormbringer = FALSE;
3750 bool oktomove = TRUE;
3751 bool do_past = FALSE;
3754 if (!dun_level && !p_ptr->wild_mode &&
3755 ((x == 0) || (x == MAX_WID - 1) ||
3756 (y == 0) || (y == MAX_HGT - 1)))
3758 /* Can the player enter the grid? */
3759 if (c_ptr->mimic && player_can_enter(c_ptr->mimic, 0))
3761 /* Hack: move to new area */
3762 if ((y == 0) && (x == 0))
3764 p_ptr->wilderness_y--;
3765 p_ptr->wilderness_x--;
3766 p_ptr->oldpy = cur_hgt - 2;
3767 p_ptr->oldpx = cur_wid - 2;
3768 ambush_flag = FALSE;
3771 else if ((y == 0) && (x == MAX_WID - 1))
3773 p_ptr->wilderness_y--;
3774 p_ptr->wilderness_x++;
3775 p_ptr->oldpy = cur_hgt - 2;
3777 ambush_flag = FALSE;
3780 else if ((y == MAX_HGT - 1) && (x == 0))
3782 p_ptr->wilderness_y++;
3783 p_ptr->wilderness_x--;
3785 p_ptr->oldpx = cur_wid - 2;
3786 ambush_flag = FALSE;
3789 else if ((y == MAX_HGT - 1) && (x == MAX_WID - 1))
3791 p_ptr->wilderness_y++;
3792 p_ptr->wilderness_x++;
3795 ambush_flag = FALSE;
3800 p_ptr->wilderness_y--;
3801 p_ptr->oldpy = cur_hgt - 2;
3803 ambush_flag = FALSE;
3806 else if (y == MAX_HGT - 1)
3808 p_ptr->wilderness_y++;
3811 ambush_flag = FALSE;
3816 p_ptr->wilderness_x--;
3817 p_ptr->oldpx = cur_wid - 2;
3819 ambush_flag = FALSE;
3822 else if (x == MAX_WID - 1)
3824 p_ptr->wilderness_x++;
3827 ambush_flag = FALSE;
3830 p_ptr->leaving = TRUE;
3836 /* "Blocked" message appears later */
3837 /* oktomove = FALSE; */
3838 p_can_enter = FALSE;
3841 /* Get the monster */
3842 m_ptr = &m_list[c_ptr->m_idx];
3845 if (inventory[INVEN_RARM].name1 == ART_STORMBRINGER) stormbringer = TRUE;
3846 if (inventory[INVEN_LARM].name1 == ART_STORMBRINGER) stormbringer = TRUE;
3848 /* Player can not walk through "walls"... */
3849 /* unless in Shadow Form */
3850 p_can_kill_walls = p_ptr->kill_wall && have_flag(f_ptr->flags, FF_HURT_DISI) &&
3851 (!p_can_enter || !have_flag(f_ptr->flags, FF_LOS)) &&
3852 !have_flag(f_ptr->flags, FF_PERMANENT);
3854 /* Hack -- attack monsters */
3855 if (c_ptr->m_idx && (m_ptr->ml || p_can_enter || p_can_kill_walls))
3857 monster_race *r_ptr = &r_info[m_ptr->r_idx];
3859 /* Attack -- only if we can see it OR it is not in a wall */
3860 if (!is_hostile(m_ptr) &&
3861 !(p_ptr->confused || p_ptr->image || !m_ptr->ml || p_ptr->stun ||
3862 ((p_ptr->muta2 & MUT2_BERS_RAGE) && p_ptr->shero)) &&
3863 pattern_seq(py, px, y, x) && (p_can_enter || p_can_kill_walls))
3865 /* Disturb the monster */
3866 (void)set_monster_csleep(c_ptr->m_idx, 0);
3868 /* Extract monster name (or "it") */
3869 monster_desc(m_name, m_ptr, 0);
3873 /* Auto-Recall if possible and visible */
3874 if (!p_ptr->image) monster_race_track(m_ptr->ap_r_idx);
3876 /* Track a new monster */
3877 health_track(c_ptr->m_idx);
3881 if ((stormbringer && (randint1(1000) > 666)) || (p_ptr->pclass == CLASS_BERSERKER))
3886 else if (monster_can_cross_terrain(cave[py][px].feat, r_ptr, 0))
3893 msg_format("%^s¤¬¼ÙËâ¤À¡ª", m_name);
3895 msg_format("%^s is in your way!", m_name);
3902 /* now continue on to 'movement' */
3911 if (oktomove && p_ptr->riding)
3913 if (riding_r_ptr->flags1 & RF1_NEVER_MOVE)
3916 msg_print("Æ°¤±¤Ê¤¤¡ª");
3918 msg_print("Can't move!");
3924 else if (MON_MONFEAR(riding_m_ptr))
3928 /* Acquire the monster name */
3929 monster_desc(m_name, riding_m_ptr, 0);
3931 /* Dump a message */
3933 msg_format("%s¤¬¶²Éݤ·¤Æ¤¤¤ÆÀ©¸æ¤Ç¤¤Ê¤¤¡£", m_name);
3935 msg_format("%^s is too scared to control.", m_name);
3940 else if (p_ptr->riding_ryoute)
3945 else if (have_flag(f_ptr->flags, FF_CAN_FLY) && (riding_r_ptr->flags7 & RF7_CAN_FLY))
3949 else if (have_flag(f_ptr->flags, FF_CAN_SWIM) && (riding_r_ptr->flags7 & RF7_CAN_SWIM))
3953 else if (have_flag(f_ptr->flags, FF_WATER) &&
3954 !(riding_r_ptr->flags7 & RF7_AQUATIC) &&
3955 (have_flag(f_ptr->flags, FF_DEEP) || (riding_r_ptr->flags2 & RF2_AURA_FIRE)))
3958 msg_format("%s¤Î¾å¤Ë¹Ô¤±¤Ê¤¤¡£", f_name + f_info[get_feat_mimic(c_ptr)].name);
3960 msg_print("Can't swim.");
3966 else if (!have_flag(f_ptr->flags, FF_WATER) && (riding_r_ptr->flags7 & RF7_AQUATIC))
3969 msg_format("%s¤«¤é¾å¤¬¤ì¤Ê¤¤¡£", f_name + f_info[get_feat_mimic(&cave[py][px])].name);
3971 msg_print("Can't land.");
3977 else if (have_flag(f_ptr->flags, FF_LAVA) && !(riding_r_ptr->flagsr & RFR_EFF_IM_FIRE_MASK))
3980 msg_format("%s¤Î¾å¤Ë¹Ô¤±¤Ê¤¤¡£", f_name + f_info[get_feat_mimic(c_ptr)].name);
3982 msg_print("Too hot to go through.");
3989 if (oktomove && MON_STUNNED(riding_m_ptr) && one_in_(2))
3992 monster_desc(m_name, riding_m_ptr, 0);
3994 msg_format("%s¤¬Û¯Û°¤È¤·¤Æ¤¤¤Æ¤¦¤Þ¤¯Æ°¤±¤Ê¤¤¡ª",m_name);
3996 msg_format("You cannot control stunned %s!",m_name);
4007 else if (!have_flag(f_ptr->flags, FF_MOVE) && have_flag(f_ptr->flags, FF_CAN_FLY) && !p_ptr->levitation)
4010 msg_format("¶õ¤òÈô¤Ð¤Ê¤¤¤È%s¤Î¾å¤Ë¤Ï¹Ô¤±¤Ê¤¤¡£", f_name + f_info[get_feat_mimic(c_ptr)].name);
4012 msg_format("You need to fly to go through the %s.", f_name + f_info[get_feat_mimic(c_ptr)].name);
4021 * Player can move through trees and
4022 * has effective -10 speed
4023 * Rangers can move without penality
4025 else if (have_flag(f_ptr->flags, FF_TREE) && !p_can_kill_walls)
4027 if ((p_ptr->pclass != CLASS_RANGER) && !p_ptr->levitation && (!p_ptr->riding || !(riding_r_ptr->flags8 & RF8_WILD_WOOD))) energy_use *= 2;
4030 #ifdef ALLOW_EASY_DISARM /* TNB */
4032 /* Disarm a visible trap */
4033 else if ((do_pickup != easy_disarm) && have_flag(f_ptr->flags, FF_DISARM) && !c_ptr->mimic)
4035 if (!trap_can_be_ignored(c_ptr->feat))
4037 (void)do_cmd_disarm_aux(y, x, dir);
4042 #endif /* ALLOW_EASY_DISARM -- TNB */
4044 /* Player can not walk through "walls" unless in wraith form...*/
4045 else if (!p_can_enter && !p_can_kill_walls)
4047 /* Feature code (applying "mimic" field) */
4048 s16b feat = get_feat_mimic(c_ptr);
4049 feature_type *mimic_f_ptr = &f_info[feat];
4050 cptr name = f_name + mimic_f_ptr->name;
4054 /* Notice things in the dark */
4055 if (!(c_ptr->info & CAVE_MARK) && !player_can_see_bold(y, x))
4057 /* Boundary floor mimic */
4058 if (boundary_floor(c_ptr, f_ptr, mimic_f_ptr))
4061 msg_print("¤½¤ì°Ê¾åÀè¤Ë¤Ï¿Ê¤á¤Ê¤¤¤è¤¦¤À¡£");
4063 msg_print("You feel you cannot go any more.");
4067 /* Wall (or secret door) */
4071 msg_format("%s¤¬¹Ô¤¯¼ê¤ò¤Ï¤Ð¤ó¤Ç¤¤¤ë¤è¤¦¤À¡£", name);
4073 msg_format("You feel %s %s blocking your way.",
4074 is_a_vowel(name[0]) ? "an" : "a", name);
4077 c_ptr->info |= (CAVE_MARK);
4085 /* Boundary floor mimic */
4086 if (boundary_floor(c_ptr, f_ptr, mimic_f_ptr))
4089 msg_print("¤½¤ì°Ê¾åÀè¤Ë¤Ï¿Ê¤á¤Ê¤¤¡£");
4091 msg_print("You cannot go any more.");
4094 if (!(p_ptr->confused || p_ptr->stun || p_ptr->image))
4098 /* Wall (or secret door) */
4101 #ifdef ALLOW_EASY_OPEN
4103 if (easy_open && is_closed_door(feat) && easy_open_door(y, x)) return;
4104 #endif /* ALLOW_EASY_OPEN */
4107 msg_format("%s¤¬¹Ô¤¯¼ê¤ò¤Ï¤Ð¤ó¤Ç¤¤¤ë¡£", name);
4109 msg_format("There is %s %s blocking your way.",
4110 is_a_vowel(name[0]) ? "an" : "a", name);
4114 * Well, it makes sense that you lose time bumping into
4115 * a wall _if_ you are confused, stunned or blind; but
4116 * typing mistakes should not cost you a turn...
4118 if (!(p_ptr->confused || p_ptr->stun || p_ptr->image))
4123 /* Disturb the player */
4127 if (!boundary_floor(c_ptr, f_ptr, mimic_f_ptr)) sound(SOUND_HITWALL);
4130 /* Normal movement */
4131 if (oktomove && !pattern_seq(py, px, y, x))
4133 if (!(p_ptr->confused || p_ptr->stun || p_ptr->image))
4138 /* To avoid a loop with running */
4144 /* Normal movement */
4147 u32b mpe_mode = MPE_ENERGY_USE;
4151 if (!process_warning(x, y))
4161 msg_format("%s¤ò²¡¤·Âऱ¤¿¡£", m_name);
4163 msg_format("You push past %s.", m_name);
4167 /* Change oldpx and oldpy to place the player well when going back to big mode */
4168 if (p_ptr->wild_mode)
4170 if (ddy[dir] > 0) p_ptr->oldpy = 1;
4171 if (ddy[dir] < 0) p_ptr->oldpy = MAX_HGT - 2;
4172 if (ddy[dir] == 0) p_ptr->oldpy = MAX_HGT / 2;
4173 if (ddx[dir] > 0) p_ptr->oldpx = 1;
4174 if (ddx[dir] < 0) p_ptr->oldpx = MAX_WID - 2;
4175 if (ddx[dir] == 0) p_ptr->oldpx = MAX_WID / 2;
4178 if (p_can_kill_walls)
4180 cave_alter_feat(y, x, FF_HURT_DISI);
4182 /* Update some things -- similar to GF_KILL_WALL */
4183 p_ptr->update |= (PU_FLOW);
4187 /* sound(SOUND_WALK); */
4189 #ifdef ALLOW_EASY_DISARM /* TNB */
4191 if (do_pickup != always_pickup) mpe_mode |= MPE_DO_PICKUP;
4193 #else /* ALLOW_EASY_DISARM -- TNB */
4195 if (do_pickup) mpe_mode |= MPE_DO_PICKUP;
4197 #endif /* ALLOW_EASY_DISARM -- TNB */
4199 if (break_trap) mpe_mode |= MPE_BREAK_TRAP;
4201 /* Move the player */
4202 (void)move_player_effect(y, x, mpe_mode);
4207 static bool ignore_avoid_run;
4210 * Hack -- Check for a "known wall" (see below)
4212 static int see_wall(int dir, int y, int x)
4216 /* Get the new location */
4220 /* Illegal grids are not known walls */
4221 if (!in_bounds2(y, x)) return (FALSE);
4224 c_ptr = &cave[y][x];
4226 /* Must be known to the player */
4227 if (c_ptr->info & (CAVE_MARK))
4229 /* Feature code (applying "mimic" field) */
4230 s16b feat = get_feat_mimic(c_ptr);
4231 feature_type *f_ptr = &f_info[feat];
4233 /* Wall grids are known walls */
4234 if (!player_can_enter(feat, 0)) return !have_flag(f_ptr->flags, FF_DOOR);
4236 /* Don't run on a tree unless explicitly requested */
4237 if (have_flag(f_ptr->flags, FF_AVOID_RUN) && !ignore_avoid_run)
4240 /* Don't run in a wall */
4241 if (!have_flag(f_ptr->flags, FF_MOVE) && !have_flag(f_ptr->flags, FF_CAN_FLY))
4242 return !have_flag(f_ptr->flags, FF_DOOR);
4250 * Hack -- Check for an "unknown corner" (see below)
4252 static int see_nothing(int dir, int y, int x)
4254 /* Get the new location */
4258 /* Illegal grids are unknown */
4259 if (!in_bounds2(y, x)) return (TRUE);
4261 /* Memorized grids are always known */
4262 if (cave[y][x].info & (CAVE_MARK)) return (FALSE);
4264 /* Viewable door/wall grids are known */
4265 if (player_can_see_bold(y, x)) return (FALSE);
4276 * The running algorithm: -CJS-
4278 * In the diagrams below, the player has just arrived in the
4279 * grid marked as '@', and he has just come from a grid marked
4280 * as 'o', and he is about to enter the grid marked as 'x'.
4282 * Of course, if the "requested" move was impossible, then you
4283 * will of course be blocked, and will stop.
4285 * Overview: You keep moving until something interesting happens.
4286 * If you are in an enclosed space, you follow corners. This is
4287 * the usual corridor scheme. If you are in an open space, you go
4288 * straight, but stop before entering enclosed space. This is
4289 * analogous to reaching doorways. If you have enclosed space on
4290 * one side only (that is, running along side a wall) stop if
4291 * your wall opens out, or your open space closes in. Either case
4292 * corresponds to a doorway.
4294 * What happens depends on what you can really SEE. (i.e. if you
4295 * have no light, then running along a dark corridor is JUST like
4296 * running in a dark room.) The algorithm works equally well in
4297 * corridors, rooms, mine tailings, earthquake rubble, etc, etc.
4299 * These conditions are kept in static memory:
4300 * find_openarea You are in the open on at least one
4302 * find_breakleft You have a wall on the left, and will
4304 * find_breakright You have a wall on the right, and will
4307 * To initialize these conditions, we examine the grids adjacent
4308 * to the grid marked 'x', two on each side (marked 'L' and 'R').
4309 * If either one of the two grids on a given side is seen to be
4310 * closed, then that side is considered to be closed. If both
4311 * sides are closed, then it is an enclosed (corridor) run.
4317 * Looking at more than just the immediate squares is
4318 * significant. Consider the following case. A run along the
4319 * corridor will stop just before entering the center point,
4320 * because a choice is clearly established. Running in any of
4321 * three available directions will be defined as a corridor run.
4322 * Note that a minor hack is inserted to make the angled corridor
4323 * entry (with one side blocked near and the other side blocked
4324 * further away from the runner) work correctly. The runner moves
4325 * diagonally, but then saves the previous direction as being
4326 * straight into the gap. Otherwise, the tail end of the other
4327 * entry would be perceived as an alternative on the next move.
4335 * Likewise, a run along a wall, and then into a doorway (two
4336 * runs) will work correctly. A single run rightwards from @ will
4337 * stop at 1. Another run right and down will enter the corridor
4338 * and make the corner, stopping at the 2.
4340 * ##################
4342 * ########### ######
4346 * After any move, the function area_affect is called to
4347 * determine the new surroundings, and the direction of
4348 * subsequent moves. It examines the current player location
4349 * (at which the runner has just arrived) and the previous
4350 * direction (from which the runner is considered to have come).
4352 * Moving one square in some direction places you adjacent to
4353 * three or five new squares (for straight and diagonal moves
4354 * respectively) to which you were not previously adjacent,
4355 * marked as '!' in the diagrams below.
4358 * .o@! (normal) .o.! (diagonal)
4359 * ...! (east) ..@! (south east)
4362 * You STOP if any of the new squares are interesting in any way:
4363 * for example, if they contain visible monsters or treasure.
4365 * You STOP if any of the newly adjacent squares seem to be open,
4366 * and you are also looking for a break on that side. (that is,
4367 * find_openarea AND find_break).
4369 * You STOP if any of the newly adjacent squares do NOT seem to be
4370 * open and you are in an open area, and that side was previously
4373 * Corners: If you are not in the open (i.e. you are in a corridor)
4374 * and there is only one way to go in the new squares, then turn in
4375 * that direction. If there are more than two new ways to go, STOP.
4376 * If there are two ways to go, and those ways are separated by a
4377 * square which does not seem to be open, then STOP.
4379 * Otherwise, we have a potential corner. There are two new open
4380 * squares, which are also adjacent. One of the new squares is
4381 * diagonally located, the other is straight on (as in the diagram).
4382 * We consider two more squares further out (marked below as ?).
4384 * We assign "option" to the straight-on grid, and "option2" to the
4385 * diagonal grid, and "check_dir" to the grid marked 's'.
4391 * If they are both seen to be closed, then it is seen that no benefit
4392 * is gained from moving straight. It is a known corner. To cut the
4393 * corner, go diagonally, otherwise go straight, but pretend you
4394 * stepped diagonally into that next location for a full view next
4395 * time. Conversely, if one of the ? squares is not seen to be closed,
4396 * then there is a potential choice. We check to see whether it is a
4397 * potential corner or an intersection/room entrance. If the square
4398 * two spaces straight ahead, and the space marked with 's' are both
4399 * unknown space, then it is a potential corner and enter if
4400 * find_examine is set, otherwise must stop because it is not a
4401 * corner. (find_examine option is removed and always is TRUE.)
4408 * Hack -- allow quick "cycling" through the legal directions
4410 static byte cycle[] =
4411 { 1, 2, 3, 6, 9, 8, 7, 4, 1, 2, 3, 6, 9, 8, 7, 4, 1 };
4414 * Hack -- map each direction into the "middle" of the "cycle[]" array
4416 static byte chome[] =
4417 { 0, 8, 9, 10, 7, 0, 11, 6, 5, 4 };
4420 * The direction we are running
4422 static byte find_current;
4425 * The direction we came from
4427 static byte find_prevdir;
4430 * We are looking for open area
4432 static bool find_openarea;
4435 * We are looking for a break
4437 static bool find_breakright;
4438 static bool find_breakleft;
4443 * Initialize the running algorithm for a new direction.
4445 * Diagonal Corridor -- allow diaginal entry into corridors.
4447 * Blunt Corridor -- If there is a wall two spaces ahead and
4448 * we seem to be in a corridor, then force a turn into the side
4449 * corridor, must be moving straight into a corridor here. ???
4451 * Diagonal Corridor Blunt Corridor (?)
4456 static void run_init(int dir)
4458 int row, col, deepleft, deepright;
4459 int i, shortleft, shortright;
4462 /* Save the direction */
4465 /* Assume running straight */
4468 /* Assume looking for open area */
4469 find_openarea = TRUE;
4471 /* Assume not looking for breaks */
4472 find_breakright = find_breakleft = FALSE;
4474 /* Assume no nearby walls */
4475 deepleft = deepright = FALSE;
4476 shortright = shortleft = FALSE;
4481 /* Find the destination grid */
4482 row = py + ddy[dir];
4483 col = px + ddx[dir];
4485 ignore_avoid_run = cave_have_flag_bold(row, col, FF_AVOID_RUN);
4487 /* Extract cycle index */
4490 /* Check for walls */
4491 if (see_wall(cycle[i+1], py, px))
4493 find_breakleft = TRUE;
4496 else if (see_wall(cycle[i+1], row, col))
4498 find_breakleft = TRUE;
4502 /* Check for walls */
4503 if (see_wall(cycle[i-1], py, px))
4505 find_breakright = TRUE;
4508 else if (see_wall(cycle[i-1], row, col))
4510 find_breakright = TRUE;
4514 /* Looking for a break */
4515 if (find_breakleft && find_breakright)
4517 /* Not looking for open area */
4518 find_openarea = FALSE;
4520 /* Hack -- allow angled corridor entry */
4523 if (deepleft && !deepright)
4525 find_prevdir = cycle[i - 1];
4527 else if (deepright && !deepleft)
4529 find_prevdir = cycle[i + 1];
4533 /* Hack -- allow blunt corridor entry */
4534 else if (see_wall(cycle[i], row, col))
4536 if (shortleft && !shortright)
4538 find_prevdir = cycle[i - 2];
4540 else if (shortright && !shortleft)
4542 find_prevdir = cycle[i + 2];
4550 * Update the current "run" path
4552 * Return TRUE if the running should be stopped
4554 static bool run_test(void)
4556 int prev_dir, new_dir, check_dir = 0;
4559 int option = 0, option2 = 0;
4562 feature_type *f_ptr;
4564 /* Where we came from */
4565 prev_dir = find_prevdir;
4568 /* Range of newly adjacent grids */
4569 max = (prev_dir & 0x01) + 1;
4571 /* break run when leaving trap detected region */
4572 if ((disturb_trap_detect || alert_trap_detect)
4573 && p_ptr->dtrap && !(cave[py][px].info & CAVE_IN_DETECT))
4575 /* No duplicate warning */
4576 p_ptr->dtrap = FALSE;
4578 /* You are just on the edge */
4579 if (!(cave[py][px].info & CAVE_UNSAFE))
4581 if (alert_trap_detect)
4584 msg_print("* Ãí°Õ:¤³¤ÎÀè¤Ï¥È¥é¥Ã¥×¤Î´¶ÃÎÈϰϳ°¤Ç¤¹¡ª *");
4586 msg_print("*Leaving trap detect region!*");
4590 if (disturb_trap_detect)
4598 /* Look at every newly adjacent square. */
4599 for (i = -max; i <= max; i++)
4601 s16b this_o_idx, next_o_idx = 0;
4604 new_dir = cycle[chome[prev_dir] + i];
4607 row = py + ddy[new_dir];
4608 col = px + ddx[new_dir];
4611 c_ptr = &cave[row][col];
4613 /* Feature code (applying "mimic" field) */
4614 feat = get_feat_mimic(c_ptr);
4615 f_ptr = &f_info[feat];
4617 /* Visible monsters abort running */
4620 monster_type *m_ptr = &m_list[c_ptr->m_idx];
4622 /* Visible monster */
4623 if (m_ptr->ml) return (TRUE);
4626 /* Visible objects abort running */
4627 for (this_o_idx = c_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
4631 /* Acquire object */
4632 o_ptr = &o_list[this_o_idx];
4634 /* Acquire next object */
4635 next_o_idx = o_ptr->next_o_idx;
4637 /* Visible object */
4638 if (o_ptr->marked & OM_FOUND) return (TRUE);
4641 /* Assume unknown */
4644 /* Check memorized grids */
4645 if (c_ptr->info & (CAVE_MARK))
4647 bool notice = have_flag(f_ptr->flags, FF_NOTICE);
4649 if (notice && have_flag(f_ptr->flags, FF_MOVE))
4652 if (find_ignore_doors && have_flag(f_ptr->flags, FF_DOOR) && have_flag(f_ptr->flags, FF_CLOSE))
4654 /* Option -- ignore */
4659 else if (find_ignore_stairs && have_flag(f_ptr->flags, FF_STAIRS))
4661 /* Option -- ignore */
4666 else if (have_flag(f_ptr->flags, FF_LAVA) && (p_ptr->immune_fire || IS_INVULN()))
4673 else if (have_flag(f_ptr->flags, FF_WATER) && have_flag(f_ptr->flags, FF_DEEP) &&
4674 (p_ptr->levitation || p_ptr->can_swim || (p_ptr->total_weight <= weight_limit())))
4681 /* Interesting feature */
4682 if (notice) return (TRUE);
4684 /* The grid is "visible" */
4688 /* Analyze unknown grids and floors considering mimic */
4689 if (inv || !see_wall(0, row, col))
4691 /* Looking for open area */
4697 /* The first new direction. */
4703 /* Three new directions. Stop running. */
4709 /* Two non-adjacent new directions. Stop running. */
4710 else if (option != cycle[chome[prev_dir] + i - 1])
4715 /* Two new (adjacent) directions (case 1) */
4716 else if (new_dir & 0x01)
4718 check_dir = cycle[chome[prev_dir] + i - 2];
4722 /* Two new (adjacent) directions (case 2) */
4725 check_dir = cycle[chome[prev_dir] + i + 1];
4731 /* Obstacle, while looking for open area */
4738 /* Break to the right */
4739 find_breakright = TRUE;
4744 /* Break to the left */
4745 find_breakleft = TRUE;
4751 /* Looking for open area */
4754 /* Hack -- look again */
4755 for (i = -max; i < 0; i++)
4757 /* Unknown grid or non-wall */
4758 if (!see_wall(cycle[chome[prev_dir] + i], py, px))
4760 /* Looking to break right */
4761 if (find_breakright)
4770 /* Looking to break left */
4778 /* Hack -- look again */
4779 for (i = max; i > 0; i--)
4781 /* Unknown grid or non-wall */
4782 if (!see_wall(cycle[chome[prev_dir] + i], py, px))
4784 /* Looking to break left */
4794 /* Looking to break right */
4795 if (find_breakright)
4803 /* Not looking for open area */
4815 /* Primary option */
4816 find_current = option;
4818 /* No other options */
4819 find_prevdir = option;
4822 /* Two options, examining corners */
4825 /* Primary option */
4826 find_current = option;
4828 /* Hack -- allow curving */
4829 find_prevdir = option2;
4832 /* Two options, pick one */
4835 /* Get next location */
4836 row = py + ddy[option];
4837 col = px + ddx[option];
4839 /* Don't see that it is closed off. */
4840 /* This could be a potential corner or an intersection. */
4841 if (!see_wall(option, row, col) ||
4842 !see_wall(check_dir, row, col))
4844 /* Can not see anything ahead and in the direction we */
4845 /* are turning, assume that it is a potential corner. */
4846 if (see_nothing(option, row, col) &&
4847 see_nothing(option2, row, col))
4849 find_current = option;
4850 find_prevdir = option2;
4853 /* STOP: we are next to an intersection or a room */
4860 /* This corner is seen to be enclosed; we cut the corner. */
4863 find_current = option2;
4864 find_prevdir = option2;
4867 /* This corner is seen to be enclosed, and we */
4868 /* deliberately go the long way. */
4871 find_current = option;
4872 find_prevdir = option2;
4877 /* About to hit a known wall, stop */
4878 if (see_wall(find_current, py, px))
4890 * Take one step along the current "run" path
4892 void run_step(int dir)
4897 /* Ignore AVOID_RUN on a first step */
4898 ignore_avoid_run = TRUE;
4900 /* Hack -- do not start silly run */
4901 if (see_wall(dir, py, px))
4905 msg_print("¤½¤ÎÊý¸þ¤Ë¤ÏÁö¤ì¤Þ¤»¤ó¡£");
4907 msg_print("You cannot run in that direction.");
4935 /* Decrease the run counter */
4936 if (--running <= 0) return;
4941 /* Move the player, using the "pickup" flag */
4942 #ifdef ALLOW_EASY_DISARM /* TNB */
4944 move_player(find_current, FALSE, FALSE);
4946 #else /* ALLOW_EASY_DISARM -- TNB */
4948 move_player(find_current, always_pickup, FALSE);
4950 #endif /* ALLOW_EASY_DISARM -- TNB */
4952 if (player_bold(p_ptr->run_py, p_ptr->run_px))
4963 * Test for traveling
4965 static int travel_test(int prev_dir)
4969 const cave_type *c_ptr;
4972 /* Cannot travel when blind */
4973 if (p_ptr->blind || no_lite())
4975 msg_print(_("Ìܤ¬¸«¤¨¤Ê¤¤¡ª", "You cannot see!"));
4979 /* break run when leaving trap detected region */
4980 if ((disturb_trap_detect || alert_trap_detect)
4981 && p_ptr->dtrap && !(cave[py][px].info & CAVE_IN_DETECT))
4983 /* No duplicate warning */
4984 p_ptr->dtrap = FALSE;
4986 /* You are just on the edge */
4987 if (!(cave[py][px].info & CAVE_UNSAFE))
4989 if (alert_trap_detect)
4992 msg_print("* Ãí°Õ:¤³¤ÎÀè¤Ï¥È¥é¥Ã¥×¤Î´¶ÃÎÈϰϳ°¤Ç¤¹¡ª *");
4994 msg_print("*Leaving trap detect region!*");
4998 if (disturb_trap_detect)
5006 /* Range of newly adjacent grids */
5007 max = (prev_dir & 0x01) + 1;
5009 /* Look at every newly adjacent square. */
5010 for (i = -max; i <= max; i++)
5013 int dir = cycle[chome[prev_dir] + i];
5016 int row = py + ddy[dir];
5017 int col = px + ddx[dir];
5020 c_ptr = &cave[row][col];
5022 /* Visible monsters abort running */
5025 monster_type *m_ptr = &m_list[c_ptr->m_idx];
5027 /* Visible monster */
5028 if (m_ptr->ml) return (0);
5033 /* Travel cost of current grid */
5034 cost = travel.cost[py][px];
5036 /* Determine travel direction */
5037 for (i = 0; i < 8; ++ i) {
5038 int dir_cost = travel.cost[py+ddy_ddd[i]][px+ddx_ddd[i]];
5040 if (dir_cost < cost)
5047 if (!new_dir) return (0);
5049 /* Access newly move grid */
5050 c_ptr = &cave[py+ddy[new_dir]][px+ddx[new_dir]];
5052 /* Close door abort traveling */
5053 if (!easy_open && is_closed_door(c_ptr->feat)) return (0);
5055 /* Visible and unignorable trap abort tarveling */
5056 if (!c_ptr->mimic && !trap_can_be_ignored(c_ptr->feat)) return (0);
5066 void travel_step(void)
5068 /* Get travel direction */
5069 travel.dir = travel_test(travel.dir);
5074 if (travel.run == 255)
5077 msg_print("Æ»¶Ú¤¬¸«¤Ä¤«¤ê¤Þ¤»¤ó¡ª");
5079 msg_print("No route is found!");
5088 move_player(travel.dir, always_pickup, FALSE);
5090 if ((py == travel.y) && (px == travel.x))
5092 else if (travel.run > 0)
5096 Term_xtra(TERM_XTRA_DELAY, delay_factor);