3 /* Purpose: Movement commands (part 1) */
6 * Copyright (c) 1989 James E. Wilson, Robert A. Koeneke
8 * This software may be copied and distributed for educational, research, and
9 * not for profit purposes provided that this copyright and statement are
10 * included in all such copies.
14 #define MAX_VAMPIRIC_DRAIN 50
18 * Determine if the player "hits" a monster (normal combat).
19 * Note -- Always miss 5%, always hit 5%, otherwise random.
21 bool test_hit_fire(int chance, int ac, int vis)
28 /* Hack -- Instant miss or hit */
29 if (k < 10) return (k < 5);
31 if (p_ptr->pseikaku == SEIKAKU_NAMAKE)
32 if (one_in_(20)) return (FALSE);
35 if (chance <= 0) return (FALSE);
37 /* Invisible monsters are harder to hit */
38 if (!vis) chance = (chance + 1) / 2;
40 /* Power competes against armor */
41 if (randint0(chance) < (ac * 3 / 4)) return (FALSE);
50 * Determine if the player "hits" a monster (normal combat).
52 * Note -- Always miss 5%, always hit 5%, otherwise random.
54 bool test_hit_norm(int chance, int ac, int vis)
61 /* Hack -- Instant miss or hit */
62 if (k < 10) return (k < 5);
64 if (p_ptr->pseikaku == SEIKAKU_NAMAKE)
65 if (one_in_(20)) return (FALSE);
67 /* Wimpy attack never hits */
68 if (chance <= 0) return (FALSE);
70 /* Penalize invisible targets */
71 if (!vis) chance = (chance + 1) / 2;
73 /* Power must defeat armor */
74 if (randint0(chance) < (ac * 3 / 4)) return (FALSE);
83 * Critical hits (from objects thrown by player)
84 * Factor in item weight, total plusses, and player level.
86 s16b critical_shot(int weight, int plus, int dam)
90 /* Extract "shot" power */
91 i = (weight + ((p_ptr->to_h_b + plus) * 4) + (p_ptr->lev * 2));
94 if (randint1(5000) <= i)
96 k = weight + randint1(500);
101 msg_print("¼ê¤´¤¿¤¨¤¬¤¢¤Ã¤¿¡ª");
103 msg_print("It was a good hit!");
111 msg_print("¤«¤Ê¤ê¤Î¼ê¤´¤¿¤¨¤¬¤¢¤Ã¤¿¡ª");
113 msg_print("It was a great hit!");
121 msg_print("²ñ¿´¤Î°ì·â¤À¡ª");
123 msg_print("It was a superb hit!");
136 * Critical hits (by player)
138 * Factor in weapon weight, total plusses, player level.
140 s16b critical_norm(int weight, int plus, int dam, s16b meichuu, int mode)
144 /* Extract "blow" power */
145 i = (weight + (meichuu * 3 + plus * 5) + (p_ptr->lev * 3));
148 if ((randint1((p_ptr->pclass == CLASS_NINJA) ? 4444 : 5000) <= i) || (mode == HISSATSU_MAJIN) || (mode == HISSATSU_3DAN))
150 k = weight + randint1(650);
151 if ((mode == HISSATSU_MAJIN) || (mode == HISSATSU_3DAN)) k+= randint1(650);
156 msg_print("¼ê¤´¤¿¤¨¤¬¤¢¤Ã¤¿¡ª");
158 msg_print("It was a good hit!");
166 msg_print("¤«¤Ê¤ê¤Î¼ê¤´¤¿¤¨¤¬¤¢¤Ã¤¿¡ª");
168 msg_print("It was a great hit!");
176 msg_print("²ñ¿´¤Î°ì·â¤À¡ª");
178 msg_print("It was a superb hit!");
186 msg_print("ºÇ¹â¤Î²ñ¿´¤Î°ì·â¤À¡ª");
188 msg_print("It was a *GREAT* hit!");
196 msg_print("ÈæÎà¤Ê¤ºÇ¹â¤Î²ñ¿´¤Î°ì·â¤À¡ª");
198 msg_print("It was a *SUPERB* hit!");
201 dam = ((7 * dam) / 2) + 25;
211 * Extract the "total damage" from a given object hitting a given monster.
213 * Note that "flasks of oil" do NOT do fire damage, although they
214 * certainly could be made to do so. XXX XXX
216 * Note that most brands and slays are x3, except Slay Animal (x2),
217 * Slay Evil (x2), and Kill dragon (x5).
219 s16b tot_dam_aux(object_type *o_ptr, int tdam, monster_type *m_ptr, int mode)
223 monster_race *r_ptr = &r_info[m_ptr->r_idx];
225 u32b flgs[TR_FLAG_SIZE];
227 /* Extract the flags */
228 object_flags(o_ptr, flgs);
230 /* Some "weapons" and "ammo" do extra damage */
242 if ((have_flag(flgs, TR_SLAY_ANIMAL)) &&
243 (r_ptr->flags3 & RF3_ANIMAL))
247 r_ptr->r_flags3 |= RF3_ANIMAL;
250 if (mult < 25) mult = 25;
254 if ((have_flag(flgs, TR_KILL_ANIMAL)) &&
255 (r_ptr->flags3 & RF3_ANIMAL))
259 r_ptr->r_flags3 |= RF3_ANIMAL;
262 if (mult < 40) mult = 40;
266 if ((have_flag(flgs, TR_SLAY_EVIL)) &&
267 (r_ptr->flags3 & RF3_EVIL))
271 r_ptr->r_flags3 |= RF3_EVIL;
274 if (mult < 20) mult = 20;
278 if ((have_flag(flgs, TR_KILL_EVIL)) &&
279 (r_ptr->flags3 & RF3_EVIL))
283 r_ptr->r_flags3 |= RF3_EVIL;
286 if (mult < 35) mult = 35;
290 if ((have_flag(flgs, TR_SLAY_HUMAN)) &&
291 (r_ptr->flags2 & RF2_HUMAN))
295 r_ptr->r_flags2 |= RF2_HUMAN;
298 if (mult < 25) mult = 25;
302 if ((have_flag(flgs, TR_KILL_HUMAN)) &&
303 (r_ptr->flags2 & RF2_HUMAN))
307 r_ptr->r_flags2 |= RF2_HUMAN;
310 if (mult < 40) mult = 40;
314 if ((have_flag(flgs, TR_SLAY_UNDEAD)) &&
315 (r_ptr->flags3 & RF3_UNDEAD))
319 r_ptr->r_flags3 |= RF3_UNDEAD;
322 if (mult < 30) mult = 30;
326 if ((have_flag(flgs, TR_KILL_UNDEAD)) &&
327 (r_ptr->flags3 & RF3_UNDEAD))
331 r_ptr->r_flags3 |= RF3_UNDEAD;
334 if (mult < 50) mult = 50;
338 if ((have_flag(flgs, TR_SLAY_DEMON)) &&
339 (r_ptr->flags3 & RF3_DEMON))
343 r_ptr->r_flags3 |= RF3_DEMON;
346 if (mult < 30) mult = 30;
350 if ((have_flag(flgs, TR_KILL_DEMON)) &&
351 (r_ptr->flags3 & RF3_DEMON))
355 r_ptr->r_flags3 |= RF3_DEMON;
358 if (mult < 50) mult = 50;
362 if ((have_flag(flgs, TR_SLAY_ORC)) &&
363 (r_ptr->flags3 & RF3_ORC))
367 r_ptr->r_flags3 |= RF3_ORC;
370 if (mult < 30) mult = 30;
374 if ((have_flag(flgs, TR_KILL_ORC)) &&
375 (r_ptr->flags3 & RF3_ORC))
379 r_ptr->r_flags3 |= RF3_ORC;
382 if (mult < 50) mult = 50;
386 if ((have_flag(flgs, TR_SLAY_TROLL)) &&
387 (r_ptr->flags3 & RF3_TROLL))
391 r_ptr->r_flags3 |= RF3_TROLL;
394 if (mult < 30) mult = 30;
398 if ((have_flag(flgs, TR_KILL_TROLL)) &&
399 (r_ptr->flags3 & RF3_TROLL))
403 r_ptr->r_flags3 |= RF3_TROLL;
406 if (mult < 50) mult = 50;
410 if ((have_flag(flgs, TR_SLAY_GIANT)) &&
411 (r_ptr->flags3 & RF3_GIANT))
415 r_ptr->r_flags3 |= RF3_GIANT;
418 if (mult < 30) mult = 30;
419 if (o_ptr->name1 == ART_HRUNTING)
424 if ((have_flag(flgs, TR_KILL_GIANT)) &&
425 (r_ptr->flags3 & RF3_GIANT))
429 r_ptr->r_flags3 |= RF3_GIANT;
432 if (mult < 50) mult = 50;
436 if ((have_flag(flgs, TR_SLAY_DRAGON)) &&
437 (r_ptr->flags3 & RF3_DRAGON))
441 r_ptr->r_flags3 |= RF3_DRAGON;
444 if (mult < 30) mult = 30;
448 if ((have_flag(flgs, TR_KILL_DRAGON)) &&
449 (r_ptr->flags3 & RF3_DRAGON))
453 r_ptr->r_flags3 |= RF3_DRAGON;
456 if (mult < 50) mult = 50;
458 if ((o_ptr->name1 == ART_NOTHUNG) && (m_ptr->r_idx == MON_FAFNER))
463 if ((have_flag(flgs, TR_BRAND_ACID)) || (p_ptr->special_attack & (ATTACK_ACID)))
465 /* Notice immunity */
466 if (r_ptr->flags3 & RF3_IM_ACID)
470 r_ptr->r_flags3 |= RF3_IM_ACID;
474 /* Otherwise, take the damage */
477 if (mult < 25) mult = 25;
482 if ((have_flag(flgs, TR_BRAND_ELEC)) || (p_ptr->special_attack & (ATTACK_ELEC)) || (mode == HISSATSU_ELEC))
484 /* Notice immunity */
485 if (r_ptr->flags3 & RF3_IM_ELEC)
489 r_ptr->r_flags3 |= RF3_IM_ELEC;
493 /* Otherwise, take the damage */
494 else if (((have_flag(flgs, TR_BRAND_ELEC)) || (p_ptr->special_attack & (ATTACK_ELEC))) && (mode == HISSATSU_ELEC))
496 if (mult < 70) mult = 70;
498 else if (mode == HISSATSU_ELEC)
500 if (mult < 50) mult = 50;
505 if (mult < 25) mult = 25;
510 if ((have_flag(flgs, TR_BRAND_FIRE)) || (p_ptr->special_attack & (ATTACK_FIRE)) || (mode == HISSATSU_FIRE))
512 /* Notice immunity */
513 if (r_ptr->flags3 & RF3_IM_FIRE)
517 r_ptr->r_flags3 |= RF3_IM_FIRE;
521 /* Otherwise, take the damage */
522 else if (((have_flag(flgs, TR_BRAND_FIRE)) || (p_ptr->special_attack & (ATTACK_FIRE))) && (mode == HISSATSU_FIRE))
524 if (r_ptr->flags3 & RF3_HURT_FIRE)
526 if (mult < 70) mult = 70;
529 r_ptr->r_flags3 |= RF3_HURT_FIRE;
532 else if (mult < 35) mult = 35;
536 if (r_ptr->flags3 & RF3_HURT_FIRE)
538 if (mult < 50) mult = 50;
541 r_ptr->r_flags3 |= RF3_HURT_FIRE;
544 else if (mult < 25) mult = 25;
549 if ((have_flag(flgs, TR_BRAND_COLD)) || (p_ptr->special_attack & (ATTACK_COLD)) || (mode == HISSATSU_COLD))
551 /* Notice immunity */
552 if (r_ptr->flags3 & RF3_IM_COLD)
556 r_ptr->r_flags3 |= RF3_IM_COLD;
559 /* Otherwise, take the damage */
560 else if (((have_flag(flgs, TR_BRAND_COLD)) || (p_ptr->special_attack & (ATTACK_COLD))) && (mode == HISSATSU_COLD))
562 if (r_ptr->flags3 & RF3_HURT_COLD)
564 if (mult < 70) mult = 70;
567 r_ptr->r_flags3 |= RF3_HURT_COLD;
570 else if (mult < 35) mult = 35;
574 if (r_ptr->flags3 & RF3_HURT_COLD)
576 if (mult < 50) mult = 50;
579 r_ptr->r_flags3 |= RF3_HURT_COLD;
582 else if (mult < 25) mult = 25;
587 if ((have_flag(flgs, TR_BRAND_POIS)) || (p_ptr->special_attack & (ATTACK_POIS)) || (mode == HISSATSU_POISON))
589 /* Notice immunity */
590 if (r_ptr->flags3 & RF3_IM_POIS)
594 r_ptr->r_flags3 |= RF3_IM_POIS;
598 /* Otherwise, take the damage */
599 else if (((have_flag(flgs, TR_BRAND_POIS)) || (p_ptr->special_attack & (ATTACK_POIS))) && (mode == HISSATSU_POISON))
601 if (mult < 35) mult = 35;
605 if (mult < 25) mult = 25;
608 if ((mode == HISSATSU_ZANMA) && (r_ptr->flags3 & (RF3_DEMON | RF3_UNDEAD | RF3_NONLIVING)) && (r_ptr->flags3 & RF3_EVIL))
610 if (mult < 15) mult = 25;
611 else if (mult < 50) mult = MIN(50, mult+20);
613 if (mode == HISSATSU_UNDEAD)
615 if (r_ptr->flags3 & RF3_UNDEAD)
619 r_ptr->r_flags3 |= RF3_UNDEAD;
621 if (mult == 10) mult = 70;
622 else if (mult < 140) mult = MIN(140, mult+60);
624 if (mult == 10) mult = 40;
625 else if (mult < 60) mult = MIN(60, mult+30);
627 if ((mode == HISSATSU_SEKIRYUKA) && p_ptr->cut && !(r_ptr->flags3 & (RF3_DEMON | RF3_UNDEAD | RF3_NONLIVING)))
629 int tmp = MIN(100, MAX(10, p_ptr->cut / 10));
630 if (mult < tmp) mult = tmp;
632 if ((mode == HISSATSU_HAGAN) && (r_ptr->flags3 & RF3_HURT_ROCK))
636 r_ptr->r_flags3 |= RF3_HURT_ROCK;
638 if (mult == 10) mult = 40;
639 else if (mult < 60) mult = 60;
641 if ((p_ptr->pclass != CLASS_SAMURAI) && (have_flag(flgs, TR_FORCE_WEAPON)) && (p_ptr->csp > (o_ptr->dd * o_ptr->ds / 5)))
643 p_ptr->csp -= (1+(o_ptr->dd * o_ptr->ds / 5));
644 p_ptr->redraw |= (PR_MANA);
645 mult = mult * 3 / 2 + 20;
650 if (mult > 150) mult = 150;
652 /* Return the total damage */
653 return (tdam * mult / 10);
658 * Search for hidden things
664 s16b this_o_idx, next_o_idx = 0;
669 /* Start with base search ability */
670 chance = p_ptr->skill_srh;
672 /* Penalize various conditions */
673 if (p_ptr->blind || no_lite()) chance = chance / 10;
674 if (p_ptr->confused || p_ptr->image) chance = chance / 10;
676 /* Search the nearby grids, which are always in bounds */
677 for (y = (py - 1); y <= (py + 1); y++)
679 for (x = (px - 1); x <= (px + 1); x++)
681 /* Sometimes, notice things */
682 if (randint0(100) < chance)
684 /* Access the grid */
688 if (c_ptr->mimic && is_trap(c_ptr->feat))
695 msg_print("¥È¥é¥Ã¥×¤òȯ¸«¤·¤¿¡£");
697 msg_print("You have found a trap.");
706 if (is_hidden_door(c_ptr))
710 msg_print("±£¤·¥É¥¢¤òȯ¸«¤·¤¿¡£");
712 msg_print("You have found a secret door.");
722 /* Scan all objects in the grid */
723 for (this_o_idx = c_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
728 o_ptr = &o_list[this_o_idx];
730 /* Acquire next object */
731 next_o_idx = o_ptr->next_o_idx;
733 /* Skip non-chests */
734 if (o_ptr->tval != TV_CHEST) continue;
736 /* Skip non-trapped chests */
737 if (!chest_traps[o_ptr->pval]) continue;
740 if (!object_known_p(o_ptr))
744 msg_print("È¢¤Ë»Å³Ý¤±¤é¤ì¤¿¥È¥é¥Ã¥×¤òȯ¸«¤·¤¿¡ª");
746 msg_print("You have discovered a trap on the chest!");
764 * Helper routine for py_pickup() and py_pickup_floor().
766 * Add the given dungeon object to the character's inventory.
768 * Delete the object afterwards.
770 void py_pickup_aux(int o_idx)
776 * ¥¢¥¤¥Æ¥à¤ò½¦¤Ã¤¿ºÝ¤Ë¡Ö£²¤Ä¤Î¥±¡¼¥¤ò»ý¤Ã¤Æ¤¤¤ë¡×
777 * "You have two cakes." ¤È¥¢¥¤¥Æ¥à¤ò½¦¤Ã¤¿¸å¤Î¹ç·×¤Î¤ß¤Îɽ¼¨¤¬¥ª¥ê¥¸¥Ê¥ë
779 * ¤¢¤ë¤È¤¤¤¦»ØŦ¤ò¤¦¤±¤¿¤Î¤Ç¡¢¡Ö¡Á¤ò½¦¤Ã¤¿¡¢¡Á¤ò»ý¤Ã¤Æ¤¤¤ë¡×¤È¤¤¤¦É½¼¨
780 * ¤Ë¤«¤¨¤Æ¤¢¤ë¡£¤½¤Î¤¿¤á¤ÎÇÛÎó¡£
782 char o_name[MAX_NLEN];
783 char old_name[MAX_NLEN];
787 char o_name[MAX_NLEN];
792 o_ptr = &o_list[o_idx];
795 /* Describe the object */
796 object_desc(old_name, o_ptr, TRUE, 0);
797 object_desc_kosuu(kazu_str, o_ptr);
798 hirottakazu = o_ptr->number;
800 /* Carry the object */
801 slot = inven_carry(o_ptr);
803 /* Get the object again */
804 o_ptr = &inventory[slot];
806 /* Delete the object */
807 delete_object_idx(o_idx);
809 if (p_ptr->pseikaku == SEIKAKU_MUNCHKIN) identify_item(o_ptr);
811 /* Describe the object */
812 object_desc(o_name, o_ptr, TRUE, 3);
816 if ((o_ptr->name1 == ART_CRIMSON) && (p_ptr->pseikaku == SEIKAKU_COMBAT))
818 msg_format("¤³¤¦¤·¤Æ¡¢%s¤Ï¡Ø¥¯¥ê¥à¥¾¥ó¡Ù¤ò¼ê¤ËÆþ¤ì¤¿¡£", player_name);
819 msg_print("¤·¤«¤·º£¡¢¡Øº®Æ٤Υµ¡¼¥Ú¥ó¥È¡Ù¤ÎÊü¤Ã¤¿¥â¥ó¥¹¥¿¡¼¤¬¡¢");
820 msg_format("%s¤Ë½±¤¤¤«¤«¤ë¡¥¡¥¡¥", player_name);
826 msg_format("%s(%c)¤ò»ý¤Ã¤Æ¤¤¤ë¡£",o_name, index_to_label(slot));
830 if (o_ptr->number > hirottakazu) {
831 msg_format("%s½¦¤Ã¤Æ¡¢%s(%c)¤ò»ý¤Ã¤Æ¤¤¤ë¡£",
832 kazu_str, o_name, index_to_label(slot));
834 msg_format("%s(%c)¤ò½¦¤Ã¤¿¡£", o_name, index_to_label(slot));
838 strcpy(record_o_name, old_name);
840 msg_format("You have %s (%c).", o_name, index_to_label(slot));
841 strcpy(record_o_name, o_name);
846 /* Check if completed a quest */
847 for (i = 0; i < max_quests; i++)
849 if ((quest[i].type == QUEST_TYPE_FIND_ARTIFACT) &&
850 (quest[i].status == QUEST_STATUS_TAKEN) &&
851 (quest[i].k_idx == o_ptr->name1))
853 if (record_fix_quest) do_cmd_write_nikki(NIKKI_FIX_QUEST_C, i, NULL);
854 quest[i].status = QUEST_STATUS_COMPLETED;
855 quest[i].complev = (byte)p_ptr->lev;
857 msg_print("¥¯¥¨¥¹¥È¤òãÀ®¤·¤¿¡ª");
859 msg_print("You completed your quest!");
869 * Player "wants" to pick up an object or gold.
870 * Note that we ONLY handle things that can be picked up.
871 * See "move_player()" for handling of other things.
873 void carry(int pickup)
875 cave_type *c_ptr = &cave[py][px];
877 s16b this_o_idx, next_o_idx = 0;
879 char o_name[MAX_NLEN];
881 /* Recenter the map around the player */
885 p_ptr->update |= (PU_MONSTERS);
888 p_ptr->redraw |= (PR_MAP);
891 p_ptr->window |= (PW_OVERHEAD);
896 /* Automatically pickup/destroy/inscribe items */
897 auto_pickup_items(c_ptr);
900 #ifdef ALLOW_EASY_FLOOR
904 py_pickup_floor(pickup);
908 #endif /* ALLOW_EASY_FLOOR */
910 /* Scan the pile of objects */
911 for (this_o_idx = c_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
916 o_ptr = &o_list[this_o_idx];
918 #ifdef ALLOW_EASY_SENSE /* TNB */
920 /* Option: Make item sensing easy */
923 /* Sense the object */
924 (void)sense_object(o_ptr);
927 #endif /* ALLOW_EASY_SENSE -- TNB */
929 /* Describe the object */
930 object_desc(o_name, o_ptr, TRUE, 3);
932 /* Acquire next object */
933 next_o_idx = o_ptr->next_o_idx;
935 /* Hack -- disturb */
939 if (o_ptr->tval == TV_GOLD)
941 int value = (long)o_ptr->pval;
943 /* Delete the gold */
944 delete_object_idx(this_o_idx);
948 msg_format(" $%ld ¤Î²ÁÃͤ¬¤¢¤ë%s¤ò¸«¤Ä¤±¤¿¡£",
949 (long)value, o_name);
951 msg_format("You collect %ld gold pieces worth of %s.",
952 (long)value, o_name);
958 /* Collect the gold */
962 p_ptr->redraw |= (PR_GOLD);
965 p_ptr->window |= (PW_PLAYER);
968 /* Pick up objects */
971 /* Hack - some objects were handled in auto_pickup_items(). */
972 if (o_ptr->marked & OM_NOMSG)
974 /* Clear the flag. */
975 o_ptr->marked &= ~OM_NOMSG;
977 /* Describe the object */
982 msg_format("%s¤¬¤¢¤ë¡£", o_name);
984 msg_format("You see %s.", o_name);
989 /* Note that the pack is too full */
990 else if (!inven_carry_okay(o_ptr))
993 msg_format("¥¶¥Ã¥¯¤Ë¤Ï%s¤òÆþ¤ì¤ë·ä´Ö¤¬¤Ê¤¤¡£", o_name);
995 msg_format("You have no room for %s.", o_name);
1000 /* Pick up the item (if requested and allowed) */
1005 /* Hack -- query every item */
1006 if (carry_query_flag)
1008 char out_val[MAX_NLEN+20];
1010 sprintf(out_val, "%s¤ò½¦¤¤¤Þ¤¹¤«? ", o_name);
1012 sprintf(out_val, "Pick up %s? ", o_name);
1015 okay = get_check(out_val);
1018 /* Attempt to pick up an object. */
1021 /* Pick up the object */
1022 py_pickup_aux(this_o_idx);
1031 * Determine if a trap affects the player.
1032 * Always miss 5% of the time, Always hit 5% of the time.
1033 * Otherwise, match trap power against player armor.
1035 static int check_hit(int power)
1039 /* Percentile dice */
1042 /* Hack -- 5% hit, 5% miss */
1043 if (k < 10) return (k < 5);
1045 if (p_ptr->pseikaku == SEIKAKU_NAMAKE)
1046 if (one_in_(20)) return (TRUE);
1048 /* Paranoia -- No power */
1049 if (power <= 0) return (FALSE);
1052 ac = p_ptr->ac + p_ptr->to_a;
1054 /* Power competes against Armor */
1055 if (randint1(power) > ((ac * 3) / 4)) return (TRUE);
1064 * Handle player hitting a real trap
1066 static void hit_trap(bool break_trap)
1074 cptr name = "¥È¥é¥Ã¥×";
1076 cptr name = "a trap";
1081 /* Disturb the player */
1084 /* Get the cave grid */
1085 c_ptr = &cave[y][x];
1087 /* Analyze XXX XXX XXX */
1088 switch (c_ptr->feat)
1090 case FEAT_TRAP_TRAPDOOR:
1095 msg_print("Í¸Í¤òÈô¤Ó±Û¤¨¤¿¡£");
1097 msg_print("You fly over a trap door.");
1104 msg_print("Í¸Í¤ËÍî¤Á¤¿¡ª");
1105 if ((p_ptr->pseikaku == SEIKAKU_COMBAT) || (inventory[INVEN_BOW].name1 == ART_CRIMSON))
1106 msg_print("¤¯¤Ã¤½¡Á¡ª");
1108 msg_print("You have fallen through a trap door!");
1112 dam = damroll(2, 8);
1116 name = "a trap door";
1119 take_hit(DAMAGE_NOESCAPE, dam, name, -1);
1121 /* Still alive and autosave enabled */
1122 if (autosave_l && (p_ptr->chp >= 0))
1123 do_cmd_save_game(TRUE);
1126 do_cmd_write_nikki(NIKKI_BUNSHOU, 0, "Í¸Í¤ËÍî¤Á¤¿");
1128 do_cmd_write_nikki(NIKKI_BUNSHOU, 0, "You have fallen through a trap door!");
1130 prepare_change_floor_mode(CFM_DOWN | CFM_RAND_PLACE | CFM_RAND_CONNECT);
1133 p_ptr->leaving = TRUE;
1143 msg_print("Í·ê¤òÈô¤Ó±Û¤¨¤¿¡£");
1145 msg_print("You fly over a pit trap.");
1152 msg_print("Í·ê¤ËÍî¤Á¤Æ¤·¤Þ¤Ã¤¿¡ª");
1154 msg_print("You have fallen into a pit!");
1157 dam = damroll(2, 6);
1161 name = "a pit trap";
1164 take_hit(DAMAGE_NOESCAPE, dam, name, -1);
1169 case FEAT_TRAP_SPIKED_PIT:
1174 msg_print("¥È¥²¤Î¤¢¤ëÍ·ê¤òÈô¤Ó±Û¤¨¤¿¡£");
1176 msg_print("You fly over a spiked pit.");
1183 msg_print("¥¹¥Ñ¥¤¥¯¤¬Éߤ«¤ì¤¿Í·ê¤ËÍî¤Á¤Æ¤·¤Þ¤Ã¤¿¡ª");
1185 msg_print("You fall into a spiked pit!");
1193 name = "a pit trap";
1196 dam = damroll(2, 6);
1198 /* Extra spike damage */
1199 if (randint0(100) < 50)
1202 msg_print("¥¹¥Ñ¥¤¥¯¤¬»É¤µ¤Ã¤¿¡ª");
1204 msg_print("You are impaled!");
1209 name = "¥È¥²¤Î¤¢¤ëÍ·ê";
1211 name = "a spiked pit";
1215 (void)set_cut(p_ptr->cut + randint1(dam));
1218 /* Take the damage */
1219 take_hit(DAMAGE_NOESCAPE, dam, name, -1);
1224 case FEAT_TRAP_POISON_PIT:
1229 msg_print("¥È¥²¤Î¤¢¤ëÍ·ê¤òÈô¤Ó±Û¤¨¤¿¡£");
1231 msg_print("You fly over a spiked pit.");
1238 msg_print("¥¹¥Ñ¥¤¥¯¤¬Éߤ«¤ì¤¿Í·ê¤ËÍî¤Á¤Æ¤·¤Þ¤Ã¤¿¡ª");
1240 msg_print("You fall into a spiked pit!");
1245 dam = damroll(2, 6);
1250 name = "a pit trap";
1254 /* Extra spike damage */
1255 if (randint0(100) < 50)
1258 msg_print("ÆǤòÅɤé¤ì¤¿¥¹¥Ñ¥¤¥¯¤¬»É¤µ¤Ã¤¿¡ª");
1260 msg_print("You are impaled on poisonous spikes!");
1265 name = "¥È¥²¤Î¤¢¤ëÍ·ê";
1267 name = "a spiked pit";
1272 (void)set_cut(p_ptr->cut + randint1(dam));
1274 if (p_ptr->resist_pois || p_ptr->oppose_pois)
1277 msg_print("¤·¤«¤·ÆǤαƶÁ¤Ï¤Ê¤«¤Ã¤¿¡ª");
1279 msg_print("The poison does not affect you!");
1287 (void)set_poisoned(p_ptr->poisoned + randint1(dam));
1291 /* Take the damage */
1292 take_hit(DAMAGE_NOESCAPE, dam, name, -1);
1298 case FEAT_TRAP_TY_CURSE:
1301 msg_print("²¿¤«¤¬¥Ô¥«¥Ã¤È¸÷¤Ã¤¿¡ª");
1303 msg_print("There is a flash of shimmering light!");
1306 c_ptr->info &= ~(CAVE_MARK);
1307 cave_set_feat(y, x, floor_type[randint0(100)]);
1308 num = 2 + randint1(3);
1309 for (i = 0; i < num; i++)
1311 (void)summon_specific(0, y, x, dun_level, 0, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE | PM_NO_PET));
1314 if (dun_level > randint1(100)) /* No nasty effect for low levels */
1316 bool stop_ty = FALSE;
1321 stop_ty = activate_ty_curse(stop_ty, &count);
1328 case FEAT_TRAP_TELEPORT:
1331 msg_print("¥Æ¥ì¥Ý¡¼¥È¡¦¥È¥é¥Ã¥×¤Ë¤Ò¤Ã¤«¤«¤Ã¤¿¡ª");
1333 msg_print("You hit a teleport trap!");
1336 teleport_player(100);
1340 case FEAT_TRAP_FIRE:
1343 msg_print("±ê¤ËÊñ¤Þ¤ì¤¿¡ª");
1345 msg_print("You are enveloped in flames!");
1348 dam = damroll(4, 6);
1350 (void)fire_dam(dam, "±ê¤Î¥È¥é¥Ã¥×", -1);
1352 (void)fire_dam(dam, "a fire trap", -1);
1358 case FEAT_TRAP_ACID:
1361 msg_print("»À¤¬¿á¤¤«¤±¤é¤ì¤¿¡ª");
1363 msg_print("You are splashed with acid!");
1366 dam = damroll(4, 6);
1368 (void)acid_dam(dam, "»À¤Î¥È¥é¥Ã¥×", -1);
1370 (void)acid_dam(dam, "an acid trap", -1);
1376 case FEAT_TRAP_SLOW:
1381 msg_print("¾®¤µ¤Ê¥À¡¼¥Ä¤¬Èô¤ó¤Ç¤¤Æ»É¤µ¤Ã¤¿¡ª");
1383 msg_print("A small dart hits you!");
1386 dam = damroll(1, 4);
1387 take_hit(DAMAGE_ATTACK, dam, name, -1);
1388 (void)set_slow(p_ptr->slow + randint0(20) + 20, FALSE);
1393 msg_print("¾®¤µ¤Ê¥À¡¼¥Ä¤¬Èô¤ó¤Ç¤¤¿¡ª¤¬¡¢±¿Îɤ¯Åö¤¿¤é¤Ê¤«¤Ã¤¿¡£");
1395 msg_print("A small dart barely misses you.");
1402 case FEAT_TRAP_LOSE_STR:
1407 msg_print("¾®¤µ¤Ê¥À¡¼¥Ä¤¬Èô¤ó¤Ç¤¤Æ»É¤µ¤Ã¤¿¡ª");
1409 msg_print("A small dart hits you!");
1412 dam = damroll(1, 4);
1414 take_hit(DAMAGE_ATTACK, dam, "¥À¡¼¥Ä¤Îæ«", -1);
1416 take_hit(DAMAGE_ATTACK, dam, "a dart trap", -1);
1419 (void)do_dec_stat(A_STR);
1424 msg_print("¾®¤µ¤Ê¥À¡¼¥Ä¤¬Èô¤ó¤Ç¤¤¿¡ª¤¬¡¢±¿Îɤ¯Åö¤¿¤é¤Ê¤«¤Ã¤¿¡£");
1426 msg_print("A small dart barely misses you.");
1433 case FEAT_TRAP_LOSE_DEX:
1438 msg_print("¾®¤µ¤Ê¥À¡¼¥Ä¤¬Èô¤ó¤Ç¤¤Æ»É¤µ¤Ã¤¿¡ª");
1440 msg_print("A small dart hits you!");
1443 dam = damroll(1, 4);
1445 take_hit(DAMAGE_ATTACK, dam, "¥À¡¼¥Ä¤Îæ«", -1);
1447 take_hit(DAMAGE_ATTACK, dam, "a dart trap", -1);
1450 (void)do_dec_stat(A_DEX);
1455 msg_print("¾®¤µ¤Ê¥À¡¼¥Ä¤¬Èô¤ó¤Ç¤¤¿¡ª¤¬¡¢±¿Îɤ¯Åö¤¿¤é¤Ê¤«¤Ã¤¿¡£");
1457 msg_print("A small dart barely misses you.");
1464 case FEAT_TRAP_LOSE_CON:
1469 msg_print("¾®¤µ¤Ê¥À¡¼¥Ä¤¬Èô¤ó¤Ç¤¤Æ»É¤µ¤Ã¤¿¡ª");
1471 msg_print("A small dart hits you!");
1474 dam = damroll(1, 4);
1476 take_hit(DAMAGE_ATTACK, dam, "¥À¡¼¥Ä¤Îæ«", -1);
1478 take_hit(DAMAGE_ATTACK, dam, "a dart trap", -1);
1481 (void)do_dec_stat(A_CON);
1486 msg_print("¾®¤µ¤Ê¥À¡¼¥Ä¤¬Èô¤ó¤Ç¤¤¿¡ª¤¬¡¢±¿Îɤ¯Åö¤¿¤é¤Ê¤«¤Ã¤¿¡£");
1488 msg_print("A small dart barely misses you.");
1495 case FEAT_TRAP_BLIND:
1498 msg_print("¹õ¤¤¥¬¥¹¤ËÊñ¤ß¹þ¤Þ¤ì¤¿¡ª");
1500 msg_print("A black gas surrounds you!");
1503 if (!p_ptr->resist_blind)
1505 (void)set_blind(p_ptr->blind + randint0(50) + 25);
1510 case FEAT_TRAP_CONFUSE:
1513 msg_print("¤¤é¤á¤¯¥¬¥¹¤ËÊñ¤ß¹þ¤Þ¤ì¤¿¡ª");
1515 msg_print("A gas of scintillating colors surrounds you!");
1518 if (!p_ptr->resist_conf)
1520 (void)set_confused(p_ptr->confused + randint0(20) + 10);
1525 case FEAT_TRAP_POISON:
1528 msg_print("»É·ãŪ¤ÊÎп§¤Î¥¬¥¹¤ËÊñ¤ß¹þ¤Þ¤ì¤¿¡ª");
1530 msg_print("A pungent green gas surrounds you!");
1533 if (!p_ptr->resist_pois && !p_ptr->oppose_pois)
1535 (void)set_poisoned(p_ptr->poisoned + randint0(20) + 10);
1540 case FEAT_TRAP_SLEEP:
1543 msg_print("´ñ̯¤ÊÇò¤¤Ì¸¤ËÊñ¤Þ¤ì¤¿¡ª");
1545 msg_print("A strange white mist surrounds you!");
1548 if (!p_ptr->free_act)
1551 msg_print("¤¢¤Ê¤¿¤Ï̲¤ê¤Ë½¢¤¤¤¿¡£");
1553 msg_print("You fall asleep.");
1557 if (ironman_nightmare)
1560 msg_print("¿È¤ÎÌÓ¤â¤è¤À¤Ä¸÷·Ê¤¬Æ¬¤ËÉ⤫¤ó¤À¡£");
1562 msg_print("A horrible vision enters your mind.");
1566 /* Pick a nightmare */
1567 get_mon_num_prep(get_nightmare, NULL);
1569 /* Have some nightmares */
1570 have_nightmare(get_mon_num(MAX_DEPTH));
1572 /* Remove the monster restriction */
1573 get_mon_num_prep(NULL, NULL);
1575 (void)set_paralyzed(p_ptr->paralyzed + randint0(10) + 5);
1580 case FEAT_TRAP_TRAPS:
1583 msg_print("¤Þ¤Ð¤æ¤¤Á®¸÷¤¬Áö¤Ã¤¿¡ª");
1585 msg_print("There is a bright flash of light!");
1589 /* Destroy this trap */
1590 cave_set_feat(y, x, floor_type[randint0(100)]);
1592 /* Make some new traps */
1593 project(0, 1, y, x, 0, GF_MAKE_TRAP, PROJECT_HIDE | PROJECT_JUMP | PROJECT_GRID, -1);
1598 case FEAT_TRAP_ALARM:
1601 msg_print("¤±¤¿¤¿¤Þ¤·¤¤²»¤¬ÌĤê¶Á¤¤¤¿¡ª");
1603 msg_print("An alarm sounds!");
1606 aggravate_monsters(0);
1611 case FEAT_TRAP_OPEN:
1614 msg_print("Âç²»¶Á¤È¶¦¤Ë¤Þ¤ï¤ê¤ÎÊɤ¬Êø¤ì¤¿¡ª");
1616 msg_print("Suddenly, surrounding walls are opened!");
1618 (void)project(0, 3, y, x, 0, GF_DISINTEGRATE, PROJECT_GRID | PROJECT_HIDE, -1);
1619 (void)project(0, 3, y, x - 4, 0, GF_DISINTEGRATE, PROJECT_GRID | PROJECT_HIDE, -1);
1620 (void)project(0, 3, y, x + 4, 0, GF_DISINTEGRATE, PROJECT_GRID | PROJECT_HIDE, -1);
1621 aggravate_monsters(0);
1626 case FEAT_TRAP_ARMAGEDDON:
1628 static int levs[10] = {0, 0, 20, 10, 5, 3, 2, 1, 1, 1};
1629 int evil_idx = 0, good_idx = 0;
1633 msg_print("ÆÍÁ³Å·³¦¤ÎÀïÁè¤Ë´¬¤¹þ¤Þ¤ì¤¿¡ª");
1635 msg_print("Suddenly, you are surrounded by immotal beings!");
1638 /* Destroy this trap */
1639 cave_set_feat(y, x, floor_type[randint0(100)]);
1641 /* Summon Demons and Angels */
1642 for (lev = dun_level; lev >= 20; lev -= 1 + lev/16)
1644 num = levs[MIN(lev/10, 9)];
1645 for (i = 0; i < num; i++)
1647 int x1 = rand_spread(x, 7);
1648 int y1 = rand_spread(y, 5);
1650 /* Skip illegal grids */
1651 if (!in_bounds(y1, x1)) continue;
1653 /* Require line of sight */
1654 if (!player_has_los_bold(y1, x1)) continue;
1656 if (summon_specific(0, y1, x1, lev, SUMMON_ARMAGE_EVIL, (PM_NO_PET)))
1657 evil_idx = hack_m_idx_ii;
1659 if (summon_specific(0, y1, x1, lev, SUMMON_ARMAGE_GOOD, (PM_NO_PET)))
1661 good_idx = hack_m_idx_ii;
1664 /* Let them fight each other */
1665 if (evil_idx && good_idx)
1667 monster_type *evil_ptr = &m_list[evil_idx];
1668 monster_type *good_ptr = &m_list[good_idx];
1669 evil_ptr->target_y = good_ptr->fy;
1670 evil_ptr->target_x = good_ptr->fx;
1671 good_ptr->target_y = evil_ptr->fy;
1672 good_ptr->target_x = evil_ptr->fx;
1679 case FEAT_TRAP_PIRANHA:
1682 msg_print("ÆÍÁ³Êɤ«¤é¿å¤¬°î¤ì½Ð¤·¤¿¡ª¥Ô¥é¥Ë¥¢¤¬¤¤¤ë¡ª");
1684 msg_print("Suddenly, the room is filled with water with piranhas!");
1687 /* Destroy this trap */
1688 cave_set_feat(y, x, floor_type[randint0(100)]);
1690 /* Water fills room */
1691 fire_ball_hide(GF_WATER_FLOW, 0, 1, 10);
1693 /* Summon Piranhas */
1694 num = 1 + dun_level/20;
1695 for (i = 0; i < num; i++)
1697 (void)summon_specific(0, y, x, dun_level, SUMMON_PIRANHAS, (PM_ALLOW_GROUP | PM_NO_PET));
1702 if (break_trap && is_trap(c_ptr->feat))
1704 cave_set_feat(y, x, floor_type[randint0(100)]);
1706 msg_print("¥È¥é¥Ã¥×¤òÊ´ºÕ¤·¤¿¡£");
1708 msg_print("You destroyed the trap.");
1714 static void touch_zap_player(monster_type *m_ptr)
1716 int aura_damage = 0;
1717 monster_race *r_ptr = &r_info[m_ptr->r_idx];
1719 if (r_ptr->flags2 & RF2_AURA_FIRE)
1721 if (!p_ptr->immune_fire)
1725 aura_damage = damroll(1 + (r_ptr->level / 26), 1 + (r_ptr->level / 17));
1727 /* Hack -- Get the "died from" name */
1728 monster_desc(aura_dam, m_ptr, 0x288);
1731 msg_print("ÆÍÁ³¤È¤Æ¤âÇ®¤¯¤Ê¤Ã¤¿¡ª");
1733 msg_print("You are suddenly very hot!");
1737 if (p_ptr->oppose_fire) aura_damage = (aura_damage + 2) / 3;
1738 if (p_ptr->resist_fire) aura_damage = (aura_damage + 2) / 3;
1740 take_hit(DAMAGE_NOESCAPE, aura_damage, aura_dam, -1);
1741 r_ptr->r_flags2 |= RF2_AURA_FIRE;
1746 if (r_ptr->flags3 & RF3_AURA_COLD)
1748 if (!p_ptr->immune_cold)
1752 aura_damage = damroll(1 + (r_ptr->level / 26), 1 + (r_ptr->level / 17));
1754 /* Hack -- Get the "died from" name */
1755 monster_desc(aura_dam, m_ptr, 0x288);
1758 msg_print("ÆÍÁ³¤È¤Æ¤â´¨¤¯¤Ê¤Ã¤¿¡ª");
1760 msg_print("You are suddenly very cold!");
1764 if (p_ptr->oppose_cold) aura_damage = (aura_damage + 2) / 3;
1765 if (p_ptr->resist_cold) aura_damage = (aura_damage + 2) / 3;
1767 take_hit(DAMAGE_NOESCAPE, aura_damage, aura_dam, -1);
1768 r_ptr->r_flags3 |= RF3_AURA_COLD;
1773 if (r_ptr->flags2 & RF2_AURA_ELEC)
1775 if (!p_ptr->immune_elec)
1779 aura_damage = damroll(1 + (r_ptr->level / 26), 1 + (r_ptr->level / 17));
1781 /* Hack -- Get the "died from" name */
1782 monster_desc(aura_dam, m_ptr, 0x288);
1784 if (p_ptr->oppose_elec) aura_damage = (aura_damage + 2) / 3;
1785 if (p_ptr->resist_elec) aura_damage = (aura_damage + 2) / 3;
1788 msg_print("ÅÅ·â¤ò¤¯¤é¤Ã¤¿¡ª");
1790 msg_print("You get zapped!");
1793 take_hit(DAMAGE_NOESCAPE, aura_damage, aura_dam, -1);
1794 r_ptr->r_flags2 |= RF2_AURA_ELEC;
1801 static void natural_attack(s16b m_idx, int attack, bool *fear, bool *mdeath)
1803 int k, bonus, chance;
1805 monster_type *m_ptr = &m_list[m_idx];
1806 monster_race *r_ptr = &r_info[m_ptr->r_idx];
1815 case MUT2_SCOR_TAIL:
1842 atk_desc = "¥¯¥Á¥Ð¥·";
1853 atk_desc = "¾Ý¤ÎÉ¡";
1859 case MUT2_TENTACLES:
1866 atk_desc = "tentacles";
1871 dss = ddd = n_weight = 1;
1873 atk_desc = "̤ÄêµÁ¤ÎÉô°Ì";
1875 atk_desc = "undefined body part";
1880 /* Extract monster name (or "it") */
1881 monster_desc(m_name, m_ptr, 0);
1884 /* Calculate the "attack quality" */
1885 bonus = p_ptr->to_h_m;
1886 bonus += (p_ptr->lev * 6 / 5);
1887 chance = (p_ptr->skill_thn + (bonus * BTH_PLUS_ADJ));
1890 if ((!(r_ptr->flags2 & RF2_QUANTUM) || !randint0(2)) && test_hit_norm(chance, r_ptr->ac, m_ptr->ml))
1896 msg_format("%s¤ò%s¤Ç¹¶·â¤·¤¿¡£", m_name, atk_desc);
1898 msg_format("You hit %s with your %s.", m_name, atk_desc);
1902 k = damroll(ddd, dss);
1903 k = critical_norm(n_weight, bonus, k, (s16b)bonus, 0);
1905 /* Apply the player damage bonuses */
1908 /* No negative damage */
1911 /* Modify the damage */
1912 k = mon_damage_mod(m_ptr, k, FALSE);
1914 /* Complex message */
1918 msg_format("%d/%d ¤Î¥À¥á¡¼¥¸¤òÍ¿¤¨¤¿¡£", k, m_ptr->hp);
1920 msg_format("You do %d (out of %d) damage.", k, m_ptr->hp);
1925 /* Anger the monster */
1926 if (k > 0) anger_monster(m_ptr);
1928 /* Damage, check for fear and mdeath */
1931 case MUT2_SCOR_TAIL:
1932 project(0, 0, m_ptr->fy, m_ptr->fx, k, GF_POIS, PROJECT_KILL, -1);
1933 *mdeath = (m_ptr->r_idx == 0);
1936 *mdeath = mon_take_hit(m_idx, k, fear, NULL);
1939 *mdeath = mon_take_hit(m_idx, k, fear, NULL);
1942 *mdeath = mon_take_hit(m_idx, k, fear, NULL);
1944 case MUT2_TENTACLES:
1945 *mdeath = mon_take_hit(m_idx, k, fear, NULL);
1948 *mdeath = mon_take_hit(m_idx, k, fear, NULL);
1951 touch_zap_player(m_ptr);
1961 msg_format("¥ß¥¹¡ª %s¤Ë¤«¤ï¤µ¤ì¤¿¡£", m_name);
1963 msg_format("You miss %s.", m_name);
1972 * Player attacks a (poor, defenseless) creature -RAK-
1974 * If no "weapon" is available, then "punch" the monster one time.
1976 static void py_attack_aux(int y, int x, bool *fear, bool *mdeath, s16b hand, int mode)
1978 int num = 0, k, bonus, chance, vir;
1980 cave_type *c_ptr = &cave[y][x];
1982 monster_type *m_ptr = &m_list[c_ptr->m_idx];
1983 monster_race *r_ptr = &r_info[m_ptr->r_idx];
1989 bool success_hit = FALSE;
1990 bool old_success_hit = FALSE;
1991 bool backstab = FALSE;
1992 bool vorpal_cut = FALSE;
1993 int chaos_effect = 0;
1994 bool stab_fleeing = FALSE;
1995 bool fuiuchi = FALSE;
1996 bool do_quake = FALSE;
1998 bool drain_msg = TRUE;
1999 int drain_result = 0, drain_heal = 0;
2000 bool can_drain = FALSE;
2002 int drain_left = MAX_VAMPIRIC_DRAIN;
2003 u32b flgs[TR_FLAG_SIZE]; /* A massive hack -- life-draining weapons */
2004 bool is_human = (r_ptr->d_char == 'p');
2005 bool is_lowlevel = (r_ptr->level < (p_ptr->lev - 15));
2006 bool zantetsu_mukou, e_j_mukou;
2010 if (((p_ptr->pclass == CLASS_ROGUE) || (p_ptr->pclass == CLASS_NINJA)) && inventory[INVEN_RARM+hand].tval)
2012 int tmp = p_ptr->lev*6+(p_ptr->skill_stl+10)*4;
2013 if (p_ptr->monlite && (mode != HISSATSU_NYUSIN)) tmp /= 3;
2014 if (p_ptr->cursed & TRC_AGGRAVATE) tmp /= 2;
2015 if (r_ptr->level > (p_ptr->lev*p_ptr->lev/20+10)) tmp /= 3;
2016 if (m_ptr->csleep && m_ptr->ml)
2018 /* Can't backstab creatures that we can't see, right? */
2021 else if ((p_ptr->special_defense & NINJA_S_STEALTH) && (randint0(tmp) > (r_ptr->level+20)) && m_ptr->ml && !(r_ptr->flags3 & RF3_RES_ALL))
2025 else if (m_ptr->monfear && m_ptr->ml)
2027 stab_fleeing = TRUE;
2031 if(!buki_motteruka(INVEN_RARM) && !buki_motteruka(INVEN_LARM))
2033 if ((r_ptr->level + 10) > p_ptr->lev)
2035 if (p_ptr->skill_exp[GINOU_SUDE] < s_info[p_ptr->pclass].s_max[GINOU_SUDE])
2037 if (p_ptr->skill_exp[GINOU_SUDE] < 4000)
2038 p_ptr->skill_exp[GINOU_SUDE]+=40;
2039 else if((p_ptr->skill_exp[GINOU_SUDE] < 6000))
2040 p_ptr->skill_exp[GINOU_SUDE]+=5;
2041 else if((p_ptr->skill_exp[GINOU_SUDE] < 7000) && (p_ptr->lev > 19))
2042 p_ptr->skill_exp[GINOU_SUDE]+=1;
2043 else if((p_ptr->skill_exp[GINOU_SUDE] < 8000) && (p_ptr->lev > 34))
2044 if (one_in_(3)) p_ptr->skill_exp[GINOU_SUDE]+=1;
2045 p_ptr->update |= (PU_BONUS);
2051 if ((r_ptr->level + 10) > p_ptr->lev)
2053 int tval = inventory[INVEN_RARM+hand].tval - TV_BOW;
2054 int sval = inventory[INVEN_RARM+hand].sval;
2055 int now_exp = p_ptr->weapon_exp[tval][sval];
2056 if (now_exp < s_info[p_ptr->pclass].w_max[tval][sval])
2059 if (now_exp < 4000) amount = 80;
2060 else if(now_exp < 6000) amount = 10;
2061 else if((now_exp < 7000) && (p_ptr->lev > 19)) amount = 1;
2062 else if((p_ptr->lev > 34) && one_in_(2)) amount = 1;
2063 p_ptr->weapon_exp[tval][sval] += amount;
2064 p_ptr->update |= (PU_BONUS);
2069 /* Disturb the monster */
2071 if (r_ptr->flags7 & (RF7_HAS_LITE_1 | RF7_HAS_LITE_2))
2072 p_ptr->update |= (PU_MON_LITE);
2074 /* Extract monster name (or "it") */
2075 monster_desc(m_name, m_ptr, 0);
2077 /* Access the weapon */
2078 o_ptr = &inventory[INVEN_RARM+hand];
2080 /* Calculate the "attack quality" */
2081 bonus = p_ptr->to_h[hand] + o_ptr->to_h;
2082 chance = (p_ptr->skill_thn + (bonus * BTH_PLUS_ADJ));
2083 if (mode == HISSATSU_IAI) chance += 60;
2084 if (p_ptr->special_defense & KATA_KOUKIJIN) chance += 150;
2086 if (p_ptr->sutemi) chance = MAX(chance * 3 / 2, chance + 60);
2088 vir = virtue_number(V_VALOUR);
2091 chance += (p_ptr->virtues[vir - 1]/10);
2094 zantetsu_mukou = ((o_ptr->name1 == ART_ZANTETSU) && (r_ptr->d_char == 'j'));
2095 e_j_mukou = ((o_ptr->name1 == ART_EXCALIBUR_J) && (r_ptr->d_char == 'S'));
2097 if ((mode == HISSATSU_KYUSHO) || (mode == HISSATSU_MINEUCHI) || (mode == HISSATSU_3DAN) || (mode == HISSATSU_IAI)) num_blow = 1;
2098 else if (mode == HISSATSU_COLD) num_blow = p_ptr->num_blow[hand]+2;
2099 else num_blow = p_ptr->num_blow[hand];
2101 /* Attack once for each legal blow */
2102 while ((num++ < num_blow) && !p_ptr->is_dead)
2104 if (((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_DOKUBARI)) || (mode == HISSATSU_KYUSHO))
2106 if (p_ptr->migite && p_ptr->hidarite)
2108 success_hit = one_in_(2);
2110 else success_hit = TRUE;
2112 else if (mode == HISSATSU_MAJIN)
2117 success_hit = FALSE;
2118 old_success_hit = success_hit;
2120 else success_hit = old_success_hit;
2122 else if ((p_ptr->pclass == CLASS_NINJA) && ((backstab || fuiuchi) && !(r_ptr->flags3 & RF3_RES_ALL))) success_hit = TRUE;
2123 else success_hit = test_hit_norm(chance, r_ptr->ac, m_ptr->ml);
2128 int vorpal_chance = ((o_ptr->name1 == ART_VORPAL_BLADE) || (o_ptr->name1 == ART_CHAINSWORD)) ? 2 : 4;
2136 msg_format("¤¢¤Ê¤¿¤ÏÎä¹ó¤Ë¤â̲¤Ã¤Æ¤¤¤ë̵ÎϤÊ%s¤òÆͤ»É¤·¤¿¡ª",
2138 msg_format("You cruelly stab the helpless, sleeping %s!",
2144 msg_format("ÉÔ°Õ¤òÆͤ¤¤Æ%s¤Ë¶¯Îõ¤Ê°ì·â¤ò¶ô¤é¤ï¤»¤¿¡ª",
2146 msg_format("You make surprise attack, and hit %s with a powerful blow!",
2150 else if (stab_fleeing)
2152 msg_format("ƨ¤²¤ë%s¤òÇØÃ椫¤éÆͤ»É¤·¤¿¡ª",
2154 msg_format("You backstab the fleeing %s!",
2160 if (!(((p_ptr->pclass == CLASS_MONK) || (p_ptr->pclass == CLASS_FORCETRAINER) || (p_ptr->pclass == CLASS_BERSERKER)) && (empty_hands(TRUE) > 1)))
2162 msg_format("%s¤ò¹¶·â¤·¤¿¡£", m_name);
2164 msg_format("You hit %s.", m_name);
2169 /* Hack -- bare hands do one damage */
2172 object_flags(o_ptr, flgs);
2174 /* Select a chaotic effect (50% chance) */
2175 if ((have_flag(flgs, TR_CHAOTIC)) && one_in_(2))
2178 chg_virtue(V_CHANCE, 1);
2180 if (randint1(5) < 3)
2182 /* Vampiric (20%) */
2185 else if (one_in_(250))
2190 else if (!one_in_(10))
2192 /* Confusion (26.892%) */
2195 else if (one_in_(2))
2197 /* Teleport away (1.494%) */
2202 /* Polymorph (1.494%) */
2207 /* Vampiric drain */
2208 if ((have_flag(flgs, TR_VAMPIRIC)) || (chaos_effect == 1) || (mode == HISSATSU_DRAIN))
2210 /* Only drain "living" monsters */
2211 if (monster_living(r_ptr))
2217 if ((have_flag(flgs, TR_VORPAL)) && (randint1(vorpal_chance*3/2) == 1) && !zantetsu_mukou)
2219 else vorpal_cut = FALSE;
2221 if (((p_ptr->pclass == CLASS_MONK) || (p_ptr->pclass == CLASS_FORCETRAINER) || (p_ptr->pclass == CLASS_BERSERKER)) && (empty_hands(TRUE) > 1))
2223 int special_effect = 0, stun_effect = 0, times = 0, max_times;
2225 martial_arts *ma_ptr = &ma_blows[0], *old_ptr = &ma_blows[0];
2226 int resist_stun = 0;
2229 if (r_ptr->flags1 & RF1_UNIQUE) resist_stun += 88;
2230 if (r_ptr->flags3 & RF3_NO_STUN) resist_stun += 66;
2231 if (r_ptr->flags3 & RF3_NO_CONF) resist_stun += 33;
2232 if (r_ptr->flags3 & RF3_NO_SLEEP) resist_stun += 33;
2233 if ((r_ptr->flags3 & RF3_UNDEAD) || (r_ptr->flags3 & RF3_NONLIVING))
2236 if (p_ptr->special_defense & KAMAE_BYAKKO)
2237 max_times = (p_ptr->lev < 3 ? 1 : p_ptr->lev / 3);
2238 else if (p_ptr->special_defense & KAMAE_SUZAKU)
2240 else if (p_ptr->special_defense & KAMAE_GENBU)
2243 max_times = (p_ptr->lev < 7 ? 1 : p_ptr->lev / 7);
2244 /* Attempt 'times' */
2245 for (times = 0; times < max_times; times++)
2249 ma_ptr = &ma_blows[randint0(MAX_MA)];
2250 if ((p_ptr->pclass == CLASS_FORCETRAINER) && (ma_ptr->min_level > 1)) min_level = ma_ptr->min_level + 3;
2251 else min_level = ma_ptr->min_level;
2253 while ((min_level > p_ptr->lev) ||
2254 (randint1(p_ptr->lev) < ma_ptr->chance));
2256 /* keep the highest level attack available we found */
2257 if ((ma_ptr->min_level > old_ptr->min_level) &&
2258 !p_ptr->stun && !p_ptr->confused)
2262 if (p_ptr->wizard && cheat_xtra)
2265 msg_print("¹¶·â¤òºÆÁªÂò¤·¤Þ¤·¤¿¡£");
2267 msg_print("Attack re-selected.");
2278 if (p_ptr->pclass == CLASS_FORCETRAINER) min_level = MAX(1, ma_ptr->min_level - 3);
2279 else min_level = ma_ptr->min_level;
2280 k = damroll(ma_ptr->dd, ma_ptr->ds);
2281 if (p_ptr->special_attack & ATTACK_SUIKEN) k *= 2;
2283 if (ma_ptr->effect == MA_KNEE)
2285 if (r_ptr->flags1 & RF1_MALE)
2288 msg_format("%s¤Ë¶âŪɨ½³¤ê¤ò¤¯¤é¤ï¤·¤¿¡ª", m_name);
2290 msg_format("You hit %s in the groin with your knee!", m_name);
2294 special_effect = MA_KNEE;
2297 msg_format(ma_ptr->desc, m_name);
2300 else if (ma_ptr->effect == MA_SLOW)
2302 if (!((r_ptr->flags1 & RF1_NEVER_MOVE) ||
2303 strchr("~#{}.UjmeEv$,DdsbBFIJQSXclnw!=?", r_ptr->d_char)))
2306 msg_format("%s¤Î¼ó¤Ë´ØÀá½³¤ê¤ò¤¯¤é¤ï¤·¤¿¡ª", m_name);
2308 msg_format("You kick %s in the ankle.", m_name);
2311 special_effect = MA_SLOW;
2313 else msg_format(ma_ptr->desc, m_name);
2319 stun_effect = (ma_ptr->effect / 2) + randint1(ma_ptr->effect / 2);
2322 msg_format(ma_ptr->desc, m_name);
2325 if (p_ptr->special_defense & KAMAE_SUZAKU) weight = 4;
2326 if ((p_ptr->pclass == CLASS_FORCETRAINER) && (p_ptr->magic_num1[0]))
2328 weight += (p_ptr->magic_num1[0]/30);
2329 if (weight > 20) weight = 20;
2332 k = critical_norm(p_ptr->lev * weight, min_level, k, p_ptr->to_h[0], 0);
2334 if ((special_effect == MA_KNEE) && ((k + p_ptr->to_d[hand]) < m_ptr->hp))
2337 msg_format("%^s¤Ï¶ìÄˤˤ¦¤á¤¤¤Æ¤¤¤ë¡ª", m_name);
2339 msg_format("%^s moans in agony!", m_name);
2342 stun_effect = 7 + randint1(13);
2346 else if ((special_effect == MA_SLOW) && ((k + p_ptr->to_d[hand]) < m_ptr->hp))
2348 if (!(r_ptr->flags1 & RF1_UNIQUE) &&
2349 (randint1(p_ptr->lev) > r_ptr->level) &&
2353 msg_format("%^s¤Ï¤ò¤Ò¤¤º¤ê»Ï¤á¤¿¡£", m_name);
2355 msg_format("%^s starts limping slower.", m_name);
2358 m_ptr->mspeed -= 10;
2362 if (stun_effect && ((k + p_ptr->to_d[hand]) < m_ptr->hp))
2364 if (p_ptr->lev > randint1(r_ptr->level + resist_stun + 10))
2368 msg_format("%^s¤Ï¤µ¤é¤Ë¥Õ¥é¥Õ¥é¤Ë¤Ê¤Ã¤¿¡£", m_name);
2370 msg_format("%^s is more stunned.", m_name);
2375 msg_format("%^s¤Ï¥Õ¥é¥Õ¥é¤Ë¤Ê¤Ã¤¿¡£", m_name);
2377 msg_format("%^s is stunned.", m_name);
2381 m_ptr->stunned += stun_effect;
2386 /* Handle normal weapon */
2387 else if (o_ptr->k_idx)
2389 k = damroll(o_ptr->dd, o_ptr->ds);
2392 if((o_ptr->tval == TV_POLEARM) && ((o_ptr->sval == SV_LANCE) || (o_ptr->sval == SV_HEAVY_LANCE)))
2394 k += damroll(2, o_ptr->ds);
2398 k = tot_dam_aux(o_ptr, k, m_ptr, mode);
2402 k *= (3 + (p_ptr->lev / 20));
2406 k = k*(5+(p_ptr->lev*2/25))/2;
2408 else if (stab_fleeing)
2413 if ((p_ptr->impact[hand] && ((k > 50) || one_in_(7))) ||
2414 (chaos_effect == 2) || (mode == HISSATSU_QUAKE))
2419 if ((!(o_ptr->tval == TV_SWORD) || !(o_ptr->sval == SV_DOKUBARI)) && !(mode == HISSATSU_KYUSHO))
2420 k = critical_norm(o_ptr->weight, o_ptr->to_h, k, p_ptr->to_h[hand], mode);
2428 if ((o_ptr->name1 == ART_CHAINSWORD) && !one_in_(2))
2430 char chainsword_noise[1024];
2432 if (!get_rnd_line("chainswd_j.txt", 0, chainsword_noise))
2434 if (!get_rnd_line("chainswd.txt", 0, chainsword_noise))
2438 msg_print(chainsword_noise);
2442 if (o_ptr->name1 == ART_VORPAL_BLADE)
2445 msg_print("Ìܤˤâ»ß¤Þ¤é¤Ì¥Ü¡¼¥Ñ¥ë¡¦¥Ö¥ì¡¼¥É¡¢¼êÏ£¤ÎÁá¶È¡ª");
2447 msg_print("Your Vorpal Blade goes snicker-snack!");
2454 msg_format("%s¤ò¥°¥Ã¥µ¥êÀÚ¤êÎö¤¤¤¿¡ª", m_name);
2456 msg_format("Your weapon cuts deep into %s!", m_name);
2461 /* Try to increase the damage */
2462 while (one_in_(vorpal_chance))
2470 if (((r_ptr->flags3 & RF3_RES_ALL) ? k/100 : k) > m_ptr->hp)
2473 msg_format("%s¤ò¿¿¤ÃÆó¤Ä¤Ë¤·¤¿¡ª", m_name);
2475 msg_format("You cut %s in half!", m_name);
2484 case 2: msg_format("%s¤ò»Â¤Ã¤¿¡ª", m_name); break;
2486 case 2: msg_format("You gouge %s!", m_name); break;
2490 case 3: msg_format("%s¤ò¤Ö¤Ã¤¿»Â¤Ã¤¿¡ª", m_name); break;
2492 case 3: msg_format("You maim %s!", m_name); break;
2496 case 4: msg_format("%s¤ò¥á¥Ã¥¿»Â¤ê¤Ë¤·¤¿¡ª", m_name); break;
2498 case 4: msg_format("You carve %s!", m_name); break;
2502 case 5: msg_format("%s¤ò¥á¥Ã¥¿¥á¥¿¤Ë»Â¤Ã¤¿¡ª", m_name); break;
2504 case 5: msg_format("You cleave %s!", m_name); break;
2508 case 6: msg_format("%s¤ò»É¿È¤Ë¤·¤¿¡ª", m_name); break;
2510 case 6: msg_format("You smite %s!", m_name); break;
2514 case 7: msg_format("%s¤ò»Â¤Ã¤Æ»Â¤Ã¤Æ»Â¤ê¤Þ¤¯¤Ã¤¿¡ª", m_name); break;
2516 case 7: msg_format("You eviscerate %s!", m_name); break;
2520 default: msg_format("%s¤òºÙÀÚ¤ì¤Ë¤·¤¿¡ª", m_name); break;
2522 default: msg_format("You shred %s!", m_name); break;
2527 drain_result = drain_result * 3 / 2;
2531 drain_result += o_ptr->to_d;
2534 /* Apply the player damage bonuses */
2535 k += p_ptr->to_d[hand];
2536 drain_result += p_ptr->to_d[hand];
2538 if ((mode == HISSATSU_SUTEMI) || (mode == HISSATSU_3DAN)) k *= 2;
2539 if ((mode == HISSATSU_SEKIRYUKA) && (r_ptr->flags3 & (RF3_UNDEAD | RF3_DEMON | RF3_NONLIVING))) k = 0;
2540 if ((mode == HISSATSU_SEKIRYUKA) && !p_ptr->cut) k /= 2;
2542 /* No negative damage */
2545 if ((mode == HISSATSU_ZANMA) && !((r_ptr->flags3 & (RF3_DEMON | RF3_UNDEAD | RF3_NONLIVING)) && (r_ptr->flags3 & RF3_EVIL)))
2553 msg_print("¤³¤ó¤ÊÆð¤é¤«¤¤¤â¤Î¤ÏÀÚ¤ì¤ó¡ª");
2555 msg_print("You cannot cut such a elastic thing!");
2563 msg_print("ÃØéá¤Ï¶ì¼ê¤À¡ª");
2565 msg_print("Spiders are difficult for you to deal with!");
2570 if (mode == HISSATSU_MINEUCHI)
2572 int tmp = (10 + randint1(15) + p_ptr->lev / 5);
2575 anger_monster(m_ptr);
2577 if (!(r_ptr->flags3 & (RF3_NO_STUN)))
2583 msg_format("%s¤Ï¤Ò¤É¤¯¤â¤¦¤í¤¦¤È¤·¤¿¡£", m_name);
2585 msg_format("%s is more dazed.", m_name);
2593 msg_format("%s ¤Ï¤â¤¦¤í¤¦¤È¤·¤¿¡£", m_name);
2595 msg_format("%s is dazed.", m_name);
2600 m_ptr->stunned = (tmp < 200) ? tmp : 200;
2605 msg_format("%s ¤Ë¤Ï¸ú²Ì¤¬¤Ê¤«¤Ã¤¿¡£", m_name);
2607 msg_format("%s is not effected.", m_name);
2612 /* Modify the damage */
2613 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))));
2614 if (((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_DOKUBARI)) || (mode == HISSATSU_KYUSHO))
2616 if ((randint1(randint1(r_ptr->level/7)+5) == 1) && !(r_ptr->flags1 & RF1_UNIQUE) && !(r_ptr->flags7 & RF7_UNIQUE2))
2620 msg_format("%s¤ÎµÞ½ê¤òÆͤ»É¤·¤¿¡ª", m_name);
2622 msg_format("You hit %s on a fatal spot!", m_name);
2627 else if ((p_ptr->pclass == CLASS_NINJA) && (!p_ptr->icky_wield[hand]) && ((p_ptr->cur_lite <= 0) || one_in_(7)))
2629 int maxhp = maxroll(r_ptr->hdice, r_ptr->hside);
2630 if (one_in_(backstab ? 13 : (stab_fleeing || fuiuchi) ? 15 : 27))
2635 msg_format("¿Ï¤¬%s¤Ë¿¼¡¹¤ÈÆͤ»É¤µ¤Ã¤¿¡ª", m_name);
2637 msg_format("You critically injured %s!", m_name);
2640 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)))
2642 if ((r_ptr->flags1 & RF1_UNIQUE) || (r_ptr->flags7 & RF7_UNIQUE2) || (m_ptr->hp >= maxhp/2))
2644 k = MAX(k*5, m_ptr->hp/2);
2647 msg_format("%s¤ËÃ×Ì¿½ý¤òÉé¤ï¤»¤¿¡ª", m_name);
2649 msg_format("You fatally injured %s!", m_name);
2656 msg_format("¿Ï¤¬%s¤ÎµÞ½ê¤ò´Ó¤¤¤¿¡ª", m_name);
2658 msg_format("You hit %s on a fatal spot!", m_name);
2664 /* Complex message */
2665 if (p_ptr->wizard || cheat_xtra)
2668 msg_format("%d/%d ¤Î¥À¥á¡¼¥¸¤òÍ¿¤¨¤¿¡£", k, m_ptr->hp);
2670 msg_format("You do %d (out of %d) damage.", k, m_ptr->hp);
2675 if (k <= 0) can_drain = FALSE;
2677 if (drain_result > m_ptr->hp)
2678 drain_result = m_ptr->hp;
2680 /* Damage, check for fear and death */
2681 if (mon_take_hit(c_ptr->m_idx, k, fear, NULL))
2684 if ((p_ptr->pclass == CLASS_BERSERKER) && energy_use)
2686 if (p_ptr->migite && p_ptr->hidarite)
2688 if (hand) energy_use = energy_use*3/5+energy_use*num*2/(p_ptr->num_blow[hand]*5);
2689 else energy_use = energy_use*num*3/(p_ptr->num_blow[hand]*5);
2693 energy_use = energy_use*num/p_ptr->num_blow[hand];
2696 if ((o_ptr->name1 == ART_ZANTETSU) && is_lowlevel)
2698 msg_print("¤Þ¤¿¤Ä¤Þ¤é¤Ì¤â¤Î¤ò»Â¤Ã¤Æ¤·¤Þ¤Ã¤¿¡¥¡¥¡¥");
2700 msg_print("Sign..Another trifling thing I've cut....");
2705 /* Anger the monster */
2706 if (k > 0) anger_monster(m_ptr);
2708 touch_zap_player(m_ptr);
2710 /* Are we draining it? A little note: If the monster is
2711 dead, the drain does not work... */
2713 if (can_drain && (drain_result > 0))
2715 if (o_ptr->name1 == ART_MURAMASA)
2719 int to_h = o_ptr->to_h;
2720 int to_d = o_ptr->to_d;
2724 for (i = 0; i < to_h + 3; i++) if (one_in_(4)) flag = 0;
2728 for (i = 0; i < to_d + 3; i++) if (one_in_(4)) flag = 0;
2731 if (o_ptr->to_h != to_h || o_ptr->to_d != to_d)
2734 msg_print("ÍÅÅá¤Ï·ì¤òµÛ¤Ã¤Æ¶¯¤¯¤Ê¤Ã¤¿¡ª");
2736 msg_print("Muramasa sucked blood, and became more powerful!");
2745 if (drain_result > 5) /* Did we really hurt it? */
2747 drain_heal = damroll(2, drain_result / 6);
2752 msg_format("Draining left: %d", drain_left);
2754 msg_format("Draining left: %d", drain_left);
2761 if (drain_heal < drain_left)
2763 drain_left -= drain_heal;
2767 drain_heal = drain_left;
2774 msg_format("¿Ï¤¬%s¤«¤éÀ¸Ì¿ÎϤòµÛ¤¤¼è¤Ã¤¿¡ª", m_name);
2776 msg_format("Your weapon drains life from %s!", m_name);
2782 drain_heal = (drain_heal * mutant_regenerate_mod) / 100;
2784 hp_player(drain_heal);
2785 /* We get to keep some of it! */
2789 m_ptr->maxhp -= (k+7)/8;
2790 if (m_ptr->hp > m_ptr->maxhp) m_ptr->hp = m_ptr->maxhp;
2796 /* Confusion attack */
2797 if ((p_ptr->special_attack & ATTACK_CONFUSE) || (chaos_effect == 3) || (mode == HISSATSU_CONF))
2799 /* Cancel glowing hands */
2800 if (p_ptr->special_attack & ATTACK_CONFUSE)
2802 p_ptr->special_attack &= ~(ATTACK_CONFUSE);
2804 msg_print("¼ê¤Îµ±¤¤¬¤Ê¤¯¤Ê¤Ã¤¿¡£");
2806 msg_print("Your hands stop glowing.");
2808 p_ptr->redraw |= (PR_STATUS);
2812 /* Confuse the monster */
2813 if (r_ptr->flags3 & RF3_NO_CONF)
2817 r_ptr->r_flags3 |= RF3_NO_CONF;
2821 msg_format("%^s¤Ë¤Ï¸ú²Ì¤¬¤Ê¤«¤Ã¤¿¡£", m_name);
2823 msg_format("%^s is unaffected.", m_name);
2827 else if (randint0(100) < r_ptr->level)
2830 msg_format("%^s¤Ë¤Ï¸ú²Ì¤¬¤Ê¤«¤Ã¤¿¡£", m_name);
2832 msg_format("%^s is unaffected.", m_name);
2839 msg_format("%^s¤Ïº®Í𤷤¿¤è¤¦¤À¡£", m_name);
2841 msg_format("%^s appears confused.", m_name);
2844 m_ptr->confused += 10 + randint0(p_ptr->lev) / 5;
2848 else if (chaos_effect == 4)
2850 bool resists_tele = FALSE;
2852 if (r_ptr->flags3 & RF3_RES_TELE)
2854 if (r_ptr->flags1 & RF1_UNIQUE)
2856 if (m_ptr->ml) r_ptr->r_flags3 |= RF3_RES_TELE;
2858 msg_format("%^s¤Ë¤Ï¸ú²Ì¤¬¤Ê¤«¤Ã¤¿¡£", m_name);
2860 msg_format("%^s is unaffected!", m_name);
2863 resists_tele = TRUE;
2865 else if (r_ptr->level > randint1(100))
2867 if (m_ptr->ml) r_ptr->r_flags3 |= RF3_RES_TELE;
2869 msg_format("%^s¤ÏÄñ¹³ÎϤò»ý¤Ã¤Æ¤¤¤ë¡ª", m_name);
2871 msg_format("%^s resists!", m_name);
2874 resists_tele = TRUE;
2881 msg_format("%^s¤Ï¾Ã¤¨¤¿¡ª", m_name);
2883 msg_format("%^s disappears!", m_name);
2886 teleport_away(c_ptr->m_idx, 50, FALSE);
2887 num = num_blow + 1; /* Can't hit it anymore! */
2892 else if ((chaos_effect == 5) && cave_floor_bold(y, x) &&
2893 (randint1(90) > r_ptr->level))
2895 if (!(r_ptr->flags1 & RF1_UNIQUE) &&
2896 !(r_ptr->flags4 & RF4_BR_CHAO) &&
2897 !(r_ptr->flags1 & RF1_QUESTOR))
2899 if (polymorph_monster(y, x))
2902 msg_format("%^s¤ÏÊѲ½¤·¤¿¡ª", m_name);
2904 msg_format("%^s changes!", m_name);
2908 /* Hack -- Get new monster */
2909 m_ptr = &m_list[c_ptr->m_idx];
2911 /* Oops, we need a different name... */
2912 monster_desc(m_name, m_ptr, 0);
2914 /* Hack -- Get new race */
2915 r_ptr = &r_info[m_ptr->r_idx];
2923 msg_format("%^s¤Ë¤Ï¸ú²Ì¤¬¤Ê¤«¤Ã¤¿¡£", m_name);
2925 msg_format("%^s is unaffected.", m_name);
2931 else if (o_ptr->name1 == ART_G_HAMMER)
2933 monster_type *m_ptr = &m_list[c_ptr->m_idx];
2935 if (m_ptr->hold_o_idx)
2937 object_type *q_ptr = &o_list[m_ptr->hold_o_idx];
2938 char o_name[MAX_NLEN];
2940 object_desc(o_name, q_ptr, TRUE, 0);
2941 q_ptr->held_m_idx = 0;
2943 m_ptr->hold_o_idx = q_ptr->next_o_idx;
2944 q_ptr->next_o_idx = 0;
2946 msg_format("%s¤òÃ¥¤Ã¤¿¡£", o_name);
2948 msg_format("You snatched %s.", o_name);
2958 backstab = FALSE; /* Clumsy! */
2959 fuiuchi = FALSE; /* Clumsy! */
2961 if ((o_ptr->tval == TV_POLEARM) && (o_ptr->sval == SV_DEATH_SCYTHE) && one_in_(3))
2963 u32b flgs[TR_FLAG_SIZE];
2970 msg_format("¥ß¥¹¡ª %s¤Ë¤«¤ï¤µ¤ì¤¿¡£", m_name);
2972 msg_format("You miss %s.", m_name);
2976 msg_print("¿¶¤ê²ó¤·¤¿Âç³ù¤¬¼«Ê¬¼«¿È¤ËÊ֤äƤ¤¿¡ª");
2978 msg_print("Your scythe returns to you!");
2981 /* Extract the flags */
2982 object_flags(o_ptr, flgs);
2984 k = damroll(o_ptr->dd, o_ptr->ds);
2987 switch (p_ptr->mimic_form)
2990 switch (p_ptr->prace)
2999 case RACE_HALF_TROLL:
3000 case RACE_HALF_OGRE:
3001 case RACE_HALF_GIANT:
3002 case RACE_HALF_TITAN:
3010 case RACE_DRACONIAN:
3017 case MIMIC_DEMON_LORD:
3024 if (p_ptr->align < 0 && mult < 20)
3026 if (!(p_ptr->resist_acid || p_ptr->oppose_acid) && (mult < 25))
3028 if (!(p_ptr->resist_elec || p_ptr->oppose_elec) && (mult < 25))
3030 if (!(p_ptr->resist_fire || p_ptr->oppose_fire) && (mult < 25))
3032 if (!(p_ptr->resist_cold || p_ptr->oppose_cold) && (mult < 25))
3034 if (!(p_ptr->resist_pois || p_ptr->oppose_pois) && (mult < 25))
3037 if ((p_ptr->pclass != CLASS_SAMURAI) && (have_flag(flgs, TR_FORCE_WEAPON)) && (p_ptr->csp > (p_ptr->msp / 30)))
3039 p_ptr->csp -= (1+(p_ptr->msp / 30));
3040 p_ptr->redraw |= (PR_MANA);
3041 mult = mult * 3 / 2 + 20;
3047 k = critical_norm(o_ptr->weight, o_ptr->to_h, k, p_ptr->to_h[hand], mode);
3052 msg_format("¥°¥Ã¥µ¥êÀÚ¤êÎö¤«¤ì¤¿¡ª");
3054 msg_format("Your weapon cuts deep into yourself!");
3056 /* Try to increase the damage */
3064 k += (p_ptr->to_d[hand] + o_ptr->to_d);
3069 take_hit(DAMAGE_FORCE, k, "»à¤ÎÂç³ù", -1);
3071 take_hit(DAMAGE_FORCE, k, "Death scythe", -1);
3083 msg_format("¥ß¥¹¡ª %s¤Ë¤«¤ï¤µ¤ì¤¿¡£", m_name);
3085 msg_format("You miss %s.", m_name);
3094 if (weak && !(*mdeath))
3097 msg_format("%s¤Ï¼å¤¯¤Ê¤Ã¤¿¤è¤¦¤À¡£", m_name);
3099 msg_format("%^s seems weakened.", m_name);
3102 if (drain_left != MAX_VAMPIRIC_DRAIN)
3106 chg_virtue(V_UNLIFE, 1);
3109 /* Mega-Hack -- apply earthquake brand */
3112 earthquake(py, px, 10);
3113 if (!cave[y][x].m_idx) *mdeath = TRUE;
3117 bool py_attack(int y, int x, int mode)
3120 bool mdeath = FALSE;
3121 bool stormbringer = FALSE;
3123 cave_type *c_ptr = &cave[y][x];
3124 monster_type *m_ptr = &m_list[c_ptr->m_idx];
3127 /* Disturb the player */
3132 if (m_ptr->csleep) /* It is not honorable etc to attack helpless victims */
3134 if (!(r_info[m_ptr->r_idx].flags3 & RF3_EVIL) || one_in_(5)) chg_virtue(V_COMPASSION, -1);
3135 if (!(r_info[m_ptr->r_idx].flags3 & RF3_EVIL) || one_in_(5)) chg_virtue(V_HONOUR, -1);
3138 /* Extract monster name (or "it") */
3139 monster_desc(m_name, m_ptr, 0);
3141 /* Auto-Recall if possible and visible */
3142 if (m_ptr->ml) monster_race_track(m_ptr->ap_r_idx);
3144 /* Track a new monster */
3145 if (m_ptr->ml) health_track(c_ptr->m_idx);
3147 if ((r_info[m_ptr->r_idx].flags1 & RF1_FEMALE) &&
3148 !(p_ptr->stun || p_ptr->confused || p_ptr->image || !m_ptr->ml))
3150 if ((inventory[INVEN_RARM].name1 == ART_ZANTETSU) || (inventory[INVEN_LARM].name1 == ART_ZANTETSU))
3153 msg_print("ÀÛ¼Ô¡¢¤ª¤Ê¤´¤Ï»Â¤ì¤Ì¡ª");
3155 msg_print("I can not attack women!");
3161 if (d_info[dungeon_type].flags1 & DF1_NO_MELEE)
3164 msg_print("¤Ê¤¼¤«¹¶·â¤¹¤ë¤³¤È¤¬¤Ç¤¤Ê¤¤¡£");
3166 msg_print("Something prevent you from attacking.");
3171 /* Stop if friendly */
3172 if (!is_hostile(m_ptr) &&
3173 !(p_ptr->stun || p_ptr->confused || p_ptr->image ||
3174 p_ptr->shero || !m_ptr->ml))
3176 if (inventory[INVEN_RARM].name1 == ART_STORMBRINGER) stormbringer = TRUE;
3177 if (inventory[INVEN_LARM].name1 == ART_STORMBRINGER) stormbringer = TRUE;
3181 msg_format("¹õ¤¤¿Ï¤Ï¶¯ÍߤË%s¤ò¹¶·â¤·¤¿¡ª", m_name);
3183 msg_format("Your black blade greedily attacks %s!", m_name);
3185 chg_virtue(V_INDIVIDUALISM, 1);
3186 chg_virtue(V_HONOUR, -1);
3187 chg_virtue(V_JUSTICE, -1);
3188 chg_virtue(V_COMPASSION, -1);
3190 else if (p_ptr->pclass != CLASS_BERSERKER)
3193 if (get_check("ËÜÅö¤Ë¹¶·â¤·¤Þ¤¹¤«¡©"))
3195 if (get_check("Really hit it? "))
3198 chg_virtue(V_INDIVIDUALISM, 1);
3199 chg_virtue(V_HONOUR, -1);
3200 chg_virtue(V_JUSTICE, -1);
3201 chg_virtue(V_COMPASSION, -1);
3206 msg_format("%s¤ò¹¶·â¤¹¤ë¤Î¤ò»ß¤á¤¿¡£", m_name);
3208 msg_format("You stop to avoid hitting %s.", m_name);
3216 /* Handle player fear */
3222 msg_format("¶²¤¯¤Æ%s¤ò¹¶·â¤Ç¤¤Ê¤¤¡ª", m_name);
3224 msg_format("You are too afraid to attack %s!", m_name);
3229 msg_format ("¤½¤Ã¤Á¤Ë¤Ï²¿¤«¶²¤¤¤â¤Î¤¬¤¤¤ë¡ª");
3231 msg_format ("There is something scary in your way!");
3234 /* Disturb the monster */
3236 p_ptr->update |= (PU_MON_LITE);
3242 if (p_ptr->migite && p_ptr->hidarite)
3244 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_info[m_ptr->r_idx].level))
3246 if (p_ptr->skill_exp[GINOU_NITOURYU] < 4000)
3247 p_ptr->skill_exp[GINOU_NITOURYU]+=80;
3248 else if(p_ptr->skill_exp[GINOU_NITOURYU] < 6000)
3249 p_ptr->skill_exp[GINOU_NITOURYU]+=4;
3250 else if(p_ptr->skill_exp[GINOU_NITOURYU] < 7000)
3251 p_ptr->skill_exp[GINOU_NITOURYU]+=1;
3252 else if(p_ptr->skill_exp[GINOU_NITOURYU] < 8000)
3253 if (one_in_(3)) p_ptr->skill_exp[GINOU_NITOURYU]+=1;
3254 p_ptr->update |= (PU_BONUS);
3260 int ridinglevel = r_info[m_list[p_ptr->riding].r_idx].level;
3261 if ((p_ptr->skill_exp[GINOU_RIDING] < s_info[p_ptr->pclass].s_max[GINOU_RIDING]) && ((p_ptr->skill_exp[GINOU_RIDING] - 1000) / 200 < r_info[m_ptr->r_idx].level) && (p_ptr->skill_exp[GINOU_RIDING]/100 - 2000 < ridinglevel))
3262 p_ptr->skill_exp[GINOU_RIDING]++;
3263 if ((p_ptr->skill_exp[GINOU_RIDING] < s_info[p_ptr->pclass].s_max[GINOU_RIDING]) && (p_ptr->skill_exp[GINOU_RIDING]/100 < ridinglevel))
3265 if (ridinglevel*100 > (p_ptr->skill_exp[GINOU_RIDING] + 1500))
3266 p_ptr->skill_exp[GINOU_RIDING] += (1+(ridinglevel - p_ptr->skill_exp[GINOU_RIDING]/100 - 15));
3267 else p_ptr->skill_exp[GINOU_RIDING]++;
3269 p_ptr->update |= (PU_BONUS);
3272 riding_t_m_idx = c_ptr->m_idx;
3273 if (p_ptr->migite) py_attack_aux(y, x, &fear, &mdeath, 0, mode);
3274 if (p_ptr->hidarite && !mdeath) py_attack_aux(y, x, &fear, &mdeath, 1, mode);
3276 /* Mutations which yield extra 'natural' attacks */
3279 if ((p_ptr->muta2 & MUT2_HORNS) && !mdeath)
3280 natural_attack(c_ptr->m_idx, MUT2_HORNS, &fear, &mdeath);
3281 if ((p_ptr->muta2 & MUT2_BEAK) && !mdeath)
3282 natural_attack(c_ptr->m_idx, MUT2_BEAK, &fear, &mdeath);
3283 if ((p_ptr->muta2 & MUT2_SCOR_TAIL) && !mdeath)
3284 natural_attack(c_ptr->m_idx, MUT2_SCOR_TAIL, &fear, &mdeath);
3285 if ((p_ptr->muta2 & MUT2_TRUNK) && !mdeath)
3286 natural_attack(c_ptr->m_idx, MUT2_TRUNK, &fear, &mdeath);
3287 if ((p_ptr->muta2 & MUT2_TENTACLES) && !mdeath)
3288 natural_attack(c_ptr->m_idx, MUT2_TENTACLES, &fear, &mdeath);
3291 /* Hack -- delay fear messages */
3292 if (fear && m_ptr->ml && !mdeath)
3299 msg_format("%^s¤Ï¶²Éݤ·¤Æƨ¤²½Ð¤·¤¿¡ª", m_name);
3301 msg_format("%^s flees in terror!", m_name);
3306 if ((p_ptr->special_defense & KATA_IAI) && ((mode != HISSATSU_IAI) || mdeath))
3308 set_action(ACTION_NONE);
3315 static bool pattern_seq(int c_y, int c_x, int n_y, int n_x)
3317 if (!pattern_tile(c_y, c_x) && !pattern_tile(n_y, n_x))
3320 if (cave[n_y][n_x].feat == FEAT_PATTERN_START)
3322 if (!pattern_tile(c_y, c_x) &&
3323 !p_ptr->confused && !p_ptr->stun && !p_ptr->image)
3326 if (get_check("¥Ñ¥¿¡¼¥ó¤Î¾å¤òÊ⤻Ϥá¤ë¤È¡¢Á´¤Æ¤òÊ⤫¤Ê¤±¤ì¤Ð¤Ê¤ê¤Þ¤»¤ó¡£¤¤¤¤¤Ç¤¹¤«¡©"))
3328 if (get_check("If you start walking the Pattern, you must walk the whole way. Ok? "))
3338 else if ((cave[n_y][n_x].feat == FEAT_PATTERN_OLD) ||
3339 (cave[n_y][n_x].feat == FEAT_PATTERN_END) ||
3340 (cave[n_y][n_x].feat == FEAT_PATTERN_XTRA2))
3342 if (pattern_tile(c_y, c_x))
3349 msg_print("¥Ñ¥¿¡¼¥ó¤Î¾å¤òÊ⤯¤Ë¤Ï¥¹¥¿¡¼¥ÈÃÏÅÀ¤«¤éÊ⤻Ϥá¤Ê¤¯¤Æ¤Ï¤Ê¤ê¤Þ¤»¤ó¡£");
3351 msg_print("You must start walking the Pattern from the startpoint.");
3357 else if ((cave[n_y][n_x].feat == FEAT_PATTERN_XTRA1) ||
3358 (cave[c_y][c_x].feat == FEAT_PATTERN_XTRA1))
3362 else if (cave[c_y][c_x].feat == FEAT_PATTERN_START)
3364 if (pattern_tile(n_y, n_x))
3369 msg_print("¥Ñ¥¿¡¼¥ó¤Î¾å¤ÏÀµ¤·¤¤½ç½ø¤ÇÊ⤫¤Í¤Ð¤Ê¤ê¤Þ¤»¤ó¡£");
3371 msg_print("You must walk the Pattern in correct order.");
3377 else if ((cave[c_y][c_x].feat == FEAT_PATTERN_OLD) ||
3378 (cave[c_y][c_x].feat == FEAT_PATTERN_END) ||
3379 (cave[c_y][c_x].feat == FEAT_PATTERN_XTRA2))
3381 if (!pattern_tile(n_y, n_x))
3384 msg_print("¥Ñ¥¿¡¼¥ó¤òƧ¤ß³°¤·¤Æ¤Ï¤¤¤±¤Þ¤»¤ó¡£");
3386 msg_print("You may not step off from the Pattern.");
3398 if (!pattern_tile(c_y, c_x))
3401 msg_print("¥Ñ¥¿¡¼¥ó¤Î¾å¤òÊ⤯¤Ë¤Ï¥¹¥¿¡¼¥ÈÃÏÅÀ¤«¤éÊ⤻Ϥá¤Ê¤¯¤Æ¤Ï¤Ê¤ê¤Þ¤»¤ó¡£");
3403 msg_print("You must start walking the Pattern from the startpoint.");
3410 byte ok_move = FEAT_PATTERN_START;
3411 switch (cave[c_y][c_x].feat)
3413 case FEAT_PATTERN_1:
3414 ok_move = FEAT_PATTERN_2;
3416 case FEAT_PATTERN_2:
3417 ok_move = FEAT_PATTERN_3;
3419 case FEAT_PATTERN_3:
3420 ok_move = FEAT_PATTERN_4;
3422 case FEAT_PATTERN_4:
3423 ok_move = FEAT_PATTERN_1;
3428 msg_format("¤ª¤«¤·¤Ê¥Ñ¥¿¡¼¥óÊâ¹Ô¡¢%d¡£", cave[c_y][c_x]);
3430 msg_format("Funny Pattern walking, %d.", cave[c_y][c_x]);
3433 return TRUE; /* Goof-up */
3436 if ((cave[n_y][n_x].feat == ok_move) ||
3437 (cave[n_y][n_x].feat == cave[c_y][c_x].feat))
3441 if (!pattern_tile(n_y, n_x))
3443 msg_print("¥Ñ¥¿¡¼¥ó¤òƧ¤ß³°¤·¤Æ¤Ï¤¤¤±¤Þ¤»¤ó¡£");
3445 msg_print("You may not step off from the Pattern.");
3450 msg_print("¥Ñ¥¿¡¼¥ó¤Î¾å¤ÏÀµ¤·¤¤½ç½ø¤ÇÊ⤫¤Í¤Ð¤Ê¤ê¤Þ¤»¤ó¡£");
3452 msg_print("You must walk the Pattern in correct order.");
3464 bool player_can_enter(byte feature)
3468 /* Player can not walk through "walls" unless in Shadow Form */
3469 if (p_ptr->wraith_form || p_ptr->pass_wall || p_ptr->kabenuke)
3476 case FEAT_DEEP_WATER:
3477 case FEAT_SHAL_LAVA:
3478 case FEAT_DEEP_LAVA:
3501 case FEAT_WALL_EXTRA:
3502 case FEAT_WALL_INNER:
3503 case FEAT_WALL_OUTER:
3504 case FEAT_WALL_SOLID:
3511 return (!dun_level && p_ptr->ffall);
3513 case FEAT_PERM_EXTRA:
3514 case FEAT_PERM_INNER:
3515 case FEAT_PERM_OUTER:
3516 case FEAT_PERM_SOLID:
3517 case FEAT_PATTERN_START:
3518 case FEAT_PATTERN_1:
3519 case FEAT_PATTERN_2:
3520 case FEAT_PATTERN_3:
3521 case FEAT_PATTERN_4:
3522 case FEAT_PATTERN_END:
3523 case FEAT_PATTERN_OLD:
3524 case FEAT_PATTERN_XTRA1:
3525 case FEAT_PATTERN_XTRA2:
3536 * Move player in the given direction, with the given "pickup" flag.
3538 * This routine should (probably) always induce energy expenditure.
3540 * Note that moving will *always* take a turn, and will *always* hit
3541 * any monster which might be in the destination grid. Previously,
3542 * moving into walls was "free" and did NOT hit invisible monsters.
3544 void move_player(int dir, int do_pickup, bool break_trap)
3549 monster_type *m_ptr;
3553 bool p_can_pass_walls = FALSE;
3554 bool stormbringer = FALSE;
3556 bool oktomove = TRUE;
3557 bool do_past = FALSE;
3559 /* Find the result of moving */
3563 /* Examine the destination */
3564 c_ptr = &cave[y][x];
3567 if (!dun_level && !p_ptr->wild_mode &&
3568 ((x == 0) || (x == MAX_WID - 1) ||
3569 (y == 0) || (y == MAX_HGT - 1)))
3571 /* Can the player enter the grid? */
3572 if (c_ptr->mimic && player_can_enter(c_ptr->mimic))
3574 /* Hack: move to new area */
3575 if ((y == 0) && (x == 0))
3577 p_ptr->wilderness_y--;
3578 p_ptr->wilderness_x--;
3579 p_ptr->oldpy = cur_hgt - 2;
3580 p_ptr->oldpx = cur_wid - 2;
3581 ambush_flag = FALSE;
3584 else if ((y == 0) && (x == MAX_WID - 1))
3586 p_ptr->wilderness_y--;
3587 p_ptr->wilderness_x++;
3588 p_ptr->oldpy = cur_hgt - 2;
3590 ambush_flag = FALSE;
3593 else if ((y == MAX_HGT - 1) && (x == 0))
3595 p_ptr->wilderness_y++;
3596 p_ptr->wilderness_x--;
3598 p_ptr->oldpx = cur_wid - 2;
3599 ambush_flag = FALSE;
3602 else if ((y == MAX_HGT - 1) && (x == MAX_WID - 1))
3604 p_ptr->wilderness_y++;
3605 p_ptr->wilderness_x++;
3608 ambush_flag = FALSE;
3613 p_ptr->wilderness_y--;
3614 p_ptr->oldpy = cur_hgt - 2;
3616 ambush_flag = FALSE;
3619 else if (y == MAX_HGT - 1)
3621 p_ptr->wilderness_y++;
3624 ambush_flag = FALSE;
3629 p_ptr->wilderness_x--;
3630 p_ptr->oldpx = cur_wid - 2;
3632 ambush_flag = FALSE;
3635 else if (x == MAX_WID - 1)
3637 p_ptr->wilderness_x++;
3640 ambush_flag = FALSE;
3643 p_ptr->leftbldg = TRUE;
3644 p_ptr->leaving = TRUE;
3653 /* Get the monster */
3654 m_ptr = &m_list[c_ptr->m_idx];
3657 if (inventory[INVEN_RARM].name1 == ART_STORMBRINGER) stormbringer = TRUE;
3658 if (inventory[INVEN_LARM].name1 == ART_STORMBRINGER) stormbringer = TRUE;
3660 /* Player can not walk through "walls"... */
3661 /* unless in Shadow Form */
3662 if (p_ptr->wraith_form || p_ptr->pass_wall || p_ptr->kabenuke)
3663 p_can_pass_walls = TRUE;
3664 if ((cave[y][x].feat >= FEAT_PERM_EXTRA) &&
3665 (cave[y][x].feat <= FEAT_PERM_SOLID))
3667 p_can_pass_walls = FALSE;
3672 cave[py][px].m_idx = 0;
3675 /* Hack -- attack monsters */
3676 if (c_ptr->m_idx && (m_ptr->ml || cave_floor_bold(y, x) || p_can_pass_walls))
3679 /* Attack -- only if we can see it OR it is not in a wall */
3680 if (!is_hostile(m_ptr) &&
3681 !(p_ptr->confused || p_ptr->image || !m_ptr->ml || p_ptr->stun ||
3682 ((p_ptr->muta2 & MUT2_BERS_RAGE) && p_ptr->shero)) &&
3683 (pattern_seq(py, px, y, x)) &&
3684 ((cave_floor_bold(y, x)) || (c_ptr->feat == FEAT_TREES) || (p_can_pass_walls)))
3687 p_ptr->update |= (PU_MON_LITE);
3689 /* Extract monster name (or "it") */
3690 monster_desc(m_name, m_ptr, 0);
3692 /* Auto-Recall if possible and visible */
3693 if (m_ptr->ml) monster_race_track(m_ptr->ap_r_idx);
3695 /* Track a new monster */
3696 if (m_ptr->ml) health_track(c_ptr->m_idx);
3699 if ((stormbringer && (randint1(1000) > 666)) || (p_ptr->pclass == CLASS_BERSERKER))
3704 else if (monster_can_cross_terrain(cave[py][px].feat, &r_info[m_ptr->r_idx]) &&
3705 (cave_floor_bold(py, px) || cave[py][px].feat == FEAT_TREES ||
3706 (r_info[m_ptr->r_idx].flags2 & RF2_PASS_WALL)))
3713 msg_format("%^s¤¬¼ÙËâ¤À¡ª", m_name);
3715 msg_format("%^s is in your way!", m_name);
3722 /* now continue on to 'movement' */
3735 else if ((c_ptr->feat == FEAT_DARK_PIT) && !p_ptr->ffall)
3738 msg_print("Îö¤±Ìܤò²£Àڤ뤳¤È¤Ï¤Ç¤¤Þ¤»¤ó¡£");
3740 msg_print("You can't cross the chasm.");
3748 else if (c_ptr->feat == FEAT_MOUNTAIN)
3750 if (dun_level || !p_ptr->ffall)
3753 msg_print("»³¤Ë¤ÏÅФì¤Þ¤»¤ó¡ª");
3755 msg_print("You can't climb the mountains!");
3764 * Player can move through trees and
3765 * has effective -10 speed
3766 * Rangers can move without penality
3768 else if (c_ptr->feat == FEAT_TREES)
3771 if ((p_ptr->pclass != CLASS_RANGER) && !p_ptr->ffall) energy_use *= 2;
3774 else if ((c_ptr->feat >= FEAT_QUEST_ENTER) &&
3775 (c_ptr->feat <= FEAT_QUEST_EXIT))
3780 #ifdef ALLOW_EASY_DISARM /* TNB */
3782 /* Disarm a visible trap */
3783 else if ((do_pickup != easy_disarm) && is_known_trap(c_ptr))
3785 bool ignore = FALSE;
3786 switch (c_ptr->feat)
3788 case FEAT_TRAP_TRAPDOOR:
3790 case FEAT_TRAP_SPIKED_PIT:
3791 case FEAT_TRAP_POISON_PIT:
3792 if (p_ptr->ffall) ignore = TRUE;
3794 case FEAT_TRAP_TELEPORT:
3795 if (p_ptr->anti_tele) ignore = TRUE;
3797 case FEAT_TRAP_FIRE:
3798 if (p_ptr->immune_fire) ignore = TRUE;
3800 case FEAT_TRAP_ACID:
3801 if (p_ptr->immune_acid) ignore = TRUE;
3803 case FEAT_TRAP_BLIND:
3804 if (p_ptr->resist_blind) ignore = TRUE;
3806 case FEAT_TRAP_CONFUSE:
3807 if (p_ptr->resist_conf) ignore = TRUE;
3809 case FEAT_TRAP_POISON:
3810 if (p_ptr->resist_pois) ignore = TRUE;
3812 case FEAT_TRAP_SLEEP:
3813 if (p_ptr->free_act) ignore = TRUE;
3819 (void)do_cmd_disarm_aux(y, x, dir);
3824 #endif /* ALLOW_EASY_DISARM -- TNB */
3825 else if (p_ptr->riding && (r_info[m_list[p_ptr->riding].r_idx].flags1 & RF1_NEVER_MOVE))
3828 msg_print("Æ°¤±¤Ê¤¤¡ª");
3830 msg_print("Can't move!");
3837 else if (p_ptr->riding && m_list[p_ptr->riding].monfear)
3841 /* Acquire the monster name */
3842 monster_desc(m_name, &m_list[p_ptr->riding], 0);
3844 /* Dump a message */
3846 msg_format("%s¤¬¶²Éݤ·¤Æ¤¤¤ÆÀ©¸æ¤Ç¤¤Ê¤¤¡£", m_name);
3848 msg_format("%^s is too scared to control.", m_name);
3854 else if (p_ptr->riding && p_ptr->riding_ryoute)
3860 else if ((p_ptr->riding && (r_info[m_list[p_ptr->riding].r_idx].flags7 & RF7_AQUATIC)) && (c_ptr->feat != FEAT_SHAL_WATER) && (c_ptr->feat != FEAT_DEEP_WATER))
3863 msg_print("Φ¾å¤Ë¾å¤¬¤ì¤Ê¤¤¡£");
3865 msg_print("Can't land.");
3872 else if ((p_ptr->riding && !(r_info[m_list[p_ptr->riding].r_idx].flags7 & (RF7_AQUATIC | RF7_CAN_SWIM | RF7_CAN_FLY))) && (c_ptr->feat == FEAT_DEEP_WATER))
3875 msg_print("¿å¾å¤Ë¹Ô¤±¤Ê¤¤¡£");
3877 msg_print("Can't swim.");
3884 else if ((p_ptr->riding && (r_info[m_list[p_ptr->riding].r_idx].flags2 & (RF2_AURA_FIRE)) && !(r_info[m_list[p_ptr->riding].r_idx].flags7 & (RF7_CAN_FLY))) && (c_ptr->feat == FEAT_SHAL_WATER))
3887 msg_print("¿å¾å¤Ë¹Ô¤±¤Ê¤¤¡£");
3889 msg_print("Can't swim.");
3896 else if ((p_ptr->riding && !(r_info[m_list[p_ptr->riding].r_idx].flags7 & (RF7_CAN_FLY)) && !(r_info[m_list[p_ptr->riding].r_idx].flags3 & (RF3_IM_FIRE))) && ((c_ptr->feat == FEAT_SHAL_LAVA) || (c_ptr->feat == FEAT_DEEP_LAVA)))
3899 msg_print("ÍÏ´ä¤Î¾å¤Ë¹Ô¤±¤Ê¤¤¡£");
3901 msg_print("Too hot to go through.");
3908 else if (p_ptr->riding && m_list[p_ptr->riding].stunned && one_in_(2))
3911 monster_desc(m_name, &m_list[p_ptr->riding], 0);
3913 msg_format("%s¤¬Û¯Û°¤È¤·¤Æ¤¤¤Æ¤¦¤Þ¤¯Æ°¤±¤Ê¤¤¡ª",m_name);
3915 msg_format("You cannot control stunned %s!",m_name);
3921 /* Player can not walk through "walls" unless in wraith form...*/
3922 else if ((!cave_floor_bold(y, x)) &&
3923 (!p_can_pass_walls))
3929 /* Feature code (applying "mimic" field) */
3930 feat = c_ptr->mimic ? c_ptr->mimic : f_info[c_ptr->feat].mimic;
3932 /* Disturb the player */
3935 /* Notice things in the dark */
3936 if ((!(c_ptr->info & (CAVE_MARK))) &&
3937 (p_ptr->blind || !(c_ptr->info & (CAVE_LITE))))
3940 if (feat == FEAT_RUBBLE)
3943 msg_print("´äÀФ¬¹Ô¤¯¼ê¤ò¤Ï¤Ð¤ó¤Ç¤¤¤ë¤è¤¦¤À¡£");
3945 msg_print("You feel some rubble blocking your way.");
3948 c_ptr->info |= (CAVE_MARK);
3953 else if (is_closed_door(feat))
3956 msg_print("¥É¥¢¤¬¹Ô¤¯¼ê¤ò¤Ï¤Ð¤ó¤Ç¤¤¤ë¤è¤¦¤À¡£");
3958 msg_print("You feel a closed door blocking your way.");
3961 c_ptr->info |= (CAVE_MARK);
3965 /* Wall (or secret door) */
3969 msg_print("Êɤ¬¹Ô¤¯¼ê¤ò¤Ï¤Ð¤ó¤Ç¤¤¤ë¤è¤¦¤À¡£");
3971 msg_print("You feel a wall blocking your way.");
3974 c_ptr->info |= (CAVE_MARK);
3983 if (feat == FEAT_RUBBLE)
3986 msg_print("´äÀФ¬¹Ô¤¯¼ê¤ò¤Ï¤Ð¤ó¤Ç¤¤¤ë¡£");
3988 msg_print("There is rubble blocking your way.");
3992 if (!(p_ptr->confused || p_ptr->stun || p_ptr->image))
3996 * Well, it makes sense that you lose time bumping into
3997 * a wall _if_ you are confused, stunned or blind; but
3998 * typing mistakes should not cost you a turn...
4002 else if (is_closed_door(feat))
4004 #ifdef ALLOW_EASY_OPEN
4006 if (easy_open && easy_open_door(y, x)) return;
4008 #endif /* ALLOW_EASY_OPEN */
4011 msg_print("¥É¥¢¤¬¹Ô¤¯¼ê¤ò¤Ï¤Ð¤ó¤Ç¤¤¤ë¡£");
4013 msg_print("There is a closed door blocking your way.");
4017 if (!(p_ptr->confused || p_ptr->stun || p_ptr->image))
4021 /* Wall (or secret door) */
4025 msg_print("Êɤ¬¹Ô¤¯¼ê¤ò¤Ï¤Ð¤ó¤Ç¤¤¤ë¡£");
4027 msg_print("There is a wall blocking your way.");
4031 if (!(p_ptr->confused || p_ptr->stun || p_ptr->image))
4037 sound(SOUND_HITWALL);
4040 /* Normal movement */
4041 if (!pattern_seq(py, px, y, x))
4043 if (!(p_ptr->confused || p_ptr->stun || p_ptr->image))
4048 /* To avoid a loop with running */
4054 /* Normal movement */
4061 if(!process_frakir(x,y))
4071 msg_format("%s¤ò²¡¤·Âऱ¤¿¡£", m_name);
4073 msg_format("You push past %s.", m_name);
4078 cave[py][px].m_idx = c_ptr->m_idx;
4080 update_mon(cave[py][px].m_idx, TRUE);
4083 /* Change oldpx and oldpy to place the player well when going back to big mode */
4084 if (p_ptr->wild_mode)
4086 if(ddy[dir] > 0) p_ptr->oldpy = 1;
4087 if(ddy[dir] < 0) p_ptr->oldpy = MAX_HGT - 2;
4088 if(ddy[dir] == 0) p_ptr->oldpy = MAX_HGT / 2;
4089 if(ddx[dir] > 0) p_ptr->oldpx = 1;
4090 if(ddx[dir] < 0) p_ptr->oldpx = MAX_WID - 2;
4091 if(ddx[dir] == 0) p_ptr->oldpx = MAX_WID / 2;
4094 /* Save old location */
4098 /* Move the player */
4102 if (p_ptr->riding && (r_info[m_list[p_ptr->riding].r_idx].flags2 & RF2_KILL_WALL))
4104 if (cave[py][px].feat >= FEAT_RUBBLE && cave[py][px].feat < FEAT_PERM_SOLID)
4106 /* Forget the wall */
4107 cave[py][px].info &= ~(CAVE_MARK);
4110 cave_set_feat(py, px, floor_type[randint0(100)]);
4113 if (music_singing(MUSIC_WALL))
4115 project(0, 0, py, px,
4116 (60 + p_ptr->lev), GF_DISINTEGRATE, PROJECT_KILL | PROJECT_ITEM, -1);
4118 else if (p_ptr->kill_wall)
4120 if (cave_valid_bold(py, px) &&
4121 (cave[py][px].feat < FEAT_PATTERN_START ||
4122 cave[py][px].feat > FEAT_PATTERN_XTRA2) &&
4123 (cave[py][px].feat < FEAT_DEEP_WATER ||
4124 cave[py][px].feat > FEAT_GRASS))
4126 if (cave[py][px].feat == FEAT_TREES)
4127 cave_set_feat(py, px, FEAT_GRASS);
4129 cave_set_feat(py, px, floor_type[randint0(100)]);
4131 /* Update some things -- similar to GF_KILL_WALL */
4132 p_ptr->update |= (PU_VIEW | PU_LITE | PU_FLOW | PU_MONSTERS | PU_MON_LITE);
4135 /* Redraw new spot */
4138 /* Redraw old spot */
4142 /* sound(SOUND_WALK); */
4144 /* Check for new panel (redraw map) */
4147 /* For get everything when requested hehe I'm *NASTY* */
4148 if (dun_level && (d_info[dungeon_type].flags1 & DF1_FORGET))
4153 if ((p_ptr->pclass == CLASS_NINJA))
4155 if (c_ptr->info & (CAVE_GLOW)) set_superstealth(FALSE);
4156 else if (p_ptr->cur_lite <= 0) set_superstealth(TRUE);
4158 if ((p_ptr->action == ACTION_HAYAGAKE) && !cave_floor_bold(py, px))
4161 msg_print("¤³¤³¤Ç¤ÏÁÇÁ᤯ư¤±¤Ê¤¤¡£");
4163 msg_print("You cannot run in wall.");
4165 set_action(ACTION_NONE);
4169 p_ptr->update |= (PU_VIEW | PU_LITE | PU_FLOW | PU_MON_LITE);
4171 /* Update the monsters */
4172 p_ptr->update |= (PU_DISTANCE);
4175 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
4177 /* Spontaneous Searching */
4178 if ((p_ptr->skill_fos >= 50) ||
4179 (0 == randint0(50 - p_ptr->skill_fos)))
4184 /* Continuous Searching */
4185 if (p_ptr->action == ACTION_SEARCH)
4190 /* Handle "objects" */
4192 #ifdef ALLOW_EASY_DISARM /* TNB */
4194 carry(do_pickup != always_pickup);
4196 #else /* ALLOW_EASY_DISARM -- TNB */
4200 #endif /* ALLOW_EASY_DISARM -- TNB */
4202 /* Handle "store doors" */
4203 if (((c_ptr->feat >= FEAT_SHOP_HEAD) &&
4204 (c_ptr->feat <= FEAT_SHOP_TAIL)) ||
4205 (c_ptr->feat == FEAT_MUSEUM))
4211 /* Hack -- Enter store */
4212 command_new = SPECIAL_KEY_STORE;
4215 /* Handle "building doors" -KMW- */
4216 else if ((c_ptr->feat >= FEAT_BLDG_HEAD) &&
4217 (c_ptr->feat <= FEAT_BLDG_TAIL))
4223 /* Hack -- Enter building */
4224 command_new = SPECIAL_KEY_BUILDING;
4227 /* Handle quest areas -KMW- */
4228 else if (cave[y][x].feat == FEAT_QUEST_ENTER)
4234 /* Hack -- Enter quest level */
4235 command_new = SPECIAL_KEY_QUEST;
4238 else if (cave[y][x].feat == FEAT_QUEST_EXIT)
4240 if (quest[p_ptr->inside_quest].type == QUEST_TYPE_FIND_EXIT)
4242 if (record_fix_quest) do_cmd_write_nikki(NIKKI_FIX_QUEST_C, p_ptr->inside_quest, NULL);
4243 quest[p_ptr->inside_quest].status = QUEST_STATUS_COMPLETED;
4244 quest[p_ptr->inside_quest].complev = (byte)p_ptr->lev;
4246 msg_print("¥¯¥¨¥¹¥È¤òãÀ®¤·¤¿¡ª");
4248 msg_print("You accomplished your quest!");
4254 leave_quest_check();
4256 p_ptr->inside_quest = cave[y][x].special;
4260 p_ptr->leaving = TRUE;
4263 /* Set off a trap */
4264 else if (is_trap(c_ptr->feat))
4274 msg_print("¥È¥é¥Ã¥×¤À¡ª");
4276 msg_print("You found a trap!");
4280 disclose_grid(py, px);
4284 hit_trap(break_trap);
4287 /* Warn when leaving trap detected region */
4288 if ((disturb_trap_detect || alert_trap_detect)
4289 && p_ptr->dtrap && !(cave[py][px].info & CAVE_IN_DETECT))
4291 /* No duplicate warning */
4292 p_ptr->dtrap = FALSE;
4294 /* You are just on the edge */
4295 if (!(cave[py][px].info & CAVE_UNSAFE))
4297 if (alert_trap_detect)
4300 msg_print("* Ãí°Õ:¤³¤ÎÀè¤Ï¥È¥é¥Ã¥×¤Î´¶ÃÎÈϰϳ°¤Ç¤¹¡ª *");
4302 msg_print("*Leaving trap detect region!*");
4306 if (disturb_trap_detect)
4316 m_list[p_ptr->riding].fy = py;
4317 m_list[p_ptr->riding].fx = px;
4318 cave[py][px].m_idx = p_ptr->riding;
4319 update_mon(cave[py][px].m_idx, TRUE);
4320 p_ptr->update |= (PU_MON_LITE);
4326 * Hack -- Check for a "known wall" (see below)
4328 static int see_wall(int dir, int y, int x)
4333 /* Get the new location */
4337 /* Illegal grids are not known walls */
4338 if (!in_bounds2(y, x)) return (FALSE);
4341 c_ptr = &cave[y][x];
4343 /* Feature code (applying "mimic" field) */
4344 feat = c_ptr->mimic ? c_ptr->mimic : f_info[c_ptr->feat].mimic;
4346 /* Must be known to the player */
4347 if (c_ptr->info & (CAVE_MARK))
4349 /* Rubble, Magma, Quartz, Wall, Perm wall */
4350 if (feat >= FEAT_RUBBLE && feat <= FEAT_PERM_SOLID) return TRUE;
4353 if (feat == FEAT_TREES) return TRUE;
4356 if (feat == FEAT_MOUNTAIN) return TRUE;
4364 * Hack -- Check for an "unknown corner" (see below)
4366 static int see_nothing(int dir, int y, int x)
4368 /* Get the new location */
4372 /* Illegal grids are unknown */
4373 if (!in_bounds2(y, x)) return (TRUE);
4375 /* Memorized grids are always known */
4376 if (cave[y][x].info & (CAVE_MARK)) return (FALSE);
4378 /* Non-floor grids are unknown */
4379 if (!cave_floor_bold(y, x)) return (TRUE);
4381 /* Viewable door/wall grids are known */
4382 if (player_can_see_bold(y, x)) return (FALSE);
4393 * The running algorithm: -CJS-
4395 * In the diagrams below, the player has just arrived in the
4396 * grid marked as '@', and he has just come from a grid marked
4397 * as 'o', and he is about to enter the grid marked as 'x'.
4399 * Of course, if the "requested" move was impossible, then you
4400 * will of course be blocked, and will stop.
4402 * Overview: You keep moving until something interesting happens.
4403 * If you are in an enclosed space, you follow corners. This is
4404 * the usual corridor scheme. If you are in an open space, you go
4405 * straight, but stop before entering enclosed space. This is
4406 * analogous to reaching doorways. If you have enclosed space on
4407 * one side only (that is, running along side a wall) stop if
4408 * your wall opens out, or your open space closes in. Either case
4409 * corresponds to a doorway.
4411 * What happens depends on what you can really SEE. (i.e. if you
4412 * have no light, then running along a dark corridor is JUST like
4413 * running in a dark room.) The algorithm works equally well in
4414 * corridors, rooms, mine tailings, earthquake rubble, etc, etc.
4416 * These conditions are kept in static memory:
4417 * find_openarea You are in the open on at least one
4419 * find_breakleft You have a wall on the left, and will
4421 * find_breakright You have a wall on the right, and will
4424 * To initialize these conditions, we examine the grids adjacent
4425 * to the grid marked 'x', two on each side (marked 'L' and 'R').
4426 * If either one of the two grids on a given side is seen to be
4427 * closed, then that side is considered to be closed. If both
4428 * sides are closed, then it is an enclosed (corridor) run.
4434 * Looking at more than just the immediate squares is
4435 * significant. Consider the following case. A run along the
4436 * corridor will stop just before entering the center point,
4437 * because a choice is clearly established. Running in any of
4438 * three available directions will be defined as a corridor run.
4439 * Note that a minor hack is inserted to make the angled corridor
4440 * entry (with one side blocked near and the other side blocked
4441 * further away from the runner) work correctly. The runner moves
4442 * diagonally, but then saves the previous direction as being
4443 * straight into the gap. Otherwise, the tail end of the other
4444 * entry would be perceived as an alternative on the next move.
4452 * Likewise, a run along a wall, and then into a doorway (two
4453 * runs) will work correctly. A single run rightwards from @ will
4454 * stop at 1. Another run right and down will enter the corridor
4455 * and make the corner, stopping at the 2.
4457 * ##################
4459 * ########### ######
4463 * After any move, the function area_affect is called to
4464 * determine the new surroundings, and the direction of
4465 * subsequent moves. It examines the current player location
4466 * (at which the runner has just arrived) and the previous
4467 * direction (from which the runner is considered to have come).
4469 * Moving one square in some direction places you adjacent to
4470 * three or five new squares (for straight and diagonal moves
4471 * respectively) to which you were not previously adjacent,
4472 * marked as '!' in the diagrams below.
4475 * .o@! (normal) .o.! (diagonal)
4476 * ...! (east) ..@! (south east)
4479 * You STOP if any of the new squares are interesting in any way:
4480 * for example, if they contain visible monsters or treasure.
4482 * You STOP if any of the newly adjacent squares seem to be open,
4483 * and you are also looking for a break on that side. (that is,
4484 * find_openarea AND find_break).
4486 * You STOP if any of the newly adjacent squares do NOT seem to be
4487 * open and you are in an open area, and that side was previously
4490 * Corners: If you are not in the open (i.e. you are in a corridor)
4491 * and there is only one way to go in the new squares, then turn in
4492 * that direction. If there are more than two new ways to go, STOP.
4493 * If there are two ways to go, and those ways are separated by a
4494 * square which does not seem to be open, then STOP.
4496 * Otherwise, we have a potential corner. There are two new open
4497 * squares, which are also adjacent. One of the new squares is
4498 * diagonally located, the other is straight on (as in the diagram).
4499 * We consider two more squares further out (marked below as ?).
4501 * We assign "option" to the straight-on grid, and "option2" to the
4502 * diagonal grid, and "check_dir" to the grid marked 's'.
4508 * If they are both seen to be closed, then it is seen that no benefit
4509 * is gained from moving straight. It is a known corner. To cut the
4510 * corner, go diagonally, otherwise go straight, but pretend you
4511 * stepped diagonally into that next location for a full view next
4512 * time. Conversely, if one of the ? squares is not seen to be closed,
4513 * then there is a potential choice. We check to see whether it is a
4514 * potential corner or an intersection/room entrance. If the square
4515 * two spaces straight ahead, and the space marked with 's' are both
4516 * unknown space, then it is a potential corner and enter if
4517 * find_examine is set, otherwise must stop because it is not a
4525 * Hack -- allow quick "cycling" through the legal directions
4527 static byte cycle[] =
4528 { 1, 2, 3, 6, 9, 8, 7, 4, 1, 2, 3, 6, 9, 8, 7, 4, 1 };
4531 * Hack -- map each direction into the "middle" of the "cycle[]" array
4533 static byte chome[] =
4534 { 0, 8, 9, 10, 7, 0, 11, 6, 5, 4 };
4537 * The direction we are running
4539 static byte find_current;
4542 * The direction we came from
4544 static byte find_prevdir;
4547 * We are looking for open area
4549 static bool find_openarea;
4552 * We are looking for a break
4554 static bool find_breakright;
4555 static bool find_breakleft;
4560 * Initialize the running algorithm for a new direction.
4562 * Diagonal Corridor -- allow diaginal entry into corridors.
4564 * Blunt Corridor -- If there is a wall two spaces ahead and
4565 * we seem to be in a corridor, then force a turn into the side
4566 * corridor, must be moving straight into a corridor here. ???
4568 * Diagonal Corridor Blunt Corridor (?)
4573 static void run_init(int dir)
4575 int row, col, deepleft, deepright;
4576 int i, shortleft, shortright;
4579 /* Save the direction */
4582 /* Assume running straight */
4585 /* Assume looking for open area */
4586 find_openarea = TRUE;
4588 /* Assume not looking for breaks */
4589 find_breakright = find_breakleft = FALSE;
4591 /* Assume no nearby walls */
4592 deepleft = deepright = FALSE;
4593 shortright = shortleft = FALSE;
4598 /* Find the destination grid */
4599 row = py + ddy[dir];
4600 col = px + ddx[dir];
4602 /* Extract cycle index */
4605 /* Check for walls */
4606 if (see_wall(cycle[i+1], py, px))
4608 find_breakleft = TRUE;
4611 else if (see_wall(cycle[i+1], row, col))
4613 find_breakleft = TRUE;
4617 /* Check for walls */
4618 if (see_wall(cycle[i-1], py, px))
4620 find_breakright = TRUE;
4623 else if (see_wall(cycle[i-1], row, col))
4625 find_breakright = TRUE;
4629 /* Looking for a break */
4630 if (find_breakleft && find_breakright)
4632 /* Not looking for open area */
4633 find_openarea = FALSE;
4635 /* Hack -- allow angled corridor entry */
4638 if (deepleft && !deepright)
4640 find_prevdir = cycle[i - 1];
4642 else if (deepright && !deepleft)
4644 find_prevdir = cycle[i + 1];
4648 /* Hack -- allow blunt corridor entry */
4649 else if (see_wall(cycle[i], row, col))
4651 if (shortleft && !shortright)
4653 find_prevdir = cycle[i - 2];
4655 else if (shortright && !shortleft)
4657 find_prevdir = cycle[i + 2];
4665 * Update the current "run" path
4667 * Return TRUE if the running should be stopped
4669 static bool run_test(void)
4671 int prev_dir, new_dir, check_dir = 0;
4674 int option = 0, option2 = 0;
4678 /* Where we came from */
4679 prev_dir = find_prevdir;
4682 /* Range of newly adjacent grids */
4683 max = (prev_dir & 0x01) + 1;
4685 /* break run when leaving trap detected region */
4686 if ((disturb_trap_detect || alert_trap_detect)
4687 && p_ptr->dtrap && !(cave[py][px].info & CAVE_IN_DETECT))
4689 /* No duplicate warning */
4690 p_ptr->dtrap = FALSE;
4692 /* You are just on the edge */
4693 if (!(cave[py][px].info & CAVE_UNSAFE))
4695 if (alert_trap_detect)
4698 msg_print("* Ãí°Õ:¤³¤ÎÀè¤Ï¥È¥é¥Ã¥×¤Î´¶ÃÎÈϰϳ°¤Ç¤¹¡ª *");
4700 msg_print("*Leaving trap detect region!*");
4704 if (disturb_trap_detect)
4712 /* Look at every newly adjacent square. */
4713 for (i = -max; i <= max; i++)
4715 s16b this_o_idx, next_o_idx = 0;
4719 new_dir = cycle[chome[prev_dir] + i];
4722 row = py + ddy[new_dir];
4723 col = px + ddx[new_dir];
4726 c_ptr = &cave[row][col];
4728 /* Feature code (applying "mimic" field) */
4729 feat = c_ptr->mimic ? c_ptr->mimic : f_info[c_ptr->feat].mimic;
4731 /* Visible monsters abort running */
4734 monster_type *m_ptr = &m_list[c_ptr->m_idx];
4736 /* Visible monster */
4737 if (m_ptr->ml) return (TRUE);
4740 /* Visible objects abort running */
4741 for (this_o_idx = c_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
4745 /* Acquire object */
4746 o_ptr = &o_list[this_o_idx];
4748 /* Acquire next object */
4749 next_o_idx = o_ptr->next_o_idx;
4751 /* Visible object */
4752 if (o_ptr->marked) return (TRUE);
4756 /* Assume unknown */
4759 /* Check memorized grids */
4760 if (c_ptr->info & (CAVE_MARK))
4764 /* Examine the terrain */
4777 /* Hidden treasure */
4781 /* Known treasure (almost uninteresting) */
4787 case FEAT_WALL_EXTRA:
4788 case FEAT_WALL_INNER:
4789 case FEAT_WALL_OUTER:
4790 case FEAT_WALL_SOLID:
4791 case FEAT_PERM_EXTRA:
4792 case FEAT_PERM_INNER:
4793 case FEAT_PERM_OUTER:
4794 case FEAT_PERM_SOLID:
4795 /* dirt, grass, trees, ... */
4796 case FEAT_SHAL_WATER:
4799 case FEAT_DEEP_GRASS:
4812 /* quest features */
4813 case FEAT_QUEST_ENTER:
4814 case FEAT_QUEST_EXIT:
4823 case FEAT_DEEP_LAVA:
4824 case FEAT_SHAL_LAVA:
4827 if (p_ptr->invuln || p_ptr->immune_fire) notice = FALSE;
4833 case FEAT_DEEP_WATER:
4836 if (p_ptr->ffall || p_ptr->total_weight<= (((u32b)adj_str_wgt[p_ptr->stat_ind[A_STR]]*(p_ptr->pclass == CLASS_BERSERKER ? 150 : 100))/2)) notice = FALSE;
4846 /* Option -- ignore */
4847 if (find_ignore_doors) notice = FALSE;
4856 case FEAT_LESS_LESS:
4857 case FEAT_MORE_MORE:
4860 /* Option -- ignore */
4861 if (find_ignore_stairs) notice = FALSE;
4868 /* Interesting feature */
4869 if (notice) return (TRUE);
4871 /* The grid is "visible" */
4875 /* Analyze unknown grids and floors considering mimic */
4876 if (inv || (!(feat & 0x20)))
4878 /* Looking for open area */
4884 /* The first new direction. */
4890 /* Three new directions. Stop running. */
4896 /* Two non-adjacent new directions. Stop running. */
4897 else if (option != cycle[chome[prev_dir] + i - 1])
4902 /* Two new (adjacent) directions (case 1) */
4903 else if (new_dir & 0x01)
4905 check_dir = cycle[chome[prev_dir] + i - 2];
4909 /* Two new (adjacent) directions (case 2) */
4912 check_dir = cycle[chome[prev_dir] + i + 1];
4918 /* Obstacle, while looking for open area */
4925 /* Break to the right */
4926 find_breakright = TRUE;
4931 /* Break to the left */
4932 find_breakleft = TRUE;
4939 /* Looking for open area */
4942 /* Hack -- look again */
4943 for (i = -max; i < 0; i++)
4945 new_dir = cycle[chome[prev_dir] + i];
4947 row = py + ddy[new_dir];
4948 col = px + ddx[new_dir];
4951 c_ptr = &cave[row][col];
4953 /* Feature code (applying "mimic" field) */
4954 feat = c_ptr->mimic ? c_ptr->mimic : f_info[c_ptr->feat].mimic;
4956 /* Unknown grid or non-wall XXX XXX XXX cave_floor_grid(c_ptr)) */
4957 if (!(c_ptr->info & (CAVE_MARK)) ||
4958 ((feat <= FEAT_DOOR_TAIL) ||
4959 (feat == FEAT_FLOWER) ||
4960 (feat == FEAT_DEEP_GRASS) ||
4961 ((feat >= FEAT_DEEP_WATER) &&
4962 (feat <= FEAT_GRASS))))
4965 /* Looking to break right */
4966 if (find_breakright)
4975 /* Looking to break left */
4983 /* Hack -- look again */
4984 for (i = max; i > 0; i--)
4986 new_dir = cycle[chome[prev_dir] + i];
4988 row = py + ddy[new_dir];
4989 col = px + ddx[new_dir];
4992 c_ptr = &cave[row][col];
4994 /* Feature code (applying "mimic" field) */
4995 feat = c_ptr->mimic ? c_ptr->mimic : f_info[c_ptr->feat].mimic;
4997 /* Unknown grid or non-wall XXX XXX XXX cave_floor_grid(c_ptr)) */
4998 if (!(c_ptr->info & (CAVE_MARK)) ||
4999 ((feat <= FEAT_DOOR_TAIL) ||
5000 (feat == FEAT_FLOWER) ||
5001 (feat == FEAT_DEEP_GRASS) ||
5002 ((feat >= FEAT_DEEP_WATER) &&
5003 (feat <= FEAT_GRASS))))
5006 /* Looking to break left */
5016 /* Looking to break right */
5017 if (find_breakright)
5026 /* Not looking for open area */
5038 /* Primary option */
5039 find_current = option;
5041 /* No other options */
5042 find_prevdir = option;
5045 /* Two options, examining corners */
5046 else if (find_examine && !find_cut)
5048 /* Primary option */
5049 find_current = option;
5051 /* Hack -- allow curving */
5052 find_prevdir = option2;
5055 /* Two options, pick one */
5058 /* Get next location */
5059 row = py + ddy[option];
5060 col = px + ddx[option];
5062 /* Don't see that it is closed off. */
5063 /* This could be a potential corner or an intersection. */
5064 if (!see_wall(option, row, col) ||
5065 !see_wall(check_dir, row, col))
5067 /* Can not see anything ahead and in the direction we */
5068 /* are turning, assume that it is a potential corner. */
5070 see_nothing(option, row, col) &&
5071 see_nothing(option2, row, col))
5073 find_current = option;
5074 find_prevdir = option2;
5077 /* STOP: we are next to an intersection or a room */
5084 /* This corner is seen to be enclosed; we cut the corner. */
5087 find_current = option2;
5088 find_prevdir = option2;
5091 /* This corner is seen to be enclosed, and we */
5092 /* deliberately go the long way. */
5095 find_current = option;
5096 find_prevdir = option2;
5102 /* About to hit a known wall, stop */
5103 if (see_wall(find_current, py, px))
5116 * Take one step along the current "run" path
5118 void run_step(int dir)
5127 c_ptr = &cave[py+ddy[dir]][px+ddx[dir]];
5129 /* Feature code (applying "mimic" field) */
5130 feat = c_ptr->mimic ? c_ptr->mimic : f_info[c_ptr->feat].mimic;
5132 /* Hack -- do not start silly run */
5133 if (see_wall(dir, py, px) &&
5134 (feat != FEAT_TREES))
5138 msg_print("¤½¤ÎÊý¸þ¤Ë¤Ï¹Ô¤±¤Þ¤»¤ó¡£");
5140 msg_print("You cannot run in that direction.");
5151 /* Calculate torch radius */
5152 p_ptr->update |= (PU_TORCH);
5172 /* Decrease the run counter */
5173 if (--running <= 0) return;
5178 /* Move the player, using the "pickup" flag */
5179 #ifdef ALLOW_EASY_DISARM /* TNB */
5181 move_player(find_current, FALSE, FALSE);
5183 #else /* ALLOW_EASY_DISARM -- TNB */
5185 move_player(find_current, always_pickup, FALSE);
5187 #endif /* ALLOW_EASY_DISARM -- TNB */
5189 if ((py == p_ptr->run_py) && (px == p_ptr->run_px))