4 * Copyright (c) 1997 Ben Harrison, James E. Wilson, Robert A. Koeneke
6 * This software may be copied and distributed for educational, research,
7 * and not for profit purposes provided that this copyright and statement
8 * are included in all such copies. Other copyrights may also apply.
11 /* Purpose: Movement commands (part 1) */
14 #define MAX_VAMPIRIC_DRAIN 50
18 * Determine if the player "hits" a monster (normal combat).
19 * Note -- Always miss 5%, always hit 5%, otherwise random.
21 bool test_hit_fire(int chance, int ac, int vis)
28 /* Hack -- Instant miss or hit */
29 if (k < 10) return (k < 5);
31 if (p_ptr->pseikaku == SEIKAKU_NAMAKE)
32 if (one_in_(20)) return (FALSE);
35 if (chance <= 0) return (FALSE);
37 /* Invisible monsters are harder to hit */
38 if (!vis) chance = (chance + 1) / 2;
40 /* Power competes against armor */
41 if (randint0(chance) < (ac * 3 / 4)) return (FALSE);
50 * Determine if the player "hits" a monster (normal combat).
52 * Note -- Always miss 5%, always hit 5%, otherwise random.
54 bool test_hit_norm(int chance, int ac, int vis)
61 /* Hack -- Instant miss or hit */
62 if (k < 10) return (k < 5);
64 if (p_ptr->pseikaku == SEIKAKU_NAMAKE)
65 if (one_in_(20)) return (FALSE);
67 /* Wimpy attack never hits */
68 if (chance <= 0) return (FALSE);
70 /* Penalize invisible targets */
71 if (!vis) chance = (chance + 1) / 2;
73 /* Power must defeat armor */
74 if (randint0(chance) < (ac * 3 / 4)) return (FALSE);
83 * Critical hits (from objects thrown by player)
84 * Factor in item weight, total plusses, and player level.
86 s16b critical_shot(int weight, int plus, int dam)
90 /* Extract "shot" power */
91 i = (weight + ((p_ptr->to_h_b + plus) * 4) + (p_ptr->lev * 2));
94 if (randint1(5000) <= i)
96 k = weight + randint1(500);
101 msg_print("¼ê¤´¤¿¤¨¤¬¤¢¤Ã¤¿¡ª");
103 msg_print("It was a good hit!");
111 msg_print("¤«¤Ê¤ê¤Î¼ê¤´¤¿¤¨¤¬¤¢¤Ã¤¿¡ª");
113 msg_print("It was a great hit!");
121 msg_print("²ñ¿´¤Î°ì·â¤À¡ª");
123 msg_print("It was a superb hit!");
136 * Critical hits (by player)
138 * Factor in weapon weight, total plusses, player level.
140 s16b critical_norm(int weight, int plus, int dam, s16b meichuu, int mode)
144 /* Extract "blow" power */
145 i = (weight + (meichuu * 3 + plus * 5) + (p_ptr->lev * 3));
148 if ((randint1((p_ptr->pclass == CLASS_NINJA) ? 4444 : 5000) <= i) || (mode == HISSATSU_MAJIN) || (mode == HISSATSU_3DAN))
150 k = weight + randint1(650);
151 if ((mode == HISSATSU_MAJIN) || (mode == HISSATSU_3DAN)) k+= randint1(650);
156 msg_print("¼ê¤´¤¿¤¨¤¬¤¢¤Ã¤¿¡ª");
158 msg_print("It was a good hit!");
166 msg_print("¤«¤Ê¤ê¤Î¼ê¤´¤¿¤¨¤¬¤¢¤Ã¤¿¡ª");
168 msg_print("It was a great hit!");
176 msg_print("²ñ¿´¤Î°ì·â¤À¡ª");
178 msg_print("It was a superb hit!");
186 msg_print("ºÇ¹â¤Î²ñ¿´¤Î°ì·â¤À¡ª");
188 msg_print("It was a *GREAT* hit!");
196 msg_print("ÈæÎà¤Ê¤ºÇ¹â¤Î²ñ¿´¤Î°ì·â¤À¡ª");
198 msg_print("It was a *SUPERB* hit!");
201 dam = ((7 * dam) / 2) + 25;
211 * Extract the "total damage" from a given object hitting a given monster.
213 * Note that "flasks of oil" do NOT do fire damage, although they
214 * certainly could be made to do so. XXX XXX
216 * Note that most brands and slays are x3, except Slay Animal (x2),
217 * Slay Evil (x2), and Kill dragon (x5).
219 s16b tot_dam_aux(object_type *o_ptr, int tdam, monster_type *m_ptr, int mode, bool thrown)
223 monster_race *r_ptr = &r_info[m_ptr->r_idx];
225 u32b flgs[TR_FLAG_SIZE];
227 /* Extract the flags */
228 object_flags(o_ptr, flgs);
230 /* Some "weapons" and "ammo" do extra damage */
242 if ((have_flag(flgs, TR_SLAY_ANIMAL)) &&
243 (r_ptr->flags3 & RF3_ANIMAL))
245 if (m_ptr->ml && is_original_ap(m_ptr))
247 r_ptr->r_flags3 |= RF3_ANIMAL;
250 if (mult < 25) mult = 25;
254 if ((have_flag(flgs, TR_KILL_ANIMAL)) &&
255 (r_ptr->flags3 & RF3_ANIMAL))
257 if (m_ptr->ml && is_original_ap(m_ptr))
259 r_ptr->r_flags3 |= RF3_ANIMAL;
262 if (mult < 40) mult = 40;
266 if ((have_flag(flgs, TR_SLAY_EVIL)) &&
267 (r_ptr->flags3 & RF3_EVIL))
269 if (m_ptr->ml && is_original_ap(m_ptr))
271 r_ptr->r_flags3 |= RF3_EVIL;
274 if (mult < 20) mult = 20;
278 if ((have_flag(flgs, TR_KILL_EVIL)) &&
279 (r_ptr->flags3 & RF3_EVIL))
281 if (m_ptr->ml && is_original_ap(m_ptr))
283 r_ptr->r_flags3 |= RF3_EVIL;
286 if (mult < 35) mult = 35;
290 if ((have_flag(flgs, TR_SLAY_HUMAN)) &&
291 (r_ptr->flags2 & RF2_HUMAN))
293 if (m_ptr->ml && is_original_ap(m_ptr))
295 r_ptr->r_flags2 |= RF2_HUMAN;
298 if (mult < 25) mult = 25;
302 if ((have_flag(flgs, TR_KILL_HUMAN)) &&
303 (r_ptr->flags2 & RF2_HUMAN))
305 if (m_ptr->ml && is_original_ap(m_ptr))
307 r_ptr->r_flags2 |= RF2_HUMAN;
310 if (mult < 40) mult = 40;
314 if ((have_flag(flgs, TR_SLAY_UNDEAD)) &&
315 (r_ptr->flags3 & RF3_UNDEAD))
317 if (m_ptr->ml && is_original_ap(m_ptr))
319 r_ptr->r_flags3 |= RF3_UNDEAD;
322 if (mult < 30) mult = 30;
326 if ((have_flag(flgs, TR_KILL_UNDEAD)) &&
327 (r_ptr->flags3 & RF3_UNDEAD))
329 if (m_ptr->ml && is_original_ap(m_ptr))
331 r_ptr->r_flags3 |= RF3_UNDEAD;
334 if (mult < 50) mult = 50;
338 if ((have_flag(flgs, TR_SLAY_DEMON)) &&
339 (r_ptr->flags3 & RF3_DEMON))
341 if (m_ptr->ml && is_original_ap(m_ptr))
343 r_ptr->r_flags3 |= RF3_DEMON;
346 if (mult < 30) mult = 30;
350 if ((have_flag(flgs, TR_KILL_DEMON)) &&
351 (r_ptr->flags3 & RF3_DEMON))
353 if (m_ptr->ml && is_original_ap(m_ptr))
355 r_ptr->r_flags3 |= RF3_DEMON;
358 if (mult < 50) mult = 50;
362 if ((have_flag(flgs, TR_SLAY_ORC)) &&
363 (r_ptr->flags3 & RF3_ORC))
365 if (m_ptr->ml && is_original_ap(m_ptr))
367 r_ptr->r_flags3 |= RF3_ORC;
370 if (mult < 30) mult = 30;
374 if ((have_flag(flgs, TR_KILL_ORC)) &&
375 (r_ptr->flags3 & RF3_ORC))
377 if (m_ptr->ml && is_original_ap(m_ptr))
379 r_ptr->r_flags3 |= RF3_ORC;
382 if (mult < 50) mult = 50;
386 if ((have_flag(flgs, TR_SLAY_TROLL)) &&
387 (r_ptr->flags3 & RF3_TROLL))
389 if (m_ptr->ml && is_original_ap(m_ptr))
391 r_ptr->r_flags3 |= RF3_TROLL;
394 if (mult < 30) mult = 30;
398 if ((have_flag(flgs, TR_KILL_TROLL)) &&
399 (r_ptr->flags3 & RF3_TROLL))
401 if (m_ptr->ml && is_original_ap(m_ptr))
403 r_ptr->r_flags3 |= RF3_TROLL;
406 if (mult < 50) mult = 50;
410 if ((have_flag(flgs, TR_SLAY_GIANT)) &&
411 (r_ptr->flags3 & RF3_GIANT))
413 if (m_ptr->ml && is_original_ap(m_ptr))
415 r_ptr->r_flags3 |= RF3_GIANT;
418 if (mult < 30) mult = 30;
422 if ((have_flag(flgs, TR_KILL_GIANT)) &&
423 (r_ptr->flags3 & RF3_GIANT))
425 if (m_ptr->ml && is_original_ap(m_ptr))
427 r_ptr->r_flags3 |= RF3_GIANT;
430 if (mult < 50) mult = 50;
431 if ((mult < 90) && (o_ptr->name1 == ART_HRUNTING)) mult = 90;
435 if ((have_flag(flgs, TR_SLAY_DRAGON)) &&
436 (r_ptr->flags3 & RF3_DRAGON))
438 if (m_ptr->ml && is_original_ap(m_ptr))
440 r_ptr->r_flags3 |= RF3_DRAGON;
443 if (mult < 30) mult = 30;
447 if ((have_flag(flgs, TR_KILL_DRAGON)) &&
448 (r_ptr->flags3 & RF3_DRAGON))
450 if (m_ptr->ml && is_original_ap(m_ptr))
452 r_ptr->r_flags3 |= RF3_DRAGON;
455 if (mult < 50) mult = 50;
457 if ((o_ptr->name1 == ART_NOTHUNG) && (m_ptr->r_idx == MON_FAFNER))
462 if (have_flag(flgs, TR_BRAND_ACID) || ((p_ptr->special_attack & (ATTACK_ACID)) && !thrown))
464 /* Notice immunity */
465 if (r_ptr->flagsr & RFR_EFF_IM_ACID_MASK)
467 if (m_ptr->ml && is_original_ap(m_ptr))
469 r_ptr->r_flagsr |= (r_ptr->flagsr & RFR_EFF_IM_ACID_MASK);
473 /* Otherwise, take the damage */
476 if (mult < 25) mult = 25;
481 if (have_flag(flgs, TR_BRAND_ELEC) || ((p_ptr->special_attack & (ATTACK_ELEC)) && !thrown) || (mode == HISSATSU_ELEC))
483 /* Notice immunity */
484 if (r_ptr->flagsr & RFR_EFF_IM_ELEC_MASK)
486 if (m_ptr->ml && is_original_ap(m_ptr))
488 r_ptr->r_flagsr |= (r_ptr->flagsr & RFR_EFF_IM_ELEC_MASK);
492 /* Otherwise, take the damage */
493 else if ((have_flag(flgs, TR_BRAND_ELEC) || ((p_ptr->special_attack & (ATTACK_ELEC)) && !thrown)) && (mode == HISSATSU_ELEC))
495 if (mult < 70) mult = 70;
497 else if (mode == HISSATSU_ELEC)
499 if (mult < 50) mult = 50;
504 if (mult < 25) mult = 25;
509 if (have_flag(flgs, TR_BRAND_FIRE) || ((p_ptr->special_attack & (ATTACK_FIRE)) && !thrown) || (mode == HISSATSU_FIRE))
511 /* Notice immunity */
512 if (r_ptr->flagsr & RFR_EFF_IM_FIRE_MASK)
514 if (m_ptr->ml && is_original_ap(m_ptr))
516 r_ptr->r_flagsr |= (r_ptr->flagsr & RFR_EFF_IM_FIRE_MASK);
520 /* Otherwise, take the damage */
521 else if ((have_flag(flgs, TR_BRAND_FIRE) || ((p_ptr->special_attack & (ATTACK_FIRE)) && !thrown)) && (mode == HISSATSU_FIRE))
523 if (r_ptr->flags3 & RF3_HURT_FIRE)
525 if (mult < 70) mult = 70;
526 if (m_ptr->ml && is_original_ap(m_ptr))
528 r_ptr->r_flags3 |= RF3_HURT_FIRE;
531 else if (mult < 35) mult = 35;
535 if (r_ptr->flags3 & RF3_HURT_FIRE)
537 if (mult < 50) mult = 50;
538 if (m_ptr->ml && is_original_ap(m_ptr))
540 r_ptr->r_flags3 |= RF3_HURT_FIRE;
543 else if (mult < 25) mult = 25;
548 if (have_flag(flgs, TR_BRAND_COLD) || ((p_ptr->special_attack & (ATTACK_COLD)) && !thrown) || (mode == HISSATSU_COLD))
550 /* Notice immunity */
551 if (r_ptr->flagsr & RFR_EFF_IM_COLD_MASK)
553 if (m_ptr->ml && is_original_ap(m_ptr))
555 r_ptr->r_flagsr |= (r_ptr->flagsr & RFR_EFF_IM_COLD_MASK);
558 /* Otherwise, take the damage */
559 else if ((have_flag(flgs, TR_BRAND_COLD) || ((p_ptr->special_attack & (ATTACK_COLD)) && !thrown)) && (mode == HISSATSU_COLD))
561 if (r_ptr->flags3 & RF3_HURT_COLD)
563 if (mult < 70) mult = 70;
564 if (m_ptr->ml && is_original_ap(m_ptr))
566 r_ptr->r_flags3 |= RF3_HURT_COLD;
569 else if (mult < 35) mult = 35;
573 if (r_ptr->flags3 & RF3_HURT_COLD)
575 if (mult < 50) mult = 50;
576 if (m_ptr->ml && is_original_ap(m_ptr))
578 r_ptr->r_flags3 |= RF3_HURT_COLD;
581 else if (mult < 25) mult = 25;
586 if (have_flag(flgs, TR_BRAND_POIS) || ((p_ptr->special_attack & (ATTACK_POIS)) && !thrown) || (mode == HISSATSU_POISON))
588 /* Notice immunity */
589 if (r_ptr->flagsr & RFR_EFF_IM_POIS_MASK)
591 if (m_ptr->ml && is_original_ap(m_ptr))
593 r_ptr->r_flagsr |= (r_ptr->flagsr & RFR_EFF_IM_POIS_MASK);
597 /* Otherwise, take the damage */
598 else if ((have_flag(flgs, TR_BRAND_POIS) || ((p_ptr->special_attack & (ATTACK_POIS)) && !thrown)) && (mode == HISSATSU_POISON))
600 if (mult < 35) mult = 35;
604 if (mult < 25) mult = 25;
607 if ((mode == HISSATSU_ZANMA) && !monster_living(r_ptr) && (r_ptr->flags3 & RF3_EVIL))
609 if (mult < 15) mult = 25;
610 else if (mult < 50) mult = MIN(50, mult+20);
612 if (mode == HISSATSU_UNDEAD)
614 if (r_ptr->flags3 & RF3_UNDEAD)
616 if (m_ptr->ml && is_original_ap(m_ptr))
618 r_ptr->r_flags3 |= RF3_UNDEAD;
620 if (mult == 10) mult = 70;
621 else if (mult < 140) mult = MIN(140, mult+60);
623 if (mult == 10) mult = 40;
624 else if (mult < 60) mult = MIN(60, mult+30);
626 if ((mode == HISSATSU_SEKIRYUKA) && p_ptr->cut && monster_living(r_ptr))
628 int tmp = MIN(100, MAX(10, p_ptr->cut / 10));
629 if (mult < tmp) mult = tmp;
631 if ((mode == HISSATSU_HAGAN) && (r_ptr->flags3 & RF3_HURT_ROCK))
633 if (m_ptr->ml && is_original_ap(m_ptr))
635 r_ptr->r_flags3 |= RF3_HURT_ROCK;
637 if (mult == 10) mult = 40;
638 else if (mult < 60) mult = 60;
640 if ((p_ptr->pclass != CLASS_SAMURAI) && (have_flag(flgs, TR_FORCE_WEAPON)) && (p_ptr->csp > (o_ptr->dd * o_ptr->ds / 5)))
642 p_ptr->csp -= (1+(o_ptr->dd * o_ptr->ds / 5));
643 p_ptr->redraw |= (PR_MANA);
644 mult = mult * 3 / 2 + 20;
649 if (mult > 150) mult = 150;
651 /* Return the total damage */
652 return (tdam * mult / 10);
657 * Search for hidden things
663 s16b this_o_idx, next_o_idx = 0;
668 /* Start with base search ability */
669 chance = p_ptr->skill_srh;
671 /* Penalize various conditions */
672 if (p_ptr->blind || no_lite()) chance = chance / 10;
673 if (p_ptr->confused || p_ptr->image) chance = chance / 10;
675 /* Search the nearby grids, which are always in bounds */
676 for (y = (py - 1); y <= (py + 1); y++)
678 for (x = (px - 1); x <= (px + 1); x++)
680 /* Sometimes, notice things */
681 if (randint0(100) < chance)
683 /* Access the grid */
687 if (c_ptr->mimic && is_trap(c_ptr->feat))
694 msg_print("¥È¥é¥Ã¥×¤òȯ¸«¤·¤¿¡£");
696 msg_print("You have found a trap.");
705 if (is_hidden_door(c_ptr))
709 msg_print("±£¤·¥É¥¢¤òȯ¸«¤·¤¿¡£");
711 msg_print("You have found a secret door.");
721 /* Scan all objects in the grid */
722 for (this_o_idx = c_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
727 o_ptr = &o_list[this_o_idx];
729 /* Acquire next object */
730 next_o_idx = o_ptr->next_o_idx;
732 /* Skip non-chests */
733 if (o_ptr->tval != TV_CHEST) continue;
735 /* Skip non-trapped chests */
736 if (!chest_traps[o_ptr->pval]) continue;
739 if (!object_known_p(o_ptr))
743 msg_print("È¢¤Ë»Å³Ý¤±¤é¤ì¤¿¥È¥é¥Ã¥×¤òȯ¸«¤·¤¿¡ª");
745 msg_print("You have discovered a trap on the chest!");
763 * Helper routine for py_pickup() and py_pickup_floor().
765 * Add the given dungeon object to the character's inventory.
767 * Delete the object afterwards.
769 void py_pickup_aux(int o_idx)
775 * ¥¢¥¤¥Æ¥à¤ò½¦¤Ã¤¿ºÝ¤Ë¡Ö£²¤Ä¤Î¥±¡¼¥¤ò»ý¤Ã¤Æ¤¤¤ë¡×
776 * "You have two cakes." ¤È¥¢¥¤¥Æ¥à¤ò½¦¤Ã¤¿¸å¤Î¹ç·×¤Î¤ß¤Îɽ¼¨¤¬¥ª¥ê¥¸¥Ê¥ë
778 * ¤¢¤ë¤È¤¤¤¦»ØŦ¤ò¤¦¤±¤¿¤Î¤Ç¡¢¡Ö¡Á¤ò½¦¤Ã¤¿¡¢¡Á¤ò»ý¤Ã¤Æ¤¤¤ë¡×¤È¤¤¤¦É½¼¨
779 * ¤Ë¤«¤¨¤Æ¤¢¤ë¡£¤½¤Î¤¿¤á¤ÎÇÛÎó¡£
781 char o_name[MAX_NLEN];
782 char old_name[MAX_NLEN];
786 char o_name[MAX_NLEN];
791 o_ptr = &o_list[o_idx];
794 /* Describe the object */
795 object_desc(old_name, o_ptr, TRUE, 0);
796 object_desc_kosuu(kazu_str, o_ptr);
797 hirottakazu = o_ptr->number;
799 /* Carry the object */
800 slot = inven_carry(o_ptr);
802 /* Get the object again */
803 o_ptr = &inventory[slot];
805 /* Delete the object */
806 delete_object_idx(o_idx);
808 if (p_ptr->pseikaku == SEIKAKU_MUNCHKIN)
811 bool old_known = identify_item(o_ptr);
813 /* Auto-inscription/destroy */
814 idx = is_autopick(o_ptr);
815 auto_inscribe_item(slot, idx);
816 if (destroy_identify && !old_known)
818 if (auto_destroy_item(slot, idx))
820 if (o_ptr->marked & OM_AUTODESTROY) return;
825 /* Describe the object */
826 object_desc(o_name, o_ptr, TRUE, 3);
830 if ((o_ptr->name1 == ART_CRIMSON) && (p_ptr->pseikaku == SEIKAKU_COMBAT))
832 msg_format("¤³¤¦¤·¤Æ¡¢%s¤Ï¡Ø¥¯¥ê¥à¥¾¥ó¡Ù¤ò¼ê¤ËÆþ¤ì¤¿¡£", player_name);
833 msg_print("¤·¤«¤·º£¡¢¡Øº®Æ٤Υµ¡¼¥Ú¥ó¥È¡Ù¤ÎÊü¤Ã¤¿¥â¥ó¥¹¥¿¡¼¤¬¡¢");
834 msg_format("%s¤Ë½±¤¤¤«¤«¤ë¡¥¡¥¡¥", player_name);
840 msg_format("%s(%c)¤ò»ý¤Ã¤Æ¤¤¤ë¡£",o_name, index_to_label(slot));
844 if (o_ptr->number > hirottakazu) {
845 msg_format("%s½¦¤Ã¤Æ¡¢%s(%c)¤ò»ý¤Ã¤Æ¤¤¤ë¡£",
846 kazu_str, o_name, index_to_label(slot));
848 msg_format("%s(%c)¤ò½¦¤Ã¤¿¡£", o_name, index_to_label(slot));
852 strcpy(record_o_name, old_name);
854 msg_format("You have %s (%c).", o_name, index_to_label(slot));
855 strcpy(record_o_name, o_name);
860 /* Check if completed a quest */
861 for (i = 0; i < max_quests; i++)
863 if ((quest[i].type == QUEST_TYPE_FIND_ARTIFACT) &&
864 (quest[i].status == QUEST_STATUS_TAKEN) &&
865 (quest[i].k_idx == o_ptr->name1))
867 if (record_fix_quest) do_cmd_write_nikki(NIKKI_FIX_QUEST_C, i, NULL);
868 quest[i].status = QUEST_STATUS_COMPLETED;
869 quest[i].complev = (byte)p_ptr->lev;
871 msg_print("¥¯¥¨¥¹¥È¤òãÀ®¤·¤¿¡ª");
873 msg_print("You completed your quest!");
883 * Player "wants" to pick up an object or gold.
884 * Note that we ONLY handle things that can be picked up.
885 * See "move_player()" for handling of other things.
887 void carry(int pickup)
889 cave_type *c_ptr = &cave[py][px];
891 s16b this_o_idx, next_o_idx = 0;
893 char o_name[MAX_NLEN];
895 /* Recenter the map around the player */
899 p_ptr->update |= (PU_MONSTERS);
902 p_ptr->redraw |= (PR_MAP);
905 p_ptr->window |= (PW_OVERHEAD);
910 /* Automatically pickup/destroy/inscribe items */
911 auto_pickup_items(c_ptr);
914 #ifdef ALLOW_EASY_FLOOR
918 py_pickup_floor(pickup);
922 #endif /* ALLOW_EASY_FLOOR */
924 /* Scan the pile of objects */
925 for (this_o_idx = c_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
930 o_ptr = &o_list[this_o_idx];
932 #ifdef ALLOW_EASY_SENSE /* TNB */
934 /* Option: Make item sensing easy */
937 /* Sense the object */
938 (void)sense_object(o_ptr);
941 #endif /* ALLOW_EASY_SENSE -- TNB */
943 /* Describe the object */
944 object_desc(o_name, o_ptr, TRUE, 3);
946 /* Acquire next object */
947 next_o_idx = o_ptr->next_o_idx;
949 /* Hack -- disturb */
953 if (o_ptr->tval == TV_GOLD)
955 int value = (long)o_ptr->pval;
957 /* Delete the gold */
958 delete_object_idx(this_o_idx);
962 msg_format(" $%ld ¤Î²ÁÃͤ¬¤¢¤ë%s¤ò¸«¤Ä¤±¤¿¡£",
963 (long)value, o_name);
965 msg_format("You collect %ld gold pieces worth of %s.",
966 (long)value, o_name);
972 /* Collect the gold */
976 p_ptr->redraw |= (PR_GOLD);
979 p_ptr->window |= (PW_PLAYER);
982 /* Pick up objects */
985 /* Hack - some objects were handled in auto_pickup_items(). */
986 if (o_ptr->marked & OM_NOMSG)
988 /* Clear the flag. */
989 o_ptr->marked &= ~OM_NOMSG;
991 /* Describe the object */
996 msg_format("%s¤¬¤¢¤ë¡£", o_name);
998 msg_format("You see %s.", o_name);
1003 /* Note that the pack is too full */
1004 else if (!inven_carry_okay(o_ptr))
1007 msg_format("¥¶¥Ã¥¯¤Ë¤Ï%s¤òÆþ¤ì¤ë·ä´Ö¤¬¤Ê¤¤¡£", o_name);
1009 msg_format("You have no room for %s.", o_name);
1014 /* Pick up the item (if requested and allowed) */
1019 /* Hack -- query every item */
1020 if (carry_query_flag)
1022 char out_val[MAX_NLEN+20];
1024 sprintf(out_val, "%s¤ò½¦¤¤¤Þ¤¹¤«? ", o_name);
1026 sprintf(out_val, "Pick up %s? ", o_name);
1029 okay = get_check(out_val);
1032 /* Attempt to pick up an object. */
1035 /* Pick up the object */
1036 py_pickup_aux(this_o_idx);
1045 * Determine if a trap affects the player.
1046 * Always miss 5% of the time, Always hit 5% of the time.
1047 * Otherwise, match trap power against player armor.
1049 static int check_hit(int power)
1053 /* Percentile dice */
1056 /* Hack -- 5% hit, 5% miss */
1057 if (k < 10) return (k < 5);
1059 if (p_ptr->pseikaku == SEIKAKU_NAMAKE)
1060 if (one_in_(20)) return (TRUE);
1062 /* Paranoia -- No power */
1063 if (power <= 0) return (FALSE);
1066 ac = p_ptr->ac + p_ptr->to_a;
1068 /* Power competes against Armor */
1069 if (randint1(power) > ((ac * 3) / 4)) return (TRUE);
1078 * Handle player hitting a real trap
1080 static void hit_trap(bool break_trap)
1088 cptr name = "¥È¥é¥Ã¥×";
1090 cptr name = "a trap";
1095 /* Disturb the player */
1098 /* Get the cave grid */
1099 c_ptr = &cave[y][x];
1101 /* Analyze XXX XXX XXX */
1102 switch (c_ptr->feat)
1104 case FEAT_TRAP_TRAPDOOR:
1109 msg_print("Í¸Í¤òÈô¤Ó±Û¤¨¤¿¡£");
1111 msg_print("You fly over a trap door.");
1118 msg_print("Í¸Í¤ËÍî¤Á¤¿¡ª");
1119 if ((p_ptr->pseikaku == SEIKAKU_COMBAT) || (inventory[INVEN_BOW].name1 == ART_CRIMSON))
1120 msg_print("¤¯¤Ã¤½¡Á¡ª");
1122 msg_print("You have fallen through a trap door!");
1126 dam = damroll(2, 8);
1130 name = "a trap door";
1133 take_hit(DAMAGE_NOESCAPE, dam, name, -1);
1135 /* Still alive and autosave enabled */
1136 if (autosave_l && (p_ptr->chp >= 0))
1137 do_cmd_save_game(TRUE);
1140 do_cmd_write_nikki(NIKKI_BUNSHOU, 0, "Í¸Í¤ËÍî¤Á¤¿");
1142 do_cmd_write_nikki(NIKKI_BUNSHOU, 0, "You have fallen through a trap door!");
1144 prepare_change_floor_mode(CFM_DOWN | CFM_RAND_PLACE | CFM_RAND_CONNECT);
1147 p_ptr->leaving = TRUE;
1157 msg_print("Í·ê¤òÈô¤Ó±Û¤¨¤¿¡£");
1159 msg_print("You fly over a pit trap.");
1166 msg_print("Í·ê¤ËÍî¤Á¤Æ¤·¤Þ¤Ã¤¿¡ª");
1168 msg_print("You have fallen into a pit!");
1171 dam = damroll(2, 6);
1175 name = "a pit trap";
1178 take_hit(DAMAGE_NOESCAPE, dam, name, -1);
1183 case FEAT_TRAP_SPIKED_PIT:
1188 msg_print("¥È¥²¤Î¤¢¤ëÍ·ê¤òÈô¤Ó±Û¤¨¤¿¡£");
1190 msg_print("You fly over a spiked pit.");
1197 msg_print("¥¹¥Ñ¥¤¥¯¤¬Éߤ«¤ì¤¿Í·ê¤ËÍî¤Á¤Æ¤·¤Þ¤Ã¤¿¡ª");
1199 msg_print("You fall into a spiked pit!");
1207 name = "a pit trap";
1210 dam = damroll(2, 6);
1212 /* Extra spike damage */
1213 if (randint0(100) < 50)
1216 msg_print("¥¹¥Ñ¥¤¥¯¤¬»É¤µ¤Ã¤¿¡ª");
1218 msg_print("You are impaled!");
1223 name = "¥È¥²¤Î¤¢¤ëÍ·ê";
1225 name = "a spiked pit";
1229 (void)set_cut(p_ptr->cut + randint1(dam));
1232 /* Take the damage */
1233 take_hit(DAMAGE_NOESCAPE, dam, name, -1);
1238 case FEAT_TRAP_POISON_PIT:
1243 msg_print("¥È¥²¤Î¤¢¤ëÍ·ê¤òÈô¤Ó±Û¤¨¤¿¡£");
1245 msg_print("You fly over a spiked pit.");
1252 msg_print("¥¹¥Ñ¥¤¥¯¤¬Éߤ«¤ì¤¿Í·ê¤ËÍî¤Á¤Æ¤·¤Þ¤Ã¤¿¡ª");
1254 msg_print("You fall into a spiked pit!");
1259 dam = damroll(2, 6);
1264 name = "a pit trap";
1268 /* Extra spike damage */
1269 if (randint0(100) < 50)
1272 msg_print("ÆǤòÅɤé¤ì¤¿¥¹¥Ñ¥¤¥¯¤¬»É¤µ¤Ã¤¿¡ª");
1274 msg_print("You are impaled on poisonous spikes!");
1279 name = "¥È¥²¤Î¤¢¤ëÍ·ê";
1281 name = "a spiked pit";
1286 (void)set_cut(p_ptr->cut + randint1(dam));
1288 if (p_ptr->resist_pois || IS_OPPOSE_POIS())
1291 msg_print("¤·¤«¤·ÆǤαƶÁ¤Ï¤Ê¤«¤Ã¤¿¡ª");
1293 msg_print("The poison does not affect you!");
1301 (void)set_poisoned(p_ptr->poisoned + randint1(dam));
1305 /* Take the damage */
1306 take_hit(DAMAGE_NOESCAPE, dam, name, -1);
1312 case FEAT_TRAP_TY_CURSE:
1315 msg_print("²¿¤«¤¬¥Ô¥«¥Ã¤È¸÷¤Ã¤¿¡ª");
1317 msg_print("There is a flash of shimmering light!");
1320 c_ptr->info &= ~(CAVE_MARK);
1321 cave_set_feat(y, x, floor_type[randint0(100)]);
1322 num = 2 + randint1(3);
1323 for (i = 0; i < num; i++)
1325 (void)summon_specific(0, y, x, dun_level, 0, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE | PM_NO_PET));
1328 if (dun_level > randint1(100)) /* No nasty effect for low levels */
1330 bool stop_ty = FALSE;
1335 stop_ty = activate_ty_curse(stop_ty, &count);
1342 case FEAT_TRAP_TELEPORT:
1345 msg_print("¥Æ¥ì¥Ý¡¼¥È¡¦¥È¥é¥Ã¥×¤Ë¤Ò¤Ã¤«¤«¤Ã¤¿¡ª");
1347 msg_print("You hit a teleport trap!");
1350 teleport_player(100);
1354 case FEAT_TRAP_FIRE:
1357 msg_print("±ê¤ËÊñ¤Þ¤ì¤¿¡ª");
1359 msg_print("You are enveloped in flames!");
1362 dam = damroll(4, 6);
1364 (void)fire_dam(dam, "±ê¤Î¥È¥é¥Ã¥×", -1);
1366 (void)fire_dam(dam, "a fire trap", -1);
1372 case FEAT_TRAP_ACID:
1375 msg_print("»À¤¬¿á¤¤«¤±¤é¤ì¤¿¡ª");
1377 msg_print("You are splashed with acid!");
1380 dam = damroll(4, 6);
1382 (void)acid_dam(dam, "»À¤Î¥È¥é¥Ã¥×", -1);
1384 (void)acid_dam(dam, "an acid trap", -1);
1390 case FEAT_TRAP_SLOW:
1395 msg_print("¾®¤µ¤Ê¥À¡¼¥Ä¤¬Èô¤ó¤Ç¤¤Æ»É¤µ¤Ã¤¿¡ª");
1397 msg_print("A small dart hits you!");
1400 dam = damroll(1, 4);
1401 take_hit(DAMAGE_ATTACK, dam, name, -1);
1402 (void)set_slow(p_ptr->slow + randint0(20) + 20, FALSE);
1407 msg_print("¾®¤µ¤Ê¥À¡¼¥Ä¤¬Èô¤ó¤Ç¤¤¿¡ª¤¬¡¢±¿Îɤ¯Åö¤¿¤é¤Ê¤«¤Ã¤¿¡£");
1409 msg_print("A small dart barely misses you.");
1416 case FEAT_TRAP_LOSE_STR:
1421 msg_print("¾®¤µ¤Ê¥À¡¼¥Ä¤¬Èô¤ó¤Ç¤¤Æ»É¤µ¤Ã¤¿¡ª");
1423 msg_print("A small dart hits you!");
1426 dam = damroll(1, 4);
1428 take_hit(DAMAGE_ATTACK, dam, "¥À¡¼¥Ä¤Îæ«", -1);
1430 take_hit(DAMAGE_ATTACK, dam, "a dart trap", -1);
1433 (void)do_dec_stat(A_STR);
1438 msg_print("¾®¤µ¤Ê¥À¡¼¥Ä¤¬Èô¤ó¤Ç¤¤¿¡ª¤¬¡¢±¿Îɤ¯Åö¤¿¤é¤Ê¤«¤Ã¤¿¡£");
1440 msg_print("A small dart barely misses you.");
1447 case FEAT_TRAP_LOSE_DEX:
1452 msg_print("¾®¤µ¤Ê¥À¡¼¥Ä¤¬Èô¤ó¤Ç¤¤Æ»É¤µ¤Ã¤¿¡ª");
1454 msg_print("A small dart hits you!");
1457 dam = damroll(1, 4);
1459 take_hit(DAMAGE_ATTACK, dam, "¥À¡¼¥Ä¤Îæ«", -1);
1461 take_hit(DAMAGE_ATTACK, dam, "a dart trap", -1);
1464 (void)do_dec_stat(A_DEX);
1469 msg_print("¾®¤µ¤Ê¥À¡¼¥Ä¤¬Èô¤ó¤Ç¤¤¿¡ª¤¬¡¢±¿Îɤ¯Åö¤¿¤é¤Ê¤«¤Ã¤¿¡£");
1471 msg_print("A small dart barely misses you.");
1478 case FEAT_TRAP_LOSE_CON:
1483 msg_print("¾®¤µ¤Ê¥À¡¼¥Ä¤¬Èô¤ó¤Ç¤¤Æ»É¤µ¤Ã¤¿¡ª");
1485 msg_print("A small dart hits you!");
1488 dam = damroll(1, 4);
1490 take_hit(DAMAGE_ATTACK, dam, "¥À¡¼¥Ä¤Îæ«", -1);
1492 take_hit(DAMAGE_ATTACK, dam, "a dart trap", -1);
1495 (void)do_dec_stat(A_CON);
1500 msg_print("¾®¤µ¤Ê¥À¡¼¥Ä¤¬Èô¤ó¤Ç¤¤¿¡ª¤¬¡¢±¿Îɤ¯Åö¤¿¤é¤Ê¤«¤Ã¤¿¡£");
1502 msg_print("A small dart barely misses you.");
1509 case FEAT_TRAP_BLIND:
1512 msg_print("¹õ¤¤¥¬¥¹¤ËÊñ¤ß¹þ¤Þ¤ì¤¿¡ª");
1514 msg_print("A black gas surrounds you!");
1517 if (!p_ptr->resist_blind)
1519 (void)set_blind(p_ptr->blind + randint0(50) + 25);
1524 case FEAT_TRAP_CONFUSE:
1527 msg_print("¤¤é¤á¤¯¥¬¥¹¤ËÊñ¤ß¹þ¤Þ¤ì¤¿¡ª");
1529 msg_print("A gas of scintillating colors surrounds you!");
1532 if (!p_ptr->resist_conf)
1534 (void)set_confused(p_ptr->confused + randint0(20) + 10);
1539 case FEAT_TRAP_POISON:
1542 msg_print("»É·ãŪ¤ÊÎп§¤Î¥¬¥¹¤ËÊñ¤ß¹þ¤Þ¤ì¤¿¡ª");
1544 msg_print("A pungent green gas surrounds you!");
1547 if (!p_ptr->resist_pois && !IS_OPPOSE_POIS())
1549 (void)set_poisoned(p_ptr->poisoned + randint0(20) + 10);
1554 case FEAT_TRAP_SLEEP:
1557 msg_print("´ñ̯¤ÊÇò¤¤Ì¸¤ËÊñ¤Þ¤ì¤¿¡ª");
1559 msg_print("A strange white mist surrounds you!");
1562 if (!p_ptr->free_act)
1565 msg_print("¤¢¤Ê¤¿¤Ï̲¤ê¤Ë½¢¤¤¤¿¡£");
1567 msg_print("You fall asleep.");
1571 if (ironman_nightmare)
1574 msg_print("¿È¤ÎÌÓ¤â¤è¤À¤Ä¸÷·Ê¤¬Æ¬¤ËÉ⤫¤ó¤À¡£");
1576 msg_print("A horrible vision enters your mind.");
1580 /* Pick a nightmare */
1581 get_mon_num_prep(get_nightmare, NULL);
1583 /* Have some nightmares */
1584 have_nightmare(get_mon_num(MAX_DEPTH));
1586 /* Remove the monster restriction */
1587 get_mon_num_prep(NULL, NULL);
1589 (void)set_paralyzed(p_ptr->paralyzed + randint0(10) + 5);
1594 case FEAT_TRAP_TRAPS:
1597 msg_print("¤Þ¤Ð¤æ¤¤Á®¸÷¤¬Áö¤Ã¤¿¡ª");
1599 msg_print("There is a bright flash of light!");
1603 /* Destroy this trap */
1604 cave_set_feat(y, x, floor_type[randint0(100)]);
1606 /* Make some new traps */
1607 project(0, 1, y, x, 0, GF_MAKE_TRAP, PROJECT_HIDE | PROJECT_JUMP | PROJECT_GRID, -1);
1612 case FEAT_TRAP_ALARM:
1615 msg_print("¤±¤¿¤¿¤Þ¤·¤¤²»¤¬ÌĤê¶Á¤¤¤¿¡ª");
1617 msg_print("An alarm sounds!");
1620 aggravate_monsters(0);
1625 case FEAT_TRAP_OPEN:
1628 msg_print("Âç²»¶Á¤È¶¦¤Ë¤Þ¤ï¤ê¤ÎÊɤ¬Êø¤ì¤¿¡ª");
1630 msg_print("Suddenly, surrounding walls are opened!");
1632 (void)project(0, 3, y, x, 0, GF_DISINTEGRATE, PROJECT_GRID | PROJECT_HIDE, -1);
1633 (void)project(0, 3, y, x - 4, 0, GF_DISINTEGRATE, PROJECT_GRID | PROJECT_HIDE, -1);
1634 (void)project(0, 3, y, x + 4, 0, GF_DISINTEGRATE, PROJECT_GRID | PROJECT_HIDE, -1);
1635 aggravate_monsters(0);
1640 case FEAT_TRAP_ARMAGEDDON:
1642 static int levs[10] = {0, 0, 20, 10, 5, 3, 2, 1, 1, 1};
1643 int evil_idx = 0, good_idx = 0;
1647 msg_print("ÆÍÁ³Å·³¦¤ÎÀïÁè¤Ë´¬¤¹þ¤Þ¤ì¤¿¡ª");
1649 msg_print("Suddenly, you are surrounded by immotal beings!");
1652 /* Destroy this trap */
1653 cave_set_feat(y, x, floor_type[randint0(100)]);
1655 /* Summon Demons and Angels */
1656 for (lev = dun_level; lev >= 20; lev -= 1 + lev/16)
1658 num = levs[MIN(lev/10, 9)];
1659 for (i = 0; i < num; i++)
1661 int x1 = rand_spread(x, 7);
1662 int y1 = rand_spread(y, 5);
1664 /* Skip illegal grids */
1665 if (!in_bounds(y1, x1)) continue;
1667 /* Require line of sight */
1668 if (!player_has_los_bold(y1, x1)) continue;
1670 if (summon_specific(0, y1, x1, lev, SUMMON_ARMAGE_EVIL, (PM_NO_PET)))
1671 evil_idx = hack_m_idx_ii;
1673 if (summon_specific(0, y1, x1, lev, SUMMON_ARMAGE_GOOD, (PM_NO_PET)))
1675 good_idx = hack_m_idx_ii;
1678 /* Let them fight each other */
1679 if (evil_idx && good_idx)
1681 monster_type *evil_ptr = &m_list[evil_idx];
1682 monster_type *good_ptr = &m_list[good_idx];
1683 evil_ptr->target_y = good_ptr->fy;
1684 evil_ptr->target_x = good_ptr->fx;
1685 good_ptr->target_y = evil_ptr->fy;
1686 good_ptr->target_x = evil_ptr->fx;
1693 case FEAT_TRAP_PIRANHA:
1696 msg_print("ÆÍÁ³Êɤ«¤é¿å¤¬°î¤ì½Ð¤·¤¿¡ª¥Ô¥é¥Ë¥¢¤¬¤¤¤ë¡ª");
1698 msg_print("Suddenly, the room is filled with water with piranhas!");
1701 /* Destroy this trap */
1702 cave_set_feat(y, x, floor_type[randint0(100)]);
1704 /* Water fills room */
1705 fire_ball_hide(GF_WATER_FLOW, 0, 1, 10);
1707 /* Summon Piranhas */
1708 num = 1 + dun_level/20;
1709 for (i = 0; i < num; i++)
1711 (void)summon_specific(0, y, x, dun_level, SUMMON_PIRANHAS, (PM_ALLOW_GROUP | PM_NO_PET));
1716 if (break_trap && is_trap(c_ptr->feat))
1718 cave_set_feat(y, x, floor_type[randint0(100)]);
1720 msg_print("¥È¥é¥Ã¥×¤òÊ´ºÕ¤·¤¿¡£");
1722 msg_print("You destroyed the trap.");
1728 static void touch_zap_player(monster_type *m_ptr)
1730 int aura_damage = 0;
1731 monster_race *r_ptr = &r_info[m_ptr->r_idx];
1733 if (r_ptr->flags2 & RF2_AURA_FIRE)
1735 if (!p_ptr->immune_fire)
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);
1745 msg_print("ÆÍÁ³¤È¤Æ¤âÇ®¤¯¤Ê¤Ã¤¿¡ª");
1747 msg_print("You are suddenly very hot!");
1751 if (prace_is_(RACE_ENT)) aura_damage += aura_damage / 3;
1752 if (IS_OPPOSE_FIRE()) aura_damage = (aura_damage + 2) / 3;
1753 if (p_ptr->resist_fire) aura_damage = (aura_damage + 2) / 3;
1755 take_hit(DAMAGE_NOESCAPE, aura_damage, aura_dam, -1);
1756 if (m_ptr->ml && is_original_ap(m_ptr)) r_ptr->r_flags2 |= RF2_AURA_FIRE;
1761 if (r_ptr->flags3 & RF3_AURA_COLD)
1763 if (!p_ptr->immune_cold)
1767 aura_damage = damroll(1 + (r_ptr->level / 26), 1 + (r_ptr->level / 17));
1769 /* Hack -- Get the "died from" name */
1770 monster_desc(aura_dam, m_ptr, MD_IGNORE_HALLU | MD_ASSUME_VISIBLE | MD_INDEF_VISIBLE);
1773 msg_print("ÆÍÁ³¤È¤Æ¤â´¨¤¯¤Ê¤Ã¤¿¡ª");
1775 msg_print("You are suddenly very cold!");
1779 if (IS_OPPOSE_COLD()) aura_damage = (aura_damage + 2) / 3;
1780 if (p_ptr->resist_cold) aura_damage = (aura_damage + 2) / 3;
1782 take_hit(DAMAGE_NOESCAPE, aura_damage, aura_dam, -1);
1783 if (m_ptr->ml && is_original_ap(m_ptr)) r_ptr->r_flags3 |= RF3_AURA_COLD;
1788 if (r_ptr->flags2 & RF2_AURA_ELEC)
1790 if (!p_ptr->immune_elec)
1794 aura_damage = damroll(1 + (r_ptr->level / 26), 1 + (r_ptr->level / 17));
1796 /* Hack -- Get the "died from" name */
1797 monster_desc(aura_dam, m_ptr, MD_IGNORE_HALLU | MD_ASSUME_VISIBLE | MD_INDEF_VISIBLE);
1799 if (prace_is_(RACE_ANDROID)) aura_damage += aura_damage / 3;
1800 if (IS_OPPOSE_ELEC()) aura_damage = (aura_damage + 2) / 3;
1801 if (p_ptr->resist_elec) aura_damage = (aura_damage + 2) / 3;
1804 msg_print("ÅÅ·â¤ò¤¯¤é¤Ã¤¿¡ª");
1806 msg_print("You get zapped!");
1809 take_hit(DAMAGE_NOESCAPE, aura_damage, aura_dam, -1);
1810 if (m_ptr->ml && is_original_ap(m_ptr)) r_ptr->r_flags2 |= RF2_AURA_ELEC;
1817 static void natural_attack(s16b m_idx, int attack, bool *fear, bool *mdeath)
1819 int k, bonus, chance;
1821 monster_type *m_ptr = &m_list[m_idx];
1822 monster_race *r_ptr = &r_info[m_ptr->r_idx];
1831 case MUT2_SCOR_TAIL:
1858 atk_desc = "¥¯¥Á¥Ð¥·";
1869 atk_desc = "¾Ý¤ÎÉ¡";
1875 case MUT2_TENTACLES:
1882 atk_desc = "tentacles";
1887 dss = ddd = n_weight = 1;
1889 atk_desc = "̤ÄêµÁ¤ÎÉô°Ì";
1891 atk_desc = "undefined body part";
1896 /* Extract monster name (or "it") */
1897 monster_desc(m_name, m_ptr, 0);
1900 /* Calculate the "attack quality" */
1901 bonus = p_ptr->to_h_m;
1902 bonus += (p_ptr->lev * 6 / 5);
1903 chance = (p_ptr->skill_thn + (bonus * BTH_PLUS_ADJ));
1906 if ((!(r_ptr->flags2 & RF2_QUANTUM) || !randint0(2)) && test_hit_norm(chance, r_ptr->ac, m_ptr->ml))
1912 msg_format("%s¤ò%s¤Ç¹¶·â¤·¤¿¡£", m_name, atk_desc);
1914 msg_format("You hit %s with your %s.", m_name, atk_desc);
1918 k = damroll(ddd, dss);
1919 k = critical_norm(n_weight, bonus, k, (s16b)bonus, 0);
1921 /* Apply the player damage bonuses */
1924 /* No negative damage */
1927 /* Modify the damage */
1928 k = mon_damage_mod(m_ptr, k, FALSE);
1930 /* Complex message */
1934 msg_format("%d/%d ¤Î¥À¥á¡¼¥¸¤òÍ¿¤¨¤¿¡£", k, m_ptr->hp);
1936 msg_format("You do %d (out of %d) damage.", k, m_ptr->hp);
1941 /* Anger the monster */
1942 if (k > 0) anger_monster(m_ptr);
1944 /* Damage, check for fear and mdeath */
1947 case MUT2_SCOR_TAIL:
1948 project(0, 0, m_ptr->fy, m_ptr->fx, k, GF_POIS, PROJECT_KILL, -1);
1949 *mdeath = (m_ptr->r_idx == 0);
1952 *mdeath = mon_take_hit(m_idx, k, fear, NULL);
1955 *mdeath = mon_take_hit(m_idx, k, fear, NULL);
1958 *mdeath = mon_take_hit(m_idx, k, fear, NULL);
1960 case MUT2_TENTACLES:
1961 *mdeath = mon_take_hit(m_idx, k, fear, NULL);
1964 *mdeath = mon_take_hit(m_idx, k, fear, NULL);
1967 touch_zap_player(m_ptr);
1977 msg_format("¥ß¥¹¡ª %s¤Ë¤«¤ï¤µ¤ì¤¿¡£", m_name);
1979 msg_format("You miss %s.", m_name);
1988 * Player attacks a (poor, defenseless) creature -RAK-
1990 * If no "weapon" is available, then "punch" the monster one time.
1992 static void py_attack_aux(int y, int x, bool *fear, bool *mdeath, s16b hand, int mode)
1994 int num = 0, k, bonus, chance, vir;
1996 cave_type *c_ptr = &cave[y][x];
1998 monster_type *m_ptr = &m_list[c_ptr->m_idx];
1999 monster_race *r_ptr = &r_info[m_ptr->r_idx];
2005 bool success_hit = FALSE;
2006 bool old_success_hit = FALSE;
2007 bool backstab = FALSE;
2008 bool vorpal_cut = FALSE;
2009 int chaos_effect = 0;
2010 bool stab_fleeing = FALSE;
2011 bool fuiuchi = FALSE;
2012 bool monk_attack = FALSE;
2013 bool do_quake = FALSE;
2015 bool drain_msg = TRUE;
2016 int drain_result = 0, drain_heal = 0;
2017 bool can_drain = FALSE;
2019 int drain_left = MAX_VAMPIRIC_DRAIN;
2020 u32b flgs[TR_FLAG_SIZE]; /* A massive hack -- life-draining weapons */
2021 bool is_human = (r_ptr->d_char == 'p');
2022 bool is_lowlevel = (r_ptr->level < (p_ptr->lev - 15));
2023 bool zantetsu_mukou, e_j_mukou;
2025 switch (p_ptr->pclass)
2029 if (buki_motteruka(INVEN_RARM + hand) && !p_ptr->icky_wield[hand])
2031 int tmp = p_ptr->lev * 6 + (p_ptr->skill_stl + 10) * 4;
2032 if (p_ptr->monlite && (mode != HISSATSU_NYUSIN)) tmp /= 3;
2033 if (p_ptr->cursed & TRC_AGGRAVATE) tmp /= 2;
2034 if (r_ptr->level > (p_ptr->lev * p_ptr->lev / 20 + 10)) tmp /= 3;
2035 if (m_ptr->csleep && m_ptr->ml)
2037 /* Can't backstab creatures that we can't see, right? */
2040 else if ((p_ptr->special_defense & NINJA_S_STEALTH) && (randint0(tmp) > (r_ptr->level+20)) && m_ptr->ml && !(r_ptr->flagsr & RFR_RES_ALL))
2044 else if (m_ptr->monfear && m_ptr->ml)
2046 stab_fleeing = TRUE;
2052 case CLASS_FORCETRAINER:
2053 case CLASS_BERSERKER:
2054 if (empty_hands(TRUE) & EMPTY_HAND_RARM) monk_attack = TRUE;
2058 if (!buki_motteruka(INVEN_RARM) && !buki_motteruka(INVEN_LARM))
2060 if ((r_ptr->level + 10) > p_ptr->lev)
2062 if (p_ptr->skill_exp[GINOU_SUDE] < s_info[p_ptr->pclass].s_max[GINOU_SUDE])
2064 if (p_ptr->skill_exp[GINOU_SUDE] < WEAPON_EXP_BEGINNER)
2065 p_ptr->skill_exp[GINOU_SUDE] += 40;
2066 else if ((p_ptr->skill_exp[GINOU_SUDE] < WEAPON_EXP_SKILLED))
2067 p_ptr->skill_exp[GINOU_SUDE] += 5;
2068 else if ((p_ptr->skill_exp[GINOU_SUDE] < WEAPON_EXP_EXPERT) && (p_ptr->lev > 19))
2069 p_ptr->skill_exp[GINOU_SUDE] += 1;
2070 else if ((p_ptr->lev > 34))
2071 if (one_in_(3)) p_ptr->skill_exp[GINOU_SUDE] += 1;
2072 p_ptr->update |= (PU_BONUS);
2078 if ((r_ptr->level + 10) > p_ptr->lev)
2080 int tval = inventory[INVEN_RARM+hand].tval - TV_BOW;
2081 int sval = inventory[INVEN_RARM+hand].sval;
2082 int now_exp = p_ptr->weapon_exp[tval][sval];
2083 if (now_exp < s_info[p_ptr->pclass].w_max[tval][sval])
2086 if (now_exp < WEAPON_EXP_BEGINNER) amount = 80;
2087 else if (now_exp < WEAPON_EXP_SKILLED) amount = 10;
2088 else if ((now_exp < WEAPON_EXP_EXPERT) && (p_ptr->lev > 19)) amount = 1;
2089 else if ((p_ptr->lev > 34) && one_in_(2)) amount = 1;
2090 p_ptr->weapon_exp[tval][sval] += amount;
2091 p_ptr->update |= (PU_BONUS);
2096 /* Disturb the monster */
2098 if (r_ptr->flags7 & RF7_HAS_LD_MASK) p_ptr->update |= (PU_MON_LITE);
2100 /* Extract monster name (or "it") */
2101 monster_desc(m_name, m_ptr, 0);
2103 /* Access the weapon */
2104 o_ptr = &inventory[INVEN_RARM+hand];
2106 /* Calculate the "attack quality" */
2107 bonus = p_ptr->to_h[hand] + o_ptr->to_h;
2108 chance = (p_ptr->skill_thn + (bonus * BTH_PLUS_ADJ));
2109 if (mode == HISSATSU_IAI) chance += 60;
2110 if (p_ptr->special_defense & KATA_KOUKIJIN) chance += 150;
2112 if (p_ptr->sutemi) chance = MAX(chance * 3 / 2, chance + 60);
2114 vir = virtue_number(V_VALOUR);
2117 chance += (p_ptr->virtues[vir - 1]/10);
2120 zantetsu_mukou = ((o_ptr->name1 == ART_ZANTETSU) && (r_ptr->d_char == 'j'));
2121 e_j_mukou = ((o_ptr->name1 == ART_EXCALIBUR_J) && (r_ptr->d_char == 'S'));
2123 if ((mode == HISSATSU_KYUSHO) || (mode == HISSATSU_MINEUCHI) || (mode == HISSATSU_3DAN) || (mode == HISSATSU_IAI)) num_blow = 1;
2124 else if (mode == HISSATSU_COLD) num_blow = p_ptr->num_blow[hand]+2;
2125 else num_blow = p_ptr->num_blow[hand];
2127 /* Attack once for each legal blow */
2128 while ((num++ < num_blow) && !p_ptr->is_dead)
2130 if (((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_DOKUBARI)) || (mode == HISSATSU_KYUSHO))
2132 if (p_ptr->migite && p_ptr->hidarite)
2134 success_hit = one_in_(2);
2136 else success_hit = TRUE;
2138 else if (mode == HISSATSU_MAJIN)
2143 success_hit = FALSE;
2144 old_success_hit = success_hit;
2146 else success_hit = old_success_hit;
2148 else if ((p_ptr->pclass == CLASS_NINJA) && ((backstab || fuiuchi) && !(r_ptr->flagsr & RFR_RES_ALL))) success_hit = TRUE;
2149 else success_hit = test_hit_norm(chance, r_ptr->ac, m_ptr->ml);
2154 int vorpal_chance = ((o_ptr->name1 == ART_VORPAL_BLADE) || (o_ptr->name1 == ART_CHAINSWORD)) ? 2 : 4;
2161 if (backstab) msg_format("¤¢¤Ê¤¿¤ÏÎä¹ó¤Ë¤â̲¤Ã¤Æ¤¤¤ë̵ÎϤÊ%s¤òÆͤ»É¤·¤¿¡ª", m_name);
2162 else if (fuiuchi) msg_format("ÉÔ°Õ¤òÆͤ¤¤Æ%s¤Ë¶¯Îõ¤Ê°ì·â¤ò¶ô¤é¤ï¤»¤¿¡ª", m_name);
2163 else if (stab_fleeing) msg_format("ƨ¤²¤ë%s¤òÇØÃ椫¤éÆͤ»É¤·¤¿¡ª", m_name);
2164 else if (!monk_attack) msg_format("%s¤ò¹¶·â¤·¤¿¡£", m_name);
2166 if (backstab) msg_format("You cruelly stab the helpless, sleeping %s!", m_name);
2167 else if (fuiuchi) msg_format("You make surprise attack, and hit %s with a powerful blow!", m_name);
2168 else if (stab_fleeing) msg_format("You backstab the fleeing %s!", m_name);
2169 else if (!monk_attack) msg_format("You hit %s.", m_name);
2172 /* Hack -- bare hands do one damage */
2175 object_flags(o_ptr, flgs);
2177 /* Select a chaotic effect (50% chance) */
2178 if ((have_flag(flgs, TR_CHAOTIC)) && one_in_(2))
2181 chg_virtue(V_CHANCE, 1);
2183 if (randint1(5) < 3)
2185 /* Vampiric (20%) */
2188 else if (one_in_(250))
2193 else if (!one_in_(10))
2195 /* Confusion (26.892%) */
2198 else if (one_in_(2))
2200 /* Teleport away (1.494%) */
2205 /* Polymorph (1.494%) */
2210 /* Vampiric drain */
2211 if ((have_flag(flgs, TR_VAMPIRIC)) || (chaos_effect == 1) || (mode == HISSATSU_DRAIN))
2213 /* Only drain "living" monsters */
2214 if (monster_living(r_ptr))
2220 if ((have_flag(flgs, TR_VORPAL)) && (randint1(vorpal_chance*3/2) == 1) && !zantetsu_mukou)
2222 else vorpal_cut = FALSE;
2226 int special_effect = 0, stun_effect = 0, times = 0, max_times;
2228 martial_arts *ma_ptr = &ma_blows[0], *old_ptr = &ma_blows[0];
2229 int resist_stun = 0;
2232 if (r_ptr->flags1 & RF1_UNIQUE) resist_stun += 88;
2233 if (r_ptr->flags3 & RF3_NO_STUN) resist_stun += 66;
2234 if (r_ptr->flags3 & RF3_NO_CONF) resist_stun += 33;
2235 if (r_ptr->flags3 & RF3_NO_SLEEP) resist_stun += 33;
2236 if ((r_ptr->flags3 & RF3_UNDEAD) || (r_ptr->flags3 & RF3_NONLIVING))
2239 if (p_ptr->special_defense & KAMAE_BYAKKO)
2240 max_times = (p_ptr->lev < 3 ? 1 : p_ptr->lev / 3);
2241 else if (p_ptr->special_defense & KAMAE_SUZAKU)
2243 else if (p_ptr->special_defense & KAMAE_GENBU)
2246 max_times = (p_ptr->lev < 7 ? 1 : p_ptr->lev / 7);
2247 /* Attempt 'times' */
2248 for (times = 0; times < max_times; times++)
2252 ma_ptr = &ma_blows[randint0(MAX_MA)];
2253 if ((p_ptr->pclass == CLASS_FORCETRAINER) && (ma_ptr->min_level > 1)) min_level = ma_ptr->min_level + 3;
2254 else min_level = ma_ptr->min_level;
2256 while ((min_level > p_ptr->lev) ||
2257 (randint1(p_ptr->lev) < ma_ptr->chance));
2259 /* keep the highest level attack available we found */
2260 if ((ma_ptr->min_level > old_ptr->min_level) &&
2261 !p_ptr->stun && !p_ptr->confused)
2265 if (p_ptr->wizard && cheat_xtra)
2268 msg_print("¹¶·â¤òºÆÁªÂò¤·¤Þ¤·¤¿¡£");
2270 msg_print("Attack re-selected.");
2280 if (p_ptr->pclass == CLASS_FORCETRAINER) min_level = MAX(1, ma_ptr->min_level - 3);
2281 else min_level = ma_ptr->min_level;
2282 k = damroll(ma_ptr->dd + p_ptr->to_dd[hand], ma_ptr->ds + p_ptr->to_ds[hand]);
2283 if (p_ptr->special_attack & ATTACK_SUIKEN) k *= 2;
2285 if (ma_ptr->effect == MA_KNEE)
2287 if (r_ptr->flags1 & RF1_MALE)
2290 msg_format("%s¤Ë¶âŪɨ½³¤ê¤ò¤¯¤é¤ï¤·¤¿¡ª", m_name);
2292 msg_format("You hit %s in the groin with your knee!", m_name);
2296 special_effect = MA_KNEE;
2299 msg_format(ma_ptr->desc, m_name);
2302 else if (ma_ptr->effect == MA_SLOW)
2304 if (!((r_ptr->flags1 & RF1_NEVER_MOVE) ||
2305 strchr("~#{}.UjmeEv$,DdsbBFIJQSXclnw!=?", r_ptr->d_char)))
2308 msg_format("%s¤Î¼ó¤Ë´ØÀá½³¤ê¤ò¤¯¤é¤ï¤·¤¿¡ª", m_name);
2310 msg_format("You kick %s in the ankle.", m_name);
2313 special_effect = MA_SLOW;
2315 else msg_format(ma_ptr->desc, m_name);
2321 stun_effect = (ma_ptr->effect / 2) + randint1(ma_ptr->effect / 2);
2324 msg_format(ma_ptr->desc, m_name);
2327 if (p_ptr->special_defense & KAMAE_SUZAKU) weight = 4;
2328 if ((p_ptr->pclass == CLASS_FORCETRAINER) && (p_ptr->magic_num1[0]))
2330 weight += (p_ptr->magic_num1[0]/30);
2331 if (weight > 20) weight = 20;
2334 k = critical_norm(p_ptr->lev * weight, min_level, k, p_ptr->to_h[0], 0);
2336 if ((special_effect == MA_KNEE) && ((k + p_ptr->to_d[hand]) < m_ptr->hp))
2339 msg_format("%^s¤Ï¶ìÄˤˤ¦¤á¤¤¤Æ¤¤¤ë¡ª", m_name);
2341 msg_format("%^s moans in agony!", m_name);
2344 stun_effect = 7 + randint1(13);
2348 else if ((special_effect == MA_SLOW) && ((k + p_ptr->to_d[hand]) < m_ptr->hp))
2350 if (!(r_ptr->flags1 & RF1_UNIQUE) &&
2351 (randint1(p_ptr->lev) > r_ptr->level) &&
2355 msg_format("%^s¤Ï¤ò¤Ò¤¤º¤ê»Ï¤á¤¿¡£", m_name);
2357 msg_format("%^s starts limping slower.", m_name);
2360 m_ptr->mspeed -= 10;
2364 if (stun_effect && ((k + p_ptr->to_d[hand]) < m_ptr->hp))
2366 if (p_ptr->lev > randint1(r_ptr->level + resist_stun + 10))
2369 if (m_ptr->stunned) msg_format("%^s¤Ï¤µ¤é¤Ë¥Õ¥é¥Õ¥é¤Ë¤Ê¤Ã¤¿¡£", m_name);
2370 else msg_format("%^s¤Ï¥Õ¥é¥Õ¥é¤Ë¤Ê¤Ã¤¿¡£", m_name);
2372 if (m_ptr->stunned) msg_format("%^s is more stunned.", m_name);
2373 else msg_format("%^s is stunned.", m_name);
2376 m_ptr->stunned += stun_effect;
2381 /* Handle normal weapon */
2382 else if (o_ptr->k_idx)
2384 k = damroll(o_ptr->dd + p_ptr->to_dd[hand], o_ptr->ds + p_ptr->to_ds[hand]);
2385 k = tot_dam_aux(o_ptr, k, m_ptr, mode, FALSE);
2389 k *= (3 + (p_ptr->lev / 20));
2393 k = k*(5+(p_ptr->lev*2/25))/2;
2395 else if (stab_fleeing)
2400 if ((p_ptr->impact[hand] && ((k > 50) || one_in_(7))) ||
2401 (chaos_effect == 2) || (mode == HISSATSU_QUAKE))
2406 if ((!(o_ptr->tval == TV_SWORD) || !(o_ptr->sval == SV_DOKUBARI)) && !(mode == HISSATSU_KYUSHO))
2407 k = critical_norm(o_ptr->weight, o_ptr->to_h, k, p_ptr->to_h[hand], mode);
2415 if ((o_ptr->name1 == ART_CHAINSWORD) && !one_in_(2))
2417 char chainsword_noise[1024];
2419 if (!get_rnd_line("chainswd_j.txt", 0, chainsword_noise))
2421 if (!get_rnd_line("chainswd.txt", 0, chainsword_noise))
2424 msg_print(chainsword_noise);
2428 if (o_ptr->name1 == ART_VORPAL_BLADE)
2431 msg_print("Ìܤˤâ»ß¤Þ¤é¤Ì¥ô¥©¡¼¥Ñ¥ë¥Ö¥ì¡¼¥É¡¢¼êÏ£¤ÎÁá¶È¡ª");
2433 msg_print("Your Vorpal Blade goes snicker-snack!");
2439 msg_format("%s¤ò¥°¥Ã¥µ¥êÀÚ¤êÎö¤¤¤¿¡ª", m_name);
2441 msg_format("Your weapon cuts deep into %s!", m_name);
2445 /* Try to increase the damage */
2446 while (one_in_(vorpal_chance))
2454 if (((r_ptr->flagsr & RFR_RES_ALL) ? k/100 : k) > m_ptr->hp)
2457 msg_format("%s¤ò¿¿¤ÃÆó¤Ä¤Ë¤·¤¿¡ª", m_name);
2459 msg_format("You cut %s in half!", m_name);
2467 case 2: msg_format("%s¤ò»Â¤Ã¤¿¡ª", m_name); break;
2468 case 3: msg_format("%s¤ò¤Ö¤Ã¤¿»Â¤Ã¤¿¡ª", m_name); break;
2469 case 4: msg_format("%s¤ò¥á¥Ã¥¿»Â¤ê¤Ë¤·¤¿¡ª", m_name); break;
2470 case 5: msg_format("%s¤ò¥á¥Ã¥¿¥á¥¿¤Ë»Â¤Ã¤¿¡ª", m_name); break;
2471 case 6: msg_format("%s¤ò»É¿È¤Ë¤·¤¿¡ª", m_name); break;
2472 case 7: msg_format("%s¤ò»Â¤Ã¤Æ»Â¤Ã¤Æ»Â¤ê¤Þ¤¯¤Ã¤¿¡ª", m_name); break;
2473 default: msg_format("%s¤òºÙÀÚ¤ì¤Ë¤·¤¿¡ª", m_name); break;
2475 case 2: msg_format("You gouge %s!", m_name); break;
2476 case 3: msg_format("You maim %s!", m_name); break;
2477 case 4: msg_format("You carve %s!", m_name); break;
2478 case 5: msg_format("You cleave %s!", m_name); break;
2479 case 6: msg_format("You smite %s!", m_name); break;
2480 case 7: msg_format("You eviscerate %s!", m_name); break;
2481 default: msg_format("You shred %s!", m_name); break;
2485 drain_result = drain_result * 3 / 2;
2489 drain_result += o_ptr->to_d;
2492 /* Apply the player damage bonuses */
2493 k += p_ptr->to_d[hand];
2494 drain_result += p_ptr->to_d[hand];
2496 if ((mode == HISSATSU_SUTEMI) || (mode == HISSATSU_3DAN)) k *= 2;
2497 if ((mode == HISSATSU_SEKIRYUKA) && !monster_living(r_ptr)) k = 0;
2498 if ((mode == HISSATSU_SEKIRYUKA) && !p_ptr->cut) k /= 2;
2500 /* No negative damage */
2503 if ((mode == HISSATSU_ZANMA) && !(!monster_living(r_ptr) && (r_ptr->flags3 & RF3_EVIL)))
2511 msg_print("¤³¤ó¤ÊÆð¤é¤«¤¤¤â¤Î¤ÏÀÚ¤ì¤ó¡ª");
2513 msg_print("You cannot cut such a elastic thing!");
2521 msg_print("ÃØéá¤Ï¶ì¼ê¤À¡ª");
2523 msg_print("Spiders are difficult for you to deal with!");
2528 if (mode == HISSATSU_MINEUCHI)
2530 int tmp = (10 + randint1(15) + p_ptr->lev / 5);
2533 anger_monster(m_ptr);
2535 if (!(r_ptr->flags3 & (RF3_NO_STUN)))
2541 msg_format("%s¤Ï¤Ò¤É¤¯¤â¤¦¤í¤¦¤È¤·¤¿¡£", m_name);
2543 msg_format("%s is more dazed.", m_name);
2551 msg_format("%s ¤Ï¤â¤¦¤í¤¦¤È¤·¤¿¡£", m_name);
2553 msg_format("%s is dazed.", m_name);
2558 m_ptr->stunned = (tmp < 200) ? tmp : 200;
2563 msg_format("%s ¤Ë¤Ï¸ú²Ì¤¬¤Ê¤«¤Ã¤¿¡£", m_name);
2565 msg_format("%s is not effected.", m_name);
2570 /* Modify the damage */
2571 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))));
2572 if (((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_DOKUBARI)) || (mode == HISSATSU_KYUSHO))
2574 if ((randint1(randint1(r_ptr->level/7)+5) == 1) && !(r_ptr->flags1 & RF1_UNIQUE) && !(r_ptr->flags7 & RF7_UNIQUE2))
2578 msg_format("%s¤ÎµÞ½ê¤òÆͤ»É¤·¤¿¡ª", m_name);
2580 msg_format("You hit %s on a fatal spot!", m_name);
2585 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)))
2587 int maxhp = maxroll(r_ptr->hdice, r_ptr->hside);
2588 if (one_in_(backstab ? 13 : (stab_fleeing || fuiuchi) ? 15 : 27))
2593 msg_format("¿Ï¤¬%s¤Ë¿¼¡¹¤ÈÆͤ»É¤µ¤Ã¤¿¡ª", m_name);
2595 msg_format("You critically injured %s!", m_name);
2598 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)))
2600 if ((r_ptr->flags1 & RF1_UNIQUE) || (r_ptr->flags7 & RF7_UNIQUE2) || (m_ptr->hp >= maxhp/2))
2602 k = MAX(k*5, m_ptr->hp/2);
2605 msg_format("%s¤ËÃ×Ì¿½ý¤òÉé¤ï¤»¤¿¡ª", m_name);
2607 msg_format("You fatally injured %s!", m_name);
2614 msg_format("¿Ï¤¬%s¤ÎµÞ½ê¤ò´Ó¤¤¤¿¡ª", m_name);
2616 msg_format("You hit %s on a fatal spot!", m_name);
2622 /* Complex message */
2623 if (p_ptr->wizard || cheat_xtra)
2626 msg_format("%d/%d ¤Î¥À¥á¡¼¥¸¤òÍ¿¤¨¤¿¡£", k, m_ptr->hp);
2628 msg_format("You do %d (out of %d) damage.", k, m_ptr->hp);
2632 if (k <= 0) can_drain = FALSE;
2634 if (drain_result > m_ptr->hp)
2635 drain_result = m_ptr->hp;
2637 /* Damage, check for fear and death */
2638 if (mon_take_hit(c_ptr->m_idx, k, fear, NULL))
2641 if ((p_ptr->pclass == CLASS_BERSERKER) && energy_use)
2643 if (p_ptr->migite && p_ptr->hidarite)
2645 if (hand) energy_use = energy_use*3/5+energy_use*num*2/(p_ptr->num_blow[hand]*5);
2646 else energy_use = energy_use*num*3/(p_ptr->num_blow[hand]*5);
2650 energy_use = energy_use*num/p_ptr->num_blow[hand];
2653 if ((o_ptr->name1 == ART_ZANTETSU) && is_lowlevel)
2655 msg_print("¤Þ¤¿¤Ä¤Þ¤é¤Ì¤â¤Î¤ò»Â¤Ã¤Æ¤·¤Þ¤Ã¤¿¡¥¡¥¡¥");
2657 msg_print("Sigh... Another trifling thing I've cut....");
2662 /* Anger the monster */
2663 if (k > 0) anger_monster(m_ptr);
2665 touch_zap_player(m_ptr);
2667 /* Are we draining it? A little note: If the monster is
2668 dead, the drain does not work... */
2670 if (can_drain && (drain_result > 0))
2672 if (o_ptr->name1 == ART_MURAMASA)
2676 int to_h = o_ptr->to_h;
2677 int to_d = o_ptr->to_d;
2681 for (i = 0; i < to_h + 3; i++) if (one_in_(4)) flag = 0;
2685 for (i = 0; i < to_d + 3; i++) if (one_in_(4)) flag = 0;
2688 if (o_ptr->to_h != to_h || o_ptr->to_d != to_d)
2691 msg_print("ÍÅÅá¤Ï·ì¤òµÛ¤Ã¤Æ¶¯¤¯¤Ê¤Ã¤¿¡ª");
2693 msg_print("Muramasa sucked blood, and became more powerful!");
2702 if (drain_result > 5) /* Did we really hurt it? */
2704 drain_heal = damroll(2, drain_result / 6);
2709 msg_format("Draining left: %d", drain_left);
2711 msg_format("Draining left: %d", drain_left);
2718 if (drain_heal < drain_left)
2720 drain_left -= drain_heal;
2724 drain_heal = drain_left;
2731 msg_format("¿Ï¤¬%s¤«¤éÀ¸Ì¿ÎϤòµÛ¤¤¼è¤Ã¤¿¡ª", m_name);
2733 msg_format("Your weapon drains life from %s!", m_name);
2739 drain_heal = (drain_heal * mutant_regenerate_mod) / 100;
2741 hp_player(drain_heal);
2742 /* We get to keep some of it! */
2746 m_ptr->maxhp -= (k+7)/8;
2747 if (m_ptr->hp > m_ptr->maxhp) m_ptr->hp = m_ptr->maxhp;
2753 /* Confusion attack */
2754 if ((p_ptr->special_attack & ATTACK_CONFUSE) || (chaos_effect == 3) || (mode == HISSATSU_CONF))
2756 /* Cancel glowing hands */
2757 if (p_ptr->special_attack & ATTACK_CONFUSE)
2759 p_ptr->special_attack &= ~(ATTACK_CONFUSE);
2761 msg_print("¼ê¤Îµ±¤¤¬¤Ê¤¯¤Ê¤Ã¤¿¡£");
2763 msg_print("Your hands stop glowing.");
2765 p_ptr->redraw |= (PR_STATUS);
2769 /* Confuse the monster */
2770 if (r_ptr->flags3 & RF3_NO_CONF)
2772 if (m_ptr->ml && is_original_ap(m_ptr))
2774 r_ptr->r_flags3 |= RF3_NO_CONF;
2778 msg_format("%^s¤Ë¤Ï¸ú²Ì¤¬¤Ê¤«¤Ã¤¿¡£", m_name);
2780 msg_format("%^s is unaffected.", m_name);
2784 else if (randint0(100) < r_ptr->level)
2787 msg_format("%^s¤Ë¤Ï¸ú²Ì¤¬¤Ê¤«¤Ã¤¿¡£", m_name);
2789 msg_format("%^s is unaffected.", m_name);
2796 msg_format("%^s¤Ïº®Í𤷤¿¤è¤¦¤À¡£", m_name);
2798 msg_format("%^s appears confused.", m_name);
2801 m_ptr->confused += 10 + randint0(p_ptr->lev) / 5;
2805 else if (chaos_effect == 4)
2807 bool resists_tele = FALSE;
2809 if (r_ptr->flagsr & RFR_RES_TELE)
2811 if (r_ptr->flags1 & RF1_UNIQUE)
2813 if (m_ptr->ml && is_original_ap(m_ptr)) r_ptr->r_flagsr |= RFR_RES_TELE;
2815 msg_format("%^s¤Ë¤Ï¸ú²Ì¤¬¤Ê¤«¤Ã¤¿¡£", m_name);
2817 msg_format("%^s is unaffected!", m_name);
2820 resists_tele = TRUE;
2822 else if (r_ptr->level > randint1(100))
2824 if (m_ptr->ml && is_original_ap(m_ptr)) r_ptr->r_flagsr |= RFR_RES_TELE;
2826 msg_format("%^s¤ÏÄñ¹³ÎϤò»ý¤Ã¤Æ¤¤¤ë¡ª", m_name);
2828 msg_format("%^s resists!", m_name);
2831 resists_tele = TRUE;
2838 msg_format("%^s¤Ï¾Ã¤¨¤¿¡ª", m_name);
2840 msg_format("%^s disappears!", m_name);
2843 teleport_away(c_ptr->m_idx, 50, FALSE);
2844 num = num_blow + 1; /* Can't hit it anymore! */
2849 else if ((chaos_effect == 5) && cave_floor_bold(y, x) &&
2850 (randint1(90) > r_ptr->level))
2852 if (!(r_ptr->flags1 & (RF1_UNIQUE | RF1_QUESTOR)) &&
2853 !(r_ptr->flagsr & RFR_EFF_RES_CHAO_MASK))
2855 if (polymorph_monster(y, x))
2858 msg_format("%^s¤ÏÊѲ½¤·¤¿¡ª", m_name);
2860 msg_format("%^s changes!", m_name);
2864 /* Hack -- Get new monster */
2865 m_ptr = &m_list[c_ptr->m_idx];
2867 /* Oops, we need a different name... */
2868 monster_desc(m_name, m_ptr, 0);
2870 /* Hack -- Get new race */
2871 r_ptr = &r_info[m_ptr->r_idx];
2879 msg_format("%^s¤Ë¤Ï¸ú²Ì¤¬¤Ê¤«¤Ã¤¿¡£", m_name);
2881 msg_format("%^s is unaffected.", m_name);
2887 else if (o_ptr->name1 == ART_G_HAMMER)
2889 monster_type *m_ptr = &m_list[c_ptr->m_idx];
2891 if (m_ptr->hold_o_idx)
2893 object_type *q_ptr = &o_list[m_ptr->hold_o_idx];
2894 char o_name[MAX_NLEN];
2896 object_desc(o_name, q_ptr, TRUE, 0);
2897 q_ptr->held_m_idx = 0;
2899 m_ptr->hold_o_idx = q_ptr->next_o_idx;
2900 q_ptr->next_o_idx = 0;
2902 msg_format("%s¤òÃ¥¤Ã¤¿¡£", o_name);
2904 msg_format("You snatched %s.", o_name);
2914 backstab = FALSE; /* Clumsy! */
2915 fuiuchi = FALSE; /* Clumsy! */
2917 if ((o_ptr->tval == TV_POLEARM) && (o_ptr->sval == SV_DEATH_SCYTHE) && one_in_(3))
2919 u32b flgs[TR_FLAG_SIZE];
2926 msg_format("¥ß¥¹¡ª %s¤Ë¤«¤ï¤µ¤ì¤¿¡£", m_name);
2928 msg_format("You miss %s.", m_name);
2932 msg_print("¿¶¤ê²ó¤·¤¿Âç³ù¤¬¼«Ê¬¼«¿È¤ËÊ֤äƤ¤¿¡ª");
2934 msg_print("Your scythe returns to you!");
2937 /* Extract the flags */
2938 object_flags(o_ptr, flgs);
2940 k = damroll(o_ptr->dd + p_ptr->to_dd[hand], o_ptr->ds + p_ptr->to_ds[hand]);
2943 switch (p_ptr->mimic_form)
2946 switch (p_ptr->prace)
2955 case RACE_HALF_TROLL:
2956 case RACE_HALF_OGRE:
2957 case RACE_HALF_GIANT:
2958 case RACE_HALF_TITAN:
2966 case RACE_DRACONIAN:
2973 case MIMIC_DEMON_LORD:
2980 if (p_ptr->align < 0 && mult < 20)
2982 if (!(p_ptr->resist_acid || IS_OPPOSE_ACID() || p_ptr->immune_acid) && (mult < 25))
2984 if (!(p_ptr->resist_elec || IS_OPPOSE_ELEC() || p_ptr->immune_elec) && (mult < 25))
2986 if (!(p_ptr->resist_fire || IS_OPPOSE_FIRE() || p_ptr->immune_fire) && (mult < 25))
2988 if (!(p_ptr->resist_cold || IS_OPPOSE_COLD() || p_ptr->immune_cold) && (mult < 25))
2990 if (!(p_ptr->resist_pois || IS_OPPOSE_POIS()) && (mult < 25))
2993 if ((p_ptr->pclass != CLASS_SAMURAI) && (have_flag(flgs, TR_FORCE_WEAPON)) && (p_ptr->csp > (p_ptr->msp / 30)))
2995 p_ptr->csp -= (1+(p_ptr->msp / 30));
2996 p_ptr->redraw |= (PR_MANA);
2997 mult = mult * 3 / 2 + 20;
3003 k = critical_norm(o_ptr->weight, o_ptr->to_h, k, p_ptr->to_h[hand], mode);
3008 msg_format("¥°¥Ã¥µ¥êÀÚ¤êÎö¤«¤ì¤¿¡ª");
3010 msg_format("Your weapon cuts deep into yourself!");
3012 /* Try to increase the damage */
3020 k += (p_ptr->to_d[hand] + o_ptr->to_d);
3025 take_hit(DAMAGE_FORCE, k, "»à¤ÎÂç³ù", -1);
3027 take_hit(DAMAGE_FORCE, k, "Death scythe", -1);
3039 msg_format("¥ß¥¹¡ª %s¤Ë¤«¤ï¤µ¤ì¤¿¡£", m_name);
3041 msg_format("You miss %s.", m_name);
3050 if (weak && !(*mdeath))
3053 msg_format("%s¤Ï¼å¤¯¤Ê¤Ã¤¿¤è¤¦¤À¡£", m_name);
3055 msg_format("%^s seems weakened.", m_name);
3058 if (drain_left != MAX_VAMPIRIC_DRAIN)
3062 chg_virtue(V_UNLIFE, 1);
3065 /* Mega-Hack -- apply earthquake brand */
3068 earthquake(py, px, 10);
3069 if (!cave[y][x].m_idx) *mdeath = TRUE;
3073 bool py_attack(int y, int x, int mode)
3076 bool mdeath = FALSE;
3077 bool stormbringer = FALSE;
3079 cave_type *c_ptr = &cave[y][x];
3080 monster_type *m_ptr = &m_list[c_ptr->m_idx];
3081 monster_race *r_ptr = &r_info[m_ptr->r_idx];
3084 /* Disturb the player */
3089 if (m_ptr->csleep) /* It is not honorable etc to attack helpless victims */
3091 if (!(r_ptr->flags3 & RF3_EVIL) || one_in_(5)) chg_virtue(V_COMPASSION, -1);
3092 if (!(r_ptr->flags3 & RF3_EVIL) || one_in_(5)) chg_virtue(V_HONOUR, -1);
3095 /* Extract monster name (or "it") */
3096 monster_desc(m_name, m_ptr, 0);
3098 /* Auto-Recall if possible and visible */
3099 if (m_ptr->ml) monster_race_track(m_ptr->ap_r_idx);
3101 /* Track a new monster */
3102 if (m_ptr->ml) health_track(c_ptr->m_idx);
3104 if ((r_ptr->flags1 & RF1_FEMALE) &&
3105 !(p_ptr->stun || p_ptr->confused || p_ptr->image || !m_ptr->ml))
3107 if ((inventory[INVEN_RARM].name1 == ART_ZANTETSU) || (inventory[INVEN_LARM].name1 == ART_ZANTETSU))
3110 msg_print("ÀÛ¼Ô¡¢¤ª¤Ê¤´¤Ï»Â¤ì¤Ì¡ª");
3112 msg_print("I can not attack women!");
3118 if (d_info[dungeon_type].flags1 & DF1_NO_MELEE)
3121 msg_print("¤Ê¤¼¤«¹¶·â¤¹¤ë¤³¤È¤¬¤Ç¤¤Ê¤¤¡£");
3123 msg_print("Something prevent you from attacking.");
3128 /* Stop if friendly */
3129 if (!is_hostile(m_ptr) &&
3130 !(p_ptr->stun || p_ptr->confused || p_ptr->image ||
3131 p_ptr->shero || !m_ptr->ml))
3133 if (inventory[INVEN_RARM].name1 == ART_STORMBRINGER) stormbringer = TRUE;
3134 if (inventory[INVEN_LARM].name1 == ART_STORMBRINGER) stormbringer = TRUE;
3138 msg_format("¹õ¤¤¿Ï¤Ï¶¯ÍߤË%s¤ò¹¶·â¤·¤¿¡ª", m_name);
3140 msg_format("Your black blade greedily attacks %s!", m_name);
3142 chg_virtue(V_INDIVIDUALISM, 1);
3143 chg_virtue(V_HONOUR, -1);
3144 chg_virtue(V_JUSTICE, -1);
3145 chg_virtue(V_COMPASSION, -1);
3147 else if (p_ptr->pclass != CLASS_BERSERKER)
3150 if (get_check("ËÜÅö¤Ë¹¶·â¤·¤Þ¤¹¤«¡©"))
3152 if (get_check("Really hit it? "))
3155 chg_virtue(V_INDIVIDUALISM, 1);
3156 chg_virtue(V_HONOUR, -1);
3157 chg_virtue(V_JUSTICE, -1);
3158 chg_virtue(V_COMPASSION, -1);
3163 msg_format("%s¤ò¹¶·â¤¹¤ë¤Î¤ò»ß¤á¤¿¡£", m_name);
3165 msg_format("You stop to avoid hitting %s.", m_name);
3173 /* Handle player fear */
3179 msg_format("¶²¤¯¤Æ%s¤ò¹¶·â¤Ç¤¤Ê¤¤¡ª", m_name);
3181 msg_format("You are too afraid to attack %s!", m_name);
3186 msg_format ("¤½¤Ã¤Á¤Ë¤Ï²¿¤«¶²¤¤¤â¤Î¤¬¤¤¤ë¡ª");
3188 msg_format ("There is something scary in your way!");
3191 /* Disturb the monster */
3193 if (r_ptr->flags7 & RF7_HAS_LD_MASK) p_ptr->update |= (PU_MON_LITE);
3199 if (p_ptr->migite && p_ptr->hidarite)
3201 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))
3203 if (p_ptr->skill_exp[GINOU_NITOURYU] < WEAPON_EXP_BEGINNER)
3204 p_ptr->skill_exp[GINOU_NITOURYU] += 80;
3205 else if(p_ptr->skill_exp[GINOU_NITOURYU] < WEAPON_EXP_SKILLED)
3206 p_ptr->skill_exp[GINOU_NITOURYU] += 4;
3207 else if(p_ptr->skill_exp[GINOU_NITOURYU] < WEAPON_EXP_EXPERT)
3208 p_ptr->skill_exp[GINOU_NITOURYU] += 1;
3209 else if(p_ptr->skill_exp[GINOU_NITOURYU] < WEAPON_EXP_MASTER)
3210 if (one_in_(3)) p_ptr->skill_exp[GINOU_NITOURYU] += 1;
3211 p_ptr->update |= (PU_BONUS);
3215 /* Gain riding experience */
3218 int cur = p_ptr->skill_exp[GINOU_RIDING];
3219 int max = s_info[p_ptr->pclass].s_max[GINOU_RIDING];
3223 int ridinglevel = r_info[m_list[p_ptr->riding].r_idx].level;
3224 int targetlevel = r_ptr->level;
3227 if ((cur / 200 - 5) < targetlevel)
3230 /* Extra experience */
3231 if ((cur / 100) < ridinglevel)
3233 if ((cur / 100 + 15) < ridinglevel)
3234 inc += 1 + (ridinglevel - (cur / 100 + 15));
3239 p_ptr->skill_exp[GINOU_RIDING] = MIN(max, cur + inc);
3241 p_ptr->update |= (PU_BONUS);
3245 riding_t_m_idx = c_ptr->m_idx;
3246 if (p_ptr->migite) py_attack_aux(y, x, &fear, &mdeath, 0, mode);
3247 if (p_ptr->hidarite && !mdeath) py_attack_aux(y, x, &fear, &mdeath, 1, mode);
3249 /* Mutations which yield extra 'natural' attacks */
3252 if ((p_ptr->muta2 & MUT2_HORNS) && !mdeath)
3253 natural_attack(c_ptr->m_idx, MUT2_HORNS, &fear, &mdeath);
3254 if ((p_ptr->muta2 & MUT2_BEAK) && !mdeath)
3255 natural_attack(c_ptr->m_idx, MUT2_BEAK, &fear, &mdeath);
3256 if ((p_ptr->muta2 & MUT2_SCOR_TAIL) && !mdeath)
3257 natural_attack(c_ptr->m_idx, MUT2_SCOR_TAIL, &fear, &mdeath);
3258 if ((p_ptr->muta2 & MUT2_TRUNK) && !mdeath)
3259 natural_attack(c_ptr->m_idx, MUT2_TRUNK, &fear, &mdeath);
3260 if ((p_ptr->muta2 & MUT2_TENTACLES) && !mdeath)
3261 natural_attack(c_ptr->m_idx, MUT2_TENTACLES, &fear, &mdeath);
3264 /* Hack -- delay fear messages */
3265 if (fear && m_ptr->ml && !mdeath)
3272 msg_format("%^s¤Ï¶²Éݤ·¤Æƨ¤²½Ð¤·¤¿¡ª", m_name);
3274 msg_format("%^s flees in terror!", m_name);
3279 if ((p_ptr->special_defense & KATA_IAI) && ((mode != HISSATSU_IAI) || mdeath))
3281 set_action(ACTION_NONE);
3288 static bool pattern_seq(int c_y, int c_x, int n_y, int n_x)
3290 if (!pattern_tile(c_y, c_x) && !pattern_tile(n_y, n_x))
3293 if (cave[n_y][n_x].feat == FEAT_PATTERN_START)
3295 if (!pattern_tile(c_y, c_x) &&
3296 !p_ptr->confused && !p_ptr->stun && !p_ptr->image)
3299 if (get_check("¥Ñ¥¿¡¼¥ó¤Î¾å¤òÊ⤻Ϥá¤ë¤È¡¢Á´¤Æ¤òÊ⤫¤Ê¤±¤ì¤Ð¤Ê¤ê¤Þ¤»¤ó¡£¤¤¤¤¤Ç¤¹¤«¡©"))
3301 if (get_check("If you start walking the Pattern, you must walk the whole way. Ok? "))
3311 else if ((cave[n_y][n_x].feat == FEAT_PATTERN_OLD) ||
3312 (cave[n_y][n_x].feat == FEAT_PATTERN_END) ||
3313 (cave[n_y][n_x].feat == FEAT_PATTERN_XTRA2))
3315 if (pattern_tile(c_y, c_x))
3322 msg_print("¥Ñ¥¿¡¼¥ó¤Î¾å¤òÊ⤯¤Ë¤Ï¥¹¥¿¡¼¥ÈÃÏÅÀ¤«¤éÊ⤻Ϥá¤Ê¤¯¤Æ¤Ï¤Ê¤ê¤Þ¤»¤ó¡£");
3324 msg_print("You must start walking the Pattern from the startpoint.");
3330 else if ((cave[n_y][n_x].feat == FEAT_PATTERN_XTRA1) ||
3331 (cave[c_y][c_x].feat == FEAT_PATTERN_XTRA1))
3335 else if (cave[c_y][c_x].feat == FEAT_PATTERN_START)
3337 if (pattern_tile(n_y, n_x))
3342 msg_print("¥Ñ¥¿¡¼¥ó¤Î¾å¤ÏÀµ¤·¤¤½ç½ø¤ÇÊ⤫¤Í¤Ð¤Ê¤ê¤Þ¤»¤ó¡£");
3344 msg_print("You must walk the Pattern in correct order.");
3350 else if ((cave[c_y][c_x].feat == FEAT_PATTERN_OLD) ||
3351 (cave[c_y][c_x].feat == FEAT_PATTERN_END) ||
3352 (cave[c_y][c_x].feat == FEAT_PATTERN_XTRA2))
3354 if (!pattern_tile(n_y, n_x))
3357 msg_print("¥Ñ¥¿¡¼¥ó¤òƧ¤ß³°¤·¤Æ¤Ï¤¤¤±¤Þ¤»¤ó¡£");
3359 msg_print("You may not step off from the Pattern.");
3371 if (!pattern_tile(c_y, c_x))
3374 msg_print("¥Ñ¥¿¡¼¥ó¤Î¾å¤òÊ⤯¤Ë¤Ï¥¹¥¿¡¼¥ÈÃÏÅÀ¤«¤éÊ⤻Ϥá¤Ê¤¯¤Æ¤Ï¤Ê¤ê¤Þ¤»¤ó¡£");
3376 msg_print("You must start walking the Pattern from the startpoint.");
3383 byte ok_move = FEAT_PATTERN_START;
3384 switch (cave[c_y][c_x].feat)
3386 case FEAT_PATTERN_1:
3387 ok_move = FEAT_PATTERN_2;
3389 case FEAT_PATTERN_2:
3390 ok_move = FEAT_PATTERN_3;
3392 case FEAT_PATTERN_3:
3393 ok_move = FEAT_PATTERN_4;
3395 case FEAT_PATTERN_4:
3396 ok_move = FEAT_PATTERN_1;
3401 msg_format("¤ª¤«¤·¤Ê¥Ñ¥¿¡¼¥óÊâ¹Ô¡¢%d¡£", cave[c_y][c_x].feat);
3403 msg_format("Funny Pattern walking, %d.", cave[c_y][c_x].feat);
3406 return TRUE; /* Goof-up */
3409 if ((cave[n_y][n_x].feat == ok_move) ||
3410 (cave[n_y][n_x].feat == cave[c_y][c_x].feat))
3414 if (!pattern_tile(n_y, n_x))
3416 msg_print("¥Ñ¥¿¡¼¥ó¤òƧ¤ß³°¤·¤Æ¤Ï¤¤¤±¤Þ¤»¤ó¡£");
3418 msg_print("You may not step off from the Pattern.");
3423 msg_print("¥Ñ¥¿¡¼¥ó¤Î¾å¤ÏÀµ¤·¤¤½ç½ø¤ÇÊ⤫¤Í¤Ð¤Ê¤ê¤Þ¤»¤ó¡£");
3425 msg_print("You must walk the Pattern in correct order.");
3437 bool player_can_enter(byte feature)
3441 case FEAT_DOOR_HEAD: /* Nasty hack -- Doors */
3442 case FEAT_DOOR_HEAD + 0x01:
3443 case FEAT_DOOR_HEAD + 0x02:
3444 case FEAT_DOOR_HEAD + 0x03:
3445 case FEAT_DOOR_HEAD + 0x04:
3446 case FEAT_DOOR_HEAD + 0x05:
3447 case FEAT_DOOR_HEAD + 0x06:
3448 case FEAT_DOOR_HEAD + 0x07:
3449 case FEAT_DOOR_HEAD + 0x08:
3450 case FEAT_DOOR_HEAD + 0x09:
3451 case FEAT_DOOR_HEAD + 0x0a:
3452 case FEAT_DOOR_HEAD + 0x0b:
3453 case FEAT_DOOR_HEAD + 0x0c:
3454 case FEAT_DOOR_HEAD + 0x0d:
3455 case FEAT_DOOR_HEAD + 0x0e:
3456 case FEAT_DOOR_TAIL: /* Equals FEAT_DOOR_HEAD + 0x0f */
3465 case FEAT_WALL_EXTRA:
3466 case FEAT_WALL_INNER:
3467 case FEAT_WALL_OUTER:
3468 case FEAT_WALL_SOLID:
3469 /* Player can not walk through "walls" unless in Shadow Form */
3470 return p_ptr->wraith_form || p_ptr->pass_wall || p_ptr->kabenuke;
3472 case FEAT_PERM_EXTRA:
3473 case FEAT_PERM_INNER:
3474 case FEAT_PERM_OUTER:
3475 case FEAT_PERM_SOLID:
3476 case FEAT_PATTERN_START:
3477 case FEAT_PATTERN_1:
3478 case FEAT_PATTERN_2:
3479 case FEAT_PATTERN_3:
3480 case FEAT_PATTERN_4:
3481 case FEAT_PATTERN_END:
3482 case FEAT_PATTERN_OLD:
3483 case FEAT_PATTERN_XTRA1:
3484 case FEAT_PATTERN_XTRA2:
3488 return p_ptr->ffall;
3491 return !dun_level && p_ptr->ffall;
3500 * Get feature string which blocks your way
3502 static cptr blocking_feat_name(byte feat)
3507 case FEAT_TREES: return "ÌÚ";
3508 case FEAT_MOUNTAIN: return "»³";
3509 default: return "ÊÉ";
3511 case FEAT_TREES: return "tree";
3512 case FEAT_MOUNTAIN: return "mountain";
3513 default: return "wall";
3520 * Move player in the given direction, with the given "pickup" flag.
3522 * This routine should (probably) always induce energy expenditure.
3524 * Note that moving will *always* take a turn, and will *always* hit
3525 * any monster which might be in the destination grid. Previously,
3526 * moving into walls was "free" and did NOT hit invisible monsters.
3528 void move_player(int dir, int do_pickup, bool break_trap)
3533 monster_type *m_ptr;
3535 monster_type *riding_m_ptr = &m_list[p_ptr->riding];
3536 monster_race *riding_r_ptr = &r_info[p_ptr->riding ? riding_m_ptr->r_idx : 0]; /* Paranoia */
3540 bool p_can_pass_walls = FALSE;
3541 bool stormbringer = FALSE;
3543 bool oktomove = TRUE;
3544 bool do_past = FALSE;
3546 /* Find the result of moving */
3550 /* Examine the destination */
3551 c_ptr = &cave[y][x];
3554 if (!dun_level && !p_ptr->wild_mode &&
3555 ((x == 0) || (x == MAX_WID - 1) ||
3556 (y == 0) || (y == MAX_HGT - 1)))
3558 /* Can the player enter the grid? */
3559 if (c_ptr->mimic && player_can_enter(c_ptr->mimic))
3561 /* Hack: move to new area */
3562 if ((y == 0) && (x == 0))
3564 p_ptr->wilderness_y--;
3565 p_ptr->wilderness_x--;
3566 p_ptr->oldpy = cur_hgt - 2;
3567 p_ptr->oldpx = cur_wid - 2;
3568 ambush_flag = FALSE;
3571 else if ((y == 0) && (x == MAX_WID - 1))
3573 p_ptr->wilderness_y--;
3574 p_ptr->wilderness_x++;
3575 p_ptr->oldpy = cur_hgt - 2;
3577 ambush_flag = FALSE;
3580 else if ((y == MAX_HGT - 1) && (x == 0))
3582 p_ptr->wilderness_y++;
3583 p_ptr->wilderness_x--;
3585 p_ptr->oldpx = cur_wid - 2;
3586 ambush_flag = FALSE;
3589 else if ((y == MAX_HGT - 1) && (x == MAX_WID - 1))
3591 p_ptr->wilderness_y++;
3592 p_ptr->wilderness_x++;
3595 ambush_flag = FALSE;
3600 p_ptr->wilderness_y--;
3601 p_ptr->oldpy = cur_hgt - 2;
3603 ambush_flag = FALSE;
3606 else if (y == MAX_HGT - 1)
3608 p_ptr->wilderness_y++;
3611 ambush_flag = FALSE;
3616 p_ptr->wilderness_x--;
3617 p_ptr->oldpx = cur_wid - 2;
3619 ambush_flag = FALSE;
3622 else if (x == MAX_WID - 1)
3624 p_ptr->wilderness_x++;
3627 ambush_flag = FALSE;
3630 /* Clear all saved floors */
3631 prepare_change_floor_mode(CFM_CLEAR_ALL);
3633 p_ptr->leaving = TRUE;
3639 /* "Blocked" message appears later */
3640 /* oktomove = FALSE; */
3643 /* Get the monster */
3644 m_ptr = &m_list[c_ptr->m_idx];
3647 if (inventory[INVEN_RARM].name1 == ART_STORMBRINGER) stormbringer = TRUE;
3648 if (inventory[INVEN_LARM].name1 == ART_STORMBRINGER) stormbringer = TRUE;
3650 /* Player can not walk through "walls"... */
3651 /* unless in Shadow Form */
3652 if (p_ptr->wraith_form || p_ptr->pass_wall || p_ptr->kabenuke)
3653 p_can_pass_walls = TRUE;
3654 if ((c_ptr->feat >= FEAT_PERM_EXTRA) && (c_ptr->feat <= FEAT_PERM_SOLID))
3656 p_can_pass_walls = FALSE;
3659 /* Hack -- attack monsters */
3660 if (c_ptr->m_idx && (m_ptr->ml || cave_floor_bold(y, x) || p_can_pass_walls))
3662 monster_race *r_ptr = &r_info[m_ptr->r_idx];
3664 /* Attack -- only if we can see it OR it is not in a wall */
3665 if (!is_hostile(m_ptr) &&
3666 !(p_ptr->confused || p_ptr->image || !m_ptr->ml || p_ptr->stun ||
3667 ((p_ptr->muta2 & MUT2_BERS_RAGE) && p_ptr->shero)) &&
3668 (pattern_seq(py, px, y, x)) &&
3669 ((cave_floor_bold(y, x)) || (c_ptr->feat == FEAT_TREES) || (p_can_pass_walls)))
3672 if (r_ptr->flags7 & RF7_HAS_LD_MASK) p_ptr->update |= (PU_MON_LITE);
3674 /* Extract monster name (or "it") */
3675 monster_desc(m_name, m_ptr, 0);
3677 /* Auto-Recall if possible and visible */
3678 if (m_ptr->ml) monster_race_track(m_ptr->ap_r_idx);
3680 /* Track a new monster */
3681 if (m_ptr->ml) health_track(c_ptr->m_idx);
3684 if ((stormbringer && (randint1(1000) > 666)) || (p_ptr->pclass == CLASS_BERSERKER))
3689 else if (monster_can_cross_terrain(cave[py][px].feat, r_ptr) &&
3690 (cave_floor_bold(py, px) || cave[py][px].feat == FEAT_TREES ||
3691 (r_ptr->flags2 & RF2_PASS_WALL)))
3698 msg_format("%^s¤¬¼ÙËâ¤À¡ª", m_name);
3700 msg_format("%^s is in your way!", m_name);
3707 /* now continue on to 'movement' */
3720 else if ((c_ptr->feat == FEAT_DARK_PIT) && !p_ptr->ffall)
3723 msg_print("Îö¤±Ìܤò²£Àڤ뤳¤È¤Ï¤Ç¤¤Þ¤»¤ó¡£");
3725 msg_print("You can't cross the chasm.");
3733 else if (c_ptr->feat == FEAT_MOUNTAIN)
3735 if (dun_level || !p_ptr->ffall)
3738 msg_print("»³¤Ë¤ÏÅФì¤Þ¤»¤ó¡ª");
3740 msg_print("You can't climb the mountains!");
3749 * Player can move through trees and
3750 * has effective -10 speed
3751 * Rangers can move without penality
3753 else if (c_ptr->feat == FEAT_TREES)
3756 if ((p_ptr->pclass != CLASS_RANGER) && !p_ptr->ffall) energy_use *= 2;
3759 else if ((c_ptr->feat >= FEAT_QUEST_ENTER) &&
3760 (c_ptr->feat <= FEAT_QUEST_EXIT))
3765 #ifdef ALLOW_EASY_DISARM /* TNB */
3767 /* Disarm a visible trap */
3768 else if ((do_pickup != easy_disarm) && is_known_trap(c_ptr))
3770 bool ignore = FALSE;
3771 switch (c_ptr->feat)
3773 case FEAT_TRAP_TRAPDOOR:
3775 case FEAT_TRAP_SPIKED_PIT:
3776 case FEAT_TRAP_POISON_PIT:
3777 if (p_ptr->ffall) ignore = TRUE;
3779 case FEAT_TRAP_TELEPORT:
3780 if (p_ptr->anti_tele) ignore = TRUE;
3782 case FEAT_TRAP_FIRE:
3783 if (p_ptr->immune_fire) ignore = TRUE;
3785 case FEAT_TRAP_ACID:
3786 if (p_ptr->immune_acid) ignore = TRUE;
3788 case FEAT_TRAP_BLIND:
3789 if (p_ptr->resist_blind) ignore = TRUE;
3791 case FEAT_TRAP_CONFUSE:
3792 if (p_ptr->resist_conf) ignore = TRUE;
3794 case FEAT_TRAP_POISON:
3795 if (p_ptr->resist_pois) ignore = TRUE;
3797 case FEAT_TRAP_SLEEP:
3798 if (p_ptr->free_act) ignore = TRUE;
3804 (void)do_cmd_disarm_aux(y, x, dir);
3809 #endif /* ALLOW_EASY_DISARM -- TNB */
3810 else if (p_ptr->riding && (riding_r_ptr->flags1 & RF1_NEVER_MOVE))
3813 msg_print("Æ°¤±¤Ê¤¤¡ª");
3815 msg_print("Can't move!");
3822 else if (p_ptr->riding && riding_m_ptr->monfear)
3826 /* Acquire the monster name */
3827 monster_desc(m_name, riding_m_ptr, 0);
3829 /* Dump a message */
3831 msg_format("%s¤¬¶²Éݤ·¤Æ¤¤¤ÆÀ©¸æ¤Ç¤¤Ê¤¤¡£", m_name);
3833 msg_format("%^s is too scared to control.", m_name);
3839 else if (p_ptr->riding && p_ptr->riding_ryoute)
3845 else if ((p_ptr->riding && (riding_r_ptr->flags7 & RF7_AQUATIC)) && (c_ptr->feat != FEAT_SHAL_WATER) && (c_ptr->feat != FEAT_DEEP_WATER))
3848 msg_print("Φ¾å¤Ë¾å¤¬¤ì¤Ê¤¤¡£");
3850 msg_print("Can't land.");
3857 else if ((p_ptr->riding && !(riding_r_ptr->flags7 & (RF7_AQUATIC | RF7_CAN_SWIM | RF7_CAN_FLY))) && (c_ptr->feat == FEAT_DEEP_WATER))
3860 msg_print("¿å¾å¤Ë¹Ô¤±¤Ê¤¤¡£");
3862 msg_print("Can't swim.");
3869 else if ((p_ptr->riding && (riding_r_ptr->flags2 & RF2_AURA_FIRE) && !(riding_r_ptr->flags7 & RF7_CAN_FLY)) && (c_ptr->feat == FEAT_SHAL_WATER))
3872 msg_print("¿å¾å¤Ë¹Ô¤±¤Ê¤¤¡£");
3874 msg_print("Can't swim.");
3881 else if ((p_ptr->riding && !(riding_r_ptr->flags7 & RF7_CAN_FLY) && !(riding_r_ptr->flagsr & RFR_EFF_IM_FIRE_MASK)) && ((c_ptr->feat == FEAT_SHAL_LAVA) || (c_ptr->feat == FEAT_DEEP_LAVA)))
3884 msg_print("ÍÏ´ä¤Î¾å¤Ë¹Ô¤±¤Ê¤¤¡£");
3886 msg_print("Too hot to go through.");
3893 else if (p_ptr->riding && riding_m_ptr->stunned && one_in_(2))
3896 monster_desc(m_name, riding_m_ptr, 0);
3898 msg_format("%s¤¬Û¯Û°¤È¤·¤Æ¤¤¤Æ¤¦¤Þ¤¯Æ°¤±¤Ê¤¤¡ª",m_name);
3900 msg_format("You cannot control stunned %s!",m_name);
3906 /* Player can not walk through "walls" unless in wraith form...*/
3907 else if ((!cave_floor_bold(y, x)) &&
3908 (!p_can_pass_walls))
3914 /* Feature code (applying "mimic" field) */
3915 feat = f_info[c_ptr->mimic ? c_ptr->mimic : c_ptr->feat].mimic;
3917 /* Disturb the player */
3920 /* Notice things in the dark */
3921 if ((!(c_ptr->info & (CAVE_MARK))) &&
3922 (p_ptr->blind || !(c_ptr->info & (CAVE_LITE))))
3925 if (feat == FEAT_RUBBLE)
3928 msg_print("´äÀФ¬¹Ô¤¯¼ê¤ò¤Ï¤Ð¤ó¤Ç¤¤¤ë¤è¤¦¤À¡£");
3930 msg_print("You feel some rubble blocking your way.");
3933 c_ptr->info |= (CAVE_MARK);
3938 else if (is_closed_door(feat))
3941 msg_print("¥É¥¢¤¬¹Ô¤¯¼ê¤ò¤Ï¤Ð¤ó¤Ç¤¤¤ë¤è¤¦¤À¡£");
3943 msg_print("You feel a closed door blocking your way.");
3946 c_ptr->info |= (CAVE_MARK);
3950 /* Boundary floor mimic */
3951 else if (boundary_floor_grid(c_ptr))
3954 msg_print("¤½¤ì°Ê¾åÀè¤Ë¤Ï¿Ê¤á¤Ê¤¤¤è¤¦¤À¡£");
3956 msg_print("You feel you cannot go any more.");
3960 /* Wall (or secret door) */
3964 msg_format("%s¤¬¹Ô¤¯¼ê¤ò¤Ï¤Ð¤ó¤Ç¤¤¤ë¤è¤¦¤À¡£", blocking_feat_name(feat));
3966 msg_format("You feel a %s blocking your way.", blocking_feat_name(feat));
3969 c_ptr->info |= (CAVE_MARK);
3978 if (feat == FEAT_RUBBLE)
3981 msg_print("´äÀФ¬¹Ô¤¯¼ê¤ò¤Ï¤Ð¤ó¤Ç¤¤¤ë¡£");
3983 msg_print("There is rubble blocking your way.");
3986 if (!(p_ptr->confused || p_ptr->stun || p_ptr->image))
3990 * Well, it makes sense that you lose time bumping into
3991 * a wall _if_ you are confused, stunned or blind; but
3992 * typing mistakes should not cost you a turn...
3996 else if (is_closed_door(feat))
3998 #ifdef ALLOW_EASY_OPEN
4000 if (easy_open && easy_open_door(y, x)) return;
4002 #endif /* ALLOW_EASY_OPEN */
4005 msg_print("¥É¥¢¤¬¹Ô¤¯¼ê¤ò¤Ï¤Ð¤ó¤Ç¤¤¤ë¡£");
4007 msg_print("There is a closed door blocking your way.");
4010 if (!(p_ptr->confused || p_ptr->stun || p_ptr->image))
4014 /* Boundary floor mimic */
4015 else if (boundary_floor_grid(c_ptr))
4018 msg_print("¤½¤ì°Ê¾åÀè¤Ë¤Ï¿Ê¤á¤Ê¤¤¡£");
4020 msg_print("You cannot go any more.");
4023 if (!(p_ptr->confused || p_ptr->stun || p_ptr->image))
4027 /* Wall (or secret door) */
4031 msg_format("%s¤¬¹Ô¤¯¼ê¤ò¤Ï¤Ð¤ó¤Ç¤¤¤ë¡£", blocking_feat_name(feat));
4033 msg_format("There is a %s blocking your way.", blocking_feat_name(feat));
4036 if (!(p_ptr->confused || p_ptr->stun || p_ptr->image))
4042 if (!boundary_floor_grid(c_ptr)) sound(SOUND_HITWALL);
4045 /* Normal movement */
4046 if (!pattern_seq(py, px, y, x))
4048 if (!(p_ptr->confused || p_ptr->stun || p_ptr->image))
4053 /* To avoid a loop with running */
4059 /* Normal movement */
4066 if(!process_warning(x, y))
4073 /* Hack -- For moving monster or riding player's moving */
4074 cave[py][px].m_idx = c_ptr->m_idx;
4080 msg_format("%s¤ò²¡¤·Âऱ¤¿¡£", m_name);
4082 msg_format("You push past %s.", m_name);
4087 update_mon(cave[py][px].m_idx, TRUE);
4090 /* Change oldpx and oldpy to place the player well when going back to big mode */
4091 if (p_ptr->wild_mode)
4093 if(ddy[dir] > 0) p_ptr->oldpy = 1;
4094 if(ddy[dir] < 0) p_ptr->oldpy = MAX_HGT - 2;
4095 if(ddy[dir] == 0) p_ptr->oldpy = MAX_HGT / 2;
4096 if(ddx[dir] > 0) p_ptr->oldpx = 1;
4097 if(ddx[dir] < 0) p_ptr->oldpx = MAX_WID - 2;
4098 if(ddx[dir] == 0) p_ptr->oldpx = MAX_WID / 2;
4101 /* Save old location */
4105 /* Move the player */
4109 if (music_singing(MUSIC_WALL))
4111 project(0, 0, py, px,
4112 (60 + p_ptr->lev), GF_DISINTEGRATE, PROJECT_KILL | PROJECT_ITEM, -1);
4114 else if (p_ptr->kill_wall || (p_ptr->riding && (riding_r_ptr->flags2 & RF2_KILL_WALL)))
4116 if (!cave_floor_bold(py, px) && cave_valid_bold(py, px) &&
4117 (cave[py][px].feat < FEAT_PATTERN_START ||
4118 cave[py][px].feat > FEAT_PATTERN_XTRA2) &&
4119 (cave[py][px].feat < FEAT_DEEP_WATER ||
4120 cave[py][px].feat > FEAT_GRASS))
4122 /* Forget the wall */
4123 cave[py][px].info &= ~(CAVE_MARK);
4125 if (cave[py][px].feat == FEAT_TREES)
4126 cave_set_feat(py, px, FEAT_GRASS);
4128 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 /* Remove "unsafe" flag */
4136 if ((!p_ptr->blind && !no_lite()) || !is_trap(c_ptr->feat)) c_ptr->info &= ~(CAVE_UNSAFE);
4140 riding_m_ptr->fy = py;
4141 riding_m_ptr->fx = px;
4142 cave[py][px].m_idx = p_ptr->riding;
4143 update_mon(p_ptr->riding, TRUE);
4146 /* Redraw new spot */
4149 /* Redraw old spot */
4153 /* sound(SOUND_WALK); */
4155 /* Check for new panel (redraw map) */
4158 /* For get everything when requested hehe I'm *NASTY* */
4159 if (dun_level && (d_info[dungeon_type].flags1 & DF1_FORGET))
4164 if ((p_ptr->pclass == CLASS_NINJA))
4166 if (c_ptr->info & (CAVE_GLOW)) set_superstealth(FALSE);
4167 else if (p_ptr->cur_lite <= 0) set_superstealth(TRUE);
4169 if ((p_ptr->action == ACTION_HAYAGAKE) && !cave_floor_bold(py, px))
4172 msg_print("¤³¤³¤Ç¤ÏÁÇÁ᤯ư¤±¤Ê¤¤¡£");
4174 msg_print("You cannot run in wall.");
4176 set_action(ACTION_NONE);
4180 p_ptr->update |= (PU_VIEW | PU_LITE | PU_FLOW | PU_MON_LITE);
4182 /* Update the monsters */
4183 p_ptr->update |= (PU_DISTANCE);
4186 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
4188 /* Spontaneous Searching */
4189 if ((p_ptr->skill_fos >= 50) ||
4190 (0 == randint0(50 - p_ptr->skill_fos)))
4195 /* Continuous Searching */
4196 if (p_ptr->action == ACTION_SEARCH)
4201 /* Handle "objects" */
4203 #ifdef ALLOW_EASY_DISARM /* TNB */
4205 carry(do_pickup != always_pickup);
4207 #else /* ALLOW_EASY_DISARM -- TNB */
4211 #endif /* ALLOW_EASY_DISARM -- TNB */
4213 /* Handle "store doors" */
4214 if (((c_ptr->feat >= FEAT_SHOP_HEAD) &&
4215 (c_ptr->feat <= FEAT_SHOP_TAIL)) ||
4216 (c_ptr->feat == FEAT_MUSEUM))
4222 /* Hack -- Enter store */
4223 command_new = SPECIAL_KEY_STORE;
4226 /* Handle "building doors" -KMW- */
4227 else if ((c_ptr->feat >= FEAT_BLDG_HEAD) &&
4228 (c_ptr->feat <= FEAT_BLDG_TAIL))
4234 /* Hack -- Enter building */
4235 command_new = SPECIAL_KEY_BUILDING;
4238 /* Handle quest areas -KMW- */
4239 else if (c_ptr->feat == FEAT_QUEST_ENTER)
4245 /* Hack -- Enter quest level */
4246 command_new = SPECIAL_KEY_QUEST;
4249 else if (c_ptr->feat == FEAT_QUEST_EXIT)
4251 if (quest[p_ptr->inside_quest].type == QUEST_TYPE_FIND_EXIT)
4253 if (record_fix_quest) do_cmd_write_nikki(NIKKI_FIX_QUEST_C, p_ptr->inside_quest, NULL);
4254 quest[p_ptr->inside_quest].status = QUEST_STATUS_COMPLETED;
4255 quest[p_ptr->inside_quest].complev = (byte)p_ptr->lev;
4257 msg_print("¥¯¥¨¥¹¥È¤òãÀ®¤·¤¿¡ª");
4259 msg_print("You accomplished your quest!");
4265 leave_quest_check();
4267 p_ptr->inside_quest = c_ptr->special;
4272 /* Clear all saved floors */
4273 prepare_change_floor_mode(CFM_CLEAR_ALL);
4275 p_ptr->leaving = TRUE;
4278 /* Set off a trap */
4279 else if (is_trap(c_ptr->feat))
4289 msg_print("¥È¥é¥Ã¥×¤À¡ª");
4291 msg_print("You found a trap!");
4295 disclose_grid(py, px);
4299 hit_trap(break_trap);
4302 /* Warn when leaving trap detected region */
4303 if ((disturb_trap_detect || alert_trap_detect)
4304 && p_ptr->dtrap && !(cave[py][px].info & CAVE_IN_DETECT))
4306 /* No duplicate warning */
4307 p_ptr->dtrap = FALSE;
4309 /* You are just on the edge */
4310 if (!(cave[py][px].info & CAVE_UNSAFE))
4312 if (alert_trap_detect)
4315 msg_print("* Ãí°Õ:¤³¤ÎÀè¤Ï¥È¥é¥Ã¥×¤Î´¶ÃÎÈϰϳ°¤Ç¤¹¡ª *");
4317 msg_print("*Leaving trap detect region!*");
4321 if (disturb_trap_detect)
4332 * Hack -- Check for a "known wall" (see below)
4334 static int see_wall(int dir, int y, int x)
4339 /* Get the new location */
4343 /* Illegal grids are not known walls */
4344 if (!in_bounds2(y, x)) return (FALSE);
4347 c_ptr = &cave[y][x];
4349 /* Feature code (applying "mimic" field) */
4350 feat = f_info[c_ptr->mimic ? c_ptr->mimic : c_ptr->feat].mimic;
4352 /* Must be known to the player */
4353 if (c_ptr->info & (CAVE_MARK))
4355 /* Rubble, Magma, Quartz, Wall, Perm wall */
4356 if (feat >= FEAT_RUBBLE && feat <= FEAT_PERM_SOLID) return TRUE;
4359 if (feat == FEAT_TREES) return TRUE;
4362 if (feat == FEAT_MOUNTAIN) return TRUE;
4370 * Hack -- Check for an "unknown corner" (see below)
4372 static int see_nothing(int dir, int y, int x)
4374 /* Get the new location */
4378 /* Illegal grids are unknown */
4379 if (!in_bounds2(y, x)) return (TRUE);
4381 /* Memorized grids are always known */
4382 if (cave[y][x].info & (CAVE_MARK)) return (FALSE);
4384 /* Non-floor grids are unknown */
4385 if (!cave_floor_bold(y, x)) return (TRUE);
4387 /* Viewable door/wall grids are known */
4388 if (player_can_see_bold(y, x)) return (FALSE);
4399 * The running algorithm: -CJS-
4401 * In the diagrams below, the player has just arrived in the
4402 * grid marked as '@', and he has just come from a grid marked
4403 * as 'o', and he is about to enter the grid marked as 'x'.
4405 * Of course, if the "requested" move was impossible, then you
4406 * will of course be blocked, and will stop.
4408 * Overview: You keep moving until something interesting happens.
4409 * If you are in an enclosed space, you follow corners. This is
4410 * the usual corridor scheme. If you are in an open space, you go
4411 * straight, but stop before entering enclosed space. This is
4412 * analogous to reaching doorways. If you have enclosed space on
4413 * one side only (that is, running along side a wall) stop if
4414 * your wall opens out, or your open space closes in. Either case
4415 * corresponds to a doorway.
4417 * What happens depends on what you can really SEE. (i.e. if you
4418 * have no light, then running along a dark corridor is JUST like
4419 * running in a dark room.) The algorithm works equally well in
4420 * corridors, rooms, mine tailings, earthquake rubble, etc, etc.
4422 * These conditions are kept in static memory:
4423 * find_openarea You are in the open on at least one
4425 * find_breakleft You have a wall on the left, and will
4427 * find_breakright You have a wall on the right, and will
4430 * To initialize these conditions, we examine the grids adjacent
4431 * to the grid marked 'x', two on each side (marked 'L' and 'R').
4432 * If either one of the two grids on a given side is seen to be
4433 * closed, then that side is considered to be closed. If both
4434 * sides are closed, then it is an enclosed (corridor) run.
4440 * Looking at more than just the immediate squares is
4441 * significant. Consider the following case. A run along the
4442 * corridor will stop just before entering the center point,
4443 * because a choice is clearly established. Running in any of
4444 * three available directions will be defined as a corridor run.
4445 * Note that a minor hack is inserted to make the angled corridor
4446 * entry (with one side blocked near and the other side blocked
4447 * further away from the runner) work correctly. The runner moves
4448 * diagonally, but then saves the previous direction as being
4449 * straight into the gap. Otherwise, the tail end of the other
4450 * entry would be perceived as an alternative on the next move.
4458 * Likewise, a run along a wall, and then into a doorway (two
4459 * runs) will work correctly. A single run rightwards from @ will
4460 * stop at 1. Another run right and down will enter the corridor
4461 * and make the corner, stopping at the 2.
4463 * ##################
4465 * ########### ######
4469 * After any move, the function area_affect is called to
4470 * determine the new surroundings, and the direction of
4471 * subsequent moves. It examines the current player location
4472 * (at which the runner has just arrived) and the previous
4473 * direction (from which the runner is considered to have come).
4475 * Moving one square in some direction places you adjacent to
4476 * three or five new squares (for straight and diagonal moves
4477 * respectively) to which you were not previously adjacent,
4478 * marked as '!' in the diagrams below.
4481 * .o@! (normal) .o.! (diagonal)
4482 * ...! (east) ..@! (south east)
4485 * You STOP if any of the new squares are interesting in any way:
4486 * for example, if they contain visible monsters or treasure.
4488 * You STOP if any of the newly adjacent squares seem to be open,
4489 * and you are also looking for a break on that side. (that is,
4490 * find_openarea AND find_break).
4492 * You STOP if any of the newly adjacent squares do NOT seem to be
4493 * open and you are in an open area, and that side was previously
4496 * Corners: If you are not in the open (i.e. you are in a corridor)
4497 * and there is only one way to go in the new squares, then turn in
4498 * that direction. If there are more than two new ways to go, STOP.
4499 * If there are two ways to go, and those ways are separated by a
4500 * square which does not seem to be open, then STOP.
4502 * Otherwise, we have a potential corner. There are two new open
4503 * squares, which are also adjacent. One of the new squares is
4504 * diagonally located, the other is straight on (as in the diagram).
4505 * We consider two more squares further out (marked below as ?).
4507 * We assign "option" to the straight-on grid, and "option2" to the
4508 * diagonal grid, and "check_dir" to the grid marked 's'.
4514 * If they are both seen to be closed, then it is seen that no benefit
4515 * is gained from moving straight. It is a known corner. To cut the
4516 * corner, go diagonally, otherwise go straight, but pretend you
4517 * stepped diagonally into that next location for a full view next
4518 * time. Conversely, if one of the ? squares is not seen to be closed,
4519 * then there is a potential choice. We check to see whether it is a
4520 * potential corner or an intersection/room entrance. If the square
4521 * two spaces straight ahead, and the space marked with 's' are both
4522 * unknown space, then it is a potential corner and enter if
4523 * find_examine is set, otherwise must stop because it is not a
4524 * corner. (find_examine option is removed and always is TRUE.)
4531 * Hack -- allow quick "cycling" through the legal directions
4533 static byte cycle[] =
4534 { 1, 2, 3, 6, 9, 8, 7, 4, 1, 2, 3, 6, 9, 8, 7, 4, 1 };
4537 * Hack -- map each direction into the "middle" of the "cycle[]" array
4539 static byte chome[] =
4540 { 0, 8, 9, 10, 7, 0, 11, 6, 5, 4 };
4543 * The direction we are running
4545 static byte find_current;
4548 * The direction we came from
4550 static byte find_prevdir;
4553 * We are looking for open area
4555 static bool find_openarea;
4558 * We are looking for a break
4560 static bool find_breakright;
4561 static bool find_breakleft;
4566 * Initialize the running algorithm for a new direction.
4568 * Diagonal Corridor -- allow diaginal entry into corridors.
4570 * Blunt Corridor -- If there is a wall two spaces ahead and
4571 * we seem to be in a corridor, then force a turn into the side
4572 * corridor, must be moving straight into a corridor here. ???
4574 * Diagonal Corridor Blunt Corridor (?)
4579 static void run_init(int dir)
4581 int row, col, deepleft, deepright;
4582 int i, shortleft, shortright;
4585 /* Save the direction */
4588 /* Assume running straight */
4591 /* Assume looking for open area */
4592 find_openarea = TRUE;
4594 /* Assume not looking for breaks */
4595 find_breakright = find_breakleft = FALSE;
4597 /* Assume no nearby walls */
4598 deepleft = deepright = FALSE;
4599 shortright = shortleft = FALSE;
4604 /* Find the destination grid */
4605 row = py + ddy[dir];
4606 col = px + ddx[dir];
4608 /* Extract cycle index */
4611 /* Check for walls */
4612 if (see_wall(cycle[i+1], py, px))
4614 find_breakleft = TRUE;
4617 else if (see_wall(cycle[i+1], row, col))
4619 find_breakleft = TRUE;
4623 /* Check for walls */
4624 if (see_wall(cycle[i-1], py, px))
4626 find_breakright = TRUE;
4629 else if (see_wall(cycle[i-1], row, col))
4631 find_breakright = TRUE;
4635 /* Looking for a break */
4636 if (find_breakleft && find_breakright)
4638 /* Not looking for open area */
4639 find_openarea = FALSE;
4641 /* Hack -- allow angled corridor entry */
4644 if (deepleft && !deepright)
4646 find_prevdir = cycle[i - 1];
4648 else if (deepright && !deepleft)
4650 find_prevdir = cycle[i + 1];
4654 /* Hack -- allow blunt corridor entry */
4655 else if (see_wall(cycle[i], row, col))
4657 if (shortleft && !shortright)
4659 find_prevdir = cycle[i - 2];
4661 else if (shortright && !shortleft)
4663 find_prevdir = cycle[i + 2];
4671 * Update the current "run" path
4673 * Return TRUE if the running should be stopped
4675 static bool run_test(void)
4677 int prev_dir, new_dir, check_dir = 0;
4680 int option = 0, option2 = 0;
4684 /* Where we came from */
4685 prev_dir = find_prevdir;
4688 /* Range of newly adjacent grids */
4689 max = (prev_dir & 0x01) + 1;
4691 /* break run when leaving trap detected region */
4692 if ((disturb_trap_detect || alert_trap_detect)
4693 && p_ptr->dtrap && !(cave[py][px].info & CAVE_IN_DETECT))
4695 /* No duplicate warning */
4696 p_ptr->dtrap = FALSE;
4698 /* You are just on the edge */
4699 if (!(cave[py][px].info & CAVE_UNSAFE))
4701 if (alert_trap_detect)
4704 msg_print("* Ãí°Õ:¤³¤ÎÀè¤Ï¥È¥é¥Ã¥×¤Î´¶ÃÎÈϰϳ°¤Ç¤¹¡ª *");
4706 msg_print("*Leaving trap detect region!*");
4710 if (disturb_trap_detect)
4718 /* Look at every newly adjacent square. */
4719 for (i = -max; i <= max; i++)
4721 s16b this_o_idx, next_o_idx = 0;
4725 new_dir = cycle[chome[prev_dir] + i];
4728 row = py + ddy[new_dir];
4729 col = px + ddx[new_dir];
4732 c_ptr = &cave[row][col];
4734 /* Feature code (applying "mimic" field) */
4735 feat = f_info[c_ptr->mimic ? c_ptr->mimic : c_ptr->feat].mimic;
4737 /* Visible monsters abort running */
4740 monster_type *m_ptr = &m_list[c_ptr->m_idx];
4742 /* Visible monster */
4743 if (m_ptr->ml) return (TRUE);
4746 /* Visible objects abort running */
4747 for (this_o_idx = c_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
4751 /* Acquire object */
4752 o_ptr = &o_list[this_o_idx];
4754 /* Acquire next object */
4755 next_o_idx = o_ptr->next_o_idx;
4757 /* Visible object */
4758 if (o_ptr->marked) return (TRUE);
4762 /* Assume unknown */
4765 /* Check memorized grids */
4766 if (c_ptr->info & (CAVE_MARK))
4770 /* Examine the terrain */
4783 /* Hidden treasure */
4787 /* Known treasure (almost uninteresting) */
4793 case FEAT_WALL_EXTRA:
4794 case FEAT_WALL_INNER:
4795 case FEAT_WALL_OUTER:
4796 case FEAT_WALL_SOLID:
4797 case FEAT_PERM_EXTRA:
4798 case FEAT_PERM_INNER:
4799 case FEAT_PERM_OUTER:
4800 case FEAT_PERM_SOLID:
4801 /* dirt, grass, trees, ... */
4802 case FEAT_SHAL_WATER:
4805 case FEAT_DEEP_GRASS:
4818 /* quest features */
4819 case FEAT_QUEST_ENTER:
4820 case FEAT_QUEST_EXIT:
4829 case FEAT_DEEP_LAVA:
4830 case FEAT_SHAL_LAVA:
4833 if (IS_INVULN() || p_ptr->immune_fire) notice = FALSE;
4839 case FEAT_DEEP_WATER:
4842 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;
4852 /* Option -- ignore */
4853 if (find_ignore_doors) notice = FALSE;
4862 case FEAT_LESS_LESS:
4863 case FEAT_MORE_MORE:
4866 /* Option -- ignore */
4867 if (find_ignore_stairs) notice = FALSE;
4874 /* Interesting feature */
4875 if (notice) return (TRUE);
4877 /* The grid is "visible" */
4881 /* Analyze unknown grids and floors considering mimic */
4882 if (inv || feat_floor(feat))
4884 /* Looking for open area */
4890 /* The first new direction. */
4896 /* Three new directions. Stop running. */
4902 /* Two non-adjacent new directions. Stop running. */
4903 else if (option != cycle[chome[prev_dir] + i - 1])
4908 /* Two new (adjacent) directions (case 1) */
4909 else if (new_dir & 0x01)
4911 check_dir = cycle[chome[prev_dir] + i - 2];
4915 /* Two new (adjacent) directions (case 2) */
4918 check_dir = cycle[chome[prev_dir] + i + 1];
4924 /* Obstacle, while looking for open area */
4931 /* Break to the right */
4932 find_breakright = TRUE;
4937 /* Break to the left */
4938 find_breakleft = TRUE;
4945 /* Looking for open area */
4948 /* Hack -- look again */
4949 for (i = -max; i < 0; i++)
4951 new_dir = cycle[chome[prev_dir] + i];
4953 row = py + ddy[new_dir];
4954 col = px + ddx[new_dir];
4957 c_ptr = &cave[row][col];
4959 /* Feature code (applying "mimic" field) */
4960 feat = f_info[c_ptr->mimic ? c_ptr->mimic : c_ptr->feat].mimic;
4962 /* Unknown grid or non-wall XXX XXX XXX cave_floor_grid(c_ptr)) */
4963 if (!(c_ptr->info & (CAVE_MARK)) ||
4964 ((feat <= FEAT_DOOR_TAIL) ||
4965 (feat == FEAT_FLOWER) ||
4966 (feat == FEAT_DEEP_GRASS) ||
4967 ((feat >= FEAT_DEEP_WATER) &&
4968 (feat <= FEAT_GRASS))))
4971 /* Looking to break right */
4972 if (find_breakright)
4981 /* Looking to break left */
4989 /* Hack -- look again */
4990 for (i = max; i > 0; i--)
4992 new_dir = cycle[chome[prev_dir] + i];
4994 row = py + ddy[new_dir];
4995 col = px + ddx[new_dir];
4998 c_ptr = &cave[row][col];
5000 /* Feature code (applying "mimic" field) */
5001 feat = f_info[c_ptr->mimic ? c_ptr->mimic : c_ptr->feat].mimic;
5003 /* Unknown grid or non-wall XXX XXX XXX cave_floor_grid(c_ptr)) */
5004 if (!(c_ptr->info & (CAVE_MARK)) ||
5005 ((feat <= FEAT_DOOR_TAIL) ||
5006 (feat == FEAT_FLOWER) ||
5007 (feat == FEAT_DEEP_GRASS) ||
5008 ((feat >= FEAT_DEEP_WATER) &&
5009 (feat <= FEAT_GRASS))))
5012 /* Looking to break left */
5022 /* Looking to break right */
5023 if (find_breakright)
5032 /* Not looking for open area */
5044 /* Primary option */
5045 find_current = option;
5047 /* No other options */
5048 find_prevdir = option;
5051 /* Two options, examining corners */
5054 /* Primary option */
5055 find_current = option;
5057 /* Hack -- allow curving */
5058 find_prevdir = option2;
5061 /* Two options, pick one */
5064 /* Get next location */
5065 row = py + ddy[option];
5066 col = px + ddx[option];
5068 /* Don't see that it is closed off. */
5069 /* This could be a potential corner or an intersection. */
5070 if (!see_wall(option, row, col) ||
5071 !see_wall(check_dir, row, col))
5073 /* Can not see anything ahead and in the direction we */
5074 /* are turning, assume that it is a potential corner. */
5075 if (see_nothing(option, row, col) &&
5076 see_nothing(option2, row, col))
5078 find_current = option;
5079 find_prevdir = option2;
5082 /* STOP: we are next to an intersection or a room */
5089 /* This corner is seen to be enclosed; we cut the corner. */
5092 find_current = option2;
5093 find_prevdir = option2;
5096 /* This corner is seen to be enclosed, and we */
5097 /* deliberately go the long way. */
5100 find_current = option;
5101 find_prevdir = option2;
5107 /* About to hit a known wall, stop */
5108 if (see_wall(find_current, py, px))
5121 * Take one step along the current "run" path
5123 void run_step(int dir)
5132 c_ptr = &cave[py+ddy[dir]][px+ddx[dir]];
5134 /* Feature code (applying "mimic" field) */
5135 feat = f_info[c_ptr->mimic ? c_ptr->mimic : c_ptr->feat].mimic;
5137 /* Hack -- do not start silly run */
5138 if (see_wall(dir, py, px) &&
5139 (feat != FEAT_TREES))
5143 msg_print("¤½¤ÎÊý¸þ¤Ë¤Ï¹Ô¤±¤Þ¤»¤ó¡£");
5145 msg_print("You cannot run in that direction.");
5174 /* Decrease the run counter */
5175 if (--running <= 0) return;
5180 /* Move the player, using the "pickup" flag */
5181 #ifdef ALLOW_EASY_DISARM /* TNB */
5183 move_player(find_current, FALSE, FALSE);
5185 #else /* ALLOW_EASY_DISARM -- TNB */
5187 move_player(find_current, always_pickup, FALSE);
5189 #endif /* ALLOW_EASY_DISARM -- TNB */
5191 if (player_bold(p_ptr->run_py, p_ptr->run_px))