4 * Copyright (c) 1997 Ben Harrison, James E. Wilson, Robert A. Koeneke
6 * This software may be copied and distributed for educational, research,
7 * and not for profit purposes provided that this copyright and statement
8 * are included in all such copies. Other copyrights may also apply.
11 /* Purpose: Movement commands (part 1) */
14 #define MAX_VAMPIRIC_DRAIN 50
18 * Determine if the player "hits" a monster (normal combat).
19 * Note -- Always miss 5%, always hit 5%, otherwise random.
21 bool test_hit_fire(int chance, int ac, int vis)
28 /* Hack -- Instant miss or hit */
29 if (k < 10) return (k < 5);
31 if (p_ptr->pseikaku == SEIKAKU_NAMAKE)
32 if (one_in_(20)) return (FALSE);
35 if (chance <= 0) return (FALSE);
37 /* Invisible monsters are harder to hit */
38 if (!vis) chance = (chance + 1) / 2;
40 /* Power competes against armor */
41 if (randint0(chance) < (ac * 3 / 4)) return (FALSE);
50 * Determine if the player "hits" a monster (normal combat).
52 * Note -- Always miss 5%, always hit 5%, otherwise random.
54 bool test_hit_norm(int chance, int ac, int vis)
61 /* Hack -- Instant miss or hit */
62 if (k < 10) return (k < 5);
64 if (p_ptr->pseikaku == SEIKAKU_NAMAKE)
65 if (one_in_(20)) return (FALSE);
67 /* Wimpy attack never hits */
68 if (chance <= 0) return (FALSE);
70 /* Penalize invisible targets */
71 if (!vis) chance = (chance + 1) / 2;
73 /* Power must defeat armor */
74 if (randint0(chance) < (ac * 3 / 4)) return (FALSE);
83 * Critical hits (from objects thrown by player)
84 * Factor in item weight, total plusses, and player level.
86 s16b critical_shot(int weight, int plus, int dam)
90 /* Extract "shot" power */
91 i = (weight + ((p_ptr->to_h_b + plus) * 4) + (p_ptr->lev * 2));
94 if (randint1(5000) <= i)
96 k = weight + randint1(500);
101 msg_print("¼ê¤´¤¿¤¨¤¬¤¢¤Ã¤¿¡ª");
103 msg_print("It was a good hit!");
111 msg_print("¤«¤Ê¤ê¤Î¼ê¤´¤¿¤¨¤¬¤¢¤Ã¤¿¡ª");
113 msg_print("It was a great hit!");
121 msg_print("²ñ¿´¤Î°ì·â¤À¡ª");
123 msg_print("It was a superb hit!");
136 * Critical hits (by player)
138 * Factor in weapon weight, total plusses, player level.
140 s16b critical_norm(int weight, int plus, int dam, s16b meichuu, int mode)
144 /* Extract "blow" power */
145 i = (weight + (meichuu * 3 + plus * 5) + (p_ptr->lev * 3));
148 if ((randint1((p_ptr->pclass == CLASS_NINJA) ? 4444 : 5000) <= i) || (mode == HISSATSU_MAJIN) || (mode == HISSATSU_3DAN))
150 k = weight + randint1(650);
151 if ((mode == HISSATSU_MAJIN) || (mode == HISSATSU_3DAN)) k+= randint1(650);
156 msg_print("¼ê¤´¤¿¤¨¤¬¤¢¤Ã¤¿¡ª");
158 msg_print("It was a good hit!");
166 msg_print("¤«¤Ê¤ê¤Î¼ê¤´¤¿¤¨¤¬¤¢¤Ã¤¿¡ª");
168 msg_print("It was a great hit!");
176 msg_print("²ñ¿´¤Î°ì·â¤À¡ª");
178 msg_print("It was a superb hit!");
186 msg_print("ºÇ¹â¤Î²ñ¿´¤Î°ì·â¤À¡ª");
188 msg_print("It was a *GREAT* hit!");
196 msg_print("ÈæÎà¤Ê¤ºÇ¹â¤Î²ñ¿´¤Î°ì·â¤À¡ª");
198 msg_print("It was a *SUPERB* hit!");
201 dam = ((7 * dam) / 2) + 25;
211 * Extract the "total damage" from a given object hitting a given monster.
213 * Note that "flasks of oil" do NOT do fire damage, although they
214 * certainly could be made to do so. XXX XXX
216 * Note that most brands and slays are x3, except Slay Animal (x2),
217 * Slay Evil (x2), and Kill dragon (x5).
219 s16b tot_dam_aux(object_type *o_ptr, int tdam, monster_type *m_ptr, int mode, bool thrown)
223 monster_race *r_ptr = &r_info[m_ptr->r_idx];
225 u32b flgs[TR_FLAG_SIZE];
227 /* Extract the flags */
228 object_flags(o_ptr, flgs);
230 /* Some "weapons" and "ammo" do extra damage */
242 if ((have_flag(flgs, TR_SLAY_ANIMAL)) &&
243 (r_ptr->flags3 & RF3_ANIMAL))
245 if (m_ptr->ml && is_original_ap(m_ptr))
247 r_ptr->r_flags3 |= RF3_ANIMAL;
250 if (mult < 25) mult = 25;
254 if ((have_flag(flgs, TR_KILL_ANIMAL)) &&
255 (r_ptr->flags3 & RF3_ANIMAL))
257 if (m_ptr->ml && is_original_ap(m_ptr))
259 r_ptr->r_flags3 |= RF3_ANIMAL;
262 if (mult < 40) mult = 40;
266 if ((have_flag(flgs, TR_SLAY_EVIL)) &&
267 (r_ptr->flags3 & RF3_EVIL))
269 if (m_ptr->ml && is_original_ap(m_ptr))
271 r_ptr->r_flags3 |= RF3_EVIL;
274 if (mult < 20) mult = 20;
278 if ((have_flag(flgs, TR_KILL_EVIL)) &&
279 (r_ptr->flags3 & RF3_EVIL))
281 if (m_ptr->ml && is_original_ap(m_ptr))
283 r_ptr->r_flags3 |= RF3_EVIL;
286 if (mult < 35) mult = 35;
290 if ((have_flag(flgs, TR_SLAY_HUMAN)) &&
291 (r_ptr->flags2 & RF2_HUMAN))
293 if (m_ptr->ml && is_original_ap(m_ptr))
295 r_ptr->r_flags2 |= RF2_HUMAN;
298 if (mult < 25) mult = 25;
302 if ((have_flag(flgs, TR_KILL_HUMAN)) &&
303 (r_ptr->flags2 & RF2_HUMAN))
305 if (m_ptr->ml && is_original_ap(m_ptr))
307 r_ptr->r_flags2 |= RF2_HUMAN;
310 if (mult < 40) mult = 40;
314 if ((have_flag(flgs, TR_SLAY_UNDEAD)) &&
315 (r_ptr->flags3 & RF3_UNDEAD))
317 if (m_ptr->ml && is_original_ap(m_ptr))
319 r_ptr->r_flags3 |= RF3_UNDEAD;
322 if (mult < 30) mult = 30;
326 if ((have_flag(flgs, TR_KILL_UNDEAD)) &&
327 (r_ptr->flags3 & RF3_UNDEAD))
329 if (m_ptr->ml && is_original_ap(m_ptr))
331 r_ptr->r_flags3 |= RF3_UNDEAD;
334 if (mult < 50) mult = 50;
338 if ((have_flag(flgs, TR_SLAY_DEMON)) &&
339 (r_ptr->flags3 & RF3_DEMON))
341 if (m_ptr->ml && is_original_ap(m_ptr))
343 r_ptr->r_flags3 |= RF3_DEMON;
346 if (mult < 30) mult = 30;
350 if ((have_flag(flgs, TR_KILL_DEMON)) &&
351 (r_ptr->flags3 & RF3_DEMON))
353 if (m_ptr->ml && is_original_ap(m_ptr))
355 r_ptr->r_flags3 |= RF3_DEMON;
358 if (mult < 50) mult = 50;
362 if ((have_flag(flgs, TR_SLAY_ORC)) &&
363 (r_ptr->flags3 & RF3_ORC))
365 if (m_ptr->ml && is_original_ap(m_ptr))
367 r_ptr->r_flags3 |= RF3_ORC;
370 if (mult < 30) mult = 30;
374 if ((have_flag(flgs, TR_KILL_ORC)) &&
375 (r_ptr->flags3 & RF3_ORC))
377 if (m_ptr->ml && is_original_ap(m_ptr))
379 r_ptr->r_flags3 |= RF3_ORC;
382 if (mult < 50) mult = 50;
386 if ((have_flag(flgs, TR_SLAY_TROLL)) &&
387 (r_ptr->flags3 & RF3_TROLL))
389 if (m_ptr->ml && is_original_ap(m_ptr))
391 r_ptr->r_flags3 |= RF3_TROLL;
394 if (mult < 30) mult = 30;
398 if ((have_flag(flgs, TR_KILL_TROLL)) &&
399 (r_ptr->flags3 & RF3_TROLL))
401 if (m_ptr->ml && is_original_ap(m_ptr))
403 r_ptr->r_flags3 |= RF3_TROLL;
406 if (mult < 50) mult = 50;
410 if ((have_flag(flgs, TR_SLAY_GIANT)) &&
411 (r_ptr->flags3 & RF3_GIANT))
413 if (m_ptr->ml && is_original_ap(m_ptr))
415 r_ptr->r_flags3 |= RF3_GIANT;
418 if (mult < 30) mult = 30;
422 if ((have_flag(flgs, TR_KILL_GIANT)) &&
423 (r_ptr->flags3 & RF3_GIANT))
425 if (m_ptr->ml && is_original_ap(m_ptr))
427 r_ptr->r_flags3 |= RF3_GIANT;
430 if (mult < 50) mult = 50;
434 if ((have_flag(flgs, TR_SLAY_DRAGON)) &&
435 (r_ptr->flags3 & RF3_DRAGON))
437 if (m_ptr->ml && is_original_ap(m_ptr))
439 r_ptr->r_flags3 |= RF3_DRAGON;
442 if (mult < 30) mult = 30;
446 if ((have_flag(flgs, TR_KILL_DRAGON)) &&
447 (r_ptr->flags3 & RF3_DRAGON))
449 if (m_ptr->ml && is_original_ap(m_ptr))
451 r_ptr->r_flags3 |= RF3_DRAGON;
454 if (mult < 50) mult = 50;
456 if ((o_ptr->name1 == ART_NOTHUNG) && (m_ptr->r_idx == MON_FAFNER))
461 if (have_flag(flgs, TR_BRAND_ACID) || ((p_ptr->special_attack & (ATTACK_ACID)) && !thrown))
463 /* Notice immunity */
464 if (r_ptr->flagsr & RFR_EFF_IM_ACID_MASK)
466 if (m_ptr->ml && is_original_ap(m_ptr))
468 r_ptr->r_flagsr |= (r_ptr->flagsr & RFR_EFF_IM_ACID_MASK);
472 /* Otherwise, take the damage */
475 if (mult < 25) mult = 25;
480 if (have_flag(flgs, TR_BRAND_ELEC) || ((p_ptr->special_attack & (ATTACK_ELEC)) && !thrown) || (mode == HISSATSU_ELEC))
482 /* Notice immunity */
483 if (r_ptr->flagsr & RFR_EFF_IM_ELEC_MASK)
485 if (m_ptr->ml && is_original_ap(m_ptr))
487 r_ptr->r_flagsr |= (r_ptr->flagsr & RFR_EFF_IM_ELEC_MASK);
491 /* Otherwise, take the damage */
492 else if ((have_flag(flgs, TR_BRAND_ELEC) || ((p_ptr->special_attack & (ATTACK_ELEC)) && !thrown)) && (mode == HISSATSU_ELEC))
494 if (mult < 70) mult = 70;
496 else if (mode == HISSATSU_ELEC)
498 if (mult < 50) mult = 50;
503 if (mult < 25) mult = 25;
508 if (have_flag(flgs, TR_BRAND_FIRE) || ((p_ptr->special_attack & (ATTACK_FIRE)) && !thrown) || (mode == HISSATSU_FIRE))
510 /* Notice immunity */
511 if (r_ptr->flagsr & RFR_EFF_IM_FIRE_MASK)
513 if (m_ptr->ml && is_original_ap(m_ptr))
515 r_ptr->r_flagsr |= (r_ptr->flagsr & RFR_EFF_IM_FIRE_MASK);
519 /* Otherwise, take the damage */
520 else if ((have_flag(flgs, TR_BRAND_FIRE) || ((p_ptr->special_attack & (ATTACK_FIRE)) && !thrown)) && (mode == HISSATSU_FIRE))
522 if (r_ptr->flags3 & RF3_HURT_FIRE)
524 if (mult < 70) mult = 70;
525 if (m_ptr->ml && is_original_ap(m_ptr))
527 r_ptr->r_flags3 |= RF3_HURT_FIRE;
530 else if (mult < 35) mult = 35;
534 if (r_ptr->flags3 & RF3_HURT_FIRE)
536 if (mult < 50) mult = 50;
537 if (m_ptr->ml && is_original_ap(m_ptr))
539 r_ptr->r_flags3 |= RF3_HURT_FIRE;
542 else if (mult < 25) mult = 25;
547 if (have_flag(flgs, TR_BRAND_COLD) || ((p_ptr->special_attack & (ATTACK_COLD)) && !thrown) || (mode == HISSATSU_COLD))
549 /* Notice immunity */
550 if (r_ptr->flagsr & RFR_EFF_IM_COLD_MASK)
552 if (m_ptr->ml && is_original_ap(m_ptr))
554 r_ptr->r_flagsr |= (r_ptr->flagsr & RFR_EFF_IM_COLD_MASK);
557 /* Otherwise, take the damage */
558 else if ((have_flag(flgs, TR_BRAND_COLD) || ((p_ptr->special_attack & (ATTACK_COLD)) && !thrown)) && (mode == HISSATSU_COLD))
560 if (r_ptr->flags3 & RF3_HURT_COLD)
562 if (mult < 70) mult = 70;
563 if (m_ptr->ml && is_original_ap(m_ptr))
565 r_ptr->r_flags3 |= RF3_HURT_COLD;
568 else if (mult < 35) mult = 35;
572 if (r_ptr->flags3 & RF3_HURT_COLD)
574 if (mult < 50) mult = 50;
575 if (m_ptr->ml && is_original_ap(m_ptr))
577 r_ptr->r_flags3 |= RF3_HURT_COLD;
580 else if (mult < 25) mult = 25;
585 if (have_flag(flgs, TR_BRAND_POIS) || ((p_ptr->special_attack & (ATTACK_POIS)) && !thrown) || (mode == HISSATSU_POISON))
587 /* Notice immunity */
588 if (r_ptr->flagsr & RFR_EFF_IM_POIS_MASK)
590 if (m_ptr->ml && is_original_ap(m_ptr))
592 r_ptr->r_flagsr |= (r_ptr->flagsr & RFR_EFF_IM_POIS_MASK);
596 /* Otherwise, take the damage */
597 else if ((have_flag(flgs, TR_BRAND_POIS) || ((p_ptr->special_attack & (ATTACK_POIS)) && !thrown)) && (mode == HISSATSU_POISON))
599 if (mult < 35) mult = 35;
603 if (mult < 25) mult = 25;
606 if ((mode == HISSATSU_ZANMA) && !monster_living(r_ptr) && (r_ptr->flags3 & RF3_EVIL))
608 if (mult < 15) mult = 25;
609 else if (mult < 50) mult = MIN(50, mult+20);
611 if (mode == HISSATSU_UNDEAD)
613 if (r_ptr->flags3 & RF3_UNDEAD)
615 if (m_ptr->ml && is_original_ap(m_ptr))
617 r_ptr->r_flags3 |= RF3_UNDEAD;
619 if (mult == 10) mult = 70;
620 else if (mult < 140) mult = MIN(140, mult+60);
622 if (mult == 10) mult = 40;
623 else if (mult < 60) mult = MIN(60, mult+30);
625 if ((mode == HISSATSU_SEKIRYUKA) && p_ptr->cut && monster_living(r_ptr))
627 int tmp = MIN(100, MAX(10, p_ptr->cut / 10));
628 if (mult < tmp) mult = tmp;
630 if ((mode == HISSATSU_HAGAN) && (r_ptr->flags3 & RF3_HURT_ROCK))
632 if (m_ptr->ml && is_original_ap(m_ptr))
634 r_ptr->r_flags3 |= RF3_HURT_ROCK;
636 if (mult == 10) mult = 40;
637 else if (mult < 60) mult = 60;
639 if ((p_ptr->pclass != CLASS_SAMURAI) && (have_flag(flgs, TR_FORCE_WEAPON)) && (p_ptr->csp > (o_ptr->dd * o_ptr->ds / 5)))
641 p_ptr->csp -= (1+(o_ptr->dd * o_ptr->ds / 5));
642 p_ptr->redraw |= (PR_MANA);
643 mult = mult * 3 / 2 + 20;
648 if (mult > 150) mult = 150;
650 /* Return the total damage */
651 return (tdam * mult / 10);
656 * Search for hidden things
662 s16b this_o_idx, next_o_idx = 0;
667 /* Start with base search ability */
668 chance = p_ptr->skill_srh;
670 /* Penalize various conditions */
671 if (p_ptr->blind || no_lite()) chance = chance / 10;
672 if (p_ptr->confused || p_ptr->image) chance = chance / 10;
674 /* Search the nearby grids, which are always in bounds */
675 for (y = (py - 1); y <= (py + 1); y++)
677 for (x = (px - 1); x <= (px + 1); x++)
679 /* Sometimes, notice things */
680 if (randint0(100) < chance)
682 /* Access the grid */
686 if (c_ptr->mimic && is_trap(c_ptr->feat))
693 msg_print("¥È¥é¥Ã¥×¤òȯ¸«¤·¤¿¡£");
695 msg_print("You have found a trap.");
704 if (is_hidden_door(c_ptr))
708 msg_print("±£¤·¥É¥¢¤òȯ¸«¤·¤¿¡£");
710 msg_print("You have found a secret door.");
720 /* Scan all objects in the grid */
721 for (this_o_idx = c_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
726 o_ptr = &o_list[this_o_idx];
728 /* Acquire next object */
729 next_o_idx = o_ptr->next_o_idx;
731 /* Skip non-chests */
732 if (o_ptr->tval != TV_CHEST) continue;
734 /* Skip non-trapped chests */
735 if (!chest_traps[o_ptr->pval]) continue;
738 if (!object_known_p(o_ptr))
742 msg_print("È¢¤Ë»Å³Ý¤±¤é¤ì¤¿¥È¥é¥Ã¥×¤òȯ¸«¤·¤¿¡ª");
744 msg_print("You have discovered a trap on the chest!");
762 * Helper routine for py_pickup() and py_pickup_floor().
764 * Add the given dungeon object to the character's inventory.
766 * Delete the object afterwards.
768 void py_pickup_aux(int o_idx)
774 * ¥¢¥¤¥Æ¥à¤ò½¦¤Ã¤¿ºÝ¤Ë¡Ö£²¤Ä¤Î¥±¡¼¥¤ò»ý¤Ã¤Æ¤¤¤ë¡×
775 * "You have two cakes." ¤È¥¢¥¤¥Æ¥à¤ò½¦¤Ã¤¿¸å¤Î¹ç·×¤Î¤ß¤Îɽ¼¨¤¬¥ª¥ê¥¸¥Ê¥ë
777 * ¤¢¤ë¤È¤¤¤¦»ØŦ¤ò¤¦¤±¤¿¤Î¤Ç¡¢¡Ö¡Á¤ò½¦¤Ã¤¿¡¢¡Á¤ò»ý¤Ã¤Æ¤¤¤ë¡×¤È¤¤¤¦É½¼¨
778 * ¤Ë¤«¤¨¤Æ¤¢¤ë¡£¤½¤Î¤¿¤á¤ÎÇÛÎó¡£
780 char o_name[MAX_NLEN];
781 char old_name[MAX_NLEN];
785 char o_name[MAX_NLEN];
790 o_ptr = &o_list[o_idx];
793 /* Describe the object */
794 object_desc(old_name, o_ptr, OD_NAME_ONLY);
795 object_desc_kosuu(kazu_str, o_ptr);
796 hirottakazu = o_ptr->number;
798 /* Carry the object */
799 slot = inven_carry(o_ptr);
801 /* Get the object again */
802 o_ptr = &inventory[slot];
804 /* Delete the object */
805 delete_object_idx(o_idx);
807 if (p_ptr->pseikaku == SEIKAKU_MUNCHKIN)
809 bool old_known = identify_item(o_ptr);
811 /* Auto-inscription/destroy */
812 autopick_alter_item(slot, (bool)(destroy_identify && !old_known));
814 /* If it is destroyed, don't pick it up */
815 if (o_ptr->marked & OM_AUTODESTROY) return;
818 /* Describe the object */
819 object_desc(o_name, o_ptr, 0);
823 if ((o_ptr->name1 == ART_CRIMSON) && (p_ptr->pseikaku == SEIKAKU_COMBAT))
825 msg_format("¤³¤¦¤·¤Æ¡¢%s¤Ï¡Ø¥¯¥ê¥à¥¾¥ó¡Ù¤ò¼ê¤ËÆþ¤ì¤¿¡£", player_name);
826 msg_print("¤·¤«¤·º£¡¢¡Øº®Æ٤Υµ¡¼¥Ú¥ó¥È¡Ù¤ÎÊü¤Ã¤¿¥â¥ó¥¹¥¿¡¼¤¬¡¢");
827 msg_format("%s¤Ë½±¤¤¤«¤«¤ë¡¥¡¥¡¥", player_name);
833 msg_format("%s(%c)¤ò»ý¤Ã¤Æ¤¤¤ë¡£",o_name, index_to_label(slot));
837 if (o_ptr->number > hirottakazu) {
838 msg_format("%s½¦¤Ã¤Æ¡¢%s(%c)¤ò»ý¤Ã¤Æ¤¤¤ë¡£",
839 kazu_str, o_name, index_to_label(slot));
841 msg_format("%s(%c)¤ò½¦¤Ã¤¿¡£", o_name, index_to_label(slot));
845 strcpy(record_o_name, old_name);
847 msg_format("You have %s (%c).", o_name, index_to_label(slot));
848 strcpy(record_o_name, o_name);
853 /* Check if completed a quest */
854 for (i = 0; i < max_quests; i++)
856 if ((quest[i].type == QUEST_TYPE_FIND_ARTIFACT) &&
857 (quest[i].status == QUEST_STATUS_TAKEN) &&
858 (quest[i].k_idx == o_ptr->name1))
860 if (record_fix_quest) do_cmd_write_nikki(NIKKI_FIX_QUEST_C, i, NULL);
861 quest[i].status = QUEST_STATUS_COMPLETED;
862 quest[i].complev = (byte)p_ptr->lev;
864 msg_print("¥¯¥¨¥¹¥È¤òãÀ®¤·¤¿¡ª");
866 msg_print("You completed your quest!");
876 * Player "wants" to pick up an object or gold.
877 * Note that we ONLY handle things that can be picked up.
878 * See "move_player()" for handling of other things.
880 void carry(int pickup)
882 cave_type *c_ptr = &cave[py][px];
884 s16b this_o_idx, next_o_idx = 0;
886 char o_name[MAX_NLEN];
888 /* Recenter the map around the player */
892 p_ptr->update |= (PU_MONSTERS);
895 p_ptr->redraw |= (PR_MAP);
898 p_ptr->window |= (PW_OVERHEAD);
903 /* Automatically pickup/destroy/inscribe items */
904 autopick_pickup_items(c_ptr);
907 #ifdef ALLOW_EASY_FLOOR
911 py_pickup_floor(pickup);
915 #endif /* ALLOW_EASY_FLOOR */
917 /* Scan the pile of objects */
918 for (this_o_idx = c_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
923 o_ptr = &o_list[this_o_idx];
925 #ifdef ALLOW_EASY_SENSE /* TNB */
927 /* Option: Make item sensing easy */
930 /* Sense the object */
931 (void)sense_object(o_ptr);
934 #endif /* ALLOW_EASY_SENSE -- TNB */
936 /* Describe the object */
937 object_desc(o_name, o_ptr, 0);
939 /* Acquire next object */
940 next_o_idx = o_ptr->next_o_idx;
942 /* Hack -- disturb */
946 if (o_ptr->tval == TV_GOLD)
948 int value = (long)o_ptr->pval;
950 /* Delete the gold */
951 delete_object_idx(this_o_idx);
955 msg_format(" $%ld ¤Î²ÁÃͤ¬¤¢¤ë%s¤ò¸«¤Ä¤±¤¿¡£",
956 (long)value, o_name);
958 msg_format("You collect %ld gold pieces worth of %s.",
959 (long)value, o_name);
965 /* Collect the gold */
969 p_ptr->redraw |= (PR_GOLD);
972 p_ptr->window |= (PW_PLAYER);
975 /* Pick up objects */
978 /* Hack - some objects were handled in autopick_pickup_items(). */
979 if (o_ptr->marked & OM_NOMSG)
981 /* Clear the flag. */
982 o_ptr->marked &= ~OM_NOMSG;
984 /* Describe the object */
989 msg_format("%s¤¬¤¢¤ë¡£", o_name);
991 msg_format("You see %s.", o_name);
996 /* Note that the pack is too full */
997 else if (!inven_carry_okay(o_ptr))
1000 msg_format("¥¶¥Ã¥¯¤Ë¤Ï%s¤òÆþ¤ì¤ë·ä´Ö¤¬¤Ê¤¤¡£", o_name);
1002 msg_format("You have no room for %s.", o_name);
1007 /* Pick up the item (if requested and allowed) */
1012 /* Hack -- query every item */
1013 if (carry_query_flag)
1015 char out_val[MAX_NLEN+20];
1017 sprintf(out_val, "%s¤ò½¦¤¤¤Þ¤¹¤«? ", o_name);
1019 sprintf(out_val, "Pick up %s? ", o_name);
1022 okay = get_check(out_val);
1025 /* Attempt to pick up an object. */
1028 /* Pick up the object */
1029 py_pickup_aux(this_o_idx);
1038 * Determine if a trap affects the player.
1039 * Always miss 5% of the time, Always hit 5% of the time.
1040 * Otherwise, match trap power against player armor.
1042 static int check_hit(int power)
1046 /* Percentile dice */
1049 /* Hack -- 5% hit, 5% miss */
1050 if (k < 10) return (k < 5);
1052 if (p_ptr->pseikaku == SEIKAKU_NAMAKE)
1053 if (one_in_(20)) return (TRUE);
1055 /* Paranoia -- No power */
1056 if (power <= 0) return (FALSE);
1059 ac = p_ptr->ac + p_ptr->to_a;
1061 /* Power competes against Armor */
1062 if (randint1(power) > ((ac * 3) / 4)) return (TRUE);
1071 * Handle player hitting a real trap
1073 static void hit_trap(bool break_trap)
1081 cptr name = "¥È¥é¥Ã¥×";
1083 cptr name = "a trap";
1088 /* Disturb the player */
1091 /* Get the cave grid */
1092 c_ptr = &cave[y][x];
1094 /* Analyze XXX XXX XXX */
1095 switch (c_ptr->feat)
1097 case FEAT_TRAP_TRAPDOOR:
1102 msg_print("Í¸Í¤òÈô¤Ó±Û¤¨¤¿¡£");
1104 msg_print("You fly over a trap door.");
1111 msg_print("Í¸Í¤ËÍî¤Á¤¿¡ª");
1112 if ((p_ptr->pseikaku == SEIKAKU_COMBAT) || (inventory[INVEN_BOW].name1 == ART_CRIMSON))
1113 msg_print("¤¯¤Ã¤½¡Á¡ª");
1115 msg_print("You have fallen through a trap door!");
1119 dam = damroll(2, 8);
1123 name = "a trap door";
1126 take_hit(DAMAGE_NOESCAPE, dam, name, -1);
1128 /* Still alive and autosave enabled */
1129 if (autosave_l && (p_ptr->chp >= 0))
1130 do_cmd_save_game(TRUE);
1133 do_cmd_write_nikki(NIKKI_BUNSHOU, 0, "Í¸Í¤ËÍî¤Á¤¿");
1135 do_cmd_write_nikki(NIKKI_BUNSHOU, 0, "You have fallen through a trap door!");
1137 prepare_change_floor_mode(CFM_SAVE_FLOORS | CFM_DOWN | CFM_RAND_PLACE | CFM_RAND_CONNECT);
1140 p_ptr->leaving = TRUE;
1150 msg_print("Í·ê¤òÈô¤Ó±Û¤¨¤¿¡£");
1152 msg_print("You fly over a pit trap.");
1159 msg_print("Í·ê¤ËÍî¤Á¤Æ¤·¤Þ¤Ã¤¿¡ª");
1161 msg_print("You have fallen into a pit!");
1164 dam = damroll(2, 6);
1168 name = "a pit trap";
1171 take_hit(DAMAGE_NOESCAPE, dam, name, -1);
1176 case FEAT_TRAP_SPIKED_PIT:
1181 msg_print("¥È¥²¤Î¤¢¤ëÍ·ê¤òÈô¤Ó±Û¤¨¤¿¡£");
1183 msg_print("You fly over a spiked pit.");
1190 msg_print("¥¹¥Ñ¥¤¥¯¤¬Éߤ«¤ì¤¿Í·ê¤ËÍî¤Á¤Æ¤·¤Þ¤Ã¤¿¡ª");
1192 msg_print("You fall into a spiked pit!");
1200 name = "a pit trap";
1203 dam = damroll(2, 6);
1205 /* Extra spike damage */
1206 if (randint0(100) < 50)
1209 msg_print("¥¹¥Ñ¥¤¥¯¤¬»É¤µ¤Ã¤¿¡ª");
1211 msg_print("You are impaled!");
1216 name = "¥È¥²¤Î¤¢¤ëÍ·ê";
1218 name = "a spiked pit";
1222 (void)set_cut(p_ptr->cut + randint1(dam));
1225 /* Take the damage */
1226 take_hit(DAMAGE_NOESCAPE, dam, name, -1);
1231 case FEAT_TRAP_POISON_PIT:
1236 msg_print("¥È¥²¤Î¤¢¤ëÍ·ê¤òÈô¤Ó±Û¤¨¤¿¡£");
1238 msg_print("You fly over a spiked pit.");
1245 msg_print("¥¹¥Ñ¥¤¥¯¤¬Éߤ«¤ì¤¿Í·ê¤ËÍî¤Á¤Æ¤·¤Þ¤Ã¤¿¡ª");
1247 msg_print("You fall into a spiked pit!");
1252 dam = damroll(2, 6);
1257 name = "a pit trap";
1261 /* Extra spike damage */
1262 if (randint0(100) < 50)
1265 msg_print("ÆǤòÅɤé¤ì¤¿¥¹¥Ñ¥¤¥¯¤¬»É¤µ¤Ã¤¿¡ª");
1267 msg_print("You are impaled on poisonous spikes!");
1272 name = "¥È¥²¤Î¤¢¤ëÍ·ê";
1274 name = "a spiked pit";
1279 (void)set_cut(p_ptr->cut + randint1(dam));
1281 if (p_ptr->resist_pois || IS_OPPOSE_POIS())
1284 msg_print("¤·¤«¤·ÆǤαƶÁ¤Ï¤Ê¤«¤Ã¤¿¡ª");
1286 msg_print("The poison does not affect you!");
1294 (void)set_poisoned(p_ptr->poisoned + randint1(dam));
1298 /* Take the damage */
1299 take_hit(DAMAGE_NOESCAPE, dam, name, -1);
1305 case FEAT_TRAP_TY_CURSE:
1308 msg_print("²¿¤«¤¬¥Ô¥«¥Ã¤È¸÷¤Ã¤¿¡ª");
1310 msg_print("There is a flash of shimmering light!");
1313 c_ptr->info &= ~(CAVE_MARK);
1314 cave_set_feat(y, x, floor_type[randint0(100)]);
1315 num = 2 + randint1(3);
1316 for (i = 0; i < num; i++)
1318 (void)summon_specific(0, y, x, dun_level, 0, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE | PM_NO_PET));
1321 if (dun_level > randint1(100)) /* No nasty effect for low levels */
1323 bool stop_ty = FALSE;
1328 stop_ty = activate_ty_curse(stop_ty, &count);
1335 case FEAT_TRAP_TELEPORT:
1338 msg_print("¥Æ¥ì¥Ý¡¼¥È¡¦¥È¥é¥Ã¥×¤Ë¤Ò¤Ã¤«¤«¤Ã¤¿¡ª");
1340 msg_print("You hit a teleport trap!");
1343 teleport_player(100);
1347 case FEAT_TRAP_FIRE:
1350 msg_print("±ê¤ËÊñ¤Þ¤ì¤¿¡ª");
1352 msg_print("You are enveloped in flames!");
1355 dam = damroll(4, 6);
1357 (void)fire_dam(dam, "±ê¤Î¥È¥é¥Ã¥×", -1);
1359 (void)fire_dam(dam, "a fire trap", -1);
1365 case FEAT_TRAP_ACID:
1368 msg_print("»À¤¬¿á¤¤«¤±¤é¤ì¤¿¡ª");
1370 msg_print("You are splashed with acid!");
1373 dam = damroll(4, 6);
1375 (void)acid_dam(dam, "»À¤Î¥È¥é¥Ã¥×", -1);
1377 (void)acid_dam(dam, "an acid trap", -1);
1383 case FEAT_TRAP_SLOW:
1388 msg_print("¾®¤µ¤Ê¥À¡¼¥Ä¤¬Èô¤ó¤Ç¤¤Æ»É¤µ¤Ã¤¿¡ª");
1390 msg_print("A small dart hits you!");
1393 dam = damroll(1, 4);
1394 take_hit(DAMAGE_ATTACK, dam, name, -1);
1395 (void)set_slow(p_ptr->slow + randint0(20) + 20, FALSE);
1400 msg_print("¾®¤µ¤Ê¥À¡¼¥Ä¤¬Èô¤ó¤Ç¤¤¿¡ª¤¬¡¢±¿Îɤ¯Åö¤¿¤é¤Ê¤«¤Ã¤¿¡£");
1402 msg_print("A small dart barely misses you.");
1409 case FEAT_TRAP_LOSE_STR:
1414 msg_print("¾®¤µ¤Ê¥À¡¼¥Ä¤¬Èô¤ó¤Ç¤¤Æ»É¤µ¤Ã¤¿¡ª");
1416 msg_print("A small dart hits you!");
1419 dam = damroll(1, 4);
1421 take_hit(DAMAGE_ATTACK, dam, "¥À¡¼¥Ä¤Îæ«", -1);
1423 take_hit(DAMAGE_ATTACK, dam, "a dart trap", -1);
1426 (void)do_dec_stat(A_STR);
1431 msg_print("¾®¤µ¤Ê¥À¡¼¥Ä¤¬Èô¤ó¤Ç¤¤¿¡ª¤¬¡¢±¿Îɤ¯Åö¤¿¤é¤Ê¤«¤Ã¤¿¡£");
1433 msg_print("A small dart barely misses you.");
1440 case FEAT_TRAP_LOSE_DEX:
1445 msg_print("¾®¤µ¤Ê¥À¡¼¥Ä¤¬Èô¤ó¤Ç¤¤Æ»É¤µ¤Ã¤¿¡ª");
1447 msg_print("A small dart hits you!");
1450 dam = damroll(1, 4);
1452 take_hit(DAMAGE_ATTACK, dam, "¥À¡¼¥Ä¤Îæ«", -1);
1454 take_hit(DAMAGE_ATTACK, dam, "a dart trap", -1);
1457 (void)do_dec_stat(A_DEX);
1462 msg_print("¾®¤µ¤Ê¥À¡¼¥Ä¤¬Èô¤ó¤Ç¤¤¿¡ª¤¬¡¢±¿Îɤ¯Åö¤¿¤é¤Ê¤«¤Ã¤¿¡£");
1464 msg_print("A small dart barely misses you.");
1471 case FEAT_TRAP_LOSE_CON:
1476 msg_print("¾®¤µ¤Ê¥À¡¼¥Ä¤¬Èô¤ó¤Ç¤¤Æ»É¤µ¤Ã¤¿¡ª");
1478 msg_print("A small dart hits you!");
1481 dam = damroll(1, 4);
1483 take_hit(DAMAGE_ATTACK, dam, "¥À¡¼¥Ä¤Îæ«", -1);
1485 take_hit(DAMAGE_ATTACK, dam, "a dart trap", -1);
1488 (void)do_dec_stat(A_CON);
1493 msg_print("¾®¤µ¤Ê¥À¡¼¥Ä¤¬Èô¤ó¤Ç¤¤¿¡ª¤¬¡¢±¿Îɤ¯Åö¤¿¤é¤Ê¤«¤Ã¤¿¡£");
1495 msg_print("A small dart barely misses you.");
1502 case FEAT_TRAP_BLIND:
1505 msg_print("¹õ¤¤¥¬¥¹¤ËÊñ¤ß¹þ¤Þ¤ì¤¿¡ª");
1507 msg_print("A black gas surrounds you!");
1510 if (!p_ptr->resist_blind)
1512 (void)set_blind(p_ptr->blind + randint0(50) + 25);
1517 case FEAT_TRAP_CONFUSE:
1520 msg_print("¤¤é¤á¤¯¥¬¥¹¤ËÊñ¤ß¹þ¤Þ¤ì¤¿¡ª");
1522 msg_print("A gas of scintillating colors surrounds you!");
1525 if (!p_ptr->resist_conf)
1527 (void)set_confused(p_ptr->confused + randint0(20) + 10);
1532 case FEAT_TRAP_POISON:
1535 msg_print("»É·ãŪ¤ÊÎп§¤Î¥¬¥¹¤ËÊñ¤ß¹þ¤Þ¤ì¤¿¡ª");
1537 msg_print("A pungent green gas surrounds you!");
1540 if (!p_ptr->resist_pois && !IS_OPPOSE_POIS())
1542 (void)set_poisoned(p_ptr->poisoned + randint0(20) + 10);
1547 case FEAT_TRAP_SLEEP:
1550 msg_print("´ñ̯¤ÊÇò¤¤Ì¸¤ËÊñ¤Þ¤ì¤¿¡ª");
1552 msg_print("A strange white mist surrounds you!");
1555 if (!p_ptr->free_act)
1558 msg_print("¤¢¤Ê¤¿¤Ï̲¤ê¤Ë½¢¤¤¤¿¡£");
1560 msg_print("You fall asleep.");
1564 if (ironman_nightmare)
1567 msg_print("¿È¤ÎÌÓ¤â¤è¤À¤Ä¸÷·Ê¤¬Æ¬¤ËÉ⤫¤ó¤À¡£");
1569 msg_print("A horrible vision enters your mind.");
1573 /* Pick a nightmare */
1574 get_mon_num_prep(get_nightmare, NULL);
1576 /* Have some nightmares */
1577 have_nightmare(get_mon_num(MAX_DEPTH));
1579 /* Remove the monster restriction */
1580 get_mon_num_prep(NULL, NULL);
1582 (void)set_paralyzed(p_ptr->paralyzed + randint0(10) + 5);
1587 case FEAT_TRAP_TRAPS:
1590 msg_print("¤Þ¤Ð¤æ¤¤Á®¸÷¤¬Áö¤Ã¤¿¡ª");
1592 msg_print("There is a bright flash of light!");
1596 /* Destroy this trap */
1597 cave_set_feat(y, x, floor_type[randint0(100)]);
1599 /* Make some new traps */
1600 project(0, 1, y, x, 0, GF_MAKE_TRAP, PROJECT_HIDE | PROJECT_JUMP | PROJECT_GRID, -1);
1605 case FEAT_TRAP_ALARM:
1608 msg_print("¤±¤¿¤¿¤Þ¤·¤¤²»¤¬ÌĤê¶Á¤¤¤¿¡ª");
1610 msg_print("An alarm sounds!");
1613 aggravate_monsters(0);
1618 case FEAT_TRAP_OPEN:
1621 msg_print("Âç²»¶Á¤È¶¦¤Ë¤Þ¤ï¤ê¤ÎÊɤ¬Êø¤ì¤¿¡ª");
1623 msg_print("Suddenly, surrounding walls are opened!");
1625 (void)project(0, 3, y, x, 0, GF_DISINTEGRATE, PROJECT_GRID | PROJECT_HIDE, -1);
1626 (void)project(0, 3, y, x - 4, 0, GF_DISINTEGRATE, PROJECT_GRID | PROJECT_HIDE, -1);
1627 (void)project(0, 3, y, x + 4, 0, GF_DISINTEGRATE, PROJECT_GRID | PROJECT_HIDE, -1);
1628 aggravate_monsters(0);
1633 case FEAT_TRAP_ARMAGEDDON:
1635 static int levs[10] = {0, 0, 20, 10, 5, 3, 2, 1, 1, 1};
1636 int evil_idx = 0, good_idx = 0;
1640 msg_print("ÆÍÁ³Å·³¦¤ÎÀïÁè¤Ë´¬¤¹þ¤Þ¤ì¤¿¡ª");
1642 msg_print("Suddenly, you are surrounded by immotal beings!");
1645 /* Destroy this trap */
1646 cave_set_feat(y, x, floor_type[randint0(100)]);
1648 /* Summon Demons and Angels */
1649 for (lev = dun_level; lev >= 20; lev -= 1 + lev/16)
1651 num = levs[MIN(lev/10, 9)];
1652 for (i = 0; i < num; i++)
1654 int x1 = rand_spread(x, 7);
1655 int y1 = rand_spread(y, 5);
1657 /* Skip illegal grids */
1658 if (!in_bounds(y1, x1)) continue;
1660 /* Require line of sight */
1661 if (!player_has_los_bold(y1, x1)) continue;
1663 if (summon_specific(0, y1, x1, lev, SUMMON_ARMAGE_EVIL, (PM_NO_PET)))
1664 evil_idx = hack_m_idx_ii;
1666 if (summon_specific(0, y1, x1, lev, SUMMON_ARMAGE_GOOD, (PM_NO_PET)))
1668 good_idx = hack_m_idx_ii;
1671 /* Let them fight each other */
1672 if (evil_idx && good_idx)
1674 monster_type *evil_ptr = &m_list[evil_idx];
1675 monster_type *good_ptr = &m_list[good_idx];
1676 evil_ptr->target_y = good_ptr->fy;
1677 evil_ptr->target_x = good_ptr->fx;
1678 good_ptr->target_y = evil_ptr->fy;
1679 good_ptr->target_x = evil_ptr->fx;
1686 case FEAT_TRAP_PIRANHA:
1689 msg_print("ÆÍÁ³Êɤ«¤é¿å¤¬°î¤ì½Ð¤·¤¿¡ª¥Ô¥é¥Ë¥¢¤¬¤¤¤ë¡ª");
1691 msg_print("Suddenly, the room is filled with water with piranhas!");
1694 /* Destroy this trap */
1695 cave_set_feat(y, x, floor_type[randint0(100)]);
1697 /* Water fills room */
1698 fire_ball_hide(GF_WATER_FLOW, 0, 1, 10);
1700 /* Summon Piranhas */
1701 num = 1 + dun_level/20;
1702 for (i = 0; i < num; i++)
1704 (void)summon_specific(0, y, x, dun_level, SUMMON_PIRANHAS, (PM_ALLOW_GROUP | PM_NO_PET));
1709 if (break_trap && is_trap(c_ptr->feat))
1711 cave_set_feat(y, x, floor_type[randint0(100)]);
1713 msg_print("¥È¥é¥Ã¥×¤òÊ´ºÕ¤·¤¿¡£");
1715 msg_print("You destroyed the trap.");
1721 static void touch_zap_player(monster_type *m_ptr)
1723 int aura_damage = 0;
1724 monster_race *r_ptr = &r_info[m_ptr->r_idx];
1726 if (r_ptr->flags2 & RF2_AURA_FIRE)
1728 if (!p_ptr->immune_fire)
1732 aura_damage = damroll(1 + (r_ptr->level / 26), 1 + (r_ptr->level / 17));
1734 /* Hack -- Get the "died from" name */
1735 monster_desc(aura_dam, m_ptr, MD_IGNORE_HALLU | MD_ASSUME_VISIBLE | MD_INDEF_VISIBLE);
1738 msg_print("ÆÍÁ³¤È¤Æ¤âÇ®¤¯¤Ê¤Ã¤¿¡ª");
1740 msg_print("You are suddenly very hot!");
1744 if (prace_is_(RACE_ENT)) aura_damage += aura_damage / 3;
1745 if (IS_OPPOSE_FIRE()) aura_damage = (aura_damage + 2) / 3;
1746 if (p_ptr->resist_fire) aura_damage = (aura_damage + 2) / 3;
1748 take_hit(DAMAGE_NOESCAPE, aura_damage, aura_dam, -1);
1749 if (m_ptr->ml && is_original_ap(m_ptr)) r_ptr->r_flags2 |= RF2_AURA_FIRE;
1754 if (r_ptr->flags3 & RF3_AURA_COLD)
1756 if (!p_ptr->immune_cold)
1760 aura_damage = damroll(1 + (r_ptr->level / 26), 1 + (r_ptr->level / 17));
1762 /* Hack -- Get the "died from" name */
1763 monster_desc(aura_dam, m_ptr, MD_IGNORE_HALLU | MD_ASSUME_VISIBLE | MD_INDEF_VISIBLE);
1766 msg_print("ÆÍÁ³¤È¤Æ¤â´¨¤¯¤Ê¤Ã¤¿¡ª");
1768 msg_print("You are suddenly very cold!");
1772 if (IS_OPPOSE_COLD()) aura_damage = (aura_damage + 2) / 3;
1773 if (p_ptr->resist_cold) aura_damage = (aura_damage + 2) / 3;
1775 take_hit(DAMAGE_NOESCAPE, aura_damage, aura_dam, -1);
1776 if (m_ptr->ml && is_original_ap(m_ptr)) r_ptr->r_flags3 |= RF3_AURA_COLD;
1781 if (r_ptr->flags2 & RF2_AURA_ELEC)
1783 if (!p_ptr->immune_elec)
1787 aura_damage = damroll(1 + (r_ptr->level / 26), 1 + (r_ptr->level / 17));
1789 /* Hack -- Get the "died from" name */
1790 monster_desc(aura_dam, m_ptr, MD_IGNORE_HALLU | MD_ASSUME_VISIBLE | MD_INDEF_VISIBLE);
1792 if (prace_is_(RACE_ANDROID)) aura_damage += aura_damage / 3;
1793 if (IS_OPPOSE_ELEC()) aura_damage = (aura_damage + 2) / 3;
1794 if (p_ptr->resist_elec) aura_damage = (aura_damage + 2) / 3;
1797 msg_print("ÅÅ·â¤ò¤¯¤é¤Ã¤¿¡ª");
1799 msg_print("You get zapped!");
1802 take_hit(DAMAGE_NOESCAPE, aura_damage, aura_dam, -1);
1803 if (m_ptr->ml && is_original_ap(m_ptr)) r_ptr->r_flags2 |= RF2_AURA_ELEC;
1810 static void natural_attack(s16b m_idx, int attack, bool *fear, bool *mdeath)
1812 int k, bonus, chance;
1814 monster_type *m_ptr = &m_list[m_idx];
1815 monster_race *r_ptr = &r_info[m_ptr->r_idx];
1824 case MUT2_SCOR_TAIL:
1851 atk_desc = "¥¯¥Á¥Ð¥·";
1862 atk_desc = "¾Ý¤ÎÉ¡";
1868 case MUT2_TENTACLES:
1875 atk_desc = "tentacles";
1880 dss = ddd = n_weight = 1;
1882 atk_desc = "̤ÄêµÁ¤ÎÉô°Ì";
1884 atk_desc = "undefined body part";
1889 /* Extract monster name (or "it") */
1890 monster_desc(m_name, m_ptr, 0);
1893 /* Calculate the "attack quality" */
1894 bonus = p_ptr->to_h_m;
1895 bonus += (p_ptr->lev * 6 / 5);
1896 chance = (p_ptr->skill_thn + (bonus * BTH_PLUS_ADJ));
1899 if ((!(r_ptr->flags2 & RF2_QUANTUM) || !randint0(2)) && test_hit_norm(chance, r_ptr->ac, m_ptr->ml))
1905 msg_format("%s¤ò%s¤Ç¹¶·â¤·¤¿¡£", m_name, atk_desc);
1907 msg_format("You hit %s with your %s.", m_name, atk_desc);
1911 k = damroll(ddd, dss);
1912 k = critical_norm(n_weight, bonus, k, (s16b)bonus, 0);
1914 /* Apply the player damage bonuses */
1917 /* No negative damage */
1920 /* Modify the damage */
1921 k = mon_damage_mod(m_ptr, k, FALSE);
1923 /* Complex message */
1927 msg_format("%d/%d ¤Î¥À¥á¡¼¥¸¤òÍ¿¤¨¤¿¡£", k, m_ptr->hp);
1929 msg_format("You do %d (out of %d) damage.", k, m_ptr->hp);
1934 /* Anger the monster */
1935 if (k > 0) anger_monster(m_ptr);
1937 /* Damage, check for fear and mdeath */
1940 case MUT2_SCOR_TAIL:
1941 project(0, 0, m_ptr->fy, m_ptr->fx, k, GF_POIS, PROJECT_KILL, -1);
1942 *mdeath = (m_ptr->r_idx == 0);
1945 *mdeath = mon_take_hit(m_idx, k, fear, NULL);
1948 *mdeath = mon_take_hit(m_idx, k, fear, NULL);
1951 *mdeath = mon_take_hit(m_idx, k, fear, NULL);
1953 case MUT2_TENTACLES:
1954 *mdeath = mon_take_hit(m_idx, k, fear, NULL);
1957 *mdeath = mon_take_hit(m_idx, k, fear, NULL);
1960 touch_zap_player(m_ptr);
1970 msg_format("¥ß¥¹¡ª %s¤Ë¤«¤ï¤µ¤ì¤¿¡£", m_name);
1972 msg_format("You miss %s.", m_name);
1981 * Player attacks a (poor, defenseless) creature -RAK-
1983 * If no "weapon" is available, then "punch" the monster one time.
1985 static void py_attack_aux(int y, int x, bool *fear, bool *mdeath, s16b hand, int mode)
1987 int num = 0, k, bonus, chance, vir;
1989 cave_type *c_ptr = &cave[y][x];
1991 monster_type *m_ptr = &m_list[c_ptr->m_idx];
1992 monster_race *r_ptr = &r_info[m_ptr->r_idx];
1998 bool success_hit = FALSE;
1999 bool old_success_hit = FALSE;
2000 bool backstab = FALSE;
2001 bool vorpal_cut = FALSE;
2002 int chaos_effect = 0;
2003 bool stab_fleeing = FALSE;
2004 bool fuiuchi = FALSE;
2005 bool monk_attack = FALSE;
2006 bool do_quake = FALSE;
2008 bool drain_msg = TRUE;
2009 int drain_result = 0, drain_heal = 0;
2010 bool can_drain = FALSE;
2012 int drain_left = MAX_VAMPIRIC_DRAIN;
2013 u32b flgs[TR_FLAG_SIZE]; /* A massive hack -- life-draining weapons */
2014 bool is_human = (r_ptr->d_char == 'p');
2015 bool is_lowlevel = (r_ptr->level < (p_ptr->lev - 15));
2016 bool zantetsu_mukou, e_j_mukou;
2018 switch (p_ptr->pclass)
2022 if (buki_motteruka(INVEN_RARM + hand) && !p_ptr->icky_wield[hand])
2024 int tmp = p_ptr->lev * 6 + (p_ptr->skill_stl + 10) * 4;
2025 if (p_ptr->monlite && (mode != HISSATSU_NYUSIN)) tmp /= 3;
2026 if (p_ptr->cursed & TRC_AGGRAVATE) tmp /= 2;
2027 if (r_ptr->level > (p_ptr->lev * p_ptr->lev / 20 + 10)) tmp /= 3;
2028 if (m_ptr->csleep && m_ptr->ml)
2030 /* Can't backstab creatures that we can't see, right? */
2033 else if ((p_ptr->special_defense & NINJA_S_STEALTH) && (randint0(tmp) > (r_ptr->level+20)) && m_ptr->ml && !(r_ptr->flagsr & RFR_RES_ALL))
2037 else if (m_ptr->monfear && m_ptr->ml)
2039 stab_fleeing = TRUE;
2045 case CLASS_FORCETRAINER:
2046 case CLASS_BERSERKER:
2047 if (empty_hands(TRUE) & EMPTY_HAND_RARM) monk_attack = TRUE;
2051 if (!buki_motteruka(INVEN_RARM) && !buki_motteruka(INVEN_LARM))
2053 if ((r_ptr->level + 10) > p_ptr->lev)
2055 if (p_ptr->skill_exp[GINOU_SUDE] < s_info[p_ptr->pclass].s_max[GINOU_SUDE])
2057 if (p_ptr->skill_exp[GINOU_SUDE] < WEAPON_EXP_BEGINNER)
2058 p_ptr->skill_exp[GINOU_SUDE] += 40;
2059 else if ((p_ptr->skill_exp[GINOU_SUDE] < WEAPON_EXP_SKILLED))
2060 p_ptr->skill_exp[GINOU_SUDE] += 5;
2061 else if ((p_ptr->skill_exp[GINOU_SUDE] < WEAPON_EXP_EXPERT) && (p_ptr->lev > 19))
2062 p_ptr->skill_exp[GINOU_SUDE] += 1;
2063 else if ((p_ptr->lev > 34))
2064 if (one_in_(3)) p_ptr->skill_exp[GINOU_SUDE] += 1;
2065 p_ptr->update |= (PU_BONUS);
2071 if ((r_ptr->level + 10) > p_ptr->lev)
2073 int tval = inventory[INVEN_RARM+hand].tval - TV_WEAPON_BEGIN;
2074 int sval = inventory[INVEN_RARM+hand].sval;
2075 int now_exp = p_ptr->weapon_exp[tval][sval];
2076 if (now_exp < s_info[p_ptr->pclass].w_max[tval][sval])
2079 if (now_exp < WEAPON_EXP_BEGINNER) amount = 80;
2080 else if (now_exp < WEAPON_EXP_SKILLED) amount = 10;
2081 else if ((now_exp < WEAPON_EXP_EXPERT) && (p_ptr->lev > 19)) amount = 1;
2082 else if ((p_ptr->lev > 34) && one_in_(2)) amount = 1;
2083 p_ptr->weapon_exp[tval][sval] += amount;
2084 p_ptr->update |= (PU_BONUS);
2089 /* Disturb the monster */
2091 if (r_ptr->flags7 & RF7_HAS_LD_MASK) p_ptr->update |= (PU_MON_LITE);
2093 /* Extract monster name (or "it") */
2094 monster_desc(m_name, m_ptr, 0);
2096 /* Access the weapon */
2097 o_ptr = &inventory[INVEN_RARM+hand];
2099 /* Calculate the "attack quality" */
2100 bonus = p_ptr->to_h[hand] + o_ptr->to_h;
2101 chance = (p_ptr->skill_thn + (bonus * BTH_PLUS_ADJ));
2102 if (mode == HISSATSU_IAI) chance += 60;
2103 if (p_ptr->special_defense & KATA_KOUKIJIN) chance += 150;
2105 if (p_ptr->sutemi) chance = MAX(chance * 3 / 2, chance + 60);
2107 vir = virtue_number(V_VALOUR);
2110 chance += (p_ptr->virtues[vir - 1]/10);
2113 zantetsu_mukou = ((o_ptr->name1 == ART_ZANTETSU) && (r_ptr->d_char == 'j'));
2114 e_j_mukou = ((o_ptr->name1 == ART_EXCALIBUR_J) && (r_ptr->d_char == 'S'));
2116 if ((mode == HISSATSU_KYUSHO) || (mode == HISSATSU_MINEUCHI) || (mode == HISSATSU_3DAN) || (mode == HISSATSU_IAI)) num_blow = 1;
2117 else if (mode == HISSATSU_COLD) num_blow = p_ptr->num_blow[hand]+2;
2118 else num_blow = p_ptr->num_blow[hand];
2120 /* Attack once for each legal blow */
2121 while ((num++ < num_blow) && !p_ptr->is_dead)
2123 if (((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_DOKUBARI)) || (mode == HISSATSU_KYUSHO))
2125 if (p_ptr->migite && p_ptr->hidarite)
2127 success_hit = one_in_(2);
2129 else success_hit = TRUE;
2131 else if (mode == HISSATSU_MAJIN)
2136 success_hit = FALSE;
2137 old_success_hit = success_hit;
2139 else success_hit = old_success_hit;
2141 else if ((p_ptr->pclass == CLASS_NINJA) && ((backstab || fuiuchi) && !(r_ptr->flagsr & RFR_RES_ALL))) success_hit = TRUE;
2142 else success_hit = test_hit_norm(chance, r_ptr->ac, m_ptr->ml);
2147 int vorpal_chance = ((o_ptr->name1 == ART_VORPAL_BLADE) || (o_ptr->name1 == ART_CHAINSWORD)) ? 2 : 4;
2154 if (backstab) msg_format("¤¢¤Ê¤¿¤ÏÎä¹ó¤Ë¤â̲¤Ã¤Æ¤¤¤ë̵ÎϤÊ%s¤òÆͤ»É¤·¤¿¡ª", m_name);
2155 else if (fuiuchi) msg_format("ÉÔ°Õ¤òÆͤ¤¤Æ%s¤Ë¶¯Îõ¤Ê°ì·â¤ò¶ô¤é¤ï¤»¤¿¡ª", m_name);
2156 else if (stab_fleeing) msg_format("ƨ¤²¤ë%s¤òÇØÃ椫¤éÆͤ»É¤·¤¿¡ª", m_name);
2157 else if (!monk_attack) msg_format("%s¤ò¹¶·â¤·¤¿¡£", m_name);
2159 if (backstab) msg_format("You cruelly stab the helpless, sleeping %s!", m_name);
2160 else if (fuiuchi) msg_format("You make surprise attack, and hit %s with a powerful blow!", m_name);
2161 else if (stab_fleeing) msg_format("You backstab the fleeing %s!", m_name);
2162 else if (!monk_attack) msg_format("You hit %s.", m_name);
2165 /* Hack -- bare hands do one damage */
2168 object_flags(o_ptr, flgs);
2170 /* Select a chaotic effect (50% chance) */
2171 if ((have_flag(flgs, TR_CHAOTIC)) && one_in_(2))
2174 chg_virtue(V_CHANCE, 1);
2176 if (randint1(5) < 3)
2178 /* Vampiric (20%) */
2181 else if (one_in_(250))
2186 else if (!one_in_(10))
2188 /* Confusion (26.892%) */
2191 else if (one_in_(2))
2193 /* Teleport away (1.494%) */
2198 /* Polymorph (1.494%) */
2203 /* Vampiric drain */
2204 if ((have_flag(flgs, TR_VAMPIRIC)) || (chaos_effect == 1) || (mode == HISSATSU_DRAIN))
2206 /* Only drain "living" monsters */
2207 if (monster_living(r_ptr))
2213 if ((have_flag(flgs, TR_VORPAL)) && (randint1(vorpal_chance*3/2) == 1) && !zantetsu_mukou)
2215 else vorpal_cut = FALSE;
2219 int special_effect = 0, stun_effect = 0, times = 0, max_times;
2221 martial_arts *ma_ptr = &ma_blows[0], *old_ptr = &ma_blows[0];
2222 int resist_stun = 0;
2225 if (r_ptr->flags1 & RF1_UNIQUE) resist_stun += 88;
2226 if (r_ptr->flags3 & RF3_NO_STUN) resist_stun += 66;
2227 if (r_ptr->flags3 & RF3_NO_CONF) resist_stun += 33;
2228 if (r_ptr->flags3 & RF3_NO_SLEEP) resist_stun += 33;
2229 if ((r_ptr->flags3 & RF3_UNDEAD) || (r_ptr->flags3 & RF3_NONLIVING))
2232 if (p_ptr->special_defense & KAMAE_BYAKKO)
2233 max_times = (p_ptr->lev < 3 ? 1 : p_ptr->lev / 3);
2234 else if (p_ptr->special_defense & KAMAE_SUZAKU)
2236 else if (p_ptr->special_defense & KAMAE_GENBU)
2239 max_times = (p_ptr->lev < 7 ? 1 : p_ptr->lev / 7);
2240 /* Attempt 'times' */
2241 for (times = 0; times < max_times; times++)
2245 ma_ptr = &ma_blows[randint0(MAX_MA)];
2246 if ((p_ptr->pclass == CLASS_FORCETRAINER) && (ma_ptr->min_level > 1)) min_level = ma_ptr->min_level + 3;
2247 else min_level = ma_ptr->min_level;
2249 while ((min_level > p_ptr->lev) ||
2250 (randint1(p_ptr->lev) < ma_ptr->chance));
2252 /* keep the highest level attack available we found */
2253 if ((ma_ptr->min_level > old_ptr->min_level) &&
2254 !p_ptr->stun && !p_ptr->confused)
2258 if (p_ptr->wizard && cheat_xtra)
2261 msg_print("¹¶·â¤òºÆÁªÂò¤·¤Þ¤·¤¿¡£");
2263 msg_print("Attack re-selected.");
2273 if (p_ptr->pclass == CLASS_FORCETRAINER) min_level = MAX(1, ma_ptr->min_level - 3);
2274 else min_level = ma_ptr->min_level;
2275 k = damroll(ma_ptr->dd + p_ptr->to_dd[hand], ma_ptr->ds + p_ptr->to_ds[hand]);
2276 if (p_ptr->special_attack & ATTACK_SUIKEN) k *= 2;
2278 if (ma_ptr->effect == MA_KNEE)
2280 if (r_ptr->flags1 & RF1_MALE)
2283 msg_format("%s¤Ë¶âŪɨ½³¤ê¤ò¤¯¤é¤ï¤·¤¿¡ª", m_name);
2285 msg_format("You hit %s in the groin with your knee!", m_name);
2289 special_effect = MA_KNEE;
2292 msg_format(ma_ptr->desc, m_name);
2295 else if (ma_ptr->effect == MA_SLOW)
2297 if (!((r_ptr->flags1 & RF1_NEVER_MOVE) ||
2298 my_strchr("~#{}.UjmeEv$,DdsbBFIJQSXclnw!=?", r_ptr->d_char)))
2301 msg_format("%s¤Î¼ó¤Ë´ØÀá½³¤ê¤ò¤¯¤é¤ï¤·¤¿¡ª", m_name);
2303 msg_format("You kick %s in the ankle.", m_name);
2306 special_effect = MA_SLOW;
2308 else msg_format(ma_ptr->desc, m_name);
2314 stun_effect = (ma_ptr->effect / 2) + randint1(ma_ptr->effect / 2);
2317 msg_format(ma_ptr->desc, m_name);
2320 if (p_ptr->special_defense & KAMAE_SUZAKU) weight = 4;
2321 if ((p_ptr->pclass == CLASS_FORCETRAINER) && (p_ptr->magic_num1[0]))
2323 weight += (p_ptr->magic_num1[0]/30);
2324 if (weight > 20) weight = 20;
2327 k = critical_norm(p_ptr->lev * weight, min_level, k, p_ptr->to_h[0], 0);
2329 if ((special_effect == MA_KNEE) && ((k + p_ptr->to_d[hand]) < m_ptr->hp))
2332 msg_format("%^s¤Ï¶ìÄˤˤ¦¤á¤¤¤Æ¤¤¤ë¡ª", m_name);
2334 msg_format("%^s moans in agony!", m_name);
2337 stun_effect = 7 + randint1(13);
2341 else if ((special_effect == MA_SLOW) && ((k + p_ptr->to_d[hand]) < m_ptr->hp))
2343 if (!(r_ptr->flags1 & RF1_UNIQUE) &&
2344 (randint1(p_ptr->lev) > r_ptr->level) &&
2348 msg_format("%^s¤Ï¤ò¤Ò¤¤º¤ê»Ï¤á¤¿¡£", m_name);
2350 msg_format("%^s starts limping slower.", m_name);
2353 m_ptr->mspeed -= 10;
2357 if (stun_effect && ((k + p_ptr->to_d[hand]) < m_ptr->hp))
2359 if (p_ptr->lev > randint1(r_ptr->level + resist_stun + 10))
2362 if (m_ptr->stunned) msg_format("%^s¤Ï¤µ¤é¤Ë¥Õ¥é¥Õ¥é¤Ë¤Ê¤Ã¤¿¡£", m_name);
2363 else msg_format("%^s¤Ï¥Õ¥é¥Õ¥é¤Ë¤Ê¤Ã¤¿¡£", m_name);
2365 if (m_ptr->stunned) msg_format("%^s is more stunned.", m_name);
2366 else msg_format("%^s is stunned.", m_name);
2369 m_ptr->stunned += stun_effect;
2374 /* Handle normal weapon */
2375 else if (o_ptr->k_idx)
2377 k = damroll(o_ptr->dd + p_ptr->to_dd[hand], o_ptr->ds + p_ptr->to_ds[hand]);
2378 k = tot_dam_aux(o_ptr, k, m_ptr, mode, FALSE);
2382 k *= (3 + (p_ptr->lev / 20));
2386 k = k*(5+(p_ptr->lev*2/25))/2;
2388 else if (stab_fleeing)
2393 if ((p_ptr->impact[hand] && ((k > 50) || one_in_(7))) ||
2394 (chaos_effect == 2) || (mode == HISSATSU_QUAKE))
2399 if ((!(o_ptr->tval == TV_SWORD) || !(o_ptr->sval == SV_DOKUBARI)) && !(mode == HISSATSU_KYUSHO))
2400 k = critical_norm(o_ptr->weight, o_ptr->to_h, k, p_ptr->to_h[hand], mode);
2408 if ((o_ptr->name1 == ART_CHAINSWORD) && !one_in_(2))
2410 char chainsword_noise[1024];
2412 if (!get_rnd_line("chainswd_j.txt", 0, chainsword_noise))
2414 if (!get_rnd_line("chainswd.txt", 0, chainsword_noise))
2417 msg_print(chainsword_noise);
2421 if (o_ptr->name1 == ART_VORPAL_BLADE)
2424 msg_print("Ìܤˤâ»ß¤Þ¤é¤Ì¥ô¥©¡¼¥Ñ¥ë¥Ö¥ì¡¼¥É¡¢¼êÏ£¤ÎÁá¶È¡ª");
2426 msg_print("Your Vorpal Blade goes snicker-snack!");
2432 msg_format("%s¤ò¥°¥Ã¥µ¥êÀÚ¤êÎö¤¤¤¿¡ª", m_name);
2434 msg_format("Your weapon cuts deep into %s!", m_name);
2438 /* Try to increase the damage */
2439 while (one_in_(vorpal_chance))
2447 if (((r_ptr->flagsr & RFR_RES_ALL) ? k/100 : k) > m_ptr->hp)
2450 msg_format("%s¤ò¿¿¤ÃÆó¤Ä¤Ë¤·¤¿¡ª", m_name);
2452 msg_format("You cut %s in half!", m_name);
2460 case 2: msg_format("%s¤ò»Â¤Ã¤¿¡ª", m_name); break;
2461 case 3: msg_format("%s¤ò¤Ö¤Ã¤¿»Â¤Ã¤¿¡ª", m_name); break;
2462 case 4: msg_format("%s¤ò¥á¥Ã¥¿»Â¤ê¤Ë¤·¤¿¡ª", m_name); break;
2463 case 5: msg_format("%s¤ò¥á¥Ã¥¿¥á¥¿¤Ë»Â¤Ã¤¿¡ª", m_name); break;
2464 case 6: msg_format("%s¤ò»É¿È¤Ë¤·¤¿¡ª", m_name); break;
2465 case 7: msg_format("%s¤ò»Â¤Ã¤Æ»Â¤Ã¤Æ»Â¤ê¤Þ¤¯¤Ã¤¿¡ª", m_name); break;
2466 default: msg_format("%s¤òºÙÀÚ¤ì¤Ë¤·¤¿¡ª", m_name); break;
2468 case 2: msg_format("You gouge %s!", m_name); break;
2469 case 3: msg_format("You maim %s!", m_name); break;
2470 case 4: msg_format("You carve %s!", m_name); break;
2471 case 5: msg_format("You cleave %s!", m_name); break;
2472 case 6: msg_format("You smite %s!", m_name); break;
2473 case 7: msg_format("You eviscerate %s!", m_name); break;
2474 default: msg_format("You shred %s!", m_name); break;
2478 drain_result = drain_result * 3 / 2;
2482 drain_result += o_ptr->to_d;
2485 /* Apply the player damage bonuses */
2486 k += p_ptr->to_d[hand];
2487 drain_result += p_ptr->to_d[hand];
2489 if ((mode == HISSATSU_SUTEMI) || (mode == HISSATSU_3DAN)) k *= 2;
2490 if ((mode == HISSATSU_SEKIRYUKA) && !monster_living(r_ptr)) k = 0;
2491 if ((mode == HISSATSU_SEKIRYUKA) && !p_ptr->cut) k /= 2;
2493 /* No negative damage */
2496 if ((mode == HISSATSU_ZANMA) && !(!monster_living(r_ptr) && (r_ptr->flags3 & RF3_EVIL)))
2504 msg_print("¤³¤ó¤ÊÆð¤é¤«¤¤¤â¤Î¤ÏÀÚ¤ì¤ó¡ª");
2506 msg_print("You cannot cut such a elastic thing!");
2514 msg_print("ÃØéá¤Ï¶ì¼ê¤À¡ª");
2516 msg_print("Spiders are difficult for you to deal with!");
2521 if (mode == HISSATSU_MINEUCHI)
2523 int tmp = (10 + randint1(15) + p_ptr->lev / 5);
2526 anger_monster(m_ptr);
2528 if (!(r_ptr->flags3 & (RF3_NO_STUN)))
2534 msg_format("%s¤Ï¤Ò¤É¤¯¤â¤¦¤í¤¦¤È¤·¤¿¡£", m_name);
2536 msg_format("%s is more dazed.", m_name);
2544 msg_format("%s ¤Ï¤â¤¦¤í¤¦¤È¤·¤¿¡£", m_name);
2546 msg_format("%s is dazed.", m_name);
2551 m_ptr->stunned = (tmp < 200) ? tmp : 200;
2556 msg_format("%s ¤Ë¤Ï¸ú²Ì¤¬¤Ê¤«¤Ã¤¿¡£", m_name);
2558 msg_format("%s is not effected.", m_name);
2563 /* Modify the damage */
2564 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))));
2565 if (((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_DOKUBARI)) || (mode == HISSATSU_KYUSHO))
2567 if ((randint1(randint1(r_ptr->level/7)+5) == 1) && !(r_ptr->flags1 & RF1_UNIQUE) && !(r_ptr->flags7 & RF7_UNIQUE2))
2571 msg_format("%s¤ÎµÞ½ê¤òÆͤ»É¤·¤¿¡ª", m_name);
2573 msg_format("You hit %s on a fatal spot!", m_name);
2578 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)))
2580 int maxhp = maxroll(r_ptr->hdice, r_ptr->hside);
2581 if (one_in_(backstab ? 13 : (stab_fleeing || fuiuchi) ? 15 : 27))
2586 msg_format("¿Ï¤¬%s¤Ë¿¼¡¹¤ÈÆͤ»É¤µ¤Ã¤¿¡ª", m_name);
2588 msg_format("You critically injured %s!", m_name);
2591 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)))
2593 if ((r_ptr->flags1 & RF1_UNIQUE) || (r_ptr->flags7 & RF7_UNIQUE2) || (m_ptr->hp >= maxhp/2))
2595 k = MAX(k*5, m_ptr->hp/2);
2598 msg_format("%s¤ËÃ×Ì¿½ý¤òÉé¤ï¤»¤¿¡ª", m_name);
2600 msg_format("You fatally injured %s!", m_name);
2607 msg_format("¿Ï¤¬%s¤ÎµÞ½ê¤ò´Ó¤¤¤¿¡ª", m_name);
2609 msg_format("You hit %s on a fatal spot!", m_name);
2615 /* Complex message */
2616 if (p_ptr->wizard || cheat_xtra)
2619 msg_format("%d/%d ¤Î¥À¥á¡¼¥¸¤òÍ¿¤¨¤¿¡£", k, m_ptr->hp);
2621 msg_format("You do %d (out of %d) damage.", k, m_ptr->hp);
2625 if (k <= 0) can_drain = FALSE;
2627 if (drain_result > m_ptr->hp)
2628 drain_result = m_ptr->hp;
2630 /* Damage, check for fear and death */
2631 if (mon_take_hit(c_ptr->m_idx, k, fear, NULL))
2634 if ((p_ptr->pclass == CLASS_BERSERKER) && energy_use)
2636 if (p_ptr->migite && p_ptr->hidarite)
2638 if (hand) energy_use = energy_use*3/5+energy_use*num*2/(p_ptr->num_blow[hand]*5);
2639 else energy_use = energy_use*num*3/(p_ptr->num_blow[hand]*5);
2643 energy_use = energy_use*num/p_ptr->num_blow[hand];
2646 if ((o_ptr->name1 == ART_ZANTETSU) && is_lowlevel)
2648 msg_print("¤Þ¤¿¤Ä¤Þ¤é¤Ì¤â¤Î¤ò»Â¤Ã¤Æ¤·¤Þ¤Ã¤¿¡¥¡¥¡¥");
2650 msg_print("Sigh... Another trifling thing I've cut....");
2655 /* Anger the monster */
2656 if (k > 0) anger_monster(m_ptr);
2658 touch_zap_player(m_ptr);
2660 /* Are we draining it? A little note: If the monster is
2661 dead, the drain does not work... */
2663 if (can_drain && (drain_result > 0))
2665 if (o_ptr->name1 == ART_MURAMASA)
2669 int to_h = o_ptr->to_h;
2670 int to_d = o_ptr->to_d;
2674 for (i = 0; i < to_h + 3; i++) if (one_in_(4)) flag = 0;
2678 for (i = 0; i < to_d + 3; i++) if (one_in_(4)) flag = 0;
2681 if (o_ptr->to_h != to_h || o_ptr->to_d != to_d)
2684 msg_print("ÍÅÅá¤Ï·ì¤òµÛ¤Ã¤Æ¶¯¤¯¤Ê¤Ã¤¿¡ª");
2686 msg_print("Muramasa sucked blood, and became more powerful!");
2695 if (drain_result > 5) /* Did we really hurt it? */
2697 drain_heal = damroll(2, drain_result / 6);
2702 msg_format("Draining left: %d", drain_left);
2704 msg_format("Draining left: %d", drain_left);
2711 if (drain_heal < drain_left)
2713 drain_left -= drain_heal;
2717 drain_heal = drain_left;
2724 msg_format("¿Ï¤¬%s¤«¤éÀ¸Ì¿ÎϤòµÛ¤¤¼è¤Ã¤¿¡ª", m_name);
2726 msg_format("Your weapon drains life from %s!", m_name);
2732 drain_heal = (drain_heal * mutant_regenerate_mod) / 100;
2734 hp_player(drain_heal);
2735 /* We get to keep some of it! */
2739 m_ptr->maxhp -= (k+7)/8;
2740 if (m_ptr->hp > m_ptr->maxhp) m_ptr->hp = m_ptr->maxhp;
2746 /* Confusion attack */
2747 if ((p_ptr->special_attack & ATTACK_CONFUSE) || (chaos_effect == 3) || (mode == HISSATSU_CONF))
2749 /* Cancel glowing hands */
2750 if (p_ptr->special_attack & ATTACK_CONFUSE)
2752 p_ptr->special_attack &= ~(ATTACK_CONFUSE);
2754 msg_print("¼ê¤Îµ±¤¤¬¤Ê¤¯¤Ê¤Ã¤¿¡£");
2756 msg_print("Your hands stop glowing.");
2758 p_ptr->redraw |= (PR_STATUS);
2762 /* Confuse the monster */
2763 if (r_ptr->flags3 & RF3_NO_CONF)
2765 if (m_ptr->ml && is_original_ap(m_ptr))
2767 r_ptr->r_flags3 |= RF3_NO_CONF;
2771 msg_format("%^s¤Ë¤Ï¸ú²Ì¤¬¤Ê¤«¤Ã¤¿¡£", m_name);
2773 msg_format("%^s is unaffected.", m_name);
2777 else if (randint0(100) < r_ptr->level)
2780 msg_format("%^s¤Ë¤Ï¸ú²Ì¤¬¤Ê¤«¤Ã¤¿¡£", m_name);
2782 msg_format("%^s is unaffected.", m_name);
2789 msg_format("%^s¤Ïº®Í𤷤¿¤è¤¦¤À¡£", m_name);
2791 msg_format("%^s appears confused.", m_name);
2794 m_ptr->confused += 10 + randint0(p_ptr->lev) / 5;
2798 else if (chaos_effect == 4)
2800 bool resists_tele = FALSE;
2802 if (r_ptr->flagsr & RFR_RES_TELE)
2804 if (r_ptr->flags1 & RF1_UNIQUE)
2806 if (m_ptr->ml && is_original_ap(m_ptr)) r_ptr->r_flagsr |= RFR_RES_TELE;
2808 msg_format("%^s¤Ë¤Ï¸ú²Ì¤¬¤Ê¤«¤Ã¤¿¡£", m_name);
2810 msg_format("%^s is unaffected!", m_name);
2813 resists_tele = TRUE;
2815 else if (r_ptr->level > randint1(100))
2817 if (m_ptr->ml && is_original_ap(m_ptr)) r_ptr->r_flagsr |= RFR_RES_TELE;
2819 msg_format("%^s¤ÏÄñ¹³ÎϤò»ý¤Ã¤Æ¤¤¤ë¡ª", m_name);
2821 msg_format("%^s resists!", m_name);
2824 resists_tele = TRUE;
2831 msg_format("%^s¤Ï¾Ã¤¨¤¿¡ª", m_name);
2833 msg_format("%^s disappears!", m_name);
2836 teleport_away(c_ptr->m_idx, 50, FALSE);
2837 num = num_blow + 1; /* Can't hit it anymore! */
2842 else if ((chaos_effect == 5) && cave_floor_bold(y, x) &&
2843 (randint1(90) > r_ptr->level))
2845 if (!(r_ptr->flags1 & (RF1_UNIQUE | RF1_QUESTOR)) &&
2846 !(r_ptr->flagsr & RFR_EFF_RES_CHAO_MASK))
2848 if (polymorph_monster(y, x))
2851 msg_format("%^s¤ÏÊѲ½¤·¤¿¡ª", m_name);
2853 msg_format("%^s changes!", m_name);
2857 /* Hack -- Get new monster */
2858 m_ptr = &m_list[c_ptr->m_idx];
2860 /* Oops, we need a different name... */
2861 monster_desc(m_name, m_ptr, 0);
2863 /* Hack -- Get new race */
2864 r_ptr = &r_info[m_ptr->r_idx];
2872 msg_format("%^s¤Ë¤Ï¸ú²Ì¤¬¤Ê¤«¤Ã¤¿¡£", m_name);
2874 msg_format("%^s is unaffected.", m_name);
2880 else if (o_ptr->name1 == ART_G_HAMMER)
2882 monster_type *m_ptr = &m_list[c_ptr->m_idx];
2884 if (m_ptr->hold_o_idx)
2886 object_type *q_ptr = &o_list[m_ptr->hold_o_idx];
2887 char o_name[MAX_NLEN];
2889 object_desc(o_name, q_ptr, OD_NAME_ONLY);
2890 q_ptr->held_m_idx = 0;
2892 m_ptr->hold_o_idx = q_ptr->next_o_idx;
2893 q_ptr->next_o_idx = 0;
2895 msg_format("%s¤òÃ¥¤Ã¤¿¡£", o_name);
2897 msg_format("You snatched %s.", o_name);
2907 backstab = FALSE; /* Clumsy! */
2908 fuiuchi = FALSE; /* Clumsy! */
2910 if ((o_ptr->tval == TV_POLEARM) && (o_ptr->sval == SV_DEATH_SCYTHE) && one_in_(3))
2912 u32b flgs[TR_FLAG_SIZE];
2919 msg_format("¥ß¥¹¡ª %s¤Ë¤«¤ï¤µ¤ì¤¿¡£", m_name);
2921 msg_format("You miss %s.", m_name);
2925 msg_print("¿¶¤ê²ó¤·¤¿Âç³ù¤¬¼«Ê¬¼«¿È¤ËÊ֤äƤ¤¿¡ª");
2927 msg_print("Your scythe returns to you!");
2930 /* Extract the flags */
2931 object_flags(o_ptr, flgs);
2933 k = damroll(o_ptr->dd + p_ptr->to_dd[hand], o_ptr->ds + p_ptr->to_ds[hand]);
2936 switch (p_ptr->mimic_form)
2939 switch (p_ptr->prace)
2948 case RACE_HALF_TROLL:
2949 case RACE_HALF_OGRE:
2950 case RACE_HALF_GIANT:
2951 case RACE_HALF_TITAN:
2959 case RACE_DRACONIAN:
2966 case MIMIC_DEMON_LORD:
2973 if (p_ptr->align < 0 && mult < 20)
2975 if (!(p_ptr->resist_acid || IS_OPPOSE_ACID() || p_ptr->immune_acid) && (mult < 25))
2977 if (!(p_ptr->resist_elec || IS_OPPOSE_ELEC() || p_ptr->immune_elec) && (mult < 25))
2979 if (!(p_ptr->resist_fire || IS_OPPOSE_FIRE() || p_ptr->immune_fire) && (mult < 25))
2981 if (!(p_ptr->resist_cold || IS_OPPOSE_COLD() || p_ptr->immune_cold) && (mult < 25))
2983 if (!(p_ptr->resist_pois || IS_OPPOSE_POIS()) && (mult < 25))
2986 if ((p_ptr->pclass != CLASS_SAMURAI) && (have_flag(flgs, TR_FORCE_WEAPON)) && (p_ptr->csp > (p_ptr->msp / 30)))
2988 p_ptr->csp -= (1+(p_ptr->msp / 30));
2989 p_ptr->redraw |= (PR_MANA);
2990 mult = mult * 3 / 2 + 20;
2996 k = critical_norm(o_ptr->weight, o_ptr->to_h, k, p_ptr->to_h[hand], mode);
3001 msg_format("¥°¥Ã¥µ¥êÀÚ¤êÎö¤«¤ì¤¿¡ª");
3003 msg_format("Your weapon cuts deep into yourself!");
3005 /* Try to increase the damage */
3013 k += (p_ptr->to_d[hand] + o_ptr->to_d);
3018 take_hit(DAMAGE_FORCE, k, "»à¤ÎÂç³ù", -1);
3020 take_hit(DAMAGE_FORCE, k, "Death scythe", -1);
3032 msg_format("¥ß¥¹¡ª %s¤Ë¤«¤ï¤µ¤ì¤¿¡£", m_name);
3034 msg_format("You miss %s.", m_name);
3043 if (weak && !(*mdeath))
3046 msg_format("%s¤Ï¼å¤¯¤Ê¤Ã¤¿¤è¤¦¤À¡£", m_name);
3048 msg_format("%^s seems weakened.", m_name);
3051 if (drain_left != MAX_VAMPIRIC_DRAIN)
3055 chg_virtue(V_UNLIFE, 1);
3058 /* Mega-Hack -- apply earthquake brand */
3061 earthquake(py, px, 10);
3062 if (!cave[y][x].m_idx) *mdeath = TRUE;
3066 bool py_attack(int y, int x, int mode)
3069 bool mdeath = FALSE;
3070 bool stormbringer = FALSE;
3072 cave_type *c_ptr = &cave[y][x];
3073 monster_type *m_ptr = &m_list[c_ptr->m_idx];
3074 monster_race *r_ptr = &r_info[m_ptr->r_idx];
3077 /* Disturb the player */
3082 if (m_ptr->csleep) /* It is not honorable etc to attack helpless victims */
3084 if (!(r_ptr->flags3 & RF3_EVIL) || one_in_(5)) chg_virtue(V_COMPASSION, -1);
3085 if (!(r_ptr->flags3 & RF3_EVIL) || one_in_(5)) chg_virtue(V_HONOUR, -1);
3088 /* Extract monster name (or "it") */
3089 monster_desc(m_name, m_ptr, 0);
3091 /* Auto-Recall if possible and visible */
3092 if (m_ptr->ml) monster_race_track(m_ptr->ap_r_idx);
3094 /* Track a new monster */
3095 if (m_ptr->ml) health_track(c_ptr->m_idx);
3097 if ((r_ptr->flags1 & RF1_FEMALE) &&
3098 !(p_ptr->stun || p_ptr->confused || p_ptr->image || !m_ptr->ml))
3100 if ((inventory[INVEN_RARM].name1 == ART_ZANTETSU) || (inventory[INVEN_LARM].name1 == ART_ZANTETSU))
3103 msg_print("ÀÛ¼Ô¡¢¤ª¤Ê¤´¤Ï»Â¤ì¤Ì¡ª");
3105 msg_print("I can not attack women!");
3111 if (d_info[dungeon_type].flags1 & DF1_NO_MELEE)
3114 msg_print("¤Ê¤¼¤«¹¶·â¤¹¤ë¤³¤È¤¬¤Ç¤¤Ê¤¤¡£");
3116 msg_print("Something prevent you from attacking.");
3121 /* Stop if friendly */
3122 if (!is_hostile(m_ptr) &&
3123 !(p_ptr->stun || p_ptr->confused || p_ptr->image ||
3124 p_ptr->shero || !m_ptr->ml))
3126 if (inventory[INVEN_RARM].name1 == ART_STORMBRINGER) stormbringer = TRUE;
3127 if (inventory[INVEN_LARM].name1 == ART_STORMBRINGER) stormbringer = TRUE;
3131 msg_format("¹õ¤¤¿Ï¤Ï¶¯ÍߤË%s¤ò¹¶·â¤·¤¿¡ª", m_name);
3133 msg_format("Your black blade greedily attacks %s!", m_name);
3135 chg_virtue(V_INDIVIDUALISM, 1);
3136 chg_virtue(V_HONOUR, -1);
3137 chg_virtue(V_JUSTICE, -1);
3138 chg_virtue(V_COMPASSION, -1);
3140 else if (p_ptr->pclass != CLASS_BERSERKER)
3143 if (get_check("ËÜÅö¤Ë¹¶·â¤·¤Þ¤¹¤«¡©"))
3145 if (get_check("Really hit it? "))
3148 chg_virtue(V_INDIVIDUALISM, 1);
3149 chg_virtue(V_HONOUR, -1);
3150 chg_virtue(V_JUSTICE, -1);
3151 chg_virtue(V_COMPASSION, -1);
3156 msg_format("%s¤ò¹¶·â¤¹¤ë¤Î¤ò»ß¤á¤¿¡£", m_name);
3158 msg_format("You stop to avoid hitting %s.", m_name);
3166 /* Handle player fear */
3172 msg_format("¶²¤¯¤Æ%s¤ò¹¶·â¤Ç¤¤Ê¤¤¡ª", m_name);
3174 msg_format("You are too afraid to attack %s!", m_name);
3179 msg_format ("¤½¤Ã¤Á¤Ë¤Ï²¿¤«¶²¤¤¤â¤Î¤¬¤¤¤ë¡ª");
3181 msg_format ("There is something scary in your way!");
3184 /* Disturb the monster */
3186 if (r_ptr->flags7 & RF7_HAS_LD_MASK) p_ptr->update |= (PU_MON_LITE);
3192 if (p_ptr->migite && p_ptr->hidarite)
3194 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))
3196 if (p_ptr->skill_exp[GINOU_NITOURYU] < WEAPON_EXP_BEGINNER)
3197 p_ptr->skill_exp[GINOU_NITOURYU] += 80;
3198 else if(p_ptr->skill_exp[GINOU_NITOURYU] < WEAPON_EXP_SKILLED)
3199 p_ptr->skill_exp[GINOU_NITOURYU] += 4;
3200 else if(p_ptr->skill_exp[GINOU_NITOURYU] < WEAPON_EXP_EXPERT)
3201 p_ptr->skill_exp[GINOU_NITOURYU] += 1;
3202 else if(p_ptr->skill_exp[GINOU_NITOURYU] < WEAPON_EXP_MASTER)
3203 if (one_in_(3)) p_ptr->skill_exp[GINOU_NITOURYU] += 1;
3204 p_ptr->update |= (PU_BONUS);
3208 /* Gain riding experience */
3211 int cur = p_ptr->skill_exp[GINOU_RIDING];
3212 int max = s_info[p_ptr->pclass].s_max[GINOU_RIDING];
3216 int ridinglevel = r_info[m_list[p_ptr->riding].r_idx].level;
3217 int targetlevel = r_ptr->level;
3220 if ((cur / 200 - 5) < targetlevel)
3223 /* Extra experience */
3224 if ((cur / 100) < ridinglevel)
3226 if ((cur / 100 + 15) < ridinglevel)
3227 inc += 1 + (ridinglevel - (cur / 100 + 15));
3232 p_ptr->skill_exp[GINOU_RIDING] = MIN(max, cur + inc);
3234 p_ptr->update |= (PU_BONUS);
3238 riding_t_m_idx = c_ptr->m_idx;
3239 if (p_ptr->migite) py_attack_aux(y, x, &fear, &mdeath, 0, mode);
3240 if (p_ptr->hidarite && !mdeath) py_attack_aux(y, x, &fear, &mdeath, 1, mode);
3242 /* Mutations which yield extra 'natural' attacks */
3245 if ((p_ptr->muta2 & MUT2_HORNS) && !mdeath)
3246 natural_attack(c_ptr->m_idx, MUT2_HORNS, &fear, &mdeath);
3247 if ((p_ptr->muta2 & MUT2_BEAK) && !mdeath)
3248 natural_attack(c_ptr->m_idx, MUT2_BEAK, &fear, &mdeath);
3249 if ((p_ptr->muta2 & MUT2_SCOR_TAIL) && !mdeath)
3250 natural_attack(c_ptr->m_idx, MUT2_SCOR_TAIL, &fear, &mdeath);
3251 if ((p_ptr->muta2 & MUT2_TRUNK) && !mdeath)
3252 natural_attack(c_ptr->m_idx, MUT2_TRUNK, &fear, &mdeath);
3253 if ((p_ptr->muta2 & MUT2_TENTACLES) && !mdeath)
3254 natural_attack(c_ptr->m_idx, MUT2_TENTACLES, &fear, &mdeath);
3257 /* Hack -- delay fear messages */
3258 if (fear && m_ptr->ml && !mdeath)
3265 msg_format("%^s¤Ï¶²Éݤ·¤Æƨ¤²½Ð¤·¤¿¡ª", m_name);
3267 msg_format("%^s flees in terror!", m_name);
3272 if ((p_ptr->special_defense & KATA_IAI) && ((mode != HISSATSU_IAI) || mdeath))
3274 set_action(ACTION_NONE);
3281 static bool pattern_seq(int c_y, int c_x, int n_y, int n_x)
3283 if (!pattern_tile(c_y, c_x) && !pattern_tile(n_y, n_x))
3286 if (cave[n_y][n_x].feat == FEAT_PATTERN_START)
3288 if (!pattern_tile(c_y, c_x) &&
3289 !p_ptr->confused && !p_ptr->stun && !p_ptr->image)
3292 if (get_check("¥Ñ¥¿¡¼¥ó¤Î¾å¤òÊ⤻Ϥá¤ë¤È¡¢Á´¤Æ¤òÊ⤫¤Ê¤±¤ì¤Ð¤Ê¤ê¤Þ¤»¤ó¡£¤¤¤¤¤Ç¤¹¤«¡©"))
3294 if (get_check("If you start walking the Pattern, you must walk the whole way. Ok? "))
3304 else if ((cave[n_y][n_x].feat == FEAT_PATTERN_OLD) ||
3305 (cave[n_y][n_x].feat == FEAT_PATTERN_END) ||
3306 (cave[n_y][n_x].feat == FEAT_PATTERN_XTRA2))
3308 if (pattern_tile(c_y, c_x))
3315 msg_print("¥Ñ¥¿¡¼¥ó¤Î¾å¤òÊ⤯¤Ë¤Ï¥¹¥¿¡¼¥ÈÃÏÅÀ¤«¤éÊ⤻Ϥá¤Ê¤¯¤Æ¤Ï¤Ê¤ê¤Þ¤»¤ó¡£");
3317 msg_print("You must start walking the Pattern from the startpoint.");
3323 else if ((cave[n_y][n_x].feat == FEAT_PATTERN_XTRA1) ||
3324 (cave[c_y][c_x].feat == FEAT_PATTERN_XTRA1))
3328 else if (cave[c_y][c_x].feat == FEAT_PATTERN_START)
3330 if (pattern_tile(n_y, n_x))
3335 msg_print("¥Ñ¥¿¡¼¥ó¤Î¾å¤ÏÀµ¤·¤¤½ç½ø¤ÇÊ⤫¤Í¤Ð¤Ê¤ê¤Þ¤»¤ó¡£");
3337 msg_print("You must walk the Pattern in correct order.");
3343 else if ((cave[c_y][c_x].feat == FEAT_PATTERN_OLD) ||
3344 (cave[c_y][c_x].feat == FEAT_PATTERN_END) ||
3345 (cave[c_y][c_x].feat == FEAT_PATTERN_XTRA2))
3347 if (!pattern_tile(n_y, n_x))
3350 msg_print("¥Ñ¥¿¡¼¥ó¤òƧ¤ß³°¤·¤Æ¤Ï¤¤¤±¤Þ¤»¤ó¡£");
3352 msg_print("You may not step off from the Pattern.");
3364 if (!pattern_tile(c_y, c_x))
3367 msg_print("¥Ñ¥¿¡¼¥ó¤Î¾å¤òÊ⤯¤Ë¤Ï¥¹¥¿¡¼¥ÈÃÏÅÀ¤«¤éÊ⤻Ϥá¤Ê¤¯¤Æ¤Ï¤Ê¤ê¤Þ¤»¤ó¡£");
3369 msg_print("You must start walking the Pattern from the startpoint.");
3376 byte ok_move = FEAT_PATTERN_START;
3377 switch (cave[c_y][c_x].feat)
3379 case FEAT_PATTERN_1:
3380 ok_move = FEAT_PATTERN_2;
3382 case FEAT_PATTERN_2:
3383 ok_move = FEAT_PATTERN_3;
3385 case FEAT_PATTERN_3:
3386 ok_move = FEAT_PATTERN_4;
3388 case FEAT_PATTERN_4:
3389 ok_move = FEAT_PATTERN_1;
3394 msg_format("¤ª¤«¤·¤Ê¥Ñ¥¿¡¼¥óÊâ¹Ô¡¢%d¡£", cave[c_y][c_x].feat);
3396 msg_format("Funny Pattern walking, %d.", cave[c_y][c_x].feat);
3399 return TRUE; /* Goof-up */
3402 if ((cave[n_y][n_x].feat == ok_move) ||
3403 (cave[n_y][n_x].feat == cave[c_y][c_x].feat))
3407 if (!pattern_tile(n_y, n_x))
3409 msg_print("¥Ñ¥¿¡¼¥ó¤òƧ¤ß³°¤·¤Æ¤Ï¤¤¤±¤Þ¤»¤ó¡£");
3411 msg_print("You may not step off from the Pattern.");
3416 msg_print("¥Ñ¥¿¡¼¥ó¤Î¾å¤ÏÀµ¤·¤¤½ç½ø¤ÇÊ⤫¤Í¤Ð¤Ê¤ê¤Þ¤»¤ó¡£");
3418 msg_print("You must walk the Pattern in correct order.");
3430 bool player_can_enter(byte feature)
3434 case FEAT_DOOR_HEAD: /* Nasty hack -- Doors */
3435 case FEAT_DOOR_HEAD + 0x01:
3436 case FEAT_DOOR_HEAD + 0x02:
3437 case FEAT_DOOR_HEAD + 0x03:
3438 case FEAT_DOOR_HEAD + 0x04:
3439 case FEAT_DOOR_HEAD + 0x05:
3440 case FEAT_DOOR_HEAD + 0x06:
3441 case FEAT_DOOR_HEAD + 0x07:
3442 case FEAT_DOOR_HEAD + 0x08:
3443 case FEAT_DOOR_HEAD + 0x09:
3444 case FEAT_DOOR_HEAD + 0x0a:
3445 case FEAT_DOOR_HEAD + 0x0b:
3446 case FEAT_DOOR_HEAD + 0x0c:
3447 case FEAT_DOOR_HEAD + 0x0d:
3448 case FEAT_DOOR_HEAD + 0x0e:
3449 case FEAT_DOOR_TAIL: /* Equals FEAT_DOOR_HEAD + 0x0f */
3458 case FEAT_WALL_EXTRA:
3459 case FEAT_WALL_INNER:
3460 case FEAT_WALL_OUTER:
3461 case FEAT_WALL_SOLID:
3462 /* Player can not walk through "walls" unless in Shadow Form */
3463 return p_ptr->wraith_form || p_ptr->pass_wall || p_ptr->kabenuke;
3465 case FEAT_PERM_EXTRA:
3466 case FEAT_PERM_INNER:
3467 case FEAT_PERM_OUTER:
3468 case FEAT_PERM_SOLID:
3469 case FEAT_PATTERN_START:
3470 case FEAT_PATTERN_1:
3471 case FEAT_PATTERN_2:
3472 case FEAT_PATTERN_3:
3473 case FEAT_PATTERN_4:
3474 case FEAT_PATTERN_END:
3475 case FEAT_PATTERN_OLD:
3476 case FEAT_PATTERN_XTRA1:
3477 case FEAT_PATTERN_XTRA2:
3481 return p_ptr->ffall;
3484 return !dun_level && p_ptr->ffall;
3493 * Get feature string which blocks your way
3495 static cptr blocking_feat_name(byte feat)
3500 case FEAT_TREES: return "ÌÚ";
3501 case FEAT_MOUNTAIN: return "»³";
3502 default: return "ÊÉ";
3504 case FEAT_TREES: return "tree";
3505 case FEAT_MOUNTAIN: return "mountain";
3506 default: return "wall";
3513 * Move player in the given direction, with the given "pickup" flag.
3515 * This routine should (probably) always induce energy expenditure.
3517 * Note that moving will *always* take a turn, and will *always* hit
3518 * any monster which might be in the destination grid. Previously,
3519 * moving into walls was "free" and did NOT hit invisible monsters.
3521 void move_player(int dir, int do_pickup, bool break_trap)
3526 monster_type *m_ptr;
3528 monster_type *riding_m_ptr = &m_list[p_ptr->riding];
3529 monster_race *riding_r_ptr = &r_info[p_ptr->riding ? riding_m_ptr->r_idx : 0]; /* Paranoia */
3533 bool p_can_pass_walls = FALSE;
3534 bool stormbringer = FALSE;
3536 bool oktomove = TRUE;
3537 bool do_past = FALSE;
3539 /* Find the result of moving */
3543 /* Examine the destination */
3544 c_ptr = &cave[y][x];
3547 if (!dun_level && !p_ptr->wild_mode &&
3548 ((x == 0) || (x == MAX_WID - 1) ||
3549 (y == 0) || (y == MAX_HGT - 1)))
3551 /* Can the player enter the grid? */
3552 if (c_ptr->mimic && player_can_enter(c_ptr->mimic))
3554 /* Hack: move to new area */
3555 if ((y == 0) && (x == 0))
3557 p_ptr->wilderness_y--;
3558 p_ptr->wilderness_x--;
3559 p_ptr->oldpy = cur_hgt - 2;
3560 p_ptr->oldpx = cur_wid - 2;
3561 ambush_flag = FALSE;
3564 else if ((y == 0) && (x == MAX_WID - 1))
3566 p_ptr->wilderness_y--;
3567 p_ptr->wilderness_x++;
3568 p_ptr->oldpy = cur_hgt - 2;
3570 ambush_flag = FALSE;
3573 else if ((y == MAX_HGT - 1) && (x == 0))
3575 p_ptr->wilderness_y++;
3576 p_ptr->wilderness_x--;
3578 p_ptr->oldpx = cur_wid - 2;
3579 ambush_flag = FALSE;
3582 else if ((y == MAX_HGT - 1) && (x == MAX_WID - 1))
3584 p_ptr->wilderness_y++;
3585 p_ptr->wilderness_x++;
3588 ambush_flag = FALSE;
3593 p_ptr->wilderness_y--;
3594 p_ptr->oldpy = cur_hgt - 2;
3596 ambush_flag = FALSE;
3599 else if (y == MAX_HGT - 1)
3601 p_ptr->wilderness_y++;
3604 ambush_flag = FALSE;
3609 p_ptr->wilderness_x--;
3610 p_ptr->oldpx = cur_wid - 2;
3612 ambush_flag = FALSE;
3615 else if (x == MAX_WID - 1)
3617 p_ptr->wilderness_x++;
3620 ambush_flag = FALSE;
3623 p_ptr->leaving = TRUE;
3629 /* "Blocked" message appears later */
3630 /* oktomove = FALSE; */
3633 /* Get the monster */
3634 m_ptr = &m_list[c_ptr->m_idx];
3637 if (inventory[INVEN_RARM].name1 == ART_STORMBRINGER) stormbringer = TRUE;
3638 if (inventory[INVEN_LARM].name1 == ART_STORMBRINGER) stormbringer = TRUE;
3640 /* Player can not walk through "walls"... */
3641 /* unless in Shadow Form */
3642 if (p_ptr->wraith_form || p_ptr->pass_wall || p_ptr->kabenuke)
3643 p_can_pass_walls = TRUE;
3644 if ((c_ptr->feat >= FEAT_PERM_EXTRA) && (c_ptr->feat <= FEAT_PERM_SOLID))
3646 p_can_pass_walls = FALSE;
3649 /* Hack -- attack monsters */
3650 if (c_ptr->m_idx && (m_ptr->ml || cave_floor_bold(y, x) || p_can_pass_walls))
3652 monster_race *r_ptr = &r_info[m_ptr->r_idx];
3654 /* Attack -- only if we can see it OR it is not in a wall */
3655 if (!is_hostile(m_ptr) &&
3656 !(p_ptr->confused || p_ptr->image || !m_ptr->ml || p_ptr->stun ||
3657 ((p_ptr->muta2 & MUT2_BERS_RAGE) && p_ptr->shero)) &&
3658 (pattern_seq(py, px, y, x)) &&
3659 ((cave_floor_bold(y, x)) || (c_ptr->feat == FEAT_TREES) || (p_can_pass_walls)))
3662 if (r_ptr->flags7 & RF7_HAS_LD_MASK) p_ptr->update |= (PU_MON_LITE);
3664 /* Extract monster name (or "it") */
3665 monster_desc(m_name, m_ptr, 0);
3667 /* Auto-Recall if possible and visible */
3668 if (m_ptr->ml) monster_race_track(m_ptr->ap_r_idx);
3670 /* Track a new monster */
3671 if (m_ptr->ml) health_track(c_ptr->m_idx);
3674 if ((stormbringer && (randint1(1000) > 666)) || (p_ptr->pclass == CLASS_BERSERKER))
3679 else if (monster_can_cross_terrain(cave[py][px].feat, r_ptr) &&
3680 (cave_floor_bold(py, px) || cave[py][px].feat == FEAT_TREES ||
3681 (r_ptr->flags2 & RF2_PASS_WALL)))
3688 msg_format("%^s¤¬¼ÙËâ¤À¡ª", m_name);
3690 msg_format("%^s is in your way!", m_name);
3697 /* now continue on to 'movement' */
3710 else if ((c_ptr->feat == FEAT_DARK_PIT) && !p_ptr->ffall)
3713 msg_print("Îö¤±Ìܤò²£Àڤ뤳¤È¤Ï¤Ç¤¤Þ¤»¤ó¡£");
3715 msg_print("You can't cross the chasm.");
3723 else if (c_ptr->feat == FEAT_MOUNTAIN)
3725 if (dun_level || !p_ptr->ffall)
3728 msg_print("»³¤Ë¤ÏÅФì¤Þ¤»¤ó¡ª");
3730 msg_print("You can't climb the mountains!");
3739 * Player can move through trees and
3740 * has effective -10 speed
3741 * Rangers can move without penality
3743 else if (c_ptr->feat == FEAT_TREES)
3746 if ((p_ptr->pclass != CLASS_RANGER) && !p_ptr->ffall) energy_use *= 2;
3749 else if ((c_ptr->feat >= FEAT_QUEST_ENTER) &&
3750 (c_ptr->feat <= FEAT_QUEST_EXIT))
3755 #ifdef ALLOW_EASY_DISARM /* TNB */
3757 /* Disarm a visible trap */
3758 else if ((do_pickup != easy_disarm) && is_known_trap(c_ptr))
3760 bool ignore = FALSE;
3761 switch (c_ptr->feat)
3763 case FEAT_TRAP_TRAPDOOR:
3765 case FEAT_TRAP_SPIKED_PIT:
3766 case FEAT_TRAP_POISON_PIT:
3767 if (p_ptr->ffall) ignore = TRUE;
3769 case FEAT_TRAP_TELEPORT:
3770 if (p_ptr->anti_tele) ignore = TRUE;
3772 case FEAT_TRAP_FIRE:
3773 if (p_ptr->immune_fire) ignore = TRUE;
3775 case FEAT_TRAP_ACID:
3776 if (p_ptr->immune_acid) ignore = TRUE;
3778 case FEAT_TRAP_BLIND:
3779 if (p_ptr->resist_blind) ignore = TRUE;
3781 case FEAT_TRAP_CONFUSE:
3782 if (p_ptr->resist_conf) ignore = TRUE;
3784 case FEAT_TRAP_POISON:
3785 if (p_ptr->resist_pois) ignore = TRUE;
3787 case FEAT_TRAP_SLEEP:
3788 if (p_ptr->free_act) ignore = TRUE;
3794 (void)do_cmd_disarm_aux(y, x, dir);
3799 #endif /* ALLOW_EASY_DISARM -- TNB */
3800 else if (p_ptr->riding && (riding_r_ptr->flags1 & RF1_NEVER_MOVE))
3803 msg_print("Æ°¤±¤Ê¤¤¡ª");
3805 msg_print("Can't move!");
3812 else if (p_ptr->riding && riding_m_ptr->monfear)
3816 /* Acquire the monster name */
3817 monster_desc(m_name, riding_m_ptr, 0);
3819 /* Dump a message */
3821 msg_format("%s¤¬¶²Éݤ·¤Æ¤¤¤ÆÀ©¸æ¤Ç¤¤Ê¤¤¡£", m_name);
3823 msg_format("%^s is too scared to control.", m_name);
3829 else if (p_ptr->riding && p_ptr->riding_ryoute)
3835 else if ((p_ptr->riding && (riding_r_ptr->flags7 & RF7_AQUATIC)) && (c_ptr->feat != FEAT_SHAL_WATER) && (c_ptr->feat != FEAT_DEEP_WATER))
3838 msg_print("Φ¾å¤Ë¾å¤¬¤ì¤Ê¤¤¡£");
3840 msg_print("Can't land.");
3847 else if ((p_ptr->riding && !(riding_r_ptr->flags7 & (RF7_AQUATIC | RF7_CAN_SWIM | RF7_CAN_FLY))) && (c_ptr->feat == FEAT_DEEP_WATER))
3850 msg_print("¿å¾å¤Ë¹Ô¤±¤Ê¤¤¡£");
3852 msg_print("Can't swim.");
3859 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))
3862 msg_print("¿å¾å¤Ë¹Ô¤±¤Ê¤¤¡£");
3864 msg_print("Can't swim.");
3871 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)))
3874 msg_print("ÍÏ´ä¤Î¾å¤Ë¹Ô¤±¤Ê¤¤¡£");
3876 msg_print("Too hot to go through.");
3883 else if (p_ptr->riding && riding_m_ptr->stunned && one_in_(2))
3886 monster_desc(m_name, riding_m_ptr, 0);
3888 msg_format("%s¤¬Û¯Û°¤È¤·¤Æ¤¤¤Æ¤¦¤Þ¤¯Æ°¤±¤Ê¤¤¡ª",m_name);
3890 msg_format("You cannot control stunned %s!",m_name);
3896 /* Player can not walk through "walls" unless in wraith form...*/
3897 else if ((!cave_floor_bold(y, x)) &&
3898 (!p_can_pass_walls))
3900 /* Feature code (applying "mimic" field) */
3901 byte feat = get_feat_mimic(c_ptr);
3905 /* Disturb the player */
3908 /* Notice things in the dark */
3909 if ((!(c_ptr->info & (CAVE_MARK))) &&
3910 (p_ptr->blind || !(c_ptr->info & (CAVE_LITE))))
3913 if (feat == FEAT_RUBBLE)
3916 msg_print("´äÀФ¬¹Ô¤¯¼ê¤ò¤Ï¤Ð¤ó¤Ç¤¤¤ë¤è¤¦¤À¡£");
3918 msg_print("You feel some rubble blocking your way.");
3921 c_ptr->info |= (CAVE_MARK);
3926 else if (is_closed_door(feat))
3929 msg_print("¥É¥¢¤¬¹Ô¤¯¼ê¤ò¤Ï¤Ð¤ó¤Ç¤¤¤ë¤è¤¦¤À¡£");
3931 msg_print("You feel a closed door blocking your way.");
3934 c_ptr->info |= (CAVE_MARK);
3938 /* Boundary floor mimic */
3939 else if (boundary_floor_grid(c_ptr))
3942 msg_print("¤½¤ì°Ê¾åÀè¤Ë¤Ï¿Ê¤á¤Ê¤¤¤è¤¦¤À¡£");
3944 msg_print("You feel you cannot go any more.");
3948 /* Wall (or secret door) */
3952 msg_format("%s¤¬¹Ô¤¯¼ê¤ò¤Ï¤Ð¤ó¤Ç¤¤¤ë¤è¤¦¤À¡£", blocking_feat_name(feat));
3954 msg_format("You feel a %s blocking your way.", blocking_feat_name(feat));
3957 c_ptr->info |= (CAVE_MARK);
3966 if (feat == FEAT_RUBBLE)
3969 msg_print("´äÀФ¬¹Ô¤¯¼ê¤ò¤Ï¤Ð¤ó¤Ç¤¤¤ë¡£");
3971 msg_print("There is rubble blocking your way.");
3974 if (!(p_ptr->confused || p_ptr->stun || p_ptr->image))
3978 * Well, it makes sense that you lose time bumping into
3979 * a wall _if_ you are confused, stunned or blind; but
3980 * typing mistakes should not cost you a turn...
3984 else if (is_closed_door(feat))
3986 #ifdef ALLOW_EASY_OPEN
3988 if (easy_open && easy_open_door(y, x)) return;
3990 #endif /* ALLOW_EASY_OPEN */
3993 msg_print("¥É¥¢¤¬¹Ô¤¯¼ê¤ò¤Ï¤Ð¤ó¤Ç¤¤¤ë¡£");
3995 msg_print("There is a closed door blocking your way.");
3998 if (!(p_ptr->confused || p_ptr->stun || p_ptr->image))
4002 /* Boundary floor mimic */
4003 else if (boundary_floor_grid(c_ptr))
4006 msg_print("¤½¤ì°Ê¾åÀè¤Ë¤Ï¿Ê¤á¤Ê¤¤¡£");
4008 msg_print("You cannot go any more.");
4011 if (!(p_ptr->confused || p_ptr->stun || p_ptr->image))
4015 /* Wall (or secret door) */
4019 msg_format("%s¤¬¹Ô¤¯¼ê¤ò¤Ï¤Ð¤ó¤Ç¤¤¤ë¡£", blocking_feat_name(feat));
4021 msg_format("There is a %s blocking your way.", blocking_feat_name(feat));
4024 if (!(p_ptr->confused || p_ptr->stun || p_ptr->image))
4030 if (!boundary_floor_grid(c_ptr)) sound(SOUND_HITWALL);
4033 /* Normal movement */
4034 if (!pattern_seq(py, px, y, x))
4036 if (!(p_ptr->confused || p_ptr->stun || p_ptr->image))
4041 /* To avoid a loop with running */
4047 /* Normal movement */
4054 if(!process_warning(x, y))
4061 /* Hack -- For moving monster or riding player's moving */
4062 cave[py][px].m_idx = c_ptr->m_idx;
4068 msg_format("%s¤ò²¡¤·Âऱ¤¿¡£", m_name);
4070 msg_format("You push past %s.", m_name);
4075 update_mon(cave[py][px].m_idx, TRUE);
4078 /* Change oldpx and oldpy to place the player well when going back to big mode */
4079 if (p_ptr->wild_mode)
4081 if(ddy[dir] > 0) p_ptr->oldpy = 1;
4082 if(ddy[dir] < 0) p_ptr->oldpy = MAX_HGT - 2;
4083 if(ddy[dir] == 0) p_ptr->oldpy = MAX_HGT / 2;
4084 if(ddx[dir] > 0) p_ptr->oldpx = 1;
4085 if(ddx[dir] < 0) p_ptr->oldpx = MAX_WID - 2;
4086 if(ddx[dir] == 0) p_ptr->oldpx = MAX_WID / 2;
4089 /* Save old location */
4093 /* Move the player */
4097 if (music_singing(MUSIC_WALL))
4099 project(0, 0, py, px,
4100 (60 + p_ptr->lev), GF_DISINTEGRATE, PROJECT_KILL | PROJECT_ITEM, -1);
4102 else if (p_ptr->kill_wall || (p_ptr->riding && (riding_r_ptr->flags2 & RF2_KILL_WALL)))
4104 if (!cave_floor_bold(py, px) && cave_valid_bold(py, px) &&
4105 (cave[py][px].feat < FEAT_PATTERN_START ||
4106 cave[py][px].feat > FEAT_PATTERN_XTRA2) &&
4107 (cave[py][px].feat < FEAT_DEEP_WATER ||
4108 cave[py][px].feat > FEAT_GRASS))
4110 /* Forget the wall */
4111 cave[py][px].info &= ~(CAVE_MARK);
4113 if (cave[py][px].feat == FEAT_TREES)
4114 cave_set_feat(py, px, FEAT_GRASS);
4116 cave_set_feat(py, px, floor_type[randint0(100)]);
4119 /* Update some things -- similar to GF_KILL_WALL */
4120 p_ptr->update |= (PU_VIEW | PU_LITE | PU_FLOW | PU_MONSTERS | PU_MON_LITE);
4123 /* Remove "unsafe" flag */
4124 if ((!p_ptr->blind && !no_lite()) || !is_trap(c_ptr->feat)) c_ptr->info &= ~(CAVE_UNSAFE);
4128 riding_m_ptr->fy = py;
4129 riding_m_ptr->fx = px;
4130 cave[py][px].m_idx = p_ptr->riding;
4131 update_mon(p_ptr->riding, TRUE);
4134 /* Redraw new spot */
4137 /* Redraw old spot */
4141 /* sound(SOUND_WALK); */
4143 /* Check for new panel (redraw map) */
4146 /* For get everything when requested hehe I'm *NASTY* */
4147 if (dun_level && (d_info[dungeon_type].flags1 & DF1_FORGET))
4152 if ((p_ptr->pclass == CLASS_NINJA))
4154 if (c_ptr->info & (CAVE_GLOW)) set_superstealth(FALSE);
4155 else if (p_ptr->cur_lite <= 0) set_superstealth(TRUE);
4157 if ((p_ptr->action == ACTION_HAYAGAKE) && !cave_floor_bold(py, px))
4160 msg_print("¤³¤³¤Ç¤ÏÁÇÁ᤯ư¤±¤Ê¤¤¡£");
4162 msg_print("You cannot run in wall.");
4164 set_action(ACTION_NONE);
4168 p_ptr->update |= (PU_VIEW | PU_LITE | PU_FLOW | PU_MON_LITE);
4170 /* Update the monsters */
4171 p_ptr->update |= (PU_DISTANCE);
4174 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
4176 /* Spontaneous Searching */
4177 if ((p_ptr->skill_fos >= 50) ||
4178 (0 == randint0(50 - p_ptr->skill_fos)))
4183 /* Continuous Searching */
4184 if (p_ptr->action == ACTION_SEARCH)
4189 /* Handle "objects" */
4191 #ifdef ALLOW_EASY_DISARM /* TNB */
4193 carry(do_pickup != always_pickup);
4195 #else /* ALLOW_EASY_DISARM -- TNB */
4199 #endif /* ALLOW_EASY_DISARM -- TNB */
4201 /* Handle "store doors" */
4202 if (((c_ptr->feat >= FEAT_SHOP_HEAD) &&
4203 (c_ptr->feat <= FEAT_SHOP_TAIL)) ||
4204 (c_ptr->feat == FEAT_MUSEUM))
4210 /* Hack -- Enter store */
4211 command_new = SPECIAL_KEY_STORE;
4214 /* Handle "building doors" -KMW- */
4215 else if ((c_ptr->feat >= FEAT_BLDG_HEAD) &&
4216 (c_ptr->feat <= FEAT_BLDG_TAIL))
4222 /* Hack -- Enter building */
4223 command_new = SPECIAL_KEY_BUILDING;
4226 /* Handle quest areas -KMW- */
4227 else if (c_ptr->feat == FEAT_QUEST_ENTER)
4233 /* Hack -- Enter quest level */
4234 command_new = SPECIAL_KEY_QUEST;
4237 else if (c_ptr->feat == FEAT_QUEST_EXIT)
4239 if (quest[p_ptr->inside_quest].type == QUEST_TYPE_FIND_EXIT)
4241 if (record_fix_quest) do_cmd_write_nikki(NIKKI_FIX_QUEST_C, p_ptr->inside_quest, NULL);
4242 quest[p_ptr->inside_quest].status = QUEST_STATUS_COMPLETED;
4243 quest[p_ptr->inside_quest].complev = (byte)p_ptr->lev;
4245 msg_print("¥¯¥¨¥¹¥È¤òãÀ®¤·¤¿¡ª");
4247 msg_print("You accomplished your quest!");
4253 leave_quest_check();
4255 p_ptr->inside_quest = c_ptr->special;
4260 p_ptr->leaving = TRUE;
4263 /* Set off a trap */
4264 else if (is_trap(c_ptr->feat))
4274 msg_print("¥È¥é¥Ã¥×¤À¡ª");
4276 msg_print("You found a trap!");
4280 disclose_grid(py, px);
4284 hit_trap(break_trap);
4287 /* Warn when leaving trap detected region */
4288 if ((disturb_trap_detect || alert_trap_detect)
4289 && p_ptr->dtrap && !(cave[py][px].info & CAVE_IN_DETECT))
4291 /* No duplicate warning */
4292 p_ptr->dtrap = FALSE;
4294 /* You are just on the edge */
4295 if (!(cave[py][px].info & CAVE_UNSAFE))
4297 if (alert_trap_detect)
4300 msg_print("* Ãí°Õ:¤³¤ÎÀè¤Ï¥È¥é¥Ã¥×¤Î´¶ÃÎÈϰϳ°¤Ç¤¹¡ª *");
4302 msg_print("*Leaving trap detect region!*");
4306 if (disturb_trap_detect)
4317 * Hack -- Check for a "known wall" (see below)
4319 static int see_wall(int dir, int y, int x)
4323 /* Get the new location */
4327 /* Illegal grids are not known walls */
4328 if (!in_bounds2(y, x)) return (FALSE);
4331 c_ptr = &cave[y][x];
4333 /* Must be known to the player */
4334 if (c_ptr->info & (CAVE_MARK))
4336 /* Feature code (applying "mimic" field) */
4337 byte feat = get_feat_mimic(c_ptr);
4339 /* Rubble, Magma, Quartz, Wall, Perm wall */
4340 if (feat >= FEAT_RUBBLE && feat <= FEAT_PERM_SOLID) return TRUE;
4343 if (feat == FEAT_TREES) return TRUE;
4346 if (feat == FEAT_MOUNTAIN) return TRUE;
4354 * Hack -- Check for an "unknown corner" (see below)
4356 static int see_nothing(int dir, int y, int x)
4358 /* Get the new location */
4362 /* Illegal grids are unknown */
4363 if (!in_bounds2(y, x)) return (TRUE);
4365 /* Memorized grids are always known */
4366 if (cave[y][x].info & (CAVE_MARK)) return (FALSE);
4368 /* Non-floor grids are unknown */
4369 if (!cave_floor_bold(y, x)) return (TRUE);
4371 /* Viewable door/wall grids are known */
4372 if (player_can_see_bold(y, x)) return (FALSE);
4383 * The running algorithm: -CJS-
4385 * In the diagrams below, the player has just arrived in the
4386 * grid marked as '@', and he has just come from a grid marked
4387 * as 'o', and he is about to enter the grid marked as 'x'.
4389 * Of course, if the "requested" move was impossible, then you
4390 * will of course be blocked, and will stop.
4392 * Overview: You keep moving until something interesting happens.
4393 * If you are in an enclosed space, you follow corners. This is
4394 * the usual corridor scheme. If you are in an open space, you go
4395 * straight, but stop before entering enclosed space. This is
4396 * analogous to reaching doorways. If you have enclosed space on
4397 * one side only (that is, running along side a wall) stop if
4398 * your wall opens out, or your open space closes in. Either case
4399 * corresponds to a doorway.
4401 * What happens depends on what you can really SEE. (i.e. if you
4402 * have no light, then running along a dark corridor is JUST like
4403 * running in a dark room.) The algorithm works equally well in
4404 * corridors, rooms, mine tailings, earthquake rubble, etc, etc.
4406 * These conditions are kept in static memory:
4407 * find_openarea You are in the open on at least one
4409 * find_breakleft You have a wall on the left, and will
4411 * find_breakright You have a wall on the right, and will
4414 * To initialize these conditions, we examine the grids adjacent
4415 * to the grid marked 'x', two on each side (marked 'L' and 'R').
4416 * If either one of the two grids on a given side is seen to be
4417 * closed, then that side is considered to be closed. If both
4418 * sides are closed, then it is an enclosed (corridor) run.
4424 * Looking at more than just the immediate squares is
4425 * significant. Consider the following case. A run along the
4426 * corridor will stop just before entering the center point,
4427 * because a choice is clearly established. Running in any of
4428 * three available directions will be defined as a corridor run.
4429 * Note that a minor hack is inserted to make the angled corridor
4430 * entry (with one side blocked near and the other side blocked
4431 * further away from the runner) work correctly. The runner moves
4432 * diagonally, but then saves the previous direction as being
4433 * straight into the gap. Otherwise, the tail end of the other
4434 * entry would be perceived as an alternative on the next move.
4442 * Likewise, a run along a wall, and then into a doorway (two
4443 * runs) will work correctly. A single run rightwards from @ will
4444 * stop at 1. Another run right and down will enter the corridor
4445 * and make the corner, stopping at the 2.
4447 * ##################
4449 * ########### ######
4453 * After any move, the function area_affect is called to
4454 * determine the new surroundings, and the direction of
4455 * subsequent moves. It examines the current player location
4456 * (at which the runner has just arrived) and the previous
4457 * direction (from which the runner is considered to have come).
4459 * Moving one square in some direction places you adjacent to
4460 * three or five new squares (for straight and diagonal moves
4461 * respectively) to which you were not previously adjacent,
4462 * marked as '!' in the diagrams below.
4465 * .o@! (normal) .o.! (diagonal)
4466 * ...! (east) ..@! (south east)
4469 * You STOP if any of the new squares are interesting in any way:
4470 * for example, if they contain visible monsters or treasure.
4472 * You STOP if any of the newly adjacent squares seem to be open,
4473 * and you are also looking for a break on that side. (that is,
4474 * find_openarea AND find_break).
4476 * You STOP if any of the newly adjacent squares do NOT seem to be
4477 * open and you are in an open area, and that side was previously
4480 * Corners: If you are not in the open (i.e. you are in a corridor)
4481 * and there is only one way to go in the new squares, then turn in
4482 * that direction. If there are more than two new ways to go, STOP.
4483 * If there are two ways to go, and those ways are separated by a
4484 * square which does not seem to be open, then STOP.
4486 * Otherwise, we have a potential corner. There are two new open
4487 * squares, which are also adjacent. One of the new squares is
4488 * diagonally located, the other is straight on (as in the diagram).
4489 * We consider two more squares further out (marked below as ?).
4491 * We assign "option" to the straight-on grid, and "option2" to the
4492 * diagonal grid, and "check_dir" to the grid marked 's'.
4498 * If they are both seen to be closed, then it is seen that no benefit
4499 * is gained from moving straight. It is a known corner. To cut the
4500 * corner, go diagonally, otherwise go straight, but pretend you
4501 * stepped diagonally into that next location for a full view next
4502 * time. Conversely, if one of the ? squares is not seen to be closed,
4503 * then there is a potential choice. We check to see whether it is a
4504 * potential corner or an intersection/room entrance. If the square
4505 * two spaces straight ahead, and the space marked with 's' are both
4506 * unknown space, then it is a potential corner and enter if
4507 * find_examine is set, otherwise must stop because it is not a
4508 * corner. (find_examine option is removed and always is TRUE.)
4515 * Hack -- allow quick "cycling" through the legal directions
4517 static byte cycle[] =
4518 { 1, 2, 3, 6, 9, 8, 7, 4, 1, 2, 3, 6, 9, 8, 7, 4, 1 };
4521 * Hack -- map each direction into the "middle" of the "cycle[]" array
4523 static byte chome[] =
4524 { 0, 8, 9, 10, 7, 0, 11, 6, 5, 4 };
4527 * The direction we are running
4529 static byte find_current;
4532 * The direction we came from
4534 static byte find_prevdir;
4537 * We are looking for open area
4539 static bool find_openarea;
4542 * We are looking for a break
4544 static bool find_breakright;
4545 static bool find_breakleft;
4550 * Initialize the running algorithm for a new direction.
4552 * Diagonal Corridor -- allow diaginal entry into corridors.
4554 * Blunt Corridor -- If there is a wall two spaces ahead and
4555 * we seem to be in a corridor, then force a turn into the side
4556 * corridor, must be moving straight into a corridor here. ???
4558 * Diagonal Corridor Blunt Corridor (?)
4563 static void run_init(int dir)
4565 int row, col, deepleft, deepright;
4566 int i, shortleft, shortright;
4569 /* Save the direction */
4572 /* Assume running straight */
4575 /* Assume looking for open area */
4576 find_openarea = TRUE;
4578 /* Assume not looking for breaks */
4579 find_breakright = find_breakleft = FALSE;
4581 /* Assume no nearby walls */
4582 deepleft = deepright = FALSE;
4583 shortright = shortleft = FALSE;
4588 /* Find the destination grid */
4589 row = py + ddy[dir];
4590 col = px + ddx[dir];
4592 /* Extract cycle index */
4595 /* Check for walls */
4596 if (see_wall(cycle[i+1], py, px))
4598 find_breakleft = TRUE;
4601 else if (see_wall(cycle[i+1], row, col))
4603 find_breakleft = TRUE;
4607 /* Check for walls */
4608 if (see_wall(cycle[i-1], py, px))
4610 find_breakright = TRUE;
4613 else if (see_wall(cycle[i-1], row, col))
4615 find_breakright = TRUE;
4619 /* Looking for a break */
4620 if (find_breakleft && find_breakright)
4622 /* Not looking for open area */
4623 find_openarea = FALSE;
4625 /* Hack -- allow angled corridor entry */
4628 if (deepleft && !deepright)
4630 find_prevdir = cycle[i - 1];
4632 else if (deepright && !deepleft)
4634 find_prevdir = cycle[i + 1];
4638 /* Hack -- allow blunt corridor entry */
4639 else if (see_wall(cycle[i], row, col))
4641 if (shortleft && !shortright)
4643 find_prevdir = cycle[i - 2];
4645 else if (shortright && !shortleft)
4647 find_prevdir = cycle[i + 2];
4655 * Update the current "run" path
4657 * Return TRUE if the running should be stopped
4659 static bool run_test(void)
4661 int prev_dir, new_dir, check_dir = 0;
4664 int option = 0, option2 = 0;
4668 /* Where we came from */
4669 prev_dir = find_prevdir;
4672 /* Range of newly adjacent grids */
4673 max = (prev_dir & 0x01) + 1;
4675 /* break run when leaving trap detected region */
4676 if ((disturb_trap_detect || alert_trap_detect)
4677 && p_ptr->dtrap && !(cave[py][px].info & CAVE_IN_DETECT))
4679 /* No duplicate warning */
4680 p_ptr->dtrap = FALSE;
4682 /* You are just on the edge */
4683 if (!(cave[py][px].info & CAVE_UNSAFE))
4685 if (alert_trap_detect)
4688 msg_print("* Ãí°Õ:¤³¤ÎÀè¤Ï¥È¥é¥Ã¥×¤Î´¶ÃÎÈϰϳ°¤Ç¤¹¡ª *");
4690 msg_print("*Leaving trap detect region!*");
4694 if (disturb_trap_detect)
4702 /* Look at every newly adjacent square. */
4703 for (i = -max; i <= max; i++)
4705 s16b this_o_idx, next_o_idx = 0;
4709 new_dir = cycle[chome[prev_dir] + i];
4712 row = py + ddy[new_dir];
4713 col = px + ddx[new_dir];
4716 c_ptr = &cave[row][col];
4718 /* Feature code (applying "mimic" field) */
4719 feat = get_feat_mimic(c_ptr);
4721 /* Visible monsters abort running */
4724 monster_type *m_ptr = &m_list[c_ptr->m_idx];
4726 /* Visible monster */
4727 if (m_ptr->ml) return (TRUE);
4730 /* Visible objects abort running */
4731 for (this_o_idx = c_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
4735 /* Acquire object */
4736 o_ptr = &o_list[this_o_idx];
4738 /* Acquire next object */
4739 next_o_idx = o_ptr->next_o_idx;
4741 /* Visible object */
4742 if (o_ptr->marked) return (TRUE);
4746 /* Assume unknown */
4749 /* Check memorized grids */
4750 if (c_ptr->info & (CAVE_MARK))
4754 /* Examine the terrain */
4767 /* Hidden treasure */
4771 /* Known treasure (almost uninteresting) */
4777 case FEAT_WALL_EXTRA:
4778 case FEAT_WALL_INNER:
4779 case FEAT_WALL_OUTER:
4780 case FEAT_WALL_SOLID:
4781 case FEAT_PERM_EXTRA:
4782 case FEAT_PERM_INNER:
4783 case FEAT_PERM_OUTER:
4784 case FEAT_PERM_SOLID:
4785 /* dirt, grass, trees, ... */
4786 case FEAT_SHAL_WATER:
4789 case FEAT_DEEP_GRASS:
4802 /* quest features */
4803 case FEAT_QUEST_ENTER:
4804 case FEAT_QUEST_EXIT:
4813 case FEAT_DEEP_LAVA:
4814 case FEAT_SHAL_LAVA:
4817 if (IS_INVULN() || p_ptr->immune_fire) notice = FALSE;
4823 case FEAT_DEEP_WATER:
4826 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;
4836 /* Option -- ignore */
4837 if (find_ignore_doors) notice = FALSE;
4846 case FEAT_LESS_LESS:
4847 case FEAT_MORE_MORE:
4850 /* Option -- ignore */
4851 if (find_ignore_stairs) notice = FALSE;
4858 /* Interesting feature */
4859 if (notice) return (TRUE);
4861 /* The grid is "visible" */
4865 /* Analyze unknown grids and floors considering mimic */
4866 if (inv || feat_floor(feat))
4868 /* Looking for open area */
4874 /* The first new direction. */
4880 /* Three new directions. Stop running. */
4886 /* Two non-adjacent new directions. Stop running. */
4887 else if (option != cycle[chome[prev_dir] + i - 1])
4892 /* Two new (adjacent) directions (case 1) */
4893 else if (new_dir & 0x01)
4895 check_dir = cycle[chome[prev_dir] + i - 2];
4899 /* Two new (adjacent) directions (case 2) */
4902 check_dir = cycle[chome[prev_dir] + i + 1];
4908 /* Obstacle, while looking for open area */
4915 /* Break to the right */
4916 find_breakright = TRUE;
4921 /* Break to the left */
4922 find_breakleft = TRUE;
4929 /* Looking for open area */
4932 /* Hack -- look again */
4933 for (i = -max; i < 0; i++)
4935 new_dir = cycle[chome[prev_dir] + i];
4937 row = py + ddy[new_dir];
4938 col = px + ddx[new_dir];
4941 c_ptr = &cave[row][col];
4943 /* Feature code (applying "mimic" field) */
4944 feat = get_feat_mimic(c_ptr);
4946 /* Unknown grid or non-wall XXX XXX XXX cave_floor_grid(c_ptr)) */
4947 if (!(c_ptr->info & (CAVE_MARK)) ||
4948 ((feat <= FEAT_DOOR_TAIL) ||
4949 (feat == FEAT_FLOWER) ||
4950 (feat == FEAT_DEEP_GRASS) ||
4951 ((feat >= FEAT_DEEP_WATER) &&
4952 (feat <= FEAT_GRASS))))
4955 /* Looking to break right */
4956 if (find_breakright)
4965 /* Looking to break left */
4973 /* Hack -- look again */
4974 for (i = max; i > 0; i--)
4976 new_dir = cycle[chome[prev_dir] + i];
4978 row = py + ddy[new_dir];
4979 col = px + ddx[new_dir];
4982 c_ptr = &cave[row][col];
4984 /* Feature code (applying "mimic" field) */
4985 feat = get_feat_mimic(c_ptr);
4987 /* Unknown grid or non-wall XXX XXX XXX cave_floor_grid(c_ptr)) */
4988 if (!(c_ptr->info & (CAVE_MARK)) ||
4989 ((feat <= FEAT_DOOR_TAIL) ||
4990 (feat == FEAT_FLOWER) ||
4991 (feat == FEAT_DEEP_GRASS) ||
4992 ((feat >= FEAT_DEEP_WATER) &&
4993 (feat <= FEAT_GRASS))))
4996 /* Looking to break left */
5006 /* Looking to break right */
5007 if (find_breakright)
5016 /* Not looking for open area */
5028 /* Primary option */
5029 find_current = option;
5031 /* No other options */
5032 find_prevdir = option;
5035 /* Two options, examining corners */
5038 /* Primary option */
5039 find_current = option;
5041 /* Hack -- allow curving */
5042 find_prevdir = option2;
5045 /* Two options, pick one */
5048 /* Get next location */
5049 row = py + ddy[option];
5050 col = px + ddx[option];
5052 /* Don't see that it is closed off. */
5053 /* This could be a potential corner or an intersection. */
5054 if (!see_wall(option, row, col) ||
5055 !see_wall(check_dir, row, col))
5057 /* Can not see anything ahead and in the direction we */
5058 /* are turning, assume that it is a potential corner. */
5059 if (see_nothing(option, row, col) &&
5060 see_nothing(option2, row, col))
5062 find_current = option;
5063 find_prevdir = option2;
5066 /* STOP: we are next to an intersection or a room */
5073 /* This corner is seen to be enclosed; we cut the corner. */
5076 find_current = option2;
5077 find_prevdir = option2;
5080 /* This corner is seen to be enclosed, and we */
5081 /* deliberately go the long way. */
5084 find_current = option;
5085 find_prevdir = option2;
5091 /* About to hit a known wall, stop */
5092 if (see_wall(find_current, py, px))
5105 * Take one step along the current "run" path
5107 void run_step(int dir)
5113 cave_type *c_ptr = &cave[py+ddy[dir]][px+ddx[dir]];
5115 /* Feature code (applying "mimic" field) */
5116 byte feat = get_feat_mimic(c_ptr);
5118 /* Hack -- do not start silly run */
5119 if (see_wall(dir, py, px) &&
5120 (feat != FEAT_TREES))
5124 msg_print("¤½¤ÎÊý¸þ¤Ë¤Ï¹Ô¤±¤Þ¤»¤ó¡£");
5126 msg_print("You cannot run in that direction.");
5155 /* Decrease the run counter */
5156 if (--running <= 0) return;
5161 /* Move the player, using the "pickup" flag */
5162 #ifdef ALLOW_EASY_DISARM /* TNB */
5164 move_player(find_current, FALSE, FALSE);
5166 #else /* ALLOW_EASY_DISARM -- TNB */
5168 move_player(find_current, always_pickup, FALSE);
5170 #endif /* ALLOW_EASY_DISARM -- TNB */
5172 if (player_bold(p_ptr->run_py, p_ptr->run_px))