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;
419 if (o_ptr->name1 == ART_HRUNTING)
424 if ((have_flag(flgs, TR_KILL_GIANT)) &&
425 (r_ptr->flags3 & RF3_GIANT))
427 if (m_ptr->ml && is_original_ap(m_ptr))
429 r_ptr->r_flags3 |= RF3_GIANT;
432 if (mult < 50) mult = 50;
436 if ((have_flag(flgs, TR_SLAY_DRAGON)) &&
437 (r_ptr->flags3 & RF3_DRAGON))
439 if (m_ptr->ml && is_original_ap(m_ptr))
441 r_ptr->r_flags3 |= RF3_DRAGON;
444 if (mult < 30) mult = 30;
448 if ((have_flag(flgs, TR_KILL_DRAGON)) &&
449 (r_ptr->flags3 & RF3_DRAGON))
451 if (m_ptr->ml && is_original_ap(m_ptr))
453 r_ptr->r_flags3 |= RF3_DRAGON;
456 if (mult < 50) mult = 50;
458 if ((o_ptr->name1 == ART_NOTHUNG) && (m_ptr->r_idx == MON_FAFNER))
463 if (have_flag(flgs, TR_BRAND_ACID) || ((p_ptr->special_attack & (ATTACK_ACID)) && !thrown))
465 /* Notice immunity */
466 if (r_ptr->flagsr & RFR_EFF_IM_ACID_MASK)
468 if (m_ptr->ml && is_original_ap(m_ptr))
470 r_ptr->r_flagsr |= (r_ptr->flagsr & RFR_EFF_IM_ACID_MASK);
474 /* Otherwise, take the damage */
477 if (mult < 25) mult = 25;
482 if (have_flag(flgs, TR_BRAND_ELEC) || ((p_ptr->special_attack & (ATTACK_ELEC)) && !thrown) || (mode == HISSATSU_ELEC))
484 /* Notice immunity */
485 if (r_ptr->flagsr & RFR_EFF_IM_ELEC_MASK)
487 if (m_ptr->ml && is_original_ap(m_ptr))
489 r_ptr->r_flagsr |= (r_ptr->flagsr & RFR_EFF_IM_ELEC_MASK);
493 /* Otherwise, take the damage */
494 else if ((have_flag(flgs, TR_BRAND_ELEC) || ((p_ptr->special_attack & (ATTACK_ELEC)) && !thrown)) && (mode == HISSATSU_ELEC))
496 if (mult < 70) mult = 70;
498 else if (mode == HISSATSU_ELEC)
500 if (mult < 50) mult = 50;
505 if (mult < 25) mult = 25;
510 if (have_flag(flgs, TR_BRAND_FIRE) || ((p_ptr->special_attack & (ATTACK_FIRE)) && !thrown) || (mode == HISSATSU_FIRE))
512 /* Notice immunity */
513 if (r_ptr->flagsr & RFR_EFF_IM_FIRE_MASK)
515 if (m_ptr->ml && is_original_ap(m_ptr))
517 r_ptr->r_flagsr |= (r_ptr->flagsr & RFR_EFF_IM_FIRE_MASK);
521 /* Otherwise, take the damage */
522 else if ((have_flag(flgs, TR_BRAND_FIRE) || ((p_ptr->special_attack & (ATTACK_FIRE)) && !thrown)) && (mode == HISSATSU_FIRE))
524 if (r_ptr->flags3 & RF3_HURT_FIRE)
526 if (mult < 70) mult = 70;
527 if (m_ptr->ml && is_original_ap(m_ptr))
529 r_ptr->r_flags3 |= RF3_HURT_FIRE;
532 else if (mult < 35) mult = 35;
536 if (r_ptr->flags3 & RF3_HURT_FIRE)
538 if (mult < 50) mult = 50;
539 if (m_ptr->ml && is_original_ap(m_ptr))
541 r_ptr->r_flags3 |= RF3_HURT_FIRE;
544 else if (mult < 25) mult = 25;
549 if (have_flag(flgs, TR_BRAND_COLD) || ((p_ptr->special_attack & (ATTACK_COLD)) && !thrown) || (mode == HISSATSU_COLD))
551 /* Notice immunity */
552 if (r_ptr->flagsr & RFR_EFF_IM_COLD_MASK)
554 if (m_ptr->ml && is_original_ap(m_ptr))
556 r_ptr->r_flagsr |= (r_ptr->flagsr & RFR_EFF_IM_COLD_MASK);
559 /* Otherwise, take the damage */
560 else if ((have_flag(flgs, TR_BRAND_COLD) || ((p_ptr->special_attack & (ATTACK_COLD)) && !thrown)) && (mode == HISSATSU_COLD))
562 if (r_ptr->flags3 & RF3_HURT_COLD)
564 if (mult < 70) mult = 70;
565 if (m_ptr->ml && is_original_ap(m_ptr))
567 r_ptr->r_flags3 |= RF3_HURT_COLD;
570 else if (mult < 35) mult = 35;
574 if (r_ptr->flags3 & RF3_HURT_COLD)
576 if (mult < 50) mult = 50;
577 if (m_ptr->ml && is_original_ap(m_ptr))
579 r_ptr->r_flags3 |= RF3_HURT_COLD;
582 else if (mult < 25) mult = 25;
587 if (have_flag(flgs, TR_BRAND_POIS) || ((p_ptr->special_attack & (ATTACK_POIS)) && !thrown) || (mode == HISSATSU_POISON))
589 /* Notice immunity */
590 if (r_ptr->flagsr & RFR_EFF_IM_POIS_MASK)
592 if (m_ptr->ml && is_original_ap(m_ptr))
594 r_ptr->r_flagsr |= (r_ptr->flagsr & RFR_EFF_IM_POIS_MASK);
598 /* Otherwise, take the damage */
599 else if ((have_flag(flgs, TR_BRAND_POIS) || ((p_ptr->special_attack & (ATTACK_POIS)) && !thrown)) && (mode == HISSATSU_POISON))
601 if (mult < 35) mult = 35;
605 if (mult < 25) mult = 25;
608 if ((mode == HISSATSU_ZANMA) && !monster_living(r_ptr) && (r_ptr->flags3 & RF3_EVIL))
610 if (mult < 15) mult = 25;
611 else if (mult < 50) mult = MIN(50, mult+20);
613 if (mode == HISSATSU_UNDEAD)
615 if (r_ptr->flags3 & RF3_UNDEAD)
617 if (m_ptr->ml && is_original_ap(m_ptr))
619 r_ptr->r_flags3 |= RF3_UNDEAD;
621 if (mult == 10) mult = 70;
622 else if (mult < 140) mult = MIN(140, mult+60);
624 if (mult == 10) mult = 40;
625 else if (mult < 60) mult = MIN(60, mult+30);
627 if ((mode == HISSATSU_SEKIRYUKA) && p_ptr->cut && monster_living(r_ptr))
629 int tmp = MIN(100, MAX(10, p_ptr->cut / 10));
630 if (mult < tmp) mult = tmp;
632 if ((mode == HISSATSU_HAGAN) && (r_ptr->flags3 & RF3_HURT_ROCK))
634 if (m_ptr->ml && is_original_ap(m_ptr))
636 r_ptr->r_flags3 |= RF3_HURT_ROCK;
638 if (mult == 10) mult = 40;
639 else if (mult < 60) mult = 60;
641 if ((p_ptr->pclass != CLASS_SAMURAI) && (have_flag(flgs, TR_FORCE_WEAPON)) && (p_ptr->csp > (o_ptr->dd * o_ptr->ds / 5)))
643 p_ptr->csp -= (1+(o_ptr->dd * o_ptr->ds / 5));
644 p_ptr->redraw |= (PR_MANA);
645 mult = mult * 3 / 2 + 20;
650 if (mult > 150) mult = 150;
652 /* Return the total damage */
653 return (tdam * mult / 10);
658 * Search for hidden things
664 s16b this_o_idx, next_o_idx = 0;
669 /* Start with base search ability */
670 chance = p_ptr->skill_srh;
672 /* Penalize various conditions */
673 if (p_ptr->blind || no_lite()) chance = chance / 10;
674 if (p_ptr->confused || p_ptr->image) chance = chance / 10;
676 /* Search the nearby grids, which are always in bounds */
677 for (y = (py - 1); y <= (py + 1); y++)
679 for (x = (px - 1); x <= (px + 1); x++)
681 /* Sometimes, notice things */
682 if (randint0(100) < chance)
684 /* Access the grid */
688 if (c_ptr->mimic && is_trap(c_ptr->feat))
695 msg_print("¥È¥é¥Ã¥×¤òȯ¸«¤·¤¿¡£");
697 msg_print("You have found a trap.");
706 if (is_hidden_door(c_ptr))
710 msg_print("±£¤·¥É¥¢¤òȯ¸«¤·¤¿¡£");
712 msg_print("You have found a secret door.");
722 /* Scan all objects in the grid */
723 for (this_o_idx = c_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
728 o_ptr = &o_list[this_o_idx];
730 /* Acquire next object */
731 next_o_idx = o_ptr->next_o_idx;
733 /* Skip non-chests */
734 if (o_ptr->tval != TV_CHEST) continue;
736 /* Skip non-trapped chests */
737 if (!chest_traps[o_ptr->pval]) continue;
740 if (!object_known_p(o_ptr))
744 msg_print("È¢¤Ë»Å³Ý¤±¤é¤ì¤¿¥È¥é¥Ã¥×¤òȯ¸«¤·¤¿¡ª");
746 msg_print("You have discovered a trap on the chest!");
764 * Helper routine for py_pickup() and py_pickup_floor().
766 * Add the given dungeon object to the character's inventory.
768 * Delete the object afterwards.
770 void py_pickup_aux(int o_idx)
776 * ¥¢¥¤¥Æ¥à¤ò½¦¤Ã¤¿ºÝ¤Ë¡Ö£²¤Ä¤Î¥±¡¼¥¤ò»ý¤Ã¤Æ¤¤¤ë¡×
777 * "You have two cakes." ¤È¥¢¥¤¥Æ¥à¤ò½¦¤Ã¤¿¸å¤Î¹ç·×¤Î¤ß¤Îɽ¼¨¤¬¥ª¥ê¥¸¥Ê¥ë
779 * ¤¢¤ë¤È¤¤¤¦»ØŦ¤ò¤¦¤±¤¿¤Î¤Ç¡¢¡Ö¡Á¤ò½¦¤Ã¤¿¡¢¡Á¤ò»ý¤Ã¤Æ¤¤¤ë¡×¤È¤¤¤¦É½¼¨
780 * ¤Ë¤«¤¨¤Æ¤¢¤ë¡£¤½¤Î¤¿¤á¤ÎÇÛÎó¡£
782 char o_name[MAX_NLEN];
783 char old_name[MAX_NLEN];
787 char o_name[MAX_NLEN];
792 o_ptr = &o_list[o_idx];
795 /* Describe the object */
796 object_desc(old_name, o_ptr, TRUE, 0);
797 object_desc_kosuu(kazu_str, o_ptr);
798 hirottakazu = o_ptr->number;
800 /* Carry the object */
801 slot = inven_carry(o_ptr);
803 /* Get the object again */
804 o_ptr = &inventory[slot];
806 /* Delete the object */
807 delete_object_idx(o_idx);
809 if (p_ptr->pseikaku == SEIKAKU_MUNCHKIN)
812 bool old_known = identify_item(o_ptr);
814 /* Auto-inscription/destroy */
815 idx = is_autopick(o_ptr);
816 auto_inscribe_item(slot, idx);
817 if (destroy_identify && !old_known)
819 if (auto_destroy_item(slot, idx))
821 if (o_ptr->marked & OM_AUTODESTROY) return;
826 /* Describe the object */
827 object_desc(o_name, o_ptr, TRUE, 3);
831 if ((o_ptr->name1 == ART_CRIMSON) && (p_ptr->pseikaku == SEIKAKU_COMBAT))
833 msg_format("¤³¤¦¤·¤Æ¡¢%s¤Ï¡Ø¥¯¥ê¥à¥¾¥ó¡Ù¤ò¼ê¤ËÆþ¤ì¤¿¡£", player_name);
834 msg_print("¤·¤«¤·º£¡¢¡Øº®Æ٤Υµ¡¼¥Ú¥ó¥È¡Ù¤ÎÊü¤Ã¤¿¥â¥ó¥¹¥¿¡¼¤¬¡¢");
835 msg_format("%s¤Ë½±¤¤¤«¤«¤ë¡¥¡¥¡¥", player_name);
841 msg_format("%s(%c)¤ò»ý¤Ã¤Æ¤¤¤ë¡£",o_name, index_to_label(slot));
845 if (o_ptr->number > hirottakazu) {
846 msg_format("%s½¦¤Ã¤Æ¡¢%s(%c)¤ò»ý¤Ã¤Æ¤¤¤ë¡£",
847 kazu_str, o_name, index_to_label(slot));
849 msg_format("%s(%c)¤ò½¦¤Ã¤¿¡£", o_name, index_to_label(slot));
853 strcpy(record_o_name, old_name);
855 msg_format("You have %s (%c).", o_name, index_to_label(slot));
856 strcpy(record_o_name, o_name);
861 /* Check if completed a quest */
862 for (i = 0; i < max_quests; i++)
864 if ((quest[i].type == QUEST_TYPE_FIND_ARTIFACT) &&
865 (quest[i].status == QUEST_STATUS_TAKEN) &&
866 (quest[i].k_idx == o_ptr->name1))
868 if (record_fix_quest) do_cmd_write_nikki(NIKKI_FIX_QUEST_C, i, NULL);
869 quest[i].status = QUEST_STATUS_COMPLETED;
870 quest[i].complev = (byte)p_ptr->lev;
872 msg_print("¥¯¥¨¥¹¥È¤òãÀ®¤·¤¿¡ª");
874 msg_print("You completed your quest!");
884 * Player "wants" to pick up an object or gold.
885 * Note that we ONLY handle things that can be picked up.
886 * See "move_player()" for handling of other things.
888 void carry(int pickup)
890 cave_type *c_ptr = &cave[py][px];
892 s16b this_o_idx, next_o_idx = 0;
894 char o_name[MAX_NLEN];
896 /* Recenter the map around the player */
900 p_ptr->update |= (PU_MONSTERS);
903 p_ptr->redraw |= (PR_MAP);
906 p_ptr->window |= (PW_OVERHEAD);
911 /* Automatically pickup/destroy/inscribe items */
912 auto_pickup_items(c_ptr);
915 #ifdef ALLOW_EASY_FLOOR
919 py_pickup_floor(pickup);
923 #endif /* ALLOW_EASY_FLOOR */
925 /* Scan the pile of objects */
926 for (this_o_idx = c_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
931 o_ptr = &o_list[this_o_idx];
933 #ifdef ALLOW_EASY_SENSE /* TNB */
935 /* Option: Make item sensing easy */
938 /* Sense the object */
939 (void)sense_object(o_ptr);
942 #endif /* ALLOW_EASY_SENSE -- TNB */
944 /* Describe the object */
945 object_desc(o_name, o_ptr, TRUE, 3);
947 /* Acquire next object */
948 next_o_idx = o_ptr->next_o_idx;
950 /* Hack -- disturb */
954 if (o_ptr->tval == TV_GOLD)
956 int value = (long)o_ptr->pval;
958 /* Delete the gold */
959 delete_object_idx(this_o_idx);
963 msg_format(" $%ld ¤Î²ÁÃͤ¬¤¢¤ë%s¤ò¸«¤Ä¤±¤¿¡£",
964 (long)value, o_name);
966 msg_format("You collect %ld gold pieces worth of %s.",
967 (long)value, o_name);
973 /* Collect the gold */
977 p_ptr->redraw |= (PR_GOLD);
980 p_ptr->window |= (PW_PLAYER);
983 /* Pick up objects */
986 /* Hack - some objects were handled in auto_pickup_items(). */
987 if (o_ptr->marked & OM_NOMSG)
989 /* Clear the flag. */
990 o_ptr->marked &= ~OM_NOMSG;
992 /* Describe the object */
997 msg_format("%s¤¬¤¢¤ë¡£", o_name);
999 msg_format("You see %s.", o_name);
1004 /* Note that the pack is too full */
1005 else if (!inven_carry_okay(o_ptr))
1008 msg_format("¥¶¥Ã¥¯¤Ë¤Ï%s¤òÆþ¤ì¤ë·ä´Ö¤¬¤Ê¤¤¡£", o_name);
1010 msg_format("You have no room for %s.", o_name);
1015 /* Pick up the item (if requested and allowed) */
1020 /* Hack -- query every item */
1021 if (carry_query_flag)
1023 char out_val[MAX_NLEN+20];
1025 sprintf(out_val, "%s¤ò½¦¤¤¤Þ¤¹¤«? ", o_name);
1027 sprintf(out_val, "Pick up %s? ", o_name);
1030 okay = get_check(out_val);
1033 /* Attempt to pick up an object. */
1036 /* Pick up the object */
1037 py_pickup_aux(this_o_idx);
1046 * Determine if a trap affects the player.
1047 * Always miss 5% of the time, Always hit 5% of the time.
1048 * Otherwise, match trap power against player armor.
1050 static int check_hit(int power)
1054 /* Percentile dice */
1057 /* Hack -- 5% hit, 5% miss */
1058 if (k < 10) return (k < 5);
1060 if (p_ptr->pseikaku == SEIKAKU_NAMAKE)
1061 if (one_in_(20)) return (TRUE);
1063 /* Paranoia -- No power */
1064 if (power <= 0) return (FALSE);
1067 ac = p_ptr->ac + p_ptr->to_a;
1069 /* Power competes against Armor */
1070 if (randint1(power) > ((ac * 3) / 4)) return (TRUE);
1079 * Handle player hitting a real trap
1081 static void hit_trap(bool break_trap)
1089 cptr name = "¥È¥é¥Ã¥×";
1091 cptr name = "a trap";
1096 /* Disturb the player */
1099 /* Get the cave grid */
1100 c_ptr = &cave[y][x];
1102 /* Analyze XXX XXX XXX */
1103 switch (c_ptr->feat)
1105 case FEAT_TRAP_TRAPDOOR:
1110 msg_print("Í¸Í¤òÈô¤Ó±Û¤¨¤¿¡£");
1112 msg_print("You fly over a trap door.");
1119 msg_print("Í¸Í¤ËÍî¤Á¤¿¡ª");
1120 if ((p_ptr->pseikaku == SEIKAKU_COMBAT) || (inventory[INVEN_BOW].name1 == ART_CRIMSON))
1121 msg_print("¤¯¤Ã¤½¡Á¡ª");
1123 msg_print("You have fallen through a trap door!");
1127 dam = damroll(2, 8);
1131 name = "a trap door";
1134 take_hit(DAMAGE_NOESCAPE, dam, name, -1);
1136 /* Still alive and autosave enabled */
1137 if (autosave_l && (p_ptr->chp >= 0))
1138 do_cmd_save_game(TRUE);
1141 do_cmd_write_nikki(NIKKI_BUNSHOU, 0, "Í¸Í¤ËÍî¤Á¤¿");
1143 do_cmd_write_nikki(NIKKI_BUNSHOU, 0, "You have fallen through a trap door!");
1145 prepare_change_floor_mode(CFM_DOWN | CFM_RAND_PLACE | CFM_RAND_CONNECT);
1148 p_ptr->leaving = TRUE;
1158 msg_print("Í·ê¤òÈô¤Ó±Û¤¨¤¿¡£");
1160 msg_print("You fly over a pit trap.");
1167 msg_print("Í·ê¤ËÍî¤Á¤Æ¤·¤Þ¤Ã¤¿¡ª");
1169 msg_print("You have fallen into a pit!");
1172 dam = damroll(2, 6);
1176 name = "a pit trap";
1179 take_hit(DAMAGE_NOESCAPE, dam, name, -1);
1184 case FEAT_TRAP_SPIKED_PIT:
1189 msg_print("¥È¥²¤Î¤¢¤ëÍ·ê¤òÈô¤Ó±Û¤¨¤¿¡£");
1191 msg_print("You fly over a spiked pit.");
1198 msg_print("¥¹¥Ñ¥¤¥¯¤¬Éߤ«¤ì¤¿Í·ê¤ËÍî¤Á¤Æ¤·¤Þ¤Ã¤¿¡ª");
1200 msg_print("You fall into a spiked pit!");
1208 name = "a pit trap";
1211 dam = damroll(2, 6);
1213 /* Extra spike damage */
1214 if (randint0(100) < 50)
1217 msg_print("¥¹¥Ñ¥¤¥¯¤¬»É¤µ¤Ã¤¿¡ª");
1219 msg_print("You are impaled!");
1224 name = "¥È¥²¤Î¤¢¤ëÍ·ê";
1226 name = "a spiked pit";
1230 (void)set_cut(p_ptr->cut + randint1(dam));
1233 /* Take the damage */
1234 take_hit(DAMAGE_NOESCAPE, dam, name, -1);
1239 case FEAT_TRAP_POISON_PIT:
1244 msg_print("¥È¥²¤Î¤¢¤ëÍ·ê¤òÈô¤Ó±Û¤¨¤¿¡£");
1246 msg_print("You fly over a spiked pit.");
1253 msg_print("¥¹¥Ñ¥¤¥¯¤¬Éߤ«¤ì¤¿Í·ê¤ËÍî¤Á¤Æ¤·¤Þ¤Ã¤¿¡ª");
1255 msg_print("You fall into a spiked pit!");
1260 dam = damroll(2, 6);
1265 name = "a pit trap";
1269 /* Extra spike damage */
1270 if (randint0(100) < 50)
1273 msg_print("ÆǤòÅɤé¤ì¤¿¥¹¥Ñ¥¤¥¯¤¬»É¤µ¤Ã¤¿¡ª");
1275 msg_print("You are impaled on poisonous spikes!");
1280 name = "¥È¥²¤Î¤¢¤ëÍ·ê";
1282 name = "a spiked pit";
1287 (void)set_cut(p_ptr->cut + randint1(dam));
1289 if (p_ptr->resist_pois || IS_OPPOSE_POIS())
1292 msg_print("¤·¤«¤·ÆǤαƶÁ¤Ï¤Ê¤«¤Ã¤¿¡ª");
1294 msg_print("The poison does not affect you!");
1302 (void)set_poisoned(p_ptr->poisoned + randint1(dam));
1306 /* Take the damage */
1307 take_hit(DAMAGE_NOESCAPE, dam, name, -1);
1313 case FEAT_TRAP_TY_CURSE:
1316 msg_print("²¿¤«¤¬¥Ô¥«¥Ã¤È¸÷¤Ã¤¿¡ª");
1318 msg_print("There is a flash of shimmering light!");
1321 c_ptr->info &= ~(CAVE_MARK);
1322 cave_set_feat(y, x, floor_type[randint0(100)]);
1323 num = 2 + randint1(3);
1324 for (i = 0; i < num; i++)
1326 (void)summon_specific(0, y, x, dun_level, 0, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE | PM_NO_PET));
1329 if (dun_level > randint1(100)) /* No nasty effect for low levels */
1331 bool stop_ty = FALSE;
1336 stop_ty = activate_ty_curse(stop_ty, &count);
1343 case FEAT_TRAP_TELEPORT:
1346 msg_print("¥Æ¥ì¥Ý¡¼¥È¡¦¥È¥é¥Ã¥×¤Ë¤Ò¤Ã¤«¤«¤Ã¤¿¡ª");
1348 msg_print("You hit a teleport trap!");
1351 teleport_player(100);
1355 case FEAT_TRAP_FIRE:
1358 msg_print("±ê¤ËÊñ¤Þ¤ì¤¿¡ª");
1360 msg_print("You are enveloped in flames!");
1363 dam = damroll(4, 6);
1365 (void)fire_dam(dam, "±ê¤Î¥È¥é¥Ã¥×", -1);
1367 (void)fire_dam(dam, "a fire trap", -1);
1373 case FEAT_TRAP_ACID:
1376 msg_print("»À¤¬¿á¤¤«¤±¤é¤ì¤¿¡ª");
1378 msg_print("You are splashed with acid!");
1381 dam = damroll(4, 6);
1383 (void)acid_dam(dam, "»À¤Î¥È¥é¥Ã¥×", -1);
1385 (void)acid_dam(dam, "an acid trap", -1);
1391 case FEAT_TRAP_SLOW:
1396 msg_print("¾®¤µ¤Ê¥À¡¼¥Ä¤¬Èô¤ó¤Ç¤¤Æ»É¤µ¤Ã¤¿¡ª");
1398 msg_print("A small dart hits you!");
1401 dam = damroll(1, 4);
1402 take_hit(DAMAGE_ATTACK, dam, name, -1);
1403 (void)set_slow(p_ptr->slow + randint0(20) + 20, FALSE);
1408 msg_print("¾®¤µ¤Ê¥À¡¼¥Ä¤¬Èô¤ó¤Ç¤¤¿¡ª¤¬¡¢±¿Îɤ¯Åö¤¿¤é¤Ê¤«¤Ã¤¿¡£");
1410 msg_print("A small dart barely misses you.");
1417 case FEAT_TRAP_LOSE_STR:
1422 msg_print("¾®¤µ¤Ê¥À¡¼¥Ä¤¬Èô¤ó¤Ç¤¤Æ»É¤µ¤Ã¤¿¡ª");
1424 msg_print("A small dart hits you!");
1427 dam = damroll(1, 4);
1429 take_hit(DAMAGE_ATTACK, dam, "¥À¡¼¥Ä¤Îæ«", -1);
1431 take_hit(DAMAGE_ATTACK, dam, "a dart trap", -1);
1434 (void)do_dec_stat(A_STR);
1439 msg_print("¾®¤µ¤Ê¥À¡¼¥Ä¤¬Èô¤ó¤Ç¤¤¿¡ª¤¬¡¢±¿Îɤ¯Åö¤¿¤é¤Ê¤«¤Ã¤¿¡£");
1441 msg_print("A small dart barely misses you.");
1448 case FEAT_TRAP_LOSE_DEX:
1453 msg_print("¾®¤µ¤Ê¥À¡¼¥Ä¤¬Èô¤ó¤Ç¤¤Æ»É¤µ¤Ã¤¿¡ª");
1455 msg_print("A small dart hits you!");
1458 dam = damroll(1, 4);
1460 take_hit(DAMAGE_ATTACK, dam, "¥À¡¼¥Ä¤Îæ«", -1);
1462 take_hit(DAMAGE_ATTACK, dam, "a dart trap", -1);
1465 (void)do_dec_stat(A_DEX);
1470 msg_print("¾®¤µ¤Ê¥À¡¼¥Ä¤¬Èô¤ó¤Ç¤¤¿¡ª¤¬¡¢±¿Îɤ¯Åö¤¿¤é¤Ê¤«¤Ã¤¿¡£");
1472 msg_print("A small dart barely misses you.");
1479 case FEAT_TRAP_LOSE_CON:
1484 msg_print("¾®¤µ¤Ê¥À¡¼¥Ä¤¬Èô¤ó¤Ç¤¤Æ»É¤µ¤Ã¤¿¡ª");
1486 msg_print("A small dart hits you!");
1489 dam = damroll(1, 4);
1491 take_hit(DAMAGE_ATTACK, dam, "¥À¡¼¥Ä¤Îæ«", -1);
1493 take_hit(DAMAGE_ATTACK, dam, "a dart trap", -1);
1496 (void)do_dec_stat(A_CON);
1501 msg_print("¾®¤µ¤Ê¥À¡¼¥Ä¤¬Èô¤ó¤Ç¤¤¿¡ª¤¬¡¢±¿Îɤ¯Åö¤¿¤é¤Ê¤«¤Ã¤¿¡£");
1503 msg_print("A small dart barely misses you.");
1510 case FEAT_TRAP_BLIND:
1513 msg_print("¹õ¤¤¥¬¥¹¤ËÊñ¤ß¹þ¤Þ¤ì¤¿¡ª");
1515 msg_print("A black gas surrounds you!");
1518 if (!p_ptr->resist_blind)
1520 (void)set_blind(p_ptr->blind + randint0(50) + 25);
1525 case FEAT_TRAP_CONFUSE:
1528 msg_print("¤¤é¤á¤¯¥¬¥¹¤ËÊñ¤ß¹þ¤Þ¤ì¤¿¡ª");
1530 msg_print("A gas of scintillating colors surrounds you!");
1533 if (!p_ptr->resist_conf)
1535 (void)set_confused(p_ptr->confused + randint0(20) + 10);
1540 case FEAT_TRAP_POISON:
1543 msg_print("»É·ãŪ¤ÊÎп§¤Î¥¬¥¹¤ËÊñ¤ß¹þ¤Þ¤ì¤¿¡ª");
1545 msg_print("A pungent green gas surrounds you!");
1548 if (!p_ptr->resist_pois && !IS_OPPOSE_POIS())
1550 (void)set_poisoned(p_ptr->poisoned + randint0(20) + 10);
1555 case FEAT_TRAP_SLEEP:
1558 msg_print("´ñ̯¤ÊÇò¤¤Ì¸¤ËÊñ¤Þ¤ì¤¿¡ª");
1560 msg_print("A strange white mist surrounds you!");
1563 if (!p_ptr->free_act)
1566 msg_print("¤¢¤Ê¤¿¤Ï̲¤ê¤Ë½¢¤¤¤¿¡£");
1568 msg_print("You fall asleep.");
1572 if (ironman_nightmare)
1575 msg_print("¿È¤ÎÌÓ¤â¤è¤À¤Ä¸÷·Ê¤¬Æ¬¤ËÉ⤫¤ó¤À¡£");
1577 msg_print("A horrible vision enters your mind.");
1581 /* Pick a nightmare */
1582 get_mon_num_prep(get_nightmare, NULL);
1584 /* Have some nightmares */
1585 have_nightmare(get_mon_num(MAX_DEPTH));
1587 /* Remove the monster restriction */
1588 get_mon_num_prep(NULL, NULL);
1590 (void)set_paralyzed(p_ptr->paralyzed + randint0(10) + 5);
1595 case FEAT_TRAP_TRAPS:
1598 msg_print("¤Þ¤Ð¤æ¤¤Á®¸÷¤¬Áö¤Ã¤¿¡ª");
1600 msg_print("There is a bright flash of light!");
1604 /* Destroy this trap */
1605 cave_set_feat(y, x, floor_type[randint0(100)]);
1607 /* Make some new traps */
1608 project(0, 1, y, x, 0, GF_MAKE_TRAP, PROJECT_HIDE | PROJECT_JUMP | PROJECT_GRID, -1);
1613 case FEAT_TRAP_ALARM:
1616 msg_print("¤±¤¿¤¿¤Þ¤·¤¤²»¤¬ÌĤê¶Á¤¤¤¿¡ª");
1618 msg_print("An alarm sounds!");
1621 aggravate_monsters(0);
1626 case FEAT_TRAP_OPEN:
1629 msg_print("Âç²»¶Á¤È¶¦¤Ë¤Þ¤ï¤ê¤ÎÊɤ¬Êø¤ì¤¿¡ª");
1631 msg_print("Suddenly, surrounding walls are opened!");
1633 (void)project(0, 3, y, x, 0, GF_DISINTEGRATE, PROJECT_GRID | PROJECT_HIDE, -1);
1634 (void)project(0, 3, y, x - 4, 0, GF_DISINTEGRATE, PROJECT_GRID | PROJECT_HIDE, -1);
1635 (void)project(0, 3, y, x + 4, 0, GF_DISINTEGRATE, PROJECT_GRID | PROJECT_HIDE, -1);
1636 aggravate_monsters(0);
1641 case FEAT_TRAP_ARMAGEDDON:
1643 static int levs[10] = {0, 0, 20, 10, 5, 3, 2, 1, 1, 1};
1644 int evil_idx = 0, good_idx = 0;
1648 msg_print("ÆÍÁ³Å·³¦¤ÎÀïÁè¤Ë´¬¤¹þ¤Þ¤ì¤¿¡ª");
1650 msg_print("Suddenly, you are surrounded by immotal beings!");
1653 /* Destroy this trap */
1654 cave_set_feat(y, x, floor_type[randint0(100)]);
1656 /* Summon Demons and Angels */
1657 for (lev = dun_level; lev >= 20; lev -= 1 + lev/16)
1659 num = levs[MIN(lev/10, 9)];
1660 for (i = 0; i < num; i++)
1662 int x1 = rand_spread(x, 7);
1663 int y1 = rand_spread(y, 5);
1665 /* Skip illegal grids */
1666 if (!in_bounds(y1, x1)) continue;
1668 /* Require line of sight */
1669 if (!player_has_los_bold(y1, x1)) continue;
1671 if (summon_specific(0, y1, x1, lev, SUMMON_ARMAGE_EVIL, (PM_NO_PET)))
1672 evil_idx = hack_m_idx_ii;
1674 if (summon_specific(0, y1, x1, lev, SUMMON_ARMAGE_GOOD, (PM_NO_PET)))
1676 good_idx = hack_m_idx_ii;
1679 /* Let them fight each other */
1680 if (evil_idx && good_idx)
1682 monster_type *evil_ptr = &m_list[evil_idx];
1683 monster_type *good_ptr = &m_list[good_idx];
1684 evil_ptr->target_y = good_ptr->fy;
1685 evil_ptr->target_x = good_ptr->fx;
1686 good_ptr->target_y = evil_ptr->fy;
1687 good_ptr->target_x = evil_ptr->fx;
1694 case FEAT_TRAP_PIRANHA:
1697 msg_print("ÆÍÁ³Êɤ«¤é¿å¤¬°î¤ì½Ð¤·¤¿¡ª¥Ô¥é¥Ë¥¢¤¬¤¤¤ë¡ª");
1699 msg_print("Suddenly, the room is filled with water with piranhas!");
1702 /* Destroy this trap */
1703 cave_set_feat(y, x, floor_type[randint0(100)]);
1705 /* Water fills room */
1706 fire_ball_hide(GF_WATER_FLOW, 0, 1, 10);
1708 /* Summon Piranhas */
1709 num = 1 + dun_level/20;
1710 for (i = 0; i < num; i++)
1712 (void)summon_specific(0, y, x, dun_level, SUMMON_PIRANHAS, (PM_ALLOW_GROUP | PM_NO_PET));
1717 if (break_trap && is_trap(c_ptr->feat))
1719 cave_set_feat(y, x, floor_type[randint0(100)]);
1721 msg_print("¥È¥é¥Ã¥×¤òÊ´ºÕ¤·¤¿¡£");
1723 msg_print("You destroyed the trap.");
1729 static void touch_zap_player(monster_type *m_ptr)
1731 int aura_damage = 0;
1732 monster_race *r_ptr = &r_info[m_ptr->r_idx];
1734 if (r_ptr->flags2 & RF2_AURA_FIRE)
1736 if (!p_ptr->immune_fire)
1740 aura_damage = damroll(1 + (r_ptr->level / 26), 1 + (r_ptr->level / 17));
1742 /* Hack -- Get the "died from" name */
1743 monster_desc(aura_dam, m_ptr, MD_IGNORE_HALLU | MD_ASSUME_VISIBLE | MD_INDEF_VISIBLE);
1746 msg_print("ÆÍÁ³¤È¤Æ¤âÇ®¤¯¤Ê¤Ã¤¿¡ª");
1748 msg_print("You are suddenly very hot!");
1752 if (prace_is_(RACE_ENT)) aura_damage += aura_damage / 3;
1753 if (IS_OPPOSE_FIRE()) aura_damage = (aura_damage + 2) / 3;
1754 if (p_ptr->resist_fire) aura_damage = (aura_damage + 2) / 3;
1756 take_hit(DAMAGE_NOESCAPE, aura_damage, aura_dam, -1);
1757 if (m_ptr->ml && is_original_ap(m_ptr)) r_ptr->r_flags2 |= RF2_AURA_FIRE;
1762 if (r_ptr->flags3 & RF3_AURA_COLD)
1764 if (!p_ptr->immune_cold)
1768 aura_damage = damroll(1 + (r_ptr->level / 26), 1 + (r_ptr->level / 17));
1770 /* Hack -- Get the "died from" name */
1771 monster_desc(aura_dam, m_ptr, MD_IGNORE_HALLU | MD_ASSUME_VISIBLE | MD_INDEF_VISIBLE);
1774 msg_print("ÆÍÁ³¤È¤Æ¤â´¨¤¯¤Ê¤Ã¤¿¡ª");
1776 msg_print("You are suddenly very cold!");
1780 if (IS_OPPOSE_COLD()) aura_damage = (aura_damage + 2) / 3;
1781 if (p_ptr->resist_cold) aura_damage = (aura_damage + 2) / 3;
1783 take_hit(DAMAGE_NOESCAPE, aura_damage, aura_dam, -1);
1784 if (m_ptr->ml && is_original_ap(m_ptr)) r_ptr->r_flags3 |= RF3_AURA_COLD;
1789 if (r_ptr->flags2 & RF2_AURA_ELEC)
1791 if (!p_ptr->immune_elec)
1795 aura_damage = damroll(1 + (r_ptr->level / 26), 1 + (r_ptr->level / 17));
1797 /* Hack -- Get the "died from" name */
1798 monster_desc(aura_dam, m_ptr, MD_IGNORE_HALLU | MD_ASSUME_VISIBLE | MD_INDEF_VISIBLE);
1800 if (prace_is_(RACE_ANDROID)) aura_damage += aura_damage / 3;
1801 if (IS_OPPOSE_ELEC()) aura_damage = (aura_damage + 2) / 3;
1802 if (p_ptr->resist_elec) aura_damage = (aura_damage + 2) / 3;
1805 msg_print("ÅÅ·â¤ò¤¯¤é¤Ã¤¿¡ª");
1807 msg_print("You get zapped!");
1810 take_hit(DAMAGE_NOESCAPE, aura_damage, aura_dam, -1);
1811 if (m_ptr->ml && is_original_ap(m_ptr)) r_ptr->r_flags2 |= RF2_AURA_ELEC;
1818 static void natural_attack(s16b m_idx, int attack, bool *fear, bool *mdeath)
1820 int k, bonus, chance;
1822 monster_type *m_ptr = &m_list[m_idx];
1823 monster_race *r_ptr = &r_info[m_ptr->r_idx];
1832 case MUT2_SCOR_TAIL:
1859 atk_desc = "¥¯¥Á¥Ð¥·";
1870 atk_desc = "¾Ý¤ÎÉ¡";
1876 case MUT2_TENTACLES:
1883 atk_desc = "tentacles";
1888 dss = ddd = n_weight = 1;
1890 atk_desc = "̤ÄêµÁ¤ÎÉô°Ì";
1892 atk_desc = "undefined body part";
1897 /* Extract monster name (or "it") */
1898 monster_desc(m_name, m_ptr, 0);
1901 /* Calculate the "attack quality" */
1902 bonus = p_ptr->to_h_m;
1903 bonus += (p_ptr->lev * 6 / 5);
1904 chance = (p_ptr->skill_thn + (bonus * BTH_PLUS_ADJ));
1907 if ((!(r_ptr->flags2 & RF2_QUANTUM) || !randint0(2)) && test_hit_norm(chance, r_ptr->ac, m_ptr->ml))
1913 msg_format("%s¤ò%s¤Ç¹¶·â¤·¤¿¡£", m_name, atk_desc);
1915 msg_format("You hit %s with your %s.", m_name, atk_desc);
1919 k = damroll(ddd, dss);
1920 k = critical_norm(n_weight, bonus, k, (s16b)bonus, 0);
1922 /* Apply the player damage bonuses */
1925 /* No negative damage */
1928 /* Modify the damage */
1929 k = mon_damage_mod(m_ptr, k, FALSE);
1931 /* Complex message */
1935 msg_format("%d/%d ¤Î¥À¥á¡¼¥¸¤òÍ¿¤¨¤¿¡£", k, m_ptr->hp);
1937 msg_format("You do %d (out of %d) damage.", k, m_ptr->hp);
1942 /* Anger the monster */
1943 if (k > 0) anger_monster(m_ptr);
1945 /* Damage, check for fear and mdeath */
1948 case MUT2_SCOR_TAIL:
1949 project(0, 0, m_ptr->fy, m_ptr->fx, k, GF_POIS, PROJECT_KILL, -1);
1950 *mdeath = (m_ptr->r_idx == 0);
1953 *mdeath = mon_take_hit(m_idx, k, fear, NULL);
1956 *mdeath = mon_take_hit(m_idx, k, fear, NULL);
1959 *mdeath = mon_take_hit(m_idx, k, fear, NULL);
1961 case MUT2_TENTACLES:
1962 *mdeath = mon_take_hit(m_idx, k, fear, NULL);
1965 *mdeath = mon_take_hit(m_idx, k, fear, NULL);
1968 touch_zap_player(m_ptr);
1978 msg_format("¥ß¥¹¡ª %s¤Ë¤«¤ï¤µ¤ì¤¿¡£", m_name);
1980 msg_format("You miss %s.", m_name);
1989 * Player attacks a (poor, defenseless) creature -RAK-
1991 * If no "weapon" is available, then "punch" the monster one time.
1993 static void py_attack_aux(int y, int x, bool *fear, bool *mdeath, s16b hand, int mode)
1995 int num = 0, k, bonus, chance, vir;
1997 cave_type *c_ptr = &cave[y][x];
1999 monster_type *m_ptr = &m_list[c_ptr->m_idx];
2000 monster_race *r_ptr = &r_info[m_ptr->r_idx];
2006 bool success_hit = FALSE;
2007 bool old_success_hit = FALSE;
2008 bool backstab = FALSE;
2009 bool vorpal_cut = FALSE;
2010 int chaos_effect = 0;
2011 bool stab_fleeing = FALSE;
2012 bool fuiuchi = FALSE;
2013 bool monk_attack = FALSE;
2014 bool do_quake = FALSE;
2016 bool drain_msg = TRUE;
2017 int drain_result = 0, drain_heal = 0;
2018 bool can_drain = FALSE;
2020 int drain_left = MAX_VAMPIRIC_DRAIN;
2021 u32b flgs[TR_FLAG_SIZE]; /* A massive hack -- life-draining weapons */
2022 bool is_human = (r_ptr->d_char == 'p');
2023 bool is_lowlevel = (r_ptr->level < (p_ptr->lev - 15));
2024 bool zantetsu_mukou, e_j_mukou;
2026 switch (p_ptr->pclass)
2030 if (buki_motteruka(INVEN_RARM + hand) && !p_ptr->icky_wield[hand])
2032 int tmp = p_ptr->lev * 6 + (p_ptr->skill_stl + 10) * 4;
2033 if (p_ptr->monlite && (mode != HISSATSU_NYUSIN)) tmp /= 3;
2034 if (p_ptr->cursed & TRC_AGGRAVATE) tmp /= 2;
2035 if (r_ptr->level > (p_ptr->lev * p_ptr->lev / 20 + 10)) tmp /= 3;
2036 if (m_ptr->csleep && m_ptr->ml)
2038 /* Can't backstab creatures that we can't see, right? */
2041 else if ((p_ptr->special_defense & NINJA_S_STEALTH) && (randint0(tmp) > (r_ptr->level+20)) && m_ptr->ml && !(r_ptr->flagsr & RFR_RES_ALL))
2045 else if (m_ptr->monfear && m_ptr->ml)
2047 stab_fleeing = TRUE;
2053 case CLASS_FORCETRAINER:
2054 case CLASS_BERSERKER:
2055 if (empty_hands(TRUE) & EMPTY_HAND_RARM) monk_attack = TRUE;
2059 if (!buki_motteruka(INVEN_RARM) && !buki_motteruka(INVEN_LARM))
2061 if ((r_ptr->level + 10) > p_ptr->lev)
2063 if (p_ptr->skill_exp[GINOU_SUDE] < s_info[p_ptr->pclass].s_max[GINOU_SUDE])
2065 if (p_ptr->skill_exp[GINOU_SUDE] < WEAPON_EXP_BEGINNER)
2066 p_ptr->skill_exp[GINOU_SUDE] += 40;
2067 else if ((p_ptr->skill_exp[GINOU_SUDE] < WEAPON_EXP_SKILLED))
2068 p_ptr->skill_exp[GINOU_SUDE] += 5;
2069 else if ((p_ptr->skill_exp[GINOU_SUDE] < WEAPON_EXP_EXPERT) && (p_ptr->lev > 19))
2070 p_ptr->skill_exp[GINOU_SUDE] += 1;
2071 else if ((p_ptr->lev > 34))
2072 if (one_in_(3)) p_ptr->skill_exp[GINOU_SUDE] += 1;
2073 p_ptr->update |= (PU_BONUS);
2079 if ((r_ptr->level + 10) > p_ptr->lev)
2081 int tval = inventory[INVEN_RARM+hand].tval - TV_BOW;
2082 int sval = inventory[INVEN_RARM+hand].sval;
2083 int now_exp = p_ptr->weapon_exp[tval][sval];
2084 if (now_exp < s_info[p_ptr->pclass].w_max[tval][sval])
2087 if (now_exp < WEAPON_EXP_BEGINNER) amount = 80;
2088 else if (now_exp < WEAPON_EXP_SKILLED) amount = 10;
2089 else if ((now_exp < WEAPON_EXP_EXPERT) && (p_ptr->lev > 19)) amount = 1;
2090 else if ((p_ptr->lev > 34) && one_in_(2)) amount = 1;
2091 p_ptr->weapon_exp[tval][sval] += amount;
2092 p_ptr->update |= (PU_BONUS);
2097 /* Disturb the monster */
2099 if (r_ptr->flags7 & RF7_HAS_LD_MASK) p_ptr->update |= (PU_MON_LITE);
2101 /* Extract monster name (or "it") */
2102 monster_desc(m_name, m_ptr, 0);
2104 /* Access the weapon */
2105 o_ptr = &inventory[INVEN_RARM+hand];
2107 /* Calculate the "attack quality" */
2108 bonus = p_ptr->to_h[hand] + o_ptr->to_h;
2109 chance = (p_ptr->skill_thn + (bonus * BTH_PLUS_ADJ));
2110 if (mode == HISSATSU_IAI) chance += 60;
2111 if (p_ptr->special_defense & KATA_KOUKIJIN) chance += 150;
2113 if (p_ptr->sutemi) chance = MAX(chance * 3 / 2, chance + 60);
2115 vir = virtue_number(V_VALOUR);
2118 chance += (p_ptr->virtues[vir - 1]/10);
2121 zantetsu_mukou = ((o_ptr->name1 == ART_ZANTETSU) && (r_ptr->d_char == 'j'));
2122 e_j_mukou = ((o_ptr->name1 == ART_EXCALIBUR_J) && (r_ptr->d_char == 'S'));
2124 if ((mode == HISSATSU_KYUSHO) || (mode == HISSATSU_MINEUCHI) || (mode == HISSATSU_3DAN) || (mode == HISSATSU_IAI)) num_blow = 1;
2125 else if (mode == HISSATSU_COLD) num_blow = p_ptr->num_blow[hand]+2;
2126 else num_blow = p_ptr->num_blow[hand];
2128 /* Attack once for each legal blow */
2129 while ((num++ < num_blow) && !p_ptr->is_dead)
2131 if (((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_DOKUBARI)) || (mode == HISSATSU_KYUSHO))
2133 if (p_ptr->migite && p_ptr->hidarite)
2135 success_hit = one_in_(2);
2137 else success_hit = TRUE;
2139 else if (mode == HISSATSU_MAJIN)
2144 success_hit = FALSE;
2145 old_success_hit = success_hit;
2147 else success_hit = old_success_hit;
2149 else if ((p_ptr->pclass == CLASS_NINJA) && ((backstab || fuiuchi) && !(r_ptr->flagsr & RFR_RES_ALL))) success_hit = TRUE;
2150 else success_hit = test_hit_norm(chance, r_ptr->ac, m_ptr->ml);
2155 int vorpal_chance = ((o_ptr->name1 == ART_VORPAL_BLADE) || (o_ptr->name1 == ART_CHAINSWORD)) ? 2 : 4;
2162 if (backstab) msg_format("¤¢¤Ê¤¿¤ÏÎä¹ó¤Ë¤â̲¤Ã¤Æ¤¤¤ë̵ÎϤÊ%s¤òÆͤ»É¤·¤¿¡ª", m_name);
2163 else if (fuiuchi) msg_format("ÉÔ°Õ¤òÆͤ¤¤Æ%s¤Ë¶¯Îõ¤Ê°ì·â¤ò¶ô¤é¤ï¤»¤¿¡ª", m_name);
2164 else if (stab_fleeing) msg_format("ƨ¤²¤ë%s¤òÇØÃ椫¤éÆͤ»É¤·¤¿¡ª", m_name);
2165 else if (!monk_attack) msg_format("%s¤ò¹¶·â¤·¤¿¡£", m_name);
2167 if (backstab) msg_format("You cruelly stab the helpless, sleeping %s!", m_name);
2168 else if (fuiuchi) msg_format("You make surprise attack, and hit %s with a powerful blow!", m_name);
2169 else if (stab_fleeing) msg_format("You backstab the fleeing %s!", m_name);
2170 else if (!monk_attack) msg_format("You hit %s.", m_name);
2173 /* Hack -- bare hands do one damage */
2176 object_flags(o_ptr, flgs);
2178 /* Select a chaotic effect (50% chance) */
2179 if ((have_flag(flgs, TR_CHAOTIC)) && one_in_(2))
2182 chg_virtue(V_CHANCE, 1);
2184 if (randint1(5) < 3)
2186 /* Vampiric (20%) */
2189 else if (one_in_(250))
2194 else if (!one_in_(10))
2196 /* Confusion (26.892%) */
2199 else if (one_in_(2))
2201 /* Teleport away (1.494%) */
2206 /* Polymorph (1.494%) */
2211 /* Vampiric drain */
2212 if ((have_flag(flgs, TR_VAMPIRIC)) || (chaos_effect == 1) || (mode == HISSATSU_DRAIN))
2214 /* Only drain "living" monsters */
2215 if (monster_living(r_ptr))
2221 if ((have_flag(flgs, TR_VORPAL)) && (randint1(vorpal_chance*3/2) == 1) && !zantetsu_mukou)
2223 else vorpal_cut = FALSE;
2227 int special_effect = 0, stun_effect = 0, times = 0, max_times;
2229 martial_arts *ma_ptr = &ma_blows[0], *old_ptr = &ma_blows[0];
2230 int resist_stun = 0;
2233 if (r_ptr->flags1 & RF1_UNIQUE) resist_stun += 88;
2234 if (r_ptr->flags3 & RF3_NO_STUN) resist_stun += 66;
2235 if (r_ptr->flags3 & RF3_NO_CONF) resist_stun += 33;
2236 if (r_ptr->flags3 & RF3_NO_SLEEP) resist_stun += 33;
2237 if ((r_ptr->flags3 & RF3_UNDEAD) || (r_ptr->flags3 & RF3_NONLIVING))
2240 if (p_ptr->special_defense & KAMAE_BYAKKO)
2241 max_times = (p_ptr->lev < 3 ? 1 : p_ptr->lev / 3);
2242 else if (p_ptr->special_defense & KAMAE_SUZAKU)
2244 else if (p_ptr->special_defense & KAMAE_GENBU)
2247 max_times = (p_ptr->lev < 7 ? 1 : p_ptr->lev / 7);
2248 /* Attempt 'times' */
2249 for (times = 0; times < max_times; times++)
2253 ma_ptr = &ma_blows[randint0(MAX_MA)];
2254 if ((p_ptr->pclass == CLASS_FORCETRAINER) && (ma_ptr->min_level > 1)) min_level = ma_ptr->min_level + 3;
2255 else min_level = ma_ptr->min_level;
2257 while ((min_level > p_ptr->lev) ||
2258 (randint1(p_ptr->lev) < ma_ptr->chance));
2260 /* keep the highest level attack available we found */
2261 if ((ma_ptr->min_level > old_ptr->min_level) &&
2262 !p_ptr->stun && !p_ptr->confused)
2266 if (p_ptr->wizard && cheat_xtra)
2269 msg_print("¹¶·â¤òºÆÁªÂò¤·¤Þ¤·¤¿¡£");
2271 msg_print("Attack re-selected.");
2281 if (p_ptr->pclass == CLASS_FORCETRAINER) min_level = MAX(1, ma_ptr->min_level - 3);
2282 else min_level = ma_ptr->min_level;
2283 k = damroll(ma_ptr->dd + p_ptr->to_dd[hand], ma_ptr->ds + p_ptr->to_ds[hand]);
2284 if (p_ptr->special_attack & ATTACK_SUIKEN) k *= 2;
2286 if (ma_ptr->effect == MA_KNEE)
2288 if (r_ptr->flags1 & RF1_MALE)
2291 msg_format("%s¤Ë¶âŪɨ½³¤ê¤ò¤¯¤é¤ï¤·¤¿¡ª", m_name);
2293 msg_format("You hit %s in the groin with your knee!", m_name);
2297 special_effect = MA_KNEE;
2300 msg_format(ma_ptr->desc, m_name);
2303 else if (ma_ptr->effect == MA_SLOW)
2305 if (!((r_ptr->flags1 & RF1_NEVER_MOVE) ||
2306 strchr("~#{}.UjmeEv$,DdsbBFIJQSXclnw!=?", r_ptr->d_char)))
2309 msg_format("%s¤Î¼ó¤Ë´ØÀá½³¤ê¤ò¤¯¤é¤ï¤·¤¿¡ª", m_name);
2311 msg_format("You kick %s in the ankle.", m_name);
2314 special_effect = MA_SLOW;
2316 else msg_format(ma_ptr->desc, m_name);
2322 stun_effect = (ma_ptr->effect / 2) + randint1(ma_ptr->effect / 2);
2325 msg_format(ma_ptr->desc, m_name);
2328 if (p_ptr->special_defense & KAMAE_SUZAKU) weight = 4;
2329 if ((p_ptr->pclass == CLASS_FORCETRAINER) && (p_ptr->magic_num1[0]))
2331 weight += (p_ptr->magic_num1[0]/30);
2332 if (weight > 20) weight = 20;
2335 k = critical_norm(p_ptr->lev * weight, min_level, k, p_ptr->to_h[0], 0);
2337 if ((special_effect == MA_KNEE) && ((k + p_ptr->to_d[hand]) < m_ptr->hp))
2340 msg_format("%^s¤Ï¶ìÄˤˤ¦¤á¤¤¤Æ¤¤¤ë¡ª", m_name);
2342 msg_format("%^s moans in agony!", m_name);
2345 stun_effect = 7 + randint1(13);
2349 else if ((special_effect == MA_SLOW) && ((k + p_ptr->to_d[hand]) < m_ptr->hp))
2351 if (!(r_ptr->flags1 & RF1_UNIQUE) &&
2352 (randint1(p_ptr->lev) > r_ptr->level) &&
2356 msg_format("%^s¤Ï¤ò¤Ò¤¤º¤ê»Ï¤á¤¿¡£", m_name);
2358 msg_format("%^s starts limping slower.", m_name);
2361 m_ptr->mspeed -= 10;
2365 if (stun_effect && ((k + p_ptr->to_d[hand]) < m_ptr->hp))
2367 if (p_ptr->lev > randint1(r_ptr->level + resist_stun + 10))
2370 if (m_ptr->stunned) msg_format("%^s¤Ï¤µ¤é¤Ë¥Õ¥é¥Õ¥é¤Ë¤Ê¤Ã¤¿¡£", m_name);
2371 else msg_format("%^s¤Ï¥Õ¥é¥Õ¥é¤Ë¤Ê¤Ã¤¿¡£", m_name);
2373 if (m_ptr->stunned) msg_format("%^s is more stunned.", m_name);
2374 else msg_format("%^s is stunned.", m_name);
2377 m_ptr->stunned += stun_effect;
2382 /* Handle normal weapon */
2383 else if (o_ptr->k_idx)
2385 k = damroll(o_ptr->dd + p_ptr->to_dd[hand], o_ptr->ds + p_ptr->to_ds[hand]);
2386 k = tot_dam_aux(o_ptr, k, m_ptr, mode, FALSE);
2390 k *= (3 + (p_ptr->lev / 20));
2394 k = k*(5+(p_ptr->lev*2/25))/2;
2396 else if (stab_fleeing)
2401 if ((p_ptr->impact[hand] && ((k > 50) || one_in_(7))) ||
2402 (chaos_effect == 2) || (mode == HISSATSU_QUAKE))
2407 if ((!(o_ptr->tval == TV_SWORD) || !(o_ptr->sval == SV_DOKUBARI)) && !(mode == HISSATSU_KYUSHO))
2408 k = critical_norm(o_ptr->weight, o_ptr->to_h, k, p_ptr->to_h[hand], mode);
2416 if ((o_ptr->name1 == ART_CHAINSWORD) && !one_in_(2))
2418 char chainsword_noise[1024];
2420 if (!get_rnd_line("chainswd_j.txt", 0, chainsword_noise))
2422 if (!get_rnd_line("chainswd.txt", 0, chainsword_noise))
2425 msg_print(chainsword_noise);
2429 if (o_ptr->name1 == ART_VORPAL_BLADE)
2432 msg_print("Ìܤˤâ»ß¤Þ¤é¤Ì¥ô¥©¡¼¥Ñ¥ë¥Ö¥ì¡¼¥É¡¢¼êÏ£¤ÎÁá¶È¡ª");
2434 msg_print("Your Vorpal Blade goes snicker-snack!");
2440 msg_format("%s¤ò¥°¥Ã¥µ¥êÀÚ¤êÎö¤¤¤¿¡ª", m_name);
2442 msg_format("Your weapon cuts deep into %s!", m_name);
2446 /* Try to increase the damage */
2447 while (one_in_(vorpal_chance))
2455 if (((r_ptr->flagsr & RFR_RES_ALL) ? k/100 : k) > m_ptr->hp)
2458 msg_format("%s¤ò¿¿¤ÃÆó¤Ä¤Ë¤·¤¿¡ª", m_name);
2460 msg_format("You cut %s in half!", m_name);
2468 case 2: msg_format("%s¤ò»Â¤Ã¤¿¡ª", m_name); break;
2469 case 3: msg_format("%s¤ò¤Ö¤Ã¤¿»Â¤Ã¤¿¡ª", m_name); break;
2470 case 4: msg_format("%s¤ò¥á¥Ã¥¿»Â¤ê¤Ë¤·¤¿¡ª", m_name); break;
2471 case 5: msg_format("%s¤ò¥á¥Ã¥¿¥á¥¿¤Ë»Â¤Ã¤¿¡ª", m_name); break;
2472 case 6: msg_format("%s¤ò»É¿È¤Ë¤·¤¿¡ª", m_name); break;
2473 case 7: msg_format("%s¤ò»Â¤Ã¤Æ»Â¤Ã¤Æ»Â¤ê¤Þ¤¯¤Ã¤¿¡ª", m_name); break;
2474 default: msg_format("%s¤òºÙÀÚ¤ì¤Ë¤·¤¿¡ª", m_name); break;
2476 case 2: msg_format("You gouge %s!", m_name); break;
2477 case 3: msg_format("You maim %s!", m_name); break;
2478 case 4: msg_format("You carve %s!", m_name); break;
2479 case 5: msg_format("You cleave %s!", m_name); break;
2480 case 6: msg_format("You smite %s!", m_name); break;
2481 case 7: msg_format("You eviscerate %s!", m_name); break;
2482 default: msg_format("You shred %s!", m_name); break;
2486 drain_result = drain_result * 3 / 2;
2490 drain_result += o_ptr->to_d;
2493 /* Apply the player damage bonuses */
2494 k += p_ptr->to_d[hand];
2495 drain_result += p_ptr->to_d[hand];
2497 if ((mode == HISSATSU_SUTEMI) || (mode == HISSATSU_3DAN)) k *= 2;
2498 if ((mode == HISSATSU_SEKIRYUKA) && !monster_living(r_ptr)) k = 0;
2499 if ((mode == HISSATSU_SEKIRYUKA) && !p_ptr->cut) k /= 2;
2501 /* No negative damage */
2504 if ((mode == HISSATSU_ZANMA) && !(!monster_living(r_ptr) && (r_ptr->flags3 & RF3_EVIL)))
2512 msg_print("¤³¤ó¤ÊÆð¤é¤«¤¤¤â¤Î¤ÏÀÚ¤ì¤ó¡ª");
2514 msg_print("You cannot cut such a elastic thing!");
2522 msg_print("ÃØéá¤Ï¶ì¼ê¤À¡ª");
2524 msg_print("Spiders are difficult for you to deal with!");
2529 if (mode == HISSATSU_MINEUCHI)
2531 int tmp = (10 + randint1(15) + p_ptr->lev / 5);
2534 anger_monster(m_ptr);
2536 if (!(r_ptr->flags3 & (RF3_NO_STUN)))
2542 msg_format("%s¤Ï¤Ò¤É¤¯¤â¤¦¤í¤¦¤È¤·¤¿¡£", m_name);
2544 msg_format("%s is more dazed.", m_name);
2552 msg_format("%s ¤Ï¤â¤¦¤í¤¦¤È¤·¤¿¡£", m_name);
2554 msg_format("%s is dazed.", m_name);
2559 m_ptr->stunned = (tmp < 200) ? tmp : 200;
2564 msg_format("%s ¤Ë¤Ï¸ú²Ì¤¬¤Ê¤«¤Ã¤¿¡£", m_name);
2566 msg_format("%s is not effected.", m_name);
2571 /* Modify the damage */
2572 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))));
2573 if (((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_DOKUBARI)) || (mode == HISSATSU_KYUSHO))
2575 if ((randint1(randint1(r_ptr->level/7)+5) == 1) && !(r_ptr->flags1 & RF1_UNIQUE) && !(r_ptr->flags7 & RF7_UNIQUE2))
2577 if (k < m_ptr->hp + 1) k = m_ptr->hp + 1;
2579 msg_format("%s¤ÎµÞ½ê¤òÆͤ»É¤·¤¿¡ª", m_name);
2581 msg_format("You hit %s on a fatal spot!", m_name);
2586 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)))
2588 int maxhp = maxroll(r_ptr->hdice, r_ptr->hside);
2589 if (one_in_(backstab ? 13 : (stab_fleeing || fuiuchi) ? 15 : 27))
2594 msg_format("¿Ï¤¬%s¤Ë¿¼¡¹¤ÈÆͤ»É¤µ¤Ã¤¿¡ª", m_name);
2596 msg_format("You critically injured %s!", m_name);
2599 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)))
2601 if ((r_ptr->flags1 & RF1_UNIQUE) || (r_ptr->flags7 & RF7_UNIQUE2) || (m_ptr->hp >= maxhp/2))
2603 k = MAX(k*5, m_ptr->hp/2);
2606 msg_format("%s¤ËÃ×Ì¿½ý¤òÉé¤ï¤»¤¿¡ª", m_name);
2608 msg_format("You fatally injured %s!", m_name);
2613 if (k < m_ptr->hp + 1) k = m_ptr->hp + 1;
2615 msg_format("¿Ï¤¬%s¤ÎµÞ½ê¤ò´Ó¤¤¤¿¡ª", m_name);
2617 msg_format("You hit %s on a fatal spot!", m_name);
2623 /* Complex message */
2624 if (p_ptr->wizard || cheat_xtra)
2627 msg_format("%d/%d ¤Î¥À¥á¡¼¥¸¤òÍ¿¤¨¤¿¡£", k, m_ptr->hp);
2629 msg_format("You do %d (out of %d) damage.", k, m_ptr->hp);
2633 if (k <= 0) can_drain = FALSE;
2635 if (drain_result > m_ptr->hp)
2636 drain_result = m_ptr->hp;
2638 /* Damage, check for fear and death */
2639 if (mon_take_hit(c_ptr->m_idx, k, fear, NULL))
2642 if ((p_ptr->pclass == CLASS_BERSERKER) && energy_use)
2644 if (p_ptr->migite && p_ptr->hidarite)
2646 if (hand) energy_use = energy_use*3/5+energy_use*num*2/(p_ptr->num_blow[hand]*5);
2647 else energy_use = energy_use*num*3/(p_ptr->num_blow[hand]*5);
2651 energy_use = energy_use*num/p_ptr->num_blow[hand];
2654 if ((o_ptr->name1 == ART_ZANTETSU) && is_lowlevel)
2656 msg_print("¤Þ¤¿¤Ä¤Þ¤é¤Ì¤â¤Î¤ò»Â¤Ã¤Æ¤·¤Þ¤Ã¤¿¡¥¡¥¡¥");
2658 msg_print("Sigh... Another trifling thing I've cut....");
2663 /* Anger the monster */
2664 if (k > 0) anger_monster(m_ptr);
2666 touch_zap_player(m_ptr);
2668 /* Are we draining it? A little note: If the monster is
2669 dead, the drain does not work... */
2671 if (can_drain && (drain_result > 0))
2673 if (o_ptr->name1 == ART_MURAMASA)
2677 int to_h = o_ptr->to_h;
2678 int to_d = o_ptr->to_d;
2682 for (i = 0; i < to_h + 3; i++) if (one_in_(4)) flag = 0;
2686 for (i = 0; i < to_d + 3; i++) if (one_in_(4)) flag = 0;
2689 if (o_ptr->to_h != to_h || o_ptr->to_d != to_d)
2692 msg_print("ÍÅÅá¤Ï·ì¤òµÛ¤Ã¤Æ¶¯¤¯¤Ê¤Ã¤¿¡ª");
2694 msg_print("Muramasa sucked blood, and became more powerful!");
2703 if (drain_result > 5) /* Did we really hurt it? */
2705 drain_heal = damroll(2, drain_result / 6);
2710 msg_format("Draining left: %d", drain_left);
2712 msg_format("Draining left: %d", drain_left);
2719 if (drain_heal < drain_left)
2721 drain_left -= drain_heal;
2725 drain_heal = drain_left;
2732 msg_format("¿Ï¤¬%s¤«¤éÀ¸Ì¿ÎϤòµÛ¤¤¼è¤Ã¤¿¡ª", m_name);
2734 msg_format("Your weapon drains life from %s!", m_name);
2740 drain_heal = (drain_heal * mutant_regenerate_mod) / 100;
2742 hp_player(drain_heal);
2743 /* We get to keep some of it! */
2747 m_ptr->maxhp -= (k+7)/8;
2748 if (m_ptr->hp > m_ptr->maxhp) m_ptr->hp = m_ptr->maxhp;
2754 /* Confusion attack */
2755 if ((p_ptr->special_attack & ATTACK_CONFUSE) || (chaos_effect == 3) || (mode == HISSATSU_CONF))
2757 /* Cancel glowing hands */
2758 if (p_ptr->special_attack & ATTACK_CONFUSE)
2760 p_ptr->special_attack &= ~(ATTACK_CONFUSE);
2762 msg_print("¼ê¤Îµ±¤¤¬¤Ê¤¯¤Ê¤Ã¤¿¡£");
2764 msg_print("Your hands stop glowing.");
2766 p_ptr->redraw |= (PR_STATUS);
2770 /* Confuse the monster */
2771 if (r_ptr->flags3 & RF3_NO_CONF)
2773 if (m_ptr->ml && is_original_ap(m_ptr))
2775 r_ptr->r_flags3 |= RF3_NO_CONF;
2779 msg_format("%^s¤Ë¤Ï¸ú²Ì¤¬¤Ê¤«¤Ã¤¿¡£", m_name);
2781 msg_format("%^s is unaffected.", m_name);
2785 else if (randint0(100) < r_ptr->level)
2788 msg_format("%^s¤Ë¤Ï¸ú²Ì¤¬¤Ê¤«¤Ã¤¿¡£", m_name);
2790 msg_format("%^s is unaffected.", m_name);
2797 msg_format("%^s¤Ïº®Í𤷤¿¤è¤¦¤À¡£", m_name);
2799 msg_format("%^s appears confused.", m_name);
2802 m_ptr->confused += 10 + randint0(p_ptr->lev) / 5;
2806 else if (chaos_effect == 4)
2808 bool resists_tele = FALSE;
2810 if (r_ptr->flagsr & RFR_RES_TELE)
2812 if (r_ptr->flags1 & RF1_UNIQUE)
2814 if (m_ptr->ml && is_original_ap(m_ptr)) r_ptr->r_flagsr |= RFR_RES_TELE;
2816 msg_format("%^s¤Ë¤Ï¸ú²Ì¤¬¤Ê¤«¤Ã¤¿¡£", m_name);
2818 msg_format("%^s is unaffected!", m_name);
2821 resists_tele = TRUE;
2823 else if (r_ptr->level > randint1(100))
2825 if (m_ptr->ml && is_original_ap(m_ptr)) r_ptr->r_flagsr |= RFR_RES_TELE;
2827 msg_format("%^s¤ÏÄñ¹³ÎϤò»ý¤Ã¤Æ¤¤¤ë¡ª", m_name);
2829 msg_format("%^s resists!", m_name);
2832 resists_tele = TRUE;
2839 msg_format("%^s¤Ï¾Ã¤¨¤¿¡ª", m_name);
2841 msg_format("%^s disappears!", m_name);
2844 teleport_away(c_ptr->m_idx, 50, FALSE);
2845 num = num_blow + 1; /* Can't hit it anymore! */
2850 else if ((chaos_effect == 5) && cave_floor_bold(y, x) &&
2851 (randint1(90) > r_ptr->level))
2853 if (!(r_ptr->flags1 & (RF1_UNIQUE | RF1_QUESTOR)) &&
2854 !(r_ptr->flagsr & RFR_EFF_RES_CHAO_MASK))
2856 if (polymorph_monster(y, x))
2859 msg_format("%^s¤ÏÊѲ½¤·¤¿¡ª", m_name);
2861 msg_format("%^s changes!", m_name);
2865 /* Hack -- Get new monster */
2866 m_ptr = &m_list[c_ptr->m_idx];
2868 /* Oops, we need a different name... */
2869 monster_desc(m_name, m_ptr, 0);
2871 /* Hack -- Get new race */
2872 r_ptr = &r_info[m_ptr->r_idx];
2880 msg_format("%^s¤Ë¤Ï¸ú²Ì¤¬¤Ê¤«¤Ã¤¿¡£", m_name);
2882 msg_format("%^s is unaffected.", m_name);
2888 else if (o_ptr->name1 == ART_G_HAMMER)
2890 monster_type *m_ptr = &m_list[c_ptr->m_idx];
2892 if (m_ptr->hold_o_idx)
2894 object_type *q_ptr = &o_list[m_ptr->hold_o_idx];
2895 char o_name[MAX_NLEN];
2897 object_desc(o_name, q_ptr, TRUE, 0);
2898 q_ptr->held_m_idx = 0;
2900 m_ptr->hold_o_idx = q_ptr->next_o_idx;
2901 q_ptr->next_o_idx = 0;
2903 msg_format("%s¤òÃ¥¤Ã¤¿¡£", o_name);
2905 msg_format("You snatched %s.", o_name);
2915 backstab = FALSE; /* Clumsy! */
2916 fuiuchi = FALSE; /* Clumsy! */
2918 if ((o_ptr->tval == TV_POLEARM) && (o_ptr->sval == SV_DEATH_SCYTHE) && one_in_(3))
2920 u32b flgs[TR_FLAG_SIZE];
2927 msg_format("¥ß¥¹¡ª %s¤Ë¤«¤ï¤µ¤ì¤¿¡£", m_name);
2929 msg_format("You miss %s.", m_name);
2933 msg_print("¿¶¤ê²ó¤·¤¿Âç³ù¤¬¼«Ê¬¼«¿È¤ËÊ֤äƤ¤¿¡ª");
2935 msg_print("Your scythe returns to you!");
2938 /* Extract the flags */
2939 object_flags(o_ptr, flgs);
2941 k = damroll(o_ptr->dd + p_ptr->to_dd[hand], o_ptr->ds + p_ptr->to_ds[hand]);
2944 switch (p_ptr->mimic_form)
2947 switch (p_ptr->prace)
2956 case RACE_HALF_TROLL:
2957 case RACE_HALF_OGRE:
2958 case RACE_HALF_GIANT:
2959 case RACE_HALF_TITAN:
2967 case RACE_DRACONIAN:
2974 case MIMIC_DEMON_LORD:
2981 if (p_ptr->align < 0 && mult < 20)
2983 if (!(p_ptr->resist_acid || IS_OPPOSE_ACID() || p_ptr->immune_acid) && (mult < 25))
2985 if (!(p_ptr->resist_elec || IS_OPPOSE_ELEC() || p_ptr->immune_elec) && (mult < 25))
2987 if (!(p_ptr->resist_fire || IS_OPPOSE_FIRE() || p_ptr->immune_fire) && (mult < 25))
2989 if (!(p_ptr->resist_cold || IS_OPPOSE_COLD() || p_ptr->immune_cold) && (mult < 25))
2991 if (!(p_ptr->resist_pois || IS_OPPOSE_POIS()) && (mult < 25))
2994 if ((p_ptr->pclass != CLASS_SAMURAI) && (have_flag(flgs, TR_FORCE_WEAPON)) && (p_ptr->csp > (p_ptr->msp / 30)))
2996 p_ptr->csp -= (1+(p_ptr->msp / 30));
2997 p_ptr->redraw |= (PR_MANA);
2998 mult = mult * 3 / 2 + 20;
3004 k = critical_norm(o_ptr->weight, o_ptr->to_h, k, p_ptr->to_h[hand], mode);
3009 msg_format("¥°¥Ã¥µ¥êÀÚ¤êÎö¤«¤ì¤¿¡ª");
3011 msg_format("Your weapon cuts deep into yourself!");
3013 /* Try to increase the damage */
3021 k += (p_ptr->to_d[hand] + o_ptr->to_d);
3026 take_hit(DAMAGE_FORCE, k, "»à¤ÎÂç³ù", -1);
3028 take_hit(DAMAGE_FORCE, k, "Death scythe", -1);
3040 msg_format("¥ß¥¹¡ª %s¤Ë¤«¤ï¤µ¤ì¤¿¡£", m_name);
3042 msg_format("You miss %s.", m_name);
3051 if (weak && !(*mdeath))
3054 msg_format("%s¤Ï¼å¤¯¤Ê¤Ã¤¿¤è¤¦¤À¡£", m_name);
3056 msg_format("%^s seems weakened.", m_name);
3059 if (drain_left != MAX_VAMPIRIC_DRAIN)
3063 chg_virtue(V_UNLIFE, 1);
3066 /* Mega-Hack -- apply earthquake brand */
3069 earthquake(py, px, 10);
3070 if (!cave[y][x].m_idx) *mdeath = TRUE;
3074 bool py_attack(int y, int x, int mode)
3077 bool mdeath = FALSE;
3078 bool stormbringer = FALSE;
3080 cave_type *c_ptr = &cave[y][x];
3081 monster_type *m_ptr = &m_list[c_ptr->m_idx];
3082 monster_race *r_ptr = &r_info[m_ptr->r_idx];
3085 /* Disturb the player */
3090 if (m_ptr->csleep) /* It is not honorable etc to attack helpless victims */
3092 if (!(r_ptr->flags3 & RF3_EVIL) || one_in_(5)) chg_virtue(V_COMPASSION, -1);
3093 if (!(r_ptr->flags3 & RF3_EVIL) || one_in_(5)) chg_virtue(V_HONOUR, -1);
3096 /* Extract monster name (or "it") */
3097 monster_desc(m_name, m_ptr, 0);
3099 /* Auto-Recall if possible and visible */
3100 if (m_ptr->ml) monster_race_track(m_ptr->ap_r_idx);
3102 /* Track a new monster */
3103 if (m_ptr->ml) health_track(c_ptr->m_idx);
3105 if ((r_ptr->flags1 & RF1_FEMALE) &&
3106 !(p_ptr->stun || p_ptr->confused || p_ptr->image || !m_ptr->ml))
3108 if ((inventory[INVEN_RARM].name1 == ART_ZANTETSU) || (inventory[INVEN_LARM].name1 == ART_ZANTETSU))
3111 msg_print("ÀÛ¼Ô¡¢¤ª¤Ê¤´¤Ï»Â¤ì¤Ì¡ª");
3113 msg_print("I can not attack women!");
3119 if (d_info[dungeon_type].flags1 & DF1_NO_MELEE)
3122 msg_print("¤Ê¤¼¤«¹¶·â¤¹¤ë¤³¤È¤¬¤Ç¤¤Ê¤¤¡£");
3124 msg_print("Something prevent you from attacking.");
3129 /* Stop if friendly */
3130 if (!is_hostile(m_ptr) &&
3131 !(p_ptr->stun || p_ptr->confused || p_ptr->image ||
3132 p_ptr->shero || !m_ptr->ml))
3134 if (inventory[INVEN_RARM].name1 == ART_STORMBRINGER) stormbringer = TRUE;
3135 if (inventory[INVEN_LARM].name1 == ART_STORMBRINGER) stormbringer = TRUE;
3139 msg_format("¹õ¤¤¿Ï¤Ï¶¯ÍߤË%s¤ò¹¶·â¤·¤¿¡ª", m_name);
3141 msg_format("Your black blade greedily attacks %s!", m_name);
3143 chg_virtue(V_INDIVIDUALISM, 1);
3144 chg_virtue(V_HONOUR, -1);
3145 chg_virtue(V_JUSTICE, -1);
3146 chg_virtue(V_COMPASSION, -1);
3148 else if (p_ptr->pclass != CLASS_BERSERKER)
3151 if (get_check("ËÜÅö¤Ë¹¶·â¤·¤Þ¤¹¤«¡©"))
3153 if (get_check("Really hit it? "))
3156 chg_virtue(V_INDIVIDUALISM, 1);
3157 chg_virtue(V_HONOUR, -1);
3158 chg_virtue(V_JUSTICE, -1);
3159 chg_virtue(V_COMPASSION, -1);
3164 msg_format("%s¤ò¹¶·â¤¹¤ë¤Î¤ò»ß¤á¤¿¡£", m_name);
3166 msg_format("You stop to avoid hitting %s.", m_name);
3174 /* Handle player fear */
3180 msg_format("¶²¤¯¤Æ%s¤ò¹¶·â¤Ç¤¤Ê¤¤¡ª", m_name);
3182 msg_format("You are too afraid to attack %s!", m_name);
3187 msg_format ("¤½¤Ã¤Á¤Ë¤Ï²¿¤«¶²¤¤¤â¤Î¤¬¤¤¤ë¡ª");
3189 msg_format ("There is something scary in your way!");
3192 /* Disturb the monster */
3194 if (r_ptr->flags7 & RF7_HAS_LD_MASK) p_ptr->update |= (PU_MON_LITE);
3200 if (p_ptr->migite && p_ptr->hidarite)
3202 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))
3204 if (p_ptr->skill_exp[GINOU_NITOURYU] < WEAPON_EXP_BEGINNER)
3205 p_ptr->skill_exp[GINOU_NITOURYU] += 80;
3206 else if(p_ptr->skill_exp[GINOU_NITOURYU] < WEAPON_EXP_SKILLED)
3207 p_ptr->skill_exp[GINOU_NITOURYU] += 4;
3208 else if(p_ptr->skill_exp[GINOU_NITOURYU] < WEAPON_EXP_EXPERT)
3209 p_ptr->skill_exp[GINOU_NITOURYU] += 1;
3210 else if(p_ptr->skill_exp[GINOU_NITOURYU] < WEAPON_EXP_MASTER)
3211 if (one_in_(3)) p_ptr->skill_exp[GINOU_NITOURYU] += 1;
3212 p_ptr->update |= (PU_BONUS);
3216 /* Gain riding experience */
3219 int cur = p_ptr->skill_exp[GINOU_RIDING];
3220 int max = s_info[p_ptr->pclass].s_max[GINOU_RIDING];
3224 int ridinglevel = r_info[m_list[p_ptr->riding].r_idx].level;
3225 int targetlevel = r_ptr->level;
3228 if ((cur / 200 - 5) < targetlevel)
3231 /* Extra experience */
3232 if ((cur / 100) < ridinglevel)
3234 if ((cur / 100 + 15) < ridinglevel)
3235 inc += 1 + (ridinglevel - (cur / 100 + 15));
3240 p_ptr->skill_exp[GINOU_RIDING] = MIN(max, cur + inc);
3242 p_ptr->update |= (PU_BONUS);
3246 riding_t_m_idx = c_ptr->m_idx;
3247 if (p_ptr->migite) py_attack_aux(y, x, &fear, &mdeath, 0, mode);
3248 if (p_ptr->hidarite && !mdeath) py_attack_aux(y, x, &fear, &mdeath, 1, mode);
3250 /* Mutations which yield extra 'natural' attacks */
3253 if ((p_ptr->muta2 & MUT2_HORNS) && !mdeath)
3254 natural_attack(c_ptr->m_idx, MUT2_HORNS, &fear, &mdeath);
3255 if ((p_ptr->muta2 & MUT2_BEAK) && !mdeath)
3256 natural_attack(c_ptr->m_idx, MUT2_BEAK, &fear, &mdeath);
3257 if ((p_ptr->muta2 & MUT2_SCOR_TAIL) && !mdeath)
3258 natural_attack(c_ptr->m_idx, MUT2_SCOR_TAIL, &fear, &mdeath);
3259 if ((p_ptr->muta2 & MUT2_TRUNK) && !mdeath)
3260 natural_attack(c_ptr->m_idx, MUT2_TRUNK, &fear, &mdeath);
3261 if ((p_ptr->muta2 & MUT2_TENTACLES) && !mdeath)
3262 natural_attack(c_ptr->m_idx, MUT2_TENTACLES, &fear, &mdeath);
3265 /* Hack -- delay fear messages */
3266 if (fear && m_ptr->ml && !mdeath)
3273 msg_format("%^s¤Ï¶²Éݤ·¤Æƨ¤²½Ð¤·¤¿¡ª", m_name);
3275 msg_format("%^s flees in terror!", m_name);
3280 if ((p_ptr->special_defense & KATA_IAI) && ((mode != HISSATSU_IAI) || mdeath))
3282 set_action(ACTION_NONE);
3289 static bool pattern_seq(int c_y, int c_x, int n_y, int n_x)
3291 if (!pattern_tile(c_y, c_x) && !pattern_tile(n_y, n_x))
3294 if (cave[n_y][n_x].feat == FEAT_PATTERN_START)
3296 if (!pattern_tile(c_y, c_x) &&
3297 !p_ptr->confused && !p_ptr->stun && !p_ptr->image)
3300 if (get_check("¥Ñ¥¿¡¼¥ó¤Î¾å¤òÊ⤻Ϥá¤ë¤È¡¢Á´¤Æ¤òÊ⤫¤Ê¤±¤ì¤Ð¤Ê¤ê¤Þ¤»¤ó¡£¤¤¤¤¤Ç¤¹¤«¡©"))
3302 if (get_check("If you start walking the Pattern, you must walk the whole way. Ok? "))
3312 else if ((cave[n_y][n_x].feat == FEAT_PATTERN_OLD) ||
3313 (cave[n_y][n_x].feat == FEAT_PATTERN_END) ||
3314 (cave[n_y][n_x].feat == FEAT_PATTERN_XTRA2))
3316 if (pattern_tile(c_y, c_x))
3323 msg_print("¥Ñ¥¿¡¼¥ó¤Î¾å¤òÊ⤯¤Ë¤Ï¥¹¥¿¡¼¥ÈÃÏÅÀ¤«¤éÊ⤻Ϥá¤Ê¤¯¤Æ¤Ï¤Ê¤ê¤Þ¤»¤ó¡£");
3325 msg_print("You must start walking the Pattern from the startpoint.");
3331 else if ((cave[n_y][n_x].feat == FEAT_PATTERN_XTRA1) ||
3332 (cave[c_y][c_x].feat == FEAT_PATTERN_XTRA1))
3336 else if (cave[c_y][c_x].feat == FEAT_PATTERN_START)
3338 if (pattern_tile(n_y, n_x))
3343 msg_print("¥Ñ¥¿¡¼¥ó¤Î¾å¤ÏÀµ¤·¤¤½ç½ø¤ÇÊ⤫¤Í¤Ð¤Ê¤ê¤Þ¤»¤ó¡£");
3345 msg_print("You must walk the Pattern in correct order.");
3351 else if ((cave[c_y][c_x].feat == FEAT_PATTERN_OLD) ||
3352 (cave[c_y][c_x].feat == FEAT_PATTERN_END) ||
3353 (cave[c_y][c_x].feat == FEAT_PATTERN_XTRA2))
3355 if (!pattern_tile(n_y, n_x))
3358 msg_print("¥Ñ¥¿¡¼¥ó¤òƧ¤ß³°¤·¤Æ¤Ï¤¤¤±¤Þ¤»¤ó¡£");
3360 msg_print("You may not step off from the Pattern.");
3372 if (!pattern_tile(c_y, c_x))
3375 msg_print("¥Ñ¥¿¡¼¥ó¤Î¾å¤òÊ⤯¤Ë¤Ï¥¹¥¿¡¼¥ÈÃÏÅÀ¤«¤éÊ⤻Ϥá¤Ê¤¯¤Æ¤Ï¤Ê¤ê¤Þ¤»¤ó¡£");
3377 msg_print("You must start walking the Pattern from the startpoint.");
3384 byte ok_move = FEAT_PATTERN_START;
3385 switch (cave[c_y][c_x].feat)
3387 case FEAT_PATTERN_1:
3388 ok_move = FEAT_PATTERN_2;
3390 case FEAT_PATTERN_2:
3391 ok_move = FEAT_PATTERN_3;
3393 case FEAT_PATTERN_3:
3394 ok_move = FEAT_PATTERN_4;
3396 case FEAT_PATTERN_4:
3397 ok_move = FEAT_PATTERN_1;
3402 msg_format("¤ª¤«¤·¤Ê¥Ñ¥¿¡¼¥óÊâ¹Ô¡¢%d¡£", cave[c_y][c_x].feat);
3404 msg_format("Funny Pattern walking, %d.", cave[c_y][c_x].feat);
3407 return TRUE; /* Goof-up */
3410 if ((cave[n_y][n_x].feat == ok_move) ||
3411 (cave[n_y][n_x].feat == cave[c_y][c_x].feat))
3415 if (!pattern_tile(n_y, n_x))
3417 msg_print("¥Ñ¥¿¡¼¥ó¤òƧ¤ß³°¤·¤Æ¤Ï¤¤¤±¤Þ¤»¤ó¡£");
3419 msg_print("You may not step off from the Pattern.");
3424 msg_print("¥Ñ¥¿¡¼¥ó¤Î¾å¤ÏÀµ¤·¤¤½ç½ø¤ÇÊ⤫¤Í¤Ð¤Ê¤ê¤Þ¤»¤ó¡£");
3426 msg_print("You must walk the Pattern in correct order.");
3438 bool player_can_enter(byte feature)
3442 case FEAT_DOOR_HEAD: /* Nasty hack -- Doors */
3443 case FEAT_DOOR_HEAD + 0x01:
3444 case FEAT_DOOR_HEAD + 0x02:
3445 case FEAT_DOOR_HEAD + 0x03:
3446 case FEAT_DOOR_HEAD + 0x04:
3447 case FEAT_DOOR_HEAD + 0x05:
3448 case FEAT_DOOR_HEAD + 0x06:
3449 case FEAT_DOOR_HEAD + 0x07:
3450 case FEAT_DOOR_HEAD + 0x08:
3451 case FEAT_DOOR_HEAD + 0x09:
3452 case FEAT_DOOR_HEAD + 0x0a:
3453 case FEAT_DOOR_HEAD + 0x0b:
3454 case FEAT_DOOR_HEAD + 0x0c:
3455 case FEAT_DOOR_HEAD + 0x0d:
3456 case FEAT_DOOR_HEAD + 0x0e:
3457 case FEAT_DOOR_TAIL: /* Equals FEAT_DOOR_HEAD + 0x0f */
3466 case FEAT_WALL_EXTRA:
3467 case FEAT_WALL_INNER:
3468 case FEAT_WALL_OUTER:
3469 case FEAT_WALL_SOLID:
3470 /* Player can not walk through "walls" unless in Shadow Form */
3471 return p_ptr->wraith_form || p_ptr->pass_wall || p_ptr->kabenuke;
3473 case FEAT_PERM_EXTRA:
3474 case FEAT_PERM_INNER:
3475 case FEAT_PERM_OUTER:
3476 case FEAT_PERM_SOLID:
3477 case FEAT_PATTERN_START:
3478 case FEAT_PATTERN_1:
3479 case FEAT_PATTERN_2:
3480 case FEAT_PATTERN_3:
3481 case FEAT_PATTERN_4:
3482 case FEAT_PATTERN_END:
3483 case FEAT_PATTERN_OLD:
3484 case FEAT_PATTERN_XTRA1:
3485 case FEAT_PATTERN_XTRA2:
3489 return p_ptr->ffall;
3492 return !dun_level && p_ptr->ffall;
3501 * Get feature string which blocks your way
3503 static cptr blocking_feat_name(byte feat)
3508 case FEAT_TREES: return "ÌÚ";
3509 case FEAT_MOUNTAIN: return "»³";
3510 default: return "ÊÉ";
3512 case FEAT_TREES: return "tree";
3513 case FEAT_MOUNTAIN: return "mountain";
3514 default: return "wall";
3521 * Move player in the given direction, with the given "pickup" flag.
3523 * This routine should (probably) always induce energy expenditure.
3525 * Note that moving will *always* take a turn, and will *always* hit
3526 * any monster which might be in the destination grid. Previously,
3527 * moving into walls was "free" and did NOT hit invisible monsters.
3529 void move_player(int dir, int do_pickup, bool break_trap)
3534 monster_type *m_ptr;
3536 monster_type *riding_m_ptr = &m_list[p_ptr->riding];
3537 monster_race *riding_r_ptr = &r_info[p_ptr->riding ? riding_m_ptr->r_idx : 0]; /* Paranoia */
3541 bool p_can_pass_walls = FALSE;
3542 bool stormbringer = FALSE;
3544 bool oktomove = TRUE;
3545 bool do_past = FALSE;
3547 /* Find the result of moving */
3551 /* Examine the destination */
3552 c_ptr = &cave[y][x];
3555 if (!dun_level && !p_ptr->wild_mode &&
3556 ((x == 0) || (x == MAX_WID - 1) ||
3557 (y == 0) || (y == MAX_HGT - 1)))
3559 /* Can the player enter the grid? */
3560 if (c_ptr->mimic && player_can_enter(c_ptr->mimic))
3562 /* Hack: move to new area */
3563 if ((y == 0) && (x == 0))
3565 p_ptr->wilderness_y--;
3566 p_ptr->wilderness_x--;
3567 p_ptr->oldpy = cur_hgt - 2;
3568 p_ptr->oldpx = cur_wid - 2;
3569 ambush_flag = FALSE;
3572 else if ((y == 0) && (x == MAX_WID - 1))
3574 p_ptr->wilderness_y--;
3575 p_ptr->wilderness_x++;
3576 p_ptr->oldpy = cur_hgt - 2;
3578 ambush_flag = FALSE;
3581 else if ((y == MAX_HGT - 1) && (x == 0))
3583 p_ptr->wilderness_y++;
3584 p_ptr->wilderness_x--;
3586 p_ptr->oldpx = cur_wid - 2;
3587 ambush_flag = FALSE;
3590 else if ((y == MAX_HGT - 1) && (x == MAX_WID - 1))
3592 p_ptr->wilderness_y++;
3593 p_ptr->wilderness_x++;
3596 ambush_flag = FALSE;
3601 p_ptr->wilderness_y--;
3602 p_ptr->oldpy = cur_hgt - 2;
3604 ambush_flag = FALSE;
3607 else if (y == MAX_HGT - 1)
3609 p_ptr->wilderness_y++;
3612 ambush_flag = FALSE;
3617 p_ptr->wilderness_x--;
3618 p_ptr->oldpx = cur_wid - 2;
3620 ambush_flag = FALSE;
3623 else if (x == MAX_WID - 1)
3625 p_ptr->wilderness_x++;
3628 ambush_flag = FALSE;
3631 /* Clear all saved floors */
3632 prepare_change_floor_mode(CFM_CLEAR_ALL);
3634 p_ptr->leaving = TRUE;
3640 /* "Blocked" message appears later */
3641 /* oktomove = FALSE; */
3644 /* Get the monster */
3645 m_ptr = &m_list[c_ptr->m_idx];
3648 if (inventory[INVEN_RARM].name1 == ART_STORMBRINGER) stormbringer = TRUE;
3649 if (inventory[INVEN_LARM].name1 == ART_STORMBRINGER) stormbringer = TRUE;
3651 /* Player can not walk through "walls"... */
3652 /* unless in Shadow Form */
3653 if (p_ptr->wraith_form || p_ptr->pass_wall || p_ptr->kabenuke)
3654 p_can_pass_walls = TRUE;
3655 if ((c_ptr->feat >= FEAT_PERM_EXTRA) && (c_ptr->feat <= FEAT_PERM_SOLID))
3657 p_can_pass_walls = FALSE;
3660 /* Hack -- attack monsters */
3661 if (c_ptr->m_idx && (m_ptr->ml || cave_floor_bold(y, x) || p_can_pass_walls))
3663 monster_race *r_ptr = &r_info[m_ptr->r_idx];
3665 /* Attack -- only if we can see it OR it is not in a wall */
3666 if (!is_hostile(m_ptr) &&
3667 !(p_ptr->confused || p_ptr->image || !m_ptr->ml || p_ptr->stun ||
3668 ((p_ptr->muta2 & MUT2_BERS_RAGE) && p_ptr->shero)) &&
3669 (pattern_seq(py, px, y, x)) &&
3670 ((cave_floor_bold(y, x)) || (c_ptr->feat == FEAT_TREES) || (p_can_pass_walls)))
3673 if (r_ptr->flags7 & RF7_HAS_LD_MASK) p_ptr->update |= (PU_MON_LITE);
3675 /* Extract monster name (or "it") */
3676 monster_desc(m_name, m_ptr, 0);
3678 /* Auto-Recall if possible and visible */
3679 if (m_ptr->ml) monster_race_track(m_ptr->ap_r_idx);
3681 /* Track a new monster */
3682 if (m_ptr->ml) health_track(c_ptr->m_idx);
3685 if ((stormbringer && (randint1(1000) > 666)) || (p_ptr->pclass == CLASS_BERSERKER))
3690 else if (monster_can_cross_terrain(cave[py][px].feat, r_ptr) &&
3691 (cave_floor_bold(py, px) || cave[py][px].feat == FEAT_TREES ||
3692 (r_ptr->flags2 & RF2_PASS_WALL)))
3699 msg_format("%^s¤¬¼ÙËâ¤À¡ª", m_name);
3701 msg_format("%^s is in your way!", m_name);
3708 /* now continue on to 'movement' */
3721 else if ((c_ptr->feat == FEAT_DARK_PIT) && !p_ptr->ffall)
3724 msg_print("Îö¤±Ìܤò²£Àڤ뤳¤È¤Ï¤Ç¤¤Þ¤»¤ó¡£");
3726 msg_print("You can't cross the chasm.");
3734 else if (c_ptr->feat == FEAT_MOUNTAIN)
3736 if (dun_level || !p_ptr->ffall)
3739 msg_print("»³¤Ë¤ÏÅФì¤Þ¤»¤ó¡ª");
3741 msg_print("You can't climb the mountains!");
3750 * Player can move through trees and
3751 * has effective -10 speed
3752 * Rangers can move without penality
3754 else if (c_ptr->feat == FEAT_TREES)
3757 if ((p_ptr->pclass != CLASS_RANGER) && !p_ptr->ffall) energy_use *= 2;
3760 else if ((c_ptr->feat >= FEAT_QUEST_ENTER) &&
3761 (c_ptr->feat <= FEAT_QUEST_EXIT))
3766 #ifdef ALLOW_EASY_DISARM /* TNB */
3768 /* Disarm a visible trap */
3769 else if ((do_pickup != easy_disarm) && is_known_trap(c_ptr))
3771 bool ignore = FALSE;
3772 switch (c_ptr->feat)
3774 case FEAT_TRAP_TRAPDOOR:
3776 case FEAT_TRAP_SPIKED_PIT:
3777 case FEAT_TRAP_POISON_PIT:
3778 if (p_ptr->ffall) ignore = TRUE;
3780 case FEAT_TRAP_TELEPORT:
3781 if (p_ptr->anti_tele) ignore = TRUE;
3783 case FEAT_TRAP_FIRE:
3784 if (p_ptr->immune_fire) ignore = TRUE;
3786 case FEAT_TRAP_ACID:
3787 if (p_ptr->immune_acid) ignore = TRUE;
3789 case FEAT_TRAP_BLIND:
3790 if (p_ptr->resist_blind) ignore = TRUE;
3792 case FEAT_TRAP_CONFUSE:
3793 if (p_ptr->resist_conf) ignore = TRUE;
3795 case FEAT_TRAP_POISON:
3796 if (p_ptr->resist_pois) ignore = TRUE;
3798 case FEAT_TRAP_SLEEP:
3799 if (p_ptr->free_act) ignore = TRUE;
3805 (void)do_cmd_disarm_aux(y, x, dir);
3810 #endif /* ALLOW_EASY_DISARM -- TNB */
3811 else if (p_ptr->riding && (riding_r_ptr->flags1 & RF1_NEVER_MOVE))
3814 msg_print("Æ°¤±¤Ê¤¤¡ª");
3816 msg_print("Can't move!");
3823 else if (p_ptr->riding && riding_m_ptr->monfear)
3827 /* Acquire the monster name */
3828 monster_desc(m_name, riding_m_ptr, 0);
3830 /* Dump a message */
3832 msg_format("%s¤¬¶²Éݤ·¤Æ¤¤¤ÆÀ©¸æ¤Ç¤¤Ê¤¤¡£", m_name);
3834 msg_format("%^s is too scared to control.", m_name);
3840 else if (p_ptr->riding && p_ptr->riding_ryoute)
3846 else if ((p_ptr->riding && (riding_r_ptr->flags7 & RF7_AQUATIC)) && (c_ptr->feat != FEAT_SHAL_WATER) && (c_ptr->feat != FEAT_DEEP_WATER))
3849 msg_print("Φ¾å¤Ë¾å¤¬¤ì¤Ê¤¤¡£");
3851 msg_print("Can't land.");
3858 else if ((p_ptr->riding && !(riding_r_ptr->flags7 & (RF7_AQUATIC | RF7_CAN_SWIM | RF7_CAN_FLY))) && (c_ptr->feat == FEAT_DEEP_WATER))
3861 msg_print("¿å¾å¤Ë¹Ô¤±¤Ê¤¤¡£");
3863 msg_print("Can't swim.");
3870 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))
3873 msg_print("¿å¾å¤Ë¹Ô¤±¤Ê¤¤¡£");
3875 msg_print("Can't swim.");
3882 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)))
3885 msg_print("ÍÏ´ä¤Î¾å¤Ë¹Ô¤±¤Ê¤¤¡£");
3887 msg_print("Too hot to go through.");
3894 else if (p_ptr->riding && riding_m_ptr->stunned && one_in_(2))
3897 monster_desc(m_name, riding_m_ptr, 0);
3899 msg_format("%s¤¬Û¯Û°¤È¤·¤Æ¤¤¤Æ¤¦¤Þ¤¯Æ°¤±¤Ê¤¤¡ª",m_name);
3901 msg_format("You cannot control stunned %s!",m_name);
3907 /* Player can not walk through "walls" unless in wraith form...*/
3908 else if ((!cave_floor_bold(y, x)) &&
3909 (!p_can_pass_walls))
3915 /* Feature code (applying "mimic" field) */
3916 feat = f_info[c_ptr->mimic ? c_ptr->mimic : c_ptr->feat].mimic;
3918 /* Disturb the player */
3921 /* Notice things in the dark */
3922 if ((!(c_ptr->info & (CAVE_MARK))) &&
3923 (p_ptr->blind || !(c_ptr->info & (CAVE_LITE))))
3926 if (feat == FEAT_RUBBLE)
3929 msg_print("´äÀФ¬¹Ô¤¯¼ê¤ò¤Ï¤Ð¤ó¤Ç¤¤¤ë¤è¤¦¤À¡£");
3931 msg_print("You feel some rubble blocking your way.");
3934 c_ptr->info |= (CAVE_MARK);
3939 else if (is_closed_door(feat))
3942 msg_print("¥É¥¢¤¬¹Ô¤¯¼ê¤ò¤Ï¤Ð¤ó¤Ç¤¤¤ë¤è¤¦¤À¡£");
3944 msg_print("You feel a closed door blocking your way.");
3947 c_ptr->info |= (CAVE_MARK);
3951 /* Boundary floor mimic */
3952 else if (boundary_floor_grid(c_ptr))
3955 msg_print("¤½¤ì°Ê¾åÀè¤Ë¤Ï¿Ê¤á¤Ê¤¤¤è¤¦¤À¡£");
3957 msg_print("You feel you cannot go any more.");
3961 /* Wall (or secret door) */
3965 msg_format("%s¤¬¹Ô¤¯¼ê¤ò¤Ï¤Ð¤ó¤Ç¤¤¤ë¤è¤¦¤À¡£", blocking_feat_name(feat));
3967 msg_format("You feel a %s blocking your way.", blocking_feat_name(feat));
3970 c_ptr->info |= (CAVE_MARK);
3979 if (feat == FEAT_RUBBLE)
3982 msg_print("´äÀФ¬¹Ô¤¯¼ê¤ò¤Ï¤Ð¤ó¤Ç¤¤¤ë¡£");
3984 msg_print("There is rubble blocking your way.");
3987 if (!(p_ptr->confused || p_ptr->stun || p_ptr->image))
3991 * Well, it makes sense that you lose time bumping into
3992 * a wall _if_ you are confused, stunned or blind; but
3993 * typing mistakes should not cost you a turn...
3997 else if (is_closed_door(feat))
3999 #ifdef ALLOW_EASY_OPEN
4001 if (easy_open && easy_open_door(y, x)) return;
4003 #endif /* ALLOW_EASY_OPEN */
4006 msg_print("¥É¥¢¤¬¹Ô¤¯¼ê¤ò¤Ï¤Ð¤ó¤Ç¤¤¤ë¡£");
4008 msg_print("There is a closed door blocking your way.");
4011 if (!(p_ptr->confused || p_ptr->stun || p_ptr->image))
4015 /* Boundary floor mimic */
4016 else if (boundary_floor_grid(c_ptr))
4019 msg_print("¤½¤ì°Ê¾åÀè¤Ë¤Ï¿Ê¤á¤Ê¤¤¡£");
4021 msg_print("You cannot go any more.");
4024 if (!(p_ptr->confused || p_ptr->stun || p_ptr->image))
4028 /* Wall (or secret door) */
4032 msg_format("%s¤¬¹Ô¤¯¼ê¤ò¤Ï¤Ð¤ó¤Ç¤¤¤ë¡£", blocking_feat_name(feat));
4034 msg_format("There is a %s blocking your way.", blocking_feat_name(feat));
4037 if (!(p_ptr->confused || p_ptr->stun || p_ptr->image))
4043 if (!boundary_floor_grid(c_ptr)) sound(SOUND_HITWALL);
4046 /* Normal movement */
4047 if (!pattern_seq(py, px, y, x))
4049 if (!(p_ptr->confused || p_ptr->stun || p_ptr->image))
4054 /* To avoid a loop with running */
4060 /* Normal movement */
4067 if(!process_warning(x, y))
4074 /* Hack -- For moving monster or riding player's moving */
4075 cave[py][px].m_idx = c_ptr->m_idx;
4081 msg_format("%s¤ò²¡¤·Âऱ¤¿¡£", m_name);
4083 msg_format("You push past %s.", m_name);
4088 update_mon(cave[py][px].m_idx, TRUE);
4091 /* Change oldpx and oldpy to place the player well when going back to big mode */
4092 if (p_ptr->wild_mode)
4094 if(ddy[dir] > 0) p_ptr->oldpy = 1;
4095 if(ddy[dir] < 0) p_ptr->oldpy = MAX_HGT - 2;
4096 if(ddy[dir] == 0) p_ptr->oldpy = MAX_HGT / 2;
4097 if(ddx[dir] > 0) p_ptr->oldpx = 1;
4098 if(ddx[dir] < 0) p_ptr->oldpx = MAX_WID - 2;
4099 if(ddx[dir] == 0) p_ptr->oldpx = MAX_WID / 2;
4102 /* Save old location */
4106 /* Move the player */
4110 if (p_ptr->riding && (riding_r_ptr->flags2 & RF2_KILL_WALL))
4112 if (cave[py][px].feat >= FEAT_RUBBLE && cave[py][px].feat < FEAT_PERM_SOLID)
4114 /* Forget the wall */
4115 cave[py][px].info &= ~(CAVE_MARK);
4118 cave_set_feat(py, px, floor_type[randint0(100)]);
4122 if (music_singing(MUSIC_WALL))
4124 project(0, 0, py, px,
4125 (60 + p_ptr->lev), GF_DISINTEGRATE, PROJECT_KILL | PROJECT_ITEM, -1);
4127 else if (p_ptr->kill_wall)
4129 if (cave_valid_bold(py, px) &&
4130 (cave[py][px].feat < FEAT_PATTERN_START ||
4131 cave[py][px].feat > FEAT_PATTERN_XTRA2) &&
4132 (cave[py][px].feat < FEAT_DEEP_WATER ||
4133 cave[py][px].feat > FEAT_GRASS))
4135 if (cave[py][px].feat == FEAT_TREES)
4136 cave_set_feat(py, px, FEAT_GRASS);
4138 cave_set_feat(py, px, floor_type[randint0(100)]);
4141 /* Update some things -- similar to GF_KILL_WALL */
4142 p_ptr->update |= (PU_VIEW | PU_LITE | PU_FLOW | PU_MONSTERS | PU_MON_LITE);
4145 /* Remove "unsafe" flag */
4146 if ((!p_ptr->blind && !no_lite()) || !is_trap(c_ptr->feat)) c_ptr->info &= ~(CAVE_UNSAFE);
4150 riding_m_ptr->fy = py;
4151 riding_m_ptr->fx = px;
4152 cave[py][px].m_idx = p_ptr->riding;
4153 update_mon(p_ptr->riding, TRUE);
4156 /* Redraw new spot */
4159 /* Redraw old spot */
4163 /* sound(SOUND_WALK); */
4165 /* Check for new panel (redraw map) */
4168 /* For get everything when requested hehe I'm *NASTY* */
4169 if (dun_level && (d_info[dungeon_type].flags1 & DF1_FORGET))
4174 if ((p_ptr->pclass == CLASS_NINJA))
4176 if (c_ptr->info & (CAVE_GLOW)) set_superstealth(FALSE);
4177 else if (p_ptr->cur_lite <= 0) set_superstealth(TRUE);
4179 if ((p_ptr->action == ACTION_HAYAGAKE) && !cave_floor_bold(py, px))
4182 msg_print("¤³¤³¤Ç¤ÏÁÇÁ᤯ư¤±¤Ê¤¤¡£");
4184 msg_print("You cannot run in wall.");
4186 set_action(ACTION_NONE);
4190 p_ptr->update |= (PU_VIEW | PU_LITE | PU_FLOW | PU_MON_LITE);
4192 /* Update the monsters */
4193 p_ptr->update |= (PU_DISTANCE);
4196 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
4198 /* Spontaneous Searching */
4199 if ((p_ptr->skill_fos >= 50) ||
4200 (0 == randint0(50 - p_ptr->skill_fos)))
4205 /* Continuous Searching */
4206 if (p_ptr->action == ACTION_SEARCH)
4211 /* Handle "objects" */
4213 #ifdef ALLOW_EASY_DISARM /* TNB */
4215 carry(do_pickup != always_pickup);
4217 #else /* ALLOW_EASY_DISARM -- TNB */
4221 #endif /* ALLOW_EASY_DISARM -- TNB */
4223 /* Handle "store doors" */
4224 if (((c_ptr->feat >= FEAT_SHOP_HEAD) &&
4225 (c_ptr->feat <= FEAT_SHOP_TAIL)) ||
4226 (c_ptr->feat == FEAT_MUSEUM))
4232 /* Hack -- Enter store */
4233 command_new = SPECIAL_KEY_STORE;
4236 /* Handle "building doors" -KMW- */
4237 else if ((c_ptr->feat >= FEAT_BLDG_HEAD) &&
4238 (c_ptr->feat <= FEAT_BLDG_TAIL))
4244 /* Hack -- Enter building */
4245 command_new = SPECIAL_KEY_BUILDING;
4248 /* Handle quest areas -KMW- */
4249 else if (c_ptr->feat == FEAT_QUEST_ENTER)
4255 /* Hack -- Enter quest level */
4256 command_new = SPECIAL_KEY_QUEST;
4259 else if (c_ptr->feat == FEAT_QUEST_EXIT)
4261 if (quest[p_ptr->inside_quest].type == QUEST_TYPE_FIND_EXIT)
4263 if (record_fix_quest) do_cmd_write_nikki(NIKKI_FIX_QUEST_C, p_ptr->inside_quest, NULL);
4264 quest[p_ptr->inside_quest].status = QUEST_STATUS_COMPLETED;
4265 quest[p_ptr->inside_quest].complev = (byte)p_ptr->lev;
4267 msg_print("¥¯¥¨¥¹¥È¤òãÀ®¤·¤¿¡ª");
4269 msg_print("You accomplished your quest!");
4275 leave_quest_check();
4277 p_ptr->inside_quest = c_ptr->special;
4282 /* Clear all saved floors */
4283 prepare_change_floor_mode(CFM_CLEAR_ALL);
4285 p_ptr->leaving = TRUE;
4288 /* Set off a trap */
4289 else if (is_trap(c_ptr->feat))
4299 msg_print("¥È¥é¥Ã¥×¤À¡ª");
4301 msg_print("You found a trap!");
4305 disclose_grid(py, px);
4309 hit_trap(break_trap);
4312 /* Warn when leaving trap detected region */
4313 if ((disturb_trap_detect || alert_trap_detect)
4314 && p_ptr->dtrap && !(cave[py][px].info & CAVE_IN_DETECT))
4316 /* No duplicate warning */
4317 p_ptr->dtrap = FALSE;
4319 /* You are just on the edge */
4320 if (!(cave[py][px].info & CAVE_UNSAFE))
4322 if (alert_trap_detect)
4325 msg_print("* Ãí°Õ:¤³¤ÎÀè¤Ï¥È¥é¥Ã¥×¤Î´¶ÃÎÈϰϳ°¤Ç¤¹¡ª *");
4327 msg_print("*Leaving trap detect region!*");
4331 if (disturb_trap_detect)
4342 * Hack -- Check for a "known wall" (see below)
4344 static int see_wall(int dir, int y, int x)
4349 /* Get the new location */
4353 /* Illegal grids are not known walls */
4354 if (!in_bounds2(y, x)) return (FALSE);
4357 c_ptr = &cave[y][x];
4359 /* Feature code (applying "mimic" field) */
4360 feat = f_info[c_ptr->mimic ? c_ptr->mimic : c_ptr->feat].mimic;
4362 /* Must be known to the player */
4363 if (c_ptr->info & (CAVE_MARK))
4365 /* Rubble, Magma, Quartz, Wall, Perm wall */
4366 if (feat >= FEAT_RUBBLE && feat <= FEAT_PERM_SOLID) return TRUE;
4369 if (feat == FEAT_TREES) return TRUE;
4372 if (feat == FEAT_MOUNTAIN) return TRUE;
4380 * Hack -- Check for an "unknown corner" (see below)
4382 static int see_nothing(int dir, int y, int x)
4384 /* Get the new location */
4388 /* Illegal grids are unknown */
4389 if (!in_bounds2(y, x)) return (TRUE);
4391 /* Memorized grids are always known */
4392 if (cave[y][x].info & (CAVE_MARK)) return (FALSE);
4394 /* Non-floor grids are unknown */
4395 if (!cave_floor_bold(y, x)) return (TRUE);
4397 /* Viewable door/wall grids are known */
4398 if (player_can_see_bold(y, x)) return (FALSE);
4409 * The running algorithm: -CJS-
4411 * In the diagrams below, the player has just arrived in the
4412 * grid marked as '@', and he has just come from a grid marked
4413 * as 'o', and he is about to enter the grid marked as 'x'.
4415 * Of course, if the "requested" move was impossible, then you
4416 * will of course be blocked, and will stop.
4418 * Overview: You keep moving until something interesting happens.
4419 * If you are in an enclosed space, you follow corners. This is
4420 * the usual corridor scheme. If you are in an open space, you go
4421 * straight, but stop before entering enclosed space. This is
4422 * analogous to reaching doorways. If you have enclosed space on
4423 * one side only (that is, running along side a wall) stop if
4424 * your wall opens out, or your open space closes in. Either case
4425 * corresponds to a doorway.
4427 * What happens depends on what you can really SEE. (i.e. if you
4428 * have no light, then running along a dark corridor is JUST like
4429 * running in a dark room.) The algorithm works equally well in
4430 * corridors, rooms, mine tailings, earthquake rubble, etc, etc.
4432 * These conditions are kept in static memory:
4433 * find_openarea You are in the open on at least one
4435 * find_breakleft You have a wall on the left, and will
4437 * find_breakright You have a wall on the right, and will
4440 * To initialize these conditions, we examine the grids adjacent
4441 * to the grid marked 'x', two on each side (marked 'L' and 'R').
4442 * If either one of the two grids on a given side is seen to be
4443 * closed, then that side is considered to be closed. If both
4444 * sides are closed, then it is an enclosed (corridor) run.
4450 * Looking at more than just the immediate squares is
4451 * significant. Consider the following case. A run along the
4452 * corridor will stop just before entering the center point,
4453 * because a choice is clearly established. Running in any of
4454 * three available directions will be defined as a corridor run.
4455 * Note that a minor hack is inserted to make the angled corridor
4456 * entry (with one side blocked near and the other side blocked
4457 * further away from the runner) work correctly. The runner moves
4458 * diagonally, but then saves the previous direction as being
4459 * straight into the gap. Otherwise, the tail end of the other
4460 * entry would be perceived as an alternative on the next move.
4468 * Likewise, a run along a wall, and then into a doorway (two
4469 * runs) will work correctly. A single run rightwards from @ will
4470 * stop at 1. Another run right and down will enter the corridor
4471 * and make the corner, stopping at the 2.
4473 * ##################
4475 * ########### ######
4479 * After any move, the function area_affect is called to
4480 * determine the new surroundings, and the direction of
4481 * subsequent moves. It examines the current player location
4482 * (at which the runner has just arrived) and the previous
4483 * direction (from which the runner is considered to have come).
4485 * Moving one square in some direction places you adjacent to
4486 * three or five new squares (for straight and diagonal moves
4487 * respectively) to which you were not previously adjacent,
4488 * marked as '!' in the diagrams below.
4491 * .o@! (normal) .o.! (diagonal)
4492 * ...! (east) ..@! (south east)
4495 * You STOP if any of the new squares are interesting in any way:
4496 * for example, if they contain visible monsters or treasure.
4498 * You STOP if any of the newly adjacent squares seem to be open,
4499 * and you are also looking for a break on that side. (that is,
4500 * find_openarea AND find_break).
4502 * You STOP if any of the newly adjacent squares do NOT seem to be
4503 * open and you are in an open area, and that side was previously
4506 * Corners: If you are not in the open (i.e. you are in a corridor)
4507 * and there is only one way to go in the new squares, then turn in
4508 * that direction. If there are more than two new ways to go, STOP.
4509 * If there are two ways to go, and those ways are separated by a
4510 * square which does not seem to be open, then STOP.
4512 * Otherwise, we have a potential corner. There are two new open
4513 * squares, which are also adjacent. One of the new squares is
4514 * diagonally located, the other is straight on (as in the diagram).
4515 * We consider two more squares further out (marked below as ?).
4517 * We assign "option" to the straight-on grid, and "option2" to the
4518 * diagonal grid, and "check_dir" to the grid marked 's'.
4524 * If they are both seen to be closed, then it is seen that no benefit
4525 * is gained from moving straight. It is a known corner. To cut the
4526 * corner, go diagonally, otherwise go straight, but pretend you
4527 * stepped diagonally into that next location for a full view next
4528 * time. Conversely, if one of the ? squares is not seen to be closed,
4529 * then there is a potential choice. We check to see whether it is a
4530 * potential corner or an intersection/room entrance. If the square
4531 * two spaces straight ahead, and the space marked with 's' are both
4532 * unknown space, then it is a potential corner and enter if
4533 * find_examine is set, otherwise must stop because it is not a
4534 * corner. (find_examine option is removed and always is TRUE.)
4541 * Hack -- allow quick "cycling" through the legal directions
4543 static byte cycle[] =
4544 { 1, 2, 3, 6, 9, 8, 7, 4, 1, 2, 3, 6, 9, 8, 7, 4, 1 };
4547 * Hack -- map each direction into the "middle" of the "cycle[]" array
4549 static byte chome[] =
4550 { 0, 8, 9, 10, 7, 0, 11, 6, 5, 4 };
4553 * The direction we are running
4555 static byte find_current;
4558 * The direction we came from
4560 static byte find_prevdir;
4563 * We are looking for open area
4565 static bool find_openarea;
4568 * We are looking for a break
4570 static bool find_breakright;
4571 static bool find_breakleft;
4576 * Initialize the running algorithm for a new direction.
4578 * Diagonal Corridor -- allow diaginal entry into corridors.
4580 * Blunt Corridor -- If there is a wall two spaces ahead and
4581 * we seem to be in a corridor, then force a turn into the side
4582 * corridor, must be moving straight into a corridor here. ???
4584 * Diagonal Corridor Blunt Corridor (?)
4589 static void run_init(int dir)
4591 int row, col, deepleft, deepright;
4592 int i, shortleft, shortright;
4595 /* Save the direction */
4598 /* Assume running straight */
4601 /* Assume looking for open area */
4602 find_openarea = TRUE;
4604 /* Assume not looking for breaks */
4605 find_breakright = find_breakleft = FALSE;
4607 /* Assume no nearby walls */
4608 deepleft = deepright = FALSE;
4609 shortright = shortleft = FALSE;
4614 /* Find the destination grid */
4615 row = py + ddy[dir];
4616 col = px + ddx[dir];
4618 /* Extract cycle index */
4621 /* Check for walls */
4622 if (see_wall(cycle[i+1], py, px))
4624 find_breakleft = TRUE;
4627 else if (see_wall(cycle[i+1], row, col))
4629 find_breakleft = TRUE;
4633 /* Check for walls */
4634 if (see_wall(cycle[i-1], py, px))
4636 find_breakright = TRUE;
4639 else if (see_wall(cycle[i-1], row, col))
4641 find_breakright = TRUE;
4645 /* Looking for a break */
4646 if (find_breakleft && find_breakright)
4648 /* Not looking for open area */
4649 find_openarea = FALSE;
4651 /* Hack -- allow angled corridor entry */
4654 if (deepleft && !deepright)
4656 find_prevdir = cycle[i - 1];
4658 else if (deepright && !deepleft)
4660 find_prevdir = cycle[i + 1];
4664 /* Hack -- allow blunt corridor entry */
4665 else if (see_wall(cycle[i], row, col))
4667 if (shortleft && !shortright)
4669 find_prevdir = cycle[i - 2];
4671 else if (shortright && !shortleft)
4673 find_prevdir = cycle[i + 2];
4681 * Update the current "run" path
4683 * Return TRUE if the running should be stopped
4685 static bool run_test(void)
4687 int prev_dir, new_dir, check_dir = 0;
4690 int option = 0, option2 = 0;
4694 /* Where we came from */
4695 prev_dir = find_prevdir;
4698 /* Range of newly adjacent grids */
4699 max = (prev_dir & 0x01) + 1;
4701 /* break run when leaving trap detected region */
4702 if ((disturb_trap_detect || alert_trap_detect)
4703 && p_ptr->dtrap && !(cave[py][px].info & CAVE_IN_DETECT))
4705 /* No duplicate warning */
4706 p_ptr->dtrap = FALSE;
4708 /* You are just on the edge */
4709 if (!(cave[py][px].info & CAVE_UNSAFE))
4711 if (alert_trap_detect)
4714 msg_print("* Ãí°Õ:¤³¤ÎÀè¤Ï¥È¥é¥Ã¥×¤Î´¶ÃÎÈϰϳ°¤Ç¤¹¡ª *");
4716 msg_print("*Leaving trap detect region!*");
4720 if (disturb_trap_detect)
4728 /* Look at every newly adjacent square. */
4729 for (i = -max; i <= max; i++)
4731 s16b this_o_idx, next_o_idx = 0;
4735 new_dir = cycle[chome[prev_dir] + i];
4738 row = py + ddy[new_dir];
4739 col = px + ddx[new_dir];
4742 c_ptr = &cave[row][col];
4744 /* Feature code (applying "mimic" field) */
4745 feat = f_info[c_ptr->mimic ? c_ptr->mimic : c_ptr->feat].mimic;
4747 /* Visible monsters abort running */
4750 monster_type *m_ptr = &m_list[c_ptr->m_idx];
4752 /* Visible monster */
4753 if (m_ptr->ml) return (TRUE);
4756 /* Visible objects abort running */
4757 for (this_o_idx = c_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
4761 /* Acquire object */
4762 o_ptr = &o_list[this_o_idx];
4764 /* Acquire next object */
4765 next_o_idx = o_ptr->next_o_idx;
4767 /* Visible object */
4768 if (o_ptr->marked) return (TRUE);
4772 /* Assume unknown */
4775 /* Check memorized grids */
4776 if (c_ptr->info & (CAVE_MARK))
4780 /* Examine the terrain */
4793 /* Hidden treasure */
4797 /* Known treasure (almost uninteresting) */
4803 case FEAT_WALL_EXTRA:
4804 case FEAT_WALL_INNER:
4805 case FEAT_WALL_OUTER:
4806 case FEAT_WALL_SOLID:
4807 case FEAT_PERM_EXTRA:
4808 case FEAT_PERM_INNER:
4809 case FEAT_PERM_OUTER:
4810 case FEAT_PERM_SOLID:
4811 /* dirt, grass, trees, ... */
4812 case FEAT_SHAL_WATER:
4815 case FEAT_DEEP_GRASS:
4828 /* quest features */
4829 case FEAT_QUEST_ENTER:
4830 case FEAT_QUEST_EXIT:
4839 case FEAT_DEEP_LAVA:
4840 case FEAT_SHAL_LAVA:
4843 if (IS_INVULN() || p_ptr->immune_fire) notice = FALSE;
4849 case FEAT_DEEP_WATER:
4852 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;
4862 /* Option -- ignore */
4863 if (find_ignore_doors) notice = FALSE;
4872 case FEAT_LESS_LESS:
4873 case FEAT_MORE_MORE:
4876 /* Option -- ignore */
4877 if (find_ignore_stairs) notice = FALSE;
4884 /* Interesting feature */
4885 if (notice) return (TRUE);
4887 /* The grid is "visible" */
4891 /* Analyze unknown grids and floors considering mimic */
4892 if (inv || feat_floor(feat))
4894 /* Looking for open area */
4900 /* The first new direction. */
4906 /* Three new directions. Stop running. */
4912 /* Two non-adjacent new directions. Stop running. */
4913 else if (option != cycle[chome[prev_dir] + i - 1])
4918 /* Two new (adjacent) directions (case 1) */
4919 else if (new_dir & 0x01)
4921 check_dir = cycle[chome[prev_dir] + i - 2];
4925 /* Two new (adjacent) directions (case 2) */
4928 check_dir = cycle[chome[prev_dir] + i + 1];
4934 /* Obstacle, while looking for open area */
4941 /* Break to the right */
4942 find_breakright = TRUE;
4947 /* Break to the left */
4948 find_breakleft = TRUE;
4955 /* Looking for open area */
4958 /* Hack -- look again */
4959 for (i = -max; i < 0; i++)
4961 new_dir = cycle[chome[prev_dir] + i];
4963 row = py + ddy[new_dir];
4964 col = px + ddx[new_dir];
4967 c_ptr = &cave[row][col];
4969 /* Feature code (applying "mimic" field) */
4970 feat = f_info[c_ptr->mimic ? c_ptr->mimic : c_ptr->feat].mimic;
4972 /* Unknown grid or non-wall XXX XXX XXX cave_floor_grid(c_ptr)) */
4973 if (!(c_ptr->info & (CAVE_MARK)) ||
4974 ((feat <= FEAT_DOOR_TAIL) ||
4975 (feat == FEAT_FLOWER) ||
4976 (feat == FEAT_DEEP_GRASS) ||
4977 ((feat >= FEAT_DEEP_WATER) &&
4978 (feat <= FEAT_GRASS))))
4981 /* Looking to break right */
4982 if (find_breakright)
4991 /* Looking to break left */
4999 /* Hack -- look again */
5000 for (i = max; i > 0; i--)
5002 new_dir = cycle[chome[prev_dir] + i];
5004 row = py + ddy[new_dir];
5005 col = px + ddx[new_dir];
5008 c_ptr = &cave[row][col];
5010 /* Feature code (applying "mimic" field) */
5011 feat = f_info[c_ptr->mimic ? c_ptr->mimic : c_ptr->feat].mimic;
5013 /* Unknown grid or non-wall XXX XXX XXX cave_floor_grid(c_ptr)) */
5014 if (!(c_ptr->info & (CAVE_MARK)) ||
5015 ((feat <= FEAT_DOOR_TAIL) ||
5016 (feat == FEAT_FLOWER) ||
5017 (feat == FEAT_DEEP_GRASS) ||
5018 ((feat >= FEAT_DEEP_WATER) &&
5019 (feat <= FEAT_GRASS))))
5022 /* Looking to break left */
5032 /* Looking to break right */
5033 if (find_breakright)
5042 /* Not looking for open area */
5054 /* Primary option */
5055 find_current = option;
5057 /* No other options */
5058 find_prevdir = option;
5061 /* Two options, examining corners */
5064 /* Primary option */
5065 find_current = option;
5067 /* Hack -- allow curving */
5068 find_prevdir = option2;
5071 /* Two options, pick one */
5074 /* Get next location */
5075 row = py + ddy[option];
5076 col = px + ddx[option];
5078 /* Don't see that it is closed off. */
5079 /* This could be a potential corner or an intersection. */
5080 if (!see_wall(option, row, col) ||
5081 !see_wall(check_dir, row, col))
5083 /* Can not see anything ahead and in the direction we */
5084 /* are turning, assume that it is a potential corner. */
5085 if (see_nothing(option, row, col) &&
5086 see_nothing(option2, row, col))
5088 find_current = option;
5089 find_prevdir = option2;
5092 /* STOP: we are next to an intersection or a room */
5099 /* This corner is seen to be enclosed; we cut the corner. */
5102 find_current = option2;
5103 find_prevdir = option2;
5106 /* This corner is seen to be enclosed, and we */
5107 /* deliberately go the long way. */
5110 find_current = option;
5111 find_prevdir = option2;
5117 /* About to hit a known wall, stop */
5118 if (see_wall(find_current, py, px))
5131 * Take one step along the current "run" path
5133 void run_step(int dir)
5142 c_ptr = &cave[py+ddy[dir]][px+ddx[dir]];
5144 /* Feature code (applying "mimic" field) */
5145 feat = f_info[c_ptr->mimic ? c_ptr->mimic : c_ptr->feat].mimic;
5147 /* Hack -- do not start silly run */
5148 if (see_wall(dir, py, px) &&
5149 (feat != FEAT_TREES))
5153 msg_print("¤½¤ÎÊý¸þ¤Ë¤Ï¹Ô¤±¤Þ¤»¤ó¡£");
5155 msg_print("You cannot run in that direction.");
5184 /* Decrease the run counter */
5185 if (--running <= 0) return;
5190 /* Move the player, using the "pickup" flag */
5191 #ifdef ALLOW_EASY_DISARM /* TNB */
5193 move_player(find_current, FALSE, FALSE);
5195 #else /* ALLOW_EASY_DISARM -- TNB */
5197 move_player(find_current, always_pickup, FALSE);
5199 #endif /* ALLOW_EASY_DISARM -- TNB */
5201 if (player_bold(p_ptr->run_py, p_ptr->run_px))