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 do_quake = FALSE;
2015 bool drain_msg = TRUE;
2016 int drain_result = 0, drain_heal = 0;
2017 bool can_drain = FALSE;
2019 int drain_left = MAX_VAMPIRIC_DRAIN;
2020 u32b flgs[TR_FLAG_SIZE]; /* A massive hack -- life-draining weapons */
2021 bool is_human = (r_ptr->d_char == 'p');
2022 bool is_lowlevel = (r_ptr->level < (p_ptr->lev - 15));
2023 bool zantetsu_mukou, e_j_mukou;
2027 if (((p_ptr->pclass == CLASS_ROGUE) || (p_ptr->pclass == CLASS_NINJA)) && buki_motteruka(INVEN_RARM + hand) && !p_ptr->icky_wield[hand])
2029 int tmp = p_ptr->lev*6+(p_ptr->skill_stl+10)*4;
2030 if (p_ptr->monlite && (mode != HISSATSU_NYUSIN)) tmp /= 3;
2031 if (p_ptr->cursed & TRC_AGGRAVATE) tmp /= 2;
2032 if (r_ptr->level > (p_ptr->lev*p_ptr->lev/20+10)) tmp /= 3;
2033 if (m_ptr->csleep && m_ptr->ml)
2035 /* Can't backstab creatures that we can't see, right? */
2038 else if ((p_ptr->special_defense & NINJA_S_STEALTH) && (randint0(tmp) > (r_ptr->level+20)) && m_ptr->ml && !(r_ptr->flagsr & RFR_RES_ALL))
2042 else if (m_ptr->monfear && m_ptr->ml)
2044 stab_fleeing = TRUE;
2048 if(!buki_motteruka(INVEN_RARM) && !buki_motteruka(INVEN_LARM))
2050 if ((r_ptr->level + 10) > p_ptr->lev)
2052 if (p_ptr->skill_exp[GINOU_SUDE] < s_info[p_ptr->pclass].s_max[GINOU_SUDE])
2054 if (p_ptr->skill_exp[GINOU_SUDE] < WEAPON_EXP_BEGINNER)
2055 p_ptr->skill_exp[GINOU_SUDE] += 40;
2056 else if ((p_ptr->skill_exp[GINOU_SUDE] < WEAPON_EXP_SKILLED))
2057 p_ptr->skill_exp[GINOU_SUDE] += 5;
2058 else if ((p_ptr->skill_exp[GINOU_SUDE] < WEAPON_EXP_EXPERT) && (p_ptr->lev > 19))
2059 p_ptr->skill_exp[GINOU_SUDE] += 1;
2060 else if ((p_ptr->lev > 34))
2061 if (one_in_(3)) p_ptr->skill_exp[GINOU_SUDE] += 1;
2062 p_ptr->update |= (PU_BONUS);
2068 if ((r_ptr->level + 10) > p_ptr->lev)
2070 int tval = inventory[INVEN_RARM+hand].tval - TV_BOW;
2071 int sval = inventory[INVEN_RARM+hand].sval;
2072 int now_exp = p_ptr->weapon_exp[tval][sval];
2073 if (now_exp < s_info[p_ptr->pclass].w_max[tval][sval])
2076 if (now_exp < WEAPON_EXP_BEGINNER) amount = 80;
2077 else if (now_exp < WEAPON_EXP_SKILLED) amount = 10;
2078 else if ((now_exp < WEAPON_EXP_EXPERT) && (p_ptr->lev > 19)) amount = 1;
2079 else if ((p_ptr->lev > 34) && one_in_(2)) amount = 1;
2080 p_ptr->weapon_exp[tval][sval] += amount;
2081 p_ptr->update |= (PU_BONUS);
2086 /* Disturb the monster */
2088 if (r_ptr->flags7 & RF7_HAS_LD_MASK)
2089 p_ptr->update |= (PU_MON_LITE);
2091 /* Extract monster name (or "it") */
2092 monster_desc(m_name, m_ptr, 0);
2094 /* Access the weapon */
2095 o_ptr = &inventory[INVEN_RARM+hand];
2097 /* Calculate the "attack quality" */
2098 bonus = p_ptr->to_h[hand] + o_ptr->to_h;
2099 chance = (p_ptr->skill_thn + (bonus * BTH_PLUS_ADJ));
2100 if (mode == HISSATSU_IAI) chance += 60;
2101 if (p_ptr->special_defense & KATA_KOUKIJIN) chance += 150;
2103 if (p_ptr->sutemi) chance = MAX(chance * 3 / 2, chance + 60);
2105 vir = virtue_number(V_VALOUR);
2108 chance += (p_ptr->virtues[vir - 1]/10);
2111 zantetsu_mukou = ((o_ptr->name1 == ART_ZANTETSU) && (r_ptr->d_char == 'j'));
2112 e_j_mukou = ((o_ptr->name1 == ART_EXCALIBUR_J) && (r_ptr->d_char == 'S'));
2114 if ((mode == HISSATSU_KYUSHO) || (mode == HISSATSU_MINEUCHI) || (mode == HISSATSU_3DAN) || (mode == HISSATSU_IAI)) num_blow = 1;
2115 else if (mode == HISSATSU_COLD) num_blow = p_ptr->num_blow[hand]+2;
2116 else num_blow = p_ptr->num_blow[hand];
2118 /* Attack once for each legal blow */
2119 while ((num++ < num_blow) && !p_ptr->is_dead)
2121 if (((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_DOKUBARI)) || (mode == HISSATSU_KYUSHO))
2123 if (p_ptr->migite && p_ptr->hidarite)
2125 success_hit = one_in_(2);
2127 else success_hit = TRUE;
2129 else if (mode == HISSATSU_MAJIN)
2134 success_hit = FALSE;
2135 old_success_hit = success_hit;
2137 else success_hit = old_success_hit;
2139 else if ((p_ptr->pclass == CLASS_NINJA) && ((backstab || fuiuchi) && !(r_ptr->flagsr & RFR_RES_ALL))) success_hit = TRUE;
2140 else success_hit = test_hit_norm(chance, r_ptr->ac, m_ptr->ml);
2145 int vorpal_chance = ((o_ptr->name1 == ART_VORPAL_BLADE) || (o_ptr->name1 == ART_CHAINSWORD)) ? 2 : 4;
2153 msg_format("¤¢¤Ê¤¿¤ÏÎä¹ó¤Ë¤â̲¤Ã¤Æ¤¤¤ë̵ÎϤÊ%s¤òÆͤ»É¤·¤¿¡ª",
2155 msg_format("You cruelly stab the helpless, sleeping %s!",
2161 msg_format("ÉÔ°Õ¤òÆͤ¤¤Æ%s¤Ë¶¯Îõ¤Ê°ì·â¤ò¶ô¤é¤ï¤»¤¿¡ª",
2163 msg_format("You make surprise attack, and hit %s with a powerful blow!",
2167 else if (stab_fleeing)
2169 msg_format("ƨ¤²¤ë%s¤òÇØÃ椫¤éÆͤ»É¤·¤¿¡ª",
2171 msg_format("You backstab the fleeing %s!",
2177 if (!(((p_ptr->pclass == CLASS_MONK) || (p_ptr->pclass == CLASS_FORCETRAINER) || (p_ptr->pclass == CLASS_BERSERKER)) && (empty_hands(TRUE) > 1)))
2179 msg_format("%s¤ò¹¶·â¤·¤¿¡£", m_name);
2181 msg_format("You hit %s.", m_name);
2186 /* Hack -- bare hands do one damage */
2189 object_flags(o_ptr, flgs);
2191 /* Select a chaotic effect (50% chance) */
2192 if ((have_flag(flgs, TR_CHAOTIC)) && one_in_(2))
2195 chg_virtue(V_CHANCE, 1);
2197 if (randint1(5) < 3)
2199 /* Vampiric (20%) */
2202 else if (one_in_(250))
2207 else if (!one_in_(10))
2209 /* Confusion (26.892%) */
2212 else if (one_in_(2))
2214 /* Teleport away (1.494%) */
2219 /* Polymorph (1.494%) */
2224 /* Vampiric drain */
2225 if ((have_flag(flgs, TR_VAMPIRIC)) || (chaos_effect == 1) || (mode == HISSATSU_DRAIN))
2227 /* Only drain "living" monsters */
2228 if (monster_living(r_ptr))
2234 if ((have_flag(flgs, TR_VORPAL)) && (randint1(vorpal_chance*3/2) == 1) && !zantetsu_mukou)
2236 else vorpal_cut = FALSE;
2238 if (((p_ptr->pclass == CLASS_MONK) || (p_ptr->pclass == CLASS_FORCETRAINER) || (p_ptr->pclass == CLASS_BERSERKER)) && (empty_hands(TRUE) > 1))
2240 int special_effect = 0, stun_effect = 0, times = 0, max_times;
2242 martial_arts *ma_ptr = &ma_blows[0], *old_ptr = &ma_blows[0];
2243 int resist_stun = 0;
2246 if (r_ptr->flags1 & RF1_UNIQUE) resist_stun += 88;
2247 if (r_ptr->flags3 & RF3_NO_STUN) resist_stun += 66;
2248 if (r_ptr->flags3 & RF3_NO_CONF) resist_stun += 33;
2249 if (r_ptr->flags3 & RF3_NO_SLEEP) resist_stun += 33;
2250 if ((r_ptr->flags3 & RF3_UNDEAD) || (r_ptr->flags3 & RF3_NONLIVING))
2253 if (p_ptr->special_defense & KAMAE_BYAKKO)
2254 max_times = (p_ptr->lev < 3 ? 1 : p_ptr->lev / 3);
2255 else if (p_ptr->special_defense & KAMAE_SUZAKU)
2257 else if (p_ptr->special_defense & KAMAE_GENBU)
2260 max_times = (p_ptr->lev < 7 ? 1 : p_ptr->lev / 7);
2261 /* Attempt 'times' */
2262 for (times = 0; times < max_times; times++)
2266 ma_ptr = &ma_blows[randint0(MAX_MA)];
2267 if ((p_ptr->pclass == CLASS_FORCETRAINER) && (ma_ptr->min_level > 1)) min_level = ma_ptr->min_level + 3;
2268 else min_level = ma_ptr->min_level;
2270 while ((min_level > p_ptr->lev) ||
2271 (randint1(p_ptr->lev) < ma_ptr->chance));
2273 /* keep the highest level attack available we found */
2274 if ((ma_ptr->min_level > old_ptr->min_level) &&
2275 !p_ptr->stun && !p_ptr->confused)
2279 if (p_ptr->wizard && cheat_xtra)
2282 msg_print("¹¶·â¤òºÆÁªÂò¤·¤Þ¤·¤¿¡£");
2284 msg_print("Attack re-selected.");
2295 if (p_ptr->pclass == CLASS_FORCETRAINER) min_level = MAX(1, ma_ptr->min_level - 3);
2296 else min_level = ma_ptr->min_level;
2297 k = damroll(ma_ptr->dd, ma_ptr->ds);
2298 if (p_ptr->special_attack & ATTACK_SUIKEN) k *= 2;
2300 if (ma_ptr->effect == MA_KNEE)
2302 if (r_ptr->flags1 & RF1_MALE)
2305 msg_format("%s¤Ë¶âŪɨ½³¤ê¤ò¤¯¤é¤ï¤·¤¿¡ª", m_name);
2307 msg_format("You hit %s in the groin with your knee!", m_name);
2311 special_effect = MA_KNEE;
2314 msg_format(ma_ptr->desc, m_name);
2317 else if (ma_ptr->effect == MA_SLOW)
2319 if (!((r_ptr->flags1 & RF1_NEVER_MOVE) ||
2320 strchr("~#{}.UjmeEv$,DdsbBFIJQSXclnw!=?", r_ptr->d_char)))
2323 msg_format("%s¤Î¼ó¤Ë´ØÀá½³¤ê¤ò¤¯¤é¤ï¤·¤¿¡ª", m_name);
2325 msg_format("You kick %s in the ankle.", m_name);
2328 special_effect = MA_SLOW;
2330 else msg_format(ma_ptr->desc, m_name);
2336 stun_effect = (ma_ptr->effect / 2) + randint1(ma_ptr->effect / 2);
2339 msg_format(ma_ptr->desc, m_name);
2342 if (p_ptr->special_defense & KAMAE_SUZAKU) weight = 4;
2343 if ((p_ptr->pclass == CLASS_FORCETRAINER) && (p_ptr->magic_num1[0]))
2345 weight += (p_ptr->magic_num1[0]/30);
2346 if (weight > 20) weight = 20;
2349 k = critical_norm(p_ptr->lev * weight, min_level, k, p_ptr->to_h[0], 0);
2351 if ((special_effect == MA_KNEE) && ((k + p_ptr->to_d[hand]) < m_ptr->hp))
2354 msg_format("%^s¤Ï¶ìÄˤˤ¦¤á¤¤¤Æ¤¤¤ë¡ª", m_name);
2356 msg_format("%^s moans in agony!", m_name);
2359 stun_effect = 7 + randint1(13);
2363 else if ((special_effect == MA_SLOW) && ((k + p_ptr->to_d[hand]) < m_ptr->hp))
2365 if (!(r_ptr->flags1 & RF1_UNIQUE) &&
2366 (randint1(p_ptr->lev) > r_ptr->level) &&
2370 msg_format("%^s¤Ï¤ò¤Ò¤¤º¤ê»Ï¤á¤¿¡£", m_name);
2372 msg_format("%^s starts limping slower.", m_name);
2375 m_ptr->mspeed -= 10;
2379 if (stun_effect && ((k + p_ptr->to_d[hand]) < m_ptr->hp))
2381 if (p_ptr->lev > randint1(r_ptr->level + resist_stun + 10))
2385 msg_format("%^s¤Ï¤µ¤é¤Ë¥Õ¥é¥Õ¥é¤Ë¤Ê¤Ã¤¿¡£", m_name);
2387 msg_format("%^s is more stunned.", m_name);
2392 msg_format("%^s¤Ï¥Õ¥é¥Õ¥é¤Ë¤Ê¤Ã¤¿¡£", m_name);
2394 msg_format("%^s is stunned.", m_name);
2398 m_ptr->stunned += stun_effect;
2403 /* Handle normal weapon */
2404 else if (o_ptr->k_idx)
2406 k = damroll(o_ptr->dd + p_ptr->to_dd[hand], o_ptr->ds + p_ptr->to_ds[hand]);
2407 k = tot_dam_aux(o_ptr, k, m_ptr, mode, FALSE);
2411 k *= (3 + (p_ptr->lev / 20));
2415 k = k*(5+(p_ptr->lev*2/25))/2;
2417 else if (stab_fleeing)
2422 if ((p_ptr->impact[hand] && ((k > 50) || one_in_(7))) ||
2423 (chaos_effect == 2) || (mode == HISSATSU_QUAKE))
2428 if ((!(o_ptr->tval == TV_SWORD) || !(o_ptr->sval == SV_DOKUBARI)) && !(mode == HISSATSU_KYUSHO))
2429 k = critical_norm(o_ptr->weight, o_ptr->to_h, k, p_ptr->to_h[hand], mode);
2437 if ((o_ptr->name1 == ART_CHAINSWORD) && !one_in_(2))
2439 char chainsword_noise[1024];
2441 if (!get_rnd_line("chainswd_j.txt", 0, chainsword_noise))
2443 if (!get_rnd_line("chainswd.txt", 0, chainsword_noise))
2447 msg_print(chainsword_noise);
2451 if (o_ptr->name1 == ART_VORPAL_BLADE)
2454 msg_print("Ìܤˤâ»ß¤Þ¤é¤Ì¥ô¥©¡¼¥Ñ¥ë¥Ö¥ì¡¼¥É¡¢¼êÏ£¤ÎÁá¶È¡ª");
2456 msg_print("Your Vorpal Blade goes snicker-snack!");
2463 msg_format("%s¤ò¥°¥Ã¥µ¥êÀÚ¤êÎö¤¤¤¿¡ª", m_name);
2465 msg_format("Your weapon cuts deep into %s!", m_name);
2470 /* Try to increase the damage */
2471 while (one_in_(vorpal_chance))
2479 if (((r_ptr->flagsr & RFR_RES_ALL) ? k/100 : k) > m_ptr->hp)
2482 msg_format("%s¤ò¿¿¤ÃÆó¤Ä¤Ë¤·¤¿¡ª", m_name);
2484 msg_format("You cut %s in half!", m_name);
2493 case 2: msg_format("%s¤ò»Â¤Ã¤¿¡ª", m_name); break;
2495 case 2: msg_format("You gouge %s!", m_name); break;
2499 case 3: msg_format("%s¤ò¤Ö¤Ã¤¿»Â¤Ã¤¿¡ª", m_name); break;
2501 case 3: msg_format("You maim %s!", m_name); break;
2505 case 4: msg_format("%s¤ò¥á¥Ã¥¿»Â¤ê¤Ë¤·¤¿¡ª", m_name); break;
2507 case 4: msg_format("You carve %s!", m_name); break;
2511 case 5: msg_format("%s¤ò¥á¥Ã¥¿¥á¥¿¤Ë»Â¤Ã¤¿¡ª", m_name); break;
2513 case 5: msg_format("You cleave %s!", m_name); break;
2517 case 6: msg_format("%s¤ò»É¿È¤Ë¤·¤¿¡ª", m_name); break;
2519 case 6: msg_format("You smite %s!", m_name); break;
2523 case 7: msg_format("%s¤ò»Â¤Ã¤Æ»Â¤Ã¤Æ»Â¤ê¤Þ¤¯¤Ã¤¿¡ª", m_name); break;
2525 case 7: msg_format("You eviscerate %s!", m_name); break;
2529 default: msg_format("%s¤òºÙÀÚ¤ì¤Ë¤·¤¿¡ª", m_name); break;
2531 default: msg_format("You shred %s!", m_name); break;
2536 drain_result = drain_result * 3 / 2;
2540 drain_result += o_ptr->to_d;
2543 /* Apply the player damage bonuses */
2544 k += p_ptr->to_d[hand];
2545 drain_result += p_ptr->to_d[hand];
2547 if ((mode == HISSATSU_SUTEMI) || (mode == HISSATSU_3DAN)) k *= 2;
2548 if ((mode == HISSATSU_SEKIRYUKA) && !monster_living(r_ptr)) k = 0;
2549 if ((mode == HISSATSU_SEKIRYUKA) && !p_ptr->cut) k /= 2;
2551 /* No negative damage */
2554 if ((mode == HISSATSU_ZANMA) && !(!monster_living(r_ptr) && (r_ptr->flags3 & RF3_EVIL)))
2562 msg_print("¤³¤ó¤ÊÆð¤é¤«¤¤¤â¤Î¤ÏÀÚ¤ì¤ó¡ª");
2564 msg_print("You cannot cut such a elastic thing!");
2572 msg_print("ÃØéá¤Ï¶ì¼ê¤À¡ª");
2574 msg_print("Spiders are difficult for you to deal with!");
2579 if (mode == HISSATSU_MINEUCHI)
2581 int tmp = (10 + randint1(15) + p_ptr->lev / 5);
2584 anger_monster(m_ptr);
2586 if (!(r_ptr->flags3 & (RF3_NO_STUN)))
2592 msg_format("%s¤Ï¤Ò¤É¤¯¤â¤¦¤í¤¦¤È¤·¤¿¡£", m_name);
2594 msg_format("%s is more dazed.", m_name);
2602 msg_format("%s ¤Ï¤â¤¦¤í¤¦¤È¤·¤¿¡£", m_name);
2604 msg_format("%s is dazed.", m_name);
2609 m_ptr->stunned = (tmp < 200) ? tmp : 200;
2614 msg_format("%s ¤Ë¤Ï¸ú²Ì¤¬¤Ê¤«¤Ã¤¿¡£", m_name);
2616 msg_format("%s is not effected.", m_name);
2621 /* Modify the damage */
2622 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))));
2623 if (((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_DOKUBARI)) || (mode == HISSATSU_KYUSHO))
2625 if ((randint1(randint1(r_ptr->level/7)+5) == 1) && !(r_ptr->flags1 & RF1_UNIQUE) && !(r_ptr->flags7 & RF7_UNIQUE2))
2629 msg_format("%s¤ÎµÞ½ê¤òÆͤ»É¤·¤¿¡ª", m_name);
2631 msg_format("You hit %s on a fatal spot!", m_name);
2636 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)))
2638 int maxhp = maxroll(r_ptr->hdice, r_ptr->hside);
2639 if (one_in_(backstab ? 13 : (stab_fleeing || fuiuchi) ? 15 : 27))
2644 msg_format("¿Ï¤¬%s¤Ë¿¼¡¹¤ÈÆͤ»É¤µ¤Ã¤¿¡ª", m_name);
2646 msg_format("You critically injured %s!", m_name);
2649 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)))
2651 if ((r_ptr->flags1 & RF1_UNIQUE) || (r_ptr->flags7 & RF7_UNIQUE2) || (m_ptr->hp >= maxhp/2))
2653 k = MAX(k*5, m_ptr->hp/2);
2656 msg_format("%s¤ËÃ×Ì¿½ý¤òÉé¤ï¤»¤¿¡ª", m_name);
2658 msg_format("You fatally injured %s!", m_name);
2665 msg_format("¿Ï¤¬%s¤ÎµÞ½ê¤ò´Ó¤¤¤¿¡ª", m_name);
2667 msg_format("You hit %s on a fatal spot!", m_name);
2673 /* Complex message */
2674 if (p_ptr->wizard || cheat_xtra)
2677 msg_format("%d/%d ¤Î¥À¥á¡¼¥¸¤òÍ¿¤¨¤¿¡£", k, m_ptr->hp);
2679 msg_format("You do %d (out of %d) damage.", k, m_ptr->hp);
2684 if (k <= 0) can_drain = FALSE;
2686 if (drain_result > m_ptr->hp)
2687 drain_result = m_ptr->hp;
2689 /* Damage, check for fear and death */
2690 if (mon_take_hit(c_ptr->m_idx, k, fear, NULL))
2693 if ((p_ptr->pclass == CLASS_BERSERKER) && energy_use)
2695 if (p_ptr->migite && p_ptr->hidarite)
2697 if (hand) energy_use = energy_use*3/5+energy_use*num*2/(p_ptr->num_blow[hand]*5);
2698 else energy_use = energy_use*num*3/(p_ptr->num_blow[hand]*5);
2702 energy_use = energy_use*num/p_ptr->num_blow[hand];
2705 if ((o_ptr->name1 == ART_ZANTETSU) && is_lowlevel)
2707 msg_print("¤Þ¤¿¤Ä¤Þ¤é¤Ì¤â¤Î¤ò»Â¤Ã¤Æ¤·¤Þ¤Ã¤¿¡¥¡¥¡¥");
2709 msg_print("Sign..Another trifling thing I've cut....");
2714 /* Anger the monster */
2715 if (k > 0) anger_monster(m_ptr);
2717 touch_zap_player(m_ptr);
2719 /* Are we draining it? A little note: If the monster is
2720 dead, the drain does not work... */
2722 if (can_drain && (drain_result > 0))
2724 if (o_ptr->name1 == ART_MURAMASA)
2728 int to_h = o_ptr->to_h;
2729 int to_d = o_ptr->to_d;
2733 for (i = 0; i < to_h + 3; i++) if (one_in_(4)) flag = 0;
2737 for (i = 0; i < to_d + 3; i++) if (one_in_(4)) flag = 0;
2740 if (o_ptr->to_h != to_h || o_ptr->to_d != to_d)
2743 msg_print("ÍÅÅá¤Ï·ì¤òµÛ¤Ã¤Æ¶¯¤¯¤Ê¤Ã¤¿¡ª");
2745 msg_print("Muramasa sucked blood, and became more powerful!");
2754 if (drain_result > 5) /* Did we really hurt it? */
2756 drain_heal = damroll(2, drain_result / 6);
2761 msg_format("Draining left: %d", drain_left);
2763 msg_format("Draining left: %d", drain_left);
2770 if (drain_heal < drain_left)
2772 drain_left -= drain_heal;
2776 drain_heal = drain_left;
2783 msg_format("¿Ï¤¬%s¤«¤éÀ¸Ì¿ÎϤòµÛ¤¤¼è¤Ã¤¿¡ª", m_name);
2785 msg_format("Your weapon drains life from %s!", m_name);
2791 drain_heal = (drain_heal * mutant_regenerate_mod) / 100;
2793 hp_player(drain_heal);
2794 /* We get to keep some of it! */
2798 m_ptr->maxhp -= (k+7)/8;
2799 if (m_ptr->hp > m_ptr->maxhp) m_ptr->hp = m_ptr->maxhp;
2805 /* Confusion attack */
2806 if ((p_ptr->special_attack & ATTACK_CONFUSE) || (chaos_effect == 3) || (mode == HISSATSU_CONF))
2808 /* Cancel glowing hands */
2809 if (p_ptr->special_attack & ATTACK_CONFUSE)
2811 p_ptr->special_attack &= ~(ATTACK_CONFUSE);
2813 msg_print("¼ê¤Îµ±¤¤¬¤Ê¤¯¤Ê¤Ã¤¿¡£");
2815 msg_print("Your hands stop glowing.");
2817 p_ptr->redraw |= (PR_STATUS);
2821 /* Confuse the monster */
2822 if (r_ptr->flags3 & RF3_NO_CONF)
2824 if (m_ptr->ml && is_original_ap(m_ptr))
2826 r_ptr->r_flags3 |= RF3_NO_CONF;
2830 msg_format("%^s¤Ë¤Ï¸ú²Ì¤¬¤Ê¤«¤Ã¤¿¡£", m_name);
2832 msg_format("%^s is unaffected.", m_name);
2836 else if (randint0(100) < r_ptr->level)
2839 msg_format("%^s¤Ë¤Ï¸ú²Ì¤¬¤Ê¤«¤Ã¤¿¡£", m_name);
2841 msg_format("%^s is unaffected.", m_name);
2848 msg_format("%^s¤Ïº®Í𤷤¿¤è¤¦¤À¡£", m_name);
2850 msg_format("%^s appears confused.", m_name);
2853 m_ptr->confused += 10 + randint0(p_ptr->lev) / 5;
2857 else if (chaos_effect == 4)
2859 bool resists_tele = FALSE;
2861 if (r_ptr->flagsr & RFR_RES_TELE)
2863 if (r_ptr->flags1 & RF1_UNIQUE)
2865 if (m_ptr->ml && is_original_ap(m_ptr)) r_ptr->r_flagsr |= RFR_RES_TELE;
2867 msg_format("%^s¤Ë¤Ï¸ú²Ì¤¬¤Ê¤«¤Ã¤¿¡£", m_name);
2869 msg_format("%^s is unaffected!", m_name);
2872 resists_tele = TRUE;
2874 else if (r_ptr->level > randint1(100))
2876 if (m_ptr->ml && is_original_ap(m_ptr)) r_ptr->r_flagsr |= RFR_RES_TELE;
2878 msg_format("%^s¤ÏÄñ¹³ÎϤò»ý¤Ã¤Æ¤¤¤ë¡ª", m_name);
2880 msg_format("%^s resists!", m_name);
2883 resists_tele = TRUE;
2890 msg_format("%^s¤Ï¾Ã¤¨¤¿¡ª", m_name);
2892 msg_format("%^s disappears!", m_name);
2895 teleport_away(c_ptr->m_idx, 50, FALSE);
2896 num = num_blow + 1; /* Can't hit it anymore! */
2901 else if ((chaos_effect == 5) && cave_floor_bold(y, x) &&
2902 (randint1(90) > r_ptr->level))
2904 if (!(r_ptr->flags1 & (RF1_UNIQUE | RF1_QUESTOR)) &&
2905 !(r_ptr->flagsr & RFR_EFF_RES_CHAO_MASK))
2907 if (polymorph_monster(y, x))
2910 msg_format("%^s¤ÏÊѲ½¤·¤¿¡ª", m_name);
2912 msg_format("%^s changes!", m_name);
2916 /* Hack -- Get new monster */
2917 m_ptr = &m_list[c_ptr->m_idx];
2919 /* Oops, we need a different name... */
2920 monster_desc(m_name, m_ptr, 0);
2922 /* Hack -- Get new race */
2923 r_ptr = &r_info[m_ptr->r_idx];
2931 msg_format("%^s¤Ë¤Ï¸ú²Ì¤¬¤Ê¤«¤Ã¤¿¡£", m_name);
2933 msg_format("%^s is unaffected.", m_name);
2939 else if (o_ptr->name1 == ART_G_HAMMER)
2941 monster_type *m_ptr = &m_list[c_ptr->m_idx];
2943 if (m_ptr->hold_o_idx)
2945 object_type *q_ptr = &o_list[m_ptr->hold_o_idx];
2946 char o_name[MAX_NLEN];
2948 object_desc(o_name, q_ptr, TRUE, 0);
2949 q_ptr->held_m_idx = 0;
2951 m_ptr->hold_o_idx = q_ptr->next_o_idx;
2952 q_ptr->next_o_idx = 0;
2954 msg_format("%s¤òÃ¥¤Ã¤¿¡£", o_name);
2956 msg_format("You snatched %s.", o_name);
2966 backstab = FALSE; /* Clumsy! */
2967 fuiuchi = FALSE; /* Clumsy! */
2969 if ((o_ptr->tval == TV_POLEARM) && (o_ptr->sval == SV_DEATH_SCYTHE) && one_in_(3))
2971 u32b flgs[TR_FLAG_SIZE];
2978 msg_format("¥ß¥¹¡ª %s¤Ë¤«¤ï¤µ¤ì¤¿¡£", m_name);
2980 msg_format("You miss %s.", m_name);
2984 msg_print("¿¶¤ê²ó¤·¤¿Âç³ù¤¬¼«Ê¬¼«¿È¤ËÊ֤äƤ¤¿¡ª");
2986 msg_print("Your scythe returns to you!");
2989 /* Extract the flags */
2990 object_flags(o_ptr, flgs);
2992 k = damroll(o_ptr->dd, o_ptr->ds);
2995 switch (p_ptr->mimic_form)
2998 switch (p_ptr->prace)
3007 case RACE_HALF_TROLL:
3008 case RACE_HALF_OGRE:
3009 case RACE_HALF_GIANT:
3010 case RACE_HALF_TITAN:
3018 case RACE_DRACONIAN:
3025 case MIMIC_DEMON_LORD:
3032 if (p_ptr->align < 0 && mult < 20)
3034 if (!(p_ptr->resist_acid || IS_OPPOSE_ACID() || p_ptr->immune_acid) && (mult < 25))
3036 if (!(p_ptr->resist_elec || IS_OPPOSE_ELEC() || p_ptr->immune_elec) && (mult < 25))
3038 if (!(p_ptr->resist_fire || IS_OPPOSE_FIRE() || p_ptr->immune_fire) && (mult < 25))
3040 if (!(p_ptr->resist_cold || IS_OPPOSE_COLD() || p_ptr->immune_cold) && (mult < 25))
3042 if (!(p_ptr->resist_pois || IS_OPPOSE_POIS()) && (mult < 25))
3045 if ((p_ptr->pclass != CLASS_SAMURAI) && (have_flag(flgs, TR_FORCE_WEAPON)) && (p_ptr->csp > (p_ptr->msp / 30)))
3047 p_ptr->csp -= (1+(p_ptr->msp / 30));
3048 p_ptr->redraw |= (PR_MANA);
3049 mult = mult * 3 / 2 + 20;
3055 k = critical_norm(o_ptr->weight, o_ptr->to_h, k, p_ptr->to_h[hand], mode);
3060 msg_format("¥°¥Ã¥µ¥êÀÚ¤êÎö¤«¤ì¤¿¡ª");
3062 msg_format("Your weapon cuts deep into yourself!");
3064 /* Try to increase the damage */
3072 k += (p_ptr->to_d[hand] + o_ptr->to_d);
3077 take_hit(DAMAGE_FORCE, k, "»à¤ÎÂç³ù", -1);
3079 take_hit(DAMAGE_FORCE, k, "Death scythe", -1);
3091 msg_format("¥ß¥¹¡ª %s¤Ë¤«¤ï¤µ¤ì¤¿¡£", m_name);
3093 msg_format("You miss %s.", m_name);
3102 if (weak && !(*mdeath))
3105 msg_format("%s¤Ï¼å¤¯¤Ê¤Ã¤¿¤è¤¦¤À¡£", m_name);
3107 msg_format("%^s seems weakened.", m_name);
3110 if (drain_left != MAX_VAMPIRIC_DRAIN)
3114 chg_virtue(V_UNLIFE, 1);
3117 /* Mega-Hack -- apply earthquake brand */
3120 earthquake(py, px, 10);
3121 if (!cave[y][x].m_idx) *mdeath = TRUE;
3125 bool py_attack(int y, int x, int mode)
3128 bool mdeath = FALSE;
3129 bool stormbringer = FALSE;
3131 cave_type *c_ptr = &cave[y][x];
3132 monster_type *m_ptr = &m_list[c_ptr->m_idx];
3135 /* Disturb the player */
3140 if (m_ptr->csleep) /* It is not honorable etc to attack helpless victims */
3142 if (!(r_info[m_ptr->r_idx].flags3 & RF3_EVIL) || one_in_(5)) chg_virtue(V_COMPASSION, -1);
3143 if (!(r_info[m_ptr->r_idx].flags3 & RF3_EVIL) || one_in_(5)) chg_virtue(V_HONOUR, -1);
3146 /* Extract monster name (or "it") */
3147 monster_desc(m_name, m_ptr, 0);
3149 /* Auto-Recall if possible and visible */
3150 if (m_ptr->ml) monster_race_track(m_ptr->ap_r_idx);
3152 /* Track a new monster */
3153 if (m_ptr->ml) health_track(c_ptr->m_idx);
3155 if ((r_info[m_ptr->r_idx].flags1 & RF1_FEMALE) &&
3156 !(p_ptr->stun || p_ptr->confused || p_ptr->image || !m_ptr->ml))
3158 if ((inventory[INVEN_RARM].name1 == ART_ZANTETSU) || (inventory[INVEN_LARM].name1 == ART_ZANTETSU))
3161 msg_print("ÀÛ¼Ô¡¢¤ª¤Ê¤´¤Ï»Â¤ì¤Ì¡ª");
3163 msg_print("I can not attack women!");
3169 if (d_info[dungeon_type].flags1 & DF1_NO_MELEE)
3172 msg_print("¤Ê¤¼¤«¹¶·â¤¹¤ë¤³¤È¤¬¤Ç¤¤Ê¤¤¡£");
3174 msg_print("Something prevent you from attacking.");
3179 /* Stop if friendly */
3180 if (!is_hostile(m_ptr) &&
3181 !(p_ptr->stun || p_ptr->confused || p_ptr->image ||
3182 p_ptr->shero || !m_ptr->ml))
3184 if (inventory[INVEN_RARM].name1 == ART_STORMBRINGER) stormbringer = TRUE;
3185 if (inventory[INVEN_LARM].name1 == ART_STORMBRINGER) stormbringer = TRUE;
3189 msg_format("¹õ¤¤¿Ï¤Ï¶¯ÍߤË%s¤ò¹¶·â¤·¤¿¡ª", m_name);
3191 msg_format("Your black blade greedily attacks %s!", m_name);
3193 chg_virtue(V_INDIVIDUALISM, 1);
3194 chg_virtue(V_HONOUR, -1);
3195 chg_virtue(V_JUSTICE, -1);
3196 chg_virtue(V_COMPASSION, -1);
3198 else if (p_ptr->pclass != CLASS_BERSERKER)
3201 if (get_check("ËÜÅö¤Ë¹¶·â¤·¤Þ¤¹¤«¡©"))
3203 if (get_check("Really hit it? "))
3206 chg_virtue(V_INDIVIDUALISM, 1);
3207 chg_virtue(V_HONOUR, -1);
3208 chg_virtue(V_JUSTICE, -1);
3209 chg_virtue(V_COMPASSION, -1);
3214 msg_format("%s¤ò¹¶·â¤¹¤ë¤Î¤ò»ß¤á¤¿¡£", m_name);
3216 msg_format("You stop to avoid hitting %s.", m_name);
3224 /* Handle player fear */
3230 msg_format("¶²¤¯¤Æ%s¤ò¹¶·â¤Ç¤¤Ê¤¤¡ª", m_name);
3232 msg_format("You are too afraid to attack %s!", m_name);
3237 msg_format ("¤½¤Ã¤Á¤Ë¤Ï²¿¤«¶²¤¤¤â¤Î¤¬¤¤¤ë¡ª");
3239 msg_format ("There is something scary in your way!");
3242 /* Disturb the monster */
3244 p_ptr->update |= (PU_MON_LITE);
3250 if (p_ptr->migite && p_ptr->hidarite)
3252 if ((p_ptr->skill_exp[GINOU_NITOURYU] < s_info[p_ptr->pclass].s_max[GINOU_NITOURYU]) && ((p_ptr->skill_exp[GINOU_NITOURYU] - 1000) / 200 < r_info[m_ptr->r_idx].level))
3254 if (p_ptr->skill_exp[GINOU_NITOURYU] < WEAPON_EXP_BEGINNER)
3255 p_ptr->skill_exp[GINOU_NITOURYU] += 80;
3256 else if(p_ptr->skill_exp[GINOU_NITOURYU] < WEAPON_EXP_SKILLED)
3257 p_ptr->skill_exp[GINOU_NITOURYU] += 4;
3258 else if(p_ptr->skill_exp[GINOU_NITOURYU] < WEAPON_EXP_EXPERT)
3259 p_ptr->skill_exp[GINOU_NITOURYU] += 1;
3260 else if(p_ptr->skill_exp[GINOU_NITOURYU] < WEAPON_EXP_MASTER)
3261 if (one_in_(3)) p_ptr->skill_exp[GINOU_NITOURYU] += 1;
3262 p_ptr->update |= (PU_BONUS);
3266 /* Gain riding experience */
3269 int cur = p_ptr->skill_exp[GINOU_RIDING];
3270 int max = s_info[p_ptr->pclass].s_max[GINOU_RIDING];
3274 int ridinglevel = r_info[m_list[p_ptr->riding].r_idx].level;
3275 int targetlevel = r_info[m_ptr->r_idx].level;
3278 if ((cur / 200 - 5) < targetlevel)
3281 /* Extra experience */
3282 if ((cur / 100) < ridinglevel)
3284 if ((cur / 100 + 15) < ridinglevel)
3285 inc += 1 + (ridinglevel - (cur / 100 + 15));
3290 p_ptr->skill_exp[GINOU_RIDING] = MIN(max, cur + inc);
3292 p_ptr->update |= (PU_BONUS);
3296 riding_t_m_idx = c_ptr->m_idx;
3297 if (p_ptr->migite) py_attack_aux(y, x, &fear, &mdeath, 0, mode);
3298 if (p_ptr->hidarite && !mdeath) py_attack_aux(y, x, &fear, &mdeath, 1, mode);
3300 /* Mutations which yield extra 'natural' attacks */
3303 if ((p_ptr->muta2 & MUT2_HORNS) && !mdeath)
3304 natural_attack(c_ptr->m_idx, MUT2_HORNS, &fear, &mdeath);
3305 if ((p_ptr->muta2 & MUT2_BEAK) && !mdeath)
3306 natural_attack(c_ptr->m_idx, MUT2_BEAK, &fear, &mdeath);
3307 if ((p_ptr->muta2 & MUT2_SCOR_TAIL) && !mdeath)
3308 natural_attack(c_ptr->m_idx, MUT2_SCOR_TAIL, &fear, &mdeath);
3309 if ((p_ptr->muta2 & MUT2_TRUNK) && !mdeath)
3310 natural_attack(c_ptr->m_idx, MUT2_TRUNK, &fear, &mdeath);
3311 if ((p_ptr->muta2 & MUT2_TENTACLES) && !mdeath)
3312 natural_attack(c_ptr->m_idx, MUT2_TENTACLES, &fear, &mdeath);
3315 /* Hack -- delay fear messages */
3316 if (fear && m_ptr->ml && !mdeath)
3323 msg_format("%^s¤Ï¶²Éݤ·¤Æƨ¤²½Ð¤·¤¿¡ª", m_name);
3325 msg_format("%^s flees in terror!", m_name);
3330 if ((p_ptr->special_defense & KATA_IAI) && ((mode != HISSATSU_IAI) || mdeath))
3332 set_action(ACTION_NONE);
3339 static bool pattern_seq(int c_y, int c_x, int n_y, int n_x)
3341 if (!pattern_tile(c_y, c_x) && !pattern_tile(n_y, n_x))
3344 if (cave[n_y][n_x].feat == FEAT_PATTERN_START)
3346 if (!pattern_tile(c_y, c_x) &&
3347 !p_ptr->confused && !p_ptr->stun && !p_ptr->image)
3350 if (get_check("¥Ñ¥¿¡¼¥ó¤Î¾å¤òÊ⤻Ϥá¤ë¤È¡¢Á´¤Æ¤òÊ⤫¤Ê¤±¤ì¤Ð¤Ê¤ê¤Þ¤»¤ó¡£¤¤¤¤¤Ç¤¹¤«¡©"))
3352 if (get_check("If you start walking the Pattern, you must walk the whole way. Ok? "))
3362 else if ((cave[n_y][n_x].feat == FEAT_PATTERN_OLD) ||
3363 (cave[n_y][n_x].feat == FEAT_PATTERN_END) ||
3364 (cave[n_y][n_x].feat == FEAT_PATTERN_XTRA2))
3366 if (pattern_tile(c_y, c_x))
3373 msg_print("¥Ñ¥¿¡¼¥ó¤Î¾å¤òÊ⤯¤Ë¤Ï¥¹¥¿¡¼¥ÈÃÏÅÀ¤«¤éÊ⤻Ϥá¤Ê¤¯¤Æ¤Ï¤Ê¤ê¤Þ¤»¤ó¡£");
3375 msg_print("You must start walking the Pattern from the startpoint.");
3381 else if ((cave[n_y][n_x].feat == FEAT_PATTERN_XTRA1) ||
3382 (cave[c_y][c_x].feat == FEAT_PATTERN_XTRA1))
3386 else if (cave[c_y][c_x].feat == FEAT_PATTERN_START)
3388 if (pattern_tile(n_y, n_x))
3393 msg_print("¥Ñ¥¿¡¼¥ó¤Î¾å¤ÏÀµ¤·¤¤½ç½ø¤ÇÊ⤫¤Í¤Ð¤Ê¤ê¤Þ¤»¤ó¡£");
3395 msg_print("You must walk the Pattern in correct order.");
3401 else if ((cave[c_y][c_x].feat == FEAT_PATTERN_OLD) ||
3402 (cave[c_y][c_x].feat == FEAT_PATTERN_END) ||
3403 (cave[c_y][c_x].feat == FEAT_PATTERN_XTRA2))
3405 if (!pattern_tile(n_y, n_x))
3408 msg_print("¥Ñ¥¿¡¼¥ó¤òƧ¤ß³°¤·¤Æ¤Ï¤¤¤±¤Þ¤»¤ó¡£");
3410 msg_print("You may not step off from the Pattern.");
3422 if (!pattern_tile(c_y, c_x))
3425 msg_print("¥Ñ¥¿¡¼¥ó¤Î¾å¤òÊ⤯¤Ë¤Ï¥¹¥¿¡¼¥ÈÃÏÅÀ¤«¤éÊ⤻Ϥá¤Ê¤¯¤Æ¤Ï¤Ê¤ê¤Þ¤»¤ó¡£");
3427 msg_print("You must start walking the Pattern from the startpoint.");
3434 byte ok_move = FEAT_PATTERN_START;
3435 switch (cave[c_y][c_x].feat)
3437 case FEAT_PATTERN_1:
3438 ok_move = FEAT_PATTERN_2;
3440 case FEAT_PATTERN_2:
3441 ok_move = FEAT_PATTERN_3;
3443 case FEAT_PATTERN_3:
3444 ok_move = FEAT_PATTERN_4;
3446 case FEAT_PATTERN_4:
3447 ok_move = FEAT_PATTERN_1;
3452 msg_format("¤ª¤«¤·¤Ê¥Ñ¥¿¡¼¥óÊâ¹Ô¡¢%d¡£", cave[c_y][c_x].feat);
3454 msg_format("Funny Pattern walking, %d.", cave[c_y][c_x].feat);
3457 return TRUE; /* Goof-up */
3460 if ((cave[n_y][n_x].feat == ok_move) ||
3461 (cave[n_y][n_x].feat == cave[c_y][c_x].feat))
3465 if (!pattern_tile(n_y, n_x))
3467 msg_print("¥Ñ¥¿¡¼¥ó¤òƧ¤ß³°¤·¤Æ¤Ï¤¤¤±¤Þ¤»¤ó¡£");
3469 msg_print("You may not step off from the Pattern.");
3474 msg_print("¥Ñ¥¿¡¼¥ó¤Î¾å¤ÏÀµ¤·¤¤½ç½ø¤ÇÊ⤫¤Í¤Ð¤Ê¤ê¤Þ¤»¤ó¡£");
3476 msg_print("You must walk the Pattern in correct order.");
3488 bool player_can_enter(byte feature)
3492 case FEAT_DOOR_HEAD: /* Nasty hack -- Doors */
3493 case FEAT_DOOR_HEAD + 0x01:
3494 case FEAT_DOOR_HEAD + 0x02:
3495 case FEAT_DOOR_HEAD + 0x03:
3496 case FEAT_DOOR_HEAD + 0x04:
3497 case FEAT_DOOR_HEAD + 0x05:
3498 case FEAT_DOOR_HEAD + 0x06:
3499 case FEAT_DOOR_HEAD + 0x07:
3500 case FEAT_DOOR_HEAD + 0x08:
3501 case FEAT_DOOR_HEAD + 0x09:
3502 case FEAT_DOOR_HEAD + 0x0a:
3503 case FEAT_DOOR_HEAD + 0x0b:
3504 case FEAT_DOOR_HEAD + 0x0c:
3505 case FEAT_DOOR_HEAD + 0x0d:
3506 case FEAT_DOOR_HEAD + 0x0e:
3507 case FEAT_DOOR_TAIL: /* Equals FEAT_DOOR_HEAD + 0x0f */
3516 case FEAT_WALL_EXTRA:
3517 case FEAT_WALL_INNER:
3518 case FEAT_WALL_OUTER:
3519 case FEAT_WALL_SOLID:
3520 /* Player can not walk through "walls" unless in Shadow Form */
3521 return p_ptr->wraith_form || p_ptr->pass_wall || p_ptr->kabenuke;
3523 case FEAT_PERM_EXTRA:
3524 case FEAT_PERM_INNER:
3525 case FEAT_PERM_OUTER:
3526 case FEAT_PERM_SOLID:
3527 case FEAT_PATTERN_START:
3528 case FEAT_PATTERN_1:
3529 case FEAT_PATTERN_2:
3530 case FEAT_PATTERN_3:
3531 case FEAT_PATTERN_4:
3532 case FEAT_PATTERN_END:
3533 case FEAT_PATTERN_OLD:
3534 case FEAT_PATTERN_XTRA1:
3535 case FEAT_PATTERN_XTRA2:
3539 return p_ptr->ffall;
3542 return !dun_level && p_ptr->ffall;
3551 * Move player in the given direction, with the given "pickup" flag.
3553 * This routine should (probably) always induce energy expenditure.
3555 * Note that moving will *always* take a turn, and will *always* hit
3556 * any monster which might be in the destination grid. Previously,
3557 * moving into walls was "free" and did NOT hit invisible monsters.
3559 void move_player(int dir, int do_pickup, bool break_trap)
3564 monster_type *m_ptr;
3568 bool p_can_pass_walls = FALSE;
3569 bool stormbringer = FALSE;
3571 bool oktomove = TRUE;
3572 bool do_past = FALSE;
3574 /* Find the result of moving */
3578 /* Examine the destination */
3579 c_ptr = &cave[y][x];
3582 if (!dun_level && !p_ptr->wild_mode &&
3583 ((x == 0) || (x == MAX_WID - 1) ||
3584 (y == 0) || (y == MAX_HGT - 1)))
3586 /* Can the player enter the grid? */
3587 if (c_ptr->mimic && player_can_enter(c_ptr->mimic))
3589 /* Hack: move to new area */
3590 if ((y == 0) && (x == 0))
3592 p_ptr->wilderness_y--;
3593 p_ptr->wilderness_x--;
3594 p_ptr->oldpy = cur_hgt - 2;
3595 p_ptr->oldpx = cur_wid - 2;
3596 ambush_flag = FALSE;
3599 else if ((y == 0) && (x == MAX_WID - 1))
3601 p_ptr->wilderness_y--;
3602 p_ptr->wilderness_x++;
3603 p_ptr->oldpy = cur_hgt - 2;
3605 ambush_flag = FALSE;
3608 else if ((y == MAX_HGT - 1) && (x == 0))
3610 p_ptr->wilderness_y++;
3611 p_ptr->wilderness_x--;
3613 p_ptr->oldpx = cur_wid - 2;
3614 ambush_flag = FALSE;
3617 else if ((y == MAX_HGT - 1) && (x == MAX_WID - 1))
3619 p_ptr->wilderness_y++;
3620 p_ptr->wilderness_x++;
3623 ambush_flag = FALSE;
3628 p_ptr->wilderness_y--;
3629 p_ptr->oldpy = cur_hgt - 2;
3631 ambush_flag = FALSE;
3634 else if (y == MAX_HGT - 1)
3636 p_ptr->wilderness_y++;
3639 ambush_flag = FALSE;
3644 p_ptr->wilderness_x--;
3645 p_ptr->oldpx = cur_wid - 2;
3647 ambush_flag = FALSE;
3650 else if (x == MAX_WID - 1)
3652 p_ptr->wilderness_x++;
3655 ambush_flag = FALSE;
3658 p_ptr->leftbldg = TRUE;
3659 p_ptr->leaving = TRUE;
3668 /* Get the monster */
3669 m_ptr = &m_list[c_ptr->m_idx];
3672 if (inventory[INVEN_RARM].name1 == ART_STORMBRINGER) stormbringer = TRUE;
3673 if (inventory[INVEN_LARM].name1 == ART_STORMBRINGER) stormbringer = TRUE;
3675 /* Player can not walk through "walls"... */
3676 /* unless in Shadow Form */
3677 if (p_ptr->wraith_form || p_ptr->pass_wall || p_ptr->kabenuke)
3678 p_can_pass_walls = TRUE;
3679 if ((cave[y][x].feat >= FEAT_PERM_EXTRA) &&
3680 (cave[y][x].feat <= FEAT_PERM_SOLID))
3682 p_can_pass_walls = FALSE;
3687 cave[py][px].m_idx = 0;
3690 /* Hack -- attack monsters */
3691 if (c_ptr->m_idx && (m_ptr->ml || cave_floor_bold(y, x) || p_can_pass_walls))
3694 /* Attack -- only if we can see it OR it is not in a wall */
3695 if (!is_hostile(m_ptr) &&
3696 !(p_ptr->confused || p_ptr->image || !m_ptr->ml || p_ptr->stun ||
3697 ((p_ptr->muta2 & MUT2_BERS_RAGE) && p_ptr->shero)) &&
3698 (pattern_seq(py, px, y, x)) &&
3699 ((cave_floor_bold(y, x)) || (c_ptr->feat == FEAT_TREES) || (p_can_pass_walls)))
3702 p_ptr->update |= (PU_MON_LITE);
3704 /* Extract monster name (or "it") */
3705 monster_desc(m_name, m_ptr, 0);
3707 /* Auto-Recall if possible and visible */
3708 if (m_ptr->ml) monster_race_track(m_ptr->ap_r_idx);
3710 /* Track a new monster */
3711 if (m_ptr->ml) health_track(c_ptr->m_idx);
3714 if ((stormbringer && (randint1(1000) > 666)) || (p_ptr->pclass == CLASS_BERSERKER))
3719 else if (monster_can_cross_terrain(cave[py][px].feat, &r_info[m_ptr->r_idx]) &&
3720 (cave_floor_bold(py, px) || cave[py][px].feat == FEAT_TREES ||
3721 (r_info[m_ptr->r_idx].flags2 & RF2_PASS_WALL)))
3728 msg_format("%^s¤¬¼ÙËâ¤À¡ª", m_name);
3730 msg_format("%^s is in your way!", m_name);
3737 /* now continue on to 'movement' */
3750 else if ((c_ptr->feat == FEAT_DARK_PIT) && !p_ptr->ffall)
3753 msg_print("Îö¤±Ìܤò²£Àڤ뤳¤È¤Ï¤Ç¤¤Þ¤»¤ó¡£");
3755 msg_print("You can't cross the chasm.");
3763 else if (c_ptr->feat == FEAT_MOUNTAIN)
3765 if (dun_level || !p_ptr->ffall)
3768 msg_print("»³¤Ë¤ÏÅФì¤Þ¤»¤ó¡ª");
3770 msg_print("You can't climb the mountains!");
3779 * Player can move through trees and
3780 * has effective -10 speed
3781 * Rangers can move without penality
3783 else if (c_ptr->feat == FEAT_TREES)
3786 if ((p_ptr->pclass != CLASS_RANGER) && !p_ptr->ffall) energy_use *= 2;
3789 else if ((c_ptr->feat >= FEAT_QUEST_ENTER) &&
3790 (c_ptr->feat <= FEAT_QUEST_EXIT))
3795 #ifdef ALLOW_EASY_DISARM /* TNB */
3797 /* Disarm a visible trap */
3798 else if ((do_pickup != easy_disarm) && is_known_trap(c_ptr))
3800 bool ignore = FALSE;
3801 switch (c_ptr->feat)
3803 case FEAT_TRAP_TRAPDOOR:
3805 case FEAT_TRAP_SPIKED_PIT:
3806 case FEAT_TRAP_POISON_PIT:
3807 if (p_ptr->ffall) ignore = TRUE;
3809 case FEAT_TRAP_TELEPORT:
3810 if (p_ptr->anti_tele) ignore = TRUE;
3812 case FEAT_TRAP_FIRE:
3813 if (p_ptr->immune_fire) ignore = TRUE;
3815 case FEAT_TRAP_ACID:
3816 if (p_ptr->immune_acid) ignore = TRUE;
3818 case FEAT_TRAP_BLIND:
3819 if (p_ptr->resist_blind) ignore = TRUE;
3821 case FEAT_TRAP_CONFUSE:
3822 if (p_ptr->resist_conf) ignore = TRUE;
3824 case FEAT_TRAP_POISON:
3825 if (p_ptr->resist_pois) ignore = TRUE;
3827 case FEAT_TRAP_SLEEP:
3828 if (p_ptr->free_act) ignore = TRUE;
3834 (void)do_cmd_disarm_aux(y, x, dir);
3839 #endif /* ALLOW_EASY_DISARM -- TNB */
3840 else if (p_ptr->riding && (r_info[m_list[p_ptr->riding].r_idx].flags1 & RF1_NEVER_MOVE))
3843 msg_print("Æ°¤±¤Ê¤¤¡ª");
3845 msg_print("Can't move!");
3852 else if (p_ptr->riding && m_list[p_ptr->riding].monfear)
3856 /* Acquire the monster name */
3857 monster_desc(m_name, &m_list[p_ptr->riding], 0);
3859 /* Dump a message */
3861 msg_format("%s¤¬¶²Éݤ·¤Æ¤¤¤ÆÀ©¸æ¤Ç¤¤Ê¤¤¡£", m_name);
3863 msg_format("%^s is too scared to control.", m_name);
3869 else if (p_ptr->riding && p_ptr->riding_ryoute)
3875 else if ((p_ptr->riding && (r_info[m_list[p_ptr->riding].r_idx].flags7 & RF7_AQUATIC)) && (c_ptr->feat != FEAT_SHAL_WATER) && (c_ptr->feat != FEAT_DEEP_WATER))
3878 msg_print("Φ¾å¤Ë¾å¤¬¤ì¤Ê¤¤¡£");
3880 msg_print("Can't land.");
3887 else if ((p_ptr->riding && !(r_info[m_list[p_ptr->riding].r_idx].flags7 & (RF7_AQUATIC | RF7_CAN_SWIM | RF7_CAN_FLY))) && (c_ptr->feat == FEAT_DEEP_WATER))
3890 msg_print("¿å¾å¤Ë¹Ô¤±¤Ê¤¤¡£");
3892 msg_print("Can't swim.");
3899 else if ((p_ptr->riding && (r_info[m_list[p_ptr->riding].r_idx].flags2 & (RF2_AURA_FIRE)) && !(r_info[m_list[p_ptr->riding].r_idx].flags7 & (RF7_CAN_FLY))) && (c_ptr->feat == FEAT_SHAL_WATER))
3902 msg_print("¿å¾å¤Ë¹Ô¤±¤Ê¤¤¡£");
3904 msg_print("Can't swim.");
3911 else if ((p_ptr->riding && !(r_info[m_list[p_ptr->riding].r_idx].flags7 & (RF7_CAN_FLY)) && !(r_info[m_list[p_ptr->riding].r_idx].flagsr & RFR_EFF_IM_FIRE_MASK)) && ((c_ptr->feat == FEAT_SHAL_LAVA) || (c_ptr->feat == FEAT_DEEP_LAVA)))
3914 msg_print("ÍÏ´ä¤Î¾å¤Ë¹Ô¤±¤Ê¤¤¡£");
3916 msg_print("Too hot to go through.");
3923 else if (p_ptr->riding && m_list[p_ptr->riding].stunned && one_in_(2))
3926 monster_desc(m_name, &m_list[p_ptr->riding], 0);
3928 msg_format("%s¤¬Û¯Û°¤È¤·¤Æ¤¤¤Æ¤¦¤Þ¤¯Æ°¤±¤Ê¤¤¡ª",m_name);
3930 msg_format("You cannot control stunned %s!",m_name);
3936 /* Player can not walk through "walls" unless in wraith form...*/
3937 else if ((!cave_floor_bold(y, x)) &&
3938 (!p_can_pass_walls))
3944 /* Feature code (applying "mimic" field) */
3945 feat = f_info[c_ptr->mimic ? c_ptr->mimic : c_ptr->feat].mimic;
3947 /* Disturb the player */
3950 /* Notice things in the dark */
3951 if ((!(c_ptr->info & (CAVE_MARK))) &&
3952 (p_ptr->blind || !(c_ptr->info & (CAVE_LITE))))
3955 if (feat == FEAT_RUBBLE)
3958 msg_print("´äÀФ¬¹Ô¤¯¼ê¤ò¤Ï¤Ð¤ó¤Ç¤¤¤ë¤è¤¦¤À¡£");
3960 msg_print("You feel some rubble blocking your way.");
3963 c_ptr->info |= (CAVE_MARK);
3968 else if (is_closed_door(feat))
3971 msg_print("¥É¥¢¤¬¹Ô¤¯¼ê¤ò¤Ï¤Ð¤ó¤Ç¤¤¤ë¤è¤¦¤À¡£");
3973 msg_print("You feel a closed door blocking your way.");
3976 c_ptr->info |= (CAVE_MARK);
3980 /* Boundary floor mimic */
3981 else if (boundary_floor_grid(c_ptr))
3984 msg_print("¤½¤ì°Ê¾åÀè¤Ë¤Ï¿Ê¤á¤Ê¤¤¤è¤¦¤À¡£");
3986 msg_print("You feel you cannot go any more.");
3990 /* Wall (or secret door) */
3994 msg_format("%s¤¬¹Ô¤¯¼ê¤ò¤Ï¤Ð¤ó¤Ç¤¤¤ë¤è¤¦¤À¡£", (feat == FEAT_TREES) ? "ÌÚ" : "ÊÉ");
3996 msg_format("You feel a %s blocking your way.", (feat == FEAT_TREES) ? "tree" : "wall");
3999 c_ptr->info |= (CAVE_MARK);
4008 if (feat == FEAT_RUBBLE)
4011 msg_print("´äÀФ¬¹Ô¤¯¼ê¤ò¤Ï¤Ð¤ó¤Ç¤¤¤ë¡£");
4013 msg_print("There is rubble blocking your way.");
4016 if (!(p_ptr->confused || p_ptr->stun || p_ptr->image))
4020 * Well, it makes sense that you lose time bumping into
4021 * a wall _if_ you are confused, stunned or blind; but
4022 * typing mistakes should not cost you a turn...
4026 else if (is_closed_door(feat))
4028 #ifdef ALLOW_EASY_OPEN
4030 if (easy_open && easy_open_door(y, x)) return;
4032 #endif /* ALLOW_EASY_OPEN */
4035 msg_print("¥É¥¢¤¬¹Ô¤¯¼ê¤ò¤Ï¤Ð¤ó¤Ç¤¤¤ë¡£");
4037 msg_print("There is a closed door blocking your way.");
4040 if (!(p_ptr->confused || p_ptr->stun || p_ptr->image))
4044 /* Boundary floor mimic */
4045 else if (boundary_floor_grid(c_ptr))
4048 msg_print("¤½¤ì°Ê¾åÀè¤Ë¤Ï¿Ê¤á¤Ê¤¤¡£");
4050 msg_print("You cannot go any more.");
4053 if (!(p_ptr->confused || p_ptr->stun || p_ptr->image))
4057 /* Wall (or secret door) */
4061 msg_format("%s¤¬¹Ô¤¯¼ê¤ò¤Ï¤Ð¤ó¤Ç¤¤¤ë¡£", (feat == FEAT_TREES) ? "ÌÚ" : "ÊÉ");
4063 msg_format("There is a %s blocking your way.", (feat == FEAT_TREES) ? "tree" : "wall");
4066 if (!(p_ptr->confused || p_ptr->stun || p_ptr->image))
4072 if (!boundary_floor_grid(c_ptr)) sound(SOUND_HITWALL);
4075 /* Normal movement */
4076 if (!pattern_seq(py, px, y, x))
4078 if (!(p_ptr->confused || p_ptr->stun || p_ptr->image))
4083 /* To avoid a loop with running */
4089 /* Normal movement */
4096 if(!process_warning(x, y))
4106 msg_format("%s¤ò²¡¤·Âऱ¤¿¡£", m_name);
4108 msg_format("You push past %s.", m_name);
4113 cave[py][px].m_idx = c_ptr->m_idx;
4115 update_mon(cave[py][px].m_idx, TRUE);
4118 /* Change oldpx and oldpy to place the player well when going back to big mode */
4119 if (p_ptr->wild_mode)
4121 if(ddy[dir] > 0) p_ptr->oldpy = 1;
4122 if(ddy[dir] < 0) p_ptr->oldpy = MAX_HGT - 2;
4123 if(ddy[dir] == 0) p_ptr->oldpy = MAX_HGT / 2;
4124 if(ddx[dir] > 0) p_ptr->oldpx = 1;
4125 if(ddx[dir] < 0) p_ptr->oldpx = MAX_WID - 2;
4126 if(ddx[dir] == 0) p_ptr->oldpx = MAX_WID / 2;
4129 /* Save old location */
4133 /* Move the player */
4137 if (p_ptr->riding && (r_info[m_list[p_ptr->riding].r_idx].flags2 & RF2_KILL_WALL))
4139 if (cave[py][px].feat >= FEAT_RUBBLE && cave[py][px].feat < FEAT_PERM_SOLID)
4141 /* Forget the wall */
4142 cave[py][px].info &= ~(CAVE_MARK);
4145 cave_set_feat(py, px, floor_type[randint0(100)]);
4148 if (music_singing(MUSIC_WALL))
4150 project(0, 0, py, px,
4151 (60 + p_ptr->lev), GF_DISINTEGRATE, PROJECT_KILL | PROJECT_ITEM, -1);
4153 else if (p_ptr->kill_wall)
4155 if (cave_valid_bold(py, px) &&
4156 (cave[py][px].feat < FEAT_PATTERN_START ||
4157 cave[py][px].feat > FEAT_PATTERN_XTRA2) &&
4158 (cave[py][px].feat < FEAT_DEEP_WATER ||
4159 cave[py][px].feat > FEAT_GRASS))
4161 if (cave[py][px].feat == FEAT_TREES)
4162 cave_set_feat(py, px, FEAT_GRASS);
4164 cave_set_feat(py, px, floor_type[randint0(100)]);
4166 /* Update some things -- similar to GF_KILL_WALL */
4167 p_ptr->update |= (PU_VIEW | PU_LITE | PU_FLOW | PU_MONSTERS | PU_MON_LITE);
4170 /* Remove "unsafe" flag */
4171 if ((!p_ptr->blind && !no_lite()) || !is_trap(c_ptr->feat)) c_ptr->info &= ~(CAVE_UNSAFE);
4173 /* Redraw new spot */
4176 /* Redraw old spot */
4180 /* sound(SOUND_WALK); */
4182 /* Check for new panel (redraw map) */
4185 /* For get everything when requested hehe I'm *NASTY* */
4186 if (dun_level && (d_info[dungeon_type].flags1 & DF1_FORGET))
4191 if ((p_ptr->pclass == CLASS_NINJA))
4193 if (c_ptr->info & (CAVE_GLOW)) set_superstealth(FALSE);
4194 else if (p_ptr->cur_lite <= 0) set_superstealth(TRUE);
4196 if ((p_ptr->action == ACTION_HAYAGAKE) && !cave_floor_bold(py, px))
4199 msg_print("¤³¤³¤Ç¤ÏÁÇÁ᤯ư¤±¤Ê¤¤¡£");
4201 msg_print("You cannot run in wall.");
4203 set_action(ACTION_NONE);
4207 p_ptr->update |= (PU_VIEW | PU_LITE | PU_FLOW | PU_MON_LITE);
4209 /* Update the monsters */
4210 p_ptr->update |= (PU_DISTANCE);
4213 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
4215 /* Spontaneous Searching */
4216 if ((p_ptr->skill_fos >= 50) ||
4217 (0 == randint0(50 - p_ptr->skill_fos)))
4222 /* Continuous Searching */
4223 if (p_ptr->action == ACTION_SEARCH)
4228 /* Handle "objects" */
4230 #ifdef ALLOW_EASY_DISARM /* TNB */
4232 carry(do_pickup != always_pickup);
4234 #else /* ALLOW_EASY_DISARM -- TNB */
4238 #endif /* ALLOW_EASY_DISARM -- TNB */
4240 /* Handle "store doors" */
4241 if (((c_ptr->feat >= FEAT_SHOP_HEAD) &&
4242 (c_ptr->feat <= FEAT_SHOP_TAIL)) ||
4243 (c_ptr->feat == FEAT_MUSEUM))
4249 /* Hack -- Enter store */
4250 command_new = SPECIAL_KEY_STORE;
4253 /* Handle "building doors" -KMW- */
4254 else if ((c_ptr->feat >= FEAT_BLDG_HEAD) &&
4255 (c_ptr->feat <= FEAT_BLDG_TAIL))
4261 /* Hack -- Enter building */
4262 command_new = SPECIAL_KEY_BUILDING;
4265 /* Handle quest areas -KMW- */
4266 else if (cave[y][x].feat == FEAT_QUEST_ENTER)
4272 /* Hack -- Enter quest level */
4273 command_new = SPECIAL_KEY_QUEST;
4276 else if (cave[y][x].feat == FEAT_QUEST_EXIT)
4278 if (quest[p_ptr->inside_quest].type == QUEST_TYPE_FIND_EXIT)
4280 if (record_fix_quest) do_cmd_write_nikki(NIKKI_FIX_QUEST_C, p_ptr->inside_quest, NULL);
4281 quest[p_ptr->inside_quest].status = QUEST_STATUS_COMPLETED;
4282 quest[p_ptr->inside_quest].complev = (byte)p_ptr->lev;
4284 msg_print("¥¯¥¨¥¹¥È¤òãÀ®¤·¤¿¡ª");
4286 msg_print("You accomplished your quest!");
4292 leave_quest_check();
4294 p_ptr->inside_quest = cave[y][x].special;
4298 p_ptr->leaving = TRUE;
4301 /* Set off a trap */
4302 else if (is_trap(c_ptr->feat))
4312 msg_print("¥È¥é¥Ã¥×¤À¡ª");
4314 msg_print("You found a trap!");
4318 disclose_grid(py, px);
4322 hit_trap(break_trap);
4325 /* Warn when leaving trap detected region */
4326 if ((disturb_trap_detect || alert_trap_detect)
4327 && p_ptr->dtrap && !(cave[py][px].info & CAVE_IN_DETECT))
4329 /* No duplicate warning */
4330 p_ptr->dtrap = FALSE;
4332 /* You are just on the edge */
4333 if (!(cave[py][px].info & CAVE_UNSAFE))
4335 if (alert_trap_detect)
4338 msg_print("* Ãí°Õ:¤³¤ÎÀè¤Ï¥È¥é¥Ã¥×¤Î´¶ÃÎÈϰϳ°¤Ç¤¹¡ª *");
4340 msg_print("*Leaving trap detect region!*");
4344 if (disturb_trap_detect)
4354 m_list[p_ptr->riding].fy = py;
4355 m_list[p_ptr->riding].fx = px;
4356 cave[py][px].m_idx = p_ptr->riding;
4357 update_mon(cave[py][px].m_idx, TRUE);
4358 p_ptr->update |= (PU_MON_LITE);
4364 * Hack -- Check for a "known wall" (see below)
4366 static int see_wall(int dir, int y, int x)
4371 /* Get the new location */
4375 /* Illegal grids are not known walls */
4376 if (!in_bounds2(y, x)) return (FALSE);
4379 c_ptr = &cave[y][x];
4381 /* Feature code (applying "mimic" field) */
4382 feat = f_info[c_ptr->mimic ? c_ptr->mimic : c_ptr->feat].mimic;
4384 /* Must be known to the player */
4385 if (c_ptr->info & (CAVE_MARK))
4387 /* Rubble, Magma, Quartz, Wall, Perm wall */
4388 if (feat >= FEAT_RUBBLE && feat <= FEAT_PERM_SOLID) return TRUE;
4391 if (feat == FEAT_TREES) return TRUE;
4394 if (feat == FEAT_MOUNTAIN) return TRUE;
4402 * Hack -- Check for an "unknown corner" (see below)
4404 static int see_nothing(int dir, int y, int x)
4406 /* Get the new location */
4410 /* Illegal grids are unknown */
4411 if (!in_bounds2(y, x)) return (TRUE);
4413 /* Memorized grids are always known */
4414 if (cave[y][x].info & (CAVE_MARK)) return (FALSE);
4416 /* Non-floor grids are unknown */
4417 if (!cave_floor_bold(y, x)) return (TRUE);
4419 /* Viewable door/wall grids are known */
4420 if (player_can_see_bold(y, x)) return (FALSE);
4431 * The running algorithm: -CJS-
4433 * In the diagrams below, the player has just arrived in the
4434 * grid marked as '@', and he has just come from a grid marked
4435 * as 'o', and he is about to enter the grid marked as 'x'.
4437 * Of course, if the "requested" move was impossible, then you
4438 * will of course be blocked, and will stop.
4440 * Overview: You keep moving until something interesting happens.
4441 * If you are in an enclosed space, you follow corners. This is
4442 * the usual corridor scheme. If you are in an open space, you go
4443 * straight, but stop before entering enclosed space. This is
4444 * analogous to reaching doorways. If you have enclosed space on
4445 * one side only (that is, running along side a wall) stop if
4446 * your wall opens out, or your open space closes in. Either case
4447 * corresponds to a doorway.
4449 * What happens depends on what you can really SEE. (i.e. if you
4450 * have no light, then running along a dark corridor is JUST like
4451 * running in a dark room.) The algorithm works equally well in
4452 * corridors, rooms, mine tailings, earthquake rubble, etc, etc.
4454 * These conditions are kept in static memory:
4455 * find_openarea You are in the open on at least one
4457 * find_breakleft You have a wall on the left, and will
4459 * find_breakright You have a wall on the right, and will
4462 * To initialize these conditions, we examine the grids adjacent
4463 * to the grid marked 'x', two on each side (marked 'L' and 'R').
4464 * If either one of the two grids on a given side is seen to be
4465 * closed, then that side is considered to be closed. If both
4466 * sides are closed, then it is an enclosed (corridor) run.
4472 * Looking at more than just the immediate squares is
4473 * significant. Consider the following case. A run along the
4474 * corridor will stop just before entering the center point,
4475 * because a choice is clearly established. Running in any of
4476 * three available directions will be defined as a corridor run.
4477 * Note that a minor hack is inserted to make the angled corridor
4478 * entry (with one side blocked near and the other side blocked
4479 * further away from the runner) work correctly. The runner moves
4480 * diagonally, but then saves the previous direction as being
4481 * straight into the gap. Otherwise, the tail end of the other
4482 * entry would be perceived as an alternative on the next move.
4490 * Likewise, a run along a wall, and then into a doorway (two
4491 * runs) will work correctly. A single run rightwards from @ will
4492 * stop at 1. Another run right and down will enter the corridor
4493 * and make the corner, stopping at the 2.
4495 * ##################
4497 * ########### ######
4501 * After any move, the function area_affect is called to
4502 * determine the new surroundings, and the direction of
4503 * subsequent moves. It examines the current player location
4504 * (at which the runner has just arrived) and the previous
4505 * direction (from which the runner is considered to have come).
4507 * Moving one square in some direction places you adjacent to
4508 * three or five new squares (for straight and diagonal moves
4509 * respectively) to which you were not previously adjacent,
4510 * marked as '!' in the diagrams below.
4513 * .o@! (normal) .o.! (diagonal)
4514 * ...! (east) ..@! (south east)
4517 * You STOP if any of the new squares are interesting in any way:
4518 * for example, if they contain visible monsters or treasure.
4520 * You STOP if any of the newly adjacent squares seem to be open,
4521 * and you are also looking for a break on that side. (that is,
4522 * find_openarea AND find_break).
4524 * You STOP if any of the newly adjacent squares do NOT seem to be
4525 * open and you are in an open area, and that side was previously
4528 * Corners: If you are not in the open (i.e. you are in a corridor)
4529 * and there is only one way to go in the new squares, then turn in
4530 * that direction. If there are more than two new ways to go, STOP.
4531 * If there are two ways to go, and those ways are separated by a
4532 * square which does not seem to be open, then STOP.
4534 * Otherwise, we have a potential corner. There are two new open
4535 * squares, which are also adjacent. One of the new squares is
4536 * diagonally located, the other is straight on (as in the diagram).
4537 * We consider two more squares further out (marked below as ?).
4539 * We assign "option" to the straight-on grid, and "option2" to the
4540 * diagonal grid, and "check_dir" to the grid marked 's'.
4546 * If they are both seen to be closed, then it is seen that no benefit
4547 * is gained from moving straight. It is a known corner. To cut the
4548 * corner, go diagonally, otherwise go straight, but pretend you
4549 * stepped diagonally into that next location for a full view next
4550 * time. Conversely, if one of the ? squares is not seen to be closed,
4551 * then there is a potential choice. We check to see whether it is a
4552 * potential corner or an intersection/room entrance. If the square
4553 * two spaces straight ahead, and the space marked with 's' are both
4554 * unknown space, then it is a potential corner and enter if
4555 * find_examine is set, otherwise must stop because it is not a
4556 * corner. (find_examine option is removed and always is TRUE.)
4563 * Hack -- allow quick "cycling" through the legal directions
4565 static byte cycle[] =
4566 { 1, 2, 3, 6, 9, 8, 7, 4, 1, 2, 3, 6, 9, 8, 7, 4, 1 };
4569 * Hack -- map each direction into the "middle" of the "cycle[]" array
4571 static byte chome[] =
4572 { 0, 8, 9, 10, 7, 0, 11, 6, 5, 4 };
4575 * The direction we are running
4577 static byte find_current;
4580 * The direction we came from
4582 static byte find_prevdir;
4585 * We are looking for open area
4587 static bool find_openarea;
4590 * We are looking for a break
4592 static bool find_breakright;
4593 static bool find_breakleft;
4598 * Initialize the running algorithm for a new direction.
4600 * Diagonal Corridor -- allow diaginal entry into corridors.
4602 * Blunt Corridor -- If there is a wall two spaces ahead and
4603 * we seem to be in a corridor, then force a turn into the side
4604 * corridor, must be moving straight into a corridor here. ???
4606 * Diagonal Corridor Blunt Corridor (?)
4611 static void run_init(int dir)
4613 int row, col, deepleft, deepright;
4614 int i, shortleft, shortright;
4617 /* Save the direction */
4620 /* Assume running straight */
4623 /* Assume looking for open area */
4624 find_openarea = TRUE;
4626 /* Assume not looking for breaks */
4627 find_breakright = find_breakleft = FALSE;
4629 /* Assume no nearby walls */
4630 deepleft = deepright = FALSE;
4631 shortright = shortleft = FALSE;
4636 /* Find the destination grid */
4637 row = py + ddy[dir];
4638 col = px + ddx[dir];
4640 /* Extract cycle index */
4643 /* Check for walls */
4644 if (see_wall(cycle[i+1], py, px))
4646 find_breakleft = TRUE;
4649 else if (see_wall(cycle[i+1], row, col))
4651 find_breakleft = TRUE;
4655 /* Check for walls */
4656 if (see_wall(cycle[i-1], py, px))
4658 find_breakright = TRUE;
4661 else if (see_wall(cycle[i-1], row, col))
4663 find_breakright = TRUE;
4667 /* Looking for a break */
4668 if (find_breakleft && find_breakright)
4670 /* Not looking for open area */
4671 find_openarea = FALSE;
4673 /* Hack -- allow angled corridor entry */
4676 if (deepleft && !deepright)
4678 find_prevdir = cycle[i - 1];
4680 else if (deepright && !deepleft)
4682 find_prevdir = cycle[i + 1];
4686 /* Hack -- allow blunt corridor entry */
4687 else if (see_wall(cycle[i], row, col))
4689 if (shortleft && !shortright)
4691 find_prevdir = cycle[i - 2];
4693 else if (shortright && !shortleft)
4695 find_prevdir = cycle[i + 2];
4703 * Update the current "run" path
4705 * Return TRUE if the running should be stopped
4707 static bool run_test(void)
4709 int prev_dir, new_dir, check_dir = 0;
4712 int option = 0, option2 = 0;
4716 /* Where we came from */
4717 prev_dir = find_prevdir;
4720 /* Range of newly adjacent grids */
4721 max = (prev_dir & 0x01) + 1;
4723 /* break run when leaving trap detected region */
4724 if ((disturb_trap_detect || alert_trap_detect)
4725 && p_ptr->dtrap && !(cave[py][px].info & CAVE_IN_DETECT))
4727 /* No duplicate warning */
4728 p_ptr->dtrap = FALSE;
4730 /* You are just on the edge */
4731 if (!(cave[py][px].info & CAVE_UNSAFE))
4733 if (alert_trap_detect)
4736 msg_print("* Ãí°Õ:¤³¤ÎÀè¤Ï¥È¥é¥Ã¥×¤Î´¶ÃÎÈϰϳ°¤Ç¤¹¡ª *");
4738 msg_print("*Leaving trap detect region!*");
4742 if (disturb_trap_detect)
4750 /* Look at every newly adjacent square. */
4751 for (i = -max; i <= max; i++)
4753 s16b this_o_idx, next_o_idx = 0;
4757 new_dir = cycle[chome[prev_dir] + i];
4760 row = py + ddy[new_dir];
4761 col = px + ddx[new_dir];
4764 c_ptr = &cave[row][col];
4766 /* Feature code (applying "mimic" field) */
4767 feat = f_info[c_ptr->mimic ? c_ptr->mimic : c_ptr->feat].mimic;
4769 /* Visible monsters abort running */
4772 monster_type *m_ptr = &m_list[c_ptr->m_idx];
4774 /* Visible monster */
4775 if (m_ptr->ml) return (TRUE);
4778 /* Visible objects abort running */
4779 for (this_o_idx = c_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
4783 /* Acquire object */
4784 o_ptr = &o_list[this_o_idx];
4786 /* Acquire next object */
4787 next_o_idx = o_ptr->next_o_idx;
4789 /* Visible object */
4790 if (o_ptr->marked) return (TRUE);
4794 /* Assume unknown */
4797 /* Check memorized grids */
4798 if (c_ptr->info & (CAVE_MARK))
4802 /* Examine the terrain */
4815 /* Hidden treasure */
4819 /* Known treasure (almost uninteresting) */
4825 case FEAT_WALL_EXTRA:
4826 case FEAT_WALL_INNER:
4827 case FEAT_WALL_OUTER:
4828 case FEAT_WALL_SOLID:
4829 case FEAT_PERM_EXTRA:
4830 case FEAT_PERM_INNER:
4831 case FEAT_PERM_OUTER:
4832 case FEAT_PERM_SOLID:
4833 /* dirt, grass, trees, ... */
4834 case FEAT_SHAL_WATER:
4837 case FEAT_DEEP_GRASS:
4850 /* quest features */
4851 case FEAT_QUEST_ENTER:
4852 case FEAT_QUEST_EXIT:
4861 case FEAT_DEEP_LAVA:
4862 case FEAT_SHAL_LAVA:
4865 if (IS_INVULN() || p_ptr->immune_fire) notice = FALSE;
4871 case FEAT_DEEP_WATER:
4874 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;
4884 /* Option -- ignore */
4885 if (find_ignore_doors) notice = FALSE;
4894 case FEAT_LESS_LESS:
4895 case FEAT_MORE_MORE:
4898 /* Option -- ignore */
4899 if (find_ignore_stairs) notice = FALSE;
4906 /* Interesting feature */
4907 if (notice) return (TRUE);
4909 /* The grid is "visible" */
4913 /* Analyze unknown grids and floors considering mimic */
4914 if (inv || feat_floor(feat))
4916 /* Looking for open area */
4922 /* The first new direction. */
4928 /* Three new directions. Stop running. */
4934 /* Two non-adjacent new directions. Stop running. */
4935 else if (option != cycle[chome[prev_dir] + i - 1])
4940 /* Two new (adjacent) directions (case 1) */
4941 else if (new_dir & 0x01)
4943 check_dir = cycle[chome[prev_dir] + i - 2];
4947 /* Two new (adjacent) directions (case 2) */
4950 check_dir = cycle[chome[prev_dir] + i + 1];
4956 /* Obstacle, while looking for open area */
4963 /* Break to the right */
4964 find_breakright = TRUE;
4969 /* Break to the left */
4970 find_breakleft = TRUE;
4977 /* Looking for open area */
4980 /* Hack -- look again */
4981 for (i = -max; i < 0; i++)
4983 new_dir = cycle[chome[prev_dir] + i];
4985 row = py + ddy[new_dir];
4986 col = px + ddx[new_dir];
4989 c_ptr = &cave[row][col];
4991 /* Feature code (applying "mimic" field) */
4992 feat = f_info[c_ptr->mimic ? c_ptr->mimic : c_ptr->feat].mimic;
4994 /* Unknown grid or non-wall XXX XXX XXX cave_floor_grid(c_ptr)) */
4995 if (!(c_ptr->info & (CAVE_MARK)) ||
4996 ((feat <= FEAT_DOOR_TAIL) ||
4997 (feat == FEAT_FLOWER) ||
4998 (feat == FEAT_DEEP_GRASS) ||
4999 ((feat >= FEAT_DEEP_WATER) &&
5000 (feat <= FEAT_GRASS))))
5003 /* Looking to break right */
5004 if (find_breakright)
5013 /* Looking to break left */
5021 /* Hack -- look again */
5022 for (i = max; i > 0; i--)
5024 new_dir = cycle[chome[prev_dir] + i];
5026 row = py + ddy[new_dir];
5027 col = px + ddx[new_dir];
5030 c_ptr = &cave[row][col];
5032 /* Feature code (applying "mimic" field) */
5033 feat = f_info[c_ptr->mimic ? c_ptr->mimic : c_ptr->feat].mimic;
5035 /* Unknown grid or non-wall XXX XXX XXX cave_floor_grid(c_ptr)) */
5036 if (!(c_ptr->info & (CAVE_MARK)) ||
5037 ((feat <= FEAT_DOOR_TAIL) ||
5038 (feat == FEAT_FLOWER) ||
5039 (feat == FEAT_DEEP_GRASS) ||
5040 ((feat >= FEAT_DEEP_WATER) &&
5041 (feat <= FEAT_GRASS))))
5044 /* Looking to break left */
5054 /* Looking to break right */
5055 if (find_breakright)
5064 /* Not looking for open area */
5076 /* Primary option */
5077 find_current = option;
5079 /* No other options */
5080 find_prevdir = option;
5083 /* Two options, examining corners */
5086 /* Primary option */
5087 find_current = option;
5089 /* Hack -- allow curving */
5090 find_prevdir = option2;
5093 /* Two options, pick one */
5096 /* Get next location */
5097 row = py + ddy[option];
5098 col = px + ddx[option];
5100 /* Don't see that it is closed off. */
5101 /* This could be a potential corner or an intersection. */
5102 if (!see_wall(option, row, col) ||
5103 !see_wall(check_dir, row, col))
5105 /* Can not see anything ahead and in the direction we */
5106 /* are turning, assume that it is a potential corner. */
5107 if (see_nothing(option, row, col) &&
5108 see_nothing(option2, row, col))
5110 find_current = option;
5111 find_prevdir = option2;
5114 /* STOP: we are next to an intersection or a room */
5121 /* This corner is seen to be enclosed; we cut the corner. */
5124 find_current = option2;
5125 find_prevdir = option2;
5128 /* This corner is seen to be enclosed, and we */
5129 /* deliberately go the long way. */
5132 find_current = option;
5133 find_prevdir = option2;
5139 /* About to hit a known wall, stop */
5140 if (see_wall(find_current, py, px))
5153 * Take one step along the current "run" path
5155 void run_step(int dir)
5164 c_ptr = &cave[py+ddy[dir]][px+ddx[dir]];
5166 /* Feature code (applying "mimic" field) */
5167 feat = f_info[c_ptr->mimic ? c_ptr->mimic : c_ptr->feat].mimic;
5169 /* Hack -- do not start silly run */
5170 if (see_wall(dir, py, px) &&
5171 (feat != FEAT_TREES))
5175 msg_print("¤½¤ÎÊý¸þ¤Ë¤Ï¹Ô¤±¤Þ¤»¤ó¡£");
5177 msg_print("You cannot run in that direction.");
5206 /* Decrease the run counter */
5207 if (--running <= 0) return;
5212 /* Move the player, using the "pickup" flag */
5213 #ifdef ALLOW_EASY_DISARM /* TNB */
5215 move_player(find_current, FALSE, FALSE);
5217 #else /* ALLOW_EASY_DISARM -- TNB */
5219 move_player(find_current, always_pickup, FALSE);
5221 #endif /* ALLOW_EASY_DISARM -- TNB */
5223 if (player_bold(p_ptr->run_py, p_ptr->run_px))