3 * @brief プレイヤーのコマンド処理2 / Movement commands (part 2)
6 * Copyright (c) 1997 Ben Harrison, James E. Wilson, Robert A. Koeneke
8 * This software may be copied and distributed for educational, research,
9 * and not for profit purposes provided that this copyright and statement
10 * are included in all such copies. Other copyrights may also apply.
15 #include "object-hook.h"
18 * @brief フロア脱出時に出戻りが不可能だった場合に警告を加える処理
19 * @param down_stair TRUEならば階段を降りる処理、FALSEなら階段を昇る処理による内容
20 * @return フロア移動を実際に行うならTRUE、キャンセルする場合はFALSE
22 bool confirm_leave_level(bool down_stair)
24 quest_type *q_ptr = &quest[p_ptr->inside_quest];
26 /* Confirm leaving from once only quest */
27 if (confirm_quest && p_ptr->inside_quest &&
28 (q_ptr->type == QUEST_TYPE_RANDOM ||
29 (q_ptr->flags & QUEST_FLAG_ONCE &&
30 q_ptr->status != QUEST_STATUS_COMPLETED) ||
31 (q_ptr->flags & QUEST_FLAG_TOWER &&
32 ((q_ptr->status != QUEST_STATUS_STAGE_COMPLETED) ||
33 (down_stair && (quest[QUEST_TOWER1].status != QUEST_STATUS_COMPLETED))))))
35 msg_print(_("この階を一度去ると二度と戻って来られません。", "You can't come back here once you leave this floor."));
36 if (get_check(_("本当にこの階を去りますか?", "Really leave this floor? "))) return TRUE;
46 * @brief 階段を使って階層を昇る処理 / Go up one level
49 void do_cmd_go_up(void)
54 cave_type *c_ptr = &cave[p_ptr->y][p_ptr->x];
55 feature_type *f_ptr = &f_info[c_ptr->feat];
59 if (p_ptr->special_defense & KATA_MUSOU)
61 set_action(ACTION_NONE);
65 if (!have_flag(f_ptr->flags, FF_LESS))
67 msg_print(_("ここには上り階段が見当たらない。", "I see no up staircase here."));
72 if (have_flag(f_ptr->flags, FF_QUEST))
74 /* Cancel the command */
75 if (!confirm_leave_level(FALSE)) return;
79 if ((p_ptr->pseikaku == SEIKAKU_COMBAT) || (inventory[INVEN_BOW].name1 == ART_CRIMSON))
80 msg_print(_("なんだこの階段は!", "What's this STAIRWAY!"));
82 msg_print(_("上の階に登った。", "You enter the up staircase."));
86 p_ptr->inside_quest = c_ptr->special;
88 /* Activate the quest */
89 if (!quest[p_ptr->inside_quest].status)
91 if (quest[p_ptr->inside_quest].type != QUEST_TYPE_RANDOM)
93 init_flags = INIT_ASSIGN;
94 process_dungeon_file("q_info.txt", 0, 0, 0, 0);
96 quest[p_ptr->inside_quest].status = QUEST_STATUS_TAKEN;
100 if (!p_ptr->inside_quest)
106 p_ptr->leaving = TRUE;
111 /* Hack -- take a turn */
112 p_ptr->energy_use = 100;
114 /* End the command */
124 go_up = confirm_leave_level(FALSE);
127 /* Cancel the command */
130 /* Hack -- take a turn */
131 p_ptr->energy_use = 100;
133 if (autosave_l) do_cmd_save_game(TRUE);
135 /* For a random quest */
136 if (p_ptr->inside_quest &&
137 quest[p_ptr->inside_quest].type == QUEST_TYPE_RANDOM)
141 p_ptr->inside_quest = 0;
144 /* For a fixed quest */
145 if (p_ptr->inside_quest &&
146 quest[p_ptr->inside_quest].type != QUEST_TYPE_RANDOM)
150 p_ptr->inside_quest = c_ptr->special;
155 /* For normal dungeon and random quest */
159 if (have_flag(f_ptr->flags, FF_SHAFT))
161 /* Create a way back */
162 prepare_change_floor_mode(CFM_SAVE_FLOORS | CFM_UP | CFM_SHAFT);
168 /* Create a way back */
169 prepare_change_floor_mode(CFM_SAVE_FLOORS | CFM_UP);
174 /* Get out from current dungeon */
175 if (dun_level - up_num < d_info[dungeon_type].mindepth)
178 if (record_stair) do_cmd_write_nikki(NIKKI_STAIR, 0-up_num, _("階段を上った", "climbed up the stairs to"));
181 if ((p_ptr->pseikaku == SEIKAKU_COMBAT) || (inventory[INVEN_BOW].name1 == ART_CRIMSON))
182 msg_print(_("なんだこの階段は!", "What's this STAIRWAY!"));
183 else if (up_num == dun_level)
184 msg_print(_("地上に戻った。", "You go back to the surface."));
186 msg_print(_("階段を上って新たなる迷宮へと足を踏み入れた。", "You enter a maze of up staircases."));
189 p_ptr->leaving = TRUE;
194 * @brief 階段を使って階層を降りる処理 / Go down one level
197 void do_cmd_go_down(void)
200 cave_type *c_ptr = &cave[p_ptr->y][p_ptr->x];
201 feature_type *f_ptr = &f_info[c_ptr->feat];
203 bool fall_trap = FALSE;
206 if (p_ptr->special_defense & KATA_MUSOU)
208 set_action(ACTION_NONE);
212 if (!have_flag(f_ptr->flags, FF_MORE))
214 msg_print(_("ここには下り階段が見当たらない。", "I see no down staircase here."));
218 if (have_flag(f_ptr->flags, FF_TRAP)) fall_trap = TRUE;
221 if (have_flag(f_ptr->flags, FF_QUEST_ENTER))
226 /* Quest down stairs */
227 else if (have_flag(f_ptr->flags, FF_QUEST))
229 /* Confirm Leaving */
230 if(!confirm_leave_level(TRUE)) return;
232 if ((p_ptr->pseikaku == SEIKAKU_COMBAT) || (inventory[INVEN_BOW].name1 == ART_CRIMSON))
233 msg_print(_("なんだこの階段は!", "What's this STAIRWAY!"));
235 msg_print(_("下の階に降りた。", "You enter the down staircase."));
240 p_ptr->inside_quest = c_ptr->special;
242 /* Activate the quest */
243 if (!quest[p_ptr->inside_quest].status)
245 if (quest[p_ptr->inside_quest].type != QUEST_TYPE_RANDOM)
247 init_flags = INIT_ASSIGN;
248 process_dungeon_file("q_info.txt", 0, 0, 0, 0);
250 quest[p_ptr->inside_quest].status = QUEST_STATUS_TAKEN;
253 /* Leaving a quest */
254 if (!p_ptr->inside_quest)
260 p_ptr->leaving = TRUE;
266 /* Hack -- take a turn */
267 p_ptr->energy_use = 100;
272 int target_dungeon = 0;
276 target_dungeon = have_flag(f_ptr->flags, FF_ENTRANCE) ? c_ptr->special : DUNGEON_ANGBAND;
278 if (ironman_downward && (target_dungeon != DUNGEON_ANGBAND))
280 msg_print(_("ダンジョンの入口は塞がれている!", "The entrance of this dungeon is closed!"));
283 if (!max_dlv[target_dungeon])
285 msg_format(_("ここには%sの入り口(%d階相当)があります", "There is the entrance of %s (Danger level: %d)"),
286 d_name+d_info[target_dungeon].name, d_info[target_dungeon].mindepth);
287 if (!get_check(_("本当にこのダンジョンに入りますか?", "Do you really get in this dungeon? "))) return;
290 /* Save old player position */
291 p_ptr->oldpx = p_ptr->x;
292 p_ptr->oldpy = p_ptr->y;
293 dungeon_type = (byte)target_dungeon;
296 * Clear all saved floors
297 * and create a first saved floor
299 prepare_change_floor_mode(CFM_FIRST_FLOOR);
302 /* Hack -- take a turn */
303 p_ptr->energy_use = 100;
305 if (autosave_l) do_cmd_save_game(TRUE);
308 if (have_flag(f_ptr->flags, FF_SHAFT)) down_num += 2;
313 /* Enter the dungeon just now */
314 p_ptr->enter_dungeon = TRUE;
315 down_num = d_info[dungeon_type].mindepth;
320 if (fall_trap) do_cmd_write_nikki(NIKKI_STAIR, down_num, _("落とし戸に落ちた", "fell through a trap door"));
321 else do_cmd_write_nikki(NIKKI_STAIR, down_num, _("階段を下りた", "climbed down the stairs to"));
326 msg_print(_("わざと落とし戸に落ちた。", "You deliberately jump through the trap door."));
333 msg_format(_("%sへ入った。", "You entered %s."), d_text + d_info[dungeon_type].text);
337 if ((p_ptr->pseikaku == SEIKAKU_COMBAT) || (inventory[INVEN_BOW].name1 == ART_CRIMSON))
338 msg_print(_("なんだこの階段は!", "What's this STAIRWAY!"));
340 msg_print(_("階段を下りて新たなる迷宮へと足を踏み入れた。", "You enter a maze of down staircases."));
346 p_ptr->leaving = TRUE;
350 prepare_change_floor_mode(CFM_SAVE_FLOORS | CFM_DOWN | CFM_RAND_PLACE | CFM_RAND_CONNECT);
354 if (have_flag(f_ptr->flags, FF_SHAFT))
356 /* Create a way back */
357 prepare_change_floor_mode(CFM_SAVE_FLOORS | CFM_DOWN | CFM_SHAFT);
361 /* Create a way back */
362 prepare_change_floor_mode(CFM_SAVE_FLOORS | CFM_DOWN);
370 * @brief 探索コマンドのメインルーチン / Simple command to "search" for one turn
373 void do_cmd_search(void)
375 /* Allow repeated command */
378 /* Set repeat count */
379 command_rep = command_arg - 1;
381 /* Redraw the state */
382 p_ptr->redraw |= (PR_STATE);
387 p_ptr->energy_use = 100;
395 * @brief 該当のマスに存在している箱のオブジェクトIDを返す。
396 * @param y 走査対象にしたいマスのY座標
397 * @param x 走査対象にしたいマスのX座標
398 * @param trapped TRUEならばトラップが存在する箱のみ、FALSEならば空でない箱全てを対象にする
399 * @return 箱が存在する場合そのオブジェクトID、存在しない場合0を返す。
401 static OBJECT_IDX chest_check(POSITION y, POSITION x, bool trapped)
403 cave_type *c_ptr = &cave[y][x];
405 OBJECT_IDX this_o_idx, next_o_idx = 0;
408 /* Scan all objects in the grid */
409 for (this_o_idx = c_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
414 o_ptr = &o_list[this_o_idx];
416 /* Acquire next object */
417 next_o_idx = o_ptr->next_o_idx;
419 /* Skip unknown chests XXX XXX */
420 /* if (!(o_ptr->marked & OM_FOUND)) continue; */
422 /* Check for non empty chest */
423 if ((o_ptr->tval == TV_CHEST) &&
424 (((!trapped) && (o_ptr->pval)) || /* non empty */
425 ((trapped) && (o_ptr->pval > 0)))) /* trapped only */
436 * @brief 箱を開けるコマンドのメインルーチン /
437 * Attempt to open the given chest at the given location
438 * @param y 箱の存在するマスのY座標
439 * @param x 箱の存在するマスのX座標
440 * @param o_idx 箱のオブジェクトID
441 * @return 箱が開かなかった場合TRUE / Returns TRUE if repeated commands may continue
443 * Assume there is no monster blocking the destination
445 static bool do_cmd_open_chest(POSITION y, POSITION x, OBJECT_IDX o_idx)
450 object_type *o_ptr = &o_list[o_idx];
452 p_ptr->energy_use = 100;
454 /* Attempt to unlock it */
457 /* Assume locked, and thus not open */
460 /* Get the "disarm" factor */
461 i = p_ptr->skill_dis;
463 /* Penalize some conditions */
464 if (p_ptr->blind || no_lite()) i = i / 10;
465 if (p_ptr->confused || p_ptr->image) i = i / 10;
467 /* Extract the difficulty */
470 /* Always have a small chance of success */
473 /* Success -- May still have traps */
474 if (randint0(100) < j)
476 msg_print(_("鍵をはずした。", "You have picked the lock."));
481 /* Failure -- Keep trying */
484 /* We may continue repeating */
486 if (flush_failure) flush();
487 msg_print(_("鍵をはずせなかった。", "You failed to pick the lock."));
492 /* Allowed to open */
495 /* Apply chest traps, if any */
496 chest_trap(y, x, o_idx);
498 /* Let the Chest drop items */
499 chest_death(FALSE, y, x, o_idx);
507 * @brief 地形は開くものであって、かつ開かれているかを返す /
508 * Attempt to open the given chest at the given location
510 * @return 開いた地形である場合TRUEを返す / Return TRUE if the given feature is an open door
512 static bool is_open(IDX feat)
514 return have_flag(f_info[feat].flags, FF_CLOSE) && (feat != feat_state(feat, FF_CLOSE));
519 * @brief プレイヤーの周辺9マスに該当する地形がいくつあるかを返す /
520 * Attempt to open the given chest at the given location
521 * @param y 該当する地形の中から1つのY座標を返す参照ポインタ
522 * @param x 該当する地形の中から1つのX座標を返す参照ポインタ
523 * @param test 地形条件を判定するための関数ポインタ
524 * @param under TRUEならばプレイヤーの直下の座標も走査対象にする
526 * @details Return the number of features around (or under) the character.
527 * Usually look for doors and floor traps.
529 static int count_dt(POSITION *y, POSITION *x, bool (*test)(IDX feat), bool under)
531 int d, count, xx, yy;
533 /* Count how many matches */
536 /* Check around (and under) the character */
537 for (d = 0; d < 9; d++)
542 /* if not searching under player continue */
543 if ((d == 8) && !under) continue;
545 /* Extract adjacent (legal) location */
546 yy = p_ptr->y + ddy_ddd[d];
547 xx = p_ptr->x + ddx_ddd[d];
550 c_ptr = &cave[yy][xx];
552 /* Must have knowledge */
553 if (!(c_ptr->info & (CAVE_MARK))) continue;
555 /* Feature code (applying "mimic" field) */
556 feat = get_feat_mimic(c_ptr);
558 /* Not looking for this feature */
559 if (!((*test)(feat))) continue;
564 /* Remember the location. Only useful if only one match */
575 * @brief プレイヤーの周辺9マスに箱のあるマスがいくつあるかを返す /
576 * Return the number of chests around (or under) the character.
577 * @param y 該当するマスの中から1つのY座標を返す参照ポインタ
578 * @param x 該当するマスの中から1つのX座標を返す参照ポインタ
579 * @param trapped TRUEならばトラップの存在が判明している箱のみ対象にする
582 * If requested, count only trapped chests.
584 static int count_chests(POSITION *y, POSITION *x, bool trapped)
591 /* Count how many matches */
594 /* Check around (and under) the character */
595 for (d = 0; d < 9; d++)
597 /* Extract adjacent (legal) location */
598 POSITION yy = p_ptr->y + ddy_ddd[d];
599 POSITION xx = p_ptr->x + ddx_ddd[d];
601 /* No (visible) chest is there */
602 if ((o_idx = chest_check(yy, xx, FALSE)) == 0) continue;
604 /* Grab the object */
605 o_ptr = &o_list[o_idx];
608 if (o_ptr->pval == 0) continue;
610 /* No (known) traps here */
611 if (trapped && (!object_is_known(o_ptr) ||
612 !chest_traps[o_ptr->pval])) continue;
617 /* Remember the location. Only useful if only one match */
628 * @brief プレイヤーから指定の座標がどの方角にあるかを返す /
629 * Convert an adjacent location to a direction.
630 * @param y 方角を確認したY座標
631 * @param x 方角を確認したX座標
634 static DIRECTION coords_to_dir(POSITION y, POSITION x)
636 int d[3][3] = { {7, 4, 1}, {8, 5, 2}, {9, 6, 3} };
643 if (ABS(dx) > 1 || ABS(dy) > 1) return (0);
645 return d[dx + 1][dy + 1];
649 * @brief 「開ける」動作コマンドのサブルーチン /
650 * Perform the basic "open" command on doors
651 * @param y 対象を行うマスのY座標
652 * @param x 対象を行うマスのX座標
653 * @return 実際に処理が行われた場合TRUEを返す。
655 * Assume destination is a closed/locked/jammed door
656 * Assume there is no monster blocking the destination
657 * Returns TRUE if repeated commands may continue
659 static bool do_cmd_open_aux(POSITION y, POSITION x)
663 /* Get requested grid */
664 cave_type *c_ptr = &cave[y][x];
665 feature_type *f_ptr = &f_info[c_ptr->feat];
668 p_ptr->energy_use = 100;
670 /* Seeing true feature code (ignore mimic) */
673 if (!have_flag(f_ptr->flags, FF_OPEN))
676 msg_format(_("%sはがっちりと閉じられているようだ。", "The %s appears to be stuck."), f_name + f_info[get_feat_mimic(c_ptr)].name);
680 else if (f_ptr->power)
683 i = p_ptr->skill_dis;
685 /* Penalize some conditions */
686 if (p_ptr->blind || no_lite()) i = i / 10;
687 if (p_ptr->confused || p_ptr->image) i = i / 10;
689 /* Extract the lock power */
692 /* Extract the difficulty */
695 /* Always have a small chance of success */
699 if (randint0(100) < j)
701 msg_print(_("鍵をはずした。", "You have picked the lock."));
704 cave_alter_feat(y, x, FF_OPEN);
706 sound(SOUND_OPENDOOR);
716 if (flush_failure) flush();
718 msg_print(_("鍵をはずせなかった。", "You failed to pick the lock."));
720 /* We may keep trying */
729 cave_alter_feat(y, x, FF_OPEN);
731 sound(SOUND_OPENDOOR);
739 * @brief 「開ける」コマンドのメインルーチン /
740 * Open a closed/locked/jammed door or a closed/locked chest.
743 * Unlocking a locked door/chest is worth one experience point.
745 void do_cmd_open(void)
753 if (p_ptr->special_defense & KATA_MUSOU)
755 set_action(ACTION_NONE);
758 /* Option: Pick a direction */
761 int num_doors, num_chests;
763 /* Count closed doors (locked or jammed) */
764 num_doors = count_dt(&y, &x, is_closed_door, FALSE);
766 /* Count chests (locked) */
767 num_chests = count_chests(&y, &x, FALSE);
769 /* See if only one target */
770 if (num_doors || num_chests)
772 bool too_many = (num_doors && num_chests) || (num_doors > 1) ||
774 if (!too_many) command_dir = coords_to_dir(y, x);
778 /* Allow repeated command */
781 /* Set repeat count */
782 command_rep = command_arg - 1;
784 /* Redraw the state */
785 p_ptr->redraw |= (PR_STATE);
791 /* Get a "repeated" direction */
792 if (get_rep_dir(&dir, TRUE))
797 /* Get requested location */
798 y = p_ptr->y + ddy[dir];
799 x = p_ptr->x + ddx[dir];
801 /* Get requested grid */
804 /* Feature code (applying "mimic" field) */
805 feat = get_feat_mimic(c_ptr);
807 /* Check for chest */
808 o_idx = chest_check(y, x, FALSE);
811 if (!have_flag(f_info[feat].flags, FF_OPEN) && !o_idx)
813 msg_print(_("そこには開けるものが見当たらない。", "You see nothing there to open."));
816 /* Monster in the way */
817 else if (c_ptr->m_idx && p_ptr->riding != c_ptr->m_idx)
819 p_ptr->energy_use = 100;
821 msg_print(_("モンスターが立ちふさがっている!", "There is a monster in the way!"));
831 more = do_cmd_open_chest(y, x, o_idx);
838 more = do_cmd_open_aux(y, x);
842 /* Cancel repeat unless we may continue */
843 if (!more) disturb(FALSE, FALSE);
849 * @brief 「閉じる」動作コマンドのサブルーチン /
850 * Perform the basic "close" command
851 * @param y 対象を行うマスのY座標
852 * @param x 対象を行うマスのX座標
853 * @return 実際に処理が行われた場合TRUEを返す。
855 * Assume destination is an open/broken door
856 * Assume there is no monster blocking the destination
857 * Returns TRUE if repeated commands may continue
859 static bool do_cmd_close_aux(POSITION y, POSITION x)
861 /* Get grid and contents */
862 cave_type *c_ptr = &cave[y][x];
863 FEAT_IDX old_feat = c_ptr->feat;
866 p_ptr->energy_use = 100;
868 /* Seeing true feature code (ignore mimic) */
871 if (have_flag(f_info[old_feat].flags, FF_CLOSE))
873 s16b closed_feat = feat_state(old_feat, FF_CLOSE);
875 /* Hack -- object in the way */
876 if ((c_ptr->o_idx || (c_ptr->info & CAVE_OBJECT)) &&
877 (closed_feat != old_feat) && !have_flag(f_info[closed_feat].flags, FF_DROP))
879 msg_print(_("何かがつっかえて閉まらない。", "There seems stuck."));
884 cave_alter_feat(y, x, FF_CLOSE);
887 if (old_feat == c_ptr->feat)
889 msg_print(_("ドアは壊れてしまっている。", "The door appears to be broken."));
893 sound(SOUND_SHUTDOOR);
904 * @brief 「閉じる」コマンドのメインルーチン /
905 * Close an open door.
908 * Unlocking a locked door/chest is worth one experience point.
910 void do_cmd_close(void)
917 if (p_ptr->special_defense & KATA_MUSOU)
919 set_action(ACTION_NONE);
922 /* Option: Pick a direction */
925 /* Count open doors */
926 if (count_dt(&y, &x, is_open, FALSE) == 1)
928 command_dir = coords_to_dir(y, x);
932 /* Allow repeated command */
935 /* Set repeat count */
936 command_rep = command_arg - 1;
938 /* Redraw the state */
939 p_ptr->redraw |= (PR_STATE);
945 /* Get a "repeated" direction */
946 if (get_rep_dir(&dir, FALSE))
951 /* Get requested location */
952 y = p_ptr->y + ddy[dir];
953 x = p_ptr->x + ddx[dir];
955 /* Get grid and contents */
958 /* Feature code (applying "mimic" field) */
959 feat = get_feat_mimic(c_ptr);
961 /* Require open/broken door */
962 if (!have_flag(f_info[feat].flags, FF_CLOSE))
964 msg_print(_("そこには閉じるものが見当たらない。", "You see nothing there to close."));
967 /* Monster in the way */
968 else if (c_ptr->m_idx)
970 p_ptr->energy_use = 100;
972 msg_print(_("モンスターが立ちふさがっている!", "There is a monster in the way!"));
982 more = do_cmd_close_aux(y, x);
986 /* Cancel repeat unless we may continue */
987 if (!more) disturb(FALSE, FALSE);
992 * @brief 「掘る」コマンドを該当のマスに行えるかの判定と結果メッセージの表示 /
993 * Determine if a given grid may be "tunneled"
994 * @param y 対象を行うマスのY座標
995 * @param x 対象を行うマスのX座標
998 static bool do_cmd_tunnel_test(POSITION y, POSITION x)
1000 cave_type *c_ptr = &cave[y][x];
1002 /* Must have knowledge */
1003 if (!(c_ptr->info & CAVE_MARK))
1005 msg_print(_("そこには何も見当たらない。", "You see nothing there."));
1010 /* Must be a wall/door/etc */
1011 if (!cave_have_flag_grid(c_ptr, FF_TUNNEL))
1013 msg_print(_("そこには掘るものが見当たらない。", "You see nothing there to tunnel."));
1023 * @brief 「掘る」動作コマンドのサブルーチン /
1024 * Perform the basic "tunnel" command
1025 * @param y 対象を行うマスのY座標
1026 * @param x 対象を行うマスのX座標
1027 * @return 実際に処理が行われた場合TRUEを返す。
1029 * Assumes that no monster is blocking the destination
1030 * Do not use twall anymore
1031 * Returns TRUE if repeated commands may continue
1033 static bool do_cmd_tunnel_aux(POSITION y, POSITION x)
1036 feature_type *f_ptr, *mimic_f_ptr;
1041 /* Verify legality */
1042 if (!do_cmd_tunnel_test(y, x)) return (FALSE);
1044 p_ptr->energy_use = 100;
1047 c_ptr = &cave[y][x];
1048 f_ptr = &f_info[c_ptr->feat];
1049 power = f_ptr->power;
1051 /* Feature code (applying "mimic" field) */
1052 mimic_f_ptr = &f_info[get_feat_mimic(c_ptr)];
1054 name = f_name + mimic_f_ptr->name;
1058 if (have_flag(f_ptr->flags, FF_PERMANENT))
1061 if (have_flag(mimic_f_ptr->flags, FF_PERMANENT))
1063 msg_print(_("この岩は硬すぎて掘れないようだ。", "This seems to be permanent rock."));
1066 /* Map border (mimiccing Permanent wall) */
1069 msg_print(_("そこは掘れない!", "You can't tunnel through that!"));
1074 else if (have_flag(f_ptr->flags, FF_CAN_DIG))
1077 if (p_ptr->skill_dig > randint0(20 * power))
1079 msg_format(_("%sをくずした。", "You have removed the %s."), name);
1081 /* Remove the feature */
1082 cave_alter_feat(y, x, FF_TUNNEL);
1084 /* Update some things */
1085 p_ptr->update |= (PU_FLOW);
1089 /* Message, keep digging */
1090 msg_format(_("%sをくずしている。", "You dig into the %s."), name);
1098 bool tree = have_flag(mimic_f_ptr->flags, FF_TREE);
1101 if (p_ptr->skill_dig > power + randint0(40 * power))
1103 if (tree) msg_format(_("%sを切り払った。", "You have cleared away the %s."), name);
1106 msg_print(_("穴を掘り終えた。", "You have finished the tunnel."));
1107 p_ptr->update |= (PU_FLOW);
1110 if (have_flag(f_ptr->flags, FF_GLASS)) sound(SOUND_GLASS);
1112 /* Remove the feature */
1113 cave_alter_feat(y, x, FF_TUNNEL);
1115 chg_virtue(V_DILIGENCE, 1);
1116 chg_virtue(V_NATURE, -1);
1124 /* We may continue chopping */
1125 msg_format(_("%sを切っている。", "You chop away at the %s."), name);
1126 /* Occasional Search XXX XXX */
1127 if (randint0(100) < 25) search();
1131 /* We may continue tunelling */
1132 msg_format(_("%sに穴を掘っている。", "You tunnel into the %s."), name);
1139 if (is_hidden_door(c_ptr))
1141 /* Occasional Search XXX XXX */
1142 if (randint0(100) < 25) search();
1151 * @brief 「掘る」動作コマンドのメインルーチン /
1152 * Tunnels through "walls" (including rubble and closed doors)
1156 * Note that you must tunnel in order to hit invisible monsters
1157 * in walls, though moving into walls still takes a turn anyway.
1159 * Digging is very difficult without a "digger" weapon, but can be
1160 * accomplished by strong players using heavy weapons.
1163 void do_cmd_tunnel(void)
1173 if (p_ptr->special_defense & KATA_MUSOU)
1175 set_action(ACTION_NONE);
1178 /* Allow repeated command */
1181 /* Set repeat count */
1182 command_rep = command_arg - 1;
1184 /* Redraw the state */
1185 p_ptr->redraw |= (PR_STATE);
1187 /* Cancel the arg */
1191 /* Get a direction to tunnel, or Abort */
1192 if (get_rep_dir(&dir,FALSE))
1195 y = p_ptr->y + ddy[dir];
1196 x = p_ptr->x + ddx[dir];
1199 c_ptr = &cave[y][x];
1201 /* Feature code (applying "mimic" field) */
1202 feat = get_feat_mimic(c_ptr);
1204 /* No tunnelling through doors */
1205 if (have_flag(f_info[feat].flags, FF_DOOR))
1207 msg_print(_("ドアは掘れない。", "You cannot tunnel through doors."));
1210 /* No tunnelling through most features */
1211 else if (!have_flag(f_info[feat].flags, FF_TUNNEL))
1213 msg_print(_("そこは掘れない。", "You can't tunnel through that."));
1216 /* A monster is in the way */
1217 else if (c_ptr->m_idx)
1219 p_ptr->energy_use = 100;
1221 msg_print(_("モンスターが立ちふさがっている!", "There is a monster in the way!"));
1230 /* Tunnel through walls */
1231 more = do_cmd_tunnel_aux(y, x);
1235 /* Cancel repetition unless we can continue */
1236 if (!more) disturb(FALSE, FALSE);
1240 * @brief 移動処理による簡易な「開く」処理 /
1242 * @return 開く処理が実際に試みられた場合TRUEを返す
1245 * If there is a jammed/closed/locked door at the given location,
1246 * then attempt to unlock/open it. Return TRUE if an attempt was
1247 * made (successful or not), otherwise return FALSE.
1249 * The code here should be nearly identical to that in
1250 * do_cmd_open_test() and do_cmd_open_aux().
1253 bool easy_open_door(POSITION y, POSITION x)
1257 cave_type *c_ptr = &cave[y][x];
1258 feature_type *f_ptr = &f_info[c_ptr->feat];
1260 /* Must be a closed door */
1261 if (!is_closed_door(c_ptr->feat))
1267 if (!have_flag(f_ptr->flags, FF_OPEN))
1270 msg_format(_("%sはがっちりと閉じられているようだ。", "The %s appears to be stuck."), f_name + f_info[get_feat_mimic(c_ptr)].name);
1275 else if (f_ptr->power)
1278 i = p_ptr->skill_dis;
1280 /* Penalize some conditions */
1281 if (p_ptr->blind || no_lite()) i = i / 10;
1282 if (p_ptr->confused || p_ptr->image) i = i / 10;
1284 /* Extract the lock power */
1287 /* Extract the difficulty */
1290 /* Always have a small chance of success */
1294 if (randint0(100) < j)
1296 msg_print(_("鍵をはずした。", "You have picked the lock."));
1299 cave_alter_feat(y, x, FF_OPEN);
1301 sound(SOUND_OPENDOOR);
1311 if (flush_failure) flush();
1313 msg_print(_("鍵をはずせなかった。", "You failed to pick the lock."));
1322 cave_alter_feat(y, x, FF_OPEN);
1324 sound(SOUND_OPENDOOR);
1332 * @brief 箱のトラップを解除するコマンドのメインルーチン /
1333 * Perform the basic "disarm" command
1334 * @param y 解除を行うマスのY座標
1335 * @param x 解除を行うマスのX座標
1336 * @param o_idx 箱のオブジェクトID
1337 * @return ターンを消費する処理が行われた場合TRUEを返す
1340 * Assume destination is a visible trap
1341 * Assume there is no monster blocking the destination
1342 * Returns TRUE if repeated commands may continue
1345 static bool do_cmd_disarm_chest(POSITION y, POSITION x, OBJECT_IDX o_idx)
1349 object_type *o_ptr = &o_list[o_idx];
1351 p_ptr->energy_use = 100;
1353 /* Get the "disarm" factor */
1354 i = p_ptr->skill_dis;
1356 /* Penalize some conditions */
1357 if (p_ptr->blind || no_lite()) i = i / 10;
1358 if (p_ptr->confused || p_ptr->image) i = i / 10;
1360 /* Extract the difficulty */
1361 j = i - o_ptr->pval;
1363 /* Always have a small chance of success */
1366 /* Must find the trap first. */
1367 if (!object_is_known(o_ptr))
1369 msg_print(_("トラップが見あたらない。", "I don't see any traps."));
1373 /* Already disarmed/unlocked */
1374 else if (o_ptr->pval <= 0)
1376 msg_print(_("箱にはトラップが仕掛けられていない。", "The chest is not trapped."));
1379 /* No traps to find. */
1380 else if (!chest_traps[o_ptr->pval])
1382 msg_print(_("箱にはトラップが仕掛けられていない。", "The chest is not trapped."));
1385 /* Success (get a lot of experience) */
1386 else if (randint0(100) < j)
1388 msg_print(_("箱に仕掛けられていたトラップを解除した。", "You have disarmed the chest."));
1389 gain_exp(o_ptr->pval);
1390 o_ptr->pval = (0 - o_ptr->pval);
1393 /* Failure -- Keep trying */
1394 else if ((i > 5) && (randint1(i) > 5))
1396 /* We may keep trying */
1398 if (flush_failure) flush();
1399 msg_print(_("箱のトラップ解除に失敗した。", "You failed to disarm the chest."));
1402 /* Failure -- Set off the trap */
1405 msg_print(_("トラップを作動させてしまった!", "You set off a trap!"));
1407 chest_trap(y, x, o_idx);
1416 * @brief 箱のトラップを解除するコマンドのサブルーチン /
1417 * Perform the basic "disarm" command
1418 * @param y 解除を行うマスのY座標
1419 * @param x 解除を行うマスのX座標
1420 * @param dir プレイヤーからみた方向ID
1421 * @return ターンを消費する処理が行われた場合TRUEを返す
1424 * Assume destination is a visible trap
1425 * Assume there is no monster blocking the destination
1426 * Returns TRUE if repeated commands may continue
1430 bool do_cmd_disarm_aux(POSITION y, POSITION x, DIRECTION dir)
1432 /* Get grid and contents */
1433 cave_type *c_ptr = &cave[y][x];
1436 feature_type *f_ptr = &f_info[c_ptr->feat];
1438 /* Access trap name */
1439 cptr name = (f_name + f_ptr->name);
1441 /* Extract trap "power" */
1442 int power = f_ptr->power;
1445 /* Get the "disarm" factor */
1446 int i = p_ptr->skill_dis;
1449 p_ptr->energy_use = 100;
1451 /* Penalize some conditions */
1452 if (p_ptr->blind || no_lite()) i = i / 10;
1453 if (p_ptr->confused || p_ptr->image) i = i / 10;
1455 /* Extract the difficulty */
1458 /* Always have a small chance of success */
1462 if (randint0(100) < j)
1464 msg_format(_("%sを解除した。", "You have disarmed the %s."), name);
1469 /* Remove the trap */
1470 cave_alter_feat(y, x, FF_DISARM);
1472 /* Move the player onto the trap */
1473 move_player(dir, easy_disarm, FALSE);
1476 /* Failure -- Keep trying */
1477 else if ((i > 5) && (randint1(i) > 5))
1480 if (flush_failure) flush();
1482 msg_format(_("%sの解除に失敗した。", "You failed to disarm the %s."), name);
1484 /* We may keep trying */
1488 /* Failure -- Set off the trap */
1491 msg_format(_("%sを作動させてしまった!", "You set off the %s!"), name);
1492 /* Move the player onto the trap */
1493 move_player(dir, easy_disarm, FALSE);
1502 * @brief 箱、床のトラップ解除処理双方の統合メインルーチン /
1503 * Disarms a trap, or chest
1506 void do_cmd_disarm(void)
1514 if (p_ptr->special_defense & KATA_MUSOU)
1516 set_action(ACTION_NONE);
1520 /* Option: Pick a direction */
1523 int num_traps, num_chests;
1525 /* Count visible traps */
1526 num_traps = count_dt(&y, &x, is_trap, TRUE);
1528 /* Count chests (trapped) */
1529 num_chests = count_chests(&y, &x, TRUE);
1531 /* See if only one target */
1532 if (num_traps || num_chests)
1534 bool too_many = (num_traps && num_chests) || (num_traps > 1) || (num_chests > 1);
1535 if (!too_many) command_dir = coords_to_dir(y, x);
1540 /* Allow repeated command */
1543 /* Set repeat count */
1544 command_rep = command_arg - 1;
1546 /* Redraw the state */
1547 p_ptr->redraw |= (PR_STATE);
1549 /* Cancel the arg */
1553 /* Get a direction (or abort) */
1554 if (get_rep_dir(&dir,TRUE))
1560 y = p_ptr->y + ddy[dir];
1561 x = p_ptr->x + ddx[dir];
1563 /* Get grid and contents */
1564 c_ptr = &cave[y][x];
1566 /* Feature code (applying "mimic" field) */
1567 feat = get_feat_mimic(c_ptr);
1569 /* Check for chests */
1570 o_idx = chest_check(y, x, TRUE);
1573 if (!is_trap(feat) && !o_idx)
1575 msg_print(_("そこには解除するものが見当たらない。", "You see nothing there to disarm."));
1578 /* Monster in the way */
1579 else if (c_ptr->m_idx && p_ptr->riding != c_ptr->m_idx)
1581 msg_print(_("モンスターが立ちふさがっている!", "There is a monster in the way!"));
1590 /* Disarm the chest */
1591 more = do_cmd_disarm_chest(y, x, o_idx);
1597 /* Disarm the trap */
1598 more = do_cmd_disarm_aux(y, x, dir);
1602 /* Cancel repeat unless told not to */
1603 if (!more) disturb(FALSE, FALSE);
1608 * @brief 「打ち破る」動作コマンドのサブルーチン /
1609 * Perform the basic "bash" command
1610 * @param y 対象を行うマスのY座標
1611 * @param x 対象を行うマスのX座標
1612 * @param dir プレイヤーから見たターゲットの方角ID
1613 * @return 実際に処理が行われた場合TRUEを返す。
1616 * Assume destination is a closed/locked/jammed door
1617 * Assume there is no monster blocking the destination
1618 * Returns TRUE if repeated commands may continue
1621 static bool do_cmd_bash_aux(POSITION y, POSITION x, DIRECTION dir)
1624 cave_type *c_ptr = &cave[y][x];
1627 feature_type *f_ptr = &f_info[c_ptr->feat];
1629 /* Hack -- Bash power based on strength */
1630 /* (Ranges from 3 to 20 to 100 to 200) */
1631 int bash = adj_str_blow[p_ptr->stat_ind[A_STR]];
1633 /* Extract door power */
1634 int temp = f_ptr->power;
1638 cptr name = f_name + f_info[get_feat_mimic(c_ptr)].name;
1640 p_ptr->energy_use = 100;
1642 msg_format(_("%sに体当たりをした!", "You smash into the %s!"), name);
1644 /* Compare bash power to door power */
1645 temp = (bash - (temp * 10));
1647 if (p_ptr->pclass == CLASS_BERSERKER) temp *= 2;
1649 /* Hack -- always have a chance */
1650 if (temp < 1) temp = 1;
1652 /* Hack -- attempt to bash down the door */
1653 if (randint0(100) < temp)
1655 msg_format(_("%sを壊した!", "The %s crashes open!"), name);
1657 sound(have_flag(f_ptr->flags, FF_GLASS) ? SOUND_GLASS : SOUND_OPENDOOR);
1659 /* Break down the door */
1660 if ((randint0(100) < 50) || (feat_state(c_ptr->feat, FF_OPEN) == c_ptr->feat) || have_flag(f_ptr->flags, FF_GLASS))
1662 cave_alter_feat(y, x, FF_BASH);
1668 cave_alter_feat(y, x, FF_OPEN);
1671 /* Hack -- Fall through the door */
1672 move_player(dir, FALSE, FALSE);
1675 /* Saving throw against stun */
1676 else if (randint0(100) < adj_dex_safe[p_ptr->stat_ind[A_DEX]] +
1679 msg_format(_("この%sは頑丈だ。", "The %s holds firm."), name);
1681 /* Allow repeated bashing */
1685 /* High dexterity yields coolness */
1688 msg_print(_("体のバランスをくずしてしまった。", "You are off-balance."));
1690 /* Hack -- Lose balance ala paralysis */
1691 (void)set_paralyzed(p_ptr->paralyzed + 2 + randint0(2));
1700 * @brief 「打ち破る」動作コマンドのメインルーチン /
1701 * Bash open a door, success based on character strength
1705 * For a closed door, pval is positive if locked; negative if stuck.
1707 * For an open door, pval is positive for a broken door.
1709 * A closed door can be opened - harder if locked. Any door might be
1710 * bashed open (and thereby broken). Bashing a door is (potentially)
1711 * faster! You move into the door way. To open a stuck door, it must
1712 * be bashed. A closed door can be jammed (see do_cmd_spike()).
1714 * Creatures can also open or bash doors, see elsewhere.
1717 void do_cmd_bash(void)
1726 if (p_ptr->special_defense & KATA_MUSOU)
1728 set_action(ACTION_NONE);
1731 /* Allow repeated command */
1734 /* Set repeat count */
1735 command_rep = command_arg - 1;
1737 /* Redraw the state */
1738 p_ptr->redraw |= (PR_STATE);
1740 /* Cancel the arg */
1744 /* Get a "repeated" direction */
1745 if (get_rep_dir(&dir,FALSE))
1750 y = p_ptr->y + ddy[dir];
1751 x = p_ptr->x + ddx[dir];
1754 c_ptr = &cave[y][x];
1756 /* Feature code (applying "mimic" field) */
1757 feat = get_feat_mimic(c_ptr);
1759 /* Nothing useful */
1760 if (!have_flag(f_info[feat].flags, FF_BASH))
1762 msg_print(_("そこには体当たりするものが見当たらない。", "You see nothing there to bash."));
1765 /* Monster in the way */
1766 else if (c_ptr->m_idx)
1768 p_ptr->energy_use = 100;
1770 msg_print(_("モンスターが立ちふさがっている!", "There is a monster in the way!"));
1776 /* Bash a closed door */
1780 more = do_cmd_bash_aux(y, x, dir);
1784 /* Unless valid action taken, cancel bash */
1785 if (!more) disturb(FALSE, FALSE);
1790 * @brief 特定のマスに影響を及ぼすための汎用的コマンド
1794 * Manipulate an adjacent grid in some way
1796 * Attack monsters, tunnel through walls, disarm traps, open doors.
1798 * Consider confusion
1800 * This command must always take a turn, to prevent free detection
1801 * of invisible monsters.
1804 void do_cmd_alter(void)
1813 if (p_ptr->special_defense & KATA_MUSOU)
1815 set_action(ACTION_NONE);
1818 /* Allow repeated command */
1821 /* Set repeat count */
1822 command_rep = command_arg - 1;
1824 /* Redraw the state */
1825 p_ptr->redraw |= (PR_STATE);
1827 /* Cancel the arg */
1831 /* Get a direction */
1832 if (get_rep_dir(&dir,TRUE))
1835 feature_type *f_ptr;
1838 y = p_ptr->y + ddy[dir];
1839 x = p_ptr->x + ddx[dir];
1842 c_ptr = &cave[y][x];
1844 /* Feature code (applying "mimic" field) */
1845 feat = get_feat_mimic(c_ptr);
1846 f_ptr = &f_info[feat];
1848 p_ptr->energy_use = 100;
1850 /* Attack monsters */
1858 else if (have_flag(f_ptr->flags, FF_OPEN))
1860 more = do_cmd_open_aux(y, x);
1863 /* Bash jammed doors */
1864 else if (have_flag(f_ptr->flags, FF_BASH))
1866 more = do_cmd_bash_aux(y, x, dir);
1869 /* Tunnel through walls */
1870 else if (have_flag(f_ptr->flags, FF_TUNNEL))
1872 more = do_cmd_tunnel_aux(y, x);
1875 /* Close open doors */
1876 else if (have_flag(f_ptr->flags, FF_CLOSE))
1878 more = do_cmd_close_aux(y, x);
1882 else if (have_flag(f_ptr->flags, FF_DISARM))
1884 more = do_cmd_disarm_aux(y, x, dir);
1889 msg_print(_("何もない空中を攻撃した。", "You attack the empty air."));
1893 /* Cancel repetition unless we can continue */
1894 if (!more) disturb(FALSE, FALSE);
1900 * @brief 「くさびを打つ」ために必要なオブジェクトがあるかどうかの判定を返す /
1901 * Find the index of some "spikes", if possible.
1902 * @param ip くさびとして打てるオブジェクトのID
1903 * @return オブジェクトがある場合TRUEを返す
1906 * Let user choose a pile of spikes, perhaps?
1909 static bool get_spike(INVENTORY_IDX *ip)
1913 /* Check every item in the pack */
1914 for (i = 0; i < INVEN_PACK; i++)
1916 object_type *o_ptr = &inventory[i];
1918 /* Skip non-objects */
1919 if (!o_ptr->k_idx) continue;
1921 /* Check the "tval" code */
1922 if (o_ptr->tval == TV_SPIKE)
1924 /* Save the spike index */
1937 * @brief 「くさびを打つ」動作コマンドのメインルーチン /
1938 * Jam a closed door with a spike
1942 * This command may NOT be repeated
1945 void do_cmd_spike(void)
1949 if (p_ptr->special_defense & KATA_MUSOU)
1951 set_action(ACTION_NONE);
1954 /* Get a "repeated" direction */
1955 if (get_rep_dir(&dir,FALSE))
1963 y = p_ptr->y + ddy[dir];
1964 x = p_ptr->x + ddx[dir];
1966 /* Get grid and contents */
1967 c_ptr = &cave[y][x];
1969 /* Feature code (applying "mimic" field) */
1970 feat = get_feat_mimic(c_ptr);
1972 /* Require closed door */
1973 if (!have_flag(f_info[feat].flags, FF_SPIKE))
1975 msg_print(_("そこにはくさびを打てるものが見当たらない。", "You see nothing there to spike."));
1979 else if (!get_spike(&item))
1981 msg_print(_("くさびを持っていない!", "You have no spikes!"));
1984 /* Is a monster in the way? */
1985 else if (c_ptr->m_idx)
1987 p_ptr->energy_use = 100;
1989 msg_print(_("モンスターが立ちふさがっている!", "There is a monster in the way!"));
1998 p_ptr->energy_use = 100;
2000 /* Successful jamming */
2001 msg_format(_("%sにくさびを打ち込んだ。", "You jam the %s with a spike."), f_name + f_info[feat].name);
2002 cave_alter_feat(y, x, FF_SPIKE);
2004 /* Use up, and describe, a single spike, from the bottom */
2005 inven_item_increase(item, -1);
2006 inven_item_describe(item);
2007 inven_item_optimize(item);
2015 * @brief 「歩く」動作コマンドのメインルーチン /
2016 * Support code for the "Walk" and "Jump" commands
2017 * @param pickup アイテムの自動拾いを行うならTRUE
2020 void do_cmd_walk(bool pickup)
2027 /* Allow repeated command */
2030 /* Set repeat count */
2031 command_rep = command_arg - 1;
2033 /* Redraw the state */
2034 p_ptr->redraw |= (PR_STATE);
2036 /* Cancel the arg */
2040 /* Get a "repeated" direction */
2041 if (get_rep_dir(&dir, FALSE))
2043 p_ptr->energy_use = 100;
2045 if ((dir != 5) && (p_ptr->special_defense & KATA_MUSOU))
2047 set_action(ACTION_NONE);
2050 /* Hack -- In small scale wilderness it takes MUCH more time to move */
2051 if (p_ptr->wild_mode) p_ptr->energy_use *= ((MAX_HGT + MAX_WID) / 2);
2052 if (p_ptr->action == ACTION_HAYAGAKE) p_ptr->energy_use = p_ptr->energy_use * (45-(p_ptr->lev/2)) / 100;
2054 /* Actually move the character */
2055 move_player(dir, pickup, FALSE);
2057 /* Allow more walking */
2061 /* Hack again -- Is there a special encounter ??? */
2062 if (p_ptr->wild_mode && !cave_have_flag_bold(p_ptr->y, p_ptr->x, FF_TOWN))
2064 int tmp = 120 + p_ptr->lev*10 - wilderness[p_ptr->y][p_ptr->x].level + 5;
2067 if (((wilderness[p_ptr->y][p_ptr->x].level + 5) > (p_ptr->lev / 2)) && randint0(tmp) < (21-p_ptr->skill_stl))
2069 /* Inform the player of his horrible fate :=) */
2070 msg_print(_("襲撃だ!", "You are ambushed !"));
2072 /* Go into large wilderness view */
2073 p_ptr->oldpy = randint1(MAX_HGT-2);
2074 p_ptr->oldpx = randint1(MAX_WID-2);
2077 /* Give first move to monsters */
2078 p_ptr->energy_use = 100;
2080 /* HACk -- set the encouter flag for the wilderness generation */
2081 generate_encounter = TRUE;
2085 /* Cancel repeat unless we may continue */
2086 if (!more) disturb(FALSE, FALSE);
2091 * @brief 「走る」動作コマンドのメインルーチン /
2095 void do_cmd_run(void)
2099 /* Hack -- no running when confused */
2100 if (p_ptr->confused)
2102 msg_print(_("混乱していて走れない!", "You are too confused!"));
2106 if (p_ptr->special_defense & KATA_MUSOU)
2108 set_action(ACTION_NONE);
2111 /* Get a "repeated" direction */
2112 if (get_rep_dir(&dir,FALSE))
2114 /* Hack -- Set the run counter */
2115 running = (command_arg ? command_arg : 1000);
2124 * @brief 「留まる」動作コマンドのメインルーチン /
2125 * Stay still. Search. Enter stores.
2126 * Pick up treasure if "pickup" is true.
2127 * @param pickup アイテムの自動拾いを行うならTRUE
2130 void do_cmd_stay(bool pickup)
2132 u32b mpe_mode = MPE_STAYING | MPE_ENERGY_USE;
2134 /* Allow repeated command */
2137 /* Set repeat count */
2138 command_rep = command_arg - 1;
2140 /* Redraw the state */
2141 p_ptr->redraw |= (PR_STATE);
2143 /* Cancel the arg */
2147 p_ptr->energy_use = 100;
2149 if (pickup) mpe_mode |= MPE_DO_PICKUP;
2150 (void)move_player_effect(p_ptr->y, p_ptr->x, mpe_mode);
2155 * @brief 「休む」動作コマンドのメインルーチン /
2156 * Resting allows a player to safely restore his hp -RAK-
2159 void do_cmd_rest(void)
2162 set_action(ACTION_NONE);
2164 if ((p_ptr->pclass == CLASS_BARD) && (SINGING_SONG_EFFECT(p_ptr) || INTERUPTING_SONG_EFFECT(p_ptr)))
2170 if (hex_spelling_any()) stop_hex_spell_all();
2172 /* Prompt for time if needed */
2173 if (command_arg <= 0)
2175 cptr p = _("休憩 (0-9999, '*' で HP/MP全快, '&' で必要なだけ): ",
2176 "Rest (0-9999, '*' for HP/SP, '&' as needed): ");
2182 strcpy(out_val, "&");
2184 /* Ask for duration */
2185 if (!get_string(p, out_val, 4)) return;
2187 /* Rest until done */
2188 if (out_val[0] == '&')
2190 command_arg = COMMAND_ARG_REST_UNTIL_DONE;
2194 else if (out_val[0] == '*')
2196 command_arg = COMMAND_ARG_REST_FULL_HEALING;
2202 command_arg = (COMMAND_ARG)atoi(out_val);
2203 if (command_arg <= 0) return;
2209 if (command_arg > 9999) command_arg = 9999;
2211 if (p_ptr->special_defense & NINJA_S_STEALTH) set_superstealth(FALSE);
2213 /* Take a turn (?) */
2214 p_ptr->energy_use = 100;
2216 /* The sin of sloth */
2217 if (command_arg > 100)
2218 chg_virtue(V_DILIGENCE, -1);
2220 /* Why are you sleeping when there's no need? WAKE UP!*/
2221 if ((p_ptr->chp == p_ptr->mhp) &&
2222 (p_ptr->csp == p_ptr->msp) &&
2223 !p_ptr->blind && !p_ptr->confused &&
2224 !p_ptr->poisoned && !p_ptr->afraid &&
2225 !p_ptr->stun && !p_ptr->cut &&
2226 !p_ptr->slow && !p_ptr->paralyzed &&
2227 !p_ptr->image && !p_ptr->word_recall &&
2228 !p_ptr->alter_reality)
2229 chg_virtue(V_DILIGENCE, -1);
2231 /* Save the rest code */
2232 resting = command_arg;
2233 p_ptr->action = ACTION_REST;
2235 /* Recalculate bonuses */
2236 p_ptr->update |= (PU_BONUS);
2238 /* Redraw the state */
2239 p_ptr->redraw |= (PR_STATE);
2250 * @brief 矢弾を射撃した場合の破損確率を返す /
2251 * Determines the odds of an object breaking when thrown at a monster
2252 * @param o_ptr 矢弾のオブジェクト構造体参照ポインタ
2255 * Note that artifacts never break, see the "drop_near()" function.
2257 static PERCENTAGE breakage_chance(object_type *o_ptr)
2259 PERCENTAGE archer_bonus = (p_ptr->pclass == CLASS_ARCHER ? (PERCENTAGE)(p_ptr->lev-1)/7 + 4: 0);
2261 /* Examine the snipe type */
2264 if (snipe_type == SP_KILL_WALL) return (100);
2265 if (snipe_type == SP_EXPLODE) return (100);
2266 if (snipe_type == SP_PIERCE) return (100);
2267 if (snipe_type == SP_FINAL) return (100);
2268 if (snipe_type == SP_NEEDLE) return (100);
2269 if (snipe_type == SP_EVILNESS) return (40);
2270 if (snipe_type == SP_HOLYNESS) return (40);
2273 /* Examine the item type */
2274 switch (o_ptr->tval)
2290 /* Sometimes break */
2295 return (20 - archer_bonus * 2);
2300 return (10 - archer_bonus);
2308 * @brief 矢弾を射撃した際のスレイ倍率をかけた結果を返す /
2309 * Determines the odds of an object breaking when thrown at a monster
2310 * @param o_ptr 矢弾のオブジェクト構造体参照ポインタ
2311 * @param tdam 計算途中のダメージ量
2312 * @param m_ptr 目標モンスターの構造体参照ポインタ
2313 * @return スレイ倍率をかけたダメージ量
2315 static s16b tot_dam_aux_shot(object_type *o_ptr, int tdam, monster_type *m_ptr)
2319 monster_race *r_ptr = &r_info[m_ptr->r_idx];
2321 BIT_FLAGS flgs[TR_FLAG_SIZE];
2323 /* Extract the flags */
2324 object_flags(o_ptr, flgs);
2326 /* Some "weapons" and "ammo" do extra damage */
2327 switch (o_ptr->tval)
2334 if ((have_flag(flgs, TR_SLAY_ANIMAL)) &&
2335 (r_ptr->flags3 & RF3_ANIMAL))
2337 if (is_original_ap_and_seen(m_ptr))
2339 r_ptr->r_flags3 |= RF3_ANIMAL;
2342 if (mult < 17) mult = 17;
2346 if ((have_flag(flgs, TR_KILL_ANIMAL)) &&
2347 (r_ptr->flags3 & RF3_ANIMAL))
2349 if (is_original_ap_and_seen(m_ptr))
2351 r_ptr->r_flags3 |= RF3_ANIMAL;
2354 if (mult < 27) mult = 27;
2358 if ((have_flag(flgs, TR_SLAY_EVIL)) &&
2359 (r_ptr->flags3 & RF3_EVIL))
2361 if (is_original_ap_and_seen(m_ptr))
2363 r_ptr->r_flags3 |= RF3_EVIL;
2366 if (mult < 15) mult = 15;
2370 if ((have_flag(flgs, TR_KILL_EVIL)) &&
2371 (r_ptr->flags3 & RF3_EVIL))
2373 if (is_original_ap_and_seen(m_ptr))
2375 r_ptr->r_flags3 |= RF3_EVIL;
2378 if (mult < 25) mult = 25;
2382 if ((have_flag(flgs, TR_SLAY_HUMAN)) &&
2383 (r_ptr->flags2 & RF2_HUMAN))
2385 if (is_original_ap_and_seen(m_ptr))
2387 r_ptr->r_flags2 |= RF2_HUMAN;
2390 if (mult < 17) mult = 17;
2394 if ((have_flag(flgs, TR_KILL_HUMAN)) &&
2395 (r_ptr->flags2 & RF2_HUMAN))
2397 if (is_original_ap_and_seen(m_ptr))
2399 r_ptr->r_flags2 |= RF2_HUMAN;
2402 if (mult < 27) mult = 27;
2406 if ((have_flag(flgs, TR_SLAY_UNDEAD)) &&
2407 (r_ptr->flags3 & RF3_UNDEAD))
2409 if (is_original_ap_and_seen(m_ptr))
2411 r_ptr->r_flags3 |= RF3_UNDEAD;
2414 if (mult < 20) mult = 20;
2418 if ((have_flag(flgs, TR_KILL_UNDEAD)) &&
2419 (r_ptr->flags3 & RF3_UNDEAD))
2421 if (is_original_ap_and_seen(m_ptr))
2423 r_ptr->r_flags3 |= RF3_UNDEAD;
2426 if (mult < 30) mult = 30;
2430 if ((have_flag(flgs, TR_SLAY_DEMON)) &&
2431 (r_ptr->flags3 & RF3_DEMON))
2433 if (is_original_ap_and_seen(m_ptr))
2435 r_ptr->r_flags3 |= RF3_DEMON;
2438 if (mult < 20) mult = 20;
2442 if ((have_flag(flgs, TR_KILL_DEMON)) &&
2443 (r_ptr->flags3 & RF3_DEMON))
2445 if (is_original_ap_and_seen(m_ptr))
2447 r_ptr->r_flags3 |= RF3_DEMON;
2450 if (mult < 30) mult = 30;
2454 if ((have_flag(flgs, TR_SLAY_ORC)) &&
2455 (r_ptr->flags3 & RF3_ORC))
2457 if (is_original_ap_and_seen(m_ptr))
2459 r_ptr->r_flags3 |= RF3_ORC;
2462 if (mult < 20) mult = 20;
2466 if ((have_flag(flgs, TR_KILL_ORC)) &&
2467 (r_ptr->flags3 & RF3_ORC))
2469 if (is_original_ap_and_seen(m_ptr))
2471 r_ptr->r_flags3 |= RF3_ORC;
2474 if (mult < 30) mult = 30;
2478 if ((have_flag(flgs, TR_SLAY_TROLL)) &&
2479 (r_ptr->flags3 & RF3_TROLL))
2481 if (is_original_ap_and_seen(m_ptr))
2483 r_ptr->r_flags3 |= RF3_TROLL;
2486 if (mult < 20) mult = 20;
2490 if ((have_flag(flgs, TR_KILL_TROLL)) &&
2491 (r_ptr->flags3 & RF3_TROLL))
2493 if (is_original_ap_and_seen(m_ptr))
2495 r_ptr->r_flags3 |= RF3_TROLL;
2498 if (mult < 30) mult = 30;
2502 if ((have_flag(flgs, TR_SLAY_GIANT)) &&
2503 (r_ptr->flags3 & RF3_GIANT))
2505 if (is_original_ap_and_seen(m_ptr))
2507 r_ptr->r_flags3 |= RF3_GIANT;
2510 if (mult < 20) mult = 20;
2514 if ((have_flag(flgs, TR_KILL_GIANT)) &&
2515 (r_ptr->flags3 & RF3_GIANT))
2517 if (is_original_ap_and_seen(m_ptr))
2519 r_ptr->r_flags3 |= RF3_GIANT;
2522 if (mult < 30) mult = 30;
2526 if ((have_flag(flgs, TR_SLAY_DRAGON)) &&
2527 (r_ptr->flags3 & RF3_DRAGON))
2529 if (is_original_ap_and_seen(m_ptr))
2531 r_ptr->r_flags3 |= RF3_DRAGON;
2534 if (mult < 20) mult = 20;
2537 /* Execute Dragon */
2538 if ((have_flag(flgs, TR_KILL_DRAGON)) &&
2539 (r_ptr->flags3 & RF3_DRAGON))
2541 if (is_original_ap_and_seen(m_ptr))
2543 r_ptr->r_flags3 |= RF3_DRAGON;
2546 if (mult < 30) mult = 30;
2548 if ((o_ptr->name1 == ART_BARD_ARROW) &&
2549 (m_ptr->r_idx == MON_SMAUG) &&
2550 (inventory[INVEN_BOW].name1 == ART_BARD))
2555 if (have_flag(flgs, TR_BRAND_ACID))
2557 /* Notice immunity */
2558 if (r_ptr->flagsr & RFR_EFF_IM_ACID_MASK)
2560 if (is_original_ap_and_seen(m_ptr))
2562 r_ptr->r_flagsr |= (r_ptr->flagsr & RFR_EFF_IM_ACID_MASK);
2566 /* Otherwise, take the damage */
2569 if (mult < 17) mult = 17;
2574 if (have_flag(flgs, TR_BRAND_ELEC))
2576 /* Notice immunity */
2577 if (r_ptr->flagsr & RFR_EFF_IM_ELEC_MASK)
2579 if (is_original_ap_and_seen(m_ptr))
2581 r_ptr->r_flagsr |= (r_ptr->flagsr & RFR_EFF_IM_ELEC_MASK);
2585 /* Otherwise, take the damage */
2588 if (mult < 17) mult = 17;
2593 if (have_flag(flgs, TR_BRAND_FIRE))
2595 /* Notice immunity */
2596 if (r_ptr->flagsr & RFR_EFF_IM_FIRE_MASK)
2598 if (is_original_ap_and_seen(m_ptr))
2600 r_ptr->r_flagsr |= (r_ptr->flagsr & RFR_EFF_IM_FIRE_MASK);
2604 /* Otherwise, take the damage */
2607 if (r_ptr->flags3 & RF3_HURT_FIRE)
2609 if (mult < 25) mult = 25;
2610 if (is_original_ap_and_seen(m_ptr))
2612 r_ptr->r_flags3 |= RF3_HURT_FIRE;
2615 else if (mult < 17) mult = 17;
2620 if (have_flag(flgs, TR_BRAND_COLD))
2622 /* Notice immunity */
2623 if (r_ptr->flagsr & RFR_EFF_IM_COLD_MASK)
2625 if (is_original_ap_and_seen(m_ptr))
2627 r_ptr->r_flagsr |= (r_ptr->flagsr & RFR_EFF_IM_COLD_MASK);
2630 /* Otherwise, take the damage */
2633 if (r_ptr->flags3 & RF3_HURT_COLD)
2635 if (mult < 25) mult = 25;
2636 if (is_original_ap_and_seen(m_ptr))
2638 r_ptr->r_flags3 |= RF3_HURT_COLD;
2641 else if (mult < 17) mult = 17;
2645 /* Brand (Poison) */
2646 if (have_flag(flgs, TR_BRAND_POIS))
2648 /* Notice immunity */
2649 if (r_ptr->flagsr & RFR_EFF_IM_POIS_MASK)
2651 if (is_original_ap_and_seen(m_ptr))
2653 r_ptr->r_flagsr |= (r_ptr->flagsr & RFR_EFF_IM_POIS_MASK);
2657 /* Otherwise, take the damage */
2660 if (mult < 17) mult = 17;
2664 if ((have_flag(flgs, TR_FORCE_WEAPON)) && (p_ptr->csp > (p_ptr->msp / 30)))
2666 p_ptr->csp -= (1+(p_ptr->msp / 30));
2667 p_ptr->redraw |= (PR_MANA);
2668 mult = mult * 5 / 2;
2675 if (snipe_type) mult = tot_dam_aux_snipe(mult, m_ptr);
2677 /* Return the total damage */
2678 return (tdam * mult / 10);
2683 * @brief 射撃処理のサブルーチン /
2684 * Fire an object from the pack or floor.
2685 * @param item 射撃するオブジェクトの所持ID
2686 * @param j_ptr 射撃武器のオブジェクト参照ポインタ
2690 * You may only fire items that "match" your missile launcher.
2692 * You must use slings + pebbles/shots, bows + arrows, xbows + bolts.
2694 * See "calc_bonuses()" for more calculations and such.
2696 * Note that "firing" a missile is MUCH better than "throwing" it.
2698 * Note: "unseen" monsters are very hard to hit.
2700 * Objects are more likely to break if they "attempt" to hit a monster.
2702 * Rangers (with Bows) and Anyone (with "Extra Shots") get extra shots.
2704 * The "extra shot" code works by decreasing the amount of energy
2705 * required to make each shot, spreading the shots out over time.
2707 * Note that when firing missiles, the launcher multiplier is applied
2708 * after all the bonuses are added in, making multipliers very useful.
2710 * Note that Bows of "Extra Might" get extra range and an extra bonus
2711 * for the damage multiplier.
2713 * Note that Bows of "Extra Shots" give an extra shot.
2716 void do_cmd_fire_aux(INVENTORY_IDX item, object_type *j_ptr)
2720 POSITION y, x, ny, nx, ty, tx, prev_y, prev_x;
2721 int tdam_base, tdis, thits, tmul;
2723 int cur_dis, visible;
2731 bool hit_body = FALSE;
2733 char o_name[MAX_NLEN];
2735 u16b path_g[512]; /* For calcuration of path length */
2737 int msec = delay_factor * delay_factor * delay_factor;
2740 bool stick_to = FALSE;
2742 /* Access the item (if in the pack) */
2745 o_ptr = &inventory[item];
2749 o_ptr = &o_list[0 - item];
2752 /* Sniper - Cannot shot a single arrow twice */
2753 if ((snipe_type == SP_DOUBLE) && (o_ptr->number < 2)) snipe_type = SP_NONE;
2755 /* Describe the object */
2756 object_desc(o_name, o_ptr, OD_OMIT_PREFIX);
2758 /* Use the proper number of shots */
2759 thits = p_ptr->num_fire;
2761 /* Use a base distance */
2764 /* Base damage from thrown object plus launcher bonus */
2765 tdam_base = damroll(o_ptr->dd, o_ptr->ds) + o_ptr->to_d + j_ptr->to_d;
2767 /* Actually "fire" the object */
2768 bonus = (p_ptr->to_h_b + o_ptr->to_h + j_ptr->to_h);
2769 if ((j_ptr->sval == SV_LIGHT_XBOW) || (j_ptr->sval == SV_HEAVY_XBOW))
2770 chance = (p_ptr->skill_thb + (p_ptr->weapon_exp[0][j_ptr->sval] / 400 + bonus) * BTH_PLUS_ADJ);
2772 chance = (p_ptr->skill_thb + ((p_ptr->weapon_exp[0][j_ptr->sval] - (WEAPON_EXP_MASTER / 2)) / 200 + bonus) * BTH_PLUS_ADJ);
2774 p_ptr->energy_use = bow_energy(j_ptr->sval);
2775 tmul = bow_tmul(j_ptr->sval);
2777 /* Get extra "power" from "extra might" */
2778 if (p_ptr->xtra_might) tmul++;
2780 tmul = tmul * (100 + (int)(adj_str_td[p_ptr->stat_ind[A_STR]]) - 128);
2782 /* Boost the damage */
2787 tdis = 13 + tmul/80;
2788 if ((j_ptr->sval == SV_LIGHT_XBOW) || (j_ptr->sval == SV_HEAVY_XBOW))
2791 tdis -= (5 - (p_ptr->concent + 1) / 2);
2796 project_length = tdis + 1;
2798 /* Get a direction (or cancel) */
2799 if (!get_aim_dir(&dir))
2801 p_ptr->energy_use = 0;
2803 if (snipe_type == SP_AWAY) snipe_type = SP_NONE;
2805 /* need not to reset project_length (already did)*/
2810 /* Predict the "target" location */
2811 tx = p_ptr->x + 99 * ddx[dir];
2812 ty = p_ptr->y + 99 * ddy[dir];
2814 /* Check for "target request" */
2815 if ((dir == 5) && target_okay())
2821 /* Get projection path length */
2822 tdis = project_path(path_g, project_length, p_ptr->y, p_ptr->x, ty, tx, PROJECT_PATH|PROJECT_THRU) - 1;
2824 project_length = 0; /* reset to default */
2826 /* Don't shoot at my feet */
2827 if (tx == p_ptr->x && ty == p_ptr->y)
2829 p_ptr->energy_use = 0;
2831 /* project_length is already reset to 0 */
2837 /* Take a (partial) turn */
2838 p_ptr->energy_use = (p_ptr->energy_use / thits);
2841 /* Sniper - Difficult to shot twice at 1 turn */
2842 if (snipe_type == SP_DOUBLE) p_ptr->concent = (p_ptr->concent + 1) / 2;
2844 /* Sniper - Repeat shooting when double shots */
2845 for (i = 0; i < ((snipe_type == SP_DOUBLE) ? 2 : 1); i++)
2848 /* Start at the player */
2852 /* Get local object */
2855 /* Obtain a local object */
2856 object_copy(q_ptr, o_ptr);
2861 /* Reduce and describe inventory */
2864 inven_item_increase(item, -1);
2865 inven_item_describe(item);
2866 inven_item_optimize(item);
2869 /* Reduce and describe floor item */
2872 floor_item_increase(0 - item, -1);
2873 floor_item_optimize(0 - item);
2878 /* Hack -- Handle stuff */
2881 /* Save the old location */
2885 /* The shot does not hit yet */
2888 /* Travel until stopped */
2889 for (cur_dis = 0; cur_dis <= tdis; )
2893 /* Hack -- Stop at the target */
2894 if ((y == ty) && (x == tx)) break;
2896 /* Calculate the new location (see "project()") */
2899 mmove2(&ny, &nx, p_ptr->y, p_ptr->x, ty, tx);
2902 if (snipe_type == SP_KILL_WALL)
2904 c_ptr = &cave[ny][nx];
2906 if (cave_have_flag_grid(c_ptr, FF_HURT_ROCK) && !c_ptr->m_idx)
2908 if (c_ptr->info & (CAVE_MARK)) msg_print(_("岩が砕け散った。", "Wall rocks were shattered."));
2909 /* Forget the wall */
2910 c_ptr->info &= ~(CAVE_MARK);
2912 p_ptr->update |= (PU_VIEW | PU_LITE | PU_FLOW | PU_MON_LITE);
2914 /* Destroy the wall */
2915 cave_alter_feat(ny, nx, FF_HURT_ROCK);
2922 /* Stopped by walls/doors */
2923 if (!cave_have_flag_bold(ny, nx, FF_PROJECT) && !cave[ny][nx].m_idx) break;
2925 /* Advance the distance */
2929 if (snipe_type == SP_LITE)
2931 cave[ny][nx].info |= (CAVE_GLOW);
2939 /* The player can see the (on screen) missile */
2940 if (panel_contains(ny, nx) && player_can_see_bold(ny, nx))
2942 char c = object_char(q_ptr);
2943 byte a = object_attr(q_ptr);
2945 /* Draw, Hilite, Fresh, Pause, Erase */
2946 print_rel(c, a, ny, nx);
2947 move_cursor_relative(ny, nx);
2949 Term_xtra(TERM_XTRA_DELAY, msec);
2954 /* The player cannot see the missile */
2957 /* Pause anyway, for consistancy */
2958 Term_xtra(TERM_XTRA_DELAY, msec);
2962 if (snipe_type == SP_KILL_TRAP)
2964 project(0, 0, ny, nx, 0, GF_KILL_TRAP,
2965 (PROJECT_JUMP | PROJECT_HIDE | PROJECT_GRID | PROJECT_ITEM), -1);
2969 if (snipe_type == SP_EVILNESS)
2971 cave[ny][nx].info &= ~(CAVE_GLOW | CAVE_MARK);
2979 /* Save the old location */
2983 /* Save the new location */
2988 /* Monster here, Try to hit it */
2989 if (cave[y][x].m_idx)
2991 cave_type *c_mon_ptr = &cave[y][x];
2993 monster_type *m_ptr = &m_list[c_mon_ptr->m_idx];
2994 monster_race *r_ptr = &r_info[m_ptr->r_idx];
2996 /* Check the visibility */
2997 visible = m_ptr->ml;
2999 /* Note the collision */
3002 if (MON_CSLEEP(m_ptr))
3004 if (!(r_ptr->flags3 & RF3_EVIL) || one_in_(5)) chg_virtue(V_COMPASSION, -1);
3005 if (!(r_ptr->flags3 & RF3_EVIL) || one_in_(5)) chg_virtue(V_HONOUR, -1);
3008 if ((r_ptr->level + 10) > p_ptr->lev)
3010 int now_exp = p_ptr->weapon_exp[0][j_ptr->sval];
3011 if (now_exp < s_info[p_ptr->pclass].w_max[0][j_ptr->sval])
3014 if (now_exp < WEAPON_EXP_BEGINNER) amount = 80;
3015 else if (now_exp < WEAPON_EXP_SKILLED) amount = 25;
3016 else if ((now_exp < WEAPON_EXP_EXPERT) && (p_ptr->lev > 19)) amount = 10;
3017 else if (p_ptr->lev > 34) amount = 2;
3018 p_ptr->weapon_exp[0][j_ptr->sval] += amount;
3019 p_ptr->update |= (PU_BONUS);
3025 if ((p_ptr->skill_exp[GINOU_RIDING] < s_info[p_ptr->pclass].s_max[GINOU_RIDING])
3026 && ((p_ptr->skill_exp[GINOU_RIDING] - (RIDING_EXP_BEGINNER * 2)) / 200 < r_info[m_list[p_ptr->riding].r_idx].level)
3029 p_ptr->skill_exp[GINOU_RIDING] += 1;
3030 p_ptr->update |= (PU_BONUS);
3034 /* Did we hit it (penalize range) */
3035 if (test_hit_fire(chance - cur_dis, m_ptr, m_ptr->ml, o_name))
3038 int tdam = tdam_base;
3040 /* Get extra damage from concentration */
3041 if (p_ptr->concent) tdam = boost_concentration_damage(tdam);
3043 /* Handle unseen monster */
3046 /* Invisible monster */
3047 msg_format(_("%sが敵を捕捉した。", "The %s finds a mark."), o_name);
3050 /* Handle visible monster */
3055 /* Get "the monster" or "it" */
3056 monster_desc(m_name, m_ptr, 0);
3058 msg_format(_("%sが%sに命中した。", "The %s hits %s."), o_name, m_name);
3062 /* Hack -- Track this monster race */
3063 if (!p_ptr->image) monster_race_track(m_ptr->ap_r_idx);
3065 /* Hack -- Track this monster */
3066 health_track(c_mon_ptr->m_idx);
3070 if (snipe_type == SP_NEEDLE)
3072 if ((randint1(randint1(r_ptr->level / (3 + p_ptr->concent)) + (8 - p_ptr->concent)) == 1)
3073 && !(r_ptr->flags1 & RF1_UNIQUE) && !(r_ptr->flags7 & RF7_UNIQUE2))
3077 /* Get "the monster" or "it" */
3078 monster_desc(m_name, m_ptr, 0);
3080 tdam = m_ptr->hp + 1;
3081 msg_format(_("%sの急所に突き刺さった!", "Your shot sticked on a fatal spot of %s!"), m_name);
3087 /* Apply special damage */
3088 tdam = tot_dam_aux_shot(q_ptr, tdam, m_ptr);
3089 tdam = critical_shot(q_ptr->weight, q_ptr->to_h, j_ptr->to_h, tdam);
3091 /* No negative damage */
3092 if (tdam < 0) tdam = 0;
3094 /* Modify the damage */
3095 tdam = mon_damage_mod(m_ptr, tdam, FALSE);
3098 msg_format_wizard(CHEAT_MONSTER,
3099 _("%dのダメージを与えた。(残りHP %d/%d(%d))", "You do %d damage. (left HP %d/%d(%d))"),
3100 tdam, m_ptr->hp - tdam, m_ptr->maxhp, m_ptr->max_maxhp);
3103 if (snipe_type == SP_EXPLODE)
3105 u16b flg = (PROJECT_STOP | PROJECT_JUMP | PROJECT_KILL | PROJECT_GRID);
3107 sound(SOUND_EXPLODE); /* No explode sound - use breath fire instead */
3108 project(0, ((p_ptr->concent + 1) / 2 + 1), ny, nx, tdam, GF_MISSILE, flg, -1);
3113 if (snipe_type == SP_HOLYNESS)
3115 cave[ny][nx].info |= (CAVE_GLOW);
3123 /* Hit the monster, check for death */
3124 if (mon_take_hit(c_mon_ptr->m_idx, tdam, &fear, extract_note_dies(real_r_ptr(m_ptr))))
3133 if (object_is_fixed_artifact(q_ptr) &&
3134 (p_ptr->pclass != CLASS_SNIPER || p_ptr->concent == 0))
3138 monster_desc(m_name, m_ptr, 0);
3141 msg_format(_("%sは%sに突き刺さった!", "%^s have stuck into %s!"),o_name, m_name);
3144 message_pain(c_mon_ptr->m_idx, tdam);
3146 /* Anger the monster */
3147 if (tdam > 0) anger_monster(m_ptr);
3150 if (fear && m_ptr->ml)
3156 /* Get the monster name (or "it") */
3157 monster_desc(m_name, m_ptr, 0);
3159 msg_format(_("%^sは恐怖して逃げ出した!", "%^s flees in terror!"), m_name);
3162 set_target(m_ptr, p_ptr->y, p_ptr->x);
3165 if (snipe_type == SP_RUSH)
3167 int n = randint1(5) + 3;
3168 MONSTER_IDX m_idx = c_mon_ptr->m_idx;
3170 for ( ; cur_dis <= tdis; )
3177 /* Calculate the new location (see "project()") */
3178 mmove2(&ny, &nx, p_ptr->y, p_ptr->x, ty, tx);
3180 /* Stopped by wilderness boundary */
3181 if (!in_bounds2(ny, nx)) break;
3183 /* Stopped by walls/doors */
3184 if (!player_can_enter(cave[ny][nx].feat, 0)) break;
3186 /* Stopped by monsters */
3187 if (!cave_empty_bold(ny, nx)) break;
3189 cave[ny][nx].m_idx = m_idx;
3190 cave[oy][ox].m_idx = 0;
3195 /* Update the monster (new location) */
3196 update_mon(c_mon_ptr->m_idx, TRUE);
3202 Term_xtra(TERM_XTRA_DELAY, msec);
3214 if (snipe_type == SP_PIERCE)
3216 if(p_ptr->concent < 1) break;
3226 /* Chance of breakage (during attacks) */
3227 j = (hit_body ? breakage_chance(q_ptr) : 0);
3231 MONSTER_IDX m_idx = cave[y][x].m_idx;
3232 monster_type *m_ptr = &m_list[m_idx];
3233 OBJECT_IDX o_idx = o_pop();
3237 msg_format(_("%sはどこかへ行った。", "The %s have gone to somewhere."), o_name);
3238 if (object_is_fixed_artifact(q_ptr))
3240 a_info[j_ptr->name1].cur_num = 0;
3245 o_ptr = &o_list[o_idx];
3246 object_copy(o_ptr, q_ptr);
3249 o_ptr->marked &= OM_TOUCHED;
3251 /* Forget location */
3252 o_ptr->iy = o_ptr->ix = 0;
3254 /* Memorize monster */
3255 o_ptr->held_m_idx = m_idx;
3258 o_ptr->next_o_idx = m_ptr->hold_o_idx;
3261 m_ptr->hold_o_idx = o_idx;
3263 else if (cave_have_flag_bold(y, x, FF_PROJECT))
3265 /* Drop (or break) near that location */
3266 (void)drop_near(q_ptr, j, y, x);
3270 /* Drop (or break) near that location */
3271 (void)drop_near(q_ptr, j, prev_y, prev_x);
3274 /* Sniper - Repeat shooting when double shots */
3277 /* Sniper - Loose his/her concentration after any shot */
3278 if (p_ptr->concent) reset_concentration(FALSE);
3282 * @brief 射撃処理のメインルーチン
3285 void do_cmd_fire(void)
3291 is_fired = FALSE; /* not fired yet */
3293 /* Get the "bow" (if any) */
3294 j_ptr = &inventory[INVEN_BOW];
3296 /* Require a launcher */
3299 msg_print(_("射撃用の武器を持っていない。", "You have nothing to fire with."));
3304 if (j_ptr->sval == SV_CRIMSON)
3306 msg_print(_("この武器は発動して使うもののようだ。", "Do activate."));
3311 if (j_ptr->sval == SV_HARP)
3313 msg_print(_("この武器で射撃はできない。", "It's not for firing."));
3319 if (p_ptr->special_defense & KATA_MUSOU)
3321 set_action(ACTION_NONE);
3324 /* Require proper missile */
3325 item_tester_tval = p_ptr->tval_ammo;
3327 q = _("どれを撃ちますか? ", "Fire which item? ");
3328 s = _("発射されるアイテムがありません。", "You have nothing to fire.");
3329 if (!get_item(&item, q, s, (USE_INVEN | USE_FLOOR)))
3336 do_cmd_fire_aux(item, j_ptr);
3338 if (!is_fired || p_ptr->pclass != CLASS_SNIPER) return;
3340 /* Sniper actions after some shootings */
3341 if (snipe_type == SP_AWAY)
3343 teleport_player(10 + (p_ptr->concent * 2), 0L);
3345 if (snipe_type == SP_FINAL)
3347 msg_print(_("射撃の反動が体を襲った。", "A reactionary of shooting attacked you. "));
3348 (void)set_slow(p_ptr->slow + randint0(7) + 7, FALSE);
3349 (void)set_stun(p_ptr->stun + randint1(25));
3355 * @brief 投射処理メインルーチン /
3356 * Throw an object from the pack or floor.
3358 * @param boomerang ブーメラン処理ならばTRUE
3359 * @param shuriken 忍者の手裏剣処理ならばTRUE
3360 * @return ターンを消費した場合TRUEを返す
3363 * Note: "unseen" monsters are very hard to hit.
3365 * Should throwing a weapon do full damage? Should it allow the magic
3366 * to hit bonus of the weapon to have an effect? Should it ever cause
3367 * the item to be destroyed? Should it do any damage at all?
3370 bool do_cmd_throw(int mult, bool boomerang, OBJECT_IDX shuriken)
3375 POSITION y, x, ty, tx, prev_y, prev_x;
3376 POSITION ny[19], nx[19];
3377 int chance, tdam, tdis;
3378 int mul, div, dd, ds;
3379 int cur_dis, visible;
3387 bool hit_body = FALSE;
3388 bool hit_wall = FALSE;
3389 bool equiped_item = FALSE;
3390 bool return_when_thrown = FALSE;
3392 char o_name[MAX_NLEN];
3394 int msec = delay_factor * delay_factor * delay_factor;
3396 BIT_FLAGS flgs[TR_FLAG_SIZE];
3398 bool come_back = FALSE;
3399 bool do_drop = TRUE;
3402 if (p_ptr->special_defense & KATA_MUSOU)
3404 set_action(ACTION_NONE);
3413 if (buki_motteruka(INVEN_RARM) && buki_motteruka(INVEN_LARM))
3415 item_tester_hook = item_tester_hook_boomerang;
3416 q = _("どの武器を投げますか? ", "Throw which item? ");
3417 s = _("投げる武器がない。", "You have nothing to throw.");
3418 if (!get_item(&item, q, s, (USE_EQUIP)))
3424 else if (buki_motteruka(INVEN_LARM)) item = INVEN_LARM;
3425 else item = INVEN_RARM;
3429 q = _("どのアイテムを投げますか? ", "Throw which item? ");
3430 s = _("投げるアイテムがない。", "You have nothing to throw.");
3431 if (!get_item(&item, q, s, (USE_INVEN | USE_FLOOR | USE_EQUIP)))
3438 /* Access the item (if in the pack) */
3441 o_ptr = &inventory[item];
3445 o_ptr = &o_list[0 - item];
3448 /* Item is cursed */
3449 if (object_is_cursed(o_ptr) && (item >= INVEN_RARM))
3451 msg_print(_("ふーむ、どうやら呪われているようだ。", "Hmmm, it seems to be cursed."));
3456 if (p_ptr->inside_arena && !boomerang)
3458 if (o_ptr->tval != TV_SPIKE)
3460 msg_print(_("アリーナではアイテムを使えない!", "You're in the arena now. This is hand-to-hand!"));
3468 /* Get local object */
3471 /* Obtain a local object */
3472 object_copy(q_ptr, o_ptr);
3474 /* Extract the thrown object's flags. */
3475 object_flags(q_ptr, flgs);
3476 torch_flags(q_ptr, flgs);
3478 /* Distribute the charges of rods/wands between the stacks */
3479 distribute_charges(o_ptr, q_ptr, 1);
3485 object_desc(o_name, q_ptr, OD_OMIT_PREFIX);
3487 if (p_ptr->mighty_throw) mult += 3;
3489 /* Extract a "distance multiplier" */
3490 /* Changed for 'launcher' mutation */
3491 mul = 10 + 2 * (mult - 1);
3493 /* Enforce a minimum "weight" of one pound */
3494 div = ((q_ptr->weight > 10) ? q_ptr->weight : 10);
3495 if ((have_flag(flgs, TR_THROW)) || boomerang) div /= 2;
3497 /* Hack -- Distance -- Reward strength, penalize weight */
3498 tdis = (adj_str_blow[p_ptr->stat_ind[A_STR]] + 20) * mul / div;
3500 /* Max distance of 10-18 */
3501 if (tdis > mul) tdis = mul;
3505 ty = randint0(101) - 50 + p_ptr->y;
3506 tx = randint0(101) - 50 + p_ptr->x;
3510 project_length = tdis + 1;
3512 /* Get a direction (or cancel) */
3513 if (!get_aim_dir(&dir)) return FALSE;
3515 /* Predict the "target" location */
3516 tx = p_ptr->x + 99 * ddx[dir];
3517 ty = p_ptr->y + 99 * ddy[dir];
3519 /* Check for "target request" */
3520 if ((dir == 5) && target_okay())
3526 project_length = 0; /* reset to default */
3529 if ((q_ptr->name1 == ART_MJOLLNIR) ||
3530 (q_ptr->name1 == ART_AEGISFANG) || boomerang)
3531 return_when_thrown = TRUE;
3533 /* Reduce and describe inventory */
3536 inven_item_increase(item, -1);
3537 if (!return_when_thrown)
3538 inven_item_describe(item);
3539 inven_item_optimize(item);
3542 /* Reduce and describe floor item */
3545 floor_item_increase(0 - item, -1);
3546 floor_item_optimize(0 - item);
3548 if (item >= INVEN_RARM)
3550 equiped_item = TRUE;
3551 p_ptr->redraw |= (PR_EQUIPPY);
3554 p_ptr->energy_use = 100;
3556 /* Rogue and Ninja gets bonus */
3557 if ((p_ptr->pclass == CLASS_ROGUE) || (p_ptr->pclass == CLASS_NINJA))
3558 p_ptr->energy_use -= p_ptr->lev;
3560 /* Start at the player */
3565 /* Hack -- Handle stuff */
3568 if ((p_ptr->pclass == CLASS_NINJA) && ((q_ptr->tval == TV_SPIKE) || ((have_flag(flgs, TR_THROW)) && (q_ptr->tval == TV_SWORD)))) shuriken = TRUE;
3569 else shuriken = FALSE;
3571 /* Chance of hitting */
3572 if (have_flag(flgs, TR_THROW)) chance = ((p_ptr->skill_tht) +
3573 ((p_ptr->to_h_b + q_ptr->to_h) * BTH_PLUS_ADJ));
3574 else chance = (p_ptr->skill_tht + (p_ptr->to_h_b * BTH_PLUS_ADJ));
3576 if (shuriken) chance *= 2;
3578 /* Save the old location */
3582 /* Travel until stopped */
3583 for (cur_dis = 0; cur_dis <= tdis; )
3585 /* Hack -- Stop at the target */
3586 if ((y == ty) && (x == tx)) break;
3588 /* Calculate the new location (see "project()") */
3591 mmove2(&ny[cur_dis], &nx[cur_dis], p_ptr->y, p_ptr->x, ty, tx);
3593 /* Stopped by walls/doors */
3594 if (!cave_have_flag_bold(ny[cur_dis], nx[cur_dis], FF_PROJECT))
3597 if ((q_ptr->tval == TV_FIGURINE) || object_is_potion(q_ptr) || !cave[ny[cur_dis]][nx[cur_dis]].m_idx) break;
3600 /* The player can see the (on screen) missile */
3601 if (panel_contains(ny[cur_dis], nx[cur_dis]) && player_can_see_bold(ny[cur_dis], nx[cur_dis]))
3603 char c = object_char(q_ptr);
3604 byte a = object_attr(q_ptr);
3606 /* Draw, Hilite, Fresh, Pause, Erase */
3607 print_rel(c, a, ny[cur_dis], nx[cur_dis]);
3608 move_cursor_relative(ny[cur_dis], nx[cur_dis]);
3610 Term_xtra(TERM_XTRA_DELAY, msec);
3611 lite_spot(ny[cur_dis], nx[cur_dis]);
3615 /* The player cannot see the missile */
3618 /* Pause anyway, for consistancy */
3619 Term_xtra(TERM_XTRA_DELAY, msec);
3622 /* Save the old location */
3626 /* Save the new location */
3630 /* Advance the distance */
3633 /* Monster here, Try to hit it */
3634 if (cave[y][x].m_idx)
3636 cave_type *c_ptr = &cave[y][x];
3637 monster_type *m_ptr = &m_list[c_ptr->m_idx];
3639 /* Check the visibility */
3640 visible = m_ptr->ml;
3642 /* Note the collision */
3645 /* Did we hit it (penalize range) */
3646 if (test_hit_fire(chance - cur_dis, m_ptr, m_ptr->ml, o_name))
3650 /* Handle unseen monster */
3653 /* Invisible monster */
3654 msg_format(_("%sが敵を捕捉した。", "The %s finds a mark."), o_name);
3657 /* Handle visible monster */
3662 /* Get "the monster" or "it" */
3663 monster_desc(m_name, m_ptr, 0);
3665 msg_format(_("%sが%sに命中した。", "The %s hits %s."), o_name, m_name);
3669 /* Hack -- Track this monster race */
3670 if (!p_ptr->image) monster_race_track(m_ptr->ap_r_idx);
3672 /* Hack -- Track this monster */
3673 health_track(c_ptr->m_idx);
3677 /* Hack -- Base damage from thrown object */
3680 torch_dice(q_ptr, &dd, &ds); /* throwing a torch */
3681 tdam = damroll(dd, ds);
3682 /* Apply special damage */
3683 tdam = tot_dam_aux(q_ptr, tdam, m_ptr, 0, TRUE);
3684 tdam = critical_shot(q_ptr->weight, q_ptr->to_h, 0, tdam);
3685 if (q_ptr->to_d > 0)
3686 tdam += q_ptr->to_d;
3688 tdam += -q_ptr->to_d;
3692 tdam *= (mult+p_ptr->num_blow[item - INVEN_RARM]);
3693 tdam += p_ptr->to_d_m;
3695 else if (have_flag(flgs, TR_THROW))
3698 tdam += p_ptr->to_d_m;
3706 tdam += ((p_ptr->lev+30)*(p_ptr->lev+30)-900)/55;
3709 /* No negative damage */
3710 if (tdam < 0) tdam = 0;
3712 /* Modify the damage */
3713 tdam = mon_damage_mod(m_ptr, tdam, FALSE);
3715 msg_format_wizard(CHEAT_MONSTER, _("%dのダメージを与えた。(残りHP %d/%d(%d))", "You do %d damage. (left HP %d/%d(%d))"),
3716 tdam, m_ptr->hp - tdam, m_ptr->maxhp, m_ptr->max_maxhp);
3718 /* Hit the monster, check for death */
3719 if (mon_take_hit(c_ptr->m_idx, tdam, &fear, extract_note_dies(real_r_ptr(m_ptr))))
3727 message_pain(c_ptr->m_idx, tdam);
3729 /* Anger the monster */
3730 if ((tdam > 0) && !object_is_potion(q_ptr))
3731 anger_monster(m_ptr);
3734 if (fear && m_ptr->ml)
3740 /* Get the monster name (or "it") */
3741 monster_desc(m_name, m_ptr, 0);
3743 msg_format(_("%^sは恐怖して逃げ出した!", "%^s flees in terror!"), m_name);
3753 /* decrease toach's fuel */
3754 if (hit_body) torch_lost_fuel(q_ptr);
3756 /* Chance of breakage (during attacks) */
3757 j = (hit_body ? breakage_chance(q_ptr) : 0);
3759 /* Figurines transform */
3760 if ((q_ptr->tval == TV_FIGURINE) && !(p_ptr->inside_arena))
3764 if (!(summon_named_creature(0, y, x, q_ptr->pval,
3765 !(object_is_cursed(q_ptr)) ? PM_FORCE_PET : 0L)))
3766 msg_print(_("人形は捻じ曲がり砕け散ってしまった!", "The Figurine writhes and then shatters."));
3767 else if (object_is_cursed(q_ptr))
3768 msg_print(_("これはあまり良くない気がする。", "You have a bad feeling about this."));
3773 /* Potions smash open */
3774 if (object_is_potion(q_ptr))
3776 if (hit_body || hit_wall || (randint1(100) < j))
3778 msg_format(_("%sは砕け散った!", "The %s shatters!"), o_name);
3780 if (potion_smash_effect(0, y, x, q_ptr->k_idx))
3782 monster_type *m_ptr = &m_list[cave[y][x].m_idx];
3784 /* ToDo (Robert): fix the invulnerability */
3785 if (cave[y][x].m_idx &&
3786 is_friendly(&m_list[cave[y][x].m_idx]) &&
3787 !MON_INVULNER(m_ptr))
3790 monster_desc(m_name, &m_list[cave[y][x].m_idx], 0);
3791 msg_format(_("%sは怒った!", "%^s gets angry!"), m_name);
3792 set_hostile(&m_list[cave[y][x].m_idx]);
3803 if (return_when_thrown)
3805 int back_chance = randint1(30)+20+((int)(adj_dex_th[p_ptr->stat_ind[A_DEX]]) - 128);
3806 char o2_name[MAX_NLEN];
3807 bool super_boomerang = (((q_ptr->name1 == ART_MJOLLNIR) || (q_ptr->name1 == ART_AEGISFANG)) && boomerang);
3810 if (boomerang) back_chance += 4+randint1(5);
3811 if (super_boomerang) back_chance += 100;
3812 object_desc(o2_name, q_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
3814 if((back_chance > 30) && (!one_in_(100) || super_boomerang))
3816 for (i = cur_dis - 1; i > 0; i--)
3818 if (panel_contains(ny[i], nx[i]) && player_can_see_bold(ny[i], nx[i]))
3820 char c = object_char(q_ptr);
3821 byte a = object_attr(q_ptr);
3823 /* Draw, Hilite, Fresh, Pause, Erase */
3824 print_rel(c, a, ny[i], nx[i]);
3825 move_cursor_relative(ny[i], nx[i]);
3827 Term_xtra(TERM_XTRA_DELAY, msec);
3828 lite_spot(ny[i], nx[i]);
3833 /* Pause anyway, for consistancy */
3834 Term_xtra(TERM_XTRA_DELAY, msec);
3837 if((back_chance > 37) && !p_ptr->blind && (item >= 0))
3839 msg_format(_("%sが手元に返ってきた。", "%s comes back to you."), o2_name);
3846 msg_format(_("%sを受け損ねた!", "%s backs, but you can't catch!"), o2_name);
3850 msg_format(_("%sが返ってきた。", "%s comes back."), o2_name);
3858 msg_format(_("%sが返ってこなかった!", "%s doesn't back!"), o2_name);
3864 if (item == INVEN_RARM || item == INVEN_LARM)
3866 /* Access the wield slot */
3867 o_ptr = &inventory[item];
3869 /* Wear the new stuff */
3870 object_copy(o_ptr, q_ptr);
3872 /* Increase the weight */
3873 p_ptr->total_weight += q_ptr->weight;
3875 /* Increment the equip counter by hand */
3878 /* Recalculate bonuses */
3879 p_ptr->update |= (PU_BONUS);
3881 /* Recalculate torch */
3882 p_ptr->update |= (PU_TORCH);
3884 /* Recalculate mana XXX */
3885 p_ptr->update |= (PU_MANA);
3887 p_ptr->window |= (PW_EQUIP);
3895 else if (equiped_item)
3901 /* Drop (or break) near that location */
3904 if (cave_have_flag_bold(y, x, FF_PROJECT))
3906 /* Drop (or break) near that location */
3907 (void)drop_near(q_ptr, j, y, x);
3911 /* Drop (or break) near that location */
3912 (void)drop_near(q_ptr, j, prev_y, prev_x);
3922 * Hack: travel command
3924 #define TRAVEL_UNABLE 9999
3926 static int flow_head = 0;
3927 static int flow_tail = 0;
3928 static POSITION temp2_x[MAX_SHORT];
3929 static POSITION temp2_y[MAX_SHORT];
3932 * @brief トラベル処理の記憶配列を初期化する Hack: forget the "flow" information
3935 void forget_travel_flow(void)
3939 /* Check the entire dungeon */
3940 for (y = 0; y < cur_hgt; y++)
3942 for (x = 0; x < cur_wid; x++)
3944 /* Forget the old data */
3945 travel.cost[y][x] = MAX_SHORT;
3949 travel.y = travel.x = 0;
3953 * @brief トラベル処理中に地形に応じた移動コスト基準を返す
3958 static int travel_flow_cost(POSITION y, POSITION x)
3960 feature_type *f_ptr = &f_info[cave[y][x].feat];
3963 /* Avoid obstacles (ex. trees) */
3964 if (have_flag(f_ptr->flags, FF_AVOID_RUN)) cost += 1;
3967 if (have_flag(f_ptr->flags, FF_WATER))
3969 if (have_flag(f_ptr->flags, FF_DEEP) && !p_ptr->levitation) cost += 5;
3973 if (have_flag(f_ptr->flags, FF_LAVA))
3976 if (!p_ptr->resist_fire) lava *= 2;
3977 if (!p_ptr->levitation) lava *= 2;
3978 if (have_flag(f_ptr->flags, FF_DEEP)) lava *= 2;
3983 /* Detected traps and doors */
3984 if (cave[y][x].info & (CAVE_MARK))
3986 if (have_flag(f_ptr->flags, FF_DOOR)) cost += 1;
3987 if (have_flag(f_ptr->flags, FF_TRAP)) cost += 10;
3994 * @brief トラベル処理の到達地点までの行程を得る処理のサブルーチン
3998 * @param wall プレイヤーが壁の中にいるならばTRUE
4001 static void travel_flow_aux(POSITION y, POSITION x, int n, bool wall)
4003 cave_type *c_ptr = &cave[y][x];
4004 feature_type *f_ptr = &f_info[c_ptr->feat];
4005 int old_head = flow_head;
4007 int base_cost = (n % TRAVEL_UNABLE);
4008 int from_wall = (n / TRAVEL_UNABLE);
4011 /* Ignore out of bounds */
4012 if (!in_bounds(y, x)) return;
4014 /* Ignore unknown grid except in wilderness */
4015 if (dun_level > 0 && !(c_ptr->info & CAVE_KNOWN)) return;
4017 /* Ignore "walls" and "rubble" (include "secret doors") */
4018 if (have_flag(f_ptr->flags, FF_WALL) ||
4019 have_flag(f_ptr->flags, FF_CAN_DIG) ||
4020 (have_flag(f_ptr->flags, FF_DOOR) && cave[y][x].mimic) ||
4021 (!have_flag(f_ptr->flags, FF_MOVE) && have_flag(f_ptr->flags, FF_CAN_FLY) && !p_ptr->levitation))
4023 if (!wall || !from_wall) return;
4024 add_cost += TRAVEL_UNABLE;
4028 add_cost = travel_flow_cost(y, x);
4031 cost = base_cost + add_cost;
4033 /* Ignore lower cost entries */
4034 if (travel.cost[y][x] <= cost) return;
4036 /* Save the flow cost */
4037 travel.cost[y][x] = cost;
4039 /* Enqueue that entry */
4040 temp2_y[flow_head] = y;
4041 temp2_x[flow_head] = x;
4043 /* Advance the queue */
4044 if (++flow_head == MAX_SHORT) flow_head = 0;
4046 /* Hack -- notice overflow by forgetting new entry */
4047 if (flow_head == flow_tail) flow_head = old_head;
4053 * @brief トラベル処理の到達地点までの行程を得る処理のメインルーチン
4054 * @param ty 目標地点のY座標
4055 * @param tx 目標地点のX座標
4058 static void travel_flow(POSITION ty, POSITION tx)
4062 feature_type *f_ptr = &f_info[cave[p_ptr->y][p_ptr->x].feat];
4064 /* Reset the "queue" */
4065 flow_head = flow_tail = 0;
4067 /* is player in the wall? */
4068 if (!have_flag(f_ptr->flags, FF_MOVE)) wall = TRUE;
4070 /* Start at the target grid */
4071 travel_flow_aux(ty, tx, 0, wall);
4073 /* Now process the queue */
4074 while (flow_head != flow_tail)
4076 /* Extract the next entry */
4077 y = temp2_y[flow_tail];
4078 x = temp2_x[flow_tail];
4080 /* Forget that entry */
4081 if (++flow_tail == MAX_SHORT) flow_tail = 0;
4083 /* Ignore too far entries */
4084 //if (distance(ty, tx, y, x) > 100) continue;
4086 /* Add the "children" */
4087 for (d = 0; d < 8; d++)
4089 /* Add that child if "legal" */
4090 travel_flow_aux(y + ddy_ddd[d], x + ddx_ddd[d], travel.cost[y][x], wall);
4094 /* Forget the flow info */
4095 flow_head = flow_tail = 0;
4099 * @brief トラベル処理のメインルーチン
4102 void do_cmd_travel(void)
4107 feature_type *f_ptr;
4109 if (travel.x != 0 && travel.y != 0 &&
4110 get_check(_("トラベルを継続しますか?", "Do you continue to travel?")))
4115 else if (!tgt_pt(&x, &y)) return;
4117 if ((x == p_ptr->x) && (y == p_ptr->y))
4119 msg_print(_("すでにそこにいます!", "You are already there!!"));
4123 f_ptr = &f_info[cave[y][x].feat];
4125 if ((cave[y][x].info & CAVE_MARK) &&
4126 (have_flag(f_ptr->flags, FF_WALL) ||
4127 have_flag(f_ptr->flags, FF_CAN_DIG) ||
4128 (have_flag(f_ptr->flags, FF_DOOR) && cave[y][x].mimic)))
4130 msg_print(_("そこには行くことができません!", "You cannot travel there!"));
4134 forget_travel_flow();
4140 /* Travel till 255 steps */
4146 /* Decides first direction */
4147 dx = abs(p_ptr->x - x);
4148 dy = abs(p_ptr->y - y);
4149 sx = ((x == p_ptr->x) || (dx < dy)) ? 0 : ((x > p_ptr->x) ? 1 : -1);
4150 sy = ((y == p_ptr->y) || (dy < dx)) ? 0 : ((y > p_ptr->y) ? 1 : -1);
4152 for (i = 1; i <= 9; i++)
4154 if ((sx == ddx[i]) && (sy == ddy[i])) travel.dir = i;