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 #if defined(ALLOW_EASY_OPEN) || defined(ALLOW_EASY_DISARM) /* TNB */
510 * @brief 地形は開くものであって、かつ開かれているかを返す /
511 * Attempt to open the given chest at the given location
513 * @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
515 static bool is_open(IDX feat)
517 return have_flag(f_info[feat].flags, FF_CLOSE) && (feat != feat_state(feat, FF_CLOSE));
522 * @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 /
523 * Attempt to open the given chest at the given location
524 * @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
525 * @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
526 * @param test 地形条件を判定するための関数ポインタ
527 * @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
529 * @details Return the number of features around (or under) the character.
530 * Usually look for doors and floor traps.
532 static int count_dt(POSITION *y, POSITION *x, bool (*test)(IDX feat), bool under)
534 int d, count, xx, yy;
536 /* Count how many matches */
539 /* Check around (and under) the character */
540 for (d = 0; d < 9; d++)
545 /* if not searching under player continue */
546 if ((d == 8) && !under) continue;
548 /* Extract adjacent (legal) location */
549 yy = p_ptr->y + ddy_ddd[d];
550 xx = p_ptr->x + ddx_ddd[d];
553 c_ptr = &cave[yy][xx];
555 /* Must have knowledge */
556 if (!(c_ptr->info & (CAVE_MARK))) continue;
558 /* Feature code (applying "mimic" field) */
559 feat = get_feat_mimic(c_ptr);
561 /* Not looking for this feature */
562 if (!((*test)(feat))) continue;
567 /* Remember the location. Only useful if only one match */
578 * @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 /
579 * Return the number of chests around (or under) the character.
580 * @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
581 * @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
582 * @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
585 * If requested, count only trapped chests.
587 static int count_chests(POSITION *y, POSITION *x, bool trapped)
594 /* Count how many matches */
597 /* Check around (and under) the character */
598 for (d = 0; d < 9; d++)
600 /* Extract adjacent (legal) location */
601 POSITION yy = p_ptr->y + ddy_ddd[d];
602 POSITION xx = p_ptr->x + ddx_ddd[d];
604 /* No (visible) chest is there */
605 if ((o_idx = chest_check(yy, xx, FALSE)) == 0) continue;
607 /* Grab the object */
608 o_ptr = &o_list[o_idx];
611 if (o_ptr->pval == 0) continue;
613 /* No (known) traps here */
614 if (trapped && (!object_is_known(o_ptr) ||
615 !chest_traps[o_ptr->pval])) continue;
620 /* Remember the location. Only useful if only one match */
631 * @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 /
632 * Convert an adjacent location to a direction.
633 * @param y 方角を確認したY座標
634 * @param x 方角を確認したX座標
637 static DIRECTION coords_to_dir(POSITION y, POSITION x)
639 int d[3][3] = { {7, 4, 1}, {8, 5, 2}, {9, 6, 3} };
646 if (ABS(dx) > 1 || ABS(dy) > 1) return (0);
648 return d[dx + 1][dy + 1];
651 #endif /* defined(ALLOW_EASY_OPEN) || defined(ALLOW_EASY_DISARM) -- TNB */
655 * @brief 「開ける」動作コマンドのサブルーチン /
656 * Perform the basic "open" command on doors
657 * @param y 対象を行うマスのY座標
658 * @param x 対象を行うマスのX座標
659 * @return 実際に処理が行われた場合TRUEを返す。
661 * Assume destination is a closed/locked/jammed door
662 * Assume there is no monster blocking the destination
663 * Returns TRUE if repeated commands may continue
665 static bool do_cmd_open_aux(POSITION y, POSITION x)
669 /* Get requested grid */
670 cave_type *c_ptr = &cave[y][x];
671 feature_type *f_ptr = &f_info[c_ptr->feat];
674 p_ptr->energy_use = 100;
676 /* Seeing true feature code (ignore mimic) */
679 if (!have_flag(f_ptr->flags, FF_OPEN))
682 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);
686 else if (f_ptr->power)
689 i = p_ptr->skill_dis;
691 /* Penalize some conditions */
692 if (p_ptr->blind || no_lite()) i = i / 10;
693 if (p_ptr->confused || p_ptr->image) i = i / 10;
695 /* Extract the lock power */
698 /* Extract the difficulty XXX XXX XXX */
701 /* Always have a small chance of success */
705 if (randint0(100) < j)
708 msg_print(_("鍵をはずした。", "You have picked the lock."));
711 cave_alter_feat(y, x, FF_OPEN);
713 sound(SOUND_OPENDOOR);
723 if (flush_failure) flush();
726 msg_print(_("鍵をはずせなかった。", "You failed to pick the lock."));
728 /* We may keep trying */
737 cave_alter_feat(y, x, FF_OPEN);
739 sound(SOUND_OPENDOOR);
747 * @brief 「開ける」コマンドのメインルーチン /
748 * Open a closed/locked/jammed door or a closed/locked chest.
751 * Unlocking a locked door/chest is worth one experience point.
753 void do_cmd_open(void)
761 if (p_ptr->special_defense & KATA_MUSOU)
763 set_action(ACTION_NONE);
766 #ifdef ALLOW_EASY_OPEN /* TNB */
768 /* Option: Pick a direction */
771 int num_doors, num_chests;
773 /* Count closed doors (locked or jammed) */
774 num_doors = count_dt(&y, &x, is_closed_door, FALSE);
776 /* Count chests (locked) */
777 num_chests = count_chests(&y, &x, FALSE);
779 /* See if only one target */
780 if (num_doors || num_chests)
782 bool too_many = (num_doors && num_chests) || (num_doors > 1) ||
784 if (!too_many) command_dir = coords_to_dir(y, x);
788 #endif /* ALLOW_EASY_OPEN -- TNB */
790 /* Allow repeated command */
793 /* Set repeat count */
794 command_rep = command_arg - 1;
796 /* Redraw the state */
797 p_ptr->redraw |= (PR_STATE);
803 /* Get a "repeated" direction */
804 if (get_rep_dir(&dir, TRUE))
809 /* Get requested location */
810 y = p_ptr->y + ddy[dir];
811 x = p_ptr->x + ddx[dir];
813 /* Get requested grid */
816 /* Feature code (applying "mimic" field) */
817 feat = get_feat_mimic(c_ptr);
819 /* Check for chest */
820 o_idx = chest_check(y, x, FALSE);
823 if (!have_flag(f_info[feat].flags, FF_OPEN) && !o_idx)
826 msg_print(_("そこには開けるものが見当たらない。", "You see nothing there to open."));
829 /* Monster in the way */
830 else if (c_ptr->m_idx && p_ptr->riding != c_ptr->m_idx)
832 p_ptr->energy_use = 100;
835 msg_print(_("モンスターが立ちふさがっている!", "There is a monster in the way!"));
845 more = do_cmd_open_chest(y, x, o_idx);
852 more = do_cmd_open_aux(y, x);
856 /* Cancel repeat unless we may continue */
857 if (!more) disturb(0, 0);
863 * @brief 「閉じる」動作コマンドのサブルーチン /
864 * Perform the basic "close" command
865 * @param y 対象を行うマスのY座標
866 * @param x 対象を行うマスのX座標
867 * @return 実際に処理が行われた場合TRUEを返す。
869 * Assume destination is an open/broken door
870 * Assume there is no monster blocking the destination
871 * Returns TRUE if repeated commands may continue
873 static bool do_cmd_close_aux(POSITION y, POSITION x)
875 /* Get grid and contents */
876 cave_type *c_ptr = &cave[y][x];
877 FEAT_IDX old_feat = c_ptr->feat;
880 p_ptr->energy_use = 100;
882 /* Seeing true feature code (ignore mimic) */
885 if (have_flag(f_info[old_feat].flags, FF_CLOSE))
887 s16b closed_feat = feat_state(old_feat, FF_CLOSE);
889 /* Hack -- object in the way */
890 if ((c_ptr->o_idx || (c_ptr->info & CAVE_OBJECT)) &&
891 (closed_feat != old_feat) && !have_flag(f_info[closed_feat].flags, FF_DROP))
894 msg_print(_("何かがつっかえて閉まらない。", "There seems stuck."));
899 cave_alter_feat(y, x, FF_CLOSE);
902 if (old_feat == c_ptr->feat)
905 msg_print(_("ドアは壊れてしまっている。", "The door appears to be broken."));
909 sound(SOUND_SHUTDOOR);
920 * @brief 「閉じる」コマンドのメインルーチン /
921 * Close an open door.
924 * Unlocking a locked door/chest is worth one experience point.
926 void do_cmd_close(void)
933 if (p_ptr->special_defense & KATA_MUSOU)
935 set_action(ACTION_NONE);
938 #ifdef ALLOW_EASY_OPEN /* TNB */
940 /* Option: Pick a direction */
943 /* Count open doors */
944 if (count_dt(&y, &x, is_open, FALSE) == 1)
946 command_dir = coords_to_dir(y, x);
950 #endif /* ALLOW_EASY_OPEN -- TNB */
952 /* Allow repeated command */
955 /* Set repeat count */
956 command_rep = command_arg - 1;
958 /* Redraw the state */
959 p_ptr->redraw |= (PR_STATE);
965 /* Get a "repeated" direction */
966 if (get_rep_dir(&dir,FALSE))
971 /* Get requested location */
972 y = p_ptr->y + ddy[dir];
973 x = p_ptr->x + ddx[dir];
975 /* Get grid and contents */
978 /* Feature code (applying "mimic" field) */
979 feat = get_feat_mimic(c_ptr);
981 /* Require open/broken door */
982 if (!have_flag(f_info[feat].flags, FF_CLOSE))
985 msg_print(_("そこには閉じるものが見当たらない。", "You see nothing there to close."));
988 /* Monster in the way */
989 else if (c_ptr->m_idx)
991 p_ptr->energy_use = 100;
994 msg_print(_("モンスターが立ちふさがっている!", "There is a monster in the way!"));
1000 /* Close the door */
1003 /* Close the door */
1004 more = do_cmd_close_aux(y, x);
1008 /* Cancel repeat unless we may continue */
1009 if (!more) disturb(0, 0);
1014 * @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 /
1015 * Determine if a given grid may be "tunneled"
1016 * @param y 対象を行うマスのY座標
1017 * @param x 対象を行うマスのX座標
1020 static bool do_cmd_tunnel_test(POSITION y, POSITION x)
1022 cave_type *c_ptr = &cave[y][x];
1024 /* Must have knowledge */
1025 if (!(c_ptr->info & CAVE_MARK))
1028 msg_print(_("そこには何も見当たらない。", "You see nothing there."));
1034 /* Must be a wall/door/etc */
1035 if (!cave_have_flag_grid(c_ptr, FF_TUNNEL))
1038 msg_print(_("そこには掘るものが見当たらない。", "You see nothing there to tunnel."));
1050 * @brief 「掘る」動作コマンドのサブルーチン /
1051 * Perform the basic "tunnel" command
1052 * @param y 対象を行うマスのY座標
1053 * @param x 対象を行うマスのX座標
1054 * @return 実際に処理が行われた場合TRUEを返す。
1056 * Assumes that no monster is blocking the destination
1057 * Do not use twall anymore
1058 * Returns TRUE if repeated commands may continue
1060 static bool do_cmd_tunnel_aux(POSITION y, POSITION x)
1063 feature_type *f_ptr, *mimic_f_ptr;
1068 /* Verify legality */
1069 if (!do_cmd_tunnel_test(y, x)) return (FALSE);
1071 p_ptr->energy_use = 100;
1074 c_ptr = &cave[y][x];
1075 f_ptr = &f_info[c_ptr->feat];
1076 power = f_ptr->power;
1078 /* Feature code (applying "mimic" field) */
1079 mimic_f_ptr = &f_info[get_feat_mimic(c_ptr)];
1081 name = f_name + mimic_f_ptr->name;
1085 if (have_flag(f_ptr->flags, FF_PERMANENT))
1088 if (have_flag(mimic_f_ptr->flags, FF_PERMANENT))
1090 msg_print(_("この岩は硬すぎて掘れないようだ。", "This seems to be permanent rock."));
1093 /* Map border (mimiccing Permanent wall) */
1096 msg_print(_("そこは掘れない!", "You can't tunnel through that!"));
1101 else if (have_flag(f_ptr->flags, FF_CAN_DIG))
1104 if (p_ptr->skill_dig > randint0(20 * power))
1107 msg_format(_("%sをくずした。", "You have removed the %s."), name);
1109 /* Remove the feature */
1110 cave_alter_feat(y, x, FF_TUNNEL);
1112 /* Update some things */
1113 p_ptr->update |= (PU_FLOW);
1117 /* Message, keep digging */
1118 msg_format(_("%sをくずしている。", "You dig into the %s."), name);
1126 bool tree = have_flag(mimic_f_ptr->flags, FF_TREE);
1129 if (p_ptr->skill_dig > power + randint0(40 * power))
1131 if (tree) msg_format(_("%sを切り払った。", "You have cleared away the %s."), name);
1134 msg_print(_("穴を掘り終えた。", "You have finished the tunnel."));
1135 p_ptr->update |= (PU_FLOW);
1138 if (have_flag(f_ptr->flags, FF_GLASS)) sound(SOUND_GLASS);
1140 /* Remove the feature */
1141 cave_alter_feat(y, x, FF_TUNNEL);
1143 chg_virtue(V_DILIGENCE, 1);
1144 chg_virtue(V_NATURE, -1);
1152 /* We may continue chopping */
1153 msg_format(_("%sを切っている。", "You chop away at the %s."), name);
1154 /* Occasional Search XXX XXX */
1155 if (randint0(100) < 25) search();
1159 /* We may continue tunelling */
1160 msg_format(_("%sに穴を掘っている。", "You tunnel into the %s."), name);
1167 if (is_hidden_door(c_ptr))
1169 /* Occasional Search XXX XXX */
1170 if (randint0(100) < 25) search();
1179 * @brief 「掘る」動作コマンドのメインルーチン /
1180 * Tunnels through "walls" (including rubble and closed doors)
1184 * Note that you must tunnel in order to hit invisible monsters
1185 * in walls, though moving into walls still takes a turn anyway.
1187 * Digging is very difficult without a "digger" weapon, but can be
1188 * accomplished by strong players using heavy weapons.
1191 void do_cmd_tunnel(void)
1201 if (p_ptr->special_defense & KATA_MUSOU)
1203 set_action(ACTION_NONE);
1206 /* Allow repeated command */
1209 /* Set repeat count */
1210 command_rep = command_arg - 1;
1212 /* Redraw the state */
1213 p_ptr->redraw |= (PR_STATE);
1215 /* Cancel the arg */
1219 /* Get a direction to tunnel, or Abort */
1220 if (get_rep_dir(&dir,FALSE))
1223 y = p_ptr->y + ddy[dir];
1224 x = p_ptr->x + ddx[dir];
1227 c_ptr = &cave[y][x];
1229 /* Feature code (applying "mimic" field) */
1230 feat = get_feat_mimic(c_ptr);
1232 /* No tunnelling through doors */
1233 if (have_flag(f_info[feat].flags, FF_DOOR))
1236 msg_print(_("ドアは掘れない。", "You cannot tunnel through doors."));
1239 /* No tunnelling through most features */
1240 else if (!have_flag(f_info[feat].flags, FF_TUNNEL))
1242 msg_print(_("そこは掘れない。", "You can't tunnel through that."));
1245 /* A monster is in the way */
1246 else if (c_ptr->m_idx)
1248 p_ptr->energy_use = 100;
1251 msg_print(_("モンスターが立ちふさがっている!", "There is a monster in the way!"));
1260 /* Tunnel through walls */
1261 more = do_cmd_tunnel_aux(y, x);
1265 /* Cancel repetition unless we can continue */
1266 if (!more) disturb(0, 0);
1270 #ifdef ALLOW_EASY_OPEN /* TNB */
1273 * @brief 移動処理による簡易な「開く」処理 /
1275 * @return 開く処理が実際に試みられた場合TRUEを返す
1278 * If there is a jammed/closed/locked door at the given location,
1279 * then attempt to unlock/open it. Return TRUE if an attempt was
1280 * made (successful or not), otherwise return FALSE.
1282 * The code here should be nearly identical to that in
1283 * do_cmd_open_test() and do_cmd_open_aux().
1286 bool easy_open_door(POSITION y, POSITION x)
1290 cave_type *c_ptr = &cave[y][x];
1291 feature_type *f_ptr = &f_info[c_ptr->feat];
1293 /* Must be a closed door */
1294 if (!is_closed_door(c_ptr->feat))
1301 if (!have_flag(f_ptr->flags, FF_OPEN))
1304 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);
1309 else if (f_ptr->power)
1312 i = p_ptr->skill_dis;
1314 /* Penalize some conditions */
1315 if (p_ptr->blind || no_lite()) i = i / 10;
1316 if (p_ptr->confused || p_ptr->image) i = i / 10;
1318 /* Extract the lock power */
1321 /* Extract the difficulty XXX XXX XXX */
1324 /* Always have a small chance of success */
1328 if (randint0(100) < j)
1331 msg_print(_("鍵をはずした。", "You have picked the lock."));
1334 cave_alter_feat(y, x, FF_OPEN);
1336 sound(SOUND_OPENDOOR);
1346 if (flush_failure) flush();
1349 msg_print(_("鍵をはずせなかった。", "You failed to pick the lock."));
1358 cave_alter_feat(y, x, FF_OPEN);
1360 sound(SOUND_OPENDOOR);
1367 #endif /* ALLOW_EASY_OPEN -- TNB */
1371 * @brief 箱のトラップを解除するコマンドのメインルーチン /
1372 * Perform the basic "disarm" command
1373 * @param y 解除を行うマスのY座標
1374 * @param x 解除を行うマスのX座標
1375 * @param o_idx 箱のオブジェクトID
1376 * @return ターンを消費する処理が行われた場合TRUEを返す
1379 * Assume destination is a visible trap
1380 * Assume there is no monster blocking the destination
1381 * Returns TRUE if repeated commands may continue
1384 static bool do_cmd_disarm_chest(POSITION y, POSITION x, OBJECT_IDX o_idx)
1388 object_type *o_ptr = &o_list[o_idx];
1390 p_ptr->energy_use = 100;
1392 /* Get the "disarm" factor */
1393 i = p_ptr->skill_dis;
1395 /* Penalize some conditions */
1396 if (p_ptr->blind || no_lite()) i = i / 10;
1397 if (p_ptr->confused || p_ptr->image) i = i / 10;
1399 /* Extract the difficulty */
1400 j = i - o_ptr->pval;
1402 /* Always have a small chance of success */
1405 /* Must find the trap first. */
1406 if (!object_is_known(o_ptr))
1408 msg_print(_("トラップが見あたらない。", "I don't see any traps."));
1412 /* Already disarmed/unlocked */
1413 else if (o_ptr->pval <= 0)
1415 msg_print(_("箱にはトラップが仕掛けられていない。", "The chest is not trapped."));
1418 /* No traps to find. */
1419 else if (!chest_traps[o_ptr->pval])
1421 msg_print(_("箱にはトラップが仕掛けられていない。", "The chest is not trapped."));
1424 /* Success (get a lot of experience) */
1425 else if (randint0(100) < j)
1427 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."));
1428 gain_exp(o_ptr->pval);
1429 o_ptr->pval = (0 - o_ptr->pval);
1432 /* Failure -- Keep trying */
1433 else if ((i > 5) && (randint1(i) > 5))
1435 /* We may keep trying */
1437 if (flush_failure) flush();
1438 msg_print(_("箱のトラップ解除に失敗した。", "You failed to disarm the chest."));
1441 /* Failure -- Set off the trap */
1444 msg_print(_("トラップを作動させてしまった!", "You set off a trap!"));
1446 chest_trap(y, x, o_idx);
1455 * @brief 箱のトラップを解除するコマンドのサブルーチン /
1456 * Perform the basic "disarm" command
1457 * @param y 解除を行うマスのY座標
1458 * @param x 解除を行うマスのX座標
1459 * @param dir プレイヤーからみた方向ID
1460 * @return ターンを消費する処理が行われた場合TRUEを返す
1463 * Assume destination is a visible trap
1464 * Assume there is no monster blocking the destination
1465 * Returns TRUE if repeated commands may continue
1468 #ifdef ALLOW_EASY_DISARM /* TNB */
1470 bool do_cmd_disarm_aux(POSITION y, POSITION x, DIRECTION dir)
1472 #else /* ALLOW_EASY_DISARM -- TNB */
1474 static bool do_cmd_disarm_aux(POSITION y, POSITION x, DIRECTION dir)
1476 #endif /* ALLOW_EASY_DISARM -- TNB */
1478 /* Get grid and contents */
1479 cave_type *c_ptr = &cave[y][x];
1482 feature_type *f_ptr = &f_info[c_ptr->feat];
1484 /* Access trap name */
1485 cptr name = (f_name + f_ptr->name);
1487 /* Extract trap "power" */
1488 int power = f_ptr->power;
1491 /* Get the "disarm" factor */
1492 int i = p_ptr->skill_dis;
1495 p_ptr->energy_use = 100;
1497 /* Penalize some conditions */
1498 if (p_ptr->blind || no_lite()) i = i / 10;
1499 if (p_ptr->confused || p_ptr->image) i = i / 10;
1501 /* Extract the difficulty */
1504 /* Always have a small chance of success */
1508 if (randint0(100) < j)
1511 msg_format(_("%sを解除した。", "You have disarmed the %s."), name);
1516 /* Remove the trap */
1517 cave_alter_feat(y, x, FF_DISARM);
1519 #ifdef ALLOW_EASY_DISARM /* TNB */
1521 /* Move the player onto the trap */
1522 move_player(dir, easy_disarm, FALSE);
1524 #else /* ALLOW_EASY_DISARM -- TNB */
1526 /* move the player onto the trap grid */
1527 move_player(dir, FALSE, FALSE);
1529 #endif /* ALLOW_EASY_DISARM -- TNB */
1532 /* Failure -- Keep trying */
1533 else if ((i > 5) && (randint1(i) > 5))
1536 if (flush_failure) flush();
1539 msg_format(_("%sの解除に失敗した。", "You failed to disarm the %s."), name);
1541 /* We may keep trying */
1545 /* Failure -- Set off the trap */
1549 msg_format(_("%sを作動させてしまった!", "You set off the %s!"), name);
1551 #ifdef ALLOW_EASY_DISARM /* TNB */
1553 /* Move the player onto the trap */
1554 move_player(dir, easy_disarm, FALSE);
1556 #else /* ALLOW_EASY_DISARM -- TNB */
1558 /* Move the player onto the trap */
1559 move_player(dir, FALSE, FALSE);
1561 #endif /* ALLOW_EASY_DISARM -- TNB */
1570 * @brief 箱、床のトラップ解除処理双方の統合メインルーチン /
1571 * Disarms a trap, or chest
1574 void do_cmd_disarm(void)
1582 if (p_ptr->special_defense & KATA_MUSOU)
1584 set_action(ACTION_NONE);
1587 #ifdef ALLOW_EASY_DISARM /* TNB */
1589 /* Option: Pick a direction */
1592 int num_traps, num_chests;
1594 /* Count visible traps */
1595 num_traps = count_dt(&y, &x, is_trap, TRUE);
1597 /* Count chests (trapped) */
1598 num_chests = count_chests(&y, &x, TRUE);
1600 /* See if only one target */
1601 if (num_traps || num_chests)
1603 bool too_many = (num_traps && num_chests) || (num_traps > 1) || (num_chests > 1);
1604 if (!too_many) command_dir = coords_to_dir(y, x);
1608 #endif /* ALLOW_EASY_DISARM -- TNB */
1610 /* Allow repeated command */
1613 /* Set repeat count */
1614 command_rep = command_arg - 1;
1616 /* Redraw the state */
1617 p_ptr->redraw |= (PR_STATE);
1619 /* Cancel the arg */
1623 /* Get a direction (or abort) */
1624 if (get_rep_dir(&dir,TRUE))
1630 y = p_ptr->y + ddy[dir];
1631 x = p_ptr->x + ddx[dir];
1633 /* Get grid and contents */
1634 c_ptr = &cave[y][x];
1636 /* Feature code (applying "mimic" field) */
1637 feat = get_feat_mimic(c_ptr);
1639 /* Check for chests */
1640 o_idx = chest_check(y, x, TRUE);
1643 if (!is_trap(feat) && !o_idx)
1646 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."));
1649 /* Monster in the way */
1650 else if (c_ptr->m_idx && p_ptr->riding != c_ptr->m_idx)
1653 msg_print(_("モンスターが立ちふさがっている!", "There is a monster in the way!"));
1662 /* Disarm the chest */
1663 more = do_cmd_disarm_chest(y, x, o_idx);
1669 /* Disarm the trap */
1670 more = do_cmd_disarm_aux(y, x, dir);
1674 /* Cancel repeat unless told not to */
1675 if (!more) disturb(0, 0);
1680 * @brief 「打ち破る」動作コマンドのサブルーチン /
1681 * Perform the basic "bash" command
1682 * @param y 対象を行うマスのY座標
1683 * @param x 対象を行うマスのX座標
1684 * @param dir プレイヤーから見たターゲットの方角ID
1685 * @return 実際に処理が行われた場合TRUEを返す。
1688 * Assume destination is a closed/locked/jammed door
1689 * Assume there is no monster blocking the destination
1690 * Returns TRUE if repeated commands may continue
1693 static bool do_cmd_bash_aux(POSITION y, POSITION x, DIRECTION dir)
1696 cave_type *c_ptr = &cave[y][x];
1699 feature_type *f_ptr = &f_info[c_ptr->feat];
1701 /* Hack -- Bash power based on strength */
1702 /* (Ranges from 3 to 20 to 100 to 200) */
1703 int bash = adj_str_blow[p_ptr->stat_ind[A_STR]];
1705 /* Extract door power */
1706 int temp = f_ptr->power;
1710 cptr name = f_name + f_info[get_feat_mimic(c_ptr)].name;
1712 p_ptr->energy_use = 100;
1715 msg_format(_("%sに体当たりをした!", "You smash into the %s!"), name);
1717 /* Compare bash power to door power XXX XXX XXX */
1718 temp = (bash - (temp * 10));
1720 if (p_ptr->pclass == CLASS_BERSERKER) temp *= 2;
1722 /* Hack -- always have a chance */
1723 if (temp < 1) temp = 1;
1725 /* Hack -- attempt to bash down the door */
1726 if (randint0(100) < temp)
1729 msg_format(_("%sを壊した!", "The %s crashes open!"), name);
1731 sound(have_flag(f_ptr->flags, FF_GLASS) ? SOUND_GLASS : SOUND_OPENDOOR);
1733 /* Break down the door */
1734 if ((randint0(100) < 50) || (feat_state(c_ptr->feat, FF_OPEN) == c_ptr->feat) || have_flag(f_ptr->flags, FF_GLASS))
1736 cave_alter_feat(y, x, FF_BASH);
1742 cave_alter_feat(y, x, FF_OPEN);
1745 /* Hack -- Fall through the door */
1746 move_player(dir, FALSE, FALSE);
1749 /* Saving throw against stun */
1750 else if (randint0(100) < adj_dex_safe[p_ptr->stat_ind[A_DEX]] +
1754 msg_format(_("この%sは頑丈だ。", "The %s holds firm."), name);
1756 /* Allow repeated bashing */
1760 /* High dexterity yields coolness */
1764 msg_print(_("体のバランスをくずしてしまった。", "You are off-balance."));
1766 /* Hack -- Lose balance ala paralysis */
1767 (void)set_paralyzed(p_ptr->paralyzed + 2 + randint0(2));
1776 * @brief 「打ち破る」動作コマンドのメインルーチン /
1777 * Bash open a door, success based on character strength
1781 * For a closed door, pval is positive if locked; negative if stuck.
1783 * For an open door, pval is positive for a broken door.
1785 * A closed door can be opened - harder if locked. Any door might be
1786 * bashed open (and thereby broken). Bashing a door is (potentially)
1787 * faster! You move into the door way. To open a stuck door, it must
1788 * be bashed. A closed door can be jammed (see do_cmd_spike()).
1790 * Creatures can also open or bash doors, see elsewhere.
1793 void do_cmd_bash(void)
1802 if (p_ptr->special_defense & KATA_MUSOU)
1804 set_action(ACTION_NONE);
1807 /* Allow repeated command */
1810 /* Set repeat count */
1811 command_rep = command_arg - 1;
1813 /* Redraw the state */
1814 p_ptr->redraw |= (PR_STATE);
1816 /* Cancel the arg */
1820 /* Get a "repeated" direction */
1821 if (get_rep_dir(&dir,FALSE))
1826 y = p_ptr->y + ddy[dir];
1827 x = p_ptr->x + ddx[dir];
1830 c_ptr = &cave[y][x];
1832 /* Feature code (applying "mimic" field) */
1833 feat = get_feat_mimic(c_ptr);
1835 /* Nothing useful */
1836 if (!have_flag(f_info[feat].flags, FF_BASH))
1839 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."));
1842 /* Monster in the way */
1843 else if (c_ptr->m_idx)
1845 p_ptr->energy_use = 100;
1848 msg_print(_("モンスターが立ちふさがっている!", "There is a monster in the way!"));
1854 /* Bash a closed door */
1858 more = do_cmd_bash_aux(y, x, dir);
1862 /* Unless valid action taken, cancel bash */
1863 if (!more) disturb(0, 0);
1868 * @brief 特定のマスに影響を及ぼすための汎用的コマンド
1872 * Manipulate an adjacent grid in some way
1874 * Attack monsters, tunnel through walls, disarm traps, open doors.
1876 * Consider confusion XXX XXX XXX
1878 * This command must always take a turn, to prevent free detection
1879 * of invisible monsters.
1882 void do_cmd_alter(void)
1891 if (p_ptr->special_defense & KATA_MUSOU)
1893 set_action(ACTION_NONE);
1896 /* Allow repeated command */
1899 /* Set repeat count */
1900 command_rep = command_arg - 1;
1902 /* Redraw the state */
1903 p_ptr->redraw |= (PR_STATE);
1905 /* Cancel the arg */
1909 /* Get a direction */
1910 if (get_rep_dir(&dir,TRUE))
1913 feature_type *f_ptr;
1916 y = p_ptr->y + ddy[dir];
1917 x = p_ptr->x + ddx[dir];
1920 c_ptr = &cave[y][x];
1922 /* Feature code (applying "mimic" field) */
1923 feat = get_feat_mimic(c_ptr);
1924 f_ptr = &f_info[feat];
1926 p_ptr->energy_use = 100;
1928 /* Attack monsters */
1936 else if (have_flag(f_ptr->flags, FF_OPEN))
1938 more = do_cmd_open_aux(y, x);
1941 /* Bash jammed doors */
1942 else if (have_flag(f_ptr->flags, FF_BASH))
1944 more = do_cmd_bash_aux(y, x, dir);
1947 /* Tunnel through walls */
1948 else if (have_flag(f_ptr->flags, FF_TUNNEL))
1950 more = do_cmd_tunnel_aux(y, x);
1953 /* Close open doors */
1954 else if (have_flag(f_ptr->flags, FF_CLOSE))
1956 more = do_cmd_close_aux(y, x);
1960 else if (have_flag(f_ptr->flags, FF_DISARM))
1962 more = do_cmd_disarm_aux(y, x, dir);
1969 msg_print(_("何もない空中を攻撃した。", "You attack the empty air."));
1973 /* Cancel repetition unless we can continue */
1974 if (!more) disturb(0, 0);
1980 * @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 /
1981 * Find the index of some "spikes", if possible.
1982 * @param ip くさびとして打てるオブジェクトのID
1983 * @return オブジェクトがある場合TRUEを返す
1986 * XXX XXX XXX Let user choose a pile of spikes, perhaps?
1989 static bool get_spike(INVENTORY_IDX *ip)
1993 /* Check every item in the pack */
1994 for (i = 0; i < INVEN_PACK; i++)
1996 object_type *o_ptr = &inventory[i];
1998 /* Skip non-objects */
1999 if (!o_ptr->k_idx) continue;
2001 /* Check the "tval" code */
2002 if (o_ptr->tval == TV_SPIKE)
2004 /* Save the spike index */
2018 * @brief 「くさびを打つ」動作コマンドのメインルーチン /
2019 * Jam a closed door with a spike
2023 * This command may NOT be repeated
2026 void do_cmd_spike(void)
2030 if (p_ptr->special_defense & KATA_MUSOU)
2032 set_action(ACTION_NONE);
2035 /* Get a "repeated" direction */
2036 if (get_rep_dir(&dir,FALSE))
2044 y = p_ptr->y + ddy[dir];
2045 x = p_ptr->x + ddx[dir];
2047 /* Get grid and contents */
2048 c_ptr = &cave[y][x];
2050 /* Feature code (applying "mimic" field) */
2051 feat = get_feat_mimic(c_ptr);
2053 /* Require closed door */
2054 if (!have_flag(f_info[feat].flags, FF_SPIKE))
2057 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."));
2061 else if (!get_spike(&item))
2064 msg_print(_("くさびを持っていない!", "You have no spikes!"));
2067 /* Is a monster in the way? */
2068 else if (c_ptr->m_idx)
2070 p_ptr->energy_use = 100;
2073 msg_print(_("モンスターが立ちふさがっている!", "There is a monster in the way!"));
2082 p_ptr->energy_use = 100;
2084 /* Successful jamming */
2085 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);
2086 cave_alter_feat(y, x, FF_SPIKE);
2088 /* Use up, and describe, a single spike, from the bottom */
2089 inven_item_increase(item, -1);
2090 inven_item_describe(item);
2091 inven_item_optimize(item);
2099 * @brief 「歩く」動作コマンドのメインルーチン /
2100 * Support code for the "Walk" and "Jump" commands
2101 * @param pickup アイテムの自動拾いを行うならTRUE
2104 void do_cmd_walk(bool pickup)
2111 /* Allow repeated command */
2114 /* Set repeat count */
2115 command_rep = command_arg - 1;
2117 /* Redraw the state */
2118 p_ptr->redraw |= (PR_STATE);
2120 /* Cancel the arg */
2124 /* Get a "repeated" direction */
2125 if (get_rep_dir(&dir, FALSE))
2127 p_ptr->energy_use = 100;
2129 if ((dir != 5) && (p_ptr->special_defense & KATA_MUSOU))
2131 set_action(ACTION_NONE);
2134 /* Hack -- In small scale wilderness it takes MUCH more time to move */
2135 if (p_ptr->wild_mode) p_ptr->energy_use *= ((MAX_HGT + MAX_WID) / 2);
2136 if (p_ptr->action == ACTION_HAYAGAKE) p_ptr->energy_use = p_ptr->energy_use * (45-(p_ptr->lev/2)) / 100;
2138 /* Actually move the character */
2139 move_player(dir, pickup, FALSE);
2141 /* Allow more walking */
2145 /* Hack again -- Is there a special encounter ??? */
2146 if (p_ptr->wild_mode && !cave_have_flag_bold(p_ptr->y, p_ptr->x, FF_TOWN))
2148 int tmp = 120 + p_ptr->lev*10 - wilderness[p_ptr->y][p_ptr->x].level + 5;
2151 if (((wilderness[p_ptr->y][p_ptr->x].level + 5) > (p_ptr->lev / 2)) && randint0(tmp) < (21-p_ptr->skill_stl))
2153 /* Inform the player of his horrible fate :=) */
2154 msg_print(_("襲撃だ!", "You are ambushed !"));
2156 /* Go into large wilderness view */
2157 p_ptr->oldpy = randint1(MAX_HGT-2);
2158 p_ptr->oldpx = randint1(MAX_WID-2);
2161 /* Give first move to monsters */
2162 p_ptr->energy_use = 100;
2164 /* HACk -- set the encouter flag for the wilderness generation */
2165 generate_encounter = TRUE;
2169 /* Cancel repeat unless we may continue */
2170 if (!more) disturb(0, 0);
2175 * @brief 「走る」動作コマンドのメインルーチン /
2179 void do_cmd_run(void)
2183 /* Hack -- no running when confused */
2184 if (p_ptr->confused)
2186 msg_print(_("混乱していて走れない!", "You are too confused!"));
2190 if (p_ptr->special_defense & KATA_MUSOU)
2192 set_action(ACTION_NONE);
2195 /* Get a "repeated" direction */
2196 if (get_rep_dir(&dir,FALSE))
2198 /* Hack -- Set the run counter */
2199 running = (command_arg ? command_arg : 1000);
2208 * @brief 「留まる」動作コマンドのメインルーチン /
2209 * Stay still. Search. Enter stores.
2210 * Pick up treasure if "pickup" is true.
2211 * @param pickup アイテムの自動拾いを行うならTRUE
2214 void do_cmd_stay(bool pickup)
2216 u32b mpe_mode = MPE_STAYING | MPE_ENERGY_USE;
2218 /* Allow repeated command */
2221 /* Set repeat count */
2222 command_rep = command_arg - 1;
2224 /* Redraw the state */
2225 p_ptr->redraw |= (PR_STATE);
2227 /* Cancel the arg */
2231 p_ptr->energy_use = 100;
2233 if (pickup) mpe_mode |= MPE_DO_PICKUP;
2234 (void)move_player_effect(p_ptr->y, p_ptr->x, mpe_mode);
2239 * @brief 「休む」動作コマンドのメインルーチン /
2240 * Resting allows a player to safely restore his hp -RAK-
2243 void do_cmd_rest(void)
2246 set_action(ACTION_NONE);
2248 if ((p_ptr->pclass == CLASS_BARD) && (SINGING_SONG_EFFECT(p_ptr) || INTERUPTING_SONG_EFFECT(p_ptr)))
2254 if (hex_spelling_any()) stop_hex_spell_all();
2256 /* Prompt for time if needed */
2257 if (command_arg <= 0)
2259 cptr p = _("休憩 (0-9999, '*' で HP/MP全快, '&' で必要なだけ): ",
2260 "Rest (0-9999, '*' for HP/SP, '&' as needed): ");
2266 strcpy(out_val, "&");
2268 /* Ask for duration */
2269 if (!get_string(p, out_val, 4)) return;
2271 /* Rest until done */
2272 if (out_val[0] == '&')
2274 command_arg = COMMAND_ARG_REST_UNTIL_DONE;
2278 else if (out_val[0] == '*')
2280 command_arg = COMMAND_ARG_REST_FULL_HEALING;
2286 command_arg = (COMMAND_ARG)atoi(out_val);
2287 if (command_arg <= 0) return;
2293 if (command_arg > 9999) command_arg = 9999;
2295 if (p_ptr->special_defense & NINJA_S_STEALTH) set_superstealth(FALSE);
2297 /* Take a turn XXX XXX XXX (?) */
2298 p_ptr->energy_use = 100;
2300 /* The sin of sloth */
2301 if (command_arg > 100)
2302 chg_virtue(V_DILIGENCE, -1);
2304 /* Why are you sleeping when there's no need? WAKE UP!*/
2305 if ((p_ptr->chp == p_ptr->mhp) &&
2306 (p_ptr->csp == p_ptr->msp) &&
2307 !p_ptr->blind && !p_ptr->confused &&
2308 !p_ptr->poisoned && !p_ptr->afraid &&
2309 !p_ptr->stun && !p_ptr->cut &&
2310 !p_ptr->slow && !p_ptr->paralyzed &&
2311 !p_ptr->image && !p_ptr->word_recall &&
2312 !p_ptr->alter_reality)
2313 chg_virtue(V_DILIGENCE, -1);
2315 /* Save the rest code */
2316 resting = command_arg;
2317 p_ptr->action = ACTION_REST;
2319 /* Recalculate bonuses */
2320 p_ptr->update |= (PU_BONUS);
2322 /* Redraw the state */
2323 p_ptr->redraw |= (PR_STATE);
2334 * @brief 矢弾を射撃した場合の破損確率を返す /
2335 * Determines the odds of an object breaking when thrown at a monster
2336 * @param o_ptr 矢弾のオブジェクト構造体参照ポインタ
2339 * Note that artifacts never break, see the "drop_near()" function.
2341 static PERCENTAGE breakage_chance(object_type *o_ptr)
2343 PERCENTAGE archer_bonus = (p_ptr->pclass == CLASS_ARCHER ? (PERCENTAGE)(p_ptr->lev-1)/7 + 4: 0);
2345 /* Examine the snipe type */
2348 if (snipe_type == SP_KILL_WALL) return (100);
2349 if (snipe_type == SP_EXPLODE) return (100);
2350 if (snipe_type == SP_PIERCE) return (100);
2351 if (snipe_type == SP_FINAL) return (100);
2352 if (snipe_type == SP_NEEDLE) return (100);
2353 if (snipe_type == SP_EVILNESS) return (40);
2354 if (snipe_type == SP_HOLYNESS) return (40);
2357 /* Examine the item type */
2358 switch (o_ptr->tval)
2374 /* Sometimes break */
2379 return (20 - archer_bonus * 2);
2384 return (10 - archer_bonus);
2392 * @brief 矢弾を射撃した際のスレイ倍率をかけた結果を返す /
2393 * Determines the odds of an object breaking when thrown at a monster
2394 * @param o_ptr 矢弾のオブジェクト構造体参照ポインタ
2395 * @param tdam 計算途中のダメージ量
2396 * @param m_ptr 目標モンスターの構造体参照ポインタ
2397 * @return スレイ倍率をかけたダメージ量
2399 static s16b tot_dam_aux_shot(object_type *o_ptr, int tdam, monster_type *m_ptr)
2403 monster_race *r_ptr = &r_info[m_ptr->r_idx];
2405 BIT_FLAGS flgs[TR_FLAG_SIZE];
2407 /* Extract the flags */
2408 object_flags(o_ptr, flgs);
2410 /* Some "weapons" and "ammo" do extra damage */
2411 switch (o_ptr->tval)
2418 if ((have_flag(flgs, TR_SLAY_ANIMAL)) &&
2419 (r_ptr->flags3 & RF3_ANIMAL))
2421 if (is_original_ap_and_seen(m_ptr))
2423 r_ptr->r_flags3 |= RF3_ANIMAL;
2426 if (mult < 17) mult = 17;
2430 if ((have_flag(flgs, TR_KILL_ANIMAL)) &&
2431 (r_ptr->flags3 & RF3_ANIMAL))
2433 if (is_original_ap_and_seen(m_ptr))
2435 r_ptr->r_flags3 |= RF3_ANIMAL;
2438 if (mult < 27) mult = 27;
2442 if ((have_flag(flgs, TR_SLAY_EVIL)) &&
2443 (r_ptr->flags3 & RF3_EVIL))
2445 if (is_original_ap_and_seen(m_ptr))
2447 r_ptr->r_flags3 |= RF3_EVIL;
2450 if (mult < 15) mult = 15;
2454 if ((have_flag(flgs, TR_KILL_EVIL)) &&
2455 (r_ptr->flags3 & RF3_EVIL))
2457 if (is_original_ap_and_seen(m_ptr))
2459 r_ptr->r_flags3 |= RF3_EVIL;
2462 if (mult < 25) mult = 25;
2466 if ((have_flag(flgs, TR_SLAY_HUMAN)) &&
2467 (r_ptr->flags2 & RF2_HUMAN))
2469 if (is_original_ap_and_seen(m_ptr))
2471 r_ptr->r_flags2 |= RF2_HUMAN;
2474 if (mult < 17) mult = 17;
2478 if ((have_flag(flgs, TR_KILL_HUMAN)) &&
2479 (r_ptr->flags2 & RF2_HUMAN))
2481 if (is_original_ap_and_seen(m_ptr))
2483 r_ptr->r_flags2 |= RF2_HUMAN;
2486 if (mult < 27) mult = 27;
2490 if ((have_flag(flgs, TR_SLAY_UNDEAD)) &&
2491 (r_ptr->flags3 & RF3_UNDEAD))
2493 if (is_original_ap_and_seen(m_ptr))
2495 r_ptr->r_flags3 |= RF3_UNDEAD;
2498 if (mult < 20) mult = 20;
2502 if ((have_flag(flgs, TR_KILL_UNDEAD)) &&
2503 (r_ptr->flags3 & RF3_UNDEAD))
2505 if (is_original_ap_and_seen(m_ptr))
2507 r_ptr->r_flags3 |= RF3_UNDEAD;
2510 if (mult < 30) mult = 30;
2514 if ((have_flag(flgs, TR_SLAY_DEMON)) &&
2515 (r_ptr->flags3 & RF3_DEMON))
2517 if (is_original_ap_and_seen(m_ptr))
2519 r_ptr->r_flags3 |= RF3_DEMON;
2522 if (mult < 20) mult = 20;
2526 if ((have_flag(flgs, TR_KILL_DEMON)) &&
2527 (r_ptr->flags3 & RF3_DEMON))
2529 if (is_original_ap_and_seen(m_ptr))
2531 r_ptr->r_flags3 |= RF3_DEMON;
2534 if (mult < 30) mult = 30;
2538 if ((have_flag(flgs, TR_SLAY_ORC)) &&
2539 (r_ptr->flags3 & RF3_ORC))
2541 if (is_original_ap_and_seen(m_ptr))
2543 r_ptr->r_flags3 |= RF3_ORC;
2546 if (mult < 20) mult = 20;
2550 if ((have_flag(flgs, TR_KILL_ORC)) &&
2551 (r_ptr->flags3 & RF3_ORC))
2553 if (is_original_ap_and_seen(m_ptr))
2555 r_ptr->r_flags3 |= RF3_ORC;
2558 if (mult < 30) mult = 30;
2562 if ((have_flag(flgs, TR_SLAY_TROLL)) &&
2563 (r_ptr->flags3 & RF3_TROLL))
2565 if (is_original_ap_and_seen(m_ptr))
2567 r_ptr->r_flags3 |= RF3_TROLL;
2570 if (mult < 20) mult = 20;
2574 if ((have_flag(flgs, TR_KILL_TROLL)) &&
2575 (r_ptr->flags3 & RF3_TROLL))
2577 if (is_original_ap_and_seen(m_ptr))
2579 r_ptr->r_flags3 |= RF3_TROLL;
2582 if (mult < 30) mult = 30;
2586 if ((have_flag(flgs, TR_SLAY_GIANT)) &&
2587 (r_ptr->flags3 & RF3_GIANT))
2589 if (is_original_ap_and_seen(m_ptr))
2591 r_ptr->r_flags3 |= RF3_GIANT;
2594 if (mult < 20) mult = 20;
2598 if ((have_flag(flgs, TR_KILL_GIANT)) &&
2599 (r_ptr->flags3 & RF3_GIANT))
2601 if (is_original_ap_and_seen(m_ptr))
2603 r_ptr->r_flags3 |= RF3_GIANT;
2606 if (mult < 30) mult = 30;
2610 if ((have_flag(flgs, TR_SLAY_DRAGON)) &&
2611 (r_ptr->flags3 & RF3_DRAGON))
2613 if (is_original_ap_and_seen(m_ptr))
2615 r_ptr->r_flags3 |= RF3_DRAGON;
2618 if (mult < 20) mult = 20;
2621 /* Execute Dragon */
2622 if ((have_flag(flgs, TR_KILL_DRAGON)) &&
2623 (r_ptr->flags3 & RF3_DRAGON))
2625 if (is_original_ap_and_seen(m_ptr))
2627 r_ptr->r_flags3 |= RF3_DRAGON;
2630 if (mult < 30) mult = 30;
2632 if ((o_ptr->name1 == ART_BARD_ARROW) &&
2633 (m_ptr->r_idx == MON_SMAUG) &&
2634 (inventory[INVEN_BOW].name1 == ART_BARD))
2639 if (have_flag(flgs, TR_BRAND_ACID))
2641 /* Notice immunity */
2642 if (r_ptr->flagsr & RFR_EFF_IM_ACID_MASK)
2644 if (is_original_ap_and_seen(m_ptr))
2646 r_ptr->r_flagsr |= (r_ptr->flagsr & RFR_EFF_IM_ACID_MASK);
2650 /* Otherwise, take the damage */
2653 if (mult < 17) mult = 17;
2658 if (have_flag(flgs, TR_BRAND_ELEC))
2660 /* Notice immunity */
2661 if (r_ptr->flagsr & RFR_EFF_IM_ELEC_MASK)
2663 if (is_original_ap_and_seen(m_ptr))
2665 r_ptr->r_flagsr |= (r_ptr->flagsr & RFR_EFF_IM_ELEC_MASK);
2669 /* Otherwise, take the damage */
2672 if (mult < 17) mult = 17;
2677 if (have_flag(flgs, TR_BRAND_FIRE))
2679 /* Notice immunity */
2680 if (r_ptr->flagsr & RFR_EFF_IM_FIRE_MASK)
2682 if (is_original_ap_and_seen(m_ptr))
2684 r_ptr->r_flagsr |= (r_ptr->flagsr & RFR_EFF_IM_FIRE_MASK);
2688 /* Otherwise, take the damage */
2691 if (r_ptr->flags3 & RF3_HURT_FIRE)
2693 if (mult < 25) mult = 25;
2694 if (is_original_ap_and_seen(m_ptr))
2696 r_ptr->r_flags3 |= RF3_HURT_FIRE;
2699 else if (mult < 17) mult = 17;
2704 if (have_flag(flgs, TR_BRAND_COLD))
2706 /* Notice immunity */
2707 if (r_ptr->flagsr & RFR_EFF_IM_COLD_MASK)
2709 if (is_original_ap_and_seen(m_ptr))
2711 r_ptr->r_flagsr |= (r_ptr->flagsr & RFR_EFF_IM_COLD_MASK);
2714 /* Otherwise, take the damage */
2717 if (r_ptr->flags3 & RF3_HURT_COLD)
2719 if (mult < 25) mult = 25;
2720 if (is_original_ap_and_seen(m_ptr))
2722 r_ptr->r_flags3 |= RF3_HURT_COLD;
2725 else if (mult < 17) mult = 17;
2729 /* Brand (Poison) */
2730 if (have_flag(flgs, TR_BRAND_POIS))
2732 /* Notice immunity */
2733 if (r_ptr->flagsr & RFR_EFF_IM_POIS_MASK)
2735 if (is_original_ap_and_seen(m_ptr))
2737 r_ptr->r_flagsr |= (r_ptr->flagsr & RFR_EFF_IM_POIS_MASK);
2741 /* Otherwise, take the damage */
2744 if (mult < 17) mult = 17;
2748 if ((have_flag(flgs, TR_FORCE_WEAPON)) && (p_ptr->csp > (p_ptr->msp / 30)))
2750 p_ptr->csp -= (1+(p_ptr->msp / 30));
2751 p_ptr->redraw |= (PR_MANA);
2752 mult = mult * 5 / 2;
2759 if (snipe_type) mult = tot_dam_aux_snipe(mult, m_ptr);
2761 /* Return the total damage */
2762 return (tdam * mult / 10);
2767 * @brief 射撃処理のサブルーチン /
2768 * Fire an object from the pack or floor.
2769 * @param item 射撃するオブジェクトの所持ID
2770 * @param j_ptr 射撃武器のオブジェクト参照ポインタ
2774 * You may only fire items that "match" your missile launcher.
2776 * You must use slings + pebbles/shots, bows + arrows, xbows + bolts.
2778 * See "calc_bonuses()" for more calculations and such.
2780 * Note that "firing" a missile is MUCH better than "throwing" it.
2782 * Note: "unseen" monsters are very hard to hit.
2784 * Objects are more likely to break if they "attempt" to hit a monster.
2786 * Rangers (with Bows) and Anyone (with "Extra Shots") get extra shots.
2788 * The "extra shot" code works by decreasing the amount of energy
2789 * required to make each shot, spreading the shots out over time.
2791 * Note that when firing missiles, the launcher multiplier is applied
2792 * after all the bonuses are added in, making multipliers very useful.
2794 * Note that Bows of "Extra Might" get extra range and an extra bonus
2795 * for the damage multiplier.
2797 * Note that Bows of "Extra Shots" give an extra shot.
2800 void do_cmd_fire_aux(INVENTORY_IDX item, object_type *j_ptr)
2804 POSITION y, x, ny, nx, ty, tx, prev_y, prev_x;
2805 int tdam_base, tdis, thits, tmul;
2807 int cur_dis, visible;
2815 bool hit_body = FALSE;
2817 char o_name[MAX_NLEN];
2819 u16b path_g[512]; /* For calcuration of path length */
2821 int msec = delay_factor * delay_factor * delay_factor;
2824 bool stick_to = FALSE;
2826 /* Access the item (if in the pack) */
2829 o_ptr = &inventory[item];
2833 o_ptr = &o_list[0 - item];
2836 /* Sniper - Cannot shot a single arrow twice */
2837 if ((snipe_type == SP_DOUBLE) && (o_ptr->number < 2)) snipe_type = SP_NONE;
2839 /* Describe the object */
2840 object_desc(o_name, o_ptr, OD_OMIT_PREFIX);
2842 /* Use the proper number of shots */
2843 thits = p_ptr->num_fire;
2845 /* Use a base distance */
2848 /* Base damage from thrown object plus launcher bonus */
2849 tdam_base = damroll(o_ptr->dd, o_ptr->ds) + o_ptr->to_d + j_ptr->to_d;
2851 /* Actually "fire" the object */
2852 bonus = (p_ptr->to_h_b + o_ptr->to_h + j_ptr->to_h);
2853 if ((j_ptr->sval == SV_LIGHT_XBOW) || (j_ptr->sval == SV_HEAVY_XBOW))
2854 chance = (p_ptr->skill_thb + (p_ptr->weapon_exp[0][j_ptr->sval] / 400 + bonus) * BTH_PLUS_ADJ);
2856 chance = (p_ptr->skill_thb + ((p_ptr->weapon_exp[0][j_ptr->sval] - (WEAPON_EXP_MASTER / 2)) / 200 + bonus) * BTH_PLUS_ADJ);
2858 p_ptr->energy_use = bow_energy(j_ptr->sval);
2859 tmul = bow_tmul(j_ptr->sval);
2861 /* Get extra "power" from "extra might" */
2862 if (p_ptr->xtra_might) tmul++;
2864 tmul = tmul * (100 + (int)(adj_str_td[p_ptr->stat_ind[A_STR]]) - 128);
2866 /* Boost the damage */
2871 tdis = 13 + tmul/80;
2872 if ((j_ptr->sval == SV_LIGHT_XBOW) || (j_ptr->sval == SV_HEAVY_XBOW))
2875 tdis -= (5 - (p_ptr->concent + 1) / 2);
2880 project_length = tdis + 1;
2882 /* Get a direction (or cancel) */
2883 if (!get_aim_dir(&dir))
2885 p_ptr->energy_use = 0;
2887 if (snipe_type == SP_AWAY) snipe_type = SP_NONE;
2889 /* need not to reset project_length (already did)*/
2894 /* Predict the "target" location */
2895 tx = p_ptr->x + 99 * ddx[dir];
2896 ty = p_ptr->y + 99 * ddy[dir];
2898 /* Check for "target request" */
2899 if ((dir == 5) && target_okay())
2905 /* Get projection path length */
2906 tdis = project_path(path_g, project_length, p_ptr->y, p_ptr->x, ty, tx, PROJECT_PATH|PROJECT_THRU) - 1;
2908 project_length = 0; /* reset to default */
2910 /* Don't shoot at my feet */
2911 if (tx == p_ptr->x && ty == p_ptr->y)
2913 p_ptr->energy_use = 0;
2915 /* project_length is already reset to 0 */
2921 /* Take a (partial) turn */
2922 p_ptr->energy_use = (p_ptr->energy_use / thits);
2925 /* Sniper - Difficult to shot twice at 1 turn */
2926 if (snipe_type == SP_DOUBLE) p_ptr->concent = (p_ptr->concent + 1) / 2;
2928 /* Sniper - Repeat shooting when double shots */
2929 for (i = 0; i < ((snipe_type == SP_DOUBLE) ? 2 : 1); i++)
2932 /* Start at the player */
2936 /* Get local object */
2939 /* Obtain a local object */
2940 object_copy(q_ptr, o_ptr);
2945 /* Reduce and describe inventory */
2948 inven_item_increase(item, -1);
2949 inven_item_describe(item);
2950 inven_item_optimize(item);
2953 /* Reduce and describe floor item */
2956 floor_item_increase(0 - item, -1);
2957 floor_item_optimize(0 - item);
2962 /* Hack -- Handle stuff */
2965 /* Save the old location */
2969 /* The shot does not hit yet */
2972 /* Travel until stopped */
2973 for (cur_dis = 0; cur_dis <= tdis; )
2977 /* Hack -- Stop at the target */
2978 if ((y == ty) && (x == tx)) break;
2980 /* Calculate the new location (see "project()") */
2983 mmove2(&ny, &nx, p_ptr->y, p_ptr->x, ty, tx);
2986 if (snipe_type == SP_KILL_WALL)
2988 c_ptr = &cave[ny][nx];
2990 if (cave_have_flag_grid(c_ptr, FF_HURT_ROCK) && !c_ptr->m_idx)
2992 if (c_ptr->info & (CAVE_MARK)) msg_print(_("岩が砕け散った。", "Wall rocks were shattered."));
2993 /* Forget the wall */
2994 c_ptr->info &= ~(CAVE_MARK);
2996 p_ptr->update |= (PU_VIEW | PU_LITE | PU_FLOW | PU_MON_LITE);
2998 /* Destroy the wall */
2999 cave_alter_feat(ny, nx, FF_HURT_ROCK);
3006 /* Stopped by walls/doors */
3007 if (!cave_have_flag_bold(ny, nx, FF_PROJECT) && !cave[ny][nx].m_idx) break;
3009 /* Advance the distance */
3013 if (snipe_type == SP_LITE)
3015 cave[ny][nx].info |= (CAVE_GLOW);
3024 /* The player can see the (on screen) missile */
3025 if (panel_contains(ny, nx) && player_can_see_bold(ny, nx))
3027 char c = object_char(q_ptr);
3028 byte a = object_attr(q_ptr);
3030 /* Draw, Hilite, Fresh, Pause, Erase */
3031 print_rel(c, a, ny, nx);
3032 move_cursor_relative(ny, nx);
3034 Term_xtra(TERM_XTRA_DELAY, msec);
3039 /* The player cannot see the missile */
3042 /* Pause anyway, for consistancy */
3043 Term_xtra(TERM_XTRA_DELAY, msec);
3047 if (snipe_type == SP_KILL_TRAP)
3049 project(0, 0, ny, nx, 0, GF_KILL_TRAP,
3050 (PROJECT_JUMP | PROJECT_HIDE | PROJECT_GRID | PROJECT_ITEM), -1);
3054 if (snipe_type == SP_EVILNESS)
3056 cave[ny][nx].info &= ~(CAVE_GLOW | CAVE_MARK);
3065 /* Save the old location */
3069 /* Save the new location */
3074 /* Monster here, Try to hit it */
3075 if (cave[y][x].m_idx)
3077 cave_type *c_mon_ptr = &cave[y][x];
3079 monster_type *m_ptr = &m_list[c_mon_ptr->m_idx];
3080 monster_race *r_ptr = &r_info[m_ptr->r_idx];
3082 /* Check the visibility */
3083 visible = m_ptr->ml;
3085 /* Note the collision */
3088 if (MON_CSLEEP(m_ptr))
3090 if (!(r_ptr->flags3 & RF3_EVIL) || one_in_(5)) chg_virtue(V_COMPASSION, -1);
3091 if (!(r_ptr->flags3 & RF3_EVIL) || one_in_(5)) chg_virtue(V_HONOUR, -1);
3094 if ((r_ptr->level + 10) > p_ptr->lev)
3096 int now_exp = p_ptr->weapon_exp[0][j_ptr->sval];
3097 if (now_exp < s_info[p_ptr->pclass].w_max[0][j_ptr->sval])
3100 if (now_exp < WEAPON_EXP_BEGINNER) amount = 80;
3101 else if (now_exp < WEAPON_EXP_SKILLED) amount = 25;
3102 else if ((now_exp < WEAPON_EXP_EXPERT) && (p_ptr->lev > 19)) amount = 10;
3103 else if (p_ptr->lev > 34) amount = 2;
3104 p_ptr->weapon_exp[0][j_ptr->sval] += amount;
3105 p_ptr->update |= (PU_BONUS);
3111 if ((p_ptr->skill_exp[GINOU_RIDING] < s_info[p_ptr->pclass].s_max[GINOU_RIDING])
3112 && ((p_ptr->skill_exp[GINOU_RIDING] - (RIDING_EXP_BEGINNER * 2)) / 200 < r_info[m_list[p_ptr->riding].r_idx].level)
3115 p_ptr->skill_exp[GINOU_RIDING] += 1;
3116 p_ptr->update |= (PU_BONUS);
3120 /* Did we hit it (penalize range) */
3121 if (test_hit_fire(chance - cur_dis, m_ptr, m_ptr->ml, o_name))
3124 int tdam = tdam_base;
3126 /* Get extra damage from concentration */
3127 if (p_ptr->concent) tdam = boost_concentration_damage(tdam);
3129 /* Handle unseen monster */
3132 /* Invisible monster */
3133 msg_format(_("%sが敵を捕捉した。", "The %s finds a mark."), o_name);
3136 /* Handle visible monster */
3141 /* Get "the monster" or "it" */
3142 monster_desc(m_name, m_ptr, 0);
3145 msg_format(_("%sが%sに命中した。", "The %s hits %s."), o_name, m_name);
3149 /* Hack -- Track this monster race */
3150 if (!p_ptr->image) monster_race_track(m_ptr->ap_r_idx);
3152 /* Hack -- Track this monster */
3153 health_track(c_mon_ptr->m_idx);
3157 if (snipe_type == SP_NEEDLE)
3159 if ((randint1(randint1(r_ptr->level / (3 + p_ptr->concent)) + (8 - p_ptr->concent)) == 1)
3160 && !(r_ptr->flags1 & RF1_UNIQUE) && !(r_ptr->flags7 & RF7_UNIQUE2))
3164 /* Get "the monster" or "it" */
3165 monster_desc(m_name, m_ptr, 0);
3167 tdam = m_ptr->hp + 1;
3168 msg_format(_("%sの急所に突き刺さった!", "Your shot sticked on a fatal spot of %s!"), m_name);
3174 /* Apply special damage XXX XXX XXX */
3175 tdam = tot_dam_aux_shot(q_ptr, tdam, m_ptr);
3176 tdam = critical_shot(q_ptr->weight, q_ptr->to_h, j_ptr->to_h, tdam);
3178 /* No negative damage */
3179 if (tdam < 0) tdam = 0;
3181 /* Modify the damage */
3182 tdam = mon_damage_mod(m_ptr, tdam, FALSE);
3185 msg_format_wizard(CHEAT_MONSTER,
3186 _("%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))"),
3187 tdam, m_ptr->hp - tdam, m_ptr->maxhp, m_ptr->max_maxhp);
3190 if (snipe_type == SP_EXPLODE)
3192 u16b flg = (PROJECT_STOP | PROJECT_JUMP | PROJECT_KILL | PROJECT_GRID);
3194 sound(SOUND_EXPLODE); /* No explode sound - use breath fire instead */
3195 project(0, ((p_ptr->concent + 1) / 2 + 1), ny, nx, tdam, GF_MISSILE, flg, -1);
3200 if (snipe_type == SP_HOLYNESS)
3202 cave[ny][nx].info |= (CAVE_GLOW);
3211 /* Hit the monster, check for death */
3212 if (mon_take_hit(c_mon_ptr->m_idx, tdam, &fear, extract_note_dies(real_r_ptr(m_ptr))))
3221 if (object_is_fixed_artifact(q_ptr) &&
3222 (p_ptr->pclass != CLASS_SNIPER || p_ptr->concent == 0))
3226 monster_desc(m_name, m_ptr, 0);
3229 msg_format(_("%sは%sに突き刺さった!", "%^s have stuck into %s!"),o_name, m_name);
3233 message_pain(c_mon_ptr->m_idx, tdam);
3235 /* Anger the monster */
3236 if (tdam > 0) anger_monster(m_ptr);
3239 if (fear && m_ptr->ml)
3245 /* Get the monster name (or "it") */
3246 monster_desc(m_name, m_ptr, 0);
3249 msg_format(_("%^sは恐怖して逃げ出した!", "%^s flees in terror!"), m_name);
3252 set_target(m_ptr, p_ptr->y, p_ptr->x);
3255 if (snipe_type == SP_RUSH)
3257 int n = randint1(5) + 3;
3258 MONSTER_IDX m_idx = c_mon_ptr->m_idx;
3260 for ( ; cur_dis <= tdis; )
3267 /* Calculate the new location (see "project()") */
3268 mmove2(&ny, &nx, p_ptr->y, p_ptr->x, ty, tx);
3270 /* Stopped by wilderness boundary */
3271 if (!in_bounds2(ny, nx)) break;
3273 /* Stopped by walls/doors */
3274 if (!player_can_enter(cave[ny][nx].feat, 0)) break;
3276 /* Stopped by monsters */
3277 if (!cave_empty_bold(ny, nx)) break;
3279 cave[ny][nx].m_idx = m_idx;
3280 cave[oy][ox].m_idx = 0;
3285 /* Update the monster (new location) */
3286 update_mon(c_mon_ptr->m_idx, TRUE);
3292 Term_xtra(TERM_XTRA_DELAY, msec);
3304 if (snipe_type == SP_PIERCE)
3306 if(p_ptr->concent < 1) break;
3316 /* Chance of breakage (during attacks) */
3317 j = (hit_body ? breakage_chance(q_ptr) : 0);
3321 MONSTER_IDX m_idx = cave[y][x].m_idx;
3322 monster_type *m_ptr = &m_list[m_idx];
3323 OBJECT_IDX o_idx = o_pop();
3327 msg_format(_("%sはどこかへ行った。", "The %s have gone to somewhere."), o_name);
3328 if (object_is_fixed_artifact(q_ptr))
3330 a_info[j_ptr->name1].cur_num = 0;
3335 o_ptr = &o_list[o_idx];
3336 object_copy(o_ptr, q_ptr);
3339 o_ptr->marked &= OM_TOUCHED;
3341 /* Forget location */
3342 o_ptr->iy = o_ptr->ix = 0;
3344 /* Memorize monster */
3345 o_ptr->held_m_idx = m_idx;
3348 o_ptr->next_o_idx = m_ptr->hold_o_idx;
3351 m_ptr->hold_o_idx = o_idx;
3353 else if (cave_have_flag_bold(y, x, FF_PROJECT))
3355 /* Drop (or break) near that location */
3356 (void)drop_near(q_ptr, j, y, x);
3360 /* Drop (or break) near that location */
3361 (void)drop_near(q_ptr, j, prev_y, prev_x);
3364 /* Sniper - Repeat shooting when double shots */
3367 /* Sniper - Loose his/her concentration after any shot */
3368 if (p_ptr->concent) reset_concentration(FALSE);
3372 * @brief 射撃処理のメインルーチン
3375 void do_cmd_fire(void)
3381 is_fired = FALSE; /* not fired yet */
3383 /* Get the "bow" (if any) */
3384 j_ptr = &inventory[INVEN_BOW];
3386 /* Require a launcher */
3389 msg_print(_("射撃用の武器を持っていない。", "You have nothing to fire with."));
3394 if (j_ptr->sval == SV_CRIMSON)
3396 msg_print(_("この武器は発動して使うもののようだ。", "Do activate."));
3401 if (j_ptr->sval == SV_HARP)
3403 msg_print(_("この武器で射撃はできない。", "It's not for firing."));
3409 if (p_ptr->special_defense & KATA_MUSOU)
3411 set_action(ACTION_NONE);
3414 /* Require proper missile */
3415 item_tester_tval = p_ptr->tval_ammo;
3418 q = _("どれを撃ちますか? ", "Fire which item? ");
3419 s = _("発射されるアイテムがありません。", "You have nothing to fire.");
3420 if (!get_item(&item, q, s, (USE_INVEN | USE_FLOOR)))
3427 do_cmd_fire_aux(item, j_ptr);
3429 if (!is_fired || p_ptr->pclass != CLASS_SNIPER) return;
3431 /* Sniper actions after some shootings */
3432 if (snipe_type == SP_AWAY)
3434 teleport_player(10 + (p_ptr->concent * 2), 0L);
3436 if (snipe_type == SP_FINAL)
3438 msg_print(_("射撃の反動が体を襲った。", "A reactionary of shooting attacked you. "));
3439 (void)set_slow(p_ptr->slow + randint0(7) + 7, FALSE);
3440 (void)set_stun(p_ptr->stun + randint1(25));
3446 * @brief 投射処理メインルーチン /
3447 * Throw an object from the pack or floor.
3449 * @param boomerang ブーメラン処理ならばTRUE
3450 * @param shuriken 忍者の手裏剣処理ならばTRUE
3451 * @return ターンを消費した場合TRUEを返す
3454 * Note: "unseen" monsters are very hard to hit.
3456 * Should throwing a weapon do full damage? Should it allow the magic
3457 * to hit bonus of the weapon to have an effect? Should it ever cause
3458 * the item to be destroyed? Should it do any damage at all?
3461 bool do_cmd_throw(int mult, bool boomerang, OBJECT_IDX shuriken)
3466 POSITION y, x, ty, tx, prev_y, prev_x;
3467 POSITION ny[19], nx[19];
3468 int chance, tdam, tdis;
3469 int mul, div, dd, ds;
3470 int cur_dis, visible;
3478 bool hit_body = FALSE;
3479 bool hit_wall = FALSE;
3480 bool equiped_item = FALSE;
3481 bool return_when_thrown = FALSE;
3483 char o_name[MAX_NLEN];
3485 int msec = delay_factor * delay_factor * delay_factor;
3487 BIT_FLAGS flgs[TR_FLAG_SIZE];
3489 bool come_back = FALSE;
3490 bool do_drop = TRUE;
3493 if (p_ptr->special_defense & KATA_MUSOU)
3495 set_action(ACTION_NONE);
3504 if (buki_motteruka(INVEN_RARM) && buki_motteruka(INVEN_LARM))
3506 item_tester_hook = item_tester_hook_boomerang;
3507 q = _("どの武器を投げますか? ", "Throw which item? ");
3508 s = _("投げる武器がない。", "You have nothing to throw.");
3509 if (!get_item(&item, q, s, (USE_EQUIP)))
3515 else if (buki_motteruka(INVEN_LARM)) item = INVEN_LARM;
3516 else item = INVEN_RARM;
3521 q = _("どのアイテムを投げますか? ", "Throw which item? ");
3522 s = _("投げるアイテムがない。", "You have nothing to throw.");
3523 if (!get_item(&item, q, s, (USE_INVEN | USE_FLOOR | USE_EQUIP)))
3530 /* Access the item (if in the pack) */
3533 o_ptr = &inventory[item];
3537 o_ptr = &o_list[0 - item];
3541 /* Item is cursed */
3542 if (object_is_cursed(o_ptr) && (item >= INVEN_RARM))
3545 msg_print(_("ふーむ、どうやら呪われているようだ。", "Hmmm, it seems to be cursed."));
3551 if (p_ptr->inside_arena && !boomerang)
3553 if (o_ptr->tval != TV_SPIKE)
3555 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!"));
3564 /* Get local object */
3567 /* Obtain a local object */
3568 object_copy(q_ptr, o_ptr);
3570 /* Extract the thrown object's flags. */
3571 object_flags(q_ptr, flgs);
3572 torch_flags(q_ptr, flgs);
3574 /* Distribute the charges of rods/wands between the stacks */
3575 distribute_charges(o_ptr, q_ptr, 1);
3581 object_desc(o_name, q_ptr, OD_OMIT_PREFIX);
3583 if (p_ptr->mighty_throw) mult += 3;
3585 /* Extract a "distance multiplier" */
3586 /* Changed for 'launcher' mutation */
3587 mul = 10 + 2 * (mult - 1);
3589 /* Enforce a minimum "weight" of one pound */
3590 div = ((q_ptr->weight > 10) ? q_ptr->weight : 10);
3591 if ((have_flag(flgs, TR_THROW)) || boomerang) div /= 2;
3593 /* Hack -- Distance -- Reward strength, penalize weight */
3594 tdis = (adj_str_blow[p_ptr->stat_ind[A_STR]] + 20) * mul / div;
3596 /* Max distance of 10-18 */
3597 if (tdis > mul) tdis = mul;
3601 ty = randint0(101) - 50 + p_ptr->y;
3602 tx = randint0(101) - 50 + p_ptr->x;
3606 project_length = tdis + 1;
3608 /* Get a direction (or cancel) */
3609 if (!get_aim_dir(&dir)) return FALSE;
3611 /* Predict the "target" location */
3612 tx = p_ptr->x + 99 * ddx[dir];
3613 ty = p_ptr->y + 99 * ddy[dir];
3615 /* Check for "target request" */
3616 if ((dir == 5) && target_okay())
3622 project_length = 0; /* reset to default */
3625 if ((q_ptr->name1 == ART_MJOLLNIR) ||
3626 (q_ptr->name1 == ART_AEGISFANG) || boomerang)
3627 return_when_thrown = TRUE;
3629 /* Reduce and describe inventory */
3632 inven_item_increase(item, -1);
3633 if (!return_when_thrown)
3634 inven_item_describe(item);
3635 inven_item_optimize(item);
3638 /* Reduce and describe floor item */
3641 floor_item_increase(0 - item, -1);
3642 floor_item_optimize(0 - item);
3644 if (item >= INVEN_RARM)
3646 equiped_item = TRUE;
3647 p_ptr->redraw |= (PR_EQUIPPY);
3650 p_ptr->energy_use = 100;
3652 /* Rogue and Ninja gets bonus */
3653 if ((p_ptr->pclass == CLASS_ROGUE) || (p_ptr->pclass == CLASS_NINJA))
3654 p_ptr->energy_use -= p_ptr->lev;
3656 /* Start at the player */
3661 /* Hack -- Handle stuff */
3664 if ((p_ptr->pclass == CLASS_NINJA) && ((q_ptr->tval == TV_SPIKE) || ((have_flag(flgs, TR_THROW)) && (q_ptr->tval == TV_SWORD)))) shuriken = TRUE;
3665 else shuriken = FALSE;
3667 /* Chance of hitting */
3668 if (have_flag(flgs, TR_THROW)) chance = ((p_ptr->skill_tht) +
3669 ((p_ptr->to_h_b + q_ptr->to_h) * BTH_PLUS_ADJ));
3670 else chance = (p_ptr->skill_tht + (p_ptr->to_h_b * BTH_PLUS_ADJ));
3672 if (shuriken) chance *= 2;
3674 /* Save the old location */
3678 /* Travel until stopped */
3679 for (cur_dis = 0; cur_dis <= tdis; )
3681 /* Hack -- Stop at the target */
3682 if ((y == ty) && (x == tx)) break;
3684 /* Calculate the new location (see "project()") */
3687 mmove2(&ny[cur_dis], &nx[cur_dis], p_ptr->y, p_ptr->x, ty, tx);
3689 /* Stopped by walls/doors */
3690 if (!cave_have_flag_bold(ny[cur_dis], nx[cur_dis], FF_PROJECT))
3693 if ((q_ptr->tval == TV_FIGURINE) || object_is_potion(q_ptr) || !cave[ny[cur_dis]][nx[cur_dis]].m_idx) break;
3696 /* The player can see the (on screen) missile */
3697 if (panel_contains(ny[cur_dis], nx[cur_dis]) && player_can_see_bold(ny[cur_dis], nx[cur_dis]))
3699 char c = object_char(q_ptr);
3700 byte a = object_attr(q_ptr);
3702 /* Draw, Hilite, Fresh, Pause, Erase */
3703 print_rel(c, a, ny[cur_dis], nx[cur_dis]);
3704 move_cursor_relative(ny[cur_dis], nx[cur_dis]);
3706 Term_xtra(TERM_XTRA_DELAY, msec);
3707 lite_spot(ny[cur_dis], nx[cur_dis]);
3711 /* The player cannot see the missile */
3714 /* Pause anyway, for consistancy */
3715 Term_xtra(TERM_XTRA_DELAY, msec);
3718 /* Save the old location */
3722 /* Save the new location */
3726 /* Advance the distance */
3729 /* Monster here, Try to hit it */
3730 if (cave[y][x].m_idx)
3732 cave_type *c_ptr = &cave[y][x];
3733 monster_type *m_ptr = &m_list[c_ptr->m_idx];
3735 /* Check the visibility */
3736 visible = m_ptr->ml;
3738 /* Note the collision */
3741 /* Did we hit it (penalize range) */
3742 if (test_hit_fire(chance - cur_dis, m_ptr, m_ptr->ml, o_name))
3746 /* Handle unseen monster */
3749 /* Invisible monster */
3750 msg_format(_("%sが敵を捕捉した。", "The %s finds a mark."), o_name);
3753 /* Handle visible monster */
3758 /* Get "the monster" or "it" */
3759 monster_desc(m_name, m_ptr, 0);
3762 msg_format(_("%sが%sに命中した。", "The %s hits %s."), o_name, m_name);
3766 /* Hack -- Track this monster race */
3767 if (!p_ptr->image) monster_race_track(m_ptr->ap_r_idx);
3769 /* Hack -- Track this monster */
3770 health_track(c_ptr->m_idx);
3774 /* Hack -- Base damage from thrown object */
3777 torch_dice(q_ptr, &dd, &ds); /* throwing a torch */
3778 tdam = damroll(dd, ds);
3779 /* Apply special damage XXX XXX XXX */
3780 tdam = tot_dam_aux(q_ptr, tdam, m_ptr, 0, TRUE);
3781 tdam = critical_shot(q_ptr->weight, q_ptr->to_h, 0, tdam);
3782 if (q_ptr->to_d > 0)
3783 tdam += q_ptr->to_d;
3785 tdam += -q_ptr->to_d;
3789 tdam *= (mult+p_ptr->num_blow[item - INVEN_RARM]);
3790 tdam += p_ptr->to_d_m;
3792 else if (have_flag(flgs, TR_THROW))
3795 tdam += p_ptr->to_d_m;
3803 tdam += ((p_ptr->lev+30)*(p_ptr->lev+30)-900)/55;
3806 /* No negative damage */
3807 if (tdam < 0) tdam = 0;
3809 /* Modify the damage */
3810 tdam = mon_damage_mod(m_ptr, tdam, FALSE);
3812 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))"),
3813 tdam, m_ptr->hp - tdam, m_ptr->maxhp, m_ptr->max_maxhp);
3815 /* Hit the monster, check for death */
3816 if (mon_take_hit(c_ptr->m_idx, tdam, &fear, extract_note_dies(real_r_ptr(m_ptr))))
3825 message_pain(c_ptr->m_idx, tdam);
3827 /* Anger the monster */
3828 if ((tdam > 0) && !object_is_potion(q_ptr))
3829 anger_monster(m_ptr);
3832 if (fear && m_ptr->ml)
3838 /* Get the monster name (or "it") */
3839 monster_desc(m_name, m_ptr, 0);
3842 msg_format(_("%^sは恐怖して逃げ出した!", "%^s flees in terror!"), m_name);
3852 /* decrease toach's fuel */
3853 if (hit_body) torch_lost_fuel(q_ptr);
3855 /* Chance of breakage (during attacks) */
3856 j = (hit_body ? breakage_chance(q_ptr) : 0);
3858 /* Figurines transform */
3859 if ((q_ptr->tval == TV_FIGURINE) && !(p_ptr->inside_arena))
3863 if (!(summon_named_creature(0, y, x, q_ptr->pval,
3864 !(object_is_cursed(q_ptr)) ? PM_FORCE_PET : 0L)))
3865 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."));
3866 else if (object_is_cursed(q_ptr))
3867 msg_print(_("これはあまり良くない気がする。", "You have a bad feeling about this."));
3872 /* Potions smash open */
3873 if (object_is_potion(q_ptr))
3875 if (hit_body || hit_wall || (randint1(100) < j))
3878 msg_format(_("%sは砕け散った!", "The %s shatters!"), o_name);
3880 if (potion_smash_effect(0, y, x, q_ptr->k_idx))
3882 monster_type *m_ptr = &m_list[cave[y][x].m_idx];
3884 /* ToDo (Robert): fix the invulnerability */
3885 if (cave[y][x].m_idx &&
3886 is_friendly(&m_list[cave[y][x].m_idx]) &&
3887 !MON_INVULNER(m_ptr))
3890 monster_desc(m_name, &m_list[cave[y][x].m_idx], 0);
3891 msg_format(_("%sは怒った!", "%^s gets angry!"), m_name);
3892 set_hostile(&m_list[cave[y][x].m_idx]);
3903 if (return_when_thrown)
3905 int back_chance = randint1(30)+20+((int)(adj_dex_th[p_ptr->stat_ind[A_DEX]]) - 128);
3906 char o2_name[MAX_NLEN];
3907 bool super_boomerang = (((q_ptr->name1 == ART_MJOLLNIR) || (q_ptr->name1 == ART_AEGISFANG)) && boomerang);
3910 if (boomerang) back_chance += 4+randint1(5);
3911 if (super_boomerang) back_chance += 100;
3912 object_desc(o2_name, q_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
3914 if((back_chance > 30) && (!one_in_(100) || super_boomerang))
3916 for (i = cur_dis - 1; i > 0; i--)
3918 if (panel_contains(ny[i], nx[i]) && player_can_see_bold(ny[i], nx[i]))
3920 char c = object_char(q_ptr);
3921 byte a = object_attr(q_ptr);
3923 /* Draw, Hilite, Fresh, Pause, Erase */
3924 print_rel(c, a, ny[i], nx[i]);
3925 move_cursor_relative(ny[i], nx[i]);
3927 Term_xtra(TERM_XTRA_DELAY, msec);
3928 lite_spot(ny[i], nx[i]);
3933 /* Pause anyway, for consistancy */
3934 Term_xtra(TERM_XTRA_DELAY, msec);
3937 if((back_chance > 37) && !p_ptr->blind && (item >= 0))
3939 msg_format(_("%sが手元に返ってきた。", "%s comes back to you."), o2_name);
3946 msg_format(_("%sを受け損ねた!", "%s backs, but you can't catch!"), o2_name);
3950 msg_format(_("%sが返ってきた。", "%s comes back."), o2_name);
3958 msg_format(_("%sが返ってこなかった!", "%s doesn't back!"), o2_name);
3964 if (item == INVEN_RARM || item == INVEN_LARM)
3966 /* Access the wield slot */
3967 o_ptr = &inventory[item];
3969 /* Wear the new stuff */
3970 object_copy(o_ptr, q_ptr);
3972 /* Increase the weight */
3973 p_ptr->total_weight += q_ptr->weight;
3975 /* Increment the equip counter by hand */
3978 /* Recalculate bonuses */
3979 p_ptr->update |= (PU_BONUS);
3981 /* Recalculate torch */
3982 p_ptr->update |= (PU_TORCH);
3984 /* Recalculate mana XXX */
3985 p_ptr->update |= (PU_MANA);
3988 p_ptr->window |= (PW_EQUIP);
3996 else if (equiped_item)
4002 /* Drop (or break) near that location */
4005 if (cave_have_flag_bold(y, x, FF_PROJECT))
4007 /* Drop (or break) near that location */
4008 (void)drop_near(q_ptr, j, y, x);
4012 /* Drop (or break) near that location */
4013 (void)drop_near(q_ptr, j, prev_y, prev_x);
4023 * Hack: travel command
4025 #define TRAVEL_UNABLE 9999
4027 static int flow_head = 0;
4028 static int flow_tail = 0;
4029 static POSITION temp2_x[MAX_SHORT];
4030 static POSITION temp2_y[MAX_SHORT];
4033 * @brief トラベル処理の記憶配列を初期化する Hack: forget the "flow" information
4036 void forget_travel_flow(void)
4040 /* Check the entire dungeon */
4041 for (y = 0; y < cur_hgt; y++)
4043 for (x = 0; x < cur_wid; x++)
4045 /* Forget the old data */
4046 travel.cost[y][x] = MAX_SHORT;
4050 travel.y = travel.x = 0;
4054 * @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
4059 static int travel_flow_cost(POSITION y, POSITION x)
4061 feature_type *f_ptr = &f_info[cave[y][x].feat];
4064 /* Avoid obstacles (ex. trees) */
4065 if (have_flag(f_ptr->flags, FF_AVOID_RUN)) cost += 1;
4068 if (have_flag(f_ptr->flags, FF_WATER))
4070 if (have_flag(f_ptr->flags, FF_DEEP) && !p_ptr->levitation) cost += 5;
4074 if (have_flag(f_ptr->flags, FF_LAVA))
4077 if (!p_ptr->resist_fire) lava *= 2;
4078 if (!p_ptr->levitation) lava *= 2;
4079 if (have_flag(f_ptr->flags, FF_DEEP)) lava *= 2;
4084 /* Detected traps and doors */
4085 if (cave[y][x].info & (CAVE_MARK))
4087 if (have_flag(f_ptr->flags, FF_DOOR)) cost += 1;
4088 if (have_flag(f_ptr->flags, FF_TRAP)) cost += 10;
4095 * @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
4099 * @param wall プレイヤーが壁の中にいるならばTRUE
4102 static void travel_flow_aux(POSITION y, POSITION x, int n, bool wall)
4104 cave_type *c_ptr = &cave[y][x];
4105 feature_type *f_ptr = &f_info[c_ptr->feat];
4106 int old_head = flow_head;
4108 int base_cost = (n % TRAVEL_UNABLE);
4109 int from_wall = (n / TRAVEL_UNABLE);
4112 /* Ignore out of bounds */
4113 if (!in_bounds(y, x)) return;
4115 /* Ignore unknown grid except in wilderness */
4116 if (dun_level > 0 && !(c_ptr->info & CAVE_KNOWN)) return;
4118 /* Ignore "walls" and "rubble" (include "secret doors") */
4119 if (have_flag(f_ptr->flags, FF_WALL) ||
4120 have_flag(f_ptr->flags, FF_CAN_DIG) ||
4121 (have_flag(f_ptr->flags, FF_DOOR) && cave[y][x].mimic) ||
4122 (!have_flag(f_ptr->flags, FF_MOVE) && have_flag(f_ptr->flags, FF_CAN_FLY) && !p_ptr->levitation))
4124 if (!wall || !from_wall) return;
4125 add_cost += TRAVEL_UNABLE;
4129 add_cost = travel_flow_cost(y, x);
4132 cost = base_cost + add_cost;
4134 /* Ignore lower cost entries */
4135 if (travel.cost[y][x] <= cost) return;
4137 /* Save the flow cost */
4138 travel.cost[y][x] = cost;
4140 /* Enqueue that entry */
4141 temp2_y[flow_head] = y;
4142 temp2_x[flow_head] = x;
4144 /* Advance the queue */
4145 if (++flow_head == MAX_SHORT) flow_head = 0;
4147 /* Hack -- notice overflow by forgetting new entry */
4148 if (flow_head == flow_tail) flow_head = old_head;
4154 * @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
4155 * @param ty 目標地点のY座標
4156 * @param tx 目標地点のX座標
4159 static void travel_flow(POSITION ty, POSITION tx)
4163 feature_type *f_ptr = &f_info[cave[p_ptr->y][p_ptr->x].feat];
4165 /* Reset the "queue" */
4166 flow_head = flow_tail = 0;
4168 /* is player in the wall? */
4169 if (!have_flag(f_ptr->flags, FF_MOVE)) wall = TRUE;
4171 /* Start at the target grid */
4172 travel_flow_aux(ty, tx, 0, wall);
4174 /* Now process the queue */
4175 while (flow_head != flow_tail)
4177 /* Extract the next entry */
4178 y = temp2_y[flow_tail];
4179 x = temp2_x[flow_tail];
4181 /* Forget that entry */
4182 if (++flow_tail == MAX_SHORT) flow_tail = 0;
4184 /* Ignore too far entries */
4185 //if (distance(ty, tx, y, x) > 100) continue;
4187 /* Add the "children" */
4188 for (d = 0; d < 8; d++)
4190 /* Add that child if "legal" */
4191 travel_flow_aux(y + ddy_ddd[d], x + ddx_ddd[d], travel.cost[y][x], wall);
4195 /* Forget the flow info */
4196 flow_head = flow_tail = 0;
4200 * @brief トラベル処理のメインルーチン
4203 void do_cmd_travel(void)
4208 feature_type *f_ptr;
4210 if (travel.x != 0 && travel.y != 0 &&
4211 get_check(_("トラベルを継続しますか?", "Do you continue to travel?")))
4216 else if (!tgt_pt(&x, &y)) return;
4218 if ((x == p_ptr->x) && (y == p_ptr->y))
4220 msg_print(_("すでにそこにいます!", "You are already there!!"));
4224 f_ptr = &f_info[cave[y][x].feat];
4226 if ((cave[y][x].info & CAVE_MARK) &&
4227 (have_flag(f_ptr->flags, FF_WALL) ||
4228 have_flag(f_ptr->flags, FF_CAN_DIG) ||
4229 (have_flag(f_ptr->flags, FF_DOOR) && cave[y][x].mimic)))
4231 msg_print(_("そこには行くことができません!", "You cannot travel there!"));
4235 forget_travel_flow();
4241 /* Travel till 255 steps */
4247 /* Decides first direction */
4248 dx = abs(p_ptr->x - x);
4249 dy = abs(p_ptr->y - y);
4250 sx = ((x == p_ptr->x) || (dx < dy)) ? 0 : ((x > p_ptr->x) ? 1 : -1);
4251 sy = ((y == p_ptr->y) || (dy < dx)) ? 0 : ((y > p_ptr->y) ? 1 : -1);
4253 for (i = 1; i <= 9; i++)
4255 if ((sx == ddx[i]) && (sy == ddy[i])) travel.dir = i;