-/*!
- * @file cmd2.c
- * @brief プレイヤーのコマンド処理2 / Movement commands (part 2)
- * @date 2014/01/02
- * @author
- * Copyright (c) 1997 Ben Harrison, James E. Wilson, Robert A. Koeneke
- *
- * This software may be copied and distributed for educational, research,
- * and not for profit purposes provided that this copyright and statement
- * are included in all such copies. Other copyrights may also apply.
- */
-
-#include "angband.h"
-#include "chest.h"
-#include "floor.h"
-#include "melee.h"
-#include "object-hook.h"
-#include "projection.h"
-#include "spells-summon.h"
-#include "spells-status.h"
-#include "monster-status.h"
-#include "quest.h"
-#include "artifact.h"
-#include "avatar.h"
-#include "player-status.h"
-#include "realm-hex.h"
-#include "geometry.h"
-#include "wild.h"
-#include "grid.h"
-#include "feature.h"
-
-/*!
- * @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
- * @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
- * @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
- */
-static bool confirm_leave_level(bool down_stair)
-{
- quest_type *q_ptr = &quest[p_ptr->inside_quest];
-
- /* Confirm leaving from once only quest */
- if (confirm_quest && p_ptr->inside_quest &&
- (q_ptr->type == QUEST_TYPE_RANDOM ||
- (q_ptr->flags & QUEST_FLAG_ONCE &&
- q_ptr->status != QUEST_STATUS_COMPLETED) ||
- (q_ptr->flags & QUEST_FLAG_TOWER &&
- ((q_ptr->status != QUEST_STATUS_STAGE_COMPLETED) ||
- (down_stair && (quest[QUEST_TOWER1].status != QUEST_STATUS_COMPLETED))))))
- {
- 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."));
- if (get_check(_("本当にこの階を去りますか?", "Really leave this floor? "))) return TRUE;
- }
- else
- {
- return TRUE;
- }
- return FALSE;
-}
-
-/*!
- * @brief 魔法系コマンドが制限されているかを返す。
- * @return 魔法系コマンドを使用可能ならFALSE、不可能ならば理由をメッセージ表示してTRUEを返す。
- */
-bool cmd_limit_cast(player_type *creature_ptr)
-{
- if (dun_level && (d_info[p_ptr->dungeon_idx].flags1 & DF1_NO_MAGIC))
- {
- msg_print(_("ダンジョンが魔法を吸収した!", "The dungeon absorbs all attempted magic!"));
- msg_print(NULL);
- return TRUE;
- }
- else if (creature_ptr->anti_magic)
- {
- msg_print(_("反魔法バリアが魔法を邪魔した!", "An anti-magic shell disrupts your magic!"));
- return TRUE;
- }
- else if (creature_ptr->shero)
- {
- msg_format(_("狂戦士化していて頭が回らない!", "You cannot think directly!"));
- return TRUE;
- }
- else
- return FALSE;
-}
-
-bool cmd_limit_confused(player_type *creature_ptr)
-{
- if (creature_ptr->confused)
- {
- msg_print(_("混乱していてできない!", "You are too confused!"));
- return TRUE;
- }
- return FALSE;
-}
-
-bool cmd_limit_arena(player_type *creature_ptr)
-{
- if (creature_ptr->inside_arena)
- {
- msg_print(_("アリーナが魔法を吸収した!", "The arena absorbs all attempted magic!"));
- msg_print(NULL);
- return TRUE;
- }
- return FALSE;
-}
-
-bool cmd_limit_blind(player_type *creature_ptr)
-{
- if (creature_ptr->blind)
- {
- msg_print(_("目が見えない。", "You can't see anything."));
- return TRUE;
- }
- if (no_lite())
- {
- msg_print(_("明かりがないので、暗くて読めない。", "You have no light to read by."));
- return TRUE;
- }
- return FALSE;
-}
-
-bool cmd_limit_time_walk(player_type *creature_ptr)
-{
- if (creature_ptr->timewalk)
- {
- if (flush_failure) flush();
- msg_print(_("止まった時の中ではうまく働かないようだ。", "It shows no reaction."));
- sound(SOUND_FAIL);
- return TRUE;
- }
- return FALSE;
-}
-
-/*!
- * @brief 階段を使って階層を昇る処理 / Go up one level
- * @return なし
- */
-void do_cmd_go_up(void)
-{
- bool go_up = FALSE;
-
- /* Player grid */
- grid_type *g_ptr = &grid_array[p_ptr->y][p_ptr->x];
- feature_type *f_ptr = &f_info[g_ptr->feat];
-
- int up_num = 0;
-
- if (p_ptr->special_defense & KATA_MUSOU)
- {
- set_action(ACTION_NONE);
- }
-
- /* Verify stairs */
- if (!have_flag(f_ptr->flags, FF_LESS))
- {
- msg_print(_("ここには上り階段が見当たらない。", "I see no up staircase here."));
- return;
- }
-
- /* Quest up stairs */
- if (have_flag(f_ptr->flags, FF_QUEST))
- {
- /* Cancel the command */
- if (!confirm_leave_level(FALSE)) return;
-
-
- /* Success */
- if ((p_ptr->pseikaku == SEIKAKU_COMBAT) || (inventory[INVEN_BOW].name1 == ART_CRIMSON))
- msg_print(_("なんだこの階段は!", "What's this STAIRWAY!"));
- else
- msg_print(_("上の階に登った。", "You enter the up staircase."));
-
- leave_quest_check();
-
- p_ptr->inside_quest = g_ptr->special;
-
- /* Activate the quest */
- if (!quest[p_ptr->inside_quest].status)
- {
- if (quest[p_ptr->inside_quest].type != QUEST_TYPE_RANDOM)
- {
- init_flags = INIT_ASSIGN;
- process_dungeon_file("q_info.txt", 0, 0, 0, 0);
- }
- quest[p_ptr->inside_quest].status = QUEST_STATUS_TAKEN;
- }
-
- /* Leaving a quest */
- if (!p_ptr->inside_quest)
- {
- dun_level = 0;
- }
-
- /* Leaving */
- p_ptr->leaving = TRUE;
-
- p_ptr->oldpx = 0;
- p_ptr->oldpy = 0;
-
- take_turn(p_ptr, 100);
-
- /* End the command */
- return;
- }
-
- if (!dun_level)
- {
- go_up = TRUE;
- }
- else
- {
- go_up = confirm_leave_level(FALSE);
- }
-
- /* Cancel the command */
- if (!go_up) return;
-
- take_turn(p_ptr, 100);
-
- if (autosave_l) do_cmd_save_game(TRUE);
-
- /* For a random quest */
- if (p_ptr->inside_quest &&
- quest[p_ptr->inside_quest].type == QUEST_TYPE_RANDOM)
- {
- leave_quest_check();
-
- p_ptr->inside_quest = 0;
- }
-
- /* For a fixed quest */
- if (p_ptr->inside_quest &&
- quest[p_ptr->inside_quest].type != QUEST_TYPE_RANDOM)
- {
- leave_quest_check();
-
- p_ptr->inside_quest = g_ptr->special;
- dun_level = 0;
- up_num = 0;
- }
-
- /* For normal dungeon and random quest */
- else
- {
- /* New depth */
- if (have_flag(f_ptr->flags, FF_SHAFT))
- {
- /* Create a way back */
- prepare_change_floor_mode(CFM_SAVE_FLOORS | CFM_UP | CFM_SHAFT);
-
- up_num = 2;
- }
- else
- {
- /* Create a way back */
- prepare_change_floor_mode(CFM_SAVE_FLOORS | CFM_UP);
-
- up_num = 1;
- }
-
- /* Get out from current dungeon */
- if (dun_level - up_num < d_info[p_ptr->dungeon_idx].mindepth)
- up_num = dun_level;
- }
- if (record_stair) do_cmd_write_nikki(NIKKI_STAIR, 0-up_num, _("階段を上った", "climbed up the stairs to"));
-
- /* Success */
- if ((p_ptr->pseikaku == SEIKAKU_COMBAT) || (inventory[INVEN_BOW].name1 == ART_CRIMSON))
- msg_print(_("なんだこの階段は!", "What's this STAIRWAY!"));
- else if (up_num == dun_level)
- msg_print(_("地上に戻った。", "You go back to the surface."));
- else
- 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."));
-
- /* Leaving */
- p_ptr->leaving = TRUE;
-}
-
-
-/*!
- * @brief 階段を使って階層を降りる処理 / Go down one level
- * @return なし
- */
-void do_cmd_go_down(void)
-{
- /* Player grid */
- grid_type *g_ptr = &grid_array[p_ptr->y][p_ptr->x];
- feature_type *f_ptr = &f_info[g_ptr->feat];
-
- bool fall_trap = FALSE;
- int down_num = 0;
-
- if (p_ptr->special_defense & KATA_MUSOU)
- {
- set_action(ACTION_NONE);
- }
-
- /* Verify stairs */
- if (!have_flag(f_ptr->flags, FF_MORE))
- {
- msg_print(_("ここには下り階段が見当たらない。", "I see no down staircase here."));
- return;
- }
-
- if (have_flag(f_ptr->flags, FF_TRAP)) fall_trap = TRUE;
-
- /* Quest entrance */
- if (have_flag(f_ptr->flags, FF_QUEST_ENTER))
- {
- do_cmd_quest();
- }
-
- /* Quest down stairs */
- else if (have_flag(f_ptr->flags, FF_QUEST))
- {
- /* Confirm Leaving */
- if(!confirm_leave_level(TRUE)) return;
-
- if ((p_ptr->pseikaku == SEIKAKU_COMBAT) || (inventory[INVEN_BOW].name1 == ART_CRIMSON))
- msg_print(_("なんだこの階段は!", "What's this STAIRWAY!"));
- else
- msg_print(_("下の階に降りた。", "You enter the down staircase."));
-
- leave_quest_check();
- leave_tower_check();
-
- p_ptr->inside_quest = g_ptr->special;
-
- /* Activate the quest */
- if (!quest[p_ptr->inside_quest].status)
- {
- if (quest[p_ptr->inside_quest].type != QUEST_TYPE_RANDOM)
- {
- init_flags = INIT_ASSIGN;
- process_dungeon_file("q_info.txt", 0, 0, 0, 0);
- }
- quest[p_ptr->inside_quest].status = QUEST_STATUS_TAKEN;
- }
-
- /* Leaving a quest */
- if (!p_ptr->inside_quest)
- {
- dun_level = 0;
- }
-
- /* Leaving */
- p_ptr->leaving = TRUE;
- p_ptr->oldpx = 0;
- p_ptr->oldpy = 0;
-
- take_turn(p_ptr, 100);
- }
-
- else
- {
- DUNGEON_IDX target_dungeon = 0;
-
- if (!dun_level)
- {
- target_dungeon = have_flag(f_ptr->flags, FF_ENTRANCE) ? g_ptr->special : DUNGEON_ANGBAND;
-
- if (ironman_downward && (target_dungeon != DUNGEON_ANGBAND))
- {
- msg_print(_("ダンジョンの入口は塞がれている!", "The entrance of this dungeon is closed!"));
- return;
- }
- if (!max_dlv[target_dungeon])
- {
- 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)"),
- d_name+d_info[target_dungeon].name, d_info[target_dungeon].mindepth);
- 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;
- }
-
- /* Save old player position */
- p_ptr->oldpx = p_ptr->x;
- p_ptr->oldpy = p_ptr->y;
- p_ptr->dungeon_idx = target_dungeon;
-
- /*
- * Clear all saved floors
- * and create a first saved floor
- */
- prepare_change_floor_mode(CFM_FIRST_FLOOR);
- }
-
- take_turn(p_ptr, 100);
-
- if (autosave_l) do_cmd_save_game(TRUE);
-
- /* Go down */
- if (have_flag(f_ptr->flags, FF_SHAFT)) down_num += 2;
- else down_num += 1;
-
- if (!dun_level)
- {
- /* Enter the dungeon just now */
- p_ptr->enter_dungeon = TRUE;
- down_num = d_info[p_ptr->dungeon_idx].mindepth;
- }
-
- if (record_stair)
- {
- if (fall_trap) do_cmd_write_nikki(NIKKI_STAIR, down_num, _("落とし戸に落ちた", "fell through a trap door"));
- else do_cmd_write_nikki(NIKKI_STAIR, down_num, _("階段を下りた", "climbed down the stairs to"));
- }
-
- if (fall_trap)
- {
- msg_print(_("わざと落とし戸に落ちた。", "You deliberately jump through the trap door."));
- }
- else
- {
- /* Success */
- if (target_dungeon)
- {
- msg_format(_("%sへ入った。", "You entered %s."), d_text + d_info[p_ptr->dungeon_idx].text);
- }
- else
- {
- if ((p_ptr->pseikaku == SEIKAKU_COMBAT) || (inventory[INVEN_BOW].name1 == ART_CRIMSON))
- msg_print(_("なんだこの階段は!", "What's this STAIRWAY!"));
- else
- 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."));
- }
- }
-
-
- /* Leaving */
- p_ptr->leaving = TRUE;
-
- if (fall_trap)
- {
- prepare_change_floor_mode(CFM_SAVE_FLOORS | CFM_DOWN | CFM_RAND_PLACE | CFM_RAND_CONNECT);
- }
- else
- {
- if (have_flag(f_ptr->flags, FF_SHAFT))
- {
- /* Create a way back */
- prepare_change_floor_mode(CFM_SAVE_FLOORS | CFM_DOWN | CFM_SHAFT);
- }
- else
- {
- /* Create a way back */
- prepare_change_floor_mode(CFM_SAVE_FLOORS | CFM_DOWN);
- }
- }
- }
-}
-
-
-/*!
- * @brief 探索コマンドのメインルーチン / Simple command to "search" for one turn
- * @return なし
- */
-void do_cmd_search(void)
-{
- /* Allow repeated command */
- if (command_arg)
- {
- /* Set repeat count */
- command_rep = command_arg - 1;
- p_ptr->redraw |= (PR_STATE);
-
- /* Cancel the arg */
- command_arg = 0;
- }
- take_turn(p_ptr, 100);
-
- /* Search */
- search();
-}
-
-
-/*!
- * @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。
- * @param y 走査対象にしたいマスのY座標
- * @param x 走査対象にしたいマスのX座標
- * @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
- * @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。
- */
-static OBJECT_IDX chest_check(POSITION y, POSITION x, bool trapped)
-{
- grid_type *g_ptr = &grid_array[y][x];
- OBJECT_IDX this_o_idx, next_o_idx = 0;
-
- /* Scan all objects in the grid */
- for (this_o_idx = g_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
- {
- object_type *o_ptr;
-
- o_ptr = &o_list[this_o_idx];
- next_o_idx = o_ptr->next_o_idx;
-
- /* Skip unknown chests XXX XXX */
- /* if (!(o_ptr->marked & OM_FOUND)) continue; */
-
- /* Check for non empty chest */
- if ((o_ptr->tval == TV_CHEST) &&
- (((!trapped) && (o_ptr->pval)) || /* non empty */
- ((trapped) && (o_ptr->pval > 0)))) /* trapped only */
- {
- return (this_o_idx);
- }
- }
- return (0);
-}
-
-/*!
- * @brief 箱を開けるコマンドのメインルーチン /
- * Attempt to open the given chest at the given location
- * @param y 箱の存在するマスのY座標
- * @param x 箱の存在するマスのX座標
- * @param o_idx 箱のオブジェクトID
- * @return 箱が開かなかった場合TRUE / Returns TRUE if repeated commands may continue
- * @details
- * Assume there is no monster blocking the destination
- */
-static bool do_cmd_open_chest(POSITION y, POSITION x, OBJECT_IDX o_idx)
-{
- int i, j;
- bool flag = TRUE;
- bool more = FALSE;
- object_type *o_ptr = &o_list[o_idx];
-
- take_turn(p_ptr, 100);
-
- /* Attempt to unlock it */
- if (o_ptr->pval > 0)
- {
- /* Assume locked, and thus not open */
- flag = FALSE;
-
- /* Get the "disarm" factor */
- i = p_ptr->skill_dis;
-
- /* Penalize some conditions */
- if (p_ptr->blind || no_lite()) i = i / 10;
- if (p_ptr->confused || p_ptr->image) i = i / 10;
-
- /* Extract the difficulty */
- j = i - o_ptr->pval;
-
- /* Always have a small chance of success */
- if (j < 2) j = 2;
-
- /* Success -- May still have traps */
- if (randint0(100) < j)
- {
- msg_print(_("鍵をはずした。", "You have picked the lock."));
- gain_exp(1);
- flag = TRUE;
- }
-
- /* Failure -- Keep trying */
- else
- {
- /* We may continue repeating */
- more = TRUE;
- if (flush_failure) flush();
- msg_print(_("鍵をはずせなかった。", "You failed to pick the lock."));
-
- }
- }
-
- /* Allowed to open */
- if (flag)
- {
- /* Apply chest traps, if any */
- chest_trap(y, x, o_idx);
-
- /* Let the Chest drop items */
- chest_death(FALSE, y, x, o_idx);
- }
- return (more);
-}
-
-/*!
- * @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 /
- * Attempt to open the given chest at the given location
- * @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
- * @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
- * @param test 地形条件を判定するための関数ポインタ
- * @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
- * @return 該当する地形の数
- * @details Return the number of features around (or under) the character.
- * Usually look for doors and floor traps.
- */
-static int count_dt(POSITION *y, POSITION *x, bool (*test)(IDX feat), bool under)
-{
- DIRECTION d;
- int count;
- POSITION xx, yy;
-
- /* Count how many matches */
- count = 0;
-
- /* Check around (and under) the character */
- for (d = 0; d < 9; d++)
- {
- grid_type *g_ptr;
- FEAT_IDX feat;
-
- /* if not searching under player continue */
- if ((d == 8) && !under) continue;
-
- /* Extract adjacent (legal) location */
- yy = p_ptr->y + ddy_ddd[d];
- xx = p_ptr->x + ddx_ddd[d];
-
- /* Get the grid_array */
- g_ptr = &grid_array[yy][xx];
-
- /* Must have knowledge */
- if (!(g_ptr->info & (CAVE_MARK))) continue;
-
- /* Feature code (applying "mimic" field) */
- feat = get_feat_mimic(g_ptr);
-
- /* Not looking for this feature */
- if (!((*test)(feat))) continue;
-
- /* OK */
- ++count;
-
- /* Remember the location. Only useful if only one match */
- *y = yy;
- *x = xx;
- }
-
- /* All done */
- return count;
-}
-
-
-/*!
- * @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 /
- * Return the number of chests around (or under) the character.
- * @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
- * @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
- * @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
- * @return 該当する地形の数
- * @details
- * If requested, count only trapped chests.
- */
-static int count_chests(POSITION *y, POSITION *x, bool trapped)
-{
- DIRECTION d;
- int count;
- OBJECT_IDX o_idx;
- object_type *o_ptr;
-
- /* Count how many matches */
- count = 0;
-
- /* Check around (and under) the character */
- for (d = 0; d < 9; d++)
- {
- /* Extract adjacent (legal) location */
- POSITION yy = p_ptr->y + ddy_ddd[d];
- POSITION xx = p_ptr->x + ddx_ddd[d];
-
- /* No (visible) chest is there */
- if ((o_idx = chest_check(yy, xx, FALSE)) == 0) continue;
-
- /* Grab the object */
- o_ptr = &o_list[o_idx];
-
- /* Already open */
- if (o_ptr->pval == 0) continue;
-
- /* No (known) traps here */
- if (trapped && (!object_is_known(o_ptr) ||
- !chest_traps[o_ptr->pval])) continue;
-
- /* OK */
- ++count;
-
- /* Remember the location. Only useful if only one match */
- *y = yy;
- *x = xx;
- }
-
- /* All done */
- return count;
-}
-
-
-
-/*!
- * @brief 「開ける」動作コマンドのサブルーチン /
- * Perform the basic "open" command on doors
- * @param y 対象を行うマスのY座標
- * @param x 対象を行うマスのX座標
- * @return 実際に処理が行われた場合TRUEを返す。
- * @details
- * Assume destination is a closed/locked/jammed door
- * Assume there is no monster blocking the destination
- * Returns TRUE if repeated commands may continue
- */
-static bool do_cmd_open_aux(POSITION y, POSITION x)
-{
- int i, j;
-
- /* Get requested grid */
- grid_type *g_ptr = &grid_array[y][x];
- feature_type *f_ptr = &f_info[g_ptr->feat];
- bool more = FALSE;
-
- take_turn(p_ptr, 100);
-
- /* Seeing true feature code (ignore mimic) */
-
- /* Jammed door */
- if (!have_flag(f_ptr->flags, FF_OPEN))
- {
- /* Stuck */
- 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(g_ptr)].name);
- }
-
- /* Locked door */
- else if (f_ptr->power)
- {
- /* Disarm factor */
- i = p_ptr->skill_dis;
-
- /* Penalize some conditions */
- if (p_ptr->blind || no_lite()) i = i / 10;
- if (p_ptr->confused || p_ptr->image) i = i / 10;
-
- /* Extract the lock power */
- j = f_ptr->power;
-
- /* Extract the difficulty */
- j = i - (j * 4);
-
- /* Always have a small chance of success */
- if (j < 2) j = 2;
-
- /* Success */
- if (randint0(100) < j)
- {
- msg_print(_("鍵をはずした。", "You have picked the lock."));
-
- /* Open the door */
- cave_alter_feat(y, x, FF_OPEN);
-
- sound(SOUND_OPENDOOR);
-
- /* Experience */
- gain_exp(1);
- }
-
- /* Failure */
- else
- {
- /* Failure */
- if (flush_failure) flush();
-
- msg_print(_("鍵をはずせなかった。", "You failed to pick the lock."));
-
- /* We may keep trying */
- more = TRUE;
- }
- }
-
- /* Closed door */
- else
- {
- /* Open the door */
- cave_alter_feat(y, x, FF_OPEN);
-
- sound(SOUND_OPENDOOR);
- }
- return (more);
-}
-
-/*!
- * @brief 「開ける」コマンドのメインルーチン /
- * Open a closed/locked/jammed door or a closed/locked chest.
- * @return なし
- * @details
- * Unlocking a locked door/chest is worth one experience point.
- */
-void do_cmd_open(void)
-{
- POSITION y, x;
- DIRECTION dir;
- OBJECT_IDX o_idx;
-
- bool more = FALSE;
-
- if (p_ptr->wild_mode) return;
-
- if (p_ptr->special_defense & KATA_MUSOU)
- {
- set_action(ACTION_NONE);
- }
-
- /* Option: Pick a direction */
- if (easy_open)
- {
- int num_doors, num_chests;
-
- /* Count closed doors (locked or jammed) */
- num_doors = count_dt(&y, &x, is_closed_door, FALSE);
-
- /* Count chests (locked) */
- num_chests = count_chests(&y, &x, FALSE);
-
- /* See if only one target */
- if (num_doors || num_chests)
- {
- bool too_many = (num_doors && num_chests) || (num_doors > 1) ||
- (num_chests > 1);
- if (!too_many) command_dir = coords_to_dir(y, x);
- }
- }
-
- /* Allow repeated command */
- if (command_arg)
- {
- /* Set repeat count */
- command_rep = command_arg - 1;
- p_ptr->redraw |= (PR_STATE);
-
- /* Cancel the arg */
- command_arg = 0;
- }
-
- /* Get a "repeated" direction */
- if (get_rep_dir(&dir, TRUE))
- {
- FEAT_IDX feat;
- grid_type *g_ptr;
-
- /* Get requested location */
- y = p_ptr->y + ddy[dir];
- x = p_ptr->x + ddx[dir];
-
- /* Get requested grid */
- g_ptr = &grid_array[y][x];
-
- /* Feature code (applying "mimic" field) */
- feat = get_feat_mimic(g_ptr);
-
- /* Check for chest */
- o_idx = chest_check(y, x, FALSE);
-
- /* Nothing useful */
- if (!have_flag(f_info[feat].flags, FF_OPEN) && !o_idx)
- {
- msg_print(_("そこには開けるものが見当たらない。", "You see nothing there to open."));
- }
-
- /* Monster in the way */
- else if (g_ptr->m_idx && p_ptr->riding != g_ptr->m_idx)
- {
- take_turn(p_ptr, 100);
- msg_print(_("モンスターが立ちふさがっている!", "There is a monster in the way!"));
- py_attack(y, x, 0);
- }
-
- /* Handle chests */
- else if (o_idx)
- {
- /* Open the chest */
- more = do_cmd_open_chest(y, x, o_idx);
- }
-
- /* Handle doors */
- else
- {
- /* Open the door */
- more = do_cmd_open_aux(y, x);
- }
- }
-
- /* Cancel repeat unless we may continue */
- if (!more) disturb(FALSE, FALSE);
-}
-
-
-
-/*!
- * @brief 「閉じる」動作コマンドのサブルーチン /
- * Perform the basic "close" command
- * @param y 対象を行うマスのY座標
- * @param x 対象を行うマスのX座標
- * @return 実際に処理が行われた場合TRUEを返す。
- * @details
- * Assume destination is an open/broken door
- * Assume there is no monster blocking the destination
- * Returns TRUE if repeated commands may continue
- */
-static bool do_cmd_close_aux(POSITION y, POSITION x)
-{
- grid_type *g_ptr = &grid_array[y][x];
- FEAT_IDX old_feat = g_ptr->feat;
- bool more = FALSE;
-
- take_turn(p_ptr, 100);
-
- /* Seeing true feature code (ignore mimic) */
-
- /* Open door */
- if (have_flag(f_info[old_feat].flags, FF_CLOSE))
- {
- s16b closed_feat = feat_state(old_feat, FF_CLOSE);
-
- /* Hack -- object in the way */
- if ((g_ptr->o_idx || (g_ptr->info & CAVE_OBJECT)) &&
- (closed_feat != old_feat) && !have_flag(f_info[closed_feat].flags, FF_DROP))
- {
- msg_print(_("何かがつっかえて閉まらない。", "There seems stuck."));
- }
- else
- {
- /* Close the door */
- cave_alter_feat(y, x, FF_CLOSE);
-
- /* Broken door */
- if (old_feat == g_ptr->feat)
- {
- msg_print(_("ドアは壊れてしまっている。", "The door appears to be broken."));
- }
- else
- {
- sound(SOUND_SHUTDOOR);
- }
- }
- }
- return (more);
-}
-
-
-/*!
- * @brief 「閉じる」コマンドのメインルーチン /
- * Close an open door.
- * @return なし
- * @details
- * Unlocking a locked door/chest is worth one experience point.
- */
-void do_cmd_close(void)
-{
- POSITION y, x;
- DIRECTION dir;
-
- bool more = FALSE;
-
- if (p_ptr->wild_mode) return;
-
- if (p_ptr->special_defense & KATA_MUSOU)
- {
- set_action(ACTION_NONE);
- }
-
- /* Option: Pick a direction */
- if (easy_open)
- {
- /* Count open doors */
- if (count_dt(&y, &x, is_open, FALSE) == 1)
- {
- command_dir = coords_to_dir(y, x);
- }
- }
-
- /* Allow repeated command */
- if (command_arg)
- {
- /* Set repeat count */
- command_rep = command_arg - 1;
- p_ptr->redraw |= (PR_STATE);
-
- /* Cancel the arg */
- command_arg = 0;
- }
-
- /* Get a "repeated" direction */
- if (get_rep_dir(&dir, FALSE))
- {
- grid_type *g_ptr;
- FEAT_IDX feat;
-
- y = p_ptr->y + ddy[dir];
- x = p_ptr->x + ddx[dir];
- g_ptr = &grid_array[y][x];
-
- /* Feature code (applying "mimic" field) */
- feat = get_feat_mimic(g_ptr);
-
- /* Require open/broken door */
- if (!have_flag(f_info[feat].flags, FF_CLOSE))
- {
- msg_print(_("そこには閉じるものが見当たらない。", "You see nothing there to close."));
- }
-
- /* Monster in the way */
- else if (g_ptr->m_idx)
- {
- take_turn(p_ptr, 100);
-
- msg_print(_("モンスターが立ちふさがっている!", "There is a monster in the way!"));
-
- /* Attack */
- py_attack(y, x, 0);
- }
-
- /* Close the door */
- else
- {
- /* Close the door */
- more = do_cmd_close_aux(y, x);
- }
- }
-
- /* Cancel repeat unless we may continue */
- if (!more) disturb(FALSE, FALSE);
-}
-
-
-/*!
- * @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 /
- * Determine if a given grid may be "tunneled"
- * @param y 対象を行うマスのY座標
- * @param x 対象を行うマスのX座標
- * @return
- */
-static bool do_cmd_tunnel_test(POSITION y, POSITION x)
-{
- grid_type *g_ptr = &grid_array[y][x];
-
- /* Must have knowledge */
- if (!(g_ptr->info & CAVE_MARK))
- {
- msg_print(_("そこには何も見当たらない。", "You see nothing there."));
-
- return (FALSE);
- }
-
- /* Must be a wall/door/etc */
- if (!cave_have_flag_grid(g_ptr, FF_TUNNEL))
- {
- msg_print(_("そこには掘るものが見当たらない。", "You see nothing there to tunnel."));
-
- return (FALSE);
- }
-
- return (TRUE);
-}
-
-
-/*!
- * @brief 「掘る」動作コマンドのサブルーチン /
- * Perform the basic "tunnel" command
- * @param y 対象を行うマスのY座標
- * @param x 対象を行うマスのX座標
- * @return 実際に処理が行われた場合TRUEを返す。
- * @details
- * Assumes that no monster is blocking the destination
- * Do not use twall anymore
- * Returns TRUE if repeated commands may continue
- */
-static bool do_cmd_tunnel_aux(POSITION y, POSITION x)
-{
- grid_type *g_ptr;
- feature_type *f_ptr, *mimic_f_ptr;
- int power;
- concptr name;
- bool more = FALSE;
-
- /* Verify legality */
- if (!do_cmd_tunnel_test(y, x)) return (FALSE);
-
- take_turn(p_ptr, 100);
-
- g_ptr = &grid_array[y][x];
- f_ptr = &f_info[g_ptr->feat];
- power = f_ptr->power;
-
- /* Feature code (applying "mimic" field) */
- mimic_f_ptr = &f_info[get_feat_mimic(g_ptr)];
-
- name = f_name + mimic_f_ptr->name;
-
- sound(SOUND_DIG);
-
- if (have_flag(f_ptr->flags, FF_PERMANENT))
- {
- /* Titanium */
- if (have_flag(mimic_f_ptr->flags, FF_PERMANENT))
- {
- msg_print(_("この岩は硬すぎて掘れないようだ。", "This seems to be permanent rock."));
- }
-
- /* Map border (mimiccing Permanent wall) */
- else
- {
- msg_print(_("そこは掘れない!", "You can't tunnel through that!"));
- }
- }
-
- /* Dig or tunnel */
- else if (have_flag(f_ptr->flags, FF_CAN_DIG))
- {
- /* Dig */
- if (p_ptr->skill_dig > randint0(20 * power))
- {
- msg_format(_("%sをくずした。", "You have removed the %s."), name);
-
- /* Remove the feature */
- cave_alter_feat(y, x, FF_TUNNEL);
-
- /* Update some things */
- p_ptr->update |= (PU_FLOW);
- }
- else
- {
- /* Message, keep digging */
- msg_format(_("%sをくずしている。", "You dig into the %s."), name);
-
- more = TRUE;
- }
- }
-
- else
- {
- bool tree = have_flag(mimic_f_ptr->flags, FF_TREE);
-
- /* Tunnel */
- if (p_ptr->skill_dig > power + randint0(40 * power))
- {
- if (tree) msg_format(_("%sを切り払った。", "You have cleared away the %s."), name);
- else
- {
- msg_print(_("穴を掘り終えた。", "You have finished the tunnel."));
- p_ptr->update |= (PU_FLOW);
- }
-
- if (have_flag(f_ptr->flags, FF_GLASS)) sound(SOUND_GLASS);
-
- /* Remove the feature */
- cave_alter_feat(y, x, FF_TUNNEL);
-
- chg_virtue(V_DILIGENCE, 1);
- chg_virtue(V_NATURE, -1);
- }
-
- /* Keep trying */
- else
- {
- if (tree)
- {
- /* We may continue chopping */
- msg_format(_("%sを切っている。", "You chop away at the %s."), name);
- /* Occasional Search XXX XXX */
- if (randint0(100) < 25) search();
- }
- else
- {
- /* We may continue tunelling */
- msg_format(_("%sに穴を掘っている。", "You tunnel into the %s."), name);
- }
-
- more = TRUE;
- }
- }
-
- if (is_hidden_door(g_ptr))
- {
- /* Occasional Search XXX XXX */
- if (randint0(100) < 25) search();
- }
- return more;
-}
-
-
-/*!
- * @brief 「掘る」動作コマンドのメインルーチン /
- * Tunnels through "walls" (including rubble and closed doors)
- * @return なし
- * @details
- * <pre>
- * Note that you must tunnel in order to hit invisible monsters
- * in walls, though moving into walls still takes a turn anyway.
- *
- * Digging is very difficult without a "digger" weapon, but can be
- * accomplished by strong players using heavy weapons.
- * </pre>
- */
-void do_cmd_tunnel(void)
-{
- POSITION y, x;
- DIRECTION dir;
- grid_type *g_ptr;
- FEAT_IDX feat;
-
- bool more = FALSE;
-
- if (p_ptr->special_defense & KATA_MUSOU)
- {
- set_action(ACTION_NONE);
- }
-
- /* Allow repeated command */
- if (command_arg)
- {
- /* Set repeat count */
- command_rep = command_arg - 1;
- p_ptr->redraw |= (PR_STATE);
-
- /* Cancel the arg */
- command_arg = 0;
- }
-
- /* Get a direction to tunnel, or Abort */
- if (get_rep_dir(&dir,FALSE))
- {
- /* Get location */
- y = p_ptr->y + ddy[dir];
- x = p_ptr->x + ddx[dir];
-
- g_ptr = &grid_array[y][x];
-
- /* Feature code (applying "mimic" field) */
- feat = get_feat_mimic(g_ptr);
-
- /* No tunnelling through doors */
- if (have_flag(f_info[feat].flags, FF_DOOR))
- {
- msg_print(_("ドアは掘れない。", "You cannot tunnel through doors."));
- }
-
- /* No tunnelling through most features */
- else if (!have_flag(f_info[feat].flags, FF_TUNNEL))
- {
- msg_print(_("そこは掘れない。", "You can't tunnel through that."));
- }
-
- /* A monster is in the way */
- else if (g_ptr->m_idx)
- {
- take_turn(p_ptr, 100);
-
- msg_print(_("モンスターが立ちふさがっている!", "There is a monster in the way!"));
-
- /* Attack */
- py_attack(y, x, 0);
- }
-
- /* Try digging */
- else
- {
- /* Tunnel through walls */
- more = do_cmd_tunnel_aux(y, x);
- }
- }
-
- /* Cancel repetition unless we can continue */
- if (!more) disturb(FALSE, FALSE);
-}
-
-/*!
- * @brief 移動処理による簡易な「開く」処理 /
- * easy_open_door --
- * @return 開く処理が実際に試みられた場合TRUEを返す
- * @details
- * <pre>
- * If there is a jammed/closed/locked door at the given location,
- * then attempt to unlock/open it. Return TRUE if an attempt was
- * made (successful or not), otherwise return FALSE.
- *
- * The code here should be nearly identical to that in
- * do_cmd_open_test() and do_cmd_open_aux().
- * </pre>
- */
-bool easy_open_door(POSITION y, POSITION x)
-{
- int i, j;
-
- grid_type *g_ptr = &grid_array[y][x];
- feature_type *f_ptr = &f_info[g_ptr->feat];
-
- /* Must be a closed door */
- if (!is_closed_door(g_ptr->feat))
- {
- return (FALSE);
- }
-
- /* Jammed door */
- if (!have_flag(f_ptr->flags, FF_OPEN))
- {
- /* Stuck */
- 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(g_ptr)].name);
-
- }
-
- /* Locked door */
- else if (f_ptr->power)
- {
- /* Disarm factor */
- i = p_ptr->skill_dis;
-
- /* Penalize some conditions */
- if (p_ptr->blind || no_lite()) i = i / 10;
- if (p_ptr->confused || p_ptr->image) i = i / 10;
-
- /* Extract the lock power */
- j = f_ptr->power;
-
- /* Extract the difficulty */
- j = i - (j * 4);
-
- /* Always have a small chance of success */
- if (j < 2) j = 2;
-
- /* Success */
- if (randint0(100) < j)
- {
- msg_print(_("鍵をはずした。", "You have picked the lock."));
-
- /* Open the door */
- cave_alter_feat(y, x, FF_OPEN);
-
- sound(SOUND_OPENDOOR);
-
- /* Experience */
- gain_exp(1);
- }
-
- /* Failure */
- else
- {
- /* Failure */
- if (flush_failure) flush();
-
- msg_print(_("鍵をはずせなかった。", "You failed to pick the lock."));
-
- }
- }
-
- /* Closed door */
- else
- {
- /* Open the door */
- cave_alter_feat(y, x, FF_OPEN);
-
- sound(SOUND_OPENDOOR);
- }
- return (TRUE);
-}
-
-/*!
- * @brief 箱のトラップを解除するコマンドのメインルーチン /
- * Perform the basic "disarm" command
- * @param y 解除を行うマスのY座標
- * @param x 解除を行うマスのX座標
- * @param o_idx 箱のオブジェクトID
- * @return ターンを消費する処理が行われた場合TRUEを返す
- * @details
- * <pre>
- * Assume destination is a visible trap
- * Assume there is no monster blocking the destination
- * Returns TRUE if repeated commands may continue
- * </pre>
- */
-static bool do_cmd_disarm_chest(POSITION y, POSITION x, OBJECT_IDX o_idx)
-{
- int i, j;
- bool more = FALSE;
- object_type *o_ptr = &o_list[o_idx];
-
- take_turn(p_ptr, 100);
-
- /* Get the "disarm" factor */
- i = p_ptr->skill_dis;
-
- /* Penalize some conditions */
- if (p_ptr->blind || no_lite()) i = i / 10;
- if (p_ptr->confused || p_ptr->image) i = i / 10;
-
- /* Extract the difficulty */
- j = i - o_ptr->pval;
-
- /* Always have a small chance of success */
- if (j < 2) j = 2;
-
- /* Must find the trap first. */
- if (!object_is_known(o_ptr))
- {
- msg_print(_("トラップが見あたらない。", "I don't see any traps."));
-
- }
-
- /* Already disarmed/unlocked */
- else if (o_ptr->pval <= 0)
- {
- msg_print(_("箱にはトラップが仕掛けられていない。", "The chest is not trapped."));
- }
-
- /* No traps to find. */
- else if (!chest_traps[o_ptr->pval])
- {
- msg_print(_("箱にはトラップが仕掛けられていない。", "The chest is not trapped."));
- }
-
- /* Success (get a lot of experience) */
- else if (randint0(100) < j)
- {
- 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."));
- gain_exp(o_ptr->pval);
- o_ptr->pval = (0 - o_ptr->pval);
- }
-
- /* Failure -- Keep trying */
- else if ((i > 5) && (randint1(i) > 5))
- {
- /* We may keep trying */
- more = TRUE;
- if (flush_failure) flush();
- msg_print(_("箱のトラップ解除に失敗した。", "You failed to disarm the chest."));
- }
-
- /* Failure -- Set off the trap */
- else
- {
- msg_print(_("トラップを作動させてしまった!", "You set off a trap!"));
- sound(SOUND_FAIL);
- chest_trap(y, x, o_idx);
- }
- return (more);
-}
-
-
-/*!
- * @brief 箱のトラップを解除するコマンドのサブルーチン /
- * Perform the basic "disarm" command
- * @param y 解除を行うマスのY座標
- * @param x 解除を行うマスのX座標
- * @param dir プレイヤーからみた方向ID
- * @return ターンを消費する処理が行われた場合TRUEを返す
- * @details
- * <pre>
- * Assume destination is a visible trap
- * Assume there is no monster blocking the destination
- * Returns TRUE if repeated commands may continue
- * </pre>
- */
-
-bool do_cmd_disarm_aux(POSITION y, POSITION x, DIRECTION dir)
-{
- grid_type *g_ptr = &grid_array[y][x];
-
- /* Get feature */
- feature_type *f_ptr = &f_info[g_ptr->feat];
-
- /* Access trap name */
- concptr name = (f_name + f_ptr->name);
-
- /* Extract trap "power" */
- int power = f_ptr->power;
- bool more = FALSE;
-
- /* Get the "disarm" factor */
- int i = p_ptr->skill_dis;
- int j;
-
- take_turn(p_ptr, 100);
-
- /* Penalize some conditions */
- if (p_ptr->blind || no_lite()) i = i / 10;
- if (p_ptr->confused || p_ptr->image) i = i / 10;
-
- /* Extract the difficulty */
- j = i - power;
-
- /* Always have a small chance of success */
- if (j < 2) j = 2;
-
- /* Success */
- if (randint0(100) < j)
- {
- msg_format(_("%sを解除した。", "You have disarmed the %s."), name);
-
- /* Reward */
- gain_exp(power);
-
- /* Remove the trap */
- cave_alter_feat(y, x, FF_DISARM);
-
- /* Move the player onto the trap */
- move_player(dir, easy_disarm, FALSE);
- }
-
- /* Failure -- Keep trying */
- else if ((i > 5) && (randint1(i) > 5))
- {
- /* Failure */
- if (flush_failure) flush();
-
- msg_format(_("%sの解除に失敗した。", "You failed to disarm the %s."), name);
-
- /* We may keep trying */
- more = TRUE;
- }
-
- /* Failure -- Set off the trap */
- else
- {
- msg_format(_("%sを作動させてしまった!", "You set off the %s!"), name);
- /* Move the player onto the trap */
- move_player(dir, easy_disarm, FALSE);
- }
- return (more);
-}
-
-
-/*!
- * @brief 箱、床のトラップ解除処理双方の統合メインルーチン /
- * Disarms a trap, or chest
- * @return なし
- */
-void do_cmd_disarm(void)
-{
- POSITION y, x;
- DIRECTION dir;
- OBJECT_IDX o_idx;
-
- bool more = FALSE;
-
- if (p_ptr->wild_mode) return;
-
- if (p_ptr->special_defense & KATA_MUSOU)
- {
- set_action(ACTION_NONE);
- }
-
- /* Option: Pick a direction */
- if (easy_disarm)
- {
- int num_traps, num_chests;
-
- /* Count visible traps */
- num_traps = count_dt(&y, &x, is_trap, TRUE);
-
- /* Count chests (trapped) */
- num_chests = count_chests(&y, &x, TRUE);
-
- /* See if only one target */
- if (num_traps || num_chests)
- {
- bool too_many = (num_traps && num_chests) || (num_traps > 1) || (num_chests > 1);
- if (!too_many) command_dir = coords_to_dir(y, x);
- }
- }
-
-
- /* Allow repeated command */
- if (command_arg)
- {
- /* Set repeat count */
- command_rep = command_arg - 1;
- p_ptr->redraw |= (PR_STATE);
-
- /* Cancel the arg */
- command_arg = 0;
- }
-
- /* Get a direction (or abort) */
- if (get_rep_dir(&dir,TRUE))
- {
- grid_type *g_ptr;
- FEAT_IDX feat;
-
- y = p_ptr->y + ddy[dir];
- x = p_ptr->x + ddx[dir];
- g_ptr = &grid_array[y][x];
-
- /* Feature code (applying "mimic" field) */
- feat = get_feat_mimic(g_ptr);
-
- /* Check for chests */
- o_idx = chest_check(y, x, TRUE);
-
- /* Disarm a trap */
- if (!is_trap(feat) && !o_idx)
- {
- 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."));
- }
-
- /* Monster in the way */
- else if (g_ptr->m_idx && p_ptr->riding != g_ptr->m_idx)
- {
- msg_print(_("モンスターが立ちふさがっている!", "There is a monster in the way!"));
-
- /* Attack */
- py_attack(y, x, 0);
- }
-
- /* Disarm chest */
- else if (o_idx)
- {
- more = do_cmd_disarm_chest(y, x, o_idx);
- }
-
- /* Disarm trap */
- else
- {
- more = do_cmd_disarm_aux(y, x, dir);
- }
- }
-
- /* Cancel repeat unless told not to */
- if (!more) disturb(FALSE, FALSE);
-}
-
-
-/*!
- * @brief 「打ち破る」動作コマンドのサブルーチン /
- * Perform the basic "bash" command
- * @param y 対象を行うマスのY座標
- * @param x 対象を行うマスのX座標
- * @param dir プレイヤーから見たターゲットの方角ID
- * @return 実際に処理が行われた場合TRUEを返す。
- * @details
- * <pre>
- * Assume destination is a closed/locked/jammed door
- * Assume there is no monster blocking the destination
- * Returns TRUE if repeated commands may continue
- * </pre>
- */
-static bool do_cmd_bash_aux(POSITION y, POSITION x, DIRECTION dir)
-{
- grid_type *g_ptr = &grid_array[y][x];
-
- /* Get feature */
- feature_type *f_ptr = &f_info[g_ptr->feat];
-
- /* Hack -- Bash power based on strength */
- /* (Ranges from 3 to 20 to 100 to 200) */
- int bash = adj_str_blow[p_ptr->stat_ind[A_STR]];
-
- /* Extract door power */
- int temp = f_ptr->power;
-
- bool more = FALSE;
-
- concptr name = f_name + f_info[get_feat_mimic(g_ptr)].name;
-
- take_turn(p_ptr, 100);
-
- msg_format(_("%sに体当たりをした!", "You smash into the %s!"), name);
-
- /* Compare bash power to door power */
- temp = (bash - (temp * 10));
-
- if (p_ptr->pclass == CLASS_BERSERKER) temp *= 2;
-
- /* Hack -- always have a chance */
- if (temp < 1) temp = 1;
-
- /* Hack -- attempt to bash down the door */
- if (randint0(100) < temp)
- {
- msg_format(_("%sを壊した!", "The %s crashes open!"), name);
-
- sound(have_flag(f_ptr->flags, FF_GLASS) ? SOUND_GLASS : SOUND_OPENDOOR);
-
- /* Break down the door */
- if ((randint0(100) < 50) || (feat_state(g_ptr->feat, FF_OPEN) == g_ptr->feat) || have_flag(f_ptr->flags, FF_GLASS))
- {
- cave_alter_feat(y, x, FF_BASH);
- }
-
- /* Open the door */
- else
- {
- cave_alter_feat(y, x, FF_OPEN);
- }
-
- /* Hack -- Fall through the door */
- move_player(dir, FALSE, FALSE);
- }
-
- /* Saving throw against stun */
- else if (randint0(100) < adj_dex_safe[p_ptr->stat_ind[A_DEX]] +
- p_ptr->lev)
- {
- msg_format(_("この%sは頑丈だ。", "The %s holds firm."), name);
-
- /* Allow repeated bashing */
- more = TRUE;
- }
-
- /* High dexterity yields coolness */
- else
- {
- msg_print(_("体のバランスをくずしてしまった。", "You are off-balance."));
-
- /* Hack -- Lose balance ala paralysis */
- (void)set_paralyzed(p_ptr->paralyzed + 2 + randint0(2));
- }
- return (more);
-}
-
-
-/*!
- * @brief 「打ち破る」動作コマンドのメインルーチン /
- * Bash open a door, success based on character strength
- * @return なし
- * @details
- * <pre>
- * For a closed door, pval is positive if locked; negative if stuck.
- *
- * For an open door, pval is positive for a broken door.
- *
- * A closed door can be opened - harder if locked. Any door might be
- * bashed open (and thereby broken). Bashing a door is (potentially)
- * faster! You move into the door way. To open a stuck door, it must
- * be bashed. A closed door can be jammed (see do_cmd_spike()).
- *
- * Creatures can also open or bash doors, see elsewhere.
- * </pre>
- */
-void do_cmd_bash(void)
-{
- int y, x, dir;
- grid_type *g_ptr;
- bool more = FALSE;
-
- if (p_ptr->wild_mode) return;
-
- if (p_ptr->special_defense & KATA_MUSOU)
- {
- set_action(ACTION_NONE);
- }
-
- /* Allow repeated command */
- if (command_arg)
- {
- /* Set repeat count */
- command_rep = command_arg - 1;
- p_ptr->redraw |= (PR_STATE);
-
- /* Cancel the arg */
- command_arg = 0;
- }
-
- /* Get a "repeated" direction */
- if (get_rep_dir(&dir,FALSE))
- {
- FEAT_IDX feat;
-
- /* Bash location */
- y = p_ptr->y + ddy[dir];
- x = p_ptr->x + ddx[dir];
-
- g_ptr = &grid_array[y][x];
-
- /* Feature code (applying "mimic" field) */
- feat = get_feat_mimic(g_ptr);
-
- /* Nothing useful */
- if (!have_flag(f_info[feat].flags, FF_BASH))
- {
- 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."));
- }
-
- /* Monster in the way */
- else if (g_ptr->m_idx)
- {
- take_turn(p_ptr, 100);
-
- msg_print(_("モンスターが立ちふさがっている!", "There is a monster in the way!"));
-
- /* Attack */
- py_attack(y, x, 0);
- }
-
- /* Bash a closed door */
- else
- {
- /* Bash the door */
- more = do_cmd_bash_aux(y, x, dir);
- }
- }
-
- /* Unless valid action taken, cancel bash */
- if (!more) disturb(FALSE, FALSE);
-}
-
-
-/*!
- * @brief 特定のマスに影響を及ぼすための汎用的コマンド
- * @return なし
- * @details
- * <pre>
- * Manipulate an adjacent grid in some way
- *
- * Attack monsters, tunnel through walls, disarm traps, open doors.
- *
- * Consider confusion
- *
- * This command must always take a turn, to prevent free detection
- * of invisible monsters.
- * </pre>
- */
-void do_cmd_alter(void)
-{
- POSITION y, x;
- DIRECTION dir;
- grid_type *g_ptr;
- bool more = FALSE;
-
- if (p_ptr->special_defense & KATA_MUSOU)
- {
- set_action(ACTION_NONE);
- }
-
- /* Allow repeated command */
- if (command_arg)
- {
- /* Set repeat count */
- command_rep = command_arg - 1;
- p_ptr->redraw |= (PR_STATE);
-
- /* Cancel the arg */
- command_arg = 0;
- }
-
- /* Get a direction */
- if (get_rep_dir(&dir,TRUE))
- {
- FEAT_IDX feat;
- feature_type *f_ptr;
-
- y = p_ptr->y + ddy[dir];
- x = p_ptr->x + ddx[dir];
-
- g_ptr = &grid_array[y][x];
-
- /* Feature code (applying "mimic" field) */
- feat = get_feat_mimic(g_ptr);
- f_ptr = &f_info[feat];
-
- take_turn(p_ptr, 100);
-
- if (g_ptr->m_idx)
- {
- py_attack(y, x, 0);
- }
-
- /* Locked doors */
- else if (have_flag(f_ptr->flags, FF_OPEN))
- {
- more = do_cmd_open_aux(y, x);
- }
-
- /* Bash jammed doors */
- else if (have_flag(f_ptr->flags, FF_BASH))
- {
- more = do_cmd_bash_aux(y, x, dir);
- }
-
- /* Tunnel through walls */
- else if (have_flag(f_ptr->flags, FF_TUNNEL))
- {
- more = do_cmd_tunnel_aux(y, x);
- }
-
- /* Close open doors */
- else if (have_flag(f_ptr->flags, FF_CLOSE))
- {
- more = do_cmd_close_aux(y, x);
- }
-
- /* Disarm traps */
- else if (have_flag(f_ptr->flags, FF_DISARM))
- {
- more = do_cmd_disarm_aux(y, x, dir);
- }
-
- else
- {
- msg_print(_("何もない空中を攻撃した。", "You attack the empty air."));
- }
- }
-
- /* Cancel repetition unless we can continue */
- if (!more) disturb(FALSE, FALSE);
-}
-
-
-
-/*!
- * @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 /
- * Find the index of some "spikes", if possible.
- * @param ip くさびとして打てるオブジェクトのID
- * @return オブジェクトがある場合TRUEを返す
- * @details
- * <pre>
- * Let user choose a pile of spikes, perhaps?
- * </pre>
- */
-static bool get_spike(INVENTORY_IDX *ip)
-{
- INVENTORY_IDX i;
-
- /* Check every item in the pack */
- for (i = 0; i < INVEN_PACK; i++)
- {
- object_type *o_ptr = &inventory[i];
-
- /* Skip non-objects */
- if (!o_ptr->k_idx) continue;
-
- /* Check the "tval" code */
- if (o_ptr->tval == TV_SPIKE)
- {
- /* Save the spike index */
- (*ip) = i;
-
- /* Success */
- return (TRUE);
- }
- }
-
- return (FALSE);
-}
-
-
-/*!
- * @brief 「くさびを打つ」動作コマンドのメインルーチン /
- * Jam a closed door with a spike
- * @return なし
- * @details
- * <pre>
- * This command may NOT be repeated
- * </pre>
- */
-void do_cmd_spike(void)
-{
- DIRECTION dir;
-
- if (p_ptr->wild_mode) return;
-
- if (p_ptr->special_defense & KATA_MUSOU)
- {
- set_action(ACTION_NONE);
- }
-
- /* Get a "repeated" direction */
- if (get_rep_dir(&dir, FALSE))
- {
- POSITION y, x;
- INVENTORY_IDX item;
- grid_type *g_ptr;
- FEAT_IDX feat;
-
- y = p_ptr->y + ddy[dir];
- x = p_ptr->x + ddx[dir];
- g_ptr = &grid_array[y][x];
-
- /* Feature code (applying "mimic" field) */
- feat = get_feat_mimic(g_ptr);
-
- /* Require closed door */
- if (!have_flag(f_info[feat].flags, FF_SPIKE))
- {
- 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."));
- }
-
- /* Get a spike */
- else if (!get_spike(&item))
- {
- msg_print(_("くさびを持っていない!", "You have no spikes!"));
- }
-
- /* Is a monster in the way? */
- else if (g_ptr->m_idx)
- {
- take_turn(p_ptr, 100);
-
- msg_print(_("モンスターが立ちふさがっている!", "There is a monster in the way!"));
-
- /* Attack */
- py_attack(y, x, 0);
- }
-
- /* Go for it */
- else
- {
- take_turn(p_ptr, 100);
-
- /* Successful jamming */
- 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);
- cave_alter_feat(y, x, FF_SPIKE);
-
- /* Use up, and describe, a single spike, from the bottom */
- inven_item_increase(item, -1);
- inven_item_describe(item);
- inven_item_optimize(item);
- }
- }
-}
-
-
-
-/*!
- * @brief 「歩く」動作コマンドのメインルーチン /
- * Support code for the "Walk" and "Jump" commands
- * @param pickup アイテムの自動拾いを行うならTRUE
- * @return なし
- */
-void do_cmd_walk(bool pickup)
-{
- DIRECTION dir;
-
- bool more = FALSE;
-
-
- /* Allow repeated command */
- if (command_arg)
- {
- /* Set repeat count */
- command_rep = command_arg - 1;
- p_ptr->redraw |= (PR_STATE);
-
- /* Cancel the arg */
- command_arg = 0;
- }
-
- /* Get a "repeated" direction */
- if (get_rep_dir(&dir, FALSE))
- {
- take_turn(p_ptr, 100);
-
- if ((dir != 5) && (p_ptr->special_defense & KATA_MUSOU))
- {
- set_action(ACTION_NONE);
- }
-
- /* Hack -- In small scale wilderness it takes MUCH more time to move */
- if (p_ptr->wild_mode) p_ptr->energy_use *= ((MAX_HGT + MAX_WID) / 2);
- if (p_ptr->action == ACTION_HAYAGAKE) p_ptr->energy_use = p_ptr->energy_use * (45-(p_ptr->lev/2)) / 100;
-
- /* Actually move the character */
- move_player(dir, pickup, FALSE);
-
- /* Allow more walking */
- more = TRUE;
- }
-
- /* Hack again -- Is there a special encounter ??? */
- if (p_ptr->wild_mode && !cave_have_flag_bold(p_ptr->y, p_ptr->x, FF_TOWN))
- {
- int tmp = 120 + p_ptr->lev*10 - wilderness[p_ptr->y][p_ptr->x].level + 5;
- if (tmp < 1)
- tmp = 1;
- if (((wilderness[p_ptr->y][p_ptr->x].level + 5) > (p_ptr->lev / 2)) && randint0(tmp) < (21-p_ptr->skill_stl))
- {
- /* Inform the player of his horrible fate :=) */
- msg_print(_("襲撃だ!", "You are ambushed !"));
-
- /* Go into large wilderness view */
- p_ptr->oldpy = randint1(MAX_HGT-2);
- p_ptr->oldpx = randint1(MAX_WID-2);
- change_wild_mode();
-
- /* Give first move to monsters */
- take_turn(p_ptr, 100);
-
- /* HACk -- set the encouter flag for the wilderness generation */
- generate_encounter = TRUE;
- }
- }
-
- /* Cancel repeat unless we may continue */
- if (!more) disturb(FALSE, FALSE);
-}
-
-
-/*!
- * @brief 「走る」動作コマンドのメインルーチン /
- * Start running.
- * @return なし
- */
-void do_cmd_run(void)
-{
- DIRECTION dir;
- if (cmd_limit_confused(p_ptr)) return;
-
- if (p_ptr->special_defense & KATA_MUSOU)
- {
- set_action(ACTION_NONE);
- }
-
- /* Get a "repeated" direction */
- if (get_rep_dir(&dir,FALSE))
- {
- /* Hack -- Set the run counter */
- running = (command_arg ? command_arg : 1000);
-
- /* First step */
- run_step(dir);
- }
-}
-
-
-/*!
- * @brief 「留まる」動作コマンドのメインルーチン /
- * Stay still. Search. Enter stores.
- * Pick up treasure if "pickup" is true.
- * @param pickup アイテムの自動拾いを行うならTRUE
- * @return なし
- */
-void do_cmd_stay(bool pickup)
-{
- u32b mpe_mode = MPE_STAYING | MPE_ENERGY_USE;
-
- /* Allow repeated command */
- if (command_arg)
- {
- /* Set repeat count */
- command_rep = command_arg - 1;
- p_ptr->redraw |= (PR_STATE);
-
- /* Cancel the arg */
- command_arg = 0;
- }
-
- take_turn(p_ptr, 100);
-
- if (pickup) mpe_mode |= MPE_DO_PICKUP;
- (void)move_player_effect(p_ptr->y, p_ptr->x, mpe_mode);
-}
-
-
-/*!
- * @brief 「休む」動作コマンドのメインルーチン /
- * Resting allows a player to safely restore his hp -RAK-
- * @return なし
- */
-void do_cmd_rest(void)
-{
-
- set_action(ACTION_NONE);
-
- if ((p_ptr->pclass == CLASS_BARD) && (SINGING_SONG_EFFECT(p_ptr) || INTERUPTING_SONG_EFFECT(p_ptr)))
- {
- stop_singing(p_ptr);
- }
-
- /* Hex */
- if (hex_spelling_any()) stop_hex_spell_all();
-
- /* Prompt for time if needed */
- if (command_arg <= 0)
- {
- concptr p = _("休憩 (0-9999, '*' で HP/MP全快, '&' で必要なだけ): ",
- "Rest (0-9999, '*' for HP/SP, '&' as needed): ");
-
-
- char out_val[80];
-
- /* Default */
- strcpy(out_val, "&");
-
- /* Ask for duration */
- if (!get_string(p, out_val, 4)) return;
-
- /* Rest until done */
- if (out_val[0] == '&')
- {
- command_arg = COMMAND_ARG_REST_UNTIL_DONE;
- }
-
- /* Rest a lot */
- else if (out_val[0] == '*')
- {
- command_arg = COMMAND_ARG_REST_FULL_HEALING;
- }
-
- /* Rest some */
- else
- {
- command_arg = (COMMAND_ARG)atoi(out_val);
- if (command_arg <= 0) return;
- }
- }
-
-
- /* Paranoia */
- if (command_arg > 9999) command_arg = 9999;
-
- if (p_ptr->special_defense & NINJA_S_STEALTH) set_superstealth(FALSE);
-
- /* Take a turn (?) */
- take_turn(p_ptr, 100);
-
- /* The sin of sloth */
- if (command_arg > 100) chg_virtue(V_DILIGENCE, -1);
-
- /* Why are you sleeping when there's no need? WAKE UP!*/
- if ((p_ptr->chp == p_ptr->mhp) &&
- (p_ptr->csp == p_ptr->msp) &&
- !p_ptr->blind && !p_ptr->confused &&
- !p_ptr->poisoned && !p_ptr->afraid &&
- !p_ptr->stun && !p_ptr->cut &&
- !p_ptr->slow && !p_ptr->paralyzed &&
- !p_ptr->image && !p_ptr->word_recall &&
- !p_ptr->alter_reality)
- chg_virtue(V_DILIGENCE, -1);
-
- /* Save the rest code */
- resting = command_arg;
- p_ptr->action = ACTION_REST;
- p_ptr->update |= (PU_BONUS);
- update_creature(p_ptr);
-
- p_ptr->redraw |= (PR_STATE);
- update_output();
-
- Term_fresh();
-}
-
-
-
-/*!
- * @brief 射撃処理のメインルーチン
- * @return なし
- */
-void do_cmd_fire(void)
-{
- OBJECT_IDX item;
- object_type *j_ptr, *ammo_ptr;
- concptr q, s;
-
- if(p_ptr->wild_mode) return;
-
- is_fired = FALSE; /* not fired yet */
-
- /* Get the "bow" (if any) */
- j_ptr = &inventory[INVEN_BOW];
-
- /* Require a launcher */
- if (!j_ptr->tval)
- {
- msg_print(_("射撃用の武器を持っていない。", "You have nothing to fire with."));
- flush();
- return;
- }
-
- if (j_ptr->sval == SV_CRIMSON)
- {
- msg_print(_("この武器は発動して使うもののようだ。", "Do activate."));
- flush();
- return;
- }
-
- if (j_ptr->sval == SV_HARP)
- {
- msg_print(_("この武器で射撃はできない。", "It's not for firing."));
- flush();
- return;
- }
-
-
- if (p_ptr->special_defense & KATA_MUSOU)
- {
- set_action(ACTION_NONE);
- }
-
- /* Require proper missile */
- item_tester_tval = p_ptr->tval_ammo;
-
- q = _("どれを撃ちますか? ", "Fire which item? ");
- s = _("発射されるアイテムがありません。", "You have nothing to fire.");
-
-
- ammo_ptr = choose_object(&item, q, s, (USE_INVEN | USE_FLOOR));
- if (!ammo_ptr)
- {
- flush();
- return;
- }
-
- /* Fire the item */
- exe_fire(item, j_ptr);
-
- if (!is_fired || p_ptr->pclass != CLASS_SNIPER) return;
-
- /* Sniper actions after some shootings */
- if (snipe_type == SP_AWAY)
- {
- teleport_player(10 + (p_ptr->concent * 2), 0L);
- }
- if (snipe_type == SP_FINAL)
- {
- msg_print(_("射撃の反動が体を襲った。", "A reactionary of shooting attacked you. "));
- (void)set_slow(p_ptr->slow + randint0(7) + 7, FALSE);
- (void)set_stun(p_ptr->stun + randint1(25));
- }
-}
-
-
-/*!
- * @brief 投射処理メインルーチン /
- * Throw an object from the pack or floor.
- * @param mult 威力の倍率
- * @param boomerang ブーメラン処理ならばTRUE
- * @param shuriken 忍者の手裏剣処理ならばTRUE
- * @return ターンを消費した場合TRUEを返す
- * @details
- * <pre>
- * Note: "unseen" monsters are very hard to hit.
- *
- * Should throwing a weapon do full damage? Should it allow the magic
- * to hit bonus of the weapon to have an effect? Should it ever cause
- * the item to be destroyed? Should it do any damage at all?
- * </pre>
- */
-bool do_cmd_throw(int mult, bool boomerang, OBJECT_IDX shuriken)
-{
- DIRECTION dir;
- OBJECT_IDX item;
- int i;
- POSITION y, x, ty, tx, prev_y, prev_x;
- POSITION ny[19], nx[19];
- int chance, tdam, tdis;
- int mul, div, dd, ds;
- int cur_dis, visible;
- PERCENTAGE j;
-
- object_type forge;
- object_type *q_ptr;
- object_type *o_ptr;
-
- bool hit_body = FALSE;
- bool hit_wall = FALSE;
- bool equiped_item = FALSE;
- bool return_when_thrown = FALSE;
-
- GAME_TEXT o_name[MAX_NLEN];
-
- int msec = delay_factor * delay_factor * delay_factor;
-
- BIT_FLAGS flgs[TR_FLAG_SIZE];
- concptr q, s;
- bool come_back = FALSE;
- bool do_drop = TRUE;
-
- if (p_ptr->wild_mode) return FALSE;
-
- if (p_ptr->special_defense & KATA_MUSOU)
- {
- set_action(ACTION_NONE);
- }
-
- if (shuriken >= 0)
- {
- item = shuriken;
- o_ptr = &inventory[item];
- }
- else if (boomerang)
- {
- if (has_melee_weapon(INVEN_RARM) && has_melee_weapon(INVEN_LARM))
- {
- item_tester_hook = item_tester_hook_boomerang;
- q = _("どの武器を投げますか? ", "Throw which item? ");
- s = _("投げる武器がない。", "You have nothing to throw.");
- o_ptr = choose_object(&item, q, s, (USE_EQUIP));
- if (!o_ptr)
- {
- flush();
- return FALSE;
- }
- }
- else if (has_melee_weapon(INVEN_LARM))
- {
- item = INVEN_LARM;
- o_ptr = &inventory[item];
- }
- else
- {
- item = INVEN_RARM;
- o_ptr = &inventory[item];
- }
- }
- else
- {
- q = _("どのアイテムを投げますか? ", "Throw which item? ");
- s = _("投げるアイテムがない。", "You have nothing to throw.");
- o_ptr = choose_object(&item, q, s, (USE_INVEN | USE_FLOOR | USE_EQUIP));
- if (!o_ptr)
- {
- flush();
- return FALSE;
- }
- }
-
- /* Item is cursed */
- if (object_is_cursed(o_ptr) && (item >= INVEN_RARM))
- {
- msg_print(_("ふーむ、どうやら呪われているようだ。", "Hmmm, it seems to be cursed."));
- return FALSE;
- }
-
- if (p_ptr->inside_arena && !boomerang)
- {
- if (o_ptr->tval != TV_SPIKE)
- {
- 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!"));
- msg_print(NULL);
-
- return FALSE;
- }
-
- }
- q_ptr = &forge;
-
- /* Obtain a local object */
- object_copy(q_ptr, o_ptr);
-
- /* Extract the thrown object's flags. */
- object_flags(q_ptr, flgs);
- torch_flags(q_ptr, flgs);
-
- /* Distribute the charges of rods/wands between the stacks */
- distribute_charges(o_ptr, q_ptr, 1);
-
- /* Single object */
- q_ptr->number = 1;
-
- object_desc(o_name, q_ptr, OD_OMIT_PREFIX);
-
- if (p_ptr->mighty_throw) mult += 3;
-
- /* Extract a "distance multiplier" */
- /* Changed for 'launcher' mutation */
- mul = 10 + 2 * (mult - 1);
-
- /* Enforce a minimum "weight" of one pound */
- div = ((q_ptr->weight > 10) ? q_ptr->weight : 10);
- if ((have_flag(flgs, TR_THROW)) || boomerang) div /= 2;
-
- /* Hack -- Distance -- Reward strength, penalize weight */
- tdis = (adj_str_blow[p_ptr->stat_ind[A_STR]] + 20) * mul / div;
-
- /* Max distance of 10-18 */
- if (tdis > mul) tdis = mul;
-
- if (shuriken >= 0)
- {
- ty = randint0(101) - 50 + p_ptr->y;
- tx = randint0(101) - 50 + p_ptr->x;
- }
- else
- {
- project_length = tdis + 1;
-
- /* Get a direction (or cancel) */
- if (!get_aim_dir(&dir)) return FALSE;
-
- /* Predict the "target" location */
- tx = p_ptr->x + 99 * ddx[dir];
- ty = p_ptr->y + 99 * ddy[dir];
-
- /* Check for "target request" */
- if ((dir == 5) && target_okay())
- {
- tx = target_col;
- ty = target_row;
- }
-
- project_length = 0; /* reset to default */
- }
-
- if ((q_ptr->name1 == ART_MJOLLNIR) ||
- (q_ptr->name1 == ART_AEGISFANG) || boomerang)
- return_when_thrown = TRUE;
-
- /* Reduce and describe inventory */
- if (item >= 0)
- {
- inven_item_increase(item, -1);
- if (!return_when_thrown)
- inven_item_describe(item);
- inven_item_optimize(item);
- }
-
- /* Reduce and describe floor item */
- else
- {
- floor_item_increase(0 - item, -1);
- floor_item_optimize(0 - item);
- }
- if (item >= INVEN_RARM)
- {
- equiped_item = TRUE;
- p_ptr->redraw |= (PR_EQUIPPY);
- }
-
- take_turn(p_ptr, 100);
-
- /* Rogue and Ninja gets bonus */
- if ((p_ptr->pclass == CLASS_ROGUE) || (p_ptr->pclass == CLASS_NINJA))
- p_ptr->energy_use -= p_ptr->lev;
-
- /* Start at the player */
- y = p_ptr->y;
- x = p_ptr->x;
-
- handle_stuff();
-
- if ((p_ptr->pclass == CLASS_NINJA) && ((q_ptr->tval == TV_SPIKE) || ((have_flag(flgs, TR_THROW)) && (q_ptr->tval == TV_SWORD)))) shuriken = TRUE;
- else shuriken = FALSE;
-
- /* Chance of hitting */
- if (have_flag(flgs, TR_THROW)) chance = ((p_ptr->skill_tht) +
- ((p_ptr->to_h_b + q_ptr->to_h) * BTH_PLUS_ADJ));
- else chance = (p_ptr->skill_tht + (p_ptr->to_h_b * BTH_PLUS_ADJ));
-
- if (shuriken) chance *= 2;
-
- prev_y = y;
- prev_x = x;
-
- /* Travel until stopped */
- for (cur_dis = 0; cur_dis <= tdis; )
- {
- /* Hack -- Stop at the target */
- if ((y == ty) && (x == tx)) break;
-
- /* Calculate the new location (see "project()") */
- ny[cur_dis] = y;
- nx[cur_dis] = x;
- mmove2(&ny[cur_dis], &nx[cur_dis], p_ptr->y, p_ptr->x, ty, tx);
-
- /* Stopped by walls/doors */
- if (!cave_have_flag_bold(ny[cur_dis], nx[cur_dis], FF_PROJECT))
- {
- hit_wall = TRUE;
- if ((q_ptr->tval == TV_FIGURINE) || object_is_potion(q_ptr) || !grid_array[ny[cur_dis]][nx[cur_dis]].m_idx) break;
- }
-
- /* The player can see the (on screen) missile */
- if (panel_contains(ny[cur_dis], nx[cur_dis]) && player_can_see_bold(ny[cur_dis], nx[cur_dis]))
- {
- SYMBOL_CODE c = object_char(q_ptr);
- TERM_COLOR a = object_attr(q_ptr);
-
- /* Draw, Hilite, Fresh, Pause, Erase */
- print_rel(c, a, ny[cur_dis], nx[cur_dis]);
- move_cursor_relative(ny[cur_dis], nx[cur_dis]);
- Term_fresh();
- Term_xtra(TERM_XTRA_DELAY, msec);
- lite_spot(ny[cur_dis], nx[cur_dis]);
- Term_fresh();
- }
-
- /* The player cannot see the missile */
- else
- {
- /* Pause anyway, for consistancy */
- Term_xtra(TERM_XTRA_DELAY, msec);
- }
-
- prev_y = y;
- prev_x = x;
-
- /* Save the new location */
- x = nx[cur_dis];
- y = ny[cur_dis];
-
- /* Advance the distance */
- cur_dis++;
-
- /* Monster here, Try to hit it */
- if (grid_array[y][x].m_idx)
- {
- grid_type *g_ptr = &grid_array[y][x];
- monster_type *m_ptr = &m_list[g_ptr->m_idx];
-
- /* Check the visibility */
- visible = m_ptr->ml;
-
- /* Note the collision */
- hit_body = TRUE;
-
- /* Did we hit it (penalize range) */
- if (test_hit_fire(chance - cur_dis, m_ptr, m_ptr->ml, o_name))
- {
- bool fear = FALSE;
-
- /* Handle unseen monster */
- if (!visible)
- {
- /* Invisible monster */
- msg_format(_("%sが敵を捕捉した。", "The %s finds a mark."), o_name);
- }
-
- /* Handle visible monster */
- else
- {
- GAME_TEXT m_name[MAX_NLEN];
- monster_desc(m_name, m_ptr, 0);
- msg_format(_("%sが%sに命中した。", "The %s hits %s."), o_name, m_name);
-
- if (m_ptr->ml)
- {
- if (!p_ptr->image) monster_race_track(m_ptr->ap_r_idx);
- health_track(g_ptr->m_idx);
- }
- }
-
- /* Hack -- Base damage from thrown object */
- dd = q_ptr->dd;
- ds = q_ptr->ds;
- torch_dice(q_ptr, &dd, &ds); /* throwing a torch */
- tdam = damroll(dd, ds);
- /* Apply special damage */
- tdam = tot_dam_aux(q_ptr, tdam, m_ptr, 0, TRUE);
- tdam = critical_shot(q_ptr->weight, q_ptr->to_h, 0, tdam);
- if (q_ptr->to_d > 0)
- tdam += q_ptr->to_d;
- else
- tdam += -q_ptr->to_d;
-
- if (boomerang)
- {
- tdam *= (mult+p_ptr->num_blow[item - INVEN_RARM]);
- tdam += p_ptr->to_d_m;
- }
- else if (have_flag(flgs, TR_THROW))
- {
- tdam *= (3+mult);
- tdam += p_ptr->to_d_m;
- }
- else
- {
- tdam *= mult;
- }
- if (shuriken)
- {
- tdam += ((p_ptr->lev+30)*(p_ptr->lev+30)-900)/55;
- }
-
- /* No negative damage */
- if (tdam < 0) tdam = 0;
-
- /* Modify the damage */
- tdam = mon_damage_mod(m_ptr, tdam, FALSE);
-
- 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))"),
- tdam, m_ptr->hp - tdam, m_ptr->maxhp, m_ptr->max_maxhp);
-
- /* Hit the monster, check for death */
- if (mon_take_hit(g_ptr->m_idx, tdam, &fear, extract_note_dies(real_r_idx(m_ptr))))
- {
- /* Dead monster */
- }
-
- /* No death */
- else
- {
- message_pain(g_ptr->m_idx, tdam);
-
- /* Anger the monster */
- if ((tdam > 0) && !object_is_potion(q_ptr))
- anger_monster(m_ptr);
-
- if (fear && m_ptr->ml)
- {
- sound(SOUND_FLEE);
- GAME_TEXT m_name[MAX_NLEN];
- monster_desc(m_name, m_ptr, 0);
- msg_format(_("%^sは恐怖して逃げ出した!", "%^s flees in terror!"), m_name);
- }
- }
- }
-
- /* Stop looking */
- break;
- }
- }
-
- /* decrease toach's fuel */
- if (hit_body) torch_lost_fuel(q_ptr);
-
- /* Chance of breakage (during attacks) */
- j = (hit_body ? breakage_chance(q_ptr) : 0);
-
- /* Figurines transform */
- if ((q_ptr->tval == TV_FIGURINE) && !(p_ptr->inside_arena))
- {
- j = 100;
-
- if (!(summon_named_creature(0, y, x, q_ptr->pval, !(object_is_cursed(q_ptr)) ? PM_FORCE_PET : 0L)))
- 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."));
- else if (object_is_cursed(q_ptr))
- msg_print(_("これはあまり良くない気がする。", "You have a bad feeling about this."));
-
- }
-
-
- /* Potions smash open */
- if (object_is_potion(q_ptr))
- {
- if (hit_body || hit_wall || (randint1(100) < j))
- {
- msg_format(_("%sは砕け散った!", "The %s shatters!"), o_name);
-
- if (potion_smash_effect(0, y, x, q_ptr->k_idx))
- {
- monster_type *m_ptr = &m_list[grid_array[y][x].m_idx];
-
- /* ToDo (Robert): fix the invulnerability */
- if (grid_array[y][x].m_idx &&
- is_friendly(&m_list[grid_array[y][x].m_idx]) &&
- !MON_INVULNER(m_ptr))
- {
- GAME_TEXT m_name[MAX_NLEN];
- monster_desc(m_name, &m_list[grid_array[y][x].m_idx], 0);
- msg_format(_("%sは怒った!", "%^s gets angry!"), m_name);
- set_hostile(&m_list[grid_array[y][x].m_idx]);
- }
- }
- do_drop = FALSE;
- }
- else
- {
- j = 0;
- }
- }
-
- if (return_when_thrown)
- {
- int back_chance = randint1(30)+20+((int)(adj_dex_th[p_ptr->stat_ind[A_DEX]]) - 128);
- char o2_name[MAX_NLEN];
- bool super_boomerang = (((q_ptr->name1 == ART_MJOLLNIR) || (q_ptr->name1 == ART_AEGISFANG)) && boomerang);
-
- j = -1;
- if (boomerang) back_chance += 4+randint1(5);
- if (super_boomerang) back_chance += 100;
- object_desc(o2_name, q_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
-
- if((back_chance > 30) && (!one_in_(100) || super_boomerang))
- {
- for (i = cur_dis - 1; i > 0; i--)
- {
- if (panel_contains(ny[i], nx[i]) && player_can_see_bold(ny[i], nx[i]))
- {
- char c = object_char(q_ptr);
- byte a = object_attr(q_ptr);
-
- /* Draw, Hilite, Fresh, Pause, Erase */
- print_rel(c, a, ny[i], nx[i]);
- move_cursor_relative(ny[i], nx[i]);
- Term_fresh();
- Term_xtra(TERM_XTRA_DELAY, msec);
- lite_spot(ny[i], nx[i]);
- Term_fresh();
- }
- else
- {
- /* Pause anyway, for consistancy */
- Term_xtra(TERM_XTRA_DELAY, msec);
- }
- }
- if((back_chance > 37) && !p_ptr->blind && (item >= 0))
- {
- msg_format(_("%sが手元に返ってきた。", "%s comes back to you."), o2_name);
- come_back = TRUE;
- }
- else
- {
- if (item >= 0)
- {
- msg_format(_("%sを受け損ねた!", "%s backs, but you can't catch!"), o2_name);
- }
- else
- {
- msg_format(_("%sが返ってきた。", "%s comes back."), o2_name);
- }
- y = p_ptr->y;
- x = p_ptr->x;
- }
- }
- else
- {
- msg_format(_("%sが返ってこなかった!", "%s doesn't back!"), o2_name);
- }
- }
-
- if (come_back)
- {
- if (item == INVEN_RARM || item == INVEN_LARM)
- {
- /* Access the wield slot */
- o_ptr = &inventory[item];
-
- /* Wear the new stuff */
- object_copy(o_ptr, q_ptr);
-
- p_ptr->total_weight += q_ptr->weight;
-
- /* Increment the equip counter by hand */
- equip_cnt++;
-
- /* Recalculate torch */
- p_ptr->update |= (PU_BONUS | PU_TORCH | PU_MANA);
- p_ptr->window |= (PW_EQUIP);
- }
- else
- {
- inven_carry(q_ptr);
- }
- do_drop = FALSE;
- }
- else if (equiped_item)
- {
- kamaenaoshi(item);
- calc_android_exp();
- }
-
- if (do_drop)
- {
- if (cave_have_flag_bold(y, x, FF_PROJECT))
- {
- (void)drop_near(q_ptr, j, y, x);
- }
- else
- {
- (void)drop_near(q_ptr, j, prev_y, prev_x);
- }
- }
-
- return TRUE;
-}