* </pre>
*/
-
#include "angband.h"
-#define MAX_VAMPIRIC_DRAIN 50 /*!< 吸血処理の最大回復HP */
-
-
-/*!
- * @brief プレイヤーからモンスターへの射撃命中判定 /
- * Determine if the player "hits" a monster (normal combat).
- * @param chance 基本命中値
- * @param m_ptr モンスターの構造体参照ポインタ
- * @param vis 目標を視界に捕らえているならばTRUEを指定
- * @param o_name メッセージ表示時のモンスター名
- * @return 命中と判定された場合TRUEを返す
- * @note Always miss 5%, always hit 5%, otherwise random.
- */
-bool test_hit_fire(int chance, monster_type *m_ptr, int vis, char* o_name)
-{
- int k, ac;
- monster_race *r_ptr = &r_info[m_ptr->r_idx];
-
- /* Percentile dice */
- k = randint1(100);
-
- /* Snipers with high-concentration reduce instant miss percentage.*/
- k += p_ptr->concent;
-
- /* Hack -- Instant miss or hit */
- if (k <= 5) return (FALSE);
- if (k > 95) return (TRUE);
-
- if (p_ptr->pseikaku == SEIKAKU_NAMAKE)
- if (one_in_(20)) return (FALSE);
-
- /* Never hit */
- if (chance <= 0) return (FALSE);
-
- ac = r_ptr->ac;
- if (p_ptr->concent)
- {
- ac *= (8 - p_ptr->concent);
- ac /= 8;
- }
-
- if(m_ptr->r_idx == MON_GOEMON && !MON_CSLEEP(m_ptr)) ac *= 3;
-
- /* Invisible monsters are harder to hit */
- if (!vis) chance = (chance + 1) / 2;
-
- /* Power competes against armor */
- if (randint0(chance) < (ac * 3 / 4))
- {
- if(m_ptr->r_idx == MON_GOEMON && !MON_CSLEEP(m_ptr))
- {
- char m_name[80];
-
- /* Extract monster name */
- monster_desc(m_name, m_ptr, 0);
- msg_format(_("%sは%sを斬り捨てた!", "%s cuts down %s!"), m_name, o_name);
- }
- return (FALSE);
- }
-
- /* Assume hit */
- return (TRUE);
-}
-
-
-
-/*!
- * @brief プレイヤーからモンスターへの打撃命中判定 /
- * Determine if the player "hits" a monster (normal combat).
- * @param chance 基本命中値
- * @param ac モンスターのAC
- * @param vis 目標を視界に捕らえているならばTRUEを指定
- * @return 命中と判定された場合TRUEを返す
- * @note Always miss 5%, always hit 5%, otherwise random.
- */
-bool test_hit_norm(int chance, int ac, int vis)
-{
- int k;
-
- /* Percentile dice */
- k = randint0(100);
-
- /* Hack -- Instant miss or hit */
- if (k < 10) return (k < 5);
-
- if (p_ptr->pseikaku == SEIKAKU_NAMAKE)
- if (one_in_(20)) return (FALSE);
-
- /* Wimpy attack never hits */
- if (chance <= 0) return (FALSE);
-
- /* Penalize invisible targets */
- if (!vis) chance = (chance + 1) / 2;
-
- /* Power must defeat armor */
- if (randint0(chance) < (ac * 3 / 4)) return (FALSE);
-
- /* Assume hit */
- return (TRUE);
-}
-
-
-
-/*!
- * @brief プレイヤーからモンスターへの射撃クリティカル判定 /
- * Critical hits (from objects thrown by player) Factor in item weight, total plusses, and player level.
- * @param weight 矢弾の重量
- * @param plus_ammo 矢弾の命中修正
- * @param plus_bow 弓の命中修正
- * @param dam 現在算出中のダメージ値
- * @return クリティカル修正が入ったダメージ値
- */
-s16b critical_shot(int weight, int plus_ammo, int plus_bow, int dam)
-{
- int i, k;
- object_type *j_ptr = &inventory[INVEN_BOW];
-
- /* Extract "shot" power */
- i = p_ptr->to_h_b + plus_ammo;
-
- if (p_ptr->tval_ammo == TV_BOLT)
- i = (p_ptr->skill_thb + (p_ptr->weapon_exp[0][j_ptr->sval] / 400 + i) * BTH_PLUS_ADJ);
- else
- i = (p_ptr->skill_thb + ((p_ptr->weapon_exp[0][j_ptr->sval] - (WEAPON_EXP_MASTER / 2)) / 200 + i) * BTH_PLUS_ADJ);
-
-
- /* Snipers can shot more critically with crossbows */
- if (p_ptr->concent) i += ((i * p_ptr->concent) / 5);
- if ((p_ptr->pclass == CLASS_SNIPER) && (p_ptr->tval_ammo == TV_BOLT)) i *= 2;
-
- /* Good bow makes more critical */
- i += plus_bow * 8 * (p_ptr->concent ? p_ptr->concent + 5 : 5);
-
- /* Critical hit */
- if (randint1(10000) <= i)
- {
- k = weight * randint1(500);
-
- if (k < 900)
- {
- msg_print(_("手ごたえがあった!", "It was a good hit!"));
- dam += (dam / 2);
- }
- else if (k < 1350)
- {
- msg_print(_("かなりの手ごたえがあった!", "It was a great hit!"));
- dam *= 2;
- }
- else
- {
- msg_print(_("会心の一撃だ!", "It was a superb hit!"));
- dam *= 3;
- }
- }
-
- return (dam);
-}
-
-
-
-/*!
- * @brief プレイヤーからモンスターへの打撃クリティカル判定 /
- * Critical hits (by player) Factor in weapon weight, total plusses, player melee bonus
- * @param weight 矢弾の重量
- * @param plus 武器の命中修正
- * @param dam 現在算出中のダメージ値
- * @param meichuu 打撃の基本命中力
- * @param mode オプションフラグ
- * @return クリティカル修正が入ったダメージ値
- */
-s16b critical_norm(int weight, int plus, int dam, s16b meichuu, int mode)
-{
- int i, k;
-
- /* Extract "blow" power */
- i = (weight + (meichuu * 3 + plus * 5) + p_ptr->skill_thn);
-
- /* Chance */
- if ((randint1((p_ptr->pclass == CLASS_NINJA) ? 4444 : 5000) <= i) || (mode == HISSATSU_MAJIN) || (mode == HISSATSU_3DAN))
- {
- k = weight + randint1(650);
- if ((mode == HISSATSU_MAJIN) || (mode == HISSATSU_3DAN)) k+= randint1(650);
-
- if (k < 400)
- {
- msg_print(_("手ごたえがあった!", "It was a good hit!"));
-
- dam = 2 * dam + 5;
- }
- else if (k < 700)
- {
- msg_print(_("かなりの手ごたえがあった!", "It was a great hit!"));
- dam = 2 * dam + 10;
- }
- else if (k < 900)
- {
- msg_print(_("会心の一撃だ!", "It was a superb hit!"));
- dam = 3 * dam + 15;
- }
- else if (k < 1300)
- {
- msg_print(_("最高の会心の一撃だ!", "It was a *GREAT* hit!"));
- dam = 3 * dam + 20;
- }
- else
- {
- msg_print(_("比類なき最高の会心の一撃だ!", "It was a *SUPERB* hit!"));
- dam = ((7 * dam) / 2) + 25;
- }
- }
-
- return (dam);
-}
+#include "trap.h"
* @param m_ptr 目標モンスターの構造体参照ポインタ
* @return スレイング加味後の倍率(/10倍)
*/
-static int mult_slaying(int mult, const u32b* flgs, const monster_type* m_ptr)
+static MULTIPLY mult_slaying(MULTIPLY mult, const BIT_FLAGS* flgs, const monster_type* m_ptr)
{
static const struct slay_table_t {
int slay_flag;
- u32b affect_race_flag;
- int slay_mult;
+ BIT_FLAGS affect_race_flag;
+ MULTIPLY slay_mult;
size_t flag_offset;
size_t r_flag_offset;
} slay_table[] = {
* @param m_ptr 目標モンスターの構造体参照ポインタ
* @return スレイング加味後の倍率(/10倍)
*/
-static int mult_brand(int mult, const u32b* flgs, const monster_type* m_ptr)
+static MULTIPLY mult_brand(MULTIPLY mult, const BIT_FLAGS* flgs, const monster_type* m_ptr)
{
static const struct brand_table_t {
int brand_flag;
- u32b resist_mask;
- u32b hurt_flag;
+ BIT_FLAGS resist_mask;
+ BIT_FLAGS hurt_flag;
} brand_table[] = {
{TR_BRAND_ACID, RFR_EFF_IM_ACID_MASK, 0U },
{TR_BRAND_ELEC, RFR_EFF_IM_ELEC_MASK, 0U },
* Note that most brands and slays are x3, except Slay Animal (x2),\n
* Slay Evil (x2), and Kill dragon (x5).\n
*/
-s16b tot_dam_aux(object_type *o_ptr, int tdam, monster_type *m_ptr, int mode, bool thrown)
+HIT_POINT tot_dam_aux(object_type *o_ptr, HIT_POINT tdam, monster_type *m_ptr, BIT_FLAGS mode, bool thrown)
{
- int mult = 10;
+ MULTIPLY mult = 10;
- u32b flgs[TR_FLAG_SIZE];
+ BIT_FLAGS flgs[TR_FLAG_SIZE];
/* Extract the flags */
object_flags(o_ptr, flgs);
* @param x 対象となるマスのX座標
* @return なし
*/
-static void discover_hidden_things(int y, int x)
+static void discover_hidden_things(POSITION y, POSITION x)
{
- s16b this_o_idx, next_o_idx = 0;
-
+ OBJECT_IDX this_o_idx, next_o_idx = 0;
cave_type *c_ptr;
-
- /* Access the grid */
c_ptr = &cave[y][x];
/* Invisible trap */
/* Pick a trap */
disclose_grid(y, x);
- /* Message */
msg_print(_("トラップを発見した。", "You have found a trap."));
- /* Disturb */
- disturb(0, 1);
+ disturb(FALSE, TRUE);
}
/* Secret door */
if (is_hidden_door(c_ptr))
{
- /* Message */
msg_print(_("隠しドアを発見した。", "You have found a secret door."));
/* Disclose */
disclose_grid(y, x);
- /* Disturb */
- disturb(0, 0);
+ disturb(FALSE, FALSE);
}
/* Scan all objects in the grid */
for (this_o_idx = c_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
{
object_type *o_ptr;
-
- /* Acquire object */
o_ptr = &o_list[this_o_idx];
/* Acquire next object */
/* Skip non-chests */
if (o_ptr->tval != TV_CHEST) continue;
- /* Skip non-trapped chests */
- if (!chest_traps[o_ptr->pval]) continue;
-
- /* Identify once */
- if (!object_is_known(o_ptr))
- {
- /* Message */
- msg_print(_("箱に仕掛けられたトラップを発見した!", "You have discovered a trap on the chest!"));
-
- /* Know the trap */
- object_known(o_ptr);
-
- /* Notice it */
- disturb(0, 0);
- }
- }
-}
-
-/*!
- * @brief プレイヤーの探索処理判定
- * @return なし
- */
-void search(void)
-{
- int i, chance;
-
- /* Start with base search ability */
- chance = p_ptr->skill_srh;
-
- /* Penalize various conditions */
- if (p_ptr->blind || no_lite()) chance = chance / 10;
- if (p_ptr->confused || p_ptr->image) chance = chance / 10;
-
- /* Search the nearby grids, which are always in bounds */
- for (i = 0; i < 9; ++ i)
- {
- /* Sometimes, notice things */
- if (randint0(100) < chance)
- {
- discover_hidden_things(p_ptr->y + ddy_ddd[i], p_ptr->x + ddx_ddd[i]);
- }
- }
-}
-
-
-/*!
- * @brief プレイヤーがオブジェクトを拾った際のメッセージ表示処理 /
- * Helper routine for py_pickup() and py_pickup_floor().
- * @param o_idx 取得したオブジェクトの参照ID
- * @return なし
- * @details
- * アイテムを拾った際に「2つのケーキを持っている」\n
- * "You have two cakes." とアイテムを拾った後の合計のみの表示がオリジナル\n
- * だが、違和感が\n
- * あるという指摘をうけたので、「~を拾った、~を持っている」という表示\n
- * にかえてある。そのための配列。\n
- * Add the given dungeon object to the character's inventory.\n
- * Delete the object afterwards.\n
- */
-void py_pickup_aux(int o_idx)
-{
- int slot;
-
-#ifdef JP
- char o_name[MAX_NLEN];
- char old_name[MAX_NLEN];
- char kazu_str[80];
- int hirottakazu;
-#else
- char o_name[MAX_NLEN];
-#endif
-
- object_type *o_ptr;
-
- o_ptr = &o_list[o_idx];
-
-#ifdef JP
- /* Describe the object */
- object_desc(old_name, o_ptr, OD_NAME_ONLY);
- object_desc_kosuu(kazu_str, o_ptr);
- hirottakazu = o_ptr->number;
-#endif
- /* Carry the object */
- slot = inven_carry(o_ptr);
-
- /* Get the object again */
- o_ptr = &inventory[slot];
-
- /* Delete the object */
- delete_object_idx(o_idx);
-
- if (p_ptr->pseikaku == SEIKAKU_MUNCHKIN)
- {
- bool old_known = identify_item(o_ptr);
-
- /* Auto-inscription/destroy */
- autopick_alter_item(slot, (bool)(destroy_identify && !old_known));
-
- /* If it is destroyed, don't pick it up */
- if (o_ptr->marked & OM_AUTODESTROY) return;
- }
-
- /* Describe the object */
- object_desc(o_name, o_ptr, 0);
-
- /* Message */
-#ifdef JP
- if ((o_ptr->name1 == ART_CRIMSON) && (p_ptr->pseikaku == SEIKAKU_COMBAT))
- {
- msg_format("こうして、%sは『クリムゾン』を手に入れた。", p_ptr->name);
- msg_print("しかし今、『混沌のサーペント』の放ったモンスターが、");
- msg_format("%sに襲いかかる...", p_ptr->name);
- }
- else
- {
- if (plain_pickup)
- {
- msg_format("%s(%c)を持っている。",o_name, index_to_label(slot));
- }
- else
- {
- if (o_ptr->number > hirottakazu) {
- msg_format("%s拾って、%s(%c)を持っている。",
- kazu_str, o_name, index_to_label(slot));
- } else {
- msg_format("%s(%c)を拾った。", o_name, index_to_label(slot));
- }
- }
- }
- strcpy(record_o_name, old_name);
-#else
- msg_format("You have %s (%c).", o_name, index_to_label(slot));
- strcpy(record_o_name, o_name);
-#endif
- record_turn = turn;
-
-
- check_find_art_quest_completion(o_ptr);
-}
-
-
-/*!
- * @brief プレイヤーがオブジェクト上に乗った際の表示処理
- * @param pickup 自動拾い処理を行うならばTRUEとする
- * @return なし
- * @details
- * Player "wants" to pick up an object or gold.
- * Note that we ONLY handle things that can be picked up.
- * See "move_player()" for handling of other things.
- */
-void carry(bool pickup)
-{
- cave_type *c_ptr = &cave[p_ptr->y][p_ptr->x];
-
- s16b this_o_idx, next_o_idx = 0;
-
- char o_name[MAX_NLEN];
-
- /* Recenter the map around the player */
- verify_panel();
-
- /* Update stuff */
- p_ptr->update |= (PU_MONSTERS);
-
- /* Redraw map */
- p_ptr->redraw |= (PR_MAP);
-
- /* Window stuff */
- p_ptr->window |= (PW_OVERHEAD);
-
- /* Handle stuff */
- handle_stuff();
-
- /* Automatically pickup/destroy/inscribe items */
- autopick_pickup_items(c_ptr);
-
-
-#ifdef ALLOW_EASY_FLOOR
-
- if (easy_floor)
- {
- py_pickup_floor(pickup);
- return;
- }
-
-#endif /* ALLOW_EASY_FLOOR */
-
- /* Scan the pile of objects */
- for (this_o_idx = c_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
- {
- object_type *o_ptr;
-
- /* Acquire object */
- o_ptr = &o_list[this_o_idx];
-
-#ifdef ALLOW_EASY_SENSE /* TNB */
-
- /* Option: Make item sensing easy */
- if (easy_sense)
- {
- /* Sense the object */
- (void)sense_object(o_ptr);
- }
-
-#endif /* ALLOW_EASY_SENSE -- TNB */
-
- /* Describe the object */
- object_desc(o_name, o_ptr, 0);
-
- /* Acquire next object */
- next_o_idx = o_ptr->next_o_idx;
-
- /* Hack -- disturb */
- disturb(0, 0);
-
- /* Pick up gold */
- if (o_ptr->tval == TV_GOLD)
- {
- int value = (long)o_ptr->pval;
-
- /* Delete the gold */
- delete_object_idx(this_o_idx);
-
- /* Message */
-#ifdef JP
- msg_format(" $%ld の価値がある%sを見つけた。",
- (long)value, o_name);
-#else
- msg_format("You collect %ld gold pieces worth of %s.",
- (long)value, o_name);
-#endif
-
-
- sound(SOUND_SELL);
-
- /* Collect the gold */
- p_ptr->au += value;
-
- /* Redraw gold */
- p_ptr->redraw |= (PR_GOLD);
-
- /* Window stuff */
- p_ptr->window |= (PW_PLAYER);
- }
-
- /* Pick up objects */
- else
- {
- /* Hack - some objects were handled in autopick_pickup_items(). */
- if (o_ptr->marked & OM_NOMSG)
- {
- /* Clear the flag. */
- o_ptr->marked &= ~OM_NOMSG;
- }
- /* Describe the object */
- else if (!pickup)
- {
- msg_format(_("%sがある。", "You see %s."), o_name);
- }
-
- /* Note that the pack is too full */
- else if (!inven_carry_okay(o_ptr))
- {
- msg_format(_("ザックには%sを入れる隙間がない。", "You have no room for %s."), o_name);
- }
-
- /* Pick up the item (if requested and allowed) */
- else
- {
- int okay = TRUE;
-
- /* Hack -- query every item */
- if (carry_query_flag)
- {
- char out_val[MAX_NLEN+20];
- sprintf(out_val, _("%sを拾いますか? ", "Pick up %s? "), o_name);
- okay = get_check(out_val);
- }
-
- /* Attempt to pick up an object. */
- if (okay)
- {
- /* Pick up the object */
- py_pickup_aux(this_o_idx);
- }
- }
- }
- }
-}
-
-
-/*!
- * @brief プレイヤーへのトラップ命中判定 /
- * Determine if a trap affects the player.
- * @param power 基本回避難度
- * @return トラップが命中した場合TRUEを返す。
- * @details
- * Always miss 5% of the time, Always hit 5% of the time.
- * Otherwise, match trap power against player armor.
- */
-static int check_hit(int power)
-{
- int k, ac;
-
- /* Percentile dice */
- k = randint0(100);
-
- /* Hack -- 5% hit, 5% miss */
- if (k < 10) return (k < 5);
-
- if (p_ptr->pseikaku == SEIKAKU_NAMAKE)
- if (one_in_(20)) return (TRUE);
-
- /* Paranoia -- No power */
- if (power <= 0) return (FALSE);
-
- /* Total armor */
- ac = p_ptr->ac + p_ptr->to_a;
-
- /* Power competes against Armor */
- if (randint1(power) > ((ac * 3) / 4)) return (TRUE);
-
- /* Assume miss */
- return (FALSE);
-}
-
-
-/*!
- * @brief 落とし穴系トラップの判定とプレイヤーの被害処理
- * @param trap_feat_type トラップの種別ID
- * @return なし
- */
-static void hit_trap_pit(int trap_feat_type)
-{
- int dam;
- cptr trap_name = "";
- cptr spike_name = "";
-
- switch (trap_feat_type)
- {
- case TRAP_PIT:
- trap_name = _("落とし穴", "a pit trap");
- break;
- case TRAP_SPIKED_PIT:
- trap_name = _("スパイクが敷かれた落とし穴", "a spiked pit");
- spike_name = _("スパイク", "spikes");
- break;
- case TRAP_POISON_PIT:
- trap_name = _("スパイクが敷かれた落とし穴", "a spiked pit");
- spike_name = _("毒を塗られたスパイク", "poisonous spikes");
- break;
- default:
- return;
- }
-
- if (p_ptr->levitation)
- {
- msg_format(_("%sを飛び越えた。", "You fly over %s."), trap_name);
- return;
- }
-
- msg_format(_("%sに落ちてしまった!", "You have fallen into %s!"), trap_name);
-
- /* Base damage */
- dam = damroll(2, 6);
-
- /* Extra spike damage */
- if ((trap_feat_type == TRAP_SPIKED_PIT || trap_feat_type == TRAP_POISON_PIT) &&
- one_in_(2))
- {
- msg_format(_("%sが刺さった!", "You are impaled on %s!"), spike_name);
-
- dam = dam * 2;
- (void)set_cut(p_ptr->cut + randint1(dam));
-
- if (trap_feat_type == TRAP_POISON_PIT) {
- if (p_ptr->resist_pois || IS_OPPOSE_POIS())
- {
- msg_print(_("しかし毒の影響はなかった!", "The poison does not affect you!"));
- }
- else
- {
- dam = dam * 2;
- (void)set_poisoned(p_ptr->poisoned + randint1(dam));
- }
- }
- }
-
- /* Take the damage */
- take_hit(DAMAGE_NOESCAPE, dam, trap_name, -1);
-}
-
-/*!
- * @brief ダーツ系トラップ(通常ダメージ)の判定とプレイヤーの被害処理
- * @return ダーツが命中した場合TRUEを返す
- */
-static bool hit_trap_dart(void)
-{
- bool hit = FALSE;
-
- if (check_hit(125))
- {
- msg_print(_("小さなダーツが飛んできて刺さった!", "A small dart hits you!"));
-
- take_hit(DAMAGE_ATTACK, damroll(1, 4), _("ダーツの罠", "a dart trap"), -1);
-
- if (!CHECK_MULTISHADOW()) hit = TRUE;
- }
- else
- {
- msg_print(_("小さなダーツが飛んできた!が、運良く当たらなかった。", "A small dart barely misses you."));
- }
-
- return hit;
-}
-
-/*!
- * @brief ダーツ系トラップ(通常ダメージ+能力値減少)の判定とプレイヤーの被害処理
- * @param stat 低下する能力値ID
- * @return なし
- */
-static void hit_trap_lose_stat(int stat)
-{
- if (hit_trap_dart())
- {
- do_dec_stat(stat);
- }
-}
-
-/*!
- * @brief ダーツ系トラップ(通常ダメージ+減速)の判定とプレイヤーの被害処理
- * @return なし
- */
-static void hit_trap_slow(void)
-{
- if (hit_trap_dart())
- {
- set_slow(p_ptr->slow + randint0(20) + 20, FALSE);
- }
-}
-
-/*!
- * @brief ダーツ系トラップ(通常ダメージ+状態異常)の判定とプレイヤーの被害処理
- * @param trap_message メッセージの補完文字列
- * @param resist 状態異常に抵抗する判定が出たならTRUE
- * @param set_status 状態異常を指定する関数ポインタ
- * @param turn 状態異常の追加ターン量
- * @return なし
- */
-static void hit_trap_set_abnormal_status(cptr trap_message, bool resist, bool (*set_status)(int turn), int turn)
-{
- msg_print(trap_message);
-
- if (!resist)
- {
- set_status(turn);
- }
-}
-
-/*!
- * @brief プレイヤーへのトラップ作動処理メインルーチン /
- * Handle player hitting a real trap
- * @param break_trap 作動後のトラップ破壊が確定しているならばTRUE
- * @return なし
- */
-static void hit_trap(bool break_trap)
-{
- int i, num, dam;
- int x = p_ptr->x, y = p_ptr->y;
-
- /* Get the cave grid */
- cave_type *c_ptr = &cave[y][x];
- feature_type *f_ptr = &f_info[c_ptr->feat];
- int trap_feat_type = have_flag(f_ptr->flags, FF_TRAP) ? f_ptr->subtype : NOT_TRAP;
- cptr name = _("トラップ", "a trap");
-
- /* Disturb the player */
- disturb(0, 1);
-
- cave_alter_feat(y, x, FF_HIT_TRAP);
-
- /* Analyze XXX XXX XXX */
- switch (trap_feat_type)
- {
- case TRAP_TRAPDOOR:
- {
- if (p_ptr->levitation)
- {
- msg_print(_("落とし戸を飛び越えた。", "You fly over a trap door."));
- }
- else
- {
- msg_print(_("落とし戸に落ちた!", "You have fallen through a trap door!"));
- if ((p_ptr->pseikaku == SEIKAKU_COMBAT) || (inventory[INVEN_BOW].name1 == ART_CRIMSON))
- msg_print(_("くっそ~!", ""));
-
- sound(SOUND_FALL);
- dam = damroll(2, 8);
- name = _("落とし戸", "a trap door");
-
- take_hit(DAMAGE_NOESCAPE, dam, name, -1);
-
- /* Still alive and autosave enabled */
- if (autosave_l && (p_ptr->chp >= 0))
- do_cmd_save_game(TRUE);
-
- do_cmd_write_nikki(NIKKI_BUNSHOU, 0, _("落とし戸に落ちた", "You have fallen through a trap door!"));
- prepare_change_floor_mode(CFM_SAVE_FLOORS | CFM_DOWN | CFM_RAND_PLACE | CFM_RAND_CONNECT);
-
- /* Leaving */
- p_ptr->leaving = TRUE;
- }
- break;
- }
-
- case TRAP_PIT:
- case TRAP_SPIKED_PIT:
- case TRAP_POISON_PIT:
- {
- hit_trap_pit(trap_feat_type);
- break;
- }
-
- case TRAP_TY_CURSE:
- {
- msg_print(_("何かがピカッと光った!", "There is a flash of shimmering light!"));
- num = 2 + randint1(3);
- for (i = 0; i < num; i++)
- {
- (void)summon_specific(0, y, x, dun_level, 0, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE | PM_NO_PET));
- }
-
- if (dun_level > randint1(100)) /* No nasty effect for low levels */
- {
- bool stop_ty = FALSE;
- int count = 0;
-
- do
- {
- stop_ty = activate_ty_curse(stop_ty, &count);
- }
- while (one_in_(6));
- }
- break;
- }
-
- case TRAP_TELEPORT:
- {
- msg_print(_("テレポート・トラップにひっかかった!", "You hit a teleport trap!"));
- teleport_player(100, TELEPORT_PASSIVE);
- break;
- }
-
- case TRAP_FIRE:
- {
- msg_print(_("炎に包まれた!", "You are enveloped in flames!"));
- dam = damroll(4, 6);
- (void)fire_dam(dam, _("炎のトラップ", "a fire trap"), -1, FALSE);
- break;
- }
-
- case TRAP_ACID:
- {
- msg_print(_("酸が吹きかけられた!", "You are splashed with acid!"));
- dam = damroll(4, 6);
- (void)acid_dam(dam, _("酸のトラップ", "an acid trap"), -1, FALSE);
- break;
- }
-
- case TRAP_SLOW:
- {
- hit_trap_slow();
- break;
- }
-
- case TRAP_LOSE_STR:
- {
- hit_trap_lose_stat(A_STR);
- break;
- }
-
- case TRAP_LOSE_DEX:
- {
- hit_trap_lose_stat(A_DEX);
- break;
- }
-
- case TRAP_LOSE_CON:
- {
- hit_trap_lose_stat(A_CON);
- break;
- }
-
- case TRAP_BLIND:
- {
- hit_trap_set_abnormal_status(
- _("黒いガスに包み込まれた!", "A black gas surrounds you!"),
- p_ptr->resist_blind,
- set_blind, p_ptr->blind + randint0(50) + 25);
- break;
- }
-
- case TRAP_CONFUSE:
- {
- hit_trap_set_abnormal_status(
- _("きらめくガスに包み込まれた!", "A gas of scintillating colors surrounds you!"),
- p_ptr->resist_conf,
- set_confused, p_ptr->confused + randint0(20) + 10);
- break;
- }
-
- case TRAP_POISON:
- {
- hit_trap_set_abnormal_status(
- _("刺激的な緑色のガスに包み込まれた!", "A pungent green gas surrounds you!"),
- p_ptr->resist_pois || IS_OPPOSE_POIS(),
- set_poisoned, p_ptr->poisoned + randint0(20) + 10);
- break;
- }
-
- case TRAP_SLEEP:
- {
- msg_print(_("奇妙な白い霧に包まれた!", "A strange white mist surrounds you!"));
- if (!p_ptr->free_act)
- {
- msg_print(_("あなたは眠りに就いた。", "You fall asleep."));
-
- if (ironman_nightmare)
- {
- msg_print(_("身の毛もよだつ光景が頭に浮かんだ。", "A horrible vision enters your mind."));
-
- /* Have some nightmares */
- sanity_blast(NULL, FALSE);
-
- }
- (void)set_paralyzed(p_ptr->paralyzed + randint0(10) + 5);
- }
- break;
- }
-
- case TRAP_TRAPS:
- {
- msg_print(_("まばゆい閃光が走った!", "There is a bright flash of light!"));
- /* Make some new traps */
- project(0, 1, y, x, 0, GF_MAKE_TRAP, PROJECT_HIDE | PROJECT_JUMP | PROJECT_GRID, -1);
-
- break;
- }
-
- case TRAP_ALARM:
- {
- msg_print(_("けたたましい音が鳴り響いた!", "An alarm sounds!"));
-
- aggravate_monsters(0);
-
- break;
- }
-
- case TRAP_OPEN:
- {
- msg_print(_("大音響と共にまわりの壁が崩れた!", "Suddenly, surrounding walls are opened!"));
- (void)project(0, 3, y, x, 0, GF_DISINTEGRATE, PROJECT_GRID | PROJECT_HIDE, -1);
- (void)project(0, 3, y, x - 4, 0, GF_DISINTEGRATE, PROJECT_GRID | PROJECT_HIDE, -1);
- (void)project(0, 3, y, x + 4, 0, GF_DISINTEGRATE, PROJECT_GRID | PROJECT_HIDE, -1);
- aggravate_monsters(0);
-
- break;
- }
-
- case TRAP_ARMAGEDDON:
- {
- static int levs[10] = {0, 0, 20, 10, 5, 3, 2, 1, 1, 1};
- int evil_idx = 0, good_idx = 0;
-
- int lev;
- msg_print(_("突然天界の戦争に巻き込まれた!", "Suddenly, you are surrounded by immotal beings!"));
-
- /* Summon Demons and Angels */
- for (lev = dun_level; lev >= 20; lev -= 1 + lev/16)
- {
- num = levs[MIN(lev/10, 9)];
- for (i = 0; i < num; i++)
- {
- int x1 = rand_spread(x, 7);
- int y1 = rand_spread(y, 5);
-
- /* Skip illegal grids */
- if (!in_bounds(y1, x1)) continue;
-
- /* Require line of projection */
- if (!projectable(p_ptr->y, p_ptr->x, y1, x1)) continue;
-
- if (summon_specific(0, y1, x1, lev, SUMMON_ARMAGE_EVIL, (PM_NO_PET)))
- evil_idx = hack_m_idx_ii;
-
- if (summon_specific(0, y1, x1, lev, SUMMON_ARMAGE_GOOD, (PM_NO_PET)))
- {
- good_idx = hack_m_idx_ii;
- }
-
- /* Let them fight each other */
- if (evil_idx && good_idx)
- {
- monster_type *evil_ptr = &m_list[evil_idx];
- monster_type *good_ptr = &m_list[good_idx];
- evil_ptr->target_y = good_ptr->fy;
- evil_ptr->target_x = good_ptr->fx;
- good_ptr->target_y = evil_ptr->fy;
- good_ptr->target_x = evil_ptr->fx;
- }
- }
- }
- break;
- }
-
- case TRAP_PIRANHA:
- {
- msg_print(_("突然壁から水が溢れ出した!ピラニアがいる!", "Suddenly, the room is filled with water with piranhas!"));
-
- /* Water fills room */
- fire_ball_hide(GF_WATER_FLOW, 0, 1, 10);
-
- /* Summon Piranhas */
- num = 1 + dun_level/20;
- for (i = 0; i < num; i++)
- {
- (void)summon_specific(0, y, x, dun_level, SUMMON_PIRANHAS, (PM_ALLOW_GROUP | PM_NO_PET));
- }
- break;
- }
- }
-
- if (break_trap && is_trap(c_ptr->feat))
- {
- cave_alter_feat(y, x, FF_DISARM);
- msg_print(_("トラップを粉砕した。", "You destroyed the trap."));
- }
-}
-
-
-/*!
- * @brief 敵オーラによるプレイヤーのダメージ処理(補助)
- * @param m_ptr オーラを持つモンスターの構造体参照ポインタ
- * @param immune ダメージを回避できる免疫フラグ
- * @param flags_offset オーラフラグ配列の参照オフセット
- * @param r_flags_offset モンスターの耐性配列の参照オフセット
- * @param aura_flag オーラフラグ配列
- * @param dam_func ダメージ処理を行う関数の参照ポインタ
- * @param message オーラダメージを受けた際のメッセージ
- * @return なし
- */
-static void touch_zap_player_aux(monster_type *m_ptr, bool immune, int flags_offset, int r_flags_offset, u32b aura_flag,
- int (*dam_func)(int dam, cptr kb_str, int monspell, bool aura), cptr message)
-{
- monster_race *r_ptr = &r_info[m_ptr->r_idx];
-
- if ((atoffset(u32b, r_ptr, flags_offset) & aura_flag) && !immune)
- {
- char mon_name[80];
- int aura_damage = damroll(1 + (r_ptr->level / 26), 1 + (r_ptr->level / 17));
-
- /* Hack -- Get the "died from" name */
- monster_desc(mon_name, m_ptr, MD_IGNORE_HALLU | MD_ASSUME_VISIBLE | MD_INDEF_VISIBLE);
-
- msg_print(message);
-
- dam_func(aura_damage, mon_name, -1, TRUE);
-
- if (is_original_ap_and_seen(m_ptr))
- {
- atoffset(u32b, r_ptr, r_flags_offset) |= aura_flag;
- }
-
- handle_stuff();
- }
-}
-
-/*!
- * @brief 敵オーラによるプレイヤーのダメージ処理(メイン)
- * @param m_ptr オーラを持つモンスターの構造体参照ポインタ
- * @return なし
- */
-static void touch_zap_player(monster_type *m_ptr)
-{
- touch_zap_player_aux(m_ptr, p_ptr->immune_fire, offsetof(monster_race, flags2), offsetof(monster_race, r_flags2), RF2_AURA_FIRE,
- fire_dam, _("突然とても熱くなった!", "You are suddenly very hot!"));
- touch_zap_player_aux(m_ptr, p_ptr->immune_cold, offsetof(monster_race, flags3), offsetof(monster_race, r_flags3), RF3_AURA_COLD,
- cold_dam, _("突然とても寒くなった!", "You are suddenly very cold!"));
- touch_zap_player_aux(m_ptr, p_ptr->immune_elec, offsetof(monster_race, flags2), offsetof(monster_race, r_flags2), RF2_AURA_ELEC,
- elec_dam, _("電撃をくらった!", "You get zapped!"));
-}
-
-
-/*!
- * @brief プレイヤーの変異要素による打撃処理
- * @param m_idx 攻撃目標となったモンスターの参照ID
- * @param attack 変異要素による攻撃要素の種類
- * @param fear 攻撃を受けたモンスターが恐慌状態に陥ったかを返す参照ポインタ
- * @param mdeath 攻撃を受けたモンスターが死亡したかを返す参照ポインタ
- * @return なし
- */
-static void natural_attack(s16b m_idx, int attack, bool *fear, bool *mdeath)
-{
- int k, bonus, chance;
- int n_weight = 0;
- monster_type *m_ptr = &m_list[m_idx];
- monster_race *r_ptr = &r_info[m_ptr->r_idx];
- char m_name[80];
-
- int dss, ddd;
-
- cptr atk_desc;
-
- switch (attack)
- {
- case MUT2_SCOR_TAIL:
- dss = 3;
- ddd = 7;
- n_weight = 5;
- atk_desc = _("尻尾", "tail");
-
- break;
- case MUT2_HORNS:
- dss = 2;
- ddd = 6;
- n_weight = 15;
- atk_desc = _("角", "horns");
-
- break;
- case MUT2_BEAK:
- dss = 2;
- ddd = 4;
- n_weight = 5;
- atk_desc = _("クチバシ", "beak");
-
- break;
- case MUT2_TRUNK:
- dss = 1;
- ddd = 4;
- n_weight = 35;
- atk_desc = _("象の鼻", "trunk");
-
- break;
- case MUT2_TENTACLES:
- dss = 2;
- ddd = 5;
- n_weight = 5;
- atk_desc = _("触手", "tentacles");
-
- break;
- default:
- dss = ddd = n_weight = 1;
- atk_desc = _("未定義の部位", "undefined body part");
-
- }
-
- /* Extract monster name (or "it") */
- monster_desc(m_name, m_ptr, 0);
-
-
- /* Calculate the "attack quality" */
- bonus = p_ptr->to_h_m;
- bonus += (p_ptr->lev * 6 / 5);
- chance = (p_ptr->skill_thn + (bonus * BTH_PLUS_ADJ));
-
- /* Test for hit */
- if ((!(r_ptr->flags2 & RF2_QUANTUM) || !randint0(2)) && test_hit_norm(chance, r_ptr->ac, m_ptr->ml))
- {
- /* Sound */
- sound(SOUND_HIT);
- msg_format(_("%sを%sで攻撃した。", "You hit %s with your %s."), m_name, atk_desc);
-
- k = damroll(ddd, dss);
- k = critical_norm(n_weight, bonus, k, (s16b)bonus, 0);
-
- /* Apply the player damage bonuses */
- k += p_ptr->to_d_m;
-
- /* No negative damage */
- if (k < 0) k = 0;
-
- /* Modify the damage */
- k = mon_damage_mod(m_ptr, k, FALSE);
-
- /* Complex message */
- if (p_ptr->wizard)
- {
- msg_format(_("%d/%d のダメージを与えた。", "You do %d (out of %d) damage."), k, m_ptr->hp);
- }
-
- /* Anger the monster */
- if (k > 0) anger_monster(m_ptr);
-
- /* Damage, check for fear and mdeath */
- switch (attack)
- {
- case MUT2_SCOR_TAIL:
- project(0, 0, m_ptr->fy, m_ptr->fx, k, GF_POIS, PROJECT_KILL, -1);
- *mdeath = (m_ptr->r_idx == 0);
- break;
- case MUT2_HORNS:
- *mdeath = mon_take_hit(m_idx, k, fear, NULL);
- break;
- case MUT2_BEAK:
- *mdeath = mon_take_hit(m_idx, k, fear, NULL);
- break;
- case MUT2_TRUNK:
- *mdeath = mon_take_hit(m_idx, k, fear, NULL);
- break;
- case MUT2_TENTACLES:
- *mdeath = mon_take_hit(m_idx, k, fear, NULL);
- break;
- default:
- *mdeath = mon_take_hit(m_idx, k, fear, NULL);
- }
-
- touch_zap_player(m_ptr);
- }
- /* Player misses */
- else
- {
- /* Sound */
- sound(SOUND_MISS);
-
- /* Message */
- msg_format(_("ミス! %sにかわされた。", "You miss %s."), m_name);
- }
-}
-
-
-/*!
- * @brief プレイヤーの打撃処理サブルーチン /
- * Player attacks a (poor, defenseless) creature -RAK-
- * @param y 攻撃目標のY座標
- * @param x 攻撃目標のX座標
- * @param fear 攻撃を受けたモンスターが恐慌状態に陥ったかを返す参照ポインタ
- * @param mdeath 攻撃を受けたモンスターが死亡したかを返す参照ポインタ
- * @param hand 攻撃を行うための武器を持つ手
- * @param mode 発動中の剣術ID
- * @return なし
- * @details
- * If no "weapon" is available, then "punch" the monster one time.
- */
-static void py_attack_aux(int y, int x, bool *fear, bool *mdeath, s16b hand, int mode)
-{
- int num = 0, k, bonus, chance, vir;
-
- cave_type *c_ptr = &cave[y][x];
-
- monster_type *m_ptr = &m_list[c_ptr->m_idx];
- monster_race *r_ptr = &r_info[m_ptr->r_idx];
-
- /* Access the weapon */
- object_type *o_ptr = &inventory[INVEN_RARM + hand];
-
- char m_name[80];
-
- bool success_hit = FALSE;
- bool backstab = FALSE;
- bool vorpal_cut = FALSE;
- int chaos_effect = 0;
- bool stab_fleeing = FALSE;
- bool fuiuchi = FALSE;
- bool monk_attack = FALSE;
- bool do_quake = FALSE;
- bool weak = FALSE;
- bool drain_msg = TRUE;
- int drain_result = 0, drain_heal = 0;
- bool can_drain = FALSE;
- int num_blow;
- int drain_left = MAX_VAMPIRIC_DRAIN;
- u32b flgs[TR_FLAG_SIZE]; /* A massive hack -- life-draining weapons */
- bool is_human = (r_ptr->d_char == 'p');
- bool is_lowlevel = (r_ptr->level < (p_ptr->lev - 15));
- bool zantetsu_mukou, e_j_mukou;
-
- switch (p_ptr->pclass)
- {
- case CLASS_ROGUE:
- case CLASS_NINJA:
- if (buki_motteruka(INVEN_RARM + hand) && !p_ptr->icky_wield[hand])
- {
- int tmp = p_ptr->lev * 6 + (p_ptr->skill_stl + 10) * 4;
- if (p_ptr->monlite && (mode != HISSATSU_NYUSIN)) tmp /= 3;
- if (p_ptr->cursed & TRC_AGGRAVATE) tmp /= 2;
- if (r_ptr->level > (p_ptr->lev * p_ptr->lev / 20 + 10)) tmp /= 3;
- if (MON_CSLEEP(m_ptr) && m_ptr->ml)
- {
- /* Can't backstab creatures that we can't see, right? */
- backstab = TRUE;
- }
- else if ((p_ptr->special_defense & NINJA_S_STEALTH) && (randint0(tmp) > (r_ptr->level+20)) && m_ptr->ml && !(r_ptr->flagsr & RFR_RES_ALL))
- {
- fuiuchi = TRUE;
- }
- else if (MON_MONFEAR(m_ptr) && m_ptr->ml)
- {
- stab_fleeing = TRUE;
- }
- }
- break;
-
- case CLASS_MONK:
- case CLASS_FORCETRAINER:
- case CLASS_BERSERKER:
- if ((empty_hands(TRUE) & EMPTY_HAND_RARM) && !p_ptr->riding) monk_attack = TRUE;
- break;
- }
-
- if (!o_ptr->k_idx) /* Empty hand */
- {
- if ((r_ptr->level + 10) > p_ptr->lev)
- {
- if (p_ptr->skill_exp[GINOU_SUDE] < s_info[p_ptr->pclass].s_max[GINOU_SUDE])
- {
- if (p_ptr->skill_exp[GINOU_SUDE] < WEAPON_EXP_BEGINNER)
- p_ptr->skill_exp[GINOU_SUDE] += 40;
- else if ((p_ptr->skill_exp[GINOU_SUDE] < WEAPON_EXP_SKILLED))
- p_ptr->skill_exp[GINOU_SUDE] += 5;
- else if ((p_ptr->skill_exp[GINOU_SUDE] < WEAPON_EXP_EXPERT) && (p_ptr->lev > 19))
- p_ptr->skill_exp[GINOU_SUDE] += 1;
- else if ((p_ptr->lev > 34))
- if (one_in_(3)) p_ptr->skill_exp[GINOU_SUDE] += 1;
- p_ptr->update |= (PU_BONUS);
- }
- }
- }
- else if (object_is_melee_weapon(o_ptr))
- {
- if ((r_ptr->level + 10) > p_ptr->lev)
- {
- int tval = inventory[INVEN_RARM+hand].tval - TV_WEAPON_BEGIN;
- int sval = inventory[INVEN_RARM+hand].sval;
- int now_exp = p_ptr->weapon_exp[tval][sval];
- if (now_exp < s_info[p_ptr->pclass].w_max[tval][sval])
- {
- int amount = 0;
- if (now_exp < WEAPON_EXP_BEGINNER) amount = 80;
- else if (now_exp < WEAPON_EXP_SKILLED) amount = 10;
- else if ((now_exp < WEAPON_EXP_EXPERT) && (p_ptr->lev > 19)) amount = 1;
- else if ((p_ptr->lev > 34) && one_in_(2)) amount = 1;
- p_ptr->weapon_exp[tval][sval] += amount;
- p_ptr->update |= (PU_BONUS);
- }
- }
- }
-
- /* Disturb the monster */
- (void)set_monster_csleep(c_ptr->m_idx, 0);
-
- /* Extract monster name (or "it") */
- monster_desc(m_name, m_ptr, 0);
-
- /* Calculate the "attack quality" */
- bonus = p_ptr->to_h[hand] + o_ptr->to_h;
- chance = (p_ptr->skill_thn + (bonus * BTH_PLUS_ADJ));
- if (mode == HISSATSU_IAI) chance += 60;
- if (p_ptr->special_defense & KATA_KOUKIJIN) chance += 150;
-
- if (p_ptr->sutemi) chance = MAX(chance * 3 / 2, chance + 60);
-
- vir = virtue_number(V_VALOUR);
- if (vir)
- {
- chance += (p_ptr->virtues[vir - 1]/10);
- }
-
- zantetsu_mukou = ((o_ptr->name1 == ART_ZANTETSU) && (r_ptr->d_char == 'j'));
- e_j_mukou = ((o_ptr->name1 == ART_EXCALIBUR_J) && (r_ptr->d_char == 'S'));
-
- if ((mode == HISSATSU_KYUSHO) || (mode == HISSATSU_MINEUCHI) || (mode == HISSATSU_3DAN) || (mode == HISSATSU_IAI)) num_blow = 1;
- else if (mode == HISSATSU_COLD) num_blow = p_ptr->num_blow[hand]+2;
- else num_blow = p_ptr->num_blow[hand];
-
- /* Hack -- DOKUBARI always hit once */
- if ((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_DOKUBARI)) num_blow = 1;
-
- /* Attack once for each legal blow */
- while ((num++ < num_blow) && !p_ptr->is_dead)
- {
- if (((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_DOKUBARI)) || (mode == HISSATSU_KYUSHO))
- {
- int n = 1;
-
- if (p_ptr->migite && p_ptr->hidarite)
- {
- n *= 2;
- }
- if (mode == HISSATSU_3DAN)
- {
- n *= 2;
- }
-
- success_hit = one_in_(n);
- }
- else if ((p_ptr->pclass == CLASS_NINJA) && ((backstab || fuiuchi) && !(r_ptr->flagsr & RFR_RES_ALL))) success_hit = TRUE;
- else success_hit = test_hit_norm(chance, r_ptr->ac, m_ptr->ml);
-
- if (mode == HISSATSU_MAJIN)
- {
- if (one_in_(2))
- success_hit = FALSE;
- }
-
- /* Test for hit */
- if (success_hit)
- {
- int vorpal_chance = ((o_ptr->name1 == ART_VORPAL_BLADE) || (o_ptr->name1 == ART_CHAINSWORD)) ? 2 : 4;
-
- /* Sound */
- sound(SOUND_HIT);
-
- /* Message */
-#ifdef JP
- if (backstab) msg_format("あなたは冷酷にも眠っている無力な%sを突き刺した!", m_name);
- else if (fuiuchi) msg_format("不意を突いて%sに強烈な一撃を喰らわせた!", m_name);
- else if (stab_fleeing) msg_format("逃げる%sを背中から突き刺した!", m_name);
- else if (!monk_attack) msg_format("%sを攻撃した。", m_name);
-#else
- if (backstab) msg_format("You cruelly stab the helpless, sleeping %s!", m_name);
- else if (fuiuchi) msg_format("You make surprise attack, and hit %s with a powerful blow!", m_name);
- else if (stab_fleeing) msg_format("You backstab the fleeing %s!", m_name);
- else if (!monk_attack) msg_format("You hit %s.", m_name);
-#endif
-
- /* Hack -- bare hands do one damage */
- k = 1;
-
- object_flags(o_ptr, flgs);
-
- /* Select a chaotic effect (50% chance) */
- if ((have_flag(flgs, TR_CHAOTIC)) && one_in_(2))
- {
- if (one_in_(10))
- chg_virtue(V_CHANCE, 1);
-
- if (randint1(5) < 3)
- {
- /* Vampiric (20%) */
- chaos_effect = 1;
- }
- else if (one_in_(250))
- {
- /* Quake (0.12%) */
- chaos_effect = 2;
- }
- else if (!one_in_(10))
- {
- /* Confusion (26.892%) */
- chaos_effect = 3;
- }
- else if (one_in_(2))
- {
- /* Teleport away (1.494%) */
- chaos_effect = 4;
- }
- else
- {
- /* Polymorph (1.494%) */
- chaos_effect = 5;
- }
- }
-
- /* Vampiric drain */
- if ((have_flag(flgs, TR_VAMPIRIC)) || (chaos_effect == 1) || (mode == HISSATSU_DRAIN) || hex_spelling(HEX_VAMP_BLADE))
- {
- /* Only drain "living" monsters */
- if (monster_living(r_ptr))
- can_drain = TRUE;
- else
- can_drain = FALSE;
- }
-
- if ((have_flag(flgs, TR_VORPAL) || hex_spelling(HEX_RUNESWORD)) && (randint1(vorpal_chance*3/2) == 1) && !zantetsu_mukou)
- vorpal_cut = TRUE;
- else vorpal_cut = FALSE;
-
- if (monk_attack)
- {
- int special_effect = 0, stun_effect = 0, times = 0, max_times;
- int min_level = 1;
- const martial_arts *ma_ptr = &ma_blows[0], *old_ptr = &ma_blows[0];
- int resist_stun = 0;
- int weight = 8;
-
- if (r_ptr->flags1 & RF1_UNIQUE) resist_stun += 88;
- if (r_ptr->flags3 & RF3_NO_STUN) resist_stun += 66;
- if (r_ptr->flags3 & RF3_NO_CONF) resist_stun += 33;
- if (r_ptr->flags3 & RF3_NO_SLEEP) resist_stun += 33;
- if ((r_ptr->flags3 & RF3_UNDEAD) || (r_ptr->flags3 & RF3_NONLIVING))
- resist_stun += 66;
-
- if (p_ptr->special_defense & KAMAE_BYAKKO)
- max_times = (p_ptr->lev < 3 ? 1 : p_ptr->lev / 3);
- else if (p_ptr->special_defense & KAMAE_SUZAKU)
- max_times = 1;
- else if (p_ptr->special_defense & KAMAE_GENBU)
- max_times = 1;
- else
- max_times = (p_ptr->lev < 7 ? 1 : p_ptr->lev / 7);
- /* Attempt 'times' */
- for (times = 0; times < max_times; times++)
- {
- do
- {
- ma_ptr = &ma_blows[randint0(MAX_MA)];
- if ((p_ptr->pclass == CLASS_FORCETRAINER) && (ma_ptr->min_level > 1)) min_level = ma_ptr->min_level + 3;
- else min_level = ma_ptr->min_level;
- }
- while ((min_level > p_ptr->lev) ||
- (randint1(p_ptr->lev) < ma_ptr->chance));
-
- /* keep the highest level attack available we found */
- if ((ma_ptr->min_level > old_ptr->min_level) &&
- !p_ptr->stun && !p_ptr->confused)
- {
- old_ptr = ma_ptr;
-
- if (p_ptr->wizard && cheat_xtra)
- {
- msg_print(_("攻撃を再選択しました。", "Attack re-selected."));
- }
- }
- else
- {
- ma_ptr = old_ptr;
- }
- }
-
- if (p_ptr->pclass == CLASS_FORCETRAINER) min_level = MAX(1, ma_ptr->min_level - 3);
- else min_level = ma_ptr->min_level;
- k = damroll(ma_ptr->dd + p_ptr->to_dd[hand], ma_ptr->ds + p_ptr->to_ds[hand]);
- if (p_ptr->special_attack & ATTACK_SUIKEN) k *= 2;
-
- if (ma_ptr->effect == MA_KNEE)
- {
- if (r_ptr->flags1 & RF1_MALE)
- {
- msg_format(_("%sに金的膝蹴りをくらわした!", "You hit %s in the groin with your knee!"), m_name);
- sound(SOUND_PAIN);
- special_effect = MA_KNEE;
- }
- else
- msg_format(ma_ptr->desc, m_name);
- }
-
- else if (ma_ptr->effect == MA_SLOW)
- {
- if (!((r_ptr->flags1 & RF1_NEVER_MOVE) ||
- my_strchr("~#{}.UjmeEv$,DdsbBFIJQSXclnw!=?", r_ptr->d_char)))
- {
- msg_format(_("%sの足首に関節蹴りをくらわした!", "You kick %s in the ankle."), m_name);
- special_effect = MA_SLOW;
- }
- else msg_format(ma_ptr->desc, m_name);
- }
- else
- {
- if (ma_ptr->effect)
- {
- stun_effect = (ma_ptr->effect / 2) + randint1(ma_ptr->effect / 2);
- }
-
- msg_format(ma_ptr->desc, m_name);
- }
-
- if (p_ptr->special_defense & KAMAE_SUZAKU) weight = 4;
- if ((p_ptr->pclass == CLASS_FORCETRAINER) && (p_ptr->magic_num1[0]))
- {
- weight += (p_ptr->magic_num1[0]/30);
- if (weight > 20) weight = 20;
- }
-
- k = critical_norm(p_ptr->lev * weight, min_level, k, p_ptr->to_h[0], 0);
-
- if ((special_effect == MA_KNEE) && ((k + p_ptr->to_d[hand]) < m_ptr->hp))
- {
- msg_format(_("%^sは苦痛にうめいている!", "%^s moans in agony!"), m_name);
- stun_effect = 7 + randint1(13);
- resist_stun /= 3;
- }
-
- else if ((special_effect == MA_SLOW) && ((k + p_ptr->to_d[hand]) < m_ptr->hp))
- {
- if (!(r_ptr->flags1 & RF1_UNIQUE) &&
- (randint1(p_ptr->lev) > r_ptr->level) &&
- m_ptr->mspeed > 60)
- {
- msg_format(_("%^sは足をひきずり始めた。", "%^s starts limping slower."), m_name);
- m_ptr->mspeed -= 10;
- }
- }
-
- if (stun_effect && ((k + p_ptr->to_d[hand]) < m_ptr->hp))
- {
- if (p_ptr->lev > randint1(r_ptr->level + resist_stun + 10))
- {
- if (set_monster_stunned(c_ptr->m_idx, stun_effect + MON_STUNNED(m_ptr)))
- {
- msg_format(_("%^sはフラフラになった。", "%^s is stunned."), m_name);
- }
- else
- {
- msg_format(_("%^sはさらにフラフラになった。", "%^s is more stunned."), m_name);
- }
- }
- }
- }
-
- /* Handle normal weapon */
- else if (o_ptr->k_idx)
- {
- k = damroll(o_ptr->dd + p_ptr->to_dd[hand], o_ptr->ds + p_ptr->to_ds[hand]);
- k = tot_dam_aux(o_ptr, k, m_ptr, mode, FALSE);
-
- if (backstab)
- {
- k *= (3 + (p_ptr->lev / 20));
- }
- else if (fuiuchi)
- {
- k = k*(5+(p_ptr->lev*2/25))/2;
- }
- else if (stab_fleeing)
- {
- k = (3 * k) / 2;
- }
-
- if ((p_ptr->impact[hand] && ((k > 50) || one_in_(7))) ||
- (chaos_effect == 2) || (mode == HISSATSU_QUAKE))
- {
- do_quake = TRUE;
- }
-
- if ((!(o_ptr->tval == TV_SWORD) || !(o_ptr->sval == SV_DOKUBARI)) && !(mode == HISSATSU_KYUSHO))
- k = critical_norm(o_ptr->weight, o_ptr->to_h, k, p_ptr->to_h[hand], mode);
-
- drain_result = k;
-
- if (vorpal_cut)
- {
- int mult = 2;
-
- if ((o_ptr->name1 == ART_CHAINSWORD) && !one_in_(2))
- {
- char chainsword_noise[1024];
- if (!get_rnd_line(_("chainswd_j.txt", "chainswd.txt"), 0, chainsword_noise))
- {
- msg_print(chainsword_noise);
- }
- }
-
- if (o_ptr->name1 == ART_VORPAL_BLADE)
- {
- msg_print(_("目にも止まらぬヴォーパルブレード、手錬の早業!", "Your Vorpal Blade goes snicker-snack!"));
- }
- else
- {
- msg_format(_("%sをグッサリ切り裂いた!", "Your weapon cuts deep into %s!"), m_name);
- }
-
- /* Try to increase the damage */
- while (one_in_(vorpal_chance))
- {
- mult++;
- }
-
- k *= mult;
-
- /* Ouch! */
- if (((r_ptr->flagsr & RFR_RES_ALL) ? k/100 : k) > m_ptr->hp)
- {
- msg_format(_("%sを真っ二つにした!", "You cut %s in half!"), m_name);
- }
- else
- {
- switch (mult)
- {
- case 2: msg_format(_("%sを斬った!", "You gouge %s!"), m_name); break;
- case 3: msg_format(_("%sをぶった斬った!", "You maim %s!"), m_name); break;
- case 4: msg_format(_("%sをメッタ斬りにした!", "You carve %s!"), m_name); break;
- case 5: msg_format(_("%sをメッタメタに斬った!", "You cleave %s!"), m_name); break;
- case 6: msg_format(_("%sを刺身にした!", "You smite %s!"), m_name); break;
- case 7: msg_format(_("%sを斬って斬って斬りまくった!", "You eviscerate %s!"), m_name); break;
- default: msg_format(_("%sを細切れにした!", "You shred %s!"), m_name); break;
- }
- }
- drain_result = drain_result * 3 / 2;
- }
-
- k += o_ptr->to_d;
- drain_result += o_ptr->to_d;
- }
-
- /* Apply the player damage bonuses */
- k += p_ptr->to_d[hand];
- drain_result += p_ptr->to_d[hand];
-
- if ((mode == HISSATSU_SUTEMI) || (mode == HISSATSU_3DAN)) k *= 2;
- if ((mode == HISSATSU_SEKIRYUKA) && !monster_living(r_ptr)) k = 0;
- if ((mode == HISSATSU_SEKIRYUKA) && !p_ptr->cut) k /= 2;
-
- /* No negative damage */
- if (k < 0) k = 0;
-
- if ((mode == HISSATSU_ZANMA) && !(!monster_living(r_ptr) && (r_ptr->flags3 & RF3_EVIL)))
- {
- k = 0;
- }
-
- if (zantetsu_mukou)
- {
- msg_print(_("こんな軟らかいものは切れん!", "You cannot cut such a elastic thing!"));
- k = 0;
- }
-
- if (e_j_mukou)
- {
- msg_print(_("蜘蛛は苦手だ!", "Spiders are difficult for you to deal with!"));
- k /= 2;
- }
-
- if (mode == HISSATSU_MINEUCHI)
- {
- int tmp = (10 + randint1(15) + p_ptr->lev / 5);
-
- k = 0;
- anger_monster(m_ptr);
-
- if (!(r_ptr->flags3 & (RF3_NO_STUN)))
- {
- /* Get stunned */
- if (MON_STUNNED(m_ptr))
- {
- msg_format(_("%sはひどくもうろうとした。", "%s is more dazed."), m_name);
- tmp /= 2;
- }
- else
- {
- msg_format(_("%s はもうろうとした。", "%s is dazed."), m_name);
- }
-
- /* Apply stun */
- (void)set_monster_stunned(c_ptr->m_idx, MON_STUNNED(m_ptr) + tmp);
- }
- else
- {
- msg_format(_("%s には効果がなかった。", "%s is not effected."), m_name);
- }
- }
-
- /* Modify the damage */
- k = mon_damage_mod(m_ptr, k, (bool)(((o_ptr->tval == TV_POLEARM) && (o_ptr->sval == SV_DEATH_SCYTHE)) || ((p_ptr->pclass == CLASS_BERSERKER) && one_in_(2))));
- if (((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_DOKUBARI)) || (mode == HISSATSU_KYUSHO))
- {
- if ((randint1(randint1(r_ptr->level/7)+5) == 1) && !(r_ptr->flags1 & RF1_UNIQUE) && !(r_ptr->flags7 & RF7_UNIQUE2))
- {
- k = m_ptr->hp + 1;
- msg_format(_("%sの急所を突き刺した!", "You hit %s on a fatal spot!"), m_name);
- }
- else k = 1;
- }
- else if ((p_ptr->pclass == CLASS_NINJA) && buki_motteruka(INVEN_RARM + hand) && !p_ptr->icky_wield[hand] && ((p_ptr->cur_lite <= 0) || one_in_(7)))
- {
- int maxhp = maxroll(r_ptr->hdice, r_ptr->hside);
- if (one_in_(backstab ? 13 : (stab_fleeing || fuiuchi) ? 15 : 27))
- {
- k *= 5;
- drain_result *= 2;
- msg_format(_("刃が%sに深々と突き刺さった!", "You critically injured %s!"), m_name);
- }
- else if (((m_ptr->hp < maxhp/2) && one_in_((p_ptr->num_blow[0]+p_ptr->num_blow[1]+1)*10)) || ((one_in_(666) || ((backstab || fuiuchi) && one_in_(11))) && !(r_ptr->flags1 & RF1_UNIQUE) && !(r_ptr->flags7 & RF7_UNIQUE2)))
- {
- if ((r_ptr->flags1 & RF1_UNIQUE) || (r_ptr->flags7 & RF7_UNIQUE2) || (m_ptr->hp >= maxhp/2))
- {
- k = MAX(k*5, m_ptr->hp/2);
- drain_result *= 2;
- msg_format(_("%sに致命傷を負わせた!", "You fatally injured %s!"), m_name);
- }
- else
- {
- k = m_ptr->hp + 1;
- msg_format(_("刃が%sの急所を貫いた!", "You hit %s on a fatal spot!"), m_name);
- }
- }
- }
-
- /* Complex message */
- if (p_ptr->wizard || cheat_xtra)
- {
- msg_format(_("%d/%d のダメージを与えた。", "You do %d (out of %d) damage."), k, m_ptr->hp);
- }
-
- if (k <= 0) can_drain = FALSE;
-
- if (drain_result > m_ptr->hp)
- drain_result = m_ptr->hp;
-
- /* Damage, check for fear and death */
- if (mon_take_hit(c_ptr->m_idx, k, fear, NULL))
- {
- *mdeath = TRUE;
- if ((p_ptr->pclass == CLASS_BERSERKER) && p_ptr->energy_use)
- {
- if (p_ptr->migite && p_ptr->hidarite)
- {
- if (hand) p_ptr->energy_use = p_ptr->energy_use*3/5+p_ptr->energy_use*num*2/(p_ptr->num_blow[hand]*5);
- else p_ptr->energy_use = p_ptr->energy_use*num*3/(p_ptr->num_blow[hand]*5);
- }
- else
- {
- p_ptr->energy_use = p_ptr->energy_use*num/p_ptr->num_blow[hand];
- }
- }
- if ((o_ptr->name1 == ART_ZANTETSU) && is_lowlevel)
- msg_print(_("またつまらぬものを斬ってしまった...", "Sigh... Another trifling thing I've cut...."));
- break;
- }
-
- /* Anger the monster */
- if (k > 0) anger_monster(m_ptr);
-
- touch_zap_player(m_ptr);
-
- /* Are we draining it? A little note: If the monster is
- dead, the drain does not work... */
-
- if (can_drain && (drain_result > 0))
- {
- if (o_ptr->name1 == ART_MURAMASA)
- {
- if (is_human)
- {
- int to_h = o_ptr->to_h;
- int to_d = o_ptr->to_d;
- int i, flag;
-
- flag = 1;
- for (i = 0; i < to_h + 3; i++) if (one_in_(4)) flag = 0;
- if (flag) to_h++;
-
- flag = 1;
- for (i = 0; i < to_d + 3; i++) if (one_in_(4)) flag = 0;
- if (flag) to_d++;
-
- if (o_ptr->to_h != to_h || o_ptr->to_d != to_d)
- {
- msg_print(_("妖刀は血を吸って強くなった!", "Muramasa sucked blood, and became more powerful!"));
- o_ptr->to_h = to_h;
- o_ptr->to_d = to_d;
- }
- }
- }
- else
- {
- if (drain_result > 5) /* Did we really hurt it? */
- {
- drain_heal = damroll(2, drain_result / 6);
-
- /* Hex */
- if (hex_spelling(HEX_VAMP_BLADE)) drain_heal *= 2;
-
- if (cheat_xtra)
- {
- msg_format(_("Draining left: %d", "Draining left: %d"), drain_left);
- }
-
- if (drain_left)
- {
- if (drain_heal < drain_left)
- {
- drain_left -= drain_heal;
- }
- else
- {
- drain_heal = drain_left;
- drain_left = 0;
- }
-
- if (drain_msg)
- {
- msg_format(_("刃が%sから生命力を吸い取った!", "Your weapon drains life from %s!"), m_name);
- drain_msg = FALSE;
- }
-
- drain_heal = (drain_heal * mutant_regenerate_mod) / 100;
-
- hp_player(drain_heal);
- /* We get to keep some of it! */
- }
- }
- }
- m_ptr->maxhp -= (k+7)/8;
- if (m_ptr->hp > m_ptr->maxhp) m_ptr->hp = m_ptr->maxhp;
- if (m_ptr->maxhp < 1) m_ptr->maxhp = 1;
- weak = TRUE;
- }
- can_drain = FALSE;
- drain_result = 0;
-
- /* Confusion attack */
- if ((p_ptr->special_attack & ATTACK_CONFUSE) || (chaos_effect == 3) || (mode == HISSATSU_CONF) || hex_spelling(HEX_CONFUSION))
- {
- /* Cancel glowing hands */
- if (p_ptr->special_attack & ATTACK_CONFUSE)
- {
- p_ptr->special_attack &= ~(ATTACK_CONFUSE);
- msg_print(_("手の輝きがなくなった。", "Your hands stop glowing."));
- p_ptr->redraw |= (PR_STATUS);
-
- }
-
- /* Confuse the monster */
- if (r_ptr->flags3 & RF3_NO_CONF)
- {
- if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags3 |= RF3_NO_CONF;
- msg_format(_("%^sには効果がなかった。", "%^s is unaffected."), m_name);
-
- }
- else if (randint0(100) < r_ptr->level)
- {
- msg_format(_("%^sには効果がなかった。", "%^s is unaffected."), m_name);
- }
- else
- {
- msg_format(_("%^sは混乱したようだ。", "%^s appears confused."), m_name);
- (void)set_monster_confused(c_ptr->m_idx, MON_CONFUSED(m_ptr) + 10 + randint0(p_ptr->lev) / 5);
- }
- }
-
- else if (chaos_effect == 4)
- {
- bool resists_tele = FALSE;
-
- if (r_ptr->flagsr & RFR_RES_TELE)
- {
- if (r_ptr->flags1 & RF1_UNIQUE)
- {
- if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flagsr |= RFR_RES_TELE;
- msg_format(_("%^sには効果がなかった。", "%^s is unaffected!"), m_name);
- resists_tele = TRUE;
- }
- else if (r_ptr->level > randint1(100))
- {
- if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flagsr |= RFR_RES_TELE;
- msg_format(_("%^sは抵抗力を持っている!", "%^s resists!"), m_name);
- resists_tele = TRUE;
- }
- }
-
- if (!resists_tele)
- {
- msg_format(_("%^sは消えた!", "%^s disappears!"), m_name);
- teleport_away(c_ptr->m_idx, 50, TELEPORT_PASSIVE);
- num = num_blow + 1; /* Can't hit it anymore! */
- *mdeath = TRUE;
- }
- }
-
- else if ((chaos_effect == 5) && (randint1(90) > r_ptr->level))
- {
- if (!(r_ptr->flags1 & (RF1_UNIQUE | RF1_QUESTOR)) &&
- !(r_ptr->flagsr & RFR_EFF_RES_CHAO_MASK))
- {
- if (polymorph_monster(y, x))
- {
- msg_format(_("%^sは変化した!", "%^s changes!"), m_name);
- *fear = FALSE;
- weak = FALSE;
- }
- else
- {
- msg_format(_("%^sには効果がなかった。", "%^s is unaffected."), m_name);
- }
-
- /* Hack -- Get new monster */
- m_ptr = &m_list[c_ptr->m_idx];
-
- /* Oops, we need a different name... */
- monster_desc(m_name, m_ptr, 0);
-
- /* Hack -- Get new race */
- r_ptr = &r_info[m_ptr->r_idx];
- }
- }
- else if (o_ptr->name1 == ART_G_HAMMER)
- {
- monster_type *m_ptr = &m_list[c_ptr->m_idx];
-
- if (m_ptr->hold_o_idx)
- {
- object_type *q_ptr = &o_list[m_ptr->hold_o_idx];
- char o_name[MAX_NLEN];
-
- object_desc(o_name, q_ptr, OD_NAME_ONLY);
- q_ptr->held_m_idx = 0;
- q_ptr->marked = OM_TOUCHED;
- m_ptr->hold_o_idx = q_ptr->next_o_idx;
- q_ptr->next_o_idx = 0;
- msg_format(_("%sを奪った。", "You snatched %s."), o_name);
- inven_carry(q_ptr);
- }
- }
- }
-
- /* Player misses */
- else
- {
- backstab = FALSE; /* Clumsy! */
- fuiuchi = FALSE; /* Clumsy! */
-
- if ((o_ptr->tval == TV_POLEARM) && (o_ptr->sval == SV_DEATH_SCYTHE) && one_in_(3))
- {
- u32b flgs[TR_FLAG_SIZE];
-
- /* Sound */
- sound(SOUND_HIT);
-
- /* Message */
- msg_format(_("ミス! %sにかわされた。", "You miss %s."), m_name);
- /* Message */
- msg_print(_("振り回した大鎌が自分自身に返ってきた!", "Your scythe returns to you!"));
-
- /* Extract the flags */
- object_flags(o_ptr, flgs);
-
- k = damroll(o_ptr->dd + p_ptr->to_dd[hand], o_ptr->ds + p_ptr->to_ds[hand]);
- {
- int mult;
- switch (p_ptr->mimic_form)
- {
- case MIMIC_NONE:
- switch (p_ptr->prace)
- {
- case RACE_YEEK:
- case RACE_KLACKON:
- case RACE_HUMAN:
- case RACE_AMBERITE:
- case RACE_DUNADAN:
- case RACE_BARBARIAN:
- case RACE_BEASTMAN:
- mult = 25;break;
- case RACE_HALF_ORC:
- case RACE_HALF_TROLL:
- case RACE_HALF_OGRE:
- case RACE_HALF_GIANT:
- case RACE_HALF_TITAN:
- case RACE_CYCLOPS:
- case RACE_IMP:
- case RACE_SKELETON:
- case RACE_ZOMBIE:
- case RACE_VAMPIRE:
- case RACE_SPECTRE:
- case RACE_DEMON:
- case RACE_DRACONIAN:
- mult = 30;break;
- default:
- mult = 10;break;
- }
- break;
- case MIMIC_DEMON:
- case MIMIC_DEMON_LORD:
- case MIMIC_VAMPIRE:
- mult = 30;break;
- default:
- mult = 10;break;
- }
-
- if (p_ptr->align < 0 && mult < 20)
- mult = 20;
- if (!(p_ptr->resist_acid || IS_OPPOSE_ACID() || p_ptr->immune_acid) && (mult < 25))
- mult = 25;
- if (!(p_ptr->resist_elec || IS_OPPOSE_ELEC() || p_ptr->immune_elec) && (mult < 25))
- mult = 25;
- if (!(p_ptr->resist_fire || IS_OPPOSE_FIRE() || p_ptr->immune_fire) && (mult < 25))
- mult = 25;
- if (!(p_ptr->resist_cold || IS_OPPOSE_COLD() || p_ptr->immune_cold) && (mult < 25))
- mult = 25;
- if (!(p_ptr->resist_pois || IS_OPPOSE_POIS()) && (mult < 25))
- mult = 25;
-
- if ((p_ptr->pclass != CLASS_SAMURAI) && (have_flag(flgs, TR_FORCE_WEAPON)) && (p_ptr->csp > (p_ptr->msp / 30)))
- {
- p_ptr->csp -= (1+(p_ptr->msp / 30));
- p_ptr->redraw |= (PR_MANA);
- mult = mult * 3 / 2 + 20;
- }
- k *= mult;
- k /= 10;
- }
-
- k = critical_norm(o_ptr->weight, o_ptr->to_h, k, p_ptr->to_h[hand], mode);
- if (one_in_(6))
- {
- int mult = 2;
- msg_format(_("グッサリ切り裂かれた!", "Your weapon cuts deep into yourself!"));
- /* Try to increase the damage */
- while (one_in_(4))
- {
- mult++;
- }
-
- k *= mult;
- }
- k += (p_ptr->to_d[hand] + o_ptr->to_d);
- if (k < 0) k = 0;
+ /* Skip non-trapped chests */
+ if (!chest_traps[o_ptr->pval]) continue;
- take_hit(DAMAGE_FORCE, k, _("死の大鎌", "Death scythe"), -1);
- redraw_stuff();
- }
- else
- {
- /* Sound */
- sound(SOUND_MISS);
+ /* Identify once */
+ if (!object_is_known(o_ptr))
+ {
+ msg_print(_("箱に仕掛けられたトラップを発見した!", "You have discovered a trap on the chest!"));
- /* Message */
- msg_format(_("ミス! %sにかわされた。", "You miss %s."), m_name);
- }
+ /* Know the trap */
+ object_known(o_ptr);
+
+ /* Notice it */
+ disturb(FALSE, FALSE);
}
- backstab = FALSE;
- fuiuchi = FALSE;
}
+}
+/*!
+ * @brief プレイヤーの探索処理判定
+ * @return なし
+ */
+void search(void)
+{
+ DIRECTION i;
+ PERCENTAGE chance;
- if (weak && !(*mdeath))
- {
- msg_format(_("%sは弱くなったようだ。", "%^s seems weakened."), m_name);
- }
- if (drain_left != MAX_VAMPIRIC_DRAIN)
+ /* Start with base search ability */
+ chance = p_ptr->skill_srh;
+
+ /* Penalize various conditions */
+ if (p_ptr->blind || no_lite()) chance = chance / 10;
+ if (p_ptr->confused || p_ptr->image) chance = chance / 10;
+
+ /* Search the nearby grids, which are always in bounds */
+ for (i = 0; i < 9; ++ i)
{
- if (one_in_(4))
+ /* Sometimes, notice things */
+ if (randint0(100) < chance)
{
- chg_virtue(V_UNLIFE, 1);
+ discover_hidden_things(p_ptr->y + ddy_ddd[i], p_ptr->x + ddx_ddd[i]);
}
}
- /* Mega-Hack -- apply earthquake brand */
- if (do_quake)
- {
- earthquake(p_ptr->y, p_ptr->x, 10);
- if (!cave[y][x].m_idx) *mdeath = TRUE;
- }
}
+
/*!
- * @brief プレイヤーの打撃処理メインルーチン
- * @param y 攻撃目標のY座標
- * @param x 攻撃目標のX座標
- * @param mode 発動中の剣術ID
- * @return 実際に攻撃処理が行われた場合TRUEを返す。
+ * @brief プレイヤーがオブジェクトを拾った際のメッセージ表示処理 /
+ * Helper routine for py_pickup() and py_pickup_floor().
+ * @param o_idx 取得したオブジェクトの参照ID
+ * @return なし
* @details
- * If no "weapon" is available, then "punch" the monster one time.
+ * アイテムを拾った際に「2つのケーキを持っている」\n
+ * "You have two cakes." とアイテムを拾った後の合計のみの表示がオリジナル\n
+ * だが、違和感が\n
+ * あるという指摘をうけたので、「~を拾った、~を持っている」という表示\n
+ * にかえてある。そのための配列。\n
+ * Add the given dungeon object to the character's inventory.\n
+ * Delete the object afterwards.\n
*/
-bool py_attack(int y, int x, int mode)
+void py_pickup_aux(OBJECT_IDX o_idx)
{
- bool fear = FALSE;
- bool mdeath = FALSE;
- bool stormbringer = FALSE;
+ INVENTORY_IDX slot;
- cave_type *c_ptr = &cave[y][x];
- monster_type *m_ptr = &m_list[c_ptr->m_idx];
- monster_race *r_ptr = &r_info[m_ptr->r_idx];
- char m_name[80];
+#ifdef JP
+ char o_name[MAX_NLEN];
+ char old_name[MAX_NLEN];
+ char kazu_str[80];
+ int hirottakazu;
+#else
+ char o_name[MAX_NLEN];
+#endif
- /* Disturb the player */
- disturb(0, 1);
+ object_type *o_ptr;
- p_ptr->energy_use = 100;
+ o_ptr = &o_list[o_idx];
- if (!p_ptr->migite && !p_ptr->hidarite &&
- !(p_ptr->muta2 & (MUT2_HORNS | MUT2_BEAK | MUT2_SCOR_TAIL | MUT2_TRUNK | MUT2_TENTACLES)))
- {
- msg_format(_("%s攻撃できない。", "You cannot do attacking."),
- (empty_hands(FALSE) == EMPTY_HAND_NONE) ? _("両手がふさがって", "") : "");
- return FALSE;
- }
+#ifdef JP
+ object_desc(old_name, o_ptr, OD_NAME_ONLY);
+ object_desc_kosuu(kazu_str, o_ptr);
+ hirottakazu = o_ptr->number;
+#endif
+ /* Carry the object */
+ slot = inven_carry(o_ptr);
+
+ /* Get the object again */
+ o_ptr = &inventory[slot];
- /* Extract monster name (or "it") */
- monster_desc(m_name, m_ptr, 0);
+ delete_object_idx(o_idx);
- if (m_ptr->ml)
+ if (p_ptr->pseikaku == SEIKAKU_MUNCHKIN)
{
- /* Auto-Recall if possible and visible */
- if (!p_ptr->image) monster_race_track(m_ptr->ap_r_idx);
+ bool old_known = identify_item(o_ptr);
- /* Track a new monster */
- health_track(c_ptr->m_idx);
- }
+ /* Auto-inscription/destroy */
+ autopick_alter_item(slot, (bool)(destroy_identify && !old_known));
- if ((r_ptr->flags1 & RF1_FEMALE) &&
- !(p_ptr->stun || p_ptr->confused || p_ptr->image || !m_ptr->ml))
- {
- if ((inventory[INVEN_RARM].name1 == ART_ZANTETSU) || (inventory[INVEN_LARM].name1 == ART_ZANTETSU))
- {
- msg_print(_("拙者、おなごは斬れぬ!", "I can not attack women!"));
- return FALSE;
- }
+ /* If it is destroyed, don't pick it up */
+ if (o_ptr->marked & OM_AUTODESTROY) return;
}
- if (d_info[dungeon_type].flags1 & DF1_NO_MELEE)
+ object_desc(o_name, o_ptr, 0);
+
+#ifdef JP
+ if ((o_ptr->name1 == ART_CRIMSON) && (p_ptr->pseikaku == SEIKAKU_COMBAT))
{
- msg_print(_("なぜか攻撃することができない。", "Something prevent you from attacking."));
- return FALSE;
+ msg_format("こうして、%sは『クリムゾン』を手に入れた。", p_ptr->name);
+ msg_print("しかし今、『混沌のサーペント』の放ったモンスターが、");
+ msg_format("%sに襲いかかる...", p_ptr->name);
}
-
- /* Stop if friendly */
- if (!is_hostile(m_ptr) &&
- !(p_ptr->stun || p_ptr->confused || p_ptr->image ||
- p_ptr->shero || !m_ptr->ml))
+ else
{
- if (inventory[INVEN_RARM].name1 == ART_STORMBRINGER) stormbringer = TRUE;
- if (inventory[INVEN_LARM].name1 == ART_STORMBRINGER) stormbringer = TRUE;
- if (stormbringer)
+ if (plain_pickup)
{
- msg_format(_("黒い刃は強欲に%sを攻撃した!", "Your black blade greedily attacks %s!"), m_name);
- chg_virtue(V_INDIVIDUALISM, 1);
- chg_virtue(V_HONOUR, -1);
- chg_virtue(V_JUSTICE, -1);
- chg_virtue(V_COMPASSION, -1);
+ msg_format("%s(%c)を持っている。",o_name, index_to_label(slot));
}
- else if (p_ptr->pclass != CLASS_BERSERKER)
+ else
{
- if (get_check(_("本当に攻撃しますか?", "Really hit it? ")))
- {
- chg_virtue(V_INDIVIDUALISM, 1);
- chg_virtue(V_HONOUR, -1);
- chg_virtue(V_JUSTICE, -1);
- chg_virtue(V_COMPASSION, -1);
- }
- else
- {
- msg_format(_("%sを攻撃するのを止めた。", "You stop to avoid hitting %s."), m_name);
- return FALSE;
+ if (o_ptr->number > hirottakazu) {
+ msg_format("%s拾って、%s(%c)を持っている。",
+ kazu_str, o_name, index_to_label(slot));
+ } else {
+ msg_format("%s(%c)を拾った。", o_name, index_to_label(slot));
}
}
}
+ strcpy(record_o_name, old_name);
+#else
+ msg_format("You have %s (%c).", o_name, index_to_label(slot));
+ strcpy(record_o_name, o_name);
+#endif
+ record_turn = turn;
- /* Handle player fear */
- if (p_ptr->afraid)
- {
- /* Message */
- if (m_ptr->ml)
- msg_format(_("恐くて%sを攻撃できない!", "You are too afraid to attack %s!"), m_name);
- else
- msg_format (_("そっちには何か恐いものがいる!", "There is something scary in your way!"));
+ check_find_art_quest_completion(o_ptr);
+}
- /* Disturb the monster */
- (void)set_monster_csleep(c_ptr->m_idx, 0);
- /* Done */
- return FALSE;
- }
+/*!
+ * @brief プレイヤーがオブジェクト上に乗った際の表示処理
+ * @param pickup 自動拾い処理を行うならばTRUEとする
+ * @return なし
+ * @details
+ * Player "wants" to pick up an object or gold.
+ * Note that we ONLY handle things that can be picked up.
+ * See "move_player()" for handling of other things.
+ */
+void carry(bool pickup)
+{
+ cave_type *c_ptr = &cave[p_ptr->y][p_ptr->x];
+
+ OBJECT_IDX this_o_idx, next_o_idx = 0;
+
+ char o_name[MAX_NLEN];
+
+ /* Recenter the map around the player */
+ verify_panel();
+
+ p_ptr->update |= (PU_MONSTERS);
+
+ p_ptr->redraw |= (PR_MAP);
+
+ p_ptr->window |= (PW_OVERHEAD);
+ handle_stuff();
- if (MON_CSLEEP(m_ptr)) /* It is not honorable etc to attack helpless victims */
+ /* Automatically pickup/destroy/inscribe items */
+ autopick_pickup_items(c_ptr);
+
+ if (easy_floor)
{
- if (!(r_ptr->flags3 & RF3_EVIL) || one_in_(5)) chg_virtue(V_COMPASSION, -1);
- if (!(r_ptr->flags3 & RF3_EVIL) || one_in_(5)) chg_virtue(V_HONOUR, -1);
+ py_pickup_floor(pickup);
+ return;
}
- if (p_ptr->migite && p_ptr->hidarite)
+ /* Scan the pile of objects */
+ for (this_o_idx = c_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
{
- if ((p_ptr->skill_exp[GINOU_NITOURYU] < s_info[p_ptr->pclass].s_max[GINOU_NITOURYU]) && ((p_ptr->skill_exp[GINOU_NITOURYU] - 1000) / 200 < r_ptr->level))
+ object_type *o_ptr;
+ o_ptr = &o_list[this_o_idx];
+
+#ifdef ALLOW_EASY_SENSE /* TNB */
+
+ /* Option: Make item sensing easy */
+ if (easy_sense)
{
- if (p_ptr->skill_exp[GINOU_NITOURYU] < WEAPON_EXP_BEGINNER)
- p_ptr->skill_exp[GINOU_NITOURYU] += 80;
- else if(p_ptr->skill_exp[GINOU_NITOURYU] < WEAPON_EXP_SKILLED)
- p_ptr->skill_exp[GINOU_NITOURYU] += 4;
- else if(p_ptr->skill_exp[GINOU_NITOURYU] < WEAPON_EXP_EXPERT)
- p_ptr->skill_exp[GINOU_NITOURYU] += 1;
- else if(p_ptr->skill_exp[GINOU_NITOURYU] < WEAPON_EXP_MASTER)
- if (one_in_(3)) p_ptr->skill_exp[GINOU_NITOURYU] += 1;
- p_ptr->update |= (PU_BONUS);
+ /* Sense the object */
+ (void)sense_object(o_ptr);
}
- }
- /* Gain riding experience */
- if (p_ptr->riding)
- {
- int cur = p_ptr->skill_exp[GINOU_RIDING];
- int max = s_info[p_ptr->pclass].s_max[GINOU_RIDING];
+#endif /* ALLOW_EASY_SENSE -- TNB */
+
+ object_desc(o_name, o_ptr, 0);
+
+ /* Acquire next object */
+ next_o_idx = o_ptr->next_o_idx;
+
+ /* Hack -- disturb */
+ disturb(FALSE, FALSE);
- if (cur < max)
+ /* Pick up gold */
+ if (o_ptr->tval == TV_GOLD)
{
- int ridinglevel = r_info[m_list[p_ptr->riding].r_idx].level;
- int targetlevel = r_ptr->level;
- int inc = 0;
+ int value = (long)o_ptr->pval;
+
+ /* Delete the gold */
+ delete_object_idx(this_o_idx);
- if ((cur / 200 - 5) < targetlevel)
- inc += 1;
+ msg_format(_(" $%ld の価値がある%sを見つけた。", "You collect %ld gold pieces worth of %s."),
+ (long)value, o_name);
- /* Extra experience */
- if ((cur / 100) < ridinglevel)
- {
- if ((cur / 100 + 15) < ridinglevel)
- inc += 1 + (ridinglevel - (cur / 100 + 15));
- else
- inc += 1;
- }
+ sound(SOUND_SELL);
+
+ /* Collect the gold */
+ p_ptr->au += value;
- p_ptr->skill_exp[GINOU_RIDING] = MIN(max, cur + inc);
+ /* Redraw gold */
+ p_ptr->redraw |= (PR_GOLD);
- p_ptr->update |= (PU_BONUS);
+ p_ptr->window |= (PW_PLAYER);
}
- }
- riding_t_m_idx = c_ptr->m_idx;
- if (p_ptr->migite) py_attack_aux(y, x, &fear, &mdeath, 0, mode);
- if (p_ptr->hidarite && !mdeath) py_attack_aux(y, x, &fear, &mdeath, 1, mode);
+ /* Pick up objects */
+ else
+ {
+ /* Hack - some objects were handled in autopick_pickup_items(). */
+ if (o_ptr->marked & OM_NOMSG)
+ {
+ /* Clear the flag. */
+ o_ptr->marked &= ~OM_NOMSG;
+ }
+ else if (!pickup)
+ {
+ msg_format(_("%sがある。", "You see %s."), o_name);
+ }
- /* Mutations which yield extra 'natural' attacks */
- if (!mdeath)
- {
- if ((p_ptr->muta2 & MUT2_HORNS) && !mdeath)
- natural_attack(c_ptr->m_idx, MUT2_HORNS, &fear, &mdeath);
- if ((p_ptr->muta2 & MUT2_BEAK) && !mdeath)
- natural_attack(c_ptr->m_idx, MUT2_BEAK, &fear, &mdeath);
- if ((p_ptr->muta2 & MUT2_SCOR_TAIL) && !mdeath)
- natural_attack(c_ptr->m_idx, MUT2_SCOR_TAIL, &fear, &mdeath);
- if ((p_ptr->muta2 & MUT2_TRUNK) && !mdeath)
- natural_attack(c_ptr->m_idx, MUT2_TRUNK, &fear, &mdeath);
- if ((p_ptr->muta2 & MUT2_TENTACLES) && !mdeath)
- natural_attack(c_ptr->m_idx, MUT2_TENTACLES, &fear, &mdeath);
- }
+ /* Note that the pack is too full */
+ else if (!inven_carry_okay(o_ptr))
+ {
+ msg_format(_("ザックには%sを入れる隙間がない。", "You have no room for %s."), o_name);
+ }
- /* Hack -- delay fear messages */
- if (fear && m_ptr->ml && !mdeath)
- {
- /* Sound */
- sound(SOUND_FLEE);
+ /* Pick up the item (if requested and allowed) */
+ else
+ {
+ int okay = TRUE;
- /* Message */
- msg_format(_("%^sは恐怖して逃げ出した!", "%^s flees in terror!"), m_name);
- }
+ /* Hack -- query every item */
+ if (carry_query_flag)
+ {
+ char out_val[MAX_NLEN+20];
+ sprintf(out_val, _("%sを拾いますか? ", "Pick up %s? "), o_name);
+ okay = get_check(out_val);
+ }
- if ((p_ptr->special_defense & KATA_IAI) && ((mode != HISSATSU_IAI) || mdeath))
- {
- set_action(ACTION_NONE);
+ /* Attempt to pick up an object. */
+ if (okay)
+ {
+ /* Pick up the object */
+ py_pickup_aux(this_o_idx);
+ }
+ }
+ }
}
-
- return mdeath;
}
* @param n_x プレイヤーの移動先X座標
* @return 移動処理が可能である場合(可能な場合に選択した場合)TRUEを返す。
*/
-bool pattern_seq(int c_y, int c_x, int n_y, int n_x)
+bool pattern_seq(POSITION c_y, POSITION c_x, POSITION n_y, POSITION n_x)
{
feature_type *cur_f_ptr = &f_info[cave[c_y][c_x].feat];
feature_type *new_f_ptr = &f_info[cave[n_y][n_x].feat];
* @param mpe_mode 移動オプションフラグ
* @return プレイヤーが死亡やフロア離脱を行わず、実際に移動が可能ならばTRUEを返す。
*/
-bool move_player_effect(int ny, int nx, u32b mpe_mode)
+bool move_player_effect(POSITION ny, POSITION nx, BIT_FLAGS mpe_mode)
{
cave_type *c_ptr = &cave[ny][nx];
feature_type *f_ptr = &f_info[c_ptr->feat];
if (!(mpe_mode & MPE_STAYING))
{
- int oy = p_ptr->y;
- int ox = p_ptr->x;
+ POSITION oy = p_ptr->y;
+ POSITION ox = p_ptr->x;
cave_type *oc_ptr = &cave[oy][ox];
- int om_idx = oc_ptr->m_idx;
- int nm_idx = c_ptr->m_idx;
+ IDX om_idx = oc_ptr->m_idx;
+ IDX nm_idx = c_ptr->m_idx;
/* Move the player */
p_ptr->y = ny;
monster_type *om_ptr = &m_list[om_idx];
om_ptr->fy = ny;
om_ptr->fx = nx;
- update_mon(om_idx, TRUE);
+ update_monster(om_idx, TRUE);
}
if (nm_idx > 0) /* Monster on new spot */
monster_type *nm_ptr = &m_list[nm_idx];
nm_ptr->fy = oy;
nm_ptr->fx = ox;
- update_mon(nm_idx, TRUE);
+ update_monster(nm_idx, TRUE);
}
}
/* Mega-Hack -- Forget the view */
p_ptr->update |= (PU_UN_VIEW);
- /* Redraw map */
p_ptr->redraw |= (PR_MAP);
}
- /* Update stuff */
p_ptr->update |= (PU_VIEW | PU_LITE | PU_FLOW | PU_MON_LITE | PU_DISTANCE);
- /* Window stuff */
p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
/* Remove "unsafe" flag */
/* For get everything when requested hehe I'm *NASTY* */
if (dun_level && (d_info[dungeon_type].flags1 & DF1_FORGET)) wiz_dark();
-
- /* Handle stuff */
if (mpe_mode & MPE_HANDLE_STUFF) handle_stuff();
if (p_ptr->pclass == CLASS_NINJA)
/* Handle "store doors" */
if (have_flag(f_ptr->flags, FF_STORE))
{
- /* Disturb */
- disturb(0, 1);
+ disturb(FALSE, TRUE);
p_ptr->energy_use = 0;
/* Hack -- Enter store */
/* Handle "building doors" -KMW- */
else if (have_flag(f_ptr->flags, FF_BLDG))
{
- /* Disturb */
- disturb(0, 1);
+ disturb(FALSE, TRUE);
p_ptr->energy_use = 0;
/* Hack -- Enter building */
/* Handle quest areas -KMW- */
else if (have_flag(f_ptr->flags, FF_QUEST_ENTER))
{
- /* Disturb */
- disturb(0, 1);
+ disturb(FALSE, TRUE);
p_ptr->energy_use = 0;
/* Hack -- Enter quest level */
/* Set off a trap */
else if (have_flag(f_ptr->flags, FF_HIT_TRAP) && !(mpe_mode & MPE_STAYING))
{
- /* Disturb */
- disturb(0, 1);
+ disturb(FALSE, TRUE);
/* Hidden trap */
if (c_ptr->mimic || have_flag(f_ptr->flags, FF_SECRET))
{
- /* Message */
msg_print(_("トラップだ!", "You found a trap!"));
/* Pick a trap */
msg_print(_("* 注意:この先はトラップの感知範囲外です! *", "*Leaving trap detect region!*"));
}
- if (disturb_trap_detect) disturb(0, 1);
+ if (disturb_trap_detect) disturb(FALSE, TRUE);
}
}
* @param feat 地形ID
* @return トラップが自動的に無効ならばTRUEを返す
*/
-bool trap_can_be_ignored(int feat)
+bool trap_can_be_ignored(FEAT_IDX feat)
{
feature_type *f_ptr = &f_info[feat];
* any monster which might be in the destination grid. Previously,\n
* moving into walls was "free" and did NOT hit invisible monsters.\n
*/
-void move_player(int dir, bool do_pickup, bool break_trap)
+void move_player(DIRECTION dir, bool do_pickup, bool break_trap)
{
/* Find the result of moving */
- int y = p_ptr->y + ddy[dir];
- int x = p_ptr->x + ddx[dir];
+ POSITION y = p_ptr->y + ddy[dir];
+ POSITION x = p_ptr->x + ddx[dir];
/* Examine the destination */
cave_type *c_ptr = &cave[y][x];
msg_print(_("動けない!", "Can't move!"));
p_ptr->energy_use = 0;
oktomove = FALSE;
- disturb(0, 1);
+ disturb(FALSE, TRUE);
}
else if (MON_MONFEAR(riding_m_ptr))
{
- char m_name[80];
-
- /* Acquire the monster name */
- monster_desc(m_name, riding_m_ptr, 0);
-
- /* Dump a message */
- msg_format(_("%sが恐怖していて制御できない。", "%^s is too scared to control."), m_name);
+ char steed_name[80];
+ monster_desc(steed_name, riding_m_ptr, 0);
+ msg_format(_("%sが恐怖していて制御できない。", "%^s is too scared to control."), steed_name);
oktomove = FALSE;
- disturb(0, 1);
+ disturb(FALSE, TRUE);
}
else if (p_ptr->riding_ryoute)
{
oktomove = FALSE;
- disturb(0, 1);
+ disturb(FALSE, TRUE);
}
else if (have_flag(f_ptr->flags, FF_CAN_FLY) && (riding_r_ptr->flags7 & RF7_CAN_FLY))
{
msg_format(_("%sの上に行けない。", "Can't swim."), f_name + f_info[get_feat_mimic(c_ptr)].name);
p_ptr->energy_use = 0;
oktomove = FALSE;
- disturb(0, 1);
+ disturb(FALSE, TRUE);
}
else if (!have_flag(f_ptr->flags, FF_WATER) && (riding_r_ptr->flags7 & RF7_AQUATIC))
{
msg_format(_("%sから上がれない。", "Can't land."), f_name + f_info[get_feat_mimic(&cave[p_ptr->y][p_ptr->x])].name);
p_ptr->energy_use = 0;
oktomove = FALSE;
- disturb(0, 1);
+ disturb(FALSE, TRUE);
}
else if (have_flag(f_ptr->flags, FF_LAVA) && !(riding_r_ptr->flagsr & RFR_EFF_IM_FIRE_MASK))
{
msg_format(_("%sの上に行けない。", "Too hot to go through."), f_name + f_info[get_feat_mimic(c_ptr)].name);
p_ptr->energy_use = 0;
oktomove = FALSE;
- disturb(0, 1);
+ disturb(FALSE, TRUE);
}
if (oktomove && MON_STUNNED(riding_m_ptr) && one_in_(2))
{
- char m_name[80];
- monster_desc(m_name, riding_m_ptr, 0);
- msg_format(_("%sが朦朧としていてうまく動けない!", "You cannot control stunned %s!"),m_name);
+ char steed_name[80];
+ monster_desc(steed_name, riding_m_ptr, 0);
+ msg_format(_("%sが朦朧としていてうまく動けない!", "You cannot control stunned %s!"), steed_name);
oktomove = FALSE;
- disturb(0, 1);
+ disturb(FALSE, TRUE);
}
}
if ((p_ptr->pclass != CLASS_RANGER) && !p_ptr->levitation && (!p_ptr->riding || !(riding_r_ptr->flags8 & RF8_WILD_WOOD))) p_ptr->energy_use *= 2;
}
-#ifdef ALLOW_EASY_DISARM /* TNB */
/* Disarm a visible trap */
else if ((do_pickup != easy_disarm) && have_flag(f_ptr->flags, FF_DISARM) && !c_ptr->mimic)
}
}
-#endif /* ALLOW_EASY_DISARM -- TNB */
/* Player can not walk through "walls" unless in wraith form...*/
else if (!p_can_enter && !p_can_kill_walls)
{
/* Feature code (applying "mimic" field) */
- s16b feat = get_feat_mimic(c_ptr);
+ FEAT_IDX feat = get_feat_mimic(c_ptr);
feature_type *mimic_f_ptr = &f_info[feat];
cptr name = f_name + mimic_f_ptr->name;
/* Wall (or secret door) */
else
{
-#ifdef ALLOW_EASY_OPEN
/* Closed doors */
if (easy_open && is_closed_door(feat) && easy_open_door(y, x)) return;
-#endif /* ALLOW_EASY_OPEN */
#ifdef JP
msg_format("%sが行く手をはばんでいる。", name);
}
}
- /* Disturb the player */
- disturb(0, 1);
+ disturb(FALSE, TRUE);
- /* Sound */
if (!boundary_floor(c_ptr, f_ptr, mimic_f_ptr)) sound(SOUND_HITWALL);
}
}
/* To avoid a loop with running */
- disturb(0, 1);
+ disturb(FALSE, TRUE);
oktomove = FALSE;
}
p_ptr->update |= (PU_FLOW);
}
- /* Sound */
/* sound(SOUND_WALK); */
-#ifdef ALLOW_EASY_DISARM /* TNB */
-
if (do_pickup != always_pickup) mpe_mode |= MPE_DO_PICKUP;
-
-#else /* ALLOW_EASY_DISARM -- TNB */
-
- if (do_pickup) mpe_mode |= MPE_DO_PICKUP;
-
-#endif /* ALLOW_EASY_DISARM -- TNB */
-
if (break_trap) mpe_mode |= MPE_BREAK_TRAP;
/* Move the player */
* @param x 移動元のX座標
* @return 移動先が既知の壁ならばTRUE
*/
-static int see_wall(int dir, int y, int x)
+static bool see_wall(DIRECTION dir, POSITION y, POSITION x)
{
- cave_type *c_ptr;
+ cave_type *c_ptr;
/* Get the new location */
y += ddy[dir];
* @param x 移動元のX座標
* @return 移動先が未知の地形ならばTRUE
*/
-static int see_nothing(int dir, int y, int x)
+static bool see_nothing(DIRECTION dir, POSITION y, POSITION x)
{
/* Get the new location */
y += ddy[dir];
}
-
-
-
-
/*
* Hack -- allow quick "cycling" through the legal directions
*/
-static byte cycle[] =
-{ 1, 2, 3, 6, 9, 8, 7, 4, 1, 2, 3, 6, 9, 8, 7, 4, 1 };
+static byte cycle[] = { 1, 2, 3, 6, 9, 8, 7, 4, 1, 2, 3, 6, 9, 8, 7, 4, 1 };
/*
* Hack -- map each direction into the "middle" of the "cycle[]" array
*/
-static byte chome[] =
-{ 0, 8, 9, 10, 7, 0, 11, 6, 5, 4 };
+static byte chome[] = { 0, 8, 9, 10, 7, 0, 11, 6, 5, 4 };
/*
* The direction we are running
*/
-static byte find_current;
+static DIRECTION find_current;
/*
* The direction we came from
*/
-static byte find_prevdir;
+static DIRECTION find_prevdir;
/*
* We are looking for open area
static bool find_breakright;
static bool find_breakleft;
-
-
/*!
* @brief ダッシュ処理の導入 /
* Initialize the running algorithm for a new direction.
* \#x\# \@x\#\n
* \@\@p. p\n
*/
-static void run_init(int dir)
+static void run_init(DIRECTION dir)
{
- int row, col, deepleft, deepright;
- int i, shortleft, shortright;
-
+ int row, col, deepleft, deepright;
+ int i, shortleft, shortright;
/* Save the direction */
find_current = dir;
*/
static bool run_test(void)
{
- int prev_dir, new_dir, check_dir = 0;
- int row, col;
- int i, max, inv;
- int option = 0, option2 = 0;
- cave_type *c_ptr;
- s16b feat;
+ DIRECTION prev_dir, new_dir, check_dir = 0;
+ int row, col;
+ int i, max, inv;
+ int option = 0, option2 = 0;
+ cave_type *c_ptr;
+ FEAT_IDX feat;
feature_type *f_ptr;
/* Where we came from */
/* Look at every newly adjacent square. */
for (i = -max; i <= max; i++)
{
- s16b this_o_idx, next_o_idx = 0;
+ OBJECT_IDX this_o_idx, next_o_idx = 0;
/* New direction */
new_dir = cycle[chome[prev_dir] + i];
for (this_o_idx = c_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
{
object_type *o_ptr;
-
- /* Acquire object */
o_ptr = &o_list[this_o_idx];
/* Acquire next object */
* @param dir 移動を試みる方向ID
* @return なし
*/
-void run_step(int dir)
+void run_step(DIRECTION dir)
{
/* Start running */
if (dir)
/* Hack -- do not start silly run */
if (see_wall(dir, p_ptr->y, p_ptr->x))
{
- /* Message */
+ sound(SOUND_HITWALL);
+
msg_print(_("その方向には走れません。", "You cannot run in that direction."));
- /* Disturb */
- disturb(0, 0);
+ disturb(FALSE, FALSE);
- /* Done */
return;
}
- /* Initialize */
run_init(dir);
}
/* Update run */
if (run_test())
{
- /* Disturb */
- disturb(0, 0);
+ disturb(FALSE, FALSE);
- /* Done */
return;
}
}
p_ptr->energy_use = 100;
/* Move the player, using the "pickup" flag */
-#ifdef ALLOW_EASY_DISARM /* TNB */
-
move_player(find_current, FALSE, FALSE);
-#else /* ALLOW_EASY_DISARM -- TNB */
-
- move_player(find_current, always_pickup, FALSE);
-
-#endif /* ALLOW_EASY_DISARM -- TNB */
-
if (player_bold(p_ptr->run_py, p_ptr->run_px))
{
p_ptr->run_py = 0;
p_ptr->run_px = 0;
- disturb(0, 0);
+ disturb(FALSE, FALSE);
}
}
* @brief トラベル機能の判定処理 /
* Test for traveling
* @param prev_dir 前回移動を行った元の方角ID
- * @return なし
+ * @return 次の方向
*/
-static int travel_test(int prev_dir)
+static DIRECTION travel_test(DIRECTION prev_dir)
{
- int new_dir = 0;
+ DIRECTION new_dir = 0;
int i, max;
const cave_type *c_ptr;
int cost;
for (i = -max; i <= max; i++)
{
/* New direction */
- int dir = cycle[chome[prev_dir] + i];
+ DIRECTION dir = cycle[chome[prev_dir] + i];
/* New location */
- int row = p_ptr->y + ddy[dir];
- int col = p_ptr->x + ddx[dir];
+ POSITION row = p_ptr->y + ddy[dir];
+ POSITION col = p_ptr->x + ddx[dir];
/* Access grid */
c_ptr = &cave[row][col];
/* Get travel direction */
travel.dir = travel_test(travel.dir);
- /* disturb */
if (!travel.dir)
{
if (travel.run == 255)
msg_print(_("道筋が見つかりません!", "No route is found!"));
travel.y = travel.x = 0;
}
- disturb(0, 1);
+ disturb(FALSE, TRUE);
return;
}