-/*!
+/*!
* @file cmd1.c
- * @brief ¥×¥ì¥¤¥ä¡¼¤Î¥³¥Þ¥ó¥É½èÍý1 / Movement commands (part 1)
+ * @brief プレイヤーのコマンド処理1 / Movement commands (part 1)
* @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.
+ * @note
+ * <pre>
+ * The running algorithm: -CJS-
+ *
+ * In the diagrams below, the player has just arrived in the
+ * grid marked as '@', and he has just come from a grid marked
+ * as 'o', and he is about to enter the grid marked as 'x'.
+ *
+ * Of course, if the "requested" move was impossible, then you
+ * will of course be blocked, and will stop.
+ *
+ * Overview: You keep moving until something interesting happens.
+ * If you are in an enclosed space, you follow corners. This is
+ * the usual corridor scheme. If you are in an open space, you go
+ * straight, but stop before entering enclosed space. This is
+ * analogous to reaching doorways. If you have enclosed space on
+ * one side only (that is, running along side a wall) stop if
+ * your wall opens out, or your open space closes in. Either case
+ * corresponds to a doorway.
+ *
+ * What happens depends on what you can really SEE. (i.e. if you
+ * have no light, then running along a dark corridor is JUST like
+ * running in a dark room.) The algorithm works equally well in
+ * corridors, rooms, mine tailings, earthquake rubble, etc, etc.
+ *
+ * These conditions are kept in static memory:
+ * find_openarea You are in the open on at least one
+ * side.
+ * find_breakleft You have a wall on the left, and will
+ * stop if it opens
+ * find_breakright You have a wall on the right, and will
+ * stop if it opens
+ *
+ * To initialize these conditions, we examine the grids adjacent
+ * to the grid marked 'x', two on each side (marked 'L' and 'R').
+ * If either one of the two grids on a given side is seen to be
+ * closed, then that side is considered to be closed. If both
+ * sides are closed, then it is an enclosed (corridor) run.
+ *
+ * LL L
+ * @@x LxR
+ * RR @@R
+ *
+ * Looking at more than just the immediate squares is
+ * significant. Consider the following case. A run along the
+ * corridor will stop just before entering the center point,
+ * because a choice is clearly established. Running in any of
+ * three available directions will be defined as a corridor run.
+ * Note that a minor hack is inserted to make the angled corridor
+ * entry (with one side blocked near and the other side blocked
+ * further away from the runner) work correctly. The runner moves
+ * diagonally, but then saves the previous direction as being
+ * straight into the gap. Otherwise, the tail end of the other
+ * entry would be perceived as an alternative on the next move.
+ *
+ * \#.\#
+ * \#\#.\#\#
+ * \.\@x..
+ * \#\#.\#\#
+ * \#.\#
+ *
+ * Likewise, a run along a wall, and then into a doorway (two
+ * runs) will work correctly. A single run rightwards from \@ will
+ * stop at 1. Another run right and down will enter the corridor
+ * and make the corner, stopping at the 2.
+ *
+ * \#\#\#\#\#\#\#\#\#\#\#\#\#\#\#\#\#\#
+ * o@@x 1
+ * \#\#\#\#\#\#\#\#\#\#\# \#\#\#\#\#\#
+ * \#2 \#
+ * \#\#\#\#\#\#\#\#\#\#\#\#\#
+ *
+ * After any move, the function area_affect is called to
+ * determine the new surroundings, and the direction of
+ * subsequent moves. It examines the current player location
+ * (at which the runner has just arrived) and the previous
+ * direction (from which the runner is considered to have come).
+ *
+ * Moving one square in some direction places you adjacent to
+ * three or five new squares (for straight and diagonal moves
+ * respectively) to which you were not previously adjacent,
+ * marked as '!' in the diagrams below.
+ *
+ * ...! ...
+ * .o@@! (normal) .o.! (diagonal)
+ * ...! (east) ..@@! (south east)
+ * !!!
+ *
+ * You STOP if any of the new squares are interesting in any way:
+ * for example, if they contain visible monsters or treasure.
+ *
+ * You STOP if any of the newly adjacent squares seem to be open,
+ * and you are also looking for a break on that side. (that is,
+ * find_openarea AND find_break).
+ *
+ * You STOP if any of the newly adjacent squares do NOT seem to be
+ * open and you are in an open area, and that side was previously
+ * entirely open.
+ *
+ * Corners: If you are not in the open (i.e. you are in a corridor)
+ * and there is only one way to go in the new squares, then turn in
+ * that direction. If there are more than two new ways to go, STOP.
+ * If there are two ways to go, and those ways are separated by a
+ * square which does not seem to be open, then STOP.
+ *
+ * Otherwise, we have a potential corner. There are two new open
+ * squares, which are also adjacent. One of the new squares is
+ * diagonally located, the other is straight on (as in the diagram).
+ * We consider two more squares further out (marked below as ?).
+ *
+ * We assign "option" to the straight-on grid, and "option2" to the
+ * diagonal grid, and "check_dir" to the grid marked 's'.
+ *
+ * \#\#s
+ * @@x?
+ * \#.?
+ *
+ * If they are both seen to be closed, then it is seen that no benefit
+ * is gained from moving straight. It is a known corner. To cut the
+ * corner, go diagonally, otherwise go straight, but pretend you
+ * stepped diagonally into that next location for a full view next
+ * time. Conversely, if one of the ? squares is not seen to be closed,
+ * then there is a potential choice. We check to see whether it is a
+ * potential corner or an intersection/room entrance. If the square
+ * two spaces straight ahead, and the space marked with 's' are both
+ * unknown space, then it is a potential corner and enter if
+ * find_examine is set, otherwise must stop because it is not a
+ * corner. (find_examine option is removed and always is TRUE.)
+ * </pre>
*/
-
#include "angband.h"
-#define MAX_VAMPIRIC_DRAIN 50 /*!< µÛ·ì½èÍý¤ÎºÇÂç²óÉüHP */
-
-
-/*!
- * @brief ¥×¥ì¥¤¥ä¡¼¤«¤é¥â¥ó¥¹¥¿¡¼¤Ø¤Î¼Í·âÌ¿ÃæȽÄê /
- * Determine if the player "hits" a monster (normal combat).
- * @param chance ´ðËÜÌ¿ÃæÃÍ
- * @param m_ptr ¥â¥ó¥¹¥¿¡¼¤Î¹½Â¤Âλ²¾È¥Ý¥¤¥ó¥¿
- * @param vis ÌÜɸ¤ò»ë³¦¤ËÊá¤é¤¨¤Æ¤¤¤ë¤Ê¤é¤ÐTRUE¤ò»ØÄê
- * @param o_name ¥á¥Ã¥»¡¼¥¸É½¼¨»þ¤Î¥â¥ó¥¹¥¿¡¼Ì¾
- * @return Ì¿Ãæ¤ÈȽÄꤵ¤ì¤¿¾ì¹çTRUE¤òÊÖ¤¹
- * @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];
-
- ac = r_ptr->ac;
- if(m_ptr->r_idx == MON_GOEMON && !MON_CSLEEP(m_ptr)) ac *= 3;
-
- /* Percentile dice */
- k = randint0(100);
-
- /* Snipers with high-concentration reduce instant miss percentage.*/
- k += p_ptr->concent;
-
- /* Hack -- Instant miss or hit */
- if (k < 10) return (k < 5);
-
- if (p_ptr->pseikaku == SEIKAKU_NAMAKE)
- if (one_in_(20)) return (FALSE);
-
- /* Never hit */
- if (chance <= 0) return (FALSE);
-
- /* 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¤Ï%s¤ò»Â¤ê¼Î¤Æ¤¿¡ª", "%s cuts down %s!"), m_name, o_name);
- }
- return (FALSE);
- }
-
- /* Assume hit */
- return (TRUE);
-}
-
-
-
-/*!
- * @brief ¥×¥ì¥¤¥ä¡¼¤«¤é¥â¥ó¥¹¥¿¡¼¤Ø¤ÎÂÇ·âÌ¿ÃæȽÄê /
- * Determine if the player "hits" a monster (normal combat).
- * @param chance ´ðËÜÌ¿ÃæÃÍ
- * @param ac ¥â¥ó¥¹¥¿¡¼¤ÎAC
- * @param vis ÌÜɸ¤ò»ë³¦¤ËÊá¤é¤¨¤Æ¤¤¤ë¤Ê¤é¤ÐTRUE¤ò»ØÄê
- * @return Ì¿Ãæ¤ÈȽÄꤵ¤ì¤¿¾ì¹çTRUE¤òÊÖ¤¹
- * @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 ¥×¥ì¥¤¥ä¡¼¤«¤é¥â¥ó¥¹¥¿¡¼¤Ø¤Î¼Í·â¥¯¥ê¥Æ¥£¥«¥ëȽÄê /
- * Critical hits (from objects thrown by player) Factor in item weight, total plusses, and player level.
- * @param weight ÌðÃƤνÅÎÌ
- * @param plus_ammo ÌðÃƤÎÌ¿Ã潤Àµ
- * @param plus_bow µÝ¤ÎÌ¿Ã潤Àµ
- * @param dam ¸½ºß»»½ÐÃæ¤Î¥À¥á¡¼¥¸ÃÍ
- * @return ¥¯¥ê¥Æ¥£¥«¥ë½¤Àµ¤¬Æþ¤Ã¤¿¥À¥á¡¼¥¸ÃÍ
- */
-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)
- {
-#ifdef JP
- msg_print("¼ê¤´¤¿¤¨¤¬¤¢¤Ã¤¿¡ª");
-#else
- msg_print("It was a good hit!");
-#endif
-
- dam += (dam / 2);
- }
- else if (k < 1350)
- {
-#ifdef JP
- msg_print("¤«¤Ê¤ê¤Î¼ê¤´¤¿¤¨¤¬¤¢¤Ã¤¿¡ª");
-#else
- msg_print("It was a great hit!");
-#endif
-
- dam *= 2;
- }
- else
- {
-#ifdef JP
- msg_print("²ñ¿´¤Î°ì·â¤À¡ª");
-#else
- msg_print("It was a superb hit!");
-#endif
-
- dam *= 3;
- }
- }
-
- return (dam);
-}
-
-
-
-/*!
- * @brief ¥×¥ì¥¤¥ä¡¼¤«¤é¥â¥ó¥¹¥¿¡¼¤Ø¤ÎÂǷ⥯¥ê¥Æ¥£¥«¥ëȽÄê /
- * Critical hits (by player) Factor in weapon weight, total plusses, player melee bonus
- * @param weight ÌðÃƤνÅÎÌ
- * @param plus Éð´ï¤ÎÌ¿Ã潤Àµ
- * @param dam ¸½ºß»»½ÐÃæ¤Î¥À¥á¡¼¥¸ÃÍ
- * @param meichuu ÂÇ·â¤Î´ðËÜÌ¿ÃæÎÏ
- * @param mode ¥ª¥×¥·¥ç¥ó¥Õ¥é¥°
- * @return ¥¯¥ê¥Æ¥£¥«¥ë½¤Àµ¤¬Æþ¤Ã¤¿¥À¥á¡¼¥¸ÃÍ
- */
-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)
- {
-#ifdef JP
- msg_print("¼ê¤´¤¿¤¨¤¬¤¢¤Ã¤¿¡ª");
-#else
- msg_print("It was a good hit!");
-#endif
-
- dam = 2 * dam + 5;
- }
- else if (k < 700)
- {
-#ifdef JP
- msg_print("¤«¤Ê¤ê¤Î¼ê¤´¤¿¤¨¤¬¤¢¤Ã¤¿¡ª");
-#else
- msg_print("It was a great hit!");
-#endif
-
- dam = 2 * dam + 10;
- }
- else if (k < 900)
- {
-#ifdef JP
- msg_print("²ñ¿´¤Î°ì·â¤À¡ª");
-#else
- msg_print("It was a superb hit!");
-#endif
-
- dam = 3 * dam + 15;
- }
- else if (k < 1300)
- {
-#ifdef JP
- msg_print("ºÇ¹â¤Î²ñ¿´¤Î°ì·â¤À¡ª");
-#else
- msg_print("It was a *GREAT* hit!");
-#endif
-
- dam = 3 * dam + 20;
- }
- else
- {
-#ifdef JP
- msg_print("ÈæÎà¤Ê¤ºÇ¹â¤Î²ñ¿´¤Î°ì·â¤À¡ª");
-#else
- msg_print("It was a *SUPERB* hit!");
-#endif
-
- dam = ((7 * dam) / 2) + 25;
- }
- }
-
- return (dam);
-}
+#include "trap.h"
/*!
- * @brief ¥×¥ì¥¤¥ä¡¼¹¶·â¤Î¼ï²¥¹¥ì¥¤¥ó¥°ÇÜΨ·×»»
- * @param mult »»½ÐÁ°¤Î´ðËÜÇÜΨ(/10ÇÜ)
- * @param flgs ¥¹¥ì¥¤¥Õ¥é¥°ÇÛÎó
- * @param m_ptr ÌÜɸ¥â¥ó¥¹¥¿¡¼¤Î¹½Â¤Âλ²¾È¥Ý¥¤¥ó¥¿
- * @return ¥¹¥ì¥¤¥ó¥°²ÃÌ£¸å¤ÎÇÜΨ(/10ÇÜ)
+ * @brief プレイヤー攻撃の種族スレイング倍率計算
+ * @param mult 算出前の基本倍率(/10倍)
+ * @param flgs スレイフラグ配列
+ * @param m_ptr ç\9b®æ¨\99ã\83¢ã\83³ã\82¹ã\82¿ã\83¼ã\81®æ§\8bé\80 ä½\93å\8f\82ç\85§ã\83\9dã\82¤ã\83³ã\82¿
+ * @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[] = {
}
/*!
- * @brief ¥×¥ì¥¤¥ä¡¼¹¶·â¤Î°À¥¹¥ì¥¤¥ó¥°ÇÜΨ·×»»
- * @param mult »»½ÐÁ°¤Î´ðËÜÇÜΨ(/10ÇÜ)
- * @param flgs ¥¹¥ì¥¤¥Õ¥é¥°ÇÛÎó
- * @param m_ptr ÌÜɸ¥â¥ó¥¹¥¿¡¼¤Î¹½Â¤Âλ²¾È¥Ý¥¤¥ó¥¿
- * @return ¥¹¥ì¥¤¥ó¥°²ÃÌ£¸å¤ÎÇÜΨ(/10ÇÜ)
+ * @brief プレイヤー攻撃の属性スレイング倍率計算
+ * @param mult 算出前の基本倍率(/10倍)
+ * @param flgs スレイフラグ配列
+ * @param m_ptr ç\9b®æ¨\99ã\83¢ã\83³ã\82¹ã\82¿ã\83¼ã\81®æ§\8bé\80 ä½\93å\8f\82ç\85§ã\83\9dã\82¤ã\83³ã\82¿
+ * @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 },
}
/*!
- * @brief ¥À¥á¡¼¥¸¤Ë¥¹¥ì¥¤Í×ÁǤò²Ã¤¨¤ëÁí¹ç½èÍý¥ë¡¼¥Á¥ó /
+ * @brief ダメージにスレイ要素を加える総合処理ルーチン /
* Extract the "total damage" from a given object hitting a given monster.
- * @param o_ptr »ÈÍÑÉð´ï¥ª¥Ö¥¸¥§¥¯¥È¤Î¹½Â¤Âλ²¾È¥Ý¥¤¥ó¥¿
- * @param tdam ¸½ºß»»½ÐÅÓÃæ¤Î¥À¥á¡¼¥¸ÃÍ
- * @param m_ptr ÌÜɸ¥â¥ó¥¹¥¿¡¼¤Î¹½Â¤Âλ²¾È¥Ý¥¤¥ó¥¿
- * @param thrown ¼Í·â½èÍý¤Ê¤é¤ÐTRUE¤ò»ØÄꤹ¤ë
- * @return Áí¹çŪ¤Ê¥¹¥ì¥¤¤ò²ÃÌ£¤·¤¿¥À¥á¡¼¥¸ÃÍ
+ * @param o_ptr 使用武器オブジェクトの構造体参照ポインタ
+ * @param tdam 現在算出途中のダメージ値
+ * @param m_ptr 目標モンスターの構造体参照ポインタ
+ * @param mode 剣術のID
+ * @param thrown 射撃処理ならばTRUEを指定する
+ * @return 総合的なスレイを加味したダメージ値
* @note
* Note that "flasks of oil" do NOT do fire damage, although they\n
* certainly could be made to do so. XXX XXX\n
* 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);
/*!
- * @brief ÃÏ·Á¤ä¤½¤Î¾å¤Î¥¢¥¤¥Æ¥à¤Î±£¤µ¤ì¤¿Í×ÁǤòÌÀ¤«¤¹ /
+ * @brief 地形やその上のアイテムの隠された要素を明かす /
* Search for hidden things
- * @param y ÂоݤȤʤë¥Þ¥¹¤ÎYºÂɸ
- * @param x ÂоݤȤʤë¥Þ¥¹¤ÎXºÂɸ
- * @return ¤Ê¤·
+ * @param y 対象となるマスのY座標
+ * @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(_("¥È¥é¥Ã¥×¤òȯ¸«¤·¤¿¡£", "You have found a trap."));
+ 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(_("±£¤·¥É¥¢¤òȯ¸«¤·¤¿¡£", "You have found a secret door."));
+ 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 */
/* Identify once */
if (!object_is_known(o_ptr))
{
- /* Message */
- msg_print(_("È¢¤Ë»Å³Ý¤±¤é¤ì¤¿¥È¥é¥Ã¥×¤òȯ¸«¤·¤¿¡ª", "You have discovered a trap on the chest!"));
+ 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);
+ disturb(FALSE, FALSE);
}
}
}
/*!
- * @brief ¥×¥ì¥¤¥ä¡¼¤Îõº÷½èÍýȽÄê
- * @return ¤Ê¤·
+ * @brief プレイヤーの探索処理判定
+ * @return なし
*/
void search(void)
{
- int i, chance;
+ DIRECTION i;
+ PERCENTAGE chance;
/* Start with base search ability */
chance = p_ptr->skill_srh;
/* Sometimes, notice things */
if (randint0(100) < chance)
{
- discover_hidden_things(py + ddy_ddd[i], px + ddx_ddd[i]);
+ discover_hidden_things(p_ptr->y + ddy_ddd[i], p_ptr->x + ddx_ddd[i]);
}
}
}
/*!
- * @brief ¥×¥ì¥¤¥ä¡¼¤¬¥ª¥Ö¥¸¥§¥¯¥È¤ò½¦¤Ã¤¿ºÝ¤Î¥á¥Ã¥»¡¼¥¸É½¼¨½èÍý /
+ * @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 ¼èÆÀ¤·¤¿¥ª¥Ö¥¸¥§¥¯¥È¤Î»²¾ÈID
- * @return ¤Ê¤·
+ * @param o_idx 取得したオブジェクトの参照ID
+ * @return なし
* @details
- * ¥¢¥¤¥Æ¥à¤ò½¦¤Ã¤¿ºÝ¤Ë¡Ö£²¤Ä¤Î¥±¡¼¥¤ò»ý¤Ã¤Æ¤¤¤ë¡×\n
- * "You have two cakes." ¤È¥¢¥¤¥Æ¥à¤ò½¦¤Ã¤¿¸å¤Î¹ç·×¤Î¤ß¤Îɽ¼¨¤¬¥ª¥ê¥¸¥Ê¥ë\n
- * ¤À¤¬¡¢°ãÏ´¶¤¬\n
- * ¤¢¤ë¤È¤¤¤¦»ØŦ¤ò¤¦¤±¤¿¤Î¤Ç¡¢¡Ö¡Á¤ò½¦¤Ã¤¿¡¢¡Á¤ò»ý¤Ã¤Æ¤¤¤ë¡×¤È¤¤¤¦É½¼¨\n
- * ¤Ë¤«¤¨¤Æ¤¢¤ë¡£¤½¤Î¤¿¤á¤ÎÇÛÎó¡£\n
+ * 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)
+void py_pickup_aux(OBJECT_IDX o_idx)
{
- int slot;
+ INVENTORY_IDX slot;
#ifdef JP
char o_name[MAX_NLEN];
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;
/* Get the object again */
o_ptr = &inventory[slot];
- /* Delete the object */
delete_object_idx(o_idx);
if (p_ptr->pseikaku == SEIKAKU_MUNCHKIN)
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("¤³¤¦¤·¤Æ¡¢%s¤Ï¡Ø¥¯¥ê¥à¥¾¥ó¡Ù¤ò¼ê¤ËÆþ¤ì¤¿¡£", player_name);
- msg_print("¤·¤«¤·º£¡¢¡Øº®Æ٤Υµ¡¼¥Ú¥ó¥È¡Ù¤ÎÊü¤Ã¤¿¥â¥ó¥¹¥¿¡¼¤¬¡¢");
- msg_format("%s¤Ë½±¤¤¤«¤«¤ë¡¥¡¥¡¥", player_name);
+ 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)¤ò»ý¤Ã¤Æ¤¤¤ë¡£",o_name, index_to_label(slot));
+ msg_format("%s(%c)を持っている。",o_name, index_to_label(slot));
}
else
{
if (o_ptr->number > hirottakazu) {
- msg_format("%s½¦¤Ã¤Æ¡¢%s(%c)¤ò»ý¤Ã¤Æ¤¤¤ë¡£",
+ 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)¤ò½¦¤Ã¤¿¡£", o_name, index_to_label(slot));
+ msg_format("%s(%c)を拾った。", o_name, index_to_label(slot));
}
}
}
/*!
- * @brief ¥×¥ì¥¤¥ä¡¼¤¬¥ª¥Ö¥¸¥§¥¯¥È¾å¤Ë¾è¤Ã¤¿ºÝ¤Îɽ¼¨½èÍý
- * @param pickup ¼«Æ°½¦¤¤½èÍý¤ò¹Ô¤¦¤Ê¤é¤ÐTRUE¤È¤¹¤ë
- * @return ¤Ê¤·
+ * @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.
*/
void carry(bool pickup)
{
- cave_type *c_ptr = &cave[py][px];
+ cave_type *c_ptr = &cave[p_ptr->y][p_ptr->x];
- s16b this_o_idx, next_o_idx = 0;
+ OBJECT_IDX 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 */
#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);
+ disturb(FALSE, FALSE);
/* Pick up gold */
if (o_ptr->tval == TV_GOLD)
/* Delete the gold */
delete_object_idx(this_o_idx);
- /* Message */
-#ifdef JP
- msg_format(" $%ld ¤Î²ÁÃͤ¬¤¢¤ë%s¤ò¸«¤Ä¤±¤¿¡£",
+ 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);
-#else
- msg_format("You collect %ld gold pieces worth of %s.",
- (long)value, o_name);
-#endif
-
sound(SOUND_SELL);
/* Redraw gold */
p_ptr->redraw |= (PR_GOLD);
- /* Window stuff */
p_ptr->window |= (PW_PLAYER);
}
/* Clear the flag. */
o_ptr->marked &= ~OM_NOMSG;
}
- /* Describe the object */
else if (!pickup)
{
-#ifdef JP
- msg_format("%s¤¬¤¢¤ë¡£", o_name);
-#else
- msg_format("You see %s.", o_name);
-#endif
-
+ 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))
{
-#ifdef JP
- msg_format("¥¶¥Ã¥¯¤Ë¤Ï%s¤òÆþ¤ì¤ë·ä´Ö¤¬¤Ê¤¤¡£", o_name);
-#else
- msg_format("You have no room for %s.", o_name);
-#endif
-
+ 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) */
if (carry_query_flag)
{
char out_val[MAX_NLEN+20];
-#ifdef JP
- sprintf(out_val, "%s¤ò½¦¤¤¤Þ¤¹¤«? ", o_name);
-#else
- sprintf(out_val, "Pick up %s? ", o_name);
-#endif
-
+ sprintf(out_val, _("%sを拾いますか? ", "Pick up %s? "), o_name);
okay = get_check(out_val);
}
}
-/*!
- * @brief ¥×¥ì¥¤¥ä¡¼¤Ø¤Î¥È¥é¥Ã¥×Ì¿ÃæȽÄê /
- * Determine if a trap affects the player.
- * @param power ´ðËܲóÈòÆñÅÙ
- * @return ¥È¥é¥Ã¥×¤¬Ì¿Ã椷¤¿¾ì¹çTRUE¤òÊÖ¤¹¡£
- * @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 Íî¤È¤··ê·Ï¥È¥é¥Ã¥×¤ÎȽÄê¤È¥×¥ì¥¤¥ä¡¼¤ÎÈï³²½èÍý
- * @param trap_feat_type¥È¥é¥Ã¥×¤Î¼ïÊÌID
- * @return ¤Ê¤·
- */
-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 = _("Íî¤È¤··ê", "a pit trap");
- break;
- case TRAP_SPIKED_PIT:
- trap_name = _("¥¹¥Ñ¥¤¥¯¤¬Éߤ«¤ì¤¿Íî¤È¤··ê", "a spiked pit");
- spike_name = _("¥¹¥Ñ¥¤¥¯", "spikes");
- break;
- case TRAP_POISON_PIT:
- trap_name = _("¥¹¥Ñ¥¤¥¯¤¬Éߤ«¤ì¤¿Íî¤È¤··ê", "a spiked pit");
- spike_name = _("ÆǤòÅɤé¤ì¤¿¥¹¥Ñ¥¤¥¯", "poisonous spikes");
- break;
- default:
- return;
- }
-
- if (p_ptr->levitation)
- {
- msg_format(_("%s¤òÈô¤Ó±Û¤¨¤¿¡£", "You fly over %s."), trap_name);
- return;
- }
-
- msg_format(_("%s¤ËÍî¤Á¤Æ¤·¤Þ¤Ã¤¿¡ª", "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¤¬»É¤µ¤Ã¤¿¡ª", "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(_("¤·¤«¤·ÆǤαƶÁ¤Ï¤Ê¤«¤Ã¤¿¡ª", "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 ¥À¡¼¥Ä·Ï¥È¥é¥Ã¥×¡ÊÄ̾ï¥À¥á¡¼¥¸¡Ë¤ÎȽÄê¤È¥×¥ì¥¤¥ä¡¼¤ÎÈï³²½èÍý
- * @return ¥À¡¼¥Ä¤¬Ì¿Ã椷¤¿¾ì¹çTRUE¤òÊÖ¤¹
- */
-static bool hit_trap_dart(void)
-{
- bool hit = FALSE;
-
- if (check_hit(125))
- {
- msg_print(_("¾®¤µ¤Ê¥À¡¼¥Ä¤¬Èô¤ó¤Ç¤¤Æ»É¤µ¤Ã¤¿¡ª", "A small dart hits you!"));
-
- take_hit(DAMAGE_ATTACK, damroll(1, 4), _("¥À¡¼¥Ä¤Îæ«", "a dart trap"), -1);
-
- if (!CHECK_MULTISHADOW()) hit = TRUE;
- }
- else
- {
- msg_print(_("¾®¤µ¤Ê¥À¡¼¥Ä¤¬Èô¤ó¤Ç¤¤¿¡ª¤¬¡¢±¿Îɤ¯Åö¤¿¤é¤Ê¤«¤Ã¤¿¡£", "A small dart barely misses you."));
- }
-
- return hit;
-}
-
-/*!
- * @brief ¥À¡¼¥Ä·Ï¥È¥é¥Ã¥×¡ÊÄ̾ï¥À¥á¡¼¥¸¡ÜǽÎÏÃ͸º¾¯¡Ë¤ÎȽÄê¤È¥×¥ì¥¤¥ä¡¼¤ÎÈï³²½èÍý
- * @param stat Äã²¼¤¹¤ëǽÎÏÃÍID
- * @return ¤Ê¤·
- */
-static void hit_trap_lose_stat(int stat)
-{
- if (hit_trap_dart())
- {
- do_dec_stat(stat);
- }
-}
-
-/*!
- * @brief ¥À¡¼¥Ä·Ï¥È¥é¥Ã¥×¡ÊÄ̾ï¥À¥á¡¼¥¸¡Ü¸ºÂ®¡Ë¤ÎȽÄê¤È¥×¥ì¥¤¥ä¡¼¤ÎÈï³²½èÍý
- * @return ¤Ê¤·
- */
-static void hit_trap_slow(void)
-{
- if (hit_trap_dart())
- {
- set_slow(p_ptr->slow + randint0(20) + 20, FALSE);
- }
-}
-
-/*!
- * @brief ¥À¡¼¥Ä·Ï¥È¥é¥Ã¥×¡ÊÄ̾ï¥À¥á¡¼¥¸¡Ü¾õÂÖ°Û¾ï¡Ë¤ÎȽÄê¤È¥×¥ì¥¤¥ä¡¼¤ÎÈï³²½èÍý
- * @param trap_messsage ¥á¥Ã¥»¡¼¥¸¤ÎÊ䴰ʸ»úÎó
- * @param resist ¾õÂÖ°Û¾ï¤ËÄñ¹³¤¹¤ëȽÄ꤬½Ð¤¿¤Ê¤éTRUE
- * @param set_status ¾õÂÖ°Û¾ï¤ò»ØÄꤹ¤ë´Ø¿ô¥Ý¥¤¥ó¥¿
- * @param turn ¾õÂÖ°Û¾ï¤ÎÄɲå¿¡¼¥óÎÌ
- * @return ¤Ê¤·
- */
-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 ¥×¥ì¥¤¥ä¡¼¤Ø¤Î¥È¥é¥Ã¥×ºîÆ°½èÍý¥á¥¤¥ó¥ë¡¼¥Á¥ó /
- * Handle player hitting a real trap
- * @param break_trap ºîÆ°¸å¤Î¥È¥é¥Ã¥×Ç˲õ¤¬³ÎÄꤷ¤Æ¤¤¤ë¤Ê¤é¤ÐTRUE
- * @return ¤Ê¤·
- */
-static void hit_trap(bool break_trap)
-{
- int i, num, dam;
- int x = px, y = py;
-
- /* 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;
-
-#ifdef JP
- cptr name = "¥È¥é¥Ã¥×";
-#else
- cptr name = "a trap";
-#endif
-
- /* 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)
- {
-#ifdef JP
- msg_print("Íî¤È¤·¸Í¤òÈô¤Ó±Û¤¨¤¿¡£");
-#else
- msg_print("You fly over a trap door.");
-#endif
-
- }
- else
- {
-#ifdef JP
- msg_print("Íî¤È¤·¸Í¤ËÍî¤Á¤¿¡ª");
- if ((p_ptr->pseikaku == SEIKAKU_COMBAT) || (inventory[INVEN_BOW].name1 == ART_CRIMSON))
- msg_print("¤¯¤Ã¤½¡Á¡ª");
-#else
- msg_print("You have fallen through a trap door!");
-#endif
-
- sound(SOUND_FALL);
- dam = damroll(2, 8);
-#ifdef JP
- name = "Íî¤È¤·¸Í";
-#else
- name = "a trap door";
-#endif
-
- take_hit(DAMAGE_NOESCAPE, dam, name, -1);
-
- /* Still alive and autosave enabled */
- if (autosave_l && (p_ptr->chp >= 0))
- do_cmd_save_game(TRUE);
-
-#ifdef JP
- do_cmd_write_nikki(NIKKI_BUNSHOU, 0, "Íî¤È¤·¸Í¤ËÍî¤Á¤¿");
-#else
- do_cmd_write_nikki(NIKKI_BUNSHOU, 0, "You have fallen through a trap door!");
-#endif
- 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:
- {
-#ifdef JP
- msg_print("²¿¤«¤¬¥Ô¥«¥Ã¤È¸÷¤Ã¤¿¡ª");
-#else
- msg_print("There is a flash of shimmering light!");
-#endif
-
- 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:
- {
-#ifdef JP
- msg_print("¥Æ¥ì¥Ý¡¼¥È¡¦¥È¥é¥Ã¥×¤Ë¤Ò¤Ã¤«¤«¤Ã¤¿¡ª");
-#else
- msg_print("You hit a teleport trap!");
-#endif
-
- teleport_player(100, TELEPORT_PASSIVE);
- break;
- }
-
- case TRAP_FIRE:
- {
-#ifdef JP
- msg_print("±ê¤ËÊñ¤Þ¤ì¤¿¡ª");
-#else
- msg_print("You are enveloped in flames!");
-#endif
-
- dam = damroll(4, 6);
-#ifdef JP
- (void)fire_dam(dam, "±ê¤Î¥È¥é¥Ã¥×", -1, FALSE);
-#else
- (void)fire_dam(dam, "a fire trap", -1, FALSE);
-#endif
-
- break;
- }
-
- case TRAP_ACID:
- {
-#ifdef JP
- msg_print("»À¤¬¿á¤¤«¤±¤é¤ì¤¿¡ª");
-#else
- msg_print("You are splashed with acid!");
-#endif
-
- dam = damroll(4, 6);
-#ifdef JP
- (void)acid_dam(dam, "»À¤Î¥È¥é¥Ã¥×", -1, FALSE);
-#else
- (void)acid_dam(dam, "an acid trap", -1, FALSE);
-#endif
-
- 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(
- _("¹õ¤¤¥¬¥¹¤ËÊñ¤ß¹þ¤Þ¤ì¤¿¡ª", "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(
- _("¤¤é¤á¤¯¥¬¥¹¤ËÊñ¤ß¹þ¤Þ¤ì¤¿¡ª", "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(
- _("»É·ãŪ¤ÊÎп§¤Î¥¬¥¹¤ËÊñ¤ß¹þ¤Þ¤ì¤¿¡ª", "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:
- {
-#ifdef JP
- msg_print("´ñ̯¤ÊÇò¤¤Ì¸¤ËÊñ¤Þ¤ì¤¿¡ª");
-#else
- msg_print("A strange white mist surrounds you!");
-#endif
-
- if (!p_ptr->free_act)
- {
-#ifdef JP
-msg_print("¤¢¤Ê¤¿¤Ï̲¤ê¤Ë½¢¤¤¤¿¡£");
-#else
- msg_print("You fall asleep.");
-#endif
-
-
- if (ironman_nightmare)
- {
-#ifdef JP
-msg_print("¿È¤ÎÌÓ¤â¤è¤À¤Ä¸÷·Ê¤¬Æ¬¤ËÉ⤫¤ó¤À¡£");
-#else
- msg_print("A horrible vision enters your mind.");
-#endif
-
-
- /* Pick a nightmare */
- get_mon_num_prep(get_nightmare, NULL);
-
- /* Have some nightmares */
- have_nightmare(get_mon_num(MAX_DEPTH));
-
- /* Remove the monster restriction */
- get_mon_num_prep(NULL, NULL);
- }
- (void)set_paralyzed(p_ptr->paralyzed + randint0(10) + 5);
- }
- break;
- }
-
- case TRAP_TRAPS:
- {
-#ifdef JP
-msg_print("¤Þ¤Ð¤æ¤¤Á®¸÷¤¬Áö¤Ã¤¿¡ª");
-#else
- msg_print("There is a bright flash of light!");
-#endif
-
- /* Make some new traps */
- project(0, 1, y, x, 0, GF_MAKE_TRAP, PROJECT_HIDE | PROJECT_JUMP | PROJECT_GRID, -1);
-
- break;
- }
-
- case TRAP_ALARM:
- {
-#ifdef JP
- msg_print("¤±¤¿¤¿¤Þ¤·¤¤²»¤¬ÌĤê¶Á¤¤¤¿¡ª");
-#else
- msg_print("An alarm sounds!");
-#endif
-
- aggravate_monsters(0);
-
- break;
- }
-
- case TRAP_OPEN:
- {
-#ifdef JP
- msg_print("Âç²»¶Á¤È¶¦¤Ë¤Þ¤ï¤ê¤ÎÊɤ¬Êø¤ì¤¿¡ª");
-#else
- msg_print("Suddenly, surrounding walls are opened!");
-#endif
- (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;
-#ifdef JP
- msg_print("ÆÍÁ³Å·³¦¤ÎÀïÁè¤Ë´¬¤¹þ¤Þ¤ì¤¿¡ª");
-#else
- msg_print("Suddenly, you are surrounded by immotal beings!");
-#endif
-
- /* 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(py, px, 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:
- {
-#ifdef JP
- msg_print("ÆÍÁ³Êɤ«¤é¿å¤¬°î¤ì½Ð¤·¤¿¡ª¥Ô¥é¥Ë¥¢¤¬¤¤¤ë¡ª");
-#else
- msg_print("Suddenly, the room is filled with water with piranhas!");
-#endif
-
- /* 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);
-#ifdef JP
- msg_print("¥È¥é¥Ã¥×¤òÊ´ºÕ¤·¤¿¡£");
-#else
- msg_print("You destroyed the trap.");
-#endif
- }
-}
-
-
-/*!
- * @brief Ũ¥ª¡¼¥é¤Ë¤è¤ë¥×¥ì¥¤¥ä¡¼¤Î¥À¥á¡¼¥¸½èÍý¡ÊÊä½õ¡Ë
- * @param m_ptr ¥ª¡¼¥é¤ò»ý¤Ä¥â¥ó¥¹¥¿¡¼¤Î¹½Â¤Âλ²¾È¥Ý¥¤¥ó¥¿
- * @param immune ¥À¥á¡¼¥¸¤ò²óÈò¤Ç¤¤ëÌȱ֥ե饰
- * @param flags_offset ¥ª¡¼¥é¥Õ¥é¥°ÇÛÎó¤Î»²¾È¥ª¥Õ¥»¥Ã¥È
- * @param r_flags_offset ¥â¥ó¥¹¥¿¡¼¤ÎÂÑÀÇÛÎó¤Î»²¾È¥ª¥Õ¥»¥Ã¥È
- * @param aura_flag ¥ª¡¼¥é¥Õ¥é¥°ÇÛÎó
- * @param dam_func ¥À¥á¡¼¥¸½èÍý¤ò¹Ô¤¦´Ø¿ô¤Î»²¾È¥Ý¥¤¥ó¥¿
- * @param message ¥ª¡¼¥é¥À¥á¡¼¥¸¤ò¼õ¤±¤¿ºÝ¤Î¥á¥Ã¥»¡¼¥¸
- * @return ¤Ê¤·
- */
-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();
- }
-}
-
-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, _("ÆÍÁ³¤È¤Æ¤âÇ®¤¯¤Ê¤Ã¤¿¡ª", "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, _("ÆÍÁ³¤È¤Æ¤â´¨¤¯¤Ê¤Ã¤¿¡ª", "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, _("ÅÅ·â¤ò¤¯¤é¤Ã¤¿¡ª", "You get zapped!"));
-}
-
-
-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;
-#ifdef JP
- atk_desc = "¿¬Èø";
-#else
- atk_desc = "tail";
-#endif
-
- break;
- case MUT2_HORNS:
- dss = 2;
- ddd = 6;
- n_weight = 15;
-#ifdef JP
- atk_desc = "³Ñ";
-#else
- atk_desc = "horns";
-#endif
-
- break;
- case MUT2_BEAK:
- dss = 2;
- ddd = 4;
- n_weight = 5;
-#ifdef JP
- atk_desc = "¥¯¥Á¥Ð¥·";
-#else
- atk_desc = "beak";
-#endif
-
- break;
- case MUT2_TRUNK:
- dss = 1;
- ddd = 4;
- n_weight = 35;
-#ifdef JP
- atk_desc = "¾Ý¤ÎÉ¡";
-#else
- atk_desc = "trunk";
-#endif
-
- break;
- case MUT2_TENTACLES:
- dss = 2;
- ddd = 5;
- n_weight = 5;
-#ifdef JP
- atk_desc = "¿¨¼ê";
-#else
- atk_desc = "tentacles";
-#endif
-
- break;
- default:
- dss = ddd = n_weight = 1;
-#ifdef JP
- atk_desc = "̤ÄêµÁ¤ÎÉô°Ì";
-#else
- atk_desc = "undefined body part";
-#endif
-
- }
-
- /* 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);
-
-#ifdef JP
- msg_format("%s¤ò%s¤Ç¹¶·â¤·¤¿¡£", m_name, atk_desc);
-#else
- msg_format("You hit %s with your %s.", m_name, atk_desc);
-#endif
-
-
- 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)
- {
-#ifdef JP
- msg_format("%d/%d ¤Î¥À¥á¡¼¥¸¤òÍ¿¤¨¤¿¡£", k, m_ptr->hp);
-#else
- msg_format("You do %d (out of %d) damage.", k, m_ptr->hp);
-#endif
-
- }
-
- /* 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 */
-#ifdef JP
- msg_format("¥ß¥¹¡ª %s¤Ë¤«¤ï¤µ¤ì¤¿¡£", m_name);
-#else
- msg_format("You miss %s.", m_name);
-#endif
-
- }
-}
-
-
-
-/*
- * Player attacks a (poor, defenseless) creature -RAK-
- *
- * 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("¤¢¤Ê¤¿¤ÏÎä¹ó¤Ë¤â̲¤Ã¤Æ¤¤¤ë̵ÎϤÊ%s¤òÆͤ»É¤·¤¿¡ª", m_name);
- else if (fuiuchi) msg_format("ÉÔ°Õ¤òÆͤ¤¤Æ%s¤Ë¶¯Îõ¤Ê°ì·â¤ò¶ô¤é¤ï¤»¤¿¡ª", m_name);
- else if (stab_fleeing) msg_format("ƨ¤²¤ë%s¤òÇØÃ椫¤éÆͤ»É¤·¤¿¡ª", m_name);
- else if (!monk_attack) msg_format("%s¤ò¹¶·â¤·¤¿¡£", 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)
- {
-#ifdef JP
- msg_print("¹¶·â¤òºÆÁªÂò¤·¤Þ¤·¤¿¡£");
-#else
- msg_print("Attack re-selected.");
-#endif
- }
- }
- 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)
- {
-#ifdef JP
- msg_format("%s¤Ë¶âŪɨ½³¤ê¤ò¤¯¤é¤ï¤·¤¿¡ª", m_name);
-#else
- msg_format("You hit %s in the groin with your knee!", m_name);
-#endif
-
- 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)))
- {
-#ifdef JP
- msg_format("%s¤Î¼ó¤Ë´ØÀá½³¤ê¤ò¤¯¤é¤ï¤·¤¿¡ª", m_name);
-#else
- msg_format("You kick %s in the ankle.", m_name);
-#endif
-
- 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))
- {
-#ifdef JP
- msg_format("%^s¤Ï¶ìÄˤˤ¦¤á¤¤¤Æ¤¤¤ë¡ª", m_name);
-#else
- msg_format("%^s moans in agony!", m_name);
-#endif
-
- 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)
- {
-#ifdef JP
- msg_format("%^s¤Ï¤ò¤Ò¤¤º¤ê»Ï¤á¤¿¡£", m_name);
-#else
- msg_format("%^s starts limping slower.", m_name);
-#endif
-
- 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)))
- {
-#ifdef JP
- msg_format("%^s¤Ï¥Õ¥é¥Õ¥é¤Ë¤Ê¤Ã¤¿¡£", m_name);
-#else
- msg_format("%^s is stunned.", m_name);
-#endif
- }
- else
- {
-#ifdef JP
- msg_format("%^s¤Ï¤µ¤é¤Ë¥Õ¥é¥Õ¥é¤Ë¤Ê¤Ã¤¿¡£", m_name);
-#else
- msg_format("%^s is more stunned.", m_name);
-#endif
- }
- }
- }
- }
-
- /* 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];
-#ifdef JP
- if (!get_rnd_line("chainswd_j.txt", 0, chainsword_noise))
-#else
- if (!get_rnd_line("chainswd.txt", 0, chainsword_noise))
-#endif
- {
- msg_print(chainsword_noise);
- }
- }
-
- if (o_ptr->name1 == ART_VORPAL_BLADE)
- {
-#ifdef JP
- msg_print("Ìܤˤâ»ß¤Þ¤é¤Ì¥ô¥©¡¼¥Ñ¥ë¥Ö¥ì¡¼¥É¡¢¼êÏ£¤ÎÁá¶È¡ª");
-#else
- msg_print("Your Vorpal Blade goes snicker-snack!");
-#endif
- }
- else
- {
-#ifdef JP
- msg_format("%s¤ò¥°¥Ã¥µ¥êÀÚ¤êÎö¤¤¤¿¡ª", m_name);
-#else
- msg_format("Your weapon cuts deep into %s!", m_name);
-#endif
- }
-
- /* 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)
- {
-#ifdef JP
- msg_format("%s¤ò¿¿¤ÃÆó¤Ä¤Ë¤·¤¿¡ª", m_name);
-#else
- msg_format("You cut %s in half!", m_name);
-#endif
- }
- else
- {
- switch (mult)
- {
-#ifdef JP
- case 2: msg_format("%s¤ò»Â¤Ã¤¿¡ª", m_name); break;
- case 3: msg_format("%s¤ò¤Ö¤Ã¤¿»Â¤Ã¤¿¡ª", m_name); break;
- case 4: msg_format("%s¤ò¥á¥Ã¥¿»Â¤ê¤Ë¤·¤¿¡ª", m_name); break;
- case 5: msg_format("%s¤ò¥á¥Ã¥¿¥á¥¿¤Ë»Â¤Ã¤¿¡ª", m_name); break;
- case 6: msg_format("%s¤ò»É¿È¤Ë¤·¤¿¡ª", m_name); break;
- case 7: msg_format("%s¤ò»Â¤Ã¤Æ»Â¤Ã¤Æ»Â¤ê¤Þ¤¯¤Ã¤¿¡ª", m_name); break;
- default: msg_format("%s¤òºÙÀÚ¤ì¤Ë¤·¤¿¡ª", m_name); break;
-#else
- case 2: msg_format("You gouge %s!", m_name); break;
- case 3: msg_format("You maim %s!", m_name); break;
- case 4: msg_format("You carve %s!", m_name); break;
- case 5: msg_format("You cleave %s!", m_name); break;
- case 6: msg_format("You smite %s!", m_name); break;
- case 7: msg_format("You eviscerate %s!", m_name); break;
- default: msg_format("You shred %s!", m_name); break;
-#endif
- }
- }
- 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)
- {
-#ifdef JP
- msg_print("¤³¤ó¤ÊÆð¤é¤«¤¤¤â¤Î¤ÏÀÚ¤ì¤ó¡ª");
-#else
- msg_print("You cannot cut such a elastic thing!");
-#endif
- k = 0;
- }
-
- if (e_j_mukou)
- {
-#ifdef JP
- msg_print("ÃØéá¤Ï¶ì¼ê¤À¡ª");
-#else
- msg_print("Spiders are difficult for you to deal with!");
-#endif
- 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))
- {
-#ifdef JP
- msg_format("%s¤Ï¤Ò¤É¤¯¤â¤¦¤í¤¦¤È¤·¤¿¡£", m_name);
-#else
- msg_format("%s is more dazed.", m_name);
-#endif
-
- tmp /= 2;
- }
- else
- {
-#ifdef JP
- msg_format("%s ¤Ï¤â¤¦¤í¤¦¤È¤·¤¿¡£", m_name);
-#else
- msg_format("%s is dazed.", m_name);
-#endif
- }
-
- /* Apply stun */
- (void)set_monster_stunned(c_ptr->m_idx, MON_STUNNED(m_ptr) + tmp);
- }
- else
- {
-#ifdef JP
- msg_format("%s ¤Ë¤Ï¸ú²Ì¤¬¤Ê¤«¤Ã¤¿¡£", m_name);
-#else
- msg_format("%s is not effected.", m_name);
-#endif
- }
- }
-
- /* 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;
-#ifdef JP
- msg_format("%s¤ÎµÞ½ê¤òÆͤ»É¤·¤¿¡ª", m_name);
-#else
- msg_format("You hit %s on a fatal spot!", m_name);
-#endif
- }
- 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;
-#ifdef JP
- msg_format("¿Ï¤¬%s¤Ë¿¼¡¹¤ÈÆͤ»É¤µ¤Ã¤¿¡ª", m_name);
-#else
- msg_format("You critically injured %s!", m_name);
-#endif
- }
- 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;
-#ifdef JP
- msg_format("%s¤ËÃ×Ì¿½ý¤òÉé¤ï¤»¤¿¡ª", m_name);
-#else
- msg_format("You fatally injured %s!", m_name);
-#endif
- }
- else
- {
- k = m_ptr->hp + 1;
-#ifdef JP
- msg_format("¿Ï¤¬%s¤ÎµÞ½ê¤ò´Ó¤¤¤¿¡ª", m_name);
-#else
- msg_format("You hit %s on a fatal spot!", m_name);
-#endif
- }
- }
- }
-
- /* Complex message */
- if (p_ptr->wizard || cheat_xtra)
- {
-#ifdef JP
- msg_format("%d/%d ¤Î¥À¥á¡¼¥¸¤òÍ¿¤¨¤¿¡£", k, m_ptr->hp);
-#else
- msg_format("You do %d (out of %d) damage.", k, m_ptr->hp);
-#endif
- }
-
- 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) && energy_use)
- {
- if (p_ptr->migite && p_ptr->hidarite)
- {
- if (hand) energy_use = energy_use*3/5+energy_use*num*2/(p_ptr->num_blow[hand]*5);
- else energy_use = energy_use*num*3/(p_ptr->num_blow[hand]*5);
- }
- else
- {
- energy_use = energy_use*num/p_ptr->num_blow[hand];
- }
- }
- if ((o_ptr->name1 == ART_ZANTETSU) && is_lowlevel)
-#ifdef JP
- msg_print("¤Þ¤¿¤Ä¤Þ¤é¤Ì¤â¤Î¤ò»Â¤Ã¤Æ¤·¤Þ¤Ã¤¿¡¥¡¥¡¥");
-#else
- msg_print("Sigh... Another trifling thing I've cut....");
-#endif
- 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)
- {
-#ifdef JP
- msg_print("ÍÅÅá¤Ï·ì¤òµÛ¤Ã¤Æ¶¯¤¯¤Ê¤Ã¤¿¡ª");
-#else
- msg_print("Muramasa sucked blood, and became more powerful!");
-#endif
- 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)
- {
-#ifdef JP
- msg_format("Draining left: %d", drain_left);
-#else
- msg_format("Draining left: %d", drain_left);
-#endif
-
- }
-
- if (drain_left)
- {
- if (drain_heal < drain_left)
- {
- drain_left -= drain_heal;
- }
- else
- {
- drain_heal = drain_left;
- drain_left = 0;
- }
-
- if (drain_msg)
- {
-#ifdef JP
- msg_format("¿Ï¤¬%s¤«¤éÀ¸Ì¿ÎϤòµÛ¤¤¼è¤Ã¤¿¡ª", m_name);
-#else
- msg_format("Your weapon drains life from %s!", m_name);
-#endif
-
- 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);
-#ifdef JP
- msg_print("¼ê¤Îµ±¤¤¬¤Ê¤¯¤Ê¤Ã¤¿¡£");
-#else
- msg_print("Your hands stop glowing.");
-#endif
- 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;
-
-#ifdef JP
- msg_format("%^s¤Ë¤Ï¸ú²Ì¤¬¤Ê¤«¤Ã¤¿¡£", m_name);
-#else
- msg_format("%^s is unaffected.", m_name);
-#endif
-
- }
- else if (randint0(100) < r_ptr->level)
- {
-#ifdef JP
- msg_format("%^s¤Ë¤Ï¸ú²Ì¤¬¤Ê¤«¤Ã¤¿¡£", m_name);
-#else
- msg_format("%^s is unaffected.", m_name);
-#endif
-
- }
- else
- {
-#ifdef JP
- msg_format("%^s¤Ïº®Í𤷤¿¤è¤¦¤À¡£", m_name);
-#else
- msg_format("%^s appears confused.", m_name);
-#endif
-
- (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;
-#ifdef JP
- msg_format("%^s¤Ë¤Ï¸ú²Ì¤¬¤Ê¤«¤Ã¤¿¡£", m_name);
-#else
- msg_format("%^s is unaffected!", m_name);
-#endif
-
- 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;
-#ifdef JP
- msg_format("%^s¤ÏÄñ¹³ÎϤò»ý¤Ã¤Æ¤¤¤ë¡ª", m_name);
-#else
- msg_format("%^s resists!", m_name);
-#endif
-
- resists_tele = TRUE;
- }
- }
-
- if (!resists_tele)
- {
-#ifdef JP
- msg_format("%^s¤Ï¾Ã¤¨¤¿¡ª", m_name);
-#else
- msg_format("%^s disappears!", m_name);
-#endif
-
- 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))
- {
-#ifdef JP
- msg_format("%^s¤ÏÊѲ½¤·¤¿¡ª", m_name);
-#else
- msg_format("%^s changes!", m_name);
-#endif
-
- *fear = FALSE;
- weak = FALSE;
- }
- else
- {
-#ifdef JP
- msg_format("%^s¤Ë¤Ï¸ú²Ì¤¬¤Ê¤«¤Ã¤¿¡£", m_name);
-#else
- msg_format("%^s is unaffected.", m_name);
-#endif
- }
-
- /* 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;
-#ifdef JP
- msg_format("%s¤òÃ¥¤Ã¤¿¡£", o_name);
-#else
- msg_format("You snatched %s.", o_name);
-#endif
- 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 */
-#ifdef JP
- msg_format("¥ß¥¹¡ª %s¤Ë¤«¤ï¤µ¤ì¤¿¡£", m_name);
-#else
- msg_format("You miss %s.", m_name);
-#endif
- /* Message */
-#ifdef JP
- msg_print("¿¶¤ê²ó¤·¤¿Âç³ù¤¬¼«Ê¬¼«¿È¤ËÊ֤äƤ¤¿¡ª");
-#else
- msg_print("Your scythe returns to you!");
-#endif
-
- /* 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;
-#ifdef JP
- msg_format("¥°¥Ã¥µ¥êÀÚ¤êÎö¤«¤ì¤¿¡ª");
-#else
- msg_format("Your weapon cuts deep into yourself!");
-#endif
- /* 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;
-
-#ifdef JP
- take_hit(DAMAGE_FORCE, k, "»à¤ÎÂç³ù", -1);
-#else
- take_hit(DAMAGE_FORCE, k, "Death scythe", -1);
-#endif
-
- redraw_stuff();
- }
- else
- {
- /* Sound */
- sound(SOUND_MISS);
-
- /* Message */
-#ifdef JP
- msg_format("¥ß¥¹¡ª %s¤Ë¤«¤ï¤µ¤ì¤¿¡£", m_name);
-#else
- msg_format("You miss %s.", m_name);
-#endif
- }
- }
- backstab = FALSE;
- fuiuchi = FALSE;
- }
-
-
- if (weak && !(*mdeath))
- {
-#ifdef JP
- msg_format("%s¤Ï¼å¤¯¤Ê¤Ã¤¿¤è¤¦¤À¡£", m_name);
-#else
- msg_format("%^s seems weakened.", m_name);
-#endif
- }
- if (drain_left != MAX_VAMPIRIC_DRAIN)
- {
- if (one_in_(4))
- {
- chg_virtue(V_UNLIFE, 1);
- }
- }
- /* Mega-Hack -- apply earthquake brand */
- if (do_quake)
- {
- earthquake(py, px, 10);
- if (!cave[y][x].m_idx) *mdeath = TRUE;
- }
-}
-
-bool py_attack(int y, int x, int mode)
-{
- bool fear = FALSE;
- bool mdeath = FALSE;
- bool stormbringer = FALSE;
-
- 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];
-
- /* Disturb the player */
- disturb(0, 1);
-
- energy_use = 100;
-
- if (!p_ptr->migite && !p_ptr->hidarite &&
- !(p_ptr->muta2 & (MUT2_HORNS | MUT2_BEAK | MUT2_SCOR_TAIL | MUT2_TRUNK | MUT2_TENTACLES)))
- {
-#ifdef JP
- msg_format("%s¹¶·â¤Ç¤¤Ê¤¤¡£", (empty_hands(FALSE) == EMPTY_HAND_NONE) ? "ξ¼ê¤¬¤Õ¤µ¤¬¤Ã¤Æ" : "");
-#else
- msg_print("You cannot do attacking.");
-#endif
- return FALSE;
- }
-
- /* Extract monster name (or "it") */
- monster_desc(m_name, m_ptr, 0);
-
- if (m_ptr->ml)
- {
- /* Auto-Recall if possible and visible */
- if (!p_ptr->image) monster_race_track(m_ptr->ap_r_idx);
-
- /* Track a new monster */
- health_track(c_ptr->m_idx);
- }
-
- 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))
- {
-#ifdef JP
- msg_print("ÀÛ¼Ô¡¢¤ª¤Ê¤´¤Ï»Â¤ì¤Ì¡ª");
-#else
- msg_print("I can not attack women!");
-#endif
- return FALSE;
- }
- }
-
- if (d_info[dungeon_type].flags1 & DF1_NO_MELEE)
- {
-#ifdef JP
- msg_print("¤Ê¤¼¤«¹¶·â¤¹¤ë¤³¤È¤¬¤Ç¤¤Ê¤¤¡£");
-#else
- msg_print("Something prevent you from attacking.");
-#endif
- return FALSE;
- }
-
- /* Stop if friendly */
- if (!is_hostile(m_ptr) &&
- !(p_ptr->stun || p_ptr->confused || p_ptr->image ||
- p_ptr->shero || !m_ptr->ml))
- {
- if (inventory[INVEN_RARM].name1 == ART_STORMBRINGER) stormbringer = TRUE;
- if (inventory[INVEN_LARM].name1 == ART_STORMBRINGER) stormbringer = TRUE;
- if (stormbringer)
- {
-#ifdef JP
- msg_format("¹õ¤¤¿Ï¤Ï¶¯ÍߤË%s¤ò¹¶·â¤·¤¿¡ª", m_name);
-#else
- msg_format("Your black blade greedily attacks %s!", m_name);
-#endif
- chg_virtue(V_INDIVIDUALISM, 1);
- chg_virtue(V_HONOUR, -1);
- chg_virtue(V_JUSTICE, -1);
- chg_virtue(V_COMPASSION, -1);
- }
- else if (p_ptr->pclass != CLASS_BERSERKER)
- {
-#ifdef JP
- if (get_check("ËÜÅö¤Ë¹¶·â¤·¤Þ¤¹¤«¡©"))
-#else
- if (get_check("Really hit it? "))
-#endif
- {
- chg_virtue(V_INDIVIDUALISM, 1);
- chg_virtue(V_HONOUR, -1);
- chg_virtue(V_JUSTICE, -1);
- chg_virtue(V_COMPASSION, -1);
- }
- else
- {
-#ifdef JP
- msg_format("%s¤ò¹¶·â¤¹¤ë¤Î¤ò»ß¤á¤¿¡£", m_name);
-#else
- msg_format("You stop to avoid hitting %s.", m_name);
-#endif
- return FALSE;
- }
- }
- }
-
-
- /* Handle player fear */
- if (p_ptr->afraid)
- {
- /* Message */
- if (m_ptr->ml)
-#ifdef JP
- msg_format("¶²¤¯¤Æ%s¤ò¹¶·â¤Ç¤¤Ê¤¤¡ª", m_name);
-#else
- msg_format("You are too afraid to attack %s!", m_name);
-#endif
-
- else
-#ifdef JP
- msg_format ("¤½¤Ã¤Á¤Ë¤Ï²¿¤«¶²¤¤¤â¤Î¤¬¤¤¤ë¡ª");
-#else
- msg_format ("There is something scary in your way!");
-#endif
-
- /* Disturb the monster */
- (void)set_monster_csleep(c_ptr->m_idx, 0);
-
- /* Done */
- return FALSE;
- }
-
- if (MON_CSLEEP(m_ptr)) /* It is not honorable etc to attack helpless victims */
- {
- 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);
- }
-
- if (p_ptr->migite && p_ptr->hidarite)
- {
- 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))
- {
- 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);
- }
- }
-
- /* 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];
-
- if (cur < max)
- {
- int ridinglevel = r_info[m_list[p_ptr->riding].r_idx].level;
- int targetlevel = r_ptr->level;
- int inc = 0;
-
- if ((cur / 200 - 5) < targetlevel)
- inc += 1;
-
- /* Extra experience */
- if ((cur / 100) < ridinglevel)
- {
- if ((cur / 100 + 15) < ridinglevel)
- inc += 1 + (ridinglevel - (cur / 100 + 15));
- else
- inc += 1;
- }
-
- p_ptr->skill_exp[GINOU_RIDING] = MIN(max, cur + inc);
-
- p_ptr->update |= (PU_BONUS);
- }
- }
-
- 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);
-
- /* 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);
- }
-
- /* Hack -- delay fear messages */
- if (fear && m_ptr->ml && !mdeath)
- {
- /* Sound */
- sound(SOUND_FLEE);
-
- /* Message */
-#ifdef JP
- msg_format("%^s¤Ï¶²Éݤ·¤Æƨ¤²½Ð¤·¤¿¡ª", m_name);
-#else
- msg_format("%^s flees in terror!", m_name);
-#endif
-
- }
-
- if ((p_ptr->special_defense & KATA_IAI) && ((mode != HISSATSU_IAI) || mdeath))
- {
- set_action(ACTION_NONE);
- }
-
- return mdeath;
-}
-
-
-bool pattern_seq(int c_y, int c_x, int n_y, int n_x)
+/*!
+ * @brief パターンによる移動制限処理
+ * @param c_y プレイヤーの移動元Y座標
+ * @param c_x プレイヤーの移動元X座標
+ * @param n_y プレイヤーの移動先Y座標
+ * @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(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];
{
if (!is_pattern_tile_cur && !p_ptr->confused && !p_ptr->stun && !p_ptr->image)
{
-#ifdef JP
- if (get_check("¥Ñ¥¿¡¼¥ó¤Î¾å¤òÊ⤻Ϥá¤ë¤È¡¢Á´¤Æ¤òÊ⤫¤Ê¤±¤ì¤Ð¤Ê¤ê¤Þ¤»¤ó¡£¤¤¤¤¤Ç¤¹¤«¡©"))
-#else
- if (get_check("If you start walking the Pattern, you must walk the whole way. Ok? "))
-#endif
+ if (get_check(_("パターンの上を歩き始めると、全てを歩かなければなりません。いいですか?",
+ "If you start walking the Pattern, you must walk the whole way. Ok? ")))
return TRUE;
else
return FALSE;
}
else
{
-#ifdef JP
- msg_print("¥Ñ¥¿¡¼¥ó¤Î¾å¤òÊ⤯¤Ë¤Ï¥¹¥¿¡¼¥ÈÃÏÅÀ¤«¤éÊ⤻Ϥá¤Ê¤¯¤Æ¤Ï¤Ê¤ê¤Þ¤»¤ó¡£");
-#else
- msg_print("You must start walking the Pattern from the startpoint.");
-#endif
+ msg_print(_("パターンの上を歩くにはスタート地点から歩き始めなくてはなりません。",
+ "You must start walking the Pattern from the startpoint."));
return FALSE;
}
return TRUE;
else
{
-#ifdef JP
- msg_print("¥Ñ¥¿¡¼¥ó¤Î¾å¤ÏÀµ¤·¤¤½ç½ø¤ÇÊ⤫¤Í¤Ð¤Ê¤ê¤Þ¤»¤ó¡£");
-#else
- msg_print("You must walk the Pattern in correct order.");
-#endif
-
+ msg_print(_("パターンの上は正しい順序で歩かねばなりません。", "You must walk the Pattern in correct order."));
return FALSE;
}
}
{
if (!is_pattern_tile_new)
{
-#ifdef JP
- msg_print("¥Ñ¥¿¡¼¥ó¤òƧ¤ß³°¤·¤Æ¤Ï¤¤¤±¤Þ¤»¤ó¡£");
-#else
- msg_print("You may not step off from the Pattern.");
-#endif
-
+ msg_print(_("パターンを踏み外してはいけません。", "You may not step off from the Pattern."));
return FALSE;
}
else
{
if (!is_pattern_tile_cur)
{
-#ifdef JP
- msg_print("¥Ñ¥¿¡¼¥ó¤Î¾å¤òÊ⤯¤Ë¤Ï¥¹¥¿¡¼¥ÈÃÏÅÀ¤«¤éÊ⤻Ϥá¤Ê¤¯¤Æ¤Ï¤Ê¤ê¤Þ¤»¤ó¡£");
-#else
- msg_print("You must start walking the Pattern from the startpoint.");
-#endif
+ msg_print(_("パターンの上を歩くにはスタート地点から歩き始めなくてはなりません。",
+ "You must start walking the Pattern from the startpoint."));
return FALSE;
}
break;
default:
if (p_ptr->wizard)
-#ifdef JP
- msg_format("¤ª¤«¤·¤Ê¥Ñ¥¿¡¼¥óÊâ¹Ô¡¢%d¡£", pattern_type_cur);
-#else
- msg_format("Funny Pattern walking, %d.", pattern_type_cur);
-#endif
+ msg_format(_("おかしなパターン歩行、%d。", "Funny Pattern walking, %d."), pattern_type_cur);
return TRUE; /* Goof-up */
}
else
{
if (!is_pattern_tile_new)
-#ifdef JP
- msg_print("¥Ñ¥¿¡¼¥ó¤òƧ¤ß³°¤·¤Æ¤Ï¤¤¤±¤Þ¤»¤ó¡£");
-#else
- msg_print("You may not step off from the Pattern.");
-#endif
+ msg_print(_("パターンを踏み外してはいけません。", "You may not step off from the Pattern."));
else
-#ifdef JP
- msg_print("¥Ñ¥¿¡¼¥ó¤Î¾å¤ÏÀµ¤·¤¤½ç½ø¤ÇÊ⤫¤Í¤Ð¤Ê¤ê¤Þ¤»¤ó¡£");
-#else
- msg_print("You must walk the Pattern in correct order.");
-#endif
+ msg_print(_("パターンの上は正しい順序で歩かねばなりません。", "You must walk the Pattern in correct order."));
return FALSE;
}
}
+/*!
+ * @brief プレイヤーが地形踏破可能かを返す
+ * @param feature 判定したい地形ID
+ * @param mode 移動に関するオプションフラグ
+ * @return 移動可能ならばTRUEを返す
+ */
bool player_can_enter(s16b feature, u16b mode)
{
feature_type *f_ptr = &f_info[feature];
}
-/*
- * Move the player
+/*!
+ * @brief 移動に伴うプレイヤーのステータス変化処理
+ * @param ny 移動先Y座標
+ * @param nx 移動先X座標
+ * @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 = py;
- int ox = px;
+ 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 */
- py = ny;
- px = nx;
+ p_ptr->y = ny;
+ p_ptr->x = nx;
/* Hack -- For moving monster or riding player's moving */
if (!(mpe_mode & MPE_DONT_SWAP_MON))
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)
(!have_flag(f_ptr->flags, FF_PROJECT) ||
(!p_ptr->levitation && have_flag(f_ptr->flags, FF_DEEP))))
{
-#ifdef JP
- msg_print("¤³¤³¤Ç¤ÏÁÇÁ᤯ư¤±¤Ê¤¤¡£");
-#else
- msg_print("You cannot run in here.");
-#endif
+ msg_print(_("ここでは素早く動けない。", "You cannot run in here."));
set_action(ACTION_NONE);
}
}
{
if (music_singing(MUSIC_WALL))
{
- (void)project(0, 0, py, px, (60 + p_ptr->lev), GF_DISINTEGRATE,
+ (void)project(0, 0, p_ptr->y, p_ptr->x, (60 + p_ptr->lev), GF_DISINTEGRATE,
PROJECT_KILL | PROJECT_ITEM, -1);
if (!player_bold(ny, nx) || p_ptr->is_dead || p_ptr->leaving) return FALSE;
/* Handle "store doors" */
if (have_flag(f_ptr->flags, FF_STORE))
{
- /* Disturb */
- disturb(0, 1);
+ disturb(FALSE, TRUE);
- energy_use = 0;
+ p_ptr->energy_use = 0;
/* Hack -- Enter store */
command_new = SPECIAL_KEY_STORE;
}
/* Handle "building doors" -KMW- */
else if (have_flag(f_ptr->flags, FF_BLDG))
{
- /* Disturb */
- disturb(0, 1);
+ disturb(FALSE, TRUE);
- energy_use = 0;
+ p_ptr->energy_use = 0;
/* Hack -- Enter building */
command_new = SPECIAL_KEY_BUILDING;
}
/* Handle quest areas -KMW- */
else if (have_flag(f_ptr->flags, FF_QUEST_ENTER))
{
- /* Disturb */
- disturb(0, 1);
+ disturb(FALSE, TRUE);
- energy_use = 0;
+ p_ptr->energy_use = 0;
/* Hack -- Enter quest level */
command_new = SPECIAL_KEY_QUEST;
}
/* 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 */
-#ifdef JP
- msg_print("¥È¥é¥Ã¥×¤À¡ª");
-#else
- msg_print("You found a trap!");
-#endif
+ msg_print(_("トラップだ!", "You found a trap!"));
/* Pick a trap */
- disclose_grid(py, px);
+ disclose_grid(p_ptr->y, p_ptr->x);
}
/* Hit the trap */
{
if (alert_trap_detect)
{
-#ifdef JP
- msg_print("* Ãí°Õ:¤³¤ÎÀè¤Ï¥È¥é¥Ã¥×¤Î´¶ÃÎÈϰϳ°¤Ç¤¹¡ª *");
-#else
- msg_print("*Leaving trap detect region!*");
-#endif
+ 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);
}
}
return player_bold(ny, nx) && !p_ptr->is_dead && !p_ptr->leaving;
}
-
-bool trap_can_be_ignored(int feat)
+/*!
+ * @brief 該当地形のトラップがプレイヤーにとって無効かどうかを判定して返す
+ * @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(FEAT_IDX feat)
{
feature_type *f_ptr = &f_info[feat];
have_flag((MF)->flags, FF_PROJECT) && \
!have_flag((MF)->flags, FF_OPEN))
-/*
+
+/*!
+ * @brief 該当地形のトラップがプレイヤーにとって無効かどうかを判定して返す /
* Move player in the given direction, with the given "pickup" flag.
- *
- * This routine should (probably) always induce energy expenditure.
- *
- * Note that moving will *always* take a turn, and will *always* hit
- * any monster which might be in the destination grid. Previously,
- * moving into walls was "free" and did NOT hit invisible monsters.
+ * @param dir 移動方向ID
+ * @param do_pickup 罠解除を試みながらの移動ならばTRUE
+ * @param break_trap トラップ粉砕処理を行うならばTRUE
+ * @return 実際に移動が行われたならばTRUEを返す。
+ * @note
+ * This routine should (probably) always induce energy expenditure.\n
+ * @details
+ * Note that moving will *always* take a turn, and will *always* hit\n
+ * 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 = py + ddy[dir];
- int x = px + 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];
}
p_ptr->leaving = TRUE;
- energy_use = 100;
+ p_ptr->energy_use = 100;
return;
}
if (!is_hostile(m_ptr) &&
!(p_ptr->confused || p_ptr->image || !m_ptr->ml || p_ptr->stun ||
((p_ptr->muta2 & MUT2_BERS_RAGE) && p_ptr->shero)) &&
- pattern_seq(py, px, y, x) && (p_can_enter || p_can_kill_walls))
+ pattern_seq(p_ptr->y, p_ptr->x, y, x) && (p_can_enter || p_can_kill_walls))
{
/* Disturb the monster */
(void)set_monster_csleep(c_ptr->m_idx, 0);
py_attack(y, x, 0);
oktomove = FALSE;
}
- else if (monster_can_cross_terrain(cave[py][px].feat, r_ptr, 0))
+ else if (monster_can_cross_terrain(cave[p_ptr->y][p_ptr->x].feat, r_ptr, 0))
{
do_past = TRUE;
}
else
{
-#ifdef JP
- msg_format("%^s¤¬¼ÙËâ¤À¡ª", m_name);
-#else
- msg_format("%^s is in your way!", m_name);
-#endif
-
- energy_use = 0;
+ msg_format(_("%^sが邪魔だ!", "%^s is in your way!"), m_name);
+ p_ptr->energy_use = 0;
oktomove = FALSE;
}
{
if (riding_r_ptr->flags1 & RF1_NEVER_MOVE)
{
-#ifdef JP
- msg_print("Æ°¤±¤Ê¤¤¡ª");
-#else
- msg_print("Can't move!");
-#endif
- energy_use = 0;
+ 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];
+ char steed_name[80];
/* Acquire the monster name */
- monster_desc(m_name, riding_m_ptr, 0);
+ monster_desc(steed_name, riding_m_ptr, 0);
/* Dump a message */
-#ifdef JP
- msg_format("%s¤¬¶²Éݤ·¤Æ¤¤¤ÆÀ©¸æ¤Ç¤¤Ê¤¤¡£", m_name);
-#else
- msg_format("%^s is too scared to control.", m_name);
-#endif
+ 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))
{
!(riding_r_ptr->flags7 & RF7_AQUATIC) &&
(have_flag(f_ptr->flags, FF_DEEP) || (riding_r_ptr->flags2 & RF2_AURA_FIRE)))
{
-#ifdef JP
- msg_format("%s¤Î¾å¤Ë¹Ô¤±¤Ê¤¤¡£", f_name + f_info[get_feat_mimic(c_ptr)].name);
-#else
- msg_print("Can't swim.");
-#endif
- energy_use = 0;
+ 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))
{
-#ifdef JP
- msg_format("%s¤«¤é¾å¤¬¤ì¤Ê¤¤¡£", f_name + f_info[get_feat_mimic(&cave[py][px])].name);
-#else
- msg_print("Can't land.");
-#endif
- energy_use = 0;
+ 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))
{
-#ifdef JP
- msg_format("%s¤Î¾å¤Ë¹Ô¤±¤Ê¤¤¡£", f_name + f_info[get_feat_mimic(c_ptr)].name);
-#else
- msg_print("Too hot to go through.");
-#endif
- energy_use = 0;
+ 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);
-#ifdef JP
- msg_format("%s¤¬Û¯Û°¤È¤·¤Æ¤¤¤Æ¤¦¤Þ¤¯Æ°¤±¤Ê¤¤¡ª",m_name);
-#else
- msg_format("You cannot control stunned %s!",m_name);
-#endif
+ 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);
}
}
else if (!have_flag(f_ptr->flags, FF_MOVE) && have_flag(f_ptr->flags, FF_CAN_FLY) && !p_ptr->levitation)
{
-#ifdef JP
- msg_format("¶õ¤òÈô¤Ð¤Ê¤¤¤È%s¤Î¾å¤Ë¤Ï¹Ô¤±¤Ê¤¤¡£", f_name + f_info[get_feat_mimic(c_ptr)].name);
-#else
- msg_format("You need to fly to go through the %s.", f_name + f_info[get_feat_mimic(c_ptr)].name);
-#endif
-
- energy_use = 0;
+ msg_format(_("空を飛ばないと%sの上には行けない。", "You need to fly to go through the %s."), f_name + f_info[get_feat_mimic(c_ptr)].name);
+ p_ptr->energy_use = 0;
running = 0;
oktomove = FALSE;
}
*/
else if (have_flag(f_ptr->flags, FF_TREE) && !p_can_kill_walls)
{
- if ((p_ptr->pclass != CLASS_RANGER) && !p_ptr->levitation && (!p_ptr->riding || !(riding_r_ptr->flags8 & RF8_WILD_WOOD))) energy_use *= 2;
+ 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;
/* Boundary floor mimic */
if (boundary_floor(c_ptr, f_ptr, mimic_f_ptr))
{
-#ifdef JP
- msg_print("¤½¤ì°Ê¾åÀè¤Ë¤Ï¿Ê¤á¤Ê¤¤¤è¤¦¤À¡£");
-#else
- msg_print("You feel you cannot go any more.");
-#endif
+ msg_print(_("それ以上先には進めないようだ。", "You feel you cannot go any more."));
}
/* Wall (or secret door) */
else
{
#ifdef JP
- msg_format("%s¤¬¹Ô¤¯¼ê¤ò¤Ï¤Ð¤ó¤Ç¤¤¤ë¤è¤¦¤À¡£", name);
+ msg_format("%sが行く手をはばんでいるようだ。", name);
#else
msg_format("You feel %s %s blocking your way.",
is_a_vowel(name[0]) ? "an" : "a", name);
/* Boundary floor mimic */
if (boundary_floor(c_ptr, f_ptr, mimic_f_ptr))
{
-#ifdef JP
- msg_print("¤½¤ì°Ê¾åÀè¤Ë¤Ï¿Ê¤á¤Ê¤¤¡£");
-#else
- msg_print("You cannot go any more.");
-#endif
-
+ msg_print(_("それ以上先には進めない。", "You cannot go any more."));
if (!(p_ptr->confused || p_ptr->stun || p_ptr->image))
- energy_use = 0;
+ p_ptr->energy_use = 0;
}
/* 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¤¬¹Ô¤¯¼ê¤ò¤Ï¤Ð¤ó¤Ç¤¤¤ë¡£", name);
+ msg_format("%sが行く手をはばんでいる。", name);
#else
msg_format("There is %s %s blocking your way.",
is_a_vowel(name[0]) ? "an" : "a", name);
* typing mistakes should not cost you a turn...
*/
if (!(p_ptr->confused || p_ptr->stun || p_ptr->image))
- energy_use = 0;
+ p_ptr->energy_use = 0;
}
}
- /* Disturb the player */
- disturb(0, 1);
+ disturb(FALSE, TRUE);
- /* Sound */
if (!boundary_floor(c_ptr, f_ptr, mimic_f_ptr)) sound(SOUND_HITWALL);
}
/* Normal movement */
- if (oktomove && !pattern_seq(py, px, y, x))
+ if (oktomove && !pattern_seq(p_ptr->y, p_ptr->x, y, x))
{
if (!(p_ptr->confused || p_ptr->stun || p_ptr->image))
{
- energy_use = 0;
+ p_ptr->energy_use = 0;
}
/* To avoid a loop with running */
- disturb(0, 1);
+ disturb(FALSE, TRUE);
oktomove = FALSE;
}
{
if (!process_warning(x, y))
{
- energy_use = 25;
+ p_ptr->energy_use = 25;
return;
}
}
if (do_past)
{
-#ifdef JP
- msg_format("%s¤ò²¡¤·Âऱ¤¿¡£", m_name);
-#else
- msg_format("You push past %s.", m_name);
-#endif
+ msg_format(_("%sを押し退けた。", "You push past %s."), m_name);
}
/* Change oldpx and oldpy to place the player well when going back to big mode */
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 */
static bool ignore_avoid_run;
-/*
+/*!
+ * @brief ダッシュ移動処理中、移動先のマスが既知の壁かどうかを判定する /
* Hack -- Check for a "known wall" (see below)
+ * @param dir 想定する移動方向ID
+ * @param y 移動元のY座標
+ * @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];
}
-/*
+/*!
+ * @brief ダッシュ移動処理中、移動先のマスか未知の地形かどうかを判定する /
* Hack -- Check for an "unknown corner" (see below)
+ * @param dir 想定する移動方向ID
+ * @param y 移動元のY座標
+ * @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];
}
-
-
-
-/*
- * The running algorithm: -CJS-
- *
- * In the diagrams below, the player has just arrived in the
- * grid marked as '@', and he has just come from a grid marked
- * as 'o', and he is about to enter the grid marked as 'x'.
- *
- * Of course, if the "requested" move was impossible, then you
- * will of course be blocked, and will stop.
- *
- * Overview: You keep moving until something interesting happens.
- * If you are in an enclosed space, you follow corners. This is
- * the usual corridor scheme. If you are in an open space, you go
- * straight, but stop before entering enclosed space. This is
- * analogous to reaching doorways. If you have enclosed space on
- * one side only (that is, running along side a wall) stop if
- * your wall opens out, or your open space closes in. Either case
- * corresponds to a doorway.
- *
- * What happens depends on what you can really SEE. (i.e. if you
- * have no light, then running along a dark corridor is JUST like
- * running in a dark room.) The algorithm works equally well in
- * corridors, rooms, mine tailings, earthquake rubble, etc, etc.
- *
- * These conditions are kept in static memory:
- * find_openarea You are in the open on at least one
- * side.
- * find_breakleft You have a wall on the left, and will
- * stop if it opens
- * find_breakright You have a wall on the right, and will
- * stop if it opens
- *
- * To initialize these conditions, we examine the grids adjacent
- * to the grid marked 'x', two on each side (marked 'L' and 'R').
- * If either one of the two grids on a given side is seen to be
- * closed, then that side is considered to be closed. If both
- * sides are closed, then it is an enclosed (corridor) run.
- *
- * LL L
- * @x LxR
- * RR @R
- *
- * Looking at more than just the immediate squares is
- * significant. Consider the following case. A run along the
- * corridor will stop just before entering the center point,
- * because a choice is clearly established. Running in any of
- * three available directions will be defined as a corridor run.
- * Note that a minor hack is inserted to make the angled corridor
- * entry (with one side blocked near and the other side blocked
- * further away from the runner) work correctly. The runner moves
- * diagonally, but then saves the previous direction as being
- * straight into the gap. Otherwise, the tail end of the other
- * entry would be perceived as an alternative on the next move.
- *
- * #.#
- * ##.##
- * .@x..
- * ##.##
- * #.#
- *
- * Likewise, a run along a wall, and then into a doorway (two
- * runs) will work correctly. A single run rightwards from @ will
- * stop at 1. Another run right and down will enter the corridor
- * and make the corner, stopping at the 2.
- *
- * ##################
- * o@x 1
- * ########### ######
- * #2 #
- * #############
- *
- * After any move, the function area_affect is called to
- * determine the new surroundings, and the direction of
- * subsequent moves. It examines the current player location
- * (at which the runner has just arrived) and the previous
- * direction (from which the runner is considered to have come).
- *
- * Moving one square in some direction places you adjacent to
- * three or five new squares (for straight and diagonal moves
- * respectively) to which you were not previously adjacent,
- * marked as '!' in the diagrams below.
- *
- * ...! ...
- * .o@! (normal) .o.! (diagonal)
- * ...! (east) ..@! (south east)
- * !!!
- *
- * You STOP if any of the new squares are interesting in any way:
- * for example, if they contain visible monsters or treasure.
- *
- * You STOP if any of the newly adjacent squares seem to be open,
- * and you are also looking for a break on that side. (that is,
- * find_openarea AND find_break).
- *
- * You STOP if any of the newly adjacent squares do NOT seem to be
- * open and you are in an open area, and that side was previously
- * entirely open.
- *
- * Corners: If you are not in the open (i.e. you are in a corridor)
- * and there is only one way to go in the new squares, then turn in
- * that direction. If there are more than two new ways to go, STOP.
- * If there are two ways to go, and those ways are separated by a
- * square which does not seem to be open, then STOP.
- *
- * Otherwise, we have a potential corner. There are two new open
- * squares, which are also adjacent. One of the new squares is
- * diagonally located, the other is straight on (as in the diagram).
- * We consider two more squares further out (marked below as ?).
- *
- * We assign "option" to the straight-on grid, and "option2" to the
- * diagonal grid, and "check_dir" to the grid marked 's'.
- *
- * ##s
- * @x?
- * #.?
- *
- * If they are both seen to be closed, then it is seen that no benefit
- * is gained from moving straight. It is a known corner. To cut the
- * corner, go diagonally, otherwise go straight, but pretend you
- * stepped diagonally into that next location for a full view next
- * time. Conversely, if one of the ? squares is not seen to be closed,
- * then there is a potential choice. We check to see whether it is a
- * potential corner or an intersection/room entrance. If the square
- * two spaces straight ahead, and the space marked with 's' are both
- * unknown space, then it is a potential corner and enter if
- * find_examine is set, otherwise must stop because it is not a
- * corner. (find_examine option is removed and always is TRUE.)
- */
-
-
-
-
/*
* 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.
- *
- * Diagonal Corridor -- allow diaginal entry into corridors.
- *
- * Blunt Corridor -- If there is a wall two spaces ahead and
- * we seem to be in a corridor, then force a turn into the side
- * corridor, must be moving straight into a corridor here. ???
- *
- * Diagonal Corridor Blunt Corridor (?)
- * # # #
- * #x# @x#
- * @p. p
+ * @param dir 導入の移動先
+ * @details
+ * Diagonal Corridor -- allow diaginal entry into corridors.\n
+ *\n
+ * Blunt Corridor -- If there is a wall two spaces ahead and\n
+ * we seem to be in a corridor, then force a turn into the side\n
+ * corridor, must be moving straight into a corridor here. ???\n
+ *\n
+ * Diagonal Corridor Blunt Corridor (?)\n
+ * \# \# \#\n
+ * \#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;
deepleft = deepright = FALSE;
shortright = shortleft = FALSE;
- p_ptr->run_py = py;
- p_ptr->run_px = px;
+ p_ptr->run_py = p_ptr->y;
+ p_ptr->run_px = p_ptr->x;
/* Find the destination grid */
- row = py + ddy[dir];
- col = px + ddx[dir];
+ row = p_ptr->y + ddy[dir];
+ col = p_ptr->x + ddx[dir];
ignore_avoid_run = cave_have_flag_bold(row, col, FF_AVOID_RUN);
i = chome[dir];
/* Check for walls */
- if (see_wall(cycle[i+1], py, px))
+ if (see_wall(cycle[i+1], p_ptr->y, p_ptr->x))
{
find_breakleft = TRUE;
shortleft = TRUE;
}
/* Check for walls */
- if (see_wall(cycle[i-1], py, px))
+ if (see_wall(cycle[i-1], p_ptr->y, p_ptr->x))
{
find_breakright = TRUE;
shortright = TRUE;
}
-/*
+/*!
+ * @brief ダッシュ移動が継続できるかどうかの判定 /
* Update the current "run" path
- *
+ * @return
+ * ダッシュ移動が継続できるならばTRUEを返す。
* Return TRUE if the running should be stopped
*/
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 */
/* break run when leaving trap detected region */
if ((disturb_trap_detect || alert_trap_detect)
- && p_ptr->dtrap && !(cave[py][px].info & CAVE_IN_DETECT))
+ && p_ptr->dtrap && !(cave[p_ptr->y][p_ptr->x].info & CAVE_IN_DETECT))
{
/* No duplicate warning */
p_ptr->dtrap = FALSE;
/* You are just on the edge */
- if (!(cave[py][px].info & CAVE_UNSAFE))
+ if (!(cave[p_ptr->y][p_ptr->x].info & CAVE_UNSAFE))
{
if (alert_trap_detect)
{
-#ifdef JP
- msg_print("* Ãí°Õ:¤³¤ÎÀè¤Ï¥È¥é¥Ã¥×¤Î´¶ÃÎÈϰϳ°¤Ç¤¹¡ª *");
-#else
- msg_print("*Leaving trap detect region!*");
-#endif
+ 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)
/* 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];
/* New location */
- row = py + ddy[new_dir];
- col = px + ddx[new_dir];
+ row = p_ptr->y + ddy[new_dir];
+ col = p_ptr->x + ddx[new_dir];
/* Access grid */
c_ptr = &cave[row][col];
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 */
for (i = -max; i < 0; i++)
{
/* Unknown grid or non-wall */
- if (!see_wall(cycle[chome[prev_dir] + i], py, px))
+ if (!see_wall(cycle[chome[prev_dir] + i], p_ptr->y, p_ptr->x))
{
/* Looking to break right */
if (find_breakright)
for (i = max; i > 0; i--)
{
/* Unknown grid or non-wall */
- if (!see_wall(cycle[chome[prev_dir] + i], py, px))
+ if (!see_wall(cycle[chome[prev_dir] + i], p_ptr->y, p_ptr->x))
{
/* Looking to break left */
if (find_breakleft)
else
{
/* Get next location */
- row = py + ddy[option];
- col = px + ddx[option];
+ row = p_ptr->y + ddy[option];
+ col = p_ptr->x + ddx[option];
/* Don't see that it is closed off. */
/* This could be a potential corner or an intersection. */
}
/* About to hit a known wall, stop */
- if (see_wall(find_current, py, px))
+ if (see_wall(find_current, p_ptr->y, p_ptr->x))
{
return (TRUE);
}
-/*
+/*!
+ * @brief 継続的なダッシュ処理 /
* Take one step along the current "run" path
+ * @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)
ignore_avoid_run = TRUE;
/* Hack -- do not start silly run */
- if (see_wall(dir, py, px))
+ if (see_wall(dir, p_ptr->y, p_ptr->x))
{
- /* Message */
-#ifdef JP
- msg_print("¤½¤ÎÊý¸þ¤Ë¤ÏÁö¤ì¤Þ¤»¤ó¡£");
-#else
- msg_print("You cannot run in that direction.");
-#endif
+ sound(SOUND_HITWALL);
- /* Disturb */
- disturb(0, 0);
+ msg_print(_("その方向には走れません。", "You cannot run in that direction."));
+
+ disturb(FALSE, FALSE);
- /* Done */
return;
}
- /* Initialize */
run_init(dir);
}
/* Update run */
if (run_test())
{
- /* Disturb */
- disturb(0, 0);
+ disturb(FALSE, FALSE);
- /* Done */
return;
}
}
if (--running <= 0) return;
/* Take time */
- energy_use = 100;
+ 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);
}
}
#ifdef TRAVEL
-/*
+
+/*!
+ * @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 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;
/* Cannot travel when blind */
if (p_ptr->blind || no_lite())
{
- msg_print(_("Ìܤ¬¸«¤¨¤Ê¤¤¡ª", "You cannot see!"));
+ msg_print(_("目が見えない!", "You cannot see!"));
return (0);
}
/* break run when leaving trap detected region */
if ((disturb_trap_detect || alert_trap_detect)
- && p_ptr->dtrap && !(cave[py][px].info & CAVE_IN_DETECT))
+ && p_ptr->dtrap && !(cave[p_ptr->y][p_ptr->x].info & CAVE_IN_DETECT))
{
/* No duplicate warning */
p_ptr->dtrap = FALSE;
/* You are just on the edge */
- if (!(cave[py][px].info & CAVE_UNSAFE))
+ if (!(cave[p_ptr->y][p_ptr->x].info & CAVE_UNSAFE))
{
if (alert_trap_detect)
{
-#ifdef JP
- msg_print("* Ãí°Õ:¤³¤ÎÀè¤Ï¥È¥é¥Ã¥×¤Î´¶ÃÎÈϰϳ°¤Ç¤¹¡ª *");
-#else
- msg_print("*Leaving trap detect region!*");
-#endif
+ 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)
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 = py + ddy[dir];
- int col = px + ddx[dir];
+ POSITION row = p_ptr->y + ddy[dir];
+ POSITION col = p_ptr->x + ddx[dir];
/* Access grid */
c_ptr = &cave[row][col];
}
/* Travel cost of current grid */
- cost = travel.cost[py][px];
+ cost = travel.cost[p_ptr->y][p_ptr->x];
/* Determine travel direction */
for (i = 0; i < 8; ++ i) {
- int dir_cost = travel.cost[py+ddy_ddd[i]][px+ddx_ddd[i]];
+ int dir_cost = travel.cost[p_ptr->y+ddy_ddd[i]][p_ptr->x+ddx_ddd[i]];
if (dir_cost < cost)
{
if (!new_dir) return (0);
/* Access newly move grid */
- c_ptr = &cave[py+ddy[new_dir]][px+ddx[new_dir]];
+ c_ptr = &cave[p_ptr->y+ddy[new_dir]][p_ptr->x+ddx[new_dir]];
/* Close door abort traveling */
if (!easy_open && is_closed_door(c_ptr->feat)) return (0);
}
-/*
+/*!
+ * @brief トラベル機能の実装 /
* Travel command
+ * @return なし
*/
void travel_step(void)
{
/* Get travel direction */
travel.dir = travel_test(travel.dir);
- /* disturb */
if (!travel.dir)
{
if (travel.run == 255)
{
-#ifdef JP
- msg_print("Æ»¶Ú¤¬¸«¤Ä¤«¤ê¤Þ¤»¤ó¡ª");
-#else
- msg_print("No route is found!");
-#endif
+ 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;
}
- energy_use = 100;
+ p_ptr->energy_use = 100;
move_player(travel.dir, always_pickup, FALSE);
- if ((py == travel.y) && (px == travel.x))
+ if ((p_ptr->y == travel.y) && (p_ptr->x == travel.x))
{
travel.run = 0;
travel.y = travel.x = 0;