#include "angband.h"
#include "chest.h"
+#include "trap.h"
+#include "floor.h"
#include "melee.h"
#include "object-hook.h"
+#include "projection.h"
+#include "spells-summon.h"
+#include "spells-status.h"
+#include "monster-status.h"
+#include "quest.h"
+#include "artifact.h"
+#include "avatar.h"
+#include "player-status.h"
+#include "realm-hex.h"
+#include "geometry.h"
+#include "wild.h"
+#include "grid.h"
+#include "feature.h"
+#include "player-move.h"
+#include "object-broken.h"
/*!
* @brief フロア脱出時に出戻りが不可能だった場合に警告を加える処理
* @param down_stair TRUEならば階段を降りる処理、FALSEなら階段を昇る処理による内容
* @return フロア移動を実際に行うならTRUE、キャンセルする場合はFALSE
*/
-bool confirm_leave_level(bool down_stair)
+static bool confirm_leave_level(bool down_stair)
{
quest_type *q_ptr = &quest[p_ptr->inside_quest];
}
/*!
+ * @brief 魔法系コマンドが制限されているかを返す。
+ * @return 魔法系コマンドを使用可能ならFALSE、不可能ならば理由をメッセージ表示してTRUEを返す。
+ */
+bool cmd_limit_cast(player_type *creature_ptr)
+{
+ if (current_floor_ptr->dun_level && (d_info[p_ptr->dungeon_idx].flags1 & DF1_NO_MAGIC))
+ {
+ msg_print(_("ダンジョンが魔法を吸収した!", "The dungeon absorbs all attempted magic!"));
+ msg_print(NULL);
+ return TRUE;
+ }
+ else if (creature_ptr->anti_magic)
+ {
+ msg_print(_("反魔法バリアが魔法を邪魔した!", "An anti-magic shell disrupts your magic!"));
+ return TRUE;
+ }
+ else if (creature_ptr->shero)
+ {
+ msg_format(_("狂戦士化していて頭が回らない!", "You cannot think directly!"));
+ return TRUE;
+ }
+ else
+ return FALSE;
+}
+
+bool cmd_limit_confused(player_type *creature_ptr)
+{
+ if (creature_ptr->confused)
+ {
+ msg_print(_("混乱していてできない!", "You are too confused!"));
+ return TRUE;
+ }
+ return FALSE;
+}
+
+bool cmd_limit_image(player_type *creature_ptr)
+{
+ if (creature_ptr->image)
+ {
+ msg_print(_("幻覚が見えて集中できない!", "Your hallucinations prevent you from concentrating!"));
+ return TRUE;
+ }
+ return FALSE;
+}
+
+bool cmd_limit_stun(player_type *creature_ptr)
+{
+ if (creature_ptr->stun)
+ {
+ msg_print(_("頭が朦朧としていて集中できない!", "You are too stunned!"));
+ return TRUE;
+ }
+ return FALSE;
+}
+
+bool cmd_limit_arena(player_type *creature_ptr)
+{
+ if (creature_ptr->inside_arena)
+ {
+ msg_print(_("アリーナが魔法を吸収した!", "The arena absorbs all attempted magic!"));
+ msg_print(NULL);
+ return TRUE;
+ }
+ return FALSE;
+}
+
+bool cmd_limit_blind(player_type *creature_ptr)
+{
+ if (creature_ptr->blind)
+ {
+ msg_print(_("目が見えない。", "You can't see anything."));
+ return TRUE;
+ }
+ if (no_lite())
+ {
+ msg_print(_("明かりがないので、暗くて読めない。", "You have no light to read by."));
+ return TRUE;
+ }
+ return FALSE;
+}
+
+bool cmd_limit_time_walk(player_type *creature_ptr)
+{
+ if (creature_ptr->timewalk)
+ {
+ if (flush_failure) flush();
+ msg_print(_("止まった時の中ではうまく働かないようだ。", "It shows no reaction."));
+ sound(SOUND_FAIL);
+ return TRUE;
+ }
+ return FALSE;
+}
+
+/*!
* @brief 階段を使って階層を昇る処理 / Go up one level
* @return なし
*/
bool go_up = FALSE;
/* Player grid */
- cave_type *c_ptr = &cave[p_ptr->y][p_ptr->x];
- feature_type *f_ptr = &f_info[c_ptr->feat];
+ grid_type *g_ptr = ¤t_floor_ptr->grid_array[p_ptr->y][p_ptr->x];
+ feature_type *f_ptr = &f_info[g_ptr->feat];
int up_num = 0;
leave_quest_check();
- p_ptr->inside_quest = c_ptr->special;
+ p_ptr->inside_quest = g_ptr->special;
/* Activate the quest */
if (!quest[p_ptr->inside_quest].status)
/* Leaving a quest */
if (!p_ptr->inside_quest)
{
- dun_level = 0;
+ current_floor_ptr->dun_level = 0;
}
-
- /* Leaving */
p_ptr->leaving = TRUE;
p_ptr->oldpx = 0;
p_ptr->oldpy = 0;
- /* Hack -- take a turn */
- p_ptr->energy_use = 100;
+ take_turn(p_ptr, 100);
/* End the command */
return;
}
- if (!dun_level)
+ if (!current_floor_ptr->dun_level)
{
go_up = TRUE;
}
/* Cancel the command */
if (!go_up) return;
- /* Hack -- take a turn */
- p_ptr->energy_use = 100;
+ take_turn(p_ptr, 100);
if (autosave_l) do_cmd_save_game(TRUE);
{
leave_quest_check();
- p_ptr->inside_quest = c_ptr->special;
- dun_level = 0;
+ p_ptr->inside_quest = g_ptr->special;
+ current_floor_ptr->dun_level = 0;
up_num = 0;
}
}
/* Get out from current dungeon */
- if (dun_level - up_num < d_info[dungeon_type].mindepth)
- up_num = dun_level;
+ if (current_floor_ptr->dun_level - up_num < d_info[p_ptr->dungeon_idx].mindepth)
+ up_num = current_floor_ptr->dun_level;
}
if (record_stair) do_cmd_write_nikki(NIKKI_STAIR, 0-up_num, _("階段を上った", "climbed up the stairs to"));
/* Success */
if ((p_ptr->pseikaku == SEIKAKU_COMBAT) || (inventory[INVEN_BOW].name1 == ART_CRIMSON))
msg_print(_("なんだこの階段は!", "What's this STAIRWAY!"));
- else if (up_num == dun_level)
+ else if (up_num == current_floor_ptr->dun_level)
msg_print(_("地上に戻った。", "You go back to the surface."));
else
msg_print(_("階段を上って新たなる迷宮へと足を踏み入れた。", "You enter a maze of up staircases."));
-
- /* Leaving */
p_ptr->leaving = TRUE;
}
void do_cmd_go_down(void)
{
/* Player grid */
- cave_type *c_ptr = &cave[p_ptr->y][p_ptr->x];
- feature_type *f_ptr = &f_info[c_ptr->feat];
+ grid_type *g_ptr = ¤t_floor_ptr->grid_array[p_ptr->y][p_ptr->x];
+ feature_type *f_ptr = &f_info[g_ptr->feat];
bool fall_trap = FALSE;
int down_num = 0;
leave_quest_check();
leave_tower_check();
- p_ptr->inside_quest = c_ptr->special;
+ p_ptr->inside_quest = g_ptr->special;
/* Activate the quest */
if (!quest[p_ptr->inside_quest].status)
/* Leaving a quest */
if (!p_ptr->inside_quest)
{
- dun_level = 0;
+ current_floor_ptr->dun_level = 0;
}
-
- /* Leaving */
p_ptr->leaving = TRUE;
-
p_ptr->oldpx = 0;
p_ptr->oldpy = 0;
-
- /* Hack -- take a turn */
- p_ptr->energy_use = 100;
+ take_turn(p_ptr, 100);
}
else
{
- int target_dungeon = 0;
+ DUNGEON_IDX target_dungeon = 0;
- if (!dun_level)
+ if (!current_floor_ptr->dun_level)
{
- target_dungeon = have_flag(f_ptr->flags, FF_ENTRANCE) ? c_ptr->special : DUNGEON_ANGBAND;
+ target_dungeon = have_flag(f_ptr->flags, FF_ENTRANCE) ? g_ptr->special : DUNGEON_ANGBAND;
if (ironman_downward && (target_dungeon != DUNGEON_ANGBAND))
{
/* Save old player position */
p_ptr->oldpx = p_ptr->x;
p_ptr->oldpy = p_ptr->y;
- dungeon_type = (byte)target_dungeon;
+ p_ptr->dungeon_idx = target_dungeon;
/*
* Clear all saved floors
prepare_change_floor_mode(CFM_FIRST_FLOOR);
}
- /* Hack -- take a turn */
- p_ptr->energy_use = 100;
+ take_turn(p_ptr, 100);
if (autosave_l) do_cmd_save_game(TRUE);
if (have_flag(f_ptr->flags, FF_SHAFT)) down_num += 2;
else down_num += 1;
- if (!dun_level)
+ if (!current_floor_ptr->dun_level)
{
/* Enter the dungeon just now */
p_ptr->enter_dungeon = TRUE;
- down_num = d_info[dungeon_type].mindepth;
+ down_num = d_info[p_ptr->dungeon_idx].mindepth;
}
if (record_stair)
/* Success */
if (target_dungeon)
{
- msg_format(_("%sへ入った。", "You entered %s."), d_text + d_info[dungeon_type].text);
+ msg_format(_("%sへ入った。", "You entered %s."), d_text + d_info[p_ptr->dungeon_idx].text);
}
else
{
}
}
-
- /* Leaving */
p_ptr->leaving = TRUE;
if (fall_trap)
{
/* Set repeat count */
command_rep = command_arg - 1;
-
- /* Redraw the state */
p_ptr->redraw |= (PR_STATE);
/* Cancel the arg */
command_arg = 0;
}
- p_ptr->energy_use = 100;
+ take_turn(p_ptr, 100);
/* Search */
search();
*/
static OBJECT_IDX chest_check(POSITION y, POSITION x, bool trapped)
{
- cave_type *c_ptr = &cave[y][x];
+ grid_type *g_ptr = ¤t_floor_ptr->grid_array[y][x];
OBJECT_IDX this_o_idx, next_o_idx = 0;
/* Scan all objects in the grid */
- for (this_o_idx = c_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
+ for (this_o_idx = g_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
{
object_type *o_ptr;
- o_ptr = &o_list[this_o_idx];
+ o_ptr = ¤t_floor_ptr->o_list[this_o_idx];
next_o_idx = o_ptr->next_o_idx;
/* Skip unknown chests XXX XXX */
int i, j;
bool flag = TRUE;
bool more = FALSE;
- object_type *o_ptr = &o_list[o_idx];
+ object_type *o_ptr = ¤t_floor_ptr->o_list[o_idx];
- p_ptr->energy_use = 100;
+ take_turn(p_ptr, 100);
/* Attempt to unlock it */
if (o_ptr->pval > 0)
}
/*!
- * @brief 地形は開くものであって、かつ開かれているかを返す /
- * Attempt to open the given chest at the given location
- * @param feat 地形ID
- * @return 開いた地形である場合TRUEを返す / Return TRUE if the given feature is an open door
- */
-static bool is_open(IDX feat)
-{
- return have_flag(f_info[feat].flags, FF_CLOSE) && (feat != feat_state(feat, FF_CLOSE));
-}
-
-
-/*!
* @brief プレイヤーの周辺9マスに該当する地形がいくつあるかを返す /
* Attempt to open the given chest at the given location
* @param y 該当する地形の中から1つのY座標を返す参照ポインタ
*/
static int count_dt(POSITION *y, POSITION *x, bool (*test)(IDX feat), bool under)
{
- int d, count, xx, yy;
+ DIRECTION d;
+ int count;
+ POSITION xx, yy;
/* Count how many matches */
count = 0;
/* Check around (and under) the character */
for (d = 0; d < 9; d++)
{
- cave_type *c_ptr;
+ grid_type *g_ptr;
FEAT_IDX feat;
/* if not searching under player continue */
yy = p_ptr->y + ddy_ddd[d];
xx = p_ptr->x + ddx_ddd[d];
- /* Get the cave */
- c_ptr = &cave[yy][xx];
+ /* Get the current_floor_ptr->grid_array */
+ g_ptr = ¤t_floor_ptr->grid_array[yy][xx];
/* Must have knowledge */
- if (!(c_ptr->info & (CAVE_MARK))) continue;
+ if (!(g_ptr->info & (CAVE_MARK))) continue;
/* Feature code (applying "mimic" field) */
- feat = get_feat_mimic(c_ptr);
+ feat = get_feat_mimic(g_ptr);
/* Not looking for this feature */
if (!((*test)(feat))) continue;
*/
static int count_chests(POSITION *y, POSITION *x, bool trapped)
{
- int d, count;
+ DIRECTION d;
+ int count;
OBJECT_IDX o_idx;
-
object_type *o_ptr;
/* Count how many matches */
if ((o_idx = chest_check(yy, xx, FALSE)) == 0) continue;
/* Grab the object */
- o_ptr = &o_list[o_idx];
+ o_ptr = ¤t_floor_ptr->o_list[o_idx];
/* Already open */
if (o_ptr->pval == 0) continue;
}
-/*!
- * @brief プレイヤーから指定の座標がどの方角にあるかを返す /
- * Convert an adjacent location to a direction.
- * @param y 方角を確認したY座標
- * @param x 方角を確認したX座標
- * @return 方向ID
- */
-static DIRECTION coords_to_dir(POSITION y, POSITION x)
-{
- int d[3][3] = { {7, 4, 1}, {8, 5, 2}, {9, 6, 3} };
- int dy, dx;
-
- dy = y - p_ptr->y;
- dx = x - p_ptr->x;
-
- /* Paranoia */
- if (ABS(dx) > 1 || ABS(dy) > 1) return (0);
-
- return d[dx + 1][dy + 1];
-}
/*!
* @brief 「開ける」動作コマンドのサブルーチン /
int i, j;
/* Get requested grid */
- cave_type *c_ptr = &cave[y][x];
- feature_type *f_ptr = &f_info[c_ptr->feat];
+ grid_type *g_ptr = ¤t_floor_ptr->grid_array[y][x];
+ feature_type *f_ptr = &f_info[g_ptr->feat];
bool more = FALSE;
- p_ptr->energy_use = 100;
+ take_turn(p_ptr, 100);
/* Seeing true feature code (ignore mimic) */
if (!have_flag(f_ptr->flags, FF_OPEN))
{
/* Stuck */
- msg_format(_("%sはがっちりと閉じられているようだ。", "The %s appears to be stuck."), f_name + f_info[get_feat_mimic(c_ptr)].name);
+ msg_format(_("%sはがっちりと閉じられているようだ。", "The %s appears to be stuck."), f_name + f_info[get_feat_mimic(g_ptr)].name);
}
/* Locked door */
bool more = FALSE;
+ if (p_ptr->wild_mode) return;
+
if (p_ptr->special_defense & KATA_MUSOU)
{
set_action(ACTION_NONE);
{
/* Set repeat count */
command_rep = command_arg - 1;
-
- /* Redraw the state */
p_ptr->redraw |= (PR_STATE);
/* Cancel the arg */
if (get_rep_dir(&dir, TRUE))
{
FEAT_IDX feat;
- cave_type *c_ptr;
+ grid_type *g_ptr;
/* Get requested location */
y = p_ptr->y + ddy[dir];
x = p_ptr->x + ddx[dir];
/* Get requested grid */
- c_ptr = &cave[y][x];
+ g_ptr = ¤t_floor_ptr->grid_array[y][x];
/* Feature code (applying "mimic" field) */
- feat = get_feat_mimic(c_ptr);
+ feat = get_feat_mimic(g_ptr);
/* Check for chest */
o_idx = chest_check(y, x, FALSE);
}
/* Monster in the way */
- else if (c_ptr->m_idx && p_ptr->riding != c_ptr->m_idx)
+ else if (g_ptr->m_idx && p_ptr->riding != g_ptr->m_idx)
{
- p_ptr->energy_use = 100;
+ take_turn(p_ptr, 100);
msg_print(_("モンスターが立ちふさがっている!", "There is a monster in the way!"));
py_attack(y, x, 0);
}
*/
static bool do_cmd_close_aux(POSITION y, POSITION x)
{
- cave_type *c_ptr = &cave[y][x];
- FEAT_IDX old_feat = c_ptr->feat;
+ grid_type *g_ptr = ¤t_floor_ptr->grid_array[y][x];
+ FEAT_IDX old_feat = g_ptr->feat;
bool more = FALSE;
- p_ptr->energy_use = 100;
+ take_turn(p_ptr, 100);
/* Seeing true feature code (ignore mimic) */
s16b closed_feat = feat_state(old_feat, FF_CLOSE);
/* Hack -- object in the way */
- if ((c_ptr->o_idx || (c_ptr->info & CAVE_OBJECT)) &&
+ if ((g_ptr->o_idx || (g_ptr->info & CAVE_OBJECT)) &&
(closed_feat != old_feat) && !have_flag(f_info[closed_feat].flags, FF_DROP))
{
- msg_print(_("何かがつっかえて閉まらない。", "There seems stuck."));
+ msg_print(_("何かがつっかえて閉まらない。", "Something prevents it from closing."));
}
else
{
cave_alter_feat(y, x, FF_CLOSE);
/* Broken door */
- if (old_feat == c_ptr->feat)
+ if (old_feat == g_ptr->feat)
{
msg_print(_("ドアは壊れてしまっている。", "The door appears to be broken."));
}
bool more = FALSE;
+ if (p_ptr->wild_mode) return;
+
if (p_ptr->special_defense & KATA_MUSOU)
{
set_action(ACTION_NONE);
{
/* Set repeat count */
command_rep = command_arg - 1;
-
- /* Redraw the state */
p_ptr->redraw |= (PR_STATE);
/* Cancel the arg */
/* Get a "repeated" direction */
if (get_rep_dir(&dir, FALSE))
{
- cave_type *c_ptr;
+ grid_type *g_ptr;
FEAT_IDX feat;
y = p_ptr->y + ddy[dir];
x = p_ptr->x + ddx[dir];
- c_ptr = &cave[y][x];
+ g_ptr = ¤t_floor_ptr->grid_array[y][x];
/* Feature code (applying "mimic" field) */
- feat = get_feat_mimic(c_ptr);
+ feat = get_feat_mimic(g_ptr);
/* Require open/broken door */
if (!have_flag(f_info[feat].flags, FF_CLOSE))
}
/* Monster in the way */
- else if (c_ptr->m_idx)
+ else if (g_ptr->m_idx)
{
- p_ptr->energy_use = 100;
+ take_turn(p_ptr, 100);
msg_print(_("モンスターが立ちふさがっている!", "There is a monster in the way!"));
*/
static bool do_cmd_tunnel_test(POSITION y, POSITION x)
{
- cave_type *c_ptr = &cave[y][x];
+ grid_type *g_ptr = ¤t_floor_ptr->grid_array[y][x];
/* Must have knowledge */
- if (!(c_ptr->info & CAVE_MARK))
+ if (!(g_ptr->info & CAVE_MARK))
{
msg_print(_("そこには何も見当たらない。", "You see nothing there."));
}
/* Must be a wall/door/etc */
- if (!cave_have_flag_grid(c_ptr, FF_TUNNEL))
+ if (!cave_have_flag_grid(g_ptr, FF_TUNNEL))
{
msg_print(_("そこには掘るものが見当たらない。", "You see nothing there to tunnel."));
*/
static bool do_cmd_tunnel_aux(POSITION y, POSITION x)
{
- cave_type *c_ptr;
+ grid_type *g_ptr;
feature_type *f_ptr, *mimic_f_ptr;
int power;
- cptr name;
+ concptr name;
bool more = FALSE;
/* Verify legality */
if (!do_cmd_tunnel_test(y, x)) return (FALSE);
- p_ptr->energy_use = 100;
+ take_turn(p_ptr, 100);
- /* Get grid */
- c_ptr = &cave[y][x];
- f_ptr = &f_info[c_ptr->feat];
+ g_ptr = ¤t_floor_ptr->grid_array[y][x];
+ f_ptr = &f_info[g_ptr->feat];
power = f_ptr->power;
/* Feature code (applying "mimic" field) */
- mimic_f_ptr = &f_info[get_feat_mimic(c_ptr)];
+ mimic_f_ptr = &f_info[get_feat_mimic(g_ptr)];
name = f_name + mimic_f_ptr->name;
/* Remove the feature */
cave_alter_feat(y, x, FF_TUNNEL);
-
- /* Update some things */
p_ptr->update |= (PU_FLOW);
}
else
}
}
- if (is_hidden_door(c_ptr))
+ if (is_hidden_door(g_ptr))
{
/* Occasional Search XXX XXX */
if (randint0(100) < 25) search();
*/
void do_cmd_tunnel(void)
{
- int y, x, dir;
-
- cave_type *c_ptr;
+ POSITION y, x;
+ DIRECTION dir;
+ grid_type *g_ptr;
FEAT_IDX feat;
- bool more = FALSE;
-
+ bool more = FALSE;
if (p_ptr->special_defense & KATA_MUSOU)
{
{
/* Set repeat count */
command_rep = command_arg - 1;
-
- /* Redraw the state */
p_ptr->redraw |= (PR_STATE);
/* Cancel the arg */
y = p_ptr->y + ddy[dir];
x = p_ptr->x + ddx[dir];
- /* Get grid */
- c_ptr = &cave[y][x];
+ g_ptr = ¤t_floor_ptr->grid_array[y][x];
/* Feature code (applying "mimic" field) */
- feat = get_feat_mimic(c_ptr);
+ feat = get_feat_mimic(g_ptr);
/* No tunnelling through doors */
if (have_flag(f_info[feat].flags, FF_DOOR))
}
/* A monster is in the way */
- else if (c_ptr->m_idx)
+ else if (g_ptr->m_idx)
{
- p_ptr->energy_use = 100;
+ take_turn(p_ptr, 100);
msg_print(_("モンスターが立ちふさがっている!", "There is a monster in the way!"));
{
int i, j;
- cave_type *c_ptr = &cave[y][x];
- feature_type *f_ptr = &f_info[c_ptr->feat];
+ grid_type *g_ptr = ¤t_floor_ptr->grid_array[y][x];
+ feature_type *f_ptr = &f_info[g_ptr->feat];
/* Must be a closed door */
- if (!is_closed_door(c_ptr->feat))
+ if (!is_closed_door(g_ptr->feat))
{
return (FALSE);
}
if (!have_flag(f_ptr->flags, FF_OPEN))
{
/* Stuck */
- msg_format(_("%sはがっちりと閉じられているようだ。", "The %s appears to be stuck."), f_name + f_info[get_feat_mimic(c_ptr)].name);
+ msg_format(_("%sはがっちりと閉じられているようだ。", "The %s appears to be stuck."), f_name + f_info[get_feat_mimic(g_ptr)].name);
}
{
int i, j;
bool more = FALSE;
- object_type *o_ptr = &o_list[o_idx];
+ object_type *o_ptr = ¤t_floor_ptr->o_list[o_idx];
- p_ptr->energy_use = 100;
+ take_turn(p_ptr, 100);
/* Get the "disarm" factor */
i = p_ptr->skill_dis;
bool do_cmd_disarm_aux(POSITION y, POSITION x, DIRECTION dir)
{
- cave_type *c_ptr = &cave[y][x];
+ grid_type *g_ptr = ¤t_floor_ptr->grid_array[y][x];
/* Get feature */
- feature_type *f_ptr = &f_info[c_ptr->feat];
+ feature_type *f_ptr = &f_info[g_ptr->feat];
/* Access trap name */
- cptr name = (f_name + f_ptr->name);
+ concptr name = (f_name + f_ptr->name);
/* Extract trap "power" */
int power = f_ptr->power;
int i = p_ptr->skill_dis;
int j;
- p_ptr->energy_use = 100;
+ take_turn(p_ptr, 100);
/* Penalize some conditions */
if (p_ptr->blind || no_lite()) i = i / 10;
{
POSITION y, x;
DIRECTION dir;
- s16b o_idx;
+ OBJECT_IDX o_idx;
bool more = FALSE;
+ if (p_ptr->wild_mode) return;
+
if (p_ptr->special_defense & KATA_MUSOU)
{
set_action(ACTION_NONE);
}
-
/* Option: Pick a direction */
if (easy_disarm)
{
{
/* Set repeat count */
command_rep = command_arg - 1;
-
- /* Redraw the state */
p_ptr->redraw |= (PR_STATE);
/* Cancel the arg */
/* Get a direction (or abort) */
if (get_rep_dir(&dir,TRUE))
{
- cave_type *c_ptr;
+ grid_type *g_ptr;
FEAT_IDX feat;
y = p_ptr->y + ddy[dir];
x = p_ptr->x + ddx[dir];
- c_ptr = &cave[y][x];
+ g_ptr = ¤t_floor_ptr->grid_array[y][x];
/* Feature code (applying "mimic" field) */
- feat = get_feat_mimic(c_ptr);
+ feat = get_feat_mimic(g_ptr);
/* Check for chests */
o_idx = chest_check(y, x, TRUE);
}
/* Monster in the way */
- else if (c_ptr->m_idx && p_ptr->riding != c_ptr->m_idx)
+ else if (g_ptr->m_idx && p_ptr->riding != g_ptr->m_idx)
{
msg_print(_("モンスターが立ちふさがっている!", "There is a monster in the way!"));
/* Disarm chest */
else if (o_idx)
{
- /* Disarm the chest */
more = do_cmd_disarm_chest(y, x, o_idx);
}
/* Disarm trap */
else
{
- /* Disarm the trap */
more = do_cmd_disarm_aux(y, x, dir);
}
}
*/
static bool do_cmd_bash_aux(POSITION y, POSITION x, DIRECTION dir)
{
- /* Get grid */
- cave_type *c_ptr = &cave[y][x];
+ grid_type *g_ptr = ¤t_floor_ptr->grid_array[y][x];
/* Get feature */
- feature_type *f_ptr = &f_info[c_ptr->feat];
+ feature_type *f_ptr = &f_info[g_ptr->feat];
/* Hack -- Bash power based on strength */
/* (Ranges from 3 to 20 to 100 to 200) */
bool more = FALSE;
- cptr name = f_name + f_info[get_feat_mimic(c_ptr)].name;
+ concptr name = f_name + f_info[get_feat_mimic(g_ptr)].name;
- p_ptr->energy_use = 100;
+ take_turn(p_ptr, 100);
msg_format(_("%sに体当たりをした!", "You smash into the %s!"), name);
sound(have_flag(f_ptr->flags, FF_GLASS) ? SOUND_GLASS : SOUND_OPENDOOR);
/* Break down the door */
- if ((randint0(100) < 50) || (feat_state(c_ptr->feat, FF_OPEN) == c_ptr->feat) || have_flag(f_ptr->flags, FF_GLASS))
+ if ((randint0(100) < 50) || (feat_state(g_ptr->feat, FF_OPEN) == g_ptr->feat) || have_flag(f_ptr->flags, FF_GLASS))
{
cave_alter_feat(y, x, FF_BASH);
}
*/
void do_cmd_bash(void)
{
- int y, x, dir;
-
- cave_type *c_ptr;
-
+ int y, x, dir;
+ grid_type *g_ptr;
bool more = FALSE;
+ if (p_ptr->wild_mode) return;
if (p_ptr->special_defense & KATA_MUSOU)
{
{
/* Set repeat count */
command_rep = command_arg - 1;
-
- /* Redraw the state */
p_ptr->redraw |= (PR_STATE);
/* Cancel the arg */
y = p_ptr->y + ddy[dir];
x = p_ptr->x + ddx[dir];
- /* Get grid */
- c_ptr = &cave[y][x];
+ g_ptr = ¤t_floor_ptr->grid_array[y][x];
/* Feature code (applying "mimic" field) */
- feat = get_feat_mimic(c_ptr);
+ feat = get_feat_mimic(g_ptr);
/* Nothing useful */
if (!have_flag(f_info[feat].flags, FF_BASH))
}
/* Monster in the way */
- else if (c_ptr->m_idx)
+ else if (g_ptr->m_idx)
{
- p_ptr->energy_use = 100;
+ take_turn(p_ptr, 100);
msg_print(_("モンスターが立ちふさがっている!", "There is a monster in the way!"));
{
POSITION y, x;
DIRECTION dir;
- cave_type *c_ptr;
+ grid_type *g_ptr;
bool more = FALSE;
if (p_ptr->special_defense & KATA_MUSOU)
{
/* Set repeat count */
command_rep = command_arg - 1;
-
- /* Redraw the state */
p_ptr->redraw |= (PR_STATE);
/* Cancel the arg */
y = p_ptr->y + ddy[dir];
x = p_ptr->x + ddx[dir];
- /* Get grid */
- c_ptr = &cave[y][x];
+ g_ptr = ¤t_floor_ptr->grid_array[y][x];
/* Feature code (applying "mimic" field) */
- feat = get_feat_mimic(c_ptr);
+ feat = get_feat_mimic(g_ptr);
f_ptr = &f_info[feat];
- p_ptr->energy_use = 100;
+ take_turn(p_ptr, 100);
- if (c_ptr->m_idx)
+ if (g_ptr->m_idx)
{
py_attack(y, x, 0);
}
{
DIRECTION dir;
+ if (p_ptr->wild_mode) return;
+
if (p_ptr->special_defense & KATA_MUSOU)
{
set_action(ACTION_NONE);
}
/* Get a "repeated" direction */
- if (get_rep_dir(&dir,FALSE))
+ if (get_rep_dir(&dir, FALSE))
{
POSITION y, x;
INVENTORY_IDX item;
- cave_type *c_ptr;
+ grid_type *g_ptr;
FEAT_IDX feat;
y = p_ptr->y + ddy[dir];
x = p_ptr->x + ddx[dir];
- c_ptr = &cave[y][x];
+ g_ptr = ¤t_floor_ptr->grid_array[y][x];
/* Feature code (applying "mimic" field) */
- feat = get_feat_mimic(c_ptr);
+ feat = get_feat_mimic(g_ptr);
/* Require closed door */
if (!have_flag(f_info[feat].flags, FF_SPIKE))
}
/* Is a monster in the way? */
- else if (c_ptr->m_idx)
+ else if (g_ptr->m_idx)
{
- p_ptr->energy_use = 100;
+ take_turn(p_ptr, 100);
msg_print(_("モンスターが立ちふさがっている!", "There is a monster in the way!"));
/* Go for it */
else
{
- p_ptr->energy_use = 100;
+ take_turn(p_ptr, 100);
/* Successful jamming */
msg_format(_("%sにくさびを打ち込んだ。", "You jam the %s with a spike."), f_name + f_info[feat].name);
{
/* Set repeat count */
command_rep = command_arg - 1;
-
- /* Redraw the state */
p_ptr->redraw |= (PR_STATE);
/* Cancel the arg */
/* Get a "repeated" direction */
if (get_rep_dir(&dir, FALSE))
{
- p_ptr->energy_use = 100;
+ take_turn(p_ptr, 100);
if ((dir != 5) && (p_ptr->special_defense & KATA_MUSOU))
{
change_wild_mode();
/* Give first move to monsters */
- p_ptr->energy_use = 100;
+ take_turn(p_ptr, 100);
/* HACk -- set the encouter flag for the wilderness generation */
generate_encounter = TRUE;
void do_cmd_run(void)
{
DIRECTION dir;
-
- /* Hack -- no running when confused */
- if (p_ptr->confused)
- {
- msg_print(_("混乱していて走れない!", "You are too confused!"));
- return;
- }
+ if (cmd_limit_confused(p_ptr)) return;
if (p_ptr->special_defense & KATA_MUSOU)
{
{
/* Set repeat count */
command_rep = command_arg - 1;
-
- /* Redraw the state */
p_ptr->redraw |= (PR_STATE);
/* Cancel the arg */
command_arg = 0;
}
- p_ptr->energy_use = 100;
+ take_turn(p_ptr, 100);
if (pickup) mpe_mode |= MPE_DO_PICKUP;
(void)move_player_effect(p_ptr->y, p_ptr->x, mpe_mode);
if ((p_ptr->pclass == CLASS_BARD) && (SINGING_SONG_EFFECT(p_ptr) || INTERUPTING_SONG_EFFECT(p_ptr)))
{
- stop_singing();
+ stop_singing(p_ptr);
}
/* Hex */
/* Prompt for time if needed */
if (command_arg <= 0)
{
- cptr p = _("休憩 (0-9999, '*' で HP/MP全快, '&' で必要なだけ): ",
+ concptr p = _("休憩 (0-9999, '*' で HP/MP全快, '&' で必要なだけ): ",
"Rest (0-9999, '*' for HP/SP, '&' as needed): ");
}
}
-
- /* Paranoia */
if (command_arg > 9999) command_arg = 9999;
if (p_ptr->special_defense & NINJA_S_STEALTH) set_superstealth(FALSE);
/* Take a turn (?) */
- p_ptr->energy_use = 100;
+ take_turn(p_ptr, 100);
/* The sin of sloth */
if (command_arg > 100) chg_virtue(V_DILIGENCE, -1);
chg_virtue(V_DILIGENCE, -1);
/* Save the rest code */
- resting = command_arg;
+ p_ptr->resting = command_arg;
p_ptr->action = ACTION_REST;
p_ptr->update |= (PU_BONUS);
+ update_creature(p_ptr);
- /* Redraw the state */
p_ptr->redraw |= (PR_STATE);
- handle_stuff();
+ update_output();
Term_fresh();
}
-/*!
- * @brief 矢弾を射撃した場合の破損確率を返す /
- * Determines the odds of an object breaking when thrown at a monster
- * @param o_ptr 矢弾のオブジェクト構造体参照ポインタ
- * @return 破損確率(%)
- * @details
- * Note that artifacts never break, see the "drop_near()" function.
- */
-static PERCENTAGE breakage_chance(object_type *o_ptr)
-{
- PERCENTAGE archer_bonus = (p_ptr->pclass == CLASS_ARCHER ? (PERCENTAGE)(p_ptr->lev-1)/7 + 4: 0);
-
- /* Examine the snipe type */
- if (snipe_type)
- {
- if (snipe_type == SP_KILL_WALL) return (100);
- if (snipe_type == SP_EXPLODE) return (100);
- if (snipe_type == SP_PIERCE) return (100);
- if (snipe_type == SP_FINAL) return (100);
- if (snipe_type == SP_NEEDLE) return (100);
- if (snipe_type == SP_EVILNESS) return (40);
- if (snipe_type == SP_HOLYNESS) return (40);
- }
-
- /* Examine the item type */
- switch (o_ptr->tval)
- {
- /* Always break */
- case TV_FLASK:
- case TV_POTION:
- case TV_BOTTLE:
- case TV_FOOD:
- case TV_JUNK:
- return (100);
-
- /* Often break */
- case TV_LITE:
- case TV_SCROLL:
- case TV_SKELETON:
- return (50);
-
- /* Sometimes break */
- case TV_WAND:
- case TV_SPIKE:
- return (25);
- case TV_ARROW:
- return (20 - archer_bonus * 2);
-
- /* Rarely break */
- case TV_SHOT:
- case TV_BOLT:
- return (10 - archer_bonus);
- default:
- return (10);
- }
-}
-
/*!
- * @brief 矢弾を射撃した際のスレイ倍率をかけた結果を返す /
- * Determines the odds of an object breaking when thrown at a monster
- * @param o_ptr 矢弾のオブジェクト構造体参照ポインタ
- * @param tdam 計算途中のダメージ量
- * @param m_ptr 目標モンスターの構造体参照ポインタ
- * @return スレイ倍率をかけたダメージ量
+ * @brief 射撃処理のメインルーチン
+ * @return なし
*/
-static s16b tot_dam_aux_shot(object_type *o_ptr, int tdam, monster_type *m_ptr)
+void do_cmd_fire(SPELL_IDX snipe_type)
{
- int mult = 10;
+ OBJECT_IDX item;
+ object_type *j_ptr, *ammo_ptr;
+ concptr q, s;
- monster_race *r_ptr = &r_info[m_ptr->r_idx];
+ if(p_ptr->wild_mode) return;
- BIT_FLAGS flgs[TR_FLAG_SIZE];
+ is_fired = FALSE; /* not fired yet */
- /* Extract the flags */
- object_flags(o_ptr, flgs);
+ /* Get the "bow" (if any) */
+ j_ptr = &inventory[INVEN_BOW];
- /* Some "weapons" and "ammo" do extra damage */
- switch (o_ptr->tval)
+ /* Require a launcher */
+ if (!j_ptr->tval)
{
- case TV_SHOT:
- case TV_ARROW:
- case TV_BOLT:
- {
- if ((have_flag(flgs, TR_SLAY_ANIMAL)) && (r_ptr->flags3 & RF3_ANIMAL))
- {
- if (is_original_ap_and_seen(m_ptr))
- {
- r_ptr->r_flags3 |= RF3_ANIMAL;
- }
- if (mult < 17) mult = 17;
- }
+ msg_print(_("射撃用の武器を持っていない。", "You have nothing to fire with."));
+ flush();
+ return;
+ }
- if ((have_flag(flgs, TR_KILL_ANIMAL)) && (r_ptr->flags3 & RF3_ANIMAL))
- {
- if (is_original_ap_and_seen(m_ptr))
- {
- r_ptr->r_flags3 |= RF3_ANIMAL;
- }
- if (mult < 27) mult = 27;
- }
+ if (j_ptr->sval == SV_CRIMSON)
+ {
+ msg_print(_("この武器は発動して使うもののようだ。", "It's already activated."));
+ flush();
+ return;
+ }
- if ((have_flag(flgs, TR_SLAY_EVIL)) && (r_ptr->flags3 & RF3_EVIL))
- {
- if (is_original_ap_and_seen(m_ptr))
- {
- r_ptr->r_flags3 |= RF3_EVIL;
- }
- if (mult < 15) mult = 15;
- }
+ if (j_ptr->sval == SV_HARP)
+ {
+ msg_print(_("この武器で射撃はできない。", "It's not for firing."));
+ flush();
+ return;
+ }
- if ((have_flag(flgs, TR_KILL_EVIL)) && (r_ptr->flags3 & RF3_EVIL))
- {
- if (is_original_ap_and_seen(m_ptr))
- {
- r_ptr->r_flags3 |= RF3_EVIL;
- }
- if (mult < 25) mult = 25;
- }
- if ((have_flag(flgs, TR_SLAY_HUMAN)) && (r_ptr->flags2 & RF2_HUMAN))
- {
- if (is_original_ap_and_seen(m_ptr))
- {
- r_ptr->r_flags2 |= RF2_HUMAN;
- }
- if (mult < 17) mult = 17;
- }
+ if (p_ptr->special_defense & KATA_MUSOU)
+ {
+ set_action(ACTION_NONE);
+ }
- if ((have_flag(flgs, TR_KILL_HUMAN)) && (r_ptr->flags2 & RF2_HUMAN))
- {
- if (is_original_ap_and_seen(m_ptr))
- {
- r_ptr->r_flags2 |= RF2_HUMAN;
- }
- if (mult < 27) mult = 27;
- }
+ /* Require proper missile */
+ item_tester_tval = p_ptr->tval_ammo;
- if ((have_flag(flgs, TR_SLAY_UNDEAD)) && (r_ptr->flags3 & RF3_UNDEAD))
- {
- if (is_original_ap_and_seen(m_ptr))
- {
- r_ptr->r_flags3 |= RF3_UNDEAD;
- }
- if (mult < 20) mult = 20;
- }
+ q = _("どれを撃ちますか? ", "Fire which item? ");
+ s = _("発射されるアイテムがありません。", "You have nothing to fire.");
- if ((have_flag(flgs, TR_KILL_UNDEAD)) && (r_ptr->flags3 & RF3_UNDEAD))
- {
- if (is_original_ap_and_seen(m_ptr))
- {
- r_ptr->r_flags3 |= RF3_UNDEAD;
- }
- if (mult < 30) mult = 30;
- }
- if ((have_flag(flgs, TR_SLAY_DEMON)) && (r_ptr->flags3 & RF3_DEMON))
- {
- if (is_original_ap_and_seen(m_ptr))
- {
- r_ptr->r_flags3 |= RF3_DEMON;
- }
- if (mult < 20) mult = 20;
- }
+ ammo_ptr = choose_object(&item, q, s, (USE_INVEN | USE_FLOOR));
+ if (!ammo_ptr)
+ {
+ flush();
+ return;
+ }
- if ((have_flag(flgs, TR_KILL_DEMON)) && (r_ptr->flags3 & RF3_DEMON))
- {
- if (is_original_ap_and_seen(m_ptr))
- {
- r_ptr->r_flags3 |= RF3_DEMON;
- }
- if (mult < 30) mult = 30;
- }
+ /* Fire the item */
+ exe_fire(item, j_ptr, snipe_type);
- if ((have_flag(flgs, TR_SLAY_ORC)) && (r_ptr->flags3 & RF3_ORC))
- {
- if (is_original_ap_and_seen(m_ptr))
- {
- r_ptr->r_flags3 |= RF3_ORC;
- }
- if (mult < 20) mult = 20;
- }
+ if (!is_fired || p_ptr->pclass != CLASS_SNIPER) return;
- if ((have_flag(flgs, TR_KILL_ORC)) && (r_ptr->flags3 & RF3_ORC))
- {
- if (is_original_ap_and_seen(m_ptr))
- {
- r_ptr->r_flags3 |= RF3_ORC;
- }
- if (mult < 30) mult = 30;
- }
+ /* Sniper actions after some shootings */
+ if (snipe_type == SP_AWAY)
+ {
+ teleport_player(10 + (p_ptr->concent * 2), 0L);
+ }
+ if (snipe_type == SP_FINAL)
+ {
+ msg_print(_("射撃の反動が体を襲った。", "The weapon's recoil stuns you. "));
+ (void)set_slow(p_ptr->slow + randint0(7) + 7, FALSE);
+ (void)set_stun(p_ptr->stun + randint1(25));
+ }
+}
- if ((have_flag(flgs, TR_SLAY_TROLL)) && (r_ptr->flags3 & RF3_TROLL))
- {
- if (is_original_ap_and_seen(m_ptr))
- {
- r_ptr->r_flags3 |= RF3_TROLL;
- }
- if (mult < 20) mult = 20;
- }
-
- if ((have_flag(flgs, TR_KILL_TROLL)) && (r_ptr->flags3 & RF3_TROLL))
- {
- if (is_original_ap_and_seen(m_ptr))
- {
- r_ptr->r_flags3 |= RF3_TROLL;
- }
- if (mult < 30) mult = 30;
- }
-
- if ((have_flag(flgs, TR_SLAY_GIANT)) && (r_ptr->flags3 & RF3_GIANT))
- {
- if (is_original_ap_and_seen(m_ptr))
- {
- r_ptr->r_flags3 |= RF3_GIANT;
- }
- if (mult < 20) mult = 20;
- }
-
- if ((have_flag(flgs, TR_KILL_GIANT)) && (r_ptr->flags3 & RF3_GIANT))
- {
- if (is_original_ap_and_seen(m_ptr))
- {
- r_ptr->r_flags3 |= RF3_GIANT;
- }
- if (mult < 30) mult = 30;
- }
-
- if ((have_flag(flgs, TR_SLAY_DRAGON)) && (r_ptr->flags3 & RF3_DRAGON))
- {
- if (is_original_ap_and_seen(m_ptr))
- {
- r_ptr->r_flags3 |= RF3_DRAGON;
- }
- if (mult < 20) mult = 20;
- }
-
- if ((have_flag(flgs, TR_KILL_DRAGON)) && (r_ptr->flags3 & RF3_DRAGON))
- {
- if (is_original_ap_and_seen(m_ptr))
- {
- r_ptr->r_flags3 |= RF3_DRAGON;
- }
- if (mult < 30) mult = 30;
- if ((o_ptr->name1 == ART_BARD_ARROW) && (m_ptr->r_idx == MON_SMAUG) &&
- (inventory[INVEN_BOW].name1 == ART_BARD))
- mult *= 5;
- }
-
- if (have_flag(flgs, TR_BRAND_ACID))
- {
- /* Notice immunity */
- if (r_ptr->flagsr & RFR_EFF_IM_ACID_MASK)
- {
- if (is_original_ap_and_seen(m_ptr))
- {
- r_ptr->r_flagsr |= (r_ptr->flagsr & RFR_EFF_IM_ACID_MASK);
- }
- }
- else
- {
- if (mult < 17) mult = 17;
- }
- }
-
- if (have_flag(flgs, TR_BRAND_ELEC))
- {
- /* Notice immunity */
- if (r_ptr->flagsr & RFR_EFF_IM_ELEC_MASK)
- {
- if (is_original_ap_and_seen(m_ptr))
- {
- r_ptr->r_flagsr |= (r_ptr->flagsr & RFR_EFF_IM_ELEC_MASK);
- }
- }
- else
- {
- if (mult < 17) mult = 17;
- }
- }
-
- if (have_flag(flgs, TR_BRAND_FIRE))
- {
- /* Notice immunity */
- if (r_ptr->flagsr & RFR_EFF_IM_FIRE_MASK)
- {
- if (is_original_ap_and_seen(m_ptr))
- {
- r_ptr->r_flagsr |= (r_ptr->flagsr & RFR_EFF_IM_FIRE_MASK);
- }
- }
- /* Otherwise, take the damage */
- else
- {
- if (r_ptr->flags3 & RF3_HURT_FIRE)
- {
- if (mult < 25) mult = 25;
- if (is_original_ap_and_seen(m_ptr))
- {
- r_ptr->r_flags3 |= RF3_HURT_FIRE;
- }
- }
- else if (mult < 17) mult = 17;
- }
- }
-
- if (have_flag(flgs, TR_BRAND_COLD))
- {
- /* Notice immunity */
- if (r_ptr->flagsr & RFR_EFF_IM_COLD_MASK)
- {
- if (is_original_ap_and_seen(m_ptr))
- {
- r_ptr->r_flagsr |= (r_ptr->flagsr & RFR_EFF_IM_COLD_MASK);
- }
- }
- /* Otherwise, take the damage */
- else
- {
- if (r_ptr->flags3 & RF3_HURT_COLD)
- {
- if (mult < 25) mult = 25;
- if (is_original_ap_and_seen(m_ptr))
- {
- r_ptr->r_flags3 |= RF3_HURT_COLD;
- }
- }
- else if (mult < 17) mult = 17;
- }
- }
-
- if (have_flag(flgs, TR_BRAND_POIS))
- {
- /* Notice immunity */
- if (r_ptr->flagsr & RFR_EFF_IM_POIS_MASK)
- {
- if (is_original_ap_and_seen(m_ptr))
- {
- r_ptr->r_flagsr |= (r_ptr->flagsr & RFR_EFF_IM_POIS_MASK);
- }
- }
- /* Otherwise, take the damage */
- else
- {
- if (mult < 17) mult = 17;
- }
- }
-
- if ((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 * 5 / 2;
- }
- break;
- }
- }
-
- /* Sniper */
- if (snipe_type) mult = tot_dam_aux_snipe(mult, m_ptr);
-
- /* Return the total damage */
- return (tdam * mult / 10);
-}
-
-
-/*!
- * @brief 射撃処理のサブルーチン /
- * Fire an object from the pack or floor.
- * @param item 射撃するオブジェクトの所持ID
- * @param j_ptr 射撃武器のオブジェクト参照ポインタ
- * @return なし
- * @details
- * <pre>
- * You may only fire items that "match" your missile launcher.
- *
- * You must use slings + pebbles/shots, bows + arrows, xbows + bolts.
- *
- * See "calc_bonuses()" for more calculations and such.
- *
- * Note that "firing" a missile is MUCH better than "throwing" it.
- *
- * Note: "unseen" monsters are very hard to hit.
- *
- * Objects are more likely to break if they "attempt" to hit a monster.
- *
- * Rangers (with Bows) and Anyone (with "Extra Shots") get extra shots.
- *
- * The "extra shot" code works by decreasing the amount of energy
- * required to make each shot, spreading the shots out over time.
- *
- * Note that when firing missiles, the launcher multiplier is applied
- * after all the bonuses are added in, making multipliers very useful.
- *
- * Note that Bows of "Extra Might" get extra range and an extra bonus
- * for the damage multiplier.
- *
- * Note that Bows of "Extra Shots" give an extra shot.
- * </pre>
- */
-void do_cmd_fire_aux(INVENTORY_IDX item, object_type *j_ptr)
-{
- DIRECTION dir;
- int i;
- POSITION y, x, ny, nx, ty, tx, prev_y, prev_x;
- int tdam_base, tdis, thits, tmul;
- int bonus, chance;
- int cur_dis, visible;
- PERCENTAGE j;
-
- object_type forge;
- object_type *q_ptr;
-
- object_type *o_ptr;
-
- bool hit_body = FALSE;
-
- GAME_TEXT o_name[MAX_NLEN];
-
- u16b path_g[512]; /* For calcuration of path length */
-
- int msec = delay_factor * delay_factor * delay_factor;
-
- /* STICK TO */
- bool stick_to = FALSE;
-
- /* Access the item (if in the pack) */
- if (item >= 0)
- {
- o_ptr = &inventory[item];
- }
- else
- {
- o_ptr = &o_list[0 - item];
- }
-
- /* Sniper - Cannot shot a single arrow twice */
- if ((snipe_type == SP_DOUBLE) && (o_ptr->number < 2)) snipe_type = SP_NONE;
-
- object_desc(o_name, o_ptr, OD_OMIT_PREFIX);
-
- /* Use the proper number of shots */
- thits = p_ptr->num_fire;
-
- /* Use a base distance */
- tdis = 10;
-
- /* Base damage from thrown object plus launcher bonus */
- tdam_base = damroll(o_ptr->dd, o_ptr->ds) + o_ptr->to_d + j_ptr->to_d;
-
- /* Actually "fire" the object */
- bonus = (p_ptr->to_h_b + o_ptr->to_h + j_ptr->to_h);
- if ((j_ptr->sval == SV_LIGHT_XBOW) || (j_ptr->sval == SV_HEAVY_XBOW))
- chance = (p_ptr->skill_thb + (p_ptr->weapon_exp[0][j_ptr->sval] / 400 + bonus) * BTH_PLUS_ADJ);
- else
- chance = (p_ptr->skill_thb + ((p_ptr->weapon_exp[0][j_ptr->sval] - (WEAPON_EXP_MASTER / 2)) / 200 + bonus) * BTH_PLUS_ADJ);
-
- p_ptr->energy_use = bow_energy(j_ptr->sval);
- tmul = bow_tmul(j_ptr->sval);
-
- /* Get extra "power" from "extra might" */
- if (p_ptr->xtra_might) tmul++;
-
- tmul = tmul * (100 + (int)(adj_str_td[p_ptr->stat_ind[A_STR]]) - 128);
-
- /* Boost the damage */
- tdam_base *= tmul;
- tdam_base /= 100;
-
- /* Base range */
- tdis = 13 + tmul/80;
- if ((j_ptr->sval == SV_LIGHT_XBOW) || (j_ptr->sval == SV_HEAVY_XBOW))
- {
- if (p_ptr->concent)
- tdis -= (5 - (p_ptr->concent + 1) / 2);
- else
- tdis -= 5;
- }
-
- project_length = tdis + 1;
-
- /* Get a direction (or cancel) */
- if (!get_aim_dir(&dir))
- {
- p_ptr->energy_use = 0;
-
- if (snipe_type == SP_AWAY) snipe_type = SP_NONE;
-
- /* need not to reset project_length (already did)*/
-
- return;
- }
-
- /* Predict the "target" location */
- tx = p_ptr->x + 99 * ddx[dir];
- ty = p_ptr->y + 99 * ddy[dir];
-
- /* Check for "target request" */
- if ((dir == 5) && target_okay())
- {
- tx = target_col;
- ty = target_row;
- }
-
- /* Get projection path length */
- tdis = project_path(path_g, project_length, p_ptr->y, p_ptr->x, ty, tx, PROJECT_PATH|PROJECT_THRU) - 1;
-
- project_length = 0; /* reset to default */
-
- /* Don't shoot at my feet */
- if (tx == p_ptr->x && ty == p_ptr->y)
- {
- p_ptr->energy_use = 0;
-
- /* project_length is already reset to 0 */
-
- return;
- }
-
-
- /* Take a (partial) turn */
- p_ptr->energy_use = (p_ptr->energy_use / thits);
- is_fired = TRUE;
-
- /* Sniper - Difficult to shot twice at 1 turn */
- if (snipe_type == SP_DOUBLE) p_ptr->concent = (p_ptr->concent + 1) / 2;
-
- /* Sniper - Repeat shooting when double shots */
- for (i = 0; i < ((snipe_type == SP_DOUBLE) ? 2 : 1); i++)
- {
-
- /* Start at the player */
- y = p_ptr->y;
- x = p_ptr->x;
- q_ptr = &forge;
-
- /* Obtain a local object */
- object_copy(q_ptr, o_ptr);
-
- /* Single object */
- q_ptr->number = 1;
-
- /* Reduce and describe inventory */
- if (item >= 0)
- {
- inven_item_increase(item, -1);
- inven_item_describe(item);
- inven_item_optimize(item);
- }
-
- /* Reduce and describe floor item */
- else
- {
- floor_item_increase(0 - item, -1);
- floor_item_optimize(0 - item);
- }
-
- sound(SOUND_SHOOT);
- handle_stuff();
-
- /* Save the old location */
- prev_y = y;
- prev_x = x;
-
- /* The shot does not hit yet */
- hit_body = FALSE;
-
- /* Travel until stopped */
- for (cur_dis = 0; cur_dis <= tdis; )
- {
- cave_type *c_ptr;
-
- /* Hack -- Stop at the target */
- if ((y == ty) && (x == tx)) break;
-
- /* Calculate the new location (see "project()") */
- ny = y;
- nx = x;
- mmove2(&ny, &nx, p_ptr->y, p_ptr->x, ty, tx);
-
- /* Shatter Arrow */
- if (snipe_type == SP_KILL_WALL)
- {
- c_ptr = &cave[ny][nx];
-
- if (cave_have_flag_grid(c_ptr, FF_HURT_ROCK) && !c_ptr->m_idx)
- {
- if (c_ptr->info & (CAVE_MARK)) msg_print(_("岩が砕け散った。", "Wall rocks were shattered."));
- /* Forget the wall */
- c_ptr->info &= ~(CAVE_MARK);
- p_ptr->update |= (PU_VIEW | PU_LITE | PU_FLOW | PU_MON_LITE);
-
- /* Destroy the wall */
- cave_alter_feat(ny, nx, FF_HURT_ROCK);
-
- hit_body = TRUE;
- break;
- }
- }
-
- /* Stopped by walls/doors */
- if (!cave_have_flag_bold(ny, nx, FF_PROJECT) && !cave[ny][nx].m_idx) break;
-
- /* Advance the distance */
- cur_dis++;
-
- /* Sniper */
- if (snipe_type == SP_LITE)
- {
- cave[ny][nx].info |= (CAVE_GLOW);
- note_spot(ny, nx);
- lite_spot(ny, nx);
- }
-
- /* The player can see the (on screen) missile */
- if (panel_contains(ny, nx) && player_can_see_bold(ny, nx))
- {
- char c = object_char(q_ptr);
- byte a = object_attr(q_ptr);
-
- /* Draw, Hilite, Fresh, Pause, Erase */
- print_rel(c, a, ny, nx);
- move_cursor_relative(ny, nx);
- Term_fresh();
- Term_xtra(TERM_XTRA_DELAY, msec);
- lite_spot(ny, nx);
- Term_fresh();
- }
-
- /* The player cannot see the missile */
- else
- {
- /* Pause anyway, for consistancy */
- Term_xtra(TERM_XTRA_DELAY, msec);
- }
-
- /* Sniper */
- if (snipe_type == SP_KILL_TRAP)
- {
- project(0, 0, ny, nx, 0, GF_KILL_TRAP,
- (PROJECT_JUMP | PROJECT_HIDE | PROJECT_GRID | PROJECT_ITEM), -1);
- }
-
- /* Sniper */
- if (snipe_type == SP_EVILNESS)
- {
- cave[ny][nx].info &= ~(CAVE_GLOW | CAVE_MARK);
- note_spot(ny, nx);
- lite_spot(ny, nx);
- }
-
- /* Save the old location */
- prev_y = y;
- prev_x = x;
-
- /* Save the new location */
- x = nx;
- y = ny;
-
- /* Monster here, Try to hit it */
- if (cave[y][x].m_idx)
- {
- cave_type *c_mon_ptr = &cave[y][x];
-
- monster_type *m_ptr = &m_list[c_mon_ptr->m_idx];
- monster_race *r_ptr = &r_info[m_ptr->r_idx];
-
- /* Check the visibility */
- visible = m_ptr->ml;
-
- /* Note the collision */
- hit_body = TRUE;
-
- if (MON_CSLEEP(m_ptr))
- {
- 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 ((r_ptr->level + 10) > p_ptr->lev)
- {
- int now_exp = p_ptr->weapon_exp[0][j_ptr->sval];
- if (now_exp < s_info[p_ptr->pclass].w_max[0][j_ptr->sval])
- {
- SUB_EXP amount = 0;
- if (now_exp < WEAPON_EXP_BEGINNER) amount = 80;
- else if (now_exp < WEAPON_EXP_SKILLED) amount = 25;
- else if ((now_exp < WEAPON_EXP_EXPERT) && (p_ptr->lev > 19)) amount = 10;
- else if (p_ptr->lev > 34) amount = 2;
- p_ptr->weapon_exp[0][j_ptr->sval] += amount;
- p_ptr->update |= (PU_BONUS);
- }
- }
-
- if (p_ptr->riding)
- {
- if ((p_ptr->skill_exp[GINOU_RIDING] < s_info[p_ptr->pclass].s_max[GINOU_RIDING])
- && ((p_ptr->skill_exp[GINOU_RIDING] - (RIDING_EXP_BEGINNER * 2)) / 200 < r_info[m_list[p_ptr->riding].r_idx].level)
- && one_in_(2))
- {
- p_ptr->skill_exp[GINOU_RIDING] += 1;
- p_ptr->update |= (PU_BONUS);
- }
- }
-
- /* Did we hit it (penalize range) */
- if (test_hit_fire(chance - cur_dis, m_ptr, m_ptr->ml, o_name))
- {
- bool fear = FALSE;
- int tdam = tdam_base;
-
- /* Get extra damage from concentration */
- if (p_ptr->concent) tdam = boost_concentration_damage(tdam);
-
- /* Handle unseen monster */
- if (!visible)
- {
- /* Invisible monster */
- msg_format(_("%sが敵を捕捉した。", "The %s finds a mark."), o_name);
- }
-
- /* Handle visible monster */
- else
- {
- GAME_TEXT m_name[MAX_NLEN];
-
- /* Get "the monster" or "it" */
- monster_desc(m_name, m_ptr, 0);
-
- msg_format(_("%sが%sに命中した。", "The %s hits %s."), o_name, m_name);
-
- if (m_ptr->ml)
- {
- /* Hack -- Track this monster race */
- if (!p_ptr->image) monster_race_track(m_ptr->ap_r_idx);
-
- /* Hack -- Track this monster */
- health_track(c_mon_ptr->m_idx);
- }
- }
-
- if (snipe_type == SP_NEEDLE)
- {
- if ((randint1(randint1(r_ptr->level / (3 + p_ptr->concent)) + (8 - p_ptr->concent)) == 1)
- && !(r_ptr->flags1 & RF1_UNIQUE) && !(r_ptr->flags7 & RF7_UNIQUE2))
- {
- GAME_TEXT m_name[MAX_NLEN];
-
- /* Get "the monster" or "it" */
- monster_desc(m_name, m_ptr, 0);
-
- tdam = m_ptr->hp + 1;
- msg_format(_("%sの急所に突き刺さった!", "Your shot sticked on a fatal spot of %s!"), m_name);
- }
- else tdam = 1;
- }
- else
- {
- /* Apply special damage */
- tdam = tot_dam_aux_shot(q_ptr, tdam, m_ptr);
- tdam = critical_shot(q_ptr->weight, q_ptr->to_h, j_ptr->to_h, tdam);
-
- /* No negative damage */
- if (tdam < 0) tdam = 0;
-
- /* Modify the damage */
- tdam = mon_damage_mod(m_ptr, tdam, FALSE);
- }
-
- msg_format_wizard(CHEAT_MONSTER,
- _("%dのダメージを与えた。(残りHP %d/%d(%d))", "You do %d damage. (left HP %d/%d(%d))"),
- tdam, m_ptr->hp - tdam, m_ptr->maxhp, m_ptr->max_maxhp);
-
- /* Sniper */
- if (snipe_type == SP_EXPLODE)
- {
- u16b flg = (PROJECT_STOP | PROJECT_JUMP | PROJECT_KILL | PROJECT_GRID);
-
- sound(SOUND_EXPLODE); /* No explode sound - use breath fire instead */
- project(0, ((p_ptr->concent + 1) / 2 + 1), ny, nx, tdam, GF_MISSILE, flg, -1);
- break;
- }
-
- /* Sniper */
- if (snipe_type == SP_HOLYNESS)
- {
- cave[ny][nx].info |= (CAVE_GLOW);
- note_spot(ny, nx);
- lite_spot(ny, nx);
- }
-
- /* Hit the monster, check for death */
- if (mon_take_hit(c_mon_ptr->m_idx, tdam, &fear, extract_note_dies(real_r_idx(m_ptr))))
- {
- /* Dead monster */
- }
-
- /* No death */
- else
- {
- /* STICK TO */
- if (object_is_fixed_artifact(q_ptr) &&
- (p_ptr->pclass != CLASS_SNIPER || p_ptr->concent == 0))
- {
- GAME_TEXT m_name[MAX_NLEN];
-
- monster_desc(m_name, m_ptr, 0);
-
- stick_to = TRUE;
- msg_format(_("%sは%sに突き刺さった!", "%^s have stuck into %s!"),o_name, m_name);
- }
-
- message_pain(c_mon_ptr->m_idx, tdam);
-
- /* Anger the monster */
- if (tdam > 0) anger_monster(m_ptr);
-
- if (fear && m_ptr->ml)
- {
- GAME_TEXT m_name[MAX_NLEN];
- sound(SOUND_FLEE);
- monster_desc(m_name, m_ptr, 0);
- msg_format(_("%^sは恐怖して逃げ出した!", "%^s flees in terror!"), m_name);
- }
-
- set_target(m_ptr, p_ptr->y, p_ptr->x);
-
- /* Sniper */
- if (snipe_type == SP_RUSH)
- {
- int n = randint1(5) + 3;
- MONSTER_IDX m_idx = c_mon_ptr->m_idx;
-
- for ( ; cur_dis <= tdis; )
- {
- POSITION ox = nx;
- POSITION oy = ny;
-
- if (!n) break;
-
- /* Calculate the new location (see "project()") */
- mmove2(&ny, &nx, p_ptr->y, p_ptr->x, ty, tx);
-
- /* Stopped by wilderness boundary */
- if (!in_bounds2(ny, nx)) break;
-
- /* Stopped by walls/doors */
- if (!player_can_enter(cave[ny][nx].feat, 0)) break;
-
- /* Stopped by monsters */
- if (!cave_empty_bold(ny, nx)) break;
-
- cave[ny][nx].m_idx = m_idx;
- cave[oy][ox].m_idx = 0;
-
- m_ptr->fx = nx;
- m_ptr->fy = ny;
-
- update_monster(c_mon_ptr->m_idx, TRUE);
-
- lite_spot(ny, nx);
- lite_spot(oy, ox);
-
- Term_fresh();
- Term_xtra(TERM_XTRA_DELAY, msec);
-
- x = nx;
- y = ny;
- cur_dis++;
- n--;
- }
- }
- }
- }
-
- /* Sniper */
- if (snipe_type == SP_PIERCE)
- {
- if(p_ptr->concent < 1) break;
- p_ptr->concent--;
- continue;
- }
-
- /* Stop looking */
- break;
- }
- }
-
- /* Chance of breakage (during attacks) */
- j = (hit_body ? breakage_chance(q_ptr) : 0);
-
- if (stick_to)
- {
- MONSTER_IDX m_idx = cave[y][x].m_idx;
- monster_type *m_ptr = &m_list[m_idx];
- OBJECT_IDX o_idx = o_pop();
-
- if (!o_idx)
- {
- msg_format(_("%sはどこかへ行った。", "The %s have gone to somewhere."), o_name);
- if (object_is_fixed_artifact(q_ptr))
- {
- a_info[j_ptr->name1].cur_num = 0;
- }
- return;
- }
-
- o_ptr = &o_list[o_idx];
- object_copy(o_ptr, q_ptr);
-
- /* Forget mark */
- o_ptr->marked &= OM_TOUCHED;
-
- /* Forget location */
- o_ptr->iy = o_ptr->ix = 0;
-
- /* Memorize monster */
- o_ptr->held_m_idx = m_idx;
-
- /* Build a stack */
- o_ptr->next_o_idx = m_ptr->hold_o_idx;
-
- /* Carry object */
- m_ptr->hold_o_idx = o_idx;
- }
- else if (cave_have_flag_bold(y, x, FF_PROJECT))
- {
- /* Drop (or break) near that location */
- (void)drop_near(q_ptr, j, y, x);
- }
- else
- {
- /* Drop (or break) near that location */
- (void)drop_near(q_ptr, j, prev_y, prev_x);
- }
-
- /* Sniper - Repeat shooting when double shots */
- }
-
- /* Sniper - Loose his/her concentration after any shot */
- if (p_ptr->concent) reset_concentration(FALSE);
-}
-
-/*!
- * @brief 射撃処理のメインルーチン
- * @return なし
- */
-void do_cmd_fire(void)
-{
- OBJECT_IDX item;
- object_type *j_ptr, *ammo_ptr;
- cptr q, s;
-
- is_fired = FALSE; /* not fired yet */
-
- /* Get the "bow" (if any) */
- j_ptr = &inventory[INVEN_BOW];
-
- /* Require a launcher */
- if (!j_ptr->tval)
- {
- msg_print(_("射撃用の武器を持っていない。", "You have nothing to fire with."));
- flush();
- return;
- }
-
- if (j_ptr->sval == SV_CRIMSON)
- {
- msg_print(_("この武器は発動して使うもののようだ。", "Do activate."));
- flush();
- return;
- }
-
- if (j_ptr->sval == SV_HARP)
- {
- msg_print(_("この武器で射撃はできない。", "It's not for firing."));
- flush();
- return;
- }
-
-
- if (p_ptr->special_defense & KATA_MUSOU)
- {
- set_action(ACTION_NONE);
- }
-
- /* Require proper missile */
- item_tester_tval = p_ptr->tval_ammo;
-
- q = _("どれを撃ちますか? ", "Fire which item? ");
- s = _("発射されるアイテムがありません。", "You have nothing to fire.");
-
-
- ammo_ptr = choose_object(&item, q, s, (USE_INVEN | USE_FLOOR));
- if (!ammo_ptr)
- {
- flush();
- return;
- }
-
- /* Fire the item */
- do_cmd_fire_aux(item, j_ptr);
-
- if (!is_fired || p_ptr->pclass != CLASS_SNIPER) return;
-
- /* Sniper actions after some shootings */
- if (snipe_type == SP_AWAY)
- {
- teleport_player(10 + (p_ptr->concent * 2), 0L);
- }
- if (snipe_type == SP_FINAL)
- {
- msg_print(_("射撃の反動が体を襲った。", "A reactionary of shooting attacked you. "));
- (void)set_slow(p_ptr->slow + randint0(7) + 7, FALSE);
- (void)set_stun(p_ptr->stun + randint1(25));
- }
-}
-
-
-/*!
- * @brief 投射処理メインルーチン /
- * Throw an object from the pack or floor.
- * @param mult 威力の倍率
- * @param boomerang ブーメラン処理ならばTRUE
- * @param shuriken 忍者の手裏剣処理ならばTRUE
- * @return ターンを消費した場合TRUEを返す
- * @details
- * <pre>
- * Note: "unseen" monsters are very hard to hit.
- *
- * Should throwing a weapon do full damage? Should it allow the magic
- * to hit bonus of the weapon to have an effect? Should it ever cause
- * the item to be destroyed? Should it do any damage at all?
- * </pre>
- */
-bool do_cmd_throw(int mult, bool boomerang, OBJECT_IDX shuriken)
-{
- DIRECTION dir;
- OBJECT_IDX item;
- int i;
- POSITION y, x, ty, tx, prev_y, prev_x;
- POSITION ny[19], nx[19];
- int chance, tdam, tdis;
- int mul, div, dd, ds;
- int cur_dis, visible;
- PERCENTAGE j;
+/*!
+ * @brief 投射処理メインルーチン /
+ * Throw an object from the pack or floor.
+ * @param mult 威力の倍率
+ * @param boomerang ブーメラン処理ならばTRUE
+ * @param shuriken 忍者の手裏剣処理ならばTRUE
+ * @return ターンを消費した場合TRUEを返す
+ * @details
+ * <pre>
+ * Note: "unseen" monsters are very hard to hit.
+ *
+ * Should throwing a weapon do full damage? Should it allow the magic
+ * to hit bonus of the weapon to have an effect? Should it ever cause
+ * the item to be destroyed? Should it do any damage at all?
+ * </pre>
+ */
+bool do_cmd_throw(int mult, bool boomerang, OBJECT_IDX shuriken)
+{
+ DIRECTION dir;
+ OBJECT_IDX item;
+ int i;
+ POSITION y, x, ty, tx, prev_y, prev_x;
+ POSITION ny[19], nx[19];
+ int chance, tdam, tdis;
+ int mul, div, dd, ds;
+ int cur_dis, visible;
+ PERCENTAGE j;
object_type forge;
object_type *q_ptr;
int msec = delay_factor * delay_factor * delay_factor;
BIT_FLAGS flgs[TR_FLAG_SIZE];
- cptr q, s;
+ concptr q, s;
bool come_back = FALSE;
bool do_drop = TRUE;
+ if (p_ptr->wild_mode) return FALSE;
if (p_ptr->special_defense & KATA_MUSOU)
{
if (shuriken >= 0)
{
item = shuriken;
+ o_ptr = &inventory[item];
}
else if (boomerang)
{
- if (buki_motteruka(INVEN_RARM) && buki_motteruka(INVEN_LARM))
+ if (has_melee_weapon(INVEN_RARM) && has_melee_weapon(INVEN_LARM))
{
item_tester_hook = item_tester_hook_boomerang;
q = _("どの武器を投げますか? ", "Throw which item? ");
return FALSE;
}
}
- else if (buki_motteruka(INVEN_LARM)) item = INVEN_LARM;
- else item = INVEN_RARM;
+ else if (has_melee_weapon(INVEN_LARM))
+ {
+ item = INVEN_LARM;
+ o_ptr = &inventory[item];
+ }
+ else
+ {
+ item = INVEN_RARM;
+ o_ptr = &inventory[item];
+ }
}
else
{
if (object_is_cursed(o_ptr) && (item >= INVEN_RARM))
{
msg_print(_("ふーむ、どうやら呪われているようだ。", "Hmmm, it seems to be cursed."));
-
return FALSE;
}
/* Single object */
q_ptr->number = 1;
- /* Description */
object_desc(o_name, q_ptr, OD_OMIT_PREFIX);
if (p_ptr->mighty_throw) mult += 3;
p_ptr->redraw |= (PR_EQUIPPY);
}
- p_ptr->energy_use = 100;
+ take_turn(p_ptr, 100);
/* Rogue and Ninja gets bonus */
if ((p_ptr->pclass == CLASS_ROGUE) || (p_ptr->pclass == CLASS_NINJA))
if (shuriken) chance *= 2;
- /* Save the old location */
prev_y = y;
prev_x = x;
if (!cave_have_flag_bold(ny[cur_dis], nx[cur_dis], FF_PROJECT))
{
hit_wall = TRUE;
- if ((q_ptr->tval == TV_FIGURINE) || object_is_potion(q_ptr) || !cave[ny[cur_dis]][nx[cur_dis]].m_idx) break;
+ if ((q_ptr->tval == TV_FIGURINE) || object_is_potion(q_ptr) || !current_floor_ptr->grid_array[ny[cur_dis]][nx[cur_dis]].m_idx) break;
}
/* The player can see the (on screen) missile */
if (panel_contains(ny[cur_dis], nx[cur_dis]) && player_can_see_bold(ny[cur_dis], nx[cur_dis]))
{
- char c = object_char(q_ptr);
- byte a = object_attr(q_ptr);
+ SYMBOL_CODE c = object_char(q_ptr);
+ TERM_COLOR a = object_attr(q_ptr);
/* Draw, Hilite, Fresh, Pause, Erase */
print_rel(c, a, ny[cur_dis], nx[cur_dis]);
Term_xtra(TERM_XTRA_DELAY, msec);
}
- /* Save the old location */
prev_y = y;
prev_x = x;
cur_dis++;
/* Monster here, Try to hit it */
- if (cave[y][x].m_idx)
+ if (current_floor_ptr->grid_array[y][x].m_idx)
{
- cave_type *c_ptr = &cave[y][x];
- monster_type *m_ptr = &m_list[c_ptr->m_idx];
+ grid_type *g_ptr = ¤t_floor_ptr->grid_array[y][x];
+ monster_type *m_ptr = ¤t_floor_ptr->m_list[g_ptr->m_idx];
+ GAME_TEXT m_name[MAX_NLEN];
+ monster_name(g_ptr->m_idx, m_name);
/* Check the visibility */
visible = m_ptr->ml;
/* Handle visible monster */
else
{
- GAME_TEXT m_name[MAX_NLEN];
- monster_desc(m_name, m_ptr, 0);
msg_format(_("%sが%sに命中した。", "The %s hits %s."), o_name, m_name);
if (m_ptr->ml)
{
- /* Hack -- Track this monster race */
if (!p_ptr->image) monster_race_track(m_ptr->ap_r_idx);
-
- /* Hack -- Track this monster */
- health_track(c_ptr->m_idx);
+ health_track(g_ptr->m_idx);
}
}
tdam, m_ptr->hp - tdam, m_ptr->maxhp, m_ptr->max_maxhp);
/* Hit the monster, check for death */
- if (mon_take_hit(c_ptr->m_idx, tdam, &fear, extract_note_dies(real_r_idx(m_ptr))))
+ if (mon_take_hit(g_ptr->m_idx, tdam, &fear, extract_note_dies(real_r_idx(m_ptr))))
{
/* Dead monster */
}
/* No death */
else
{
- message_pain(c_ptr->m_idx, tdam);
+ message_pain(g_ptr->m_idx, tdam);
/* Anger the monster */
if ((tdam > 0) && !object_is_potion(q_ptr))
if (fear && m_ptr->ml)
{
sound(SOUND_FLEE);
- GAME_TEXT m_name[MAX_NLEN];
- monster_desc(m_name, m_ptr, 0);
msg_format(_("%^sは恐怖して逃げ出した!", "%^s flees in terror!"), m_name);
}
}
if (hit_body) torch_lost_fuel(q_ptr);
/* Chance of breakage (during attacks) */
- j = (hit_body ? breakage_chance(q_ptr) : 0);
+ j = (hit_body ? breakage_chance(q_ptr, 0) : 0);
/* Figurines transform */
if ((q_ptr->tval == TV_FIGURINE) && !(p_ptr->inside_arena))
}
-
/* Potions smash open */
if (object_is_potion(q_ptr))
{
if (potion_smash_effect(0, y, x, q_ptr->k_idx))
{
- monster_type *m_ptr = &m_list[cave[y][x].m_idx];
-
- /* ToDo (Robert): fix the invulnerability */
- if (cave[y][x].m_idx &&
- is_friendly(&m_list[cave[y][x].m_idx]) &&
- !MON_INVULNER(m_ptr))
+ monster_type *m_ptr = ¤t_floor_ptr->m_list[current_floor_ptr->grid_array[y][x].m_idx];
+ if (current_floor_ptr->grid_array[y][x].m_idx && is_friendly(m_ptr) && !MON_INVULNER(m_ptr))
{
GAME_TEXT m_name[MAX_NLEN];
- monster_desc(m_name, &m_list[cave[y][x].m_idx], 0);
+ monster_desc(m_name, m_ptr, 0);
msg_format(_("%sは怒った!", "%^s gets angry!"), m_name);
- set_hostile(&m_list[cave[y][x].m_idx]);
+ set_hostile(¤t_floor_ptr->m_list[current_floor_ptr->grid_array[y][x].m_idx]);
}
}
do_drop = FALSE;
{
if (item >= 0)
{
- msg_format(_("%sを受け損ねた!", "%s backs, but you can't catch!"), o2_name);
+ msg_format(_("%sを受け損ねた!", "%s comes back, but you can't catch!"), o2_name);
}
else
{
}
else
{
- msg_format(_("%sが返ってこなかった!", "%s doesn't back!"), o2_name);
+ msg_format(_("%sが返ってこなかった!", "%s doesn't come back!"), o2_name);
}
}
/* Wear the new stuff */
object_copy(o_ptr, q_ptr);
- /* Increase the weight */
p_ptr->total_weight += q_ptr->weight;
/* Increment the equip counter by hand */
equip_cnt++;
- /* Recalculate torch */
p_ptr->update |= (PU_BONUS | PU_TORCH | PU_MANA);
p_ptr->window |= (PW_EQUIP);
}
return TRUE;
}
-
-#ifdef TRAVEL
-/*
- * Hack: travel command
- */
-#define TRAVEL_UNABLE 9999
-
-static int flow_head = 0;
-static int flow_tail = 0;
-static POSITION temp2_x[MAX_SHORT];
-static POSITION temp2_y[MAX_SHORT];
-
/*!
- * @brief トラベル処理の記憶配列を初期化する Hack: forget the "flow" information
+ * @brief 自殺するコマンドのメインルーチン
+ * Hack -- commit suicide
* @return なし
+ * @details
*/
-void forget_travel_flow(void)
-{
- POSITION x, y;
- /* Check the entire dungeon / Forget the old data */
- for (y = 0; y < cur_hgt; y++)
- {
- for (x = 0; x < cur_wid; x++)
- {
-
- travel.cost[y][x] = MAX_SHORT;
- }
- }
- travel.y = travel.x = 0;
-}
-
-/*!
- * @brief トラベル処理中に地形に応じた移動コスト基準を返す
- * @param y 該当地点のY座標
- * @param x 該当地点のX座標
- * @return コスト値
- */
-static int travel_flow_cost(POSITION y, POSITION x)
+void do_cmd_suicide(void)
{
- feature_type *f_ptr = &f_info[cave[y][x].feat];
- int cost = 1;
-
- /* Avoid obstacles (ex. trees) */
- if (have_flag(f_ptr->flags, FF_AVOID_RUN)) cost += 1;
-
- /* Water */
- if (have_flag(f_ptr->flags, FF_WATER))
- {
- if (have_flag(f_ptr->flags, FF_DEEP) && !p_ptr->levitation) cost += 5;
- }
-
- /* Lava */
- if (have_flag(f_ptr->flags, FF_LAVA))
- {
- int lava = 2;
- if (!p_ptr->resist_fire) lava *= 2;
- if (!p_ptr->levitation) lava *= 2;
- if (have_flag(f_ptr->flags, FF_DEEP)) lava *= 2;
+ int i;
- cost += lava;
- }
+ /* Flush input */
+ flush();
- /* Detected traps and doors */
- if (cave[y][x].info & (CAVE_MARK))
+ /* Verify Retirement */
+ if (p_ptr->total_winner)
{
- if (have_flag(f_ptr->flags, FF_DOOR)) cost += 1;
- if (have_flag(f_ptr->flags, FF_TRAP)) cost += 10;
+ /* Verify */
+ if (!get_check_strict(_("引退しますか? ", "Do you want to retire? "), CHECK_NO_HISTORY)) return;
}
- return (cost);
-}
-
-/*!
- * @brief トラベル処理の到達地点までの行程を得る処理のサブルーチン
- * @param y 目標地点のY座標
- * @param x 目標地点のX座標
- * @param n 現在のコスト
- * @param wall プレイヤーが壁の中にいるならばTRUE
- * @return なし
- */
-static void travel_flow_aux(POSITION y, POSITION x, int n, bool wall)
-{
- cave_type *c_ptr = &cave[y][x];
- feature_type *f_ptr = &f_info[c_ptr->feat];
- int old_head = flow_head;
- int add_cost = 1;
- int base_cost = (n % TRAVEL_UNABLE);
- int from_wall = (n / TRAVEL_UNABLE);
- int cost;
-
- /* Ignore out of bounds */
- if (!in_bounds(y, x)) return;
-
- /* Ignore unknown grid except in wilderness */
- if (dun_level > 0 && !(c_ptr->info & CAVE_KNOWN)) return;
-
- /* Ignore "walls" and "rubble" (include "secret doors") */
- if (have_flag(f_ptr->flags, FF_WALL) ||
- have_flag(f_ptr->flags, FF_CAN_DIG) ||
- (have_flag(f_ptr->flags, FF_DOOR) && cave[y][x].mimic) ||
- (!have_flag(f_ptr->flags, FF_MOVE) && have_flag(f_ptr->flags, FF_CAN_FLY) && !p_ptr->levitation))
- {
- if (!wall || !from_wall) return;
- add_cost += TRAVEL_UNABLE;
- }
+ /* Verify Suicide */
else
{
- add_cost = travel_flow_cost(y, x);
+ /* Verify */
+ if (!get_check(_("本当に自殺しますか?", "Do you really want to commit suicide? "))) return;
}
- cost = base_cost + add_cost;
- /* Ignore lower cost entries */
- if (travel.cost[y][x] <= cost) return;
-
- /* Save the flow cost */
- travel.cost[y][x] = cost;
-
- /* Enqueue that entry */
- temp2_y[flow_head] = y;
- temp2_x[flow_head] = x;
-
- /* Advance the queue */
- if (++flow_head == MAX_SHORT) flow_head = 0;
-
- /* Hack -- notice overflow by forgetting new entry */
- if (flow_head == flow_tail) flow_head = old_head;
-
- return;
-}
-
-/*!
- * @brief トラベル処理の到達地点までの行程を得る処理のメインルーチン
- * @param ty 目標地点のY座標
- * @param tx 目標地点のX座標
- * @return なし
- */
-static void travel_flow(POSITION ty, POSITION tx)
-{
- POSITION x, y, d;
- bool wall = FALSE;
- feature_type *f_ptr = &f_info[cave[p_ptr->y][p_ptr->x].feat];
+ if (!p_ptr->noscore)
+ {
+ /* Special Verification for suicide */
+ prt(_("確認のため '@' を押して下さい。", "Please verify SUICIDE by typing the '@' sign: "), 0, 0);
- /* Reset the "queue" */
- flow_head = flow_tail = 0;
+ flush();
+ i = inkey();
+ prt("", 0, 0);
+ if (i != '@') return;
- /* is player in the wall? */
- if (!have_flag(f_ptr->flags, FF_MOVE)) wall = TRUE;
+ play_music(TERM_XTRA_MUSIC_BASIC, MUSIC_BASIC_GAMEOVER);
+ }
- /* Start at the target grid */
- travel_flow_aux(ty, tx, 0, wall);
+ /* Initialize "last message" buffer */
+ if (p_ptr->last_message) string_free(p_ptr->last_message);
+ p_ptr->last_message = NULL;
- /* Now process the queue */
- while (flow_head != flow_tail)
+ /* Hack -- Note *winning* message */
+ if (p_ptr->total_winner && last_words)
{
- /* Extract the next entry */
- y = temp2_y[flow_tail];
- x = temp2_x[flow_tail];
-
- /* Forget that entry */
- if (++flow_tail == MAX_SHORT) flow_tail = 0;
-
- /* Ignore too far entries */
- //if (distance(ty, tx, y, x) > 100) continue;
+ char buf[1024] = "";
+ play_music(TERM_XTRA_MUSIC_BASIC, MUSIC_BASIC_WINNER);
+ do
+ {
+ while (!get_string(_("*勝利*メッセージ: ", "*Winning* message: "), buf, sizeof buf));
+ } while (!get_check_strict(_("よろしいですか?", "Are you sure? "), CHECK_NO_HISTORY));
- /* Add the "children" */
- for (d = 0; d < 8; d++)
+ if (buf[0])
{
- /* Add that child if "legal" */
- travel_flow_aux(y + ddy_ddd[d], x + ddx_ddd[d], travel.cost[y][x], wall);
+ p_ptr->last_message = string_make(buf);
+ msg_print(p_ptr->last_message);
}
}
- /* Forget the flow info */
- flow_head = flow_tail = 0;
-}
-
-/*!
- * @brief トラベル処理のメインルーチン
- * @return なし
- */
-void do_cmd_travel(void)
-{
- POSITION x, y;
- int i;
- POSITION dx, dy, sx, sy;
- feature_type *f_ptr;
-
- if (travel.x != 0 && travel.y != 0 &&
- get_check(_("トラベルを継続しますか?", "Do you continue to travel?")))
- {
- y = travel.y;
- x = travel.x;
- }
- else if (!tgt_pt(&x, &y)) return;
-
- if ((x == p_ptr->x) && (y == p_ptr->y))
- {
- msg_print(_("すでにそこにいます!", "You are already there!!"));
- return;
- }
+ /* Stop playing */
+ p_ptr->playing = FALSE;
- f_ptr = &f_info[cave[y][x].feat];
+ /* Kill the player */
+ p_ptr->is_dead = TRUE;
+ p_ptr->leaving = TRUE;
- if ((cave[y][x].info & CAVE_MARK) &&
- (have_flag(f_ptr->flags, FF_WALL) ||
- have_flag(f_ptr->flags, FF_CAN_DIG) ||
- (have_flag(f_ptr->flags, FF_DOOR) && cave[y][x].mimic)))
+ if (!p_ptr->total_winner)
{
- msg_print(_("そこには行くことができません!", "You cannot travel there!"));
- return;
+ do_cmd_write_nikki(NIKKI_BUNSHOU, 0, _("ダンジョンの探索に絶望して自殺した。", "give up all hope to commit suicide."));
+ do_cmd_write_nikki(NIKKI_GAMESTART, 1, _("-------- ゲームオーバー --------", "-------- Game Over --------"));
+ do_cmd_write_nikki(NIKKI_BUNSHOU, 1, "\n\n\n\n");
}
- forget_travel_flow();
- travel_flow(y, x);
-
- travel.x = x;
- travel.y = y;
-
- /* Travel till 255 steps */
- travel.run = 255;
-
- /* Paranoia */
- travel.dir = 0;
-
- /* Decides first direction */
- dx = abs(p_ptr->x - x);
- dy = abs(p_ptr->y - y);
- sx = ((x == p_ptr->x) || (dx < dy)) ? 0 : ((x > p_ptr->x) ? 1 : -1);
- sy = ((y == p_ptr->y) || (dy < dx)) ? 0 : ((y > p_ptr->y) ? 1 : -1);
-
- for (i = 1; i <= 9; i++)
- {
- if ((sx == ddx[i]) && (sy == ddy[i])) travel.dir = i;
- }
+ /* Cause of death */
+ (void)strcpy(p_ptr->died_from, _("途中終了", "Quitting"));
}
-#endif