X-Git-Url: http://git.osdn.net/view?a=blobdiff_plain;f=src%2Fcmd1.c;h=473b395e51ebf5e26d8b9b2bc40b64a331ff79e2;hb=ca8e0d6d1d0fea1f6e09a899e016561b6bbd079e;hp=054585a6909fbf4c09457d0645a78ccf96a18716;hpb=b6e42f0765f057b8d93ce011aea619ca9540473a;p=hengband%2Fhengband.git diff --git a/src/cmd1.c b/src/cmd1.c index 054585a69..473b395e5 100644 --- a/src/cmd1.c +++ b/src/cmd1.c @@ -88,14 +88,18 @@ s16b critical_shot(int weight, int plus, int dam) int i, k; /* Extract "shot" power */ - i = (weight + ((p_ptr->to_h_b + plus) * 4) + (p_ptr->lev * 2)); + i = ((p_ptr->to_h_b + plus) * 4) + (p_ptr->lev * 2); + + /* 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; /* Critical hit */ if (randint1(5000) <= i) { - k = weight + randint1(500); + k = weight * randint1(500); - if (k < 500) + if (k < 900) { #ifdef JP msg_print("¼ê¤´¤¿¤¨¤¬¤¢¤Ã¤¿¡ª"); @@ -103,9 +107,9 @@ s16b critical_shot(int weight, int plus, int dam) msg_print("It was a good hit!"); #endif - dam = 2 * dam + 5; + dam += (dam / 2); } - else if (k < 1000) + else if (k < 1350) { #ifdef JP msg_print("¤«¤Ê¤ê¤Î¼ê¤´¤¿¤¨¤¬¤¢¤Ã¤¿¡ª"); @@ -113,7 +117,7 @@ s16b critical_shot(int weight, int plus, int dam) msg_print("It was a great hit!"); #endif - dam = 2 * dam + 10; + dam *= 2; } else { @@ -123,7 +127,7 @@ s16b critical_shot(int weight, int plus, int dam) msg_print("It was a superb hit!"); #endif - dam = 3 * dam + 15; + dam *= 3; } } @@ -207,6 +211,110 @@ s16b critical_norm(int weight, int plus, int dam, s16b meichuu, int mode) +static int mult_slaying(int mult, const u32b* flgs, const monster_type* m_ptr) +{ + static const struct slay_table_t { + int slay_flag; + u32b affect_race_flag; + int slay_mult; + size_t flag_offset; + size_t r_flag_offset; + } slay_table[] = { +#define OFFSET(X) offsetof(monster_race, X) + {TR_SLAY_ANIMAL, RF3_ANIMAL, 25, OFFSET(flags3), OFFSET(r_flags3)}, + {TR_KILL_ANIMAL, RF3_ANIMAL, 40, OFFSET(flags3), OFFSET(r_flags3)}, + {TR_SLAY_EVIL, RF3_EVIL, 20, OFFSET(flags3), OFFSET(r_flags3)}, + {TR_KILL_EVIL, RF3_EVIL, 35, OFFSET(flags3), OFFSET(r_flags3)}, + {TR_SLAY_GOOD, RF3_GOOD, 20, OFFSET(flags3), OFFSET(r_flags3)}, + {TR_KILL_GOOD, RF3_GOOD, 35, OFFSET(flags3), OFFSET(r_flags3)}, + {TR_SLAY_HUMAN, RF2_HUMAN, 25, OFFSET(flags2), OFFSET(r_flags2)}, + {TR_KILL_HUMAN, RF2_HUMAN, 40, OFFSET(flags2), OFFSET(r_flags2)}, + {TR_SLAY_UNDEAD, RF3_UNDEAD, 30, OFFSET(flags3), OFFSET(r_flags3)}, + {TR_KILL_UNDEAD, RF3_UNDEAD, 50, OFFSET(flags3), OFFSET(r_flags3)}, + {TR_SLAY_DEMON, RF3_DEMON, 30, OFFSET(flags3), OFFSET(r_flags3)}, + {TR_KILL_DEMON, RF3_DEMON, 50, OFFSET(flags3), OFFSET(r_flags3)}, + {TR_SLAY_ORC, RF3_ORC, 30, OFFSET(flags3), OFFSET(r_flags3)}, + {TR_KILL_ORC, RF3_ORC, 50, OFFSET(flags3), OFFSET(r_flags3)}, + {TR_SLAY_TROLL, RF3_TROLL, 30, OFFSET(flags3), OFFSET(r_flags3)}, + {TR_KILL_TROLL, RF3_TROLL, 50, OFFSET(flags3), OFFSET(r_flags3)}, + {TR_SLAY_GIANT, RF3_GIANT, 30, OFFSET(flags3), OFFSET(r_flags3)}, + {TR_KILL_GIANT, RF3_GIANT, 50, OFFSET(flags3), OFFSET(r_flags3)}, + {TR_SLAY_DRAGON, RF3_DRAGON, 30, OFFSET(flags3), OFFSET(r_flags3)}, + {TR_KILL_DRAGON, RF3_DRAGON, 50, OFFSET(flags3), OFFSET(r_flags3)}, +#undef OFFSET + }; + int i; + monster_race* r_ptr = &r_info[m_ptr->r_idx]; + + for (i = 0; i < sizeof(slay_table) / sizeof(slay_table[0]); ++ i) + { + const struct slay_table_t* p = &slay_table[i]; + + if ((have_flag(flgs, p->slay_flag)) && + (*(u32b*)(((char*)r_ptr) + p->flag_offset) & p->affect_race_flag)) + { + if (is_original_ap_and_seen(m_ptr)) + { + *(u32b*)(((char*)r_ptr) + p->r_flag_offset) |= p->affect_race_flag; + } + + mult = MAX(mult, p->slay_mult); + } + } + + return mult; +} + +static int mult_brand(int mult, const u32b* flgs, const monster_type* m_ptr) +{ + static const struct brand_table_t { + int brand_flag; + u32b resist_mask; + u32b hurt_flag; + } brand_table[] = { + {TR_BRAND_ACID, RFR_EFF_IM_ACID_MASK, 0U }, + {TR_BRAND_ELEC, RFR_EFF_IM_ELEC_MASK, 0U }, + {TR_BRAND_FIRE, RFR_EFF_IM_FIRE_MASK, RF3_HURT_FIRE}, + {TR_BRAND_COLD, RFR_EFF_IM_COLD_MASK, RF3_HURT_COLD}, + {TR_BRAND_POIS, RFR_EFF_IM_POIS_MASK, 0U }, + }; + int i; + monster_race* r_ptr = &r_info[m_ptr->r_idx]; + + for (i = 0; i < sizeof(brand_table) / sizeof(brand_table[0]); ++ i) + { + const struct brand_table_t* p = &brand_table[i]; + + if (have_flag(flgs, p->brand_flag)) + { + /* Notice immunity */ + if (r_ptr->flagsr & p->resist_mask) + { + if (is_original_ap_and_seen(m_ptr)) + { + r_ptr->r_flagsr |= (r_ptr->flagsr & p->resist_mask); + } + } + + /* Otherwise, take the damage */ + else if (r_ptr->flags3 & p->hurt_flag) + { + if (is_original_ap_and_seen(m_ptr)) + { + r_ptr->r_flags3 |= p->hurt_flag; + } + + mult = MAX(mult, 50); + } + else + { + mult = MAX(mult, 25); + } + } + } + + return mult; +} /* * Extract the "total damage" from a given object hitting a given monster. * @@ -220,12 +328,24 @@ s16b tot_dam_aux(object_type *o_ptr, int tdam, monster_type *m_ptr, int mode, bo { int mult = 10; - monster_race *r_ptr = &r_info[m_ptr->r_idx]; - u32b flgs[TR_FLAG_SIZE]; /* Extract the flags */ object_flags(o_ptr, flgs); + torch_flags(o_ptr, flgs); /* torches has secret flags */ + + if (!thrown) + { + /* Magical Swords */ + if (p_ptr->special_attack & (ATTACK_ACID)) add_flag(flgs, TR_BRAND_ACID); + if (p_ptr->special_attack & (ATTACK_COLD)) add_flag(flgs, TR_BRAND_COLD); + if (p_ptr->special_attack & (ATTACK_ELEC)) add_flag(flgs, TR_BRAND_ELEC); + if (p_ptr->special_attack & (ATTACK_FIRE)) add_flag(flgs, TR_BRAND_FIRE); + if (p_ptr->special_attack & (ATTACK_POIS)) add_flag(flgs, TR_BRAND_POIS); + } + + /* Hex - Slay Good (Runesword) */ + if (hex_spelling(HEX_RUNESWORD)) add_flag(flgs, TR_SLAY_GOOD); /* Some "weapons" and "ammo" do extra damage */ switch (o_ptr->tval) @@ -237,594 +357,193 @@ s16b tot_dam_aux(object_type *o_ptr, int tdam, monster_type *m_ptr, int mode, bo case TV_POLEARM: case TV_SWORD: case TV_DIGGING: + case TV_LITE: { - /* Slay Animal */ - if ((have_flag(flgs, TR_SLAY_ANIMAL)) && - (r_ptr->flags3 & RF3_ANIMAL)) - { - if (m_ptr->ml && is_original_ap(m_ptr)) - { - r_ptr->r_flags3 |= RF3_ANIMAL; - } - - if (mult < 25) mult = 25; - } + /* Slaying */ + mult = mult_slaying(mult, flgs, m_ptr); - /* Execute Animal */ - if ((have_flag(flgs, TR_KILL_ANIMAL)) && - (r_ptr->flags3 & RF3_ANIMAL)) - { - if (m_ptr->ml && is_original_ap(m_ptr)) - { - r_ptr->r_flags3 |= RF3_ANIMAL; - } - - if (mult < 40) mult = 40; - } + /* Elemental Brand */ + mult = mult_brand(mult, flgs, m_ptr); - /* Slay Evil */ - if ((have_flag(flgs, TR_SLAY_EVIL)) && - (r_ptr->flags3 & RF3_EVIL)) + /* Hissatsu */ + if (p_ptr->pclass == CLASS_SAMURAI) { - if (m_ptr->ml && is_original_ap(m_ptr)) - { - r_ptr->r_flags3 |= RF3_EVIL; - } - - if (mult < 20) mult = 20; + mult = mult_hissatsu(mult, flgs, m_ptr, mode); } - /* Execute Evil */ - if ((have_flag(flgs, TR_KILL_EVIL)) && - (r_ptr->flags3 & RF3_EVIL)) + /* Force Weapon */ + if ((p_ptr->pclass != CLASS_SAMURAI) && (have_flag(flgs, TR_FORCE_WEAPON)) && (p_ptr->csp > (o_ptr->dd * o_ptr->ds / 5))) { - if (m_ptr->ml && is_original_ap(m_ptr)) - { - r_ptr->r_flags3 |= RF3_EVIL; - } - - if (mult < 35) mult = 35; + p_ptr->csp -= (1+(o_ptr->dd * o_ptr->ds / 5)); + p_ptr->redraw |= (PR_MANA); + mult = mult * 3 / 2 + 20; } - /* Slay Human */ - if ((have_flag(flgs, TR_SLAY_HUMAN)) && - (r_ptr->flags2 & RF2_HUMAN)) - { - if (m_ptr->ml && is_original_ap(m_ptr)) - { - r_ptr->r_flags2 |= RF2_HUMAN; - } + /* Hack -- The Nothung cause special damage to Fafner */ + if ((o_ptr->name1 == ART_NOTHUNG) && (m_ptr->r_idx == MON_FAFNER)) + mult = 150; + break; + } + } + if (mult > 150) mult = 150; - if (mult < 25) mult = 25; - } + /* Return the total damage */ + return (tdam * mult / 10); +} - /* Execute Human */ - if ((have_flag(flgs, TR_KILL_HUMAN)) && - (r_ptr->flags2 & RF2_HUMAN)) - { - if (m_ptr->ml && is_original_ap(m_ptr)) - { - r_ptr->r_flags2 |= RF2_HUMAN; - } - if (mult < 40) mult = 40; - } +/* + * Search for hidden things + */ +static void discover_hidden_things(int y, int x) +{ + s16b this_o_idx, next_o_idx = 0; - /* Slay Undead */ - if ((have_flag(flgs, TR_SLAY_UNDEAD)) && - (r_ptr->flags3 & RF3_UNDEAD)) - { - if (m_ptr->ml && is_original_ap(m_ptr)) - { - r_ptr->r_flags3 |= RF3_UNDEAD; - } + cave_type *c_ptr; - if (mult < 30) mult = 30; - } + /* Access the grid */ + c_ptr = &cave[y][x]; - /* Execute Undead */ - if ((have_flag(flgs, TR_KILL_UNDEAD)) && - (r_ptr->flags3 & RF3_UNDEAD)) - { - if (m_ptr->ml && is_original_ap(m_ptr)) - { - r_ptr->r_flags3 |= RF3_UNDEAD; - } + /* Invisible trap */ + if (c_ptr->mimic && is_trap(c_ptr->feat)) + { + /* Pick a trap */ + disclose_grid(y, x); - if (mult < 50) mult = 50; - } + /* Message */ + msg_print(_("¥È¥é¥Ã¥×¤òȯ¸«¤·¤¿¡£", "You have found a trap.")); - /* Slay Demon */ - if ((have_flag(flgs, TR_SLAY_DEMON)) && - (r_ptr->flags3 & RF3_DEMON)) - { - if (m_ptr->ml && is_original_ap(m_ptr)) - { - r_ptr->r_flags3 |= RF3_DEMON; - } + /* Disturb */ + disturb(0, 1); + } - if (mult < 30) mult = 30; - } + /* Secret door */ + if (is_hidden_door(c_ptr)) + { + /* Message */ + msg_print(_("±£¤·¥É¥¢¤òȯ¸«¤·¤¿¡£", "You have found a secret door.")); - /* Execute Demon */ - if ((have_flag(flgs, TR_KILL_DEMON)) && - (r_ptr->flags3 & RF3_DEMON)) - { - if (m_ptr->ml && is_original_ap(m_ptr)) - { - r_ptr->r_flags3 |= RF3_DEMON; - } + /* Disclose */ + disclose_grid(y, x); - if (mult < 50) mult = 50; - } + /* Disturb */ + disturb(0, 0); + } - /* Slay Orc */ - if ((have_flag(flgs, TR_SLAY_ORC)) && - (r_ptr->flags3 & RF3_ORC)) - { - if (m_ptr->ml && is_original_ap(m_ptr)) - { - r_ptr->r_flags3 |= RF3_ORC; - } + /* 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; - if (mult < 30) mult = 30; - } + /* Acquire object */ + o_ptr = &o_list[this_o_idx]; - /* Execute Orc */ - if ((have_flag(flgs, TR_KILL_ORC)) && - (r_ptr->flags3 & RF3_ORC)) - { - if (m_ptr->ml && is_original_ap(m_ptr)) - { - r_ptr->r_flags3 |= RF3_ORC; - } + /* Acquire next object */ + next_o_idx = o_ptr->next_o_idx; - if (mult < 50) mult = 50; - } + /* Skip non-chests */ + if (o_ptr->tval != TV_CHEST) continue; - /* Slay Troll */ - if ((have_flag(flgs, TR_SLAY_TROLL)) && - (r_ptr->flags3 & RF3_TROLL)) - { - if (m_ptr->ml && is_original_ap(m_ptr)) - { - r_ptr->r_flags3 |= RF3_TROLL; - } + /* Skip non-trapped chests */ + if (!chest_traps[o_ptr->pval]) continue; - if (mult < 30) mult = 30; - } + /* 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!")); - /* Execute Troll */ - if ((have_flag(flgs, TR_KILL_TROLL)) && - (r_ptr->flags3 & RF3_TROLL)) - { - if (m_ptr->ml && is_original_ap(m_ptr)) - { - r_ptr->r_flags3 |= RF3_TROLL; - } + /* Know the trap */ + object_known(o_ptr); - if (mult < 50) mult = 50; - } + /* Notice it */ + disturb(0, 0); + } + } +} - /* Slay Giant */ - if ((have_flag(flgs, TR_SLAY_GIANT)) && - (r_ptr->flags3 & RF3_GIANT)) - { - if (m_ptr->ml && is_original_ap(m_ptr)) - { - r_ptr->r_flags3 |= RF3_GIANT; - } +void search(void) +{ + int i, chance; - if (mult < 30) mult = 30; - if (o_ptr->name1 == ART_HRUNTING) - mult *= 3; - } + /* Start with base search ability */ + chance = p_ptr->skill_srh; - /* Execute Giant */ - if ((have_flag(flgs, TR_KILL_GIANT)) && - (r_ptr->flags3 & RF3_GIANT)) - { - if (m_ptr->ml && is_original_ap(m_ptr)) - { - r_ptr->r_flags3 |= RF3_GIANT; - } + /* Penalize various conditions */ + if (p_ptr->blind || no_lite()) chance = chance / 10; + if (p_ptr->confused || p_ptr->image) chance = chance / 10; - if (mult < 50) mult = 50; - } + /* Search the nearby grids, which are always in bounds */ + for (i = 0; i < 9; ++ i) + { + /* Sometimes, notice things */ + if (randint0(100) < chance) + { + discover_hidden_things(py + ddy_ddd[i], px + ddx_ddd[i]); + } + } +} - /* Slay Dragon */ - if ((have_flag(flgs, TR_SLAY_DRAGON)) && - (r_ptr->flags3 & RF3_DRAGON)) - { - if (m_ptr->ml && is_original_ap(m_ptr)) - { - r_ptr->r_flags3 |= RF3_DRAGON; - } - if (mult < 30) mult = 30; - } +/* + * Helper routine for py_pickup() and py_pickup_floor(). + * + * Add the given dungeon object to the character's inventory. + * + * Delete the object afterwards. + */ +void py_pickup_aux(int o_idx) +{ + int slot; - /* Execute Dragon */ - if ((have_flag(flgs, TR_KILL_DRAGON)) && - (r_ptr->flags3 & RF3_DRAGON)) - { - if (m_ptr->ml && is_original_ap(m_ptr)) - { - r_ptr->r_flags3 |= RF3_DRAGON; - } +#ifdef JP +/* + * ¥¢¥¤¥Æ¥à¤ò½¦¤Ã¤¿ºÝ¤Ë¡Ö£²¤Ä¤Î¥±¡¼¥­¤ò»ý¤Ã¤Æ¤¤¤ë¡× + * "You have two cakes." ¤È¥¢¥¤¥Æ¥à¤ò½¦¤Ã¤¿¸å¤Î¹ç·×¤Î¤ß¤Îɽ¼¨¤¬¥ª¥ê¥¸¥Ê¥ë + * ¤À¤¬¡¢°ãÏ´¶¤¬ + * ¤¢¤ë¤È¤¤¤¦»ØŦ¤ò¤¦¤±¤¿¤Î¤Ç¡¢¡Ö¡Á¤ò½¦¤Ã¤¿¡¢¡Á¤ò»ý¤Ã¤Æ¤¤¤ë¡×¤È¤¤¤¦É½¼¨ + * ¤Ë¤«¤¨¤Æ¤¢¤ë¡£¤½¤Î¤¿¤á¤ÎÇÛÎó¡£ + */ + char o_name[MAX_NLEN]; + char old_name[MAX_NLEN]; + char kazu_str[80]; + int hirottakazu; +#else + char o_name[MAX_NLEN]; +#endif - if (mult < 50) mult = 50; + object_type *o_ptr; - if ((o_ptr->name1 == ART_NOTHUNG) && (m_ptr->r_idx == MON_FAFNER)) - mult *= 3; - } + o_ptr = &o_list[o_idx]; - /* Brand (Acid) */ - if (have_flag(flgs, TR_BRAND_ACID) || ((p_ptr->special_attack & (ATTACK_ACID)) && !thrown)) - { - /* Notice immunity */ - if (r_ptr->flagsr & RFR_EFF_IM_ACID_MASK) - { - if (m_ptr->ml && is_original_ap(m_ptr)) - { - r_ptr->r_flagsr |= (r_ptr->flagsr & RFR_EFF_IM_ACID_MASK); - } - } +#ifdef JP + /* Describe the object */ + object_desc(old_name, o_ptr, OD_NAME_ONLY); + object_desc_kosuu(kazu_str, o_ptr); + hirottakazu = o_ptr->number; +#endif + /* Carry the object */ + slot = inven_carry(o_ptr); - /* Otherwise, take the damage */ - else - { - if (mult < 25) mult = 25; - } - } + /* Get the object again */ + o_ptr = &inventory[slot]; - /* Brand (Elec) */ - if (have_flag(flgs, TR_BRAND_ELEC) || ((p_ptr->special_attack & (ATTACK_ELEC)) && !thrown) || (mode == HISSATSU_ELEC)) - { - /* Notice immunity */ - if (r_ptr->flagsr & RFR_EFF_IM_ELEC_MASK) - { - if (m_ptr->ml && is_original_ap(m_ptr)) - { - r_ptr->r_flagsr |= (r_ptr->flagsr & RFR_EFF_IM_ELEC_MASK); - } - } + /* Delete the object */ + delete_object_idx(o_idx); - /* Otherwise, take the damage */ - else if ((have_flag(flgs, TR_BRAND_ELEC) || ((p_ptr->special_attack & (ATTACK_ELEC)) && !thrown)) && (mode == HISSATSU_ELEC)) - { - if (mult < 70) mult = 70; - } - else if (mode == HISSATSU_ELEC) - { - if (mult < 50) mult = 50; - } + if (p_ptr->pseikaku == SEIKAKU_MUNCHKIN) + { + bool old_known = identify_item(o_ptr); - else - { - if (mult < 25) mult = 25; - } - } + /* Auto-inscription/destroy */ + autopick_alter_item(slot, (bool)(destroy_identify && !old_known)); - /* Brand (Fire) */ - if (have_flag(flgs, TR_BRAND_FIRE) || ((p_ptr->special_attack & (ATTACK_FIRE)) && !thrown) || (mode == HISSATSU_FIRE)) - { - /* Notice immunity */ - if (r_ptr->flagsr & RFR_EFF_IM_FIRE_MASK) - { - if (m_ptr->ml && is_original_ap(m_ptr)) - { - r_ptr->r_flagsr |= (r_ptr->flagsr & RFR_EFF_IM_FIRE_MASK); - } - } + /* If it is destroyed, don't pick it up */ + if (o_ptr->marked & OM_AUTODESTROY) return; + } - /* Otherwise, take the damage */ - else if ((have_flag(flgs, TR_BRAND_FIRE) || ((p_ptr->special_attack & (ATTACK_FIRE)) && !thrown)) && (mode == HISSATSU_FIRE)) - { - if (r_ptr->flags3 & RF3_HURT_FIRE) - { - if (mult < 70) mult = 70; - if (m_ptr->ml && is_original_ap(m_ptr)) - { - r_ptr->r_flags3 |= RF3_HURT_FIRE; - } - } - else if (mult < 35) mult = 35; - } - else - { - if (r_ptr->flags3 & RF3_HURT_FIRE) - { - if (mult < 50) mult = 50; - if (m_ptr->ml && is_original_ap(m_ptr)) - { - r_ptr->r_flags3 |= RF3_HURT_FIRE; - } - } - else if (mult < 25) mult = 25; - } - } - - /* Brand (Cold) */ - if (have_flag(flgs, TR_BRAND_COLD) || ((p_ptr->special_attack & (ATTACK_COLD)) && !thrown) || (mode == HISSATSU_COLD)) - { - /* Notice immunity */ - if (r_ptr->flagsr & RFR_EFF_IM_COLD_MASK) - { - if (m_ptr->ml && is_original_ap(m_ptr)) - { - r_ptr->r_flagsr |= (r_ptr->flagsr & RFR_EFF_IM_COLD_MASK); - } - } - /* Otherwise, take the damage */ - else if ((have_flag(flgs, TR_BRAND_COLD) || ((p_ptr->special_attack & (ATTACK_COLD)) && !thrown)) && (mode == HISSATSU_COLD)) - { - if (r_ptr->flags3 & RF3_HURT_COLD) - { - if (mult < 70) mult = 70; - if (m_ptr->ml && is_original_ap(m_ptr)) - { - r_ptr->r_flags3 |= RF3_HURT_COLD; - } - } - else if (mult < 35) mult = 35; - } - else - { - if (r_ptr->flags3 & RF3_HURT_COLD) - { - if (mult < 50) mult = 50; - if (m_ptr->ml && is_original_ap(m_ptr)) - { - r_ptr->r_flags3 |= RF3_HURT_COLD; - } - } - else if (mult < 25) mult = 25; - } - } - - /* Brand (Poison) */ - if (have_flag(flgs, TR_BRAND_POIS) || ((p_ptr->special_attack & (ATTACK_POIS)) && !thrown) || (mode == HISSATSU_POISON)) - { - /* Notice immunity */ - if (r_ptr->flagsr & RFR_EFF_IM_POIS_MASK) - { - if (m_ptr->ml && is_original_ap(m_ptr)) - { - r_ptr->r_flagsr |= (r_ptr->flagsr & RFR_EFF_IM_POIS_MASK); - } - } - - /* Otherwise, take the damage */ - else if ((have_flag(flgs, TR_BRAND_POIS) || ((p_ptr->special_attack & (ATTACK_POIS)) && !thrown)) && (mode == HISSATSU_POISON)) - { - if (mult < 35) mult = 35; - } - else - { - if (mult < 25) mult = 25; - } - } - if ((mode == HISSATSU_ZANMA) && !monster_living(r_ptr) && (r_ptr->flags3 & RF3_EVIL)) - { - if (mult < 15) mult = 25; - else if (mult < 50) mult = MIN(50, mult+20); - } - if (mode == HISSATSU_UNDEAD) - { - if (r_ptr->flags3 & RF3_UNDEAD) - { - if (m_ptr->ml && is_original_ap(m_ptr)) - { - r_ptr->r_flags3 |= RF3_UNDEAD; - } - if (mult == 10) mult = 70; - else if (mult < 140) mult = MIN(140, mult+60); - } - if (mult == 10) mult = 40; - else if (mult < 60) mult = MIN(60, mult+30); - } - if ((mode == HISSATSU_SEKIRYUKA) && p_ptr->cut && monster_living(r_ptr)) - { - int tmp = MIN(100, MAX(10, p_ptr->cut / 10)); - if (mult < tmp) mult = tmp; - } - if ((mode == HISSATSU_HAGAN) && (r_ptr->flags3 & RF3_HURT_ROCK)) - { - if (m_ptr->ml && is_original_ap(m_ptr)) - { - r_ptr->r_flags3 |= RF3_HURT_ROCK; - } - if (mult == 10) mult = 40; - else if (mult < 60) mult = 60; - } - if ((p_ptr->pclass != CLASS_SAMURAI) && (have_flag(flgs, TR_FORCE_WEAPON)) && (p_ptr->csp > (o_ptr->dd * o_ptr->ds / 5))) - { - p_ptr->csp -= (1+(o_ptr->dd * o_ptr->ds / 5)); - p_ptr->redraw |= (PR_MANA); - mult = mult * 3 / 2 + 20; - } - break; - } - } - if (mult > 150) mult = 150; - - /* Return the total damage */ - return (tdam * mult / 10); -} - - -/* - * Search for hidden things - */ -void search(void) -{ - int y, x, chance; - - s16b this_o_idx, next_o_idx = 0; - - cave_type *c_ptr; - - - /* Start with base search ability */ - chance = p_ptr->skill_srh; - - /* Penalize various conditions */ - if (p_ptr->blind || no_lite()) chance = chance / 10; - if (p_ptr->confused || p_ptr->image) chance = chance / 10; - - /* Search the nearby grids, which are always in bounds */ - for (y = (py - 1); y <= (py + 1); y++) - { - for (x = (px - 1); x <= (px + 1); x++) - { - /* Sometimes, notice things */ - if (randint0(100) < chance) - { - /* Access the grid */ - c_ptr = &cave[y][x]; - - /* Invisible trap */ - if (c_ptr->mimic && is_trap(c_ptr->feat)) - { - /* Pick a trap */ - disclose_grid(y, x); - - /* Message */ -#ifdef JP - msg_print("¥È¥é¥Ã¥×¤òȯ¸«¤·¤¿¡£"); -#else - msg_print("You have found a trap."); -#endif - - - /* Disturb */ - disturb(0, 0); - } - - /* Secret door */ - if (is_hidden_door(c_ptr)) - { - /* Message */ -#ifdef JP - msg_print("±£¤·¥É¥¢¤òȯ¸«¤·¤¿¡£"); -#else - msg_print("You have found a secret door."); -#endif - - /* Disclose */ - disclose_grid(y, x); - - /* Disturb */ - disturb(0, 0); - } - - /* 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 */ - next_o_idx = o_ptr->next_o_idx; - - /* Skip non-chests */ - if (o_ptr->tval != TV_CHEST) continue; - - /* Skip non-trapped chests */ - if (!chest_traps[o_ptr->pval]) continue; - - /* Identify once */ - if (!object_known_p(o_ptr)) - { - /* Message */ -#ifdef JP - msg_print("È¢¤Ë»Å³Ý¤±¤é¤ì¤¿¥È¥é¥Ã¥×¤òȯ¸«¤·¤¿¡ª"); -#else - msg_print("You have discovered a trap on the chest!"); -#endif - - - /* Know the trap */ - object_known(o_ptr); - - /* Notice it */ - disturb(0, 0); - } - } - } - } - } -} - - -/* - * Helper routine for py_pickup() and py_pickup_floor(). - * - * Add the given dungeon object to the character's inventory. - * - * Delete the object afterwards. - */ -void py_pickup_aux(int o_idx) -{ - int slot, i; - -#ifdef JP -/* - * ¥¢¥¤¥Æ¥à¤ò½¦¤Ã¤¿ºÝ¤Ë¡Ö£²¤Ä¤Î¥±¡¼¥­¤ò»ý¤Ã¤Æ¤¤¤ë¡× - * "You have two cakes." ¤È¥¢¥¤¥Æ¥à¤ò½¦¤Ã¤¿¸å¤Î¹ç·×¤Î¤ß¤Îɽ¼¨¤¬¥ª¥ê¥¸¥Ê¥ë - * ¤À¤¬¡¢°ãÏ´¶¤¬ - * ¤¢¤ë¤È¤¤¤¦»ØŦ¤ò¤¦¤±¤¿¤Î¤Ç¡¢¡Ö¡Á¤ò½¦¤Ã¤¿¡¢¡Á¤ò»ý¤Ã¤Æ¤¤¤ë¡×¤È¤¤¤¦É½¼¨ - * ¤Ë¤«¤¨¤Æ¤¢¤ë¡£¤½¤Î¤¿¤á¤ÎÇÛÎó¡£ - */ - char o_name[MAX_NLEN]; - char old_name[MAX_NLEN]; - char kazu_str[80]; - int hirottakazu; -#else - char o_name[MAX_NLEN]; -#endif - - object_type *o_ptr; - - o_ptr = &o_list[o_idx]; - -#ifdef JP - /* Describe the object */ - object_desc(old_name, o_ptr, TRUE, 0); - object_desc_kosuu(kazu_str, o_ptr); - hirottakazu = o_ptr->number; -#endif - /* Carry the object */ - slot = inven_carry(o_ptr); - - /* Get the object again */ - o_ptr = &inventory[slot]; - - /* Delete the object */ - delete_object_idx(o_idx); - - if (p_ptr->pseikaku == SEIKAKU_MUNCHKIN) - { - int idx; - bool old_known = identify_item(o_ptr); - - /* Auto-inscription/destroy */ - idx = is_autopick(o_ptr); - auto_inscribe_item(slot, idx); - if (destroy_identify && !old_known) - { - if (auto_destroy_item(slot, idx)) - { - if (o_ptr->marked & OM_AUTODESTROY) return; - } - } - } - - /* Describe the object */ - object_desc(o_name, o_ptr, TRUE, 3); + /* Describe the object */ + object_desc(o_name, o_ptr, 0); /* Message */ #ifdef JP @@ -858,25 +577,7 @@ void py_pickup_aux(int o_idx) record_turn = turn; - /* Check if completed a quest */ - for (i = 0; i < max_quests; i++) - { - if ((quest[i].type == QUEST_TYPE_FIND_ARTIFACT) && - (quest[i].status == QUEST_STATUS_TAKEN) && - (quest[i].k_idx == o_ptr->name1)) - { - if (record_fix_quest) do_cmd_write_nikki(NIKKI_FIX_QUEST_C, i, NULL); - quest[i].status = QUEST_STATUS_COMPLETED; - quest[i].complev = (byte)p_ptr->lev; -#ifdef JP - msg_print("¥¯¥¨¥¹¥È¤òãÀ®¤·¤¿¡ª"); -#else - msg_print("You completed your quest!"); -#endif - - msg_print(NULL); - } - } + check_find_art_quest_completion(o_ptr); } @@ -885,7 +586,7 @@ void py_pickup_aux(int o_idx) * Note that we ONLY handle things that can be picked up. * See "move_player()" for handling of other things. */ -void carry(int pickup) +void carry(bool pickup) { cave_type *c_ptr = &cave[py][px]; @@ -909,7 +610,7 @@ void carry(int pickup) handle_stuff(); /* Automatically pickup/destroy/inscribe items */ - auto_pickup_items(c_ptr); + autopick_pickup_items(c_ptr); #ifdef ALLOW_EASY_FLOOR @@ -942,7 +643,7 @@ void carry(int pickup) #endif /* ALLOW_EASY_SENSE -- TNB */ /* Describe the object */ - object_desc(o_name, o_ptr, TRUE, 3); + object_desc(o_name, o_ptr, 0); /* Acquire next object */ next_o_idx = o_ptr->next_o_idx; @@ -983,7 +684,7 @@ void carry(int pickup) /* Pick up objects */ else { - /* Hack - some objects were handled in auto_pickup_items(). */ + /* Hack - some objects were handled in autopick_pickup_items(). */ if (o_ptr->marked & OM_NOMSG) { /* Clear the flag. */ @@ -991,7 +692,6 @@ void carry(int pickup) } /* Describe the object */ else if (!pickup) - { #ifdef JP msg_format("%s¤¬¤¢¤ë¡£", o_name); @@ -1083,31 +783,31 @@ static void hit_trap(bool break_trap) int i, num, dam; int x = px, y = py; - cave_type *c_ptr; + /* 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¥×"; + cptr name = "¥È¥é¥Ã¥×"; #else cptr name = "a trap"; #endif - - /* Disturb the player */ - disturb(0, 0); + disturb(0, 1); - /* Get the cave grid */ - c_ptr = &cave[y][x]; + cave_alter_feat(y, x, FF_HIT_TRAP); /* Analyze XXX XXX XXX */ - switch (c_ptr->feat) + switch (trap_feat_type) { - case FEAT_TRAP_TRAPDOOR: + case TRAP_TRAPDOOR: { - if (p_ptr->ffall) + if (p_ptr->levitation) { #ifdef JP - msg_print("Í¸Í¤òÈô¤Ó±Û¤¨¤¿¡£"); + msg_print("Íî¤È¤·¸Í¤òÈô¤Ó±Û¤¨¤¿¡£"); #else msg_print("You fly over a trap door."); #endif @@ -1116,7 +816,7 @@ static void hit_trap(bool break_trap) else { #ifdef JP - msg_print("Í¸Í¤ËÍî¤Á¤¿¡ª"); + 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 @@ -1126,7 +826,7 @@ static void hit_trap(bool break_trap) sound(SOUND_FALL); dam = damroll(2, 8); #ifdef JP - name = "Í¸Í"; + name = "Íî¤È¤·¸Í"; #else name = "a trap door"; #endif @@ -1138,11 +838,11 @@ static void hit_trap(bool break_trap) do_cmd_save_game(TRUE); #ifdef JP - do_cmd_write_nikki(NIKKI_BUNSHOU, 0, "Í¸Í¤ËÍî¤Á¤¿"); + 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_DOWN | CFM_RAND_PLACE | CFM_RAND_CONNECT); + prepare_change_floor_mode(CFM_SAVE_FLOORS | CFM_DOWN | CFM_RAND_PLACE | CFM_RAND_CONNECT); /* Leaving */ p_ptr->leaving = TRUE; @@ -1150,12 +850,12 @@ static void hit_trap(bool break_trap) break; } - case FEAT_TRAP_PIT: + case TRAP_PIT: { - if (p_ptr->ffall) + if (p_ptr->levitation) { #ifdef JP - msg_print("Í·ê¤òÈô¤Ó±Û¤¨¤¿¡£"); + msg_print("Íî¤È¤··ê¤òÈô¤Ó±Û¤¨¤¿¡£"); #else msg_print("You fly over a pit trap."); #endif @@ -1164,14 +864,14 @@ static void hit_trap(bool break_trap) else { #ifdef JP - msg_print("Í·ê¤ËÍî¤Á¤Æ¤·¤Þ¤Ã¤¿¡ª"); + msg_print("Íî¤È¤··ê¤ËÍî¤Á¤Æ¤·¤Þ¤Ã¤¿¡ª"); #else msg_print("You have fallen into a pit!"); #endif dam = damroll(2, 6); #ifdef JP - name = "Í·ê"; + name = "Íî¤È¤··ê"; #else name = "a pit trap"; #endif @@ -1181,12 +881,12 @@ static void hit_trap(bool break_trap) break; } - case FEAT_TRAP_SPIKED_PIT: + case TRAP_SPIKED_PIT: { - if (p_ptr->ffall) + if (p_ptr->levitation) { #ifdef JP - msg_print("¥È¥²¤Î¤¢¤ëÍ·ê¤òÈô¤Ó±Û¤¨¤¿¡£"); + msg_print("¥È¥²¤Î¤¢¤ëÍî¤È¤··ê¤òÈô¤Ó±Û¤¨¤¿¡£"); #else msg_print("You fly over a spiked pit."); #endif @@ -1195,7 +895,7 @@ static void hit_trap(bool break_trap) else { #ifdef JP - msg_print("¥¹¥Ñ¥¤¥¯¤¬Éߤ«¤ì¤¿Í·ê¤ËÍî¤Á¤Æ¤·¤Þ¤Ã¤¿¡ª"); + msg_print("¥¹¥Ñ¥¤¥¯¤¬Éߤ«¤ì¤¿Íî¤È¤··ê¤ËÍî¤Á¤Æ¤·¤Þ¤Ã¤¿¡ª"); #else msg_print("You fall into a spiked pit!"); #endif @@ -1203,7 +903,7 @@ static void hit_trap(bool break_trap) /* Base damage */ #ifdef JP - name = "Í·ê"; + name = "Íî¤È¤··ê"; #else name = "a pit trap"; #endif @@ -1221,7 +921,7 @@ static void hit_trap(bool break_trap) #ifdef JP - name = "¥È¥²¤Î¤¢¤ëÍ·ê"; + name = "¥È¥²¤Î¤¢¤ëÍî¤È¤··ê"; #else name = "a spiked pit"; #endif @@ -1236,12 +936,12 @@ static void hit_trap(bool break_trap) break; } - case FEAT_TRAP_POISON_PIT: + case TRAP_POISON_PIT: { - if (p_ptr->ffall) + if (p_ptr->levitation) { #ifdef JP - msg_print("¥È¥²¤Î¤¢¤ëÍ·ê¤òÈô¤Ó±Û¤¨¤¿¡£"); + msg_print("¥È¥²¤Î¤¢¤ëÍî¤È¤··ê¤òÈô¤Ó±Û¤¨¤¿¡£"); #else msg_print("You fly over a spiked pit."); #endif @@ -1250,7 +950,7 @@ static void hit_trap(bool break_trap) else { #ifdef JP - msg_print("¥¹¥Ñ¥¤¥¯¤¬Éߤ«¤ì¤¿Í·ê¤ËÍî¤Á¤Æ¤·¤Þ¤Ã¤¿¡ª"); + msg_print("¥¹¥Ñ¥¤¥¯¤¬Éߤ«¤ì¤¿Íî¤È¤··ê¤ËÍî¤Á¤Æ¤·¤Þ¤Ã¤¿¡ª"); #else msg_print("You fall into a spiked pit!"); #endif @@ -1260,7 +960,7 @@ static void hit_trap(bool break_trap) dam = damroll(2, 6); #ifdef JP - name = "Í·ê"; + name = "Íî¤È¤··ê"; #else name = "a pit trap"; #endif @@ -1277,7 +977,7 @@ static void hit_trap(bool break_trap) #ifdef JP - name = "¥È¥²¤Î¤¢¤ëÍ·ê"; + name = "¥È¥²¤Î¤¢¤ëÍî¤È¤··ê"; #else name = "a spiked pit"; #endif @@ -1310,7 +1010,7 @@ static void hit_trap(bool break_trap) break; } - case FEAT_TRAP_TY_CURSE: + case TRAP_TY_CURSE: { #ifdef JP msg_print("²¿¤«¤¬¥Ô¥«¥Ã¤È¸÷¤Ã¤¿¡ª"); @@ -1318,8 +1018,6 @@ static void hit_trap(bool break_trap) msg_print("There is a flash of shimmering light!"); #endif - c_ptr->info &= ~(CAVE_MARK); - cave_set_feat(y, x, floor_type[randint0(100)]); num = 2 + randint1(3); for (i = 0; i < num; i++) { @@ -1340,7 +1038,7 @@ static void hit_trap(bool break_trap) break; } - case FEAT_TRAP_TELEPORT: + case TRAP_TELEPORT: { #ifdef JP msg_print("¥Æ¥ì¥Ý¡¼¥È¡¦¥È¥é¥Ã¥×¤Ë¤Ò¤Ã¤«¤«¤Ã¤¿¡ª"); @@ -1348,11 +1046,11 @@ static void hit_trap(bool break_trap) msg_print("You hit a teleport trap!"); #endif - teleport_player(100); + teleport_player(100, TELEPORT_PASSIVE); break; } - case FEAT_TRAP_FIRE: + case TRAP_FIRE: { #ifdef JP msg_print("±ê¤ËÊñ¤Þ¤ì¤¿¡ª"); @@ -1370,7 +1068,7 @@ static void hit_trap(bool break_trap) break; } - case FEAT_TRAP_ACID: + case TRAP_ACID: { #ifdef JP msg_print("»À¤¬¿á¤­¤«¤±¤é¤ì¤¿¡ª"); @@ -1388,7 +1086,7 @@ static void hit_trap(bool break_trap) break; } - case FEAT_TRAP_SLOW: + case TRAP_SLOW: { if (check_hit(125)) { @@ -1399,8 +1097,13 @@ static void hit_trap(bool break_trap) #endif dam = damroll(1, 4); - take_hit(DAMAGE_ATTACK, dam, name, -1); - (void)set_slow(p_ptr->slow + randint0(20) + 20, FALSE); +#ifdef JP + take_hit(DAMAGE_ATTACK, dam, "¥À¡¼¥Ä¤Îæ«", -1); +#else + take_hit(DAMAGE_ATTACK, dam, "a dart trap", -1); +#endif + + if (!CHECK_MULTISHADOW()) (void)set_slow(p_ptr->slow + randint0(20) + 20, FALSE); } else { @@ -1414,7 +1117,7 @@ static void hit_trap(bool break_trap) break; } - case FEAT_TRAP_LOSE_STR: + case TRAP_LOSE_STR: { if (check_hit(125)) { @@ -1431,7 +1134,7 @@ static void hit_trap(bool break_trap) take_hit(DAMAGE_ATTACK, dam, "a dart trap", -1); #endif - (void)do_dec_stat(A_STR); + if (!CHECK_MULTISHADOW()) (void)do_dec_stat(A_STR); } else { @@ -1445,7 +1148,7 @@ static void hit_trap(bool break_trap) break; } - case FEAT_TRAP_LOSE_DEX: + case TRAP_LOSE_DEX: { if (check_hit(125)) { @@ -1462,7 +1165,7 @@ static void hit_trap(bool break_trap) take_hit(DAMAGE_ATTACK, dam, "a dart trap", -1); #endif - (void)do_dec_stat(A_DEX); + if (!CHECK_MULTISHADOW()) (void)do_dec_stat(A_DEX); } else { @@ -1476,7 +1179,7 @@ static void hit_trap(bool break_trap) break; } - case FEAT_TRAP_LOSE_CON: + case TRAP_LOSE_CON: { if (check_hit(125)) { @@ -1493,7 +1196,7 @@ static void hit_trap(bool break_trap) take_hit(DAMAGE_ATTACK, dam, "a dart trap", -1); #endif - (void)do_dec_stat(A_CON); + if (!CHECK_MULTISHADOW()) (void)do_dec_stat(A_CON); } else { @@ -1507,7 +1210,7 @@ static void hit_trap(bool break_trap) break; } - case FEAT_TRAP_BLIND: + case TRAP_BLIND: { #ifdef JP msg_print("¹õ¤¤¥¬¥¹¤ËÊñ¤ß¹þ¤Þ¤ì¤¿¡ª"); @@ -1522,7 +1225,7 @@ static void hit_trap(bool break_trap) break; } - case FEAT_TRAP_CONFUSE: + case TRAP_CONFUSE: { #ifdef JP msg_print("¤­¤é¤á¤¯¥¬¥¹¤ËÊñ¤ß¹þ¤Þ¤ì¤¿¡ª"); @@ -1537,7 +1240,7 @@ static void hit_trap(bool break_trap) break; } - case FEAT_TRAP_POISON: + case TRAP_POISON: { #ifdef JP msg_print("»É·ãŪ¤ÊÎп§¤Î¥¬¥¹¤ËÊñ¤ß¹þ¤Þ¤ì¤¿¡ª"); @@ -1552,7 +1255,7 @@ static void hit_trap(bool break_trap) break; } - case FEAT_TRAP_SLEEP: + case TRAP_SLEEP: { #ifdef JP msg_print("´ñ̯¤ÊÇò¤¤Ì¸¤ËÊñ¤Þ¤ì¤¿¡ª"); @@ -1592,7 +1295,7 @@ msg_print(" break; } - case FEAT_TRAP_TRAPS: + case TRAP_TRAPS: { #ifdef JP msg_print("¤Þ¤Ð¤æ¤¤Á®¸÷¤¬Áö¤Ã¤¿¡ª"); @@ -1600,17 +1303,13 @@ msg_print(" msg_print("There is a bright flash of light!"); #endif - - /* Destroy this trap */ - cave_set_feat(y, x, floor_type[randint0(100)]); - /* Make some new traps */ project(0, 1, y, x, 0, GF_MAKE_TRAP, PROJECT_HIDE | PROJECT_JUMP | PROJECT_GRID, -1); break; } - case FEAT_TRAP_ALARM: + case TRAP_ALARM: { #ifdef JP msg_print("¤±¤¿¤¿¤Þ¤·¤¤²»¤¬ÌĤê¶Á¤¤¤¿¡ª"); @@ -1623,7 +1322,7 @@ msg_print(" break; } - case FEAT_TRAP_OPEN: + case TRAP_OPEN: { #ifdef JP msg_print("Âç²»¶Á¤È¶¦¤Ë¤Þ¤ï¤ê¤ÎÊɤ¬Êø¤ì¤¿¡ª"); @@ -1638,7 +1337,7 @@ msg_print(" break; } - case FEAT_TRAP_ARMAGEDDON: + case TRAP_ARMAGEDDON: { static int levs[10] = {0, 0, 20, 10, 5, 3, 2, 1, 1, 1}; int evil_idx = 0, good_idx = 0; @@ -1650,9 +1349,6 @@ msg_print(" msg_print("Suddenly, you are surrounded by immotal beings!"); #endif - /* Destroy this trap */ - cave_set_feat(y, x, floor_type[randint0(100)]); - /* Summon Demons and Angels */ for (lev = dun_level; lev >= 20; lev -= 1 + lev/16) { @@ -1665,8 +1361,8 @@ msg_print(" /* Skip illegal grids */ if (!in_bounds(y1, x1)) continue; - /* Require line of sight */ - if (!player_has_los_bold(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; @@ -1691,7 +1387,7 @@ msg_print(" break; } - case FEAT_TRAP_PIRANHA: + case TRAP_PIRANHA: { #ifdef JP msg_print("ÆÍÁ³Êɤ«¤é¿å¤¬°î¤ì½Ð¤·¤¿¡ª¥Ô¥é¥Ë¥¢¤¬¤¤¤ë¡ª"); @@ -1699,9 +1395,6 @@ msg_print(" msg_print("Suddenly, the room is filled with water with piranhas!"); #endif - /* Destroy this trap */ - cave_set_feat(y, x, floor_type[randint0(100)]); - /* Water fills room */ fire_ball_hide(GF_WATER_FLOW, 0, 1, 10); @@ -1714,9 +1407,10 @@ msg_print(" break; } } + if (break_trap && is_trap(c_ptr->feat)) { - cave_set_feat(y, x, floor_type[randint0(100)]); + cave_alter_feat(y, x, FF_DISARM); #ifdef JP msg_print("¥È¥é¥Ã¥×¤òÊ´ºÕ¤·¤¿¡£"); #else @@ -1748,13 +1442,12 @@ static void touch_zap_player(monster_type *m_ptr) msg_print("You are suddenly very hot!"); #endif - if (prace_is_(RACE_ENT)) aura_damage += aura_damage / 3; if (IS_OPPOSE_FIRE()) aura_damage = (aura_damage + 2) / 3; if (p_ptr->resist_fire) aura_damage = (aura_damage + 2) / 3; take_hit(DAMAGE_NOESCAPE, aura_damage, aura_dam, -1); - if (m_ptr->ml && is_original_ap(m_ptr)) r_ptr->r_flags2 |= RF2_AURA_FIRE; + if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags2 |= RF2_AURA_FIRE; handle_stuff(); } } @@ -1776,12 +1469,11 @@ static void touch_zap_player(monster_type *m_ptr) msg_print("You are suddenly very cold!"); #endif - if (IS_OPPOSE_COLD()) aura_damage = (aura_damage + 2) / 3; if (p_ptr->resist_cold) aura_damage = (aura_damage + 2) / 3; take_hit(DAMAGE_NOESCAPE, aura_damage, aura_dam, -1); - if (m_ptr->ml && is_original_ap(m_ptr)) r_ptr->r_flags3 |= RF3_AURA_COLD; + if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags3 |= RF3_AURA_COLD; handle_stuff(); } } @@ -1808,7 +1500,7 @@ static void touch_zap_player(monster_type *m_ptr) #endif take_hit(DAMAGE_NOESCAPE, aura_damage, aura_dam, -1); - if (m_ptr->ml && is_original_ap(m_ptr)) r_ptr->r_flags2 |= RF2_AURA_ELEC; + if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags2 |= RF2_AURA_ELEC; handle_stuff(); } } @@ -1999,17 +1691,18 @@ static void py_attack_aux(int y, int x, bool *fear, bool *mdeath, s16b hand, int monster_type *m_ptr = &m_list[c_ptr->m_idx]; monster_race *r_ptr = &r_info[m_ptr->r_idx]; - object_type *o_ptr; + /* Access the weapon */ + object_type *o_ptr = &inventory[INVEN_RARM + hand]; char m_name[80]; bool success_hit = FALSE; - bool old_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; @@ -2022,30 +1715,40 @@ static void py_attack_aux(int y, int x, bool *fear, bool *mdeath, s16b hand, int bool is_lowlevel = (r_ptr->level < (p_ptr->lev - 15)); bool zantetsu_mukou, e_j_mukou; - - - if (((p_ptr->pclass == CLASS_ROGUE) || (p_ptr->pclass == CLASS_NINJA)) && buki_motteruka(INVEN_RARM + hand) && !p_ptr->icky_wield[hand]) + switch (p_ptr->pclass) { - 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 (m_ptr->csleep && 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 (m_ptr->monfear && m_ptr->ml) + case CLASS_ROGUE: + case CLASS_NINJA: + if (buki_motteruka(INVEN_RARM + hand) && !p_ptr->icky_wield[hand]) { - stab_fleeing = TRUE; + 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(!buki_motteruka(INVEN_RARM) && !buki_motteruka(INVEN_LARM)) + if (!o_ptr->k_idx) /* Empty hand */ { if ((r_ptr->level + 10) > p_ptr->lev) { @@ -2063,11 +1766,11 @@ static void py_attack_aux(int y, int x, bool *fear, bool *mdeath, s16b hand, int } } } - else + else if (object_is_melee_weapon(o_ptr)) { if ((r_ptr->level + 10) > p_ptr->lev) { - int tval = inventory[INVEN_RARM+hand].tval - TV_BOW; + 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]) @@ -2084,15 +1787,11 @@ static void py_attack_aux(int y, int x, bool *fear, bool *mdeath, s16b hand, int } /* Disturb the monster */ - m_ptr->csleep = 0; - if (r_ptr->flags7 & RF7_HAS_LD_MASK) p_ptr->update |= (PU_MON_LITE); + (void)set_monster_csleep(c_ptr->m_idx, 0); /* Extract monster name (or "it") */ monster_desc(m_name, m_ptr, 0); - /* Access the weapon */ - o_ptr = &inventory[INVEN_RARM+hand]; - /* Calculate the "attack quality" */ bonus = p_ptr->to_h[hand] + o_ptr->to_h; chance = (p_ptr->skill_thn + (bonus * BTH_PLUS_ADJ)); @@ -2114,30 +1813,36 @@ static void py_attack_aux(int y, int x, bool *fear, bool *mdeath, s16b hand, int 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) { - success_hit = one_in_(2); + n *= 2; } - else success_hit = TRUE; - } - else if (mode == HISSATSU_MAJIN) - { - if (num == 1) + if (mode == HISSATSU_3DAN) { - if (one_in_(2)) - success_hit = FALSE; - old_success_hit = success_hit; + n *= 2; } - else success_hit = old_success_hit; + + 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) { @@ -2147,41 +1852,18 @@ static void py_attack_aux(int y, int x, bool *fear, bool *mdeath, s16b hand, int sound(SOUND_HIT); /* Message */ - if (backstab) -#ifdef JP - msg_format("¤¢¤Ê¤¿¤ÏÎä¹ó¤Ë¤â̲¤Ã¤Æ¤¤¤ë̵ÎϤÊ%s¤òÆͤ­»É¤·¤¿¡ª", -#else - msg_format("You cruelly stab the helpless, sleeping %s!", -#endif - - m_name); - else if (fuiuchi) -#ifdef JP - msg_format("ÉÔ°Õ¤òÆͤ¤¤Æ%s¤Ë¶¯Îõ¤Ê°ì·â¤ò¶ô¤é¤ï¤»¤¿¡ª", -#else - msg_format("You make surprise attack, and hit %s with a powerful blow!", -#endif - - m_name); - else if (stab_fleeing) -#ifdef JP - msg_format("ƨ¤²¤ë%s¤òÇØÃ椫¤éÆͤ­»É¤·¤¿¡ª", -#else - msg_format("You backstab the fleeing %s!", -#endif - - m_name); - else - { - if (!(((p_ptr->pclass == CLASS_MONK) || (p_ptr->pclass == CLASS_FORCETRAINER) || (p_ptr->pclass == CLASS_BERSERKER)) && (empty_hands(TRUE) & EMPTY_HAND_RARM))) #ifdef JP - msg_format("%s¤ò¹¶·â¤·¤¿¡£", m_name); + 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 - msg_format("You hit %s.", m_name); + 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; @@ -2221,7 +1903,7 @@ static void py_attack_aux(int y, int x, bool *fear, bool *mdeath, s16b hand, int } /* Vampiric drain */ - if ((have_flag(flgs, TR_VAMPIRIC)) || (chaos_effect == 1) || (mode == HISSATSU_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)) @@ -2230,15 +1912,15 @@ static void py_attack_aux(int y, int x, bool *fear, bool *mdeath, s16b hand, int can_drain = FALSE; } - if ((have_flag(flgs, TR_VORPAL)) && (randint1(vorpal_chance*3/2) == 1) && !zantetsu_mukou) + 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 (((p_ptr->pclass == CLASS_MONK) || (p_ptr->pclass == CLASS_FORCETRAINER) || (p_ptr->pclass == CLASS_BERSERKER)) && (empty_hands(TRUE) & EMPTY_HAND_RARM)) + if (monk_attack) { int special_effect = 0, stun_effect = 0, times = 0, max_times; int min_level = 1; - martial_arts *ma_ptr = &ma_blows[0], *old_ptr = &ma_blows[0]; + const martial_arts *ma_ptr = &ma_blows[0], *old_ptr = &ma_blows[0]; int resist_stun = 0; int weight = 8; @@ -2282,7 +1964,6 @@ static void py_attack_aux(int y, int x, bool *fear, bool *mdeath, s16b hand, int #else msg_print("Attack re-selected."); #endif - } } else @@ -2293,7 +1974,7 @@ static void py_attack_aux(int y, int x, bool *fear, bool *mdeath, s16b hand, int 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, ma_ptr->ds); + 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) @@ -2316,7 +1997,7 @@ static void py_attack_aux(int y, int x, bool *fear, bool *mdeath, s16b hand, int else if (ma_ptr->effect == MA_SLOW) { if (!((r_ptr->flags1 & RF1_NEVER_MOVE) || - strchr("~#{}.UjmeEv$,DdsbBFIJQSXclnw!=?", r_ptr->d_char))) + my_strchr("~#{}.UjmeEv$,DdsbBFIJQSXclnw!=?", r_ptr->d_char))) { #ifdef JP msg_format("%s¤Î­¼ó¤Ë´ØÀá½³¤ê¤ò¤¯¤é¤ï¤·¤¿¡ª", m_name); @@ -2379,22 +2060,22 @@ static void py_attack_aux(int y, int x, bool *fear, bool *mdeath, s16b hand, int { if (p_ptr->lev > randint1(r_ptr->level + resist_stun + 10)) { - if (m_ptr->stunned) + if (set_monster_stunned(c_ptr->m_idx, stun_effect + MON_STUNNED(m_ptr))) + { #ifdef JP - msg_format("%^s¤Ï¤µ¤é¤Ë¥Õ¥é¥Õ¥é¤Ë¤Ê¤Ã¤¿¡£", m_name); + msg_format("%^s¤Ï¥Õ¥é¥Õ¥é¤Ë¤Ê¤Ã¤¿¡£", m_name); #else - msg_format("%^s is more stunned.", m_name); + msg_format("%^s is stunned.", m_name); #endif - + } else + { #ifdef JP - msg_format("%^s¤Ï¥Õ¥é¥Õ¥é¤Ë¤Ê¤Ã¤¿¡£", m_name); + msg_format("%^s¤Ï¤µ¤é¤Ë¥Õ¥é¥Õ¥é¤Ë¤Ê¤Ã¤¿¡£", m_name); #else - msg_format("%^s is stunned.", m_name); + msg_format("%^s is more stunned.", m_name); #endif - - - m_ptr->stunned += stun_effect; + } } } } @@ -2437,11 +2118,10 @@ static void py_attack_aux(int y, int x, bool *fear, bool *mdeath, s16b hand, int { char chainsword_noise[1024]; #ifdef JP - if (!get_rnd_line("chainswd_j.txt", 0, chainsword_noise)) + 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); } @@ -2454,7 +2134,6 @@ static void py_attack_aux(int y, int x, bool *fear, bool *mdeath, s16b hand, int #else msg_print("Your Vorpal Blade goes snicker-snack!"); #endif - } else { @@ -2463,7 +2142,6 @@ static void py_attack_aux(int y, int x, bool *fear, bool *mdeath, s16b hand, int #else msg_format("Your weapon cuts deep into %s!", m_name); #endif - } /* Try to increase the damage */ @@ -2482,54 +2160,28 @@ static void py_attack_aux(int y, int x, bool *fear, bool *mdeath, s16b hand, int #else msg_format("You cut %s in half!", m_name); #endif - } else { - switch(mult) + switch (mult) { #ifdef JP -case 2: msg_format("%s¤ò»Â¤Ã¤¿¡ª", m_name); break; -#else - case 2: msg_format("You gouge %s!", m_name); break; -#endif - -#ifdef JP -case 3: msg_format("%s¤ò¤Ö¤Ã¤¿»Â¤Ã¤¿¡ª", m_name); break; -#else - case 3: msg_format("You maim %s!", m_name); break; -#endif - -#ifdef JP -case 4: msg_format("%s¤ò¥á¥Ã¥¿»Â¤ê¤Ë¤·¤¿¡ª", m_name); break; -#else - case 4: msg_format("You carve %s!", m_name); break; -#endif - -#ifdef JP -case 5: msg_format("%s¤ò¥á¥Ã¥¿¥á¥¿¤Ë»Â¤Ã¤¿¡ª", m_name); break; -#else - case 5: msg_format("You cleave %s!", m_name); break; -#endif - -#ifdef JP -case 6: msg_format("%s¤ò»É¿È¤Ë¤·¤¿¡ª", m_name); break; -#else - case 6: msg_format("You smite %s!", m_name); break; -#endif - -#ifdef JP -case 7: msg_format("%s¤ò»Â¤Ã¤Æ»Â¤Ã¤Æ»Â¤ê¤Þ¤¯¤Ã¤¿¡ª", m_name); break; -#else - case 7: msg_format("You eviscerate %s!", m_name); break; -#endif - -#ifdef JP -default: msg_format("%s¤òºÙÀÚ¤ì¤Ë¤·¤¿¡ª", m_name); break; -#else - default: msg_format("You shred %s!", m_name); break; + 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; @@ -2585,10 +2237,10 @@ default: msg_format("%s if (!(r_ptr->flags3 & (RF3_NO_STUN))) { /* Get stunned */ - if (m_ptr->stunned) + if (MON_STUNNED(m_ptr)) { #ifdef JP -msg_format("%s¤Ï¤Ò¤É¤¯¤â¤¦¤í¤¦¤È¤·¤¿¡£", m_name); + msg_format("%s¤Ï¤Ò¤É¤¯¤â¤¦¤í¤¦¤È¤·¤¿¡£", m_name); #else msg_format("%s is more dazed.", m_name); #endif @@ -2598,21 +2250,21 @@ msg_format("%s else { #ifdef JP -msg_format("%s ¤Ï¤â¤¦¤í¤¦¤È¤·¤¿¡£", m_name); + msg_format("%s ¤Ï¤â¤¦¤í¤¦¤È¤·¤¿¡£", m_name); #else msg_format("%s is dazed.", m_name); #endif } /* Apply stun */ - m_ptr->stunned = (tmp < 200) ? tmp : 200; + (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); + msg_format("%s ¤Ë¤Ï¸ú²Ì¤¬¤Ê¤«¤Ã¤¿¡£", m_name); #else - msg_format("%s is not effected.", m_name); + msg_format("%s is not effected.", m_name); #endif } } @@ -2625,7 +2277,7 @@ msg_format("%s { k = m_ptr->hp + 1; #ifdef JP -msg_format("%s¤ÎµÞ½ê¤òÆͤ­»É¤·¤¿¡ª", m_name); + msg_format("%s¤ÎµÞ½ê¤òÆͤ­»É¤·¤¿¡ª", m_name); #else msg_format("You hit %s on a fatal spot!", m_name); #endif @@ -2640,7 +2292,7 @@ msg_format("%s k *= 5; drain_result *= 2; #ifdef JP -msg_format("¿Ï¤¬%s¤Ë¿¼¡¹¤ÈÆͤ­»É¤µ¤Ã¤¿¡ª", m_name); + msg_format("¿Ï¤¬%s¤Ë¿¼¡¹¤ÈÆͤ­»É¤µ¤Ã¤¿¡ª", m_name); #else msg_format("You critically injured %s!", m_name); #endif @@ -2652,18 +2304,18 @@ msg_format(" k = MAX(k*5, m_ptr->hp/2); drain_result *= 2; #ifdef JP -msg_format("%s¤ËÃ×Ì¿½ý¤òÉé¤ï¤»¤¿¡ª", m_name); + msg_format("%s¤ËÃ×Ì¿½ý¤òÉé¤ï¤»¤¿¡ª", m_name); #else - msg_format("You fatally injured %s!", m_name); + 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); + msg_format("¿Ï¤¬%s¤ÎµÞ½ê¤ò´Ó¤¤¤¿¡ª", m_name); #else - msg_format("You hit %s on a fatal spot!", m_name); + msg_format("You hit %s on a fatal spot!", m_name); #endif } } @@ -2677,7 +2329,6 @@ msg_format(" #else msg_format("You do %d (out of %d) damage.", k, m_ptr->hp); #endif - } if (k <= 0) can_drain = FALSE; @@ -2705,7 +2356,7 @@ msg_format(" #ifdef JP msg_print("¤Þ¤¿¤Ä¤Þ¤é¤Ì¤â¤Î¤ò»Â¤Ã¤Æ¤·¤Þ¤Ã¤¿¡¥¡¥¡¥"); #else - msg_print("Sign..Another trifling thing I've cut...."); + msg_print("Sigh... Another trifling thing I've cut...."); #endif break; } @@ -2754,6 +2405,9 @@ msg_format(" { drain_heal = damroll(2, drain_result / 6); + /* Hex */ + if (hex_spelling(HEX_VAMP_BLADE)) drain_heal *= 2; + if (cheat_xtra) { #ifdef JP @@ -2796,13 +2450,14 @@ msg_format(" } 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)) + 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) @@ -2820,10 +2475,7 @@ msg_format(" /* Confuse the monster */ if (r_ptr->flags3 & RF3_NO_CONF) { - if (m_ptr->ml && is_original_ap(m_ptr)) - { - r_ptr->r_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); @@ -2849,7 +2501,7 @@ msg_format(" msg_format("%^s appears confused.", m_name); #endif - m_ptr->confused += 10 + randint0(p_ptr->lev) / 5; + (void)set_monster_confused(c_ptr->m_idx, MON_CONFUSED(m_ptr) + 10 + randint0(p_ptr->lev) / 5); } } @@ -2861,7 +2513,7 @@ msg_format(" { if (r_ptr->flags1 & RF1_UNIQUE) { - if (m_ptr->ml && is_original_ap(m_ptr)) r_ptr->r_flagsr |= RFR_RES_TELE; + 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 @@ -2872,7 +2524,7 @@ msg_format(" } else if (r_ptr->level > randint1(100)) { - if (m_ptr->ml && is_original_ap(m_ptr)) r_ptr->r_flagsr |= RFR_RES_TELE; + 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 @@ -2891,14 +2543,13 @@ msg_format(" msg_format("%^s disappears!", m_name); #endif - teleport_away(c_ptr->m_idx, 50, FALSE); + 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) && cave_floor_bold(y, x) && - (randint1(90) > r_ptr->level)) + 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)) @@ -2911,16 +2562,6 @@ msg_format(" msg_format("%^s changes!", 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]; - *fear = FALSE; weak = FALSE; } @@ -2931,8 +2572,16 @@ msg_format(" #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) @@ -2944,9 +2593,9 @@ msg_format(" object_type *q_ptr = &o_list[m_ptr->hold_o_idx]; char o_name[MAX_NLEN]; - object_desc(o_name, q_ptr, TRUE, 0); + object_desc(o_name, q_ptr, OD_NAME_ONLY); q_ptr->held_m_idx = 0; - q_ptr->marked = 0; + q_ptr->marked = OM_TOUCHED; m_ptr->hold_o_idx = q_ptr->next_o_idx; q_ptr->next_o_idx = 0; #ifdef JP @@ -2988,7 +2637,7 @@ msg_format(" /* Extract the flags */ object_flags(o_ptr, flgs); - k = damroll(o_ptr->dd, o_ptr->ds); + 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) @@ -3001,6 +2650,8 @@ msg_format(" 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: @@ -3133,24 +2784,32 @@ bool py_attack(int y, int x, int mode) char m_name[80]; /* Disturb the player */ - disturb(0, 0); + disturb(0, 1); energy_use = 100; - if (m_ptr->csleep) /* It is not honorable etc to attack helpless victims */ + if (!p_ptr->migite && !p_ptr->hidarite && + !(p_ptr->muta2 & (MUT2_HORNS | MUT2_BEAK | MUT2_SCOR_TAIL | MUT2_TRUNK | MUT2_TENTACLES))) { - 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); +#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); - /* Auto-Recall if possible and visible */ - if (m_ptr->ml) monster_race_track(m_ptr->ap_r_idx); + 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 */ - if (m_ptr->ml) health_track(c_ptr->m_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)) @@ -3227,7 +2886,7 @@ bool py_attack(int y, int x, int mode) /* Message */ if (m_ptr->ml) #ifdef JP - msg_format("¶²¤¯¤Æ%s¤ò¹¶·â¤Ç¤­¤Ê¤¤¡ª", m_name); + 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 @@ -3240,13 +2899,18 @@ bool py_attack(int y, int x, int mode) #endif /* Disturb the monster */ - m_ptr->csleep = 0; - if (r_ptr->flags7 & RF7_HAS_LD_MASK) p_ptr->update |= (PU_MON_LITE); + (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)) @@ -3336,22 +3000,28 @@ bool py_attack(int y, int x, int mode) } -static bool pattern_seq(int c_y, int c_x, int n_y, int n_x) +bool pattern_seq(int c_y, int c_x, int n_y, int n_x) { - if (!pattern_tile(c_y, c_x) && !pattern_tile(n_y, n_x)) - return TRUE; + 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]; + bool is_pattern_tile_cur = have_flag(cur_f_ptr->flags, FF_PATTERN); + bool is_pattern_tile_new = have_flag(new_f_ptr->flags, FF_PATTERN); + int pattern_type_cur, pattern_type_new; + + if (!is_pattern_tile_cur && !is_pattern_tile_new) return TRUE; - if (cave[n_y][n_x].feat == FEAT_PATTERN_START) + pattern_type_cur = is_pattern_tile_cur ? cur_f_ptr->subtype : NOT_PATTERN_TILE; + pattern_type_new = is_pattern_tile_new ? new_f_ptr->subtype : NOT_PATTERN_TILE; + + if (pattern_type_new == PATTERN_TILE_START) { - if (!pattern_tile(c_y, c_x) && - !p_ptr->confused && !p_ptr->stun && !p_ptr->image) + if (!is_pattern_tile_cur && !p_ptr->confused && !p_ptr->stun && !p_ptr->image) { #ifdef JP if (get_check("¥Ñ¥¿¡¼¥ó¤Î¾å¤òÊ⤭»Ï¤á¤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 - return TRUE; else return FALSE; @@ -3359,11 +3029,11 @@ static bool pattern_seq(int c_y, int c_x, int n_y, int n_x) else return TRUE; } - else if ((cave[n_y][n_x].feat == FEAT_PATTERN_OLD) || - (cave[n_y][n_x].feat == FEAT_PATTERN_END) || - (cave[n_y][n_x].feat == FEAT_PATTERN_XTRA2)) + else if ((pattern_type_new == PATTERN_TILE_OLD) || + (pattern_type_new == PATTERN_TILE_END) || + (pattern_type_new == PATTERN_TILE_WRECKED)) { - if (pattern_tile(c_y, c_x)) + if (is_pattern_tile_cur) { return TRUE; } @@ -3378,14 +3048,14 @@ static bool pattern_seq(int c_y, int c_x, int n_y, int n_x) return FALSE; } } - else if ((cave[n_y][n_x].feat == FEAT_PATTERN_XTRA1) || - (cave[c_y][c_x].feat == FEAT_PATTERN_XTRA1)) + else if ((pattern_type_new == PATTERN_TILE_TELEPORT) || + (pattern_type_cur == PATTERN_TILE_TELEPORT)) { return TRUE; } - else if (cave[c_y][c_x].feat == FEAT_PATTERN_START) + else if (pattern_type_cur == PATTERN_TILE_START) { - if (pattern_tile(n_y, n_x)) + if (is_pattern_tile_new) return TRUE; else { @@ -3398,11 +3068,11 @@ static bool pattern_seq(int c_y, int c_x, int n_y, int n_x) return FALSE; } } - else if ((cave[c_y][c_x].feat == FEAT_PATTERN_OLD) || - (cave[c_y][c_x].feat == FEAT_PATTERN_END) || - (cave[c_y][c_x].feat == FEAT_PATTERN_XTRA2)) + else if ((pattern_type_cur == PATTERN_TILE_OLD) || + (pattern_type_cur == PATTERN_TILE_END) || + (pattern_type_cur == PATTERN_TILE_WRECKED)) { - if (!pattern_tile(n_y, n_x)) + if (!is_pattern_tile_new) { #ifdef JP msg_print("¥Ñ¥¿¡¼¥ó¤òƧ¤ß³°¤·¤Æ¤Ï¤¤¤±¤Þ¤»¤ó¡£"); @@ -3419,7 +3089,7 @@ static bool pattern_seq(int c_y, int c_x, int n_y, int n_x) } else { - if (!pattern_tile(c_y, c_x)) + if (!is_pattern_tile_cur) { #ifdef JP msg_print("¥Ñ¥¿¡¼¥ó¤Î¾å¤òÊ⤯¤Ë¤Ï¥¹¥¿¡¼¥ÈÃÏÅÀ¤«¤éÊ⤭»Ï¤á¤Ê¤¯¤Æ¤Ï¤Ê¤ê¤Þ¤»¤ó¡£"); @@ -3431,44 +3101,43 @@ static bool pattern_seq(int c_y, int c_x, int n_y, int n_x) } else { - byte ok_move = FEAT_PATTERN_START; - switch (cave[c_y][c_x].feat) + byte ok_move = PATTERN_TILE_START; + switch (pattern_type_cur) { - case FEAT_PATTERN_1: - ok_move = FEAT_PATTERN_2; + case PATTERN_TILE_1: + ok_move = PATTERN_TILE_2; break; - case FEAT_PATTERN_2: - ok_move = FEAT_PATTERN_3; + case PATTERN_TILE_2: + ok_move = PATTERN_TILE_3; break; - case FEAT_PATTERN_3: - ok_move = FEAT_PATTERN_4; + case PATTERN_TILE_3: + ok_move = PATTERN_TILE_4; break; - case FEAT_PATTERN_4: - ok_move = FEAT_PATTERN_1; + case PATTERN_TILE_4: + ok_move = PATTERN_TILE_1; break; default: if (p_ptr->wizard) #ifdef JP - msg_format("¤ª¤«¤·¤Ê¥Ñ¥¿¡¼¥óÊâ¹Ô¡¢%d¡£", cave[c_y][c_x].feat); + msg_format("¤ª¤«¤·¤Ê¥Ñ¥¿¡¼¥óÊâ¹Ô¡¢%d¡£", pattern_type_cur); #else - msg_format("Funny Pattern walking, %d.", cave[c_y][c_x].feat); + msg_format("Funny Pattern walking, %d.", pattern_type_cur); #endif return TRUE; /* Goof-up */ } - if ((cave[n_y][n_x].feat == ok_move) || - (cave[n_y][n_x].feat == cave[c_y][c_x].feat)) + if ((pattern_type_new == ok_move) || + (pattern_type_new == pattern_type_cur)) return TRUE; else { - if (!pattern_tile(n_y, n_x)) + 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 - else #ifdef JP msg_print("¥Ñ¥¿¡¼¥ó¤Î¾å¤ÏÀµ¤·¤¤½ç½ø¤ÇÊ⤫¤Í¤Ð¤Ê¤ê¤Þ¤»¤ó¡£"); @@ -3476,7 +3145,6 @@ static bool pattern_seq(int c_y, int c_x, int n_y, int n_x) msg_print("You must walk the Pattern in correct order."); #endif - return FALSE; } } @@ -3484,70 +3152,310 @@ static bool pattern_seq(int c_y, int c_x, int n_y, int n_x) } +bool player_can_enter(s16b feature, u16b mode) +{ + feature_type *f_ptr = &f_info[feature]; + + if (p_ptr->riding) return monster_can_cross_terrain(feature, &r_info[m_list[p_ptr->riding].r_idx], mode | CEM_RIDING); + + /* Pattern */ + if (have_flag(f_ptr->flags, FF_PATTERN)) + { + if (!(mode & CEM_P_CAN_ENTER_PATTERN)) return FALSE; + } + + /* "CAN" flags */ + if (have_flag(f_ptr->flags, FF_CAN_FLY) && p_ptr->levitation) return TRUE; + if (have_flag(f_ptr->flags, FF_CAN_SWIM) && p_ptr->can_swim) return TRUE; + if (have_flag(f_ptr->flags, FF_CAN_PASS) && p_ptr->pass_wall) return TRUE; + + if (!have_flag(f_ptr->flags, FF_MOVE)) return FALSE; + + return TRUE; +} + -bool player_can_enter(byte feature) +/* + * Move the player + */ +bool move_player_effect(int ny, int nx, u32b mpe_mode) { - switch (feature) + cave_type *c_ptr = &cave[ny][nx]; + feature_type *f_ptr = &f_info[c_ptr->feat]; + + if (!(mpe_mode & MPE_STAYING)) { - case FEAT_DOOR_HEAD: /* Nasty hack -- Doors */ - case FEAT_DOOR_HEAD + 0x01: - case FEAT_DOOR_HEAD + 0x02: - case FEAT_DOOR_HEAD + 0x03: - case FEAT_DOOR_HEAD + 0x04: - case FEAT_DOOR_HEAD + 0x05: - case FEAT_DOOR_HEAD + 0x06: - case FEAT_DOOR_HEAD + 0x07: - case FEAT_DOOR_HEAD + 0x08: - case FEAT_DOOR_HEAD + 0x09: - case FEAT_DOOR_HEAD + 0x0a: - case FEAT_DOOR_HEAD + 0x0b: - case FEAT_DOOR_HEAD + 0x0c: - case FEAT_DOOR_HEAD + 0x0d: - case FEAT_DOOR_HEAD + 0x0e: - case FEAT_DOOR_TAIL: /* Equals FEAT_DOOR_HEAD + 0x0f */ - case FEAT_SECRET: - case FEAT_RUBBLE: - case FEAT_MAGMA: - case FEAT_QUARTZ: - case FEAT_MAGMA_H: - case FEAT_QUARTZ_H: - case FEAT_MAGMA_K: - case FEAT_QUARTZ_K: - case FEAT_WALL_EXTRA: - case FEAT_WALL_INNER: - case FEAT_WALL_OUTER: - case FEAT_WALL_SOLID: - /* Player can not walk through "walls" unless in Shadow Form */ - return p_ptr->wraith_form || p_ptr->pass_wall || p_ptr->kabenuke; - - case FEAT_PERM_EXTRA: - case FEAT_PERM_INNER: - case FEAT_PERM_OUTER: - case FEAT_PERM_SOLID: - case FEAT_PATTERN_START: - case FEAT_PATTERN_1: - case FEAT_PATTERN_2: - case FEAT_PATTERN_3: - case FEAT_PATTERN_4: - case FEAT_PATTERN_END: - case FEAT_PATTERN_OLD: - case FEAT_PATTERN_XTRA1: - case FEAT_PATTERN_XTRA2: - return FALSE; + int oy = py; + int ox = px; + cave_type *oc_ptr = &cave[oy][ox]; + int om_idx = oc_ptr->m_idx; + int nm_idx = c_ptr->m_idx; + + /* Move the player */ + py = ny; + px = nx; + + /* Hack -- For moving monster or riding player's moving */ + if (!(mpe_mode & MPE_DONT_SWAP_MON)) + { + /* Swap two monsters */ + c_ptr->m_idx = om_idx; + oc_ptr->m_idx = nm_idx; + + if (om_idx > 0) /* Monster on old spot (or p_ptr->riding) */ + { + monster_type *om_ptr = &m_list[om_idx]; + om_ptr->fy = ny; + om_ptr->fx = nx; + update_mon(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); + } + } + + /* Redraw old spot */ + lite_spot(oy, ox); + + /* Redraw new spot */ + lite_spot(ny, nx); + + /* Check for new panel (redraw map) */ + verify_panel(); + + if (mpe_mode & MPE_FORGET_FLOW) + { + forget_flow(); + + /* 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 */ + if ((!p_ptr->blind && !no_lite()) || !is_trap(c_ptr->feat)) c_ptr->info &= ~(CAVE_UNSAFE); + + /* 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) + { + if (c_ptr->info & (CAVE_GLOW)) set_superstealth(FALSE); + else if (p_ptr->cur_lite <= 0) set_superstealth(TRUE); + } + + if ((p_ptr->action == ACTION_HAYAGAKE) && + (!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 + set_action(ACTION_NONE); + } + } + + if (mpe_mode & MPE_ENERGY_USE) + { + if (music_singing(MUSIC_WALL)) + { + (void)project(0, 0, py, px, (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; + } + + /* Spontaneous Searching */ + if ((p_ptr->skill_fos >= 50) || (0 == randint0(50 - p_ptr->skill_fos))) + { + search(); + } + + /* Continuous Searching */ + if (p_ptr->action == ACTION_SEARCH) + { + search(); + } + } + + /* Handle "objects" */ + if (!(mpe_mode & MPE_DONT_PICKUP)) + { + carry((mpe_mode & MPE_DO_PICKUP) ? TRUE : FALSE); + } - case FEAT_DARK_PIT: - return p_ptr->ffall; + /* Handle "store doors" */ + if (have_flag(f_ptr->flags, FF_STORE)) + { + /* Disturb */ + disturb(0, 1); - case FEAT_MOUNTAIN: - return !dun_level && p_ptr->ffall; + energy_use = 0; + /* Hack -- Enter store */ + command_new = SPECIAL_KEY_STORE; } - /* Assume okay */ - return TRUE; + /* Handle "building doors" -KMW- */ + else if (have_flag(f_ptr->flags, FF_BLDG)) + { + /* Disturb */ + disturb(0, 1); + + 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); + + energy_use = 0; + /* Hack -- Enter quest level */ + command_new = SPECIAL_KEY_QUEST; + } + + else if (have_flag(f_ptr->flags, FF_QUEST_EXIT)) + { + if (quest[p_ptr->inside_quest].type == QUEST_TYPE_FIND_EXIT) + { + complete_quest(p_ptr->inside_quest); + } + + leave_quest_check(); + + p_ptr->inside_quest = c_ptr->special; + dun_level = 0; + p_ptr->oldpx = 0; + p_ptr->oldpy = 0; + + p_ptr->leaving = TRUE; + } + + /* Set off a trap */ + else if (have_flag(f_ptr->flags, FF_HIT_TRAP) && !(mpe_mode & MPE_STAYING)) + { + /* Disturb */ + disturb(0, 1); + + /* 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 + + /* Pick a trap */ + disclose_grid(py, px); + } + + /* Hit the trap */ + hit_trap((mpe_mode & MPE_BREAK_TRAP) ? TRUE : FALSE); + + if (!player_bold(ny, nx) || p_ptr->is_dead || p_ptr->leaving) return FALSE; + } + + /* Warn when leaving trap detected region */ + if (!(mpe_mode & MPE_STAYING) && (disturb_trap_detect || alert_trap_detect) + && p_ptr->dtrap && !(c_ptr->info & CAVE_IN_DETECT)) + { + /* No duplicate warning */ + p_ptr->dtrap = FALSE; + + /* You are just on the edge */ + if (!(c_ptr->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 + } + + if (disturb_trap_detect) disturb(0, 1); + } + } + + return player_bold(ny, nx) && !p_ptr->is_dead && !p_ptr->leaving; +} + + +bool trap_can_be_ignored(int feat) +{ + feature_type *f_ptr = &f_info[feat]; + + if (!have_flag(f_ptr->flags, FF_TRAP)) return TRUE; + + switch (f_ptr->subtype) + { + case TRAP_TRAPDOOR: + case TRAP_PIT: + case TRAP_SPIKED_PIT: + case TRAP_POISON_PIT: + if (p_ptr->levitation) return TRUE; + break; + case TRAP_TELEPORT: + if (p_ptr->anti_tele) return TRUE; + break; + case TRAP_FIRE: + if (p_ptr->immune_fire) return TRUE; + break; + case TRAP_ACID: + if (p_ptr->immune_acid) return TRUE; + break; + case TRAP_BLIND: + if (p_ptr->resist_blind) return TRUE; + break; + case TRAP_CONFUSE: + if (p_ptr->resist_conf) return TRUE; + break; + case TRAP_POISON: + if (p_ptr->resist_pois) return TRUE; + break; + case TRAP_SLEEP: + if (p_ptr->free_act) return TRUE; + break; + } + + return FALSE; } /* + * Determine if a "boundary" grid is "floor mimic" + */ +#define boundary_floor(C, F, MF) \ + ((C)->mimic && permanent_wall(F) && \ + (have_flag((MF)->flags, FF_MOVE) || have_flag((MF)->flags, FF_CAN_FLY)) && \ + have_flag((MF)->flags, FF_PROJECT) && \ + !have_flag((MF)->flags, FF_OPEN)) + +/* * Move player in the given direction, with the given "pickup" flag. * * This routine should (probably) always induce energy expenditure. @@ -3556,11 +3464,17 @@ bool player_can_enter(byte feature) * any monster which might be in the destination grid. Previously, * moving into walls was "free" and did NOT hit invisible monsters. */ -void move_player(int dir, int do_pickup, bool break_trap) +void move_player(int dir, bool do_pickup, bool break_trap) { - int y, x; + /* Find the result of moving */ + int y = py + ddy[dir]; + int x = px + ddx[dir]; + + /* Examine the destination */ + cave_type *c_ptr = &cave[y][x]; + + feature_type *f_ptr = &f_info[c_ptr->feat]; - cave_type *c_ptr; monster_type *m_ptr; monster_type *riding_m_ptr = &m_list[p_ptr->riding]; @@ -3568,26 +3482,20 @@ void move_player(int dir, int do_pickup, bool break_trap) char m_name[80]; - bool p_can_pass_walls = FALSE; + bool p_can_enter = player_can_enter(c_ptr->feat, CEM_P_CAN_ENTER_PATTERN); + bool p_can_kill_walls = FALSE; bool stormbringer = FALSE; bool oktomove = TRUE; bool do_past = FALSE; - /* Find the result of moving */ - y = py + ddy[dir]; - x = px + ddx[dir]; - - /* Examine the destination */ - c_ptr = &cave[y][x]; - /* Exit the area */ if (!dun_level && !p_ptr->wild_mode && ((x == 0) || (x == MAX_WID - 1) || (y == 0) || (y == MAX_HGT - 1))) { /* Can the player enter the grid? */ - if (c_ptr->mimic && player_can_enter(c_ptr->mimic)) + if (c_ptr->mimic && player_can_enter(c_ptr->mimic, 0)) { /* Hack: move to new area */ if ((y == 0) && (x == 0)) @@ -3658,16 +3566,15 @@ void move_player(int dir, int do_pickup, bool break_trap) ambush_flag = FALSE; } - /* Clear all saved floors */ - prepare_change_floor_mode(CFM_CLEAR_ALL); - p_ptr->leaving = TRUE; energy_use = 100; return; } - oktomove = FALSE; + /* "Blocked" message appears later */ + /* oktomove = FALSE; */ + p_can_enter = FALSE; } /* Get the monster */ @@ -3679,16 +3586,12 @@ void move_player(int dir, int do_pickup, bool break_trap) /* Player can not walk through "walls"... */ /* unless in Shadow Form */ - if (p_ptr->wraith_form || p_ptr->pass_wall || p_ptr->kabenuke) - p_can_pass_walls = TRUE; - if ((cave[y][x].feat >= FEAT_PERM_EXTRA) && - (cave[y][x].feat <= FEAT_PERM_SOLID)) - { - p_can_pass_walls = FALSE; - } + p_can_kill_walls = p_ptr->kill_wall && have_flag(f_ptr->flags, FF_HURT_DISI) && + (!p_can_enter || !have_flag(f_ptr->flags, FF_LOS)) && + !have_flag(f_ptr->flags, FF_PERMANENT); /* Hack -- attack monsters */ - if (c_ptr->m_idx && (m_ptr->ml || cave_floor_bold(y, x) || p_can_pass_walls)) + if (c_ptr->m_idx && (m_ptr->ml || p_can_enter || p_can_kill_walls)) { monster_race *r_ptr = &r_info[m_ptr->r_idx]; @@ -3696,20 +3599,22 @@ void move_player(int dir, int do_pickup, bool break_trap) 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)) && - ((cave_floor_bold(y, x)) || (c_ptr->feat == FEAT_TREES) || (p_can_pass_walls))) + pattern_seq(py, px, y, x) && (p_can_enter || p_can_kill_walls)) { - m_ptr->csleep = 0; - if (r_ptr->flags7 & RF7_HAS_LD_MASK) p_ptr->update |= (PU_MON_LITE); + /* Disturb the monster */ + (void)set_monster_csleep(c_ptr->m_idx, 0); /* Extract monster name (or "it") */ monster_desc(m_name, m_ptr, 0); - /* Auto-Recall if possible and visible */ - if (m_ptr->ml) monster_race_track(m_ptr->ap_r_idx); + 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 */ - if (m_ptr->ml) health_track(c_ptr->m_idx); + /* Track a new monster */ + health_track(c_ptr->m_idx); + } /* displace? */ if ((stormbringer && (randint1(1000) > 666)) || (p_ptr->pclass == CLASS_BERSERKER)) @@ -3717,9 +3622,7 @@ void move_player(int dir, int do_pickup, bool break_trap) py_attack(y, x, 0); oktomove = FALSE; } - else if (monster_can_cross_terrain(cave[py][px].feat, r_ptr) && - (cave_floor_bold(py, px) || cave[py][px].feat == FEAT_TREES || - (r_ptr->flags2 & RF2_PASS_WALL))) + else if (monster_can_cross_terrain(cave[py][px].feat, r_ptr, 0)) { do_past = TRUE; } @@ -3744,242 +3647,154 @@ void move_player(int dir, int do_pickup, bool break_trap) } } - if (!oktomove) - { - } - - else if ((c_ptr->feat == FEAT_DARK_PIT) && !p_ptr->ffall) + if (oktomove && p_ptr->riding) { + if (riding_r_ptr->flags1 & RF1_NEVER_MOVE) + { #ifdef JP - msg_print("Îö¤±Ìܤò²£Àڤ뤳¤È¤Ï¤Ç¤­¤Þ¤»¤ó¡£"); + msg_print("Æ°¤±¤Ê¤¤¡ª"); #else - msg_print("You can't cross the chasm."); + msg_print("Can't move!"); #endif + energy_use = 0; + oktomove = FALSE; + disturb(0, 1); + } + else if (MON_MONFEAR(riding_m_ptr)) + { + char m_name[80]; - energy_use = 0; - running = 0; - oktomove = FALSE; - } + /* Acquire the monster name */ + monster_desc(m_name, riding_m_ptr, 0); - else if (c_ptr->feat == FEAT_MOUNTAIN) - { - if (dun_level || !p_ptr->ffall) - { + /* Dump a message */ #ifdef JP - msg_print("»³¤Ë¤ÏÅФì¤Þ¤»¤ó¡ª"); + msg_format("%s¤¬¶²Éݤ·¤Æ¤¤¤ÆÀ©¸æ¤Ç¤­¤Ê¤¤¡£", m_name); #else - msg_print("You can't climb the mountains!"); + msg_format("%^s is too scared to control.", m_name); #endif - - running = 0; - energy_use = 0; oktomove = FALSE; + disturb(0, 1); } - } - /* - * Player can move through trees and - * has effective -10 speed - * Rangers can move without penality - */ - else if (c_ptr->feat == FEAT_TREES) - { - oktomove = TRUE; - if ((p_ptr->pclass != CLASS_RANGER) && !p_ptr->ffall) energy_use *= 2; - } - - else if ((c_ptr->feat >= FEAT_QUEST_ENTER) && - (c_ptr->feat <= FEAT_QUEST_EXIT)) - { - oktomove = TRUE; - } - -#ifdef ALLOW_EASY_DISARM /* TNB */ - - /* Disarm a visible trap */ - else if ((do_pickup != easy_disarm) && is_known_trap(c_ptr)) - { - bool ignore = FALSE; - switch (c_ptr->feat) + else if (p_ptr->riding_ryoute) { - case FEAT_TRAP_TRAPDOOR: - case FEAT_TRAP_PIT: - case FEAT_TRAP_SPIKED_PIT: - case FEAT_TRAP_POISON_PIT: - if (p_ptr->ffall) ignore = TRUE; - break; - case FEAT_TRAP_TELEPORT: - if (p_ptr->anti_tele) ignore = TRUE; - break; - case FEAT_TRAP_FIRE: - if (p_ptr->immune_fire) ignore = TRUE; - break; - case FEAT_TRAP_ACID: - if (p_ptr->immune_acid) ignore = TRUE; - break; - case FEAT_TRAP_BLIND: - if (p_ptr->resist_blind) ignore = TRUE; - break; - case FEAT_TRAP_CONFUSE: - if (p_ptr->resist_conf) ignore = TRUE; - break; - case FEAT_TRAP_POISON: - if (p_ptr->resist_pois) ignore = TRUE; - break; - case FEAT_TRAP_SLEEP: - if (p_ptr->free_act) ignore = TRUE; - break; + oktomove = FALSE; + disturb(0, 1); } - - if (!ignore) + else if (have_flag(f_ptr->flags, FF_CAN_FLY) && (riding_r_ptr->flags7 & RF7_CAN_FLY)) { - (void)do_cmd_disarm_aux(y, x, dir); - return; + /* Allow moving */ } - } - -#endif /* ALLOW_EASY_DISARM -- TNB */ - else if (p_ptr->riding && (riding_r_ptr->flags1 & RF1_NEVER_MOVE)) - { + else if (have_flag(f_ptr->flags, FF_CAN_SWIM) && (riding_r_ptr->flags7 & RF7_CAN_SWIM)) + { + /* Allow moving */ + } + else if (have_flag(f_ptr->flags, FF_WATER) && + !(riding_r_ptr->flags7 & RF7_AQUATIC) && + (have_flag(f_ptr->flags, FF_DEEP) || (riding_r_ptr->flags2 & RF2_AURA_FIRE))) + { #ifdef JP - msg_print("Æ°¤±¤Ê¤¤¡ª"); + msg_format("%s¤Î¾å¤Ë¹Ô¤±¤Ê¤¤¡£", f_name + f_info[get_feat_mimic(c_ptr)].name); #else - msg_print("Can't move!"); + msg_print("Can't swim."); #endif - energy_use = 0; - oktomove = FALSE; - disturb(0, 0); - } - - else if (p_ptr->riding && riding_m_ptr->monfear) - { - char m_name[80]; - - /* Acquire the monster name */ - monster_desc(m_name, riding_m_ptr, 0); - - /* Dump a message */ + energy_use = 0; + oktomove = FALSE; + disturb(0, 1); + } + else if (!have_flag(f_ptr->flags, FF_WATER) && (riding_r_ptr->flags7 & RF7_AQUATIC)) + { #ifdef JP - msg_format("%s¤¬¶²Éݤ·¤Æ¤¤¤ÆÀ©¸æ¤Ç¤­¤Ê¤¤¡£", m_name); + msg_format("%s¤«¤é¾å¤¬¤ì¤Ê¤¤¡£", f_name + f_info[get_feat_mimic(&cave[py][px])].name); #else - msg_format("%^s is too scared to control.", m_name); + msg_print("Can't land."); #endif - oktomove = FALSE; - disturb(0, 0); - } - - else if (p_ptr->riding && p_ptr->riding_ryoute) - { - oktomove = FALSE; - disturb(0, 0); - } - - else if ((p_ptr->riding && (riding_r_ptr->flags7 & RF7_AQUATIC)) && (c_ptr->feat != FEAT_SHAL_WATER) && (c_ptr->feat != FEAT_DEEP_WATER)) - { + energy_use = 0; + oktomove = FALSE; + disturb(0, 1); + } + else if (have_flag(f_ptr->flags, FF_LAVA) && !(riding_r_ptr->flagsr & RFR_EFF_IM_FIRE_MASK)) + { #ifdef JP - msg_print("Φ¾å¤Ë¾å¤¬¤ì¤Ê¤¤¡£"); + msg_format("%s¤Î¾å¤Ë¹Ô¤±¤Ê¤¤¡£", f_name + f_info[get_feat_mimic(c_ptr)].name); #else - msg_print("Can't land."); + msg_print("Too hot to go through."); #endif - energy_use = 0; - oktomove = FALSE; - disturb(0, 0); - } + energy_use = 0; + oktomove = FALSE; + disturb(0, 1); + } - else if ((p_ptr->riding && !(riding_r_ptr->flags7 & (RF7_AQUATIC | RF7_CAN_SWIM | RF7_CAN_FLY))) && (c_ptr->feat == FEAT_DEEP_WATER)) - { + 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_print("¿å¾å¤Ë¹Ô¤±¤Ê¤¤¡£"); + msg_format("%s¤¬Û¯Û°¤È¤·¤Æ¤¤¤Æ¤¦¤Þ¤¯Æ°¤±¤Ê¤¤¡ª",m_name); #else - msg_print("Can't swim."); + msg_format("You cannot control stunned %s!",m_name); #endif - energy_use = 0; - oktomove = FALSE; - disturb(0, 0); + oktomove = FALSE; + disturb(0, 1); + } } - else if ((p_ptr->riding && (riding_r_ptr->flags2 & RF2_AURA_FIRE) && !(riding_r_ptr->flags7 & RF7_CAN_FLY)) && (c_ptr->feat == FEAT_SHAL_WATER)) + if (!oktomove) { -#ifdef JP - msg_print("¿å¾å¤Ë¹Ô¤±¤Ê¤¤¡£"); -#else - msg_print("Can't swim."); -#endif - energy_use = 0; - oktomove = FALSE; - disturb(0, 0); } - else if ((p_ptr->riding && !(riding_r_ptr->flags7 & RF7_CAN_FLY) && !(riding_r_ptr->flagsr & RFR_EFF_IM_FIRE_MASK)) && ((c_ptr->feat == FEAT_SHAL_LAVA) || (c_ptr->feat == FEAT_DEEP_LAVA))) + else if (!have_flag(f_ptr->flags, FF_MOVE) && have_flag(f_ptr->flags, FF_CAN_FLY) && !p_ptr->levitation) { #ifdef JP - msg_print("ÍÏ´ä¤Î¾å¤Ë¹Ô¤±¤Ê¤¤¡£"); + msg_format("¶õ¤òÈô¤Ð¤Ê¤¤¤È%s¤Î¾å¤Ë¤Ï¹Ô¤±¤Ê¤¤¡£", f_name + f_info[get_feat_mimic(c_ptr)].name); #else - msg_print("Too hot to go through."); + 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; + running = 0; oktomove = FALSE; - disturb(0, 0); } - else if (p_ptr->riding && riding_m_ptr->stunned && one_in_(2)) + /* + * Player can move through trees and + * has effective -10 speed + * Rangers can move without penality + */ + else if (have_flag(f_ptr->flags, FF_TREE) && !p_can_kill_walls) { - 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 - oktomove = FALSE; - disturb(0, 0); + if ((p_ptr->pclass != CLASS_RANGER) && !p_ptr->levitation && (!p_ptr->riding || !(riding_r_ptr->flags8 & RF8_WILD_WOOD))) energy_use *= 2; } - /* Player can not walk through "walls" unless in wraith form...*/ - else if ((!cave_floor_bold(y, x)) && - (!p_can_pass_walls)) +#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) { - byte feat; + if (!trap_can_be_ignored(c_ptr->feat)) + { + (void)do_cmd_disarm_aux(y, x, dir); + return; + } + } - oktomove = FALSE; +#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) */ - feat = f_info[c_ptr->mimic ? c_ptr->mimic : c_ptr->feat].mimic; + s16b feat = get_feat_mimic(c_ptr); + feature_type *mimic_f_ptr = &f_info[feat]; + cptr name = f_name + mimic_f_ptr->name; - /* Disturb the player */ - disturb(0, 0); + oktomove = FALSE; /* Notice things in the dark */ - if ((!(c_ptr->info & (CAVE_MARK))) && - (p_ptr->blind || !(c_ptr->info & (CAVE_LITE)))) + if (!(c_ptr->info & CAVE_MARK) && !player_can_see_bold(y, x)) { - /* Rubble */ - if (feat == FEAT_RUBBLE) - { -#ifdef JP - msg_print("´äÀФ¬¹Ô¤¯¼ê¤ò¤Ï¤Ð¤ó¤Ç¤¤¤ë¤è¤¦¤À¡£"); -#else - msg_print("You feel some rubble blocking your way."); -#endif - - c_ptr->info |= (CAVE_MARK); - lite_spot(y, x); - } - - /* Closed door */ - else if (is_closed_door(feat)) - { -#ifdef JP - msg_print("¥É¥¢¤¬¹Ô¤¯¼ê¤ò¤Ï¤Ð¤ó¤Ç¤¤¤ë¤è¤¦¤À¡£"); -#else - msg_print("You feel a closed door blocking your way."); -#endif - - c_ptr->info |= (CAVE_MARK); - lite_spot(y, x); - } - /* Boundary floor mimic */ - else if (boundary_floor_grid(c_ptr)) + if (boundary_floor(c_ptr, f_ptr, mimic_f_ptr)) { #ifdef JP msg_print("¤½¤ì°Ê¾åÀè¤Ë¤Ï¿Ê¤á¤Ê¤¤¤è¤¦¤À¡£"); @@ -3992,9 +3807,10 @@ void move_player(int dir, int do_pickup, bool break_trap) else { #ifdef JP - msg_format("%s¤¬¹Ô¤¯¼ê¤ò¤Ï¤Ð¤ó¤Ç¤¤¤ë¤è¤¦¤À¡£", (feat == FEAT_TREES) ? "ÌÚ" : "ÊÉ"); + msg_format("%s¤¬¹Ô¤¯¼ê¤ò¤Ï¤Ð¤ó¤Ç¤¤¤ë¤è¤¦¤À¡£", name); #else - msg_format("You feel a %s blocking your way.", (feat == FEAT_TREES) ? "tree" : "wall"); + msg_format("You feel %s %s blocking your way.", + is_a_vowel(name[0]) ? "an" : "a", name); #endif c_ptr->info |= (CAVE_MARK); @@ -4003,378 +3819,138 @@ void move_player(int dir, int do_pickup, bool break_trap) } /* Notice things */ - else - { - /* Rubble */ - if (feat == FEAT_RUBBLE) - { -#ifdef JP - msg_print("´äÀФ¬¹Ô¤¯¼ê¤ò¤Ï¤Ð¤ó¤Ç¤¤¤ë¡£"); -#else - msg_print("There is rubble blocking your way."); -#endif - - if (!(p_ptr->confused || p_ptr->stun || p_ptr->image)) - energy_use = 0; - - /* - * Well, it makes sense that you lose time bumping into - * a wall _if_ you are confused, stunned or blind; but - * typing mistakes should not cost you a turn... - */ - } - /* Closed doors */ - else if (is_closed_door(feat)) - { -#ifdef ALLOW_EASY_OPEN - - if (easy_open && easy_open_door(y, x)) return; - -#endif /* ALLOW_EASY_OPEN */ - -#ifdef JP - msg_print("¥É¥¢¤¬¹Ô¤¯¼ê¤ò¤Ï¤Ð¤ó¤Ç¤¤¤ë¡£"); -#else - msg_print("There is a closed door blocking your way."); -#endif - - if (!(p_ptr->confused || p_ptr->stun || p_ptr->image)) - energy_use = 0; - } - - /* Boundary floor mimic */ - else if (boundary_floor_grid(c_ptr)) - { -#ifdef JP - msg_print("¤½¤ì°Ê¾åÀè¤Ë¤Ï¿Ê¤á¤Ê¤¤¡£"); -#else - msg_print("You cannot go any more."); -#endif - - if (!(p_ptr->confused || p_ptr->stun || p_ptr->image)) - energy_use = 0; - } - - /* Wall (or secret door) */ - else - { -#ifdef JP - msg_format("%s¤¬¹Ô¤¯¼ê¤ò¤Ï¤Ð¤ó¤Ç¤¤¤ë¡£", (feat == FEAT_TREES) ? "ÌÚ" : "ÊÉ"); -#else - msg_format("There is a %s blocking your way.", (feat == FEAT_TREES) ? "tree" : "wall"); -#endif - - if (!(p_ptr->confused || p_ptr->stun || p_ptr->image)) - energy_use = 0; - } - } - - /* Sound */ - if (!boundary_floor_grid(c_ptr)) sound(SOUND_HITWALL); - } - - /* Normal movement */ - if (!pattern_seq(py, px, y, x)) - { - if (!(p_ptr->confused || p_ptr->stun || p_ptr->image)) - { - energy_use = 0; - } - - /* To avoid a loop with running */ - disturb(0, 0); - - oktomove = FALSE; - } - - /* Normal movement */ - if (oktomove) - { - int oy, ox; - - if (p_ptr->warning) - { - if(!process_warning(x, y)) - { - energy_use = 25; - return; - } - } - - /* Hack -- For moving monster or riding player's moving */ - cave[py][px].m_idx = c_ptr->m_idx; - c_ptr->m_idx = 0; - - if (do_past) - { -#ifdef JP - msg_format("%s¤ò²¡¤·Âऱ¤¿¡£", m_name); -#else - msg_format("You push past %s.", m_name); -#endif - - m_ptr->fy = py; - m_ptr->fx = px; - update_mon(cave[py][px].m_idx, TRUE); - } - - /* Change oldpx and oldpy to place the player well when going back to big mode */ - if (p_ptr->wild_mode) - { - if(ddy[dir] > 0) p_ptr->oldpy = 1; - if(ddy[dir] < 0) p_ptr->oldpy = MAX_HGT - 2; - if(ddy[dir] == 0) p_ptr->oldpy = MAX_HGT / 2; - if(ddx[dir] > 0) p_ptr->oldpx = 1; - if(ddx[dir] < 0) p_ptr->oldpx = MAX_WID - 2; - if(ddx[dir] == 0) p_ptr->oldpx = MAX_WID / 2; - } - - /* Save old location */ - oy = py; - ox = px; - - /* Move the player */ - py = y; - px = x; - - if (p_ptr->riding && (riding_r_ptr->flags2 & RF2_KILL_WALL)) - { - if (cave[py][px].feat >= FEAT_RUBBLE && cave[py][px].feat < FEAT_PERM_SOLID) - { - /* Forget the wall */ - cave[py][px].info &= ~(CAVE_MARK); - - /* Notice */ - cave_set_feat(py, px, floor_type[randint0(100)]); - } - } - - if (music_singing(MUSIC_WALL)) - { - project(0, 0, py, px, - (60 + p_ptr->lev), GF_DISINTEGRATE, PROJECT_KILL | PROJECT_ITEM, -1); - } - else if (p_ptr->kill_wall) - { - if (cave_valid_bold(py, px) && - (cave[py][px].feat < FEAT_PATTERN_START || - cave[py][px].feat > FEAT_PATTERN_XTRA2) && - (cave[py][px].feat < FEAT_DEEP_WATER || - cave[py][px].feat > FEAT_GRASS)) - { - if (cave[py][px].feat == FEAT_TREES) - cave_set_feat(py, px, FEAT_GRASS); - else - cave_set_feat(py, px, floor_type[randint0(100)]); - } - - /* Update some things -- similar to GF_KILL_WALL */ - p_ptr->update |= (PU_VIEW | PU_LITE | PU_FLOW | PU_MONSTERS | PU_MON_LITE); - } - - /* Remove "unsafe" flag */ - if ((!p_ptr->blind && !no_lite()) || !is_trap(c_ptr->feat)) c_ptr->info &= ~(CAVE_UNSAFE); - - if (p_ptr->riding) - { - riding_m_ptr->fy = py; - riding_m_ptr->fx = px; - cave[py][px].m_idx = p_ptr->riding; - update_mon(p_ptr->riding, TRUE); - } - - /* Redraw new spot */ - lite_spot(py, px); - - /* Redraw old spot */ - lite_spot(oy, ox); - - /* Sound */ - /* sound(SOUND_WALK); */ - - /* Check for new panel (redraw map) */ - verify_panel(); - - /* For get everything when requested hehe I'm *NASTY* */ - if (dun_level && (d_info[dungeon_type].flags1 & DF1_FORGET)) - { - wiz_dark(); - } - - if ((p_ptr->pclass == CLASS_NINJA)) - { - if (c_ptr->info & (CAVE_GLOW)) set_superstealth(FALSE); - else if (p_ptr->cur_lite <= 0) set_superstealth(TRUE); - } - if ((p_ptr->action == ACTION_HAYAGAKE) && !cave_floor_bold(py, px)) - { -#ifdef JP - msg_print("¤³¤³¤Ç¤ÏÁÇÁ᤯ư¤±¤Ê¤¤¡£"); -#else - msg_print("You cannot run in wall."); -#endif - set_action(ACTION_NONE); - } - - /* Update stuff */ - p_ptr->update |= (PU_VIEW | PU_LITE | PU_FLOW | PU_MON_LITE); - - /* Update the monsters */ - p_ptr->update |= (PU_DISTANCE); - - /* Window stuff */ - p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON); - - /* Spontaneous Searching */ - if ((p_ptr->skill_fos >= 50) || - (0 == randint0(50 - p_ptr->skill_fos))) - { - search(); - } - - /* Continuous Searching */ - if (p_ptr->action == ACTION_SEARCH) + else { - search(); - } + /* 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 - /* Handle "objects" */ + if (!(p_ptr->confused || p_ptr->stun || p_ptr->image)) + energy_use = 0; + } -#ifdef ALLOW_EASY_DISARM /* TNB */ + /* 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 */ - carry(do_pickup != always_pickup); +#ifdef JP + msg_format("%s¤¬¹Ô¤¯¼ê¤ò¤Ï¤Ð¤ó¤Ç¤¤¤ë¡£", name); +#else + msg_format("There is %s %s blocking your way.", + is_a_vowel(name[0]) ? "an" : "a", name); +#endif -#else /* ALLOW_EASY_DISARM -- TNB */ + /* + * Well, it makes sense that you lose time bumping into + * a wall _if_ you are confused, stunned or blind; but + * typing mistakes should not cost you a turn... + */ + if (!(p_ptr->confused || p_ptr->stun || p_ptr->image)) + energy_use = 0; + } + } - carry(do_pickup); + /* Disturb the player */ + disturb(0, 1); -#endif /* ALLOW_EASY_DISARM -- TNB */ + /* Sound */ + if (!boundary_floor(c_ptr, f_ptr, mimic_f_ptr)) sound(SOUND_HITWALL); + } - /* Handle "store doors" */ - if (((c_ptr->feat >= FEAT_SHOP_HEAD) && - (c_ptr->feat <= FEAT_SHOP_TAIL)) || - (c_ptr->feat == FEAT_MUSEUM)) + /* Normal movement */ + if (oktomove && !pattern_seq(py, px, y, x)) + { + if (!(p_ptr->confused || p_ptr->stun || p_ptr->image)) { - /* Disturb */ - disturb(0, 0); - energy_use = 0; - /* Hack -- Enter store */ - command_new = SPECIAL_KEY_STORE; } - /* Handle "building doors" -KMW- */ - else if ((c_ptr->feat >= FEAT_BLDG_HEAD) && - (c_ptr->feat <= FEAT_BLDG_TAIL)) - { - /* Disturb */ - disturb(0, 0); + /* To avoid a loop with running */ + disturb(0, 1); - energy_use = 0; - /* Hack -- Enter building */ - command_new = SPECIAL_KEY_BUILDING; - } + oktomove = FALSE; + } - /* Handle quest areas -KMW- */ - else if (cave[y][x].feat == FEAT_QUEST_ENTER) - { - /* Disturb */ - disturb(0, 0); + /* Normal movement */ + if (oktomove) + { + u32b mpe_mode = MPE_ENERGY_USE; - energy_use = 0; - /* Hack -- Enter quest level */ - command_new = SPECIAL_KEY_QUEST; + if (p_ptr->warning) + { + if (!process_warning(x, y)) + { + energy_use = 25; + return; + } } - else if (cave[y][x].feat == FEAT_QUEST_EXIT) + if (do_past) { - if (quest[p_ptr->inside_quest].type == QUEST_TYPE_FIND_EXIT) - { - if (record_fix_quest) do_cmd_write_nikki(NIKKI_FIX_QUEST_C, p_ptr->inside_quest, NULL); - quest[p_ptr->inside_quest].status = QUEST_STATUS_COMPLETED; - quest[p_ptr->inside_quest].complev = (byte)p_ptr->lev; #ifdef JP - msg_print("¥¯¥¨¥¹¥È¤òãÀ®¤·¤¿¡ª"); + msg_format("%s¤ò²¡¤·Âऱ¤¿¡£", m_name); #else - msg_print("You accomplished your quest!"); + msg_format("You push past %s.", m_name); #endif + } - msg_print(NULL); - } - - leave_quest_check(); - - p_ptr->inside_quest = cave[y][x].special; - dun_level = 0; - p_ptr->oldpx = 0; - p_ptr->oldpy = 0; + /* Change oldpx and oldpy to place the player well when going back to big mode */ + if (p_ptr->wild_mode) + { + if (ddy[dir] > 0) p_ptr->oldpy = 1; + if (ddy[dir] < 0) p_ptr->oldpy = MAX_HGT - 2; + if (ddy[dir] == 0) p_ptr->oldpy = MAX_HGT / 2; + if (ddx[dir] > 0) p_ptr->oldpx = 1; + if (ddx[dir] < 0) p_ptr->oldpx = MAX_WID - 2; + if (ddx[dir] == 0) p_ptr->oldpx = MAX_WID / 2; + } - /* Clear all saved floors */ - prepare_change_floor_mode(CFM_CLEAR_ALL); + if (p_can_kill_walls) + { + cave_alter_feat(y, x, FF_HURT_DISI); - p_ptr->leaving = TRUE; + /* Update some things -- similar to GF_KILL_WALL */ + p_ptr->update |= (PU_FLOW); } - /* Set off a trap */ - else if (is_trap(c_ptr->feat)) - { - /* Disturb */ - disturb(0, 0); + /* Sound */ + /* sound(SOUND_WALK); */ - /* Hidden trap */ - if (c_ptr->mimic) - { - /* Message */ -#ifdef JP - msg_print("¥È¥é¥Ã¥×¤À¡ª"); -#else - msg_print("You found a trap!"); -#endif +#ifdef ALLOW_EASY_DISARM /* TNB */ - /* Pick a trap */ - disclose_grid(py, px); - } + if (do_pickup != always_pickup) mpe_mode |= MPE_DO_PICKUP; - /* Hit the trap */ - hit_trap(break_trap); - } +#else /* ALLOW_EASY_DISARM -- TNB */ - /* Warn when leaving trap detected region */ - if ((disturb_trap_detect || alert_trap_detect) - && p_ptr->dtrap && !(cave[py][px].info & CAVE_IN_DETECT)) - { - /* No duplicate warning */ - p_ptr->dtrap = FALSE; + if (do_pickup) mpe_mode |= MPE_DO_PICKUP; - /* You are just on the edge */ - if (!(cave[py][px].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 - } +#endif /* ALLOW_EASY_DISARM -- TNB */ - if (disturb_trap_detect) - { - disturb(0, 0); - } - } - } + if (break_trap) mpe_mode |= MPE_BREAK_TRAP; + + /* Move the player */ + (void)move_player_effect(y, x, mpe_mode); } } +static bool ignore_avoid_run; + /* * Hack -- Check for a "known wall" (see below) */ static int see_wall(int dir, int y, int x) { cave_type *c_ptr; - byte feat; /* Get the new location */ y += ddy[dir]; @@ -4386,20 +3962,23 @@ static int see_wall(int dir, int y, int x) /* Access grid */ c_ptr = &cave[y][x]; - /* Feature code (applying "mimic" field) */ - feat = f_info[c_ptr->mimic ? c_ptr->mimic : c_ptr->feat].mimic; - /* Must be known to the player */ if (c_ptr->info & (CAVE_MARK)) { - /* Rubble, Magma, Quartz, Wall, Perm wall */ - if (feat >= FEAT_RUBBLE && feat <= FEAT_PERM_SOLID) return TRUE; + /* Feature code (applying "mimic" field) */ + s16b feat = get_feat_mimic(c_ptr); + feature_type *f_ptr = &f_info[feat]; + + /* Wall grids are known walls */ + if (!player_can_enter(feat, 0)) return !have_flag(f_ptr->flags, FF_DOOR); - /* Tree */ - if (feat == FEAT_TREES) return TRUE; + /* Don't run on a tree unless explicitly requested */ + if (have_flag(f_ptr->flags, FF_AVOID_RUN) && !ignore_avoid_run) + return TRUE; - /* Mountain */ - if (feat == FEAT_MOUNTAIN) return TRUE; + /* Don't run in a wall */ + if (!have_flag(f_ptr->flags, FF_MOVE) && !have_flag(f_ptr->flags, FF_CAN_FLY)) + return !have_flag(f_ptr->flags, FF_DOOR); } return FALSE; @@ -4421,9 +4000,6 @@ static int see_nothing(int dir, int y, int x) /* Memorized grids are always known */ if (cave[y][x].info & (CAVE_MARK)) return (FALSE); - /* Non-floor grids are unknown */ - if (!cave_floor_bold(y, x)) return (TRUE); - /* Viewable door/wall grids are known */ if (player_can_see_bold(y, x)) return (FALSE); @@ -4645,6 +4221,8 @@ static void run_init(int dir) row = py + ddy[dir]; col = px + ddx[dir]; + ignore_avoid_run = cave_have_flag_bold(row, col, FF_AVOID_RUN); + /* Extract cycle index */ i = chome[dir]; @@ -4719,7 +4297,8 @@ static bool run_test(void) int i, max, inv; int option = 0, option2 = 0; cave_type *c_ptr; - byte feat; + s16b feat; + feature_type *f_ptr; /* Where we came from */ prev_dir = find_prevdir; @@ -4760,7 +4339,6 @@ static bool run_test(void) { s16b this_o_idx, next_o_idx = 0; - /* New direction */ new_dir = cycle[chome[prev_dir] + i]; @@ -4772,7 +4350,8 @@ static bool run_test(void) c_ptr = &cave[row][col]; /* Feature code (applying "mimic" field) */ - feat = f_info[c_ptr->mimic ? c_ptr->mimic : c_ptr->feat].mimic; + feat = get_feat_mimic(c_ptr); + f_ptr = &f_info[feat]; /* Visible monsters abort running */ if (c_ptr->m_idx) @@ -4795,119 +4374,46 @@ static bool run_test(void) next_o_idx = o_ptr->next_o_idx; /* Visible object */ - if (o_ptr->marked) return (TRUE); + if (o_ptr->marked & OM_FOUND) return (TRUE); } - /* Assume unknown */ inv = TRUE; /* Check memorized grids */ if (c_ptr->info & (CAVE_MARK)) { - bool notice = TRUE; + bool notice = have_flag(f_ptr->flags, FF_NOTICE); - /* Examine the terrain */ - switch (feat) + if (notice && have_flag(f_ptr->flags, FF_MOVE)) { - /* Floors */ - case FEAT_FLOOR: - - /* Invis traps */ - case FEAT_INVIS: - - /* Normal veins */ - case FEAT_MAGMA: - case FEAT_QUARTZ: - - /* Hidden treasure */ - case FEAT_MAGMA_H: - case FEAT_QUARTZ_H: - - /* Known treasure (almost uninteresting) */ - case FEAT_MAGMA_K: - case FEAT_QUARTZ_K: - - /* Walls */ - case FEAT_RUBBLE: - case FEAT_WALL_EXTRA: - case FEAT_WALL_INNER: - case FEAT_WALL_OUTER: - case FEAT_WALL_SOLID: - case FEAT_PERM_EXTRA: - case FEAT_PERM_INNER: - case FEAT_PERM_OUTER: - case FEAT_PERM_SOLID: - /* dirt, grass, trees, ... */ - case FEAT_SHAL_WATER: - case FEAT_DIRT: - case FEAT_GRASS: - case FEAT_DEEP_GRASS: - case FEAT_FLOWER: - case FEAT_DARK_PIT: - case FEAT_TREES: - case FEAT_MOUNTAIN: + /* Open doors */ + if (find_ignore_doors && have_flag(f_ptr->flags, FF_DOOR) && have_flag(f_ptr->flags, FF_CLOSE)) { - /* Ignore */ + /* Option -- ignore */ notice = FALSE; - - /* Done */ - break; } - /* quest features */ - case FEAT_QUEST_ENTER: - case FEAT_QUEST_EXIT: + /* Stairs */ + else if (find_ignore_stairs && have_flag(f_ptr->flags, FF_STAIRS)) { - /* Notice */ - notice = TRUE; - - /* Done */ - break; + /* Option -- ignore */ + notice = FALSE; } - case FEAT_DEEP_LAVA: - case FEAT_SHAL_LAVA: + /* Lava */ + else if (have_flag(f_ptr->flags, FF_LAVA) && (p_ptr->immune_fire || IS_INVULN())) { /* Ignore */ - if (IS_INVULN() || p_ptr->immune_fire) notice = FALSE; - - /* Done */ - break; + notice = FALSE; } - case FEAT_DEEP_WATER: + /* Deep water */ + else if (have_flag(f_ptr->flags, FF_WATER) && have_flag(f_ptr->flags, FF_DEEP) && + (p_ptr->levitation || p_ptr->can_swim || (p_ptr->total_weight <= weight_limit()))) { /* Ignore */ - if (p_ptr->ffall || p_ptr->total_weight<= (((u32b)adj_str_wgt[p_ptr->stat_ind[A_STR]]*(p_ptr->pclass == CLASS_BERSERKER ? 150 : 100))/2)) notice = FALSE; - - /* Done */ - break; - } - - /* Open doors */ - case FEAT_OPEN: - case FEAT_BROKEN: - { - /* Option -- ignore */ - if (find_ignore_doors) notice = FALSE; - - /* Done */ - break; - } - - /* Stairs */ - case FEAT_LESS: - case FEAT_MORE: - case FEAT_LESS_LESS: - case FEAT_MORE_MORE: - case FEAT_ENTRANCE: - { - /* Option -- ignore */ - if (find_ignore_stairs) notice = FALSE; - - /* Done */ - break; + notice = FALSE; } } @@ -4919,7 +4425,7 @@ static bool run_test(void) } /* Analyze unknown grids and floors considering mimic */ - if (inv || feat_floor(feat)) + if (inv || !see_wall(0, row, col)) { /* Looking for open area */ if (find_openarea) @@ -4981,32 +4487,14 @@ static bool run_test(void) } } - /* Looking for open area */ if (find_openarea) { /* Hack -- look again */ for (i = -max; i < 0; i++) { - new_dir = cycle[chome[prev_dir] + i]; - - row = py + ddy[new_dir]; - col = px + ddx[new_dir]; - - /* Access grid */ - c_ptr = &cave[row][col]; - - /* Feature code (applying "mimic" field) */ - feat = f_info[c_ptr->mimic ? c_ptr->mimic : c_ptr->feat].mimic; - - /* Unknown grid or non-wall XXX XXX XXX cave_floor_grid(c_ptr)) */ - if (!(c_ptr->info & (CAVE_MARK)) || - ((feat <= FEAT_DOOR_TAIL) || - (feat == FEAT_FLOWER) || - (feat == FEAT_DEEP_GRASS) || - ((feat >= FEAT_DEEP_WATER) && - (feat <= FEAT_GRASS)))) - + /* Unknown grid or non-wall */ + if (!see_wall(cycle[chome[prev_dir] + i], py, px)) { /* Looking to break right */ if (find_breakright) @@ -5029,25 +4517,8 @@ static bool run_test(void) /* Hack -- look again */ for (i = max; i > 0; i--) { - new_dir = cycle[chome[prev_dir] + i]; - - row = py + ddy[new_dir]; - col = px + ddx[new_dir]; - - /* Access grid */ - c_ptr = &cave[row][col]; - - /* Feature code (applying "mimic" field) */ - feat = f_info[c_ptr->mimic ? c_ptr->mimic : c_ptr->feat].mimic; - - /* Unknown grid or non-wall XXX XXX XXX cave_floor_grid(c_ptr)) */ - if (!(c_ptr->info & (CAVE_MARK)) || - ((feat <= FEAT_DOOR_TAIL) || - (feat == FEAT_FLOWER) || - (feat == FEAT_DEEP_GRASS) || - ((feat >= FEAT_DEEP_WATER) && - (feat <= FEAT_GRASS)))) - + /* Unknown grid or non-wall */ + if (!see_wall(cycle[chome[prev_dir] + i], py, px)) { /* Looking to break left */ if (find_breakleft) @@ -5068,7 +4539,6 @@ static bool run_test(void) } } - /* Not looking for open area */ else { @@ -5143,14 +4613,12 @@ static bool run_test(void) } } - /* About to hit a known wall, stop */ if (see_wall(find_current, py, px)) { return (TRUE); } - /* Failure */ return (FALSE); } @@ -5165,27 +4633,19 @@ void run_step(int dir) /* Start running */ if (dir) { - cave_type *c_ptr; - byte feat; - - /* Access grid */ - c_ptr = &cave[py+ddy[dir]][px+ddx[dir]]; - - /* Feature code (applying "mimic" field) */ - feat = f_info[c_ptr->mimic ? c_ptr->mimic : c_ptr->feat].mimic; + /* Ignore AVOID_RUN on a first step */ + ignore_avoid_run = TRUE; /* Hack -- do not start silly run */ - if (see_wall(dir, py, px) && - (feat != FEAT_TREES)) + if (see_wall(dir, py, px)) { /* Message */ #ifdef JP - msg_print("¤½¤ÎÊý¸þ¤Ë¤Ï¹Ô¤±¤Þ¤»¤ó¡£"); + msg_print("¤½¤ÎÊý¸þ¤Ë¤ÏÁö¤ì¤Þ¤»¤ó¡£"); #else msg_print("You cannot run in that direction."); #endif - /* Disturb */ disturb(0, 0); @@ -5235,3 +4695,147 @@ void run_step(int dir) disturb(0, 0); } } + + +#ifdef TRAVEL +/* + * Test for traveling + */ +static int travel_test(int prev_dir) +{ + int 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!")); + 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)) + { + /* No duplicate warning */ + p_ptr->dtrap = FALSE; + + /* You are just on the edge */ + if (!(cave[py][px].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 + } + + if (disturb_trap_detect) + { + /* Break Run */ + return (0); + } + } + } + + /* Range of newly adjacent grids */ + max = (prev_dir & 0x01) + 1; + + /* Look at every newly adjacent square. */ + for (i = -max; i <= max; i++) + { + /* New direction */ + int dir = cycle[chome[prev_dir] + i]; + + /* New location */ + int row = py + ddy[dir]; + int col = px + ddx[dir]; + + /* Access grid */ + c_ptr = &cave[row][col]; + + /* Visible monsters abort running */ + if (c_ptr->m_idx) + { + monster_type *m_ptr = &m_list[c_ptr->m_idx]; + + /* Visible monster */ + if (m_ptr->ml) return (0); + } + + } + + /* Travel cost of current grid */ + cost = travel.cost[py][px]; + + /* Determine travel direction */ + for (i = 0; i < 8; ++ i) { + int dir_cost = travel.cost[py+ddy_ddd[i]][px+ddx_ddd[i]]; + + if (dir_cost < cost) + { + new_dir = ddd[i]; + cost = dir_cost; + } + } + + if (!new_dir) return (0); + + /* Access newly move grid */ + c_ptr = &cave[py+ddy[new_dir]][px+ddx[new_dir]]; + + /* Close door abort traveling */ + if (!easy_open && is_closed_door(c_ptr->feat)) return (0); + + /* Visible and unignorable trap abort tarveling */ + if (!c_ptr->mimic && !trap_can_be_ignored(c_ptr->feat)) return (0); + + /* Move new grid */ + return (new_dir); +} + + +/* + * Travel command + */ +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 + travel.y = travel.x = 0; + } + disturb(0, 1); + return; + } + + energy_use = 100; + + move_player(travel.dir, always_pickup, FALSE); + + if ((py == travel.y) && (px == travel.x)) + { + travel.run = 0; + travel.y = travel.x = 0; + } + else if (travel.run > 0) + travel.run--; + + /* Travel Delay */ + Term_xtra(TERM_XTRA_DELAY, delay_factor); +} +#endif