X-Git-Url: http://git.osdn.net/view?a=blobdiff_plain;f=src%2Fcmd1.c;h=65c9f1dde494dcb8c91936755ac7a4972ebc6384;hb=fa04e1963f8146023efa8bd35dc57412a338648a;hp=1125f5a3fee2ab876ca2ea579e17580e1ab69084;hpb=b3e86b3c5d2eb2a2f86120e05d2ed7c61c22c945;p=hengband%2Fhengband.git diff --git a/src/cmd1.c b/src/cmd1.c index 1125f5a3f..65c9f1dde 100644 --- a/src/cmd1.c +++ b/src/cmd1.c @@ -139,221 +139,8 @@ * */ - #include "angband.h" -#define MAX_VAMPIRIC_DRAIN 50 /*!< 吸血処理の最大回復HP */ - - -/*! - * @brief プレイヤーからモンスターへの射撃命中判定 / - * Determine if the player "hits" a monster (normal combat). - * @param chance 基本命中値 - * @param m_ptr モンスターの構造体参照ポインタ - * @param vis 目標を視界に捕らえているならばTRUEを指定 - * @param o_name メッセージ表示時のモンスター名 - * @return 命中と判定された場合TRUEを返す - * @note Always miss 5%, always hit 5%, otherwise random. - */ -bool test_hit_fire(int chance, monster_type *m_ptr, int vis, char* o_name) -{ - int k, ac; - monster_race *r_ptr = &r_info[m_ptr->r_idx]; - - /* Percentile dice */ - k = randint1(100); - - /* Snipers with high-concentration reduce instant miss percentage.*/ - k += p_ptr->concent; - - /* Hack -- Instant miss or hit */ - if (k <= 5) return (FALSE); - if (k > 95) return (TRUE); - - if (p_ptr->pseikaku == SEIKAKU_NAMAKE) - if (one_in_(20)) return (FALSE); - - /* Never hit */ - if (chance <= 0) return (FALSE); - - ac = r_ptr->ac; - if (p_ptr->concent) - { - ac *= (8 - p_ptr->concent); - ac /= 8; - } - - if(m_ptr->r_idx == MON_GOEMON && !MON_CSLEEP(m_ptr)) ac *= 3; - - /* Invisible monsters are harder to hit */ - if (!vis) chance = (chance + 1) / 2; - - /* Power competes against armor */ - if (randint0(chance) < (ac * 3 / 4)) - { - if(m_ptr->r_idx == MON_GOEMON && !MON_CSLEEP(m_ptr)) - { - char m_name[80]; - - /* Extract monster name */ - monster_desc(m_name, m_ptr, 0); - msg_format(_("%sは%sを斬り捨てた!", "%s cuts down %s!"), m_name, o_name); - } - return (FALSE); - } - - /* Assume hit */ - return (TRUE); -} - - - -/*! - * @brief プレイヤーからモンスターへの打撃命中判定 / - * Determine if the player "hits" a monster (normal combat). - * @param chance 基本命中値 - * @param ac モンスターのAC - * @param vis 目標を視界に捕らえているならばTRUEを指定 - * @return 命中と判定された場合TRUEを返す - * @note Always miss 5%, always hit 5%, otherwise random. - */ -bool test_hit_norm(int chance, int ac, int vis) -{ - int k; - - /* Percentile dice */ - k = randint0(100); - - /* Hack -- Instant miss or hit */ - if (k < 10) return (k < 5); - - if (p_ptr->pseikaku == SEIKAKU_NAMAKE) - if (one_in_(20)) return (FALSE); - - /* Wimpy attack never hits */ - if (chance <= 0) return (FALSE); - - /* Penalize invisible targets */ - if (!vis) chance = (chance + 1) / 2; - - /* Power must defeat armor */ - if (randint0(chance) < (ac * 3 / 4)) return (FALSE); - - /* Assume hit */ - return (TRUE); -} - - - -/*! - * @brief プレイヤーからモンスターへの射撃クリティカル判定 / - * Critical hits (from objects thrown by player) Factor in item weight, total plusses, and player level. - * @param weight 矢弾の重量 - * @param plus_ammo 矢弾の命中修正 - * @param plus_bow 弓の命中修正 - * @param dam 現在算出中のダメージ値 - * @return クリティカル修正が入ったダメージ値 - */ -s16b critical_shot(int weight, int plus_ammo, int plus_bow, int dam) -{ - int i, k; - object_type *j_ptr = &inventory[INVEN_BOW]; - - /* Extract "shot" power */ - i = p_ptr->to_h_b + plus_ammo; - - if (p_ptr->tval_ammo == TV_BOLT) - i = (p_ptr->skill_thb + (p_ptr->weapon_exp[0][j_ptr->sval] / 400 + i) * BTH_PLUS_ADJ); - else - i = (p_ptr->skill_thb + ((p_ptr->weapon_exp[0][j_ptr->sval] - (WEAPON_EXP_MASTER / 2)) / 200 + i) * BTH_PLUS_ADJ); - - - /* Snipers can shot more critically with crossbows */ - if (p_ptr->concent) i += ((i * p_ptr->concent) / 5); - if ((p_ptr->pclass == CLASS_SNIPER) && (p_ptr->tval_ammo == TV_BOLT)) i *= 2; - - /* Good bow makes more critical */ - i += plus_bow * 8 * (p_ptr->concent ? p_ptr->concent + 5 : 5); - - /* Critical hit */ - if (randint1(10000) <= i) - { - k = weight * randint1(500); - - if (k < 900) - { - msg_print(_("手ごたえがあった!", "It was a good hit!")); - dam += (dam / 2); - } - else if (k < 1350) - { - msg_print(_("かなりの手ごたえがあった!", "It was a great hit!")); - dam *= 2; - } - else - { - msg_print(_("会心の一撃だ!", "It was a superb hit!")); - dam *= 3; - } - } - - return (dam); -} - - - -/*! - * @brief プレイヤーからモンスターへの打撃クリティカル判定 / - * Critical hits (by player) Factor in weapon weight, total plusses, player melee bonus - * @param weight 矢弾の重量 - * @param plus 武器の命中修正 - * @param dam 現在算出中のダメージ値 - * @param meichuu 打撃の基本命中力 - * @param mode オプションフラグ - * @return クリティカル修正が入ったダメージ値 - */ -s16b critical_norm(int weight, int plus, int dam, s16b meichuu, int mode) -{ - int i, k; - - /* Extract "blow" power */ - i = (weight + (meichuu * 3 + plus * 5) + p_ptr->skill_thn); - - /* Chance */ - if ((randint1((p_ptr->pclass == CLASS_NINJA) ? 4444 : 5000) <= i) || (mode == HISSATSU_MAJIN) || (mode == HISSATSU_3DAN)) - { - k = weight + randint1(650); - if ((mode == HISSATSU_MAJIN) || (mode == HISSATSU_3DAN)) k+= randint1(650); - - if (k < 400) - { - msg_print(_("手ごたえがあった!", "It was a good hit!")); - - dam = 2 * dam + 5; - } - else if (k < 700) - { - msg_print(_("かなりの手ごたえがあった!", "It was a great hit!")); - dam = 2 * dam + 10; - } - else if (k < 900) - { - msg_print(_("会心の一撃だ!", "It was a superb hit!")); - dam = 3 * dam + 15; - } - else if (k < 1300) - { - msg_print(_("最高の会心の一撃だ!", "It was a *GREAT* hit!")); - dam = 3 * dam + 20; - } - else - { - msg_print(_("比類なき最高の会心の一撃だ!", "It was a *SUPERB* hit!")); - dam = ((7 * dam) / 2) + 25; - } - } - - return (dam); -} +#include "trap.h" @@ -364,12 +151,12 @@ s16b critical_norm(int weight, int plus, int dam, s16b meichuu, int mode) * @param m_ptr 目標モンスターの構造体参照ポインタ * @return スレイング加味後の倍率(/10倍) */ -static int mult_slaying(int mult, const u32b* flgs, const monster_type* m_ptr) +static MULTIPLY mult_slaying(MULTIPLY mult, const BIT_FLAGS* flgs, const monster_type* m_ptr) { static const struct slay_table_t { int slay_flag; - u32b affect_race_flag; - int slay_mult; + BIT_FLAGS affect_race_flag; + MULTIPLY slay_mult; size_t flag_offset; size_t r_flag_offset; } slay_table[] = { @@ -425,12 +212,12 @@ static int mult_slaying(int mult, const u32b* flgs, const monster_type* m_ptr) * @param m_ptr 目標モンスターの構造体参照ポインタ * @return スレイング加味後の倍率(/10倍) */ -static int mult_brand(int mult, const u32b* flgs, const monster_type* m_ptr) +static MULTIPLY mult_brand(MULTIPLY mult, const BIT_FLAGS* flgs, const monster_type* m_ptr) { static const struct brand_table_t { int brand_flag; - u32b resist_mask; - u32b hurt_flag; + BIT_FLAGS resist_mask; + BIT_FLAGS hurt_flag; } brand_table[] = { {TR_BRAND_ACID, RFR_EFF_IM_ACID_MASK, 0U }, {TR_BRAND_ELEC, RFR_EFF_IM_ELEC_MASK, 0U }, @@ -492,11 +279,11 @@ static int mult_brand(int mult, const u32b* flgs, const monster_type* m_ptr) * Note that most brands and slays are x3, except Slay Animal (x2),\n * Slay Evil (x2), and Kill dragon (x5).\n */ -s16b tot_dam_aux(object_type *o_ptr, int tdam, monster_type *m_ptr, int mode, bool thrown) +HIT_POINT tot_dam_aux(object_type *o_ptr, HIT_POINT tdam, monster_type *m_ptr, BIT_FLAGS mode, bool thrown) { - int mult = 10; + MULTIPLY mult = 10; - u32b flgs[TR_FLAG_SIZE]; + BIT_FLAGS flgs[TR_FLAG_SIZE]; /* Extract the flags */ object_flags(o_ptr, flgs); @@ -567,10 +354,9 @@ s16b tot_dam_aux(object_type *o_ptr, int tdam, monster_type *m_ptr, int mode, bo * @param x 対象となるマスのX座標 * @return なし */ -static void discover_hidden_things(int y, int x) +static void discover_hidden_things(POSITION y, POSITION x) { - s16b this_o_idx, next_o_idx = 0; - + OBJECT_IDX this_o_idx, next_o_idx = 0; cave_type *c_ptr; /* Access the grid */ @@ -582,7 +368,6 @@ static void discover_hidden_things(int y, int x) /* Pick a trap */ disclose_grid(y, x); - /* Message */ msg_print(_("トラップを発見した。", "You have found a trap.")); /* Disturb */ @@ -592,7 +377,6 @@ static void discover_hidden_things(int y, int x) /* Secret door */ if (is_hidden_door(c_ptr)) { - /* Message */ msg_print(_("隠しドアを発見した。", "You have found a secret door.")); /* Disclose */ @@ -613,2049 +397,286 @@ static void discover_hidden_things(int y, int x) /* 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_is_known(o_ptr)) - { - /* Message */ - msg_print(_("箱に仕掛けられたトラップを発見した!", "You have discovered a trap on the chest!")); - - /* Know the trap */ - object_known(o_ptr); - - /* Notice it */ - disturb(0, 0); - } - } -} - -/*! - * @brief プレイヤーの探索処理判定 - * @return なし - */ -void search(void) -{ - int i, chance; - - /* Start with base search ability */ - chance = p_ptr->skill_srh; - - /* Penalize various conditions */ - if (p_ptr->blind || no_lite()) chance = chance / 10; - if (p_ptr->confused || p_ptr->image) chance = chance / 10; - - /* Search the nearby grids, which are always in bounds */ - for (i = 0; i < 9; ++ i) - { - /* Sometimes, notice things */ - if (randint0(100) < chance) - { - discover_hidden_things(p_ptr->y + ddy_ddd[i], p_ptr->x + ddx_ddd[i]); - } - } -} - - -/*! - * @brief プレイヤーがオブジェクトを拾った際のメッセージ表示処理 / - * Helper routine for py_pickup() and py_pickup_floor(). - * @param o_idx 取得したオブジェクトの参照ID - * @return なし - * @details - * アイテムを拾った際に「2つのケーキを持っている」\n - * "You have two cakes." とアイテムを拾った後の合計のみの表示がオリジナル\n - * だが、違和感が\n - * あるという指摘をうけたので、「~を拾った、~を持っている」という表示\n - * にかえてある。そのための配列。\n - * Add the given dungeon object to the character's inventory.\n - * Delete the object afterwards.\n - */ -void py_pickup_aux(int o_idx) -{ - int slot; - -#ifdef JP - char o_name[MAX_NLEN]; - char old_name[MAX_NLEN]; - char kazu_str[80]; - int hirottakazu; -#else - char o_name[MAX_NLEN]; -#endif - - object_type *o_ptr; - - o_ptr = &o_list[o_idx]; - -#ifdef JP - /* Describe the object */ - object_desc(old_name, o_ptr, OD_NAME_ONLY); - object_desc_kosuu(kazu_str, o_ptr); - hirottakazu = o_ptr->number; -#endif - /* Carry the object */ - slot = inven_carry(o_ptr); - - /* Get the object again */ - o_ptr = &inventory[slot]; - - /* Delete the object */ - delete_object_idx(o_idx); - - if (p_ptr->pseikaku == SEIKAKU_MUNCHKIN) - { - bool old_known = identify_item(o_ptr); - - /* Auto-inscription/destroy */ - autopick_alter_item(slot, (bool)(destroy_identify && !old_known)); - - /* If it is destroyed, don't pick it up */ - if (o_ptr->marked & OM_AUTODESTROY) return; - } - - /* Describe the object */ - object_desc(o_name, o_ptr, 0); - - /* Message */ -#ifdef JP - if ((o_ptr->name1 == ART_CRIMSON) && (p_ptr->pseikaku == SEIKAKU_COMBAT)) - { - msg_format("こうして、%sは『クリムゾン』を手に入れた。", p_ptr->name); - msg_print("しかし今、『混沌のサーペント』の放ったモンスターが、"); - msg_format("%sに襲いかかる...", p_ptr->name); - } - else - { - if (plain_pickup) - { - msg_format("%s(%c)を持っている。",o_name, index_to_label(slot)); - } - else - { - if (o_ptr->number > hirottakazu) { - msg_format("%s拾って、%s(%c)を持っている。", - kazu_str, o_name, index_to_label(slot)); - } else { - msg_format("%s(%c)を拾った。", o_name, index_to_label(slot)); - } - } - } - strcpy(record_o_name, old_name); -#else - msg_format("You have %s (%c).", o_name, index_to_label(slot)); - strcpy(record_o_name, o_name); -#endif - record_turn = turn; - - - check_find_art_quest_completion(o_ptr); -} - - -/*! - * @brief プレイヤーがオブジェクト上に乗った際の表示処理 - * @param pickup 自動拾い処理を行うならばTRUEとする - * @return なし - * @details - * Player "wants" to pick up an object or gold. - * Note that we ONLY handle things that can be picked up. - * See "move_player()" for handling of other things. - */ -void carry(bool pickup) -{ - cave_type *c_ptr = &cave[p_ptr->y][p_ptr->x]; - - s16b this_o_idx, next_o_idx = 0; - - char o_name[MAX_NLEN]; - - /* Recenter the map around the player */ - verify_panel(); - - /* Update stuff */ - p_ptr->update |= (PU_MONSTERS); - - /* Redraw map */ - p_ptr->redraw |= (PR_MAP); - - /* Window stuff */ - p_ptr->window |= (PW_OVERHEAD); - - /* Handle stuff */ - handle_stuff(); - - /* Automatically pickup/destroy/inscribe items */ - autopick_pickup_items(c_ptr); - - -#ifdef ALLOW_EASY_FLOOR - - if (easy_floor) - { - py_pickup_floor(pickup); - return; - } - -#endif /* ALLOW_EASY_FLOOR */ - - /* Scan the pile of objects */ - for (this_o_idx = c_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx) - { - object_type *o_ptr; - - /* Acquire object */ - o_ptr = &o_list[this_o_idx]; - -#ifdef ALLOW_EASY_SENSE /* TNB */ - - /* Option: Make item sensing easy */ - if (easy_sense) - { - /* Sense the object */ - (void)sense_object(o_ptr); - } - -#endif /* ALLOW_EASY_SENSE -- TNB */ - - /* Describe the object */ - object_desc(o_name, o_ptr, 0); - - /* Acquire next object */ - next_o_idx = o_ptr->next_o_idx; - - /* Hack -- disturb */ - disturb(0, 0); - - /* Pick up gold */ - if (o_ptr->tval == TV_GOLD) - { - int value = (long)o_ptr->pval; - - /* Delete the gold */ - delete_object_idx(this_o_idx); - - /* Message */ -#ifdef JP - msg_format(" $%ld の価値がある%sを見つけた。", - (long)value, o_name); -#else - msg_format("You collect %ld gold pieces worth of %s.", - (long)value, o_name); -#endif - - - sound(SOUND_SELL); - - /* Collect the gold */ - p_ptr->au += value; - - /* Redraw gold */ - p_ptr->redraw |= (PR_GOLD); - - /* Window stuff */ - p_ptr->window |= (PW_PLAYER); - } - - /* Pick up objects */ - else - { - /* Hack - some objects were handled in autopick_pickup_items(). */ - if (o_ptr->marked & OM_NOMSG) - { - /* Clear the flag. */ - o_ptr->marked &= ~OM_NOMSG; - } - /* Describe the object */ - else if (!pickup) - { - msg_format(_("%sがある。", "You see %s."), o_name); - } - - /* Note that the pack is too full */ - else if (!inven_carry_okay(o_ptr)) - { - msg_format(_("ザックには%sを入れる隙間がない。", "You have no room for %s."), o_name); - } - - /* Pick up the item (if requested and allowed) */ - else - { - int okay = TRUE; - - /* Hack -- query every item */ - if (carry_query_flag) - { - char out_val[MAX_NLEN+20]; - sprintf(out_val, _("%sを拾いますか? ", "Pick up %s? "), o_name); - okay = get_check(out_val); - } - - /* Attempt to pick up an object. */ - if (okay) - { - /* Pick up the object */ - py_pickup_aux(this_o_idx); - } - } - } - } -} - - -/*! - * @brief プレイヤーへのトラップ命中判定 / - * Determine if a trap affects the player. - * @param power 基本回避難度 - * @return トラップが命中した場合TRUEを返す。 - * @details - * Always miss 5% of the time, Always hit 5% of the time. - * Otherwise, match trap power against player armor. - */ -static int check_hit(int power) -{ - int k, ac; - - /* Percentile dice */ - k = randint0(100); - - /* Hack -- 5% hit, 5% miss */ - if (k < 10) return (k < 5); - - if (p_ptr->pseikaku == SEIKAKU_NAMAKE) - if (one_in_(20)) return (TRUE); - - /* Paranoia -- No power */ - if (power <= 0) return (FALSE); - - /* Total armor */ - ac = p_ptr->ac + p_ptr->to_a; - - /* Power competes against Armor */ - if (randint1(power) > ((ac * 3) / 4)) return (TRUE); - - /* Assume miss */ - return (FALSE); -} - - -/*! - * @brief 落とし穴系トラップの判定とプレイヤーの被害処理 - * @param trap_feat_type トラップの種別ID - * @return なし - */ -static void hit_trap_pit(int trap_feat_type) -{ - int dam; - cptr trap_name = ""; - cptr spike_name = ""; - - switch (trap_feat_type) - { - case TRAP_PIT: - trap_name = _("落とし穴", "a pit trap"); - break; - case TRAP_SPIKED_PIT: - trap_name = _("スパイクが敷かれた落とし穴", "a spiked pit"); - spike_name = _("スパイク", "spikes"); - break; - case TRAP_POISON_PIT: - trap_name = _("スパイクが敷かれた落とし穴", "a spiked pit"); - spike_name = _("毒を塗られたスパイク", "poisonous spikes"); - break; - default: - return; - } - - if (p_ptr->levitation) - { - msg_format(_("%sを飛び越えた。", "You fly over %s."), trap_name); - return; - } - - msg_format(_("%sに落ちてしまった!", "You have fallen into %s!"), trap_name); - - /* Base damage */ - dam = damroll(2, 6); - - /* Extra spike damage */ - if ((trap_feat_type == TRAP_SPIKED_PIT || trap_feat_type == TRAP_POISON_PIT) && - one_in_(2)) - { - msg_format(_("%sが刺さった!", "You are impaled on %s!"), spike_name); - - dam = dam * 2; - (void)set_cut(p_ptr->cut + randint1(dam)); - - if (trap_feat_type == TRAP_POISON_PIT) { - if (p_ptr->resist_pois || IS_OPPOSE_POIS()) - { - msg_print(_("しかし毒の影響はなかった!", "The poison does not affect you!")); - } - else - { - dam = dam * 2; - (void)set_poisoned(p_ptr->poisoned + randint1(dam)); - } - } - } - - /* Take the damage */ - take_hit(DAMAGE_NOESCAPE, dam, trap_name, -1); -} - -/*! - * @brief ダーツ系トラップ(通常ダメージ)の判定とプレイヤーの被害処理 - * @return ダーツが命中した場合TRUEを返す - */ -static bool hit_trap_dart(void) -{ - bool hit = FALSE; - - if (check_hit(125)) - { - msg_print(_("小さなダーツが飛んできて刺さった!", "A small dart hits you!")); - - take_hit(DAMAGE_ATTACK, damroll(1, 4), _("ダーツの罠", "a dart trap"), -1); - - if (!CHECK_MULTISHADOW()) hit = TRUE; - } - else - { - msg_print(_("小さなダーツが飛んできた!が、運良く当たらなかった。", "A small dart barely misses you.")); - } - - return hit; -} - -/*! - * @brief ダーツ系トラップ(通常ダメージ+能力値減少)の判定とプレイヤーの被害処理 - * @param stat 低下する能力値ID - * @return なし - */ -static void hit_trap_lose_stat(int stat) -{ - if (hit_trap_dart()) - { - do_dec_stat(stat); - } -} - -/*! - * @brief ダーツ系トラップ(通常ダメージ+減速)の判定とプレイヤーの被害処理 - * @return なし - */ -static void hit_trap_slow(void) -{ - if (hit_trap_dart()) - { - set_slow(p_ptr->slow + randint0(20) + 20, FALSE); - } -} - -/*! - * @brief ダーツ系トラップ(通常ダメージ+状態異常)の判定とプレイヤーの被害処理 - * @param trap_message メッセージの補完文字列 - * @param resist 状態異常に抵抗する判定が出たならTRUE - * @param set_status 状態異常を指定する関数ポインタ - * @param turn 状態異常の追加ターン量 - * @return なし - */ -static void hit_trap_set_abnormal_status(cptr trap_message, bool resist, bool (*set_status)(int turn), int turn) -{ - msg_print(trap_message); - - if (!resist) - { - set_status(turn); - } -} - -/*! - * @brief プレイヤーへのトラップ作動処理メインルーチン / - * Handle player hitting a real trap - * @param break_trap 作動後のトラップ破壊が確定しているならばTRUE - * @return なし - */ -static void hit_trap(bool break_trap) -{ - int i, num, dam; - int x = p_ptr->x, y = p_ptr->y; - - /* Get the cave grid */ - cave_type *c_ptr = &cave[y][x]; - feature_type *f_ptr = &f_info[c_ptr->feat]; - int trap_feat_type = have_flag(f_ptr->flags, FF_TRAP) ? f_ptr->subtype : NOT_TRAP; - cptr name = _("トラップ", "a trap"); - - /* Disturb the player */ - disturb(0, 1); - - cave_alter_feat(y, x, FF_HIT_TRAP); - - /* Analyze XXX XXX XXX */ - switch (trap_feat_type) - { - case TRAP_TRAPDOOR: - { - if (p_ptr->levitation) - { - msg_print(_("落とし戸を飛び越えた。", "You fly over a trap door.")); - } - else - { - msg_print(_("落とし戸に落ちた!", "You have fallen through a trap door!")); - if ((p_ptr->pseikaku == SEIKAKU_COMBAT) || (inventory[INVEN_BOW].name1 == ART_CRIMSON)) - msg_print(_("くっそ~!", "")); - - sound(SOUND_FALL); - dam = damroll(2, 8); - name = _("落とし戸", "a trap door"); - - take_hit(DAMAGE_NOESCAPE, dam, name, -1); - - /* Still alive and autosave enabled */ - if (autosave_l && (p_ptr->chp >= 0)) - do_cmd_save_game(TRUE); - - do_cmd_write_nikki(NIKKI_BUNSHOU, 0, _("落とし戸に落ちた", "You have fallen through a trap door!")); - prepare_change_floor_mode(CFM_SAVE_FLOORS | CFM_DOWN | CFM_RAND_PLACE | CFM_RAND_CONNECT); - - /* Leaving */ - p_ptr->leaving = TRUE; - } - break; - } - - case TRAP_PIT: - case TRAP_SPIKED_PIT: - case TRAP_POISON_PIT: - { - hit_trap_pit(trap_feat_type); - break; - } - - case TRAP_TY_CURSE: - { - msg_print(_("何かがピカッと光った!", "There is a flash of shimmering light!")); - num = 2 + randint1(3); - for (i = 0; i < num; i++) - { - (void)summon_specific(0, y, x, dun_level, 0, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE | PM_NO_PET)); - } - - if (dun_level > randint1(100)) /* No nasty effect for low levels */ - { - bool stop_ty = FALSE; - int count = 0; - - do - { - stop_ty = activate_ty_curse(stop_ty, &count); - } - while (one_in_(6)); - } - break; - } - - case TRAP_TELEPORT: - { - msg_print(_("テレポート・トラップにひっかかった!", "You hit a teleport trap!")); - teleport_player(100, TELEPORT_PASSIVE); - break; - } - - case TRAP_FIRE: - { - msg_print(_("炎に包まれた!", "You are enveloped in flames!")); - dam = damroll(4, 6); - (void)fire_dam(dam, _("炎のトラップ", "a fire trap"), -1, FALSE); - break; - } - - case TRAP_ACID: - { - msg_print(_("酸が吹きかけられた!", "You are splashed with acid!")); - dam = damroll(4, 6); - (void)acid_dam(dam, _("酸のトラップ", "an acid trap"), -1, FALSE); - break; - } - - case TRAP_SLOW: - { - hit_trap_slow(); - break; - } - - case TRAP_LOSE_STR: - { - hit_trap_lose_stat(A_STR); - break; - } - - case TRAP_LOSE_DEX: - { - hit_trap_lose_stat(A_DEX); - break; - } - - case TRAP_LOSE_CON: - { - hit_trap_lose_stat(A_CON); - break; - } - - case TRAP_BLIND: - { - hit_trap_set_abnormal_status( - _("黒いガスに包み込まれた!", "A black gas surrounds you!"), - p_ptr->resist_blind, - set_blind, p_ptr->blind + randint0(50) + 25); - break; - } - - case TRAP_CONFUSE: - { - hit_trap_set_abnormal_status( - _("きらめくガスに包み込まれた!", "A gas of scintillating colors surrounds you!"), - p_ptr->resist_conf, - set_confused, p_ptr->confused + randint0(20) + 10); - break; - } - - case TRAP_POISON: - { - hit_trap_set_abnormal_status( - _("刺激的な緑色のガスに包み込まれた!", "A pungent green gas surrounds you!"), - p_ptr->resist_pois || IS_OPPOSE_POIS(), - set_poisoned, p_ptr->poisoned + randint0(20) + 10); - break; - } - - case TRAP_SLEEP: - { - msg_print(_("奇妙な白い霧に包まれた!", "A strange white mist surrounds you!")); - if (!p_ptr->free_act) - { - msg_print(_("あなたは眠りに就いた。", "You fall asleep.")); - - if (ironman_nightmare) - { - msg_print(_("身の毛もよだつ光景が頭に浮かんだ。", "A horrible vision enters your mind.")); - - /* Have some nightmares */ - sanity_blast(NULL, FALSE); - - } - (void)set_paralyzed(p_ptr->paralyzed + randint0(10) + 5); - } - break; - } - - case TRAP_TRAPS: - { - msg_print(_("まばゆい閃光が走った!", "There is a bright flash of light!")); - /* Make some new traps */ - project(0, 1, y, x, 0, GF_MAKE_TRAP, PROJECT_HIDE | PROJECT_JUMP | PROJECT_GRID, -1); - - break; - } - - case TRAP_ALARM: - { - msg_print(_("けたたましい音が鳴り響いた!", "An alarm sounds!")); - - aggravate_monsters(0); - - break; - } - - case TRAP_OPEN: - { - msg_print(_("大音響と共にまわりの壁が崩れた!", "Suddenly, surrounding walls are opened!")); - (void)project(0, 3, y, x, 0, GF_DISINTEGRATE, PROJECT_GRID | PROJECT_HIDE, -1); - (void)project(0, 3, y, x - 4, 0, GF_DISINTEGRATE, PROJECT_GRID | PROJECT_HIDE, -1); - (void)project(0, 3, y, x + 4, 0, GF_DISINTEGRATE, PROJECT_GRID | PROJECT_HIDE, -1); - aggravate_monsters(0); - - break; - } - - case TRAP_ARMAGEDDON: - { - static int levs[10] = {0, 0, 20, 10, 5, 3, 2, 1, 1, 1}; - int evil_idx = 0, good_idx = 0; - - int lev; - msg_print(_("突然天界の戦争に巻き込まれた!", "Suddenly, you are surrounded by immotal beings!")); - - /* Summon Demons and Angels */ - for (lev = dun_level; lev >= 20; lev -= 1 + lev/16) - { - num = levs[MIN(lev/10, 9)]; - for (i = 0; i < num; i++) - { - int x1 = rand_spread(x, 7); - int y1 = rand_spread(y, 5); - - /* Skip illegal grids */ - if (!in_bounds(y1, x1)) continue; - - /* Require line of projection */ - if (!projectable(p_ptr->y, p_ptr->x, y1, x1)) continue; - - if (summon_specific(0, y1, x1, lev, SUMMON_ARMAGE_EVIL, (PM_NO_PET))) - evil_idx = hack_m_idx_ii; - - if (summon_specific(0, y1, x1, lev, SUMMON_ARMAGE_GOOD, (PM_NO_PET))) - { - good_idx = hack_m_idx_ii; - } - - /* Let them fight each other */ - if (evil_idx && good_idx) - { - monster_type *evil_ptr = &m_list[evil_idx]; - monster_type *good_ptr = &m_list[good_idx]; - evil_ptr->target_y = good_ptr->fy; - evil_ptr->target_x = good_ptr->fx; - good_ptr->target_y = evil_ptr->fy; - good_ptr->target_x = evil_ptr->fx; - } - } - } - break; - } - - case TRAP_PIRANHA: - { - msg_print(_("突然壁から水が溢れ出した!ピラニアがいる!", "Suddenly, the room is filled with water with piranhas!")); - - /* Water fills room */ - fire_ball_hide(GF_WATER_FLOW, 0, 1, 10); - - /* Summon Piranhas */ - num = 1 + dun_level/20; - for (i = 0; i < num; i++) - { - (void)summon_specific(0, y, x, dun_level, SUMMON_PIRANHAS, (PM_ALLOW_GROUP | PM_NO_PET)); - } - break; - } - } - - if (break_trap && is_trap(c_ptr->feat)) - { - cave_alter_feat(y, x, FF_DISARM); - msg_print(_("トラップを粉砕した。", "You destroyed the trap.")); - } -} - - -/*! - * @brief 敵オーラによるプレイヤーのダメージ処理(補助) - * @param m_ptr オーラを持つモンスターの構造体参照ポインタ - * @param immune ダメージを回避できる免疫フラグ - * @param flags_offset オーラフラグ配列の参照オフセット - * @param r_flags_offset モンスターの耐性配列の参照オフセット - * @param aura_flag オーラフラグ配列 - * @param dam_func ダメージ処理を行う関数の参照ポインタ - * @param message オーラダメージを受けた際のメッセージ - * @return なし - */ -static void touch_zap_player_aux(monster_type *m_ptr, bool immune, int flags_offset, int r_flags_offset, u32b aura_flag, - int (*dam_func)(int dam, cptr kb_str, int monspell, bool aura), cptr message) -{ - monster_race *r_ptr = &r_info[m_ptr->r_idx]; - - if ((atoffset(u32b, r_ptr, flags_offset) & aura_flag) && !immune) - { - char mon_name[80]; - int aura_damage = damroll(1 + (r_ptr->level / 26), 1 + (r_ptr->level / 17)); - - /* Hack -- Get the "died from" name */ - monster_desc(mon_name, m_ptr, MD_IGNORE_HALLU | MD_ASSUME_VISIBLE | MD_INDEF_VISIBLE); - - msg_print(message); - - dam_func(aura_damage, mon_name, -1, TRUE); - - if (is_original_ap_and_seen(m_ptr)) - { - atoffset(u32b, r_ptr, r_flags_offset) |= aura_flag; - } - - handle_stuff(); - } -} - -/*! - * @brief 敵オーラによるプレイヤーのダメージ処理(メイン) - * @param m_ptr オーラを持つモンスターの構造体参照ポインタ - * @return なし - */ -static void touch_zap_player(monster_type *m_ptr) -{ - touch_zap_player_aux(m_ptr, p_ptr->immune_fire, offsetof(monster_race, flags2), offsetof(monster_race, r_flags2), RF2_AURA_FIRE, - fire_dam, _("突然とても熱くなった!", "You are suddenly very hot!")); - touch_zap_player_aux(m_ptr, p_ptr->immune_cold, offsetof(monster_race, flags3), offsetof(monster_race, r_flags3), RF3_AURA_COLD, - cold_dam, _("突然とても寒くなった!", "You are suddenly very cold!")); - touch_zap_player_aux(m_ptr, p_ptr->immune_elec, offsetof(monster_race, flags2), offsetof(monster_race, r_flags2), RF2_AURA_ELEC, - elec_dam, _("電撃をくらった!", "You get zapped!")); -} - - -/*! - * @brief プレイヤーの変異要素による打撃処理 - * @param m_idx 攻撃目標となったモンスターの参照ID - * @param attack 変異要素による攻撃要素の種類 - * @param fear 攻撃を受けたモンスターが恐慌状態に陥ったかを返す参照ポインタ - * @param mdeath 攻撃を受けたモンスターが死亡したかを返す参照ポインタ - * @return なし - */ -static void natural_attack(s16b m_idx, int attack, bool *fear, bool *mdeath) -{ - int k, bonus, chance; - int n_weight = 0; - monster_type *m_ptr = &m_list[m_idx]; - monster_race *r_ptr = &r_info[m_ptr->r_idx]; - char m_name[80]; - - int dss, ddd; - - cptr atk_desc; - - switch (attack) - { - case MUT2_SCOR_TAIL: - dss = 3; - ddd = 7; - n_weight = 5; - atk_desc = _("尻尾", "tail"); - - break; - case MUT2_HORNS: - dss = 2; - ddd = 6; - n_weight = 15; - atk_desc = _("角", "horns"); - - break; - case MUT2_BEAK: - dss = 2; - ddd = 4; - n_weight = 5; - atk_desc = _("クチバシ", "beak"); - - break; - case MUT2_TRUNK: - dss = 1; - ddd = 4; - n_weight = 35; - atk_desc = _("象の鼻", "trunk"); - - break; - case MUT2_TENTACLES: - dss = 2; - ddd = 5; - n_weight = 5; - atk_desc = _("触手", "tentacles"); - - break; - default: - dss = ddd = n_weight = 1; - atk_desc = _("未定義の部位", "undefined body part"); - - } - - /* Extract monster name (or "it") */ - monster_desc(m_name, m_ptr, 0); - - - /* Calculate the "attack quality" */ - bonus = p_ptr->to_h_m; - bonus += (p_ptr->lev * 6 / 5); - chance = (p_ptr->skill_thn + (bonus * BTH_PLUS_ADJ)); - - /* Test for hit */ - if ((!(r_ptr->flags2 & RF2_QUANTUM) || !randint0(2)) && test_hit_norm(chance, r_ptr->ac, m_ptr->ml)) - { - /* Sound */ - sound(SOUND_HIT); - msg_format(_("%sを%sで攻撃した。", "You hit %s with your %s."), m_name, atk_desc); - - k = damroll(ddd, dss); - k = critical_norm(n_weight, bonus, k, (s16b)bonus, 0); - - /* Apply the player damage bonuses */ - k += p_ptr->to_d_m; - - /* No negative damage */ - if (k < 0) k = 0; - - /* Modify the damage */ - k = mon_damage_mod(m_ptr, k, FALSE); - - /* Complex message */ - if (p_ptr->wizard) - { - msg_format(_("%d/%d のダメージを与えた。", "You do %d (out of %d) damage."), k, m_ptr->hp); - } - - /* Anger the monster */ - if (k > 0) anger_monster(m_ptr); - - /* Damage, check for fear and mdeath */ - switch (attack) - { - case MUT2_SCOR_TAIL: - project(0, 0, m_ptr->fy, m_ptr->fx, k, GF_POIS, PROJECT_KILL, -1); - *mdeath = (m_ptr->r_idx == 0); - break; - case MUT2_HORNS: - *mdeath = mon_take_hit(m_idx, k, fear, NULL); - break; - case MUT2_BEAK: - *mdeath = mon_take_hit(m_idx, k, fear, NULL); - break; - case MUT2_TRUNK: - *mdeath = mon_take_hit(m_idx, k, fear, NULL); - break; - case MUT2_TENTACLES: - *mdeath = mon_take_hit(m_idx, k, fear, NULL); - break; - default: - *mdeath = mon_take_hit(m_idx, k, fear, NULL); - } - - touch_zap_player(m_ptr); - } - /* Player misses */ - else - { - /* Sound */ - sound(SOUND_MISS); - - /* Message */ - msg_format(_("ミス! %sにかわされた。", "You miss %s."), m_name); - } -} - - -/*! - * @brief プレイヤーの打撃処理サブルーチン / - * Player attacks a (poor, defenseless) creature -RAK- - * @param y 攻撃目標のY座標 - * @param x 攻撃目標のX座標 - * @param fear 攻撃を受けたモンスターが恐慌状態に陥ったかを返す参照ポインタ - * @param mdeath 攻撃を受けたモンスターが死亡したかを返す参照ポインタ - * @param hand 攻撃を行うための武器を持つ手 - * @param mode 発動中の剣術ID - * @return なし - * @details - * If no "weapon" is available, then "punch" the monster one time. - */ -static void py_attack_aux(int y, int x, bool *fear, bool *mdeath, s16b hand, int mode) -{ - int num = 0, k, bonus, chance, vir; - - cave_type *c_ptr = &cave[y][x]; - - monster_type *m_ptr = &m_list[c_ptr->m_idx]; - monster_race *r_ptr = &r_info[m_ptr->r_idx]; - - /* Access the weapon */ - object_type *o_ptr = &inventory[INVEN_RARM + hand]; - - char m_name[80]; - - bool success_hit = FALSE; - bool backstab = FALSE; - bool vorpal_cut = FALSE; - int chaos_effect = 0; - bool stab_fleeing = FALSE; - bool fuiuchi = FALSE; - bool monk_attack = FALSE; - bool do_quake = FALSE; - bool weak = FALSE; - bool drain_msg = TRUE; - int drain_result = 0, drain_heal = 0; - bool can_drain = FALSE; - int num_blow; - int drain_left = MAX_VAMPIRIC_DRAIN; - u32b flgs[TR_FLAG_SIZE]; /* A massive hack -- life-draining weapons */ - bool is_human = (r_ptr->d_char == 'p'); - bool is_lowlevel = (r_ptr->level < (p_ptr->lev - 15)); - bool zantetsu_mukou, e_j_mukou; - - switch (p_ptr->pclass) - { - case CLASS_ROGUE: - case CLASS_NINJA: - if (buki_motteruka(INVEN_RARM + hand) && !p_ptr->icky_wield[hand]) - { - int tmp = p_ptr->lev * 6 + (p_ptr->skill_stl + 10) * 4; - if (p_ptr->monlite && (mode != HISSATSU_NYUSIN)) tmp /= 3; - if (p_ptr->cursed & TRC_AGGRAVATE) tmp /= 2; - if (r_ptr->level > (p_ptr->lev * p_ptr->lev / 20 + 10)) tmp /= 3; - if (MON_CSLEEP(m_ptr) && m_ptr->ml) - { - /* Can't backstab creatures that we can't see, right? */ - backstab = TRUE; - } - else if ((p_ptr->special_defense & NINJA_S_STEALTH) && (randint0(tmp) > (r_ptr->level+20)) && m_ptr->ml && !(r_ptr->flagsr & RFR_RES_ALL)) - { - fuiuchi = TRUE; - } - else if (MON_MONFEAR(m_ptr) && m_ptr->ml) - { - stab_fleeing = TRUE; - } - } - break; - - case CLASS_MONK: - case CLASS_FORCETRAINER: - case CLASS_BERSERKER: - if ((empty_hands(TRUE) & EMPTY_HAND_RARM) && !p_ptr->riding) monk_attack = TRUE; - break; - } - - if (!o_ptr->k_idx) /* Empty hand */ - { - if ((r_ptr->level + 10) > p_ptr->lev) - { - if (p_ptr->skill_exp[GINOU_SUDE] < s_info[p_ptr->pclass].s_max[GINOU_SUDE]) - { - if (p_ptr->skill_exp[GINOU_SUDE] < WEAPON_EXP_BEGINNER) - p_ptr->skill_exp[GINOU_SUDE] += 40; - else if ((p_ptr->skill_exp[GINOU_SUDE] < WEAPON_EXP_SKILLED)) - p_ptr->skill_exp[GINOU_SUDE] += 5; - else if ((p_ptr->skill_exp[GINOU_SUDE] < WEAPON_EXP_EXPERT) && (p_ptr->lev > 19)) - p_ptr->skill_exp[GINOU_SUDE] += 1; - else if ((p_ptr->lev > 34)) - if (one_in_(3)) p_ptr->skill_exp[GINOU_SUDE] += 1; - p_ptr->update |= (PU_BONUS); - } - } - } - else if (object_is_melee_weapon(o_ptr)) - { - if ((r_ptr->level + 10) > p_ptr->lev) - { - int tval = inventory[INVEN_RARM+hand].tval - TV_WEAPON_BEGIN; - int sval = inventory[INVEN_RARM+hand].sval; - int now_exp = p_ptr->weapon_exp[tval][sval]; - if (now_exp < s_info[p_ptr->pclass].w_max[tval][sval]) - { - int amount = 0; - if (now_exp < WEAPON_EXP_BEGINNER) amount = 80; - else if (now_exp < WEAPON_EXP_SKILLED) amount = 10; - else if ((now_exp < WEAPON_EXP_EXPERT) && (p_ptr->lev > 19)) amount = 1; - else if ((p_ptr->lev > 34) && one_in_(2)) amount = 1; - p_ptr->weapon_exp[tval][sval] += amount; - p_ptr->update |= (PU_BONUS); - } - } - } - - /* Disturb the monster */ - (void)set_monster_csleep(c_ptr->m_idx, 0); - - /* Extract monster name (or "it") */ - monster_desc(m_name, m_ptr, 0); - - /* Calculate the "attack quality" */ - bonus = p_ptr->to_h[hand] + o_ptr->to_h; - chance = (p_ptr->skill_thn + (bonus * BTH_PLUS_ADJ)); - if (mode == HISSATSU_IAI) chance += 60; - if (p_ptr->special_defense & KATA_KOUKIJIN) chance += 150; - - if (p_ptr->sutemi) chance = MAX(chance * 3 / 2, chance + 60); - - vir = virtue_number(V_VALOUR); - if (vir) - { - chance += (p_ptr->virtues[vir - 1]/10); - } - - zantetsu_mukou = ((o_ptr->name1 == ART_ZANTETSU) && (r_ptr->d_char == 'j')); - e_j_mukou = ((o_ptr->name1 == ART_EXCALIBUR_J) && (r_ptr->d_char == 'S')); - - if ((mode == HISSATSU_KYUSHO) || (mode == HISSATSU_MINEUCHI) || (mode == HISSATSU_3DAN) || (mode == HISSATSU_IAI)) num_blow = 1; - else if (mode == HISSATSU_COLD) num_blow = p_ptr->num_blow[hand]+2; - else num_blow = p_ptr->num_blow[hand]; - - /* Hack -- DOKUBARI always hit once */ - if ((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_DOKUBARI)) num_blow = 1; - - /* Attack once for each legal blow */ - while ((num++ < num_blow) && !p_ptr->is_dead) - { - if (((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_DOKUBARI)) || (mode == HISSATSU_KYUSHO)) - { - int n = 1; - - if (p_ptr->migite && p_ptr->hidarite) - { - n *= 2; - } - if (mode == HISSATSU_3DAN) - { - n *= 2; - } - - success_hit = one_in_(n); - } - else if ((p_ptr->pclass == CLASS_NINJA) && ((backstab || fuiuchi) && !(r_ptr->flagsr & RFR_RES_ALL))) success_hit = TRUE; - else success_hit = test_hit_norm(chance, r_ptr->ac, m_ptr->ml); - - if (mode == HISSATSU_MAJIN) - { - if (one_in_(2)) - success_hit = FALSE; - } - - /* Test for hit */ - if (success_hit) - { - int vorpal_chance = ((o_ptr->name1 == ART_VORPAL_BLADE) || (o_ptr->name1 == ART_CHAINSWORD)) ? 2 : 4; - - /* Sound */ - sound(SOUND_HIT); - - /* Message */ -#ifdef JP - if (backstab) msg_format("あなたは冷酷にも眠っている無力な%sを突き刺した!", m_name); - else if (fuiuchi) msg_format("不意を突いて%sに強烈な一撃を喰らわせた!", m_name); - else if (stab_fleeing) msg_format("逃げる%sを背中から突き刺した!", m_name); - else if (!monk_attack) msg_format("%sを攻撃した。", m_name); -#else - if (backstab) msg_format("You cruelly stab the helpless, sleeping %s!", m_name); - else if (fuiuchi) msg_format("You make surprise attack, and hit %s with a powerful blow!", m_name); - else if (stab_fleeing) msg_format("You backstab the fleeing %s!", m_name); - else if (!monk_attack) msg_format("You hit %s.", m_name); -#endif - - /* Hack -- bare hands do one damage */ - k = 1; - - object_flags(o_ptr, flgs); - - /* Select a chaotic effect (50% chance) */ - if ((have_flag(flgs, TR_CHAOTIC)) && one_in_(2)) - { - if (one_in_(10)) - chg_virtue(V_CHANCE, 1); - - if (randint1(5) < 3) - { - /* Vampiric (20%) */ - chaos_effect = 1; - } - else if (one_in_(250)) - { - /* Quake (0.12%) */ - chaos_effect = 2; - } - else if (!one_in_(10)) - { - /* Confusion (26.892%) */ - chaos_effect = 3; - } - else if (one_in_(2)) - { - /* Teleport away (1.494%) */ - chaos_effect = 4; - } - else - { - /* Polymorph (1.494%) */ - chaos_effect = 5; - } - } - - /* Vampiric drain */ - if ((have_flag(flgs, TR_VAMPIRIC)) || (chaos_effect == 1) || (mode == HISSATSU_DRAIN) || hex_spelling(HEX_VAMP_BLADE)) - { - /* Only drain "living" monsters */ - if (monster_living(r_ptr)) - can_drain = TRUE; - else - can_drain = FALSE; - } - - if ((have_flag(flgs, TR_VORPAL) || hex_spelling(HEX_RUNESWORD)) && (randint1(vorpal_chance*3/2) == 1) && !zantetsu_mukou) - vorpal_cut = TRUE; - else vorpal_cut = FALSE; - - if (monk_attack) - { - int special_effect = 0, stun_effect = 0, times = 0, max_times; - int min_level = 1; - const martial_arts *ma_ptr = &ma_blows[0], *old_ptr = &ma_blows[0]; - int resist_stun = 0; - int weight = 8; - - if (r_ptr->flags1 & RF1_UNIQUE) resist_stun += 88; - if (r_ptr->flags3 & RF3_NO_STUN) resist_stun += 66; - if (r_ptr->flags3 & RF3_NO_CONF) resist_stun += 33; - if (r_ptr->flags3 & RF3_NO_SLEEP) resist_stun += 33; - if ((r_ptr->flags3 & RF3_UNDEAD) || (r_ptr->flags3 & RF3_NONLIVING)) - resist_stun += 66; - - if (p_ptr->special_defense & KAMAE_BYAKKO) - max_times = (p_ptr->lev < 3 ? 1 : p_ptr->lev / 3); - else if (p_ptr->special_defense & KAMAE_SUZAKU) - max_times = 1; - else if (p_ptr->special_defense & KAMAE_GENBU) - max_times = 1; - else - max_times = (p_ptr->lev < 7 ? 1 : p_ptr->lev / 7); - /* Attempt 'times' */ - for (times = 0; times < max_times; times++) - { - do - { - ma_ptr = &ma_blows[randint0(MAX_MA)]; - if ((p_ptr->pclass == CLASS_FORCETRAINER) && (ma_ptr->min_level > 1)) min_level = ma_ptr->min_level + 3; - else min_level = ma_ptr->min_level; - } - while ((min_level > p_ptr->lev) || - (randint1(p_ptr->lev) < ma_ptr->chance)); - - /* keep the highest level attack available we found */ - if ((ma_ptr->min_level > old_ptr->min_level) && - !p_ptr->stun && !p_ptr->confused) - { - old_ptr = ma_ptr; - - if (p_ptr->wizard && cheat_xtra) - { - msg_print(_("攻撃を再選択しました。", "Attack re-selected.")); - } - } - else - { - ma_ptr = old_ptr; - } - } - - if (p_ptr->pclass == CLASS_FORCETRAINER) min_level = MAX(1, ma_ptr->min_level - 3); - else min_level = ma_ptr->min_level; - k = damroll(ma_ptr->dd + p_ptr->to_dd[hand], ma_ptr->ds + p_ptr->to_ds[hand]); - if (p_ptr->special_attack & ATTACK_SUIKEN) k *= 2; - - if (ma_ptr->effect == MA_KNEE) - { - if (r_ptr->flags1 & RF1_MALE) - { - msg_format(_("%sに金的膝蹴りをくらわした!", "You hit %s in the groin with your knee!"), m_name); - sound(SOUND_PAIN); - special_effect = MA_KNEE; - } - else - msg_format(ma_ptr->desc, m_name); - } - - else if (ma_ptr->effect == MA_SLOW) - { - if (!((r_ptr->flags1 & RF1_NEVER_MOVE) || - my_strchr("~#{}.UjmeEv$,DdsbBFIJQSXclnw!=?", r_ptr->d_char))) - { - msg_format(_("%sの足首に関節蹴りをくらわした!", "You kick %s in the ankle."), m_name); - special_effect = MA_SLOW; - } - else msg_format(ma_ptr->desc, m_name); - } - else - { - if (ma_ptr->effect) - { - stun_effect = (ma_ptr->effect / 2) + randint1(ma_ptr->effect / 2); - } - - msg_format(ma_ptr->desc, m_name); - } - - if (p_ptr->special_defense & KAMAE_SUZAKU) weight = 4; - if ((p_ptr->pclass == CLASS_FORCETRAINER) && (p_ptr->magic_num1[0])) - { - weight += (p_ptr->magic_num1[0]/30); - if (weight > 20) weight = 20; - } - - k = critical_norm(p_ptr->lev * weight, min_level, k, p_ptr->to_h[0], 0); - - if ((special_effect == MA_KNEE) && ((k + p_ptr->to_d[hand]) < m_ptr->hp)) - { - msg_format(_("%^sは苦痛にうめいている!", "%^s moans in agony!"), m_name); - stun_effect = 7 + randint1(13); - resist_stun /= 3; - } - - else if ((special_effect == MA_SLOW) && ((k + p_ptr->to_d[hand]) < m_ptr->hp)) - { - if (!(r_ptr->flags1 & RF1_UNIQUE) && - (randint1(p_ptr->lev) > r_ptr->level) && - m_ptr->mspeed > 60) - { - msg_format(_("%^sは足をひきずり始めた。", "%^s starts limping slower."), m_name); - m_ptr->mspeed -= 10; - } - } - - if (stun_effect && ((k + p_ptr->to_d[hand]) < m_ptr->hp)) - { - if (p_ptr->lev > randint1(r_ptr->level + resist_stun + 10)) - { - if (set_monster_stunned(c_ptr->m_idx, stun_effect + MON_STUNNED(m_ptr))) - { - msg_format(_("%^sはフラフラになった。", "%^s is stunned."), m_name); - } - else - { - msg_format(_("%^sはさらにフラフラになった。", "%^s is more stunned."), m_name); - } - } - } - } - - /* Handle normal weapon */ - else if (o_ptr->k_idx) - { - k = damroll(o_ptr->dd + p_ptr->to_dd[hand], o_ptr->ds + p_ptr->to_ds[hand]); - k = tot_dam_aux(o_ptr, k, m_ptr, mode, FALSE); - - if (backstab) - { - k *= (3 + (p_ptr->lev / 20)); - } - else if (fuiuchi) - { - k = k*(5+(p_ptr->lev*2/25))/2; - } - else if (stab_fleeing) - { - k = (3 * k) / 2; - } - - if ((p_ptr->impact[hand] && ((k > 50) || one_in_(7))) || - (chaos_effect == 2) || (mode == HISSATSU_QUAKE)) - { - do_quake = TRUE; - } - - if ((!(o_ptr->tval == TV_SWORD) || !(o_ptr->sval == SV_DOKUBARI)) && !(mode == HISSATSU_KYUSHO)) - k = critical_norm(o_ptr->weight, o_ptr->to_h, k, p_ptr->to_h[hand], mode); - - drain_result = k; - - if (vorpal_cut) - { - int mult = 2; - - if ((o_ptr->name1 == ART_CHAINSWORD) && !one_in_(2)) - { - char chainsword_noise[1024]; - if (!get_rnd_line(_("chainswd_j.txt", "chainswd.txt"), 0, chainsword_noise)) - { - msg_print(chainsword_noise); - } - } - - if (o_ptr->name1 == ART_VORPAL_BLADE) - { - msg_print(_("目にも止まらぬヴォーパルブレード、手錬の早業!", "Your Vorpal Blade goes snicker-snack!")); - } - else - { - msg_format(_("%sをグッサリ切り裂いた!", "Your weapon cuts deep into %s!"), m_name); - } - - /* Try to increase the damage */ - while (one_in_(vorpal_chance)) - { - mult++; - } - - k *= mult; - - /* Ouch! */ - if (((r_ptr->flagsr & RFR_RES_ALL) ? k/100 : k) > m_ptr->hp) - { - msg_format(_("%sを真っ二つにした!", "You cut %s in half!"), m_name); - } - else - { - switch (mult) - { - case 2: msg_format(_("%sを斬った!", "You gouge %s!"), m_name); break; - case 3: msg_format(_("%sをぶった斬った!", "You maim %s!"), m_name); break; - case 4: msg_format(_("%sをメッタ斬りにした!", "You carve %s!"), m_name); break; - case 5: msg_format(_("%sをメッタメタに斬った!", "You cleave %s!"), m_name); break; - case 6: msg_format(_("%sを刺身にした!", "You smite %s!"), m_name); break; - case 7: msg_format(_("%sを斬って斬って斬りまくった!", "You eviscerate %s!"), m_name); break; - default: msg_format(_("%sを細切れにした!", "You shred %s!"), m_name); break; - } - } - drain_result = drain_result * 3 / 2; - } - - k += o_ptr->to_d; - drain_result += o_ptr->to_d; - } - - /* Apply the player damage bonuses */ - k += p_ptr->to_d[hand]; - drain_result += p_ptr->to_d[hand]; - - if ((mode == HISSATSU_SUTEMI) || (mode == HISSATSU_3DAN)) k *= 2; - if ((mode == HISSATSU_SEKIRYUKA) && !monster_living(r_ptr)) k = 0; - if ((mode == HISSATSU_SEKIRYUKA) && !p_ptr->cut) k /= 2; - - /* No negative damage */ - if (k < 0) k = 0; - - if ((mode == HISSATSU_ZANMA) && !(!monster_living(r_ptr) && (r_ptr->flags3 & RF3_EVIL))) - { - k = 0; - } - - if (zantetsu_mukou) - { - msg_print(_("こんな軟らかいものは切れん!", "You cannot cut such a elastic thing!")); - k = 0; - } - - if (e_j_mukou) - { - msg_print(_("蜘蛛は苦手だ!", "Spiders are difficult for you to deal with!")); - k /= 2; - } - - if (mode == HISSATSU_MINEUCHI) - { - int tmp = (10 + randint1(15) + p_ptr->lev / 5); - - k = 0; - anger_monster(m_ptr); - - if (!(r_ptr->flags3 & (RF3_NO_STUN))) - { - /* Get stunned */ - if (MON_STUNNED(m_ptr)) - { - msg_format(_("%sはひどくもうろうとした。", "%s is more dazed."), m_name); - tmp /= 2; - } - else - { - msg_format(_("%s はもうろうとした。", "%s is dazed."), m_name); - } - - /* Apply stun */ - (void)set_monster_stunned(c_ptr->m_idx, MON_STUNNED(m_ptr) + tmp); - } - else - { - msg_format(_("%s には効果がなかった。", "%s is not effected."), m_name); - } - } - - /* Modify the damage */ - k = mon_damage_mod(m_ptr, k, (bool)(((o_ptr->tval == TV_POLEARM) && (o_ptr->sval == SV_DEATH_SCYTHE)) || ((p_ptr->pclass == CLASS_BERSERKER) && one_in_(2)))); - if (((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_DOKUBARI)) || (mode == HISSATSU_KYUSHO)) - { - if ((randint1(randint1(r_ptr->level/7)+5) == 1) && !(r_ptr->flags1 & RF1_UNIQUE) && !(r_ptr->flags7 & RF7_UNIQUE2)) - { - k = m_ptr->hp + 1; - msg_format(_("%sの急所を突き刺した!", "You hit %s on a fatal spot!"), m_name); - } - else k = 1; - } - else if ((p_ptr->pclass == CLASS_NINJA) && buki_motteruka(INVEN_RARM + hand) && !p_ptr->icky_wield[hand] && ((p_ptr->cur_lite <= 0) || one_in_(7))) - { - int maxhp = maxroll(r_ptr->hdice, r_ptr->hside); - if (one_in_(backstab ? 13 : (stab_fleeing || fuiuchi) ? 15 : 27)) - { - k *= 5; - drain_result *= 2; - msg_format(_("刃が%sに深々と突き刺さった!", "You critically injured %s!"), m_name); - } - else if (((m_ptr->hp < maxhp/2) && one_in_((p_ptr->num_blow[0]+p_ptr->num_blow[1]+1)*10)) || ((one_in_(666) || ((backstab || fuiuchi) && one_in_(11))) && !(r_ptr->flags1 & RF1_UNIQUE) && !(r_ptr->flags7 & RF7_UNIQUE2))) - { - if ((r_ptr->flags1 & RF1_UNIQUE) || (r_ptr->flags7 & RF7_UNIQUE2) || (m_ptr->hp >= maxhp/2)) - { - k = MAX(k*5, m_ptr->hp/2); - drain_result *= 2; - msg_format(_("%sに致命傷を負わせた!", "You fatally injured %s!"), m_name); - } - else - { - k = m_ptr->hp + 1; - msg_format(_("刃が%sの急所を貫いた!", "You hit %s on a fatal spot!"), m_name); - } - } - } - - /* Complex message */ - if (p_ptr->wizard || cheat_xtra) - { - msg_format(_("%d/%d のダメージを与えた。", "You do %d (out of %d) damage."), k, m_ptr->hp); - } - - if (k <= 0) can_drain = FALSE; - - if (drain_result > m_ptr->hp) - drain_result = m_ptr->hp; - - /* Damage, check for fear and death */ - if (mon_take_hit(c_ptr->m_idx, k, fear, NULL)) - { - *mdeath = TRUE; - if ((p_ptr->pclass == CLASS_BERSERKER) && p_ptr->energy_use) - { - if (p_ptr->migite && p_ptr->hidarite) - { - if (hand) p_ptr->energy_use = p_ptr->energy_use*3/5+p_ptr->energy_use*num*2/(p_ptr->num_blow[hand]*5); - else p_ptr->energy_use = p_ptr->energy_use*num*3/(p_ptr->num_blow[hand]*5); - } - else - { - p_ptr->energy_use = p_ptr->energy_use*num/p_ptr->num_blow[hand]; - } - } - if ((o_ptr->name1 == ART_ZANTETSU) && is_lowlevel) - msg_print(_("またつまらぬものを斬ってしまった...", "Sigh... Another trifling thing I've cut....")); - break; - } - - /* Anger the monster */ - if (k > 0) anger_monster(m_ptr); - - touch_zap_player(m_ptr); - - /* Are we draining it? A little note: If the monster is - dead, the drain does not work... */ - - if (can_drain && (drain_result > 0)) - { - if (o_ptr->name1 == ART_MURAMASA) - { - if (is_human) - { - int to_h = o_ptr->to_h; - int to_d = o_ptr->to_d; - int i, flag; - - flag = 1; - for (i = 0; i < to_h + 3; i++) if (one_in_(4)) flag = 0; - if (flag) to_h++; - - flag = 1; - for (i = 0; i < to_d + 3; i++) if (one_in_(4)) flag = 0; - if (flag) to_d++; - - if (o_ptr->to_h != to_h || o_ptr->to_d != to_d) - { - msg_print(_("妖刀は血を吸って強くなった!", "Muramasa sucked blood, and became more powerful!")); - o_ptr->to_h = to_h; - o_ptr->to_d = to_d; - } - } - } - else - { - if (drain_result > 5) /* Did we really hurt it? */ - { - drain_heal = damroll(2, drain_result / 6); - - /* Hex */ - if (hex_spelling(HEX_VAMP_BLADE)) drain_heal *= 2; - - if (cheat_xtra) - { - msg_format(_("Draining left: %d", "Draining left: %d"), drain_left); - } - - if (drain_left) - { - if (drain_heal < drain_left) - { - drain_left -= drain_heal; - } - else - { - drain_heal = drain_left; - drain_left = 0; - } - - if (drain_msg) - { - msg_format(_("刃が%sから生命力を吸い取った!", "Your weapon drains life from %s!"), m_name); - drain_msg = FALSE; - } - - drain_heal = (drain_heal * mutant_regenerate_mod) / 100; - - hp_player(drain_heal); - /* We get to keep some of it! */ - } - } - } - m_ptr->maxhp -= (k+7)/8; - if (m_ptr->hp > m_ptr->maxhp) m_ptr->hp = m_ptr->maxhp; - if (m_ptr->maxhp < 1) m_ptr->maxhp = 1; - weak = TRUE; - } - can_drain = FALSE; - drain_result = 0; - - /* Confusion attack */ - if ((p_ptr->special_attack & ATTACK_CONFUSE) || (chaos_effect == 3) || (mode == HISSATSU_CONF) || hex_spelling(HEX_CONFUSION)) - { - /* Cancel glowing hands */ - if (p_ptr->special_attack & ATTACK_CONFUSE) - { - p_ptr->special_attack &= ~(ATTACK_CONFUSE); - msg_print(_("手の輝きがなくなった。", "Your hands stop glowing.")); - p_ptr->redraw |= (PR_STATUS); - - } - - /* Confuse the monster */ - if (r_ptr->flags3 & RF3_NO_CONF) - { - if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags3 |= RF3_NO_CONF; - msg_format(_("%^sには効果がなかった。", "%^s is unaffected."), m_name); - - } - else if (randint0(100) < r_ptr->level) - { - msg_format(_("%^sには効果がなかった。", "%^s is unaffected."), m_name); - } - else - { - msg_format(_("%^sは混乱したようだ。", "%^s appears confused."), m_name); - (void)set_monster_confused(c_ptr->m_idx, MON_CONFUSED(m_ptr) + 10 + randint0(p_ptr->lev) / 5); - } - } - - else if (chaos_effect == 4) - { - bool resists_tele = FALSE; - - if (r_ptr->flagsr & RFR_RES_TELE) - { - if (r_ptr->flags1 & RF1_UNIQUE) - { - if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flagsr |= RFR_RES_TELE; - msg_format(_("%^sには効果がなかった。", "%^s is unaffected!"), m_name); - resists_tele = TRUE; - } - else if (r_ptr->level > randint1(100)) - { - if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flagsr |= RFR_RES_TELE; - msg_format(_("%^sは抵抗力を持っている!", "%^s resists!"), m_name); - resists_tele = TRUE; - } - } - - if (!resists_tele) - { - msg_format(_("%^sは消えた!", "%^s disappears!"), m_name); - teleport_away(c_ptr->m_idx, 50, TELEPORT_PASSIVE); - num = num_blow + 1; /* Can't hit it anymore! */ - *mdeath = TRUE; - } - } - - else if ((chaos_effect == 5) && (randint1(90) > r_ptr->level)) - { - if (!(r_ptr->flags1 & (RF1_UNIQUE | RF1_QUESTOR)) && - !(r_ptr->flagsr & RFR_EFF_RES_CHAO_MASK)) - { - if (polymorph_monster(y, x)) - { - msg_format(_("%^sは変化した!", "%^s changes!"), m_name); - *fear = FALSE; - weak = FALSE; - } - else - { - msg_format(_("%^sには効果がなかった。", "%^s is unaffected."), m_name); - } - - /* Hack -- Get new monster */ - m_ptr = &m_list[c_ptr->m_idx]; - - /* Oops, we need a different name... */ - monster_desc(m_name, m_ptr, 0); - - /* Hack -- Get new race */ - r_ptr = &r_info[m_ptr->r_idx]; - } - } - else if (o_ptr->name1 == ART_G_HAMMER) - { - monster_type *m_ptr = &m_list[c_ptr->m_idx]; - - if (m_ptr->hold_o_idx) - { - object_type *q_ptr = &o_list[m_ptr->hold_o_idx]; - char o_name[MAX_NLEN]; - - object_desc(o_name, q_ptr, OD_NAME_ONLY); - q_ptr->held_m_idx = 0; - q_ptr->marked = OM_TOUCHED; - m_ptr->hold_o_idx = q_ptr->next_o_idx; - q_ptr->next_o_idx = 0; - msg_format(_("%sを奪った。", "You snatched %s."), o_name); - inven_carry(q_ptr); - } - } - } - - /* Player misses */ - else - { - backstab = FALSE; /* Clumsy! */ - fuiuchi = FALSE; /* Clumsy! */ - - if ((o_ptr->tval == TV_POLEARM) && (o_ptr->sval == SV_DEATH_SCYTHE) && one_in_(3)) - { - u32b flgs[TR_FLAG_SIZE]; - - /* Sound */ - sound(SOUND_HIT); - - /* Message */ - msg_format(_("ミス! %sにかわされた。", "You miss %s."), m_name); - /* Message */ - msg_print(_("振り回した大鎌が自分自身に返ってきた!", "Your scythe returns to you!")); - - /* Extract the flags */ - object_flags(o_ptr, flgs); + /* Skip non-chests */ + if (o_ptr->tval != TV_CHEST) continue; - k = damroll(o_ptr->dd + p_ptr->to_dd[hand], o_ptr->ds + p_ptr->to_ds[hand]); - { - int mult; - switch (p_ptr->mimic_form) - { - case MIMIC_NONE: - switch (p_ptr->prace) - { - case RACE_YEEK: - case RACE_KLACKON: - case RACE_HUMAN: - case RACE_AMBERITE: - case RACE_DUNADAN: - case RACE_BARBARIAN: - case RACE_BEASTMAN: - mult = 25;break; - case RACE_HALF_ORC: - case RACE_HALF_TROLL: - case RACE_HALF_OGRE: - case RACE_HALF_GIANT: - case RACE_HALF_TITAN: - case RACE_CYCLOPS: - case RACE_IMP: - case RACE_SKELETON: - case RACE_ZOMBIE: - case RACE_VAMPIRE: - case RACE_SPECTRE: - case RACE_DEMON: - case RACE_DRACONIAN: - mult = 30;break; - default: - mult = 10;break; - } - break; - case MIMIC_DEMON: - case MIMIC_DEMON_LORD: - case MIMIC_VAMPIRE: - mult = 30;break; - default: - mult = 10;break; - } - - if (p_ptr->align < 0 && mult < 20) - mult = 20; - if (!(p_ptr->resist_acid || IS_OPPOSE_ACID() || p_ptr->immune_acid) && (mult < 25)) - mult = 25; - if (!(p_ptr->resist_elec || IS_OPPOSE_ELEC() || p_ptr->immune_elec) && (mult < 25)) - mult = 25; - if (!(p_ptr->resist_fire || IS_OPPOSE_FIRE() || p_ptr->immune_fire) && (mult < 25)) - mult = 25; - if (!(p_ptr->resist_cold || IS_OPPOSE_COLD() || p_ptr->immune_cold) && (mult < 25)) - mult = 25; - if (!(p_ptr->resist_pois || IS_OPPOSE_POIS()) && (mult < 25)) - mult = 25; - - if ((p_ptr->pclass != CLASS_SAMURAI) && (have_flag(flgs, TR_FORCE_WEAPON)) && (p_ptr->csp > (p_ptr->msp / 30))) - { - p_ptr->csp -= (1+(p_ptr->msp / 30)); - p_ptr->redraw |= (PR_MANA); - mult = mult * 3 / 2 + 20; - } - k *= mult; - k /= 10; - } + /* Skip non-trapped chests */ + if (!chest_traps[o_ptr->pval]) continue; - k = critical_norm(o_ptr->weight, o_ptr->to_h, k, p_ptr->to_h[hand], mode); - if (one_in_(6)) - { - int mult = 2; - msg_format(_("グッサリ切り裂かれた!", "Your weapon cuts deep into yourself!")); - /* Try to increase the damage */ - while (one_in_(4)) - { - mult++; - } - - k *= mult; - } - k += (p_ptr->to_d[hand] + o_ptr->to_d); - if (k < 0) k = 0; + /* Identify once */ + if (!object_is_known(o_ptr)) + { + msg_print(_("箱に仕掛けられたトラップを発見した!", "You have discovered a trap on the chest!")); - take_hit(DAMAGE_FORCE, k, _("死の大鎌", "Death scythe"), -1); - redraw_stuff(); - } - else - { - /* Sound */ - sound(SOUND_MISS); + /* Know the trap */ + object_known(o_ptr); - /* Message */ - msg_format(_("ミス! %sにかわされた。", "You miss %s."), m_name); - } + /* Notice it */ + disturb(0, 0); } - backstab = FALSE; - fuiuchi = FALSE; } +} + +/*! + * @brief プレイヤーの探索処理判定 + * @return なし + */ +void search(void) +{ + DIRECTION i; + PERCENTAGE chance; + /* Start with base search ability */ + chance = p_ptr->skill_srh; - if (weak && !(*mdeath)) - { - msg_format(_("%sは弱くなったようだ。", "%^s seems weakened."), m_name); - } - if (drain_left != MAX_VAMPIRIC_DRAIN) + /* Penalize various conditions */ + if (p_ptr->blind || no_lite()) chance = chance / 10; + if (p_ptr->confused || p_ptr->image) chance = chance / 10; + + /* Search the nearby grids, which are always in bounds */ + for (i = 0; i < 9; ++ i) { - if (one_in_(4)) + /* Sometimes, notice things */ + if (randint0(100) < chance) { - chg_virtue(V_UNLIFE, 1); + discover_hidden_things(p_ptr->y + ddy_ddd[i], p_ptr->x + ddx_ddd[i]); } } - /* Mega-Hack -- apply earthquake brand */ - if (do_quake) - { - earthquake(p_ptr->y, p_ptr->x, 10); - if (!cave[y][x].m_idx) *mdeath = TRUE; - } } + /*! - * @brief プレイヤーの打撃処理メインルーチン - * @param y 攻撃目標のY座標 - * @param x 攻撃目標のX座標 - * @param mode 発動中の剣術ID - * @return 実際に攻撃処理が行われた場合TRUEを返す。 + * @brief プレイヤーがオブジェクトを拾った際のメッセージ表示処理 / + * Helper routine for py_pickup() and py_pickup_floor(). + * @param o_idx 取得したオブジェクトの参照ID + * @return なし * @details - * If no "weapon" is available, then "punch" the monster one time. + * アイテムを拾った際に「2つのケーキを持っている」\n + * "You have two cakes." とアイテムを拾った後の合計のみの表示がオリジナル\n + * だが、違和感が\n + * あるという指摘をうけたので、「~を拾った、~を持っている」という表示\n + * にかえてある。そのための配列。\n + * Add the given dungeon object to the character's inventory.\n + * Delete the object afterwards.\n */ -bool py_attack(int y, int x, int mode) +void py_pickup_aux(OBJECT_IDX o_idx) { - bool fear = FALSE; - bool mdeath = FALSE; - bool stormbringer = FALSE; + INVENTORY_IDX slot; + +#ifdef JP + char o_name[MAX_NLEN]; + char old_name[MAX_NLEN]; + char kazu_str[80]; + int hirottakazu; +#else + char o_name[MAX_NLEN]; +#endif - cave_type *c_ptr = &cave[y][x]; - monster_type *m_ptr = &m_list[c_ptr->m_idx]; - monster_race *r_ptr = &r_info[m_ptr->r_idx]; - char m_name[80]; + object_type *o_ptr; - /* Disturb the player */ - disturb(0, 1); + o_ptr = &o_list[o_idx]; - p_ptr->energy_use = 100; +#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); - if (!p_ptr->migite && !p_ptr->hidarite && - !(p_ptr->muta2 & (MUT2_HORNS | MUT2_BEAK | MUT2_SCOR_TAIL | MUT2_TRUNK | MUT2_TENTACLES))) - { - msg_format(_("%s攻撃できない。", "You cannot do attacking."), - (empty_hands(FALSE) == EMPTY_HAND_NONE) ? _("両手がふさがって", "") : ""); - return FALSE; - } + /* Get the object again */ + o_ptr = &inventory[slot]; - /* Extract monster name (or "it") */ - monster_desc(m_name, m_ptr, 0); + /* Delete the object */ + delete_object_idx(o_idx); - if (m_ptr->ml) + if (p_ptr->pseikaku == SEIKAKU_MUNCHKIN) { - /* Auto-Recall if possible and visible */ - if (!p_ptr->image) monster_race_track(m_ptr->ap_r_idx); + bool old_known = identify_item(o_ptr); - /* Track a new monster */ - health_track(c_ptr->m_idx); - } + /* Auto-inscription/destroy */ + autopick_alter_item(slot, (bool)(destroy_identify && !old_known)); - if ((r_ptr->flags1 & RF1_FEMALE) && - !(p_ptr->stun || p_ptr->confused || p_ptr->image || !m_ptr->ml)) - { - if ((inventory[INVEN_RARM].name1 == ART_ZANTETSU) || (inventory[INVEN_LARM].name1 == ART_ZANTETSU)) - { - msg_print(_("拙者、おなごは斬れぬ!", "I can not attack women!")); - return FALSE; - } + /* If it is destroyed, don't pick it up */ + if (o_ptr->marked & OM_AUTODESTROY) return; } - if (d_info[dungeon_type].flags1 & DF1_NO_MELEE) + /* Describe the object */ + object_desc(o_name, o_ptr, 0); + +#ifdef JP + if ((o_ptr->name1 == ART_CRIMSON) && (p_ptr->pseikaku == SEIKAKU_COMBAT)) { - msg_print(_("なぜか攻撃することができない。", "Something prevent you from attacking.")); - return FALSE; + msg_format("こうして、%sは『クリムゾン』を手に入れた。", p_ptr->name); + msg_print("しかし今、『混沌のサーペント』の放ったモンスターが、"); + msg_format("%sに襲いかかる...", p_ptr->name); } - - /* Stop if friendly */ - if (!is_hostile(m_ptr) && - !(p_ptr->stun || p_ptr->confused || p_ptr->image || - p_ptr->shero || !m_ptr->ml)) + else { - if (inventory[INVEN_RARM].name1 == ART_STORMBRINGER) stormbringer = TRUE; - if (inventory[INVEN_LARM].name1 == ART_STORMBRINGER) stormbringer = TRUE; - if (stormbringer) + if (plain_pickup) { - msg_format(_("黒い刃は強欲に%sを攻撃した!", "Your black blade greedily attacks %s!"), m_name); - chg_virtue(V_INDIVIDUALISM, 1); - chg_virtue(V_HONOUR, -1); - chg_virtue(V_JUSTICE, -1); - chg_virtue(V_COMPASSION, -1); + msg_format("%s(%c)を持っている。",o_name, index_to_label(slot)); } - else if (p_ptr->pclass != CLASS_BERSERKER) + else { - if (get_check(_("本当に攻撃しますか?", "Really hit it? "))) - { - chg_virtue(V_INDIVIDUALISM, 1); - chg_virtue(V_HONOUR, -1); - chg_virtue(V_JUSTICE, -1); - chg_virtue(V_COMPASSION, -1); - } - else - { - msg_format(_("%sを攻撃するのを止めた。", "You stop to avoid hitting %s."), m_name); - return FALSE; + if (o_ptr->number > hirottakazu) { + msg_format("%s拾って、%s(%c)を持っている。", + kazu_str, o_name, index_to_label(slot)); + } else { + msg_format("%s(%c)を拾った。", o_name, index_to_label(slot)); } } } + strcpy(record_o_name, old_name); +#else + msg_format("You have %s (%c).", o_name, index_to_label(slot)); + strcpy(record_o_name, o_name); +#endif + record_turn = turn; - /* Handle player fear */ - if (p_ptr->afraid) - { - /* Message */ - if (m_ptr->ml) - msg_format(_("恐くて%sを攻撃できない!", "You are too afraid to attack %s!"), m_name); - else - msg_format (_("そっちには何か恐いものがいる!", "There is something scary in your way!")); + check_find_art_quest_completion(o_ptr); +} - /* Disturb the monster */ - (void)set_monster_csleep(c_ptr->m_idx, 0); - /* Done */ - return FALSE; - } +/*! + * @brief プレイヤーがオブジェクト上に乗った際の表示処理 + * @param pickup 自動拾い処理を行うならばTRUEとする + * @return なし + * @details + * Player "wants" to pick up an object or gold. + * Note that we ONLY handle things that can be picked up. + * See "move_player()" for handling of other things. + */ +void carry(bool pickup) +{ + cave_type *c_ptr = &cave[p_ptr->y][p_ptr->x]; + + OBJECT_IDX this_o_idx, next_o_idx = 0; + + char o_name[MAX_NLEN]; + + /* Recenter the map around the player */ + verify_panel(); + + p_ptr->update |= (PU_MONSTERS); + + /* Redraw map */ + p_ptr->redraw |= (PR_MAP); + + p_ptr->window |= (PW_OVERHEAD); + + /* Handle stuff */ + handle_stuff(); + + /* Automatically pickup/destroy/inscribe items */ + autopick_pickup_items(c_ptr); + + +#ifdef ALLOW_EASY_FLOOR - if (MON_CSLEEP(m_ptr)) /* It is not honorable etc to attack helpless victims */ + if (easy_floor) { - if (!(r_ptr->flags3 & RF3_EVIL) || one_in_(5)) chg_virtue(V_COMPASSION, -1); - if (!(r_ptr->flags3 & RF3_EVIL) || one_in_(5)) chg_virtue(V_HONOUR, -1); + py_pickup_floor(pickup); + return; } - if (p_ptr->migite && p_ptr->hidarite) +#endif /* ALLOW_EASY_FLOOR */ + + /* Scan the pile of objects */ + for (this_o_idx = c_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx) { - if ((p_ptr->skill_exp[GINOU_NITOURYU] < s_info[p_ptr->pclass].s_max[GINOU_NITOURYU]) && ((p_ptr->skill_exp[GINOU_NITOURYU] - 1000) / 200 < r_ptr->level)) + object_type *o_ptr; + + /* Acquire object */ + o_ptr = &o_list[this_o_idx]; + +#ifdef ALLOW_EASY_SENSE /* TNB */ + + /* Option: Make item sensing easy */ + if (easy_sense) { - if (p_ptr->skill_exp[GINOU_NITOURYU] < WEAPON_EXP_BEGINNER) - p_ptr->skill_exp[GINOU_NITOURYU] += 80; - else if(p_ptr->skill_exp[GINOU_NITOURYU] < WEAPON_EXP_SKILLED) - p_ptr->skill_exp[GINOU_NITOURYU] += 4; - else if(p_ptr->skill_exp[GINOU_NITOURYU] < WEAPON_EXP_EXPERT) - p_ptr->skill_exp[GINOU_NITOURYU] += 1; - else if(p_ptr->skill_exp[GINOU_NITOURYU] < WEAPON_EXP_MASTER) - if (one_in_(3)) p_ptr->skill_exp[GINOU_NITOURYU] += 1; - p_ptr->update |= (PU_BONUS); + /* Sense the object */ + (void)sense_object(o_ptr); } - } - /* Gain riding experience */ - if (p_ptr->riding) - { - int cur = p_ptr->skill_exp[GINOU_RIDING]; - int max = s_info[p_ptr->pclass].s_max[GINOU_RIDING]; +#endif /* ALLOW_EASY_SENSE -- TNB */ + + /* Describe the object */ + object_desc(o_name, o_ptr, 0); - if (cur < max) + /* Acquire next object */ + next_o_idx = o_ptr->next_o_idx; + + /* Hack -- disturb */ + disturb(0, 0); + + /* Pick up gold */ + if (o_ptr->tval == TV_GOLD) { - int ridinglevel = r_info[m_list[p_ptr->riding].r_idx].level; - int targetlevel = r_ptr->level; - int inc = 0; + int value = (long)o_ptr->pval; - if ((cur / 200 - 5) < targetlevel) - inc += 1; + /* Delete the gold */ + delete_object_idx(this_o_idx); - /* Extra experience */ - if ((cur / 100) < ridinglevel) - { - if ((cur / 100 + 15) < ridinglevel) - inc += 1 + (ridinglevel - (cur / 100 + 15)); - else - inc += 1; - } + msg_format(_(" $%ld の価値がある%sを見つけた。", "You collect %ld gold pieces worth of %s."), + (long)value, o_name); + + sound(SOUND_SELL); + + /* Collect the gold */ + p_ptr->au += value; - p_ptr->skill_exp[GINOU_RIDING] = MIN(max, cur + inc); + /* Redraw gold */ + p_ptr->redraw |= (PR_GOLD); - p_ptr->update |= (PU_BONUS); + p_ptr->window |= (PW_PLAYER); } - } - riding_t_m_idx = c_ptr->m_idx; - if (p_ptr->migite) py_attack_aux(y, x, &fear, &mdeath, 0, mode); - if (p_ptr->hidarite && !mdeath) py_attack_aux(y, x, &fear, &mdeath, 1, mode); + /* Pick up objects */ + else + { + /* Hack - some objects were handled in autopick_pickup_items(). */ + if (o_ptr->marked & OM_NOMSG) + { + /* Clear the flag. */ + o_ptr->marked &= ~OM_NOMSG; + } + /* Describe the object */ + else if (!pickup) + { + msg_format(_("%sがある。", "You see %s."), o_name); + } - /* Mutations which yield extra 'natural' attacks */ - if (!mdeath) - { - if ((p_ptr->muta2 & MUT2_HORNS) && !mdeath) - natural_attack(c_ptr->m_idx, MUT2_HORNS, &fear, &mdeath); - if ((p_ptr->muta2 & MUT2_BEAK) && !mdeath) - natural_attack(c_ptr->m_idx, MUT2_BEAK, &fear, &mdeath); - if ((p_ptr->muta2 & MUT2_SCOR_TAIL) && !mdeath) - natural_attack(c_ptr->m_idx, MUT2_SCOR_TAIL, &fear, &mdeath); - if ((p_ptr->muta2 & MUT2_TRUNK) && !mdeath) - natural_attack(c_ptr->m_idx, MUT2_TRUNK, &fear, &mdeath); - if ((p_ptr->muta2 & MUT2_TENTACLES) && !mdeath) - natural_attack(c_ptr->m_idx, MUT2_TENTACLES, &fear, &mdeath); - } + /* Note that the pack is too full */ + else if (!inven_carry_okay(o_ptr)) + { + msg_format(_("ザックには%sを入れる隙間がない。", "You have no room for %s."), o_name); + } - /* Hack -- delay fear messages */ - if (fear && m_ptr->ml && !mdeath) - { - /* Sound */ - sound(SOUND_FLEE); + /* Pick up the item (if requested and allowed) */ + else + { + int okay = TRUE; - /* Message */ - msg_format(_("%^sは恐怖して逃げ出した!", "%^s flees in terror!"), m_name); - } + /* Hack -- query every item */ + if (carry_query_flag) + { + char out_val[MAX_NLEN+20]; + sprintf(out_val, _("%sを拾いますか? ", "Pick up %s? "), o_name); + okay = get_check(out_val); + } - if ((p_ptr->special_defense & KATA_IAI) && ((mode != HISSATSU_IAI) || mdeath)) - { - set_action(ACTION_NONE); + /* Attempt to pick up an object. */ + if (okay) + { + /* Pick up the object */ + py_pickup_aux(this_o_idx); + } + } + } } - - return mdeath; } @@ -2667,7 +688,7 @@ bool py_attack(int y, int x, int mode) * @param n_x プレイヤーの移動先X座標 * @return 移動処理が可能である場合(可能な場合に選択した場合)TRUEを返す。 */ -bool pattern_seq(int c_y, int c_x, int n_y, int n_x) +bool pattern_seq(POSITION c_y, POSITION c_x, POSITION n_y, POSITION n_x) { feature_type *cur_f_ptr = &f_info[cave[c_y][c_x].feat]; feature_type *new_f_ptr = &f_info[cave[n_y][n_x].feat]; @@ -2824,18 +845,18 @@ bool player_can_enter(s16b feature, u16b mode) * @param mpe_mode 移動オプションフラグ * @return プレイヤーが死亡やフロア離脱を行わず、実際に移動が可能ならばTRUEを返す。 */ -bool move_player_effect(int ny, int nx, u32b mpe_mode) +bool move_player_effect(POSITION ny, POSITION nx, BIT_FLAGS mpe_mode) { cave_type *c_ptr = &cave[ny][nx]; feature_type *f_ptr = &f_info[c_ptr->feat]; if (!(mpe_mode & MPE_STAYING)) { - int oy = p_ptr->y; - int ox = p_ptr->x; + POSITION oy = p_ptr->y; + POSITION ox = p_ptr->x; cave_type *oc_ptr = &cave[oy][ox]; - int om_idx = oc_ptr->m_idx; - int nm_idx = c_ptr->m_idx; + IDX om_idx = oc_ptr->m_idx; + IDX nm_idx = c_ptr->m_idx; /* Move the player */ p_ptr->y = ny; @@ -2885,10 +906,8 @@ bool move_player_effect(int ny, int nx, u32b mpe_mode) 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 */ @@ -3003,7 +1022,6 @@ bool move_player_effect(int ny, int nx, u32b mpe_mode) /* Hidden trap */ if (c_ptr->mimic || have_flag(f_ptr->flags, FF_SECRET)) { - /* Message */ msg_print(_("トラップだ!", "You found a trap!")); /* Pick a trap */ @@ -3108,11 +1126,11 @@ bool trap_can_be_ignored(int feat) * any monster which might be in the destination grid. Previously,\n * moving into walls was "free" and did NOT hit invisible monsters.\n */ -void move_player(int dir, bool do_pickup, bool break_trap) +void move_player(DIRECTION dir, bool do_pickup, bool break_trap) { /* Find the result of moving */ - int y = p_ptr->y + ddy[dir]; - int x = p_ptr->x + ddx[dir]; + POSITION y = p_ptr->y + ddy[dir]; + POSITION x = p_ptr->x + ddx[dir]; /* Examine the destination */ cave_type *c_ptr = &cave[y][x]; @@ -3297,13 +1315,13 @@ void move_player(int dir, bool do_pickup, bool break_trap) } else if (MON_MONFEAR(riding_m_ptr)) { - char m_name[80]; + char steed_name[80]; /* Acquire the monster name */ - monster_desc(m_name, riding_m_ptr, 0); + monster_desc(steed_name, riding_m_ptr, 0); /* Dump a message */ - msg_format(_("%sが恐怖していて制御できない。", "%^s is too scared to control."), m_name); + msg_format(_("%sが恐怖していて制御できない。", "%^s is too scared to control."), steed_name); oktomove = FALSE; disturb(0, 1); } @@ -3346,9 +1364,9 @@ void move_player(int dir, bool do_pickup, bool break_trap) if (oktomove && MON_STUNNED(riding_m_ptr) && one_in_(2)) { - char m_name[80]; - monster_desc(m_name, riding_m_ptr, 0); - msg_format(_("%sが朦朧としていてうまく動けない!", "You cannot control stunned %s!"),m_name); + char steed_name[80]; + monster_desc(steed_name, riding_m_ptr, 0); + msg_format(_("%sが朦朧としていてうまく動けない!", "You cannot control stunned %s!"), steed_name); oktomove = FALSE; disturb(0, 1); } @@ -3394,7 +1412,7 @@ void move_player(int dir, bool do_pickup, bool break_trap) else if (!p_can_enter && !p_can_kill_walls) { /* Feature code (applying "mimic" field) */ - s16b feat = get_feat_mimic(c_ptr); + FEAT_IDX feat = get_feat_mimic(c_ptr); feature_type *mimic_f_ptr = &f_info[feat]; cptr name = f_name + mimic_f_ptr->name; @@ -3463,7 +1481,6 @@ void move_player(int dir, bool do_pickup, bool break_trap) /* Disturb the player */ disturb(0, 1); - /* Sound */ if (!boundary_floor(c_ptr, f_ptr, mimic_f_ptr)) sound(SOUND_HITWALL); } @@ -3519,7 +1536,6 @@ void move_player(int dir, bool do_pickup, bool break_trap) p_ptr->update |= (PU_FLOW); } - /* Sound */ /* sound(SOUND_WALK); */ #ifdef ALLOW_EASY_DISARM /* TNB */ @@ -3550,9 +1566,9 @@ static bool ignore_avoid_run; * @param x 移動元のX座標 * @return 移動先が既知の壁ならばTRUE */ -static int see_wall(int dir, int y, int x) +static bool see_wall(DIRECTION dir, POSITION y, POSITION x) { - cave_type *c_ptr; + cave_type *c_ptr; /* Get the new location */ y += ddy[dir]; @@ -3595,7 +1611,7 @@ static int see_wall(int dir, int y, int x) * @param x 移動元のX座標 * @return 移動先が未知の地形ならばTRUE */ -static int see_nothing(int dir, int y, int x) +static bool see_nothing(DIRECTION dir, POSITION y, POSITION x) { /* Get the new location */ y += ddy[dir]; @@ -3634,12 +1650,12 @@ static byte chome[] = /* * The direction we are running */ -static byte find_current; +static DIRECTION find_current; /* * The direction we came from */ -static byte find_prevdir; +static DIRECTION find_prevdir; /* * We are looking for open area @@ -3670,7 +1686,7 @@ static bool find_breakleft; * \#x\# \@x\#\n * \@\@p. p\n */ -static void run_init(int dir) +static void run_init(DIRECTION dir) { int row, col, deepleft, deepright; int i, shortleft, shortright; @@ -3777,7 +1793,7 @@ static bool run_test(void) int i, max, inv; int option = 0, option2 = 0; cave_type *c_ptr; - s16b feat; + FEAT_IDX feat; feature_type *f_ptr; /* Where we came from */ @@ -3813,7 +1829,7 @@ static bool run_test(void) /* Look at every newly adjacent square. */ for (i = -max; i <= max; i++) { - s16b this_o_idx, next_o_idx = 0; + OBJECT_IDX this_o_idx, next_o_idx = 0; /* New direction */ new_dir = cycle[chome[prev_dir] + i]; @@ -4107,7 +2123,7 @@ static bool run_test(void) * @param dir 移動を試みる方向ID * @return なし */ -void run_step(int dir) +void run_step(DIRECTION dir) { /* Start running */ if (dir) @@ -4118,13 +2134,13 @@ void run_step(int dir) /* Hack -- do not start silly run */ if (see_wall(dir, p_ptr->y, p_ptr->x)) { - /* Message */ + sound(SOUND_HITWALL); + msg_print(_("その方向には走れません。", "You cannot run in that direction.")); /* Disturb */ disturb(0, 0); - /* Done */ return; } @@ -4141,7 +2157,6 @@ void run_step(int dir) /* Disturb */ disturb(0, 0); - /* Done */ return; } } @@ -4178,9 +2193,9 @@ void run_step(int dir) * @brief トラベル機能の判定処理 / * Test for traveling * @param prev_dir 前回移動を行った元の方角ID - * @return なし + * @return 次の方向 */ -static int travel_test(int prev_dir) +static DIRECTION travel_test(DIRECTION prev_dir) { int new_dir = 0; int i, max; @@ -4224,7 +2239,7 @@ static int travel_test(int prev_dir) for (i = -max; i <= max; i++) { /* New direction */ - int dir = cycle[chome[prev_dir] + i]; + DIRECTION dir = cycle[chome[prev_dir] + i]; /* New location */ int row = p_ptr->y + ddy[dir];