X-Git-Url: http://git.osdn.net/view?a=blobdiff_plain;f=src%2Fcmd1.c;h=65d1a6974c79142fac940e444f79fdef0689d438;hb=cf80ba532ef2841e6d3429d5980ff088e3954bd7;hp=76fe5d8aef68824a22e5e1273100bed926c2953f;hpb=1140e882c0335a3ca37c7a5f2f9df2916c555ded;p=hengband%2Fhengband.git diff --git a/src/cmd1.c b/src/cmd1.c index 76fe5d8ae..65d1a6974 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) @@ -237,411 +357,31 @@ 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; - } - - /* 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; - } - - /* Slay Evil */ - if ((have_flag(flgs, TR_SLAY_EVIL)) && - (r_ptr->flags3 & RF3_EVIL)) - { - if (m_ptr->ml && is_original_ap(m_ptr)) - { - r_ptr->r_flags3 |= RF3_EVIL; - } - - if (mult < 20) mult = 20; - } - - /* Execute Evil */ - if ((have_flag(flgs, TR_KILL_EVIL)) && - (r_ptr->flags3 & RF3_EVIL)) - { - if (m_ptr->ml && is_original_ap(m_ptr)) - { - r_ptr->r_flags3 |= RF3_EVIL; - } - - if (mult < 35) mult = 35; - } - - /* 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; - } - - if (mult < 25) mult = 25; - } - - /* 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; - } - - /* 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; - } - - if (mult < 30) mult = 30; - } - - /* 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; - } - - if (mult < 50) mult = 50; - } - - /* 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; - } - - if (mult < 30) mult = 30; - } - - /* 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; - } - - if (mult < 50) mult = 50; - } - - /* 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; - } - - if (mult < 30) mult = 30; - } - - /* 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; - } - - if (mult < 50) mult = 50; - } - - /* 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; - } - - if (mult < 30) mult = 30; - } - - /* 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; - } - - if (mult < 50) mult = 50; - } - - /* 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; - } - - if (mult < 30) mult = 30; - } - - /* 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; - } - - if (mult < 50) mult = 50; - } - - /* 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; - } - - /* 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; - } - - if (mult < 50) mult = 50; - - if ((o_ptr->name1 == ART_NOTHUNG) && (m_ptr->r_idx == MON_FAFNER)) - mult *= 3; - } + /* Slaying */ + mult = mult_slaying(mult, flgs, m_ptr); - /* 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); - } - } - - /* Otherwise, take the damage */ - else - { - if (mult < 25) mult = 25; - } - } + /* Elemental Brand */ + mult = mult_brand(mult, flgs, m_ptr); - /* Brand (Elec) */ - if (have_flag(flgs, TR_BRAND_ELEC) || ((p_ptr->special_attack & (ATTACK_ELEC)) && !thrown) || (mode == HISSATSU_ELEC)) + /* Hissatsu */ + if (p_ptr->pclass == CLASS_SAMURAI) { - /* 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); - } - } - - /* 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; - } - - else - { - if (mult < 25) mult = 25; - } + mult = mult_hissatsu(mult, flgs, m_ptr, mode); } - /* 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); - } - } - - /* 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; - } + /* Force Weapon */ 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; } + + /* Hack -- The Nothung cause special damage to Fafner */ + if ((o_ptr->name1 == ART_NOTHUNG) && (m_ptr->r_idx == MON_FAFNER)) + mult = 150; break; } } @@ -655,102 +395,91 @@ s16b tot_dam_aux(object_type *o_ptr, int tdam, monster_type *m_ptr, int mode, bo /* * Search for hidden things */ -void search(void) +static void discover_hidden_things(int y, int x) { - int y, x, chance; - s16b this_o_idx, next_o_idx = 0; cave_type *c_ptr; + /* Access the grid */ + c_ptr = &cave[y][x]; - /* Start with base search ability */ - chance = p_ptr->skill_srh; + /* Invisible trap */ + if (c_ptr->mimic && is_trap(c_ptr->feat)) + { + /* Pick a trap */ + disclose_grid(y, x); - /* Penalize various conditions */ - if (p_ptr->blind || no_lite()) chance = chance / 10; - if (p_ptr->confused || p_ptr->image) chance = chance / 10; + /* Message */ + msg_print(_("¥È¥é¥Ã¥×¤òȯ¸«¤·¤¿¡£", "You have found a trap.")); - /* Search the nearby grids, which are always in bounds */ - for (y = (py - 1); y <= (py + 1); y++) + /* Disturb */ + disturb(0, 1); + } + + /* Secret door */ + if (is_hidden_door(c_ptr)) { - for (x = (px - 1); x <= (px + 1); x++) - { - /* Sometimes, notice things */ - if (randint0(100) < chance) - { - /* Access the grid */ - c_ptr = &cave[y][x]; + /* Message */ + msg_print(_("±£¤·¥É¥¢¤òȯ¸«¤·¤¿¡£", "You have found a secret door.")); - /* Invisible trap */ - if (c_ptr->mimic && is_trap(c_ptr->feat)) - { - /* Pick a trap */ - disclose_grid(y, x); + /* Disclose */ + 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); + } - /* 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; - /* 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 + /* Acquire object */ + o_ptr = &o_list[this_o_idx]; - /* Disclose */ - disclose_grid(y, x); + /* Acquire next object */ + next_o_idx = o_ptr->next_o_idx; - /* Disturb */ - disturb(0, 0); - } + /* Skip non-chests */ + if (o_ptr->tval != TV_CHEST) continue; - /* 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; + /* Skip non-trapped chests */ + if (!chest_traps[o_ptr->pval]) continue; - /* Acquire object */ - o_ptr = &o_list[this_o_idx]; + /* 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!")); - /* Acquire next object */ - next_o_idx = o_ptr->next_o_idx; + /* Know the trap */ + object_known(o_ptr); - /* Skip non-chests */ - if (o_ptr->tval != TV_CHEST) continue; + /* Notice it */ + disturb(0, 0); + } + } +} - /* Skip non-trapped chests */ - if (!chest_traps[o_ptr->pval]) continue; +void search(void) +{ + int i, chance; - /* 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 + /* Start with base search ability */ + chance = p_ptr->skill_srh; - /* Know the trap */ - object_known(o_ptr); + /* Penalize various conditions */ + if (p_ptr->blind || no_lite()) chance = chance / 10; + if (p_ptr->confused || p_ptr->image) chance = chance / 10; - /* Notice it */ - disturb(0, 0); - } - } - } + /* 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]); } } } @@ -875,7 +604,7 @@ 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]; @@ -981,7 +710,6 @@ void carry(int pickup) } /* Describe the object */ else if (!pickup) - { #ifdef JP msg_format("%s¤¬¤¢¤ë¡£", o_name); @@ -1075,8 +803,8 @@ static void hit_trap(bool break_trap) /* Get the cave grid */ cave_type *c_ptr = &cave[y][x]; - - int trap_feat = c_ptr->feat; + 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¥×"; @@ -1085,19 +813,19 @@ static void hit_trap(bool break_trap) #endif /* Disturb the player */ - disturb(0, 0); + disturb(0, 1); cave_alter_feat(y, x, FF_HIT_TRAP); /* Analyze XXX XXX XXX */ - switch (trap_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 @@ -1106,7 +834,7 @@ 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 @@ -1116,7 +844,7 @@ 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 @@ -1128,7 +856,7 @@ 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 @@ -1140,12 +868,12 @@ 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 @@ -1154,14 +882,14 @@ 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 @@ -1171,12 +899,12 @@ 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 @@ -1185,7 +913,7 @@ 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 @@ -1193,7 +921,7 @@ static void hit_trap(bool break_trap) /* Base damage */ #ifdef JP - name = "Í·ê"; + name = "Íî¤È¤··ê"; #else name = "a pit trap"; #endif @@ -1211,7 +939,7 @@ 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 @@ -1226,12 +954,12 @@ 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 @@ -1240,7 +968,7 @@ 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 @@ -1250,7 +978,7 @@ 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 @@ -1267,7 +995,7 @@ 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 @@ -1300,7 +1028,7 @@ 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"); @@ -1328,7 +1056,7 @@ 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"); @@ -1336,11 +1064,11 @@ 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"); @@ -1358,7 +1086,7 @@ static void hit_trap(bool break_trap) break; } - case FEAT_TRAP_ACID: + case TRAP_ACID: { #ifdef JP msg_print("»À¤¬¿á¤­¤«¤±¤é¤ì¤¿¡ª"); @@ -1376,7 +1104,7 @@ static void hit_trap(bool break_trap) break; } - case FEAT_TRAP_SLOW: + case TRAP_SLOW: { if (check_hit(125)) { @@ -1387,8 +1115,13 @@ 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 { @@ -1402,7 +1135,7 @@ static void hit_trap(bool break_trap) break; } - case FEAT_TRAP_LOSE_STR: + case TRAP_LOSE_STR: { if (check_hit(125)) { @@ -1419,7 +1152,7 @@ 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 { @@ -1433,7 +1166,7 @@ static void hit_trap(bool break_trap) break; } - case FEAT_TRAP_LOSE_DEX: + case TRAP_LOSE_DEX: { if (check_hit(125)) { @@ -1450,7 +1183,7 @@ 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 { @@ -1464,7 +1197,7 @@ static void hit_trap(bool break_trap) break; } - case FEAT_TRAP_LOSE_CON: + case TRAP_LOSE_CON: { if (check_hit(125)) { @@ -1481,7 +1214,7 @@ 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 { @@ -1495,7 +1228,7 @@ 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"); @@ -1510,7 +1243,7 @@ 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"); @@ -1525,7 +1258,7 @@ 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"); @@ -1540,7 +1273,7 @@ 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"); @@ -1580,7 +1313,7 @@ msg_print(" break; } - case FEAT_TRAP_TRAPS: + case TRAP_TRAPS: { #ifdef JP msg_print("¤Þ¤Ð¤æ¤¤Á®¸÷¤¬Áö¤Ã¤¿¡ª"); @@ -1594,7 +1327,7 @@ msg_print(" break; } - case FEAT_TRAP_ALARM: + case TRAP_ALARM: { #ifdef JP msg_print("¤±¤¿¤¿¤Þ¤·¤¤²»¤¬ÌĤê¶Á¤¤¤¿¡ª"); @@ -1607,7 +1340,7 @@ 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"); @@ -1622,7 +1355,7 @@ 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; @@ -1672,7 +1405,7 @@ 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"); @@ -1727,13 +1460,12 @@ 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(); } } @@ -1755,12 +1487,11 @@ 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(); } } @@ -1787,7 +1518,7 @@ 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(); } } @@ -1978,12 +1709,12 @@ 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; @@ -2012,7 +1743,7 @@ static void py_attack_aux(int y, int x, bool *fear, bool *mdeath, s16b hand, int 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) + if (MON_CSLEEP(m_ptr) && m_ptr->ml) { /* Can't backstab creatures that we can't see, right? */ backstab = TRUE; @@ -2021,7 +1752,7 @@ static void py_attack_aux(int y, int x, bool *fear, bool *mdeath, s16b hand, int { fuiuchi = TRUE; } - else if (m_ptr->monfear && m_ptr->ml) + else if (MON_MONFEAR(m_ptr) && m_ptr->ml) { stab_fleeing = TRUE; } @@ -2031,11 +1762,11 @@ static void py_attack_aux(int y, int x, bool *fear, bool *mdeath, s16b hand, int case CLASS_MONK: case CLASS_FORCETRAINER: case CLASS_BERSERKER: - if (empty_hands(TRUE) & EMPTY_HAND_RARM) monk_attack = TRUE; + 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) { @@ -2053,7 +1784,7 @@ 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) { @@ -2074,15 +1805,11 @@ 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)); @@ -2104,30 +1831,36 @@ 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) { @@ -2188,7 +1921,7 @@ 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)) @@ -2197,7 +1930,7 @@ 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; @@ -2205,7 +1938,7 @@ static void py_attack_aux(int y, int x, bool *fear, bool *mdeath, s16b hand, int { 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; @@ -2345,15 +2078,22 @@ 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 (set_monster_stunned(c_ptr->m_idx, stun_effect + MON_STUNNED(m_ptr))) + { #ifdef JP - if (m_ptr->stunned) msg_format("%^s¤Ï¤µ¤é¤Ë¥Õ¥é¥Õ¥é¤Ë¤Ê¤Ã¤¿¡£", m_name); - else msg_format("%^s¤Ï¥Õ¥é¥Õ¥é¤Ë¤Ê¤Ã¤¿¡£", m_name); + msg_format("%^s¤Ï¥Õ¥é¥Õ¥é¤Ë¤Ê¤Ã¤¿¡£", m_name); #else - if (m_ptr->stunned) msg_format("%^s is more stunned.", m_name); - else msg_format("%^s is stunned.", m_name); + msg_format("%^s is stunned.", m_name); #endif - - m_ptr->stunned += stun_effect; + } + else + { +#ifdef JP + msg_format("%^s¤Ï¤µ¤é¤Ë¥Õ¥é¥Õ¥é¤Ë¤Ê¤Ã¤¿¡£", m_name); +#else + msg_format("%^s is more stunned.", m_name); +#endif + } } } } @@ -2515,7 +2255,7 @@ static void py_attack_aux(int y, int x, bool *fear, bool *mdeath, s16b hand, int 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); @@ -2535,7 +2275,7 @@ static void py_attack_aux(int y, int x, bool *fear, bool *mdeath, s16b hand, int } /* Apply stun */ - m_ptr->stunned = (tmp < 200) ? tmp : 200; + (void)set_monster_stunned(c_ptr->m_idx, MON_STUNNED(m_ptr) + tmp); } else { @@ -2683,6 +2423,9 @@ static void py_attack_aux(int y, int x, bool *fear, bool *mdeath, s16b hand, int { drain_heal = damroll(2, drain_result / 6); + /* Hex */ + if (hex_spelling(HEX_VAMP_BLADE)) drain_heal *= 2; + if (cheat_xtra) { #ifdef JP @@ -2725,13 +2468,14 @@ static void py_attack_aux(int y, int x, bool *fear, bool *mdeath, s16b hand, int } 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) @@ -2749,10 +2493,7 @@ static void py_attack_aux(int y, int x, bool *fear, bool *mdeath, s16b hand, int /* 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); @@ -2778,7 +2519,7 @@ static void py_attack_aux(int y, int x, bool *fear, bool *mdeath, s16b hand, int 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); } } @@ -2790,7 +2531,7 @@ static void py_attack_aux(int y, int x, bool *fear, bool *mdeath, s16b hand, int { 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 @@ -2801,7 +2542,7 @@ static void py_attack_aux(int y, int x, bool *fear, bool *mdeath, s16b hand, int } 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 @@ -2820,7 +2561,7 @@ static void py_attack_aux(int y, int x, bool *fear, bool *mdeath, s16b hand, int 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; } @@ -2839,16 +2580,6 @@ static void py_attack_aux(int y, int x, bool *fear, bool *mdeath, s16b hand, int 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; } @@ -2859,8 +2590,16 @@ static void py_attack_aux(int y, int x, bool *fear, bool *mdeath, s16b hand, int #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) @@ -2874,7 +2613,7 @@ static void py_attack_aux(int y, int x, bool *fear, bool *mdeath, s16b hand, int 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 @@ -2929,6 +2668,8 @@ static void py_attack_aux(int y, int x, bool *fear, bool *mdeath, s16b hand, int 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: @@ -3061,24 +2802,32 @@ 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)) @@ -3155,7 +2904,7 @@ 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 @@ -3168,13 +2917,18 @@ 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)) @@ -3274,8 +3028,8 @@ bool pattern_seq(int c_y, int c_x, int n_y, int n_x) if (!is_pattern_tile_cur && !is_pattern_tile_new) return TRUE; - pattern_type_cur = is_pattern_tile_cur ? cur_f_ptr->power : NOT_PATTERN_TILE; - pattern_type_new = is_pattern_tile_new ? new_f_ptr->power : NOT_PATTERN_TILE; + 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) { @@ -3428,18 +3182,307 @@ bool player_can_enter(s16b feature, u16b mode) if (!(mode & CEM_P_CAN_ENTER_PATTERN)) return FALSE; } - /* "CAN" flags */ - if (have_flag(f_ptr->flags, FF_CAN_FLY) && p_ptr->ffall) 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; + /* "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; +} + + +/* + * Move the player + */ +bool move_player_effect(int ny, int nx, u32b mpe_mode) +{ + cave_type *c_ptr = &cave[ny][nx]; + feature_type *f_ptr = &f_info[c_ptr->feat]; + + if (!(mpe_mode & MPE_STAYING)) + { + int oy = py; + int ox = px; + 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); + } + + /* Handle "store doors" */ + if (have_flag(f_ptr->flags, FF_STORE)) + { + /* Disturb */ + disturb(0, 1); + + energy_use = 0; + /* Hack -- Enter store */ + command_new = SPECIAL_KEY_STORE; + } + + /* Handle "building doors" -KMW- */ + else if (have_flag(f_ptr->flags, FF_BLDG)) + { + /* Disturb */ + disturb(0, 1); + + 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) + { + 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"); +#else + msg_print("You accomplished your quest!"); +#endif + + msg_print(NULL); + } + + 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_MOVE)) return FALSE; + if (!have_flag(f_ptr->flags, FF_TRAP)) return TRUE; - 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. @@ -3448,7 +3491,7 @@ bool player_can_enter(s16b feature, u16b mode) * 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) { /* Find the result of moving */ int y = py + ddy[dir]; @@ -3570,7 +3613,7 @@ void move_player(int dir, int do_pickup, bool break_trap) /* Player can not walk through "walls"... */ /* unless in Shadow Form */ - p_can_kill_walls = p_ptr->kill_wall && have_flag(f_ptr->flags, FF_TUNNEL) && + 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); @@ -3585,8 +3628,8 @@ void move_player(int dir, int do_pickup, bool break_trap) ((p_ptr->muta2 & MUT2_BERS_RAGE) && p_ptr->shero)) && 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); @@ -3594,7 +3637,7 @@ void move_player(int dir, int do_pickup, bool break_trap) if (m_ptr->ml) { /* Auto-Recall if possible and visible */ - monster_race_track(m_ptr->ap_r_idx); + if (!p_ptr->image) monster_race_track(m_ptr->ap_r_idx); /* Track a new monster */ health_track(c_ptr->m_idx); @@ -3642,9 +3685,9 @@ void move_player(int dir, int do_pickup, bool break_trap) #endif energy_use = 0; oktomove = FALSE; - disturb(0, 0); + disturb(0, 1); } - else if (riding_m_ptr->monfear) + else if (MON_MONFEAR(riding_m_ptr)) { char m_name[80]; @@ -3658,12 +3701,12 @@ void move_player(int dir, int do_pickup, bool break_trap) msg_format("%^s is too scared to control.", m_name); #endif oktomove = FALSE; - disturb(0, 0); + disturb(0, 1); } else if (p_ptr->riding_ryoute) { oktomove = FALSE; - disturb(0, 0); + disturb(0, 1); } else if (have_flag(f_ptr->flags, FF_CAN_FLY) && (riding_r_ptr->flags7 & RF7_CAN_FLY)) { @@ -3684,7 +3727,7 @@ void move_player(int dir, int do_pickup, bool break_trap) #endif energy_use = 0; oktomove = FALSE; - disturb(0, 0); + disturb(0, 1); } else if (!have_flag(f_ptr->flags, FF_WATER) && (riding_r_ptr->flags7 & RF7_AQUATIC)) { @@ -3695,7 +3738,7 @@ void move_player(int dir, int do_pickup, bool break_trap) #endif energy_use = 0; oktomove = FALSE; - disturb(0, 0); + disturb(0, 1); } else if (have_flag(f_ptr->flags, FF_LAVA) && !(riding_r_ptr->flagsr & RFR_EFF_IM_FIRE_MASK)) { @@ -3706,10 +3749,10 @@ void move_player(int dir, int do_pickup, bool break_trap) #endif energy_use = 0; oktomove = FALSE; - disturb(0, 0); + disturb(0, 1); } - if (oktomove && riding_m_ptr->stunned && one_in_(2)) + if (oktomove && MON_STUNNED(riding_m_ptr) && one_in_(2)) { char m_name[80]; monster_desc(m_name, riding_m_ptr, 0); @@ -3719,7 +3762,7 @@ void move_player(int dir, int do_pickup, bool break_trap) msg_format("You cannot control stunned %s!",m_name); #endif oktomove = FALSE; - disturb(0, 0); + disturb(0, 1); } } @@ -3727,7 +3770,7 @@ void move_player(int dir, int do_pickup, bool break_trap) { } - else if (!have_flag(f_ptr->flags, FF_MOVE) && have_flag(f_ptr->flags, FF_CAN_FLY) && !p_ptr->ffall) + else if (!have_flag(f_ptr->flags, FF_MOVE) && have_flag(f_ptr->flags, FF_CAN_FLY) && !p_ptr->levitation) { #ifdef JP msg_format("¶õ¤òÈô¤Ð¤Ê¤¤¤È%s¤Î¾å¤Ë¤Ï¹Ô¤±¤Ê¤¤¡£", f_name + f_info[get_feat_mimic(c_ptr)].name); @@ -3747,7 +3790,7 @@ void move_player(int dir, int do_pickup, bool break_trap) */ else if (have_flag(f_ptr->flags, FF_TREE) && !p_can_kill_walls) { - if ((p_ptr->pclass != CLASS_RANGER) && !p_ptr->ffall) energy_use *= 2; + if ((p_ptr->pclass != CLASS_RANGER) && !p_ptr->levitation && (!p_ptr->riding || !(riding_r_ptr->flags8 & RF8_WILD_WOOD))) energy_use *= 2; } #ifdef ALLOW_EASY_DISARM /* TNB */ @@ -3755,39 +3798,7 @@ void move_player(int dir, int do_pickup, bool break_trap) /* Disarm a visible trap */ else if ((do_pickup != easy_disarm) && have_flag(f_ptr->flags, FF_DISARM) && !c_ptr->mimic) { - bool ignore = FALSE; - switch (c_ptr->feat) - { - 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; - } - - if (!ignore) + if (!trap_can_be_ignored(c_ptr->feat)) { (void)do_cmd_disarm_aux(y, x, dir); return; @@ -3801,19 +3812,16 @@ void move_player(int dir, int do_pickup, bool break_trap) { /* Feature code (applying "mimic" field) */ s16b feat = get_feat_mimic(c_ptr); - cptr name = f_name + f_info[feat].name; + feature_type *mimic_f_ptr = &f_info[feat]; + cptr name = f_name + mimic_f_ptr->name; oktomove = FALSE; - /* Disturb the player */ - disturb(0, 0); - /* 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)) { /* Boundary floor mimic */ - 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¡£"); @@ -3841,7 +3849,7 @@ void move_player(int dir, int do_pickup, bool break_trap) else { /* Boundary floor mimic */ - 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¤¤¡£"); @@ -3878,8 +3886,11 @@ void move_player(int dir, int do_pickup, bool break_trap) } } + /* Disturb the player */ + disturb(0, 1); + /* Sound */ - if (!boundary_floor_grid(c_ptr)) sound(SOUND_HITWALL); + if (!boundary_floor(c_ptr, f_ptr, mimic_f_ptr)) sound(SOUND_HITWALL); } /* Normal movement */ @@ -3891,7 +3902,7 @@ void move_player(int dir, int do_pickup, bool break_trap) } /* To avoid a loop with running */ - disturb(0, 0); + disturb(0, 1); oktomove = FALSE; } @@ -3899,21 +3910,17 @@ void move_player(int dir, int do_pickup, bool break_trap) /* Normal movement */ if (oktomove) { - int oy, ox; + u32b mpe_mode = MPE_ENERGY_USE; if (p_ptr->warning) { - if(!process_warning(x, y)) + 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 @@ -3921,230 +3928,44 @@ void move_player(int dir, int do_pickup, bool break_trap) #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; + 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 (music_singing(MUSIC_WALL)) + if (p_can_kill_walls) { - project(0, 0, py, px, - (60 + p_ptr->lev), GF_DISINTEGRATE, PROJECT_KILL | PROJECT_ITEM, -1); - } - else if (p_can_kill_walls) - { - cave_alter_feat(py, px, FF_HURT_DISI); + cave_alter_feat(y, x, FF_HURT_DISI); /* 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); + p_ptr->update |= (PU_FLOW); } - /* 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) - { - search(); - } - - /* Handle "objects" */ - #ifdef ALLOW_EASY_DISARM /* TNB */ - carry(do_pickup != always_pickup); + if (do_pickup != always_pickup) mpe_mode |= MPE_DO_PICKUP; #else /* ALLOW_EASY_DISARM -- TNB */ - carry(do_pickup); + if (do_pickup) mpe_mode |= MPE_DO_PICKUP; #endif /* ALLOW_EASY_DISARM -- TNB */ - /* Handle "store doors" */ - if (have_flag(f_ptr->flags, FF_STORE)) - { - /* Disturb */ - disturb(0, 0); - - energy_use = 0; - /* Hack -- Enter store */ - command_new = SPECIAL_KEY_STORE; - } - - /* Handle "building doors" -KMW- */ - else if (have_flag(f_ptr->flags, FF_BLDG)) - { - /* Disturb */ - disturb(0, 0); - - 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, 0); - - 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) - { - 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"); -#else - msg_print("You accomplished your quest!"); -#endif - - msg_print(NULL); - } - - 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)) - { - /* Disturb */ - disturb(0, 0); - - /* Hidden trap */ - if (c_ptr->mimic) - { - /* 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(break_trap); - } - - /* 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; - - /* 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 (break_trap) mpe_mode |= MPE_BREAK_TRAP; - if (disturb_trap_detect) - { - disturb(0, 0); - } - } - } + /* Move the player */ + (void)move_player_effect(y, x, mpe_mode); } } @@ -4173,21 +3994,18 @@ static int see_wall(int dir, int y, int x) { /* Feature code (applying "mimic" field) */ s16b feat = get_feat_mimic(c_ptr); - feature_type *f_ptr; + feature_type *f_ptr = &f_info[feat]; /* Wall grids are known walls */ - if (!player_can_enter(feat, 0)) return TRUE; - - f_ptr = &f_info[feat]; + if (!player_can_enter(feat, 0)) return !have_flag(f_ptr->flags, FF_DOOR); /* Don't run on a tree unless explicitly requested */ if (have_flag(f_ptr->flags, FF_AVOID_RUN) && !ignore_avoid_run) 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 TRUE; + 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; @@ -4430,7 +4248,7 @@ static void run_init(int dir) row = py + ddy[dir]; col = px + ddx[dir]; - ignore_avoid_run = have_flag(f_flags_bold(row, col), FF_AVOID_RUN); + ignore_avoid_run = cave_have_flag_bold(row, col, FF_AVOID_RUN); /* Extract cycle index */ i = chome[dir]; @@ -4583,7 +4401,7 @@ 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 */ @@ -4619,8 +4437,7 @@ static bool run_test(void) /* Deep water */ else if (have_flag(f_ptr->flags, FF_WATER) && have_flag(f_ptr->flags, FF_DEEP) && - (p_ptr->ffall || p_ptr->can_swim || - p_ptr->total_weight <= (((u32b)adj_str_wgt[p_ptr->stat_ind[A_STR]]*(p_ptr->pclass == CLASS_BERSERKER ? 150 : 100)) / 2))) + (p_ptr->levitation || p_ptr->can_swim || (p_ptr->total_weight <= weight_limit()))) { /* Ignore */ notice = FALSE; @@ -4703,7 +4520,7 @@ static bool run_test(void) /* Hack -- look again */ for (i = -max; i < 0; i++) { - /* Unknown grid or non-wall XXX XXX XXX cave_floor_grid(c_ptr)) */ + /* Unknown grid or non-wall */ if (!see_wall(cycle[chome[prev_dir] + i], py, px)) { /* Looking to break right */ @@ -4727,7 +4544,7 @@ static bool run_test(void) /* Hack -- look again */ for (i = max; i > 0; i--) { - /* Unknown grid or non-wall XXX XXX XXX cave_floor_grid(c_ptr)) */ + /* Unknown grid or non-wall */ if (!see_wall(cycle[chome[prev_dir] + i], py, px)) { /* Looking to break left */ @@ -4905,3 +4722,143 @@ 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 + } + disturb(0, 1); + return; + } + + energy_use = 100; + + move_player(travel.dir, always_pickup, FALSE); + + if ((py == travel.y) && (px == travel.x)) + travel.run = 0; + else if (travel.run > 0) + travel.run--; + + /* Travel Delay */ + Term_xtra(TERM_XTRA_DELAY, delay_factor); +} +#endif