X-Git-Url: http://git.osdn.net/view?a=blobdiff_plain;f=src%2Fcmd2.c;h=6ff147fb3a2094c0626b9ff20260570bbc1adaeb;hb=e09d1cca99f971e0ee07350e5f6ab237856d7441;hp=eda14bbfff57c2b1f9eaacd9526a40854cb20321;hpb=a587af3776e9f8611e52094c1b9d362e38d83538;p=hengband%2Fhengband.git diff --git a/src/cmd2.c b/src/cmd2.c index eda14bbff..6ff147fb3 100644 --- a/src/cmd2.c +++ b/src/cmd2.c @@ -12,15 +12,32 @@ #include "angband.h" #include "chest.h" +#include "trap.h" +#include "floor.h" #include "melee.h" #include "object-hook.h" +#include "projection.h" +#include "spells-summon.h" +#include "spells-status.h" +#include "monster-status.h" +#include "quest.h" +#include "artifact.h" +#include "avatar.h" +#include "player-status.h" +#include "realm-hex.h" +#include "geometry.h" +#include "wild.h" +#include "grid.h" +#include "feature.h" +#include "player-move.h" +#include "object-broken.h" /*! * @brief フロア脱出時に出戻りが不可能だった場合に警告を加える処理 * @param down_stair TRUEならば階段を降りる処理、FALSEなら階段を昇る処理による内容 * @return フロア移動を実際に行うならTRUE、キャンセルする場合はFALSE */ -bool confirm_leave_level(bool down_stair) +static bool confirm_leave_level(bool down_stair) { quest_type *q_ptr = &quest[p_ptr->inside_quest]; @@ -44,6 +61,100 @@ bool confirm_leave_level(bool down_stair) } /*! + * @brief 魔法系コマンドが制限されているかを返す。 + * @return 魔法系コマンドを使用可能ならFALSE、不可能ならば理由をメッセージ表示してTRUEを返す。 + */ +bool cmd_limit_cast(player_type *creature_ptr) +{ + if (current_floor_ptr->dun_level && (d_info[p_ptr->dungeon_idx].flags1 & DF1_NO_MAGIC)) + { + msg_print(_("ダンジョンが魔法を吸収した!", "The dungeon absorbs all attempted magic!")); + msg_print(NULL); + return TRUE; + } + else if (creature_ptr->anti_magic) + { + msg_print(_("反魔法バリアが魔法を邪魔した!", "An anti-magic shell disrupts your magic!")); + return TRUE; + } + else if (creature_ptr->shero) + { + msg_format(_("狂戦士化していて頭が回らない!", "You cannot think directly!")); + return TRUE; + } + else + return FALSE; +} + +bool cmd_limit_confused(player_type *creature_ptr) +{ + if (creature_ptr->confused) + { + msg_print(_("混乱していてできない!", "You are too confused!")); + return TRUE; + } + return FALSE; +} + +bool cmd_limit_image(player_type *creature_ptr) +{ + if (creature_ptr->image) + { + msg_print(_("幻覚が見えて集中できない!", "You are too hallucinated!")); + return TRUE; + } + return FALSE; +} + +bool cmd_limit_stun(player_type *creature_ptr) +{ + if (creature_ptr->stun) + { + msg_print(_("頭が朦朧としていて集中できない!", "You are too stuned!")); + return TRUE; + } + return FALSE; +} + +bool cmd_limit_arena(player_type *creature_ptr) +{ + if (creature_ptr->inside_arena) + { + msg_print(_("アリーナが魔法を吸収した!", "The arena absorbs all attempted magic!")); + msg_print(NULL); + return TRUE; + } + return FALSE; +} + +bool cmd_limit_blind(player_type *creature_ptr) +{ + if (creature_ptr->blind) + { + msg_print(_("目が見えない。", "You can't see anything.")); + return TRUE; + } + if (no_lite()) + { + msg_print(_("明かりがないので、暗くて読めない。", "You have no light to read by.")); + return TRUE; + } + return FALSE; +} + +bool cmd_limit_time_walk(player_type *creature_ptr) +{ + if (creature_ptr->timewalk) + { + if (flush_failure) flush(); + msg_print(_("止まった時の中ではうまく働かないようだ。", "It shows no reaction.")); + sound(SOUND_FAIL); + return TRUE; + } + return FALSE; +} + +/*! * @brief 階段を使って階層を昇る処理 / Go up one level * @return なし */ @@ -52,8 +163,8 @@ void do_cmd_go_up(void) bool go_up = FALSE; /* Player grid */ - cave_type *c_ptr = &cave[p_ptr->y][p_ptr->x]; - feature_type *f_ptr = &f_info[c_ptr->feat]; + grid_type *g_ptr = ¤t_floor_ptr->grid_array[p_ptr->y][p_ptr->x]; + feature_type *f_ptr = &f_info[g_ptr->feat]; int up_num = 0; @@ -84,7 +195,7 @@ void do_cmd_go_up(void) leave_quest_check(); - p_ptr->inside_quest = c_ptr->special; + p_ptr->inside_quest = g_ptr->special; /* Activate the quest */ if (!quest[p_ptr->inside_quest].status) @@ -100,23 +211,20 @@ void do_cmd_go_up(void) /* Leaving a quest */ if (!p_ptr->inside_quest) { - dun_level = 0; + current_floor_ptr->dun_level = 0; } - - /* Leaving */ p_ptr->leaving = TRUE; p_ptr->oldpx = 0; p_ptr->oldpy = 0; - /* Hack -- take a turn */ - p_ptr->energy_use = 100; + take_turn(p_ptr, 100); /* End the command */ return; } - if (!dun_level) + if (!current_floor_ptr->dun_level) { go_up = TRUE; } @@ -128,8 +236,7 @@ void do_cmd_go_up(void) /* Cancel the command */ if (!go_up) return; - /* Hack -- take a turn */ - p_ptr->energy_use = 100; + take_turn(p_ptr, 100); if (autosave_l) do_cmd_save_game(TRUE); @@ -148,8 +255,8 @@ void do_cmd_go_up(void) { leave_quest_check(); - p_ptr->inside_quest = c_ptr->special; - dun_level = 0; + p_ptr->inside_quest = g_ptr->special; + current_floor_ptr->dun_level = 0; up_num = 0; } @@ -173,20 +280,18 @@ void do_cmd_go_up(void) } /* Get out from current dungeon */ - if (dun_level - up_num < d_info[dungeon_type].mindepth) - up_num = dun_level; + if (current_floor_ptr->dun_level - up_num < d_info[p_ptr->dungeon_idx].mindepth) + up_num = current_floor_ptr->dun_level; } if (record_stair) do_cmd_write_nikki(NIKKI_STAIR, 0-up_num, _("階段を上った", "climbed up the stairs to")); /* Success */ if ((p_ptr->pseikaku == SEIKAKU_COMBAT) || (inventory[INVEN_BOW].name1 == ART_CRIMSON)) msg_print(_("なんだこの階段は!", "What's this STAIRWAY!")); - else if (up_num == dun_level) + else if (up_num == current_floor_ptr->dun_level) msg_print(_("地上に戻った。", "You go back to the surface.")); else msg_print(_("階段を上って新たなる迷宮へと足を踏み入れた。", "You enter a maze of up staircases.")); - - /* Leaving */ p_ptr->leaving = TRUE; } @@ -198,8 +303,8 @@ void do_cmd_go_up(void) void do_cmd_go_down(void) { /* Player grid */ - cave_type *c_ptr = &cave[p_ptr->y][p_ptr->x]; - feature_type *f_ptr = &f_info[c_ptr->feat]; + grid_type *g_ptr = ¤t_floor_ptr->grid_array[p_ptr->y][p_ptr->x]; + feature_type *f_ptr = &f_info[g_ptr->feat]; bool fall_trap = FALSE; int down_num = 0; @@ -238,7 +343,7 @@ void do_cmd_go_down(void) leave_quest_check(); leave_tower_check(); - p_ptr->inside_quest = c_ptr->special; + p_ptr->inside_quest = g_ptr->special; /* Activate the quest */ if (!quest[p_ptr->inside_quest].status) @@ -254,27 +359,22 @@ void do_cmd_go_down(void) /* Leaving a quest */ if (!p_ptr->inside_quest) { - dun_level = 0; + current_floor_ptr->dun_level = 0; } - - /* Leaving */ p_ptr->leaving = TRUE; - p_ptr->oldpx = 0; p_ptr->oldpy = 0; - - /* Hack -- take a turn */ - p_ptr->energy_use = 100; + take_turn(p_ptr, 100); } else { - int target_dungeon = 0; + DUNGEON_IDX target_dungeon = 0; - if (!dun_level) + if (!current_floor_ptr->dun_level) { - target_dungeon = have_flag(f_ptr->flags, FF_ENTRANCE) ? c_ptr->special : DUNGEON_ANGBAND; + target_dungeon = have_flag(f_ptr->flags, FF_ENTRANCE) ? g_ptr->special : DUNGEON_ANGBAND; if (ironman_downward && (target_dungeon != DUNGEON_ANGBAND)) { @@ -291,7 +391,7 @@ void do_cmd_go_down(void) /* Save old player position */ p_ptr->oldpx = p_ptr->x; p_ptr->oldpy = p_ptr->y; - dungeon_type = (byte)target_dungeon; + p_ptr->dungeon_idx = target_dungeon; /* * Clear all saved floors @@ -300,8 +400,7 @@ void do_cmd_go_down(void) prepare_change_floor_mode(CFM_FIRST_FLOOR); } - /* Hack -- take a turn */ - p_ptr->energy_use = 100; + take_turn(p_ptr, 100); if (autosave_l) do_cmd_save_game(TRUE); @@ -309,11 +408,11 @@ void do_cmd_go_down(void) if (have_flag(f_ptr->flags, FF_SHAFT)) down_num += 2; else down_num += 1; - if (!dun_level) + if (!current_floor_ptr->dun_level) { /* Enter the dungeon just now */ p_ptr->enter_dungeon = TRUE; - down_num = d_info[dungeon_type].mindepth; + down_num = d_info[p_ptr->dungeon_idx].mindepth; } if (record_stair) @@ -331,7 +430,7 @@ void do_cmd_go_down(void) /* Success */ if (target_dungeon) { - msg_format(_("%sへ入った。", "You entered %s."), d_text + d_info[dungeon_type].text); + msg_format(_("%sへ入った。", "You entered %s."), d_text + d_info[p_ptr->dungeon_idx].text); } else { @@ -342,8 +441,6 @@ void do_cmd_go_down(void) } } - - /* Leaving */ p_ptr->leaving = TRUE; if (fall_trap) @@ -368,7 +465,7 @@ void do_cmd_go_down(void) /*! - * @brief 探索コマンドのメインルーチン / Simple command to "search" for one turn + * @brief 探索コマンドのメインルーチン / Simple command to "search" for one current_world_ptr->game_turn * @return なし */ void do_cmd_search(void) @@ -383,7 +480,7 @@ void do_cmd_search(void) /* Cancel the arg */ command_arg = 0; } - p_ptr->energy_use = 100; + take_turn(p_ptr, 100); /* Search */ search(); @@ -399,15 +496,15 @@ void do_cmd_search(void) */ static OBJECT_IDX chest_check(POSITION y, POSITION x, bool trapped) { - cave_type *c_ptr = &cave[y][x]; + grid_type *g_ptr = ¤t_floor_ptr->grid_array[y][x]; OBJECT_IDX this_o_idx, next_o_idx = 0; /* Scan all objects in the grid */ - for (this_o_idx = c_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx) + for (this_o_idx = g_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx) { object_type *o_ptr; - o_ptr = &o_list[this_o_idx]; + o_ptr = ¤t_floor_ptr->o_list[this_o_idx]; next_o_idx = o_ptr->next_o_idx; /* Skip unknown chests XXX XXX */ @@ -439,9 +536,9 @@ static bool do_cmd_open_chest(POSITION y, POSITION x, OBJECT_IDX o_idx) int i, j; bool flag = TRUE; bool more = FALSE; - object_type *o_ptr = &o_list[o_idx]; + object_type *o_ptr = ¤t_floor_ptr->o_list[o_idx]; - p_ptr->energy_use = 100; + take_turn(p_ptr, 100); /* Attempt to unlock it */ if (o_ptr->pval > 0) @@ -494,18 +591,6 @@ static bool do_cmd_open_chest(POSITION y, POSITION x, OBJECT_IDX o_idx) } /*! - * @brief 地形は開くものであって、かつ開かれているかを返す / - * Attempt to open the given chest at the given location - * @param feat 地形ID - * @return 開いた地形である場合TRUEを返す / Return TRUE if the given feature is an open door - */ -static bool is_open(IDX feat) -{ - return have_flag(f_info[feat].flags, FF_CLOSE) && (feat != feat_state(feat, FF_CLOSE)); -} - - -/*! * @brief プレイヤーの周辺9マスに該当する地形がいくつあるかを返す / * Attempt to open the given chest at the given location * @param y 該当する地形の中から1つのY座標を返す参照ポインタ @@ -518,7 +603,9 @@ static bool is_open(IDX feat) */ static int count_dt(POSITION *y, POSITION *x, bool (*test)(IDX feat), bool under) { - int d, count, xx, yy; + DIRECTION d; + int count; + POSITION xx, yy; /* Count how many matches */ count = 0; @@ -526,7 +613,7 @@ static int count_dt(POSITION *y, POSITION *x, bool (*test)(IDX feat), bool under /* Check around (and under) the character */ for (d = 0; d < 9; d++) { - cave_type *c_ptr; + grid_type *g_ptr; FEAT_IDX feat; /* if not searching under player continue */ @@ -536,14 +623,14 @@ static int count_dt(POSITION *y, POSITION *x, bool (*test)(IDX feat), bool under yy = p_ptr->y + ddy_ddd[d]; xx = p_ptr->x + ddx_ddd[d]; - /* Get the cave */ - c_ptr = &cave[yy][xx]; + /* Get the current_floor_ptr->grid_array */ + g_ptr = ¤t_floor_ptr->grid_array[yy][xx]; /* Must have knowledge */ - if (!(c_ptr->info & (CAVE_MARK))) continue; + if (!(g_ptr->info & (CAVE_MARK))) continue; /* Feature code (applying "mimic" field) */ - feat = get_feat_mimic(c_ptr); + feat = get_feat_mimic(g_ptr); /* Not looking for this feature */ if (!((*test)(feat))) continue; @@ -573,9 +660,9 @@ static int count_dt(POSITION *y, POSITION *x, bool (*test)(IDX feat), bool under */ static int count_chests(POSITION *y, POSITION *x, bool trapped) { - int d, count; + DIRECTION d; + int count; OBJECT_IDX o_idx; - object_type *o_ptr; /* Count how many matches */ @@ -592,7 +679,7 @@ static int count_chests(POSITION *y, POSITION *x, bool trapped) if ((o_idx = chest_check(yy, xx, FALSE)) == 0) continue; /* Grab the object */ - o_ptr = &o_list[o_idx]; + o_ptr = ¤t_floor_ptr->o_list[o_idx]; /* Already open */ if (o_ptr->pval == 0) continue; @@ -614,26 +701,6 @@ static int count_chests(POSITION *y, POSITION *x, bool trapped) } -/*! - * @brief プレイヤーから指定の座標がどの方角にあるかを返す / - * Convert an adjacent location to a direction. - * @param y 方角を確認したY座標 - * @param x 方角を確認したX座標 - * @return 方向ID - */ -static DIRECTION coords_to_dir(POSITION y, POSITION x) -{ - int d[3][3] = { {7, 4, 1}, {8, 5, 2}, {9, 6, 3} }; - int dy, dx; - - dy = y - p_ptr->y; - dx = x - p_ptr->x; - - /* Paranoia */ - if (ABS(dx) > 1 || ABS(dy) > 1) return (0); - - return d[dx + 1][dy + 1]; -} /*! * @brief 「開ける」動作コマンドのサブルーチン / @@ -651,11 +718,11 @@ static bool do_cmd_open_aux(POSITION y, POSITION x) int i, j; /* Get requested grid */ - cave_type *c_ptr = &cave[y][x]; - feature_type *f_ptr = &f_info[c_ptr->feat]; + grid_type *g_ptr = ¤t_floor_ptr->grid_array[y][x]; + feature_type *f_ptr = &f_info[g_ptr->feat]; bool more = FALSE; - p_ptr->energy_use = 100; + take_turn(p_ptr, 100); /* Seeing true feature code (ignore mimic) */ @@ -663,7 +730,7 @@ static bool do_cmd_open_aux(POSITION y, POSITION x) if (!have_flag(f_ptr->flags, FF_OPEN)) { /* Stuck */ - msg_format(_("%sはがっちりと閉じられているようだ。", "The %s appears to be stuck."), f_name + f_info[get_feat_mimic(c_ptr)].name); + msg_format(_("%sはがっちりと閉じられているようだ。", "The %s appears to be stuck."), f_name + f_info[get_feat_mimic(g_ptr)].name); } /* Locked door */ @@ -780,17 +847,17 @@ void do_cmd_open(void) if (get_rep_dir(&dir, TRUE)) { FEAT_IDX feat; - cave_type *c_ptr; + grid_type *g_ptr; /* Get requested location */ y = p_ptr->y + ddy[dir]; x = p_ptr->x + ddx[dir]; /* Get requested grid */ - c_ptr = &cave[y][x]; + g_ptr = ¤t_floor_ptr->grid_array[y][x]; /* Feature code (applying "mimic" field) */ - feat = get_feat_mimic(c_ptr); + feat = get_feat_mimic(g_ptr); /* Check for chest */ o_idx = chest_check(y, x, FALSE); @@ -802,9 +869,9 @@ void do_cmd_open(void) } /* Monster in the way */ - else if (c_ptr->m_idx && p_ptr->riding != c_ptr->m_idx) + else if (g_ptr->m_idx && p_ptr->riding != g_ptr->m_idx) { - p_ptr->energy_use = 100; + take_turn(p_ptr, 100); msg_print(_("モンスターが立ちふさがっている!", "There is a monster in the way!")); py_attack(y, x, 0); } @@ -843,11 +910,11 @@ void do_cmd_open(void) */ static bool do_cmd_close_aux(POSITION y, POSITION x) { - cave_type *c_ptr = &cave[y][x]; - FEAT_IDX old_feat = c_ptr->feat; + grid_type *g_ptr = ¤t_floor_ptr->grid_array[y][x]; + FEAT_IDX old_feat = g_ptr->feat; bool more = FALSE; - p_ptr->energy_use = 100; + take_turn(p_ptr, 100); /* Seeing true feature code (ignore mimic) */ @@ -857,7 +924,7 @@ static bool do_cmd_close_aux(POSITION y, POSITION x) s16b closed_feat = feat_state(old_feat, FF_CLOSE); /* Hack -- object in the way */ - if ((c_ptr->o_idx || (c_ptr->info & CAVE_OBJECT)) && + if ((g_ptr->o_idx || (g_ptr->info & CAVE_OBJECT)) && (closed_feat != old_feat) && !have_flag(f_info[closed_feat].flags, FF_DROP)) { msg_print(_("何かがつっかえて閉まらない。", "There seems stuck.")); @@ -868,7 +935,7 @@ static bool do_cmd_close_aux(POSITION y, POSITION x) cave_alter_feat(y, x, FF_CLOSE); /* Broken door */ - if (old_feat == c_ptr->feat) + if (old_feat == g_ptr->feat) { msg_print(_("ドアは壊れてしまっている。", "The door appears to be broken.")); } @@ -927,15 +994,15 @@ void do_cmd_close(void) /* Get a "repeated" direction */ if (get_rep_dir(&dir, FALSE)) { - cave_type *c_ptr; + grid_type *g_ptr; FEAT_IDX feat; y = p_ptr->y + ddy[dir]; x = p_ptr->x + ddx[dir]; - c_ptr = &cave[y][x]; + g_ptr = ¤t_floor_ptr->grid_array[y][x]; /* Feature code (applying "mimic" field) */ - feat = get_feat_mimic(c_ptr); + feat = get_feat_mimic(g_ptr); /* Require open/broken door */ if (!have_flag(f_info[feat].flags, FF_CLOSE)) @@ -944,9 +1011,9 @@ void do_cmd_close(void) } /* Monster in the way */ - else if (c_ptr->m_idx) + else if (g_ptr->m_idx) { - p_ptr->energy_use = 100; + take_turn(p_ptr, 100); msg_print(_("モンスターが立ちふさがっている!", "There is a monster in the way!")); @@ -976,10 +1043,10 @@ void do_cmd_close(void) */ static bool do_cmd_tunnel_test(POSITION y, POSITION x) { - cave_type *c_ptr = &cave[y][x]; + grid_type *g_ptr = ¤t_floor_ptr->grid_array[y][x]; /* Must have knowledge */ - if (!(c_ptr->info & CAVE_MARK)) + if (!(g_ptr->info & CAVE_MARK)) { msg_print(_("そこには何も見当たらない。", "You see nothing there.")); @@ -987,7 +1054,7 @@ static bool do_cmd_tunnel_test(POSITION y, POSITION x) } /* Must be a wall/door/etc */ - if (!cave_have_flag_grid(c_ptr, FF_TUNNEL)) + if (!cave_have_flag_grid(g_ptr, FF_TUNNEL)) { msg_print(_("そこには掘るものが見当たらない。", "You see nothing there to tunnel.")); @@ -1011,24 +1078,23 @@ static bool do_cmd_tunnel_test(POSITION y, POSITION x) */ static bool do_cmd_tunnel_aux(POSITION y, POSITION x) { - cave_type *c_ptr; + grid_type *g_ptr; feature_type *f_ptr, *mimic_f_ptr; int power; - cptr name; + concptr name; bool more = FALSE; /* Verify legality */ if (!do_cmd_tunnel_test(y, x)) return (FALSE); - p_ptr->energy_use = 100; + take_turn(p_ptr, 100); - /* Get grid */ - c_ptr = &cave[y][x]; - f_ptr = &f_info[c_ptr->feat]; + g_ptr = ¤t_floor_ptr->grid_array[y][x]; + f_ptr = &f_info[g_ptr->feat]; power = f_ptr->power; /* Feature code (applying "mimic" field) */ - mimic_f_ptr = &f_info[get_feat_mimic(c_ptr)]; + mimic_f_ptr = &f_info[get_feat_mimic(g_ptr)]; name = f_name + mimic_f_ptr->name; @@ -1059,8 +1125,6 @@ static bool do_cmd_tunnel_aux(POSITION y, POSITION x) /* Remove the feature */ cave_alter_feat(y, x, FF_TUNNEL); - - /* Update some things */ p_ptr->update |= (PU_FLOW); } else @@ -1115,7 +1179,7 @@ static bool do_cmd_tunnel_aux(POSITION y, POSITION x) } } - if (is_hidden_door(c_ptr)) + if (is_hidden_door(g_ptr)) { /* Occasional Search XXX XXX */ if (randint0(100) < 25) search(); @@ -1131,7 +1195,7 @@ static bool do_cmd_tunnel_aux(POSITION y, POSITION x) * @details *
  * Note that you must tunnel in order to hit invisible monsters
- * in walls, though moving into walls still takes a turn anyway.
+ * in walls, though moving into walls still takes a current_world_ptr->game_turn anyway.
  *
  * Digging is very difficult without a "digger" weapon, but can be
  * accomplished by strong players using heavy weapons.
@@ -1139,13 +1203,12 @@ static bool do_cmd_tunnel_aux(POSITION y, POSITION x)
  */
 void do_cmd_tunnel(void)
 {
-	int			y, x, dir;
-
-	cave_type	*c_ptr;
+	POSITION y, x;
+	DIRECTION dir;
+	grid_type *g_ptr;
 	FEAT_IDX feat;
 
-	bool		more = FALSE;
-
+	bool more = FALSE;
 
 	if (p_ptr->special_defense & KATA_MUSOU)
 	{
@@ -1170,11 +1233,10 @@ void do_cmd_tunnel(void)
 		y = p_ptr->y + ddy[dir];
 		x = p_ptr->x + ddx[dir];
 
-		/* Get grid */
-		c_ptr = &cave[y][x];
+		g_ptr = ¤t_floor_ptr->grid_array[y][x];
 
 		/* Feature code (applying "mimic" field) */
-		feat = get_feat_mimic(c_ptr);
+		feat = get_feat_mimic(g_ptr);
 
 		/* No tunnelling through doors */
 		if (have_flag(f_info[feat].flags, FF_DOOR))
@@ -1189,9 +1251,9 @@ void do_cmd_tunnel(void)
 		}
 
 		/* A monster is in the way */
-		else if (c_ptr->m_idx)
+		else if (g_ptr->m_idx)
 		{
-			p_ptr->energy_use = 100;
+			take_turn(p_ptr, 100);
 
 			msg_print(_("モンスターが立ちふさがっている!", "There is a monster in the way!"));
 
@@ -1229,11 +1291,11 @@ bool easy_open_door(POSITION y, POSITION x)
 {
 	int i, j;
 
-	cave_type *c_ptr = &cave[y][x];
-	feature_type *f_ptr = &f_info[c_ptr->feat];
+	grid_type *g_ptr = ¤t_floor_ptr->grid_array[y][x];
+	feature_type *f_ptr = &f_info[g_ptr->feat];
 
 	/* Must be a closed door */
-	if (!is_closed_door(c_ptr->feat))
+	if (!is_closed_door(g_ptr->feat))
 	{
 		return (FALSE);
 	}
@@ -1242,7 +1304,7 @@ bool easy_open_door(POSITION y, POSITION x)
 	if (!have_flag(f_ptr->flags, FF_OPEN))
 	{
 		/* Stuck */
-		msg_format(_("%sはがっちりと閉じられているようだ。", "The %s appears to be stuck."), f_name + f_info[get_feat_mimic(c_ptr)].name);
+		msg_format(_("%sはがっちりと閉じられているようだ。", "The %s appears to be stuck."), f_name + f_info[get_feat_mimic(g_ptr)].name);
 
 	}
 
@@ -1319,9 +1381,9 @@ static bool do_cmd_disarm_chest(POSITION y, POSITION x, OBJECT_IDX o_idx)
 {
 	int i, j;
 	bool more = FALSE;
-	object_type *o_ptr = &o_list[o_idx];
+	object_type *o_ptr = ¤t_floor_ptr->o_list[o_idx];
 
-	p_ptr->energy_use = 100;
+	take_turn(p_ptr, 100);
 
 	/* Get the "disarm" factor */
 	i = p_ptr->skill_dis;
@@ -1400,13 +1462,13 @@ static bool do_cmd_disarm_chest(POSITION y, POSITION x, OBJECT_IDX o_idx)
 
 bool do_cmd_disarm_aux(POSITION y, POSITION x, DIRECTION dir)
 {
-	cave_type *c_ptr = &cave[y][x];
+	grid_type *g_ptr = ¤t_floor_ptr->grid_array[y][x];
 
 	/* Get feature */
-	feature_type *f_ptr = &f_info[c_ptr->feat];
+	feature_type *f_ptr = &f_info[g_ptr->feat];
 
 	/* Access trap name */
-	cptr name = (f_name + f_ptr->name);
+	concptr name = (f_name + f_ptr->name);
 
 	/* Extract trap "power" */
 	int power = f_ptr->power;
@@ -1416,7 +1478,7 @@ bool do_cmd_disarm_aux(POSITION y, POSITION x, DIRECTION dir)
 	int i = p_ptr->skill_dis;
 	int j;
 
-	p_ptr->energy_use = 100;
+	take_turn(p_ptr, 100);
 
 	/* Penalize some conditions */
 	if (p_ptr->blind || no_lite()) i = i / 10;
@@ -1475,7 +1537,7 @@ void do_cmd_disarm(void)
 {
 	POSITION y, x;
 	DIRECTION dir;
-	s16b o_idx;
+	OBJECT_IDX o_idx;
 
 	bool more = FALSE;
 
@@ -1520,15 +1582,15 @@ void do_cmd_disarm(void)
 	/* Get a direction (or abort) */
 	if (get_rep_dir(&dir,TRUE))
 	{
-		cave_type *c_ptr;
+		grid_type *g_ptr;
 		FEAT_IDX feat;
 
 		y = p_ptr->y + ddy[dir];
 		x = p_ptr->x + ddx[dir];
-		c_ptr = &cave[y][x];
+		g_ptr = ¤t_floor_ptr->grid_array[y][x];
 
 		/* Feature code (applying "mimic" field) */
-		feat = get_feat_mimic(c_ptr);
+		feat = get_feat_mimic(g_ptr);
 
 		/* Check for chests */
 		o_idx = chest_check(y, x, TRUE);
@@ -1540,7 +1602,7 @@ void do_cmd_disarm(void)
 		}
 
 		/* Monster in the way */
-		else if (c_ptr->m_idx && p_ptr->riding != c_ptr->m_idx)
+		else if (g_ptr->m_idx && p_ptr->riding != g_ptr->m_idx)
 		{
 			msg_print(_("モンスターが立ちふさがっている!", "There is a monster in the way!"));
 
@@ -1551,14 +1613,12 @@ void do_cmd_disarm(void)
 		/* Disarm chest */
 		else if (o_idx)
 		{
-			/* Disarm the chest */
 			more = do_cmd_disarm_chest(y, x, o_idx);
 		}
 
 		/* Disarm trap */
 		else
 		{
-			/* Disarm the trap */
 			more = do_cmd_disarm_aux(y, x, dir);
 		}
 	}
@@ -1584,11 +1644,10 @@ void do_cmd_disarm(void)
  */
 static bool do_cmd_bash_aux(POSITION y, POSITION x, DIRECTION dir)
 {
-	/* Get grid */
-	cave_type	*c_ptr = &cave[y][x];
+	grid_type	*g_ptr = ¤t_floor_ptr->grid_array[y][x];
 
 	/* Get feature */
-	feature_type *f_ptr = &f_info[c_ptr->feat];
+	feature_type *f_ptr = &f_info[g_ptr->feat];
 
 	/* Hack -- Bash power based on strength */
 	/* (Ranges from 3 to 20 to 100 to 200) */
@@ -1599,9 +1658,9 @@ static bool do_cmd_bash_aux(POSITION y, POSITION x, DIRECTION dir)
 
 	bool		more = FALSE;
 
-	cptr name = f_name + f_info[get_feat_mimic(c_ptr)].name;
+	concptr name = f_name + f_info[get_feat_mimic(g_ptr)].name;
 
-	p_ptr->energy_use = 100;
+	take_turn(p_ptr, 100);
 
 	msg_format(_("%sに体当たりをした!", "You smash into the %s!"), name);
 
@@ -1621,7 +1680,7 @@ static bool do_cmd_bash_aux(POSITION y, POSITION x, DIRECTION dir)
 		sound(have_flag(f_ptr->flags, FF_GLASS) ? SOUND_GLASS : SOUND_OPENDOOR);
 
 		/* Break down the door */
-		if ((randint0(100) < 50) || (feat_state(c_ptr->feat, FF_OPEN) == c_ptr->feat) || have_flag(f_ptr->flags, FF_GLASS))
+		if ((randint0(100) < 50) || (feat_state(g_ptr->feat, FF_OPEN) == g_ptr->feat) || have_flag(f_ptr->flags, FF_GLASS))
 		{
 			cave_alter_feat(y, x, FF_BASH);
 		}
@@ -1679,7 +1738,7 @@ static bool do_cmd_bash_aux(POSITION y, POSITION x, DIRECTION dir)
 void do_cmd_bash(void)
 {
 	int	y, x, dir;
-	cave_type	*c_ptr;
+	grid_type	*g_ptr;
 	bool		more = FALSE;
 
 	if (p_ptr->wild_mode) return;
@@ -1709,11 +1768,10 @@ void do_cmd_bash(void)
 		y = p_ptr->y + ddy[dir];
 		x = p_ptr->x + ddx[dir];
 
-		/* Get grid */
-		c_ptr = &cave[y][x];
+		g_ptr = ¤t_floor_ptr->grid_array[y][x];
 
 		/* Feature code (applying "mimic" field) */
-		feat = get_feat_mimic(c_ptr);
+		feat = get_feat_mimic(g_ptr);
 
 		/* Nothing useful */
 		if (!have_flag(f_info[feat].flags, FF_BASH))
@@ -1722,9 +1780,9 @@ void do_cmd_bash(void)
 		}
 
 		/* Monster in the way */
-		else if (c_ptr->m_idx)
+		else if (g_ptr->m_idx)
 		{
-			p_ptr->energy_use = 100;
+			take_turn(p_ptr, 100);
 
 			msg_print(_("モンスターが立ちふさがっている!", "There is a monster in the way!"));
 
@@ -1756,7 +1814,7 @@ void do_cmd_bash(void)
  *
  * Consider confusion 
  *
- * This command must always take a turn, to prevent free detection
+ * This command must always take a current_world_ptr->game_turn, to prevent free detection
  * of invisible monsters.
  * 
*/ @@ -1764,7 +1822,7 @@ void do_cmd_alter(void) { POSITION y, x; DIRECTION dir; - cave_type *c_ptr; + grid_type *g_ptr; bool more = FALSE; if (p_ptr->special_defense & KATA_MUSOU) @@ -1792,16 +1850,15 @@ void do_cmd_alter(void) y = p_ptr->y + ddy[dir]; x = p_ptr->x + ddx[dir]; - /* Get grid */ - c_ptr = &cave[y][x]; + g_ptr = ¤t_floor_ptr->grid_array[y][x]; /* Feature code (applying "mimic" field) */ - feat = get_feat_mimic(c_ptr); + feat = get_feat_mimic(g_ptr); f_ptr = &f_info[feat]; - p_ptr->energy_use = 100; + take_turn(p_ptr, 100); - if (c_ptr->m_idx) + if (g_ptr->m_idx) { py_attack(y, x, 0); } @@ -1910,15 +1967,15 @@ void do_cmd_spike(void) { POSITION y, x; INVENTORY_IDX item; - cave_type *c_ptr; + grid_type *g_ptr; FEAT_IDX feat; y = p_ptr->y + ddy[dir]; x = p_ptr->x + ddx[dir]; - c_ptr = &cave[y][x]; + g_ptr = ¤t_floor_ptr->grid_array[y][x]; /* Feature code (applying "mimic" field) */ - feat = get_feat_mimic(c_ptr); + feat = get_feat_mimic(g_ptr); /* Require closed door */ if (!have_flag(f_info[feat].flags, FF_SPIKE)) @@ -1933,9 +1990,9 @@ void do_cmd_spike(void) } /* Is a monster in the way? */ - else if (c_ptr->m_idx) + else if (g_ptr->m_idx) { - p_ptr->energy_use = 100; + take_turn(p_ptr, 100); msg_print(_("モンスターが立ちふさがっている!", "There is a monster in the way!")); @@ -1946,7 +2003,7 @@ void do_cmd_spike(void) /* Go for it */ else { - p_ptr->energy_use = 100; + take_turn(p_ptr, 100); /* Successful jamming */ msg_format(_("%sにくさびを打ち込んだ。", "You jam the %s with a spike."), f_name + f_info[feat].name); @@ -1989,7 +2046,7 @@ void do_cmd_walk(bool pickup) /* Get a "repeated" direction */ if (get_rep_dir(&dir, FALSE)) { - p_ptr->energy_use = 100; + take_turn(p_ptr, 100); if ((dir != 5) && (p_ptr->special_defense & KATA_MUSOU)) { @@ -2024,7 +2081,7 @@ void do_cmd_walk(bool pickup) change_wild_mode(); /* Give first move to monsters */ - p_ptr->energy_use = 100; + take_turn(p_ptr, 100); /* HACk -- set the encouter flag for the wilderness generation */ generate_encounter = TRUE; @@ -2044,13 +2101,7 @@ void do_cmd_walk(bool pickup) void do_cmd_run(void) { DIRECTION dir; - - /* Hack -- no running when confused */ - if (p_ptr->confused) - { - msg_print(_("混乱していて走れない!", "You are too confused!")); - return; - } + if (cmd_limit_confused(p_ptr)) return; if (p_ptr->special_defense & KATA_MUSOU) { @@ -2091,7 +2142,7 @@ void do_cmd_stay(bool pickup) command_arg = 0; } - p_ptr->energy_use = 100; + take_turn(p_ptr, 100); if (pickup) mpe_mode |= MPE_DO_PICKUP; (void)move_player_effect(p_ptr->y, p_ptr->x, mpe_mode); @@ -2110,7 +2161,7 @@ void do_cmd_rest(void) if ((p_ptr->pclass == CLASS_BARD) && (SINGING_SONG_EFFECT(p_ptr) || INTERUPTING_SONG_EFFECT(p_ptr))) { - stop_singing(); + stop_singing(p_ptr); } /* Hex */ @@ -2119,7 +2170,7 @@ void do_cmd_rest(void) /* Prompt for time if needed */ if (command_arg <= 0) { - cptr p = _("休憩 (0-9999, '*' で HP/MP全快, '&' で必要なだけ): ", + concptr p = _("休憩 (0-9999, '*' で HP/MP全快, '&' で必要なだけ): ", "Rest (0-9999, '*' for HP/SP, '&' as needed): "); @@ -2151,14 +2202,12 @@ void do_cmd_rest(void) } } - - /* Paranoia */ if (command_arg > 9999) command_arg = 9999; if (p_ptr->special_defense & NINJA_S_STEALTH) set_superstealth(FALSE); - /* Take a turn (?) */ - p_ptr->energy_use = 100; + /* Take a current_world_ptr->game_turn (?) */ + take_turn(p_ptr, 100); /* The sin of sloth */ if (command_arg > 100) chg_virtue(V_DILIGENCE, -1); @@ -2175,7 +2224,7 @@ void do_cmd_rest(void) chg_virtue(V_DILIGENCE, -1); /* Save the rest code */ - resting = command_arg; + p_ptr->resting = command_arg; p_ptr->action = ACTION_REST; p_ptr->update |= (PU_BONUS); update_creature(p_ptr); @@ -2187,1072 +2236,132 @@ void do_cmd_rest(void) } + /*! - * @brief 矢弾を射撃した場合の破損確率を返す / - * Determines the odds of an object breaking when thrown at a monster - * @param o_ptr 矢弾のオブジェクト構造体参照ポインタ - * @return 破損確率(%) - * @details - * Note that artifacts never break, see the "drop_near()" function. + * @brief 射撃処理のメインルーチン + * @return なし */ -static PERCENTAGE breakage_chance(object_type *o_ptr) +void do_cmd_fire(SPELL_IDX snipe_type) { - PERCENTAGE archer_bonus = (p_ptr->pclass == CLASS_ARCHER ? (PERCENTAGE)(p_ptr->lev-1)/7 + 4: 0); - - /* Examine the snipe type */ - if (snipe_type) - { - if (snipe_type == SP_KILL_WALL) return (100); - if (snipe_type == SP_EXPLODE) return (100); - if (snipe_type == SP_PIERCE) return (100); - if (snipe_type == SP_FINAL) return (100); - if (snipe_type == SP_NEEDLE) return (100); - if (snipe_type == SP_EVILNESS) return (40); - if (snipe_type == SP_HOLYNESS) return (40); - } - - /* Examine the item type */ - switch (o_ptr->tval) - { - /* Always break */ - case TV_FLASK: - case TV_POTION: - case TV_BOTTLE: - case TV_FOOD: - case TV_JUNK: - return (100); - - /* Often break */ - case TV_LITE: - case TV_SCROLL: - case TV_SKELETON: - return (50); - - /* Sometimes break */ - case TV_WAND: - case TV_SPIKE: - return (25); - case TV_ARROW: - return (20 - archer_bonus * 2); - - /* Rarely break */ - case TV_SHOT: - case TV_BOLT: - return (10 - archer_bonus); - default: - return (10); - } -} + OBJECT_IDX item; + object_type *j_ptr, *ammo_ptr; + concptr q, s; + if(p_ptr->wild_mode) return; -/*! - * @brief 矢弾を射撃した際のスレイ倍率をかけた結果を返す / - * Determines the odds of an object breaking when thrown at a monster - * @param o_ptr 矢弾のオブジェクト構造体参照ポインタ - * @param tdam 計算途中のダメージ量 - * @param m_ptr 目標モンスターの構造体参照ポインタ - * @return スレイ倍率をかけたダメージ量 - */ -static s16b tot_dam_aux_shot(object_type *o_ptr, int tdam, monster_type *m_ptr) -{ - int mult = 10; + is_fired = FALSE; /* not fired yet */ - monster_race *r_ptr = &r_info[m_ptr->r_idx]; + /* Get the "bow" (if any) */ + j_ptr = &inventory[INVEN_BOW]; - BIT_FLAGS flgs[TR_FLAG_SIZE]; + /* Require a launcher */ + if (!j_ptr->tval) + { + msg_print(_("射撃用の武器を持っていない。", "You have nothing to fire with.")); + flush(); + return; + } - /* Extract the flags */ - object_flags(o_ptr, flgs); + if (j_ptr->sval == SV_CRIMSON) + { + msg_print(_("この武器は発動して使うもののようだ。", "Do activate.")); + flush(); + return; + } - /* Some "weapons" and "ammo" do extra damage */ - switch (o_ptr->tval) + if (j_ptr->sval == SV_HARP) { - case TV_SHOT: - case TV_ARROW: - case TV_BOLT: - { - if ((have_flag(flgs, TR_SLAY_ANIMAL)) && (r_ptr->flags3 & RF3_ANIMAL)) - { - if (is_original_ap_and_seen(m_ptr)) - { - r_ptr->r_flags3 |= RF3_ANIMAL; - } - if (mult < 17) mult = 17; - } + msg_print(_("この武器で射撃はできない。", "It's not for firing.")); + flush(); + return; + } - if ((have_flag(flgs, TR_KILL_ANIMAL)) && (r_ptr->flags3 & RF3_ANIMAL)) - { - if (is_original_ap_and_seen(m_ptr)) - { - r_ptr->r_flags3 |= RF3_ANIMAL; - } - if (mult < 27) mult = 27; - } - if ((have_flag(flgs, TR_SLAY_EVIL)) && (r_ptr->flags3 & RF3_EVIL)) - { - if (is_original_ap_and_seen(m_ptr)) - { - r_ptr->r_flags3 |= RF3_EVIL; - } - if (mult < 15) mult = 15; - } + if (p_ptr->special_defense & KATA_MUSOU) + { + set_action(ACTION_NONE); + } - if ((have_flag(flgs, TR_KILL_EVIL)) && (r_ptr->flags3 & RF3_EVIL)) - { - if (is_original_ap_and_seen(m_ptr)) - { - r_ptr->r_flags3 |= RF3_EVIL; - } - if (mult < 25) mult = 25; - } + /* Require proper missile */ + item_tester_tval = p_ptr->tval_ammo; - if ((have_flag(flgs, TR_SLAY_HUMAN)) && (r_ptr->flags2 & RF2_HUMAN)) - { - if (is_original_ap_and_seen(m_ptr)) - { - r_ptr->r_flags2 |= RF2_HUMAN; - } - if (mult < 17) mult = 17; - } + q = _("どれを撃ちますか? ", "Fire which item? "); + s = _("発射されるアイテムがありません。", "You have nothing to fire."); - if ((have_flag(flgs, TR_KILL_HUMAN)) && (r_ptr->flags2 & RF2_HUMAN)) - { - if (is_original_ap_and_seen(m_ptr)) - { - r_ptr->r_flags2 |= RF2_HUMAN; - } - if (mult < 27) mult = 27; - } - if ((have_flag(flgs, TR_SLAY_UNDEAD)) && (r_ptr->flags3 & RF3_UNDEAD)) - { - if (is_original_ap_and_seen(m_ptr)) - { - r_ptr->r_flags3 |= RF3_UNDEAD; - } - if (mult < 20) mult = 20; - } + ammo_ptr = choose_object(&item, q, s, (USE_INVEN | USE_FLOOR)); + if (!ammo_ptr) + { + flush(); + return; + } - if ((have_flag(flgs, TR_KILL_UNDEAD)) && (r_ptr->flags3 & RF3_UNDEAD)) - { - if (is_original_ap_and_seen(m_ptr)) - { - r_ptr->r_flags3 |= RF3_UNDEAD; - } - if (mult < 30) mult = 30; - } + /* Fire the item */ + exe_fire(item, j_ptr, snipe_type); - if ((have_flag(flgs, TR_SLAY_DEMON)) && (r_ptr->flags3 & RF3_DEMON)) - { - if (is_original_ap_and_seen(m_ptr)) - { - r_ptr->r_flags3 |= RF3_DEMON; - } - if (mult < 20) mult = 20; - } + if (!is_fired || p_ptr->pclass != CLASS_SNIPER) return; - if ((have_flag(flgs, TR_KILL_DEMON)) && (r_ptr->flags3 & RF3_DEMON)) - { - if (is_original_ap_and_seen(m_ptr)) - { - r_ptr->r_flags3 |= RF3_DEMON; - } - if (mult < 30) mult = 30; - } + /* Sniper actions after some shootings */ + if (snipe_type == SP_AWAY) + { + teleport_player(10 + (p_ptr->concent * 2), 0L); + } + if (snipe_type == SP_FINAL) + { + msg_print(_("射撃の反動が体を襲った。", "A reactionary of shooting attacked you. ")); + (void)set_slow(p_ptr->slow + randint0(7) + 7, FALSE); + (void)set_stun(p_ptr->stun + randint1(25)); + } +} - if ((have_flag(flgs, TR_SLAY_ORC)) && (r_ptr->flags3 & RF3_ORC)) - { - if (is_original_ap_and_seen(m_ptr)) - { - r_ptr->r_flags3 |= RF3_ORC; - } - if (mult < 20) mult = 20; - } - if ((have_flag(flgs, TR_KILL_ORC)) && (r_ptr->flags3 & RF3_ORC)) - { - if (is_original_ap_and_seen(m_ptr)) - { - r_ptr->r_flags3 |= RF3_ORC; - } - if (mult < 30) mult = 30; - } +/*! + * @brief 投射処理メインルーチン / + * Throw an object from the pack or floor. + * @param mult 威力の倍率 + * @param boomerang ブーメラン処理ならばTRUE + * @param shuriken 忍者の手裏剣処理ならばTRUE + * @return ターンを消費した場合TRUEを返す + * @details + *
+ * Note: "unseen" monsters are very hard to hit.
+ *
+ * Should throwing a weapon do full damage?  Should it allow the magic
+ * to hit bonus of the weapon to have an effect?  Should it ever cause
+ * the item to be destroyed?  Should it do any damage at all?
+ * 
+ */ +bool do_cmd_throw(int mult, bool boomerang, OBJECT_IDX shuriken) +{ + DIRECTION dir; + OBJECT_IDX item; + int i; + POSITION y, x, ty, tx, prev_y, prev_x; + POSITION ny[19], nx[19]; + int chance, tdam, tdis; + int mul, div, dd, ds; + int cur_dis, visible; + PERCENTAGE j; - if ((have_flag(flgs, TR_SLAY_TROLL)) && (r_ptr->flags3 & RF3_TROLL)) - { - if (is_original_ap_and_seen(m_ptr)) - { - r_ptr->r_flags3 |= RF3_TROLL; - } + object_type forge; + object_type *q_ptr; + object_type *o_ptr; - if (mult < 20) mult = 20; - } + bool hit_body = FALSE; + bool hit_wall = FALSE; + bool equiped_item = FALSE; + bool return_when_thrown = FALSE; - if ((have_flag(flgs, TR_KILL_TROLL)) && (r_ptr->flags3 & RF3_TROLL)) - { - if (is_original_ap_and_seen(m_ptr)) - { - r_ptr->r_flags3 |= RF3_TROLL; - } - if (mult < 30) mult = 30; - } + GAME_TEXT o_name[MAX_NLEN]; - if ((have_flag(flgs, TR_SLAY_GIANT)) && (r_ptr->flags3 & RF3_GIANT)) - { - if (is_original_ap_and_seen(m_ptr)) - { - r_ptr->r_flags3 |= RF3_GIANT; - } - if (mult < 20) mult = 20; - } - - if ((have_flag(flgs, TR_KILL_GIANT)) && (r_ptr->flags3 & RF3_GIANT)) - { - if (is_original_ap_and_seen(m_ptr)) - { - r_ptr->r_flags3 |= RF3_GIANT; - } - if (mult < 30) mult = 30; - } - - if ((have_flag(flgs, TR_SLAY_DRAGON)) && (r_ptr->flags3 & RF3_DRAGON)) - { - if (is_original_ap_and_seen(m_ptr)) - { - r_ptr->r_flags3 |= RF3_DRAGON; - } - if (mult < 20) mult = 20; - } - - if ((have_flag(flgs, TR_KILL_DRAGON)) && (r_ptr->flags3 & RF3_DRAGON)) - { - if (is_original_ap_and_seen(m_ptr)) - { - r_ptr->r_flags3 |= RF3_DRAGON; - } - if (mult < 30) mult = 30; - if ((o_ptr->name1 == ART_BARD_ARROW) && (m_ptr->r_idx == MON_SMAUG) && - (inventory[INVEN_BOW].name1 == ART_BARD)) - mult *= 5; - } - - if (have_flag(flgs, TR_BRAND_ACID)) - { - /* Notice immunity */ - if (r_ptr->flagsr & RFR_EFF_IM_ACID_MASK) - { - if (is_original_ap_and_seen(m_ptr)) - { - r_ptr->r_flagsr |= (r_ptr->flagsr & RFR_EFF_IM_ACID_MASK); - } - } - else - { - if (mult < 17) mult = 17; - } - } - - if (have_flag(flgs, TR_BRAND_ELEC)) - { - /* Notice immunity */ - if (r_ptr->flagsr & RFR_EFF_IM_ELEC_MASK) - { - if (is_original_ap_and_seen(m_ptr)) - { - r_ptr->r_flagsr |= (r_ptr->flagsr & RFR_EFF_IM_ELEC_MASK); - } - } - else - { - if (mult < 17) mult = 17; - } - } - - if (have_flag(flgs, TR_BRAND_FIRE)) - { - /* Notice immunity */ - if (r_ptr->flagsr & RFR_EFF_IM_FIRE_MASK) - { - if (is_original_ap_and_seen(m_ptr)) - { - r_ptr->r_flagsr |= (r_ptr->flagsr & RFR_EFF_IM_FIRE_MASK); - } - } - /* Otherwise, take the damage */ - else - { - if (r_ptr->flags3 & RF3_HURT_FIRE) - { - if (mult < 25) mult = 25; - if (is_original_ap_and_seen(m_ptr)) - { - r_ptr->r_flags3 |= RF3_HURT_FIRE; - } - } - else if (mult < 17) mult = 17; - } - } - - if (have_flag(flgs, TR_BRAND_COLD)) - { - /* Notice immunity */ - if (r_ptr->flagsr & RFR_EFF_IM_COLD_MASK) - { - if (is_original_ap_and_seen(m_ptr)) - { - r_ptr->r_flagsr |= (r_ptr->flagsr & RFR_EFF_IM_COLD_MASK); - } - } - /* Otherwise, take the damage */ - else - { - if (r_ptr->flags3 & RF3_HURT_COLD) - { - if (mult < 25) mult = 25; - if (is_original_ap_and_seen(m_ptr)) - { - r_ptr->r_flags3 |= RF3_HURT_COLD; - } - } - else if (mult < 17) mult = 17; - } - } - - if (have_flag(flgs, TR_BRAND_POIS)) - { - /* Notice immunity */ - if (r_ptr->flagsr & RFR_EFF_IM_POIS_MASK) - { - if (is_original_ap_and_seen(m_ptr)) - { - r_ptr->r_flagsr |= (r_ptr->flagsr & RFR_EFF_IM_POIS_MASK); - } - } - /* Otherwise, take the damage */ - else - { - if (mult < 17) mult = 17; - } - } - - if ((have_flag(flgs, TR_FORCE_WEAPON)) && (p_ptr->csp > (p_ptr->msp / 30))) - { - p_ptr->csp -= (1+(p_ptr->msp / 30)); - p_ptr->redraw |= (PR_MANA); - mult = mult * 5 / 2; - } - break; - } - } - - /* Sniper */ - if (snipe_type) mult = tot_dam_aux_snipe(mult, m_ptr); - - /* Return the total damage */ - return (tdam * mult / 10); -} - - -/*! - * @brief 射撃処理のサブルーチン / - * Fire an object from the pack or floor. - * @param item 射撃するオブジェクトの所持ID - * @param j_ptr 射撃武器のオブジェクト参照ポインタ - * @return なし - * @details - *
- * You may only fire items that "match" your missile launcher.
- *
- * You must use slings + pebbles/shots, bows + arrows, xbows + bolts.
- *
- * See "calc_bonuses()" for more calculations and such.
- *
- * Note that "firing" a missile is MUCH better than "throwing" it.
- *
- * Note: "unseen" monsters are very hard to hit.
- *
- * Objects are more likely to break if they "attempt" to hit a monster.
- *
- * Rangers (with Bows) and Anyone (with "Extra Shots") get extra shots.
- *
- * The "extra shot" code works by decreasing the amount of energy
- * required to make each shot, spreading the shots out over time.
- *
- * Note that when firing missiles, the launcher multiplier is applied
- * after all the bonuses are added in, making multipliers very useful.
- *
- * Note that Bows of "Extra Might" get extra range and an extra bonus
- * for the damage multiplier.
- *
- * Note that Bows of "Extra Shots" give an extra shot.
- * 
- */ -void do_cmd_fire_aux(INVENTORY_IDX item, object_type *j_ptr) -{ - DIRECTION dir; - int i; - POSITION y, x, ny, nx, ty, tx, prev_y, prev_x; - int tdam_base, tdis, thits, tmul; - int bonus, chance; - int cur_dis, visible; - PERCENTAGE j; - - object_type forge; - object_type *q_ptr; - - object_type *o_ptr; - - bool hit_body = FALSE; - - GAME_TEXT o_name[MAX_NLEN]; - - u16b path_g[512]; /* For calcuration of path length */ - - int msec = delay_factor * delay_factor * delay_factor; - - /* STICK TO */ - bool stick_to = FALSE; - - /* Access the item (if in the pack) */ - if (item >= 0) - { - o_ptr = &inventory[item]; - } - else - { - o_ptr = &o_list[0 - item]; - } - - /* Sniper - Cannot shot a single arrow twice */ - if ((snipe_type == SP_DOUBLE) && (o_ptr->number < 2)) snipe_type = SP_NONE; - - object_desc(o_name, o_ptr, OD_OMIT_PREFIX); - - /* Use the proper number of shots */ - thits = p_ptr->num_fire; - - /* Use a base distance */ - tdis = 10; - - /* Base damage from thrown object plus launcher bonus */ - tdam_base = damroll(o_ptr->dd, o_ptr->ds) + o_ptr->to_d + j_ptr->to_d; - - /* Actually "fire" the object */ - bonus = (p_ptr->to_h_b + o_ptr->to_h + j_ptr->to_h); - if ((j_ptr->sval == SV_LIGHT_XBOW) || (j_ptr->sval == SV_HEAVY_XBOW)) - chance = (p_ptr->skill_thb + (p_ptr->weapon_exp[0][j_ptr->sval] / 400 + bonus) * BTH_PLUS_ADJ); - else - chance = (p_ptr->skill_thb + ((p_ptr->weapon_exp[0][j_ptr->sval] - (WEAPON_EXP_MASTER / 2)) / 200 + bonus) * BTH_PLUS_ADJ); - - p_ptr->energy_use = bow_energy(j_ptr->sval); - tmul = bow_tmul(j_ptr->sval); - - /* Get extra "power" from "extra might" */ - if (p_ptr->xtra_might) tmul++; - - tmul = tmul * (100 + (int)(adj_str_td[p_ptr->stat_ind[A_STR]]) - 128); - - /* Boost the damage */ - tdam_base *= tmul; - tdam_base /= 100; - - /* Base range */ - tdis = 13 + tmul/80; - if ((j_ptr->sval == SV_LIGHT_XBOW) || (j_ptr->sval == SV_HEAVY_XBOW)) - { - if (p_ptr->concent) - tdis -= (5 - (p_ptr->concent + 1) / 2); - else - tdis -= 5; - } - - project_length = tdis + 1; - - /* Get a direction (or cancel) */ - if (!get_aim_dir(&dir)) - { - p_ptr->energy_use = 0; - - if (snipe_type == SP_AWAY) snipe_type = SP_NONE; - - /* need not to reset project_length (already did)*/ - - return; - } - - /* Predict the "target" location */ - tx = p_ptr->x + 99 * ddx[dir]; - ty = p_ptr->y + 99 * ddy[dir]; - - /* Check for "target request" */ - if ((dir == 5) && target_okay()) - { - tx = target_col; - ty = target_row; - } - - /* Get projection path length */ - tdis = project_path(path_g, project_length, p_ptr->y, p_ptr->x, ty, tx, PROJECT_PATH|PROJECT_THRU) - 1; - - project_length = 0; /* reset to default */ - - /* Don't shoot at my feet */ - if (tx == p_ptr->x && ty == p_ptr->y) - { - p_ptr->energy_use = 0; - - /* project_length is already reset to 0 */ - - return; - } - - - /* Take a (partial) turn */ - p_ptr->energy_use = (p_ptr->energy_use / thits); - is_fired = TRUE; - - /* Sniper - Difficult to shot twice at 1 turn */ - if (snipe_type == SP_DOUBLE) p_ptr->concent = (p_ptr->concent + 1) / 2; - - /* Sniper - Repeat shooting when double shots */ - for (i = 0; i < ((snipe_type == SP_DOUBLE) ? 2 : 1); i++) - { - - /* Start at the player */ - y = p_ptr->y; - x = p_ptr->x; - q_ptr = &forge; - - /* Obtain a local object */ - object_copy(q_ptr, o_ptr); - - /* Single object */ - q_ptr->number = 1; - - /* Reduce and describe inventory */ - if (item >= 0) - { - inven_item_increase(item, -1); - inven_item_describe(item); - inven_item_optimize(item); - } - - /* Reduce and describe floor item */ - else - { - floor_item_increase(0 - item, -1); - floor_item_optimize(0 - item); - } - - sound(SOUND_SHOOT); - handle_stuff(); - - /* Save the old location */ - prev_y = y; - prev_x = x; - - /* The shot does not hit yet */ - hit_body = FALSE; - - /* Travel until stopped */ - for (cur_dis = 0; cur_dis <= tdis; ) - { - cave_type *c_ptr; - - /* Hack -- Stop at the target */ - if ((y == ty) && (x == tx)) break; - - /* Calculate the new location (see "project()") */ - ny = y; - nx = x; - mmove2(&ny, &nx, p_ptr->y, p_ptr->x, ty, tx); - - /* Shatter Arrow */ - if (snipe_type == SP_KILL_WALL) - { - c_ptr = &cave[ny][nx]; - - if (cave_have_flag_grid(c_ptr, FF_HURT_ROCK) && !c_ptr->m_idx) - { - if (c_ptr->info & (CAVE_MARK)) msg_print(_("岩が砕け散った。", "Wall rocks were shattered.")); - /* Forget the wall */ - c_ptr->info &= ~(CAVE_MARK); - p_ptr->update |= (PU_VIEW | PU_LITE | PU_FLOW | PU_MON_LITE); - - /* Destroy the wall */ - cave_alter_feat(ny, nx, FF_HURT_ROCK); - - hit_body = TRUE; - break; - } - } - - /* Stopped by walls/doors */ - if (!cave_have_flag_bold(ny, nx, FF_PROJECT) && !cave[ny][nx].m_idx) break; - - /* Advance the distance */ - cur_dis++; - - /* Sniper */ - if (snipe_type == SP_LITE) - { - cave[ny][nx].info |= (CAVE_GLOW); - note_spot(ny, nx); - lite_spot(ny, nx); - } - - /* The player can see the (on screen) missile */ - if (panel_contains(ny, nx) && player_can_see_bold(ny, nx)) - { - char c = object_char(q_ptr); - byte a = object_attr(q_ptr); - - /* Draw, Hilite, Fresh, Pause, Erase */ - print_rel(c, a, ny, nx); - move_cursor_relative(ny, nx); - Term_fresh(); - Term_xtra(TERM_XTRA_DELAY, msec); - lite_spot(ny, nx); - Term_fresh(); - } - - /* The player cannot see the missile */ - else - { - /* Pause anyway, for consistancy */ - Term_xtra(TERM_XTRA_DELAY, msec); - } - - /* Sniper */ - if (snipe_type == SP_KILL_TRAP) - { - project(0, 0, ny, nx, 0, GF_KILL_TRAP, - (PROJECT_JUMP | PROJECT_HIDE | PROJECT_GRID | PROJECT_ITEM), -1); - } - - /* Sniper */ - if (snipe_type == SP_EVILNESS) - { - cave[ny][nx].info &= ~(CAVE_GLOW | CAVE_MARK); - note_spot(ny, nx); - lite_spot(ny, nx); - } - - /* Save the old location */ - prev_y = y; - prev_x = x; - - /* Save the new location */ - x = nx; - y = ny; - - /* Monster here, Try to hit it */ - if (cave[y][x].m_idx) - { - cave_type *c_mon_ptr = &cave[y][x]; - - monster_type *m_ptr = &m_list[c_mon_ptr->m_idx]; - monster_race *r_ptr = &r_info[m_ptr->r_idx]; - - /* Check the visibility */ - visible = m_ptr->ml; - - /* Note the collision */ - hit_body = TRUE; - - if (MON_CSLEEP(m_ptr)) - { - if (!(r_ptr->flags3 & RF3_EVIL) || one_in_(5)) chg_virtue(V_COMPASSION, -1); - if (!(r_ptr->flags3 & RF3_EVIL) || one_in_(5)) chg_virtue(V_HONOUR, -1); - } - - if ((r_ptr->level + 10) > p_ptr->lev) - { - int now_exp = p_ptr->weapon_exp[0][j_ptr->sval]; - if (now_exp < s_info[p_ptr->pclass].w_max[0][j_ptr->sval]) - { - SUB_EXP amount = 0; - if (now_exp < WEAPON_EXP_BEGINNER) amount = 80; - else if (now_exp < WEAPON_EXP_SKILLED) amount = 25; - else if ((now_exp < WEAPON_EXP_EXPERT) && (p_ptr->lev > 19)) amount = 10; - else if (p_ptr->lev > 34) amount = 2; - p_ptr->weapon_exp[0][j_ptr->sval] += amount; - p_ptr->update |= (PU_BONUS); - } - } - - if (p_ptr->riding) - { - if ((p_ptr->skill_exp[GINOU_RIDING] < s_info[p_ptr->pclass].s_max[GINOU_RIDING]) - && ((p_ptr->skill_exp[GINOU_RIDING] - (RIDING_EXP_BEGINNER * 2)) / 200 < r_info[m_list[p_ptr->riding].r_idx].level) - && one_in_(2)) - { - p_ptr->skill_exp[GINOU_RIDING] += 1; - p_ptr->update |= (PU_BONUS); - } - } - - /* Did we hit it (penalize range) */ - if (test_hit_fire(chance - cur_dis, m_ptr, m_ptr->ml, o_name)) - { - bool fear = FALSE; - int tdam = tdam_base; - - /* Get extra damage from concentration */ - if (p_ptr->concent) tdam = boost_concentration_damage(tdam); - - /* Handle unseen monster */ - if (!visible) - { - /* Invisible monster */ - msg_format(_("%sが敵を捕捉した。", "The %s finds a mark."), o_name); - } - - /* Handle visible monster */ - else - { - GAME_TEXT m_name[MAX_NLEN]; - - /* Get "the monster" or "it" */ - monster_desc(m_name, m_ptr, 0); - - msg_format(_("%sが%sに命中した。", "The %s hits %s."), o_name, m_name); - - if (m_ptr->ml) - { - /* Hack -- Track this monster race */ - if (!p_ptr->image) monster_race_track(m_ptr->ap_r_idx); - - /* Hack -- Track this monster */ - health_track(c_mon_ptr->m_idx); - } - } - - if (snipe_type == SP_NEEDLE) - { - if ((randint1(randint1(r_ptr->level / (3 + p_ptr->concent)) + (8 - p_ptr->concent)) == 1) - && !(r_ptr->flags1 & RF1_UNIQUE) && !(r_ptr->flags7 & RF7_UNIQUE2)) - { - GAME_TEXT m_name[MAX_NLEN]; - - /* Get "the monster" or "it" */ - monster_desc(m_name, m_ptr, 0); - - tdam = m_ptr->hp + 1; - msg_format(_("%sの急所に突き刺さった!", "Your shot sticked on a fatal spot of %s!"), m_name); - } - else tdam = 1; - } - else - { - /* Apply special damage */ - tdam = tot_dam_aux_shot(q_ptr, tdam, m_ptr); - tdam = critical_shot(q_ptr->weight, q_ptr->to_h, j_ptr->to_h, tdam); - - /* No negative damage */ - if (tdam < 0) tdam = 0; - - /* Modify the damage */ - tdam = mon_damage_mod(m_ptr, tdam, FALSE); - } - - msg_format_wizard(CHEAT_MONSTER, - _("%dのダメージを与えた。(残りHP %d/%d(%d))", "You do %d damage. (left HP %d/%d(%d))"), - tdam, m_ptr->hp - tdam, m_ptr->maxhp, m_ptr->max_maxhp); - - /* Sniper */ - if (snipe_type == SP_EXPLODE) - { - u16b flg = (PROJECT_STOP | PROJECT_JUMP | PROJECT_KILL | PROJECT_GRID); - - sound(SOUND_EXPLODE); /* No explode sound - use breath fire instead */ - project(0, ((p_ptr->concent + 1) / 2 + 1), ny, nx, tdam, GF_MISSILE, flg, -1); - break; - } - - /* Sniper */ - if (snipe_type == SP_HOLYNESS) - { - cave[ny][nx].info |= (CAVE_GLOW); - note_spot(ny, nx); - lite_spot(ny, nx); - } - - /* Hit the monster, check for death */ - if (mon_take_hit(c_mon_ptr->m_idx, tdam, &fear, extract_note_dies(real_r_idx(m_ptr)))) - { - /* Dead monster */ - } - - /* No death */ - else - { - /* STICK TO */ - if (object_is_fixed_artifact(q_ptr) && - (p_ptr->pclass != CLASS_SNIPER || p_ptr->concent == 0)) - { - GAME_TEXT m_name[MAX_NLEN]; - - monster_desc(m_name, m_ptr, 0); - - stick_to = TRUE; - msg_format(_("%sは%sに突き刺さった!", "%^s have stuck into %s!"),o_name, m_name); - } - - message_pain(c_mon_ptr->m_idx, tdam); - - /* Anger the monster */ - if (tdam > 0) anger_monster(m_ptr); - - if (fear && m_ptr->ml) - { - GAME_TEXT m_name[MAX_NLEN]; - sound(SOUND_FLEE); - monster_desc(m_name, m_ptr, 0); - msg_format(_("%^sは恐怖して逃げ出した!", "%^s flees in terror!"), m_name); - } - - set_target(m_ptr, p_ptr->y, p_ptr->x); - - /* Sniper */ - if (snipe_type == SP_RUSH) - { - int n = randint1(5) + 3; - MONSTER_IDX m_idx = c_mon_ptr->m_idx; - - for ( ; cur_dis <= tdis; ) - { - POSITION ox = nx; - POSITION oy = ny; - - if (!n) break; - - /* Calculate the new location (see "project()") */ - mmove2(&ny, &nx, p_ptr->y, p_ptr->x, ty, tx); - - /* Stopped by wilderness boundary */ - if (!in_bounds2(ny, nx)) break; - - /* Stopped by walls/doors */ - if (!player_can_enter(cave[ny][nx].feat, 0)) break; - - /* Stopped by monsters */ - if (!cave_empty_bold(ny, nx)) break; - - cave[ny][nx].m_idx = m_idx; - cave[oy][ox].m_idx = 0; - - m_ptr->fx = nx; - m_ptr->fy = ny; - - update_monster(c_mon_ptr->m_idx, TRUE); - - lite_spot(ny, nx); - lite_spot(oy, ox); - - Term_fresh(); - Term_xtra(TERM_XTRA_DELAY, msec); - - x = nx; - y = ny; - cur_dis++; - n--; - } - } - } - } - - /* Sniper */ - if (snipe_type == SP_PIERCE) - { - if(p_ptr->concent < 1) break; - p_ptr->concent--; - continue; - } - - /* Stop looking */ - break; - } - } - - /* Chance of breakage (during attacks) */ - j = (hit_body ? breakage_chance(q_ptr) : 0); - - if (stick_to) - { - MONSTER_IDX m_idx = cave[y][x].m_idx; - monster_type *m_ptr = &m_list[m_idx]; - OBJECT_IDX o_idx = o_pop(); - - if (!o_idx) - { - msg_format(_("%sはどこかへ行った。", "The %s have gone to somewhere."), o_name); - if (object_is_fixed_artifact(q_ptr)) - { - a_info[j_ptr->name1].cur_num = 0; - } - return; - } - - o_ptr = &o_list[o_idx]; - object_copy(o_ptr, q_ptr); - - /* Forget mark */ - o_ptr->marked &= OM_TOUCHED; - - /* Forget location */ - o_ptr->iy = o_ptr->ix = 0; - - /* Memorize monster */ - o_ptr->held_m_idx = m_idx; - - /* Build a stack */ - o_ptr->next_o_idx = m_ptr->hold_o_idx; - - /* Carry object */ - m_ptr->hold_o_idx = o_idx; - } - else if (cave_have_flag_bold(y, x, FF_PROJECT)) - { - /* Drop (or break) near that location */ - (void)drop_near(q_ptr, j, y, x); - } - else - { - /* Drop (or break) near that location */ - (void)drop_near(q_ptr, j, prev_y, prev_x); - } - - /* Sniper - Repeat shooting when double shots */ - } - - /* Sniper - Loose his/her concentration after any shot */ - if (p_ptr->concent) reset_concentration(FALSE); -} - -/*! - * @brief 射撃処理のメインルーチン - * @return なし - */ -void do_cmd_fire(void) -{ - OBJECT_IDX item; - object_type *j_ptr, *ammo_ptr; - cptr q, s; - - is_fired = FALSE; /* not fired yet */ - - /* Get the "bow" (if any) */ - j_ptr = &inventory[INVEN_BOW]; - - /* Require a launcher */ - if (!j_ptr->tval) - { - msg_print(_("射撃用の武器を持っていない。", "You have nothing to fire with.")); - flush(); - return; - } - - if (j_ptr->sval == SV_CRIMSON) - { - msg_print(_("この武器は発動して使うもののようだ。", "Do activate.")); - flush(); - return; - } - - if (j_ptr->sval == SV_HARP) - { - msg_print(_("この武器で射撃はできない。", "It's not for firing.")); - flush(); - return; - } - - - if (p_ptr->special_defense & KATA_MUSOU) - { - set_action(ACTION_NONE); - } - - /* Require proper missile */ - item_tester_tval = p_ptr->tval_ammo; - - q = _("どれを撃ちますか? ", "Fire which item? "); - s = _("発射されるアイテムがありません。", "You have nothing to fire."); - - - ammo_ptr = choose_object(&item, q, s, (USE_INVEN | USE_FLOOR)); - if (!ammo_ptr) - { - flush(); - return; - } - - /* Fire the item */ - do_cmd_fire_aux(item, j_ptr); - - if (!is_fired || p_ptr->pclass != CLASS_SNIPER) return; - - /* Sniper actions after some shootings */ - if (snipe_type == SP_AWAY) - { - teleport_player(10 + (p_ptr->concent * 2), 0L); - } - if (snipe_type == SP_FINAL) - { - msg_print(_("射撃の反動が体を襲った。", "A reactionary of shooting attacked you. ")); - (void)set_slow(p_ptr->slow + randint0(7) + 7, FALSE); - (void)set_stun(p_ptr->stun + randint1(25)); - } -} - - -/*! - * @brief 投射処理メインルーチン / - * Throw an object from the pack or floor. - * @param mult 威力の倍率 - * @param boomerang ブーメラン処理ならばTRUE - * @param shuriken 忍者の手裏剣処理ならばTRUE - * @return ターンを消費した場合TRUEを返す - * @details - *
- * Note: "unseen" monsters are very hard to hit.
- *
- * Should throwing a weapon do full damage?  Should it allow the magic
- * to hit bonus of the weapon to have an effect?  Should it ever cause
- * the item to be destroyed?  Should it do any damage at all?
- * 
- */ -bool do_cmd_throw(int mult, bool boomerang, OBJECT_IDX shuriken) -{ - DIRECTION dir; - OBJECT_IDX item; - int i; - POSITION y, x, ty, tx, prev_y, prev_x; - POSITION ny[19], nx[19]; - int chance, tdam, tdis; - int mul, div, dd, ds; - int cur_dis, visible; - PERCENTAGE j; - - object_type forge; - object_type *q_ptr; - object_type *o_ptr; - - bool hit_body = FALSE; - bool hit_wall = FALSE; - bool equiped_item = FALSE; - bool return_when_thrown = FALSE; - - GAME_TEXT o_name[MAX_NLEN]; - - int msec = delay_factor * delay_factor * delay_factor; + int msec = delay_factor * delay_factor * delay_factor; BIT_FLAGS flgs[TR_FLAG_SIZE]; - cptr q, s; + concptr q, s; bool come_back = FALSE; bool do_drop = TRUE; + if (p_ptr->wild_mode) return FALSE; if (p_ptr->special_defense & KATA_MUSOU) { @@ -3262,10 +2371,11 @@ bool do_cmd_throw(int mult, bool boomerang, OBJECT_IDX shuriken) if (shuriken >= 0) { item = shuriken; + o_ptr = &inventory[item]; } else if (boomerang) { - if (buki_motteruka(INVEN_RARM) && buki_motteruka(INVEN_LARM)) + if (has_melee_weapon(INVEN_RARM) && has_melee_weapon(INVEN_LARM)) { item_tester_hook = item_tester_hook_boomerang; q = _("どの武器を投げますか? ", "Throw which item? "); @@ -3277,8 +2387,16 @@ bool do_cmd_throw(int mult, bool boomerang, OBJECT_IDX shuriken) return FALSE; } } - else if (buki_motteruka(INVEN_LARM)) item = INVEN_LARM; - else item = INVEN_RARM; + else if (has_melee_weapon(INVEN_LARM)) + { + item = INVEN_LARM; + o_ptr = &inventory[item]; + } + else + { + item = INVEN_RARM; + o_ptr = &inventory[item]; + } } else { @@ -3296,7 +2414,6 @@ bool do_cmd_throw(int mult, bool boomerang, OBJECT_IDX shuriken) if (object_is_cursed(o_ptr) && (item >= INVEN_RARM)) { msg_print(_("ふーむ、どうやら呪われているようだ。", "Hmmm, it seems to be cursed.")); - return FALSE; } @@ -3326,7 +2443,6 @@ bool do_cmd_throw(int mult, bool boomerang, OBJECT_IDX shuriken) /* Single object */ q_ptr->number = 1; - /* Description */ object_desc(o_name, q_ptr, OD_OMIT_PREFIX); if (p_ptr->mighty_throw) mult += 3; @@ -3396,7 +2512,7 @@ bool do_cmd_throw(int mult, bool boomerang, OBJECT_IDX shuriken) p_ptr->redraw |= (PR_EQUIPPY); } - p_ptr->energy_use = 100; + take_turn(p_ptr, 100); /* Rogue and Ninja gets bonus */ if ((p_ptr->pclass == CLASS_ROGUE) || (p_ptr->pclass == CLASS_NINJA)) @@ -3418,7 +2534,6 @@ bool do_cmd_throw(int mult, bool boomerang, OBJECT_IDX shuriken) if (shuriken) chance *= 2; - /* Save the old location */ prev_y = y; prev_x = x; @@ -3437,14 +2552,14 @@ bool do_cmd_throw(int mult, bool boomerang, OBJECT_IDX shuriken) if (!cave_have_flag_bold(ny[cur_dis], nx[cur_dis], FF_PROJECT)) { hit_wall = TRUE; - if ((q_ptr->tval == TV_FIGURINE) || object_is_potion(q_ptr) || !cave[ny[cur_dis]][nx[cur_dis]].m_idx) break; + if ((q_ptr->tval == TV_FIGURINE) || object_is_potion(q_ptr) || !current_floor_ptr->grid_array[ny[cur_dis]][nx[cur_dis]].m_idx) break; } /* The player can see the (on screen) missile */ if (panel_contains(ny[cur_dis], nx[cur_dis]) && player_can_see_bold(ny[cur_dis], nx[cur_dis])) { - char c = object_char(q_ptr); - byte a = object_attr(q_ptr); + SYMBOL_CODE c = object_char(q_ptr); + TERM_COLOR a = object_attr(q_ptr); /* Draw, Hilite, Fresh, Pause, Erase */ print_rel(c, a, ny[cur_dis], nx[cur_dis]); @@ -3462,7 +2577,6 @@ bool do_cmd_throw(int mult, bool boomerang, OBJECT_IDX shuriken) Term_xtra(TERM_XTRA_DELAY, msec); } - /* Save the old location */ prev_y = y; prev_x = x; @@ -3474,10 +2588,12 @@ bool do_cmd_throw(int mult, bool boomerang, OBJECT_IDX shuriken) cur_dis++; /* Monster here, Try to hit it */ - if (cave[y][x].m_idx) + if (current_floor_ptr->grid_array[y][x].m_idx) { - cave_type *c_ptr = &cave[y][x]; - monster_type *m_ptr = &m_list[c_ptr->m_idx]; + grid_type *g_ptr = ¤t_floor_ptr->grid_array[y][x]; + monster_type *m_ptr = ¤t_floor_ptr->m_list[g_ptr->m_idx]; + GAME_TEXT m_name[MAX_NLEN]; + monster_name(g_ptr->m_idx, m_name); /* Check the visibility */ visible = m_ptr->ml; @@ -3500,17 +2616,12 @@ bool do_cmd_throw(int mult, bool boomerang, OBJECT_IDX shuriken) /* Handle visible monster */ else { - GAME_TEXT m_name[MAX_NLEN]; - monster_desc(m_name, m_ptr, 0); msg_format(_("%sが%sに命中した。", "The %s hits %s."), o_name, m_name); if (m_ptr->ml) { - /* Hack -- Track this monster race */ if (!p_ptr->image) monster_race_track(m_ptr->ap_r_idx); - - /* Hack -- Track this monster */ - health_track(c_ptr->m_idx); + health_track(g_ptr->m_idx); } } @@ -3556,7 +2667,7 @@ bool do_cmd_throw(int mult, bool boomerang, OBJECT_IDX shuriken) tdam, m_ptr->hp - tdam, m_ptr->maxhp, m_ptr->max_maxhp); /* Hit the monster, check for death */ - if (mon_take_hit(c_ptr->m_idx, tdam, &fear, extract_note_dies(real_r_idx(m_ptr)))) + if (mon_take_hit(g_ptr->m_idx, tdam, &fear, extract_note_dies(real_r_idx(m_ptr)))) { /* Dead monster */ } @@ -3564,7 +2675,7 @@ bool do_cmd_throw(int mult, bool boomerang, OBJECT_IDX shuriken) /* No death */ else { - message_pain(c_ptr->m_idx, tdam); + message_pain(g_ptr->m_idx, tdam); /* Anger the monster */ if ((tdam > 0) && !object_is_potion(q_ptr)) @@ -3573,8 +2684,6 @@ bool do_cmd_throw(int mult, bool boomerang, OBJECT_IDX shuriken) if (fear && m_ptr->ml) { sound(SOUND_FLEE); - GAME_TEXT m_name[MAX_NLEN]; - monster_desc(m_name, m_ptr, 0); msg_format(_("%^sは恐怖して逃げ出した!", "%^s flees in terror!"), m_name); } } @@ -3589,7 +2698,7 @@ bool do_cmd_throw(int mult, bool boomerang, OBJECT_IDX shuriken) if (hit_body) torch_lost_fuel(q_ptr); /* Chance of breakage (during attacks) */ - j = (hit_body ? breakage_chance(q_ptr) : 0); + j = (hit_body ? breakage_chance(q_ptr, 0) : 0); /* Figurines transform */ if ((q_ptr->tval == TV_FIGURINE) && !(p_ptr->inside_arena)) @@ -3603,7 +2712,6 @@ bool do_cmd_throw(int mult, bool boomerang, OBJECT_IDX shuriken) } - /* Potions smash open */ if (object_is_potion(q_ptr)) { @@ -3613,17 +2721,13 @@ bool do_cmd_throw(int mult, bool boomerang, OBJECT_IDX shuriken) if (potion_smash_effect(0, y, x, q_ptr->k_idx)) { - monster_type *m_ptr = &m_list[cave[y][x].m_idx]; - - /* ToDo (Robert): fix the invulnerability */ - if (cave[y][x].m_idx && - is_friendly(&m_list[cave[y][x].m_idx]) && - !MON_INVULNER(m_ptr)) + monster_type *m_ptr = ¤t_floor_ptr->m_list[current_floor_ptr->grid_array[y][x].m_idx]; + if (current_floor_ptr->grid_array[y][x].m_idx && is_friendly(m_ptr) && !MON_INVULNER(m_ptr)) { GAME_TEXT m_name[MAX_NLEN]; - monster_desc(m_name, &m_list[cave[y][x].m_idx], 0); + monster_desc(m_name, m_ptr, 0); msg_format(_("%sは怒った!", "%^s gets angry!"), m_name); - set_hostile(&m_list[cave[y][x].m_idx]); + set_hostile(¤t_floor_ptr->m_list[current_floor_ptr->grid_array[y][x].m_idx]); } } do_drop = FALSE; @@ -3703,13 +2807,11 @@ bool do_cmd_throw(int mult, bool boomerang, OBJECT_IDX shuriken) /* Wear the new stuff */ object_copy(o_ptr, q_ptr); - /* Increase the weight */ p_ptr->total_weight += q_ptr->weight; /* Increment the equip counter by hand */ equip_cnt++; - /* Recalculate torch */ p_ptr->update |= (PU_BONUS | PU_TORCH | PU_MANA); p_ptr->window |= (PW_EQUIP); } @@ -3740,240 +2842,82 @@ bool do_cmd_throw(int mult, bool boomerang, OBJECT_IDX shuriken) return TRUE; } - -#ifdef TRAVEL -/* - * Hack: travel command - */ -#define TRAVEL_UNABLE 9999 - -static int flow_head = 0; -static int flow_tail = 0; -static POSITION temp2_x[MAX_SHORT]; -static POSITION temp2_y[MAX_SHORT]; - /*! - * @brief トラベル処理の記憶配列を初期化する Hack: forget the "flow" information + * @brief 自殺するコマンドのメインルーチン + * Hack -- commit suicide * @return なし + * @details */ -void forget_travel_flow(void) -{ - POSITION x, y; - /* Check the entire dungeon / Forget the old data */ - for (y = 0; y < cur_hgt; y++) - { - for (x = 0; x < cur_wid; x++) - { - - travel.cost[y][x] = MAX_SHORT; - } - } - travel.y = travel.x = 0; -} - -/*! - * @brief トラベル処理中に地形に応じた移動コスト基準を返す - * @param y 該当地点のY座標 - * @param x 該当地点のX座標 - * @return コスト値 - */ -static int travel_flow_cost(POSITION y, POSITION x) +void do_cmd_suicide(void) { - feature_type *f_ptr = &f_info[cave[y][x].feat]; - int cost = 1; - - /* Avoid obstacles (ex. trees) */ - if (have_flag(f_ptr->flags, FF_AVOID_RUN)) cost += 1; - - /* Water */ - if (have_flag(f_ptr->flags, FF_WATER)) - { - if (have_flag(f_ptr->flags, FF_DEEP) && !p_ptr->levitation) cost += 5; - } - - /* Lava */ - if (have_flag(f_ptr->flags, FF_LAVA)) - { - int lava = 2; - if (!p_ptr->resist_fire) lava *= 2; - if (!p_ptr->levitation) lava *= 2; - if (have_flag(f_ptr->flags, FF_DEEP)) lava *= 2; + int i; - cost += lava; - } + /* Flush input */ + flush(); - /* Detected traps and doors */ - if (cave[y][x].info & (CAVE_MARK)) + /* Verify Retirement */ + if (p_ptr->total_winner) { - if (have_flag(f_ptr->flags, FF_DOOR)) cost += 1; - if (have_flag(f_ptr->flags, FF_TRAP)) cost += 10; + /* Verify */ + if (!get_check_strict(_("引退しますか? ", "Do you want to retire? "), CHECK_NO_HISTORY)) return; } - return (cost); -} - -/*! - * @brief トラベル処理の到達地点までの行程を得る処理のサブルーチン - * @param y 目標地点のY座標 - * @param x 目標地点のX座標 - * @param n 現在のコスト - * @param wall プレイヤーが壁の中にいるならばTRUE - * @return なし - */ -static void travel_flow_aux(POSITION y, POSITION x, int n, bool wall) -{ - cave_type *c_ptr = &cave[y][x]; - feature_type *f_ptr = &f_info[c_ptr->feat]; - int old_head = flow_head; - int add_cost = 1; - int base_cost = (n % TRAVEL_UNABLE); - int from_wall = (n / TRAVEL_UNABLE); - int cost; - - /* Ignore out of bounds */ - if (!in_bounds(y, x)) return; - - /* Ignore unknown grid except in wilderness */ - if (dun_level > 0 && !(c_ptr->info & CAVE_KNOWN)) return; - - /* Ignore "walls" and "rubble" (include "secret doors") */ - if (have_flag(f_ptr->flags, FF_WALL) || - have_flag(f_ptr->flags, FF_CAN_DIG) || - (have_flag(f_ptr->flags, FF_DOOR) && cave[y][x].mimic) || - (!have_flag(f_ptr->flags, FF_MOVE) && have_flag(f_ptr->flags, FF_CAN_FLY) && !p_ptr->levitation)) - { - if (!wall || !from_wall) return; - add_cost += TRAVEL_UNABLE; - } + /* Verify Suicide */ else { - add_cost = travel_flow_cost(y, x); + /* Verify */ + if (!get_check(_("本当に自殺しますか?", "Do you really want to commit suicide? "))) return; } - cost = base_cost + add_cost; - /* Ignore lower cost entries */ - if (travel.cost[y][x] <= cost) return; - - /* Save the flow cost */ - travel.cost[y][x] = cost; - - /* Enqueue that entry */ - temp2_y[flow_head] = y; - temp2_x[flow_head] = x; - - /* Advance the queue */ - if (++flow_head == MAX_SHORT) flow_head = 0; - - /* Hack -- notice overflow by forgetting new entry */ - if (flow_head == flow_tail) flow_head = old_head; - - return; -} - -/*! - * @brief トラベル処理の到達地点までの行程を得る処理のメインルーチン - * @param ty 目標地点のY座標 - * @param tx 目標地点のX座標 - * @return なし - */ -static void travel_flow(POSITION ty, POSITION tx) -{ - POSITION x, y, d; - bool wall = FALSE; - feature_type *f_ptr = &f_info[cave[p_ptr->y][p_ptr->x].feat]; + if (!p_ptr->noscore) + { + /* Special Verification for suicide */ + prt(_("確認のため '@' を押して下さい。", "Please verify SUICIDE by typing the '@' sign: "), 0, 0); - /* Reset the "queue" */ - flow_head = flow_tail = 0; + flush(); + i = inkey(); + prt("", 0, 0); + if (i != '@') return; - /* is player in the wall? */ - if (!have_flag(f_ptr->flags, FF_MOVE)) wall = TRUE; + play_music(TERM_XTRA_MUSIC_BASIC, MUSIC_BASIC_GAMEOVER); + } - /* Start at the target grid */ - travel_flow_aux(ty, tx, 0, wall); + /* Initialize "last message" buffer */ + if (p_ptr->last_message) string_free(p_ptr->last_message); + p_ptr->last_message = NULL; - /* Now process the queue */ - while (flow_head != flow_tail) + /* Hack -- Note *winning* message */ + if (p_ptr->total_winner && last_words) { - /* Extract the next entry */ - y = temp2_y[flow_tail]; - x = temp2_x[flow_tail]; - - /* Forget that entry */ - if (++flow_tail == MAX_SHORT) flow_tail = 0; - - /* Ignore too far entries */ - //if (distance(ty, tx, y, x) > 100) continue; + char buf[1024] = ""; + play_music(TERM_XTRA_MUSIC_BASIC, MUSIC_BASIC_WINNER); + do + { + while (!get_string(_("*勝利*メッセージ: ", "*Winning* message: "), buf, sizeof buf)); + } while (!get_check_strict(_("よろしいですか?", "Are you sure? "), CHECK_NO_HISTORY)); - /* Add the "children" */ - for (d = 0; d < 8; d++) + if (buf[0]) { - /* Add that child if "legal" */ - travel_flow_aux(y + ddy_ddd[d], x + ddx_ddd[d], travel.cost[y][x], wall); + p_ptr->last_message = string_make(buf); + msg_print(p_ptr->last_message); } } - /* Forget the flow info */ - flow_head = flow_tail = 0; -} - -/*! - * @brief トラベル処理のメインルーチン - * @return なし - */ -void do_cmd_travel(void) -{ - POSITION x, y; - int i; - POSITION dx, dy, sx, sy; - feature_type *f_ptr; - - if (travel.x != 0 && travel.y != 0 && - get_check(_("トラベルを継続しますか?", "Do you continue to travel?"))) - { - y = travel.y; - x = travel.x; - } - else if (!tgt_pt(&x, &y)) return; - - if ((x == p_ptr->x) && (y == p_ptr->y)) - { - msg_print(_("すでにそこにいます!", "You are already there!!")); - return; - } + /* Stop playing */ + p_ptr->playing = FALSE; - f_ptr = &f_info[cave[y][x].feat]; + /* Kill the player */ + p_ptr->is_dead = TRUE; + p_ptr->leaving = TRUE; - if ((cave[y][x].info & CAVE_MARK) && - (have_flag(f_ptr->flags, FF_WALL) || - have_flag(f_ptr->flags, FF_CAN_DIG) || - (have_flag(f_ptr->flags, FF_DOOR) && cave[y][x].mimic))) + if (!p_ptr->total_winner) { - msg_print(_("そこには行くことができません!", "You cannot travel there!")); - return; + do_cmd_write_nikki(NIKKI_BUNSHOU, 0, _("ダンジョンの探索に絶望して自殺した。", "give up all hope to commit suicide.")); + do_cmd_write_nikki(NIKKI_GAMESTART, 1, _("-------- ゲームオーバー --------", "-------- Game Over --------")); + do_cmd_write_nikki(NIKKI_BUNSHOU, 1, "\n\n\n\n"); } - forget_travel_flow(); - travel_flow(y, x); - - travel.x = x; - travel.y = y; - - /* Travel till 255 steps */ - travel.run = 255; - - /* Paranoia */ - travel.dir = 0; - - /* Decides first direction */ - dx = abs(p_ptr->x - x); - dy = abs(p_ptr->y - y); - sx = ((x == p_ptr->x) || (dx < dy)) ? 0 : ((x > p_ptr->x) ? 1 : -1); - sy = ((y == p_ptr->y) || (dy < dx)) ? 0 : ((y > p_ptr->y) ? 1 : -1); - - for (i = 1; i <= 9; i++) - { - if ((sx == ddx[i]) && (sy == ddy[i])) travel.dir = i; - } + /* Cause of death */ + (void)strcpy(p_ptr->died_from, _("途中終了", "Quitting")); } -#endif