it_ptr->x = it_ptr->nx[it_ptr->cur_dis];
it_ptr->y = it_ptr->ny[it_ptr->cur_dis];
it_ptr->cur_dis++;
- if (creature_ptr->current_floor_ptr->grid_array[it_ptr->y][it_ptr->x].m_idx) {
- grid_type *g_ptr = &creature_ptr->current_floor_ptr->grid_array[it_ptr->y][it_ptr->x];
- monster_type *m_ptr = &creature_ptr->current_floor_ptr->m_list[g_ptr->m_idx];
- GAME_TEXT m_name[MAX_NLEN];
- monster_name(creature_ptr, g_ptr->m_idx, m_name);
- it_ptr->visible = m_ptr->ml;
- it_ptr->hit_body = TRUE;
- if (test_hit_fire(creature_ptr, it_ptr->chance - it_ptr->cur_dis, m_ptr, m_ptr->ml, it_ptr->o_name)) {
- bool fear = FALSE;
- if (!it_ptr->visible) {
- msg_format(_("%sが敵を捕捉した。", "The %s finds a mark."), it_ptr->o_name);
- } else {
- msg_format(_("%sが%sに命中した。", "The %s hits %s."), it_ptr->o_name, m_name);
- if (m_ptr->ml) {
- if (!creature_ptr->image)
- monster_race_track(creature_ptr, m_ptr->ap_r_idx);
- health_track(creature_ptr, g_ptr->m_idx);
- }
+ if (creature_ptr->current_floor_ptr->grid_array[it_ptr->y][it_ptr->x].m_idx == 0)
+ continue;
+
+ grid_type *g_ptr = &creature_ptr->current_floor_ptr->grid_array[it_ptr->y][it_ptr->x];
+ monster_type *m_ptr = &creature_ptr->current_floor_ptr->m_list[g_ptr->m_idx];
+ GAME_TEXT m_name[MAX_NLEN];
+ monster_name(creature_ptr, g_ptr->m_idx, m_name);
+ it_ptr->visible = m_ptr->ml;
+ it_ptr->hit_body = TRUE;
+ if (test_hit_fire(creature_ptr, it_ptr->chance - it_ptr->cur_dis, m_ptr, m_ptr->ml, it_ptr->o_name)) {
+ bool fear = FALSE;
+ if (!it_ptr->visible) {
+ msg_format(_("%sが敵を捕捉した。", "The %s finds a mark."), it_ptr->o_name);
+ } else {
+ msg_format(_("%sが%sに命中した。", "The %s hits %s."), it_ptr->o_name, m_name);
+ if (m_ptr->ml) {
+ if (!creature_ptr->image)
+ monster_race_track(creature_ptr, m_ptr->ap_r_idx);
+ health_track(creature_ptr, g_ptr->m_idx);
}
+ }
- int dd = it_ptr->q_ptr->dd;
- int ds = it_ptr->q_ptr->ds;
- torch_dice(it_ptr->q_ptr, &dd, &ds);
- it_ptr->tdam = damroll(dd, ds);
- it_ptr->tdam = calc_attack_damage_with_slay(creature_ptr, it_ptr->q_ptr, it_ptr->tdam, m_ptr, 0, TRUE);
- it_ptr->tdam = critical_shot(creature_ptr, it_ptr->q_ptr->weight, it_ptr->q_ptr->to_h, 0, it_ptr->tdam);
- if (it_ptr->q_ptr->to_d > 0)
- it_ptr->tdam += it_ptr->q_ptr->to_d;
- else
- it_ptr->tdam += -it_ptr->q_ptr->to_d;
-
- if (it_ptr->boomerang) {
- it_ptr->tdam *= (it_ptr->mult + creature_ptr->num_blow[it_ptr->item - INVEN_RARM]);
- it_ptr->tdam += creature_ptr->to_d_m;
- } else if (have_flag(it_ptr->obj_flags, TR_THROW)) {
- it_ptr->tdam *= (3 + it_ptr->mult);
- it_ptr->tdam += creature_ptr->to_d_m;
- } else {
- it_ptr->tdam *= it_ptr->mult;
- }
+ int dd = it_ptr->q_ptr->dd;
+ int ds = it_ptr->q_ptr->ds;
+ torch_dice(it_ptr->q_ptr, &dd, &ds);
+ it_ptr->tdam = damroll(dd, ds);
+ it_ptr->tdam = calc_attack_damage_with_slay(creature_ptr, it_ptr->q_ptr, it_ptr->tdam, m_ptr, 0, TRUE);
+ it_ptr->tdam = critical_shot(creature_ptr, it_ptr->q_ptr->weight, it_ptr->q_ptr->to_h, 0, it_ptr->tdam);
+ if (it_ptr->q_ptr->to_d > 0)
+ it_ptr->tdam += it_ptr->q_ptr->to_d;
+ else
+ it_ptr->tdam += -it_ptr->q_ptr->to_d;
+
+ if (it_ptr->boomerang) {
+ it_ptr->tdam *= (it_ptr->mult + creature_ptr->num_blow[it_ptr->item - INVEN_RARM]);
+ it_ptr->tdam += creature_ptr->to_d_m;
+ } else if (have_flag(it_ptr->obj_flags, TR_THROW)) {
+ it_ptr->tdam *= (3 + it_ptr->mult);
+ it_ptr->tdam += creature_ptr->to_d_m;
+ } else {
+ it_ptr->tdam *= it_ptr->mult;
+ }
- if (it_ptr->shuriken != 0)
- it_ptr->tdam += ((creature_ptr->lev + 30) * (creature_ptr->lev + 30) - 900) / 55;
+ if (it_ptr->shuriken != 0)
+ it_ptr->tdam += ((creature_ptr->lev + 30) * (creature_ptr->lev + 30) - 900) / 55;
- if (it_ptr->tdam < 0)
- it_ptr->tdam = 0;
+ if (it_ptr->tdam < 0)
+ it_ptr->tdam = 0;
- it_ptr->tdam = mon_damage_mod(creature_ptr, m_ptr, it_ptr->tdam, FALSE);
- msg_format_wizard(creature_ptr, 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))"),
- it_ptr->tdam, m_ptr->hp - it_ptr->tdam, m_ptr->maxhp, m_ptr->max_maxhp);
+ it_ptr->tdam = mon_damage_mod(creature_ptr, m_ptr, it_ptr->tdam, FALSE);
+ msg_format_wizard(creature_ptr, 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))"), it_ptr->tdam,
+ m_ptr->hp - it_ptr->tdam, m_ptr->maxhp, m_ptr->max_maxhp);
- if (mon_take_hit(creature_ptr, g_ptr->m_idx, it_ptr->tdam, &fear, extract_note_dies(real_r_idx(m_ptr)))) {
- /* Dead monster */
- } else {
- message_pain(creature_ptr, g_ptr->m_idx, it_ptr->tdam);
- if ((it_ptr->tdam > 0) && !object_is_potion(it_ptr->q_ptr))
- anger_monster(creature_ptr, m_ptr);
+ if (mon_take_hit(creature_ptr, g_ptr->m_idx, it_ptr->tdam, &fear, extract_note_dies(real_r_idx(m_ptr))))
+ break;
- if (fear && m_ptr->ml) {
- sound(SOUND_FLEE);
- msg_format(_("%^sは恐怖して逃げ出した!", "%^s flees in terror!"), m_name);
- }
- }
- }
+ message_pain(creature_ptr, g_ptr->m_idx, it_ptr->tdam);
+ if ((it_ptr->tdam > 0) && !object_is_potion(it_ptr->q_ptr))
+ anger_monster(creature_ptr, m_ptr);
- break;
+ if (fear && m_ptr->ml) {
+ sound(SOUND_FLEE);
+ msg_format(_("%^sは恐怖して逃げ出した!", "%^s flees in terror!"), m_name);
+ }
}
+
+ break;
}
if (it_ptr->hit_body)
}
if (object_is_potion(it_ptr->q_ptr)) {
- if (it_ptr->hit_body || it_ptr->hit_wall || (randint1(100) < it_ptr->corruption_possibility)) {
+ if (!it_ptr->hit_body && !it_ptr->hit_wall && (randint1(100) >= it_ptr->corruption_possibility)) {
msg_format(_("%sは砕け散った!", "The %s shatters!"), it_ptr->o_name);
if (potion_smash_effect(creature_ptr, 0, it_ptr->y, it_ptr->x, it_ptr->q_ptr->k_idx)) {
monster_type *m_ptr = &creature_ptr->current_floor_ptr->m_list[creature_ptr->current_floor_ptr->grid_array[it_ptr->y][it_ptr->x].m_idx];
if (super_boomerang)
back_chance += 100;
describe_flavor(creature_ptr, o2_name, it_ptr->q_ptr, OD_OMIT_PREFIX | OD_NAME_ONLY);
- if ((back_chance > 30) && (!one_in_(100) || super_boomerang)) {
+ if ((back_chance <= 30) || (one_in_(100) && !super_boomerang)) {
+ msg_format(_("%sが返ってこなかった!", "%s doesn't come back!"), o2_name);
+ } else {
for (int i = it_ptr->cur_dis - 1; i > 0; i--) {
- if (panel_contains(it_ptr->ny[i], it_ptr->nx[i]) && player_can_see_bold(creature_ptr, it_ptr->ny[i], it_ptr->nx[i])) {
- SYMBOL_CODE c = object_char(it_ptr->q_ptr);
- byte a = object_attr(it_ptr->q_ptr);
- print_rel(creature_ptr, c, a, it_ptr->ny[i], it_ptr->nx[i]);
- move_cursor_relative(it_ptr->ny[i], it_ptr->nx[i]);
- term_fresh();
- term_xtra(TERM_XTRA_DELAY, it_ptr->msec);
- lite_spot(creature_ptr, it_ptr->ny[i], it_ptr->nx[i]);
- term_fresh();
- } else {
+ if (!panel_contains(it_ptr->ny[i], it_ptr->nx[i]) || !player_can_see_bold(creature_ptr, it_ptr->ny[i], it_ptr->nx[i])) {
term_xtra(TERM_XTRA_DELAY, it_ptr->msec);
+ continue;
}
+
+ SYMBOL_CODE c = object_char(it_ptr->q_ptr);
+ byte a = object_attr(it_ptr->q_ptr);
+ print_rel(creature_ptr, c, a, it_ptr->ny[i], it_ptr->nx[i]);
+ move_cursor_relative(it_ptr->ny[i], it_ptr->nx[i]);
+ term_fresh();
+ term_xtra(TERM_XTRA_DELAY, it_ptr->msec);
+ lite_spot(creature_ptr, it_ptr->ny[i], it_ptr->nx[i]);
+ term_fresh();
}
if ((back_chance > 37) && !creature_ptr->blind && (it_ptr->item >= 0)) {
it_ptr->y = creature_ptr->y;
it_ptr->x = creature_ptr->x;
}
- } else {
- msg_format(_("%sが返ってこなかった!", "%s doesn't come back!"), o2_name);
}
}
if (it_ptr->come_back) {
- if (it_ptr->item == INVEN_RARM || it_ptr->item == INVEN_LARM) {
+ if ((it_ptr->item != INVEN_RARM) && (it_ptr->item != INVEN_LARM)) {
+ store_item_to_inventory(creature_ptr, it_ptr->q_ptr);
+ } else {
it_ptr->o_ptr = &creature_ptr->inventory_list[it_ptr->item];
object_copy(it_ptr->o_ptr, it_ptr->q_ptr);
creature_ptr->total_weight += it_ptr->q_ptr->weight;
creature_ptr->equip_cnt++;
creature_ptr->update |= PU_BONUS | PU_TORCH | PU_MANA;
creature_ptr->window |= PW_EQUIP;
- } else {
- store_item_to_inventory(creature_ptr, it_ptr->q_ptr);
}
it_ptr->do_drop = FALSE;
}
if (it_ptr->do_drop) {
- if (cave_have_flag_bold(creature_ptr->current_floor_ptr, it_ptr->y, it_ptr->x, FF_PROJECT)) {
+ if (cave_have_flag_bold(creature_ptr->current_floor_ptr, it_ptr->y, it_ptr->x, FF_PROJECT))
(void)drop_near(creature_ptr, it_ptr->q_ptr, it_ptr->corruption_possibility, it_ptr->y, it_ptr->x);
- } else {
+ else
(void)drop_near(creature_ptr, it_ptr->q_ptr, it_ptr->corruption_possibility, it_ptr->prev_y, it_ptr->prev_x);
- }
}
return TRUE;