4 * Copyright (c) 1997 Ben Harrison, James E. Wilson, Robert A. Koeneke
6 * This software may be copied and distributed for educational, research,
7 * and not for profit purposes provided that this copyright and statement
8 * are included in all such copies. Other copyrights may also apply.
11 /* Purpose: Movement commands (part 1) */
14 #define MAX_VAMPIRIC_DRAIN 50
18 * Determine if the player "hits" a monster (normal combat).
19 * Note -- Always miss 5%, always hit 5%, otherwise random.
21 bool test_hit_fire(int chance, int ac, int vis)
28 /* Hack -- Instant miss or hit */
29 if (k < 10) return (k < 5);
31 if (p_ptr->pseikaku == SEIKAKU_NAMAKE)
32 if (one_in_(20)) return (FALSE);
35 if (chance <= 0) return (FALSE);
37 /* Invisible monsters are harder to hit */
38 if (!vis) chance = (chance + 1) / 2;
40 /* Power competes against armor */
41 if (randint0(chance) < (ac * 3 / 4)) return (FALSE);
50 * Determine if the player "hits" a monster (normal combat).
52 * Note -- Always miss 5%, always hit 5%, otherwise random.
54 bool test_hit_norm(int chance, int ac, int vis)
61 /* Hack -- Instant miss or hit */
62 if (k < 10) return (k < 5);
64 if (p_ptr->pseikaku == SEIKAKU_NAMAKE)
65 if (one_in_(20)) return (FALSE);
67 /* Wimpy attack never hits */
68 if (chance <= 0) return (FALSE);
70 /* Penalize invisible targets */
71 if (!vis) chance = (chance + 1) / 2;
73 /* Power must defeat armor */
74 if (randint0(chance) < (ac * 3 / 4)) return (FALSE);
83 * Critical hits (from objects thrown by player)
84 * Factor in item weight, total plusses, and player level.
86 s16b critical_shot(int weight, int plus, int dam)
90 /* Extract "shot" power */
91 i = (weight + ((p_ptr->to_h_b + plus) * 4) + (p_ptr->lev * 2));
94 if (randint1(5000) <= i)
96 k = weight + randint1(500);
101 msg_print("¼ê¤´¤¿¤¨¤¬¤¢¤Ã¤¿¡ª");
103 msg_print("It was a good hit!");
111 msg_print("¤«¤Ê¤ê¤Î¼ê¤´¤¿¤¨¤¬¤¢¤Ã¤¿¡ª");
113 msg_print("It was a great hit!");
121 msg_print("²ñ¿´¤Î°ì·â¤À¡ª");
123 msg_print("It was a superb hit!");
136 * Critical hits (by player)
138 * Factor in weapon weight, total plusses, player level.
140 s16b critical_norm(int weight, int plus, int dam, s16b meichuu, int mode)
144 /* Extract "blow" power */
145 i = (weight + (meichuu * 3 + plus * 5) + (p_ptr->lev * 3));
148 if ((randint1((p_ptr->pclass == CLASS_NINJA) ? 4444 : 5000) <= i) || (mode == HISSATSU_MAJIN) || (mode == HISSATSU_3DAN))
150 k = weight + randint1(650);
151 if ((mode == HISSATSU_MAJIN) || (mode == HISSATSU_3DAN)) k+= randint1(650);
156 msg_print("¼ê¤´¤¿¤¨¤¬¤¢¤Ã¤¿¡ª");
158 msg_print("It was a good hit!");
166 msg_print("¤«¤Ê¤ê¤Î¼ê¤´¤¿¤¨¤¬¤¢¤Ã¤¿¡ª");
168 msg_print("It was a great hit!");
176 msg_print("²ñ¿´¤Î°ì·â¤À¡ª");
178 msg_print("It was a superb hit!");
186 msg_print("ºÇ¹â¤Î²ñ¿´¤Î°ì·â¤À¡ª");
188 msg_print("It was a *GREAT* hit!");
196 msg_print("ÈæÎà¤Ê¤ºÇ¹â¤Î²ñ¿´¤Î°ì·â¤À¡ª");
198 msg_print("It was a *SUPERB* hit!");
201 dam = ((7 * dam) / 2) + 25;
211 * Extract the "total damage" from a given object hitting a given monster.
213 * Note that "flasks of oil" do NOT do fire damage, although they
214 * certainly could be made to do so. XXX XXX
216 * Note that most brands and slays are x3, except Slay Animal (x2),
217 * Slay Evil (x2), and Kill dragon (x5).
219 s16b tot_dam_aux(object_type *o_ptr, int tdam, monster_type *m_ptr, int mode, bool thrown)
223 monster_race *r_ptr = &r_info[m_ptr->r_idx];
225 u32b flgs[TR_FLAG_SIZE];
227 /* Extract the flags */
228 object_flags(o_ptr, flgs);
230 /* Some "weapons" and "ammo" do extra damage */
242 if ((have_flag(flgs, TR_SLAY_ANIMAL)) &&
243 (r_ptr->flags3 & RF3_ANIMAL))
245 if (m_ptr->ml && is_original_ap(m_ptr))
247 r_ptr->r_flags3 |= RF3_ANIMAL;
250 if (mult < 25) mult = 25;
254 if ((have_flag(flgs, TR_KILL_ANIMAL)) &&
255 (r_ptr->flags3 & RF3_ANIMAL))
257 if (m_ptr->ml && is_original_ap(m_ptr))
259 r_ptr->r_flags3 |= RF3_ANIMAL;
262 if (mult < 40) mult = 40;
266 if ((have_flag(flgs, TR_SLAY_EVIL)) &&
267 (r_ptr->flags3 & RF3_EVIL))
269 if (m_ptr->ml && is_original_ap(m_ptr))
271 r_ptr->r_flags3 |= RF3_EVIL;
274 if (mult < 20) mult = 20;
278 if ((have_flag(flgs, TR_KILL_EVIL)) &&
279 (r_ptr->flags3 & RF3_EVIL))
281 if (m_ptr->ml && is_original_ap(m_ptr))
283 r_ptr->r_flags3 |= RF3_EVIL;
286 if (mult < 35) mult = 35;
290 if ((have_flag(flgs, TR_SLAY_HUMAN)) &&
291 (r_ptr->flags2 & RF2_HUMAN))
293 if (m_ptr->ml && is_original_ap(m_ptr))
295 r_ptr->r_flags2 |= RF2_HUMAN;
298 if (mult < 25) mult = 25;
302 if ((have_flag(flgs, TR_KILL_HUMAN)) &&
303 (r_ptr->flags2 & RF2_HUMAN))
305 if (m_ptr->ml && is_original_ap(m_ptr))
307 r_ptr->r_flags2 |= RF2_HUMAN;
310 if (mult < 40) mult = 40;
314 if ((have_flag(flgs, TR_SLAY_UNDEAD)) &&
315 (r_ptr->flags3 & RF3_UNDEAD))
317 if (m_ptr->ml && is_original_ap(m_ptr))
319 r_ptr->r_flags3 |= RF3_UNDEAD;
322 if (mult < 30) mult = 30;
326 if ((have_flag(flgs, TR_KILL_UNDEAD)) &&
327 (r_ptr->flags3 & RF3_UNDEAD))
329 if (m_ptr->ml && is_original_ap(m_ptr))
331 r_ptr->r_flags3 |= RF3_UNDEAD;
334 if (mult < 50) mult = 50;
338 if ((have_flag(flgs, TR_SLAY_DEMON)) &&
339 (r_ptr->flags3 & RF3_DEMON))
341 if (m_ptr->ml && is_original_ap(m_ptr))
343 r_ptr->r_flags3 |= RF3_DEMON;
346 if (mult < 30) mult = 30;
350 if ((have_flag(flgs, TR_KILL_DEMON)) &&
351 (r_ptr->flags3 & RF3_DEMON))
353 if (m_ptr->ml && is_original_ap(m_ptr))
355 r_ptr->r_flags3 |= RF3_DEMON;
358 if (mult < 50) mult = 50;
362 if ((have_flag(flgs, TR_SLAY_ORC)) &&
363 (r_ptr->flags3 & RF3_ORC))
365 if (m_ptr->ml && is_original_ap(m_ptr))
367 r_ptr->r_flags3 |= RF3_ORC;
370 if (mult < 30) mult = 30;
374 if ((have_flag(flgs, TR_KILL_ORC)) &&
375 (r_ptr->flags3 & RF3_ORC))
377 if (m_ptr->ml && is_original_ap(m_ptr))
379 r_ptr->r_flags3 |= RF3_ORC;
382 if (mult < 50) mult = 50;
386 if ((have_flag(flgs, TR_SLAY_TROLL)) &&
387 (r_ptr->flags3 & RF3_TROLL))
389 if (m_ptr->ml && is_original_ap(m_ptr))
391 r_ptr->r_flags3 |= RF3_TROLL;
394 if (mult < 30) mult = 30;
398 if ((have_flag(flgs, TR_KILL_TROLL)) &&
399 (r_ptr->flags3 & RF3_TROLL))
401 if (m_ptr->ml && is_original_ap(m_ptr))
403 r_ptr->r_flags3 |= RF3_TROLL;
406 if (mult < 50) mult = 50;
410 if ((have_flag(flgs, TR_SLAY_GIANT)) &&
411 (r_ptr->flags3 & RF3_GIANT))
413 if (m_ptr->ml && is_original_ap(m_ptr))
415 r_ptr->r_flags3 |= RF3_GIANT;
418 if (mult < 30) mult = 30;
422 if ((have_flag(flgs, TR_KILL_GIANT)) &&
423 (r_ptr->flags3 & RF3_GIANT))
425 if (m_ptr->ml && is_original_ap(m_ptr))
427 r_ptr->r_flags3 |= RF3_GIANT;
430 if (mult < 50) mult = 50;
434 if ((have_flag(flgs, TR_SLAY_DRAGON)) &&
435 (r_ptr->flags3 & RF3_DRAGON))
437 if (m_ptr->ml && is_original_ap(m_ptr))
439 r_ptr->r_flags3 |= RF3_DRAGON;
442 if (mult < 30) mult = 30;
446 if ((have_flag(flgs, TR_KILL_DRAGON)) &&
447 (r_ptr->flags3 & RF3_DRAGON))
449 if (m_ptr->ml && is_original_ap(m_ptr))
451 r_ptr->r_flags3 |= RF3_DRAGON;
454 if (mult < 50) mult = 50;
456 if ((o_ptr->name1 == ART_NOTHUNG) && (m_ptr->r_idx == MON_FAFNER))
461 if (have_flag(flgs, TR_BRAND_ACID) || ((p_ptr->special_attack & (ATTACK_ACID)) && !thrown))
463 /* Notice immunity */
464 if (r_ptr->flagsr & RFR_EFF_IM_ACID_MASK)
466 if (m_ptr->ml && is_original_ap(m_ptr))
468 r_ptr->r_flagsr |= (r_ptr->flagsr & RFR_EFF_IM_ACID_MASK);
472 /* Otherwise, take the damage */
475 if (mult < 25) mult = 25;
480 if (have_flag(flgs, TR_BRAND_ELEC) || ((p_ptr->special_attack & (ATTACK_ELEC)) && !thrown) || (mode == HISSATSU_ELEC))
482 /* Notice immunity */
483 if (r_ptr->flagsr & RFR_EFF_IM_ELEC_MASK)
485 if (m_ptr->ml && is_original_ap(m_ptr))
487 r_ptr->r_flagsr |= (r_ptr->flagsr & RFR_EFF_IM_ELEC_MASK);
491 /* Otherwise, take the damage */
492 else if ((have_flag(flgs, TR_BRAND_ELEC) || ((p_ptr->special_attack & (ATTACK_ELEC)) && !thrown)) && (mode == HISSATSU_ELEC))
494 if (mult < 70) mult = 70;
496 else if (mode == HISSATSU_ELEC)
498 if (mult < 50) mult = 50;
503 if (mult < 25) mult = 25;
508 if (have_flag(flgs, TR_BRAND_FIRE) || ((p_ptr->special_attack & (ATTACK_FIRE)) && !thrown) || (mode == HISSATSU_FIRE))
510 /* Notice immunity */
511 if (r_ptr->flagsr & RFR_EFF_IM_FIRE_MASK)
513 if (m_ptr->ml && is_original_ap(m_ptr))
515 r_ptr->r_flagsr |= (r_ptr->flagsr & RFR_EFF_IM_FIRE_MASK);
519 /* Otherwise, take the damage */
520 else if ((have_flag(flgs, TR_BRAND_FIRE) || ((p_ptr->special_attack & (ATTACK_FIRE)) && !thrown)) && (mode == HISSATSU_FIRE))
522 if (r_ptr->flags3 & RF3_HURT_FIRE)
524 if (mult < 70) mult = 70;
525 if (m_ptr->ml && is_original_ap(m_ptr))
527 r_ptr->r_flags3 |= RF3_HURT_FIRE;
530 else if (mult < 35) mult = 35;
534 if (r_ptr->flags3 & RF3_HURT_FIRE)
536 if (mult < 50) mult = 50;
537 if (m_ptr->ml && is_original_ap(m_ptr))
539 r_ptr->r_flags3 |= RF3_HURT_FIRE;
542 else if (mult < 25) mult = 25;
547 if (have_flag(flgs, TR_BRAND_COLD) || ((p_ptr->special_attack & (ATTACK_COLD)) && !thrown) || (mode == HISSATSU_COLD))
549 /* Notice immunity */
550 if (r_ptr->flagsr & RFR_EFF_IM_COLD_MASK)
552 if (m_ptr->ml && is_original_ap(m_ptr))
554 r_ptr->r_flagsr |= (r_ptr->flagsr & RFR_EFF_IM_COLD_MASK);
557 /* Otherwise, take the damage */
558 else if ((have_flag(flgs, TR_BRAND_COLD) || ((p_ptr->special_attack & (ATTACK_COLD)) && !thrown)) && (mode == HISSATSU_COLD))
560 if (r_ptr->flags3 & RF3_HURT_COLD)
562 if (mult < 70) mult = 70;
563 if (m_ptr->ml && is_original_ap(m_ptr))
565 r_ptr->r_flags3 |= RF3_HURT_COLD;
568 else if (mult < 35) mult = 35;
572 if (r_ptr->flags3 & RF3_HURT_COLD)
574 if (mult < 50) mult = 50;
575 if (m_ptr->ml && is_original_ap(m_ptr))
577 r_ptr->r_flags3 |= RF3_HURT_COLD;
580 else if (mult < 25) mult = 25;
585 if (have_flag(flgs, TR_BRAND_POIS) || ((p_ptr->special_attack & (ATTACK_POIS)) && !thrown) || (mode == HISSATSU_POISON))
587 /* Notice immunity */
588 if (r_ptr->flagsr & RFR_EFF_IM_POIS_MASK)
590 if (m_ptr->ml && is_original_ap(m_ptr))
592 r_ptr->r_flagsr |= (r_ptr->flagsr & RFR_EFF_IM_POIS_MASK);
596 /* Otherwise, take the damage */
597 else if ((have_flag(flgs, TR_BRAND_POIS) || ((p_ptr->special_attack & (ATTACK_POIS)) && !thrown)) && (mode == HISSATSU_POISON))
599 if (mult < 35) mult = 35;
603 if (mult < 25) mult = 25;
606 if ((mode == HISSATSU_ZANMA) && !monster_living(r_ptr) && (r_ptr->flags3 & RF3_EVIL))
608 if (mult < 15) mult = 25;
609 else if (mult < 50) mult = MIN(50, mult+20);
611 if (mode == HISSATSU_UNDEAD)
613 if (r_ptr->flags3 & RF3_UNDEAD)
615 if (m_ptr->ml && is_original_ap(m_ptr))
617 r_ptr->r_flags3 |= RF3_UNDEAD;
619 if (mult == 10) mult = 70;
620 else if (mult < 140) mult = MIN(140, mult+60);
622 if (mult == 10) mult = 40;
623 else if (mult < 60) mult = MIN(60, mult+30);
625 if ((mode == HISSATSU_SEKIRYUKA) && p_ptr->cut && monster_living(r_ptr))
627 int tmp = MIN(100, MAX(10, p_ptr->cut / 10));
628 if (mult < tmp) mult = tmp;
630 if ((mode == HISSATSU_HAGAN) && (r_ptr->flags3 & RF3_HURT_ROCK))
632 if (m_ptr->ml && is_original_ap(m_ptr))
634 r_ptr->r_flags3 |= RF3_HURT_ROCK;
636 if (mult == 10) mult = 40;
637 else if (mult < 60) mult = 60;
639 if ((p_ptr->pclass != CLASS_SAMURAI) && (have_flag(flgs, TR_FORCE_WEAPON)) && (p_ptr->csp > (o_ptr->dd * o_ptr->ds / 5)))
641 p_ptr->csp -= (1+(o_ptr->dd * o_ptr->ds / 5));
642 p_ptr->redraw |= (PR_MANA);
643 mult = mult * 3 / 2 + 20;
648 if (mult > 150) mult = 150;
650 /* Return the total damage */
651 return (tdam * mult / 10);
656 * Search for hidden things
662 s16b this_o_idx, next_o_idx = 0;
667 /* Start with base search ability */
668 chance = p_ptr->skill_srh;
670 /* Penalize various conditions */
671 if (p_ptr->blind || no_lite()) chance = chance / 10;
672 if (p_ptr->confused || p_ptr->image) chance = chance / 10;
674 /* Search the nearby grids, which are always in bounds */
675 for (y = (py - 1); y <= (py + 1); y++)
677 for (x = (px - 1); x <= (px + 1); x++)
679 /* Sometimes, notice things */
680 if (randint0(100) < chance)
682 /* Access the grid */
686 if (c_ptr->mimic && is_trap(c_ptr->feat))
693 msg_print("¥È¥é¥Ã¥×¤òȯ¸«¤·¤¿¡£");
695 msg_print("You have found a trap.");
704 if (is_hidden_door(c_ptr))
708 msg_print("±£¤·¥É¥¢¤òȯ¸«¤·¤¿¡£");
710 msg_print("You have found a secret door.");
720 /* Scan all objects in the grid */
721 for (this_o_idx = c_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
726 o_ptr = &o_list[this_o_idx];
728 /* Acquire next object */
729 next_o_idx = o_ptr->next_o_idx;
731 /* Skip non-chests */
732 if (o_ptr->tval != TV_CHEST) continue;
734 /* Skip non-trapped chests */
735 if (!chest_traps[o_ptr->pval]) continue;
738 if (!object_known_p(o_ptr))
742 msg_print("È¢¤Ë»Å³Ý¤±¤é¤ì¤¿¥È¥é¥Ã¥×¤òȯ¸«¤·¤¿¡ª");
744 msg_print("You have discovered a trap on the chest!");
762 * Helper routine for py_pickup() and py_pickup_floor().
764 * Add the given dungeon object to the character's inventory.
766 * Delete the object afterwards.
768 void py_pickup_aux(int o_idx)
774 * ¥¢¥¤¥Æ¥à¤ò½¦¤Ã¤¿ºÝ¤Ë¡Ö£²¤Ä¤Î¥±¡¼¥¤ò»ý¤Ã¤Æ¤¤¤ë¡×
775 * "You have two cakes." ¤È¥¢¥¤¥Æ¥à¤ò½¦¤Ã¤¿¸å¤Î¹ç·×¤Î¤ß¤Îɽ¼¨¤¬¥ª¥ê¥¸¥Ê¥ë
777 * ¤¢¤ë¤È¤¤¤¦»ØŦ¤ò¤¦¤±¤¿¤Î¤Ç¡¢¡Ö¡Á¤ò½¦¤Ã¤¿¡¢¡Á¤ò»ý¤Ã¤Æ¤¤¤ë¡×¤È¤¤¤¦É½¼¨
778 * ¤Ë¤«¤¨¤Æ¤¢¤ë¡£¤½¤Î¤¿¤á¤ÎÇÛÎó¡£
780 char o_name[MAX_NLEN];
781 char old_name[MAX_NLEN];
785 char o_name[MAX_NLEN];
790 o_ptr = &o_list[o_idx];
793 /* Describe the object */
794 object_desc(old_name, o_ptr, TRUE, 0);
795 object_desc_kosuu(kazu_str, o_ptr);
796 hirottakazu = o_ptr->number;
798 /* Carry the object */
799 slot = inven_carry(o_ptr);
801 /* Get the object again */
802 o_ptr = &inventory[slot];
804 /* Delete the object */
805 delete_object_idx(o_idx);
807 if (p_ptr->pseikaku == SEIKAKU_MUNCHKIN)
810 bool old_known = identify_item(o_ptr);
812 /* Auto-inscription/destroy */
813 idx = is_autopick(o_ptr);
814 auto_inscribe_item(slot, idx);
815 if (destroy_identify && !old_known)
817 if (auto_destroy_item(slot, idx))
819 if (o_ptr->marked & OM_AUTODESTROY) return;
824 /* Describe the object */
825 object_desc(o_name, o_ptr, TRUE, 3);
829 if ((o_ptr->name1 == ART_CRIMSON) && (p_ptr->pseikaku == SEIKAKU_COMBAT))
831 msg_format("¤³¤¦¤·¤Æ¡¢%s¤Ï¡Ø¥¯¥ê¥à¥¾¥ó¡Ù¤ò¼ê¤ËÆþ¤ì¤¿¡£", player_name);
832 msg_print("¤·¤«¤·º£¡¢¡Øº®Æ٤Υµ¡¼¥Ú¥ó¥È¡Ù¤ÎÊü¤Ã¤¿¥â¥ó¥¹¥¿¡¼¤¬¡¢");
833 msg_format("%s¤Ë½±¤¤¤«¤«¤ë¡¥¡¥¡¥", player_name);
839 msg_format("%s(%c)¤ò»ý¤Ã¤Æ¤¤¤ë¡£",o_name, index_to_label(slot));
843 if (o_ptr->number > hirottakazu) {
844 msg_format("%s½¦¤Ã¤Æ¡¢%s(%c)¤ò»ý¤Ã¤Æ¤¤¤ë¡£",
845 kazu_str, o_name, index_to_label(slot));
847 msg_format("%s(%c)¤ò½¦¤Ã¤¿¡£", o_name, index_to_label(slot));
851 strcpy(record_o_name, old_name);
853 msg_format("You have %s (%c).", o_name, index_to_label(slot));
854 strcpy(record_o_name, o_name);
859 /* Check if completed a quest */
860 for (i = 0; i < max_quests; i++)
862 if ((quest[i].type == QUEST_TYPE_FIND_ARTIFACT) &&
863 (quest[i].status == QUEST_STATUS_TAKEN) &&
864 (quest[i].k_idx == o_ptr->name1))
866 if (record_fix_quest) do_cmd_write_nikki(NIKKI_FIX_QUEST_C, i, NULL);
867 quest[i].status = QUEST_STATUS_COMPLETED;
868 quest[i].complev = (byte)p_ptr->lev;
870 msg_print("¥¯¥¨¥¹¥È¤òãÀ®¤·¤¿¡ª");
872 msg_print("You completed your quest!");
882 * Player "wants" to pick up an object or gold.
883 * Note that we ONLY handle things that can be picked up.
884 * See "move_player()" for handling of other things.
886 void carry(int pickup)
888 cave_type *c_ptr = &cave[py][px];
890 s16b this_o_idx, next_o_idx = 0;
892 char o_name[MAX_NLEN];
894 /* Recenter the map around the player */
898 p_ptr->update |= (PU_MONSTERS);
901 p_ptr->redraw |= (PR_MAP);
904 p_ptr->window |= (PW_OVERHEAD);
909 /* Automatically pickup/destroy/inscribe items */
910 auto_pickup_items(c_ptr);
913 #ifdef ALLOW_EASY_FLOOR
917 py_pickup_floor(pickup);
921 #endif /* ALLOW_EASY_FLOOR */
923 /* Scan the pile of objects */
924 for (this_o_idx = c_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
929 o_ptr = &o_list[this_o_idx];
931 #ifdef ALLOW_EASY_SENSE /* TNB */
933 /* Option: Make item sensing easy */
936 /* Sense the object */
937 (void)sense_object(o_ptr);
940 #endif /* ALLOW_EASY_SENSE -- TNB */
942 /* Describe the object */
943 object_desc(o_name, o_ptr, TRUE, 3);
945 /* Acquire next object */
946 next_o_idx = o_ptr->next_o_idx;
948 /* Hack -- disturb */
952 if (o_ptr->tval == TV_GOLD)
954 int value = (long)o_ptr->pval;
956 /* Delete the gold */
957 delete_object_idx(this_o_idx);
961 msg_format(" $%ld ¤Î²ÁÃͤ¬¤¢¤ë%s¤ò¸«¤Ä¤±¤¿¡£",
962 (long)value, o_name);
964 msg_format("You collect %ld gold pieces worth of %s.",
965 (long)value, o_name);
971 /* Collect the gold */
975 p_ptr->redraw |= (PR_GOLD);
978 p_ptr->window |= (PW_PLAYER);
981 /* Pick up objects */
984 /* Hack - some objects were handled in auto_pickup_items(). */
985 if (o_ptr->marked & OM_NOMSG)
987 /* Clear the flag. */
988 o_ptr->marked &= ~OM_NOMSG;
990 /* Describe the object */
995 msg_format("%s¤¬¤¢¤ë¡£", o_name);
997 msg_format("You see %s.", o_name);
1002 /* Note that the pack is too full */
1003 else if (!inven_carry_okay(o_ptr))
1006 msg_format("¥¶¥Ã¥¯¤Ë¤Ï%s¤òÆþ¤ì¤ë·ä´Ö¤¬¤Ê¤¤¡£", o_name);
1008 msg_format("You have no room for %s.", o_name);
1013 /* Pick up the item (if requested and allowed) */
1018 /* Hack -- query every item */
1019 if (carry_query_flag)
1021 char out_val[MAX_NLEN+20];
1023 sprintf(out_val, "%s¤ò½¦¤¤¤Þ¤¹¤«? ", o_name);
1025 sprintf(out_val, "Pick up %s? ", o_name);
1028 okay = get_check(out_val);
1031 /* Attempt to pick up an object. */
1034 /* Pick up the object */
1035 py_pickup_aux(this_o_idx);
1044 * Determine if a trap affects the player.
1045 * Always miss 5% of the time, Always hit 5% of the time.
1046 * Otherwise, match trap power against player armor.
1048 static int check_hit(int power)
1052 /* Percentile dice */
1055 /* Hack -- 5% hit, 5% miss */
1056 if (k < 10) return (k < 5);
1058 if (p_ptr->pseikaku == SEIKAKU_NAMAKE)
1059 if (one_in_(20)) return (TRUE);
1061 /* Paranoia -- No power */
1062 if (power <= 0) return (FALSE);
1065 ac = p_ptr->ac + p_ptr->to_a;
1067 /* Power competes against Armor */
1068 if (randint1(power) > ((ac * 3) / 4)) return (TRUE);
1077 * Handle player hitting a real trap
1079 static void hit_trap(bool break_trap)
1087 cptr name = "¥È¥é¥Ã¥×";
1089 cptr name = "a trap";
1094 /* Disturb the player */
1097 /* Get the cave grid */
1098 c_ptr = &cave[y][x];
1100 /* Analyze XXX XXX XXX */
1101 switch (c_ptr->feat)
1103 case FEAT_TRAP_TRAPDOOR:
1108 msg_print("Í¸Í¤òÈô¤Ó±Û¤¨¤¿¡£");
1110 msg_print("You fly over a trap door.");
1117 msg_print("Í¸Í¤ËÍî¤Á¤¿¡ª");
1118 if ((p_ptr->pseikaku == SEIKAKU_COMBAT) || (inventory[INVEN_BOW].name1 == ART_CRIMSON))
1119 msg_print("¤¯¤Ã¤½¡Á¡ª");
1121 msg_print("You have fallen through a trap door!");
1125 dam = damroll(2, 8);
1129 name = "a trap door";
1132 take_hit(DAMAGE_NOESCAPE, dam, name, -1);
1134 /* Still alive and autosave enabled */
1135 if (autosave_l && (p_ptr->chp >= 0))
1136 do_cmd_save_game(TRUE);
1139 do_cmd_write_nikki(NIKKI_BUNSHOU, 0, "Í¸Í¤ËÍî¤Á¤¿");
1141 do_cmd_write_nikki(NIKKI_BUNSHOU, 0, "You have fallen through a trap door!");
1143 prepare_change_floor_mode(CFM_SAVE_FLOORS | CFM_DOWN | CFM_RAND_PLACE | CFM_RAND_CONNECT);
1146 p_ptr->leaving = TRUE;
1156 msg_print("Í·ê¤òÈô¤Ó±Û¤¨¤¿¡£");
1158 msg_print("You fly over a pit trap.");
1165 msg_print("Í·ê¤ËÍî¤Á¤Æ¤·¤Þ¤Ã¤¿¡ª");
1167 msg_print("You have fallen into a pit!");
1170 dam = damroll(2, 6);
1174 name = "a pit trap";
1177 take_hit(DAMAGE_NOESCAPE, dam, name, -1);
1182 case FEAT_TRAP_SPIKED_PIT:
1187 msg_print("¥È¥²¤Î¤¢¤ëÍ·ê¤òÈô¤Ó±Û¤¨¤¿¡£");
1189 msg_print("You fly over a spiked pit.");
1196 msg_print("¥¹¥Ñ¥¤¥¯¤¬Éߤ«¤ì¤¿Í·ê¤ËÍî¤Á¤Æ¤·¤Þ¤Ã¤¿¡ª");
1198 msg_print("You fall into a spiked pit!");
1206 name = "a pit trap";
1209 dam = damroll(2, 6);
1211 /* Extra spike damage */
1212 if (randint0(100) < 50)
1215 msg_print("¥¹¥Ñ¥¤¥¯¤¬»É¤µ¤Ã¤¿¡ª");
1217 msg_print("You are impaled!");
1222 name = "¥È¥²¤Î¤¢¤ëÍ·ê";
1224 name = "a spiked pit";
1228 (void)set_cut(p_ptr->cut + randint1(dam));
1231 /* Take the damage */
1232 take_hit(DAMAGE_NOESCAPE, dam, name, -1);
1237 case FEAT_TRAP_POISON_PIT:
1242 msg_print("¥È¥²¤Î¤¢¤ëÍ·ê¤òÈô¤Ó±Û¤¨¤¿¡£");
1244 msg_print("You fly over a spiked pit.");
1251 msg_print("¥¹¥Ñ¥¤¥¯¤¬Éߤ«¤ì¤¿Í·ê¤ËÍî¤Á¤Æ¤·¤Þ¤Ã¤¿¡ª");
1253 msg_print("You fall into a spiked pit!");
1258 dam = damroll(2, 6);
1263 name = "a pit trap";
1267 /* Extra spike damage */
1268 if (randint0(100) < 50)
1271 msg_print("ÆǤòÅɤé¤ì¤¿¥¹¥Ñ¥¤¥¯¤¬»É¤µ¤Ã¤¿¡ª");
1273 msg_print("You are impaled on poisonous spikes!");
1278 name = "¥È¥²¤Î¤¢¤ëÍ·ê";
1280 name = "a spiked pit";
1285 (void)set_cut(p_ptr->cut + randint1(dam));
1287 if (p_ptr->resist_pois || IS_OPPOSE_POIS())
1290 msg_print("¤·¤«¤·ÆǤαƶÁ¤Ï¤Ê¤«¤Ã¤¿¡ª");
1292 msg_print("The poison does not affect you!");
1300 (void)set_poisoned(p_ptr->poisoned + randint1(dam));
1304 /* Take the damage */
1305 take_hit(DAMAGE_NOESCAPE, dam, name, -1);
1311 case FEAT_TRAP_TY_CURSE:
1314 msg_print("²¿¤«¤¬¥Ô¥«¥Ã¤È¸÷¤Ã¤¿¡ª");
1316 msg_print("There is a flash of shimmering light!");
1319 c_ptr->info &= ~(CAVE_MARK);
1320 cave_set_feat(y, x, floor_type[randint0(100)]);
1321 num = 2 + randint1(3);
1322 for (i = 0; i < num; i++)
1324 (void)summon_specific(0, y, x, dun_level, 0, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE | PM_NO_PET));
1327 if (dun_level > randint1(100)) /* No nasty effect for low levels */
1329 bool stop_ty = FALSE;
1334 stop_ty = activate_ty_curse(stop_ty, &count);
1341 case FEAT_TRAP_TELEPORT:
1344 msg_print("¥Æ¥ì¥Ý¡¼¥È¡¦¥È¥é¥Ã¥×¤Ë¤Ò¤Ã¤«¤«¤Ã¤¿¡ª");
1346 msg_print("You hit a teleport trap!");
1349 teleport_player(100);
1353 case FEAT_TRAP_FIRE:
1356 msg_print("±ê¤ËÊñ¤Þ¤ì¤¿¡ª");
1358 msg_print("You are enveloped in flames!");
1361 dam = damroll(4, 6);
1363 (void)fire_dam(dam, "±ê¤Î¥È¥é¥Ã¥×", -1);
1365 (void)fire_dam(dam, "a fire trap", -1);
1371 case FEAT_TRAP_ACID:
1374 msg_print("»À¤¬¿á¤¤«¤±¤é¤ì¤¿¡ª");
1376 msg_print("You are splashed with acid!");
1379 dam = damroll(4, 6);
1381 (void)acid_dam(dam, "»À¤Î¥È¥é¥Ã¥×", -1);
1383 (void)acid_dam(dam, "an acid trap", -1);
1389 case FEAT_TRAP_SLOW:
1394 msg_print("¾®¤µ¤Ê¥À¡¼¥Ä¤¬Èô¤ó¤Ç¤¤Æ»É¤µ¤Ã¤¿¡ª");
1396 msg_print("A small dart hits you!");
1399 dam = damroll(1, 4);
1400 take_hit(DAMAGE_ATTACK, dam, name, -1);
1401 (void)set_slow(p_ptr->slow + randint0(20) + 20, FALSE);
1406 msg_print("¾®¤µ¤Ê¥À¡¼¥Ä¤¬Èô¤ó¤Ç¤¤¿¡ª¤¬¡¢±¿Îɤ¯Åö¤¿¤é¤Ê¤«¤Ã¤¿¡£");
1408 msg_print("A small dart barely misses you.");
1415 case FEAT_TRAP_LOSE_STR:
1420 msg_print("¾®¤µ¤Ê¥À¡¼¥Ä¤¬Èô¤ó¤Ç¤¤Æ»É¤µ¤Ã¤¿¡ª");
1422 msg_print("A small dart hits you!");
1425 dam = damroll(1, 4);
1427 take_hit(DAMAGE_ATTACK, dam, "¥À¡¼¥Ä¤Îæ«", -1);
1429 take_hit(DAMAGE_ATTACK, dam, "a dart trap", -1);
1432 (void)do_dec_stat(A_STR);
1437 msg_print("¾®¤µ¤Ê¥À¡¼¥Ä¤¬Èô¤ó¤Ç¤¤¿¡ª¤¬¡¢±¿Îɤ¯Åö¤¿¤é¤Ê¤«¤Ã¤¿¡£");
1439 msg_print("A small dart barely misses you.");
1446 case FEAT_TRAP_LOSE_DEX:
1451 msg_print("¾®¤µ¤Ê¥À¡¼¥Ä¤¬Èô¤ó¤Ç¤¤Æ»É¤µ¤Ã¤¿¡ª");
1453 msg_print("A small dart hits you!");
1456 dam = damroll(1, 4);
1458 take_hit(DAMAGE_ATTACK, dam, "¥À¡¼¥Ä¤Îæ«", -1);
1460 take_hit(DAMAGE_ATTACK, dam, "a dart trap", -1);
1463 (void)do_dec_stat(A_DEX);
1468 msg_print("¾®¤µ¤Ê¥À¡¼¥Ä¤¬Èô¤ó¤Ç¤¤¿¡ª¤¬¡¢±¿Îɤ¯Åö¤¿¤é¤Ê¤«¤Ã¤¿¡£");
1470 msg_print("A small dart barely misses you.");
1477 case FEAT_TRAP_LOSE_CON:
1482 msg_print("¾®¤µ¤Ê¥À¡¼¥Ä¤¬Èô¤ó¤Ç¤¤Æ»É¤µ¤Ã¤¿¡ª");
1484 msg_print("A small dart hits you!");
1487 dam = damroll(1, 4);
1489 take_hit(DAMAGE_ATTACK, dam, "¥À¡¼¥Ä¤Îæ«", -1);
1491 take_hit(DAMAGE_ATTACK, dam, "a dart trap", -1);
1494 (void)do_dec_stat(A_CON);
1499 msg_print("¾®¤µ¤Ê¥À¡¼¥Ä¤¬Èô¤ó¤Ç¤¤¿¡ª¤¬¡¢±¿Îɤ¯Åö¤¿¤é¤Ê¤«¤Ã¤¿¡£");
1501 msg_print("A small dart barely misses you.");
1508 case FEAT_TRAP_BLIND:
1511 msg_print("¹õ¤¤¥¬¥¹¤ËÊñ¤ß¹þ¤Þ¤ì¤¿¡ª");
1513 msg_print("A black gas surrounds you!");
1516 if (!p_ptr->resist_blind)
1518 (void)set_blind(p_ptr->blind + randint0(50) + 25);
1523 case FEAT_TRAP_CONFUSE:
1526 msg_print("¤¤é¤á¤¯¥¬¥¹¤ËÊñ¤ß¹þ¤Þ¤ì¤¿¡ª");
1528 msg_print("A gas of scintillating colors surrounds you!");
1531 if (!p_ptr->resist_conf)
1533 (void)set_confused(p_ptr->confused + randint0(20) + 10);
1538 case FEAT_TRAP_POISON:
1541 msg_print("»É·ãŪ¤ÊÎп§¤Î¥¬¥¹¤ËÊñ¤ß¹þ¤Þ¤ì¤¿¡ª");
1543 msg_print("A pungent green gas surrounds you!");
1546 if (!p_ptr->resist_pois && !IS_OPPOSE_POIS())
1548 (void)set_poisoned(p_ptr->poisoned + randint0(20) + 10);
1553 case FEAT_TRAP_SLEEP:
1556 msg_print("´ñ̯¤ÊÇò¤¤Ì¸¤ËÊñ¤Þ¤ì¤¿¡ª");
1558 msg_print("A strange white mist surrounds you!");
1561 if (!p_ptr->free_act)
1564 msg_print("¤¢¤Ê¤¿¤Ï̲¤ê¤Ë½¢¤¤¤¿¡£");
1566 msg_print("You fall asleep.");
1570 if (ironman_nightmare)
1573 msg_print("¿È¤ÎÌÓ¤â¤è¤À¤Ä¸÷·Ê¤¬Æ¬¤ËÉ⤫¤ó¤À¡£");
1575 msg_print("A horrible vision enters your mind.");
1579 /* Pick a nightmare */
1580 get_mon_num_prep(get_nightmare, NULL);
1582 /* Have some nightmares */
1583 have_nightmare(get_mon_num(MAX_DEPTH));
1585 /* Remove the monster restriction */
1586 get_mon_num_prep(NULL, NULL);
1588 (void)set_paralyzed(p_ptr->paralyzed + randint0(10) + 5);
1593 case FEAT_TRAP_TRAPS:
1596 msg_print("¤Þ¤Ð¤æ¤¤Á®¸÷¤¬Áö¤Ã¤¿¡ª");
1598 msg_print("There is a bright flash of light!");
1602 /* Destroy this trap */
1603 cave_set_feat(y, x, floor_type[randint0(100)]);
1605 /* Make some new traps */
1606 project(0, 1, y, x, 0, GF_MAKE_TRAP, PROJECT_HIDE | PROJECT_JUMP | PROJECT_GRID, -1);
1611 case FEAT_TRAP_ALARM:
1614 msg_print("¤±¤¿¤¿¤Þ¤·¤¤²»¤¬ÌĤê¶Á¤¤¤¿¡ª");
1616 msg_print("An alarm sounds!");
1619 aggravate_monsters(0);
1624 case FEAT_TRAP_OPEN:
1627 msg_print("Âç²»¶Á¤È¶¦¤Ë¤Þ¤ï¤ê¤ÎÊɤ¬Êø¤ì¤¿¡ª");
1629 msg_print("Suddenly, surrounding walls are opened!");
1631 (void)project(0, 3, y, x, 0, GF_DISINTEGRATE, PROJECT_GRID | PROJECT_HIDE, -1);
1632 (void)project(0, 3, y, x - 4, 0, GF_DISINTEGRATE, PROJECT_GRID | PROJECT_HIDE, -1);
1633 (void)project(0, 3, y, x + 4, 0, GF_DISINTEGRATE, PROJECT_GRID | PROJECT_HIDE, -1);
1634 aggravate_monsters(0);
1639 case FEAT_TRAP_ARMAGEDDON:
1641 static int levs[10] = {0, 0, 20, 10, 5, 3, 2, 1, 1, 1};
1642 int evil_idx = 0, good_idx = 0;
1646 msg_print("ÆÍÁ³Å·³¦¤ÎÀïÁè¤Ë´¬¤¹þ¤Þ¤ì¤¿¡ª");
1648 msg_print("Suddenly, you are surrounded by immotal beings!");
1651 /* Destroy this trap */
1652 cave_set_feat(y, x, floor_type[randint0(100)]);
1654 /* Summon Demons and Angels */
1655 for (lev = dun_level; lev >= 20; lev -= 1 + lev/16)
1657 num = levs[MIN(lev/10, 9)];
1658 for (i = 0; i < num; i++)
1660 int x1 = rand_spread(x, 7);
1661 int y1 = rand_spread(y, 5);
1663 /* Skip illegal grids */
1664 if (!in_bounds(y1, x1)) continue;
1666 /* Require line of sight */
1667 if (!player_has_los_bold(y1, x1)) continue;
1669 if (summon_specific(0, y1, x1, lev, SUMMON_ARMAGE_EVIL, (PM_NO_PET)))
1670 evil_idx = hack_m_idx_ii;
1672 if (summon_specific(0, y1, x1, lev, SUMMON_ARMAGE_GOOD, (PM_NO_PET)))
1674 good_idx = hack_m_idx_ii;
1677 /* Let them fight each other */
1678 if (evil_idx && good_idx)
1680 monster_type *evil_ptr = &m_list[evil_idx];
1681 monster_type *good_ptr = &m_list[good_idx];
1682 evil_ptr->target_y = good_ptr->fy;
1683 evil_ptr->target_x = good_ptr->fx;
1684 good_ptr->target_y = evil_ptr->fy;
1685 good_ptr->target_x = evil_ptr->fx;
1692 case FEAT_TRAP_PIRANHA:
1695 msg_print("ÆÍÁ³Êɤ«¤é¿å¤¬°î¤ì½Ð¤·¤¿¡ª¥Ô¥é¥Ë¥¢¤¬¤¤¤ë¡ª");
1697 msg_print("Suddenly, the room is filled with water with piranhas!");
1700 /* Destroy this trap */
1701 cave_set_feat(y, x, floor_type[randint0(100)]);
1703 /* Water fills room */
1704 fire_ball_hide(GF_WATER_FLOW, 0, 1, 10);
1706 /* Summon Piranhas */
1707 num = 1 + dun_level/20;
1708 for (i = 0; i < num; i++)
1710 (void)summon_specific(0, y, x, dun_level, SUMMON_PIRANHAS, (PM_ALLOW_GROUP | PM_NO_PET));
1715 if (break_trap && is_trap(c_ptr->feat))
1717 cave_set_feat(y, x, floor_type[randint0(100)]);
1719 msg_print("¥È¥é¥Ã¥×¤òÊ´ºÕ¤·¤¿¡£");
1721 msg_print("You destroyed the trap.");
1727 static void touch_zap_player(monster_type *m_ptr)
1729 int aura_damage = 0;
1730 monster_race *r_ptr = &r_info[m_ptr->r_idx];
1732 if (r_ptr->flags2 & RF2_AURA_FIRE)
1734 if (!p_ptr->immune_fire)
1738 aura_damage = damroll(1 + (r_ptr->level / 26), 1 + (r_ptr->level / 17));
1740 /* Hack -- Get the "died from" name */
1741 monster_desc(aura_dam, m_ptr, MD_IGNORE_HALLU | MD_ASSUME_VISIBLE | MD_INDEF_VISIBLE);
1744 msg_print("ÆÍÁ³¤È¤Æ¤âÇ®¤¯¤Ê¤Ã¤¿¡ª");
1746 msg_print("You are suddenly very hot!");
1750 if (prace_is_(RACE_ENT)) aura_damage += aura_damage / 3;
1751 if (IS_OPPOSE_FIRE()) aura_damage = (aura_damage + 2) / 3;
1752 if (p_ptr->resist_fire) aura_damage = (aura_damage + 2) / 3;
1754 take_hit(DAMAGE_NOESCAPE, aura_damage, aura_dam, -1);
1755 if (m_ptr->ml && is_original_ap(m_ptr)) r_ptr->r_flags2 |= RF2_AURA_FIRE;
1760 if (r_ptr->flags3 & RF3_AURA_COLD)
1762 if (!p_ptr->immune_cold)
1766 aura_damage = damroll(1 + (r_ptr->level / 26), 1 + (r_ptr->level / 17));
1768 /* Hack -- Get the "died from" name */
1769 monster_desc(aura_dam, m_ptr, MD_IGNORE_HALLU | MD_ASSUME_VISIBLE | MD_INDEF_VISIBLE);
1772 msg_print("ÆÍÁ³¤È¤Æ¤â´¨¤¯¤Ê¤Ã¤¿¡ª");
1774 msg_print("You are suddenly very cold!");
1778 if (IS_OPPOSE_COLD()) aura_damage = (aura_damage + 2) / 3;
1779 if (p_ptr->resist_cold) aura_damage = (aura_damage + 2) / 3;
1781 take_hit(DAMAGE_NOESCAPE, aura_damage, aura_dam, -1);
1782 if (m_ptr->ml && is_original_ap(m_ptr)) r_ptr->r_flags3 |= RF3_AURA_COLD;
1787 if (r_ptr->flags2 & RF2_AURA_ELEC)
1789 if (!p_ptr->immune_elec)
1793 aura_damage = damroll(1 + (r_ptr->level / 26), 1 + (r_ptr->level / 17));
1795 /* Hack -- Get the "died from" name */
1796 monster_desc(aura_dam, m_ptr, MD_IGNORE_HALLU | MD_ASSUME_VISIBLE | MD_INDEF_VISIBLE);
1798 if (prace_is_(RACE_ANDROID)) aura_damage += aura_damage / 3;
1799 if (IS_OPPOSE_ELEC()) aura_damage = (aura_damage + 2) / 3;
1800 if (p_ptr->resist_elec) aura_damage = (aura_damage + 2) / 3;
1803 msg_print("ÅÅ·â¤ò¤¯¤é¤Ã¤¿¡ª");
1805 msg_print("You get zapped!");
1808 take_hit(DAMAGE_NOESCAPE, aura_damage, aura_dam, -1);
1809 if (m_ptr->ml && is_original_ap(m_ptr)) r_ptr->r_flags2 |= RF2_AURA_ELEC;
1816 static void natural_attack(s16b m_idx, int attack, bool *fear, bool *mdeath)
1818 int k, bonus, chance;
1820 monster_type *m_ptr = &m_list[m_idx];
1821 monster_race *r_ptr = &r_info[m_ptr->r_idx];
1830 case MUT2_SCOR_TAIL:
1857 atk_desc = "¥¯¥Á¥Ð¥·";
1868 atk_desc = "¾Ý¤ÎÉ¡";
1874 case MUT2_TENTACLES:
1881 atk_desc = "tentacles";
1886 dss = ddd = n_weight = 1;
1888 atk_desc = "̤ÄêµÁ¤ÎÉô°Ì";
1890 atk_desc = "undefined body part";
1895 /* Extract monster name (or "it") */
1896 monster_desc(m_name, m_ptr, 0);
1899 /* Calculate the "attack quality" */
1900 bonus = p_ptr->to_h_m;
1901 bonus += (p_ptr->lev * 6 / 5);
1902 chance = (p_ptr->skill_thn + (bonus * BTH_PLUS_ADJ));
1905 if ((!(r_ptr->flags2 & RF2_QUANTUM) || !randint0(2)) && test_hit_norm(chance, r_ptr->ac, m_ptr->ml))
1911 msg_format("%s¤ò%s¤Ç¹¶·â¤·¤¿¡£", m_name, atk_desc);
1913 msg_format("You hit %s with your %s.", m_name, atk_desc);
1917 k = damroll(ddd, dss);
1918 k = critical_norm(n_weight, bonus, k, (s16b)bonus, 0);
1920 /* Apply the player damage bonuses */
1923 /* No negative damage */
1926 /* Modify the damage */
1927 k = mon_damage_mod(m_ptr, k, FALSE);
1929 /* Complex message */
1933 msg_format("%d/%d ¤Î¥À¥á¡¼¥¸¤òÍ¿¤¨¤¿¡£", k, m_ptr->hp);
1935 msg_format("You do %d (out of %d) damage.", k, m_ptr->hp);
1940 /* Anger the monster */
1941 if (k > 0) anger_monster(m_ptr);
1943 /* Damage, check for fear and mdeath */
1946 case MUT2_SCOR_TAIL:
1947 project(0, 0, m_ptr->fy, m_ptr->fx, k, GF_POIS, PROJECT_KILL, -1);
1948 *mdeath = (m_ptr->r_idx == 0);
1951 *mdeath = mon_take_hit(m_idx, k, fear, NULL);
1954 *mdeath = mon_take_hit(m_idx, k, fear, NULL);
1957 *mdeath = mon_take_hit(m_idx, k, fear, NULL);
1959 case MUT2_TENTACLES:
1960 *mdeath = mon_take_hit(m_idx, k, fear, NULL);
1963 *mdeath = mon_take_hit(m_idx, k, fear, NULL);
1966 touch_zap_player(m_ptr);
1976 msg_format("¥ß¥¹¡ª %s¤Ë¤«¤ï¤µ¤ì¤¿¡£", m_name);
1978 msg_format("You miss %s.", m_name);
1987 * Player attacks a (poor, defenseless) creature -RAK-
1989 * If no "weapon" is available, then "punch" the monster one time.
1991 static void py_attack_aux(int y, int x, bool *fear, bool *mdeath, s16b hand, int mode)
1993 int num = 0, k, bonus, chance, vir;
1995 cave_type *c_ptr = &cave[y][x];
1997 monster_type *m_ptr = &m_list[c_ptr->m_idx];
1998 monster_race *r_ptr = &r_info[m_ptr->r_idx];
2004 bool success_hit = FALSE;
2005 bool old_success_hit = FALSE;
2006 bool backstab = FALSE;
2007 bool vorpal_cut = FALSE;
2008 int chaos_effect = 0;
2009 bool stab_fleeing = FALSE;
2010 bool fuiuchi = FALSE;
2011 bool monk_attack = FALSE;
2012 bool do_quake = FALSE;
2014 bool drain_msg = TRUE;
2015 int drain_result = 0, drain_heal = 0;
2016 bool can_drain = FALSE;
2018 int drain_left = MAX_VAMPIRIC_DRAIN;
2019 u32b flgs[TR_FLAG_SIZE]; /* A massive hack -- life-draining weapons */
2020 bool is_human = (r_ptr->d_char == 'p');
2021 bool is_lowlevel = (r_ptr->level < (p_ptr->lev - 15));
2022 bool zantetsu_mukou, e_j_mukou;
2024 switch (p_ptr->pclass)
2028 if (buki_motteruka(INVEN_RARM + hand) && !p_ptr->icky_wield[hand])
2030 int tmp = p_ptr->lev * 6 + (p_ptr->skill_stl + 10) * 4;
2031 if (p_ptr->monlite && (mode != HISSATSU_NYUSIN)) tmp /= 3;
2032 if (p_ptr->cursed & TRC_AGGRAVATE) tmp /= 2;
2033 if (r_ptr->level > (p_ptr->lev * p_ptr->lev / 20 + 10)) tmp /= 3;
2034 if (m_ptr->csleep && m_ptr->ml)
2036 /* Can't backstab creatures that we can't see, right? */
2039 else if ((p_ptr->special_defense & NINJA_S_STEALTH) && (randint0(tmp) > (r_ptr->level+20)) && m_ptr->ml && !(r_ptr->flagsr & RFR_RES_ALL))
2043 else if (m_ptr->monfear && m_ptr->ml)
2045 stab_fleeing = TRUE;
2051 case CLASS_FORCETRAINER:
2052 case CLASS_BERSERKER:
2053 if (empty_hands(TRUE) & EMPTY_HAND_RARM) monk_attack = TRUE;
2057 if (!buki_motteruka(INVEN_RARM) && !buki_motteruka(INVEN_LARM))
2059 if ((r_ptr->level + 10) > p_ptr->lev)
2061 if (p_ptr->skill_exp[GINOU_SUDE] < s_info[p_ptr->pclass].s_max[GINOU_SUDE])
2063 if (p_ptr->skill_exp[GINOU_SUDE] < WEAPON_EXP_BEGINNER)
2064 p_ptr->skill_exp[GINOU_SUDE] += 40;
2065 else if ((p_ptr->skill_exp[GINOU_SUDE] < WEAPON_EXP_SKILLED))
2066 p_ptr->skill_exp[GINOU_SUDE] += 5;
2067 else if ((p_ptr->skill_exp[GINOU_SUDE] < WEAPON_EXP_EXPERT) && (p_ptr->lev > 19))
2068 p_ptr->skill_exp[GINOU_SUDE] += 1;
2069 else if ((p_ptr->lev > 34))
2070 if (one_in_(3)) p_ptr->skill_exp[GINOU_SUDE] += 1;
2071 p_ptr->update |= (PU_BONUS);
2077 if ((r_ptr->level + 10) > p_ptr->lev)
2079 int tval = inventory[INVEN_RARM+hand].tval - TV_WEAPON_BEGIN;
2080 int sval = inventory[INVEN_RARM+hand].sval;
2081 int now_exp = p_ptr->weapon_exp[tval][sval];
2082 if (now_exp < s_info[p_ptr->pclass].w_max[tval][sval])
2085 if (now_exp < WEAPON_EXP_BEGINNER) amount = 80;
2086 else if (now_exp < WEAPON_EXP_SKILLED) amount = 10;
2087 else if ((now_exp < WEAPON_EXP_EXPERT) && (p_ptr->lev > 19)) amount = 1;
2088 else if ((p_ptr->lev > 34) && one_in_(2)) amount = 1;
2089 p_ptr->weapon_exp[tval][sval] += amount;
2090 p_ptr->update |= (PU_BONUS);
2095 /* Disturb the monster */
2097 if (r_ptr->flags7 & RF7_HAS_LD_MASK) p_ptr->update |= (PU_MON_LITE);
2099 /* Extract monster name (or "it") */
2100 monster_desc(m_name, m_ptr, 0);
2102 /* Access the weapon */
2103 o_ptr = &inventory[INVEN_RARM+hand];
2105 /* Calculate the "attack quality" */
2106 bonus = p_ptr->to_h[hand] + o_ptr->to_h;
2107 chance = (p_ptr->skill_thn + (bonus * BTH_PLUS_ADJ));
2108 if (mode == HISSATSU_IAI) chance += 60;
2109 if (p_ptr->special_defense & KATA_KOUKIJIN) chance += 150;
2111 if (p_ptr->sutemi) chance = MAX(chance * 3 / 2, chance + 60);
2113 vir = virtue_number(V_VALOUR);
2116 chance += (p_ptr->virtues[vir - 1]/10);
2119 zantetsu_mukou = ((o_ptr->name1 == ART_ZANTETSU) && (r_ptr->d_char == 'j'));
2120 e_j_mukou = ((o_ptr->name1 == ART_EXCALIBUR_J) && (r_ptr->d_char == 'S'));
2122 if ((mode == HISSATSU_KYUSHO) || (mode == HISSATSU_MINEUCHI) || (mode == HISSATSU_3DAN) || (mode == HISSATSU_IAI)) num_blow = 1;
2123 else if (mode == HISSATSU_COLD) num_blow = p_ptr->num_blow[hand]+2;
2124 else num_blow = p_ptr->num_blow[hand];
2126 /* Attack once for each legal blow */
2127 while ((num++ < num_blow) && !p_ptr->is_dead)
2129 if (((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_DOKUBARI)) || (mode == HISSATSU_KYUSHO))
2131 if (p_ptr->migite && p_ptr->hidarite)
2133 success_hit = one_in_(2);
2135 else success_hit = TRUE;
2137 else if (mode == HISSATSU_MAJIN)
2142 success_hit = FALSE;
2143 old_success_hit = success_hit;
2145 else success_hit = old_success_hit;
2147 else if ((p_ptr->pclass == CLASS_NINJA) && ((backstab || fuiuchi) && !(r_ptr->flagsr & RFR_RES_ALL))) success_hit = TRUE;
2148 else success_hit = test_hit_norm(chance, r_ptr->ac, m_ptr->ml);
2153 int vorpal_chance = ((o_ptr->name1 == ART_VORPAL_BLADE) || (o_ptr->name1 == ART_CHAINSWORD)) ? 2 : 4;
2160 if (backstab) msg_format("¤¢¤Ê¤¿¤ÏÎä¹ó¤Ë¤â̲¤Ã¤Æ¤¤¤ë̵ÎϤÊ%s¤òÆͤ»É¤·¤¿¡ª", m_name);
2161 else if (fuiuchi) msg_format("ÉÔ°Õ¤òÆͤ¤¤Æ%s¤Ë¶¯Îõ¤Ê°ì·â¤ò¶ô¤é¤ï¤»¤¿¡ª", m_name);
2162 else if (stab_fleeing) msg_format("ƨ¤²¤ë%s¤òÇØÃ椫¤éÆͤ»É¤·¤¿¡ª", m_name);
2163 else if (!monk_attack) msg_format("%s¤ò¹¶·â¤·¤¿¡£", m_name);
2165 if (backstab) msg_format("You cruelly stab the helpless, sleeping %s!", m_name);
2166 else if (fuiuchi) msg_format("You make surprise attack, and hit %s with a powerful blow!", m_name);
2167 else if (stab_fleeing) msg_format("You backstab the fleeing %s!", m_name);
2168 else if (!monk_attack) msg_format("You hit %s.", m_name);
2171 /* Hack -- bare hands do one damage */
2174 object_flags(o_ptr, flgs);
2176 /* Select a chaotic effect (50% chance) */
2177 if ((have_flag(flgs, TR_CHAOTIC)) && one_in_(2))
2180 chg_virtue(V_CHANCE, 1);
2182 if (randint1(5) < 3)
2184 /* Vampiric (20%) */
2187 else if (one_in_(250))
2192 else if (!one_in_(10))
2194 /* Confusion (26.892%) */
2197 else if (one_in_(2))
2199 /* Teleport away (1.494%) */
2204 /* Polymorph (1.494%) */
2209 /* Vampiric drain */
2210 if ((have_flag(flgs, TR_VAMPIRIC)) || (chaos_effect == 1) || (mode == HISSATSU_DRAIN))
2212 /* Only drain "living" monsters */
2213 if (monster_living(r_ptr))
2219 if ((have_flag(flgs, TR_VORPAL)) && (randint1(vorpal_chance*3/2) == 1) && !zantetsu_mukou)
2221 else vorpal_cut = FALSE;
2225 int special_effect = 0, stun_effect = 0, times = 0, max_times;
2227 martial_arts *ma_ptr = &ma_blows[0], *old_ptr = &ma_blows[0];
2228 int resist_stun = 0;
2231 if (r_ptr->flags1 & RF1_UNIQUE) resist_stun += 88;
2232 if (r_ptr->flags3 & RF3_NO_STUN) resist_stun += 66;
2233 if (r_ptr->flags3 & RF3_NO_CONF) resist_stun += 33;
2234 if (r_ptr->flags3 & RF3_NO_SLEEP) resist_stun += 33;
2235 if ((r_ptr->flags3 & RF3_UNDEAD) || (r_ptr->flags3 & RF3_NONLIVING))
2238 if (p_ptr->special_defense & KAMAE_BYAKKO)
2239 max_times = (p_ptr->lev < 3 ? 1 : p_ptr->lev / 3);
2240 else if (p_ptr->special_defense & KAMAE_SUZAKU)
2242 else if (p_ptr->special_defense & KAMAE_GENBU)
2245 max_times = (p_ptr->lev < 7 ? 1 : p_ptr->lev / 7);
2246 /* Attempt 'times' */
2247 for (times = 0; times < max_times; times++)
2251 ma_ptr = &ma_blows[randint0(MAX_MA)];
2252 if ((p_ptr->pclass == CLASS_FORCETRAINER) && (ma_ptr->min_level > 1)) min_level = ma_ptr->min_level + 3;
2253 else min_level = ma_ptr->min_level;
2255 while ((min_level > p_ptr->lev) ||
2256 (randint1(p_ptr->lev) < ma_ptr->chance));
2258 /* keep the highest level attack available we found */
2259 if ((ma_ptr->min_level > old_ptr->min_level) &&
2260 !p_ptr->stun && !p_ptr->confused)
2264 if (p_ptr->wizard && cheat_xtra)
2267 msg_print("¹¶·â¤òºÆÁªÂò¤·¤Þ¤·¤¿¡£");
2269 msg_print("Attack re-selected.");
2279 if (p_ptr->pclass == CLASS_FORCETRAINER) min_level = MAX(1, ma_ptr->min_level - 3);
2280 else min_level = ma_ptr->min_level;
2281 k = damroll(ma_ptr->dd + p_ptr->to_dd[hand], ma_ptr->ds + p_ptr->to_ds[hand]);
2282 if (p_ptr->special_attack & ATTACK_SUIKEN) k *= 2;
2284 if (ma_ptr->effect == MA_KNEE)
2286 if (r_ptr->flags1 & RF1_MALE)
2289 msg_format("%s¤Ë¶âŪɨ½³¤ê¤ò¤¯¤é¤ï¤·¤¿¡ª", m_name);
2291 msg_format("You hit %s in the groin with your knee!", m_name);
2295 special_effect = MA_KNEE;
2298 msg_format(ma_ptr->desc, m_name);
2301 else if (ma_ptr->effect == MA_SLOW)
2303 if (!((r_ptr->flags1 & RF1_NEVER_MOVE) ||
2304 strchr("~#{}.UjmeEv$,DdsbBFIJQSXclnw!=?", r_ptr->d_char)))
2307 msg_format("%s¤Î¼ó¤Ë´ØÀá½³¤ê¤ò¤¯¤é¤ï¤·¤¿¡ª", m_name);
2309 msg_format("You kick %s in the ankle.", m_name);
2312 special_effect = MA_SLOW;
2314 else msg_format(ma_ptr->desc, m_name);
2320 stun_effect = (ma_ptr->effect / 2) + randint1(ma_ptr->effect / 2);
2323 msg_format(ma_ptr->desc, m_name);
2326 if (p_ptr->special_defense & KAMAE_SUZAKU) weight = 4;
2327 if ((p_ptr->pclass == CLASS_FORCETRAINER) && (p_ptr->magic_num1[0]))
2329 weight += (p_ptr->magic_num1[0]/30);
2330 if (weight > 20) weight = 20;
2333 k = critical_norm(p_ptr->lev * weight, min_level, k, p_ptr->to_h[0], 0);
2335 if ((special_effect == MA_KNEE) && ((k + p_ptr->to_d[hand]) < m_ptr->hp))
2338 msg_format("%^s¤Ï¶ìÄˤˤ¦¤á¤¤¤Æ¤¤¤ë¡ª", m_name);
2340 msg_format("%^s moans in agony!", m_name);
2343 stun_effect = 7 + randint1(13);
2347 else if ((special_effect == MA_SLOW) && ((k + p_ptr->to_d[hand]) < m_ptr->hp))
2349 if (!(r_ptr->flags1 & RF1_UNIQUE) &&
2350 (randint1(p_ptr->lev) > r_ptr->level) &&
2354 msg_format("%^s¤Ï¤ò¤Ò¤¤º¤ê»Ï¤á¤¿¡£", m_name);
2356 msg_format("%^s starts limping slower.", m_name);
2359 m_ptr->mspeed -= 10;
2363 if (stun_effect && ((k + p_ptr->to_d[hand]) < m_ptr->hp))
2365 if (p_ptr->lev > randint1(r_ptr->level + resist_stun + 10))
2368 if (m_ptr->stunned) msg_format("%^s¤Ï¤µ¤é¤Ë¥Õ¥é¥Õ¥é¤Ë¤Ê¤Ã¤¿¡£", m_name);
2369 else msg_format("%^s¤Ï¥Õ¥é¥Õ¥é¤Ë¤Ê¤Ã¤¿¡£", m_name);
2371 if (m_ptr->stunned) msg_format("%^s is more stunned.", m_name);
2372 else msg_format("%^s is stunned.", m_name);
2375 m_ptr->stunned += stun_effect;
2380 /* Handle normal weapon */
2381 else if (o_ptr->k_idx)
2383 k = damroll(o_ptr->dd + p_ptr->to_dd[hand], o_ptr->ds + p_ptr->to_ds[hand]);
2384 k = tot_dam_aux(o_ptr, k, m_ptr, mode, FALSE);
2388 k *= (3 + (p_ptr->lev / 20));
2392 k = k*(5+(p_ptr->lev*2/25))/2;
2394 else if (stab_fleeing)
2399 if ((p_ptr->impact[hand] && ((k > 50) || one_in_(7))) ||
2400 (chaos_effect == 2) || (mode == HISSATSU_QUAKE))
2405 if ((!(o_ptr->tval == TV_SWORD) || !(o_ptr->sval == SV_DOKUBARI)) && !(mode == HISSATSU_KYUSHO))
2406 k = critical_norm(o_ptr->weight, o_ptr->to_h, k, p_ptr->to_h[hand], mode);
2414 if ((o_ptr->name1 == ART_CHAINSWORD) && !one_in_(2))
2416 char chainsword_noise[1024];
2418 if (!get_rnd_line("chainswd_j.txt", 0, chainsword_noise))
2420 if (!get_rnd_line("chainswd.txt", 0, chainsword_noise))
2423 msg_print(chainsword_noise);
2427 if (o_ptr->name1 == ART_VORPAL_BLADE)
2430 msg_print("Ìܤˤâ»ß¤Þ¤é¤Ì¥ô¥©¡¼¥Ñ¥ë¥Ö¥ì¡¼¥É¡¢¼êÏ£¤ÎÁá¶È¡ª");
2432 msg_print("Your Vorpal Blade goes snicker-snack!");
2438 msg_format("%s¤ò¥°¥Ã¥µ¥êÀÚ¤êÎö¤¤¤¿¡ª", m_name);
2440 msg_format("Your weapon cuts deep into %s!", m_name);
2444 /* Try to increase the damage */
2445 while (one_in_(vorpal_chance))
2453 if (((r_ptr->flagsr & RFR_RES_ALL) ? k/100 : k) > m_ptr->hp)
2456 msg_format("%s¤ò¿¿¤ÃÆó¤Ä¤Ë¤·¤¿¡ª", m_name);
2458 msg_format("You cut %s in half!", m_name);
2466 case 2: msg_format("%s¤ò»Â¤Ã¤¿¡ª", m_name); break;
2467 case 3: msg_format("%s¤ò¤Ö¤Ã¤¿»Â¤Ã¤¿¡ª", m_name); break;
2468 case 4: msg_format("%s¤ò¥á¥Ã¥¿»Â¤ê¤Ë¤·¤¿¡ª", m_name); break;
2469 case 5: msg_format("%s¤ò¥á¥Ã¥¿¥á¥¿¤Ë»Â¤Ã¤¿¡ª", m_name); break;
2470 case 6: msg_format("%s¤ò»É¿È¤Ë¤·¤¿¡ª", m_name); break;
2471 case 7: msg_format("%s¤ò»Â¤Ã¤Æ»Â¤Ã¤Æ»Â¤ê¤Þ¤¯¤Ã¤¿¡ª", m_name); break;
2472 default: msg_format("%s¤òºÙÀÚ¤ì¤Ë¤·¤¿¡ª", m_name); break;
2474 case 2: msg_format("You gouge %s!", m_name); break;
2475 case 3: msg_format("You maim %s!", m_name); break;
2476 case 4: msg_format("You carve %s!", m_name); break;
2477 case 5: msg_format("You cleave %s!", m_name); break;
2478 case 6: msg_format("You smite %s!", m_name); break;
2479 case 7: msg_format("You eviscerate %s!", m_name); break;
2480 default: msg_format("You shred %s!", m_name); break;
2484 drain_result = drain_result * 3 / 2;
2488 drain_result += o_ptr->to_d;
2491 /* Apply the player damage bonuses */
2492 k += p_ptr->to_d[hand];
2493 drain_result += p_ptr->to_d[hand];
2495 if ((mode == HISSATSU_SUTEMI) || (mode == HISSATSU_3DAN)) k *= 2;
2496 if ((mode == HISSATSU_SEKIRYUKA) && !monster_living(r_ptr)) k = 0;
2497 if ((mode == HISSATSU_SEKIRYUKA) && !p_ptr->cut) k /= 2;
2499 /* No negative damage */
2502 if ((mode == HISSATSU_ZANMA) && !(!monster_living(r_ptr) && (r_ptr->flags3 & RF3_EVIL)))
2510 msg_print("¤³¤ó¤ÊÆð¤é¤«¤¤¤â¤Î¤ÏÀÚ¤ì¤ó¡ª");
2512 msg_print("You cannot cut such a elastic thing!");
2520 msg_print("ÃØéá¤Ï¶ì¼ê¤À¡ª");
2522 msg_print("Spiders are difficult for you to deal with!");
2527 if (mode == HISSATSU_MINEUCHI)
2529 int tmp = (10 + randint1(15) + p_ptr->lev / 5);
2532 anger_monster(m_ptr);
2534 if (!(r_ptr->flags3 & (RF3_NO_STUN)))
2540 msg_format("%s¤Ï¤Ò¤É¤¯¤â¤¦¤í¤¦¤È¤·¤¿¡£", m_name);
2542 msg_format("%s is more dazed.", m_name);
2550 msg_format("%s ¤Ï¤â¤¦¤í¤¦¤È¤·¤¿¡£", m_name);
2552 msg_format("%s is dazed.", m_name);
2557 m_ptr->stunned = (tmp < 200) ? tmp : 200;
2562 msg_format("%s ¤Ë¤Ï¸ú²Ì¤¬¤Ê¤«¤Ã¤¿¡£", m_name);
2564 msg_format("%s is not effected.", m_name);
2569 /* Modify the damage */
2570 k = mon_damage_mod(m_ptr, k, (bool)(((o_ptr->tval == TV_POLEARM) && (o_ptr->sval == SV_DEATH_SCYTHE)) || ((p_ptr->pclass == CLASS_BERSERKER) && one_in_(2))));
2571 if (((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_DOKUBARI)) || (mode == HISSATSU_KYUSHO))
2573 if ((randint1(randint1(r_ptr->level/7)+5) == 1) && !(r_ptr->flags1 & RF1_UNIQUE) && !(r_ptr->flags7 & RF7_UNIQUE2))
2577 msg_format("%s¤ÎµÞ½ê¤òÆͤ»É¤·¤¿¡ª", m_name);
2579 msg_format("You hit %s on a fatal spot!", m_name);
2584 else if ((p_ptr->pclass == CLASS_NINJA) && buki_motteruka(INVEN_RARM + hand) && !p_ptr->icky_wield[hand] && ((p_ptr->cur_lite <= 0) || one_in_(7)))
2586 int maxhp = maxroll(r_ptr->hdice, r_ptr->hside);
2587 if (one_in_(backstab ? 13 : (stab_fleeing || fuiuchi) ? 15 : 27))
2592 msg_format("¿Ï¤¬%s¤Ë¿¼¡¹¤ÈÆͤ»É¤µ¤Ã¤¿¡ª", m_name);
2594 msg_format("You critically injured %s!", m_name);
2597 else if (((m_ptr->hp < maxhp/2) && one_in_((p_ptr->num_blow[0]+p_ptr->num_blow[1]+1)*10)) || ((one_in_(666) || ((backstab || fuiuchi) && one_in_(11))) && !(r_ptr->flags1 & RF1_UNIQUE) && !(r_ptr->flags7 & RF7_UNIQUE2)))
2599 if ((r_ptr->flags1 & RF1_UNIQUE) || (r_ptr->flags7 & RF7_UNIQUE2) || (m_ptr->hp >= maxhp/2))
2601 k = MAX(k*5, m_ptr->hp/2);
2604 msg_format("%s¤ËÃ×Ì¿½ý¤òÉé¤ï¤»¤¿¡ª", m_name);
2606 msg_format("You fatally injured %s!", m_name);
2613 msg_format("¿Ï¤¬%s¤ÎµÞ½ê¤ò´Ó¤¤¤¿¡ª", m_name);
2615 msg_format("You hit %s on a fatal spot!", m_name);
2621 /* Complex message */
2622 if (p_ptr->wizard || cheat_xtra)
2625 msg_format("%d/%d ¤Î¥À¥á¡¼¥¸¤òÍ¿¤¨¤¿¡£", k, m_ptr->hp);
2627 msg_format("You do %d (out of %d) damage.", k, m_ptr->hp);
2631 if (k <= 0) can_drain = FALSE;
2633 if (drain_result > m_ptr->hp)
2634 drain_result = m_ptr->hp;
2636 /* Damage, check for fear and death */
2637 if (mon_take_hit(c_ptr->m_idx, k, fear, NULL))
2640 if ((p_ptr->pclass == CLASS_BERSERKER) && energy_use)
2642 if (p_ptr->migite && p_ptr->hidarite)
2644 if (hand) energy_use = energy_use*3/5+energy_use*num*2/(p_ptr->num_blow[hand]*5);
2645 else energy_use = energy_use*num*3/(p_ptr->num_blow[hand]*5);
2649 energy_use = energy_use*num/p_ptr->num_blow[hand];
2652 if ((o_ptr->name1 == ART_ZANTETSU) && is_lowlevel)
2654 msg_print("¤Þ¤¿¤Ä¤Þ¤é¤Ì¤â¤Î¤ò»Â¤Ã¤Æ¤·¤Þ¤Ã¤¿¡¥¡¥¡¥");
2656 msg_print("Sigh... Another trifling thing I've cut....");
2661 /* Anger the monster */
2662 if (k > 0) anger_monster(m_ptr);
2664 touch_zap_player(m_ptr);
2666 /* Are we draining it? A little note: If the monster is
2667 dead, the drain does not work... */
2669 if (can_drain && (drain_result > 0))
2671 if (o_ptr->name1 == ART_MURAMASA)
2675 int to_h = o_ptr->to_h;
2676 int to_d = o_ptr->to_d;
2680 for (i = 0; i < to_h + 3; i++) if (one_in_(4)) flag = 0;
2684 for (i = 0; i < to_d + 3; i++) if (one_in_(4)) flag = 0;
2687 if (o_ptr->to_h != to_h || o_ptr->to_d != to_d)
2690 msg_print("ÍÅÅá¤Ï·ì¤òµÛ¤Ã¤Æ¶¯¤¯¤Ê¤Ã¤¿¡ª");
2692 msg_print("Muramasa sucked blood, and became more powerful!");
2701 if (drain_result > 5) /* Did we really hurt it? */
2703 drain_heal = damroll(2, drain_result / 6);
2708 msg_format("Draining left: %d", drain_left);
2710 msg_format("Draining left: %d", drain_left);
2717 if (drain_heal < drain_left)
2719 drain_left -= drain_heal;
2723 drain_heal = drain_left;
2730 msg_format("¿Ï¤¬%s¤«¤éÀ¸Ì¿ÎϤòµÛ¤¤¼è¤Ã¤¿¡ª", m_name);
2732 msg_format("Your weapon drains life from %s!", m_name);
2738 drain_heal = (drain_heal * mutant_regenerate_mod) / 100;
2740 hp_player(drain_heal);
2741 /* We get to keep some of it! */
2745 m_ptr->maxhp -= (k+7)/8;
2746 if (m_ptr->hp > m_ptr->maxhp) m_ptr->hp = m_ptr->maxhp;
2752 /* Confusion attack */
2753 if ((p_ptr->special_attack & ATTACK_CONFUSE) || (chaos_effect == 3) || (mode == HISSATSU_CONF))
2755 /* Cancel glowing hands */
2756 if (p_ptr->special_attack & ATTACK_CONFUSE)
2758 p_ptr->special_attack &= ~(ATTACK_CONFUSE);
2760 msg_print("¼ê¤Îµ±¤¤¬¤Ê¤¯¤Ê¤Ã¤¿¡£");
2762 msg_print("Your hands stop glowing.");
2764 p_ptr->redraw |= (PR_STATUS);
2768 /* Confuse the monster */
2769 if (r_ptr->flags3 & RF3_NO_CONF)
2771 if (m_ptr->ml && is_original_ap(m_ptr))
2773 r_ptr->r_flags3 |= RF3_NO_CONF;
2777 msg_format("%^s¤Ë¤Ï¸ú²Ì¤¬¤Ê¤«¤Ã¤¿¡£", m_name);
2779 msg_format("%^s is unaffected.", m_name);
2783 else if (randint0(100) < r_ptr->level)
2786 msg_format("%^s¤Ë¤Ï¸ú²Ì¤¬¤Ê¤«¤Ã¤¿¡£", m_name);
2788 msg_format("%^s is unaffected.", m_name);
2795 msg_format("%^s¤Ïº®Í𤷤¿¤è¤¦¤À¡£", m_name);
2797 msg_format("%^s appears confused.", m_name);
2800 m_ptr->confused += 10 + randint0(p_ptr->lev) / 5;
2804 else if (chaos_effect == 4)
2806 bool resists_tele = FALSE;
2808 if (r_ptr->flagsr & RFR_RES_TELE)
2810 if (r_ptr->flags1 & RF1_UNIQUE)
2812 if (m_ptr->ml && is_original_ap(m_ptr)) r_ptr->r_flagsr |= RFR_RES_TELE;
2814 msg_format("%^s¤Ë¤Ï¸ú²Ì¤¬¤Ê¤«¤Ã¤¿¡£", m_name);
2816 msg_format("%^s is unaffected!", m_name);
2819 resists_tele = TRUE;
2821 else if (r_ptr->level > randint1(100))
2823 if (m_ptr->ml && is_original_ap(m_ptr)) r_ptr->r_flagsr |= RFR_RES_TELE;
2825 msg_format("%^s¤ÏÄñ¹³ÎϤò»ý¤Ã¤Æ¤¤¤ë¡ª", m_name);
2827 msg_format("%^s resists!", m_name);
2830 resists_tele = TRUE;
2837 msg_format("%^s¤Ï¾Ã¤¨¤¿¡ª", m_name);
2839 msg_format("%^s disappears!", m_name);
2842 teleport_away(c_ptr->m_idx, 50, FALSE);
2843 num = num_blow + 1; /* Can't hit it anymore! */
2848 else if ((chaos_effect == 5) && cave_floor_bold(y, x) &&
2849 (randint1(90) > r_ptr->level))
2851 if (!(r_ptr->flags1 & (RF1_UNIQUE | RF1_QUESTOR)) &&
2852 !(r_ptr->flagsr & RFR_EFF_RES_CHAO_MASK))
2854 if (polymorph_monster(y, x))
2857 msg_format("%^s¤ÏÊѲ½¤·¤¿¡ª", m_name);
2859 msg_format("%^s changes!", m_name);
2863 /* Hack -- Get new monster */
2864 m_ptr = &m_list[c_ptr->m_idx];
2866 /* Oops, we need a different name... */
2867 monster_desc(m_name, m_ptr, 0);
2869 /* Hack -- Get new race */
2870 r_ptr = &r_info[m_ptr->r_idx];
2878 msg_format("%^s¤Ë¤Ï¸ú²Ì¤¬¤Ê¤«¤Ã¤¿¡£", m_name);
2880 msg_format("%^s is unaffected.", m_name);
2886 else if (o_ptr->name1 == ART_G_HAMMER)
2888 monster_type *m_ptr = &m_list[c_ptr->m_idx];
2890 if (m_ptr->hold_o_idx)
2892 object_type *q_ptr = &o_list[m_ptr->hold_o_idx];
2893 char o_name[MAX_NLEN];
2895 object_desc(o_name, q_ptr, TRUE, 0);
2896 q_ptr->held_m_idx = 0;
2898 m_ptr->hold_o_idx = q_ptr->next_o_idx;
2899 q_ptr->next_o_idx = 0;
2901 msg_format("%s¤òÃ¥¤Ã¤¿¡£", o_name);
2903 msg_format("You snatched %s.", o_name);
2913 backstab = FALSE; /* Clumsy! */
2914 fuiuchi = FALSE; /* Clumsy! */
2916 if ((o_ptr->tval == TV_POLEARM) && (o_ptr->sval == SV_DEATH_SCYTHE) && one_in_(3))
2918 u32b flgs[TR_FLAG_SIZE];
2925 msg_format("¥ß¥¹¡ª %s¤Ë¤«¤ï¤µ¤ì¤¿¡£", m_name);
2927 msg_format("You miss %s.", m_name);
2931 msg_print("¿¶¤ê²ó¤·¤¿Âç³ù¤¬¼«Ê¬¼«¿È¤ËÊ֤äƤ¤¿¡ª");
2933 msg_print("Your scythe returns to you!");
2936 /* Extract the flags */
2937 object_flags(o_ptr, flgs);
2939 k = damroll(o_ptr->dd + p_ptr->to_dd[hand], o_ptr->ds + p_ptr->to_ds[hand]);
2942 switch (p_ptr->mimic_form)
2945 switch (p_ptr->prace)
2954 case RACE_HALF_TROLL:
2955 case RACE_HALF_OGRE:
2956 case RACE_HALF_GIANT:
2957 case RACE_HALF_TITAN:
2965 case RACE_DRACONIAN:
2972 case MIMIC_DEMON_LORD:
2979 if (p_ptr->align < 0 && mult < 20)
2981 if (!(p_ptr->resist_acid || IS_OPPOSE_ACID() || p_ptr->immune_acid) && (mult < 25))
2983 if (!(p_ptr->resist_elec || IS_OPPOSE_ELEC() || p_ptr->immune_elec) && (mult < 25))
2985 if (!(p_ptr->resist_fire || IS_OPPOSE_FIRE() || p_ptr->immune_fire) && (mult < 25))
2987 if (!(p_ptr->resist_cold || IS_OPPOSE_COLD() || p_ptr->immune_cold) && (mult < 25))
2989 if (!(p_ptr->resist_pois || IS_OPPOSE_POIS()) && (mult < 25))
2992 if ((p_ptr->pclass != CLASS_SAMURAI) && (have_flag(flgs, TR_FORCE_WEAPON)) && (p_ptr->csp > (p_ptr->msp / 30)))
2994 p_ptr->csp -= (1+(p_ptr->msp / 30));
2995 p_ptr->redraw |= (PR_MANA);
2996 mult = mult * 3 / 2 + 20;
3002 k = critical_norm(o_ptr->weight, o_ptr->to_h, k, p_ptr->to_h[hand], mode);
3007 msg_format("¥°¥Ã¥µ¥êÀÚ¤êÎö¤«¤ì¤¿¡ª");
3009 msg_format("Your weapon cuts deep into yourself!");
3011 /* Try to increase the damage */
3019 k += (p_ptr->to_d[hand] + o_ptr->to_d);
3024 take_hit(DAMAGE_FORCE, k, "»à¤ÎÂç³ù", -1);
3026 take_hit(DAMAGE_FORCE, k, "Death scythe", -1);
3038 msg_format("¥ß¥¹¡ª %s¤Ë¤«¤ï¤µ¤ì¤¿¡£", m_name);
3040 msg_format("You miss %s.", m_name);
3049 if (weak && !(*mdeath))
3052 msg_format("%s¤Ï¼å¤¯¤Ê¤Ã¤¿¤è¤¦¤À¡£", m_name);
3054 msg_format("%^s seems weakened.", m_name);
3057 if (drain_left != MAX_VAMPIRIC_DRAIN)
3061 chg_virtue(V_UNLIFE, 1);
3064 /* Mega-Hack -- apply earthquake brand */
3067 earthquake(py, px, 10);
3068 if (!cave[y][x].m_idx) *mdeath = TRUE;
3072 bool py_attack(int y, int x, int mode)
3075 bool mdeath = FALSE;
3076 bool stormbringer = FALSE;
3078 cave_type *c_ptr = &cave[y][x];
3079 monster_type *m_ptr = &m_list[c_ptr->m_idx];
3080 monster_race *r_ptr = &r_info[m_ptr->r_idx];
3083 /* Disturb the player */
3088 if (m_ptr->csleep) /* It is not honorable etc to attack helpless victims */
3090 if (!(r_ptr->flags3 & RF3_EVIL) || one_in_(5)) chg_virtue(V_COMPASSION, -1);
3091 if (!(r_ptr->flags3 & RF3_EVIL) || one_in_(5)) chg_virtue(V_HONOUR, -1);
3094 /* Extract monster name (or "it") */
3095 monster_desc(m_name, m_ptr, 0);
3097 /* Auto-Recall if possible and visible */
3098 if (m_ptr->ml) monster_race_track(m_ptr->ap_r_idx);
3100 /* Track a new monster */
3101 if (m_ptr->ml) health_track(c_ptr->m_idx);
3103 if ((r_ptr->flags1 & RF1_FEMALE) &&
3104 !(p_ptr->stun || p_ptr->confused || p_ptr->image || !m_ptr->ml))
3106 if ((inventory[INVEN_RARM].name1 == ART_ZANTETSU) || (inventory[INVEN_LARM].name1 == ART_ZANTETSU))
3109 msg_print("ÀÛ¼Ô¡¢¤ª¤Ê¤´¤Ï»Â¤ì¤Ì¡ª");
3111 msg_print("I can not attack women!");
3117 if (d_info[dungeon_type].flags1 & DF1_NO_MELEE)
3120 msg_print("¤Ê¤¼¤«¹¶·â¤¹¤ë¤³¤È¤¬¤Ç¤¤Ê¤¤¡£");
3122 msg_print("Something prevent you from attacking.");
3127 /* Stop if friendly */
3128 if (!is_hostile(m_ptr) &&
3129 !(p_ptr->stun || p_ptr->confused || p_ptr->image ||
3130 p_ptr->shero || !m_ptr->ml))
3132 if (inventory[INVEN_RARM].name1 == ART_STORMBRINGER) stormbringer = TRUE;
3133 if (inventory[INVEN_LARM].name1 == ART_STORMBRINGER) stormbringer = TRUE;
3137 msg_format("¹õ¤¤¿Ï¤Ï¶¯ÍߤË%s¤ò¹¶·â¤·¤¿¡ª", m_name);
3139 msg_format("Your black blade greedily attacks %s!", m_name);
3141 chg_virtue(V_INDIVIDUALISM, 1);
3142 chg_virtue(V_HONOUR, -1);
3143 chg_virtue(V_JUSTICE, -1);
3144 chg_virtue(V_COMPASSION, -1);
3146 else if (p_ptr->pclass != CLASS_BERSERKER)
3149 if (get_check("ËÜÅö¤Ë¹¶·â¤·¤Þ¤¹¤«¡©"))
3151 if (get_check("Really hit it? "))
3154 chg_virtue(V_INDIVIDUALISM, 1);
3155 chg_virtue(V_HONOUR, -1);
3156 chg_virtue(V_JUSTICE, -1);
3157 chg_virtue(V_COMPASSION, -1);
3162 msg_format("%s¤ò¹¶·â¤¹¤ë¤Î¤ò»ß¤á¤¿¡£", m_name);
3164 msg_format("You stop to avoid hitting %s.", m_name);
3172 /* Handle player fear */
3178 msg_format("¶²¤¯¤Æ%s¤ò¹¶·â¤Ç¤¤Ê¤¤¡ª", m_name);
3180 msg_format("You are too afraid to attack %s!", m_name);
3185 msg_format ("¤½¤Ã¤Á¤Ë¤Ï²¿¤«¶²¤¤¤â¤Î¤¬¤¤¤ë¡ª");
3187 msg_format ("There is something scary in your way!");
3190 /* Disturb the monster */
3192 if (r_ptr->flags7 & RF7_HAS_LD_MASK) p_ptr->update |= (PU_MON_LITE);
3198 if (p_ptr->migite && p_ptr->hidarite)
3200 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))
3202 if (p_ptr->skill_exp[GINOU_NITOURYU] < WEAPON_EXP_BEGINNER)
3203 p_ptr->skill_exp[GINOU_NITOURYU] += 80;
3204 else if(p_ptr->skill_exp[GINOU_NITOURYU] < WEAPON_EXP_SKILLED)
3205 p_ptr->skill_exp[GINOU_NITOURYU] += 4;
3206 else if(p_ptr->skill_exp[GINOU_NITOURYU] < WEAPON_EXP_EXPERT)
3207 p_ptr->skill_exp[GINOU_NITOURYU] += 1;
3208 else if(p_ptr->skill_exp[GINOU_NITOURYU] < WEAPON_EXP_MASTER)
3209 if (one_in_(3)) p_ptr->skill_exp[GINOU_NITOURYU] += 1;
3210 p_ptr->update |= (PU_BONUS);
3214 /* Gain riding experience */
3217 int cur = p_ptr->skill_exp[GINOU_RIDING];
3218 int max = s_info[p_ptr->pclass].s_max[GINOU_RIDING];
3222 int ridinglevel = r_info[m_list[p_ptr->riding].r_idx].level;
3223 int targetlevel = r_ptr->level;
3226 if ((cur / 200 - 5) < targetlevel)
3229 /* Extra experience */
3230 if ((cur / 100) < ridinglevel)
3232 if ((cur / 100 + 15) < ridinglevel)
3233 inc += 1 + (ridinglevel - (cur / 100 + 15));
3238 p_ptr->skill_exp[GINOU_RIDING] = MIN(max, cur + inc);
3240 p_ptr->update |= (PU_BONUS);
3244 riding_t_m_idx = c_ptr->m_idx;
3245 if (p_ptr->migite) py_attack_aux(y, x, &fear, &mdeath, 0, mode);
3246 if (p_ptr->hidarite && !mdeath) py_attack_aux(y, x, &fear, &mdeath, 1, mode);
3248 /* Mutations which yield extra 'natural' attacks */
3251 if ((p_ptr->muta2 & MUT2_HORNS) && !mdeath)
3252 natural_attack(c_ptr->m_idx, MUT2_HORNS, &fear, &mdeath);
3253 if ((p_ptr->muta2 & MUT2_BEAK) && !mdeath)
3254 natural_attack(c_ptr->m_idx, MUT2_BEAK, &fear, &mdeath);
3255 if ((p_ptr->muta2 & MUT2_SCOR_TAIL) && !mdeath)
3256 natural_attack(c_ptr->m_idx, MUT2_SCOR_TAIL, &fear, &mdeath);
3257 if ((p_ptr->muta2 & MUT2_TRUNK) && !mdeath)
3258 natural_attack(c_ptr->m_idx, MUT2_TRUNK, &fear, &mdeath);
3259 if ((p_ptr->muta2 & MUT2_TENTACLES) && !mdeath)
3260 natural_attack(c_ptr->m_idx, MUT2_TENTACLES, &fear, &mdeath);
3263 /* Hack -- delay fear messages */
3264 if (fear && m_ptr->ml && !mdeath)
3271 msg_format("%^s¤Ï¶²Éݤ·¤Æƨ¤²½Ð¤·¤¿¡ª", m_name);
3273 msg_format("%^s flees in terror!", m_name);
3278 if ((p_ptr->special_defense & KATA_IAI) && ((mode != HISSATSU_IAI) || mdeath))
3280 set_action(ACTION_NONE);
3287 static bool pattern_seq(int c_y, int c_x, int n_y, int n_x)
3289 if (!pattern_tile(c_y, c_x) && !pattern_tile(n_y, n_x))
3292 if (cave[n_y][n_x].feat == FEAT_PATTERN_START)
3294 if (!pattern_tile(c_y, c_x) &&
3295 !p_ptr->confused && !p_ptr->stun && !p_ptr->image)
3298 if (get_check("¥Ñ¥¿¡¼¥ó¤Î¾å¤òÊ⤻Ϥá¤ë¤È¡¢Á´¤Æ¤òÊ⤫¤Ê¤±¤ì¤Ð¤Ê¤ê¤Þ¤»¤ó¡£¤¤¤¤¤Ç¤¹¤«¡©"))
3300 if (get_check("If you start walking the Pattern, you must walk the whole way. Ok? "))
3310 else if ((cave[n_y][n_x].feat == FEAT_PATTERN_OLD) ||
3311 (cave[n_y][n_x].feat == FEAT_PATTERN_END) ||
3312 (cave[n_y][n_x].feat == FEAT_PATTERN_XTRA2))
3314 if (pattern_tile(c_y, c_x))
3321 msg_print("¥Ñ¥¿¡¼¥ó¤Î¾å¤òÊ⤯¤Ë¤Ï¥¹¥¿¡¼¥ÈÃÏÅÀ¤«¤éÊ⤻Ϥá¤Ê¤¯¤Æ¤Ï¤Ê¤ê¤Þ¤»¤ó¡£");
3323 msg_print("You must start walking the Pattern from the startpoint.");
3329 else if ((cave[n_y][n_x].feat == FEAT_PATTERN_XTRA1) ||
3330 (cave[c_y][c_x].feat == FEAT_PATTERN_XTRA1))
3334 else if (cave[c_y][c_x].feat == FEAT_PATTERN_START)
3336 if (pattern_tile(n_y, n_x))
3341 msg_print("¥Ñ¥¿¡¼¥ó¤Î¾å¤ÏÀµ¤·¤¤½ç½ø¤ÇÊ⤫¤Í¤Ð¤Ê¤ê¤Þ¤»¤ó¡£");
3343 msg_print("You must walk the Pattern in correct order.");
3349 else if ((cave[c_y][c_x].feat == FEAT_PATTERN_OLD) ||
3350 (cave[c_y][c_x].feat == FEAT_PATTERN_END) ||
3351 (cave[c_y][c_x].feat == FEAT_PATTERN_XTRA2))
3353 if (!pattern_tile(n_y, n_x))
3356 msg_print("¥Ñ¥¿¡¼¥ó¤òƧ¤ß³°¤·¤Æ¤Ï¤¤¤±¤Þ¤»¤ó¡£");
3358 msg_print("You may not step off from the Pattern.");
3370 if (!pattern_tile(c_y, c_x))
3373 msg_print("¥Ñ¥¿¡¼¥ó¤Î¾å¤òÊ⤯¤Ë¤Ï¥¹¥¿¡¼¥ÈÃÏÅÀ¤«¤éÊ⤻Ϥá¤Ê¤¯¤Æ¤Ï¤Ê¤ê¤Þ¤»¤ó¡£");
3375 msg_print("You must start walking the Pattern from the startpoint.");
3382 byte ok_move = FEAT_PATTERN_START;
3383 switch (cave[c_y][c_x].feat)
3385 case FEAT_PATTERN_1:
3386 ok_move = FEAT_PATTERN_2;
3388 case FEAT_PATTERN_2:
3389 ok_move = FEAT_PATTERN_3;
3391 case FEAT_PATTERN_3:
3392 ok_move = FEAT_PATTERN_4;
3394 case FEAT_PATTERN_4:
3395 ok_move = FEAT_PATTERN_1;
3400 msg_format("¤ª¤«¤·¤Ê¥Ñ¥¿¡¼¥óÊâ¹Ô¡¢%d¡£", cave[c_y][c_x].feat);
3402 msg_format("Funny Pattern walking, %d.", cave[c_y][c_x].feat);
3405 return TRUE; /* Goof-up */
3408 if ((cave[n_y][n_x].feat == ok_move) ||
3409 (cave[n_y][n_x].feat == cave[c_y][c_x].feat))
3413 if (!pattern_tile(n_y, n_x))
3415 msg_print("¥Ñ¥¿¡¼¥ó¤òƧ¤ß³°¤·¤Æ¤Ï¤¤¤±¤Þ¤»¤ó¡£");
3417 msg_print("You may not step off from the Pattern.");
3422 msg_print("¥Ñ¥¿¡¼¥ó¤Î¾å¤ÏÀµ¤·¤¤½ç½ø¤ÇÊ⤫¤Í¤Ð¤Ê¤ê¤Þ¤»¤ó¡£");
3424 msg_print("You must walk the Pattern in correct order.");
3436 bool player_can_enter(byte feature)
3440 case FEAT_DOOR_HEAD: /* Nasty hack -- Doors */
3441 case FEAT_DOOR_HEAD + 0x01:
3442 case FEAT_DOOR_HEAD + 0x02:
3443 case FEAT_DOOR_HEAD + 0x03:
3444 case FEAT_DOOR_HEAD + 0x04:
3445 case FEAT_DOOR_HEAD + 0x05:
3446 case FEAT_DOOR_HEAD + 0x06:
3447 case FEAT_DOOR_HEAD + 0x07:
3448 case FEAT_DOOR_HEAD + 0x08:
3449 case FEAT_DOOR_HEAD + 0x09:
3450 case FEAT_DOOR_HEAD + 0x0a:
3451 case FEAT_DOOR_HEAD + 0x0b:
3452 case FEAT_DOOR_HEAD + 0x0c:
3453 case FEAT_DOOR_HEAD + 0x0d:
3454 case FEAT_DOOR_HEAD + 0x0e:
3455 case FEAT_DOOR_TAIL: /* Equals FEAT_DOOR_HEAD + 0x0f */
3464 case FEAT_WALL_EXTRA:
3465 case FEAT_WALL_INNER:
3466 case FEAT_WALL_OUTER:
3467 case FEAT_WALL_SOLID:
3468 /* Player can not walk through "walls" unless in Shadow Form */
3469 return p_ptr->wraith_form || p_ptr->pass_wall || p_ptr->kabenuke;
3471 case FEAT_PERM_EXTRA:
3472 case FEAT_PERM_INNER:
3473 case FEAT_PERM_OUTER:
3474 case FEAT_PERM_SOLID:
3475 case FEAT_PATTERN_START:
3476 case FEAT_PATTERN_1:
3477 case FEAT_PATTERN_2:
3478 case FEAT_PATTERN_3:
3479 case FEAT_PATTERN_4:
3480 case FEAT_PATTERN_END:
3481 case FEAT_PATTERN_OLD:
3482 case FEAT_PATTERN_XTRA1:
3483 case FEAT_PATTERN_XTRA2:
3487 return p_ptr->ffall;
3490 return !dun_level && p_ptr->ffall;
3499 * Get feature string which blocks your way
3501 static cptr blocking_feat_name(byte feat)
3506 case FEAT_TREES: return "ÌÚ";
3507 case FEAT_MOUNTAIN: return "»³";
3508 default: return "ÊÉ";
3510 case FEAT_TREES: return "tree";
3511 case FEAT_MOUNTAIN: return "mountain";
3512 default: return "wall";
3519 * Move player in the given direction, with the given "pickup" flag.
3521 * This routine should (probably) always induce energy expenditure.
3523 * Note that moving will *always* take a turn, and will *always* hit
3524 * any monster which might be in the destination grid. Previously,
3525 * moving into walls was "free" and did NOT hit invisible monsters.
3527 void move_player(int dir, int do_pickup, bool break_trap)
3532 monster_type *m_ptr;
3534 monster_type *riding_m_ptr = &m_list[p_ptr->riding];
3535 monster_race *riding_r_ptr = &r_info[p_ptr->riding ? riding_m_ptr->r_idx : 0]; /* Paranoia */
3539 bool p_can_pass_walls = FALSE;
3540 bool stormbringer = FALSE;
3542 bool oktomove = TRUE;
3543 bool do_past = FALSE;
3545 /* Find the result of moving */
3549 /* Examine the destination */
3550 c_ptr = &cave[y][x];
3553 if (!dun_level && !p_ptr->wild_mode &&
3554 ((x == 0) || (x == MAX_WID - 1) ||
3555 (y == 0) || (y == MAX_HGT - 1)))
3557 /* Can the player enter the grid? */
3558 if (c_ptr->mimic && player_can_enter(c_ptr->mimic))
3560 /* Hack: move to new area */
3561 if ((y == 0) && (x == 0))
3563 p_ptr->wilderness_y--;
3564 p_ptr->wilderness_x--;
3565 p_ptr->oldpy = cur_hgt - 2;
3566 p_ptr->oldpx = cur_wid - 2;
3567 ambush_flag = FALSE;
3570 else if ((y == 0) && (x == MAX_WID - 1))
3572 p_ptr->wilderness_y--;
3573 p_ptr->wilderness_x++;
3574 p_ptr->oldpy = cur_hgt - 2;
3576 ambush_flag = FALSE;
3579 else if ((y == MAX_HGT - 1) && (x == 0))
3581 p_ptr->wilderness_y++;
3582 p_ptr->wilderness_x--;
3584 p_ptr->oldpx = cur_wid - 2;
3585 ambush_flag = FALSE;
3588 else if ((y == MAX_HGT - 1) && (x == MAX_WID - 1))
3590 p_ptr->wilderness_y++;
3591 p_ptr->wilderness_x++;
3594 ambush_flag = FALSE;
3599 p_ptr->wilderness_y--;
3600 p_ptr->oldpy = cur_hgt - 2;
3602 ambush_flag = FALSE;
3605 else if (y == MAX_HGT - 1)
3607 p_ptr->wilderness_y++;
3610 ambush_flag = FALSE;
3615 p_ptr->wilderness_x--;
3616 p_ptr->oldpx = cur_wid - 2;
3618 ambush_flag = FALSE;
3621 else if (x == MAX_WID - 1)
3623 p_ptr->wilderness_x++;
3626 ambush_flag = FALSE;
3629 p_ptr->leaving = TRUE;
3635 /* "Blocked" message appears later */
3636 /* oktomove = FALSE; */
3639 /* Get the monster */
3640 m_ptr = &m_list[c_ptr->m_idx];
3643 if (inventory[INVEN_RARM].name1 == ART_STORMBRINGER) stormbringer = TRUE;
3644 if (inventory[INVEN_LARM].name1 == ART_STORMBRINGER) stormbringer = TRUE;
3646 /* Player can not walk through "walls"... */
3647 /* unless in Shadow Form */
3648 if (p_ptr->wraith_form || p_ptr->pass_wall || p_ptr->kabenuke)
3649 p_can_pass_walls = TRUE;
3650 if ((c_ptr->feat >= FEAT_PERM_EXTRA) && (c_ptr->feat <= FEAT_PERM_SOLID))
3652 p_can_pass_walls = FALSE;
3655 /* Hack -- attack monsters */
3656 if (c_ptr->m_idx && (m_ptr->ml || cave_floor_bold(y, x) || p_can_pass_walls))
3658 monster_race *r_ptr = &r_info[m_ptr->r_idx];
3660 /* Attack -- only if we can see it OR it is not in a wall */
3661 if (!is_hostile(m_ptr) &&
3662 !(p_ptr->confused || p_ptr->image || !m_ptr->ml || p_ptr->stun ||
3663 ((p_ptr->muta2 & MUT2_BERS_RAGE) && p_ptr->shero)) &&
3664 (pattern_seq(py, px, y, x)) &&
3665 ((cave_floor_bold(y, x)) || (c_ptr->feat == FEAT_TREES) || (p_can_pass_walls)))
3668 if (r_ptr->flags7 & RF7_HAS_LD_MASK) p_ptr->update |= (PU_MON_LITE);
3670 /* Extract monster name (or "it") */
3671 monster_desc(m_name, m_ptr, 0);
3673 /* Auto-Recall if possible and visible */
3674 if (m_ptr->ml) monster_race_track(m_ptr->ap_r_idx);
3676 /* Track a new monster */
3677 if (m_ptr->ml) health_track(c_ptr->m_idx);
3680 if ((stormbringer && (randint1(1000) > 666)) || (p_ptr->pclass == CLASS_BERSERKER))
3685 else if (monster_can_cross_terrain(cave[py][px].feat, r_ptr) &&
3686 (cave_floor_bold(py, px) || cave[py][px].feat == FEAT_TREES ||
3687 (r_ptr->flags2 & RF2_PASS_WALL)))
3694 msg_format("%^s¤¬¼ÙËâ¤À¡ª", m_name);
3696 msg_format("%^s is in your way!", m_name);
3703 /* now continue on to 'movement' */
3716 else if ((c_ptr->feat == FEAT_DARK_PIT) && !p_ptr->ffall)
3719 msg_print("Îö¤±Ìܤò²£Àڤ뤳¤È¤Ï¤Ç¤¤Þ¤»¤ó¡£");
3721 msg_print("You can't cross the chasm.");
3729 else if (c_ptr->feat == FEAT_MOUNTAIN)
3731 if (dun_level || !p_ptr->ffall)
3734 msg_print("»³¤Ë¤ÏÅФì¤Þ¤»¤ó¡ª");
3736 msg_print("You can't climb the mountains!");
3745 * Player can move through trees and
3746 * has effective -10 speed
3747 * Rangers can move without penality
3749 else if (c_ptr->feat == FEAT_TREES)
3752 if ((p_ptr->pclass != CLASS_RANGER) && !p_ptr->ffall) energy_use *= 2;
3755 else if ((c_ptr->feat >= FEAT_QUEST_ENTER) &&
3756 (c_ptr->feat <= FEAT_QUEST_EXIT))
3761 #ifdef ALLOW_EASY_DISARM /* TNB */
3763 /* Disarm a visible trap */
3764 else if ((do_pickup != easy_disarm) && is_known_trap(c_ptr))
3766 bool ignore = FALSE;
3767 switch (c_ptr->feat)
3769 case FEAT_TRAP_TRAPDOOR:
3771 case FEAT_TRAP_SPIKED_PIT:
3772 case FEAT_TRAP_POISON_PIT:
3773 if (p_ptr->ffall) ignore = TRUE;
3775 case FEAT_TRAP_TELEPORT:
3776 if (p_ptr->anti_tele) ignore = TRUE;
3778 case FEAT_TRAP_FIRE:
3779 if (p_ptr->immune_fire) ignore = TRUE;
3781 case FEAT_TRAP_ACID:
3782 if (p_ptr->immune_acid) ignore = TRUE;
3784 case FEAT_TRAP_BLIND:
3785 if (p_ptr->resist_blind) ignore = TRUE;
3787 case FEAT_TRAP_CONFUSE:
3788 if (p_ptr->resist_conf) ignore = TRUE;
3790 case FEAT_TRAP_POISON:
3791 if (p_ptr->resist_pois) ignore = TRUE;
3793 case FEAT_TRAP_SLEEP:
3794 if (p_ptr->free_act) ignore = TRUE;
3800 (void)do_cmd_disarm_aux(y, x, dir);
3805 #endif /* ALLOW_EASY_DISARM -- TNB */
3806 else if (p_ptr->riding && (riding_r_ptr->flags1 & RF1_NEVER_MOVE))
3809 msg_print("Æ°¤±¤Ê¤¤¡ª");
3811 msg_print("Can't move!");
3818 else if (p_ptr->riding && riding_m_ptr->monfear)
3822 /* Acquire the monster name */
3823 monster_desc(m_name, riding_m_ptr, 0);
3825 /* Dump a message */
3827 msg_format("%s¤¬¶²Éݤ·¤Æ¤¤¤ÆÀ©¸æ¤Ç¤¤Ê¤¤¡£", m_name);
3829 msg_format("%^s is too scared to control.", m_name);
3835 else if (p_ptr->riding && p_ptr->riding_ryoute)
3841 else if ((p_ptr->riding && (riding_r_ptr->flags7 & RF7_AQUATIC)) && (c_ptr->feat != FEAT_SHAL_WATER) && (c_ptr->feat != FEAT_DEEP_WATER))
3844 msg_print("Φ¾å¤Ë¾å¤¬¤ì¤Ê¤¤¡£");
3846 msg_print("Can't land.");
3853 else if ((p_ptr->riding && !(riding_r_ptr->flags7 & (RF7_AQUATIC | RF7_CAN_SWIM | RF7_CAN_FLY))) && (c_ptr->feat == FEAT_DEEP_WATER))
3856 msg_print("¿å¾å¤Ë¹Ô¤±¤Ê¤¤¡£");
3858 msg_print("Can't swim.");
3865 else if ((p_ptr->riding && (riding_r_ptr->flags2 & RF2_AURA_FIRE) && !(riding_r_ptr->flags7 & RF7_CAN_FLY)) && (c_ptr->feat == FEAT_SHAL_WATER))
3868 msg_print("¿å¾å¤Ë¹Ô¤±¤Ê¤¤¡£");
3870 msg_print("Can't swim.");
3877 else if ((p_ptr->riding && !(riding_r_ptr->flags7 & RF7_CAN_FLY) && !(riding_r_ptr->flagsr & RFR_EFF_IM_FIRE_MASK)) && ((c_ptr->feat == FEAT_SHAL_LAVA) || (c_ptr->feat == FEAT_DEEP_LAVA)))
3880 msg_print("ÍÏ´ä¤Î¾å¤Ë¹Ô¤±¤Ê¤¤¡£");
3882 msg_print("Too hot to go through.");
3889 else if (p_ptr->riding && riding_m_ptr->stunned && one_in_(2))
3892 monster_desc(m_name, riding_m_ptr, 0);
3894 msg_format("%s¤¬Û¯Û°¤È¤·¤Æ¤¤¤Æ¤¦¤Þ¤¯Æ°¤±¤Ê¤¤¡ª",m_name);
3896 msg_format("You cannot control stunned %s!",m_name);
3902 /* Player can not walk through "walls" unless in wraith form...*/
3903 else if ((!cave_floor_bold(y, x)) &&
3904 (!p_can_pass_walls))
3906 /* Feature code (applying "mimic" field) */
3907 byte feat = get_feat_mimic(c_ptr);
3911 /* Disturb the player */
3914 /* Notice things in the dark */
3915 if ((!(c_ptr->info & (CAVE_MARK))) &&
3916 (p_ptr->blind || !(c_ptr->info & (CAVE_LITE))))
3919 if (feat == FEAT_RUBBLE)
3922 msg_print("´äÀФ¬¹Ô¤¯¼ê¤ò¤Ï¤Ð¤ó¤Ç¤¤¤ë¤è¤¦¤À¡£");
3924 msg_print("You feel some rubble blocking your way.");
3927 c_ptr->info |= (CAVE_MARK);
3932 else if (is_closed_door(feat))
3935 msg_print("¥É¥¢¤¬¹Ô¤¯¼ê¤ò¤Ï¤Ð¤ó¤Ç¤¤¤ë¤è¤¦¤À¡£");
3937 msg_print("You feel a closed door blocking your way.");
3940 c_ptr->info |= (CAVE_MARK);
3944 /* Boundary floor mimic */
3945 else if (boundary_floor_grid(c_ptr))
3948 msg_print("¤½¤ì°Ê¾åÀè¤Ë¤Ï¿Ê¤á¤Ê¤¤¤è¤¦¤À¡£");
3950 msg_print("You feel you cannot go any more.");
3954 /* Wall (or secret door) */
3958 msg_format("%s¤¬¹Ô¤¯¼ê¤ò¤Ï¤Ð¤ó¤Ç¤¤¤ë¤è¤¦¤À¡£", blocking_feat_name(feat));
3960 msg_format("You feel a %s blocking your way.", blocking_feat_name(feat));
3963 c_ptr->info |= (CAVE_MARK);
3972 if (feat == FEAT_RUBBLE)
3975 msg_print("´äÀФ¬¹Ô¤¯¼ê¤ò¤Ï¤Ð¤ó¤Ç¤¤¤ë¡£");
3977 msg_print("There is rubble blocking your way.");
3980 if (!(p_ptr->confused || p_ptr->stun || p_ptr->image))
3984 * Well, it makes sense that you lose time bumping into
3985 * a wall _if_ you are confused, stunned or blind; but
3986 * typing mistakes should not cost you a turn...
3990 else if (is_closed_door(feat))
3992 #ifdef ALLOW_EASY_OPEN
3994 if (easy_open && easy_open_door(y, x)) return;
3996 #endif /* ALLOW_EASY_OPEN */
3999 msg_print("¥É¥¢¤¬¹Ô¤¯¼ê¤ò¤Ï¤Ð¤ó¤Ç¤¤¤ë¡£");
4001 msg_print("There is a closed door blocking your way.");
4004 if (!(p_ptr->confused || p_ptr->stun || p_ptr->image))
4008 /* Boundary floor mimic */
4009 else if (boundary_floor_grid(c_ptr))
4012 msg_print("¤½¤ì°Ê¾åÀè¤Ë¤Ï¿Ê¤á¤Ê¤¤¡£");
4014 msg_print("You cannot go any more.");
4017 if (!(p_ptr->confused || p_ptr->stun || p_ptr->image))
4021 /* Wall (or secret door) */
4025 msg_format("%s¤¬¹Ô¤¯¼ê¤ò¤Ï¤Ð¤ó¤Ç¤¤¤ë¡£", blocking_feat_name(feat));
4027 msg_format("There is a %s blocking your way.", blocking_feat_name(feat));
4030 if (!(p_ptr->confused || p_ptr->stun || p_ptr->image))
4036 if (!boundary_floor_grid(c_ptr)) sound(SOUND_HITWALL);
4039 /* Normal movement */
4040 if (!pattern_seq(py, px, y, x))
4042 if (!(p_ptr->confused || p_ptr->stun || p_ptr->image))
4047 /* To avoid a loop with running */
4053 /* Normal movement */
4060 if(!process_warning(x, y))
4067 /* Hack -- For moving monster or riding player's moving */
4068 cave[py][px].m_idx = c_ptr->m_idx;
4074 msg_format("%s¤ò²¡¤·Âऱ¤¿¡£", m_name);
4076 msg_format("You push past %s.", m_name);
4081 update_mon(cave[py][px].m_idx, TRUE);
4084 /* Change oldpx and oldpy to place the player well when going back to big mode */
4085 if (p_ptr->wild_mode)
4087 if(ddy[dir] > 0) p_ptr->oldpy = 1;
4088 if(ddy[dir] < 0) p_ptr->oldpy = MAX_HGT - 2;
4089 if(ddy[dir] == 0) p_ptr->oldpy = MAX_HGT / 2;
4090 if(ddx[dir] > 0) p_ptr->oldpx = 1;
4091 if(ddx[dir] < 0) p_ptr->oldpx = MAX_WID - 2;
4092 if(ddx[dir] == 0) p_ptr->oldpx = MAX_WID / 2;
4095 /* Save old location */
4099 /* Move the player */
4103 if (music_singing(MUSIC_WALL))
4105 project(0, 0, py, px,
4106 (60 + p_ptr->lev), GF_DISINTEGRATE, PROJECT_KILL | PROJECT_ITEM, -1);
4108 else if (p_ptr->kill_wall || (p_ptr->riding && (riding_r_ptr->flags2 & RF2_KILL_WALL)))
4110 if (!cave_floor_bold(py, px) && cave_valid_bold(py, px) &&
4111 (cave[py][px].feat < FEAT_PATTERN_START ||
4112 cave[py][px].feat > FEAT_PATTERN_XTRA2) &&
4113 (cave[py][px].feat < FEAT_DEEP_WATER ||
4114 cave[py][px].feat > FEAT_GRASS))
4116 /* Forget the wall */
4117 cave[py][px].info &= ~(CAVE_MARK);
4119 if (cave[py][px].feat == FEAT_TREES)
4120 cave_set_feat(py, px, FEAT_GRASS);
4122 cave_set_feat(py, px, floor_type[randint0(100)]);
4125 /* Update some things -- similar to GF_KILL_WALL */
4126 p_ptr->update |= (PU_VIEW | PU_LITE | PU_FLOW | PU_MONSTERS | PU_MON_LITE);
4129 /* Remove "unsafe" flag */
4130 if ((!p_ptr->blind && !no_lite()) || !is_trap(c_ptr->feat)) c_ptr->info &= ~(CAVE_UNSAFE);
4134 riding_m_ptr->fy = py;
4135 riding_m_ptr->fx = px;
4136 cave[py][px].m_idx = p_ptr->riding;
4137 update_mon(p_ptr->riding, TRUE);
4140 /* Redraw new spot */
4143 /* Redraw old spot */
4147 /* sound(SOUND_WALK); */
4149 /* Check for new panel (redraw map) */
4152 /* For get everything when requested hehe I'm *NASTY* */
4153 if (dun_level && (d_info[dungeon_type].flags1 & DF1_FORGET))
4158 if ((p_ptr->pclass == CLASS_NINJA))
4160 if (c_ptr->info & (CAVE_GLOW)) set_superstealth(FALSE);
4161 else if (p_ptr->cur_lite <= 0) set_superstealth(TRUE);
4163 if ((p_ptr->action == ACTION_HAYAGAKE) && !cave_floor_bold(py, px))
4166 msg_print("¤³¤³¤Ç¤ÏÁÇÁ᤯ư¤±¤Ê¤¤¡£");
4168 msg_print("You cannot run in wall.");
4170 set_action(ACTION_NONE);
4174 p_ptr->update |= (PU_VIEW | PU_LITE | PU_FLOW | PU_MON_LITE);
4176 /* Update the monsters */
4177 p_ptr->update |= (PU_DISTANCE);
4180 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
4182 /* Spontaneous Searching */
4183 if ((p_ptr->skill_fos >= 50) ||
4184 (0 == randint0(50 - p_ptr->skill_fos)))
4189 /* Continuous Searching */
4190 if (p_ptr->action == ACTION_SEARCH)
4195 /* Handle "objects" */
4197 #ifdef ALLOW_EASY_DISARM /* TNB */
4199 carry(do_pickup != always_pickup);
4201 #else /* ALLOW_EASY_DISARM -- TNB */
4205 #endif /* ALLOW_EASY_DISARM -- TNB */
4207 /* Handle "store doors" */
4208 if (((c_ptr->feat >= FEAT_SHOP_HEAD) &&
4209 (c_ptr->feat <= FEAT_SHOP_TAIL)) ||
4210 (c_ptr->feat == FEAT_MUSEUM))
4216 /* Hack -- Enter store */
4217 command_new = SPECIAL_KEY_STORE;
4220 /* Handle "building doors" -KMW- */
4221 else if ((c_ptr->feat >= FEAT_BLDG_HEAD) &&
4222 (c_ptr->feat <= FEAT_BLDG_TAIL))
4228 /* Hack -- Enter building */
4229 command_new = SPECIAL_KEY_BUILDING;
4232 /* Handle quest areas -KMW- */
4233 else if (c_ptr->feat == FEAT_QUEST_ENTER)
4239 /* Hack -- Enter quest level */
4240 command_new = SPECIAL_KEY_QUEST;
4243 else if (c_ptr->feat == FEAT_QUEST_EXIT)
4245 if (quest[p_ptr->inside_quest].type == QUEST_TYPE_FIND_EXIT)
4247 if (record_fix_quest) do_cmd_write_nikki(NIKKI_FIX_QUEST_C, p_ptr->inside_quest, NULL);
4248 quest[p_ptr->inside_quest].status = QUEST_STATUS_COMPLETED;
4249 quest[p_ptr->inside_quest].complev = (byte)p_ptr->lev;
4251 msg_print("¥¯¥¨¥¹¥È¤òãÀ®¤·¤¿¡ª");
4253 msg_print("You accomplished your quest!");
4259 leave_quest_check();
4261 p_ptr->inside_quest = c_ptr->special;
4266 p_ptr->leaving = TRUE;
4269 /* Set off a trap */
4270 else if (is_trap(c_ptr->feat))
4280 msg_print("¥È¥é¥Ã¥×¤À¡ª");
4282 msg_print("You found a trap!");
4286 disclose_grid(py, px);
4290 hit_trap(break_trap);
4293 /* Warn when leaving trap detected region */
4294 if ((disturb_trap_detect || alert_trap_detect)
4295 && p_ptr->dtrap && !(cave[py][px].info & CAVE_IN_DETECT))
4297 /* No duplicate warning */
4298 p_ptr->dtrap = FALSE;
4300 /* You are just on the edge */
4301 if (!(cave[py][px].info & CAVE_UNSAFE))
4303 if (alert_trap_detect)
4306 msg_print("* Ãí°Õ:¤³¤ÎÀè¤Ï¥È¥é¥Ã¥×¤Î´¶ÃÎÈϰϳ°¤Ç¤¹¡ª *");
4308 msg_print("*Leaving trap detect region!*");
4312 if (disturb_trap_detect)
4323 * Hack -- Check for a "known wall" (see below)
4325 static int see_wall(int dir, int y, int x)
4329 /* Get the new location */
4333 /* Illegal grids are not known walls */
4334 if (!in_bounds2(y, x)) return (FALSE);
4337 c_ptr = &cave[y][x];
4339 /* Must be known to the player */
4340 if (c_ptr->info & (CAVE_MARK))
4342 /* Feature code (applying "mimic" field) */
4343 byte feat = get_feat_mimic(c_ptr);
4345 /* Rubble, Magma, Quartz, Wall, Perm wall */
4346 if (feat >= FEAT_RUBBLE && feat <= FEAT_PERM_SOLID) return TRUE;
4349 if (feat == FEAT_TREES) return TRUE;
4352 if (feat == FEAT_MOUNTAIN) return TRUE;
4360 * Hack -- Check for an "unknown corner" (see below)
4362 static int see_nothing(int dir, int y, int x)
4364 /* Get the new location */
4368 /* Illegal grids are unknown */
4369 if (!in_bounds2(y, x)) return (TRUE);
4371 /* Memorized grids are always known */
4372 if (cave[y][x].info & (CAVE_MARK)) return (FALSE);
4374 /* Non-floor grids are unknown */
4375 if (!cave_floor_bold(y, x)) return (TRUE);
4377 /* Viewable door/wall grids are known */
4378 if (player_can_see_bold(y, x)) return (FALSE);
4389 * The running algorithm: -CJS-
4391 * In the diagrams below, the player has just arrived in the
4392 * grid marked as '@', and he has just come from a grid marked
4393 * as 'o', and he is about to enter the grid marked as 'x'.
4395 * Of course, if the "requested" move was impossible, then you
4396 * will of course be blocked, and will stop.
4398 * Overview: You keep moving until something interesting happens.
4399 * If you are in an enclosed space, you follow corners. This is
4400 * the usual corridor scheme. If you are in an open space, you go
4401 * straight, but stop before entering enclosed space. This is
4402 * analogous to reaching doorways. If you have enclosed space on
4403 * one side only (that is, running along side a wall) stop if
4404 * your wall opens out, or your open space closes in. Either case
4405 * corresponds to a doorway.
4407 * What happens depends on what you can really SEE. (i.e. if you
4408 * have no light, then running along a dark corridor is JUST like
4409 * running in a dark room.) The algorithm works equally well in
4410 * corridors, rooms, mine tailings, earthquake rubble, etc, etc.
4412 * These conditions are kept in static memory:
4413 * find_openarea You are in the open on at least one
4415 * find_breakleft You have a wall on the left, and will
4417 * find_breakright You have a wall on the right, and will
4420 * To initialize these conditions, we examine the grids adjacent
4421 * to the grid marked 'x', two on each side (marked 'L' and 'R').
4422 * If either one of the two grids on a given side is seen to be
4423 * closed, then that side is considered to be closed. If both
4424 * sides are closed, then it is an enclosed (corridor) run.
4430 * Looking at more than just the immediate squares is
4431 * significant. Consider the following case. A run along the
4432 * corridor will stop just before entering the center point,
4433 * because a choice is clearly established. Running in any of
4434 * three available directions will be defined as a corridor run.
4435 * Note that a minor hack is inserted to make the angled corridor
4436 * entry (with one side blocked near and the other side blocked
4437 * further away from the runner) work correctly. The runner moves
4438 * diagonally, but then saves the previous direction as being
4439 * straight into the gap. Otherwise, the tail end of the other
4440 * entry would be perceived as an alternative on the next move.
4448 * Likewise, a run along a wall, and then into a doorway (two
4449 * runs) will work correctly. A single run rightwards from @ will
4450 * stop at 1. Another run right and down will enter the corridor
4451 * and make the corner, stopping at the 2.
4453 * ##################
4455 * ########### ######
4459 * After any move, the function area_affect is called to
4460 * determine the new surroundings, and the direction of
4461 * subsequent moves. It examines the current player location
4462 * (at which the runner has just arrived) and the previous
4463 * direction (from which the runner is considered to have come).
4465 * Moving one square in some direction places you adjacent to
4466 * three or five new squares (for straight and diagonal moves
4467 * respectively) to which you were not previously adjacent,
4468 * marked as '!' in the diagrams below.
4471 * .o@! (normal) .o.! (diagonal)
4472 * ...! (east) ..@! (south east)
4475 * You STOP if any of the new squares are interesting in any way:
4476 * for example, if they contain visible monsters or treasure.
4478 * You STOP if any of the newly adjacent squares seem to be open,
4479 * and you are also looking for a break on that side. (that is,
4480 * find_openarea AND find_break).
4482 * You STOP if any of the newly adjacent squares do NOT seem to be
4483 * open and you are in an open area, and that side was previously
4486 * Corners: If you are not in the open (i.e. you are in a corridor)
4487 * and there is only one way to go in the new squares, then turn in
4488 * that direction. If there are more than two new ways to go, STOP.
4489 * If there are two ways to go, and those ways are separated by a
4490 * square which does not seem to be open, then STOP.
4492 * Otherwise, we have a potential corner. There are two new open
4493 * squares, which are also adjacent. One of the new squares is
4494 * diagonally located, the other is straight on (as in the diagram).
4495 * We consider two more squares further out (marked below as ?).
4497 * We assign "option" to the straight-on grid, and "option2" to the
4498 * diagonal grid, and "check_dir" to the grid marked 's'.
4504 * If they are both seen to be closed, then it is seen that no benefit
4505 * is gained from moving straight. It is a known corner. To cut the
4506 * corner, go diagonally, otherwise go straight, but pretend you
4507 * stepped diagonally into that next location for a full view next
4508 * time. Conversely, if one of the ? squares is not seen to be closed,
4509 * then there is a potential choice. We check to see whether it is a
4510 * potential corner or an intersection/room entrance. If the square
4511 * two spaces straight ahead, and the space marked with 's' are both
4512 * unknown space, then it is a potential corner and enter if
4513 * find_examine is set, otherwise must stop because it is not a
4514 * corner. (find_examine option is removed and always is TRUE.)
4521 * Hack -- allow quick "cycling" through the legal directions
4523 static byte cycle[] =
4524 { 1, 2, 3, 6, 9, 8, 7, 4, 1, 2, 3, 6, 9, 8, 7, 4, 1 };
4527 * Hack -- map each direction into the "middle" of the "cycle[]" array
4529 static byte chome[] =
4530 { 0, 8, 9, 10, 7, 0, 11, 6, 5, 4 };
4533 * The direction we are running
4535 static byte find_current;
4538 * The direction we came from
4540 static byte find_prevdir;
4543 * We are looking for open area
4545 static bool find_openarea;
4548 * We are looking for a break
4550 static bool find_breakright;
4551 static bool find_breakleft;
4556 * Initialize the running algorithm for a new direction.
4558 * Diagonal Corridor -- allow diaginal entry into corridors.
4560 * Blunt Corridor -- If there is a wall two spaces ahead and
4561 * we seem to be in a corridor, then force a turn into the side
4562 * corridor, must be moving straight into a corridor here. ???
4564 * Diagonal Corridor Blunt Corridor (?)
4569 static void run_init(int dir)
4571 int row, col, deepleft, deepright;
4572 int i, shortleft, shortright;
4575 /* Save the direction */
4578 /* Assume running straight */
4581 /* Assume looking for open area */
4582 find_openarea = TRUE;
4584 /* Assume not looking for breaks */
4585 find_breakright = find_breakleft = FALSE;
4587 /* Assume no nearby walls */
4588 deepleft = deepright = FALSE;
4589 shortright = shortleft = FALSE;
4594 /* Find the destination grid */
4595 row = py + ddy[dir];
4596 col = px + ddx[dir];
4598 /* Extract cycle index */
4601 /* Check for walls */
4602 if (see_wall(cycle[i+1], py, px))
4604 find_breakleft = TRUE;
4607 else if (see_wall(cycle[i+1], row, col))
4609 find_breakleft = TRUE;
4613 /* Check for walls */
4614 if (see_wall(cycle[i-1], py, px))
4616 find_breakright = TRUE;
4619 else if (see_wall(cycle[i-1], row, col))
4621 find_breakright = TRUE;
4625 /* Looking for a break */
4626 if (find_breakleft && find_breakright)
4628 /* Not looking for open area */
4629 find_openarea = FALSE;
4631 /* Hack -- allow angled corridor entry */
4634 if (deepleft && !deepright)
4636 find_prevdir = cycle[i - 1];
4638 else if (deepright && !deepleft)
4640 find_prevdir = cycle[i + 1];
4644 /* Hack -- allow blunt corridor entry */
4645 else if (see_wall(cycle[i], row, col))
4647 if (shortleft && !shortright)
4649 find_prevdir = cycle[i - 2];
4651 else if (shortright && !shortleft)
4653 find_prevdir = cycle[i + 2];
4661 * Update the current "run" path
4663 * Return TRUE if the running should be stopped
4665 static bool run_test(void)
4667 int prev_dir, new_dir, check_dir = 0;
4670 int option = 0, option2 = 0;
4674 /* Where we came from */
4675 prev_dir = find_prevdir;
4678 /* Range of newly adjacent grids */
4679 max = (prev_dir & 0x01) + 1;
4681 /* break run when leaving trap detected region */
4682 if ((disturb_trap_detect || alert_trap_detect)
4683 && p_ptr->dtrap && !(cave[py][px].info & CAVE_IN_DETECT))
4685 /* No duplicate warning */
4686 p_ptr->dtrap = FALSE;
4688 /* You are just on the edge */
4689 if (!(cave[py][px].info & CAVE_UNSAFE))
4691 if (alert_trap_detect)
4694 msg_print("* Ãí°Õ:¤³¤ÎÀè¤Ï¥È¥é¥Ã¥×¤Î´¶ÃÎÈϰϳ°¤Ç¤¹¡ª *");
4696 msg_print("*Leaving trap detect region!*");
4700 if (disturb_trap_detect)
4708 /* Look at every newly adjacent square. */
4709 for (i = -max; i <= max; i++)
4711 s16b this_o_idx, next_o_idx = 0;
4715 new_dir = cycle[chome[prev_dir] + i];
4718 row = py + ddy[new_dir];
4719 col = px + ddx[new_dir];
4722 c_ptr = &cave[row][col];
4724 /* Feature code (applying "mimic" field) */
4725 feat = get_feat_mimic(c_ptr);
4727 /* Visible monsters abort running */
4730 monster_type *m_ptr = &m_list[c_ptr->m_idx];
4732 /* Visible monster */
4733 if (m_ptr->ml) return (TRUE);
4736 /* Visible objects abort running */
4737 for (this_o_idx = c_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
4741 /* Acquire object */
4742 o_ptr = &o_list[this_o_idx];
4744 /* Acquire next object */
4745 next_o_idx = o_ptr->next_o_idx;
4747 /* Visible object */
4748 if (o_ptr->marked) return (TRUE);
4752 /* Assume unknown */
4755 /* Check memorized grids */
4756 if (c_ptr->info & (CAVE_MARK))
4760 /* Examine the terrain */
4773 /* Hidden treasure */
4777 /* Known treasure (almost uninteresting) */
4783 case FEAT_WALL_EXTRA:
4784 case FEAT_WALL_INNER:
4785 case FEAT_WALL_OUTER:
4786 case FEAT_WALL_SOLID:
4787 case FEAT_PERM_EXTRA:
4788 case FEAT_PERM_INNER:
4789 case FEAT_PERM_OUTER:
4790 case FEAT_PERM_SOLID:
4791 /* dirt, grass, trees, ... */
4792 case FEAT_SHAL_WATER:
4795 case FEAT_DEEP_GRASS:
4808 /* quest features */
4809 case FEAT_QUEST_ENTER:
4810 case FEAT_QUEST_EXIT:
4819 case FEAT_DEEP_LAVA:
4820 case FEAT_SHAL_LAVA:
4823 if (IS_INVULN() || p_ptr->immune_fire) notice = FALSE;
4829 case FEAT_DEEP_WATER:
4832 if (p_ptr->ffall || p_ptr->total_weight<= (((u32b)adj_str_wgt[p_ptr->stat_ind[A_STR]]*(p_ptr->pclass == CLASS_BERSERKER ? 150 : 100))/2)) notice = FALSE;
4842 /* Option -- ignore */
4843 if (find_ignore_doors) notice = FALSE;
4852 case FEAT_LESS_LESS:
4853 case FEAT_MORE_MORE:
4856 /* Option -- ignore */
4857 if (find_ignore_stairs) notice = FALSE;
4864 /* Interesting feature */
4865 if (notice) return (TRUE);
4867 /* The grid is "visible" */
4871 /* Analyze unknown grids and floors considering mimic */
4872 if (inv || feat_floor(feat))
4874 /* Looking for open area */
4880 /* The first new direction. */
4886 /* Three new directions. Stop running. */
4892 /* Two non-adjacent new directions. Stop running. */
4893 else if (option != cycle[chome[prev_dir] + i - 1])
4898 /* Two new (adjacent) directions (case 1) */
4899 else if (new_dir & 0x01)
4901 check_dir = cycle[chome[prev_dir] + i - 2];
4905 /* Two new (adjacent) directions (case 2) */
4908 check_dir = cycle[chome[prev_dir] + i + 1];
4914 /* Obstacle, while looking for open area */
4921 /* Break to the right */
4922 find_breakright = TRUE;
4927 /* Break to the left */
4928 find_breakleft = TRUE;
4935 /* Looking for open area */
4938 /* Hack -- look again */
4939 for (i = -max; i < 0; i++)
4941 new_dir = cycle[chome[prev_dir] + i];
4943 row = py + ddy[new_dir];
4944 col = px + ddx[new_dir];
4947 c_ptr = &cave[row][col];
4949 /* Feature code (applying "mimic" field) */
4950 feat = get_feat_mimic(c_ptr);
4952 /* Unknown grid or non-wall XXX XXX XXX cave_floor_grid(c_ptr)) */
4953 if (!(c_ptr->info & (CAVE_MARK)) ||
4954 ((feat <= FEAT_DOOR_TAIL) ||
4955 (feat == FEAT_FLOWER) ||
4956 (feat == FEAT_DEEP_GRASS) ||
4957 ((feat >= FEAT_DEEP_WATER) &&
4958 (feat <= FEAT_GRASS))))
4961 /* Looking to break right */
4962 if (find_breakright)
4971 /* Looking to break left */
4979 /* Hack -- look again */
4980 for (i = max; i > 0; i--)
4982 new_dir = cycle[chome[prev_dir] + i];
4984 row = py + ddy[new_dir];
4985 col = px + ddx[new_dir];
4988 c_ptr = &cave[row][col];
4990 /* Feature code (applying "mimic" field) */
4991 feat = get_feat_mimic(c_ptr);
4993 /* Unknown grid or non-wall XXX XXX XXX cave_floor_grid(c_ptr)) */
4994 if (!(c_ptr->info & (CAVE_MARK)) ||
4995 ((feat <= FEAT_DOOR_TAIL) ||
4996 (feat == FEAT_FLOWER) ||
4997 (feat == FEAT_DEEP_GRASS) ||
4998 ((feat >= FEAT_DEEP_WATER) &&
4999 (feat <= FEAT_GRASS))))
5002 /* Looking to break left */
5012 /* Looking to break right */
5013 if (find_breakright)
5022 /* Not looking for open area */
5034 /* Primary option */
5035 find_current = option;
5037 /* No other options */
5038 find_prevdir = option;
5041 /* Two options, examining corners */
5044 /* Primary option */
5045 find_current = option;
5047 /* Hack -- allow curving */
5048 find_prevdir = option2;
5051 /* Two options, pick one */
5054 /* Get next location */
5055 row = py + ddy[option];
5056 col = px + ddx[option];
5058 /* Don't see that it is closed off. */
5059 /* This could be a potential corner or an intersection. */
5060 if (!see_wall(option, row, col) ||
5061 !see_wall(check_dir, row, col))
5063 /* Can not see anything ahead and in the direction we */
5064 /* are turning, assume that it is a potential corner. */
5065 if (see_nothing(option, row, col) &&
5066 see_nothing(option2, row, col))
5068 find_current = option;
5069 find_prevdir = option2;
5072 /* STOP: we are next to an intersection or a room */
5079 /* This corner is seen to be enclosed; we cut the corner. */
5082 find_current = option2;
5083 find_prevdir = option2;
5086 /* This corner is seen to be enclosed, and we */
5087 /* deliberately go the long way. */
5090 find_current = option;
5091 find_prevdir = option2;
5097 /* About to hit a known wall, stop */
5098 if (see_wall(find_current, py, px))
5111 * Take one step along the current "run" path
5113 void run_step(int dir)
5119 cave_type *c_ptr = &cave[py+ddy[dir]][px+ddx[dir]];
5121 /* Feature code (applying "mimic" field) */
5122 byte feat = get_feat_mimic(c_ptr);
5124 /* Hack -- do not start silly run */
5125 if (see_wall(dir, py, px) &&
5126 (feat != FEAT_TREES))
5130 msg_print("¤½¤ÎÊý¸þ¤Ë¤Ï¹Ô¤±¤Þ¤»¤ó¡£");
5132 msg_print("You cannot run in that direction.");
5161 /* Decrease the run counter */
5162 if (--running <= 0) return;
5167 /* Move the player, using the "pickup" flag */
5168 #ifdef ALLOW_EASY_DISARM /* TNB */
5170 move_player(find_current, FALSE, FALSE);
5172 #else /* ALLOW_EASY_DISARM -- TNB */
5174 move_player(find_current, always_pickup, FALSE);
5176 #endif /* ALLOW_EASY_DISARM -- TNB */
5178 if (player_bold(p_ptr->run_py, p_ptr->run_px))