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 = ((p_ptr->to_h_b + plus) * 4) + (p_ptr->lev * 2);
93 /* Snipers can shot more critically with crossbows */
94 if (p_ptr->concent) i += ((i * p_ptr->concent) / 5);
95 if ((p_ptr->pclass == CLASS_SNIPER) && (p_ptr->tval_ammo == TV_BOLT)) i *= 2;
98 if (randint1(5000) <= i)
100 k = weight * randint1(500);
105 msg_print("¼ê¤´¤¿¤¨¤¬¤¢¤Ã¤¿¡ª");
107 msg_print("It was a good hit!");
115 msg_print("¤«¤Ê¤ê¤Î¼ê¤´¤¿¤¨¤¬¤¢¤Ã¤¿¡ª");
117 msg_print("It was a great hit!");
125 msg_print("²ñ¿´¤Î°ì·â¤À¡ª");
127 msg_print("It was a superb hit!");
140 * Critical hits (by player)
142 * Factor in weapon weight, total plusses, player level.
144 s16b critical_norm(int weight, int plus, int dam, s16b meichuu, int mode)
148 /* Extract "blow" power */
149 i = (weight + (meichuu * 3 + plus * 5) + (p_ptr->lev * 3));
152 if ((randint1((p_ptr->pclass == CLASS_NINJA) ? 4444 : 5000) <= i) || (mode == HISSATSU_MAJIN) || (mode == HISSATSU_3DAN))
154 k = weight + randint1(650);
155 if ((mode == HISSATSU_MAJIN) || (mode == HISSATSU_3DAN)) k+= randint1(650);
160 msg_print("¼ê¤´¤¿¤¨¤¬¤¢¤Ã¤¿¡ª");
162 msg_print("It was a good hit!");
170 msg_print("¤«¤Ê¤ê¤Î¼ê¤´¤¿¤¨¤¬¤¢¤Ã¤¿¡ª");
172 msg_print("It was a great hit!");
180 msg_print("²ñ¿´¤Î°ì·â¤À¡ª");
182 msg_print("It was a superb hit!");
190 msg_print("ºÇ¹â¤Î²ñ¿´¤Î°ì·â¤À¡ª");
192 msg_print("It was a *GREAT* hit!");
200 msg_print("ÈæÎà¤Ê¤ºÇ¹â¤Î²ñ¿´¤Î°ì·â¤À¡ª");
202 msg_print("It was a *SUPERB* hit!");
205 dam = ((7 * dam) / 2) + 25;
215 * Extract the "total damage" from a given object hitting a given monster.
217 * Note that "flasks of oil" do NOT do fire damage, although they
218 * certainly could be made to do so. XXX XXX
220 * Note that most brands and slays are x3, except Slay Animal (x2),
221 * Slay Evil (x2), and Kill dragon (x5).
223 s16b tot_dam_aux(object_type *o_ptr, int tdam, monster_type *m_ptr, int mode, bool thrown)
227 monster_race *r_ptr = &r_info[m_ptr->r_idx];
229 u32b flgs[TR_FLAG_SIZE];
231 /* Extract the flags */
232 object_flags(o_ptr, flgs);
234 /* Some "weapons" and "ammo" do extra damage */
246 if ((have_flag(flgs, TR_SLAY_ANIMAL)) &&
247 (r_ptr->flags3 & RF3_ANIMAL))
249 if (is_original_ap_and_seen(m_ptr))
251 r_ptr->r_flags3 |= RF3_ANIMAL;
254 if (mult < 25) mult = 25;
258 if ((have_flag(flgs, TR_KILL_ANIMAL)) &&
259 (r_ptr->flags3 & RF3_ANIMAL))
261 if (is_original_ap_and_seen(m_ptr))
263 r_ptr->r_flags3 |= RF3_ANIMAL;
266 if (mult < 40) mult = 40;
270 if ((have_flag(flgs, TR_SLAY_EVIL)) &&
271 (r_ptr->flags3 & RF3_EVIL))
273 if (is_original_ap_and_seen(m_ptr))
275 r_ptr->r_flags3 |= RF3_EVIL;
278 if (mult < 20) mult = 20;
282 if ((have_flag(flgs, TR_KILL_EVIL)) &&
283 (r_ptr->flags3 & RF3_EVIL))
285 if (is_original_ap_and_seen(m_ptr))
287 r_ptr->r_flags3 |= RF3_EVIL;
290 if (mult < 35) mult = 35;
294 if ((have_flag(flgs, TR_SLAY_HUMAN)) &&
295 (r_ptr->flags2 & RF2_HUMAN))
297 if (is_original_ap_and_seen(m_ptr))
299 r_ptr->r_flags2 |= RF2_HUMAN;
302 if (mult < 25) mult = 25;
306 if ((have_flag(flgs, TR_KILL_HUMAN)) &&
307 (r_ptr->flags2 & RF2_HUMAN))
309 if (is_original_ap_and_seen(m_ptr))
311 r_ptr->r_flags2 |= RF2_HUMAN;
314 if (mult < 40) mult = 40;
318 if ((have_flag(flgs, TR_SLAY_UNDEAD)) &&
319 (r_ptr->flags3 & RF3_UNDEAD))
321 if (is_original_ap_and_seen(m_ptr))
323 r_ptr->r_flags3 |= RF3_UNDEAD;
326 if (mult < 30) mult = 30;
330 if ((have_flag(flgs, TR_KILL_UNDEAD)) &&
331 (r_ptr->flags3 & RF3_UNDEAD))
333 if (is_original_ap_and_seen(m_ptr))
335 r_ptr->r_flags3 |= RF3_UNDEAD;
338 if (mult < 50) mult = 50;
342 if ((have_flag(flgs, TR_SLAY_DEMON)) &&
343 (r_ptr->flags3 & RF3_DEMON))
345 if (is_original_ap_and_seen(m_ptr))
347 r_ptr->r_flags3 |= RF3_DEMON;
350 if (mult < 30) mult = 30;
354 if ((have_flag(flgs, TR_KILL_DEMON)) &&
355 (r_ptr->flags3 & RF3_DEMON))
357 if (is_original_ap_and_seen(m_ptr))
359 r_ptr->r_flags3 |= RF3_DEMON;
362 if (mult < 50) mult = 50;
366 if ((have_flag(flgs, TR_SLAY_ORC)) &&
367 (r_ptr->flags3 & RF3_ORC))
369 if (is_original_ap_and_seen(m_ptr))
371 r_ptr->r_flags3 |= RF3_ORC;
374 if (mult < 30) mult = 30;
378 if ((have_flag(flgs, TR_KILL_ORC)) &&
379 (r_ptr->flags3 & RF3_ORC))
381 if (is_original_ap_and_seen(m_ptr))
383 r_ptr->r_flags3 |= RF3_ORC;
386 if (mult < 50) mult = 50;
390 if ((have_flag(flgs, TR_SLAY_TROLL)) &&
391 (r_ptr->flags3 & RF3_TROLL))
393 if (is_original_ap_and_seen(m_ptr))
395 r_ptr->r_flags3 |= RF3_TROLL;
398 if (mult < 30) mult = 30;
402 if ((have_flag(flgs, TR_KILL_TROLL)) &&
403 (r_ptr->flags3 & RF3_TROLL))
405 if (is_original_ap_and_seen(m_ptr))
407 r_ptr->r_flags3 |= RF3_TROLL;
410 if (mult < 50) mult = 50;
414 if ((have_flag(flgs, TR_SLAY_GIANT)) &&
415 (r_ptr->flags3 & RF3_GIANT))
417 if (is_original_ap_and_seen(m_ptr))
419 r_ptr->r_flags3 |= RF3_GIANT;
422 if (mult < 30) mult = 30;
426 if ((have_flag(flgs, TR_KILL_GIANT)) &&
427 (r_ptr->flags3 & RF3_GIANT))
429 if (is_original_ap_and_seen(m_ptr))
431 r_ptr->r_flags3 |= RF3_GIANT;
434 if (mult < 50) mult = 50;
438 if ((have_flag(flgs, TR_SLAY_DRAGON)) &&
439 (r_ptr->flags3 & RF3_DRAGON))
441 if (is_original_ap_and_seen(m_ptr))
443 r_ptr->r_flags3 |= RF3_DRAGON;
446 if (mult < 30) mult = 30;
450 if ((have_flag(flgs, TR_KILL_DRAGON)) &&
451 (r_ptr->flags3 & RF3_DRAGON))
453 if (is_original_ap_and_seen(m_ptr))
455 r_ptr->r_flags3 |= RF3_DRAGON;
458 if (mult < 50) mult = 50;
460 if ((o_ptr->name1 == ART_NOTHUNG) && (m_ptr->r_idx == MON_FAFNER))
464 /* Hex - Slay Good (Runesword) */
465 if (hex_spelling(HEX_RUNESWORD) &&
466 (r_ptr->flags3 & RF3_GOOD))
468 if (is_original_ap_and_seen(m_ptr))
470 r_ptr->r_flags3 |= RF3_GOOD;
473 if (mult < 20) mult = 20;
477 if (have_flag(flgs, TR_BRAND_ACID) || ((p_ptr->special_attack & (ATTACK_ACID)) && !thrown))
479 /* Notice immunity */
480 if (r_ptr->flagsr & RFR_EFF_IM_ACID_MASK)
482 if (is_original_ap_and_seen(m_ptr))
484 r_ptr->r_flagsr |= (r_ptr->flagsr & RFR_EFF_IM_ACID_MASK);
488 /* Otherwise, take the damage */
491 if (mult < 25) mult = 25;
496 if (have_flag(flgs, TR_BRAND_ELEC) || ((p_ptr->special_attack & (ATTACK_ELEC)) && !thrown) || (mode == HISSATSU_ELEC))
498 /* Notice immunity */
499 if (r_ptr->flagsr & RFR_EFF_IM_ELEC_MASK)
501 if (is_original_ap_and_seen(m_ptr))
503 r_ptr->r_flagsr |= (r_ptr->flagsr & RFR_EFF_IM_ELEC_MASK);
507 /* Otherwise, take the damage */
508 else if ((have_flag(flgs, TR_BRAND_ELEC) || ((p_ptr->special_attack & (ATTACK_ELEC)) && !thrown)) && (mode == HISSATSU_ELEC))
510 if (mult < 70) mult = 70;
512 else if (mode == HISSATSU_ELEC)
514 if (mult < 50) mult = 50;
519 if (mult < 25) mult = 25;
524 if (have_flag(flgs, TR_BRAND_FIRE) || ((p_ptr->special_attack & (ATTACK_FIRE)) && !thrown) || (mode == HISSATSU_FIRE))
526 /* Notice immunity */
527 if (r_ptr->flagsr & RFR_EFF_IM_FIRE_MASK)
529 if (is_original_ap_and_seen(m_ptr))
531 r_ptr->r_flagsr |= (r_ptr->flagsr & RFR_EFF_IM_FIRE_MASK);
535 /* Otherwise, take the damage */
536 else if ((have_flag(flgs, TR_BRAND_FIRE) || ((p_ptr->special_attack & (ATTACK_FIRE)) && !thrown)) && (mode == HISSATSU_FIRE))
538 if (r_ptr->flags3 & RF3_HURT_FIRE)
540 if (mult < 70) mult = 70;
541 if (is_original_ap_and_seen(m_ptr))
543 r_ptr->r_flags3 |= RF3_HURT_FIRE;
546 else if (mult < 35) mult = 35;
550 if (r_ptr->flags3 & RF3_HURT_FIRE)
552 if (mult < 50) mult = 50;
553 if (is_original_ap_and_seen(m_ptr))
555 r_ptr->r_flags3 |= RF3_HURT_FIRE;
558 else if (mult < 25) mult = 25;
563 if (have_flag(flgs, TR_BRAND_COLD) || ((p_ptr->special_attack & (ATTACK_COLD)) && !thrown) || (mode == HISSATSU_COLD))
565 /* Notice immunity */
566 if (r_ptr->flagsr & RFR_EFF_IM_COLD_MASK)
568 if (is_original_ap_and_seen(m_ptr))
570 r_ptr->r_flagsr |= (r_ptr->flagsr & RFR_EFF_IM_COLD_MASK);
573 /* Otherwise, take the damage */
574 else if ((have_flag(flgs, TR_BRAND_COLD) || ((p_ptr->special_attack & (ATTACK_COLD)) && !thrown)) && (mode == HISSATSU_COLD))
576 if (r_ptr->flags3 & RF3_HURT_COLD)
578 if (mult < 70) mult = 70;
579 if (is_original_ap_and_seen(m_ptr))
581 r_ptr->r_flags3 |= RF3_HURT_COLD;
584 else if (mult < 35) mult = 35;
588 if (r_ptr->flags3 & RF3_HURT_COLD)
590 if (mult < 50) mult = 50;
591 if (is_original_ap_and_seen(m_ptr))
593 r_ptr->r_flags3 |= RF3_HURT_COLD;
596 else if (mult < 25) mult = 25;
601 if (have_flag(flgs, TR_BRAND_POIS) || ((p_ptr->special_attack & (ATTACK_POIS)) && !thrown) || (mode == HISSATSU_POISON))
603 /* Notice immunity */
604 if (r_ptr->flagsr & RFR_EFF_IM_POIS_MASK)
606 if (is_original_ap_and_seen(m_ptr))
608 r_ptr->r_flagsr |= (r_ptr->flagsr & RFR_EFF_IM_POIS_MASK);
612 /* Otherwise, take the damage */
613 else if ((have_flag(flgs, TR_BRAND_POIS) || ((p_ptr->special_attack & (ATTACK_POIS)) && !thrown)) && (mode == HISSATSU_POISON))
615 if (mult < 35) mult = 35;
619 if (mult < 25) mult = 25;
622 if ((mode == HISSATSU_ZANMA) && !monster_living(r_ptr) && (r_ptr->flags3 & RF3_EVIL))
624 if (mult < 15) mult = 25;
625 else if (mult < 50) mult = MIN(50, mult+20);
627 if (mode == HISSATSU_UNDEAD)
629 if (r_ptr->flags3 & RF3_UNDEAD)
631 if (is_original_ap_and_seen(m_ptr))
633 r_ptr->r_flags3 |= RF3_UNDEAD;
635 if (mult == 10) mult = 70;
636 else if (mult < 140) mult = MIN(140, mult+60);
638 if (mult == 10) mult = 40;
639 else if (mult < 60) mult = MIN(60, mult+30);
641 if ((mode == HISSATSU_SEKIRYUKA) && p_ptr->cut && monster_living(r_ptr))
643 int tmp = MIN(100, MAX(10, p_ptr->cut / 10));
644 if (mult < tmp) mult = tmp;
646 if ((mode == HISSATSU_HAGAN) && (r_ptr->flags3 & RF3_HURT_ROCK))
648 if (is_original_ap_and_seen(m_ptr))
650 r_ptr->r_flags3 |= RF3_HURT_ROCK;
652 if (mult == 10) mult = 40;
653 else if (mult < 60) mult = 60;
655 if ((p_ptr->pclass != CLASS_SAMURAI) && (have_flag(flgs, TR_FORCE_WEAPON)) && (p_ptr->csp > (o_ptr->dd * o_ptr->ds / 5)))
657 p_ptr->csp -= (1+(o_ptr->dd * o_ptr->ds / 5));
658 p_ptr->redraw |= (PR_MANA);
659 mult = mult * 3 / 2 + 20;
664 if (mult > 150) mult = 150;
666 /* Return the total damage */
667 return (tdam * mult / 10);
672 * Search for hidden things
678 s16b this_o_idx, next_o_idx = 0;
683 /* Start with base search ability */
684 chance = p_ptr->skill_srh;
686 /* Penalize various conditions */
687 if (p_ptr->blind || no_lite()) chance = chance / 10;
688 if (p_ptr->confused || p_ptr->image) chance = chance / 10;
690 /* Search the nearby grids, which are always in bounds */
691 for (y = (py - 1); y <= (py + 1); y++)
693 for (x = (px - 1); x <= (px + 1); x++)
695 /* Sometimes, notice things */
696 if (randint0(100) < chance)
698 /* Access the grid */
702 if (c_ptr->mimic && is_trap(c_ptr->feat))
709 msg_print("¥È¥é¥Ã¥×¤òȯ¸«¤·¤¿¡£");
711 msg_print("You have found a trap.");
719 if (is_hidden_door(c_ptr))
723 msg_print("±£¤·¥É¥¢¤òȯ¸«¤·¤¿¡£");
725 msg_print("You have found a secret door.");
735 /* Scan all objects in the grid */
736 for (this_o_idx = c_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
741 o_ptr = &o_list[this_o_idx];
743 /* Acquire next object */
744 next_o_idx = o_ptr->next_o_idx;
746 /* Skip non-chests */
747 if (o_ptr->tval != TV_CHEST) continue;
749 /* Skip non-trapped chests */
750 if (!chest_traps[o_ptr->pval]) continue;
753 if (!object_is_known(o_ptr))
757 msg_print("È¢¤Ë»Å³Ý¤±¤é¤ì¤¿¥È¥é¥Ã¥×¤òȯ¸«¤·¤¿¡ª");
759 msg_print("You have discovered a trap on the chest!");
776 * Helper routine for py_pickup() and py_pickup_floor().
778 * Add the given dungeon object to the character's inventory.
780 * Delete the object afterwards.
782 void py_pickup_aux(int o_idx)
788 * ¥¢¥¤¥Æ¥à¤ò½¦¤Ã¤¿ºÝ¤Ë¡Ö£²¤Ä¤Î¥±¡¼¥¤ò»ý¤Ã¤Æ¤¤¤ë¡×
789 * "You have two cakes." ¤È¥¢¥¤¥Æ¥à¤ò½¦¤Ã¤¿¸å¤Î¹ç·×¤Î¤ß¤Îɽ¼¨¤¬¥ª¥ê¥¸¥Ê¥ë
791 * ¤¢¤ë¤È¤¤¤¦»ØŦ¤ò¤¦¤±¤¿¤Î¤Ç¡¢¡Ö¡Á¤ò½¦¤Ã¤¿¡¢¡Á¤ò»ý¤Ã¤Æ¤¤¤ë¡×¤È¤¤¤¦É½¼¨
792 * ¤Ë¤«¤¨¤Æ¤¢¤ë¡£¤½¤Î¤¿¤á¤ÎÇÛÎó¡£
794 char o_name[MAX_NLEN];
795 char old_name[MAX_NLEN];
799 char o_name[MAX_NLEN];
804 o_ptr = &o_list[o_idx];
807 /* Describe the object */
808 object_desc(old_name, o_ptr, OD_NAME_ONLY);
809 object_desc_kosuu(kazu_str, o_ptr);
810 hirottakazu = o_ptr->number;
812 /* Carry the object */
813 slot = inven_carry(o_ptr);
815 /* Get the object again */
816 o_ptr = &inventory[slot];
818 /* Delete the object */
819 delete_object_idx(o_idx);
821 if (p_ptr->pseikaku == SEIKAKU_MUNCHKIN)
823 bool old_known = identify_item(o_ptr);
825 /* Auto-inscription/destroy */
826 autopick_alter_item(slot, (bool)(destroy_identify && !old_known));
828 /* If it is destroyed, don't pick it up */
829 if (o_ptr->marked & OM_AUTODESTROY) return;
832 /* Describe the object */
833 object_desc(o_name, o_ptr, 0);
837 if ((o_ptr->name1 == ART_CRIMSON) && (p_ptr->pseikaku == SEIKAKU_COMBAT))
839 msg_format("¤³¤¦¤·¤Æ¡¢%s¤Ï¡Ø¥¯¥ê¥à¥¾¥ó¡Ù¤ò¼ê¤ËÆþ¤ì¤¿¡£", player_name);
840 msg_print("¤·¤«¤·º£¡¢¡Øº®Æ٤Υµ¡¼¥Ú¥ó¥È¡Ù¤ÎÊü¤Ã¤¿¥â¥ó¥¹¥¿¡¼¤¬¡¢");
841 msg_format("%s¤Ë½±¤¤¤«¤«¤ë¡¥¡¥¡¥", player_name);
847 msg_format("%s(%c)¤ò»ý¤Ã¤Æ¤¤¤ë¡£",o_name, index_to_label(slot));
851 if (o_ptr->number > hirottakazu) {
852 msg_format("%s½¦¤Ã¤Æ¡¢%s(%c)¤ò»ý¤Ã¤Æ¤¤¤ë¡£",
853 kazu_str, o_name, index_to_label(slot));
855 msg_format("%s(%c)¤ò½¦¤Ã¤¿¡£", o_name, index_to_label(slot));
859 strcpy(record_o_name, old_name);
861 msg_format("You have %s (%c).", o_name, index_to_label(slot));
862 strcpy(record_o_name, o_name);
867 /* Check if completed a quest */
868 for (i = 0; i < max_quests; i++)
870 if ((quest[i].type == QUEST_TYPE_FIND_ARTIFACT) &&
871 (quest[i].status == QUEST_STATUS_TAKEN) &&
872 (quest[i].k_idx == o_ptr->name1))
874 if (record_fix_quest) do_cmd_write_nikki(NIKKI_FIX_QUEST_C, i, NULL);
875 quest[i].status = QUEST_STATUS_COMPLETED;
876 quest[i].complev = (byte)p_ptr->lev;
878 msg_print("¥¯¥¨¥¹¥È¤òãÀ®¤·¤¿¡ª");
880 msg_print("You completed your quest!");
890 * Player "wants" to pick up an object or gold.
891 * Note that we ONLY handle things that can be picked up.
892 * See "move_player()" for handling of other things.
894 void carry(bool pickup)
896 cave_type *c_ptr = &cave[py][px];
898 s16b this_o_idx, next_o_idx = 0;
900 char o_name[MAX_NLEN];
902 /* Recenter the map around the player */
906 p_ptr->update |= (PU_MONSTERS);
909 p_ptr->redraw |= (PR_MAP);
912 p_ptr->window |= (PW_OVERHEAD);
917 /* Automatically pickup/destroy/inscribe items */
918 autopick_pickup_items(c_ptr);
921 #ifdef ALLOW_EASY_FLOOR
925 py_pickup_floor(pickup);
929 #endif /* ALLOW_EASY_FLOOR */
931 /* Scan the pile of objects */
932 for (this_o_idx = c_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
937 o_ptr = &o_list[this_o_idx];
939 #ifdef ALLOW_EASY_SENSE /* TNB */
941 /* Option: Make item sensing easy */
944 /* Sense the object */
945 (void)sense_object(o_ptr);
948 #endif /* ALLOW_EASY_SENSE -- TNB */
950 /* Describe the object */
951 object_desc(o_name, o_ptr, 0);
953 /* Acquire next object */
954 next_o_idx = o_ptr->next_o_idx;
956 /* Hack -- disturb */
960 if (o_ptr->tval == TV_GOLD)
962 int value = (long)o_ptr->pval;
964 /* Delete the gold */
965 delete_object_idx(this_o_idx);
969 msg_format(" $%ld ¤Î²ÁÃͤ¬¤¢¤ë%s¤ò¸«¤Ä¤±¤¿¡£",
970 (long)value, o_name);
972 msg_format("You collect %ld gold pieces worth of %s.",
973 (long)value, o_name);
979 /* Collect the gold */
983 p_ptr->redraw |= (PR_GOLD);
986 p_ptr->window |= (PW_PLAYER);
989 /* Pick up objects */
992 /* Hack - some objects were handled in autopick_pickup_items(). */
993 if (o_ptr->marked & OM_NOMSG)
995 /* Clear the flag. */
996 o_ptr->marked &= ~OM_NOMSG;
998 /* Describe the object */
1002 msg_format("%s¤¬¤¢¤ë¡£", o_name);
1004 msg_format("You see %s.", o_name);
1009 /* Note that the pack is too full */
1010 else if (!inven_carry_okay(o_ptr))
1013 msg_format("¥¶¥Ã¥¯¤Ë¤Ï%s¤òÆþ¤ì¤ë·ä´Ö¤¬¤Ê¤¤¡£", o_name);
1015 msg_format("You have no room for %s.", o_name);
1020 /* Pick up the item (if requested and allowed) */
1025 /* Hack -- query every item */
1026 if (carry_query_flag)
1028 char out_val[MAX_NLEN+20];
1030 sprintf(out_val, "%s¤ò½¦¤¤¤Þ¤¹¤«? ", o_name);
1032 sprintf(out_val, "Pick up %s? ", o_name);
1035 okay = get_check(out_val);
1038 /* Attempt to pick up an object. */
1041 /* Pick up the object */
1042 py_pickup_aux(this_o_idx);
1051 * Determine if a trap affects the player.
1052 * Always miss 5% of the time, Always hit 5% of the time.
1053 * Otherwise, match trap power against player armor.
1055 static int check_hit(int power)
1059 /* Percentile dice */
1062 /* Hack -- 5% hit, 5% miss */
1063 if (k < 10) return (k < 5);
1065 if (p_ptr->pseikaku == SEIKAKU_NAMAKE)
1066 if (one_in_(20)) return (TRUE);
1068 /* Paranoia -- No power */
1069 if (power <= 0) return (FALSE);
1072 ac = p_ptr->ac + p_ptr->to_a;
1074 /* Power competes against Armor */
1075 if (randint1(power) > ((ac * 3) / 4)) return (TRUE);
1084 * Handle player hitting a real trap
1086 static void hit_trap(bool break_trap)
1091 /* Get the cave grid */
1092 cave_type *c_ptr = &cave[y][x];
1093 feature_type *f_ptr = &f_info[c_ptr->feat];
1094 int trap_feat_type = have_flag(f_ptr->flags, FF_TRAP) ? f_ptr->subtype : NOT_TRAP;
1097 cptr name = "¥È¥é¥Ã¥×";
1099 cptr name = "a trap";
1102 /* Disturb the player */
1105 cave_alter_feat(y, x, FF_HIT_TRAP);
1107 /* Analyze XXX XXX XXX */
1108 switch (trap_feat_type)
1112 if (p_ptr->levitation)
1115 msg_print("Íî¤È¤·¸Í¤òÈô¤Ó±Û¤¨¤¿¡£");
1117 msg_print("You fly over a trap door.");
1124 msg_print("Íî¤È¤·¸Í¤ËÍî¤Á¤¿¡ª");
1125 if ((p_ptr->pseikaku == SEIKAKU_COMBAT) || (inventory[INVEN_BOW].name1 == ART_CRIMSON))
1126 msg_print("¤¯¤Ã¤½¡Á¡ª");
1128 msg_print("You have fallen through a trap door!");
1132 dam = damroll(2, 8);
1136 name = "a trap door";
1139 take_hit(DAMAGE_NOESCAPE, dam, name, -1);
1141 /* Still alive and autosave enabled */
1142 if (autosave_l && (p_ptr->chp >= 0))
1143 do_cmd_save_game(TRUE);
1146 do_cmd_write_nikki(NIKKI_BUNSHOU, 0, "Íî¤È¤·¸Í¤ËÍî¤Á¤¿");
1148 do_cmd_write_nikki(NIKKI_BUNSHOU, 0, "You have fallen through a trap door!");
1150 prepare_change_floor_mode(CFM_SAVE_FLOORS | CFM_DOWN | CFM_RAND_PLACE | CFM_RAND_CONNECT);
1153 p_ptr->leaving = TRUE;
1160 if (p_ptr->levitation)
1163 msg_print("Íî¤È¤··ê¤òÈô¤Ó±Û¤¨¤¿¡£");
1165 msg_print("You fly over a pit trap.");
1172 msg_print("Íî¤È¤··ê¤ËÍî¤Á¤Æ¤·¤Þ¤Ã¤¿¡ª");
1174 msg_print("You have fallen into a pit!");
1177 dam = damroll(2, 6);
1181 name = "a pit trap";
1184 take_hit(DAMAGE_NOESCAPE, dam, name, -1);
1189 case TRAP_SPIKED_PIT:
1191 if (p_ptr->levitation)
1194 msg_print("¥È¥²¤Î¤¢¤ëÍî¤È¤··ê¤òÈô¤Ó±Û¤¨¤¿¡£");
1196 msg_print("You fly over a spiked pit.");
1203 msg_print("¥¹¥Ñ¥¤¥¯¤¬Éߤ«¤ì¤¿Íî¤È¤··ê¤ËÍî¤Á¤Æ¤·¤Þ¤Ã¤¿¡ª");
1205 msg_print("You fall into a spiked pit!");
1213 name = "a pit trap";
1216 dam = damroll(2, 6);
1218 /* Extra spike damage */
1219 if (randint0(100) < 50)
1222 msg_print("¥¹¥Ñ¥¤¥¯¤¬»É¤µ¤Ã¤¿¡ª");
1224 msg_print("You are impaled!");
1229 name = "¥È¥²¤Î¤¢¤ëÍî¤È¤··ê";
1231 name = "a spiked pit";
1235 (void)set_cut(p_ptr->cut + randint1(dam));
1238 /* Take the damage */
1239 take_hit(DAMAGE_NOESCAPE, dam, name, -1);
1244 case TRAP_POISON_PIT:
1246 if (p_ptr->levitation)
1249 msg_print("¥È¥²¤Î¤¢¤ëÍî¤È¤··ê¤òÈô¤Ó±Û¤¨¤¿¡£");
1251 msg_print("You fly over a spiked pit.");
1258 msg_print("¥¹¥Ñ¥¤¥¯¤¬Éߤ«¤ì¤¿Íî¤È¤··ê¤ËÍî¤Á¤Æ¤·¤Þ¤Ã¤¿¡ª");
1260 msg_print("You fall into a spiked pit!");
1265 dam = damroll(2, 6);
1270 name = "a pit trap";
1274 /* Extra spike damage */
1275 if (randint0(100) < 50)
1278 msg_print("ÆǤòÅɤé¤ì¤¿¥¹¥Ñ¥¤¥¯¤¬»É¤µ¤Ã¤¿¡ª");
1280 msg_print("You are impaled on poisonous spikes!");
1285 name = "¥È¥²¤Î¤¢¤ëÍî¤È¤··ê";
1287 name = "a spiked pit";
1292 (void)set_cut(p_ptr->cut + randint1(dam));
1294 if (p_ptr->resist_pois || IS_OPPOSE_POIS())
1297 msg_print("¤·¤«¤·ÆǤαƶÁ¤Ï¤Ê¤«¤Ã¤¿¡ª");
1299 msg_print("The poison does not affect you!");
1307 (void)set_poisoned(p_ptr->poisoned + randint1(dam));
1311 /* Take the damage */
1312 take_hit(DAMAGE_NOESCAPE, dam, name, -1);
1321 msg_print("²¿¤«¤¬¥Ô¥«¥Ã¤È¸÷¤Ã¤¿¡ª");
1323 msg_print("There is a flash of shimmering light!");
1326 num = 2 + randint1(3);
1327 for (i = 0; i < num; i++)
1329 (void)summon_specific(0, y, x, dun_level, 0, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE | PM_NO_PET));
1332 if (dun_level > randint1(100)) /* No nasty effect for low levels */
1334 bool stop_ty = FALSE;
1339 stop_ty = activate_ty_curse(stop_ty, &count);
1349 msg_print("¥Æ¥ì¥Ý¡¼¥È¡¦¥È¥é¥Ã¥×¤Ë¤Ò¤Ã¤«¤«¤Ã¤¿¡ª");
1351 msg_print("You hit a teleport trap!");
1354 teleport_player(100, TELEPORT_PASSIVE);
1361 msg_print("±ê¤ËÊñ¤Þ¤ì¤¿¡ª");
1363 msg_print("You are enveloped in flames!");
1366 dam = damroll(4, 6);
1368 (void)fire_dam(dam, "±ê¤Î¥È¥é¥Ã¥×", -1);
1370 (void)fire_dam(dam, "a fire trap", -1);
1379 msg_print("»À¤¬¿á¤¤«¤±¤é¤ì¤¿¡ª");
1381 msg_print("You are splashed with acid!");
1384 dam = damroll(4, 6);
1386 (void)acid_dam(dam, "»À¤Î¥È¥é¥Ã¥×", -1);
1388 (void)acid_dam(dam, "an acid trap", -1);
1399 msg_print("¾®¤µ¤Ê¥À¡¼¥Ä¤¬Èô¤ó¤Ç¤¤Æ»É¤µ¤Ã¤¿¡ª");
1401 msg_print("A small dart hits you!");
1404 dam = damroll(1, 4);
1406 take_hit(DAMAGE_ATTACK, dam, "¥À¡¼¥Ä¤Îæ«", -1);
1408 take_hit(DAMAGE_ATTACK, dam, "a dart trap", -1);
1411 if (!CHECK_MULTISHADOW()) (void)set_slow(p_ptr->slow + randint0(20) + 20, FALSE);
1416 msg_print("¾®¤µ¤Ê¥À¡¼¥Ä¤¬Èô¤ó¤Ç¤¤¿¡ª¤¬¡¢±¿Îɤ¯Åö¤¿¤é¤Ê¤«¤Ã¤¿¡£");
1418 msg_print("A small dart barely misses you.");
1430 msg_print("¾®¤µ¤Ê¥À¡¼¥Ä¤¬Èô¤ó¤Ç¤¤Æ»É¤µ¤Ã¤¿¡ª");
1432 msg_print("A small dart hits you!");
1435 dam = damroll(1, 4);
1437 take_hit(DAMAGE_ATTACK, dam, "¥À¡¼¥Ä¤Îæ«", -1);
1439 take_hit(DAMAGE_ATTACK, dam, "a dart trap", -1);
1442 if (!CHECK_MULTISHADOW()) (void)do_dec_stat(A_STR);
1447 msg_print("¾®¤µ¤Ê¥À¡¼¥Ä¤¬Èô¤ó¤Ç¤¤¿¡ª¤¬¡¢±¿Îɤ¯Åö¤¿¤é¤Ê¤«¤Ã¤¿¡£");
1449 msg_print("A small dart barely misses you.");
1461 msg_print("¾®¤µ¤Ê¥À¡¼¥Ä¤¬Èô¤ó¤Ç¤¤Æ»É¤µ¤Ã¤¿¡ª");
1463 msg_print("A small dart hits you!");
1466 dam = damroll(1, 4);
1468 take_hit(DAMAGE_ATTACK, dam, "¥À¡¼¥Ä¤Îæ«", -1);
1470 take_hit(DAMAGE_ATTACK, dam, "a dart trap", -1);
1473 if (!CHECK_MULTISHADOW()) (void)do_dec_stat(A_DEX);
1478 msg_print("¾®¤µ¤Ê¥À¡¼¥Ä¤¬Èô¤ó¤Ç¤¤¿¡ª¤¬¡¢±¿Îɤ¯Åö¤¿¤é¤Ê¤«¤Ã¤¿¡£");
1480 msg_print("A small dart barely misses you.");
1492 msg_print("¾®¤µ¤Ê¥À¡¼¥Ä¤¬Èô¤ó¤Ç¤¤Æ»É¤µ¤Ã¤¿¡ª");
1494 msg_print("A small dart hits you!");
1497 dam = damroll(1, 4);
1499 take_hit(DAMAGE_ATTACK, dam, "¥À¡¼¥Ä¤Îæ«", -1);
1501 take_hit(DAMAGE_ATTACK, dam, "a dart trap", -1);
1504 if (!CHECK_MULTISHADOW()) (void)do_dec_stat(A_CON);
1509 msg_print("¾®¤µ¤Ê¥À¡¼¥Ä¤¬Èô¤ó¤Ç¤¤¿¡ª¤¬¡¢±¿Îɤ¯Åö¤¿¤é¤Ê¤«¤Ã¤¿¡£");
1511 msg_print("A small dart barely misses you.");
1521 msg_print("¹õ¤¤¥¬¥¹¤ËÊñ¤ß¹þ¤Þ¤ì¤¿¡ª");
1523 msg_print("A black gas surrounds you!");
1526 if (!p_ptr->resist_blind)
1528 (void)set_blind(p_ptr->blind + randint0(50) + 25);
1536 msg_print("¤¤é¤á¤¯¥¬¥¹¤ËÊñ¤ß¹þ¤Þ¤ì¤¿¡ª");
1538 msg_print("A gas of scintillating colors surrounds you!");
1541 if (!p_ptr->resist_conf)
1543 (void)set_confused(p_ptr->confused + randint0(20) + 10);
1551 msg_print("»É·ãŪ¤ÊÎп§¤Î¥¬¥¹¤ËÊñ¤ß¹þ¤Þ¤ì¤¿¡ª");
1553 msg_print("A pungent green gas surrounds you!");
1556 if (!p_ptr->resist_pois && !IS_OPPOSE_POIS())
1558 (void)set_poisoned(p_ptr->poisoned + randint0(20) + 10);
1566 msg_print("´ñ̯¤ÊÇò¤¤Ì¸¤ËÊñ¤Þ¤ì¤¿¡ª");
1568 msg_print("A strange white mist surrounds you!");
1571 if (!p_ptr->free_act)
1574 msg_print("¤¢¤Ê¤¿¤Ï̲¤ê¤Ë½¢¤¤¤¿¡£");
1576 msg_print("You fall asleep.");
1580 if (ironman_nightmare)
1583 msg_print("¿È¤ÎÌÓ¤â¤è¤À¤Ä¸÷·Ê¤¬Æ¬¤ËÉ⤫¤ó¤À¡£");
1585 msg_print("A horrible vision enters your mind.");
1589 /* Pick a nightmare */
1590 get_mon_num_prep(get_nightmare, NULL);
1592 /* Have some nightmares */
1593 have_nightmare(get_mon_num(MAX_DEPTH));
1595 /* Remove the monster restriction */
1596 get_mon_num_prep(NULL, NULL);
1598 (void)set_paralyzed(p_ptr->paralyzed + randint0(10) + 5);
1606 msg_print("¤Þ¤Ð¤æ¤¤Á®¸÷¤¬Áö¤Ã¤¿¡ª");
1608 msg_print("There is a bright flash of light!");
1611 /* Make some new traps */
1612 project(0, 1, y, x, 0, GF_MAKE_TRAP, PROJECT_HIDE | PROJECT_JUMP | PROJECT_GRID, -1);
1620 msg_print("¤±¤¿¤¿¤Þ¤·¤¤²»¤¬ÌĤê¶Á¤¤¤¿¡ª");
1622 msg_print("An alarm sounds!");
1625 aggravate_monsters(0);
1633 msg_print("Âç²»¶Á¤È¶¦¤Ë¤Þ¤ï¤ê¤ÎÊɤ¬Êø¤ì¤¿¡ª");
1635 msg_print("Suddenly, surrounding walls are opened!");
1637 (void)project(0, 3, y, x, 0, GF_DISINTEGRATE, PROJECT_GRID | PROJECT_HIDE, -1);
1638 (void)project(0, 3, y, x - 4, 0, GF_DISINTEGRATE, PROJECT_GRID | PROJECT_HIDE, -1);
1639 (void)project(0, 3, y, x + 4, 0, GF_DISINTEGRATE, PROJECT_GRID | PROJECT_HIDE, -1);
1640 aggravate_monsters(0);
1645 case TRAP_ARMAGEDDON:
1647 static int levs[10] = {0, 0, 20, 10, 5, 3, 2, 1, 1, 1};
1648 int evil_idx = 0, good_idx = 0;
1652 msg_print("ÆÍÁ³Å·³¦¤ÎÀïÁè¤Ë´¬¤¹þ¤Þ¤ì¤¿¡ª");
1654 msg_print("Suddenly, you are surrounded by immotal beings!");
1657 /* Summon Demons and Angels */
1658 for (lev = dun_level; lev >= 20; lev -= 1 + lev/16)
1660 num = levs[MIN(lev/10, 9)];
1661 for (i = 0; i < num; i++)
1663 int x1 = rand_spread(x, 7);
1664 int y1 = rand_spread(y, 5);
1666 /* Skip illegal grids */
1667 if (!in_bounds(y1, x1)) continue;
1669 /* Require line of projection */
1670 if (!projectable(py, px, y1, x1)) continue;
1672 if (summon_specific(0, y1, x1, lev, SUMMON_ARMAGE_EVIL, (PM_NO_PET)))
1673 evil_idx = hack_m_idx_ii;
1675 if (summon_specific(0, y1, x1, lev, SUMMON_ARMAGE_GOOD, (PM_NO_PET)))
1677 good_idx = hack_m_idx_ii;
1680 /* Let them fight each other */
1681 if (evil_idx && good_idx)
1683 monster_type *evil_ptr = &m_list[evil_idx];
1684 monster_type *good_ptr = &m_list[good_idx];
1685 evil_ptr->target_y = good_ptr->fy;
1686 evil_ptr->target_x = good_ptr->fx;
1687 good_ptr->target_y = evil_ptr->fy;
1688 good_ptr->target_x = evil_ptr->fx;
1698 msg_print("ÆÍÁ³Êɤ«¤é¿å¤¬°î¤ì½Ð¤·¤¿¡ª¥Ô¥é¥Ë¥¢¤¬¤¤¤ë¡ª");
1700 msg_print("Suddenly, the room is filled with water with piranhas!");
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));
1716 if (break_trap && is_trap(c_ptr->feat))
1718 cave_alter_feat(y, x, FF_DISARM);
1720 msg_print("¥È¥é¥Ã¥×¤òÊ´ºÕ¤·¤¿¡£");
1722 msg_print("You destroyed the trap.");
1728 static void touch_zap_player(monster_type *m_ptr)
1730 int aura_damage = 0;
1731 monster_race *r_ptr = &r_info[m_ptr->r_idx];
1733 if (r_ptr->flags2 & RF2_AURA_FIRE)
1735 if (!p_ptr->immune_fire)
1739 aura_damage = damroll(1 + (r_ptr->level / 26), 1 + (r_ptr->level / 17));
1741 /* Hack -- Get the "died from" name */
1742 monster_desc(aura_dam, m_ptr, MD_IGNORE_HALLU | MD_ASSUME_VISIBLE | MD_INDEF_VISIBLE);
1745 msg_print("ÆÍÁ³¤È¤Æ¤âÇ®¤¯¤Ê¤Ã¤¿¡ª");
1747 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 (is_original_ap_and_seen(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!");
1777 if (IS_OPPOSE_COLD()) aura_damage = (aura_damage + 2) / 3;
1778 if (p_ptr->resist_cold) aura_damage = (aura_damage + 2) / 3;
1780 take_hit(DAMAGE_NOESCAPE, aura_damage, aura_dam, -1);
1781 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags3 |= RF3_AURA_COLD;
1786 if (r_ptr->flags2 & RF2_AURA_ELEC)
1788 if (!p_ptr->immune_elec)
1792 aura_damage = damroll(1 + (r_ptr->level / 26), 1 + (r_ptr->level / 17));
1794 /* Hack -- Get the "died from" name */
1795 monster_desc(aura_dam, m_ptr, MD_IGNORE_HALLU | MD_ASSUME_VISIBLE | MD_INDEF_VISIBLE);
1797 if (prace_is_(RACE_ANDROID)) aura_damage += aura_damage / 3;
1798 if (IS_OPPOSE_ELEC()) aura_damage = (aura_damage + 2) / 3;
1799 if (p_ptr->resist_elec) aura_damage = (aura_damage + 2) / 3;
1802 msg_print("ÅÅ·â¤ò¤¯¤é¤Ã¤¿¡ª");
1804 msg_print("You get zapped!");
1807 take_hit(DAMAGE_NOESCAPE, aura_damage, aura_dam, -1);
1808 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags2 |= RF2_AURA_ELEC;
1815 static void natural_attack(s16b m_idx, int attack, bool *fear, bool *mdeath)
1817 int k, bonus, chance;
1819 monster_type *m_ptr = &m_list[m_idx];
1820 monster_race *r_ptr = &r_info[m_ptr->r_idx];
1829 case MUT2_SCOR_TAIL:
1856 atk_desc = "¥¯¥Á¥Ð¥·";
1867 atk_desc = "¾Ý¤ÎÉ¡";
1873 case MUT2_TENTACLES:
1880 atk_desc = "tentacles";
1885 dss = ddd = n_weight = 1;
1887 atk_desc = "̤ÄêµÁ¤ÎÉô°Ì";
1889 atk_desc = "undefined body part";
1894 /* Extract monster name (or "it") */
1895 monster_desc(m_name, m_ptr, 0);
1898 /* Calculate the "attack quality" */
1899 bonus = p_ptr->to_h_m;
1900 bonus += (p_ptr->lev * 6 / 5);
1901 chance = (p_ptr->skill_thn + (bonus * BTH_PLUS_ADJ));
1904 if ((!(r_ptr->flags2 & RF2_QUANTUM) || !randint0(2)) && test_hit_norm(chance, r_ptr->ac, m_ptr->ml))
1910 msg_format("%s¤ò%s¤Ç¹¶·â¤·¤¿¡£", m_name, atk_desc);
1912 msg_format("You hit %s with your %s.", m_name, atk_desc);
1916 k = damroll(ddd, dss);
1917 k = critical_norm(n_weight, bonus, k, (s16b)bonus, 0);
1919 /* Apply the player damage bonuses */
1922 /* No negative damage */
1925 /* Modify the damage */
1926 k = mon_damage_mod(m_ptr, k, FALSE);
1928 /* Complex message */
1932 msg_format("%d/%d ¤Î¥À¥á¡¼¥¸¤òÍ¿¤¨¤¿¡£", k, m_ptr->hp);
1934 msg_format("You do %d (out of %d) damage.", k, m_ptr->hp);
1939 /* Anger the monster */
1940 if (k > 0) anger_monster(m_ptr);
1942 /* Damage, check for fear and mdeath */
1945 case MUT2_SCOR_TAIL:
1946 project(0, 0, m_ptr->fy, m_ptr->fx, k, GF_POIS, PROJECT_KILL, -1);
1947 *mdeath = (m_ptr->r_idx == 0);
1950 *mdeath = mon_take_hit(m_idx, k, fear, NULL);
1953 *mdeath = mon_take_hit(m_idx, k, fear, NULL);
1956 *mdeath = mon_take_hit(m_idx, k, fear, NULL);
1958 case MUT2_TENTACLES:
1959 *mdeath = mon_take_hit(m_idx, k, fear, NULL);
1962 *mdeath = mon_take_hit(m_idx, k, fear, NULL);
1965 touch_zap_player(m_ptr);
1975 msg_format("¥ß¥¹¡ª %s¤Ë¤«¤ï¤µ¤ì¤¿¡£", m_name);
1977 msg_format("You miss %s.", m_name);
1986 * Player attacks a (poor, defenseless) creature -RAK-
1988 * If no "weapon" is available, then "punch" the monster one time.
1990 static void py_attack_aux(int y, int x, bool *fear, bool *mdeath, s16b hand, int mode)
1992 int num = 0, k, bonus, chance, vir;
1994 cave_type *c_ptr = &cave[y][x];
1996 monster_type *m_ptr = &m_list[c_ptr->m_idx];
1997 monster_race *r_ptr = &r_info[m_ptr->r_idx];
1999 /* Access the weapon */
2000 object_type *o_ptr = &inventory[INVEN_RARM + hand];
2004 bool success_hit = FALSE;
2005 bool backstab = FALSE;
2006 bool vorpal_cut = FALSE;
2007 int chaos_effect = 0;
2008 bool stab_fleeing = FALSE;
2009 bool fuiuchi = FALSE;
2010 bool monk_attack = FALSE;
2011 bool do_quake = FALSE;
2013 bool drain_msg = TRUE;
2014 int drain_result = 0, drain_heal = 0;
2015 bool can_drain = FALSE;
2017 int drain_left = MAX_VAMPIRIC_DRAIN;
2018 u32b flgs[TR_FLAG_SIZE]; /* A massive hack -- life-draining weapons */
2019 bool is_human = (r_ptr->d_char == 'p');
2020 bool is_lowlevel = (r_ptr->level < (p_ptr->lev - 15));
2021 bool zantetsu_mukou, e_j_mukou;
2023 switch (p_ptr->pclass)
2027 if (buki_motteruka(INVEN_RARM + hand) && !p_ptr->icky_wield[hand])
2029 int tmp = p_ptr->lev * 6 + (p_ptr->skill_stl + 10) * 4;
2030 if (p_ptr->monlite && (mode != HISSATSU_NYUSIN)) tmp /= 3;
2031 if (p_ptr->cursed & TRC_AGGRAVATE) tmp /= 2;
2032 if (r_ptr->level > (p_ptr->lev * p_ptr->lev / 20 + 10)) tmp /= 3;
2033 if (MON_CSLEEP(m_ptr) && m_ptr->ml)
2035 /* Can't backstab creatures that we can't see, right? */
2038 else if ((p_ptr->special_defense & NINJA_S_STEALTH) && (randint0(tmp) > (r_ptr->level+20)) && m_ptr->ml && !(r_ptr->flagsr & RFR_RES_ALL))
2042 else if (MON_MONFEAR(m_ptr) && m_ptr->ml)
2044 stab_fleeing = TRUE;
2050 case CLASS_FORCETRAINER:
2051 case CLASS_BERSERKER:
2052 if ((empty_hands(TRUE) & EMPTY_HAND_RARM) && !p_ptr->riding) monk_attack = TRUE;
2056 if (!o_ptr->k_idx) /* Empty hand */
2058 if ((r_ptr->level + 10) > p_ptr->lev)
2060 if (p_ptr->skill_exp[GINOU_SUDE] < s_info[p_ptr->pclass].s_max[GINOU_SUDE])
2062 if (p_ptr->skill_exp[GINOU_SUDE] < WEAPON_EXP_BEGINNER)
2063 p_ptr->skill_exp[GINOU_SUDE] += 40;
2064 else if ((p_ptr->skill_exp[GINOU_SUDE] < WEAPON_EXP_SKILLED))
2065 p_ptr->skill_exp[GINOU_SUDE] += 5;
2066 else if ((p_ptr->skill_exp[GINOU_SUDE] < WEAPON_EXP_EXPERT) && (p_ptr->lev > 19))
2067 p_ptr->skill_exp[GINOU_SUDE] += 1;
2068 else if ((p_ptr->lev > 34))
2069 if (one_in_(3)) p_ptr->skill_exp[GINOU_SUDE] += 1;
2070 p_ptr->update |= (PU_BONUS);
2074 else if (object_is_melee_weapon(o_ptr))
2076 if ((r_ptr->level + 10) > p_ptr->lev)
2078 int tval = inventory[INVEN_RARM+hand].tval - TV_WEAPON_BEGIN;
2079 int sval = inventory[INVEN_RARM+hand].sval;
2080 int now_exp = p_ptr->weapon_exp[tval][sval];
2081 if (now_exp < s_info[p_ptr->pclass].w_max[tval][sval])
2084 if (now_exp < WEAPON_EXP_BEGINNER) amount = 80;
2085 else if (now_exp < WEAPON_EXP_SKILLED) amount = 10;
2086 else if ((now_exp < WEAPON_EXP_EXPERT) && (p_ptr->lev > 19)) amount = 1;
2087 else if ((p_ptr->lev > 34) && one_in_(2)) amount = 1;
2088 p_ptr->weapon_exp[tval][sval] += amount;
2089 p_ptr->update |= (PU_BONUS);
2094 /* Disturb the monster */
2095 (void)set_monster_csleep(c_ptr->m_idx, 0);
2097 /* Extract monster name (or "it") */
2098 monster_desc(m_name, m_ptr, 0);
2100 /* Calculate the "attack quality" */
2101 bonus = p_ptr->to_h[hand] + o_ptr->to_h;
2102 chance = (p_ptr->skill_thn + (bonus * BTH_PLUS_ADJ));
2103 if (mode == HISSATSU_IAI) chance += 60;
2104 if (p_ptr->special_defense & KATA_KOUKIJIN) chance += 150;
2106 if (p_ptr->sutemi) chance = MAX(chance * 3 / 2, chance + 60);
2108 vir = virtue_number(V_VALOUR);
2111 chance += (p_ptr->virtues[vir - 1]/10);
2114 zantetsu_mukou = ((o_ptr->name1 == ART_ZANTETSU) && (r_ptr->d_char == 'j'));
2115 e_j_mukou = ((o_ptr->name1 == ART_EXCALIBUR_J) && (r_ptr->d_char == 'S'));
2117 if ((mode == HISSATSU_KYUSHO) || (mode == HISSATSU_MINEUCHI) || (mode == HISSATSU_3DAN) || (mode == HISSATSU_IAI)) num_blow = 1;
2118 else if (mode == HISSATSU_COLD) num_blow = p_ptr->num_blow[hand]+2;
2119 else num_blow = p_ptr->num_blow[hand];
2121 /* Hack -- DOKUBARI always hit once */
2122 if ((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_DOKUBARI)) num_blow = 1;
2124 /* Attack once for each legal blow */
2125 while ((num++ < num_blow) && !p_ptr->is_dead)
2127 if (((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_DOKUBARI)) || (mode == HISSATSU_KYUSHO))
2131 if (p_ptr->migite && p_ptr->hidarite)
2135 if (mode == HISSATSU_3DAN)
2140 success_hit = one_in_(n);
2142 else if ((p_ptr->pclass == CLASS_NINJA) && ((backstab || fuiuchi) && !(r_ptr->flagsr & RFR_RES_ALL))) success_hit = TRUE;
2143 else success_hit = test_hit_norm(chance, r_ptr->ac, m_ptr->ml);
2145 if (mode == HISSATSU_MAJIN)
2148 success_hit = FALSE;
2154 int vorpal_chance = ((o_ptr->name1 == ART_VORPAL_BLADE) || (o_ptr->name1 == ART_CHAINSWORD)) ? 2 : 4;
2161 if (backstab) msg_format("¤¢¤Ê¤¿¤ÏÎä¹ó¤Ë¤â̲¤Ã¤Æ¤¤¤ë̵ÎϤÊ%s¤òÆͤ»É¤·¤¿¡ª", m_name);
2162 else if (fuiuchi) msg_format("ÉÔ°Õ¤òÆͤ¤¤Æ%s¤Ë¶¯Îõ¤Ê°ì·â¤ò¶ô¤é¤ï¤»¤¿¡ª", m_name);
2163 else if (stab_fleeing) msg_format("ƨ¤²¤ë%s¤òÇØÃ椫¤éÆͤ»É¤·¤¿¡ª", m_name);
2164 else if (!monk_attack) msg_format("%s¤ò¹¶·â¤·¤¿¡£", m_name);
2166 if (backstab) msg_format("You cruelly stab the helpless, sleeping %s!", m_name);
2167 else if (fuiuchi) msg_format("You make surprise attack, and hit %s with a powerful blow!", m_name);
2168 else if (stab_fleeing) msg_format("You backstab the fleeing %s!", m_name);
2169 else if (!monk_attack) msg_format("You hit %s.", m_name);
2172 /* Hack -- bare hands do one damage */
2175 object_flags(o_ptr, flgs);
2177 /* Select a chaotic effect (50% chance) */
2178 if ((have_flag(flgs, TR_CHAOTIC)) && one_in_(2))
2181 chg_virtue(V_CHANCE, 1);
2183 if (randint1(5) < 3)
2185 /* Vampiric (20%) */
2188 else if (one_in_(250))
2193 else if (!one_in_(10))
2195 /* Confusion (26.892%) */
2198 else if (one_in_(2))
2200 /* Teleport away (1.494%) */
2205 /* Polymorph (1.494%) */
2210 /* Vampiric drain */
2211 if ((have_flag(flgs, TR_VAMPIRIC)) || (chaos_effect == 1) || (mode == HISSATSU_DRAIN) || hex_spelling(HEX_VAMP_BLADE))
2213 /* Only drain "living" monsters */
2214 if (monster_living(r_ptr))
2220 if ((have_flag(flgs, TR_VORPAL) || hex_spelling(HEX_RUNESWORD)) && (randint1(vorpal_chance*3/2) == 1) && !zantetsu_mukou)
2222 else vorpal_cut = FALSE;
2226 int special_effect = 0, stun_effect = 0, times = 0, max_times;
2228 martial_arts *ma_ptr = &ma_blows[0], *old_ptr = &ma_blows[0];
2229 int resist_stun = 0;
2232 if (r_ptr->flags1 & RF1_UNIQUE) resist_stun += 88;
2233 if (r_ptr->flags3 & RF3_NO_STUN) resist_stun += 66;
2234 if (r_ptr->flags3 & RF3_NO_CONF) resist_stun += 33;
2235 if (r_ptr->flags3 & RF3_NO_SLEEP) resist_stun += 33;
2236 if ((r_ptr->flags3 & RF3_UNDEAD) || (r_ptr->flags3 & RF3_NONLIVING))
2239 if (p_ptr->special_defense & KAMAE_BYAKKO)
2240 max_times = (p_ptr->lev < 3 ? 1 : p_ptr->lev / 3);
2241 else if (p_ptr->special_defense & KAMAE_SUZAKU)
2243 else if (p_ptr->special_defense & KAMAE_GENBU)
2246 max_times = (p_ptr->lev < 7 ? 1 : p_ptr->lev / 7);
2247 /* Attempt 'times' */
2248 for (times = 0; times < max_times; times++)
2252 ma_ptr = &ma_blows[randint0(MAX_MA)];
2253 if ((p_ptr->pclass == CLASS_FORCETRAINER) && (ma_ptr->min_level > 1)) min_level = ma_ptr->min_level + 3;
2254 else min_level = ma_ptr->min_level;
2256 while ((min_level > p_ptr->lev) ||
2257 (randint1(p_ptr->lev) < ma_ptr->chance));
2259 /* keep the highest level attack available we found */
2260 if ((ma_ptr->min_level > old_ptr->min_level) &&
2261 !p_ptr->stun && !p_ptr->confused)
2265 if (p_ptr->wizard && cheat_xtra)
2268 msg_print("¹¶·â¤òºÆÁªÂò¤·¤Þ¤·¤¿¡£");
2270 msg_print("Attack re-selected.");
2280 if (p_ptr->pclass == CLASS_FORCETRAINER) min_level = MAX(1, ma_ptr->min_level - 3);
2281 else min_level = ma_ptr->min_level;
2282 k = damroll(ma_ptr->dd + p_ptr->to_dd[hand], ma_ptr->ds + p_ptr->to_ds[hand]);
2283 if (p_ptr->special_attack & ATTACK_SUIKEN) k *= 2;
2285 if (ma_ptr->effect == MA_KNEE)
2287 if (r_ptr->flags1 & RF1_MALE)
2290 msg_format("%s¤Ë¶âŪɨ½³¤ê¤ò¤¯¤é¤ï¤·¤¿¡ª", m_name);
2292 msg_format("You hit %s in the groin with your knee!", m_name);
2296 special_effect = MA_KNEE;
2299 msg_format(ma_ptr->desc, m_name);
2302 else if (ma_ptr->effect == MA_SLOW)
2304 if (!((r_ptr->flags1 & RF1_NEVER_MOVE) ||
2305 my_strchr("~#{}.UjmeEv$,DdsbBFIJQSXclnw!=?", r_ptr->d_char)))
2308 msg_format("%s¤Î¼ó¤Ë´ØÀá½³¤ê¤ò¤¯¤é¤ï¤·¤¿¡ª", m_name);
2310 msg_format("You kick %s in the ankle.", m_name);
2313 special_effect = MA_SLOW;
2315 else msg_format(ma_ptr->desc, m_name);
2321 stun_effect = (ma_ptr->effect / 2) + randint1(ma_ptr->effect / 2);
2324 msg_format(ma_ptr->desc, m_name);
2327 if (p_ptr->special_defense & KAMAE_SUZAKU) weight = 4;
2328 if ((p_ptr->pclass == CLASS_FORCETRAINER) && (p_ptr->magic_num1[0]))
2330 weight += (p_ptr->magic_num1[0]/30);
2331 if (weight > 20) weight = 20;
2334 k = critical_norm(p_ptr->lev * weight, min_level, k, p_ptr->to_h[0], 0);
2336 if ((special_effect == MA_KNEE) && ((k + p_ptr->to_d[hand]) < m_ptr->hp))
2339 msg_format("%^s¤Ï¶ìÄˤˤ¦¤á¤¤¤Æ¤¤¤ë¡ª", m_name);
2341 msg_format("%^s moans in agony!", m_name);
2344 stun_effect = 7 + randint1(13);
2348 else if ((special_effect == MA_SLOW) && ((k + p_ptr->to_d[hand]) < m_ptr->hp))
2350 if (!(r_ptr->flags1 & RF1_UNIQUE) &&
2351 (randint1(p_ptr->lev) > r_ptr->level) &&
2355 msg_format("%^s¤Ï¤ò¤Ò¤¤º¤ê»Ï¤á¤¿¡£", m_name);
2357 msg_format("%^s starts limping slower.", m_name);
2360 m_ptr->mspeed -= 10;
2364 if (stun_effect && ((k + p_ptr->to_d[hand]) < m_ptr->hp))
2366 if (p_ptr->lev > randint1(r_ptr->level + resist_stun + 10))
2368 if (set_monster_stunned(c_ptr->m_idx, stun_effect + MON_STUNNED(m_ptr)))
2371 msg_format("%^s¤Ï¥Õ¥é¥Õ¥é¤Ë¤Ê¤Ã¤¿¡£", m_name);
2373 msg_format("%^s is stunned.", m_name);
2379 msg_format("%^s¤Ï¤µ¤é¤Ë¥Õ¥é¥Õ¥é¤Ë¤Ê¤Ã¤¿¡£", m_name);
2381 msg_format("%^s is more stunned.", m_name);
2388 /* Handle normal weapon */
2389 else if (o_ptr->k_idx)
2391 k = damroll(o_ptr->dd + p_ptr->to_dd[hand], o_ptr->ds + p_ptr->to_ds[hand]);
2392 k = tot_dam_aux(o_ptr, k, m_ptr, mode, FALSE);
2396 k *= (3 + (p_ptr->lev / 20));
2400 k = k*(5+(p_ptr->lev*2/25))/2;
2402 else if (stab_fleeing)
2407 if ((p_ptr->impact[hand] && ((k > 50) || one_in_(7))) ||
2408 (chaos_effect == 2) || (mode == HISSATSU_QUAKE))
2413 if ((!(o_ptr->tval == TV_SWORD) || !(o_ptr->sval == SV_DOKUBARI)) && !(mode == HISSATSU_KYUSHO))
2414 k = critical_norm(o_ptr->weight, o_ptr->to_h, k, p_ptr->to_h[hand], mode);
2422 if ((o_ptr->name1 == ART_CHAINSWORD) && !one_in_(2))
2424 char chainsword_noise[1024];
2426 if (!get_rnd_line("chainswd_j.txt", 0, chainsword_noise))
2428 if (!get_rnd_line("chainswd.txt", 0, chainsword_noise))
2431 msg_print(chainsword_noise);
2435 if (o_ptr->name1 == ART_VORPAL_BLADE)
2438 msg_print("Ìܤˤâ»ß¤Þ¤é¤Ì¥ô¥©¡¼¥Ñ¥ë¥Ö¥ì¡¼¥É¡¢¼êÏ£¤ÎÁá¶È¡ª");
2440 msg_print("Your Vorpal Blade goes snicker-snack!");
2446 msg_format("%s¤ò¥°¥Ã¥µ¥êÀÚ¤êÎö¤¤¤¿¡ª", m_name);
2448 msg_format("Your weapon cuts deep into %s!", m_name);
2452 /* Try to increase the damage */
2453 while (one_in_(vorpal_chance))
2461 if (((r_ptr->flagsr & RFR_RES_ALL) ? k/100 : k) > m_ptr->hp)
2464 msg_format("%s¤ò¿¿¤ÃÆó¤Ä¤Ë¤·¤¿¡ª", m_name);
2466 msg_format("You cut %s in half!", m_name);
2474 case 2: msg_format("%s¤ò»Â¤Ã¤¿¡ª", m_name); break;
2475 case 3: msg_format("%s¤ò¤Ö¤Ã¤¿»Â¤Ã¤¿¡ª", m_name); break;
2476 case 4: msg_format("%s¤ò¥á¥Ã¥¿»Â¤ê¤Ë¤·¤¿¡ª", m_name); break;
2477 case 5: msg_format("%s¤ò¥á¥Ã¥¿¥á¥¿¤Ë»Â¤Ã¤¿¡ª", m_name); break;
2478 case 6: msg_format("%s¤ò»É¿È¤Ë¤·¤¿¡ª", m_name); break;
2479 case 7: msg_format("%s¤ò»Â¤Ã¤Æ»Â¤Ã¤Æ»Â¤ê¤Þ¤¯¤Ã¤¿¡ª", m_name); break;
2480 default: msg_format("%s¤òºÙÀÚ¤ì¤Ë¤·¤¿¡ª", m_name); break;
2482 case 2: msg_format("You gouge %s!", m_name); break;
2483 case 3: msg_format("You maim %s!", m_name); break;
2484 case 4: msg_format("You carve %s!", m_name); break;
2485 case 5: msg_format("You cleave %s!", m_name); break;
2486 case 6: msg_format("You smite %s!", m_name); break;
2487 case 7: msg_format("You eviscerate %s!", m_name); break;
2488 default: msg_format("You shred %s!", m_name); break;
2492 drain_result = drain_result * 3 / 2;
2496 drain_result += o_ptr->to_d;
2499 /* Apply the player damage bonuses */
2500 k += p_ptr->to_d[hand];
2501 drain_result += p_ptr->to_d[hand];
2503 if ((mode == HISSATSU_SUTEMI) || (mode == HISSATSU_3DAN)) k *= 2;
2504 if ((mode == HISSATSU_SEKIRYUKA) && !monster_living(r_ptr)) k = 0;
2505 if ((mode == HISSATSU_SEKIRYUKA) && !p_ptr->cut) k /= 2;
2507 /* No negative damage */
2510 if ((mode == HISSATSU_ZANMA) && !(!monster_living(r_ptr) && (r_ptr->flags3 & RF3_EVIL)))
2518 msg_print("¤³¤ó¤ÊÆð¤é¤«¤¤¤â¤Î¤ÏÀÚ¤ì¤ó¡ª");
2520 msg_print("You cannot cut such a elastic thing!");
2528 msg_print("ÃØéá¤Ï¶ì¼ê¤À¡ª");
2530 msg_print("Spiders are difficult for you to deal with!");
2535 if (mode == HISSATSU_MINEUCHI)
2537 int tmp = (10 + randint1(15) + p_ptr->lev / 5);
2540 anger_monster(m_ptr);
2542 if (!(r_ptr->flags3 & (RF3_NO_STUN)))
2545 if (MON_STUNNED(m_ptr))
2548 msg_format("%s¤Ï¤Ò¤É¤¯¤â¤¦¤í¤¦¤È¤·¤¿¡£", m_name);
2550 msg_format("%s is more dazed.", m_name);
2558 msg_format("%s ¤Ï¤â¤¦¤í¤¦¤È¤·¤¿¡£", m_name);
2560 msg_format("%s is dazed.", m_name);
2565 (void)set_monster_stunned(c_ptr->m_idx, MON_STUNNED(m_ptr) + tmp);
2570 msg_format("%s ¤Ë¤Ï¸ú²Ì¤¬¤Ê¤«¤Ã¤¿¡£", m_name);
2572 msg_format("%s is not effected.", m_name);
2577 /* Modify the damage */
2578 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))));
2579 if (((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_DOKUBARI)) || (mode == HISSATSU_KYUSHO))
2581 if ((randint1(randint1(r_ptr->level/7)+5) == 1) && !(r_ptr->flags1 & RF1_UNIQUE) && !(r_ptr->flags7 & RF7_UNIQUE2))
2585 msg_format("%s¤ÎµÞ½ê¤òÆͤ»É¤·¤¿¡ª", m_name);
2587 msg_format("You hit %s on a fatal spot!", m_name);
2592 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)))
2594 int maxhp = maxroll(r_ptr->hdice, r_ptr->hside);
2595 if (one_in_(backstab ? 13 : (stab_fleeing || fuiuchi) ? 15 : 27))
2600 msg_format("¿Ï¤¬%s¤Ë¿¼¡¹¤ÈÆͤ»É¤µ¤Ã¤¿¡ª", m_name);
2602 msg_format("You critically injured %s!", m_name);
2605 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)))
2607 if ((r_ptr->flags1 & RF1_UNIQUE) || (r_ptr->flags7 & RF7_UNIQUE2) || (m_ptr->hp >= maxhp/2))
2609 k = MAX(k*5, m_ptr->hp/2);
2612 msg_format("%s¤ËÃ×Ì¿½ý¤òÉé¤ï¤»¤¿¡ª", m_name);
2614 msg_format("You fatally injured %s!", m_name);
2621 msg_format("¿Ï¤¬%s¤ÎµÞ½ê¤ò´Ó¤¤¤¿¡ª", m_name);
2623 msg_format("You hit %s on a fatal spot!", m_name);
2629 /* Complex message */
2630 if (p_ptr->wizard || cheat_xtra)
2633 msg_format("%d/%d ¤Î¥À¥á¡¼¥¸¤òÍ¿¤¨¤¿¡£", k, m_ptr->hp);
2635 msg_format("You do %d (out of %d) damage.", k, m_ptr->hp);
2639 if (k <= 0) can_drain = FALSE;
2641 if (drain_result > m_ptr->hp)
2642 drain_result = m_ptr->hp;
2644 /* Damage, check for fear and death */
2645 if (mon_take_hit(c_ptr->m_idx, k, fear, NULL))
2648 if ((p_ptr->pclass == CLASS_BERSERKER) && energy_use)
2650 if (p_ptr->migite && p_ptr->hidarite)
2652 if (hand) energy_use = energy_use*3/5+energy_use*num*2/(p_ptr->num_blow[hand]*5);
2653 else energy_use = energy_use*num*3/(p_ptr->num_blow[hand]*5);
2657 energy_use = energy_use*num/p_ptr->num_blow[hand];
2660 if ((o_ptr->name1 == ART_ZANTETSU) && is_lowlevel)
2662 msg_print("¤Þ¤¿¤Ä¤Þ¤é¤Ì¤â¤Î¤ò»Â¤Ã¤Æ¤·¤Þ¤Ã¤¿¡¥¡¥¡¥");
2664 msg_print("Sigh... Another trifling thing I've cut....");
2669 /* Anger the monster */
2670 if (k > 0) anger_monster(m_ptr);
2672 touch_zap_player(m_ptr);
2674 /* Are we draining it? A little note: If the monster is
2675 dead, the drain does not work... */
2677 if (can_drain && (drain_result > 0))
2679 if (o_ptr->name1 == ART_MURAMASA)
2683 int to_h = o_ptr->to_h;
2684 int to_d = o_ptr->to_d;
2688 for (i = 0; i < to_h + 3; i++) if (one_in_(4)) flag = 0;
2692 for (i = 0; i < to_d + 3; i++) if (one_in_(4)) flag = 0;
2695 if (o_ptr->to_h != to_h || o_ptr->to_d != to_d)
2698 msg_print("ÍÅÅá¤Ï·ì¤òµÛ¤Ã¤Æ¶¯¤¯¤Ê¤Ã¤¿¡ª");
2700 msg_print("Muramasa sucked blood, and became more powerful!");
2709 if (drain_result > 5) /* Did we really hurt it? */
2711 drain_heal = damroll(2, drain_result / 6);
2714 if (hex_spelling(HEX_VAMP_BLADE)) drain_heal *= 2;
2719 msg_format("Draining left: %d", drain_left);
2721 msg_format("Draining left: %d", drain_left);
2728 if (drain_heal < drain_left)
2730 drain_left -= drain_heal;
2734 drain_heal = drain_left;
2741 msg_format("¿Ï¤¬%s¤«¤éÀ¸Ì¿ÎϤòµÛ¤¤¼è¤Ã¤¿¡ª", m_name);
2743 msg_format("Your weapon drains life from %s!", m_name);
2749 drain_heal = (drain_heal * mutant_regenerate_mod) / 100;
2751 hp_player(drain_heal);
2752 /* We get to keep some of it! */
2756 m_ptr->maxhp -= (k+7)/8;
2757 if (m_ptr->hp > m_ptr->maxhp) m_ptr->hp = m_ptr->maxhp;
2758 if (m_ptr->maxhp < 1) m_ptr->maxhp = 1;
2764 /* Confusion attack */
2765 if ((p_ptr->special_attack & ATTACK_CONFUSE) || (chaos_effect == 3) || (mode == HISSATSU_CONF) || hex_spelling(HEX_CONFUSION))
2767 /* Cancel glowing hands */
2768 if (p_ptr->special_attack & ATTACK_CONFUSE)
2770 p_ptr->special_attack &= ~(ATTACK_CONFUSE);
2772 msg_print("¼ê¤Îµ±¤¤¬¤Ê¤¯¤Ê¤Ã¤¿¡£");
2774 msg_print("Your hands stop glowing.");
2776 p_ptr->redraw |= (PR_STATUS);
2780 /* Confuse the monster */
2781 if (r_ptr->flags3 & RF3_NO_CONF)
2783 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags3 |= RF3_NO_CONF;
2786 msg_format("%^s¤Ë¤Ï¸ú²Ì¤¬¤Ê¤«¤Ã¤¿¡£", m_name);
2788 msg_format("%^s is unaffected.", m_name);
2792 else if (randint0(100) < r_ptr->level)
2795 msg_format("%^s¤Ë¤Ï¸ú²Ì¤¬¤Ê¤«¤Ã¤¿¡£", m_name);
2797 msg_format("%^s is unaffected.", m_name);
2804 msg_format("%^s¤Ïº®Í𤷤¿¤è¤¦¤À¡£", m_name);
2806 msg_format("%^s appears confused.", m_name);
2809 (void)set_monster_confused(c_ptr->m_idx, MON_CONFUSED(m_ptr) + 10 + randint0(p_ptr->lev) / 5);
2813 else if (chaos_effect == 4)
2815 bool resists_tele = FALSE;
2817 if (r_ptr->flagsr & RFR_RES_TELE)
2819 if (r_ptr->flags1 & RF1_UNIQUE)
2821 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flagsr |= RFR_RES_TELE;
2823 msg_format("%^s¤Ë¤Ï¸ú²Ì¤¬¤Ê¤«¤Ã¤¿¡£", m_name);
2825 msg_format("%^s is unaffected!", m_name);
2828 resists_tele = TRUE;
2830 else if (r_ptr->level > randint1(100))
2832 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flagsr |= RFR_RES_TELE;
2834 msg_format("%^s¤ÏÄñ¹³ÎϤò»ý¤Ã¤Æ¤¤¤ë¡ª", m_name);
2836 msg_format("%^s resists!", m_name);
2839 resists_tele = TRUE;
2846 msg_format("%^s¤Ï¾Ã¤¨¤¿¡ª", m_name);
2848 msg_format("%^s disappears!", m_name);
2851 teleport_away(c_ptr->m_idx, 50, TELEPORT_PASSIVE);
2852 num = num_blow + 1; /* Can't hit it anymore! */
2857 else if ((chaos_effect == 5) && (randint1(90) > r_ptr->level))
2859 if (!(r_ptr->flags1 & (RF1_UNIQUE | RF1_QUESTOR)) &&
2860 !(r_ptr->flagsr & RFR_EFF_RES_CHAO_MASK))
2862 if (polymorph_monster(y, x))
2865 msg_format("%^s¤ÏÊѲ½¤·¤¿¡ª", m_name);
2867 msg_format("%^s changes!", m_name);
2876 msg_format("%^s¤Ë¤Ï¸ú²Ì¤¬¤Ê¤«¤Ã¤¿¡£", m_name);
2878 msg_format("%^s is unaffected.", m_name);
2882 /* Hack -- Get new monster */
2883 m_ptr = &m_list[c_ptr->m_idx];
2885 /* Oops, we need a different name... */
2886 monster_desc(m_name, m_ptr, 0);
2888 /* Hack -- Get new race */
2889 r_ptr = &r_info[m_ptr->r_idx];
2892 else if (o_ptr->name1 == ART_G_HAMMER)
2894 monster_type *m_ptr = &m_list[c_ptr->m_idx];
2896 if (m_ptr->hold_o_idx)
2898 object_type *q_ptr = &o_list[m_ptr->hold_o_idx];
2899 char o_name[MAX_NLEN];
2901 object_desc(o_name, q_ptr, OD_NAME_ONLY);
2902 q_ptr->held_m_idx = 0;
2903 q_ptr->marked = OM_TOUCHED;
2904 m_ptr->hold_o_idx = q_ptr->next_o_idx;
2905 q_ptr->next_o_idx = 0;
2907 msg_format("%s¤òÃ¥¤Ã¤¿¡£", o_name);
2909 msg_format("You snatched %s.", o_name);
2919 backstab = FALSE; /* Clumsy! */
2920 fuiuchi = FALSE; /* Clumsy! */
2922 if ((o_ptr->tval == TV_POLEARM) && (o_ptr->sval == SV_DEATH_SCYTHE) && one_in_(3))
2924 u32b flgs[TR_FLAG_SIZE];
2931 msg_format("¥ß¥¹¡ª %s¤Ë¤«¤ï¤µ¤ì¤¿¡£", m_name);
2933 msg_format("You miss %s.", m_name);
2937 msg_print("¿¶¤ê²ó¤·¤¿Âç³ù¤¬¼«Ê¬¼«¿È¤ËÊ֤äƤ¤¿¡ª");
2939 msg_print("Your scythe returns to you!");
2942 /* Extract the flags */
2943 object_flags(o_ptr, flgs);
2945 k = damroll(o_ptr->dd + p_ptr->to_dd[hand], o_ptr->ds + p_ptr->to_ds[hand]);
2948 switch (p_ptr->mimic_form)
2951 switch (p_ptr->prace)
2958 case RACE_BARBARIAN:
2962 case RACE_HALF_TROLL:
2963 case RACE_HALF_OGRE:
2964 case RACE_HALF_GIANT:
2965 case RACE_HALF_TITAN:
2973 case RACE_DRACONIAN:
2980 case MIMIC_DEMON_LORD:
2987 if (p_ptr->align < 0 && mult < 20)
2989 if (!(p_ptr->resist_acid || IS_OPPOSE_ACID() || p_ptr->immune_acid) && (mult < 25))
2991 if (!(p_ptr->resist_elec || IS_OPPOSE_ELEC() || p_ptr->immune_elec) && (mult < 25))
2993 if (!(p_ptr->resist_fire || IS_OPPOSE_FIRE() || p_ptr->immune_fire) && (mult < 25))
2995 if (!(p_ptr->resist_cold || IS_OPPOSE_COLD() || p_ptr->immune_cold) && (mult < 25))
2997 if (!(p_ptr->resist_pois || IS_OPPOSE_POIS()) && (mult < 25))
3000 if ((p_ptr->pclass != CLASS_SAMURAI) && (have_flag(flgs, TR_FORCE_WEAPON)) && (p_ptr->csp > (p_ptr->msp / 30)))
3002 p_ptr->csp -= (1+(p_ptr->msp / 30));
3003 p_ptr->redraw |= (PR_MANA);
3004 mult = mult * 3 / 2 + 20;
3010 k = critical_norm(o_ptr->weight, o_ptr->to_h, k, p_ptr->to_h[hand], mode);
3015 msg_format("¥°¥Ã¥µ¥êÀÚ¤êÎö¤«¤ì¤¿¡ª");
3017 msg_format("Your weapon cuts deep into yourself!");
3019 /* Try to increase the damage */
3027 k += (p_ptr->to_d[hand] + o_ptr->to_d);
3032 take_hit(DAMAGE_FORCE, k, "»à¤ÎÂç³ù", -1);
3034 take_hit(DAMAGE_FORCE, k, "Death scythe", -1);
3046 msg_format("¥ß¥¹¡ª %s¤Ë¤«¤ï¤µ¤ì¤¿¡£", m_name);
3048 msg_format("You miss %s.", m_name);
3057 if (weak && !(*mdeath))
3060 msg_format("%s¤Ï¼å¤¯¤Ê¤Ã¤¿¤è¤¦¤À¡£", m_name);
3062 msg_format("%^s seems weakened.", m_name);
3065 if (drain_left != MAX_VAMPIRIC_DRAIN)
3069 chg_virtue(V_UNLIFE, 1);
3072 /* Mega-Hack -- apply earthquake brand */
3075 earthquake(py, px, 10);
3076 if (!cave[y][x].m_idx) *mdeath = TRUE;
3080 bool py_attack(int y, int x, int mode)
3083 bool mdeath = FALSE;
3084 bool stormbringer = FALSE;
3086 cave_type *c_ptr = &cave[y][x];
3087 monster_type *m_ptr = &m_list[c_ptr->m_idx];
3088 monster_race *r_ptr = &r_info[m_ptr->r_idx];
3091 /* Disturb the player */
3096 if (!p_ptr->migite && !p_ptr->hidarite &&
3097 !(p_ptr->muta2 & (MUT2_HORNS | MUT2_BEAK | MUT2_SCOR_TAIL | MUT2_TRUNK | MUT2_TENTACLES)))
3100 msg_format("%s¹¶·â¤Ç¤¤Ê¤¤¡£", (empty_hands(FALSE) == EMPTY_HAND_NONE) ? "ξ¼ê¤¬¤Õ¤µ¤¬¤Ã¤Æ" : "");
3102 msg_print("You cannot do attacking.");
3107 /* Extract monster name (or "it") */
3108 monster_desc(m_name, m_ptr, 0);
3112 /* Auto-Recall if possible and visible */
3113 if (!p_ptr->image) monster_race_track(m_ptr->ap_r_idx);
3115 /* Track a new monster */
3116 health_track(c_ptr->m_idx);
3119 if ((r_ptr->flags1 & RF1_FEMALE) &&
3120 !(p_ptr->stun || p_ptr->confused || p_ptr->image || !m_ptr->ml))
3122 if ((inventory[INVEN_RARM].name1 == ART_ZANTETSU) || (inventory[INVEN_LARM].name1 == ART_ZANTETSU))
3125 msg_print("ÀÛ¼Ô¡¢¤ª¤Ê¤´¤Ï»Â¤ì¤Ì¡ª");
3127 msg_print("I can not attack women!");
3133 if (d_info[dungeon_type].flags1 & DF1_NO_MELEE)
3136 msg_print("¤Ê¤¼¤«¹¶·â¤¹¤ë¤³¤È¤¬¤Ç¤¤Ê¤¤¡£");
3138 msg_print("Something prevent you from attacking.");
3143 /* Stop if friendly */
3144 if (!is_hostile(m_ptr) &&
3145 !(p_ptr->stun || p_ptr->confused || p_ptr->image ||
3146 p_ptr->shero || !m_ptr->ml))
3148 if (inventory[INVEN_RARM].name1 == ART_STORMBRINGER) stormbringer = TRUE;
3149 if (inventory[INVEN_LARM].name1 == ART_STORMBRINGER) stormbringer = TRUE;
3153 msg_format("¹õ¤¤¿Ï¤Ï¶¯ÍߤË%s¤ò¹¶·â¤·¤¿¡ª", m_name);
3155 msg_format("Your black blade greedily attacks %s!", m_name);
3157 chg_virtue(V_INDIVIDUALISM, 1);
3158 chg_virtue(V_HONOUR, -1);
3159 chg_virtue(V_JUSTICE, -1);
3160 chg_virtue(V_COMPASSION, -1);
3162 else if (p_ptr->pclass != CLASS_BERSERKER)
3165 if (get_check("ËÜÅö¤Ë¹¶·â¤·¤Þ¤¹¤«¡©"))
3167 if (get_check("Really hit it? "))
3170 chg_virtue(V_INDIVIDUALISM, 1);
3171 chg_virtue(V_HONOUR, -1);
3172 chg_virtue(V_JUSTICE, -1);
3173 chg_virtue(V_COMPASSION, -1);
3178 msg_format("%s¤ò¹¶·â¤¹¤ë¤Î¤ò»ß¤á¤¿¡£", m_name);
3180 msg_format("You stop to avoid hitting %s.", m_name);
3188 /* Handle player fear */
3194 msg_format("¶²¤¯¤Æ%s¤ò¹¶·â¤Ç¤¤Ê¤¤¡ª", m_name);
3196 msg_format("You are too afraid to attack %s!", m_name);
3201 msg_format ("¤½¤Ã¤Á¤Ë¤Ï²¿¤«¶²¤¤¤â¤Î¤¬¤¤¤ë¡ª");
3203 msg_format ("There is something scary in your way!");
3206 /* Disturb the monster */
3207 (void)set_monster_csleep(c_ptr->m_idx, 0);
3213 if (MON_CSLEEP(m_ptr)) /* It is not honorable etc to attack helpless victims */
3215 if (!(r_ptr->flags3 & RF3_EVIL) || one_in_(5)) chg_virtue(V_COMPASSION, -1);
3216 if (!(r_ptr->flags3 & RF3_EVIL) || one_in_(5)) chg_virtue(V_HONOUR, -1);
3219 if (p_ptr->migite && p_ptr->hidarite)
3221 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))
3223 if (p_ptr->skill_exp[GINOU_NITOURYU] < WEAPON_EXP_BEGINNER)
3224 p_ptr->skill_exp[GINOU_NITOURYU] += 80;
3225 else if(p_ptr->skill_exp[GINOU_NITOURYU] < WEAPON_EXP_SKILLED)
3226 p_ptr->skill_exp[GINOU_NITOURYU] += 4;
3227 else if(p_ptr->skill_exp[GINOU_NITOURYU] < WEAPON_EXP_EXPERT)
3228 p_ptr->skill_exp[GINOU_NITOURYU] += 1;
3229 else if(p_ptr->skill_exp[GINOU_NITOURYU] < WEAPON_EXP_MASTER)
3230 if (one_in_(3)) p_ptr->skill_exp[GINOU_NITOURYU] += 1;
3231 p_ptr->update |= (PU_BONUS);
3235 /* Gain riding experience */
3238 int cur = p_ptr->skill_exp[GINOU_RIDING];
3239 int max = s_info[p_ptr->pclass].s_max[GINOU_RIDING];
3243 int ridinglevel = r_info[m_list[p_ptr->riding].r_idx].level;
3244 int targetlevel = r_ptr->level;
3247 if ((cur / 200 - 5) < targetlevel)
3250 /* Extra experience */
3251 if ((cur / 100) < ridinglevel)
3253 if ((cur / 100 + 15) < ridinglevel)
3254 inc += 1 + (ridinglevel - (cur / 100 + 15));
3259 p_ptr->skill_exp[GINOU_RIDING] = MIN(max, cur + inc);
3261 p_ptr->update |= (PU_BONUS);
3265 riding_t_m_idx = c_ptr->m_idx;
3266 if (p_ptr->migite) py_attack_aux(y, x, &fear, &mdeath, 0, mode);
3267 if (p_ptr->hidarite && !mdeath) py_attack_aux(y, x, &fear, &mdeath, 1, mode);
3269 /* Mutations which yield extra 'natural' attacks */
3272 if ((p_ptr->muta2 & MUT2_HORNS) && !mdeath)
3273 natural_attack(c_ptr->m_idx, MUT2_HORNS, &fear, &mdeath);
3274 if ((p_ptr->muta2 & MUT2_BEAK) && !mdeath)
3275 natural_attack(c_ptr->m_idx, MUT2_BEAK, &fear, &mdeath);
3276 if ((p_ptr->muta2 & MUT2_SCOR_TAIL) && !mdeath)
3277 natural_attack(c_ptr->m_idx, MUT2_SCOR_TAIL, &fear, &mdeath);
3278 if ((p_ptr->muta2 & MUT2_TRUNK) && !mdeath)
3279 natural_attack(c_ptr->m_idx, MUT2_TRUNK, &fear, &mdeath);
3280 if ((p_ptr->muta2 & MUT2_TENTACLES) && !mdeath)
3281 natural_attack(c_ptr->m_idx, MUT2_TENTACLES, &fear, &mdeath);
3284 /* Hack -- delay fear messages */
3285 if (fear && m_ptr->ml && !mdeath)
3292 msg_format("%^s¤Ï¶²Éݤ·¤Æƨ¤²½Ð¤·¤¿¡ª", m_name);
3294 msg_format("%^s flees in terror!", m_name);
3299 if ((p_ptr->special_defense & KATA_IAI) && ((mode != HISSATSU_IAI) || mdeath))
3301 set_action(ACTION_NONE);
3308 bool pattern_seq(int c_y, int c_x, int n_y, int n_x)
3310 feature_type *cur_f_ptr = &f_info[cave[c_y][c_x].feat];
3311 feature_type *new_f_ptr = &f_info[cave[n_y][n_x].feat];
3312 bool is_pattern_tile_cur = have_flag(cur_f_ptr->flags, FF_PATTERN);
3313 bool is_pattern_tile_new = have_flag(new_f_ptr->flags, FF_PATTERN);
3314 int pattern_type_cur, pattern_type_new;
3316 if (!is_pattern_tile_cur && !is_pattern_tile_new) return TRUE;
3318 pattern_type_cur = is_pattern_tile_cur ? cur_f_ptr->subtype : NOT_PATTERN_TILE;
3319 pattern_type_new = is_pattern_tile_new ? new_f_ptr->subtype : NOT_PATTERN_TILE;
3321 if (pattern_type_new == PATTERN_TILE_START)
3323 if (!is_pattern_tile_cur && !p_ptr->confused && !p_ptr->stun && !p_ptr->image)
3326 if (get_check("¥Ñ¥¿¡¼¥ó¤Î¾å¤òÊ⤻Ϥá¤ë¤È¡¢Á´¤Æ¤òÊ⤫¤Ê¤±¤ì¤Ð¤Ê¤ê¤Þ¤»¤ó¡£¤¤¤¤¤Ç¤¹¤«¡©"))
3328 if (get_check("If you start walking the Pattern, you must walk the whole way. Ok? "))
3337 else if ((pattern_type_new == PATTERN_TILE_OLD) ||
3338 (pattern_type_new == PATTERN_TILE_END) ||
3339 (pattern_type_new == PATTERN_TILE_WRECKED))
3341 if (is_pattern_tile_cur)
3348 msg_print("¥Ñ¥¿¡¼¥ó¤Î¾å¤òÊ⤯¤Ë¤Ï¥¹¥¿¡¼¥ÈÃÏÅÀ¤«¤éÊ⤻Ϥá¤Ê¤¯¤Æ¤Ï¤Ê¤ê¤Þ¤»¤ó¡£");
3350 msg_print("You must start walking the Pattern from the startpoint.");
3356 else if ((pattern_type_new == PATTERN_TILE_TELEPORT) ||
3357 (pattern_type_cur == PATTERN_TILE_TELEPORT))
3361 else if (pattern_type_cur == PATTERN_TILE_START)
3363 if (is_pattern_tile_new)
3368 msg_print("¥Ñ¥¿¡¼¥ó¤Î¾å¤ÏÀµ¤·¤¤½ç½ø¤ÇÊ⤫¤Í¤Ð¤Ê¤ê¤Þ¤»¤ó¡£");
3370 msg_print("You must walk the Pattern in correct order.");
3376 else if ((pattern_type_cur == PATTERN_TILE_OLD) ||
3377 (pattern_type_cur == PATTERN_TILE_END) ||
3378 (pattern_type_cur == PATTERN_TILE_WRECKED))
3380 if (!is_pattern_tile_new)
3383 msg_print("¥Ñ¥¿¡¼¥ó¤òƧ¤ß³°¤·¤Æ¤Ï¤¤¤±¤Þ¤»¤ó¡£");
3385 msg_print("You may not step off from the Pattern.");
3397 if (!is_pattern_tile_cur)
3400 msg_print("¥Ñ¥¿¡¼¥ó¤Î¾å¤òÊ⤯¤Ë¤Ï¥¹¥¿¡¼¥ÈÃÏÅÀ¤«¤éÊ⤻Ϥá¤Ê¤¯¤Æ¤Ï¤Ê¤ê¤Þ¤»¤ó¡£");
3402 msg_print("You must start walking the Pattern from the startpoint.");
3409 byte ok_move = PATTERN_TILE_START;
3410 switch (pattern_type_cur)
3412 case PATTERN_TILE_1:
3413 ok_move = PATTERN_TILE_2;
3415 case PATTERN_TILE_2:
3416 ok_move = PATTERN_TILE_3;
3418 case PATTERN_TILE_3:
3419 ok_move = PATTERN_TILE_4;
3421 case PATTERN_TILE_4:
3422 ok_move = PATTERN_TILE_1;
3427 msg_format("¤ª¤«¤·¤Ê¥Ñ¥¿¡¼¥óÊâ¹Ô¡¢%d¡£", pattern_type_cur);
3429 msg_format("Funny Pattern walking, %d.", pattern_type_cur);
3432 return TRUE; /* Goof-up */
3435 if ((pattern_type_new == ok_move) ||
3436 (pattern_type_new == pattern_type_cur))
3440 if (!is_pattern_tile_new)
3442 msg_print("¥Ñ¥¿¡¼¥ó¤òƧ¤ß³°¤·¤Æ¤Ï¤¤¤±¤Þ¤»¤ó¡£");
3444 msg_print("You may not step off from the Pattern.");
3448 msg_print("¥Ñ¥¿¡¼¥ó¤Î¾å¤ÏÀµ¤·¤¤½ç½ø¤ÇÊ⤫¤Í¤Ð¤Ê¤ê¤Þ¤»¤ó¡£");
3450 msg_print("You must walk the Pattern in correct order.");
3460 bool player_can_enter(s16b feature, u16b mode)
3462 feature_type *f_ptr = &f_info[feature];
3464 if (p_ptr->riding) return monster_can_cross_terrain(feature, &r_info[m_list[p_ptr->riding].r_idx], mode | CEM_RIDING);
3467 if (have_flag(f_ptr->flags, FF_PATTERN))
3469 if (!(mode & CEM_P_CAN_ENTER_PATTERN)) return FALSE;
3473 if (have_flag(f_ptr->flags, FF_CAN_FLY) && p_ptr->levitation) return TRUE;
3474 if (have_flag(f_ptr->flags, FF_CAN_SWIM) && p_ptr->can_swim) return TRUE;
3475 if (have_flag(f_ptr->flags, FF_CAN_PASS) && p_ptr->pass_wall) return TRUE;
3477 if (!have_flag(f_ptr->flags, FF_MOVE)) return FALSE;
3486 bool move_player_effect(int ny, int nx, u32b mpe_mode)
3488 cave_type *c_ptr = &cave[ny][nx];
3489 feature_type *f_ptr = &f_info[c_ptr->feat];
3491 if (!(mpe_mode & MPE_STAYING))
3495 cave_type *oc_ptr = &cave[oy][ox];
3496 int om_idx = oc_ptr->m_idx;
3497 int nm_idx = c_ptr->m_idx;
3499 /* Move the player */
3503 /* Hack -- For moving monster or riding player's moving */
3504 if (!(mpe_mode & MPE_DONT_SWAP_MON))
3506 /* Swap two monsters */
3507 c_ptr->m_idx = om_idx;
3508 oc_ptr->m_idx = nm_idx;
3510 if (om_idx > 0) /* Monster on old spot (or p_ptr->riding) */
3512 monster_type *om_ptr = &m_list[om_idx];
3515 update_mon(om_idx, TRUE);
3518 if (nm_idx > 0) /* Monster on new spot */
3520 monster_type *nm_ptr = &m_list[nm_idx];
3523 update_mon(nm_idx, TRUE);
3527 /* Redraw old spot */
3530 /* Redraw new spot */
3533 /* Check for new panel (redraw map) */
3536 if (mpe_mode & MPE_FORGET_FLOW)
3540 /* Mega-Hack -- Forget the view */
3541 p_ptr->update |= (PU_UN_VIEW);
3544 p_ptr->redraw |= (PR_MAP);
3548 p_ptr->update |= (PU_VIEW | PU_LITE | PU_FLOW | PU_MON_LITE | PU_DISTANCE);
3551 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
3553 /* Remove "unsafe" flag */
3554 if ((!p_ptr->blind && !no_lite()) || !is_trap(c_ptr->feat)) c_ptr->info &= ~(CAVE_UNSAFE);
3556 /* For get everything when requested hehe I'm *NASTY* */
3557 if (dun_level && (d_info[dungeon_type].flags1 & DF1_FORGET)) wiz_dark();
3560 if (mpe_mode & MPE_HANDLE_STUFF) handle_stuff();
3562 if (p_ptr->pclass == CLASS_NINJA)
3564 if (c_ptr->info & (CAVE_GLOW)) set_superstealth(FALSE);
3565 else if (p_ptr->cur_lite <= 0) set_superstealth(TRUE);
3568 if ((p_ptr->action == ACTION_HAYAGAKE) &&
3569 (!have_flag(f_ptr->flags, FF_PROJECT) ||
3570 (!p_ptr->levitation && have_flag(f_ptr->flags, FF_DEEP))))
3573 msg_print("¤³¤³¤Ç¤ÏÁÇÁ᤯ư¤±¤Ê¤¤¡£");
3575 msg_print("You cannot run in here.");
3577 set_action(ACTION_NONE);
3581 if (mpe_mode & MPE_ENERGY_USE)
3583 if (music_singing(MUSIC_WALL))
3585 (void)project(0, 0, py, px, (60 + p_ptr->lev), GF_DISINTEGRATE,
3586 PROJECT_KILL | PROJECT_ITEM, -1);
3588 if (!player_bold(ny, nx) || p_ptr->is_dead || p_ptr->leaving) return FALSE;
3591 /* Spontaneous Searching */
3592 if ((p_ptr->skill_fos >= 50) || (0 == randint0(50 - p_ptr->skill_fos)))
3597 /* Continuous Searching */
3598 if (p_ptr->action == ACTION_SEARCH)
3604 /* Handle "objects" */
3605 if (!(mpe_mode & MPE_DONT_PICKUP))
3607 carry((mpe_mode & MPE_DO_PICKUP) ? TRUE : FALSE);
3610 /* Handle "store doors" */
3611 if (have_flag(f_ptr->flags, FF_STORE))
3617 /* Hack -- Enter store */
3618 command_new = SPECIAL_KEY_STORE;
3621 /* Handle "building doors" -KMW- */
3622 else if (have_flag(f_ptr->flags, FF_BLDG))
3628 /* Hack -- Enter building */
3629 command_new = SPECIAL_KEY_BUILDING;
3632 /* Handle quest areas -KMW- */
3633 else if (have_flag(f_ptr->flags, FF_QUEST_ENTER))
3639 /* Hack -- Enter quest level */
3640 command_new = SPECIAL_KEY_QUEST;
3643 else if (have_flag(f_ptr->flags, FF_QUEST_EXIT))
3645 if (quest[p_ptr->inside_quest].type == QUEST_TYPE_FIND_EXIT)
3647 if (record_fix_quest) do_cmd_write_nikki(NIKKI_FIX_QUEST_C, p_ptr->inside_quest, NULL);
3648 quest[p_ptr->inside_quest].status = QUEST_STATUS_COMPLETED;
3649 quest[p_ptr->inside_quest].complev = (byte)p_ptr->lev;
3651 msg_print("¥¯¥¨¥¹¥È¤òãÀ®¤·¤¿¡ª");
3653 msg_print("You accomplished your quest!");
3659 leave_quest_check();
3661 p_ptr->inside_quest = c_ptr->special;
3666 p_ptr->leaving = TRUE;
3669 /* Set off a trap */
3670 else if (have_flag(f_ptr->flags, FF_HIT_TRAP) && !(mpe_mode & MPE_STAYING))
3676 if (c_ptr->mimic || have_flag(f_ptr->flags, FF_SECRET))
3680 msg_print("¥È¥é¥Ã¥×¤À¡ª");
3682 msg_print("You found a trap!");
3686 disclose_grid(py, px);
3690 hit_trap((mpe_mode & MPE_BREAK_TRAP) ? TRUE : FALSE);
3692 if (!player_bold(ny, nx) || p_ptr->is_dead || p_ptr->leaving) return FALSE;
3695 /* Warn when leaving trap detected region */
3696 if (!(mpe_mode & MPE_STAYING) && (disturb_trap_detect || alert_trap_detect)
3697 && p_ptr->dtrap && !(c_ptr->info & CAVE_IN_DETECT))
3699 /* No duplicate warning */
3700 p_ptr->dtrap = FALSE;
3702 /* You are just on the edge */
3703 if (!(c_ptr->info & CAVE_UNSAFE))
3705 if (alert_trap_detect)
3708 msg_print("* Ãí°Õ:¤³¤ÎÀè¤Ï¥È¥é¥Ã¥×¤Î´¶ÃÎÈϰϳ°¤Ç¤¹¡ª *");
3710 msg_print("*Leaving trap detect region!*");
3714 if (disturb_trap_detect) disturb(0, 0);
3718 return player_bold(ny, nx) && !p_ptr->is_dead && !p_ptr->leaving;
3722 bool trap_can_be_ignored(int feat)
3724 feature_type *f_ptr = &f_info[feat];
3726 if (!have_flag(f_ptr->flags, FF_TRAP)) return TRUE;
3728 switch (f_ptr->subtype)
3732 case TRAP_SPIKED_PIT:
3733 case TRAP_POISON_PIT:
3734 if (p_ptr->levitation) return TRUE;
3737 if (p_ptr->anti_tele) return TRUE;
3740 if (p_ptr->immune_fire) return TRUE;
3743 if (p_ptr->immune_acid) return TRUE;
3746 if (p_ptr->resist_blind) return TRUE;
3749 if (p_ptr->resist_conf) return TRUE;
3752 if (p_ptr->resist_pois) return TRUE;
3755 if (p_ptr->free_act) return TRUE;
3764 * Determine if a "boundary" grid is "floor mimic"
3766 #define boundary_floor(C, F, MF) \
3767 ((C)->mimic && permanent_wall(F) && \
3768 (have_flag((MF)->flags, FF_MOVE) || have_flag((MF)->flags, FF_CAN_FLY)) && \
3769 have_flag((MF)->flags, FF_PROJECT) && \
3770 !have_flag((MF)->flags, FF_OPEN))
3773 * Move player in the given direction, with the given "pickup" flag.
3775 * This routine should (probably) always induce energy expenditure.
3777 * Note that moving will *always* take a turn, and will *always* hit
3778 * any monster which might be in the destination grid. Previously,
3779 * moving into walls was "free" and did NOT hit invisible monsters.
3781 void move_player(int dir, bool do_pickup, bool break_trap)
3783 /* Find the result of moving */
3784 int y = py + ddy[dir];
3785 int x = px + ddx[dir];
3787 /* Examine the destination */
3788 cave_type *c_ptr = &cave[y][x];
3790 feature_type *f_ptr = &f_info[c_ptr->feat];
3792 monster_type *m_ptr;
3794 monster_type *riding_m_ptr = &m_list[p_ptr->riding];
3795 monster_race *riding_r_ptr = &r_info[p_ptr->riding ? riding_m_ptr->r_idx : 0]; /* Paranoia */
3799 bool p_can_enter = player_can_enter(c_ptr->feat, CEM_P_CAN_ENTER_PATTERN);
3800 bool p_can_kill_walls = FALSE;
3801 bool stormbringer = FALSE;
3803 bool oktomove = TRUE;
3804 bool do_past = FALSE;
3807 if (!dun_level && !p_ptr->wild_mode &&
3808 ((x == 0) || (x == MAX_WID - 1) ||
3809 (y == 0) || (y == MAX_HGT - 1)))
3811 /* Can the player enter the grid? */
3812 if (c_ptr->mimic && player_can_enter(c_ptr->mimic, 0))
3814 /* Hack: move to new area */
3815 if ((y == 0) && (x == 0))
3817 p_ptr->wilderness_y--;
3818 p_ptr->wilderness_x--;
3819 p_ptr->oldpy = cur_hgt - 2;
3820 p_ptr->oldpx = cur_wid - 2;
3821 ambush_flag = FALSE;
3824 else if ((y == 0) && (x == MAX_WID - 1))
3826 p_ptr->wilderness_y--;
3827 p_ptr->wilderness_x++;
3828 p_ptr->oldpy = cur_hgt - 2;
3830 ambush_flag = FALSE;
3833 else if ((y == MAX_HGT - 1) && (x == 0))
3835 p_ptr->wilderness_y++;
3836 p_ptr->wilderness_x--;
3838 p_ptr->oldpx = cur_wid - 2;
3839 ambush_flag = FALSE;
3842 else if ((y == MAX_HGT - 1) && (x == MAX_WID - 1))
3844 p_ptr->wilderness_y++;
3845 p_ptr->wilderness_x++;
3848 ambush_flag = FALSE;
3853 p_ptr->wilderness_y--;
3854 p_ptr->oldpy = cur_hgt - 2;
3856 ambush_flag = FALSE;
3859 else if (y == MAX_HGT - 1)
3861 p_ptr->wilderness_y++;
3864 ambush_flag = FALSE;
3869 p_ptr->wilderness_x--;
3870 p_ptr->oldpx = cur_wid - 2;
3872 ambush_flag = FALSE;
3875 else if (x == MAX_WID - 1)
3877 p_ptr->wilderness_x++;
3880 ambush_flag = FALSE;
3883 p_ptr->leaving = TRUE;
3889 /* "Blocked" message appears later */
3890 /* oktomove = FALSE; */
3891 p_can_enter = FALSE;
3894 /* Get the monster */
3895 m_ptr = &m_list[c_ptr->m_idx];
3898 if (inventory[INVEN_RARM].name1 == ART_STORMBRINGER) stormbringer = TRUE;
3899 if (inventory[INVEN_LARM].name1 == ART_STORMBRINGER) stormbringer = TRUE;
3901 /* Player can not walk through "walls"... */
3902 /* unless in Shadow Form */
3903 p_can_kill_walls = p_ptr->kill_wall && have_flag(f_ptr->flags, FF_HURT_DISI) &&
3904 (!p_can_enter || !have_flag(f_ptr->flags, FF_LOS)) &&
3905 !have_flag(f_ptr->flags, FF_PERMANENT);
3907 /* Hack -- attack monsters */
3908 if (c_ptr->m_idx && (m_ptr->ml || p_can_enter || p_can_kill_walls))
3910 monster_race *r_ptr = &r_info[m_ptr->r_idx];
3912 /* Attack -- only if we can see it OR it is not in a wall */
3913 if (!is_hostile(m_ptr) &&
3914 !(p_ptr->confused || p_ptr->image || !m_ptr->ml || p_ptr->stun ||
3915 ((p_ptr->muta2 & MUT2_BERS_RAGE) && p_ptr->shero)) &&
3916 pattern_seq(py, px, y, x) && (p_can_enter || p_can_kill_walls))
3918 /* Disturb the monster */
3919 (void)set_monster_csleep(c_ptr->m_idx, 0);
3921 /* Extract monster name (or "it") */
3922 monster_desc(m_name, m_ptr, 0);
3926 /* Auto-Recall if possible and visible */
3927 if (!p_ptr->image) monster_race_track(m_ptr->ap_r_idx);
3929 /* Track a new monster */
3930 health_track(c_ptr->m_idx);
3934 if ((stormbringer && (randint1(1000) > 666)) || (p_ptr->pclass == CLASS_BERSERKER))
3939 else if (monster_can_cross_terrain(cave[py][px].feat, r_ptr, 0))
3946 msg_format("%^s¤¬¼ÙËâ¤À¡ª", m_name);
3948 msg_format("%^s is in your way!", m_name);
3955 /* now continue on to 'movement' */
3964 if (oktomove && p_ptr->riding)
3966 if (riding_r_ptr->flags1 & RF1_NEVER_MOVE)
3969 msg_print("Æ°¤±¤Ê¤¤¡ª");
3971 msg_print("Can't move!");
3977 else if (MON_MONFEAR(riding_m_ptr))
3981 /* Acquire the monster name */
3982 monster_desc(m_name, riding_m_ptr, 0);
3984 /* Dump a message */
3986 msg_format("%s¤¬¶²Éݤ·¤Æ¤¤¤ÆÀ©¸æ¤Ç¤¤Ê¤¤¡£", m_name);
3988 msg_format("%^s is too scared to control.", m_name);
3993 else if (p_ptr->riding_ryoute)
3998 else if (have_flag(f_ptr->flags, FF_CAN_FLY) && (riding_r_ptr->flags7 & RF7_CAN_FLY))
4002 else if (have_flag(f_ptr->flags, FF_CAN_SWIM) && (riding_r_ptr->flags7 & RF7_CAN_SWIM))
4006 else if (have_flag(f_ptr->flags, FF_WATER) &&
4007 !(riding_r_ptr->flags7 & RF7_AQUATIC) &&
4008 (have_flag(f_ptr->flags, FF_DEEP) || (riding_r_ptr->flags2 & RF2_AURA_FIRE)))
4011 msg_format("%s¤Î¾å¤Ë¹Ô¤±¤Ê¤¤¡£", f_name + f_info[get_feat_mimic(c_ptr)].name);
4013 msg_print("Can't swim.");
4019 else if (!have_flag(f_ptr->flags, FF_WATER) && (riding_r_ptr->flags7 & RF7_AQUATIC))
4022 msg_format("%s¤«¤é¾å¤¬¤ì¤Ê¤¤¡£", f_name + f_info[get_feat_mimic(&cave[py][px])].name);
4024 msg_print("Can't land.");
4030 else if (have_flag(f_ptr->flags, FF_LAVA) && !(riding_r_ptr->flagsr & RFR_EFF_IM_FIRE_MASK))
4033 msg_format("%s¤Î¾å¤Ë¹Ô¤±¤Ê¤¤¡£", f_name + f_info[get_feat_mimic(c_ptr)].name);
4035 msg_print("Too hot to go through.");
4042 if (oktomove && MON_STUNNED(riding_m_ptr) && one_in_(2))
4045 monster_desc(m_name, riding_m_ptr, 0);
4047 msg_format("%s¤¬Û¯Û°¤È¤·¤Æ¤¤¤Æ¤¦¤Þ¤¯Æ°¤±¤Ê¤¤¡ª",m_name);
4049 msg_format("You cannot control stunned %s!",m_name);
4060 else if (!have_flag(f_ptr->flags, FF_MOVE) && have_flag(f_ptr->flags, FF_CAN_FLY) && !p_ptr->levitation)
4063 msg_format("¶õ¤òÈô¤Ð¤Ê¤¤¤È%s¤Î¾å¤Ë¤Ï¹Ô¤±¤Ê¤¤¡£", f_name + f_info[get_feat_mimic(c_ptr)].name);
4065 msg_format("You need to fly to go through the %s.", f_name + f_info[get_feat_mimic(c_ptr)].name);
4074 * Player can move through trees and
4075 * has effective -10 speed
4076 * Rangers can move without penality
4078 else if (have_flag(f_ptr->flags, FF_TREE) && !p_can_kill_walls)
4080 if ((p_ptr->pclass != CLASS_RANGER) && !p_ptr->levitation && (!p_ptr->riding || !(riding_r_ptr->flags8 & RF8_WILD_WOOD))) energy_use *= 2;
4083 #ifdef ALLOW_EASY_DISARM /* TNB */
4085 /* Disarm a visible trap */
4086 else if ((do_pickup != easy_disarm) && have_flag(f_ptr->flags, FF_DISARM) && !c_ptr->mimic)
4088 if (!trap_can_be_ignored(c_ptr->feat))
4090 (void)do_cmd_disarm_aux(y, x, dir);
4095 #endif /* ALLOW_EASY_DISARM -- TNB */
4097 /* Player can not walk through "walls" unless in wraith form...*/
4098 else if (!p_can_enter && !p_can_kill_walls)
4100 /* Feature code (applying "mimic" field) */
4101 s16b feat = get_feat_mimic(c_ptr);
4102 feature_type *mimic_f_ptr = &f_info[feat];
4103 cptr name = f_name + mimic_f_ptr->name;
4107 /* Disturb the player */
4110 /* Notice things in the dark */
4111 if (!(c_ptr->info & CAVE_MARK) && !player_can_see_bold(y, x))
4113 /* Boundary floor mimic */
4114 if (boundary_floor(c_ptr, f_ptr, mimic_f_ptr))
4117 msg_print("¤½¤ì°Ê¾åÀè¤Ë¤Ï¿Ê¤á¤Ê¤¤¤è¤¦¤À¡£");
4119 msg_print("You feel you cannot go any more.");
4123 /* Wall (or secret door) */
4127 msg_format("%s¤¬¹Ô¤¯¼ê¤ò¤Ï¤Ð¤ó¤Ç¤¤¤ë¤è¤¦¤À¡£", name);
4129 msg_format("You feel %s %s blocking your way.",
4130 is_a_vowel(name[0]) ? "an" : "a", name);
4133 c_ptr->info |= (CAVE_MARK);
4141 /* Boundary floor mimic */
4142 if (boundary_floor(c_ptr, f_ptr, mimic_f_ptr))
4145 msg_print("¤½¤ì°Ê¾åÀè¤Ë¤Ï¿Ê¤á¤Ê¤¤¡£");
4147 msg_print("You cannot go any more.");
4150 if (!(p_ptr->confused || p_ptr->stun || p_ptr->image))
4154 /* Wall (or secret door) */
4157 #ifdef ALLOW_EASY_OPEN
4159 if (easy_open && is_closed_door(feat) && easy_open_door(y, x)) return;
4160 #endif /* ALLOW_EASY_OPEN */
4163 msg_format("%s¤¬¹Ô¤¯¼ê¤ò¤Ï¤Ð¤ó¤Ç¤¤¤ë¡£", name);
4165 msg_format("There is %s %s blocking your way.",
4166 is_a_vowel(name[0]) ? "an" : "a", name);
4170 * Well, it makes sense that you lose time bumping into
4171 * a wall _if_ you are confused, stunned or blind; but
4172 * typing mistakes should not cost you a turn...
4174 if (!(p_ptr->confused || p_ptr->stun || p_ptr->image))
4180 if (!boundary_floor(c_ptr, f_ptr, mimic_f_ptr)) sound(SOUND_HITWALL);
4183 /* Normal movement */
4184 if (oktomove && !pattern_seq(py, px, y, x))
4186 if (!(p_ptr->confused || p_ptr->stun || p_ptr->image))
4191 /* To avoid a loop with running */
4197 /* Normal movement */
4200 u32b mpe_mode = MPE_ENERGY_USE;
4204 if (!process_warning(x, y))
4214 msg_format("%s¤ò²¡¤·Âऱ¤¿¡£", m_name);
4216 msg_format("You push past %s.", m_name);
4220 /* Change oldpx and oldpy to place the player well when going back to big mode */
4221 if (p_ptr->wild_mode)
4223 if (ddy[dir] > 0) p_ptr->oldpy = 1;
4224 if (ddy[dir] < 0) p_ptr->oldpy = MAX_HGT - 2;
4225 if (ddy[dir] == 0) p_ptr->oldpy = MAX_HGT / 2;
4226 if (ddx[dir] > 0) p_ptr->oldpx = 1;
4227 if (ddx[dir] < 0) p_ptr->oldpx = MAX_WID - 2;
4228 if (ddx[dir] == 0) p_ptr->oldpx = MAX_WID / 2;
4231 if (p_can_kill_walls)
4233 cave_alter_feat(y, x, FF_HURT_DISI);
4235 /* Update some things -- similar to GF_KILL_WALL */
4236 p_ptr->update |= (PU_FLOW);
4240 /* sound(SOUND_WALK); */
4242 #ifdef ALLOW_EASY_DISARM /* TNB */
4244 if (do_pickup != always_pickup) mpe_mode |= MPE_DO_PICKUP;
4246 #else /* ALLOW_EASY_DISARM -- TNB */
4248 if (do_pickup) mpe_mode |= MPE_DO_PICKUP;
4250 #endif /* ALLOW_EASY_DISARM -- TNB */
4252 if (break_trap) mpe_mode |= MPE_BREAK_TRAP;
4254 /* Move the player */
4255 (void)move_player_effect(y, x, mpe_mode);
4260 static bool ignore_avoid_run;
4263 * Hack -- Check for a "known wall" (see below)
4265 static int see_wall(int dir, int y, int x)
4269 /* Get the new location */
4273 /* Illegal grids are not known walls */
4274 if (!in_bounds2(y, x)) return (FALSE);
4277 c_ptr = &cave[y][x];
4279 /* Must be known to the player */
4280 if (c_ptr->info & (CAVE_MARK))
4282 /* Feature code (applying "mimic" field) */
4283 s16b feat = get_feat_mimic(c_ptr);
4284 feature_type *f_ptr = &f_info[feat];
4286 /* Wall grids are known walls */
4287 if (!player_can_enter(feat, 0)) return !have_flag(f_ptr->flags, FF_DOOR);
4289 /* Don't run on a tree unless explicitly requested */
4290 if (have_flag(f_ptr->flags, FF_AVOID_RUN) && !ignore_avoid_run)
4293 /* Don't run in a wall */
4294 if (!have_flag(f_ptr->flags, FF_MOVE) && !have_flag(f_ptr->flags, FF_CAN_FLY))
4295 return !have_flag(f_ptr->flags, FF_DOOR);
4303 * Hack -- Check for an "unknown corner" (see below)
4305 static int see_nothing(int dir, int y, int x)
4307 /* Get the new location */
4311 /* Illegal grids are unknown */
4312 if (!in_bounds2(y, x)) return (TRUE);
4314 /* Memorized grids are always known */
4315 if (cave[y][x].info & (CAVE_MARK)) return (FALSE);
4317 /* Viewable door/wall grids are known */
4318 if (player_can_see_bold(y, x)) return (FALSE);
4329 * The running algorithm: -CJS-
4331 * In the diagrams below, the player has just arrived in the
4332 * grid marked as '@', and he has just come from a grid marked
4333 * as 'o', and he is about to enter the grid marked as 'x'.
4335 * Of course, if the "requested" move was impossible, then you
4336 * will of course be blocked, and will stop.
4338 * Overview: You keep moving until something interesting happens.
4339 * If you are in an enclosed space, you follow corners. This is
4340 * the usual corridor scheme. If you are in an open space, you go
4341 * straight, but stop before entering enclosed space. This is
4342 * analogous to reaching doorways. If you have enclosed space on
4343 * one side only (that is, running along side a wall) stop if
4344 * your wall opens out, or your open space closes in. Either case
4345 * corresponds to a doorway.
4347 * What happens depends on what you can really SEE. (i.e. if you
4348 * have no light, then running along a dark corridor is JUST like
4349 * running in a dark room.) The algorithm works equally well in
4350 * corridors, rooms, mine tailings, earthquake rubble, etc, etc.
4352 * These conditions are kept in static memory:
4353 * find_openarea You are in the open on at least one
4355 * find_breakleft You have a wall on the left, and will
4357 * find_breakright You have a wall on the right, and will
4360 * To initialize these conditions, we examine the grids adjacent
4361 * to the grid marked 'x', two on each side (marked 'L' and 'R').
4362 * If either one of the two grids on a given side is seen to be
4363 * closed, then that side is considered to be closed. If both
4364 * sides are closed, then it is an enclosed (corridor) run.
4370 * Looking at more than just the immediate squares is
4371 * significant. Consider the following case. A run along the
4372 * corridor will stop just before entering the center point,
4373 * because a choice is clearly established. Running in any of
4374 * three available directions will be defined as a corridor run.
4375 * Note that a minor hack is inserted to make the angled corridor
4376 * entry (with one side blocked near and the other side blocked
4377 * further away from the runner) work correctly. The runner moves
4378 * diagonally, but then saves the previous direction as being
4379 * straight into the gap. Otherwise, the tail end of the other
4380 * entry would be perceived as an alternative on the next move.
4388 * Likewise, a run along a wall, and then into a doorway (two
4389 * runs) will work correctly. A single run rightwards from @ will
4390 * stop at 1. Another run right and down will enter the corridor
4391 * and make the corner, stopping at the 2.
4393 * ##################
4395 * ########### ######
4399 * After any move, the function area_affect is called to
4400 * determine the new surroundings, and the direction of
4401 * subsequent moves. It examines the current player location
4402 * (at which the runner has just arrived) and the previous
4403 * direction (from which the runner is considered to have come).
4405 * Moving one square in some direction places you adjacent to
4406 * three or five new squares (for straight and diagonal moves
4407 * respectively) to which you were not previously adjacent,
4408 * marked as '!' in the diagrams below.
4411 * .o@! (normal) .o.! (diagonal)
4412 * ...! (east) ..@! (south east)
4415 * You STOP if any of the new squares are interesting in any way:
4416 * for example, if they contain visible monsters or treasure.
4418 * You STOP if any of the newly adjacent squares seem to be open,
4419 * and you are also looking for a break on that side. (that is,
4420 * find_openarea AND find_break).
4422 * You STOP if any of the newly adjacent squares do NOT seem to be
4423 * open and you are in an open area, and that side was previously
4426 * Corners: If you are not in the open (i.e. you are in a corridor)
4427 * and there is only one way to go in the new squares, then turn in
4428 * that direction. If there are more than two new ways to go, STOP.
4429 * If there are two ways to go, and those ways are separated by a
4430 * square which does not seem to be open, then STOP.
4432 * Otherwise, we have a potential corner. There are two new open
4433 * squares, which are also adjacent. One of the new squares is
4434 * diagonally located, the other is straight on (as in the diagram).
4435 * We consider two more squares further out (marked below as ?).
4437 * We assign "option" to the straight-on grid, and "option2" to the
4438 * diagonal grid, and "check_dir" to the grid marked 's'.
4444 * If they are both seen to be closed, then it is seen that no benefit
4445 * is gained from moving straight. It is a known corner. To cut the
4446 * corner, go diagonally, otherwise go straight, but pretend you
4447 * stepped diagonally into that next location for a full view next
4448 * time. Conversely, if one of the ? squares is not seen to be closed,
4449 * then there is a potential choice. We check to see whether it is a
4450 * potential corner or an intersection/room entrance. If the square
4451 * two spaces straight ahead, and the space marked with 's' are both
4452 * unknown space, then it is a potential corner and enter if
4453 * find_examine is set, otherwise must stop because it is not a
4454 * corner. (find_examine option is removed and always is TRUE.)
4461 * Hack -- allow quick "cycling" through the legal directions
4463 static byte cycle[] =
4464 { 1, 2, 3, 6, 9, 8, 7, 4, 1, 2, 3, 6, 9, 8, 7, 4, 1 };
4467 * Hack -- map each direction into the "middle" of the "cycle[]" array
4469 static byte chome[] =
4470 { 0, 8, 9, 10, 7, 0, 11, 6, 5, 4 };
4473 * The direction we are running
4475 static byte find_current;
4478 * The direction we came from
4480 static byte find_prevdir;
4483 * We are looking for open area
4485 static bool find_openarea;
4488 * We are looking for a break
4490 static bool find_breakright;
4491 static bool find_breakleft;
4496 * Initialize the running algorithm for a new direction.
4498 * Diagonal Corridor -- allow diaginal entry into corridors.
4500 * Blunt Corridor -- If there is a wall two spaces ahead and
4501 * we seem to be in a corridor, then force a turn into the side
4502 * corridor, must be moving straight into a corridor here. ???
4504 * Diagonal Corridor Blunt Corridor (?)
4509 static void run_init(int dir)
4511 int row, col, deepleft, deepright;
4512 int i, shortleft, shortright;
4515 /* Save the direction */
4518 /* Assume running straight */
4521 /* Assume looking for open area */
4522 find_openarea = TRUE;
4524 /* Assume not looking for breaks */
4525 find_breakright = find_breakleft = FALSE;
4527 /* Assume no nearby walls */
4528 deepleft = deepright = FALSE;
4529 shortright = shortleft = FALSE;
4534 /* Find the destination grid */
4535 row = py + ddy[dir];
4536 col = px + ddx[dir];
4538 ignore_avoid_run = cave_have_flag_bold(row, col, FF_AVOID_RUN);
4540 /* Extract cycle index */
4543 /* Check for walls */
4544 if (see_wall(cycle[i+1], py, px))
4546 find_breakleft = TRUE;
4549 else if (see_wall(cycle[i+1], row, col))
4551 find_breakleft = TRUE;
4555 /* Check for walls */
4556 if (see_wall(cycle[i-1], py, px))
4558 find_breakright = TRUE;
4561 else if (see_wall(cycle[i-1], row, col))
4563 find_breakright = TRUE;
4567 /* Looking for a break */
4568 if (find_breakleft && find_breakright)
4570 /* Not looking for open area */
4571 find_openarea = FALSE;
4573 /* Hack -- allow angled corridor entry */
4576 if (deepleft && !deepright)
4578 find_prevdir = cycle[i - 1];
4580 else if (deepright && !deepleft)
4582 find_prevdir = cycle[i + 1];
4586 /* Hack -- allow blunt corridor entry */
4587 else if (see_wall(cycle[i], row, col))
4589 if (shortleft && !shortright)
4591 find_prevdir = cycle[i - 2];
4593 else if (shortright && !shortleft)
4595 find_prevdir = cycle[i + 2];
4603 * Update the current "run" path
4605 * Return TRUE if the running should be stopped
4607 static bool run_test(void)
4609 int prev_dir, new_dir, check_dir = 0;
4612 int option = 0, option2 = 0;
4615 feature_type *f_ptr;
4617 /* Where we came from */
4618 prev_dir = find_prevdir;
4621 /* Range of newly adjacent grids */
4622 max = (prev_dir & 0x01) + 1;
4624 /* break run when leaving trap detected region */
4625 if ((disturb_trap_detect || alert_trap_detect)
4626 && p_ptr->dtrap && !(cave[py][px].info & CAVE_IN_DETECT))
4628 /* No duplicate warning */
4629 p_ptr->dtrap = FALSE;
4631 /* You are just on the edge */
4632 if (!(cave[py][px].info & CAVE_UNSAFE))
4634 if (alert_trap_detect)
4637 msg_print("* Ãí°Õ:¤³¤ÎÀè¤Ï¥È¥é¥Ã¥×¤Î´¶ÃÎÈϰϳ°¤Ç¤¹¡ª *");
4639 msg_print("*Leaving trap detect region!*");
4643 if (disturb_trap_detect)
4651 /* Look at every newly adjacent square. */
4652 for (i = -max; i <= max; i++)
4654 s16b this_o_idx, next_o_idx = 0;
4657 new_dir = cycle[chome[prev_dir] + i];
4660 row = py + ddy[new_dir];
4661 col = px + ddx[new_dir];
4664 c_ptr = &cave[row][col];
4666 /* Feature code (applying "mimic" field) */
4667 feat = get_feat_mimic(c_ptr);
4668 f_ptr = &f_info[feat];
4670 /* Visible monsters abort running */
4673 monster_type *m_ptr = &m_list[c_ptr->m_idx];
4675 /* Visible monster */
4676 if (m_ptr->ml) return (TRUE);
4679 /* Visible objects abort running */
4680 for (this_o_idx = c_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
4684 /* Acquire object */
4685 o_ptr = &o_list[this_o_idx];
4687 /* Acquire next object */
4688 next_o_idx = o_ptr->next_o_idx;
4690 /* Visible object */
4691 if (o_ptr->marked & OM_FOUND) return (TRUE);
4694 /* Assume unknown */
4697 /* Check memorized grids */
4698 if (c_ptr->info & (CAVE_MARK))
4700 bool notice = have_flag(f_ptr->flags, FF_NOTICE);
4702 if (notice && have_flag(f_ptr->flags, FF_MOVE))
4705 if (find_ignore_doors && have_flag(f_ptr->flags, FF_DOOR) && have_flag(f_ptr->flags, FF_CLOSE))
4707 /* Option -- ignore */
4712 else if (find_ignore_stairs && have_flag(f_ptr->flags, FF_STAIRS))
4714 /* Option -- ignore */
4719 else if (have_flag(f_ptr->flags, FF_LAVA) && (p_ptr->immune_fire || IS_INVULN()))
4726 else if (have_flag(f_ptr->flags, FF_WATER) && have_flag(f_ptr->flags, FF_DEEP) &&
4727 (p_ptr->levitation || p_ptr->can_swim || (p_ptr->total_weight <= weight_limit())))
4734 /* Interesting feature */
4735 if (notice) return (TRUE);
4737 /* The grid is "visible" */
4741 /* Analyze unknown grids and floors considering mimic */
4742 if (inv || !see_wall(0, row, col))
4744 /* Looking for open area */
4750 /* The first new direction. */
4756 /* Three new directions. Stop running. */
4762 /* Two non-adjacent new directions. Stop running. */
4763 else if (option != cycle[chome[prev_dir] + i - 1])
4768 /* Two new (adjacent) directions (case 1) */
4769 else if (new_dir & 0x01)
4771 check_dir = cycle[chome[prev_dir] + i - 2];
4775 /* Two new (adjacent) directions (case 2) */
4778 check_dir = cycle[chome[prev_dir] + i + 1];
4784 /* Obstacle, while looking for open area */
4791 /* Break to the right */
4792 find_breakright = TRUE;
4797 /* Break to the left */
4798 find_breakleft = TRUE;
4804 /* Looking for open area */
4807 /* Hack -- look again */
4808 for (i = -max; i < 0; i++)
4810 /* Unknown grid or non-wall */
4811 if (!see_wall(cycle[chome[prev_dir] + i], py, px))
4813 /* Looking to break right */
4814 if (find_breakright)
4823 /* Looking to break left */
4831 /* Hack -- look again */
4832 for (i = max; i > 0; i--)
4834 /* Unknown grid or non-wall */
4835 if (!see_wall(cycle[chome[prev_dir] + i], py, px))
4837 /* Looking to break left */
4847 /* Looking to break right */
4848 if (find_breakright)
4856 /* Not looking for open area */
4868 /* Primary option */
4869 find_current = option;
4871 /* No other options */
4872 find_prevdir = option;
4875 /* Two options, examining corners */
4878 /* Primary option */
4879 find_current = option;
4881 /* Hack -- allow curving */
4882 find_prevdir = option2;
4885 /* Two options, pick one */
4888 /* Get next location */
4889 row = py + ddy[option];
4890 col = px + ddx[option];
4892 /* Don't see that it is closed off. */
4893 /* This could be a potential corner or an intersection. */
4894 if (!see_wall(option, row, col) ||
4895 !see_wall(check_dir, row, col))
4897 /* Can not see anything ahead and in the direction we */
4898 /* are turning, assume that it is a potential corner. */
4899 if (see_nothing(option, row, col) &&
4900 see_nothing(option2, row, col))
4902 find_current = option;
4903 find_prevdir = option2;
4906 /* STOP: we are next to an intersection or a room */
4913 /* This corner is seen to be enclosed; we cut the corner. */
4916 find_current = option2;
4917 find_prevdir = option2;
4920 /* This corner is seen to be enclosed, and we */
4921 /* deliberately go the long way. */
4924 find_current = option;
4925 find_prevdir = option2;
4930 /* About to hit a known wall, stop */
4931 if (see_wall(find_current, py, px))
4943 * Take one step along the current "run" path
4945 void run_step(int dir)
4950 /* Ignore AVOID_RUN on a first step */
4951 ignore_avoid_run = TRUE;
4953 /* Hack -- do not start silly run */
4954 if (see_wall(dir, py, px))
4958 msg_print("¤½¤ÎÊý¸þ¤Ë¤ÏÁö¤ì¤Þ¤»¤ó¡£");
4960 msg_print("You cannot run in that direction.");
4988 /* Decrease the run counter */
4989 if (--running <= 0) return;
4994 /* Move the player, using the "pickup" flag */
4995 #ifdef ALLOW_EASY_DISARM /* TNB */
4997 move_player(find_current, FALSE, FALSE);
4999 #else /* ALLOW_EASY_DISARM -- TNB */
5001 move_player(find_current, always_pickup, FALSE);
5003 #endif /* ALLOW_EASY_DISARM -- TNB */
5005 if (player_bold(p_ptr->run_py, p_ptr->run_px))
5016 * Test for traveling
5018 static bool travel_test(void)
5020 int prev_dir, new_dir, check_dir = 0;
5026 /* Where we came from */
5027 prev_dir = find_prevdir;
5029 /* Range of newly adjacent grids */
5030 max = (prev_dir & 0x01) + 1;
5032 for (i = 0; i < 8; i++)
5034 if (travel.cost[py+ddy_ddd[i]][px+ddx_ddd[i]] < travel.cost[py][px]) stop = FALSE;
5037 if (stop) return (TRUE);
5039 /* break run when leaving trap detected region */
5040 if ((disturb_trap_detect || alert_trap_detect)
5041 && p_ptr->dtrap && !(cave[py][px].info & CAVE_IN_DETECT))
5043 /* No duplicate warning */
5044 p_ptr->dtrap = FALSE;
5046 /* You are just on the edge */
5047 if (!(cave[py][px].info & CAVE_UNSAFE))
5049 if (alert_trap_detect)
5052 msg_print("* Ãí°Õ:¤³¤ÎÀè¤Ï¥È¥é¥Ã¥×¤Î´¶ÃÎÈϰϳ°¤Ç¤¹¡ª *");
5054 msg_print("*Leaving trap detect region!*");
5058 if (disturb_trap_detect)
5066 /* Cannot travel when blind */
5067 if (p_ptr->blind || no_lite())
5070 msg_print("Ìܤ¬¸«¤¨¤Ê¤¤¡ª");
5072 msg_print("You cannot see!");
5077 /* Look at every newly adjacent square. */
5078 for (i = -max; i <= max; i++)
5081 new_dir = cycle[chome[prev_dir] + i];
5084 row = py + ddy[new_dir];
5085 col = px + ddx[new_dir];
5088 c_ptr = &cave[row][col];
5091 /* Visible monsters abort running */
5094 monster_type *m_ptr = &m_list[c_ptr->m_idx];
5096 /* Visible monster */
5097 if (m_ptr->ml) return (TRUE);
5109 void travel_step(void)
5112 int dir = travel.dir;
5113 int old_run = travel.run;
5120 if (travel.run == 255)
5123 msg_print("Æ»¶Ú¤¬¸«¤Ä¤«¤ê¤Þ¤»¤ó¡ª");
5125 msg_print("No route is found!");
5134 for (i = 1; i <= 9; i++)
5136 if (i == 5) continue;
5138 if (travel.cost[py+ddy[i]][px+ddx[i]] < travel.cost[py+ddy[dir]][px+ddx[dir]])
5145 if (!easy_open && is_closed_door(cave[py+ddy[dir]][px+ddx[dir]].feat))
5152 move_player(dir, always_pickup, easy_disarm);
5153 travel.run = old_run;
5155 if ((py == travel.y) && (px == travel.x))