3 /* Purpose: Movement commands (part 1) */
6 * Copyright (c) 1989 James E. Wilson, Robert A. Koeneke
8 * This software may be copied and distributed for educational, research, and
9 * not for profit purposes provided that this copyright and statement are
10 * included in all such copies.
14 #define MAX_VAMPIRIC_DRAIN 50
18 * Determine if the player "hits" a monster (normal combat).
19 * Note -- Always miss 5%, always hit 5%, otherwise random.
21 bool test_hit_fire(int chance, int ac, int vis)
28 /* Hack -- Instant miss or hit */
29 if (k < 10) return (k < 5);
31 if (p_ptr->pseikaku == SEIKAKU_NAMAKE)
32 if (one_in_(20)) return (FALSE);
35 if (chance <= 0) return (FALSE);
37 /* Invisible monsters are harder to hit */
38 if (!vis) chance = (chance + 1) / 2;
40 /* Power competes against armor */
41 if (randint0(chance) < (ac * 3 / 4)) return (FALSE);
50 * Determine if the player "hits" a monster (normal combat).
52 * Note -- Always miss 5%, always hit 5%, otherwise random.
54 bool test_hit_norm(int chance, int ac, int vis)
61 /* Hack -- Instant miss or hit */
62 if (k < 10) return (k < 5);
64 if (p_ptr->pseikaku == SEIKAKU_NAMAKE)
65 if (one_in_(20)) return (FALSE);
67 /* Wimpy attack never hits */
68 if (chance <= 0) return (FALSE);
70 /* Penalize invisible targets */
71 if (!vis) chance = (chance + 1) / 2;
73 /* Power must defeat armor */
74 if (randint0(chance) < (ac * 3 / 4)) return (FALSE);
83 * Critical hits (from objects thrown by player)
84 * Factor in item weight, total plusses, and player level.
86 s16b critical_shot(int weight, int plus, int dam)
90 /* Extract "shot" power */
91 i = (weight + ((p_ptr->to_h_b + plus) * 4) + (p_ptr->lev * 2));
94 if (randint1(5000) <= i)
96 k = weight + randint1(500);
101 msg_print("¼ê¤´¤¿¤¨¤¬¤¢¤Ã¤¿¡ª");
103 msg_print("It was a good hit!");
111 msg_print("¤«¤Ê¤ê¤Î¼ê¤´¤¿¤¨¤¬¤¢¤Ã¤¿¡ª");
113 msg_print("It was a great hit!");
121 msg_print("²ñ¿´¤Î°ì·â¤À¡ª");
123 msg_print("It was a superb hit!");
136 * Critical hits (by player)
138 * Factor in weapon weight, total plusses, player level.
140 s16b critical_norm(int weight, int plus, int dam, s16b meichuu, int mode)
144 /* Extract "blow" power */
145 i = (weight + (meichuu * 3 + plus * 5) + (p_ptr->lev * 3));
148 if ((randint1((p_ptr->pclass == CLASS_NINJA) ? 4444 : 5000) <= i) || (mode == HISSATSU_MAJIN) || (mode == HISSATSU_3DAN))
150 k = weight + randint1(650);
151 if ((mode == HISSATSU_MAJIN) || (mode == HISSATSU_3DAN)) k+= randint1(650);
156 msg_print("¼ê¤´¤¿¤¨¤¬¤¢¤Ã¤¿¡ª");
158 msg_print("It was a good hit!");
166 msg_print("¤«¤Ê¤ê¤Î¼ê¤´¤¿¤¨¤¬¤¢¤Ã¤¿¡ª");
168 msg_print("It was a great hit!");
176 msg_print("²ñ¿´¤Î°ì·â¤À¡ª");
178 msg_print("It was a superb hit!");
186 msg_print("ºÇ¹â¤Î²ñ¿´¤Î°ì·â¤À¡ª");
188 msg_print("It was a *GREAT* hit!");
196 msg_print("ÈæÎà¤Ê¤ºÇ¹â¤Î²ñ¿´¤Î°ì·â¤À¡ª");
198 msg_print("It was a *SUPERB* hit!");
201 dam = ((7 * dam) / 2) + 25;
211 * Extract the "total damage" from a given object hitting a given monster.
213 * Note that "flasks of oil" do NOT do fire damage, although they
214 * certainly could be made to do so. XXX XXX
216 * Note that most brands and slays are x3, except Slay Animal (x2),
217 * Slay Evil (x2), and Kill dragon (x5).
219 s16b tot_dam_aux(object_type *o_ptr, int tdam, monster_type *m_ptr, int mode)
223 monster_race *r_ptr = &r_info[m_ptr->r_idx];
225 u32b flgs[TR_FLAG_SIZE];
227 /* Extract the flags */
228 object_flags(o_ptr, flgs);
230 /* Some "weapons" and "ammo" do extra damage */
242 if ((have_flag(flgs, TR_SLAY_ANIMAL)) &&
243 (r_ptr->flags3 & RF3_ANIMAL))
247 r_ptr->r_flags3 |= RF3_ANIMAL;
250 if (mult < 25) mult = 25;
254 if ((have_flag(flgs, TR_KILL_ANIMAL)) &&
255 (r_ptr->flags3 & RF3_ANIMAL))
259 r_ptr->r_flags3 |= RF3_ANIMAL;
262 if (mult < 40) mult = 40;
266 if ((have_flag(flgs, TR_SLAY_EVIL)) &&
267 (r_ptr->flags3 & RF3_EVIL))
271 r_ptr->r_flags3 |= RF3_EVIL;
274 if (mult < 20) mult = 20;
278 if ((have_flag(flgs, TR_KILL_EVIL)) &&
279 (r_ptr->flags3 & RF3_EVIL))
283 r_ptr->r_flags3 |= RF3_EVIL;
286 if (mult < 35) mult = 35;
290 if ((have_flag(flgs, TR_SLAY_HUMAN)) &&
291 (r_ptr->flags2 & RF2_HUMAN))
295 r_ptr->r_flags2 |= RF2_HUMAN;
298 if (mult < 25) mult = 25;
302 if ((have_flag(flgs, TR_KILL_HUMAN)) &&
303 (r_ptr->flags2 & RF2_HUMAN))
307 r_ptr->r_flags2 |= RF2_HUMAN;
310 if (mult < 40) mult = 40;
314 if ((have_flag(flgs, TR_SLAY_UNDEAD)) &&
315 (r_ptr->flags3 & RF3_UNDEAD))
319 r_ptr->r_flags3 |= RF3_UNDEAD;
322 if (mult < 30) mult = 30;
326 if ((have_flag(flgs, TR_KILL_UNDEAD)) &&
327 (r_ptr->flags3 & RF3_UNDEAD))
331 r_ptr->r_flags3 |= RF3_UNDEAD;
334 if (mult < 50) mult = 50;
338 if ((have_flag(flgs, TR_SLAY_DEMON)) &&
339 (r_ptr->flags3 & RF3_DEMON))
343 r_ptr->r_flags3 |= RF3_DEMON;
346 if (mult < 30) mult = 30;
350 if ((have_flag(flgs, TR_KILL_DEMON)) &&
351 (r_ptr->flags3 & RF3_DEMON))
355 r_ptr->r_flags3 |= RF3_DEMON;
358 if (mult < 50) mult = 50;
362 if ((have_flag(flgs, TR_SLAY_ORC)) &&
363 (r_ptr->flags3 & RF3_ORC))
367 r_ptr->r_flags3 |= RF3_ORC;
370 if (mult < 30) mult = 30;
374 if ((have_flag(flgs, TR_KILL_ORC)) &&
375 (r_ptr->flags3 & RF3_ORC))
379 r_ptr->r_flags3 |= RF3_ORC;
382 if (mult < 50) mult = 50;
386 if ((have_flag(flgs, TR_SLAY_TROLL)) &&
387 (r_ptr->flags3 & RF3_TROLL))
391 r_ptr->r_flags3 |= RF3_TROLL;
394 if (mult < 30) mult = 30;
398 if ((have_flag(flgs, TR_KILL_TROLL)) &&
399 (r_ptr->flags3 & RF3_TROLL))
403 r_ptr->r_flags3 |= RF3_TROLL;
406 if (mult < 50) mult = 50;
410 if ((have_flag(flgs, TR_SLAY_GIANT)) &&
411 (r_ptr->flags3 & RF3_GIANT))
415 r_ptr->r_flags3 |= RF3_GIANT;
418 if (mult < 30) mult = 30;
419 if (o_ptr->name1 == ART_HRUNTING)
424 if ((have_flag(flgs, TR_KILL_GIANT)) &&
425 (r_ptr->flags3 & RF3_GIANT))
429 r_ptr->r_flags3 |= RF3_GIANT;
432 if (mult < 50) mult = 50;
436 if ((have_flag(flgs, TR_SLAY_DRAGON)) &&
437 (r_ptr->flags3 & RF3_DRAGON))
441 r_ptr->r_flags3 |= RF3_DRAGON;
444 if (mult < 30) mult = 30;
448 if ((have_flag(flgs, TR_KILL_DRAGON)) &&
449 (r_ptr->flags3 & RF3_DRAGON))
453 r_ptr->r_flags3 |= RF3_DRAGON;
456 if (mult < 50) mult = 50;
458 if ((o_ptr->name1 == ART_NOTHUNG) && (m_ptr->r_idx == MON_FAFNER))
463 if ((have_flag(flgs, TR_BRAND_ACID)) || (p_ptr->special_attack & (ATTACK_ACID)))
465 /* Notice immunity */
466 if (r_ptr->flags3 & RF3_IM_ACID)
470 r_ptr->r_flags3 |= RF3_IM_ACID;
474 /* Otherwise, take the damage */
477 if (mult < 25) mult = 25;
482 if ((have_flag(flgs, TR_BRAND_ELEC)) || (p_ptr->special_attack & (ATTACK_ELEC)) || (mode == HISSATSU_ELEC))
484 /* Notice immunity */
485 if (r_ptr->flags3 & RF3_IM_ELEC)
489 r_ptr->r_flags3 |= RF3_IM_ELEC;
493 /* Otherwise, take the damage */
494 else if (((have_flag(flgs, TR_BRAND_ELEC)) || (p_ptr->special_attack & (ATTACK_ELEC))) && (mode == HISSATSU_ELEC))
496 if (mult < 70) mult = 70;
498 else if (mode == HISSATSU_ELEC)
500 if (mult < 50) mult = 50;
505 if (mult < 25) mult = 25;
510 if ((have_flag(flgs, TR_BRAND_FIRE)) || (p_ptr->special_attack & (ATTACK_FIRE)) || (mode == HISSATSU_FIRE))
512 /* Notice immunity */
513 if (r_ptr->flags3 & RF3_IM_FIRE)
517 r_ptr->r_flags3 |= RF3_IM_FIRE;
521 /* Otherwise, take the damage */
522 else if (((have_flag(flgs, TR_BRAND_FIRE)) || (p_ptr->special_attack & (ATTACK_FIRE))) && (mode == HISSATSU_FIRE))
524 if (r_ptr->flags3 & RF3_HURT_FIRE)
526 if (mult < 70) mult = 70;
529 r_ptr->r_flags3 |= RF3_HURT_FIRE;
532 else if (mult < 35) mult = 35;
536 if (r_ptr->flags3 & RF3_HURT_FIRE)
538 if (mult < 50) mult = 50;
541 r_ptr->r_flags3 |= RF3_HURT_FIRE;
544 else if (mult < 25) mult = 25;
549 if ((have_flag(flgs, TR_BRAND_COLD)) || (p_ptr->special_attack & (ATTACK_COLD)) || (mode == HISSATSU_COLD))
551 /* Notice immunity */
552 if (r_ptr->flags3 & RF3_IM_COLD)
556 r_ptr->r_flags3 |= RF3_IM_COLD;
559 /* Otherwise, take the damage */
560 else if (((have_flag(flgs, TR_BRAND_COLD)) || (p_ptr->special_attack & (ATTACK_COLD))) && (mode == HISSATSU_COLD))
562 if (r_ptr->flags3 & RF3_HURT_COLD)
564 if (mult < 70) mult = 70;
567 r_ptr->r_flags3 |= RF3_HURT_COLD;
570 else if (mult < 35) mult = 35;
574 if (r_ptr->flags3 & RF3_HURT_COLD)
576 if (mult < 50) mult = 50;
579 r_ptr->r_flags3 |= RF3_HURT_COLD;
582 else if (mult < 25) mult = 25;
587 if ((have_flag(flgs, TR_BRAND_POIS)) || (p_ptr->special_attack & (ATTACK_POIS)) || (mode == HISSATSU_POISON))
589 /* Notice immunity */
590 if (r_ptr->flags3 & RF3_IM_POIS)
594 r_ptr->r_flags3 |= RF3_IM_POIS;
598 /* Otherwise, take the damage */
599 else if (((have_flag(flgs, TR_BRAND_POIS)) || (p_ptr->special_attack & (ATTACK_POIS))) && (mode == HISSATSU_POISON))
601 if (mult < 35) mult = 35;
605 if (mult < 25) mult = 25;
608 if ((mode == HISSATSU_ZANMA) && (r_ptr->flags3 & (RF3_DEMON | RF3_UNDEAD | RF3_NONLIVING)) && (r_ptr->flags3 & RF3_EVIL))
610 if (mult < 15) mult = 25;
611 else if (mult < 50) mult = MIN(50, mult+20);
613 if (mode == HISSATSU_UNDEAD)
615 if (r_ptr->flags3 & RF3_UNDEAD)
619 r_ptr->r_flags3 |= RF3_UNDEAD;
621 if (mult == 10) mult = 70;
622 else if (mult < 140) mult = MIN(140, mult+60);
624 if (mult == 10) mult = 40;
625 else if (mult < 60) mult = MIN(60, mult+30);
627 if ((mode == HISSATSU_SEKIRYUKA) && p_ptr->cut && !(r_ptr->flags3 & (RF3_DEMON | RF3_UNDEAD | RF3_NONLIVING)))
629 int tmp = MIN(100, MAX(10, p_ptr->cut / 10));
630 if (mult < tmp) mult = tmp;
632 if ((mode == HISSATSU_HAGAN) && (r_ptr->flags3 & RF3_HURT_ROCK))
636 r_ptr->r_flags3 |= RF3_HURT_ROCK;
638 if (mult == 10) mult = 40;
639 else if (mult < 60) mult = 60;
641 if ((p_ptr->pclass != CLASS_SAMURAI) && (have_flag(flgs, TR_FORCE_WEAPON)) && (p_ptr->csp > (o_ptr->dd * o_ptr->ds / 5)))
643 p_ptr->csp -= (1+(o_ptr->dd * o_ptr->ds / 5));
644 p_ptr->redraw |= (PR_MANA);
645 mult = MIN(60, mult * 7 / 2);
650 if (mult > 150) mult = 150;
652 /* Return the total damage */
653 return (tdam * mult / 10);
658 * Search for hidden things
664 s16b this_o_idx, next_o_idx = 0;
669 /* Start with base search ability */
670 chance = p_ptr->skill_srh;
672 /* Penalize various conditions */
673 if (p_ptr->blind || no_lite()) chance = chance / 10;
674 if (p_ptr->confused || p_ptr->image) chance = chance / 10;
676 /* Search the nearby grids, which are always in bounds */
677 for (y = (py - 1); y <= (py + 1); y++)
679 for (x = (px - 1); x <= (px + 1); x++)
681 /* Sometimes, notice things */
682 if (randint0(100) < chance)
684 /* Access the grid */
688 if (c_ptr->info & CAVE_TRAP)
695 msg_print("¥È¥é¥Ã¥×¤òȯ¸«¤·¤¿¡£");
697 msg_print("You have found a trap.");
706 if (c_ptr->feat == FEAT_SECRET)
710 msg_print("±£¤·¥É¥¢¤òȯ¸«¤·¤¿¡£");
712 msg_print("You have found a secret door.");
717 place_closed_door(y, x);
723 /* Scan all objects in the grid */
724 for (this_o_idx = c_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
729 o_ptr = &o_list[this_o_idx];
731 /* Acquire next object */
732 next_o_idx = o_ptr->next_o_idx;
734 /* Skip non-chests */
735 if (o_ptr->tval != TV_CHEST) continue;
737 /* Skip non-trapped chests */
738 if (!chest_traps[o_ptr->pval]) continue;
741 if (!object_known_p(o_ptr))
745 msg_print("È¢¤Ë»Å³Ý¤±¤é¤ì¤¿¥È¥é¥Ã¥×¤òȯ¸«¤·¤¿¡ª");
747 msg_print("You have discovered a trap on the chest!");
765 * Helper routine for py_pickup() and py_pickup_floor().
767 * Add the given dungeon object to the character's inventory.
769 * Delete the object afterwards.
771 void py_pickup_aux(int o_idx)
777 * ¥¢¥¤¥Æ¥à¤ò½¦¤Ã¤¿ºÝ¤Ë¡Ö£²¤Ä¤Î¥±¡¼¥¤ò»ý¤Ã¤Æ¤¤¤ë¡×
778 * "You have two cakes." ¤È¥¢¥¤¥Æ¥à¤ò½¦¤Ã¤¿¸å¤Î¹ç·×¤Î¤ß¤Îɽ¼¨¤¬¥ª¥ê¥¸¥Ê¥ë
780 * ¤¢¤ë¤È¤¤¤¦»ØŦ¤ò¤¦¤±¤¿¤Î¤Ç¡¢¡Ö¡Á¤ò½¦¤Ã¤¿¡¢¡Á¤ò»ý¤Ã¤Æ¤¤¤ë¡×¤È¤¤¤¦É½¼¨
781 * ¤Ë¤«¤¨¤Æ¤¢¤ë¡£¤½¤Î¤¿¤á¤ÎÇÛÎó¡£
783 char o_name[MAX_NLEN];
784 char old_name[MAX_NLEN];
788 char o_name[MAX_NLEN];
793 o_ptr = &o_list[o_idx];
796 /* Describe the object */
797 object_desc(old_name, o_ptr, TRUE, 0);
798 object_desc_kosuu(kazu_str, o_ptr);
799 hirottakazu = o_ptr->number;
801 /* Carry the object */
802 slot = inven_carry(o_ptr);
804 /* Get the object again */
805 o_ptr = &inventory[slot];
807 /* Delete the object */
808 delete_object_idx(o_idx);
810 if (p_ptr->pseikaku == SEIKAKU_MUNCHKIN) identify_item(o_ptr);
812 /* Describe the object */
813 object_desc(o_name, o_ptr, TRUE, 3);
817 if ((o_ptr->name1 == ART_CRIMSON) && (p_ptr->pseikaku == SEIKAKU_COMBAT))
819 msg_format("¤³¤¦¤·¤Æ¡¢%s¤Ï¡Ø¥¯¥ê¥à¥¾¥ó¡Ù¤ò¼ê¤ËÆþ¤ì¤¿¡£", player_name);
820 msg_print("¤·¤«¤·º£¡¢¡Øº®Æ٤Υµ¡¼¥Ú¥ó¥È¡Ù¤ÎÊü¤Ã¤¿¥â¥ó¥¹¥¿¡¼¤¬¡¢");
821 msg_format("%s¤Ë½±¤¤¤«¤«¤ë¡¥¡¥¡¥", player_name);
827 msg_format("%s(%c)¤ò»ý¤Ã¤Æ¤¤¤ë¡£",o_name, index_to_label(slot));
831 if (o_ptr->number > hirottakazu) {
832 msg_format("%s½¦¤Ã¤Æ¡¢%s(%c)¤ò»ý¤Ã¤Æ¤¤¤ë¡£",
833 kazu_str, o_name, index_to_label(slot));
835 msg_format("%s(%c)¤ò½¦¤Ã¤¿¡£", o_name, index_to_label(slot));
839 strcpy(record_o_name, old_name);
841 msg_format("You have %s (%c).", o_name, index_to_label(slot));
842 strcpy(record_o_name, o_name);
847 /* Check if completed a quest */
848 for (i = 0; i < max_quests; i++)
850 if ((quest[i].type == QUEST_TYPE_FIND_ARTIFACT) &&
851 (quest[i].status == QUEST_STATUS_TAKEN) &&
852 (quest[i].k_idx == o_ptr->name1))
854 if (record_fix_quest) do_cmd_write_nikki(NIKKI_FIX_QUEST_C, i, NULL);
855 quest[i].status = QUEST_STATUS_COMPLETED;
856 quest[i].complev = (byte)p_ptr->lev;
858 msg_print("¥¯¥¨¥¹¥È¤òãÀ®¤·¤¿¡ª");
860 msg_print("You completed your quest!");
870 * Player "wants" to pick up an object or gold.
871 * Note that we ONLY handle things that can be picked up.
872 * See "move_player()" for handling of other things.
874 void carry(int pickup)
876 cave_type *c_ptr = &cave[py][px];
878 s16b this_o_idx, next_o_idx = 0;
880 char o_name[MAX_NLEN];
882 /* Recenter the map around the player */
886 p_ptr->update |= (PU_MONSTERS);
889 p_ptr->redraw |= (PR_MAP);
892 p_ptr->window |= (PW_OVERHEAD);
897 /* Automatically pickup/destroy/inscribe items */
898 auto_pickup_items(c_ptr);
901 #ifdef ALLOW_EASY_FLOOR
905 py_pickup_floor(pickup);
909 #endif /* ALLOW_EASY_FLOOR */
911 /* Scan the pile of objects */
912 for (this_o_idx = c_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
917 o_ptr = &o_list[this_o_idx];
919 #ifdef ALLOW_EASY_SENSE /* TNB */
921 /* Option: Make item sensing easy */
924 /* Sense the object */
925 (void)sense_object(o_ptr);
928 #endif /* ALLOW_EASY_SENSE -- TNB */
930 /* Describe the object */
931 object_desc(o_name, o_ptr, TRUE, 3);
933 /* Acquire next object */
934 next_o_idx = o_ptr->next_o_idx;
936 /* Hack -- disturb */
940 if (o_ptr->tval == TV_GOLD)
942 int value = (long)o_ptr->pval;
944 /* Delete the gold */
945 delete_object_idx(this_o_idx);
949 msg_format(" $%ld ¤Î²ÁÃͤ¬¤¢¤ë%s¤ò¸«¤Ä¤±¤¿¡£",
950 (long)value, o_name);
952 msg_format("You collect %ld gold pieces worth of %s.",
953 (long)value, o_name);
959 /* Collect the gold */
963 p_ptr->redraw |= (PR_GOLD);
966 p_ptr->window |= (PW_PLAYER);
969 /* Pick up objects */
972 /* Describe the object */
977 msg_format("%s¤¬¤¢¤ë¡£", o_name);
979 msg_format("You see %s.", o_name);
984 /* Note that the pack is too full */
985 else if (!inven_carry_okay(o_ptr))
988 msg_format("¥¶¥Ã¥¯¤Ë¤Ï%s¤òÆþ¤ì¤ë·ä´Ö¤¬¤Ê¤¤¡£", o_name);
990 msg_format("You have no room for %s.", o_name);
995 /* Pick up the item (if requested and allowed) */
1000 /* Hack -- query every item */
1001 if (carry_query_flag)
1003 char out_val[MAX_NLEN+20];
1005 sprintf(out_val, "%s¤ò½¦¤¤¤Þ¤¹¤«? ", o_name);
1007 sprintf(out_val, "Pick up %s? ", o_name);
1010 okay = get_check(out_val);
1013 /* Attempt to pick up an object. */
1016 /* Pick up the object */
1017 py_pickup_aux(this_o_idx);
1026 * Determine if a trap affects the player.
1027 * Always miss 5% of the time, Always hit 5% of the time.
1028 * Otherwise, match trap power against player armor.
1030 static int check_hit(int power)
1034 /* Percentile dice */
1037 /* Hack -- 5% hit, 5% miss */
1038 if (k < 10) return (k < 5);
1040 if (p_ptr->pseikaku == SEIKAKU_NAMAKE)
1041 if (one_in_(20)) return (TRUE);
1043 /* Paranoia -- No power */
1044 if (power <= 0) return (FALSE);
1047 ac = p_ptr->ac + p_ptr->to_a;
1049 /* Power competes against Armor */
1050 if (randint1(power) > ((ac * 3) / 4)) return (TRUE);
1059 * Handle player hitting a real trap
1061 static void hit_trap(bool break_trap)
1069 cptr name = "¥È¥é¥Ã¥×";
1071 cptr name = "a trap";
1076 /* Disturb the player */
1079 /* Get the cave grid */
1080 c_ptr = &cave[y][x];
1082 /* Analyze XXX XXX XXX */
1083 switch (c_ptr->feat)
1085 case FEAT_TRAP_TRAPDOOR:
1090 msg_print("Í¸Í¤òÈô¤Ó±Û¤¨¤¿¡£");
1092 msg_print("You fly over a trap door.");
1099 msg_print("Í¸Í¤ËÍî¤Á¤¿¡ª");
1100 if ((p_ptr->pseikaku == SEIKAKU_COMBAT) || (inventory[INVEN_BOW].name1 == ART_CRIMSON))
1101 msg_print("¤¯¤Ã¤½¡Á¡ª");
1103 msg_print("You have fallen through a trap door!");
1107 dam = damroll(2, 8);
1111 name = "a trap door";
1114 take_hit(DAMAGE_NOESCAPE, dam, name, -1);
1116 /* Still alive and autosave enabled */
1117 if (autosave_l && (p_ptr->chp >= 0))
1118 do_cmd_save_game(TRUE);
1121 do_cmd_write_nikki(NIKKI_STAIR, 1, "Í¸Í¤ËÍî¤Á¤¿");
1123 do_cmd_write_nikki(NIKKI_STAIR, 1, "You have fallen through a trap door!");
1128 p_ptr->leaving = TRUE;
1138 msg_print("Í·ê¤òÈô¤Ó±Û¤¨¤¿¡£");
1140 msg_print("You fly over a pit trap.");
1147 msg_print("Í·ê¤ËÍî¤Á¤Æ¤·¤Þ¤Ã¤¿¡ª");
1149 msg_print("You have fallen into a pit!");
1152 dam = damroll(2, 6);
1156 name = "a pit trap";
1159 take_hit(DAMAGE_NOESCAPE, dam, name, -1);
1164 case FEAT_TRAP_SPIKED_PIT:
1169 msg_print("¥È¥²¤Î¤¢¤ëÍ·ê¤òÈô¤Ó±Û¤¨¤¿¡£");
1171 msg_print("You fly over a spiked pit.");
1178 msg_print("¥¹¥Ñ¥¤¥¯¤¬Éߤ«¤ì¤¿Í·ê¤ËÍî¤Á¤Æ¤·¤Þ¤Ã¤¿¡ª");
1180 msg_print("You fall into a spiked pit!");
1188 name = "a pit trap";
1191 dam = damroll(2, 6);
1193 /* Extra spike damage */
1194 if (randint0(100) < 50)
1197 msg_print("¥¹¥Ñ¥¤¥¯¤¬»É¤µ¤Ã¤¿¡ª");
1199 msg_print("You are impaled!");
1204 name = "¥È¥²¤Î¤¢¤ëÍ·ê";
1206 name = "a spiked pit";
1210 (void)set_cut(p_ptr->cut + randint1(dam));
1213 /* Take the damage */
1214 take_hit(DAMAGE_NOESCAPE, dam, name, -1);
1219 case FEAT_TRAP_POISON_PIT:
1224 msg_print("¥È¥²¤Î¤¢¤ëÍ·ê¤òÈô¤Ó±Û¤¨¤¿¡£");
1226 msg_print("You fly over a spiked pit.");
1233 msg_print("¥¹¥Ñ¥¤¥¯¤¬Éߤ«¤ì¤¿Í·ê¤ËÍî¤Á¤Æ¤·¤Þ¤Ã¤¿¡ª");
1235 msg_print("You fall into a spiked pit!");
1240 dam = damroll(2, 6);
1245 name = "a pit trap";
1249 /* Extra spike damage */
1250 if (randint0(100) < 50)
1253 msg_print("ÆǤòÅɤé¤ì¤¿¥¹¥Ñ¥¤¥¯¤¬»É¤µ¤Ã¤¿¡ª");
1255 msg_print("You are impaled on poisonous spikes!");
1260 name = "¥È¥²¤Î¤¢¤ëÍ·ê";
1262 name = "a spiked pit";
1267 (void)set_cut(p_ptr->cut + randint1(dam));
1269 if (p_ptr->resist_pois || p_ptr->oppose_pois)
1272 msg_print("¤·¤«¤·ÆǤαƶÁ¤Ï¤Ê¤«¤Ã¤¿¡ª");
1274 msg_print("The poison does not affect you!");
1282 (void)set_poisoned(p_ptr->poisoned + randint1(dam));
1286 /* Take the damage */
1287 take_hit(DAMAGE_NOESCAPE, dam, name, -1);
1293 case FEAT_TRAP_TY_CURSE:
1296 msg_print("²¿¤«¤¬¥Ô¥«¥Ã¤È¸÷¤Ã¤¿¡ª");
1298 msg_print("There is a flash of shimmering light!");
1301 c_ptr->info &= ~(CAVE_MARK);
1302 cave_set_feat(y, x, floor_type[randint0(100)]);
1303 num = 2 + randint1(3);
1304 for (i = 0; i < num; i++)
1306 (void)summon_specific(0, y, x, dun_level, 0, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE | PM_NO_PET));
1309 if (dun_level > randint1(100)) /* No nasty effect for low levels */
1311 bool stop_ty = FALSE;
1316 stop_ty = activate_ty_curse(stop_ty, &count);
1323 case FEAT_TRAP_TELEPORT:
1326 msg_print("¥Æ¥ì¥Ý¡¼¥È¡¦¥È¥é¥Ã¥×¤Ë¤Ò¤Ã¤«¤«¤Ã¤¿¡ª");
1328 msg_print("You hit a teleport trap!");
1331 teleport_player(100);
1335 case FEAT_TRAP_FIRE:
1338 msg_print("±ê¤ËÊñ¤Þ¤ì¤¿¡ª");
1340 msg_print("You are enveloped in flames!");
1343 dam = damroll(4, 6);
1345 fire_dam(dam, "±ê¤Î¥È¥é¥Ã¥×", -1);
1347 fire_dam(dam, "a fire trap", -1);
1353 case FEAT_TRAP_ACID:
1356 msg_print("»À¤¬¿á¤¤«¤±¤é¤ì¤¿¡ª");
1358 msg_print("You are splashed with acid!");
1361 dam = damroll(4, 6);
1363 acid_dam(dam, "»À¤Î¥È¥é¥Ã¥×", -1);
1365 acid_dam(dam, "an acid trap", -1);
1371 case FEAT_TRAP_SLOW:
1376 msg_print("¾®¤µ¤Ê¥À¡¼¥Ä¤¬Èô¤ó¤Ç¤¤Æ»É¤µ¤Ã¤¿¡ª");
1378 msg_print("A small dart hits you!");
1381 dam = damroll(1, 4);
1382 take_hit(DAMAGE_ATTACK, dam, name, -1);
1383 (void)set_slow(p_ptr->slow + randint0(20) + 20, FALSE);
1388 msg_print("¾®¤µ¤Ê¥À¡¼¥Ä¤¬Èô¤ó¤Ç¤¤¿¡ª¤¬¡¢±¿Îɤ¯Åö¤¿¤é¤Ê¤«¤Ã¤¿¡£");
1390 msg_print("A small dart barely misses you.");
1397 case FEAT_TRAP_LOSE_STR:
1402 msg_print("¾®¤µ¤Ê¥À¡¼¥Ä¤¬Èô¤ó¤Ç¤¤Æ»É¤µ¤Ã¤¿¡ª");
1404 msg_print("A small dart hits you!");
1407 dam = damroll(1, 4);
1409 take_hit(DAMAGE_ATTACK, dam, "¥À¡¼¥Ä¤Îæ«", -1);
1411 take_hit(DAMAGE_ATTACK, dam, "a dart trap", -1);
1414 (void)do_dec_stat(A_STR);
1419 msg_print("¾®¤µ¤Ê¥À¡¼¥Ä¤¬Èô¤ó¤Ç¤¤¿¡ª¤¬¡¢±¿Îɤ¯Åö¤¿¤é¤Ê¤«¤Ã¤¿¡£");
1421 msg_print("A small dart barely misses you.");
1428 case FEAT_TRAP_LOSE_DEX:
1433 msg_print("¾®¤µ¤Ê¥À¡¼¥Ä¤¬Èô¤ó¤Ç¤¤Æ»É¤µ¤Ã¤¿¡ª");
1435 msg_print("A small dart hits you!");
1438 dam = damroll(1, 4);
1440 take_hit(DAMAGE_ATTACK, dam, "¥À¡¼¥Ä¤Îæ«", -1);
1442 take_hit(DAMAGE_ATTACK, dam, "a dart trap", -1);
1445 (void)do_dec_stat(A_DEX);
1450 msg_print("¾®¤µ¤Ê¥À¡¼¥Ä¤¬Èô¤ó¤Ç¤¤¿¡ª¤¬¡¢±¿Îɤ¯Åö¤¿¤é¤Ê¤«¤Ã¤¿¡£");
1452 msg_print("A small dart barely misses you.");
1459 case FEAT_TRAP_LOSE_CON:
1464 msg_print("¾®¤µ¤Ê¥À¡¼¥Ä¤¬Èô¤ó¤Ç¤¤Æ»É¤µ¤Ã¤¿¡ª");
1466 msg_print("A small dart hits you!");
1469 dam = damroll(1, 4);
1471 take_hit(DAMAGE_ATTACK, dam, "¥À¡¼¥Ä¤Îæ«", -1);
1473 take_hit(DAMAGE_ATTACK, dam, "a dart trap", -1);
1476 (void)do_dec_stat(A_CON);
1481 msg_print("¾®¤µ¤Ê¥À¡¼¥Ä¤¬Èô¤ó¤Ç¤¤¿¡ª¤¬¡¢±¿Îɤ¯Åö¤¿¤é¤Ê¤«¤Ã¤¿¡£");
1483 msg_print("A small dart barely misses you.");
1490 case FEAT_TRAP_BLIND:
1493 msg_print("¹õ¤¤¥¬¥¹¤ËÊñ¤ß¹þ¤Þ¤ì¤¿¡ª");
1495 msg_print("A black gas surrounds you!");
1498 if (!p_ptr->resist_blind)
1500 (void)set_blind(p_ptr->blind + randint0(50) + 25);
1505 case FEAT_TRAP_CONFUSE:
1508 msg_print("¤¤é¤á¤¯¥¬¥¹¤ËÊñ¤ß¹þ¤Þ¤ì¤¿¡ª");
1510 msg_print("A gas of scintillating colors surrounds you!");
1513 if (!p_ptr->resist_conf)
1515 (void)set_confused(p_ptr->confused + randint0(20) + 10);
1520 case FEAT_TRAP_POISON:
1523 msg_print("»É·ãŪ¤ÊÎп§¤Î¥¬¥¹¤ËÊñ¤ß¹þ¤Þ¤ì¤¿¡ª");
1525 msg_print("A pungent green gas surrounds you!");
1528 if (!p_ptr->resist_pois && !p_ptr->oppose_pois)
1530 (void)set_poisoned(p_ptr->poisoned + randint0(20) + 10);
1535 case FEAT_TRAP_SLEEP:
1538 msg_print("´ñ̯¤ÊÇò¤¤Ì¸¤ËÊñ¤Þ¤ì¤¿¡ª");
1540 msg_print("A strange white mist surrounds you!");
1543 if (!p_ptr->free_act)
1546 msg_print("¤¢¤Ê¤¿¤Ï̲¤ê¤Ë½¢¤¤¤¿¡£");
1548 msg_print("You fall asleep.");
1552 if (ironman_nightmare)
1555 msg_print("¿È¤ÎÌÓ¤â¤è¤À¤Ä¸÷·Ê¤¬Æ¬¤ËÉ⤫¤ó¤À¡£");
1557 msg_print("A horrible vision enters your mind.");
1561 /* Pick a nightmare */
1562 get_mon_num_prep(get_nightmare, NULL);
1564 /* Have some nightmares */
1565 have_nightmare(get_mon_num(MAX_DEPTH));
1567 /* Remove the monster restriction */
1568 get_mon_num_prep(NULL, NULL);
1570 (void)set_paralyzed(p_ptr->paralyzed + randint0(10) + 5);
1575 case FEAT_TRAP_TRAPS:
1578 msg_print("¤Þ¤Ð¤æ¤¤Á®¸÷¤¬Áö¤Ã¤¿¡ª");
1580 msg_print("There is a bright flash of light!");
1584 /* Destroy this trap */
1585 cave_set_feat(y, x, floor_type[randint0(100)]);
1587 /* Make some new traps */
1588 project(0, 1, y, x, 0, GF_MAKE_TRAP, PROJECT_HIDE | PROJECT_JUMP | PROJECT_GRID, -1);
1593 case FEAT_TRAP_ALARM:
1596 msg_print("¤±¤¿¤¿¤Þ¤·¤¤²»¤¬ÌĤê¶Á¤¤¤¿¡ª");
1598 msg_print("An alarm sounds!");
1601 aggravate_monsters(0);
1606 if (break_trap && is_trap(c_ptr->feat))
1608 cave_set_feat(y, x, floor_type[randint0(100)]);
1610 msg_print("¥È¥é¥Ã¥×¤òÊ´ºÕ¤·¤¿¡£");
1612 msg_print("You destroyed the trap.");
1618 static void touch_zap_player(monster_type *m_ptr)
1620 int aura_damage = 0;
1621 monster_race *r_ptr = &r_info[m_ptr->r_idx];
1623 if (r_ptr->flags2 & RF2_AURA_FIRE)
1625 if (!p_ptr->immune_fire)
1629 aura_damage = damroll(1 + (r_ptr->level / 26), 1 + (r_ptr->level / 17));
1631 /* Hack -- Get the "died from" name */
1632 monster_desc(aura_dam, m_ptr, 0x288);
1635 msg_print("ÆÍÁ³¤È¤Æ¤âÇ®¤¯¤Ê¤Ã¤¿¡ª");
1637 msg_print("You are suddenly very hot!");
1641 if (p_ptr->oppose_fire) aura_damage = (aura_damage + 2) / 3;
1642 if (p_ptr->resist_fire) aura_damage = (aura_damage + 2) / 3;
1644 take_hit(DAMAGE_NOESCAPE, aura_damage, aura_dam, -1);
1645 r_ptr->r_flags2 |= RF2_AURA_FIRE;
1650 if (r_ptr->flags3 & RF3_AURA_COLD)
1652 if (!p_ptr->immune_cold)
1656 aura_damage = damroll(1 + (r_ptr->level / 26), 1 + (r_ptr->level / 17));
1658 /* Hack -- Get the "died from" name */
1659 monster_desc(aura_dam, m_ptr, 0x288);
1662 msg_print("ÆÍÁ³¤È¤Æ¤â´¨¤¯¤Ê¤Ã¤¿¡ª");
1664 msg_print("You are suddenly very cold!");
1668 if (p_ptr->oppose_cold) aura_damage = (aura_damage + 2) / 3;
1669 if (p_ptr->resist_cold) aura_damage = (aura_damage + 2) / 3;
1671 take_hit(DAMAGE_NOESCAPE, aura_damage, aura_dam, -1);
1672 r_ptr->r_flags3 |= RF3_AURA_COLD;
1677 if (r_ptr->flags2 & RF2_AURA_ELEC)
1679 if (!p_ptr->immune_elec)
1683 aura_damage = damroll(1 + (r_ptr->level / 26), 1 + (r_ptr->level / 17));
1685 /* Hack -- Get the "died from" name */
1686 monster_desc(aura_dam, m_ptr, 0x288);
1688 if (p_ptr->oppose_elec) aura_damage = (aura_damage + 2) / 3;
1689 if (p_ptr->resist_elec) aura_damage = (aura_damage + 2) / 3;
1692 msg_print("ÅÅ·â¤ò¤¯¤é¤Ã¤¿¡ª");
1694 msg_print("You get zapped!");
1697 take_hit(DAMAGE_NOESCAPE, aura_damage, aura_dam, -1);
1698 r_ptr->r_flags2 |= RF2_AURA_ELEC;
1705 static void natural_attack(s16b m_idx, int attack, bool *fear, bool *mdeath)
1707 int k, bonus, chance;
1709 monster_type *m_ptr = &m_list[m_idx];
1710 monster_race *r_ptr = &r_info[m_ptr->r_idx];
1719 case MUT2_SCOR_TAIL:
1746 atk_desc = "¥¯¥Á¥Ð¥·";
1757 atk_desc = "¾Ý¤ÎÉ¡";
1763 case MUT2_TENTACLES:
1770 atk_desc = "tentacles";
1775 dss = ddd = n_weight = 1;
1777 atk_desc = "̤ÄêµÁ¤ÎÉô°Ì";
1779 atk_desc = "undefined body part";
1784 /* Extract monster name (or "it") */
1785 monster_desc(m_name, m_ptr, 0);
1788 /* Calculate the "attack quality" */
1789 bonus = p_ptr->to_h_m;
1790 bonus += (p_ptr->lev * 6 / 5);
1791 chance = (p_ptr->skill_thn + (bonus * BTH_PLUS_ADJ));
1794 if ((!(r_ptr->flags2 & RF2_QUANTUM) || !randint0(2)) && test_hit_norm(chance, r_ptr->ac, m_ptr->ml))
1800 msg_format("%s¤ò%s¤Ç¹¶·â¤·¤¿¡£", m_name, atk_desc);
1802 msg_format("You hit %s with your %s.", m_name, atk_desc);
1806 k = damroll(ddd, dss);
1807 k = critical_norm(n_weight, bonus, k, (s16b)bonus, 0);
1809 /* Apply the player damage bonuses */
1812 /* No negative damage */
1815 /* Modify the damage */
1816 k = mon_damage_mod(m_ptr, k, FALSE);
1818 /* Complex message */
1822 msg_format("%d/%d ¤Î¥À¥á¡¼¥¸¤òÍ¿¤¨¤¿¡£", k, m_ptr->hp);
1824 msg_format("You do %d (out of %d) damage.", k, m_ptr->hp);
1829 /* Anger the monster */
1830 if (k > 0) anger_monster(m_ptr);
1832 /* Damage, check for fear and mdeath */
1835 case MUT2_SCOR_TAIL:
1836 project(0, 0, m_ptr->fy, m_ptr->fx, k, GF_POIS, PROJECT_KILL | PROJECT_NO_REF, -1);
1837 *mdeath = (m_ptr->r_idx == 0);
1840 *mdeath = mon_take_hit(m_idx, k, fear, NULL);
1843 *mdeath = mon_take_hit(m_idx, k, fear, NULL);
1846 *mdeath = mon_take_hit(m_idx, k, fear, NULL);
1848 case MUT2_TENTACLES:
1849 *mdeath = mon_take_hit(m_idx, k, fear, NULL);
1852 *mdeath = mon_take_hit(m_idx, k, fear, NULL);
1855 touch_zap_player(m_ptr);
1865 msg_format("¥ß¥¹¡ª %s¤Ë¤«¤ï¤µ¤ì¤¿¡£", m_name);
1867 msg_format("You miss %s.", m_name);
1876 * Player attacks a (poor, defenseless) creature -RAK-
1878 * If no "weapon" is available, then "punch" the monster one time.
1880 static void py_attack_aux(int y, int x, bool *fear, bool *mdeath, s16b hand, int mode)
1882 int num = 0, k, bonus, chance, vir;
1884 cave_type *c_ptr = &cave[y][x];
1886 monster_type *m_ptr = &m_list[c_ptr->m_idx];
1887 monster_race *r_ptr = &r_info[m_ptr->r_idx];
1893 bool success_hit = FALSE;
1894 bool old_success_hit = FALSE;
1895 bool backstab = FALSE;
1896 bool vorpal_cut = FALSE;
1897 int chaos_effect = 0;
1898 bool stab_fleeing = FALSE;
1899 bool fuiuchi = FALSE;
1900 bool do_quake = FALSE;
1902 bool drain_msg = TRUE;
1903 int drain_result = 0, drain_heal = 0;
1904 bool can_drain = FALSE;
1906 int drain_left = MAX_VAMPIRIC_DRAIN;
1907 u32b flgs[TR_FLAG_SIZE]; /* A massive hack -- life-draining weapons */
1908 bool is_human = (r_ptr->d_char == 'p');
1909 bool is_lowlevel = (r_ptr->level < (p_ptr->lev - 15));
1910 bool zantetsu_mukou, e_j_mukou;
1914 if (((p_ptr->pclass == CLASS_ROGUE) || (p_ptr->pclass == CLASS_NINJA)) && inventory[INVEN_RARM+hand].tval)
1916 int tmp = p_ptr->lev*6+(p_ptr->skill_stl+10)*4;
1917 if (p_ptr->monlite && (mode != HISSATSU_NYUSIN)) tmp /= 3;
1918 if (p_ptr->cursed & TRC_AGGRAVATE) tmp /= 2;
1919 if (r_ptr->level > (p_ptr->lev*p_ptr->lev/20+10)) tmp /= 3;
1920 if (m_ptr->csleep && m_ptr->ml)
1922 /* Can't backstab creatures that we can't see, right? */
1925 else if ((p_ptr->special_defense & NINJA_S_STEALTH) && (randint0(tmp) > (r_ptr->level+20)) && m_ptr->ml && !(r_ptr->flags3 & RF3_RES_ALL))
1929 else if (m_ptr->monfear && m_ptr->ml)
1931 stab_fleeing = TRUE;
1935 if(!buki_motteruka(INVEN_RARM) && !buki_motteruka(INVEN_LARM))
1937 if ((r_ptr->level + 10) > p_ptr->lev)
1939 if (p_ptr->skill_exp[GINOU_SUDE] < s_info[p_ptr->pclass].s_max[GINOU_SUDE])
1941 if (p_ptr->skill_exp[GINOU_SUDE] < 4000)
1942 p_ptr->skill_exp[GINOU_SUDE]+=40;
1943 else if((p_ptr->skill_exp[GINOU_SUDE] < 6000))
1944 p_ptr->skill_exp[GINOU_SUDE]+=5;
1945 else if((p_ptr->skill_exp[GINOU_SUDE] < 7000) && (p_ptr->lev > 19))
1946 p_ptr->skill_exp[GINOU_SUDE]+=1;
1947 else if((p_ptr->skill_exp[GINOU_SUDE] < 8000) && (p_ptr->lev > 34))
1948 if (one_in_(3)) p_ptr->skill_exp[GINOU_SUDE]+=1;
1949 p_ptr->update |= (PU_BONUS);
1955 if ((r_ptr->level + 10) > p_ptr->lev)
1957 int tval = inventory[INVEN_RARM+hand].tval - TV_BOW;
1958 int sval = inventory[INVEN_RARM+hand].sval;
1959 int now_exp = p_ptr->weapon_exp[tval][sval];
1960 if (now_exp < s_info[p_ptr->pclass].w_max[tval][sval])
1963 if (now_exp < 4000) amount = 80;
1964 else if(now_exp < 6000) amount = 10;
1965 else if((now_exp < 7000) && (p_ptr->lev > 19)) amount = 1;
1966 else if((p_ptr->lev > 34) && one_in_(2)) amount = 1;
1967 p_ptr->weapon_exp[tval][sval] += amount;
1968 p_ptr->update |= (PU_BONUS);
1973 /* Disturb the monster */
1975 if (r_ptr->flags7 & (RF7_HAS_LITE_1 | RF7_HAS_LITE_2))
1976 p_ptr->update |= (PU_MON_LITE);
1978 /* Extract monster name (or "it") */
1979 monster_desc(m_name, m_ptr, 0);
1981 /* Access the weapon */
1982 o_ptr = &inventory[INVEN_RARM+hand];
1984 /* Calculate the "attack quality" */
1985 bonus = p_ptr->to_h[hand] + o_ptr->to_h;
1986 chance = (p_ptr->skill_thn + (bonus * BTH_PLUS_ADJ));
1987 if (mode == HISSATSU_IAI) chance += 60;
1988 if (p_ptr->special_defense & KATA_KOUKIJIN) chance += 150;
1990 if (p_ptr->sutemi) chance = MAX(chance * 3 / 2, chance + 60);
1992 vir = virtue_number(V_VALOUR);
1995 chance += (p_ptr->virtues[vir - 1]/10);
1998 zantetsu_mukou = ((o_ptr->name1 == ART_ZANTETSU) && (r_ptr->d_char == 'j'));
1999 e_j_mukou = ((o_ptr->name1 == ART_EXCALIBUR_J) && (r_ptr->d_char == 'S'));
2001 if ((mode == HISSATSU_KYUSHO) || (mode == HISSATSU_MINEUCHI) || (mode == HISSATSU_3DAN) || (mode == HISSATSU_IAI)) num_blow = 1;
2002 else if (mode == HISSATSU_COLD) num_blow = p_ptr->num_blow[hand]+2;
2003 else num_blow = p_ptr->num_blow[hand];
2005 /* Attack once for each legal blow */
2006 while ((num++ < num_blow) && !p_ptr->is_dead)
2008 if (((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_DOKUBARI)) || (mode == HISSATSU_KYUSHO))
2010 if (p_ptr->migite && p_ptr->hidarite)
2012 success_hit = one_in_(2);
2014 else success_hit = TRUE;
2016 else if (mode == HISSATSU_MAJIN)
2021 success_hit = FALSE;
2022 old_success_hit = success_hit;
2024 else success_hit = old_success_hit;
2026 else if ((p_ptr->pclass == CLASS_NINJA) && ((backstab || fuiuchi) && !(r_ptr->flags3 & RF3_RES_ALL))) success_hit = TRUE;
2027 else success_hit = test_hit_norm(chance, r_ptr->ac, m_ptr->ml);
2032 int vorpal_chance = ((o_ptr->name1 == ART_VORPAL_BLADE) || (o_ptr->name1 == ART_CHAINSWORD)) ? 2 : 4;
2040 msg_format("¤¢¤Ê¤¿¤ÏÎä¹ó¤Ë¤â̲¤Ã¤Æ¤¤¤ë̵ÎϤÊ%s¤òÆͤ»É¤·¤¿¡ª",
2042 msg_format("You cruelly stab the helpless, sleeping %s!",
2048 msg_format("ÉÔ°Õ¤òÆͤ¤¤Æ%s¤Ë¶¯Îõ¤Ê°ì·â¤ò¶ô¤é¤ï¤»¤¿¡ª",
2050 msg_format("You make surprise attack, and hit %s with a powerful blow!",
2054 else if (stab_fleeing)
2056 msg_format("ƨ¤²¤ë%s¤òÇØÃ椫¤éÆͤ»É¤·¤¿¡ª",
2058 msg_format("You backstab the fleeing %s!",
2064 if (!(((p_ptr->pclass == CLASS_MONK) || (p_ptr->pclass == CLASS_FORCETRAINER) || (p_ptr->pclass == CLASS_BERSERKER)) && (empty_hands(TRUE) > 1)))
2066 msg_format("%s¤ò¹¶·â¤·¤¿¡£", m_name);
2068 msg_format("You hit %s.", m_name);
2073 /* Hack -- bare hands do one damage */
2076 object_flags(o_ptr, flgs);
2078 /* Select a chaotic effect (50% chance) */
2079 if ((have_flag(flgs, TR_CHAOTIC)) && one_in_(2))
2082 chg_virtue(V_CHANCE, 1);
2084 if (randint1(5) < 3)
2086 /* Vampiric (20%) */
2089 else if (one_in_(250))
2094 else if (!one_in_(10))
2096 /* Confusion (26.892%) */
2099 else if (one_in_(2))
2101 /* Teleport away (1.494%) */
2106 /* Polymorph (1.494%) */
2111 /* Vampiric drain */
2112 if ((have_flag(flgs, TR_VAMPIRIC)) || (chaos_effect == 1) || (mode == HISSATSU_DRAIN))
2114 /* Only drain "living" monsters */
2115 if (monster_living(r_ptr))
2121 if ((have_flag(flgs, TR_VORPAL)) && (randint1(vorpal_chance*3/2) == 1) && !zantetsu_mukou)
2123 else vorpal_cut = FALSE;
2125 if (((p_ptr->pclass == CLASS_MONK) || (p_ptr->pclass == CLASS_FORCETRAINER) || (p_ptr->pclass == CLASS_BERSERKER)) && (empty_hands(TRUE) > 1))
2127 int special_effect = 0, stun_effect = 0, times = 0, max_times;
2129 martial_arts *ma_ptr = &ma_blows[0], *old_ptr = &ma_blows[0];
2130 int resist_stun = 0;
2133 if (r_ptr->flags1 & RF1_UNIQUE) resist_stun += 88;
2134 if (r_ptr->flags3 & RF3_NO_STUN) resist_stun += 66;
2135 if (r_ptr->flags3 & RF3_NO_CONF) resist_stun += 33;
2136 if (r_ptr->flags3 & RF3_NO_SLEEP) resist_stun += 33;
2137 if ((r_ptr->flags3 & RF3_UNDEAD) || (r_ptr->flags3 & RF3_NONLIVING))
2140 if (p_ptr->special_defense & KAMAE_BYAKKO)
2141 max_times = (p_ptr->lev < 3 ? 1 : p_ptr->lev / 3);
2142 else if (p_ptr->special_defense & KAMAE_SUZAKU)
2144 else if (p_ptr->special_defense & KAMAE_GENBU)
2147 max_times = (p_ptr->lev < 7 ? 1 : p_ptr->lev / 7);
2148 /* Attempt 'times' */
2149 for (times = 0; times < max_times; times++)
2153 ma_ptr = &ma_blows[randint0(MAX_MA)];
2154 if ((p_ptr->pclass == CLASS_FORCETRAINER) && (ma_ptr->min_level > 1)) min_level = ma_ptr->min_level + 3;
2155 else min_level = ma_ptr->min_level;
2157 while ((min_level > p_ptr->lev) ||
2158 (randint1(p_ptr->lev) < ma_ptr->chance));
2160 /* keep the highest level attack available we found */
2161 if ((ma_ptr->min_level > old_ptr->min_level) &&
2162 !p_ptr->stun && !p_ptr->confused)
2166 if (p_ptr->wizard && cheat_xtra)
2169 msg_print("¹¶·â¤òºÆÁªÂò¤·¤Þ¤·¤¿¡£");
2171 msg_print("Attack re-selected.");
2182 if (p_ptr->pclass == CLASS_FORCETRAINER) min_level = MAX(1, ma_ptr->min_level - 3);
2183 else min_level = ma_ptr->min_level;
2184 k = damroll(ma_ptr->dd, ma_ptr->ds);
2185 if (p_ptr->special_attack & ATTACK_SUIKEN) k *= 2;
2187 if (ma_ptr->effect == MA_KNEE)
2189 if (r_ptr->flags1 & RF1_MALE)
2192 msg_format("%s¤Ë¶âŪɨ½³¤ê¤ò¤¯¤é¤ï¤·¤¿¡ª", m_name);
2194 msg_format("You hit %s in the groin with your knee!", m_name);
2198 special_effect = MA_KNEE;
2201 msg_format(ma_ptr->desc, m_name);
2204 else if (ma_ptr->effect == MA_SLOW)
2206 if (!((r_ptr->flags1 & RF1_NEVER_MOVE) ||
2207 strchr("~#{}.UjmeEv$,DdsbBFIJQSXclnw!=?", r_ptr->d_char)))
2210 msg_format("%s¤Î¼ó¤Ë´ØÀá½³¤ê¤ò¤¯¤é¤ï¤·¤¿¡ª", m_name);
2212 msg_format("You kick %s in the ankle.", m_name);
2215 special_effect = MA_SLOW;
2217 else msg_format(ma_ptr->desc, m_name);
2223 stun_effect = (ma_ptr->effect / 2) + randint1(ma_ptr->effect / 2);
2226 msg_format(ma_ptr->desc, m_name);
2229 if (p_ptr->special_defense & KAMAE_SUZAKU) weight = 4;
2230 if ((p_ptr->pclass == CLASS_FORCETRAINER) && (p_ptr->magic_num1[0]))
2232 weight += (p_ptr->magic_num1[0]/30);
2233 if (weight > 20) weight = 20;
2236 k = critical_norm(p_ptr->lev * weight, min_level, k, p_ptr->to_h[0], 0);
2238 if ((special_effect == MA_KNEE) && ((k + p_ptr->to_d[hand]) < m_ptr->hp))
2241 msg_format("%^s¤Ï¶ìÄˤˤ¦¤á¤¤¤Æ¤¤¤ë¡ª", m_name);
2243 msg_format("%^s moans in agony!", m_name);
2246 stun_effect = 7 + randint1(13);
2250 else if ((special_effect == MA_SLOW) && ((k + p_ptr->to_d[hand]) < m_ptr->hp))
2252 if (!(r_ptr->flags1 & RF1_UNIQUE) &&
2253 (randint1(p_ptr->lev) > r_ptr->level) &&
2257 msg_format("%^s¤Ï¤ò¤Ò¤¤º¤ê»Ï¤á¤¿¡£", m_name);
2259 msg_format("%^s starts limping slower.", m_name);
2262 m_ptr->mspeed -= 10;
2266 if (stun_effect && ((k + p_ptr->to_d[hand]) < m_ptr->hp))
2268 if (p_ptr->lev > randint1(r_ptr->level + resist_stun + 10))
2272 msg_format("%^s¤Ï¤µ¤é¤Ë¥Õ¥é¥Õ¥é¤Ë¤Ê¤Ã¤¿¡£", m_name);
2274 msg_format("%^s is more stunned.", m_name);
2279 msg_format("%^s¤Ï¥Õ¥é¥Õ¥é¤Ë¤Ê¤Ã¤¿¡£", m_name);
2281 msg_format("%^s is stunned.", m_name);
2285 m_ptr->stunned += stun_effect;
2290 /* Handle normal weapon */
2291 else if (o_ptr->k_idx)
2293 k = damroll(o_ptr->dd, o_ptr->ds);
2296 if((o_ptr->tval == TV_POLEARM) && ((o_ptr->sval == SV_LANCE) || (o_ptr->sval == SV_HEAVY_LANCE)))
2298 k += damroll(2, o_ptr->ds);
2302 k = tot_dam_aux(o_ptr, k, m_ptr, mode);
2306 k *= (3 + (p_ptr->lev / 20));
2310 k = k*(5+(p_ptr->lev*2/25))/2;
2312 else if (stab_fleeing)
2317 if ((p_ptr->impact[hand] && ((k > 50) || one_in_(7))) ||
2318 (chaos_effect == 2) || (mode == HISSATSU_QUAKE))
2323 if ((!(o_ptr->tval == TV_SWORD) || !(o_ptr->sval == SV_DOKUBARI)) && !(mode == HISSATSU_KYUSHO))
2324 k = critical_norm(o_ptr->weight, o_ptr->to_h, k, p_ptr->to_h[hand], mode);
2332 if ((o_ptr->name1 == ART_CHAINSWORD) && !one_in_(2))
2334 char chainsword_noise[1024];
2336 if (!get_rnd_line("chainswd_j.txt", 0, chainsword_noise))
2338 if (!get_rnd_line("chainswd.txt", 0, chainsword_noise))
2342 msg_print(chainsword_noise);
2346 if (o_ptr->name1 == ART_VORPAL_BLADE)
2349 msg_print("Ìܤˤâ»ß¤Þ¤é¤Ì¥Ü¡¼¥Ñ¥ë¡¦¥Ö¥ì¡¼¥É¡¢¼êÏ£¤ÎÁá¶È¡ª");
2351 msg_print("Your Vorpal Blade goes snicker-snack!");
2358 msg_format("%s¤ò¥°¥Ã¥µ¥êÀÚ¤êÎö¤¤¤¿¡ª", m_name);
2360 msg_format("Your weapon cuts deep into %s!", m_name);
2365 /* Try to increase the damage */
2366 while (one_in_(vorpal_chance))
2374 if (((r_ptr->flags3 & RF3_RES_ALL) ? k/100 : k) > m_ptr->hp)
2377 msg_format("%s¤ò¿¿¤ÃÆó¤Ä¤Ë¤·¤¿¡ª", m_name);
2379 msg_format("You cut %s in half!", m_name);
2388 case 2: msg_format("%s¤ò»Â¤Ã¤¿¡ª", m_name); break;
2390 case 2: msg_format("You gouge %s!", m_name); break;
2394 case 3: msg_format("%s¤ò¤Ö¤Ã¤¿»Â¤Ã¤¿¡ª", m_name); break;
2396 case 3: msg_format("You maim %s!", m_name); break;
2400 case 4: msg_format("%s¤ò¥á¥Ã¥¿»Â¤ê¤Ë¤·¤¿¡ª", m_name); break;
2402 case 4: msg_format("You carve %s!", m_name); break;
2406 case 5: msg_format("%s¤ò¥á¥Ã¥¿¥á¥¿¤Ë»Â¤Ã¤¿¡ª", m_name); break;
2408 case 5: msg_format("You cleave %s!", m_name); break;
2412 case 6: msg_format("%s¤ò»É¿È¤Ë¤·¤¿¡ª", m_name); break;
2414 case 6: msg_format("You smite %s!", m_name); break;
2418 case 7: msg_format("%s¤ò»Â¤Ã¤Æ»Â¤Ã¤Æ»Â¤ê¤Þ¤¯¤Ã¤¿¡ª", m_name); break;
2420 case 7: msg_format("You eviscerate %s!", m_name); break;
2424 default: msg_format("%s¤òºÙÀÚ¤ì¤Ë¤·¤¿¡ª", m_name); break;
2426 default: msg_format("You shred %s!", m_name); break;
2431 drain_result = drain_result * 3 / 2;
2435 drain_result += o_ptr->to_d;
2438 /* Apply the player damage bonuses */
2439 k += p_ptr->to_d[hand];
2440 drain_result += p_ptr->to_d[hand];
2442 if ((mode == HISSATSU_SUTEMI) || (mode == HISSATSU_3DAN)) k *= 2;
2443 if ((mode == HISSATSU_SEKIRYUKA) && (r_ptr->flags3 & (RF3_UNDEAD | RF3_DEMON | RF3_NONLIVING))) k = 0;
2444 if ((mode == HISSATSU_SEKIRYUKA) && !p_ptr->cut) k /= 2;
2446 /* No negative damage */
2449 if ((mode == HISSATSU_ZANMA) && !((r_ptr->flags3 & (RF3_DEMON | RF3_UNDEAD | RF3_NONLIVING)) && (r_ptr->flags3 & RF3_EVIL)))
2457 msg_print("¤³¤ó¤ÊÆð¤é¤«¤¤¤â¤Î¤ÏÀÚ¤ì¤ó¡ª");
2459 msg_print("You cannot cut such a elastic thing!");
2467 msg_print("ÃØéá¤Ï¶ì¼ê¤À¡ª");
2469 msg_print("Spiders are difficult for you to deal with!");
2474 if (mode == HISSATSU_MINEUCHI)
2476 int tmp = (10 + randint1(15) + p_ptr->lev / 5);
2479 anger_monster(m_ptr);
2481 if (!(r_ptr->flags3 & (RF3_NO_STUN)))
2487 msg_format("%s¤Ï¤Ò¤É¤¯¤â¤¦¤í¤¦¤È¤·¤¿¡£", m_name);
2489 msg_format("%s is more dazed.", m_name);
2497 msg_format("%s ¤Ï¤â¤¦¤í¤¦¤È¤·¤¿¡£", m_name);
2499 msg_format("%s is dazed.", m_name);
2504 m_ptr->stunned = (tmp < 200) ? tmp : 200;
2509 msg_format("%s ¤Ë¤Ï¸ú²Ì¤¬¤Ê¤«¤Ã¤¿¡£", m_name);
2511 msg_format("%s is not effected.", m_name);
2516 /* Modify the damage */
2517 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))));
2518 if (((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_DOKUBARI)) || (mode == HISSATSU_KYUSHO))
2520 if ((randint1(randint1(r_ptr->level/7)+5) == 1) && !(r_ptr->flags1 & RF1_UNIQUE) && !(r_ptr->flags7 & RF7_UNIQUE2))
2524 msg_format("%s¤ÎµÞ½ê¤òÆͤ»É¤·¤¿¡ª", m_name);
2526 msg_format("You hit %s on a fatal spot!", m_name);
2531 else if ((p_ptr->pclass == CLASS_NINJA) && (!p_ptr->icky_wield[hand]) && ((p_ptr->cur_lite <= 0) || one_in_(7)))
2533 int maxhp = maxroll(r_ptr->hdice, r_ptr->hside);
2534 if (one_in_(backstab ? 13 : (stab_fleeing || fuiuchi) ? 15 : 27))
2539 msg_format("¿Ï¤¬%s¤Ë¿¼¡¹¤ÈÆͤ»É¤µ¤Ã¤¿¡ª", m_name);
2541 msg_format("You critically injured %s!", m_name);
2544 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)))
2546 if ((r_ptr->flags1 & RF1_UNIQUE) || (r_ptr->flags7 & RF7_UNIQUE2) || (m_ptr->hp >= maxhp/2))
2548 k = MAX(k*5, m_ptr->hp/2);
2551 msg_format("%s¤ËÃ×Ì¿½ý¤òÉé¤ï¤»¤¿¡ª", m_name);
2553 msg_format("You fatally injured %s!", m_name);
2560 msg_format("¿Ï¤¬%s¤ÎµÞ½ê¤ò´Ó¤¤¤¿¡ª", m_name);
2562 msg_format("You hit %s on a fatal spot!", m_name);
2568 /* Complex message */
2569 if (p_ptr->wizard || cheat_xtra)
2572 msg_format("%d/%d ¤Î¥À¥á¡¼¥¸¤òÍ¿¤¨¤¿¡£", k, m_ptr->hp);
2574 msg_format("You do %d (out of %d) damage.", k, m_ptr->hp);
2579 if (k <= 0) can_drain = FALSE;
2581 if (drain_result > m_ptr->hp)
2582 drain_result = m_ptr->hp;
2584 /* Damage, check for fear and death */
2585 if (mon_take_hit(c_ptr->m_idx, k, fear, NULL))
2588 if ((p_ptr->pclass == CLASS_BERSERKER) && energy_use)
2590 if (p_ptr->migite && p_ptr->hidarite)
2592 if (hand) energy_use = energy_use*3/5+energy_use*num*2/(p_ptr->num_blow[hand]*5);
2593 else energy_use = energy_use*num*3/(p_ptr->num_blow[hand]*5);
2597 energy_use = energy_use*num/p_ptr->num_blow[hand];
2600 if ((o_ptr->name1 == ART_ZANTETSU) && is_lowlevel)
2602 msg_print("¤Þ¤¿¤Ä¤Þ¤é¤Ì¤â¤Î¤ò»Â¤Ã¤Æ¤·¤Þ¤Ã¤¿¡¥¡¥¡¥");
2604 msg_print("Sign..Another trifling thing I've cut....");
2609 /* Anger the monster */
2610 if (k > 0) anger_monster(m_ptr);
2612 touch_zap_player(m_ptr);
2614 /* Are we draining it? A little note: If the monster is
2615 dead, the drain does not work... */
2617 if (can_drain && (drain_result > 0))
2619 if (o_ptr->name1 == ART_MURAMASA)
2623 int to_h = o_ptr->to_h;
2624 int to_d = o_ptr->to_d;
2628 for (i = 0; i < to_h + 3; i++) if (one_in_(4)) flag = 0;
2632 for (i = 0; i < to_d + 3; i++) if (one_in_(4)) flag = 0;
2635 if (o_ptr->to_h != to_h || o_ptr->to_d != to_d)
2638 msg_print("ÍÅÅá¤Ï·ì¤òµÛ¤Ã¤Æ¶¯¤¯¤Ê¤Ã¤¿¡ª");
2640 msg_print("Muramasa sucked blood, and became more powerful!");
2649 if (drain_result > 5) /* Did we really hurt it? */
2651 drain_heal = damroll(2, drain_result / 6);
2656 msg_format("Draining left: %d", drain_left);
2658 msg_format("Draining left: %d", drain_left);
2665 if (drain_heal < drain_left)
2667 drain_left -= drain_heal;
2671 drain_heal = drain_left;
2678 msg_format("¿Ï¤¬%s¤«¤éÀ¸Ì¿ÎϤòµÛ¤¤¼è¤Ã¤¿¡ª", m_name);
2680 msg_format("Your weapon drains life from %s!", m_name);
2686 drain_heal = (drain_heal * mutant_regenerate_mod) / 100;
2688 hp_player(drain_heal);
2689 /* We get to keep some of it! */
2693 m_ptr->maxhp -= (k+7)/8;
2694 if (m_ptr->hp > m_ptr->maxhp) m_ptr->hp = m_ptr->maxhp;
2700 /* Confusion attack */
2701 if ((p_ptr->special_attack & ATTACK_CONFUSE) || (chaos_effect == 3) || (mode == HISSATSU_CONF))
2703 /* Cancel glowing hands */
2704 if (p_ptr->special_attack & ATTACK_CONFUSE)
2706 p_ptr->special_attack &= ~(ATTACK_CONFUSE);
2708 msg_print("¼ê¤Îµ±¤¤¬¤Ê¤¯¤Ê¤Ã¤¿¡£");
2710 msg_print("Your hands stop glowing.");
2712 p_ptr->redraw |= (PR_STATUS);
2716 /* Confuse the monster */
2717 if (r_ptr->flags3 & RF3_NO_CONF)
2721 r_ptr->r_flags3 |= RF3_NO_CONF;
2725 msg_format("%^s¤Ë¤Ï¸ú²Ì¤¬¤Ê¤«¤Ã¤¿¡£", m_name);
2727 msg_format("%^s is unaffected.", m_name);
2731 else if (randint0(100) < r_ptr->level)
2734 msg_format("%^s¤Ë¤Ï¸ú²Ì¤¬¤Ê¤«¤Ã¤¿¡£", m_name);
2736 msg_format("%^s is unaffected.", m_name);
2743 msg_format("%^s¤Ïº®Í𤷤¿¤è¤¦¤À¡£", m_name);
2745 msg_format("%^s appears confused.", m_name);
2748 m_ptr->confused += 10 + randint0(p_ptr->lev) / 5;
2752 else if (chaos_effect == 4)
2754 bool resists_tele = FALSE;
2756 if (r_ptr->flags3 & RF3_RES_TELE)
2758 if (r_ptr->flags1 & RF1_UNIQUE)
2760 if (m_ptr->ml) r_ptr->r_flags3 |= RF3_RES_TELE;
2762 msg_format("%^s¤Ë¤Ï¸ú²Ì¤¬¤Ê¤«¤Ã¤¿¡£", m_name);
2764 msg_format("%^s is unaffected!", m_name);
2767 resists_tele = TRUE;
2769 else if (r_ptr->level > randint1(100))
2771 if (m_ptr->ml) r_ptr->r_flags3 |= RF3_RES_TELE;
2773 msg_format("%^s¤ÏÄñ¹³ÎϤò»ý¤Ã¤Æ¤¤¤ë¡ª", m_name);
2775 msg_format("%^s resists!", m_name);
2778 resists_tele = TRUE;
2785 msg_format("%^s¤Ï¾Ã¤¨¤¿¡ª", m_name);
2787 msg_format("%^s disappears!", m_name);
2790 teleport_away(c_ptr->m_idx, 50, FALSE);
2791 num = p_ptr->num_blow[hand] + 1; /* Can't hit it anymore! */
2796 else if ((chaos_effect == 5) && cave_floor_bold(y, x) &&
2797 (randint1(90) > r_ptr->level))
2799 if (!(r_ptr->flags1 & RF1_UNIQUE) &&
2800 !(r_ptr->flags4 & RF4_BR_CHAO) &&
2801 !(r_ptr->flags1 & RF1_QUESTOR))
2803 if (polymorph_monster(y, x))
2806 msg_format("%^s¤ÏÊѲ½¤·¤¿¡ª", m_name);
2808 msg_format("%^s changes!", m_name);
2812 /* Hack -- Get new monster */
2813 m_ptr = &m_list[c_ptr->m_idx];
2815 /* Oops, we need a different name... */
2816 monster_desc(m_name, m_ptr, 0);
2818 /* Hack -- Get new race */
2819 r_ptr = &r_info[m_ptr->r_idx];
2827 msg_format("%^s¤Ë¤Ï¸ú²Ì¤¬¤Ê¤«¤Ã¤¿¡£", m_name);
2829 msg_format("%^s is unaffected.", m_name);
2835 else if (o_ptr->name1 == ART_G_HAMMER)
2837 monster_type *m_ptr = &m_list[c_ptr->m_idx];
2839 if (m_ptr->hold_o_idx)
2841 object_type *q_ptr = &o_list[m_ptr->hold_o_idx];
2842 char o_name[MAX_NLEN];
2844 object_desc(o_name, q_ptr, TRUE, 0);
2845 q_ptr->held_m_idx = 0;
2846 q_ptr->marked = FALSE;
2847 m_ptr->hold_o_idx = q_ptr->next_o_idx;
2848 q_ptr->next_o_idx = 0;
2850 msg_format("%s¤òÃ¥¤Ã¤¿¡£", o_name);
2852 msg_format("You snatched %s.", o_name);
2862 backstab = FALSE; /* Clumsy! */
2863 fuiuchi = FALSE; /* Clumsy! */
2865 if ((o_ptr->tval == TV_POLEARM) && (o_ptr->sval == SV_DEATH_SCYTHE) && one_in_(3))
2867 u32b flgs[TR_FLAG_SIZE];
2874 msg_format("¥ß¥¹¡ª %s¤Ë¤«¤ï¤µ¤ì¤¿¡£", m_name);
2876 msg_format("You miss %s.", m_name);
2880 msg_print("¿¶¤ê²ó¤·¤¿Âç³ù¤¬¼«Ê¬¼«¿È¤ËÊ֤äƤ¤¿¡ª");
2882 msg_print("Your scythe returns to you!");
2885 /* Extract the flags */
2886 object_flags(o_ptr, flgs);
2888 k = damroll(o_ptr->dd, o_ptr->ds);
2891 switch (p_ptr->mimic_form)
2894 switch (p_ptr->prace)
2904 case RACE_HALF_TROLL:
2905 case RACE_HALF_OGRE:
2906 case RACE_HALF_GIANT:
2907 case RACE_HALF_TITAN:
2917 case RACE_DRACONIAN:
2924 case MIMIC_DEMON_LORD:
2931 if (p_ptr->align < 0 && mult < 20)
2933 if (!(p_ptr->resist_acid || p_ptr->oppose_acid) && (mult < 25))
2935 if (!(p_ptr->resist_elec || p_ptr->oppose_elec) && (mult < 25))
2937 if (!(p_ptr->resist_fire || p_ptr->oppose_fire) && (mult < 25))
2939 if (!(p_ptr->resist_cold || p_ptr->oppose_cold) && (mult < 25))
2941 if (!(p_ptr->resist_pois || p_ptr->oppose_pois) && (mult < 25))
2944 if ((p_ptr->pclass != CLASS_SAMURAI) && (have_flag(flgs, TR_FORCE_WEAPON)) && (p_ptr->csp > (p_ptr->msp / 30)))
2946 p_ptr->csp -= (1+(p_ptr->msp / 30));
2947 p_ptr->redraw |= (PR_MANA);
2954 k = critical_norm(o_ptr->weight, o_ptr->to_h, k, p_ptr->to_h[hand], mode);
2959 msg_format("¥°¥Ã¥µ¥êÀÚ¤êÎö¤«¤ì¤¿¡ª");
2961 msg_format("Your weapon cuts deep into yourself!");
2963 /* Try to increase the damage */
2971 k += (p_ptr->to_d[hand] + o_ptr->to_d);
2974 take_hit(DAMAGE_FORCE, k, "»à¤ÎÂç³ù", -1);
2976 take_hit(DAMAGE_FORCE, k, "Death scythe", -1);
2988 msg_format("¥ß¥¹¡ª %s¤Ë¤«¤ï¤µ¤ì¤¿¡£", m_name);
2990 msg_format("You miss %s.", m_name);
2999 if (weak && !(*mdeath))
3002 msg_format("%s¤Ï¼å¤¯¤Ê¤Ã¤¿¤è¤¦¤À¡£", m_name);
3004 msg_format("%^s seems weakened.", m_name);
3007 if (drain_left != MAX_VAMPIRIC_DRAIN)
3011 chg_virtue(V_UNLIFE, 1);
3014 /* Mega-Hack -- apply earthquake brand */
3017 earthquake(py, px, 10);
3018 if (!cave[y][x].m_idx) *mdeath = TRUE;
3022 bool py_attack(int y, int x, int mode)
3025 bool mdeath = FALSE;
3026 bool stormbringer = FALSE;
3028 cave_type *c_ptr = &cave[y][x];
3029 monster_type *m_ptr = &m_list[c_ptr->m_idx];
3032 /* Disturb the player */
3037 if (m_ptr->csleep) /* It is not honorable etc to attack helpless victims */
3039 if (!(r_info[m_ptr->r_idx].flags3 & RF3_EVIL) || one_in_(5)) chg_virtue(V_COMPASSION, -1);
3040 if (!(r_info[m_ptr->r_idx].flags3 & RF3_EVIL) || one_in_(5)) chg_virtue(V_HONOUR, -1);
3043 /* Extract monster name (or "it") */
3044 monster_desc(m_name, m_ptr, 0);
3046 /* Auto-Recall if possible and visible */
3047 if (m_ptr->ml) monster_race_track(m_ptr->ap_r_idx);
3049 /* Track a new monster */
3050 if (m_ptr->ml) health_track(c_ptr->m_idx);
3052 if ((r_info[m_ptr->r_idx].flags1 & RF1_FEMALE) &&
3053 !(p_ptr->stun || p_ptr->confused || p_ptr->image || !m_ptr->ml))
3055 if ((inventory[INVEN_RARM].name1 == ART_ZANTETSU) || (inventory[INVEN_LARM].name1 == ART_ZANTETSU))
3058 msg_print("ÀÛ¼Ô¡¢¤ª¤Ê¤´¤Ï»Â¤ì¤Ì¡ª");
3060 msg_print("I can not attack women!");
3066 if (d_info[dungeon_type].flags1 & DF1_NO_MELEE)
3069 msg_print("¤Ê¤¼¤«¹¶·â¤¹¤ë¤³¤È¤¬¤Ç¤¤Ê¤¤¡£");
3071 msg_print("Something prevent you from attacking.");
3076 /* Stop if friendly */
3077 if (!is_hostile(m_ptr) &&
3078 !(p_ptr->stun || p_ptr->confused || p_ptr->image ||
3079 p_ptr->shero || !m_ptr->ml))
3081 if (inventory[INVEN_RARM].name1 == ART_STORMBRINGER) stormbringer = TRUE;
3082 if (inventory[INVEN_LARM].name1 == ART_STORMBRINGER) stormbringer = TRUE;
3086 msg_format("¹õ¤¤¿Ï¤Ï¶¯ÍߤË%s¤ò¹¶·â¤·¤¿¡ª", m_name);
3088 msg_format("Your black blade greedily attacks %s!", m_name);
3090 chg_virtue(V_INDIVIDUALISM, 1);
3091 chg_virtue(V_HONOUR, -1);
3092 chg_virtue(V_JUSTICE, -1);
3093 chg_virtue(V_COMPASSION, -1);
3095 else if (p_ptr->pclass != CLASS_BERSERKER)
3098 if (get_check("ËÜÅö¤Ë¹¶·â¤·¤Þ¤¹¤«¡©"))
3100 if (get_check("Really hit it? "))
3103 chg_virtue(V_INDIVIDUALISM, 1);
3104 chg_virtue(V_HONOUR, -1);
3105 chg_virtue(V_JUSTICE, -1);
3106 chg_virtue(V_COMPASSION, -1);
3111 msg_format("%s¤ò¹¶·â¤¹¤ë¤Î¤ò»ß¤á¤¿¡£", m_name);
3113 msg_format("You stop to avoid hitting %s.", m_name);
3121 /* Handle player fear */
3127 msg_format("¶²¤¯¤Æ%s¤ò¹¶·â¤Ç¤¤Ê¤¤¡ª", m_name);
3129 msg_format("You are too afraid to attack %s!", m_name);
3134 msg_format ("¤½¤Ã¤Á¤Ë¤Ï²¿¤«¶²¤¤¤â¤Î¤¬¤¤¤ë¡ª");
3136 msg_format ("There is something scary in your way!");
3139 /* Disturb the monster */
3141 p_ptr->update |= (PU_MON_LITE);
3147 if (p_ptr->migite && p_ptr->hidarite)
3149 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_info[m_ptr->r_idx].level))
3151 if (p_ptr->skill_exp[GINOU_NITOURYU] < 4000)
3152 p_ptr->skill_exp[GINOU_NITOURYU]+=80;
3153 else if(p_ptr->skill_exp[GINOU_NITOURYU] < 6000)
3154 p_ptr->skill_exp[GINOU_NITOURYU]+=4;
3155 else if(p_ptr->skill_exp[GINOU_NITOURYU] < 7000)
3156 p_ptr->skill_exp[GINOU_NITOURYU]+=1;
3157 else if(p_ptr->skill_exp[GINOU_NITOURYU] < 8000)
3158 if (one_in_(3)) p_ptr->skill_exp[GINOU_NITOURYU]+=1;
3159 p_ptr->update |= (PU_BONUS);
3165 int ridinglevel = r_info[m_list[p_ptr->riding].r_idx].level;
3166 if ((p_ptr->skill_exp[GINOU_RIDING] < s_info[p_ptr->pclass].s_max[GINOU_RIDING]) && ((p_ptr->skill_exp[GINOU_RIDING] - 1000) / 200 < r_info[m_ptr->r_idx].level) && (p_ptr->skill_exp[GINOU_RIDING]/100 - 2000 < ridinglevel))
3167 p_ptr->skill_exp[GINOU_RIDING]++;
3168 if ((p_ptr->skill_exp[GINOU_RIDING] < s_info[p_ptr->pclass].s_max[GINOU_RIDING]) && (p_ptr->skill_exp[GINOU_RIDING]/100 < ridinglevel))
3170 if (ridinglevel*100 > (p_ptr->skill_exp[GINOU_RIDING] + 1500))
3171 p_ptr->skill_exp[GINOU_RIDING] += (1+(ridinglevel - p_ptr->skill_exp[GINOU_RIDING]/100 - 15));
3172 else p_ptr->skill_exp[GINOU_RIDING]++;
3174 p_ptr->update |= (PU_BONUS);
3177 riding_t_m_idx = c_ptr->m_idx;
3178 if (p_ptr->migite) py_attack_aux(y, x, &fear, &mdeath, 0, mode);
3179 if (p_ptr->hidarite && !mdeath) py_attack_aux(y, x, &fear, &mdeath, 1, mode);
3181 /* Mutations which yield extra 'natural' attacks */
3184 if ((p_ptr->muta2 & MUT2_HORNS) && !mdeath)
3185 natural_attack(c_ptr->m_idx, MUT2_HORNS, &fear, &mdeath);
3186 if ((p_ptr->muta2 & MUT2_BEAK) && !mdeath)
3187 natural_attack(c_ptr->m_idx, MUT2_BEAK, &fear, &mdeath);
3188 if ((p_ptr->muta2 & MUT2_SCOR_TAIL) && !mdeath)
3189 natural_attack(c_ptr->m_idx, MUT2_SCOR_TAIL, &fear, &mdeath);
3190 if ((p_ptr->muta2 & MUT2_TRUNK) && !mdeath)
3191 natural_attack(c_ptr->m_idx, MUT2_TRUNK, &fear, &mdeath);
3192 if ((p_ptr->muta2 & MUT2_TENTACLES) && !mdeath)
3193 natural_attack(c_ptr->m_idx, MUT2_TENTACLES, &fear, &mdeath);
3196 /* Hack -- delay fear messages */
3197 if (fear && m_ptr->ml && !mdeath)
3204 msg_format("%^s¤Ï¶²Éݤ·¤Æƨ¤²½Ð¤·¤¿¡ª", m_name);
3206 msg_format("%^s flees in terror!", m_name);
3211 if ((p_ptr->special_defense & KATA_IAI) && ((mode != HISSATSU_IAI) || mdeath))
3213 set_action(ACTION_NONE);
3220 static bool pattern_seq(int c_y, int c_x, int n_y, int n_x)
3222 if (!pattern_tile(c_y, c_x) && !pattern_tile(n_y, n_x))
3225 if (cave[n_y][n_x].feat == FEAT_PATTERN_START)
3227 if (!pattern_tile(c_y, c_x) &&
3228 !p_ptr->confused && !p_ptr->stun && !p_ptr->image)
3231 if (get_check("¥Ñ¥¿¡¼¥ó¤Î¾å¤òÊ⤻Ϥá¤ë¤È¡¢Á´¤Æ¤òÊ⤫¤Ê¤±¤ì¤Ð¤Ê¤ê¤Þ¤»¤ó¡£¤¤¤¤¤Ç¤¹¤«¡©"))
3233 if (get_check("If you start walking the Pattern, you must walk the whole way. Ok? "))
3243 else if ((cave[n_y][n_x].feat == FEAT_PATTERN_OLD) ||
3244 (cave[n_y][n_x].feat == FEAT_PATTERN_END) ||
3245 (cave[n_y][n_x].feat == FEAT_PATTERN_XTRA2))
3247 if (pattern_tile(c_y, c_x))
3254 msg_print("¥Ñ¥¿¡¼¥ó¤Î¾å¤òÊ⤯¤Ë¤Ï¥¹¥¿¡¼¥ÈÃÏÅÀ¤«¤éÊ⤻Ϥá¤Ê¤¯¤Æ¤Ï¤Ê¤ê¤Þ¤»¤ó¡£");
3256 msg_print("You must start walking the Pattern from the startpoint.");
3262 else if ((cave[n_y][n_x].feat == FEAT_PATTERN_XTRA1) ||
3263 (cave[c_y][c_x].feat == FEAT_PATTERN_XTRA1))
3267 else if (cave[c_y][c_x].feat == FEAT_PATTERN_START)
3269 if (pattern_tile(n_y, n_x))
3274 msg_print("¥Ñ¥¿¡¼¥ó¤Î¾å¤ÏÀµ¤·¤¤½ç½ø¤ÇÊ⤫¤Í¤Ð¤Ê¤ê¤Þ¤»¤ó¡£");
3276 msg_print("You must walk the Pattern in correct order.");
3282 else if ((cave[c_y][c_x].feat == FEAT_PATTERN_OLD) ||
3283 (cave[c_y][c_x].feat == FEAT_PATTERN_END) ||
3284 (cave[c_y][c_x].feat == FEAT_PATTERN_XTRA2))
3286 if (!pattern_tile(n_y, n_x))
3289 msg_print("¥Ñ¥¿¡¼¥ó¤òƧ¤ß³°¤·¤Æ¤Ï¤¤¤±¤Þ¤»¤ó¡£");
3291 msg_print("You may not step off from the Pattern.");
3303 if (!pattern_tile(c_y, c_x))
3306 msg_print("¥Ñ¥¿¡¼¥ó¤Î¾å¤òÊ⤯¤Ë¤Ï¥¹¥¿¡¼¥ÈÃÏÅÀ¤«¤éÊ⤻Ϥá¤Ê¤¯¤Æ¤Ï¤Ê¤ê¤Þ¤»¤ó¡£");
3308 msg_print("You must start walking the Pattern from the startpoint.");
3315 byte ok_move = FEAT_PATTERN_START;
3316 switch (cave[c_y][c_x].feat)
3318 case FEAT_PATTERN_1:
3319 ok_move = FEAT_PATTERN_2;
3321 case FEAT_PATTERN_2:
3322 ok_move = FEAT_PATTERN_3;
3324 case FEAT_PATTERN_3:
3325 ok_move = FEAT_PATTERN_4;
3327 case FEAT_PATTERN_4:
3328 ok_move = FEAT_PATTERN_1;
3333 msg_format("¤ª¤«¤·¤Ê¥Ñ¥¿¡¼¥óÊâ¹Ô¡¢%d¡£", cave[c_y][c_x]);
3335 msg_format("Funny Pattern walking, %d.", cave[c_y][c_x]);
3338 return TRUE; /* Goof-up */
3341 if ((cave[n_y][n_x].feat == ok_move) ||
3342 (cave[n_y][n_x].feat == cave[c_y][c_x].feat))
3346 if (!pattern_tile(n_y, n_x))
3348 msg_print("¥Ñ¥¿¡¼¥ó¤òƧ¤ß³°¤·¤Æ¤Ï¤¤¤±¤Þ¤»¤ó¡£");
3350 msg_print("You may not step off from the Pattern.");
3355 msg_print("¥Ñ¥¿¡¼¥ó¤Î¾å¤ÏÀµ¤·¤¤½ç½ø¤ÇÊ⤫¤Í¤Ð¤Ê¤ê¤Þ¤»¤ó¡£");
3357 msg_print("You must walk the Pattern in correct order.");
3369 bool player_can_enter(byte feature)
3373 /* Player can not walk through "walls" unless in Shadow Form */
3374 if (p_ptr->wraith_form || p_ptr->pass_wall || p_ptr->kabenuke)
3381 case FEAT_DEEP_WATER:
3382 case FEAT_SHAL_LAVA:
3383 case FEAT_DEEP_LAVA:
3406 case FEAT_WALL_EXTRA:
3407 case FEAT_WALL_INNER:
3408 case FEAT_WALL_OUTER:
3409 case FEAT_WALL_SOLID:
3416 return (!dun_level && p_ptr->ffall);
3418 case FEAT_PERM_EXTRA:
3419 case FEAT_PERM_INNER:
3420 case FEAT_PERM_OUTER:
3421 case FEAT_PERM_SOLID:
3432 * Move player in the given direction, with the given "pickup" flag.
3434 * This routine should (probably) always induce energy expenditure.
3436 * Note that moving will *always* take a turn, and will *always* hit
3437 * any monster which might be in the destination grid. Previously,
3438 * moving into walls was "free" and did NOT hit invisible monsters.
3440 void move_player(int dir, int do_pickup, bool break_trap)
3445 monster_type *m_ptr;
3449 bool p_can_pass_walls = FALSE;
3450 bool stormbringer = FALSE;
3452 bool oktomove = TRUE;
3453 bool do_past = FALSE;
3455 /* Find the result of moving */
3459 /* Examine the destination */
3460 c_ptr = &cave[y][x];
3464 if (!dun_level && !p_ptr->wild_mode &&
3465 ((x == 0) || (x == MAX_WID - 1) ||
3466 (y == 0) || (y == MAX_HGT - 1)))
3468 /* Can the player enter the grid? */
3469 if (c_ptr->mimic && player_can_enter(c_ptr->mimic))
3471 /* Hack: move to new area */
3472 if ((y == 0) && (x == 0))
3474 p_ptr->wilderness_y--;
3475 p_ptr->wilderness_x--;
3476 p_ptr->oldpy = cur_hgt - 2;
3477 p_ptr->oldpx = cur_wid - 2;
3478 ambush_flag = FALSE;
3481 else if ((y == 0) && (x == MAX_WID - 1))
3483 p_ptr->wilderness_y--;
3484 p_ptr->wilderness_x++;
3485 p_ptr->oldpy = cur_hgt - 2;
3487 ambush_flag = FALSE;
3490 else if ((y == MAX_HGT - 1) && (x == 0))
3492 p_ptr->wilderness_y++;
3493 p_ptr->wilderness_x--;
3495 p_ptr->oldpx = cur_wid - 2;
3496 ambush_flag = FALSE;
3499 else if ((y == MAX_HGT - 1) && (x == MAX_WID - 1))
3501 p_ptr->wilderness_y++;
3502 p_ptr->wilderness_x++;
3505 ambush_flag = FALSE;
3510 p_ptr->wilderness_y--;
3511 p_ptr->oldpy = cur_hgt - 2;
3513 ambush_flag = FALSE;
3516 else if (y == MAX_HGT - 1)
3518 p_ptr->wilderness_y++;
3521 ambush_flag = FALSE;
3526 p_ptr->wilderness_x--;
3527 p_ptr->oldpx = cur_wid - 2;
3529 ambush_flag = FALSE;
3532 else if (x == MAX_WID - 1)
3534 p_ptr->wilderness_x++;
3537 ambush_flag = FALSE;
3540 p_ptr->leftbldg = TRUE;
3541 p_ptr->leaving = TRUE;
3550 /* Get the monster */
3551 m_ptr = &m_list[c_ptr->m_idx];
3554 if (inventory[INVEN_RARM].name1 == ART_STORMBRINGER) stormbringer = TRUE;
3555 if (inventory[INVEN_LARM].name1 == ART_STORMBRINGER) stormbringer = TRUE;
3557 /* Player can not walk through "walls"... */
3558 /* unless in Shadow Form */
3559 if (p_ptr->wraith_form || p_ptr->pass_wall || p_ptr->kabenuke)
3560 p_can_pass_walls = TRUE;
3561 if ((cave[y][x].feat >= FEAT_PERM_EXTRA) &&
3562 (cave[y][x].feat <= FEAT_PERM_SOLID))
3564 p_can_pass_walls = FALSE;
3569 cave[py][px].m_idx = 0;
3572 /* Hack -- attack monsters */
3573 if (c_ptr->m_idx && (m_ptr->ml || cave_floor_bold(y, x) || p_can_pass_walls))
3576 /* Attack -- only if we can see it OR it is not in a wall */
3577 if (!is_hostile(m_ptr) &&
3578 !(p_ptr->confused || p_ptr->image || !m_ptr->ml || p_ptr->stun ||
3579 ((p_ptr->muta2 & MUT2_BERS_RAGE) && p_ptr->shero)) &&
3580 (pattern_seq(py, px, y, x)) &&
3581 ((cave_floor_bold(y, x)) || (c_ptr->feat == FEAT_TREES) || (p_can_pass_walls)))
3584 p_ptr->update |= (PU_MON_LITE);
3586 /* Extract monster name (or "it") */
3587 monster_desc(m_name, m_ptr, 0);
3589 /* Auto-Recall if possible and visible */
3590 if (m_ptr->ml) monster_race_track(m_ptr->ap_r_idx);
3592 /* Track a new monster */
3593 if (m_ptr->ml) health_track(c_ptr->m_idx);
3596 if ((stormbringer && (randint1(1000) > 666)) || (p_ptr->pclass == CLASS_BERSERKER))
3601 else if (monster_can_cross_terrain(cave[py][px].feat, &r_info[m_ptr->r_idx]) &&
3602 (cave_floor_bold(py, px) || cave[py][px].feat == FEAT_TREES ||
3603 (r_info[m_ptr->r_idx].flags2 & RF2_PASS_WALL)))
3610 msg_format("%^s¤¬¼ÙËâ¤À¡ª", m_name);
3612 msg_format("%^s is in your way!", m_name);
3619 /* now continue on to 'movement' */
3632 else if ((c_ptr->feat == FEAT_DARK_PIT) && !p_ptr->ffall)
3635 msg_print("Îö¤±Ìܤò²£Àڤ뤳¤È¤Ï¤Ç¤¤Þ¤»¤ó¡£");
3637 msg_print("You can't cross the chasm.");
3645 else if (c_ptr->feat == FEAT_MOUNTAIN)
3647 if (dun_level || !p_ptr->ffall)
3650 msg_print("»³¤Ë¤ÏÅФì¤Þ¤»¤ó¡ª");
3652 msg_print("You can't climb the mountains!");
3661 * Player can move through trees and
3662 * has effective -10 speed
3663 * Rangers can move without penality
3665 else if (c_ptr->feat == FEAT_TREES)
3668 if ((p_ptr->pclass != CLASS_RANGER) && !p_ptr->ffall) energy_use *= 2;
3671 else if ((c_ptr->feat >= FEAT_QUEST_ENTER) &&
3672 (c_ptr->feat <= FEAT_QUEST_EXIT))
3677 #ifdef ALLOW_EASY_DISARM /* TNB */
3679 /* Disarm a visible trap */
3680 else if ((do_pickup != easy_disarm) && is_trap(c_ptr->feat))
3682 bool ignore = FALSE;
3683 switch (c_ptr->feat)
3685 case FEAT_TRAP_TRAPDOOR:
3687 case FEAT_TRAP_SPIKED_PIT:
3688 case FEAT_TRAP_POISON_PIT:
3689 if (p_ptr->ffall) ignore = TRUE;
3691 case FEAT_TRAP_TELEPORT:
3692 if (p_ptr->anti_tele) ignore = TRUE;
3694 case FEAT_TRAP_FIRE:
3695 if (p_ptr->immune_fire) ignore = TRUE;
3697 case FEAT_TRAP_ACID:
3698 if (p_ptr->immune_acid) ignore = TRUE;
3700 case FEAT_TRAP_BLIND:
3701 if (p_ptr->resist_blind) ignore = TRUE;
3703 case FEAT_TRAP_CONFUSE:
3704 if (p_ptr->resist_conf) ignore = TRUE;
3706 case FEAT_TRAP_POISON:
3707 if (p_ptr->resist_pois) ignore = TRUE;
3709 case FEAT_TRAP_SLEEP:
3710 if (p_ptr->free_act) ignore = TRUE;
3716 (void)do_cmd_disarm_aux(y, x, dir);
3721 #endif /* ALLOW_EASY_DISARM -- TNB */
3722 else if (p_ptr->riding && (r_info[m_list[p_ptr->riding].r_idx].flags1 & RF1_NEVER_MOVE))
3725 msg_print("Æ°¤±¤Ê¤¤¡ª");
3727 msg_print("Can't move!");
3734 else if (p_ptr->riding && m_list[p_ptr->riding].monfear)
3738 /* Acquire the monster name */
3739 monster_desc(m_name, &m_list[p_ptr->riding], 0);
3741 /* Dump a message */
3743 msg_format("%s¤¬¶²Éݤ·¤Æ¤¤¤ÆÀ©¸æ¤Ç¤¤Ê¤¤¡£", m_name);
3745 msg_format("%^s is too scared to control.", m_name);
3751 else if (p_ptr->riding && p_ptr->riding_ryoute)
3757 else if ((p_ptr->riding && (r_info[m_list[p_ptr->riding].r_idx].flags7 & RF7_AQUATIC)) && (c_ptr->feat != FEAT_SHAL_WATER) && (c_ptr->feat != FEAT_DEEP_WATER))
3760 msg_print("Φ¾å¤Ë¾å¤¬¤ì¤Ê¤¤¡£");
3762 msg_print("Can't land.");
3769 else if ((p_ptr->riding && !(r_info[m_list[p_ptr->riding].r_idx].flags7 & (RF7_AQUATIC | RF7_CAN_SWIM | RF7_CAN_FLY))) && (c_ptr->feat == FEAT_DEEP_WATER))
3772 msg_print("¿å¾å¤Ë¹Ô¤±¤Ê¤¤¡£");
3774 msg_print("Can't swim.");
3781 else if ((p_ptr->riding && (r_info[m_list[p_ptr->riding].r_idx].flags2 & (RF2_AURA_FIRE)) && !(r_info[m_list[p_ptr->riding].r_idx].flags7 & (RF7_CAN_FLY))) && (c_ptr->feat == FEAT_SHAL_WATER))
3784 msg_print("¿å¾å¤Ë¹Ô¤±¤Ê¤¤¡£");
3786 msg_print("Can't swim.");
3793 else if ((p_ptr->riding && !(r_info[m_list[p_ptr->riding].r_idx].flags7 & (RF7_CAN_FLY)) && !(r_info[m_list[p_ptr->riding].r_idx].flags3 & (RF3_IM_FIRE))) && ((c_ptr->feat == FEAT_SHAL_LAVA) || (c_ptr->feat == FEAT_DEEP_LAVA)))
3796 msg_print("ÍÏ´ä¤Î¾å¤Ë¹Ô¤±¤Ê¤¤¡£");
3798 msg_print("Too hot to go through.");
3805 else if (p_ptr->riding && m_list[p_ptr->riding].stunned && one_in_(2))
3808 monster_desc(m_name, &m_list[p_ptr->riding], 0);
3810 msg_format("%s¤¬Û¯Û°¤È¤·¤Æ¤¤¤Æ¤¦¤Þ¤¯Æ°¤±¤Ê¤¤¡ª",m_name);
3812 msg_format("You cannot control stunned %s!",m_name);
3818 /* Player can not walk through "walls" unless in wraith form...*/
3819 else if ((!cave_floor_bold(y, x)) &&
3820 (!p_can_pass_walls))
3824 /* Disturb the player */
3827 /* Notice things in the dark */
3828 if ((!(c_ptr->info & (CAVE_MARK))) &&
3829 (p_ptr->blind || !(c_ptr->info & (CAVE_LITE))))
3832 if (c_ptr->feat == FEAT_RUBBLE)
3835 msg_print("´äÀФ¬¹Ô¤¯¼ê¤ò¤Ï¤Ð¤ó¤Ç¤¤¤ë¤è¤¦¤À¡£");
3837 msg_print("You feel some rubble blocking your way.");
3840 c_ptr->info |= (CAVE_MARK);
3845 else if (c_ptr->feat < FEAT_SECRET)
3848 msg_print("¥É¥¢¤¬¹Ô¤¯¼ê¤ò¤Ï¤Ð¤ó¤Ç¤¤¤ë¤è¤¦¤À¡£");
3850 msg_print("You feel a closed door blocking your way.");
3853 c_ptr->info |= (CAVE_MARK);
3857 /* Wall (or secret door) */
3861 msg_print("Êɤ¬¹Ô¤¯¼ê¤ò¤Ï¤Ð¤ó¤Ç¤¤¤ë¤è¤¦¤À¡£");
3863 msg_print("You feel a wall blocking your way.");
3866 c_ptr->info |= (CAVE_MARK);
3875 if (c_ptr->feat == FEAT_RUBBLE)
3878 msg_print("´äÀФ¬¹Ô¤¯¼ê¤ò¤Ï¤Ð¤ó¤Ç¤¤¤ë¡£");
3880 msg_print("There is rubble blocking your way.");
3884 if (!(p_ptr->confused || p_ptr->stun || p_ptr->image))
3888 * Well, it makes sense that you lose time bumping into
3889 * a wall _if_ you are confused, stunned or blind; but
3890 * typing mistakes should not cost you a turn...
3894 else if (c_ptr->feat < FEAT_SECRET)
3896 #ifdef ALLOW_EASY_OPEN
3898 if (easy_open && easy_open_door(y, x)) return;
3900 #endif /* ALLOW_EASY_OPEN */
3903 msg_print("¥É¥¢¤¬¹Ô¤¯¼ê¤ò¤Ï¤Ð¤ó¤Ç¤¤¤ë¡£");
3905 msg_print("There is a closed door blocking your way.");
3909 if (!(p_ptr->confused || p_ptr->stun || p_ptr->image))
3913 /* Wall (or secret door) */
3917 msg_print("Êɤ¬¹Ô¤¯¼ê¤ò¤Ï¤Ð¤ó¤Ç¤¤¤ë¡£");
3919 msg_print("There is a wall blocking your way.");
3923 if (!(p_ptr->confused || p_ptr->stun || p_ptr->image))
3929 sound(SOUND_HITWALL);
3932 /* Normal movement */
3933 if (!pattern_seq(py, px, y, x))
3935 if (!(p_ptr->confused || p_ptr->stun || p_ptr->image))
3940 /* To avoid a loop with running */
3946 /* Normal movement */
3953 if(!process_frakir(x,y))
3963 msg_format("%s¤ò²¡¤·Âऱ¤¿¡£", m_name);
3965 msg_format("You push past %s.", m_name);
3970 cave[py][px].m_idx = c_ptr->m_idx;
3972 update_mon(cave[py][px].m_idx, TRUE);
3975 /* Change oldpx and oldpy to place the player well when going back to big mode */
3976 if (p_ptr->wild_mode)
3978 if(ddy[dir] > 0) p_ptr->oldpy = 1;
3979 if(ddy[dir] < 0) p_ptr->oldpy = MAX_HGT - 2;
3980 if(ddy[dir] == 0) p_ptr->oldpy = MAX_HGT / 2;
3981 if(ddx[dir] > 0) p_ptr->oldpx = 1;
3982 if(ddx[dir] < 0) p_ptr->oldpx = MAX_WID - 2;
3983 if(ddx[dir] == 0) p_ptr->oldpx = MAX_WID / 2;
3986 /* Save old location */
3990 /* Move the player */
3994 if (p_ptr->riding && (r_info[m_list[p_ptr->riding].r_idx].flags2 & RF2_KILL_WALL))
3996 if (cave[py][px].feat > FEAT_SECRET && cave[py][px].feat < FEAT_PERM_SOLID)
3998 /* Forget the wall */
3999 cave[py][px].info &= ~(CAVE_MARK);
4002 cave_set_feat(py, px, floor_type[randint0(100)]);
4005 if (music_singing(MUSIC_WALL))
4007 project(0, 0, py, px,
4008 (60 + p_ptr->lev), GF_DISINTEGRATE, PROJECT_KILL | PROJECT_ITEM, -1);
4010 else if (p_ptr->kill_wall)
4012 if (cave_valid_bold(py, px) &&
4013 (cave[py][px].feat < FEAT_PATTERN_START ||
4014 cave[py][px].feat > FEAT_PATTERN_XTRA2) &&
4015 (cave[py][px].feat < FEAT_DEEP_WATER ||
4016 cave[py][px].feat > FEAT_GRASS))
4018 if (cave[py][px].feat == FEAT_TREES)
4019 cave_set_feat(py, px, FEAT_GRASS);
4022 cave[py][px].feat = floor_type[randint0(100)];
4025 /* Update some things -- similar to GF_KILL_WALL */
4026 p_ptr->update |= (PU_VIEW | PU_LITE | PU_FLOW | PU_MONSTERS | PU_MON_LITE);
4029 /* Redraw new spot */
4032 /* Redraw old spot */
4036 /* sound(SOUND_WALK); */
4038 /* Check for new panel (redraw map) */
4041 /* For get everything when requested hehe I'm *NASTY* */
4042 if (dun_level && (d_info[dungeon_type].flags1 & DF1_FORGET))
4047 if ((p_ptr->pclass == CLASS_NINJA))
4049 if (c_ptr->info & (CAVE_GLOW)) set_superstealth(FALSE);
4050 else if (p_ptr->cur_lite <= 0) set_superstealth(TRUE);
4052 if ((p_ptr->action == ACTION_HAYAGAKE) && !cave_floor_bold(py, px))
4055 msg_print("¤³¤³¤Ç¤ÏÁÇÁ᤯ư¤±¤Ê¤¤¡£");
4057 msg_print("You cannot run in wall.");
4059 set_action(ACTION_NONE);
4063 p_ptr->update |= (PU_VIEW | PU_LITE | PU_FLOW | PU_MON_LITE);
4065 /* Update the monsters */
4066 p_ptr->update |= (PU_DISTANCE);
4069 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
4071 /* Spontaneous Searching */
4072 if ((p_ptr->skill_fos >= 50) ||
4073 (0 == randint0(50 - p_ptr->skill_fos)))
4078 /* Continuous Searching */
4079 if (p_ptr->action == ACTION_SEARCH)
4084 /* Handle "objects" */
4086 #ifdef ALLOW_EASY_DISARM /* TNB */
4088 carry(do_pickup != always_pickup);
4090 #else /* ALLOW_EASY_DISARM -- TNB */
4094 #endif /* ALLOW_EASY_DISARM -- TNB */
4096 /* Handle "store doors" */
4097 if (((c_ptr->feat >= FEAT_SHOP_HEAD) &&
4098 (c_ptr->feat <= FEAT_SHOP_TAIL)) ||
4099 (c_ptr->feat == FEAT_MUSEUM))
4105 /* Hack -- Enter store */
4106 command_new = SPECIAL_KEY_STORE;
4109 /* Handle "building doors" -KMW- */
4110 else if ((c_ptr->feat >= FEAT_BLDG_HEAD) &&
4111 (c_ptr->feat <= FEAT_BLDG_TAIL))
4117 /* Hack -- Enter building */
4118 command_new = SPECIAL_KEY_BUILDING;
4121 /* Handle quest areas -KMW- */
4122 else if (cave[y][x].feat == FEAT_QUEST_ENTER)
4128 /* Hack -- Enter quest level */
4129 command_new = SPECIAL_KEY_QUEST;
4132 else if (cave[y][x].feat == FEAT_QUEST_EXIT)
4134 if (quest[p_ptr->inside_quest].type == QUEST_TYPE_FIND_EXIT)
4136 if (record_fix_quest) do_cmd_write_nikki(NIKKI_FIX_QUEST_C, p_ptr->inside_quest, NULL);
4137 quest[p_ptr->inside_quest].status = QUEST_STATUS_COMPLETED;
4138 quest[p_ptr->inside_quest].complev = (byte)p_ptr->lev;
4140 msg_print("¥¯¥¨¥¹¥È¤òãÀ®¤·¤¿¡ª");
4142 msg_print("You accomplished your quest!");
4148 leave_quest_check();
4150 p_ptr->inside_quest = cave[y][x].special;
4154 p_ptr->leaving = TRUE;
4157 /* Discover invisible traps */
4158 else if (c_ptr->info & CAVE_TRAP)
4165 msg_print("¥È¥é¥Ã¥×¤À¡ª");
4167 msg_print("You found a trap!");
4175 hit_trap(break_trap);
4178 /* Set off an visible trap */
4179 else if (is_trap(c_ptr->feat))
4185 hit_trap(break_trap);
4188 /* Warn when leaving trap detected region */
4189 if ((disturb_trap_detect || alert_trap_detect)
4190 && p_ptr->dtrap && !(cave[py][px].info & CAVE_IN_DETECT))
4192 /* No duplicate warning */
4193 p_ptr->dtrap = FALSE;
4195 /* You are just on the edge */
4196 if (!(cave[py][px].info & CAVE_UNSAFE))
4198 if (alert_trap_detect)
4201 msg_print("* Ãí°Õ:¤³¤ÎÀè¤Ï¥È¥é¥Ã¥×¤Î´¶ÃÎÈϰϳ°¤Ç¤¹¡ª *");
4203 msg_print("*Leaving trap detect region!*");
4207 if (disturb_trap_detect)
4217 m_list[p_ptr->riding].fy = py;
4218 m_list[p_ptr->riding].fx = px;
4219 cave[py][px].m_idx = p_ptr->riding;
4220 update_mon(cave[py][px].m_idx, TRUE);
4221 p_ptr->update |= (PU_MON_LITE);
4227 * Hack -- Check for a "known wall" (see below)
4229 static int see_wall(int dir, int y, int x)
4231 /* Get the new location */
4235 /* Illegal grids are not known walls */
4236 if (!in_bounds2(y, x)) return (FALSE);
4238 /* Non-wall grids are not known walls */
4239 if (cave[y][x].feat < FEAT_SECRET) return (FALSE);
4241 if ((cave[y][x].feat >= FEAT_DEEP_WATER) &&
4242 (cave[y][x].feat <= FEAT_GRASS)) return (FALSE);
4244 if ((cave[y][x].feat >= FEAT_SHOP_HEAD) &&
4245 (cave[y][x].feat <= FEAT_SHOP_TAIL)) return (FALSE);
4247 if (cave[y][x].feat == FEAT_DEEP_GRASS) return (FALSE);
4248 if (cave[y][x].feat == FEAT_FLOWER) return (FALSE);
4250 if (cave[y][x].feat == FEAT_MUSEUM) return (FALSE);
4252 if ((cave[y][x].feat >= FEAT_BLDG_HEAD) &&
4253 (cave[y][x].feat <= FEAT_BLDG_TAIL)) return (FALSE);
4255 /* if (cave[y][x].feat == FEAT_TREES) return (FALSE); */
4257 /* Must be known to the player */
4258 if (!(cave[y][x].info & (CAVE_MARK))) return (FALSE);
4260 if (cave[y][x].feat >= FEAT_TOWN) return (FALSE);
4268 * Hack -- Check for an "unknown corner" (see below)
4270 static int see_nothing(int dir, int y, int x)
4272 /* Get the new location */
4276 /* Illegal grids are unknown */
4277 if (!in_bounds2(y, x)) return (TRUE);
4279 /* Memorized grids are always known */
4280 if (cave[y][x].info & (CAVE_MARK)) return (FALSE);
4282 /* Non-floor grids are unknown */
4283 if (!cave_floor_bold(y, x)) return (TRUE);
4285 /* Viewable door/wall grids are known */
4286 if (player_can_see_bold(y, x)) return (FALSE);
4297 * The running algorithm: -CJS-
4299 * In the diagrams below, the player has just arrived in the
4300 * grid marked as '@', and he has just come from a grid marked
4301 * as 'o', and he is about to enter the grid marked as 'x'.
4303 * Of course, if the "requested" move was impossible, then you
4304 * will of course be blocked, and will stop.
4306 * Overview: You keep moving until something interesting happens.
4307 * If you are in an enclosed space, you follow corners. This is
4308 * the usual corridor scheme. If you are in an open space, you go
4309 * straight, but stop before entering enclosed space. This is
4310 * analogous to reaching doorways. If you have enclosed space on
4311 * one side only (that is, running along side a wall) stop if
4312 * your wall opens out, or your open space closes in. Either case
4313 * corresponds to a doorway.
4315 * What happens depends on what you can really SEE. (i.e. if you
4316 * have no light, then running along a dark corridor is JUST like
4317 * running in a dark room.) The algorithm works equally well in
4318 * corridors, rooms, mine tailings, earthquake rubble, etc, etc.
4320 * These conditions are kept in static memory:
4321 * find_openarea You are in the open on at least one
4323 * find_breakleft You have a wall on the left, and will
4325 * find_breakright You have a wall on the right, and will
4328 * To initialize these conditions, we examine the grids adjacent
4329 * to the grid marked 'x', two on each side (marked 'L' and 'R').
4330 * If either one of the two grids on a given side is seen to be
4331 * closed, then that side is considered to be closed. If both
4332 * sides are closed, then it is an enclosed (corridor) run.
4338 * Looking at more than just the immediate squares is
4339 * significant. Consider the following case. A run along the
4340 * corridor will stop just before entering the center point,
4341 * because a choice is clearly established. Running in any of
4342 * three available directions will be defined as a corridor run.
4343 * Note that a minor hack is inserted to make the angled corridor
4344 * entry (with one side blocked near and the other side blocked
4345 * further away from the runner) work correctly. The runner moves
4346 * diagonally, but then saves the previous direction as being
4347 * straight into the gap. Otherwise, the tail end of the other
4348 * entry would be perceived as an alternative on the next move.
4356 * Likewise, a run along a wall, and then into a doorway (two
4357 * runs) will work correctly. A single run rightwards from @ will
4358 * stop at 1. Another run right and down will enter the corridor
4359 * and make the corner, stopping at the 2.
4361 * ##################
4363 * ########### ######
4367 * After any move, the function area_affect is called to
4368 * determine the new surroundings, and the direction of
4369 * subsequent moves. It examines the current player location
4370 * (at which the runner has just arrived) and the previous
4371 * direction (from which the runner is considered to have come).
4373 * Moving one square in some direction places you adjacent to
4374 * three or five new squares (for straight and diagonal moves
4375 * respectively) to which you were not previously adjacent,
4376 * marked as '!' in the diagrams below.
4379 * .o@! (normal) .o.! (diagonal)
4380 * ...! (east) ..@! (south east)
4383 * You STOP if any of the new squares are interesting in any way:
4384 * for example, if they contain visible monsters or treasure.
4386 * You STOP if any of the newly adjacent squares seem to be open,
4387 * and you are also looking for a break on that side. (that is,
4388 * find_openarea AND find_break).
4390 * You STOP if any of the newly adjacent squares do NOT seem to be
4391 * open and you are in an open area, and that side was previously
4394 * Corners: If you are not in the open (i.e. you are in a corridor)
4395 * and there is only one way to go in the new squares, then turn in
4396 * that direction. If there are more than two new ways to go, STOP.
4397 * If there are two ways to go, and those ways are separated by a
4398 * square which does not seem to be open, then STOP.
4400 * Otherwise, we have a potential corner. There are two new open
4401 * squares, which are also adjacent. One of the new squares is
4402 * diagonally located, the other is straight on (as in the diagram).
4403 * We consider two more squares further out (marked below as ?).
4405 * We assign "option" to the straight-on grid, and "option2" to the
4406 * diagonal grid, and "check_dir" to the grid marked 's'.
4412 * If they are both seen to be closed, then it is seen that no benefit
4413 * is gained from moving straight. It is a known corner. To cut the
4414 * corner, go diagonally, otherwise go straight, but pretend you
4415 * stepped diagonally into that next location for a full view next
4416 * time. Conversely, if one of the ? squares is not seen to be closed,
4417 * then there is a potential choice. We check to see whether it is a
4418 * potential corner or an intersection/room entrance. If the square
4419 * two spaces straight ahead, and the space marked with 's' are both
4420 * unknown space, then it is a potential corner and enter if
4421 * find_examine is set, otherwise must stop because it is not a
4429 * Hack -- allow quick "cycling" through the legal directions
4431 static byte cycle[] =
4432 { 1, 2, 3, 6, 9, 8, 7, 4, 1, 2, 3, 6, 9, 8, 7, 4, 1 };
4435 * Hack -- map each direction into the "middle" of the "cycle[]" array
4437 static byte chome[] =
4438 { 0, 8, 9, 10, 7, 0, 11, 6, 5, 4 };
4441 * The direction we are running
4443 static byte find_current;
4446 * The direction we came from
4448 static byte find_prevdir;
4451 * We are looking for open area
4453 static bool find_openarea;
4456 * We are looking for a break
4458 static bool find_breakright;
4459 static bool find_breakleft;
4464 * Initialize the running algorithm for a new direction.
4466 * Diagonal Corridor -- allow diaginal entry into corridors.
4468 * Blunt Corridor -- If there is a wall two spaces ahead and
4469 * we seem to be in a corridor, then force a turn into the side
4470 * corridor, must be moving straight into a corridor here. ???
4472 * Diagonal Corridor Blunt Corridor (?)
4477 static void run_init(int dir)
4479 int row, col, deepleft, deepright;
4480 int i, shortleft, shortright;
4483 /* Save the direction */
4486 /* Assume running straight */
4489 /* Assume looking for open area */
4490 find_openarea = TRUE;
4492 /* Assume not looking for breaks */
4493 find_breakright = find_breakleft = FALSE;
4495 /* Assume no nearby walls */
4496 deepleft = deepright = FALSE;
4497 shortright = shortleft = FALSE;
4502 /* Find the destination grid */
4503 row = py + ddy[dir];
4504 col = px + ddx[dir];
4506 /* Extract cycle index */
4509 /* Check for walls */
4510 if (see_wall(cycle[i+1], py, px))
4512 find_breakleft = TRUE;
4515 else if (see_wall(cycle[i+1], row, col))
4517 find_breakleft = TRUE;
4521 /* Check for walls */
4522 if (see_wall(cycle[i-1], py, px))
4524 find_breakright = TRUE;
4527 else if (see_wall(cycle[i-1], row, col))
4529 find_breakright = TRUE;
4533 /* Looking for a break */
4534 if (find_breakleft && find_breakright)
4536 /* Not looking for open area */
4537 find_openarea = FALSE;
4539 /* Hack -- allow angled corridor entry */
4542 if (deepleft && !deepright)
4544 find_prevdir = cycle[i - 1];
4546 else if (deepright && !deepleft)
4548 find_prevdir = cycle[i + 1];
4552 /* Hack -- allow blunt corridor entry */
4553 else if (see_wall(cycle[i], row, col))
4555 if (shortleft && !shortright)
4557 find_prevdir = cycle[i - 2];
4559 else if (shortright && !shortleft)
4561 find_prevdir = cycle[i + 2];
4569 * Update the current "run" path
4571 * Return TRUE if the running should be stopped
4573 static bool run_test(void)
4575 int prev_dir, new_dir, check_dir = 0;
4578 int option = 0, option2 = 0;
4581 /* Where we came from */
4582 prev_dir = find_prevdir;
4585 /* Range of newly adjacent grids */
4586 max = (prev_dir & 0x01) + 1;
4588 /* break run when leaving trap detected region */
4589 if ((disturb_trap_detect || alert_trap_detect)
4590 && p_ptr->dtrap && !(cave[py][px].info & CAVE_IN_DETECT))
4592 /* No duplicate warning */
4593 p_ptr->dtrap = FALSE;
4595 /* You are just on the edge */
4596 if (!(cave[py][px].info & CAVE_UNSAFE))
4598 if (alert_trap_detect)
4601 msg_print("* Ãí°Õ:¤³¤ÎÀè¤Ï¥È¥é¥Ã¥×¤Î´¶ÃÎÈϰϳ°¤Ç¤¹¡ª *");
4603 msg_print("*Leaving trap detect region!*");
4607 if (disturb_trap_detect)
4615 /* Look at every newly adjacent square. */
4616 for (i = -max; i <= max; i++)
4618 s16b this_o_idx, next_o_idx = 0;
4622 new_dir = cycle[chome[prev_dir] + i];
4625 row = py + ddy[new_dir];
4626 col = px + ddx[new_dir];
4629 c_ptr = &cave[row][col];
4632 /* Visible monsters abort running */
4635 monster_type *m_ptr = &m_list[c_ptr->m_idx];
4637 /* Visible monster */
4638 if (m_ptr->ml) return (TRUE);
4641 /* Visible objects abort running */
4642 for (this_o_idx = c_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
4646 /* Acquire object */
4647 o_ptr = &o_list[this_o_idx];
4649 /* Acquire next object */
4650 next_o_idx = o_ptr->next_o_idx;
4652 /* Visible object */
4653 if (o_ptr->marked) return (TRUE);
4657 /* Assume unknown */
4660 /* Check memorized grids */
4661 if (c_ptr->info & (CAVE_MARK))
4665 /* Examine the terrain */
4666 switch (c_ptr->feat)
4681 /* Hidden treasure */
4685 /* Known treasure (almost uninteresting) */
4691 case FEAT_WALL_EXTRA:
4692 case FEAT_WALL_INNER:
4693 case FEAT_WALL_OUTER:
4694 case FEAT_WALL_SOLID:
4695 case FEAT_PERM_EXTRA:
4696 case FEAT_PERM_INNER:
4697 case FEAT_PERM_OUTER:
4698 case FEAT_PERM_SOLID:
4699 /* dirt, grass, trees, ... */
4700 case FEAT_SHAL_WATER:
4703 case FEAT_DEEP_GRASS:
4716 /* quest features */
4717 case FEAT_QUEST_ENTER:
4718 case FEAT_QUEST_EXIT:
4727 case FEAT_DEEP_LAVA:
4728 case FEAT_SHAL_LAVA:
4731 if (p_ptr->invuln || p_ptr->immune_fire) notice = FALSE;
4737 case FEAT_DEEP_WATER:
4740 if (p_ptr->ffall || p_ptr->total_weight<= (((u32b)adj_str_wgt[p_ptr->stat_ind[A_STR]]*(p_ptr->pclass == CLASS_BERSERKER ? 150 : 100))/2)) notice = FALSE;
4750 /* Option -- ignore */
4751 if (find_ignore_doors) notice = FALSE;
4760 case FEAT_LESS_LESS:
4761 case FEAT_MORE_MORE:
4764 /* Option -- ignore */
4765 if (find_ignore_stairs) notice = FALSE;
4772 /* Interesting feature */
4773 if (notice) return (TRUE);
4775 /* The grid is "visible" */
4779 /* Analyze unknown grids and floors */
4780 /* if (inv || cave_floor_bold(row, col) || */
4781 /* (cave[row][col].feat == FEAT_TREES)) */
4782 if (inv || cave_floor_bold(row, col))
4784 /* Looking for open area */
4790 /* The first new direction. */
4796 /* Three new directions. Stop running. */
4802 /* Two non-adjacent new directions. Stop running. */
4803 else if (option != cycle[chome[prev_dir] + i - 1])
4808 /* Two new (adjacent) directions (case 1) */
4809 else if (new_dir & 0x01)
4811 check_dir = cycle[chome[prev_dir] + i - 2];
4815 /* Two new (adjacent) directions (case 2) */
4818 check_dir = cycle[chome[prev_dir] + i + 1];
4824 /* Obstacle, while looking for open area */
4831 /* Break to the right */
4832 find_breakright = TRUE;
4837 /* Break to the left */
4838 find_breakleft = TRUE;
4845 /* Looking for open area */
4848 /* Hack -- look again */
4849 for (i = -max; i < 0; i++)
4851 new_dir = cycle[chome[prev_dir] + i];
4853 row = py + ddy[new_dir];
4854 col = px + ddx[new_dir];
4857 c_ptr = &cave[row][col];
4859 /* Unknown grid or non-wall XXX XXX XXX cave_floor_grid(c_ptr)) */
4860 if (!(c_ptr->info & (CAVE_MARK)) ||
4861 ((c_ptr->feat < FEAT_SECRET) ||
4862 (c_ptr->feat == FEAT_FLOWER) ||
4863 (c_ptr->feat == FEAT_DEEP_GRASS) ||
4864 ((c_ptr->feat >= FEAT_DEEP_WATER) &&
4865 (c_ptr->feat <= FEAT_GRASS))))
4868 /* Looking to break right */
4869 if (find_breakright)
4878 /* Looking to break left */
4886 /* Hack -- look again */
4887 for (i = max; i > 0; i--)
4889 new_dir = cycle[chome[prev_dir] + i];
4891 row = py + ddy[new_dir];
4892 col = px + ddx[new_dir];
4895 c_ptr = &cave[row][col];
4897 /* Unknown grid or non-wall XXX XXX XXX cave_floor_grid(c_ptr)) */
4898 if (!(c_ptr->info & (CAVE_MARK)) ||
4899 ((c_ptr->feat < FEAT_SECRET) ||
4900 (c_ptr->feat == FEAT_FLOWER) ||
4901 (c_ptr->feat == FEAT_DEEP_GRASS) ||
4902 ((c_ptr->feat >= FEAT_DEEP_WATER) &&
4903 (c_ptr->feat <= FEAT_GRASS))))
4906 /* Looking to break left */
4916 /* Looking to break right */
4917 if (find_breakright)
4926 /* Not looking for open area */
4938 /* Primary option */
4939 find_current = option;
4941 /* No other options */
4942 find_prevdir = option;
4945 /* Two options, examining corners */
4946 else if (find_examine && !find_cut)
4948 /* Primary option */
4949 find_current = option;
4951 /* Hack -- allow curving */
4952 find_prevdir = option2;
4955 /* Two options, pick one */
4958 /* Get next location */
4959 row = py + ddy[option];
4960 col = px + ddx[option];
4962 /* Don't see that it is closed off. */
4963 /* This could be a potential corner or an intersection. */
4964 if (!see_wall(option, row, col) ||
4965 !see_wall(check_dir, row, col))
4967 /* Can not see anything ahead and in the direction we */
4968 /* are turning, assume that it is a potential corner. */
4970 see_nothing(option, row, col) &&
4971 see_nothing(option2, row, col))
4973 find_current = option;
4974 find_prevdir = option2;
4977 /* STOP: we are next to an intersection or a room */
4984 /* This corner is seen to be enclosed; we cut the corner. */
4987 find_current = option2;
4988 find_prevdir = option2;
4991 /* This corner is seen to be enclosed, and we */
4992 /* deliberately go the long way. */
4995 find_current = option;
4996 find_prevdir = option2;
5002 /* About to hit a known wall, stop */
5003 if (see_wall(find_current, py, px))
5016 * Take one step along the current "run" path
5018 void run_step(int dir)
5023 /* Hack -- do not start silly run */
5024 if (see_wall(dir, py, px) &&
5025 (cave[py+ddy[dir]][px+ddx[dir]].feat != FEAT_TREES))
5029 msg_print("¤½¤ÎÊý¸þ¤Ë¤Ï¹Ô¤±¤Þ¤»¤ó¡£");
5031 msg_print("You cannot run in that direction.");
5042 /* Calculate torch radius */
5043 p_ptr->update |= (PU_TORCH);
5063 /* Decrease the run counter */
5064 if (--running <= 0) return;
5069 /* Move the player, using the "pickup" flag */
5070 #ifdef ALLOW_EASY_DISARM /* TNB */
5072 move_player(find_current, FALSE, FALSE);
5074 #else /* ALLOW_EASY_DISARM -- TNB */
5076 move_player(find_current, always_pickup, FALSE);
5078 #endif /* ALLOW_EASY_DISARM -- TNB */
5080 if ((py == p_ptr->run_py) && (px == p_ptr->run_px))