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 /* Snipers with high-concentration reduce instant miss percentage.*/
31 /* Hack -- Instant miss or hit */
32 if (k < 10) return (k < 5);
34 if (p_ptr->pseikaku == SEIKAKU_NAMAKE)
35 if (one_in_(20)) return (FALSE);
38 if (chance <= 0) return (FALSE);
40 /* Invisible monsters are harder to hit */
41 if (!vis) chance = (chance + 1) / 2;
43 /* Power competes against armor */
44 if (randint0(chance) < (ac * 3 / 4)) return (FALSE);
53 * Determine if the player "hits" a monster (normal combat).
55 * Note -- Always miss 5%, always hit 5%, otherwise random.
57 bool test_hit_norm(int chance, int ac, int vis)
64 /* Hack -- Instant miss or hit */
65 if (k < 10) return (k < 5);
67 if (p_ptr->pseikaku == SEIKAKU_NAMAKE)
68 if (one_in_(20)) return (FALSE);
70 /* Wimpy attack never hits */
71 if (chance <= 0) return (FALSE);
73 /* Penalize invisible targets */
74 if (!vis) chance = (chance + 1) / 2;
76 /* Power must defeat armor */
77 if (randint0(chance) < (ac * 3 / 4)) return (FALSE);
86 * Critical hits (from objects thrown by player)
87 * Factor in item weight, total plusses, and player level.
89 s16b critical_shot(int weight, int plus_ammo, int plus_bow, int dam)
93 /* Extract "shot" power */
94 i = p_ptr->to_h_b * 4 + plus_ammo + (p_ptr->lev * 2);
96 /* Snipers can shot more critically with crossbows */
97 if (p_ptr->concent) i += ((i * p_ptr->concent) / 5);
98 if ((p_ptr->pclass == CLASS_SNIPER) && (p_ptr->tval_ammo == TV_BOLT)) i *= 2;
100 /* Good bow makes more critical */
101 i += MAX(0, plus_bow - 15) * 4 * (p_ptr->concent ? p_ptr->concent + 5 : 5);
104 if (randint1(5000) <= i)
106 k = weight * randint1(500);
111 msg_print("¼ê¤´¤¿¤¨¤¬¤¢¤Ã¤¿¡ª");
113 msg_print("It was a good hit!");
121 msg_print("¤«¤Ê¤ê¤Î¼ê¤´¤¿¤¨¤¬¤¢¤Ã¤¿¡ª");
123 msg_print("It was a great hit!");
131 msg_print("²ñ¿´¤Î°ì·â¤À¡ª");
133 msg_print("It was a superb hit!");
146 * Critical hits (by player)
148 * Factor in weapon weight, total plusses, player level.
150 s16b critical_norm(int weight, int plus, int dam, s16b meichuu, int mode)
154 /* Extract "blow" power */
155 i = (weight + (meichuu * 3 + plus * 5) + (p_ptr->lev * 3));
158 if ((randint1((p_ptr->pclass == CLASS_NINJA) ? 4444 : 5000) <= i) || (mode == HISSATSU_MAJIN) || (mode == HISSATSU_3DAN))
160 k = weight + randint1(650);
161 if ((mode == HISSATSU_MAJIN) || (mode == HISSATSU_3DAN)) k+= randint1(650);
166 msg_print("¼ê¤´¤¿¤¨¤¬¤¢¤Ã¤¿¡ª");
168 msg_print("It was a good hit!");
176 msg_print("¤«¤Ê¤ê¤Î¼ê¤´¤¿¤¨¤¬¤¢¤Ã¤¿¡ª");
178 msg_print("It was a great hit!");
186 msg_print("²ñ¿´¤Î°ì·â¤À¡ª");
188 msg_print("It was a superb hit!");
196 msg_print("ºÇ¹â¤Î²ñ¿´¤Î°ì·â¤À¡ª");
198 msg_print("It was a *GREAT* hit!");
206 msg_print("ÈæÎà¤Ê¤ºÇ¹â¤Î²ñ¿´¤Î°ì·â¤À¡ª");
208 msg_print("It was a *SUPERB* hit!");
211 dam = ((7 * dam) / 2) + 25;
220 static int mult_slaying(int mult, const u32b* flgs, const monster_type* m_ptr)
222 static const struct slay_table_t {
224 u32b affect_race_flag;
227 size_t r_flag_offset;
229 #define OFFSET(X) offsetof(monster_race, X)
230 {TR_SLAY_ANIMAL, RF3_ANIMAL, 25, OFFSET(flags3), OFFSET(r_flags3)},
231 {TR_KILL_ANIMAL, RF3_ANIMAL, 40, OFFSET(flags3), OFFSET(r_flags3)},
232 {TR_SLAY_EVIL, RF3_EVIL, 20, OFFSET(flags3), OFFSET(r_flags3)},
233 {TR_KILL_EVIL, RF3_EVIL, 35, OFFSET(flags3), OFFSET(r_flags3)},
234 {TR_SLAY_GOOD, RF3_GOOD, 20, OFFSET(flags3), OFFSET(r_flags3)},
235 {TR_KILL_GOOD, RF3_GOOD, 35, OFFSET(flags3), OFFSET(r_flags3)},
236 {TR_SLAY_HUMAN, RF2_HUMAN, 25, OFFSET(flags2), OFFSET(r_flags2)},
237 {TR_KILL_HUMAN, RF2_HUMAN, 40, OFFSET(flags2), OFFSET(r_flags2)},
238 {TR_SLAY_UNDEAD, RF3_UNDEAD, 30, OFFSET(flags3), OFFSET(r_flags3)},
239 {TR_KILL_UNDEAD, RF3_UNDEAD, 50, OFFSET(flags3), OFFSET(r_flags3)},
240 {TR_SLAY_DEMON, RF3_DEMON, 30, OFFSET(flags3), OFFSET(r_flags3)},
241 {TR_KILL_DEMON, RF3_DEMON, 50, OFFSET(flags3), OFFSET(r_flags3)},
242 {TR_SLAY_ORC, RF3_ORC, 30, OFFSET(flags3), OFFSET(r_flags3)},
243 {TR_KILL_ORC, RF3_ORC, 50, OFFSET(flags3), OFFSET(r_flags3)},
244 {TR_SLAY_TROLL, RF3_TROLL, 30, OFFSET(flags3), OFFSET(r_flags3)},
245 {TR_KILL_TROLL, RF3_TROLL, 50, OFFSET(flags3), OFFSET(r_flags3)},
246 {TR_SLAY_GIANT, RF3_GIANT, 30, OFFSET(flags3), OFFSET(r_flags3)},
247 {TR_KILL_GIANT, RF3_GIANT, 50, OFFSET(flags3), OFFSET(r_flags3)},
248 {TR_SLAY_DRAGON, RF3_DRAGON, 30, OFFSET(flags3), OFFSET(r_flags3)},
249 {TR_KILL_DRAGON, RF3_DRAGON, 50, OFFSET(flags3), OFFSET(r_flags3)},
253 monster_race* r_ptr = &r_info[m_ptr->r_idx];
255 for (i = 0; i < sizeof(slay_table) / sizeof(slay_table[0]); ++ i)
257 const struct slay_table_t* p = &slay_table[i];
259 if ((have_flag(flgs, p->slay_flag)) &&
260 (atoffset(u32b, r_ptr, p->flag_offset) & p->affect_race_flag))
262 if (is_original_ap_and_seen(m_ptr))
264 atoffset(u32b, r_ptr, p->r_flag_offset) |= p->affect_race_flag;
267 mult = MAX(mult, p->slay_mult);
274 static int mult_brand(int mult, const u32b* flgs, const monster_type* m_ptr)
276 static const struct brand_table_t {
281 {TR_BRAND_ACID, RFR_EFF_IM_ACID_MASK, 0U },
282 {TR_BRAND_ELEC, RFR_EFF_IM_ELEC_MASK, 0U },
283 {TR_BRAND_FIRE, RFR_EFF_IM_FIRE_MASK, RF3_HURT_FIRE},
284 {TR_BRAND_COLD, RFR_EFF_IM_COLD_MASK, RF3_HURT_COLD},
285 {TR_BRAND_POIS, RFR_EFF_IM_POIS_MASK, 0U },
288 monster_race* r_ptr = &r_info[m_ptr->r_idx];
290 for (i = 0; i < sizeof(brand_table) / sizeof(brand_table[0]); ++ i)
292 const struct brand_table_t* p = &brand_table[i];
294 if (have_flag(flgs, p->brand_flag))
296 /* Notice immunity */
297 if (r_ptr->flagsr & p->resist_mask)
299 if (is_original_ap_and_seen(m_ptr))
301 r_ptr->r_flagsr |= (r_ptr->flagsr & p->resist_mask);
305 /* Otherwise, take the damage */
306 else if (r_ptr->flags3 & p->hurt_flag)
308 if (is_original_ap_and_seen(m_ptr))
310 r_ptr->r_flags3 |= p->hurt_flag;
313 mult = MAX(mult, 50);
317 mult = MAX(mult, 25);
325 * Extract the "total damage" from a given object hitting a given monster.
327 * Note that "flasks of oil" do NOT do fire damage, although they
328 * certainly could be made to do so. XXX XXX
330 * Note that most brands and slays are x3, except Slay Animal (x2),
331 * Slay Evil (x2), and Kill dragon (x5).
333 s16b tot_dam_aux(object_type *o_ptr, int tdam, monster_type *m_ptr, int mode, bool thrown)
337 u32b flgs[TR_FLAG_SIZE];
339 /* Extract the flags */
340 object_flags(o_ptr, flgs);
341 torch_flags(o_ptr, flgs); /* torches has secret flags */
346 if (p_ptr->special_attack & (ATTACK_ACID)) add_flag(flgs, TR_BRAND_ACID);
347 if (p_ptr->special_attack & (ATTACK_COLD)) add_flag(flgs, TR_BRAND_COLD);
348 if (p_ptr->special_attack & (ATTACK_ELEC)) add_flag(flgs, TR_BRAND_ELEC);
349 if (p_ptr->special_attack & (ATTACK_FIRE)) add_flag(flgs, TR_BRAND_FIRE);
350 if (p_ptr->special_attack & (ATTACK_POIS)) add_flag(flgs, TR_BRAND_POIS);
353 /* Hex - Slay Good (Runesword) */
354 if (hex_spelling(HEX_RUNESWORD)) add_flag(flgs, TR_SLAY_GOOD);
356 /* Some "weapons" and "ammo" do extra damage */
369 mult = mult_slaying(mult, flgs, m_ptr);
371 /* Elemental Brand */
372 mult = mult_brand(mult, flgs, m_ptr);
375 if (p_ptr->pclass == CLASS_SAMURAI)
377 mult = mult_hissatsu(mult, flgs, m_ptr, mode);
381 if ((p_ptr->pclass != CLASS_SAMURAI) && (have_flag(flgs, TR_FORCE_WEAPON)) && (p_ptr->csp > (o_ptr->dd * o_ptr->ds / 5)))
383 p_ptr->csp -= (1+(o_ptr->dd * o_ptr->ds / 5));
384 p_ptr->redraw |= (PR_MANA);
385 mult = mult * 3 / 2 + 20;
388 /* Hack -- The Nothung cause special damage to Fafner */
389 if ((o_ptr->name1 == ART_NOTHUNG) && (m_ptr->r_idx == MON_FAFNER))
394 if (mult > 150) mult = 150;
396 /* Return the total damage */
397 return (tdam * mult / 10);
402 * Search for hidden things
404 static void discover_hidden_things(int y, int x)
406 s16b this_o_idx, next_o_idx = 0;
410 /* Access the grid */
414 if (c_ptr->mimic && is_trap(c_ptr->feat))
420 msg_print(_("¥È¥é¥Ã¥×¤òȯ¸«¤·¤¿¡£", "You have found a trap."));
427 if (is_hidden_door(c_ptr))
430 msg_print(_("±£¤·¥É¥¢¤òȯ¸«¤·¤¿¡£", "You have found a secret door."));
439 /* Scan all objects in the grid */
440 for (this_o_idx = c_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
445 o_ptr = &o_list[this_o_idx];
447 /* Acquire next object */
448 next_o_idx = o_ptr->next_o_idx;
450 /* Skip non-chests */
451 if (o_ptr->tval != TV_CHEST) continue;
453 /* Skip non-trapped chests */
454 if (!chest_traps[o_ptr->pval]) continue;
457 if (!object_is_known(o_ptr))
460 msg_print(_("È¢¤Ë»Å³Ý¤±¤é¤ì¤¿¥È¥é¥Ã¥×¤òȯ¸«¤·¤¿¡ª", "You have discovered a trap on the chest!"));
475 /* Start with base search ability */
476 chance = p_ptr->skill_srh;
478 /* Penalize various conditions */
479 if (p_ptr->blind || no_lite()) chance = chance / 10;
480 if (p_ptr->confused || p_ptr->image) chance = chance / 10;
482 /* Search the nearby grids, which are always in bounds */
483 for (i = 0; i < 9; ++ i)
485 /* Sometimes, notice things */
486 if (randint0(100) < chance)
488 discover_hidden_things(py + ddy_ddd[i], px + ddx_ddd[i]);
495 * Helper routine for py_pickup() and py_pickup_floor().
497 * Add the given dungeon object to the character's inventory.
499 * Delete the object afterwards.
501 void py_pickup_aux(int o_idx)
507 * ¥¢¥¤¥Æ¥à¤ò½¦¤Ã¤¿ºÝ¤Ë¡Ö£²¤Ä¤Î¥±¡¼¥¤ò»ý¤Ã¤Æ¤¤¤ë¡×
508 * "You have two cakes." ¤È¥¢¥¤¥Æ¥à¤ò½¦¤Ã¤¿¸å¤Î¹ç·×¤Î¤ß¤Îɽ¼¨¤¬¥ª¥ê¥¸¥Ê¥ë
510 * ¤¢¤ë¤È¤¤¤¦»ØŦ¤ò¤¦¤±¤¿¤Î¤Ç¡¢¡Ö¡Á¤ò½¦¤Ã¤¿¡¢¡Á¤ò»ý¤Ã¤Æ¤¤¤ë¡×¤È¤¤¤¦É½¼¨
511 * ¤Ë¤«¤¨¤Æ¤¢¤ë¡£¤½¤Î¤¿¤á¤ÎÇÛÎó¡£
513 char o_name[MAX_NLEN];
514 char old_name[MAX_NLEN];
518 char o_name[MAX_NLEN];
523 o_ptr = &o_list[o_idx];
526 /* Describe the object */
527 object_desc(old_name, o_ptr, OD_NAME_ONLY);
528 object_desc_kosuu(kazu_str, o_ptr);
529 hirottakazu = o_ptr->number;
531 /* Carry the object */
532 slot = inven_carry(o_ptr);
534 /* Get the object again */
535 o_ptr = &inventory[slot];
537 /* Delete the object */
538 delete_object_idx(o_idx);
540 if (p_ptr->pseikaku == SEIKAKU_MUNCHKIN)
542 bool old_known = identify_item(o_ptr);
544 /* Auto-inscription/destroy */
545 autopick_alter_item(slot, (bool)(destroy_identify && !old_known));
547 /* If it is destroyed, don't pick it up */
548 if (o_ptr->marked & OM_AUTODESTROY) return;
551 /* Describe the object */
552 object_desc(o_name, o_ptr, 0);
556 if ((o_ptr->name1 == ART_CRIMSON) && (p_ptr->pseikaku == SEIKAKU_COMBAT))
558 msg_format("¤³¤¦¤·¤Æ¡¢%s¤Ï¡Ø¥¯¥ê¥à¥¾¥ó¡Ù¤ò¼ê¤ËÆþ¤ì¤¿¡£", player_name);
559 msg_print("¤·¤«¤·º£¡¢¡Øº®Æ٤Υµ¡¼¥Ú¥ó¥È¡Ù¤ÎÊü¤Ã¤¿¥â¥ó¥¹¥¿¡¼¤¬¡¢");
560 msg_format("%s¤Ë½±¤¤¤«¤«¤ë¡¥¡¥¡¥", player_name);
566 msg_format("%s(%c)¤ò»ý¤Ã¤Æ¤¤¤ë¡£",o_name, index_to_label(slot));
570 if (o_ptr->number > hirottakazu) {
571 msg_format("%s½¦¤Ã¤Æ¡¢%s(%c)¤ò»ý¤Ã¤Æ¤¤¤ë¡£",
572 kazu_str, o_name, index_to_label(slot));
574 msg_format("%s(%c)¤ò½¦¤Ã¤¿¡£", o_name, index_to_label(slot));
578 strcpy(record_o_name, old_name);
580 msg_format("You have %s (%c).", o_name, index_to_label(slot));
581 strcpy(record_o_name, o_name);
586 check_find_art_quest_completion(o_ptr);
591 * Player "wants" to pick up an object or gold.
592 * Note that we ONLY handle things that can be picked up.
593 * See "move_player()" for handling of other things.
595 void carry(bool pickup)
597 cave_type *c_ptr = &cave[py][px];
599 s16b this_o_idx, next_o_idx = 0;
601 char o_name[MAX_NLEN];
603 /* Recenter the map around the player */
607 p_ptr->update |= (PU_MONSTERS);
610 p_ptr->redraw |= (PR_MAP);
613 p_ptr->window |= (PW_OVERHEAD);
618 /* Automatically pickup/destroy/inscribe items */
619 autopick_pickup_items(c_ptr);
622 #ifdef ALLOW_EASY_FLOOR
626 py_pickup_floor(pickup);
630 #endif /* ALLOW_EASY_FLOOR */
632 /* Scan the pile of objects */
633 for (this_o_idx = c_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
638 o_ptr = &o_list[this_o_idx];
640 #ifdef ALLOW_EASY_SENSE /* TNB */
642 /* Option: Make item sensing easy */
645 /* Sense the object */
646 (void)sense_object(o_ptr);
649 #endif /* ALLOW_EASY_SENSE -- TNB */
651 /* Describe the object */
652 object_desc(o_name, o_ptr, 0);
654 /* Acquire next object */
655 next_o_idx = o_ptr->next_o_idx;
657 /* Hack -- disturb */
661 if (o_ptr->tval == TV_GOLD)
663 int value = (long)o_ptr->pval;
665 /* Delete the gold */
666 delete_object_idx(this_o_idx);
670 msg_format(" $%ld ¤Î²ÁÃͤ¬¤¢¤ë%s¤ò¸«¤Ä¤±¤¿¡£",
671 (long)value, o_name);
673 msg_format("You collect %ld gold pieces worth of %s.",
674 (long)value, o_name);
680 /* Collect the gold */
684 p_ptr->redraw |= (PR_GOLD);
687 p_ptr->window |= (PW_PLAYER);
690 /* Pick up objects */
693 /* Hack - some objects were handled in autopick_pickup_items(). */
694 if (o_ptr->marked & OM_NOMSG)
696 /* Clear the flag. */
697 o_ptr->marked &= ~OM_NOMSG;
699 /* Describe the object */
703 msg_format("%s¤¬¤¢¤ë¡£", o_name);
705 msg_format("You see %s.", o_name);
710 /* Note that the pack is too full */
711 else if (!inven_carry_okay(o_ptr))
714 msg_format("¥¶¥Ã¥¯¤Ë¤Ï%s¤òÆþ¤ì¤ë·ä´Ö¤¬¤Ê¤¤¡£", o_name);
716 msg_format("You have no room for %s.", o_name);
721 /* Pick up the item (if requested and allowed) */
726 /* Hack -- query every item */
727 if (carry_query_flag)
729 char out_val[MAX_NLEN+20];
731 sprintf(out_val, "%s¤ò½¦¤¤¤Þ¤¹¤«? ", o_name);
733 sprintf(out_val, "Pick up %s? ", o_name);
736 okay = get_check(out_val);
739 /* Attempt to pick up an object. */
742 /* Pick up the object */
743 py_pickup_aux(this_o_idx);
752 * Determine if a trap affects the player.
753 * Always miss 5% of the time, Always hit 5% of the time.
754 * Otherwise, match trap power against player armor.
756 static int check_hit(int power)
760 /* Percentile dice */
763 /* Hack -- 5% hit, 5% miss */
764 if (k < 10) return (k < 5);
766 if (p_ptr->pseikaku == SEIKAKU_NAMAKE)
767 if (one_in_(20)) return (TRUE);
769 /* Paranoia -- No power */
770 if (power <= 0) return (FALSE);
773 ac = p_ptr->ac + p_ptr->to_a;
775 /* Power competes against Armor */
776 if (randint1(power) > ((ac * 3) / 4)) return (TRUE);
784 static void hit_trap_pit(int trap_feat_type)
788 cptr spike_name = "";
790 switch (trap_feat_type)
793 trap_name = _("Íî¤È¤··ê", "a pit trap");
795 case TRAP_SPIKED_PIT:
796 trap_name = _("¥¹¥Ñ¥¤¥¯¤¬Éߤ«¤ì¤¿Íî¤È¤··ê", "a spiked pit");
797 spike_name = _("¥¹¥Ñ¥¤¥¯", "spikes");
799 case TRAP_POISON_PIT:
800 trap_name = _("¥¹¥Ñ¥¤¥¯¤¬Éߤ«¤ì¤¿Íî¤È¤··ê", "a spiked pit");
801 spike_name = _("ÆǤòÅɤé¤ì¤¿¥¹¥Ñ¥¤¥¯", "poisonous spikes");
807 if (p_ptr->levitation)
809 msg_format(_("%s¤òÈô¤Ó±Û¤¨¤¿¡£", "You fly over %s."), trap_name);
813 msg_format(_("%s¤ËÍî¤Á¤Æ¤·¤Þ¤Ã¤¿¡ª", "You have fallen into %s!"), trap_name);
818 /* Extra spike damage */
819 if ((trap_feat_type == TRAP_SPIKED_PIT || trap_feat_type == TRAP_POISON_PIT) &&
822 msg_format(_("%s¤¬»É¤µ¤Ã¤¿¡ª", "You are impaled on %s!"), spike_name);
825 (void)set_cut(p_ptr->cut + randint1(dam));
827 if (trap_feat_type == TRAP_POISON_PIT) {
828 if (p_ptr->resist_pois || IS_OPPOSE_POIS())
830 msg_print(_("¤·¤«¤·ÆǤαƶÁ¤Ï¤Ê¤«¤Ã¤¿¡ª", "The poison does not affect you!"));
835 (void)set_poisoned(p_ptr->poisoned + randint1(dam));
840 /* Take the damage */
841 take_hit(DAMAGE_NOESCAPE, dam, trap_name, -1);
844 static bool hit_trap_dart(void)
850 msg_print(_("¾®¤µ¤Ê¥À¡¼¥Ä¤¬Èô¤ó¤Ç¤¤Æ»É¤µ¤Ã¤¿¡ª", "A small dart hits you!"));
852 take_hit(DAMAGE_ATTACK, damroll(1, 4), _("¥À¡¼¥Ä¤Îæ«", "a dart trap"), -1);
854 if (!CHECK_MULTISHADOW()) hit = TRUE;
858 msg_print(_("¾®¤µ¤Ê¥À¡¼¥Ä¤¬Èô¤ó¤Ç¤¤¿¡ª¤¬¡¢±¿Îɤ¯Åö¤¿¤é¤Ê¤«¤Ã¤¿¡£", "A small dart barely misses you."));
864 static void hit_trap_lose_stat(int stat)
872 static void hit_trap_slow(void)
876 set_slow(p_ptr->slow + randint0(20) + 20, FALSE);
880 static void hit_trap_set_abnormal_status(cptr trap_message, bool resist, bool (*set_status)(int turn), int turn)
882 msg_print(trap_message);
891 * Handle player hitting a real trap
893 static void hit_trap(bool break_trap)
898 /* Get the cave grid */
899 cave_type *c_ptr = &cave[y][x];
900 feature_type *f_ptr = &f_info[c_ptr->feat];
901 int trap_feat_type = have_flag(f_ptr->flags, FF_TRAP) ? f_ptr->subtype : NOT_TRAP;
904 cptr name = "¥È¥é¥Ã¥×";
906 cptr name = "a trap";
909 /* Disturb the player */
912 cave_alter_feat(y, x, FF_HIT_TRAP);
914 /* Analyze XXX XXX XXX */
915 switch (trap_feat_type)
919 if (p_ptr->levitation)
922 msg_print("Íî¤È¤·¸Í¤òÈô¤Ó±Û¤¨¤¿¡£");
924 msg_print("You fly over a trap door.");
931 msg_print("Íî¤È¤·¸Í¤ËÍî¤Á¤¿¡ª");
932 if ((p_ptr->pseikaku == SEIKAKU_COMBAT) || (inventory[INVEN_BOW].name1 == ART_CRIMSON))
933 msg_print("¤¯¤Ã¤½¡Á¡ª");
935 msg_print("You have fallen through a trap door!");
943 name = "a trap door";
946 take_hit(DAMAGE_NOESCAPE, dam, name, -1);
948 /* Still alive and autosave enabled */
949 if (autosave_l && (p_ptr->chp >= 0))
950 do_cmd_save_game(TRUE);
953 do_cmd_write_nikki(NIKKI_BUNSHOU, 0, "Íî¤È¤·¸Í¤ËÍî¤Á¤¿");
955 do_cmd_write_nikki(NIKKI_BUNSHOU, 0, "You have fallen through a trap door!");
957 prepare_change_floor_mode(CFM_SAVE_FLOORS | CFM_DOWN | CFM_RAND_PLACE | CFM_RAND_CONNECT);
960 p_ptr->leaving = TRUE;
966 case TRAP_SPIKED_PIT:
967 case TRAP_POISON_PIT:
969 hit_trap_pit(trap_feat_type);
976 msg_print("²¿¤«¤¬¥Ô¥«¥Ã¤È¸÷¤Ã¤¿¡ª");
978 msg_print("There is a flash of shimmering light!");
981 num = 2 + randint1(3);
982 for (i = 0; i < num; i++)
984 (void)summon_specific(0, y, x, dun_level, 0, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE | PM_NO_PET));
987 if (dun_level > randint1(100)) /* No nasty effect for low levels */
989 bool stop_ty = FALSE;
994 stop_ty = activate_ty_curse(stop_ty, &count);
1004 msg_print("¥Æ¥ì¥Ý¡¼¥È¡¦¥È¥é¥Ã¥×¤Ë¤Ò¤Ã¤«¤«¤Ã¤¿¡ª");
1006 msg_print("You hit a teleport trap!");
1009 teleport_player(100, TELEPORT_PASSIVE);
1016 msg_print("±ê¤ËÊñ¤Þ¤ì¤¿¡ª");
1018 msg_print("You are enveloped in flames!");
1021 dam = damroll(4, 6);
1023 (void)fire_dam(dam, "±ê¤Î¥È¥é¥Ã¥×", -1, FALSE);
1025 (void)fire_dam(dam, "a fire trap", -1, FALSE);
1034 msg_print("»À¤¬¿á¤¤«¤±¤é¤ì¤¿¡ª");
1036 msg_print("You are splashed with acid!");
1039 dam = damroll(4, 6);
1041 (void)acid_dam(dam, "»À¤Î¥È¥é¥Ã¥×", -1, FALSE);
1043 (void)acid_dam(dam, "an acid trap", -1, FALSE);
1057 hit_trap_lose_stat(A_STR);
1063 hit_trap_lose_stat(A_DEX);
1069 hit_trap_lose_stat(A_CON);
1075 hit_trap_set_abnormal_status(
1076 _("¹õ¤¤¥¬¥¹¤ËÊñ¤ß¹þ¤Þ¤ì¤¿¡ª", "A black gas surrounds you!"),
1077 p_ptr->resist_blind,
1078 set_blind, p_ptr->blind + randint0(50) + 25);
1084 hit_trap_set_abnormal_status(
1085 _("¤¤é¤á¤¯¥¬¥¹¤ËÊñ¤ß¹þ¤Þ¤ì¤¿¡ª", "A gas of scintillating colors surrounds you!"),
1087 set_confused, p_ptr->confused + randint0(20) + 10);
1093 hit_trap_set_abnormal_status(
1094 _("»É·ãŪ¤ÊÎп§¤Î¥¬¥¹¤ËÊñ¤ß¹þ¤Þ¤ì¤¿¡ª", "A pungent green gas surrounds you!"),
1095 p_ptr->resist_pois || IS_OPPOSE_POIS(),
1096 set_poisoned, p_ptr->poisoned + randint0(20) + 10);
1103 msg_print("´ñ̯¤ÊÇò¤¤Ì¸¤ËÊñ¤Þ¤ì¤¿¡ª");
1105 msg_print("A strange white mist surrounds you!");
1108 if (!p_ptr->free_act)
1111 msg_print("¤¢¤Ê¤¿¤Ï̲¤ê¤Ë½¢¤¤¤¿¡£");
1113 msg_print("You fall asleep.");
1117 if (ironman_nightmare)
1120 msg_print("¿È¤ÎÌÓ¤â¤è¤À¤Ä¸÷·Ê¤¬Æ¬¤ËÉ⤫¤ó¤À¡£");
1122 msg_print("A horrible vision enters your mind.");
1126 /* Pick a nightmare */
1127 get_mon_num_prep(get_nightmare, NULL);
1129 /* Have some nightmares */
1130 have_nightmare(get_mon_num(MAX_DEPTH));
1132 /* Remove the monster restriction */
1133 get_mon_num_prep(NULL, NULL);
1135 (void)set_paralyzed(p_ptr->paralyzed + randint0(10) + 5);
1143 msg_print("¤Þ¤Ð¤æ¤¤Á®¸÷¤¬Áö¤Ã¤¿¡ª");
1145 msg_print("There is a bright flash of light!");
1148 /* Make some new traps */
1149 project(0, 1, y, x, 0, GF_MAKE_TRAP, PROJECT_HIDE | PROJECT_JUMP | PROJECT_GRID, -1);
1157 msg_print("¤±¤¿¤¿¤Þ¤·¤¤²»¤¬ÌĤê¶Á¤¤¤¿¡ª");
1159 msg_print("An alarm sounds!");
1162 aggravate_monsters(0);
1170 msg_print("Âç²»¶Á¤È¶¦¤Ë¤Þ¤ï¤ê¤ÎÊɤ¬Êø¤ì¤¿¡ª");
1172 msg_print("Suddenly, surrounding walls are opened!");
1174 (void)project(0, 3, y, x, 0, GF_DISINTEGRATE, PROJECT_GRID | PROJECT_HIDE, -1);
1175 (void)project(0, 3, y, x - 4, 0, GF_DISINTEGRATE, PROJECT_GRID | PROJECT_HIDE, -1);
1176 (void)project(0, 3, y, x + 4, 0, GF_DISINTEGRATE, PROJECT_GRID | PROJECT_HIDE, -1);
1177 aggravate_monsters(0);
1182 case TRAP_ARMAGEDDON:
1184 static int levs[10] = {0, 0, 20, 10, 5, 3, 2, 1, 1, 1};
1185 int evil_idx = 0, good_idx = 0;
1189 msg_print("ÆÍÁ³Å·³¦¤ÎÀïÁè¤Ë´¬¤¹þ¤Þ¤ì¤¿¡ª");
1191 msg_print("Suddenly, you are surrounded by immotal beings!");
1194 /* Summon Demons and Angels */
1195 for (lev = dun_level; lev >= 20; lev -= 1 + lev/16)
1197 num = levs[MIN(lev/10, 9)];
1198 for (i = 0; i < num; i++)
1200 int x1 = rand_spread(x, 7);
1201 int y1 = rand_spread(y, 5);
1203 /* Skip illegal grids */
1204 if (!in_bounds(y1, x1)) continue;
1206 /* Require line of projection */
1207 if (!projectable(py, px, y1, x1)) continue;
1209 if (summon_specific(0, y1, x1, lev, SUMMON_ARMAGE_EVIL, (PM_NO_PET)))
1210 evil_idx = hack_m_idx_ii;
1212 if (summon_specific(0, y1, x1, lev, SUMMON_ARMAGE_GOOD, (PM_NO_PET)))
1214 good_idx = hack_m_idx_ii;
1217 /* Let them fight each other */
1218 if (evil_idx && good_idx)
1220 monster_type *evil_ptr = &m_list[evil_idx];
1221 monster_type *good_ptr = &m_list[good_idx];
1222 evil_ptr->target_y = good_ptr->fy;
1223 evil_ptr->target_x = good_ptr->fx;
1224 good_ptr->target_y = evil_ptr->fy;
1225 good_ptr->target_x = evil_ptr->fx;
1235 msg_print("ÆÍÁ³Êɤ«¤é¿å¤¬°î¤ì½Ð¤·¤¿¡ª¥Ô¥é¥Ë¥¢¤¬¤¤¤ë¡ª");
1237 msg_print("Suddenly, the room is filled with water with piranhas!");
1240 /* Water fills room */
1241 fire_ball_hide(GF_WATER_FLOW, 0, 1, 10);
1243 /* Summon Piranhas */
1244 num = 1 + dun_level/20;
1245 for (i = 0; i < num; i++)
1247 (void)summon_specific(0, y, x, dun_level, SUMMON_PIRANHAS, (PM_ALLOW_GROUP | PM_NO_PET));
1253 if (break_trap && is_trap(c_ptr->feat))
1255 cave_alter_feat(y, x, FF_DISARM);
1257 msg_print("¥È¥é¥Ã¥×¤òÊ´ºÕ¤·¤¿¡£");
1259 msg_print("You destroyed the trap.");
1265 static void touch_zap_player_aux(monster_type *m_ptr, bool immune, int flags_offset, int r_flags_offset, u32b aura_flag,
1266 int (*dam_func)(int dam, cptr kb_str, int monspell, bool aura), cptr message)
1268 monster_race *r_ptr = &r_info[m_ptr->r_idx];
1270 if ((atoffset(u32b, r_ptr, flags_offset) & aura_flag) && !immune)
1273 int aura_damage = damroll(1 + (r_ptr->level / 26), 1 + (r_ptr->level / 17));
1275 /* Hack -- Get the "died from" name */
1276 monster_desc(mon_name, m_ptr, MD_IGNORE_HALLU | MD_ASSUME_VISIBLE | MD_INDEF_VISIBLE);
1280 dam_func(aura_damage, mon_name, -1, TRUE);
1282 if (is_original_ap_and_seen(m_ptr))
1284 atoffset(u32b, r_ptr, r_flags_offset) |= aura_flag;
1291 static void touch_zap_player(monster_type *m_ptr)
1293 touch_zap_player_aux(m_ptr, p_ptr->immune_fire, offsetof(monster_race, flags2), offsetof(monster_race, r_flags2), RF2_AURA_FIRE,
1294 fire_dam, _("ÆÍÁ³¤È¤Æ¤âÇ®¤¯¤Ê¤Ã¤¿¡ª", "You are suddenly very hot!"));
1295 touch_zap_player_aux(m_ptr, p_ptr->immune_cold, offsetof(monster_race, flags3), offsetof(monster_race, r_flags3), RF3_AURA_COLD,
1296 cold_dam, _("ÆÍÁ³¤È¤Æ¤â´¨¤¯¤Ê¤Ã¤¿¡ª", "You are suddenly very cold!"));
1297 touch_zap_player_aux(m_ptr, p_ptr->immune_elec, offsetof(monster_race, flags2), offsetof(monster_race, r_flags2), RF2_AURA_ELEC,
1298 elec_dam, _("ÅÅ·â¤ò¤¯¤é¤Ã¤¿¡ª", "You get zapped!"));
1302 static void natural_attack(s16b m_idx, int attack, bool *fear, bool *mdeath)
1304 int k, bonus, chance;
1306 monster_type *m_ptr = &m_list[m_idx];
1307 monster_race *r_ptr = &r_info[m_ptr->r_idx];
1316 case MUT2_SCOR_TAIL:
1343 atk_desc = "¥¯¥Á¥Ð¥·";
1354 atk_desc = "¾Ý¤ÎÉ¡";
1360 case MUT2_TENTACLES:
1367 atk_desc = "tentacles";
1372 dss = ddd = n_weight = 1;
1374 atk_desc = "̤ÄêµÁ¤ÎÉô°Ì";
1376 atk_desc = "undefined body part";
1381 /* Extract monster name (or "it") */
1382 monster_desc(m_name, m_ptr, 0);
1385 /* Calculate the "attack quality" */
1386 bonus = p_ptr->to_h_m;
1387 bonus += (p_ptr->lev * 6 / 5);
1388 chance = (p_ptr->skill_thn + (bonus * BTH_PLUS_ADJ));
1391 if ((!(r_ptr->flags2 & RF2_QUANTUM) || !randint0(2)) && test_hit_norm(chance, r_ptr->ac, m_ptr->ml))
1397 msg_format("%s¤ò%s¤Ç¹¶·â¤·¤¿¡£", m_name, atk_desc);
1399 msg_format("You hit %s with your %s.", m_name, atk_desc);
1403 k = damroll(ddd, dss);
1404 k = critical_norm(n_weight, bonus, k, (s16b)bonus, 0);
1406 /* Apply the player damage bonuses */
1409 /* No negative damage */
1412 /* Modify the damage */
1413 k = mon_damage_mod(m_ptr, k, FALSE);
1415 /* Complex message */
1419 msg_format("%d/%d ¤Î¥À¥á¡¼¥¸¤òÍ¿¤¨¤¿¡£", k, m_ptr->hp);
1421 msg_format("You do %d (out of %d) damage.", k, m_ptr->hp);
1426 /* Anger the monster */
1427 if (k > 0) anger_monster(m_ptr);
1429 /* Damage, check for fear and mdeath */
1432 case MUT2_SCOR_TAIL:
1433 project(0, 0, m_ptr->fy, m_ptr->fx, k, GF_POIS, PROJECT_KILL, -1);
1434 *mdeath = (m_ptr->r_idx == 0);
1437 *mdeath = mon_take_hit(m_idx, k, fear, NULL);
1440 *mdeath = mon_take_hit(m_idx, k, fear, NULL);
1443 *mdeath = mon_take_hit(m_idx, k, fear, NULL);
1445 case MUT2_TENTACLES:
1446 *mdeath = mon_take_hit(m_idx, k, fear, NULL);
1449 *mdeath = mon_take_hit(m_idx, k, fear, NULL);
1452 touch_zap_player(m_ptr);
1462 msg_format("¥ß¥¹¡ª %s¤Ë¤«¤ï¤µ¤ì¤¿¡£", m_name);
1464 msg_format("You miss %s.", m_name);
1473 * Player attacks a (poor, defenseless) creature -RAK-
1475 * If no "weapon" is available, then "punch" the monster one time.
1477 static void py_attack_aux(int y, int x, bool *fear, bool *mdeath, s16b hand, int mode)
1479 int num = 0, k, bonus, chance, vir;
1481 cave_type *c_ptr = &cave[y][x];
1483 monster_type *m_ptr = &m_list[c_ptr->m_idx];
1484 monster_race *r_ptr = &r_info[m_ptr->r_idx];
1486 /* Access the weapon */
1487 object_type *o_ptr = &inventory[INVEN_RARM + hand];
1491 bool success_hit = FALSE;
1492 bool backstab = FALSE;
1493 bool vorpal_cut = FALSE;
1494 int chaos_effect = 0;
1495 bool stab_fleeing = FALSE;
1496 bool fuiuchi = FALSE;
1497 bool monk_attack = FALSE;
1498 bool do_quake = FALSE;
1500 bool drain_msg = TRUE;
1501 int drain_result = 0, drain_heal = 0;
1502 bool can_drain = FALSE;
1504 int drain_left = MAX_VAMPIRIC_DRAIN;
1505 u32b flgs[TR_FLAG_SIZE]; /* A massive hack -- life-draining weapons */
1506 bool is_human = (r_ptr->d_char == 'p');
1507 bool is_lowlevel = (r_ptr->level < (p_ptr->lev - 15));
1508 bool zantetsu_mukou, e_j_mukou;
1510 switch (p_ptr->pclass)
1514 if (buki_motteruka(INVEN_RARM + hand) && !p_ptr->icky_wield[hand])
1516 int tmp = p_ptr->lev * 6 + (p_ptr->skill_stl + 10) * 4;
1517 if (p_ptr->monlite && (mode != HISSATSU_NYUSIN)) tmp /= 3;
1518 if (p_ptr->cursed & TRC_AGGRAVATE) tmp /= 2;
1519 if (r_ptr->level > (p_ptr->lev * p_ptr->lev / 20 + 10)) tmp /= 3;
1520 if (MON_CSLEEP(m_ptr) && m_ptr->ml)
1522 /* Can't backstab creatures that we can't see, right? */
1525 else if ((p_ptr->special_defense & NINJA_S_STEALTH) && (randint0(tmp) > (r_ptr->level+20)) && m_ptr->ml && !(r_ptr->flagsr & RFR_RES_ALL))
1529 else if (MON_MONFEAR(m_ptr) && m_ptr->ml)
1531 stab_fleeing = TRUE;
1537 case CLASS_FORCETRAINER:
1538 case CLASS_BERSERKER:
1539 if ((empty_hands(TRUE) & EMPTY_HAND_RARM) && !p_ptr->riding) monk_attack = TRUE;
1543 if (!o_ptr->k_idx) /* Empty hand */
1545 if ((r_ptr->level + 10) > p_ptr->lev)
1547 if (p_ptr->skill_exp[GINOU_SUDE] < s_info[p_ptr->pclass].s_max[GINOU_SUDE])
1549 if (p_ptr->skill_exp[GINOU_SUDE] < WEAPON_EXP_BEGINNER)
1550 p_ptr->skill_exp[GINOU_SUDE] += 40;
1551 else if ((p_ptr->skill_exp[GINOU_SUDE] < WEAPON_EXP_SKILLED))
1552 p_ptr->skill_exp[GINOU_SUDE] += 5;
1553 else if ((p_ptr->skill_exp[GINOU_SUDE] < WEAPON_EXP_EXPERT) && (p_ptr->lev > 19))
1554 p_ptr->skill_exp[GINOU_SUDE] += 1;
1555 else if ((p_ptr->lev > 34))
1556 if (one_in_(3)) p_ptr->skill_exp[GINOU_SUDE] += 1;
1557 p_ptr->update |= (PU_BONUS);
1561 else if (object_is_melee_weapon(o_ptr))
1563 if ((r_ptr->level + 10) > p_ptr->lev)
1565 int tval = inventory[INVEN_RARM+hand].tval - TV_WEAPON_BEGIN;
1566 int sval = inventory[INVEN_RARM+hand].sval;
1567 int now_exp = p_ptr->weapon_exp[tval][sval];
1568 if (now_exp < s_info[p_ptr->pclass].w_max[tval][sval])
1571 if (now_exp < WEAPON_EXP_BEGINNER) amount = 80;
1572 else if (now_exp < WEAPON_EXP_SKILLED) amount = 10;
1573 else if ((now_exp < WEAPON_EXP_EXPERT) && (p_ptr->lev > 19)) amount = 1;
1574 else if ((p_ptr->lev > 34) && one_in_(2)) amount = 1;
1575 p_ptr->weapon_exp[tval][sval] += amount;
1576 p_ptr->update |= (PU_BONUS);
1581 /* Disturb the monster */
1582 (void)set_monster_csleep(c_ptr->m_idx, 0);
1584 /* Extract monster name (or "it") */
1585 monster_desc(m_name, m_ptr, 0);
1587 /* Calculate the "attack quality" */
1588 bonus = p_ptr->to_h[hand] + o_ptr->to_h;
1589 chance = (p_ptr->skill_thn + (bonus * BTH_PLUS_ADJ));
1590 if (mode == HISSATSU_IAI) chance += 60;
1591 if (p_ptr->special_defense & KATA_KOUKIJIN) chance += 150;
1593 if (p_ptr->sutemi) chance = MAX(chance * 3 / 2, chance + 60);
1595 vir = virtue_number(V_VALOUR);
1598 chance += (p_ptr->virtues[vir - 1]/10);
1601 zantetsu_mukou = ((o_ptr->name1 == ART_ZANTETSU) && (r_ptr->d_char == 'j'));
1602 e_j_mukou = ((o_ptr->name1 == ART_EXCALIBUR_J) && (r_ptr->d_char == 'S'));
1604 if ((mode == HISSATSU_KYUSHO) || (mode == HISSATSU_MINEUCHI) || (mode == HISSATSU_3DAN) || (mode == HISSATSU_IAI)) num_blow = 1;
1605 else if (mode == HISSATSU_COLD) num_blow = p_ptr->num_blow[hand]+2;
1606 else num_blow = p_ptr->num_blow[hand];
1608 /* Hack -- DOKUBARI always hit once */
1609 if ((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_DOKUBARI)) num_blow = 1;
1611 /* Attack once for each legal blow */
1612 while ((num++ < num_blow) && !p_ptr->is_dead)
1614 if (((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_DOKUBARI)) || (mode == HISSATSU_KYUSHO))
1618 if (p_ptr->migite && p_ptr->hidarite)
1622 if (mode == HISSATSU_3DAN)
1627 success_hit = one_in_(n);
1629 else if ((p_ptr->pclass == CLASS_NINJA) && ((backstab || fuiuchi) && !(r_ptr->flagsr & RFR_RES_ALL))) success_hit = TRUE;
1630 else success_hit = test_hit_norm(chance, r_ptr->ac, m_ptr->ml);
1632 if (mode == HISSATSU_MAJIN)
1635 success_hit = FALSE;
1641 int vorpal_chance = ((o_ptr->name1 == ART_VORPAL_BLADE) || (o_ptr->name1 == ART_CHAINSWORD)) ? 2 : 4;
1648 if (backstab) msg_format("¤¢¤Ê¤¿¤ÏÎä¹ó¤Ë¤â̲¤Ã¤Æ¤¤¤ë̵ÎϤÊ%s¤òÆͤ»É¤·¤¿¡ª", m_name);
1649 else if (fuiuchi) msg_format("ÉÔ°Õ¤òÆͤ¤¤Æ%s¤Ë¶¯Îõ¤Ê°ì·â¤ò¶ô¤é¤ï¤»¤¿¡ª", m_name);
1650 else if (stab_fleeing) msg_format("ƨ¤²¤ë%s¤òÇØÃ椫¤éÆͤ»É¤·¤¿¡ª", m_name);
1651 else if (!monk_attack) msg_format("%s¤ò¹¶·â¤·¤¿¡£", m_name);
1653 if (backstab) msg_format("You cruelly stab the helpless, sleeping %s!", m_name);
1654 else if (fuiuchi) msg_format("You make surprise attack, and hit %s with a powerful blow!", m_name);
1655 else if (stab_fleeing) msg_format("You backstab the fleeing %s!", m_name);
1656 else if (!monk_attack) msg_format("You hit %s.", m_name);
1659 /* Hack -- bare hands do one damage */
1662 object_flags(o_ptr, flgs);
1664 /* Select a chaotic effect (50% chance) */
1665 if ((have_flag(flgs, TR_CHAOTIC)) && one_in_(2))
1668 chg_virtue(V_CHANCE, 1);
1670 if (randint1(5) < 3)
1672 /* Vampiric (20%) */
1675 else if (one_in_(250))
1680 else if (!one_in_(10))
1682 /* Confusion (26.892%) */
1685 else if (one_in_(2))
1687 /* Teleport away (1.494%) */
1692 /* Polymorph (1.494%) */
1697 /* Vampiric drain */
1698 if ((have_flag(flgs, TR_VAMPIRIC)) || (chaos_effect == 1) || (mode == HISSATSU_DRAIN) || hex_spelling(HEX_VAMP_BLADE))
1700 /* Only drain "living" monsters */
1701 if (monster_living(r_ptr))
1707 if ((have_flag(flgs, TR_VORPAL) || hex_spelling(HEX_RUNESWORD)) && (randint1(vorpal_chance*3/2) == 1) && !zantetsu_mukou)
1709 else vorpal_cut = FALSE;
1713 int special_effect = 0, stun_effect = 0, times = 0, max_times;
1715 const martial_arts *ma_ptr = &ma_blows[0], *old_ptr = &ma_blows[0];
1716 int resist_stun = 0;
1719 if (r_ptr->flags1 & RF1_UNIQUE) resist_stun += 88;
1720 if (r_ptr->flags3 & RF3_NO_STUN) resist_stun += 66;
1721 if (r_ptr->flags3 & RF3_NO_CONF) resist_stun += 33;
1722 if (r_ptr->flags3 & RF3_NO_SLEEP) resist_stun += 33;
1723 if ((r_ptr->flags3 & RF3_UNDEAD) || (r_ptr->flags3 & RF3_NONLIVING))
1726 if (p_ptr->special_defense & KAMAE_BYAKKO)
1727 max_times = (p_ptr->lev < 3 ? 1 : p_ptr->lev / 3);
1728 else if (p_ptr->special_defense & KAMAE_SUZAKU)
1730 else if (p_ptr->special_defense & KAMAE_GENBU)
1733 max_times = (p_ptr->lev < 7 ? 1 : p_ptr->lev / 7);
1734 /* Attempt 'times' */
1735 for (times = 0; times < max_times; times++)
1739 ma_ptr = &ma_blows[randint0(MAX_MA)];
1740 if ((p_ptr->pclass == CLASS_FORCETRAINER) && (ma_ptr->min_level > 1)) min_level = ma_ptr->min_level + 3;
1741 else min_level = ma_ptr->min_level;
1743 while ((min_level > p_ptr->lev) ||
1744 (randint1(p_ptr->lev) < ma_ptr->chance));
1746 /* keep the highest level attack available we found */
1747 if ((ma_ptr->min_level > old_ptr->min_level) &&
1748 !p_ptr->stun && !p_ptr->confused)
1752 if (p_ptr->wizard && cheat_xtra)
1755 msg_print("¹¶·â¤òºÆÁªÂò¤·¤Þ¤·¤¿¡£");
1757 msg_print("Attack re-selected.");
1767 if (p_ptr->pclass == CLASS_FORCETRAINER) min_level = MAX(1, ma_ptr->min_level - 3);
1768 else min_level = ma_ptr->min_level;
1769 k = damroll(ma_ptr->dd + p_ptr->to_dd[hand], ma_ptr->ds + p_ptr->to_ds[hand]);
1770 if (p_ptr->special_attack & ATTACK_SUIKEN) k *= 2;
1772 if (ma_ptr->effect == MA_KNEE)
1774 if (r_ptr->flags1 & RF1_MALE)
1777 msg_format("%s¤Ë¶âŪɨ½³¤ê¤ò¤¯¤é¤ï¤·¤¿¡ª", m_name);
1779 msg_format("You hit %s in the groin with your knee!", m_name);
1783 special_effect = MA_KNEE;
1786 msg_format(ma_ptr->desc, m_name);
1789 else if (ma_ptr->effect == MA_SLOW)
1791 if (!((r_ptr->flags1 & RF1_NEVER_MOVE) ||
1792 my_strchr("~#{}.UjmeEv$,DdsbBFIJQSXclnw!=?", r_ptr->d_char)))
1795 msg_format("%s¤Î¼ó¤Ë´ØÀá½³¤ê¤ò¤¯¤é¤ï¤·¤¿¡ª", m_name);
1797 msg_format("You kick %s in the ankle.", m_name);
1800 special_effect = MA_SLOW;
1802 else msg_format(ma_ptr->desc, m_name);
1808 stun_effect = (ma_ptr->effect / 2) + randint1(ma_ptr->effect / 2);
1811 msg_format(ma_ptr->desc, m_name);
1814 if (p_ptr->special_defense & KAMAE_SUZAKU) weight = 4;
1815 if ((p_ptr->pclass == CLASS_FORCETRAINER) && (p_ptr->magic_num1[0]))
1817 weight += (p_ptr->magic_num1[0]/30);
1818 if (weight > 20) weight = 20;
1821 k = critical_norm(p_ptr->lev * weight, min_level, k, p_ptr->to_h[0], 0);
1823 if ((special_effect == MA_KNEE) && ((k + p_ptr->to_d[hand]) < m_ptr->hp))
1826 msg_format("%^s¤Ï¶ìÄˤˤ¦¤á¤¤¤Æ¤¤¤ë¡ª", m_name);
1828 msg_format("%^s moans in agony!", m_name);
1831 stun_effect = 7 + randint1(13);
1835 else if ((special_effect == MA_SLOW) && ((k + p_ptr->to_d[hand]) < m_ptr->hp))
1837 if (!(r_ptr->flags1 & RF1_UNIQUE) &&
1838 (randint1(p_ptr->lev) > r_ptr->level) &&
1842 msg_format("%^s¤Ï¤ò¤Ò¤¤º¤ê»Ï¤á¤¿¡£", m_name);
1844 msg_format("%^s starts limping slower.", m_name);
1847 m_ptr->mspeed -= 10;
1851 if (stun_effect && ((k + p_ptr->to_d[hand]) < m_ptr->hp))
1853 if (p_ptr->lev > randint1(r_ptr->level + resist_stun + 10))
1855 if (set_monster_stunned(c_ptr->m_idx, stun_effect + MON_STUNNED(m_ptr)))
1858 msg_format("%^s¤Ï¥Õ¥é¥Õ¥é¤Ë¤Ê¤Ã¤¿¡£", m_name);
1860 msg_format("%^s is stunned.", m_name);
1866 msg_format("%^s¤Ï¤µ¤é¤Ë¥Õ¥é¥Õ¥é¤Ë¤Ê¤Ã¤¿¡£", m_name);
1868 msg_format("%^s is more stunned.", m_name);
1875 /* Handle normal weapon */
1876 else if (o_ptr->k_idx)
1878 k = damroll(o_ptr->dd + p_ptr->to_dd[hand], o_ptr->ds + p_ptr->to_ds[hand]);
1879 k = tot_dam_aux(o_ptr, k, m_ptr, mode, FALSE);
1883 k *= (3 + (p_ptr->lev / 20));
1887 k = k*(5+(p_ptr->lev*2/25))/2;
1889 else if (stab_fleeing)
1894 if ((p_ptr->impact[hand] && ((k > 50) || one_in_(7))) ||
1895 (chaos_effect == 2) || (mode == HISSATSU_QUAKE))
1900 if ((!(o_ptr->tval == TV_SWORD) || !(o_ptr->sval == SV_DOKUBARI)) && !(mode == HISSATSU_KYUSHO))
1901 k = critical_norm(o_ptr->weight, o_ptr->to_h, k, p_ptr->to_h[hand], mode);
1909 if ((o_ptr->name1 == ART_CHAINSWORD) && !one_in_(2))
1911 char chainsword_noise[1024];
1913 if (!get_rnd_line("chainswd_j.txt", 0, chainsword_noise))
1915 if (!get_rnd_line("chainswd.txt", 0, chainsword_noise))
1918 msg_print(chainsword_noise);
1922 if (o_ptr->name1 == ART_VORPAL_BLADE)
1925 msg_print("Ìܤˤâ»ß¤Þ¤é¤Ì¥ô¥©¡¼¥Ñ¥ë¥Ö¥ì¡¼¥É¡¢¼êÏ£¤ÎÁá¶È¡ª");
1927 msg_print("Your Vorpal Blade goes snicker-snack!");
1933 msg_format("%s¤ò¥°¥Ã¥µ¥êÀÚ¤êÎö¤¤¤¿¡ª", m_name);
1935 msg_format("Your weapon cuts deep into %s!", m_name);
1939 /* Try to increase the damage */
1940 while (one_in_(vorpal_chance))
1948 if (((r_ptr->flagsr & RFR_RES_ALL) ? k/100 : k) > m_ptr->hp)
1951 msg_format("%s¤ò¿¿¤ÃÆó¤Ä¤Ë¤·¤¿¡ª", m_name);
1953 msg_format("You cut %s in half!", m_name);
1961 case 2: msg_format("%s¤ò»Â¤Ã¤¿¡ª", m_name); break;
1962 case 3: msg_format("%s¤ò¤Ö¤Ã¤¿»Â¤Ã¤¿¡ª", m_name); break;
1963 case 4: msg_format("%s¤ò¥á¥Ã¥¿»Â¤ê¤Ë¤·¤¿¡ª", m_name); break;
1964 case 5: msg_format("%s¤ò¥á¥Ã¥¿¥á¥¿¤Ë»Â¤Ã¤¿¡ª", m_name); break;
1965 case 6: msg_format("%s¤ò»É¿È¤Ë¤·¤¿¡ª", m_name); break;
1966 case 7: msg_format("%s¤ò»Â¤Ã¤Æ»Â¤Ã¤Æ»Â¤ê¤Þ¤¯¤Ã¤¿¡ª", m_name); break;
1967 default: msg_format("%s¤òºÙÀÚ¤ì¤Ë¤·¤¿¡ª", m_name); break;
1969 case 2: msg_format("You gouge %s!", m_name); break;
1970 case 3: msg_format("You maim %s!", m_name); break;
1971 case 4: msg_format("You carve %s!", m_name); break;
1972 case 5: msg_format("You cleave %s!", m_name); break;
1973 case 6: msg_format("You smite %s!", m_name); break;
1974 case 7: msg_format("You eviscerate %s!", m_name); break;
1975 default: msg_format("You shred %s!", m_name); break;
1979 drain_result = drain_result * 3 / 2;
1983 drain_result += o_ptr->to_d;
1986 /* Apply the player damage bonuses */
1987 k += p_ptr->to_d[hand];
1988 drain_result += p_ptr->to_d[hand];
1990 if ((mode == HISSATSU_SUTEMI) || (mode == HISSATSU_3DAN)) k *= 2;
1991 if ((mode == HISSATSU_SEKIRYUKA) && !monster_living(r_ptr)) k = 0;
1992 if ((mode == HISSATSU_SEKIRYUKA) && !p_ptr->cut) k /= 2;
1994 /* No negative damage */
1997 if ((mode == HISSATSU_ZANMA) && !(!monster_living(r_ptr) && (r_ptr->flags3 & RF3_EVIL)))
2005 msg_print("¤³¤ó¤ÊÆð¤é¤«¤¤¤â¤Î¤ÏÀÚ¤ì¤ó¡ª");
2007 msg_print("You cannot cut such a elastic thing!");
2015 msg_print("ÃØéá¤Ï¶ì¼ê¤À¡ª");
2017 msg_print("Spiders are difficult for you to deal with!");
2022 if (mode == HISSATSU_MINEUCHI)
2024 int tmp = (10 + randint1(15) + p_ptr->lev / 5);
2027 anger_monster(m_ptr);
2029 if (!(r_ptr->flags3 & (RF3_NO_STUN)))
2032 if (MON_STUNNED(m_ptr))
2035 msg_format("%s¤Ï¤Ò¤É¤¯¤â¤¦¤í¤¦¤È¤·¤¿¡£", m_name);
2037 msg_format("%s is more dazed.", m_name);
2045 msg_format("%s ¤Ï¤â¤¦¤í¤¦¤È¤·¤¿¡£", m_name);
2047 msg_format("%s is dazed.", m_name);
2052 (void)set_monster_stunned(c_ptr->m_idx, MON_STUNNED(m_ptr) + tmp);
2057 msg_format("%s ¤Ë¤Ï¸ú²Ì¤¬¤Ê¤«¤Ã¤¿¡£", m_name);
2059 msg_format("%s is not effected.", m_name);
2064 /* Modify the damage */
2065 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))));
2066 if (((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_DOKUBARI)) || (mode == HISSATSU_KYUSHO))
2068 if ((randint1(randint1(r_ptr->level/7)+5) == 1) && !(r_ptr->flags1 & RF1_UNIQUE) && !(r_ptr->flags7 & RF7_UNIQUE2))
2072 msg_format("%s¤ÎµÞ½ê¤òÆͤ»É¤·¤¿¡ª", m_name);
2074 msg_format("You hit %s on a fatal spot!", m_name);
2079 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)))
2081 int maxhp = maxroll(r_ptr->hdice, r_ptr->hside);
2082 if (one_in_(backstab ? 13 : (stab_fleeing || fuiuchi) ? 15 : 27))
2087 msg_format("¿Ï¤¬%s¤Ë¿¼¡¹¤ÈÆͤ»É¤µ¤Ã¤¿¡ª", m_name);
2089 msg_format("You critically injured %s!", m_name);
2092 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)))
2094 if ((r_ptr->flags1 & RF1_UNIQUE) || (r_ptr->flags7 & RF7_UNIQUE2) || (m_ptr->hp >= maxhp/2))
2096 k = MAX(k*5, m_ptr->hp/2);
2099 msg_format("%s¤ËÃ×Ì¿½ý¤òÉé¤ï¤»¤¿¡ª", m_name);
2101 msg_format("You fatally injured %s!", m_name);
2108 msg_format("¿Ï¤¬%s¤ÎµÞ½ê¤ò´Ó¤¤¤¿¡ª", m_name);
2110 msg_format("You hit %s on a fatal spot!", m_name);
2116 /* Complex message */
2117 if (p_ptr->wizard || cheat_xtra)
2120 msg_format("%d/%d ¤Î¥À¥á¡¼¥¸¤òÍ¿¤¨¤¿¡£", k, m_ptr->hp);
2122 msg_format("You do %d (out of %d) damage.", k, m_ptr->hp);
2126 if (k <= 0) can_drain = FALSE;
2128 if (drain_result > m_ptr->hp)
2129 drain_result = m_ptr->hp;
2131 /* Damage, check for fear and death */
2132 if (mon_take_hit(c_ptr->m_idx, k, fear, NULL))
2135 if ((p_ptr->pclass == CLASS_BERSERKER) && energy_use)
2137 if (p_ptr->migite && p_ptr->hidarite)
2139 if (hand) energy_use = energy_use*3/5+energy_use*num*2/(p_ptr->num_blow[hand]*5);
2140 else energy_use = energy_use*num*3/(p_ptr->num_blow[hand]*5);
2144 energy_use = energy_use*num/p_ptr->num_blow[hand];
2147 if ((o_ptr->name1 == ART_ZANTETSU) && is_lowlevel)
2149 msg_print("¤Þ¤¿¤Ä¤Þ¤é¤Ì¤â¤Î¤ò»Â¤Ã¤Æ¤·¤Þ¤Ã¤¿¡¥¡¥¡¥");
2151 msg_print("Sigh... Another trifling thing I've cut....");
2156 /* Anger the monster */
2157 if (k > 0) anger_monster(m_ptr);
2159 touch_zap_player(m_ptr);
2161 /* Are we draining it? A little note: If the monster is
2162 dead, the drain does not work... */
2164 if (can_drain && (drain_result > 0))
2166 if (o_ptr->name1 == ART_MURAMASA)
2170 int to_h = o_ptr->to_h;
2171 int to_d = o_ptr->to_d;
2175 for (i = 0; i < to_h + 3; i++) if (one_in_(4)) flag = 0;
2179 for (i = 0; i < to_d + 3; i++) if (one_in_(4)) flag = 0;
2182 if (o_ptr->to_h != to_h || o_ptr->to_d != to_d)
2185 msg_print("ÍÅÅá¤Ï·ì¤òµÛ¤Ã¤Æ¶¯¤¯¤Ê¤Ã¤¿¡ª");
2187 msg_print("Muramasa sucked blood, and became more powerful!");
2196 if (drain_result > 5) /* Did we really hurt it? */
2198 drain_heal = damroll(2, drain_result / 6);
2201 if (hex_spelling(HEX_VAMP_BLADE)) drain_heal *= 2;
2206 msg_format("Draining left: %d", drain_left);
2208 msg_format("Draining left: %d", drain_left);
2215 if (drain_heal < drain_left)
2217 drain_left -= drain_heal;
2221 drain_heal = drain_left;
2228 msg_format("¿Ï¤¬%s¤«¤éÀ¸Ì¿ÎϤòµÛ¤¤¼è¤Ã¤¿¡ª", m_name);
2230 msg_format("Your weapon drains life from %s!", m_name);
2236 drain_heal = (drain_heal * mutant_regenerate_mod) / 100;
2238 hp_player(drain_heal);
2239 /* We get to keep some of it! */
2243 m_ptr->maxhp -= (k+7)/8;
2244 if (m_ptr->hp > m_ptr->maxhp) m_ptr->hp = m_ptr->maxhp;
2245 if (m_ptr->maxhp < 1) m_ptr->maxhp = 1;
2251 /* Confusion attack */
2252 if ((p_ptr->special_attack & ATTACK_CONFUSE) || (chaos_effect == 3) || (mode == HISSATSU_CONF) || hex_spelling(HEX_CONFUSION))
2254 /* Cancel glowing hands */
2255 if (p_ptr->special_attack & ATTACK_CONFUSE)
2257 p_ptr->special_attack &= ~(ATTACK_CONFUSE);
2259 msg_print("¼ê¤Îµ±¤¤¬¤Ê¤¯¤Ê¤Ã¤¿¡£");
2261 msg_print("Your hands stop glowing.");
2263 p_ptr->redraw |= (PR_STATUS);
2267 /* Confuse the monster */
2268 if (r_ptr->flags3 & RF3_NO_CONF)
2270 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags3 |= RF3_NO_CONF;
2273 msg_format("%^s¤Ë¤Ï¸ú²Ì¤¬¤Ê¤«¤Ã¤¿¡£", m_name);
2275 msg_format("%^s is unaffected.", m_name);
2279 else if (randint0(100) < r_ptr->level)
2282 msg_format("%^s¤Ë¤Ï¸ú²Ì¤¬¤Ê¤«¤Ã¤¿¡£", m_name);
2284 msg_format("%^s is unaffected.", m_name);
2291 msg_format("%^s¤Ïº®Í𤷤¿¤è¤¦¤À¡£", m_name);
2293 msg_format("%^s appears confused.", m_name);
2296 (void)set_monster_confused(c_ptr->m_idx, MON_CONFUSED(m_ptr) + 10 + randint0(p_ptr->lev) / 5);
2300 else if (chaos_effect == 4)
2302 bool resists_tele = FALSE;
2304 if (r_ptr->flagsr & RFR_RES_TELE)
2306 if (r_ptr->flags1 & RF1_UNIQUE)
2308 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flagsr |= RFR_RES_TELE;
2310 msg_format("%^s¤Ë¤Ï¸ú²Ì¤¬¤Ê¤«¤Ã¤¿¡£", m_name);
2312 msg_format("%^s is unaffected!", m_name);
2315 resists_tele = TRUE;
2317 else if (r_ptr->level > randint1(100))
2319 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flagsr |= RFR_RES_TELE;
2321 msg_format("%^s¤ÏÄñ¹³ÎϤò»ý¤Ã¤Æ¤¤¤ë¡ª", m_name);
2323 msg_format("%^s resists!", m_name);
2326 resists_tele = TRUE;
2333 msg_format("%^s¤Ï¾Ã¤¨¤¿¡ª", m_name);
2335 msg_format("%^s disappears!", m_name);
2338 teleport_away(c_ptr->m_idx, 50, TELEPORT_PASSIVE);
2339 num = num_blow + 1; /* Can't hit it anymore! */
2344 else if ((chaos_effect == 5) && (randint1(90) > r_ptr->level))
2346 if (!(r_ptr->flags1 & (RF1_UNIQUE | RF1_QUESTOR)) &&
2347 !(r_ptr->flagsr & RFR_EFF_RES_CHAO_MASK))
2349 if (polymorph_monster(y, x))
2352 msg_format("%^s¤ÏÊѲ½¤·¤¿¡ª", m_name);
2354 msg_format("%^s changes!", m_name);
2363 msg_format("%^s¤Ë¤Ï¸ú²Ì¤¬¤Ê¤«¤Ã¤¿¡£", m_name);
2365 msg_format("%^s is unaffected.", m_name);
2369 /* Hack -- Get new monster */
2370 m_ptr = &m_list[c_ptr->m_idx];
2372 /* Oops, we need a different name... */
2373 monster_desc(m_name, m_ptr, 0);
2375 /* Hack -- Get new race */
2376 r_ptr = &r_info[m_ptr->r_idx];
2379 else if (o_ptr->name1 == ART_G_HAMMER)
2381 monster_type *m_ptr = &m_list[c_ptr->m_idx];
2383 if (m_ptr->hold_o_idx)
2385 object_type *q_ptr = &o_list[m_ptr->hold_o_idx];
2386 char o_name[MAX_NLEN];
2388 object_desc(o_name, q_ptr, OD_NAME_ONLY);
2389 q_ptr->held_m_idx = 0;
2390 q_ptr->marked = OM_TOUCHED;
2391 m_ptr->hold_o_idx = q_ptr->next_o_idx;
2392 q_ptr->next_o_idx = 0;
2394 msg_format("%s¤òÃ¥¤Ã¤¿¡£", o_name);
2396 msg_format("You snatched %s.", o_name);
2406 backstab = FALSE; /* Clumsy! */
2407 fuiuchi = FALSE; /* Clumsy! */
2409 if ((o_ptr->tval == TV_POLEARM) && (o_ptr->sval == SV_DEATH_SCYTHE) && one_in_(3))
2411 u32b flgs[TR_FLAG_SIZE];
2418 msg_format("¥ß¥¹¡ª %s¤Ë¤«¤ï¤µ¤ì¤¿¡£", m_name);
2420 msg_format("You miss %s.", m_name);
2424 msg_print("¿¶¤ê²ó¤·¤¿Âç³ù¤¬¼«Ê¬¼«¿È¤ËÊ֤äƤ¤¿¡ª");
2426 msg_print("Your scythe returns to you!");
2429 /* Extract the flags */
2430 object_flags(o_ptr, flgs);
2432 k = damroll(o_ptr->dd + p_ptr->to_dd[hand], o_ptr->ds + p_ptr->to_ds[hand]);
2435 switch (p_ptr->mimic_form)
2438 switch (p_ptr->prace)
2445 case RACE_BARBARIAN:
2449 case RACE_HALF_TROLL:
2450 case RACE_HALF_OGRE:
2451 case RACE_HALF_GIANT:
2452 case RACE_HALF_TITAN:
2460 case RACE_DRACONIAN:
2467 case MIMIC_DEMON_LORD:
2474 if (p_ptr->align < 0 && mult < 20)
2476 if (!(p_ptr->resist_acid || IS_OPPOSE_ACID() || p_ptr->immune_acid) && (mult < 25))
2478 if (!(p_ptr->resist_elec || IS_OPPOSE_ELEC() || p_ptr->immune_elec) && (mult < 25))
2480 if (!(p_ptr->resist_fire || IS_OPPOSE_FIRE() || p_ptr->immune_fire) && (mult < 25))
2482 if (!(p_ptr->resist_cold || IS_OPPOSE_COLD() || p_ptr->immune_cold) && (mult < 25))
2484 if (!(p_ptr->resist_pois || IS_OPPOSE_POIS()) && (mult < 25))
2487 if ((p_ptr->pclass != CLASS_SAMURAI) && (have_flag(flgs, TR_FORCE_WEAPON)) && (p_ptr->csp > (p_ptr->msp / 30)))
2489 p_ptr->csp -= (1+(p_ptr->msp / 30));
2490 p_ptr->redraw |= (PR_MANA);
2491 mult = mult * 3 / 2 + 20;
2497 k = critical_norm(o_ptr->weight, o_ptr->to_h, k, p_ptr->to_h[hand], mode);
2502 msg_format("¥°¥Ã¥µ¥êÀÚ¤êÎö¤«¤ì¤¿¡ª");
2504 msg_format("Your weapon cuts deep into yourself!");
2506 /* Try to increase the damage */
2514 k += (p_ptr->to_d[hand] + o_ptr->to_d);
2519 take_hit(DAMAGE_FORCE, k, "»à¤ÎÂç³ù", -1);
2521 take_hit(DAMAGE_FORCE, k, "Death scythe", -1);
2533 msg_format("¥ß¥¹¡ª %s¤Ë¤«¤ï¤µ¤ì¤¿¡£", m_name);
2535 msg_format("You miss %s.", m_name);
2544 if (weak && !(*mdeath))
2547 msg_format("%s¤Ï¼å¤¯¤Ê¤Ã¤¿¤è¤¦¤À¡£", m_name);
2549 msg_format("%^s seems weakened.", m_name);
2552 if (drain_left != MAX_VAMPIRIC_DRAIN)
2556 chg_virtue(V_UNLIFE, 1);
2559 /* Mega-Hack -- apply earthquake brand */
2562 earthquake(py, px, 10);
2563 if (!cave[y][x].m_idx) *mdeath = TRUE;
2567 bool py_attack(int y, int x, int mode)
2570 bool mdeath = FALSE;
2571 bool stormbringer = FALSE;
2573 cave_type *c_ptr = &cave[y][x];
2574 monster_type *m_ptr = &m_list[c_ptr->m_idx];
2575 monster_race *r_ptr = &r_info[m_ptr->r_idx];
2578 /* Disturb the player */
2583 if (!p_ptr->migite && !p_ptr->hidarite &&
2584 !(p_ptr->muta2 & (MUT2_HORNS | MUT2_BEAK | MUT2_SCOR_TAIL | MUT2_TRUNK | MUT2_TENTACLES)))
2587 msg_format("%s¹¶·â¤Ç¤¤Ê¤¤¡£", (empty_hands(FALSE) == EMPTY_HAND_NONE) ? "ξ¼ê¤¬¤Õ¤µ¤¬¤Ã¤Æ" : "");
2589 msg_print("You cannot do attacking.");
2594 /* Extract monster name (or "it") */
2595 monster_desc(m_name, m_ptr, 0);
2599 /* Auto-Recall if possible and visible */
2600 if (!p_ptr->image) monster_race_track(m_ptr->ap_r_idx);
2602 /* Track a new monster */
2603 health_track(c_ptr->m_idx);
2606 if ((r_ptr->flags1 & RF1_FEMALE) &&
2607 !(p_ptr->stun || p_ptr->confused || p_ptr->image || !m_ptr->ml))
2609 if ((inventory[INVEN_RARM].name1 == ART_ZANTETSU) || (inventory[INVEN_LARM].name1 == ART_ZANTETSU))
2612 msg_print("ÀÛ¼Ô¡¢¤ª¤Ê¤´¤Ï»Â¤ì¤Ì¡ª");
2614 msg_print("I can not attack women!");
2620 if (d_info[dungeon_type].flags1 & DF1_NO_MELEE)
2623 msg_print("¤Ê¤¼¤«¹¶·â¤¹¤ë¤³¤È¤¬¤Ç¤¤Ê¤¤¡£");
2625 msg_print("Something prevent you from attacking.");
2630 /* Stop if friendly */
2631 if (!is_hostile(m_ptr) &&
2632 !(p_ptr->stun || p_ptr->confused || p_ptr->image ||
2633 p_ptr->shero || !m_ptr->ml))
2635 if (inventory[INVEN_RARM].name1 == ART_STORMBRINGER) stormbringer = TRUE;
2636 if (inventory[INVEN_LARM].name1 == ART_STORMBRINGER) stormbringer = TRUE;
2640 msg_format("¹õ¤¤¿Ï¤Ï¶¯ÍߤË%s¤ò¹¶·â¤·¤¿¡ª", m_name);
2642 msg_format("Your black blade greedily attacks %s!", m_name);
2644 chg_virtue(V_INDIVIDUALISM, 1);
2645 chg_virtue(V_HONOUR, -1);
2646 chg_virtue(V_JUSTICE, -1);
2647 chg_virtue(V_COMPASSION, -1);
2649 else if (p_ptr->pclass != CLASS_BERSERKER)
2652 if (get_check("ËÜÅö¤Ë¹¶·â¤·¤Þ¤¹¤«¡©"))
2654 if (get_check("Really hit it? "))
2657 chg_virtue(V_INDIVIDUALISM, 1);
2658 chg_virtue(V_HONOUR, -1);
2659 chg_virtue(V_JUSTICE, -1);
2660 chg_virtue(V_COMPASSION, -1);
2665 msg_format("%s¤ò¹¶·â¤¹¤ë¤Î¤ò»ß¤á¤¿¡£", m_name);
2667 msg_format("You stop to avoid hitting %s.", m_name);
2675 /* Handle player fear */
2681 msg_format("¶²¤¯¤Æ%s¤ò¹¶·â¤Ç¤¤Ê¤¤¡ª", m_name);
2683 msg_format("You are too afraid to attack %s!", m_name);
2688 msg_format ("¤½¤Ã¤Á¤Ë¤Ï²¿¤«¶²¤¤¤â¤Î¤¬¤¤¤ë¡ª");
2690 msg_format ("There is something scary in your way!");
2693 /* Disturb the monster */
2694 (void)set_monster_csleep(c_ptr->m_idx, 0);
2700 if (MON_CSLEEP(m_ptr)) /* It is not honorable etc to attack helpless victims */
2702 if (!(r_ptr->flags3 & RF3_EVIL) || one_in_(5)) chg_virtue(V_COMPASSION, -1);
2703 if (!(r_ptr->flags3 & RF3_EVIL) || one_in_(5)) chg_virtue(V_HONOUR, -1);
2706 if (p_ptr->migite && p_ptr->hidarite)
2708 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))
2710 if (p_ptr->skill_exp[GINOU_NITOURYU] < WEAPON_EXP_BEGINNER)
2711 p_ptr->skill_exp[GINOU_NITOURYU] += 80;
2712 else if(p_ptr->skill_exp[GINOU_NITOURYU] < WEAPON_EXP_SKILLED)
2713 p_ptr->skill_exp[GINOU_NITOURYU] += 4;
2714 else if(p_ptr->skill_exp[GINOU_NITOURYU] < WEAPON_EXP_EXPERT)
2715 p_ptr->skill_exp[GINOU_NITOURYU] += 1;
2716 else if(p_ptr->skill_exp[GINOU_NITOURYU] < WEAPON_EXP_MASTER)
2717 if (one_in_(3)) p_ptr->skill_exp[GINOU_NITOURYU] += 1;
2718 p_ptr->update |= (PU_BONUS);
2722 /* Gain riding experience */
2725 int cur = p_ptr->skill_exp[GINOU_RIDING];
2726 int max = s_info[p_ptr->pclass].s_max[GINOU_RIDING];
2730 int ridinglevel = r_info[m_list[p_ptr->riding].r_idx].level;
2731 int targetlevel = r_ptr->level;
2734 if ((cur / 200 - 5) < targetlevel)
2737 /* Extra experience */
2738 if ((cur / 100) < ridinglevel)
2740 if ((cur / 100 + 15) < ridinglevel)
2741 inc += 1 + (ridinglevel - (cur / 100 + 15));
2746 p_ptr->skill_exp[GINOU_RIDING] = MIN(max, cur + inc);
2748 p_ptr->update |= (PU_BONUS);
2752 riding_t_m_idx = c_ptr->m_idx;
2753 if (p_ptr->migite) py_attack_aux(y, x, &fear, &mdeath, 0, mode);
2754 if (p_ptr->hidarite && !mdeath) py_attack_aux(y, x, &fear, &mdeath, 1, mode);
2756 /* Mutations which yield extra 'natural' attacks */
2759 if ((p_ptr->muta2 & MUT2_HORNS) && !mdeath)
2760 natural_attack(c_ptr->m_idx, MUT2_HORNS, &fear, &mdeath);
2761 if ((p_ptr->muta2 & MUT2_BEAK) && !mdeath)
2762 natural_attack(c_ptr->m_idx, MUT2_BEAK, &fear, &mdeath);
2763 if ((p_ptr->muta2 & MUT2_SCOR_TAIL) && !mdeath)
2764 natural_attack(c_ptr->m_idx, MUT2_SCOR_TAIL, &fear, &mdeath);
2765 if ((p_ptr->muta2 & MUT2_TRUNK) && !mdeath)
2766 natural_attack(c_ptr->m_idx, MUT2_TRUNK, &fear, &mdeath);
2767 if ((p_ptr->muta2 & MUT2_TENTACLES) && !mdeath)
2768 natural_attack(c_ptr->m_idx, MUT2_TENTACLES, &fear, &mdeath);
2771 /* Hack -- delay fear messages */
2772 if (fear && m_ptr->ml && !mdeath)
2779 msg_format("%^s¤Ï¶²Éݤ·¤Æƨ¤²½Ð¤·¤¿¡ª", m_name);
2781 msg_format("%^s flees in terror!", m_name);
2786 if ((p_ptr->special_defense & KATA_IAI) && ((mode != HISSATSU_IAI) || mdeath))
2788 set_action(ACTION_NONE);
2795 bool pattern_seq(int c_y, int c_x, int n_y, int n_x)
2797 feature_type *cur_f_ptr = &f_info[cave[c_y][c_x].feat];
2798 feature_type *new_f_ptr = &f_info[cave[n_y][n_x].feat];
2799 bool is_pattern_tile_cur = have_flag(cur_f_ptr->flags, FF_PATTERN);
2800 bool is_pattern_tile_new = have_flag(new_f_ptr->flags, FF_PATTERN);
2801 int pattern_type_cur, pattern_type_new;
2803 if (!is_pattern_tile_cur && !is_pattern_tile_new) return TRUE;
2805 pattern_type_cur = is_pattern_tile_cur ? cur_f_ptr->subtype : NOT_PATTERN_TILE;
2806 pattern_type_new = is_pattern_tile_new ? new_f_ptr->subtype : NOT_PATTERN_TILE;
2808 if (pattern_type_new == PATTERN_TILE_START)
2810 if (!is_pattern_tile_cur && !p_ptr->confused && !p_ptr->stun && !p_ptr->image)
2813 if (get_check("¥Ñ¥¿¡¼¥ó¤Î¾å¤òÊ⤻Ϥá¤ë¤È¡¢Á´¤Æ¤òÊ⤫¤Ê¤±¤ì¤Ð¤Ê¤ê¤Þ¤»¤ó¡£¤¤¤¤¤Ç¤¹¤«¡©"))
2815 if (get_check("If you start walking the Pattern, you must walk the whole way. Ok? "))
2824 else if ((pattern_type_new == PATTERN_TILE_OLD) ||
2825 (pattern_type_new == PATTERN_TILE_END) ||
2826 (pattern_type_new == PATTERN_TILE_WRECKED))
2828 if (is_pattern_tile_cur)
2835 msg_print("¥Ñ¥¿¡¼¥ó¤Î¾å¤òÊ⤯¤Ë¤Ï¥¹¥¿¡¼¥ÈÃÏÅÀ¤«¤éÊ⤻Ϥá¤Ê¤¯¤Æ¤Ï¤Ê¤ê¤Þ¤»¤ó¡£");
2837 msg_print("You must start walking the Pattern from the startpoint.");
2843 else if ((pattern_type_new == PATTERN_TILE_TELEPORT) ||
2844 (pattern_type_cur == PATTERN_TILE_TELEPORT))
2848 else if (pattern_type_cur == PATTERN_TILE_START)
2850 if (is_pattern_tile_new)
2855 msg_print("¥Ñ¥¿¡¼¥ó¤Î¾å¤ÏÀµ¤·¤¤½ç½ø¤ÇÊ⤫¤Í¤Ð¤Ê¤ê¤Þ¤»¤ó¡£");
2857 msg_print("You must walk the Pattern in correct order.");
2863 else if ((pattern_type_cur == PATTERN_TILE_OLD) ||
2864 (pattern_type_cur == PATTERN_TILE_END) ||
2865 (pattern_type_cur == PATTERN_TILE_WRECKED))
2867 if (!is_pattern_tile_new)
2870 msg_print("¥Ñ¥¿¡¼¥ó¤òƧ¤ß³°¤·¤Æ¤Ï¤¤¤±¤Þ¤»¤ó¡£");
2872 msg_print("You may not step off from the Pattern.");
2884 if (!is_pattern_tile_cur)
2887 msg_print("¥Ñ¥¿¡¼¥ó¤Î¾å¤òÊ⤯¤Ë¤Ï¥¹¥¿¡¼¥ÈÃÏÅÀ¤«¤éÊ⤻Ϥá¤Ê¤¯¤Æ¤Ï¤Ê¤ê¤Þ¤»¤ó¡£");
2889 msg_print("You must start walking the Pattern from the startpoint.");
2896 byte ok_move = PATTERN_TILE_START;
2897 switch (pattern_type_cur)
2899 case PATTERN_TILE_1:
2900 ok_move = PATTERN_TILE_2;
2902 case PATTERN_TILE_2:
2903 ok_move = PATTERN_TILE_3;
2905 case PATTERN_TILE_3:
2906 ok_move = PATTERN_TILE_4;
2908 case PATTERN_TILE_4:
2909 ok_move = PATTERN_TILE_1;
2914 msg_format("¤ª¤«¤·¤Ê¥Ñ¥¿¡¼¥óÊâ¹Ô¡¢%d¡£", pattern_type_cur);
2916 msg_format("Funny Pattern walking, %d.", pattern_type_cur);
2919 return TRUE; /* Goof-up */
2922 if ((pattern_type_new == ok_move) ||
2923 (pattern_type_new == pattern_type_cur))
2927 if (!is_pattern_tile_new)
2929 msg_print("¥Ñ¥¿¡¼¥ó¤òƧ¤ß³°¤·¤Æ¤Ï¤¤¤±¤Þ¤»¤ó¡£");
2931 msg_print("You may not step off from the Pattern.");
2935 msg_print("¥Ñ¥¿¡¼¥ó¤Î¾å¤ÏÀµ¤·¤¤½ç½ø¤ÇÊ⤫¤Í¤Ð¤Ê¤ê¤Þ¤»¤ó¡£");
2937 msg_print("You must walk the Pattern in correct order.");
2947 bool player_can_enter(s16b feature, u16b mode)
2949 feature_type *f_ptr = &f_info[feature];
2951 if (p_ptr->riding) return monster_can_cross_terrain(feature, &r_info[m_list[p_ptr->riding].r_idx], mode | CEM_RIDING);
2954 if (have_flag(f_ptr->flags, FF_PATTERN))
2956 if (!(mode & CEM_P_CAN_ENTER_PATTERN)) return FALSE;
2960 if (have_flag(f_ptr->flags, FF_CAN_FLY) && p_ptr->levitation) return TRUE;
2961 if (have_flag(f_ptr->flags, FF_CAN_SWIM) && p_ptr->can_swim) return TRUE;
2962 if (have_flag(f_ptr->flags, FF_CAN_PASS) && p_ptr->pass_wall) return TRUE;
2964 if (!have_flag(f_ptr->flags, FF_MOVE)) return FALSE;
2973 bool move_player_effect(int ny, int nx, u32b mpe_mode)
2975 cave_type *c_ptr = &cave[ny][nx];
2976 feature_type *f_ptr = &f_info[c_ptr->feat];
2978 if (!(mpe_mode & MPE_STAYING))
2982 cave_type *oc_ptr = &cave[oy][ox];
2983 int om_idx = oc_ptr->m_idx;
2984 int nm_idx = c_ptr->m_idx;
2986 /* Move the player */
2990 /* Hack -- For moving monster or riding player's moving */
2991 if (!(mpe_mode & MPE_DONT_SWAP_MON))
2993 /* Swap two monsters */
2994 c_ptr->m_idx = om_idx;
2995 oc_ptr->m_idx = nm_idx;
2997 if (om_idx > 0) /* Monster on old spot (or p_ptr->riding) */
2999 monster_type *om_ptr = &m_list[om_idx];
3002 update_mon(om_idx, TRUE);
3005 if (nm_idx > 0) /* Monster on new spot */
3007 monster_type *nm_ptr = &m_list[nm_idx];
3010 update_mon(nm_idx, TRUE);
3014 /* Redraw old spot */
3017 /* Redraw new spot */
3020 /* Check for new panel (redraw map) */
3023 if (mpe_mode & MPE_FORGET_FLOW)
3027 /* Mega-Hack -- Forget the view */
3028 p_ptr->update |= (PU_UN_VIEW);
3031 p_ptr->redraw |= (PR_MAP);
3035 p_ptr->update |= (PU_VIEW | PU_LITE | PU_FLOW | PU_MON_LITE | PU_DISTANCE);
3038 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
3040 /* Remove "unsafe" flag */
3041 if ((!p_ptr->blind && !no_lite()) || !is_trap(c_ptr->feat)) c_ptr->info &= ~(CAVE_UNSAFE);
3043 /* For get everything when requested hehe I'm *NASTY* */
3044 if (dun_level && (d_info[dungeon_type].flags1 & DF1_FORGET)) wiz_dark();
3047 if (mpe_mode & MPE_HANDLE_STUFF) handle_stuff();
3049 if (p_ptr->pclass == CLASS_NINJA)
3051 if (c_ptr->info & (CAVE_GLOW)) set_superstealth(FALSE);
3052 else if (p_ptr->cur_lite <= 0) set_superstealth(TRUE);
3055 if ((p_ptr->action == ACTION_HAYAGAKE) &&
3056 (!have_flag(f_ptr->flags, FF_PROJECT) ||
3057 (!p_ptr->levitation && have_flag(f_ptr->flags, FF_DEEP))))
3060 msg_print("¤³¤³¤Ç¤ÏÁÇÁ᤯ư¤±¤Ê¤¤¡£");
3062 msg_print("You cannot run in here.");
3064 set_action(ACTION_NONE);
3068 if (mpe_mode & MPE_ENERGY_USE)
3070 if (music_singing(MUSIC_WALL))
3072 (void)project(0, 0, py, px, (60 + p_ptr->lev), GF_DISINTEGRATE,
3073 PROJECT_KILL | PROJECT_ITEM, -1);
3075 if (!player_bold(ny, nx) || p_ptr->is_dead || p_ptr->leaving) return FALSE;
3078 /* Spontaneous Searching */
3079 if ((p_ptr->skill_fos >= 50) || (0 == randint0(50 - p_ptr->skill_fos)))
3084 /* Continuous Searching */
3085 if (p_ptr->action == ACTION_SEARCH)
3091 /* Handle "objects" */
3092 if (!(mpe_mode & MPE_DONT_PICKUP))
3094 carry((mpe_mode & MPE_DO_PICKUP) ? TRUE : FALSE);
3097 /* Handle "store doors" */
3098 if (have_flag(f_ptr->flags, FF_STORE))
3104 /* Hack -- Enter store */
3105 command_new = SPECIAL_KEY_STORE;
3108 /* Handle "building doors" -KMW- */
3109 else if (have_flag(f_ptr->flags, FF_BLDG))
3115 /* Hack -- Enter building */
3116 command_new = SPECIAL_KEY_BUILDING;
3119 /* Handle quest areas -KMW- */
3120 else if (have_flag(f_ptr->flags, FF_QUEST_ENTER))
3126 /* Hack -- Enter quest level */
3127 command_new = SPECIAL_KEY_QUEST;
3130 else if (have_flag(f_ptr->flags, FF_QUEST_EXIT))
3132 if (quest[p_ptr->inside_quest].type == QUEST_TYPE_FIND_EXIT)
3134 complete_quest(p_ptr->inside_quest);
3137 leave_quest_check();
3139 p_ptr->inside_quest = c_ptr->special;
3144 p_ptr->leaving = TRUE;
3147 /* Set off a trap */
3148 else if (have_flag(f_ptr->flags, FF_HIT_TRAP) && !(mpe_mode & MPE_STAYING))
3154 if (c_ptr->mimic || have_flag(f_ptr->flags, FF_SECRET))
3158 msg_print("¥È¥é¥Ã¥×¤À¡ª");
3160 msg_print("You found a trap!");
3164 disclose_grid(py, px);
3168 hit_trap((mpe_mode & MPE_BREAK_TRAP) ? TRUE : FALSE);
3170 if (!player_bold(ny, nx) || p_ptr->is_dead || p_ptr->leaving) return FALSE;
3173 /* Warn when leaving trap detected region */
3174 if (!(mpe_mode & MPE_STAYING) && (disturb_trap_detect || alert_trap_detect)
3175 && p_ptr->dtrap && !(c_ptr->info & CAVE_IN_DETECT))
3177 /* No duplicate warning */
3178 p_ptr->dtrap = FALSE;
3180 /* You are just on the edge */
3181 if (!(c_ptr->info & CAVE_UNSAFE))
3183 if (alert_trap_detect)
3186 msg_print("* Ãí°Õ:¤³¤ÎÀè¤Ï¥È¥é¥Ã¥×¤Î´¶ÃÎÈϰϳ°¤Ç¤¹¡ª *");
3188 msg_print("*Leaving trap detect region!*");
3192 if (disturb_trap_detect) disturb(0, 1);
3196 return player_bold(ny, nx) && !p_ptr->is_dead && !p_ptr->leaving;
3200 bool trap_can_be_ignored(int feat)
3202 feature_type *f_ptr = &f_info[feat];
3204 if (!have_flag(f_ptr->flags, FF_TRAP)) return TRUE;
3206 switch (f_ptr->subtype)
3210 case TRAP_SPIKED_PIT:
3211 case TRAP_POISON_PIT:
3212 if (p_ptr->levitation) return TRUE;
3215 if (p_ptr->anti_tele) return TRUE;
3218 if (p_ptr->immune_fire) return TRUE;
3221 if (p_ptr->immune_acid) return TRUE;
3224 if (p_ptr->resist_blind) return TRUE;
3227 if (p_ptr->resist_conf) return TRUE;
3230 if (p_ptr->resist_pois) return TRUE;
3233 if (p_ptr->free_act) return TRUE;
3242 * Determine if a "boundary" grid is "floor mimic"
3244 #define boundary_floor(C, F, MF) \
3245 ((C)->mimic && permanent_wall(F) && \
3246 (have_flag((MF)->flags, FF_MOVE) || have_flag((MF)->flags, FF_CAN_FLY)) && \
3247 have_flag((MF)->flags, FF_PROJECT) && \
3248 !have_flag((MF)->flags, FF_OPEN))
3251 * Move player in the given direction, with the given "pickup" flag.
3253 * This routine should (probably) always induce energy expenditure.
3255 * Note that moving will *always* take a turn, and will *always* hit
3256 * any monster which might be in the destination grid. Previously,
3257 * moving into walls was "free" and did NOT hit invisible monsters.
3259 void move_player(int dir, bool do_pickup, bool break_trap)
3261 /* Find the result of moving */
3262 int y = py + ddy[dir];
3263 int x = px + ddx[dir];
3265 /* Examine the destination */
3266 cave_type *c_ptr = &cave[y][x];
3268 feature_type *f_ptr = &f_info[c_ptr->feat];
3270 monster_type *m_ptr;
3272 monster_type *riding_m_ptr = &m_list[p_ptr->riding];
3273 monster_race *riding_r_ptr = &r_info[p_ptr->riding ? riding_m_ptr->r_idx : 0]; /* Paranoia */
3277 bool p_can_enter = player_can_enter(c_ptr->feat, CEM_P_CAN_ENTER_PATTERN);
3278 bool p_can_kill_walls = FALSE;
3279 bool stormbringer = FALSE;
3281 bool oktomove = TRUE;
3282 bool do_past = FALSE;
3285 if (!dun_level && !p_ptr->wild_mode &&
3286 ((x == 0) || (x == MAX_WID - 1) ||
3287 (y == 0) || (y == MAX_HGT - 1)))
3289 /* Can the player enter the grid? */
3290 if (c_ptr->mimic && player_can_enter(c_ptr->mimic, 0))
3292 /* Hack: move to new area */
3293 if ((y == 0) && (x == 0))
3295 p_ptr->wilderness_y--;
3296 p_ptr->wilderness_x--;
3297 p_ptr->oldpy = cur_hgt - 2;
3298 p_ptr->oldpx = cur_wid - 2;
3299 ambush_flag = FALSE;
3302 else if ((y == 0) && (x == MAX_WID - 1))
3304 p_ptr->wilderness_y--;
3305 p_ptr->wilderness_x++;
3306 p_ptr->oldpy = cur_hgt - 2;
3308 ambush_flag = FALSE;
3311 else if ((y == MAX_HGT - 1) && (x == 0))
3313 p_ptr->wilderness_y++;
3314 p_ptr->wilderness_x--;
3316 p_ptr->oldpx = cur_wid - 2;
3317 ambush_flag = FALSE;
3320 else if ((y == MAX_HGT - 1) && (x == MAX_WID - 1))
3322 p_ptr->wilderness_y++;
3323 p_ptr->wilderness_x++;
3326 ambush_flag = FALSE;
3331 p_ptr->wilderness_y--;
3332 p_ptr->oldpy = cur_hgt - 2;
3334 ambush_flag = FALSE;
3337 else if (y == MAX_HGT - 1)
3339 p_ptr->wilderness_y++;
3342 ambush_flag = FALSE;
3347 p_ptr->wilderness_x--;
3348 p_ptr->oldpx = cur_wid - 2;
3350 ambush_flag = FALSE;
3353 else if (x == MAX_WID - 1)
3355 p_ptr->wilderness_x++;
3358 ambush_flag = FALSE;
3361 p_ptr->leaving = TRUE;
3367 /* "Blocked" message appears later */
3368 /* oktomove = FALSE; */
3369 p_can_enter = FALSE;
3372 /* Get the monster */
3373 m_ptr = &m_list[c_ptr->m_idx];
3376 if (inventory[INVEN_RARM].name1 == ART_STORMBRINGER) stormbringer = TRUE;
3377 if (inventory[INVEN_LARM].name1 == ART_STORMBRINGER) stormbringer = TRUE;
3379 /* Player can not walk through "walls"... */
3380 /* unless in Shadow Form */
3381 p_can_kill_walls = p_ptr->kill_wall && have_flag(f_ptr->flags, FF_HURT_DISI) &&
3382 (!p_can_enter || !have_flag(f_ptr->flags, FF_LOS)) &&
3383 !have_flag(f_ptr->flags, FF_PERMANENT);
3385 /* Hack -- attack monsters */
3386 if (c_ptr->m_idx && (m_ptr->ml || p_can_enter || p_can_kill_walls))
3388 monster_race *r_ptr = &r_info[m_ptr->r_idx];
3390 /* Attack -- only if we can see it OR it is not in a wall */
3391 if (!is_hostile(m_ptr) &&
3392 !(p_ptr->confused || p_ptr->image || !m_ptr->ml || p_ptr->stun ||
3393 ((p_ptr->muta2 & MUT2_BERS_RAGE) && p_ptr->shero)) &&
3394 pattern_seq(py, px, y, x) && (p_can_enter || p_can_kill_walls))
3396 /* Disturb the monster */
3397 (void)set_monster_csleep(c_ptr->m_idx, 0);
3399 /* Extract monster name (or "it") */
3400 monster_desc(m_name, m_ptr, 0);
3404 /* Auto-Recall if possible and visible */
3405 if (!p_ptr->image) monster_race_track(m_ptr->ap_r_idx);
3407 /* Track a new monster */
3408 health_track(c_ptr->m_idx);
3412 if ((stormbringer && (randint1(1000) > 666)) || (p_ptr->pclass == CLASS_BERSERKER))
3417 else if (monster_can_cross_terrain(cave[py][px].feat, r_ptr, 0))
3424 msg_format("%^s¤¬¼ÙËâ¤À¡ª", m_name);
3426 msg_format("%^s is in your way!", m_name);
3433 /* now continue on to 'movement' */
3442 if (oktomove && p_ptr->riding)
3444 if (riding_r_ptr->flags1 & RF1_NEVER_MOVE)
3447 msg_print("Æ°¤±¤Ê¤¤¡ª");
3449 msg_print("Can't move!");
3455 else if (MON_MONFEAR(riding_m_ptr))
3459 /* Acquire the monster name */
3460 monster_desc(m_name, riding_m_ptr, 0);
3462 /* Dump a message */
3464 msg_format("%s¤¬¶²Éݤ·¤Æ¤¤¤ÆÀ©¸æ¤Ç¤¤Ê¤¤¡£", m_name);
3466 msg_format("%^s is too scared to control.", m_name);
3471 else if (p_ptr->riding_ryoute)
3476 else if (have_flag(f_ptr->flags, FF_CAN_FLY) && (riding_r_ptr->flags7 & RF7_CAN_FLY))
3480 else if (have_flag(f_ptr->flags, FF_CAN_SWIM) && (riding_r_ptr->flags7 & RF7_CAN_SWIM))
3484 else if (have_flag(f_ptr->flags, FF_WATER) &&
3485 !(riding_r_ptr->flags7 & RF7_AQUATIC) &&
3486 (have_flag(f_ptr->flags, FF_DEEP) || (riding_r_ptr->flags2 & RF2_AURA_FIRE)))
3489 msg_format("%s¤Î¾å¤Ë¹Ô¤±¤Ê¤¤¡£", f_name + f_info[get_feat_mimic(c_ptr)].name);
3491 msg_print("Can't swim.");
3497 else if (!have_flag(f_ptr->flags, FF_WATER) && (riding_r_ptr->flags7 & RF7_AQUATIC))
3500 msg_format("%s¤«¤é¾å¤¬¤ì¤Ê¤¤¡£", f_name + f_info[get_feat_mimic(&cave[py][px])].name);
3502 msg_print("Can't land.");
3508 else if (have_flag(f_ptr->flags, FF_LAVA) && !(riding_r_ptr->flagsr & RFR_EFF_IM_FIRE_MASK))
3511 msg_format("%s¤Î¾å¤Ë¹Ô¤±¤Ê¤¤¡£", f_name + f_info[get_feat_mimic(c_ptr)].name);
3513 msg_print("Too hot to go through.");
3520 if (oktomove && MON_STUNNED(riding_m_ptr) && one_in_(2))
3523 monster_desc(m_name, riding_m_ptr, 0);
3525 msg_format("%s¤¬Û¯Û°¤È¤·¤Æ¤¤¤Æ¤¦¤Þ¤¯Æ°¤±¤Ê¤¤¡ª",m_name);
3527 msg_format("You cannot control stunned %s!",m_name);
3538 else if (!have_flag(f_ptr->flags, FF_MOVE) && have_flag(f_ptr->flags, FF_CAN_FLY) && !p_ptr->levitation)
3541 msg_format("¶õ¤òÈô¤Ð¤Ê¤¤¤È%s¤Î¾å¤Ë¤Ï¹Ô¤±¤Ê¤¤¡£", f_name + f_info[get_feat_mimic(c_ptr)].name);
3543 msg_format("You need to fly to go through the %s.", f_name + f_info[get_feat_mimic(c_ptr)].name);
3552 * Player can move through trees and
3553 * has effective -10 speed
3554 * Rangers can move without penality
3556 else if (have_flag(f_ptr->flags, FF_TREE) && !p_can_kill_walls)
3558 if ((p_ptr->pclass != CLASS_RANGER) && !p_ptr->levitation && (!p_ptr->riding || !(riding_r_ptr->flags8 & RF8_WILD_WOOD))) energy_use *= 2;
3561 #ifdef ALLOW_EASY_DISARM /* TNB */
3563 /* Disarm a visible trap */
3564 else if ((do_pickup != easy_disarm) && have_flag(f_ptr->flags, FF_DISARM) && !c_ptr->mimic)
3566 if (!trap_can_be_ignored(c_ptr->feat))
3568 (void)do_cmd_disarm_aux(y, x, dir);
3573 #endif /* ALLOW_EASY_DISARM -- TNB */
3575 /* Player can not walk through "walls" unless in wraith form...*/
3576 else if (!p_can_enter && !p_can_kill_walls)
3578 /* Feature code (applying "mimic" field) */
3579 s16b feat = get_feat_mimic(c_ptr);
3580 feature_type *mimic_f_ptr = &f_info[feat];
3581 cptr name = f_name + mimic_f_ptr->name;
3585 /* Notice things in the dark */
3586 if (!(c_ptr->info & CAVE_MARK) && !player_can_see_bold(y, x))
3588 /* Boundary floor mimic */
3589 if (boundary_floor(c_ptr, f_ptr, mimic_f_ptr))
3592 msg_print("¤½¤ì°Ê¾åÀè¤Ë¤Ï¿Ê¤á¤Ê¤¤¤è¤¦¤À¡£");
3594 msg_print("You feel you cannot go any more.");
3598 /* Wall (or secret door) */
3602 msg_format("%s¤¬¹Ô¤¯¼ê¤ò¤Ï¤Ð¤ó¤Ç¤¤¤ë¤è¤¦¤À¡£", name);
3604 msg_format("You feel %s %s blocking your way.",
3605 is_a_vowel(name[0]) ? "an" : "a", name);
3608 c_ptr->info |= (CAVE_MARK);
3616 /* Boundary floor mimic */
3617 if (boundary_floor(c_ptr, f_ptr, mimic_f_ptr))
3620 msg_print("¤½¤ì°Ê¾åÀè¤Ë¤Ï¿Ê¤á¤Ê¤¤¡£");
3622 msg_print("You cannot go any more.");
3625 if (!(p_ptr->confused || p_ptr->stun || p_ptr->image))
3629 /* Wall (or secret door) */
3632 #ifdef ALLOW_EASY_OPEN
3634 if (easy_open && is_closed_door(feat) && easy_open_door(y, x)) return;
3635 #endif /* ALLOW_EASY_OPEN */
3638 msg_format("%s¤¬¹Ô¤¯¼ê¤ò¤Ï¤Ð¤ó¤Ç¤¤¤ë¡£", name);
3640 msg_format("There is %s %s blocking your way.",
3641 is_a_vowel(name[0]) ? "an" : "a", name);
3645 * Well, it makes sense that you lose time bumping into
3646 * a wall _if_ you are confused, stunned or blind; but
3647 * typing mistakes should not cost you a turn...
3649 if (!(p_ptr->confused || p_ptr->stun || p_ptr->image))
3654 /* Disturb the player */
3658 if (!boundary_floor(c_ptr, f_ptr, mimic_f_ptr)) sound(SOUND_HITWALL);
3661 /* Normal movement */
3662 if (oktomove && !pattern_seq(py, px, y, x))
3664 if (!(p_ptr->confused || p_ptr->stun || p_ptr->image))
3669 /* To avoid a loop with running */
3675 /* Normal movement */
3678 u32b mpe_mode = MPE_ENERGY_USE;
3682 if (!process_warning(x, y))
3692 msg_format("%s¤ò²¡¤·Âऱ¤¿¡£", m_name);
3694 msg_format("You push past %s.", m_name);
3698 /* Change oldpx and oldpy to place the player well when going back to big mode */
3699 if (p_ptr->wild_mode)
3701 if (ddy[dir] > 0) p_ptr->oldpy = 1;
3702 if (ddy[dir] < 0) p_ptr->oldpy = MAX_HGT - 2;
3703 if (ddy[dir] == 0) p_ptr->oldpy = MAX_HGT / 2;
3704 if (ddx[dir] > 0) p_ptr->oldpx = 1;
3705 if (ddx[dir] < 0) p_ptr->oldpx = MAX_WID - 2;
3706 if (ddx[dir] == 0) p_ptr->oldpx = MAX_WID / 2;
3709 if (p_can_kill_walls)
3711 cave_alter_feat(y, x, FF_HURT_DISI);
3713 /* Update some things -- similar to GF_KILL_WALL */
3714 p_ptr->update |= (PU_FLOW);
3718 /* sound(SOUND_WALK); */
3720 #ifdef ALLOW_EASY_DISARM /* TNB */
3722 if (do_pickup != always_pickup) mpe_mode |= MPE_DO_PICKUP;
3724 #else /* ALLOW_EASY_DISARM -- TNB */
3726 if (do_pickup) mpe_mode |= MPE_DO_PICKUP;
3728 #endif /* ALLOW_EASY_DISARM -- TNB */
3730 if (break_trap) mpe_mode |= MPE_BREAK_TRAP;
3732 /* Move the player */
3733 (void)move_player_effect(y, x, mpe_mode);
3738 static bool ignore_avoid_run;
3741 * Hack -- Check for a "known wall" (see below)
3743 static int see_wall(int dir, int y, int x)
3747 /* Get the new location */
3751 /* Illegal grids are not known walls */
3752 if (!in_bounds2(y, x)) return (FALSE);
3755 c_ptr = &cave[y][x];
3757 /* Must be known to the player */
3758 if (c_ptr->info & (CAVE_MARK))
3760 /* Feature code (applying "mimic" field) */
3761 s16b feat = get_feat_mimic(c_ptr);
3762 feature_type *f_ptr = &f_info[feat];
3764 /* Wall grids are known walls */
3765 if (!player_can_enter(feat, 0)) return !have_flag(f_ptr->flags, FF_DOOR);
3767 /* Don't run on a tree unless explicitly requested */
3768 if (have_flag(f_ptr->flags, FF_AVOID_RUN) && !ignore_avoid_run)
3771 /* Don't run in a wall */
3772 if (!have_flag(f_ptr->flags, FF_MOVE) && !have_flag(f_ptr->flags, FF_CAN_FLY))
3773 return !have_flag(f_ptr->flags, FF_DOOR);
3781 * Hack -- Check for an "unknown corner" (see below)
3783 static int see_nothing(int dir, int y, int x)
3785 /* Get the new location */
3789 /* Illegal grids are unknown */
3790 if (!in_bounds2(y, x)) return (TRUE);
3792 /* Memorized grids are always known */
3793 if (cave[y][x].info & (CAVE_MARK)) return (FALSE);
3795 /* Viewable door/wall grids are known */
3796 if (player_can_see_bold(y, x)) return (FALSE);
3807 * The running algorithm: -CJS-
3809 * In the diagrams below, the player has just arrived in the
3810 * grid marked as '@', and he has just come from a grid marked
3811 * as 'o', and he is about to enter the grid marked as 'x'.
3813 * Of course, if the "requested" move was impossible, then you
3814 * will of course be blocked, and will stop.
3816 * Overview: You keep moving until something interesting happens.
3817 * If you are in an enclosed space, you follow corners. This is
3818 * the usual corridor scheme. If you are in an open space, you go
3819 * straight, but stop before entering enclosed space. This is
3820 * analogous to reaching doorways. If you have enclosed space on
3821 * one side only (that is, running along side a wall) stop if
3822 * your wall opens out, or your open space closes in. Either case
3823 * corresponds to a doorway.
3825 * What happens depends on what you can really SEE. (i.e. if you
3826 * have no light, then running along a dark corridor is JUST like
3827 * running in a dark room.) The algorithm works equally well in
3828 * corridors, rooms, mine tailings, earthquake rubble, etc, etc.
3830 * These conditions are kept in static memory:
3831 * find_openarea You are in the open on at least one
3833 * find_breakleft You have a wall on the left, and will
3835 * find_breakright You have a wall on the right, and will
3838 * To initialize these conditions, we examine the grids adjacent
3839 * to the grid marked 'x', two on each side (marked 'L' and 'R').
3840 * If either one of the two grids on a given side is seen to be
3841 * closed, then that side is considered to be closed. If both
3842 * sides are closed, then it is an enclosed (corridor) run.
3848 * Looking at more than just the immediate squares is
3849 * significant. Consider the following case. A run along the
3850 * corridor will stop just before entering the center point,
3851 * because a choice is clearly established. Running in any of
3852 * three available directions will be defined as a corridor run.
3853 * Note that a minor hack is inserted to make the angled corridor
3854 * entry (with one side blocked near and the other side blocked
3855 * further away from the runner) work correctly. The runner moves
3856 * diagonally, but then saves the previous direction as being
3857 * straight into the gap. Otherwise, the tail end of the other
3858 * entry would be perceived as an alternative on the next move.
3866 * Likewise, a run along a wall, and then into a doorway (two
3867 * runs) will work correctly. A single run rightwards from @ will
3868 * stop at 1. Another run right and down will enter the corridor
3869 * and make the corner, stopping at the 2.
3871 * ##################
3873 * ########### ######
3877 * After any move, the function area_affect is called to
3878 * determine the new surroundings, and the direction of
3879 * subsequent moves. It examines the current player location
3880 * (at which the runner has just arrived) and the previous
3881 * direction (from which the runner is considered to have come).
3883 * Moving one square in some direction places you adjacent to
3884 * three or five new squares (for straight and diagonal moves
3885 * respectively) to which you were not previously adjacent,
3886 * marked as '!' in the diagrams below.
3889 * .o@! (normal) .o.! (diagonal)
3890 * ...! (east) ..@! (south east)
3893 * You STOP if any of the new squares are interesting in any way:
3894 * for example, if they contain visible monsters or treasure.
3896 * You STOP if any of the newly adjacent squares seem to be open,
3897 * and you are also looking for a break on that side. (that is,
3898 * find_openarea AND find_break).
3900 * You STOP if any of the newly adjacent squares do NOT seem to be
3901 * open and you are in an open area, and that side was previously
3904 * Corners: If you are not in the open (i.e. you are in a corridor)
3905 * and there is only one way to go in the new squares, then turn in
3906 * that direction. If there are more than two new ways to go, STOP.
3907 * If there are two ways to go, and those ways are separated by a
3908 * square which does not seem to be open, then STOP.
3910 * Otherwise, we have a potential corner. There are two new open
3911 * squares, which are also adjacent. One of the new squares is
3912 * diagonally located, the other is straight on (as in the diagram).
3913 * We consider two more squares further out (marked below as ?).
3915 * We assign "option" to the straight-on grid, and "option2" to the
3916 * diagonal grid, and "check_dir" to the grid marked 's'.
3922 * If they are both seen to be closed, then it is seen that no benefit
3923 * is gained from moving straight. It is a known corner. To cut the
3924 * corner, go diagonally, otherwise go straight, but pretend you
3925 * stepped diagonally into that next location for a full view next
3926 * time. Conversely, if one of the ? squares is not seen to be closed,
3927 * then there is a potential choice. We check to see whether it is a
3928 * potential corner or an intersection/room entrance. If the square
3929 * two spaces straight ahead, and the space marked with 's' are both
3930 * unknown space, then it is a potential corner and enter if
3931 * find_examine is set, otherwise must stop because it is not a
3932 * corner. (find_examine option is removed and always is TRUE.)
3939 * Hack -- allow quick "cycling" through the legal directions
3941 static byte cycle[] =
3942 { 1, 2, 3, 6, 9, 8, 7, 4, 1, 2, 3, 6, 9, 8, 7, 4, 1 };
3945 * Hack -- map each direction into the "middle" of the "cycle[]" array
3947 static byte chome[] =
3948 { 0, 8, 9, 10, 7, 0, 11, 6, 5, 4 };
3951 * The direction we are running
3953 static byte find_current;
3956 * The direction we came from
3958 static byte find_prevdir;
3961 * We are looking for open area
3963 static bool find_openarea;
3966 * We are looking for a break
3968 static bool find_breakright;
3969 static bool find_breakleft;
3974 * Initialize the running algorithm for a new direction.
3976 * Diagonal Corridor -- allow diaginal entry into corridors.
3978 * Blunt Corridor -- If there is a wall two spaces ahead and
3979 * we seem to be in a corridor, then force a turn into the side
3980 * corridor, must be moving straight into a corridor here. ???
3982 * Diagonal Corridor Blunt Corridor (?)
3987 static void run_init(int dir)
3989 int row, col, deepleft, deepright;
3990 int i, shortleft, shortright;
3993 /* Save the direction */
3996 /* Assume running straight */
3999 /* Assume looking for open area */
4000 find_openarea = TRUE;
4002 /* Assume not looking for breaks */
4003 find_breakright = find_breakleft = FALSE;
4005 /* Assume no nearby walls */
4006 deepleft = deepright = FALSE;
4007 shortright = shortleft = FALSE;
4012 /* Find the destination grid */
4013 row = py + ddy[dir];
4014 col = px + ddx[dir];
4016 ignore_avoid_run = cave_have_flag_bold(row, col, FF_AVOID_RUN);
4018 /* Extract cycle index */
4021 /* Check for walls */
4022 if (see_wall(cycle[i+1], py, px))
4024 find_breakleft = TRUE;
4027 else if (see_wall(cycle[i+1], row, col))
4029 find_breakleft = TRUE;
4033 /* Check for walls */
4034 if (see_wall(cycle[i-1], py, px))
4036 find_breakright = TRUE;
4039 else if (see_wall(cycle[i-1], row, col))
4041 find_breakright = TRUE;
4045 /* Looking for a break */
4046 if (find_breakleft && find_breakright)
4048 /* Not looking for open area */
4049 find_openarea = FALSE;
4051 /* Hack -- allow angled corridor entry */
4054 if (deepleft && !deepright)
4056 find_prevdir = cycle[i - 1];
4058 else if (deepright && !deepleft)
4060 find_prevdir = cycle[i + 1];
4064 /* Hack -- allow blunt corridor entry */
4065 else if (see_wall(cycle[i], row, col))
4067 if (shortleft && !shortright)
4069 find_prevdir = cycle[i - 2];
4071 else if (shortright && !shortleft)
4073 find_prevdir = cycle[i + 2];
4081 * Update the current "run" path
4083 * Return TRUE if the running should be stopped
4085 static bool run_test(void)
4087 int prev_dir, new_dir, check_dir = 0;
4090 int option = 0, option2 = 0;
4093 feature_type *f_ptr;
4095 /* Where we came from */
4096 prev_dir = find_prevdir;
4099 /* Range of newly adjacent grids */
4100 max = (prev_dir & 0x01) + 1;
4102 /* break run when leaving trap detected region */
4103 if ((disturb_trap_detect || alert_trap_detect)
4104 && p_ptr->dtrap && !(cave[py][px].info & CAVE_IN_DETECT))
4106 /* No duplicate warning */
4107 p_ptr->dtrap = FALSE;
4109 /* You are just on the edge */
4110 if (!(cave[py][px].info & CAVE_UNSAFE))
4112 if (alert_trap_detect)
4115 msg_print("* Ãí°Õ:¤³¤ÎÀè¤Ï¥È¥é¥Ã¥×¤Î´¶ÃÎÈϰϳ°¤Ç¤¹¡ª *");
4117 msg_print("*Leaving trap detect region!*");
4121 if (disturb_trap_detect)
4129 /* Look at every newly adjacent square. */
4130 for (i = -max; i <= max; i++)
4132 s16b this_o_idx, next_o_idx = 0;
4135 new_dir = cycle[chome[prev_dir] + i];
4138 row = py + ddy[new_dir];
4139 col = px + ddx[new_dir];
4142 c_ptr = &cave[row][col];
4144 /* Feature code (applying "mimic" field) */
4145 feat = get_feat_mimic(c_ptr);
4146 f_ptr = &f_info[feat];
4148 /* Visible monsters abort running */
4151 monster_type *m_ptr = &m_list[c_ptr->m_idx];
4153 /* Visible monster */
4154 if (m_ptr->ml) return (TRUE);
4157 /* Visible objects abort running */
4158 for (this_o_idx = c_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
4162 /* Acquire object */
4163 o_ptr = &o_list[this_o_idx];
4165 /* Acquire next object */
4166 next_o_idx = o_ptr->next_o_idx;
4168 /* Visible object */
4169 if (o_ptr->marked & OM_FOUND) return (TRUE);
4172 /* Assume unknown */
4175 /* Check memorized grids */
4176 if (c_ptr->info & (CAVE_MARK))
4178 bool notice = have_flag(f_ptr->flags, FF_NOTICE);
4180 if (notice && have_flag(f_ptr->flags, FF_MOVE))
4183 if (find_ignore_doors && have_flag(f_ptr->flags, FF_DOOR) && have_flag(f_ptr->flags, FF_CLOSE))
4185 /* Option -- ignore */
4190 else if (find_ignore_stairs && have_flag(f_ptr->flags, FF_STAIRS))
4192 /* Option -- ignore */
4197 else if (have_flag(f_ptr->flags, FF_LAVA) && (p_ptr->immune_fire || IS_INVULN()))
4204 else if (have_flag(f_ptr->flags, FF_WATER) && have_flag(f_ptr->flags, FF_DEEP) &&
4205 (p_ptr->levitation || p_ptr->can_swim || (p_ptr->total_weight <= weight_limit())))
4212 /* Interesting feature */
4213 if (notice) return (TRUE);
4215 /* The grid is "visible" */
4219 /* Analyze unknown grids and floors considering mimic */
4220 if (inv || !see_wall(0, row, col))
4222 /* Looking for open area */
4228 /* The first new direction. */
4234 /* Three new directions. Stop running. */
4240 /* Two non-adjacent new directions. Stop running. */
4241 else if (option != cycle[chome[prev_dir] + i - 1])
4246 /* Two new (adjacent) directions (case 1) */
4247 else if (new_dir & 0x01)
4249 check_dir = cycle[chome[prev_dir] + i - 2];
4253 /* Two new (adjacent) directions (case 2) */
4256 check_dir = cycle[chome[prev_dir] + i + 1];
4262 /* Obstacle, while looking for open area */
4269 /* Break to the right */
4270 find_breakright = TRUE;
4275 /* Break to the left */
4276 find_breakleft = TRUE;
4282 /* Looking for open area */
4285 /* Hack -- look again */
4286 for (i = -max; i < 0; i++)
4288 /* Unknown grid or non-wall */
4289 if (!see_wall(cycle[chome[prev_dir] + i], py, px))
4291 /* Looking to break right */
4292 if (find_breakright)
4301 /* Looking to break left */
4309 /* Hack -- look again */
4310 for (i = max; i > 0; i--)
4312 /* Unknown grid or non-wall */
4313 if (!see_wall(cycle[chome[prev_dir] + i], py, px))
4315 /* Looking to break left */
4325 /* Looking to break right */
4326 if (find_breakright)
4334 /* Not looking for open area */
4346 /* Primary option */
4347 find_current = option;
4349 /* No other options */
4350 find_prevdir = option;
4353 /* Two options, examining corners */
4356 /* Primary option */
4357 find_current = option;
4359 /* Hack -- allow curving */
4360 find_prevdir = option2;
4363 /* Two options, pick one */
4366 /* Get next location */
4367 row = py + ddy[option];
4368 col = px + ddx[option];
4370 /* Don't see that it is closed off. */
4371 /* This could be a potential corner or an intersection. */
4372 if (!see_wall(option, row, col) ||
4373 !see_wall(check_dir, row, col))
4375 /* Can not see anything ahead and in the direction we */
4376 /* are turning, assume that it is a potential corner. */
4377 if (see_nothing(option, row, col) &&
4378 see_nothing(option2, row, col))
4380 find_current = option;
4381 find_prevdir = option2;
4384 /* STOP: we are next to an intersection or a room */
4391 /* This corner is seen to be enclosed; we cut the corner. */
4394 find_current = option2;
4395 find_prevdir = option2;
4398 /* This corner is seen to be enclosed, and we */
4399 /* deliberately go the long way. */
4402 find_current = option;
4403 find_prevdir = option2;
4408 /* About to hit a known wall, stop */
4409 if (see_wall(find_current, py, px))
4421 * Take one step along the current "run" path
4423 void run_step(int dir)
4428 /* Ignore AVOID_RUN on a first step */
4429 ignore_avoid_run = TRUE;
4431 /* Hack -- do not start silly run */
4432 if (see_wall(dir, py, px))
4436 msg_print("¤½¤ÎÊý¸þ¤Ë¤ÏÁö¤ì¤Þ¤»¤ó¡£");
4438 msg_print("You cannot run in that direction.");
4466 /* Decrease the run counter */
4467 if (--running <= 0) return;
4472 /* Move the player, using the "pickup" flag */
4473 #ifdef ALLOW_EASY_DISARM /* TNB */
4475 move_player(find_current, FALSE, FALSE);
4477 #else /* ALLOW_EASY_DISARM -- TNB */
4479 move_player(find_current, always_pickup, FALSE);
4481 #endif /* ALLOW_EASY_DISARM -- TNB */
4483 if (player_bold(p_ptr->run_py, p_ptr->run_px))
4494 * Test for traveling
4496 static int travel_test(int prev_dir)
4500 const cave_type *c_ptr;
4503 /* Cannot travel when blind */
4504 if (p_ptr->blind || no_lite())
4506 msg_print(_("Ìܤ¬¸«¤¨¤Ê¤¤¡ª", "You cannot see!"));
4510 /* break run when leaving trap detected region */
4511 if ((disturb_trap_detect || alert_trap_detect)
4512 && p_ptr->dtrap && !(cave[py][px].info & CAVE_IN_DETECT))
4514 /* No duplicate warning */
4515 p_ptr->dtrap = FALSE;
4517 /* You are just on the edge */
4518 if (!(cave[py][px].info & CAVE_UNSAFE))
4520 if (alert_trap_detect)
4523 msg_print("* Ãí°Õ:¤³¤ÎÀè¤Ï¥È¥é¥Ã¥×¤Î´¶ÃÎÈϰϳ°¤Ç¤¹¡ª *");
4525 msg_print("*Leaving trap detect region!*");
4529 if (disturb_trap_detect)
4537 /* Range of newly adjacent grids */
4538 max = (prev_dir & 0x01) + 1;
4540 /* Look at every newly adjacent square. */
4541 for (i = -max; i <= max; i++)
4544 int dir = cycle[chome[prev_dir] + i];
4547 int row = py + ddy[dir];
4548 int col = px + ddx[dir];
4551 c_ptr = &cave[row][col];
4553 /* Visible monsters abort running */
4556 monster_type *m_ptr = &m_list[c_ptr->m_idx];
4558 /* Visible monster */
4559 if (m_ptr->ml) return (0);
4564 /* Travel cost of current grid */
4565 cost = travel.cost[py][px];
4567 /* Determine travel direction */
4568 for (i = 0; i < 8; ++ i) {
4569 int dir_cost = travel.cost[py+ddy_ddd[i]][px+ddx_ddd[i]];
4571 if (dir_cost < cost)
4578 if (!new_dir) return (0);
4580 /* Access newly move grid */
4581 c_ptr = &cave[py+ddy[new_dir]][px+ddx[new_dir]];
4583 /* Close door abort traveling */
4584 if (!easy_open && is_closed_door(c_ptr->feat)) return (0);
4586 /* Visible and unignorable trap abort tarveling */
4587 if (!c_ptr->mimic && !trap_can_be_ignored(c_ptr->feat)) return (0);
4597 void travel_step(void)
4599 /* Get travel direction */
4600 travel.dir = travel_test(travel.dir);
4605 if (travel.run == 255)
4608 msg_print("Æ»¶Ú¤¬¸«¤Ä¤«¤ê¤Þ¤»¤ó¡ª");
4610 msg_print("No route is found!");
4612 travel.y = travel.x = 0;
4620 move_player(travel.dir, always_pickup, FALSE);
4622 if ((py == travel.y) && (px == travel.x))
4625 travel.y = travel.x = 0;
4627 else if (travel.run > 0)
4631 Term_xtra(TERM_XTRA_DELAY, delay_factor);