4 * Copyright (c) 1997 Ben Harrison, James E. Wilson, Robert A. Koeneke
6 * This software may be copied and distributed for educational, research,
7 * and not for profit purposes provided that this copyright and statement
8 * are included in all such copies. Other copyrights may also apply.
11 /* Purpose: Movement commands (part 1) */
14 #define MAX_VAMPIRIC_DRAIN 50
18 * Determine if the player "hits" a monster (normal combat).
19 * Note -- Always miss 5%, always hit 5%, otherwise random.
21 bool test_hit_fire(int chance, int ac, int vis)
28 /* Hack -- Instant miss or hit */
29 if (k < 10) return (k < 5);
31 if (p_ptr->pseikaku == SEIKAKU_NAMAKE)
32 if (one_in_(20)) return (FALSE);
35 if (chance <= 0) return (FALSE);
37 /* Invisible monsters are harder to hit */
38 if (!vis) chance = (chance + 1) / 2;
40 /* Power competes against armor */
41 if (randint0(chance) < (ac * 3 / 4)) return (FALSE);
50 * Determine if the player "hits" a monster (normal combat).
52 * Note -- Always miss 5%, always hit 5%, otherwise random.
54 bool test_hit_norm(int chance, int ac, int vis)
61 /* Hack -- Instant miss or hit */
62 if (k < 10) return (k < 5);
64 if (p_ptr->pseikaku == SEIKAKU_NAMAKE)
65 if (one_in_(20)) return (FALSE);
67 /* Wimpy attack never hits */
68 if (chance <= 0) return (FALSE);
70 /* Penalize invisible targets */
71 if (!vis) chance = (chance + 1) / 2;
73 /* Power must defeat armor */
74 if (randint0(chance) < (ac * 3 / 4)) return (FALSE);
83 * Critical hits (from objects thrown by player)
84 * Factor in item weight, total plusses, and player level.
86 s16b critical_shot(int weight, int plus, int dam)
90 /* Extract "shot" power */
91 i = ((p_ptr->to_h_b + plus) * 4) + (p_ptr->lev * 2);
93 /* Snipers can shot more critically with crossbows */
94 if (p_ptr->concent) i += ((i * p_ptr->concent) / 5);
95 if ((p_ptr->pclass == CLASS_SNIPER) && (p_ptr->tval_ammo == TV_BOLT)) i *= 2;
98 if (randint1(5000) <= i)
100 k = weight * randint1(500);
105 msg_print("¼ê¤´¤¿¤¨¤¬¤¢¤Ã¤¿¡ª");
107 msg_print("It was a good hit!");
115 msg_print("¤«¤Ê¤ê¤Î¼ê¤´¤¿¤¨¤¬¤¢¤Ã¤¿¡ª");
117 msg_print("It was a great hit!");
125 msg_print("²ñ¿´¤Î°ì·â¤À¡ª");
127 msg_print("It was a superb hit!");
140 * Critical hits (by player)
142 * Factor in weapon weight, total plusses, player level.
144 s16b critical_norm(int weight, int plus, int dam, s16b meichuu, int mode)
148 /* Extract "blow" power */
149 i = (weight + (meichuu * 3 + plus * 5) + (p_ptr->lev * 3));
152 if ((randint1((p_ptr->pclass == CLASS_NINJA) ? 4444 : 5000) <= i) || (mode == HISSATSU_MAJIN) || (mode == HISSATSU_3DAN))
154 k = weight + randint1(650);
155 if ((mode == HISSATSU_MAJIN) || (mode == HISSATSU_3DAN)) k+= randint1(650);
160 msg_print("¼ê¤´¤¿¤¨¤¬¤¢¤Ã¤¿¡ª");
162 msg_print("It was a good hit!");
170 msg_print("¤«¤Ê¤ê¤Î¼ê¤´¤¿¤¨¤¬¤¢¤Ã¤¿¡ª");
172 msg_print("It was a great hit!");
180 msg_print("²ñ¿´¤Î°ì·â¤À¡ª");
182 msg_print("It was a superb hit!");
190 msg_print("ºÇ¹â¤Î²ñ¿´¤Î°ì·â¤À¡ª");
192 msg_print("It was a *GREAT* hit!");
200 msg_print("ÈæÎà¤Ê¤ºÇ¹â¤Î²ñ¿´¤Î°ì·â¤À¡ª");
202 msg_print("It was a *SUPERB* hit!");
205 dam = ((7 * dam) / 2) + 25;
214 static int mult_slaying(int mult, const u32b* flgs, const monster_type* m_ptr)
216 static const struct slay_table_t {
218 u32b affect_race_flag;
221 size_t r_flag_offset;
223 #define OFFSET(X) offsetof(monster_race, X)
224 {TR_SLAY_ANIMAL, RF3_ANIMAL, 25, OFFSET(flags3), OFFSET(r_flags3)},
225 {TR_KILL_ANIMAL, RF3_ANIMAL, 40, OFFSET(flags3), OFFSET(r_flags3)},
226 {TR_SLAY_EVIL, RF3_EVIL, 20, OFFSET(flags3), OFFSET(r_flags3)},
227 {TR_KILL_EVIL, RF3_EVIL, 35, OFFSET(flags3), OFFSET(r_flags3)},
228 {TR_SLAY_GOOD, RF3_GOOD, 20, OFFSET(flags3), OFFSET(r_flags3)},
229 {TR_KILL_GOOD, RF3_GOOD, 35, OFFSET(flags3), OFFSET(r_flags3)},
230 {TR_SLAY_HUMAN, RF2_HUMAN, 25, OFFSET(flags2), OFFSET(r_flags2)},
231 {TR_KILL_HUMAN, RF2_HUMAN, 40, OFFSET(flags2), OFFSET(r_flags2)},
232 {TR_SLAY_UNDEAD, RF3_UNDEAD, 30, OFFSET(flags3), OFFSET(r_flags3)},
233 {TR_KILL_UNDEAD, RF3_UNDEAD, 50, OFFSET(flags3), OFFSET(r_flags3)},
234 {TR_SLAY_DEMON, RF3_DEMON, 30, OFFSET(flags3), OFFSET(r_flags3)},
235 {TR_KILL_DEMON, RF3_DEMON, 50, OFFSET(flags3), OFFSET(r_flags3)},
236 {TR_SLAY_ORC, RF3_ORC, 30, OFFSET(flags3), OFFSET(r_flags3)},
237 {TR_KILL_ORC, RF3_ORC, 50, OFFSET(flags3), OFFSET(r_flags3)},
238 {TR_SLAY_TROLL, RF3_TROLL, 30, OFFSET(flags3), OFFSET(r_flags3)},
239 {TR_KILL_TROLL, RF3_TROLL, 50, OFFSET(flags3), OFFSET(r_flags3)},
240 {TR_SLAY_GIANT, RF3_GIANT, 30, OFFSET(flags3), OFFSET(r_flags3)},
241 {TR_KILL_GIANT, RF3_GIANT, 50, OFFSET(flags3), OFFSET(r_flags3)},
242 {TR_SLAY_DRAGON, RF3_DRAGON, 30, OFFSET(flags3), OFFSET(r_flags3)},
243 {TR_KILL_DRAGON, RF3_DRAGON, 50, OFFSET(flags3), OFFSET(r_flags3)},
247 monster_race* r_ptr = &r_info[m_ptr->r_idx];
249 for (i = 0; i < sizeof(slay_table) / sizeof(slay_table[0]); ++ i)
251 const struct slay_table_t* p = &slay_table[i];
253 if ((have_flag(flgs, p->slay_flag)) &&
254 (*(u32b*)(((char*)r_ptr) + p->flag_offset) & p->affect_race_flag))
256 if (is_original_ap_and_seen(m_ptr))
258 *(u32b*)(((char*)r_ptr) + p->r_flag_offset) |= p->affect_race_flag;
261 mult = MAX(mult, p->slay_mult);
268 static int mult_brand(int mult, const u32b* flgs, const monster_type* m_ptr)
270 static const struct brand_table_t {
275 {TR_BRAND_ACID, RFR_EFF_IM_ACID_MASK, 0U },
276 {TR_BRAND_ELEC, RFR_EFF_IM_ELEC_MASK, 0U },
277 {TR_BRAND_FIRE, RFR_EFF_IM_FIRE_MASK, RF3_HURT_FIRE},
278 {TR_BRAND_COLD, RFR_EFF_IM_COLD_MASK, RF3_HURT_COLD},
279 {TR_BRAND_POIS, RFR_EFF_IM_POIS_MASK, 0U },
282 monster_race* r_ptr = &r_info[m_ptr->r_idx];
284 for (i = 0; i < sizeof(brand_table) / sizeof(brand_table[0]); ++ i)
286 const struct brand_table_t* p = &brand_table[i];
288 if (have_flag(flgs, p->brand_flag))
290 /* Notice immunity */
291 if (r_ptr->flagsr & p->resist_mask)
293 if (is_original_ap_and_seen(m_ptr))
295 r_ptr->r_flagsr |= (r_ptr->flagsr & p->resist_mask);
299 /* Otherwise, take the damage */
300 else if (r_ptr->flags3 & p->hurt_flag)
302 if (is_original_ap_and_seen(m_ptr))
304 r_ptr->r_flags3 |= p->hurt_flag;
307 mult = MAX(mult, 50);
311 mult = MAX(mult, 25);
319 * Extract the "total damage" from a given object hitting a given monster.
321 * Note that "flasks of oil" do NOT do fire damage, although they
322 * certainly could be made to do so. XXX XXX
324 * Note that most brands and slays are x3, except Slay Animal (x2),
325 * Slay Evil (x2), and Kill dragon (x5).
327 s16b tot_dam_aux(object_type *o_ptr, int tdam, monster_type *m_ptr, int mode, bool thrown)
331 u32b flgs[TR_FLAG_SIZE];
333 /* Extract the flags */
334 object_flags(o_ptr, flgs);
335 torch_flags(o_ptr, flgs); /* torches has secret flags */
340 if (p_ptr->special_attack & (ATTACK_ACID)) add_flag(flgs, TR_BRAND_ACID);
341 if (p_ptr->special_attack & (ATTACK_COLD)) add_flag(flgs, TR_BRAND_COLD);
342 if (p_ptr->special_attack & (ATTACK_ELEC)) add_flag(flgs, TR_BRAND_ELEC);
343 if (p_ptr->special_attack & (ATTACK_FIRE)) add_flag(flgs, TR_BRAND_FIRE);
344 if (p_ptr->special_attack & (ATTACK_POIS)) add_flag(flgs, TR_BRAND_POIS);
347 /* Hex - Slay Good (Runesword) */
348 if (hex_spelling(HEX_RUNESWORD)) add_flag(flgs, TR_SLAY_GOOD);
350 /* Some "weapons" and "ammo" do extra damage */
363 mult = mult_slaying(mult, flgs, m_ptr);
365 /* Elemental Brand */
366 mult = mult_brand(mult, flgs, m_ptr);
369 if (p_ptr->pclass == CLASS_SAMURAI)
371 mult = mult_hissatsu(mult, flgs, m_ptr, mode);
375 if ((p_ptr->pclass != CLASS_SAMURAI) && (have_flag(flgs, TR_FORCE_WEAPON)) && (p_ptr->csp > (o_ptr->dd * o_ptr->ds / 5)))
377 p_ptr->csp -= (1+(o_ptr->dd * o_ptr->ds / 5));
378 p_ptr->redraw |= (PR_MANA);
379 mult = mult * 3 / 2 + 20;
382 /* Hack -- The Nothung cause special damage to Fafner */
383 if ((o_ptr->name1 == ART_NOTHUNG) && (m_ptr->r_idx == MON_FAFNER))
388 if (mult > 150) mult = 150;
390 /* Return the total damage */
391 return (tdam * mult / 10);
396 * Search for hidden things
398 static void discover_hidden_things(int y, int x)
400 s16b this_o_idx, next_o_idx = 0;
404 /* Access the grid */
408 if (c_ptr->mimic && is_trap(c_ptr->feat))
414 msg_print(_("¥È¥é¥Ã¥×¤òȯ¸«¤·¤¿¡£", "You have found a trap."));
421 if (is_hidden_door(c_ptr))
424 msg_print(_("±£¤·¥É¥¢¤òȯ¸«¤·¤¿¡£", "You have found a secret door."));
433 /* Scan all objects in the grid */
434 for (this_o_idx = c_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
439 o_ptr = &o_list[this_o_idx];
441 /* Acquire next object */
442 next_o_idx = o_ptr->next_o_idx;
444 /* Skip non-chests */
445 if (o_ptr->tval != TV_CHEST) continue;
447 /* Skip non-trapped chests */
448 if (!chest_traps[o_ptr->pval]) continue;
451 if (!object_is_known(o_ptr))
454 msg_print(_("È¢¤Ë»Å³Ý¤±¤é¤ì¤¿¥È¥é¥Ã¥×¤òȯ¸«¤·¤¿¡ª", "You have discovered a trap on the chest!"));
469 /* Start with base search ability */
470 chance = p_ptr->skill_srh;
472 /* Penalize various conditions */
473 if (p_ptr->blind || no_lite()) chance = chance / 10;
474 if (p_ptr->confused || p_ptr->image) chance = chance / 10;
476 /* Search the nearby grids, which are always in bounds */
477 for (i = 0; i < 9; ++ i)
479 /* Sometimes, notice things */
480 if (randint0(100) < chance)
482 discover_hidden_things(py + ddy_ddd[i], px + ddx_ddd[i]);
489 * Helper routine for py_pickup() and py_pickup_floor().
491 * Add the given dungeon object to the character's inventory.
493 * Delete the object afterwards.
495 void py_pickup_aux(int o_idx)
501 * ¥¢¥¤¥Æ¥à¤ò½¦¤Ã¤¿ºÝ¤Ë¡Ö£²¤Ä¤Î¥±¡¼¥¤ò»ý¤Ã¤Æ¤¤¤ë¡×
502 * "You have two cakes." ¤È¥¢¥¤¥Æ¥à¤ò½¦¤Ã¤¿¸å¤Î¹ç·×¤Î¤ß¤Îɽ¼¨¤¬¥ª¥ê¥¸¥Ê¥ë
504 * ¤¢¤ë¤È¤¤¤¦»ØŦ¤ò¤¦¤±¤¿¤Î¤Ç¡¢¡Ö¡Á¤ò½¦¤Ã¤¿¡¢¡Á¤ò»ý¤Ã¤Æ¤¤¤ë¡×¤È¤¤¤¦É½¼¨
505 * ¤Ë¤«¤¨¤Æ¤¢¤ë¡£¤½¤Î¤¿¤á¤ÎÇÛÎó¡£
507 char o_name[MAX_NLEN];
508 char old_name[MAX_NLEN];
512 char o_name[MAX_NLEN];
517 o_ptr = &o_list[o_idx];
520 /* Describe the object */
521 object_desc(old_name, o_ptr, OD_NAME_ONLY);
522 object_desc_kosuu(kazu_str, o_ptr);
523 hirottakazu = o_ptr->number;
525 /* Carry the object */
526 slot = inven_carry(o_ptr);
528 /* Get the object again */
529 o_ptr = &inventory[slot];
531 /* Delete the object */
532 delete_object_idx(o_idx);
534 if (p_ptr->pseikaku == SEIKAKU_MUNCHKIN)
536 bool old_known = identify_item(o_ptr);
538 /* Auto-inscription/destroy */
539 autopick_alter_item(slot, (bool)(destroy_identify && !old_known));
541 /* If it is destroyed, don't pick it up */
542 if (o_ptr->marked & OM_AUTODESTROY) return;
545 /* Describe the object */
546 object_desc(o_name, o_ptr, 0);
550 if ((o_ptr->name1 == ART_CRIMSON) && (p_ptr->pseikaku == SEIKAKU_COMBAT))
552 msg_format("¤³¤¦¤·¤Æ¡¢%s¤Ï¡Ø¥¯¥ê¥à¥¾¥ó¡Ù¤ò¼ê¤ËÆþ¤ì¤¿¡£", player_name);
553 msg_print("¤·¤«¤·º£¡¢¡Øº®Æ٤Υµ¡¼¥Ú¥ó¥È¡Ù¤ÎÊü¤Ã¤¿¥â¥ó¥¹¥¿¡¼¤¬¡¢");
554 msg_format("%s¤Ë½±¤¤¤«¤«¤ë¡¥¡¥¡¥", player_name);
560 msg_format("%s(%c)¤ò»ý¤Ã¤Æ¤¤¤ë¡£",o_name, index_to_label(slot));
564 if (o_ptr->number > hirottakazu) {
565 msg_format("%s½¦¤Ã¤Æ¡¢%s(%c)¤ò»ý¤Ã¤Æ¤¤¤ë¡£",
566 kazu_str, o_name, index_to_label(slot));
568 msg_format("%s(%c)¤ò½¦¤Ã¤¿¡£", o_name, index_to_label(slot));
572 strcpy(record_o_name, old_name);
574 msg_format("You have %s (%c).", o_name, index_to_label(slot));
575 strcpy(record_o_name, o_name);
580 /* Check if completed a quest */
581 for (i = 0; i < max_quests; i++)
583 if ((quest[i].type == QUEST_TYPE_FIND_ARTIFACT) &&
584 (quest[i].status == QUEST_STATUS_TAKEN) &&
585 (quest[i].k_idx == o_ptr->name1))
587 if (record_fix_quest) do_cmd_write_nikki(NIKKI_FIX_QUEST_C, i, NULL);
588 quest[i].status = QUEST_STATUS_COMPLETED;
589 quest[i].complev = (byte)p_ptr->lev;
591 msg_print("¥¯¥¨¥¹¥È¤òãÀ®¤·¤¿¡ª");
593 msg_print("You completed your quest!");
603 * Player "wants" to pick up an object or gold.
604 * Note that we ONLY handle things that can be picked up.
605 * See "move_player()" for handling of other things.
607 void carry(bool pickup)
609 cave_type *c_ptr = &cave[py][px];
611 s16b this_o_idx, next_o_idx = 0;
613 char o_name[MAX_NLEN];
615 /* Recenter the map around the player */
619 p_ptr->update |= (PU_MONSTERS);
622 p_ptr->redraw |= (PR_MAP);
625 p_ptr->window |= (PW_OVERHEAD);
630 /* Automatically pickup/destroy/inscribe items */
631 autopick_pickup_items(c_ptr);
634 #ifdef ALLOW_EASY_FLOOR
638 py_pickup_floor(pickup);
642 #endif /* ALLOW_EASY_FLOOR */
644 /* Scan the pile of objects */
645 for (this_o_idx = c_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
650 o_ptr = &o_list[this_o_idx];
652 #ifdef ALLOW_EASY_SENSE /* TNB */
654 /* Option: Make item sensing easy */
657 /* Sense the object */
658 (void)sense_object(o_ptr);
661 #endif /* ALLOW_EASY_SENSE -- TNB */
663 /* Describe the object */
664 object_desc(o_name, o_ptr, 0);
666 /* Acquire next object */
667 next_o_idx = o_ptr->next_o_idx;
669 /* Hack -- disturb */
673 if (o_ptr->tval == TV_GOLD)
675 int value = (long)o_ptr->pval;
677 /* Delete the gold */
678 delete_object_idx(this_o_idx);
682 msg_format(" $%ld ¤Î²ÁÃͤ¬¤¢¤ë%s¤ò¸«¤Ä¤±¤¿¡£",
683 (long)value, o_name);
685 msg_format("You collect %ld gold pieces worth of %s.",
686 (long)value, o_name);
692 /* Collect the gold */
696 p_ptr->redraw |= (PR_GOLD);
699 p_ptr->window |= (PW_PLAYER);
702 /* Pick up objects */
705 /* Hack - some objects were handled in autopick_pickup_items(). */
706 if (o_ptr->marked & OM_NOMSG)
708 /* Clear the flag. */
709 o_ptr->marked &= ~OM_NOMSG;
711 /* Describe the object */
715 msg_format("%s¤¬¤¢¤ë¡£", o_name);
717 msg_format("You see %s.", o_name);
722 /* Note that the pack is too full */
723 else if (!inven_carry_okay(o_ptr))
726 msg_format("¥¶¥Ã¥¯¤Ë¤Ï%s¤òÆþ¤ì¤ë·ä´Ö¤¬¤Ê¤¤¡£", o_name);
728 msg_format("You have no room for %s.", o_name);
733 /* Pick up the item (if requested and allowed) */
738 /* Hack -- query every item */
739 if (carry_query_flag)
741 char out_val[MAX_NLEN+20];
743 sprintf(out_val, "%s¤ò½¦¤¤¤Þ¤¹¤«? ", o_name);
745 sprintf(out_val, "Pick up %s? ", o_name);
748 okay = get_check(out_val);
751 /* Attempt to pick up an object. */
754 /* Pick up the object */
755 py_pickup_aux(this_o_idx);
764 * Determine if a trap affects the player.
765 * Always miss 5% of the time, Always hit 5% of the time.
766 * Otherwise, match trap power against player armor.
768 static int check_hit(int power)
772 /* Percentile dice */
775 /* Hack -- 5% hit, 5% miss */
776 if (k < 10) return (k < 5);
778 if (p_ptr->pseikaku == SEIKAKU_NAMAKE)
779 if (one_in_(20)) return (TRUE);
781 /* Paranoia -- No power */
782 if (power <= 0) return (FALSE);
785 ac = p_ptr->ac + p_ptr->to_a;
787 /* Power competes against Armor */
788 if (randint1(power) > ((ac * 3) / 4)) return (TRUE);
797 * Handle player hitting a real trap
799 static void hit_trap(bool break_trap)
804 /* Get the cave grid */
805 cave_type *c_ptr = &cave[y][x];
806 feature_type *f_ptr = &f_info[c_ptr->feat];
807 int trap_feat_type = have_flag(f_ptr->flags, FF_TRAP) ? f_ptr->subtype : NOT_TRAP;
810 cptr name = "¥È¥é¥Ã¥×";
812 cptr name = "a trap";
815 /* Disturb the player */
818 cave_alter_feat(y, x, FF_HIT_TRAP);
820 /* Analyze XXX XXX XXX */
821 switch (trap_feat_type)
825 if (p_ptr->levitation)
828 msg_print("Íî¤È¤·¸Í¤òÈô¤Ó±Û¤¨¤¿¡£");
830 msg_print("You fly over a trap door.");
837 msg_print("Íî¤È¤·¸Í¤ËÍî¤Á¤¿¡ª");
838 if ((p_ptr->pseikaku == SEIKAKU_COMBAT) || (inventory[INVEN_BOW].name1 == ART_CRIMSON))
839 msg_print("¤¯¤Ã¤½¡Á¡ª");
841 msg_print("You have fallen through a trap door!");
849 name = "a trap door";
852 take_hit(DAMAGE_NOESCAPE, dam, name, -1);
854 /* Still alive and autosave enabled */
855 if (autosave_l && (p_ptr->chp >= 0))
856 do_cmd_save_game(TRUE);
859 do_cmd_write_nikki(NIKKI_BUNSHOU, 0, "Íî¤È¤·¸Í¤ËÍî¤Á¤¿");
861 do_cmd_write_nikki(NIKKI_BUNSHOU, 0, "You have fallen through a trap door!");
863 prepare_change_floor_mode(CFM_SAVE_FLOORS | CFM_DOWN | CFM_RAND_PLACE | CFM_RAND_CONNECT);
866 p_ptr->leaving = TRUE;
873 if (p_ptr->levitation)
876 msg_print("Íî¤È¤··ê¤òÈô¤Ó±Û¤¨¤¿¡£");
878 msg_print("You fly over a pit trap.");
885 msg_print("Íî¤È¤··ê¤ËÍî¤Á¤Æ¤·¤Þ¤Ã¤¿¡ª");
887 msg_print("You have fallen into a pit!");
897 take_hit(DAMAGE_NOESCAPE, dam, name, -1);
902 case TRAP_SPIKED_PIT:
904 if (p_ptr->levitation)
907 msg_print("¥È¥²¤Î¤¢¤ëÍî¤È¤··ê¤òÈô¤Ó±Û¤¨¤¿¡£");
909 msg_print("You fly over a spiked pit.");
916 msg_print("¥¹¥Ñ¥¤¥¯¤¬Éߤ«¤ì¤¿Íî¤È¤··ê¤ËÍî¤Á¤Æ¤·¤Þ¤Ã¤¿¡ª");
918 msg_print("You fall into a spiked pit!");
931 /* Extra spike damage */
932 if (randint0(100) < 50)
935 msg_print("¥¹¥Ñ¥¤¥¯¤¬»É¤µ¤Ã¤¿¡ª");
937 msg_print("You are impaled!");
942 name = "¥È¥²¤Î¤¢¤ëÍî¤È¤··ê";
944 name = "a spiked pit";
948 (void)set_cut(p_ptr->cut + randint1(dam));
951 /* Take the damage */
952 take_hit(DAMAGE_NOESCAPE, dam, name, -1);
957 case TRAP_POISON_PIT:
959 if (p_ptr->levitation)
962 msg_print("¥È¥²¤Î¤¢¤ëÍî¤È¤··ê¤òÈô¤Ó±Û¤¨¤¿¡£");
964 msg_print("You fly over a spiked pit.");
971 msg_print("¥¹¥Ñ¥¤¥¯¤¬Éߤ«¤ì¤¿Íî¤È¤··ê¤ËÍî¤Á¤Æ¤·¤Þ¤Ã¤¿¡ª");
973 msg_print("You fall into a spiked pit!");
987 /* Extra spike damage */
988 if (randint0(100) < 50)
991 msg_print("ÆǤòÅɤé¤ì¤¿¥¹¥Ñ¥¤¥¯¤¬»É¤µ¤Ã¤¿¡ª");
993 msg_print("You are impaled on poisonous spikes!");
998 name = "¥È¥²¤Î¤¢¤ëÍî¤È¤··ê";
1000 name = "a spiked pit";
1005 (void)set_cut(p_ptr->cut + randint1(dam));
1007 if (p_ptr->resist_pois || IS_OPPOSE_POIS())
1010 msg_print("¤·¤«¤·ÆǤαƶÁ¤Ï¤Ê¤«¤Ã¤¿¡ª");
1012 msg_print("The poison does not affect you!");
1020 (void)set_poisoned(p_ptr->poisoned + randint1(dam));
1024 /* Take the damage */
1025 take_hit(DAMAGE_NOESCAPE, dam, name, -1);
1034 msg_print("²¿¤«¤¬¥Ô¥«¥Ã¤È¸÷¤Ã¤¿¡ª");
1036 msg_print("There is a flash of shimmering light!");
1039 num = 2 + randint1(3);
1040 for (i = 0; i < num; i++)
1042 (void)summon_specific(0, y, x, dun_level, 0, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE | PM_NO_PET));
1045 if (dun_level > randint1(100)) /* No nasty effect for low levels */
1047 bool stop_ty = FALSE;
1052 stop_ty = activate_ty_curse(stop_ty, &count);
1062 msg_print("¥Æ¥ì¥Ý¡¼¥È¡¦¥È¥é¥Ã¥×¤Ë¤Ò¤Ã¤«¤«¤Ã¤¿¡ª");
1064 msg_print("You hit a teleport trap!");
1067 teleport_player(100, TELEPORT_PASSIVE);
1074 msg_print("±ê¤ËÊñ¤Þ¤ì¤¿¡ª");
1076 msg_print("You are enveloped in flames!");
1079 dam = damroll(4, 6);
1081 (void)fire_dam(dam, "±ê¤Î¥È¥é¥Ã¥×", -1);
1083 (void)fire_dam(dam, "a fire trap", -1);
1092 msg_print("»À¤¬¿á¤¤«¤±¤é¤ì¤¿¡ª");
1094 msg_print("You are splashed with acid!");
1097 dam = damroll(4, 6);
1099 (void)acid_dam(dam, "»À¤Î¥È¥é¥Ã¥×", -1);
1101 (void)acid_dam(dam, "an acid trap", -1);
1112 msg_print("¾®¤µ¤Ê¥À¡¼¥Ä¤¬Èô¤ó¤Ç¤¤Æ»É¤µ¤Ã¤¿¡ª");
1114 msg_print("A small dart hits you!");
1117 dam = damroll(1, 4);
1119 take_hit(DAMAGE_ATTACK, dam, "¥À¡¼¥Ä¤Îæ«", -1);
1121 take_hit(DAMAGE_ATTACK, dam, "a dart trap", -1);
1124 if (!CHECK_MULTISHADOW()) (void)set_slow(p_ptr->slow + randint0(20) + 20, FALSE);
1129 msg_print("¾®¤µ¤Ê¥À¡¼¥Ä¤¬Èô¤ó¤Ç¤¤¿¡ª¤¬¡¢±¿Îɤ¯Åö¤¿¤é¤Ê¤«¤Ã¤¿¡£");
1131 msg_print("A small dart barely misses you.");
1143 msg_print("¾®¤µ¤Ê¥À¡¼¥Ä¤¬Èô¤ó¤Ç¤¤Æ»É¤µ¤Ã¤¿¡ª");
1145 msg_print("A small dart hits you!");
1148 dam = damroll(1, 4);
1150 take_hit(DAMAGE_ATTACK, dam, "¥À¡¼¥Ä¤Îæ«", -1);
1152 take_hit(DAMAGE_ATTACK, dam, "a dart trap", -1);
1155 if (!CHECK_MULTISHADOW()) (void)do_dec_stat(A_STR);
1160 msg_print("¾®¤µ¤Ê¥À¡¼¥Ä¤¬Èô¤ó¤Ç¤¤¿¡ª¤¬¡¢±¿Îɤ¯Åö¤¿¤é¤Ê¤«¤Ã¤¿¡£");
1162 msg_print("A small dart barely misses you.");
1174 msg_print("¾®¤µ¤Ê¥À¡¼¥Ä¤¬Èô¤ó¤Ç¤¤Æ»É¤µ¤Ã¤¿¡ª");
1176 msg_print("A small dart hits you!");
1179 dam = damroll(1, 4);
1181 take_hit(DAMAGE_ATTACK, dam, "¥À¡¼¥Ä¤Îæ«", -1);
1183 take_hit(DAMAGE_ATTACK, dam, "a dart trap", -1);
1186 if (!CHECK_MULTISHADOW()) (void)do_dec_stat(A_DEX);
1191 msg_print("¾®¤µ¤Ê¥À¡¼¥Ä¤¬Èô¤ó¤Ç¤¤¿¡ª¤¬¡¢±¿Îɤ¯Åö¤¿¤é¤Ê¤«¤Ã¤¿¡£");
1193 msg_print("A small dart barely misses you.");
1205 msg_print("¾®¤µ¤Ê¥À¡¼¥Ä¤¬Èô¤ó¤Ç¤¤Æ»É¤µ¤Ã¤¿¡ª");
1207 msg_print("A small dart hits you!");
1210 dam = damroll(1, 4);
1212 take_hit(DAMAGE_ATTACK, dam, "¥À¡¼¥Ä¤Îæ«", -1);
1214 take_hit(DAMAGE_ATTACK, dam, "a dart trap", -1);
1217 if (!CHECK_MULTISHADOW()) (void)do_dec_stat(A_CON);
1222 msg_print("¾®¤µ¤Ê¥À¡¼¥Ä¤¬Èô¤ó¤Ç¤¤¿¡ª¤¬¡¢±¿Îɤ¯Åö¤¿¤é¤Ê¤«¤Ã¤¿¡£");
1224 msg_print("A small dart barely misses you.");
1234 msg_print("¹õ¤¤¥¬¥¹¤ËÊñ¤ß¹þ¤Þ¤ì¤¿¡ª");
1236 msg_print("A black gas surrounds you!");
1239 if (!p_ptr->resist_blind)
1241 (void)set_blind(p_ptr->blind + randint0(50) + 25);
1249 msg_print("¤¤é¤á¤¯¥¬¥¹¤ËÊñ¤ß¹þ¤Þ¤ì¤¿¡ª");
1251 msg_print("A gas of scintillating colors surrounds you!");
1254 if (!p_ptr->resist_conf)
1256 (void)set_confused(p_ptr->confused + randint0(20) + 10);
1264 msg_print("»É·ãŪ¤ÊÎп§¤Î¥¬¥¹¤ËÊñ¤ß¹þ¤Þ¤ì¤¿¡ª");
1266 msg_print("A pungent green gas surrounds you!");
1269 if (!p_ptr->resist_pois && !IS_OPPOSE_POIS())
1271 (void)set_poisoned(p_ptr->poisoned + randint0(20) + 10);
1279 msg_print("´ñ̯¤ÊÇò¤¤Ì¸¤ËÊñ¤Þ¤ì¤¿¡ª");
1281 msg_print("A strange white mist surrounds you!");
1284 if (!p_ptr->free_act)
1287 msg_print("¤¢¤Ê¤¿¤Ï̲¤ê¤Ë½¢¤¤¤¿¡£");
1289 msg_print("You fall asleep.");
1293 if (ironman_nightmare)
1296 msg_print("¿È¤ÎÌÓ¤â¤è¤À¤Ä¸÷·Ê¤¬Æ¬¤ËÉ⤫¤ó¤À¡£");
1298 msg_print("A horrible vision enters your mind.");
1302 /* Pick a nightmare */
1303 get_mon_num_prep(get_nightmare, NULL);
1305 /* Have some nightmares */
1306 have_nightmare(get_mon_num(MAX_DEPTH));
1308 /* Remove the monster restriction */
1309 get_mon_num_prep(NULL, NULL);
1311 (void)set_paralyzed(p_ptr->paralyzed + randint0(10) + 5);
1319 msg_print("¤Þ¤Ð¤æ¤¤Á®¸÷¤¬Áö¤Ã¤¿¡ª");
1321 msg_print("There is a bright flash of light!");
1324 /* Make some new traps */
1325 project(0, 1, y, x, 0, GF_MAKE_TRAP, PROJECT_HIDE | PROJECT_JUMP | PROJECT_GRID, -1);
1333 msg_print("¤±¤¿¤¿¤Þ¤·¤¤²»¤¬ÌĤê¶Á¤¤¤¿¡ª");
1335 msg_print("An alarm sounds!");
1338 aggravate_monsters(0);
1346 msg_print("Âç²»¶Á¤È¶¦¤Ë¤Þ¤ï¤ê¤ÎÊɤ¬Êø¤ì¤¿¡ª");
1348 msg_print("Suddenly, surrounding walls are opened!");
1350 (void)project(0, 3, y, x, 0, GF_DISINTEGRATE, PROJECT_GRID | PROJECT_HIDE, -1);
1351 (void)project(0, 3, y, x - 4, 0, GF_DISINTEGRATE, PROJECT_GRID | PROJECT_HIDE, -1);
1352 (void)project(0, 3, y, x + 4, 0, GF_DISINTEGRATE, PROJECT_GRID | PROJECT_HIDE, -1);
1353 aggravate_monsters(0);
1358 case TRAP_ARMAGEDDON:
1360 static int levs[10] = {0, 0, 20, 10, 5, 3, 2, 1, 1, 1};
1361 int evil_idx = 0, good_idx = 0;
1365 msg_print("ÆÍÁ³Å·³¦¤ÎÀïÁè¤Ë´¬¤¹þ¤Þ¤ì¤¿¡ª");
1367 msg_print("Suddenly, you are surrounded by immotal beings!");
1370 /* Summon Demons and Angels */
1371 for (lev = dun_level; lev >= 20; lev -= 1 + lev/16)
1373 num = levs[MIN(lev/10, 9)];
1374 for (i = 0; i < num; i++)
1376 int x1 = rand_spread(x, 7);
1377 int y1 = rand_spread(y, 5);
1379 /* Skip illegal grids */
1380 if (!in_bounds(y1, x1)) continue;
1382 /* Require line of projection */
1383 if (!projectable(py, px, y1, x1)) continue;
1385 if (summon_specific(0, y1, x1, lev, SUMMON_ARMAGE_EVIL, (PM_NO_PET)))
1386 evil_idx = hack_m_idx_ii;
1388 if (summon_specific(0, y1, x1, lev, SUMMON_ARMAGE_GOOD, (PM_NO_PET)))
1390 good_idx = hack_m_idx_ii;
1393 /* Let them fight each other */
1394 if (evil_idx && good_idx)
1396 monster_type *evil_ptr = &m_list[evil_idx];
1397 monster_type *good_ptr = &m_list[good_idx];
1398 evil_ptr->target_y = good_ptr->fy;
1399 evil_ptr->target_x = good_ptr->fx;
1400 good_ptr->target_y = evil_ptr->fy;
1401 good_ptr->target_x = evil_ptr->fx;
1411 msg_print("ÆÍÁ³Êɤ«¤é¿å¤¬°î¤ì½Ð¤·¤¿¡ª¥Ô¥é¥Ë¥¢¤¬¤¤¤ë¡ª");
1413 msg_print("Suddenly, the room is filled with water with piranhas!");
1416 /* Water fills room */
1417 fire_ball_hide(GF_WATER_FLOW, 0, 1, 10);
1419 /* Summon Piranhas */
1420 num = 1 + dun_level/20;
1421 for (i = 0; i < num; i++)
1423 (void)summon_specific(0, y, x, dun_level, SUMMON_PIRANHAS, (PM_ALLOW_GROUP | PM_NO_PET));
1429 if (break_trap && is_trap(c_ptr->feat))
1431 cave_alter_feat(y, x, FF_DISARM);
1433 msg_print("¥È¥é¥Ã¥×¤òÊ´ºÕ¤·¤¿¡£");
1435 msg_print("You destroyed the trap.");
1441 static void touch_zap_player(monster_type *m_ptr)
1443 int aura_damage = 0;
1444 monster_race *r_ptr = &r_info[m_ptr->r_idx];
1446 if (r_ptr->flags2 & RF2_AURA_FIRE)
1448 if (!p_ptr->immune_fire)
1452 aura_damage = damroll(1 + (r_ptr->level / 26), 1 + (r_ptr->level / 17));
1454 /* Hack -- Get the "died from" name */
1455 monster_desc(aura_dam, m_ptr, MD_IGNORE_HALLU | MD_ASSUME_VISIBLE | MD_INDEF_VISIBLE);
1458 msg_print("ÆÍÁ³¤È¤Æ¤âÇ®¤¯¤Ê¤Ã¤¿¡ª");
1460 msg_print("You are suddenly very hot!");
1463 if (prace_is_(RACE_ENT)) aura_damage += aura_damage / 3;
1464 if (IS_OPPOSE_FIRE()) aura_damage = (aura_damage + 2) / 3;
1465 if (p_ptr->resist_fire) aura_damage = (aura_damage + 2) / 3;
1467 take_hit(DAMAGE_NOESCAPE, aura_damage, aura_dam, -1);
1468 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags2 |= RF2_AURA_FIRE;
1473 if (r_ptr->flags3 & RF3_AURA_COLD)
1475 if (!p_ptr->immune_cold)
1479 aura_damage = damroll(1 + (r_ptr->level / 26), 1 + (r_ptr->level / 17));
1481 /* Hack -- Get the "died from" name */
1482 monster_desc(aura_dam, m_ptr, MD_IGNORE_HALLU | MD_ASSUME_VISIBLE | MD_INDEF_VISIBLE);
1485 msg_print("ÆÍÁ³¤È¤Æ¤â´¨¤¯¤Ê¤Ã¤¿¡ª");
1487 msg_print("You are suddenly very cold!");
1490 if (IS_OPPOSE_COLD()) aura_damage = (aura_damage + 2) / 3;
1491 if (p_ptr->resist_cold) aura_damage = (aura_damage + 2) / 3;
1493 take_hit(DAMAGE_NOESCAPE, aura_damage, aura_dam, -1);
1494 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags3 |= RF3_AURA_COLD;
1499 if (r_ptr->flags2 & RF2_AURA_ELEC)
1501 if (!p_ptr->immune_elec)
1505 aura_damage = damroll(1 + (r_ptr->level / 26), 1 + (r_ptr->level / 17));
1507 /* Hack -- Get the "died from" name */
1508 monster_desc(aura_dam, m_ptr, MD_IGNORE_HALLU | MD_ASSUME_VISIBLE | MD_INDEF_VISIBLE);
1510 if (prace_is_(RACE_ANDROID)) aura_damage += aura_damage / 3;
1511 if (IS_OPPOSE_ELEC()) aura_damage = (aura_damage + 2) / 3;
1512 if (p_ptr->resist_elec) aura_damage = (aura_damage + 2) / 3;
1515 msg_print("ÅÅ·â¤ò¤¯¤é¤Ã¤¿¡ª");
1517 msg_print("You get zapped!");
1520 take_hit(DAMAGE_NOESCAPE, aura_damage, aura_dam, -1);
1521 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags2 |= RF2_AURA_ELEC;
1528 static void natural_attack(s16b m_idx, int attack, bool *fear, bool *mdeath)
1530 int k, bonus, chance;
1532 monster_type *m_ptr = &m_list[m_idx];
1533 monster_race *r_ptr = &r_info[m_ptr->r_idx];
1542 case MUT2_SCOR_TAIL:
1569 atk_desc = "¥¯¥Á¥Ð¥·";
1580 atk_desc = "¾Ý¤ÎÉ¡";
1586 case MUT2_TENTACLES:
1593 atk_desc = "tentacles";
1598 dss = ddd = n_weight = 1;
1600 atk_desc = "̤ÄêµÁ¤ÎÉô°Ì";
1602 atk_desc = "undefined body part";
1607 /* Extract monster name (or "it") */
1608 monster_desc(m_name, m_ptr, 0);
1611 /* Calculate the "attack quality" */
1612 bonus = p_ptr->to_h_m;
1613 bonus += (p_ptr->lev * 6 / 5);
1614 chance = (p_ptr->skill_thn + (bonus * BTH_PLUS_ADJ));
1617 if ((!(r_ptr->flags2 & RF2_QUANTUM) || !randint0(2)) && test_hit_norm(chance, r_ptr->ac, m_ptr->ml))
1623 msg_format("%s¤ò%s¤Ç¹¶·â¤·¤¿¡£", m_name, atk_desc);
1625 msg_format("You hit %s with your %s.", m_name, atk_desc);
1629 k = damroll(ddd, dss);
1630 k = critical_norm(n_weight, bonus, k, (s16b)bonus, 0);
1632 /* Apply the player damage bonuses */
1635 /* No negative damage */
1638 /* Modify the damage */
1639 k = mon_damage_mod(m_ptr, k, FALSE);
1641 /* Complex message */
1645 msg_format("%d/%d ¤Î¥À¥á¡¼¥¸¤òÍ¿¤¨¤¿¡£", k, m_ptr->hp);
1647 msg_format("You do %d (out of %d) damage.", k, m_ptr->hp);
1652 /* Anger the monster */
1653 if (k > 0) anger_monster(m_ptr);
1655 /* Damage, check for fear and mdeath */
1658 case MUT2_SCOR_TAIL:
1659 project(0, 0, m_ptr->fy, m_ptr->fx, k, GF_POIS, PROJECT_KILL, -1);
1660 *mdeath = (m_ptr->r_idx == 0);
1663 *mdeath = mon_take_hit(m_idx, k, fear, NULL);
1666 *mdeath = mon_take_hit(m_idx, k, fear, NULL);
1669 *mdeath = mon_take_hit(m_idx, k, fear, NULL);
1671 case MUT2_TENTACLES:
1672 *mdeath = mon_take_hit(m_idx, k, fear, NULL);
1675 *mdeath = mon_take_hit(m_idx, k, fear, NULL);
1678 touch_zap_player(m_ptr);
1688 msg_format("¥ß¥¹¡ª %s¤Ë¤«¤ï¤µ¤ì¤¿¡£", m_name);
1690 msg_format("You miss %s.", m_name);
1699 * Player attacks a (poor, defenseless) creature -RAK-
1701 * If no "weapon" is available, then "punch" the monster one time.
1703 static void py_attack_aux(int y, int x, bool *fear, bool *mdeath, s16b hand, int mode)
1705 int num = 0, k, bonus, chance, vir;
1707 cave_type *c_ptr = &cave[y][x];
1709 monster_type *m_ptr = &m_list[c_ptr->m_idx];
1710 monster_race *r_ptr = &r_info[m_ptr->r_idx];
1712 /* Access the weapon */
1713 object_type *o_ptr = &inventory[INVEN_RARM + hand];
1717 bool success_hit = FALSE;
1718 bool backstab = FALSE;
1719 bool vorpal_cut = FALSE;
1720 int chaos_effect = 0;
1721 bool stab_fleeing = FALSE;
1722 bool fuiuchi = FALSE;
1723 bool monk_attack = FALSE;
1724 bool do_quake = FALSE;
1726 bool drain_msg = TRUE;
1727 int drain_result = 0, drain_heal = 0;
1728 bool can_drain = FALSE;
1730 int drain_left = MAX_VAMPIRIC_DRAIN;
1731 u32b flgs[TR_FLAG_SIZE]; /* A massive hack -- life-draining weapons */
1732 bool is_human = (r_ptr->d_char == 'p');
1733 bool is_lowlevel = (r_ptr->level < (p_ptr->lev - 15));
1734 bool zantetsu_mukou, e_j_mukou;
1736 switch (p_ptr->pclass)
1740 if (buki_motteruka(INVEN_RARM + hand) && !p_ptr->icky_wield[hand])
1742 int tmp = p_ptr->lev * 6 + (p_ptr->skill_stl + 10) * 4;
1743 if (p_ptr->monlite && (mode != HISSATSU_NYUSIN)) tmp /= 3;
1744 if (p_ptr->cursed & TRC_AGGRAVATE) tmp /= 2;
1745 if (r_ptr->level > (p_ptr->lev * p_ptr->lev / 20 + 10)) tmp /= 3;
1746 if (MON_CSLEEP(m_ptr) && m_ptr->ml)
1748 /* Can't backstab creatures that we can't see, right? */
1751 else if ((p_ptr->special_defense & NINJA_S_STEALTH) && (randint0(tmp) > (r_ptr->level+20)) && m_ptr->ml && !(r_ptr->flagsr & RFR_RES_ALL))
1755 else if (MON_MONFEAR(m_ptr) && m_ptr->ml)
1757 stab_fleeing = TRUE;
1763 case CLASS_FORCETRAINER:
1764 case CLASS_BERSERKER:
1765 if ((empty_hands(TRUE) & EMPTY_HAND_RARM) && !p_ptr->riding) monk_attack = TRUE;
1769 if (!o_ptr->k_idx) /* Empty hand */
1771 if ((r_ptr->level + 10) > p_ptr->lev)
1773 if (p_ptr->skill_exp[GINOU_SUDE] < s_info[p_ptr->pclass].s_max[GINOU_SUDE])
1775 if (p_ptr->skill_exp[GINOU_SUDE] < WEAPON_EXP_BEGINNER)
1776 p_ptr->skill_exp[GINOU_SUDE] += 40;
1777 else if ((p_ptr->skill_exp[GINOU_SUDE] < WEAPON_EXP_SKILLED))
1778 p_ptr->skill_exp[GINOU_SUDE] += 5;
1779 else if ((p_ptr->skill_exp[GINOU_SUDE] < WEAPON_EXP_EXPERT) && (p_ptr->lev > 19))
1780 p_ptr->skill_exp[GINOU_SUDE] += 1;
1781 else if ((p_ptr->lev > 34))
1782 if (one_in_(3)) p_ptr->skill_exp[GINOU_SUDE] += 1;
1783 p_ptr->update |= (PU_BONUS);
1787 else if (object_is_melee_weapon(o_ptr))
1789 if ((r_ptr->level + 10) > p_ptr->lev)
1791 int tval = inventory[INVEN_RARM+hand].tval - TV_WEAPON_BEGIN;
1792 int sval = inventory[INVEN_RARM+hand].sval;
1793 int now_exp = p_ptr->weapon_exp[tval][sval];
1794 if (now_exp < s_info[p_ptr->pclass].w_max[tval][sval])
1797 if (now_exp < WEAPON_EXP_BEGINNER) amount = 80;
1798 else if (now_exp < WEAPON_EXP_SKILLED) amount = 10;
1799 else if ((now_exp < WEAPON_EXP_EXPERT) && (p_ptr->lev > 19)) amount = 1;
1800 else if ((p_ptr->lev > 34) && one_in_(2)) amount = 1;
1801 p_ptr->weapon_exp[tval][sval] += amount;
1802 p_ptr->update |= (PU_BONUS);
1807 /* Disturb the monster */
1808 (void)set_monster_csleep(c_ptr->m_idx, 0);
1810 /* Extract monster name (or "it") */
1811 monster_desc(m_name, m_ptr, 0);
1813 /* Calculate the "attack quality" */
1814 bonus = p_ptr->to_h[hand] + o_ptr->to_h;
1815 chance = (p_ptr->skill_thn + (bonus * BTH_PLUS_ADJ));
1816 if (mode == HISSATSU_IAI) chance += 60;
1817 if (p_ptr->special_defense & KATA_KOUKIJIN) chance += 150;
1819 if (p_ptr->sutemi) chance = MAX(chance * 3 / 2, chance + 60);
1821 vir = virtue_number(V_VALOUR);
1824 chance += (p_ptr->virtues[vir - 1]/10);
1827 zantetsu_mukou = ((o_ptr->name1 == ART_ZANTETSU) && (r_ptr->d_char == 'j'));
1828 e_j_mukou = ((o_ptr->name1 == ART_EXCALIBUR_J) && (r_ptr->d_char == 'S'));
1830 if ((mode == HISSATSU_KYUSHO) || (mode == HISSATSU_MINEUCHI) || (mode == HISSATSU_3DAN) || (mode == HISSATSU_IAI)) num_blow = 1;
1831 else if (mode == HISSATSU_COLD) num_blow = p_ptr->num_blow[hand]+2;
1832 else num_blow = p_ptr->num_blow[hand];
1834 /* Hack -- DOKUBARI always hit once */
1835 if ((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_DOKUBARI)) num_blow = 1;
1837 /* Attack once for each legal blow */
1838 while ((num++ < num_blow) && !p_ptr->is_dead)
1840 if (((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_DOKUBARI)) || (mode == HISSATSU_KYUSHO))
1844 if (p_ptr->migite && p_ptr->hidarite)
1848 if (mode == HISSATSU_3DAN)
1853 success_hit = one_in_(n);
1855 else if ((p_ptr->pclass == CLASS_NINJA) && ((backstab || fuiuchi) && !(r_ptr->flagsr & RFR_RES_ALL))) success_hit = TRUE;
1856 else success_hit = test_hit_norm(chance, r_ptr->ac, m_ptr->ml);
1858 if (mode == HISSATSU_MAJIN)
1861 success_hit = FALSE;
1867 int vorpal_chance = ((o_ptr->name1 == ART_VORPAL_BLADE) || (o_ptr->name1 == ART_CHAINSWORD)) ? 2 : 4;
1874 if (backstab) msg_format("¤¢¤Ê¤¿¤ÏÎä¹ó¤Ë¤â̲¤Ã¤Æ¤¤¤ë̵ÎϤÊ%s¤òÆͤ»É¤·¤¿¡ª", m_name);
1875 else if (fuiuchi) msg_format("ÉÔ°Õ¤òÆͤ¤¤Æ%s¤Ë¶¯Îõ¤Ê°ì·â¤ò¶ô¤é¤ï¤»¤¿¡ª", m_name);
1876 else if (stab_fleeing) msg_format("ƨ¤²¤ë%s¤òÇØÃ椫¤éÆͤ»É¤·¤¿¡ª", m_name);
1877 else if (!monk_attack) msg_format("%s¤ò¹¶·â¤·¤¿¡£", m_name);
1879 if (backstab) msg_format("You cruelly stab the helpless, sleeping %s!", m_name);
1880 else if (fuiuchi) msg_format("You make surprise attack, and hit %s with a powerful blow!", m_name);
1881 else if (stab_fleeing) msg_format("You backstab the fleeing %s!", m_name);
1882 else if (!monk_attack) msg_format("You hit %s.", m_name);
1885 /* Hack -- bare hands do one damage */
1888 object_flags(o_ptr, flgs);
1890 /* Select a chaotic effect (50% chance) */
1891 if ((have_flag(flgs, TR_CHAOTIC)) && one_in_(2))
1894 chg_virtue(V_CHANCE, 1);
1896 if (randint1(5) < 3)
1898 /* Vampiric (20%) */
1901 else if (one_in_(250))
1906 else if (!one_in_(10))
1908 /* Confusion (26.892%) */
1911 else if (one_in_(2))
1913 /* Teleport away (1.494%) */
1918 /* Polymorph (1.494%) */
1923 /* Vampiric drain */
1924 if ((have_flag(flgs, TR_VAMPIRIC)) || (chaos_effect == 1) || (mode == HISSATSU_DRAIN) || hex_spelling(HEX_VAMP_BLADE))
1926 /* Only drain "living" monsters */
1927 if (monster_living(r_ptr))
1933 if ((have_flag(flgs, TR_VORPAL) || hex_spelling(HEX_RUNESWORD)) && (randint1(vorpal_chance*3/2) == 1) && !zantetsu_mukou)
1935 else vorpal_cut = FALSE;
1939 int special_effect = 0, stun_effect = 0, times = 0, max_times;
1941 const martial_arts *ma_ptr = &ma_blows[0], *old_ptr = &ma_blows[0];
1942 int resist_stun = 0;
1945 if (r_ptr->flags1 & RF1_UNIQUE) resist_stun += 88;
1946 if (r_ptr->flags3 & RF3_NO_STUN) resist_stun += 66;
1947 if (r_ptr->flags3 & RF3_NO_CONF) resist_stun += 33;
1948 if (r_ptr->flags3 & RF3_NO_SLEEP) resist_stun += 33;
1949 if ((r_ptr->flags3 & RF3_UNDEAD) || (r_ptr->flags3 & RF3_NONLIVING))
1952 if (p_ptr->special_defense & KAMAE_BYAKKO)
1953 max_times = (p_ptr->lev < 3 ? 1 : p_ptr->lev / 3);
1954 else if (p_ptr->special_defense & KAMAE_SUZAKU)
1956 else if (p_ptr->special_defense & KAMAE_GENBU)
1959 max_times = (p_ptr->lev < 7 ? 1 : p_ptr->lev / 7);
1960 /* Attempt 'times' */
1961 for (times = 0; times < max_times; times++)
1965 ma_ptr = &ma_blows[randint0(MAX_MA)];
1966 if ((p_ptr->pclass == CLASS_FORCETRAINER) && (ma_ptr->min_level > 1)) min_level = ma_ptr->min_level + 3;
1967 else min_level = ma_ptr->min_level;
1969 while ((min_level > p_ptr->lev) ||
1970 (randint1(p_ptr->lev) < ma_ptr->chance));
1972 /* keep the highest level attack available we found */
1973 if ((ma_ptr->min_level > old_ptr->min_level) &&
1974 !p_ptr->stun && !p_ptr->confused)
1978 if (p_ptr->wizard && cheat_xtra)
1981 msg_print("¹¶·â¤òºÆÁªÂò¤·¤Þ¤·¤¿¡£");
1983 msg_print("Attack re-selected.");
1993 if (p_ptr->pclass == CLASS_FORCETRAINER) min_level = MAX(1, ma_ptr->min_level - 3);
1994 else min_level = ma_ptr->min_level;
1995 k = damroll(ma_ptr->dd + p_ptr->to_dd[hand], ma_ptr->ds + p_ptr->to_ds[hand]);
1996 if (p_ptr->special_attack & ATTACK_SUIKEN) k *= 2;
1998 if (ma_ptr->effect == MA_KNEE)
2000 if (r_ptr->flags1 & RF1_MALE)
2003 msg_format("%s¤Ë¶âŪɨ½³¤ê¤ò¤¯¤é¤ï¤·¤¿¡ª", m_name);
2005 msg_format("You hit %s in the groin with your knee!", m_name);
2009 special_effect = MA_KNEE;
2012 msg_format(ma_ptr->desc, m_name);
2015 else if (ma_ptr->effect == MA_SLOW)
2017 if (!((r_ptr->flags1 & RF1_NEVER_MOVE) ||
2018 my_strchr("~#{}.UjmeEv$,DdsbBFIJQSXclnw!=?", r_ptr->d_char)))
2021 msg_format("%s¤Î¼ó¤Ë´ØÀá½³¤ê¤ò¤¯¤é¤ï¤·¤¿¡ª", m_name);
2023 msg_format("You kick %s in the ankle.", m_name);
2026 special_effect = MA_SLOW;
2028 else msg_format(ma_ptr->desc, m_name);
2034 stun_effect = (ma_ptr->effect / 2) + randint1(ma_ptr->effect / 2);
2037 msg_format(ma_ptr->desc, m_name);
2040 if (p_ptr->special_defense & KAMAE_SUZAKU) weight = 4;
2041 if ((p_ptr->pclass == CLASS_FORCETRAINER) && (p_ptr->magic_num1[0]))
2043 weight += (p_ptr->magic_num1[0]/30);
2044 if (weight > 20) weight = 20;
2047 k = critical_norm(p_ptr->lev * weight, min_level, k, p_ptr->to_h[0], 0);
2049 if ((special_effect == MA_KNEE) && ((k + p_ptr->to_d[hand]) < m_ptr->hp))
2052 msg_format("%^s¤Ï¶ìÄˤˤ¦¤á¤¤¤Æ¤¤¤ë¡ª", m_name);
2054 msg_format("%^s moans in agony!", m_name);
2057 stun_effect = 7 + randint1(13);
2061 else if ((special_effect == MA_SLOW) && ((k + p_ptr->to_d[hand]) < m_ptr->hp))
2063 if (!(r_ptr->flags1 & RF1_UNIQUE) &&
2064 (randint1(p_ptr->lev) > r_ptr->level) &&
2068 msg_format("%^s¤Ï¤ò¤Ò¤¤º¤ê»Ï¤á¤¿¡£", m_name);
2070 msg_format("%^s starts limping slower.", m_name);
2073 m_ptr->mspeed -= 10;
2077 if (stun_effect && ((k + p_ptr->to_d[hand]) < m_ptr->hp))
2079 if (p_ptr->lev > randint1(r_ptr->level + resist_stun + 10))
2081 if (set_monster_stunned(c_ptr->m_idx, stun_effect + MON_STUNNED(m_ptr)))
2084 msg_format("%^s¤Ï¥Õ¥é¥Õ¥é¤Ë¤Ê¤Ã¤¿¡£", m_name);
2086 msg_format("%^s is stunned.", m_name);
2092 msg_format("%^s¤Ï¤µ¤é¤Ë¥Õ¥é¥Õ¥é¤Ë¤Ê¤Ã¤¿¡£", m_name);
2094 msg_format("%^s is more stunned.", m_name);
2101 /* Handle normal weapon */
2102 else if (o_ptr->k_idx)
2104 k = damroll(o_ptr->dd + p_ptr->to_dd[hand], o_ptr->ds + p_ptr->to_ds[hand]);
2105 k = tot_dam_aux(o_ptr, k, m_ptr, mode, FALSE);
2109 k *= (3 + (p_ptr->lev / 20));
2113 k = k*(5+(p_ptr->lev*2/25))/2;
2115 else if (stab_fleeing)
2120 if ((p_ptr->impact[hand] && ((k > 50) || one_in_(7))) ||
2121 (chaos_effect == 2) || (mode == HISSATSU_QUAKE))
2126 if ((!(o_ptr->tval == TV_SWORD) || !(o_ptr->sval == SV_DOKUBARI)) && !(mode == HISSATSU_KYUSHO))
2127 k = critical_norm(o_ptr->weight, o_ptr->to_h, k, p_ptr->to_h[hand], mode);
2135 if ((o_ptr->name1 == ART_CHAINSWORD) && !one_in_(2))
2137 char chainsword_noise[1024];
2139 if (!get_rnd_line("chainswd_j.txt", 0, chainsword_noise))
2141 if (!get_rnd_line("chainswd.txt", 0, chainsword_noise))
2144 msg_print(chainsword_noise);
2148 if (o_ptr->name1 == ART_VORPAL_BLADE)
2151 msg_print("Ìܤˤâ»ß¤Þ¤é¤Ì¥ô¥©¡¼¥Ñ¥ë¥Ö¥ì¡¼¥É¡¢¼êÏ£¤ÎÁá¶È¡ª");
2153 msg_print("Your Vorpal Blade goes snicker-snack!");
2159 msg_format("%s¤ò¥°¥Ã¥µ¥êÀÚ¤êÎö¤¤¤¿¡ª", m_name);
2161 msg_format("Your weapon cuts deep into %s!", m_name);
2165 /* Try to increase the damage */
2166 while (one_in_(vorpal_chance))
2174 if (((r_ptr->flagsr & RFR_RES_ALL) ? k/100 : k) > m_ptr->hp)
2177 msg_format("%s¤ò¿¿¤ÃÆó¤Ä¤Ë¤·¤¿¡ª", m_name);
2179 msg_format("You cut %s in half!", m_name);
2187 case 2: msg_format("%s¤ò»Â¤Ã¤¿¡ª", m_name); break;
2188 case 3: msg_format("%s¤ò¤Ö¤Ã¤¿»Â¤Ã¤¿¡ª", m_name); break;
2189 case 4: msg_format("%s¤ò¥á¥Ã¥¿»Â¤ê¤Ë¤·¤¿¡ª", m_name); break;
2190 case 5: msg_format("%s¤ò¥á¥Ã¥¿¥á¥¿¤Ë»Â¤Ã¤¿¡ª", m_name); break;
2191 case 6: msg_format("%s¤ò»É¿È¤Ë¤·¤¿¡ª", m_name); break;
2192 case 7: msg_format("%s¤ò»Â¤Ã¤Æ»Â¤Ã¤Æ»Â¤ê¤Þ¤¯¤Ã¤¿¡ª", m_name); break;
2193 default: msg_format("%s¤òºÙÀÚ¤ì¤Ë¤·¤¿¡ª", m_name); break;
2195 case 2: msg_format("You gouge %s!", m_name); break;
2196 case 3: msg_format("You maim %s!", m_name); break;
2197 case 4: msg_format("You carve %s!", m_name); break;
2198 case 5: msg_format("You cleave %s!", m_name); break;
2199 case 6: msg_format("You smite %s!", m_name); break;
2200 case 7: msg_format("You eviscerate %s!", m_name); break;
2201 default: msg_format("You shred %s!", m_name); break;
2205 drain_result = drain_result * 3 / 2;
2209 drain_result += o_ptr->to_d;
2212 /* Apply the player damage bonuses */
2213 k += p_ptr->to_d[hand];
2214 drain_result += p_ptr->to_d[hand];
2216 if ((mode == HISSATSU_SUTEMI) || (mode == HISSATSU_3DAN)) k *= 2;
2217 if ((mode == HISSATSU_SEKIRYUKA) && !monster_living(r_ptr)) k = 0;
2218 if ((mode == HISSATSU_SEKIRYUKA) && !p_ptr->cut) k /= 2;
2220 /* No negative damage */
2223 if ((mode == HISSATSU_ZANMA) && !(!monster_living(r_ptr) && (r_ptr->flags3 & RF3_EVIL)))
2231 msg_print("¤³¤ó¤ÊÆð¤é¤«¤¤¤â¤Î¤ÏÀÚ¤ì¤ó¡ª");
2233 msg_print("You cannot cut such a elastic thing!");
2241 msg_print("ÃØéá¤Ï¶ì¼ê¤À¡ª");
2243 msg_print("Spiders are difficult for you to deal with!");
2248 if (mode == HISSATSU_MINEUCHI)
2250 int tmp = (10 + randint1(15) + p_ptr->lev / 5);
2253 anger_monster(m_ptr);
2255 if (!(r_ptr->flags3 & (RF3_NO_STUN)))
2258 if (MON_STUNNED(m_ptr))
2261 msg_format("%s¤Ï¤Ò¤É¤¯¤â¤¦¤í¤¦¤È¤·¤¿¡£", m_name);
2263 msg_format("%s is more dazed.", m_name);
2271 msg_format("%s ¤Ï¤â¤¦¤í¤¦¤È¤·¤¿¡£", m_name);
2273 msg_format("%s is dazed.", m_name);
2278 (void)set_monster_stunned(c_ptr->m_idx, MON_STUNNED(m_ptr) + tmp);
2283 msg_format("%s ¤Ë¤Ï¸ú²Ì¤¬¤Ê¤«¤Ã¤¿¡£", m_name);
2285 msg_format("%s is not effected.", m_name);
2290 /* Modify the damage */
2291 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))));
2292 if (((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_DOKUBARI)) || (mode == HISSATSU_KYUSHO))
2294 if ((randint1(randint1(r_ptr->level/7)+5) == 1) && !(r_ptr->flags1 & RF1_UNIQUE) && !(r_ptr->flags7 & RF7_UNIQUE2))
2298 msg_format("%s¤ÎµÞ½ê¤òÆͤ»É¤·¤¿¡ª", m_name);
2300 msg_format("You hit %s on a fatal spot!", m_name);
2305 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)))
2307 int maxhp = maxroll(r_ptr->hdice, r_ptr->hside);
2308 if (one_in_(backstab ? 13 : (stab_fleeing || fuiuchi) ? 15 : 27))
2313 msg_format("¿Ï¤¬%s¤Ë¿¼¡¹¤ÈÆͤ»É¤µ¤Ã¤¿¡ª", m_name);
2315 msg_format("You critically injured %s!", m_name);
2318 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)))
2320 if ((r_ptr->flags1 & RF1_UNIQUE) || (r_ptr->flags7 & RF7_UNIQUE2) || (m_ptr->hp >= maxhp/2))
2322 k = MAX(k*5, m_ptr->hp/2);
2325 msg_format("%s¤ËÃ×Ì¿½ý¤òÉé¤ï¤»¤¿¡ª", m_name);
2327 msg_format("You fatally injured %s!", m_name);
2334 msg_format("¿Ï¤¬%s¤ÎµÞ½ê¤ò´Ó¤¤¤¿¡ª", m_name);
2336 msg_format("You hit %s on a fatal spot!", m_name);
2342 /* Complex message */
2343 if (p_ptr->wizard || cheat_xtra)
2346 msg_format("%d/%d ¤Î¥À¥á¡¼¥¸¤òÍ¿¤¨¤¿¡£", k, m_ptr->hp);
2348 msg_format("You do %d (out of %d) damage.", k, m_ptr->hp);
2352 if (k <= 0) can_drain = FALSE;
2354 if (drain_result > m_ptr->hp)
2355 drain_result = m_ptr->hp;
2357 /* Damage, check for fear and death */
2358 if (mon_take_hit(c_ptr->m_idx, k, fear, NULL))
2361 if ((p_ptr->pclass == CLASS_BERSERKER) && energy_use)
2363 if (p_ptr->migite && p_ptr->hidarite)
2365 if (hand) energy_use = energy_use*3/5+energy_use*num*2/(p_ptr->num_blow[hand]*5);
2366 else energy_use = energy_use*num*3/(p_ptr->num_blow[hand]*5);
2370 energy_use = energy_use*num/p_ptr->num_blow[hand];
2373 if ((o_ptr->name1 == ART_ZANTETSU) && is_lowlevel)
2375 msg_print("¤Þ¤¿¤Ä¤Þ¤é¤Ì¤â¤Î¤ò»Â¤Ã¤Æ¤·¤Þ¤Ã¤¿¡¥¡¥¡¥");
2377 msg_print("Sigh... Another trifling thing I've cut....");
2382 /* Anger the monster */
2383 if (k > 0) anger_monster(m_ptr);
2385 touch_zap_player(m_ptr);
2387 /* Are we draining it? A little note: If the monster is
2388 dead, the drain does not work... */
2390 if (can_drain && (drain_result > 0))
2392 if (o_ptr->name1 == ART_MURAMASA)
2396 int to_h = o_ptr->to_h;
2397 int to_d = o_ptr->to_d;
2401 for (i = 0; i < to_h + 3; i++) if (one_in_(4)) flag = 0;
2405 for (i = 0; i < to_d + 3; i++) if (one_in_(4)) flag = 0;
2408 if (o_ptr->to_h != to_h || o_ptr->to_d != to_d)
2411 msg_print("ÍÅÅá¤Ï·ì¤òµÛ¤Ã¤Æ¶¯¤¯¤Ê¤Ã¤¿¡ª");
2413 msg_print("Muramasa sucked blood, and became more powerful!");
2422 if (drain_result > 5) /* Did we really hurt it? */
2424 drain_heal = damroll(2, drain_result / 6);
2427 if (hex_spelling(HEX_VAMP_BLADE)) drain_heal *= 2;
2432 msg_format("Draining left: %d", drain_left);
2434 msg_format("Draining left: %d", drain_left);
2441 if (drain_heal < drain_left)
2443 drain_left -= drain_heal;
2447 drain_heal = drain_left;
2454 msg_format("¿Ï¤¬%s¤«¤éÀ¸Ì¿ÎϤòµÛ¤¤¼è¤Ã¤¿¡ª", m_name);
2456 msg_format("Your weapon drains life from %s!", m_name);
2462 drain_heal = (drain_heal * mutant_regenerate_mod) / 100;
2464 hp_player(drain_heal);
2465 /* We get to keep some of it! */
2469 m_ptr->maxhp -= (k+7)/8;
2470 if (m_ptr->hp > m_ptr->maxhp) m_ptr->hp = m_ptr->maxhp;
2471 if (m_ptr->maxhp < 1) m_ptr->maxhp = 1;
2477 /* Confusion attack */
2478 if ((p_ptr->special_attack & ATTACK_CONFUSE) || (chaos_effect == 3) || (mode == HISSATSU_CONF) || hex_spelling(HEX_CONFUSION))
2480 /* Cancel glowing hands */
2481 if (p_ptr->special_attack & ATTACK_CONFUSE)
2483 p_ptr->special_attack &= ~(ATTACK_CONFUSE);
2485 msg_print("¼ê¤Îµ±¤¤¬¤Ê¤¯¤Ê¤Ã¤¿¡£");
2487 msg_print("Your hands stop glowing.");
2489 p_ptr->redraw |= (PR_STATUS);
2493 /* Confuse the monster */
2494 if (r_ptr->flags3 & RF3_NO_CONF)
2496 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags3 |= RF3_NO_CONF;
2499 msg_format("%^s¤Ë¤Ï¸ú²Ì¤¬¤Ê¤«¤Ã¤¿¡£", m_name);
2501 msg_format("%^s is unaffected.", m_name);
2505 else if (randint0(100) < r_ptr->level)
2508 msg_format("%^s¤Ë¤Ï¸ú²Ì¤¬¤Ê¤«¤Ã¤¿¡£", m_name);
2510 msg_format("%^s is unaffected.", m_name);
2517 msg_format("%^s¤Ïº®Í𤷤¿¤è¤¦¤À¡£", m_name);
2519 msg_format("%^s appears confused.", m_name);
2522 (void)set_monster_confused(c_ptr->m_idx, MON_CONFUSED(m_ptr) + 10 + randint0(p_ptr->lev) / 5);
2526 else if (chaos_effect == 4)
2528 bool resists_tele = FALSE;
2530 if (r_ptr->flagsr & RFR_RES_TELE)
2532 if (r_ptr->flags1 & RF1_UNIQUE)
2534 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flagsr |= RFR_RES_TELE;
2536 msg_format("%^s¤Ë¤Ï¸ú²Ì¤¬¤Ê¤«¤Ã¤¿¡£", m_name);
2538 msg_format("%^s is unaffected!", m_name);
2541 resists_tele = TRUE;
2543 else if (r_ptr->level > randint1(100))
2545 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flagsr |= RFR_RES_TELE;
2547 msg_format("%^s¤ÏÄñ¹³ÎϤò»ý¤Ã¤Æ¤¤¤ë¡ª", m_name);
2549 msg_format("%^s resists!", m_name);
2552 resists_tele = TRUE;
2559 msg_format("%^s¤Ï¾Ã¤¨¤¿¡ª", m_name);
2561 msg_format("%^s disappears!", m_name);
2564 teleport_away(c_ptr->m_idx, 50, TELEPORT_PASSIVE);
2565 num = num_blow + 1; /* Can't hit it anymore! */
2570 else if ((chaos_effect == 5) && (randint1(90) > r_ptr->level))
2572 if (!(r_ptr->flags1 & (RF1_UNIQUE | RF1_QUESTOR)) &&
2573 !(r_ptr->flagsr & RFR_EFF_RES_CHAO_MASK))
2575 if (polymorph_monster(y, x))
2578 msg_format("%^s¤ÏÊѲ½¤·¤¿¡ª", m_name);
2580 msg_format("%^s changes!", m_name);
2589 msg_format("%^s¤Ë¤Ï¸ú²Ì¤¬¤Ê¤«¤Ã¤¿¡£", m_name);
2591 msg_format("%^s is unaffected.", m_name);
2595 /* Hack -- Get new monster */
2596 m_ptr = &m_list[c_ptr->m_idx];
2598 /* Oops, we need a different name... */
2599 monster_desc(m_name, m_ptr, 0);
2601 /* Hack -- Get new race */
2602 r_ptr = &r_info[m_ptr->r_idx];
2605 else if (o_ptr->name1 == ART_G_HAMMER)
2607 monster_type *m_ptr = &m_list[c_ptr->m_idx];
2609 if (m_ptr->hold_o_idx)
2611 object_type *q_ptr = &o_list[m_ptr->hold_o_idx];
2612 char o_name[MAX_NLEN];
2614 object_desc(o_name, q_ptr, OD_NAME_ONLY);
2615 q_ptr->held_m_idx = 0;
2616 q_ptr->marked = OM_TOUCHED;
2617 m_ptr->hold_o_idx = q_ptr->next_o_idx;
2618 q_ptr->next_o_idx = 0;
2620 msg_format("%s¤òÃ¥¤Ã¤¿¡£", o_name);
2622 msg_format("You snatched %s.", o_name);
2632 backstab = FALSE; /* Clumsy! */
2633 fuiuchi = FALSE; /* Clumsy! */
2635 if ((o_ptr->tval == TV_POLEARM) && (o_ptr->sval == SV_DEATH_SCYTHE) && one_in_(3))
2637 u32b flgs[TR_FLAG_SIZE];
2644 msg_format("¥ß¥¹¡ª %s¤Ë¤«¤ï¤µ¤ì¤¿¡£", m_name);
2646 msg_format("You miss %s.", m_name);
2650 msg_print("¿¶¤ê²ó¤·¤¿Âç³ù¤¬¼«Ê¬¼«¿È¤ËÊ֤äƤ¤¿¡ª");
2652 msg_print("Your scythe returns to you!");
2655 /* Extract the flags */
2656 object_flags(o_ptr, flgs);
2658 k = damroll(o_ptr->dd + p_ptr->to_dd[hand], o_ptr->ds + p_ptr->to_ds[hand]);
2661 switch (p_ptr->mimic_form)
2664 switch (p_ptr->prace)
2671 case RACE_BARBARIAN:
2675 case RACE_HALF_TROLL:
2676 case RACE_HALF_OGRE:
2677 case RACE_HALF_GIANT:
2678 case RACE_HALF_TITAN:
2686 case RACE_DRACONIAN:
2693 case MIMIC_DEMON_LORD:
2700 if (p_ptr->align < 0 && mult < 20)
2702 if (!(p_ptr->resist_acid || IS_OPPOSE_ACID() || p_ptr->immune_acid) && (mult < 25))
2704 if (!(p_ptr->resist_elec || IS_OPPOSE_ELEC() || p_ptr->immune_elec) && (mult < 25))
2706 if (!(p_ptr->resist_fire || IS_OPPOSE_FIRE() || p_ptr->immune_fire) && (mult < 25))
2708 if (!(p_ptr->resist_cold || IS_OPPOSE_COLD() || p_ptr->immune_cold) && (mult < 25))
2710 if (!(p_ptr->resist_pois || IS_OPPOSE_POIS()) && (mult < 25))
2713 if ((p_ptr->pclass != CLASS_SAMURAI) && (have_flag(flgs, TR_FORCE_WEAPON)) && (p_ptr->csp > (p_ptr->msp / 30)))
2715 p_ptr->csp -= (1+(p_ptr->msp / 30));
2716 p_ptr->redraw |= (PR_MANA);
2717 mult = mult * 3 / 2 + 20;
2723 k = critical_norm(o_ptr->weight, o_ptr->to_h, k, p_ptr->to_h[hand], mode);
2728 msg_format("¥°¥Ã¥µ¥êÀÚ¤êÎö¤«¤ì¤¿¡ª");
2730 msg_format("Your weapon cuts deep into yourself!");
2732 /* Try to increase the damage */
2740 k += (p_ptr->to_d[hand] + o_ptr->to_d);
2745 take_hit(DAMAGE_FORCE, k, "»à¤ÎÂç³ù", -1);
2747 take_hit(DAMAGE_FORCE, k, "Death scythe", -1);
2759 msg_format("¥ß¥¹¡ª %s¤Ë¤«¤ï¤µ¤ì¤¿¡£", m_name);
2761 msg_format("You miss %s.", m_name);
2770 if (weak && !(*mdeath))
2773 msg_format("%s¤Ï¼å¤¯¤Ê¤Ã¤¿¤è¤¦¤À¡£", m_name);
2775 msg_format("%^s seems weakened.", m_name);
2778 if (drain_left != MAX_VAMPIRIC_DRAIN)
2782 chg_virtue(V_UNLIFE, 1);
2785 /* Mega-Hack -- apply earthquake brand */
2788 earthquake(py, px, 10);
2789 if (!cave[y][x].m_idx) *mdeath = TRUE;
2793 bool py_attack(int y, int x, int mode)
2796 bool mdeath = FALSE;
2797 bool stormbringer = FALSE;
2799 cave_type *c_ptr = &cave[y][x];
2800 monster_type *m_ptr = &m_list[c_ptr->m_idx];
2801 monster_race *r_ptr = &r_info[m_ptr->r_idx];
2804 /* Disturb the player */
2809 if (!p_ptr->migite && !p_ptr->hidarite &&
2810 !(p_ptr->muta2 & (MUT2_HORNS | MUT2_BEAK | MUT2_SCOR_TAIL | MUT2_TRUNK | MUT2_TENTACLES)))
2813 msg_format("%s¹¶·â¤Ç¤¤Ê¤¤¡£", (empty_hands(FALSE) == EMPTY_HAND_NONE) ? "ξ¼ê¤¬¤Õ¤µ¤¬¤Ã¤Æ" : "");
2815 msg_print("You cannot do attacking.");
2820 /* Extract monster name (or "it") */
2821 monster_desc(m_name, m_ptr, 0);
2825 /* Auto-Recall if possible and visible */
2826 if (!p_ptr->image) monster_race_track(m_ptr->ap_r_idx);
2828 /* Track a new monster */
2829 health_track(c_ptr->m_idx);
2832 if ((r_ptr->flags1 & RF1_FEMALE) &&
2833 !(p_ptr->stun || p_ptr->confused || p_ptr->image || !m_ptr->ml))
2835 if ((inventory[INVEN_RARM].name1 == ART_ZANTETSU) || (inventory[INVEN_LARM].name1 == ART_ZANTETSU))
2838 msg_print("ÀÛ¼Ô¡¢¤ª¤Ê¤´¤Ï»Â¤ì¤Ì¡ª");
2840 msg_print("I can not attack women!");
2846 if (d_info[dungeon_type].flags1 & DF1_NO_MELEE)
2849 msg_print("¤Ê¤¼¤«¹¶·â¤¹¤ë¤³¤È¤¬¤Ç¤¤Ê¤¤¡£");
2851 msg_print("Something prevent you from attacking.");
2856 /* Stop if friendly */
2857 if (!is_hostile(m_ptr) &&
2858 !(p_ptr->stun || p_ptr->confused || p_ptr->image ||
2859 p_ptr->shero || !m_ptr->ml))
2861 if (inventory[INVEN_RARM].name1 == ART_STORMBRINGER) stormbringer = TRUE;
2862 if (inventory[INVEN_LARM].name1 == ART_STORMBRINGER) stormbringer = TRUE;
2866 msg_format("¹õ¤¤¿Ï¤Ï¶¯ÍߤË%s¤ò¹¶·â¤·¤¿¡ª", m_name);
2868 msg_format("Your black blade greedily attacks %s!", m_name);
2870 chg_virtue(V_INDIVIDUALISM, 1);
2871 chg_virtue(V_HONOUR, -1);
2872 chg_virtue(V_JUSTICE, -1);
2873 chg_virtue(V_COMPASSION, -1);
2875 else if (p_ptr->pclass != CLASS_BERSERKER)
2878 if (get_check("ËÜÅö¤Ë¹¶·â¤·¤Þ¤¹¤«¡©"))
2880 if (get_check("Really hit it? "))
2883 chg_virtue(V_INDIVIDUALISM, 1);
2884 chg_virtue(V_HONOUR, -1);
2885 chg_virtue(V_JUSTICE, -1);
2886 chg_virtue(V_COMPASSION, -1);
2891 msg_format("%s¤ò¹¶·â¤¹¤ë¤Î¤ò»ß¤á¤¿¡£", m_name);
2893 msg_format("You stop to avoid hitting %s.", m_name);
2901 /* Handle player fear */
2907 msg_format("¶²¤¯¤Æ%s¤ò¹¶·â¤Ç¤¤Ê¤¤¡ª", m_name);
2909 msg_format("You are too afraid to attack %s!", m_name);
2914 msg_format ("¤½¤Ã¤Á¤Ë¤Ï²¿¤«¶²¤¤¤â¤Î¤¬¤¤¤ë¡ª");
2916 msg_format ("There is something scary in your way!");
2919 /* Disturb the monster */
2920 (void)set_monster_csleep(c_ptr->m_idx, 0);
2926 if (MON_CSLEEP(m_ptr)) /* It is not honorable etc to attack helpless victims */
2928 if (!(r_ptr->flags3 & RF3_EVIL) || one_in_(5)) chg_virtue(V_COMPASSION, -1);
2929 if (!(r_ptr->flags3 & RF3_EVIL) || one_in_(5)) chg_virtue(V_HONOUR, -1);
2932 if (p_ptr->migite && p_ptr->hidarite)
2934 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))
2936 if (p_ptr->skill_exp[GINOU_NITOURYU] < WEAPON_EXP_BEGINNER)
2937 p_ptr->skill_exp[GINOU_NITOURYU] += 80;
2938 else if(p_ptr->skill_exp[GINOU_NITOURYU] < WEAPON_EXP_SKILLED)
2939 p_ptr->skill_exp[GINOU_NITOURYU] += 4;
2940 else if(p_ptr->skill_exp[GINOU_NITOURYU] < WEAPON_EXP_EXPERT)
2941 p_ptr->skill_exp[GINOU_NITOURYU] += 1;
2942 else if(p_ptr->skill_exp[GINOU_NITOURYU] < WEAPON_EXP_MASTER)
2943 if (one_in_(3)) p_ptr->skill_exp[GINOU_NITOURYU] += 1;
2944 p_ptr->update |= (PU_BONUS);
2948 /* Gain riding experience */
2951 int cur = p_ptr->skill_exp[GINOU_RIDING];
2952 int max = s_info[p_ptr->pclass].s_max[GINOU_RIDING];
2956 int ridinglevel = r_info[m_list[p_ptr->riding].r_idx].level;
2957 int targetlevel = r_ptr->level;
2960 if ((cur / 200 - 5) < targetlevel)
2963 /* Extra experience */
2964 if ((cur / 100) < ridinglevel)
2966 if ((cur / 100 + 15) < ridinglevel)
2967 inc += 1 + (ridinglevel - (cur / 100 + 15));
2972 p_ptr->skill_exp[GINOU_RIDING] = MIN(max, cur + inc);
2974 p_ptr->update |= (PU_BONUS);
2978 riding_t_m_idx = c_ptr->m_idx;
2979 if (p_ptr->migite) py_attack_aux(y, x, &fear, &mdeath, 0, mode);
2980 if (p_ptr->hidarite && !mdeath) py_attack_aux(y, x, &fear, &mdeath, 1, mode);
2982 /* Mutations which yield extra 'natural' attacks */
2985 if ((p_ptr->muta2 & MUT2_HORNS) && !mdeath)
2986 natural_attack(c_ptr->m_idx, MUT2_HORNS, &fear, &mdeath);
2987 if ((p_ptr->muta2 & MUT2_BEAK) && !mdeath)
2988 natural_attack(c_ptr->m_idx, MUT2_BEAK, &fear, &mdeath);
2989 if ((p_ptr->muta2 & MUT2_SCOR_TAIL) && !mdeath)
2990 natural_attack(c_ptr->m_idx, MUT2_SCOR_TAIL, &fear, &mdeath);
2991 if ((p_ptr->muta2 & MUT2_TRUNK) && !mdeath)
2992 natural_attack(c_ptr->m_idx, MUT2_TRUNK, &fear, &mdeath);
2993 if ((p_ptr->muta2 & MUT2_TENTACLES) && !mdeath)
2994 natural_attack(c_ptr->m_idx, MUT2_TENTACLES, &fear, &mdeath);
2997 /* Hack -- delay fear messages */
2998 if (fear && m_ptr->ml && !mdeath)
3005 msg_format("%^s¤Ï¶²Éݤ·¤Æƨ¤²½Ð¤·¤¿¡ª", m_name);
3007 msg_format("%^s flees in terror!", m_name);
3012 if ((p_ptr->special_defense & KATA_IAI) && ((mode != HISSATSU_IAI) || mdeath))
3014 set_action(ACTION_NONE);
3021 bool pattern_seq(int c_y, int c_x, int n_y, int n_x)
3023 feature_type *cur_f_ptr = &f_info[cave[c_y][c_x].feat];
3024 feature_type *new_f_ptr = &f_info[cave[n_y][n_x].feat];
3025 bool is_pattern_tile_cur = have_flag(cur_f_ptr->flags, FF_PATTERN);
3026 bool is_pattern_tile_new = have_flag(new_f_ptr->flags, FF_PATTERN);
3027 int pattern_type_cur, pattern_type_new;
3029 if (!is_pattern_tile_cur && !is_pattern_tile_new) return TRUE;
3031 pattern_type_cur = is_pattern_tile_cur ? cur_f_ptr->subtype : NOT_PATTERN_TILE;
3032 pattern_type_new = is_pattern_tile_new ? new_f_ptr->subtype : NOT_PATTERN_TILE;
3034 if (pattern_type_new == PATTERN_TILE_START)
3036 if (!is_pattern_tile_cur && !p_ptr->confused && !p_ptr->stun && !p_ptr->image)
3039 if (get_check("¥Ñ¥¿¡¼¥ó¤Î¾å¤òÊ⤻Ϥá¤ë¤È¡¢Á´¤Æ¤òÊ⤫¤Ê¤±¤ì¤Ð¤Ê¤ê¤Þ¤»¤ó¡£¤¤¤¤¤Ç¤¹¤«¡©"))
3041 if (get_check("If you start walking the Pattern, you must walk the whole way. Ok? "))
3050 else if ((pattern_type_new == PATTERN_TILE_OLD) ||
3051 (pattern_type_new == PATTERN_TILE_END) ||
3052 (pattern_type_new == PATTERN_TILE_WRECKED))
3054 if (is_pattern_tile_cur)
3061 msg_print("¥Ñ¥¿¡¼¥ó¤Î¾å¤òÊ⤯¤Ë¤Ï¥¹¥¿¡¼¥ÈÃÏÅÀ¤«¤éÊ⤻Ϥá¤Ê¤¯¤Æ¤Ï¤Ê¤ê¤Þ¤»¤ó¡£");
3063 msg_print("You must start walking the Pattern from the startpoint.");
3069 else if ((pattern_type_new == PATTERN_TILE_TELEPORT) ||
3070 (pattern_type_cur == PATTERN_TILE_TELEPORT))
3074 else if (pattern_type_cur == PATTERN_TILE_START)
3076 if (is_pattern_tile_new)
3081 msg_print("¥Ñ¥¿¡¼¥ó¤Î¾å¤ÏÀµ¤·¤¤½ç½ø¤ÇÊ⤫¤Í¤Ð¤Ê¤ê¤Þ¤»¤ó¡£");
3083 msg_print("You must walk the Pattern in correct order.");
3089 else if ((pattern_type_cur == PATTERN_TILE_OLD) ||
3090 (pattern_type_cur == PATTERN_TILE_END) ||
3091 (pattern_type_cur == PATTERN_TILE_WRECKED))
3093 if (!is_pattern_tile_new)
3096 msg_print("¥Ñ¥¿¡¼¥ó¤òƧ¤ß³°¤·¤Æ¤Ï¤¤¤±¤Þ¤»¤ó¡£");
3098 msg_print("You may not step off from the Pattern.");
3110 if (!is_pattern_tile_cur)
3113 msg_print("¥Ñ¥¿¡¼¥ó¤Î¾å¤òÊ⤯¤Ë¤Ï¥¹¥¿¡¼¥ÈÃÏÅÀ¤«¤éÊ⤻Ϥá¤Ê¤¯¤Æ¤Ï¤Ê¤ê¤Þ¤»¤ó¡£");
3115 msg_print("You must start walking the Pattern from the startpoint.");
3122 byte ok_move = PATTERN_TILE_START;
3123 switch (pattern_type_cur)
3125 case PATTERN_TILE_1:
3126 ok_move = PATTERN_TILE_2;
3128 case PATTERN_TILE_2:
3129 ok_move = PATTERN_TILE_3;
3131 case PATTERN_TILE_3:
3132 ok_move = PATTERN_TILE_4;
3134 case PATTERN_TILE_4:
3135 ok_move = PATTERN_TILE_1;
3140 msg_format("¤ª¤«¤·¤Ê¥Ñ¥¿¡¼¥óÊâ¹Ô¡¢%d¡£", pattern_type_cur);
3142 msg_format("Funny Pattern walking, %d.", pattern_type_cur);
3145 return TRUE; /* Goof-up */
3148 if ((pattern_type_new == ok_move) ||
3149 (pattern_type_new == pattern_type_cur))
3153 if (!is_pattern_tile_new)
3155 msg_print("¥Ñ¥¿¡¼¥ó¤òƧ¤ß³°¤·¤Æ¤Ï¤¤¤±¤Þ¤»¤ó¡£");
3157 msg_print("You may not step off from the Pattern.");
3161 msg_print("¥Ñ¥¿¡¼¥ó¤Î¾å¤ÏÀµ¤·¤¤½ç½ø¤ÇÊ⤫¤Í¤Ð¤Ê¤ê¤Þ¤»¤ó¡£");
3163 msg_print("You must walk the Pattern in correct order.");
3173 bool player_can_enter(s16b feature, u16b mode)
3175 feature_type *f_ptr = &f_info[feature];
3177 if (p_ptr->riding) return monster_can_cross_terrain(feature, &r_info[m_list[p_ptr->riding].r_idx], mode | CEM_RIDING);
3180 if (have_flag(f_ptr->flags, FF_PATTERN))
3182 if (!(mode & CEM_P_CAN_ENTER_PATTERN)) return FALSE;
3186 if (have_flag(f_ptr->flags, FF_CAN_FLY) && p_ptr->levitation) return TRUE;
3187 if (have_flag(f_ptr->flags, FF_CAN_SWIM) && p_ptr->can_swim) return TRUE;
3188 if (have_flag(f_ptr->flags, FF_CAN_PASS) && p_ptr->pass_wall) return TRUE;
3190 if (!have_flag(f_ptr->flags, FF_MOVE)) return FALSE;
3199 bool move_player_effect(int ny, int nx, u32b mpe_mode)
3201 cave_type *c_ptr = &cave[ny][nx];
3202 feature_type *f_ptr = &f_info[c_ptr->feat];
3204 if (!(mpe_mode & MPE_STAYING))
3208 cave_type *oc_ptr = &cave[oy][ox];
3209 int om_idx = oc_ptr->m_idx;
3210 int nm_idx = c_ptr->m_idx;
3212 /* Move the player */
3216 /* Hack -- For moving monster or riding player's moving */
3217 if (!(mpe_mode & MPE_DONT_SWAP_MON))
3219 /* Swap two monsters */
3220 c_ptr->m_idx = om_idx;
3221 oc_ptr->m_idx = nm_idx;
3223 if (om_idx > 0) /* Monster on old spot (or p_ptr->riding) */
3225 monster_type *om_ptr = &m_list[om_idx];
3228 update_mon(om_idx, TRUE);
3231 if (nm_idx > 0) /* Monster on new spot */
3233 monster_type *nm_ptr = &m_list[nm_idx];
3236 update_mon(nm_idx, TRUE);
3240 /* Redraw old spot */
3243 /* Redraw new spot */
3246 /* Check for new panel (redraw map) */
3249 if (mpe_mode & MPE_FORGET_FLOW)
3253 /* Mega-Hack -- Forget the view */
3254 p_ptr->update |= (PU_UN_VIEW);
3257 p_ptr->redraw |= (PR_MAP);
3261 p_ptr->update |= (PU_VIEW | PU_LITE | PU_FLOW | PU_MON_LITE | PU_DISTANCE);
3264 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
3266 /* Remove "unsafe" flag */
3267 if ((!p_ptr->blind && !no_lite()) || !is_trap(c_ptr->feat)) c_ptr->info &= ~(CAVE_UNSAFE);
3269 /* For get everything when requested hehe I'm *NASTY* */
3270 if (dun_level && (d_info[dungeon_type].flags1 & DF1_FORGET)) wiz_dark();
3273 if (mpe_mode & MPE_HANDLE_STUFF) handle_stuff();
3275 if (p_ptr->pclass == CLASS_NINJA)
3277 if (c_ptr->info & (CAVE_GLOW)) set_superstealth(FALSE);
3278 else if (p_ptr->cur_lite <= 0) set_superstealth(TRUE);
3281 if ((p_ptr->action == ACTION_HAYAGAKE) &&
3282 (!have_flag(f_ptr->flags, FF_PROJECT) ||
3283 (!p_ptr->levitation && have_flag(f_ptr->flags, FF_DEEP))))
3286 msg_print("¤³¤³¤Ç¤ÏÁÇÁ᤯ư¤±¤Ê¤¤¡£");
3288 msg_print("You cannot run in here.");
3290 set_action(ACTION_NONE);
3294 if (mpe_mode & MPE_ENERGY_USE)
3296 if (music_singing(MUSIC_WALL))
3298 (void)project(0, 0, py, px, (60 + p_ptr->lev), GF_DISINTEGRATE,
3299 PROJECT_KILL | PROJECT_ITEM, -1);
3301 if (!player_bold(ny, nx) || p_ptr->is_dead || p_ptr->leaving) return FALSE;
3304 /* Spontaneous Searching */
3305 if ((p_ptr->skill_fos >= 50) || (0 == randint0(50 - p_ptr->skill_fos)))
3310 /* Continuous Searching */
3311 if (p_ptr->action == ACTION_SEARCH)
3317 /* Handle "objects" */
3318 if (!(mpe_mode & MPE_DONT_PICKUP))
3320 carry((mpe_mode & MPE_DO_PICKUP) ? TRUE : FALSE);
3323 /* Handle "store doors" */
3324 if (have_flag(f_ptr->flags, FF_STORE))
3330 /* Hack -- Enter store */
3331 command_new = SPECIAL_KEY_STORE;
3334 /* Handle "building doors" -KMW- */
3335 else if (have_flag(f_ptr->flags, FF_BLDG))
3341 /* Hack -- Enter building */
3342 command_new = SPECIAL_KEY_BUILDING;
3345 /* Handle quest areas -KMW- */
3346 else if (have_flag(f_ptr->flags, FF_QUEST_ENTER))
3352 /* Hack -- Enter quest level */
3353 command_new = SPECIAL_KEY_QUEST;
3356 else if (have_flag(f_ptr->flags, FF_QUEST_EXIT))
3358 if (quest[p_ptr->inside_quest].type == QUEST_TYPE_FIND_EXIT)
3360 if (record_fix_quest) do_cmd_write_nikki(NIKKI_FIX_QUEST_C, p_ptr->inside_quest, NULL);
3361 quest[p_ptr->inside_quest].status = QUEST_STATUS_COMPLETED;
3362 quest[p_ptr->inside_quest].complev = (byte)p_ptr->lev;
3364 msg_print("¥¯¥¨¥¹¥È¤òãÀ®¤·¤¿¡ª");
3366 msg_print("You accomplished your quest!");
3372 leave_quest_check();
3374 p_ptr->inside_quest = c_ptr->special;
3379 p_ptr->leaving = TRUE;
3382 /* Set off a trap */
3383 else if (have_flag(f_ptr->flags, FF_HIT_TRAP) && !(mpe_mode & MPE_STAYING))
3389 if (c_ptr->mimic || have_flag(f_ptr->flags, FF_SECRET))
3393 msg_print("¥È¥é¥Ã¥×¤À¡ª");
3395 msg_print("You found a trap!");
3399 disclose_grid(py, px);
3403 hit_trap((mpe_mode & MPE_BREAK_TRAP) ? TRUE : FALSE);
3405 if (!player_bold(ny, nx) || p_ptr->is_dead || p_ptr->leaving) return FALSE;
3408 /* Warn when leaving trap detected region */
3409 if (!(mpe_mode & MPE_STAYING) && (disturb_trap_detect || alert_trap_detect)
3410 && p_ptr->dtrap && !(c_ptr->info & CAVE_IN_DETECT))
3412 /* No duplicate warning */
3413 p_ptr->dtrap = FALSE;
3415 /* You are just on the edge */
3416 if (!(c_ptr->info & CAVE_UNSAFE))
3418 if (alert_trap_detect)
3421 msg_print("* Ãí°Õ:¤³¤ÎÀè¤Ï¥È¥é¥Ã¥×¤Î´¶ÃÎÈϰϳ°¤Ç¤¹¡ª *");
3423 msg_print("*Leaving trap detect region!*");
3427 if (disturb_trap_detect) disturb(0, 1);
3431 return player_bold(ny, nx) && !p_ptr->is_dead && !p_ptr->leaving;
3435 bool trap_can_be_ignored(int feat)
3437 feature_type *f_ptr = &f_info[feat];
3439 if (!have_flag(f_ptr->flags, FF_TRAP)) return TRUE;
3441 switch (f_ptr->subtype)
3445 case TRAP_SPIKED_PIT:
3446 case TRAP_POISON_PIT:
3447 if (p_ptr->levitation) return TRUE;
3450 if (p_ptr->anti_tele) return TRUE;
3453 if (p_ptr->immune_fire) return TRUE;
3456 if (p_ptr->immune_acid) return TRUE;
3459 if (p_ptr->resist_blind) return TRUE;
3462 if (p_ptr->resist_conf) return TRUE;
3465 if (p_ptr->resist_pois) return TRUE;
3468 if (p_ptr->free_act) return TRUE;
3477 * Determine if a "boundary" grid is "floor mimic"
3479 #define boundary_floor(C, F, MF) \
3480 ((C)->mimic && permanent_wall(F) && \
3481 (have_flag((MF)->flags, FF_MOVE) || have_flag((MF)->flags, FF_CAN_FLY)) && \
3482 have_flag((MF)->flags, FF_PROJECT) && \
3483 !have_flag((MF)->flags, FF_OPEN))
3486 * Move player in the given direction, with the given "pickup" flag.
3488 * This routine should (probably) always induce energy expenditure.
3490 * Note that moving will *always* take a turn, and will *always* hit
3491 * any monster which might be in the destination grid. Previously,
3492 * moving into walls was "free" and did NOT hit invisible monsters.
3494 void move_player(int dir, bool do_pickup, bool break_trap)
3496 /* Find the result of moving */
3497 int y = py + ddy[dir];
3498 int x = px + ddx[dir];
3500 /* Examine the destination */
3501 cave_type *c_ptr = &cave[y][x];
3503 feature_type *f_ptr = &f_info[c_ptr->feat];
3505 monster_type *m_ptr;
3507 monster_type *riding_m_ptr = &m_list[p_ptr->riding];
3508 monster_race *riding_r_ptr = &r_info[p_ptr->riding ? riding_m_ptr->r_idx : 0]; /* Paranoia */
3512 bool p_can_enter = player_can_enter(c_ptr->feat, CEM_P_CAN_ENTER_PATTERN);
3513 bool p_can_kill_walls = FALSE;
3514 bool stormbringer = FALSE;
3516 bool oktomove = TRUE;
3517 bool do_past = FALSE;
3520 if (!dun_level && !p_ptr->wild_mode &&
3521 ((x == 0) || (x == MAX_WID - 1) ||
3522 (y == 0) || (y == MAX_HGT - 1)))
3524 /* Can the player enter the grid? */
3525 if (c_ptr->mimic && player_can_enter(c_ptr->mimic, 0))
3527 /* Hack: move to new area */
3528 if ((y == 0) && (x == 0))
3530 p_ptr->wilderness_y--;
3531 p_ptr->wilderness_x--;
3532 p_ptr->oldpy = cur_hgt - 2;
3533 p_ptr->oldpx = cur_wid - 2;
3534 ambush_flag = FALSE;
3537 else if ((y == 0) && (x == MAX_WID - 1))
3539 p_ptr->wilderness_y--;
3540 p_ptr->wilderness_x++;
3541 p_ptr->oldpy = cur_hgt - 2;
3543 ambush_flag = FALSE;
3546 else if ((y == MAX_HGT - 1) && (x == 0))
3548 p_ptr->wilderness_y++;
3549 p_ptr->wilderness_x--;
3551 p_ptr->oldpx = cur_wid - 2;
3552 ambush_flag = FALSE;
3555 else if ((y == MAX_HGT - 1) && (x == MAX_WID - 1))
3557 p_ptr->wilderness_y++;
3558 p_ptr->wilderness_x++;
3561 ambush_flag = FALSE;
3566 p_ptr->wilderness_y--;
3567 p_ptr->oldpy = cur_hgt - 2;
3569 ambush_flag = FALSE;
3572 else if (y == MAX_HGT - 1)
3574 p_ptr->wilderness_y++;
3577 ambush_flag = FALSE;
3582 p_ptr->wilderness_x--;
3583 p_ptr->oldpx = cur_wid - 2;
3585 ambush_flag = FALSE;
3588 else if (x == MAX_WID - 1)
3590 p_ptr->wilderness_x++;
3593 ambush_flag = FALSE;
3596 p_ptr->leaving = TRUE;
3602 /* "Blocked" message appears later */
3603 /* oktomove = FALSE; */
3604 p_can_enter = FALSE;
3607 /* Get the monster */
3608 m_ptr = &m_list[c_ptr->m_idx];
3611 if (inventory[INVEN_RARM].name1 == ART_STORMBRINGER) stormbringer = TRUE;
3612 if (inventory[INVEN_LARM].name1 == ART_STORMBRINGER) stormbringer = TRUE;
3614 /* Player can not walk through "walls"... */
3615 /* unless in Shadow Form */
3616 p_can_kill_walls = p_ptr->kill_wall && have_flag(f_ptr->flags, FF_HURT_DISI) &&
3617 (!p_can_enter || !have_flag(f_ptr->flags, FF_LOS)) &&
3618 !have_flag(f_ptr->flags, FF_PERMANENT);
3620 /* Hack -- attack monsters */
3621 if (c_ptr->m_idx && (m_ptr->ml || p_can_enter || p_can_kill_walls))
3623 monster_race *r_ptr = &r_info[m_ptr->r_idx];
3625 /* Attack -- only if we can see it OR it is not in a wall */
3626 if (!is_hostile(m_ptr) &&
3627 !(p_ptr->confused || p_ptr->image || !m_ptr->ml || p_ptr->stun ||
3628 ((p_ptr->muta2 & MUT2_BERS_RAGE) && p_ptr->shero)) &&
3629 pattern_seq(py, px, y, x) && (p_can_enter || p_can_kill_walls))
3631 /* Disturb the monster */
3632 (void)set_monster_csleep(c_ptr->m_idx, 0);
3634 /* Extract monster name (or "it") */
3635 monster_desc(m_name, m_ptr, 0);
3639 /* Auto-Recall if possible and visible */
3640 if (!p_ptr->image) monster_race_track(m_ptr->ap_r_idx);
3642 /* Track a new monster */
3643 health_track(c_ptr->m_idx);
3647 if ((stormbringer && (randint1(1000) > 666)) || (p_ptr->pclass == CLASS_BERSERKER))
3652 else if (monster_can_cross_terrain(cave[py][px].feat, r_ptr, 0))
3659 msg_format("%^s¤¬¼ÙËâ¤À¡ª", m_name);
3661 msg_format("%^s is in your way!", m_name);
3668 /* now continue on to 'movement' */
3677 if (oktomove && p_ptr->riding)
3679 if (riding_r_ptr->flags1 & RF1_NEVER_MOVE)
3682 msg_print("Æ°¤±¤Ê¤¤¡ª");
3684 msg_print("Can't move!");
3690 else if (MON_MONFEAR(riding_m_ptr))
3694 /* Acquire the monster name */
3695 monster_desc(m_name, riding_m_ptr, 0);
3697 /* Dump a message */
3699 msg_format("%s¤¬¶²Éݤ·¤Æ¤¤¤ÆÀ©¸æ¤Ç¤¤Ê¤¤¡£", m_name);
3701 msg_format("%^s is too scared to control.", m_name);
3706 else if (p_ptr->riding_ryoute)
3711 else if (have_flag(f_ptr->flags, FF_CAN_FLY) && (riding_r_ptr->flags7 & RF7_CAN_FLY))
3715 else if (have_flag(f_ptr->flags, FF_CAN_SWIM) && (riding_r_ptr->flags7 & RF7_CAN_SWIM))
3719 else if (have_flag(f_ptr->flags, FF_WATER) &&
3720 !(riding_r_ptr->flags7 & RF7_AQUATIC) &&
3721 (have_flag(f_ptr->flags, FF_DEEP) || (riding_r_ptr->flags2 & RF2_AURA_FIRE)))
3724 msg_format("%s¤Î¾å¤Ë¹Ô¤±¤Ê¤¤¡£", f_name + f_info[get_feat_mimic(c_ptr)].name);
3726 msg_print("Can't swim.");
3732 else if (!have_flag(f_ptr->flags, FF_WATER) && (riding_r_ptr->flags7 & RF7_AQUATIC))
3735 msg_format("%s¤«¤é¾å¤¬¤ì¤Ê¤¤¡£", f_name + f_info[get_feat_mimic(&cave[py][px])].name);
3737 msg_print("Can't land.");
3743 else if (have_flag(f_ptr->flags, FF_LAVA) && !(riding_r_ptr->flagsr & RFR_EFF_IM_FIRE_MASK))
3746 msg_format("%s¤Î¾å¤Ë¹Ô¤±¤Ê¤¤¡£", f_name + f_info[get_feat_mimic(c_ptr)].name);
3748 msg_print("Too hot to go through.");
3755 if (oktomove && MON_STUNNED(riding_m_ptr) && one_in_(2))
3758 monster_desc(m_name, riding_m_ptr, 0);
3760 msg_format("%s¤¬Û¯Û°¤È¤·¤Æ¤¤¤Æ¤¦¤Þ¤¯Æ°¤±¤Ê¤¤¡ª",m_name);
3762 msg_format("You cannot control stunned %s!",m_name);
3773 else if (!have_flag(f_ptr->flags, FF_MOVE) && have_flag(f_ptr->flags, FF_CAN_FLY) && !p_ptr->levitation)
3776 msg_format("¶õ¤òÈô¤Ð¤Ê¤¤¤È%s¤Î¾å¤Ë¤Ï¹Ô¤±¤Ê¤¤¡£", f_name + f_info[get_feat_mimic(c_ptr)].name);
3778 msg_format("You need to fly to go through the %s.", f_name + f_info[get_feat_mimic(c_ptr)].name);
3787 * Player can move through trees and
3788 * has effective -10 speed
3789 * Rangers can move without penality
3791 else if (have_flag(f_ptr->flags, FF_TREE) && !p_can_kill_walls)
3793 if ((p_ptr->pclass != CLASS_RANGER) && !p_ptr->levitation && (!p_ptr->riding || !(riding_r_ptr->flags8 & RF8_WILD_WOOD))) energy_use *= 2;
3796 #ifdef ALLOW_EASY_DISARM /* TNB */
3798 /* Disarm a visible trap */
3799 else if ((do_pickup != easy_disarm) && have_flag(f_ptr->flags, FF_DISARM) && !c_ptr->mimic)
3801 if (!trap_can_be_ignored(c_ptr->feat))
3803 (void)do_cmd_disarm_aux(y, x, dir);
3808 #endif /* ALLOW_EASY_DISARM -- TNB */
3810 /* Player can not walk through "walls" unless in wraith form...*/
3811 else if (!p_can_enter && !p_can_kill_walls)
3813 /* Feature code (applying "mimic" field) */
3814 s16b feat = get_feat_mimic(c_ptr);
3815 feature_type *mimic_f_ptr = &f_info[feat];
3816 cptr name = f_name + mimic_f_ptr->name;
3820 /* Notice things in the dark */
3821 if (!(c_ptr->info & CAVE_MARK) && !player_can_see_bold(y, x))
3823 /* Boundary floor mimic */
3824 if (boundary_floor(c_ptr, f_ptr, mimic_f_ptr))
3827 msg_print("¤½¤ì°Ê¾åÀè¤Ë¤Ï¿Ê¤á¤Ê¤¤¤è¤¦¤À¡£");
3829 msg_print("You feel you cannot go any more.");
3833 /* Wall (or secret door) */
3837 msg_format("%s¤¬¹Ô¤¯¼ê¤ò¤Ï¤Ð¤ó¤Ç¤¤¤ë¤è¤¦¤À¡£", name);
3839 msg_format("You feel %s %s blocking your way.",
3840 is_a_vowel(name[0]) ? "an" : "a", name);
3843 c_ptr->info |= (CAVE_MARK);
3851 /* Boundary floor mimic */
3852 if (boundary_floor(c_ptr, f_ptr, mimic_f_ptr))
3855 msg_print("¤½¤ì°Ê¾åÀè¤Ë¤Ï¿Ê¤á¤Ê¤¤¡£");
3857 msg_print("You cannot go any more.");
3860 if (!(p_ptr->confused || p_ptr->stun || p_ptr->image))
3864 /* Wall (or secret door) */
3867 #ifdef ALLOW_EASY_OPEN
3869 if (easy_open && is_closed_door(feat) && easy_open_door(y, x)) return;
3870 #endif /* ALLOW_EASY_OPEN */
3873 msg_format("%s¤¬¹Ô¤¯¼ê¤ò¤Ï¤Ð¤ó¤Ç¤¤¤ë¡£", name);
3875 msg_format("There is %s %s blocking your way.",
3876 is_a_vowel(name[0]) ? "an" : "a", name);
3880 * Well, it makes sense that you lose time bumping into
3881 * a wall _if_ you are confused, stunned or blind; but
3882 * typing mistakes should not cost you a turn...
3884 if (!(p_ptr->confused || p_ptr->stun || p_ptr->image))
3889 /* Disturb the player */
3893 if (!boundary_floor(c_ptr, f_ptr, mimic_f_ptr)) sound(SOUND_HITWALL);
3896 /* Normal movement */
3897 if (oktomove && !pattern_seq(py, px, y, x))
3899 if (!(p_ptr->confused || p_ptr->stun || p_ptr->image))
3904 /* To avoid a loop with running */
3910 /* Normal movement */
3913 u32b mpe_mode = MPE_ENERGY_USE;
3917 if (!process_warning(x, y))
3927 msg_format("%s¤ò²¡¤·Âऱ¤¿¡£", m_name);
3929 msg_format("You push past %s.", m_name);
3933 /* Change oldpx and oldpy to place the player well when going back to big mode */
3934 if (p_ptr->wild_mode)
3936 if (ddy[dir] > 0) p_ptr->oldpy = 1;
3937 if (ddy[dir] < 0) p_ptr->oldpy = MAX_HGT - 2;
3938 if (ddy[dir] == 0) p_ptr->oldpy = MAX_HGT / 2;
3939 if (ddx[dir] > 0) p_ptr->oldpx = 1;
3940 if (ddx[dir] < 0) p_ptr->oldpx = MAX_WID - 2;
3941 if (ddx[dir] == 0) p_ptr->oldpx = MAX_WID / 2;
3944 if (p_can_kill_walls)
3946 cave_alter_feat(y, x, FF_HURT_DISI);
3948 /* Update some things -- similar to GF_KILL_WALL */
3949 p_ptr->update |= (PU_FLOW);
3953 /* sound(SOUND_WALK); */
3955 #ifdef ALLOW_EASY_DISARM /* TNB */
3957 if (do_pickup != always_pickup) mpe_mode |= MPE_DO_PICKUP;
3959 #else /* ALLOW_EASY_DISARM -- TNB */
3961 if (do_pickup) mpe_mode |= MPE_DO_PICKUP;
3963 #endif /* ALLOW_EASY_DISARM -- TNB */
3965 if (break_trap) mpe_mode |= MPE_BREAK_TRAP;
3967 /* Move the player */
3968 (void)move_player_effect(y, x, mpe_mode);
3973 static bool ignore_avoid_run;
3976 * Hack -- Check for a "known wall" (see below)
3978 static int see_wall(int dir, int y, int x)
3982 /* Get the new location */
3986 /* Illegal grids are not known walls */
3987 if (!in_bounds2(y, x)) return (FALSE);
3990 c_ptr = &cave[y][x];
3992 /* Must be known to the player */
3993 if (c_ptr->info & (CAVE_MARK))
3995 /* Feature code (applying "mimic" field) */
3996 s16b feat = get_feat_mimic(c_ptr);
3997 feature_type *f_ptr = &f_info[feat];
3999 /* Wall grids are known walls */
4000 if (!player_can_enter(feat, 0)) return !have_flag(f_ptr->flags, FF_DOOR);
4002 /* Don't run on a tree unless explicitly requested */
4003 if (have_flag(f_ptr->flags, FF_AVOID_RUN) && !ignore_avoid_run)
4006 /* Don't run in a wall */
4007 if (!have_flag(f_ptr->flags, FF_MOVE) && !have_flag(f_ptr->flags, FF_CAN_FLY))
4008 return !have_flag(f_ptr->flags, FF_DOOR);
4016 * Hack -- Check for an "unknown corner" (see below)
4018 static int see_nothing(int dir, int y, int x)
4020 /* Get the new location */
4024 /* Illegal grids are unknown */
4025 if (!in_bounds2(y, x)) return (TRUE);
4027 /* Memorized grids are always known */
4028 if (cave[y][x].info & (CAVE_MARK)) return (FALSE);
4030 /* Viewable door/wall grids are known */
4031 if (player_can_see_bold(y, x)) return (FALSE);
4042 * The running algorithm: -CJS-
4044 * In the diagrams below, the player has just arrived in the
4045 * grid marked as '@', and he has just come from a grid marked
4046 * as 'o', and he is about to enter the grid marked as 'x'.
4048 * Of course, if the "requested" move was impossible, then you
4049 * will of course be blocked, and will stop.
4051 * Overview: You keep moving until something interesting happens.
4052 * If you are in an enclosed space, you follow corners. This is
4053 * the usual corridor scheme. If you are in an open space, you go
4054 * straight, but stop before entering enclosed space. This is
4055 * analogous to reaching doorways. If you have enclosed space on
4056 * one side only (that is, running along side a wall) stop if
4057 * your wall opens out, or your open space closes in. Either case
4058 * corresponds to a doorway.
4060 * What happens depends on what you can really SEE. (i.e. if you
4061 * have no light, then running along a dark corridor is JUST like
4062 * running in a dark room.) The algorithm works equally well in
4063 * corridors, rooms, mine tailings, earthquake rubble, etc, etc.
4065 * These conditions are kept in static memory:
4066 * find_openarea You are in the open on at least one
4068 * find_breakleft You have a wall on the left, and will
4070 * find_breakright You have a wall on the right, and will
4073 * To initialize these conditions, we examine the grids adjacent
4074 * to the grid marked 'x', two on each side (marked 'L' and 'R').
4075 * If either one of the two grids on a given side is seen to be
4076 * closed, then that side is considered to be closed. If both
4077 * sides are closed, then it is an enclosed (corridor) run.
4083 * Looking at more than just the immediate squares is
4084 * significant. Consider the following case. A run along the
4085 * corridor will stop just before entering the center point,
4086 * because a choice is clearly established. Running in any of
4087 * three available directions will be defined as a corridor run.
4088 * Note that a minor hack is inserted to make the angled corridor
4089 * entry (with one side blocked near and the other side blocked
4090 * further away from the runner) work correctly. The runner moves
4091 * diagonally, but then saves the previous direction as being
4092 * straight into the gap. Otherwise, the tail end of the other
4093 * entry would be perceived as an alternative on the next move.
4101 * Likewise, a run along a wall, and then into a doorway (two
4102 * runs) will work correctly. A single run rightwards from @ will
4103 * stop at 1. Another run right and down will enter the corridor
4104 * and make the corner, stopping at the 2.
4106 * ##################
4108 * ########### ######
4112 * After any move, the function area_affect is called to
4113 * determine the new surroundings, and the direction of
4114 * subsequent moves. It examines the current player location
4115 * (at which the runner has just arrived) and the previous
4116 * direction (from which the runner is considered to have come).
4118 * Moving one square in some direction places you adjacent to
4119 * three or five new squares (for straight and diagonal moves
4120 * respectively) to which you were not previously adjacent,
4121 * marked as '!' in the diagrams below.
4124 * .o@! (normal) .o.! (diagonal)
4125 * ...! (east) ..@! (south east)
4128 * You STOP if any of the new squares are interesting in any way:
4129 * for example, if they contain visible monsters or treasure.
4131 * You STOP if any of the newly adjacent squares seem to be open,
4132 * and you are also looking for a break on that side. (that is,
4133 * find_openarea AND find_break).
4135 * You STOP if any of the newly adjacent squares do NOT seem to be
4136 * open and you are in an open area, and that side was previously
4139 * Corners: If you are not in the open (i.e. you are in a corridor)
4140 * and there is only one way to go in the new squares, then turn in
4141 * that direction. If there are more than two new ways to go, STOP.
4142 * If there are two ways to go, and those ways are separated by a
4143 * square which does not seem to be open, then STOP.
4145 * Otherwise, we have a potential corner. There are two new open
4146 * squares, which are also adjacent. One of the new squares is
4147 * diagonally located, the other is straight on (as in the diagram).
4148 * We consider two more squares further out (marked below as ?).
4150 * We assign "option" to the straight-on grid, and "option2" to the
4151 * diagonal grid, and "check_dir" to the grid marked 's'.
4157 * If they are both seen to be closed, then it is seen that no benefit
4158 * is gained from moving straight. It is a known corner. To cut the
4159 * corner, go diagonally, otherwise go straight, but pretend you
4160 * stepped diagonally into that next location for a full view next
4161 * time. Conversely, if one of the ? squares is not seen to be closed,
4162 * then there is a potential choice. We check to see whether it is a
4163 * potential corner or an intersection/room entrance. If the square
4164 * two spaces straight ahead, and the space marked with 's' are both
4165 * unknown space, then it is a potential corner and enter if
4166 * find_examine is set, otherwise must stop because it is not a
4167 * corner. (find_examine option is removed and always is TRUE.)
4174 * Hack -- allow quick "cycling" through the legal directions
4176 static byte cycle[] =
4177 { 1, 2, 3, 6, 9, 8, 7, 4, 1, 2, 3, 6, 9, 8, 7, 4, 1 };
4180 * Hack -- map each direction into the "middle" of the "cycle[]" array
4182 static byte chome[] =
4183 { 0, 8, 9, 10, 7, 0, 11, 6, 5, 4 };
4186 * The direction we are running
4188 static byte find_current;
4191 * The direction we came from
4193 static byte find_prevdir;
4196 * We are looking for open area
4198 static bool find_openarea;
4201 * We are looking for a break
4203 static bool find_breakright;
4204 static bool find_breakleft;
4209 * Initialize the running algorithm for a new direction.
4211 * Diagonal Corridor -- allow diaginal entry into corridors.
4213 * Blunt Corridor -- If there is a wall two spaces ahead and
4214 * we seem to be in a corridor, then force a turn into the side
4215 * corridor, must be moving straight into a corridor here. ???
4217 * Diagonal Corridor Blunt Corridor (?)
4222 static void run_init(int dir)
4224 int row, col, deepleft, deepright;
4225 int i, shortleft, shortright;
4228 /* Save the direction */
4231 /* Assume running straight */
4234 /* Assume looking for open area */
4235 find_openarea = TRUE;
4237 /* Assume not looking for breaks */
4238 find_breakright = find_breakleft = FALSE;
4240 /* Assume no nearby walls */
4241 deepleft = deepright = FALSE;
4242 shortright = shortleft = FALSE;
4247 /* Find the destination grid */
4248 row = py + ddy[dir];
4249 col = px + ddx[dir];
4251 ignore_avoid_run = cave_have_flag_bold(row, col, FF_AVOID_RUN);
4253 /* Extract cycle index */
4256 /* Check for walls */
4257 if (see_wall(cycle[i+1], py, px))
4259 find_breakleft = TRUE;
4262 else if (see_wall(cycle[i+1], row, col))
4264 find_breakleft = TRUE;
4268 /* Check for walls */
4269 if (see_wall(cycle[i-1], py, px))
4271 find_breakright = TRUE;
4274 else if (see_wall(cycle[i-1], row, col))
4276 find_breakright = TRUE;
4280 /* Looking for a break */
4281 if (find_breakleft && find_breakright)
4283 /* Not looking for open area */
4284 find_openarea = FALSE;
4286 /* Hack -- allow angled corridor entry */
4289 if (deepleft && !deepright)
4291 find_prevdir = cycle[i - 1];
4293 else if (deepright && !deepleft)
4295 find_prevdir = cycle[i + 1];
4299 /* Hack -- allow blunt corridor entry */
4300 else if (see_wall(cycle[i], row, col))
4302 if (shortleft && !shortright)
4304 find_prevdir = cycle[i - 2];
4306 else if (shortright && !shortleft)
4308 find_prevdir = cycle[i + 2];
4316 * Update the current "run" path
4318 * Return TRUE if the running should be stopped
4320 static bool run_test(void)
4322 int prev_dir, new_dir, check_dir = 0;
4325 int option = 0, option2 = 0;
4328 feature_type *f_ptr;
4330 /* Where we came from */
4331 prev_dir = find_prevdir;
4334 /* Range of newly adjacent grids */
4335 max = (prev_dir & 0x01) + 1;
4337 /* break run when leaving trap detected region */
4338 if ((disturb_trap_detect || alert_trap_detect)
4339 && p_ptr->dtrap && !(cave[py][px].info & CAVE_IN_DETECT))
4341 /* No duplicate warning */
4342 p_ptr->dtrap = FALSE;
4344 /* You are just on the edge */
4345 if (!(cave[py][px].info & CAVE_UNSAFE))
4347 if (alert_trap_detect)
4350 msg_print("* Ãí°Õ:¤³¤ÎÀè¤Ï¥È¥é¥Ã¥×¤Î´¶ÃÎÈϰϳ°¤Ç¤¹¡ª *");
4352 msg_print("*Leaving trap detect region!*");
4356 if (disturb_trap_detect)
4364 /* Look at every newly adjacent square. */
4365 for (i = -max; i <= max; i++)
4367 s16b this_o_idx, next_o_idx = 0;
4370 new_dir = cycle[chome[prev_dir] + i];
4373 row = py + ddy[new_dir];
4374 col = px + ddx[new_dir];
4377 c_ptr = &cave[row][col];
4379 /* Feature code (applying "mimic" field) */
4380 feat = get_feat_mimic(c_ptr);
4381 f_ptr = &f_info[feat];
4383 /* Visible monsters abort running */
4386 monster_type *m_ptr = &m_list[c_ptr->m_idx];
4388 /* Visible monster */
4389 if (m_ptr->ml) return (TRUE);
4392 /* Visible objects abort running */
4393 for (this_o_idx = c_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
4397 /* Acquire object */
4398 o_ptr = &o_list[this_o_idx];
4400 /* Acquire next object */
4401 next_o_idx = o_ptr->next_o_idx;
4403 /* Visible object */
4404 if (o_ptr->marked & OM_FOUND) return (TRUE);
4407 /* Assume unknown */
4410 /* Check memorized grids */
4411 if (c_ptr->info & (CAVE_MARK))
4413 bool notice = have_flag(f_ptr->flags, FF_NOTICE);
4415 if (notice && have_flag(f_ptr->flags, FF_MOVE))
4418 if (find_ignore_doors && have_flag(f_ptr->flags, FF_DOOR) && have_flag(f_ptr->flags, FF_CLOSE))
4420 /* Option -- ignore */
4425 else if (find_ignore_stairs && have_flag(f_ptr->flags, FF_STAIRS))
4427 /* Option -- ignore */
4432 else if (have_flag(f_ptr->flags, FF_LAVA) && (p_ptr->immune_fire || IS_INVULN()))
4439 else if (have_flag(f_ptr->flags, FF_WATER) && have_flag(f_ptr->flags, FF_DEEP) &&
4440 (p_ptr->levitation || p_ptr->can_swim || (p_ptr->total_weight <= weight_limit())))
4447 /* Interesting feature */
4448 if (notice) return (TRUE);
4450 /* The grid is "visible" */
4454 /* Analyze unknown grids and floors considering mimic */
4455 if (inv || !see_wall(0, row, col))
4457 /* Looking for open area */
4463 /* The first new direction. */
4469 /* Three new directions. Stop running. */
4475 /* Two non-adjacent new directions. Stop running. */
4476 else if (option != cycle[chome[prev_dir] + i - 1])
4481 /* Two new (adjacent) directions (case 1) */
4482 else if (new_dir & 0x01)
4484 check_dir = cycle[chome[prev_dir] + i - 2];
4488 /* Two new (adjacent) directions (case 2) */
4491 check_dir = cycle[chome[prev_dir] + i + 1];
4497 /* Obstacle, while looking for open area */
4504 /* Break to the right */
4505 find_breakright = TRUE;
4510 /* Break to the left */
4511 find_breakleft = TRUE;
4517 /* Looking for open area */
4520 /* Hack -- look again */
4521 for (i = -max; i < 0; i++)
4523 /* Unknown grid or non-wall */
4524 if (!see_wall(cycle[chome[prev_dir] + i], py, px))
4526 /* Looking to break right */
4527 if (find_breakright)
4536 /* Looking to break left */
4544 /* Hack -- look again */
4545 for (i = max; i > 0; i--)
4547 /* Unknown grid or non-wall */
4548 if (!see_wall(cycle[chome[prev_dir] + i], py, px))
4550 /* Looking to break left */
4560 /* Looking to break right */
4561 if (find_breakright)
4569 /* Not looking for open area */
4581 /* Primary option */
4582 find_current = option;
4584 /* No other options */
4585 find_prevdir = option;
4588 /* Two options, examining corners */
4591 /* Primary option */
4592 find_current = option;
4594 /* Hack -- allow curving */
4595 find_prevdir = option2;
4598 /* Two options, pick one */
4601 /* Get next location */
4602 row = py + ddy[option];
4603 col = px + ddx[option];
4605 /* Don't see that it is closed off. */
4606 /* This could be a potential corner or an intersection. */
4607 if (!see_wall(option, row, col) ||
4608 !see_wall(check_dir, row, col))
4610 /* Can not see anything ahead and in the direction we */
4611 /* are turning, assume that it is a potential corner. */
4612 if (see_nothing(option, row, col) &&
4613 see_nothing(option2, row, col))
4615 find_current = option;
4616 find_prevdir = option2;
4619 /* STOP: we are next to an intersection or a room */
4626 /* This corner is seen to be enclosed; we cut the corner. */
4629 find_current = option2;
4630 find_prevdir = option2;
4633 /* This corner is seen to be enclosed, and we */
4634 /* deliberately go the long way. */
4637 find_current = option;
4638 find_prevdir = option2;
4643 /* About to hit a known wall, stop */
4644 if (see_wall(find_current, py, px))
4656 * Take one step along the current "run" path
4658 void run_step(int dir)
4663 /* Ignore AVOID_RUN on a first step */
4664 ignore_avoid_run = TRUE;
4666 /* Hack -- do not start silly run */
4667 if (see_wall(dir, py, px))
4671 msg_print("¤½¤ÎÊý¸þ¤Ë¤ÏÁö¤ì¤Þ¤»¤ó¡£");
4673 msg_print("You cannot run in that direction.");
4701 /* Decrease the run counter */
4702 if (--running <= 0) return;
4707 /* Move the player, using the "pickup" flag */
4708 #ifdef ALLOW_EASY_DISARM /* TNB */
4710 move_player(find_current, FALSE, FALSE);
4712 #else /* ALLOW_EASY_DISARM -- TNB */
4714 move_player(find_current, always_pickup, FALSE);
4716 #endif /* ALLOW_EASY_DISARM -- TNB */
4718 if (player_bold(p_ptr->run_py, p_ptr->run_px))
4729 * Test for traveling
4731 static int travel_test(int prev_dir)
4735 const cave_type *c_ptr;
4738 /* Cannot travel when blind */
4739 if (p_ptr->blind || no_lite())
4741 msg_print(_("Ìܤ¬¸«¤¨¤Ê¤¤¡ª", "You cannot see!"));
4745 /* break run when leaving trap detected region */
4746 if ((disturb_trap_detect || alert_trap_detect)
4747 && p_ptr->dtrap && !(cave[py][px].info & CAVE_IN_DETECT))
4749 /* No duplicate warning */
4750 p_ptr->dtrap = FALSE;
4752 /* You are just on the edge */
4753 if (!(cave[py][px].info & CAVE_UNSAFE))
4755 if (alert_trap_detect)
4758 msg_print("* Ãí°Õ:¤³¤ÎÀè¤Ï¥È¥é¥Ã¥×¤Î´¶ÃÎÈϰϳ°¤Ç¤¹¡ª *");
4760 msg_print("*Leaving trap detect region!*");
4764 if (disturb_trap_detect)
4772 /* Range of newly adjacent grids */
4773 max = (prev_dir & 0x01) + 1;
4775 /* Look at every newly adjacent square. */
4776 for (i = -max; i <= max; i++)
4779 int dir = cycle[chome[prev_dir] + i];
4782 int row = py + ddy[dir];
4783 int col = px + ddx[dir];
4786 c_ptr = &cave[row][col];
4788 /* Visible monsters abort running */
4791 monster_type *m_ptr = &m_list[c_ptr->m_idx];
4793 /* Visible monster */
4794 if (m_ptr->ml) return (0);
4799 /* Travel cost of current grid */
4800 cost = travel.cost[py][px];
4802 /* Determine travel direction */
4803 for (i = 0; i < 8; ++ i) {
4804 int dir_cost = travel.cost[py+ddy_ddd[i]][px+ddx_ddd[i]];
4806 if (dir_cost < cost)
4813 if (!new_dir) return (0);
4815 /* Access newly move grid */
4816 c_ptr = &cave[py+ddy[new_dir]][px+ddx[new_dir]];
4818 /* Close door abort traveling */
4819 if (!easy_open && is_closed_door(c_ptr->feat)) return (0);
4821 /* Visible and unignorable trap abort tarveling */
4822 if (!c_ptr->mimic && !trap_can_be_ignored(c_ptr->feat)) return (0);
4832 void travel_step(void)
4834 /* Get travel direction */
4835 travel.dir = travel_test(travel.dir);
4840 if (travel.run == 255)
4843 msg_print("Æ»¶Ú¤¬¸«¤Ä¤«¤ê¤Þ¤»¤ó¡ª");
4845 msg_print("No route is found!");
4854 move_player(travel.dir, always_pickup, FALSE);
4856 if ((py == travel.y) && (px == travel.x))
4858 else if (travel.run > 0)
4862 Term_xtra(TERM_XTRA_DELAY, delay_factor);