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
402 s16b this_o_idx, next_o_idx = 0;
407 /* Start with base search ability */
408 chance = p_ptr->skill_srh;
410 /* Penalize various conditions */
411 if (p_ptr->blind || no_lite()) chance = chance / 10;
412 if (p_ptr->confused || p_ptr->image) chance = chance / 10;
414 /* Search the nearby grids, which are always in bounds */
415 for (y = (py - 1); y <= (py + 1); y++)
417 for (x = (px - 1); x <= (px + 1); x++)
419 /* Sometimes, notice things */
420 if (randint0(100) < chance)
422 /* Access the grid */
426 if (c_ptr->mimic && is_trap(c_ptr->feat))
433 msg_print("¥È¥é¥Ã¥×¤òȯ¸«¤·¤¿¡£");
435 msg_print("You have found a trap.");
443 if (is_hidden_door(c_ptr))
447 msg_print("±£¤·¥É¥¢¤òȯ¸«¤·¤¿¡£");
449 msg_print("You have found a secret door.");
459 /* Scan all objects in the grid */
460 for (this_o_idx = c_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
465 o_ptr = &o_list[this_o_idx];
467 /* Acquire next object */
468 next_o_idx = o_ptr->next_o_idx;
470 /* Skip non-chests */
471 if (o_ptr->tval != TV_CHEST) continue;
473 /* Skip non-trapped chests */
474 if (!chest_traps[o_ptr->pval]) continue;
477 if (!object_is_known(o_ptr))
481 msg_print("È¢¤Ë»Å³Ý¤±¤é¤ì¤¿¥È¥é¥Ã¥×¤òȯ¸«¤·¤¿¡ª");
483 msg_print("You have discovered a trap on the chest!");
500 * Helper routine for py_pickup() and py_pickup_floor().
502 * Add the given dungeon object to the character's inventory.
504 * Delete the object afterwards.
506 void py_pickup_aux(int o_idx)
512 * ¥¢¥¤¥Æ¥à¤ò½¦¤Ã¤¿ºÝ¤Ë¡Ö£²¤Ä¤Î¥±¡¼¥¤ò»ý¤Ã¤Æ¤¤¤ë¡×
513 * "You have two cakes." ¤È¥¢¥¤¥Æ¥à¤ò½¦¤Ã¤¿¸å¤Î¹ç·×¤Î¤ß¤Îɽ¼¨¤¬¥ª¥ê¥¸¥Ê¥ë
515 * ¤¢¤ë¤È¤¤¤¦»ØŦ¤ò¤¦¤±¤¿¤Î¤Ç¡¢¡Ö¡Á¤ò½¦¤Ã¤¿¡¢¡Á¤ò»ý¤Ã¤Æ¤¤¤ë¡×¤È¤¤¤¦É½¼¨
516 * ¤Ë¤«¤¨¤Æ¤¢¤ë¡£¤½¤Î¤¿¤á¤ÎÇÛÎó¡£
518 char o_name[MAX_NLEN];
519 char old_name[MAX_NLEN];
523 char o_name[MAX_NLEN];
528 o_ptr = &o_list[o_idx];
531 /* Describe the object */
532 object_desc(old_name, o_ptr, OD_NAME_ONLY);
533 object_desc_kosuu(kazu_str, o_ptr);
534 hirottakazu = o_ptr->number;
536 /* Carry the object */
537 slot = inven_carry(o_ptr);
539 /* Get the object again */
540 o_ptr = &inventory[slot];
542 /* Delete the object */
543 delete_object_idx(o_idx);
545 if (p_ptr->pseikaku == SEIKAKU_MUNCHKIN)
547 bool old_known = identify_item(o_ptr);
549 /* Auto-inscription/destroy */
550 autopick_alter_item(slot, (bool)(destroy_identify && !old_known));
552 /* If it is destroyed, don't pick it up */
553 if (o_ptr->marked & OM_AUTODESTROY) return;
556 /* Describe the object */
557 object_desc(o_name, o_ptr, 0);
561 if ((o_ptr->name1 == ART_CRIMSON) && (p_ptr->pseikaku == SEIKAKU_COMBAT))
563 msg_format("¤³¤¦¤·¤Æ¡¢%s¤Ï¡Ø¥¯¥ê¥à¥¾¥ó¡Ù¤ò¼ê¤ËÆþ¤ì¤¿¡£", player_name);
564 msg_print("¤·¤«¤·º£¡¢¡Øº®Æ٤Υµ¡¼¥Ú¥ó¥È¡Ù¤ÎÊü¤Ã¤¿¥â¥ó¥¹¥¿¡¼¤¬¡¢");
565 msg_format("%s¤Ë½±¤¤¤«¤«¤ë¡¥¡¥¡¥", player_name);
571 msg_format("%s(%c)¤ò»ý¤Ã¤Æ¤¤¤ë¡£",o_name, index_to_label(slot));
575 if (o_ptr->number > hirottakazu) {
576 msg_format("%s½¦¤Ã¤Æ¡¢%s(%c)¤ò»ý¤Ã¤Æ¤¤¤ë¡£",
577 kazu_str, o_name, index_to_label(slot));
579 msg_format("%s(%c)¤ò½¦¤Ã¤¿¡£", o_name, index_to_label(slot));
583 strcpy(record_o_name, old_name);
585 msg_format("You have %s (%c).", o_name, index_to_label(slot));
586 strcpy(record_o_name, o_name);
591 /* Check if completed a quest */
592 for (i = 0; i < max_quests; i++)
594 if ((quest[i].type == QUEST_TYPE_FIND_ARTIFACT) &&
595 (quest[i].status == QUEST_STATUS_TAKEN) &&
596 (quest[i].k_idx == o_ptr->name1))
598 if (record_fix_quest) do_cmd_write_nikki(NIKKI_FIX_QUEST_C, i, NULL);
599 quest[i].status = QUEST_STATUS_COMPLETED;
600 quest[i].complev = (byte)p_ptr->lev;
602 msg_print("¥¯¥¨¥¹¥È¤òãÀ®¤·¤¿¡ª");
604 msg_print("You completed your quest!");
614 * Player "wants" to pick up an object or gold.
615 * Note that we ONLY handle things that can be picked up.
616 * See "move_player()" for handling of other things.
618 void carry(bool pickup)
620 cave_type *c_ptr = &cave[py][px];
622 s16b this_o_idx, next_o_idx = 0;
624 char o_name[MAX_NLEN];
626 /* Recenter the map around the player */
630 p_ptr->update |= (PU_MONSTERS);
633 p_ptr->redraw |= (PR_MAP);
636 p_ptr->window |= (PW_OVERHEAD);
641 /* Automatically pickup/destroy/inscribe items */
642 autopick_pickup_items(c_ptr);
645 #ifdef ALLOW_EASY_FLOOR
649 py_pickup_floor(pickup);
653 #endif /* ALLOW_EASY_FLOOR */
655 /* Scan the pile of objects */
656 for (this_o_idx = c_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
661 o_ptr = &o_list[this_o_idx];
663 #ifdef ALLOW_EASY_SENSE /* TNB */
665 /* Option: Make item sensing easy */
668 /* Sense the object */
669 (void)sense_object(o_ptr);
672 #endif /* ALLOW_EASY_SENSE -- TNB */
674 /* Describe the object */
675 object_desc(o_name, o_ptr, 0);
677 /* Acquire next object */
678 next_o_idx = o_ptr->next_o_idx;
680 /* Hack -- disturb */
684 if (o_ptr->tval == TV_GOLD)
686 int value = (long)o_ptr->pval;
688 /* Delete the gold */
689 delete_object_idx(this_o_idx);
693 msg_format(" $%ld ¤Î²ÁÃͤ¬¤¢¤ë%s¤ò¸«¤Ä¤±¤¿¡£",
694 (long)value, o_name);
696 msg_format("You collect %ld gold pieces worth of %s.",
697 (long)value, o_name);
703 /* Collect the gold */
707 p_ptr->redraw |= (PR_GOLD);
710 p_ptr->window |= (PW_PLAYER);
713 /* Pick up objects */
716 /* Hack - some objects were handled in autopick_pickup_items(). */
717 if (o_ptr->marked & OM_NOMSG)
719 /* Clear the flag. */
720 o_ptr->marked &= ~OM_NOMSG;
722 /* Describe the object */
726 msg_format("%s¤¬¤¢¤ë¡£", o_name);
728 msg_format("You see %s.", o_name);
733 /* Note that the pack is too full */
734 else if (!inven_carry_okay(o_ptr))
737 msg_format("¥¶¥Ã¥¯¤Ë¤Ï%s¤òÆþ¤ì¤ë·ä´Ö¤¬¤Ê¤¤¡£", o_name);
739 msg_format("You have no room for %s.", o_name);
744 /* Pick up the item (if requested and allowed) */
749 /* Hack -- query every item */
750 if (carry_query_flag)
752 char out_val[MAX_NLEN+20];
754 sprintf(out_val, "%s¤ò½¦¤¤¤Þ¤¹¤«? ", o_name);
756 sprintf(out_val, "Pick up %s? ", o_name);
759 okay = get_check(out_val);
762 /* Attempt to pick up an object. */
765 /* Pick up the object */
766 py_pickup_aux(this_o_idx);
775 * Determine if a trap affects the player.
776 * Always miss 5% of the time, Always hit 5% of the time.
777 * Otherwise, match trap power against player armor.
779 static int check_hit(int power)
783 /* Percentile dice */
786 /* Hack -- 5% hit, 5% miss */
787 if (k < 10) return (k < 5);
789 if (p_ptr->pseikaku == SEIKAKU_NAMAKE)
790 if (one_in_(20)) return (TRUE);
792 /* Paranoia -- No power */
793 if (power <= 0) return (FALSE);
796 ac = p_ptr->ac + p_ptr->to_a;
798 /* Power competes against Armor */
799 if (randint1(power) > ((ac * 3) / 4)) return (TRUE);
808 * Handle player hitting a real trap
810 static void hit_trap(bool break_trap)
815 /* Get the cave grid */
816 cave_type *c_ptr = &cave[y][x];
817 feature_type *f_ptr = &f_info[c_ptr->feat];
818 int trap_feat_type = have_flag(f_ptr->flags, FF_TRAP) ? f_ptr->subtype : NOT_TRAP;
821 cptr name = "¥È¥é¥Ã¥×";
823 cptr name = "a trap";
826 /* Disturb the player */
829 cave_alter_feat(y, x, FF_HIT_TRAP);
831 /* Analyze XXX XXX XXX */
832 switch (trap_feat_type)
836 if (p_ptr->levitation)
839 msg_print("Íî¤È¤·¸Í¤òÈô¤Ó±Û¤¨¤¿¡£");
841 msg_print("You fly over a trap door.");
848 msg_print("Íî¤È¤·¸Í¤ËÍî¤Á¤¿¡ª");
849 if ((p_ptr->pseikaku == SEIKAKU_COMBAT) || (inventory[INVEN_BOW].name1 == ART_CRIMSON))
850 msg_print("¤¯¤Ã¤½¡Á¡ª");
852 msg_print("You have fallen through a trap door!");
860 name = "a trap door";
863 take_hit(DAMAGE_NOESCAPE, dam, name, -1);
865 /* Still alive and autosave enabled */
866 if (autosave_l && (p_ptr->chp >= 0))
867 do_cmd_save_game(TRUE);
870 do_cmd_write_nikki(NIKKI_BUNSHOU, 0, "Íî¤È¤·¸Í¤ËÍî¤Á¤¿");
872 do_cmd_write_nikki(NIKKI_BUNSHOU, 0, "You have fallen through a trap door!");
874 prepare_change_floor_mode(CFM_SAVE_FLOORS | CFM_DOWN | CFM_RAND_PLACE | CFM_RAND_CONNECT);
877 p_ptr->leaving = TRUE;
884 if (p_ptr->levitation)
887 msg_print("Íî¤È¤··ê¤òÈô¤Ó±Û¤¨¤¿¡£");
889 msg_print("You fly over a pit trap.");
896 msg_print("Íî¤È¤··ê¤ËÍî¤Á¤Æ¤·¤Þ¤Ã¤¿¡ª");
898 msg_print("You have fallen into a pit!");
908 take_hit(DAMAGE_NOESCAPE, dam, name, -1);
913 case TRAP_SPIKED_PIT:
915 if (p_ptr->levitation)
918 msg_print("¥È¥²¤Î¤¢¤ëÍî¤È¤··ê¤òÈô¤Ó±Û¤¨¤¿¡£");
920 msg_print("You fly over a spiked pit.");
927 msg_print("¥¹¥Ñ¥¤¥¯¤¬Éߤ«¤ì¤¿Íî¤È¤··ê¤ËÍî¤Á¤Æ¤·¤Þ¤Ã¤¿¡ª");
929 msg_print("You fall into a spiked pit!");
942 /* Extra spike damage */
943 if (randint0(100) < 50)
946 msg_print("¥¹¥Ñ¥¤¥¯¤¬»É¤µ¤Ã¤¿¡ª");
948 msg_print("You are impaled!");
953 name = "¥È¥²¤Î¤¢¤ëÍî¤È¤··ê";
955 name = "a spiked pit";
959 (void)set_cut(p_ptr->cut + randint1(dam));
962 /* Take the damage */
963 take_hit(DAMAGE_NOESCAPE, dam, name, -1);
968 case TRAP_POISON_PIT:
970 if (p_ptr->levitation)
973 msg_print("¥È¥²¤Î¤¢¤ëÍî¤È¤··ê¤òÈô¤Ó±Û¤¨¤¿¡£");
975 msg_print("You fly over a spiked pit.");
982 msg_print("¥¹¥Ñ¥¤¥¯¤¬Éߤ«¤ì¤¿Íî¤È¤··ê¤ËÍî¤Á¤Æ¤·¤Þ¤Ã¤¿¡ª");
984 msg_print("You fall into a spiked pit!");
998 /* Extra spike damage */
999 if (randint0(100) < 50)
1002 msg_print("ÆǤòÅɤé¤ì¤¿¥¹¥Ñ¥¤¥¯¤¬»É¤µ¤Ã¤¿¡ª");
1004 msg_print("You are impaled on poisonous spikes!");
1009 name = "¥È¥²¤Î¤¢¤ëÍî¤È¤··ê";
1011 name = "a spiked pit";
1016 (void)set_cut(p_ptr->cut + randint1(dam));
1018 if (p_ptr->resist_pois || IS_OPPOSE_POIS())
1021 msg_print("¤·¤«¤·ÆǤαƶÁ¤Ï¤Ê¤«¤Ã¤¿¡ª");
1023 msg_print("The poison does not affect you!");
1031 (void)set_poisoned(p_ptr->poisoned + randint1(dam));
1035 /* Take the damage */
1036 take_hit(DAMAGE_NOESCAPE, dam, name, -1);
1045 msg_print("²¿¤«¤¬¥Ô¥«¥Ã¤È¸÷¤Ã¤¿¡ª");
1047 msg_print("There is a flash of shimmering light!");
1050 num = 2 + randint1(3);
1051 for (i = 0; i < num; i++)
1053 (void)summon_specific(0, y, x, dun_level, 0, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE | PM_NO_PET));
1056 if (dun_level > randint1(100)) /* No nasty effect for low levels */
1058 bool stop_ty = FALSE;
1063 stop_ty = activate_ty_curse(stop_ty, &count);
1073 msg_print("¥Æ¥ì¥Ý¡¼¥È¡¦¥È¥é¥Ã¥×¤Ë¤Ò¤Ã¤«¤«¤Ã¤¿¡ª");
1075 msg_print("You hit a teleport trap!");
1078 teleport_player(100, TELEPORT_PASSIVE);
1085 msg_print("±ê¤ËÊñ¤Þ¤ì¤¿¡ª");
1087 msg_print("You are enveloped in flames!");
1090 dam = damroll(4, 6);
1092 (void)fire_dam(dam, "±ê¤Î¥È¥é¥Ã¥×", -1);
1094 (void)fire_dam(dam, "a fire trap", -1);
1103 msg_print("»À¤¬¿á¤¤«¤±¤é¤ì¤¿¡ª");
1105 msg_print("You are splashed with acid!");
1108 dam = damroll(4, 6);
1110 (void)acid_dam(dam, "»À¤Î¥È¥é¥Ã¥×", -1);
1112 (void)acid_dam(dam, "an acid trap", -1);
1123 msg_print("¾®¤µ¤Ê¥À¡¼¥Ä¤¬Èô¤ó¤Ç¤¤Æ»É¤µ¤Ã¤¿¡ª");
1125 msg_print("A small dart hits you!");
1128 dam = damroll(1, 4);
1130 take_hit(DAMAGE_ATTACK, dam, "¥À¡¼¥Ä¤Îæ«", -1);
1132 take_hit(DAMAGE_ATTACK, dam, "a dart trap", -1);
1135 if (!CHECK_MULTISHADOW()) (void)set_slow(p_ptr->slow + randint0(20) + 20, FALSE);
1140 msg_print("¾®¤µ¤Ê¥À¡¼¥Ä¤¬Èô¤ó¤Ç¤¤¿¡ª¤¬¡¢±¿Îɤ¯Åö¤¿¤é¤Ê¤«¤Ã¤¿¡£");
1142 msg_print("A small dart barely misses you.");
1154 msg_print("¾®¤µ¤Ê¥À¡¼¥Ä¤¬Èô¤ó¤Ç¤¤Æ»É¤µ¤Ã¤¿¡ª");
1156 msg_print("A small dart hits you!");
1159 dam = damroll(1, 4);
1161 take_hit(DAMAGE_ATTACK, dam, "¥À¡¼¥Ä¤Îæ«", -1);
1163 take_hit(DAMAGE_ATTACK, dam, "a dart trap", -1);
1166 if (!CHECK_MULTISHADOW()) (void)do_dec_stat(A_STR);
1171 msg_print("¾®¤µ¤Ê¥À¡¼¥Ä¤¬Èô¤ó¤Ç¤¤¿¡ª¤¬¡¢±¿Îɤ¯Åö¤¿¤é¤Ê¤«¤Ã¤¿¡£");
1173 msg_print("A small dart barely misses you.");
1185 msg_print("¾®¤µ¤Ê¥À¡¼¥Ä¤¬Èô¤ó¤Ç¤¤Æ»É¤µ¤Ã¤¿¡ª");
1187 msg_print("A small dart hits you!");
1190 dam = damroll(1, 4);
1192 take_hit(DAMAGE_ATTACK, dam, "¥À¡¼¥Ä¤Îæ«", -1);
1194 take_hit(DAMAGE_ATTACK, dam, "a dart trap", -1);
1197 if (!CHECK_MULTISHADOW()) (void)do_dec_stat(A_DEX);
1202 msg_print("¾®¤µ¤Ê¥À¡¼¥Ä¤¬Èô¤ó¤Ç¤¤¿¡ª¤¬¡¢±¿Îɤ¯Åö¤¿¤é¤Ê¤«¤Ã¤¿¡£");
1204 msg_print("A small dart barely misses you.");
1216 msg_print("¾®¤µ¤Ê¥À¡¼¥Ä¤¬Èô¤ó¤Ç¤¤Æ»É¤µ¤Ã¤¿¡ª");
1218 msg_print("A small dart hits you!");
1221 dam = damroll(1, 4);
1223 take_hit(DAMAGE_ATTACK, dam, "¥À¡¼¥Ä¤Îæ«", -1);
1225 take_hit(DAMAGE_ATTACK, dam, "a dart trap", -1);
1228 if (!CHECK_MULTISHADOW()) (void)do_dec_stat(A_CON);
1233 msg_print("¾®¤µ¤Ê¥À¡¼¥Ä¤¬Èô¤ó¤Ç¤¤¿¡ª¤¬¡¢±¿Îɤ¯Åö¤¿¤é¤Ê¤«¤Ã¤¿¡£");
1235 msg_print("A small dart barely misses you.");
1245 msg_print("¹õ¤¤¥¬¥¹¤ËÊñ¤ß¹þ¤Þ¤ì¤¿¡ª");
1247 msg_print("A black gas surrounds you!");
1250 if (!p_ptr->resist_blind)
1252 (void)set_blind(p_ptr->blind + randint0(50) + 25);
1260 msg_print("¤¤é¤á¤¯¥¬¥¹¤ËÊñ¤ß¹þ¤Þ¤ì¤¿¡ª");
1262 msg_print("A gas of scintillating colors surrounds you!");
1265 if (!p_ptr->resist_conf)
1267 (void)set_confused(p_ptr->confused + randint0(20) + 10);
1275 msg_print("»É·ãŪ¤ÊÎп§¤Î¥¬¥¹¤ËÊñ¤ß¹þ¤Þ¤ì¤¿¡ª");
1277 msg_print("A pungent green gas surrounds you!");
1280 if (!p_ptr->resist_pois && !IS_OPPOSE_POIS())
1282 (void)set_poisoned(p_ptr->poisoned + randint0(20) + 10);
1290 msg_print("´ñ̯¤ÊÇò¤¤Ì¸¤ËÊñ¤Þ¤ì¤¿¡ª");
1292 msg_print("A strange white mist surrounds you!");
1295 if (!p_ptr->free_act)
1298 msg_print("¤¢¤Ê¤¿¤Ï̲¤ê¤Ë½¢¤¤¤¿¡£");
1300 msg_print("You fall asleep.");
1304 if (ironman_nightmare)
1307 msg_print("¿È¤ÎÌÓ¤â¤è¤À¤Ä¸÷·Ê¤¬Æ¬¤ËÉ⤫¤ó¤À¡£");
1309 msg_print("A horrible vision enters your mind.");
1313 /* Pick a nightmare */
1314 get_mon_num_prep(get_nightmare, NULL);
1316 /* Have some nightmares */
1317 have_nightmare(get_mon_num(MAX_DEPTH));
1319 /* Remove the monster restriction */
1320 get_mon_num_prep(NULL, NULL);
1322 (void)set_paralyzed(p_ptr->paralyzed + randint0(10) + 5);
1330 msg_print("¤Þ¤Ð¤æ¤¤Á®¸÷¤¬Áö¤Ã¤¿¡ª");
1332 msg_print("There is a bright flash of light!");
1335 /* Make some new traps */
1336 project(0, 1, y, x, 0, GF_MAKE_TRAP, PROJECT_HIDE | PROJECT_JUMP | PROJECT_GRID, -1);
1344 msg_print("¤±¤¿¤¿¤Þ¤·¤¤²»¤¬ÌĤê¶Á¤¤¤¿¡ª");
1346 msg_print("An alarm sounds!");
1349 aggravate_monsters(0);
1357 msg_print("Âç²»¶Á¤È¶¦¤Ë¤Þ¤ï¤ê¤ÎÊɤ¬Êø¤ì¤¿¡ª");
1359 msg_print("Suddenly, surrounding walls are opened!");
1361 (void)project(0, 3, y, x, 0, GF_DISINTEGRATE, PROJECT_GRID | PROJECT_HIDE, -1);
1362 (void)project(0, 3, y, x - 4, 0, GF_DISINTEGRATE, PROJECT_GRID | PROJECT_HIDE, -1);
1363 (void)project(0, 3, y, x + 4, 0, GF_DISINTEGRATE, PROJECT_GRID | PROJECT_HIDE, -1);
1364 aggravate_monsters(0);
1369 case TRAP_ARMAGEDDON:
1371 static int levs[10] = {0, 0, 20, 10, 5, 3, 2, 1, 1, 1};
1372 int evil_idx = 0, good_idx = 0;
1376 msg_print("ÆÍÁ³Å·³¦¤ÎÀïÁè¤Ë´¬¤¹þ¤Þ¤ì¤¿¡ª");
1378 msg_print("Suddenly, you are surrounded by immotal beings!");
1381 /* Summon Demons and Angels */
1382 for (lev = dun_level; lev >= 20; lev -= 1 + lev/16)
1384 num = levs[MIN(lev/10, 9)];
1385 for (i = 0; i < num; i++)
1387 int x1 = rand_spread(x, 7);
1388 int y1 = rand_spread(y, 5);
1390 /* Skip illegal grids */
1391 if (!in_bounds(y1, x1)) continue;
1393 /* Require line of projection */
1394 if (!projectable(py, px, y1, x1)) continue;
1396 if (summon_specific(0, y1, x1, lev, SUMMON_ARMAGE_EVIL, (PM_NO_PET)))
1397 evil_idx = hack_m_idx_ii;
1399 if (summon_specific(0, y1, x1, lev, SUMMON_ARMAGE_GOOD, (PM_NO_PET)))
1401 good_idx = hack_m_idx_ii;
1404 /* Let them fight each other */
1405 if (evil_idx && good_idx)
1407 monster_type *evil_ptr = &m_list[evil_idx];
1408 monster_type *good_ptr = &m_list[good_idx];
1409 evil_ptr->target_y = good_ptr->fy;
1410 evil_ptr->target_x = good_ptr->fx;
1411 good_ptr->target_y = evil_ptr->fy;
1412 good_ptr->target_x = evil_ptr->fx;
1422 msg_print("ÆÍÁ³Êɤ«¤é¿å¤¬°î¤ì½Ð¤·¤¿¡ª¥Ô¥é¥Ë¥¢¤¬¤¤¤ë¡ª");
1424 msg_print("Suddenly, the room is filled with water with piranhas!");
1427 /* Water fills room */
1428 fire_ball_hide(GF_WATER_FLOW, 0, 1, 10);
1430 /* Summon Piranhas */
1431 num = 1 + dun_level/20;
1432 for (i = 0; i < num; i++)
1434 (void)summon_specific(0, y, x, dun_level, SUMMON_PIRANHAS, (PM_ALLOW_GROUP | PM_NO_PET));
1440 if (break_trap && is_trap(c_ptr->feat))
1442 cave_alter_feat(y, x, FF_DISARM);
1444 msg_print("¥È¥é¥Ã¥×¤òÊ´ºÕ¤·¤¿¡£");
1446 msg_print("You destroyed the trap.");
1452 static void touch_zap_player(monster_type *m_ptr)
1454 int aura_damage = 0;
1455 monster_race *r_ptr = &r_info[m_ptr->r_idx];
1457 if (r_ptr->flags2 & RF2_AURA_FIRE)
1459 if (!p_ptr->immune_fire)
1463 aura_damage = damroll(1 + (r_ptr->level / 26), 1 + (r_ptr->level / 17));
1465 /* Hack -- Get the "died from" name */
1466 monster_desc(aura_dam, m_ptr, MD_IGNORE_HALLU | MD_ASSUME_VISIBLE | MD_INDEF_VISIBLE);
1469 msg_print("ÆÍÁ³¤È¤Æ¤âÇ®¤¯¤Ê¤Ã¤¿¡ª");
1471 msg_print("You are suddenly very hot!");
1474 if (prace_is_(RACE_ENT)) aura_damage += aura_damage / 3;
1475 if (IS_OPPOSE_FIRE()) aura_damage = (aura_damage + 2) / 3;
1476 if (p_ptr->resist_fire) aura_damage = (aura_damage + 2) / 3;
1478 take_hit(DAMAGE_NOESCAPE, aura_damage, aura_dam, -1);
1479 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags2 |= RF2_AURA_FIRE;
1484 if (r_ptr->flags3 & RF3_AURA_COLD)
1486 if (!p_ptr->immune_cold)
1490 aura_damage = damroll(1 + (r_ptr->level / 26), 1 + (r_ptr->level / 17));
1492 /* Hack -- Get the "died from" name */
1493 monster_desc(aura_dam, m_ptr, MD_IGNORE_HALLU | MD_ASSUME_VISIBLE | MD_INDEF_VISIBLE);
1496 msg_print("ÆÍÁ³¤È¤Æ¤â´¨¤¯¤Ê¤Ã¤¿¡ª");
1498 msg_print("You are suddenly very cold!");
1501 if (IS_OPPOSE_COLD()) aura_damage = (aura_damage + 2) / 3;
1502 if (p_ptr->resist_cold) aura_damage = (aura_damage + 2) / 3;
1504 take_hit(DAMAGE_NOESCAPE, aura_damage, aura_dam, -1);
1505 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags3 |= RF3_AURA_COLD;
1510 if (r_ptr->flags2 & RF2_AURA_ELEC)
1512 if (!p_ptr->immune_elec)
1516 aura_damage = damroll(1 + (r_ptr->level / 26), 1 + (r_ptr->level / 17));
1518 /* Hack -- Get the "died from" name */
1519 monster_desc(aura_dam, m_ptr, MD_IGNORE_HALLU | MD_ASSUME_VISIBLE | MD_INDEF_VISIBLE);
1521 if (prace_is_(RACE_ANDROID)) aura_damage += aura_damage / 3;
1522 if (IS_OPPOSE_ELEC()) aura_damage = (aura_damage + 2) / 3;
1523 if (p_ptr->resist_elec) aura_damage = (aura_damage + 2) / 3;
1526 msg_print("ÅÅ·â¤ò¤¯¤é¤Ã¤¿¡ª");
1528 msg_print("You get zapped!");
1531 take_hit(DAMAGE_NOESCAPE, aura_damage, aura_dam, -1);
1532 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags2 |= RF2_AURA_ELEC;
1539 static void natural_attack(s16b m_idx, int attack, bool *fear, bool *mdeath)
1541 int k, bonus, chance;
1543 monster_type *m_ptr = &m_list[m_idx];
1544 monster_race *r_ptr = &r_info[m_ptr->r_idx];
1553 case MUT2_SCOR_TAIL:
1580 atk_desc = "¥¯¥Á¥Ð¥·";
1591 atk_desc = "¾Ý¤ÎÉ¡";
1597 case MUT2_TENTACLES:
1604 atk_desc = "tentacles";
1609 dss = ddd = n_weight = 1;
1611 atk_desc = "̤ÄêµÁ¤ÎÉô°Ì";
1613 atk_desc = "undefined body part";
1618 /* Extract monster name (or "it") */
1619 monster_desc(m_name, m_ptr, 0);
1622 /* Calculate the "attack quality" */
1623 bonus = p_ptr->to_h_m;
1624 bonus += (p_ptr->lev * 6 / 5);
1625 chance = (p_ptr->skill_thn + (bonus * BTH_PLUS_ADJ));
1628 if ((!(r_ptr->flags2 & RF2_QUANTUM) || !randint0(2)) && test_hit_norm(chance, r_ptr->ac, m_ptr->ml))
1634 msg_format("%s¤ò%s¤Ç¹¶·â¤·¤¿¡£", m_name, atk_desc);
1636 msg_format("You hit %s with your %s.", m_name, atk_desc);
1640 k = damroll(ddd, dss);
1641 k = critical_norm(n_weight, bonus, k, (s16b)bonus, 0);
1643 /* Apply the player damage bonuses */
1646 /* No negative damage */
1649 /* Modify the damage */
1650 k = mon_damage_mod(m_ptr, k, FALSE);
1652 /* Complex message */
1656 msg_format("%d/%d ¤Î¥À¥á¡¼¥¸¤òÍ¿¤¨¤¿¡£", k, m_ptr->hp);
1658 msg_format("You do %d (out of %d) damage.", k, m_ptr->hp);
1663 /* Anger the monster */
1664 if (k > 0) anger_monster(m_ptr);
1666 /* Damage, check for fear and mdeath */
1669 case MUT2_SCOR_TAIL:
1670 project(0, 0, m_ptr->fy, m_ptr->fx, k, GF_POIS, PROJECT_KILL, -1);
1671 *mdeath = (m_ptr->r_idx == 0);
1674 *mdeath = mon_take_hit(m_idx, k, fear, NULL);
1677 *mdeath = mon_take_hit(m_idx, k, fear, NULL);
1680 *mdeath = mon_take_hit(m_idx, k, fear, NULL);
1682 case MUT2_TENTACLES:
1683 *mdeath = mon_take_hit(m_idx, k, fear, NULL);
1686 *mdeath = mon_take_hit(m_idx, k, fear, NULL);
1689 touch_zap_player(m_ptr);
1699 msg_format("¥ß¥¹¡ª %s¤Ë¤«¤ï¤µ¤ì¤¿¡£", m_name);
1701 msg_format("You miss %s.", m_name);
1710 * Player attacks a (poor, defenseless) creature -RAK-
1712 * If no "weapon" is available, then "punch" the monster one time.
1714 static void py_attack_aux(int y, int x, bool *fear, bool *mdeath, s16b hand, int mode)
1716 int num = 0, k, bonus, chance, vir;
1718 cave_type *c_ptr = &cave[y][x];
1720 monster_type *m_ptr = &m_list[c_ptr->m_idx];
1721 monster_race *r_ptr = &r_info[m_ptr->r_idx];
1723 /* Access the weapon */
1724 object_type *o_ptr = &inventory[INVEN_RARM + hand];
1728 bool success_hit = FALSE;
1729 bool backstab = FALSE;
1730 bool vorpal_cut = FALSE;
1731 int chaos_effect = 0;
1732 bool stab_fleeing = FALSE;
1733 bool fuiuchi = FALSE;
1734 bool monk_attack = FALSE;
1735 bool do_quake = FALSE;
1737 bool drain_msg = TRUE;
1738 int drain_result = 0, drain_heal = 0;
1739 bool can_drain = FALSE;
1741 int drain_left = MAX_VAMPIRIC_DRAIN;
1742 u32b flgs[TR_FLAG_SIZE]; /* A massive hack -- life-draining weapons */
1743 bool is_human = (r_ptr->d_char == 'p');
1744 bool is_lowlevel = (r_ptr->level < (p_ptr->lev - 15));
1745 bool zantetsu_mukou, e_j_mukou;
1747 switch (p_ptr->pclass)
1751 if (buki_motteruka(INVEN_RARM + hand) && !p_ptr->icky_wield[hand])
1753 int tmp = p_ptr->lev * 6 + (p_ptr->skill_stl + 10) * 4;
1754 if (p_ptr->monlite && (mode != HISSATSU_NYUSIN)) tmp /= 3;
1755 if (p_ptr->cursed & TRC_AGGRAVATE) tmp /= 2;
1756 if (r_ptr->level > (p_ptr->lev * p_ptr->lev / 20 + 10)) tmp /= 3;
1757 if (MON_CSLEEP(m_ptr) && m_ptr->ml)
1759 /* Can't backstab creatures that we can't see, right? */
1762 else if ((p_ptr->special_defense & NINJA_S_STEALTH) && (randint0(tmp) > (r_ptr->level+20)) && m_ptr->ml && !(r_ptr->flagsr & RFR_RES_ALL))
1766 else if (MON_MONFEAR(m_ptr) && m_ptr->ml)
1768 stab_fleeing = TRUE;
1774 case CLASS_FORCETRAINER:
1775 case CLASS_BERSERKER:
1776 if ((empty_hands(TRUE) & EMPTY_HAND_RARM) && !p_ptr->riding) monk_attack = TRUE;
1780 if (!o_ptr->k_idx) /* Empty hand */
1782 if ((r_ptr->level + 10) > p_ptr->lev)
1784 if (p_ptr->skill_exp[GINOU_SUDE] < s_info[p_ptr->pclass].s_max[GINOU_SUDE])
1786 if (p_ptr->skill_exp[GINOU_SUDE] < WEAPON_EXP_BEGINNER)
1787 p_ptr->skill_exp[GINOU_SUDE] += 40;
1788 else if ((p_ptr->skill_exp[GINOU_SUDE] < WEAPON_EXP_SKILLED))
1789 p_ptr->skill_exp[GINOU_SUDE] += 5;
1790 else if ((p_ptr->skill_exp[GINOU_SUDE] < WEAPON_EXP_EXPERT) && (p_ptr->lev > 19))
1791 p_ptr->skill_exp[GINOU_SUDE] += 1;
1792 else if ((p_ptr->lev > 34))
1793 if (one_in_(3)) p_ptr->skill_exp[GINOU_SUDE] += 1;
1794 p_ptr->update |= (PU_BONUS);
1798 else if (object_is_melee_weapon(o_ptr))
1800 if ((r_ptr->level + 10) > p_ptr->lev)
1802 int tval = inventory[INVEN_RARM+hand].tval - TV_WEAPON_BEGIN;
1803 int sval = inventory[INVEN_RARM+hand].sval;
1804 int now_exp = p_ptr->weapon_exp[tval][sval];
1805 if (now_exp < s_info[p_ptr->pclass].w_max[tval][sval])
1808 if (now_exp < WEAPON_EXP_BEGINNER) amount = 80;
1809 else if (now_exp < WEAPON_EXP_SKILLED) amount = 10;
1810 else if ((now_exp < WEAPON_EXP_EXPERT) && (p_ptr->lev > 19)) amount = 1;
1811 else if ((p_ptr->lev > 34) && one_in_(2)) amount = 1;
1812 p_ptr->weapon_exp[tval][sval] += amount;
1813 p_ptr->update |= (PU_BONUS);
1818 /* Disturb the monster */
1819 (void)set_monster_csleep(c_ptr->m_idx, 0);
1821 /* Extract monster name (or "it") */
1822 monster_desc(m_name, m_ptr, 0);
1824 /* Calculate the "attack quality" */
1825 bonus = p_ptr->to_h[hand] + o_ptr->to_h;
1826 chance = (p_ptr->skill_thn + (bonus * BTH_PLUS_ADJ));
1827 if (mode == HISSATSU_IAI) chance += 60;
1828 if (p_ptr->special_defense & KATA_KOUKIJIN) chance += 150;
1830 if (p_ptr->sutemi) chance = MAX(chance * 3 / 2, chance + 60);
1832 vir = virtue_number(V_VALOUR);
1835 chance += (p_ptr->virtues[vir - 1]/10);
1838 zantetsu_mukou = ((o_ptr->name1 == ART_ZANTETSU) && (r_ptr->d_char == 'j'));
1839 e_j_mukou = ((o_ptr->name1 == ART_EXCALIBUR_J) && (r_ptr->d_char == 'S'));
1841 if ((mode == HISSATSU_KYUSHO) || (mode == HISSATSU_MINEUCHI) || (mode == HISSATSU_3DAN) || (mode == HISSATSU_IAI)) num_blow = 1;
1842 else if (mode == HISSATSU_COLD) num_blow = p_ptr->num_blow[hand]+2;
1843 else num_blow = p_ptr->num_blow[hand];
1845 /* Hack -- DOKUBARI always hit once */
1846 if ((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_DOKUBARI)) num_blow = 1;
1848 /* Attack once for each legal blow */
1849 while ((num++ < num_blow) && !p_ptr->is_dead)
1851 if (((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_DOKUBARI)) || (mode == HISSATSU_KYUSHO))
1855 if (p_ptr->migite && p_ptr->hidarite)
1859 if (mode == HISSATSU_3DAN)
1864 success_hit = one_in_(n);
1866 else if ((p_ptr->pclass == CLASS_NINJA) && ((backstab || fuiuchi) && !(r_ptr->flagsr & RFR_RES_ALL))) success_hit = TRUE;
1867 else success_hit = test_hit_norm(chance, r_ptr->ac, m_ptr->ml);
1869 if (mode == HISSATSU_MAJIN)
1872 success_hit = FALSE;
1878 int vorpal_chance = ((o_ptr->name1 == ART_VORPAL_BLADE) || (o_ptr->name1 == ART_CHAINSWORD)) ? 2 : 4;
1885 if (backstab) msg_format("¤¢¤Ê¤¿¤ÏÎä¹ó¤Ë¤â̲¤Ã¤Æ¤¤¤ë̵ÎϤÊ%s¤òÆͤ»É¤·¤¿¡ª", m_name);
1886 else if (fuiuchi) msg_format("ÉÔ°Õ¤òÆͤ¤¤Æ%s¤Ë¶¯Îõ¤Ê°ì·â¤ò¶ô¤é¤ï¤»¤¿¡ª", m_name);
1887 else if (stab_fleeing) msg_format("ƨ¤²¤ë%s¤òÇØÃ椫¤éÆͤ»É¤·¤¿¡ª", m_name);
1888 else if (!monk_attack) msg_format("%s¤ò¹¶·â¤·¤¿¡£", m_name);
1890 if (backstab) msg_format("You cruelly stab the helpless, sleeping %s!", m_name);
1891 else if (fuiuchi) msg_format("You make surprise attack, and hit %s with a powerful blow!", m_name);
1892 else if (stab_fleeing) msg_format("You backstab the fleeing %s!", m_name);
1893 else if (!monk_attack) msg_format("You hit %s.", m_name);
1896 /* Hack -- bare hands do one damage */
1899 object_flags(o_ptr, flgs);
1901 /* Select a chaotic effect (50% chance) */
1902 if ((have_flag(flgs, TR_CHAOTIC)) && one_in_(2))
1905 chg_virtue(V_CHANCE, 1);
1907 if (randint1(5) < 3)
1909 /* Vampiric (20%) */
1912 else if (one_in_(250))
1917 else if (!one_in_(10))
1919 /* Confusion (26.892%) */
1922 else if (one_in_(2))
1924 /* Teleport away (1.494%) */
1929 /* Polymorph (1.494%) */
1934 /* Vampiric drain */
1935 if ((have_flag(flgs, TR_VAMPIRIC)) || (chaos_effect == 1) || (mode == HISSATSU_DRAIN) || hex_spelling(HEX_VAMP_BLADE))
1937 /* Only drain "living" monsters */
1938 if (monster_living(r_ptr))
1944 if ((have_flag(flgs, TR_VORPAL) || hex_spelling(HEX_RUNESWORD)) && (randint1(vorpal_chance*3/2) == 1) && !zantetsu_mukou)
1946 else vorpal_cut = FALSE;
1950 int special_effect = 0, stun_effect = 0, times = 0, max_times;
1952 const martial_arts *ma_ptr = &ma_blows[0], *old_ptr = &ma_blows[0];
1953 int resist_stun = 0;
1956 if (r_ptr->flags1 & RF1_UNIQUE) resist_stun += 88;
1957 if (r_ptr->flags3 & RF3_NO_STUN) resist_stun += 66;
1958 if (r_ptr->flags3 & RF3_NO_CONF) resist_stun += 33;
1959 if (r_ptr->flags3 & RF3_NO_SLEEP) resist_stun += 33;
1960 if ((r_ptr->flags3 & RF3_UNDEAD) || (r_ptr->flags3 & RF3_NONLIVING))
1963 if (p_ptr->special_defense & KAMAE_BYAKKO)
1964 max_times = (p_ptr->lev < 3 ? 1 : p_ptr->lev / 3);
1965 else if (p_ptr->special_defense & KAMAE_SUZAKU)
1967 else if (p_ptr->special_defense & KAMAE_GENBU)
1970 max_times = (p_ptr->lev < 7 ? 1 : p_ptr->lev / 7);
1971 /* Attempt 'times' */
1972 for (times = 0; times < max_times; times++)
1976 ma_ptr = &ma_blows[randint0(MAX_MA)];
1977 if ((p_ptr->pclass == CLASS_FORCETRAINER) && (ma_ptr->min_level > 1)) min_level = ma_ptr->min_level + 3;
1978 else min_level = ma_ptr->min_level;
1980 while ((min_level > p_ptr->lev) ||
1981 (randint1(p_ptr->lev) < ma_ptr->chance));
1983 /* keep the highest level attack available we found */
1984 if ((ma_ptr->min_level > old_ptr->min_level) &&
1985 !p_ptr->stun && !p_ptr->confused)
1989 if (p_ptr->wizard && cheat_xtra)
1992 msg_print("¹¶·â¤òºÆÁªÂò¤·¤Þ¤·¤¿¡£");
1994 msg_print("Attack re-selected.");
2004 if (p_ptr->pclass == CLASS_FORCETRAINER) min_level = MAX(1, ma_ptr->min_level - 3);
2005 else min_level = ma_ptr->min_level;
2006 k = damroll(ma_ptr->dd + p_ptr->to_dd[hand], ma_ptr->ds + p_ptr->to_ds[hand]);
2007 if (p_ptr->special_attack & ATTACK_SUIKEN) k *= 2;
2009 if (ma_ptr->effect == MA_KNEE)
2011 if (r_ptr->flags1 & RF1_MALE)
2014 msg_format("%s¤Ë¶âŪɨ½³¤ê¤ò¤¯¤é¤ï¤·¤¿¡ª", m_name);
2016 msg_format("You hit %s in the groin with your knee!", m_name);
2020 special_effect = MA_KNEE;
2023 msg_format(ma_ptr->desc, m_name);
2026 else if (ma_ptr->effect == MA_SLOW)
2028 if (!((r_ptr->flags1 & RF1_NEVER_MOVE) ||
2029 my_strchr("~#{}.UjmeEv$,DdsbBFIJQSXclnw!=?", r_ptr->d_char)))
2032 msg_format("%s¤Î¼ó¤Ë´ØÀá½³¤ê¤ò¤¯¤é¤ï¤·¤¿¡ª", m_name);
2034 msg_format("You kick %s in the ankle.", m_name);
2037 special_effect = MA_SLOW;
2039 else msg_format(ma_ptr->desc, m_name);
2045 stun_effect = (ma_ptr->effect / 2) + randint1(ma_ptr->effect / 2);
2048 msg_format(ma_ptr->desc, m_name);
2051 if (p_ptr->special_defense & KAMAE_SUZAKU) weight = 4;
2052 if ((p_ptr->pclass == CLASS_FORCETRAINER) && (p_ptr->magic_num1[0]))
2054 weight += (p_ptr->magic_num1[0]/30);
2055 if (weight > 20) weight = 20;
2058 k = critical_norm(p_ptr->lev * weight, min_level, k, p_ptr->to_h[0], 0);
2060 if ((special_effect == MA_KNEE) && ((k + p_ptr->to_d[hand]) < m_ptr->hp))
2063 msg_format("%^s¤Ï¶ìÄˤˤ¦¤á¤¤¤Æ¤¤¤ë¡ª", m_name);
2065 msg_format("%^s moans in agony!", m_name);
2068 stun_effect = 7 + randint1(13);
2072 else if ((special_effect == MA_SLOW) && ((k + p_ptr->to_d[hand]) < m_ptr->hp))
2074 if (!(r_ptr->flags1 & RF1_UNIQUE) &&
2075 (randint1(p_ptr->lev) > r_ptr->level) &&
2079 msg_format("%^s¤Ï¤ò¤Ò¤¤º¤ê»Ï¤á¤¿¡£", m_name);
2081 msg_format("%^s starts limping slower.", m_name);
2084 m_ptr->mspeed -= 10;
2088 if (stun_effect && ((k + p_ptr->to_d[hand]) < m_ptr->hp))
2090 if (p_ptr->lev > randint1(r_ptr->level + resist_stun + 10))
2092 if (set_monster_stunned(c_ptr->m_idx, stun_effect + MON_STUNNED(m_ptr)))
2095 msg_format("%^s¤Ï¥Õ¥é¥Õ¥é¤Ë¤Ê¤Ã¤¿¡£", m_name);
2097 msg_format("%^s is stunned.", m_name);
2103 msg_format("%^s¤Ï¤µ¤é¤Ë¥Õ¥é¥Õ¥é¤Ë¤Ê¤Ã¤¿¡£", m_name);
2105 msg_format("%^s is more stunned.", m_name);
2112 /* Handle normal weapon */
2113 else if (o_ptr->k_idx)
2115 k = damroll(o_ptr->dd + p_ptr->to_dd[hand], o_ptr->ds + p_ptr->to_ds[hand]);
2116 k = tot_dam_aux(o_ptr, k, m_ptr, mode, FALSE);
2120 k *= (3 + (p_ptr->lev / 20));
2124 k = k*(5+(p_ptr->lev*2/25))/2;
2126 else if (stab_fleeing)
2131 if ((p_ptr->impact[hand] && ((k > 50) || one_in_(7))) ||
2132 (chaos_effect == 2) || (mode == HISSATSU_QUAKE))
2137 if ((!(o_ptr->tval == TV_SWORD) || !(o_ptr->sval == SV_DOKUBARI)) && !(mode == HISSATSU_KYUSHO))
2138 k = critical_norm(o_ptr->weight, o_ptr->to_h, k, p_ptr->to_h[hand], mode);
2146 if ((o_ptr->name1 == ART_CHAINSWORD) && !one_in_(2))
2148 char chainsword_noise[1024];
2150 if (!get_rnd_line("chainswd_j.txt", 0, chainsword_noise))
2152 if (!get_rnd_line("chainswd.txt", 0, chainsword_noise))
2155 msg_print(chainsword_noise);
2159 if (o_ptr->name1 == ART_VORPAL_BLADE)
2162 msg_print("Ìܤˤâ»ß¤Þ¤é¤Ì¥ô¥©¡¼¥Ñ¥ë¥Ö¥ì¡¼¥É¡¢¼êÏ£¤ÎÁá¶È¡ª");
2164 msg_print("Your Vorpal Blade goes snicker-snack!");
2170 msg_format("%s¤ò¥°¥Ã¥µ¥êÀÚ¤êÎö¤¤¤¿¡ª", m_name);
2172 msg_format("Your weapon cuts deep into %s!", m_name);
2176 /* Try to increase the damage */
2177 while (one_in_(vorpal_chance))
2185 if (((r_ptr->flagsr & RFR_RES_ALL) ? k/100 : k) > m_ptr->hp)
2188 msg_format("%s¤ò¿¿¤ÃÆó¤Ä¤Ë¤·¤¿¡ª", m_name);
2190 msg_format("You cut %s in half!", m_name);
2198 case 2: msg_format("%s¤ò»Â¤Ã¤¿¡ª", m_name); break;
2199 case 3: msg_format("%s¤ò¤Ö¤Ã¤¿»Â¤Ã¤¿¡ª", m_name); break;
2200 case 4: msg_format("%s¤ò¥á¥Ã¥¿»Â¤ê¤Ë¤·¤¿¡ª", m_name); break;
2201 case 5: msg_format("%s¤ò¥á¥Ã¥¿¥á¥¿¤Ë»Â¤Ã¤¿¡ª", m_name); break;
2202 case 6: msg_format("%s¤ò»É¿È¤Ë¤·¤¿¡ª", m_name); break;
2203 case 7: msg_format("%s¤ò»Â¤Ã¤Æ»Â¤Ã¤Æ»Â¤ê¤Þ¤¯¤Ã¤¿¡ª", m_name); break;
2204 default: msg_format("%s¤òºÙÀÚ¤ì¤Ë¤·¤¿¡ª", m_name); break;
2206 case 2: msg_format("You gouge %s!", m_name); break;
2207 case 3: msg_format("You maim %s!", m_name); break;
2208 case 4: msg_format("You carve %s!", m_name); break;
2209 case 5: msg_format("You cleave %s!", m_name); break;
2210 case 6: msg_format("You smite %s!", m_name); break;
2211 case 7: msg_format("You eviscerate %s!", m_name); break;
2212 default: msg_format("You shred %s!", m_name); break;
2216 drain_result = drain_result * 3 / 2;
2220 drain_result += o_ptr->to_d;
2223 /* Apply the player damage bonuses */
2224 k += p_ptr->to_d[hand];
2225 drain_result += p_ptr->to_d[hand];
2227 if ((mode == HISSATSU_SUTEMI) || (mode == HISSATSU_3DAN)) k *= 2;
2228 if ((mode == HISSATSU_SEKIRYUKA) && !monster_living(r_ptr)) k = 0;
2229 if ((mode == HISSATSU_SEKIRYUKA) && !p_ptr->cut) k /= 2;
2231 /* No negative damage */
2234 if ((mode == HISSATSU_ZANMA) && !(!monster_living(r_ptr) && (r_ptr->flags3 & RF3_EVIL)))
2242 msg_print("¤³¤ó¤ÊÆð¤é¤«¤¤¤â¤Î¤ÏÀÚ¤ì¤ó¡ª");
2244 msg_print("You cannot cut such a elastic thing!");
2252 msg_print("ÃØéá¤Ï¶ì¼ê¤À¡ª");
2254 msg_print("Spiders are difficult for you to deal with!");
2259 if (mode == HISSATSU_MINEUCHI)
2261 int tmp = (10 + randint1(15) + p_ptr->lev / 5);
2264 anger_monster(m_ptr);
2266 if (!(r_ptr->flags3 & (RF3_NO_STUN)))
2269 if (MON_STUNNED(m_ptr))
2272 msg_format("%s¤Ï¤Ò¤É¤¯¤â¤¦¤í¤¦¤È¤·¤¿¡£", m_name);
2274 msg_format("%s is more dazed.", m_name);
2282 msg_format("%s ¤Ï¤â¤¦¤í¤¦¤È¤·¤¿¡£", m_name);
2284 msg_format("%s is dazed.", m_name);
2289 (void)set_monster_stunned(c_ptr->m_idx, MON_STUNNED(m_ptr) + tmp);
2294 msg_format("%s ¤Ë¤Ï¸ú²Ì¤¬¤Ê¤«¤Ã¤¿¡£", m_name);
2296 msg_format("%s is not effected.", m_name);
2301 /* Modify the damage */
2302 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))));
2303 if (((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_DOKUBARI)) || (mode == HISSATSU_KYUSHO))
2305 if ((randint1(randint1(r_ptr->level/7)+5) == 1) && !(r_ptr->flags1 & RF1_UNIQUE) && !(r_ptr->flags7 & RF7_UNIQUE2))
2309 msg_format("%s¤ÎµÞ½ê¤òÆͤ»É¤·¤¿¡ª", m_name);
2311 msg_format("You hit %s on a fatal spot!", m_name);
2316 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)))
2318 int maxhp = maxroll(r_ptr->hdice, r_ptr->hside);
2319 if (one_in_(backstab ? 13 : (stab_fleeing || fuiuchi) ? 15 : 27))
2324 msg_format("¿Ï¤¬%s¤Ë¿¼¡¹¤ÈÆͤ»É¤µ¤Ã¤¿¡ª", m_name);
2326 msg_format("You critically injured %s!", m_name);
2329 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)))
2331 if ((r_ptr->flags1 & RF1_UNIQUE) || (r_ptr->flags7 & RF7_UNIQUE2) || (m_ptr->hp >= maxhp/2))
2333 k = MAX(k*5, m_ptr->hp/2);
2336 msg_format("%s¤ËÃ×Ì¿½ý¤òÉé¤ï¤»¤¿¡ª", m_name);
2338 msg_format("You fatally injured %s!", m_name);
2345 msg_format("¿Ï¤¬%s¤ÎµÞ½ê¤ò´Ó¤¤¤¿¡ª", m_name);
2347 msg_format("You hit %s on a fatal spot!", m_name);
2353 /* Complex message */
2354 if (p_ptr->wizard || cheat_xtra)
2357 msg_format("%d/%d ¤Î¥À¥á¡¼¥¸¤òÍ¿¤¨¤¿¡£", k, m_ptr->hp);
2359 msg_format("You do %d (out of %d) damage.", k, m_ptr->hp);
2363 if (k <= 0) can_drain = FALSE;
2365 if (drain_result > m_ptr->hp)
2366 drain_result = m_ptr->hp;
2368 /* Damage, check for fear and death */
2369 if (mon_take_hit(c_ptr->m_idx, k, fear, NULL))
2372 if ((p_ptr->pclass == CLASS_BERSERKER) && energy_use)
2374 if (p_ptr->migite && p_ptr->hidarite)
2376 if (hand) energy_use = energy_use*3/5+energy_use*num*2/(p_ptr->num_blow[hand]*5);
2377 else energy_use = energy_use*num*3/(p_ptr->num_blow[hand]*5);
2381 energy_use = energy_use*num/p_ptr->num_blow[hand];
2384 if ((o_ptr->name1 == ART_ZANTETSU) && is_lowlevel)
2386 msg_print("¤Þ¤¿¤Ä¤Þ¤é¤Ì¤â¤Î¤ò»Â¤Ã¤Æ¤·¤Þ¤Ã¤¿¡¥¡¥¡¥");
2388 msg_print("Sigh... Another trifling thing I've cut....");
2393 /* Anger the monster */
2394 if (k > 0) anger_monster(m_ptr);
2396 touch_zap_player(m_ptr);
2398 /* Are we draining it? A little note: If the monster is
2399 dead, the drain does not work... */
2401 if (can_drain && (drain_result > 0))
2403 if (o_ptr->name1 == ART_MURAMASA)
2407 int to_h = o_ptr->to_h;
2408 int to_d = o_ptr->to_d;
2412 for (i = 0; i < to_h + 3; i++) if (one_in_(4)) flag = 0;
2416 for (i = 0; i < to_d + 3; i++) if (one_in_(4)) flag = 0;
2419 if (o_ptr->to_h != to_h || o_ptr->to_d != to_d)
2422 msg_print("ÍÅÅá¤Ï·ì¤òµÛ¤Ã¤Æ¶¯¤¯¤Ê¤Ã¤¿¡ª");
2424 msg_print("Muramasa sucked blood, and became more powerful!");
2433 if (drain_result > 5) /* Did we really hurt it? */
2435 drain_heal = damroll(2, drain_result / 6);
2438 if (hex_spelling(HEX_VAMP_BLADE)) drain_heal *= 2;
2443 msg_format("Draining left: %d", drain_left);
2445 msg_format("Draining left: %d", drain_left);
2452 if (drain_heal < drain_left)
2454 drain_left -= drain_heal;
2458 drain_heal = drain_left;
2465 msg_format("¿Ï¤¬%s¤«¤éÀ¸Ì¿ÎϤòµÛ¤¤¼è¤Ã¤¿¡ª", m_name);
2467 msg_format("Your weapon drains life from %s!", m_name);
2473 drain_heal = (drain_heal * mutant_regenerate_mod) / 100;
2475 hp_player(drain_heal);
2476 /* We get to keep some of it! */
2480 m_ptr->maxhp -= (k+7)/8;
2481 if (m_ptr->hp > m_ptr->maxhp) m_ptr->hp = m_ptr->maxhp;
2482 if (m_ptr->maxhp < 1) m_ptr->maxhp = 1;
2488 /* Confusion attack */
2489 if ((p_ptr->special_attack & ATTACK_CONFUSE) || (chaos_effect == 3) || (mode == HISSATSU_CONF) || hex_spelling(HEX_CONFUSION))
2491 /* Cancel glowing hands */
2492 if (p_ptr->special_attack & ATTACK_CONFUSE)
2494 p_ptr->special_attack &= ~(ATTACK_CONFUSE);
2496 msg_print("¼ê¤Îµ±¤¤¬¤Ê¤¯¤Ê¤Ã¤¿¡£");
2498 msg_print("Your hands stop glowing.");
2500 p_ptr->redraw |= (PR_STATUS);
2504 /* Confuse the monster */
2505 if (r_ptr->flags3 & RF3_NO_CONF)
2507 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags3 |= RF3_NO_CONF;
2510 msg_format("%^s¤Ë¤Ï¸ú²Ì¤¬¤Ê¤«¤Ã¤¿¡£", m_name);
2512 msg_format("%^s is unaffected.", m_name);
2516 else if (randint0(100) < r_ptr->level)
2519 msg_format("%^s¤Ë¤Ï¸ú²Ì¤¬¤Ê¤«¤Ã¤¿¡£", m_name);
2521 msg_format("%^s is unaffected.", m_name);
2528 msg_format("%^s¤Ïº®Í𤷤¿¤è¤¦¤À¡£", m_name);
2530 msg_format("%^s appears confused.", m_name);
2533 (void)set_monster_confused(c_ptr->m_idx, MON_CONFUSED(m_ptr) + 10 + randint0(p_ptr->lev) / 5);
2537 else if (chaos_effect == 4)
2539 bool resists_tele = FALSE;
2541 if (r_ptr->flagsr & RFR_RES_TELE)
2543 if (r_ptr->flags1 & RF1_UNIQUE)
2545 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flagsr |= RFR_RES_TELE;
2547 msg_format("%^s¤Ë¤Ï¸ú²Ì¤¬¤Ê¤«¤Ã¤¿¡£", m_name);
2549 msg_format("%^s is unaffected!", m_name);
2552 resists_tele = TRUE;
2554 else if (r_ptr->level > randint1(100))
2556 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flagsr |= RFR_RES_TELE;
2558 msg_format("%^s¤ÏÄñ¹³ÎϤò»ý¤Ã¤Æ¤¤¤ë¡ª", m_name);
2560 msg_format("%^s resists!", m_name);
2563 resists_tele = TRUE;
2570 msg_format("%^s¤Ï¾Ã¤¨¤¿¡ª", m_name);
2572 msg_format("%^s disappears!", m_name);
2575 teleport_away(c_ptr->m_idx, 50, TELEPORT_PASSIVE);
2576 num = num_blow + 1; /* Can't hit it anymore! */
2581 else if ((chaos_effect == 5) && (randint1(90) > r_ptr->level))
2583 if (!(r_ptr->flags1 & (RF1_UNIQUE | RF1_QUESTOR)) &&
2584 !(r_ptr->flagsr & RFR_EFF_RES_CHAO_MASK))
2586 if (polymorph_monster(y, x))
2589 msg_format("%^s¤ÏÊѲ½¤·¤¿¡ª", m_name);
2591 msg_format("%^s changes!", m_name);
2600 msg_format("%^s¤Ë¤Ï¸ú²Ì¤¬¤Ê¤«¤Ã¤¿¡£", m_name);
2602 msg_format("%^s is unaffected.", m_name);
2606 /* Hack -- Get new monster */
2607 m_ptr = &m_list[c_ptr->m_idx];
2609 /* Oops, we need a different name... */
2610 monster_desc(m_name, m_ptr, 0);
2612 /* Hack -- Get new race */
2613 r_ptr = &r_info[m_ptr->r_idx];
2616 else if (o_ptr->name1 == ART_G_HAMMER)
2618 monster_type *m_ptr = &m_list[c_ptr->m_idx];
2620 if (m_ptr->hold_o_idx)
2622 object_type *q_ptr = &o_list[m_ptr->hold_o_idx];
2623 char o_name[MAX_NLEN];
2625 object_desc(o_name, q_ptr, OD_NAME_ONLY);
2626 q_ptr->held_m_idx = 0;
2627 q_ptr->marked = OM_TOUCHED;
2628 m_ptr->hold_o_idx = q_ptr->next_o_idx;
2629 q_ptr->next_o_idx = 0;
2631 msg_format("%s¤òÃ¥¤Ã¤¿¡£", o_name);
2633 msg_format("You snatched %s.", o_name);
2643 backstab = FALSE; /* Clumsy! */
2644 fuiuchi = FALSE; /* Clumsy! */
2646 if ((o_ptr->tval == TV_POLEARM) && (o_ptr->sval == SV_DEATH_SCYTHE) && one_in_(3))
2648 u32b flgs[TR_FLAG_SIZE];
2655 msg_format("¥ß¥¹¡ª %s¤Ë¤«¤ï¤µ¤ì¤¿¡£", m_name);
2657 msg_format("You miss %s.", m_name);
2661 msg_print("¿¶¤ê²ó¤·¤¿Âç³ù¤¬¼«Ê¬¼«¿È¤ËÊ֤äƤ¤¿¡ª");
2663 msg_print("Your scythe returns to you!");
2666 /* Extract the flags */
2667 object_flags(o_ptr, flgs);
2669 k = damroll(o_ptr->dd + p_ptr->to_dd[hand], o_ptr->ds + p_ptr->to_ds[hand]);
2672 switch (p_ptr->mimic_form)
2675 switch (p_ptr->prace)
2682 case RACE_BARBARIAN:
2686 case RACE_HALF_TROLL:
2687 case RACE_HALF_OGRE:
2688 case RACE_HALF_GIANT:
2689 case RACE_HALF_TITAN:
2697 case RACE_DRACONIAN:
2704 case MIMIC_DEMON_LORD:
2711 if (p_ptr->align < 0 && mult < 20)
2713 if (!(p_ptr->resist_acid || IS_OPPOSE_ACID() || p_ptr->immune_acid) && (mult < 25))
2715 if (!(p_ptr->resist_elec || IS_OPPOSE_ELEC() || p_ptr->immune_elec) && (mult < 25))
2717 if (!(p_ptr->resist_fire || IS_OPPOSE_FIRE() || p_ptr->immune_fire) && (mult < 25))
2719 if (!(p_ptr->resist_cold || IS_OPPOSE_COLD() || p_ptr->immune_cold) && (mult < 25))
2721 if (!(p_ptr->resist_pois || IS_OPPOSE_POIS()) && (mult < 25))
2724 if ((p_ptr->pclass != CLASS_SAMURAI) && (have_flag(flgs, TR_FORCE_WEAPON)) && (p_ptr->csp > (p_ptr->msp / 30)))
2726 p_ptr->csp -= (1+(p_ptr->msp / 30));
2727 p_ptr->redraw |= (PR_MANA);
2728 mult = mult * 3 / 2 + 20;
2734 k = critical_norm(o_ptr->weight, o_ptr->to_h, k, p_ptr->to_h[hand], mode);
2739 msg_format("¥°¥Ã¥µ¥êÀÚ¤êÎö¤«¤ì¤¿¡ª");
2741 msg_format("Your weapon cuts deep into yourself!");
2743 /* Try to increase the damage */
2751 k += (p_ptr->to_d[hand] + o_ptr->to_d);
2756 take_hit(DAMAGE_FORCE, k, "»à¤ÎÂç³ù", -1);
2758 take_hit(DAMAGE_FORCE, k, "Death scythe", -1);
2770 msg_format("¥ß¥¹¡ª %s¤Ë¤«¤ï¤µ¤ì¤¿¡£", m_name);
2772 msg_format("You miss %s.", m_name);
2781 if (weak && !(*mdeath))
2784 msg_format("%s¤Ï¼å¤¯¤Ê¤Ã¤¿¤è¤¦¤À¡£", m_name);
2786 msg_format("%^s seems weakened.", m_name);
2789 if (drain_left != MAX_VAMPIRIC_DRAIN)
2793 chg_virtue(V_UNLIFE, 1);
2796 /* Mega-Hack -- apply earthquake brand */
2799 earthquake(py, px, 10);
2800 if (!cave[y][x].m_idx) *mdeath = TRUE;
2804 bool py_attack(int y, int x, int mode)
2807 bool mdeath = FALSE;
2808 bool stormbringer = FALSE;
2810 cave_type *c_ptr = &cave[y][x];
2811 monster_type *m_ptr = &m_list[c_ptr->m_idx];
2812 monster_race *r_ptr = &r_info[m_ptr->r_idx];
2815 /* Disturb the player */
2820 if (!p_ptr->migite && !p_ptr->hidarite &&
2821 !(p_ptr->muta2 & (MUT2_HORNS | MUT2_BEAK | MUT2_SCOR_TAIL | MUT2_TRUNK | MUT2_TENTACLES)))
2824 msg_format("%s¹¶·â¤Ç¤¤Ê¤¤¡£", (empty_hands(FALSE) == EMPTY_HAND_NONE) ? "ξ¼ê¤¬¤Õ¤µ¤¬¤Ã¤Æ" : "");
2826 msg_print("You cannot do attacking.");
2831 /* Extract monster name (or "it") */
2832 monster_desc(m_name, m_ptr, 0);
2836 /* Auto-Recall if possible and visible */
2837 if (!p_ptr->image) monster_race_track(m_ptr->ap_r_idx);
2839 /* Track a new monster */
2840 health_track(c_ptr->m_idx);
2843 if ((r_ptr->flags1 & RF1_FEMALE) &&
2844 !(p_ptr->stun || p_ptr->confused || p_ptr->image || !m_ptr->ml))
2846 if ((inventory[INVEN_RARM].name1 == ART_ZANTETSU) || (inventory[INVEN_LARM].name1 == ART_ZANTETSU))
2849 msg_print("ÀÛ¼Ô¡¢¤ª¤Ê¤´¤Ï»Â¤ì¤Ì¡ª");
2851 msg_print("I can not attack women!");
2857 if (d_info[dungeon_type].flags1 & DF1_NO_MELEE)
2860 msg_print("¤Ê¤¼¤«¹¶·â¤¹¤ë¤³¤È¤¬¤Ç¤¤Ê¤¤¡£");
2862 msg_print("Something prevent you from attacking.");
2867 /* Stop if friendly */
2868 if (!is_hostile(m_ptr) &&
2869 !(p_ptr->stun || p_ptr->confused || p_ptr->image ||
2870 p_ptr->shero || !m_ptr->ml))
2872 if (inventory[INVEN_RARM].name1 == ART_STORMBRINGER) stormbringer = TRUE;
2873 if (inventory[INVEN_LARM].name1 == ART_STORMBRINGER) stormbringer = TRUE;
2877 msg_format("¹õ¤¤¿Ï¤Ï¶¯ÍߤË%s¤ò¹¶·â¤·¤¿¡ª", m_name);
2879 msg_format("Your black blade greedily attacks %s!", m_name);
2881 chg_virtue(V_INDIVIDUALISM, 1);
2882 chg_virtue(V_HONOUR, -1);
2883 chg_virtue(V_JUSTICE, -1);
2884 chg_virtue(V_COMPASSION, -1);
2886 else if (p_ptr->pclass != CLASS_BERSERKER)
2889 if (get_check("ËÜÅö¤Ë¹¶·â¤·¤Þ¤¹¤«¡©"))
2891 if (get_check("Really hit it? "))
2894 chg_virtue(V_INDIVIDUALISM, 1);
2895 chg_virtue(V_HONOUR, -1);
2896 chg_virtue(V_JUSTICE, -1);
2897 chg_virtue(V_COMPASSION, -1);
2902 msg_format("%s¤ò¹¶·â¤¹¤ë¤Î¤ò»ß¤á¤¿¡£", m_name);
2904 msg_format("You stop to avoid hitting %s.", m_name);
2912 /* Handle player fear */
2918 msg_format("¶²¤¯¤Æ%s¤ò¹¶·â¤Ç¤¤Ê¤¤¡ª", m_name);
2920 msg_format("You are too afraid to attack %s!", m_name);
2925 msg_format ("¤½¤Ã¤Á¤Ë¤Ï²¿¤«¶²¤¤¤â¤Î¤¬¤¤¤ë¡ª");
2927 msg_format ("There is something scary in your way!");
2930 /* Disturb the monster */
2931 (void)set_monster_csleep(c_ptr->m_idx, 0);
2937 if (MON_CSLEEP(m_ptr)) /* It is not honorable etc to attack helpless victims */
2939 if (!(r_ptr->flags3 & RF3_EVIL) || one_in_(5)) chg_virtue(V_COMPASSION, -1);
2940 if (!(r_ptr->flags3 & RF3_EVIL) || one_in_(5)) chg_virtue(V_HONOUR, -1);
2943 if (p_ptr->migite && p_ptr->hidarite)
2945 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))
2947 if (p_ptr->skill_exp[GINOU_NITOURYU] < WEAPON_EXP_BEGINNER)
2948 p_ptr->skill_exp[GINOU_NITOURYU] += 80;
2949 else if(p_ptr->skill_exp[GINOU_NITOURYU] < WEAPON_EXP_SKILLED)
2950 p_ptr->skill_exp[GINOU_NITOURYU] += 4;
2951 else if(p_ptr->skill_exp[GINOU_NITOURYU] < WEAPON_EXP_EXPERT)
2952 p_ptr->skill_exp[GINOU_NITOURYU] += 1;
2953 else if(p_ptr->skill_exp[GINOU_NITOURYU] < WEAPON_EXP_MASTER)
2954 if (one_in_(3)) p_ptr->skill_exp[GINOU_NITOURYU] += 1;
2955 p_ptr->update |= (PU_BONUS);
2959 /* Gain riding experience */
2962 int cur = p_ptr->skill_exp[GINOU_RIDING];
2963 int max = s_info[p_ptr->pclass].s_max[GINOU_RIDING];
2967 int ridinglevel = r_info[m_list[p_ptr->riding].r_idx].level;
2968 int targetlevel = r_ptr->level;
2971 if ((cur / 200 - 5) < targetlevel)
2974 /* Extra experience */
2975 if ((cur / 100) < ridinglevel)
2977 if ((cur / 100 + 15) < ridinglevel)
2978 inc += 1 + (ridinglevel - (cur / 100 + 15));
2983 p_ptr->skill_exp[GINOU_RIDING] = MIN(max, cur + inc);
2985 p_ptr->update |= (PU_BONUS);
2989 riding_t_m_idx = c_ptr->m_idx;
2990 if (p_ptr->migite) py_attack_aux(y, x, &fear, &mdeath, 0, mode);
2991 if (p_ptr->hidarite && !mdeath) py_attack_aux(y, x, &fear, &mdeath, 1, mode);
2993 /* Mutations which yield extra 'natural' attacks */
2996 if ((p_ptr->muta2 & MUT2_HORNS) && !mdeath)
2997 natural_attack(c_ptr->m_idx, MUT2_HORNS, &fear, &mdeath);
2998 if ((p_ptr->muta2 & MUT2_BEAK) && !mdeath)
2999 natural_attack(c_ptr->m_idx, MUT2_BEAK, &fear, &mdeath);
3000 if ((p_ptr->muta2 & MUT2_SCOR_TAIL) && !mdeath)
3001 natural_attack(c_ptr->m_idx, MUT2_SCOR_TAIL, &fear, &mdeath);
3002 if ((p_ptr->muta2 & MUT2_TRUNK) && !mdeath)
3003 natural_attack(c_ptr->m_idx, MUT2_TRUNK, &fear, &mdeath);
3004 if ((p_ptr->muta2 & MUT2_TENTACLES) && !mdeath)
3005 natural_attack(c_ptr->m_idx, MUT2_TENTACLES, &fear, &mdeath);
3008 /* Hack -- delay fear messages */
3009 if (fear && m_ptr->ml && !mdeath)
3016 msg_format("%^s¤Ï¶²Éݤ·¤Æƨ¤²½Ð¤·¤¿¡ª", m_name);
3018 msg_format("%^s flees in terror!", m_name);
3023 if ((p_ptr->special_defense & KATA_IAI) && ((mode != HISSATSU_IAI) || mdeath))
3025 set_action(ACTION_NONE);
3032 bool pattern_seq(int c_y, int c_x, int n_y, int n_x)
3034 feature_type *cur_f_ptr = &f_info[cave[c_y][c_x].feat];
3035 feature_type *new_f_ptr = &f_info[cave[n_y][n_x].feat];
3036 bool is_pattern_tile_cur = have_flag(cur_f_ptr->flags, FF_PATTERN);
3037 bool is_pattern_tile_new = have_flag(new_f_ptr->flags, FF_PATTERN);
3038 int pattern_type_cur, pattern_type_new;
3040 if (!is_pattern_tile_cur && !is_pattern_tile_new) return TRUE;
3042 pattern_type_cur = is_pattern_tile_cur ? cur_f_ptr->subtype : NOT_PATTERN_TILE;
3043 pattern_type_new = is_pattern_tile_new ? new_f_ptr->subtype : NOT_PATTERN_TILE;
3045 if (pattern_type_new == PATTERN_TILE_START)
3047 if (!is_pattern_tile_cur && !p_ptr->confused && !p_ptr->stun && !p_ptr->image)
3050 if (get_check("¥Ñ¥¿¡¼¥ó¤Î¾å¤òÊ⤻Ϥá¤ë¤È¡¢Á´¤Æ¤òÊ⤫¤Ê¤±¤ì¤Ð¤Ê¤ê¤Þ¤»¤ó¡£¤¤¤¤¤Ç¤¹¤«¡©"))
3052 if (get_check("If you start walking the Pattern, you must walk the whole way. Ok? "))
3061 else if ((pattern_type_new == PATTERN_TILE_OLD) ||
3062 (pattern_type_new == PATTERN_TILE_END) ||
3063 (pattern_type_new == PATTERN_TILE_WRECKED))
3065 if (is_pattern_tile_cur)
3072 msg_print("¥Ñ¥¿¡¼¥ó¤Î¾å¤òÊ⤯¤Ë¤Ï¥¹¥¿¡¼¥ÈÃÏÅÀ¤«¤éÊ⤻Ϥá¤Ê¤¯¤Æ¤Ï¤Ê¤ê¤Þ¤»¤ó¡£");
3074 msg_print("You must start walking the Pattern from the startpoint.");
3080 else if ((pattern_type_new == PATTERN_TILE_TELEPORT) ||
3081 (pattern_type_cur == PATTERN_TILE_TELEPORT))
3085 else if (pattern_type_cur == PATTERN_TILE_START)
3087 if (is_pattern_tile_new)
3092 msg_print("¥Ñ¥¿¡¼¥ó¤Î¾å¤ÏÀµ¤·¤¤½ç½ø¤ÇÊ⤫¤Í¤Ð¤Ê¤ê¤Þ¤»¤ó¡£");
3094 msg_print("You must walk the Pattern in correct order.");
3100 else if ((pattern_type_cur == PATTERN_TILE_OLD) ||
3101 (pattern_type_cur == PATTERN_TILE_END) ||
3102 (pattern_type_cur == PATTERN_TILE_WRECKED))
3104 if (!is_pattern_tile_new)
3107 msg_print("¥Ñ¥¿¡¼¥ó¤òƧ¤ß³°¤·¤Æ¤Ï¤¤¤±¤Þ¤»¤ó¡£");
3109 msg_print("You may not step off from the Pattern.");
3121 if (!is_pattern_tile_cur)
3124 msg_print("¥Ñ¥¿¡¼¥ó¤Î¾å¤òÊ⤯¤Ë¤Ï¥¹¥¿¡¼¥ÈÃÏÅÀ¤«¤éÊ⤻Ϥá¤Ê¤¯¤Æ¤Ï¤Ê¤ê¤Þ¤»¤ó¡£");
3126 msg_print("You must start walking the Pattern from the startpoint.");
3133 byte ok_move = PATTERN_TILE_START;
3134 switch (pattern_type_cur)
3136 case PATTERN_TILE_1:
3137 ok_move = PATTERN_TILE_2;
3139 case PATTERN_TILE_2:
3140 ok_move = PATTERN_TILE_3;
3142 case PATTERN_TILE_3:
3143 ok_move = PATTERN_TILE_4;
3145 case PATTERN_TILE_4:
3146 ok_move = PATTERN_TILE_1;
3151 msg_format("¤ª¤«¤·¤Ê¥Ñ¥¿¡¼¥óÊâ¹Ô¡¢%d¡£", pattern_type_cur);
3153 msg_format("Funny Pattern walking, %d.", pattern_type_cur);
3156 return TRUE; /* Goof-up */
3159 if ((pattern_type_new == ok_move) ||
3160 (pattern_type_new == pattern_type_cur))
3164 if (!is_pattern_tile_new)
3166 msg_print("¥Ñ¥¿¡¼¥ó¤òƧ¤ß³°¤·¤Æ¤Ï¤¤¤±¤Þ¤»¤ó¡£");
3168 msg_print("You may not step off from the Pattern.");
3172 msg_print("¥Ñ¥¿¡¼¥ó¤Î¾å¤ÏÀµ¤·¤¤½ç½ø¤ÇÊ⤫¤Í¤Ð¤Ê¤ê¤Þ¤»¤ó¡£");
3174 msg_print("You must walk the Pattern in correct order.");
3184 bool player_can_enter(s16b feature, u16b mode)
3186 feature_type *f_ptr = &f_info[feature];
3188 if (p_ptr->riding) return monster_can_cross_terrain(feature, &r_info[m_list[p_ptr->riding].r_idx], mode | CEM_RIDING);
3191 if (have_flag(f_ptr->flags, FF_PATTERN))
3193 if (!(mode & CEM_P_CAN_ENTER_PATTERN)) return FALSE;
3197 if (have_flag(f_ptr->flags, FF_CAN_FLY) && p_ptr->levitation) return TRUE;
3198 if (have_flag(f_ptr->flags, FF_CAN_SWIM) && p_ptr->can_swim) return TRUE;
3199 if (have_flag(f_ptr->flags, FF_CAN_PASS) && p_ptr->pass_wall) return TRUE;
3201 if (!have_flag(f_ptr->flags, FF_MOVE)) return FALSE;
3210 bool move_player_effect(int ny, int nx, u32b mpe_mode)
3212 cave_type *c_ptr = &cave[ny][nx];
3213 feature_type *f_ptr = &f_info[c_ptr->feat];
3215 if (!(mpe_mode & MPE_STAYING))
3219 cave_type *oc_ptr = &cave[oy][ox];
3220 int om_idx = oc_ptr->m_idx;
3221 int nm_idx = c_ptr->m_idx;
3223 /* Move the player */
3227 /* Hack -- For moving monster or riding player's moving */
3228 if (!(mpe_mode & MPE_DONT_SWAP_MON))
3230 /* Swap two monsters */
3231 c_ptr->m_idx = om_idx;
3232 oc_ptr->m_idx = nm_idx;
3234 if (om_idx > 0) /* Monster on old spot (or p_ptr->riding) */
3236 monster_type *om_ptr = &m_list[om_idx];
3239 update_mon(om_idx, TRUE);
3242 if (nm_idx > 0) /* Monster on new spot */
3244 monster_type *nm_ptr = &m_list[nm_idx];
3247 update_mon(nm_idx, TRUE);
3251 /* Redraw old spot */
3254 /* Redraw new spot */
3257 /* Check for new panel (redraw map) */
3260 if (mpe_mode & MPE_FORGET_FLOW)
3264 /* Mega-Hack -- Forget the view */
3265 p_ptr->update |= (PU_UN_VIEW);
3268 p_ptr->redraw |= (PR_MAP);
3272 p_ptr->update |= (PU_VIEW | PU_LITE | PU_FLOW | PU_MON_LITE | PU_DISTANCE);
3275 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
3277 /* Remove "unsafe" flag */
3278 if ((!p_ptr->blind && !no_lite()) || !is_trap(c_ptr->feat)) c_ptr->info &= ~(CAVE_UNSAFE);
3280 /* For get everything when requested hehe I'm *NASTY* */
3281 if (dun_level && (d_info[dungeon_type].flags1 & DF1_FORGET)) wiz_dark();
3284 if (mpe_mode & MPE_HANDLE_STUFF) handle_stuff();
3286 if (p_ptr->pclass == CLASS_NINJA)
3288 if (c_ptr->info & (CAVE_GLOW)) set_superstealth(FALSE);
3289 else if (p_ptr->cur_lite <= 0) set_superstealth(TRUE);
3292 if ((p_ptr->action == ACTION_HAYAGAKE) &&
3293 (!have_flag(f_ptr->flags, FF_PROJECT) ||
3294 (!p_ptr->levitation && have_flag(f_ptr->flags, FF_DEEP))))
3297 msg_print("¤³¤³¤Ç¤ÏÁÇÁ᤯ư¤±¤Ê¤¤¡£");
3299 msg_print("You cannot run in here.");
3301 set_action(ACTION_NONE);
3305 if (mpe_mode & MPE_ENERGY_USE)
3307 if (music_singing(MUSIC_WALL))
3309 (void)project(0, 0, py, px, (60 + p_ptr->lev), GF_DISINTEGRATE,
3310 PROJECT_KILL | PROJECT_ITEM, -1);
3312 if (!player_bold(ny, nx) || p_ptr->is_dead || p_ptr->leaving) return FALSE;
3315 /* Spontaneous Searching */
3316 if ((p_ptr->skill_fos >= 50) || (0 == randint0(50 - p_ptr->skill_fos)))
3321 /* Continuous Searching */
3322 if (p_ptr->action == ACTION_SEARCH)
3328 /* Handle "objects" */
3329 if (!(mpe_mode & MPE_DONT_PICKUP))
3331 carry((mpe_mode & MPE_DO_PICKUP) ? TRUE : FALSE);
3334 /* Handle "store doors" */
3335 if (have_flag(f_ptr->flags, FF_STORE))
3341 /* Hack -- Enter store */
3342 command_new = SPECIAL_KEY_STORE;
3345 /* Handle "building doors" -KMW- */
3346 else if (have_flag(f_ptr->flags, FF_BLDG))
3352 /* Hack -- Enter building */
3353 command_new = SPECIAL_KEY_BUILDING;
3356 /* Handle quest areas -KMW- */
3357 else if (have_flag(f_ptr->flags, FF_QUEST_ENTER))
3363 /* Hack -- Enter quest level */
3364 command_new = SPECIAL_KEY_QUEST;
3367 else if (have_flag(f_ptr->flags, FF_QUEST_EXIT))
3369 if (quest[p_ptr->inside_quest].type == QUEST_TYPE_FIND_EXIT)
3371 if (record_fix_quest) do_cmd_write_nikki(NIKKI_FIX_QUEST_C, p_ptr->inside_quest, NULL);
3372 quest[p_ptr->inside_quest].status = QUEST_STATUS_COMPLETED;
3373 quest[p_ptr->inside_quest].complev = (byte)p_ptr->lev;
3375 msg_print("¥¯¥¨¥¹¥È¤òãÀ®¤·¤¿¡ª");
3377 msg_print("You accomplished your quest!");
3383 leave_quest_check();
3385 p_ptr->inside_quest = c_ptr->special;
3390 p_ptr->leaving = TRUE;
3393 /* Set off a trap */
3394 else if (have_flag(f_ptr->flags, FF_HIT_TRAP) && !(mpe_mode & MPE_STAYING))
3400 if (c_ptr->mimic || have_flag(f_ptr->flags, FF_SECRET))
3404 msg_print("¥È¥é¥Ã¥×¤À¡ª");
3406 msg_print("You found a trap!");
3410 disclose_grid(py, px);
3414 hit_trap((mpe_mode & MPE_BREAK_TRAP) ? TRUE : FALSE);
3416 if (!player_bold(ny, nx) || p_ptr->is_dead || p_ptr->leaving) return FALSE;
3419 /* Warn when leaving trap detected region */
3420 if (!(mpe_mode & MPE_STAYING) && (disturb_trap_detect || alert_trap_detect)
3421 && p_ptr->dtrap && !(c_ptr->info & CAVE_IN_DETECT))
3423 /* No duplicate warning */
3424 p_ptr->dtrap = FALSE;
3426 /* You are just on the edge */
3427 if (!(c_ptr->info & CAVE_UNSAFE))
3429 if (alert_trap_detect)
3432 msg_print("* Ãí°Õ:¤³¤ÎÀè¤Ï¥È¥é¥Ã¥×¤Î´¶ÃÎÈϰϳ°¤Ç¤¹¡ª *");
3434 msg_print("*Leaving trap detect region!*");
3438 if (disturb_trap_detect) disturb(0, 1);
3442 return player_bold(ny, nx) && !p_ptr->is_dead && !p_ptr->leaving;
3446 bool trap_can_be_ignored(int feat)
3448 feature_type *f_ptr = &f_info[feat];
3450 if (!have_flag(f_ptr->flags, FF_TRAP)) return TRUE;
3452 switch (f_ptr->subtype)
3456 case TRAP_SPIKED_PIT:
3457 case TRAP_POISON_PIT:
3458 if (p_ptr->levitation) return TRUE;
3461 if (p_ptr->anti_tele) return TRUE;
3464 if (p_ptr->immune_fire) return TRUE;
3467 if (p_ptr->immune_acid) return TRUE;
3470 if (p_ptr->resist_blind) return TRUE;
3473 if (p_ptr->resist_conf) return TRUE;
3476 if (p_ptr->resist_pois) return TRUE;
3479 if (p_ptr->free_act) return TRUE;
3488 * Determine if a "boundary" grid is "floor mimic"
3490 #define boundary_floor(C, F, MF) \
3491 ((C)->mimic && permanent_wall(F) && \
3492 (have_flag((MF)->flags, FF_MOVE) || have_flag((MF)->flags, FF_CAN_FLY)) && \
3493 have_flag((MF)->flags, FF_PROJECT) && \
3494 !have_flag((MF)->flags, FF_OPEN))
3497 * Move player in the given direction, with the given "pickup" flag.
3499 * This routine should (probably) always induce energy expenditure.
3501 * Note that moving will *always* take a turn, and will *always* hit
3502 * any monster which might be in the destination grid. Previously,
3503 * moving into walls was "free" and did NOT hit invisible monsters.
3505 void move_player(int dir, bool do_pickup, bool break_trap)
3507 /* Find the result of moving */
3508 int y = py + ddy[dir];
3509 int x = px + ddx[dir];
3511 /* Examine the destination */
3512 cave_type *c_ptr = &cave[y][x];
3514 feature_type *f_ptr = &f_info[c_ptr->feat];
3516 monster_type *m_ptr;
3518 monster_type *riding_m_ptr = &m_list[p_ptr->riding];
3519 monster_race *riding_r_ptr = &r_info[p_ptr->riding ? riding_m_ptr->r_idx : 0]; /* Paranoia */
3523 bool p_can_enter = player_can_enter(c_ptr->feat, CEM_P_CAN_ENTER_PATTERN);
3524 bool p_can_kill_walls = FALSE;
3525 bool stormbringer = FALSE;
3527 bool oktomove = TRUE;
3528 bool do_past = FALSE;
3531 if (!dun_level && !p_ptr->wild_mode &&
3532 ((x == 0) || (x == MAX_WID - 1) ||
3533 (y == 0) || (y == MAX_HGT - 1)))
3535 /* Can the player enter the grid? */
3536 if (c_ptr->mimic && player_can_enter(c_ptr->mimic, 0))
3538 /* Hack: move to new area */
3539 if ((y == 0) && (x == 0))
3541 p_ptr->wilderness_y--;
3542 p_ptr->wilderness_x--;
3543 p_ptr->oldpy = cur_hgt - 2;
3544 p_ptr->oldpx = cur_wid - 2;
3545 ambush_flag = FALSE;
3548 else if ((y == 0) && (x == MAX_WID - 1))
3550 p_ptr->wilderness_y--;
3551 p_ptr->wilderness_x++;
3552 p_ptr->oldpy = cur_hgt - 2;
3554 ambush_flag = FALSE;
3557 else if ((y == MAX_HGT - 1) && (x == 0))
3559 p_ptr->wilderness_y++;
3560 p_ptr->wilderness_x--;
3562 p_ptr->oldpx = cur_wid - 2;
3563 ambush_flag = FALSE;
3566 else if ((y == MAX_HGT - 1) && (x == MAX_WID - 1))
3568 p_ptr->wilderness_y++;
3569 p_ptr->wilderness_x++;
3572 ambush_flag = FALSE;
3577 p_ptr->wilderness_y--;
3578 p_ptr->oldpy = cur_hgt - 2;
3580 ambush_flag = FALSE;
3583 else if (y == MAX_HGT - 1)
3585 p_ptr->wilderness_y++;
3588 ambush_flag = FALSE;
3593 p_ptr->wilderness_x--;
3594 p_ptr->oldpx = cur_wid - 2;
3596 ambush_flag = FALSE;
3599 else if (x == MAX_WID - 1)
3601 p_ptr->wilderness_x++;
3604 ambush_flag = FALSE;
3607 p_ptr->leaving = TRUE;
3613 /* "Blocked" message appears later */
3614 /* oktomove = FALSE; */
3615 p_can_enter = FALSE;
3618 /* Get the monster */
3619 m_ptr = &m_list[c_ptr->m_idx];
3622 if (inventory[INVEN_RARM].name1 == ART_STORMBRINGER) stormbringer = TRUE;
3623 if (inventory[INVEN_LARM].name1 == ART_STORMBRINGER) stormbringer = TRUE;
3625 /* Player can not walk through "walls"... */
3626 /* unless in Shadow Form */
3627 p_can_kill_walls = p_ptr->kill_wall && have_flag(f_ptr->flags, FF_HURT_DISI) &&
3628 (!p_can_enter || !have_flag(f_ptr->flags, FF_LOS)) &&
3629 !have_flag(f_ptr->flags, FF_PERMANENT);
3631 /* Hack -- attack monsters */
3632 if (c_ptr->m_idx && (m_ptr->ml || p_can_enter || p_can_kill_walls))
3634 monster_race *r_ptr = &r_info[m_ptr->r_idx];
3636 /* Attack -- only if we can see it OR it is not in a wall */
3637 if (!is_hostile(m_ptr) &&
3638 !(p_ptr->confused || p_ptr->image || !m_ptr->ml || p_ptr->stun ||
3639 ((p_ptr->muta2 & MUT2_BERS_RAGE) && p_ptr->shero)) &&
3640 pattern_seq(py, px, y, x) && (p_can_enter || p_can_kill_walls))
3642 /* Disturb the monster */
3643 (void)set_monster_csleep(c_ptr->m_idx, 0);
3645 /* Extract monster name (or "it") */
3646 monster_desc(m_name, m_ptr, 0);
3650 /* Auto-Recall if possible and visible */
3651 if (!p_ptr->image) monster_race_track(m_ptr->ap_r_idx);
3653 /* Track a new monster */
3654 health_track(c_ptr->m_idx);
3658 if ((stormbringer && (randint1(1000) > 666)) || (p_ptr->pclass == CLASS_BERSERKER))
3663 else if (monster_can_cross_terrain(cave[py][px].feat, r_ptr, 0))
3670 msg_format("%^s¤¬¼ÙËâ¤À¡ª", m_name);
3672 msg_format("%^s is in your way!", m_name);
3679 /* now continue on to 'movement' */
3688 if (oktomove && p_ptr->riding)
3690 if (riding_r_ptr->flags1 & RF1_NEVER_MOVE)
3693 msg_print("Æ°¤±¤Ê¤¤¡ª");
3695 msg_print("Can't move!");
3701 else if (MON_MONFEAR(riding_m_ptr))
3705 /* Acquire the monster name */
3706 monster_desc(m_name, riding_m_ptr, 0);
3708 /* Dump a message */
3710 msg_format("%s¤¬¶²Éݤ·¤Æ¤¤¤ÆÀ©¸æ¤Ç¤¤Ê¤¤¡£", m_name);
3712 msg_format("%^s is too scared to control.", m_name);
3717 else if (p_ptr->riding_ryoute)
3722 else if (have_flag(f_ptr->flags, FF_CAN_FLY) && (riding_r_ptr->flags7 & RF7_CAN_FLY))
3726 else if (have_flag(f_ptr->flags, FF_CAN_SWIM) && (riding_r_ptr->flags7 & RF7_CAN_SWIM))
3730 else if (have_flag(f_ptr->flags, FF_WATER) &&
3731 !(riding_r_ptr->flags7 & RF7_AQUATIC) &&
3732 (have_flag(f_ptr->flags, FF_DEEP) || (riding_r_ptr->flags2 & RF2_AURA_FIRE)))
3735 msg_format("%s¤Î¾å¤Ë¹Ô¤±¤Ê¤¤¡£", f_name + f_info[get_feat_mimic(c_ptr)].name);
3737 msg_print("Can't swim.");
3743 else if (!have_flag(f_ptr->flags, FF_WATER) && (riding_r_ptr->flags7 & RF7_AQUATIC))
3746 msg_format("%s¤«¤é¾å¤¬¤ì¤Ê¤¤¡£", f_name + f_info[get_feat_mimic(&cave[py][px])].name);
3748 msg_print("Can't land.");
3754 else if (have_flag(f_ptr->flags, FF_LAVA) && !(riding_r_ptr->flagsr & RFR_EFF_IM_FIRE_MASK))
3757 msg_format("%s¤Î¾å¤Ë¹Ô¤±¤Ê¤¤¡£", f_name + f_info[get_feat_mimic(c_ptr)].name);
3759 msg_print("Too hot to go through.");
3766 if (oktomove && MON_STUNNED(riding_m_ptr) && one_in_(2))
3769 monster_desc(m_name, riding_m_ptr, 0);
3771 msg_format("%s¤¬Û¯Û°¤È¤·¤Æ¤¤¤Æ¤¦¤Þ¤¯Æ°¤±¤Ê¤¤¡ª",m_name);
3773 msg_format("You cannot control stunned %s!",m_name);
3784 else if (!have_flag(f_ptr->flags, FF_MOVE) && have_flag(f_ptr->flags, FF_CAN_FLY) && !p_ptr->levitation)
3787 msg_format("¶õ¤òÈô¤Ð¤Ê¤¤¤È%s¤Î¾å¤Ë¤Ï¹Ô¤±¤Ê¤¤¡£", f_name + f_info[get_feat_mimic(c_ptr)].name);
3789 msg_format("You need to fly to go through the %s.", f_name + f_info[get_feat_mimic(c_ptr)].name);
3798 * Player can move through trees and
3799 * has effective -10 speed
3800 * Rangers can move without penality
3802 else if (have_flag(f_ptr->flags, FF_TREE) && !p_can_kill_walls)
3804 if ((p_ptr->pclass != CLASS_RANGER) && !p_ptr->levitation && (!p_ptr->riding || !(riding_r_ptr->flags8 & RF8_WILD_WOOD))) energy_use *= 2;
3807 #ifdef ALLOW_EASY_DISARM /* TNB */
3809 /* Disarm a visible trap */
3810 else if ((do_pickup != easy_disarm) && have_flag(f_ptr->flags, FF_DISARM) && !c_ptr->mimic)
3812 if (!trap_can_be_ignored(c_ptr->feat))
3814 (void)do_cmd_disarm_aux(y, x, dir);
3819 #endif /* ALLOW_EASY_DISARM -- TNB */
3821 /* Player can not walk through "walls" unless in wraith form...*/
3822 else if (!p_can_enter && !p_can_kill_walls)
3824 /* Feature code (applying "mimic" field) */
3825 s16b feat = get_feat_mimic(c_ptr);
3826 feature_type *mimic_f_ptr = &f_info[feat];
3827 cptr name = f_name + mimic_f_ptr->name;
3831 /* Notice things in the dark */
3832 if (!(c_ptr->info & CAVE_MARK) && !player_can_see_bold(y, x))
3834 /* Boundary floor mimic */
3835 if (boundary_floor(c_ptr, f_ptr, mimic_f_ptr))
3838 msg_print("¤½¤ì°Ê¾åÀè¤Ë¤Ï¿Ê¤á¤Ê¤¤¤è¤¦¤À¡£");
3840 msg_print("You feel you cannot go any more.");
3844 /* Wall (or secret door) */
3848 msg_format("%s¤¬¹Ô¤¯¼ê¤ò¤Ï¤Ð¤ó¤Ç¤¤¤ë¤è¤¦¤À¡£", name);
3850 msg_format("You feel %s %s blocking your way.",
3851 is_a_vowel(name[0]) ? "an" : "a", name);
3854 c_ptr->info |= (CAVE_MARK);
3862 /* Boundary floor mimic */
3863 if (boundary_floor(c_ptr, f_ptr, mimic_f_ptr))
3866 msg_print("¤½¤ì°Ê¾åÀè¤Ë¤Ï¿Ê¤á¤Ê¤¤¡£");
3868 msg_print("You cannot go any more.");
3871 if (!(p_ptr->confused || p_ptr->stun || p_ptr->image))
3875 /* Wall (or secret door) */
3878 #ifdef ALLOW_EASY_OPEN
3880 if (easy_open && is_closed_door(feat) && easy_open_door(y, x)) return;
3881 #endif /* ALLOW_EASY_OPEN */
3884 msg_format("%s¤¬¹Ô¤¯¼ê¤ò¤Ï¤Ð¤ó¤Ç¤¤¤ë¡£", name);
3886 msg_format("There is %s %s blocking your way.",
3887 is_a_vowel(name[0]) ? "an" : "a", name);
3891 * Well, it makes sense that you lose time bumping into
3892 * a wall _if_ you are confused, stunned or blind; but
3893 * typing mistakes should not cost you a turn...
3895 if (!(p_ptr->confused || p_ptr->stun || p_ptr->image))
3900 /* Disturb the player */
3904 if (!boundary_floor(c_ptr, f_ptr, mimic_f_ptr)) sound(SOUND_HITWALL);
3907 /* Normal movement */
3908 if (oktomove && !pattern_seq(py, px, y, x))
3910 if (!(p_ptr->confused || p_ptr->stun || p_ptr->image))
3915 /* To avoid a loop with running */
3921 /* Normal movement */
3924 u32b mpe_mode = MPE_ENERGY_USE;
3928 if (!process_warning(x, y))
3938 msg_format("%s¤ò²¡¤·Âऱ¤¿¡£", m_name);
3940 msg_format("You push past %s.", m_name);
3944 /* Change oldpx and oldpy to place the player well when going back to big mode */
3945 if (p_ptr->wild_mode)
3947 if (ddy[dir] > 0) p_ptr->oldpy = 1;
3948 if (ddy[dir] < 0) p_ptr->oldpy = MAX_HGT - 2;
3949 if (ddy[dir] == 0) p_ptr->oldpy = MAX_HGT / 2;
3950 if (ddx[dir] > 0) p_ptr->oldpx = 1;
3951 if (ddx[dir] < 0) p_ptr->oldpx = MAX_WID - 2;
3952 if (ddx[dir] == 0) p_ptr->oldpx = MAX_WID / 2;
3955 if (p_can_kill_walls)
3957 cave_alter_feat(y, x, FF_HURT_DISI);
3959 /* Update some things -- similar to GF_KILL_WALL */
3960 p_ptr->update |= (PU_FLOW);
3964 /* sound(SOUND_WALK); */
3966 #ifdef ALLOW_EASY_DISARM /* TNB */
3968 if (do_pickup != always_pickup) mpe_mode |= MPE_DO_PICKUP;
3970 #else /* ALLOW_EASY_DISARM -- TNB */
3972 if (do_pickup) mpe_mode |= MPE_DO_PICKUP;
3974 #endif /* ALLOW_EASY_DISARM -- TNB */
3976 if (break_trap) mpe_mode |= MPE_BREAK_TRAP;
3978 /* Move the player */
3979 (void)move_player_effect(y, x, mpe_mode);
3984 static bool ignore_avoid_run;
3987 * Hack -- Check for a "known wall" (see below)
3989 static int see_wall(int dir, int y, int x)
3993 /* Get the new location */
3997 /* Illegal grids are not known walls */
3998 if (!in_bounds2(y, x)) return (FALSE);
4001 c_ptr = &cave[y][x];
4003 /* Must be known to the player */
4004 if (c_ptr->info & (CAVE_MARK))
4006 /* Feature code (applying "mimic" field) */
4007 s16b feat = get_feat_mimic(c_ptr);
4008 feature_type *f_ptr = &f_info[feat];
4010 /* Wall grids are known walls */
4011 if (!player_can_enter(feat, 0)) return !have_flag(f_ptr->flags, FF_DOOR);
4013 /* Don't run on a tree unless explicitly requested */
4014 if (have_flag(f_ptr->flags, FF_AVOID_RUN) && !ignore_avoid_run)
4017 /* Don't run in a wall */
4018 if (!have_flag(f_ptr->flags, FF_MOVE) && !have_flag(f_ptr->flags, FF_CAN_FLY))
4019 return !have_flag(f_ptr->flags, FF_DOOR);
4027 * Hack -- Check for an "unknown corner" (see below)
4029 static int see_nothing(int dir, int y, int x)
4031 /* Get the new location */
4035 /* Illegal grids are unknown */
4036 if (!in_bounds2(y, x)) return (TRUE);
4038 /* Memorized grids are always known */
4039 if (cave[y][x].info & (CAVE_MARK)) return (FALSE);
4041 /* Viewable door/wall grids are known */
4042 if (player_can_see_bold(y, x)) return (FALSE);
4053 * The running algorithm: -CJS-
4055 * In the diagrams below, the player has just arrived in the
4056 * grid marked as '@', and he has just come from a grid marked
4057 * as 'o', and he is about to enter the grid marked as 'x'.
4059 * Of course, if the "requested" move was impossible, then you
4060 * will of course be blocked, and will stop.
4062 * Overview: You keep moving until something interesting happens.
4063 * If you are in an enclosed space, you follow corners. This is
4064 * the usual corridor scheme. If you are in an open space, you go
4065 * straight, but stop before entering enclosed space. This is
4066 * analogous to reaching doorways. If you have enclosed space on
4067 * one side only (that is, running along side a wall) stop if
4068 * your wall opens out, or your open space closes in. Either case
4069 * corresponds to a doorway.
4071 * What happens depends on what you can really SEE. (i.e. if you
4072 * have no light, then running along a dark corridor is JUST like
4073 * running in a dark room.) The algorithm works equally well in
4074 * corridors, rooms, mine tailings, earthquake rubble, etc, etc.
4076 * These conditions are kept in static memory:
4077 * find_openarea You are in the open on at least one
4079 * find_breakleft You have a wall on the left, and will
4081 * find_breakright You have a wall on the right, and will
4084 * To initialize these conditions, we examine the grids adjacent
4085 * to the grid marked 'x', two on each side (marked 'L' and 'R').
4086 * If either one of the two grids on a given side is seen to be
4087 * closed, then that side is considered to be closed. If both
4088 * sides are closed, then it is an enclosed (corridor) run.
4094 * Looking at more than just the immediate squares is
4095 * significant. Consider the following case. A run along the
4096 * corridor will stop just before entering the center point,
4097 * because a choice is clearly established. Running in any of
4098 * three available directions will be defined as a corridor run.
4099 * Note that a minor hack is inserted to make the angled corridor
4100 * entry (with one side blocked near and the other side blocked
4101 * further away from the runner) work correctly. The runner moves
4102 * diagonally, but then saves the previous direction as being
4103 * straight into the gap. Otherwise, the tail end of the other
4104 * entry would be perceived as an alternative on the next move.
4112 * Likewise, a run along a wall, and then into a doorway (two
4113 * runs) will work correctly. A single run rightwards from @ will
4114 * stop at 1. Another run right and down will enter the corridor
4115 * and make the corner, stopping at the 2.
4117 * ##################
4119 * ########### ######
4123 * After any move, the function area_affect is called to
4124 * determine the new surroundings, and the direction of
4125 * subsequent moves. It examines the current player location
4126 * (at which the runner has just arrived) and the previous
4127 * direction (from which the runner is considered to have come).
4129 * Moving one square in some direction places you adjacent to
4130 * three or five new squares (for straight and diagonal moves
4131 * respectively) to which you were not previously adjacent,
4132 * marked as '!' in the diagrams below.
4135 * .o@! (normal) .o.! (diagonal)
4136 * ...! (east) ..@! (south east)
4139 * You STOP if any of the new squares are interesting in any way:
4140 * for example, if they contain visible monsters or treasure.
4142 * You STOP if any of the newly adjacent squares seem to be open,
4143 * and you are also looking for a break on that side. (that is,
4144 * find_openarea AND find_break).
4146 * You STOP if any of the newly adjacent squares do NOT seem to be
4147 * open and you are in an open area, and that side was previously
4150 * Corners: If you are not in the open (i.e. you are in a corridor)
4151 * and there is only one way to go in the new squares, then turn in
4152 * that direction. If there are more than two new ways to go, STOP.
4153 * If there are two ways to go, and those ways are separated by a
4154 * square which does not seem to be open, then STOP.
4156 * Otherwise, we have a potential corner. There are two new open
4157 * squares, which are also adjacent. One of the new squares is
4158 * diagonally located, the other is straight on (as in the diagram).
4159 * We consider two more squares further out (marked below as ?).
4161 * We assign "option" to the straight-on grid, and "option2" to the
4162 * diagonal grid, and "check_dir" to the grid marked 's'.
4168 * If they are both seen to be closed, then it is seen that no benefit
4169 * is gained from moving straight. It is a known corner. To cut the
4170 * corner, go diagonally, otherwise go straight, but pretend you
4171 * stepped diagonally into that next location for a full view next
4172 * time. Conversely, if one of the ? squares is not seen to be closed,
4173 * then there is a potential choice. We check to see whether it is a
4174 * potential corner or an intersection/room entrance. If the square
4175 * two spaces straight ahead, and the space marked with 's' are both
4176 * unknown space, then it is a potential corner and enter if
4177 * find_examine is set, otherwise must stop because it is not a
4178 * corner. (find_examine option is removed and always is TRUE.)
4185 * Hack -- allow quick "cycling" through the legal directions
4187 static byte cycle[] =
4188 { 1, 2, 3, 6, 9, 8, 7, 4, 1, 2, 3, 6, 9, 8, 7, 4, 1 };
4191 * Hack -- map each direction into the "middle" of the "cycle[]" array
4193 static byte chome[] =
4194 { 0, 8, 9, 10, 7, 0, 11, 6, 5, 4 };
4197 * The direction we are running
4199 static byte find_current;
4202 * The direction we came from
4204 static byte find_prevdir;
4207 * We are looking for open area
4209 static bool find_openarea;
4212 * We are looking for a break
4214 static bool find_breakright;
4215 static bool find_breakleft;
4220 * Initialize the running algorithm for a new direction.
4222 * Diagonal Corridor -- allow diaginal entry into corridors.
4224 * Blunt Corridor -- If there is a wall two spaces ahead and
4225 * we seem to be in a corridor, then force a turn into the side
4226 * corridor, must be moving straight into a corridor here. ???
4228 * Diagonal Corridor Blunt Corridor (?)
4233 static void run_init(int dir)
4235 int row, col, deepleft, deepright;
4236 int i, shortleft, shortright;
4239 /* Save the direction */
4242 /* Assume running straight */
4245 /* Assume looking for open area */
4246 find_openarea = TRUE;
4248 /* Assume not looking for breaks */
4249 find_breakright = find_breakleft = FALSE;
4251 /* Assume no nearby walls */
4252 deepleft = deepright = FALSE;
4253 shortright = shortleft = FALSE;
4258 /* Find the destination grid */
4259 row = py + ddy[dir];
4260 col = px + ddx[dir];
4262 ignore_avoid_run = cave_have_flag_bold(row, col, FF_AVOID_RUN);
4264 /* Extract cycle index */
4267 /* Check for walls */
4268 if (see_wall(cycle[i+1], py, px))
4270 find_breakleft = TRUE;
4273 else if (see_wall(cycle[i+1], row, col))
4275 find_breakleft = TRUE;
4279 /* Check for walls */
4280 if (see_wall(cycle[i-1], py, px))
4282 find_breakright = TRUE;
4285 else if (see_wall(cycle[i-1], row, col))
4287 find_breakright = TRUE;
4291 /* Looking for a break */
4292 if (find_breakleft && find_breakright)
4294 /* Not looking for open area */
4295 find_openarea = FALSE;
4297 /* Hack -- allow angled corridor entry */
4300 if (deepleft && !deepright)
4302 find_prevdir = cycle[i - 1];
4304 else if (deepright && !deepleft)
4306 find_prevdir = cycle[i + 1];
4310 /* Hack -- allow blunt corridor entry */
4311 else if (see_wall(cycle[i], row, col))
4313 if (shortleft && !shortright)
4315 find_prevdir = cycle[i - 2];
4317 else if (shortright && !shortleft)
4319 find_prevdir = cycle[i + 2];
4327 * Update the current "run" path
4329 * Return TRUE if the running should be stopped
4331 static bool run_test(void)
4333 int prev_dir, new_dir, check_dir = 0;
4336 int option = 0, option2 = 0;
4339 feature_type *f_ptr;
4341 /* Where we came from */
4342 prev_dir = find_prevdir;
4345 /* Range of newly adjacent grids */
4346 max = (prev_dir & 0x01) + 1;
4348 /* break run when leaving trap detected region */
4349 if ((disturb_trap_detect || alert_trap_detect)
4350 && p_ptr->dtrap && !(cave[py][px].info & CAVE_IN_DETECT))
4352 /* No duplicate warning */
4353 p_ptr->dtrap = FALSE;
4355 /* You are just on the edge */
4356 if (!(cave[py][px].info & CAVE_UNSAFE))
4358 if (alert_trap_detect)
4361 msg_print("* Ãí°Õ:¤³¤ÎÀè¤Ï¥È¥é¥Ã¥×¤Î´¶ÃÎÈϰϳ°¤Ç¤¹¡ª *");
4363 msg_print("*Leaving trap detect region!*");
4367 if (disturb_trap_detect)
4375 /* Look at every newly adjacent square. */
4376 for (i = -max; i <= max; i++)
4378 s16b this_o_idx, next_o_idx = 0;
4381 new_dir = cycle[chome[prev_dir] + i];
4384 row = py + ddy[new_dir];
4385 col = px + ddx[new_dir];
4388 c_ptr = &cave[row][col];
4390 /* Feature code (applying "mimic" field) */
4391 feat = get_feat_mimic(c_ptr);
4392 f_ptr = &f_info[feat];
4394 /* Visible monsters abort running */
4397 monster_type *m_ptr = &m_list[c_ptr->m_idx];
4399 /* Visible monster */
4400 if (m_ptr->ml) return (TRUE);
4403 /* Visible objects abort running */
4404 for (this_o_idx = c_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
4408 /* Acquire object */
4409 o_ptr = &o_list[this_o_idx];
4411 /* Acquire next object */
4412 next_o_idx = o_ptr->next_o_idx;
4414 /* Visible object */
4415 if (o_ptr->marked & OM_FOUND) return (TRUE);
4418 /* Assume unknown */
4421 /* Check memorized grids */
4422 if (c_ptr->info & (CAVE_MARK))
4424 bool notice = have_flag(f_ptr->flags, FF_NOTICE);
4426 if (notice && have_flag(f_ptr->flags, FF_MOVE))
4429 if (find_ignore_doors && have_flag(f_ptr->flags, FF_DOOR) && have_flag(f_ptr->flags, FF_CLOSE))
4431 /* Option -- ignore */
4436 else if (find_ignore_stairs && have_flag(f_ptr->flags, FF_STAIRS))
4438 /* Option -- ignore */
4443 else if (have_flag(f_ptr->flags, FF_LAVA) && (p_ptr->immune_fire || IS_INVULN()))
4450 else if (have_flag(f_ptr->flags, FF_WATER) && have_flag(f_ptr->flags, FF_DEEP) &&
4451 (p_ptr->levitation || p_ptr->can_swim || (p_ptr->total_weight <= weight_limit())))
4458 /* Interesting feature */
4459 if (notice) return (TRUE);
4461 /* The grid is "visible" */
4465 /* Analyze unknown grids and floors considering mimic */
4466 if (inv || !see_wall(0, row, col))
4468 /* Looking for open area */
4474 /* The first new direction. */
4480 /* Three new directions. Stop running. */
4486 /* Two non-adjacent new directions. Stop running. */
4487 else if (option != cycle[chome[prev_dir] + i - 1])
4492 /* Two new (adjacent) directions (case 1) */
4493 else if (new_dir & 0x01)
4495 check_dir = cycle[chome[prev_dir] + i - 2];
4499 /* Two new (adjacent) directions (case 2) */
4502 check_dir = cycle[chome[prev_dir] + i + 1];
4508 /* Obstacle, while looking for open area */
4515 /* Break to the right */
4516 find_breakright = TRUE;
4521 /* Break to the left */
4522 find_breakleft = TRUE;
4528 /* Looking for open area */
4531 /* Hack -- look again */
4532 for (i = -max; i < 0; i++)
4534 /* Unknown grid or non-wall */
4535 if (!see_wall(cycle[chome[prev_dir] + i], py, px))
4537 /* Looking to break right */
4538 if (find_breakright)
4547 /* Looking to break left */
4555 /* Hack -- look again */
4556 for (i = max; i > 0; i--)
4558 /* Unknown grid or non-wall */
4559 if (!see_wall(cycle[chome[prev_dir] + i], py, px))
4561 /* Looking to break left */
4571 /* Looking to break right */
4572 if (find_breakright)
4580 /* Not looking for open area */
4592 /* Primary option */
4593 find_current = option;
4595 /* No other options */
4596 find_prevdir = option;
4599 /* Two options, examining corners */
4602 /* Primary option */
4603 find_current = option;
4605 /* Hack -- allow curving */
4606 find_prevdir = option2;
4609 /* Two options, pick one */
4612 /* Get next location */
4613 row = py + ddy[option];
4614 col = px + ddx[option];
4616 /* Don't see that it is closed off. */
4617 /* This could be a potential corner or an intersection. */
4618 if (!see_wall(option, row, col) ||
4619 !see_wall(check_dir, row, col))
4621 /* Can not see anything ahead and in the direction we */
4622 /* are turning, assume that it is a potential corner. */
4623 if (see_nothing(option, row, col) &&
4624 see_nothing(option2, row, col))
4626 find_current = option;
4627 find_prevdir = option2;
4630 /* STOP: we are next to an intersection or a room */
4637 /* This corner is seen to be enclosed; we cut the corner. */
4640 find_current = option2;
4641 find_prevdir = option2;
4644 /* This corner is seen to be enclosed, and we */
4645 /* deliberately go the long way. */
4648 find_current = option;
4649 find_prevdir = option2;
4654 /* About to hit a known wall, stop */
4655 if (see_wall(find_current, py, px))
4667 * Take one step along the current "run" path
4669 void run_step(int dir)
4674 /* Ignore AVOID_RUN on a first step */
4675 ignore_avoid_run = TRUE;
4677 /* Hack -- do not start silly run */
4678 if (see_wall(dir, py, px))
4682 msg_print("¤½¤ÎÊý¸þ¤Ë¤ÏÁö¤ì¤Þ¤»¤ó¡£");
4684 msg_print("You cannot run in that direction.");
4712 /* Decrease the run counter */
4713 if (--running <= 0) return;
4718 /* Move the player, using the "pickup" flag */
4719 #ifdef ALLOW_EASY_DISARM /* TNB */
4721 move_player(find_current, FALSE, FALSE);
4723 #else /* ALLOW_EASY_DISARM -- TNB */
4725 move_player(find_current, always_pickup, FALSE);
4727 #endif /* ALLOW_EASY_DISARM -- TNB */
4729 if (player_bold(p_ptr->run_py, p_ptr->run_px))
4740 * Test for traveling
4742 static int travel_test(int prev_dir)
4746 const cave_type *c_ptr;
4749 /* Cannot travel when blind */
4750 if (p_ptr->blind || no_lite())
4752 msg_print(_("Ìܤ¬¸«¤¨¤Ê¤¤¡ª", "You cannot see!"));
4756 /* break run when leaving trap detected region */
4757 if ((disturb_trap_detect || alert_trap_detect)
4758 && p_ptr->dtrap && !(cave[py][px].info & CAVE_IN_DETECT))
4760 /* No duplicate warning */
4761 p_ptr->dtrap = FALSE;
4763 /* You are just on the edge */
4764 if (!(cave[py][px].info & CAVE_UNSAFE))
4766 if (alert_trap_detect)
4769 msg_print("* Ãí°Õ:¤³¤ÎÀè¤Ï¥È¥é¥Ã¥×¤Î´¶ÃÎÈϰϳ°¤Ç¤¹¡ª *");
4771 msg_print("*Leaving trap detect region!*");
4775 if (disturb_trap_detect)
4783 /* Range of newly adjacent grids */
4784 max = (prev_dir & 0x01) + 1;
4786 /* Look at every newly adjacent square. */
4787 for (i = -max; i <= max; i++)
4790 int dir = cycle[chome[prev_dir] + i];
4793 int row = py + ddy[dir];
4794 int col = px + ddx[dir];
4797 c_ptr = &cave[row][col];
4799 /* Visible monsters abort running */
4802 monster_type *m_ptr = &m_list[c_ptr->m_idx];
4804 /* Visible monster */
4805 if (m_ptr->ml) return (0);
4810 /* Travel cost of current grid */
4811 cost = travel.cost[py][px];
4813 /* Determine travel direction */
4814 for (i = 0; i < 8; ++ i) {
4815 int dir_cost = travel.cost[py+ddy_ddd[i]][px+ddx_ddd[i]];
4817 if (dir_cost < cost)
4824 if (!new_dir) return (0);
4826 /* Access newly move grid */
4827 c_ptr = &cave[py+ddy[new_dir]][px+ddx[new_dir]];
4829 /* Close door abort traveling */
4830 if (!easy_open && is_closed_door(c_ptr->feat)) return (0);
4832 /* Visible and unignorable trap abort tarveling */
4833 if (!c_ptr->mimic && !trap_can_be_ignored(c_ptr->feat)) return (0);
4843 void travel_step(void)
4845 /* Get travel direction */
4846 travel.dir = travel_test(travel.dir);
4851 if (travel.run == 255)
4854 msg_print("Æ»¶Ú¤¬¸«¤Ä¤«¤ê¤Þ¤»¤ó¡ª");
4856 msg_print("No route is found!");
4865 move_player(travel.dir, always_pickup, FALSE);
4867 if ((py == travel.y) && (px == travel.x))
4869 else if (travel.run > 0)
4873 Term_xtra(TERM_XTRA_DELAY, delay_factor);