4 * Copyright (c) 1997 Ben Harrison, James E. Wilson, Robert A. Koeneke
6 * This software may be copied and distributed for educational, research,
7 * and not for profit purposes provided that this copyright and statement
8 * are included in all such copies. Other copyrights may also apply.
11 /* Purpose: Movement commands (part 1) */
14 #define MAX_VAMPIRIC_DRAIN 50
18 * Determine if the player "hits" a monster (normal combat).
19 * Note -- Always miss 5%, always hit 5%, otherwise random.
21 bool test_hit_fire(int chance, int ac, int vis)
28 /* Snipers with high-concentration reduce instant miss percentage.*/
31 /* Hack -- Instant miss or hit */
32 if (k < 10) return (k < 5);
34 if (p_ptr->pseikaku == SEIKAKU_NAMAKE)
35 if (one_in_(20)) return (FALSE);
38 if (chance <= 0) return (FALSE);
40 /* Invisible monsters are harder to hit */
41 if (!vis) chance = (chance + 1) / 2;
43 /* Power competes against armor */
44 if (randint0(chance) < (ac * 3 / 4)) return (FALSE);
53 * Determine if the player "hits" a monster (normal combat).
55 * Note -- Always miss 5%, always hit 5%, otherwise random.
57 bool test_hit_norm(int chance, int ac, int vis)
64 /* Hack -- Instant miss or hit */
65 if (k < 10) return (k < 5);
67 if (p_ptr->pseikaku == SEIKAKU_NAMAKE)
68 if (one_in_(20)) return (FALSE);
70 /* Wimpy attack never hits */
71 if (chance <= 0) return (FALSE);
73 /* Penalize invisible targets */
74 if (!vis) chance = (chance + 1) / 2;
76 /* Power must defeat armor */
77 if (randint0(chance) < (ac * 3 / 4)) return (FALSE);
86 * Critical hits (from objects thrown by player)
87 * Factor in item weight, total plusses, and player level.
89 s16b critical_shot(int weight, int plus_ammo, int plus_bow, int dam)
92 object_type *j_ptr = &inventory[INVEN_BOW];
94 /* Extract "shot" power */
95 i = p_ptr->to_h_b + plus_ammo;
97 if (p_ptr->tval_ammo == TV_BOLT)
98 i = (p_ptr->skill_thb + (p_ptr->weapon_exp[0][j_ptr->sval] / 400 + i) * BTH_PLUS_ADJ);
100 i = (p_ptr->skill_thb + ((p_ptr->weapon_exp[0][j_ptr->sval] - (WEAPON_EXP_MASTER / 2)) / 200 + i) * BTH_PLUS_ADJ);
103 /* Snipers can shot more critically with crossbows */
104 if (p_ptr->concent) i += ((i * p_ptr->concent) / 5);
105 if ((p_ptr->pclass == CLASS_SNIPER) && (p_ptr->tval_ammo == TV_BOLT)) i *= 2;
107 /* Good bow makes more critical */
108 i += MAX(0, plus_bow - 15) * 4 * (p_ptr->concent ? p_ptr->concent + 5 : 5);
111 if (randint1(6000) <= i)
113 k = weight * randint1(500);
118 msg_print("¼ê¤´¤¿¤¨¤¬¤¢¤Ã¤¿¡ª");
120 msg_print("It was a good hit!");
128 msg_print("¤«¤Ê¤ê¤Î¼ê¤´¤¿¤¨¤¬¤¢¤Ã¤¿¡ª");
130 msg_print("It was a great hit!");
138 msg_print("²ñ¿´¤Î°ì·â¤À¡ª");
140 msg_print("It was a superb hit!");
153 * Critical hits (by player)
155 * Factor in weapon weight, total plusses, player level.
157 s16b critical_norm(int weight, int plus, int dam, s16b meichuu, int mode)
161 /* Extract "blow" power */
162 i = (weight + (meichuu * 3 + plus * 5) + (p_ptr->lev * 3));
165 if ((randint1((p_ptr->pclass == CLASS_NINJA) ? 4444 : 5000) <= i) || (mode == HISSATSU_MAJIN) || (mode == HISSATSU_3DAN))
167 k = weight + randint1(650);
168 if ((mode == HISSATSU_MAJIN) || (mode == HISSATSU_3DAN)) k+= randint1(650);
173 msg_print("¼ê¤´¤¿¤¨¤¬¤¢¤Ã¤¿¡ª");
175 msg_print("It was a good hit!");
183 msg_print("¤«¤Ê¤ê¤Î¼ê¤´¤¿¤¨¤¬¤¢¤Ã¤¿¡ª");
185 msg_print("It was a great hit!");
193 msg_print("²ñ¿´¤Î°ì·â¤À¡ª");
195 msg_print("It was a superb hit!");
203 msg_print("ºÇ¹â¤Î²ñ¿´¤Î°ì·â¤À¡ª");
205 msg_print("It was a *GREAT* hit!");
213 msg_print("ÈæÎà¤Ê¤ºÇ¹â¤Î²ñ¿´¤Î°ì·â¤À¡ª");
215 msg_print("It was a *SUPERB* hit!");
218 dam = ((7 * dam) / 2) + 25;
227 static int mult_slaying(int mult, const u32b* flgs, const monster_type* m_ptr)
229 static const struct slay_table_t {
231 u32b affect_race_flag;
234 size_t r_flag_offset;
236 #define OFFSET(X) offsetof(monster_race, X)
237 {TR_SLAY_ANIMAL, RF3_ANIMAL, 25, OFFSET(flags3), OFFSET(r_flags3)},
238 {TR_KILL_ANIMAL, RF3_ANIMAL, 40, OFFSET(flags3), OFFSET(r_flags3)},
239 {TR_SLAY_EVIL, RF3_EVIL, 20, OFFSET(flags3), OFFSET(r_flags3)},
240 {TR_KILL_EVIL, RF3_EVIL, 35, OFFSET(flags3), OFFSET(r_flags3)},
241 {TR_SLAY_GOOD, RF3_GOOD, 20, OFFSET(flags3), OFFSET(r_flags3)},
242 {TR_KILL_GOOD, RF3_GOOD, 35, OFFSET(flags3), OFFSET(r_flags3)},
243 {TR_SLAY_HUMAN, RF2_HUMAN, 25, OFFSET(flags2), OFFSET(r_flags2)},
244 {TR_KILL_HUMAN, RF2_HUMAN, 40, OFFSET(flags2), OFFSET(r_flags2)},
245 {TR_SLAY_UNDEAD, RF3_UNDEAD, 30, OFFSET(flags3), OFFSET(r_flags3)},
246 {TR_KILL_UNDEAD, RF3_UNDEAD, 50, OFFSET(flags3), OFFSET(r_flags3)},
247 {TR_SLAY_DEMON, RF3_DEMON, 30, OFFSET(flags3), OFFSET(r_flags3)},
248 {TR_KILL_DEMON, RF3_DEMON, 50, OFFSET(flags3), OFFSET(r_flags3)},
249 {TR_SLAY_ORC, RF3_ORC, 30, OFFSET(flags3), OFFSET(r_flags3)},
250 {TR_KILL_ORC, RF3_ORC, 50, OFFSET(flags3), OFFSET(r_flags3)},
251 {TR_SLAY_TROLL, RF3_TROLL, 30, OFFSET(flags3), OFFSET(r_flags3)},
252 {TR_KILL_TROLL, RF3_TROLL, 50, OFFSET(flags3), OFFSET(r_flags3)},
253 {TR_SLAY_GIANT, RF3_GIANT, 30, OFFSET(flags3), OFFSET(r_flags3)},
254 {TR_KILL_GIANT, RF3_GIANT, 50, OFFSET(flags3), OFFSET(r_flags3)},
255 {TR_SLAY_DRAGON, RF3_DRAGON, 30, OFFSET(flags3), OFFSET(r_flags3)},
256 {TR_KILL_DRAGON, RF3_DRAGON, 50, OFFSET(flags3), OFFSET(r_flags3)},
260 monster_race* r_ptr = &r_info[m_ptr->r_idx];
262 for (i = 0; i < sizeof(slay_table) / sizeof(slay_table[0]); ++ i)
264 const struct slay_table_t* p = &slay_table[i];
266 if ((have_flag(flgs, p->slay_flag)) &&
267 (atoffset(u32b, r_ptr, p->flag_offset) & p->affect_race_flag))
269 if (is_original_ap_and_seen(m_ptr))
271 atoffset(u32b, r_ptr, p->r_flag_offset) |= p->affect_race_flag;
274 mult = MAX(mult, p->slay_mult);
281 static int mult_brand(int mult, const u32b* flgs, const monster_type* m_ptr)
283 static const struct brand_table_t {
288 {TR_BRAND_ACID, RFR_EFF_IM_ACID_MASK, 0U },
289 {TR_BRAND_ELEC, RFR_EFF_IM_ELEC_MASK, 0U },
290 {TR_BRAND_FIRE, RFR_EFF_IM_FIRE_MASK, RF3_HURT_FIRE},
291 {TR_BRAND_COLD, RFR_EFF_IM_COLD_MASK, RF3_HURT_COLD},
292 {TR_BRAND_POIS, RFR_EFF_IM_POIS_MASK, 0U },
295 monster_race* r_ptr = &r_info[m_ptr->r_idx];
297 for (i = 0; i < sizeof(brand_table) / sizeof(brand_table[0]); ++ i)
299 const struct brand_table_t* p = &brand_table[i];
301 if (have_flag(flgs, p->brand_flag))
303 /* Notice immunity */
304 if (r_ptr->flagsr & p->resist_mask)
306 if (is_original_ap_and_seen(m_ptr))
308 r_ptr->r_flagsr |= (r_ptr->flagsr & p->resist_mask);
312 /* Otherwise, take the damage */
313 else if (r_ptr->flags3 & p->hurt_flag)
315 if (is_original_ap_and_seen(m_ptr))
317 r_ptr->r_flags3 |= p->hurt_flag;
320 mult = MAX(mult, 50);
324 mult = MAX(mult, 25);
332 * Extract the "total damage" from a given object hitting a given monster.
334 * Note that "flasks of oil" do NOT do fire damage, although they
335 * certainly could be made to do so. XXX XXX
337 * Note that most brands and slays are x3, except Slay Animal (x2),
338 * Slay Evil (x2), and Kill dragon (x5).
340 s16b tot_dam_aux(object_type *o_ptr, int tdam, monster_type *m_ptr, int mode, bool thrown)
344 u32b flgs[TR_FLAG_SIZE];
346 /* Extract the flags */
347 object_flags(o_ptr, flgs);
348 torch_flags(o_ptr, flgs); /* torches has secret flags */
353 if (p_ptr->special_attack & (ATTACK_ACID)) add_flag(flgs, TR_BRAND_ACID);
354 if (p_ptr->special_attack & (ATTACK_COLD)) add_flag(flgs, TR_BRAND_COLD);
355 if (p_ptr->special_attack & (ATTACK_ELEC)) add_flag(flgs, TR_BRAND_ELEC);
356 if (p_ptr->special_attack & (ATTACK_FIRE)) add_flag(flgs, TR_BRAND_FIRE);
357 if (p_ptr->special_attack & (ATTACK_POIS)) add_flag(flgs, TR_BRAND_POIS);
360 /* Hex - Slay Good (Runesword) */
361 if (hex_spelling(HEX_RUNESWORD)) add_flag(flgs, TR_SLAY_GOOD);
363 /* Some "weapons" and "ammo" do extra damage */
376 mult = mult_slaying(mult, flgs, m_ptr);
378 /* Elemental Brand */
379 mult = mult_brand(mult, flgs, m_ptr);
382 if (p_ptr->pclass == CLASS_SAMURAI)
384 mult = mult_hissatsu(mult, flgs, m_ptr, mode);
388 if ((p_ptr->pclass != CLASS_SAMURAI) && (have_flag(flgs, TR_FORCE_WEAPON)) && (p_ptr->csp > (o_ptr->dd * o_ptr->ds / 5)))
390 p_ptr->csp -= (1+(o_ptr->dd * o_ptr->ds / 5));
391 p_ptr->redraw |= (PR_MANA);
392 mult = mult * 3 / 2 + 20;
395 /* Hack -- The Nothung cause special damage to Fafner */
396 if ((o_ptr->name1 == ART_NOTHUNG) && (m_ptr->r_idx == MON_FAFNER))
401 if (mult > 150) mult = 150;
403 /* Return the total damage */
404 return (tdam * mult / 10);
409 * Search for hidden things
411 static void discover_hidden_things(int y, int x)
413 s16b this_o_idx, next_o_idx = 0;
417 /* Access the grid */
421 if (c_ptr->mimic && is_trap(c_ptr->feat))
427 msg_print(_("¥È¥é¥Ã¥×¤òȯ¸«¤·¤¿¡£", "You have found a trap."));
434 if (is_hidden_door(c_ptr))
437 msg_print(_("±£¤·¥É¥¢¤òȯ¸«¤·¤¿¡£", "You have found a secret door."));
446 /* Scan all objects in the grid */
447 for (this_o_idx = c_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
452 o_ptr = &o_list[this_o_idx];
454 /* Acquire next object */
455 next_o_idx = o_ptr->next_o_idx;
457 /* Skip non-chests */
458 if (o_ptr->tval != TV_CHEST) continue;
460 /* Skip non-trapped chests */
461 if (!chest_traps[o_ptr->pval]) continue;
464 if (!object_is_known(o_ptr))
467 msg_print(_("È¢¤Ë»Å³Ý¤±¤é¤ì¤¿¥È¥é¥Ã¥×¤òȯ¸«¤·¤¿¡ª", "You have discovered a trap on the chest!"));
482 /* Start with base search ability */
483 chance = p_ptr->skill_srh;
485 /* Penalize various conditions */
486 if (p_ptr->blind || no_lite()) chance = chance / 10;
487 if (p_ptr->confused || p_ptr->image) chance = chance / 10;
489 /* Search the nearby grids, which are always in bounds */
490 for (i = 0; i < 9; ++ i)
492 /* Sometimes, notice things */
493 if (randint0(100) < chance)
495 discover_hidden_things(py + ddy_ddd[i], px + ddx_ddd[i]);
502 * Helper routine for py_pickup() and py_pickup_floor().
504 * Add the given dungeon object to the character's inventory.
506 * Delete the object afterwards.
508 void py_pickup_aux(int o_idx)
514 * ¥¢¥¤¥Æ¥à¤ò½¦¤Ã¤¿ºÝ¤Ë¡Ö£²¤Ä¤Î¥±¡¼¥¤ò»ý¤Ã¤Æ¤¤¤ë¡×
515 * "You have two cakes." ¤È¥¢¥¤¥Æ¥à¤ò½¦¤Ã¤¿¸å¤Î¹ç·×¤Î¤ß¤Îɽ¼¨¤¬¥ª¥ê¥¸¥Ê¥ë
517 * ¤¢¤ë¤È¤¤¤¦»ØŦ¤ò¤¦¤±¤¿¤Î¤Ç¡¢¡Ö¡Á¤ò½¦¤Ã¤¿¡¢¡Á¤ò»ý¤Ã¤Æ¤¤¤ë¡×¤È¤¤¤¦É½¼¨
518 * ¤Ë¤«¤¨¤Æ¤¢¤ë¡£¤½¤Î¤¿¤á¤ÎÇÛÎó¡£
520 char o_name[MAX_NLEN];
521 char old_name[MAX_NLEN];
525 char o_name[MAX_NLEN];
530 o_ptr = &o_list[o_idx];
533 /* Describe the object */
534 object_desc(old_name, o_ptr, OD_NAME_ONLY);
535 object_desc_kosuu(kazu_str, o_ptr);
536 hirottakazu = o_ptr->number;
538 /* Carry the object */
539 slot = inven_carry(o_ptr);
541 /* Get the object again */
542 o_ptr = &inventory[slot];
544 /* Delete the object */
545 delete_object_idx(o_idx);
547 if (p_ptr->pseikaku == SEIKAKU_MUNCHKIN)
549 bool old_known = identify_item(o_ptr);
551 /* Auto-inscription/destroy */
552 autopick_alter_item(slot, (bool)(destroy_identify && !old_known));
554 /* If it is destroyed, don't pick it up */
555 if (o_ptr->marked & OM_AUTODESTROY) return;
558 /* Describe the object */
559 object_desc(o_name, o_ptr, 0);
563 if ((o_ptr->name1 == ART_CRIMSON) && (p_ptr->pseikaku == SEIKAKU_COMBAT))
565 msg_format("¤³¤¦¤·¤Æ¡¢%s¤Ï¡Ø¥¯¥ê¥à¥¾¥ó¡Ù¤ò¼ê¤ËÆþ¤ì¤¿¡£", player_name);
566 msg_print("¤·¤«¤·º£¡¢¡Øº®Æ٤Υµ¡¼¥Ú¥ó¥È¡Ù¤ÎÊü¤Ã¤¿¥â¥ó¥¹¥¿¡¼¤¬¡¢");
567 msg_format("%s¤Ë½±¤¤¤«¤«¤ë¡¥¡¥¡¥", player_name);
573 msg_format("%s(%c)¤ò»ý¤Ã¤Æ¤¤¤ë¡£",o_name, index_to_label(slot));
577 if (o_ptr->number > hirottakazu) {
578 msg_format("%s½¦¤Ã¤Æ¡¢%s(%c)¤ò»ý¤Ã¤Æ¤¤¤ë¡£",
579 kazu_str, o_name, index_to_label(slot));
581 msg_format("%s(%c)¤ò½¦¤Ã¤¿¡£", o_name, index_to_label(slot));
585 strcpy(record_o_name, old_name);
587 msg_format("You have %s (%c).", o_name, index_to_label(slot));
588 strcpy(record_o_name, o_name);
593 check_find_art_quest_completion(o_ptr);
598 * Player "wants" to pick up an object or gold.
599 * Note that we ONLY handle things that can be picked up.
600 * See "move_player()" for handling of other things.
602 void carry(bool pickup)
604 cave_type *c_ptr = &cave[py][px];
606 s16b this_o_idx, next_o_idx = 0;
608 char o_name[MAX_NLEN];
610 /* Recenter the map around the player */
614 p_ptr->update |= (PU_MONSTERS);
617 p_ptr->redraw |= (PR_MAP);
620 p_ptr->window |= (PW_OVERHEAD);
625 /* Automatically pickup/destroy/inscribe items */
626 autopick_pickup_items(c_ptr);
629 #ifdef ALLOW_EASY_FLOOR
633 py_pickup_floor(pickup);
637 #endif /* ALLOW_EASY_FLOOR */
639 /* Scan the pile of objects */
640 for (this_o_idx = c_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
645 o_ptr = &o_list[this_o_idx];
647 #ifdef ALLOW_EASY_SENSE /* TNB */
649 /* Option: Make item sensing easy */
652 /* Sense the object */
653 (void)sense_object(o_ptr);
656 #endif /* ALLOW_EASY_SENSE -- TNB */
658 /* Describe the object */
659 object_desc(o_name, o_ptr, 0);
661 /* Acquire next object */
662 next_o_idx = o_ptr->next_o_idx;
664 /* Hack -- disturb */
668 if (o_ptr->tval == TV_GOLD)
670 int value = (long)o_ptr->pval;
672 /* Delete the gold */
673 delete_object_idx(this_o_idx);
677 msg_format(" $%ld ¤Î²ÁÃͤ¬¤¢¤ë%s¤ò¸«¤Ä¤±¤¿¡£",
678 (long)value, o_name);
680 msg_format("You collect %ld gold pieces worth of %s.",
681 (long)value, o_name);
687 /* Collect the gold */
691 p_ptr->redraw |= (PR_GOLD);
694 p_ptr->window |= (PW_PLAYER);
697 /* Pick up objects */
700 /* Hack - some objects were handled in autopick_pickup_items(). */
701 if (o_ptr->marked & OM_NOMSG)
703 /* Clear the flag. */
704 o_ptr->marked &= ~OM_NOMSG;
706 /* Describe the object */
710 msg_format("%s¤¬¤¢¤ë¡£", o_name);
712 msg_format("You see %s.", o_name);
717 /* Note that the pack is too full */
718 else if (!inven_carry_okay(o_ptr))
721 msg_format("¥¶¥Ã¥¯¤Ë¤Ï%s¤òÆþ¤ì¤ë·ä´Ö¤¬¤Ê¤¤¡£", o_name);
723 msg_format("You have no room for %s.", o_name);
728 /* Pick up the item (if requested and allowed) */
733 /* Hack -- query every item */
734 if (carry_query_flag)
736 char out_val[MAX_NLEN+20];
738 sprintf(out_val, "%s¤ò½¦¤¤¤Þ¤¹¤«? ", o_name);
740 sprintf(out_val, "Pick up %s? ", o_name);
743 okay = get_check(out_val);
746 /* Attempt to pick up an object. */
749 /* Pick up the object */
750 py_pickup_aux(this_o_idx);
759 * Determine if a trap affects the player.
760 * Always miss 5% of the time, Always hit 5% of the time.
761 * Otherwise, match trap power against player armor.
763 static int check_hit(int power)
767 /* Percentile dice */
770 /* Hack -- 5% hit, 5% miss */
771 if (k < 10) return (k < 5);
773 if (p_ptr->pseikaku == SEIKAKU_NAMAKE)
774 if (one_in_(20)) return (TRUE);
776 /* Paranoia -- No power */
777 if (power <= 0) return (FALSE);
780 ac = p_ptr->ac + p_ptr->to_a;
782 /* Power competes against Armor */
783 if (randint1(power) > ((ac * 3) / 4)) return (TRUE);
791 static void hit_trap_pit(int trap_feat_type)
795 cptr spike_name = "";
797 switch (trap_feat_type)
800 trap_name = _("Íî¤È¤··ê", "a pit trap");
802 case TRAP_SPIKED_PIT:
803 trap_name = _("¥¹¥Ñ¥¤¥¯¤¬Éߤ«¤ì¤¿Íî¤È¤··ê", "a spiked pit");
804 spike_name = _("¥¹¥Ñ¥¤¥¯", "spikes");
806 case TRAP_POISON_PIT:
807 trap_name = _("¥¹¥Ñ¥¤¥¯¤¬Éߤ«¤ì¤¿Íî¤È¤··ê", "a spiked pit");
808 spike_name = _("ÆǤòÅɤé¤ì¤¿¥¹¥Ñ¥¤¥¯", "poisonous spikes");
814 if (p_ptr->levitation)
816 msg_format(_("%s¤òÈô¤Ó±Û¤¨¤¿¡£", "You fly over %s."), trap_name);
820 msg_format(_("%s¤ËÍî¤Á¤Æ¤·¤Þ¤Ã¤¿¡ª", "You have fallen into %s!"), trap_name);
825 /* Extra spike damage */
826 if ((trap_feat_type == TRAP_SPIKED_PIT || trap_feat_type == TRAP_POISON_PIT) &&
829 msg_format(_("%s¤¬»É¤µ¤Ã¤¿¡ª", "You are impaled on %s!"), spike_name);
832 (void)set_cut(p_ptr->cut + randint1(dam));
834 if (trap_feat_type == TRAP_POISON_PIT) {
835 if (p_ptr->resist_pois || IS_OPPOSE_POIS())
837 msg_print(_("¤·¤«¤·ÆǤαƶÁ¤Ï¤Ê¤«¤Ã¤¿¡ª", "The poison does not affect you!"));
842 (void)set_poisoned(p_ptr->poisoned + randint1(dam));
847 /* Take the damage */
848 take_hit(DAMAGE_NOESCAPE, dam, trap_name, -1);
851 static bool hit_trap_dart(void)
857 msg_print(_("¾®¤µ¤Ê¥À¡¼¥Ä¤¬Èô¤ó¤Ç¤¤Æ»É¤µ¤Ã¤¿¡ª", "A small dart hits you!"));
859 take_hit(DAMAGE_ATTACK, damroll(1, 4), _("¥À¡¼¥Ä¤Îæ«", "a dart trap"), -1);
861 if (!CHECK_MULTISHADOW()) hit = TRUE;
865 msg_print(_("¾®¤µ¤Ê¥À¡¼¥Ä¤¬Èô¤ó¤Ç¤¤¿¡ª¤¬¡¢±¿Îɤ¯Åö¤¿¤é¤Ê¤«¤Ã¤¿¡£", "A small dart barely misses you."));
871 static void hit_trap_lose_stat(int stat)
879 static void hit_trap_slow(void)
883 set_slow(p_ptr->slow + randint0(20) + 20, FALSE);
887 static void hit_trap_set_abnormal_status(cptr trap_message, bool resist, bool (*set_status)(int turn), int turn)
889 msg_print(trap_message);
898 * Handle player hitting a real trap
900 static void hit_trap(bool break_trap)
905 /* Get the cave grid */
906 cave_type *c_ptr = &cave[y][x];
907 feature_type *f_ptr = &f_info[c_ptr->feat];
908 int trap_feat_type = have_flag(f_ptr->flags, FF_TRAP) ? f_ptr->subtype : NOT_TRAP;
911 cptr name = "¥È¥é¥Ã¥×";
913 cptr name = "a trap";
916 /* Disturb the player */
919 cave_alter_feat(y, x, FF_HIT_TRAP);
921 /* Analyze XXX XXX XXX */
922 switch (trap_feat_type)
926 if (p_ptr->levitation)
929 msg_print("Íî¤È¤·¸Í¤òÈô¤Ó±Û¤¨¤¿¡£");
931 msg_print("You fly over a trap door.");
938 msg_print("Íî¤È¤·¸Í¤ËÍî¤Á¤¿¡ª");
939 if ((p_ptr->pseikaku == SEIKAKU_COMBAT) || (inventory[INVEN_BOW].name1 == ART_CRIMSON))
940 msg_print("¤¯¤Ã¤½¡Á¡ª");
942 msg_print("You have fallen through a trap door!");
950 name = "a trap door";
953 take_hit(DAMAGE_NOESCAPE, dam, name, -1);
955 /* Still alive and autosave enabled */
956 if (autosave_l && (p_ptr->chp >= 0))
957 do_cmd_save_game(TRUE);
960 do_cmd_write_nikki(NIKKI_BUNSHOU, 0, "Íî¤È¤·¸Í¤ËÍî¤Á¤¿");
962 do_cmd_write_nikki(NIKKI_BUNSHOU, 0, "You have fallen through a trap door!");
964 prepare_change_floor_mode(CFM_SAVE_FLOORS | CFM_DOWN | CFM_RAND_PLACE | CFM_RAND_CONNECT);
967 p_ptr->leaving = TRUE;
973 case TRAP_SPIKED_PIT:
974 case TRAP_POISON_PIT:
976 hit_trap_pit(trap_feat_type);
983 msg_print("²¿¤«¤¬¥Ô¥«¥Ã¤È¸÷¤Ã¤¿¡ª");
985 msg_print("There is a flash of shimmering light!");
988 num = 2 + randint1(3);
989 for (i = 0; i < num; i++)
991 (void)summon_specific(0, y, x, dun_level, 0, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE | PM_NO_PET));
994 if (dun_level > randint1(100)) /* No nasty effect for low levels */
996 bool stop_ty = FALSE;
1001 stop_ty = activate_ty_curse(stop_ty, &count);
1011 msg_print("¥Æ¥ì¥Ý¡¼¥È¡¦¥È¥é¥Ã¥×¤Ë¤Ò¤Ã¤«¤«¤Ã¤¿¡ª");
1013 msg_print("You hit a teleport trap!");
1016 teleport_player(100, TELEPORT_PASSIVE);
1023 msg_print("±ê¤ËÊñ¤Þ¤ì¤¿¡ª");
1025 msg_print("You are enveloped in flames!");
1028 dam = damroll(4, 6);
1030 (void)fire_dam(dam, "±ê¤Î¥È¥é¥Ã¥×", -1, FALSE);
1032 (void)fire_dam(dam, "a fire trap", -1, FALSE);
1041 msg_print("»À¤¬¿á¤¤«¤±¤é¤ì¤¿¡ª");
1043 msg_print("You are splashed with acid!");
1046 dam = damroll(4, 6);
1048 (void)acid_dam(dam, "»À¤Î¥È¥é¥Ã¥×", -1, FALSE);
1050 (void)acid_dam(dam, "an acid trap", -1, FALSE);
1064 hit_trap_lose_stat(A_STR);
1070 hit_trap_lose_stat(A_DEX);
1076 hit_trap_lose_stat(A_CON);
1082 hit_trap_set_abnormal_status(
1083 _("¹õ¤¤¥¬¥¹¤ËÊñ¤ß¹þ¤Þ¤ì¤¿¡ª", "A black gas surrounds you!"),
1084 p_ptr->resist_blind,
1085 set_blind, p_ptr->blind + randint0(50) + 25);
1091 hit_trap_set_abnormal_status(
1092 _("¤¤é¤á¤¯¥¬¥¹¤ËÊñ¤ß¹þ¤Þ¤ì¤¿¡ª", "A gas of scintillating colors surrounds you!"),
1094 set_confused, p_ptr->confused + randint0(20) + 10);
1100 hit_trap_set_abnormal_status(
1101 _("»É·ãŪ¤ÊÎп§¤Î¥¬¥¹¤ËÊñ¤ß¹þ¤Þ¤ì¤¿¡ª", "A pungent green gas surrounds you!"),
1102 p_ptr->resist_pois || IS_OPPOSE_POIS(),
1103 set_poisoned, p_ptr->poisoned + randint0(20) + 10);
1110 msg_print("´ñ̯¤ÊÇò¤¤Ì¸¤ËÊñ¤Þ¤ì¤¿¡ª");
1112 msg_print("A strange white mist surrounds you!");
1115 if (!p_ptr->free_act)
1118 msg_print("¤¢¤Ê¤¿¤Ï̲¤ê¤Ë½¢¤¤¤¿¡£");
1120 msg_print("You fall asleep.");
1124 if (ironman_nightmare)
1127 msg_print("¿È¤ÎÌÓ¤â¤è¤À¤Ä¸÷·Ê¤¬Æ¬¤ËÉ⤫¤ó¤À¡£");
1129 msg_print("A horrible vision enters your mind.");
1133 /* Pick a nightmare */
1134 get_mon_num_prep(get_nightmare, NULL);
1136 /* Have some nightmares */
1137 have_nightmare(get_mon_num(MAX_DEPTH));
1139 /* Remove the monster restriction */
1140 get_mon_num_prep(NULL, NULL);
1142 (void)set_paralyzed(p_ptr->paralyzed + randint0(10) + 5);
1150 msg_print("¤Þ¤Ð¤æ¤¤Á®¸÷¤¬Áö¤Ã¤¿¡ª");
1152 msg_print("There is a bright flash of light!");
1155 /* Make some new traps */
1156 project(0, 1, y, x, 0, GF_MAKE_TRAP, PROJECT_HIDE | PROJECT_JUMP | PROJECT_GRID, -1);
1164 msg_print("¤±¤¿¤¿¤Þ¤·¤¤²»¤¬ÌĤê¶Á¤¤¤¿¡ª");
1166 msg_print("An alarm sounds!");
1169 aggravate_monsters(0);
1177 msg_print("Âç²»¶Á¤È¶¦¤Ë¤Þ¤ï¤ê¤ÎÊɤ¬Êø¤ì¤¿¡ª");
1179 msg_print("Suddenly, surrounding walls are opened!");
1181 (void)project(0, 3, y, x, 0, GF_DISINTEGRATE, PROJECT_GRID | PROJECT_HIDE, -1);
1182 (void)project(0, 3, y, x - 4, 0, GF_DISINTEGRATE, PROJECT_GRID | PROJECT_HIDE, -1);
1183 (void)project(0, 3, y, x + 4, 0, GF_DISINTEGRATE, PROJECT_GRID | PROJECT_HIDE, -1);
1184 aggravate_monsters(0);
1189 case TRAP_ARMAGEDDON:
1191 static int levs[10] = {0, 0, 20, 10, 5, 3, 2, 1, 1, 1};
1192 int evil_idx = 0, good_idx = 0;
1196 msg_print("ÆÍÁ³Å·³¦¤ÎÀïÁè¤Ë´¬¤¹þ¤Þ¤ì¤¿¡ª");
1198 msg_print("Suddenly, you are surrounded by immotal beings!");
1201 /* Summon Demons and Angels */
1202 for (lev = dun_level; lev >= 20; lev -= 1 + lev/16)
1204 num = levs[MIN(lev/10, 9)];
1205 for (i = 0; i < num; i++)
1207 int x1 = rand_spread(x, 7);
1208 int y1 = rand_spread(y, 5);
1210 /* Skip illegal grids */
1211 if (!in_bounds(y1, x1)) continue;
1213 /* Require line of projection */
1214 if (!projectable(py, px, y1, x1)) continue;
1216 if (summon_specific(0, y1, x1, lev, SUMMON_ARMAGE_EVIL, (PM_NO_PET)))
1217 evil_idx = hack_m_idx_ii;
1219 if (summon_specific(0, y1, x1, lev, SUMMON_ARMAGE_GOOD, (PM_NO_PET)))
1221 good_idx = hack_m_idx_ii;
1224 /* Let them fight each other */
1225 if (evil_idx && good_idx)
1227 monster_type *evil_ptr = &m_list[evil_idx];
1228 monster_type *good_ptr = &m_list[good_idx];
1229 evil_ptr->target_y = good_ptr->fy;
1230 evil_ptr->target_x = good_ptr->fx;
1231 good_ptr->target_y = evil_ptr->fy;
1232 good_ptr->target_x = evil_ptr->fx;
1242 msg_print("ÆÍÁ³Êɤ«¤é¿å¤¬°î¤ì½Ð¤·¤¿¡ª¥Ô¥é¥Ë¥¢¤¬¤¤¤ë¡ª");
1244 msg_print("Suddenly, the room is filled with water with piranhas!");
1247 /* Water fills room */
1248 fire_ball_hide(GF_WATER_FLOW, 0, 1, 10);
1250 /* Summon Piranhas */
1251 num = 1 + dun_level/20;
1252 for (i = 0; i < num; i++)
1254 (void)summon_specific(0, y, x, dun_level, SUMMON_PIRANHAS, (PM_ALLOW_GROUP | PM_NO_PET));
1260 if (break_trap && is_trap(c_ptr->feat))
1262 cave_alter_feat(y, x, FF_DISARM);
1264 msg_print("¥È¥é¥Ã¥×¤òÊ´ºÕ¤·¤¿¡£");
1266 msg_print("You destroyed the trap.");
1272 static void touch_zap_player_aux(monster_type *m_ptr, bool immune, int flags_offset, int r_flags_offset, u32b aura_flag,
1273 int (*dam_func)(int dam, cptr kb_str, int monspell, bool aura), cptr message)
1275 monster_race *r_ptr = &r_info[m_ptr->r_idx];
1277 if ((atoffset(u32b, r_ptr, flags_offset) & aura_flag) && !immune)
1280 int aura_damage = damroll(1 + (r_ptr->level / 26), 1 + (r_ptr->level / 17));
1282 /* Hack -- Get the "died from" name */
1283 monster_desc(mon_name, m_ptr, MD_IGNORE_HALLU | MD_ASSUME_VISIBLE | MD_INDEF_VISIBLE);
1287 dam_func(aura_damage, mon_name, -1, TRUE);
1289 if (is_original_ap_and_seen(m_ptr))
1291 atoffset(u32b, r_ptr, r_flags_offset) |= aura_flag;
1298 static void touch_zap_player(monster_type *m_ptr)
1300 touch_zap_player_aux(m_ptr, p_ptr->immune_fire, offsetof(monster_race, flags2), offsetof(monster_race, r_flags2), RF2_AURA_FIRE,
1301 fire_dam, _("ÆÍÁ³¤È¤Æ¤âÇ®¤¯¤Ê¤Ã¤¿¡ª", "You are suddenly very hot!"));
1302 touch_zap_player_aux(m_ptr, p_ptr->immune_cold, offsetof(monster_race, flags3), offsetof(monster_race, r_flags3), RF3_AURA_COLD,
1303 cold_dam, _("ÆÍÁ³¤È¤Æ¤â´¨¤¯¤Ê¤Ã¤¿¡ª", "You are suddenly very cold!"));
1304 touch_zap_player_aux(m_ptr, p_ptr->immune_elec, offsetof(monster_race, flags2), offsetof(monster_race, r_flags2), RF2_AURA_ELEC,
1305 elec_dam, _("ÅÅ·â¤ò¤¯¤é¤Ã¤¿¡ª", "You get zapped!"));
1309 static void natural_attack(s16b m_idx, int attack, bool *fear, bool *mdeath)
1311 int k, bonus, chance;
1313 monster_type *m_ptr = &m_list[m_idx];
1314 monster_race *r_ptr = &r_info[m_ptr->r_idx];
1323 case MUT2_SCOR_TAIL:
1350 atk_desc = "¥¯¥Á¥Ð¥·";
1361 atk_desc = "¾Ý¤ÎÉ¡";
1367 case MUT2_TENTACLES:
1374 atk_desc = "tentacles";
1379 dss = ddd = n_weight = 1;
1381 atk_desc = "̤ÄêµÁ¤ÎÉô°Ì";
1383 atk_desc = "undefined body part";
1388 /* Extract monster name (or "it") */
1389 monster_desc(m_name, m_ptr, 0);
1392 /* Calculate the "attack quality" */
1393 bonus = p_ptr->to_h_m;
1394 bonus += (p_ptr->lev * 6 / 5);
1395 chance = (p_ptr->skill_thn + (bonus * BTH_PLUS_ADJ));
1398 if ((!(r_ptr->flags2 & RF2_QUANTUM) || !randint0(2)) && test_hit_norm(chance, r_ptr->ac, m_ptr->ml))
1404 msg_format("%s¤ò%s¤Ç¹¶·â¤·¤¿¡£", m_name, atk_desc);
1406 msg_format("You hit %s with your %s.", m_name, atk_desc);
1410 k = damroll(ddd, dss);
1411 k = critical_norm(n_weight, bonus, k, (s16b)bonus, 0);
1413 /* Apply the player damage bonuses */
1416 /* No negative damage */
1419 /* Modify the damage */
1420 k = mon_damage_mod(m_ptr, k, FALSE);
1422 /* Complex message */
1426 msg_format("%d/%d ¤Î¥À¥á¡¼¥¸¤òÍ¿¤¨¤¿¡£", k, m_ptr->hp);
1428 msg_format("You do %d (out of %d) damage.", k, m_ptr->hp);
1433 /* Anger the monster */
1434 if (k > 0) anger_monster(m_ptr);
1436 /* Damage, check for fear and mdeath */
1439 case MUT2_SCOR_TAIL:
1440 project(0, 0, m_ptr->fy, m_ptr->fx, k, GF_POIS, PROJECT_KILL, -1);
1441 *mdeath = (m_ptr->r_idx == 0);
1444 *mdeath = mon_take_hit(m_idx, k, fear, NULL);
1447 *mdeath = mon_take_hit(m_idx, k, fear, NULL);
1450 *mdeath = mon_take_hit(m_idx, k, fear, NULL);
1452 case MUT2_TENTACLES:
1453 *mdeath = mon_take_hit(m_idx, k, fear, NULL);
1456 *mdeath = mon_take_hit(m_idx, k, fear, NULL);
1459 touch_zap_player(m_ptr);
1469 msg_format("¥ß¥¹¡ª %s¤Ë¤«¤ï¤µ¤ì¤¿¡£", m_name);
1471 msg_format("You miss %s.", m_name);
1480 * Player attacks a (poor, defenseless) creature -RAK-
1482 * If no "weapon" is available, then "punch" the monster one time.
1484 static void py_attack_aux(int y, int x, bool *fear, bool *mdeath, s16b hand, int mode)
1486 int num = 0, k, bonus, chance, vir;
1488 cave_type *c_ptr = &cave[y][x];
1490 monster_type *m_ptr = &m_list[c_ptr->m_idx];
1491 monster_race *r_ptr = &r_info[m_ptr->r_idx];
1493 /* Access the weapon */
1494 object_type *o_ptr = &inventory[INVEN_RARM + hand];
1498 bool success_hit = FALSE;
1499 bool backstab = FALSE;
1500 bool vorpal_cut = FALSE;
1501 int chaos_effect = 0;
1502 bool stab_fleeing = FALSE;
1503 bool fuiuchi = FALSE;
1504 bool monk_attack = FALSE;
1505 bool do_quake = FALSE;
1507 bool drain_msg = TRUE;
1508 int drain_result = 0, drain_heal = 0;
1509 bool can_drain = FALSE;
1511 int drain_left = MAX_VAMPIRIC_DRAIN;
1512 u32b flgs[TR_FLAG_SIZE]; /* A massive hack -- life-draining weapons */
1513 bool is_human = (r_ptr->d_char == 'p');
1514 bool is_lowlevel = (r_ptr->level < (p_ptr->lev - 15));
1515 bool zantetsu_mukou, e_j_mukou;
1517 switch (p_ptr->pclass)
1521 if (buki_motteruka(INVEN_RARM + hand) && !p_ptr->icky_wield[hand])
1523 int tmp = p_ptr->lev * 6 + (p_ptr->skill_stl + 10) * 4;
1524 if (p_ptr->monlite && (mode != HISSATSU_NYUSIN)) tmp /= 3;
1525 if (p_ptr->cursed & TRC_AGGRAVATE) tmp /= 2;
1526 if (r_ptr->level > (p_ptr->lev * p_ptr->lev / 20 + 10)) tmp /= 3;
1527 if (MON_CSLEEP(m_ptr) && m_ptr->ml)
1529 /* Can't backstab creatures that we can't see, right? */
1532 else if ((p_ptr->special_defense & NINJA_S_STEALTH) && (randint0(tmp) > (r_ptr->level+20)) && m_ptr->ml && !(r_ptr->flagsr & RFR_RES_ALL))
1536 else if (MON_MONFEAR(m_ptr) && m_ptr->ml)
1538 stab_fleeing = TRUE;
1544 case CLASS_FORCETRAINER:
1545 case CLASS_BERSERKER:
1546 if ((empty_hands(TRUE) & EMPTY_HAND_RARM) && !p_ptr->riding) monk_attack = TRUE;
1550 if (!o_ptr->k_idx) /* Empty hand */
1552 if ((r_ptr->level + 10) > p_ptr->lev)
1554 if (p_ptr->skill_exp[GINOU_SUDE] < s_info[p_ptr->pclass].s_max[GINOU_SUDE])
1556 if (p_ptr->skill_exp[GINOU_SUDE] < WEAPON_EXP_BEGINNER)
1557 p_ptr->skill_exp[GINOU_SUDE] += 40;
1558 else if ((p_ptr->skill_exp[GINOU_SUDE] < WEAPON_EXP_SKILLED))
1559 p_ptr->skill_exp[GINOU_SUDE] += 5;
1560 else if ((p_ptr->skill_exp[GINOU_SUDE] < WEAPON_EXP_EXPERT) && (p_ptr->lev > 19))
1561 p_ptr->skill_exp[GINOU_SUDE] += 1;
1562 else if ((p_ptr->lev > 34))
1563 if (one_in_(3)) p_ptr->skill_exp[GINOU_SUDE] += 1;
1564 p_ptr->update |= (PU_BONUS);
1568 else if (object_is_melee_weapon(o_ptr))
1570 if ((r_ptr->level + 10) > p_ptr->lev)
1572 int tval = inventory[INVEN_RARM+hand].tval - TV_WEAPON_BEGIN;
1573 int sval = inventory[INVEN_RARM+hand].sval;
1574 int now_exp = p_ptr->weapon_exp[tval][sval];
1575 if (now_exp < s_info[p_ptr->pclass].w_max[tval][sval])
1578 if (now_exp < WEAPON_EXP_BEGINNER) amount = 80;
1579 else if (now_exp < WEAPON_EXP_SKILLED) amount = 10;
1580 else if ((now_exp < WEAPON_EXP_EXPERT) && (p_ptr->lev > 19)) amount = 1;
1581 else if ((p_ptr->lev > 34) && one_in_(2)) amount = 1;
1582 p_ptr->weapon_exp[tval][sval] += amount;
1583 p_ptr->update |= (PU_BONUS);
1588 /* Disturb the monster */
1589 (void)set_monster_csleep(c_ptr->m_idx, 0);
1591 /* Extract monster name (or "it") */
1592 monster_desc(m_name, m_ptr, 0);
1594 /* Calculate the "attack quality" */
1595 bonus = p_ptr->to_h[hand] + o_ptr->to_h;
1596 chance = (p_ptr->skill_thn + (bonus * BTH_PLUS_ADJ));
1597 if (mode == HISSATSU_IAI) chance += 60;
1598 if (p_ptr->special_defense & KATA_KOUKIJIN) chance += 150;
1600 if (p_ptr->sutemi) chance = MAX(chance * 3 / 2, chance + 60);
1602 vir = virtue_number(V_VALOUR);
1605 chance += (p_ptr->virtues[vir - 1]/10);
1608 zantetsu_mukou = ((o_ptr->name1 == ART_ZANTETSU) && (r_ptr->d_char == 'j'));
1609 e_j_mukou = ((o_ptr->name1 == ART_EXCALIBUR_J) && (r_ptr->d_char == 'S'));
1611 if ((mode == HISSATSU_KYUSHO) || (mode == HISSATSU_MINEUCHI) || (mode == HISSATSU_3DAN) || (mode == HISSATSU_IAI)) num_blow = 1;
1612 else if (mode == HISSATSU_COLD) num_blow = p_ptr->num_blow[hand]+2;
1613 else num_blow = p_ptr->num_blow[hand];
1615 /* Hack -- DOKUBARI always hit once */
1616 if ((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_DOKUBARI)) num_blow = 1;
1618 /* Attack once for each legal blow */
1619 while ((num++ < num_blow) && !p_ptr->is_dead)
1621 if (((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_DOKUBARI)) || (mode == HISSATSU_KYUSHO))
1625 if (p_ptr->migite && p_ptr->hidarite)
1629 if (mode == HISSATSU_3DAN)
1634 success_hit = one_in_(n);
1636 else if ((p_ptr->pclass == CLASS_NINJA) && ((backstab || fuiuchi) && !(r_ptr->flagsr & RFR_RES_ALL))) success_hit = TRUE;
1637 else success_hit = test_hit_norm(chance, r_ptr->ac, m_ptr->ml);
1639 if (mode == HISSATSU_MAJIN)
1642 success_hit = FALSE;
1648 int vorpal_chance = ((o_ptr->name1 == ART_VORPAL_BLADE) || (o_ptr->name1 == ART_CHAINSWORD)) ? 2 : 4;
1655 if (backstab) msg_format("¤¢¤Ê¤¿¤ÏÎä¹ó¤Ë¤â̲¤Ã¤Æ¤¤¤ë̵ÎϤÊ%s¤òÆͤ»É¤·¤¿¡ª", m_name);
1656 else if (fuiuchi) msg_format("ÉÔ°Õ¤òÆͤ¤¤Æ%s¤Ë¶¯Îõ¤Ê°ì·â¤ò¶ô¤é¤ï¤»¤¿¡ª", m_name);
1657 else if (stab_fleeing) msg_format("ƨ¤²¤ë%s¤òÇØÃ椫¤éÆͤ»É¤·¤¿¡ª", m_name);
1658 else if (!monk_attack) msg_format("%s¤ò¹¶·â¤·¤¿¡£", m_name);
1660 if (backstab) msg_format("You cruelly stab the helpless, sleeping %s!", m_name);
1661 else if (fuiuchi) msg_format("You make surprise attack, and hit %s with a powerful blow!", m_name);
1662 else if (stab_fleeing) msg_format("You backstab the fleeing %s!", m_name);
1663 else if (!monk_attack) msg_format("You hit %s.", m_name);
1666 /* Hack -- bare hands do one damage */
1669 object_flags(o_ptr, flgs);
1671 /* Select a chaotic effect (50% chance) */
1672 if ((have_flag(flgs, TR_CHAOTIC)) && one_in_(2))
1675 chg_virtue(V_CHANCE, 1);
1677 if (randint1(5) < 3)
1679 /* Vampiric (20%) */
1682 else if (one_in_(250))
1687 else if (!one_in_(10))
1689 /* Confusion (26.892%) */
1692 else if (one_in_(2))
1694 /* Teleport away (1.494%) */
1699 /* Polymorph (1.494%) */
1704 /* Vampiric drain */
1705 if ((have_flag(flgs, TR_VAMPIRIC)) || (chaos_effect == 1) || (mode == HISSATSU_DRAIN) || hex_spelling(HEX_VAMP_BLADE))
1707 /* Only drain "living" monsters */
1708 if (monster_living(r_ptr))
1714 if ((have_flag(flgs, TR_VORPAL) || hex_spelling(HEX_RUNESWORD)) && (randint1(vorpal_chance*3/2) == 1) && !zantetsu_mukou)
1716 else vorpal_cut = FALSE;
1720 int special_effect = 0, stun_effect = 0, times = 0, max_times;
1722 const martial_arts *ma_ptr = &ma_blows[0], *old_ptr = &ma_blows[0];
1723 int resist_stun = 0;
1726 if (r_ptr->flags1 & RF1_UNIQUE) resist_stun += 88;
1727 if (r_ptr->flags3 & RF3_NO_STUN) resist_stun += 66;
1728 if (r_ptr->flags3 & RF3_NO_CONF) resist_stun += 33;
1729 if (r_ptr->flags3 & RF3_NO_SLEEP) resist_stun += 33;
1730 if ((r_ptr->flags3 & RF3_UNDEAD) || (r_ptr->flags3 & RF3_NONLIVING))
1733 if (p_ptr->special_defense & KAMAE_BYAKKO)
1734 max_times = (p_ptr->lev < 3 ? 1 : p_ptr->lev / 3);
1735 else if (p_ptr->special_defense & KAMAE_SUZAKU)
1737 else if (p_ptr->special_defense & KAMAE_GENBU)
1740 max_times = (p_ptr->lev < 7 ? 1 : p_ptr->lev / 7);
1741 /* Attempt 'times' */
1742 for (times = 0; times < max_times; times++)
1746 ma_ptr = &ma_blows[randint0(MAX_MA)];
1747 if ((p_ptr->pclass == CLASS_FORCETRAINER) && (ma_ptr->min_level > 1)) min_level = ma_ptr->min_level + 3;
1748 else min_level = ma_ptr->min_level;
1750 while ((min_level > p_ptr->lev) ||
1751 (randint1(p_ptr->lev) < ma_ptr->chance));
1753 /* keep the highest level attack available we found */
1754 if ((ma_ptr->min_level > old_ptr->min_level) &&
1755 !p_ptr->stun && !p_ptr->confused)
1759 if (p_ptr->wizard && cheat_xtra)
1762 msg_print("¹¶·â¤òºÆÁªÂò¤·¤Þ¤·¤¿¡£");
1764 msg_print("Attack re-selected.");
1774 if (p_ptr->pclass == CLASS_FORCETRAINER) min_level = MAX(1, ma_ptr->min_level - 3);
1775 else min_level = ma_ptr->min_level;
1776 k = damroll(ma_ptr->dd + p_ptr->to_dd[hand], ma_ptr->ds + p_ptr->to_ds[hand]);
1777 if (p_ptr->special_attack & ATTACK_SUIKEN) k *= 2;
1779 if (ma_ptr->effect == MA_KNEE)
1781 if (r_ptr->flags1 & RF1_MALE)
1784 msg_format("%s¤Ë¶âŪɨ½³¤ê¤ò¤¯¤é¤ï¤·¤¿¡ª", m_name);
1786 msg_format("You hit %s in the groin with your knee!", m_name);
1790 special_effect = MA_KNEE;
1793 msg_format(ma_ptr->desc, m_name);
1796 else if (ma_ptr->effect == MA_SLOW)
1798 if (!((r_ptr->flags1 & RF1_NEVER_MOVE) ||
1799 my_strchr("~#{}.UjmeEv$,DdsbBFIJQSXclnw!=?", r_ptr->d_char)))
1802 msg_format("%s¤Î¼ó¤Ë´ØÀá½³¤ê¤ò¤¯¤é¤ï¤·¤¿¡ª", m_name);
1804 msg_format("You kick %s in the ankle.", m_name);
1807 special_effect = MA_SLOW;
1809 else msg_format(ma_ptr->desc, m_name);
1815 stun_effect = (ma_ptr->effect / 2) + randint1(ma_ptr->effect / 2);
1818 msg_format(ma_ptr->desc, m_name);
1821 if (p_ptr->special_defense & KAMAE_SUZAKU) weight = 4;
1822 if ((p_ptr->pclass == CLASS_FORCETRAINER) && (p_ptr->magic_num1[0]))
1824 weight += (p_ptr->magic_num1[0]/30);
1825 if (weight > 20) weight = 20;
1828 k = critical_norm(p_ptr->lev * weight, min_level, k, p_ptr->to_h[0], 0);
1830 if ((special_effect == MA_KNEE) && ((k + p_ptr->to_d[hand]) < m_ptr->hp))
1833 msg_format("%^s¤Ï¶ìÄˤˤ¦¤á¤¤¤Æ¤¤¤ë¡ª", m_name);
1835 msg_format("%^s moans in agony!", m_name);
1838 stun_effect = 7 + randint1(13);
1842 else if ((special_effect == MA_SLOW) && ((k + p_ptr->to_d[hand]) < m_ptr->hp))
1844 if (!(r_ptr->flags1 & RF1_UNIQUE) &&
1845 (randint1(p_ptr->lev) > r_ptr->level) &&
1849 msg_format("%^s¤Ï¤ò¤Ò¤¤º¤ê»Ï¤á¤¿¡£", m_name);
1851 msg_format("%^s starts limping slower.", m_name);
1854 m_ptr->mspeed -= 10;
1858 if (stun_effect && ((k + p_ptr->to_d[hand]) < m_ptr->hp))
1860 if (p_ptr->lev > randint1(r_ptr->level + resist_stun + 10))
1862 if (set_monster_stunned(c_ptr->m_idx, stun_effect + MON_STUNNED(m_ptr)))
1865 msg_format("%^s¤Ï¥Õ¥é¥Õ¥é¤Ë¤Ê¤Ã¤¿¡£", m_name);
1867 msg_format("%^s is stunned.", m_name);
1873 msg_format("%^s¤Ï¤µ¤é¤Ë¥Õ¥é¥Õ¥é¤Ë¤Ê¤Ã¤¿¡£", m_name);
1875 msg_format("%^s is more stunned.", m_name);
1882 /* Handle normal weapon */
1883 else if (o_ptr->k_idx)
1885 k = damroll(o_ptr->dd + p_ptr->to_dd[hand], o_ptr->ds + p_ptr->to_ds[hand]);
1886 k = tot_dam_aux(o_ptr, k, m_ptr, mode, FALSE);
1890 k *= (3 + (p_ptr->lev / 20));
1894 k = k*(5+(p_ptr->lev*2/25))/2;
1896 else if (stab_fleeing)
1901 if ((p_ptr->impact[hand] && ((k > 50) || one_in_(7))) ||
1902 (chaos_effect == 2) || (mode == HISSATSU_QUAKE))
1907 if ((!(o_ptr->tval == TV_SWORD) || !(o_ptr->sval == SV_DOKUBARI)) && !(mode == HISSATSU_KYUSHO))
1908 k = critical_norm(o_ptr->weight, o_ptr->to_h, k, p_ptr->to_h[hand], mode);
1916 if ((o_ptr->name1 == ART_CHAINSWORD) && !one_in_(2))
1918 char chainsword_noise[1024];
1920 if (!get_rnd_line("chainswd_j.txt", 0, chainsword_noise))
1922 if (!get_rnd_line("chainswd.txt", 0, chainsword_noise))
1925 msg_print(chainsword_noise);
1929 if (o_ptr->name1 == ART_VORPAL_BLADE)
1932 msg_print("Ìܤˤâ»ß¤Þ¤é¤Ì¥ô¥©¡¼¥Ñ¥ë¥Ö¥ì¡¼¥É¡¢¼êÏ£¤ÎÁá¶È¡ª");
1934 msg_print("Your Vorpal Blade goes snicker-snack!");
1940 msg_format("%s¤ò¥°¥Ã¥µ¥êÀÚ¤êÎö¤¤¤¿¡ª", m_name);
1942 msg_format("Your weapon cuts deep into %s!", m_name);
1946 /* Try to increase the damage */
1947 while (one_in_(vorpal_chance))
1955 if (((r_ptr->flagsr & RFR_RES_ALL) ? k/100 : k) > m_ptr->hp)
1958 msg_format("%s¤ò¿¿¤ÃÆó¤Ä¤Ë¤·¤¿¡ª", m_name);
1960 msg_format("You cut %s in half!", m_name);
1968 case 2: msg_format("%s¤ò»Â¤Ã¤¿¡ª", m_name); break;
1969 case 3: msg_format("%s¤ò¤Ö¤Ã¤¿»Â¤Ã¤¿¡ª", m_name); break;
1970 case 4: msg_format("%s¤ò¥á¥Ã¥¿»Â¤ê¤Ë¤·¤¿¡ª", m_name); break;
1971 case 5: msg_format("%s¤ò¥á¥Ã¥¿¥á¥¿¤Ë»Â¤Ã¤¿¡ª", m_name); break;
1972 case 6: msg_format("%s¤ò»É¿È¤Ë¤·¤¿¡ª", m_name); break;
1973 case 7: msg_format("%s¤ò»Â¤Ã¤Æ»Â¤Ã¤Æ»Â¤ê¤Þ¤¯¤Ã¤¿¡ª", m_name); break;
1974 default: msg_format("%s¤òºÙÀÚ¤ì¤Ë¤·¤¿¡ª", m_name); break;
1976 case 2: msg_format("You gouge %s!", m_name); break;
1977 case 3: msg_format("You maim %s!", m_name); break;
1978 case 4: msg_format("You carve %s!", m_name); break;
1979 case 5: msg_format("You cleave %s!", m_name); break;
1980 case 6: msg_format("You smite %s!", m_name); break;
1981 case 7: msg_format("You eviscerate %s!", m_name); break;
1982 default: msg_format("You shred %s!", m_name); break;
1986 drain_result = drain_result * 3 / 2;
1990 drain_result += o_ptr->to_d;
1993 /* Apply the player damage bonuses */
1994 k += p_ptr->to_d[hand];
1995 drain_result += p_ptr->to_d[hand];
1997 if ((mode == HISSATSU_SUTEMI) || (mode == HISSATSU_3DAN)) k *= 2;
1998 if ((mode == HISSATSU_SEKIRYUKA) && !monster_living(r_ptr)) k = 0;
1999 if ((mode == HISSATSU_SEKIRYUKA) && !p_ptr->cut) k /= 2;
2001 /* No negative damage */
2004 if ((mode == HISSATSU_ZANMA) && !(!monster_living(r_ptr) && (r_ptr->flags3 & RF3_EVIL)))
2012 msg_print("¤³¤ó¤ÊÆð¤é¤«¤¤¤â¤Î¤ÏÀÚ¤ì¤ó¡ª");
2014 msg_print("You cannot cut such a elastic thing!");
2022 msg_print("ÃØéá¤Ï¶ì¼ê¤À¡ª");
2024 msg_print("Spiders are difficult for you to deal with!");
2029 if (mode == HISSATSU_MINEUCHI)
2031 int tmp = (10 + randint1(15) + p_ptr->lev / 5);
2034 anger_monster(m_ptr);
2036 if (!(r_ptr->flags3 & (RF3_NO_STUN)))
2039 if (MON_STUNNED(m_ptr))
2042 msg_format("%s¤Ï¤Ò¤É¤¯¤â¤¦¤í¤¦¤È¤·¤¿¡£", m_name);
2044 msg_format("%s is more dazed.", m_name);
2052 msg_format("%s ¤Ï¤â¤¦¤í¤¦¤È¤·¤¿¡£", m_name);
2054 msg_format("%s is dazed.", m_name);
2059 (void)set_monster_stunned(c_ptr->m_idx, MON_STUNNED(m_ptr) + tmp);
2064 msg_format("%s ¤Ë¤Ï¸ú²Ì¤¬¤Ê¤«¤Ã¤¿¡£", m_name);
2066 msg_format("%s is not effected.", m_name);
2071 /* Modify the damage */
2072 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))));
2073 if (((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_DOKUBARI)) || (mode == HISSATSU_KYUSHO))
2075 if ((randint1(randint1(r_ptr->level/7)+5) == 1) && !(r_ptr->flags1 & RF1_UNIQUE) && !(r_ptr->flags7 & RF7_UNIQUE2))
2079 msg_format("%s¤ÎµÞ½ê¤òÆͤ»É¤·¤¿¡ª", m_name);
2081 msg_format("You hit %s on a fatal spot!", m_name);
2086 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)))
2088 int maxhp = maxroll(r_ptr->hdice, r_ptr->hside);
2089 if (one_in_(backstab ? 13 : (stab_fleeing || fuiuchi) ? 15 : 27))
2094 msg_format("¿Ï¤¬%s¤Ë¿¼¡¹¤ÈÆͤ»É¤µ¤Ã¤¿¡ª", m_name);
2096 msg_format("You critically injured %s!", m_name);
2099 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)))
2101 if ((r_ptr->flags1 & RF1_UNIQUE) || (r_ptr->flags7 & RF7_UNIQUE2) || (m_ptr->hp >= maxhp/2))
2103 k = MAX(k*5, m_ptr->hp/2);
2106 msg_format("%s¤ËÃ×Ì¿½ý¤òÉé¤ï¤»¤¿¡ª", m_name);
2108 msg_format("You fatally injured %s!", m_name);
2115 msg_format("¿Ï¤¬%s¤ÎµÞ½ê¤ò´Ó¤¤¤¿¡ª", m_name);
2117 msg_format("You hit %s on a fatal spot!", m_name);
2123 /* Complex message */
2124 if (p_ptr->wizard || cheat_xtra)
2127 msg_format("%d/%d ¤Î¥À¥á¡¼¥¸¤òÍ¿¤¨¤¿¡£", k, m_ptr->hp);
2129 msg_format("You do %d (out of %d) damage.", k, m_ptr->hp);
2133 if (k <= 0) can_drain = FALSE;
2135 if (drain_result > m_ptr->hp)
2136 drain_result = m_ptr->hp;
2138 /* Damage, check for fear and death */
2139 if (mon_take_hit(c_ptr->m_idx, k, fear, NULL))
2142 if ((p_ptr->pclass == CLASS_BERSERKER) && energy_use)
2144 if (p_ptr->migite && p_ptr->hidarite)
2146 if (hand) energy_use = energy_use*3/5+energy_use*num*2/(p_ptr->num_blow[hand]*5);
2147 else energy_use = energy_use*num*3/(p_ptr->num_blow[hand]*5);
2151 energy_use = energy_use*num/p_ptr->num_blow[hand];
2154 if ((o_ptr->name1 == ART_ZANTETSU) && is_lowlevel)
2156 msg_print("¤Þ¤¿¤Ä¤Þ¤é¤Ì¤â¤Î¤ò»Â¤Ã¤Æ¤·¤Þ¤Ã¤¿¡¥¡¥¡¥");
2158 msg_print("Sigh... Another trifling thing I've cut....");
2163 /* Anger the monster */
2164 if (k > 0) anger_monster(m_ptr);
2166 touch_zap_player(m_ptr);
2168 /* Are we draining it? A little note: If the monster is
2169 dead, the drain does not work... */
2171 if (can_drain && (drain_result > 0))
2173 if (o_ptr->name1 == ART_MURAMASA)
2177 int to_h = o_ptr->to_h;
2178 int to_d = o_ptr->to_d;
2182 for (i = 0; i < to_h + 3; i++) if (one_in_(4)) flag = 0;
2186 for (i = 0; i < to_d + 3; i++) if (one_in_(4)) flag = 0;
2189 if (o_ptr->to_h != to_h || o_ptr->to_d != to_d)
2192 msg_print("ÍÅÅá¤Ï·ì¤òµÛ¤Ã¤Æ¶¯¤¯¤Ê¤Ã¤¿¡ª");
2194 msg_print("Muramasa sucked blood, and became more powerful!");
2203 if (drain_result > 5) /* Did we really hurt it? */
2205 drain_heal = damroll(2, drain_result / 6);
2208 if (hex_spelling(HEX_VAMP_BLADE)) drain_heal *= 2;
2213 msg_format("Draining left: %d", drain_left);
2215 msg_format("Draining left: %d", drain_left);
2222 if (drain_heal < drain_left)
2224 drain_left -= drain_heal;
2228 drain_heal = drain_left;
2235 msg_format("¿Ï¤¬%s¤«¤éÀ¸Ì¿ÎϤòµÛ¤¤¼è¤Ã¤¿¡ª", m_name);
2237 msg_format("Your weapon drains life from %s!", m_name);
2243 drain_heal = (drain_heal * mutant_regenerate_mod) / 100;
2245 hp_player(drain_heal);
2246 /* We get to keep some of it! */
2250 m_ptr->maxhp -= (k+7)/8;
2251 if (m_ptr->hp > m_ptr->maxhp) m_ptr->hp = m_ptr->maxhp;
2252 if (m_ptr->maxhp < 1) m_ptr->maxhp = 1;
2258 /* Confusion attack */
2259 if ((p_ptr->special_attack & ATTACK_CONFUSE) || (chaos_effect == 3) || (mode == HISSATSU_CONF) || hex_spelling(HEX_CONFUSION))
2261 /* Cancel glowing hands */
2262 if (p_ptr->special_attack & ATTACK_CONFUSE)
2264 p_ptr->special_attack &= ~(ATTACK_CONFUSE);
2266 msg_print("¼ê¤Îµ±¤¤¬¤Ê¤¯¤Ê¤Ã¤¿¡£");
2268 msg_print("Your hands stop glowing.");
2270 p_ptr->redraw |= (PR_STATUS);
2274 /* Confuse the monster */
2275 if (r_ptr->flags3 & RF3_NO_CONF)
2277 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags3 |= RF3_NO_CONF;
2280 msg_format("%^s¤Ë¤Ï¸ú²Ì¤¬¤Ê¤«¤Ã¤¿¡£", m_name);
2282 msg_format("%^s is unaffected.", m_name);
2286 else if (randint0(100) < r_ptr->level)
2289 msg_format("%^s¤Ë¤Ï¸ú²Ì¤¬¤Ê¤«¤Ã¤¿¡£", m_name);
2291 msg_format("%^s is unaffected.", m_name);
2298 msg_format("%^s¤Ïº®Í𤷤¿¤è¤¦¤À¡£", m_name);
2300 msg_format("%^s appears confused.", m_name);
2303 (void)set_monster_confused(c_ptr->m_idx, MON_CONFUSED(m_ptr) + 10 + randint0(p_ptr->lev) / 5);
2307 else if (chaos_effect == 4)
2309 bool resists_tele = FALSE;
2311 if (r_ptr->flagsr & RFR_RES_TELE)
2313 if (r_ptr->flags1 & RF1_UNIQUE)
2315 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flagsr |= RFR_RES_TELE;
2317 msg_format("%^s¤Ë¤Ï¸ú²Ì¤¬¤Ê¤«¤Ã¤¿¡£", m_name);
2319 msg_format("%^s is unaffected!", m_name);
2322 resists_tele = TRUE;
2324 else if (r_ptr->level > randint1(100))
2326 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flagsr |= RFR_RES_TELE;
2328 msg_format("%^s¤ÏÄñ¹³ÎϤò»ý¤Ã¤Æ¤¤¤ë¡ª", m_name);
2330 msg_format("%^s resists!", m_name);
2333 resists_tele = TRUE;
2340 msg_format("%^s¤Ï¾Ã¤¨¤¿¡ª", m_name);
2342 msg_format("%^s disappears!", m_name);
2345 teleport_away(c_ptr->m_idx, 50, TELEPORT_PASSIVE);
2346 num = num_blow + 1; /* Can't hit it anymore! */
2351 else if ((chaos_effect == 5) && (randint1(90) > r_ptr->level))
2353 if (!(r_ptr->flags1 & (RF1_UNIQUE | RF1_QUESTOR)) &&
2354 !(r_ptr->flagsr & RFR_EFF_RES_CHAO_MASK))
2356 if (polymorph_monster(y, x))
2359 msg_format("%^s¤ÏÊѲ½¤·¤¿¡ª", m_name);
2361 msg_format("%^s changes!", m_name);
2370 msg_format("%^s¤Ë¤Ï¸ú²Ì¤¬¤Ê¤«¤Ã¤¿¡£", m_name);
2372 msg_format("%^s is unaffected.", m_name);
2376 /* Hack -- Get new monster */
2377 m_ptr = &m_list[c_ptr->m_idx];
2379 /* Oops, we need a different name... */
2380 monster_desc(m_name, m_ptr, 0);
2382 /* Hack -- Get new race */
2383 r_ptr = &r_info[m_ptr->r_idx];
2386 else if (o_ptr->name1 == ART_G_HAMMER)
2388 monster_type *m_ptr = &m_list[c_ptr->m_idx];
2390 if (m_ptr->hold_o_idx)
2392 object_type *q_ptr = &o_list[m_ptr->hold_o_idx];
2393 char o_name[MAX_NLEN];
2395 object_desc(o_name, q_ptr, OD_NAME_ONLY);
2396 q_ptr->held_m_idx = 0;
2397 q_ptr->marked = OM_TOUCHED;
2398 m_ptr->hold_o_idx = q_ptr->next_o_idx;
2399 q_ptr->next_o_idx = 0;
2401 msg_format("%s¤òÃ¥¤Ã¤¿¡£", o_name);
2403 msg_format("You snatched %s.", o_name);
2413 backstab = FALSE; /* Clumsy! */
2414 fuiuchi = FALSE; /* Clumsy! */
2416 if ((o_ptr->tval == TV_POLEARM) && (o_ptr->sval == SV_DEATH_SCYTHE) && one_in_(3))
2418 u32b flgs[TR_FLAG_SIZE];
2425 msg_format("¥ß¥¹¡ª %s¤Ë¤«¤ï¤µ¤ì¤¿¡£", m_name);
2427 msg_format("You miss %s.", m_name);
2431 msg_print("¿¶¤ê²ó¤·¤¿Âç³ù¤¬¼«Ê¬¼«¿È¤ËÊ֤äƤ¤¿¡ª");
2433 msg_print("Your scythe returns to you!");
2436 /* Extract the flags */
2437 object_flags(o_ptr, flgs);
2439 k = damroll(o_ptr->dd + p_ptr->to_dd[hand], o_ptr->ds + p_ptr->to_ds[hand]);
2442 switch (p_ptr->mimic_form)
2445 switch (p_ptr->prace)
2452 case RACE_BARBARIAN:
2456 case RACE_HALF_TROLL:
2457 case RACE_HALF_OGRE:
2458 case RACE_HALF_GIANT:
2459 case RACE_HALF_TITAN:
2467 case RACE_DRACONIAN:
2474 case MIMIC_DEMON_LORD:
2481 if (p_ptr->align < 0 && mult < 20)
2483 if (!(p_ptr->resist_acid || IS_OPPOSE_ACID() || p_ptr->immune_acid) && (mult < 25))
2485 if (!(p_ptr->resist_elec || IS_OPPOSE_ELEC() || p_ptr->immune_elec) && (mult < 25))
2487 if (!(p_ptr->resist_fire || IS_OPPOSE_FIRE() || p_ptr->immune_fire) && (mult < 25))
2489 if (!(p_ptr->resist_cold || IS_OPPOSE_COLD() || p_ptr->immune_cold) && (mult < 25))
2491 if (!(p_ptr->resist_pois || IS_OPPOSE_POIS()) && (mult < 25))
2494 if ((p_ptr->pclass != CLASS_SAMURAI) && (have_flag(flgs, TR_FORCE_WEAPON)) && (p_ptr->csp > (p_ptr->msp / 30)))
2496 p_ptr->csp -= (1+(p_ptr->msp / 30));
2497 p_ptr->redraw |= (PR_MANA);
2498 mult = mult * 3 / 2 + 20;
2504 k = critical_norm(o_ptr->weight, o_ptr->to_h, k, p_ptr->to_h[hand], mode);
2509 msg_format("¥°¥Ã¥µ¥êÀÚ¤êÎö¤«¤ì¤¿¡ª");
2511 msg_format("Your weapon cuts deep into yourself!");
2513 /* Try to increase the damage */
2521 k += (p_ptr->to_d[hand] + o_ptr->to_d);
2526 take_hit(DAMAGE_FORCE, k, "»à¤ÎÂç³ù", -1);
2528 take_hit(DAMAGE_FORCE, k, "Death scythe", -1);
2540 msg_format("¥ß¥¹¡ª %s¤Ë¤«¤ï¤µ¤ì¤¿¡£", m_name);
2542 msg_format("You miss %s.", m_name);
2551 if (weak && !(*mdeath))
2554 msg_format("%s¤Ï¼å¤¯¤Ê¤Ã¤¿¤è¤¦¤À¡£", m_name);
2556 msg_format("%^s seems weakened.", m_name);
2559 if (drain_left != MAX_VAMPIRIC_DRAIN)
2563 chg_virtue(V_UNLIFE, 1);
2566 /* Mega-Hack -- apply earthquake brand */
2569 earthquake(py, px, 10);
2570 if (!cave[y][x].m_idx) *mdeath = TRUE;
2574 bool py_attack(int y, int x, int mode)
2577 bool mdeath = FALSE;
2578 bool stormbringer = FALSE;
2580 cave_type *c_ptr = &cave[y][x];
2581 monster_type *m_ptr = &m_list[c_ptr->m_idx];
2582 monster_race *r_ptr = &r_info[m_ptr->r_idx];
2585 /* Disturb the player */
2590 if (!p_ptr->migite && !p_ptr->hidarite &&
2591 !(p_ptr->muta2 & (MUT2_HORNS | MUT2_BEAK | MUT2_SCOR_TAIL | MUT2_TRUNK | MUT2_TENTACLES)))
2594 msg_format("%s¹¶·â¤Ç¤¤Ê¤¤¡£", (empty_hands(FALSE) == EMPTY_HAND_NONE) ? "ξ¼ê¤¬¤Õ¤µ¤¬¤Ã¤Æ" : "");
2596 msg_print("You cannot do attacking.");
2601 /* Extract monster name (or "it") */
2602 monster_desc(m_name, m_ptr, 0);
2606 /* Auto-Recall if possible and visible */
2607 if (!p_ptr->image) monster_race_track(m_ptr->ap_r_idx);
2609 /* Track a new monster */
2610 health_track(c_ptr->m_idx);
2613 if ((r_ptr->flags1 & RF1_FEMALE) &&
2614 !(p_ptr->stun || p_ptr->confused || p_ptr->image || !m_ptr->ml))
2616 if ((inventory[INVEN_RARM].name1 == ART_ZANTETSU) || (inventory[INVEN_LARM].name1 == ART_ZANTETSU))
2619 msg_print("ÀÛ¼Ô¡¢¤ª¤Ê¤´¤Ï»Â¤ì¤Ì¡ª");
2621 msg_print("I can not attack women!");
2627 if (d_info[dungeon_type].flags1 & DF1_NO_MELEE)
2630 msg_print("¤Ê¤¼¤«¹¶·â¤¹¤ë¤³¤È¤¬¤Ç¤¤Ê¤¤¡£");
2632 msg_print("Something prevent you from attacking.");
2637 /* Stop if friendly */
2638 if (!is_hostile(m_ptr) &&
2639 !(p_ptr->stun || p_ptr->confused || p_ptr->image ||
2640 p_ptr->shero || !m_ptr->ml))
2642 if (inventory[INVEN_RARM].name1 == ART_STORMBRINGER) stormbringer = TRUE;
2643 if (inventory[INVEN_LARM].name1 == ART_STORMBRINGER) stormbringer = TRUE;
2647 msg_format("¹õ¤¤¿Ï¤Ï¶¯ÍߤË%s¤ò¹¶·â¤·¤¿¡ª", m_name);
2649 msg_format("Your black blade greedily attacks %s!", m_name);
2651 chg_virtue(V_INDIVIDUALISM, 1);
2652 chg_virtue(V_HONOUR, -1);
2653 chg_virtue(V_JUSTICE, -1);
2654 chg_virtue(V_COMPASSION, -1);
2656 else if (p_ptr->pclass != CLASS_BERSERKER)
2659 if (get_check("ËÜÅö¤Ë¹¶·â¤·¤Þ¤¹¤«¡©"))
2661 if (get_check("Really hit it? "))
2664 chg_virtue(V_INDIVIDUALISM, 1);
2665 chg_virtue(V_HONOUR, -1);
2666 chg_virtue(V_JUSTICE, -1);
2667 chg_virtue(V_COMPASSION, -1);
2672 msg_format("%s¤ò¹¶·â¤¹¤ë¤Î¤ò»ß¤á¤¿¡£", m_name);
2674 msg_format("You stop to avoid hitting %s.", m_name);
2682 /* Handle player fear */
2688 msg_format("¶²¤¯¤Æ%s¤ò¹¶·â¤Ç¤¤Ê¤¤¡ª", m_name);
2690 msg_format("You are too afraid to attack %s!", m_name);
2695 msg_format ("¤½¤Ã¤Á¤Ë¤Ï²¿¤«¶²¤¤¤â¤Î¤¬¤¤¤ë¡ª");
2697 msg_format ("There is something scary in your way!");
2700 /* Disturb the monster */
2701 (void)set_monster_csleep(c_ptr->m_idx, 0);
2707 if (MON_CSLEEP(m_ptr)) /* It is not honorable etc to attack helpless victims */
2709 if (!(r_ptr->flags3 & RF3_EVIL) || one_in_(5)) chg_virtue(V_COMPASSION, -1);
2710 if (!(r_ptr->flags3 & RF3_EVIL) || one_in_(5)) chg_virtue(V_HONOUR, -1);
2713 if (p_ptr->migite && p_ptr->hidarite)
2715 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))
2717 if (p_ptr->skill_exp[GINOU_NITOURYU] < WEAPON_EXP_BEGINNER)
2718 p_ptr->skill_exp[GINOU_NITOURYU] += 80;
2719 else if(p_ptr->skill_exp[GINOU_NITOURYU] < WEAPON_EXP_SKILLED)
2720 p_ptr->skill_exp[GINOU_NITOURYU] += 4;
2721 else if(p_ptr->skill_exp[GINOU_NITOURYU] < WEAPON_EXP_EXPERT)
2722 p_ptr->skill_exp[GINOU_NITOURYU] += 1;
2723 else if(p_ptr->skill_exp[GINOU_NITOURYU] < WEAPON_EXP_MASTER)
2724 if (one_in_(3)) p_ptr->skill_exp[GINOU_NITOURYU] += 1;
2725 p_ptr->update |= (PU_BONUS);
2729 /* Gain riding experience */
2732 int cur = p_ptr->skill_exp[GINOU_RIDING];
2733 int max = s_info[p_ptr->pclass].s_max[GINOU_RIDING];
2737 int ridinglevel = r_info[m_list[p_ptr->riding].r_idx].level;
2738 int targetlevel = r_ptr->level;
2741 if ((cur / 200 - 5) < targetlevel)
2744 /* Extra experience */
2745 if ((cur / 100) < ridinglevel)
2747 if ((cur / 100 + 15) < ridinglevel)
2748 inc += 1 + (ridinglevel - (cur / 100 + 15));
2753 p_ptr->skill_exp[GINOU_RIDING] = MIN(max, cur + inc);
2755 p_ptr->update |= (PU_BONUS);
2759 riding_t_m_idx = c_ptr->m_idx;
2760 if (p_ptr->migite) py_attack_aux(y, x, &fear, &mdeath, 0, mode);
2761 if (p_ptr->hidarite && !mdeath) py_attack_aux(y, x, &fear, &mdeath, 1, mode);
2763 /* Mutations which yield extra 'natural' attacks */
2766 if ((p_ptr->muta2 & MUT2_HORNS) && !mdeath)
2767 natural_attack(c_ptr->m_idx, MUT2_HORNS, &fear, &mdeath);
2768 if ((p_ptr->muta2 & MUT2_BEAK) && !mdeath)
2769 natural_attack(c_ptr->m_idx, MUT2_BEAK, &fear, &mdeath);
2770 if ((p_ptr->muta2 & MUT2_SCOR_TAIL) && !mdeath)
2771 natural_attack(c_ptr->m_idx, MUT2_SCOR_TAIL, &fear, &mdeath);
2772 if ((p_ptr->muta2 & MUT2_TRUNK) && !mdeath)
2773 natural_attack(c_ptr->m_idx, MUT2_TRUNK, &fear, &mdeath);
2774 if ((p_ptr->muta2 & MUT2_TENTACLES) && !mdeath)
2775 natural_attack(c_ptr->m_idx, MUT2_TENTACLES, &fear, &mdeath);
2778 /* Hack -- delay fear messages */
2779 if (fear && m_ptr->ml && !mdeath)
2786 msg_format("%^s¤Ï¶²Éݤ·¤Æƨ¤²½Ð¤·¤¿¡ª", m_name);
2788 msg_format("%^s flees in terror!", m_name);
2793 if ((p_ptr->special_defense & KATA_IAI) && ((mode != HISSATSU_IAI) || mdeath))
2795 set_action(ACTION_NONE);
2802 bool pattern_seq(int c_y, int c_x, int n_y, int n_x)
2804 feature_type *cur_f_ptr = &f_info[cave[c_y][c_x].feat];
2805 feature_type *new_f_ptr = &f_info[cave[n_y][n_x].feat];
2806 bool is_pattern_tile_cur = have_flag(cur_f_ptr->flags, FF_PATTERN);
2807 bool is_pattern_tile_new = have_flag(new_f_ptr->flags, FF_PATTERN);
2808 int pattern_type_cur, pattern_type_new;
2810 if (!is_pattern_tile_cur && !is_pattern_tile_new) return TRUE;
2812 pattern_type_cur = is_pattern_tile_cur ? cur_f_ptr->subtype : NOT_PATTERN_TILE;
2813 pattern_type_new = is_pattern_tile_new ? new_f_ptr->subtype : NOT_PATTERN_TILE;
2815 if (pattern_type_new == PATTERN_TILE_START)
2817 if (!is_pattern_tile_cur && !p_ptr->confused && !p_ptr->stun && !p_ptr->image)
2820 if (get_check("¥Ñ¥¿¡¼¥ó¤Î¾å¤òÊ⤻Ϥá¤ë¤È¡¢Á´¤Æ¤òÊ⤫¤Ê¤±¤ì¤Ð¤Ê¤ê¤Þ¤»¤ó¡£¤¤¤¤¤Ç¤¹¤«¡©"))
2822 if (get_check("If you start walking the Pattern, you must walk the whole way. Ok? "))
2831 else if ((pattern_type_new == PATTERN_TILE_OLD) ||
2832 (pattern_type_new == PATTERN_TILE_END) ||
2833 (pattern_type_new == PATTERN_TILE_WRECKED))
2835 if (is_pattern_tile_cur)
2842 msg_print("¥Ñ¥¿¡¼¥ó¤Î¾å¤òÊ⤯¤Ë¤Ï¥¹¥¿¡¼¥ÈÃÏÅÀ¤«¤éÊ⤻Ϥá¤Ê¤¯¤Æ¤Ï¤Ê¤ê¤Þ¤»¤ó¡£");
2844 msg_print("You must start walking the Pattern from the startpoint.");
2850 else if ((pattern_type_new == PATTERN_TILE_TELEPORT) ||
2851 (pattern_type_cur == PATTERN_TILE_TELEPORT))
2855 else if (pattern_type_cur == PATTERN_TILE_START)
2857 if (is_pattern_tile_new)
2862 msg_print("¥Ñ¥¿¡¼¥ó¤Î¾å¤ÏÀµ¤·¤¤½ç½ø¤ÇÊ⤫¤Í¤Ð¤Ê¤ê¤Þ¤»¤ó¡£");
2864 msg_print("You must walk the Pattern in correct order.");
2870 else if ((pattern_type_cur == PATTERN_TILE_OLD) ||
2871 (pattern_type_cur == PATTERN_TILE_END) ||
2872 (pattern_type_cur == PATTERN_TILE_WRECKED))
2874 if (!is_pattern_tile_new)
2877 msg_print("¥Ñ¥¿¡¼¥ó¤òƧ¤ß³°¤·¤Æ¤Ï¤¤¤±¤Þ¤»¤ó¡£");
2879 msg_print("You may not step off from the Pattern.");
2891 if (!is_pattern_tile_cur)
2894 msg_print("¥Ñ¥¿¡¼¥ó¤Î¾å¤òÊ⤯¤Ë¤Ï¥¹¥¿¡¼¥ÈÃÏÅÀ¤«¤éÊ⤻Ϥá¤Ê¤¯¤Æ¤Ï¤Ê¤ê¤Þ¤»¤ó¡£");
2896 msg_print("You must start walking the Pattern from the startpoint.");
2903 byte ok_move = PATTERN_TILE_START;
2904 switch (pattern_type_cur)
2906 case PATTERN_TILE_1:
2907 ok_move = PATTERN_TILE_2;
2909 case PATTERN_TILE_2:
2910 ok_move = PATTERN_TILE_3;
2912 case PATTERN_TILE_3:
2913 ok_move = PATTERN_TILE_4;
2915 case PATTERN_TILE_4:
2916 ok_move = PATTERN_TILE_1;
2921 msg_format("¤ª¤«¤·¤Ê¥Ñ¥¿¡¼¥óÊâ¹Ô¡¢%d¡£", pattern_type_cur);
2923 msg_format("Funny Pattern walking, %d.", pattern_type_cur);
2926 return TRUE; /* Goof-up */
2929 if ((pattern_type_new == ok_move) ||
2930 (pattern_type_new == pattern_type_cur))
2934 if (!is_pattern_tile_new)
2936 msg_print("¥Ñ¥¿¡¼¥ó¤òƧ¤ß³°¤·¤Æ¤Ï¤¤¤±¤Þ¤»¤ó¡£");
2938 msg_print("You may not step off from the Pattern.");
2942 msg_print("¥Ñ¥¿¡¼¥ó¤Î¾å¤ÏÀµ¤·¤¤½ç½ø¤ÇÊ⤫¤Í¤Ð¤Ê¤ê¤Þ¤»¤ó¡£");
2944 msg_print("You must walk the Pattern in correct order.");
2954 bool player_can_enter(s16b feature, u16b mode)
2956 feature_type *f_ptr = &f_info[feature];
2958 if (p_ptr->riding) return monster_can_cross_terrain(feature, &r_info[m_list[p_ptr->riding].r_idx], mode | CEM_RIDING);
2961 if (have_flag(f_ptr->flags, FF_PATTERN))
2963 if (!(mode & CEM_P_CAN_ENTER_PATTERN)) return FALSE;
2967 if (have_flag(f_ptr->flags, FF_CAN_FLY) && p_ptr->levitation) return TRUE;
2968 if (have_flag(f_ptr->flags, FF_CAN_SWIM) && p_ptr->can_swim) return TRUE;
2969 if (have_flag(f_ptr->flags, FF_CAN_PASS) && p_ptr->pass_wall) return TRUE;
2971 if (!have_flag(f_ptr->flags, FF_MOVE)) return FALSE;
2980 bool move_player_effect(int ny, int nx, u32b mpe_mode)
2982 cave_type *c_ptr = &cave[ny][nx];
2983 feature_type *f_ptr = &f_info[c_ptr->feat];
2985 if (!(mpe_mode & MPE_STAYING))
2989 cave_type *oc_ptr = &cave[oy][ox];
2990 int om_idx = oc_ptr->m_idx;
2991 int nm_idx = c_ptr->m_idx;
2993 /* Move the player */
2997 /* Hack -- For moving monster or riding player's moving */
2998 if (!(mpe_mode & MPE_DONT_SWAP_MON))
3000 /* Swap two monsters */
3001 c_ptr->m_idx = om_idx;
3002 oc_ptr->m_idx = nm_idx;
3004 if (om_idx > 0) /* Monster on old spot (or p_ptr->riding) */
3006 monster_type *om_ptr = &m_list[om_idx];
3009 update_mon(om_idx, TRUE);
3012 if (nm_idx > 0) /* Monster on new spot */
3014 monster_type *nm_ptr = &m_list[nm_idx];
3017 update_mon(nm_idx, TRUE);
3021 /* Redraw old spot */
3024 /* Redraw new spot */
3027 /* Check for new panel (redraw map) */
3030 if (mpe_mode & MPE_FORGET_FLOW)
3034 /* Mega-Hack -- Forget the view */
3035 p_ptr->update |= (PU_UN_VIEW);
3038 p_ptr->redraw |= (PR_MAP);
3042 p_ptr->update |= (PU_VIEW | PU_LITE | PU_FLOW | PU_MON_LITE | PU_DISTANCE);
3045 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
3047 /* Remove "unsafe" flag */
3048 if ((!p_ptr->blind && !no_lite()) || !is_trap(c_ptr->feat)) c_ptr->info &= ~(CAVE_UNSAFE);
3050 /* For get everything when requested hehe I'm *NASTY* */
3051 if (dun_level && (d_info[dungeon_type].flags1 & DF1_FORGET)) wiz_dark();
3054 if (mpe_mode & MPE_HANDLE_STUFF) handle_stuff();
3056 if (p_ptr->pclass == CLASS_NINJA)
3058 if (c_ptr->info & (CAVE_GLOW)) set_superstealth(FALSE);
3059 else if (p_ptr->cur_lite <= 0) set_superstealth(TRUE);
3062 if ((p_ptr->action == ACTION_HAYAGAKE) &&
3063 (!have_flag(f_ptr->flags, FF_PROJECT) ||
3064 (!p_ptr->levitation && have_flag(f_ptr->flags, FF_DEEP))))
3067 msg_print("¤³¤³¤Ç¤ÏÁÇÁ᤯ư¤±¤Ê¤¤¡£");
3069 msg_print("You cannot run in here.");
3071 set_action(ACTION_NONE);
3075 if (mpe_mode & MPE_ENERGY_USE)
3077 if (music_singing(MUSIC_WALL))
3079 (void)project(0, 0, py, px, (60 + p_ptr->lev), GF_DISINTEGRATE,
3080 PROJECT_KILL | PROJECT_ITEM, -1);
3082 if (!player_bold(ny, nx) || p_ptr->is_dead || p_ptr->leaving) return FALSE;
3085 /* Spontaneous Searching */
3086 if ((p_ptr->skill_fos >= 50) || (0 == randint0(50 - p_ptr->skill_fos)))
3091 /* Continuous Searching */
3092 if (p_ptr->action == ACTION_SEARCH)
3098 /* Handle "objects" */
3099 if (!(mpe_mode & MPE_DONT_PICKUP))
3101 carry((mpe_mode & MPE_DO_PICKUP) ? TRUE : FALSE);
3104 /* Handle "store doors" */
3105 if (have_flag(f_ptr->flags, FF_STORE))
3111 /* Hack -- Enter store */
3112 command_new = SPECIAL_KEY_STORE;
3115 /* Handle "building doors" -KMW- */
3116 else if (have_flag(f_ptr->flags, FF_BLDG))
3122 /* Hack -- Enter building */
3123 command_new = SPECIAL_KEY_BUILDING;
3126 /* Handle quest areas -KMW- */
3127 else if (have_flag(f_ptr->flags, FF_QUEST_ENTER))
3133 /* Hack -- Enter quest level */
3134 command_new = SPECIAL_KEY_QUEST;
3137 else if (have_flag(f_ptr->flags, FF_QUEST_EXIT))
3139 if (quest[p_ptr->inside_quest].type == QUEST_TYPE_FIND_EXIT)
3141 complete_quest(p_ptr->inside_quest);
3144 leave_quest_check();
3146 p_ptr->inside_quest = c_ptr->special;
3151 p_ptr->leaving = TRUE;
3154 /* Set off a trap */
3155 else if (have_flag(f_ptr->flags, FF_HIT_TRAP) && !(mpe_mode & MPE_STAYING))
3161 if (c_ptr->mimic || have_flag(f_ptr->flags, FF_SECRET))
3165 msg_print("¥È¥é¥Ã¥×¤À¡ª");
3167 msg_print("You found a trap!");
3171 disclose_grid(py, px);
3175 hit_trap((mpe_mode & MPE_BREAK_TRAP) ? TRUE : FALSE);
3177 if (!player_bold(ny, nx) || p_ptr->is_dead || p_ptr->leaving) return FALSE;
3180 /* Warn when leaving trap detected region */
3181 if (!(mpe_mode & MPE_STAYING) && (disturb_trap_detect || alert_trap_detect)
3182 && p_ptr->dtrap && !(c_ptr->info & CAVE_IN_DETECT))
3184 /* No duplicate warning */
3185 p_ptr->dtrap = FALSE;
3187 /* You are just on the edge */
3188 if (!(c_ptr->info & CAVE_UNSAFE))
3190 if (alert_trap_detect)
3193 msg_print("* Ãí°Õ:¤³¤ÎÀè¤Ï¥È¥é¥Ã¥×¤Î´¶ÃÎÈϰϳ°¤Ç¤¹¡ª *");
3195 msg_print("*Leaving trap detect region!*");
3199 if (disturb_trap_detect) disturb(0, 1);
3203 return player_bold(ny, nx) && !p_ptr->is_dead && !p_ptr->leaving;
3207 bool trap_can_be_ignored(int feat)
3209 feature_type *f_ptr = &f_info[feat];
3211 if (!have_flag(f_ptr->flags, FF_TRAP)) return TRUE;
3213 switch (f_ptr->subtype)
3217 case TRAP_SPIKED_PIT:
3218 case TRAP_POISON_PIT:
3219 if (p_ptr->levitation) return TRUE;
3222 if (p_ptr->anti_tele) return TRUE;
3225 if (p_ptr->immune_fire) return TRUE;
3228 if (p_ptr->immune_acid) return TRUE;
3231 if (p_ptr->resist_blind) return TRUE;
3234 if (p_ptr->resist_conf) return TRUE;
3237 if (p_ptr->resist_pois) return TRUE;
3240 if (p_ptr->free_act) return TRUE;
3249 * Determine if a "boundary" grid is "floor mimic"
3251 #define boundary_floor(C, F, MF) \
3252 ((C)->mimic && permanent_wall(F) && \
3253 (have_flag((MF)->flags, FF_MOVE) || have_flag((MF)->flags, FF_CAN_FLY)) && \
3254 have_flag((MF)->flags, FF_PROJECT) && \
3255 !have_flag((MF)->flags, FF_OPEN))
3258 * Move player in the given direction, with the given "pickup" flag.
3260 * This routine should (probably) always induce energy expenditure.
3262 * Note that moving will *always* take a turn, and will *always* hit
3263 * any monster which might be in the destination grid. Previously,
3264 * moving into walls was "free" and did NOT hit invisible monsters.
3266 void move_player(int dir, bool do_pickup, bool break_trap)
3268 /* Find the result of moving */
3269 int y = py + ddy[dir];
3270 int x = px + ddx[dir];
3272 /* Examine the destination */
3273 cave_type *c_ptr = &cave[y][x];
3275 feature_type *f_ptr = &f_info[c_ptr->feat];
3277 monster_type *m_ptr;
3279 monster_type *riding_m_ptr = &m_list[p_ptr->riding];
3280 monster_race *riding_r_ptr = &r_info[p_ptr->riding ? riding_m_ptr->r_idx : 0]; /* Paranoia */
3284 bool p_can_enter = player_can_enter(c_ptr->feat, CEM_P_CAN_ENTER_PATTERN);
3285 bool p_can_kill_walls = FALSE;
3286 bool stormbringer = FALSE;
3288 bool oktomove = TRUE;
3289 bool do_past = FALSE;
3292 if (!dun_level && !p_ptr->wild_mode &&
3293 ((x == 0) || (x == MAX_WID - 1) ||
3294 (y == 0) || (y == MAX_HGT - 1)))
3296 /* Can the player enter the grid? */
3297 if (c_ptr->mimic && player_can_enter(c_ptr->mimic, 0))
3299 /* Hack: move to new area */
3300 if ((y == 0) && (x == 0))
3302 p_ptr->wilderness_y--;
3303 p_ptr->wilderness_x--;
3304 p_ptr->oldpy = cur_hgt - 2;
3305 p_ptr->oldpx = cur_wid - 2;
3306 ambush_flag = FALSE;
3309 else if ((y == 0) && (x == MAX_WID - 1))
3311 p_ptr->wilderness_y--;
3312 p_ptr->wilderness_x++;
3313 p_ptr->oldpy = cur_hgt - 2;
3315 ambush_flag = FALSE;
3318 else if ((y == MAX_HGT - 1) && (x == 0))
3320 p_ptr->wilderness_y++;
3321 p_ptr->wilderness_x--;
3323 p_ptr->oldpx = cur_wid - 2;
3324 ambush_flag = FALSE;
3327 else if ((y == MAX_HGT - 1) && (x == MAX_WID - 1))
3329 p_ptr->wilderness_y++;
3330 p_ptr->wilderness_x++;
3333 ambush_flag = FALSE;
3338 p_ptr->wilderness_y--;
3339 p_ptr->oldpy = cur_hgt - 2;
3341 ambush_flag = FALSE;
3344 else if (y == MAX_HGT - 1)
3346 p_ptr->wilderness_y++;
3349 ambush_flag = FALSE;
3354 p_ptr->wilderness_x--;
3355 p_ptr->oldpx = cur_wid - 2;
3357 ambush_flag = FALSE;
3360 else if (x == MAX_WID - 1)
3362 p_ptr->wilderness_x++;
3365 ambush_flag = FALSE;
3368 p_ptr->leaving = TRUE;
3374 /* "Blocked" message appears later */
3375 /* oktomove = FALSE; */
3376 p_can_enter = FALSE;
3379 /* Get the monster */
3380 m_ptr = &m_list[c_ptr->m_idx];
3383 if (inventory[INVEN_RARM].name1 == ART_STORMBRINGER) stormbringer = TRUE;
3384 if (inventory[INVEN_LARM].name1 == ART_STORMBRINGER) stormbringer = TRUE;
3386 /* Player can not walk through "walls"... */
3387 /* unless in Shadow Form */
3388 p_can_kill_walls = p_ptr->kill_wall && have_flag(f_ptr->flags, FF_HURT_DISI) &&
3389 (!p_can_enter || !have_flag(f_ptr->flags, FF_LOS)) &&
3390 !have_flag(f_ptr->flags, FF_PERMANENT);
3392 /* Hack -- attack monsters */
3393 if (c_ptr->m_idx && (m_ptr->ml || p_can_enter || p_can_kill_walls))
3395 monster_race *r_ptr = &r_info[m_ptr->r_idx];
3397 /* Attack -- only if we can see it OR it is not in a wall */
3398 if (!is_hostile(m_ptr) &&
3399 !(p_ptr->confused || p_ptr->image || !m_ptr->ml || p_ptr->stun ||
3400 ((p_ptr->muta2 & MUT2_BERS_RAGE) && p_ptr->shero)) &&
3401 pattern_seq(py, px, y, x) && (p_can_enter || p_can_kill_walls))
3403 /* Disturb the monster */
3404 (void)set_monster_csleep(c_ptr->m_idx, 0);
3406 /* Extract monster name (or "it") */
3407 monster_desc(m_name, m_ptr, 0);
3411 /* Auto-Recall if possible and visible */
3412 if (!p_ptr->image) monster_race_track(m_ptr->ap_r_idx);
3414 /* Track a new monster */
3415 health_track(c_ptr->m_idx);
3419 if ((stormbringer && (randint1(1000) > 666)) || (p_ptr->pclass == CLASS_BERSERKER))
3424 else if (monster_can_cross_terrain(cave[py][px].feat, r_ptr, 0))
3431 msg_format("%^s¤¬¼ÙËâ¤À¡ª", m_name);
3433 msg_format("%^s is in your way!", m_name);
3440 /* now continue on to 'movement' */
3449 if (oktomove && p_ptr->riding)
3451 if (riding_r_ptr->flags1 & RF1_NEVER_MOVE)
3454 msg_print("Æ°¤±¤Ê¤¤¡ª");
3456 msg_print("Can't move!");
3462 else if (MON_MONFEAR(riding_m_ptr))
3466 /* Acquire the monster name */
3467 monster_desc(m_name, riding_m_ptr, 0);
3469 /* Dump a message */
3471 msg_format("%s¤¬¶²Éݤ·¤Æ¤¤¤ÆÀ©¸æ¤Ç¤¤Ê¤¤¡£", m_name);
3473 msg_format("%^s is too scared to control.", m_name);
3478 else if (p_ptr->riding_ryoute)
3483 else if (have_flag(f_ptr->flags, FF_CAN_FLY) && (riding_r_ptr->flags7 & RF7_CAN_FLY))
3487 else if (have_flag(f_ptr->flags, FF_CAN_SWIM) && (riding_r_ptr->flags7 & RF7_CAN_SWIM))
3491 else if (have_flag(f_ptr->flags, FF_WATER) &&
3492 !(riding_r_ptr->flags7 & RF7_AQUATIC) &&
3493 (have_flag(f_ptr->flags, FF_DEEP) || (riding_r_ptr->flags2 & RF2_AURA_FIRE)))
3496 msg_format("%s¤Î¾å¤Ë¹Ô¤±¤Ê¤¤¡£", f_name + f_info[get_feat_mimic(c_ptr)].name);
3498 msg_print("Can't swim.");
3504 else if (!have_flag(f_ptr->flags, FF_WATER) && (riding_r_ptr->flags7 & RF7_AQUATIC))
3507 msg_format("%s¤«¤é¾å¤¬¤ì¤Ê¤¤¡£", f_name + f_info[get_feat_mimic(&cave[py][px])].name);
3509 msg_print("Can't land.");
3515 else if (have_flag(f_ptr->flags, FF_LAVA) && !(riding_r_ptr->flagsr & RFR_EFF_IM_FIRE_MASK))
3518 msg_format("%s¤Î¾å¤Ë¹Ô¤±¤Ê¤¤¡£", f_name + f_info[get_feat_mimic(c_ptr)].name);
3520 msg_print("Too hot to go through.");
3527 if (oktomove && MON_STUNNED(riding_m_ptr) && one_in_(2))
3530 monster_desc(m_name, riding_m_ptr, 0);
3532 msg_format("%s¤¬Û¯Û°¤È¤·¤Æ¤¤¤Æ¤¦¤Þ¤¯Æ°¤±¤Ê¤¤¡ª",m_name);
3534 msg_format("You cannot control stunned %s!",m_name);
3545 else if (!have_flag(f_ptr->flags, FF_MOVE) && have_flag(f_ptr->flags, FF_CAN_FLY) && !p_ptr->levitation)
3548 msg_format("¶õ¤òÈô¤Ð¤Ê¤¤¤È%s¤Î¾å¤Ë¤Ï¹Ô¤±¤Ê¤¤¡£", f_name + f_info[get_feat_mimic(c_ptr)].name);
3550 msg_format("You need to fly to go through the %s.", f_name + f_info[get_feat_mimic(c_ptr)].name);
3559 * Player can move through trees and
3560 * has effective -10 speed
3561 * Rangers can move without penality
3563 else if (have_flag(f_ptr->flags, FF_TREE) && !p_can_kill_walls)
3565 if ((p_ptr->pclass != CLASS_RANGER) && !p_ptr->levitation && (!p_ptr->riding || !(riding_r_ptr->flags8 & RF8_WILD_WOOD))) energy_use *= 2;
3568 #ifdef ALLOW_EASY_DISARM /* TNB */
3570 /* Disarm a visible trap */
3571 else if ((do_pickup != easy_disarm) && have_flag(f_ptr->flags, FF_DISARM) && !c_ptr->mimic)
3573 if (!trap_can_be_ignored(c_ptr->feat))
3575 (void)do_cmd_disarm_aux(y, x, dir);
3580 #endif /* ALLOW_EASY_DISARM -- TNB */
3582 /* Player can not walk through "walls" unless in wraith form...*/
3583 else if (!p_can_enter && !p_can_kill_walls)
3585 /* Feature code (applying "mimic" field) */
3586 s16b feat = get_feat_mimic(c_ptr);
3587 feature_type *mimic_f_ptr = &f_info[feat];
3588 cptr name = f_name + mimic_f_ptr->name;
3592 /* Notice things in the dark */
3593 if (!(c_ptr->info & CAVE_MARK) && !player_can_see_bold(y, x))
3595 /* Boundary floor mimic */
3596 if (boundary_floor(c_ptr, f_ptr, mimic_f_ptr))
3599 msg_print("¤½¤ì°Ê¾åÀè¤Ë¤Ï¿Ê¤á¤Ê¤¤¤è¤¦¤À¡£");
3601 msg_print("You feel you cannot go any more.");
3605 /* Wall (or secret door) */
3609 msg_format("%s¤¬¹Ô¤¯¼ê¤ò¤Ï¤Ð¤ó¤Ç¤¤¤ë¤è¤¦¤À¡£", name);
3611 msg_format("You feel %s %s blocking your way.",
3612 is_a_vowel(name[0]) ? "an" : "a", name);
3615 c_ptr->info |= (CAVE_MARK);
3623 /* Boundary floor mimic */
3624 if (boundary_floor(c_ptr, f_ptr, mimic_f_ptr))
3627 msg_print("¤½¤ì°Ê¾åÀè¤Ë¤Ï¿Ê¤á¤Ê¤¤¡£");
3629 msg_print("You cannot go any more.");
3632 if (!(p_ptr->confused || p_ptr->stun || p_ptr->image))
3636 /* Wall (or secret door) */
3639 #ifdef ALLOW_EASY_OPEN
3641 if (easy_open && is_closed_door(feat) && easy_open_door(y, x)) return;
3642 #endif /* ALLOW_EASY_OPEN */
3645 msg_format("%s¤¬¹Ô¤¯¼ê¤ò¤Ï¤Ð¤ó¤Ç¤¤¤ë¡£", name);
3647 msg_format("There is %s %s blocking your way.",
3648 is_a_vowel(name[0]) ? "an" : "a", name);
3652 * Well, it makes sense that you lose time bumping into
3653 * a wall _if_ you are confused, stunned or blind; but
3654 * typing mistakes should not cost you a turn...
3656 if (!(p_ptr->confused || p_ptr->stun || p_ptr->image))
3661 /* Disturb the player */
3665 if (!boundary_floor(c_ptr, f_ptr, mimic_f_ptr)) sound(SOUND_HITWALL);
3668 /* Normal movement */
3669 if (oktomove && !pattern_seq(py, px, y, x))
3671 if (!(p_ptr->confused || p_ptr->stun || p_ptr->image))
3676 /* To avoid a loop with running */
3682 /* Normal movement */
3685 u32b mpe_mode = MPE_ENERGY_USE;
3689 if (!process_warning(x, y))
3699 msg_format("%s¤ò²¡¤·Âऱ¤¿¡£", m_name);
3701 msg_format("You push past %s.", m_name);
3705 /* Change oldpx and oldpy to place the player well when going back to big mode */
3706 if (p_ptr->wild_mode)
3708 if (ddy[dir] > 0) p_ptr->oldpy = 1;
3709 if (ddy[dir] < 0) p_ptr->oldpy = MAX_HGT - 2;
3710 if (ddy[dir] == 0) p_ptr->oldpy = MAX_HGT / 2;
3711 if (ddx[dir] > 0) p_ptr->oldpx = 1;
3712 if (ddx[dir] < 0) p_ptr->oldpx = MAX_WID - 2;
3713 if (ddx[dir] == 0) p_ptr->oldpx = MAX_WID / 2;
3716 if (p_can_kill_walls)
3718 cave_alter_feat(y, x, FF_HURT_DISI);
3720 /* Update some things -- similar to GF_KILL_WALL */
3721 p_ptr->update |= (PU_FLOW);
3725 /* sound(SOUND_WALK); */
3727 #ifdef ALLOW_EASY_DISARM /* TNB */
3729 if (do_pickup != always_pickup) mpe_mode |= MPE_DO_PICKUP;
3731 #else /* ALLOW_EASY_DISARM -- TNB */
3733 if (do_pickup) mpe_mode |= MPE_DO_PICKUP;
3735 #endif /* ALLOW_EASY_DISARM -- TNB */
3737 if (break_trap) mpe_mode |= MPE_BREAK_TRAP;
3739 /* Move the player */
3740 (void)move_player_effect(y, x, mpe_mode);
3745 static bool ignore_avoid_run;
3748 * Hack -- Check for a "known wall" (see below)
3750 static int see_wall(int dir, int y, int x)
3754 /* Get the new location */
3758 /* Illegal grids are not known walls */
3759 if (!in_bounds2(y, x)) return (FALSE);
3762 c_ptr = &cave[y][x];
3764 /* Must be known to the player */
3765 if (c_ptr->info & (CAVE_MARK))
3767 /* Feature code (applying "mimic" field) */
3768 s16b feat = get_feat_mimic(c_ptr);
3769 feature_type *f_ptr = &f_info[feat];
3771 /* Wall grids are known walls */
3772 if (!player_can_enter(feat, 0)) return !have_flag(f_ptr->flags, FF_DOOR);
3774 /* Don't run on a tree unless explicitly requested */
3775 if (have_flag(f_ptr->flags, FF_AVOID_RUN) && !ignore_avoid_run)
3778 /* Don't run in a wall */
3779 if (!have_flag(f_ptr->flags, FF_MOVE) && !have_flag(f_ptr->flags, FF_CAN_FLY))
3780 return !have_flag(f_ptr->flags, FF_DOOR);
3788 * Hack -- Check for an "unknown corner" (see below)
3790 static int see_nothing(int dir, int y, int x)
3792 /* Get the new location */
3796 /* Illegal grids are unknown */
3797 if (!in_bounds2(y, x)) return (TRUE);
3799 /* Memorized grids are always known */
3800 if (cave[y][x].info & (CAVE_MARK)) return (FALSE);
3802 /* Viewable door/wall grids are known */
3803 if (player_can_see_bold(y, x)) return (FALSE);
3814 * The running algorithm: -CJS-
3816 * In the diagrams below, the player has just arrived in the
3817 * grid marked as '@', and he has just come from a grid marked
3818 * as 'o', and he is about to enter the grid marked as 'x'.
3820 * Of course, if the "requested" move was impossible, then you
3821 * will of course be blocked, and will stop.
3823 * Overview: You keep moving until something interesting happens.
3824 * If you are in an enclosed space, you follow corners. This is
3825 * the usual corridor scheme. If you are in an open space, you go
3826 * straight, but stop before entering enclosed space. This is
3827 * analogous to reaching doorways. If you have enclosed space on
3828 * one side only (that is, running along side a wall) stop if
3829 * your wall opens out, or your open space closes in. Either case
3830 * corresponds to a doorway.
3832 * What happens depends on what you can really SEE. (i.e. if you
3833 * have no light, then running along a dark corridor is JUST like
3834 * running in a dark room.) The algorithm works equally well in
3835 * corridors, rooms, mine tailings, earthquake rubble, etc, etc.
3837 * These conditions are kept in static memory:
3838 * find_openarea You are in the open on at least one
3840 * find_breakleft You have a wall on the left, and will
3842 * find_breakright You have a wall on the right, and will
3845 * To initialize these conditions, we examine the grids adjacent
3846 * to the grid marked 'x', two on each side (marked 'L' and 'R').
3847 * If either one of the two grids on a given side is seen to be
3848 * closed, then that side is considered to be closed. If both
3849 * sides are closed, then it is an enclosed (corridor) run.
3855 * Looking at more than just the immediate squares is
3856 * significant. Consider the following case. A run along the
3857 * corridor will stop just before entering the center point,
3858 * because a choice is clearly established. Running in any of
3859 * three available directions will be defined as a corridor run.
3860 * Note that a minor hack is inserted to make the angled corridor
3861 * entry (with one side blocked near and the other side blocked
3862 * further away from the runner) work correctly. The runner moves
3863 * diagonally, but then saves the previous direction as being
3864 * straight into the gap. Otherwise, the tail end of the other
3865 * entry would be perceived as an alternative on the next move.
3873 * Likewise, a run along a wall, and then into a doorway (two
3874 * runs) will work correctly. A single run rightwards from @ will
3875 * stop at 1. Another run right and down will enter the corridor
3876 * and make the corner, stopping at the 2.
3878 * ##################
3880 * ########### ######
3884 * After any move, the function area_affect is called to
3885 * determine the new surroundings, and the direction of
3886 * subsequent moves. It examines the current player location
3887 * (at which the runner has just arrived) and the previous
3888 * direction (from which the runner is considered to have come).
3890 * Moving one square in some direction places you adjacent to
3891 * three or five new squares (for straight and diagonal moves
3892 * respectively) to which you were not previously adjacent,
3893 * marked as '!' in the diagrams below.
3896 * .o@! (normal) .o.! (diagonal)
3897 * ...! (east) ..@! (south east)
3900 * You STOP if any of the new squares are interesting in any way:
3901 * for example, if they contain visible monsters or treasure.
3903 * You STOP if any of the newly adjacent squares seem to be open,
3904 * and you are also looking for a break on that side. (that is,
3905 * find_openarea AND find_break).
3907 * You STOP if any of the newly adjacent squares do NOT seem to be
3908 * open and you are in an open area, and that side was previously
3911 * Corners: If you are not in the open (i.e. you are in a corridor)
3912 * and there is only one way to go in the new squares, then turn in
3913 * that direction. If there are more than two new ways to go, STOP.
3914 * If there are two ways to go, and those ways are separated by a
3915 * square which does not seem to be open, then STOP.
3917 * Otherwise, we have a potential corner. There are two new open
3918 * squares, which are also adjacent. One of the new squares is
3919 * diagonally located, the other is straight on (as in the diagram).
3920 * We consider two more squares further out (marked below as ?).
3922 * We assign "option" to the straight-on grid, and "option2" to the
3923 * diagonal grid, and "check_dir" to the grid marked 's'.
3929 * If they are both seen to be closed, then it is seen that no benefit
3930 * is gained from moving straight. It is a known corner. To cut the
3931 * corner, go diagonally, otherwise go straight, but pretend you
3932 * stepped diagonally into that next location for a full view next
3933 * time. Conversely, if one of the ? squares is not seen to be closed,
3934 * then there is a potential choice. We check to see whether it is a
3935 * potential corner or an intersection/room entrance. If the square
3936 * two spaces straight ahead, and the space marked with 's' are both
3937 * unknown space, then it is a potential corner and enter if
3938 * find_examine is set, otherwise must stop because it is not a
3939 * corner. (find_examine option is removed and always is TRUE.)
3946 * Hack -- allow quick "cycling" through the legal directions
3948 static byte cycle[] =
3949 { 1, 2, 3, 6, 9, 8, 7, 4, 1, 2, 3, 6, 9, 8, 7, 4, 1 };
3952 * Hack -- map each direction into the "middle" of the "cycle[]" array
3954 static byte chome[] =
3955 { 0, 8, 9, 10, 7, 0, 11, 6, 5, 4 };
3958 * The direction we are running
3960 static byte find_current;
3963 * The direction we came from
3965 static byte find_prevdir;
3968 * We are looking for open area
3970 static bool find_openarea;
3973 * We are looking for a break
3975 static bool find_breakright;
3976 static bool find_breakleft;
3981 * Initialize the running algorithm for a new direction.
3983 * Diagonal Corridor -- allow diaginal entry into corridors.
3985 * Blunt Corridor -- If there is a wall two spaces ahead and
3986 * we seem to be in a corridor, then force a turn into the side
3987 * corridor, must be moving straight into a corridor here. ???
3989 * Diagonal Corridor Blunt Corridor (?)
3994 static void run_init(int dir)
3996 int row, col, deepleft, deepright;
3997 int i, shortleft, shortright;
4000 /* Save the direction */
4003 /* Assume running straight */
4006 /* Assume looking for open area */
4007 find_openarea = TRUE;
4009 /* Assume not looking for breaks */
4010 find_breakright = find_breakleft = FALSE;
4012 /* Assume no nearby walls */
4013 deepleft = deepright = FALSE;
4014 shortright = shortleft = FALSE;
4019 /* Find the destination grid */
4020 row = py + ddy[dir];
4021 col = px + ddx[dir];
4023 ignore_avoid_run = cave_have_flag_bold(row, col, FF_AVOID_RUN);
4025 /* Extract cycle index */
4028 /* Check for walls */
4029 if (see_wall(cycle[i+1], py, px))
4031 find_breakleft = TRUE;
4034 else if (see_wall(cycle[i+1], row, col))
4036 find_breakleft = TRUE;
4040 /* Check for walls */
4041 if (see_wall(cycle[i-1], py, px))
4043 find_breakright = TRUE;
4046 else if (see_wall(cycle[i-1], row, col))
4048 find_breakright = TRUE;
4052 /* Looking for a break */
4053 if (find_breakleft && find_breakright)
4055 /* Not looking for open area */
4056 find_openarea = FALSE;
4058 /* Hack -- allow angled corridor entry */
4061 if (deepleft && !deepright)
4063 find_prevdir = cycle[i - 1];
4065 else if (deepright && !deepleft)
4067 find_prevdir = cycle[i + 1];
4071 /* Hack -- allow blunt corridor entry */
4072 else if (see_wall(cycle[i], row, col))
4074 if (shortleft && !shortright)
4076 find_prevdir = cycle[i - 2];
4078 else if (shortright && !shortleft)
4080 find_prevdir = cycle[i + 2];
4088 * Update the current "run" path
4090 * Return TRUE if the running should be stopped
4092 static bool run_test(void)
4094 int prev_dir, new_dir, check_dir = 0;
4097 int option = 0, option2 = 0;
4100 feature_type *f_ptr;
4102 /* Where we came from */
4103 prev_dir = find_prevdir;
4106 /* Range of newly adjacent grids */
4107 max = (prev_dir & 0x01) + 1;
4109 /* break run when leaving trap detected region */
4110 if ((disturb_trap_detect || alert_trap_detect)
4111 && p_ptr->dtrap && !(cave[py][px].info & CAVE_IN_DETECT))
4113 /* No duplicate warning */
4114 p_ptr->dtrap = FALSE;
4116 /* You are just on the edge */
4117 if (!(cave[py][px].info & CAVE_UNSAFE))
4119 if (alert_trap_detect)
4122 msg_print("* Ãí°Õ:¤³¤ÎÀè¤Ï¥È¥é¥Ã¥×¤Î´¶ÃÎÈϰϳ°¤Ç¤¹¡ª *");
4124 msg_print("*Leaving trap detect region!*");
4128 if (disturb_trap_detect)
4136 /* Look at every newly adjacent square. */
4137 for (i = -max; i <= max; i++)
4139 s16b this_o_idx, next_o_idx = 0;
4142 new_dir = cycle[chome[prev_dir] + i];
4145 row = py + ddy[new_dir];
4146 col = px + ddx[new_dir];
4149 c_ptr = &cave[row][col];
4151 /* Feature code (applying "mimic" field) */
4152 feat = get_feat_mimic(c_ptr);
4153 f_ptr = &f_info[feat];
4155 /* Visible monsters abort running */
4158 monster_type *m_ptr = &m_list[c_ptr->m_idx];
4160 /* Visible monster */
4161 if (m_ptr->ml) return (TRUE);
4164 /* Visible objects abort running */
4165 for (this_o_idx = c_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
4169 /* Acquire object */
4170 o_ptr = &o_list[this_o_idx];
4172 /* Acquire next object */
4173 next_o_idx = o_ptr->next_o_idx;
4175 /* Visible object */
4176 if (o_ptr->marked & OM_FOUND) return (TRUE);
4179 /* Assume unknown */
4182 /* Check memorized grids */
4183 if (c_ptr->info & (CAVE_MARK))
4185 bool notice = have_flag(f_ptr->flags, FF_NOTICE);
4187 if (notice && have_flag(f_ptr->flags, FF_MOVE))
4190 if (find_ignore_doors && have_flag(f_ptr->flags, FF_DOOR) && have_flag(f_ptr->flags, FF_CLOSE))
4192 /* Option -- ignore */
4197 else if (find_ignore_stairs && have_flag(f_ptr->flags, FF_STAIRS))
4199 /* Option -- ignore */
4204 else if (have_flag(f_ptr->flags, FF_LAVA) && (p_ptr->immune_fire || IS_INVULN()))
4211 else if (have_flag(f_ptr->flags, FF_WATER) && have_flag(f_ptr->flags, FF_DEEP) &&
4212 (p_ptr->levitation || p_ptr->can_swim || (p_ptr->total_weight <= weight_limit())))
4219 /* Interesting feature */
4220 if (notice) return (TRUE);
4222 /* The grid is "visible" */
4226 /* Analyze unknown grids and floors considering mimic */
4227 if (inv || !see_wall(0, row, col))
4229 /* Looking for open area */
4235 /* The first new direction. */
4241 /* Three new directions. Stop running. */
4247 /* Two non-adjacent new directions. Stop running. */
4248 else if (option != cycle[chome[prev_dir] + i - 1])
4253 /* Two new (adjacent) directions (case 1) */
4254 else if (new_dir & 0x01)
4256 check_dir = cycle[chome[prev_dir] + i - 2];
4260 /* Two new (adjacent) directions (case 2) */
4263 check_dir = cycle[chome[prev_dir] + i + 1];
4269 /* Obstacle, while looking for open area */
4276 /* Break to the right */
4277 find_breakright = TRUE;
4282 /* Break to the left */
4283 find_breakleft = TRUE;
4289 /* Looking for open area */
4292 /* Hack -- look again */
4293 for (i = -max; i < 0; i++)
4295 /* Unknown grid or non-wall */
4296 if (!see_wall(cycle[chome[prev_dir] + i], py, px))
4298 /* Looking to break right */
4299 if (find_breakright)
4308 /* Looking to break left */
4316 /* Hack -- look again */
4317 for (i = max; i > 0; i--)
4319 /* Unknown grid or non-wall */
4320 if (!see_wall(cycle[chome[prev_dir] + i], py, px))
4322 /* Looking to break left */
4332 /* Looking to break right */
4333 if (find_breakright)
4341 /* Not looking for open area */
4353 /* Primary option */
4354 find_current = option;
4356 /* No other options */
4357 find_prevdir = option;
4360 /* Two options, examining corners */
4363 /* Primary option */
4364 find_current = option;
4366 /* Hack -- allow curving */
4367 find_prevdir = option2;
4370 /* Two options, pick one */
4373 /* Get next location */
4374 row = py + ddy[option];
4375 col = px + ddx[option];
4377 /* Don't see that it is closed off. */
4378 /* This could be a potential corner or an intersection. */
4379 if (!see_wall(option, row, col) ||
4380 !see_wall(check_dir, row, col))
4382 /* Can not see anything ahead and in the direction we */
4383 /* are turning, assume that it is a potential corner. */
4384 if (see_nothing(option, row, col) &&
4385 see_nothing(option2, row, col))
4387 find_current = option;
4388 find_prevdir = option2;
4391 /* STOP: we are next to an intersection or a room */
4398 /* This corner is seen to be enclosed; we cut the corner. */
4401 find_current = option2;
4402 find_prevdir = option2;
4405 /* This corner is seen to be enclosed, and we */
4406 /* deliberately go the long way. */
4409 find_current = option;
4410 find_prevdir = option2;
4415 /* About to hit a known wall, stop */
4416 if (see_wall(find_current, py, px))
4428 * Take one step along the current "run" path
4430 void run_step(int dir)
4435 /* Ignore AVOID_RUN on a first step */
4436 ignore_avoid_run = TRUE;
4438 /* Hack -- do not start silly run */
4439 if (see_wall(dir, py, px))
4443 msg_print("¤½¤ÎÊý¸þ¤Ë¤ÏÁö¤ì¤Þ¤»¤ó¡£");
4445 msg_print("You cannot run in that direction.");
4473 /* Decrease the run counter */
4474 if (--running <= 0) return;
4479 /* Move the player, using the "pickup" flag */
4480 #ifdef ALLOW_EASY_DISARM /* TNB */
4482 move_player(find_current, FALSE, FALSE);
4484 #else /* ALLOW_EASY_DISARM -- TNB */
4486 move_player(find_current, always_pickup, FALSE);
4488 #endif /* ALLOW_EASY_DISARM -- TNB */
4490 if (player_bold(p_ptr->run_py, p_ptr->run_px))
4501 * Test for traveling
4503 static int travel_test(int prev_dir)
4507 const cave_type *c_ptr;
4510 /* Cannot travel when blind */
4511 if (p_ptr->blind || no_lite())
4513 msg_print(_("Ìܤ¬¸«¤¨¤Ê¤¤¡ª", "You cannot see!"));
4517 /* break run when leaving trap detected region */
4518 if ((disturb_trap_detect || alert_trap_detect)
4519 && p_ptr->dtrap && !(cave[py][px].info & CAVE_IN_DETECT))
4521 /* No duplicate warning */
4522 p_ptr->dtrap = FALSE;
4524 /* You are just on the edge */
4525 if (!(cave[py][px].info & CAVE_UNSAFE))
4527 if (alert_trap_detect)
4530 msg_print("* Ãí°Õ:¤³¤ÎÀè¤Ï¥È¥é¥Ã¥×¤Î´¶ÃÎÈϰϳ°¤Ç¤¹¡ª *");
4532 msg_print("*Leaving trap detect region!*");
4536 if (disturb_trap_detect)
4544 /* Range of newly adjacent grids */
4545 max = (prev_dir & 0x01) + 1;
4547 /* Look at every newly adjacent square. */
4548 for (i = -max; i <= max; i++)
4551 int dir = cycle[chome[prev_dir] + i];
4554 int row = py + ddy[dir];
4555 int col = px + ddx[dir];
4558 c_ptr = &cave[row][col];
4560 /* Visible monsters abort running */
4563 monster_type *m_ptr = &m_list[c_ptr->m_idx];
4565 /* Visible monster */
4566 if (m_ptr->ml) return (0);
4571 /* Travel cost of current grid */
4572 cost = travel.cost[py][px];
4574 /* Determine travel direction */
4575 for (i = 0; i < 8; ++ i) {
4576 int dir_cost = travel.cost[py+ddy_ddd[i]][px+ddx_ddd[i]];
4578 if (dir_cost < cost)
4585 if (!new_dir) return (0);
4587 /* Access newly move grid */
4588 c_ptr = &cave[py+ddy[new_dir]][px+ddx[new_dir]];
4590 /* Close door abort traveling */
4591 if (!easy_open && is_closed_door(c_ptr->feat)) return (0);
4593 /* Visible and unignorable trap abort tarveling */
4594 if (!c_ptr->mimic && !trap_can_be_ignored(c_ptr->feat)) return (0);
4604 void travel_step(void)
4606 /* Get travel direction */
4607 travel.dir = travel_test(travel.dir);
4612 if (travel.run == 255)
4615 msg_print("Æ»¶Ú¤¬¸«¤Ä¤«¤ê¤Þ¤»¤ó¡ª");
4617 msg_print("No route is found!");
4619 travel.y = travel.x = 0;
4627 move_player(travel.dir, always_pickup, FALSE);
4629 if ((py == travel.y) && (px == travel.x))
4632 travel.y = travel.x = 0;
4634 else if (travel.run > 0)
4638 Term_xtra(TERM_XTRA_DELAY, delay_factor);