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 (atoffset(u32b, r_ptr, p->flag_offset) & p->affect_race_flag))
256 if (is_original_ap_and_seen(m_ptr))
258 atoffset(u32b, r_ptr, p->r_flag_offset) |= p->affect_race_flag;
261 mult = MAX(mult, p->slay_mult);
268 static int mult_brand(int mult, const u32b* flgs, const monster_type* m_ptr)
270 static const struct brand_table_t {
275 {TR_BRAND_ACID, RFR_EFF_IM_ACID_MASK, 0U },
276 {TR_BRAND_ELEC, RFR_EFF_IM_ELEC_MASK, 0U },
277 {TR_BRAND_FIRE, RFR_EFF_IM_FIRE_MASK, RF3_HURT_FIRE},
278 {TR_BRAND_COLD, RFR_EFF_IM_COLD_MASK, RF3_HURT_COLD},
279 {TR_BRAND_POIS, RFR_EFF_IM_POIS_MASK, 0U },
282 monster_race* r_ptr = &r_info[m_ptr->r_idx];
284 for (i = 0; i < sizeof(brand_table) / sizeof(brand_table[0]); ++ i)
286 const struct brand_table_t* p = &brand_table[i];
288 if (have_flag(flgs, p->brand_flag))
290 /* Notice immunity */
291 if (r_ptr->flagsr & p->resist_mask)
293 if (is_original_ap_and_seen(m_ptr))
295 r_ptr->r_flagsr |= (r_ptr->flagsr & p->resist_mask);
299 /* Otherwise, take the damage */
300 else if (r_ptr->flags3 & p->hurt_flag)
302 if (is_original_ap_and_seen(m_ptr))
304 r_ptr->r_flags3 |= p->hurt_flag;
307 mult = MAX(mult, 50);
311 mult = MAX(mult, 25);
319 * Extract the "total damage" from a given object hitting a given monster.
321 * Note that "flasks of oil" do NOT do fire damage, although they
322 * certainly could be made to do so. XXX XXX
324 * Note that most brands and slays are x3, except Slay Animal (x2),
325 * Slay Evil (x2), and Kill dragon (x5).
327 s16b tot_dam_aux(object_type *o_ptr, int tdam, monster_type *m_ptr, int mode, bool thrown)
331 u32b flgs[TR_FLAG_SIZE];
333 /* Extract the flags */
334 object_flags(o_ptr, flgs);
335 torch_flags(o_ptr, flgs); /* torches has secret flags */
340 if (p_ptr->special_attack & (ATTACK_ACID)) add_flag(flgs, TR_BRAND_ACID);
341 if (p_ptr->special_attack & (ATTACK_COLD)) add_flag(flgs, TR_BRAND_COLD);
342 if (p_ptr->special_attack & (ATTACK_ELEC)) add_flag(flgs, TR_BRAND_ELEC);
343 if (p_ptr->special_attack & (ATTACK_FIRE)) add_flag(flgs, TR_BRAND_FIRE);
344 if (p_ptr->special_attack & (ATTACK_POIS)) add_flag(flgs, TR_BRAND_POIS);
347 /* Hex - Slay Good (Runesword) */
348 if (hex_spelling(HEX_RUNESWORD)) add_flag(flgs, TR_SLAY_GOOD);
350 /* Some "weapons" and "ammo" do extra damage */
363 mult = mult_slaying(mult, flgs, m_ptr);
365 /* Elemental Brand */
366 mult = mult_brand(mult, flgs, m_ptr);
369 if (p_ptr->pclass == CLASS_SAMURAI)
371 mult = mult_hissatsu(mult, flgs, m_ptr, mode);
375 if ((p_ptr->pclass != CLASS_SAMURAI) && (have_flag(flgs, TR_FORCE_WEAPON)) && (p_ptr->csp > (o_ptr->dd * o_ptr->ds / 5)))
377 p_ptr->csp -= (1+(o_ptr->dd * o_ptr->ds / 5));
378 p_ptr->redraw |= (PR_MANA);
379 mult = mult * 3 / 2 + 20;
382 /* Hack -- The Nothung cause special damage to Fafner */
383 if ((o_ptr->name1 == ART_NOTHUNG) && (m_ptr->r_idx == MON_FAFNER))
388 if (mult > 150) mult = 150;
390 /* Return the total damage */
391 return (tdam * mult / 10);
396 * Search for hidden things
398 static void discover_hidden_things(int y, int x)
400 s16b this_o_idx, next_o_idx = 0;
404 /* Access the grid */
408 if (c_ptr->mimic && is_trap(c_ptr->feat))
414 msg_print(_("¥È¥é¥Ã¥×¤òȯ¸«¤·¤¿¡£", "You have found a trap."));
421 if (is_hidden_door(c_ptr))
424 msg_print(_("±£¤·¥É¥¢¤òȯ¸«¤·¤¿¡£", "You have found a secret door."));
433 /* Scan all objects in the grid */
434 for (this_o_idx = c_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
439 o_ptr = &o_list[this_o_idx];
441 /* Acquire next object */
442 next_o_idx = o_ptr->next_o_idx;
444 /* Skip non-chests */
445 if (o_ptr->tval != TV_CHEST) continue;
447 /* Skip non-trapped chests */
448 if (!chest_traps[o_ptr->pval]) continue;
451 if (!object_is_known(o_ptr))
454 msg_print(_("È¢¤Ë»Å³Ý¤±¤é¤ì¤¿¥È¥é¥Ã¥×¤òȯ¸«¤·¤¿¡ª", "You have discovered a trap on the chest!"));
469 /* Start with base search ability */
470 chance = p_ptr->skill_srh;
472 /* Penalize various conditions */
473 if (p_ptr->blind || no_lite()) chance = chance / 10;
474 if (p_ptr->confused || p_ptr->image) chance = chance / 10;
476 /* Search the nearby grids, which are always in bounds */
477 for (i = 0; i < 9; ++ i)
479 /* Sometimes, notice things */
480 if (randint0(100) < chance)
482 discover_hidden_things(py + ddy_ddd[i], px + ddx_ddd[i]);
489 * Helper routine for py_pickup() and py_pickup_floor().
491 * Add the given dungeon object to the character's inventory.
493 * Delete the object afterwards.
495 void py_pickup_aux(int o_idx)
501 * ¥¢¥¤¥Æ¥à¤ò½¦¤Ã¤¿ºÝ¤Ë¡Ö£²¤Ä¤Î¥±¡¼¥¤ò»ý¤Ã¤Æ¤¤¤ë¡×
502 * "You have two cakes." ¤È¥¢¥¤¥Æ¥à¤ò½¦¤Ã¤¿¸å¤Î¹ç·×¤Î¤ß¤Îɽ¼¨¤¬¥ª¥ê¥¸¥Ê¥ë
504 * ¤¢¤ë¤È¤¤¤¦»ØŦ¤ò¤¦¤±¤¿¤Î¤Ç¡¢¡Ö¡Á¤ò½¦¤Ã¤¿¡¢¡Á¤ò»ý¤Ã¤Æ¤¤¤ë¡×¤È¤¤¤¦É½¼¨
505 * ¤Ë¤«¤¨¤Æ¤¢¤ë¡£¤½¤Î¤¿¤á¤ÎÇÛÎó¡£
507 char o_name[MAX_NLEN];
508 char old_name[MAX_NLEN];
512 char o_name[MAX_NLEN];
517 o_ptr = &o_list[o_idx];
520 /* Describe the object */
521 object_desc(old_name, o_ptr, OD_NAME_ONLY);
522 object_desc_kosuu(kazu_str, o_ptr);
523 hirottakazu = o_ptr->number;
525 /* Carry the object */
526 slot = inven_carry(o_ptr);
528 /* Get the object again */
529 o_ptr = &inventory[slot];
531 /* Delete the object */
532 delete_object_idx(o_idx);
534 if (p_ptr->pseikaku == SEIKAKU_MUNCHKIN)
536 bool old_known = identify_item(o_ptr);
538 /* Auto-inscription/destroy */
539 autopick_alter_item(slot, (bool)(destroy_identify && !old_known));
541 /* If it is destroyed, don't pick it up */
542 if (o_ptr->marked & OM_AUTODESTROY) return;
545 /* Describe the object */
546 object_desc(o_name, o_ptr, 0);
550 if ((o_ptr->name1 == ART_CRIMSON) && (p_ptr->pseikaku == SEIKAKU_COMBAT))
552 msg_format("¤³¤¦¤·¤Æ¡¢%s¤Ï¡Ø¥¯¥ê¥à¥¾¥ó¡Ù¤ò¼ê¤ËÆþ¤ì¤¿¡£", player_name);
553 msg_print("¤·¤«¤·º£¡¢¡Øº®Æ٤Υµ¡¼¥Ú¥ó¥È¡Ù¤ÎÊü¤Ã¤¿¥â¥ó¥¹¥¿¡¼¤¬¡¢");
554 msg_format("%s¤Ë½±¤¤¤«¤«¤ë¡¥¡¥¡¥", player_name);
560 msg_format("%s(%c)¤ò»ý¤Ã¤Æ¤¤¤ë¡£",o_name, index_to_label(slot));
564 if (o_ptr->number > hirottakazu) {
565 msg_format("%s½¦¤Ã¤Æ¡¢%s(%c)¤ò»ý¤Ã¤Æ¤¤¤ë¡£",
566 kazu_str, o_name, index_to_label(slot));
568 msg_format("%s(%c)¤ò½¦¤Ã¤¿¡£", o_name, index_to_label(slot));
572 strcpy(record_o_name, old_name);
574 msg_format("You have %s (%c).", o_name, index_to_label(slot));
575 strcpy(record_o_name, o_name);
580 check_find_art_quest_completion(o_ptr);
585 * Player "wants" to pick up an object or gold.
586 * Note that we ONLY handle things that can be picked up.
587 * See "move_player()" for handling of other things.
589 void carry(bool pickup)
591 cave_type *c_ptr = &cave[py][px];
593 s16b this_o_idx, next_o_idx = 0;
595 char o_name[MAX_NLEN];
597 /* Recenter the map around the player */
601 p_ptr->update |= (PU_MONSTERS);
604 p_ptr->redraw |= (PR_MAP);
607 p_ptr->window |= (PW_OVERHEAD);
612 /* Automatically pickup/destroy/inscribe items */
613 autopick_pickup_items(c_ptr);
616 #ifdef ALLOW_EASY_FLOOR
620 py_pickup_floor(pickup);
624 #endif /* ALLOW_EASY_FLOOR */
626 /* Scan the pile of objects */
627 for (this_o_idx = c_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
632 o_ptr = &o_list[this_o_idx];
634 #ifdef ALLOW_EASY_SENSE /* TNB */
636 /* Option: Make item sensing easy */
639 /* Sense the object */
640 (void)sense_object(o_ptr);
643 #endif /* ALLOW_EASY_SENSE -- TNB */
645 /* Describe the object */
646 object_desc(o_name, o_ptr, 0);
648 /* Acquire next object */
649 next_o_idx = o_ptr->next_o_idx;
651 /* Hack -- disturb */
655 if (o_ptr->tval == TV_GOLD)
657 int value = (long)o_ptr->pval;
659 /* Delete the gold */
660 delete_object_idx(this_o_idx);
664 msg_format(" $%ld ¤Î²ÁÃͤ¬¤¢¤ë%s¤ò¸«¤Ä¤±¤¿¡£",
665 (long)value, o_name);
667 msg_format("You collect %ld gold pieces worth of %s.",
668 (long)value, o_name);
674 /* Collect the gold */
678 p_ptr->redraw |= (PR_GOLD);
681 p_ptr->window |= (PW_PLAYER);
684 /* Pick up objects */
687 /* Hack - some objects were handled in autopick_pickup_items(). */
688 if (o_ptr->marked & OM_NOMSG)
690 /* Clear the flag. */
691 o_ptr->marked &= ~OM_NOMSG;
693 /* Describe the object */
697 msg_format("%s¤¬¤¢¤ë¡£", o_name);
699 msg_format("You see %s.", o_name);
704 /* Note that the pack is too full */
705 else if (!inven_carry_okay(o_ptr))
708 msg_format("¥¶¥Ã¥¯¤Ë¤Ï%s¤òÆþ¤ì¤ë·ä´Ö¤¬¤Ê¤¤¡£", o_name);
710 msg_format("You have no room for %s.", o_name);
715 /* Pick up the item (if requested and allowed) */
720 /* Hack -- query every item */
721 if (carry_query_flag)
723 char out_val[MAX_NLEN+20];
725 sprintf(out_val, "%s¤ò½¦¤¤¤Þ¤¹¤«? ", o_name);
727 sprintf(out_val, "Pick up %s? ", o_name);
730 okay = get_check(out_val);
733 /* Attempt to pick up an object. */
736 /* Pick up the object */
737 py_pickup_aux(this_o_idx);
746 * Determine if a trap affects the player.
747 * Always miss 5% of the time, Always hit 5% of the time.
748 * Otherwise, match trap power against player armor.
750 static int check_hit(int power)
754 /* Percentile dice */
757 /* Hack -- 5% hit, 5% miss */
758 if (k < 10) return (k < 5);
760 if (p_ptr->pseikaku == SEIKAKU_NAMAKE)
761 if (one_in_(20)) return (TRUE);
763 /* Paranoia -- No power */
764 if (power <= 0) return (FALSE);
767 ac = p_ptr->ac + p_ptr->to_a;
769 /* Power competes against Armor */
770 if (randint1(power) > ((ac * 3) / 4)) return (TRUE);
778 static void hit_trap_pit(int trap_feat_type)
782 cptr spike_name = "";
784 switch (trap_feat_type)
787 trap_name = _("Íî¤È¤··ê", "a pit trap");
789 case TRAP_SPIKED_PIT:
790 trap_name = _("¥¹¥Ñ¥¤¥¯¤¬Éߤ«¤ì¤¿Íî¤È¤··ê", "a spiked pit");
791 spike_name = _("¥¹¥Ñ¥¤¥¯", "spikes");
793 case TRAP_POISON_PIT:
794 trap_name = _("¥¹¥Ñ¥¤¥¯¤¬Éߤ«¤ì¤¿Íî¤È¤··ê", "a spiked pit");
795 spike_name = _("ÆǤòÅɤé¤ì¤¿¥¹¥Ñ¥¤¥¯", "poisonous spikes");
801 if (p_ptr->levitation)
803 msg_format(_("%s¤òÈô¤Ó±Û¤¨¤¿¡£", "You fly over %s."), trap_name);
807 msg_format(_("%s¤ËÍî¤Á¤Æ¤·¤Þ¤Ã¤¿¡ª", "You have fallen into %s!"), trap_name);
812 /* Extra spike damage */
813 if ((trap_feat_type == TRAP_SPIKED_PIT || trap_feat_type == TRAP_POISON_PIT) &&
816 msg_format(_("%s¤¬»É¤µ¤Ã¤¿¡ª", "You are impaled on %s!"), spike_name);
819 (void)set_cut(p_ptr->cut + randint1(dam));
821 if (trap_feat_type == TRAP_POISON_PIT) {
822 if (p_ptr->resist_pois || IS_OPPOSE_POIS())
824 msg_print(_("¤·¤«¤·ÆǤαƶÁ¤Ï¤Ê¤«¤Ã¤¿¡ª", "The poison does not affect you!"));
829 (void)set_poisoned(p_ptr->poisoned + randint1(dam));
834 /* Take the damage */
835 take_hit(DAMAGE_NOESCAPE, dam, trap_name, -1);
838 static bool hit_trap_dart(void)
844 msg_print(_("¾®¤µ¤Ê¥À¡¼¥Ä¤¬Èô¤ó¤Ç¤¤Æ»É¤µ¤Ã¤¿¡ª", "A small dart hits you!"));
846 take_hit(DAMAGE_ATTACK, damroll(1, 4), _("¥À¡¼¥Ä¤Îæ«", "a dart trap"), -1);
848 if (!CHECK_MULTISHADOW()) hit = TRUE;
852 msg_print(_("¾®¤µ¤Ê¥À¡¼¥Ä¤¬Èô¤ó¤Ç¤¤¿¡ª¤¬¡¢±¿Îɤ¯Åö¤¿¤é¤Ê¤«¤Ã¤¿¡£", "A small dart barely misses you."));
858 static void hit_trap_lose_stat(int stat)
866 static void hit_trap_slow(void)
870 set_slow(p_ptr->slow + randint0(20) + 20, FALSE);
874 static void hit_trap_set_abnormal_status(cptr trap_message, bool resist, bool (*set_status)(int turn), int turn)
876 msg_print(trap_message);
885 * Handle player hitting a real trap
887 static void hit_trap(bool break_trap)
892 /* Get the cave grid */
893 cave_type *c_ptr = &cave[y][x];
894 feature_type *f_ptr = &f_info[c_ptr->feat];
895 int trap_feat_type = have_flag(f_ptr->flags, FF_TRAP) ? f_ptr->subtype : NOT_TRAP;
898 cptr name = "¥È¥é¥Ã¥×";
900 cptr name = "a trap";
903 /* Disturb the player */
906 cave_alter_feat(y, x, FF_HIT_TRAP);
908 /* Analyze XXX XXX XXX */
909 switch (trap_feat_type)
913 if (p_ptr->levitation)
916 msg_print("Íî¤È¤·¸Í¤òÈô¤Ó±Û¤¨¤¿¡£");
918 msg_print("You fly over a trap door.");
925 msg_print("Íî¤È¤·¸Í¤ËÍî¤Á¤¿¡ª");
926 if ((p_ptr->pseikaku == SEIKAKU_COMBAT) || (inventory[INVEN_BOW].name1 == ART_CRIMSON))
927 msg_print("¤¯¤Ã¤½¡Á¡ª");
929 msg_print("You have fallen through a trap door!");
937 name = "a trap door";
940 take_hit(DAMAGE_NOESCAPE, dam, name, -1);
942 /* Still alive and autosave enabled */
943 if (autosave_l && (p_ptr->chp >= 0))
944 do_cmd_save_game(TRUE);
947 do_cmd_write_nikki(NIKKI_BUNSHOU, 0, "Íî¤È¤·¸Í¤ËÍî¤Á¤¿");
949 do_cmd_write_nikki(NIKKI_BUNSHOU, 0, "You have fallen through a trap door!");
951 prepare_change_floor_mode(CFM_SAVE_FLOORS | CFM_DOWN | CFM_RAND_PLACE | CFM_RAND_CONNECT);
954 p_ptr->leaving = TRUE;
960 case TRAP_SPIKED_PIT:
961 case TRAP_POISON_PIT:
963 hit_trap_pit(trap_feat_type);
970 msg_print("²¿¤«¤¬¥Ô¥«¥Ã¤È¸÷¤Ã¤¿¡ª");
972 msg_print("There is a flash of shimmering light!");
975 num = 2 + randint1(3);
976 for (i = 0; i < num; i++)
978 (void)summon_specific(0, y, x, dun_level, 0, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE | PM_NO_PET));
981 if (dun_level > randint1(100)) /* No nasty effect for low levels */
983 bool stop_ty = FALSE;
988 stop_ty = activate_ty_curse(stop_ty, &count);
998 msg_print("¥Æ¥ì¥Ý¡¼¥È¡¦¥È¥é¥Ã¥×¤Ë¤Ò¤Ã¤«¤«¤Ã¤¿¡ª");
1000 msg_print("You hit a teleport trap!");
1003 teleport_player(100, TELEPORT_PASSIVE);
1010 msg_print("±ê¤ËÊñ¤Þ¤ì¤¿¡ª");
1012 msg_print("You are enveloped in flames!");
1015 dam = damroll(4, 6);
1017 (void)fire_dam(dam, "±ê¤Î¥È¥é¥Ã¥×", -1, FALSE);
1019 (void)fire_dam(dam, "a fire trap", -1, FALSE);
1028 msg_print("»À¤¬¿á¤¤«¤±¤é¤ì¤¿¡ª");
1030 msg_print("You are splashed with acid!");
1033 dam = damroll(4, 6);
1035 (void)acid_dam(dam, "»À¤Î¥È¥é¥Ã¥×", -1, FALSE);
1037 (void)acid_dam(dam, "an acid trap", -1, FALSE);
1051 hit_trap_lose_stat(A_STR);
1057 hit_trap_lose_stat(A_DEX);
1063 hit_trap_lose_stat(A_CON);
1069 hit_trap_set_abnormal_status(
1070 _("¹õ¤¤¥¬¥¹¤ËÊñ¤ß¹þ¤Þ¤ì¤¿¡ª", "A black gas surrounds you!"),
1071 p_ptr->resist_blind,
1072 set_blind, p_ptr->blind + randint0(50) + 25);
1078 hit_trap_set_abnormal_status(
1079 _("¤¤é¤á¤¯¥¬¥¹¤ËÊñ¤ß¹þ¤Þ¤ì¤¿¡ª", "A gas of scintillating colors surrounds you!"),
1081 set_confused, p_ptr->confused + randint0(20) + 10);
1087 hit_trap_set_abnormal_status(
1088 _("»É·ãŪ¤ÊÎп§¤Î¥¬¥¹¤ËÊñ¤ß¹þ¤Þ¤ì¤¿¡ª", "A pungent green gas surrounds you!"),
1089 p_ptr->resist_pois || IS_OPPOSE_POIS(),
1090 set_poisoned, p_ptr->poisoned + randint0(20) + 10);
1097 msg_print("´ñ̯¤ÊÇò¤¤Ì¸¤ËÊñ¤Þ¤ì¤¿¡ª");
1099 msg_print("A strange white mist surrounds you!");
1102 if (!p_ptr->free_act)
1105 msg_print("¤¢¤Ê¤¿¤Ï̲¤ê¤Ë½¢¤¤¤¿¡£");
1107 msg_print("You fall asleep.");
1111 if (ironman_nightmare)
1114 msg_print("¿È¤ÎÌÓ¤â¤è¤À¤Ä¸÷·Ê¤¬Æ¬¤ËÉ⤫¤ó¤À¡£");
1116 msg_print("A horrible vision enters your mind.");
1120 /* Pick a nightmare */
1121 get_mon_num_prep(get_nightmare, NULL);
1123 /* Have some nightmares */
1124 have_nightmare(get_mon_num(MAX_DEPTH));
1126 /* Remove the monster restriction */
1127 get_mon_num_prep(NULL, NULL);
1129 (void)set_paralyzed(p_ptr->paralyzed + randint0(10) + 5);
1137 msg_print("¤Þ¤Ð¤æ¤¤Á®¸÷¤¬Áö¤Ã¤¿¡ª");
1139 msg_print("There is a bright flash of light!");
1142 /* Make some new traps */
1143 project(0, 1, y, x, 0, GF_MAKE_TRAP, PROJECT_HIDE | PROJECT_JUMP | PROJECT_GRID, -1);
1151 msg_print("¤±¤¿¤¿¤Þ¤·¤¤²»¤¬ÌĤê¶Á¤¤¤¿¡ª");
1153 msg_print("An alarm sounds!");
1156 aggravate_monsters(0);
1164 msg_print("Âç²»¶Á¤È¶¦¤Ë¤Þ¤ï¤ê¤ÎÊɤ¬Êø¤ì¤¿¡ª");
1166 msg_print("Suddenly, surrounding walls are opened!");
1168 (void)project(0, 3, y, x, 0, GF_DISINTEGRATE, PROJECT_GRID | PROJECT_HIDE, -1);
1169 (void)project(0, 3, y, x - 4, 0, GF_DISINTEGRATE, PROJECT_GRID | PROJECT_HIDE, -1);
1170 (void)project(0, 3, y, x + 4, 0, GF_DISINTEGRATE, PROJECT_GRID | PROJECT_HIDE, -1);
1171 aggravate_monsters(0);
1176 case TRAP_ARMAGEDDON:
1178 static int levs[10] = {0, 0, 20, 10, 5, 3, 2, 1, 1, 1};
1179 int evil_idx = 0, good_idx = 0;
1183 msg_print("ÆÍÁ³Å·³¦¤ÎÀïÁè¤Ë´¬¤¹þ¤Þ¤ì¤¿¡ª");
1185 msg_print("Suddenly, you are surrounded by immotal beings!");
1188 /* Summon Demons and Angels */
1189 for (lev = dun_level; lev >= 20; lev -= 1 + lev/16)
1191 num = levs[MIN(lev/10, 9)];
1192 for (i = 0; i < num; i++)
1194 int x1 = rand_spread(x, 7);
1195 int y1 = rand_spread(y, 5);
1197 /* Skip illegal grids */
1198 if (!in_bounds(y1, x1)) continue;
1200 /* Require line of projection */
1201 if (!projectable(py, px, y1, x1)) continue;
1203 if (summon_specific(0, y1, x1, lev, SUMMON_ARMAGE_EVIL, (PM_NO_PET)))
1204 evil_idx = hack_m_idx_ii;
1206 if (summon_specific(0, y1, x1, lev, SUMMON_ARMAGE_GOOD, (PM_NO_PET)))
1208 good_idx = hack_m_idx_ii;
1211 /* Let them fight each other */
1212 if (evil_idx && good_idx)
1214 monster_type *evil_ptr = &m_list[evil_idx];
1215 monster_type *good_ptr = &m_list[good_idx];
1216 evil_ptr->target_y = good_ptr->fy;
1217 evil_ptr->target_x = good_ptr->fx;
1218 good_ptr->target_y = evil_ptr->fy;
1219 good_ptr->target_x = evil_ptr->fx;
1229 msg_print("ÆÍÁ³Êɤ«¤é¿å¤¬°î¤ì½Ð¤·¤¿¡ª¥Ô¥é¥Ë¥¢¤¬¤¤¤ë¡ª");
1231 msg_print("Suddenly, the room is filled with water with piranhas!");
1234 /* Water fills room */
1235 fire_ball_hide(GF_WATER_FLOW, 0, 1, 10);
1237 /* Summon Piranhas */
1238 num = 1 + dun_level/20;
1239 for (i = 0; i < num; i++)
1241 (void)summon_specific(0, y, x, dun_level, SUMMON_PIRANHAS, (PM_ALLOW_GROUP | PM_NO_PET));
1247 if (break_trap && is_trap(c_ptr->feat))
1249 cave_alter_feat(y, x, FF_DISARM);
1251 msg_print("¥È¥é¥Ã¥×¤òÊ´ºÕ¤·¤¿¡£");
1253 msg_print("You destroyed the trap.");
1259 static void touch_zap_player_aux(monster_type *m_ptr, bool immune, int flags_offset, int r_flags_offset, u32b aura_flag,
1260 int (*dam_func)(int dam, cptr kb_str, int monspell, bool aura), cptr message)
1262 monster_race *r_ptr = &r_info[m_ptr->r_idx];
1264 if ((atoffset(u32b, r_ptr, flags_offset) & aura_flag) && !immune)
1267 int aura_damage = damroll(1 + (r_ptr->level / 26), 1 + (r_ptr->level / 17));
1269 /* Hack -- Get the "died from" name */
1270 monster_desc(mon_name, m_ptr, MD_IGNORE_HALLU | MD_ASSUME_VISIBLE | MD_INDEF_VISIBLE);
1274 dam_func(aura_damage, mon_name, -1, TRUE);
1276 if (is_original_ap_and_seen(m_ptr))
1278 atoffset(u32b, r_ptr, r_flags_offset) |= aura_flag;
1285 static void touch_zap_player(monster_type *m_ptr)
1287 touch_zap_player_aux(m_ptr, p_ptr->immune_fire, offsetof(monster_race, flags2), offsetof(monster_race, r_flags2), RF2_AURA_FIRE,
1288 fire_dam, _("ÆÍÁ³¤È¤Æ¤âÇ®¤¯¤Ê¤Ã¤¿¡ª", "You are suddenly very hot!"));
1289 touch_zap_player_aux(m_ptr, p_ptr->immune_cold, offsetof(monster_race, flags3), offsetof(monster_race, r_flags3), RF3_AURA_COLD,
1290 cold_dam, _("ÆÍÁ³¤È¤Æ¤â´¨¤¯¤Ê¤Ã¤¿¡ª", "You are suddenly very cold!"));
1291 touch_zap_player_aux(m_ptr, p_ptr->immune_elec, offsetof(monster_race, flags2), offsetof(monster_race, r_flags2), RF2_AURA_ELEC,
1292 elec_dam, _("ÅÅ·â¤ò¤¯¤é¤Ã¤¿¡ª", "You get zapped!"));
1296 static void natural_attack(s16b m_idx, int attack, bool *fear, bool *mdeath)
1298 int k, bonus, chance;
1300 monster_type *m_ptr = &m_list[m_idx];
1301 monster_race *r_ptr = &r_info[m_ptr->r_idx];
1310 case MUT2_SCOR_TAIL:
1337 atk_desc = "¥¯¥Á¥Ð¥·";
1348 atk_desc = "¾Ý¤ÎÉ¡";
1354 case MUT2_TENTACLES:
1361 atk_desc = "tentacles";
1366 dss = ddd = n_weight = 1;
1368 atk_desc = "̤ÄêµÁ¤ÎÉô°Ì";
1370 atk_desc = "undefined body part";
1375 /* Extract monster name (or "it") */
1376 monster_desc(m_name, m_ptr, 0);
1379 /* Calculate the "attack quality" */
1380 bonus = p_ptr->to_h_m;
1381 bonus += (p_ptr->lev * 6 / 5);
1382 chance = (p_ptr->skill_thn + (bonus * BTH_PLUS_ADJ));
1385 if ((!(r_ptr->flags2 & RF2_QUANTUM) || !randint0(2)) && test_hit_norm(chance, r_ptr->ac, m_ptr->ml))
1391 msg_format("%s¤ò%s¤Ç¹¶·â¤·¤¿¡£", m_name, atk_desc);
1393 msg_format("You hit %s with your %s.", m_name, atk_desc);
1397 k = damroll(ddd, dss);
1398 k = critical_norm(n_weight, bonus, k, (s16b)bonus, 0);
1400 /* Apply the player damage bonuses */
1403 /* No negative damage */
1406 /* Modify the damage */
1407 k = mon_damage_mod(m_ptr, k, FALSE);
1409 /* Complex message */
1413 msg_format("%d/%d ¤Î¥À¥á¡¼¥¸¤òÍ¿¤¨¤¿¡£", k, m_ptr->hp);
1415 msg_format("You do %d (out of %d) damage.", k, m_ptr->hp);
1420 /* Anger the monster */
1421 if (k > 0) anger_monster(m_ptr);
1423 /* Damage, check for fear and mdeath */
1426 case MUT2_SCOR_TAIL:
1427 project(0, 0, m_ptr->fy, m_ptr->fx, k, GF_POIS, PROJECT_KILL, -1);
1428 *mdeath = (m_ptr->r_idx == 0);
1431 *mdeath = mon_take_hit(m_idx, k, fear, NULL);
1434 *mdeath = mon_take_hit(m_idx, k, fear, NULL);
1437 *mdeath = mon_take_hit(m_idx, k, fear, NULL);
1439 case MUT2_TENTACLES:
1440 *mdeath = mon_take_hit(m_idx, k, fear, NULL);
1443 *mdeath = mon_take_hit(m_idx, k, fear, NULL);
1446 touch_zap_player(m_ptr);
1456 msg_format("¥ß¥¹¡ª %s¤Ë¤«¤ï¤µ¤ì¤¿¡£", m_name);
1458 msg_format("You miss %s.", m_name);
1467 * Player attacks a (poor, defenseless) creature -RAK-
1469 * If no "weapon" is available, then "punch" the monster one time.
1471 static void py_attack_aux(int y, int x, bool *fear, bool *mdeath, s16b hand, int mode)
1473 int num = 0, k, bonus, chance, vir;
1475 cave_type *c_ptr = &cave[y][x];
1477 monster_type *m_ptr = &m_list[c_ptr->m_idx];
1478 monster_race *r_ptr = &r_info[m_ptr->r_idx];
1480 /* Access the weapon */
1481 object_type *o_ptr = &inventory[INVEN_RARM + hand];
1485 bool success_hit = FALSE;
1486 bool backstab = FALSE;
1487 bool vorpal_cut = FALSE;
1488 int chaos_effect = 0;
1489 bool stab_fleeing = FALSE;
1490 bool fuiuchi = FALSE;
1491 bool monk_attack = FALSE;
1492 bool do_quake = FALSE;
1494 bool drain_msg = TRUE;
1495 int drain_result = 0, drain_heal = 0;
1496 bool can_drain = FALSE;
1498 int drain_left = MAX_VAMPIRIC_DRAIN;
1499 u32b flgs[TR_FLAG_SIZE]; /* A massive hack -- life-draining weapons */
1500 bool is_human = (r_ptr->d_char == 'p');
1501 bool is_lowlevel = (r_ptr->level < (p_ptr->lev - 15));
1502 bool zantetsu_mukou, e_j_mukou;
1504 switch (p_ptr->pclass)
1508 if (buki_motteruka(INVEN_RARM + hand) && !p_ptr->icky_wield[hand])
1510 int tmp = p_ptr->lev * 6 + (p_ptr->skill_stl + 10) * 4;
1511 if (p_ptr->monlite && (mode != HISSATSU_NYUSIN)) tmp /= 3;
1512 if (p_ptr->cursed & TRC_AGGRAVATE) tmp /= 2;
1513 if (r_ptr->level > (p_ptr->lev * p_ptr->lev / 20 + 10)) tmp /= 3;
1514 if (MON_CSLEEP(m_ptr) && m_ptr->ml)
1516 /* Can't backstab creatures that we can't see, right? */
1519 else if ((p_ptr->special_defense & NINJA_S_STEALTH) && (randint0(tmp) > (r_ptr->level+20)) && m_ptr->ml && !(r_ptr->flagsr & RFR_RES_ALL))
1523 else if (MON_MONFEAR(m_ptr) && m_ptr->ml)
1525 stab_fleeing = TRUE;
1531 case CLASS_FORCETRAINER:
1532 case CLASS_BERSERKER:
1533 if ((empty_hands(TRUE) & EMPTY_HAND_RARM) && !p_ptr->riding) monk_attack = TRUE;
1537 if (!o_ptr->k_idx) /* Empty hand */
1539 if ((r_ptr->level + 10) > p_ptr->lev)
1541 if (p_ptr->skill_exp[GINOU_SUDE] < s_info[p_ptr->pclass].s_max[GINOU_SUDE])
1543 if (p_ptr->skill_exp[GINOU_SUDE] < WEAPON_EXP_BEGINNER)
1544 p_ptr->skill_exp[GINOU_SUDE] += 40;
1545 else if ((p_ptr->skill_exp[GINOU_SUDE] < WEAPON_EXP_SKILLED))
1546 p_ptr->skill_exp[GINOU_SUDE] += 5;
1547 else if ((p_ptr->skill_exp[GINOU_SUDE] < WEAPON_EXP_EXPERT) && (p_ptr->lev > 19))
1548 p_ptr->skill_exp[GINOU_SUDE] += 1;
1549 else if ((p_ptr->lev > 34))
1550 if (one_in_(3)) p_ptr->skill_exp[GINOU_SUDE] += 1;
1551 p_ptr->update |= (PU_BONUS);
1555 else if (object_is_melee_weapon(o_ptr))
1557 if ((r_ptr->level + 10) > p_ptr->lev)
1559 int tval = inventory[INVEN_RARM+hand].tval - TV_WEAPON_BEGIN;
1560 int sval = inventory[INVEN_RARM+hand].sval;
1561 int now_exp = p_ptr->weapon_exp[tval][sval];
1562 if (now_exp < s_info[p_ptr->pclass].w_max[tval][sval])
1565 if (now_exp < WEAPON_EXP_BEGINNER) amount = 80;
1566 else if (now_exp < WEAPON_EXP_SKILLED) amount = 10;
1567 else if ((now_exp < WEAPON_EXP_EXPERT) && (p_ptr->lev > 19)) amount = 1;
1568 else if ((p_ptr->lev > 34) && one_in_(2)) amount = 1;
1569 p_ptr->weapon_exp[tval][sval] += amount;
1570 p_ptr->update |= (PU_BONUS);
1575 /* Disturb the monster */
1576 (void)set_monster_csleep(c_ptr->m_idx, 0);
1578 /* Extract monster name (or "it") */
1579 monster_desc(m_name, m_ptr, 0);
1581 /* Calculate the "attack quality" */
1582 bonus = p_ptr->to_h[hand] + o_ptr->to_h;
1583 chance = (p_ptr->skill_thn + (bonus * BTH_PLUS_ADJ));
1584 if (mode == HISSATSU_IAI) chance += 60;
1585 if (p_ptr->special_defense & KATA_KOUKIJIN) chance += 150;
1587 if (p_ptr->sutemi) chance = MAX(chance * 3 / 2, chance + 60);
1589 vir = virtue_number(V_VALOUR);
1592 chance += (p_ptr->virtues[vir - 1]/10);
1595 zantetsu_mukou = ((o_ptr->name1 == ART_ZANTETSU) && (r_ptr->d_char == 'j'));
1596 e_j_mukou = ((o_ptr->name1 == ART_EXCALIBUR_J) && (r_ptr->d_char == 'S'));
1598 if ((mode == HISSATSU_KYUSHO) || (mode == HISSATSU_MINEUCHI) || (mode == HISSATSU_3DAN) || (mode == HISSATSU_IAI)) num_blow = 1;
1599 else if (mode == HISSATSU_COLD) num_blow = p_ptr->num_blow[hand]+2;
1600 else num_blow = p_ptr->num_blow[hand];
1602 /* Hack -- DOKUBARI always hit once */
1603 if ((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_DOKUBARI)) num_blow = 1;
1605 /* Attack once for each legal blow */
1606 while ((num++ < num_blow) && !p_ptr->is_dead)
1608 if (((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_DOKUBARI)) || (mode == HISSATSU_KYUSHO))
1612 if (p_ptr->migite && p_ptr->hidarite)
1616 if (mode == HISSATSU_3DAN)
1621 success_hit = one_in_(n);
1623 else if ((p_ptr->pclass == CLASS_NINJA) && ((backstab || fuiuchi) && !(r_ptr->flagsr & RFR_RES_ALL))) success_hit = TRUE;
1624 else success_hit = test_hit_norm(chance, r_ptr->ac, m_ptr->ml);
1626 if (mode == HISSATSU_MAJIN)
1629 success_hit = FALSE;
1635 int vorpal_chance = ((o_ptr->name1 == ART_VORPAL_BLADE) || (o_ptr->name1 == ART_CHAINSWORD)) ? 2 : 4;
1642 if (backstab) msg_format("¤¢¤Ê¤¿¤ÏÎä¹ó¤Ë¤â̲¤Ã¤Æ¤¤¤ë̵ÎϤÊ%s¤òÆͤ»É¤·¤¿¡ª", m_name);
1643 else if (fuiuchi) msg_format("ÉÔ°Õ¤òÆͤ¤¤Æ%s¤Ë¶¯Îõ¤Ê°ì·â¤ò¶ô¤é¤ï¤»¤¿¡ª", m_name);
1644 else if (stab_fleeing) msg_format("ƨ¤²¤ë%s¤òÇØÃ椫¤éÆͤ»É¤·¤¿¡ª", m_name);
1645 else if (!monk_attack) msg_format("%s¤ò¹¶·â¤·¤¿¡£", m_name);
1647 if (backstab) msg_format("You cruelly stab the helpless, sleeping %s!", m_name);
1648 else if (fuiuchi) msg_format("You make surprise attack, and hit %s with a powerful blow!", m_name);
1649 else if (stab_fleeing) msg_format("You backstab the fleeing %s!", m_name);
1650 else if (!monk_attack) msg_format("You hit %s.", m_name);
1653 /* Hack -- bare hands do one damage */
1656 object_flags(o_ptr, flgs);
1658 /* Select a chaotic effect (50% chance) */
1659 if ((have_flag(flgs, TR_CHAOTIC)) && one_in_(2))
1662 chg_virtue(V_CHANCE, 1);
1664 if (randint1(5) < 3)
1666 /* Vampiric (20%) */
1669 else if (one_in_(250))
1674 else if (!one_in_(10))
1676 /* Confusion (26.892%) */
1679 else if (one_in_(2))
1681 /* Teleport away (1.494%) */
1686 /* Polymorph (1.494%) */
1691 /* Vampiric drain */
1692 if ((have_flag(flgs, TR_VAMPIRIC)) || (chaos_effect == 1) || (mode == HISSATSU_DRAIN) || hex_spelling(HEX_VAMP_BLADE))
1694 /* Only drain "living" monsters */
1695 if (monster_living(r_ptr))
1701 if ((have_flag(flgs, TR_VORPAL) || hex_spelling(HEX_RUNESWORD)) && (randint1(vorpal_chance*3/2) == 1) && !zantetsu_mukou)
1703 else vorpal_cut = FALSE;
1707 int special_effect = 0, stun_effect = 0, times = 0, max_times;
1709 const martial_arts *ma_ptr = &ma_blows[0], *old_ptr = &ma_blows[0];
1710 int resist_stun = 0;
1713 if (r_ptr->flags1 & RF1_UNIQUE) resist_stun += 88;
1714 if (r_ptr->flags3 & RF3_NO_STUN) resist_stun += 66;
1715 if (r_ptr->flags3 & RF3_NO_CONF) resist_stun += 33;
1716 if (r_ptr->flags3 & RF3_NO_SLEEP) resist_stun += 33;
1717 if ((r_ptr->flags3 & RF3_UNDEAD) || (r_ptr->flags3 & RF3_NONLIVING))
1720 if (p_ptr->special_defense & KAMAE_BYAKKO)
1721 max_times = (p_ptr->lev < 3 ? 1 : p_ptr->lev / 3);
1722 else if (p_ptr->special_defense & KAMAE_SUZAKU)
1724 else if (p_ptr->special_defense & KAMAE_GENBU)
1727 max_times = (p_ptr->lev < 7 ? 1 : p_ptr->lev / 7);
1728 /* Attempt 'times' */
1729 for (times = 0; times < max_times; times++)
1733 ma_ptr = &ma_blows[randint0(MAX_MA)];
1734 if ((p_ptr->pclass == CLASS_FORCETRAINER) && (ma_ptr->min_level > 1)) min_level = ma_ptr->min_level + 3;
1735 else min_level = ma_ptr->min_level;
1737 while ((min_level > p_ptr->lev) ||
1738 (randint1(p_ptr->lev) < ma_ptr->chance));
1740 /* keep the highest level attack available we found */
1741 if ((ma_ptr->min_level > old_ptr->min_level) &&
1742 !p_ptr->stun && !p_ptr->confused)
1746 if (p_ptr->wizard && cheat_xtra)
1749 msg_print("¹¶·â¤òºÆÁªÂò¤·¤Þ¤·¤¿¡£");
1751 msg_print("Attack re-selected.");
1761 if (p_ptr->pclass == CLASS_FORCETRAINER) min_level = MAX(1, ma_ptr->min_level - 3);
1762 else min_level = ma_ptr->min_level;
1763 k = damroll(ma_ptr->dd + p_ptr->to_dd[hand], ma_ptr->ds + p_ptr->to_ds[hand]);
1764 if (p_ptr->special_attack & ATTACK_SUIKEN) k *= 2;
1766 if (ma_ptr->effect == MA_KNEE)
1768 if (r_ptr->flags1 & RF1_MALE)
1771 msg_format("%s¤Ë¶âŪɨ½³¤ê¤ò¤¯¤é¤ï¤·¤¿¡ª", m_name);
1773 msg_format("You hit %s in the groin with your knee!", m_name);
1777 special_effect = MA_KNEE;
1780 msg_format(ma_ptr->desc, m_name);
1783 else if (ma_ptr->effect == MA_SLOW)
1785 if (!((r_ptr->flags1 & RF1_NEVER_MOVE) ||
1786 my_strchr("~#{}.UjmeEv$,DdsbBFIJQSXclnw!=?", r_ptr->d_char)))
1789 msg_format("%s¤Î¼ó¤Ë´ØÀá½³¤ê¤ò¤¯¤é¤ï¤·¤¿¡ª", m_name);
1791 msg_format("You kick %s in the ankle.", m_name);
1794 special_effect = MA_SLOW;
1796 else msg_format(ma_ptr->desc, m_name);
1802 stun_effect = (ma_ptr->effect / 2) + randint1(ma_ptr->effect / 2);
1805 msg_format(ma_ptr->desc, m_name);
1808 if (p_ptr->special_defense & KAMAE_SUZAKU) weight = 4;
1809 if ((p_ptr->pclass == CLASS_FORCETRAINER) && (p_ptr->magic_num1[0]))
1811 weight += (p_ptr->magic_num1[0]/30);
1812 if (weight > 20) weight = 20;
1815 k = critical_norm(p_ptr->lev * weight, min_level, k, p_ptr->to_h[0], 0);
1817 if ((special_effect == MA_KNEE) && ((k + p_ptr->to_d[hand]) < m_ptr->hp))
1820 msg_format("%^s¤Ï¶ìÄˤˤ¦¤á¤¤¤Æ¤¤¤ë¡ª", m_name);
1822 msg_format("%^s moans in agony!", m_name);
1825 stun_effect = 7 + randint1(13);
1829 else if ((special_effect == MA_SLOW) && ((k + p_ptr->to_d[hand]) < m_ptr->hp))
1831 if (!(r_ptr->flags1 & RF1_UNIQUE) &&
1832 (randint1(p_ptr->lev) > r_ptr->level) &&
1836 msg_format("%^s¤Ï¤ò¤Ò¤¤º¤ê»Ï¤á¤¿¡£", m_name);
1838 msg_format("%^s starts limping slower.", m_name);
1841 m_ptr->mspeed -= 10;
1845 if (stun_effect && ((k + p_ptr->to_d[hand]) < m_ptr->hp))
1847 if (p_ptr->lev > randint1(r_ptr->level + resist_stun + 10))
1849 if (set_monster_stunned(c_ptr->m_idx, stun_effect + MON_STUNNED(m_ptr)))
1852 msg_format("%^s¤Ï¥Õ¥é¥Õ¥é¤Ë¤Ê¤Ã¤¿¡£", m_name);
1854 msg_format("%^s is stunned.", m_name);
1860 msg_format("%^s¤Ï¤µ¤é¤Ë¥Õ¥é¥Õ¥é¤Ë¤Ê¤Ã¤¿¡£", m_name);
1862 msg_format("%^s is more stunned.", m_name);
1869 /* Handle normal weapon */
1870 else if (o_ptr->k_idx)
1872 k = damroll(o_ptr->dd + p_ptr->to_dd[hand], o_ptr->ds + p_ptr->to_ds[hand]);
1873 k = tot_dam_aux(o_ptr, k, m_ptr, mode, FALSE);
1877 k *= (3 + (p_ptr->lev / 20));
1881 k = k*(5+(p_ptr->lev*2/25))/2;
1883 else if (stab_fleeing)
1888 if ((p_ptr->impact[hand] && ((k > 50) || one_in_(7))) ||
1889 (chaos_effect == 2) || (mode == HISSATSU_QUAKE))
1894 if ((!(o_ptr->tval == TV_SWORD) || !(o_ptr->sval == SV_DOKUBARI)) && !(mode == HISSATSU_KYUSHO))
1895 k = critical_norm(o_ptr->weight, o_ptr->to_h, k, p_ptr->to_h[hand], mode);
1903 if ((o_ptr->name1 == ART_CHAINSWORD) && !one_in_(2))
1905 char chainsword_noise[1024];
1907 if (!get_rnd_line("chainswd_j.txt", 0, chainsword_noise))
1909 if (!get_rnd_line("chainswd.txt", 0, chainsword_noise))
1912 msg_print(chainsword_noise);
1916 if (o_ptr->name1 == ART_VORPAL_BLADE)
1919 msg_print("Ìܤˤâ»ß¤Þ¤é¤Ì¥ô¥©¡¼¥Ñ¥ë¥Ö¥ì¡¼¥É¡¢¼êÏ£¤ÎÁá¶È¡ª");
1921 msg_print("Your Vorpal Blade goes snicker-snack!");
1927 msg_format("%s¤ò¥°¥Ã¥µ¥êÀÚ¤êÎö¤¤¤¿¡ª", m_name);
1929 msg_format("Your weapon cuts deep into %s!", m_name);
1933 /* Try to increase the damage */
1934 while (one_in_(vorpal_chance))
1942 if (((r_ptr->flagsr & RFR_RES_ALL) ? k/100 : k) > m_ptr->hp)
1945 msg_format("%s¤ò¿¿¤ÃÆó¤Ä¤Ë¤·¤¿¡ª", m_name);
1947 msg_format("You cut %s in half!", m_name);
1955 case 2: msg_format("%s¤ò»Â¤Ã¤¿¡ª", m_name); break;
1956 case 3: msg_format("%s¤ò¤Ö¤Ã¤¿»Â¤Ã¤¿¡ª", m_name); break;
1957 case 4: msg_format("%s¤ò¥á¥Ã¥¿»Â¤ê¤Ë¤·¤¿¡ª", m_name); break;
1958 case 5: msg_format("%s¤ò¥á¥Ã¥¿¥á¥¿¤Ë»Â¤Ã¤¿¡ª", m_name); break;
1959 case 6: msg_format("%s¤ò»É¿È¤Ë¤·¤¿¡ª", m_name); break;
1960 case 7: msg_format("%s¤ò»Â¤Ã¤Æ»Â¤Ã¤Æ»Â¤ê¤Þ¤¯¤Ã¤¿¡ª", m_name); break;
1961 default: msg_format("%s¤òºÙÀÚ¤ì¤Ë¤·¤¿¡ª", m_name); break;
1963 case 2: msg_format("You gouge %s!", m_name); break;
1964 case 3: msg_format("You maim %s!", m_name); break;
1965 case 4: msg_format("You carve %s!", m_name); break;
1966 case 5: msg_format("You cleave %s!", m_name); break;
1967 case 6: msg_format("You smite %s!", m_name); break;
1968 case 7: msg_format("You eviscerate %s!", m_name); break;
1969 default: msg_format("You shred %s!", m_name); break;
1973 drain_result = drain_result * 3 / 2;
1977 drain_result += o_ptr->to_d;
1980 /* Apply the player damage bonuses */
1981 k += p_ptr->to_d[hand];
1982 drain_result += p_ptr->to_d[hand];
1984 if ((mode == HISSATSU_SUTEMI) || (mode == HISSATSU_3DAN)) k *= 2;
1985 if ((mode == HISSATSU_SEKIRYUKA) && !monster_living(r_ptr)) k = 0;
1986 if ((mode == HISSATSU_SEKIRYUKA) && !p_ptr->cut) k /= 2;
1988 /* No negative damage */
1991 if ((mode == HISSATSU_ZANMA) && !(!monster_living(r_ptr) && (r_ptr->flags3 & RF3_EVIL)))
1999 msg_print("¤³¤ó¤ÊÆð¤é¤«¤¤¤â¤Î¤ÏÀÚ¤ì¤ó¡ª");
2001 msg_print("You cannot cut such a elastic thing!");
2009 msg_print("ÃØéá¤Ï¶ì¼ê¤À¡ª");
2011 msg_print("Spiders are difficult for you to deal with!");
2016 if (mode == HISSATSU_MINEUCHI)
2018 int tmp = (10 + randint1(15) + p_ptr->lev / 5);
2021 anger_monster(m_ptr);
2023 if (!(r_ptr->flags3 & (RF3_NO_STUN)))
2026 if (MON_STUNNED(m_ptr))
2029 msg_format("%s¤Ï¤Ò¤É¤¯¤â¤¦¤í¤¦¤È¤·¤¿¡£", m_name);
2031 msg_format("%s is more dazed.", m_name);
2039 msg_format("%s ¤Ï¤â¤¦¤í¤¦¤È¤·¤¿¡£", m_name);
2041 msg_format("%s is dazed.", m_name);
2046 (void)set_monster_stunned(c_ptr->m_idx, MON_STUNNED(m_ptr) + tmp);
2051 msg_format("%s ¤Ë¤Ï¸ú²Ì¤¬¤Ê¤«¤Ã¤¿¡£", m_name);
2053 msg_format("%s is not effected.", m_name);
2058 /* Modify the damage */
2059 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))));
2060 if (((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_DOKUBARI)) || (mode == HISSATSU_KYUSHO))
2062 if ((randint1(randint1(r_ptr->level/7)+5) == 1) && !(r_ptr->flags1 & RF1_UNIQUE) && !(r_ptr->flags7 & RF7_UNIQUE2))
2066 msg_format("%s¤ÎµÞ½ê¤òÆͤ»É¤·¤¿¡ª", m_name);
2068 msg_format("You hit %s on a fatal spot!", m_name);
2073 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)))
2075 int maxhp = maxroll(r_ptr->hdice, r_ptr->hside);
2076 if (one_in_(backstab ? 13 : (stab_fleeing || fuiuchi) ? 15 : 27))
2081 msg_format("¿Ï¤¬%s¤Ë¿¼¡¹¤ÈÆͤ»É¤µ¤Ã¤¿¡ª", m_name);
2083 msg_format("You critically injured %s!", m_name);
2086 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)))
2088 if ((r_ptr->flags1 & RF1_UNIQUE) || (r_ptr->flags7 & RF7_UNIQUE2) || (m_ptr->hp >= maxhp/2))
2090 k = MAX(k*5, m_ptr->hp/2);
2093 msg_format("%s¤ËÃ×Ì¿½ý¤òÉé¤ï¤»¤¿¡ª", m_name);
2095 msg_format("You fatally injured %s!", m_name);
2102 msg_format("¿Ï¤¬%s¤ÎµÞ½ê¤ò´Ó¤¤¤¿¡ª", m_name);
2104 msg_format("You hit %s on a fatal spot!", m_name);
2110 /* Complex message */
2111 if (p_ptr->wizard || cheat_xtra)
2114 msg_format("%d/%d ¤Î¥À¥á¡¼¥¸¤òÍ¿¤¨¤¿¡£", k, m_ptr->hp);
2116 msg_format("You do %d (out of %d) damage.", k, m_ptr->hp);
2120 if (k <= 0) can_drain = FALSE;
2122 if (drain_result > m_ptr->hp)
2123 drain_result = m_ptr->hp;
2125 /* Damage, check for fear and death */
2126 if (mon_take_hit(c_ptr->m_idx, k, fear, NULL))
2129 if ((p_ptr->pclass == CLASS_BERSERKER) && energy_use)
2131 if (p_ptr->migite && p_ptr->hidarite)
2133 if (hand) energy_use = energy_use*3/5+energy_use*num*2/(p_ptr->num_blow[hand]*5);
2134 else energy_use = energy_use*num*3/(p_ptr->num_blow[hand]*5);
2138 energy_use = energy_use*num/p_ptr->num_blow[hand];
2141 if ((o_ptr->name1 == ART_ZANTETSU) && is_lowlevel)
2143 msg_print("¤Þ¤¿¤Ä¤Þ¤é¤Ì¤â¤Î¤ò»Â¤Ã¤Æ¤·¤Þ¤Ã¤¿¡¥¡¥¡¥");
2145 msg_print("Sigh... Another trifling thing I've cut....");
2150 /* Anger the monster */
2151 if (k > 0) anger_monster(m_ptr);
2153 touch_zap_player(m_ptr);
2155 /* Are we draining it? A little note: If the monster is
2156 dead, the drain does not work... */
2158 if (can_drain && (drain_result > 0))
2160 if (o_ptr->name1 == ART_MURAMASA)
2164 int to_h = o_ptr->to_h;
2165 int to_d = o_ptr->to_d;
2169 for (i = 0; i < to_h + 3; i++) if (one_in_(4)) flag = 0;
2173 for (i = 0; i < to_d + 3; i++) if (one_in_(4)) flag = 0;
2176 if (o_ptr->to_h != to_h || o_ptr->to_d != to_d)
2179 msg_print("ÍÅÅá¤Ï·ì¤òµÛ¤Ã¤Æ¶¯¤¯¤Ê¤Ã¤¿¡ª");
2181 msg_print("Muramasa sucked blood, and became more powerful!");
2190 if (drain_result > 5) /* Did we really hurt it? */
2192 drain_heal = damroll(2, drain_result / 6);
2195 if (hex_spelling(HEX_VAMP_BLADE)) drain_heal *= 2;
2200 msg_format("Draining left: %d", drain_left);
2202 msg_format("Draining left: %d", drain_left);
2209 if (drain_heal < drain_left)
2211 drain_left -= drain_heal;
2215 drain_heal = drain_left;
2222 msg_format("¿Ï¤¬%s¤«¤éÀ¸Ì¿ÎϤòµÛ¤¤¼è¤Ã¤¿¡ª", m_name);
2224 msg_format("Your weapon drains life from %s!", m_name);
2230 drain_heal = (drain_heal * mutant_regenerate_mod) / 100;
2232 hp_player(drain_heal);
2233 /* We get to keep some of it! */
2237 m_ptr->maxhp -= (k+7)/8;
2238 if (m_ptr->hp > m_ptr->maxhp) m_ptr->hp = m_ptr->maxhp;
2239 if (m_ptr->maxhp < 1) m_ptr->maxhp = 1;
2245 /* Confusion attack */
2246 if ((p_ptr->special_attack & ATTACK_CONFUSE) || (chaos_effect == 3) || (mode == HISSATSU_CONF) || hex_spelling(HEX_CONFUSION))
2248 /* Cancel glowing hands */
2249 if (p_ptr->special_attack & ATTACK_CONFUSE)
2251 p_ptr->special_attack &= ~(ATTACK_CONFUSE);
2253 msg_print("¼ê¤Îµ±¤¤¬¤Ê¤¯¤Ê¤Ã¤¿¡£");
2255 msg_print("Your hands stop glowing.");
2257 p_ptr->redraw |= (PR_STATUS);
2261 /* Confuse the monster */
2262 if (r_ptr->flags3 & RF3_NO_CONF)
2264 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags3 |= RF3_NO_CONF;
2267 msg_format("%^s¤Ë¤Ï¸ú²Ì¤¬¤Ê¤«¤Ã¤¿¡£", m_name);
2269 msg_format("%^s is unaffected.", m_name);
2273 else if (randint0(100) < r_ptr->level)
2276 msg_format("%^s¤Ë¤Ï¸ú²Ì¤¬¤Ê¤«¤Ã¤¿¡£", m_name);
2278 msg_format("%^s is unaffected.", m_name);
2285 msg_format("%^s¤Ïº®Í𤷤¿¤è¤¦¤À¡£", m_name);
2287 msg_format("%^s appears confused.", m_name);
2290 (void)set_monster_confused(c_ptr->m_idx, MON_CONFUSED(m_ptr) + 10 + randint0(p_ptr->lev) / 5);
2294 else if (chaos_effect == 4)
2296 bool resists_tele = FALSE;
2298 if (r_ptr->flagsr & RFR_RES_TELE)
2300 if (r_ptr->flags1 & RF1_UNIQUE)
2302 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flagsr |= RFR_RES_TELE;
2304 msg_format("%^s¤Ë¤Ï¸ú²Ì¤¬¤Ê¤«¤Ã¤¿¡£", m_name);
2306 msg_format("%^s is unaffected!", m_name);
2309 resists_tele = TRUE;
2311 else if (r_ptr->level > randint1(100))
2313 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flagsr |= RFR_RES_TELE;
2315 msg_format("%^s¤ÏÄñ¹³ÎϤò»ý¤Ã¤Æ¤¤¤ë¡ª", m_name);
2317 msg_format("%^s resists!", m_name);
2320 resists_tele = TRUE;
2327 msg_format("%^s¤Ï¾Ã¤¨¤¿¡ª", m_name);
2329 msg_format("%^s disappears!", m_name);
2332 teleport_away(c_ptr->m_idx, 50, TELEPORT_PASSIVE);
2333 num = num_blow + 1; /* Can't hit it anymore! */
2338 else if ((chaos_effect == 5) && (randint1(90) > r_ptr->level))
2340 if (!(r_ptr->flags1 & (RF1_UNIQUE | RF1_QUESTOR)) &&
2341 !(r_ptr->flagsr & RFR_EFF_RES_CHAO_MASK))
2343 if (polymorph_monster(y, x))
2346 msg_format("%^s¤ÏÊѲ½¤·¤¿¡ª", m_name);
2348 msg_format("%^s changes!", m_name);
2357 msg_format("%^s¤Ë¤Ï¸ú²Ì¤¬¤Ê¤«¤Ã¤¿¡£", m_name);
2359 msg_format("%^s is unaffected.", m_name);
2363 /* Hack -- Get new monster */
2364 m_ptr = &m_list[c_ptr->m_idx];
2366 /* Oops, we need a different name... */
2367 monster_desc(m_name, m_ptr, 0);
2369 /* Hack -- Get new race */
2370 r_ptr = &r_info[m_ptr->r_idx];
2373 else if (o_ptr->name1 == ART_G_HAMMER)
2375 monster_type *m_ptr = &m_list[c_ptr->m_idx];
2377 if (m_ptr->hold_o_idx)
2379 object_type *q_ptr = &o_list[m_ptr->hold_o_idx];
2380 char o_name[MAX_NLEN];
2382 object_desc(o_name, q_ptr, OD_NAME_ONLY);
2383 q_ptr->held_m_idx = 0;
2384 q_ptr->marked = OM_TOUCHED;
2385 m_ptr->hold_o_idx = q_ptr->next_o_idx;
2386 q_ptr->next_o_idx = 0;
2388 msg_format("%s¤òÃ¥¤Ã¤¿¡£", o_name);
2390 msg_format("You snatched %s.", o_name);
2400 backstab = FALSE; /* Clumsy! */
2401 fuiuchi = FALSE; /* Clumsy! */
2403 if ((o_ptr->tval == TV_POLEARM) && (o_ptr->sval == SV_DEATH_SCYTHE) && one_in_(3))
2405 u32b flgs[TR_FLAG_SIZE];
2412 msg_format("¥ß¥¹¡ª %s¤Ë¤«¤ï¤µ¤ì¤¿¡£", m_name);
2414 msg_format("You miss %s.", m_name);
2418 msg_print("¿¶¤ê²ó¤·¤¿Âç³ù¤¬¼«Ê¬¼«¿È¤ËÊ֤äƤ¤¿¡ª");
2420 msg_print("Your scythe returns to you!");
2423 /* Extract the flags */
2424 object_flags(o_ptr, flgs);
2426 k = damroll(o_ptr->dd + p_ptr->to_dd[hand], o_ptr->ds + p_ptr->to_ds[hand]);
2429 switch (p_ptr->mimic_form)
2432 switch (p_ptr->prace)
2439 case RACE_BARBARIAN:
2443 case RACE_HALF_TROLL:
2444 case RACE_HALF_OGRE:
2445 case RACE_HALF_GIANT:
2446 case RACE_HALF_TITAN:
2454 case RACE_DRACONIAN:
2461 case MIMIC_DEMON_LORD:
2468 if (p_ptr->align < 0 && mult < 20)
2470 if (!(p_ptr->resist_acid || IS_OPPOSE_ACID() || p_ptr->immune_acid) && (mult < 25))
2472 if (!(p_ptr->resist_elec || IS_OPPOSE_ELEC() || p_ptr->immune_elec) && (mult < 25))
2474 if (!(p_ptr->resist_fire || IS_OPPOSE_FIRE() || p_ptr->immune_fire) && (mult < 25))
2476 if (!(p_ptr->resist_cold || IS_OPPOSE_COLD() || p_ptr->immune_cold) && (mult < 25))
2478 if (!(p_ptr->resist_pois || IS_OPPOSE_POIS()) && (mult < 25))
2481 if ((p_ptr->pclass != CLASS_SAMURAI) && (have_flag(flgs, TR_FORCE_WEAPON)) && (p_ptr->csp > (p_ptr->msp / 30)))
2483 p_ptr->csp -= (1+(p_ptr->msp / 30));
2484 p_ptr->redraw |= (PR_MANA);
2485 mult = mult * 3 / 2 + 20;
2491 k = critical_norm(o_ptr->weight, o_ptr->to_h, k, p_ptr->to_h[hand], mode);
2496 msg_format("¥°¥Ã¥µ¥êÀÚ¤êÎö¤«¤ì¤¿¡ª");
2498 msg_format("Your weapon cuts deep into yourself!");
2500 /* Try to increase the damage */
2508 k += (p_ptr->to_d[hand] + o_ptr->to_d);
2513 take_hit(DAMAGE_FORCE, k, "»à¤ÎÂç³ù", -1);
2515 take_hit(DAMAGE_FORCE, k, "Death scythe", -1);
2527 msg_format("¥ß¥¹¡ª %s¤Ë¤«¤ï¤µ¤ì¤¿¡£", m_name);
2529 msg_format("You miss %s.", m_name);
2538 if (weak && !(*mdeath))
2541 msg_format("%s¤Ï¼å¤¯¤Ê¤Ã¤¿¤è¤¦¤À¡£", m_name);
2543 msg_format("%^s seems weakened.", m_name);
2546 if (drain_left != MAX_VAMPIRIC_DRAIN)
2550 chg_virtue(V_UNLIFE, 1);
2553 /* Mega-Hack -- apply earthquake brand */
2556 earthquake(py, px, 10);
2557 if (!cave[y][x].m_idx) *mdeath = TRUE;
2561 bool py_attack(int y, int x, int mode)
2564 bool mdeath = FALSE;
2565 bool stormbringer = FALSE;
2567 cave_type *c_ptr = &cave[y][x];
2568 monster_type *m_ptr = &m_list[c_ptr->m_idx];
2569 monster_race *r_ptr = &r_info[m_ptr->r_idx];
2572 /* Disturb the player */
2577 if (!p_ptr->migite && !p_ptr->hidarite &&
2578 !(p_ptr->muta2 & (MUT2_HORNS | MUT2_BEAK | MUT2_SCOR_TAIL | MUT2_TRUNK | MUT2_TENTACLES)))
2581 msg_format("%s¹¶·â¤Ç¤¤Ê¤¤¡£", (empty_hands(FALSE) == EMPTY_HAND_NONE) ? "ξ¼ê¤¬¤Õ¤µ¤¬¤Ã¤Æ" : "");
2583 msg_print("You cannot do attacking.");
2588 /* Extract monster name (or "it") */
2589 monster_desc(m_name, m_ptr, 0);
2593 /* Auto-Recall if possible and visible */
2594 if (!p_ptr->image) monster_race_track(m_ptr->ap_r_idx);
2596 /* Track a new monster */
2597 health_track(c_ptr->m_idx);
2600 if ((r_ptr->flags1 & RF1_FEMALE) &&
2601 !(p_ptr->stun || p_ptr->confused || p_ptr->image || !m_ptr->ml))
2603 if ((inventory[INVEN_RARM].name1 == ART_ZANTETSU) || (inventory[INVEN_LARM].name1 == ART_ZANTETSU))
2606 msg_print("ÀÛ¼Ô¡¢¤ª¤Ê¤´¤Ï»Â¤ì¤Ì¡ª");
2608 msg_print("I can not attack women!");
2614 if (d_info[dungeon_type].flags1 & DF1_NO_MELEE)
2617 msg_print("¤Ê¤¼¤«¹¶·â¤¹¤ë¤³¤È¤¬¤Ç¤¤Ê¤¤¡£");
2619 msg_print("Something prevent you from attacking.");
2624 /* Stop if friendly */
2625 if (!is_hostile(m_ptr) &&
2626 !(p_ptr->stun || p_ptr->confused || p_ptr->image ||
2627 p_ptr->shero || !m_ptr->ml))
2629 if (inventory[INVEN_RARM].name1 == ART_STORMBRINGER) stormbringer = TRUE;
2630 if (inventory[INVEN_LARM].name1 == ART_STORMBRINGER) stormbringer = TRUE;
2634 msg_format("¹õ¤¤¿Ï¤Ï¶¯ÍߤË%s¤ò¹¶·â¤·¤¿¡ª", m_name);
2636 msg_format("Your black blade greedily attacks %s!", m_name);
2638 chg_virtue(V_INDIVIDUALISM, 1);
2639 chg_virtue(V_HONOUR, -1);
2640 chg_virtue(V_JUSTICE, -1);
2641 chg_virtue(V_COMPASSION, -1);
2643 else if (p_ptr->pclass != CLASS_BERSERKER)
2646 if (get_check("ËÜÅö¤Ë¹¶·â¤·¤Þ¤¹¤«¡©"))
2648 if (get_check("Really hit it? "))
2651 chg_virtue(V_INDIVIDUALISM, 1);
2652 chg_virtue(V_HONOUR, -1);
2653 chg_virtue(V_JUSTICE, -1);
2654 chg_virtue(V_COMPASSION, -1);
2659 msg_format("%s¤ò¹¶·â¤¹¤ë¤Î¤ò»ß¤á¤¿¡£", m_name);
2661 msg_format("You stop to avoid hitting %s.", m_name);
2669 /* Handle player fear */
2675 msg_format("¶²¤¯¤Æ%s¤ò¹¶·â¤Ç¤¤Ê¤¤¡ª", m_name);
2677 msg_format("You are too afraid to attack %s!", m_name);
2682 msg_format ("¤½¤Ã¤Á¤Ë¤Ï²¿¤«¶²¤¤¤â¤Î¤¬¤¤¤ë¡ª");
2684 msg_format ("There is something scary in your way!");
2687 /* Disturb the monster */
2688 (void)set_monster_csleep(c_ptr->m_idx, 0);
2694 if (MON_CSLEEP(m_ptr)) /* It is not honorable etc to attack helpless victims */
2696 if (!(r_ptr->flags3 & RF3_EVIL) || one_in_(5)) chg_virtue(V_COMPASSION, -1);
2697 if (!(r_ptr->flags3 & RF3_EVIL) || one_in_(5)) chg_virtue(V_HONOUR, -1);
2700 if (p_ptr->migite && p_ptr->hidarite)
2702 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))
2704 if (p_ptr->skill_exp[GINOU_NITOURYU] < WEAPON_EXP_BEGINNER)
2705 p_ptr->skill_exp[GINOU_NITOURYU] += 80;
2706 else if(p_ptr->skill_exp[GINOU_NITOURYU] < WEAPON_EXP_SKILLED)
2707 p_ptr->skill_exp[GINOU_NITOURYU] += 4;
2708 else if(p_ptr->skill_exp[GINOU_NITOURYU] < WEAPON_EXP_EXPERT)
2709 p_ptr->skill_exp[GINOU_NITOURYU] += 1;
2710 else if(p_ptr->skill_exp[GINOU_NITOURYU] < WEAPON_EXP_MASTER)
2711 if (one_in_(3)) p_ptr->skill_exp[GINOU_NITOURYU] += 1;
2712 p_ptr->update |= (PU_BONUS);
2716 /* Gain riding experience */
2719 int cur = p_ptr->skill_exp[GINOU_RIDING];
2720 int max = s_info[p_ptr->pclass].s_max[GINOU_RIDING];
2724 int ridinglevel = r_info[m_list[p_ptr->riding].r_idx].level;
2725 int targetlevel = r_ptr->level;
2728 if ((cur / 200 - 5) < targetlevel)
2731 /* Extra experience */
2732 if ((cur / 100) < ridinglevel)
2734 if ((cur / 100 + 15) < ridinglevel)
2735 inc += 1 + (ridinglevel - (cur / 100 + 15));
2740 p_ptr->skill_exp[GINOU_RIDING] = MIN(max, cur + inc);
2742 p_ptr->update |= (PU_BONUS);
2746 riding_t_m_idx = c_ptr->m_idx;
2747 if (p_ptr->migite) py_attack_aux(y, x, &fear, &mdeath, 0, mode);
2748 if (p_ptr->hidarite && !mdeath) py_attack_aux(y, x, &fear, &mdeath, 1, mode);
2750 /* Mutations which yield extra 'natural' attacks */
2753 if ((p_ptr->muta2 & MUT2_HORNS) && !mdeath)
2754 natural_attack(c_ptr->m_idx, MUT2_HORNS, &fear, &mdeath);
2755 if ((p_ptr->muta2 & MUT2_BEAK) && !mdeath)
2756 natural_attack(c_ptr->m_idx, MUT2_BEAK, &fear, &mdeath);
2757 if ((p_ptr->muta2 & MUT2_SCOR_TAIL) && !mdeath)
2758 natural_attack(c_ptr->m_idx, MUT2_SCOR_TAIL, &fear, &mdeath);
2759 if ((p_ptr->muta2 & MUT2_TRUNK) && !mdeath)
2760 natural_attack(c_ptr->m_idx, MUT2_TRUNK, &fear, &mdeath);
2761 if ((p_ptr->muta2 & MUT2_TENTACLES) && !mdeath)
2762 natural_attack(c_ptr->m_idx, MUT2_TENTACLES, &fear, &mdeath);
2765 /* Hack -- delay fear messages */
2766 if (fear && m_ptr->ml && !mdeath)
2773 msg_format("%^s¤Ï¶²Éݤ·¤Æƨ¤²½Ð¤·¤¿¡ª", m_name);
2775 msg_format("%^s flees in terror!", m_name);
2780 if ((p_ptr->special_defense & KATA_IAI) && ((mode != HISSATSU_IAI) || mdeath))
2782 set_action(ACTION_NONE);
2789 bool pattern_seq(int c_y, int c_x, int n_y, int n_x)
2791 feature_type *cur_f_ptr = &f_info[cave[c_y][c_x].feat];
2792 feature_type *new_f_ptr = &f_info[cave[n_y][n_x].feat];
2793 bool is_pattern_tile_cur = have_flag(cur_f_ptr->flags, FF_PATTERN);
2794 bool is_pattern_tile_new = have_flag(new_f_ptr->flags, FF_PATTERN);
2795 int pattern_type_cur, pattern_type_new;
2797 if (!is_pattern_tile_cur && !is_pattern_tile_new) return TRUE;
2799 pattern_type_cur = is_pattern_tile_cur ? cur_f_ptr->subtype : NOT_PATTERN_TILE;
2800 pattern_type_new = is_pattern_tile_new ? new_f_ptr->subtype : NOT_PATTERN_TILE;
2802 if (pattern_type_new == PATTERN_TILE_START)
2804 if (!is_pattern_tile_cur && !p_ptr->confused && !p_ptr->stun && !p_ptr->image)
2807 if (get_check("¥Ñ¥¿¡¼¥ó¤Î¾å¤òÊ⤻Ϥá¤ë¤È¡¢Á´¤Æ¤òÊ⤫¤Ê¤±¤ì¤Ð¤Ê¤ê¤Þ¤»¤ó¡£¤¤¤¤¤Ç¤¹¤«¡©"))
2809 if (get_check("If you start walking the Pattern, you must walk the whole way. Ok? "))
2818 else if ((pattern_type_new == PATTERN_TILE_OLD) ||
2819 (pattern_type_new == PATTERN_TILE_END) ||
2820 (pattern_type_new == PATTERN_TILE_WRECKED))
2822 if (is_pattern_tile_cur)
2829 msg_print("¥Ñ¥¿¡¼¥ó¤Î¾å¤òÊ⤯¤Ë¤Ï¥¹¥¿¡¼¥ÈÃÏÅÀ¤«¤éÊ⤻Ϥá¤Ê¤¯¤Æ¤Ï¤Ê¤ê¤Þ¤»¤ó¡£");
2831 msg_print("You must start walking the Pattern from the startpoint.");
2837 else if ((pattern_type_new == PATTERN_TILE_TELEPORT) ||
2838 (pattern_type_cur == PATTERN_TILE_TELEPORT))
2842 else if (pattern_type_cur == PATTERN_TILE_START)
2844 if (is_pattern_tile_new)
2849 msg_print("¥Ñ¥¿¡¼¥ó¤Î¾å¤ÏÀµ¤·¤¤½ç½ø¤ÇÊ⤫¤Í¤Ð¤Ê¤ê¤Þ¤»¤ó¡£");
2851 msg_print("You must walk the Pattern in correct order.");
2857 else if ((pattern_type_cur == PATTERN_TILE_OLD) ||
2858 (pattern_type_cur == PATTERN_TILE_END) ||
2859 (pattern_type_cur == PATTERN_TILE_WRECKED))
2861 if (!is_pattern_tile_new)
2864 msg_print("¥Ñ¥¿¡¼¥ó¤òƧ¤ß³°¤·¤Æ¤Ï¤¤¤±¤Þ¤»¤ó¡£");
2866 msg_print("You may not step off from the Pattern.");
2878 if (!is_pattern_tile_cur)
2881 msg_print("¥Ñ¥¿¡¼¥ó¤Î¾å¤òÊ⤯¤Ë¤Ï¥¹¥¿¡¼¥ÈÃÏÅÀ¤«¤éÊ⤻Ϥá¤Ê¤¯¤Æ¤Ï¤Ê¤ê¤Þ¤»¤ó¡£");
2883 msg_print("You must start walking the Pattern from the startpoint.");
2890 byte ok_move = PATTERN_TILE_START;
2891 switch (pattern_type_cur)
2893 case PATTERN_TILE_1:
2894 ok_move = PATTERN_TILE_2;
2896 case PATTERN_TILE_2:
2897 ok_move = PATTERN_TILE_3;
2899 case PATTERN_TILE_3:
2900 ok_move = PATTERN_TILE_4;
2902 case PATTERN_TILE_4:
2903 ok_move = PATTERN_TILE_1;
2908 msg_format("¤ª¤«¤·¤Ê¥Ñ¥¿¡¼¥óÊâ¹Ô¡¢%d¡£", pattern_type_cur);
2910 msg_format("Funny Pattern walking, %d.", pattern_type_cur);
2913 return TRUE; /* Goof-up */
2916 if ((pattern_type_new == ok_move) ||
2917 (pattern_type_new == pattern_type_cur))
2921 if (!is_pattern_tile_new)
2923 msg_print("¥Ñ¥¿¡¼¥ó¤òƧ¤ß³°¤·¤Æ¤Ï¤¤¤±¤Þ¤»¤ó¡£");
2925 msg_print("You may not step off from the Pattern.");
2929 msg_print("¥Ñ¥¿¡¼¥ó¤Î¾å¤ÏÀµ¤·¤¤½ç½ø¤ÇÊ⤫¤Í¤Ð¤Ê¤ê¤Þ¤»¤ó¡£");
2931 msg_print("You must walk the Pattern in correct order.");
2941 bool player_can_enter(s16b feature, u16b mode)
2943 feature_type *f_ptr = &f_info[feature];
2945 if (p_ptr->riding) return monster_can_cross_terrain(feature, &r_info[m_list[p_ptr->riding].r_idx], mode | CEM_RIDING);
2948 if (have_flag(f_ptr->flags, FF_PATTERN))
2950 if (!(mode & CEM_P_CAN_ENTER_PATTERN)) return FALSE;
2954 if (have_flag(f_ptr->flags, FF_CAN_FLY) && p_ptr->levitation) return TRUE;
2955 if (have_flag(f_ptr->flags, FF_CAN_SWIM) && p_ptr->can_swim) return TRUE;
2956 if (have_flag(f_ptr->flags, FF_CAN_PASS) && p_ptr->pass_wall) return TRUE;
2958 if (!have_flag(f_ptr->flags, FF_MOVE)) return FALSE;
2967 bool move_player_effect(int ny, int nx, u32b mpe_mode)
2969 cave_type *c_ptr = &cave[ny][nx];
2970 feature_type *f_ptr = &f_info[c_ptr->feat];
2972 if (!(mpe_mode & MPE_STAYING))
2976 cave_type *oc_ptr = &cave[oy][ox];
2977 int om_idx = oc_ptr->m_idx;
2978 int nm_idx = c_ptr->m_idx;
2980 /* Move the player */
2984 /* Hack -- For moving monster or riding player's moving */
2985 if (!(mpe_mode & MPE_DONT_SWAP_MON))
2987 /* Swap two monsters */
2988 c_ptr->m_idx = om_idx;
2989 oc_ptr->m_idx = nm_idx;
2991 if (om_idx > 0) /* Monster on old spot (or p_ptr->riding) */
2993 monster_type *om_ptr = &m_list[om_idx];
2996 update_mon(om_idx, TRUE);
2999 if (nm_idx > 0) /* Monster on new spot */
3001 monster_type *nm_ptr = &m_list[nm_idx];
3004 update_mon(nm_idx, TRUE);
3008 /* Redraw old spot */
3011 /* Redraw new spot */
3014 /* Check for new panel (redraw map) */
3017 if (mpe_mode & MPE_FORGET_FLOW)
3021 /* Mega-Hack -- Forget the view */
3022 p_ptr->update |= (PU_UN_VIEW);
3025 p_ptr->redraw |= (PR_MAP);
3029 p_ptr->update |= (PU_VIEW | PU_LITE | PU_FLOW | PU_MON_LITE | PU_DISTANCE);
3032 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
3034 /* Remove "unsafe" flag */
3035 if ((!p_ptr->blind && !no_lite()) || !is_trap(c_ptr->feat)) c_ptr->info &= ~(CAVE_UNSAFE);
3037 /* For get everything when requested hehe I'm *NASTY* */
3038 if (dun_level && (d_info[dungeon_type].flags1 & DF1_FORGET)) wiz_dark();
3041 if (mpe_mode & MPE_HANDLE_STUFF) handle_stuff();
3043 if (p_ptr->pclass == CLASS_NINJA)
3045 if (c_ptr->info & (CAVE_GLOW)) set_superstealth(FALSE);
3046 else if (p_ptr->cur_lite <= 0) set_superstealth(TRUE);
3049 if ((p_ptr->action == ACTION_HAYAGAKE) &&
3050 (!have_flag(f_ptr->flags, FF_PROJECT) ||
3051 (!p_ptr->levitation && have_flag(f_ptr->flags, FF_DEEP))))
3054 msg_print("¤³¤³¤Ç¤ÏÁÇÁ᤯ư¤±¤Ê¤¤¡£");
3056 msg_print("You cannot run in here.");
3058 set_action(ACTION_NONE);
3062 if (mpe_mode & MPE_ENERGY_USE)
3064 if (music_singing(MUSIC_WALL))
3066 (void)project(0, 0, py, px, (60 + p_ptr->lev), GF_DISINTEGRATE,
3067 PROJECT_KILL | PROJECT_ITEM, -1);
3069 if (!player_bold(ny, nx) || p_ptr->is_dead || p_ptr->leaving) return FALSE;
3072 /* Spontaneous Searching */
3073 if ((p_ptr->skill_fos >= 50) || (0 == randint0(50 - p_ptr->skill_fos)))
3078 /* Continuous Searching */
3079 if (p_ptr->action == ACTION_SEARCH)
3085 /* Handle "objects" */
3086 if (!(mpe_mode & MPE_DONT_PICKUP))
3088 carry((mpe_mode & MPE_DO_PICKUP) ? TRUE : FALSE);
3091 /* Handle "store doors" */
3092 if (have_flag(f_ptr->flags, FF_STORE))
3098 /* Hack -- Enter store */
3099 command_new = SPECIAL_KEY_STORE;
3102 /* Handle "building doors" -KMW- */
3103 else if (have_flag(f_ptr->flags, FF_BLDG))
3109 /* Hack -- Enter building */
3110 command_new = SPECIAL_KEY_BUILDING;
3113 /* Handle quest areas -KMW- */
3114 else if (have_flag(f_ptr->flags, FF_QUEST_ENTER))
3120 /* Hack -- Enter quest level */
3121 command_new = SPECIAL_KEY_QUEST;
3124 else if (have_flag(f_ptr->flags, FF_QUEST_EXIT))
3126 if (quest[p_ptr->inside_quest].type == QUEST_TYPE_FIND_EXIT)
3128 complete_quest(p_ptr->inside_quest);
3131 leave_quest_check();
3133 p_ptr->inside_quest = c_ptr->special;
3138 p_ptr->leaving = TRUE;
3141 /* Set off a trap */
3142 else if (have_flag(f_ptr->flags, FF_HIT_TRAP) && !(mpe_mode & MPE_STAYING))
3148 if (c_ptr->mimic || have_flag(f_ptr->flags, FF_SECRET))
3152 msg_print("¥È¥é¥Ã¥×¤À¡ª");
3154 msg_print("You found a trap!");
3158 disclose_grid(py, px);
3162 hit_trap((mpe_mode & MPE_BREAK_TRAP) ? TRUE : FALSE);
3164 if (!player_bold(ny, nx) || p_ptr->is_dead || p_ptr->leaving) return FALSE;
3167 /* Warn when leaving trap detected region */
3168 if (!(mpe_mode & MPE_STAYING) && (disturb_trap_detect || alert_trap_detect)
3169 && p_ptr->dtrap && !(c_ptr->info & CAVE_IN_DETECT))
3171 /* No duplicate warning */
3172 p_ptr->dtrap = FALSE;
3174 /* You are just on the edge */
3175 if (!(c_ptr->info & CAVE_UNSAFE))
3177 if (alert_trap_detect)
3180 msg_print("* Ãí°Õ:¤³¤ÎÀè¤Ï¥È¥é¥Ã¥×¤Î´¶ÃÎÈϰϳ°¤Ç¤¹¡ª *");
3182 msg_print("*Leaving trap detect region!*");
3186 if (disturb_trap_detect) disturb(0, 1);
3190 return player_bold(ny, nx) && !p_ptr->is_dead && !p_ptr->leaving;
3194 bool trap_can_be_ignored(int feat)
3196 feature_type *f_ptr = &f_info[feat];
3198 if (!have_flag(f_ptr->flags, FF_TRAP)) return TRUE;
3200 switch (f_ptr->subtype)
3204 case TRAP_SPIKED_PIT:
3205 case TRAP_POISON_PIT:
3206 if (p_ptr->levitation) return TRUE;
3209 if (p_ptr->anti_tele) return TRUE;
3212 if (p_ptr->immune_fire) return TRUE;
3215 if (p_ptr->immune_acid) return TRUE;
3218 if (p_ptr->resist_blind) return TRUE;
3221 if (p_ptr->resist_conf) return TRUE;
3224 if (p_ptr->resist_pois) return TRUE;
3227 if (p_ptr->free_act) return TRUE;
3236 * Determine if a "boundary" grid is "floor mimic"
3238 #define boundary_floor(C, F, MF) \
3239 ((C)->mimic && permanent_wall(F) && \
3240 (have_flag((MF)->flags, FF_MOVE) || have_flag((MF)->flags, FF_CAN_FLY)) && \
3241 have_flag((MF)->flags, FF_PROJECT) && \
3242 !have_flag((MF)->flags, FF_OPEN))
3245 * Move player in the given direction, with the given "pickup" flag.
3247 * This routine should (probably) always induce energy expenditure.
3249 * Note that moving will *always* take a turn, and will *always* hit
3250 * any monster which might be in the destination grid. Previously,
3251 * moving into walls was "free" and did NOT hit invisible monsters.
3253 void move_player(int dir, bool do_pickup, bool break_trap)
3255 /* Find the result of moving */
3256 int y = py + ddy[dir];
3257 int x = px + ddx[dir];
3259 /* Examine the destination */
3260 cave_type *c_ptr = &cave[y][x];
3262 feature_type *f_ptr = &f_info[c_ptr->feat];
3264 monster_type *m_ptr;
3266 monster_type *riding_m_ptr = &m_list[p_ptr->riding];
3267 monster_race *riding_r_ptr = &r_info[p_ptr->riding ? riding_m_ptr->r_idx : 0]; /* Paranoia */
3271 bool p_can_enter = player_can_enter(c_ptr->feat, CEM_P_CAN_ENTER_PATTERN);
3272 bool p_can_kill_walls = FALSE;
3273 bool stormbringer = FALSE;
3275 bool oktomove = TRUE;
3276 bool do_past = FALSE;
3279 if (!dun_level && !p_ptr->wild_mode &&
3280 ((x == 0) || (x == MAX_WID - 1) ||
3281 (y == 0) || (y == MAX_HGT - 1)))
3283 /* Can the player enter the grid? */
3284 if (c_ptr->mimic && player_can_enter(c_ptr->mimic, 0))
3286 /* Hack: move to new area */
3287 if ((y == 0) && (x == 0))
3289 p_ptr->wilderness_y--;
3290 p_ptr->wilderness_x--;
3291 p_ptr->oldpy = cur_hgt - 2;
3292 p_ptr->oldpx = cur_wid - 2;
3293 ambush_flag = FALSE;
3296 else if ((y == 0) && (x == MAX_WID - 1))
3298 p_ptr->wilderness_y--;
3299 p_ptr->wilderness_x++;
3300 p_ptr->oldpy = cur_hgt - 2;
3302 ambush_flag = FALSE;
3305 else if ((y == MAX_HGT - 1) && (x == 0))
3307 p_ptr->wilderness_y++;
3308 p_ptr->wilderness_x--;
3310 p_ptr->oldpx = cur_wid - 2;
3311 ambush_flag = FALSE;
3314 else if ((y == MAX_HGT - 1) && (x == MAX_WID - 1))
3316 p_ptr->wilderness_y++;
3317 p_ptr->wilderness_x++;
3320 ambush_flag = FALSE;
3325 p_ptr->wilderness_y--;
3326 p_ptr->oldpy = cur_hgt - 2;
3328 ambush_flag = FALSE;
3331 else if (y == MAX_HGT - 1)
3333 p_ptr->wilderness_y++;
3336 ambush_flag = FALSE;
3341 p_ptr->wilderness_x--;
3342 p_ptr->oldpx = cur_wid - 2;
3344 ambush_flag = FALSE;
3347 else if (x == MAX_WID - 1)
3349 p_ptr->wilderness_x++;
3352 ambush_flag = FALSE;
3355 p_ptr->leaving = TRUE;
3361 /* "Blocked" message appears later */
3362 /* oktomove = FALSE; */
3363 p_can_enter = FALSE;
3366 /* Get the monster */
3367 m_ptr = &m_list[c_ptr->m_idx];
3370 if (inventory[INVEN_RARM].name1 == ART_STORMBRINGER) stormbringer = TRUE;
3371 if (inventory[INVEN_LARM].name1 == ART_STORMBRINGER) stormbringer = TRUE;
3373 /* Player can not walk through "walls"... */
3374 /* unless in Shadow Form */
3375 p_can_kill_walls = p_ptr->kill_wall && have_flag(f_ptr->flags, FF_HURT_DISI) &&
3376 (!p_can_enter || !have_flag(f_ptr->flags, FF_LOS)) &&
3377 !have_flag(f_ptr->flags, FF_PERMANENT);
3379 /* Hack -- attack monsters */
3380 if (c_ptr->m_idx && (m_ptr->ml || p_can_enter || p_can_kill_walls))
3382 monster_race *r_ptr = &r_info[m_ptr->r_idx];
3384 /* Attack -- only if we can see it OR it is not in a wall */
3385 if (!is_hostile(m_ptr) &&
3386 !(p_ptr->confused || p_ptr->image || !m_ptr->ml || p_ptr->stun ||
3387 ((p_ptr->muta2 & MUT2_BERS_RAGE) && p_ptr->shero)) &&
3388 pattern_seq(py, px, y, x) && (p_can_enter || p_can_kill_walls))
3390 /* Disturb the monster */
3391 (void)set_monster_csleep(c_ptr->m_idx, 0);
3393 /* Extract monster name (or "it") */
3394 monster_desc(m_name, m_ptr, 0);
3398 /* Auto-Recall if possible and visible */
3399 if (!p_ptr->image) monster_race_track(m_ptr->ap_r_idx);
3401 /* Track a new monster */
3402 health_track(c_ptr->m_idx);
3406 if ((stormbringer && (randint1(1000) > 666)) || (p_ptr->pclass == CLASS_BERSERKER))
3411 else if (monster_can_cross_terrain(cave[py][px].feat, r_ptr, 0))
3418 msg_format("%^s¤¬¼ÙËâ¤À¡ª", m_name);
3420 msg_format("%^s is in your way!", m_name);
3427 /* now continue on to 'movement' */
3436 if (oktomove && p_ptr->riding)
3438 if (riding_r_ptr->flags1 & RF1_NEVER_MOVE)
3441 msg_print("Æ°¤±¤Ê¤¤¡ª");
3443 msg_print("Can't move!");
3449 else if (MON_MONFEAR(riding_m_ptr))
3453 /* Acquire the monster name */
3454 monster_desc(m_name, riding_m_ptr, 0);
3456 /* Dump a message */
3458 msg_format("%s¤¬¶²Éݤ·¤Æ¤¤¤ÆÀ©¸æ¤Ç¤¤Ê¤¤¡£", m_name);
3460 msg_format("%^s is too scared to control.", m_name);
3465 else if (p_ptr->riding_ryoute)
3470 else if (have_flag(f_ptr->flags, FF_CAN_FLY) && (riding_r_ptr->flags7 & RF7_CAN_FLY))
3474 else if (have_flag(f_ptr->flags, FF_CAN_SWIM) && (riding_r_ptr->flags7 & RF7_CAN_SWIM))
3478 else if (have_flag(f_ptr->flags, FF_WATER) &&
3479 !(riding_r_ptr->flags7 & RF7_AQUATIC) &&
3480 (have_flag(f_ptr->flags, FF_DEEP) || (riding_r_ptr->flags2 & RF2_AURA_FIRE)))
3483 msg_format("%s¤Î¾å¤Ë¹Ô¤±¤Ê¤¤¡£", f_name + f_info[get_feat_mimic(c_ptr)].name);
3485 msg_print("Can't swim.");
3491 else if (!have_flag(f_ptr->flags, FF_WATER) && (riding_r_ptr->flags7 & RF7_AQUATIC))
3494 msg_format("%s¤«¤é¾å¤¬¤ì¤Ê¤¤¡£", f_name + f_info[get_feat_mimic(&cave[py][px])].name);
3496 msg_print("Can't land.");
3502 else if (have_flag(f_ptr->flags, FF_LAVA) && !(riding_r_ptr->flagsr & RFR_EFF_IM_FIRE_MASK))
3505 msg_format("%s¤Î¾å¤Ë¹Ô¤±¤Ê¤¤¡£", f_name + f_info[get_feat_mimic(c_ptr)].name);
3507 msg_print("Too hot to go through.");
3514 if (oktomove && MON_STUNNED(riding_m_ptr) && one_in_(2))
3517 monster_desc(m_name, riding_m_ptr, 0);
3519 msg_format("%s¤¬Û¯Û°¤È¤·¤Æ¤¤¤Æ¤¦¤Þ¤¯Æ°¤±¤Ê¤¤¡ª",m_name);
3521 msg_format("You cannot control stunned %s!",m_name);
3532 else if (!have_flag(f_ptr->flags, FF_MOVE) && have_flag(f_ptr->flags, FF_CAN_FLY) && !p_ptr->levitation)
3535 msg_format("¶õ¤òÈô¤Ð¤Ê¤¤¤È%s¤Î¾å¤Ë¤Ï¹Ô¤±¤Ê¤¤¡£", f_name + f_info[get_feat_mimic(c_ptr)].name);
3537 msg_format("You need to fly to go through the %s.", f_name + f_info[get_feat_mimic(c_ptr)].name);
3546 * Player can move through trees and
3547 * has effective -10 speed
3548 * Rangers can move without penality
3550 else if (have_flag(f_ptr->flags, FF_TREE) && !p_can_kill_walls)
3552 if ((p_ptr->pclass != CLASS_RANGER) && !p_ptr->levitation && (!p_ptr->riding || !(riding_r_ptr->flags8 & RF8_WILD_WOOD))) energy_use *= 2;
3555 #ifdef ALLOW_EASY_DISARM /* TNB */
3557 /* Disarm a visible trap */
3558 else if ((do_pickup != easy_disarm) && have_flag(f_ptr->flags, FF_DISARM) && !c_ptr->mimic)
3560 if (!trap_can_be_ignored(c_ptr->feat))
3562 (void)do_cmd_disarm_aux(y, x, dir);
3567 #endif /* ALLOW_EASY_DISARM -- TNB */
3569 /* Player can not walk through "walls" unless in wraith form...*/
3570 else if (!p_can_enter && !p_can_kill_walls)
3572 /* Feature code (applying "mimic" field) */
3573 s16b feat = get_feat_mimic(c_ptr);
3574 feature_type *mimic_f_ptr = &f_info[feat];
3575 cptr name = f_name + mimic_f_ptr->name;
3579 /* Notice things in the dark */
3580 if (!(c_ptr->info & CAVE_MARK) && !player_can_see_bold(y, x))
3582 /* Boundary floor mimic */
3583 if (boundary_floor(c_ptr, f_ptr, mimic_f_ptr))
3586 msg_print("¤½¤ì°Ê¾åÀè¤Ë¤Ï¿Ê¤á¤Ê¤¤¤è¤¦¤À¡£");
3588 msg_print("You feel you cannot go any more.");
3592 /* Wall (or secret door) */
3596 msg_format("%s¤¬¹Ô¤¯¼ê¤ò¤Ï¤Ð¤ó¤Ç¤¤¤ë¤è¤¦¤À¡£", name);
3598 msg_format("You feel %s %s blocking your way.",
3599 is_a_vowel(name[0]) ? "an" : "a", name);
3602 c_ptr->info |= (CAVE_MARK);
3610 /* Boundary floor mimic */
3611 if (boundary_floor(c_ptr, f_ptr, mimic_f_ptr))
3614 msg_print("¤½¤ì°Ê¾åÀè¤Ë¤Ï¿Ê¤á¤Ê¤¤¡£");
3616 msg_print("You cannot go any more.");
3619 if (!(p_ptr->confused || p_ptr->stun || p_ptr->image))
3623 /* Wall (or secret door) */
3626 #ifdef ALLOW_EASY_OPEN
3628 if (easy_open && is_closed_door(feat) && easy_open_door(y, x)) return;
3629 #endif /* ALLOW_EASY_OPEN */
3632 msg_format("%s¤¬¹Ô¤¯¼ê¤ò¤Ï¤Ð¤ó¤Ç¤¤¤ë¡£", name);
3634 msg_format("There is %s %s blocking your way.",
3635 is_a_vowel(name[0]) ? "an" : "a", name);
3639 * Well, it makes sense that you lose time bumping into
3640 * a wall _if_ you are confused, stunned or blind; but
3641 * typing mistakes should not cost you a turn...
3643 if (!(p_ptr->confused || p_ptr->stun || p_ptr->image))
3648 /* Disturb the player */
3652 if (!boundary_floor(c_ptr, f_ptr, mimic_f_ptr)) sound(SOUND_HITWALL);
3655 /* Normal movement */
3656 if (oktomove && !pattern_seq(py, px, y, x))
3658 if (!(p_ptr->confused || p_ptr->stun || p_ptr->image))
3663 /* To avoid a loop with running */
3669 /* Normal movement */
3672 u32b mpe_mode = MPE_ENERGY_USE;
3676 if (!process_warning(x, y))
3686 msg_format("%s¤ò²¡¤·Âऱ¤¿¡£", m_name);
3688 msg_format("You push past %s.", m_name);
3692 /* Change oldpx and oldpy to place the player well when going back to big mode */
3693 if (p_ptr->wild_mode)
3695 if (ddy[dir] > 0) p_ptr->oldpy = 1;
3696 if (ddy[dir] < 0) p_ptr->oldpy = MAX_HGT - 2;
3697 if (ddy[dir] == 0) p_ptr->oldpy = MAX_HGT / 2;
3698 if (ddx[dir] > 0) p_ptr->oldpx = 1;
3699 if (ddx[dir] < 0) p_ptr->oldpx = MAX_WID - 2;
3700 if (ddx[dir] == 0) p_ptr->oldpx = MAX_WID / 2;
3703 if (p_can_kill_walls)
3705 cave_alter_feat(y, x, FF_HURT_DISI);
3707 /* Update some things -- similar to GF_KILL_WALL */
3708 p_ptr->update |= (PU_FLOW);
3712 /* sound(SOUND_WALK); */
3714 #ifdef ALLOW_EASY_DISARM /* TNB */
3716 if (do_pickup != always_pickup) mpe_mode |= MPE_DO_PICKUP;
3718 #else /* ALLOW_EASY_DISARM -- TNB */
3720 if (do_pickup) mpe_mode |= MPE_DO_PICKUP;
3722 #endif /* ALLOW_EASY_DISARM -- TNB */
3724 if (break_trap) mpe_mode |= MPE_BREAK_TRAP;
3726 /* Move the player */
3727 (void)move_player_effect(y, x, mpe_mode);
3732 static bool ignore_avoid_run;
3735 * Hack -- Check for a "known wall" (see below)
3737 static int see_wall(int dir, int y, int x)
3741 /* Get the new location */
3745 /* Illegal grids are not known walls */
3746 if (!in_bounds2(y, x)) return (FALSE);
3749 c_ptr = &cave[y][x];
3751 /* Must be known to the player */
3752 if (c_ptr->info & (CAVE_MARK))
3754 /* Feature code (applying "mimic" field) */
3755 s16b feat = get_feat_mimic(c_ptr);
3756 feature_type *f_ptr = &f_info[feat];
3758 /* Wall grids are known walls */
3759 if (!player_can_enter(feat, 0)) return !have_flag(f_ptr->flags, FF_DOOR);
3761 /* Don't run on a tree unless explicitly requested */
3762 if (have_flag(f_ptr->flags, FF_AVOID_RUN) && !ignore_avoid_run)
3765 /* Don't run in a wall */
3766 if (!have_flag(f_ptr->flags, FF_MOVE) && !have_flag(f_ptr->flags, FF_CAN_FLY))
3767 return !have_flag(f_ptr->flags, FF_DOOR);
3775 * Hack -- Check for an "unknown corner" (see below)
3777 static int see_nothing(int dir, int y, int x)
3779 /* Get the new location */
3783 /* Illegal grids are unknown */
3784 if (!in_bounds2(y, x)) return (TRUE);
3786 /* Memorized grids are always known */
3787 if (cave[y][x].info & (CAVE_MARK)) return (FALSE);
3789 /* Viewable door/wall grids are known */
3790 if (player_can_see_bold(y, x)) return (FALSE);
3801 * The running algorithm: -CJS-
3803 * In the diagrams below, the player has just arrived in the
3804 * grid marked as '@', and he has just come from a grid marked
3805 * as 'o', and he is about to enter the grid marked as 'x'.
3807 * Of course, if the "requested" move was impossible, then you
3808 * will of course be blocked, and will stop.
3810 * Overview: You keep moving until something interesting happens.
3811 * If you are in an enclosed space, you follow corners. This is
3812 * the usual corridor scheme. If you are in an open space, you go
3813 * straight, but stop before entering enclosed space. This is
3814 * analogous to reaching doorways. If you have enclosed space on
3815 * one side only (that is, running along side a wall) stop if
3816 * your wall opens out, or your open space closes in. Either case
3817 * corresponds to a doorway.
3819 * What happens depends on what you can really SEE. (i.e. if you
3820 * have no light, then running along a dark corridor is JUST like
3821 * running in a dark room.) The algorithm works equally well in
3822 * corridors, rooms, mine tailings, earthquake rubble, etc, etc.
3824 * These conditions are kept in static memory:
3825 * find_openarea You are in the open on at least one
3827 * find_breakleft You have a wall on the left, and will
3829 * find_breakright You have a wall on the right, and will
3832 * To initialize these conditions, we examine the grids adjacent
3833 * to the grid marked 'x', two on each side (marked 'L' and 'R').
3834 * If either one of the two grids on a given side is seen to be
3835 * closed, then that side is considered to be closed. If both
3836 * sides are closed, then it is an enclosed (corridor) run.
3842 * Looking at more than just the immediate squares is
3843 * significant. Consider the following case. A run along the
3844 * corridor will stop just before entering the center point,
3845 * because a choice is clearly established. Running in any of
3846 * three available directions will be defined as a corridor run.
3847 * Note that a minor hack is inserted to make the angled corridor
3848 * entry (with one side blocked near and the other side blocked
3849 * further away from the runner) work correctly. The runner moves
3850 * diagonally, but then saves the previous direction as being
3851 * straight into the gap. Otherwise, the tail end of the other
3852 * entry would be perceived as an alternative on the next move.
3860 * Likewise, a run along a wall, and then into a doorway (two
3861 * runs) will work correctly. A single run rightwards from @ will
3862 * stop at 1. Another run right and down will enter the corridor
3863 * and make the corner, stopping at the 2.
3865 * ##################
3867 * ########### ######
3871 * After any move, the function area_affect is called to
3872 * determine the new surroundings, and the direction of
3873 * subsequent moves. It examines the current player location
3874 * (at which the runner has just arrived) and the previous
3875 * direction (from which the runner is considered to have come).
3877 * Moving one square in some direction places you adjacent to
3878 * three or five new squares (for straight and diagonal moves
3879 * respectively) to which you were not previously adjacent,
3880 * marked as '!' in the diagrams below.
3883 * .o@! (normal) .o.! (diagonal)
3884 * ...! (east) ..@! (south east)
3887 * You STOP if any of the new squares are interesting in any way:
3888 * for example, if they contain visible monsters or treasure.
3890 * You STOP if any of the newly adjacent squares seem to be open,
3891 * and you are also looking for a break on that side. (that is,
3892 * find_openarea AND find_break).
3894 * You STOP if any of the newly adjacent squares do NOT seem to be
3895 * open and you are in an open area, and that side was previously
3898 * Corners: If you are not in the open (i.e. you are in a corridor)
3899 * and there is only one way to go in the new squares, then turn in
3900 * that direction. If there are more than two new ways to go, STOP.
3901 * If there are two ways to go, and those ways are separated by a
3902 * square which does not seem to be open, then STOP.
3904 * Otherwise, we have a potential corner. There are two new open
3905 * squares, which are also adjacent. One of the new squares is
3906 * diagonally located, the other is straight on (as in the diagram).
3907 * We consider two more squares further out (marked below as ?).
3909 * We assign "option" to the straight-on grid, and "option2" to the
3910 * diagonal grid, and "check_dir" to the grid marked 's'.
3916 * If they are both seen to be closed, then it is seen that no benefit
3917 * is gained from moving straight. It is a known corner. To cut the
3918 * corner, go diagonally, otherwise go straight, but pretend you
3919 * stepped diagonally into that next location for a full view next
3920 * time. Conversely, if one of the ? squares is not seen to be closed,
3921 * then there is a potential choice. We check to see whether it is a
3922 * potential corner or an intersection/room entrance. If the square
3923 * two spaces straight ahead, and the space marked with 's' are both
3924 * unknown space, then it is a potential corner and enter if
3925 * find_examine is set, otherwise must stop because it is not a
3926 * corner. (find_examine option is removed and always is TRUE.)
3933 * Hack -- allow quick "cycling" through the legal directions
3935 static byte cycle[] =
3936 { 1, 2, 3, 6, 9, 8, 7, 4, 1, 2, 3, 6, 9, 8, 7, 4, 1 };
3939 * Hack -- map each direction into the "middle" of the "cycle[]" array
3941 static byte chome[] =
3942 { 0, 8, 9, 10, 7, 0, 11, 6, 5, 4 };
3945 * The direction we are running
3947 static byte find_current;
3950 * The direction we came from
3952 static byte find_prevdir;
3955 * We are looking for open area
3957 static bool find_openarea;
3960 * We are looking for a break
3962 static bool find_breakright;
3963 static bool find_breakleft;
3968 * Initialize the running algorithm for a new direction.
3970 * Diagonal Corridor -- allow diaginal entry into corridors.
3972 * Blunt Corridor -- If there is a wall two spaces ahead and
3973 * we seem to be in a corridor, then force a turn into the side
3974 * corridor, must be moving straight into a corridor here. ???
3976 * Diagonal Corridor Blunt Corridor (?)
3981 static void run_init(int dir)
3983 int row, col, deepleft, deepright;
3984 int i, shortleft, shortright;
3987 /* Save the direction */
3990 /* Assume running straight */
3993 /* Assume looking for open area */
3994 find_openarea = TRUE;
3996 /* Assume not looking for breaks */
3997 find_breakright = find_breakleft = FALSE;
3999 /* Assume no nearby walls */
4000 deepleft = deepright = FALSE;
4001 shortright = shortleft = FALSE;
4006 /* Find the destination grid */
4007 row = py + ddy[dir];
4008 col = px + ddx[dir];
4010 ignore_avoid_run = cave_have_flag_bold(row, col, FF_AVOID_RUN);
4012 /* Extract cycle index */
4015 /* Check for walls */
4016 if (see_wall(cycle[i+1], py, px))
4018 find_breakleft = TRUE;
4021 else if (see_wall(cycle[i+1], row, col))
4023 find_breakleft = TRUE;
4027 /* Check for walls */
4028 if (see_wall(cycle[i-1], py, px))
4030 find_breakright = TRUE;
4033 else if (see_wall(cycle[i-1], row, col))
4035 find_breakright = TRUE;
4039 /* Looking for a break */
4040 if (find_breakleft && find_breakright)
4042 /* Not looking for open area */
4043 find_openarea = FALSE;
4045 /* Hack -- allow angled corridor entry */
4048 if (deepleft && !deepright)
4050 find_prevdir = cycle[i - 1];
4052 else if (deepright && !deepleft)
4054 find_prevdir = cycle[i + 1];
4058 /* Hack -- allow blunt corridor entry */
4059 else if (see_wall(cycle[i], row, col))
4061 if (shortleft && !shortright)
4063 find_prevdir = cycle[i - 2];
4065 else if (shortright && !shortleft)
4067 find_prevdir = cycle[i + 2];
4075 * Update the current "run" path
4077 * Return TRUE if the running should be stopped
4079 static bool run_test(void)
4081 int prev_dir, new_dir, check_dir = 0;
4084 int option = 0, option2 = 0;
4087 feature_type *f_ptr;
4089 /* Where we came from */
4090 prev_dir = find_prevdir;
4093 /* Range of newly adjacent grids */
4094 max = (prev_dir & 0x01) + 1;
4096 /* break run when leaving trap detected region */
4097 if ((disturb_trap_detect || alert_trap_detect)
4098 && p_ptr->dtrap && !(cave[py][px].info & CAVE_IN_DETECT))
4100 /* No duplicate warning */
4101 p_ptr->dtrap = FALSE;
4103 /* You are just on the edge */
4104 if (!(cave[py][px].info & CAVE_UNSAFE))
4106 if (alert_trap_detect)
4109 msg_print("* Ãí°Õ:¤³¤ÎÀè¤Ï¥È¥é¥Ã¥×¤Î´¶ÃÎÈϰϳ°¤Ç¤¹¡ª *");
4111 msg_print("*Leaving trap detect region!*");
4115 if (disturb_trap_detect)
4123 /* Look at every newly adjacent square. */
4124 for (i = -max; i <= max; i++)
4126 s16b this_o_idx, next_o_idx = 0;
4129 new_dir = cycle[chome[prev_dir] + i];
4132 row = py + ddy[new_dir];
4133 col = px + ddx[new_dir];
4136 c_ptr = &cave[row][col];
4138 /* Feature code (applying "mimic" field) */
4139 feat = get_feat_mimic(c_ptr);
4140 f_ptr = &f_info[feat];
4142 /* Visible monsters abort running */
4145 monster_type *m_ptr = &m_list[c_ptr->m_idx];
4147 /* Visible monster */
4148 if (m_ptr->ml) return (TRUE);
4151 /* Visible objects abort running */
4152 for (this_o_idx = c_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
4156 /* Acquire object */
4157 o_ptr = &o_list[this_o_idx];
4159 /* Acquire next object */
4160 next_o_idx = o_ptr->next_o_idx;
4162 /* Visible object */
4163 if (o_ptr->marked & OM_FOUND) return (TRUE);
4166 /* Assume unknown */
4169 /* Check memorized grids */
4170 if (c_ptr->info & (CAVE_MARK))
4172 bool notice = have_flag(f_ptr->flags, FF_NOTICE);
4174 if (notice && have_flag(f_ptr->flags, FF_MOVE))
4177 if (find_ignore_doors && have_flag(f_ptr->flags, FF_DOOR) && have_flag(f_ptr->flags, FF_CLOSE))
4179 /* Option -- ignore */
4184 else if (find_ignore_stairs && have_flag(f_ptr->flags, FF_STAIRS))
4186 /* Option -- ignore */
4191 else if (have_flag(f_ptr->flags, FF_LAVA) && (p_ptr->immune_fire || IS_INVULN()))
4198 else if (have_flag(f_ptr->flags, FF_WATER) && have_flag(f_ptr->flags, FF_DEEP) &&
4199 (p_ptr->levitation || p_ptr->can_swim || (p_ptr->total_weight <= weight_limit())))
4206 /* Interesting feature */
4207 if (notice) return (TRUE);
4209 /* The grid is "visible" */
4213 /* Analyze unknown grids and floors considering mimic */
4214 if (inv || !see_wall(0, row, col))
4216 /* Looking for open area */
4222 /* The first new direction. */
4228 /* Three new directions. Stop running. */
4234 /* Two non-adjacent new directions. Stop running. */
4235 else if (option != cycle[chome[prev_dir] + i - 1])
4240 /* Two new (adjacent) directions (case 1) */
4241 else if (new_dir & 0x01)
4243 check_dir = cycle[chome[prev_dir] + i - 2];
4247 /* Two new (adjacent) directions (case 2) */
4250 check_dir = cycle[chome[prev_dir] + i + 1];
4256 /* Obstacle, while looking for open area */
4263 /* Break to the right */
4264 find_breakright = TRUE;
4269 /* Break to the left */
4270 find_breakleft = TRUE;
4276 /* Looking for open area */
4279 /* Hack -- look again */
4280 for (i = -max; i < 0; i++)
4282 /* Unknown grid or non-wall */
4283 if (!see_wall(cycle[chome[prev_dir] + i], py, px))
4285 /* Looking to break right */
4286 if (find_breakright)
4295 /* Looking to break left */
4303 /* Hack -- look again */
4304 for (i = max; i > 0; i--)
4306 /* Unknown grid or non-wall */
4307 if (!see_wall(cycle[chome[prev_dir] + i], py, px))
4309 /* Looking to break left */
4319 /* Looking to break right */
4320 if (find_breakright)
4328 /* Not looking for open area */
4340 /* Primary option */
4341 find_current = option;
4343 /* No other options */
4344 find_prevdir = option;
4347 /* Two options, examining corners */
4350 /* Primary option */
4351 find_current = option;
4353 /* Hack -- allow curving */
4354 find_prevdir = option2;
4357 /* Two options, pick one */
4360 /* Get next location */
4361 row = py + ddy[option];
4362 col = px + ddx[option];
4364 /* Don't see that it is closed off. */
4365 /* This could be a potential corner or an intersection. */
4366 if (!see_wall(option, row, col) ||
4367 !see_wall(check_dir, row, col))
4369 /* Can not see anything ahead and in the direction we */
4370 /* are turning, assume that it is a potential corner. */
4371 if (see_nothing(option, row, col) &&
4372 see_nothing(option2, row, col))
4374 find_current = option;
4375 find_prevdir = option2;
4378 /* STOP: we are next to an intersection or a room */
4385 /* This corner is seen to be enclosed; we cut the corner. */
4388 find_current = option2;
4389 find_prevdir = option2;
4392 /* This corner is seen to be enclosed, and we */
4393 /* deliberately go the long way. */
4396 find_current = option;
4397 find_prevdir = option2;
4402 /* About to hit a known wall, stop */
4403 if (see_wall(find_current, py, px))
4415 * Take one step along the current "run" path
4417 void run_step(int dir)
4422 /* Ignore AVOID_RUN on a first step */
4423 ignore_avoid_run = TRUE;
4425 /* Hack -- do not start silly run */
4426 if (see_wall(dir, py, px))
4430 msg_print("¤½¤ÎÊý¸þ¤Ë¤ÏÁö¤ì¤Þ¤»¤ó¡£");
4432 msg_print("You cannot run in that direction.");
4460 /* Decrease the run counter */
4461 if (--running <= 0) return;
4466 /* Move the player, using the "pickup" flag */
4467 #ifdef ALLOW_EASY_DISARM /* TNB */
4469 move_player(find_current, FALSE, FALSE);
4471 #else /* ALLOW_EASY_DISARM -- TNB */
4473 move_player(find_current, always_pickup, FALSE);
4475 #endif /* ALLOW_EASY_DISARM -- TNB */
4477 if (player_bold(p_ptr->run_py, p_ptr->run_px))
4488 * Test for traveling
4490 static int travel_test(int prev_dir)
4494 const cave_type *c_ptr;
4497 /* Cannot travel when blind */
4498 if (p_ptr->blind || no_lite())
4500 msg_print(_("Ìܤ¬¸«¤¨¤Ê¤¤¡ª", "You cannot see!"));
4504 /* break run when leaving trap detected region */
4505 if ((disturb_trap_detect || alert_trap_detect)
4506 && p_ptr->dtrap && !(cave[py][px].info & CAVE_IN_DETECT))
4508 /* No duplicate warning */
4509 p_ptr->dtrap = FALSE;
4511 /* You are just on the edge */
4512 if (!(cave[py][px].info & CAVE_UNSAFE))
4514 if (alert_trap_detect)
4517 msg_print("* Ãí°Õ:¤³¤ÎÀè¤Ï¥È¥é¥Ã¥×¤Î´¶ÃÎÈϰϳ°¤Ç¤¹¡ª *");
4519 msg_print("*Leaving trap detect region!*");
4523 if (disturb_trap_detect)
4531 /* Range of newly adjacent grids */
4532 max = (prev_dir & 0x01) + 1;
4534 /* Look at every newly adjacent square. */
4535 for (i = -max; i <= max; i++)
4538 int dir = cycle[chome[prev_dir] + i];
4541 int row = py + ddy[dir];
4542 int col = px + ddx[dir];
4545 c_ptr = &cave[row][col];
4547 /* Visible monsters abort running */
4550 monster_type *m_ptr = &m_list[c_ptr->m_idx];
4552 /* Visible monster */
4553 if (m_ptr->ml) return (0);
4558 /* Travel cost of current grid */
4559 cost = travel.cost[py][px];
4561 /* Determine travel direction */
4562 for (i = 0; i < 8; ++ i) {
4563 int dir_cost = travel.cost[py+ddy_ddd[i]][px+ddx_ddd[i]];
4565 if (dir_cost < cost)
4572 if (!new_dir) return (0);
4574 /* Access newly move grid */
4575 c_ptr = &cave[py+ddy[new_dir]][px+ddx[new_dir]];
4577 /* Close door abort traveling */
4578 if (!easy_open && is_closed_door(c_ptr->feat)) return (0);
4580 /* Visible and unignorable trap abort tarveling */
4581 if (!c_ptr->mimic && !trap_can_be_ignored(c_ptr->feat)) return (0);
4591 void travel_step(void)
4593 /* Get travel direction */
4594 travel.dir = travel_test(travel.dir);
4599 if (travel.run == 255)
4602 msg_print("Æ»¶Ú¤¬¸«¤Ä¤«¤ê¤Þ¤»¤ó¡ª");
4604 msg_print("No route is found!");
4606 travel.y = travel.x = 0;
4614 move_player(travel.dir, always_pickup, FALSE);
4616 if ((py == travel.y) && (px == travel.x))
4619 travel.y = travel.x = 0;
4621 else if (travel.run > 0)
4625 Term_xtra(TERM_XTRA_DELAY, delay_factor);