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 = (weight + ((p_ptr->to_h_b + plus) * 4) + (p_ptr->lev * 2));
94 if (randint1(5000) <= i)
96 k = weight + randint1(500);
101 msg_print("¼ê¤´¤¿¤¨¤¬¤¢¤Ã¤¿¡ª");
103 msg_print("It was a good hit!");
111 msg_print("¤«¤Ê¤ê¤Î¼ê¤´¤¿¤¨¤¬¤¢¤Ã¤¿¡ª");
113 msg_print("It was a great hit!");
121 msg_print("²ñ¿´¤Î°ì·â¤À¡ª");
123 msg_print("It was a superb hit!");
136 * Critical hits (by player)
138 * Factor in weapon weight, total plusses, player level.
140 s16b critical_norm(int weight, int plus, int dam, s16b meichuu, int mode)
144 /* Extract "blow" power */
145 i = (weight + (meichuu * 3 + plus * 5) + (p_ptr->lev * 3));
148 if ((randint1((p_ptr->pclass == CLASS_NINJA) ? 4444 : 5000) <= i) || (mode == HISSATSU_MAJIN) || (mode == HISSATSU_3DAN))
150 k = weight + randint1(650);
151 if ((mode == HISSATSU_MAJIN) || (mode == HISSATSU_3DAN)) k+= randint1(650);
156 msg_print("¼ê¤´¤¿¤¨¤¬¤¢¤Ã¤¿¡ª");
158 msg_print("It was a good hit!");
166 msg_print("¤«¤Ê¤ê¤Î¼ê¤´¤¿¤¨¤¬¤¢¤Ã¤¿¡ª");
168 msg_print("It was a great hit!");
176 msg_print("²ñ¿´¤Î°ì·â¤À¡ª");
178 msg_print("It was a superb hit!");
186 msg_print("ºÇ¹â¤Î²ñ¿´¤Î°ì·â¤À¡ª");
188 msg_print("It was a *GREAT* hit!");
196 msg_print("ÈæÎà¤Ê¤ºÇ¹â¤Î²ñ¿´¤Î°ì·â¤À¡ª");
198 msg_print("It was a *SUPERB* hit!");
201 dam = ((7 * dam) / 2) + 25;
211 * Extract the "total damage" from a given object hitting a given monster.
213 * Note that "flasks of oil" do NOT do fire damage, although they
214 * certainly could be made to do so. XXX XXX
216 * Note that most brands and slays are x3, except Slay Animal (x2),
217 * Slay Evil (x2), and Kill dragon (x5).
219 s16b tot_dam_aux(object_type *o_ptr, int tdam, monster_type *m_ptr, int mode, bool thrown)
223 monster_race *r_ptr = &r_info[m_ptr->r_idx];
225 u32b flgs[TR_FLAG_SIZE];
227 /* Extract the flags */
228 object_flags(o_ptr, flgs);
230 /* Some "weapons" and "ammo" do extra damage */
242 if ((have_flag(flgs, TR_SLAY_ANIMAL)) &&
243 (r_ptr->flags3 & RF3_ANIMAL))
245 if (is_original_ap_and_seen(m_ptr))
247 r_ptr->r_flags3 |= RF3_ANIMAL;
250 if (mult < 25) mult = 25;
254 if ((have_flag(flgs, TR_KILL_ANIMAL)) &&
255 (r_ptr->flags3 & RF3_ANIMAL))
257 if (is_original_ap_and_seen(m_ptr))
259 r_ptr->r_flags3 |= RF3_ANIMAL;
262 if (mult < 40) mult = 40;
266 if ((have_flag(flgs, TR_SLAY_EVIL)) &&
267 (r_ptr->flags3 & RF3_EVIL))
269 if (is_original_ap_and_seen(m_ptr))
271 r_ptr->r_flags3 |= RF3_EVIL;
274 if (mult < 20) mult = 20;
278 if ((have_flag(flgs, TR_KILL_EVIL)) &&
279 (r_ptr->flags3 & RF3_EVIL))
281 if (is_original_ap_and_seen(m_ptr))
283 r_ptr->r_flags3 |= RF3_EVIL;
286 if (mult < 35) mult = 35;
290 if ((have_flag(flgs, TR_SLAY_HUMAN)) &&
291 (r_ptr->flags2 & RF2_HUMAN))
293 if (is_original_ap_and_seen(m_ptr))
295 r_ptr->r_flags2 |= RF2_HUMAN;
298 if (mult < 25) mult = 25;
302 if ((have_flag(flgs, TR_KILL_HUMAN)) &&
303 (r_ptr->flags2 & RF2_HUMAN))
305 if (is_original_ap_and_seen(m_ptr))
307 r_ptr->r_flags2 |= RF2_HUMAN;
310 if (mult < 40) mult = 40;
314 if ((have_flag(flgs, TR_SLAY_UNDEAD)) &&
315 (r_ptr->flags3 & RF3_UNDEAD))
317 if (is_original_ap_and_seen(m_ptr))
319 r_ptr->r_flags3 |= RF3_UNDEAD;
322 if (mult < 30) mult = 30;
326 if ((have_flag(flgs, TR_KILL_UNDEAD)) &&
327 (r_ptr->flags3 & RF3_UNDEAD))
329 if (is_original_ap_and_seen(m_ptr))
331 r_ptr->r_flags3 |= RF3_UNDEAD;
334 if (mult < 50) mult = 50;
338 if ((have_flag(flgs, TR_SLAY_DEMON)) &&
339 (r_ptr->flags3 & RF3_DEMON))
341 if (is_original_ap_and_seen(m_ptr))
343 r_ptr->r_flags3 |= RF3_DEMON;
346 if (mult < 30) mult = 30;
350 if ((have_flag(flgs, TR_KILL_DEMON)) &&
351 (r_ptr->flags3 & RF3_DEMON))
353 if (is_original_ap_and_seen(m_ptr))
355 r_ptr->r_flags3 |= RF3_DEMON;
358 if (mult < 50) mult = 50;
362 if ((have_flag(flgs, TR_SLAY_ORC)) &&
363 (r_ptr->flags3 & RF3_ORC))
365 if (is_original_ap_and_seen(m_ptr))
367 r_ptr->r_flags3 |= RF3_ORC;
370 if (mult < 30) mult = 30;
374 if ((have_flag(flgs, TR_KILL_ORC)) &&
375 (r_ptr->flags3 & RF3_ORC))
377 if (is_original_ap_and_seen(m_ptr))
379 r_ptr->r_flags3 |= RF3_ORC;
382 if (mult < 50) mult = 50;
386 if ((have_flag(flgs, TR_SLAY_TROLL)) &&
387 (r_ptr->flags3 & RF3_TROLL))
389 if (is_original_ap_and_seen(m_ptr))
391 r_ptr->r_flags3 |= RF3_TROLL;
394 if (mult < 30) mult = 30;
398 if ((have_flag(flgs, TR_KILL_TROLL)) &&
399 (r_ptr->flags3 & RF3_TROLL))
401 if (is_original_ap_and_seen(m_ptr))
403 r_ptr->r_flags3 |= RF3_TROLL;
406 if (mult < 50) mult = 50;
410 if ((have_flag(flgs, TR_SLAY_GIANT)) &&
411 (r_ptr->flags3 & RF3_GIANT))
413 if (is_original_ap_and_seen(m_ptr))
415 r_ptr->r_flags3 |= RF3_GIANT;
418 if (mult < 30) mult = 30;
422 if ((have_flag(flgs, TR_KILL_GIANT)) &&
423 (r_ptr->flags3 & RF3_GIANT))
425 if (is_original_ap_and_seen(m_ptr))
427 r_ptr->r_flags3 |= RF3_GIANT;
430 if (mult < 50) mult = 50;
434 if ((have_flag(flgs, TR_SLAY_DRAGON)) &&
435 (r_ptr->flags3 & RF3_DRAGON))
437 if (is_original_ap_and_seen(m_ptr))
439 r_ptr->r_flags3 |= RF3_DRAGON;
442 if (mult < 30) mult = 30;
446 if ((have_flag(flgs, TR_KILL_DRAGON)) &&
447 (r_ptr->flags3 & RF3_DRAGON))
449 if (is_original_ap_and_seen(m_ptr))
451 r_ptr->r_flags3 |= RF3_DRAGON;
454 if (mult < 50) mult = 50;
456 if ((o_ptr->name1 == ART_NOTHUNG) && (m_ptr->r_idx == MON_FAFNER))
461 if (have_flag(flgs, TR_BRAND_ACID) || ((p_ptr->special_attack & (ATTACK_ACID)) && !thrown))
463 /* Notice immunity */
464 if (r_ptr->flagsr & RFR_EFF_IM_ACID_MASK)
466 if (is_original_ap_and_seen(m_ptr))
468 r_ptr->r_flagsr |= (r_ptr->flagsr & RFR_EFF_IM_ACID_MASK);
472 /* Otherwise, take the damage */
475 if (mult < 25) mult = 25;
480 if (have_flag(flgs, TR_BRAND_ELEC) || ((p_ptr->special_attack & (ATTACK_ELEC)) && !thrown) || (mode == HISSATSU_ELEC))
482 /* Notice immunity */
483 if (r_ptr->flagsr & RFR_EFF_IM_ELEC_MASK)
485 if (is_original_ap_and_seen(m_ptr))
487 r_ptr->r_flagsr |= (r_ptr->flagsr & RFR_EFF_IM_ELEC_MASK);
491 /* Otherwise, take the damage */
492 else if ((have_flag(flgs, TR_BRAND_ELEC) || ((p_ptr->special_attack & (ATTACK_ELEC)) && !thrown)) && (mode == HISSATSU_ELEC))
494 if (mult < 70) mult = 70;
496 else if (mode == HISSATSU_ELEC)
498 if (mult < 50) mult = 50;
503 if (mult < 25) mult = 25;
508 if (have_flag(flgs, TR_BRAND_FIRE) || ((p_ptr->special_attack & (ATTACK_FIRE)) && !thrown) || (mode == HISSATSU_FIRE))
510 /* Notice immunity */
511 if (r_ptr->flagsr & RFR_EFF_IM_FIRE_MASK)
513 if (is_original_ap_and_seen(m_ptr))
515 r_ptr->r_flagsr |= (r_ptr->flagsr & RFR_EFF_IM_FIRE_MASK);
519 /* Otherwise, take the damage */
520 else if ((have_flag(flgs, TR_BRAND_FIRE) || ((p_ptr->special_attack & (ATTACK_FIRE)) && !thrown)) && (mode == HISSATSU_FIRE))
522 if (r_ptr->flags3 & RF3_HURT_FIRE)
524 if (mult < 70) mult = 70;
525 if (is_original_ap_and_seen(m_ptr))
527 r_ptr->r_flags3 |= RF3_HURT_FIRE;
530 else if (mult < 35) mult = 35;
534 if (r_ptr->flags3 & RF3_HURT_FIRE)
536 if (mult < 50) mult = 50;
537 if (is_original_ap_and_seen(m_ptr))
539 r_ptr->r_flags3 |= RF3_HURT_FIRE;
542 else if (mult < 25) mult = 25;
547 if (have_flag(flgs, TR_BRAND_COLD) || ((p_ptr->special_attack & (ATTACK_COLD)) && !thrown) || (mode == HISSATSU_COLD))
549 /* Notice immunity */
550 if (r_ptr->flagsr & RFR_EFF_IM_COLD_MASK)
552 if (is_original_ap_and_seen(m_ptr))
554 r_ptr->r_flagsr |= (r_ptr->flagsr & RFR_EFF_IM_COLD_MASK);
557 /* Otherwise, take the damage */
558 else if ((have_flag(flgs, TR_BRAND_COLD) || ((p_ptr->special_attack & (ATTACK_COLD)) && !thrown)) && (mode == HISSATSU_COLD))
560 if (r_ptr->flags3 & RF3_HURT_COLD)
562 if (mult < 70) mult = 70;
563 if (is_original_ap_and_seen(m_ptr))
565 r_ptr->r_flags3 |= RF3_HURT_COLD;
568 else if (mult < 35) mult = 35;
572 if (r_ptr->flags3 & RF3_HURT_COLD)
574 if (mult < 50) mult = 50;
575 if (is_original_ap_and_seen(m_ptr))
577 r_ptr->r_flags3 |= RF3_HURT_COLD;
580 else if (mult < 25) mult = 25;
585 if (have_flag(flgs, TR_BRAND_POIS) || ((p_ptr->special_attack & (ATTACK_POIS)) && !thrown) || (mode == HISSATSU_POISON))
587 /* Notice immunity */
588 if (r_ptr->flagsr & RFR_EFF_IM_POIS_MASK)
590 if (is_original_ap_and_seen(m_ptr))
592 r_ptr->r_flagsr |= (r_ptr->flagsr & RFR_EFF_IM_POIS_MASK);
596 /* Otherwise, take the damage */
597 else if ((have_flag(flgs, TR_BRAND_POIS) || ((p_ptr->special_attack & (ATTACK_POIS)) && !thrown)) && (mode == HISSATSU_POISON))
599 if (mult < 35) mult = 35;
603 if (mult < 25) mult = 25;
606 if ((mode == HISSATSU_ZANMA) && !monster_living(r_ptr) && (r_ptr->flags3 & RF3_EVIL))
608 if (mult < 15) mult = 25;
609 else if (mult < 50) mult = MIN(50, mult+20);
611 if (mode == HISSATSU_UNDEAD)
613 if (r_ptr->flags3 & RF3_UNDEAD)
615 if (is_original_ap_and_seen(m_ptr))
617 r_ptr->r_flags3 |= RF3_UNDEAD;
619 if (mult == 10) mult = 70;
620 else if (mult < 140) mult = MIN(140, mult+60);
622 if (mult == 10) mult = 40;
623 else if (mult < 60) mult = MIN(60, mult+30);
625 if ((mode == HISSATSU_SEKIRYUKA) && p_ptr->cut && monster_living(r_ptr))
627 int tmp = MIN(100, MAX(10, p_ptr->cut / 10));
628 if (mult < tmp) mult = tmp;
630 if ((mode == HISSATSU_HAGAN) && (r_ptr->flags3 & RF3_HURT_ROCK))
632 if (is_original_ap_and_seen(m_ptr))
634 r_ptr->r_flags3 |= RF3_HURT_ROCK;
636 if (mult == 10) mult = 40;
637 else if (mult < 60) mult = 60;
639 if ((p_ptr->pclass != CLASS_SAMURAI) && (have_flag(flgs, TR_FORCE_WEAPON)) && (p_ptr->csp > (o_ptr->dd * o_ptr->ds / 5)))
641 p_ptr->csp -= (1+(o_ptr->dd * o_ptr->ds / 5));
642 p_ptr->redraw |= (PR_MANA);
643 mult = mult * 3 / 2 + 20;
648 if (mult > 150) mult = 150;
650 /* Return the total damage */
651 return (tdam * mult / 10);
656 * Search for hidden things
662 s16b this_o_idx, next_o_idx = 0;
667 /* Start with base search ability */
668 chance = p_ptr->skill_srh;
670 /* Penalize various conditions */
671 if (p_ptr->blind || no_lite()) chance = chance / 10;
672 if (p_ptr->confused || p_ptr->image) chance = chance / 10;
674 /* Search the nearby grids, which are always in bounds */
675 for (y = (py - 1); y <= (py + 1); y++)
677 for (x = (px - 1); x <= (px + 1); x++)
679 /* Sometimes, notice things */
680 if (randint0(100) < chance)
682 /* Access the grid */
686 if (c_ptr->mimic && is_trap(c_ptr->feat))
693 msg_print("¥È¥é¥Ã¥×¤òȯ¸«¤·¤¿¡£");
695 msg_print("You have found a trap.");
703 if (is_hidden_door(c_ptr))
707 msg_print("±£¤·¥É¥¢¤òȯ¸«¤·¤¿¡£");
709 msg_print("You have found a secret door.");
719 /* Scan all objects in the grid */
720 for (this_o_idx = c_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
725 o_ptr = &o_list[this_o_idx];
727 /* Acquire next object */
728 next_o_idx = o_ptr->next_o_idx;
730 /* Skip non-chests */
731 if (o_ptr->tval != TV_CHEST) continue;
733 /* Skip non-trapped chests */
734 if (!chest_traps[o_ptr->pval]) continue;
737 if (!object_is_known(o_ptr))
741 msg_print("È¢¤Ë»Å³Ý¤±¤é¤ì¤¿¥È¥é¥Ã¥×¤òȯ¸«¤·¤¿¡ª");
743 msg_print("You have discovered a trap on the chest!");
760 * Helper routine for py_pickup() and py_pickup_floor().
762 * Add the given dungeon object to the character's inventory.
764 * Delete the object afterwards.
766 void py_pickup_aux(int o_idx)
772 * ¥¢¥¤¥Æ¥à¤ò½¦¤Ã¤¿ºÝ¤Ë¡Ö£²¤Ä¤Î¥±¡¼¥¤ò»ý¤Ã¤Æ¤¤¤ë¡×
773 * "You have two cakes." ¤È¥¢¥¤¥Æ¥à¤ò½¦¤Ã¤¿¸å¤Î¹ç·×¤Î¤ß¤Îɽ¼¨¤¬¥ª¥ê¥¸¥Ê¥ë
775 * ¤¢¤ë¤È¤¤¤¦»ØŦ¤ò¤¦¤±¤¿¤Î¤Ç¡¢¡Ö¡Á¤ò½¦¤Ã¤¿¡¢¡Á¤ò»ý¤Ã¤Æ¤¤¤ë¡×¤È¤¤¤¦É½¼¨
776 * ¤Ë¤«¤¨¤Æ¤¢¤ë¡£¤½¤Î¤¿¤á¤ÎÇÛÎó¡£
778 char o_name[MAX_NLEN];
779 char old_name[MAX_NLEN];
783 char o_name[MAX_NLEN];
788 o_ptr = &o_list[o_idx];
791 /* Describe the object */
792 object_desc(old_name, o_ptr, OD_NAME_ONLY);
793 object_desc_kosuu(kazu_str, o_ptr);
794 hirottakazu = o_ptr->number;
796 /* Carry the object */
797 slot = inven_carry(o_ptr);
799 /* Get the object again */
800 o_ptr = &inventory[slot];
802 /* Delete the object */
803 delete_object_idx(o_idx);
805 if (p_ptr->pseikaku == SEIKAKU_MUNCHKIN)
807 bool old_known = identify_item(o_ptr);
809 /* Auto-inscription/destroy */
810 autopick_alter_item(slot, (bool)(destroy_identify && !old_known));
812 /* If it is destroyed, don't pick it up */
813 if (o_ptr->marked & OM_AUTODESTROY) return;
816 /* Describe the object */
817 object_desc(o_name, o_ptr, 0);
821 if ((o_ptr->name1 == ART_CRIMSON) && (p_ptr->pseikaku == SEIKAKU_COMBAT))
823 msg_format("¤³¤¦¤·¤Æ¡¢%s¤Ï¡Ø¥¯¥ê¥à¥¾¥ó¡Ù¤ò¼ê¤ËÆþ¤ì¤¿¡£", player_name);
824 msg_print("¤·¤«¤·º£¡¢¡Øº®Æ٤Υµ¡¼¥Ú¥ó¥È¡Ù¤ÎÊü¤Ã¤¿¥â¥ó¥¹¥¿¡¼¤¬¡¢");
825 msg_format("%s¤Ë½±¤¤¤«¤«¤ë¡¥¡¥¡¥", player_name);
831 msg_format("%s(%c)¤ò»ý¤Ã¤Æ¤¤¤ë¡£",o_name, index_to_label(slot));
835 if (o_ptr->number > hirottakazu) {
836 msg_format("%s½¦¤Ã¤Æ¡¢%s(%c)¤ò»ý¤Ã¤Æ¤¤¤ë¡£",
837 kazu_str, o_name, index_to_label(slot));
839 msg_format("%s(%c)¤ò½¦¤Ã¤¿¡£", o_name, index_to_label(slot));
843 strcpy(record_o_name, old_name);
845 msg_format("You have %s (%c).", o_name, index_to_label(slot));
846 strcpy(record_o_name, o_name);
851 /* Check if completed a quest */
852 for (i = 0; i < max_quests; i++)
854 if ((quest[i].type == QUEST_TYPE_FIND_ARTIFACT) &&
855 (quest[i].status == QUEST_STATUS_TAKEN) &&
856 (quest[i].k_idx == o_ptr->name1))
858 if (record_fix_quest) do_cmd_write_nikki(NIKKI_FIX_QUEST_C, i, NULL);
859 quest[i].status = QUEST_STATUS_COMPLETED;
860 quest[i].complev = (byte)p_ptr->lev;
862 msg_print("¥¯¥¨¥¹¥È¤òãÀ®¤·¤¿¡ª");
864 msg_print("You completed your quest!");
874 * Player "wants" to pick up an object or gold.
875 * Note that we ONLY handle things that can be picked up.
876 * See "move_player()" for handling of other things.
878 void carry(bool pickup)
880 cave_type *c_ptr = &cave[py][px];
882 s16b this_o_idx, next_o_idx = 0;
884 char o_name[MAX_NLEN];
886 /* Recenter the map around the player */
890 p_ptr->update |= (PU_MONSTERS);
893 p_ptr->redraw |= (PR_MAP);
896 p_ptr->window |= (PW_OVERHEAD);
901 /* Automatically pickup/destroy/inscribe items */
902 autopick_pickup_items(c_ptr);
905 #ifdef ALLOW_EASY_FLOOR
909 py_pickup_floor(pickup);
913 #endif /* ALLOW_EASY_FLOOR */
915 /* Scan the pile of objects */
916 for (this_o_idx = c_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
921 o_ptr = &o_list[this_o_idx];
923 #ifdef ALLOW_EASY_SENSE /* TNB */
925 /* Option: Make item sensing easy */
928 /* Sense the object */
929 (void)sense_object(o_ptr);
932 #endif /* ALLOW_EASY_SENSE -- TNB */
934 /* Describe the object */
935 object_desc(o_name, o_ptr, 0);
937 /* Acquire next object */
938 next_o_idx = o_ptr->next_o_idx;
940 /* Hack -- disturb */
944 if (o_ptr->tval == TV_GOLD)
946 int value = (long)o_ptr->pval;
948 /* Delete the gold */
949 delete_object_idx(this_o_idx);
953 msg_format(" $%ld ¤Î²ÁÃͤ¬¤¢¤ë%s¤ò¸«¤Ä¤±¤¿¡£",
954 (long)value, o_name);
956 msg_format("You collect %ld gold pieces worth of %s.",
957 (long)value, o_name);
963 /* Collect the gold */
967 p_ptr->redraw |= (PR_GOLD);
970 p_ptr->window |= (PW_PLAYER);
973 /* Pick up objects */
976 /* Hack - some objects were handled in autopick_pickup_items(). */
977 if (o_ptr->marked & OM_NOMSG)
979 /* Clear the flag. */
980 o_ptr->marked &= ~OM_NOMSG;
982 /* Describe the object */
986 msg_format("%s¤¬¤¢¤ë¡£", o_name);
988 msg_format("You see %s.", o_name);
993 /* Note that the pack is too full */
994 else if (!inven_carry_okay(o_ptr))
997 msg_format("¥¶¥Ã¥¯¤Ë¤Ï%s¤òÆþ¤ì¤ë·ä´Ö¤¬¤Ê¤¤¡£", o_name);
999 msg_format("You have no room for %s.", o_name);
1004 /* Pick up the item (if requested and allowed) */
1009 /* Hack -- query every item */
1010 if (carry_query_flag)
1012 char out_val[MAX_NLEN+20];
1014 sprintf(out_val, "%s¤ò½¦¤¤¤Þ¤¹¤«? ", o_name);
1016 sprintf(out_val, "Pick up %s? ", o_name);
1019 okay = get_check(out_val);
1022 /* Attempt to pick up an object. */
1025 /* Pick up the object */
1026 py_pickup_aux(this_o_idx);
1035 * Determine if a trap affects the player.
1036 * Always miss 5% of the time, Always hit 5% of the time.
1037 * Otherwise, match trap power against player armor.
1039 static int check_hit(int power)
1043 /* Percentile dice */
1046 /* Hack -- 5% hit, 5% miss */
1047 if (k < 10) return (k < 5);
1049 if (p_ptr->pseikaku == SEIKAKU_NAMAKE)
1050 if (one_in_(20)) return (TRUE);
1052 /* Paranoia -- No power */
1053 if (power <= 0) return (FALSE);
1056 ac = p_ptr->ac + p_ptr->to_a;
1058 /* Power competes against Armor */
1059 if (randint1(power) > ((ac * 3) / 4)) return (TRUE);
1068 * Handle player hitting a real trap
1070 static void hit_trap(bool break_trap)
1075 /* Get the cave grid */
1076 cave_type *c_ptr = &cave[y][x];
1077 feature_type *f_ptr = &f_info[c_ptr->feat];
1078 int trap_feat_type = have_flag(f_ptr->flags, FF_TRAP) ? f_ptr->subtype : NOT_TRAP;
1081 cptr name = "¥È¥é¥Ã¥×";
1083 cptr name = "a trap";
1086 /* Disturb the player */
1089 cave_alter_feat(y, x, FF_HIT_TRAP);
1091 /* Analyze XXX XXX XXX */
1092 switch (trap_feat_type)
1096 if (p_ptr->levitation)
1099 msg_print("Íî¤È¤·¸Í¤òÈô¤Ó±Û¤¨¤¿¡£");
1101 msg_print("You fly over a trap door.");
1108 msg_print("Íî¤È¤·¸Í¤ËÍî¤Á¤¿¡ª");
1109 if ((p_ptr->pseikaku == SEIKAKU_COMBAT) || (inventory[INVEN_BOW].name1 == ART_CRIMSON))
1110 msg_print("¤¯¤Ã¤½¡Á¡ª");
1112 msg_print("You have fallen through a trap door!");
1116 dam = damroll(2, 8);
1120 name = "a trap door";
1123 take_hit(DAMAGE_NOESCAPE, dam, name, -1);
1125 /* Still alive and autosave enabled */
1126 if (autosave_l && (p_ptr->chp >= 0))
1127 do_cmd_save_game(TRUE);
1130 do_cmd_write_nikki(NIKKI_BUNSHOU, 0, "Íî¤È¤·¸Í¤ËÍî¤Á¤¿");
1132 do_cmd_write_nikki(NIKKI_BUNSHOU, 0, "You have fallen through a trap door!");
1134 prepare_change_floor_mode(CFM_SAVE_FLOORS | CFM_DOWN | CFM_RAND_PLACE | CFM_RAND_CONNECT);
1137 p_ptr->leaving = TRUE;
1144 if (p_ptr->levitation)
1147 msg_print("Íî¤È¤··ê¤òÈô¤Ó±Û¤¨¤¿¡£");
1149 msg_print("You fly over a pit trap.");
1156 msg_print("Íî¤È¤··ê¤ËÍî¤Á¤Æ¤·¤Þ¤Ã¤¿¡ª");
1158 msg_print("You have fallen into a pit!");
1161 dam = damroll(2, 6);
1165 name = "a pit trap";
1168 take_hit(DAMAGE_NOESCAPE, dam, name, -1);
1173 case TRAP_SPIKED_PIT:
1175 if (p_ptr->levitation)
1178 msg_print("¥È¥²¤Î¤¢¤ëÍî¤È¤··ê¤òÈô¤Ó±Û¤¨¤¿¡£");
1180 msg_print("You fly over a spiked pit.");
1187 msg_print("¥¹¥Ñ¥¤¥¯¤¬Éߤ«¤ì¤¿Íî¤È¤··ê¤ËÍî¤Á¤Æ¤·¤Þ¤Ã¤¿¡ª");
1189 msg_print("You fall into a spiked pit!");
1197 name = "a pit trap";
1200 dam = damroll(2, 6);
1202 /* Extra spike damage */
1203 if (randint0(100) < 50)
1206 msg_print("¥¹¥Ñ¥¤¥¯¤¬»É¤µ¤Ã¤¿¡ª");
1208 msg_print("You are impaled!");
1213 name = "¥È¥²¤Î¤¢¤ëÍî¤È¤··ê";
1215 name = "a spiked pit";
1219 (void)set_cut(p_ptr->cut + randint1(dam));
1222 /* Take the damage */
1223 take_hit(DAMAGE_NOESCAPE, dam, name, -1);
1228 case TRAP_POISON_PIT:
1230 if (p_ptr->levitation)
1233 msg_print("¥È¥²¤Î¤¢¤ëÍî¤È¤··ê¤òÈô¤Ó±Û¤¨¤¿¡£");
1235 msg_print("You fly over a spiked pit.");
1242 msg_print("¥¹¥Ñ¥¤¥¯¤¬Éߤ«¤ì¤¿Íî¤È¤··ê¤ËÍî¤Á¤Æ¤·¤Þ¤Ã¤¿¡ª");
1244 msg_print("You fall into a spiked pit!");
1249 dam = damroll(2, 6);
1254 name = "a pit trap";
1258 /* Extra spike damage */
1259 if (randint0(100) < 50)
1262 msg_print("ÆǤòÅɤé¤ì¤¿¥¹¥Ñ¥¤¥¯¤¬»É¤µ¤Ã¤¿¡ª");
1264 msg_print("You are impaled on poisonous spikes!");
1269 name = "¥È¥²¤Î¤¢¤ëÍî¤È¤··ê";
1271 name = "a spiked pit";
1276 (void)set_cut(p_ptr->cut + randint1(dam));
1278 if (p_ptr->resist_pois || IS_OPPOSE_POIS())
1281 msg_print("¤·¤«¤·ÆǤαƶÁ¤Ï¤Ê¤«¤Ã¤¿¡ª");
1283 msg_print("The poison does not affect you!");
1291 (void)set_poisoned(p_ptr->poisoned + randint1(dam));
1295 /* Take the damage */
1296 take_hit(DAMAGE_NOESCAPE, dam, name, -1);
1305 msg_print("²¿¤«¤¬¥Ô¥«¥Ã¤È¸÷¤Ã¤¿¡ª");
1307 msg_print("There is a flash of shimmering light!");
1310 num = 2 + randint1(3);
1311 for (i = 0; i < num; i++)
1313 (void)summon_specific(0, y, x, dun_level, 0, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE | PM_NO_PET));
1316 if (dun_level > randint1(100)) /* No nasty effect for low levels */
1318 bool stop_ty = FALSE;
1323 stop_ty = activate_ty_curse(stop_ty, &count);
1333 msg_print("¥Æ¥ì¥Ý¡¼¥È¡¦¥È¥é¥Ã¥×¤Ë¤Ò¤Ã¤«¤«¤Ã¤¿¡ª");
1335 msg_print("You hit a teleport trap!");
1338 teleport_player(100, TELEPORT_PASSIVE);
1345 msg_print("±ê¤ËÊñ¤Þ¤ì¤¿¡ª");
1347 msg_print("You are enveloped in flames!");
1350 dam = damroll(4, 6);
1352 (void)fire_dam(dam, "±ê¤Î¥È¥é¥Ã¥×", -1);
1354 (void)fire_dam(dam, "a fire trap", -1);
1363 msg_print("»À¤¬¿á¤¤«¤±¤é¤ì¤¿¡ª");
1365 msg_print("You are splashed with acid!");
1368 dam = damroll(4, 6);
1370 (void)acid_dam(dam, "»À¤Î¥È¥é¥Ã¥×", -1);
1372 (void)acid_dam(dam, "an acid trap", -1);
1383 msg_print("¾®¤µ¤Ê¥À¡¼¥Ä¤¬Èô¤ó¤Ç¤¤Æ»É¤µ¤Ã¤¿¡ª");
1385 msg_print("A small dart hits you!");
1388 dam = damroll(1, 4);
1390 take_hit(DAMAGE_ATTACK, dam, "¥À¡¼¥Ä¤Îæ«", -1);
1392 take_hit(DAMAGE_ATTACK, dam, "a dart trap", -1);
1395 if (!CHECK_MULTISHADOW()) (void)set_slow(p_ptr->slow + randint0(20) + 20, FALSE);
1400 msg_print("¾®¤µ¤Ê¥À¡¼¥Ä¤¬Èô¤ó¤Ç¤¤¿¡ª¤¬¡¢±¿Îɤ¯Åö¤¿¤é¤Ê¤«¤Ã¤¿¡£");
1402 msg_print("A small dart barely misses you.");
1414 msg_print("¾®¤µ¤Ê¥À¡¼¥Ä¤¬Èô¤ó¤Ç¤¤Æ»É¤µ¤Ã¤¿¡ª");
1416 msg_print("A small dart hits you!");
1419 dam = damroll(1, 4);
1421 take_hit(DAMAGE_ATTACK, dam, "¥À¡¼¥Ä¤Îæ«", -1);
1423 take_hit(DAMAGE_ATTACK, dam, "a dart trap", -1);
1426 if (!CHECK_MULTISHADOW()) (void)do_dec_stat(A_STR);
1431 msg_print("¾®¤µ¤Ê¥À¡¼¥Ä¤¬Èô¤ó¤Ç¤¤¿¡ª¤¬¡¢±¿Îɤ¯Åö¤¿¤é¤Ê¤«¤Ã¤¿¡£");
1433 msg_print("A small dart barely misses you.");
1445 msg_print("¾®¤µ¤Ê¥À¡¼¥Ä¤¬Èô¤ó¤Ç¤¤Æ»É¤µ¤Ã¤¿¡ª");
1447 msg_print("A small dart hits you!");
1450 dam = damroll(1, 4);
1452 take_hit(DAMAGE_ATTACK, dam, "¥À¡¼¥Ä¤Îæ«", -1);
1454 take_hit(DAMAGE_ATTACK, dam, "a dart trap", -1);
1457 if (!CHECK_MULTISHADOW()) (void)do_dec_stat(A_DEX);
1462 msg_print("¾®¤µ¤Ê¥À¡¼¥Ä¤¬Èô¤ó¤Ç¤¤¿¡ª¤¬¡¢±¿Îɤ¯Åö¤¿¤é¤Ê¤«¤Ã¤¿¡£");
1464 msg_print("A small dart barely misses you.");
1476 msg_print("¾®¤µ¤Ê¥À¡¼¥Ä¤¬Èô¤ó¤Ç¤¤Æ»É¤µ¤Ã¤¿¡ª");
1478 msg_print("A small dart hits you!");
1481 dam = damroll(1, 4);
1483 take_hit(DAMAGE_ATTACK, dam, "¥À¡¼¥Ä¤Îæ«", -1);
1485 take_hit(DAMAGE_ATTACK, dam, "a dart trap", -1);
1488 if (!CHECK_MULTISHADOW()) (void)do_dec_stat(A_CON);
1493 msg_print("¾®¤µ¤Ê¥À¡¼¥Ä¤¬Èô¤ó¤Ç¤¤¿¡ª¤¬¡¢±¿Îɤ¯Åö¤¿¤é¤Ê¤«¤Ã¤¿¡£");
1495 msg_print("A small dart barely misses you.");
1505 msg_print("¹õ¤¤¥¬¥¹¤ËÊñ¤ß¹þ¤Þ¤ì¤¿¡ª");
1507 msg_print("A black gas surrounds you!");
1510 if (!p_ptr->resist_blind)
1512 (void)set_blind(p_ptr->blind + randint0(50) + 25);
1520 msg_print("¤¤é¤á¤¯¥¬¥¹¤ËÊñ¤ß¹þ¤Þ¤ì¤¿¡ª");
1522 msg_print("A gas of scintillating colors surrounds you!");
1525 if (!p_ptr->resist_conf)
1527 (void)set_confused(p_ptr->confused + randint0(20) + 10);
1535 msg_print("»É·ãŪ¤ÊÎп§¤Î¥¬¥¹¤ËÊñ¤ß¹þ¤Þ¤ì¤¿¡ª");
1537 msg_print("A pungent green gas surrounds you!");
1540 if (!p_ptr->resist_pois && !IS_OPPOSE_POIS())
1542 (void)set_poisoned(p_ptr->poisoned + randint0(20) + 10);
1550 msg_print("´ñ̯¤ÊÇò¤¤Ì¸¤ËÊñ¤Þ¤ì¤¿¡ª");
1552 msg_print("A strange white mist surrounds you!");
1555 if (!p_ptr->free_act)
1558 msg_print("¤¢¤Ê¤¿¤Ï̲¤ê¤Ë½¢¤¤¤¿¡£");
1560 msg_print("You fall asleep.");
1564 if (ironman_nightmare)
1567 msg_print("¿È¤ÎÌÓ¤â¤è¤À¤Ä¸÷·Ê¤¬Æ¬¤ËÉ⤫¤ó¤À¡£");
1569 msg_print("A horrible vision enters your mind.");
1573 /* Pick a nightmare */
1574 get_mon_num_prep(get_nightmare, NULL);
1576 /* Have some nightmares */
1577 have_nightmare(get_mon_num(MAX_DEPTH));
1579 /* Remove the monster restriction */
1580 get_mon_num_prep(NULL, NULL);
1582 (void)set_paralyzed(p_ptr->paralyzed + randint0(10) + 5);
1590 msg_print("¤Þ¤Ð¤æ¤¤Á®¸÷¤¬Áö¤Ã¤¿¡ª");
1592 msg_print("There is a bright flash of light!");
1595 /* Make some new traps */
1596 project(0, 1, y, x, 0, GF_MAKE_TRAP, PROJECT_HIDE | PROJECT_JUMP | PROJECT_GRID, -1);
1604 msg_print("¤±¤¿¤¿¤Þ¤·¤¤²»¤¬ÌĤê¶Á¤¤¤¿¡ª");
1606 msg_print("An alarm sounds!");
1609 aggravate_monsters(0);
1617 msg_print("Âç²»¶Á¤È¶¦¤Ë¤Þ¤ï¤ê¤ÎÊɤ¬Êø¤ì¤¿¡ª");
1619 msg_print("Suddenly, surrounding walls are opened!");
1621 (void)project(0, 3, y, x, 0, GF_DISINTEGRATE, PROJECT_GRID | PROJECT_HIDE, -1);
1622 (void)project(0, 3, y, x - 4, 0, GF_DISINTEGRATE, PROJECT_GRID | PROJECT_HIDE, -1);
1623 (void)project(0, 3, y, x + 4, 0, GF_DISINTEGRATE, PROJECT_GRID | PROJECT_HIDE, -1);
1624 aggravate_monsters(0);
1629 case TRAP_ARMAGEDDON:
1631 static int levs[10] = {0, 0, 20, 10, 5, 3, 2, 1, 1, 1};
1632 int evil_idx = 0, good_idx = 0;
1636 msg_print("ÆÍÁ³Å·³¦¤ÎÀïÁè¤Ë´¬¤¹þ¤Þ¤ì¤¿¡ª");
1638 msg_print("Suddenly, you are surrounded by immotal beings!");
1641 /* Summon Demons and Angels */
1642 for (lev = dun_level; lev >= 20; lev -= 1 + lev/16)
1644 num = levs[MIN(lev/10, 9)];
1645 for (i = 0; i < num; i++)
1647 int x1 = rand_spread(x, 7);
1648 int y1 = rand_spread(y, 5);
1650 /* Skip illegal grids */
1651 if (!in_bounds(y1, x1)) continue;
1653 /* Require line of projection */
1654 if (!projectable(py, px, y1, x1)) continue;
1656 if (summon_specific(0, y1, x1, lev, SUMMON_ARMAGE_EVIL, (PM_NO_PET)))
1657 evil_idx = hack_m_idx_ii;
1659 if (summon_specific(0, y1, x1, lev, SUMMON_ARMAGE_GOOD, (PM_NO_PET)))
1661 good_idx = hack_m_idx_ii;
1664 /* Let them fight each other */
1665 if (evil_idx && good_idx)
1667 monster_type *evil_ptr = &m_list[evil_idx];
1668 monster_type *good_ptr = &m_list[good_idx];
1669 evil_ptr->target_y = good_ptr->fy;
1670 evil_ptr->target_x = good_ptr->fx;
1671 good_ptr->target_y = evil_ptr->fy;
1672 good_ptr->target_x = evil_ptr->fx;
1682 msg_print("ÆÍÁ³Êɤ«¤é¿å¤¬°î¤ì½Ð¤·¤¿¡ª¥Ô¥é¥Ë¥¢¤¬¤¤¤ë¡ª");
1684 msg_print("Suddenly, the room is filled with water with piranhas!");
1687 /* Water fills room */
1688 fire_ball_hide(GF_WATER_FLOW, 0, 1, 10);
1690 /* Summon Piranhas */
1691 num = 1 + dun_level/20;
1692 for (i = 0; i < num; i++)
1694 (void)summon_specific(0, y, x, dun_level, SUMMON_PIRANHAS, (PM_ALLOW_GROUP | PM_NO_PET));
1700 if (break_trap && is_trap(c_ptr->feat))
1702 cave_alter_feat(y, x, FF_DISARM);
1704 msg_print("¥È¥é¥Ã¥×¤òÊ´ºÕ¤·¤¿¡£");
1706 msg_print("You destroyed the trap.");
1712 static void touch_zap_player(monster_type *m_ptr)
1714 int aura_damage = 0;
1715 monster_race *r_ptr = &r_info[m_ptr->r_idx];
1717 if (r_ptr->flags2 & RF2_AURA_FIRE)
1719 if (!p_ptr->immune_fire)
1723 aura_damage = damroll(1 + (r_ptr->level / 26), 1 + (r_ptr->level / 17));
1725 /* Hack -- Get the "died from" name */
1726 monster_desc(aura_dam, m_ptr, MD_IGNORE_HALLU | MD_ASSUME_VISIBLE | MD_INDEF_VISIBLE);
1729 msg_print("ÆÍÁ³¤È¤Æ¤âÇ®¤¯¤Ê¤Ã¤¿¡ª");
1731 msg_print("You are suddenly very hot!");
1734 if (prace_is_(RACE_ENT)) aura_damage += aura_damage / 3;
1735 if (IS_OPPOSE_FIRE()) aura_damage = (aura_damage + 2) / 3;
1736 if (p_ptr->resist_fire) aura_damage = (aura_damage + 2) / 3;
1738 take_hit(DAMAGE_NOESCAPE, aura_damage, aura_dam, -1);
1739 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags2 |= RF2_AURA_FIRE;
1744 if (r_ptr->flags3 & RF3_AURA_COLD)
1746 if (!p_ptr->immune_cold)
1750 aura_damage = damroll(1 + (r_ptr->level / 26), 1 + (r_ptr->level / 17));
1752 /* Hack -- Get the "died from" name */
1753 monster_desc(aura_dam, m_ptr, MD_IGNORE_HALLU | MD_ASSUME_VISIBLE | MD_INDEF_VISIBLE);
1756 msg_print("ÆÍÁ³¤È¤Æ¤â´¨¤¯¤Ê¤Ã¤¿¡ª");
1758 msg_print("You are suddenly very cold!");
1761 if (IS_OPPOSE_COLD()) aura_damage = (aura_damage + 2) / 3;
1762 if (p_ptr->resist_cold) aura_damage = (aura_damage + 2) / 3;
1764 take_hit(DAMAGE_NOESCAPE, aura_damage, aura_dam, -1);
1765 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags3 |= RF3_AURA_COLD;
1770 if (r_ptr->flags2 & RF2_AURA_ELEC)
1772 if (!p_ptr->immune_elec)
1776 aura_damage = damroll(1 + (r_ptr->level / 26), 1 + (r_ptr->level / 17));
1778 /* Hack -- Get the "died from" name */
1779 monster_desc(aura_dam, m_ptr, MD_IGNORE_HALLU | MD_ASSUME_VISIBLE | MD_INDEF_VISIBLE);
1781 if (prace_is_(RACE_ANDROID)) aura_damage += aura_damage / 3;
1782 if (IS_OPPOSE_ELEC()) aura_damage = (aura_damage + 2) / 3;
1783 if (p_ptr->resist_elec) aura_damage = (aura_damage + 2) / 3;
1786 msg_print("ÅÅ·â¤ò¤¯¤é¤Ã¤¿¡ª");
1788 msg_print("You get zapped!");
1791 take_hit(DAMAGE_NOESCAPE, aura_damage, aura_dam, -1);
1792 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags2 |= RF2_AURA_ELEC;
1799 static void natural_attack(s16b m_idx, int attack, bool *fear, bool *mdeath)
1801 int k, bonus, chance;
1803 monster_type *m_ptr = &m_list[m_idx];
1804 monster_race *r_ptr = &r_info[m_ptr->r_idx];
1813 case MUT2_SCOR_TAIL:
1840 atk_desc = "¥¯¥Á¥Ð¥·";
1851 atk_desc = "¾Ý¤ÎÉ¡";
1857 case MUT2_TENTACLES:
1864 atk_desc = "tentacles";
1869 dss = ddd = n_weight = 1;
1871 atk_desc = "̤ÄêµÁ¤ÎÉô°Ì";
1873 atk_desc = "undefined body part";
1878 /* Extract monster name (or "it") */
1879 monster_desc(m_name, m_ptr, 0);
1882 /* Calculate the "attack quality" */
1883 bonus = p_ptr->to_h_m;
1884 bonus += (p_ptr->lev * 6 / 5);
1885 chance = (p_ptr->skill_thn + (bonus * BTH_PLUS_ADJ));
1888 if ((!(r_ptr->flags2 & RF2_QUANTUM) || !randint0(2)) && test_hit_norm(chance, r_ptr->ac, m_ptr->ml))
1894 msg_format("%s¤ò%s¤Ç¹¶·â¤·¤¿¡£", m_name, atk_desc);
1896 msg_format("You hit %s with your %s.", m_name, atk_desc);
1900 k = damroll(ddd, dss);
1901 k = critical_norm(n_weight, bonus, k, (s16b)bonus, 0);
1903 /* Apply the player damage bonuses */
1906 /* No negative damage */
1909 /* Modify the damage */
1910 k = mon_damage_mod(m_ptr, k, FALSE);
1912 /* Complex message */
1916 msg_format("%d/%d ¤Î¥À¥á¡¼¥¸¤òÍ¿¤¨¤¿¡£", k, m_ptr->hp);
1918 msg_format("You do %d (out of %d) damage.", k, m_ptr->hp);
1923 /* Anger the monster */
1924 if (k > 0) anger_monster(m_ptr);
1926 /* Damage, check for fear and mdeath */
1929 case MUT2_SCOR_TAIL:
1930 project(0, 0, m_ptr->fy, m_ptr->fx, k, GF_POIS, PROJECT_KILL, -1);
1931 *mdeath = (m_ptr->r_idx == 0);
1934 *mdeath = mon_take_hit(m_idx, k, fear, NULL);
1937 *mdeath = mon_take_hit(m_idx, k, fear, NULL);
1940 *mdeath = mon_take_hit(m_idx, k, fear, NULL);
1942 case MUT2_TENTACLES:
1943 *mdeath = mon_take_hit(m_idx, k, fear, NULL);
1946 *mdeath = mon_take_hit(m_idx, k, fear, NULL);
1949 touch_zap_player(m_ptr);
1959 msg_format("¥ß¥¹¡ª %s¤Ë¤«¤ï¤µ¤ì¤¿¡£", m_name);
1961 msg_format("You miss %s.", m_name);
1970 * Player attacks a (poor, defenseless) creature -RAK-
1972 * If no "weapon" is available, then "punch" the monster one time.
1974 static void py_attack_aux(int y, int x, bool *fear, bool *mdeath, s16b hand, int mode)
1976 int num = 0, k, bonus, chance, vir;
1978 cave_type *c_ptr = &cave[y][x];
1980 monster_type *m_ptr = &m_list[c_ptr->m_idx];
1981 monster_race *r_ptr = &r_info[m_ptr->r_idx];
1983 /* Access the weapon */
1984 object_type *o_ptr = &inventory[INVEN_RARM + hand];
1988 bool success_hit = FALSE;
1989 bool backstab = FALSE;
1990 bool vorpal_cut = FALSE;
1991 int chaos_effect = 0;
1992 bool stab_fleeing = FALSE;
1993 bool fuiuchi = FALSE;
1994 bool monk_attack = FALSE;
1995 bool do_quake = FALSE;
1997 bool drain_msg = TRUE;
1998 int drain_result = 0, drain_heal = 0;
1999 bool can_drain = FALSE;
2001 int drain_left = MAX_VAMPIRIC_DRAIN;
2002 u32b flgs[TR_FLAG_SIZE]; /* A massive hack -- life-draining weapons */
2003 bool is_human = (r_ptr->d_char == 'p');
2004 bool is_lowlevel = (r_ptr->level < (p_ptr->lev - 15));
2005 bool zantetsu_mukou, e_j_mukou;
2007 switch (p_ptr->pclass)
2011 if (buki_motteruka(INVEN_RARM + hand) && !p_ptr->icky_wield[hand])
2013 int tmp = p_ptr->lev * 6 + (p_ptr->skill_stl + 10) * 4;
2014 if (p_ptr->monlite && (mode != HISSATSU_NYUSIN)) tmp /= 3;
2015 if (p_ptr->cursed & TRC_AGGRAVATE) tmp /= 2;
2016 if (r_ptr->level > (p_ptr->lev * p_ptr->lev / 20 + 10)) tmp /= 3;
2017 if (MON_CSLEEP(m_ptr) && m_ptr->ml)
2019 /* Can't backstab creatures that we can't see, right? */
2022 else if ((p_ptr->special_defense & NINJA_S_STEALTH) && (randint0(tmp) > (r_ptr->level+20)) && m_ptr->ml && !(r_ptr->flagsr & RFR_RES_ALL))
2026 else if (MON_MONFEAR(m_ptr) && m_ptr->ml)
2028 stab_fleeing = TRUE;
2034 case CLASS_FORCETRAINER:
2035 case CLASS_BERSERKER:
2036 if ((empty_hands(TRUE) & EMPTY_HAND_RARM) && !p_ptr->riding) monk_attack = TRUE;
2040 if (!o_ptr->k_idx) /* Empty hand */
2042 if ((r_ptr->level + 10) > p_ptr->lev)
2044 if (p_ptr->skill_exp[GINOU_SUDE] < s_info[p_ptr->pclass].s_max[GINOU_SUDE])
2046 if (p_ptr->skill_exp[GINOU_SUDE] < WEAPON_EXP_BEGINNER)
2047 p_ptr->skill_exp[GINOU_SUDE] += 40;
2048 else if ((p_ptr->skill_exp[GINOU_SUDE] < WEAPON_EXP_SKILLED))
2049 p_ptr->skill_exp[GINOU_SUDE] += 5;
2050 else if ((p_ptr->skill_exp[GINOU_SUDE] < WEAPON_EXP_EXPERT) && (p_ptr->lev > 19))
2051 p_ptr->skill_exp[GINOU_SUDE] += 1;
2052 else if ((p_ptr->lev > 34))
2053 if (one_in_(3)) p_ptr->skill_exp[GINOU_SUDE] += 1;
2054 p_ptr->update |= (PU_BONUS);
2058 else if (object_is_melee_weapon(o_ptr))
2060 if ((r_ptr->level + 10) > p_ptr->lev)
2062 int tval = inventory[INVEN_RARM+hand].tval - TV_WEAPON_BEGIN;
2063 int sval = inventory[INVEN_RARM+hand].sval;
2064 int now_exp = p_ptr->weapon_exp[tval][sval];
2065 if (now_exp < s_info[p_ptr->pclass].w_max[tval][sval])
2068 if (now_exp < WEAPON_EXP_BEGINNER) amount = 80;
2069 else if (now_exp < WEAPON_EXP_SKILLED) amount = 10;
2070 else if ((now_exp < WEAPON_EXP_EXPERT) && (p_ptr->lev > 19)) amount = 1;
2071 else if ((p_ptr->lev > 34) && one_in_(2)) amount = 1;
2072 p_ptr->weapon_exp[tval][sval] += amount;
2073 p_ptr->update |= (PU_BONUS);
2078 /* Disturb the monster */
2079 (void)set_monster_csleep(c_ptr->m_idx, 0);
2081 /* Extract monster name (or "it") */
2082 monster_desc(m_name, m_ptr, 0);
2084 /* Calculate the "attack quality" */
2085 bonus = p_ptr->to_h[hand] + o_ptr->to_h;
2086 chance = (p_ptr->skill_thn + (bonus * BTH_PLUS_ADJ));
2087 if (mode == HISSATSU_IAI) chance += 60;
2088 if (p_ptr->special_defense & KATA_KOUKIJIN) chance += 150;
2090 if (p_ptr->sutemi) chance = MAX(chance * 3 / 2, chance + 60);
2092 vir = virtue_number(V_VALOUR);
2095 chance += (p_ptr->virtues[vir - 1]/10);
2098 zantetsu_mukou = ((o_ptr->name1 == ART_ZANTETSU) && (r_ptr->d_char == 'j'));
2099 e_j_mukou = ((o_ptr->name1 == ART_EXCALIBUR_J) && (r_ptr->d_char == 'S'));
2101 if ((mode == HISSATSU_KYUSHO) || (mode == HISSATSU_MINEUCHI) || (mode == HISSATSU_3DAN) || (mode == HISSATSU_IAI)) num_blow = 1;
2102 else if (mode == HISSATSU_COLD) num_blow = p_ptr->num_blow[hand]+2;
2103 else num_blow = p_ptr->num_blow[hand];
2105 /* Hack -- DOKUBARI always hit once */
2106 if ((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_DOKUBARI)) num_blow = 1;
2108 /* Attack once for each legal blow */
2109 while ((num++ < num_blow) && !p_ptr->is_dead)
2111 if (((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_DOKUBARI)) || (mode == HISSATSU_KYUSHO))
2115 if (p_ptr->migite && p_ptr->hidarite)
2119 if (mode == HISSATSU_3DAN)
2124 success_hit = one_in_(n);
2126 else if ((p_ptr->pclass == CLASS_NINJA) && ((backstab || fuiuchi) && !(r_ptr->flagsr & RFR_RES_ALL))) success_hit = TRUE;
2127 else success_hit = test_hit_norm(chance, r_ptr->ac, m_ptr->ml);
2129 if (mode == HISSATSU_MAJIN)
2132 success_hit = FALSE;
2138 int vorpal_chance = ((o_ptr->name1 == ART_VORPAL_BLADE) || (o_ptr->name1 == ART_CHAINSWORD)) ? 2 : 4;
2145 if (backstab) msg_format("¤¢¤Ê¤¿¤ÏÎä¹ó¤Ë¤â̲¤Ã¤Æ¤¤¤ë̵ÎϤÊ%s¤òÆͤ»É¤·¤¿¡ª", m_name);
2146 else if (fuiuchi) msg_format("ÉÔ°Õ¤òÆͤ¤¤Æ%s¤Ë¶¯Îõ¤Ê°ì·â¤ò¶ô¤é¤ï¤»¤¿¡ª", m_name);
2147 else if (stab_fleeing) msg_format("ƨ¤²¤ë%s¤òÇØÃ椫¤éÆͤ»É¤·¤¿¡ª", m_name);
2148 else if (!monk_attack) msg_format("%s¤ò¹¶·â¤·¤¿¡£", m_name);
2150 if (backstab) msg_format("You cruelly stab the helpless, sleeping %s!", m_name);
2151 else if (fuiuchi) msg_format("You make surprise attack, and hit %s with a powerful blow!", m_name);
2152 else if (stab_fleeing) msg_format("You backstab the fleeing %s!", m_name);
2153 else if (!monk_attack) msg_format("You hit %s.", m_name);
2156 /* Hack -- bare hands do one damage */
2159 object_flags(o_ptr, flgs);
2161 /* Select a chaotic effect (50% chance) */
2162 if ((have_flag(flgs, TR_CHAOTIC)) && one_in_(2))
2165 chg_virtue(V_CHANCE, 1);
2167 if (randint1(5) < 3)
2169 /* Vampiric (20%) */
2172 else if (one_in_(250))
2177 else if (!one_in_(10))
2179 /* Confusion (26.892%) */
2182 else if (one_in_(2))
2184 /* Teleport away (1.494%) */
2189 /* Polymorph (1.494%) */
2194 /* Vampiric drain */
2195 if ((have_flag(flgs, TR_VAMPIRIC)) || (chaos_effect == 1) || (mode == HISSATSU_DRAIN))
2197 /* Only drain "living" monsters */
2198 if (monster_living(r_ptr))
2204 if ((have_flag(flgs, TR_VORPAL)) && (randint1(vorpal_chance*3/2) == 1) && !zantetsu_mukou)
2206 else vorpal_cut = FALSE;
2210 int special_effect = 0, stun_effect = 0, times = 0, max_times;
2212 martial_arts *ma_ptr = &ma_blows[0], *old_ptr = &ma_blows[0];
2213 int resist_stun = 0;
2216 if (r_ptr->flags1 & RF1_UNIQUE) resist_stun += 88;
2217 if (r_ptr->flags3 & RF3_NO_STUN) resist_stun += 66;
2218 if (r_ptr->flags3 & RF3_NO_CONF) resist_stun += 33;
2219 if (r_ptr->flags3 & RF3_NO_SLEEP) resist_stun += 33;
2220 if ((r_ptr->flags3 & RF3_UNDEAD) || (r_ptr->flags3 & RF3_NONLIVING))
2223 if (p_ptr->special_defense & KAMAE_BYAKKO)
2224 max_times = (p_ptr->lev < 3 ? 1 : p_ptr->lev / 3);
2225 else if (p_ptr->special_defense & KAMAE_SUZAKU)
2227 else if (p_ptr->special_defense & KAMAE_GENBU)
2230 max_times = (p_ptr->lev < 7 ? 1 : p_ptr->lev / 7);
2231 /* Attempt 'times' */
2232 for (times = 0; times < max_times; times++)
2236 ma_ptr = &ma_blows[randint0(MAX_MA)];
2237 if ((p_ptr->pclass == CLASS_FORCETRAINER) && (ma_ptr->min_level > 1)) min_level = ma_ptr->min_level + 3;
2238 else min_level = ma_ptr->min_level;
2240 while ((min_level > p_ptr->lev) ||
2241 (randint1(p_ptr->lev) < ma_ptr->chance));
2243 /* keep the highest level attack available we found */
2244 if ((ma_ptr->min_level > old_ptr->min_level) &&
2245 !p_ptr->stun && !p_ptr->confused)
2249 if (p_ptr->wizard && cheat_xtra)
2252 msg_print("¹¶·â¤òºÆÁªÂò¤·¤Þ¤·¤¿¡£");
2254 msg_print("Attack re-selected.");
2264 if (p_ptr->pclass == CLASS_FORCETRAINER) min_level = MAX(1, ma_ptr->min_level - 3);
2265 else min_level = ma_ptr->min_level;
2266 k = damroll(ma_ptr->dd + p_ptr->to_dd[hand], ma_ptr->ds + p_ptr->to_ds[hand]);
2267 if (p_ptr->special_attack & ATTACK_SUIKEN) k *= 2;
2269 if (ma_ptr->effect == MA_KNEE)
2271 if (r_ptr->flags1 & RF1_MALE)
2274 msg_format("%s¤Ë¶âŪɨ½³¤ê¤ò¤¯¤é¤ï¤·¤¿¡ª", m_name);
2276 msg_format("You hit %s in the groin with your knee!", m_name);
2280 special_effect = MA_KNEE;
2283 msg_format(ma_ptr->desc, m_name);
2286 else if (ma_ptr->effect == MA_SLOW)
2288 if (!((r_ptr->flags1 & RF1_NEVER_MOVE) ||
2289 my_strchr("~#{}.UjmeEv$,DdsbBFIJQSXclnw!=?", r_ptr->d_char)))
2292 msg_format("%s¤Î¼ó¤Ë´ØÀá½³¤ê¤ò¤¯¤é¤ï¤·¤¿¡ª", m_name);
2294 msg_format("You kick %s in the ankle.", m_name);
2297 special_effect = MA_SLOW;
2299 else msg_format(ma_ptr->desc, m_name);
2305 stun_effect = (ma_ptr->effect / 2) + randint1(ma_ptr->effect / 2);
2308 msg_format(ma_ptr->desc, m_name);
2311 if (p_ptr->special_defense & KAMAE_SUZAKU) weight = 4;
2312 if ((p_ptr->pclass == CLASS_FORCETRAINER) && (p_ptr->magic_num1[0]))
2314 weight += (p_ptr->magic_num1[0]/30);
2315 if (weight > 20) weight = 20;
2318 k = critical_norm(p_ptr->lev * weight, min_level, k, p_ptr->to_h[0], 0);
2320 if ((special_effect == MA_KNEE) && ((k + p_ptr->to_d[hand]) < m_ptr->hp))
2323 msg_format("%^s¤Ï¶ìÄˤˤ¦¤á¤¤¤Æ¤¤¤ë¡ª", m_name);
2325 msg_format("%^s moans in agony!", m_name);
2328 stun_effect = 7 + randint1(13);
2332 else if ((special_effect == MA_SLOW) && ((k + p_ptr->to_d[hand]) < m_ptr->hp))
2334 if (!(r_ptr->flags1 & RF1_UNIQUE) &&
2335 (randint1(p_ptr->lev) > r_ptr->level) &&
2339 msg_format("%^s¤Ï¤ò¤Ò¤¤º¤ê»Ï¤á¤¿¡£", m_name);
2341 msg_format("%^s starts limping slower.", m_name);
2344 m_ptr->mspeed -= 10;
2348 if (stun_effect && ((k + p_ptr->to_d[hand]) < m_ptr->hp))
2350 if (p_ptr->lev > randint1(r_ptr->level + resist_stun + 10))
2352 if (set_monster_stunned(c_ptr->m_idx, stun_effect + MON_STUNNED(m_ptr)))
2355 msg_format("%^s¤Ï¥Õ¥é¥Õ¥é¤Ë¤Ê¤Ã¤¿¡£", m_name);
2357 msg_format("%^s is stunned.", m_name);
2363 msg_format("%^s¤Ï¤µ¤é¤Ë¥Õ¥é¥Õ¥é¤Ë¤Ê¤Ã¤¿¡£", m_name);
2365 msg_format("%^s is more stunned.", m_name);
2372 /* Handle normal weapon */
2373 else if (o_ptr->k_idx)
2375 k = damroll(o_ptr->dd + p_ptr->to_dd[hand], o_ptr->ds + p_ptr->to_ds[hand]);
2376 k = tot_dam_aux(o_ptr, k, m_ptr, mode, FALSE);
2380 k *= (3 + (p_ptr->lev / 20));
2384 k = k*(5+(p_ptr->lev*2/25))/2;
2386 else if (stab_fleeing)
2391 if ((p_ptr->impact[hand] && ((k > 50) || one_in_(7))) ||
2392 (chaos_effect == 2) || (mode == HISSATSU_QUAKE))
2397 if ((!(o_ptr->tval == TV_SWORD) || !(o_ptr->sval == SV_DOKUBARI)) && !(mode == HISSATSU_KYUSHO))
2398 k = critical_norm(o_ptr->weight, o_ptr->to_h, k, p_ptr->to_h[hand], mode);
2406 if ((o_ptr->name1 == ART_CHAINSWORD) && !one_in_(2))
2408 char chainsword_noise[1024];
2410 if (!get_rnd_line("chainswd_j.txt", 0, chainsword_noise))
2412 if (!get_rnd_line("chainswd.txt", 0, chainsword_noise))
2415 msg_print(chainsword_noise);
2419 if (o_ptr->name1 == ART_VORPAL_BLADE)
2422 msg_print("Ìܤˤâ»ß¤Þ¤é¤Ì¥ô¥©¡¼¥Ñ¥ë¥Ö¥ì¡¼¥É¡¢¼êÏ£¤ÎÁá¶È¡ª");
2424 msg_print("Your Vorpal Blade goes snicker-snack!");
2430 msg_format("%s¤ò¥°¥Ã¥µ¥êÀÚ¤êÎö¤¤¤¿¡ª", m_name);
2432 msg_format("Your weapon cuts deep into %s!", m_name);
2436 /* Try to increase the damage */
2437 while (one_in_(vorpal_chance))
2445 if (((r_ptr->flagsr & RFR_RES_ALL) ? k/100 : k) > m_ptr->hp)
2448 msg_format("%s¤ò¿¿¤ÃÆó¤Ä¤Ë¤·¤¿¡ª", m_name);
2450 msg_format("You cut %s in half!", m_name);
2458 case 2: msg_format("%s¤ò»Â¤Ã¤¿¡ª", m_name); break;
2459 case 3: msg_format("%s¤ò¤Ö¤Ã¤¿»Â¤Ã¤¿¡ª", m_name); break;
2460 case 4: msg_format("%s¤ò¥á¥Ã¥¿»Â¤ê¤Ë¤·¤¿¡ª", m_name); break;
2461 case 5: msg_format("%s¤ò¥á¥Ã¥¿¥á¥¿¤Ë»Â¤Ã¤¿¡ª", m_name); break;
2462 case 6: msg_format("%s¤ò»É¿È¤Ë¤·¤¿¡ª", m_name); break;
2463 case 7: msg_format("%s¤ò»Â¤Ã¤Æ»Â¤Ã¤Æ»Â¤ê¤Þ¤¯¤Ã¤¿¡ª", m_name); break;
2464 default: msg_format("%s¤òºÙÀÚ¤ì¤Ë¤·¤¿¡ª", m_name); break;
2466 case 2: msg_format("You gouge %s!", m_name); break;
2467 case 3: msg_format("You maim %s!", m_name); break;
2468 case 4: msg_format("You carve %s!", m_name); break;
2469 case 5: msg_format("You cleave %s!", m_name); break;
2470 case 6: msg_format("You smite %s!", m_name); break;
2471 case 7: msg_format("You eviscerate %s!", m_name); break;
2472 default: msg_format("You shred %s!", m_name); break;
2476 drain_result = drain_result * 3 / 2;
2480 drain_result += o_ptr->to_d;
2483 /* Apply the player damage bonuses */
2484 k += p_ptr->to_d[hand];
2485 drain_result += p_ptr->to_d[hand];
2487 if ((mode == HISSATSU_SUTEMI) || (mode == HISSATSU_3DAN)) k *= 2;
2488 if ((mode == HISSATSU_SEKIRYUKA) && !monster_living(r_ptr)) k = 0;
2489 if ((mode == HISSATSU_SEKIRYUKA) && !p_ptr->cut) k /= 2;
2491 /* No negative damage */
2494 if ((mode == HISSATSU_ZANMA) && !(!monster_living(r_ptr) && (r_ptr->flags3 & RF3_EVIL)))
2502 msg_print("¤³¤ó¤ÊÆð¤é¤«¤¤¤â¤Î¤ÏÀÚ¤ì¤ó¡ª");
2504 msg_print("You cannot cut such a elastic thing!");
2512 msg_print("ÃØéá¤Ï¶ì¼ê¤À¡ª");
2514 msg_print("Spiders are difficult for you to deal with!");
2519 if (mode == HISSATSU_MINEUCHI)
2521 int tmp = (10 + randint1(15) + p_ptr->lev / 5);
2524 anger_monster(m_ptr);
2526 if (!(r_ptr->flags3 & (RF3_NO_STUN)))
2529 if (MON_STUNNED(m_ptr))
2532 msg_format("%s¤Ï¤Ò¤É¤¯¤â¤¦¤í¤¦¤È¤·¤¿¡£", m_name);
2534 msg_format("%s is more dazed.", m_name);
2542 msg_format("%s ¤Ï¤â¤¦¤í¤¦¤È¤·¤¿¡£", m_name);
2544 msg_format("%s is dazed.", m_name);
2549 (void)set_monster_stunned(c_ptr->m_idx, MON_STUNNED(m_ptr) + tmp);
2554 msg_format("%s ¤Ë¤Ï¸ú²Ì¤¬¤Ê¤«¤Ã¤¿¡£", m_name);
2556 msg_format("%s is not effected.", m_name);
2561 /* Modify the damage */
2562 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))));
2563 if (((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_DOKUBARI)) || (mode == HISSATSU_KYUSHO))
2565 if ((randint1(randint1(r_ptr->level/7)+5) == 1) && !(r_ptr->flags1 & RF1_UNIQUE) && !(r_ptr->flags7 & RF7_UNIQUE2))
2569 msg_format("%s¤ÎµÞ½ê¤òÆͤ»É¤·¤¿¡ª", m_name);
2571 msg_format("You hit %s on a fatal spot!", m_name);
2576 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)))
2578 int maxhp = maxroll(r_ptr->hdice, r_ptr->hside);
2579 if (one_in_(backstab ? 13 : (stab_fleeing || fuiuchi) ? 15 : 27))
2584 msg_format("¿Ï¤¬%s¤Ë¿¼¡¹¤ÈÆͤ»É¤µ¤Ã¤¿¡ª", m_name);
2586 msg_format("You critically injured %s!", m_name);
2589 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)))
2591 if ((r_ptr->flags1 & RF1_UNIQUE) || (r_ptr->flags7 & RF7_UNIQUE2) || (m_ptr->hp >= maxhp/2))
2593 k = MAX(k*5, m_ptr->hp/2);
2596 msg_format("%s¤ËÃ×Ì¿½ý¤òÉé¤ï¤»¤¿¡ª", m_name);
2598 msg_format("You fatally injured %s!", m_name);
2605 msg_format("¿Ï¤¬%s¤ÎµÞ½ê¤ò´Ó¤¤¤¿¡ª", m_name);
2607 msg_format("You hit %s on a fatal spot!", m_name);
2613 /* Complex message */
2614 if (p_ptr->wizard || cheat_xtra)
2617 msg_format("%d/%d ¤Î¥À¥á¡¼¥¸¤òÍ¿¤¨¤¿¡£", k, m_ptr->hp);
2619 msg_format("You do %d (out of %d) damage.", k, m_ptr->hp);
2623 if (k <= 0) can_drain = FALSE;
2625 if (drain_result > m_ptr->hp)
2626 drain_result = m_ptr->hp;
2628 /* Damage, check for fear and death */
2629 if (mon_take_hit(c_ptr->m_idx, k, fear, NULL))
2632 if ((p_ptr->pclass == CLASS_BERSERKER) && energy_use)
2634 if (p_ptr->migite && p_ptr->hidarite)
2636 if (hand) energy_use = energy_use*3/5+energy_use*num*2/(p_ptr->num_blow[hand]*5);
2637 else energy_use = energy_use*num*3/(p_ptr->num_blow[hand]*5);
2641 energy_use = energy_use*num/p_ptr->num_blow[hand];
2644 if ((o_ptr->name1 == ART_ZANTETSU) && is_lowlevel)
2646 msg_print("¤Þ¤¿¤Ä¤Þ¤é¤Ì¤â¤Î¤ò»Â¤Ã¤Æ¤·¤Þ¤Ã¤¿¡¥¡¥¡¥");
2648 msg_print("Sigh... Another trifling thing I've cut....");
2653 /* Anger the monster */
2654 if (k > 0) anger_monster(m_ptr);
2656 touch_zap_player(m_ptr);
2658 /* Are we draining it? A little note: If the monster is
2659 dead, the drain does not work... */
2661 if (can_drain && (drain_result > 0))
2663 if (o_ptr->name1 == ART_MURAMASA)
2667 int to_h = o_ptr->to_h;
2668 int to_d = o_ptr->to_d;
2672 for (i = 0; i < to_h + 3; i++) if (one_in_(4)) flag = 0;
2676 for (i = 0; i < to_d + 3; i++) if (one_in_(4)) flag = 0;
2679 if (o_ptr->to_h != to_h || o_ptr->to_d != to_d)
2682 msg_print("ÍÅÅá¤Ï·ì¤òµÛ¤Ã¤Æ¶¯¤¯¤Ê¤Ã¤¿¡ª");
2684 msg_print("Muramasa sucked blood, and became more powerful!");
2693 if (drain_result > 5) /* Did we really hurt it? */
2695 drain_heal = damroll(2, drain_result / 6);
2700 msg_format("Draining left: %d", drain_left);
2702 msg_format("Draining left: %d", drain_left);
2709 if (drain_heal < drain_left)
2711 drain_left -= drain_heal;
2715 drain_heal = drain_left;
2722 msg_format("¿Ï¤¬%s¤«¤éÀ¸Ì¿ÎϤòµÛ¤¤¼è¤Ã¤¿¡ª", m_name);
2724 msg_format("Your weapon drains life from %s!", m_name);
2730 drain_heal = (drain_heal * mutant_regenerate_mod) / 100;
2732 hp_player(drain_heal);
2733 /* We get to keep some of it! */
2737 m_ptr->maxhp -= (k+7)/8;
2738 if (m_ptr->hp > m_ptr->maxhp) m_ptr->hp = m_ptr->maxhp;
2739 if (m_ptr->maxhp < 1) m_ptr->maxhp = 1;
2745 /* Confusion attack */
2746 if ((p_ptr->special_attack & ATTACK_CONFUSE) || (chaos_effect == 3) || (mode == HISSATSU_CONF))
2748 /* Cancel glowing hands */
2749 if (p_ptr->special_attack & ATTACK_CONFUSE)
2751 p_ptr->special_attack &= ~(ATTACK_CONFUSE);
2753 msg_print("¼ê¤Îµ±¤¤¬¤Ê¤¯¤Ê¤Ã¤¿¡£");
2755 msg_print("Your hands stop glowing.");
2757 p_ptr->redraw |= (PR_STATUS);
2761 /* Confuse the monster */
2762 if (r_ptr->flags3 & RF3_NO_CONF)
2764 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags3 |= RF3_NO_CONF;
2767 msg_format("%^s¤Ë¤Ï¸ú²Ì¤¬¤Ê¤«¤Ã¤¿¡£", m_name);
2769 msg_format("%^s is unaffected.", m_name);
2773 else if (randint0(100) < r_ptr->level)
2776 msg_format("%^s¤Ë¤Ï¸ú²Ì¤¬¤Ê¤«¤Ã¤¿¡£", m_name);
2778 msg_format("%^s is unaffected.", m_name);
2785 msg_format("%^s¤Ïº®Í𤷤¿¤è¤¦¤À¡£", m_name);
2787 msg_format("%^s appears confused.", m_name);
2790 (void)set_monster_confused(c_ptr->m_idx, MON_CONFUSED(m_ptr) + 10 + randint0(p_ptr->lev) / 5);
2794 else if (chaos_effect == 4)
2796 bool resists_tele = FALSE;
2798 if (r_ptr->flagsr & RFR_RES_TELE)
2800 if (r_ptr->flags1 & RF1_UNIQUE)
2802 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flagsr |= RFR_RES_TELE;
2804 msg_format("%^s¤Ë¤Ï¸ú²Ì¤¬¤Ê¤«¤Ã¤¿¡£", m_name);
2806 msg_format("%^s is unaffected!", m_name);
2809 resists_tele = TRUE;
2811 else if (r_ptr->level > randint1(100))
2813 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flagsr |= RFR_RES_TELE;
2815 msg_format("%^s¤ÏÄñ¹³ÎϤò»ý¤Ã¤Æ¤¤¤ë¡ª", m_name);
2817 msg_format("%^s resists!", m_name);
2820 resists_tele = TRUE;
2827 msg_format("%^s¤Ï¾Ã¤¨¤¿¡ª", m_name);
2829 msg_format("%^s disappears!", m_name);
2832 teleport_away(c_ptr->m_idx, 50, TELEPORT_PASSIVE);
2833 num = num_blow + 1; /* Can't hit it anymore! */
2838 else if ((chaos_effect == 5) && (randint1(90) > r_ptr->level))
2840 if (!(r_ptr->flags1 & (RF1_UNIQUE | RF1_QUESTOR)) &&
2841 !(r_ptr->flagsr & RFR_EFF_RES_CHAO_MASK))
2843 if (polymorph_monster(y, x))
2846 msg_format("%^s¤ÏÊѲ½¤·¤¿¡ª", m_name);
2848 msg_format("%^s changes!", m_name);
2857 msg_format("%^s¤Ë¤Ï¸ú²Ì¤¬¤Ê¤«¤Ã¤¿¡£", m_name);
2859 msg_format("%^s is unaffected.", m_name);
2863 /* Hack -- Get new monster */
2864 m_ptr = &m_list[c_ptr->m_idx];
2866 /* Oops, we need a different name... */
2867 monster_desc(m_name, m_ptr, 0);
2869 /* Hack -- Get new race */
2870 r_ptr = &r_info[m_ptr->r_idx];
2873 else if (o_ptr->name1 == ART_G_HAMMER)
2875 monster_type *m_ptr = &m_list[c_ptr->m_idx];
2877 if (m_ptr->hold_o_idx)
2879 object_type *q_ptr = &o_list[m_ptr->hold_o_idx];
2880 char o_name[MAX_NLEN];
2882 object_desc(o_name, q_ptr, OD_NAME_ONLY);
2883 q_ptr->held_m_idx = 0;
2884 q_ptr->marked = OM_TOUCHED;
2885 m_ptr->hold_o_idx = q_ptr->next_o_idx;
2886 q_ptr->next_o_idx = 0;
2888 msg_format("%s¤òÃ¥¤Ã¤¿¡£", o_name);
2890 msg_format("You snatched %s.", o_name);
2900 backstab = FALSE; /* Clumsy! */
2901 fuiuchi = FALSE; /* Clumsy! */
2903 if ((o_ptr->tval == TV_POLEARM) && (o_ptr->sval == SV_DEATH_SCYTHE) && one_in_(3))
2905 u32b flgs[TR_FLAG_SIZE];
2912 msg_format("¥ß¥¹¡ª %s¤Ë¤«¤ï¤µ¤ì¤¿¡£", m_name);
2914 msg_format("You miss %s.", m_name);
2918 msg_print("¿¶¤ê²ó¤·¤¿Âç³ù¤¬¼«Ê¬¼«¿È¤ËÊ֤äƤ¤¿¡ª");
2920 msg_print("Your scythe returns to you!");
2923 /* Extract the flags */
2924 object_flags(o_ptr, flgs);
2926 k = damroll(o_ptr->dd + p_ptr->to_dd[hand], o_ptr->ds + p_ptr->to_ds[hand]);
2929 switch (p_ptr->mimic_form)
2932 switch (p_ptr->prace)
2939 case RACE_BARBARIAN:
2943 case RACE_HALF_TROLL:
2944 case RACE_HALF_OGRE:
2945 case RACE_HALF_GIANT:
2946 case RACE_HALF_TITAN:
2954 case RACE_DRACONIAN:
2961 case MIMIC_DEMON_LORD:
2968 if (p_ptr->align < 0 && mult < 20)
2970 if (!(p_ptr->resist_acid || IS_OPPOSE_ACID() || p_ptr->immune_acid) && (mult < 25))
2972 if (!(p_ptr->resist_elec || IS_OPPOSE_ELEC() || p_ptr->immune_elec) && (mult < 25))
2974 if (!(p_ptr->resist_fire || IS_OPPOSE_FIRE() || p_ptr->immune_fire) && (mult < 25))
2976 if (!(p_ptr->resist_cold || IS_OPPOSE_COLD() || p_ptr->immune_cold) && (mult < 25))
2978 if (!(p_ptr->resist_pois || IS_OPPOSE_POIS()) && (mult < 25))
2981 if ((p_ptr->pclass != CLASS_SAMURAI) && (have_flag(flgs, TR_FORCE_WEAPON)) && (p_ptr->csp > (p_ptr->msp / 30)))
2983 p_ptr->csp -= (1+(p_ptr->msp / 30));
2984 p_ptr->redraw |= (PR_MANA);
2985 mult = mult * 3 / 2 + 20;
2991 k = critical_norm(o_ptr->weight, o_ptr->to_h, k, p_ptr->to_h[hand], mode);
2996 msg_format("¥°¥Ã¥µ¥êÀÚ¤êÎö¤«¤ì¤¿¡ª");
2998 msg_format("Your weapon cuts deep into yourself!");
3000 /* Try to increase the damage */
3008 k += (p_ptr->to_d[hand] + o_ptr->to_d);
3013 take_hit(DAMAGE_FORCE, k, "»à¤ÎÂç³ù", -1);
3015 take_hit(DAMAGE_FORCE, k, "Death scythe", -1);
3027 msg_format("¥ß¥¹¡ª %s¤Ë¤«¤ï¤µ¤ì¤¿¡£", m_name);
3029 msg_format("You miss %s.", m_name);
3038 if (weak && !(*mdeath))
3041 msg_format("%s¤Ï¼å¤¯¤Ê¤Ã¤¿¤è¤¦¤À¡£", m_name);
3043 msg_format("%^s seems weakened.", m_name);
3046 if (drain_left != MAX_VAMPIRIC_DRAIN)
3050 chg_virtue(V_UNLIFE, 1);
3053 /* Mega-Hack -- apply earthquake brand */
3056 earthquake(py, px, 10);
3057 if (!cave[y][x].m_idx) *mdeath = TRUE;
3061 bool py_attack(int y, int x, int mode)
3064 bool mdeath = FALSE;
3065 bool stormbringer = FALSE;
3067 cave_type *c_ptr = &cave[y][x];
3068 monster_type *m_ptr = &m_list[c_ptr->m_idx];
3069 monster_race *r_ptr = &r_info[m_ptr->r_idx];
3072 /* Disturb the player */
3077 if (!p_ptr->migite && !p_ptr->hidarite &&
3078 !(p_ptr->muta2 & (MUT2_HORNS | MUT2_BEAK | MUT2_SCOR_TAIL | MUT2_TRUNK | MUT2_TENTACLES)))
3081 msg_format("%s¹¶·â¤Ç¤¤Ê¤¤¡£", (empty_hands(FALSE) == EMPTY_HAND_NONE) ? "ξ¼ê¤¬¤Õ¤µ¤¬¤Ã¤Æ" : "");
3083 msg_print("You cannot do attacking.");
3088 /* Extract monster name (or "it") */
3089 monster_desc(m_name, m_ptr, 0);
3093 /* Auto-Recall if possible and visible */
3094 if (!p_ptr->image) monster_race_track(m_ptr->ap_r_idx);
3096 /* Track a new monster */
3097 health_track(c_ptr->m_idx);
3100 if ((r_ptr->flags1 & RF1_FEMALE) &&
3101 !(p_ptr->stun || p_ptr->confused || p_ptr->image || !m_ptr->ml))
3103 if ((inventory[INVEN_RARM].name1 == ART_ZANTETSU) || (inventory[INVEN_LARM].name1 == ART_ZANTETSU))
3106 msg_print("ÀÛ¼Ô¡¢¤ª¤Ê¤´¤Ï»Â¤ì¤Ì¡ª");
3108 msg_print("I can not attack women!");
3114 if (d_info[dungeon_type].flags1 & DF1_NO_MELEE)
3117 msg_print("¤Ê¤¼¤«¹¶·â¤¹¤ë¤³¤È¤¬¤Ç¤¤Ê¤¤¡£");
3119 msg_print("Something prevent you from attacking.");
3124 /* Stop if friendly */
3125 if (!is_hostile(m_ptr) &&
3126 !(p_ptr->stun || p_ptr->confused || p_ptr->image ||
3127 p_ptr->shero || !m_ptr->ml))
3129 if (inventory[INVEN_RARM].name1 == ART_STORMBRINGER) stormbringer = TRUE;
3130 if (inventory[INVEN_LARM].name1 == ART_STORMBRINGER) stormbringer = TRUE;
3134 msg_format("¹õ¤¤¿Ï¤Ï¶¯ÍߤË%s¤ò¹¶·â¤·¤¿¡ª", m_name);
3136 msg_format("Your black blade greedily attacks %s!", m_name);
3138 chg_virtue(V_INDIVIDUALISM, 1);
3139 chg_virtue(V_HONOUR, -1);
3140 chg_virtue(V_JUSTICE, -1);
3141 chg_virtue(V_COMPASSION, -1);
3143 else if (p_ptr->pclass != CLASS_BERSERKER)
3146 if (get_check("ËÜÅö¤Ë¹¶·â¤·¤Þ¤¹¤«¡©"))
3148 if (get_check("Really hit it? "))
3151 chg_virtue(V_INDIVIDUALISM, 1);
3152 chg_virtue(V_HONOUR, -1);
3153 chg_virtue(V_JUSTICE, -1);
3154 chg_virtue(V_COMPASSION, -1);
3159 msg_format("%s¤ò¹¶·â¤¹¤ë¤Î¤ò»ß¤á¤¿¡£", m_name);
3161 msg_format("You stop to avoid hitting %s.", m_name);
3169 /* Handle player fear */
3175 msg_format("¶²¤¯¤Æ%s¤ò¹¶·â¤Ç¤¤Ê¤¤¡ª", m_name);
3177 msg_format("You are too afraid to attack %s!", m_name);
3182 msg_format ("¤½¤Ã¤Á¤Ë¤Ï²¿¤«¶²¤¤¤â¤Î¤¬¤¤¤ë¡ª");
3184 msg_format ("There is something scary in your way!");
3187 /* Disturb the monster */
3188 (void)set_monster_csleep(c_ptr->m_idx, 0);
3194 if (MON_CSLEEP(m_ptr)) /* It is not honorable etc to attack helpless victims */
3196 if (!(r_ptr->flags3 & RF3_EVIL) || one_in_(5)) chg_virtue(V_COMPASSION, -1);
3197 if (!(r_ptr->flags3 & RF3_EVIL) || one_in_(5)) chg_virtue(V_HONOUR, -1);
3200 if (p_ptr->migite && p_ptr->hidarite)
3202 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))
3204 if (p_ptr->skill_exp[GINOU_NITOURYU] < WEAPON_EXP_BEGINNER)
3205 p_ptr->skill_exp[GINOU_NITOURYU] += 80;
3206 else if(p_ptr->skill_exp[GINOU_NITOURYU] < WEAPON_EXP_SKILLED)
3207 p_ptr->skill_exp[GINOU_NITOURYU] += 4;
3208 else if(p_ptr->skill_exp[GINOU_NITOURYU] < WEAPON_EXP_EXPERT)
3209 p_ptr->skill_exp[GINOU_NITOURYU] += 1;
3210 else if(p_ptr->skill_exp[GINOU_NITOURYU] < WEAPON_EXP_MASTER)
3211 if (one_in_(3)) p_ptr->skill_exp[GINOU_NITOURYU] += 1;
3212 p_ptr->update |= (PU_BONUS);
3216 /* Gain riding experience */
3219 int cur = p_ptr->skill_exp[GINOU_RIDING];
3220 int max = s_info[p_ptr->pclass].s_max[GINOU_RIDING];
3224 int ridinglevel = r_info[m_list[p_ptr->riding].r_idx].level;
3225 int targetlevel = r_ptr->level;
3228 if ((cur / 200 - 5) < targetlevel)
3231 /* Extra experience */
3232 if ((cur / 100) < ridinglevel)
3234 if ((cur / 100 + 15) < ridinglevel)
3235 inc += 1 + (ridinglevel - (cur / 100 + 15));
3240 p_ptr->skill_exp[GINOU_RIDING] = MIN(max, cur + inc);
3242 p_ptr->update |= (PU_BONUS);
3246 riding_t_m_idx = c_ptr->m_idx;
3247 if (p_ptr->migite) py_attack_aux(y, x, &fear, &mdeath, 0, mode);
3248 if (p_ptr->hidarite && !mdeath) py_attack_aux(y, x, &fear, &mdeath, 1, mode);
3250 /* Mutations which yield extra 'natural' attacks */
3253 if ((p_ptr->muta2 & MUT2_HORNS) && !mdeath)
3254 natural_attack(c_ptr->m_idx, MUT2_HORNS, &fear, &mdeath);
3255 if ((p_ptr->muta2 & MUT2_BEAK) && !mdeath)
3256 natural_attack(c_ptr->m_idx, MUT2_BEAK, &fear, &mdeath);
3257 if ((p_ptr->muta2 & MUT2_SCOR_TAIL) && !mdeath)
3258 natural_attack(c_ptr->m_idx, MUT2_SCOR_TAIL, &fear, &mdeath);
3259 if ((p_ptr->muta2 & MUT2_TRUNK) && !mdeath)
3260 natural_attack(c_ptr->m_idx, MUT2_TRUNK, &fear, &mdeath);
3261 if ((p_ptr->muta2 & MUT2_TENTACLES) && !mdeath)
3262 natural_attack(c_ptr->m_idx, MUT2_TENTACLES, &fear, &mdeath);
3265 /* Hack -- delay fear messages */
3266 if (fear && m_ptr->ml && !mdeath)
3273 msg_format("%^s¤Ï¶²Éݤ·¤Æƨ¤²½Ð¤·¤¿¡ª", m_name);
3275 msg_format("%^s flees in terror!", m_name);
3280 if ((p_ptr->special_defense & KATA_IAI) && ((mode != HISSATSU_IAI) || mdeath))
3282 set_action(ACTION_NONE);
3289 bool pattern_seq(int c_y, int c_x, int n_y, int n_x)
3291 feature_type *cur_f_ptr = &f_info[cave[c_y][c_x].feat];
3292 feature_type *new_f_ptr = &f_info[cave[n_y][n_x].feat];
3293 bool is_pattern_tile_cur = have_flag(cur_f_ptr->flags, FF_PATTERN);
3294 bool is_pattern_tile_new = have_flag(new_f_ptr->flags, FF_PATTERN);
3295 int pattern_type_cur, pattern_type_new;
3297 if (!is_pattern_tile_cur && !is_pattern_tile_new) return TRUE;
3299 pattern_type_cur = is_pattern_tile_cur ? cur_f_ptr->subtype : NOT_PATTERN_TILE;
3300 pattern_type_new = is_pattern_tile_new ? new_f_ptr->subtype : NOT_PATTERN_TILE;
3302 if (pattern_type_new == PATTERN_TILE_START)
3304 if (!is_pattern_tile_cur && !p_ptr->confused && !p_ptr->stun && !p_ptr->image)
3307 if (get_check("¥Ñ¥¿¡¼¥ó¤Î¾å¤òÊ⤻Ϥá¤ë¤È¡¢Á´¤Æ¤òÊ⤫¤Ê¤±¤ì¤Ð¤Ê¤ê¤Þ¤»¤ó¡£¤¤¤¤¤Ç¤¹¤«¡©"))
3309 if (get_check("If you start walking the Pattern, you must walk the whole way. Ok? "))
3318 else if ((pattern_type_new == PATTERN_TILE_OLD) ||
3319 (pattern_type_new == PATTERN_TILE_END) ||
3320 (pattern_type_new == PATTERN_TILE_WRECKED))
3322 if (is_pattern_tile_cur)
3329 msg_print("¥Ñ¥¿¡¼¥ó¤Î¾å¤òÊ⤯¤Ë¤Ï¥¹¥¿¡¼¥ÈÃÏÅÀ¤«¤éÊ⤻Ϥá¤Ê¤¯¤Æ¤Ï¤Ê¤ê¤Þ¤»¤ó¡£");
3331 msg_print("You must start walking the Pattern from the startpoint.");
3337 else if ((pattern_type_new == PATTERN_TILE_TELEPORT) ||
3338 (pattern_type_cur == PATTERN_TILE_TELEPORT))
3342 else if (pattern_type_cur == PATTERN_TILE_START)
3344 if (is_pattern_tile_new)
3349 msg_print("¥Ñ¥¿¡¼¥ó¤Î¾å¤ÏÀµ¤·¤¤½ç½ø¤ÇÊ⤫¤Í¤Ð¤Ê¤ê¤Þ¤»¤ó¡£");
3351 msg_print("You must walk the Pattern in correct order.");
3357 else if ((pattern_type_cur == PATTERN_TILE_OLD) ||
3358 (pattern_type_cur == PATTERN_TILE_END) ||
3359 (pattern_type_cur == PATTERN_TILE_WRECKED))
3361 if (!is_pattern_tile_new)
3364 msg_print("¥Ñ¥¿¡¼¥ó¤òƧ¤ß³°¤·¤Æ¤Ï¤¤¤±¤Þ¤»¤ó¡£");
3366 msg_print("You may not step off from the Pattern.");
3378 if (!is_pattern_tile_cur)
3381 msg_print("¥Ñ¥¿¡¼¥ó¤Î¾å¤òÊ⤯¤Ë¤Ï¥¹¥¿¡¼¥ÈÃÏÅÀ¤«¤éÊ⤻Ϥá¤Ê¤¯¤Æ¤Ï¤Ê¤ê¤Þ¤»¤ó¡£");
3383 msg_print("You must start walking the Pattern from the startpoint.");
3390 byte ok_move = PATTERN_TILE_START;
3391 switch (pattern_type_cur)
3393 case PATTERN_TILE_1:
3394 ok_move = PATTERN_TILE_2;
3396 case PATTERN_TILE_2:
3397 ok_move = PATTERN_TILE_3;
3399 case PATTERN_TILE_3:
3400 ok_move = PATTERN_TILE_4;
3402 case PATTERN_TILE_4:
3403 ok_move = PATTERN_TILE_1;
3408 msg_format("¤ª¤«¤·¤Ê¥Ñ¥¿¡¼¥óÊâ¹Ô¡¢%d¡£", pattern_type_cur);
3410 msg_format("Funny Pattern walking, %d.", pattern_type_cur);
3413 return TRUE; /* Goof-up */
3416 if ((pattern_type_new == ok_move) ||
3417 (pattern_type_new == pattern_type_cur))
3421 if (!is_pattern_tile_new)
3423 msg_print("¥Ñ¥¿¡¼¥ó¤òƧ¤ß³°¤·¤Æ¤Ï¤¤¤±¤Þ¤»¤ó¡£");
3425 msg_print("You may not step off from the Pattern.");
3429 msg_print("¥Ñ¥¿¡¼¥ó¤Î¾å¤ÏÀµ¤·¤¤½ç½ø¤ÇÊ⤫¤Í¤Ð¤Ê¤ê¤Þ¤»¤ó¡£");
3431 msg_print("You must walk the Pattern in correct order.");
3441 bool player_can_enter(s16b feature, u16b mode)
3443 feature_type *f_ptr = &f_info[feature];
3445 if (p_ptr->riding) return monster_can_cross_terrain(feature, &r_info[m_list[p_ptr->riding].r_idx], mode | CEM_RIDING);
3448 if (have_flag(f_ptr->flags, FF_PATTERN))
3450 if (!(mode & CEM_P_CAN_ENTER_PATTERN)) return FALSE;
3454 if (have_flag(f_ptr->flags, FF_CAN_FLY) && p_ptr->levitation) return TRUE;
3455 if (have_flag(f_ptr->flags, FF_CAN_SWIM) && p_ptr->can_swim) return TRUE;
3456 if (have_flag(f_ptr->flags, FF_CAN_PASS) && p_ptr->pass_wall) return TRUE;
3458 if (!have_flag(f_ptr->flags, FF_MOVE)) return FALSE;
3467 bool move_player_effect(int ny, int nx, u32b mpe_mode)
3469 cave_type *c_ptr = &cave[ny][nx];
3470 feature_type *f_ptr = &f_info[c_ptr->feat];
3472 if (!(mpe_mode & MPE_STAYING))
3476 cave_type *oc_ptr = &cave[oy][ox];
3477 int om_idx = oc_ptr->m_idx;
3478 int nm_idx = c_ptr->m_idx;
3480 /* Move the player */
3484 /* Hack -- For moving monster or riding player's moving */
3485 if (!(mpe_mode & MPE_DONT_SWAP_MON))
3487 /* Swap two monsters */
3488 c_ptr->m_idx = om_idx;
3489 oc_ptr->m_idx = nm_idx;
3491 if (om_idx > 0) /* Monster on old spot (or p_ptr->riding) */
3493 monster_type *om_ptr = &m_list[om_idx];
3496 update_mon(om_idx, TRUE);
3499 if (nm_idx > 0) /* Monster on new spot */
3501 monster_type *nm_ptr = &m_list[nm_idx];
3504 update_mon(nm_idx, TRUE);
3508 /* Redraw old spot */
3511 /* Redraw new spot */
3514 /* Check for new panel (redraw map) */
3517 if (mpe_mode & MPE_FORGET_FLOW)
3521 /* Mega-Hack -- Forget the view */
3522 p_ptr->update |= (PU_UN_VIEW);
3525 p_ptr->redraw |= (PR_MAP);
3529 p_ptr->update |= (PU_VIEW | PU_LITE | PU_FLOW | PU_MON_LITE | PU_DISTANCE);
3532 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
3534 /* Remove "unsafe" flag */
3535 if ((!p_ptr->blind && !no_lite()) || !is_trap(c_ptr->feat)) c_ptr->info &= ~(CAVE_UNSAFE);
3537 /* For get everything when requested hehe I'm *NASTY* */
3538 if (dun_level && (d_info[dungeon_type].flags1 & DF1_FORGET)) wiz_dark();
3541 if (mpe_mode & MPE_HANDLE_STUFF) handle_stuff();
3543 if (p_ptr->pclass == CLASS_NINJA)
3545 if (c_ptr->info & (CAVE_GLOW)) set_superstealth(FALSE);
3546 else if (p_ptr->cur_lite <= 0) set_superstealth(TRUE);
3549 if ((p_ptr->action == ACTION_HAYAGAKE) &&
3550 (!have_flag(f_ptr->flags, FF_PROJECT) ||
3551 (!p_ptr->levitation && have_flag(f_ptr->flags, FF_DEEP))))
3554 msg_print("¤³¤³¤Ç¤ÏÁÇÁ᤯ư¤±¤Ê¤¤¡£");
3556 msg_print("You cannot run in here.");
3558 set_action(ACTION_NONE);
3562 if (mpe_mode & MPE_ENERGY_USE)
3564 if (music_singing(MUSIC_WALL))
3566 (void)project(0, 0, py, px, (60 + p_ptr->lev), GF_DISINTEGRATE,
3567 PROJECT_KILL | PROJECT_ITEM, -1);
3569 if (!player_bold(ny, nx) || p_ptr->is_dead || p_ptr->leaving) return FALSE;
3572 /* Spontaneous Searching */
3573 if ((p_ptr->skill_fos >= 50) || (0 == randint0(50 - p_ptr->skill_fos)))
3578 /* Continuous Searching */
3579 if (p_ptr->action == ACTION_SEARCH)
3585 /* Handle "objects" */
3586 if (!(mpe_mode & MPE_DONT_PICKUP))
3588 carry((mpe_mode & MPE_DO_PICKUP) ? TRUE : FALSE);
3591 /* Handle "store doors" */
3592 if (have_flag(f_ptr->flags, FF_STORE))
3598 /* Hack -- Enter store */
3599 command_new = SPECIAL_KEY_STORE;
3602 /* Handle "building doors" -KMW- */
3603 else if (have_flag(f_ptr->flags, FF_BLDG))
3609 /* Hack -- Enter building */
3610 command_new = SPECIAL_KEY_BUILDING;
3613 /* Handle quest areas -KMW- */
3614 else if (have_flag(f_ptr->flags, FF_QUEST_ENTER))
3620 /* Hack -- Enter quest level */
3621 command_new = SPECIAL_KEY_QUEST;
3624 else if (have_flag(f_ptr->flags, FF_QUEST_EXIT))
3626 if (quest[p_ptr->inside_quest].type == QUEST_TYPE_FIND_EXIT)
3628 if (record_fix_quest) do_cmd_write_nikki(NIKKI_FIX_QUEST_C, p_ptr->inside_quest, NULL);
3629 quest[p_ptr->inside_quest].status = QUEST_STATUS_COMPLETED;
3630 quest[p_ptr->inside_quest].complev = (byte)p_ptr->lev;
3632 msg_print("¥¯¥¨¥¹¥È¤òãÀ®¤·¤¿¡ª");
3634 msg_print("You accomplished your quest!");
3640 leave_quest_check();
3642 p_ptr->inside_quest = c_ptr->special;
3647 p_ptr->leaving = TRUE;
3650 /* Set off a trap */
3651 else if (have_flag(f_ptr->flags, FF_HIT_TRAP) && !(mpe_mode & MPE_STAYING))
3657 if (c_ptr->mimic || have_flag(f_ptr->flags, FF_SECRET))
3661 msg_print("¥È¥é¥Ã¥×¤À¡ª");
3663 msg_print("You found a trap!");
3667 disclose_grid(py, px);
3671 hit_trap((mpe_mode & MPE_BREAK_TRAP) ? TRUE : FALSE);
3673 if (!player_bold(ny, nx) || p_ptr->is_dead || p_ptr->leaving) return FALSE;
3676 /* Warn when leaving trap detected region */
3677 if (!(mpe_mode & MPE_STAYING) && (disturb_trap_detect || alert_trap_detect)
3678 && p_ptr->dtrap && !(c_ptr->info & CAVE_IN_DETECT))
3680 /* No duplicate warning */
3681 p_ptr->dtrap = FALSE;
3683 /* You are just on the edge */
3684 if (!(c_ptr->info & CAVE_UNSAFE))
3686 if (alert_trap_detect)
3689 msg_print("* Ãí°Õ:¤³¤ÎÀè¤Ï¥È¥é¥Ã¥×¤Î´¶ÃÎÈϰϳ°¤Ç¤¹¡ª *");
3691 msg_print("*Leaving trap detect region!*");
3695 if (disturb_trap_detect) disturb(0, 0);
3699 return player_bold(ny, nx) && !p_ptr->is_dead && !p_ptr->leaving;
3703 bool trap_can_be_ignored(int feat)
3705 feature_type *f_ptr = &f_info[feat];
3707 if (!have_flag(f_ptr->flags, FF_TRAP)) return TRUE;
3709 switch (f_ptr->subtype)
3713 case TRAP_SPIKED_PIT:
3714 case TRAP_POISON_PIT:
3715 if (p_ptr->levitation) return TRUE;
3718 if (p_ptr->anti_tele) return TRUE;
3721 if (p_ptr->immune_fire) return TRUE;
3724 if (p_ptr->immune_acid) return TRUE;
3727 if (p_ptr->resist_blind) return TRUE;
3730 if (p_ptr->resist_conf) return TRUE;
3733 if (p_ptr->resist_pois) return TRUE;
3736 if (p_ptr->free_act) return TRUE;
3745 * Determine if a "boundary" grid is "floor mimic"
3747 #define boundary_floor(C, F, MF) \
3748 ((C)->mimic && permanent_wall(F) && \
3749 (have_flag((MF)->flags, FF_MOVE) || have_flag((MF)->flags, FF_CAN_FLY)) && \
3750 have_flag((MF)->flags, FF_PROJECT) && \
3751 !have_flag((MF)->flags, FF_OPEN))
3754 * Move player in the given direction, with the given "pickup" flag.
3756 * This routine should (probably) always induce energy expenditure.
3758 * Note that moving will *always* take a turn, and will *always* hit
3759 * any monster which might be in the destination grid. Previously,
3760 * moving into walls was "free" and did NOT hit invisible monsters.
3762 void move_player(int dir, bool do_pickup, bool break_trap)
3764 /* Find the result of moving */
3765 int y = py + ddy[dir];
3766 int x = px + ddx[dir];
3768 /* Examine the destination */
3769 cave_type *c_ptr = &cave[y][x];
3771 feature_type *f_ptr = &f_info[c_ptr->feat];
3773 monster_type *m_ptr;
3775 monster_type *riding_m_ptr = &m_list[p_ptr->riding];
3776 monster_race *riding_r_ptr = &r_info[p_ptr->riding ? riding_m_ptr->r_idx : 0]; /* Paranoia */
3780 bool p_can_enter = player_can_enter(c_ptr->feat, CEM_P_CAN_ENTER_PATTERN);
3781 bool p_can_kill_walls = FALSE;
3782 bool stormbringer = FALSE;
3784 bool oktomove = TRUE;
3785 bool do_past = FALSE;
3788 if (!dun_level && !p_ptr->wild_mode &&
3789 ((x == 0) || (x == MAX_WID - 1) ||
3790 (y == 0) || (y == MAX_HGT - 1)))
3792 /* Can the player enter the grid? */
3793 if (c_ptr->mimic && player_can_enter(c_ptr->mimic, 0))
3795 /* Hack: move to new area */
3796 if ((y == 0) && (x == 0))
3798 p_ptr->wilderness_y--;
3799 p_ptr->wilderness_x--;
3800 p_ptr->oldpy = cur_hgt - 2;
3801 p_ptr->oldpx = cur_wid - 2;
3802 ambush_flag = FALSE;
3805 else if ((y == 0) && (x == MAX_WID - 1))
3807 p_ptr->wilderness_y--;
3808 p_ptr->wilderness_x++;
3809 p_ptr->oldpy = cur_hgt - 2;
3811 ambush_flag = FALSE;
3814 else if ((y == MAX_HGT - 1) && (x == 0))
3816 p_ptr->wilderness_y++;
3817 p_ptr->wilderness_x--;
3819 p_ptr->oldpx = cur_wid - 2;
3820 ambush_flag = FALSE;
3823 else if ((y == MAX_HGT - 1) && (x == MAX_WID - 1))
3825 p_ptr->wilderness_y++;
3826 p_ptr->wilderness_x++;
3829 ambush_flag = FALSE;
3834 p_ptr->wilderness_y--;
3835 p_ptr->oldpy = cur_hgt - 2;
3837 ambush_flag = FALSE;
3840 else if (y == MAX_HGT - 1)
3842 p_ptr->wilderness_y++;
3845 ambush_flag = FALSE;
3850 p_ptr->wilderness_x--;
3851 p_ptr->oldpx = cur_wid - 2;
3853 ambush_flag = FALSE;
3856 else if (x == MAX_WID - 1)
3858 p_ptr->wilderness_x++;
3861 ambush_flag = FALSE;
3864 p_ptr->leaving = TRUE;
3870 /* "Blocked" message appears later */
3871 /* oktomove = FALSE; */
3872 p_can_enter = FALSE;
3875 /* Get the monster */
3876 m_ptr = &m_list[c_ptr->m_idx];
3879 if (inventory[INVEN_RARM].name1 == ART_STORMBRINGER) stormbringer = TRUE;
3880 if (inventory[INVEN_LARM].name1 == ART_STORMBRINGER) stormbringer = TRUE;
3882 /* Player can not walk through "walls"... */
3883 /* unless in Shadow Form */
3884 p_can_kill_walls = p_ptr->kill_wall && have_flag(f_ptr->flags, FF_HURT_DISI) &&
3885 (!p_can_enter || !have_flag(f_ptr->flags, FF_LOS)) &&
3886 !have_flag(f_ptr->flags, FF_PERMANENT);
3888 /* Hack -- attack monsters */
3889 if (c_ptr->m_idx && (m_ptr->ml || p_can_enter || p_can_kill_walls))
3891 monster_race *r_ptr = &r_info[m_ptr->r_idx];
3893 /* Attack -- only if we can see it OR it is not in a wall */
3894 if (!is_hostile(m_ptr) &&
3895 !(p_ptr->confused || p_ptr->image || !m_ptr->ml || p_ptr->stun ||
3896 ((p_ptr->muta2 & MUT2_BERS_RAGE) && p_ptr->shero)) &&
3897 pattern_seq(py, px, y, x) && (p_can_enter || p_can_kill_walls))
3899 /* Disturb the monster */
3900 (void)set_monster_csleep(c_ptr->m_idx, 0);
3902 /* Extract monster name (or "it") */
3903 monster_desc(m_name, m_ptr, 0);
3907 /* Auto-Recall if possible and visible */
3908 if (!p_ptr->image) monster_race_track(m_ptr->ap_r_idx);
3910 /* Track a new monster */
3911 health_track(c_ptr->m_idx);
3915 if ((stormbringer && (randint1(1000) > 666)) || (p_ptr->pclass == CLASS_BERSERKER))
3920 else if (monster_can_cross_terrain(cave[py][px].feat, r_ptr, 0))
3927 msg_format("%^s¤¬¼ÙËâ¤À¡ª", m_name);
3929 msg_format("%^s is in your way!", m_name);
3936 /* now continue on to 'movement' */
3945 if (oktomove && p_ptr->riding)
3947 if (riding_r_ptr->flags1 & RF1_NEVER_MOVE)
3950 msg_print("Æ°¤±¤Ê¤¤¡ª");
3952 msg_print("Can't move!");
3958 else if (MON_MONFEAR(riding_m_ptr))
3962 /* Acquire the monster name */
3963 monster_desc(m_name, riding_m_ptr, 0);
3965 /* Dump a message */
3967 msg_format("%s¤¬¶²Éݤ·¤Æ¤¤¤ÆÀ©¸æ¤Ç¤¤Ê¤¤¡£", m_name);
3969 msg_format("%^s is too scared to control.", m_name);
3974 else if (p_ptr->riding_ryoute)
3979 else if (have_flag(f_ptr->flags, FF_CAN_FLY) && (riding_r_ptr->flags7 & RF7_CAN_FLY))
3983 else if (have_flag(f_ptr->flags, FF_CAN_SWIM) && (riding_r_ptr->flags7 & RF7_CAN_SWIM))
3987 else if (have_flag(f_ptr->flags, FF_WATER) &&
3988 !(riding_r_ptr->flags7 & RF7_AQUATIC) &&
3989 (have_flag(f_ptr->flags, FF_DEEP) || (riding_r_ptr->flags2 & RF2_AURA_FIRE)))
3992 msg_format("%s¤Î¾å¤Ë¹Ô¤±¤Ê¤¤¡£", f_name + f_info[get_feat_mimic(c_ptr)].name);
3994 msg_print("Can't swim.");
4000 else if (!have_flag(f_ptr->flags, FF_WATER) && (riding_r_ptr->flags7 & RF7_AQUATIC))
4003 msg_format("%s¤«¤é¾å¤¬¤ì¤Ê¤¤¡£", f_name + f_info[get_feat_mimic(&cave[py][px])].name);
4005 msg_print("Can't land.");
4011 else if (have_flag(f_ptr->flags, FF_LAVA) && !(riding_r_ptr->flagsr & RFR_EFF_IM_FIRE_MASK))
4014 msg_format("%s¤Î¾å¤Ë¹Ô¤±¤Ê¤¤¡£", f_name + f_info[get_feat_mimic(c_ptr)].name);
4016 msg_print("Too hot to go through.");
4023 if (oktomove && MON_STUNNED(riding_m_ptr) && one_in_(2))
4026 monster_desc(m_name, riding_m_ptr, 0);
4028 msg_format("%s¤¬Û¯Û°¤È¤·¤Æ¤¤¤Æ¤¦¤Þ¤¯Æ°¤±¤Ê¤¤¡ª",m_name);
4030 msg_format("You cannot control stunned %s!",m_name);
4041 else if (!have_flag(f_ptr->flags, FF_MOVE) && have_flag(f_ptr->flags, FF_CAN_FLY) && !p_ptr->levitation)
4044 msg_format("¶õ¤òÈô¤Ð¤Ê¤¤¤È%s¤Î¾å¤Ë¤Ï¹Ô¤±¤Ê¤¤¡£", f_name + f_info[get_feat_mimic(c_ptr)].name);
4046 msg_format("You need to fly to go through the %s.", f_name + f_info[get_feat_mimic(c_ptr)].name);
4055 * Player can move through trees and
4056 * has effective -10 speed
4057 * Rangers can move without penality
4059 else if (have_flag(f_ptr->flags, FF_TREE) && !p_can_kill_walls)
4061 if ((p_ptr->pclass != CLASS_RANGER) && !p_ptr->levitation && (!p_ptr->riding || !(riding_r_ptr->flags8 & RF8_WILD_WOOD))) energy_use *= 2;
4064 #ifdef ALLOW_EASY_DISARM /* TNB */
4066 /* Disarm a visible trap */
4067 else if ((do_pickup != easy_disarm) && have_flag(f_ptr->flags, FF_DISARM) && !c_ptr->mimic)
4069 if (!trap_can_be_ignored(c_ptr->feat))
4071 (void)do_cmd_disarm_aux(y, x, dir);
4076 #endif /* ALLOW_EASY_DISARM -- TNB */
4078 /* Player can not walk through "walls" unless in wraith form...*/
4079 else if (!p_can_enter && !p_can_kill_walls)
4081 /* Feature code (applying "mimic" field) */
4082 s16b feat = get_feat_mimic(c_ptr);
4083 feature_type *mimic_f_ptr = &f_info[feat];
4084 cptr name = f_name + mimic_f_ptr->name;
4088 /* Disturb the player */
4091 /* Notice things in the dark */
4092 if (!(c_ptr->info & CAVE_MARK) && !player_can_see_bold(y, x))
4094 /* Boundary floor mimic */
4095 if (boundary_floor(c_ptr, f_ptr, mimic_f_ptr))
4098 msg_print("¤½¤ì°Ê¾åÀè¤Ë¤Ï¿Ê¤á¤Ê¤¤¤è¤¦¤À¡£");
4100 msg_print("You feel you cannot go any more.");
4104 /* Wall (or secret door) */
4108 msg_format("%s¤¬¹Ô¤¯¼ê¤ò¤Ï¤Ð¤ó¤Ç¤¤¤ë¤è¤¦¤À¡£", name);
4110 msg_format("You feel %s %s blocking your way.",
4111 is_a_vowel(name[0]) ? "an" : "a", name);
4114 c_ptr->info |= (CAVE_MARK);
4122 /* Boundary floor mimic */
4123 if (boundary_floor(c_ptr, f_ptr, mimic_f_ptr))
4126 msg_print("¤½¤ì°Ê¾åÀè¤Ë¤Ï¿Ê¤á¤Ê¤¤¡£");
4128 msg_print("You cannot go any more.");
4131 if (!(p_ptr->confused || p_ptr->stun || p_ptr->image))
4135 /* Wall (or secret door) */
4138 #ifdef ALLOW_EASY_OPEN
4140 if (easy_open && is_closed_door(feat) && easy_open_door(y, x)) return;
4141 #endif /* ALLOW_EASY_OPEN */
4144 msg_format("%s¤¬¹Ô¤¯¼ê¤ò¤Ï¤Ð¤ó¤Ç¤¤¤ë¡£", name);
4146 msg_format("There is %s %s blocking your way.",
4147 is_a_vowel(name[0]) ? "an" : "a", name);
4151 * Well, it makes sense that you lose time bumping into
4152 * a wall _if_ you are confused, stunned or blind; but
4153 * typing mistakes should not cost you a turn...
4155 if (!(p_ptr->confused || p_ptr->stun || p_ptr->image))
4161 if (!boundary_floor(c_ptr, f_ptr, mimic_f_ptr)) sound(SOUND_HITWALL);
4164 /* Normal movement */
4165 if (oktomove && !pattern_seq(py, px, y, x))
4167 if (!(p_ptr->confused || p_ptr->stun || p_ptr->image))
4172 /* To avoid a loop with running */
4178 /* Normal movement */
4181 u32b mpe_mode = MPE_ENERGY_USE;
4185 if (!process_warning(x, y))
4195 msg_format("%s¤ò²¡¤·Âऱ¤¿¡£", m_name);
4197 msg_format("You push past %s.", m_name);
4201 /* Change oldpx and oldpy to place the player well when going back to big mode */
4202 if (p_ptr->wild_mode)
4204 if (ddy[dir] > 0) p_ptr->oldpy = 1;
4205 if (ddy[dir] < 0) p_ptr->oldpy = MAX_HGT - 2;
4206 if (ddy[dir] == 0) p_ptr->oldpy = MAX_HGT / 2;
4207 if (ddx[dir] > 0) p_ptr->oldpx = 1;
4208 if (ddx[dir] < 0) p_ptr->oldpx = MAX_WID - 2;
4209 if (ddx[dir] == 0) p_ptr->oldpx = MAX_WID / 2;
4212 if (p_can_kill_walls)
4214 cave_alter_feat(y, x, FF_HURT_DISI);
4216 /* Update some things -- similar to GF_KILL_WALL */
4217 p_ptr->update |= (PU_FLOW);
4221 /* sound(SOUND_WALK); */
4223 #ifdef ALLOW_EASY_DISARM /* TNB */
4225 if (do_pickup != always_pickup) mpe_mode |= MPE_DO_PICKUP;
4227 #else /* ALLOW_EASY_DISARM -- TNB */
4229 if (do_pickup) mpe_mode |= MPE_DO_PICKUP;
4231 #endif /* ALLOW_EASY_DISARM -- TNB */
4233 if (break_trap) mpe_mode |= MPE_BREAK_TRAP;
4235 /* Move the player */
4236 (void)move_player_effect(y, x, mpe_mode);
4241 static bool ignore_avoid_run;
4244 * Hack -- Check for a "known wall" (see below)
4246 static int see_wall(int dir, int y, int x)
4250 /* Get the new location */
4254 /* Illegal grids are not known walls */
4255 if (!in_bounds2(y, x)) return (FALSE);
4258 c_ptr = &cave[y][x];
4260 /* Must be known to the player */
4261 if (c_ptr->info & (CAVE_MARK))
4263 /* Feature code (applying "mimic" field) */
4264 s16b feat = get_feat_mimic(c_ptr);
4265 feature_type *f_ptr = &f_info[feat];
4267 /* Wall grids are known walls */
4268 if (!player_can_enter(feat, 0)) return !have_flag(f_ptr->flags, FF_DOOR);
4270 /* Don't run on a tree unless explicitly requested */
4271 if (have_flag(f_ptr->flags, FF_AVOID_RUN) && !ignore_avoid_run)
4274 /* Don't run in a wall */
4275 if (!have_flag(f_ptr->flags, FF_MOVE) && !have_flag(f_ptr->flags, FF_CAN_FLY))
4276 return !have_flag(f_ptr->flags, FF_DOOR);
4284 * Hack -- Check for an "unknown corner" (see below)
4286 static int see_nothing(int dir, int y, int x)
4288 /* Get the new location */
4292 /* Illegal grids are unknown */
4293 if (!in_bounds2(y, x)) return (TRUE);
4295 /* Memorized grids are always known */
4296 if (cave[y][x].info & (CAVE_MARK)) return (FALSE);
4298 /* Viewable door/wall grids are known */
4299 if (player_can_see_bold(y, x)) return (FALSE);
4310 * The running algorithm: -CJS-
4312 * In the diagrams below, the player has just arrived in the
4313 * grid marked as '@', and he has just come from a grid marked
4314 * as 'o', and he is about to enter the grid marked as 'x'.
4316 * Of course, if the "requested" move was impossible, then you
4317 * will of course be blocked, and will stop.
4319 * Overview: You keep moving until something interesting happens.
4320 * If you are in an enclosed space, you follow corners. This is
4321 * the usual corridor scheme. If you are in an open space, you go
4322 * straight, but stop before entering enclosed space. This is
4323 * analogous to reaching doorways. If you have enclosed space on
4324 * one side only (that is, running along side a wall) stop if
4325 * your wall opens out, or your open space closes in. Either case
4326 * corresponds to a doorway.
4328 * What happens depends on what you can really SEE. (i.e. if you
4329 * have no light, then running along a dark corridor is JUST like
4330 * running in a dark room.) The algorithm works equally well in
4331 * corridors, rooms, mine tailings, earthquake rubble, etc, etc.
4333 * These conditions are kept in static memory:
4334 * find_openarea You are in the open on at least one
4336 * find_breakleft You have a wall on the left, and will
4338 * find_breakright You have a wall on the right, and will
4341 * To initialize these conditions, we examine the grids adjacent
4342 * to the grid marked 'x', two on each side (marked 'L' and 'R').
4343 * If either one of the two grids on a given side is seen to be
4344 * closed, then that side is considered to be closed. If both
4345 * sides are closed, then it is an enclosed (corridor) run.
4351 * Looking at more than just the immediate squares is
4352 * significant. Consider the following case. A run along the
4353 * corridor will stop just before entering the center point,
4354 * because a choice is clearly established. Running in any of
4355 * three available directions will be defined as a corridor run.
4356 * Note that a minor hack is inserted to make the angled corridor
4357 * entry (with one side blocked near and the other side blocked
4358 * further away from the runner) work correctly. The runner moves
4359 * diagonally, but then saves the previous direction as being
4360 * straight into the gap. Otherwise, the tail end of the other
4361 * entry would be perceived as an alternative on the next move.
4369 * Likewise, a run along a wall, and then into a doorway (two
4370 * runs) will work correctly. A single run rightwards from @ will
4371 * stop at 1. Another run right and down will enter the corridor
4372 * and make the corner, stopping at the 2.
4374 * ##################
4376 * ########### ######
4380 * After any move, the function area_affect is called to
4381 * determine the new surroundings, and the direction of
4382 * subsequent moves. It examines the current player location
4383 * (at which the runner has just arrived) and the previous
4384 * direction (from which the runner is considered to have come).
4386 * Moving one square in some direction places you adjacent to
4387 * three or five new squares (for straight and diagonal moves
4388 * respectively) to which you were not previously adjacent,
4389 * marked as '!' in the diagrams below.
4392 * .o@! (normal) .o.! (diagonal)
4393 * ...! (east) ..@! (south east)
4396 * You STOP if any of the new squares are interesting in any way:
4397 * for example, if they contain visible monsters or treasure.
4399 * You STOP if any of the newly adjacent squares seem to be open,
4400 * and you are also looking for a break on that side. (that is,
4401 * find_openarea AND find_break).
4403 * You STOP if any of the newly adjacent squares do NOT seem to be
4404 * open and you are in an open area, and that side was previously
4407 * Corners: If you are not in the open (i.e. you are in a corridor)
4408 * and there is only one way to go in the new squares, then turn in
4409 * that direction. If there are more than two new ways to go, STOP.
4410 * If there are two ways to go, and those ways are separated by a
4411 * square which does not seem to be open, then STOP.
4413 * Otherwise, we have a potential corner. There are two new open
4414 * squares, which are also adjacent. One of the new squares is
4415 * diagonally located, the other is straight on (as in the diagram).
4416 * We consider two more squares further out (marked below as ?).
4418 * We assign "option" to the straight-on grid, and "option2" to the
4419 * diagonal grid, and "check_dir" to the grid marked 's'.
4425 * If they are both seen to be closed, then it is seen that no benefit
4426 * is gained from moving straight. It is a known corner. To cut the
4427 * corner, go diagonally, otherwise go straight, but pretend you
4428 * stepped diagonally into that next location for a full view next
4429 * time. Conversely, if one of the ? squares is not seen to be closed,
4430 * then there is a potential choice. We check to see whether it is a
4431 * potential corner or an intersection/room entrance. If the square
4432 * two spaces straight ahead, and the space marked with 's' are both
4433 * unknown space, then it is a potential corner and enter if
4434 * find_examine is set, otherwise must stop because it is not a
4435 * corner. (find_examine option is removed and always is TRUE.)
4442 * Hack -- allow quick "cycling" through the legal directions
4444 static byte cycle[] =
4445 { 1, 2, 3, 6, 9, 8, 7, 4, 1, 2, 3, 6, 9, 8, 7, 4, 1 };
4448 * Hack -- map each direction into the "middle" of the "cycle[]" array
4450 static byte chome[] =
4451 { 0, 8, 9, 10, 7, 0, 11, 6, 5, 4 };
4454 * The direction we are running
4456 static byte find_current;
4459 * The direction we came from
4461 static byte find_prevdir;
4464 * We are looking for open area
4466 static bool find_openarea;
4469 * We are looking for a break
4471 static bool find_breakright;
4472 static bool find_breakleft;
4477 * Initialize the running algorithm for a new direction.
4479 * Diagonal Corridor -- allow diaginal entry into corridors.
4481 * Blunt Corridor -- If there is a wall two spaces ahead and
4482 * we seem to be in a corridor, then force a turn into the side
4483 * corridor, must be moving straight into a corridor here. ???
4485 * Diagonal Corridor Blunt Corridor (?)
4490 static void run_init(int dir)
4492 int row, col, deepleft, deepright;
4493 int i, shortleft, shortright;
4496 /* Save the direction */
4499 /* Assume running straight */
4502 /* Assume looking for open area */
4503 find_openarea = TRUE;
4505 /* Assume not looking for breaks */
4506 find_breakright = find_breakleft = FALSE;
4508 /* Assume no nearby walls */
4509 deepleft = deepright = FALSE;
4510 shortright = shortleft = FALSE;
4515 /* Find the destination grid */
4516 row = py + ddy[dir];
4517 col = px + ddx[dir];
4519 ignore_avoid_run = cave_have_flag_bold(row, col, FF_AVOID_RUN);
4521 /* Extract cycle index */
4524 /* Check for walls */
4525 if (see_wall(cycle[i+1], py, px))
4527 find_breakleft = TRUE;
4530 else if (see_wall(cycle[i+1], row, col))
4532 find_breakleft = TRUE;
4536 /* Check for walls */
4537 if (see_wall(cycle[i-1], py, px))
4539 find_breakright = TRUE;
4542 else if (see_wall(cycle[i-1], row, col))
4544 find_breakright = TRUE;
4548 /* Looking for a break */
4549 if (find_breakleft && find_breakright)
4551 /* Not looking for open area */
4552 find_openarea = FALSE;
4554 /* Hack -- allow angled corridor entry */
4557 if (deepleft && !deepright)
4559 find_prevdir = cycle[i - 1];
4561 else if (deepright && !deepleft)
4563 find_prevdir = cycle[i + 1];
4567 /* Hack -- allow blunt corridor entry */
4568 else if (see_wall(cycle[i], row, col))
4570 if (shortleft && !shortright)
4572 find_prevdir = cycle[i - 2];
4574 else if (shortright && !shortleft)
4576 find_prevdir = cycle[i + 2];
4584 * Update the current "run" path
4586 * Return TRUE if the running should be stopped
4588 static bool run_test(void)
4590 int prev_dir, new_dir, check_dir = 0;
4593 int option = 0, option2 = 0;
4596 feature_type *f_ptr;
4598 /* Where we came from */
4599 prev_dir = find_prevdir;
4602 /* Range of newly adjacent grids */
4603 max = (prev_dir & 0x01) + 1;
4605 /* break run when leaving trap detected region */
4606 if ((disturb_trap_detect || alert_trap_detect)
4607 && p_ptr->dtrap && !(cave[py][px].info & CAVE_IN_DETECT))
4609 /* No duplicate warning */
4610 p_ptr->dtrap = FALSE;
4612 /* You are just on the edge */
4613 if (!(cave[py][px].info & CAVE_UNSAFE))
4615 if (alert_trap_detect)
4618 msg_print("* Ãí°Õ:¤³¤ÎÀè¤Ï¥È¥é¥Ã¥×¤Î´¶ÃÎÈϰϳ°¤Ç¤¹¡ª *");
4620 msg_print("*Leaving trap detect region!*");
4624 if (disturb_trap_detect)
4632 /* Look at every newly adjacent square. */
4633 for (i = -max; i <= max; i++)
4635 s16b this_o_idx, next_o_idx = 0;
4638 new_dir = cycle[chome[prev_dir] + i];
4641 row = py + ddy[new_dir];
4642 col = px + ddx[new_dir];
4645 c_ptr = &cave[row][col];
4647 /* Feature code (applying "mimic" field) */
4648 feat = get_feat_mimic(c_ptr);
4649 f_ptr = &f_info[feat];
4651 /* Visible monsters abort running */
4654 monster_type *m_ptr = &m_list[c_ptr->m_idx];
4656 /* Visible monster */
4657 if (m_ptr->ml) return (TRUE);
4660 /* Visible objects abort running */
4661 for (this_o_idx = c_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
4665 /* Acquire object */
4666 o_ptr = &o_list[this_o_idx];
4668 /* Acquire next object */
4669 next_o_idx = o_ptr->next_o_idx;
4671 /* Visible object */
4672 if (o_ptr->marked & OM_FOUND) return (TRUE);
4675 /* Assume unknown */
4678 /* Check memorized grids */
4679 if (c_ptr->info & (CAVE_MARK))
4681 bool notice = have_flag(f_ptr->flags, FF_NOTICE);
4683 if (notice && have_flag(f_ptr->flags, FF_MOVE))
4686 if (find_ignore_doors && have_flag(f_ptr->flags, FF_DOOR) && have_flag(f_ptr->flags, FF_CLOSE))
4688 /* Option -- ignore */
4693 else if (find_ignore_stairs && have_flag(f_ptr->flags, FF_STAIRS))
4695 /* Option -- ignore */
4700 else if (have_flag(f_ptr->flags, FF_LAVA) && (p_ptr->immune_fire || IS_INVULN()))
4707 else if (have_flag(f_ptr->flags, FF_WATER) && have_flag(f_ptr->flags, FF_DEEP) &&
4708 (p_ptr->levitation || p_ptr->can_swim || (p_ptr->total_weight <= weight_limit())))
4715 /* Interesting feature */
4716 if (notice) return (TRUE);
4718 /* The grid is "visible" */
4722 /* Analyze unknown grids and floors considering mimic */
4723 if (inv || !see_wall(0, row, col))
4725 /* Looking for open area */
4731 /* The first new direction. */
4737 /* Three new directions. Stop running. */
4743 /* Two non-adjacent new directions. Stop running. */
4744 else if (option != cycle[chome[prev_dir] + i - 1])
4749 /* Two new (adjacent) directions (case 1) */
4750 else if (new_dir & 0x01)
4752 check_dir = cycle[chome[prev_dir] + i - 2];
4756 /* Two new (adjacent) directions (case 2) */
4759 check_dir = cycle[chome[prev_dir] + i + 1];
4765 /* Obstacle, while looking for open area */
4772 /* Break to the right */
4773 find_breakright = TRUE;
4778 /* Break to the left */
4779 find_breakleft = TRUE;
4785 /* Looking for open area */
4788 /* Hack -- look again */
4789 for (i = -max; i < 0; i++)
4791 /* Unknown grid or non-wall */
4792 if (!see_wall(cycle[chome[prev_dir] + i], py, px))
4794 /* Looking to break right */
4795 if (find_breakright)
4804 /* Looking to break left */
4812 /* Hack -- look again */
4813 for (i = max; i > 0; i--)
4815 /* Unknown grid or non-wall */
4816 if (!see_wall(cycle[chome[prev_dir] + i], py, px))
4818 /* Looking to break left */
4828 /* Looking to break right */
4829 if (find_breakright)
4837 /* Not looking for open area */
4849 /* Primary option */
4850 find_current = option;
4852 /* No other options */
4853 find_prevdir = option;
4856 /* Two options, examining corners */
4859 /* Primary option */
4860 find_current = option;
4862 /* Hack -- allow curving */
4863 find_prevdir = option2;
4866 /* Two options, pick one */
4869 /* Get next location */
4870 row = py + ddy[option];
4871 col = px + ddx[option];
4873 /* Don't see that it is closed off. */
4874 /* This could be a potential corner or an intersection. */
4875 if (!see_wall(option, row, col) ||
4876 !see_wall(check_dir, row, col))
4878 /* Can not see anything ahead and in the direction we */
4879 /* are turning, assume that it is a potential corner. */
4880 if (see_nothing(option, row, col) &&
4881 see_nothing(option2, row, col))
4883 find_current = option;
4884 find_prevdir = option2;
4887 /* STOP: we are next to an intersection or a room */
4894 /* This corner is seen to be enclosed; we cut the corner. */
4897 find_current = option2;
4898 find_prevdir = option2;
4901 /* This corner is seen to be enclosed, and we */
4902 /* deliberately go the long way. */
4905 find_current = option;
4906 find_prevdir = option2;
4911 /* About to hit a known wall, stop */
4912 if (see_wall(find_current, py, px))
4924 * Take one step along the current "run" path
4926 void run_step(int dir)
4931 /* Ignore AVOID_RUN on a first step */
4932 ignore_avoid_run = TRUE;
4934 /* Hack -- do not start silly run */
4935 if (see_wall(dir, py, px))
4939 msg_print("¤½¤ÎÊý¸þ¤Ë¤ÏÁö¤ì¤Þ¤»¤ó¡£");
4941 msg_print("You cannot run in that direction.");
4969 /* Decrease the run counter */
4970 if (--running <= 0) return;
4975 /* Move the player, using the "pickup" flag */
4976 #ifdef ALLOW_EASY_DISARM /* TNB */
4978 move_player(find_current, FALSE, FALSE);
4980 #else /* ALLOW_EASY_DISARM -- TNB */
4982 move_player(find_current, always_pickup, FALSE);
4984 #endif /* ALLOW_EASY_DISARM -- TNB */
4986 if (player_bold(p_ptr->run_py, p_ptr->run_px))