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))
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))
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))
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))
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))
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))
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))
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))
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))
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))
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))
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))
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))
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))
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))
415 r_ptr->r_flags3 |= RF3_GIANT;
418 if (mult < 30) mult = 30;
419 if (o_ptr->name1 == ART_HRUNTING)
424 if ((have_flag(flgs, TR_KILL_GIANT)) &&
425 (r_ptr->flags3 & RF3_GIANT))
429 r_ptr->r_flags3 |= RF3_GIANT;
432 if (mult < 50) mult = 50;
436 if ((have_flag(flgs, TR_SLAY_DRAGON)) &&
437 (r_ptr->flags3 & RF3_DRAGON))
441 r_ptr->r_flags3 |= RF3_DRAGON;
444 if (mult < 30) mult = 30;
448 if ((have_flag(flgs, TR_KILL_DRAGON)) &&
449 (r_ptr->flags3 & RF3_DRAGON))
453 r_ptr->r_flags3 |= RF3_DRAGON;
456 if (mult < 50) mult = 50;
458 if ((o_ptr->name1 == ART_NOTHUNG) && (m_ptr->r_idx == MON_FAFNER))
463 if (have_flag(flgs, TR_BRAND_ACID) || ((p_ptr->special_attack & (ATTACK_ACID)) && !thrown))
465 /* Notice immunity */
466 if (r_ptr->flagsr & RFR_EFF_IM_ACID_MASK)
470 r_ptr->r_flagsr |= (r_ptr->flagsr & RFR_EFF_IM_ACID_MASK);
474 /* Otherwise, take the damage */
477 if (mult < 25) mult = 25;
482 if (have_flag(flgs, TR_BRAND_ELEC) || ((p_ptr->special_attack & (ATTACK_ELEC)) && !thrown) || (mode == HISSATSU_ELEC))
484 /* Notice immunity */
485 if (r_ptr->flagsr & RFR_EFF_IM_ELEC_MASK)
489 r_ptr->r_flagsr |= (r_ptr->flagsr & RFR_EFF_IM_ELEC_MASK);
493 /* Otherwise, take the damage */
494 else if ((have_flag(flgs, TR_BRAND_ELEC) || ((p_ptr->special_attack & (ATTACK_ELEC)) && !thrown)) && (mode == HISSATSU_ELEC))
496 if (mult < 70) mult = 70;
498 else if (mode == HISSATSU_ELEC)
500 if (mult < 50) mult = 50;
505 if (mult < 25) mult = 25;
510 if (have_flag(flgs, TR_BRAND_FIRE) || ((p_ptr->special_attack & (ATTACK_FIRE)) && !thrown) || (mode == HISSATSU_FIRE))
512 /* Notice immunity */
513 if (r_ptr->flagsr & RFR_EFF_IM_FIRE_MASK)
517 r_ptr->r_flagsr |= (r_ptr->flagsr & RFR_EFF_IM_FIRE_MASK);
521 /* Otherwise, take the damage */
522 else if ((have_flag(flgs, TR_BRAND_FIRE) || ((p_ptr->special_attack & (ATTACK_FIRE)) && !thrown)) && (mode == HISSATSU_FIRE))
524 if (r_ptr->flags3 & RF3_HURT_FIRE)
526 if (mult < 70) mult = 70;
529 r_ptr->r_flags3 |= RF3_HURT_FIRE;
532 else if (mult < 35) mult = 35;
536 if (r_ptr->flags3 & RF3_HURT_FIRE)
538 if (mult < 50) mult = 50;
541 r_ptr->r_flags3 |= RF3_HURT_FIRE;
544 else if (mult < 25) mult = 25;
549 if (have_flag(flgs, TR_BRAND_COLD) || ((p_ptr->special_attack & (ATTACK_COLD)) && !thrown) || (mode == HISSATSU_COLD))
551 /* Notice immunity */
552 if (r_ptr->flagsr & RFR_EFF_IM_COLD_MASK)
556 r_ptr->r_flagsr |= (r_ptr->flagsr & RFR_EFF_IM_COLD_MASK);
559 /* Otherwise, take the damage */
560 else if ((have_flag(flgs, TR_BRAND_COLD) || ((p_ptr->special_attack & (ATTACK_COLD)) && !thrown)) && (mode == HISSATSU_COLD))
562 if (r_ptr->flags3 & RF3_HURT_COLD)
564 if (mult < 70) mult = 70;
567 r_ptr->r_flags3 |= RF3_HURT_COLD;
570 else if (mult < 35) mult = 35;
574 if (r_ptr->flags3 & RF3_HURT_COLD)
576 if (mult < 50) mult = 50;
579 r_ptr->r_flags3 |= RF3_HURT_COLD;
582 else if (mult < 25) mult = 25;
587 if (have_flag(flgs, TR_BRAND_POIS) || ((p_ptr->special_attack & (ATTACK_POIS)) && !thrown) || (mode == HISSATSU_POISON))
589 /* Notice immunity */
590 if (r_ptr->flagsr & RFR_EFF_IM_POIS_MASK)
594 r_ptr->r_flagsr |= (r_ptr->flagsr & RFR_EFF_IM_POIS_MASK);
598 /* Otherwise, take the damage */
599 else if ((have_flag(flgs, TR_BRAND_POIS) || ((p_ptr->special_attack & (ATTACK_POIS)) && !thrown)) && (mode == HISSATSU_POISON))
601 if (mult < 35) mult = 35;
605 if (mult < 25) mult = 25;
608 if ((mode == HISSATSU_ZANMA) && !monster_living(r_ptr) && (r_ptr->flags3 & RF3_EVIL))
610 if (mult < 15) mult = 25;
611 else if (mult < 50) mult = MIN(50, mult+20);
613 if (mode == HISSATSU_UNDEAD)
615 if (r_ptr->flags3 & RF3_UNDEAD)
619 r_ptr->r_flags3 |= RF3_UNDEAD;
621 if (mult == 10) mult = 70;
622 else if (mult < 140) mult = MIN(140, mult+60);
624 if (mult == 10) mult = 40;
625 else if (mult < 60) mult = MIN(60, mult+30);
627 if ((mode == HISSATSU_SEKIRYUKA) && p_ptr->cut && monster_living(r_ptr))
629 int tmp = MIN(100, MAX(10, p_ptr->cut / 10));
630 if (mult < tmp) mult = tmp;
632 if ((mode == HISSATSU_HAGAN) && (r_ptr->flags3 & RF3_HURT_ROCK))
636 r_ptr->r_flags3 |= RF3_HURT_ROCK;
638 if (mult == 10) mult = 40;
639 else if (mult < 60) mult = 60;
641 if ((p_ptr->pclass != CLASS_SAMURAI) && (have_flag(flgs, TR_FORCE_WEAPON)) && (p_ptr->csp > (o_ptr->dd * o_ptr->ds / 5)))
643 p_ptr->csp -= (1+(o_ptr->dd * o_ptr->ds / 5));
644 p_ptr->redraw |= (PR_MANA);
645 mult = mult * 3 / 2 + 20;
650 if (mult > 150) mult = 150;
652 /* Return the total damage */
653 return (tdam * mult / 10);
658 * Search for hidden things
664 s16b this_o_idx, next_o_idx = 0;
669 /* Start with base search ability */
670 chance = p_ptr->skill_srh;
672 /* Penalize various conditions */
673 if (p_ptr->blind || no_lite()) chance = chance / 10;
674 if (p_ptr->confused || p_ptr->image) chance = chance / 10;
676 /* Search the nearby grids, which are always in bounds */
677 for (y = (py - 1); y <= (py + 1); y++)
679 for (x = (px - 1); x <= (px + 1); x++)
681 /* Sometimes, notice things */
682 if (randint0(100) < chance)
684 /* Access the grid */
688 if (c_ptr->mimic && is_trap(c_ptr->feat))
695 msg_print("¥È¥é¥Ã¥×¤òȯ¸«¤·¤¿¡£");
697 msg_print("You have found a trap.");
706 if (is_hidden_door(c_ptr))
710 msg_print("±£¤·¥É¥¢¤òȯ¸«¤·¤¿¡£");
712 msg_print("You have found a secret door.");
722 /* Scan all objects in the grid */
723 for (this_o_idx = c_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
728 o_ptr = &o_list[this_o_idx];
730 /* Acquire next object */
731 next_o_idx = o_ptr->next_o_idx;
733 /* Skip non-chests */
734 if (o_ptr->tval != TV_CHEST) continue;
736 /* Skip non-trapped chests */
737 if (!chest_traps[o_ptr->pval]) continue;
740 if (!object_known_p(o_ptr))
744 msg_print("È¢¤Ë»Å³Ý¤±¤é¤ì¤¿¥È¥é¥Ã¥×¤òȯ¸«¤·¤¿¡ª");
746 msg_print("You have discovered a trap on the chest!");
764 * Helper routine for py_pickup() and py_pickup_floor().
766 * Add the given dungeon object to the character's inventory.
768 * Delete the object afterwards.
770 void py_pickup_aux(int o_idx)
776 * ¥¢¥¤¥Æ¥à¤ò½¦¤Ã¤¿ºÝ¤Ë¡Ö£²¤Ä¤Î¥±¡¼¥¤ò»ý¤Ã¤Æ¤¤¤ë¡×
777 * "You have two cakes." ¤È¥¢¥¤¥Æ¥à¤ò½¦¤Ã¤¿¸å¤Î¹ç·×¤Î¤ß¤Îɽ¼¨¤¬¥ª¥ê¥¸¥Ê¥ë
779 * ¤¢¤ë¤È¤¤¤¦»ØŦ¤ò¤¦¤±¤¿¤Î¤Ç¡¢¡Ö¡Á¤ò½¦¤Ã¤¿¡¢¡Á¤ò»ý¤Ã¤Æ¤¤¤ë¡×¤È¤¤¤¦É½¼¨
780 * ¤Ë¤«¤¨¤Æ¤¢¤ë¡£¤½¤Î¤¿¤á¤ÎÇÛÎó¡£
782 char o_name[MAX_NLEN];
783 char old_name[MAX_NLEN];
787 char o_name[MAX_NLEN];
792 o_ptr = &o_list[o_idx];
795 /* Describe the object */
796 object_desc(old_name, o_ptr, TRUE, 0);
797 object_desc_kosuu(kazu_str, o_ptr);
798 hirottakazu = o_ptr->number;
800 /* Carry the object */
801 slot = inven_carry(o_ptr);
803 /* Get the object again */
804 o_ptr = &inventory[slot];
806 /* Delete the object */
807 delete_object_idx(o_idx);
809 if (p_ptr->pseikaku == SEIKAKU_MUNCHKIN) identify_item(o_ptr);
811 /* Describe the object */
812 object_desc(o_name, o_ptr, TRUE, 3);
816 if ((o_ptr->name1 == ART_CRIMSON) && (p_ptr->pseikaku == SEIKAKU_COMBAT))
818 msg_format("¤³¤¦¤·¤Æ¡¢%s¤Ï¡Ø¥¯¥ê¥à¥¾¥ó¡Ù¤ò¼ê¤ËÆþ¤ì¤¿¡£", player_name);
819 msg_print("¤·¤«¤·º£¡¢¡Øº®Æ٤Υµ¡¼¥Ú¥ó¥È¡Ù¤ÎÊü¤Ã¤¿¥â¥ó¥¹¥¿¡¼¤¬¡¢");
820 msg_format("%s¤Ë½±¤¤¤«¤«¤ë¡¥¡¥¡¥", player_name);
826 msg_format("%s(%c)¤ò»ý¤Ã¤Æ¤¤¤ë¡£",o_name, index_to_label(slot));
830 if (o_ptr->number > hirottakazu) {
831 msg_format("%s½¦¤Ã¤Æ¡¢%s(%c)¤ò»ý¤Ã¤Æ¤¤¤ë¡£",
832 kazu_str, o_name, index_to_label(slot));
834 msg_format("%s(%c)¤ò½¦¤Ã¤¿¡£", o_name, index_to_label(slot));
838 strcpy(record_o_name, old_name);
840 msg_format("You have %s (%c).", o_name, index_to_label(slot));
841 strcpy(record_o_name, o_name);
846 /* Check if completed a quest */
847 for (i = 0; i < max_quests; i++)
849 if ((quest[i].type == QUEST_TYPE_FIND_ARTIFACT) &&
850 (quest[i].status == QUEST_STATUS_TAKEN) &&
851 (quest[i].k_idx == o_ptr->name1))
853 if (record_fix_quest) do_cmd_write_nikki(NIKKI_FIX_QUEST_C, i, NULL);
854 quest[i].status = QUEST_STATUS_COMPLETED;
855 quest[i].complev = (byte)p_ptr->lev;
857 msg_print("¥¯¥¨¥¹¥È¤òãÀ®¤·¤¿¡ª");
859 msg_print("You completed your quest!");
869 * Player "wants" to pick up an object or gold.
870 * Note that we ONLY handle things that can be picked up.
871 * See "move_player()" for handling of other things.
873 void carry(int pickup)
875 cave_type *c_ptr = &cave[py][px];
877 s16b this_o_idx, next_o_idx = 0;
879 char o_name[MAX_NLEN];
881 /* Recenter the map around the player */
885 p_ptr->update |= (PU_MONSTERS);
888 p_ptr->redraw |= (PR_MAP);
891 p_ptr->window |= (PW_OVERHEAD);
896 /* Automatically pickup/destroy/inscribe items */
897 auto_pickup_items(c_ptr);
900 #ifdef ALLOW_EASY_FLOOR
904 py_pickup_floor(pickup);
908 #endif /* ALLOW_EASY_FLOOR */
910 /* Scan the pile of objects */
911 for (this_o_idx = c_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
916 o_ptr = &o_list[this_o_idx];
918 #ifdef ALLOW_EASY_SENSE /* TNB */
920 /* Option: Make item sensing easy */
923 /* Sense the object */
924 (void)sense_object(o_ptr);
927 #endif /* ALLOW_EASY_SENSE -- TNB */
929 /* Describe the object */
930 object_desc(o_name, o_ptr, TRUE, 3);
932 /* Acquire next object */
933 next_o_idx = o_ptr->next_o_idx;
935 /* Hack -- disturb */
939 if (o_ptr->tval == TV_GOLD)
941 int value = (long)o_ptr->pval;
943 /* Delete the gold */
944 delete_object_idx(this_o_idx);
948 msg_format(" $%ld ¤Î²ÁÃͤ¬¤¢¤ë%s¤ò¸«¤Ä¤±¤¿¡£",
949 (long)value, o_name);
951 msg_format("You collect %ld gold pieces worth of %s.",
952 (long)value, o_name);
958 /* Collect the gold */
962 p_ptr->redraw |= (PR_GOLD);
965 p_ptr->window |= (PW_PLAYER);
968 /* Pick up objects */
971 /* Hack - some objects were handled in auto_pickup_items(). */
972 if (o_ptr->marked & OM_NOMSG)
974 /* Clear the flag. */
975 o_ptr->marked &= ~OM_NOMSG;
977 /* Describe the object */
982 msg_format("%s¤¬¤¢¤ë¡£", o_name);
984 msg_format("You see %s.", o_name);
989 /* Note that the pack is too full */
990 else if (!inven_carry_okay(o_ptr))
993 msg_format("¥¶¥Ã¥¯¤Ë¤Ï%s¤òÆþ¤ì¤ë·ä´Ö¤¬¤Ê¤¤¡£", o_name);
995 msg_format("You have no room for %s.", o_name);
1000 /* Pick up the item (if requested and allowed) */
1005 /* Hack -- query every item */
1006 if (carry_query_flag)
1008 char out_val[MAX_NLEN+20];
1010 sprintf(out_val, "%s¤ò½¦¤¤¤Þ¤¹¤«? ", o_name);
1012 sprintf(out_val, "Pick up %s? ", o_name);
1015 okay = get_check(out_val);
1018 /* Attempt to pick up an object. */
1021 /* Pick up the object */
1022 py_pickup_aux(this_o_idx);
1031 * Determine if a trap affects the player.
1032 * Always miss 5% of the time, Always hit 5% of the time.
1033 * Otherwise, match trap power against player armor.
1035 static int check_hit(int power)
1039 /* Percentile dice */
1042 /* Hack -- 5% hit, 5% miss */
1043 if (k < 10) return (k < 5);
1045 if (p_ptr->pseikaku == SEIKAKU_NAMAKE)
1046 if (one_in_(20)) return (TRUE);
1048 /* Paranoia -- No power */
1049 if (power <= 0) return (FALSE);
1052 ac = p_ptr->ac + p_ptr->to_a;
1054 /* Power competes against Armor */
1055 if (randint1(power) > ((ac * 3) / 4)) return (TRUE);
1064 * Handle player hitting a real trap
1066 static void hit_trap(bool break_trap)
1074 cptr name = "¥È¥é¥Ã¥×";
1076 cptr name = "a trap";
1081 /* Disturb the player */
1084 /* Get the cave grid */
1085 c_ptr = &cave[y][x];
1087 /* Analyze XXX XXX XXX */
1088 switch (c_ptr->feat)
1090 case FEAT_TRAP_TRAPDOOR:
1095 msg_print("Í¸Í¤òÈô¤Ó±Û¤¨¤¿¡£");
1097 msg_print("You fly over a trap door.");
1104 msg_print("Í¸Í¤ËÍî¤Á¤¿¡ª");
1105 if ((p_ptr->pseikaku == SEIKAKU_COMBAT) || (inventory[INVEN_BOW].name1 == ART_CRIMSON))
1106 msg_print("¤¯¤Ã¤½¡Á¡ª");
1108 msg_print("You have fallen through a trap door!");
1112 dam = damroll(2, 8);
1116 name = "a trap door";
1119 take_hit(DAMAGE_NOESCAPE, dam, name, -1);
1121 /* Still alive and autosave enabled */
1122 if (autosave_l && (p_ptr->chp >= 0))
1123 do_cmd_save_game(TRUE);
1126 do_cmd_write_nikki(NIKKI_BUNSHOU, 0, "Í¸Í¤ËÍî¤Á¤¿");
1128 do_cmd_write_nikki(NIKKI_BUNSHOU, 0, "You have fallen through a trap door!");
1130 prepare_change_floor_mode(CFM_DOWN | CFM_RAND_PLACE | CFM_RAND_CONNECT);
1133 p_ptr->leaving = TRUE;
1143 msg_print("Í·ê¤òÈô¤Ó±Û¤¨¤¿¡£");
1145 msg_print("You fly over a pit trap.");
1152 msg_print("Í·ê¤ËÍî¤Á¤Æ¤·¤Þ¤Ã¤¿¡ª");
1154 msg_print("You have fallen into a pit!");
1157 dam = damroll(2, 6);
1161 name = "a pit trap";
1164 take_hit(DAMAGE_NOESCAPE, dam, name, -1);
1169 case FEAT_TRAP_SPIKED_PIT:
1174 msg_print("¥È¥²¤Î¤¢¤ëÍ·ê¤òÈô¤Ó±Û¤¨¤¿¡£");
1176 msg_print("You fly over a spiked pit.");
1183 msg_print("¥¹¥Ñ¥¤¥¯¤¬Éߤ«¤ì¤¿Í·ê¤ËÍî¤Á¤Æ¤·¤Þ¤Ã¤¿¡ª");
1185 msg_print("You fall into a spiked pit!");
1193 name = "a pit trap";
1196 dam = damroll(2, 6);
1198 /* Extra spike damage */
1199 if (randint0(100) < 50)
1202 msg_print("¥¹¥Ñ¥¤¥¯¤¬»É¤µ¤Ã¤¿¡ª");
1204 msg_print("You are impaled!");
1209 name = "¥È¥²¤Î¤¢¤ëÍ·ê";
1211 name = "a spiked pit";
1215 (void)set_cut(p_ptr->cut + randint1(dam));
1218 /* Take the damage */
1219 take_hit(DAMAGE_NOESCAPE, dam, name, -1);
1224 case FEAT_TRAP_POISON_PIT:
1229 msg_print("¥È¥²¤Î¤¢¤ëÍ·ê¤òÈô¤Ó±Û¤¨¤¿¡£");
1231 msg_print("You fly over a spiked pit.");
1238 msg_print("¥¹¥Ñ¥¤¥¯¤¬Éߤ«¤ì¤¿Í·ê¤ËÍî¤Á¤Æ¤·¤Þ¤Ã¤¿¡ª");
1240 msg_print("You fall into a spiked pit!");
1245 dam = damroll(2, 6);
1250 name = "a pit trap";
1254 /* Extra spike damage */
1255 if (randint0(100) < 50)
1258 msg_print("ÆǤòÅɤé¤ì¤¿¥¹¥Ñ¥¤¥¯¤¬»É¤µ¤Ã¤¿¡ª");
1260 msg_print("You are impaled on poisonous spikes!");
1265 name = "¥È¥²¤Î¤¢¤ëÍ·ê";
1267 name = "a spiked pit";
1272 (void)set_cut(p_ptr->cut + randint1(dam));
1274 if (p_ptr->resist_pois || IS_OPPOSE_POIS())
1277 msg_print("¤·¤«¤·ÆǤαƶÁ¤Ï¤Ê¤«¤Ã¤¿¡ª");
1279 msg_print("The poison does not affect you!");
1287 (void)set_poisoned(p_ptr->poisoned + randint1(dam));
1291 /* Take the damage */
1292 take_hit(DAMAGE_NOESCAPE, dam, name, -1);
1298 case FEAT_TRAP_TY_CURSE:
1301 msg_print("²¿¤«¤¬¥Ô¥«¥Ã¤È¸÷¤Ã¤¿¡ª");
1303 msg_print("There is a flash of shimmering light!");
1306 c_ptr->info &= ~(CAVE_MARK);
1307 cave_set_feat(y, x, floor_type[randint0(100)]);
1308 num = 2 + randint1(3);
1309 for (i = 0; i < num; i++)
1311 (void)summon_specific(0, y, x, dun_level, 0, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE | PM_NO_PET));
1314 if (dun_level > randint1(100)) /* No nasty effect for low levels */
1316 bool stop_ty = FALSE;
1321 stop_ty = activate_ty_curse(stop_ty, &count);
1328 case FEAT_TRAP_TELEPORT:
1331 msg_print("¥Æ¥ì¥Ý¡¼¥È¡¦¥È¥é¥Ã¥×¤Ë¤Ò¤Ã¤«¤«¤Ã¤¿¡ª");
1333 msg_print("You hit a teleport trap!");
1336 teleport_player(100);
1340 case FEAT_TRAP_FIRE:
1343 msg_print("±ê¤ËÊñ¤Þ¤ì¤¿¡ª");
1345 msg_print("You are enveloped in flames!");
1348 dam = damroll(4, 6);
1350 (void)fire_dam(dam, "±ê¤Î¥È¥é¥Ã¥×", -1);
1352 (void)fire_dam(dam, "a fire trap", -1);
1358 case FEAT_TRAP_ACID:
1361 msg_print("»À¤¬¿á¤¤«¤±¤é¤ì¤¿¡ª");
1363 msg_print("You are splashed with acid!");
1366 dam = damroll(4, 6);
1368 (void)acid_dam(dam, "»À¤Î¥È¥é¥Ã¥×", -1);
1370 (void)acid_dam(dam, "an acid trap", -1);
1376 case FEAT_TRAP_SLOW:
1381 msg_print("¾®¤µ¤Ê¥À¡¼¥Ä¤¬Èô¤ó¤Ç¤¤Æ»É¤µ¤Ã¤¿¡ª");
1383 msg_print("A small dart hits you!");
1386 dam = damroll(1, 4);
1387 take_hit(DAMAGE_ATTACK, dam, name, -1);
1388 (void)set_slow(p_ptr->slow + randint0(20) + 20, FALSE);
1393 msg_print("¾®¤µ¤Ê¥À¡¼¥Ä¤¬Èô¤ó¤Ç¤¤¿¡ª¤¬¡¢±¿Îɤ¯Åö¤¿¤é¤Ê¤«¤Ã¤¿¡£");
1395 msg_print("A small dart barely misses you.");
1402 case FEAT_TRAP_LOSE_STR:
1407 msg_print("¾®¤µ¤Ê¥À¡¼¥Ä¤¬Èô¤ó¤Ç¤¤Æ»É¤µ¤Ã¤¿¡ª");
1409 msg_print("A small dart hits you!");
1412 dam = damroll(1, 4);
1414 take_hit(DAMAGE_ATTACK, dam, "¥À¡¼¥Ä¤Îæ«", -1);
1416 take_hit(DAMAGE_ATTACK, dam, "a dart trap", -1);
1419 (void)do_dec_stat(A_STR);
1424 msg_print("¾®¤µ¤Ê¥À¡¼¥Ä¤¬Èô¤ó¤Ç¤¤¿¡ª¤¬¡¢±¿Îɤ¯Åö¤¿¤é¤Ê¤«¤Ã¤¿¡£");
1426 msg_print("A small dart barely misses you.");
1433 case FEAT_TRAP_LOSE_DEX:
1438 msg_print("¾®¤µ¤Ê¥À¡¼¥Ä¤¬Èô¤ó¤Ç¤¤Æ»É¤µ¤Ã¤¿¡ª");
1440 msg_print("A small dart hits you!");
1443 dam = damroll(1, 4);
1445 take_hit(DAMAGE_ATTACK, dam, "¥À¡¼¥Ä¤Îæ«", -1);
1447 take_hit(DAMAGE_ATTACK, dam, "a dart trap", -1);
1450 (void)do_dec_stat(A_DEX);
1455 msg_print("¾®¤µ¤Ê¥À¡¼¥Ä¤¬Èô¤ó¤Ç¤¤¿¡ª¤¬¡¢±¿Îɤ¯Åö¤¿¤é¤Ê¤«¤Ã¤¿¡£");
1457 msg_print("A small dart barely misses you.");
1464 case FEAT_TRAP_LOSE_CON:
1469 msg_print("¾®¤µ¤Ê¥À¡¼¥Ä¤¬Èô¤ó¤Ç¤¤Æ»É¤µ¤Ã¤¿¡ª");
1471 msg_print("A small dart hits you!");
1474 dam = damroll(1, 4);
1476 take_hit(DAMAGE_ATTACK, dam, "¥À¡¼¥Ä¤Îæ«", -1);
1478 take_hit(DAMAGE_ATTACK, dam, "a dart trap", -1);
1481 (void)do_dec_stat(A_CON);
1486 msg_print("¾®¤µ¤Ê¥À¡¼¥Ä¤¬Èô¤ó¤Ç¤¤¿¡ª¤¬¡¢±¿Îɤ¯Åö¤¿¤é¤Ê¤«¤Ã¤¿¡£");
1488 msg_print("A small dart barely misses you.");
1495 case FEAT_TRAP_BLIND:
1498 msg_print("¹õ¤¤¥¬¥¹¤ËÊñ¤ß¹þ¤Þ¤ì¤¿¡ª");
1500 msg_print("A black gas surrounds you!");
1503 if (!p_ptr->resist_blind)
1505 (void)set_blind(p_ptr->blind + randint0(50) + 25);
1510 case FEAT_TRAP_CONFUSE:
1513 msg_print("¤¤é¤á¤¯¥¬¥¹¤ËÊñ¤ß¹þ¤Þ¤ì¤¿¡ª");
1515 msg_print("A gas of scintillating colors surrounds you!");
1518 if (!p_ptr->resist_conf)
1520 (void)set_confused(p_ptr->confused + randint0(20) + 10);
1525 case FEAT_TRAP_POISON:
1528 msg_print("»É·ãŪ¤ÊÎп§¤Î¥¬¥¹¤ËÊñ¤ß¹þ¤Þ¤ì¤¿¡ª");
1530 msg_print("A pungent green gas surrounds you!");
1533 if (!p_ptr->resist_pois && !IS_OPPOSE_POIS())
1535 (void)set_poisoned(p_ptr->poisoned + randint0(20) + 10);
1540 case FEAT_TRAP_SLEEP:
1543 msg_print("´ñ̯¤ÊÇò¤¤Ì¸¤ËÊñ¤Þ¤ì¤¿¡ª");
1545 msg_print("A strange white mist surrounds you!");
1548 if (!p_ptr->free_act)
1551 msg_print("¤¢¤Ê¤¿¤Ï̲¤ê¤Ë½¢¤¤¤¿¡£");
1553 msg_print("You fall asleep.");
1557 if (ironman_nightmare)
1560 msg_print("¿È¤ÎÌÓ¤â¤è¤À¤Ä¸÷·Ê¤¬Æ¬¤ËÉ⤫¤ó¤À¡£");
1562 msg_print("A horrible vision enters your mind.");
1566 /* Pick a nightmare */
1567 get_mon_num_prep(get_nightmare, NULL);
1569 /* Have some nightmares */
1570 have_nightmare(get_mon_num(MAX_DEPTH));
1572 /* Remove the monster restriction */
1573 get_mon_num_prep(NULL, NULL);
1575 (void)set_paralyzed(p_ptr->paralyzed + randint0(10) + 5);
1580 case FEAT_TRAP_TRAPS:
1583 msg_print("¤Þ¤Ð¤æ¤¤Á®¸÷¤¬Áö¤Ã¤¿¡ª");
1585 msg_print("There is a bright flash of light!");
1589 /* Destroy this trap */
1590 cave_set_feat(y, x, floor_type[randint0(100)]);
1592 /* Make some new traps */
1593 project(0, 1, y, x, 0, GF_MAKE_TRAP, PROJECT_HIDE | PROJECT_JUMP | PROJECT_GRID, -1);
1598 case FEAT_TRAP_ALARM:
1601 msg_print("¤±¤¿¤¿¤Þ¤·¤¤²»¤¬ÌĤê¶Á¤¤¤¿¡ª");
1603 msg_print("An alarm sounds!");
1606 aggravate_monsters(0);
1611 case FEAT_TRAP_OPEN:
1614 msg_print("Âç²»¶Á¤È¶¦¤Ë¤Þ¤ï¤ê¤ÎÊɤ¬Êø¤ì¤¿¡ª");
1616 msg_print("Suddenly, surrounding walls are opened!");
1618 (void)project(0, 3, y, x, 0, GF_DISINTEGRATE, PROJECT_GRID | PROJECT_HIDE, -1);
1619 (void)project(0, 3, y, x - 4, 0, GF_DISINTEGRATE, PROJECT_GRID | PROJECT_HIDE, -1);
1620 (void)project(0, 3, y, x + 4, 0, GF_DISINTEGRATE, PROJECT_GRID | PROJECT_HIDE, -1);
1621 aggravate_monsters(0);
1626 case FEAT_TRAP_ARMAGEDDON:
1628 static int levs[10] = {0, 0, 20, 10, 5, 3, 2, 1, 1, 1};
1629 int evil_idx = 0, good_idx = 0;
1633 msg_print("ÆÍÁ³Å·³¦¤ÎÀïÁè¤Ë´¬¤¹þ¤Þ¤ì¤¿¡ª");
1635 msg_print("Suddenly, you are surrounded by immotal beings!");
1638 /* Destroy this trap */
1639 cave_set_feat(y, x, floor_type[randint0(100)]);
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 sight */
1654 if (!player_has_los_bold(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;
1679 case FEAT_TRAP_PIRANHA:
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 /* Destroy this trap */
1688 cave_set_feat(y, x, floor_type[randint0(100)]);
1690 /* Water fills room */
1691 fire_ball_hide(GF_WATER_FLOW, 0, 1, 10);
1693 /* Summon Piranhas */
1694 num = 1 + dun_level/20;
1695 for (i = 0; i < num; i++)
1697 (void)summon_specific(0, y, x, dun_level, SUMMON_PIRANHAS, (PM_ALLOW_GROUP | PM_NO_PET));
1702 if (break_trap && is_trap(c_ptr->feat))
1704 cave_set_feat(y, x, floor_type[randint0(100)]);
1706 msg_print("¥È¥é¥Ã¥×¤òÊ´ºÕ¤·¤¿¡£");
1708 msg_print("You destroyed the trap.");
1714 static void touch_zap_player(monster_type *m_ptr)
1716 int aura_damage = 0;
1717 monster_race *r_ptr = &r_info[m_ptr->r_idx];
1719 if (r_ptr->flags2 & RF2_AURA_FIRE)
1721 if (!p_ptr->immune_fire)
1725 aura_damage = damroll(1 + (r_ptr->level / 26), 1 + (r_ptr->level / 17));
1727 /* Hack -- Get the "died from" name */
1728 monster_desc(aura_dam, m_ptr, MD_IGNORE_HALLU | MD_ASSUME_VISIBLE | MD_INDEF_VISIBLE);
1731 msg_print("ÆÍÁ³¤È¤Æ¤âÇ®¤¯¤Ê¤Ã¤¿¡ª");
1733 msg_print("You are suddenly very hot!");
1737 if (prace_is_(RACE_ENT)) aura_damage += aura_damage / 3;
1738 if (IS_OPPOSE_FIRE()) aura_damage = (aura_damage + 2) / 3;
1739 if (p_ptr->resist_fire) aura_damage = (aura_damage + 2) / 3;
1741 take_hit(DAMAGE_NOESCAPE, aura_damage, aura_dam, -1);
1742 if (m_ptr->ml) r_ptr->r_flags2 |= RF2_AURA_FIRE;
1747 if (r_ptr->flags3 & RF3_AURA_COLD)
1749 if (!p_ptr->immune_cold)
1753 aura_damage = damroll(1 + (r_ptr->level / 26), 1 + (r_ptr->level / 17));
1755 /* Hack -- Get the "died from" name */
1756 monster_desc(aura_dam, m_ptr, MD_IGNORE_HALLU | MD_ASSUME_VISIBLE | MD_INDEF_VISIBLE);
1759 msg_print("ÆÍÁ³¤È¤Æ¤â´¨¤¯¤Ê¤Ã¤¿¡ª");
1761 msg_print("You are suddenly very cold!");
1765 if (IS_OPPOSE_COLD()) aura_damage = (aura_damage + 2) / 3;
1766 if (p_ptr->resist_cold) aura_damage = (aura_damage + 2) / 3;
1768 take_hit(DAMAGE_NOESCAPE, aura_damage, aura_dam, -1);
1769 if (m_ptr->ml) r_ptr->r_flags3 |= RF3_AURA_COLD;
1774 if (r_ptr->flags2 & RF2_AURA_ELEC)
1776 if (!p_ptr->immune_elec)
1780 aura_damage = damroll(1 + (r_ptr->level / 26), 1 + (r_ptr->level / 17));
1782 /* Hack -- Get the "died from" name */
1783 monster_desc(aura_dam, m_ptr, MD_IGNORE_HALLU | MD_ASSUME_VISIBLE | MD_INDEF_VISIBLE);
1785 if (prace_is_(RACE_ANDROID)) aura_damage += aura_damage / 3;
1786 if (IS_OPPOSE_ELEC()) aura_damage = (aura_damage + 2) / 3;
1787 if (p_ptr->resist_elec) aura_damage = (aura_damage + 2) / 3;
1790 msg_print("ÅÅ·â¤ò¤¯¤é¤Ã¤¿¡ª");
1792 msg_print("You get zapped!");
1795 take_hit(DAMAGE_NOESCAPE, aura_damage, aura_dam, -1);
1796 if (m_ptr->ml) r_ptr->r_flags2 |= RF2_AURA_ELEC;
1803 static void natural_attack(s16b m_idx, int attack, bool *fear, bool *mdeath)
1805 int k, bonus, chance;
1807 monster_type *m_ptr = &m_list[m_idx];
1808 monster_race *r_ptr = &r_info[m_ptr->r_idx];
1817 case MUT2_SCOR_TAIL:
1844 atk_desc = "¥¯¥Á¥Ð¥·";
1855 atk_desc = "¾Ý¤ÎÉ¡";
1861 case MUT2_TENTACLES:
1868 atk_desc = "tentacles";
1873 dss = ddd = n_weight = 1;
1875 atk_desc = "̤ÄêµÁ¤ÎÉô°Ì";
1877 atk_desc = "undefined body part";
1882 /* Extract monster name (or "it") */
1883 monster_desc(m_name, m_ptr, 0);
1886 /* Calculate the "attack quality" */
1887 bonus = p_ptr->to_h_m;
1888 bonus += (p_ptr->lev * 6 / 5);
1889 chance = (p_ptr->skill_thn + (bonus * BTH_PLUS_ADJ));
1892 if ((!(r_ptr->flags2 & RF2_QUANTUM) || !randint0(2)) && test_hit_norm(chance, r_ptr->ac, m_ptr->ml))
1898 msg_format("%s¤ò%s¤Ç¹¶·â¤·¤¿¡£", m_name, atk_desc);
1900 msg_format("You hit %s with your %s.", m_name, atk_desc);
1904 k = damroll(ddd, dss);
1905 k = critical_norm(n_weight, bonus, k, (s16b)bonus, 0);
1907 /* Apply the player damage bonuses */
1910 /* No negative damage */
1913 /* Modify the damage */
1914 k = mon_damage_mod(m_ptr, k, FALSE);
1916 /* Complex message */
1920 msg_format("%d/%d ¤Î¥À¥á¡¼¥¸¤òÍ¿¤¨¤¿¡£", k, m_ptr->hp);
1922 msg_format("You do %d (out of %d) damage.", k, m_ptr->hp);
1927 /* Anger the monster */
1928 if (k > 0) anger_monster(m_ptr);
1930 /* Damage, check for fear and mdeath */
1933 case MUT2_SCOR_TAIL:
1934 project(0, 0, m_ptr->fy, m_ptr->fx, k, GF_POIS, PROJECT_KILL, -1);
1935 *mdeath = (m_ptr->r_idx == 0);
1938 *mdeath = mon_take_hit(m_idx, k, fear, NULL);
1941 *mdeath = mon_take_hit(m_idx, k, fear, NULL);
1944 *mdeath = mon_take_hit(m_idx, k, fear, NULL);
1946 case MUT2_TENTACLES:
1947 *mdeath = mon_take_hit(m_idx, k, fear, NULL);
1950 *mdeath = mon_take_hit(m_idx, k, fear, NULL);
1953 touch_zap_player(m_ptr);
1963 msg_format("¥ß¥¹¡ª %s¤Ë¤«¤ï¤µ¤ì¤¿¡£", m_name);
1965 msg_format("You miss %s.", m_name);
1974 * Player attacks a (poor, defenseless) creature -RAK-
1976 * If no "weapon" is available, then "punch" the monster one time.
1978 static void py_attack_aux(int y, int x, bool *fear, bool *mdeath, s16b hand, int mode)
1980 int num = 0, k, bonus, chance, vir;
1982 cave_type *c_ptr = &cave[y][x];
1984 monster_type *m_ptr = &m_list[c_ptr->m_idx];
1985 monster_race *r_ptr = &r_info[m_ptr->r_idx];
1991 bool success_hit = FALSE;
1992 bool old_success_hit = FALSE;
1993 bool backstab = FALSE;
1994 bool vorpal_cut = FALSE;
1995 int chaos_effect = 0;
1996 bool stab_fleeing = FALSE;
1997 bool fuiuchi = FALSE;
1998 bool do_quake = FALSE;
2000 bool drain_msg = TRUE;
2001 int drain_result = 0, drain_heal = 0;
2002 bool can_drain = FALSE;
2004 int drain_left = MAX_VAMPIRIC_DRAIN;
2005 u32b flgs[TR_FLAG_SIZE]; /* A massive hack -- life-draining weapons */
2006 bool is_human = (r_ptr->d_char == 'p');
2007 bool is_lowlevel = (r_ptr->level < (p_ptr->lev - 15));
2008 bool zantetsu_mukou, e_j_mukou;
2012 if (((p_ptr->pclass == CLASS_ROGUE) || (p_ptr->pclass == CLASS_NINJA)) && inventory[INVEN_RARM+hand].tval)
2014 int tmp = p_ptr->lev*6+(p_ptr->skill_stl+10)*4;
2015 if (p_ptr->monlite && (mode != HISSATSU_NYUSIN)) tmp /= 3;
2016 if (p_ptr->cursed & TRC_AGGRAVATE) tmp /= 2;
2017 if (r_ptr->level > (p_ptr->lev*p_ptr->lev/20+10)) tmp /= 3;
2018 if (m_ptr->csleep && m_ptr->ml)
2020 /* Can't backstab creatures that we can't see, right? */
2023 else if ((p_ptr->special_defense & NINJA_S_STEALTH) && (randint0(tmp) > (r_ptr->level+20)) && m_ptr->ml && !(r_ptr->flagsr & RFR_RES_ALL))
2027 else if (m_ptr->monfear && m_ptr->ml)
2029 stab_fleeing = TRUE;
2033 if(!buki_motteruka(INVEN_RARM) && !buki_motteruka(INVEN_LARM))
2035 if ((r_ptr->level + 10) > p_ptr->lev)
2037 if (p_ptr->skill_exp[GINOU_SUDE] < s_info[p_ptr->pclass].s_max[GINOU_SUDE])
2039 if (p_ptr->skill_exp[GINOU_SUDE] < WEAPON_EXP_BEGINNER)
2040 p_ptr->skill_exp[GINOU_SUDE] += 40;
2041 else if ((p_ptr->skill_exp[GINOU_SUDE] < WEAPON_EXP_SKILLED))
2042 p_ptr->skill_exp[GINOU_SUDE] += 5;
2043 else if ((p_ptr->skill_exp[GINOU_SUDE] < WEAPON_EXP_EXPERT) && (p_ptr->lev > 19))
2044 p_ptr->skill_exp[GINOU_SUDE] += 1;
2045 else if ((p_ptr->lev > 34))
2046 if (one_in_(3)) p_ptr->skill_exp[GINOU_SUDE] += 1;
2047 p_ptr->update |= (PU_BONUS);
2053 if ((r_ptr->level + 10) > p_ptr->lev)
2055 int tval = inventory[INVEN_RARM+hand].tval - TV_BOW;
2056 int sval = inventory[INVEN_RARM+hand].sval;
2057 int now_exp = p_ptr->weapon_exp[tval][sval];
2058 if (now_exp < s_info[p_ptr->pclass].w_max[tval][sval])
2061 if (now_exp < WEAPON_EXP_BEGINNER) amount = 80;
2062 else if (now_exp < WEAPON_EXP_SKILLED) amount = 10;
2063 else if ((now_exp < WEAPON_EXP_EXPERT) && (p_ptr->lev > 19)) amount = 1;
2064 else if ((p_ptr->lev > 34) && one_in_(2)) amount = 1;
2065 p_ptr->weapon_exp[tval][sval] += amount;
2066 p_ptr->update |= (PU_BONUS);
2071 /* Disturb the monster */
2073 if (r_ptr->flags7 & RF7_HAS_LD_MASK)
2074 p_ptr->update |= (PU_MON_LITE);
2076 /* Extract monster name (or "it") */
2077 monster_desc(m_name, m_ptr, 0);
2079 /* Access the weapon */
2080 o_ptr = &inventory[INVEN_RARM+hand];
2082 /* Calculate the "attack quality" */
2083 bonus = p_ptr->to_h[hand] + o_ptr->to_h;
2084 chance = (p_ptr->skill_thn + (bonus * BTH_PLUS_ADJ));
2085 if (mode == HISSATSU_IAI) chance += 60;
2086 if (p_ptr->special_defense & KATA_KOUKIJIN) chance += 150;
2088 if (p_ptr->sutemi) chance = MAX(chance * 3 / 2, chance + 60);
2090 vir = virtue_number(V_VALOUR);
2093 chance += (p_ptr->virtues[vir - 1]/10);
2096 zantetsu_mukou = ((o_ptr->name1 == ART_ZANTETSU) && (r_ptr->d_char == 'j'));
2097 e_j_mukou = ((o_ptr->name1 == ART_EXCALIBUR_J) && (r_ptr->d_char == 'S'));
2099 if ((mode == HISSATSU_KYUSHO) || (mode == HISSATSU_MINEUCHI) || (mode == HISSATSU_3DAN) || (mode == HISSATSU_IAI)) num_blow = 1;
2100 else if (mode == HISSATSU_COLD) num_blow = p_ptr->num_blow[hand]+2;
2101 else num_blow = p_ptr->num_blow[hand];
2103 /* Attack once for each legal blow */
2104 while ((num++ < num_blow) && !p_ptr->is_dead)
2106 if (((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_DOKUBARI)) || (mode == HISSATSU_KYUSHO))
2108 if (p_ptr->migite && p_ptr->hidarite)
2110 success_hit = one_in_(2);
2112 else success_hit = TRUE;
2114 else if (mode == HISSATSU_MAJIN)
2119 success_hit = FALSE;
2120 old_success_hit = success_hit;
2122 else success_hit = old_success_hit;
2124 else if ((p_ptr->pclass == CLASS_NINJA) && ((backstab || fuiuchi) && !(r_ptr->flagsr & RFR_RES_ALL))) success_hit = TRUE;
2125 else success_hit = test_hit_norm(chance, r_ptr->ac, m_ptr->ml);
2130 int vorpal_chance = ((o_ptr->name1 == ART_VORPAL_BLADE) || (o_ptr->name1 == ART_CHAINSWORD)) ? 2 : 4;
2138 msg_format("¤¢¤Ê¤¿¤ÏÎä¹ó¤Ë¤â̲¤Ã¤Æ¤¤¤ë̵ÎϤÊ%s¤òÆͤ»É¤·¤¿¡ª",
2140 msg_format("You cruelly stab the helpless, sleeping %s!",
2146 msg_format("ÉÔ°Õ¤òÆͤ¤¤Æ%s¤Ë¶¯Îõ¤Ê°ì·â¤ò¶ô¤é¤ï¤»¤¿¡ª",
2148 msg_format("You make surprise attack, and hit %s with a powerful blow!",
2152 else if (stab_fleeing)
2154 msg_format("ƨ¤²¤ë%s¤òÇØÃ椫¤éÆͤ»É¤·¤¿¡ª",
2156 msg_format("You backstab the fleeing %s!",
2162 if (!(((p_ptr->pclass == CLASS_MONK) || (p_ptr->pclass == CLASS_FORCETRAINER) || (p_ptr->pclass == CLASS_BERSERKER)) && (empty_hands(TRUE) > 1)))
2164 msg_format("%s¤ò¹¶·â¤·¤¿¡£", m_name);
2166 msg_format("You hit %s.", m_name);
2171 /* Hack -- bare hands do one damage */
2174 object_flags(o_ptr, flgs);
2176 /* Select a chaotic effect (50% chance) */
2177 if ((have_flag(flgs, TR_CHAOTIC)) && one_in_(2))
2180 chg_virtue(V_CHANCE, 1);
2182 if (randint1(5) < 3)
2184 /* Vampiric (20%) */
2187 else if (one_in_(250))
2192 else if (!one_in_(10))
2194 /* Confusion (26.892%) */
2197 else if (one_in_(2))
2199 /* Teleport away (1.494%) */
2204 /* Polymorph (1.494%) */
2209 /* Vampiric drain */
2210 if ((have_flag(flgs, TR_VAMPIRIC)) || (chaos_effect == 1) || (mode == HISSATSU_DRAIN))
2212 /* Only drain "living" monsters */
2213 if (monster_living(r_ptr))
2219 if ((have_flag(flgs, TR_VORPAL)) && (randint1(vorpal_chance*3/2) == 1) && !zantetsu_mukou)
2221 else vorpal_cut = FALSE;
2223 if (((p_ptr->pclass == CLASS_MONK) || (p_ptr->pclass == CLASS_FORCETRAINER) || (p_ptr->pclass == CLASS_BERSERKER)) && (empty_hands(TRUE) > 1))
2225 int special_effect = 0, stun_effect = 0, times = 0, max_times;
2227 martial_arts *ma_ptr = &ma_blows[0], *old_ptr = &ma_blows[0];
2228 int resist_stun = 0;
2231 if (r_ptr->flags1 & RF1_UNIQUE) resist_stun += 88;
2232 if (r_ptr->flags3 & RF3_NO_STUN) resist_stun += 66;
2233 if (r_ptr->flags3 & RF3_NO_CONF) resist_stun += 33;
2234 if (r_ptr->flags3 & RF3_NO_SLEEP) resist_stun += 33;
2235 if ((r_ptr->flags3 & RF3_UNDEAD) || (r_ptr->flags3 & RF3_NONLIVING))
2238 if (p_ptr->special_defense & KAMAE_BYAKKO)
2239 max_times = (p_ptr->lev < 3 ? 1 : p_ptr->lev / 3);
2240 else if (p_ptr->special_defense & KAMAE_SUZAKU)
2242 else if (p_ptr->special_defense & KAMAE_GENBU)
2245 max_times = (p_ptr->lev < 7 ? 1 : p_ptr->lev / 7);
2246 /* Attempt 'times' */
2247 for (times = 0; times < max_times; times++)
2251 ma_ptr = &ma_blows[randint0(MAX_MA)];
2252 if ((p_ptr->pclass == CLASS_FORCETRAINER) && (ma_ptr->min_level > 1)) min_level = ma_ptr->min_level + 3;
2253 else min_level = ma_ptr->min_level;
2255 while ((min_level > p_ptr->lev) ||
2256 (randint1(p_ptr->lev) < ma_ptr->chance));
2258 /* keep the highest level attack available we found */
2259 if ((ma_ptr->min_level > old_ptr->min_level) &&
2260 !p_ptr->stun && !p_ptr->confused)
2264 if (p_ptr->wizard && cheat_xtra)
2267 msg_print("¹¶·â¤òºÆÁªÂò¤·¤Þ¤·¤¿¡£");
2269 msg_print("Attack re-selected.");
2280 if (p_ptr->pclass == CLASS_FORCETRAINER) min_level = MAX(1, ma_ptr->min_level - 3);
2281 else min_level = ma_ptr->min_level;
2282 k = damroll(ma_ptr->dd, ma_ptr->ds);
2283 if (p_ptr->special_attack & ATTACK_SUIKEN) k *= 2;
2285 if (ma_ptr->effect == MA_KNEE)
2287 if (r_ptr->flags1 & RF1_MALE)
2290 msg_format("%s¤Ë¶âŪɨ½³¤ê¤ò¤¯¤é¤ï¤·¤¿¡ª", m_name);
2292 msg_format("You hit %s in the groin with your knee!", m_name);
2296 special_effect = MA_KNEE;
2299 msg_format(ma_ptr->desc, m_name);
2302 else if (ma_ptr->effect == MA_SLOW)
2304 if (!((r_ptr->flags1 & RF1_NEVER_MOVE) ||
2305 strchr("~#{}.UjmeEv$,DdsbBFIJQSXclnw!=?", r_ptr->d_char)))
2308 msg_format("%s¤Î¼ó¤Ë´ØÀá½³¤ê¤ò¤¯¤é¤ï¤·¤¿¡ª", m_name);
2310 msg_format("You kick %s in the ankle.", m_name);
2313 special_effect = MA_SLOW;
2315 else msg_format(ma_ptr->desc, m_name);
2321 stun_effect = (ma_ptr->effect / 2) + randint1(ma_ptr->effect / 2);
2324 msg_format(ma_ptr->desc, m_name);
2327 if (p_ptr->special_defense & KAMAE_SUZAKU) weight = 4;
2328 if ((p_ptr->pclass == CLASS_FORCETRAINER) && (p_ptr->magic_num1[0]))
2330 weight += (p_ptr->magic_num1[0]/30);
2331 if (weight > 20) weight = 20;
2334 k = critical_norm(p_ptr->lev * weight, min_level, k, p_ptr->to_h[0], 0);
2336 if ((special_effect == MA_KNEE) && ((k + p_ptr->to_d[hand]) < m_ptr->hp))
2339 msg_format("%^s¤Ï¶ìÄˤˤ¦¤á¤¤¤Æ¤¤¤ë¡ª", m_name);
2341 msg_format("%^s moans in agony!", m_name);
2344 stun_effect = 7 + randint1(13);
2348 else if ((special_effect == MA_SLOW) && ((k + p_ptr->to_d[hand]) < m_ptr->hp))
2350 if (!(r_ptr->flags1 & RF1_UNIQUE) &&
2351 (randint1(p_ptr->lev) > r_ptr->level) &&
2355 msg_format("%^s¤Ï¤ò¤Ò¤¤º¤ê»Ï¤á¤¿¡£", m_name);
2357 msg_format("%^s starts limping slower.", m_name);
2360 m_ptr->mspeed -= 10;
2364 if (stun_effect && ((k + p_ptr->to_d[hand]) < m_ptr->hp))
2366 if (p_ptr->lev > randint1(r_ptr->level + resist_stun + 10))
2370 msg_format("%^s¤Ï¤µ¤é¤Ë¥Õ¥é¥Õ¥é¤Ë¤Ê¤Ã¤¿¡£", m_name);
2372 msg_format("%^s is more stunned.", m_name);
2377 msg_format("%^s¤Ï¥Õ¥é¥Õ¥é¤Ë¤Ê¤Ã¤¿¡£", m_name);
2379 msg_format("%^s is stunned.", m_name);
2383 m_ptr->stunned += stun_effect;
2388 /* Handle normal weapon */
2389 else if (o_ptr->k_idx)
2391 k = damroll(o_ptr->dd + p_ptr->to_dd[hand], o_ptr->ds + p_ptr->to_ds[hand]);
2392 k = tot_dam_aux(o_ptr, k, m_ptr, mode, FALSE);
2396 k *= (3 + (p_ptr->lev / 20));
2400 k = k*(5+(p_ptr->lev*2/25))/2;
2402 else if (stab_fleeing)
2407 if ((p_ptr->impact[hand] && ((k > 50) || one_in_(7))) ||
2408 (chaos_effect == 2) || (mode == HISSATSU_QUAKE))
2413 if ((!(o_ptr->tval == TV_SWORD) || !(o_ptr->sval == SV_DOKUBARI)) && !(mode == HISSATSU_KYUSHO))
2414 k = critical_norm(o_ptr->weight, o_ptr->to_h, k, p_ptr->to_h[hand], mode);
2422 if ((o_ptr->name1 == ART_CHAINSWORD) && !one_in_(2))
2424 char chainsword_noise[1024];
2426 if (!get_rnd_line("chainswd_j.txt", 0, chainsword_noise))
2428 if (!get_rnd_line("chainswd.txt", 0, chainsword_noise))
2432 msg_print(chainsword_noise);
2436 if (o_ptr->name1 == ART_VORPAL_BLADE)
2439 msg_print("Ìܤˤâ»ß¤Þ¤é¤Ì¥ô¥©¡¼¥Ñ¥ë¥Ö¥ì¡¼¥É¡¢¼êÏ£¤ÎÁá¶È¡ª");
2441 msg_print("Your Vorpal Blade goes snicker-snack!");
2448 msg_format("%s¤ò¥°¥Ã¥µ¥êÀÚ¤êÎö¤¤¤¿¡ª", m_name);
2450 msg_format("Your weapon cuts deep into %s!", m_name);
2455 /* Try to increase the damage */
2456 while (one_in_(vorpal_chance))
2464 if (((r_ptr->flagsr & RFR_RES_ALL) ? k/100 : k) > m_ptr->hp)
2467 msg_format("%s¤ò¿¿¤ÃÆó¤Ä¤Ë¤·¤¿¡ª", m_name);
2469 msg_format("You cut %s in half!", m_name);
2478 case 2: msg_format("%s¤ò»Â¤Ã¤¿¡ª", m_name); break;
2480 case 2: msg_format("You gouge %s!", m_name); break;
2484 case 3: msg_format("%s¤ò¤Ö¤Ã¤¿»Â¤Ã¤¿¡ª", m_name); break;
2486 case 3: msg_format("You maim %s!", m_name); break;
2490 case 4: msg_format("%s¤ò¥á¥Ã¥¿»Â¤ê¤Ë¤·¤¿¡ª", m_name); break;
2492 case 4: msg_format("You carve %s!", m_name); break;
2496 case 5: msg_format("%s¤ò¥á¥Ã¥¿¥á¥¿¤Ë»Â¤Ã¤¿¡ª", m_name); break;
2498 case 5: msg_format("You cleave %s!", m_name); break;
2502 case 6: msg_format("%s¤ò»É¿È¤Ë¤·¤¿¡ª", m_name); break;
2504 case 6: msg_format("You smite %s!", m_name); break;
2508 case 7: msg_format("%s¤ò»Â¤Ã¤Æ»Â¤Ã¤Æ»Â¤ê¤Þ¤¯¤Ã¤¿¡ª", m_name); break;
2510 case 7: msg_format("You eviscerate %s!", m_name); break;
2514 default: msg_format("%s¤òºÙÀÚ¤ì¤Ë¤·¤¿¡ª", m_name); break;
2516 default: msg_format("You shred %s!", m_name); break;
2521 drain_result = drain_result * 3 / 2;
2525 drain_result += o_ptr->to_d;
2528 /* Apply the player damage bonuses */
2529 k += p_ptr->to_d[hand];
2530 drain_result += p_ptr->to_d[hand];
2532 if ((mode == HISSATSU_SUTEMI) || (mode == HISSATSU_3DAN)) k *= 2;
2533 if ((mode == HISSATSU_SEKIRYUKA) && !monster_living(r_ptr)) k = 0;
2534 if ((mode == HISSATSU_SEKIRYUKA) && !p_ptr->cut) k /= 2;
2536 /* No negative damage */
2539 if ((mode == HISSATSU_ZANMA) && !(!monster_living(r_ptr) && (r_ptr->flags3 & RF3_EVIL)))
2547 msg_print("¤³¤ó¤ÊÆð¤é¤«¤¤¤â¤Î¤ÏÀÚ¤ì¤ó¡ª");
2549 msg_print("You cannot cut such a elastic thing!");
2557 msg_print("ÃØéá¤Ï¶ì¼ê¤À¡ª");
2559 msg_print("Spiders are difficult for you to deal with!");
2564 if (mode == HISSATSU_MINEUCHI)
2566 int tmp = (10 + randint1(15) + p_ptr->lev / 5);
2569 anger_monster(m_ptr);
2571 if (!(r_ptr->flags3 & (RF3_NO_STUN)))
2577 msg_format("%s¤Ï¤Ò¤É¤¯¤â¤¦¤í¤¦¤È¤·¤¿¡£", m_name);
2579 msg_format("%s is more dazed.", m_name);
2587 msg_format("%s ¤Ï¤â¤¦¤í¤¦¤È¤·¤¿¡£", m_name);
2589 msg_format("%s is dazed.", m_name);
2594 m_ptr->stunned = (tmp < 200) ? tmp : 200;
2599 msg_format("%s ¤Ë¤Ï¸ú²Ì¤¬¤Ê¤«¤Ã¤¿¡£", m_name);
2601 msg_format("%s is not effected.", m_name);
2606 /* Modify the damage */
2607 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))));
2608 if (((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_DOKUBARI)) || (mode == HISSATSU_KYUSHO))
2610 if ((randint1(randint1(r_ptr->level/7)+5) == 1) && !(r_ptr->flags1 & RF1_UNIQUE) && !(r_ptr->flags7 & RF7_UNIQUE2))
2614 msg_format("%s¤ÎµÞ½ê¤òÆͤ»É¤·¤¿¡ª", m_name);
2616 msg_format("You hit %s on a fatal spot!", m_name);
2621 else if ((p_ptr->pclass == CLASS_NINJA) && (!p_ptr->icky_wield[hand]) && ((p_ptr->cur_lite <= 0) || one_in_(7)))
2623 int maxhp = maxroll(r_ptr->hdice, r_ptr->hside);
2624 if (one_in_(backstab ? 13 : (stab_fleeing || fuiuchi) ? 15 : 27))
2629 msg_format("¿Ï¤¬%s¤Ë¿¼¡¹¤ÈÆͤ»É¤µ¤Ã¤¿¡ª", m_name);
2631 msg_format("You critically injured %s!", m_name);
2634 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)))
2636 if ((r_ptr->flags1 & RF1_UNIQUE) || (r_ptr->flags7 & RF7_UNIQUE2) || (m_ptr->hp >= maxhp/2))
2638 k = MAX(k*5, m_ptr->hp/2);
2641 msg_format("%s¤ËÃ×Ì¿½ý¤òÉé¤ï¤»¤¿¡ª", m_name);
2643 msg_format("You fatally injured %s!", m_name);
2650 msg_format("¿Ï¤¬%s¤ÎµÞ½ê¤ò´Ó¤¤¤¿¡ª", m_name);
2652 msg_format("You hit %s on a fatal spot!", m_name);
2658 /* Complex message */
2659 if (p_ptr->wizard || cheat_xtra)
2662 msg_format("%d/%d ¤Î¥À¥á¡¼¥¸¤òÍ¿¤¨¤¿¡£", k, m_ptr->hp);
2664 msg_format("You do %d (out of %d) damage.", k, m_ptr->hp);
2669 if (k <= 0) can_drain = FALSE;
2671 if (drain_result > m_ptr->hp)
2672 drain_result = m_ptr->hp;
2674 /* Damage, check for fear and death */
2675 if (mon_take_hit(c_ptr->m_idx, k, fear, NULL))
2678 if ((p_ptr->pclass == CLASS_BERSERKER) && energy_use)
2680 if (p_ptr->migite && p_ptr->hidarite)
2682 if (hand) energy_use = energy_use*3/5+energy_use*num*2/(p_ptr->num_blow[hand]*5);
2683 else energy_use = energy_use*num*3/(p_ptr->num_blow[hand]*5);
2687 energy_use = energy_use*num/p_ptr->num_blow[hand];
2690 if ((o_ptr->name1 == ART_ZANTETSU) && is_lowlevel)
2692 msg_print("¤Þ¤¿¤Ä¤Þ¤é¤Ì¤â¤Î¤ò»Â¤Ã¤Æ¤·¤Þ¤Ã¤¿¡¥¡¥¡¥");
2694 msg_print("Sign..Another trifling thing I've cut....");
2699 /* Anger the monster */
2700 if (k > 0) anger_monster(m_ptr);
2702 touch_zap_player(m_ptr);
2704 /* Are we draining it? A little note: If the monster is
2705 dead, the drain does not work... */
2707 if (can_drain && (drain_result > 0))
2709 if (o_ptr->name1 == ART_MURAMASA)
2713 int to_h = o_ptr->to_h;
2714 int to_d = o_ptr->to_d;
2718 for (i = 0; i < to_h + 3; i++) if (one_in_(4)) flag = 0;
2722 for (i = 0; i < to_d + 3; i++) if (one_in_(4)) flag = 0;
2725 if (o_ptr->to_h != to_h || o_ptr->to_d != to_d)
2728 msg_print("ÍÅÅá¤Ï·ì¤òµÛ¤Ã¤Æ¶¯¤¯¤Ê¤Ã¤¿¡ª");
2730 msg_print("Muramasa sucked blood, and became more powerful!");
2739 if (drain_result > 5) /* Did we really hurt it? */
2741 drain_heal = damroll(2, drain_result / 6);
2746 msg_format("Draining left: %d", drain_left);
2748 msg_format("Draining left: %d", drain_left);
2755 if (drain_heal < drain_left)
2757 drain_left -= drain_heal;
2761 drain_heal = drain_left;
2768 msg_format("¿Ï¤¬%s¤«¤éÀ¸Ì¿ÎϤòµÛ¤¤¼è¤Ã¤¿¡ª", m_name);
2770 msg_format("Your weapon drains life from %s!", m_name);
2776 drain_heal = (drain_heal * mutant_regenerate_mod) / 100;
2778 hp_player(drain_heal);
2779 /* We get to keep some of it! */
2783 m_ptr->maxhp -= (k+7)/8;
2784 if (m_ptr->hp > m_ptr->maxhp) m_ptr->hp = m_ptr->maxhp;
2790 /* Confusion attack */
2791 if ((p_ptr->special_attack & ATTACK_CONFUSE) || (chaos_effect == 3) || (mode == HISSATSU_CONF))
2793 /* Cancel glowing hands */
2794 if (p_ptr->special_attack & ATTACK_CONFUSE)
2796 p_ptr->special_attack &= ~(ATTACK_CONFUSE);
2798 msg_print("¼ê¤Îµ±¤¤¬¤Ê¤¯¤Ê¤Ã¤¿¡£");
2800 msg_print("Your hands stop glowing.");
2802 p_ptr->redraw |= (PR_STATUS);
2806 /* Confuse the monster */
2807 if (r_ptr->flags3 & RF3_NO_CONF)
2811 r_ptr->r_flags3 |= RF3_NO_CONF;
2815 msg_format("%^s¤Ë¤Ï¸ú²Ì¤¬¤Ê¤«¤Ã¤¿¡£", m_name);
2817 msg_format("%^s is unaffected.", m_name);
2821 else if (randint0(100) < r_ptr->level)
2824 msg_format("%^s¤Ë¤Ï¸ú²Ì¤¬¤Ê¤«¤Ã¤¿¡£", m_name);
2826 msg_format("%^s is unaffected.", m_name);
2833 msg_format("%^s¤Ïº®Í𤷤¿¤è¤¦¤À¡£", m_name);
2835 msg_format("%^s appears confused.", m_name);
2838 m_ptr->confused += 10 + randint0(p_ptr->lev) / 5;
2842 else if (chaos_effect == 4)
2844 bool resists_tele = FALSE;
2846 if (r_ptr->flagsr & RFR_RES_TELE)
2848 if (r_ptr->flags1 & RF1_UNIQUE)
2850 if (m_ptr->ml) r_ptr->r_flagsr |= RFR_RES_TELE;
2852 msg_format("%^s¤Ë¤Ï¸ú²Ì¤¬¤Ê¤«¤Ã¤¿¡£", m_name);
2854 msg_format("%^s is unaffected!", m_name);
2857 resists_tele = TRUE;
2859 else if (r_ptr->level > randint1(100))
2861 if (m_ptr->ml) r_ptr->r_flagsr |= RFR_RES_TELE;
2863 msg_format("%^s¤ÏÄñ¹³ÎϤò»ý¤Ã¤Æ¤¤¤ë¡ª", m_name);
2865 msg_format("%^s resists!", m_name);
2868 resists_tele = TRUE;
2875 msg_format("%^s¤Ï¾Ã¤¨¤¿¡ª", m_name);
2877 msg_format("%^s disappears!", m_name);
2880 teleport_away(c_ptr->m_idx, 50, FALSE);
2881 num = num_blow + 1; /* Can't hit it anymore! */
2886 else if ((chaos_effect == 5) && cave_floor_bold(y, x) &&
2887 (randint1(90) > r_ptr->level))
2889 if (!(r_ptr->flags1 & (RF1_UNIQUE | RF1_QUESTOR)) &&
2890 !(r_ptr->flagsr & RFR_EFF_RES_CHAO_MASK))
2892 if (polymorph_monster(y, x))
2895 msg_format("%^s¤ÏÊѲ½¤·¤¿¡ª", m_name);
2897 msg_format("%^s changes!", m_name);
2901 /* Hack -- Get new monster */
2902 m_ptr = &m_list[c_ptr->m_idx];
2904 /* Oops, we need a different name... */
2905 monster_desc(m_name, m_ptr, 0);
2907 /* Hack -- Get new race */
2908 r_ptr = &r_info[m_ptr->r_idx];
2916 msg_format("%^s¤Ë¤Ï¸ú²Ì¤¬¤Ê¤«¤Ã¤¿¡£", m_name);
2918 msg_format("%^s is unaffected.", m_name);
2924 else if (o_ptr->name1 == ART_G_HAMMER)
2926 monster_type *m_ptr = &m_list[c_ptr->m_idx];
2928 if (m_ptr->hold_o_idx)
2930 object_type *q_ptr = &o_list[m_ptr->hold_o_idx];
2931 char o_name[MAX_NLEN];
2933 object_desc(o_name, q_ptr, TRUE, 0);
2934 q_ptr->held_m_idx = 0;
2936 m_ptr->hold_o_idx = q_ptr->next_o_idx;
2937 q_ptr->next_o_idx = 0;
2939 msg_format("%s¤òÃ¥¤Ã¤¿¡£", o_name);
2941 msg_format("You snatched %s.", o_name);
2951 backstab = FALSE; /* Clumsy! */
2952 fuiuchi = FALSE; /* Clumsy! */
2954 if ((o_ptr->tval == TV_POLEARM) && (o_ptr->sval == SV_DEATH_SCYTHE) && one_in_(3))
2956 u32b flgs[TR_FLAG_SIZE];
2963 msg_format("¥ß¥¹¡ª %s¤Ë¤«¤ï¤µ¤ì¤¿¡£", m_name);
2965 msg_format("You miss %s.", m_name);
2969 msg_print("¿¶¤ê²ó¤·¤¿Âç³ù¤¬¼«Ê¬¼«¿È¤ËÊ֤äƤ¤¿¡ª");
2971 msg_print("Your scythe returns to you!");
2974 /* Extract the flags */
2975 object_flags(o_ptr, flgs);
2977 k = damroll(o_ptr->dd, o_ptr->ds);
2980 switch (p_ptr->mimic_form)
2983 switch (p_ptr->prace)
2992 case RACE_HALF_TROLL:
2993 case RACE_HALF_OGRE:
2994 case RACE_HALF_GIANT:
2995 case RACE_HALF_TITAN:
3003 case RACE_DRACONIAN:
3010 case MIMIC_DEMON_LORD:
3017 if (p_ptr->align < 0 && mult < 20)
3019 if (!(p_ptr->resist_acid || IS_OPPOSE_ACID() || p_ptr->immune_acid) && (mult < 25))
3021 if (!(p_ptr->resist_elec || IS_OPPOSE_ELEC() || p_ptr->immune_elec) && (mult < 25))
3023 if (!(p_ptr->resist_fire || IS_OPPOSE_FIRE() || p_ptr->immune_fire) && (mult < 25))
3025 if (!(p_ptr->resist_cold || IS_OPPOSE_COLD() || p_ptr->immune_cold) && (mult < 25))
3027 if (!(p_ptr->resist_pois || IS_OPPOSE_POIS()) && (mult < 25))
3030 if ((p_ptr->pclass != CLASS_SAMURAI) && (have_flag(flgs, TR_FORCE_WEAPON)) && (p_ptr->csp > (p_ptr->msp / 30)))
3032 p_ptr->csp -= (1+(p_ptr->msp / 30));
3033 p_ptr->redraw |= (PR_MANA);
3034 mult = mult * 3 / 2 + 20;
3040 k = critical_norm(o_ptr->weight, o_ptr->to_h, k, p_ptr->to_h[hand], mode);
3045 msg_format("¥°¥Ã¥µ¥êÀÚ¤êÎö¤«¤ì¤¿¡ª");
3047 msg_format("Your weapon cuts deep into yourself!");
3049 /* Try to increase the damage */
3057 k += (p_ptr->to_d[hand] + o_ptr->to_d);
3062 take_hit(DAMAGE_FORCE, k, "»à¤ÎÂç³ù", -1);
3064 take_hit(DAMAGE_FORCE, k, "Death scythe", -1);
3076 msg_format("¥ß¥¹¡ª %s¤Ë¤«¤ï¤µ¤ì¤¿¡£", m_name);
3078 msg_format("You miss %s.", m_name);
3087 if (weak && !(*mdeath))
3090 msg_format("%s¤Ï¼å¤¯¤Ê¤Ã¤¿¤è¤¦¤À¡£", m_name);
3092 msg_format("%^s seems weakened.", m_name);
3095 if (drain_left != MAX_VAMPIRIC_DRAIN)
3099 chg_virtue(V_UNLIFE, 1);
3102 /* Mega-Hack -- apply earthquake brand */
3105 earthquake(py, px, 10);
3106 if (!cave[y][x].m_idx) *mdeath = TRUE;
3110 bool py_attack(int y, int x, int mode)
3113 bool mdeath = FALSE;
3114 bool stormbringer = FALSE;
3116 cave_type *c_ptr = &cave[y][x];
3117 monster_type *m_ptr = &m_list[c_ptr->m_idx];
3120 /* Disturb the player */
3125 if (m_ptr->csleep) /* It is not honorable etc to attack helpless victims */
3127 if (!(r_info[m_ptr->r_idx].flags3 & RF3_EVIL) || one_in_(5)) chg_virtue(V_COMPASSION, -1);
3128 if (!(r_info[m_ptr->r_idx].flags3 & RF3_EVIL) || one_in_(5)) chg_virtue(V_HONOUR, -1);
3131 /* Extract monster name (or "it") */
3132 monster_desc(m_name, m_ptr, 0);
3134 /* Auto-Recall if possible and visible */
3135 if (m_ptr->ml) monster_race_track(m_ptr->ap_r_idx);
3137 /* Track a new monster */
3138 if (m_ptr->ml) health_track(c_ptr->m_idx);
3140 if ((r_info[m_ptr->r_idx].flags1 & RF1_FEMALE) &&
3141 !(p_ptr->stun || p_ptr->confused || p_ptr->image || !m_ptr->ml))
3143 if ((inventory[INVEN_RARM].name1 == ART_ZANTETSU) || (inventory[INVEN_LARM].name1 == ART_ZANTETSU))
3146 msg_print("ÀÛ¼Ô¡¢¤ª¤Ê¤´¤Ï»Â¤ì¤Ì¡ª");
3148 msg_print("I can not attack women!");
3154 if (d_info[dungeon_type].flags1 & DF1_NO_MELEE)
3157 msg_print("¤Ê¤¼¤«¹¶·â¤¹¤ë¤³¤È¤¬¤Ç¤¤Ê¤¤¡£");
3159 msg_print("Something prevent you from attacking.");
3164 /* Stop if friendly */
3165 if (!is_hostile(m_ptr) &&
3166 !(p_ptr->stun || p_ptr->confused || p_ptr->image ||
3167 p_ptr->shero || !m_ptr->ml))
3169 if (inventory[INVEN_RARM].name1 == ART_STORMBRINGER) stormbringer = TRUE;
3170 if (inventory[INVEN_LARM].name1 == ART_STORMBRINGER) stormbringer = TRUE;
3174 msg_format("¹õ¤¤¿Ï¤Ï¶¯ÍߤË%s¤ò¹¶·â¤·¤¿¡ª", m_name);
3176 msg_format("Your black blade greedily attacks %s!", m_name);
3178 chg_virtue(V_INDIVIDUALISM, 1);
3179 chg_virtue(V_HONOUR, -1);
3180 chg_virtue(V_JUSTICE, -1);
3181 chg_virtue(V_COMPASSION, -1);
3183 else if (p_ptr->pclass != CLASS_BERSERKER)
3186 if (get_check("ËÜÅö¤Ë¹¶·â¤·¤Þ¤¹¤«¡©"))
3188 if (get_check("Really hit it? "))
3191 chg_virtue(V_INDIVIDUALISM, 1);
3192 chg_virtue(V_HONOUR, -1);
3193 chg_virtue(V_JUSTICE, -1);
3194 chg_virtue(V_COMPASSION, -1);
3199 msg_format("%s¤ò¹¶·â¤¹¤ë¤Î¤ò»ß¤á¤¿¡£", m_name);
3201 msg_format("You stop to avoid hitting %s.", m_name);
3209 /* Handle player fear */
3215 msg_format("¶²¤¯¤Æ%s¤ò¹¶·â¤Ç¤¤Ê¤¤¡ª", m_name);
3217 msg_format("You are too afraid to attack %s!", m_name);
3222 msg_format ("¤½¤Ã¤Á¤Ë¤Ï²¿¤«¶²¤¤¤â¤Î¤¬¤¤¤ë¡ª");
3224 msg_format ("There is something scary in your way!");
3227 /* Disturb the monster */
3229 p_ptr->update |= (PU_MON_LITE);
3235 if (p_ptr->migite && p_ptr->hidarite)
3237 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_info[m_ptr->r_idx].level))
3239 if (p_ptr->skill_exp[GINOU_NITOURYU] < WEAPON_EXP_BEGINNER)
3240 p_ptr->skill_exp[GINOU_NITOURYU] += 80;
3241 else if(p_ptr->skill_exp[GINOU_NITOURYU] < WEAPON_EXP_SKILLED)
3242 p_ptr->skill_exp[GINOU_NITOURYU] += 4;
3243 else if(p_ptr->skill_exp[GINOU_NITOURYU] < WEAPON_EXP_EXPERT)
3244 p_ptr->skill_exp[GINOU_NITOURYU] += 1;
3245 else if(p_ptr->skill_exp[GINOU_NITOURYU] < WEAPON_EXP_MASTER)
3246 if (one_in_(3)) p_ptr->skill_exp[GINOU_NITOURYU] += 1;
3247 p_ptr->update |= (PU_BONUS);
3251 /* Gain riding experience */
3254 int cur = p_ptr->skill_exp[GINOU_RIDING];
3255 int max = s_info[p_ptr->pclass].s_max[GINOU_RIDING];
3259 int ridinglevel = r_info[m_list[p_ptr->riding].r_idx].level;
3260 int targetlevel = r_info[m_ptr->r_idx].level;
3263 if ((cur / 200 - 5) < targetlevel)
3266 /* Extra experience */
3267 if ((cur / 100) < ridinglevel)
3269 if ((cur / 100 + 15) < ridinglevel)
3270 inc += 1 + (ridinglevel - (cur / 100 + 15));
3275 p_ptr->skill_exp[GINOU_RIDING] = MIN(max, cur + inc);
3277 p_ptr->update |= (PU_BONUS);
3281 riding_t_m_idx = c_ptr->m_idx;
3282 if (p_ptr->migite) py_attack_aux(y, x, &fear, &mdeath, 0, mode);
3283 if (p_ptr->hidarite && !mdeath) py_attack_aux(y, x, &fear, &mdeath, 1, mode);
3285 /* Mutations which yield extra 'natural' attacks */
3288 if ((p_ptr->muta2 & MUT2_HORNS) && !mdeath)
3289 natural_attack(c_ptr->m_idx, MUT2_HORNS, &fear, &mdeath);
3290 if ((p_ptr->muta2 & MUT2_BEAK) && !mdeath)
3291 natural_attack(c_ptr->m_idx, MUT2_BEAK, &fear, &mdeath);
3292 if ((p_ptr->muta2 & MUT2_SCOR_TAIL) && !mdeath)
3293 natural_attack(c_ptr->m_idx, MUT2_SCOR_TAIL, &fear, &mdeath);
3294 if ((p_ptr->muta2 & MUT2_TRUNK) && !mdeath)
3295 natural_attack(c_ptr->m_idx, MUT2_TRUNK, &fear, &mdeath);
3296 if ((p_ptr->muta2 & MUT2_TENTACLES) && !mdeath)
3297 natural_attack(c_ptr->m_idx, MUT2_TENTACLES, &fear, &mdeath);
3300 /* Hack -- delay fear messages */
3301 if (fear && m_ptr->ml && !mdeath)
3308 msg_format("%^s¤Ï¶²Éݤ·¤Æƨ¤²½Ð¤·¤¿¡ª", m_name);
3310 msg_format("%^s flees in terror!", m_name);
3315 if ((p_ptr->special_defense & KATA_IAI) && ((mode != HISSATSU_IAI) || mdeath))
3317 set_action(ACTION_NONE);
3324 static bool pattern_seq(int c_y, int c_x, int n_y, int n_x)
3326 if (!pattern_tile(c_y, c_x) && !pattern_tile(n_y, n_x))
3329 if (cave[n_y][n_x].feat == FEAT_PATTERN_START)
3331 if (!pattern_tile(c_y, c_x) &&
3332 !p_ptr->confused && !p_ptr->stun && !p_ptr->image)
3335 if (get_check("¥Ñ¥¿¡¼¥ó¤Î¾å¤òÊ⤻Ϥá¤ë¤È¡¢Á´¤Æ¤òÊ⤫¤Ê¤±¤ì¤Ð¤Ê¤ê¤Þ¤»¤ó¡£¤¤¤¤¤Ç¤¹¤«¡©"))
3337 if (get_check("If you start walking the Pattern, you must walk the whole way. Ok? "))
3347 else if ((cave[n_y][n_x].feat == FEAT_PATTERN_OLD) ||
3348 (cave[n_y][n_x].feat == FEAT_PATTERN_END) ||
3349 (cave[n_y][n_x].feat == FEAT_PATTERN_XTRA2))
3351 if (pattern_tile(c_y, c_x))
3358 msg_print("¥Ñ¥¿¡¼¥ó¤Î¾å¤òÊ⤯¤Ë¤Ï¥¹¥¿¡¼¥ÈÃÏÅÀ¤«¤éÊ⤻Ϥá¤Ê¤¯¤Æ¤Ï¤Ê¤ê¤Þ¤»¤ó¡£");
3360 msg_print("You must start walking the Pattern from the startpoint.");
3366 else if ((cave[n_y][n_x].feat == FEAT_PATTERN_XTRA1) ||
3367 (cave[c_y][c_x].feat == FEAT_PATTERN_XTRA1))
3371 else if (cave[c_y][c_x].feat == FEAT_PATTERN_START)
3373 if (pattern_tile(n_y, n_x))
3378 msg_print("¥Ñ¥¿¡¼¥ó¤Î¾å¤ÏÀµ¤·¤¤½ç½ø¤ÇÊ⤫¤Í¤Ð¤Ê¤ê¤Þ¤»¤ó¡£");
3380 msg_print("You must walk the Pattern in correct order.");
3386 else if ((cave[c_y][c_x].feat == FEAT_PATTERN_OLD) ||
3387 (cave[c_y][c_x].feat == FEAT_PATTERN_END) ||
3388 (cave[c_y][c_x].feat == FEAT_PATTERN_XTRA2))
3390 if (!pattern_tile(n_y, n_x))
3393 msg_print("¥Ñ¥¿¡¼¥ó¤òƧ¤ß³°¤·¤Æ¤Ï¤¤¤±¤Þ¤»¤ó¡£");
3395 msg_print("You may not step off from the Pattern.");
3407 if (!pattern_tile(c_y, c_x))
3410 msg_print("¥Ñ¥¿¡¼¥ó¤Î¾å¤òÊ⤯¤Ë¤Ï¥¹¥¿¡¼¥ÈÃÏÅÀ¤«¤éÊ⤻Ϥá¤Ê¤¯¤Æ¤Ï¤Ê¤ê¤Þ¤»¤ó¡£");
3412 msg_print("You must start walking the Pattern from the startpoint.");
3419 byte ok_move = FEAT_PATTERN_START;
3420 switch (cave[c_y][c_x].feat)
3422 case FEAT_PATTERN_1:
3423 ok_move = FEAT_PATTERN_2;
3425 case FEAT_PATTERN_2:
3426 ok_move = FEAT_PATTERN_3;
3428 case FEAT_PATTERN_3:
3429 ok_move = FEAT_PATTERN_4;
3431 case FEAT_PATTERN_4:
3432 ok_move = FEAT_PATTERN_1;
3437 msg_format("¤ª¤«¤·¤Ê¥Ñ¥¿¡¼¥óÊâ¹Ô¡¢%d¡£", cave[c_y][c_x].feat);
3439 msg_format("Funny Pattern walking, %d.", cave[c_y][c_x].feat);
3442 return TRUE; /* Goof-up */
3445 if ((cave[n_y][n_x].feat == ok_move) ||
3446 (cave[n_y][n_x].feat == cave[c_y][c_x].feat))
3450 if (!pattern_tile(n_y, n_x))
3452 msg_print("¥Ñ¥¿¡¼¥ó¤òƧ¤ß³°¤·¤Æ¤Ï¤¤¤±¤Þ¤»¤ó¡£");
3454 msg_print("You may not step off from the Pattern.");
3459 msg_print("¥Ñ¥¿¡¼¥ó¤Î¾å¤ÏÀµ¤·¤¤½ç½ø¤ÇÊ⤫¤Í¤Ð¤Ê¤ê¤Þ¤»¤ó¡£");
3461 msg_print("You must walk the Pattern in correct order.");
3473 bool player_can_enter(byte feature)
3477 /* Player can not walk through "walls" unless in Shadow Form */
3478 if (p_ptr->wraith_form || p_ptr->pass_wall || p_ptr->kabenuke)
3485 case FEAT_DEEP_WATER:
3486 case FEAT_SHAL_LAVA:
3487 case FEAT_DEEP_LAVA:
3510 case FEAT_WALL_EXTRA:
3511 case FEAT_WALL_INNER:
3512 case FEAT_WALL_OUTER:
3513 case FEAT_WALL_SOLID:
3520 return (!dun_level && p_ptr->ffall);
3522 case FEAT_PERM_EXTRA:
3523 case FEAT_PERM_INNER:
3524 case FEAT_PERM_OUTER:
3525 case FEAT_PERM_SOLID:
3526 case FEAT_PATTERN_START:
3527 case FEAT_PATTERN_1:
3528 case FEAT_PATTERN_2:
3529 case FEAT_PATTERN_3:
3530 case FEAT_PATTERN_4:
3531 case FEAT_PATTERN_END:
3532 case FEAT_PATTERN_OLD:
3533 case FEAT_PATTERN_XTRA1:
3534 case FEAT_PATTERN_XTRA2:
3545 * Move player in the given direction, with the given "pickup" flag.
3547 * This routine should (probably) always induce energy expenditure.
3549 * Note that moving will *always* take a turn, and will *always* hit
3550 * any monster which might be in the destination grid. Previously,
3551 * moving into walls was "free" and did NOT hit invisible monsters.
3553 void move_player(int dir, int do_pickup, bool break_trap)
3558 monster_type *m_ptr;
3562 bool p_can_pass_walls = FALSE;
3563 bool stormbringer = FALSE;
3565 bool oktomove = TRUE;
3566 bool do_past = FALSE;
3568 /* Find the result of moving */
3572 /* Examine the destination */
3573 c_ptr = &cave[y][x];
3576 if (!dun_level && !p_ptr->wild_mode &&
3577 ((x == 0) || (x == MAX_WID - 1) ||
3578 (y == 0) || (y == MAX_HGT - 1)))
3580 /* Can the player enter the grid? */
3581 if (c_ptr->mimic && player_can_enter(c_ptr->mimic))
3583 /* Hack: move to new area */
3584 if ((y == 0) && (x == 0))
3586 p_ptr->wilderness_y--;
3587 p_ptr->wilderness_x--;
3588 p_ptr->oldpy = cur_hgt - 2;
3589 p_ptr->oldpx = cur_wid - 2;
3590 ambush_flag = FALSE;
3593 else if ((y == 0) && (x == MAX_WID - 1))
3595 p_ptr->wilderness_y--;
3596 p_ptr->wilderness_x++;
3597 p_ptr->oldpy = cur_hgt - 2;
3599 ambush_flag = FALSE;
3602 else if ((y == MAX_HGT - 1) && (x == 0))
3604 p_ptr->wilderness_y++;
3605 p_ptr->wilderness_x--;
3607 p_ptr->oldpx = cur_wid - 2;
3608 ambush_flag = FALSE;
3611 else if ((y == MAX_HGT - 1) && (x == MAX_WID - 1))
3613 p_ptr->wilderness_y++;
3614 p_ptr->wilderness_x++;
3617 ambush_flag = FALSE;
3622 p_ptr->wilderness_y--;
3623 p_ptr->oldpy = cur_hgt - 2;
3625 ambush_flag = FALSE;
3628 else if (y == MAX_HGT - 1)
3630 p_ptr->wilderness_y++;
3633 ambush_flag = FALSE;
3638 p_ptr->wilderness_x--;
3639 p_ptr->oldpx = cur_wid - 2;
3641 ambush_flag = FALSE;
3644 else if (x == MAX_WID - 1)
3646 p_ptr->wilderness_x++;
3649 ambush_flag = FALSE;
3652 p_ptr->leftbldg = TRUE;
3653 p_ptr->leaving = TRUE;
3662 /* Get the monster */
3663 m_ptr = &m_list[c_ptr->m_idx];
3666 if (inventory[INVEN_RARM].name1 == ART_STORMBRINGER) stormbringer = TRUE;
3667 if (inventory[INVEN_LARM].name1 == ART_STORMBRINGER) stormbringer = TRUE;
3669 /* Player can not walk through "walls"... */
3670 /* unless in Shadow Form */
3671 if (p_ptr->wraith_form || p_ptr->pass_wall || p_ptr->kabenuke)
3672 p_can_pass_walls = TRUE;
3673 if ((cave[y][x].feat >= FEAT_PERM_EXTRA) &&
3674 (cave[y][x].feat <= FEAT_PERM_SOLID))
3676 p_can_pass_walls = FALSE;
3681 cave[py][px].m_idx = 0;
3684 /* Hack -- attack monsters */
3685 if (c_ptr->m_idx && (m_ptr->ml || cave_floor_bold(y, x) || p_can_pass_walls))
3688 /* Attack -- only if we can see it OR it is not in a wall */
3689 if (!is_hostile(m_ptr) &&
3690 !(p_ptr->confused || p_ptr->image || !m_ptr->ml || p_ptr->stun ||
3691 ((p_ptr->muta2 & MUT2_BERS_RAGE) && p_ptr->shero)) &&
3692 (pattern_seq(py, px, y, x)) &&
3693 ((cave_floor_bold(y, x)) || (c_ptr->feat == FEAT_TREES) || (p_can_pass_walls)))
3696 p_ptr->update |= (PU_MON_LITE);
3698 /* Extract monster name (or "it") */
3699 monster_desc(m_name, m_ptr, 0);
3701 /* Auto-Recall if possible and visible */
3702 if (m_ptr->ml) monster_race_track(m_ptr->ap_r_idx);
3704 /* Track a new monster */
3705 if (m_ptr->ml) health_track(c_ptr->m_idx);
3708 if ((stormbringer && (randint1(1000) > 666)) || (p_ptr->pclass == CLASS_BERSERKER))
3713 else if (monster_can_cross_terrain(cave[py][px].feat, &r_info[m_ptr->r_idx]) &&
3714 (cave_floor_bold(py, px) || cave[py][px].feat == FEAT_TREES ||
3715 (r_info[m_ptr->r_idx].flags2 & RF2_PASS_WALL)))
3722 msg_format("%^s¤¬¼ÙËâ¤À¡ª", m_name);
3724 msg_format("%^s is in your way!", m_name);
3731 /* now continue on to 'movement' */
3744 else if ((c_ptr->feat == FEAT_DARK_PIT) && !p_ptr->ffall)
3747 msg_print("Îö¤±Ìܤò²£Àڤ뤳¤È¤Ï¤Ç¤¤Þ¤»¤ó¡£");
3749 msg_print("You can't cross the chasm.");
3757 else if (c_ptr->feat == FEAT_MOUNTAIN)
3759 if (dun_level || !p_ptr->ffall)
3762 msg_print("»³¤Ë¤ÏÅФì¤Þ¤»¤ó¡ª");
3764 msg_print("You can't climb the mountains!");
3773 * Player can move through trees and
3774 * has effective -10 speed
3775 * Rangers can move without penality
3777 else if (c_ptr->feat == FEAT_TREES)
3780 if ((p_ptr->pclass != CLASS_RANGER) && !p_ptr->ffall) energy_use *= 2;
3783 else if ((c_ptr->feat >= FEAT_QUEST_ENTER) &&
3784 (c_ptr->feat <= FEAT_QUEST_EXIT))
3789 #ifdef ALLOW_EASY_DISARM /* TNB */
3791 /* Disarm a visible trap */
3792 else if ((do_pickup != easy_disarm) && is_known_trap(c_ptr))
3794 bool ignore = FALSE;
3795 switch (c_ptr->feat)
3797 case FEAT_TRAP_TRAPDOOR:
3799 case FEAT_TRAP_SPIKED_PIT:
3800 case FEAT_TRAP_POISON_PIT:
3801 if (p_ptr->ffall) ignore = TRUE;
3803 case FEAT_TRAP_TELEPORT:
3804 if (p_ptr->anti_tele) ignore = TRUE;
3806 case FEAT_TRAP_FIRE:
3807 if (p_ptr->immune_fire) ignore = TRUE;
3809 case FEAT_TRAP_ACID:
3810 if (p_ptr->immune_acid) ignore = TRUE;
3812 case FEAT_TRAP_BLIND:
3813 if (p_ptr->resist_blind) ignore = TRUE;
3815 case FEAT_TRAP_CONFUSE:
3816 if (p_ptr->resist_conf) ignore = TRUE;
3818 case FEAT_TRAP_POISON:
3819 if (p_ptr->resist_pois) ignore = TRUE;
3821 case FEAT_TRAP_SLEEP:
3822 if (p_ptr->free_act) ignore = TRUE;
3828 (void)do_cmd_disarm_aux(y, x, dir);
3833 #endif /* ALLOW_EASY_DISARM -- TNB */
3834 else if (p_ptr->riding && (r_info[m_list[p_ptr->riding].r_idx].flags1 & RF1_NEVER_MOVE))
3837 msg_print("Æ°¤±¤Ê¤¤¡ª");
3839 msg_print("Can't move!");
3846 else if (p_ptr->riding && m_list[p_ptr->riding].monfear)
3850 /* Acquire the monster name */
3851 monster_desc(m_name, &m_list[p_ptr->riding], 0);
3853 /* Dump a message */
3855 msg_format("%s¤¬¶²Éݤ·¤Æ¤¤¤ÆÀ©¸æ¤Ç¤¤Ê¤¤¡£", m_name);
3857 msg_format("%^s is too scared to control.", m_name);
3863 else if (p_ptr->riding && p_ptr->riding_ryoute)
3869 else if ((p_ptr->riding && (r_info[m_list[p_ptr->riding].r_idx].flags7 & RF7_AQUATIC)) && (c_ptr->feat != FEAT_SHAL_WATER) && (c_ptr->feat != FEAT_DEEP_WATER))
3872 msg_print("Φ¾å¤Ë¾å¤¬¤ì¤Ê¤¤¡£");
3874 msg_print("Can't land.");
3881 else if ((p_ptr->riding && !(r_info[m_list[p_ptr->riding].r_idx].flags7 & (RF7_AQUATIC | RF7_CAN_SWIM | RF7_CAN_FLY))) && (c_ptr->feat == FEAT_DEEP_WATER))
3884 msg_print("¿å¾å¤Ë¹Ô¤±¤Ê¤¤¡£");
3886 msg_print("Can't swim.");
3893 else if ((p_ptr->riding && (r_info[m_list[p_ptr->riding].r_idx].flags2 & (RF2_AURA_FIRE)) && !(r_info[m_list[p_ptr->riding].r_idx].flags7 & (RF7_CAN_FLY))) && (c_ptr->feat == FEAT_SHAL_WATER))
3896 msg_print("¿å¾å¤Ë¹Ô¤±¤Ê¤¤¡£");
3898 msg_print("Can't swim.");
3905 else if ((p_ptr->riding && !(r_info[m_list[p_ptr->riding].r_idx].flags7 & (RF7_CAN_FLY)) && !(r_info[m_list[p_ptr->riding].r_idx].flagsr & RFR_EFF_IM_FIRE_MASK)) && ((c_ptr->feat == FEAT_SHAL_LAVA) || (c_ptr->feat == FEAT_DEEP_LAVA)))
3908 msg_print("ÍÏ´ä¤Î¾å¤Ë¹Ô¤±¤Ê¤¤¡£");
3910 msg_print("Too hot to go through.");
3917 else if (p_ptr->riding && m_list[p_ptr->riding].stunned && one_in_(2))
3920 monster_desc(m_name, &m_list[p_ptr->riding], 0);
3922 msg_format("%s¤¬Û¯Û°¤È¤·¤Æ¤¤¤Æ¤¦¤Þ¤¯Æ°¤±¤Ê¤¤¡ª",m_name);
3924 msg_format("You cannot control stunned %s!",m_name);
3930 /* Player can not walk through "walls" unless in wraith form...*/
3931 else if ((!cave_floor_bold(y, x)) &&
3932 (!p_can_pass_walls))
3938 /* Feature code (applying "mimic" field) */
3939 feat = c_ptr->mimic ? c_ptr->mimic : f_info[c_ptr->feat].mimic;
3941 /* Disturb the player */
3944 /* Notice things in the dark */
3945 if ((!(c_ptr->info & (CAVE_MARK))) &&
3946 (p_ptr->blind || !(c_ptr->info & (CAVE_LITE))))
3949 if (feat == FEAT_RUBBLE)
3952 msg_print("´äÀФ¬¹Ô¤¯¼ê¤ò¤Ï¤Ð¤ó¤Ç¤¤¤ë¤è¤¦¤À¡£");
3954 msg_print("You feel some rubble blocking your way.");
3957 c_ptr->info |= (CAVE_MARK);
3962 else if (is_closed_door(feat))
3965 msg_print("¥É¥¢¤¬¹Ô¤¯¼ê¤ò¤Ï¤Ð¤ó¤Ç¤¤¤ë¤è¤¦¤À¡£");
3967 msg_print("You feel a closed door blocking your way.");
3970 c_ptr->info |= (CAVE_MARK);
3974 /* Boundary floor mimic */
3975 else if (boundary_floor_grid(c_ptr))
3978 msg_print("¤½¤ì°Ê¾åÀè¤Ë¤Ï¿Ê¤á¤Ê¤¤¤è¤¦¤À¡£");
3980 msg_print("You feel you cannot go any more.");
3984 /* Wall (or secret door) */
3988 msg_format("%s¤¬¹Ô¤¯¼ê¤ò¤Ï¤Ð¤ó¤Ç¤¤¤ë¤è¤¦¤À¡£", (feat == FEAT_TREES) ? "ÌÚ" : "ÊÉ");
3990 msg_format("You feel a %s blocking your way.", (feat == FEAT_TREES) ? "tree" : "wall");
3993 c_ptr->info |= (CAVE_MARK);
4002 if (feat == FEAT_RUBBLE)
4005 msg_print("´äÀФ¬¹Ô¤¯¼ê¤ò¤Ï¤Ð¤ó¤Ç¤¤¤ë¡£");
4007 msg_print("There is rubble blocking your way.");
4010 if (!(p_ptr->confused || p_ptr->stun || p_ptr->image))
4014 * Well, it makes sense that you lose time bumping into
4015 * a wall _if_ you are confused, stunned or blind; but
4016 * typing mistakes should not cost you a turn...
4020 else if (is_closed_door(feat))
4022 #ifdef ALLOW_EASY_OPEN
4024 if (easy_open && easy_open_door(y, x)) return;
4026 #endif /* ALLOW_EASY_OPEN */
4029 msg_print("¥É¥¢¤¬¹Ô¤¯¼ê¤ò¤Ï¤Ð¤ó¤Ç¤¤¤ë¡£");
4031 msg_print("There is a closed door blocking your way.");
4034 if (!(p_ptr->confused || p_ptr->stun || p_ptr->image))
4038 /* Boundary floor mimic */
4039 else if (boundary_floor_grid(c_ptr))
4042 msg_print("¤½¤ì°Ê¾åÀè¤Ë¤Ï¿Ê¤á¤Ê¤¤¡£");
4044 msg_print("You cannot go any more.");
4047 if (!(p_ptr->confused || p_ptr->stun || p_ptr->image))
4051 /* Wall (or secret door) */
4055 msg_format("%s¤¬¹Ô¤¯¼ê¤ò¤Ï¤Ð¤ó¤Ç¤¤¤ë¡£", (feat == FEAT_TREES) ? "ÌÚ" : "ÊÉ");
4057 msg_format("There is a %s blocking your way.", (feat == FEAT_TREES) ? "tree" : "wall");
4060 if (!(p_ptr->confused || p_ptr->stun || p_ptr->image))
4066 if (!boundary_floor_grid(c_ptr)) sound(SOUND_HITWALL);
4069 /* Normal movement */
4070 if (!pattern_seq(py, px, y, x))
4072 if (!(p_ptr->confused || p_ptr->stun || p_ptr->image))
4077 /* To avoid a loop with running */
4083 /* Normal movement */
4090 if(!process_warning(x, y))
4100 msg_format("%s¤ò²¡¤·Âऱ¤¿¡£", m_name);
4102 msg_format("You push past %s.", m_name);
4107 cave[py][px].m_idx = c_ptr->m_idx;
4109 update_mon(cave[py][px].m_idx, TRUE);
4112 /* Change oldpx and oldpy to place the player well when going back to big mode */
4113 if (p_ptr->wild_mode)
4115 if(ddy[dir] > 0) p_ptr->oldpy = 1;
4116 if(ddy[dir] < 0) p_ptr->oldpy = MAX_HGT - 2;
4117 if(ddy[dir] == 0) p_ptr->oldpy = MAX_HGT / 2;
4118 if(ddx[dir] > 0) p_ptr->oldpx = 1;
4119 if(ddx[dir] < 0) p_ptr->oldpx = MAX_WID - 2;
4120 if(ddx[dir] == 0) p_ptr->oldpx = MAX_WID / 2;
4123 /* Save old location */
4127 /* Move the player */
4131 if (p_ptr->riding && (r_info[m_list[p_ptr->riding].r_idx].flags2 & RF2_KILL_WALL))
4133 if (cave[py][px].feat >= FEAT_RUBBLE && cave[py][px].feat < FEAT_PERM_SOLID)
4135 /* Forget the wall */
4136 cave[py][px].info &= ~(CAVE_MARK);
4139 cave_set_feat(py, px, floor_type[randint0(100)]);
4142 if (music_singing(MUSIC_WALL))
4144 project(0, 0, py, px,
4145 (60 + p_ptr->lev), GF_DISINTEGRATE, PROJECT_KILL | PROJECT_ITEM, -1);
4147 else if (p_ptr->kill_wall)
4149 if (cave_valid_bold(py, px) &&
4150 (cave[py][px].feat < FEAT_PATTERN_START ||
4151 cave[py][px].feat > FEAT_PATTERN_XTRA2) &&
4152 (cave[py][px].feat < FEAT_DEEP_WATER ||
4153 cave[py][px].feat > FEAT_GRASS))
4155 if (cave[py][px].feat == FEAT_TREES)
4156 cave_set_feat(py, px, FEAT_GRASS);
4158 cave_set_feat(py, px, floor_type[randint0(100)]);
4160 /* Update some things -- similar to GF_KILL_WALL */
4161 p_ptr->update |= (PU_VIEW | PU_LITE | PU_FLOW | PU_MONSTERS | PU_MON_LITE);
4164 /* Remove "unsafe" flag */
4165 if ((!p_ptr->blind && !no_lite()) || !is_trap(c_ptr->feat)) c_ptr->info &= ~(CAVE_UNSAFE);
4167 /* Redraw new spot */
4170 /* Redraw old spot */
4174 /* sound(SOUND_WALK); */
4176 /* Check for new panel (redraw map) */
4179 /* For get everything when requested hehe I'm *NASTY* */
4180 if (dun_level && (d_info[dungeon_type].flags1 & DF1_FORGET))
4185 if ((p_ptr->pclass == CLASS_NINJA))
4187 if (c_ptr->info & (CAVE_GLOW)) set_superstealth(FALSE);
4188 else if (p_ptr->cur_lite <= 0) set_superstealth(TRUE);
4190 if ((p_ptr->action == ACTION_HAYAGAKE) && !cave_floor_bold(py, px))
4193 msg_print("¤³¤³¤Ç¤ÏÁÇÁ᤯ư¤±¤Ê¤¤¡£");
4195 msg_print("You cannot run in wall.");
4197 set_action(ACTION_NONE);
4201 p_ptr->update |= (PU_VIEW | PU_LITE | PU_FLOW | PU_MON_LITE);
4203 /* Update the monsters */
4204 p_ptr->update |= (PU_DISTANCE);
4207 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
4209 /* Spontaneous Searching */
4210 if ((p_ptr->skill_fos >= 50) ||
4211 (0 == randint0(50 - p_ptr->skill_fos)))
4216 /* Continuous Searching */
4217 if (p_ptr->action == ACTION_SEARCH)
4222 /* Handle "objects" */
4224 #ifdef ALLOW_EASY_DISARM /* TNB */
4226 carry(do_pickup != always_pickup);
4228 #else /* ALLOW_EASY_DISARM -- TNB */
4232 #endif /* ALLOW_EASY_DISARM -- TNB */
4234 /* Handle "store doors" */
4235 if (((c_ptr->feat >= FEAT_SHOP_HEAD) &&
4236 (c_ptr->feat <= FEAT_SHOP_TAIL)) ||
4237 (c_ptr->feat == FEAT_MUSEUM))
4243 /* Hack -- Enter store */
4244 command_new = SPECIAL_KEY_STORE;
4247 /* Handle "building doors" -KMW- */
4248 else if ((c_ptr->feat >= FEAT_BLDG_HEAD) &&
4249 (c_ptr->feat <= FEAT_BLDG_TAIL))
4255 /* Hack -- Enter building */
4256 command_new = SPECIAL_KEY_BUILDING;
4259 /* Handle quest areas -KMW- */
4260 else if (cave[y][x].feat == FEAT_QUEST_ENTER)
4266 /* Hack -- Enter quest level */
4267 command_new = SPECIAL_KEY_QUEST;
4270 else if (cave[y][x].feat == FEAT_QUEST_EXIT)
4272 if (quest[p_ptr->inside_quest].type == QUEST_TYPE_FIND_EXIT)
4274 if (record_fix_quest) do_cmd_write_nikki(NIKKI_FIX_QUEST_C, p_ptr->inside_quest, NULL);
4275 quest[p_ptr->inside_quest].status = QUEST_STATUS_COMPLETED;
4276 quest[p_ptr->inside_quest].complev = (byte)p_ptr->lev;
4278 msg_print("¥¯¥¨¥¹¥È¤òãÀ®¤·¤¿¡ª");
4280 msg_print("You accomplished your quest!");
4286 leave_quest_check();
4288 p_ptr->inside_quest = cave[y][x].special;
4292 p_ptr->leaving = TRUE;
4295 /* Set off a trap */
4296 else if (is_trap(c_ptr->feat))
4306 msg_print("¥È¥é¥Ã¥×¤À¡ª");
4308 msg_print("You found a trap!");
4312 disclose_grid(py, px);
4316 hit_trap(break_trap);
4319 /* Warn when leaving trap detected region */
4320 if ((disturb_trap_detect || alert_trap_detect)
4321 && p_ptr->dtrap && !(cave[py][px].info & CAVE_IN_DETECT))
4323 /* No duplicate warning */
4324 p_ptr->dtrap = FALSE;
4326 /* You are just on the edge */
4327 if (!(cave[py][px].info & CAVE_UNSAFE))
4329 if (alert_trap_detect)
4332 msg_print("* Ãí°Õ:¤³¤ÎÀè¤Ï¥È¥é¥Ã¥×¤Î´¶ÃÎÈϰϳ°¤Ç¤¹¡ª *");
4334 msg_print("*Leaving trap detect region!*");
4338 if (disturb_trap_detect)
4348 m_list[p_ptr->riding].fy = py;
4349 m_list[p_ptr->riding].fx = px;
4350 cave[py][px].m_idx = p_ptr->riding;
4351 update_mon(cave[py][px].m_idx, TRUE);
4352 p_ptr->update |= (PU_MON_LITE);
4358 * Hack -- Check for a "known wall" (see below)
4360 static int see_wall(int dir, int y, int x)
4365 /* Get the new location */
4369 /* Illegal grids are not known walls */
4370 if (!in_bounds2(y, x)) return (FALSE);
4373 c_ptr = &cave[y][x];
4375 /* Feature code (applying "mimic" field) */
4376 feat = c_ptr->mimic ? c_ptr->mimic : f_info[c_ptr->feat].mimic;
4378 /* Must be known to the player */
4379 if (c_ptr->info & (CAVE_MARK))
4381 /* Rubble, Magma, Quartz, Wall, Perm wall */
4382 if (feat >= FEAT_RUBBLE && feat <= FEAT_PERM_SOLID) return TRUE;
4385 if (feat == FEAT_TREES) return TRUE;
4388 if (feat == FEAT_MOUNTAIN) return TRUE;
4396 * Hack -- Check for an "unknown corner" (see below)
4398 static int see_nothing(int dir, int y, int x)
4400 /* Get the new location */
4404 /* Illegal grids are unknown */
4405 if (!in_bounds2(y, x)) return (TRUE);
4407 /* Memorized grids are always known */
4408 if (cave[y][x].info & (CAVE_MARK)) return (FALSE);
4410 /* Non-floor grids are unknown */
4411 if (!cave_floor_bold(y, x)) return (TRUE);
4413 /* Viewable door/wall grids are known */
4414 if (player_can_see_bold(y, x)) return (FALSE);
4425 * The running algorithm: -CJS-
4427 * In the diagrams below, the player has just arrived in the
4428 * grid marked as '@', and he has just come from a grid marked
4429 * as 'o', and he is about to enter the grid marked as 'x'.
4431 * Of course, if the "requested" move was impossible, then you
4432 * will of course be blocked, and will stop.
4434 * Overview: You keep moving until something interesting happens.
4435 * If you are in an enclosed space, you follow corners. This is
4436 * the usual corridor scheme. If you are in an open space, you go
4437 * straight, but stop before entering enclosed space. This is
4438 * analogous to reaching doorways. If you have enclosed space on
4439 * one side only (that is, running along side a wall) stop if
4440 * your wall opens out, or your open space closes in. Either case
4441 * corresponds to a doorway.
4443 * What happens depends on what you can really SEE. (i.e. if you
4444 * have no light, then running along a dark corridor is JUST like
4445 * running in a dark room.) The algorithm works equally well in
4446 * corridors, rooms, mine tailings, earthquake rubble, etc, etc.
4448 * These conditions are kept in static memory:
4449 * find_openarea You are in the open on at least one
4451 * find_breakleft You have a wall on the left, and will
4453 * find_breakright You have a wall on the right, and will
4456 * To initialize these conditions, we examine the grids adjacent
4457 * to the grid marked 'x', two on each side (marked 'L' and 'R').
4458 * If either one of the two grids on a given side is seen to be
4459 * closed, then that side is considered to be closed. If both
4460 * sides are closed, then it is an enclosed (corridor) run.
4466 * Looking at more than just the immediate squares is
4467 * significant. Consider the following case. A run along the
4468 * corridor will stop just before entering the center point,
4469 * because a choice is clearly established. Running in any of
4470 * three available directions will be defined as a corridor run.
4471 * Note that a minor hack is inserted to make the angled corridor
4472 * entry (with one side blocked near and the other side blocked
4473 * further away from the runner) work correctly. The runner moves
4474 * diagonally, but then saves the previous direction as being
4475 * straight into the gap. Otherwise, the tail end of the other
4476 * entry would be perceived as an alternative on the next move.
4484 * Likewise, a run along a wall, and then into a doorway (two
4485 * runs) will work correctly. A single run rightwards from @ will
4486 * stop at 1. Another run right and down will enter the corridor
4487 * and make the corner, stopping at the 2.
4489 * ##################
4491 * ########### ######
4495 * After any move, the function area_affect is called to
4496 * determine the new surroundings, and the direction of
4497 * subsequent moves. It examines the current player location
4498 * (at which the runner has just arrived) and the previous
4499 * direction (from which the runner is considered to have come).
4501 * Moving one square in some direction places you adjacent to
4502 * three or five new squares (for straight and diagonal moves
4503 * respectively) to which you were not previously adjacent,
4504 * marked as '!' in the diagrams below.
4507 * .o@! (normal) .o.! (diagonal)
4508 * ...! (east) ..@! (south east)
4511 * You STOP if any of the new squares are interesting in any way:
4512 * for example, if they contain visible monsters or treasure.
4514 * You STOP if any of the newly adjacent squares seem to be open,
4515 * and you are also looking for a break on that side. (that is,
4516 * find_openarea AND find_break).
4518 * You STOP if any of the newly adjacent squares do NOT seem to be
4519 * open and you are in an open area, and that side was previously
4522 * Corners: If you are not in the open (i.e. you are in a corridor)
4523 * and there is only one way to go in the new squares, then turn in
4524 * that direction. If there are more than two new ways to go, STOP.
4525 * If there are two ways to go, and those ways are separated by a
4526 * square which does not seem to be open, then STOP.
4528 * Otherwise, we have a potential corner. There are two new open
4529 * squares, which are also adjacent. One of the new squares is
4530 * diagonally located, the other is straight on (as in the diagram).
4531 * We consider two more squares further out (marked below as ?).
4533 * We assign "option" to the straight-on grid, and "option2" to the
4534 * diagonal grid, and "check_dir" to the grid marked 's'.
4540 * If they are both seen to be closed, then it is seen that no benefit
4541 * is gained from moving straight. It is a known corner. To cut the
4542 * corner, go diagonally, otherwise go straight, but pretend you
4543 * stepped diagonally into that next location for a full view next
4544 * time. Conversely, if one of the ? squares is not seen to be closed,
4545 * then there is a potential choice. We check to see whether it is a
4546 * potential corner or an intersection/room entrance. If the square
4547 * two spaces straight ahead, and the space marked with 's' are both
4548 * unknown space, then it is a potential corner and enter if
4549 * find_examine is set, otherwise must stop because it is not a
4557 * Hack -- allow quick "cycling" through the legal directions
4559 static byte cycle[] =
4560 { 1, 2, 3, 6, 9, 8, 7, 4, 1, 2, 3, 6, 9, 8, 7, 4, 1 };
4563 * Hack -- map each direction into the "middle" of the "cycle[]" array
4565 static byte chome[] =
4566 { 0, 8, 9, 10, 7, 0, 11, 6, 5, 4 };
4569 * The direction we are running
4571 static byte find_current;
4574 * The direction we came from
4576 static byte find_prevdir;
4579 * We are looking for open area
4581 static bool find_openarea;
4584 * We are looking for a break
4586 static bool find_breakright;
4587 static bool find_breakleft;
4592 * Initialize the running algorithm for a new direction.
4594 * Diagonal Corridor -- allow diaginal entry into corridors.
4596 * Blunt Corridor -- If there is a wall two spaces ahead and
4597 * we seem to be in a corridor, then force a turn into the side
4598 * corridor, must be moving straight into a corridor here. ???
4600 * Diagonal Corridor Blunt Corridor (?)
4605 static void run_init(int dir)
4607 int row, col, deepleft, deepright;
4608 int i, shortleft, shortright;
4611 /* Save the direction */
4614 /* Assume running straight */
4617 /* Assume looking for open area */
4618 find_openarea = TRUE;
4620 /* Assume not looking for breaks */
4621 find_breakright = find_breakleft = FALSE;
4623 /* Assume no nearby walls */
4624 deepleft = deepright = FALSE;
4625 shortright = shortleft = FALSE;
4630 /* Find the destination grid */
4631 row = py + ddy[dir];
4632 col = px + ddx[dir];
4634 /* Extract cycle index */
4637 /* Check for walls */
4638 if (see_wall(cycle[i+1], py, px))
4640 find_breakleft = TRUE;
4643 else if (see_wall(cycle[i+1], row, col))
4645 find_breakleft = TRUE;
4649 /* Check for walls */
4650 if (see_wall(cycle[i-1], py, px))
4652 find_breakright = TRUE;
4655 else if (see_wall(cycle[i-1], row, col))
4657 find_breakright = TRUE;
4661 /* Looking for a break */
4662 if (find_breakleft && find_breakright)
4664 /* Not looking for open area */
4665 find_openarea = FALSE;
4667 /* Hack -- allow angled corridor entry */
4670 if (deepleft && !deepright)
4672 find_prevdir = cycle[i - 1];
4674 else if (deepright && !deepleft)
4676 find_prevdir = cycle[i + 1];
4680 /* Hack -- allow blunt corridor entry */
4681 else if (see_wall(cycle[i], row, col))
4683 if (shortleft && !shortright)
4685 find_prevdir = cycle[i - 2];
4687 else if (shortright && !shortleft)
4689 find_prevdir = cycle[i + 2];
4697 * Update the current "run" path
4699 * Return TRUE if the running should be stopped
4701 static bool run_test(void)
4703 int prev_dir, new_dir, check_dir = 0;
4706 int option = 0, option2 = 0;
4710 /* Where we came from */
4711 prev_dir = find_prevdir;
4714 /* Range of newly adjacent grids */
4715 max = (prev_dir & 0x01) + 1;
4717 /* break run when leaving trap detected region */
4718 if ((disturb_trap_detect || alert_trap_detect)
4719 && p_ptr->dtrap && !(cave[py][px].info & CAVE_IN_DETECT))
4721 /* No duplicate warning */
4722 p_ptr->dtrap = FALSE;
4724 /* You are just on the edge */
4725 if (!(cave[py][px].info & CAVE_UNSAFE))
4727 if (alert_trap_detect)
4730 msg_print("* Ãí°Õ:¤³¤ÎÀè¤Ï¥È¥é¥Ã¥×¤Î´¶ÃÎÈϰϳ°¤Ç¤¹¡ª *");
4732 msg_print("*Leaving trap detect region!*");
4736 if (disturb_trap_detect)
4744 /* Look at every newly adjacent square. */
4745 for (i = -max; i <= max; i++)
4747 s16b this_o_idx, next_o_idx = 0;
4751 new_dir = cycle[chome[prev_dir] + i];
4754 row = py + ddy[new_dir];
4755 col = px + ddx[new_dir];
4758 c_ptr = &cave[row][col];
4760 /* Feature code (applying "mimic" field) */
4761 feat = c_ptr->mimic ? c_ptr->mimic : f_info[c_ptr->feat].mimic;
4763 /* Visible monsters abort running */
4766 monster_type *m_ptr = &m_list[c_ptr->m_idx];
4768 /* Visible monster */
4769 if (m_ptr->ml) return (TRUE);
4772 /* Visible objects abort running */
4773 for (this_o_idx = c_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
4777 /* Acquire object */
4778 o_ptr = &o_list[this_o_idx];
4780 /* Acquire next object */
4781 next_o_idx = o_ptr->next_o_idx;
4783 /* Visible object */
4784 if (o_ptr->marked) return (TRUE);
4788 /* Assume unknown */
4791 /* Check memorized grids */
4792 if (c_ptr->info & (CAVE_MARK))
4796 /* Examine the terrain */
4809 /* Hidden treasure */
4813 /* Known treasure (almost uninteresting) */
4819 case FEAT_WALL_EXTRA:
4820 case FEAT_WALL_INNER:
4821 case FEAT_WALL_OUTER:
4822 case FEAT_WALL_SOLID:
4823 case FEAT_PERM_EXTRA:
4824 case FEAT_PERM_INNER:
4825 case FEAT_PERM_OUTER:
4826 case FEAT_PERM_SOLID:
4827 /* dirt, grass, trees, ... */
4828 case FEAT_SHAL_WATER:
4831 case FEAT_DEEP_GRASS:
4844 /* quest features */
4845 case FEAT_QUEST_ENTER:
4846 case FEAT_QUEST_EXIT:
4855 case FEAT_DEEP_LAVA:
4856 case FEAT_SHAL_LAVA:
4859 if (IS_INVULN() || p_ptr->immune_fire) notice = FALSE;
4865 case FEAT_DEEP_WATER:
4868 if (p_ptr->ffall || p_ptr->total_weight<= (((u32b)adj_str_wgt[p_ptr->stat_ind[A_STR]]*(p_ptr->pclass == CLASS_BERSERKER ? 150 : 100))/2)) notice = FALSE;
4878 /* Option -- ignore */
4879 if (find_ignore_doors) notice = FALSE;
4888 case FEAT_LESS_LESS:
4889 case FEAT_MORE_MORE:
4892 /* Option -- ignore */
4893 if (find_ignore_stairs) notice = FALSE;
4900 /* Interesting feature */
4901 if (notice) return (TRUE);
4903 /* The grid is "visible" */
4907 /* Analyze unknown grids and floors considering mimic */
4908 if (inv || (!(feat & 0x20)))
4910 /* Looking for open area */
4916 /* The first new direction. */
4922 /* Three new directions. Stop running. */
4928 /* Two non-adjacent new directions. Stop running. */
4929 else if (option != cycle[chome[prev_dir] + i - 1])
4934 /* Two new (adjacent) directions (case 1) */
4935 else if (new_dir & 0x01)
4937 check_dir = cycle[chome[prev_dir] + i - 2];
4941 /* Two new (adjacent) directions (case 2) */
4944 check_dir = cycle[chome[prev_dir] + i + 1];
4950 /* Obstacle, while looking for open area */
4957 /* Break to the right */
4958 find_breakright = TRUE;
4963 /* Break to the left */
4964 find_breakleft = TRUE;
4971 /* Looking for open area */
4974 /* Hack -- look again */
4975 for (i = -max; i < 0; i++)
4977 new_dir = cycle[chome[prev_dir] + i];
4979 row = py + ddy[new_dir];
4980 col = px + ddx[new_dir];
4983 c_ptr = &cave[row][col];
4985 /* Feature code (applying "mimic" field) */
4986 feat = c_ptr->mimic ? c_ptr->mimic : f_info[c_ptr->feat].mimic;
4988 /* Unknown grid or non-wall XXX XXX XXX cave_floor_grid(c_ptr)) */
4989 if (!(c_ptr->info & (CAVE_MARK)) ||
4990 ((feat <= FEAT_DOOR_TAIL) ||
4991 (feat == FEAT_FLOWER) ||
4992 (feat == FEAT_DEEP_GRASS) ||
4993 ((feat >= FEAT_DEEP_WATER) &&
4994 (feat <= FEAT_GRASS))))
4997 /* Looking to break right */
4998 if (find_breakright)
5007 /* Looking to break left */
5015 /* Hack -- look again */
5016 for (i = max; i > 0; i--)
5018 new_dir = cycle[chome[prev_dir] + i];
5020 row = py + ddy[new_dir];
5021 col = px + ddx[new_dir];
5024 c_ptr = &cave[row][col];
5026 /* Feature code (applying "mimic" field) */
5027 feat = c_ptr->mimic ? c_ptr->mimic : f_info[c_ptr->feat].mimic;
5029 /* Unknown grid or non-wall XXX XXX XXX cave_floor_grid(c_ptr)) */
5030 if (!(c_ptr->info & (CAVE_MARK)) ||
5031 ((feat <= FEAT_DOOR_TAIL) ||
5032 (feat == FEAT_FLOWER) ||
5033 (feat == FEAT_DEEP_GRASS) ||
5034 ((feat >= FEAT_DEEP_WATER) &&
5035 (feat <= FEAT_GRASS))))
5038 /* Looking to break left */
5048 /* Looking to break right */
5049 if (find_breakright)
5058 /* Not looking for open area */
5070 /* Primary option */
5071 find_current = option;
5073 /* No other options */
5074 find_prevdir = option;
5077 /* Two options, examining corners */
5078 else if (find_examine && !find_cut)
5080 /* Primary option */
5081 find_current = option;
5083 /* Hack -- allow curving */
5084 find_prevdir = option2;
5087 /* Two options, pick one */
5090 /* Get next location */
5091 row = py + ddy[option];
5092 col = px + ddx[option];
5094 /* Don't see that it is closed off. */
5095 /* This could be a potential corner or an intersection. */
5096 if (!see_wall(option, row, col) ||
5097 !see_wall(check_dir, row, col))
5099 /* Can not see anything ahead and in the direction we */
5100 /* are turning, assume that it is a potential corner. */
5102 see_nothing(option, row, col) &&
5103 see_nothing(option2, row, col))
5105 find_current = option;
5106 find_prevdir = option2;
5109 /* STOP: we are next to an intersection or a room */
5116 /* This corner is seen to be enclosed; we cut the corner. */
5119 find_current = option2;
5120 find_prevdir = option2;
5123 /* This corner is seen to be enclosed, and we */
5124 /* deliberately go the long way. */
5127 find_current = option;
5128 find_prevdir = option2;
5134 /* About to hit a known wall, stop */
5135 if (see_wall(find_current, py, px))
5148 * Take one step along the current "run" path
5150 void run_step(int dir)
5159 c_ptr = &cave[py+ddy[dir]][px+ddx[dir]];
5161 /* Feature code (applying "mimic" field) */
5162 feat = c_ptr->mimic ? c_ptr->mimic : f_info[c_ptr->feat].mimic;
5164 /* Hack -- do not start silly run */
5165 if (see_wall(dir, py, px) &&
5166 (feat != FEAT_TREES))
5170 msg_print("¤½¤ÎÊý¸þ¤Ë¤Ï¹Ô¤±¤Þ¤»¤ó¡£");
5172 msg_print("You cannot run in that direction.");
5183 /* Calculate torch radius */
5184 p_ptr->update |= (PU_TORCH);
5204 /* Decrease the run counter */
5205 if (--running <= 0) return;
5210 /* Move the player, using the "pickup" flag */
5211 #ifdef ALLOW_EASY_DISARM /* TNB */
5213 move_player(find_current, FALSE, FALSE);
5215 #else /* ALLOW_EASY_DISARM -- TNB */
5217 move_player(find_current, always_pickup, FALSE);
5219 #endif /* ALLOW_EASY_DISARM -- TNB */
5221 if (player_bold(p_ptr->run_py, p_ptr->run_px))