4 * Copyright (c) 1997 Ben Harrison, James E. Wilson, Robert A. Koeneke
6 * This software may be copied and distributed for educational, research,
7 * and not for profit purposes provided that this copyright and statement
8 * are included in all such copies. Other copyrights may also apply.
11 /* Purpose: Movement commands (part 1) */
14 #define MAX_VAMPIRIC_DRAIN 50
18 * Determine if the player "hits" a monster (normal combat).
19 * Note -- Always miss 5%, always hit 5%, otherwise random.
21 bool test_hit_fire(int chance, int ac, int vis)
28 /* Hack -- Instant miss or hit */
29 if (k < 10) return (k < 5);
31 if (p_ptr->pseikaku == SEIKAKU_NAMAKE)
32 if (one_in_(20)) return (FALSE);
35 if (chance <= 0) return (FALSE);
37 /* Invisible monsters are harder to hit */
38 if (!vis) chance = (chance + 1) / 2;
40 /* Power competes against armor */
41 if (randint0(chance) < (ac * 3 / 4)) return (FALSE);
50 * Determine if the player "hits" a monster (normal combat).
52 * Note -- Always miss 5%, always hit 5%, otherwise random.
54 bool test_hit_norm(int chance, int ac, int vis)
61 /* Hack -- Instant miss or hit */
62 if (k < 10) return (k < 5);
64 if (p_ptr->pseikaku == SEIKAKU_NAMAKE)
65 if (one_in_(20)) return (FALSE);
67 /* Wimpy attack never hits */
68 if (chance <= 0) return (FALSE);
70 /* Penalize invisible targets */
71 if (!vis) chance = (chance + 1) / 2;
73 /* Power must defeat armor */
74 if (randint0(chance) < (ac * 3 / 4)) return (FALSE);
83 * Critical hits (from objects thrown by player)
84 * Factor in item weight, total plusses, and player level.
86 s16b critical_shot(int weight, int plus, int dam)
90 /* Extract "shot" power */
91 i = ((p_ptr->to_h_b + plus) * 4) + (p_ptr->lev * 2);
93 /* Snipers can shot more critically with crossbows */
94 if (p_ptr->concent) i += ((i * p_ptr->concent) / 5);
95 if ((p_ptr->pclass == CLASS_SNIPER) && (p_ptr->tval_ammo == TV_BOLT)) i *= 2;
98 if (randint1(5000) <= i)
100 k = weight * randint1(500);
105 msg_print("¼ê¤´¤¿¤¨¤¬¤¢¤Ã¤¿¡ª");
107 msg_print("It was a good hit!");
115 msg_print("¤«¤Ê¤ê¤Î¼ê¤´¤¿¤¨¤¬¤¢¤Ã¤¿¡ª");
117 msg_print("It was a great hit!");
125 msg_print("²ñ¿´¤Î°ì·â¤À¡ª");
127 msg_print("It was a superb hit!");
140 * Critical hits (by player)
142 * Factor in weapon weight, total plusses, player level.
144 s16b critical_norm(int weight, int plus, int dam, s16b meichuu, int mode)
148 /* Extract "blow" power */
149 i = (weight + (meichuu * 3 + plus * 5) + (p_ptr->lev * 3));
152 if ((randint1((p_ptr->pclass == CLASS_NINJA) ? 4444 : 5000) <= i) || (mode == HISSATSU_MAJIN) || (mode == HISSATSU_3DAN))
154 k = weight + randint1(650);
155 if ((mode == HISSATSU_MAJIN) || (mode == HISSATSU_3DAN)) k+= randint1(650);
160 msg_print("¼ê¤´¤¿¤¨¤¬¤¢¤Ã¤¿¡ª");
162 msg_print("It was a good hit!");
170 msg_print("¤«¤Ê¤ê¤Î¼ê¤´¤¿¤¨¤¬¤¢¤Ã¤¿¡ª");
172 msg_print("It was a great hit!");
180 msg_print("²ñ¿´¤Î°ì·â¤À¡ª");
182 msg_print("It was a superb hit!");
190 msg_print("ºÇ¹â¤Î²ñ¿´¤Î°ì·â¤À¡ª");
192 msg_print("It was a *GREAT* hit!");
200 msg_print("ÈæÎà¤Ê¤ºÇ¹â¤Î²ñ¿´¤Î°ì·â¤À¡ª");
202 msg_print("It was a *SUPERB* hit!");
205 dam = ((7 * dam) / 2) + 25;
214 static int mult_slaying(int mult, const u32b* flgs, const monster_type* m_ptr)
216 static const struct slay_table_t {
218 u32b affect_race_flag;
221 size_t r_flag_offset;
223 #define OFFSET(X) offsetof(monster_race, X)
224 {TR_SLAY_ANIMAL, RF3_ANIMAL, 25, OFFSET(flags3), OFFSET(r_flags3)},
225 {TR_KILL_ANIMAL, RF3_ANIMAL, 40, OFFSET(flags3), OFFSET(r_flags3)},
226 {TR_SLAY_EVIL, RF3_EVIL, 20, OFFSET(flags3), OFFSET(r_flags3)},
227 {TR_KILL_EVIL, RF3_EVIL, 35, OFFSET(flags3), OFFSET(r_flags3)},
228 {TR_SLAY_GOOD, RF3_GOOD, 20, OFFSET(flags3), OFFSET(r_flags3)},
229 {TR_KILL_GOOD, RF3_GOOD, 35, OFFSET(flags3), OFFSET(r_flags3)},
230 {TR_SLAY_HUMAN, RF2_HUMAN, 25, OFFSET(flags2), OFFSET(r_flags2)},
231 {TR_KILL_HUMAN, RF2_HUMAN, 40, OFFSET(flags2), OFFSET(r_flags2)},
232 {TR_SLAY_UNDEAD, RF3_UNDEAD, 30, OFFSET(flags3), OFFSET(r_flags3)},
233 {TR_KILL_UNDEAD, RF3_UNDEAD, 50, OFFSET(flags3), OFFSET(r_flags3)},
234 {TR_SLAY_DEMON, RF3_DEMON, 30, OFFSET(flags3), OFFSET(r_flags3)},
235 {TR_KILL_DEMON, RF3_DEMON, 50, OFFSET(flags3), OFFSET(r_flags3)},
236 {TR_SLAY_ORC, RF3_ORC, 30, OFFSET(flags3), OFFSET(r_flags3)},
237 {TR_KILL_ORC, RF3_ORC, 50, OFFSET(flags3), OFFSET(r_flags3)},
238 {TR_SLAY_TROLL, RF3_TROLL, 30, OFFSET(flags3), OFFSET(r_flags3)},
239 {TR_KILL_TROLL, RF3_TROLL, 50, OFFSET(flags3), OFFSET(r_flags3)},
240 {TR_SLAY_GIANT, RF3_GIANT, 30, OFFSET(flags3), OFFSET(r_flags3)},
241 {TR_KILL_GIANT, RF3_GIANT, 50, OFFSET(flags3), OFFSET(r_flags3)},
242 {TR_SLAY_DRAGON, RF3_DRAGON, 30, OFFSET(flags3), OFFSET(r_flags3)},
243 {TR_KILL_DRAGON, RF3_DRAGON, 50, OFFSET(flags3), OFFSET(r_flags3)},
247 monster_race* r_ptr = &r_info[m_ptr->r_idx];
249 for (i = 0; i < sizeof(slay_table) / sizeof(slay_table[0]); ++ i)
251 const struct slay_table_t* p = &slay_table[i];
253 if ((have_flag(flgs, p->slay_flag)) &&
254 (*(u32b*)(((char*)r_ptr) + p->flag_offset) & p->affect_race_flag))
256 if (is_original_ap_and_seen(m_ptr))
258 *(u32b*)(((char*)r_ptr) + p->r_flag_offset) |= p->affect_race_flag;
261 mult = MAX(mult, p->slay_mult);
268 static int mult_brand(int mult, const u32b* flgs, const monster_type* m_ptr)
270 static const struct brand_table_t {
275 {TR_BRAND_ACID, RFR_EFF_IM_ACID_MASK, 0U },
276 {TR_BRAND_ELEC, RFR_EFF_IM_ELEC_MASK, 0U },
277 {TR_BRAND_FIRE, RFR_EFF_IM_FIRE_MASK, RF3_HURT_FIRE},
278 {TR_BRAND_COLD, RFR_EFF_IM_COLD_MASK, RF3_HURT_COLD},
279 {TR_BRAND_POIS, RFR_EFF_IM_POIS_MASK, 0U },
282 monster_race* r_ptr = &r_info[m_ptr->r_idx];
284 for (i = 0; i < sizeof(brand_table) / sizeof(brand_table[0]); ++ i)
286 const struct brand_table_t* p = &brand_table[i];
288 if (have_flag(flgs, p->brand_flag))
290 /* Notice immunity */
291 if (r_ptr->flagsr & p->resist_mask)
293 if (is_original_ap_and_seen(m_ptr))
295 r_ptr->r_flagsr |= (r_ptr->flagsr & p->resist_mask);
299 /* Otherwise, take the damage */
300 else if (r_ptr->flags3 & p->hurt_flag)
302 if (is_original_ap_and_seen(m_ptr))
304 r_ptr->r_flags3 |= p->hurt_flag;
307 mult = MAX(mult, 50);
311 mult = MAX(mult, 25);
319 * Extract the "total damage" from a given object hitting a given monster.
321 * Note that "flasks of oil" do NOT do fire damage, although they
322 * certainly could be made to do so. XXX XXX
324 * Note that most brands and slays are x3, except Slay Animal (x2),
325 * Slay Evil (x2), and Kill dragon (x5).
327 s16b tot_dam_aux(object_type *o_ptr, int tdam, monster_type *m_ptr, int mode, bool thrown)
331 u32b flgs[TR_FLAG_SIZE];
333 /* Extract the flags */
334 object_flags(o_ptr, flgs);
335 torch_flags(o_ptr, flgs); /* torches has secret flags */
340 if (p_ptr->special_attack & (ATTACK_ACID)) add_flag(flgs, TR_BRAND_ACID);
341 if (p_ptr->special_attack & (ATTACK_COLD)) add_flag(flgs, TR_BRAND_COLD);
342 if (p_ptr->special_attack & (ATTACK_ELEC)) add_flag(flgs, TR_BRAND_ELEC);
343 if (p_ptr->special_attack & (ATTACK_FIRE)) add_flag(flgs, TR_BRAND_FIRE);
344 if (p_ptr->special_attack & (ATTACK_POIS)) add_flag(flgs, TR_BRAND_POIS);
347 /* Hex - Slay Good (Runesword) */
348 if (hex_spelling(HEX_RUNESWORD)) add_flag(flgs, TR_SLAY_GOOD);
350 /* Some "weapons" and "ammo" do extra damage */
363 mult = mult_slaying(mult, flgs, m_ptr);
365 /* Elemental Brand */
366 mult = mult_brand(mult, flgs, m_ptr);
369 if (p_ptr->pclass == CLASS_SAMURAI)
371 mult = mult_hissatsu(mult, flgs, m_ptr, mode);
375 if ((p_ptr->pclass != CLASS_SAMURAI) && (have_flag(flgs, TR_FORCE_WEAPON)) && (p_ptr->csp > (o_ptr->dd * o_ptr->ds / 5)))
377 p_ptr->csp -= (1+(o_ptr->dd * o_ptr->ds / 5));
378 p_ptr->redraw |= (PR_MANA);
379 mult = mult * 3 / 2 + 20;
382 /* Hack -- The Nothung cause special damage to Fafner */
383 if ((o_ptr->name1 == ART_NOTHUNG) && (m_ptr->r_idx == MON_FAFNER))
388 if (mult > 150) mult = 150;
390 /* Return the total damage */
391 return (tdam * mult / 10);
396 * Search for hidden things
398 static void discover_hidden_things(int y, int x)
400 s16b this_o_idx, next_o_idx = 0;
404 /* Access the grid */
408 if (c_ptr->mimic && is_trap(c_ptr->feat))
414 msg_print(_("¥È¥é¥Ã¥×¤òȯ¸«¤·¤¿¡£", "You have found a trap."));
421 if (is_hidden_door(c_ptr))
424 msg_print(_("±£¤·¥É¥¢¤òȯ¸«¤·¤¿¡£", "You have found a secret door."));
433 /* Scan all objects in the grid */
434 for (this_o_idx = c_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
439 o_ptr = &o_list[this_o_idx];
441 /* Acquire next object */
442 next_o_idx = o_ptr->next_o_idx;
444 /* Skip non-chests */
445 if (o_ptr->tval != TV_CHEST) continue;
447 /* Skip non-trapped chests */
448 if (!chest_traps[o_ptr->pval]) continue;
451 if (!object_is_known(o_ptr))
454 msg_print(_("È¢¤Ë»Å³Ý¤±¤é¤ì¤¿¥È¥é¥Ã¥×¤òȯ¸«¤·¤¿¡ª", "You have discovered a trap on the chest!"));
469 /* Start with base search ability */
470 chance = p_ptr->skill_srh;
472 /* Penalize various conditions */
473 if (p_ptr->blind || no_lite()) chance = chance / 10;
474 if (p_ptr->confused || p_ptr->image) chance = chance / 10;
476 /* Search the nearby grids, which are always in bounds */
477 for (i = 0; i < 9; ++ i)
479 /* Sometimes, notice things */
480 if (randint0(100) < chance)
482 discover_hidden_things(py + ddy_ddd[i], px + ddx_ddd[i]);
489 * Helper routine for py_pickup() and py_pickup_floor().
491 * Add the given dungeon object to the character's inventory.
493 * Delete the object afterwards.
495 void py_pickup_aux(int o_idx)
501 * ¥¢¥¤¥Æ¥à¤ò½¦¤Ã¤¿ºÝ¤Ë¡Ö£²¤Ä¤Î¥±¡¼¥¤ò»ý¤Ã¤Æ¤¤¤ë¡×
502 * "You have two cakes." ¤È¥¢¥¤¥Æ¥à¤ò½¦¤Ã¤¿¸å¤Î¹ç·×¤Î¤ß¤Îɽ¼¨¤¬¥ª¥ê¥¸¥Ê¥ë
504 * ¤¢¤ë¤È¤¤¤¦»ØŦ¤ò¤¦¤±¤¿¤Î¤Ç¡¢¡Ö¡Á¤ò½¦¤Ã¤¿¡¢¡Á¤ò»ý¤Ã¤Æ¤¤¤ë¡×¤È¤¤¤¦É½¼¨
505 * ¤Ë¤«¤¨¤Æ¤¢¤ë¡£¤½¤Î¤¿¤á¤ÎÇÛÎó¡£
507 char o_name[MAX_NLEN];
508 char old_name[MAX_NLEN];
512 char o_name[MAX_NLEN];
517 o_ptr = &o_list[o_idx];
520 /* Describe the object */
521 object_desc(old_name, o_ptr, OD_NAME_ONLY);
522 object_desc_kosuu(kazu_str, o_ptr);
523 hirottakazu = o_ptr->number;
525 /* Carry the object */
526 slot = inven_carry(o_ptr);
528 /* Get the object again */
529 o_ptr = &inventory[slot];
531 /* Delete the object */
532 delete_object_idx(o_idx);
534 if (p_ptr->pseikaku == SEIKAKU_MUNCHKIN)
536 bool old_known = identify_item(o_ptr);
538 /* Auto-inscription/destroy */
539 autopick_alter_item(slot, (bool)(destroy_identify && !old_known));
541 /* If it is destroyed, don't pick it up */
542 if (o_ptr->marked & OM_AUTODESTROY) return;
545 /* Describe the object */
546 object_desc(o_name, o_ptr, 0);
550 if ((o_ptr->name1 == ART_CRIMSON) && (p_ptr->pseikaku == SEIKAKU_COMBAT))
552 msg_format("¤³¤¦¤·¤Æ¡¢%s¤Ï¡Ø¥¯¥ê¥à¥¾¥ó¡Ù¤ò¼ê¤ËÆþ¤ì¤¿¡£", player_name);
553 msg_print("¤·¤«¤·º£¡¢¡Øº®Æ٤Υµ¡¼¥Ú¥ó¥È¡Ù¤ÎÊü¤Ã¤¿¥â¥ó¥¹¥¿¡¼¤¬¡¢");
554 msg_format("%s¤Ë½±¤¤¤«¤«¤ë¡¥¡¥¡¥", player_name);
560 msg_format("%s(%c)¤ò»ý¤Ã¤Æ¤¤¤ë¡£",o_name, index_to_label(slot));
564 if (o_ptr->number > hirottakazu) {
565 msg_format("%s½¦¤Ã¤Æ¡¢%s(%c)¤ò»ý¤Ã¤Æ¤¤¤ë¡£",
566 kazu_str, o_name, index_to_label(slot));
568 msg_format("%s(%c)¤ò½¦¤Ã¤¿¡£", o_name, index_to_label(slot));
572 strcpy(record_o_name, old_name);
574 msg_format("You have %s (%c).", o_name, index_to_label(slot));
575 strcpy(record_o_name, o_name);
580 check_find_art_quest_completion(o_ptr);
585 * Player "wants" to pick up an object or gold.
586 * Note that we ONLY handle things that can be picked up.
587 * See "move_player()" for handling of other things.
589 void carry(bool pickup)
591 cave_type *c_ptr = &cave[py][px];
593 s16b this_o_idx, next_o_idx = 0;
595 char o_name[MAX_NLEN];
597 /* Recenter the map around the player */
601 p_ptr->update |= (PU_MONSTERS);
604 p_ptr->redraw |= (PR_MAP);
607 p_ptr->window |= (PW_OVERHEAD);
612 /* Automatically pickup/destroy/inscribe items */
613 autopick_pickup_items(c_ptr);
616 #ifdef ALLOW_EASY_FLOOR
620 py_pickup_floor(pickup);
624 #endif /* ALLOW_EASY_FLOOR */
626 /* Scan the pile of objects */
627 for (this_o_idx = c_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
632 o_ptr = &o_list[this_o_idx];
634 #ifdef ALLOW_EASY_SENSE /* TNB */
636 /* Option: Make item sensing easy */
639 /* Sense the object */
640 (void)sense_object(o_ptr);
643 #endif /* ALLOW_EASY_SENSE -- TNB */
645 /* Describe the object */
646 object_desc(o_name, o_ptr, 0);
648 /* Acquire next object */
649 next_o_idx = o_ptr->next_o_idx;
651 /* Hack -- disturb */
655 if (o_ptr->tval == TV_GOLD)
657 int value = (long)o_ptr->pval;
659 /* Delete the gold */
660 delete_object_idx(this_o_idx);
664 msg_format(" $%ld ¤Î²ÁÃͤ¬¤¢¤ë%s¤ò¸«¤Ä¤±¤¿¡£",
665 (long)value, o_name);
667 msg_format("You collect %ld gold pieces worth of %s.",
668 (long)value, o_name);
674 /* Collect the gold */
678 p_ptr->redraw |= (PR_GOLD);
681 p_ptr->window |= (PW_PLAYER);
684 /* Pick up objects */
687 /* Hack - some objects were handled in autopick_pickup_items(). */
688 if (o_ptr->marked & OM_NOMSG)
690 /* Clear the flag. */
691 o_ptr->marked &= ~OM_NOMSG;
693 /* Describe the object */
697 msg_format("%s¤¬¤¢¤ë¡£", o_name);
699 msg_format("You see %s.", o_name);
704 /* Note that the pack is too full */
705 else if (!inven_carry_okay(o_ptr))
708 msg_format("¥¶¥Ã¥¯¤Ë¤Ï%s¤òÆþ¤ì¤ë·ä´Ö¤¬¤Ê¤¤¡£", o_name);
710 msg_format("You have no room for %s.", o_name);
715 /* Pick up the item (if requested and allowed) */
720 /* Hack -- query every item */
721 if (carry_query_flag)
723 char out_val[MAX_NLEN+20];
725 sprintf(out_val, "%s¤ò½¦¤¤¤Þ¤¹¤«? ", o_name);
727 sprintf(out_val, "Pick up %s? ", o_name);
730 okay = get_check(out_val);
733 /* Attempt to pick up an object. */
736 /* Pick up the object */
737 py_pickup_aux(this_o_idx);
746 * Determine if a trap affects the player.
747 * Always miss 5% of the time, Always hit 5% of the time.
748 * Otherwise, match trap power against player armor.
750 static int check_hit(int power)
754 /* Percentile dice */
757 /* Hack -- 5% hit, 5% miss */
758 if (k < 10) return (k < 5);
760 if (p_ptr->pseikaku == SEIKAKU_NAMAKE)
761 if (one_in_(20)) return (TRUE);
763 /* Paranoia -- No power */
764 if (power <= 0) return (FALSE);
767 ac = p_ptr->ac + p_ptr->to_a;
769 /* Power competes against Armor */
770 if (randint1(power) > ((ac * 3) / 4)) return (TRUE);
778 static void hit_trap_pit(int trap_feat_type)
782 cptr spike_name = "";
784 switch (trap_feat_type)
787 trap_name = _("Íî¤È¤··ê", "a pit trap");
789 case TRAP_SPIKED_PIT:
790 trap_name = _("¥¹¥Ñ¥¤¥¯¤¬Éߤ«¤ì¤¿Íî¤È¤··ê", "a spiked pit");
791 spike_name = _("¥¹¥Ñ¥¤¥¯", "spikes");
793 case TRAP_POISON_PIT:
794 trap_name = _("¥¹¥Ñ¥¤¥¯¤¬Éߤ«¤ì¤¿Íî¤È¤··ê", "a spiked pit");
795 spike_name = _("ÆǤòÅɤé¤ì¤¿¥¹¥Ñ¥¤¥¯", "poisonous spikes");
801 if (p_ptr->levitation)
803 msg_format(_("%s¤òÈô¤Ó±Û¤¨¤¿¡£", "You fly over %s."), trap_name);
807 msg_format(_("%s¤ËÍî¤Á¤Æ¤·¤Þ¤Ã¤¿¡ª", "You have fallen into %s!"), trap_name);
812 /* Extra spike damage */
813 if ((trap_feat_type == TRAP_SPIKED_PIT || trap_feat_type == TRAP_POISON_PIT) &&
816 msg_format(_("%s¤¬»É¤µ¤Ã¤¿¡ª", "You are impaled on %s!"), spike_name);
819 (void)set_cut(p_ptr->cut + randint1(dam));
821 if (trap_feat_type == TRAP_POISON_PIT) {
822 if (p_ptr->resist_pois || IS_OPPOSE_POIS())
824 msg_print(_("¤·¤«¤·ÆǤαƶÁ¤Ï¤Ê¤«¤Ã¤¿¡ª", "The poison does not affect you!"));
829 (void)set_poisoned(p_ptr->poisoned + randint1(dam));
834 /* Take the damage */
835 take_hit(DAMAGE_NOESCAPE, dam, trap_name, -1);
838 static bool hit_trap_dart(void)
844 msg_print(_("¾®¤µ¤Ê¥À¡¼¥Ä¤¬Èô¤ó¤Ç¤¤Æ»É¤µ¤Ã¤¿¡ª", "A small dart hits you!"));
846 take_hit(DAMAGE_ATTACK, damroll(1, 4), _("¥À¡¼¥Ä¤Îæ«", "a dart trap"), -1);
848 if (!CHECK_MULTISHADOW()) hit = TRUE;
852 msg_print(_("¾®¤µ¤Ê¥À¡¼¥Ä¤¬Èô¤ó¤Ç¤¤¿¡ª¤¬¡¢±¿Îɤ¯Åö¤¿¤é¤Ê¤«¤Ã¤¿¡£", "A small dart barely misses you."));
858 static void hit_trap_lose_stat(int stat)
866 static void hit_trap_slow(void)
870 set_slow(p_ptr->slow + randint0(20) + 20, FALSE);
874 static void hit_trap_set_abnormal_status(cptr trap_message, bool resist, bool (*set_status)(int turn), int turn)
876 msg_print(trap_message);
885 * Handle player hitting a real trap
887 static void hit_trap(bool break_trap)
892 /* Get the cave grid */
893 cave_type *c_ptr = &cave[y][x];
894 feature_type *f_ptr = &f_info[c_ptr->feat];
895 int trap_feat_type = have_flag(f_ptr->flags, FF_TRAP) ? f_ptr->subtype : NOT_TRAP;
898 cptr name = "¥È¥é¥Ã¥×";
900 cptr name = "a trap";
903 /* Disturb the player */
906 cave_alter_feat(y, x, FF_HIT_TRAP);
908 /* Analyze XXX XXX XXX */
909 switch (trap_feat_type)
913 if (p_ptr->levitation)
916 msg_print("Íî¤È¤·¸Í¤òÈô¤Ó±Û¤¨¤¿¡£");
918 msg_print("You fly over a trap door.");
925 msg_print("Íî¤È¤·¸Í¤ËÍî¤Á¤¿¡ª");
926 if ((p_ptr->pseikaku == SEIKAKU_COMBAT) || (inventory[INVEN_BOW].name1 == ART_CRIMSON))
927 msg_print("¤¯¤Ã¤½¡Á¡ª");
929 msg_print("You have fallen through a trap door!");
937 name = "a trap door";
940 take_hit(DAMAGE_NOESCAPE, dam, name, -1);
942 /* Still alive and autosave enabled */
943 if (autosave_l && (p_ptr->chp >= 0))
944 do_cmd_save_game(TRUE);
947 do_cmd_write_nikki(NIKKI_BUNSHOU, 0, "Íî¤È¤·¸Í¤ËÍî¤Á¤¿");
949 do_cmd_write_nikki(NIKKI_BUNSHOU, 0, "You have fallen through a trap door!");
951 prepare_change_floor_mode(CFM_SAVE_FLOORS | CFM_DOWN | CFM_RAND_PLACE | CFM_RAND_CONNECT);
954 p_ptr->leaving = TRUE;
960 case TRAP_SPIKED_PIT:
961 case TRAP_POISON_PIT:
963 hit_trap_pit(trap_feat_type);
970 msg_print("²¿¤«¤¬¥Ô¥«¥Ã¤È¸÷¤Ã¤¿¡ª");
972 msg_print("There is a flash of shimmering light!");
975 num = 2 + randint1(3);
976 for (i = 0; i < num; i++)
978 (void)summon_specific(0, y, x, dun_level, 0, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE | PM_NO_PET));
981 if (dun_level > randint1(100)) /* No nasty effect for low levels */
983 bool stop_ty = FALSE;
988 stop_ty = activate_ty_curse(stop_ty, &count);
998 msg_print("¥Æ¥ì¥Ý¡¼¥È¡¦¥È¥é¥Ã¥×¤Ë¤Ò¤Ã¤«¤«¤Ã¤¿¡ª");
1000 msg_print("You hit a teleport trap!");
1003 teleport_player(100, TELEPORT_PASSIVE);
1010 msg_print("±ê¤ËÊñ¤Þ¤ì¤¿¡ª");
1012 msg_print("You are enveloped in flames!");
1015 dam = damroll(4, 6);
1017 (void)fire_dam(dam, "±ê¤Î¥È¥é¥Ã¥×", -1);
1019 (void)fire_dam(dam, "a fire trap", -1);
1028 msg_print("»À¤¬¿á¤¤«¤±¤é¤ì¤¿¡ª");
1030 msg_print("You are splashed with acid!");
1033 dam = damroll(4, 6);
1035 (void)acid_dam(dam, "»À¤Î¥È¥é¥Ã¥×", -1);
1037 (void)acid_dam(dam, "an acid trap", -1);
1051 hit_trap_lose_stat(A_STR);
1057 hit_trap_lose_stat(A_DEX);
1063 hit_trap_lose_stat(A_CON);
1069 hit_trap_set_abnormal_status(
1070 _("¹õ¤¤¥¬¥¹¤ËÊñ¤ß¹þ¤Þ¤ì¤¿¡ª", "A black gas surrounds you!"),
1071 p_ptr->resist_blind,
1072 set_blind, p_ptr->blind + randint0(50) + 25);
1078 hit_trap_set_abnormal_status(
1079 _("¤¤é¤á¤¯¥¬¥¹¤ËÊñ¤ß¹þ¤Þ¤ì¤¿¡ª", "A gas of scintillating colors surrounds you!"),
1081 set_confused, p_ptr->confused + randint0(20) + 10);
1087 hit_trap_set_abnormal_status(
1088 _("»É·ãŪ¤ÊÎп§¤Î¥¬¥¹¤ËÊñ¤ß¹þ¤Þ¤ì¤¿¡ª", "A pungent green gas surrounds you!"),
1089 p_ptr->resist_pois || IS_OPPOSE_POIS(),
1090 set_poisoned, p_ptr->poisoned + randint0(20) + 10);
1097 msg_print("´ñ̯¤ÊÇò¤¤Ì¸¤ËÊñ¤Þ¤ì¤¿¡ª");
1099 msg_print("A strange white mist surrounds you!");
1102 if (!p_ptr->free_act)
1105 msg_print("¤¢¤Ê¤¿¤Ï̲¤ê¤Ë½¢¤¤¤¿¡£");
1107 msg_print("You fall asleep.");
1111 if (ironman_nightmare)
1114 msg_print("¿È¤ÎÌÓ¤â¤è¤À¤Ä¸÷·Ê¤¬Æ¬¤ËÉ⤫¤ó¤À¡£");
1116 msg_print("A horrible vision enters your mind.");
1120 /* Pick a nightmare */
1121 get_mon_num_prep(get_nightmare, NULL);
1123 /* Have some nightmares */
1124 have_nightmare(get_mon_num(MAX_DEPTH));
1126 /* Remove the monster restriction */
1127 get_mon_num_prep(NULL, NULL);
1129 (void)set_paralyzed(p_ptr->paralyzed + randint0(10) + 5);
1137 msg_print("¤Þ¤Ð¤æ¤¤Á®¸÷¤¬Áö¤Ã¤¿¡ª");
1139 msg_print("There is a bright flash of light!");
1142 /* Make some new traps */
1143 project(0, 1, y, x, 0, GF_MAKE_TRAP, PROJECT_HIDE | PROJECT_JUMP | PROJECT_GRID, -1);
1151 msg_print("¤±¤¿¤¿¤Þ¤·¤¤²»¤¬ÌĤê¶Á¤¤¤¿¡ª");
1153 msg_print("An alarm sounds!");
1156 aggravate_monsters(0);
1164 msg_print("Âç²»¶Á¤È¶¦¤Ë¤Þ¤ï¤ê¤ÎÊɤ¬Êø¤ì¤¿¡ª");
1166 msg_print("Suddenly, surrounding walls are opened!");
1168 (void)project(0, 3, y, x, 0, GF_DISINTEGRATE, PROJECT_GRID | PROJECT_HIDE, -1);
1169 (void)project(0, 3, y, x - 4, 0, GF_DISINTEGRATE, PROJECT_GRID | PROJECT_HIDE, -1);
1170 (void)project(0, 3, y, x + 4, 0, GF_DISINTEGRATE, PROJECT_GRID | PROJECT_HIDE, -1);
1171 aggravate_monsters(0);
1176 case TRAP_ARMAGEDDON:
1178 static int levs[10] = {0, 0, 20, 10, 5, 3, 2, 1, 1, 1};
1179 int evil_idx = 0, good_idx = 0;
1183 msg_print("ÆÍÁ³Å·³¦¤ÎÀïÁè¤Ë´¬¤¹þ¤Þ¤ì¤¿¡ª");
1185 msg_print("Suddenly, you are surrounded by immotal beings!");
1188 /* Summon Demons and Angels */
1189 for (lev = dun_level; lev >= 20; lev -= 1 + lev/16)
1191 num = levs[MIN(lev/10, 9)];
1192 for (i = 0; i < num; i++)
1194 int x1 = rand_spread(x, 7);
1195 int y1 = rand_spread(y, 5);
1197 /* Skip illegal grids */
1198 if (!in_bounds(y1, x1)) continue;
1200 /* Require line of projection */
1201 if (!projectable(py, px, y1, x1)) continue;
1203 if (summon_specific(0, y1, x1, lev, SUMMON_ARMAGE_EVIL, (PM_NO_PET)))
1204 evil_idx = hack_m_idx_ii;
1206 if (summon_specific(0, y1, x1, lev, SUMMON_ARMAGE_GOOD, (PM_NO_PET)))
1208 good_idx = hack_m_idx_ii;
1211 /* Let them fight each other */
1212 if (evil_idx && good_idx)
1214 monster_type *evil_ptr = &m_list[evil_idx];
1215 monster_type *good_ptr = &m_list[good_idx];
1216 evil_ptr->target_y = good_ptr->fy;
1217 evil_ptr->target_x = good_ptr->fx;
1218 good_ptr->target_y = evil_ptr->fy;
1219 good_ptr->target_x = evil_ptr->fx;
1229 msg_print("ÆÍÁ³Êɤ«¤é¿å¤¬°î¤ì½Ð¤·¤¿¡ª¥Ô¥é¥Ë¥¢¤¬¤¤¤ë¡ª");
1231 msg_print("Suddenly, the room is filled with water with piranhas!");
1234 /* Water fills room */
1235 fire_ball_hide(GF_WATER_FLOW, 0, 1, 10);
1237 /* Summon Piranhas */
1238 num = 1 + dun_level/20;
1239 for (i = 0; i < num; i++)
1241 (void)summon_specific(0, y, x, dun_level, SUMMON_PIRANHAS, (PM_ALLOW_GROUP | PM_NO_PET));
1247 if (break_trap && is_trap(c_ptr->feat))
1249 cave_alter_feat(y, x, FF_DISARM);
1251 msg_print("¥È¥é¥Ã¥×¤òÊ´ºÕ¤·¤¿¡£");
1253 msg_print("You destroyed the trap.");
1259 static void touch_zap_player(monster_type *m_ptr)
1261 int aura_damage = 0;
1262 monster_race *r_ptr = &r_info[m_ptr->r_idx];
1264 if (r_ptr->flags2 & RF2_AURA_FIRE)
1266 if (!p_ptr->immune_fire)
1270 aura_damage = damroll(1 + (r_ptr->level / 26), 1 + (r_ptr->level / 17));
1272 /* Hack -- Get the "died from" name */
1273 monster_desc(aura_dam, m_ptr, MD_IGNORE_HALLU | MD_ASSUME_VISIBLE | MD_INDEF_VISIBLE);
1276 msg_print("ÆÍÁ³¤È¤Æ¤âÇ®¤¯¤Ê¤Ã¤¿¡ª");
1278 msg_print("You are suddenly very hot!");
1281 if (prace_is_(RACE_ENT)) aura_damage += aura_damage / 3;
1282 if (IS_OPPOSE_FIRE()) aura_damage = (aura_damage + 2) / 3;
1283 if (p_ptr->resist_fire) aura_damage = (aura_damage + 2) / 3;
1285 take_hit(DAMAGE_NOESCAPE, aura_damage, aura_dam, -1);
1286 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags2 |= RF2_AURA_FIRE;
1291 if (r_ptr->flags3 & RF3_AURA_COLD)
1293 if (!p_ptr->immune_cold)
1297 aura_damage = damroll(1 + (r_ptr->level / 26), 1 + (r_ptr->level / 17));
1299 /* Hack -- Get the "died from" name */
1300 monster_desc(aura_dam, m_ptr, MD_IGNORE_HALLU | MD_ASSUME_VISIBLE | MD_INDEF_VISIBLE);
1303 msg_print("ÆÍÁ³¤È¤Æ¤â´¨¤¯¤Ê¤Ã¤¿¡ª");
1305 msg_print("You are suddenly very cold!");
1308 if (IS_OPPOSE_COLD()) aura_damage = (aura_damage + 2) / 3;
1309 if (p_ptr->resist_cold) aura_damage = (aura_damage + 2) / 3;
1311 take_hit(DAMAGE_NOESCAPE, aura_damage, aura_dam, -1);
1312 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags3 |= RF3_AURA_COLD;
1317 if (r_ptr->flags2 & RF2_AURA_ELEC)
1319 if (!p_ptr->immune_elec)
1323 aura_damage = damroll(1 + (r_ptr->level / 26), 1 + (r_ptr->level / 17));
1325 /* Hack -- Get the "died from" name */
1326 monster_desc(aura_dam, m_ptr, MD_IGNORE_HALLU | MD_ASSUME_VISIBLE | MD_INDEF_VISIBLE);
1328 if (prace_is_(RACE_ANDROID)) aura_damage += aura_damage / 3;
1329 if (IS_OPPOSE_ELEC()) aura_damage = (aura_damage + 2) / 3;
1330 if (p_ptr->resist_elec) aura_damage = (aura_damage + 2) / 3;
1333 msg_print("ÅÅ·â¤ò¤¯¤é¤Ã¤¿¡ª");
1335 msg_print("You get zapped!");
1338 take_hit(DAMAGE_NOESCAPE, aura_damage, aura_dam, -1);
1339 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags2 |= RF2_AURA_ELEC;
1346 static void natural_attack(s16b m_idx, int attack, bool *fear, bool *mdeath)
1348 int k, bonus, chance;
1350 monster_type *m_ptr = &m_list[m_idx];
1351 monster_race *r_ptr = &r_info[m_ptr->r_idx];
1360 case MUT2_SCOR_TAIL:
1387 atk_desc = "¥¯¥Á¥Ð¥·";
1398 atk_desc = "¾Ý¤ÎÉ¡";
1404 case MUT2_TENTACLES:
1411 atk_desc = "tentacles";
1416 dss = ddd = n_weight = 1;
1418 atk_desc = "̤ÄêµÁ¤ÎÉô°Ì";
1420 atk_desc = "undefined body part";
1425 /* Extract monster name (or "it") */
1426 monster_desc(m_name, m_ptr, 0);
1429 /* Calculate the "attack quality" */
1430 bonus = p_ptr->to_h_m;
1431 bonus += (p_ptr->lev * 6 / 5);
1432 chance = (p_ptr->skill_thn + (bonus * BTH_PLUS_ADJ));
1435 if ((!(r_ptr->flags2 & RF2_QUANTUM) || !randint0(2)) && test_hit_norm(chance, r_ptr->ac, m_ptr->ml))
1441 msg_format("%s¤ò%s¤Ç¹¶·â¤·¤¿¡£", m_name, atk_desc);
1443 msg_format("You hit %s with your %s.", m_name, atk_desc);
1447 k = damroll(ddd, dss);
1448 k = critical_norm(n_weight, bonus, k, (s16b)bonus, 0);
1450 /* Apply the player damage bonuses */
1453 /* No negative damage */
1456 /* Modify the damage */
1457 k = mon_damage_mod(m_ptr, k, FALSE);
1459 /* Complex message */
1463 msg_format("%d/%d ¤Î¥À¥á¡¼¥¸¤òÍ¿¤¨¤¿¡£", k, m_ptr->hp);
1465 msg_format("You do %d (out of %d) damage.", k, m_ptr->hp);
1470 /* Anger the monster */
1471 if (k > 0) anger_monster(m_ptr);
1473 /* Damage, check for fear and mdeath */
1476 case MUT2_SCOR_TAIL:
1477 project(0, 0, m_ptr->fy, m_ptr->fx, k, GF_POIS, PROJECT_KILL, -1);
1478 *mdeath = (m_ptr->r_idx == 0);
1481 *mdeath = mon_take_hit(m_idx, k, fear, NULL);
1484 *mdeath = mon_take_hit(m_idx, k, fear, NULL);
1487 *mdeath = mon_take_hit(m_idx, k, fear, NULL);
1489 case MUT2_TENTACLES:
1490 *mdeath = mon_take_hit(m_idx, k, fear, NULL);
1493 *mdeath = mon_take_hit(m_idx, k, fear, NULL);
1496 touch_zap_player(m_ptr);
1506 msg_format("¥ß¥¹¡ª %s¤Ë¤«¤ï¤µ¤ì¤¿¡£", m_name);
1508 msg_format("You miss %s.", m_name);
1517 * Player attacks a (poor, defenseless) creature -RAK-
1519 * If no "weapon" is available, then "punch" the monster one time.
1521 static void py_attack_aux(int y, int x, bool *fear, bool *mdeath, s16b hand, int mode)
1523 int num = 0, k, bonus, chance, vir;
1525 cave_type *c_ptr = &cave[y][x];
1527 monster_type *m_ptr = &m_list[c_ptr->m_idx];
1528 monster_race *r_ptr = &r_info[m_ptr->r_idx];
1530 /* Access the weapon */
1531 object_type *o_ptr = &inventory[INVEN_RARM + hand];
1535 bool success_hit = FALSE;
1536 bool backstab = FALSE;
1537 bool vorpal_cut = FALSE;
1538 int chaos_effect = 0;
1539 bool stab_fleeing = FALSE;
1540 bool fuiuchi = FALSE;
1541 bool monk_attack = FALSE;
1542 bool do_quake = FALSE;
1544 bool drain_msg = TRUE;
1545 int drain_result = 0, drain_heal = 0;
1546 bool can_drain = FALSE;
1548 int drain_left = MAX_VAMPIRIC_DRAIN;
1549 u32b flgs[TR_FLAG_SIZE]; /* A massive hack -- life-draining weapons */
1550 bool is_human = (r_ptr->d_char == 'p');
1551 bool is_lowlevel = (r_ptr->level < (p_ptr->lev - 15));
1552 bool zantetsu_mukou, e_j_mukou;
1554 switch (p_ptr->pclass)
1558 if (buki_motteruka(INVEN_RARM + hand) && !p_ptr->icky_wield[hand])
1560 int tmp = p_ptr->lev * 6 + (p_ptr->skill_stl + 10) * 4;
1561 if (p_ptr->monlite && (mode != HISSATSU_NYUSIN)) tmp /= 3;
1562 if (p_ptr->cursed & TRC_AGGRAVATE) tmp /= 2;
1563 if (r_ptr->level > (p_ptr->lev * p_ptr->lev / 20 + 10)) tmp /= 3;
1564 if (MON_CSLEEP(m_ptr) && m_ptr->ml)
1566 /* Can't backstab creatures that we can't see, right? */
1569 else if ((p_ptr->special_defense & NINJA_S_STEALTH) && (randint0(tmp) > (r_ptr->level+20)) && m_ptr->ml && !(r_ptr->flagsr & RFR_RES_ALL))
1573 else if (MON_MONFEAR(m_ptr) && m_ptr->ml)
1575 stab_fleeing = TRUE;
1581 case CLASS_FORCETRAINER:
1582 case CLASS_BERSERKER:
1583 if ((empty_hands(TRUE) & EMPTY_HAND_RARM) && !p_ptr->riding) monk_attack = TRUE;
1587 if (!o_ptr->k_idx) /* Empty hand */
1589 if ((r_ptr->level + 10) > p_ptr->lev)
1591 if (p_ptr->skill_exp[GINOU_SUDE] < s_info[p_ptr->pclass].s_max[GINOU_SUDE])
1593 if (p_ptr->skill_exp[GINOU_SUDE] < WEAPON_EXP_BEGINNER)
1594 p_ptr->skill_exp[GINOU_SUDE] += 40;
1595 else if ((p_ptr->skill_exp[GINOU_SUDE] < WEAPON_EXP_SKILLED))
1596 p_ptr->skill_exp[GINOU_SUDE] += 5;
1597 else if ((p_ptr->skill_exp[GINOU_SUDE] < WEAPON_EXP_EXPERT) && (p_ptr->lev > 19))
1598 p_ptr->skill_exp[GINOU_SUDE] += 1;
1599 else if ((p_ptr->lev > 34))
1600 if (one_in_(3)) p_ptr->skill_exp[GINOU_SUDE] += 1;
1601 p_ptr->update |= (PU_BONUS);
1605 else if (object_is_melee_weapon(o_ptr))
1607 if ((r_ptr->level + 10) > p_ptr->lev)
1609 int tval = inventory[INVEN_RARM+hand].tval - TV_WEAPON_BEGIN;
1610 int sval = inventory[INVEN_RARM+hand].sval;
1611 int now_exp = p_ptr->weapon_exp[tval][sval];
1612 if (now_exp < s_info[p_ptr->pclass].w_max[tval][sval])
1615 if (now_exp < WEAPON_EXP_BEGINNER) amount = 80;
1616 else if (now_exp < WEAPON_EXP_SKILLED) amount = 10;
1617 else if ((now_exp < WEAPON_EXP_EXPERT) && (p_ptr->lev > 19)) amount = 1;
1618 else if ((p_ptr->lev > 34) && one_in_(2)) amount = 1;
1619 p_ptr->weapon_exp[tval][sval] += amount;
1620 p_ptr->update |= (PU_BONUS);
1625 /* Disturb the monster */
1626 (void)set_monster_csleep(c_ptr->m_idx, 0);
1628 /* Extract monster name (or "it") */
1629 monster_desc(m_name, m_ptr, 0);
1631 /* Calculate the "attack quality" */
1632 bonus = p_ptr->to_h[hand] + o_ptr->to_h;
1633 chance = (p_ptr->skill_thn + (bonus * BTH_PLUS_ADJ));
1634 if (mode == HISSATSU_IAI) chance += 60;
1635 if (p_ptr->special_defense & KATA_KOUKIJIN) chance += 150;
1637 if (p_ptr->sutemi) chance = MAX(chance * 3 / 2, chance + 60);
1639 vir = virtue_number(V_VALOUR);
1642 chance += (p_ptr->virtues[vir - 1]/10);
1645 zantetsu_mukou = ((o_ptr->name1 == ART_ZANTETSU) && (r_ptr->d_char == 'j'));
1646 e_j_mukou = ((o_ptr->name1 == ART_EXCALIBUR_J) && (r_ptr->d_char == 'S'));
1648 if ((mode == HISSATSU_KYUSHO) || (mode == HISSATSU_MINEUCHI) || (mode == HISSATSU_3DAN) || (mode == HISSATSU_IAI)) num_blow = 1;
1649 else if (mode == HISSATSU_COLD) num_blow = p_ptr->num_blow[hand]+2;
1650 else num_blow = p_ptr->num_blow[hand];
1652 /* Hack -- DOKUBARI always hit once */
1653 if ((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_DOKUBARI)) num_blow = 1;
1655 /* Attack once for each legal blow */
1656 while ((num++ < num_blow) && !p_ptr->is_dead)
1658 if (((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_DOKUBARI)) || (mode == HISSATSU_KYUSHO))
1662 if (p_ptr->migite && p_ptr->hidarite)
1666 if (mode == HISSATSU_3DAN)
1671 success_hit = one_in_(n);
1673 else if ((p_ptr->pclass == CLASS_NINJA) && ((backstab || fuiuchi) && !(r_ptr->flagsr & RFR_RES_ALL))) success_hit = TRUE;
1674 else success_hit = test_hit_norm(chance, r_ptr->ac, m_ptr->ml);
1676 if (mode == HISSATSU_MAJIN)
1679 success_hit = FALSE;
1685 int vorpal_chance = ((o_ptr->name1 == ART_VORPAL_BLADE) || (o_ptr->name1 == ART_CHAINSWORD)) ? 2 : 4;
1692 if (backstab) msg_format("¤¢¤Ê¤¿¤ÏÎä¹ó¤Ë¤â̲¤Ã¤Æ¤¤¤ë̵ÎϤÊ%s¤òÆͤ»É¤·¤¿¡ª", m_name);
1693 else if (fuiuchi) msg_format("ÉÔ°Õ¤òÆͤ¤¤Æ%s¤Ë¶¯Îõ¤Ê°ì·â¤ò¶ô¤é¤ï¤»¤¿¡ª", m_name);
1694 else if (stab_fleeing) msg_format("ƨ¤²¤ë%s¤òÇØÃ椫¤éÆͤ»É¤·¤¿¡ª", m_name);
1695 else if (!monk_attack) msg_format("%s¤ò¹¶·â¤·¤¿¡£", m_name);
1697 if (backstab) msg_format("You cruelly stab the helpless, sleeping %s!", m_name);
1698 else if (fuiuchi) msg_format("You make surprise attack, and hit %s with a powerful blow!", m_name);
1699 else if (stab_fleeing) msg_format("You backstab the fleeing %s!", m_name);
1700 else if (!monk_attack) msg_format("You hit %s.", m_name);
1703 /* Hack -- bare hands do one damage */
1706 object_flags(o_ptr, flgs);
1708 /* Select a chaotic effect (50% chance) */
1709 if ((have_flag(flgs, TR_CHAOTIC)) && one_in_(2))
1712 chg_virtue(V_CHANCE, 1);
1714 if (randint1(5) < 3)
1716 /* Vampiric (20%) */
1719 else if (one_in_(250))
1724 else if (!one_in_(10))
1726 /* Confusion (26.892%) */
1729 else if (one_in_(2))
1731 /* Teleport away (1.494%) */
1736 /* Polymorph (1.494%) */
1741 /* Vampiric drain */
1742 if ((have_flag(flgs, TR_VAMPIRIC)) || (chaos_effect == 1) || (mode == HISSATSU_DRAIN) || hex_spelling(HEX_VAMP_BLADE))
1744 /* Only drain "living" monsters */
1745 if (monster_living(r_ptr))
1751 if ((have_flag(flgs, TR_VORPAL) || hex_spelling(HEX_RUNESWORD)) && (randint1(vorpal_chance*3/2) == 1) && !zantetsu_mukou)
1753 else vorpal_cut = FALSE;
1757 int special_effect = 0, stun_effect = 0, times = 0, max_times;
1759 const martial_arts *ma_ptr = &ma_blows[0], *old_ptr = &ma_blows[0];
1760 int resist_stun = 0;
1763 if (r_ptr->flags1 & RF1_UNIQUE) resist_stun += 88;
1764 if (r_ptr->flags3 & RF3_NO_STUN) resist_stun += 66;
1765 if (r_ptr->flags3 & RF3_NO_CONF) resist_stun += 33;
1766 if (r_ptr->flags3 & RF3_NO_SLEEP) resist_stun += 33;
1767 if ((r_ptr->flags3 & RF3_UNDEAD) || (r_ptr->flags3 & RF3_NONLIVING))
1770 if (p_ptr->special_defense & KAMAE_BYAKKO)
1771 max_times = (p_ptr->lev < 3 ? 1 : p_ptr->lev / 3);
1772 else if (p_ptr->special_defense & KAMAE_SUZAKU)
1774 else if (p_ptr->special_defense & KAMAE_GENBU)
1777 max_times = (p_ptr->lev < 7 ? 1 : p_ptr->lev / 7);
1778 /* Attempt 'times' */
1779 for (times = 0; times < max_times; times++)
1783 ma_ptr = &ma_blows[randint0(MAX_MA)];
1784 if ((p_ptr->pclass == CLASS_FORCETRAINER) && (ma_ptr->min_level > 1)) min_level = ma_ptr->min_level + 3;
1785 else min_level = ma_ptr->min_level;
1787 while ((min_level > p_ptr->lev) ||
1788 (randint1(p_ptr->lev) < ma_ptr->chance));
1790 /* keep the highest level attack available we found */
1791 if ((ma_ptr->min_level > old_ptr->min_level) &&
1792 !p_ptr->stun && !p_ptr->confused)
1796 if (p_ptr->wizard && cheat_xtra)
1799 msg_print("¹¶·â¤òºÆÁªÂò¤·¤Þ¤·¤¿¡£");
1801 msg_print("Attack re-selected.");
1811 if (p_ptr->pclass == CLASS_FORCETRAINER) min_level = MAX(1, ma_ptr->min_level - 3);
1812 else min_level = ma_ptr->min_level;
1813 k = damroll(ma_ptr->dd + p_ptr->to_dd[hand], ma_ptr->ds + p_ptr->to_ds[hand]);
1814 if (p_ptr->special_attack & ATTACK_SUIKEN) k *= 2;
1816 if (ma_ptr->effect == MA_KNEE)
1818 if (r_ptr->flags1 & RF1_MALE)
1821 msg_format("%s¤Ë¶âŪɨ½³¤ê¤ò¤¯¤é¤ï¤·¤¿¡ª", m_name);
1823 msg_format("You hit %s in the groin with your knee!", m_name);
1827 special_effect = MA_KNEE;
1830 msg_format(ma_ptr->desc, m_name);
1833 else if (ma_ptr->effect == MA_SLOW)
1835 if (!((r_ptr->flags1 & RF1_NEVER_MOVE) ||
1836 my_strchr("~#{}.UjmeEv$,DdsbBFIJQSXclnw!=?", r_ptr->d_char)))
1839 msg_format("%s¤Î¼ó¤Ë´ØÀá½³¤ê¤ò¤¯¤é¤ï¤·¤¿¡ª", m_name);
1841 msg_format("You kick %s in the ankle.", m_name);
1844 special_effect = MA_SLOW;
1846 else msg_format(ma_ptr->desc, m_name);
1852 stun_effect = (ma_ptr->effect / 2) + randint1(ma_ptr->effect / 2);
1855 msg_format(ma_ptr->desc, m_name);
1858 if (p_ptr->special_defense & KAMAE_SUZAKU) weight = 4;
1859 if ((p_ptr->pclass == CLASS_FORCETRAINER) && (p_ptr->magic_num1[0]))
1861 weight += (p_ptr->magic_num1[0]/30);
1862 if (weight > 20) weight = 20;
1865 k = critical_norm(p_ptr->lev * weight, min_level, k, p_ptr->to_h[0], 0);
1867 if ((special_effect == MA_KNEE) && ((k + p_ptr->to_d[hand]) < m_ptr->hp))
1870 msg_format("%^s¤Ï¶ìÄˤˤ¦¤á¤¤¤Æ¤¤¤ë¡ª", m_name);
1872 msg_format("%^s moans in agony!", m_name);
1875 stun_effect = 7 + randint1(13);
1879 else if ((special_effect == MA_SLOW) && ((k + p_ptr->to_d[hand]) < m_ptr->hp))
1881 if (!(r_ptr->flags1 & RF1_UNIQUE) &&
1882 (randint1(p_ptr->lev) > r_ptr->level) &&
1886 msg_format("%^s¤Ï¤ò¤Ò¤¤º¤ê»Ï¤á¤¿¡£", m_name);
1888 msg_format("%^s starts limping slower.", m_name);
1891 m_ptr->mspeed -= 10;
1895 if (stun_effect && ((k + p_ptr->to_d[hand]) < m_ptr->hp))
1897 if (p_ptr->lev > randint1(r_ptr->level + resist_stun + 10))
1899 if (set_monster_stunned(c_ptr->m_idx, stun_effect + MON_STUNNED(m_ptr)))
1902 msg_format("%^s¤Ï¥Õ¥é¥Õ¥é¤Ë¤Ê¤Ã¤¿¡£", m_name);
1904 msg_format("%^s is stunned.", m_name);
1910 msg_format("%^s¤Ï¤µ¤é¤Ë¥Õ¥é¥Õ¥é¤Ë¤Ê¤Ã¤¿¡£", m_name);
1912 msg_format("%^s is more stunned.", m_name);
1919 /* Handle normal weapon */
1920 else if (o_ptr->k_idx)
1922 k = damroll(o_ptr->dd + p_ptr->to_dd[hand], o_ptr->ds + p_ptr->to_ds[hand]);
1923 k = tot_dam_aux(o_ptr, k, m_ptr, mode, FALSE);
1927 k *= (3 + (p_ptr->lev / 20));
1931 k = k*(5+(p_ptr->lev*2/25))/2;
1933 else if (stab_fleeing)
1938 if ((p_ptr->impact[hand] && ((k > 50) || one_in_(7))) ||
1939 (chaos_effect == 2) || (mode == HISSATSU_QUAKE))
1944 if ((!(o_ptr->tval == TV_SWORD) || !(o_ptr->sval == SV_DOKUBARI)) && !(mode == HISSATSU_KYUSHO))
1945 k = critical_norm(o_ptr->weight, o_ptr->to_h, k, p_ptr->to_h[hand], mode);
1953 if ((o_ptr->name1 == ART_CHAINSWORD) && !one_in_(2))
1955 char chainsword_noise[1024];
1957 if (!get_rnd_line("chainswd_j.txt", 0, chainsword_noise))
1959 if (!get_rnd_line("chainswd.txt", 0, chainsword_noise))
1962 msg_print(chainsword_noise);
1966 if (o_ptr->name1 == ART_VORPAL_BLADE)
1969 msg_print("Ìܤˤâ»ß¤Þ¤é¤Ì¥ô¥©¡¼¥Ñ¥ë¥Ö¥ì¡¼¥É¡¢¼êÏ£¤ÎÁá¶È¡ª");
1971 msg_print("Your Vorpal Blade goes snicker-snack!");
1977 msg_format("%s¤ò¥°¥Ã¥µ¥êÀÚ¤êÎö¤¤¤¿¡ª", m_name);
1979 msg_format("Your weapon cuts deep into %s!", m_name);
1983 /* Try to increase the damage */
1984 while (one_in_(vorpal_chance))
1992 if (((r_ptr->flagsr & RFR_RES_ALL) ? k/100 : k) > m_ptr->hp)
1995 msg_format("%s¤ò¿¿¤ÃÆó¤Ä¤Ë¤·¤¿¡ª", m_name);
1997 msg_format("You cut %s in half!", m_name);
2005 case 2: msg_format("%s¤ò»Â¤Ã¤¿¡ª", m_name); break;
2006 case 3: msg_format("%s¤ò¤Ö¤Ã¤¿»Â¤Ã¤¿¡ª", m_name); break;
2007 case 4: msg_format("%s¤ò¥á¥Ã¥¿»Â¤ê¤Ë¤·¤¿¡ª", m_name); break;
2008 case 5: msg_format("%s¤ò¥á¥Ã¥¿¥á¥¿¤Ë»Â¤Ã¤¿¡ª", m_name); break;
2009 case 6: msg_format("%s¤ò»É¿È¤Ë¤·¤¿¡ª", m_name); break;
2010 case 7: msg_format("%s¤ò»Â¤Ã¤Æ»Â¤Ã¤Æ»Â¤ê¤Þ¤¯¤Ã¤¿¡ª", m_name); break;
2011 default: msg_format("%s¤òºÙÀÚ¤ì¤Ë¤·¤¿¡ª", m_name); break;
2013 case 2: msg_format("You gouge %s!", m_name); break;
2014 case 3: msg_format("You maim %s!", m_name); break;
2015 case 4: msg_format("You carve %s!", m_name); break;
2016 case 5: msg_format("You cleave %s!", m_name); break;
2017 case 6: msg_format("You smite %s!", m_name); break;
2018 case 7: msg_format("You eviscerate %s!", m_name); break;
2019 default: msg_format("You shred %s!", m_name); break;
2023 drain_result = drain_result * 3 / 2;
2027 drain_result += o_ptr->to_d;
2030 /* Apply the player damage bonuses */
2031 k += p_ptr->to_d[hand];
2032 drain_result += p_ptr->to_d[hand];
2034 if ((mode == HISSATSU_SUTEMI) || (mode == HISSATSU_3DAN)) k *= 2;
2035 if ((mode == HISSATSU_SEKIRYUKA) && !monster_living(r_ptr)) k = 0;
2036 if ((mode == HISSATSU_SEKIRYUKA) && !p_ptr->cut) k /= 2;
2038 /* No negative damage */
2041 if ((mode == HISSATSU_ZANMA) && !(!monster_living(r_ptr) && (r_ptr->flags3 & RF3_EVIL)))
2049 msg_print("¤³¤ó¤ÊÆð¤é¤«¤¤¤â¤Î¤ÏÀÚ¤ì¤ó¡ª");
2051 msg_print("You cannot cut such a elastic thing!");
2059 msg_print("ÃØéá¤Ï¶ì¼ê¤À¡ª");
2061 msg_print("Spiders are difficult for you to deal with!");
2066 if (mode == HISSATSU_MINEUCHI)
2068 int tmp = (10 + randint1(15) + p_ptr->lev / 5);
2071 anger_monster(m_ptr);
2073 if (!(r_ptr->flags3 & (RF3_NO_STUN)))
2076 if (MON_STUNNED(m_ptr))
2079 msg_format("%s¤Ï¤Ò¤É¤¯¤â¤¦¤í¤¦¤È¤·¤¿¡£", m_name);
2081 msg_format("%s is more dazed.", m_name);
2089 msg_format("%s ¤Ï¤â¤¦¤í¤¦¤È¤·¤¿¡£", m_name);
2091 msg_format("%s is dazed.", m_name);
2096 (void)set_monster_stunned(c_ptr->m_idx, MON_STUNNED(m_ptr) + tmp);
2101 msg_format("%s ¤Ë¤Ï¸ú²Ì¤¬¤Ê¤«¤Ã¤¿¡£", m_name);
2103 msg_format("%s is not effected.", m_name);
2108 /* Modify the damage */
2109 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))));
2110 if (((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_DOKUBARI)) || (mode == HISSATSU_KYUSHO))
2112 if ((randint1(randint1(r_ptr->level/7)+5) == 1) && !(r_ptr->flags1 & RF1_UNIQUE) && !(r_ptr->flags7 & RF7_UNIQUE2))
2116 msg_format("%s¤ÎµÞ½ê¤òÆͤ»É¤·¤¿¡ª", m_name);
2118 msg_format("You hit %s on a fatal spot!", m_name);
2123 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)))
2125 int maxhp = maxroll(r_ptr->hdice, r_ptr->hside);
2126 if (one_in_(backstab ? 13 : (stab_fleeing || fuiuchi) ? 15 : 27))
2131 msg_format("¿Ï¤¬%s¤Ë¿¼¡¹¤ÈÆͤ»É¤µ¤Ã¤¿¡ª", m_name);
2133 msg_format("You critically injured %s!", m_name);
2136 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)))
2138 if ((r_ptr->flags1 & RF1_UNIQUE) || (r_ptr->flags7 & RF7_UNIQUE2) || (m_ptr->hp >= maxhp/2))
2140 k = MAX(k*5, m_ptr->hp/2);
2143 msg_format("%s¤ËÃ×Ì¿½ý¤òÉé¤ï¤»¤¿¡ª", m_name);
2145 msg_format("You fatally injured %s!", m_name);
2152 msg_format("¿Ï¤¬%s¤ÎµÞ½ê¤ò´Ó¤¤¤¿¡ª", m_name);
2154 msg_format("You hit %s on a fatal spot!", m_name);
2160 /* Complex message */
2161 if (p_ptr->wizard || cheat_xtra)
2164 msg_format("%d/%d ¤Î¥À¥á¡¼¥¸¤òÍ¿¤¨¤¿¡£", k, m_ptr->hp);
2166 msg_format("You do %d (out of %d) damage.", k, m_ptr->hp);
2170 if (k <= 0) can_drain = FALSE;
2172 if (drain_result > m_ptr->hp)
2173 drain_result = m_ptr->hp;
2175 /* Damage, check for fear and death */
2176 if (mon_take_hit(c_ptr->m_idx, k, fear, NULL))
2179 if ((p_ptr->pclass == CLASS_BERSERKER) && energy_use)
2181 if (p_ptr->migite && p_ptr->hidarite)
2183 if (hand) energy_use = energy_use*3/5+energy_use*num*2/(p_ptr->num_blow[hand]*5);
2184 else energy_use = energy_use*num*3/(p_ptr->num_blow[hand]*5);
2188 energy_use = energy_use*num/p_ptr->num_blow[hand];
2191 if ((o_ptr->name1 == ART_ZANTETSU) && is_lowlevel)
2193 msg_print("¤Þ¤¿¤Ä¤Þ¤é¤Ì¤â¤Î¤ò»Â¤Ã¤Æ¤·¤Þ¤Ã¤¿¡¥¡¥¡¥");
2195 msg_print("Sigh... Another trifling thing I've cut....");
2200 /* Anger the monster */
2201 if (k > 0) anger_monster(m_ptr);
2203 touch_zap_player(m_ptr);
2205 /* Are we draining it? A little note: If the monster is
2206 dead, the drain does not work... */
2208 if (can_drain && (drain_result > 0))
2210 if (o_ptr->name1 == ART_MURAMASA)
2214 int to_h = o_ptr->to_h;
2215 int to_d = o_ptr->to_d;
2219 for (i = 0; i < to_h + 3; i++) if (one_in_(4)) flag = 0;
2223 for (i = 0; i < to_d + 3; i++) if (one_in_(4)) flag = 0;
2226 if (o_ptr->to_h != to_h || o_ptr->to_d != to_d)
2229 msg_print("ÍÅÅá¤Ï·ì¤òµÛ¤Ã¤Æ¶¯¤¯¤Ê¤Ã¤¿¡ª");
2231 msg_print("Muramasa sucked blood, and became more powerful!");
2240 if (drain_result > 5) /* Did we really hurt it? */
2242 drain_heal = damroll(2, drain_result / 6);
2245 if (hex_spelling(HEX_VAMP_BLADE)) drain_heal *= 2;
2250 msg_format("Draining left: %d", drain_left);
2252 msg_format("Draining left: %d", drain_left);
2259 if (drain_heal < drain_left)
2261 drain_left -= drain_heal;
2265 drain_heal = drain_left;
2272 msg_format("¿Ï¤¬%s¤«¤éÀ¸Ì¿ÎϤòµÛ¤¤¼è¤Ã¤¿¡ª", m_name);
2274 msg_format("Your weapon drains life from %s!", m_name);
2280 drain_heal = (drain_heal * mutant_regenerate_mod) / 100;
2282 hp_player(drain_heal);
2283 /* We get to keep some of it! */
2287 m_ptr->maxhp -= (k+7)/8;
2288 if (m_ptr->hp > m_ptr->maxhp) m_ptr->hp = m_ptr->maxhp;
2289 if (m_ptr->maxhp < 1) m_ptr->maxhp = 1;
2295 /* Confusion attack */
2296 if ((p_ptr->special_attack & ATTACK_CONFUSE) || (chaos_effect == 3) || (mode == HISSATSU_CONF) || hex_spelling(HEX_CONFUSION))
2298 /* Cancel glowing hands */
2299 if (p_ptr->special_attack & ATTACK_CONFUSE)
2301 p_ptr->special_attack &= ~(ATTACK_CONFUSE);
2303 msg_print("¼ê¤Îµ±¤¤¬¤Ê¤¯¤Ê¤Ã¤¿¡£");
2305 msg_print("Your hands stop glowing.");
2307 p_ptr->redraw |= (PR_STATUS);
2311 /* Confuse the monster */
2312 if (r_ptr->flags3 & RF3_NO_CONF)
2314 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags3 |= RF3_NO_CONF;
2317 msg_format("%^s¤Ë¤Ï¸ú²Ì¤¬¤Ê¤«¤Ã¤¿¡£", m_name);
2319 msg_format("%^s is unaffected.", m_name);
2323 else if (randint0(100) < r_ptr->level)
2326 msg_format("%^s¤Ë¤Ï¸ú²Ì¤¬¤Ê¤«¤Ã¤¿¡£", m_name);
2328 msg_format("%^s is unaffected.", m_name);
2335 msg_format("%^s¤Ïº®Í𤷤¿¤è¤¦¤À¡£", m_name);
2337 msg_format("%^s appears confused.", m_name);
2340 (void)set_monster_confused(c_ptr->m_idx, MON_CONFUSED(m_ptr) + 10 + randint0(p_ptr->lev) / 5);
2344 else if (chaos_effect == 4)
2346 bool resists_tele = FALSE;
2348 if (r_ptr->flagsr & RFR_RES_TELE)
2350 if (r_ptr->flags1 & RF1_UNIQUE)
2352 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flagsr |= RFR_RES_TELE;
2354 msg_format("%^s¤Ë¤Ï¸ú²Ì¤¬¤Ê¤«¤Ã¤¿¡£", m_name);
2356 msg_format("%^s is unaffected!", m_name);
2359 resists_tele = TRUE;
2361 else if (r_ptr->level > randint1(100))
2363 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flagsr |= RFR_RES_TELE;
2365 msg_format("%^s¤ÏÄñ¹³ÎϤò»ý¤Ã¤Æ¤¤¤ë¡ª", m_name);
2367 msg_format("%^s resists!", m_name);
2370 resists_tele = TRUE;
2377 msg_format("%^s¤Ï¾Ã¤¨¤¿¡ª", m_name);
2379 msg_format("%^s disappears!", m_name);
2382 teleport_away(c_ptr->m_idx, 50, TELEPORT_PASSIVE);
2383 num = num_blow + 1; /* Can't hit it anymore! */
2388 else if ((chaos_effect == 5) && (randint1(90) > r_ptr->level))
2390 if (!(r_ptr->flags1 & (RF1_UNIQUE | RF1_QUESTOR)) &&
2391 !(r_ptr->flagsr & RFR_EFF_RES_CHAO_MASK))
2393 if (polymorph_monster(y, x))
2396 msg_format("%^s¤ÏÊѲ½¤·¤¿¡ª", m_name);
2398 msg_format("%^s changes!", m_name);
2407 msg_format("%^s¤Ë¤Ï¸ú²Ì¤¬¤Ê¤«¤Ã¤¿¡£", m_name);
2409 msg_format("%^s is unaffected.", m_name);
2413 /* Hack -- Get new monster */
2414 m_ptr = &m_list[c_ptr->m_idx];
2416 /* Oops, we need a different name... */
2417 monster_desc(m_name, m_ptr, 0);
2419 /* Hack -- Get new race */
2420 r_ptr = &r_info[m_ptr->r_idx];
2423 else if (o_ptr->name1 == ART_G_HAMMER)
2425 monster_type *m_ptr = &m_list[c_ptr->m_idx];
2427 if (m_ptr->hold_o_idx)
2429 object_type *q_ptr = &o_list[m_ptr->hold_o_idx];
2430 char o_name[MAX_NLEN];
2432 object_desc(o_name, q_ptr, OD_NAME_ONLY);
2433 q_ptr->held_m_idx = 0;
2434 q_ptr->marked = OM_TOUCHED;
2435 m_ptr->hold_o_idx = q_ptr->next_o_idx;
2436 q_ptr->next_o_idx = 0;
2438 msg_format("%s¤òÃ¥¤Ã¤¿¡£", o_name);
2440 msg_format("You snatched %s.", o_name);
2450 backstab = FALSE; /* Clumsy! */
2451 fuiuchi = FALSE; /* Clumsy! */
2453 if ((o_ptr->tval == TV_POLEARM) && (o_ptr->sval == SV_DEATH_SCYTHE) && one_in_(3))
2455 u32b flgs[TR_FLAG_SIZE];
2462 msg_format("¥ß¥¹¡ª %s¤Ë¤«¤ï¤µ¤ì¤¿¡£", m_name);
2464 msg_format("You miss %s.", m_name);
2468 msg_print("¿¶¤ê²ó¤·¤¿Âç³ù¤¬¼«Ê¬¼«¿È¤ËÊ֤äƤ¤¿¡ª");
2470 msg_print("Your scythe returns to you!");
2473 /* Extract the flags */
2474 object_flags(o_ptr, flgs);
2476 k = damroll(o_ptr->dd + p_ptr->to_dd[hand], o_ptr->ds + p_ptr->to_ds[hand]);
2479 switch (p_ptr->mimic_form)
2482 switch (p_ptr->prace)
2489 case RACE_BARBARIAN:
2493 case RACE_HALF_TROLL:
2494 case RACE_HALF_OGRE:
2495 case RACE_HALF_GIANT:
2496 case RACE_HALF_TITAN:
2504 case RACE_DRACONIAN:
2511 case MIMIC_DEMON_LORD:
2518 if (p_ptr->align < 0 && mult < 20)
2520 if (!(p_ptr->resist_acid || IS_OPPOSE_ACID() || p_ptr->immune_acid) && (mult < 25))
2522 if (!(p_ptr->resist_elec || IS_OPPOSE_ELEC() || p_ptr->immune_elec) && (mult < 25))
2524 if (!(p_ptr->resist_fire || IS_OPPOSE_FIRE() || p_ptr->immune_fire) && (mult < 25))
2526 if (!(p_ptr->resist_cold || IS_OPPOSE_COLD() || p_ptr->immune_cold) && (mult < 25))
2528 if (!(p_ptr->resist_pois || IS_OPPOSE_POIS()) && (mult < 25))
2531 if ((p_ptr->pclass != CLASS_SAMURAI) && (have_flag(flgs, TR_FORCE_WEAPON)) && (p_ptr->csp > (p_ptr->msp / 30)))
2533 p_ptr->csp -= (1+(p_ptr->msp / 30));
2534 p_ptr->redraw |= (PR_MANA);
2535 mult = mult * 3 / 2 + 20;
2541 k = critical_norm(o_ptr->weight, o_ptr->to_h, k, p_ptr->to_h[hand], mode);
2546 msg_format("¥°¥Ã¥µ¥êÀÚ¤êÎö¤«¤ì¤¿¡ª");
2548 msg_format("Your weapon cuts deep into yourself!");
2550 /* Try to increase the damage */
2558 k += (p_ptr->to_d[hand] + o_ptr->to_d);
2563 take_hit(DAMAGE_FORCE, k, "»à¤ÎÂç³ù", -1);
2565 take_hit(DAMAGE_FORCE, k, "Death scythe", -1);
2577 msg_format("¥ß¥¹¡ª %s¤Ë¤«¤ï¤µ¤ì¤¿¡£", m_name);
2579 msg_format("You miss %s.", m_name);
2588 if (weak && !(*mdeath))
2591 msg_format("%s¤Ï¼å¤¯¤Ê¤Ã¤¿¤è¤¦¤À¡£", m_name);
2593 msg_format("%^s seems weakened.", m_name);
2596 if (drain_left != MAX_VAMPIRIC_DRAIN)
2600 chg_virtue(V_UNLIFE, 1);
2603 /* Mega-Hack -- apply earthquake brand */
2606 earthquake(py, px, 10);
2607 if (!cave[y][x].m_idx) *mdeath = TRUE;
2611 bool py_attack(int y, int x, int mode)
2614 bool mdeath = FALSE;
2615 bool stormbringer = FALSE;
2617 cave_type *c_ptr = &cave[y][x];
2618 monster_type *m_ptr = &m_list[c_ptr->m_idx];
2619 monster_race *r_ptr = &r_info[m_ptr->r_idx];
2622 /* Disturb the player */
2627 if (!p_ptr->migite && !p_ptr->hidarite &&
2628 !(p_ptr->muta2 & (MUT2_HORNS | MUT2_BEAK | MUT2_SCOR_TAIL | MUT2_TRUNK | MUT2_TENTACLES)))
2631 msg_format("%s¹¶·â¤Ç¤¤Ê¤¤¡£", (empty_hands(FALSE) == EMPTY_HAND_NONE) ? "ξ¼ê¤¬¤Õ¤µ¤¬¤Ã¤Æ" : "");
2633 msg_print("You cannot do attacking.");
2638 /* Extract monster name (or "it") */
2639 monster_desc(m_name, m_ptr, 0);
2643 /* Auto-Recall if possible and visible */
2644 if (!p_ptr->image) monster_race_track(m_ptr->ap_r_idx);
2646 /* Track a new monster */
2647 health_track(c_ptr->m_idx);
2650 if ((r_ptr->flags1 & RF1_FEMALE) &&
2651 !(p_ptr->stun || p_ptr->confused || p_ptr->image || !m_ptr->ml))
2653 if ((inventory[INVEN_RARM].name1 == ART_ZANTETSU) || (inventory[INVEN_LARM].name1 == ART_ZANTETSU))
2656 msg_print("ÀÛ¼Ô¡¢¤ª¤Ê¤´¤Ï»Â¤ì¤Ì¡ª");
2658 msg_print("I can not attack women!");
2664 if (d_info[dungeon_type].flags1 & DF1_NO_MELEE)
2667 msg_print("¤Ê¤¼¤«¹¶·â¤¹¤ë¤³¤È¤¬¤Ç¤¤Ê¤¤¡£");
2669 msg_print("Something prevent you from attacking.");
2674 /* Stop if friendly */
2675 if (!is_hostile(m_ptr) &&
2676 !(p_ptr->stun || p_ptr->confused || p_ptr->image ||
2677 p_ptr->shero || !m_ptr->ml))
2679 if (inventory[INVEN_RARM].name1 == ART_STORMBRINGER) stormbringer = TRUE;
2680 if (inventory[INVEN_LARM].name1 == ART_STORMBRINGER) stormbringer = TRUE;
2684 msg_format("¹õ¤¤¿Ï¤Ï¶¯ÍߤË%s¤ò¹¶·â¤·¤¿¡ª", m_name);
2686 msg_format("Your black blade greedily attacks %s!", m_name);
2688 chg_virtue(V_INDIVIDUALISM, 1);
2689 chg_virtue(V_HONOUR, -1);
2690 chg_virtue(V_JUSTICE, -1);
2691 chg_virtue(V_COMPASSION, -1);
2693 else if (p_ptr->pclass != CLASS_BERSERKER)
2696 if (get_check("ËÜÅö¤Ë¹¶·â¤·¤Þ¤¹¤«¡©"))
2698 if (get_check("Really hit it? "))
2701 chg_virtue(V_INDIVIDUALISM, 1);
2702 chg_virtue(V_HONOUR, -1);
2703 chg_virtue(V_JUSTICE, -1);
2704 chg_virtue(V_COMPASSION, -1);
2709 msg_format("%s¤ò¹¶·â¤¹¤ë¤Î¤ò»ß¤á¤¿¡£", m_name);
2711 msg_format("You stop to avoid hitting %s.", m_name);
2719 /* Handle player fear */
2725 msg_format("¶²¤¯¤Æ%s¤ò¹¶·â¤Ç¤¤Ê¤¤¡ª", m_name);
2727 msg_format("You are too afraid to attack %s!", m_name);
2732 msg_format ("¤½¤Ã¤Á¤Ë¤Ï²¿¤«¶²¤¤¤â¤Î¤¬¤¤¤ë¡ª");
2734 msg_format ("There is something scary in your way!");
2737 /* Disturb the monster */
2738 (void)set_monster_csleep(c_ptr->m_idx, 0);
2744 if (MON_CSLEEP(m_ptr)) /* It is not honorable etc to attack helpless victims */
2746 if (!(r_ptr->flags3 & RF3_EVIL) || one_in_(5)) chg_virtue(V_COMPASSION, -1);
2747 if (!(r_ptr->flags3 & RF3_EVIL) || one_in_(5)) chg_virtue(V_HONOUR, -1);
2750 if (p_ptr->migite && p_ptr->hidarite)
2752 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))
2754 if (p_ptr->skill_exp[GINOU_NITOURYU] < WEAPON_EXP_BEGINNER)
2755 p_ptr->skill_exp[GINOU_NITOURYU] += 80;
2756 else if(p_ptr->skill_exp[GINOU_NITOURYU] < WEAPON_EXP_SKILLED)
2757 p_ptr->skill_exp[GINOU_NITOURYU] += 4;
2758 else if(p_ptr->skill_exp[GINOU_NITOURYU] < WEAPON_EXP_EXPERT)
2759 p_ptr->skill_exp[GINOU_NITOURYU] += 1;
2760 else if(p_ptr->skill_exp[GINOU_NITOURYU] < WEAPON_EXP_MASTER)
2761 if (one_in_(3)) p_ptr->skill_exp[GINOU_NITOURYU] += 1;
2762 p_ptr->update |= (PU_BONUS);
2766 /* Gain riding experience */
2769 int cur = p_ptr->skill_exp[GINOU_RIDING];
2770 int max = s_info[p_ptr->pclass].s_max[GINOU_RIDING];
2774 int ridinglevel = r_info[m_list[p_ptr->riding].r_idx].level;
2775 int targetlevel = r_ptr->level;
2778 if ((cur / 200 - 5) < targetlevel)
2781 /* Extra experience */
2782 if ((cur / 100) < ridinglevel)
2784 if ((cur / 100 + 15) < ridinglevel)
2785 inc += 1 + (ridinglevel - (cur / 100 + 15));
2790 p_ptr->skill_exp[GINOU_RIDING] = MIN(max, cur + inc);
2792 p_ptr->update |= (PU_BONUS);
2796 riding_t_m_idx = c_ptr->m_idx;
2797 if (p_ptr->migite) py_attack_aux(y, x, &fear, &mdeath, 0, mode);
2798 if (p_ptr->hidarite && !mdeath) py_attack_aux(y, x, &fear, &mdeath, 1, mode);
2800 /* Mutations which yield extra 'natural' attacks */
2803 if ((p_ptr->muta2 & MUT2_HORNS) && !mdeath)
2804 natural_attack(c_ptr->m_idx, MUT2_HORNS, &fear, &mdeath);
2805 if ((p_ptr->muta2 & MUT2_BEAK) && !mdeath)
2806 natural_attack(c_ptr->m_idx, MUT2_BEAK, &fear, &mdeath);
2807 if ((p_ptr->muta2 & MUT2_SCOR_TAIL) && !mdeath)
2808 natural_attack(c_ptr->m_idx, MUT2_SCOR_TAIL, &fear, &mdeath);
2809 if ((p_ptr->muta2 & MUT2_TRUNK) && !mdeath)
2810 natural_attack(c_ptr->m_idx, MUT2_TRUNK, &fear, &mdeath);
2811 if ((p_ptr->muta2 & MUT2_TENTACLES) && !mdeath)
2812 natural_attack(c_ptr->m_idx, MUT2_TENTACLES, &fear, &mdeath);
2815 /* Hack -- delay fear messages */
2816 if (fear && m_ptr->ml && !mdeath)
2823 msg_format("%^s¤Ï¶²Éݤ·¤Æƨ¤²½Ð¤·¤¿¡ª", m_name);
2825 msg_format("%^s flees in terror!", m_name);
2830 if ((p_ptr->special_defense & KATA_IAI) && ((mode != HISSATSU_IAI) || mdeath))
2832 set_action(ACTION_NONE);
2839 bool pattern_seq(int c_y, int c_x, int n_y, int n_x)
2841 feature_type *cur_f_ptr = &f_info[cave[c_y][c_x].feat];
2842 feature_type *new_f_ptr = &f_info[cave[n_y][n_x].feat];
2843 bool is_pattern_tile_cur = have_flag(cur_f_ptr->flags, FF_PATTERN);
2844 bool is_pattern_tile_new = have_flag(new_f_ptr->flags, FF_PATTERN);
2845 int pattern_type_cur, pattern_type_new;
2847 if (!is_pattern_tile_cur && !is_pattern_tile_new) return TRUE;
2849 pattern_type_cur = is_pattern_tile_cur ? cur_f_ptr->subtype : NOT_PATTERN_TILE;
2850 pattern_type_new = is_pattern_tile_new ? new_f_ptr->subtype : NOT_PATTERN_TILE;
2852 if (pattern_type_new == PATTERN_TILE_START)
2854 if (!is_pattern_tile_cur && !p_ptr->confused && !p_ptr->stun && !p_ptr->image)
2857 if (get_check("¥Ñ¥¿¡¼¥ó¤Î¾å¤òÊ⤻Ϥá¤ë¤È¡¢Á´¤Æ¤òÊ⤫¤Ê¤±¤ì¤Ð¤Ê¤ê¤Þ¤»¤ó¡£¤¤¤¤¤Ç¤¹¤«¡©"))
2859 if (get_check("If you start walking the Pattern, you must walk the whole way. Ok? "))
2868 else if ((pattern_type_new == PATTERN_TILE_OLD) ||
2869 (pattern_type_new == PATTERN_TILE_END) ||
2870 (pattern_type_new == PATTERN_TILE_WRECKED))
2872 if (is_pattern_tile_cur)
2879 msg_print("¥Ñ¥¿¡¼¥ó¤Î¾å¤òÊ⤯¤Ë¤Ï¥¹¥¿¡¼¥ÈÃÏÅÀ¤«¤éÊ⤻Ϥá¤Ê¤¯¤Æ¤Ï¤Ê¤ê¤Þ¤»¤ó¡£");
2881 msg_print("You must start walking the Pattern from the startpoint.");
2887 else if ((pattern_type_new == PATTERN_TILE_TELEPORT) ||
2888 (pattern_type_cur == PATTERN_TILE_TELEPORT))
2892 else if (pattern_type_cur == PATTERN_TILE_START)
2894 if (is_pattern_tile_new)
2899 msg_print("¥Ñ¥¿¡¼¥ó¤Î¾å¤ÏÀµ¤·¤¤½ç½ø¤ÇÊ⤫¤Í¤Ð¤Ê¤ê¤Þ¤»¤ó¡£");
2901 msg_print("You must walk the Pattern in correct order.");
2907 else if ((pattern_type_cur == PATTERN_TILE_OLD) ||
2908 (pattern_type_cur == PATTERN_TILE_END) ||
2909 (pattern_type_cur == PATTERN_TILE_WRECKED))
2911 if (!is_pattern_tile_new)
2914 msg_print("¥Ñ¥¿¡¼¥ó¤òƧ¤ß³°¤·¤Æ¤Ï¤¤¤±¤Þ¤»¤ó¡£");
2916 msg_print("You may not step off from the Pattern.");
2928 if (!is_pattern_tile_cur)
2931 msg_print("¥Ñ¥¿¡¼¥ó¤Î¾å¤òÊ⤯¤Ë¤Ï¥¹¥¿¡¼¥ÈÃÏÅÀ¤«¤éÊ⤻Ϥá¤Ê¤¯¤Æ¤Ï¤Ê¤ê¤Þ¤»¤ó¡£");
2933 msg_print("You must start walking the Pattern from the startpoint.");
2940 byte ok_move = PATTERN_TILE_START;
2941 switch (pattern_type_cur)
2943 case PATTERN_TILE_1:
2944 ok_move = PATTERN_TILE_2;
2946 case PATTERN_TILE_2:
2947 ok_move = PATTERN_TILE_3;
2949 case PATTERN_TILE_3:
2950 ok_move = PATTERN_TILE_4;
2952 case PATTERN_TILE_4:
2953 ok_move = PATTERN_TILE_1;
2958 msg_format("¤ª¤«¤·¤Ê¥Ñ¥¿¡¼¥óÊâ¹Ô¡¢%d¡£", pattern_type_cur);
2960 msg_format("Funny Pattern walking, %d.", pattern_type_cur);
2963 return TRUE; /* Goof-up */
2966 if ((pattern_type_new == ok_move) ||
2967 (pattern_type_new == pattern_type_cur))
2971 if (!is_pattern_tile_new)
2973 msg_print("¥Ñ¥¿¡¼¥ó¤òƧ¤ß³°¤·¤Æ¤Ï¤¤¤±¤Þ¤»¤ó¡£");
2975 msg_print("You may not step off from the Pattern.");
2979 msg_print("¥Ñ¥¿¡¼¥ó¤Î¾å¤ÏÀµ¤·¤¤½ç½ø¤ÇÊ⤫¤Í¤Ð¤Ê¤ê¤Þ¤»¤ó¡£");
2981 msg_print("You must walk the Pattern in correct order.");
2991 bool player_can_enter(s16b feature, u16b mode)
2993 feature_type *f_ptr = &f_info[feature];
2995 if (p_ptr->riding) return monster_can_cross_terrain(feature, &r_info[m_list[p_ptr->riding].r_idx], mode | CEM_RIDING);
2998 if (have_flag(f_ptr->flags, FF_PATTERN))
3000 if (!(mode & CEM_P_CAN_ENTER_PATTERN)) return FALSE;
3004 if (have_flag(f_ptr->flags, FF_CAN_FLY) && p_ptr->levitation) return TRUE;
3005 if (have_flag(f_ptr->flags, FF_CAN_SWIM) && p_ptr->can_swim) return TRUE;
3006 if (have_flag(f_ptr->flags, FF_CAN_PASS) && p_ptr->pass_wall) return TRUE;
3008 if (!have_flag(f_ptr->flags, FF_MOVE)) return FALSE;
3017 bool move_player_effect(int ny, int nx, u32b mpe_mode)
3019 cave_type *c_ptr = &cave[ny][nx];
3020 feature_type *f_ptr = &f_info[c_ptr->feat];
3022 if (!(mpe_mode & MPE_STAYING))
3026 cave_type *oc_ptr = &cave[oy][ox];
3027 int om_idx = oc_ptr->m_idx;
3028 int nm_idx = c_ptr->m_idx;
3030 /* Move the player */
3034 /* Hack -- For moving monster or riding player's moving */
3035 if (!(mpe_mode & MPE_DONT_SWAP_MON))
3037 /* Swap two monsters */
3038 c_ptr->m_idx = om_idx;
3039 oc_ptr->m_idx = nm_idx;
3041 if (om_idx > 0) /* Monster on old spot (or p_ptr->riding) */
3043 monster_type *om_ptr = &m_list[om_idx];
3046 update_mon(om_idx, TRUE);
3049 if (nm_idx > 0) /* Monster on new spot */
3051 monster_type *nm_ptr = &m_list[nm_idx];
3054 update_mon(nm_idx, TRUE);
3058 /* Redraw old spot */
3061 /* Redraw new spot */
3064 /* Check for new panel (redraw map) */
3067 if (mpe_mode & MPE_FORGET_FLOW)
3071 /* Mega-Hack -- Forget the view */
3072 p_ptr->update |= (PU_UN_VIEW);
3075 p_ptr->redraw |= (PR_MAP);
3079 p_ptr->update |= (PU_VIEW | PU_LITE | PU_FLOW | PU_MON_LITE | PU_DISTANCE);
3082 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
3084 /* Remove "unsafe" flag */
3085 if ((!p_ptr->blind && !no_lite()) || !is_trap(c_ptr->feat)) c_ptr->info &= ~(CAVE_UNSAFE);
3087 /* For get everything when requested hehe I'm *NASTY* */
3088 if (dun_level && (d_info[dungeon_type].flags1 & DF1_FORGET)) wiz_dark();
3091 if (mpe_mode & MPE_HANDLE_STUFF) handle_stuff();
3093 if (p_ptr->pclass == CLASS_NINJA)
3095 if (c_ptr->info & (CAVE_GLOW)) set_superstealth(FALSE);
3096 else if (p_ptr->cur_lite <= 0) set_superstealth(TRUE);
3099 if ((p_ptr->action == ACTION_HAYAGAKE) &&
3100 (!have_flag(f_ptr->flags, FF_PROJECT) ||
3101 (!p_ptr->levitation && have_flag(f_ptr->flags, FF_DEEP))))
3104 msg_print("¤³¤³¤Ç¤ÏÁÇÁ᤯ư¤±¤Ê¤¤¡£");
3106 msg_print("You cannot run in here.");
3108 set_action(ACTION_NONE);
3112 if (mpe_mode & MPE_ENERGY_USE)
3114 if (music_singing(MUSIC_WALL))
3116 (void)project(0, 0, py, px, (60 + p_ptr->lev), GF_DISINTEGRATE,
3117 PROJECT_KILL | PROJECT_ITEM, -1);
3119 if (!player_bold(ny, nx) || p_ptr->is_dead || p_ptr->leaving) return FALSE;
3122 /* Spontaneous Searching */
3123 if ((p_ptr->skill_fos >= 50) || (0 == randint0(50 - p_ptr->skill_fos)))
3128 /* Continuous Searching */
3129 if (p_ptr->action == ACTION_SEARCH)
3135 /* Handle "objects" */
3136 if (!(mpe_mode & MPE_DONT_PICKUP))
3138 carry((mpe_mode & MPE_DO_PICKUP) ? TRUE : FALSE);
3141 /* Handle "store doors" */
3142 if (have_flag(f_ptr->flags, FF_STORE))
3148 /* Hack -- Enter store */
3149 command_new = SPECIAL_KEY_STORE;
3152 /* Handle "building doors" -KMW- */
3153 else if (have_flag(f_ptr->flags, FF_BLDG))
3159 /* Hack -- Enter building */
3160 command_new = SPECIAL_KEY_BUILDING;
3163 /* Handle quest areas -KMW- */
3164 else if (have_flag(f_ptr->flags, FF_QUEST_ENTER))
3170 /* Hack -- Enter quest level */
3171 command_new = SPECIAL_KEY_QUEST;
3174 else if (have_flag(f_ptr->flags, FF_QUEST_EXIT))
3176 if (quest[p_ptr->inside_quest].type == QUEST_TYPE_FIND_EXIT)
3178 complete_quest(p_ptr->inside_quest);
3181 leave_quest_check();
3183 p_ptr->inside_quest = c_ptr->special;
3188 p_ptr->leaving = TRUE;
3191 /* Set off a trap */
3192 else if (have_flag(f_ptr->flags, FF_HIT_TRAP) && !(mpe_mode & MPE_STAYING))
3198 if (c_ptr->mimic || have_flag(f_ptr->flags, FF_SECRET))
3202 msg_print("¥È¥é¥Ã¥×¤À¡ª");
3204 msg_print("You found a trap!");
3208 disclose_grid(py, px);
3212 hit_trap((mpe_mode & MPE_BREAK_TRAP) ? TRUE : FALSE);
3214 if (!player_bold(ny, nx) || p_ptr->is_dead || p_ptr->leaving) return FALSE;
3217 /* Warn when leaving trap detected region */
3218 if (!(mpe_mode & MPE_STAYING) && (disturb_trap_detect || alert_trap_detect)
3219 && p_ptr->dtrap && !(c_ptr->info & CAVE_IN_DETECT))
3221 /* No duplicate warning */
3222 p_ptr->dtrap = FALSE;
3224 /* You are just on the edge */
3225 if (!(c_ptr->info & CAVE_UNSAFE))
3227 if (alert_trap_detect)
3230 msg_print("* Ãí°Õ:¤³¤ÎÀè¤Ï¥È¥é¥Ã¥×¤Î´¶ÃÎÈϰϳ°¤Ç¤¹¡ª *");
3232 msg_print("*Leaving trap detect region!*");
3236 if (disturb_trap_detect) disturb(0, 1);
3240 return player_bold(ny, nx) && !p_ptr->is_dead && !p_ptr->leaving;
3244 bool trap_can_be_ignored(int feat)
3246 feature_type *f_ptr = &f_info[feat];
3248 if (!have_flag(f_ptr->flags, FF_TRAP)) return TRUE;
3250 switch (f_ptr->subtype)
3254 case TRAP_SPIKED_PIT:
3255 case TRAP_POISON_PIT:
3256 if (p_ptr->levitation) return TRUE;
3259 if (p_ptr->anti_tele) return TRUE;
3262 if (p_ptr->immune_fire) return TRUE;
3265 if (p_ptr->immune_acid) return TRUE;
3268 if (p_ptr->resist_blind) return TRUE;
3271 if (p_ptr->resist_conf) return TRUE;
3274 if (p_ptr->resist_pois) return TRUE;
3277 if (p_ptr->free_act) return TRUE;
3286 * Determine if a "boundary" grid is "floor mimic"
3288 #define boundary_floor(C, F, MF) \
3289 ((C)->mimic && permanent_wall(F) && \
3290 (have_flag((MF)->flags, FF_MOVE) || have_flag((MF)->flags, FF_CAN_FLY)) && \
3291 have_flag((MF)->flags, FF_PROJECT) && \
3292 !have_flag((MF)->flags, FF_OPEN))
3295 * Move player in the given direction, with the given "pickup" flag.
3297 * This routine should (probably) always induce energy expenditure.
3299 * Note that moving will *always* take a turn, and will *always* hit
3300 * any monster which might be in the destination grid. Previously,
3301 * moving into walls was "free" and did NOT hit invisible monsters.
3303 void move_player(int dir, bool do_pickup, bool break_trap)
3305 /* Find the result of moving */
3306 int y = py + ddy[dir];
3307 int x = px + ddx[dir];
3309 /* Examine the destination */
3310 cave_type *c_ptr = &cave[y][x];
3312 feature_type *f_ptr = &f_info[c_ptr->feat];
3314 monster_type *m_ptr;
3316 monster_type *riding_m_ptr = &m_list[p_ptr->riding];
3317 monster_race *riding_r_ptr = &r_info[p_ptr->riding ? riding_m_ptr->r_idx : 0]; /* Paranoia */
3321 bool p_can_enter = player_can_enter(c_ptr->feat, CEM_P_CAN_ENTER_PATTERN);
3322 bool p_can_kill_walls = FALSE;
3323 bool stormbringer = FALSE;
3325 bool oktomove = TRUE;
3326 bool do_past = FALSE;
3329 if (!dun_level && !p_ptr->wild_mode &&
3330 ((x == 0) || (x == MAX_WID - 1) ||
3331 (y == 0) || (y == MAX_HGT - 1)))
3333 /* Can the player enter the grid? */
3334 if (c_ptr->mimic && player_can_enter(c_ptr->mimic, 0))
3336 /* Hack: move to new area */
3337 if ((y == 0) && (x == 0))
3339 p_ptr->wilderness_y--;
3340 p_ptr->wilderness_x--;
3341 p_ptr->oldpy = cur_hgt - 2;
3342 p_ptr->oldpx = cur_wid - 2;
3343 ambush_flag = FALSE;
3346 else if ((y == 0) && (x == MAX_WID - 1))
3348 p_ptr->wilderness_y--;
3349 p_ptr->wilderness_x++;
3350 p_ptr->oldpy = cur_hgt - 2;
3352 ambush_flag = FALSE;
3355 else if ((y == MAX_HGT - 1) && (x == 0))
3357 p_ptr->wilderness_y++;
3358 p_ptr->wilderness_x--;
3360 p_ptr->oldpx = cur_wid - 2;
3361 ambush_flag = FALSE;
3364 else if ((y == MAX_HGT - 1) && (x == MAX_WID - 1))
3366 p_ptr->wilderness_y++;
3367 p_ptr->wilderness_x++;
3370 ambush_flag = FALSE;
3375 p_ptr->wilderness_y--;
3376 p_ptr->oldpy = cur_hgt - 2;
3378 ambush_flag = FALSE;
3381 else if (y == MAX_HGT - 1)
3383 p_ptr->wilderness_y++;
3386 ambush_flag = FALSE;
3391 p_ptr->wilderness_x--;
3392 p_ptr->oldpx = cur_wid - 2;
3394 ambush_flag = FALSE;
3397 else if (x == MAX_WID - 1)
3399 p_ptr->wilderness_x++;
3402 ambush_flag = FALSE;
3405 p_ptr->leaving = TRUE;
3411 /* "Blocked" message appears later */
3412 /* oktomove = FALSE; */
3413 p_can_enter = FALSE;
3416 /* Get the monster */
3417 m_ptr = &m_list[c_ptr->m_idx];
3420 if (inventory[INVEN_RARM].name1 == ART_STORMBRINGER) stormbringer = TRUE;
3421 if (inventory[INVEN_LARM].name1 == ART_STORMBRINGER) stormbringer = TRUE;
3423 /* Player can not walk through "walls"... */
3424 /* unless in Shadow Form */
3425 p_can_kill_walls = p_ptr->kill_wall && have_flag(f_ptr->flags, FF_HURT_DISI) &&
3426 (!p_can_enter || !have_flag(f_ptr->flags, FF_LOS)) &&
3427 !have_flag(f_ptr->flags, FF_PERMANENT);
3429 /* Hack -- attack monsters */
3430 if (c_ptr->m_idx && (m_ptr->ml || p_can_enter || p_can_kill_walls))
3432 monster_race *r_ptr = &r_info[m_ptr->r_idx];
3434 /* Attack -- only if we can see it OR it is not in a wall */
3435 if (!is_hostile(m_ptr) &&
3436 !(p_ptr->confused || p_ptr->image || !m_ptr->ml || p_ptr->stun ||
3437 ((p_ptr->muta2 & MUT2_BERS_RAGE) && p_ptr->shero)) &&
3438 pattern_seq(py, px, y, x) && (p_can_enter || p_can_kill_walls))
3440 /* Disturb the monster */
3441 (void)set_monster_csleep(c_ptr->m_idx, 0);
3443 /* Extract monster name (or "it") */
3444 monster_desc(m_name, m_ptr, 0);
3448 /* Auto-Recall if possible and visible */
3449 if (!p_ptr->image) monster_race_track(m_ptr->ap_r_idx);
3451 /* Track a new monster */
3452 health_track(c_ptr->m_idx);
3456 if ((stormbringer && (randint1(1000) > 666)) || (p_ptr->pclass == CLASS_BERSERKER))
3461 else if (monster_can_cross_terrain(cave[py][px].feat, r_ptr, 0))
3468 msg_format("%^s¤¬¼ÙËâ¤À¡ª", m_name);
3470 msg_format("%^s is in your way!", m_name);
3477 /* now continue on to 'movement' */
3486 if (oktomove && p_ptr->riding)
3488 if (riding_r_ptr->flags1 & RF1_NEVER_MOVE)
3491 msg_print("Æ°¤±¤Ê¤¤¡ª");
3493 msg_print("Can't move!");
3499 else if (MON_MONFEAR(riding_m_ptr))
3503 /* Acquire the monster name */
3504 monster_desc(m_name, riding_m_ptr, 0);
3506 /* Dump a message */
3508 msg_format("%s¤¬¶²Éݤ·¤Æ¤¤¤ÆÀ©¸æ¤Ç¤¤Ê¤¤¡£", m_name);
3510 msg_format("%^s is too scared to control.", m_name);
3515 else if (p_ptr->riding_ryoute)
3520 else if (have_flag(f_ptr->flags, FF_CAN_FLY) && (riding_r_ptr->flags7 & RF7_CAN_FLY))
3524 else if (have_flag(f_ptr->flags, FF_CAN_SWIM) && (riding_r_ptr->flags7 & RF7_CAN_SWIM))
3528 else if (have_flag(f_ptr->flags, FF_WATER) &&
3529 !(riding_r_ptr->flags7 & RF7_AQUATIC) &&
3530 (have_flag(f_ptr->flags, FF_DEEP) || (riding_r_ptr->flags2 & RF2_AURA_FIRE)))
3533 msg_format("%s¤Î¾å¤Ë¹Ô¤±¤Ê¤¤¡£", f_name + f_info[get_feat_mimic(c_ptr)].name);
3535 msg_print("Can't swim.");
3541 else if (!have_flag(f_ptr->flags, FF_WATER) && (riding_r_ptr->flags7 & RF7_AQUATIC))
3544 msg_format("%s¤«¤é¾å¤¬¤ì¤Ê¤¤¡£", f_name + f_info[get_feat_mimic(&cave[py][px])].name);
3546 msg_print("Can't land.");
3552 else if (have_flag(f_ptr->flags, FF_LAVA) && !(riding_r_ptr->flagsr & RFR_EFF_IM_FIRE_MASK))
3555 msg_format("%s¤Î¾å¤Ë¹Ô¤±¤Ê¤¤¡£", f_name + f_info[get_feat_mimic(c_ptr)].name);
3557 msg_print("Too hot to go through.");
3564 if (oktomove && MON_STUNNED(riding_m_ptr) && one_in_(2))
3567 monster_desc(m_name, riding_m_ptr, 0);
3569 msg_format("%s¤¬Û¯Û°¤È¤·¤Æ¤¤¤Æ¤¦¤Þ¤¯Æ°¤±¤Ê¤¤¡ª",m_name);
3571 msg_format("You cannot control stunned %s!",m_name);
3582 else if (!have_flag(f_ptr->flags, FF_MOVE) && have_flag(f_ptr->flags, FF_CAN_FLY) && !p_ptr->levitation)
3585 msg_format("¶õ¤òÈô¤Ð¤Ê¤¤¤È%s¤Î¾å¤Ë¤Ï¹Ô¤±¤Ê¤¤¡£", f_name + f_info[get_feat_mimic(c_ptr)].name);
3587 msg_format("You need to fly to go through the %s.", f_name + f_info[get_feat_mimic(c_ptr)].name);
3596 * Player can move through trees and
3597 * has effective -10 speed
3598 * Rangers can move without penality
3600 else if (have_flag(f_ptr->flags, FF_TREE) && !p_can_kill_walls)
3602 if ((p_ptr->pclass != CLASS_RANGER) && !p_ptr->levitation && (!p_ptr->riding || !(riding_r_ptr->flags8 & RF8_WILD_WOOD))) energy_use *= 2;
3605 #ifdef ALLOW_EASY_DISARM /* TNB */
3607 /* Disarm a visible trap */
3608 else if ((do_pickup != easy_disarm) && have_flag(f_ptr->flags, FF_DISARM) && !c_ptr->mimic)
3610 if (!trap_can_be_ignored(c_ptr->feat))
3612 (void)do_cmd_disarm_aux(y, x, dir);
3617 #endif /* ALLOW_EASY_DISARM -- TNB */
3619 /* Player can not walk through "walls" unless in wraith form...*/
3620 else if (!p_can_enter && !p_can_kill_walls)
3622 /* Feature code (applying "mimic" field) */
3623 s16b feat = get_feat_mimic(c_ptr);
3624 feature_type *mimic_f_ptr = &f_info[feat];
3625 cptr name = f_name + mimic_f_ptr->name;
3629 /* Notice things in the dark */
3630 if (!(c_ptr->info & CAVE_MARK) && !player_can_see_bold(y, x))
3632 /* Boundary floor mimic */
3633 if (boundary_floor(c_ptr, f_ptr, mimic_f_ptr))
3636 msg_print("¤½¤ì°Ê¾åÀè¤Ë¤Ï¿Ê¤á¤Ê¤¤¤è¤¦¤À¡£");
3638 msg_print("You feel you cannot go any more.");
3642 /* Wall (or secret door) */
3646 msg_format("%s¤¬¹Ô¤¯¼ê¤ò¤Ï¤Ð¤ó¤Ç¤¤¤ë¤è¤¦¤À¡£", name);
3648 msg_format("You feel %s %s blocking your way.",
3649 is_a_vowel(name[0]) ? "an" : "a", name);
3652 c_ptr->info |= (CAVE_MARK);
3660 /* Boundary floor mimic */
3661 if (boundary_floor(c_ptr, f_ptr, mimic_f_ptr))
3664 msg_print("¤½¤ì°Ê¾åÀè¤Ë¤Ï¿Ê¤á¤Ê¤¤¡£");
3666 msg_print("You cannot go any more.");
3669 if (!(p_ptr->confused || p_ptr->stun || p_ptr->image))
3673 /* Wall (or secret door) */
3676 #ifdef ALLOW_EASY_OPEN
3678 if (easy_open && is_closed_door(feat) && easy_open_door(y, x)) return;
3679 #endif /* ALLOW_EASY_OPEN */
3682 msg_format("%s¤¬¹Ô¤¯¼ê¤ò¤Ï¤Ð¤ó¤Ç¤¤¤ë¡£", name);
3684 msg_format("There is %s %s blocking your way.",
3685 is_a_vowel(name[0]) ? "an" : "a", name);
3689 * Well, it makes sense that you lose time bumping into
3690 * a wall _if_ you are confused, stunned or blind; but
3691 * typing mistakes should not cost you a turn...
3693 if (!(p_ptr->confused || p_ptr->stun || p_ptr->image))
3698 /* Disturb the player */
3702 if (!boundary_floor(c_ptr, f_ptr, mimic_f_ptr)) sound(SOUND_HITWALL);
3705 /* Normal movement */
3706 if (oktomove && !pattern_seq(py, px, y, x))
3708 if (!(p_ptr->confused || p_ptr->stun || p_ptr->image))
3713 /* To avoid a loop with running */
3719 /* Normal movement */
3722 u32b mpe_mode = MPE_ENERGY_USE;
3726 if (!process_warning(x, y))
3736 msg_format("%s¤ò²¡¤·Âऱ¤¿¡£", m_name);
3738 msg_format("You push past %s.", m_name);
3742 /* Change oldpx and oldpy to place the player well when going back to big mode */
3743 if (p_ptr->wild_mode)
3745 if (ddy[dir] > 0) p_ptr->oldpy = 1;
3746 if (ddy[dir] < 0) p_ptr->oldpy = MAX_HGT - 2;
3747 if (ddy[dir] == 0) p_ptr->oldpy = MAX_HGT / 2;
3748 if (ddx[dir] > 0) p_ptr->oldpx = 1;
3749 if (ddx[dir] < 0) p_ptr->oldpx = MAX_WID - 2;
3750 if (ddx[dir] == 0) p_ptr->oldpx = MAX_WID / 2;
3753 if (p_can_kill_walls)
3755 cave_alter_feat(y, x, FF_HURT_DISI);
3757 /* Update some things -- similar to GF_KILL_WALL */
3758 p_ptr->update |= (PU_FLOW);
3762 /* sound(SOUND_WALK); */
3764 #ifdef ALLOW_EASY_DISARM /* TNB */
3766 if (do_pickup != always_pickup) mpe_mode |= MPE_DO_PICKUP;
3768 #else /* ALLOW_EASY_DISARM -- TNB */
3770 if (do_pickup) mpe_mode |= MPE_DO_PICKUP;
3772 #endif /* ALLOW_EASY_DISARM -- TNB */
3774 if (break_trap) mpe_mode |= MPE_BREAK_TRAP;
3776 /* Move the player */
3777 (void)move_player_effect(y, x, mpe_mode);
3782 static bool ignore_avoid_run;
3785 * Hack -- Check for a "known wall" (see below)
3787 static int see_wall(int dir, int y, int x)
3791 /* Get the new location */
3795 /* Illegal grids are not known walls */
3796 if (!in_bounds2(y, x)) return (FALSE);
3799 c_ptr = &cave[y][x];
3801 /* Must be known to the player */
3802 if (c_ptr->info & (CAVE_MARK))
3804 /* Feature code (applying "mimic" field) */
3805 s16b feat = get_feat_mimic(c_ptr);
3806 feature_type *f_ptr = &f_info[feat];
3808 /* Wall grids are known walls */
3809 if (!player_can_enter(feat, 0)) return !have_flag(f_ptr->flags, FF_DOOR);
3811 /* Don't run on a tree unless explicitly requested */
3812 if (have_flag(f_ptr->flags, FF_AVOID_RUN) && !ignore_avoid_run)
3815 /* Don't run in a wall */
3816 if (!have_flag(f_ptr->flags, FF_MOVE) && !have_flag(f_ptr->flags, FF_CAN_FLY))
3817 return !have_flag(f_ptr->flags, FF_DOOR);
3825 * Hack -- Check for an "unknown corner" (see below)
3827 static int see_nothing(int dir, int y, int x)
3829 /* Get the new location */
3833 /* Illegal grids are unknown */
3834 if (!in_bounds2(y, x)) return (TRUE);
3836 /* Memorized grids are always known */
3837 if (cave[y][x].info & (CAVE_MARK)) return (FALSE);
3839 /* Viewable door/wall grids are known */
3840 if (player_can_see_bold(y, x)) return (FALSE);
3851 * The running algorithm: -CJS-
3853 * In the diagrams below, the player has just arrived in the
3854 * grid marked as '@', and he has just come from a grid marked
3855 * as 'o', and he is about to enter the grid marked as 'x'.
3857 * Of course, if the "requested" move was impossible, then you
3858 * will of course be blocked, and will stop.
3860 * Overview: You keep moving until something interesting happens.
3861 * If you are in an enclosed space, you follow corners. This is
3862 * the usual corridor scheme. If you are in an open space, you go
3863 * straight, but stop before entering enclosed space. This is
3864 * analogous to reaching doorways. If you have enclosed space on
3865 * one side only (that is, running along side a wall) stop if
3866 * your wall opens out, or your open space closes in. Either case
3867 * corresponds to a doorway.
3869 * What happens depends on what you can really SEE. (i.e. if you
3870 * have no light, then running along a dark corridor is JUST like
3871 * running in a dark room.) The algorithm works equally well in
3872 * corridors, rooms, mine tailings, earthquake rubble, etc, etc.
3874 * These conditions are kept in static memory:
3875 * find_openarea You are in the open on at least one
3877 * find_breakleft You have a wall on the left, and will
3879 * find_breakright You have a wall on the right, and will
3882 * To initialize these conditions, we examine the grids adjacent
3883 * to the grid marked 'x', two on each side (marked 'L' and 'R').
3884 * If either one of the two grids on a given side is seen to be
3885 * closed, then that side is considered to be closed. If both
3886 * sides are closed, then it is an enclosed (corridor) run.
3892 * Looking at more than just the immediate squares is
3893 * significant. Consider the following case. A run along the
3894 * corridor will stop just before entering the center point,
3895 * because a choice is clearly established. Running in any of
3896 * three available directions will be defined as a corridor run.
3897 * Note that a minor hack is inserted to make the angled corridor
3898 * entry (with one side blocked near and the other side blocked
3899 * further away from the runner) work correctly. The runner moves
3900 * diagonally, but then saves the previous direction as being
3901 * straight into the gap. Otherwise, the tail end of the other
3902 * entry would be perceived as an alternative on the next move.
3910 * Likewise, a run along a wall, and then into a doorway (two
3911 * runs) will work correctly. A single run rightwards from @ will
3912 * stop at 1. Another run right and down will enter the corridor
3913 * and make the corner, stopping at the 2.
3915 * ##################
3917 * ########### ######
3921 * After any move, the function area_affect is called to
3922 * determine the new surroundings, and the direction of
3923 * subsequent moves. It examines the current player location
3924 * (at which the runner has just arrived) and the previous
3925 * direction (from which the runner is considered to have come).
3927 * Moving one square in some direction places you adjacent to
3928 * three or five new squares (for straight and diagonal moves
3929 * respectively) to which you were not previously adjacent,
3930 * marked as '!' in the diagrams below.
3933 * .o@! (normal) .o.! (diagonal)
3934 * ...! (east) ..@! (south east)
3937 * You STOP if any of the new squares are interesting in any way:
3938 * for example, if they contain visible monsters or treasure.
3940 * You STOP if any of the newly adjacent squares seem to be open,
3941 * and you are also looking for a break on that side. (that is,
3942 * find_openarea AND find_break).
3944 * You STOP if any of the newly adjacent squares do NOT seem to be
3945 * open and you are in an open area, and that side was previously
3948 * Corners: If you are not in the open (i.e. you are in a corridor)
3949 * and there is only one way to go in the new squares, then turn in
3950 * that direction. If there are more than two new ways to go, STOP.
3951 * If there are two ways to go, and those ways are separated by a
3952 * square which does not seem to be open, then STOP.
3954 * Otherwise, we have a potential corner. There are two new open
3955 * squares, which are also adjacent. One of the new squares is
3956 * diagonally located, the other is straight on (as in the diagram).
3957 * We consider two more squares further out (marked below as ?).
3959 * We assign "option" to the straight-on grid, and "option2" to the
3960 * diagonal grid, and "check_dir" to the grid marked 's'.
3966 * If they are both seen to be closed, then it is seen that no benefit
3967 * is gained from moving straight. It is a known corner. To cut the
3968 * corner, go diagonally, otherwise go straight, but pretend you
3969 * stepped diagonally into that next location for a full view next
3970 * time. Conversely, if one of the ? squares is not seen to be closed,
3971 * then there is a potential choice. We check to see whether it is a
3972 * potential corner or an intersection/room entrance. If the square
3973 * two spaces straight ahead, and the space marked with 's' are both
3974 * unknown space, then it is a potential corner and enter if
3975 * find_examine is set, otherwise must stop because it is not a
3976 * corner. (find_examine option is removed and always is TRUE.)
3983 * Hack -- allow quick "cycling" through the legal directions
3985 static byte cycle[] =
3986 { 1, 2, 3, 6, 9, 8, 7, 4, 1, 2, 3, 6, 9, 8, 7, 4, 1 };
3989 * Hack -- map each direction into the "middle" of the "cycle[]" array
3991 static byte chome[] =
3992 { 0, 8, 9, 10, 7, 0, 11, 6, 5, 4 };
3995 * The direction we are running
3997 static byte find_current;
4000 * The direction we came from
4002 static byte find_prevdir;
4005 * We are looking for open area
4007 static bool find_openarea;
4010 * We are looking for a break
4012 static bool find_breakright;
4013 static bool find_breakleft;
4018 * Initialize the running algorithm for a new direction.
4020 * Diagonal Corridor -- allow diaginal entry into corridors.
4022 * Blunt Corridor -- If there is a wall two spaces ahead and
4023 * we seem to be in a corridor, then force a turn into the side
4024 * corridor, must be moving straight into a corridor here. ???
4026 * Diagonal Corridor Blunt Corridor (?)
4031 static void run_init(int dir)
4033 int row, col, deepleft, deepright;
4034 int i, shortleft, shortright;
4037 /* Save the direction */
4040 /* Assume running straight */
4043 /* Assume looking for open area */
4044 find_openarea = TRUE;
4046 /* Assume not looking for breaks */
4047 find_breakright = find_breakleft = FALSE;
4049 /* Assume no nearby walls */
4050 deepleft = deepright = FALSE;
4051 shortright = shortleft = FALSE;
4056 /* Find the destination grid */
4057 row = py + ddy[dir];
4058 col = px + ddx[dir];
4060 ignore_avoid_run = cave_have_flag_bold(row, col, FF_AVOID_RUN);
4062 /* Extract cycle index */
4065 /* Check for walls */
4066 if (see_wall(cycle[i+1], py, px))
4068 find_breakleft = TRUE;
4071 else if (see_wall(cycle[i+1], row, col))
4073 find_breakleft = TRUE;
4077 /* Check for walls */
4078 if (see_wall(cycle[i-1], py, px))
4080 find_breakright = TRUE;
4083 else if (see_wall(cycle[i-1], row, col))
4085 find_breakright = TRUE;
4089 /* Looking for a break */
4090 if (find_breakleft && find_breakright)
4092 /* Not looking for open area */
4093 find_openarea = FALSE;
4095 /* Hack -- allow angled corridor entry */
4098 if (deepleft && !deepright)
4100 find_prevdir = cycle[i - 1];
4102 else if (deepright && !deepleft)
4104 find_prevdir = cycle[i + 1];
4108 /* Hack -- allow blunt corridor entry */
4109 else if (see_wall(cycle[i], row, col))
4111 if (shortleft && !shortright)
4113 find_prevdir = cycle[i - 2];
4115 else if (shortright && !shortleft)
4117 find_prevdir = cycle[i + 2];
4125 * Update the current "run" path
4127 * Return TRUE if the running should be stopped
4129 static bool run_test(void)
4131 int prev_dir, new_dir, check_dir = 0;
4134 int option = 0, option2 = 0;
4137 feature_type *f_ptr;
4139 /* Where we came from */
4140 prev_dir = find_prevdir;
4143 /* Range of newly adjacent grids */
4144 max = (prev_dir & 0x01) + 1;
4146 /* break run when leaving trap detected region */
4147 if ((disturb_trap_detect || alert_trap_detect)
4148 && p_ptr->dtrap && !(cave[py][px].info & CAVE_IN_DETECT))
4150 /* No duplicate warning */
4151 p_ptr->dtrap = FALSE;
4153 /* You are just on the edge */
4154 if (!(cave[py][px].info & CAVE_UNSAFE))
4156 if (alert_trap_detect)
4159 msg_print("* Ãí°Õ:¤³¤ÎÀè¤Ï¥È¥é¥Ã¥×¤Î´¶ÃÎÈϰϳ°¤Ç¤¹¡ª *");
4161 msg_print("*Leaving trap detect region!*");
4165 if (disturb_trap_detect)
4173 /* Look at every newly adjacent square. */
4174 for (i = -max; i <= max; i++)
4176 s16b this_o_idx, next_o_idx = 0;
4179 new_dir = cycle[chome[prev_dir] + i];
4182 row = py + ddy[new_dir];
4183 col = px + ddx[new_dir];
4186 c_ptr = &cave[row][col];
4188 /* Feature code (applying "mimic" field) */
4189 feat = get_feat_mimic(c_ptr);
4190 f_ptr = &f_info[feat];
4192 /* Visible monsters abort running */
4195 monster_type *m_ptr = &m_list[c_ptr->m_idx];
4197 /* Visible monster */
4198 if (m_ptr->ml) return (TRUE);
4201 /* Visible objects abort running */
4202 for (this_o_idx = c_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
4206 /* Acquire object */
4207 o_ptr = &o_list[this_o_idx];
4209 /* Acquire next object */
4210 next_o_idx = o_ptr->next_o_idx;
4212 /* Visible object */
4213 if (o_ptr->marked & OM_FOUND) return (TRUE);
4216 /* Assume unknown */
4219 /* Check memorized grids */
4220 if (c_ptr->info & (CAVE_MARK))
4222 bool notice = have_flag(f_ptr->flags, FF_NOTICE);
4224 if (notice && have_flag(f_ptr->flags, FF_MOVE))
4227 if (find_ignore_doors && have_flag(f_ptr->flags, FF_DOOR) && have_flag(f_ptr->flags, FF_CLOSE))
4229 /* Option -- ignore */
4234 else if (find_ignore_stairs && have_flag(f_ptr->flags, FF_STAIRS))
4236 /* Option -- ignore */
4241 else if (have_flag(f_ptr->flags, FF_LAVA) && (p_ptr->immune_fire || IS_INVULN()))
4248 else if (have_flag(f_ptr->flags, FF_WATER) && have_flag(f_ptr->flags, FF_DEEP) &&
4249 (p_ptr->levitation || p_ptr->can_swim || (p_ptr->total_weight <= weight_limit())))
4256 /* Interesting feature */
4257 if (notice) return (TRUE);
4259 /* The grid is "visible" */
4263 /* Analyze unknown grids and floors considering mimic */
4264 if (inv || !see_wall(0, row, col))
4266 /* Looking for open area */
4272 /* The first new direction. */
4278 /* Three new directions. Stop running. */
4284 /* Two non-adjacent new directions. Stop running. */
4285 else if (option != cycle[chome[prev_dir] + i - 1])
4290 /* Two new (adjacent) directions (case 1) */
4291 else if (new_dir & 0x01)
4293 check_dir = cycle[chome[prev_dir] + i - 2];
4297 /* Two new (adjacent) directions (case 2) */
4300 check_dir = cycle[chome[prev_dir] + i + 1];
4306 /* Obstacle, while looking for open area */
4313 /* Break to the right */
4314 find_breakright = TRUE;
4319 /* Break to the left */
4320 find_breakleft = TRUE;
4326 /* Looking for open area */
4329 /* Hack -- look again */
4330 for (i = -max; i < 0; i++)
4332 /* Unknown grid or non-wall */
4333 if (!see_wall(cycle[chome[prev_dir] + i], py, px))
4335 /* Looking to break right */
4336 if (find_breakright)
4345 /* Looking to break left */
4353 /* Hack -- look again */
4354 for (i = max; i > 0; i--)
4356 /* Unknown grid or non-wall */
4357 if (!see_wall(cycle[chome[prev_dir] + i], py, px))
4359 /* Looking to break left */
4369 /* Looking to break right */
4370 if (find_breakright)
4378 /* Not looking for open area */
4390 /* Primary option */
4391 find_current = option;
4393 /* No other options */
4394 find_prevdir = option;
4397 /* Two options, examining corners */
4400 /* Primary option */
4401 find_current = option;
4403 /* Hack -- allow curving */
4404 find_prevdir = option2;
4407 /* Two options, pick one */
4410 /* Get next location */
4411 row = py + ddy[option];
4412 col = px + ddx[option];
4414 /* Don't see that it is closed off. */
4415 /* This could be a potential corner or an intersection. */
4416 if (!see_wall(option, row, col) ||
4417 !see_wall(check_dir, row, col))
4419 /* Can not see anything ahead and in the direction we */
4420 /* are turning, assume that it is a potential corner. */
4421 if (see_nothing(option, row, col) &&
4422 see_nothing(option2, row, col))
4424 find_current = option;
4425 find_prevdir = option2;
4428 /* STOP: we are next to an intersection or a room */
4435 /* This corner is seen to be enclosed; we cut the corner. */
4438 find_current = option2;
4439 find_prevdir = option2;
4442 /* This corner is seen to be enclosed, and we */
4443 /* deliberately go the long way. */
4446 find_current = option;
4447 find_prevdir = option2;
4452 /* About to hit a known wall, stop */
4453 if (see_wall(find_current, py, px))
4465 * Take one step along the current "run" path
4467 void run_step(int dir)
4472 /* Ignore AVOID_RUN on a first step */
4473 ignore_avoid_run = TRUE;
4475 /* Hack -- do not start silly run */
4476 if (see_wall(dir, py, px))
4480 msg_print("¤½¤ÎÊý¸þ¤Ë¤ÏÁö¤ì¤Þ¤»¤ó¡£");
4482 msg_print("You cannot run in that direction.");
4510 /* Decrease the run counter */
4511 if (--running <= 0) return;
4516 /* Move the player, using the "pickup" flag */
4517 #ifdef ALLOW_EASY_DISARM /* TNB */
4519 move_player(find_current, FALSE, FALSE);
4521 #else /* ALLOW_EASY_DISARM -- TNB */
4523 move_player(find_current, always_pickup, FALSE);
4525 #endif /* ALLOW_EASY_DISARM -- TNB */
4527 if (player_bold(p_ptr->run_py, p_ptr->run_px))
4538 * Test for traveling
4540 static int travel_test(int prev_dir)
4544 const cave_type *c_ptr;
4547 /* Cannot travel when blind */
4548 if (p_ptr->blind || no_lite())
4550 msg_print(_("Ìܤ¬¸«¤¨¤Ê¤¤¡ª", "You cannot see!"));
4554 /* break run when leaving trap detected region */
4555 if ((disturb_trap_detect || alert_trap_detect)
4556 && p_ptr->dtrap && !(cave[py][px].info & CAVE_IN_DETECT))
4558 /* No duplicate warning */
4559 p_ptr->dtrap = FALSE;
4561 /* You are just on the edge */
4562 if (!(cave[py][px].info & CAVE_UNSAFE))
4564 if (alert_trap_detect)
4567 msg_print("* Ãí°Õ:¤³¤ÎÀè¤Ï¥È¥é¥Ã¥×¤Î´¶ÃÎÈϰϳ°¤Ç¤¹¡ª *");
4569 msg_print("*Leaving trap detect region!*");
4573 if (disturb_trap_detect)
4581 /* Range of newly adjacent grids */
4582 max = (prev_dir & 0x01) + 1;
4584 /* Look at every newly adjacent square. */
4585 for (i = -max; i <= max; i++)
4588 int dir = cycle[chome[prev_dir] + i];
4591 int row = py + ddy[dir];
4592 int col = px + ddx[dir];
4595 c_ptr = &cave[row][col];
4597 /* Visible monsters abort running */
4600 monster_type *m_ptr = &m_list[c_ptr->m_idx];
4602 /* Visible monster */
4603 if (m_ptr->ml) return (0);
4608 /* Travel cost of current grid */
4609 cost = travel.cost[py][px];
4611 /* Determine travel direction */
4612 for (i = 0; i < 8; ++ i) {
4613 int dir_cost = travel.cost[py+ddy_ddd[i]][px+ddx_ddd[i]];
4615 if (dir_cost < cost)
4622 if (!new_dir) return (0);
4624 /* Access newly move grid */
4625 c_ptr = &cave[py+ddy[new_dir]][px+ddx[new_dir]];
4627 /* Close door abort traveling */
4628 if (!easy_open && is_closed_door(c_ptr->feat)) return (0);
4630 /* Visible and unignorable trap abort tarveling */
4631 if (!c_ptr->mimic && !trap_can_be_ignored(c_ptr->feat)) return (0);
4641 void travel_step(void)
4643 /* Get travel direction */
4644 travel.dir = travel_test(travel.dir);
4649 if (travel.run == 255)
4652 msg_print("Æ»¶Ú¤¬¸«¤Ä¤«¤ê¤Þ¤»¤ó¡ª");
4654 msg_print("No route is found!");
4656 travel.y = travel.x = 0;
4664 move_player(travel.dir, always_pickup, FALSE);
4666 if ((py == travel.y) && (px == travel.x))
4669 travel.y = travel.x = 0;
4671 else if (travel.run > 0)
4675 Term_xtra(TERM_XTRA_DELAY, delay_factor);