3 * @brief ¥×¥ì¥¤¥ä¡¼¤Î¥³¥Þ¥ó¥É½èÍý1 / Movement commands (part 1)
6 * Copyright (c) 1997 Ben Harrison, James E. Wilson, Robert A. Koeneke
8 * This software may be copied and distributed for educational, research,
9 * and not for profit purposes provided that this copyright and statement
10 * are included in all such copies. Other copyrights may also apply.
15 #define MAX_VAMPIRIC_DRAIN 50 /*!< µÛ·ì½èÍý¤ÎºÇÂç²óÉüHP */
19 * @brief ¥×¥ì¥¤¥ä¡¼¤«¤é¥â¥ó¥¹¥¿¡¼¤Ø¤Î¼Í·âÌ¿ÃæȽÄê /
20 * Determine if the player "hits" a monster (normal combat).
21 * @param chance ´ðËÜÌ¿ÃæÃÍ
22 * @param m_ptr ¥â¥ó¥¹¥¿¡¼¤Î»²¾ÈID
23 * @param vis ÌÜɸ¤ò»ë³¦¤ËÊá¤é¤¨¤Æ¤¤¤ë¤Ê¤é¤ÐTRUE¤ò»ØÄê
24 * @param o_name ¥á¥Ã¥»¡¼¥¸É½¼¨»þ¤Î¥â¥ó¥¹¥¿¡¼Ì¾
25 * @return Ì¿Ãæ¤ÈȽÄꤵ¤ì¤¿¾ì¹çTRUE¤òÊÖ¤¹
26 * @note Always miss 5%, always hit 5%, otherwise random.
28 bool test_hit_fire(int chance, monster_type *m_ptr, int vis, char* o_name)
31 monster_race *r_ptr = &r_info[m_ptr->r_idx];
34 if(m_ptr->r_idx == MON_GOEMON && !MON_CSLEEP(m_ptr)) ac *= 3;
39 /* Snipers with high-concentration reduce instant miss percentage.*/
42 /* Hack -- Instant miss or hit */
43 if (k < 10) return (k < 5);
45 if (p_ptr->pseikaku == SEIKAKU_NAMAKE)
46 if (one_in_(20)) return (FALSE);
49 if (chance <= 0) return (FALSE);
51 /* Invisible monsters are harder to hit */
52 if (!vis) chance = (chance + 1) / 2;
54 /* Power competes against armor */
55 if (randint0(chance) < (ac * 3 / 4))
57 if(m_ptr->r_idx == MON_GOEMON && !MON_CSLEEP(m_ptr))
61 /* Extract monster name */
62 monster_desc(m_name, m_ptr, 0);
63 msg_format(_("%s¤Ï%s¤ò»Â¤ê¼Î¤Æ¤¿¡ª", "%s cuts down %s!"), m_name, o_name);
75 * @brief ¥×¥ì¥¤¥ä¡¼¤«¤é¥â¥ó¥¹¥¿¡¼¤Ø¤ÎÂÇ·âÌ¿ÃæȽÄê /
76 * Determine if the player "hits" a monster (normal combat).
77 * @param chance ´ðËÜÌ¿ÃæÃÍ
78 * @param m_ptr ¥â¥ó¥¹¥¿¡¼¤Î»²¾ÈID
79 * @param vis ÌÜɸ¤ò»ë³¦¤ËÊá¤é¤¨¤Æ¤¤¤ë¤Ê¤é¤ÐTRUE¤ò»ØÄê
80 * @return Ì¿Ãæ¤ÈȽÄꤵ¤ì¤¿¾ì¹çTRUE¤òÊÖ¤¹
81 * @note Always miss 5%, always hit 5%, otherwise random.
83 bool test_hit_norm(int chance, int ac, int vis)
90 /* Hack -- Instant miss or hit */
91 if (k < 10) return (k < 5);
93 if (p_ptr->pseikaku == SEIKAKU_NAMAKE)
94 if (one_in_(20)) return (FALSE);
96 /* Wimpy attack never hits */
97 if (chance <= 0) return (FALSE);
99 /* Penalize invisible targets */
100 if (!vis) chance = (chance + 1) / 2;
102 /* Power must defeat armor */
103 if (randint0(chance) < (ac * 3 / 4)) return (FALSE);
112 * @brief ¥×¥ì¥¤¥ä¡¼¤«¤é¥â¥ó¥¹¥¿¡¼¤Ø¤Î¼Í·â¥¯¥ê¥Æ¥£¥«¥ëȽÄê /
113 * Critical hits (from objects thrown by player) Factor in item weight, total plusses, and player level.
114 * @param weight ÌðÃƤνÅÎÌ
115 * @param plus_ammo ÌðÃƤÎÌ¿Ã潤Àµ
116 * @param plus_bow µÝ¤ÎÌ¿Ã潤Àµ
117 * @param dam ¸½ºß»»½ÐÃæ¤Î¥À¥á¡¼¥¸ÃÍ
118 * @return ¥¯¥ê¥Æ¥£¥«¥ë½¤Àµ¤¬Æþ¤Ã¤¿¥À¥á¡¼¥¸ÃÍ
120 s16b critical_shot(int weight, int plus_ammo, int plus_bow, int dam)
123 object_type *j_ptr = &inventory[INVEN_BOW];
125 /* Extract "shot" power */
126 i = p_ptr->to_h_b + plus_ammo;
128 if (p_ptr->tval_ammo == TV_BOLT)
129 i = (p_ptr->skill_thb + (p_ptr->weapon_exp[0][j_ptr->sval] / 400 + i) * BTH_PLUS_ADJ);
131 i = (p_ptr->skill_thb + ((p_ptr->weapon_exp[0][j_ptr->sval] - (WEAPON_EXP_MASTER / 2)) / 200 + i) * BTH_PLUS_ADJ);
134 /* Snipers can shot more critically with crossbows */
135 if (p_ptr->concent) i += ((i * p_ptr->concent) / 5);
136 if ((p_ptr->pclass == CLASS_SNIPER) && (p_ptr->tval_ammo == TV_BOLT)) i *= 2;
138 /* Good bow makes more critical */
139 i += plus_bow * 8 * (p_ptr->concent ? p_ptr->concent + 5 : 5);
142 if (randint1(10000) <= i)
144 k = weight * randint1(500);
149 msg_print("¼ê¤´¤¿¤¨¤¬¤¢¤Ã¤¿¡ª");
151 msg_print("It was a good hit!");
159 msg_print("¤«¤Ê¤ê¤Î¼ê¤´¤¿¤¨¤¬¤¢¤Ã¤¿¡ª");
161 msg_print("It was a great hit!");
169 msg_print("²ñ¿´¤Î°ì·â¤À¡ª");
171 msg_print("It was a superb hit!");
184 * @brief ¥×¥ì¥¤¥ä¡¼¤«¤é¥â¥ó¥¹¥¿¡¼¤Ø¤ÎÂǷ⥯¥ê¥Æ¥£¥«¥ëȽÄê /
185 * Critical hits (by player) Factor in weapon weight, total plusses, player melee bonus
186 * @param weight ÌðÃƤνÅÎÌ
187 * @param plus Éð´ï¤ÎÌ¿Ã潤Àµ
188 * @param dam ¸½ºß»»½ÐÃæ¤Î¥À¥á¡¼¥¸ÃÍ
189 * @param meichuu ÂÇ·â¤Î´ðËÜÌ¿ÃæÎÏ
190 * @param mode ¥ª¥×¥·¥ç¥ó¥Õ¥é¥°
191 * @return ¥¯¥ê¥Æ¥£¥«¥ë½¤Àµ¤¬Æþ¤Ã¤¿¥À¥á¡¼¥¸ÃÍ
193 s16b critical_norm(int weight, int plus, int dam, s16b meichuu, int mode)
197 /* Extract "blow" power */
198 i = (weight + (meichuu * 3 + plus * 5) + p_ptr->skill_thn);
201 if ((randint1((p_ptr->pclass == CLASS_NINJA) ? 4444 : 5000) <= i) || (mode == HISSATSU_MAJIN) || (mode == HISSATSU_3DAN))
203 k = weight + randint1(650);
204 if ((mode == HISSATSU_MAJIN) || (mode == HISSATSU_3DAN)) k+= randint1(650);
209 msg_print("¼ê¤´¤¿¤¨¤¬¤¢¤Ã¤¿¡ª");
211 msg_print("It was a good hit!");
219 msg_print("¤«¤Ê¤ê¤Î¼ê¤´¤¿¤¨¤¬¤¢¤Ã¤¿¡ª");
221 msg_print("It was a great hit!");
229 msg_print("²ñ¿´¤Î°ì·â¤À¡ª");
231 msg_print("It was a superb hit!");
239 msg_print("ºÇ¹â¤Î²ñ¿´¤Î°ì·â¤À¡ª");
241 msg_print("It was a *GREAT* hit!");
249 msg_print("ÈæÎà¤Ê¤ºÇ¹â¤Î²ñ¿´¤Î°ì·â¤À¡ª");
251 msg_print("It was a *SUPERB* hit!");
254 dam = ((7 * dam) / 2) + 25;
263 static int mult_slaying(int mult, const u32b* flgs, const monster_type* m_ptr)
265 static const struct slay_table_t {
267 u32b affect_race_flag;
270 size_t r_flag_offset;
272 #define OFFSET(X) offsetof(monster_race, X)
273 {TR_SLAY_ANIMAL, RF3_ANIMAL, 25, OFFSET(flags3), OFFSET(r_flags3)},
274 {TR_KILL_ANIMAL, RF3_ANIMAL, 40, OFFSET(flags3), OFFSET(r_flags3)},
275 {TR_SLAY_EVIL, RF3_EVIL, 20, OFFSET(flags3), OFFSET(r_flags3)},
276 {TR_KILL_EVIL, RF3_EVIL, 35, OFFSET(flags3), OFFSET(r_flags3)},
277 {TR_SLAY_GOOD, RF3_GOOD, 20, OFFSET(flags3), OFFSET(r_flags3)},
278 {TR_KILL_GOOD, RF3_GOOD, 35, OFFSET(flags3), OFFSET(r_flags3)},
279 {TR_SLAY_HUMAN, RF2_HUMAN, 25, OFFSET(flags2), OFFSET(r_flags2)},
280 {TR_KILL_HUMAN, RF2_HUMAN, 40, OFFSET(flags2), OFFSET(r_flags2)},
281 {TR_SLAY_UNDEAD, RF3_UNDEAD, 30, OFFSET(flags3), OFFSET(r_flags3)},
282 {TR_KILL_UNDEAD, RF3_UNDEAD, 50, OFFSET(flags3), OFFSET(r_flags3)},
283 {TR_SLAY_DEMON, RF3_DEMON, 30, OFFSET(flags3), OFFSET(r_flags3)},
284 {TR_KILL_DEMON, RF3_DEMON, 50, OFFSET(flags3), OFFSET(r_flags3)},
285 {TR_SLAY_ORC, RF3_ORC, 30, OFFSET(flags3), OFFSET(r_flags3)},
286 {TR_KILL_ORC, RF3_ORC, 50, OFFSET(flags3), OFFSET(r_flags3)},
287 {TR_SLAY_TROLL, RF3_TROLL, 30, OFFSET(flags3), OFFSET(r_flags3)},
288 {TR_KILL_TROLL, RF3_TROLL, 50, OFFSET(flags3), OFFSET(r_flags3)},
289 {TR_SLAY_GIANT, RF3_GIANT, 30, OFFSET(flags3), OFFSET(r_flags3)},
290 {TR_KILL_GIANT, RF3_GIANT, 50, OFFSET(flags3), OFFSET(r_flags3)},
291 {TR_SLAY_DRAGON, RF3_DRAGON, 30, OFFSET(flags3), OFFSET(r_flags3)},
292 {TR_KILL_DRAGON, RF3_DRAGON, 50, OFFSET(flags3), OFFSET(r_flags3)},
296 monster_race* r_ptr = &r_info[m_ptr->r_idx];
298 for (i = 0; i < sizeof(slay_table) / sizeof(slay_table[0]); ++ i)
300 const struct slay_table_t* p = &slay_table[i];
302 if ((have_flag(flgs, p->slay_flag)) &&
303 (atoffset(u32b, r_ptr, p->flag_offset) & p->affect_race_flag))
305 if (is_original_ap_and_seen(m_ptr))
307 atoffset(u32b, r_ptr, p->r_flag_offset) |= p->affect_race_flag;
310 mult = MAX(mult, p->slay_mult);
317 static int mult_brand(int mult, const u32b* flgs, const monster_type* m_ptr)
319 static const struct brand_table_t {
324 {TR_BRAND_ACID, RFR_EFF_IM_ACID_MASK, 0U },
325 {TR_BRAND_ELEC, RFR_EFF_IM_ELEC_MASK, 0U },
326 {TR_BRAND_FIRE, RFR_EFF_IM_FIRE_MASK, RF3_HURT_FIRE},
327 {TR_BRAND_COLD, RFR_EFF_IM_COLD_MASK, RF3_HURT_COLD},
328 {TR_BRAND_POIS, RFR_EFF_IM_POIS_MASK, 0U },
331 monster_race* r_ptr = &r_info[m_ptr->r_idx];
333 for (i = 0; i < sizeof(brand_table) / sizeof(brand_table[0]); ++ i)
335 const struct brand_table_t* p = &brand_table[i];
337 if (have_flag(flgs, p->brand_flag))
339 /* Notice immunity */
340 if (r_ptr->flagsr & p->resist_mask)
342 if (is_original_ap_and_seen(m_ptr))
344 r_ptr->r_flagsr |= (r_ptr->flagsr & p->resist_mask);
348 /* Otherwise, take the damage */
349 else if (r_ptr->flags3 & p->hurt_flag)
351 if (is_original_ap_and_seen(m_ptr))
353 r_ptr->r_flags3 |= p->hurt_flag;
356 mult = MAX(mult, 50);
360 mult = MAX(mult, 25);
368 * Extract the "total damage" from a given object hitting a given monster.
370 * Note that "flasks of oil" do NOT do fire damage, although they
371 * certainly could be made to do so. XXX XXX
373 * Note that most brands and slays are x3, except Slay Animal (x2),
374 * Slay Evil (x2), and Kill dragon (x5).
376 s16b tot_dam_aux(object_type *o_ptr, int tdam, monster_type *m_ptr, int mode, bool thrown)
380 u32b flgs[TR_FLAG_SIZE];
382 /* Extract the flags */
383 object_flags(o_ptr, flgs);
384 torch_flags(o_ptr, flgs); /* torches has secret flags */
389 if (p_ptr->special_attack & (ATTACK_ACID)) add_flag(flgs, TR_BRAND_ACID);
390 if (p_ptr->special_attack & (ATTACK_COLD)) add_flag(flgs, TR_BRAND_COLD);
391 if (p_ptr->special_attack & (ATTACK_ELEC)) add_flag(flgs, TR_BRAND_ELEC);
392 if (p_ptr->special_attack & (ATTACK_FIRE)) add_flag(flgs, TR_BRAND_FIRE);
393 if (p_ptr->special_attack & (ATTACK_POIS)) add_flag(flgs, TR_BRAND_POIS);
396 /* Hex - Slay Good (Runesword) */
397 if (hex_spelling(HEX_RUNESWORD)) add_flag(flgs, TR_SLAY_GOOD);
399 /* Some "weapons" and "ammo" do extra damage */
412 mult = mult_slaying(mult, flgs, m_ptr);
414 /* Elemental Brand */
415 mult = mult_brand(mult, flgs, m_ptr);
418 if (p_ptr->pclass == CLASS_SAMURAI)
420 mult = mult_hissatsu(mult, flgs, m_ptr, mode);
424 if ((p_ptr->pclass != CLASS_SAMURAI) && (have_flag(flgs, TR_FORCE_WEAPON)) && (p_ptr->csp > (o_ptr->dd * o_ptr->ds / 5)))
426 p_ptr->csp -= (1+(o_ptr->dd * o_ptr->ds / 5));
427 p_ptr->redraw |= (PR_MANA);
428 mult = mult * 3 / 2 + 20;
431 /* Hack -- The Nothung cause special damage to Fafner */
432 if ((o_ptr->name1 == ART_NOTHUNG) && (m_ptr->r_idx == MON_FAFNER))
437 if (mult > 150) mult = 150;
439 /* Return the total damage */
440 return (tdam * mult / 10);
445 * Search for hidden things
447 static void discover_hidden_things(int y, int x)
449 s16b this_o_idx, next_o_idx = 0;
453 /* Access the grid */
457 if (c_ptr->mimic && is_trap(c_ptr->feat))
463 msg_print(_("¥È¥é¥Ã¥×¤òȯ¸«¤·¤¿¡£", "You have found a trap."));
470 if (is_hidden_door(c_ptr))
473 msg_print(_("±£¤·¥É¥¢¤òȯ¸«¤·¤¿¡£", "You have found a secret door."));
482 /* Scan all objects in the grid */
483 for (this_o_idx = c_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
488 o_ptr = &o_list[this_o_idx];
490 /* Acquire next object */
491 next_o_idx = o_ptr->next_o_idx;
493 /* Skip non-chests */
494 if (o_ptr->tval != TV_CHEST) continue;
496 /* Skip non-trapped chests */
497 if (!chest_traps[o_ptr->pval]) continue;
500 if (!object_is_known(o_ptr))
503 msg_print(_("È¢¤Ë»Å³Ý¤±¤é¤ì¤¿¥È¥é¥Ã¥×¤òȯ¸«¤·¤¿¡ª", "You have discovered a trap on the chest!"));
518 /* Start with base search ability */
519 chance = p_ptr->skill_srh;
521 /* Penalize various conditions */
522 if (p_ptr->blind || no_lite()) chance = chance / 10;
523 if (p_ptr->confused || p_ptr->image) chance = chance / 10;
525 /* Search the nearby grids, which are always in bounds */
526 for (i = 0; i < 9; ++ i)
528 /* Sometimes, notice things */
529 if (randint0(100) < chance)
531 discover_hidden_things(py + ddy_ddd[i], px + ddx_ddd[i]);
538 * Helper routine for py_pickup() and py_pickup_floor().
540 * Add the given dungeon object to the character's inventory.
542 * Delete the object afterwards.
544 void py_pickup_aux(int o_idx)
550 * ¥¢¥¤¥Æ¥à¤ò½¦¤Ã¤¿ºÝ¤Ë¡Ö£²¤Ä¤Î¥±¡¼¥¤ò»ý¤Ã¤Æ¤¤¤ë¡×
551 * "You have two cakes." ¤È¥¢¥¤¥Æ¥à¤ò½¦¤Ã¤¿¸å¤Î¹ç·×¤Î¤ß¤Îɽ¼¨¤¬¥ª¥ê¥¸¥Ê¥ë
553 * ¤¢¤ë¤È¤¤¤¦»ØŦ¤ò¤¦¤±¤¿¤Î¤Ç¡¢¡Ö¡Á¤ò½¦¤Ã¤¿¡¢¡Á¤ò»ý¤Ã¤Æ¤¤¤ë¡×¤È¤¤¤¦É½¼¨
554 * ¤Ë¤«¤¨¤Æ¤¢¤ë¡£¤½¤Î¤¿¤á¤ÎÇÛÎó¡£
556 char o_name[MAX_NLEN];
557 char old_name[MAX_NLEN];
561 char o_name[MAX_NLEN];
566 o_ptr = &o_list[o_idx];
569 /* Describe the object */
570 object_desc(old_name, o_ptr, OD_NAME_ONLY);
571 object_desc_kosuu(kazu_str, o_ptr);
572 hirottakazu = o_ptr->number;
574 /* Carry the object */
575 slot = inven_carry(o_ptr);
577 /* Get the object again */
578 o_ptr = &inventory[slot];
580 /* Delete the object */
581 delete_object_idx(o_idx);
583 if (p_ptr->pseikaku == SEIKAKU_MUNCHKIN)
585 bool old_known = identify_item(o_ptr);
587 /* Auto-inscription/destroy */
588 autopick_alter_item(slot, (bool)(destroy_identify && !old_known));
590 /* If it is destroyed, don't pick it up */
591 if (o_ptr->marked & OM_AUTODESTROY) return;
594 /* Describe the object */
595 object_desc(o_name, o_ptr, 0);
599 if ((o_ptr->name1 == ART_CRIMSON) && (p_ptr->pseikaku == SEIKAKU_COMBAT))
601 msg_format("¤³¤¦¤·¤Æ¡¢%s¤Ï¡Ø¥¯¥ê¥à¥¾¥ó¡Ù¤ò¼ê¤ËÆþ¤ì¤¿¡£", player_name);
602 msg_print("¤·¤«¤·º£¡¢¡Øº®Æ٤Υµ¡¼¥Ú¥ó¥È¡Ù¤ÎÊü¤Ã¤¿¥â¥ó¥¹¥¿¡¼¤¬¡¢");
603 msg_format("%s¤Ë½±¤¤¤«¤«¤ë¡¥¡¥¡¥", player_name);
609 msg_format("%s(%c)¤ò»ý¤Ã¤Æ¤¤¤ë¡£",o_name, index_to_label(slot));
613 if (o_ptr->number > hirottakazu) {
614 msg_format("%s½¦¤Ã¤Æ¡¢%s(%c)¤ò»ý¤Ã¤Æ¤¤¤ë¡£",
615 kazu_str, o_name, index_to_label(slot));
617 msg_format("%s(%c)¤ò½¦¤Ã¤¿¡£", o_name, index_to_label(slot));
621 strcpy(record_o_name, old_name);
623 msg_format("You have %s (%c).", o_name, index_to_label(slot));
624 strcpy(record_o_name, o_name);
629 check_find_art_quest_completion(o_ptr);
634 * Player "wants" to pick up an object or gold.
635 * Note that we ONLY handle things that can be picked up.
636 * See "move_player()" for handling of other things.
638 void carry(bool pickup)
640 cave_type *c_ptr = &cave[py][px];
642 s16b this_o_idx, next_o_idx = 0;
644 char o_name[MAX_NLEN];
646 /* Recenter the map around the player */
650 p_ptr->update |= (PU_MONSTERS);
653 p_ptr->redraw |= (PR_MAP);
656 p_ptr->window |= (PW_OVERHEAD);
661 /* Automatically pickup/destroy/inscribe items */
662 autopick_pickup_items(c_ptr);
665 #ifdef ALLOW_EASY_FLOOR
669 py_pickup_floor(pickup);
673 #endif /* ALLOW_EASY_FLOOR */
675 /* Scan the pile of objects */
676 for (this_o_idx = c_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
681 o_ptr = &o_list[this_o_idx];
683 #ifdef ALLOW_EASY_SENSE /* TNB */
685 /* Option: Make item sensing easy */
688 /* Sense the object */
689 (void)sense_object(o_ptr);
692 #endif /* ALLOW_EASY_SENSE -- TNB */
694 /* Describe the object */
695 object_desc(o_name, o_ptr, 0);
697 /* Acquire next object */
698 next_o_idx = o_ptr->next_o_idx;
700 /* Hack -- disturb */
704 if (o_ptr->tval == TV_GOLD)
706 int value = (long)o_ptr->pval;
708 /* Delete the gold */
709 delete_object_idx(this_o_idx);
713 msg_format(" $%ld ¤Î²ÁÃͤ¬¤¢¤ë%s¤ò¸«¤Ä¤±¤¿¡£",
714 (long)value, o_name);
716 msg_format("You collect %ld gold pieces worth of %s.",
717 (long)value, o_name);
723 /* Collect the gold */
727 p_ptr->redraw |= (PR_GOLD);
730 p_ptr->window |= (PW_PLAYER);
733 /* Pick up objects */
736 /* Hack - some objects were handled in autopick_pickup_items(). */
737 if (o_ptr->marked & OM_NOMSG)
739 /* Clear the flag. */
740 o_ptr->marked &= ~OM_NOMSG;
742 /* Describe the object */
746 msg_format("%s¤¬¤¢¤ë¡£", o_name);
748 msg_format("You see %s.", o_name);
753 /* Note that the pack is too full */
754 else if (!inven_carry_okay(o_ptr))
757 msg_format("¥¶¥Ã¥¯¤Ë¤Ï%s¤òÆþ¤ì¤ë·ä´Ö¤¬¤Ê¤¤¡£", o_name);
759 msg_format("You have no room for %s.", o_name);
764 /* Pick up the item (if requested and allowed) */
769 /* Hack -- query every item */
770 if (carry_query_flag)
772 char out_val[MAX_NLEN+20];
774 sprintf(out_val, "%s¤ò½¦¤¤¤Þ¤¹¤«? ", o_name);
776 sprintf(out_val, "Pick up %s? ", o_name);
779 okay = get_check(out_val);
782 /* Attempt to pick up an object. */
785 /* Pick up the object */
786 py_pickup_aux(this_o_idx);
795 * Determine if a trap affects the player.
796 * Always miss 5% of the time, Always hit 5% of the time.
797 * Otherwise, match trap power against player armor.
799 static int check_hit(int power)
803 /* Percentile dice */
806 /* Hack -- 5% hit, 5% miss */
807 if (k < 10) return (k < 5);
809 if (p_ptr->pseikaku == SEIKAKU_NAMAKE)
810 if (one_in_(20)) return (TRUE);
812 /* Paranoia -- No power */
813 if (power <= 0) return (FALSE);
816 ac = p_ptr->ac + p_ptr->to_a;
818 /* Power competes against Armor */
819 if (randint1(power) > ((ac * 3) / 4)) return (TRUE);
827 static void hit_trap_pit(int trap_feat_type)
831 cptr spike_name = "";
833 switch (trap_feat_type)
836 trap_name = _("Íî¤È¤··ê", "a pit trap");
838 case TRAP_SPIKED_PIT:
839 trap_name = _("¥¹¥Ñ¥¤¥¯¤¬Éߤ«¤ì¤¿Íî¤È¤··ê", "a spiked pit");
840 spike_name = _("¥¹¥Ñ¥¤¥¯", "spikes");
842 case TRAP_POISON_PIT:
843 trap_name = _("¥¹¥Ñ¥¤¥¯¤¬Éߤ«¤ì¤¿Íî¤È¤··ê", "a spiked pit");
844 spike_name = _("ÆǤòÅɤé¤ì¤¿¥¹¥Ñ¥¤¥¯", "poisonous spikes");
850 if (p_ptr->levitation)
852 msg_format(_("%s¤òÈô¤Ó±Û¤¨¤¿¡£", "You fly over %s."), trap_name);
856 msg_format(_("%s¤ËÍî¤Á¤Æ¤·¤Þ¤Ã¤¿¡ª", "You have fallen into %s!"), trap_name);
861 /* Extra spike damage */
862 if ((trap_feat_type == TRAP_SPIKED_PIT || trap_feat_type == TRAP_POISON_PIT) &&
865 msg_format(_("%s¤¬»É¤µ¤Ã¤¿¡ª", "You are impaled on %s!"), spike_name);
868 (void)set_cut(p_ptr->cut + randint1(dam));
870 if (trap_feat_type == TRAP_POISON_PIT) {
871 if (p_ptr->resist_pois || IS_OPPOSE_POIS())
873 msg_print(_("¤·¤«¤·ÆǤαƶÁ¤Ï¤Ê¤«¤Ã¤¿¡ª", "The poison does not affect you!"));
878 (void)set_poisoned(p_ptr->poisoned + randint1(dam));
883 /* Take the damage */
884 take_hit(DAMAGE_NOESCAPE, dam, trap_name, -1);
887 static bool hit_trap_dart(void)
893 msg_print(_("¾®¤µ¤Ê¥À¡¼¥Ä¤¬Èô¤ó¤Ç¤¤Æ»É¤µ¤Ã¤¿¡ª", "A small dart hits you!"));
895 take_hit(DAMAGE_ATTACK, damroll(1, 4), _("¥À¡¼¥Ä¤Îæ«", "a dart trap"), -1);
897 if (!CHECK_MULTISHADOW()) hit = TRUE;
901 msg_print(_("¾®¤µ¤Ê¥À¡¼¥Ä¤¬Èô¤ó¤Ç¤¤¿¡ª¤¬¡¢±¿Îɤ¯Åö¤¿¤é¤Ê¤«¤Ã¤¿¡£", "A small dart barely misses you."));
907 static void hit_trap_lose_stat(int stat)
915 static void hit_trap_slow(void)
919 set_slow(p_ptr->slow + randint0(20) + 20, FALSE);
923 static void hit_trap_set_abnormal_status(cptr trap_message, bool resist, bool (*set_status)(int turn), int turn)
925 msg_print(trap_message);
934 * Handle player hitting a real trap
936 static void hit_trap(bool break_trap)
941 /* Get the cave grid */
942 cave_type *c_ptr = &cave[y][x];
943 feature_type *f_ptr = &f_info[c_ptr->feat];
944 int trap_feat_type = have_flag(f_ptr->flags, FF_TRAP) ? f_ptr->subtype : NOT_TRAP;
947 cptr name = "¥È¥é¥Ã¥×";
949 cptr name = "a trap";
952 /* Disturb the player */
955 cave_alter_feat(y, x, FF_HIT_TRAP);
957 /* Analyze XXX XXX XXX */
958 switch (trap_feat_type)
962 if (p_ptr->levitation)
965 msg_print("Íî¤È¤·¸Í¤òÈô¤Ó±Û¤¨¤¿¡£");
967 msg_print("You fly over a trap door.");
974 msg_print("Íî¤È¤·¸Í¤ËÍî¤Á¤¿¡ª");
975 if ((p_ptr->pseikaku == SEIKAKU_COMBAT) || (inventory[INVEN_BOW].name1 == ART_CRIMSON))
976 msg_print("¤¯¤Ã¤½¡Á¡ª");
978 msg_print("You have fallen through a trap door!");
986 name = "a trap door";
989 take_hit(DAMAGE_NOESCAPE, dam, name, -1);
991 /* Still alive and autosave enabled */
992 if (autosave_l && (p_ptr->chp >= 0))
993 do_cmd_save_game(TRUE);
996 do_cmd_write_nikki(NIKKI_BUNSHOU, 0, "Íî¤È¤·¸Í¤ËÍî¤Á¤¿");
998 do_cmd_write_nikki(NIKKI_BUNSHOU, 0, "You have fallen through a trap door!");
1000 prepare_change_floor_mode(CFM_SAVE_FLOORS | CFM_DOWN | CFM_RAND_PLACE | CFM_RAND_CONNECT);
1003 p_ptr->leaving = TRUE;
1009 case TRAP_SPIKED_PIT:
1010 case TRAP_POISON_PIT:
1012 hit_trap_pit(trap_feat_type);
1019 msg_print("²¿¤«¤¬¥Ô¥«¥Ã¤È¸÷¤Ã¤¿¡ª");
1021 msg_print("There is a flash of shimmering light!");
1024 num = 2 + randint1(3);
1025 for (i = 0; i < num; i++)
1027 (void)summon_specific(0, y, x, dun_level, 0, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE | PM_NO_PET));
1030 if (dun_level > randint1(100)) /* No nasty effect for low levels */
1032 bool stop_ty = FALSE;
1037 stop_ty = activate_ty_curse(stop_ty, &count);
1047 msg_print("¥Æ¥ì¥Ý¡¼¥È¡¦¥È¥é¥Ã¥×¤Ë¤Ò¤Ã¤«¤«¤Ã¤¿¡ª");
1049 msg_print("You hit a teleport trap!");
1052 teleport_player(100, TELEPORT_PASSIVE);
1059 msg_print("±ê¤ËÊñ¤Þ¤ì¤¿¡ª");
1061 msg_print("You are enveloped in flames!");
1064 dam = damroll(4, 6);
1066 (void)fire_dam(dam, "±ê¤Î¥È¥é¥Ã¥×", -1, FALSE);
1068 (void)fire_dam(dam, "a fire trap", -1, FALSE);
1077 msg_print("»À¤¬¿á¤¤«¤±¤é¤ì¤¿¡ª");
1079 msg_print("You are splashed with acid!");
1082 dam = damroll(4, 6);
1084 (void)acid_dam(dam, "»À¤Î¥È¥é¥Ã¥×", -1, FALSE);
1086 (void)acid_dam(dam, "an acid trap", -1, FALSE);
1100 hit_trap_lose_stat(A_STR);
1106 hit_trap_lose_stat(A_DEX);
1112 hit_trap_lose_stat(A_CON);
1118 hit_trap_set_abnormal_status(
1119 _("¹õ¤¤¥¬¥¹¤ËÊñ¤ß¹þ¤Þ¤ì¤¿¡ª", "A black gas surrounds you!"),
1120 p_ptr->resist_blind,
1121 set_blind, p_ptr->blind + randint0(50) + 25);
1127 hit_trap_set_abnormal_status(
1128 _("¤¤é¤á¤¯¥¬¥¹¤ËÊñ¤ß¹þ¤Þ¤ì¤¿¡ª", "A gas of scintillating colors surrounds you!"),
1130 set_confused, p_ptr->confused + randint0(20) + 10);
1136 hit_trap_set_abnormal_status(
1137 _("»É·ãŪ¤ÊÎп§¤Î¥¬¥¹¤ËÊñ¤ß¹þ¤Þ¤ì¤¿¡ª", "A pungent green gas surrounds you!"),
1138 p_ptr->resist_pois || IS_OPPOSE_POIS(),
1139 set_poisoned, p_ptr->poisoned + randint0(20) + 10);
1146 msg_print("´ñ̯¤ÊÇò¤¤Ì¸¤ËÊñ¤Þ¤ì¤¿¡ª");
1148 msg_print("A strange white mist surrounds you!");
1151 if (!p_ptr->free_act)
1154 msg_print("¤¢¤Ê¤¿¤Ï̲¤ê¤Ë½¢¤¤¤¿¡£");
1156 msg_print("You fall asleep.");
1160 if (ironman_nightmare)
1163 msg_print("¿È¤ÎÌÓ¤â¤è¤À¤Ä¸÷·Ê¤¬Æ¬¤ËÉ⤫¤ó¤À¡£");
1165 msg_print("A horrible vision enters your mind.");
1169 /* Pick a nightmare */
1170 get_mon_num_prep(get_nightmare, NULL);
1172 /* Have some nightmares */
1173 have_nightmare(get_mon_num(MAX_DEPTH));
1175 /* Remove the monster restriction */
1176 get_mon_num_prep(NULL, NULL);
1178 (void)set_paralyzed(p_ptr->paralyzed + randint0(10) + 5);
1186 msg_print("¤Þ¤Ð¤æ¤¤Á®¸÷¤¬Áö¤Ã¤¿¡ª");
1188 msg_print("There is a bright flash of light!");
1191 /* Make some new traps */
1192 project(0, 1, y, x, 0, GF_MAKE_TRAP, PROJECT_HIDE | PROJECT_JUMP | PROJECT_GRID, -1);
1200 msg_print("¤±¤¿¤¿¤Þ¤·¤¤²»¤¬ÌĤê¶Á¤¤¤¿¡ª");
1202 msg_print("An alarm sounds!");
1205 aggravate_monsters(0);
1213 msg_print("Âç²»¶Á¤È¶¦¤Ë¤Þ¤ï¤ê¤ÎÊɤ¬Êø¤ì¤¿¡ª");
1215 msg_print("Suddenly, surrounding walls are opened!");
1217 (void)project(0, 3, y, x, 0, GF_DISINTEGRATE, PROJECT_GRID | PROJECT_HIDE, -1);
1218 (void)project(0, 3, y, x - 4, 0, GF_DISINTEGRATE, PROJECT_GRID | PROJECT_HIDE, -1);
1219 (void)project(0, 3, y, x + 4, 0, GF_DISINTEGRATE, PROJECT_GRID | PROJECT_HIDE, -1);
1220 aggravate_monsters(0);
1225 case TRAP_ARMAGEDDON:
1227 static int levs[10] = {0, 0, 20, 10, 5, 3, 2, 1, 1, 1};
1228 int evil_idx = 0, good_idx = 0;
1232 msg_print("ÆÍÁ³Å·³¦¤ÎÀïÁè¤Ë´¬¤¹þ¤Þ¤ì¤¿¡ª");
1234 msg_print("Suddenly, you are surrounded by immotal beings!");
1237 /* Summon Demons and Angels */
1238 for (lev = dun_level; lev >= 20; lev -= 1 + lev/16)
1240 num = levs[MIN(lev/10, 9)];
1241 for (i = 0; i < num; i++)
1243 int x1 = rand_spread(x, 7);
1244 int y1 = rand_spread(y, 5);
1246 /* Skip illegal grids */
1247 if (!in_bounds(y1, x1)) continue;
1249 /* Require line of projection */
1250 if (!projectable(py, px, y1, x1)) continue;
1252 if (summon_specific(0, y1, x1, lev, SUMMON_ARMAGE_EVIL, (PM_NO_PET)))
1253 evil_idx = hack_m_idx_ii;
1255 if (summon_specific(0, y1, x1, lev, SUMMON_ARMAGE_GOOD, (PM_NO_PET)))
1257 good_idx = hack_m_idx_ii;
1260 /* Let them fight each other */
1261 if (evil_idx && good_idx)
1263 monster_type *evil_ptr = &m_list[evil_idx];
1264 monster_type *good_ptr = &m_list[good_idx];
1265 evil_ptr->target_y = good_ptr->fy;
1266 evil_ptr->target_x = good_ptr->fx;
1267 good_ptr->target_y = evil_ptr->fy;
1268 good_ptr->target_x = evil_ptr->fx;
1278 msg_print("ÆÍÁ³Êɤ«¤é¿å¤¬°î¤ì½Ð¤·¤¿¡ª¥Ô¥é¥Ë¥¢¤¬¤¤¤ë¡ª");
1280 msg_print("Suddenly, the room is filled with water with piranhas!");
1283 /* Water fills room */
1284 fire_ball_hide(GF_WATER_FLOW, 0, 1, 10);
1286 /* Summon Piranhas */
1287 num = 1 + dun_level/20;
1288 for (i = 0; i < num; i++)
1290 (void)summon_specific(0, y, x, dun_level, SUMMON_PIRANHAS, (PM_ALLOW_GROUP | PM_NO_PET));
1296 if (break_trap && is_trap(c_ptr->feat))
1298 cave_alter_feat(y, x, FF_DISARM);
1300 msg_print("¥È¥é¥Ã¥×¤òÊ´ºÕ¤·¤¿¡£");
1302 msg_print("You destroyed the trap.");
1308 static void touch_zap_player_aux(monster_type *m_ptr, bool immune, int flags_offset, int r_flags_offset, u32b aura_flag,
1309 int (*dam_func)(int dam, cptr kb_str, int monspell, bool aura), cptr message)
1311 monster_race *r_ptr = &r_info[m_ptr->r_idx];
1313 if ((atoffset(u32b, r_ptr, flags_offset) & aura_flag) && !immune)
1316 int aura_damage = damroll(1 + (r_ptr->level / 26), 1 + (r_ptr->level / 17));
1318 /* Hack -- Get the "died from" name */
1319 monster_desc(mon_name, m_ptr, MD_IGNORE_HALLU | MD_ASSUME_VISIBLE | MD_INDEF_VISIBLE);
1323 dam_func(aura_damage, mon_name, -1, TRUE);
1325 if (is_original_ap_and_seen(m_ptr))
1327 atoffset(u32b, r_ptr, r_flags_offset) |= aura_flag;
1334 static void touch_zap_player(monster_type *m_ptr)
1336 touch_zap_player_aux(m_ptr, p_ptr->immune_fire, offsetof(monster_race, flags2), offsetof(monster_race, r_flags2), RF2_AURA_FIRE,
1337 fire_dam, _("ÆÍÁ³¤È¤Æ¤âÇ®¤¯¤Ê¤Ã¤¿¡ª", "You are suddenly very hot!"));
1338 touch_zap_player_aux(m_ptr, p_ptr->immune_cold, offsetof(monster_race, flags3), offsetof(monster_race, r_flags3), RF3_AURA_COLD,
1339 cold_dam, _("ÆÍÁ³¤È¤Æ¤â´¨¤¯¤Ê¤Ã¤¿¡ª", "You are suddenly very cold!"));
1340 touch_zap_player_aux(m_ptr, p_ptr->immune_elec, offsetof(monster_race, flags2), offsetof(monster_race, r_flags2), RF2_AURA_ELEC,
1341 elec_dam, _("ÅÅ·â¤ò¤¯¤é¤Ã¤¿¡ª", "You get zapped!"));
1345 static void natural_attack(s16b m_idx, int attack, bool *fear, bool *mdeath)
1347 int k, bonus, chance;
1349 monster_type *m_ptr = &m_list[m_idx];
1350 monster_race *r_ptr = &r_info[m_ptr->r_idx];
1359 case MUT2_SCOR_TAIL:
1386 atk_desc = "¥¯¥Á¥Ð¥·";
1397 atk_desc = "¾Ý¤ÎÉ¡";
1403 case MUT2_TENTACLES:
1410 atk_desc = "tentacles";
1415 dss = ddd = n_weight = 1;
1417 atk_desc = "̤ÄêµÁ¤ÎÉô°Ì";
1419 atk_desc = "undefined body part";
1424 /* Extract monster name (or "it") */
1425 monster_desc(m_name, m_ptr, 0);
1428 /* Calculate the "attack quality" */
1429 bonus = p_ptr->to_h_m;
1430 bonus += (p_ptr->lev * 6 / 5);
1431 chance = (p_ptr->skill_thn + (bonus * BTH_PLUS_ADJ));
1434 if ((!(r_ptr->flags2 & RF2_QUANTUM) || !randint0(2)) && test_hit_norm(chance, r_ptr->ac, m_ptr->ml))
1440 msg_format("%s¤ò%s¤Ç¹¶·â¤·¤¿¡£", m_name, atk_desc);
1442 msg_format("You hit %s with your %s.", m_name, atk_desc);
1446 k = damroll(ddd, dss);
1447 k = critical_norm(n_weight, bonus, k, (s16b)bonus, 0);
1449 /* Apply the player damage bonuses */
1452 /* No negative damage */
1455 /* Modify the damage */
1456 k = mon_damage_mod(m_ptr, k, FALSE);
1458 /* Complex message */
1462 msg_format("%d/%d ¤Î¥À¥á¡¼¥¸¤òÍ¿¤¨¤¿¡£", k, m_ptr->hp);
1464 msg_format("You do %d (out of %d) damage.", k, m_ptr->hp);
1469 /* Anger the monster */
1470 if (k > 0) anger_monster(m_ptr);
1472 /* Damage, check for fear and mdeath */
1475 case MUT2_SCOR_TAIL:
1476 project(0, 0, m_ptr->fy, m_ptr->fx, k, GF_POIS, PROJECT_KILL, -1);
1477 *mdeath = (m_ptr->r_idx == 0);
1480 *mdeath = mon_take_hit(m_idx, k, fear, NULL);
1483 *mdeath = mon_take_hit(m_idx, k, fear, NULL);
1486 *mdeath = mon_take_hit(m_idx, k, fear, NULL);
1488 case MUT2_TENTACLES:
1489 *mdeath = mon_take_hit(m_idx, k, fear, NULL);
1492 *mdeath = mon_take_hit(m_idx, k, fear, NULL);
1495 touch_zap_player(m_ptr);
1505 msg_format("¥ß¥¹¡ª %s¤Ë¤«¤ï¤µ¤ì¤¿¡£", m_name);
1507 msg_format("You miss %s.", m_name);
1516 * Player attacks a (poor, defenseless) creature -RAK-
1518 * If no "weapon" is available, then "punch" the monster one time.
1520 static void py_attack_aux(int y, int x, bool *fear, bool *mdeath, s16b hand, int mode)
1522 int num = 0, k, bonus, chance, vir;
1524 cave_type *c_ptr = &cave[y][x];
1526 monster_type *m_ptr = &m_list[c_ptr->m_idx];
1527 monster_race *r_ptr = &r_info[m_ptr->r_idx];
1529 /* Access the weapon */
1530 object_type *o_ptr = &inventory[INVEN_RARM + hand];
1534 bool success_hit = FALSE;
1535 bool backstab = FALSE;
1536 bool vorpal_cut = FALSE;
1537 int chaos_effect = 0;
1538 bool stab_fleeing = FALSE;
1539 bool fuiuchi = FALSE;
1540 bool monk_attack = FALSE;
1541 bool do_quake = FALSE;
1543 bool drain_msg = TRUE;
1544 int drain_result = 0, drain_heal = 0;
1545 bool can_drain = FALSE;
1547 int drain_left = MAX_VAMPIRIC_DRAIN;
1548 u32b flgs[TR_FLAG_SIZE]; /* A massive hack -- life-draining weapons */
1549 bool is_human = (r_ptr->d_char == 'p');
1550 bool is_lowlevel = (r_ptr->level < (p_ptr->lev - 15));
1551 bool zantetsu_mukou, e_j_mukou;
1553 switch (p_ptr->pclass)
1557 if (buki_motteruka(INVEN_RARM + hand) && !p_ptr->icky_wield[hand])
1559 int tmp = p_ptr->lev * 6 + (p_ptr->skill_stl + 10) * 4;
1560 if (p_ptr->monlite && (mode != HISSATSU_NYUSIN)) tmp /= 3;
1561 if (p_ptr->cursed & TRC_AGGRAVATE) tmp /= 2;
1562 if (r_ptr->level > (p_ptr->lev * p_ptr->lev / 20 + 10)) tmp /= 3;
1563 if (MON_CSLEEP(m_ptr) && m_ptr->ml)
1565 /* Can't backstab creatures that we can't see, right? */
1568 else if ((p_ptr->special_defense & NINJA_S_STEALTH) && (randint0(tmp) > (r_ptr->level+20)) && m_ptr->ml && !(r_ptr->flagsr & RFR_RES_ALL))
1572 else if (MON_MONFEAR(m_ptr) && m_ptr->ml)
1574 stab_fleeing = TRUE;
1580 case CLASS_FORCETRAINER:
1581 case CLASS_BERSERKER:
1582 if ((empty_hands(TRUE) & EMPTY_HAND_RARM) && !p_ptr->riding) monk_attack = TRUE;
1586 if (!o_ptr->k_idx) /* Empty hand */
1588 if ((r_ptr->level + 10) > p_ptr->lev)
1590 if (p_ptr->skill_exp[GINOU_SUDE] < s_info[p_ptr->pclass].s_max[GINOU_SUDE])
1592 if (p_ptr->skill_exp[GINOU_SUDE] < WEAPON_EXP_BEGINNER)
1593 p_ptr->skill_exp[GINOU_SUDE] += 40;
1594 else if ((p_ptr->skill_exp[GINOU_SUDE] < WEAPON_EXP_SKILLED))
1595 p_ptr->skill_exp[GINOU_SUDE] += 5;
1596 else if ((p_ptr->skill_exp[GINOU_SUDE] < WEAPON_EXP_EXPERT) && (p_ptr->lev > 19))
1597 p_ptr->skill_exp[GINOU_SUDE] += 1;
1598 else if ((p_ptr->lev > 34))
1599 if (one_in_(3)) p_ptr->skill_exp[GINOU_SUDE] += 1;
1600 p_ptr->update |= (PU_BONUS);
1604 else if (object_is_melee_weapon(o_ptr))
1606 if ((r_ptr->level + 10) > p_ptr->lev)
1608 int tval = inventory[INVEN_RARM+hand].tval - TV_WEAPON_BEGIN;
1609 int sval = inventory[INVEN_RARM+hand].sval;
1610 int now_exp = p_ptr->weapon_exp[tval][sval];
1611 if (now_exp < s_info[p_ptr->pclass].w_max[tval][sval])
1614 if (now_exp < WEAPON_EXP_BEGINNER) amount = 80;
1615 else if (now_exp < WEAPON_EXP_SKILLED) amount = 10;
1616 else if ((now_exp < WEAPON_EXP_EXPERT) && (p_ptr->lev > 19)) amount = 1;
1617 else if ((p_ptr->lev > 34) && one_in_(2)) amount = 1;
1618 p_ptr->weapon_exp[tval][sval] += amount;
1619 p_ptr->update |= (PU_BONUS);
1624 /* Disturb the monster */
1625 (void)set_monster_csleep(c_ptr->m_idx, 0);
1627 /* Extract monster name (or "it") */
1628 monster_desc(m_name, m_ptr, 0);
1630 /* Calculate the "attack quality" */
1631 bonus = p_ptr->to_h[hand] + o_ptr->to_h;
1632 chance = (p_ptr->skill_thn + (bonus * BTH_PLUS_ADJ));
1633 if (mode == HISSATSU_IAI) chance += 60;
1634 if (p_ptr->special_defense & KATA_KOUKIJIN) chance += 150;
1636 if (p_ptr->sutemi) chance = MAX(chance * 3 / 2, chance + 60);
1638 vir = virtue_number(V_VALOUR);
1641 chance += (p_ptr->virtues[vir - 1]/10);
1644 zantetsu_mukou = ((o_ptr->name1 == ART_ZANTETSU) && (r_ptr->d_char == 'j'));
1645 e_j_mukou = ((o_ptr->name1 == ART_EXCALIBUR_J) && (r_ptr->d_char == 'S'));
1647 if ((mode == HISSATSU_KYUSHO) || (mode == HISSATSU_MINEUCHI) || (mode == HISSATSU_3DAN) || (mode == HISSATSU_IAI)) num_blow = 1;
1648 else if (mode == HISSATSU_COLD) num_blow = p_ptr->num_blow[hand]+2;
1649 else num_blow = p_ptr->num_blow[hand];
1651 /* Hack -- DOKUBARI always hit once */
1652 if ((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_DOKUBARI)) num_blow = 1;
1654 /* Attack once for each legal blow */
1655 while ((num++ < num_blow) && !p_ptr->is_dead)
1657 if (((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_DOKUBARI)) || (mode == HISSATSU_KYUSHO))
1661 if (p_ptr->migite && p_ptr->hidarite)
1665 if (mode == HISSATSU_3DAN)
1670 success_hit = one_in_(n);
1672 else if ((p_ptr->pclass == CLASS_NINJA) && ((backstab || fuiuchi) && !(r_ptr->flagsr & RFR_RES_ALL))) success_hit = TRUE;
1673 else success_hit = test_hit_norm(chance, r_ptr->ac, m_ptr->ml);
1675 if (mode == HISSATSU_MAJIN)
1678 success_hit = FALSE;
1684 int vorpal_chance = ((o_ptr->name1 == ART_VORPAL_BLADE) || (o_ptr->name1 == ART_CHAINSWORD)) ? 2 : 4;
1691 if (backstab) msg_format("¤¢¤Ê¤¿¤ÏÎä¹ó¤Ë¤â̲¤Ã¤Æ¤¤¤ë̵ÎϤÊ%s¤òÆͤ»É¤·¤¿¡ª", m_name);
1692 else if (fuiuchi) msg_format("ÉÔ°Õ¤òÆͤ¤¤Æ%s¤Ë¶¯Îõ¤Ê°ì·â¤ò¶ô¤é¤ï¤»¤¿¡ª", m_name);
1693 else if (stab_fleeing) msg_format("ƨ¤²¤ë%s¤òÇØÃ椫¤éÆͤ»É¤·¤¿¡ª", m_name);
1694 else if (!monk_attack) msg_format("%s¤ò¹¶·â¤·¤¿¡£", m_name);
1696 if (backstab) msg_format("You cruelly stab the helpless, sleeping %s!", m_name);
1697 else if (fuiuchi) msg_format("You make surprise attack, and hit %s with a powerful blow!", m_name);
1698 else if (stab_fleeing) msg_format("You backstab the fleeing %s!", m_name);
1699 else if (!monk_attack) msg_format("You hit %s.", m_name);
1702 /* Hack -- bare hands do one damage */
1705 object_flags(o_ptr, flgs);
1707 /* Select a chaotic effect (50% chance) */
1708 if ((have_flag(flgs, TR_CHAOTIC)) && one_in_(2))
1711 chg_virtue(V_CHANCE, 1);
1713 if (randint1(5) < 3)
1715 /* Vampiric (20%) */
1718 else if (one_in_(250))
1723 else if (!one_in_(10))
1725 /* Confusion (26.892%) */
1728 else if (one_in_(2))
1730 /* Teleport away (1.494%) */
1735 /* Polymorph (1.494%) */
1740 /* Vampiric drain */
1741 if ((have_flag(flgs, TR_VAMPIRIC)) || (chaos_effect == 1) || (mode == HISSATSU_DRAIN) || hex_spelling(HEX_VAMP_BLADE))
1743 /* Only drain "living" monsters */
1744 if (monster_living(r_ptr))
1750 if ((have_flag(flgs, TR_VORPAL) || hex_spelling(HEX_RUNESWORD)) && (randint1(vorpal_chance*3/2) == 1) && !zantetsu_mukou)
1752 else vorpal_cut = FALSE;
1756 int special_effect = 0, stun_effect = 0, times = 0, max_times;
1758 const martial_arts *ma_ptr = &ma_blows[0], *old_ptr = &ma_blows[0];
1759 int resist_stun = 0;
1762 if (r_ptr->flags1 & RF1_UNIQUE) resist_stun += 88;
1763 if (r_ptr->flags3 & RF3_NO_STUN) resist_stun += 66;
1764 if (r_ptr->flags3 & RF3_NO_CONF) resist_stun += 33;
1765 if (r_ptr->flags3 & RF3_NO_SLEEP) resist_stun += 33;
1766 if ((r_ptr->flags3 & RF3_UNDEAD) || (r_ptr->flags3 & RF3_NONLIVING))
1769 if (p_ptr->special_defense & KAMAE_BYAKKO)
1770 max_times = (p_ptr->lev < 3 ? 1 : p_ptr->lev / 3);
1771 else if (p_ptr->special_defense & KAMAE_SUZAKU)
1773 else if (p_ptr->special_defense & KAMAE_GENBU)
1776 max_times = (p_ptr->lev < 7 ? 1 : p_ptr->lev / 7);
1777 /* Attempt 'times' */
1778 for (times = 0; times < max_times; times++)
1782 ma_ptr = &ma_blows[randint0(MAX_MA)];
1783 if ((p_ptr->pclass == CLASS_FORCETRAINER) && (ma_ptr->min_level > 1)) min_level = ma_ptr->min_level + 3;
1784 else min_level = ma_ptr->min_level;
1786 while ((min_level > p_ptr->lev) ||
1787 (randint1(p_ptr->lev) < ma_ptr->chance));
1789 /* keep the highest level attack available we found */
1790 if ((ma_ptr->min_level > old_ptr->min_level) &&
1791 !p_ptr->stun && !p_ptr->confused)
1795 if (p_ptr->wizard && cheat_xtra)
1798 msg_print("¹¶·â¤òºÆÁªÂò¤·¤Þ¤·¤¿¡£");
1800 msg_print("Attack re-selected.");
1810 if (p_ptr->pclass == CLASS_FORCETRAINER) min_level = MAX(1, ma_ptr->min_level - 3);
1811 else min_level = ma_ptr->min_level;
1812 k = damroll(ma_ptr->dd + p_ptr->to_dd[hand], ma_ptr->ds + p_ptr->to_ds[hand]);
1813 if (p_ptr->special_attack & ATTACK_SUIKEN) k *= 2;
1815 if (ma_ptr->effect == MA_KNEE)
1817 if (r_ptr->flags1 & RF1_MALE)
1820 msg_format("%s¤Ë¶âŪɨ½³¤ê¤ò¤¯¤é¤ï¤·¤¿¡ª", m_name);
1822 msg_format("You hit %s in the groin with your knee!", m_name);
1826 special_effect = MA_KNEE;
1829 msg_format(ma_ptr->desc, m_name);
1832 else if (ma_ptr->effect == MA_SLOW)
1834 if (!((r_ptr->flags1 & RF1_NEVER_MOVE) ||
1835 my_strchr("~#{}.UjmeEv$,DdsbBFIJQSXclnw!=?", r_ptr->d_char)))
1838 msg_format("%s¤Î¼ó¤Ë´ØÀá½³¤ê¤ò¤¯¤é¤ï¤·¤¿¡ª", m_name);
1840 msg_format("You kick %s in the ankle.", m_name);
1843 special_effect = MA_SLOW;
1845 else msg_format(ma_ptr->desc, m_name);
1851 stun_effect = (ma_ptr->effect / 2) + randint1(ma_ptr->effect / 2);
1854 msg_format(ma_ptr->desc, m_name);
1857 if (p_ptr->special_defense & KAMAE_SUZAKU) weight = 4;
1858 if ((p_ptr->pclass == CLASS_FORCETRAINER) && (p_ptr->magic_num1[0]))
1860 weight += (p_ptr->magic_num1[0]/30);
1861 if (weight > 20) weight = 20;
1864 k = critical_norm(p_ptr->lev * weight, min_level, k, p_ptr->to_h[0], 0);
1866 if ((special_effect == MA_KNEE) && ((k + p_ptr->to_d[hand]) < m_ptr->hp))
1869 msg_format("%^s¤Ï¶ìÄˤˤ¦¤á¤¤¤Æ¤¤¤ë¡ª", m_name);
1871 msg_format("%^s moans in agony!", m_name);
1874 stun_effect = 7 + randint1(13);
1878 else if ((special_effect == MA_SLOW) && ((k + p_ptr->to_d[hand]) < m_ptr->hp))
1880 if (!(r_ptr->flags1 & RF1_UNIQUE) &&
1881 (randint1(p_ptr->lev) > r_ptr->level) &&
1885 msg_format("%^s¤Ï¤ò¤Ò¤¤º¤ê»Ï¤á¤¿¡£", m_name);
1887 msg_format("%^s starts limping slower.", m_name);
1890 m_ptr->mspeed -= 10;
1894 if (stun_effect && ((k + p_ptr->to_d[hand]) < m_ptr->hp))
1896 if (p_ptr->lev > randint1(r_ptr->level + resist_stun + 10))
1898 if (set_monster_stunned(c_ptr->m_idx, stun_effect + MON_STUNNED(m_ptr)))
1901 msg_format("%^s¤Ï¥Õ¥é¥Õ¥é¤Ë¤Ê¤Ã¤¿¡£", m_name);
1903 msg_format("%^s is stunned.", m_name);
1909 msg_format("%^s¤Ï¤µ¤é¤Ë¥Õ¥é¥Õ¥é¤Ë¤Ê¤Ã¤¿¡£", m_name);
1911 msg_format("%^s is more stunned.", m_name);
1918 /* Handle normal weapon */
1919 else if (o_ptr->k_idx)
1921 k = damroll(o_ptr->dd + p_ptr->to_dd[hand], o_ptr->ds + p_ptr->to_ds[hand]);
1922 k = tot_dam_aux(o_ptr, k, m_ptr, mode, FALSE);
1926 k *= (3 + (p_ptr->lev / 20));
1930 k = k*(5+(p_ptr->lev*2/25))/2;
1932 else if (stab_fleeing)
1937 if ((p_ptr->impact[hand] && ((k > 50) || one_in_(7))) ||
1938 (chaos_effect == 2) || (mode == HISSATSU_QUAKE))
1943 if ((!(o_ptr->tval == TV_SWORD) || !(o_ptr->sval == SV_DOKUBARI)) && !(mode == HISSATSU_KYUSHO))
1944 k = critical_norm(o_ptr->weight, o_ptr->to_h, k, p_ptr->to_h[hand], mode);
1952 if ((o_ptr->name1 == ART_CHAINSWORD) && !one_in_(2))
1954 char chainsword_noise[1024];
1956 if (!get_rnd_line("chainswd_j.txt", 0, chainsword_noise))
1958 if (!get_rnd_line("chainswd.txt", 0, chainsword_noise))
1961 msg_print(chainsword_noise);
1965 if (o_ptr->name1 == ART_VORPAL_BLADE)
1968 msg_print("Ìܤˤâ»ß¤Þ¤é¤Ì¥ô¥©¡¼¥Ñ¥ë¥Ö¥ì¡¼¥É¡¢¼êÏ£¤ÎÁá¶È¡ª");
1970 msg_print("Your Vorpal Blade goes snicker-snack!");
1976 msg_format("%s¤ò¥°¥Ã¥µ¥êÀÚ¤êÎö¤¤¤¿¡ª", m_name);
1978 msg_format("Your weapon cuts deep into %s!", m_name);
1982 /* Try to increase the damage */
1983 while (one_in_(vorpal_chance))
1991 if (((r_ptr->flagsr & RFR_RES_ALL) ? k/100 : k) > m_ptr->hp)
1994 msg_format("%s¤ò¿¿¤ÃÆó¤Ä¤Ë¤·¤¿¡ª", m_name);
1996 msg_format("You cut %s in half!", m_name);
2004 case 2: msg_format("%s¤ò»Â¤Ã¤¿¡ª", m_name); break;
2005 case 3: msg_format("%s¤ò¤Ö¤Ã¤¿»Â¤Ã¤¿¡ª", m_name); break;
2006 case 4: msg_format("%s¤ò¥á¥Ã¥¿»Â¤ê¤Ë¤·¤¿¡ª", m_name); break;
2007 case 5: msg_format("%s¤ò¥á¥Ã¥¿¥á¥¿¤Ë»Â¤Ã¤¿¡ª", m_name); break;
2008 case 6: msg_format("%s¤ò»É¿È¤Ë¤·¤¿¡ª", m_name); break;
2009 case 7: msg_format("%s¤ò»Â¤Ã¤Æ»Â¤Ã¤Æ»Â¤ê¤Þ¤¯¤Ã¤¿¡ª", m_name); break;
2010 default: msg_format("%s¤òºÙÀÚ¤ì¤Ë¤·¤¿¡ª", m_name); break;
2012 case 2: msg_format("You gouge %s!", m_name); break;
2013 case 3: msg_format("You maim %s!", m_name); break;
2014 case 4: msg_format("You carve %s!", m_name); break;
2015 case 5: msg_format("You cleave %s!", m_name); break;
2016 case 6: msg_format("You smite %s!", m_name); break;
2017 case 7: msg_format("You eviscerate %s!", m_name); break;
2018 default: msg_format("You shred %s!", m_name); break;
2022 drain_result = drain_result * 3 / 2;
2026 drain_result += o_ptr->to_d;
2029 /* Apply the player damage bonuses */
2030 k += p_ptr->to_d[hand];
2031 drain_result += p_ptr->to_d[hand];
2033 if ((mode == HISSATSU_SUTEMI) || (mode == HISSATSU_3DAN)) k *= 2;
2034 if ((mode == HISSATSU_SEKIRYUKA) && !monster_living(r_ptr)) k = 0;
2035 if ((mode == HISSATSU_SEKIRYUKA) && !p_ptr->cut) k /= 2;
2037 /* No negative damage */
2040 if ((mode == HISSATSU_ZANMA) && !(!monster_living(r_ptr) && (r_ptr->flags3 & RF3_EVIL)))
2048 msg_print("¤³¤ó¤ÊÆð¤é¤«¤¤¤â¤Î¤ÏÀÚ¤ì¤ó¡ª");
2050 msg_print("You cannot cut such a elastic thing!");
2058 msg_print("ÃØéá¤Ï¶ì¼ê¤À¡ª");
2060 msg_print("Spiders are difficult for you to deal with!");
2065 if (mode == HISSATSU_MINEUCHI)
2067 int tmp = (10 + randint1(15) + p_ptr->lev / 5);
2070 anger_monster(m_ptr);
2072 if (!(r_ptr->flags3 & (RF3_NO_STUN)))
2075 if (MON_STUNNED(m_ptr))
2078 msg_format("%s¤Ï¤Ò¤É¤¯¤â¤¦¤í¤¦¤È¤·¤¿¡£", m_name);
2080 msg_format("%s is more dazed.", m_name);
2088 msg_format("%s ¤Ï¤â¤¦¤í¤¦¤È¤·¤¿¡£", m_name);
2090 msg_format("%s is dazed.", m_name);
2095 (void)set_monster_stunned(c_ptr->m_idx, MON_STUNNED(m_ptr) + tmp);
2100 msg_format("%s ¤Ë¤Ï¸ú²Ì¤¬¤Ê¤«¤Ã¤¿¡£", m_name);
2102 msg_format("%s is not effected.", m_name);
2107 /* Modify the damage */
2108 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))));
2109 if (((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_DOKUBARI)) || (mode == HISSATSU_KYUSHO))
2111 if ((randint1(randint1(r_ptr->level/7)+5) == 1) && !(r_ptr->flags1 & RF1_UNIQUE) && !(r_ptr->flags7 & RF7_UNIQUE2))
2115 msg_format("%s¤ÎµÞ½ê¤òÆͤ»É¤·¤¿¡ª", m_name);
2117 msg_format("You hit %s on a fatal spot!", m_name);
2122 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)))
2124 int maxhp = maxroll(r_ptr->hdice, r_ptr->hside);
2125 if (one_in_(backstab ? 13 : (stab_fleeing || fuiuchi) ? 15 : 27))
2130 msg_format("¿Ï¤¬%s¤Ë¿¼¡¹¤ÈÆͤ»É¤µ¤Ã¤¿¡ª", m_name);
2132 msg_format("You critically injured %s!", m_name);
2135 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)))
2137 if ((r_ptr->flags1 & RF1_UNIQUE) || (r_ptr->flags7 & RF7_UNIQUE2) || (m_ptr->hp >= maxhp/2))
2139 k = MAX(k*5, m_ptr->hp/2);
2142 msg_format("%s¤ËÃ×Ì¿½ý¤òÉé¤ï¤»¤¿¡ª", m_name);
2144 msg_format("You fatally injured %s!", m_name);
2151 msg_format("¿Ï¤¬%s¤ÎµÞ½ê¤ò´Ó¤¤¤¿¡ª", m_name);
2153 msg_format("You hit %s on a fatal spot!", m_name);
2159 /* Complex message */
2160 if (p_ptr->wizard || cheat_xtra)
2163 msg_format("%d/%d ¤Î¥À¥á¡¼¥¸¤òÍ¿¤¨¤¿¡£", k, m_ptr->hp);
2165 msg_format("You do %d (out of %d) damage.", k, m_ptr->hp);
2169 if (k <= 0) can_drain = FALSE;
2171 if (drain_result > m_ptr->hp)
2172 drain_result = m_ptr->hp;
2174 /* Damage, check for fear and death */
2175 if (mon_take_hit(c_ptr->m_idx, k, fear, NULL))
2178 if ((p_ptr->pclass == CLASS_BERSERKER) && energy_use)
2180 if (p_ptr->migite && p_ptr->hidarite)
2182 if (hand) energy_use = energy_use*3/5+energy_use*num*2/(p_ptr->num_blow[hand]*5);
2183 else energy_use = energy_use*num*3/(p_ptr->num_blow[hand]*5);
2187 energy_use = energy_use*num/p_ptr->num_blow[hand];
2190 if ((o_ptr->name1 == ART_ZANTETSU) && is_lowlevel)
2192 msg_print("¤Þ¤¿¤Ä¤Þ¤é¤Ì¤â¤Î¤ò»Â¤Ã¤Æ¤·¤Þ¤Ã¤¿¡¥¡¥¡¥");
2194 msg_print("Sigh... Another trifling thing I've cut....");
2199 /* Anger the monster */
2200 if (k > 0) anger_monster(m_ptr);
2202 touch_zap_player(m_ptr);
2204 /* Are we draining it? A little note: If the monster is
2205 dead, the drain does not work... */
2207 if (can_drain && (drain_result > 0))
2209 if (o_ptr->name1 == ART_MURAMASA)
2213 int to_h = o_ptr->to_h;
2214 int to_d = o_ptr->to_d;
2218 for (i = 0; i < to_h + 3; i++) if (one_in_(4)) flag = 0;
2222 for (i = 0; i < to_d + 3; i++) if (one_in_(4)) flag = 0;
2225 if (o_ptr->to_h != to_h || o_ptr->to_d != to_d)
2228 msg_print("ÍÅÅá¤Ï·ì¤òµÛ¤Ã¤Æ¶¯¤¯¤Ê¤Ã¤¿¡ª");
2230 msg_print("Muramasa sucked blood, and became more powerful!");
2239 if (drain_result > 5) /* Did we really hurt it? */
2241 drain_heal = damroll(2, drain_result / 6);
2244 if (hex_spelling(HEX_VAMP_BLADE)) drain_heal *= 2;
2249 msg_format("Draining left: %d", drain_left);
2251 msg_format("Draining left: %d", drain_left);
2258 if (drain_heal < drain_left)
2260 drain_left -= drain_heal;
2264 drain_heal = drain_left;
2271 msg_format("¿Ï¤¬%s¤«¤éÀ¸Ì¿ÎϤòµÛ¤¤¼è¤Ã¤¿¡ª", m_name);
2273 msg_format("Your weapon drains life from %s!", m_name);
2279 drain_heal = (drain_heal * mutant_regenerate_mod) / 100;
2281 hp_player(drain_heal);
2282 /* We get to keep some of it! */
2286 m_ptr->maxhp -= (k+7)/8;
2287 if (m_ptr->hp > m_ptr->maxhp) m_ptr->hp = m_ptr->maxhp;
2288 if (m_ptr->maxhp < 1) m_ptr->maxhp = 1;
2294 /* Confusion attack */
2295 if ((p_ptr->special_attack & ATTACK_CONFUSE) || (chaos_effect == 3) || (mode == HISSATSU_CONF) || hex_spelling(HEX_CONFUSION))
2297 /* Cancel glowing hands */
2298 if (p_ptr->special_attack & ATTACK_CONFUSE)
2300 p_ptr->special_attack &= ~(ATTACK_CONFUSE);
2302 msg_print("¼ê¤Îµ±¤¤¬¤Ê¤¯¤Ê¤Ã¤¿¡£");
2304 msg_print("Your hands stop glowing.");
2306 p_ptr->redraw |= (PR_STATUS);
2310 /* Confuse the monster */
2311 if (r_ptr->flags3 & RF3_NO_CONF)
2313 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags3 |= RF3_NO_CONF;
2316 msg_format("%^s¤Ë¤Ï¸ú²Ì¤¬¤Ê¤«¤Ã¤¿¡£", m_name);
2318 msg_format("%^s is unaffected.", m_name);
2322 else if (randint0(100) < r_ptr->level)
2325 msg_format("%^s¤Ë¤Ï¸ú²Ì¤¬¤Ê¤«¤Ã¤¿¡£", m_name);
2327 msg_format("%^s is unaffected.", m_name);
2334 msg_format("%^s¤Ïº®Í𤷤¿¤è¤¦¤À¡£", m_name);
2336 msg_format("%^s appears confused.", m_name);
2339 (void)set_monster_confused(c_ptr->m_idx, MON_CONFUSED(m_ptr) + 10 + randint0(p_ptr->lev) / 5);
2343 else if (chaos_effect == 4)
2345 bool resists_tele = FALSE;
2347 if (r_ptr->flagsr & RFR_RES_TELE)
2349 if (r_ptr->flags1 & RF1_UNIQUE)
2351 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flagsr |= RFR_RES_TELE;
2353 msg_format("%^s¤Ë¤Ï¸ú²Ì¤¬¤Ê¤«¤Ã¤¿¡£", m_name);
2355 msg_format("%^s is unaffected!", m_name);
2358 resists_tele = TRUE;
2360 else if (r_ptr->level > randint1(100))
2362 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flagsr |= RFR_RES_TELE;
2364 msg_format("%^s¤ÏÄñ¹³ÎϤò»ý¤Ã¤Æ¤¤¤ë¡ª", m_name);
2366 msg_format("%^s resists!", m_name);
2369 resists_tele = TRUE;
2376 msg_format("%^s¤Ï¾Ã¤¨¤¿¡ª", m_name);
2378 msg_format("%^s disappears!", m_name);
2381 teleport_away(c_ptr->m_idx, 50, TELEPORT_PASSIVE);
2382 num = num_blow + 1; /* Can't hit it anymore! */
2387 else if ((chaos_effect == 5) && (randint1(90) > r_ptr->level))
2389 if (!(r_ptr->flags1 & (RF1_UNIQUE | RF1_QUESTOR)) &&
2390 !(r_ptr->flagsr & RFR_EFF_RES_CHAO_MASK))
2392 if (polymorph_monster(y, x))
2395 msg_format("%^s¤ÏÊѲ½¤·¤¿¡ª", m_name);
2397 msg_format("%^s changes!", m_name);
2406 msg_format("%^s¤Ë¤Ï¸ú²Ì¤¬¤Ê¤«¤Ã¤¿¡£", m_name);
2408 msg_format("%^s is unaffected.", m_name);
2412 /* Hack -- Get new monster */
2413 m_ptr = &m_list[c_ptr->m_idx];
2415 /* Oops, we need a different name... */
2416 monster_desc(m_name, m_ptr, 0);
2418 /* Hack -- Get new race */
2419 r_ptr = &r_info[m_ptr->r_idx];
2422 else if (o_ptr->name1 == ART_G_HAMMER)
2424 monster_type *m_ptr = &m_list[c_ptr->m_idx];
2426 if (m_ptr->hold_o_idx)
2428 object_type *q_ptr = &o_list[m_ptr->hold_o_idx];
2429 char o_name[MAX_NLEN];
2431 object_desc(o_name, q_ptr, OD_NAME_ONLY);
2432 q_ptr->held_m_idx = 0;
2433 q_ptr->marked = OM_TOUCHED;
2434 m_ptr->hold_o_idx = q_ptr->next_o_idx;
2435 q_ptr->next_o_idx = 0;
2437 msg_format("%s¤òÃ¥¤Ã¤¿¡£", o_name);
2439 msg_format("You snatched %s.", o_name);
2449 backstab = FALSE; /* Clumsy! */
2450 fuiuchi = FALSE; /* Clumsy! */
2452 if ((o_ptr->tval == TV_POLEARM) && (o_ptr->sval == SV_DEATH_SCYTHE) && one_in_(3))
2454 u32b flgs[TR_FLAG_SIZE];
2461 msg_format("¥ß¥¹¡ª %s¤Ë¤«¤ï¤µ¤ì¤¿¡£", m_name);
2463 msg_format("You miss %s.", m_name);
2467 msg_print("¿¶¤ê²ó¤·¤¿Âç³ù¤¬¼«Ê¬¼«¿È¤ËÊ֤äƤ¤¿¡ª");
2469 msg_print("Your scythe returns to you!");
2472 /* Extract the flags */
2473 object_flags(o_ptr, flgs);
2475 k = damroll(o_ptr->dd + p_ptr->to_dd[hand], o_ptr->ds + p_ptr->to_ds[hand]);
2478 switch (p_ptr->mimic_form)
2481 switch (p_ptr->prace)
2488 case RACE_BARBARIAN:
2492 case RACE_HALF_TROLL:
2493 case RACE_HALF_OGRE:
2494 case RACE_HALF_GIANT:
2495 case RACE_HALF_TITAN:
2503 case RACE_DRACONIAN:
2510 case MIMIC_DEMON_LORD:
2517 if (p_ptr->align < 0 && mult < 20)
2519 if (!(p_ptr->resist_acid || IS_OPPOSE_ACID() || p_ptr->immune_acid) && (mult < 25))
2521 if (!(p_ptr->resist_elec || IS_OPPOSE_ELEC() || p_ptr->immune_elec) && (mult < 25))
2523 if (!(p_ptr->resist_fire || IS_OPPOSE_FIRE() || p_ptr->immune_fire) && (mult < 25))
2525 if (!(p_ptr->resist_cold || IS_OPPOSE_COLD() || p_ptr->immune_cold) && (mult < 25))
2527 if (!(p_ptr->resist_pois || IS_OPPOSE_POIS()) && (mult < 25))
2530 if ((p_ptr->pclass != CLASS_SAMURAI) && (have_flag(flgs, TR_FORCE_WEAPON)) && (p_ptr->csp > (p_ptr->msp / 30)))
2532 p_ptr->csp -= (1+(p_ptr->msp / 30));
2533 p_ptr->redraw |= (PR_MANA);
2534 mult = mult * 3 / 2 + 20;
2540 k = critical_norm(o_ptr->weight, o_ptr->to_h, k, p_ptr->to_h[hand], mode);
2545 msg_format("¥°¥Ã¥µ¥êÀÚ¤êÎö¤«¤ì¤¿¡ª");
2547 msg_format("Your weapon cuts deep into yourself!");
2549 /* Try to increase the damage */
2557 k += (p_ptr->to_d[hand] + o_ptr->to_d);
2562 take_hit(DAMAGE_FORCE, k, "»à¤ÎÂç³ù", -1);
2564 take_hit(DAMAGE_FORCE, k, "Death scythe", -1);
2576 msg_format("¥ß¥¹¡ª %s¤Ë¤«¤ï¤µ¤ì¤¿¡£", m_name);
2578 msg_format("You miss %s.", m_name);
2587 if (weak && !(*mdeath))
2590 msg_format("%s¤Ï¼å¤¯¤Ê¤Ã¤¿¤è¤¦¤À¡£", m_name);
2592 msg_format("%^s seems weakened.", m_name);
2595 if (drain_left != MAX_VAMPIRIC_DRAIN)
2599 chg_virtue(V_UNLIFE, 1);
2602 /* Mega-Hack -- apply earthquake brand */
2605 earthquake(py, px, 10);
2606 if (!cave[y][x].m_idx) *mdeath = TRUE;
2610 bool py_attack(int y, int x, int mode)
2613 bool mdeath = FALSE;
2614 bool stormbringer = FALSE;
2616 cave_type *c_ptr = &cave[y][x];
2617 monster_type *m_ptr = &m_list[c_ptr->m_idx];
2618 monster_race *r_ptr = &r_info[m_ptr->r_idx];
2621 /* Disturb the player */
2626 if (!p_ptr->migite && !p_ptr->hidarite &&
2627 !(p_ptr->muta2 & (MUT2_HORNS | MUT2_BEAK | MUT2_SCOR_TAIL | MUT2_TRUNK | MUT2_TENTACLES)))
2630 msg_format("%s¹¶·â¤Ç¤¤Ê¤¤¡£", (empty_hands(FALSE) == EMPTY_HAND_NONE) ? "ξ¼ê¤¬¤Õ¤µ¤¬¤Ã¤Æ" : "");
2632 msg_print("You cannot do attacking.");
2637 /* Extract monster name (or "it") */
2638 monster_desc(m_name, m_ptr, 0);
2642 /* Auto-Recall if possible and visible */
2643 if (!p_ptr->image) monster_race_track(m_ptr->ap_r_idx);
2645 /* Track a new monster */
2646 health_track(c_ptr->m_idx);
2649 if ((r_ptr->flags1 & RF1_FEMALE) &&
2650 !(p_ptr->stun || p_ptr->confused || p_ptr->image || !m_ptr->ml))
2652 if ((inventory[INVEN_RARM].name1 == ART_ZANTETSU) || (inventory[INVEN_LARM].name1 == ART_ZANTETSU))
2655 msg_print("ÀÛ¼Ô¡¢¤ª¤Ê¤´¤Ï»Â¤ì¤Ì¡ª");
2657 msg_print("I can not attack women!");
2663 if (d_info[dungeon_type].flags1 & DF1_NO_MELEE)
2666 msg_print("¤Ê¤¼¤«¹¶·â¤¹¤ë¤³¤È¤¬¤Ç¤¤Ê¤¤¡£");
2668 msg_print("Something prevent you from attacking.");
2673 /* Stop if friendly */
2674 if (!is_hostile(m_ptr) &&
2675 !(p_ptr->stun || p_ptr->confused || p_ptr->image ||
2676 p_ptr->shero || !m_ptr->ml))
2678 if (inventory[INVEN_RARM].name1 == ART_STORMBRINGER) stormbringer = TRUE;
2679 if (inventory[INVEN_LARM].name1 == ART_STORMBRINGER) stormbringer = TRUE;
2683 msg_format("¹õ¤¤¿Ï¤Ï¶¯ÍߤË%s¤ò¹¶·â¤·¤¿¡ª", m_name);
2685 msg_format("Your black blade greedily attacks %s!", m_name);
2687 chg_virtue(V_INDIVIDUALISM, 1);
2688 chg_virtue(V_HONOUR, -1);
2689 chg_virtue(V_JUSTICE, -1);
2690 chg_virtue(V_COMPASSION, -1);
2692 else if (p_ptr->pclass != CLASS_BERSERKER)
2695 if (get_check("ËÜÅö¤Ë¹¶·â¤·¤Þ¤¹¤«¡©"))
2697 if (get_check("Really hit it? "))
2700 chg_virtue(V_INDIVIDUALISM, 1);
2701 chg_virtue(V_HONOUR, -1);
2702 chg_virtue(V_JUSTICE, -1);
2703 chg_virtue(V_COMPASSION, -1);
2708 msg_format("%s¤ò¹¶·â¤¹¤ë¤Î¤ò»ß¤á¤¿¡£", m_name);
2710 msg_format("You stop to avoid hitting %s.", m_name);
2718 /* Handle player fear */
2724 msg_format("¶²¤¯¤Æ%s¤ò¹¶·â¤Ç¤¤Ê¤¤¡ª", m_name);
2726 msg_format("You are too afraid to attack %s!", m_name);
2731 msg_format ("¤½¤Ã¤Á¤Ë¤Ï²¿¤«¶²¤¤¤â¤Î¤¬¤¤¤ë¡ª");
2733 msg_format ("There is something scary in your way!");
2736 /* Disturb the monster */
2737 (void)set_monster_csleep(c_ptr->m_idx, 0);
2743 if (MON_CSLEEP(m_ptr)) /* It is not honorable etc to attack helpless victims */
2745 if (!(r_ptr->flags3 & RF3_EVIL) || one_in_(5)) chg_virtue(V_COMPASSION, -1);
2746 if (!(r_ptr->flags3 & RF3_EVIL) || one_in_(5)) chg_virtue(V_HONOUR, -1);
2749 if (p_ptr->migite && p_ptr->hidarite)
2751 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))
2753 if (p_ptr->skill_exp[GINOU_NITOURYU] < WEAPON_EXP_BEGINNER)
2754 p_ptr->skill_exp[GINOU_NITOURYU] += 80;
2755 else if(p_ptr->skill_exp[GINOU_NITOURYU] < WEAPON_EXP_SKILLED)
2756 p_ptr->skill_exp[GINOU_NITOURYU] += 4;
2757 else if(p_ptr->skill_exp[GINOU_NITOURYU] < WEAPON_EXP_EXPERT)
2758 p_ptr->skill_exp[GINOU_NITOURYU] += 1;
2759 else if(p_ptr->skill_exp[GINOU_NITOURYU] < WEAPON_EXP_MASTER)
2760 if (one_in_(3)) p_ptr->skill_exp[GINOU_NITOURYU] += 1;
2761 p_ptr->update |= (PU_BONUS);
2765 /* Gain riding experience */
2768 int cur = p_ptr->skill_exp[GINOU_RIDING];
2769 int max = s_info[p_ptr->pclass].s_max[GINOU_RIDING];
2773 int ridinglevel = r_info[m_list[p_ptr->riding].r_idx].level;
2774 int targetlevel = r_ptr->level;
2777 if ((cur / 200 - 5) < targetlevel)
2780 /* Extra experience */
2781 if ((cur / 100) < ridinglevel)
2783 if ((cur / 100 + 15) < ridinglevel)
2784 inc += 1 + (ridinglevel - (cur / 100 + 15));
2789 p_ptr->skill_exp[GINOU_RIDING] = MIN(max, cur + inc);
2791 p_ptr->update |= (PU_BONUS);
2795 riding_t_m_idx = c_ptr->m_idx;
2796 if (p_ptr->migite) py_attack_aux(y, x, &fear, &mdeath, 0, mode);
2797 if (p_ptr->hidarite && !mdeath) py_attack_aux(y, x, &fear, &mdeath, 1, mode);
2799 /* Mutations which yield extra 'natural' attacks */
2802 if ((p_ptr->muta2 & MUT2_HORNS) && !mdeath)
2803 natural_attack(c_ptr->m_idx, MUT2_HORNS, &fear, &mdeath);
2804 if ((p_ptr->muta2 & MUT2_BEAK) && !mdeath)
2805 natural_attack(c_ptr->m_idx, MUT2_BEAK, &fear, &mdeath);
2806 if ((p_ptr->muta2 & MUT2_SCOR_TAIL) && !mdeath)
2807 natural_attack(c_ptr->m_idx, MUT2_SCOR_TAIL, &fear, &mdeath);
2808 if ((p_ptr->muta2 & MUT2_TRUNK) && !mdeath)
2809 natural_attack(c_ptr->m_idx, MUT2_TRUNK, &fear, &mdeath);
2810 if ((p_ptr->muta2 & MUT2_TENTACLES) && !mdeath)
2811 natural_attack(c_ptr->m_idx, MUT2_TENTACLES, &fear, &mdeath);
2814 /* Hack -- delay fear messages */
2815 if (fear && m_ptr->ml && !mdeath)
2822 msg_format("%^s¤Ï¶²Éݤ·¤Æƨ¤²½Ð¤·¤¿¡ª", m_name);
2824 msg_format("%^s flees in terror!", m_name);
2829 if ((p_ptr->special_defense & KATA_IAI) && ((mode != HISSATSU_IAI) || mdeath))
2831 set_action(ACTION_NONE);
2838 bool pattern_seq(int c_y, int c_x, int n_y, int n_x)
2840 feature_type *cur_f_ptr = &f_info[cave[c_y][c_x].feat];
2841 feature_type *new_f_ptr = &f_info[cave[n_y][n_x].feat];
2842 bool is_pattern_tile_cur = have_flag(cur_f_ptr->flags, FF_PATTERN);
2843 bool is_pattern_tile_new = have_flag(new_f_ptr->flags, FF_PATTERN);
2844 int pattern_type_cur, pattern_type_new;
2846 if (!is_pattern_tile_cur && !is_pattern_tile_new) return TRUE;
2848 pattern_type_cur = is_pattern_tile_cur ? cur_f_ptr->subtype : NOT_PATTERN_TILE;
2849 pattern_type_new = is_pattern_tile_new ? new_f_ptr->subtype : NOT_PATTERN_TILE;
2851 if (pattern_type_new == PATTERN_TILE_START)
2853 if (!is_pattern_tile_cur && !p_ptr->confused && !p_ptr->stun && !p_ptr->image)
2856 if (get_check("¥Ñ¥¿¡¼¥ó¤Î¾å¤òÊ⤻Ϥá¤ë¤È¡¢Á´¤Æ¤òÊ⤫¤Ê¤±¤ì¤Ð¤Ê¤ê¤Þ¤»¤ó¡£¤¤¤¤¤Ç¤¹¤«¡©"))
2858 if (get_check("If you start walking the Pattern, you must walk the whole way. Ok? "))
2867 else if ((pattern_type_new == PATTERN_TILE_OLD) ||
2868 (pattern_type_new == PATTERN_TILE_END) ||
2869 (pattern_type_new == PATTERN_TILE_WRECKED))
2871 if (is_pattern_tile_cur)
2878 msg_print("¥Ñ¥¿¡¼¥ó¤Î¾å¤òÊ⤯¤Ë¤Ï¥¹¥¿¡¼¥ÈÃÏÅÀ¤«¤éÊ⤻Ϥá¤Ê¤¯¤Æ¤Ï¤Ê¤ê¤Þ¤»¤ó¡£");
2880 msg_print("You must start walking the Pattern from the startpoint.");
2886 else if ((pattern_type_new == PATTERN_TILE_TELEPORT) ||
2887 (pattern_type_cur == PATTERN_TILE_TELEPORT))
2891 else if (pattern_type_cur == PATTERN_TILE_START)
2893 if (is_pattern_tile_new)
2898 msg_print("¥Ñ¥¿¡¼¥ó¤Î¾å¤ÏÀµ¤·¤¤½ç½ø¤ÇÊ⤫¤Í¤Ð¤Ê¤ê¤Þ¤»¤ó¡£");
2900 msg_print("You must walk the Pattern in correct order.");
2906 else if ((pattern_type_cur == PATTERN_TILE_OLD) ||
2907 (pattern_type_cur == PATTERN_TILE_END) ||
2908 (pattern_type_cur == PATTERN_TILE_WRECKED))
2910 if (!is_pattern_tile_new)
2913 msg_print("¥Ñ¥¿¡¼¥ó¤òƧ¤ß³°¤·¤Æ¤Ï¤¤¤±¤Þ¤»¤ó¡£");
2915 msg_print("You may not step off from the Pattern.");
2927 if (!is_pattern_tile_cur)
2930 msg_print("¥Ñ¥¿¡¼¥ó¤Î¾å¤òÊ⤯¤Ë¤Ï¥¹¥¿¡¼¥ÈÃÏÅÀ¤«¤éÊ⤻Ϥá¤Ê¤¯¤Æ¤Ï¤Ê¤ê¤Þ¤»¤ó¡£");
2932 msg_print("You must start walking the Pattern from the startpoint.");
2939 byte ok_move = PATTERN_TILE_START;
2940 switch (pattern_type_cur)
2942 case PATTERN_TILE_1:
2943 ok_move = PATTERN_TILE_2;
2945 case PATTERN_TILE_2:
2946 ok_move = PATTERN_TILE_3;
2948 case PATTERN_TILE_3:
2949 ok_move = PATTERN_TILE_4;
2951 case PATTERN_TILE_4:
2952 ok_move = PATTERN_TILE_1;
2957 msg_format("¤ª¤«¤·¤Ê¥Ñ¥¿¡¼¥óÊâ¹Ô¡¢%d¡£", pattern_type_cur);
2959 msg_format("Funny Pattern walking, %d.", pattern_type_cur);
2962 return TRUE; /* Goof-up */
2965 if ((pattern_type_new == ok_move) ||
2966 (pattern_type_new == pattern_type_cur))
2970 if (!is_pattern_tile_new)
2972 msg_print("¥Ñ¥¿¡¼¥ó¤òƧ¤ß³°¤·¤Æ¤Ï¤¤¤±¤Þ¤»¤ó¡£");
2974 msg_print("You may not step off from the Pattern.");
2978 msg_print("¥Ñ¥¿¡¼¥ó¤Î¾å¤ÏÀµ¤·¤¤½ç½ø¤ÇÊ⤫¤Í¤Ð¤Ê¤ê¤Þ¤»¤ó¡£");
2980 msg_print("You must walk the Pattern in correct order.");
2990 bool player_can_enter(s16b feature, u16b mode)
2992 feature_type *f_ptr = &f_info[feature];
2994 if (p_ptr->riding) return monster_can_cross_terrain(feature, &r_info[m_list[p_ptr->riding].r_idx], mode | CEM_RIDING);
2997 if (have_flag(f_ptr->flags, FF_PATTERN))
2999 if (!(mode & CEM_P_CAN_ENTER_PATTERN)) return FALSE;
3003 if (have_flag(f_ptr->flags, FF_CAN_FLY) && p_ptr->levitation) return TRUE;
3004 if (have_flag(f_ptr->flags, FF_CAN_SWIM) && p_ptr->can_swim) return TRUE;
3005 if (have_flag(f_ptr->flags, FF_CAN_PASS) && p_ptr->pass_wall) return TRUE;
3007 if (!have_flag(f_ptr->flags, FF_MOVE)) return FALSE;
3016 bool move_player_effect(int ny, int nx, u32b mpe_mode)
3018 cave_type *c_ptr = &cave[ny][nx];
3019 feature_type *f_ptr = &f_info[c_ptr->feat];
3021 if (!(mpe_mode & MPE_STAYING))
3025 cave_type *oc_ptr = &cave[oy][ox];
3026 int om_idx = oc_ptr->m_idx;
3027 int nm_idx = c_ptr->m_idx;
3029 /* Move the player */
3033 /* Hack -- For moving monster or riding player's moving */
3034 if (!(mpe_mode & MPE_DONT_SWAP_MON))
3036 /* Swap two monsters */
3037 c_ptr->m_idx = om_idx;
3038 oc_ptr->m_idx = nm_idx;
3040 if (om_idx > 0) /* Monster on old spot (or p_ptr->riding) */
3042 monster_type *om_ptr = &m_list[om_idx];
3045 update_mon(om_idx, TRUE);
3048 if (nm_idx > 0) /* Monster on new spot */
3050 monster_type *nm_ptr = &m_list[nm_idx];
3053 update_mon(nm_idx, TRUE);
3057 /* Redraw old spot */
3060 /* Redraw new spot */
3063 /* Check for new panel (redraw map) */
3066 if (mpe_mode & MPE_FORGET_FLOW)
3070 /* Mega-Hack -- Forget the view */
3071 p_ptr->update |= (PU_UN_VIEW);
3074 p_ptr->redraw |= (PR_MAP);
3078 p_ptr->update |= (PU_VIEW | PU_LITE | PU_FLOW | PU_MON_LITE | PU_DISTANCE);
3081 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
3083 /* Remove "unsafe" flag */
3084 if ((!p_ptr->blind && !no_lite()) || !is_trap(c_ptr->feat)) c_ptr->info &= ~(CAVE_UNSAFE);
3086 /* For get everything when requested hehe I'm *NASTY* */
3087 if (dun_level && (d_info[dungeon_type].flags1 & DF1_FORGET)) wiz_dark();
3090 if (mpe_mode & MPE_HANDLE_STUFF) handle_stuff();
3092 if (p_ptr->pclass == CLASS_NINJA)
3094 if (c_ptr->info & (CAVE_GLOW)) set_superstealth(FALSE);
3095 else if (p_ptr->cur_lite <= 0) set_superstealth(TRUE);
3098 if ((p_ptr->action == ACTION_HAYAGAKE) &&
3099 (!have_flag(f_ptr->flags, FF_PROJECT) ||
3100 (!p_ptr->levitation && have_flag(f_ptr->flags, FF_DEEP))))
3103 msg_print("¤³¤³¤Ç¤ÏÁÇÁ᤯ư¤±¤Ê¤¤¡£");
3105 msg_print("You cannot run in here.");
3107 set_action(ACTION_NONE);
3111 if (mpe_mode & MPE_ENERGY_USE)
3113 if (music_singing(MUSIC_WALL))
3115 (void)project(0, 0, py, px, (60 + p_ptr->lev), GF_DISINTEGRATE,
3116 PROJECT_KILL | PROJECT_ITEM, -1);
3118 if (!player_bold(ny, nx) || p_ptr->is_dead || p_ptr->leaving) return FALSE;
3121 /* Spontaneous Searching */
3122 if ((p_ptr->skill_fos >= 50) || (0 == randint0(50 - p_ptr->skill_fos)))
3127 /* Continuous Searching */
3128 if (p_ptr->action == ACTION_SEARCH)
3134 /* Handle "objects" */
3135 if (!(mpe_mode & MPE_DONT_PICKUP))
3137 carry((mpe_mode & MPE_DO_PICKUP) ? TRUE : FALSE);
3140 /* Handle "store doors" */
3141 if (have_flag(f_ptr->flags, FF_STORE))
3147 /* Hack -- Enter store */
3148 command_new = SPECIAL_KEY_STORE;
3151 /* Handle "building doors" -KMW- */
3152 else if (have_flag(f_ptr->flags, FF_BLDG))
3158 /* Hack -- Enter building */
3159 command_new = SPECIAL_KEY_BUILDING;
3162 /* Handle quest areas -KMW- */
3163 else if (have_flag(f_ptr->flags, FF_QUEST_ENTER))
3169 /* Hack -- Enter quest level */
3170 command_new = SPECIAL_KEY_QUEST;
3173 else if (have_flag(f_ptr->flags, FF_QUEST_EXIT))
3175 if (quest[p_ptr->inside_quest].type == QUEST_TYPE_FIND_EXIT)
3177 complete_quest(p_ptr->inside_quest);
3180 leave_quest_check();
3182 p_ptr->inside_quest = c_ptr->special;
3187 p_ptr->leaving = TRUE;
3190 /* Set off a trap */
3191 else if (have_flag(f_ptr->flags, FF_HIT_TRAP) && !(mpe_mode & MPE_STAYING))
3197 if (c_ptr->mimic || have_flag(f_ptr->flags, FF_SECRET))
3201 msg_print("¥È¥é¥Ã¥×¤À¡ª");
3203 msg_print("You found a trap!");
3207 disclose_grid(py, px);
3211 hit_trap((mpe_mode & MPE_BREAK_TRAP) ? TRUE : FALSE);
3213 if (!player_bold(ny, nx) || p_ptr->is_dead || p_ptr->leaving) return FALSE;
3216 /* Warn when leaving trap detected region */
3217 if (!(mpe_mode & MPE_STAYING) && (disturb_trap_detect || alert_trap_detect)
3218 && p_ptr->dtrap && !(c_ptr->info & CAVE_IN_DETECT))
3220 /* No duplicate warning */
3221 p_ptr->dtrap = FALSE;
3223 /* You are just on the edge */
3224 if (!(c_ptr->info & CAVE_UNSAFE))
3226 if (alert_trap_detect)
3229 msg_print("* Ãí°Õ:¤³¤ÎÀè¤Ï¥È¥é¥Ã¥×¤Î´¶ÃÎÈϰϳ°¤Ç¤¹¡ª *");
3231 msg_print("*Leaving trap detect region!*");
3235 if (disturb_trap_detect) disturb(0, 1);
3239 return player_bold(ny, nx) && !p_ptr->is_dead && !p_ptr->leaving;
3243 bool trap_can_be_ignored(int feat)
3245 feature_type *f_ptr = &f_info[feat];
3247 if (!have_flag(f_ptr->flags, FF_TRAP)) return TRUE;
3249 switch (f_ptr->subtype)
3253 case TRAP_SPIKED_PIT:
3254 case TRAP_POISON_PIT:
3255 if (p_ptr->levitation) return TRUE;
3258 if (p_ptr->anti_tele) return TRUE;
3261 if (p_ptr->immune_fire) return TRUE;
3264 if (p_ptr->immune_acid) return TRUE;
3267 if (p_ptr->resist_blind) return TRUE;
3270 if (p_ptr->resist_conf) return TRUE;
3273 if (p_ptr->resist_pois) return TRUE;
3276 if (p_ptr->free_act) return TRUE;
3285 * Determine if a "boundary" grid is "floor mimic"
3287 #define boundary_floor(C, F, MF) \
3288 ((C)->mimic && permanent_wall(F) && \
3289 (have_flag((MF)->flags, FF_MOVE) || have_flag((MF)->flags, FF_CAN_FLY)) && \
3290 have_flag((MF)->flags, FF_PROJECT) && \
3291 !have_flag((MF)->flags, FF_OPEN))
3294 * Move player in the given direction, with the given "pickup" flag.
3296 * This routine should (probably) always induce energy expenditure.
3298 * Note that moving will *always* take a turn, and will *always* hit
3299 * any monster which might be in the destination grid. Previously,
3300 * moving into walls was "free" and did NOT hit invisible monsters.
3302 void move_player(int dir, bool do_pickup, bool break_trap)
3304 /* Find the result of moving */
3305 int y = py + ddy[dir];
3306 int x = px + ddx[dir];
3308 /* Examine the destination */
3309 cave_type *c_ptr = &cave[y][x];
3311 feature_type *f_ptr = &f_info[c_ptr->feat];
3313 monster_type *m_ptr;
3315 monster_type *riding_m_ptr = &m_list[p_ptr->riding];
3316 monster_race *riding_r_ptr = &r_info[p_ptr->riding ? riding_m_ptr->r_idx : 0]; /* Paranoia */
3320 bool p_can_enter = player_can_enter(c_ptr->feat, CEM_P_CAN_ENTER_PATTERN);
3321 bool p_can_kill_walls = FALSE;
3322 bool stormbringer = FALSE;
3324 bool oktomove = TRUE;
3325 bool do_past = FALSE;
3328 if (!dun_level && !p_ptr->wild_mode &&
3329 ((x == 0) || (x == MAX_WID - 1) ||
3330 (y == 0) || (y == MAX_HGT - 1)))
3332 /* Can the player enter the grid? */
3333 if (c_ptr->mimic && player_can_enter(c_ptr->mimic, 0))
3335 /* Hack: move to new area */
3336 if ((y == 0) && (x == 0))
3338 p_ptr->wilderness_y--;
3339 p_ptr->wilderness_x--;
3340 p_ptr->oldpy = cur_hgt - 2;
3341 p_ptr->oldpx = cur_wid - 2;
3342 ambush_flag = FALSE;
3345 else if ((y == 0) && (x == MAX_WID - 1))
3347 p_ptr->wilderness_y--;
3348 p_ptr->wilderness_x++;
3349 p_ptr->oldpy = cur_hgt - 2;
3351 ambush_flag = FALSE;
3354 else if ((y == MAX_HGT - 1) && (x == 0))
3356 p_ptr->wilderness_y++;
3357 p_ptr->wilderness_x--;
3359 p_ptr->oldpx = cur_wid - 2;
3360 ambush_flag = FALSE;
3363 else if ((y == MAX_HGT - 1) && (x == MAX_WID - 1))
3365 p_ptr->wilderness_y++;
3366 p_ptr->wilderness_x++;
3369 ambush_flag = FALSE;
3374 p_ptr->wilderness_y--;
3375 p_ptr->oldpy = cur_hgt - 2;
3377 ambush_flag = FALSE;
3380 else if (y == MAX_HGT - 1)
3382 p_ptr->wilderness_y++;
3385 ambush_flag = FALSE;
3390 p_ptr->wilderness_x--;
3391 p_ptr->oldpx = cur_wid - 2;
3393 ambush_flag = FALSE;
3396 else if (x == MAX_WID - 1)
3398 p_ptr->wilderness_x++;
3401 ambush_flag = FALSE;
3404 p_ptr->leaving = TRUE;
3410 /* "Blocked" message appears later */
3411 /* oktomove = FALSE; */
3412 p_can_enter = FALSE;
3415 /* Get the monster */
3416 m_ptr = &m_list[c_ptr->m_idx];
3419 if (inventory[INVEN_RARM].name1 == ART_STORMBRINGER) stormbringer = TRUE;
3420 if (inventory[INVEN_LARM].name1 == ART_STORMBRINGER) stormbringer = TRUE;
3422 /* Player can not walk through "walls"... */
3423 /* unless in Shadow Form */
3424 p_can_kill_walls = p_ptr->kill_wall && have_flag(f_ptr->flags, FF_HURT_DISI) &&
3425 (!p_can_enter || !have_flag(f_ptr->flags, FF_LOS)) &&
3426 !have_flag(f_ptr->flags, FF_PERMANENT);
3428 /* Hack -- attack monsters */
3429 if (c_ptr->m_idx && (m_ptr->ml || p_can_enter || p_can_kill_walls))
3431 monster_race *r_ptr = &r_info[m_ptr->r_idx];
3433 /* Attack -- only if we can see it OR it is not in a wall */
3434 if (!is_hostile(m_ptr) &&
3435 !(p_ptr->confused || p_ptr->image || !m_ptr->ml || p_ptr->stun ||
3436 ((p_ptr->muta2 & MUT2_BERS_RAGE) && p_ptr->shero)) &&
3437 pattern_seq(py, px, y, x) && (p_can_enter || p_can_kill_walls))
3439 /* Disturb the monster */
3440 (void)set_monster_csleep(c_ptr->m_idx, 0);
3442 /* Extract monster name (or "it") */
3443 monster_desc(m_name, m_ptr, 0);
3447 /* Auto-Recall if possible and visible */
3448 if (!p_ptr->image) monster_race_track(m_ptr->ap_r_idx);
3450 /* Track a new monster */
3451 health_track(c_ptr->m_idx);
3455 if ((stormbringer && (randint1(1000) > 666)) || (p_ptr->pclass == CLASS_BERSERKER))
3460 else if (monster_can_cross_terrain(cave[py][px].feat, r_ptr, 0))
3467 msg_format("%^s¤¬¼ÙËâ¤À¡ª", m_name);
3469 msg_format("%^s is in your way!", m_name);
3476 /* now continue on to 'movement' */
3485 if (oktomove && p_ptr->riding)
3487 if (riding_r_ptr->flags1 & RF1_NEVER_MOVE)
3490 msg_print("Æ°¤±¤Ê¤¤¡ª");
3492 msg_print("Can't move!");
3498 else if (MON_MONFEAR(riding_m_ptr))
3502 /* Acquire the monster name */
3503 monster_desc(m_name, riding_m_ptr, 0);
3505 /* Dump a message */
3507 msg_format("%s¤¬¶²Éݤ·¤Æ¤¤¤ÆÀ©¸æ¤Ç¤¤Ê¤¤¡£", m_name);
3509 msg_format("%^s is too scared to control.", m_name);
3514 else if (p_ptr->riding_ryoute)
3519 else if (have_flag(f_ptr->flags, FF_CAN_FLY) && (riding_r_ptr->flags7 & RF7_CAN_FLY))
3523 else if (have_flag(f_ptr->flags, FF_CAN_SWIM) && (riding_r_ptr->flags7 & RF7_CAN_SWIM))
3527 else if (have_flag(f_ptr->flags, FF_WATER) &&
3528 !(riding_r_ptr->flags7 & RF7_AQUATIC) &&
3529 (have_flag(f_ptr->flags, FF_DEEP) || (riding_r_ptr->flags2 & RF2_AURA_FIRE)))
3532 msg_format("%s¤Î¾å¤Ë¹Ô¤±¤Ê¤¤¡£", f_name + f_info[get_feat_mimic(c_ptr)].name);
3534 msg_print("Can't swim.");
3540 else if (!have_flag(f_ptr->flags, FF_WATER) && (riding_r_ptr->flags7 & RF7_AQUATIC))
3543 msg_format("%s¤«¤é¾å¤¬¤ì¤Ê¤¤¡£", f_name + f_info[get_feat_mimic(&cave[py][px])].name);
3545 msg_print("Can't land.");
3551 else if (have_flag(f_ptr->flags, FF_LAVA) && !(riding_r_ptr->flagsr & RFR_EFF_IM_FIRE_MASK))
3554 msg_format("%s¤Î¾å¤Ë¹Ô¤±¤Ê¤¤¡£", f_name + f_info[get_feat_mimic(c_ptr)].name);
3556 msg_print("Too hot to go through.");
3563 if (oktomove && MON_STUNNED(riding_m_ptr) && one_in_(2))
3566 monster_desc(m_name, riding_m_ptr, 0);
3568 msg_format("%s¤¬Û¯Û°¤È¤·¤Æ¤¤¤Æ¤¦¤Þ¤¯Æ°¤±¤Ê¤¤¡ª",m_name);
3570 msg_format("You cannot control stunned %s!",m_name);
3581 else if (!have_flag(f_ptr->flags, FF_MOVE) && have_flag(f_ptr->flags, FF_CAN_FLY) && !p_ptr->levitation)
3584 msg_format("¶õ¤òÈô¤Ð¤Ê¤¤¤È%s¤Î¾å¤Ë¤Ï¹Ô¤±¤Ê¤¤¡£", f_name + f_info[get_feat_mimic(c_ptr)].name);
3586 msg_format("You need to fly to go through the %s.", f_name + f_info[get_feat_mimic(c_ptr)].name);
3595 * Player can move through trees and
3596 * has effective -10 speed
3597 * Rangers can move without penality
3599 else if (have_flag(f_ptr->flags, FF_TREE) && !p_can_kill_walls)
3601 if ((p_ptr->pclass != CLASS_RANGER) && !p_ptr->levitation && (!p_ptr->riding || !(riding_r_ptr->flags8 & RF8_WILD_WOOD))) energy_use *= 2;
3604 #ifdef ALLOW_EASY_DISARM /* TNB */
3606 /* Disarm a visible trap */
3607 else if ((do_pickup != easy_disarm) && have_flag(f_ptr->flags, FF_DISARM) && !c_ptr->mimic)
3609 if (!trap_can_be_ignored(c_ptr->feat))
3611 (void)do_cmd_disarm_aux(y, x, dir);
3616 #endif /* ALLOW_EASY_DISARM -- TNB */
3618 /* Player can not walk through "walls" unless in wraith form...*/
3619 else if (!p_can_enter && !p_can_kill_walls)
3621 /* Feature code (applying "mimic" field) */
3622 s16b feat = get_feat_mimic(c_ptr);
3623 feature_type *mimic_f_ptr = &f_info[feat];
3624 cptr name = f_name + mimic_f_ptr->name;
3628 /* Notice things in the dark */
3629 if (!(c_ptr->info & CAVE_MARK) && !player_can_see_bold(y, x))
3631 /* Boundary floor mimic */
3632 if (boundary_floor(c_ptr, f_ptr, mimic_f_ptr))
3635 msg_print("¤½¤ì°Ê¾åÀè¤Ë¤Ï¿Ê¤á¤Ê¤¤¤è¤¦¤À¡£");
3637 msg_print("You feel you cannot go any more.");
3641 /* Wall (or secret door) */
3645 msg_format("%s¤¬¹Ô¤¯¼ê¤ò¤Ï¤Ð¤ó¤Ç¤¤¤ë¤è¤¦¤À¡£", name);
3647 msg_format("You feel %s %s blocking your way.",
3648 is_a_vowel(name[0]) ? "an" : "a", name);
3651 c_ptr->info |= (CAVE_MARK);
3659 /* Boundary floor mimic */
3660 if (boundary_floor(c_ptr, f_ptr, mimic_f_ptr))
3663 msg_print("¤½¤ì°Ê¾åÀè¤Ë¤Ï¿Ê¤á¤Ê¤¤¡£");
3665 msg_print("You cannot go any more.");
3668 if (!(p_ptr->confused || p_ptr->stun || p_ptr->image))
3672 /* Wall (or secret door) */
3675 #ifdef ALLOW_EASY_OPEN
3677 if (easy_open && is_closed_door(feat) && easy_open_door(y, x)) return;
3678 #endif /* ALLOW_EASY_OPEN */
3681 msg_format("%s¤¬¹Ô¤¯¼ê¤ò¤Ï¤Ð¤ó¤Ç¤¤¤ë¡£", name);
3683 msg_format("There is %s %s blocking your way.",
3684 is_a_vowel(name[0]) ? "an" : "a", name);
3688 * Well, it makes sense that you lose time bumping into
3689 * a wall _if_ you are confused, stunned or blind; but
3690 * typing mistakes should not cost you a turn...
3692 if (!(p_ptr->confused || p_ptr->stun || p_ptr->image))
3697 /* Disturb the player */
3701 if (!boundary_floor(c_ptr, f_ptr, mimic_f_ptr)) sound(SOUND_HITWALL);
3704 /* Normal movement */
3705 if (oktomove && !pattern_seq(py, px, y, x))
3707 if (!(p_ptr->confused || p_ptr->stun || p_ptr->image))
3712 /* To avoid a loop with running */
3718 /* Normal movement */
3721 u32b mpe_mode = MPE_ENERGY_USE;
3725 if (!process_warning(x, y))
3735 msg_format("%s¤ò²¡¤·Âऱ¤¿¡£", m_name);
3737 msg_format("You push past %s.", m_name);
3741 /* Change oldpx and oldpy to place the player well when going back to big mode */
3742 if (p_ptr->wild_mode)
3744 if (ddy[dir] > 0) p_ptr->oldpy = 1;
3745 if (ddy[dir] < 0) p_ptr->oldpy = MAX_HGT - 2;
3746 if (ddy[dir] == 0) p_ptr->oldpy = MAX_HGT / 2;
3747 if (ddx[dir] > 0) p_ptr->oldpx = 1;
3748 if (ddx[dir] < 0) p_ptr->oldpx = MAX_WID - 2;
3749 if (ddx[dir] == 0) p_ptr->oldpx = MAX_WID / 2;
3752 if (p_can_kill_walls)
3754 cave_alter_feat(y, x, FF_HURT_DISI);
3756 /* Update some things -- similar to GF_KILL_WALL */
3757 p_ptr->update |= (PU_FLOW);
3761 /* sound(SOUND_WALK); */
3763 #ifdef ALLOW_EASY_DISARM /* TNB */
3765 if (do_pickup != always_pickup) mpe_mode |= MPE_DO_PICKUP;
3767 #else /* ALLOW_EASY_DISARM -- TNB */
3769 if (do_pickup) mpe_mode |= MPE_DO_PICKUP;
3771 #endif /* ALLOW_EASY_DISARM -- TNB */
3773 if (break_trap) mpe_mode |= MPE_BREAK_TRAP;
3775 /* Move the player */
3776 (void)move_player_effect(y, x, mpe_mode);
3781 static bool ignore_avoid_run;
3784 * Hack -- Check for a "known wall" (see below)
3786 static int see_wall(int dir, int y, int x)
3790 /* Get the new location */
3794 /* Illegal grids are not known walls */
3795 if (!in_bounds2(y, x)) return (FALSE);
3798 c_ptr = &cave[y][x];
3800 /* Must be known to the player */
3801 if (c_ptr->info & (CAVE_MARK))
3803 /* Feature code (applying "mimic" field) */
3804 s16b feat = get_feat_mimic(c_ptr);
3805 feature_type *f_ptr = &f_info[feat];
3807 /* Wall grids are known walls */
3808 if (!player_can_enter(feat, 0)) return !have_flag(f_ptr->flags, FF_DOOR);
3810 /* Don't run on a tree unless explicitly requested */
3811 if (have_flag(f_ptr->flags, FF_AVOID_RUN) && !ignore_avoid_run)
3814 /* Don't run in a wall */
3815 if (!have_flag(f_ptr->flags, FF_MOVE) && !have_flag(f_ptr->flags, FF_CAN_FLY))
3816 return !have_flag(f_ptr->flags, FF_DOOR);
3824 * Hack -- Check for an "unknown corner" (see below)
3826 static int see_nothing(int dir, int y, int x)
3828 /* Get the new location */
3832 /* Illegal grids are unknown */
3833 if (!in_bounds2(y, x)) return (TRUE);
3835 /* Memorized grids are always known */
3836 if (cave[y][x].info & (CAVE_MARK)) return (FALSE);
3838 /* Viewable door/wall grids are known */
3839 if (player_can_see_bold(y, x)) return (FALSE);
3850 * The running algorithm: -CJS-
3852 * In the diagrams below, the player has just arrived in the
3853 * grid marked as '@', and he has just come from a grid marked
3854 * as 'o', and he is about to enter the grid marked as 'x'.
3856 * Of course, if the "requested" move was impossible, then you
3857 * will of course be blocked, and will stop.
3859 * Overview: You keep moving until something interesting happens.
3860 * If you are in an enclosed space, you follow corners. This is
3861 * the usual corridor scheme. If you are in an open space, you go
3862 * straight, but stop before entering enclosed space. This is
3863 * analogous to reaching doorways. If you have enclosed space on
3864 * one side only (that is, running along side a wall) stop if
3865 * your wall opens out, or your open space closes in. Either case
3866 * corresponds to a doorway.
3868 * What happens depends on what you can really SEE. (i.e. if you
3869 * have no light, then running along a dark corridor is JUST like
3870 * running in a dark room.) The algorithm works equally well in
3871 * corridors, rooms, mine tailings, earthquake rubble, etc, etc.
3873 * These conditions are kept in static memory:
3874 * find_openarea You are in the open on at least one
3876 * find_breakleft You have a wall on the left, and will
3878 * find_breakright You have a wall on the right, and will
3881 * To initialize these conditions, we examine the grids adjacent
3882 * to the grid marked 'x', two on each side (marked 'L' and 'R').
3883 * If either one of the two grids on a given side is seen to be
3884 * closed, then that side is considered to be closed. If both
3885 * sides are closed, then it is an enclosed (corridor) run.
3891 * Looking at more than just the immediate squares is
3892 * significant. Consider the following case. A run along the
3893 * corridor will stop just before entering the center point,
3894 * because a choice is clearly established. Running in any of
3895 * three available directions will be defined as a corridor run.
3896 * Note that a minor hack is inserted to make the angled corridor
3897 * entry (with one side blocked near and the other side blocked
3898 * further away from the runner) work correctly. The runner moves
3899 * diagonally, but then saves the previous direction as being
3900 * straight into the gap. Otherwise, the tail end of the other
3901 * entry would be perceived as an alternative on the next move.
3909 * Likewise, a run along a wall, and then into a doorway (two
3910 * runs) will work correctly. A single run rightwards from @ will
3911 * stop at 1. Another run right and down will enter the corridor
3912 * and make the corner, stopping at the 2.
3914 * ##################
3916 * ########### ######
3920 * After any move, the function area_affect is called to
3921 * determine the new surroundings, and the direction of
3922 * subsequent moves. It examines the current player location
3923 * (at which the runner has just arrived) and the previous
3924 * direction (from which the runner is considered to have come).
3926 * Moving one square in some direction places you adjacent to
3927 * three or five new squares (for straight and diagonal moves
3928 * respectively) to which you were not previously adjacent,
3929 * marked as '!' in the diagrams below.
3932 * .o@! (normal) .o.! (diagonal)
3933 * ...! (east) ..@! (south east)
3936 * You STOP if any of the new squares are interesting in any way:
3937 * for example, if they contain visible monsters or treasure.
3939 * You STOP if any of the newly adjacent squares seem to be open,
3940 * and you are also looking for a break on that side. (that is,
3941 * find_openarea AND find_break).
3943 * You STOP if any of the newly adjacent squares do NOT seem to be
3944 * open and you are in an open area, and that side was previously
3947 * Corners: If you are not in the open (i.e. you are in a corridor)
3948 * and there is only one way to go in the new squares, then turn in
3949 * that direction. If there are more than two new ways to go, STOP.
3950 * If there are two ways to go, and those ways are separated by a
3951 * square which does not seem to be open, then STOP.
3953 * Otherwise, we have a potential corner. There are two new open
3954 * squares, which are also adjacent. One of the new squares is
3955 * diagonally located, the other is straight on (as in the diagram).
3956 * We consider two more squares further out (marked below as ?).
3958 * We assign "option" to the straight-on grid, and "option2" to the
3959 * diagonal grid, and "check_dir" to the grid marked 's'.
3965 * If they are both seen to be closed, then it is seen that no benefit
3966 * is gained from moving straight. It is a known corner. To cut the
3967 * corner, go diagonally, otherwise go straight, but pretend you
3968 * stepped diagonally into that next location for a full view next
3969 * time. Conversely, if one of the ? squares is not seen to be closed,
3970 * then there is a potential choice. We check to see whether it is a
3971 * potential corner or an intersection/room entrance. If the square
3972 * two spaces straight ahead, and the space marked with 's' are both
3973 * unknown space, then it is a potential corner and enter if
3974 * find_examine is set, otherwise must stop because it is not a
3975 * corner. (find_examine option is removed and always is TRUE.)
3982 * Hack -- allow quick "cycling" through the legal directions
3984 static byte cycle[] =
3985 { 1, 2, 3, 6, 9, 8, 7, 4, 1, 2, 3, 6, 9, 8, 7, 4, 1 };
3988 * Hack -- map each direction into the "middle" of the "cycle[]" array
3990 static byte chome[] =
3991 { 0, 8, 9, 10, 7, 0, 11, 6, 5, 4 };
3994 * The direction we are running
3996 static byte find_current;
3999 * The direction we came from
4001 static byte find_prevdir;
4004 * We are looking for open area
4006 static bool find_openarea;
4009 * We are looking for a break
4011 static bool find_breakright;
4012 static bool find_breakleft;
4017 * Initialize the running algorithm for a new direction.
4019 * Diagonal Corridor -- allow diaginal entry into corridors.
4021 * Blunt Corridor -- If there is a wall two spaces ahead and
4022 * we seem to be in a corridor, then force a turn into the side
4023 * corridor, must be moving straight into a corridor here. ???
4025 * Diagonal Corridor Blunt Corridor (?)
4030 static void run_init(int dir)
4032 int row, col, deepleft, deepright;
4033 int i, shortleft, shortright;
4036 /* Save the direction */
4039 /* Assume running straight */
4042 /* Assume looking for open area */
4043 find_openarea = TRUE;
4045 /* Assume not looking for breaks */
4046 find_breakright = find_breakleft = FALSE;
4048 /* Assume no nearby walls */
4049 deepleft = deepright = FALSE;
4050 shortright = shortleft = FALSE;
4055 /* Find the destination grid */
4056 row = py + ddy[dir];
4057 col = px + ddx[dir];
4059 ignore_avoid_run = cave_have_flag_bold(row, col, FF_AVOID_RUN);
4061 /* Extract cycle index */
4064 /* Check for walls */
4065 if (see_wall(cycle[i+1], py, px))
4067 find_breakleft = TRUE;
4070 else if (see_wall(cycle[i+1], row, col))
4072 find_breakleft = TRUE;
4076 /* Check for walls */
4077 if (see_wall(cycle[i-1], py, px))
4079 find_breakright = TRUE;
4082 else if (see_wall(cycle[i-1], row, col))
4084 find_breakright = TRUE;
4088 /* Looking for a break */
4089 if (find_breakleft && find_breakright)
4091 /* Not looking for open area */
4092 find_openarea = FALSE;
4094 /* Hack -- allow angled corridor entry */
4097 if (deepleft && !deepright)
4099 find_prevdir = cycle[i - 1];
4101 else if (deepright && !deepleft)
4103 find_prevdir = cycle[i + 1];
4107 /* Hack -- allow blunt corridor entry */
4108 else if (see_wall(cycle[i], row, col))
4110 if (shortleft && !shortright)
4112 find_prevdir = cycle[i - 2];
4114 else if (shortright && !shortleft)
4116 find_prevdir = cycle[i + 2];
4124 * Update the current "run" path
4126 * Return TRUE if the running should be stopped
4128 static bool run_test(void)
4130 int prev_dir, new_dir, check_dir = 0;
4133 int option = 0, option2 = 0;
4136 feature_type *f_ptr;
4138 /* Where we came from */
4139 prev_dir = find_prevdir;
4142 /* Range of newly adjacent grids */
4143 max = (prev_dir & 0x01) + 1;
4145 /* break run when leaving trap detected region */
4146 if ((disturb_trap_detect || alert_trap_detect)
4147 && p_ptr->dtrap && !(cave[py][px].info & CAVE_IN_DETECT))
4149 /* No duplicate warning */
4150 p_ptr->dtrap = FALSE;
4152 /* You are just on the edge */
4153 if (!(cave[py][px].info & CAVE_UNSAFE))
4155 if (alert_trap_detect)
4158 msg_print("* Ãí°Õ:¤³¤ÎÀè¤Ï¥È¥é¥Ã¥×¤Î´¶ÃÎÈϰϳ°¤Ç¤¹¡ª *");
4160 msg_print("*Leaving trap detect region!*");
4164 if (disturb_trap_detect)
4172 /* Look at every newly adjacent square. */
4173 for (i = -max; i <= max; i++)
4175 s16b this_o_idx, next_o_idx = 0;
4178 new_dir = cycle[chome[prev_dir] + i];
4181 row = py + ddy[new_dir];
4182 col = px + ddx[new_dir];
4185 c_ptr = &cave[row][col];
4187 /* Feature code (applying "mimic" field) */
4188 feat = get_feat_mimic(c_ptr);
4189 f_ptr = &f_info[feat];
4191 /* Visible monsters abort running */
4194 monster_type *m_ptr = &m_list[c_ptr->m_idx];
4196 /* Visible monster */
4197 if (m_ptr->ml) return (TRUE);
4200 /* Visible objects abort running */
4201 for (this_o_idx = c_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
4205 /* Acquire object */
4206 o_ptr = &o_list[this_o_idx];
4208 /* Acquire next object */
4209 next_o_idx = o_ptr->next_o_idx;
4211 /* Visible object */
4212 if (o_ptr->marked & OM_FOUND) return (TRUE);
4215 /* Assume unknown */
4218 /* Check memorized grids */
4219 if (c_ptr->info & (CAVE_MARK))
4221 bool notice = have_flag(f_ptr->flags, FF_NOTICE);
4223 if (notice && have_flag(f_ptr->flags, FF_MOVE))
4226 if (find_ignore_doors && have_flag(f_ptr->flags, FF_DOOR) && have_flag(f_ptr->flags, FF_CLOSE))
4228 /* Option -- ignore */
4233 else if (find_ignore_stairs && have_flag(f_ptr->flags, FF_STAIRS))
4235 /* Option -- ignore */
4240 else if (have_flag(f_ptr->flags, FF_LAVA) && (p_ptr->immune_fire || IS_INVULN()))
4247 else if (have_flag(f_ptr->flags, FF_WATER) && have_flag(f_ptr->flags, FF_DEEP) &&
4248 (p_ptr->levitation || p_ptr->can_swim || (p_ptr->total_weight <= weight_limit())))
4255 /* Interesting feature */
4256 if (notice) return (TRUE);
4258 /* The grid is "visible" */
4262 /* Analyze unknown grids and floors considering mimic */
4263 if (inv || !see_wall(0, row, col))
4265 /* Looking for open area */
4271 /* The first new direction. */
4277 /* Three new directions. Stop running. */
4283 /* Two non-adjacent new directions. Stop running. */
4284 else if (option != cycle[chome[prev_dir] + i - 1])
4289 /* Two new (adjacent) directions (case 1) */
4290 else if (new_dir & 0x01)
4292 check_dir = cycle[chome[prev_dir] + i - 2];
4296 /* Two new (adjacent) directions (case 2) */
4299 check_dir = cycle[chome[prev_dir] + i + 1];
4305 /* Obstacle, while looking for open area */
4312 /* Break to the right */
4313 find_breakright = TRUE;
4318 /* Break to the left */
4319 find_breakleft = TRUE;
4325 /* Looking for open area */
4328 /* Hack -- look again */
4329 for (i = -max; i < 0; i++)
4331 /* Unknown grid or non-wall */
4332 if (!see_wall(cycle[chome[prev_dir] + i], py, px))
4334 /* Looking to break right */
4335 if (find_breakright)
4344 /* Looking to break left */
4352 /* Hack -- look again */
4353 for (i = max; i > 0; i--)
4355 /* Unknown grid or non-wall */
4356 if (!see_wall(cycle[chome[prev_dir] + i], py, px))
4358 /* Looking to break left */
4368 /* Looking to break right */
4369 if (find_breakright)
4377 /* Not looking for open area */
4389 /* Primary option */
4390 find_current = option;
4392 /* No other options */
4393 find_prevdir = option;
4396 /* Two options, examining corners */
4399 /* Primary option */
4400 find_current = option;
4402 /* Hack -- allow curving */
4403 find_prevdir = option2;
4406 /* Two options, pick one */
4409 /* Get next location */
4410 row = py + ddy[option];
4411 col = px + ddx[option];
4413 /* Don't see that it is closed off. */
4414 /* This could be a potential corner or an intersection. */
4415 if (!see_wall(option, row, col) ||
4416 !see_wall(check_dir, row, col))
4418 /* Can not see anything ahead and in the direction we */
4419 /* are turning, assume that it is a potential corner. */
4420 if (see_nothing(option, row, col) &&
4421 see_nothing(option2, row, col))
4423 find_current = option;
4424 find_prevdir = option2;
4427 /* STOP: we are next to an intersection or a room */
4434 /* This corner is seen to be enclosed; we cut the corner. */
4437 find_current = option2;
4438 find_prevdir = option2;
4441 /* This corner is seen to be enclosed, and we */
4442 /* deliberately go the long way. */
4445 find_current = option;
4446 find_prevdir = option2;
4451 /* About to hit a known wall, stop */
4452 if (see_wall(find_current, py, px))
4464 * Take one step along the current "run" path
4466 void run_step(int dir)
4471 /* Ignore AVOID_RUN on a first step */
4472 ignore_avoid_run = TRUE;
4474 /* Hack -- do not start silly run */
4475 if (see_wall(dir, py, px))
4479 msg_print("¤½¤ÎÊý¸þ¤Ë¤ÏÁö¤ì¤Þ¤»¤ó¡£");
4481 msg_print("You cannot run in that direction.");
4509 /* Decrease the run counter */
4510 if (--running <= 0) return;
4515 /* Move the player, using the "pickup" flag */
4516 #ifdef ALLOW_EASY_DISARM /* TNB */
4518 move_player(find_current, FALSE, FALSE);
4520 #else /* ALLOW_EASY_DISARM -- TNB */
4522 move_player(find_current, always_pickup, FALSE);
4524 #endif /* ALLOW_EASY_DISARM -- TNB */
4526 if (player_bold(p_ptr->run_py, p_ptr->run_px))
4537 * Test for traveling
4539 static int travel_test(int prev_dir)
4543 const cave_type *c_ptr;
4546 /* Cannot travel when blind */
4547 if (p_ptr->blind || no_lite())
4549 msg_print(_("Ìܤ¬¸«¤¨¤Ê¤¤¡ª", "You cannot see!"));
4553 /* break run when leaving trap detected region */
4554 if ((disturb_trap_detect || alert_trap_detect)
4555 && p_ptr->dtrap && !(cave[py][px].info & CAVE_IN_DETECT))
4557 /* No duplicate warning */
4558 p_ptr->dtrap = FALSE;
4560 /* You are just on the edge */
4561 if (!(cave[py][px].info & CAVE_UNSAFE))
4563 if (alert_trap_detect)
4566 msg_print("* Ãí°Õ:¤³¤ÎÀè¤Ï¥È¥é¥Ã¥×¤Î´¶ÃÎÈϰϳ°¤Ç¤¹¡ª *");
4568 msg_print("*Leaving trap detect region!*");
4572 if (disturb_trap_detect)
4580 /* Range of newly adjacent grids */
4581 max = (prev_dir & 0x01) + 1;
4583 /* Look at every newly adjacent square. */
4584 for (i = -max; i <= max; i++)
4587 int dir = cycle[chome[prev_dir] + i];
4590 int row = py + ddy[dir];
4591 int col = px + ddx[dir];
4594 c_ptr = &cave[row][col];
4596 /* Visible monsters abort running */
4599 monster_type *m_ptr = &m_list[c_ptr->m_idx];
4601 /* Visible monster */
4602 if (m_ptr->ml) return (0);
4607 /* Travel cost of current grid */
4608 cost = travel.cost[py][px];
4610 /* Determine travel direction */
4611 for (i = 0; i < 8; ++ i) {
4612 int dir_cost = travel.cost[py+ddy_ddd[i]][px+ddx_ddd[i]];
4614 if (dir_cost < cost)
4621 if (!new_dir) return (0);
4623 /* Access newly move grid */
4624 c_ptr = &cave[py+ddy[new_dir]][px+ddx[new_dir]];
4626 /* Close door abort traveling */
4627 if (!easy_open && is_closed_door(c_ptr->feat)) return (0);
4629 /* Visible and unignorable trap abort tarveling */
4630 if (!c_ptr->mimic && !trap_can_be_ignored(c_ptr->feat)) return (0);
4640 void travel_step(void)
4642 /* Get travel direction */
4643 travel.dir = travel_test(travel.dir);
4648 if (travel.run == 255)
4651 msg_print("Æ»¶Ú¤¬¸«¤Ä¤«¤ê¤Þ¤»¤ó¡ª");
4653 msg_print("No route is found!");
4655 travel.y = travel.x = 0;
4663 move_player(travel.dir, always_pickup, FALSE);
4665 if ((py == travel.y) && (px == travel.x))
4668 travel.y = travel.x = 0;
4670 else if (travel.run > 0)
4674 Term_xtra(TERM_XTRA_DELAY, delay_factor);