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;
215 * Extract the "total damage" from a given object hitting a given monster.
217 * Note that "flasks of oil" do NOT do fire damage, although they
218 * certainly could be made to do so. XXX XXX
220 * Note that most brands and slays are x3, except Slay Animal (x2),
221 * Slay Evil (x2), and Kill dragon (x5).
223 s16b tot_dam_aux(object_type *o_ptr, int tdam, monster_type *m_ptr, int mode, bool thrown)
227 monster_race *r_ptr = &r_info[m_ptr->r_idx];
229 u32b flgs[TR_FLAG_SIZE];
231 /* Extract the flags */
232 object_flags(o_ptr, flgs);
234 /* Some "weapons" and "ammo" do extra damage */
246 if ((have_flag(flgs, TR_SLAY_ANIMAL)) &&
247 (r_ptr->flags3 & RF3_ANIMAL))
249 if (is_original_ap_and_seen(m_ptr))
251 r_ptr->r_flags3 |= RF3_ANIMAL;
254 if (mult < 25) mult = 25;
258 if ((have_flag(flgs, TR_KILL_ANIMAL)) &&
259 (r_ptr->flags3 & RF3_ANIMAL))
261 if (is_original_ap_and_seen(m_ptr))
263 r_ptr->r_flags3 |= RF3_ANIMAL;
266 if (mult < 40) mult = 40;
270 if ((have_flag(flgs, TR_SLAY_EVIL)) &&
271 (r_ptr->flags3 & RF3_EVIL))
273 if (is_original_ap_and_seen(m_ptr))
275 r_ptr->r_flags3 |= RF3_EVIL;
278 if (mult < 20) mult = 20;
282 if ((have_flag(flgs, TR_KILL_EVIL)) &&
283 (r_ptr->flags3 & RF3_EVIL))
285 if (is_original_ap_and_seen(m_ptr))
287 r_ptr->r_flags3 |= RF3_EVIL;
290 if (mult < 35) mult = 35;
294 if ((have_flag(flgs, TR_SLAY_HUMAN)) &&
295 (r_ptr->flags2 & RF2_HUMAN))
297 if (is_original_ap_and_seen(m_ptr))
299 r_ptr->r_flags2 |= RF2_HUMAN;
302 if (mult < 25) mult = 25;
306 if ((have_flag(flgs, TR_KILL_HUMAN)) &&
307 (r_ptr->flags2 & RF2_HUMAN))
309 if (is_original_ap_and_seen(m_ptr))
311 r_ptr->r_flags2 |= RF2_HUMAN;
314 if (mult < 40) mult = 40;
318 if ((have_flag(flgs, TR_SLAY_UNDEAD)) &&
319 (r_ptr->flags3 & RF3_UNDEAD))
321 if (is_original_ap_and_seen(m_ptr))
323 r_ptr->r_flags3 |= RF3_UNDEAD;
326 if (mult < 30) mult = 30;
330 if ((have_flag(flgs, TR_KILL_UNDEAD)) &&
331 (r_ptr->flags3 & RF3_UNDEAD))
333 if (is_original_ap_and_seen(m_ptr))
335 r_ptr->r_flags3 |= RF3_UNDEAD;
338 if (mult < 50) mult = 50;
342 if ((have_flag(flgs, TR_SLAY_DEMON)) &&
343 (r_ptr->flags3 & RF3_DEMON))
345 if (is_original_ap_and_seen(m_ptr))
347 r_ptr->r_flags3 |= RF3_DEMON;
350 if (mult < 30) mult = 30;
354 if ((have_flag(flgs, TR_KILL_DEMON)) &&
355 (r_ptr->flags3 & RF3_DEMON))
357 if (is_original_ap_and_seen(m_ptr))
359 r_ptr->r_flags3 |= RF3_DEMON;
362 if (mult < 50) mult = 50;
366 if ((have_flag(flgs, TR_SLAY_ORC)) &&
367 (r_ptr->flags3 & RF3_ORC))
369 if (is_original_ap_and_seen(m_ptr))
371 r_ptr->r_flags3 |= RF3_ORC;
374 if (mult < 30) mult = 30;
378 if ((have_flag(flgs, TR_KILL_ORC)) &&
379 (r_ptr->flags3 & RF3_ORC))
381 if (is_original_ap_and_seen(m_ptr))
383 r_ptr->r_flags3 |= RF3_ORC;
386 if (mult < 50) mult = 50;
390 if ((have_flag(flgs, TR_SLAY_TROLL)) &&
391 (r_ptr->flags3 & RF3_TROLL))
393 if (is_original_ap_and_seen(m_ptr))
395 r_ptr->r_flags3 |= RF3_TROLL;
398 if (mult < 30) mult = 30;
402 if ((have_flag(flgs, TR_KILL_TROLL)) &&
403 (r_ptr->flags3 & RF3_TROLL))
405 if (is_original_ap_and_seen(m_ptr))
407 r_ptr->r_flags3 |= RF3_TROLL;
410 if (mult < 50) mult = 50;
414 if ((have_flag(flgs, TR_SLAY_GIANT)) &&
415 (r_ptr->flags3 & RF3_GIANT))
417 if (is_original_ap_and_seen(m_ptr))
419 r_ptr->r_flags3 |= RF3_GIANT;
422 if (mult < 30) mult = 30;
426 if ((have_flag(flgs, TR_KILL_GIANT)) &&
427 (r_ptr->flags3 & RF3_GIANT))
429 if (is_original_ap_and_seen(m_ptr))
431 r_ptr->r_flags3 |= RF3_GIANT;
434 if (mult < 50) mult = 50;
438 if ((have_flag(flgs, TR_SLAY_DRAGON)) &&
439 (r_ptr->flags3 & RF3_DRAGON))
441 if (is_original_ap_and_seen(m_ptr))
443 r_ptr->r_flags3 |= RF3_DRAGON;
446 if (mult < 30) mult = 30;
450 if ((have_flag(flgs, TR_KILL_DRAGON)) &&
451 (r_ptr->flags3 & RF3_DRAGON))
453 if (is_original_ap_and_seen(m_ptr))
455 r_ptr->r_flags3 |= RF3_DRAGON;
458 if (mult < 50) mult = 50;
460 if ((o_ptr->name1 == ART_NOTHUNG) && (m_ptr->r_idx == MON_FAFNER))
465 if (have_flag(flgs, TR_BRAND_ACID) || ((p_ptr->special_attack & (ATTACK_ACID)) && !thrown))
467 /* Notice immunity */
468 if (r_ptr->flagsr & RFR_EFF_IM_ACID_MASK)
470 if (is_original_ap_and_seen(m_ptr))
472 r_ptr->r_flagsr |= (r_ptr->flagsr & RFR_EFF_IM_ACID_MASK);
476 /* Otherwise, take the damage */
479 if (mult < 25) mult = 25;
484 if (have_flag(flgs, TR_BRAND_ELEC) || ((p_ptr->special_attack & (ATTACK_ELEC)) && !thrown) || (mode == HISSATSU_ELEC))
486 /* Notice immunity */
487 if (r_ptr->flagsr & RFR_EFF_IM_ELEC_MASK)
489 if (is_original_ap_and_seen(m_ptr))
491 r_ptr->r_flagsr |= (r_ptr->flagsr & RFR_EFF_IM_ELEC_MASK);
495 /* Otherwise, take the damage */
496 else if ((have_flag(flgs, TR_BRAND_ELEC) || ((p_ptr->special_attack & (ATTACK_ELEC)) && !thrown)) && (mode == HISSATSU_ELEC))
498 if (mult < 70) mult = 70;
500 else if (mode == HISSATSU_ELEC)
502 if (mult < 50) mult = 50;
507 if (mult < 25) mult = 25;
512 if (have_flag(flgs, TR_BRAND_FIRE) || ((p_ptr->special_attack & (ATTACK_FIRE)) && !thrown) || (mode == HISSATSU_FIRE))
514 /* Notice immunity */
515 if (r_ptr->flagsr & RFR_EFF_IM_FIRE_MASK)
517 if (is_original_ap_and_seen(m_ptr))
519 r_ptr->r_flagsr |= (r_ptr->flagsr & RFR_EFF_IM_FIRE_MASK);
523 /* Otherwise, take the damage */
524 else if ((have_flag(flgs, TR_BRAND_FIRE) || ((p_ptr->special_attack & (ATTACK_FIRE)) && !thrown)) && (mode == HISSATSU_FIRE))
526 if (r_ptr->flags3 & RF3_HURT_FIRE)
528 if (mult < 70) mult = 70;
529 if (is_original_ap_and_seen(m_ptr))
531 r_ptr->r_flags3 |= RF3_HURT_FIRE;
534 else if (mult < 35) mult = 35;
538 if (r_ptr->flags3 & RF3_HURT_FIRE)
540 if (mult < 50) mult = 50;
541 if (is_original_ap_and_seen(m_ptr))
543 r_ptr->r_flags3 |= RF3_HURT_FIRE;
546 else if (mult < 25) mult = 25;
551 if (have_flag(flgs, TR_BRAND_COLD) || ((p_ptr->special_attack & (ATTACK_COLD)) && !thrown) || (mode == HISSATSU_COLD))
553 /* Notice immunity */
554 if (r_ptr->flagsr & RFR_EFF_IM_COLD_MASK)
556 if (is_original_ap_and_seen(m_ptr))
558 r_ptr->r_flagsr |= (r_ptr->flagsr & RFR_EFF_IM_COLD_MASK);
561 /* Otherwise, take the damage */
562 else if ((have_flag(flgs, TR_BRAND_COLD) || ((p_ptr->special_attack & (ATTACK_COLD)) && !thrown)) && (mode == HISSATSU_COLD))
564 if (r_ptr->flags3 & RF3_HURT_COLD)
566 if (mult < 70) mult = 70;
567 if (is_original_ap_and_seen(m_ptr))
569 r_ptr->r_flags3 |= RF3_HURT_COLD;
572 else if (mult < 35) mult = 35;
576 if (r_ptr->flags3 & RF3_HURT_COLD)
578 if (mult < 50) mult = 50;
579 if (is_original_ap_and_seen(m_ptr))
581 r_ptr->r_flags3 |= RF3_HURT_COLD;
584 else if (mult < 25) mult = 25;
589 if (have_flag(flgs, TR_BRAND_POIS) || ((p_ptr->special_attack & (ATTACK_POIS)) && !thrown) || (mode == HISSATSU_POISON))
591 /* Notice immunity */
592 if (r_ptr->flagsr & RFR_EFF_IM_POIS_MASK)
594 if (is_original_ap_and_seen(m_ptr))
596 r_ptr->r_flagsr |= (r_ptr->flagsr & RFR_EFF_IM_POIS_MASK);
600 /* Otherwise, take the damage */
601 else if ((have_flag(flgs, TR_BRAND_POIS) || ((p_ptr->special_attack & (ATTACK_POIS)) && !thrown)) && (mode == HISSATSU_POISON))
603 if (mult < 35) mult = 35;
607 if (mult < 25) mult = 25;
610 if ((mode == HISSATSU_ZANMA) && !monster_living(r_ptr) && (r_ptr->flags3 & RF3_EVIL))
612 if (mult < 15) mult = 25;
613 else if (mult < 50) mult = MIN(50, mult+20);
615 if (mode == HISSATSU_UNDEAD)
617 if (r_ptr->flags3 & RF3_UNDEAD)
619 if (is_original_ap_and_seen(m_ptr))
621 r_ptr->r_flags3 |= RF3_UNDEAD;
623 if (mult == 10) mult = 70;
624 else if (mult < 140) mult = MIN(140, mult+60);
626 if (mult == 10) mult = 40;
627 else if (mult < 60) mult = MIN(60, mult+30);
629 if ((mode == HISSATSU_SEKIRYUKA) && p_ptr->cut && monster_living(r_ptr))
631 int tmp = MIN(100, MAX(10, p_ptr->cut / 10));
632 if (mult < tmp) mult = tmp;
634 if ((mode == HISSATSU_HAGAN) && (r_ptr->flags3 & RF3_HURT_ROCK))
636 if (is_original_ap_and_seen(m_ptr))
638 r_ptr->r_flags3 |= RF3_HURT_ROCK;
640 if (mult == 10) mult = 40;
641 else if (mult < 60) mult = 60;
643 if ((p_ptr->pclass != CLASS_SAMURAI) && (have_flag(flgs, TR_FORCE_WEAPON)) && (p_ptr->csp > (o_ptr->dd * o_ptr->ds / 5)))
645 p_ptr->csp -= (1+(o_ptr->dd * o_ptr->ds / 5));
646 p_ptr->redraw |= (PR_MANA);
647 mult = mult * 3 / 2 + 20;
652 if (mult > 150) mult = 150;
654 /* Return the total damage */
655 return (tdam * mult / 10);
660 * Search for hidden things
666 s16b this_o_idx, next_o_idx = 0;
671 /* Start with base search ability */
672 chance = p_ptr->skill_srh;
674 /* Penalize various conditions */
675 if (p_ptr->blind || no_lite()) chance = chance / 10;
676 if (p_ptr->confused || p_ptr->image) chance = chance / 10;
678 /* Search the nearby grids, which are always in bounds */
679 for (y = (py - 1); y <= (py + 1); y++)
681 for (x = (px - 1); x <= (px + 1); x++)
683 /* Sometimes, notice things */
684 if (randint0(100) < chance)
686 /* Access the grid */
690 if (c_ptr->mimic && is_trap(c_ptr->feat))
697 msg_print("¥È¥é¥Ã¥×¤òȯ¸«¤·¤¿¡£");
699 msg_print("You have found a trap.");
707 if (is_hidden_door(c_ptr))
711 msg_print("±£¤·¥É¥¢¤òȯ¸«¤·¤¿¡£");
713 msg_print("You have found a secret door.");
723 /* Scan all objects in the grid */
724 for (this_o_idx = c_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
729 o_ptr = &o_list[this_o_idx];
731 /* Acquire next object */
732 next_o_idx = o_ptr->next_o_idx;
734 /* Skip non-chests */
735 if (o_ptr->tval != TV_CHEST) continue;
737 /* Skip non-trapped chests */
738 if (!chest_traps[o_ptr->pval]) continue;
741 if (!object_is_known(o_ptr))
745 msg_print("È¢¤Ë»Å³Ý¤±¤é¤ì¤¿¥È¥é¥Ã¥×¤òȯ¸«¤·¤¿¡ª");
747 msg_print("You have discovered a trap on the chest!");
764 * Helper routine for py_pickup() and py_pickup_floor().
766 * Add the given dungeon object to the character's inventory.
768 * Delete the object afterwards.
770 void py_pickup_aux(int o_idx)
776 * ¥¢¥¤¥Æ¥à¤ò½¦¤Ã¤¿ºÝ¤Ë¡Ö£²¤Ä¤Î¥±¡¼¥¤ò»ý¤Ã¤Æ¤¤¤ë¡×
777 * "You have two cakes." ¤È¥¢¥¤¥Æ¥à¤ò½¦¤Ã¤¿¸å¤Î¹ç·×¤Î¤ß¤Îɽ¼¨¤¬¥ª¥ê¥¸¥Ê¥ë
779 * ¤¢¤ë¤È¤¤¤¦»ØŦ¤ò¤¦¤±¤¿¤Î¤Ç¡¢¡Ö¡Á¤ò½¦¤Ã¤¿¡¢¡Á¤ò»ý¤Ã¤Æ¤¤¤ë¡×¤È¤¤¤¦É½¼¨
780 * ¤Ë¤«¤¨¤Æ¤¢¤ë¡£¤½¤Î¤¿¤á¤ÎÇÛÎó¡£
782 char o_name[MAX_NLEN];
783 char old_name[MAX_NLEN];
787 char o_name[MAX_NLEN];
792 o_ptr = &o_list[o_idx];
795 /* Describe the object */
796 object_desc(old_name, o_ptr, OD_NAME_ONLY);
797 object_desc_kosuu(kazu_str, o_ptr);
798 hirottakazu = o_ptr->number;
800 /* Carry the object */
801 slot = inven_carry(o_ptr);
803 /* Get the object again */
804 o_ptr = &inventory[slot];
806 /* Delete the object */
807 delete_object_idx(o_idx);
809 if (p_ptr->pseikaku == SEIKAKU_MUNCHKIN)
811 bool old_known = identify_item(o_ptr);
813 /* Auto-inscription/destroy */
814 autopick_alter_item(slot, (bool)(destroy_identify && !old_known));
816 /* If it is destroyed, don't pick it up */
817 if (o_ptr->marked & OM_AUTODESTROY) return;
820 /* Describe the object */
821 object_desc(o_name, o_ptr, 0);
825 if ((o_ptr->name1 == ART_CRIMSON) && (p_ptr->pseikaku == SEIKAKU_COMBAT))
827 msg_format("¤³¤¦¤·¤Æ¡¢%s¤Ï¡Ø¥¯¥ê¥à¥¾¥ó¡Ù¤ò¼ê¤ËÆþ¤ì¤¿¡£", player_name);
828 msg_print("¤·¤«¤·º£¡¢¡Øº®Æ٤Υµ¡¼¥Ú¥ó¥È¡Ù¤ÎÊü¤Ã¤¿¥â¥ó¥¹¥¿¡¼¤¬¡¢");
829 msg_format("%s¤Ë½±¤¤¤«¤«¤ë¡¥¡¥¡¥", player_name);
835 msg_format("%s(%c)¤ò»ý¤Ã¤Æ¤¤¤ë¡£",o_name, index_to_label(slot));
839 if (o_ptr->number > hirottakazu) {
840 msg_format("%s½¦¤Ã¤Æ¡¢%s(%c)¤ò»ý¤Ã¤Æ¤¤¤ë¡£",
841 kazu_str, o_name, index_to_label(slot));
843 msg_format("%s(%c)¤ò½¦¤Ã¤¿¡£", o_name, index_to_label(slot));
847 strcpy(record_o_name, old_name);
849 msg_format("You have %s (%c).", o_name, index_to_label(slot));
850 strcpy(record_o_name, o_name);
855 /* Check if completed a quest */
856 for (i = 0; i < max_quests; i++)
858 if ((quest[i].type == QUEST_TYPE_FIND_ARTIFACT) &&
859 (quest[i].status == QUEST_STATUS_TAKEN) &&
860 (quest[i].k_idx == o_ptr->name1))
862 if (record_fix_quest) do_cmd_write_nikki(NIKKI_FIX_QUEST_C, i, NULL);
863 quest[i].status = QUEST_STATUS_COMPLETED;
864 quest[i].complev = (byte)p_ptr->lev;
866 msg_print("¥¯¥¨¥¹¥È¤òãÀ®¤·¤¿¡ª");
868 msg_print("You completed your quest!");
878 * Player "wants" to pick up an object or gold.
879 * Note that we ONLY handle things that can be picked up.
880 * See "move_player()" for handling of other things.
882 void carry(bool pickup)
884 cave_type *c_ptr = &cave[py][px];
886 s16b this_o_idx, next_o_idx = 0;
888 char o_name[MAX_NLEN];
890 /* Recenter the map around the player */
894 p_ptr->update |= (PU_MONSTERS);
897 p_ptr->redraw |= (PR_MAP);
900 p_ptr->window |= (PW_OVERHEAD);
905 /* Automatically pickup/destroy/inscribe items */
906 autopick_pickup_items(c_ptr);
909 #ifdef ALLOW_EASY_FLOOR
913 py_pickup_floor(pickup);
917 #endif /* ALLOW_EASY_FLOOR */
919 /* Scan the pile of objects */
920 for (this_o_idx = c_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
925 o_ptr = &o_list[this_o_idx];
927 #ifdef ALLOW_EASY_SENSE /* TNB */
929 /* Option: Make item sensing easy */
932 /* Sense the object */
933 (void)sense_object(o_ptr);
936 #endif /* ALLOW_EASY_SENSE -- TNB */
938 /* Describe the object */
939 object_desc(o_name, o_ptr, 0);
941 /* Acquire next object */
942 next_o_idx = o_ptr->next_o_idx;
944 /* Hack -- disturb */
948 if (o_ptr->tval == TV_GOLD)
950 int value = (long)o_ptr->pval;
952 /* Delete the gold */
953 delete_object_idx(this_o_idx);
957 msg_format(" $%ld ¤Î²ÁÃͤ¬¤¢¤ë%s¤ò¸«¤Ä¤±¤¿¡£",
958 (long)value, o_name);
960 msg_format("You collect %ld gold pieces worth of %s.",
961 (long)value, o_name);
967 /* Collect the gold */
971 p_ptr->redraw |= (PR_GOLD);
974 p_ptr->window |= (PW_PLAYER);
977 /* Pick up objects */
980 /* Hack - some objects were handled in autopick_pickup_items(). */
981 if (o_ptr->marked & OM_NOMSG)
983 /* Clear the flag. */
984 o_ptr->marked &= ~OM_NOMSG;
986 /* Describe the object */
990 msg_format("%s¤¬¤¢¤ë¡£", o_name);
992 msg_format("You see %s.", o_name);
997 /* Note that the pack is too full */
998 else if (!inven_carry_okay(o_ptr))
1001 msg_format("¥¶¥Ã¥¯¤Ë¤Ï%s¤òÆþ¤ì¤ë·ä´Ö¤¬¤Ê¤¤¡£", o_name);
1003 msg_format("You have no room for %s.", o_name);
1008 /* Pick up the item (if requested and allowed) */
1013 /* Hack -- query every item */
1014 if (carry_query_flag)
1016 char out_val[MAX_NLEN+20];
1018 sprintf(out_val, "%s¤ò½¦¤¤¤Þ¤¹¤«? ", o_name);
1020 sprintf(out_val, "Pick up %s? ", o_name);
1023 okay = get_check(out_val);
1026 /* Attempt to pick up an object. */
1029 /* Pick up the object */
1030 py_pickup_aux(this_o_idx);
1039 * Determine if a trap affects the player.
1040 * Always miss 5% of the time, Always hit 5% of the time.
1041 * Otherwise, match trap power against player armor.
1043 static int check_hit(int power)
1047 /* Percentile dice */
1050 /* Hack -- 5% hit, 5% miss */
1051 if (k < 10) return (k < 5);
1053 if (p_ptr->pseikaku == SEIKAKU_NAMAKE)
1054 if (one_in_(20)) return (TRUE);
1056 /* Paranoia -- No power */
1057 if (power <= 0) return (FALSE);
1060 ac = p_ptr->ac + p_ptr->to_a;
1062 /* Power competes against Armor */
1063 if (randint1(power) > ((ac * 3) / 4)) return (TRUE);
1072 * Handle player hitting a real trap
1074 static void hit_trap(bool break_trap)
1079 /* Get the cave grid */
1080 cave_type *c_ptr = &cave[y][x];
1081 feature_type *f_ptr = &f_info[c_ptr->feat];
1082 int trap_feat_type = have_flag(f_ptr->flags, FF_TRAP) ? f_ptr->subtype : NOT_TRAP;
1085 cptr name = "¥È¥é¥Ã¥×";
1087 cptr name = "a trap";
1090 /* Disturb the player */
1093 cave_alter_feat(y, x, FF_HIT_TRAP);
1095 /* Analyze XXX XXX XXX */
1096 switch (trap_feat_type)
1100 if (p_ptr->levitation)
1103 msg_print("Íî¤È¤·¸Í¤òÈô¤Ó±Û¤¨¤¿¡£");
1105 msg_print("You fly over a trap door.");
1112 msg_print("Íî¤È¤·¸Í¤ËÍî¤Á¤¿¡ª");
1113 if ((p_ptr->pseikaku == SEIKAKU_COMBAT) || (inventory[INVEN_BOW].name1 == ART_CRIMSON))
1114 msg_print("¤¯¤Ã¤½¡Á¡ª");
1116 msg_print("You have fallen through a trap door!");
1120 dam = damroll(2, 8);
1124 name = "a trap door";
1127 take_hit(DAMAGE_NOESCAPE, dam, name, -1);
1129 /* Still alive and autosave enabled */
1130 if (autosave_l && (p_ptr->chp >= 0))
1131 do_cmd_save_game(TRUE);
1134 do_cmd_write_nikki(NIKKI_BUNSHOU, 0, "Íî¤È¤·¸Í¤ËÍî¤Á¤¿");
1136 do_cmd_write_nikki(NIKKI_BUNSHOU, 0, "You have fallen through a trap door!");
1138 prepare_change_floor_mode(CFM_SAVE_FLOORS | CFM_DOWN | CFM_RAND_PLACE | CFM_RAND_CONNECT);
1141 p_ptr->leaving = TRUE;
1148 if (p_ptr->levitation)
1151 msg_print("Íî¤È¤··ê¤òÈô¤Ó±Û¤¨¤¿¡£");
1153 msg_print("You fly over a pit trap.");
1160 msg_print("Íî¤È¤··ê¤ËÍî¤Á¤Æ¤·¤Þ¤Ã¤¿¡ª");
1162 msg_print("You have fallen into a pit!");
1165 dam = damroll(2, 6);
1169 name = "a pit trap";
1172 take_hit(DAMAGE_NOESCAPE, dam, name, -1);
1177 case TRAP_SPIKED_PIT:
1179 if (p_ptr->levitation)
1182 msg_print("¥È¥²¤Î¤¢¤ëÍî¤È¤··ê¤òÈô¤Ó±Û¤¨¤¿¡£");
1184 msg_print("You fly over a spiked pit.");
1191 msg_print("¥¹¥Ñ¥¤¥¯¤¬Éߤ«¤ì¤¿Íî¤È¤··ê¤ËÍî¤Á¤Æ¤·¤Þ¤Ã¤¿¡ª");
1193 msg_print("You fall into a spiked pit!");
1201 name = "a pit trap";
1204 dam = damroll(2, 6);
1206 /* Extra spike damage */
1207 if (randint0(100) < 50)
1210 msg_print("¥¹¥Ñ¥¤¥¯¤¬»É¤µ¤Ã¤¿¡ª");
1212 msg_print("You are impaled!");
1217 name = "¥È¥²¤Î¤¢¤ëÍî¤È¤··ê";
1219 name = "a spiked pit";
1223 (void)set_cut(p_ptr->cut + randint1(dam));
1226 /* Take the damage */
1227 take_hit(DAMAGE_NOESCAPE, dam, name, -1);
1232 case TRAP_POISON_PIT:
1234 if (p_ptr->levitation)
1237 msg_print("¥È¥²¤Î¤¢¤ëÍî¤È¤··ê¤òÈô¤Ó±Û¤¨¤¿¡£");
1239 msg_print("You fly over a spiked pit.");
1246 msg_print("¥¹¥Ñ¥¤¥¯¤¬Éߤ«¤ì¤¿Íî¤È¤··ê¤ËÍî¤Á¤Æ¤·¤Þ¤Ã¤¿¡ª");
1248 msg_print("You fall into a spiked pit!");
1253 dam = damroll(2, 6);
1258 name = "a pit trap";
1262 /* Extra spike damage */
1263 if (randint0(100) < 50)
1266 msg_print("ÆǤòÅɤé¤ì¤¿¥¹¥Ñ¥¤¥¯¤¬»É¤µ¤Ã¤¿¡ª");
1268 msg_print("You are impaled on poisonous spikes!");
1273 name = "¥È¥²¤Î¤¢¤ëÍî¤È¤··ê";
1275 name = "a spiked pit";
1280 (void)set_cut(p_ptr->cut + randint1(dam));
1282 if (p_ptr->resist_pois || IS_OPPOSE_POIS())
1285 msg_print("¤·¤«¤·ÆǤαƶÁ¤Ï¤Ê¤«¤Ã¤¿¡ª");
1287 msg_print("The poison does not affect you!");
1295 (void)set_poisoned(p_ptr->poisoned + randint1(dam));
1299 /* Take the damage */
1300 take_hit(DAMAGE_NOESCAPE, dam, name, -1);
1309 msg_print("²¿¤«¤¬¥Ô¥«¥Ã¤È¸÷¤Ã¤¿¡ª");
1311 msg_print("There is a flash of shimmering light!");
1314 num = 2 + randint1(3);
1315 for (i = 0; i < num; i++)
1317 (void)summon_specific(0, y, x, dun_level, 0, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE | PM_NO_PET));
1320 if (dun_level > randint1(100)) /* No nasty effect for low levels */
1322 bool stop_ty = FALSE;
1327 stop_ty = activate_ty_curse(stop_ty, &count);
1337 msg_print("¥Æ¥ì¥Ý¡¼¥È¡¦¥È¥é¥Ã¥×¤Ë¤Ò¤Ã¤«¤«¤Ã¤¿¡ª");
1339 msg_print("You hit a teleport trap!");
1342 teleport_player(100, TELEPORT_PASSIVE);
1349 msg_print("±ê¤ËÊñ¤Þ¤ì¤¿¡ª");
1351 msg_print("You are enveloped in flames!");
1354 dam = damroll(4, 6);
1356 (void)fire_dam(dam, "±ê¤Î¥È¥é¥Ã¥×", -1);
1358 (void)fire_dam(dam, "a fire trap", -1);
1367 msg_print("»À¤¬¿á¤¤«¤±¤é¤ì¤¿¡ª");
1369 msg_print("You are splashed with acid!");
1372 dam = damroll(4, 6);
1374 (void)acid_dam(dam, "»À¤Î¥È¥é¥Ã¥×", -1);
1376 (void)acid_dam(dam, "an acid trap", -1);
1387 msg_print("¾®¤µ¤Ê¥À¡¼¥Ä¤¬Èô¤ó¤Ç¤¤Æ»É¤µ¤Ã¤¿¡ª");
1389 msg_print("A small dart hits you!");
1392 dam = damroll(1, 4);
1394 take_hit(DAMAGE_ATTACK, dam, "¥À¡¼¥Ä¤Îæ«", -1);
1396 take_hit(DAMAGE_ATTACK, dam, "a dart trap", -1);
1399 if (!CHECK_MULTISHADOW()) (void)set_slow(p_ptr->slow + randint0(20) + 20, FALSE);
1404 msg_print("¾®¤µ¤Ê¥À¡¼¥Ä¤¬Èô¤ó¤Ç¤¤¿¡ª¤¬¡¢±¿Îɤ¯Åö¤¿¤é¤Ê¤«¤Ã¤¿¡£");
1406 msg_print("A small dart barely misses you.");
1418 msg_print("¾®¤µ¤Ê¥À¡¼¥Ä¤¬Èô¤ó¤Ç¤¤Æ»É¤µ¤Ã¤¿¡ª");
1420 msg_print("A small dart hits you!");
1423 dam = damroll(1, 4);
1425 take_hit(DAMAGE_ATTACK, dam, "¥À¡¼¥Ä¤Îæ«", -1);
1427 take_hit(DAMAGE_ATTACK, dam, "a dart trap", -1);
1430 if (!CHECK_MULTISHADOW()) (void)do_dec_stat(A_STR);
1435 msg_print("¾®¤µ¤Ê¥À¡¼¥Ä¤¬Èô¤ó¤Ç¤¤¿¡ª¤¬¡¢±¿Îɤ¯Åö¤¿¤é¤Ê¤«¤Ã¤¿¡£");
1437 msg_print("A small dart barely misses you.");
1449 msg_print("¾®¤µ¤Ê¥À¡¼¥Ä¤¬Èô¤ó¤Ç¤¤Æ»É¤µ¤Ã¤¿¡ª");
1451 msg_print("A small dart hits you!");
1454 dam = damroll(1, 4);
1456 take_hit(DAMAGE_ATTACK, dam, "¥À¡¼¥Ä¤Îæ«", -1);
1458 take_hit(DAMAGE_ATTACK, dam, "a dart trap", -1);
1461 if (!CHECK_MULTISHADOW()) (void)do_dec_stat(A_DEX);
1466 msg_print("¾®¤µ¤Ê¥À¡¼¥Ä¤¬Èô¤ó¤Ç¤¤¿¡ª¤¬¡¢±¿Îɤ¯Åö¤¿¤é¤Ê¤«¤Ã¤¿¡£");
1468 msg_print("A small dart barely misses you.");
1480 msg_print("¾®¤µ¤Ê¥À¡¼¥Ä¤¬Èô¤ó¤Ç¤¤Æ»É¤µ¤Ã¤¿¡ª");
1482 msg_print("A small dart hits you!");
1485 dam = damroll(1, 4);
1487 take_hit(DAMAGE_ATTACK, dam, "¥À¡¼¥Ä¤Îæ«", -1);
1489 take_hit(DAMAGE_ATTACK, dam, "a dart trap", -1);
1492 if (!CHECK_MULTISHADOW()) (void)do_dec_stat(A_CON);
1497 msg_print("¾®¤µ¤Ê¥À¡¼¥Ä¤¬Èô¤ó¤Ç¤¤¿¡ª¤¬¡¢±¿Îɤ¯Åö¤¿¤é¤Ê¤«¤Ã¤¿¡£");
1499 msg_print("A small dart barely misses you.");
1509 msg_print("¹õ¤¤¥¬¥¹¤ËÊñ¤ß¹þ¤Þ¤ì¤¿¡ª");
1511 msg_print("A black gas surrounds you!");
1514 if (!p_ptr->resist_blind)
1516 (void)set_blind(p_ptr->blind + randint0(50) + 25);
1524 msg_print("¤¤é¤á¤¯¥¬¥¹¤ËÊñ¤ß¹þ¤Þ¤ì¤¿¡ª");
1526 msg_print("A gas of scintillating colors surrounds you!");
1529 if (!p_ptr->resist_conf)
1531 (void)set_confused(p_ptr->confused + randint0(20) + 10);
1539 msg_print("»É·ãŪ¤ÊÎп§¤Î¥¬¥¹¤ËÊñ¤ß¹þ¤Þ¤ì¤¿¡ª");
1541 msg_print("A pungent green gas surrounds you!");
1544 if (!p_ptr->resist_pois && !IS_OPPOSE_POIS())
1546 (void)set_poisoned(p_ptr->poisoned + randint0(20) + 10);
1554 msg_print("´ñ̯¤ÊÇò¤¤Ì¸¤ËÊñ¤Þ¤ì¤¿¡ª");
1556 msg_print("A strange white mist surrounds you!");
1559 if (!p_ptr->free_act)
1562 msg_print("¤¢¤Ê¤¿¤Ï̲¤ê¤Ë½¢¤¤¤¿¡£");
1564 msg_print("You fall asleep.");
1568 if (ironman_nightmare)
1571 msg_print("¿È¤ÎÌÓ¤â¤è¤À¤Ä¸÷·Ê¤¬Æ¬¤ËÉ⤫¤ó¤À¡£");
1573 msg_print("A horrible vision enters your mind.");
1577 /* Pick a nightmare */
1578 get_mon_num_prep(get_nightmare, NULL);
1580 /* Have some nightmares */
1581 have_nightmare(get_mon_num(MAX_DEPTH));
1583 /* Remove the monster restriction */
1584 get_mon_num_prep(NULL, NULL);
1586 (void)set_paralyzed(p_ptr->paralyzed + randint0(10) + 5);
1594 msg_print("¤Þ¤Ð¤æ¤¤Á®¸÷¤¬Áö¤Ã¤¿¡ª");
1596 msg_print("There is a bright flash of light!");
1599 /* Make some new traps */
1600 project(0, 1, y, x, 0, GF_MAKE_TRAP, PROJECT_HIDE | PROJECT_JUMP | PROJECT_GRID, -1);
1608 msg_print("¤±¤¿¤¿¤Þ¤·¤¤²»¤¬ÌĤê¶Á¤¤¤¿¡ª");
1610 msg_print("An alarm sounds!");
1613 aggravate_monsters(0);
1621 msg_print("Âç²»¶Á¤È¶¦¤Ë¤Þ¤ï¤ê¤ÎÊɤ¬Êø¤ì¤¿¡ª");
1623 msg_print("Suddenly, surrounding walls are opened!");
1625 (void)project(0, 3, y, x, 0, GF_DISINTEGRATE, PROJECT_GRID | PROJECT_HIDE, -1);
1626 (void)project(0, 3, y, x - 4, 0, GF_DISINTEGRATE, PROJECT_GRID | PROJECT_HIDE, -1);
1627 (void)project(0, 3, y, x + 4, 0, GF_DISINTEGRATE, PROJECT_GRID | PROJECT_HIDE, -1);
1628 aggravate_monsters(0);
1633 case TRAP_ARMAGEDDON:
1635 static int levs[10] = {0, 0, 20, 10, 5, 3, 2, 1, 1, 1};
1636 int evil_idx = 0, good_idx = 0;
1640 msg_print("ÆÍÁ³Å·³¦¤ÎÀïÁè¤Ë´¬¤¹þ¤Þ¤ì¤¿¡ª");
1642 msg_print("Suddenly, you are surrounded by immotal beings!");
1645 /* Summon Demons and Angels */
1646 for (lev = dun_level; lev >= 20; lev -= 1 + lev/16)
1648 num = levs[MIN(lev/10, 9)];
1649 for (i = 0; i < num; i++)
1651 int x1 = rand_spread(x, 7);
1652 int y1 = rand_spread(y, 5);
1654 /* Skip illegal grids */
1655 if (!in_bounds(y1, x1)) continue;
1657 /* Require line of projection */
1658 if (!projectable(py, px, y1, x1)) continue;
1660 if (summon_specific(0, y1, x1, lev, SUMMON_ARMAGE_EVIL, (PM_NO_PET)))
1661 evil_idx = hack_m_idx_ii;
1663 if (summon_specific(0, y1, x1, lev, SUMMON_ARMAGE_GOOD, (PM_NO_PET)))
1665 good_idx = hack_m_idx_ii;
1668 /* Let them fight each other */
1669 if (evil_idx && good_idx)
1671 monster_type *evil_ptr = &m_list[evil_idx];
1672 monster_type *good_ptr = &m_list[good_idx];
1673 evil_ptr->target_y = good_ptr->fy;
1674 evil_ptr->target_x = good_ptr->fx;
1675 good_ptr->target_y = evil_ptr->fy;
1676 good_ptr->target_x = evil_ptr->fx;
1686 msg_print("ÆÍÁ³Êɤ«¤é¿å¤¬°î¤ì½Ð¤·¤¿¡ª¥Ô¥é¥Ë¥¢¤¬¤¤¤ë¡ª");
1688 msg_print("Suddenly, the room is filled with water with piranhas!");
1691 /* Water fills room */
1692 fire_ball_hide(GF_WATER_FLOW, 0, 1, 10);
1694 /* Summon Piranhas */
1695 num = 1 + dun_level/20;
1696 for (i = 0; i < num; i++)
1698 (void)summon_specific(0, y, x, dun_level, SUMMON_PIRANHAS, (PM_ALLOW_GROUP | PM_NO_PET));
1704 if (break_trap && is_trap(c_ptr->feat))
1706 cave_alter_feat(y, x, FF_DISARM);
1708 msg_print("¥È¥é¥Ã¥×¤òÊ´ºÕ¤·¤¿¡£");
1710 msg_print("You destroyed the trap.");
1716 static void touch_zap_player(monster_type *m_ptr)
1718 int aura_damage = 0;
1719 monster_race *r_ptr = &r_info[m_ptr->r_idx];
1721 if (r_ptr->flags2 & RF2_AURA_FIRE)
1723 if (!p_ptr->immune_fire)
1727 aura_damage = damroll(1 + (r_ptr->level / 26), 1 + (r_ptr->level / 17));
1729 /* Hack -- Get the "died from" name */
1730 monster_desc(aura_dam, m_ptr, MD_IGNORE_HALLU | MD_ASSUME_VISIBLE | MD_INDEF_VISIBLE);
1733 msg_print("ÆÍÁ³¤È¤Æ¤âÇ®¤¯¤Ê¤Ã¤¿¡ª");
1735 msg_print("You are suddenly very hot!");
1738 if (prace_is_(RACE_ENT)) aura_damage += aura_damage / 3;
1739 if (IS_OPPOSE_FIRE()) aura_damage = (aura_damage + 2) / 3;
1740 if (p_ptr->resist_fire) aura_damage = (aura_damage + 2) / 3;
1742 take_hit(DAMAGE_NOESCAPE, aura_damage, aura_dam, -1);
1743 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags2 |= RF2_AURA_FIRE;
1748 if (r_ptr->flags3 & RF3_AURA_COLD)
1750 if (!p_ptr->immune_cold)
1754 aura_damage = damroll(1 + (r_ptr->level / 26), 1 + (r_ptr->level / 17));
1756 /* Hack -- Get the "died from" name */
1757 monster_desc(aura_dam, m_ptr, MD_IGNORE_HALLU | MD_ASSUME_VISIBLE | MD_INDEF_VISIBLE);
1760 msg_print("ÆÍÁ³¤È¤Æ¤â´¨¤¯¤Ê¤Ã¤¿¡ª");
1762 msg_print("You are suddenly very cold!");
1765 if (IS_OPPOSE_COLD()) aura_damage = (aura_damage + 2) / 3;
1766 if (p_ptr->resist_cold) aura_damage = (aura_damage + 2) / 3;
1768 take_hit(DAMAGE_NOESCAPE, aura_damage, aura_dam, -1);
1769 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags3 |= RF3_AURA_COLD;
1774 if (r_ptr->flags2 & RF2_AURA_ELEC)
1776 if (!p_ptr->immune_elec)
1780 aura_damage = damroll(1 + (r_ptr->level / 26), 1 + (r_ptr->level / 17));
1782 /* Hack -- Get the "died from" name */
1783 monster_desc(aura_dam, m_ptr, MD_IGNORE_HALLU | MD_ASSUME_VISIBLE | MD_INDEF_VISIBLE);
1785 if (prace_is_(RACE_ANDROID)) aura_damage += aura_damage / 3;
1786 if (IS_OPPOSE_ELEC()) aura_damage = (aura_damage + 2) / 3;
1787 if (p_ptr->resist_elec) aura_damage = (aura_damage + 2) / 3;
1790 msg_print("ÅÅ·â¤ò¤¯¤é¤Ã¤¿¡ª");
1792 msg_print("You get zapped!");
1795 take_hit(DAMAGE_NOESCAPE, aura_damage, aura_dam, -1);
1796 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags2 |= RF2_AURA_ELEC;
1803 static void natural_attack(s16b m_idx, int attack, bool *fear, bool *mdeath)
1805 int k, bonus, chance;
1807 monster_type *m_ptr = &m_list[m_idx];
1808 monster_race *r_ptr = &r_info[m_ptr->r_idx];
1817 case MUT2_SCOR_TAIL:
1844 atk_desc = "¥¯¥Á¥Ð¥·";
1855 atk_desc = "¾Ý¤ÎÉ¡";
1861 case MUT2_TENTACLES:
1868 atk_desc = "tentacles";
1873 dss = ddd = n_weight = 1;
1875 atk_desc = "̤ÄêµÁ¤ÎÉô°Ì";
1877 atk_desc = "undefined body part";
1882 /* Extract monster name (or "it") */
1883 monster_desc(m_name, m_ptr, 0);
1886 /* Calculate the "attack quality" */
1887 bonus = p_ptr->to_h_m;
1888 bonus += (p_ptr->lev * 6 / 5);
1889 chance = (p_ptr->skill_thn + (bonus * BTH_PLUS_ADJ));
1892 if ((!(r_ptr->flags2 & RF2_QUANTUM) || !randint0(2)) && test_hit_norm(chance, r_ptr->ac, m_ptr->ml))
1898 msg_format("%s¤ò%s¤Ç¹¶·â¤·¤¿¡£", m_name, atk_desc);
1900 msg_format("You hit %s with your %s.", m_name, atk_desc);
1904 k = damroll(ddd, dss);
1905 k = critical_norm(n_weight, bonus, k, (s16b)bonus, 0);
1907 /* Apply the player damage bonuses */
1910 /* No negative damage */
1913 /* Modify the damage */
1914 k = mon_damage_mod(m_ptr, k, FALSE);
1916 /* Complex message */
1920 msg_format("%d/%d ¤Î¥À¥á¡¼¥¸¤òÍ¿¤¨¤¿¡£", k, m_ptr->hp);
1922 msg_format("You do %d (out of %d) damage.", k, m_ptr->hp);
1927 /* Anger the monster */
1928 if (k > 0) anger_monster(m_ptr);
1930 /* Damage, check for fear and mdeath */
1933 case MUT2_SCOR_TAIL:
1934 project(0, 0, m_ptr->fy, m_ptr->fx, k, GF_POIS, PROJECT_KILL, -1);
1935 *mdeath = (m_ptr->r_idx == 0);
1938 *mdeath = mon_take_hit(m_idx, k, fear, NULL);
1941 *mdeath = mon_take_hit(m_idx, k, fear, NULL);
1944 *mdeath = mon_take_hit(m_idx, k, fear, NULL);
1946 case MUT2_TENTACLES:
1947 *mdeath = mon_take_hit(m_idx, k, fear, NULL);
1950 *mdeath = mon_take_hit(m_idx, k, fear, NULL);
1953 touch_zap_player(m_ptr);
1963 msg_format("¥ß¥¹¡ª %s¤Ë¤«¤ï¤µ¤ì¤¿¡£", m_name);
1965 msg_format("You miss %s.", m_name);
1974 * Player attacks a (poor, defenseless) creature -RAK-
1976 * If no "weapon" is available, then "punch" the monster one time.
1978 static void py_attack_aux(int y, int x, bool *fear, bool *mdeath, s16b hand, int mode)
1980 int num = 0, k, bonus, chance, vir;
1982 cave_type *c_ptr = &cave[y][x];
1984 monster_type *m_ptr = &m_list[c_ptr->m_idx];
1985 monster_race *r_ptr = &r_info[m_ptr->r_idx];
1987 /* Access the weapon */
1988 object_type *o_ptr = &inventory[INVEN_RARM + hand];
1992 bool success_hit = FALSE;
1993 bool backstab = FALSE;
1994 bool vorpal_cut = FALSE;
1995 int chaos_effect = 0;
1996 bool stab_fleeing = FALSE;
1997 bool fuiuchi = FALSE;
1998 bool monk_attack = FALSE;
1999 bool do_quake = FALSE;
2001 bool drain_msg = TRUE;
2002 int drain_result = 0, drain_heal = 0;
2003 bool can_drain = FALSE;
2005 int drain_left = MAX_VAMPIRIC_DRAIN;
2006 u32b flgs[TR_FLAG_SIZE]; /* A massive hack -- life-draining weapons */
2007 bool is_human = (r_ptr->d_char == 'p');
2008 bool is_lowlevel = (r_ptr->level < (p_ptr->lev - 15));
2009 bool zantetsu_mukou, e_j_mukou;
2011 switch (p_ptr->pclass)
2015 if (buki_motteruka(INVEN_RARM + hand) && !p_ptr->icky_wield[hand])
2017 int tmp = p_ptr->lev * 6 + (p_ptr->skill_stl + 10) * 4;
2018 if (p_ptr->monlite && (mode != HISSATSU_NYUSIN)) tmp /= 3;
2019 if (p_ptr->cursed & TRC_AGGRAVATE) tmp /= 2;
2020 if (r_ptr->level > (p_ptr->lev * p_ptr->lev / 20 + 10)) tmp /= 3;
2021 if (MON_CSLEEP(m_ptr) && m_ptr->ml)
2023 /* Can't backstab creatures that we can't see, right? */
2026 else if ((p_ptr->special_defense & NINJA_S_STEALTH) && (randint0(tmp) > (r_ptr->level+20)) && m_ptr->ml && !(r_ptr->flagsr & RFR_RES_ALL))
2030 else if (MON_MONFEAR(m_ptr) && m_ptr->ml)
2032 stab_fleeing = TRUE;
2038 case CLASS_FORCETRAINER:
2039 case CLASS_BERSERKER:
2040 if ((empty_hands(TRUE) & EMPTY_HAND_RARM) && !p_ptr->riding) monk_attack = TRUE;
2044 if (!o_ptr->k_idx) /* Empty hand */
2046 if ((r_ptr->level + 10) > p_ptr->lev)
2048 if (p_ptr->skill_exp[GINOU_SUDE] < s_info[p_ptr->pclass].s_max[GINOU_SUDE])
2050 if (p_ptr->skill_exp[GINOU_SUDE] < WEAPON_EXP_BEGINNER)
2051 p_ptr->skill_exp[GINOU_SUDE] += 40;
2052 else if ((p_ptr->skill_exp[GINOU_SUDE] < WEAPON_EXP_SKILLED))
2053 p_ptr->skill_exp[GINOU_SUDE] += 5;
2054 else if ((p_ptr->skill_exp[GINOU_SUDE] < WEAPON_EXP_EXPERT) && (p_ptr->lev > 19))
2055 p_ptr->skill_exp[GINOU_SUDE] += 1;
2056 else if ((p_ptr->lev > 34))
2057 if (one_in_(3)) p_ptr->skill_exp[GINOU_SUDE] += 1;
2058 p_ptr->update |= (PU_BONUS);
2062 else if (object_is_melee_weapon(o_ptr))
2064 if ((r_ptr->level + 10) > p_ptr->lev)
2066 int tval = inventory[INVEN_RARM+hand].tval - TV_WEAPON_BEGIN;
2067 int sval = inventory[INVEN_RARM+hand].sval;
2068 int now_exp = p_ptr->weapon_exp[tval][sval];
2069 if (now_exp < s_info[p_ptr->pclass].w_max[tval][sval])
2072 if (now_exp < WEAPON_EXP_BEGINNER) amount = 80;
2073 else if (now_exp < WEAPON_EXP_SKILLED) amount = 10;
2074 else if ((now_exp < WEAPON_EXP_EXPERT) && (p_ptr->lev > 19)) amount = 1;
2075 else if ((p_ptr->lev > 34) && one_in_(2)) amount = 1;
2076 p_ptr->weapon_exp[tval][sval] += amount;
2077 p_ptr->update |= (PU_BONUS);
2082 /* Disturb the monster */
2083 (void)set_monster_csleep(c_ptr->m_idx, 0);
2085 /* Extract monster name (or "it") */
2086 monster_desc(m_name, m_ptr, 0);
2088 /* Calculate the "attack quality" */
2089 bonus = p_ptr->to_h[hand] + o_ptr->to_h;
2090 chance = (p_ptr->skill_thn + (bonus * BTH_PLUS_ADJ));
2091 if (mode == HISSATSU_IAI) chance += 60;
2092 if (p_ptr->special_defense & KATA_KOUKIJIN) chance += 150;
2094 if (p_ptr->sutemi) chance = MAX(chance * 3 / 2, chance + 60);
2096 vir = virtue_number(V_VALOUR);
2099 chance += (p_ptr->virtues[vir - 1]/10);
2102 zantetsu_mukou = ((o_ptr->name1 == ART_ZANTETSU) && (r_ptr->d_char == 'j'));
2103 e_j_mukou = ((o_ptr->name1 == ART_EXCALIBUR_J) && (r_ptr->d_char == 'S'));
2105 if ((mode == HISSATSU_KYUSHO) || (mode == HISSATSU_MINEUCHI) || (mode == HISSATSU_3DAN) || (mode == HISSATSU_IAI)) num_blow = 1;
2106 else if (mode == HISSATSU_COLD) num_blow = p_ptr->num_blow[hand]+2;
2107 else num_blow = p_ptr->num_blow[hand];
2109 /* Hack -- DOKUBARI always hit once */
2110 if ((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_DOKUBARI)) num_blow = 1;
2112 /* Attack once for each legal blow */
2113 while ((num++ < num_blow) && !p_ptr->is_dead)
2115 if (((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_DOKUBARI)) || (mode == HISSATSU_KYUSHO))
2119 if (p_ptr->migite && p_ptr->hidarite)
2123 if (mode == HISSATSU_3DAN)
2128 success_hit = one_in_(n);
2130 else if ((p_ptr->pclass == CLASS_NINJA) && ((backstab || fuiuchi) && !(r_ptr->flagsr & RFR_RES_ALL))) success_hit = TRUE;
2131 else success_hit = test_hit_norm(chance, r_ptr->ac, m_ptr->ml);
2133 if (mode == HISSATSU_MAJIN)
2136 success_hit = FALSE;
2142 int vorpal_chance = ((o_ptr->name1 == ART_VORPAL_BLADE) || (o_ptr->name1 == ART_CHAINSWORD)) ? 2 : 4;
2149 if (backstab) msg_format("¤¢¤Ê¤¿¤ÏÎä¹ó¤Ë¤â̲¤Ã¤Æ¤¤¤ë̵ÎϤÊ%s¤òÆͤ»É¤·¤¿¡ª", m_name);
2150 else if (fuiuchi) msg_format("ÉÔ°Õ¤òÆͤ¤¤Æ%s¤Ë¶¯Îõ¤Ê°ì·â¤ò¶ô¤é¤ï¤»¤¿¡ª", m_name);
2151 else if (stab_fleeing) msg_format("ƨ¤²¤ë%s¤òÇØÃ椫¤éÆͤ»É¤·¤¿¡ª", m_name);
2152 else if (!monk_attack) msg_format("%s¤ò¹¶·â¤·¤¿¡£", m_name);
2154 if (backstab) msg_format("You cruelly stab the helpless, sleeping %s!", m_name);
2155 else if (fuiuchi) msg_format("You make surprise attack, and hit %s with a powerful blow!", m_name);
2156 else if (stab_fleeing) msg_format("You backstab the fleeing %s!", m_name);
2157 else if (!monk_attack) msg_format("You hit %s.", m_name);
2160 /* Hack -- bare hands do one damage */
2163 object_flags(o_ptr, flgs);
2165 /* Select a chaotic effect (50% chance) */
2166 if ((have_flag(flgs, TR_CHAOTIC)) && one_in_(2))
2169 chg_virtue(V_CHANCE, 1);
2171 if (randint1(5) < 3)
2173 /* Vampiric (20%) */
2176 else if (one_in_(250))
2181 else if (!one_in_(10))
2183 /* Confusion (26.892%) */
2186 else if (one_in_(2))
2188 /* Teleport away (1.494%) */
2193 /* Polymorph (1.494%) */
2198 /* Vampiric drain */
2199 if ((have_flag(flgs, TR_VAMPIRIC)) || (chaos_effect == 1) || (mode == HISSATSU_DRAIN))
2201 /* Only drain "living" monsters */
2202 if (monster_living(r_ptr))
2208 if ((have_flag(flgs, TR_VORPAL)) && (randint1(vorpal_chance*3/2) == 1) && !zantetsu_mukou)
2210 else vorpal_cut = FALSE;
2214 int special_effect = 0, stun_effect = 0, times = 0, max_times;
2216 martial_arts *ma_ptr = &ma_blows[0], *old_ptr = &ma_blows[0];
2217 int resist_stun = 0;
2220 if (r_ptr->flags1 & RF1_UNIQUE) resist_stun += 88;
2221 if (r_ptr->flags3 & RF3_NO_STUN) resist_stun += 66;
2222 if (r_ptr->flags3 & RF3_NO_CONF) resist_stun += 33;
2223 if (r_ptr->flags3 & RF3_NO_SLEEP) resist_stun += 33;
2224 if ((r_ptr->flags3 & RF3_UNDEAD) || (r_ptr->flags3 & RF3_NONLIVING))
2227 if (p_ptr->special_defense & KAMAE_BYAKKO)
2228 max_times = (p_ptr->lev < 3 ? 1 : p_ptr->lev / 3);
2229 else if (p_ptr->special_defense & KAMAE_SUZAKU)
2231 else if (p_ptr->special_defense & KAMAE_GENBU)
2234 max_times = (p_ptr->lev < 7 ? 1 : p_ptr->lev / 7);
2235 /* Attempt 'times' */
2236 for (times = 0; times < max_times; times++)
2240 ma_ptr = &ma_blows[randint0(MAX_MA)];
2241 if ((p_ptr->pclass == CLASS_FORCETRAINER) && (ma_ptr->min_level > 1)) min_level = ma_ptr->min_level + 3;
2242 else min_level = ma_ptr->min_level;
2244 while ((min_level > p_ptr->lev) ||
2245 (randint1(p_ptr->lev) < ma_ptr->chance));
2247 /* keep the highest level attack available we found */
2248 if ((ma_ptr->min_level > old_ptr->min_level) &&
2249 !p_ptr->stun && !p_ptr->confused)
2253 if (p_ptr->wizard && cheat_xtra)
2256 msg_print("¹¶·â¤òºÆÁªÂò¤·¤Þ¤·¤¿¡£");
2258 msg_print("Attack re-selected.");
2268 if (p_ptr->pclass == CLASS_FORCETRAINER) min_level = MAX(1, ma_ptr->min_level - 3);
2269 else min_level = ma_ptr->min_level;
2270 k = damroll(ma_ptr->dd + p_ptr->to_dd[hand], ma_ptr->ds + p_ptr->to_ds[hand]);
2271 if (p_ptr->special_attack & ATTACK_SUIKEN) k *= 2;
2273 if (ma_ptr->effect == MA_KNEE)
2275 if (r_ptr->flags1 & RF1_MALE)
2278 msg_format("%s¤Ë¶âŪɨ½³¤ê¤ò¤¯¤é¤ï¤·¤¿¡ª", m_name);
2280 msg_format("You hit %s in the groin with your knee!", m_name);
2284 special_effect = MA_KNEE;
2287 msg_format(ma_ptr->desc, m_name);
2290 else if (ma_ptr->effect == MA_SLOW)
2292 if (!((r_ptr->flags1 & RF1_NEVER_MOVE) ||
2293 my_strchr("~#{}.UjmeEv$,DdsbBFIJQSXclnw!=?", r_ptr->d_char)))
2296 msg_format("%s¤Î¼ó¤Ë´ØÀá½³¤ê¤ò¤¯¤é¤ï¤·¤¿¡ª", m_name);
2298 msg_format("You kick %s in the ankle.", m_name);
2301 special_effect = MA_SLOW;
2303 else msg_format(ma_ptr->desc, m_name);
2309 stun_effect = (ma_ptr->effect / 2) + randint1(ma_ptr->effect / 2);
2312 msg_format(ma_ptr->desc, m_name);
2315 if (p_ptr->special_defense & KAMAE_SUZAKU) weight = 4;
2316 if ((p_ptr->pclass == CLASS_FORCETRAINER) && (p_ptr->magic_num1[0]))
2318 weight += (p_ptr->magic_num1[0]/30);
2319 if (weight > 20) weight = 20;
2322 k = critical_norm(p_ptr->lev * weight, min_level, k, p_ptr->to_h[0], 0);
2324 if ((special_effect == MA_KNEE) && ((k + p_ptr->to_d[hand]) < m_ptr->hp))
2327 msg_format("%^s¤Ï¶ìÄˤˤ¦¤á¤¤¤Æ¤¤¤ë¡ª", m_name);
2329 msg_format("%^s moans in agony!", m_name);
2332 stun_effect = 7 + randint1(13);
2336 else if ((special_effect == MA_SLOW) && ((k + p_ptr->to_d[hand]) < m_ptr->hp))
2338 if (!(r_ptr->flags1 & RF1_UNIQUE) &&
2339 (randint1(p_ptr->lev) > r_ptr->level) &&
2343 msg_format("%^s¤Ï¤ò¤Ò¤¤º¤ê»Ï¤á¤¿¡£", m_name);
2345 msg_format("%^s starts limping slower.", m_name);
2348 m_ptr->mspeed -= 10;
2352 if (stun_effect && ((k + p_ptr->to_d[hand]) < m_ptr->hp))
2354 if (p_ptr->lev > randint1(r_ptr->level + resist_stun + 10))
2356 if (set_monster_stunned(c_ptr->m_idx, stun_effect + MON_STUNNED(m_ptr)))
2359 msg_format("%^s¤Ï¥Õ¥é¥Õ¥é¤Ë¤Ê¤Ã¤¿¡£", m_name);
2361 msg_format("%^s is stunned.", m_name);
2367 msg_format("%^s¤Ï¤µ¤é¤Ë¥Õ¥é¥Õ¥é¤Ë¤Ê¤Ã¤¿¡£", m_name);
2369 msg_format("%^s is more stunned.", m_name);
2376 /* Handle normal weapon */
2377 else if (o_ptr->k_idx)
2379 k = damroll(o_ptr->dd + p_ptr->to_dd[hand], o_ptr->ds + p_ptr->to_ds[hand]);
2380 k = tot_dam_aux(o_ptr, k, m_ptr, mode, FALSE);
2384 k *= (3 + (p_ptr->lev / 20));
2388 k = k*(5+(p_ptr->lev*2/25))/2;
2390 else if (stab_fleeing)
2395 if ((p_ptr->impact[hand] && ((k > 50) || one_in_(7))) ||
2396 (chaos_effect == 2) || (mode == HISSATSU_QUAKE))
2401 if ((!(o_ptr->tval == TV_SWORD) || !(o_ptr->sval == SV_DOKUBARI)) && !(mode == HISSATSU_KYUSHO))
2402 k = critical_norm(o_ptr->weight, o_ptr->to_h, k, p_ptr->to_h[hand], mode);
2410 if ((o_ptr->name1 == ART_CHAINSWORD) && !one_in_(2))
2412 char chainsword_noise[1024];
2414 if (!get_rnd_line("chainswd_j.txt", 0, chainsword_noise))
2416 if (!get_rnd_line("chainswd.txt", 0, chainsword_noise))
2419 msg_print(chainsword_noise);
2423 if (o_ptr->name1 == ART_VORPAL_BLADE)
2426 msg_print("Ìܤˤâ»ß¤Þ¤é¤Ì¥ô¥©¡¼¥Ñ¥ë¥Ö¥ì¡¼¥É¡¢¼êÏ£¤ÎÁá¶È¡ª");
2428 msg_print("Your Vorpal Blade goes snicker-snack!");
2434 msg_format("%s¤ò¥°¥Ã¥µ¥êÀÚ¤êÎö¤¤¤¿¡ª", m_name);
2436 msg_format("Your weapon cuts deep into %s!", m_name);
2440 /* Try to increase the damage */
2441 while (one_in_(vorpal_chance))
2449 if (((r_ptr->flagsr & RFR_RES_ALL) ? k/100 : k) > m_ptr->hp)
2452 msg_format("%s¤ò¿¿¤ÃÆó¤Ä¤Ë¤·¤¿¡ª", m_name);
2454 msg_format("You cut %s in half!", m_name);
2462 case 2: msg_format("%s¤ò»Â¤Ã¤¿¡ª", m_name); break;
2463 case 3: msg_format("%s¤ò¤Ö¤Ã¤¿»Â¤Ã¤¿¡ª", m_name); break;
2464 case 4: msg_format("%s¤ò¥á¥Ã¥¿»Â¤ê¤Ë¤·¤¿¡ª", m_name); break;
2465 case 5: msg_format("%s¤ò¥á¥Ã¥¿¥á¥¿¤Ë»Â¤Ã¤¿¡ª", m_name); break;
2466 case 6: msg_format("%s¤ò»É¿È¤Ë¤·¤¿¡ª", m_name); break;
2467 case 7: msg_format("%s¤ò»Â¤Ã¤Æ»Â¤Ã¤Æ»Â¤ê¤Þ¤¯¤Ã¤¿¡ª", m_name); break;
2468 default: msg_format("%s¤òºÙÀÚ¤ì¤Ë¤·¤¿¡ª", m_name); break;
2470 case 2: msg_format("You gouge %s!", m_name); break;
2471 case 3: msg_format("You maim %s!", m_name); break;
2472 case 4: msg_format("You carve %s!", m_name); break;
2473 case 5: msg_format("You cleave %s!", m_name); break;
2474 case 6: msg_format("You smite %s!", m_name); break;
2475 case 7: msg_format("You eviscerate %s!", m_name); break;
2476 default: msg_format("You shred %s!", m_name); break;
2480 drain_result = drain_result * 3 / 2;
2484 drain_result += o_ptr->to_d;
2487 /* Apply the player damage bonuses */
2488 k += p_ptr->to_d[hand];
2489 drain_result += p_ptr->to_d[hand];
2491 if ((mode == HISSATSU_SUTEMI) || (mode == HISSATSU_3DAN)) k *= 2;
2492 if ((mode == HISSATSU_SEKIRYUKA) && !monster_living(r_ptr)) k = 0;
2493 if ((mode == HISSATSU_SEKIRYUKA) && !p_ptr->cut) k /= 2;
2495 /* No negative damage */
2498 if ((mode == HISSATSU_ZANMA) && !(!monster_living(r_ptr) && (r_ptr->flags3 & RF3_EVIL)))
2506 msg_print("¤³¤ó¤ÊÆð¤é¤«¤¤¤â¤Î¤ÏÀÚ¤ì¤ó¡ª");
2508 msg_print("You cannot cut such a elastic thing!");
2516 msg_print("ÃØéá¤Ï¶ì¼ê¤À¡ª");
2518 msg_print("Spiders are difficult for you to deal with!");
2523 if (mode == HISSATSU_MINEUCHI)
2525 int tmp = (10 + randint1(15) + p_ptr->lev / 5);
2528 anger_monster(m_ptr);
2530 if (!(r_ptr->flags3 & (RF3_NO_STUN)))
2533 if (MON_STUNNED(m_ptr))
2536 msg_format("%s¤Ï¤Ò¤É¤¯¤â¤¦¤í¤¦¤È¤·¤¿¡£", m_name);
2538 msg_format("%s is more dazed.", m_name);
2546 msg_format("%s ¤Ï¤â¤¦¤í¤¦¤È¤·¤¿¡£", m_name);
2548 msg_format("%s is dazed.", m_name);
2553 (void)set_monster_stunned(c_ptr->m_idx, MON_STUNNED(m_ptr) + tmp);
2558 msg_format("%s ¤Ë¤Ï¸ú²Ì¤¬¤Ê¤«¤Ã¤¿¡£", m_name);
2560 msg_format("%s is not effected.", m_name);
2565 /* Modify the damage */
2566 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))));
2567 if (((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_DOKUBARI)) || (mode == HISSATSU_KYUSHO))
2569 if ((randint1(randint1(r_ptr->level/7)+5) == 1) && !(r_ptr->flags1 & RF1_UNIQUE) && !(r_ptr->flags7 & RF7_UNIQUE2))
2573 msg_format("%s¤ÎµÞ½ê¤òÆͤ»É¤·¤¿¡ª", m_name);
2575 msg_format("You hit %s on a fatal spot!", m_name);
2580 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)))
2582 int maxhp = maxroll(r_ptr->hdice, r_ptr->hside);
2583 if (one_in_(backstab ? 13 : (stab_fleeing || fuiuchi) ? 15 : 27))
2588 msg_format("¿Ï¤¬%s¤Ë¿¼¡¹¤ÈÆͤ»É¤µ¤Ã¤¿¡ª", m_name);
2590 msg_format("You critically injured %s!", m_name);
2593 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)))
2595 if ((r_ptr->flags1 & RF1_UNIQUE) || (r_ptr->flags7 & RF7_UNIQUE2) || (m_ptr->hp >= maxhp/2))
2597 k = MAX(k*5, m_ptr->hp/2);
2600 msg_format("%s¤ËÃ×Ì¿½ý¤òÉé¤ï¤»¤¿¡ª", m_name);
2602 msg_format("You fatally injured %s!", m_name);
2609 msg_format("¿Ï¤¬%s¤ÎµÞ½ê¤ò´Ó¤¤¤¿¡ª", m_name);
2611 msg_format("You hit %s on a fatal spot!", m_name);
2617 /* Complex message */
2618 if (p_ptr->wizard || cheat_xtra)
2621 msg_format("%d/%d ¤Î¥À¥á¡¼¥¸¤òÍ¿¤¨¤¿¡£", k, m_ptr->hp);
2623 msg_format("You do %d (out of %d) damage.", k, m_ptr->hp);
2627 if (k <= 0) can_drain = FALSE;
2629 if (drain_result > m_ptr->hp)
2630 drain_result = m_ptr->hp;
2632 /* Damage, check for fear and death */
2633 if (mon_take_hit(c_ptr->m_idx, k, fear, NULL))
2636 if ((p_ptr->pclass == CLASS_BERSERKER) && energy_use)
2638 if (p_ptr->migite && p_ptr->hidarite)
2640 if (hand) energy_use = energy_use*3/5+energy_use*num*2/(p_ptr->num_blow[hand]*5);
2641 else energy_use = energy_use*num*3/(p_ptr->num_blow[hand]*5);
2645 energy_use = energy_use*num/p_ptr->num_blow[hand];
2648 if ((o_ptr->name1 == ART_ZANTETSU) && is_lowlevel)
2650 msg_print("¤Þ¤¿¤Ä¤Þ¤é¤Ì¤â¤Î¤ò»Â¤Ã¤Æ¤·¤Þ¤Ã¤¿¡¥¡¥¡¥");
2652 msg_print("Sigh... Another trifling thing I've cut....");
2657 /* Anger the monster */
2658 if (k > 0) anger_monster(m_ptr);
2660 touch_zap_player(m_ptr);
2662 /* Are we draining it? A little note: If the monster is
2663 dead, the drain does not work... */
2665 if (can_drain && (drain_result > 0))
2667 if (o_ptr->name1 == ART_MURAMASA)
2671 int to_h = o_ptr->to_h;
2672 int to_d = o_ptr->to_d;
2676 for (i = 0; i < to_h + 3; i++) if (one_in_(4)) flag = 0;
2680 for (i = 0; i < to_d + 3; i++) if (one_in_(4)) flag = 0;
2683 if (o_ptr->to_h != to_h || o_ptr->to_d != to_d)
2686 msg_print("ÍÅÅá¤Ï·ì¤òµÛ¤Ã¤Æ¶¯¤¯¤Ê¤Ã¤¿¡ª");
2688 msg_print("Muramasa sucked blood, and became more powerful!");
2697 if (drain_result > 5) /* Did we really hurt it? */
2699 drain_heal = damroll(2, drain_result / 6);
2704 msg_format("Draining left: %d", drain_left);
2706 msg_format("Draining left: %d", drain_left);
2713 if (drain_heal < drain_left)
2715 drain_left -= drain_heal;
2719 drain_heal = drain_left;
2726 msg_format("¿Ï¤¬%s¤«¤éÀ¸Ì¿ÎϤòµÛ¤¤¼è¤Ã¤¿¡ª", m_name);
2728 msg_format("Your weapon drains life from %s!", m_name);
2734 drain_heal = (drain_heal * mutant_regenerate_mod) / 100;
2736 hp_player(drain_heal);
2737 /* We get to keep some of it! */
2741 m_ptr->maxhp -= (k+7)/8;
2742 if (m_ptr->hp > m_ptr->maxhp) m_ptr->hp = m_ptr->maxhp;
2743 if (m_ptr->maxhp < 1) m_ptr->maxhp = 1;
2749 /* Confusion attack */
2750 if ((p_ptr->special_attack & ATTACK_CONFUSE) || (chaos_effect == 3) || (mode == HISSATSU_CONF))
2752 /* Cancel glowing hands */
2753 if (p_ptr->special_attack & ATTACK_CONFUSE)
2755 p_ptr->special_attack &= ~(ATTACK_CONFUSE);
2757 msg_print("¼ê¤Îµ±¤¤¬¤Ê¤¯¤Ê¤Ã¤¿¡£");
2759 msg_print("Your hands stop glowing.");
2761 p_ptr->redraw |= (PR_STATUS);
2765 /* Confuse the monster */
2766 if (r_ptr->flags3 & RF3_NO_CONF)
2768 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags3 |= RF3_NO_CONF;
2771 msg_format("%^s¤Ë¤Ï¸ú²Ì¤¬¤Ê¤«¤Ã¤¿¡£", m_name);
2773 msg_format("%^s is unaffected.", m_name);
2777 else if (randint0(100) < r_ptr->level)
2780 msg_format("%^s¤Ë¤Ï¸ú²Ì¤¬¤Ê¤«¤Ã¤¿¡£", m_name);
2782 msg_format("%^s is unaffected.", m_name);
2789 msg_format("%^s¤Ïº®Í𤷤¿¤è¤¦¤À¡£", m_name);
2791 msg_format("%^s appears confused.", m_name);
2794 (void)set_monster_confused(c_ptr->m_idx, MON_CONFUSED(m_ptr) + 10 + randint0(p_ptr->lev) / 5);
2798 else if (chaos_effect == 4)
2800 bool resists_tele = FALSE;
2802 if (r_ptr->flagsr & RFR_RES_TELE)
2804 if (r_ptr->flags1 & RF1_UNIQUE)
2806 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flagsr |= RFR_RES_TELE;
2808 msg_format("%^s¤Ë¤Ï¸ú²Ì¤¬¤Ê¤«¤Ã¤¿¡£", m_name);
2810 msg_format("%^s is unaffected!", m_name);
2813 resists_tele = TRUE;
2815 else if (r_ptr->level > randint1(100))
2817 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flagsr |= RFR_RES_TELE;
2819 msg_format("%^s¤ÏÄñ¹³ÎϤò»ý¤Ã¤Æ¤¤¤ë¡ª", m_name);
2821 msg_format("%^s resists!", m_name);
2824 resists_tele = TRUE;
2831 msg_format("%^s¤Ï¾Ã¤¨¤¿¡ª", m_name);
2833 msg_format("%^s disappears!", m_name);
2836 teleport_away(c_ptr->m_idx, 50, TELEPORT_PASSIVE);
2837 num = num_blow + 1; /* Can't hit it anymore! */
2842 else if ((chaos_effect == 5) && (randint1(90) > r_ptr->level))
2844 if (!(r_ptr->flags1 & (RF1_UNIQUE | RF1_QUESTOR)) &&
2845 !(r_ptr->flagsr & RFR_EFF_RES_CHAO_MASK))
2847 if (polymorph_monster(y, x))
2850 msg_format("%^s¤ÏÊѲ½¤·¤¿¡ª", m_name);
2852 msg_format("%^s changes!", m_name);
2861 msg_format("%^s¤Ë¤Ï¸ú²Ì¤¬¤Ê¤«¤Ã¤¿¡£", m_name);
2863 msg_format("%^s is unaffected.", m_name);
2867 /* Hack -- Get new monster */
2868 m_ptr = &m_list[c_ptr->m_idx];
2870 /* Oops, we need a different name... */
2871 monster_desc(m_name, m_ptr, 0);
2873 /* Hack -- Get new race */
2874 r_ptr = &r_info[m_ptr->r_idx];
2877 else if (o_ptr->name1 == ART_G_HAMMER)
2879 monster_type *m_ptr = &m_list[c_ptr->m_idx];
2881 if (m_ptr->hold_o_idx)
2883 object_type *q_ptr = &o_list[m_ptr->hold_o_idx];
2884 char o_name[MAX_NLEN];
2886 object_desc(o_name, q_ptr, OD_NAME_ONLY);
2887 q_ptr->held_m_idx = 0;
2888 q_ptr->marked = OM_TOUCHED;
2889 m_ptr->hold_o_idx = q_ptr->next_o_idx;
2890 q_ptr->next_o_idx = 0;
2892 msg_format("%s¤òÃ¥¤Ã¤¿¡£", o_name);
2894 msg_format("You snatched %s.", o_name);
2904 backstab = FALSE; /* Clumsy! */
2905 fuiuchi = FALSE; /* Clumsy! */
2907 if ((o_ptr->tval == TV_POLEARM) && (o_ptr->sval == SV_DEATH_SCYTHE) && one_in_(3))
2909 u32b flgs[TR_FLAG_SIZE];
2916 msg_format("¥ß¥¹¡ª %s¤Ë¤«¤ï¤µ¤ì¤¿¡£", m_name);
2918 msg_format("You miss %s.", m_name);
2922 msg_print("¿¶¤ê²ó¤·¤¿Âç³ù¤¬¼«Ê¬¼«¿È¤ËÊ֤äƤ¤¿¡ª");
2924 msg_print("Your scythe returns to you!");
2927 /* Extract the flags */
2928 object_flags(o_ptr, flgs);
2930 k = damroll(o_ptr->dd + p_ptr->to_dd[hand], o_ptr->ds + p_ptr->to_ds[hand]);
2933 switch (p_ptr->mimic_form)
2936 switch (p_ptr->prace)
2943 case RACE_BARBARIAN:
2947 case RACE_HALF_TROLL:
2948 case RACE_HALF_OGRE:
2949 case RACE_HALF_GIANT:
2950 case RACE_HALF_TITAN:
2958 case RACE_DRACONIAN:
2965 case MIMIC_DEMON_LORD:
2972 if (p_ptr->align < 0 && mult < 20)
2974 if (!(p_ptr->resist_acid || IS_OPPOSE_ACID() || p_ptr->immune_acid) && (mult < 25))
2976 if (!(p_ptr->resist_elec || IS_OPPOSE_ELEC() || p_ptr->immune_elec) && (mult < 25))
2978 if (!(p_ptr->resist_fire || IS_OPPOSE_FIRE() || p_ptr->immune_fire) && (mult < 25))
2980 if (!(p_ptr->resist_cold || IS_OPPOSE_COLD() || p_ptr->immune_cold) && (mult < 25))
2982 if (!(p_ptr->resist_pois || IS_OPPOSE_POIS()) && (mult < 25))
2985 if ((p_ptr->pclass != CLASS_SAMURAI) && (have_flag(flgs, TR_FORCE_WEAPON)) && (p_ptr->csp > (p_ptr->msp / 30)))
2987 p_ptr->csp -= (1+(p_ptr->msp / 30));
2988 p_ptr->redraw |= (PR_MANA);
2989 mult = mult * 3 / 2 + 20;
2995 k = critical_norm(o_ptr->weight, o_ptr->to_h, k, p_ptr->to_h[hand], mode);
3000 msg_format("¥°¥Ã¥µ¥êÀÚ¤êÎö¤«¤ì¤¿¡ª");
3002 msg_format("Your weapon cuts deep into yourself!");
3004 /* Try to increase the damage */
3012 k += (p_ptr->to_d[hand] + o_ptr->to_d);
3017 take_hit(DAMAGE_FORCE, k, "»à¤ÎÂç³ù", -1);
3019 take_hit(DAMAGE_FORCE, k, "Death scythe", -1);
3031 msg_format("¥ß¥¹¡ª %s¤Ë¤«¤ï¤µ¤ì¤¿¡£", m_name);
3033 msg_format("You miss %s.", m_name);
3042 if (weak && !(*mdeath))
3045 msg_format("%s¤Ï¼å¤¯¤Ê¤Ã¤¿¤è¤¦¤À¡£", m_name);
3047 msg_format("%^s seems weakened.", m_name);
3050 if (drain_left != MAX_VAMPIRIC_DRAIN)
3054 chg_virtue(V_UNLIFE, 1);
3057 /* Mega-Hack -- apply earthquake brand */
3060 earthquake(py, px, 10);
3061 if (!cave[y][x].m_idx) *mdeath = TRUE;
3065 bool py_attack(int y, int x, int mode)
3068 bool mdeath = FALSE;
3069 bool stormbringer = FALSE;
3071 cave_type *c_ptr = &cave[y][x];
3072 monster_type *m_ptr = &m_list[c_ptr->m_idx];
3073 monster_race *r_ptr = &r_info[m_ptr->r_idx];
3076 /* Disturb the player */
3081 if (!p_ptr->migite && !p_ptr->hidarite &&
3082 !(p_ptr->muta2 & (MUT2_HORNS | MUT2_BEAK | MUT2_SCOR_TAIL | MUT2_TRUNK | MUT2_TENTACLES)))
3085 msg_format("%s¹¶·â¤Ç¤¤Ê¤¤¡£", (empty_hands(FALSE) == EMPTY_HAND_NONE) ? "ξ¼ê¤¬¤Õ¤µ¤¬¤Ã¤Æ" : "");
3087 msg_print("You cannot do attacking.");
3092 /* Extract monster name (or "it") */
3093 monster_desc(m_name, m_ptr, 0);
3097 /* Auto-Recall if possible and visible */
3098 if (!p_ptr->image) monster_race_track(m_ptr->ap_r_idx);
3100 /* Track a new monster */
3101 health_track(c_ptr->m_idx);
3104 if ((r_ptr->flags1 & RF1_FEMALE) &&
3105 !(p_ptr->stun || p_ptr->confused || p_ptr->image || !m_ptr->ml))
3107 if ((inventory[INVEN_RARM].name1 == ART_ZANTETSU) || (inventory[INVEN_LARM].name1 == ART_ZANTETSU))
3110 msg_print("ÀÛ¼Ô¡¢¤ª¤Ê¤´¤Ï»Â¤ì¤Ì¡ª");
3112 msg_print("I can not attack women!");
3118 if (d_info[dungeon_type].flags1 & DF1_NO_MELEE)
3121 msg_print("¤Ê¤¼¤«¹¶·â¤¹¤ë¤³¤È¤¬¤Ç¤¤Ê¤¤¡£");
3123 msg_print("Something prevent you from attacking.");
3128 /* Stop if friendly */
3129 if (!is_hostile(m_ptr) &&
3130 !(p_ptr->stun || p_ptr->confused || p_ptr->image ||
3131 p_ptr->shero || !m_ptr->ml))
3133 if (inventory[INVEN_RARM].name1 == ART_STORMBRINGER) stormbringer = TRUE;
3134 if (inventory[INVEN_LARM].name1 == ART_STORMBRINGER) stormbringer = TRUE;
3138 msg_format("¹õ¤¤¿Ï¤Ï¶¯ÍߤË%s¤ò¹¶·â¤·¤¿¡ª", m_name);
3140 msg_format("Your black blade greedily attacks %s!", m_name);
3142 chg_virtue(V_INDIVIDUALISM, 1);
3143 chg_virtue(V_HONOUR, -1);
3144 chg_virtue(V_JUSTICE, -1);
3145 chg_virtue(V_COMPASSION, -1);
3147 else if (p_ptr->pclass != CLASS_BERSERKER)
3150 if (get_check("ËÜÅö¤Ë¹¶·â¤·¤Þ¤¹¤«¡©"))
3152 if (get_check("Really hit it? "))
3155 chg_virtue(V_INDIVIDUALISM, 1);
3156 chg_virtue(V_HONOUR, -1);
3157 chg_virtue(V_JUSTICE, -1);
3158 chg_virtue(V_COMPASSION, -1);
3163 msg_format("%s¤ò¹¶·â¤¹¤ë¤Î¤ò»ß¤á¤¿¡£", m_name);
3165 msg_format("You stop to avoid hitting %s.", m_name);
3173 /* Handle player fear */
3179 msg_format("¶²¤¯¤Æ%s¤ò¹¶·â¤Ç¤¤Ê¤¤¡ª", m_name);
3181 msg_format("You are too afraid to attack %s!", m_name);
3186 msg_format ("¤½¤Ã¤Á¤Ë¤Ï²¿¤«¶²¤¤¤â¤Î¤¬¤¤¤ë¡ª");
3188 msg_format ("There is something scary in your way!");
3191 /* Disturb the monster */
3192 (void)set_monster_csleep(c_ptr->m_idx, 0);
3198 if (MON_CSLEEP(m_ptr)) /* It is not honorable etc to attack helpless victims */
3200 if (!(r_ptr->flags3 & RF3_EVIL) || one_in_(5)) chg_virtue(V_COMPASSION, -1);
3201 if (!(r_ptr->flags3 & RF3_EVIL) || one_in_(5)) chg_virtue(V_HONOUR, -1);
3204 if (p_ptr->migite && p_ptr->hidarite)
3206 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))
3208 if (p_ptr->skill_exp[GINOU_NITOURYU] < WEAPON_EXP_BEGINNER)
3209 p_ptr->skill_exp[GINOU_NITOURYU] += 80;
3210 else if(p_ptr->skill_exp[GINOU_NITOURYU] < WEAPON_EXP_SKILLED)
3211 p_ptr->skill_exp[GINOU_NITOURYU] += 4;
3212 else if(p_ptr->skill_exp[GINOU_NITOURYU] < WEAPON_EXP_EXPERT)
3213 p_ptr->skill_exp[GINOU_NITOURYU] += 1;
3214 else if(p_ptr->skill_exp[GINOU_NITOURYU] < WEAPON_EXP_MASTER)
3215 if (one_in_(3)) p_ptr->skill_exp[GINOU_NITOURYU] += 1;
3216 p_ptr->update |= (PU_BONUS);
3220 /* Gain riding experience */
3223 int cur = p_ptr->skill_exp[GINOU_RIDING];
3224 int max = s_info[p_ptr->pclass].s_max[GINOU_RIDING];
3228 int ridinglevel = r_info[m_list[p_ptr->riding].r_idx].level;
3229 int targetlevel = r_ptr->level;
3232 if ((cur / 200 - 5) < targetlevel)
3235 /* Extra experience */
3236 if ((cur / 100) < ridinglevel)
3238 if ((cur / 100 + 15) < ridinglevel)
3239 inc += 1 + (ridinglevel - (cur / 100 + 15));
3244 p_ptr->skill_exp[GINOU_RIDING] = MIN(max, cur + inc);
3246 p_ptr->update |= (PU_BONUS);
3250 riding_t_m_idx = c_ptr->m_idx;
3251 if (p_ptr->migite) py_attack_aux(y, x, &fear, &mdeath, 0, mode);
3252 if (p_ptr->hidarite && !mdeath) py_attack_aux(y, x, &fear, &mdeath, 1, mode);
3254 /* Mutations which yield extra 'natural' attacks */
3257 if ((p_ptr->muta2 & MUT2_HORNS) && !mdeath)
3258 natural_attack(c_ptr->m_idx, MUT2_HORNS, &fear, &mdeath);
3259 if ((p_ptr->muta2 & MUT2_BEAK) && !mdeath)
3260 natural_attack(c_ptr->m_idx, MUT2_BEAK, &fear, &mdeath);
3261 if ((p_ptr->muta2 & MUT2_SCOR_TAIL) && !mdeath)
3262 natural_attack(c_ptr->m_idx, MUT2_SCOR_TAIL, &fear, &mdeath);
3263 if ((p_ptr->muta2 & MUT2_TRUNK) && !mdeath)
3264 natural_attack(c_ptr->m_idx, MUT2_TRUNK, &fear, &mdeath);
3265 if ((p_ptr->muta2 & MUT2_TENTACLES) && !mdeath)
3266 natural_attack(c_ptr->m_idx, MUT2_TENTACLES, &fear, &mdeath);
3269 /* Hack -- delay fear messages */
3270 if (fear && m_ptr->ml && !mdeath)
3277 msg_format("%^s¤Ï¶²Éݤ·¤Æƨ¤²½Ð¤·¤¿¡ª", m_name);
3279 msg_format("%^s flees in terror!", m_name);
3284 if ((p_ptr->special_defense & KATA_IAI) && ((mode != HISSATSU_IAI) || mdeath))
3286 set_action(ACTION_NONE);
3293 bool pattern_seq(int c_y, int c_x, int n_y, int n_x)
3295 feature_type *cur_f_ptr = &f_info[cave[c_y][c_x].feat];
3296 feature_type *new_f_ptr = &f_info[cave[n_y][n_x].feat];
3297 bool is_pattern_tile_cur = have_flag(cur_f_ptr->flags, FF_PATTERN);
3298 bool is_pattern_tile_new = have_flag(new_f_ptr->flags, FF_PATTERN);
3299 int pattern_type_cur, pattern_type_new;
3301 if (!is_pattern_tile_cur && !is_pattern_tile_new) return TRUE;
3303 pattern_type_cur = is_pattern_tile_cur ? cur_f_ptr->subtype : NOT_PATTERN_TILE;
3304 pattern_type_new = is_pattern_tile_new ? new_f_ptr->subtype : NOT_PATTERN_TILE;
3306 if (pattern_type_new == PATTERN_TILE_START)
3308 if (!is_pattern_tile_cur && !p_ptr->confused && !p_ptr->stun && !p_ptr->image)
3311 if (get_check("¥Ñ¥¿¡¼¥ó¤Î¾å¤òÊ⤻Ϥá¤ë¤È¡¢Á´¤Æ¤òÊ⤫¤Ê¤±¤ì¤Ð¤Ê¤ê¤Þ¤»¤ó¡£¤¤¤¤¤Ç¤¹¤«¡©"))
3313 if (get_check("If you start walking the Pattern, you must walk the whole way. Ok? "))
3322 else if ((pattern_type_new == PATTERN_TILE_OLD) ||
3323 (pattern_type_new == PATTERN_TILE_END) ||
3324 (pattern_type_new == PATTERN_TILE_WRECKED))
3326 if (is_pattern_tile_cur)
3333 msg_print("¥Ñ¥¿¡¼¥ó¤Î¾å¤òÊ⤯¤Ë¤Ï¥¹¥¿¡¼¥ÈÃÏÅÀ¤«¤éÊ⤻Ϥá¤Ê¤¯¤Æ¤Ï¤Ê¤ê¤Þ¤»¤ó¡£");
3335 msg_print("You must start walking the Pattern from the startpoint.");
3341 else if ((pattern_type_new == PATTERN_TILE_TELEPORT) ||
3342 (pattern_type_cur == PATTERN_TILE_TELEPORT))
3346 else if (pattern_type_cur == PATTERN_TILE_START)
3348 if (is_pattern_tile_new)
3353 msg_print("¥Ñ¥¿¡¼¥ó¤Î¾å¤ÏÀµ¤·¤¤½ç½ø¤ÇÊ⤫¤Í¤Ð¤Ê¤ê¤Þ¤»¤ó¡£");
3355 msg_print("You must walk the Pattern in correct order.");
3361 else if ((pattern_type_cur == PATTERN_TILE_OLD) ||
3362 (pattern_type_cur == PATTERN_TILE_END) ||
3363 (pattern_type_cur == PATTERN_TILE_WRECKED))
3365 if (!is_pattern_tile_new)
3368 msg_print("¥Ñ¥¿¡¼¥ó¤òƧ¤ß³°¤·¤Æ¤Ï¤¤¤±¤Þ¤»¤ó¡£");
3370 msg_print("You may not step off from the Pattern.");
3382 if (!is_pattern_tile_cur)
3385 msg_print("¥Ñ¥¿¡¼¥ó¤Î¾å¤òÊ⤯¤Ë¤Ï¥¹¥¿¡¼¥ÈÃÏÅÀ¤«¤éÊ⤻Ϥá¤Ê¤¯¤Æ¤Ï¤Ê¤ê¤Þ¤»¤ó¡£");
3387 msg_print("You must start walking the Pattern from the startpoint.");
3394 byte ok_move = PATTERN_TILE_START;
3395 switch (pattern_type_cur)
3397 case PATTERN_TILE_1:
3398 ok_move = PATTERN_TILE_2;
3400 case PATTERN_TILE_2:
3401 ok_move = PATTERN_TILE_3;
3403 case PATTERN_TILE_3:
3404 ok_move = PATTERN_TILE_4;
3406 case PATTERN_TILE_4:
3407 ok_move = PATTERN_TILE_1;
3412 msg_format("¤ª¤«¤·¤Ê¥Ñ¥¿¡¼¥óÊâ¹Ô¡¢%d¡£", pattern_type_cur);
3414 msg_format("Funny Pattern walking, %d.", pattern_type_cur);
3417 return TRUE; /* Goof-up */
3420 if ((pattern_type_new == ok_move) ||
3421 (pattern_type_new == pattern_type_cur))
3425 if (!is_pattern_tile_new)
3427 msg_print("¥Ñ¥¿¡¼¥ó¤òƧ¤ß³°¤·¤Æ¤Ï¤¤¤±¤Þ¤»¤ó¡£");
3429 msg_print("You may not step off from the Pattern.");
3433 msg_print("¥Ñ¥¿¡¼¥ó¤Î¾å¤ÏÀµ¤·¤¤½ç½ø¤ÇÊ⤫¤Í¤Ð¤Ê¤ê¤Þ¤»¤ó¡£");
3435 msg_print("You must walk the Pattern in correct order.");
3445 bool player_can_enter(s16b feature, u16b mode)
3447 feature_type *f_ptr = &f_info[feature];
3449 if (p_ptr->riding) return monster_can_cross_terrain(feature, &r_info[m_list[p_ptr->riding].r_idx], mode | CEM_RIDING);
3452 if (have_flag(f_ptr->flags, FF_PATTERN))
3454 if (!(mode & CEM_P_CAN_ENTER_PATTERN)) return FALSE;
3458 if (have_flag(f_ptr->flags, FF_CAN_FLY) && p_ptr->levitation) return TRUE;
3459 if (have_flag(f_ptr->flags, FF_CAN_SWIM) && p_ptr->can_swim) return TRUE;
3460 if (have_flag(f_ptr->flags, FF_CAN_PASS) && p_ptr->pass_wall) return TRUE;
3462 if (!have_flag(f_ptr->flags, FF_MOVE)) return FALSE;
3471 bool move_player_effect(int ny, int nx, u32b mpe_mode)
3473 cave_type *c_ptr = &cave[ny][nx];
3474 feature_type *f_ptr = &f_info[c_ptr->feat];
3476 if (!(mpe_mode & MPE_STAYING))
3480 cave_type *oc_ptr = &cave[oy][ox];
3481 int om_idx = oc_ptr->m_idx;
3482 int nm_idx = c_ptr->m_idx;
3484 /* Move the player */
3488 /* Hack -- For moving monster or riding player's moving */
3489 if (!(mpe_mode & MPE_DONT_SWAP_MON))
3491 /* Swap two monsters */
3492 c_ptr->m_idx = om_idx;
3493 oc_ptr->m_idx = nm_idx;
3495 if (om_idx > 0) /* Monster on old spot (or p_ptr->riding) */
3497 monster_type *om_ptr = &m_list[om_idx];
3500 update_mon(om_idx, TRUE);
3503 if (nm_idx > 0) /* Monster on new spot */
3505 monster_type *nm_ptr = &m_list[nm_idx];
3508 update_mon(nm_idx, TRUE);
3512 /* Redraw old spot */
3515 /* Redraw new spot */
3518 /* Check for new panel (redraw map) */
3521 if (mpe_mode & MPE_FORGET_FLOW)
3525 /* Mega-Hack -- Forget the view */
3526 p_ptr->update |= (PU_UN_VIEW);
3529 p_ptr->redraw |= (PR_MAP);
3533 p_ptr->update |= (PU_VIEW | PU_LITE | PU_FLOW | PU_MON_LITE | PU_DISTANCE);
3536 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
3538 /* Remove "unsafe" flag */
3539 if ((!p_ptr->blind && !no_lite()) || !is_trap(c_ptr->feat)) c_ptr->info &= ~(CAVE_UNSAFE);
3541 /* For get everything when requested hehe I'm *NASTY* */
3542 if (dun_level && (d_info[dungeon_type].flags1 & DF1_FORGET)) wiz_dark();
3545 if (mpe_mode & MPE_HANDLE_STUFF) handle_stuff();
3547 if (p_ptr->pclass == CLASS_NINJA)
3549 if (c_ptr->info & (CAVE_GLOW)) set_superstealth(FALSE);
3550 else if (p_ptr->cur_lite <= 0) set_superstealth(TRUE);
3553 if ((p_ptr->action == ACTION_HAYAGAKE) &&
3554 (!have_flag(f_ptr->flags, FF_PROJECT) ||
3555 (!p_ptr->levitation && have_flag(f_ptr->flags, FF_DEEP))))
3558 msg_print("¤³¤³¤Ç¤ÏÁÇÁ᤯ư¤±¤Ê¤¤¡£");
3560 msg_print("You cannot run in here.");
3562 set_action(ACTION_NONE);
3566 if (mpe_mode & MPE_ENERGY_USE)
3568 if (music_singing(MUSIC_WALL))
3570 (void)project(0, 0, py, px, (60 + p_ptr->lev), GF_DISINTEGRATE,
3571 PROJECT_KILL | PROJECT_ITEM, -1);
3573 if (!player_bold(ny, nx) || p_ptr->is_dead || p_ptr->leaving) return FALSE;
3576 /* Spontaneous Searching */
3577 if ((p_ptr->skill_fos >= 50) || (0 == randint0(50 - p_ptr->skill_fos)))
3582 /* Continuous Searching */
3583 if (p_ptr->action == ACTION_SEARCH)
3589 /* Handle "objects" */
3590 if (!(mpe_mode & MPE_DONT_PICKUP))
3592 carry((mpe_mode & MPE_DO_PICKUP) ? TRUE : FALSE);
3595 /* Handle "store doors" */
3596 if (have_flag(f_ptr->flags, FF_STORE))
3602 /* Hack -- Enter store */
3603 command_new = SPECIAL_KEY_STORE;
3606 /* Handle "building doors" -KMW- */
3607 else if (have_flag(f_ptr->flags, FF_BLDG))
3613 /* Hack -- Enter building */
3614 command_new = SPECIAL_KEY_BUILDING;
3617 /* Handle quest areas -KMW- */
3618 else if (have_flag(f_ptr->flags, FF_QUEST_ENTER))
3624 /* Hack -- Enter quest level */
3625 command_new = SPECIAL_KEY_QUEST;
3628 else if (have_flag(f_ptr->flags, FF_QUEST_EXIT))
3630 if (quest[p_ptr->inside_quest].type == QUEST_TYPE_FIND_EXIT)
3632 if (record_fix_quest) do_cmd_write_nikki(NIKKI_FIX_QUEST_C, p_ptr->inside_quest, NULL);
3633 quest[p_ptr->inside_quest].status = QUEST_STATUS_COMPLETED;
3634 quest[p_ptr->inside_quest].complev = (byte)p_ptr->lev;
3636 msg_print("¥¯¥¨¥¹¥È¤òãÀ®¤·¤¿¡ª");
3638 msg_print("You accomplished your quest!");
3644 leave_quest_check();
3646 p_ptr->inside_quest = c_ptr->special;
3651 p_ptr->leaving = TRUE;
3654 /* Set off a trap */
3655 else if (have_flag(f_ptr->flags, FF_HIT_TRAP) && !(mpe_mode & MPE_STAYING))
3661 if (c_ptr->mimic || have_flag(f_ptr->flags, FF_SECRET))
3665 msg_print("¥È¥é¥Ã¥×¤À¡ª");
3667 msg_print("You found a trap!");
3671 disclose_grid(py, px);
3675 hit_trap((mpe_mode & MPE_BREAK_TRAP) ? TRUE : FALSE);
3677 if (!player_bold(ny, nx) || p_ptr->is_dead || p_ptr->leaving) return FALSE;
3680 /* Warn when leaving trap detected region */
3681 if (!(mpe_mode & MPE_STAYING) && (disturb_trap_detect || alert_trap_detect)
3682 && p_ptr->dtrap && !(c_ptr->info & CAVE_IN_DETECT))
3684 /* No duplicate warning */
3685 p_ptr->dtrap = FALSE;
3687 /* You are just on the edge */
3688 if (!(c_ptr->info & CAVE_UNSAFE))
3690 if (alert_trap_detect)
3693 msg_print("* Ãí°Õ:¤³¤ÎÀè¤Ï¥È¥é¥Ã¥×¤Î´¶ÃÎÈϰϳ°¤Ç¤¹¡ª *");
3695 msg_print("*Leaving trap detect region!*");
3699 if (disturb_trap_detect) disturb(0, 0);
3703 return player_bold(ny, nx) && !p_ptr->is_dead && !p_ptr->leaving;
3707 bool trap_can_be_ignored(int feat)
3709 feature_type *f_ptr = &f_info[feat];
3711 if (!have_flag(f_ptr->flags, FF_TRAP)) return TRUE;
3713 switch (f_ptr->subtype)
3717 case TRAP_SPIKED_PIT:
3718 case TRAP_POISON_PIT:
3719 if (p_ptr->levitation) return TRUE;
3722 if (p_ptr->anti_tele) return TRUE;
3725 if (p_ptr->immune_fire) return TRUE;
3728 if (p_ptr->immune_acid) return TRUE;
3731 if (p_ptr->resist_blind) return TRUE;
3734 if (p_ptr->resist_conf) return TRUE;
3737 if (p_ptr->resist_pois) return TRUE;
3740 if (p_ptr->free_act) return TRUE;
3749 * Determine if a "boundary" grid is "floor mimic"
3751 #define boundary_floor(C, F, MF) \
3752 ((C)->mimic && permanent_wall(F) && \
3753 (have_flag((MF)->flags, FF_MOVE) || have_flag((MF)->flags, FF_CAN_FLY)) && \
3754 have_flag((MF)->flags, FF_PROJECT) && \
3755 !have_flag((MF)->flags, FF_OPEN))
3758 * Move player in the given direction, with the given "pickup" flag.
3760 * This routine should (probably) always induce energy expenditure.
3762 * Note that moving will *always* take a turn, and will *always* hit
3763 * any monster which might be in the destination grid. Previously,
3764 * moving into walls was "free" and did NOT hit invisible monsters.
3766 void move_player(int dir, bool do_pickup, bool break_trap)
3768 /* Find the result of moving */
3769 int y = py + ddy[dir];
3770 int x = px + ddx[dir];
3772 /* Examine the destination */
3773 cave_type *c_ptr = &cave[y][x];
3775 feature_type *f_ptr = &f_info[c_ptr->feat];
3777 monster_type *m_ptr;
3779 monster_type *riding_m_ptr = &m_list[p_ptr->riding];
3780 monster_race *riding_r_ptr = &r_info[p_ptr->riding ? riding_m_ptr->r_idx : 0]; /* Paranoia */
3784 bool p_can_enter = player_can_enter(c_ptr->feat, CEM_P_CAN_ENTER_PATTERN);
3785 bool p_can_kill_walls = FALSE;
3786 bool stormbringer = FALSE;
3788 bool oktomove = TRUE;
3789 bool do_past = FALSE;
3792 if (!dun_level && !p_ptr->wild_mode &&
3793 ((x == 0) || (x == MAX_WID - 1) ||
3794 (y == 0) || (y == MAX_HGT - 1)))
3796 /* Can the player enter the grid? */
3797 if (c_ptr->mimic && player_can_enter(c_ptr->mimic, 0))
3799 /* Hack: move to new area */
3800 if ((y == 0) && (x == 0))
3802 p_ptr->wilderness_y--;
3803 p_ptr->wilderness_x--;
3804 p_ptr->oldpy = cur_hgt - 2;
3805 p_ptr->oldpx = cur_wid - 2;
3806 ambush_flag = FALSE;
3809 else if ((y == 0) && (x == MAX_WID - 1))
3811 p_ptr->wilderness_y--;
3812 p_ptr->wilderness_x++;
3813 p_ptr->oldpy = cur_hgt - 2;
3815 ambush_flag = FALSE;
3818 else if ((y == MAX_HGT - 1) && (x == 0))
3820 p_ptr->wilderness_y++;
3821 p_ptr->wilderness_x--;
3823 p_ptr->oldpx = cur_wid - 2;
3824 ambush_flag = FALSE;
3827 else if ((y == MAX_HGT - 1) && (x == MAX_WID - 1))
3829 p_ptr->wilderness_y++;
3830 p_ptr->wilderness_x++;
3833 ambush_flag = FALSE;
3838 p_ptr->wilderness_y--;
3839 p_ptr->oldpy = cur_hgt - 2;
3841 ambush_flag = FALSE;
3844 else if (y == MAX_HGT - 1)
3846 p_ptr->wilderness_y++;
3849 ambush_flag = FALSE;
3854 p_ptr->wilderness_x--;
3855 p_ptr->oldpx = cur_wid - 2;
3857 ambush_flag = FALSE;
3860 else if (x == MAX_WID - 1)
3862 p_ptr->wilderness_x++;
3865 ambush_flag = FALSE;
3868 p_ptr->leaving = TRUE;
3874 /* "Blocked" message appears later */
3875 /* oktomove = FALSE; */
3876 p_can_enter = FALSE;
3879 /* Get the monster */
3880 m_ptr = &m_list[c_ptr->m_idx];
3883 if (inventory[INVEN_RARM].name1 == ART_STORMBRINGER) stormbringer = TRUE;
3884 if (inventory[INVEN_LARM].name1 == ART_STORMBRINGER) stormbringer = TRUE;
3886 /* Player can not walk through "walls"... */
3887 /* unless in Shadow Form */
3888 p_can_kill_walls = p_ptr->kill_wall && have_flag(f_ptr->flags, FF_HURT_DISI) &&
3889 (!p_can_enter || !have_flag(f_ptr->flags, FF_LOS)) &&
3890 !have_flag(f_ptr->flags, FF_PERMANENT);
3892 /* Hack -- attack monsters */
3893 if (c_ptr->m_idx && (m_ptr->ml || p_can_enter || p_can_kill_walls))
3895 monster_race *r_ptr = &r_info[m_ptr->r_idx];
3897 /* Attack -- only if we can see it OR it is not in a wall */
3898 if (!is_hostile(m_ptr) &&
3899 !(p_ptr->confused || p_ptr->image || !m_ptr->ml || p_ptr->stun ||
3900 ((p_ptr->muta2 & MUT2_BERS_RAGE) && p_ptr->shero)) &&
3901 pattern_seq(py, px, y, x) && (p_can_enter || p_can_kill_walls))
3903 /* Disturb the monster */
3904 (void)set_monster_csleep(c_ptr->m_idx, 0);
3906 /* Extract monster name (or "it") */
3907 monster_desc(m_name, m_ptr, 0);
3911 /* Auto-Recall if possible and visible */
3912 if (!p_ptr->image) monster_race_track(m_ptr->ap_r_idx);
3914 /* Track a new monster */
3915 health_track(c_ptr->m_idx);
3919 if ((stormbringer && (randint1(1000) > 666)) || (p_ptr->pclass == CLASS_BERSERKER))
3924 else if (monster_can_cross_terrain(cave[py][px].feat, r_ptr, 0))
3931 msg_format("%^s¤¬¼ÙËâ¤À¡ª", m_name);
3933 msg_format("%^s is in your way!", m_name);
3940 /* now continue on to 'movement' */
3949 if (oktomove && p_ptr->riding)
3951 if (riding_r_ptr->flags1 & RF1_NEVER_MOVE)
3954 msg_print("Æ°¤±¤Ê¤¤¡ª");
3956 msg_print("Can't move!");
3962 else if (MON_MONFEAR(riding_m_ptr))
3966 /* Acquire the monster name */
3967 monster_desc(m_name, riding_m_ptr, 0);
3969 /* Dump a message */
3971 msg_format("%s¤¬¶²Éݤ·¤Æ¤¤¤ÆÀ©¸æ¤Ç¤¤Ê¤¤¡£", m_name);
3973 msg_format("%^s is too scared to control.", m_name);
3978 else if (p_ptr->riding_ryoute)
3983 else if (have_flag(f_ptr->flags, FF_CAN_FLY) && (riding_r_ptr->flags7 & RF7_CAN_FLY))
3987 else if (have_flag(f_ptr->flags, FF_CAN_SWIM) && (riding_r_ptr->flags7 & RF7_CAN_SWIM))
3991 else if (have_flag(f_ptr->flags, FF_WATER) &&
3992 !(riding_r_ptr->flags7 & RF7_AQUATIC) &&
3993 (have_flag(f_ptr->flags, FF_DEEP) || (riding_r_ptr->flags2 & RF2_AURA_FIRE)))
3996 msg_format("%s¤Î¾å¤Ë¹Ô¤±¤Ê¤¤¡£", f_name + f_info[get_feat_mimic(c_ptr)].name);
3998 msg_print("Can't swim.");
4004 else if (!have_flag(f_ptr->flags, FF_WATER) && (riding_r_ptr->flags7 & RF7_AQUATIC))
4007 msg_format("%s¤«¤é¾å¤¬¤ì¤Ê¤¤¡£", f_name + f_info[get_feat_mimic(&cave[py][px])].name);
4009 msg_print("Can't land.");
4015 else if (have_flag(f_ptr->flags, FF_LAVA) && !(riding_r_ptr->flagsr & RFR_EFF_IM_FIRE_MASK))
4018 msg_format("%s¤Î¾å¤Ë¹Ô¤±¤Ê¤¤¡£", f_name + f_info[get_feat_mimic(c_ptr)].name);
4020 msg_print("Too hot to go through.");
4027 if (oktomove && MON_STUNNED(riding_m_ptr) && one_in_(2))
4030 monster_desc(m_name, riding_m_ptr, 0);
4032 msg_format("%s¤¬Û¯Û°¤È¤·¤Æ¤¤¤Æ¤¦¤Þ¤¯Æ°¤±¤Ê¤¤¡ª",m_name);
4034 msg_format("You cannot control stunned %s!",m_name);
4045 else if (!have_flag(f_ptr->flags, FF_MOVE) && have_flag(f_ptr->flags, FF_CAN_FLY) && !p_ptr->levitation)
4048 msg_format("¶õ¤òÈô¤Ð¤Ê¤¤¤È%s¤Î¾å¤Ë¤Ï¹Ô¤±¤Ê¤¤¡£", f_name + f_info[get_feat_mimic(c_ptr)].name);
4050 msg_format("You need to fly to go through the %s.", f_name + f_info[get_feat_mimic(c_ptr)].name);
4059 * Player can move through trees and
4060 * has effective -10 speed
4061 * Rangers can move without penality
4063 else if (have_flag(f_ptr->flags, FF_TREE) && !p_can_kill_walls)
4065 if ((p_ptr->pclass != CLASS_RANGER) && !p_ptr->levitation && (!p_ptr->riding || !(riding_r_ptr->flags8 & RF8_WILD_WOOD))) energy_use *= 2;
4068 #ifdef ALLOW_EASY_DISARM /* TNB */
4070 /* Disarm a visible trap */
4071 else if ((do_pickup != easy_disarm) && have_flag(f_ptr->flags, FF_DISARM) && !c_ptr->mimic)
4073 if (!trap_can_be_ignored(c_ptr->feat))
4075 (void)do_cmd_disarm_aux(y, x, dir);
4080 #endif /* ALLOW_EASY_DISARM -- TNB */
4082 /* Player can not walk through "walls" unless in wraith form...*/
4083 else if (!p_can_enter && !p_can_kill_walls)
4085 /* Feature code (applying "mimic" field) */
4086 s16b feat = get_feat_mimic(c_ptr);
4087 feature_type *mimic_f_ptr = &f_info[feat];
4088 cptr name = f_name + mimic_f_ptr->name;
4092 /* Disturb the player */
4095 /* Notice things in the dark */
4096 if (!(c_ptr->info & CAVE_MARK) && !player_can_see_bold(y, x))
4098 /* Boundary floor mimic */
4099 if (boundary_floor(c_ptr, f_ptr, mimic_f_ptr))
4102 msg_print("¤½¤ì°Ê¾åÀè¤Ë¤Ï¿Ê¤á¤Ê¤¤¤è¤¦¤À¡£");
4104 msg_print("You feel you cannot go any more.");
4108 /* Wall (or secret door) */
4112 msg_format("%s¤¬¹Ô¤¯¼ê¤ò¤Ï¤Ð¤ó¤Ç¤¤¤ë¤è¤¦¤À¡£", name);
4114 msg_format("You feel %s %s blocking your way.",
4115 is_a_vowel(name[0]) ? "an" : "a", name);
4118 c_ptr->info |= (CAVE_MARK);
4126 /* Boundary floor mimic */
4127 if (boundary_floor(c_ptr, f_ptr, mimic_f_ptr))
4130 msg_print("¤½¤ì°Ê¾åÀè¤Ë¤Ï¿Ê¤á¤Ê¤¤¡£");
4132 msg_print("You cannot go any more.");
4135 if (!(p_ptr->confused || p_ptr->stun || p_ptr->image))
4139 /* Wall (or secret door) */
4142 #ifdef ALLOW_EASY_OPEN
4144 if (easy_open && is_closed_door(feat) && easy_open_door(y, x)) return;
4145 #endif /* ALLOW_EASY_OPEN */
4148 msg_format("%s¤¬¹Ô¤¯¼ê¤ò¤Ï¤Ð¤ó¤Ç¤¤¤ë¡£", name);
4150 msg_format("There is %s %s blocking your way.",
4151 is_a_vowel(name[0]) ? "an" : "a", name);
4155 * Well, it makes sense that you lose time bumping into
4156 * a wall _if_ you are confused, stunned or blind; but
4157 * typing mistakes should not cost you a turn...
4159 if (!(p_ptr->confused || p_ptr->stun || p_ptr->image))
4165 if (!boundary_floor(c_ptr, f_ptr, mimic_f_ptr)) sound(SOUND_HITWALL);
4168 /* Normal movement */
4169 if (oktomove && !pattern_seq(py, px, y, x))
4171 if (!(p_ptr->confused || p_ptr->stun || p_ptr->image))
4176 /* To avoid a loop with running */
4182 /* Normal movement */
4185 u32b mpe_mode = MPE_ENERGY_USE;
4189 if (!process_warning(x, y))
4199 msg_format("%s¤ò²¡¤·Âऱ¤¿¡£", m_name);
4201 msg_format("You push past %s.", m_name);
4205 /* Change oldpx and oldpy to place the player well when going back to big mode */
4206 if (p_ptr->wild_mode)
4208 if (ddy[dir] > 0) p_ptr->oldpy = 1;
4209 if (ddy[dir] < 0) p_ptr->oldpy = MAX_HGT - 2;
4210 if (ddy[dir] == 0) p_ptr->oldpy = MAX_HGT / 2;
4211 if (ddx[dir] > 0) p_ptr->oldpx = 1;
4212 if (ddx[dir] < 0) p_ptr->oldpx = MAX_WID - 2;
4213 if (ddx[dir] == 0) p_ptr->oldpx = MAX_WID / 2;
4216 if (p_can_kill_walls)
4218 cave_alter_feat(y, x, FF_HURT_DISI);
4220 /* Update some things -- similar to GF_KILL_WALL */
4221 p_ptr->update |= (PU_FLOW);
4225 /* sound(SOUND_WALK); */
4227 #ifdef ALLOW_EASY_DISARM /* TNB */
4229 if (do_pickup != always_pickup) mpe_mode |= MPE_DO_PICKUP;
4231 #else /* ALLOW_EASY_DISARM -- TNB */
4233 if (do_pickup) mpe_mode |= MPE_DO_PICKUP;
4235 #endif /* ALLOW_EASY_DISARM -- TNB */
4237 if (break_trap) mpe_mode |= MPE_BREAK_TRAP;
4239 /* Move the player */
4240 (void)move_player_effect(y, x, mpe_mode);
4245 static bool ignore_avoid_run;
4248 * Hack -- Check for a "known wall" (see below)
4250 static int see_wall(int dir, int y, int x)
4254 /* Get the new location */
4258 /* Illegal grids are not known walls */
4259 if (!in_bounds2(y, x)) return (FALSE);
4262 c_ptr = &cave[y][x];
4264 /* Must be known to the player */
4265 if (c_ptr->info & (CAVE_MARK))
4267 /* Feature code (applying "mimic" field) */
4268 s16b feat = get_feat_mimic(c_ptr);
4269 feature_type *f_ptr = &f_info[feat];
4271 /* Wall grids are known walls */
4272 if (!player_can_enter(feat, 0)) return !have_flag(f_ptr->flags, FF_DOOR);
4274 /* Don't run on a tree unless explicitly requested */
4275 if (have_flag(f_ptr->flags, FF_AVOID_RUN) && !ignore_avoid_run)
4278 /* Don't run in a wall */
4279 if (!have_flag(f_ptr->flags, FF_MOVE) && !have_flag(f_ptr->flags, FF_CAN_FLY))
4280 return !have_flag(f_ptr->flags, FF_DOOR);
4288 * Hack -- Check for an "unknown corner" (see below)
4290 static int see_nothing(int dir, int y, int x)
4292 /* Get the new location */
4296 /* Illegal grids are unknown */
4297 if (!in_bounds2(y, x)) return (TRUE);
4299 /* Memorized grids are always known */
4300 if (cave[y][x].info & (CAVE_MARK)) return (FALSE);
4302 /* Viewable door/wall grids are known */
4303 if (player_can_see_bold(y, x)) return (FALSE);
4314 * The running algorithm: -CJS-
4316 * In the diagrams below, the player has just arrived in the
4317 * grid marked as '@', and he has just come from a grid marked
4318 * as 'o', and he is about to enter the grid marked as 'x'.
4320 * Of course, if the "requested" move was impossible, then you
4321 * will of course be blocked, and will stop.
4323 * Overview: You keep moving until something interesting happens.
4324 * If you are in an enclosed space, you follow corners. This is
4325 * the usual corridor scheme. If you are in an open space, you go
4326 * straight, but stop before entering enclosed space. This is
4327 * analogous to reaching doorways. If you have enclosed space on
4328 * one side only (that is, running along side a wall) stop if
4329 * your wall opens out, or your open space closes in. Either case
4330 * corresponds to a doorway.
4332 * What happens depends on what you can really SEE. (i.e. if you
4333 * have no light, then running along a dark corridor is JUST like
4334 * running in a dark room.) The algorithm works equally well in
4335 * corridors, rooms, mine tailings, earthquake rubble, etc, etc.
4337 * These conditions are kept in static memory:
4338 * find_openarea You are in the open on at least one
4340 * find_breakleft You have a wall on the left, and will
4342 * find_breakright You have a wall on the right, and will
4345 * To initialize these conditions, we examine the grids adjacent
4346 * to the grid marked 'x', two on each side (marked 'L' and 'R').
4347 * If either one of the two grids on a given side is seen to be
4348 * closed, then that side is considered to be closed. If both
4349 * sides are closed, then it is an enclosed (corridor) run.
4355 * Looking at more than just the immediate squares is
4356 * significant. Consider the following case. A run along the
4357 * corridor will stop just before entering the center point,
4358 * because a choice is clearly established. Running in any of
4359 * three available directions will be defined as a corridor run.
4360 * Note that a minor hack is inserted to make the angled corridor
4361 * entry (with one side blocked near and the other side blocked
4362 * further away from the runner) work correctly. The runner moves
4363 * diagonally, but then saves the previous direction as being
4364 * straight into the gap. Otherwise, the tail end of the other
4365 * entry would be perceived as an alternative on the next move.
4373 * Likewise, a run along a wall, and then into a doorway (two
4374 * runs) will work correctly. A single run rightwards from @ will
4375 * stop at 1. Another run right and down will enter the corridor
4376 * and make the corner, stopping at the 2.
4378 * ##################
4380 * ########### ######
4384 * After any move, the function area_affect is called to
4385 * determine the new surroundings, and the direction of
4386 * subsequent moves. It examines the current player location
4387 * (at which the runner has just arrived) and the previous
4388 * direction (from which the runner is considered to have come).
4390 * Moving one square in some direction places you adjacent to
4391 * three or five new squares (for straight and diagonal moves
4392 * respectively) to which you were not previously adjacent,
4393 * marked as '!' in the diagrams below.
4396 * .o@! (normal) .o.! (diagonal)
4397 * ...! (east) ..@! (south east)
4400 * You STOP if any of the new squares are interesting in any way:
4401 * for example, if they contain visible monsters or treasure.
4403 * You STOP if any of the newly adjacent squares seem to be open,
4404 * and you are also looking for a break on that side. (that is,
4405 * find_openarea AND find_break).
4407 * You STOP if any of the newly adjacent squares do NOT seem to be
4408 * open and you are in an open area, and that side was previously
4411 * Corners: If you are not in the open (i.e. you are in a corridor)
4412 * and there is only one way to go in the new squares, then turn in
4413 * that direction. If there are more than two new ways to go, STOP.
4414 * If there are two ways to go, and those ways are separated by a
4415 * square which does not seem to be open, then STOP.
4417 * Otherwise, we have a potential corner. There are two new open
4418 * squares, which are also adjacent. One of the new squares is
4419 * diagonally located, the other is straight on (as in the diagram).
4420 * We consider two more squares further out (marked below as ?).
4422 * We assign "option" to the straight-on grid, and "option2" to the
4423 * diagonal grid, and "check_dir" to the grid marked 's'.
4429 * If they are both seen to be closed, then it is seen that no benefit
4430 * is gained from moving straight. It is a known corner. To cut the
4431 * corner, go diagonally, otherwise go straight, but pretend you
4432 * stepped diagonally into that next location for a full view next
4433 * time. Conversely, if one of the ? squares is not seen to be closed,
4434 * then there is a potential choice. We check to see whether it is a
4435 * potential corner or an intersection/room entrance. If the square
4436 * two spaces straight ahead, and the space marked with 's' are both
4437 * unknown space, then it is a potential corner and enter if
4438 * find_examine is set, otherwise must stop because it is not a
4439 * corner. (find_examine option is removed and always is TRUE.)
4446 * Hack -- allow quick "cycling" through the legal directions
4448 static byte cycle[] =
4449 { 1, 2, 3, 6, 9, 8, 7, 4, 1, 2, 3, 6, 9, 8, 7, 4, 1 };
4452 * Hack -- map each direction into the "middle" of the "cycle[]" array
4454 static byte chome[] =
4455 { 0, 8, 9, 10, 7, 0, 11, 6, 5, 4 };
4458 * The direction we are running
4460 static byte find_current;
4463 * The direction we came from
4465 static byte find_prevdir;
4468 * We are looking for open area
4470 static bool find_openarea;
4473 * We are looking for a break
4475 static bool find_breakright;
4476 static bool find_breakleft;
4481 * Initialize the running algorithm for a new direction.
4483 * Diagonal Corridor -- allow diaginal entry into corridors.
4485 * Blunt Corridor -- If there is a wall two spaces ahead and
4486 * we seem to be in a corridor, then force a turn into the side
4487 * corridor, must be moving straight into a corridor here. ???
4489 * Diagonal Corridor Blunt Corridor (?)
4494 static void run_init(int dir)
4496 int row, col, deepleft, deepright;
4497 int i, shortleft, shortright;
4500 /* Save the direction */
4503 /* Assume running straight */
4506 /* Assume looking for open area */
4507 find_openarea = TRUE;
4509 /* Assume not looking for breaks */
4510 find_breakright = find_breakleft = FALSE;
4512 /* Assume no nearby walls */
4513 deepleft = deepright = FALSE;
4514 shortright = shortleft = FALSE;
4519 /* Find the destination grid */
4520 row = py + ddy[dir];
4521 col = px + ddx[dir];
4523 ignore_avoid_run = cave_have_flag_bold(row, col, FF_AVOID_RUN);
4525 /* Extract cycle index */
4528 /* Check for walls */
4529 if (see_wall(cycle[i+1], py, px))
4531 find_breakleft = TRUE;
4534 else if (see_wall(cycle[i+1], row, col))
4536 find_breakleft = TRUE;
4540 /* Check for walls */
4541 if (see_wall(cycle[i-1], py, px))
4543 find_breakright = TRUE;
4546 else if (see_wall(cycle[i-1], row, col))
4548 find_breakright = TRUE;
4552 /* Looking for a break */
4553 if (find_breakleft && find_breakright)
4555 /* Not looking for open area */
4556 find_openarea = FALSE;
4558 /* Hack -- allow angled corridor entry */
4561 if (deepleft && !deepright)
4563 find_prevdir = cycle[i - 1];
4565 else if (deepright && !deepleft)
4567 find_prevdir = cycle[i + 1];
4571 /* Hack -- allow blunt corridor entry */
4572 else if (see_wall(cycle[i], row, col))
4574 if (shortleft && !shortright)
4576 find_prevdir = cycle[i - 2];
4578 else if (shortright && !shortleft)
4580 find_prevdir = cycle[i + 2];
4588 * Update the current "run" path
4590 * Return TRUE if the running should be stopped
4592 static bool run_test(void)
4594 int prev_dir, new_dir, check_dir = 0;
4597 int option = 0, option2 = 0;
4600 feature_type *f_ptr;
4602 /* Where we came from */
4603 prev_dir = find_prevdir;
4606 /* Range of newly adjacent grids */
4607 max = (prev_dir & 0x01) + 1;
4609 /* break run when leaving trap detected region */
4610 if ((disturb_trap_detect || alert_trap_detect)
4611 && p_ptr->dtrap && !(cave[py][px].info & CAVE_IN_DETECT))
4613 /* No duplicate warning */
4614 p_ptr->dtrap = FALSE;
4616 /* You are just on the edge */
4617 if (!(cave[py][px].info & CAVE_UNSAFE))
4619 if (alert_trap_detect)
4622 msg_print("* Ãí°Õ:¤³¤ÎÀè¤Ï¥È¥é¥Ã¥×¤Î´¶ÃÎÈϰϳ°¤Ç¤¹¡ª *");
4624 msg_print("*Leaving trap detect region!*");
4628 if (disturb_trap_detect)
4636 /* Look at every newly adjacent square. */
4637 for (i = -max; i <= max; i++)
4639 s16b this_o_idx, next_o_idx = 0;
4642 new_dir = cycle[chome[prev_dir] + i];
4645 row = py + ddy[new_dir];
4646 col = px + ddx[new_dir];
4649 c_ptr = &cave[row][col];
4651 /* Feature code (applying "mimic" field) */
4652 feat = get_feat_mimic(c_ptr);
4653 f_ptr = &f_info[feat];
4655 /* Visible monsters abort running */
4658 monster_type *m_ptr = &m_list[c_ptr->m_idx];
4660 /* Visible monster */
4661 if (m_ptr->ml) return (TRUE);
4664 /* Visible objects abort running */
4665 for (this_o_idx = c_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
4669 /* Acquire object */
4670 o_ptr = &o_list[this_o_idx];
4672 /* Acquire next object */
4673 next_o_idx = o_ptr->next_o_idx;
4675 /* Visible object */
4676 if (o_ptr->marked & OM_FOUND) return (TRUE);
4679 /* Assume unknown */
4682 /* Check memorized grids */
4683 if (c_ptr->info & (CAVE_MARK))
4685 bool notice = have_flag(f_ptr->flags, FF_NOTICE);
4687 if (notice && have_flag(f_ptr->flags, FF_MOVE))
4690 if (find_ignore_doors && have_flag(f_ptr->flags, FF_DOOR) && have_flag(f_ptr->flags, FF_CLOSE))
4692 /* Option -- ignore */
4697 else if (find_ignore_stairs && have_flag(f_ptr->flags, FF_STAIRS))
4699 /* Option -- ignore */
4704 else if (have_flag(f_ptr->flags, FF_LAVA) && (p_ptr->immune_fire || IS_INVULN()))
4711 else if (have_flag(f_ptr->flags, FF_WATER) && have_flag(f_ptr->flags, FF_DEEP) &&
4712 (p_ptr->levitation || p_ptr->can_swim || (p_ptr->total_weight <= weight_limit())))
4719 /* Interesting feature */
4720 if (notice) return (TRUE);
4722 /* The grid is "visible" */
4726 /* Analyze unknown grids and floors considering mimic */
4727 if (inv || !see_wall(0, row, col))
4729 /* Looking for open area */
4735 /* The first new direction. */
4741 /* Three new directions. Stop running. */
4747 /* Two non-adjacent new directions. Stop running. */
4748 else if (option != cycle[chome[prev_dir] + i - 1])
4753 /* Two new (adjacent) directions (case 1) */
4754 else if (new_dir & 0x01)
4756 check_dir = cycle[chome[prev_dir] + i - 2];
4760 /* Two new (adjacent) directions (case 2) */
4763 check_dir = cycle[chome[prev_dir] + i + 1];
4769 /* Obstacle, while looking for open area */
4776 /* Break to the right */
4777 find_breakright = TRUE;
4782 /* Break to the left */
4783 find_breakleft = TRUE;
4789 /* Looking for open area */
4792 /* Hack -- look again */
4793 for (i = -max; i < 0; i++)
4795 /* Unknown grid or non-wall */
4796 if (!see_wall(cycle[chome[prev_dir] + i], py, px))
4798 /* Looking to break right */
4799 if (find_breakright)
4808 /* Looking to break left */
4816 /* Hack -- look again */
4817 for (i = max; i > 0; i--)
4819 /* Unknown grid or non-wall */
4820 if (!see_wall(cycle[chome[prev_dir] + i], py, px))
4822 /* Looking to break left */
4832 /* Looking to break right */
4833 if (find_breakright)
4841 /* Not looking for open area */
4853 /* Primary option */
4854 find_current = option;
4856 /* No other options */
4857 find_prevdir = option;
4860 /* Two options, examining corners */
4863 /* Primary option */
4864 find_current = option;
4866 /* Hack -- allow curving */
4867 find_prevdir = option2;
4870 /* Two options, pick one */
4873 /* Get next location */
4874 row = py + ddy[option];
4875 col = px + ddx[option];
4877 /* Don't see that it is closed off. */
4878 /* This could be a potential corner or an intersection. */
4879 if (!see_wall(option, row, col) ||
4880 !see_wall(check_dir, row, col))
4882 /* Can not see anything ahead and in the direction we */
4883 /* are turning, assume that it is a potential corner. */
4884 if (see_nothing(option, row, col) &&
4885 see_nothing(option2, row, col))
4887 find_current = option;
4888 find_prevdir = option2;
4891 /* STOP: we are next to an intersection or a room */
4898 /* This corner is seen to be enclosed; we cut the corner. */
4901 find_current = option2;
4902 find_prevdir = option2;
4905 /* This corner is seen to be enclosed, and we */
4906 /* deliberately go the long way. */
4909 find_current = option;
4910 find_prevdir = option2;
4915 /* About to hit a known wall, stop */
4916 if (see_wall(find_current, py, px))
4928 * Take one step along the current "run" path
4930 void run_step(int dir)
4935 /* Ignore AVOID_RUN on a first step */
4936 ignore_avoid_run = TRUE;
4938 /* Hack -- do not start silly run */
4939 if (see_wall(dir, py, px))
4943 msg_print("¤½¤ÎÊý¸þ¤Ë¤ÏÁö¤ì¤Þ¤»¤ó¡£");
4945 msg_print("You cannot run in that direction.");
4973 /* Decrease the run counter */
4974 if (--running <= 0) return;
4979 /* Move the player, using the "pickup" flag */
4980 #ifdef ALLOW_EASY_DISARM /* TNB */
4982 move_player(find_current, FALSE, FALSE);
4984 #else /* ALLOW_EASY_DISARM -- TNB */
4986 move_player(find_current, always_pickup, FALSE);
4988 #endif /* ALLOW_EASY_DISARM -- TNB */
4990 if (player_bold(p_ptr->run_py, p_ptr->run_px))
5001 * Test for traveling
5003 static bool travel_test(void)
5005 int prev_dir, new_dir, check_dir = 0;
5011 /* Where we came from */
5012 prev_dir = find_prevdir;
5014 /* Range of newly adjacent grids */
5015 max = (prev_dir & 0x01) + 1;
5017 for (i = 0; i < 8; i++)
5019 if (travel.cost[py+ddy_ddd[i]][px+ddx_ddd[i]] < travel.cost[py][px]) stop = FALSE;
5022 if (stop) return (TRUE);
5024 /* break run when leaving trap detected region */
5025 if ((disturb_trap_detect || alert_trap_detect)
5026 && p_ptr->dtrap && !(cave[py][px].info & CAVE_IN_DETECT))
5028 /* No duplicate warning */
5029 p_ptr->dtrap = FALSE;
5031 /* You are just on the edge */
5032 if (!(cave[py][px].info & CAVE_UNSAFE))
5034 if (alert_trap_detect)
5037 msg_print("* Ãí°Õ:¤³¤ÎÀè¤Ï¥È¥é¥Ã¥×¤Î´¶ÃÎÈϰϳ°¤Ç¤¹¡ª *");
5039 msg_print("*Leaving trap detect region!*");
5043 if (disturb_trap_detect)
5051 /* Cannot travel when blind */
5052 if (p_ptr->blind || no_lite())
5055 msg_print("Ìܤ¬¸«¤¨¤Ê¤¤¡ª");
5057 msg_print("You cannot see!");
5062 /* Look at every newly adjacent square. */
5063 for (i = -max; i <= max; i++)
5066 new_dir = cycle[chome[prev_dir] + i];
5069 row = py + ddy[new_dir];
5070 col = px + ddx[new_dir];
5073 c_ptr = &cave[row][col];
5076 /* Visible monsters abort running */
5079 monster_type *m_ptr = &m_list[c_ptr->m_idx];
5081 /* Visible monster */
5082 if (m_ptr->ml) return (TRUE);
5094 void travel_step(void)
5097 int dir = travel.dir;
5098 int old_run = travel.run;
5105 if (travel.run == 255)
5108 msg_print("Æ»¶Ú¤¬¸«¤Ä¤«¤ê¤Þ¤»¤ó¡ª");
5110 msg_print("No route is found!");
5119 for (i = 1; i <= 9; i++)
5121 if (i == 5) continue;
5123 if (travel.cost[py+ddy[i]][px+ddx[i]] < travel.cost[py+ddy[dir]][px+ddx[dir]])
5130 if (!easy_open && is_closed_door(cave[py+ddy[dir]][px+ddx[dir]].feat))
5137 move_player(dir, always_pickup, easy_disarm);
5138 travel.run = old_run;
5140 if ((py == travel.y) && (px == travel.x))