3 * @brief ¥×¥ì¥¤¥ä¡¼¤Î¥³¥Þ¥ó¥É½èÍý1 / Movement commands (part 1)
6 * Copyright (c) 1997 Ben Harrison, James E. Wilson, Robert A. Koeneke
8 * This software may be copied and distributed for educational, research,
9 * and not for profit purposes provided that this copyright and statement
10 * are included in all such copies. Other copyrights may also apply.
15 #define MAX_VAMPIRIC_DRAIN 50 /*!< µÛ·ì½èÍý¤ÎºÇÂç²óÉüHP */
19 * @brief ¥×¥ì¥¤¥ä¡¼¤«¤é¥â¥ó¥¹¥¿¡¼¤Ø¤Î¼Í·âÌ¿ÃæȽÄê /
20 * Determine if the player "hits" a monster (normal combat).
21 * @param chance ´ðËÜÌ¿ÃæÃÍ
22 * @param m_ptr ¥â¥ó¥¹¥¿¡¼¤Î¹½Â¤Âλ²¾È¥Ý¥¤¥ó¥¿
23 * @param vis ÌÜɸ¤ò»ë³¦¤ËÊá¤é¤¨¤Æ¤¤¤ë¤Ê¤é¤ÐTRUE¤ò»ØÄê
24 * @param o_name ¥á¥Ã¥»¡¼¥¸É½¼¨»þ¤Î¥â¥ó¥¹¥¿¡¼Ì¾
25 * @return Ì¿Ãæ¤ÈȽÄꤵ¤ì¤¿¾ì¹çTRUE¤òÊÖ¤¹
26 * @note Always miss 5%, always hit 5%, otherwise random.
28 bool test_hit_fire(int chance, monster_type *m_ptr, int vis, char* o_name)
31 monster_race *r_ptr = &r_info[m_ptr->r_idx];
34 if(m_ptr->r_idx == MON_GOEMON && !MON_CSLEEP(m_ptr)) ac *= 3;
39 /* Snipers with high-concentration reduce instant miss percentage.*/
42 /* Hack -- Instant miss or hit */
43 if (k < 10) return (k < 5);
45 if (p_ptr->pseikaku == SEIKAKU_NAMAKE)
46 if (one_in_(20)) return (FALSE);
49 if (chance <= 0) return (FALSE);
51 /* Invisible monsters are harder to hit */
52 if (!vis) chance = (chance + 1) / 2;
54 /* Power competes against armor */
55 if (randint0(chance) < (ac * 3 / 4))
57 if(m_ptr->r_idx == MON_GOEMON && !MON_CSLEEP(m_ptr))
61 /* Extract monster name */
62 monster_desc(m_name, m_ptr, 0);
63 msg_format(_("%s¤Ï%s¤ò»Â¤ê¼Î¤Æ¤¿¡ª", "%s cuts down %s!"), m_name, o_name);
75 * @brief ¥×¥ì¥¤¥ä¡¼¤«¤é¥â¥ó¥¹¥¿¡¼¤Ø¤ÎÂÇ·âÌ¿ÃæȽÄê /
76 * Determine if the player "hits" a monster (normal combat).
77 * @param chance ´ðËÜÌ¿ÃæÃÍ
78 * @param ac ¥â¥ó¥¹¥¿¡¼¤ÎAC
79 * @param vis ÌÜɸ¤ò»ë³¦¤ËÊá¤é¤¨¤Æ¤¤¤ë¤Ê¤é¤ÐTRUE¤ò»ØÄê
80 * @return Ì¿Ãæ¤ÈȽÄꤵ¤ì¤¿¾ì¹çTRUE¤òÊÖ¤¹
81 * @note Always miss 5%, always hit 5%, otherwise random.
83 bool test_hit_norm(int chance, int ac, int vis)
90 /* Hack -- Instant miss or hit */
91 if (k < 10) return (k < 5);
93 if (p_ptr->pseikaku == SEIKAKU_NAMAKE)
94 if (one_in_(20)) return (FALSE);
96 /* Wimpy attack never hits */
97 if (chance <= 0) return (FALSE);
99 /* Penalize invisible targets */
100 if (!vis) chance = (chance + 1) / 2;
102 /* Power must defeat armor */
103 if (randint0(chance) < (ac * 3 / 4)) return (FALSE);
112 * @brief ¥×¥ì¥¤¥ä¡¼¤«¤é¥â¥ó¥¹¥¿¡¼¤Ø¤Î¼Í·â¥¯¥ê¥Æ¥£¥«¥ëȽÄê /
113 * Critical hits (from objects thrown by player) Factor in item weight, total plusses, and player level.
114 * @param weight ÌðÃƤνÅÎÌ
115 * @param plus_ammo ÌðÃƤÎÌ¿Ã潤Àµ
116 * @param plus_bow µÝ¤ÎÌ¿Ã潤Àµ
117 * @param dam ¸½ºß»»½ÐÃæ¤Î¥À¥á¡¼¥¸ÃÍ
118 * @return ¥¯¥ê¥Æ¥£¥«¥ë½¤Àµ¤¬Æþ¤Ã¤¿¥À¥á¡¼¥¸ÃÍ
120 s16b critical_shot(int weight, int plus_ammo, int plus_bow, int dam)
123 object_type *j_ptr = &inventory[INVEN_BOW];
125 /* Extract "shot" power */
126 i = p_ptr->to_h_b + plus_ammo;
128 if (p_ptr->tval_ammo == TV_BOLT)
129 i = (p_ptr->skill_thb + (p_ptr->weapon_exp[0][j_ptr->sval] / 400 + i) * BTH_PLUS_ADJ);
131 i = (p_ptr->skill_thb + ((p_ptr->weapon_exp[0][j_ptr->sval] - (WEAPON_EXP_MASTER / 2)) / 200 + i) * BTH_PLUS_ADJ);
134 /* Snipers can shot more critically with crossbows */
135 if (p_ptr->concent) i += ((i * p_ptr->concent) / 5);
136 if ((p_ptr->pclass == CLASS_SNIPER) && (p_ptr->tval_ammo == TV_BOLT)) i *= 2;
138 /* Good bow makes more critical */
139 i += plus_bow * 8 * (p_ptr->concent ? p_ptr->concent + 5 : 5);
142 if (randint1(10000) <= i)
144 k = weight * randint1(500);
149 msg_print("¼ê¤´¤¿¤¨¤¬¤¢¤Ã¤¿¡ª");
151 msg_print("It was a good hit!");
159 msg_print("¤«¤Ê¤ê¤Î¼ê¤´¤¿¤¨¤¬¤¢¤Ã¤¿¡ª");
161 msg_print("It was a great hit!");
169 msg_print("²ñ¿´¤Î°ì·â¤À¡ª");
171 msg_print("It was a superb hit!");
184 * @brief ¥×¥ì¥¤¥ä¡¼¤«¤é¥â¥ó¥¹¥¿¡¼¤Ø¤ÎÂǷ⥯¥ê¥Æ¥£¥«¥ëȽÄê /
185 * Critical hits (by player) Factor in weapon weight, total plusses, player melee bonus
186 * @param weight ÌðÃƤνÅÎÌ
187 * @param plus Éð´ï¤ÎÌ¿Ã潤Àµ
188 * @param dam ¸½ºß»»½ÐÃæ¤Î¥À¥á¡¼¥¸ÃÍ
189 * @param meichuu ÂÇ·â¤Î´ðËÜÌ¿ÃæÎÏ
190 * @param mode ¥ª¥×¥·¥ç¥ó¥Õ¥é¥°
191 * @return ¥¯¥ê¥Æ¥£¥«¥ë½¤Àµ¤¬Æþ¤Ã¤¿¥À¥á¡¼¥¸ÃÍ
193 s16b critical_norm(int weight, int plus, int dam, s16b meichuu, int mode)
197 /* Extract "blow" power */
198 i = (weight + (meichuu * 3 + plus * 5) + p_ptr->skill_thn);
201 if ((randint1((p_ptr->pclass == CLASS_NINJA) ? 4444 : 5000) <= i) || (mode == HISSATSU_MAJIN) || (mode == HISSATSU_3DAN))
203 k = weight + randint1(650);
204 if ((mode == HISSATSU_MAJIN) || (mode == HISSATSU_3DAN)) k+= randint1(650);
209 msg_print("¼ê¤´¤¿¤¨¤¬¤¢¤Ã¤¿¡ª");
211 msg_print("It was a good hit!");
219 msg_print("¤«¤Ê¤ê¤Î¼ê¤´¤¿¤¨¤¬¤¢¤Ã¤¿¡ª");
221 msg_print("It was a great hit!");
229 msg_print("²ñ¿´¤Î°ì·â¤À¡ª");
231 msg_print("It was a superb hit!");
239 msg_print("ºÇ¹â¤Î²ñ¿´¤Î°ì·â¤À¡ª");
241 msg_print("It was a *GREAT* hit!");
249 msg_print("ÈæÎà¤Ê¤ºÇ¹â¤Î²ñ¿´¤Î°ì·â¤À¡ª");
251 msg_print("It was a *SUPERB* hit!");
254 dam = ((7 * dam) / 2) + 25;
264 * @brief ¥×¥ì¥¤¥ä¡¼¹¶·â¤Î¼ï²¥¹¥ì¥¤¥ó¥°ÇÜΨ·×»»
265 * @param mult »»½ÐÁ°¤Î´ðËÜÇÜΨ(/10ÇÜ)
266 * @param flgs ¥¹¥ì¥¤¥Õ¥é¥°ÇÛÎó
267 * @param m_ptr ÌÜɸ¥â¥ó¥¹¥¿¡¼¤Î¹½Â¤Âλ²¾È¥Ý¥¤¥ó¥¿
268 * @return ¥¹¥ì¥¤¥ó¥°²ÃÌ£¸å¤ÎÇÜΨ(/10ÇÜ)
270 static int mult_slaying(int mult, const u32b* flgs, const monster_type* m_ptr)
272 static const struct slay_table_t {
274 u32b affect_race_flag;
277 size_t r_flag_offset;
279 #define OFFSET(X) offsetof(monster_race, X)
280 {TR_SLAY_ANIMAL, RF3_ANIMAL, 25, OFFSET(flags3), OFFSET(r_flags3)},
281 {TR_KILL_ANIMAL, RF3_ANIMAL, 40, OFFSET(flags3), OFFSET(r_flags3)},
282 {TR_SLAY_EVIL, RF3_EVIL, 20, OFFSET(flags3), OFFSET(r_flags3)},
283 {TR_KILL_EVIL, RF3_EVIL, 35, OFFSET(flags3), OFFSET(r_flags3)},
284 {TR_SLAY_GOOD, RF3_GOOD, 20, OFFSET(flags3), OFFSET(r_flags3)},
285 {TR_KILL_GOOD, RF3_GOOD, 35, OFFSET(flags3), OFFSET(r_flags3)},
286 {TR_SLAY_HUMAN, RF2_HUMAN, 25, OFFSET(flags2), OFFSET(r_flags2)},
287 {TR_KILL_HUMAN, RF2_HUMAN, 40, OFFSET(flags2), OFFSET(r_flags2)},
288 {TR_SLAY_UNDEAD, RF3_UNDEAD, 30, OFFSET(flags3), OFFSET(r_flags3)},
289 {TR_KILL_UNDEAD, RF3_UNDEAD, 50, OFFSET(flags3), OFFSET(r_flags3)},
290 {TR_SLAY_DEMON, RF3_DEMON, 30, OFFSET(flags3), OFFSET(r_flags3)},
291 {TR_KILL_DEMON, RF3_DEMON, 50, OFFSET(flags3), OFFSET(r_flags3)},
292 {TR_SLAY_ORC, RF3_ORC, 30, OFFSET(flags3), OFFSET(r_flags3)},
293 {TR_KILL_ORC, RF3_ORC, 50, OFFSET(flags3), OFFSET(r_flags3)},
294 {TR_SLAY_TROLL, RF3_TROLL, 30, OFFSET(flags3), OFFSET(r_flags3)},
295 {TR_KILL_TROLL, RF3_TROLL, 50, OFFSET(flags3), OFFSET(r_flags3)},
296 {TR_SLAY_GIANT, RF3_GIANT, 30, OFFSET(flags3), OFFSET(r_flags3)},
297 {TR_KILL_GIANT, RF3_GIANT, 50, OFFSET(flags3), OFFSET(r_flags3)},
298 {TR_SLAY_DRAGON, RF3_DRAGON, 30, OFFSET(flags3), OFFSET(r_flags3)},
299 {TR_KILL_DRAGON, RF3_DRAGON, 50, OFFSET(flags3), OFFSET(r_flags3)},
303 monster_race* r_ptr = &r_info[m_ptr->r_idx];
305 for (i = 0; i < sizeof(slay_table) / sizeof(slay_table[0]); ++ i)
307 const struct slay_table_t* p = &slay_table[i];
309 if ((have_flag(flgs, p->slay_flag)) &&
310 (atoffset(u32b, r_ptr, p->flag_offset) & p->affect_race_flag))
312 if (is_original_ap_and_seen(m_ptr))
314 atoffset(u32b, r_ptr, p->r_flag_offset) |= p->affect_race_flag;
317 mult = MAX(mult, p->slay_mult);
325 * @brief ¥×¥ì¥¤¥ä¡¼¹¶·â¤Î°À¥¹¥ì¥¤¥ó¥°ÇÜΨ·×»»
326 * @param mult »»½ÐÁ°¤Î´ðËÜÇÜΨ(/10ÇÜ)
327 * @param flgs ¥¹¥ì¥¤¥Õ¥é¥°ÇÛÎó
328 * @param m_ptr ÌÜɸ¥â¥ó¥¹¥¿¡¼¤Î¹½Â¤Âλ²¾È¥Ý¥¤¥ó¥¿
329 * @return ¥¹¥ì¥¤¥ó¥°²ÃÌ£¸å¤ÎÇÜΨ(/10ÇÜ)
331 static int mult_brand(int mult, const u32b* flgs, const monster_type* m_ptr)
333 static const struct brand_table_t {
338 {TR_BRAND_ACID, RFR_EFF_IM_ACID_MASK, 0U },
339 {TR_BRAND_ELEC, RFR_EFF_IM_ELEC_MASK, 0U },
340 {TR_BRAND_FIRE, RFR_EFF_IM_FIRE_MASK, RF3_HURT_FIRE},
341 {TR_BRAND_COLD, RFR_EFF_IM_COLD_MASK, RF3_HURT_COLD},
342 {TR_BRAND_POIS, RFR_EFF_IM_POIS_MASK, 0U },
345 monster_race* r_ptr = &r_info[m_ptr->r_idx];
347 for (i = 0; i < sizeof(brand_table) / sizeof(brand_table[0]); ++ i)
349 const struct brand_table_t* p = &brand_table[i];
351 if (have_flag(flgs, p->brand_flag))
353 /* Notice immunity */
354 if (r_ptr->flagsr & p->resist_mask)
356 if (is_original_ap_and_seen(m_ptr))
358 r_ptr->r_flagsr |= (r_ptr->flagsr & p->resist_mask);
362 /* Otherwise, take the damage */
363 else if (r_ptr->flags3 & p->hurt_flag)
365 if (is_original_ap_and_seen(m_ptr))
367 r_ptr->r_flags3 |= p->hurt_flag;
370 mult = MAX(mult, 50);
374 mult = MAX(mult, 25);
383 * @brief ¥À¥á¡¼¥¸¤Ë¥¹¥ì¥¤Í×ÁǤò²Ã¤¨¤ëÁí¹ç½èÍý¥ë¡¼¥Á¥ó /
384 * Extract the "total damage" from a given object hitting a given monster.
385 * @param o_ptr »ÈÍÑÉð´ï¥ª¥Ö¥¸¥§¥¯¥È¤Î¹½Â¤Âλ²¾È¥Ý¥¤¥ó¥¿
386 * @param tdam ¸½ºß»»½ÐÅÓÃæ¤Î¥À¥á¡¼¥¸ÃÍ
387 * @param m_ptr ÌÜɸ¥â¥ó¥¹¥¿¡¼¤Î¹½Â¤Âλ²¾È¥Ý¥¤¥ó¥¿
388 * @param thrown ¼Í·â½èÍý¤Ê¤é¤ÐTRUE¤ò»ØÄꤹ¤ë
389 * @return Áí¹çŪ¤Ê¥¹¥ì¥¤¤ò²ÃÌ£¤·¤¿¥À¥á¡¼¥¸ÃÍ
391 * Note that "flasks of oil" do NOT do fire damage, although they\n
392 * certainly could be made to do so. XXX XXX\n
394 * Note that most brands and slays are x3, except Slay Animal (x2),\n
395 * Slay Evil (x2), and Kill dragon (x5).\n
397 s16b tot_dam_aux(object_type *o_ptr, int tdam, monster_type *m_ptr, int mode, bool thrown)
401 u32b flgs[TR_FLAG_SIZE];
403 /* Extract the flags */
404 object_flags(o_ptr, flgs);
405 torch_flags(o_ptr, flgs); /* torches has secret flags */
410 if (p_ptr->special_attack & (ATTACK_ACID)) add_flag(flgs, TR_BRAND_ACID);
411 if (p_ptr->special_attack & (ATTACK_COLD)) add_flag(flgs, TR_BRAND_COLD);
412 if (p_ptr->special_attack & (ATTACK_ELEC)) add_flag(flgs, TR_BRAND_ELEC);
413 if (p_ptr->special_attack & (ATTACK_FIRE)) add_flag(flgs, TR_BRAND_FIRE);
414 if (p_ptr->special_attack & (ATTACK_POIS)) add_flag(flgs, TR_BRAND_POIS);
417 /* Hex - Slay Good (Runesword) */
418 if (hex_spelling(HEX_RUNESWORD)) add_flag(flgs, TR_SLAY_GOOD);
420 /* Some "weapons" and "ammo" do extra damage */
433 mult = mult_slaying(mult, flgs, m_ptr);
435 /* Elemental Brand */
436 mult = mult_brand(mult, flgs, m_ptr);
439 if (p_ptr->pclass == CLASS_SAMURAI)
441 mult = mult_hissatsu(mult, flgs, m_ptr, mode);
445 if ((p_ptr->pclass != CLASS_SAMURAI) && (have_flag(flgs, TR_FORCE_WEAPON)) && (p_ptr->csp > (o_ptr->dd * o_ptr->ds / 5)))
447 p_ptr->csp -= (1+(o_ptr->dd * o_ptr->ds / 5));
448 p_ptr->redraw |= (PR_MANA);
449 mult = mult * 3 / 2 + 20;
452 /* Hack -- The Nothung cause special damage to Fafner */
453 if ((o_ptr->name1 == ART_NOTHUNG) && (m_ptr->r_idx == MON_FAFNER))
458 if (mult > 150) mult = 150;
460 /* Return the total damage */
461 return (tdam * mult / 10);
466 * @brief ÃÏ·Á¤ä¤½¤Î¾å¤Î¥¢¥¤¥Æ¥à¤Î±£¤µ¤ì¤¿Í×ÁǤòÌÀ¤«¤¹ /
467 * Search for hidden things
468 * @param y ÂоݤȤʤë¥Þ¥¹¤ÎYºÂɸ
469 * @param x ÂоݤȤʤë¥Þ¥¹¤ÎXºÂɸ
472 static void discover_hidden_things(int y, int x)
474 s16b this_o_idx, next_o_idx = 0;
478 /* Access the grid */
482 if (c_ptr->mimic && is_trap(c_ptr->feat))
488 msg_print(_("¥È¥é¥Ã¥×¤òȯ¸«¤·¤¿¡£", "You have found a trap."));
495 if (is_hidden_door(c_ptr))
498 msg_print(_("±£¤·¥É¥¢¤òȯ¸«¤·¤¿¡£", "You have found a secret door."));
507 /* Scan all objects in the grid */
508 for (this_o_idx = c_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
513 o_ptr = &o_list[this_o_idx];
515 /* Acquire next object */
516 next_o_idx = o_ptr->next_o_idx;
518 /* Skip non-chests */
519 if (o_ptr->tval != TV_CHEST) continue;
521 /* Skip non-trapped chests */
522 if (!chest_traps[o_ptr->pval]) continue;
525 if (!object_is_known(o_ptr))
528 msg_print(_("È¢¤Ë»Å³Ý¤±¤é¤ì¤¿¥È¥é¥Ã¥×¤òȯ¸«¤·¤¿¡ª", "You have discovered a trap on the chest!"));
540 * @brief ¥×¥ì¥¤¥ä¡¼¤Îõº÷½èÍýȽÄê
547 /* Start with base search ability */
548 chance = p_ptr->skill_srh;
550 /* Penalize various conditions */
551 if (p_ptr->blind || no_lite()) chance = chance / 10;
552 if (p_ptr->confused || p_ptr->image) chance = chance / 10;
554 /* Search the nearby grids, which are always in bounds */
555 for (i = 0; i < 9; ++ i)
557 /* Sometimes, notice things */
558 if (randint0(100) < chance)
560 discover_hidden_things(py + ddy_ddd[i], px + ddx_ddd[i]);
567 * @brief ¥×¥ì¥¤¥ä¡¼¤¬¥ª¥Ö¥¸¥§¥¯¥È¤ò½¦¤Ã¤¿ºÝ¤Î¥á¥Ã¥»¡¼¥¸É½¼¨½èÍý /
568 * Helper routine for py_pickup() and py_pickup_floor().
569 * @param o_idx ¼èÆÀ¤·¤¿¥ª¥Ö¥¸¥§¥¯¥È¤Î»²¾ÈID
572 * ¥¢¥¤¥Æ¥à¤ò½¦¤Ã¤¿ºÝ¤Ë¡Ö£²¤Ä¤Î¥±¡¼¥¤ò»ý¤Ã¤Æ¤¤¤ë¡×\n
573 * "You have two cakes." ¤È¥¢¥¤¥Æ¥à¤ò½¦¤Ã¤¿¸å¤Î¹ç·×¤Î¤ß¤Îɽ¼¨¤¬¥ª¥ê¥¸¥Ê¥ë\n
575 * ¤¢¤ë¤È¤¤¤¦»ØŦ¤ò¤¦¤±¤¿¤Î¤Ç¡¢¡Ö¡Á¤ò½¦¤Ã¤¿¡¢¡Á¤ò»ý¤Ã¤Æ¤¤¤ë¡×¤È¤¤¤¦É½¼¨\n
576 * ¤Ë¤«¤¨¤Æ¤¢¤ë¡£¤½¤Î¤¿¤á¤ÎÇÛÎó¡£\n
577 * Add the given dungeon object to the character's inventory.\n
578 * Delete the object afterwards.\n
580 void py_pickup_aux(int o_idx)
585 char o_name[MAX_NLEN];
586 char old_name[MAX_NLEN];
590 char o_name[MAX_NLEN];
595 o_ptr = &o_list[o_idx];
598 /* Describe the object */
599 object_desc(old_name, o_ptr, OD_NAME_ONLY);
600 object_desc_kosuu(kazu_str, o_ptr);
601 hirottakazu = o_ptr->number;
603 /* Carry the object */
604 slot = inven_carry(o_ptr);
606 /* Get the object again */
607 o_ptr = &inventory[slot];
609 /* Delete the object */
610 delete_object_idx(o_idx);
612 if (p_ptr->pseikaku == SEIKAKU_MUNCHKIN)
614 bool old_known = identify_item(o_ptr);
616 /* Auto-inscription/destroy */
617 autopick_alter_item(slot, (bool)(destroy_identify && !old_known));
619 /* If it is destroyed, don't pick it up */
620 if (o_ptr->marked & OM_AUTODESTROY) return;
623 /* Describe the object */
624 object_desc(o_name, o_ptr, 0);
628 if ((o_ptr->name1 == ART_CRIMSON) && (p_ptr->pseikaku == SEIKAKU_COMBAT))
630 msg_format("¤³¤¦¤·¤Æ¡¢%s¤Ï¡Ø¥¯¥ê¥à¥¾¥ó¡Ù¤ò¼ê¤ËÆþ¤ì¤¿¡£", player_name);
631 msg_print("¤·¤«¤·º£¡¢¡Øº®Æ٤Υµ¡¼¥Ú¥ó¥È¡Ù¤ÎÊü¤Ã¤¿¥â¥ó¥¹¥¿¡¼¤¬¡¢");
632 msg_format("%s¤Ë½±¤¤¤«¤«¤ë¡¥¡¥¡¥", player_name);
638 msg_format("%s(%c)¤ò»ý¤Ã¤Æ¤¤¤ë¡£",o_name, index_to_label(slot));
642 if (o_ptr->number > hirottakazu) {
643 msg_format("%s½¦¤Ã¤Æ¡¢%s(%c)¤ò»ý¤Ã¤Æ¤¤¤ë¡£",
644 kazu_str, o_name, index_to_label(slot));
646 msg_format("%s(%c)¤ò½¦¤Ã¤¿¡£", o_name, index_to_label(slot));
650 strcpy(record_o_name, old_name);
652 msg_format("You have %s (%c).", o_name, index_to_label(slot));
653 strcpy(record_o_name, o_name);
658 check_find_art_quest_completion(o_ptr);
663 * @brief ¥×¥ì¥¤¥ä¡¼¤¬¥ª¥Ö¥¸¥§¥¯¥È¾å¤Ë¾è¤Ã¤¿ºÝ¤Îɽ¼¨½èÍý
664 * @param pickup ¼«Æ°½¦¤¤½èÍý¤ò¹Ô¤¦¤Ê¤é¤ÐTRUE¤È¤¹¤ë
667 * Player "wants" to pick up an object or gold.
668 * Note that we ONLY handle things that can be picked up.
669 * See "move_player()" for handling of other things.
671 void carry(bool pickup)
673 cave_type *c_ptr = &cave[py][px];
675 s16b this_o_idx, next_o_idx = 0;
677 char o_name[MAX_NLEN];
679 /* Recenter the map around the player */
683 p_ptr->update |= (PU_MONSTERS);
686 p_ptr->redraw |= (PR_MAP);
689 p_ptr->window |= (PW_OVERHEAD);
694 /* Automatically pickup/destroy/inscribe items */
695 autopick_pickup_items(c_ptr);
698 #ifdef ALLOW_EASY_FLOOR
702 py_pickup_floor(pickup);
706 #endif /* ALLOW_EASY_FLOOR */
708 /* Scan the pile of objects */
709 for (this_o_idx = c_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
714 o_ptr = &o_list[this_o_idx];
716 #ifdef ALLOW_EASY_SENSE /* TNB */
718 /* Option: Make item sensing easy */
721 /* Sense the object */
722 (void)sense_object(o_ptr);
725 #endif /* ALLOW_EASY_SENSE -- TNB */
727 /* Describe the object */
728 object_desc(o_name, o_ptr, 0);
730 /* Acquire next object */
731 next_o_idx = o_ptr->next_o_idx;
733 /* Hack -- disturb */
737 if (o_ptr->tval == TV_GOLD)
739 int value = (long)o_ptr->pval;
741 /* Delete the gold */
742 delete_object_idx(this_o_idx);
746 msg_format(" $%ld ¤Î²ÁÃͤ¬¤¢¤ë%s¤ò¸«¤Ä¤±¤¿¡£",
747 (long)value, o_name);
749 msg_format("You collect %ld gold pieces worth of %s.",
750 (long)value, o_name);
756 /* Collect the gold */
760 p_ptr->redraw |= (PR_GOLD);
763 p_ptr->window |= (PW_PLAYER);
766 /* Pick up objects */
769 /* Hack - some objects were handled in autopick_pickup_items(). */
770 if (o_ptr->marked & OM_NOMSG)
772 /* Clear the flag. */
773 o_ptr->marked &= ~OM_NOMSG;
775 /* Describe the object */
779 msg_format("%s¤¬¤¢¤ë¡£", o_name);
781 msg_format("You see %s.", o_name);
786 /* Note that the pack is too full */
787 else if (!inven_carry_okay(o_ptr))
790 msg_format("¥¶¥Ã¥¯¤Ë¤Ï%s¤òÆþ¤ì¤ë·ä´Ö¤¬¤Ê¤¤¡£", o_name);
792 msg_format("You have no room for %s.", o_name);
797 /* Pick up the item (if requested and allowed) */
802 /* Hack -- query every item */
803 if (carry_query_flag)
805 char out_val[MAX_NLEN+20];
807 sprintf(out_val, "%s¤ò½¦¤¤¤Þ¤¹¤«? ", o_name);
809 sprintf(out_val, "Pick up %s? ", o_name);
812 okay = get_check(out_val);
815 /* Attempt to pick up an object. */
818 /* Pick up the object */
819 py_pickup_aux(this_o_idx);
828 * @brief ¥×¥ì¥¤¥ä¡¼¤Ø¤Î¥È¥é¥Ã¥×Ì¿ÃæȽÄê /
829 * Determine if a trap affects the player.
830 * @param power ´ðËܲóÈòÆñÅÙ
831 * @return ¥È¥é¥Ã¥×¤¬Ì¿Ã椷¤¿¾ì¹çTRUE¤òÊÖ¤¹¡£
833 * Always miss 5% of the time, Always hit 5% of the time.
834 * Otherwise, match trap power against player armor.
836 static int check_hit(int power)
840 /* Percentile dice */
843 /* Hack -- 5% hit, 5% miss */
844 if (k < 10) return (k < 5);
846 if (p_ptr->pseikaku == SEIKAKU_NAMAKE)
847 if (one_in_(20)) return (TRUE);
849 /* Paranoia -- No power */
850 if (power <= 0) return (FALSE);
853 ac = p_ptr->ac + p_ptr->to_a;
855 /* Power competes against Armor */
856 if (randint1(power) > ((ac * 3) / 4)) return (TRUE);
864 * @brief Íî¤È¤··ê·Ï¥È¥é¥Ã¥×¤ÎȽÄê¤È¥×¥ì¥¤¥ä¡¼¤ÎÈï³²½èÍý
865 * @param trap_feat_type¥È¥é¥Ã¥×¤Î¼ïÊÌID
868 static void hit_trap_pit(int trap_feat_type)
872 cptr spike_name = "";
874 switch (trap_feat_type)
877 trap_name = _("Íî¤È¤··ê", "a pit trap");
879 case TRAP_SPIKED_PIT:
880 trap_name = _("¥¹¥Ñ¥¤¥¯¤¬Éߤ«¤ì¤¿Íî¤È¤··ê", "a spiked pit");
881 spike_name = _("¥¹¥Ñ¥¤¥¯", "spikes");
883 case TRAP_POISON_PIT:
884 trap_name = _("¥¹¥Ñ¥¤¥¯¤¬Éߤ«¤ì¤¿Íî¤È¤··ê", "a spiked pit");
885 spike_name = _("ÆǤòÅɤé¤ì¤¿¥¹¥Ñ¥¤¥¯", "poisonous spikes");
891 if (p_ptr->levitation)
893 msg_format(_("%s¤òÈô¤Ó±Û¤¨¤¿¡£", "You fly over %s."), trap_name);
897 msg_format(_("%s¤ËÍî¤Á¤Æ¤·¤Þ¤Ã¤¿¡ª", "You have fallen into %s!"), trap_name);
902 /* Extra spike damage */
903 if ((trap_feat_type == TRAP_SPIKED_PIT || trap_feat_type == TRAP_POISON_PIT) &&
906 msg_format(_("%s¤¬»É¤µ¤Ã¤¿¡ª", "You are impaled on %s!"), spike_name);
909 (void)set_cut(p_ptr->cut + randint1(dam));
911 if (trap_feat_type == TRAP_POISON_PIT) {
912 if (p_ptr->resist_pois || IS_OPPOSE_POIS())
914 msg_print(_("¤·¤«¤·ÆǤαƶÁ¤Ï¤Ê¤«¤Ã¤¿¡ª", "The poison does not affect you!"));
919 (void)set_poisoned(p_ptr->poisoned + randint1(dam));
924 /* Take the damage */
925 take_hit(DAMAGE_NOESCAPE, dam, trap_name, -1);
929 * @brief ¥À¡¼¥Ä·Ï¥È¥é¥Ã¥×¡ÊÄ̾ï¥À¥á¡¼¥¸¡Ë¤ÎȽÄê¤È¥×¥ì¥¤¥ä¡¼¤ÎÈï³²½èÍý
930 * @return ¥À¡¼¥Ä¤¬Ì¿Ã椷¤¿¾ì¹çTRUE¤òÊÖ¤¹
932 static bool hit_trap_dart(void)
938 msg_print(_("¾®¤µ¤Ê¥À¡¼¥Ä¤¬Èô¤ó¤Ç¤¤Æ»É¤µ¤Ã¤¿¡ª", "A small dart hits you!"));
940 take_hit(DAMAGE_ATTACK, damroll(1, 4), _("¥À¡¼¥Ä¤Îæ«", "a dart trap"), -1);
942 if (!CHECK_MULTISHADOW()) hit = TRUE;
946 msg_print(_("¾®¤µ¤Ê¥À¡¼¥Ä¤¬Èô¤ó¤Ç¤¤¿¡ª¤¬¡¢±¿Îɤ¯Åö¤¿¤é¤Ê¤«¤Ã¤¿¡£", "A small dart barely misses you."));
953 * @brief ¥À¡¼¥Ä·Ï¥È¥é¥Ã¥×¡ÊÄ̾ï¥À¥á¡¼¥¸¡ÜǽÎÏÃ͸º¾¯¡Ë¤ÎȽÄê¤È¥×¥ì¥¤¥ä¡¼¤ÎÈï³²½èÍý
954 * @param stat Äã²¼¤¹¤ëǽÎÏÃÍID
957 static void hit_trap_lose_stat(int stat)
966 * @brief ¥À¡¼¥Ä·Ï¥È¥é¥Ã¥×¡ÊÄ̾ï¥À¥á¡¼¥¸¡Ü¸ºÂ®¡Ë¤ÎȽÄê¤È¥×¥ì¥¤¥ä¡¼¤ÎÈï³²½èÍý
969 static void hit_trap_slow(void)
973 set_slow(p_ptr->slow + randint0(20) + 20, FALSE);
978 * @brief ¥À¡¼¥Ä·Ï¥È¥é¥Ã¥×¡ÊÄ̾ï¥À¥á¡¼¥¸¡Ü¾õÂÖ°Û¾ï¡Ë¤ÎȽÄê¤È¥×¥ì¥¤¥ä¡¼¤ÎÈï³²½èÍý
979 * @param trap_messsage ¥á¥Ã¥»¡¼¥¸¤ÎÊ䴰ʸ»úÎó
980 * @param resist ¾õÂÖ°Û¾ï¤ËÄñ¹³¤¹¤ëȽÄ꤬½Ð¤¿¤Ê¤éTRUE
981 * @param set_status ¾õÂÖ°Û¾ï¤ò»ØÄꤹ¤ë´Ø¿ô¥Ý¥¤¥ó¥¿
982 * @param turn ¾õÂÖ°Û¾ï¤ÎÄɲå¿¡¼¥óÎÌ
985 static void hit_trap_set_abnormal_status(cptr trap_message, bool resist, bool (*set_status)(int turn), int turn)
987 msg_print(trap_message);
996 * @brief ¥×¥ì¥¤¥ä¡¼¤Ø¤Î¥È¥é¥Ã¥×ºîÆ°½èÍý¥á¥¤¥ó¥ë¡¼¥Á¥ó /
997 * Handle player hitting a real trap
998 * @param break_trap ºîÆ°¸å¤Î¥È¥é¥Ã¥×Ç˲õ¤¬³ÎÄꤷ¤Æ¤¤¤ë¤Ê¤é¤ÐTRUE
1001 static void hit_trap(bool break_trap)
1006 /* Get the cave grid */
1007 cave_type *c_ptr = &cave[y][x];
1008 feature_type *f_ptr = &f_info[c_ptr->feat];
1009 int trap_feat_type = have_flag(f_ptr->flags, FF_TRAP) ? f_ptr->subtype : NOT_TRAP;
1012 cptr name = "¥È¥é¥Ã¥×";
1014 cptr name = "a trap";
1017 /* Disturb the player */
1020 cave_alter_feat(y, x, FF_HIT_TRAP);
1022 /* Analyze XXX XXX XXX */
1023 switch (trap_feat_type)
1027 if (p_ptr->levitation)
1030 msg_print("Íî¤È¤·¸Í¤òÈô¤Ó±Û¤¨¤¿¡£");
1032 msg_print("You fly over a trap door.");
1039 msg_print("Íî¤È¤·¸Í¤ËÍî¤Á¤¿¡ª");
1040 if ((p_ptr->pseikaku == SEIKAKU_COMBAT) || (inventory[INVEN_BOW].name1 == ART_CRIMSON))
1041 msg_print("¤¯¤Ã¤½¡Á¡ª");
1043 msg_print("You have fallen through a trap door!");
1047 dam = damroll(2, 8);
1051 name = "a trap door";
1054 take_hit(DAMAGE_NOESCAPE, dam, name, -1);
1056 /* Still alive and autosave enabled */
1057 if (autosave_l && (p_ptr->chp >= 0))
1058 do_cmd_save_game(TRUE);
1061 do_cmd_write_nikki(NIKKI_BUNSHOU, 0, "Íî¤È¤·¸Í¤ËÍî¤Á¤¿");
1063 do_cmd_write_nikki(NIKKI_BUNSHOU, 0, "You have fallen through a trap door!");
1065 prepare_change_floor_mode(CFM_SAVE_FLOORS | CFM_DOWN | CFM_RAND_PLACE | CFM_RAND_CONNECT);
1068 p_ptr->leaving = TRUE;
1074 case TRAP_SPIKED_PIT:
1075 case TRAP_POISON_PIT:
1077 hit_trap_pit(trap_feat_type);
1084 msg_print("²¿¤«¤¬¥Ô¥«¥Ã¤È¸÷¤Ã¤¿¡ª");
1086 msg_print("There is a flash of shimmering light!");
1089 num = 2 + randint1(3);
1090 for (i = 0; i < num; i++)
1092 (void)summon_specific(0, y, x, dun_level, 0, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE | PM_NO_PET));
1095 if (dun_level > randint1(100)) /* No nasty effect for low levels */
1097 bool stop_ty = FALSE;
1102 stop_ty = activate_ty_curse(stop_ty, &count);
1112 msg_print("¥Æ¥ì¥Ý¡¼¥È¡¦¥È¥é¥Ã¥×¤Ë¤Ò¤Ã¤«¤«¤Ã¤¿¡ª");
1114 msg_print("You hit a teleport trap!");
1117 teleport_player(100, TELEPORT_PASSIVE);
1124 msg_print("±ê¤ËÊñ¤Þ¤ì¤¿¡ª");
1126 msg_print("You are enveloped in flames!");
1129 dam = damroll(4, 6);
1131 (void)fire_dam(dam, "±ê¤Î¥È¥é¥Ã¥×", -1, FALSE);
1133 (void)fire_dam(dam, "a fire trap", -1, FALSE);
1142 msg_print("»À¤¬¿á¤¤«¤±¤é¤ì¤¿¡ª");
1144 msg_print("You are splashed with acid!");
1147 dam = damroll(4, 6);
1149 (void)acid_dam(dam, "»À¤Î¥È¥é¥Ã¥×", -1, FALSE);
1151 (void)acid_dam(dam, "an acid trap", -1, FALSE);
1165 hit_trap_lose_stat(A_STR);
1171 hit_trap_lose_stat(A_DEX);
1177 hit_trap_lose_stat(A_CON);
1183 hit_trap_set_abnormal_status(
1184 _("¹õ¤¤¥¬¥¹¤ËÊñ¤ß¹þ¤Þ¤ì¤¿¡ª", "A black gas surrounds you!"),
1185 p_ptr->resist_blind,
1186 set_blind, p_ptr->blind + randint0(50) + 25);
1192 hit_trap_set_abnormal_status(
1193 _("¤¤é¤á¤¯¥¬¥¹¤ËÊñ¤ß¹þ¤Þ¤ì¤¿¡ª", "A gas of scintillating colors surrounds you!"),
1195 set_confused, p_ptr->confused + randint0(20) + 10);
1201 hit_trap_set_abnormal_status(
1202 _("»É·ãŪ¤ÊÎп§¤Î¥¬¥¹¤ËÊñ¤ß¹þ¤Þ¤ì¤¿¡ª", "A pungent green gas surrounds you!"),
1203 p_ptr->resist_pois || IS_OPPOSE_POIS(),
1204 set_poisoned, p_ptr->poisoned + randint0(20) + 10);
1211 msg_print("´ñ̯¤ÊÇò¤¤Ì¸¤ËÊñ¤Þ¤ì¤¿¡ª");
1213 msg_print("A strange white mist surrounds you!");
1216 if (!p_ptr->free_act)
1219 msg_print("¤¢¤Ê¤¿¤Ï̲¤ê¤Ë½¢¤¤¤¿¡£");
1221 msg_print("You fall asleep.");
1225 if (ironman_nightmare)
1228 msg_print("¿È¤ÎÌÓ¤â¤è¤À¤Ä¸÷·Ê¤¬Æ¬¤ËÉ⤫¤ó¤À¡£");
1230 msg_print("A horrible vision enters your mind.");
1234 /* Pick a nightmare */
1235 get_mon_num_prep(get_nightmare, NULL);
1237 /* Have some nightmares */
1238 have_nightmare(get_mon_num(MAX_DEPTH));
1240 /* Remove the monster restriction */
1241 get_mon_num_prep(NULL, NULL);
1243 (void)set_paralyzed(p_ptr->paralyzed + randint0(10) + 5);
1251 msg_print("¤Þ¤Ð¤æ¤¤Á®¸÷¤¬Áö¤Ã¤¿¡ª");
1253 msg_print("There is a bright flash of light!");
1256 /* Make some new traps */
1257 project(0, 1, y, x, 0, GF_MAKE_TRAP, PROJECT_HIDE | PROJECT_JUMP | PROJECT_GRID, -1);
1265 msg_print("¤±¤¿¤¿¤Þ¤·¤¤²»¤¬ÌĤê¶Á¤¤¤¿¡ª");
1267 msg_print("An alarm sounds!");
1270 aggravate_monsters(0);
1278 msg_print("Âç²»¶Á¤È¶¦¤Ë¤Þ¤ï¤ê¤ÎÊɤ¬Êø¤ì¤¿¡ª");
1280 msg_print("Suddenly, surrounding walls are opened!");
1282 (void)project(0, 3, y, x, 0, GF_DISINTEGRATE, PROJECT_GRID | PROJECT_HIDE, -1);
1283 (void)project(0, 3, y, x - 4, 0, GF_DISINTEGRATE, PROJECT_GRID | PROJECT_HIDE, -1);
1284 (void)project(0, 3, y, x + 4, 0, GF_DISINTEGRATE, PROJECT_GRID | PROJECT_HIDE, -1);
1285 aggravate_monsters(0);
1290 case TRAP_ARMAGEDDON:
1292 static int levs[10] = {0, 0, 20, 10, 5, 3, 2, 1, 1, 1};
1293 int evil_idx = 0, good_idx = 0;
1297 msg_print("ÆÍÁ³Å·³¦¤ÎÀïÁè¤Ë´¬¤¹þ¤Þ¤ì¤¿¡ª");
1299 msg_print("Suddenly, you are surrounded by immotal beings!");
1302 /* Summon Demons and Angels */
1303 for (lev = dun_level; lev >= 20; lev -= 1 + lev/16)
1305 num = levs[MIN(lev/10, 9)];
1306 for (i = 0; i < num; i++)
1308 int x1 = rand_spread(x, 7);
1309 int y1 = rand_spread(y, 5);
1311 /* Skip illegal grids */
1312 if (!in_bounds(y1, x1)) continue;
1314 /* Require line of projection */
1315 if (!projectable(py, px, y1, x1)) continue;
1317 if (summon_specific(0, y1, x1, lev, SUMMON_ARMAGE_EVIL, (PM_NO_PET)))
1318 evil_idx = hack_m_idx_ii;
1320 if (summon_specific(0, y1, x1, lev, SUMMON_ARMAGE_GOOD, (PM_NO_PET)))
1322 good_idx = hack_m_idx_ii;
1325 /* Let them fight each other */
1326 if (evil_idx && good_idx)
1328 monster_type *evil_ptr = &m_list[evil_idx];
1329 monster_type *good_ptr = &m_list[good_idx];
1330 evil_ptr->target_y = good_ptr->fy;
1331 evil_ptr->target_x = good_ptr->fx;
1332 good_ptr->target_y = evil_ptr->fy;
1333 good_ptr->target_x = evil_ptr->fx;
1343 msg_print("ÆÍÁ³Êɤ«¤é¿å¤¬°î¤ì½Ð¤·¤¿¡ª¥Ô¥é¥Ë¥¢¤¬¤¤¤ë¡ª");
1345 msg_print("Suddenly, the room is filled with water with piranhas!");
1348 /* Water fills room */
1349 fire_ball_hide(GF_WATER_FLOW, 0, 1, 10);
1351 /* Summon Piranhas */
1352 num = 1 + dun_level/20;
1353 for (i = 0; i < num; i++)
1355 (void)summon_specific(0, y, x, dun_level, SUMMON_PIRANHAS, (PM_ALLOW_GROUP | PM_NO_PET));
1361 if (break_trap && is_trap(c_ptr->feat))
1363 cave_alter_feat(y, x, FF_DISARM);
1365 msg_print("¥È¥é¥Ã¥×¤òÊ´ºÕ¤·¤¿¡£");
1367 msg_print("You destroyed the trap.");
1374 * @brief Ũ¥ª¡¼¥é¤Ë¤è¤ë¥×¥ì¥¤¥ä¡¼¤Î¥À¥á¡¼¥¸½èÍý¡ÊÊä½õ¡Ë
1375 * @param m_ptr ¥ª¡¼¥é¤ò»ý¤Ä¥â¥ó¥¹¥¿¡¼¤Î¹½Â¤Âλ²¾È¥Ý¥¤¥ó¥¿
1376 * @param immune ¥À¥á¡¼¥¸¤ò²óÈò¤Ç¤¤ëÌȱ֥ե饰
1377 * @param flags_offset ¥ª¡¼¥é¥Õ¥é¥°ÇÛÎó¤Î»²¾È¥ª¥Õ¥»¥Ã¥È
1378 * @param r_flags_offset ¥â¥ó¥¹¥¿¡¼¤ÎÂÑÀÇÛÎó¤Î»²¾È¥ª¥Õ¥»¥Ã¥È
1379 * @param aura_flag ¥ª¡¼¥é¥Õ¥é¥°ÇÛÎó
1380 * @param dam_func ¥À¥á¡¼¥¸½èÍý¤ò¹Ô¤¦´Ø¿ô¤Î»²¾È¥Ý¥¤¥ó¥¿
1381 * @param message ¥ª¡¼¥é¥À¥á¡¼¥¸¤ò¼õ¤±¤¿ºÝ¤Î¥á¥Ã¥»¡¼¥¸
1384 static void touch_zap_player_aux(monster_type *m_ptr, bool immune, int flags_offset, int r_flags_offset, u32b aura_flag,
1385 int (*dam_func)(int dam, cptr kb_str, int monspell, bool aura), cptr message)
1387 monster_race *r_ptr = &r_info[m_ptr->r_idx];
1389 if ((atoffset(u32b, r_ptr, flags_offset) & aura_flag) && !immune)
1392 int aura_damage = damroll(1 + (r_ptr->level / 26), 1 + (r_ptr->level / 17));
1394 /* Hack -- Get the "died from" name */
1395 monster_desc(mon_name, m_ptr, MD_IGNORE_HALLU | MD_ASSUME_VISIBLE | MD_INDEF_VISIBLE);
1399 dam_func(aura_damage, mon_name, -1, TRUE);
1401 if (is_original_ap_and_seen(m_ptr))
1403 atoffset(u32b, r_ptr, r_flags_offset) |= aura_flag;
1410 static void touch_zap_player(monster_type *m_ptr)
1412 touch_zap_player_aux(m_ptr, p_ptr->immune_fire, offsetof(monster_race, flags2), offsetof(monster_race, r_flags2), RF2_AURA_FIRE,
1413 fire_dam, _("ÆÍÁ³¤È¤Æ¤âÇ®¤¯¤Ê¤Ã¤¿¡ª", "You are suddenly very hot!"));
1414 touch_zap_player_aux(m_ptr, p_ptr->immune_cold, offsetof(monster_race, flags3), offsetof(monster_race, r_flags3), RF3_AURA_COLD,
1415 cold_dam, _("ÆÍÁ³¤È¤Æ¤â´¨¤¯¤Ê¤Ã¤¿¡ª", "You are suddenly very cold!"));
1416 touch_zap_player_aux(m_ptr, p_ptr->immune_elec, offsetof(monster_race, flags2), offsetof(monster_race, r_flags2), RF2_AURA_ELEC,
1417 elec_dam, _("ÅÅ·â¤ò¤¯¤é¤Ã¤¿¡ª", "You get zapped!"));
1421 static void natural_attack(s16b m_idx, int attack, bool *fear, bool *mdeath)
1423 int k, bonus, chance;
1425 monster_type *m_ptr = &m_list[m_idx];
1426 monster_race *r_ptr = &r_info[m_ptr->r_idx];
1435 case MUT2_SCOR_TAIL:
1462 atk_desc = "¥¯¥Á¥Ð¥·";
1473 atk_desc = "¾Ý¤ÎÉ¡";
1479 case MUT2_TENTACLES:
1486 atk_desc = "tentacles";
1491 dss = ddd = n_weight = 1;
1493 atk_desc = "̤ÄêµÁ¤ÎÉô°Ì";
1495 atk_desc = "undefined body part";
1500 /* Extract monster name (or "it") */
1501 monster_desc(m_name, m_ptr, 0);
1504 /* Calculate the "attack quality" */
1505 bonus = p_ptr->to_h_m;
1506 bonus += (p_ptr->lev * 6 / 5);
1507 chance = (p_ptr->skill_thn + (bonus * BTH_PLUS_ADJ));
1510 if ((!(r_ptr->flags2 & RF2_QUANTUM) || !randint0(2)) && test_hit_norm(chance, r_ptr->ac, m_ptr->ml))
1516 msg_format("%s¤ò%s¤Ç¹¶·â¤·¤¿¡£", m_name, atk_desc);
1518 msg_format("You hit %s with your %s.", m_name, atk_desc);
1522 k = damroll(ddd, dss);
1523 k = critical_norm(n_weight, bonus, k, (s16b)bonus, 0);
1525 /* Apply the player damage bonuses */
1528 /* No negative damage */
1531 /* Modify the damage */
1532 k = mon_damage_mod(m_ptr, k, FALSE);
1534 /* Complex message */
1538 msg_format("%d/%d ¤Î¥À¥á¡¼¥¸¤òÍ¿¤¨¤¿¡£", k, m_ptr->hp);
1540 msg_format("You do %d (out of %d) damage.", k, m_ptr->hp);
1545 /* Anger the monster */
1546 if (k > 0) anger_monster(m_ptr);
1548 /* Damage, check for fear and mdeath */
1551 case MUT2_SCOR_TAIL:
1552 project(0, 0, m_ptr->fy, m_ptr->fx, k, GF_POIS, PROJECT_KILL, -1);
1553 *mdeath = (m_ptr->r_idx == 0);
1556 *mdeath = mon_take_hit(m_idx, k, fear, NULL);
1559 *mdeath = mon_take_hit(m_idx, k, fear, NULL);
1562 *mdeath = mon_take_hit(m_idx, k, fear, NULL);
1564 case MUT2_TENTACLES:
1565 *mdeath = mon_take_hit(m_idx, k, fear, NULL);
1568 *mdeath = mon_take_hit(m_idx, k, fear, NULL);
1571 touch_zap_player(m_ptr);
1581 msg_format("¥ß¥¹¡ª %s¤Ë¤«¤ï¤µ¤ì¤¿¡£", m_name);
1583 msg_format("You miss %s.", m_name);
1592 * Player attacks a (poor, defenseless) creature -RAK-
1594 * If no "weapon" is available, then "punch" the monster one time.
1596 static void py_attack_aux(int y, int x, bool *fear, bool *mdeath, s16b hand, int mode)
1598 int num = 0, k, bonus, chance, vir;
1600 cave_type *c_ptr = &cave[y][x];
1602 monster_type *m_ptr = &m_list[c_ptr->m_idx];
1603 monster_race *r_ptr = &r_info[m_ptr->r_idx];
1605 /* Access the weapon */
1606 object_type *o_ptr = &inventory[INVEN_RARM + hand];
1610 bool success_hit = FALSE;
1611 bool backstab = FALSE;
1612 bool vorpal_cut = FALSE;
1613 int chaos_effect = 0;
1614 bool stab_fleeing = FALSE;
1615 bool fuiuchi = FALSE;
1616 bool monk_attack = FALSE;
1617 bool do_quake = FALSE;
1619 bool drain_msg = TRUE;
1620 int drain_result = 0, drain_heal = 0;
1621 bool can_drain = FALSE;
1623 int drain_left = MAX_VAMPIRIC_DRAIN;
1624 u32b flgs[TR_FLAG_SIZE]; /* A massive hack -- life-draining weapons */
1625 bool is_human = (r_ptr->d_char == 'p');
1626 bool is_lowlevel = (r_ptr->level < (p_ptr->lev - 15));
1627 bool zantetsu_mukou, e_j_mukou;
1629 switch (p_ptr->pclass)
1633 if (buki_motteruka(INVEN_RARM + hand) && !p_ptr->icky_wield[hand])
1635 int tmp = p_ptr->lev * 6 + (p_ptr->skill_stl + 10) * 4;
1636 if (p_ptr->monlite && (mode != HISSATSU_NYUSIN)) tmp /= 3;
1637 if (p_ptr->cursed & TRC_AGGRAVATE) tmp /= 2;
1638 if (r_ptr->level > (p_ptr->lev * p_ptr->lev / 20 + 10)) tmp /= 3;
1639 if (MON_CSLEEP(m_ptr) && m_ptr->ml)
1641 /* Can't backstab creatures that we can't see, right? */
1644 else if ((p_ptr->special_defense & NINJA_S_STEALTH) && (randint0(tmp) > (r_ptr->level+20)) && m_ptr->ml && !(r_ptr->flagsr & RFR_RES_ALL))
1648 else if (MON_MONFEAR(m_ptr) && m_ptr->ml)
1650 stab_fleeing = TRUE;
1656 case CLASS_FORCETRAINER:
1657 case CLASS_BERSERKER:
1658 if ((empty_hands(TRUE) & EMPTY_HAND_RARM) && !p_ptr->riding) monk_attack = TRUE;
1662 if (!o_ptr->k_idx) /* Empty hand */
1664 if ((r_ptr->level + 10) > p_ptr->lev)
1666 if (p_ptr->skill_exp[GINOU_SUDE] < s_info[p_ptr->pclass].s_max[GINOU_SUDE])
1668 if (p_ptr->skill_exp[GINOU_SUDE] < WEAPON_EXP_BEGINNER)
1669 p_ptr->skill_exp[GINOU_SUDE] += 40;
1670 else if ((p_ptr->skill_exp[GINOU_SUDE] < WEAPON_EXP_SKILLED))
1671 p_ptr->skill_exp[GINOU_SUDE] += 5;
1672 else if ((p_ptr->skill_exp[GINOU_SUDE] < WEAPON_EXP_EXPERT) && (p_ptr->lev > 19))
1673 p_ptr->skill_exp[GINOU_SUDE] += 1;
1674 else if ((p_ptr->lev > 34))
1675 if (one_in_(3)) p_ptr->skill_exp[GINOU_SUDE] += 1;
1676 p_ptr->update |= (PU_BONUS);
1680 else if (object_is_melee_weapon(o_ptr))
1682 if ((r_ptr->level + 10) > p_ptr->lev)
1684 int tval = inventory[INVEN_RARM+hand].tval - TV_WEAPON_BEGIN;
1685 int sval = inventory[INVEN_RARM+hand].sval;
1686 int now_exp = p_ptr->weapon_exp[tval][sval];
1687 if (now_exp < s_info[p_ptr->pclass].w_max[tval][sval])
1690 if (now_exp < WEAPON_EXP_BEGINNER) amount = 80;
1691 else if (now_exp < WEAPON_EXP_SKILLED) amount = 10;
1692 else if ((now_exp < WEAPON_EXP_EXPERT) && (p_ptr->lev > 19)) amount = 1;
1693 else if ((p_ptr->lev > 34) && one_in_(2)) amount = 1;
1694 p_ptr->weapon_exp[tval][sval] += amount;
1695 p_ptr->update |= (PU_BONUS);
1700 /* Disturb the monster */
1701 (void)set_monster_csleep(c_ptr->m_idx, 0);
1703 /* Extract monster name (or "it") */
1704 monster_desc(m_name, m_ptr, 0);
1706 /* Calculate the "attack quality" */
1707 bonus = p_ptr->to_h[hand] + o_ptr->to_h;
1708 chance = (p_ptr->skill_thn + (bonus * BTH_PLUS_ADJ));
1709 if (mode == HISSATSU_IAI) chance += 60;
1710 if (p_ptr->special_defense & KATA_KOUKIJIN) chance += 150;
1712 if (p_ptr->sutemi) chance = MAX(chance * 3 / 2, chance + 60);
1714 vir = virtue_number(V_VALOUR);
1717 chance += (p_ptr->virtues[vir - 1]/10);
1720 zantetsu_mukou = ((o_ptr->name1 == ART_ZANTETSU) && (r_ptr->d_char == 'j'));
1721 e_j_mukou = ((o_ptr->name1 == ART_EXCALIBUR_J) && (r_ptr->d_char == 'S'));
1723 if ((mode == HISSATSU_KYUSHO) || (mode == HISSATSU_MINEUCHI) || (mode == HISSATSU_3DAN) || (mode == HISSATSU_IAI)) num_blow = 1;
1724 else if (mode == HISSATSU_COLD) num_blow = p_ptr->num_blow[hand]+2;
1725 else num_blow = p_ptr->num_blow[hand];
1727 /* Hack -- DOKUBARI always hit once */
1728 if ((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_DOKUBARI)) num_blow = 1;
1730 /* Attack once for each legal blow */
1731 while ((num++ < num_blow) && !p_ptr->is_dead)
1733 if (((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_DOKUBARI)) || (mode == HISSATSU_KYUSHO))
1737 if (p_ptr->migite && p_ptr->hidarite)
1741 if (mode == HISSATSU_3DAN)
1746 success_hit = one_in_(n);
1748 else if ((p_ptr->pclass == CLASS_NINJA) && ((backstab || fuiuchi) && !(r_ptr->flagsr & RFR_RES_ALL))) success_hit = TRUE;
1749 else success_hit = test_hit_norm(chance, r_ptr->ac, m_ptr->ml);
1751 if (mode == HISSATSU_MAJIN)
1754 success_hit = FALSE;
1760 int vorpal_chance = ((o_ptr->name1 == ART_VORPAL_BLADE) || (o_ptr->name1 == ART_CHAINSWORD)) ? 2 : 4;
1767 if (backstab) msg_format("¤¢¤Ê¤¿¤ÏÎä¹ó¤Ë¤â̲¤Ã¤Æ¤¤¤ë̵ÎϤÊ%s¤òÆͤ»É¤·¤¿¡ª", m_name);
1768 else if (fuiuchi) msg_format("ÉÔ°Õ¤òÆͤ¤¤Æ%s¤Ë¶¯Îõ¤Ê°ì·â¤ò¶ô¤é¤ï¤»¤¿¡ª", m_name);
1769 else if (stab_fleeing) msg_format("ƨ¤²¤ë%s¤òÇØÃ椫¤éÆͤ»É¤·¤¿¡ª", m_name);
1770 else if (!monk_attack) msg_format("%s¤ò¹¶·â¤·¤¿¡£", m_name);
1772 if (backstab) msg_format("You cruelly stab the helpless, sleeping %s!", m_name);
1773 else if (fuiuchi) msg_format("You make surprise attack, and hit %s with a powerful blow!", m_name);
1774 else if (stab_fleeing) msg_format("You backstab the fleeing %s!", m_name);
1775 else if (!monk_attack) msg_format("You hit %s.", m_name);
1778 /* Hack -- bare hands do one damage */
1781 object_flags(o_ptr, flgs);
1783 /* Select a chaotic effect (50% chance) */
1784 if ((have_flag(flgs, TR_CHAOTIC)) && one_in_(2))
1787 chg_virtue(V_CHANCE, 1);
1789 if (randint1(5) < 3)
1791 /* Vampiric (20%) */
1794 else if (one_in_(250))
1799 else if (!one_in_(10))
1801 /* Confusion (26.892%) */
1804 else if (one_in_(2))
1806 /* Teleport away (1.494%) */
1811 /* Polymorph (1.494%) */
1816 /* Vampiric drain */
1817 if ((have_flag(flgs, TR_VAMPIRIC)) || (chaos_effect == 1) || (mode == HISSATSU_DRAIN) || hex_spelling(HEX_VAMP_BLADE))
1819 /* Only drain "living" monsters */
1820 if (monster_living(r_ptr))
1826 if ((have_flag(flgs, TR_VORPAL) || hex_spelling(HEX_RUNESWORD)) && (randint1(vorpal_chance*3/2) == 1) && !zantetsu_mukou)
1828 else vorpal_cut = FALSE;
1832 int special_effect = 0, stun_effect = 0, times = 0, max_times;
1834 const martial_arts *ma_ptr = &ma_blows[0], *old_ptr = &ma_blows[0];
1835 int resist_stun = 0;
1838 if (r_ptr->flags1 & RF1_UNIQUE) resist_stun += 88;
1839 if (r_ptr->flags3 & RF3_NO_STUN) resist_stun += 66;
1840 if (r_ptr->flags3 & RF3_NO_CONF) resist_stun += 33;
1841 if (r_ptr->flags3 & RF3_NO_SLEEP) resist_stun += 33;
1842 if ((r_ptr->flags3 & RF3_UNDEAD) || (r_ptr->flags3 & RF3_NONLIVING))
1845 if (p_ptr->special_defense & KAMAE_BYAKKO)
1846 max_times = (p_ptr->lev < 3 ? 1 : p_ptr->lev / 3);
1847 else if (p_ptr->special_defense & KAMAE_SUZAKU)
1849 else if (p_ptr->special_defense & KAMAE_GENBU)
1852 max_times = (p_ptr->lev < 7 ? 1 : p_ptr->lev / 7);
1853 /* Attempt 'times' */
1854 for (times = 0; times < max_times; times++)
1858 ma_ptr = &ma_blows[randint0(MAX_MA)];
1859 if ((p_ptr->pclass == CLASS_FORCETRAINER) && (ma_ptr->min_level > 1)) min_level = ma_ptr->min_level + 3;
1860 else min_level = ma_ptr->min_level;
1862 while ((min_level > p_ptr->lev) ||
1863 (randint1(p_ptr->lev) < ma_ptr->chance));
1865 /* keep the highest level attack available we found */
1866 if ((ma_ptr->min_level > old_ptr->min_level) &&
1867 !p_ptr->stun && !p_ptr->confused)
1871 if (p_ptr->wizard && cheat_xtra)
1874 msg_print("¹¶·â¤òºÆÁªÂò¤·¤Þ¤·¤¿¡£");
1876 msg_print("Attack re-selected.");
1886 if (p_ptr->pclass == CLASS_FORCETRAINER) min_level = MAX(1, ma_ptr->min_level - 3);
1887 else min_level = ma_ptr->min_level;
1888 k = damroll(ma_ptr->dd + p_ptr->to_dd[hand], ma_ptr->ds + p_ptr->to_ds[hand]);
1889 if (p_ptr->special_attack & ATTACK_SUIKEN) k *= 2;
1891 if (ma_ptr->effect == MA_KNEE)
1893 if (r_ptr->flags1 & RF1_MALE)
1896 msg_format("%s¤Ë¶âŪɨ½³¤ê¤ò¤¯¤é¤ï¤·¤¿¡ª", m_name);
1898 msg_format("You hit %s in the groin with your knee!", m_name);
1902 special_effect = MA_KNEE;
1905 msg_format(ma_ptr->desc, m_name);
1908 else if (ma_ptr->effect == MA_SLOW)
1910 if (!((r_ptr->flags1 & RF1_NEVER_MOVE) ||
1911 my_strchr("~#{}.UjmeEv$,DdsbBFIJQSXclnw!=?", r_ptr->d_char)))
1914 msg_format("%s¤Î¼ó¤Ë´ØÀá½³¤ê¤ò¤¯¤é¤ï¤·¤¿¡ª", m_name);
1916 msg_format("You kick %s in the ankle.", m_name);
1919 special_effect = MA_SLOW;
1921 else msg_format(ma_ptr->desc, m_name);
1927 stun_effect = (ma_ptr->effect / 2) + randint1(ma_ptr->effect / 2);
1930 msg_format(ma_ptr->desc, m_name);
1933 if (p_ptr->special_defense & KAMAE_SUZAKU) weight = 4;
1934 if ((p_ptr->pclass == CLASS_FORCETRAINER) && (p_ptr->magic_num1[0]))
1936 weight += (p_ptr->magic_num1[0]/30);
1937 if (weight > 20) weight = 20;
1940 k = critical_norm(p_ptr->lev * weight, min_level, k, p_ptr->to_h[0], 0);
1942 if ((special_effect == MA_KNEE) && ((k + p_ptr->to_d[hand]) < m_ptr->hp))
1945 msg_format("%^s¤Ï¶ìÄˤˤ¦¤á¤¤¤Æ¤¤¤ë¡ª", m_name);
1947 msg_format("%^s moans in agony!", m_name);
1950 stun_effect = 7 + randint1(13);
1954 else if ((special_effect == MA_SLOW) && ((k + p_ptr->to_d[hand]) < m_ptr->hp))
1956 if (!(r_ptr->flags1 & RF1_UNIQUE) &&
1957 (randint1(p_ptr->lev) > r_ptr->level) &&
1961 msg_format("%^s¤Ï¤ò¤Ò¤¤º¤ê»Ï¤á¤¿¡£", m_name);
1963 msg_format("%^s starts limping slower.", m_name);
1966 m_ptr->mspeed -= 10;
1970 if (stun_effect && ((k + p_ptr->to_d[hand]) < m_ptr->hp))
1972 if (p_ptr->lev > randint1(r_ptr->level + resist_stun + 10))
1974 if (set_monster_stunned(c_ptr->m_idx, stun_effect + MON_STUNNED(m_ptr)))
1977 msg_format("%^s¤Ï¥Õ¥é¥Õ¥é¤Ë¤Ê¤Ã¤¿¡£", m_name);
1979 msg_format("%^s is stunned.", m_name);
1985 msg_format("%^s¤Ï¤µ¤é¤Ë¥Õ¥é¥Õ¥é¤Ë¤Ê¤Ã¤¿¡£", m_name);
1987 msg_format("%^s is more stunned.", m_name);
1994 /* Handle normal weapon */
1995 else if (o_ptr->k_idx)
1997 k = damroll(o_ptr->dd + p_ptr->to_dd[hand], o_ptr->ds + p_ptr->to_ds[hand]);
1998 k = tot_dam_aux(o_ptr, k, m_ptr, mode, FALSE);
2002 k *= (3 + (p_ptr->lev / 20));
2006 k = k*(5+(p_ptr->lev*2/25))/2;
2008 else if (stab_fleeing)
2013 if ((p_ptr->impact[hand] && ((k > 50) || one_in_(7))) ||
2014 (chaos_effect == 2) || (mode == HISSATSU_QUAKE))
2019 if ((!(o_ptr->tval == TV_SWORD) || !(o_ptr->sval == SV_DOKUBARI)) && !(mode == HISSATSU_KYUSHO))
2020 k = critical_norm(o_ptr->weight, o_ptr->to_h, k, p_ptr->to_h[hand], mode);
2028 if ((o_ptr->name1 == ART_CHAINSWORD) && !one_in_(2))
2030 char chainsword_noise[1024];
2032 if (!get_rnd_line("chainswd_j.txt", 0, chainsword_noise))
2034 if (!get_rnd_line("chainswd.txt", 0, chainsword_noise))
2037 msg_print(chainsword_noise);
2041 if (o_ptr->name1 == ART_VORPAL_BLADE)
2044 msg_print("Ìܤˤâ»ß¤Þ¤é¤Ì¥ô¥©¡¼¥Ñ¥ë¥Ö¥ì¡¼¥É¡¢¼êÏ£¤ÎÁá¶È¡ª");
2046 msg_print("Your Vorpal Blade goes snicker-snack!");
2052 msg_format("%s¤ò¥°¥Ã¥µ¥êÀÚ¤êÎö¤¤¤¿¡ª", m_name);
2054 msg_format("Your weapon cuts deep into %s!", m_name);
2058 /* Try to increase the damage */
2059 while (one_in_(vorpal_chance))
2067 if (((r_ptr->flagsr & RFR_RES_ALL) ? k/100 : k) > m_ptr->hp)
2070 msg_format("%s¤ò¿¿¤ÃÆó¤Ä¤Ë¤·¤¿¡ª", m_name);
2072 msg_format("You cut %s in half!", m_name);
2080 case 2: msg_format("%s¤ò»Â¤Ã¤¿¡ª", m_name); break;
2081 case 3: msg_format("%s¤ò¤Ö¤Ã¤¿»Â¤Ã¤¿¡ª", m_name); break;
2082 case 4: msg_format("%s¤ò¥á¥Ã¥¿»Â¤ê¤Ë¤·¤¿¡ª", m_name); break;
2083 case 5: msg_format("%s¤ò¥á¥Ã¥¿¥á¥¿¤Ë»Â¤Ã¤¿¡ª", m_name); break;
2084 case 6: msg_format("%s¤ò»É¿È¤Ë¤·¤¿¡ª", m_name); break;
2085 case 7: msg_format("%s¤ò»Â¤Ã¤Æ»Â¤Ã¤Æ»Â¤ê¤Þ¤¯¤Ã¤¿¡ª", m_name); break;
2086 default: msg_format("%s¤òºÙÀÚ¤ì¤Ë¤·¤¿¡ª", m_name); break;
2088 case 2: msg_format("You gouge %s!", m_name); break;
2089 case 3: msg_format("You maim %s!", m_name); break;
2090 case 4: msg_format("You carve %s!", m_name); break;
2091 case 5: msg_format("You cleave %s!", m_name); break;
2092 case 6: msg_format("You smite %s!", m_name); break;
2093 case 7: msg_format("You eviscerate %s!", m_name); break;
2094 default: msg_format("You shred %s!", m_name); break;
2098 drain_result = drain_result * 3 / 2;
2102 drain_result += o_ptr->to_d;
2105 /* Apply the player damage bonuses */
2106 k += p_ptr->to_d[hand];
2107 drain_result += p_ptr->to_d[hand];
2109 if ((mode == HISSATSU_SUTEMI) || (mode == HISSATSU_3DAN)) k *= 2;
2110 if ((mode == HISSATSU_SEKIRYUKA) && !monster_living(r_ptr)) k = 0;
2111 if ((mode == HISSATSU_SEKIRYUKA) && !p_ptr->cut) k /= 2;
2113 /* No negative damage */
2116 if ((mode == HISSATSU_ZANMA) && !(!monster_living(r_ptr) && (r_ptr->flags3 & RF3_EVIL)))
2124 msg_print("¤³¤ó¤ÊÆð¤é¤«¤¤¤â¤Î¤ÏÀÚ¤ì¤ó¡ª");
2126 msg_print("You cannot cut such a elastic thing!");
2134 msg_print("ÃØéá¤Ï¶ì¼ê¤À¡ª");
2136 msg_print("Spiders are difficult for you to deal with!");
2141 if (mode == HISSATSU_MINEUCHI)
2143 int tmp = (10 + randint1(15) + p_ptr->lev / 5);
2146 anger_monster(m_ptr);
2148 if (!(r_ptr->flags3 & (RF3_NO_STUN)))
2151 if (MON_STUNNED(m_ptr))
2154 msg_format("%s¤Ï¤Ò¤É¤¯¤â¤¦¤í¤¦¤È¤·¤¿¡£", m_name);
2156 msg_format("%s is more dazed.", m_name);
2164 msg_format("%s ¤Ï¤â¤¦¤í¤¦¤È¤·¤¿¡£", m_name);
2166 msg_format("%s is dazed.", m_name);
2171 (void)set_monster_stunned(c_ptr->m_idx, MON_STUNNED(m_ptr) + tmp);
2176 msg_format("%s ¤Ë¤Ï¸ú²Ì¤¬¤Ê¤«¤Ã¤¿¡£", m_name);
2178 msg_format("%s is not effected.", m_name);
2183 /* Modify the damage */
2184 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))));
2185 if (((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_DOKUBARI)) || (mode == HISSATSU_KYUSHO))
2187 if ((randint1(randint1(r_ptr->level/7)+5) == 1) && !(r_ptr->flags1 & RF1_UNIQUE) && !(r_ptr->flags7 & RF7_UNIQUE2))
2191 msg_format("%s¤ÎµÞ½ê¤òÆͤ»É¤·¤¿¡ª", m_name);
2193 msg_format("You hit %s on a fatal spot!", m_name);
2198 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)))
2200 int maxhp = maxroll(r_ptr->hdice, r_ptr->hside);
2201 if (one_in_(backstab ? 13 : (stab_fleeing || fuiuchi) ? 15 : 27))
2206 msg_format("¿Ï¤¬%s¤Ë¿¼¡¹¤ÈÆͤ»É¤µ¤Ã¤¿¡ª", m_name);
2208 msg_format("You critically injured %s!", m_name);
2211 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)))
2213 if ((r_ptr->flags1 & RF1_UNIQUE) || (r_ptr->flags7 & RF7_UNIQUE2) || (m_ptr->hp >= maxhp/2))
2215 k = MAX(k*5, m_ptr->hp/2);
2218 msg_format("%s¤ËÃ×Ì¿½ý¤òÉé¤ï¤»¤¿¡ª", m_name);
2220 msg_format("You fatally injured %s!", m_name);
2227 msg_format("¿Ï¤¬%s¤ÎµÞ½ê¤ò´Ó¤¤¤¿¡ª", m_name);
2229 msg_format("You hit %s on a fatal spot!", m_name);
2235 /* Complex message */
2236 if (p_ptr->wizard || cheat_xtra)
2239 msg_format("%d/%d ¤Î¥À¥á¡¼¥¸¤òÍ¿¤¨¤¿¡£", k, m_ptr->hp);
2241 msg_format("You do %d (out of %d) damage.", k, m_ptr->hp);
2245 if (k <= 0) can_drain = FALSE;
2247 if (drain_result > m_ptr->hp)
2248 drain_result = m_ptr->hp;
2250 /* Damage, check for fear and death */
2251 if (mon_take_hit(c_ptr->m_idx, k, fear, NULL))
2254 if ((p_ptr->pclass == CLASS_BERSERKER) && energy_use)
2256 if (p_ptr->migite && p_ptr->hidarite)
2258 if (hand) energy_use = energy_use*3/5+energy_use*num*2/(p_ptr->num_blow[hand]*5);
2259 else energy_use = energy_use*num*3/(p_ptr->num_blow[hand]*5);
2263 energy_use = energy_use*num/p_ptr->num_blow[hand];
2266 if ((o_ptr->name1 == ART_ZANTETSU) && is_lowlevel)
2268 msg_print("¤Þ¤¿¤Ä¤Þ¤é¤Ì¤â¤Î¤ò»Â¤Ã¤Æ¤·¤Þ¤Ã¤¿¡¥¡¥¡¥");
2270 msg_print("Sigh... Another trifling thing I've cut....");
2275 /* Anger the monster */
2276 if (k > 0) anger_monster(m_ptr);
2278 touch_zap_player(m_ptr);
2280 /* Are we draining it? A little note: If the monster is
2281 dead, the drain does not work... */
2283 if (can_drain && (drain_result > 0))
2285 if (o_ptr->name1 == ART_MURAMASA)
2289 int to_h = o_ptr->to_h;
2290 int to_d = o_ptr->to_d;
2294 for (i = 0; i < to_h + 3; i++) if (one_in_(4)) flag = 0;
2298 for (i = 0; i < to_d + 3; i++) if (one_in_(4)) flag = 0;
2301 if (o_ptr->to_h != to_h || o_ptr->to_d != to_d)
2304 msg_print("ÍÅÅá¤Ï·ì¤òµÛ¤Ã¤Æ¶¯¤¯¤Ê¤Ã¤¿¡ª");
2306 msg_print("Muramasa sucked blood, and became more powerful!");
2315 if (drain_result > 5) /* Did we really hurt it? */
2317 drain_heal = damroll(2, drain_result / 6);
2320 if (hex_spelling(HEX_VAMP_BLADE)) drain_heal *= 2;
2325 msg_format("Draining left: %d", drain_left);
2327 msg_format("Draining left: %d", drain_left);
2334 if (drain_heal < drain_left)
2336 drain_left -= drain_heal;
2340 drain_heal = drain_left;
2347 msg_format("¿Ï¤¬%s¤«¤éÀ¸Ì¿ÎϤòµÛ¤¤¼è¤Ã¤¿¡ª", m_name);
2349 msg_format("Your weapon drains life from %s!", m_name);
2355 drain_heal = (drain_heal * mutant_regenerate_mod) / 100;
2357 hp_player(drain_heal);
2358 /* We get to keep some of it! */
2362 m_ptr->maxhp -= (k+7)/8;
2363 if (m_ptr->hp > m_ptr->maxhp) m_ptr->hp = m_ptr->maxhp;
2364 if (m_ptr->maxhp < 1) m_ptr->maxhp = 1;
2370 /* Confusion attack */
2371 if ((p_ptr->special_attack & ATTACK_CONFUSE) || (chaos_effect == 3) || (mode == HISSATSU_CONF) || hex_spelling(HEX_CONFUSION))
2373 /* Cancel glowing hands */
2374 if (p_ptr->special_attack & ATTACK_CONFUSE)
2376 p_ptr->special_attack &= ~(ATTACK_CONFUSE);
2378 msg_print("¼ê¤Îµ±¤¤¬¤Ê¤¯¤Ê¤Ã¤¿¡£");
2380 msg_print("Your hands stop glowing.");
2382 p_ptr->redraw |= (PR_STATUS);
2386 /* Confuse the monster */
2387 if (r_ptr->flags3 & RF3_NO_CONF)
2389 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags3 |= RF3_NO_CONF;
2392 msg_format("%^s¤Ë¤Ï¸ú²Ì¤¬¤Ê¤«¤Ã¤¿¡£", m_name);
2394 msg_format("%^s is unaffected.", m_name);
2398 else if (randint0(100) < r_ptr->level)
2401 msg_format("%^s¤Ë¤Ï¸ú²Ì¤¬¤Ê¤«¤Ã¤¿¡£", m_name);
2403 msg_format("%^s is unaffected.", m_name);
2410 msg_format("%^s¤Ïº®Í𤷤¿¤è¤¦¤À¡£", m_name);
2412 msg_format("%^s appears confused.", m_name);
2415 (void)set_monster_confused(c_ptr->m_idx, MON_CONFUSED(m_ptr) + 10 + randint0(p_ptr->lev) / 5);
2419 else if (chaos_effect == 4)
2421 bool resists_tele = FALSE;
2423 if (r_ptr->flagsr & RFR_RES_TELE)
2425 if (r_ptr->flags1 & RF1_UNIQUE)
2427 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flagsr |= RFR_RES_TELE;
2429 msg_format("%^s¤Ë¤Ï¸ú²Ì¤¬¤Ê¤«¤Ã¤¿¡£", m_name);
2431 msg_format("%^s is unaffected!", m_name);
2434 resists_tele = TRUE;
2436 else if (r_ptr->level > randint1(100))
2438 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flagsr |= RFR_RES_TELE;
2440 msg_format("%^s¤ÏÄñ¹³ÎϤò»ý¤Ã¤Æ¤¤¤ë¡ª", m_name);
2442 msg_format("%^s resists!", m_name);
2445 resists_tele = TRUE;
2452 msg_format("%^s¤Ï¾Ã¤¨¤¿¡ª", m_name);
2454 msg_format("%^s disappears!", m_name);
2457 teleport_away(c_ptr->m_idx, 50, TELEPORT_PASSIVE);
2458 num = num_blow + 1; /* Can't hit it anymore! */
2463 else if ((chaos_effect == 5) && (randint1(90) > r_ptr->level))
2465 if (!(r_ptr->flags1 & (RF1_UNIQUE | RF1_QUESTOR)) &&
2466 !(r_ptr->flagsr & RFR_EFF_RES_CHAO_MASK))
2468 if (polymorph_monster(y, x))
2471 msg_format("%^s¤ÏÊѲ½¤·¤¿¡ª", m_name);
2473 msg_format("%^s changes!", m_name);
2482 msg_format("%^s¤Ë¤Ï¸ú²Ì¤¬¤Ê¤«¤Ã¤¿¡£", m_name);
2484 msg_format("%^s is unaffected.", m_name);
2488 /* Hack -- Get new monster */
2489 m_ptr = &m_list[c_ptr->m_idx];
2491 /* Oops, we need a different name... */
2492 monster_desc(m_name, m_ptr, 0);
2494 /* Hack -- Get new race */
2495 r_ptr = &r_info[m_ptr->r_idx];
2498 else if (o_ptr->name1 == ART_G_HAMMER)
2500 monster_type *m_ptr = &m_list[c_ptr->m_idx];
2502 if (m_ptr->hold_o_idx)
2504 object_type *q_ptr = &o_list[m_ptr->hold_o_idx];
2505 char o_name[MAX_NLEN];
2507 object_desc(o_name, q_ptr, OD_NAME_ONLY);
2508 q_ptr->held_m_idx = 0;
2509 q_ptr->marked = OM_TOUCHED;
2510 m_ptr->hold_o_idx = q_ptr->next_o_idx;
2511 q_ptr->next_o_idx = 0;
2513 msg_format("%s¤òÃ¥¤Ã¤¿¡£", o_name);
2515 msg_format("You snatched %s.", o_name);
2525 backstab = FALSE; /* Clumsy! */
2526 fuiuchi = FALSE; /* Clumsy! */
2528 if ((o_ptr->tval == TV_POLEARM) && (o_ptr->sval == SV_DEATH_SCYTHE) && one_in_(3))
2530 u32b flgs[TR_FLAG_SIZE];
2537 msg_format("¥ß¥¹¡ª %s¤Ë¤«¤ï¤µ¤ì¤¿¡£", m_name);
2539 msg_format("You miss %s.", m_name);
2543 msg_print("¿¶¤ê²ó¤·¤¿Âç³ù¤¬¼«Ê¬¼«¿È¤ËÊ֤äƤ¤¿¡ª");
2545 msg_print("Your scythe returns to you!");
2548 /* Extract the flags */
2549 object_flags(o_ptr, flgs);
2551 k = damroll(o_ptr->dd + p_ptr->to_dd[hand], o_ptr->ds + p_ptr->to_ds[hand]);
2554 switch (p_ptr->mimic_form)
2557 switch (p_ptr->prace)
2564 case RACE_BARBARIAN:
2568 case RACE_HALF_TROLL:
2569 case RACE_HALF_OGRE:
2570 case RACE_HALF_GIANT:
2571 case RACE_HALF_TITAN:
2579 case RACE_DRACONIAN:
2586 case MIMIC_DEMON_LORD:
2593 if (p_ptr->align < 0 && mult < 20)
2595 if (!(p_ptr->resist_acid || IS_OPPOSE_ACID() || p_ptr->immune_acid) && (mult < 25))
2597 if (!(p_ptr->resist_elec || IS_OPPOSE_ELEC() || p_ptr->immune_elec) && (mult < 25))
2599 if (!(p_ptr->resist_fire || IS_OPPOSE_FIRE() || p_ptr->immune_fire) && (mult < 25))
2601 if (!(p_ptr->resist_cold || IS_OPPOSE_COLD() || p_ptr->immune_cold) && (mult < 25))
2603 if (!(p_ptr->resist_pois || IS_OPPOSE_POIS()) && (mult < 25))
2606 if ((p_ptr->pclass != CLASS_SAMURAI) && (have_flag(flgs, TR_FORCE_WEAPON)) && (p_ptr->csp > (p_ptr->msp / 30)))
2608 p_ptr->csp -= (1+(p_ptr->msp / 30));
2609 p_ptr->redraw |= (PR_MANA);
2610 mult = mult * 3 / 2 + 20;
2616 k = critical_norm(o_ptr->weight, o_ptr->to_h, k, p_ptr->to_h[hand], mode);
2621 msg_format("¥°¥Ã¥µ¥êÀÚ¤êÎö¤«¤ì¤¿¡ª");
2623 msg_format("Your weapon cuts deep into yourself!");
2625 /* Try to increase the damage */
2633 k += (p_ptr->to_d[hand] + o_ptr->to_d);
2638 take_hit(DAMAGE_FORCE, k, "»à¤ÎÂç³ù", -1);
2640 take_hit(DAMAGE_FORCE, k, "Death scythe", -1);
2652 msg_format("¥ß¥¹¡ª %s¤Ë¤«¤ï¤µ¤ì¤¿¡£", m_name);
2654 msg_format("You miss %s.", m_name);
2663 if (weak && !(*mdeath))
2666 msg_format("%s¤Ï¼å¤¯¤Ê¤Ã¤¿¤è¤¦¤À¡£", m_name);
2668 msg_format("%^s seems weakened.", m_name);
2671 if (drain_left != MAX_VAMPIRIC_DRAIN)
2675 chg_virtue(V_UNLIFE, 1);
2678 /* Mega-Hack -- apply earthquake brand */
2681 earthquake(py, px, 10);
2682 if (!cave[y][x].m_idx) *mdeath = TRUE;
2686 bool py_attack(int y, int x, int mode)
2689 bool mdeath = FALSE;
2690 bool stormbringer = FALSE;
2692 cave_type *c_ptr = &cave[y][x];
2693 monster_type *m_ptr = &m_list[c_ptr->m_idx];
2694 monster_race *r_ptr = &r_info[m_ptr->r_idx];
2697 /* Disturb the player */
2702 if (!p_ptr->migite && !p_ptr->hidarite &&
2703 !(p_ptr->muta2 & (MUT2_HORNS | MUT2_BEAK | MUT2_SCOR_TAIL | MUT2_TRUNK | MUT2_TENTACLES)))
2706 msg_format("%s¹¶·â¤Ç¤¤Ê¤¤¡£", (empty_hands(FALSE) == EMPTY_HAND_NONE) ? "ξ¼ê¤¬¤Õ¤µ¤¬¤Ã¤Æ" : "");
2708 msg_print("You cannot do attacking.");
2713 /* Extract monster name (or "it") */
2714 monster_desc(m_name, m_ptr, 0);
2718 /* Auto-Recall if possible and visible */
2719 if (!p_ptr->image) monster_race_track(m_ptr->ap_r_idx);
2721 /* Track a new monster */
2722 health_track(c_ptr->m_idx);
2725 if ((r_ptr->flags1 & RF1_FEMALE) &&
2726 !(p_ptr->stun || p_ptr->confused || p_ptr->image || !m_ptr->ml))
2728 if ((inventory[INVEN_RARM].name1 == ART_ZANTETSU) || (inventory[INVEN_LARM].name1 == ART_ZANTETSU))
2731 msg_print("ÀÛ¼Ô¡¢¤ª¤Ê¤´¤Ï»Â¤ì¤Ì¡ª");
2733 msg_print("I can not attack women!");
2739 if (d_info[dungeon_type].flags1 & DF1_NO_MELEE)
2742 msg_print("¤Ê¤¼¤«¹¶·â¤¹¤ë¤³¤È¤¬¤Ç¤¤Ê¤¤¡£");
2744 msg_print("Something prevent you from attacking.");
2749 /* Stop if friendly */
2750 if (!is_hostile(m_ptr) &&
2751 !(p_ptr->stun || p_ptr->confused || p_ptr->image ||
2752 p_ptr->shero || !m_ptr->ml))
2754 if (inventory[INVEN_RARM].name1 == ART_STORMBRINGER) stormbringer = TRUE;
2755 if (inventory[INVEN_LARM].name1 == ART_STORMBRINGER) stormbringer = TRUE;
2759 msg_format("¹õ¤¤¿Ï¤Ï¶¯ÍߤË%s¤ò¹¶·â¤·¤¿¡ª", m_name);
2761 msg_format("Your black blade greedily attacks %s!", m_name);
2763 chg_virtue(V_INDIVIDUALISM, 1);
2764 chg_virtue(V_HONOUR, -1);
2765 chg_virtue(V_JUSTICE, -1);
2766 chg_virtue(V_COMPASSION, -1);
2768 else if (p_ptr->pclass != CLASS_BERSERKER)
2771 if (get_check("ËÜÅö¤Ë¹¶·â¤·¤Þ¤¹¤«¡©"))
2773 if (get_check("Really hit it? "))
2776 chg_virtue(V_INDIVIDUALISM, 1);
2777 chg_virtue(V_HONOUR, -1);
2778 chg_virtue(V_JUSTICE, -1);
2779 chg_virtue(V_COMPASSION, -1);
2784 msg_format("%s¤ò¹¶·â¤¹¤ë¤Î¤ò»ß¤á¤¿¡£", m_name);
2786 msg_format("You stop to avoid hitting %s.", m_name);
2794 /* Handle player fear */
2800 msg_format("¶²¤¯¤Æ%s¤ò¹¶·â¤Ç¤¤Ê¤¤¡ª", m_name);
2802 msg_format("You are too afraid to attack %s!", m_name);
2807 msg_format ("¤½¤Ã¤Á¤Ë¤Ï²¿¤«¶²¤¤¤â¤Î¤¬¤¤¤ë¡ª");
2809 msg_format ("There is something scary in your way!");
2812 /* Disturb the monster */
2813 (void)set_monster_csleep(c_ptr->m_idx, 0);
2819 if (MON_CSLEEP(m_ptr)) /* It is not honorable etc to attack helpless victims */
2821 if (!(r_ptr->flags3 & RF3_EVIL) || one_in_(5)) chg_virtue(V_COMPASSION, -1);
2822 if (!(r_ptr->flags3 & RF3_EVIL) || one_in_(5)) chg_virtue(V_HONOUR, -1);
2825 if (p_ptr->migite && p_ptr->hidarite)
2827 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))
2829 if (p_ptr->skill_exp[GINOU_NITOURYU] < WEAPON_EXP_BEGINNER)
2830 p_ptr->skill_exp[GINOU_NITOURYU] += 80;
2831 else if(p_ptr->skill_exp[GINOU_NITOURYU] < WEAPON_EXP_SKILLED)
2832 p_ptr->skill_exp[GINOU_NITOURYU] += 4;
2833 else if(p_ptr->skill_exp[GINOU_NITOURYU] < WEAPON_EXP_EXPERT)
2834 p_ptr->skill_exp[GINOU_NITOURYU] += 1;
2835 else if(p_ptr->skill_exp[GINOU_NITOURYU] < WEAPON_EXP_MASTER)
2836 if (one_in_(3)) p_ptr->skill_exp[GINOU_NITOURYU] += 1;
2837 p_ptr->update |= (PU_BONUS);
2841 /* Gain riding experience */
2844 int cur = p_ptr->skill_exp[GINOU_RIDING];
2845 int max = s_info[p_ptr->pclass].s_max[GINOU_RIDING];
2849 int ridinglevel = r_info[m_list[p_ptr->riding].r_idx].level;
2850 int targetlevel = r_ptr->level;
2853 if ((cur / 200 - 5) < targetlevel)
2856 /* Extra experience */
2857 if ((cur / 100) < ridinglevel)
2859 if ((cur / 100 + 15) < ridinglevel)
2860 inc += 1 + (ridinglevel - (cur / 100 + 15));
2865 p_ptr->skill_exp[GINOU_RIDING] = MIN(max, cur + inc);
2867 p_ptr->update |= (PU_BONUS);
2871 riding_t_m_idx = c_ptr->m_idx;
2872 if (p_ptr->migite) py_attack_aux(y, x, &fear, &mdeath, 0, mode);
2873 if (p_ptr->hidarite && !mdeath) py_attack_aux(y, x, &fear, &mdeath, 1, mode);
2875 /* Mutations which yield extra 'natural' attacks */
2878 if ((p_ptr->muta2 & MUT2_HORNS) && !mdeath)
2879 natural_attack(c_ptr->m_idx, MUT2_HORNS, &fear, &mdeath);
2880 if ((p_ptr->muta2 & MUT2_BEAK) && !mdeath)
2881 natural_attack(c_ptr->m_idx, MUT2_BEAK, &fear, &mdeath);
2882 if ((p_ptr->muta2 & MUT2_SCOR_TAIL) && !mdeath)
2883 natural_attack(c_ptr->m_idx, MUT2_SCOR_TAIL, &fear, &mdeath);
2884 if ((p_ptr->muta2 & MUT2_TRUNK) && !mdeath)
2885 natural_attack(c_ptr->m_idx, MUT2_TRUNK, &fear, &mdeath);
2886 if ((p_ptr->muta2 & MUT2_TENTACLES) && !mdeath)
2887 natural_attack(c_ptr->m_idx, MUT2_TENTACLES, &fear, &mdeath);
2890 /* Hack -- delay fear messages */
2891 if (fear && m_ptr->ml && !mdeath)
2898 msg_format("%^s¤Ï¶²Éݤ·¤Æƨ¤²½Ð¤·¤¿¡ª", m_name);
2900 msg_format("%^s flees in terror!", m_name);
2905 if ((p_ptr->special_defense & KATA_IAI) && ((mode != HISSATSU_IAI) || mdeath))
2907 set_action(ACTION_NONE);
2914 bool pattern_seq(int c_y, int c_x, int n_y, int n_x)
2916 feature_type *cur_f_ptr = &f_info[cave[c_y][c_x].feat];
2917 feature_type *new_f_ptr = &f_info[cave[n_y][n_x].feat];
2918 bool is_pattern_tile_cur = have_flag(cur_f_ptr->flags, FF_PATTERN);
2919 bool is_pattern_tile_new = have_flag(new_f_ptr->flags, FF_PATTERN);
2920 int pattern_type_cur, pattern_type_new;
2922 if (!is_pattern_tile_cur && !is_pattern_tile_new) return TRUE;
2924 pattern_type_cur = is_pattern_tile_cur ? cur_f_ptr->subtype : NOT_PATTERN_TILE;
2925 pattern_type_new = is_pattern_tile_new ? new_f_ptr->subtype : NOT_PATTERN_TILE;
2927 if (pattern_type_new == PATTERN_TILE_START)
2929 if (!is_pattern_tile_cur && !p_ptr->confused && !p_ptr->stun && !p_ptr->image)
2932 if (get_check("¥Ñ¥¿¡¼¥ó¤Î¾å¤òÊ⤻Ϥá¤ë¤È¡¢Á´¤Æ¤òÊ⤫¤Ê¤±¤ì¤Ð¤Ê¤ê¤Þ¤»¤ó¡£¤¤¤¤¤Ç¤¹¤«¡©"))
2934 if (get_check("If you start walking the Pattern, you must walk the whole way. Ok? "))
2943 else if ((pattern_type_new == PATTERN_TILE_OLD) ||
2944 (pattern_type_new == PATTERN_TILE_END) ||
2945 (pattern_type_new == PATTERN_TILE_WRECKED))
2947 if (is_pattern_tile_cur)
2954 msg_print("¥Ñ¥¿¡¼¥ó¤Î¾å¤òÊ⤯¤Ë¤Ï¥¹¥¿¡¼¥ÈÃÏÅÀ¤«¤éÊ⤻Ϥá¤Ê¤¯¤Æ¤Ï¤Ê¤ê¤Þ¤»¤ó¡£");
2956 msg_print("You must start walking the Pattern from the startpoint.");
2962 else if ((pattern_type_new == PATTERN_TILE_TELEPORT) ||
2963 (pattern_type_cur == PATTERN_TILE_TELEPORT))
2967 else if (pattern_type_cur == PATTERN_TILE_START)
2969 if (is_pattern_tile_new)
2974 msg_print("¥Ñ¥¿¡¼¥ó¤Î¾å¤ÏÀµ¤·¤¤½ç½ø¤ÇÊ⤫¤Í¤Ð¤Ê¤ê¤Þ¤»¤ó¡£");
2976 msg_print("You must walk the Pattern in correct order.");
2982 else if ((pattern_type_cur == PATTERN_TILE_OLD) ||
2983 (pattern_type_cur == PATTERN_TILE_END) ||
2984 (pattern_type_cur == PATTERN_TILE_WRECKED))
2986 if (!is_pattern_tile_new)
2989 msg_print("¥Ñ¥¿¡¼¥ó¤òƧ¤ß³°¤·¤Æ¤Ï¤¤¤±¤Þ¤»¤ó¡£");
2991 msg_print("You may not step off from the Pattern.");
3003 if (!is_pattern_tile_cur)
3006 msg_print("¥Ñ¥¿¡¼¥ó¤Î¾å¤òÊ⤯¤Ë¤Ï¥¹¥¿¡¼¥ÈÃÏÅÀ¤«¤éÊ⤻Ϥá¤Ê¤¯¤Æ¤Ï¤Ê¤ê¤Þ¤»¤ó¡£");
3008 msg_print("You must start walking the Pattern from the startpoint.");
3015 byte ok_move = PATTERN_TILE_START;
3016 switch (pattern_type_cur)
3018 case PATTERN_TILE_1:
3019 ok_move = PATTERN_TILE_2;
3021 case PATTERN_TILE_2:
3022 ok_move = PATTERN_TILE_3;
3024 case PATTERN_TILE_3:
3025 ok_move = PATTERN_TILE_4;
3027 case PATTERN_TILE_4:
3028 ok_move = PATTERN_TILE_1;
3033 msg_format("¤ª¤«¤·¤Ê¥Ñ¥¿¡¼¥óÊâ¹Ô¡¢%d¡£", pattern_type_cur);
3035 msg_format("Funny Pattern walking, %d.", pattern_type_cur);
3038 return TRUE; /* Goof-up */
3041 if ((pattern_type_new == ok_move) ||
3042 (pattern_type_new == pattern_type_cur))
3046 if (!is_pattern_tile_new)
3048 msg_print("¥Ñ¥¿¡¼¥ó¤òƧ¤ß³°¤·¤Æ¤Ï¤¤¤±¤Þ¤»¤ó¡£");
3050 msg_print("You may not step off from the Pattern.");
3054 msg_print("¥Ñ¥¿¡¼¥ó¤Î¾å¤ÏÀµ¤·¤¤½ç½ø¤ÇÊ⤫¤Í¤Ð¤Ê¤ê¤Þ¤»¤ó¡£");
3056 msg_print("You must walk the Pattern in correct order.");
3066 bool player_can_enter(s16b feature, u16b mode)
3068 feature_type *f_ptr = &f_info[feature];
3070 if (p_ptr->riding) return monster_can_cross_terrain(feature, &r_info[m_list[p_ptr->riding].r_idx], mode | CEM_RIDING);
3073 if (have_flag(f_ptr->flags, FF_PATTERN))
3075 if (!(mode & CEM_P_CAN_ENTER_PATTERN)) return FALSE;
3079 if (have_flag(f_ptr->flags, FF_CAN_FLY) && p_ptr->levitation) return TRUE;
3080 if (have_flag(f_ptr->flags, FF_CAN_SWIM) && p_ptr->can_swim) return TRUE;
3081 if (have_flag(f_ptr->flags, FF_CAN_PASS) && p_ptr->pass_wall) return TRUE;
3083 if (!have_flag(f_ptr->flags, FF_MOVE)) return FALSE;
3092 bool move_player_effect(int ny, int nx, u32b mpe_mode)
3094 cave_type *c_ptr = &cave[ny][nx];
3095 feature_type *f_ptr = &f_info[c_ptr->feat];
3097 if (!(mpe_mode & MPE_STAYING))
3101 cave_type *oc_ptr = &cave[oy][ox];
3102 int om_idx = oc_ptr->m_idx;
3103 int nm_idx = c_ptr->m_idx;
3105 /* Move the player */
3109 /* Hack -- For moving monster or riding player's moving */
3110 if (!(mpe_mode & MPE_DONT_SWAP_MON))
3112 /* Swap two monsters */
3113 c_ptr->m_idx = om_idx;
3114 oc_ptr->m_idx = nm_idx;
3116 if (om_idx > 0) /* Monster on old spot (or p_ptr->riding) */
3118 monster_type *om_ptr = &m_list[om_idx];
3121 update_mon(om_idx, TRUE);
3124 if (nm_idx > 0) /* Monster on new spot */
3126 monster_type *nm_ptr = &m_list[nm_idx];
3129 update_mon(nm_idx, TRUE);
3133 /* Redraw old spot */
3136 /* Redraw new spot */
3139 /* Check for new panel (redraw map) */
3142 if (mpe_mode & MPE_FORGET_FLOW)
3146 /* Mega-Hack -- Forget the view */
3147 p_ptr->update |= (PU_UN_VIEW);
3150 p_ptr->redraw |= (PR_MAP);
3154 p_ptr->update |= (PU_VIEW | PU_LITE | PU_FLOW | PU_MON_LITE | PU_DISTANCE);
3157 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
3159 /* Remove "unsafe" flag */
3160 if ((!p_ptr->blind && !no_lite()) || !is_trap(c_ptr->feat)) c_ptr->info &= ~(CAVE_UNSAFE);
3162 /* For get everything when requested hehe I'm *NASTY* */
3163 if (dun_level && (d_info[dungeon_type].flags1 & DF1_FORGET)) wiz_dark();
3166 if (mpe_mode & MPE_HANDLE_STUFF) handle_stuff();
3168 if (p_ptr->pclass == CLASS_NINJA)
3170 if (c_ptr->info & (CAVE_GLOW)) set_superstealth(FALSE);
3171 else if (p_ptr->cur_lite <= 0) set_superstealth(TRUE);
3174 if ((p_ptr->action == ACTION_HAYAGAKE) &&
3175 (!have_flag(f_ptr->flags, FF_PROJECT) ||
3176 (!p_ptr->levitation && have_flag(f_ptr->flags, FF_DEEP))))
3179 msg_print("¤³¤³¤Ç¤ÏÁÇÁ᤯ư¤±¤Ê¤¤¡£");
3181 msg_print("You cannot run in here.");
3183 set_action(ACTION_NONE);
3187 if (mpe_mode & MPE_ENERGY_USE)
3189 if (music_singing(MUSIC_WALL))
3191 (void)project(0, 0, py, px, (60 + p_ptr->lev), GF_DISINTEGRATE,
3192 PROJECT_KILL | PROJECT_ITEM, -1);
3194 if (!player_bold(ny, nx) || p_ptr->is_dead || p_ptr->leaving) return FALSE;
3197 /* Spontaneous Searching */
3198 if ((p_ptr->skill_fos >= 50) || (0 == randint0(50 - p_ptr->skill_fos)))
3203 /* Continuous Searching */
3204 if (p_ptr->action == ACTION_SEARCH)
3210 /* Handle "objects" */
3211 if (!(mpe_mode & MPE_DONT_PICKUP))
3213 carry((mpe_mode & MPE_DO_PICKUP) ? TRUE : FALSE);
3216 /* Handle "store doors" */
3217 if (have_flag(f_ptr->flags, FF_STORE))
3223 /* Hack -- Enter store */
3224 command_new = SPECIAL_KEY_STORE;
3227 /* Handle "building doors" -KMW- */
3228 else if (have_flag(f_ptr->flags, FF_BLDG))
3234 /* Hack -- Enter building */
3235 command_new = SPECIAL_KEY_BUILDING;
3238 /* Handle quest areas -KMW- */
3239 else if (have_flag(f_ptr->flags, FF_QUEST_ENTER))
3245 /* Hack -- Enter quest level */
3246 command_new = SPECIAL_KEY_QUEST;
3249 else if (have_flag(f_ptr->flags, FF_QUEST_EXIT))
3251 if (quest[p_ptr->inside_quest].type == QUEST_TYPE_FIND_EXIT)
3253 complete_quest(p_ptr->inside_quest);
3256 leave_quest_check();
3258 p_ptr->inside_quest = c_ptr->special;
3263 p_ptr->leaving = TRUE;
3266 /* Set off a trap */
3267 else if (have_flag(f_ptr->flags, FF_HIT_TRAP) && !(mpe_mode & MPE_STAYING))
3273 if (c_ptr->mimic || have_flag(f_ptr->flags, FF_SECRET))
3277 msg_print("¥È¥é¥Ã¥×¤À¡ª");
3279 msg_print("You found a trap!");
3283 disclose_grid(py, px);
3287 hit_trap((mpe_mode & MPE_BREAK_TRAP) ? TRUE : FALSE);
3289 if (!player_bold(ny, nx) || p_ptr->is_dead || p_ptr->leaving) return FALSE;
3292 /* Warn when leaving trap detected region */
3293 if (!(mpe_mode & MPE_STAYING) && (disturb_trap_detect || alert_trap_detect)
3294 && p_ptr->dtrap && !(c_ptr->info & CAVE_IN_DETECT))
3296 /* No duplicate warning */
3297 p_ptr->dtrap = FALSE;
3299 /* You are just on the edge */
3300 if (!(c_ptr->info & CAVE_UNSAFE))
3302 if (alert_trap_detect)
3305 msg_print("* Ãí°Õ:¤³¤ÎÀè¤Ï¥È¥é¥Ã¥×¤Î´¶ÃÎÈϰϳ°¤Ç¤¹¡ª *");
3307 msg_print("*Leaving trap detect region!*");
3311 if (disturb_trap_detect) disturb(0, 1);
3315 return player_bold(ny, nx) && !p_ptr->is_dead && !p_ptr->leaving;
3319 bool trap_can_be_ignored(int feat)
3321 feature_type *f_ptr = &f_info[feat];
3323 if (!have_flag(f_ptr->flags, FF_TRAP)) return TRUE;
3325 switch (f_ptr->subtype)
3329 case TRAP_SPIKED_PIT:
3330 case TRAP_POISON_PIT:
3331 if (p_ptr->levitation) return TRUE;
3334 if (p_ptr->anti_tele) return TRUE;
3337 if (p_ptr->immune_fire) return TRUE;
3340 if (p_ptr->immune_acid) return TRUE;
3343 if (p_ptr->resist_blind) return TRUE;
3346 if (p_ptr->resist_conf) return TRUE;
3349 if (p_ptr->resist_pois) return TRUE;
3352 if (p_ptr->free_act) return TRUE;
3361 * Determine if a "boundary" grid is "floor mimic"
3363 #define boundary_floor(C, F, MF) \
3364 ((C)->mimic && permanent_wall(F) && \
3365 (have_flag((MF)->flags, FF_MOVE) || have_flag((MF)->flags, FF_CAN_FLY)) && \
3366 have_flag((MF)->flags, FF_PROJECT) && \
3367 !have_flag((MF)->flags, FF_OPEN))
3370 * Move player in the given direction, with the given "pickup" flag.
3372 * This routine should (probably) always induce energy expenditure.
3374 * Note that moving will *always* take a turn, and will *always* hit
3375 * any monster which might be in the destination grid. Previously,
3376 * moving into walls was "free" and did NOT hit invisible monsters.
3378 void move_player(int dir, bool do_pickup, bool break_trap)
3380 /* Find the result of moving */
3381 int y = py + ddy[dir];
3382 int x = px + ddx[dir];
3384 /* Examine the destination */
3385 cave_type *c_ptr = &cave[y][x];
3387 feature_type *f_ptr = &f_info[c_ptr->feat];
3389 monster_type *m_ptr;
3391 monster_type *riding_m_ptr = &m_list[p_ptr->riding];
3392 monster_race *riding_r_ptr = &r_info[p_ptr->riding ? riding_m_ptr->r_idx : 0]; /* Paranoia */
3396 bool p_can_enter = player_can_enter(c_ptr->feat, CEM_P_CAN_ENTER_PATTERN);
3397 bool p_can_kill_walls = FALSE;
3398 bool stormbringer = FALSE;
3400 bool oktomove = TRUE;
3401 bool do_past = FALSE;
3404 if (!dun_level && !p_ptr->wild_mode &&
3405 ((x == 0) || (x == MAX_WID - 1) ||
3406 (y == 0) || (y == MAX_HGT - 1)))
3408 /* Can the player enter the grid? */
3409 if (c_ptr->mimic && player_can_enter(c_ptr->mimic, 0))
3411 /* Hack: move to new area */
3412 if ((y == 0) && (x == 0))
3414 p_ptr->wilderness_y--;
3415 p_ptr->wilderness_x--;
3416 p_ptr->oldpy = cur_hgt - 2;
3417 p_ptr->oldpx = cur_wid - 2;
3418 ambush_flag = FALSE;
3421 else if ((y == 0) && (x == MAX_WID - 1))
3423 p_ptr->wilderness_y--;
3424 p_ptr->wilderness_x++;
3425 p_ptr->oldpy = cur_hgt - 2;
3427 ambush_flag = FALSE;
3430 else if ((y == MAX_HGT - 1) && (x == 0))
3432 p_ptr->wilderness_y++;
3433 p_ptr->wilderness_x--;
3435 p_ptr->oldpx = cur_wid - 2;
3436 ambush_flag = FALSE;
3439 else if ((y == MAX_HGT - 1) && (x == MAX_WID - 1))
3441 p_ptr->wilderness_y++;
3442 p_ptr->wilderness_x++;
3445 ambush_flag = FALSE;
3450 p_ptr->wilderness_y--;
3451 p_ptr->oldpy = cur_hgt - 2;
3453 ambush_flag = FALSE;
3456 else if (y == MAX_HGT - 1)
3458 p_ptr->wilderness_y++;
3461 ambush_flag = FALSE;
3466 p_ptr->wilderness_x--;
3467 p_ptr->oldpx = cur_wid - 2;
3469 ambush_flag = FALSE;
3472 else if (x == MAX_WID - 1)
3474 p_ptr->wilderness_x++;
3477 ambush_flag = FALSE;
3480 p_ptr->leaving = TRUE;
3486 /* "Blocked" message appears later */
3487 /* oktomove = FALSE; */
3488 p_can_enter = FALSE;
3491 /* Get the monster */
3492 m_ptr = &m_list[c_ptr->m_idx];
3495 if (inventory[INVEN_RARM].name1 == ART_STORMBRINGER) stormbringer = TRUE;
3496 if (inventory[INVEN_LARM].name1 == ART_STORMBRINGER) stormbringer = TRUE;
3498 /* Player can not walk through "walls"... */
3499 /* unless in Shadow Form */
3500 p_can_kill_walls = p_ptr->kill_wall && have_flag(f_ptr->flags, FF_HURT_DISI) &&
3501 (!p_can_enter || !have_flag(f_ptr->flags, FF_LOS)) &&
3502 !have_flag(f_ptr->flags, FF_PERMANENT);
3504 /* Hack -- attack monsters */
3505 if (c_ptr->m_idx && (m_ptr->ml || p_can_enter || p_can_kill_walls))
3507 monster_race *r_ptr = &r_info[m_ptr->r_idx];
3509 /* Attack -- only if we can see it OR it is not in a wall */
3510 if (!is_hostile(m_ptr) &&
3511 !(p_ptr->confused || p_ptr->image || !m_ptr->ml || p_ptr->stun ||
3512 ((p_ptr->muta2 & MUT2_BERS_RAGE) && p_ptr->shero)) &&
3513 pattern_seq(py, px, y, x) && (p_can_enter || p_can_kill_walls))
3515 /* Disturb the monster */
3516 (void)set_monster_csleep(c_ptr->m_idx, 0);
3518 /* Extract monster name (or "it") */
3519 monster_desc(m_name, m_ptr, 0);
3523 /* Auto-Recall if possible and visible */
3524 if (!p_ptr->image) monster_race_track(m_ptr->ap_r_idx);
3526 /* Track a new monster */
3527 health_track(c_ptr->m_idx);
3531 if ((stormbringer && (randint1(1000) > 666)) || (p_ptr->pclass == CLASS_BERSERKER))
3536 else if (monster_can_cross_terrain(cave[py][px].feat, r_ptr, 0))
3543 msg_format("%^s¤¬¼ÙËâ¤À¡ª", m_name);
3545 msg_format("%^s is in your way!", m_name);
3552 /* now continue on to 'movement' */
3561 if (oktomove && p_ptr->riding)
3563 if (riding_r_ptr->flags1 & RF1_NEVER_MOVE)
3566 msg_print("Æ°¤±¤Ê¤¤¡ª");
3568 msg_print("Can't move!");
3574 else if (MON_MONFEAR(riding_m_ptr))
3578 /* Acquire the monster name */
3579 monster_desc(m_name, riding_m_ptr, 0);
3581 /* Dump a message */
3583 msg_format("%s¤¬¶²Éݤ·¤Æ¤¤¤ÆÀ©¸æ¤Ç¤¤Ê¤¤¡£", m_name);
3585 msg_format("%^s is too scared to control.", m_name);
3590 else if (p_ptr->riding_ryoute)
3595 else if (have_flag(f_ptr->flags, FF_CAN_FLY) && (riding_r_ptr->flags7 & RF7_CAN_FLY))
3599 else if (have_flag(f_ptr->flags, FF_CAN_SWIM) && (riding_r_ptr->flags7 & RF7_CAN_SWIM))
3603 else if (have_flag(f_ptr->flags, FF_WATER) &&
3604 !(riding_r_ptr->flags7 & RF7_AQUATIC) &&
3605 (have_flag(f_ptr->flags, FF_DEEP) || (riding_r_ptr->flags2 & RF2_AURA_FIRE)))
3608 msg_format("%s¤Î¾å¤Ë¹Ô¤±¤Ê¤¤¡£", f_name + f_info[get_feat_mimic(c_ptr)].name);
3610 msg_print("Can't swim.");
3616 else if (!have_flag(f_ptr->flags, FF_WATER) && (riding_r_ptr->flags7 & RF7_AQUATIC))
3619 msg_format("%s¤«¤é¾å¤¬¤ì¤Ê¤¤¡£", f_name + f_info[get_feat_mimic(&cave[py][px])].name);
3621 msg_print("Can't land.");
3627 else if (have_flag(f_ptr->flags, FF_LAVA) && !(riding_r_ptr->flagsr & RFR_EFF_IM_FIRE_MASK))
3630 msg_format("%s¤Î¾å¤Ë¹Ô¤±¤Ê¤¤¡£", f_name + f_info[get_feat_mimic(c_ptr)].name);
3632 msg_print("Too hot to go through.");
3639 if (oktomove && MON_STUNNED(riding_m_ptr) && one_in_(2))
3642 monster_desc(m_name, riding_m_ptr, 0);
3644 msg_format("%s¤¬Û¯Û°¤È¤·¤Æ¤¤¤Æ¤¦¤Þ¤¯Æ°¤±¤Ê¤¤¡ª",m_name);
3646 msg_format("You cannot control stunned %s!",m_name);
3657 else if (!have_flag(f_ptr->flags, FF_MOVE) && have_flag(f_ptr->flags, FF_CAN_FLY) && !p_ptr->levitation)
3660 msg_format("¶õ¤òÈô¤Ð¤Ê¤¤¤È%s¤Î¾å¤Ë¤Ï¹Ô¤±¤Ê¤¤¡£", f_name + f_info[get_feat_mimic(c_ptr)].name);
3662 msg_format("You need to fly to go through the %s.", f_name + f_info[get_feat_mimic(c_ptr)].name);
3671 * Player can move through trees and
3672 * has effective -10 speed
3673 * Rangers can move without penality
3675 else if (have_flag(f_ptr->flags, FF_TREE) && !p_can_kill_walls)
3677 if ((p_ptr->pclass != CLASS_RANGER) && !p_ptr->levitation && (!p_ptr->riding || !(riding_r_ptr->flags8 & RF8_WILD_WOOD))) energy_use *= 2;
3680 #ifdef ALLOW_EASY_DISARM /* TNB */
3682 /* Disarm a visible trap */
3683 else if ((do_pickup != easy_disarm) && have_flag(f_ptr->flags, FF_DISARM) && !c_ptr->mimic)
3685 if (!trap_can_be_ignored(c_ptr->feat))
3687 (void)do_cmd_disarm_aux(y, x, dir);
3692 #endif /* ALLOW_EASY_DISARM -- TNB */
3694 /* Player can not walk through "walls" unless in wraith form...*/
3695 else if (!p_can_enter && !p_can_kill_walls)
3697 /* Feature code (applying "mimic" field) */
3698 s16b feat = get_feat_mimic(c_ptr);
3699 feature_type *mimic_f_ptr = &f_info[feat];
3700 cptr name = f_name + mimic_f_ptr->name;
3704 /* Notice things in the dark */
3705 if (!(c_ptr->info & CAVE_MARK) && !player_can_see_bold(y, x))
3707 /* Boundary floor mimic */
3708 if (boundary_floor(c_ptr, f_ptr, mimic_f_ptr))
3711 msg_print("¤½¤ì°Ê¾åÀè¤Ë¤Ï¿Ê¤á¤Ê¤¤¤è¤¦¤À¡£");
3713 msg_print("You feel you cannot go any more.");
3717 /* Wall (or secret door) */
3721 msg_format("%s¤¬¹Ô¤¯¼ê¤ò¤Ï¤Ð¤ó¤Ç¤¤¤ë¤è¤¦¤À¡£", name);
3723 msg_format("You feel %s %s blocking your way.",
3724 is_a_vowel(name[0]) ? "an" : "a", name);
3727 c_ptr->info |= (CAVE_MARK);
3735 /* Boundary floor mimic */
3736 if (boundary_floor(c_ptr, f_ptr, mimic_f_ptr))
3739 msg_print("¤½¤ì°Ê¾åÀè¤Ë¤Ï¿Ê¤á¤Ê¤¤¡£");
3741 msg_print("You cannot go any more.");
3744 if (!(p_ptr->confused || p_ptr->stun || p_ptr->image))
3748 /* Wall (or secret door) */
3751 #ifdef ALLOW_EASY_OPEN
3753 if (easy_open && is_closed_door(feat) && easy_open_door(y, x)) return;
3754 #endif /* ALLOW_EASY_OPEN */
3757 msg_format("%s¤¬¹Ô¤¯¼ê¤ò¤Ï¤Ð¤ó¤Ç¤¤¤ë¡£", name);
3759 msg_format("There is %s %s blocking your way.",
3760 is_a_vowel(name[0]) ? "an" : "a", name);
3764 * Well, it makes sense that you lose time bumping into
3765 * a wall _if_ you are confused, stunned or blind; but
3766 * typing mistakes should not cost you a turn...
3768 if (!(p_ptr->confused || p_ptr->stun || p_ptr->image))
3773 /* Disturb the player */
3777 if (!boundary_floor(c_ptr, f_ptr, mimic_f_ptr)) sound(SOUND_HITWALL);
3780 /* Normal movement */
3781 if (oktomove && !pattern_seq(py, px, y, x))
3783 if (!(p_ptr->confused || p_ptr->stun || p_ptr->image))
3788 /* To avoid a loop with running */
3794 /* Normal movement */
3797 u32b mpe_mode = MPE_ENERGY_USE;
3801 if (!process_warning(x, y))
3811 msg_format("%s¤ò²¡¤·Âऱ¤¿¡£", m_name);
3813 msg_format("You push past %s.", m_name);
3817 /* Change oldpx and oldpy to place the player well when going back to big mode */
3818 if (p_ptr->wild_mode)
3820 if (ddy[dir] > 0) p_ptr->oldpy = 1;
3821 if (ddy[dir] < 0) p_ptr->oldpy = MAX_HGT - 2;
3822 if (ddy[dir] == 0) p_ptr->oldpy = MAX_HGT / 2;
3823 if (ddx[dir] > 0) p_ptr->oldpx = 1;
3824 if (ddx[dir] < 0) p_ptr->oldpx = MAX_WID - 2;
3825 if (ddx[dir] == 0) p_ptr->oldpx = MAX_WID / 2;
3828 if (p_can_kill_walls)
3830 cave_alter_feat(y, x, FF_HURT_DISI);
3832 /* Update some things -- similar to GF_KILL_WALL */
3833 p_ptr->update |= (PU_FLOW);
3837 /* sound(SOUND_WALK); */
3839 #ifdef ALLOW_EASY_DISARM /* TNB */
3841 if (do_pickup != always_pickup) mpe_mode |= MPE_DO_PICKUP;
3843 #else /* ALLOW_EASY_DISARM -- TNB */
3845 if (do_pickup) mpe_mode |= MPE_DO_PICKUP;
3847 #endif /* ALLOW_EASY_DISARM -- TNB */
3849 if (break_trap) mpe_mode |= MPE_BREAK_TRAP;
3851 /* Move the player */
3852 (void)move_player_effect(y, x, mpe_mode);
3857 static bool ignore_avoid_run;
3860 * Hack -- Check for a "known wall" (see below)
3862 static int see_wall(int dir, int y, int x)
3866 /* Get the new location */
3870 /* Illegal grids are not known walls */
3871 if (!in_bounds2(y, x)) return (FALSE);
3874 c_ptr = &cave[y][x];
3876 /* Must be known to the player */
3877 if (c_ptr->info & (CAVE_MARK))
3879 /* Feature code (applying "mimic" field) */
3880 s16b feat = get_feat_mimic(c_ptr);
3881 feature_type *f_ptr = &f_info[feat];
3883 /* Wall grids are known walls */
3884 if (!player_can_enter(feat, 0)) return !have_flag(f_ptr->flags, FF_DOOR);
3886 /* Don't run on a tree unless explicitly requested */
3887 if (have_flag(f_ptr->flags, FF_AVOID_RUN) && !ignore_avoid_run)
3890 /* Don't run in a wall */
3891 if (!have_flag(f_ptr->flags, FF_MOVE) && !have_flag(f_ptr->flags, FF_CAN_FLY))
3892 return !have_flag(f_ptr->flags, FF_DOOR);
3900 * Hack -- Check for an "unknown corner" (see below)
3902 static int see_nothing(int dir, int y, int x)
3904 /* Get the new location */
3908 /* Illegal grids are unknown */
3909 if (!in_bounds2(y, x)) return (TRUE);
3911 /* Memorized grids are always known */
3912 if (cave[y][x].info & (CAVE_MARK)) return (FALSE);
3914 /* Viewable door/wall grids are known */
3915 if (player_can_see_bold(y, x)) return (FALSE);
3926 * The running algorithm: -CJS-
3928 * In the diagrams below, the player has just arrived in the
3929 * grid marked as '@', and he has just come from a grid marked
3930 * as 'o', and he is about to enter the grid marked as 'x'.
3932 * Of course, if the "requested" move was impossible, then you
3933 * will of course be blocked, and will stop.
3935 * Overview: You keep moving until something interesting happens.
3936 * If you are in an enclosed space, you follow corners. This is
3937 * the usual corridor scheme. If you are in an open space, you go
3938 * straight, but stop before entering enclosed space. This is
3939 * analogous to reaching doorways. If you have enclosed space on
3940 * one side only (that is, running along side a wall) stop if
3941 * your wall opens out, or your open space closes in. Either case
3942 * corresponds to a doorway.
3944 * What happens depends on what you can really SEE. (i.e. if you
3945 * have no light, then running along a dark corridor is JUST like
3946 * running in a dark room.) The algorithm works equally well in
3947 * corridors, rooms, mine tailings, earthquake rubble, etc, etc.
3949 * These conditions are kept in static memory:
3950 * find_openarea You are in the open on at least one
3952 * find_breakleft You have a wall on the left, and will
3954 * find_breakright You have a wall on the right, and will
3957 * To initialize these conditions, we examine the grids adjacent
3958 * to the grid marked 'x', two on each side (marked 'L' and 'R').
3959 * If either one of the two grids on a given side is seen to be
3960 * closed, then that side is considered to be closed. If both
3961 * sides are closed, then it is an enclosed (corridor) run.
3967 * Looking at more than just the immediate squares is
3968 * significant. Consider the following case. A run along the
3969 * corridor will stop just before entering the center point,
3970 * because a choice is clearly established. Running in any of
3971 * three available directions will be defined as a corridor run.
3972 * Note that a minor hack is inserted to make the angled corridor
3973 * entry (with one side blocked near and the other side blocked
3974 * further away from the runner) work correctly. The runner moves
3975 * diagonally, but then saves the previous direction as being
3976 * straight into the gap. Otherwise, the tail end of the other
3977 * entry would be perceived as an alternative on the next move.
3985 * Likewise, a run along a wall, and then into a doorway (two
3986 * runs) will work correctly. A single run rightwards from @ will
3987 * stop at 1. Another run right and down will enter the corridor
3988 * and make the corner, stopping at the 2.
3990 * ##################
3992 * ########### ######
3996 * After any move, the function area_affect is called to
3997 * determine the new surroundings, and the direction of
3998 * subsequent moves. It examines the current player location
3999 * (at which the runner has just arrived) and the previous
4000 * direction (from which the runner is considered to have come).
4002 * Moving one square in some direction places you adjacent to
4003 * three or five new squares (for straight and diagonal moves
4004 * respectively) to which you were not previously adjacent,
4005 * marked as '!' in the diagrams below.
4008 * .o@! (normal) .o.! (diagonal)
4009 * ...! (east) ..@! (south east)
4012 * You STOP if any of the new squares are interesting in any way:
4013 * for example, if they contain visible monsters or treasure.
4015 * You STOP if any of the newly adjacent squares seem to be open,
4016 * and you are also looking for a break on that side. (that is,
4017 * find_openarea AND find_break).
4019 * You STOP if any of the newly adjacent squares do NOT seem to be
4020 * open and you are in an open area, and that side was previously
4023 * Corners: If you are not in the open (i.e. you are in a corridor)
4024 * and there is only one way to go in the new squares, then turn in
4025 * that direction. If there are more than two new ways to go, STOP.
4026 * If there are two ways to go, and those ways are separated by a
4027 * square which does not seem to be open, then STOP.
4029 * Otherwise, we have a potential corner. There are two new open
4030 * squares, which are also adjacent. One of the new squares is
4031 * diagonally located, the other is straight on (as in the diagram).
4032 * We consider two more squares further out (marked below as ?).
4034 * We assign "option" to the straight-on grid, and "option2" to the
4035 * diagonal grid, and "check_dir" to the grid marked 's'.
4041 * If they are both seen to be closed, then it is seen that no benefit
4042 * is gained from moving straight. It is a known corner. To cut the
4043 * corner, go diagonally, otherwise go straight, but pretend you
4044 * stepped diagonally into that next location for a full view next
4045 * time. Conversely, if one of the ? squares is not seen to be closed,
4046 * then there is a potential choice. We check to see whether it is a
4047 * potential corner or an intersection/room entrance. If the square
4048 * two spaces straight ahead, and the space marked with 's' are both
4049 * unknown space, then it is a potential corner and enter if
4050 * find_examine is set, otherwise must stop because it is not a
4051 * corner. (find_examine option is removed and always is TRUE.)
4058 * Hack -- allow quick "cycling" through the legal directions
4060 static byte cycle[] =
4061 { 1, 2, 3, 6, 9, 8, 7, 4, 1, 2, 3, 6, 9, 8, 7, 4, 1 };
4064 * Hack -- map each direction into the "middle" of the "cycle[]" array
4066 static byte chome[] =
4067 { 0, 8, 9, 10, 7, 0, 11, 6, 5, 4 };
4070 * The direction we are running
4072 static byte find_current;
4075 * The direction we came from
4077 static byte find_prevdir;
4080 * We are looking for open area
4082 static bool find_openarea;
4085 * We are looking for a break
4087 static bool find_breakright;
4088 static bool find_breakleft;
4093 * Initialize the running algorithm for a new direction.
4095 * Diagonal Corridor -- allow diaginal entry into corridors.
4097 * Blunt Corridor -- If there is a wall two spaces ahead and
4098 * we seem to be in a corridor, then force a turn into the side
4099 * corridor, must be moving straight into a corridor here. ???
4101 * Diagonal Corridor Blunt Corridor (?)
4106 static void run_init(int dir)
4108 int row, col, deepleft, deepright;
4109 int i, shortleft, shortright;
4112 /* Save the direction */
4115 /* Assume running straight */
4118 /* Assume looking for open area */
4119 find_openarea = TRUE;
4121 /* Assume not looking for breaks */
4122 find_breakright = find_breakleft = FALSE;
4124 /* Assume no nearby walls */
4125 deepleft = deepright = FALSE;
4126 shortright = shortleft = FALSE;
4131 /* Find the destination grid */
4132 row = py + ddy[dir];
4133 col = px + ddx[dir];
4135 ignore_avoid_run = cave_have_flag_bold(row, col, FF_AVOID_RUN);
4137 /* Extract cycle index */
4140 /* Check for walls */
4141 if (see_wall(cycle[i+1], py, px))
4143 find_breakleft = TRUE;
4146 else if (see_wall(cycle[i+1], row, col))
4148 find_breakleft = TRUE;
4152 /* Check for walls */
4153 if (see_wall(cycle[i-1], py, px))
4155 find_breakright = TRUE;
4158 else if (see_wall(cycle[i-1], row, col))
4160 find_breakright = TRUE;
4164 /* Looking for a break */
4165 if (find_breakleft && find_breakright)
4167 /* Not looking for open area */
4168 find_openarea = FALSE;
4170 /* Hack -- allow angled corridor entry */
4173 if (deepleft && !deepright)
4175 find_prevdir = cycle[i - 1];
4177 else if (deepright && !deepleft)
4179 find_prevdir = cycle[i + 1];
4183 /* Hack -- allow blunt corridor entry */
4184 else if (see_wall(cycle[i], row, col))
4186 if (shortleft && !shortright)
4188 find_prevdir = cycle[i - 2];
4190 else if (shortright && !shortleft)
4192 find_prevdir = cycle[i + 2];
4200 * Update the current "run" path
4202 * Return TRUE if the running should be stopped
4204 static bool run_test(void)
4206 int prev_dir, new_dir, check_dir = 0;
4209 int option = 0, option2 = 0;
4212 feature_type *f_ptr;
4214 /* Where we came from */
4215 prev_dir = find_prevdir;
4218 /* Range of newly adjacent grids */
4219 max = (prev_dir & 0x01) + 1;
4221 /* break run when leaving trap detected region */
4222 if ((disturb_trap_detect || alert_trap_detect)
4223 && p_ptr->dtrap && !(cave[py][px].info & CAVE_IN_DETECT))
4225 /* No duplicate warning */
4226 p_ptr->dtrap = FALSE;
4228 /* You are just on the edge */
4229 if (!(cave[py][px].info & CAVE_UNSAFE))
4231 if (alert_trap_detect)
4234 msg_print("* Ãí°Õ:¤³¤ÎÀè¤Ï¥È¥é¥Ã¥×¤Î´¶ÃÎÈϰϳ°¤Ç¤¹¡ª *");
4236 msg_print("*Leaving trap detect region!*");
4240 if (disturb_trap_detect)
4248 /* Look at every newly adjacent square. */
4249 for (i = -max; i <= max; i++)
4251 s16b this_o_idx, next_o_idx = 0;
4254 new_dir = cycle[chome[prev_dir] + i];
4257 row = py + ddy[new_dir];
4258 col = px + ddx[new_dir];
4261 c_ptr = &cave[row][col];
4263 /* Feature code (applying "mimic" field) */
4264 feat = get_feat_mimic(c_ptr);
4265 f_ptr = &f_info[feat];
4267 /* Visible monsters abort running */
4270 monster_type *m_ptr = &m_list[c_ptr->m_idx];
4272 /* Visible monster */
4273 if (m_ptr->ml) return (TRUE);
4276 /* Visible objects abort running */
4277 for (this_o_idx = c_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
4281 /* Acquire object */
4282 o_ptr = &o_list[this_o_idx];
4284 /* Acquire next object */
4285 next_o_idx = o_ptr->next_o_idx;
4287 /* Visible object */
4288 if (o_ptr->marked & OM_FOUND) return (TRUE);
4291 /* Assume unknown */
4294 /* Check memorized grids */
4295 if (c_ptr->info & (CAVE_MARK))
4297 bool notice = have_flag(f_ptr->flags, FF_NOTICE);
4299 if (notice && have_flag(f_ptr->flags, FF_MOVE))
4302 if (find_ignore_doors && have_flag(f_ptr->flags, FF_DOOR) && have_flag(f_ptr->flags, FF_CLOSE))
4304 /* Option -- ignore */
4309 else if (find_ignore_stairs && have_flag(f_ptr->flags, FF_STAIRS))
4311 /* Option -- ignore */
4316 else if (have_flag(f_ptr->flags, FF_LAVA) && (p_ptr->immune_fire || IS_INVULN()))
4323 else if (have_flag(f_ptr->flags, FF_WATER) && have_flag(f_ptr->flags, FF_DEEP) &&
4324 (p_ptr->levitation || p_ptr->can_swim || (p_ptr->total_weight <= weight_limit())))
4331 /* Interesting feature */
4332 if (notice) return (TRUE);
4334 /* The grid is "visible" */
4338 /* Analyze unknown grids and floors considering mimic */
4339 if (inv || !see_wall(0, row, col))
4341 /* Looking for open area */
4347 /* The first new direction. */
4353 /* Three new directions. Stop running. */
4359 /* Two non-adjacent new directions. Stop running. */
4360 else if (option != cycle[chome[prev_dir] + i - 1])
4365 /* Two new (adjacent) directions (case 1) */
4366 else if (new_dir & 0x01)
4368 check_dir = cycle[chome[prev_dir] + i - 2];
4372 /* Two new (adjacent) directions (case 2) */
4375 check_dir = cycle[chome[prev_dir] + i + 1];
4381 /* Obstacle, while looking for open area */
4388 /* Break to the right */
4389 find_breakright = TRUE;
4394 /* Break to the left */
4395 find_breakleft = TRUE;
4401 /* Looking for open area */
4404 /* Hack -- look again */
4405 for (i = -max; i < 0; i++)
4407 /* Unknown grid or non-wall */
4408 if (!see_wall(cycle[chome[prev_dir] + i], py, px))
4410 /* Looking to break right */
4411 if (find_breakright)
4420 /* Looking to break left */
4428 /* Hack -- look again */
4429 for (i = max; i > 0; i--)
4431 /* Unknown grid or non-wall */
4432 if (!see_wall(cycle[chome[prev_dir] + i], py, px))
4434 /* Looking to break left */
4444 /* Looking to break right */
4445 if (find_breakright)
4453 /* Not looking for open area */
4465 /* Primary option */
4466 find_current = option;
4468 /* No other options */
4469 find_prevdir = option;
4472 /* Two options, examining corners */
4475 /* Primary option */
4476 find_current = option;
4478 /* Hack -- allow curving */
4479 find_prevdir = option2;
4482 /* Two options, pick one */
4485 /* Get next location */
4486 row = py + ddy[option];
4487 col = px + ddx[option];
4489 /* Don't see that it is closed off. */
4490 /* This could be a potential corner or an intersection. */
4491 if (!see_wall(option, row, col) ||
4492 !see_wall(check_dir, row, col))
4494 /* Can not see anything ahead and in the direction we */
4495 /* are turning, assume that it is a potential corner. */
4496 if (see_nothing(option, row, col) &&
4497 see_nothing(option2, row, col))
4499 find_current = option;
4500 find_prevdir = option2;
4503 /* STOP: we are next to an intersection or a room */
4510 /* This corner is seen to be enclosed; we cut the corner. */
4513 find_current = option2;
4514 find_prevdir = option2;
4517 /* This corner is seen to be enclosed, and we */
4518 /* deliberately go the long way. */
4521 find_current = option;
4522 find_prevdir = option2;
4527 /* About to hit a known wall, stop */
4528 if (see_wall(find_current, py, px))
4540 * Take one step along the current "run" path
4542 void run_step(int dir)
4547 /* Ignore AVOID_RUN on a first step */
4548 ignore_avoid_run = TRUE;
4550 /* Hack -- do not start silly run */
4551 if (see_wall(dir, py, px))
4555 msg_print("¤½¤ÎÊý¸þ¤Ë¤ÏÁö¤ì¤Þ¤»¤ó¡£");
4557 msg_print("You cannot run in that direction.");
4585 /* Decrease the run counter */
4586 if (--running <= 0) return;
4591 /* Move the player, using the "pickup" flag */
4592 #ifdef ALLOW_EASY_DISARM /* TNB */
4594 move_player(find_current, FALSE, FALSE);
4596 #else /* ALLOW_EASY_DISARM -- TNB */
4598 move_player(find_current, always_pickup, FALSE);
4600 #endif /* ALLOW_EASY_DISARM -- TNB */
4602 if (player_bold(p_ptr->run_py, p_ptr->run_px))
4613 * Test for traveling
4615 static int travel_test(int prev_dir)
4619 const cave_type *c_ptr;
4622 /* Cannot travel when blind */
4623 if (p_ptr->blind || no_lite())
4625 msg_print(_("Ìܤ¬¸«¤¨¤Ê¤¤¡ª", "You cannot see!"));
4629 /* break run when leaving trap detected region */
4630 if ((disturb_trap_detect || alert_trap_detect)
4631 && p_ptr->dtrap && !(cave[py][px].info & CAVE_IN_DETECT))
4633 /* No duplicate warning */
4634 p_ptr->dtrap = FALSE;
4636 /* You are just on the edge */
4637 if (!(cave[py][px].info & CAVE_UNSAFE))
4639 if (alert_trap_detect)
4642 msg_print("* Ãí°Õ:¤³¤ÎÀè¤Ï¥È¥é¥Ã¥×¤Î´¶ÃÎÈϰϳ°¤Ç¤¹¡ª *");
4644 msg_print("*Leaving trap detect region!*");
4648 if (disturb_trap_detect)
4656 /* Range of newly adjacent grids */
4657 max = (prev_dir & 0x01) + 1;
4659 /* Look at every newly adjacent square. */
4660 for (i = -max; i <= max; i++)
4663 int dir = cycle[chome[prev_dir] + i];
4666 int row = py + ddy[dir];
4667 int col = px + ddx[dir];
4670 c_ptr = &cave[row][col];
4672 /* Visible monsters abort running */
4675 monster_type *m_ptr = &m_list[c_ptr->m_idx];
4677 /* Visible monster */
4678 if (m_ptr->ml) return (0);
4683 /* Travel cost of current grid */
4684 cost = travel.cost[py][px];
4686 /* Determine travel direction */
4687 for (i = 0; i < 8; ++ i) {
4688 int dir_cost = travel.cost[py+ddy_ddd[i]][px+ddx_ddd[i]];
4690 if (dir_cost < cost)
4697 if (!new_dir) return (0);
4699 /* Access newly move grid */
4700 c_ptr = &cave[py+ddy[new_dir]][px+ddx[new_dir]];
4702 /* Close door abort traveling */
4703 if (!easy_open && is_closed_door(c_ptr->feat)) return (0);
4705 /* Visible and unignorable trap abort tarveling */
4706 if (!c_ptr->mimic && !trap_can_be_ignored(c_ptr->feat)) return (0);
4716 void travel_step(void)
4718 /* Get travel direction */
4719 travel.dir = travel_test(travel.dir);
4724 if (travel.run == 255)
4727 msg_print("Æ»¶Ú¤¬¸«¤Ä¤«¤ê¤Þ¤»¤ó¡ª");
4729 msg_print("No route is found!");
4731 travel.y = travel.x = 0;
4739 move_player(travel.dir, always_pickup, FALSE);
4741 if ((py == travel.y) && (px == travel.x))
4744 travel.y = travel.x = 0;
4746 else if (travel.run > 0)
4750 Term_xtra(TERM_XTRA_DELAY, delay_factor);