4 * Copyright (c) 1997 Ben Harrison, James E. Wilson, Robert A. Koeneke
6 * This software may be copied and distributed for educational, research,
7 * and not for profit purposes provided that this copyright and statement
8 * are included in all such copies. Other copyrights may also apply.
11 /* Purpose: Movement commands (part 1) */
14 #define MAX_VAMPIRIC_DRAIN 50
18 * Determine if the player "hits" a monster (normal combat).
19 * Note -- Always miss 5%, always hit 5%, otherwise random.
21 bool test_hit_fire(int chance, int ac, int vis)
28 /* Hack -- Instant miss or hit */
29 if (k < 10) return (k < 5);
31 if (p_ptr->pseikaku == SEIKAKU_NAMAKE)
32 if (one_in_(20)) return (FALSE);
35 if (chance <= 0) return (FALSE);
37 /* Invisible monsters are harder to hit */
38 if (!vis) chance = (chance + 1) / 2;
40 /* Power competes against armor */
41 if (randint0(chance) < (ac * 3 / 4)) return (FALSE);
50 * Determine if the player "hits" a monster (normal combat).
52 * Note -- Always miss 5%, always hit 5%, otherwise random.
54 bool test_hit_norm(int chance, int ac, int vis)
61 /* Hack -- Instant miss or hit */
62 if (k < 10) return (k < 5);
64 if (p_ptr->pseikaku == SEIKAKU_NAMAKE)
65 if (one_in_(20)) return (FALSE);
67 /* Wimpy attack never hits */
68 if (chance <= 0) return (FALSE);
70 /* Penalize invisible targets */
71 if (!vis) chance = (chance + 1) / 2;
73 /* Power must defeat armor */
74 if (randint0(chance) < (ac * 3 / 4)) return (FALSE);
83 * Critical hits (from objects thrown by player)
84 * Factor in item weight, total plusses, and player level.
86 s16b critical_shot(int weight, int plus, int dam)
90 /* Extract "shot" power */
91 i = (weight + ((p_ptr->to_h_b + plus) * 4) + (p_ptr->lev * 2));
94 if (randint1(5000) <= i)
96 k = weight + randint1(500);
101 msg_print("¼ê¤´¤¿¤¨¤¬¤¢¤Ã¤¿¡ª");
103 msg_print("It was a good hit!");
111 msg_print("¤«¤Ê¤ê¤Î¼ê¤´¤¿¤¨¤¬¤¢¤Ã¤¿¡ª");
113 msg_print("It was a great hit!");
121 msg_print("²ñ¿´¤Î°ì·â¤À¡ª");
123 msg_print("It was a superb hit!");
136 * Critical hits (by player)
138 * Factor in weapon weight, total plusses, player level.
140 s16b critical_norm(int weight, int plus, int dam, s16b meichuu, int mode)
144 /* Extract "blow" power */
145 i = (weight + (meichuu * 3 + plus * 5) + (p_ptr->lev * 3));
148 if ((randint1((p_ptr->pclass == CLASS_NINJA) ? 4444 : 5000) <= i) || (mode == HISSATSU_MAJIN) || (mode == HISSATSU_3DAN))
150 k = weight + randint1(650);
151 if ((mode == HISSATSU_MAJIN) || (mode == HISSATSU_3DAN)) k+= randint1(650);
156 msg_print("¼ê¤´¤¿¤¨¤¬¤¢¤Ã¤¿¡ª");
158 msg_print("It was a good hit!");
166 msg_print("¤«¤Ê¤ê¤Î¼ê¤´¤¿¤¨¤¬¤¢¤Ã¤¿¡ª");
168 msg_print("It was a great hit!");
176 msg_print("²ñ¿´¤Î°ì·â¤À¡ª");
178 msg_print("It was a superb hit!");
186 msg_print("ºÇ¹â¤Î²ñ¿´¤Î°ì·â¤À¡ª");
188 msg_print("It was a *GREAT* hit!");
196 msg_print("ÈæÎà¤Ê¤ºÇ¹â¤Î²ñ¿´¤Î°ì·â¤À¡ª");
198 msg_print("It was a *SUPERB* hit!");
201 dam = ((7 * dam) / 2) + 25;
211 * Extract the "total damage" from a given object hitting a given monster.
213 * Note that "flasks of oil" do NOT do fire damage, although they
214 * certainly could be made to do so. XXX XXX
216 * Note that most brands and slays are x3, except Slay Animal (x2),
217 * Slay Evil (x2), and Kill dragon (x5).
219 s16b tot_dam_aux(object_type *o_ptr, int tdam, monster_type *m_ptr, int mode, bool thrown)
223 monster_race *r_ptr = &r_info[m_ptr->r_idx];
225 u32b flgs[TR_FLAG_SIZE];
227 /* Extract the flags */
228 object_flags(o_ptr, flgs);
230 /* Some "weapons" and "ammo" do extra damage */
242 if ((have_flag(flgs, TR_SLAY_ANIMAL)) &&
243 (r_ptr->flags3 & RF3_ANIMAL))
245 if (is_original_ap_and_seen(m_ptr))
247 r_ptr->r_flags3 |= RF3_ANIMAL;
250 if (mult < 25) mult = 25;
254 if ((have_flag(flgs, TR_KILL_ANIMAL)) &&
255 (r_ptr->flags3 & RF3_ANIMAL))
257 if (is_original_ap_and_seen(m_ptr))
259 r_ptr->r_flags3 |= RF3_ANIMAL;
262 if (mult < 40) mult = 40;
266 if ((have_flag(flgs, TR_SLAY_EVIL)) &&
267 (r_ptr->flags3 & RF3_EVIL))
269 if (is_original_ap_and_seen(m_ptr))
271 r_ptr->r_flags3 |= RF3_EVIL;
274 if (mult < 20) mult = 20;
278 if ((have_flag(flgs, TR_KILL_EVIL)) &&
279 (r_ptr->flags3 & RF3_EVIL))
281 if (is_original_ap_and_seen(m_ptr))
283 r_ptr->r_flags3 |= RF3_EVIL;
286 if (mult < 35) mult = 35;
290 if ((have_flag(flgs, TR_SLAY_HUMAN)) &&
291 (r_ptr->flags2 & RF2_HUMAN))
293 if (is_original_ap_and_seen(m_ptr))
295 r_ptr->r_flags2 |= RF2_HUMAN;
298 if (mult < 25) mult = 25;
302 if ((have_flag(flgs, TR_KILL_HUMAN)) &&
303 (r_ptr->flags2 & RF2_HUMAN))
305 if (is_original_ap_and_seen(m_ptr))
307 r_ptr->r_flags2 |= RF2_HUMAN;
310 if (mult < 40) mult = 40;
314 if ((have_flag(flgs, TR_SLAY_UNDEAD)) &&
315 (r_ptr->flags3 & RF3_UNDEAD))
317 if (is_original_ap_and_seen(m_ptr))
319 r_ptr->r_flags3 |= RF3_UNDEAD;
322 if (mult < 30) mult = 30;
326 if ((have_flag(flgs, TR_KILL_UNDEAD)) &&
327 (r_ptr->flags3 & RF3_UNDEAD))
329 if (is_original_ap_and_seen(m_ptr))
331 r_ptr->r_flags3 |= RF3_UNDEAD;
334 if (mult < 50) mult = 50;
338 if ((have_flag(flgs, TR_SLAY_DEMON)) &&
339 (r_ptr->flags3 & RF3_DEMON))
341 if (is_original_ap_and_seen(m_ptr))
343 r_ptr->r_flags3 |= RF3_DEMON;
346 if (mult < 30) mult = 30;
350 if ((have_flag(flgs, TR_KILL_DEMON)) &&
351 (r_ptr->flags3 & RF3_DEMON))
353 if (is_original_ap_and_seen(m_ptr))
355 r_ptr->r_flags3 |= RF3_DEMON;
358 if (mult < 50) mult = 50;
362 if ((have_flag(flgs, TR_SLAY_ORC)) &&
363 (r_ptr->flags3 & RF3_ORC))
365 if (is_original_ap_and_seen(m_ptr))
367 r_ptr->r_flags3 |= RF3_ORC;
370 if (mult < 30) mult = 30;
374 if ((have_flag(flgs, TR_KILL_ORC)) &&
375 (r_ptr->flags3 & RF3_ORC))
377 if (is_original_ap_and_seen(m_ptr))
379 r_ptr->r_flags3 |= RF3_ORC;
382 if (mult < 50) mult = 50;
386 if ((have_flag(flgs, TR_SLAY_TROLL)) &&
387 (r_ptr->flags3 & RF3_TROLL))
389 if (is_original_ap_and_seen(m_ptr))
391 r_ptr->r_flags3 |= RF3_TROLL;
394 if (mult < 30) mult = 30;
398 if ((have_flag(flgs, TR_KILL_TROLL)) &&
399 (r_ptr->flags3 & RF3_TROLL))
401 if (is_original_ap_and_seen(m_ptr))
403 r_ptr->r_flags3 |= RF3_TROLL;
406 if (mult < 50) mult = 50;
410 if ((have_flag(flgs, TR_SLAY_GIANT)) &&
411 (r_ptr->flags3 & RF3_GIANT))
413 if (is_original_ap_and_seen(m_ptr))
415 r_ptr->r_flags3 |= RF3_GIANT;
418 if (mult < 30) mult = 30;
422 if ((have_flag(flgs, TR_KILL_GIANT)) &&
423 (r_ptr->flags3 & RF3_GIANT))
425 if (is_original_ap_and_seen(m_ptr))
427 r_ptr->r_flags3 |= RF3_GIANT;
430 if (mult < 50) mult = 50;
434 if ((have_flag(flgs, TR_SLAY_DRAGON)) &&
435 (r_ptr->flags3 & RF3_DRAGON))
437 if (is_original_ap_and_seen(m_ptr))
439 r_ptr->r_flags3 |= RF3_DRAGON;
442 if (mult < 30) mult = 30;
446 if ((have_flag(flgs, TR_KILL_DRAGON)) &&
447 (r_ptr->flags3 & RF3_DRAGON))
449 if (is_original_ap_and_seen(m_ptr))
451 r_ptr->r_flags3 |= RF3_DRAGON;
454 if (mult < 50) mult = 50;
456 if ((o_ptr->name1 == ART_NOTHUNG) && (m_ptr->r_idx == MON_FAFNER))
461 if (have_flag(flgs, TR_BRAND_ACID) || ((p_ptr->special_attack & (ATTACK_ACID)) && !thrown))
463 /* Notice immunity */
464 if (r_ptr->flagsr & RFR_EFF_IM_ACID_MASK)
466 if (is_original_ap_and_seen(m_ptr))
468 r_ptr->r_flagsr |= (r_ptr->flagsr & RFR_EFF_IM_ACID_MASK);
472 /* Otherwise, take the damage */
475 if (mult < 25) mult = 25;
480 if (have_flag(flgs, TR_BRAND_ELEC) || ((p_ptr->special_attack & (ATTACK_ELEC)) && !thrown) || (mode == HISSATSU_ELEC))
482 /* Notice immunity */
483 if (r_ptr->flagsr & RFR_EFF_IM_ELEC_MASK)
485 if (is_original_ap_and_seen(m_ptr))
487 r_ptr->r_flagsr |= (r_ptr->flagsr & RFR_EFF_IM_ELEC_MASK);
491 /* Otherwise, take the damage */
492 else if ((have_flag(flgs, TR_BRAND_ELEC) || ((p_ptr->special_attack & (ATTACK_ELEC)) && !thrown)) && (mode == HISSATSU_ELEC))
494 if (mult < 70) mult = 70;
496 else if (mode == HISSATSU_ELEC)
498 if (mult < 50) mult = 50;
503 if (mult < 25) mult = 25;
508 if (have_flag(flgs, TR_BRAND_FIRE) || ((p_ptr->special_attack & (ATTACK_FIRE)) && !thrown) || (mode == HISSATSU_FIRE))
510 /* Notice immunity */
511 if (r_ptr->flagsr & RFR_EFF_IM_FIRE_MASK)
513 if (is_original_ap_and_seen(m_ptr))
515 r_ptr->r_flagsr |= (r_ptr->flagsr & RFR_EFF_IM_FIRE_MASK);
519 /* Otherwise, take the damage */
520 else if ((have_flag(flgs, TR_BRAND_FIRE) || ((p_ptr->special_attack & (ATTACK_FIRE)) && !thrown)) && (mode == HISSATSU_FIRE))
522 if (r_ptr->flags3 & RF3_HURT_FIRE)
524 if (mult < 70) mult = 70;
525 if (is_original_ap_and_seen(m_ptr))
527 r_ptr->r_flags3 |= RF3_HURT_FIRE;
530 else if (mult < 35) mult = 35;
534 if (r_ptr->flags3 & RF3_HURT_FIRE)
536 if (mult < 50) mult = 50;
537 if (is_original_ap_and_seen(m_ptr))
539 r_ptr->r_flags3 |= RF3_HURT_FIRE;
542 else if (mult < 25) mult = 25;
547 if (have_flag(flgs, TR_BRAND_COLD) || ((p_ptr->special_attack & (ATTACK_COLD)) && !thrown) || (mode == HISSATSU_COLD))
549 /* Notice immunity */
550 if (r_ptr->flagsr & RFR_EFF_IM_COLD_MASK)
552 if (is_original_ap_and_seen(m_ptr))
554 r_ptr->r_flagsr |= (r_ptr->flagsr & RFR_EFF_IM_COLD_MASK);
557 /* Otherwise, take the damage */
558 else if ((have_flag(flgs, TR_BRAND_COLD) || ((p_ptr->special_attack & (ATTACK_COLD)) && !thrown)) && (mode == HISSATSU_COLD))
560 if (r_ptr->flags3 & RF3_HURT_COLD)
562 if (mult < 70) mult = 70;
563 if (is_original_ap_and_seen(m_ptr))
565 r_ptr->r_flags3 |= RF3_HURT_COLD;
568 else if (mult < 35) mult = 35;
572 if (r_ptr->flags3 & RF3_HURT_COLD)
574 if (mult < 50) mult = 50;
575 if (is_original_ap_and_seen(m_ptr))
577 r_ptr->r_flags3 |= RF3_HURT_COLD;
580 else if (mult < 25) mult = 25;
585 if (have_flag(flgs, TR_BRAND_POIS) || ((p_ptr->special_attack & (ATTACK_POIS)) && !thrown) || (mode == HISSATSU_POISON))
587 /* Notice immunity */
588 if (r_ptr->flagsr & RFR_EFF_IM_POIS_MASK)
590 if (is_original_ap_and_seen(m_ptr))
592 r_ptr->r_flagsr |= (r_ptr->flagsr & RFR_EFF_IM_POIS_MASK);
596 /* Otherwise, take the damage */
597 else if ((have_flag(flgs, TR_BRAND_POIS) || ((p_ptr->special_attack & (ATTACK_POIS)) && !thrown)) && (mode == HISSATSU_POISON))
599 if (mult < 35) mult = 35;
603 if (mult < 25) mult = 25;
606 if ((mode == HISSATSU_ZANMA) && !monster_living(r_ptr) && (r_ptr->flags3 & RF3_EVIL))
608 if (mult < 15) mult = 25;
609 else if (mult < 50) mult = MIN(50, mult+20);
611 if (mode == HISSATSU_UNDEAD)
613 if (r_ptr->flags3 & RF3_UNDEAD)
615 if (is_original_ap_and_seen(m_ptr))
617 r_ptr->r_flags3 |= RF3_UNDEAD;
619 if (mult == 10) mult = 70;
620 else if (mult < 140) mult = MIN(140, mult+60);
622 if (mult == 10) mult = 40;
623 else if (mult < 60) mult = MIN(60, mult+30);
625 if ((mode == HISSATSU_SEKIRYUKA) && p_ptr->cut && monster_living(r_ptr))
627 int tmp = MIN(100, MAX(10, p_ptr->cut / 10));
628 if (mult < tmp) mult = tmp;
630 if ((mode == HISSATSU_HAGAN) && (r_ptr->flags3 & RF3_HURT_ROCK))
632 if (is_original_ap_and_seen(m_ptr))
634 r_ptr->r_flags3 |= RF3_HURT_ROCK;
636 if (mult == 10) mult = 40;
637 else if (mult < 60) mult = 60;
639 if ((p_ptr->pclass != CLASS_SAMURAI) && (have_flag(flgs, TR_FORCE_WEAPON)) && (p_ptr->csp > (o_ptr->dd * o_ptr->ds / 5)))
641 p_ptr->csp -= (1+(o_ptr->dd * o_ptr->ds / 5));
642 p_ptr->redraw |= (PR_MANA);
643 mult = mult * 3 / 2 + 20;
648 if (mult > 150) mult = 150;
650 /* Return the total damage */
651 return (tdam * mult / 10);
656 * Search for hidden things
662 s16b this_o_idx, next_o_idx = 0;
667 /* Start with base search ability */
668 chance = p_ptr->skill_srh;
670 /* Penalize various conditions */
671 if (p_ptr->blind || no_lite()) chance = chance / 10;
672 if (p_ptr->confused || p_ptr->image) chance = chance / 10;
674 /* Search the nearby grids, which are always in bounds */
675 for (y = (py - 1); y <= (py + 1); y++)
677 for (x = (px - 1); x <= (px + 1); x++)
679 /* Sometimes, notice things */
680 if (randint0(100) < chance)
682 /* Access the grid */
686 if (c_ptr->mimic && is_trap(c_ptr->feat))
693 msg_print("¥È¥é¥Ã¥×¤òȯ¸«¤·¤¿¡£");
695 msg_print("You have found a trap.");
703 if (is_hidden_door(c_ptr))
707 msg_print("±£¤·¥É¥¢¤òȯ¸«¤·¤¿¡£");
709 msg_print("You have found a secret door.");
719 /* Scan all objects in the grid */
720 for (this_o_idx = c_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
725 o_ptr = &o_list[this_o_idx];
727 /* Acquire next object */
728 next_o_idx = o_ptr->next_o_idx;
730 /* Skip non-chests */
731 if (o_ptr->tval != TV_CHEST) continue;
733 /* Skip non-trapped chests */
734 if (!chest_traps[o_ptr->pval]) continue;
737 if (!object_is_known(o_ptr))
741 msg_print("È¢¤Ë»Å³Ý¤±¤é¤ì¤¿¥È¥é¥Ã¥×¤òȯ¸«¤·¤¿¡ª");
743 msg_print("You have discovered a trap on the chest!");
760 * Helper routine for py_pickup() and py_pickup_floor().
762 * Add the given dungeon object to the character's inventory.
764 * Delete the object afterwards.
766 void py_pickup_aux(int o_idx)
772 * ¥¢¥¤¥Æ¥à¤ò½¦¤Ã¤¿ºÝ¤Ë¡Ö£²¤Ä¤Î¥±¡¼¥¤ò»ý¤Ã¤Æ¤¤¤ë¡×
773 * "You have two cakes." ¤È¥¢¥¤¥Æ¥à¤ò½¦¤Ã¤¿¸å¤Î¹ç·×¤Î¤ß¤Îɽ¼¨¤¬¥ª¥ê¥¸¥Ê¥ë
775 * ¤¢¤ë¤È¤¤¤¦»ØŦ¤ò¤¦¤±¤¿¤Î¤Ç¡¢¡Ö¡Á¤ò½¦¤Ã¤¿¡¢¡Á¤ò»ý¤Ã¤Æ¤¤¤ë¡×¤È¤¤¤¦É½¼¨
776 * ¤Ë¤«¤¨¤Æ¤¢¤ë¡£¤½¤Î¤¿¤á¤ÎÇÛÎó¡£
778 char o_name[MAX_NLEN];
779 char old_name[MAX_NLEN];
783 char o_name[MAX_NLEN];
788 o_ptr = &o_list[o_idx];
791 /* Describe the object */
792 object_desc(old_name, o_ptr, OD_NAME_ONLY);
793 object_desc_kosuu(kazu_str, o_ptr);
794 hirottakazu = o_ptr->number;
796 /* Carry the object */
797 slot = inven_carry(o_ptr);
799 /* Get the object again */
800 o_ptr = &inventory[slot];
802 /* Delete the object */
803 delete_object_idx(o_idx);
805 if (p_ptr->pseikaku == SEIKAKU_MUNCHKIN)
807 bool old_known = identify_item(o_ptr);
809 /* Auto-inscription/destroy */
810 autopick_alter_item(slot, (bool)(destroy_identify && !old_known));
812 /* If it is destroyed, don't pick it up */
813 if (o_ptr->marked & OM_AUTODESTROY) return;
816 /* Describe the object */
817 object_desc(o_name, o_ptr, 0);
821 if ((o_ptr->name1 == ART_CRIMSON) && (p_ptr->pseikaku == SEIKAKU_COMBAT))
823 msg_format("¤³¤¦¤·¤Æ¡¢%s¤Ï¡Ø¥¯¥ê¥à¥¾¥ó¡Ù¤ò¼ê¤ËÆþ¤ì¤¿¡£", player_name);
824 msg_print("¤·¤«¤·º£¡¢¡Øº®Æ٤Υµ¡¼¥Ú¥ó¥È¡Ù¤ÎÊü¤Ã¤¿¥â¥ó¥¹¥¿¡¼¤¬¡¢");
825 msg_format("%s¤Ë½±¤¤¤«¤«¤ë¡¥¡¥¡¥", player_name);
831 msg_format("%s(%c)¤ò»ý¤Ã¤Æ¤¤¤ë¡£",o_name, index_to_label(slot));
835 if (o_ptr->number > hirottakazu) {
836 msg_format("%s½¦¤Ã¤Æ¡¢%s(%c)¤ò»ý¤Ã¤Æ¤¤¤ë¡£",
837 kazu_str, o_name, index_to_label(slot));
839 msg_format("%s(%c)¤ò½¦¤Ã¤¿¡£", o_name, index_to_label(slot));
843 strcpy(record_o_name, old_name);
845 msg_format("You have %s (%c).", o_name, index_to_label(slot));
846 strcpy(record_o_name, o_name);
851 /* Check if completed a quest */
852 for (i = 0; i < max_quests; i++)
854 if ((quest[i].type == QUEST_TYPE_FIND_ARTIFACT) &&
855 (quest[i].status == QUEST_STATUS_TAKEN) &&
856 (quest[i].k_idx == o_ptr->name1))
858 if (record_fix_quest) do_cmd_write_nikki(NIKKI_FIX_QUEST_C, i, NULL);
859 quest[i].status = QUEST_STATUS_COMPLETED;
860 quest[i].complev = (byte)p_ptr->lev;
862 msg_print("¥¯¥¨¥¹¥È¤òãÀ®¤·¤¿¡ª");
864 msg_print("You completed your quest!");
874 * Player "wants" to pick up an object or gold.
875 * Note that we ONLY handle things that can be picked up.
876 * See "move_player()" for handling of other things.
878 void carry(bool pickup)
880 cave_type *c_ptr = &cave[py][px];
882 s16b this_o_idx, next_o_idx = 0;
884 char o_name[MAX_NLEN];
886 /* Recenter the map around the player */
890 p_ptr->update |= (PU_MONSTERS);
893 p_ptr->redraw |= (PR_MAP);
896 p_ptr->window |= (PW_OVERHEAD);
901 /* Automatically pickup/destroy/inscribe items */
902 autopick_pickup_items(c_ptr);
905 #ifdef ALLOW_EASY_FLOOR
909 py_pickup_floor(pickup);
913 #endif /* ALLOW_EASY_FLOOR */
915 /* Scan the pile of objects */
916 for (this_o_idx = c_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
921 o_ptr = &o_list[this_o_idx];
923 #ifdef ALLOW_EASY_SENSE /* TNB */
925 /* Option: Make item sensing easy */
928 /* Sense the object */
929 (void)sense_object(o_ptr);
932 #endif /* ALLOW_EASY_SENSE -- TNB */
934 /* Describe the object */
935 object_desc(o_name, o_ptr, 0);
937 /* Acquire next object */
938 next_o_idx = o_ptr->next_o_idx;
940 /* Hack -- disturb */
944 if (o_ptr->tval == TV_GOLD)
946 int value = (long)o_ptr->pval;
948 /* Delete the gold */
949 delete_object_idx(this_o_idx);
953 msg_format(" $%ld ¤Î²ÁÃͤ¬¤¢¤ë%s¤ò¸«¤Ä¤±¤¿¡£",
954 (long)value, o_name);
956 msg_format("You collect %ld gold pieces worth of %s.",
957 (long)value, o_name);
963 /* Collect the gold */
967 p_ptr->redraw |= (PR_GOLD);
970 p_ptr->window |= (PW_PLAYER);
973 /* Pick up objects */
976 /* Hack - some objects were handled in autopick_pickup_items(). */
977 if (o_ptr->marked & OM_NOMSG)
979 /* Clear the flag. */
980 o_ptr->marked &= ~OM_NOMSG;
982 /* Describe the object */
986 msg_format("%s¤¬¤¢¤ë¡£", o_name);
988 msg_format("You see %s.", o_name);
993 /* Note that the pack is too full */
994 else if (!inven_carry_okay(o_ptr))
997 msg_format("¥¶¥Ã¥¯¤Ë¤Ï%s¤òÆþ¤ì¤ë·ä´Ö¤¬¤Ê¤¤¡£", o_name);
999 msg_format("You have no room for %s.", o_name);
1004 /* Pick up the item (if requested and allowed) */
1009 /* Hack -- query every item */
1010 if (carry_query_flag)
1012 char out_val[MAX_NLEN+20];
1014 sprintf(out_val, "%s¤ò½¦¤¤¤Þ¤¹¤«? ", o_name);
1016 sprintf(out_val, "Pick up %s? ", o_name);
1019 okay = get_check(out_val);
1022 /* Attempt to pick up an object. */
1025 /* Pick up the object */
1026 py_pickup_aux(this_o_idx);
1035 * Determine if a trap affects the player.
1036 * Always miss 5% of the time, Always hit 5% of the time.
1037 * Otherwise, match trap power against player armor.
1039 static int check_hit(int power)
1043 /* Percentile dice */
1046 /* Hack -- 5% hit, 5% miss */
1047 if (k < 10) return (k < 5);
1049 if (p_ptr->pseikaku == SEIKAKU_NAMAKE)
1050 if (one_in_(20)) return (TRUE);
1052 /* Paranoia -- No power */
1053 if (power <= 0) return (FALSE);
1056 ac = p_ptr->ac + p_ptr->to_a;
1058 /* Power competes against Armor */
1059 if (randint1(power) > ((ac * 3) / 4)) return (TRUE);
1068 * Handle player hitting a real trap
1070 static void hit_trap(bool break_trap)
1075 /* Get the cave grid */
1076 cave_type *c_ptr = &cave[y][x];
1078 int trap_feat = c_ptr->feat;
1081 cptr name = "¥È¥é¥Ã¥×";
1083 cptr name = "a trap";
1086 /* Disturb the player */
1089 cave_alter_feat(y, x, FF_HIT_TRAP);
1091 /* Analyze XXX XXX XXX */
1094 case FEAT_TRAP_TRAPDOOR:
1096 if (p_ptr->levitation)
1099 msg_print("Í¸Í¤òÈô¤Ó±Û¤¨¤¿¡£");
1101 msg_print("You fly over a trap door.");
1108 msg_print("Í¸Í¤ËÍî¤Á¤¿¡ª");
1109 if ((p_ptr->pseikaku == SEIKAKU_COMBAT) || (inventory[INVEN_BOW].name1 == ART_CRIMSON))
1110 msg_print("¤¯¤Ã¤½¡Á¡ª");
1112 msg_print("You have fallen through a trap door!");
1116 dam = damroll(2, 8);
1120 name = "a trap door";
1123 take_hit(DAMAGE_NOESCAPE, dam, name, -1);
1125 /* Still alive and autosave enabled */
1126 if (autosave_l && (p_ptr->chp >= 0))
1127 do_cmd_save_game(TRUE);
1130 do_cmd_write_nikki(NIKKI_BUNSHOU, 0, "Í¸Í¤ËÍî¤Á¤¿");
1132 do_cmd_write_nikki(NIKKI_BUNSHOU, 0, "You have fallen through a trap door!");
1134 prepare_change_floor_mode(CFM_SAVE_FLOORS | CFM_DOWN | CFM_RAND_PLACE | CFM_RAND_CONNECT);
1137 p_ptr->leaving = TRUE;
1144 if (p_ptr->levitation)
1147 msg_print("Í·ê¤òÈô¤Ó±Û¤¨¤¿¡£");
1149 msg_print("You fly over a pit trap.");
1156 msg_print("Í·ê¤ËÍî¤Á¤Æ¤·¤Þ¤Ã¤¿¡ª");
1158 msg_print("You have fallen into a pit!");
1161 dam = damroll(2, 6);
1165 name = "a pit trap";
1168 take_hit(DAMAGE_NOESCAPE, dam, name, -1);
1173 case FEAT_TRAP_SPIKED_PIT:
1175 if (p_ptr->levitation)
1178 msg_print("¥È¥²¤Î¤¢¤ëÍ·ê¤òÈô¤Ó±Û¤¨¤¿¡£");
1180 msg_print("You fly over a spiked pit.");
1187 msg_print("¥¹¥Ñ¥¤¥¯¤¬Éߤ«¤ì¤¿Í·ê¤ËÍî¤Á¤Æ¤·¤Þ¤Ã¤¿¡ª");
1189 msg_print("You fall into a spiked pit!");
1197 name = "a pit trap";
1200 dam = damroll(2, 6);
1202 /* Extra spike damage */
1203 if (randint0(100) < 50)
1206 msg_print("¥¹¥Ñ¥¤¥¯¤¬»É¤µ¤Ã¤¿¡ª");
1208 msg_print("You are impaled!");
1213 name = "¥È¥²¤Î¤¢¤ëÍ·ê";
1215 name = "a spiked pit";
1219 (void)set_cut(p_ptr->cut + randint1(dam));
1222 /* Take the damage */
1223 take_hit(DAMAGE_NOESCAPE, dam, name, -1);
1228 case FEAT_TRAP_POISON_PIT:
1230 if (p_ptr->levitation)
1233 msg_print("¥È¥²¤Î¤¢¤ëÍ·ê¤òÈô¤Ó±Û¤¨¤¿¡£");
1235 msg_print("You fly over a spiked pit.");
1242 msg_print("¥¹¥Ñ¥¤¥¯¤¬Éߤ«¤ì¤¿Í·ê¤ËÍî¤Á¤Æ¤·¤Þ¤Ã¤¿¡ª");
1244 msg_print("You fall into a spiked pit!");
1249 dam = damroll(2, 6);
1254 name = "a pit trap";
1258 /* Extra spike damage */
1259 if (randint0(100) < 50)
1262 msg_print("ÆǤòÅɤé¤ì¤¿¥¹¥Ñ¥¤¥¯¤¬»É¤µ¤Ã¤¿¡ª");
1264 msg_print("You are impaled on poisonous spikes!");
1269 name = "¥È¥²¤Î¤¢¤ëÍ·ê";
1271 name = "a spiked pit";
1276 (void)set_cut(p_ptr->cut + randint1(dam));
1278 if (p_ptr->resist_pois || IS_OPPOSE_POIS())
1281 msg_print("¤·¤«¤·ÆǤαƶÁ¤Ï¤Ê¤«¤Ã¤¿¡ª");
1283 msg_print("The poison does not affect you!");
1291 (void)set_poisoned(p_ptr->poisoned + randint1(dam));
1295 /* Take the damage */
1296 take_hit(DAMAGE_NOESCAPE, dam, name, -1);
1302 case FEAT_TRAP_TY_CURSE:
1305 msg_print("²¿¤«¤¬¥Ô¥«¥Ã¤È¸÷¤Ã¤¿¡ª");
1307 msg_print("There is a flash of shimmering light!");
1310 num = 2 + randint1(3);
1311 for (i = 0; i < num; i++)
1313 (void)summon_specific(0, y, x, dun_level, 0, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE | PM_NO_PET));
1316 if (dun_level > randint1(100)) /* No nasty effect for low levels */
1318 bool stop_ty = FALSE;
1323 stop_ty = activate_ty_curse(stop_ty, &count);
1330 case FEAT_TRAP_TELEPORT:
1333 msg_print("¥Æ¥ì¥Ý¡¼¥È¡¦¥È¥é¥Ã¥×¤Ë¤Ò¤Ã¤«¤«¤Ã¤¿¡ª");
1335 msg_print("You hit a teleport trap!");
1338 teleport_player(100, TRUE);
1342 case FEAT_TRAP_FIRE:
1345 msg_print("±ê¤ËÊñ¤Þ¤ì¤¿¡ª");
1347 msg_print("You are enveloped in flames!");
1350 dam = damroll(4, 6);
1352 (void)fire_dam(dam, "±ê¤Î¥È¥é¥Ã¥×", -1);
1354 (void)fire_dam(dam, "a fire trap", -1);
1360 case FEAT_TRAP_ACID:
1363 msg_print("»À¤¬¿á¤¤«¤±¤é¤ì¤¿¡ª");
1365 msg_print("You are splashed with acid!");
1368 dam = damroll(4, 6);
1370 (void)acid_dam(dam, "»À¤Î¥È¥é¥Ã¥×", -1);
1372 (void)acid_dam(dam, "an acid trap", -1);
1378 case FEAT_TRAP_SLOW:
1383 msg_print("¾®¤µ¤Ê¥À¡¼¥Ä¤¬Èô¤ó¤Ç¤¤Æ»É¤µ¤Ã¤¿¡ª");
1385 msg_print("A small dart hits you!");
1388 dam = damroll(1, 4);
1389 take_hit(DAMAGE_ATTACK, dam, name, -1);
1390 (void)set_slow(p_ptr->slow + randint0(20) + 20, FALSE);
1395 msg_print("¾®¤µ¤Ê¥À¡¼¥Ä¤¬Èô¤ó¤Ç¤¤¿¡ª¤¬¡¢±¿Îɤ¯Åö¤¿¤é¤Ê¤«¤Ã¤¿¡£");
1397 msg_print("A small dart barely misses you.");
1404 case FEAT_TRAP_LOSE_STR:
1409 msg_print("¾®¤µ¤Ê¥À¡¼¥Ä¤¬Èô¤ó¤Ç¤¤Æ»É¤µ¤Ã¤¿¡ª");
1411 msg_print("A small dart hits you!");
1414 dam = damroll(1, 4);
1416 take_hit(DAMAGE_ATTACK, dam, "¥À¡¼¥Ä¤Îæ«", -1);
1418 take_hit(DAMAGE_ATTACK, dam, "a dart trap", -1);
1421 (void)do_dec_stat(A_STR);
1426 msg_print("¾®¤µ¤Ê¥À¡¼¥Ä¤¬Èô¤ó¤Ç¤¤¿¡ª¤¬¡¢±¿Îɤ¯Åö¤¿¤é¤Ê¤«¤Ã¤¿¡£");
1428 msg_print("A small dart barely misses you.");
1435 case FEAT_TRAP_LOSE_DEX:
1440 msg_print("¾®¤µ¤Ê¥À¡¼¥Ä¤¬Èô¤ó¤Ç¤¤Æ»É¤µ¤Ã¤¿¡ª");
1442 msg_print("A small dart hits you!");
1445 dam = damroll(1, 4);
1447 take_hit(DAMAGE_ATTACK, dam, "¥À¡¼¥Ä¤Îæ«", -1);
1449 take_hit(DAMAGE_ATTACK, dam, "a dart trap", -1);
1452 (void)do_dec_stat(A_DEX);
1457 msg_print("¾®¤µ¤Ê¥À¡¼¥Ä¤¬Èô¤ó¤Ç¤¤¿¡ª¤¬¡¢±¿Îɤ¯Åö¤¿¤é¤Ê¤«¤Ã¤¿¡£");
1459 msg_print("A small dart barely misses you.");
1466 case FEAT_TRAP_LOSE_CON:
1471 msg_print("¾®¤µ¤Ê¥À¡¼¥Ä¤¬Èô¤ó¤Ç¤¤Æ»É¤µ¤Ã¤¿¡ª");
1473 msg_print("A small dart hits you!");
1476 dam = damroll(1, 4);
1478 take_hit(DAMAGE_ATTACK, dam, "¥À¡¼¥Ä¤Îæ«", -1);
1480 take_hit(DAMAGE_ATTACK, dam, "a dart trap", -1);
1483 (void)do_dec_stat(A_CON);
1488 msg_print("¾®¤µ¤Ê¥À¡¼¥Ä¤¬Èô¤ó¤Ç¤¤¿¡ª¤¬¡¢±¿Îɤ¯Åö¤¿¤é¤Ê¤«¤Ã¤¿¡£");
1490 msg_print("A small dart barely misses you.");
1497 case FEAT_TRAP_BLIND:
1500 msg_print("¹õ¤¤¥¬¥¹¤ËÊñ¤ß¹þ¤Þ¤ì¤¿¡ª");
1502 msg_print("A black gas surrounds you!");
1505 if (!p_ptr->resist_blind)
1507 (void)set_blind(p_ptr->blind + randint0(50) + 25);
1512 case FEAT_TRAP_CONFUSE:
1515 msg_print("¤¤é¤á¤¯¥¬¥¹¤ËÊñ¤ß¹þ¤Þ¤ì¤¿¡ª");
1517 msg_print("A gas of scintillating colors surrounds you!");
1520 if (!p_ptr->resist_conf)
1522 (void)set_confused(p_ptr->confused + randint0(20) + 10);
1527 case FEAT_TRAP_POISON:
1530 msg_print("»É·ãŪ¤ÊÎп§¤Î¥¬¥¹¤ËÊñ¤ß¹þ¤Þ¤ì¤¿¡ª");
1532 msg_print("A pungent green gas surrounds you!");
1535 if (!p_ptr->resist_pois && !IS_OPPOSE_POIS())
1537 (void)set_poisoned(p_ptr->poisoned + randint0(20) + 10);
1542 case FEAT_TRAP_SLEEP:
1545 msg_print("´ñ̯¤ÊÇò¤¤Ì¸¤ËÊñ¤Þ¤ì¤¿¡ª");
1547 msg_print("A strange white mist surrounds you!");
1550 if (!p_ptr->free_act)
1553 msg_print("¤¢¤Ê¤¿¤Ï̲¤ê¤Ë½¢¤¤¤¿¡£");
1555 msg_print("You fall asleep.");
1559 if (ironman_nightmare)
1562 msg_print("¿È¤ÎÌÓ¤â¤è¤À¤Ä¸÷·Ê¤¬Æ¬¤ËÉ⤫¤ó¤À¡£");
1564 msg_print("A horrible vision enters your mind.");
1568 /* Pick a nightmare */
1569 get_mon_num_prep(get_nightmare, NULL);
1571 /* Have some nightmares */
1572 have_nightmare(get_mon_num(MAX_DEPTH));
1574 /* Remove the monster restriction */
1575 get_mon_num_prep(NULL, NULL);
1577 (void)set_paralyzed(p_ptr->paralyzed + randint0(10) + 5);
1582 case FEAT_TRAP_TRAPS:
1585 msg_print("¤Þ¤Ð¤æ¤¤Á®¸÷¤¬Áö¤Ã¤¿¡ª");
1587 msg_print("There is a bright flash of light!");
1590 /* Make some new traps */
1591 project(0, 1, y, x, 0, GF_MAKE_TRAP, PROJECT_HIDE | PROJECT_JUMP | PROJECT_GRID, -1);
1596 case FEAT_TRAP_ALARM:
1599 msg_print("¤±¤¿¤¿¤Þ¤·¤¤²»¤¬ÌĤê¶Á¤¤¤¿¡ª");
1601 msg_print("An alarm sounds!");
1604 aggravate_monsters(0);
1609 case FEAT_TRAP_OPEN:
1612 msg_print("Âç²»¶Á¤È¶¦¤Ë¤Þ¤ï¤ê¤ÎÊɤ¬Êø¤ì¤¿¡ª");
1614 msg_print("Suddenly, surrounding walls are opened!");
1616 (void)project(0, 3, y, x, 0, GF_DISINTEGRATE, PROJECT_GRID | PROJECT_HIDE, -1);
1617 (void)project(0, 3, y, x - 4, 0, GF_DISINTEGRATE, PROJECT_GRID | PROJECT_HIDE, -1);
1618 (void)project(0, 3, y, x + 4, 0, GF_DISINTEGRATE, PROJECT_GRID | PROJECT_HIDE, -1);
1619 aggravate_monsters(0);
1624 case FEAT_TRAP_ARMAGEDDON:
1626 static int levs[10] = {0, 0, 20, 10, 5, 3, 2, 1, 1, 1};
1627 int evil_idx = 0, good_idx = 0;
1631 msg_print("ÆÍÁ³Å·³¦¤ÎÀïÁè¤Ë´¬¤¹þ¤Þ¤ì¤¿¡ª");
1633 msg_print("Suddenly, you are surrounded by immotal beings!");
1636 /* Summon Demons and Angels */
1637 for (lev = dun_level; lev >= 20; lev -= 1 + lev/16)
1639 num = levs[MIN(lev/10, 9)];
1640 for (i = 0; i < num; i++)
1642 int x1 = rand_spread(x, 7);
1643 int y1 = rand_spread(y, 5);
1645 /* Skip illegal grids */
1646 if (!in_bounds(y1, x1)) continue;
1648 /* Require line of projection */
1649 if (!projectable(py, px, y1, x1)) continue;
1651 if (summon_specific(0, y1, x1, lev, SUMMON_ARMAGE_EVIL, (PM_NO_PET)))
1652 evil_idx = hack_m_idx_ii;
1654 if (summon_specific(0, y1, x1, lev, SUMMON_ARMAGE_GOOD, (PM_NO_PET)))
1656 good_idx = hack_m_idx_ii;
1659 /* Let them fight each other */
1660 if (evil_idx && good_idx)
1662 monster_type *evil_ptr = &m_list[evil_idx];
1663 monster_type *good_ptr = &m_list[good_idx];
1664 evil_ptr->target_y = good_ptr->fy;
1665 evil_ptr->target_x = good_ptr->fx;
1666 good_ptr->target_y = evil_ptr->fy;
1667 good_ptr->target_x = evil_ptr->fx;
1674 case FEAT_TRAP_PIRANHA:
1677 msg_print("ÆÍÁ³Êɤ«¤é¿å¤¬°î¤ì½Ð¤·¤¿¡ª¥Ô¥é¥Ë¥¢¤¬¤¤¤ë¡ª");
1679 msg_print("Suddenly, the room is filled with water with piranhas!");
1682 /* Water fills room */
1683 fire_ball_hide(GF_WATER_FLOW, 0, 1, 10);
1685 /* Summon Piranhas */
1686 num = 1 + dun_level/20;
1687 for (i = 0; i < num; i++)
1689 (void)summon_specific(0, y, x, dun_level, SUMMON_PIRANHAS, (PM_ALLOW_GROUP | PM_NO_PET));
1695 if (break_trap && is_trap(c_ptr->feat))
1697 cave_alter_feat(y, x, FF_DISARM);
1699 msg_print("¥È¥é¥Ã¥×¤òÊ´ºÕ¤·¤¿¡£");
1701 msg_print("You destroyed the trap.");
1707 static void touch_zap_player(monster_type *m_ptr)
1709 int aura_damage = 0;
1710 monster_race *r_ptr = &r_info[m_ptr->r_idx];
1712 if (r_ptr->flags2 & RF2_AURA_FIRE)
1714 if (!p_ptr->immune_fire)
1718 aura_damage = damroll(1 + (r_ptr->level / 26), 1 + (r_ptr->level / 17));
1720 /* Hack -- Get the "died from" name */
1721 monster_desc(aura_dam, m_ptr, MD_IGNORE_HALLU | MD_ASSUME_VISIBLE | MD_INDEF_VISIBLE);
1724 msg_print("ÆÍÁ³¤È¤Æ¤âÇ®¤¯¤Ê¤Ã¤¿¡ª");
1726 msg_print("You are suddenly very hot!");
1729 if (prace_is_(RACE_ENT)) aura_damage += aura_damage / 3;
1730 if (IS_OPPOSE_FIRE()) aura_damage = (aura_damage + 2) / 3;
1731 if (p_ptr->resist_fire) aura_damage = (aura_damage + 2) / 3;
1733 take_hit(DAMAGE_NOESCAPE, aura_damage, aura_dam, -1);
1734 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags2 |= RF2_AURA_FIRE;
1739 if (r_ptr->flags3 & RF3_AURA_COLD)
1741 if (!p_ptr->immune_cold)
1745 aura_damage = damroll(1 + (r_ptr->level / 26), 1 + (r_ptr->level / 17));
1747 /* Hack -- Get the "died from" name */
1748 monster_desc(aura_dam, m_ptr, MD_IGNORE_HALLU | MD_ASSUME_VISIBLE | MD_INDEF_VISIBLE);
1751 msg_print("ÆÍÁ³¤È¤Æ¤â´¨¤¯¤Ê¤Ã¤¿¡ª");
1753 msg_print("You are suddenly very cold!");
1756 if (IS_OPPOSE_COLD()) aura_damage = (aura_damage + 2) / 3;
1757 if (p_ptr->resist_cold) aura_damage = (aura_damage + 2) / 3;
1759 take_hit(DAMAGE_NOESCAPE, aura_damage, aura_dam, -1);
1760 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags3 |= RF3_AURA_COLD;
1765 if (r_ptr->flags2 & RF2_AURA_ELEC)
1767 if (!p_ptr->immune_elec)
1771 aura_damage = damroll(1 + (r_ptr->level / 26), 1 + (r_ptr->level / 17));
1773 /* Hack -- Get the "died from" name */
1774 monster_desc(aura_dam, m_ptr, MD_IGNORE_HALLU | MD_ASSUME_VISIBLE | MD_INDEF_VISIBLE);
1776 if (prace_is_(RACE_ANDROID)) aura_damage += aura_damage / 3;
1777 if (IS_OPPOSE_ELEC()) aura_damage = (aura_damage + 2) / 3;
1778 if (p_ptr->resist_elec) aura_damage = (aura_damage + 2) / 3;
1781 msg_print("ÅÅ·â¤ò¤¯¤é¤Ã¤¿¡ª");
1783 msg_print("You get zapped!");
1786 take_hit(DAMAGE_NOESCAPE, aura_damage, aura_dam, -1);
1787 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags2 |= RF2_AURA_ELEC;
1794 static void natural_attack(s16b m_idx, int attack, bool *fear, bool *mdeath)
1796 int k, bonus, chance;
1798 monster_type *m_ptr = &m_list[m_idx];
1799 monster_race *r_ptr = &r_info[m_ptr->r_idx];
1808 case MUT2_SCOR_TAIL:
1835 atk_desc = "¥¯¥Á¥Ð¥·";
1846 atk_desc = "¾Ý¤ÎÉ¡";
1852 case MUT2_TENTACLES:
1859 atk_desc = "tentacles";
1864 dss = ddd = n_weight = 1;
1866 atk_desc = "̤ÄêµÁ¤ÎÉô°Ì";
1868 atk_desc = "undefined body part";
1873 /* Extract monster name (or "it") */
1874 monster_desc(m_name, m_ptr, 0);
1877 /* Calculate the "attack quality" */
1878 bonus = p_ptr->to_h_m;
1879 bonus += (p_ptr->lev * 6 / 5);
1880 chance = (p_ptr->skill_thn + (bonus * BTH_PLUS_ADJ));
1883 if ((!(r_ptr->flags2 & RF2_QUANTUM) || !randint0(2)) && test_hit_norm(chance, r_ptr->ac, m_ptr->ml))
1889 msg_format("%s¤ò%s¤Ç¹¶·â¤·¤¿¡£", m_name, atk_desc);
1891 msg_format("You hit %s with your %s.", m_name, atk_desc);
1895 k = damroll(ddd, dss);
1896 k = critical_norm(n_weight, bonus, k, (s16b)bonus, 0);
1898 /* Apply the player damage bonuses */
1901 /* No negative damage */
1904 /* Modify the damage */
1905 k = mon_damage_mod(m_ptr, k, FALSE);
1907 /* Complex message */
1911 msg_format("%d/%d ¤Î¥À¥á¡¼¥¸¤òÍ¿¤¨¤¿¡£", k, m_ptr->hp);
1913 msg_format("You do %d (out of %d) damage.", k, m_ptr->hp);
1918 /* Anger the monster */
1919 if (k > 0) anger_monster(m_ptr);
1921 /* Damage, check for fear and mdeath */
1924 case MUT2_SCOR_TAIL:
1925 project(0, 0, m_ptr->fy, m_ptr->fx, k, GF_POIS, PROJECT_KILL, -1);
1926 *mdeath = (m_ptr->r_idx == 0);
1929 *mdeath = mon_take_hit(m_idx, k, fear, NULL);
1932 *mdeath = mon_take_hit(m_idx, k, fear, NULL);
1935 *mdeath = mon_take_hit(m_idx, k, fear, NULL);
1937 case MUT2_TENTACLES:
1938 *mdeath = mon_take_hit(m_idx, k, fear, NULL);
1941 *mdeath = mon_take_hit(m_idx, k, fear, NULL);
1944 touch_zap_player(m_ptr);
1954 msg_format("¥ß¥¹¡ª %s¤Ë¤«¤ï¤µ¤ì¤¿¡£", m_name);
1956 msg_format("You miss %s.", m_name);
1965 * Player attacks a (poor, defenseless) creature -RAK-
1967 * If no "weapon" is available, then "punch" the monster one time.
1969 static void py_attack_aux(int y, int x, bool *fear, bool *mdeath, s16b hand, int mode)
1971 int num = 0, k, bonus, chance, vir;
1973 cave_type *c_ptr = &cave[y][x];
1975 monster_type *m_ptr = &m_list[c_ptr->m_idx];
1976 monster_race *r_ptr = &r_info[m_ptr->r_idx];
1982 bool success_hit = FALSE;
1983 bool old_success_hit = FALSE;
1984 bool backstab = FALSE;
1985 bool vorpal_cut = FALSE;
1986 int chaos_effect = 0;
1987 bool stab_fleeing = FALSE;
1988 bool fuiuchi = FALSE;
1989 bool monk_attack = FALSE;
1990 bool do_quake = FALSE;
1992 bool drain_msg = TRUE;
1993 int drain_result = 0, drain_heal = 0;
1994 bool can_drain = FALSE;
1996 int drain_left = MAX_VAMPIRIC_DRAIN;
1997 u32b flgs[TR_FLAG_SIZE]; /* A massive hack -- life-draining weapons */
1998 bool is_human = (r_ptr->d_char == 'p');
1999 bool is_lowlevel = (r_ptr->level < (p_ptr->lev - 15));
2000 bool zantetsu_mukou, e_j_mukou;
2002 switch (p_ptr->pclass)
2006 if (buki_motteruka(INVEN_RARM + hand) && !p_ptr->icky_wield[hand])
2008 int tmp = p_ptr->lev * 6 + (p_ptr->skill_stl + 10) * 4;
2009 if (p_ptr->monlite && (mode != HISSATSU_NYUSIN)) tmp /= 3;
2010 if (p_ptr->cursed & TRC_AGGRAVATE) tmp /= 2;
2011 if (r_ptr->level > (p_ptr->lev * p_ptr->lev / 20 + 10)) tmp /= 3;
2012 if (m_ptr->csleep && m_ptr->ml)
2014 /* Can't backstab creatures that we can't see, right? */
2017 else if ((p_ptr->special_defense & NINJA_S_STEALTH) && (randint0(tmp) > (r_ptr->level+20)) && m_ptr->ml && !(r_ptr->flagsr & RFR_RES_ALL))
2021 else if (m_ptr->monfear && m_ptr->ml)
2023 stab_fleeing = TRUE;
2029 case CLASS_FORCETRAINER:
2030 case CLASS_BERSERKER:
2031 if (empty_hands(TRUE) & EMPTY_HAND_RARM) monk_attack = TRUE;
2035 if (!buki_motteruka(INVEN_RARM) && !buki_motteruka(INVEN_LARM))
2037 if ((r_ptr->level + 10) > p_ptr->lev)
2039 if (p_ptr->skill_exp[GINOU_SUDE] < s_info[p_ptr->pclass].s_max[GINOU_SUDE])
2041 if (p_ptr->skill_exp[GINOU_SUDE] < WEAPON_EXP_BEGINNER)
2042 p_ptr->skill_exp[GINOU_SUDE] += 40;
2043 else if ((p_ptr->skill_exp[GINOU_SUDE] < WEAPON_EXP_SKILLED))
2044 p_ptr->skill_exp[GINOU_SUDE] += 5;
2045 else if ((p_ptr->skill_exp[GINOU_SUDE] < WEAPON_EXP_EXPERT) && (p_ptr->lev > 19))
2046 p_ptr->skill_exp[GINOU_SUDE] += 1;
2047 else if ((p_ptr->lev > 34))
2048 if (one_in_(3)) p_ptr->skill_exp[GINOU_SUDE] += 1;
2049 p_ptr->update |= (PU_BONUS);
2055 if ((r_ptr->level + 10) > p_ptr->lev)
2057 int tval = inventory[INVEN_RARM+hand].tval - TV_WEAPON_BEGIN;
2058 int sval = inventory[INVEN_RARM+hand].sval;
2059 int now_exp = p_ptr->weapon_exp[tval][sval];
2060 if (now_exp < s_info[p_ptr->pclass].w_max[tval][sval])
2063 if (now_exp < WEAPON_EXP_BEGINNER) amount = 80;
2064 else if (now_exp < WEAPON_EXP_SKILLED) amount = 10;
2065 else if ((now_exp < WEAPON_EXP_EXPERT) && (p_ptr->lev > 19)) amount = 1;
2066 else if ((p_ptr->lev > 34) && one_in_(2)) amount = 1;
2067 p_ptr->weapon_exp[tval][sval] += amount;
2068 p_ptr->update |= (PU_BONUS);
2073 /* Disturb the monster */
2075 if (r_ptr->flags7 & RF7_HAS_LD_MASK) p_ptr->update |= (PU_MON_LITE);
2077 /* Extract monster name (or "it") */
2078 monster_desc(m_name, m_ptr, 0);
2080 /* Access the weapon */
2081 o_ptr = &inventory[INVEN_RARM+hand];
2083 /* Calculate the "attack quality" */
2084 bonus = p_ptr->to_h[hand] + o_ptr->to_h;
2085 chance = (p_ptr->skill_thn + (bonus * BTH_PLUS_ADJ));
2086 if (mode == HISSATSU_IAI) chance += 60;
2087 if (p_ptr->special_defense & KATA_KOUKIJIN) chance += 150;
2089 if (p_ptr->sutemi) chance = MAX(chance * 3 / 2, chance + 60);
2091 vir = virtue_number(V_VALOUR);
2094 chance += (p_ptr->virtues[vir - 1]/10);
2097 zantetsu_mukou = ((o_ptr->name1 == ART_ZANTETSU) && (r_ptr->d_char == 'j'));
2098 e_j_mukou = ((o_ptr->name1 == ART_EXCALIBUR_J) && (r_ptr->d_char == 'S'));
2100 if ((mode == HISSATSU_KYUSHO) || (mode == HISSATSU_MINEUCHI) || (mode == HISSATSU_3DAN) || (mode == HISSATSU_IAI)) num_blow = 1;
2101 else if (mode == HISSATSU_COLD) num_blow = p_ptr->num_blow[hand]+2;
2102 else num_blow = p_ptr->num_blow[hand];
2104 /* Attack once for each legal blow */
2105 while ((num++ < num_blow) && !p_ptr->is_dead)
2107 if (((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_DOKUBARI)) || (mode == HISSATSU_KYUSHO))
2109 if (p_ptr->migite && p_ptr->hidarite)
2111 success_hit = one_in_(2);
2113 else success_hit = TRUE;
2115 else if (mode == HISSATSU_MAJIN)
2120 success_hit = FALSE;
2121 old_success_hit = success_hit;
2123 else success_hit = old_success_hit;
2125 else if ((p_ptr->pclass == CLASS_NINJA) && ((backstab || fuiuchi) && !(r_ptr->flagsr & RFR_RES_ALL))) success_hit = TRUE;
2126 else success_hit = test_hit_norm(chance, r_ptr->ac, m_ptr->ml);
2131 int vorpal_chance = ((o_ptr->name1 == ART_VORPAL_BLADE) || (o_ptr->name1 == ART_CHAINSWORD)) ? 2 : 4;
2138 if (backstab) msg_format("¤¢¤Ê¤¿¤ÏÎä¹ó¤Ë¤â̲¤Ã¤Æ¤¤¤ë̵ÎϤÊ%s¤òÆͤ»É¤·¤¿¡ª", m_name);
2139 else if (fuiuchi) msg_format("ÉÔ°Õ¤òÆͤ¤¤Æ%s¤Ë¶¯Îõ¤Ê°ì·â¤ò¶ô¤é¤ï¤»¤¿¡ª", m_name);
2140 else if (stab_fleeing) msg_format("ƨ¤²¤ë%s¤òÇØÃ椫¤éÆͤ»É¤·¤¿¡ª", m_name);
2141 else if (!monk_attack) msg_format("%s¤ò¹¶·â¤·¤¿¡£", m_name);
2143 if (backstab) msg_format("You cruelly stab the helpless, sleeping %s!", m_name);
2144 else if (fuiuchi) msg_format("You make surprise attack, and hit %s with a powerful blow!", m_name);
2145 else if (stab_fleeing) msg_format("You backstab the fleeing %s!", m_name);
2146 else if (!monk_attack) msg_format("You hit %s.", m_name);
2149 /* Hack -- bare hands do one damage */
2152 object_flags(o_ptr, flgs);
2154 /* Select a chaotic effect (50% chance) */
2155 if ((have_flag(flgs, TR_CHAOTIC)) && one_in_(2))
2158 chg_virtue(V_CHANCE, 1);
2160 if (randint1(5) < 3)
2162 /* Vampiric (20%) */
2165 else if (one_in_(250))
2170 else if (!one_in_(10))
2172 /* Confusion (26.892%) */
2175 else if (one_in_(2))
2177 /* Teleport away (1.494%) */
2182 /* Polymorph (1.494%) */
2187 /* Vampiric drain */
2188 if ((have_flag(flgs, TR_VAMPIRIC)) || (chaos_effect == 1) || (mode == HISSATSU_DRAIN))
2190 /* Only drain "living" monsters */
2191 if (monster_living(r_ptr))
2197 if ((have_flag(flgs, TR_VORPAL)) && (randint1(vorpal_chance*3/2) == 1) && !zantetsu_mukou)
2199 else vorpal_cut = FALSE;
2203 int special_effect = 0, stun_effect = 0, times = 0, max_times;
2205 martial_arts *ma_ptr = &ma_blows[0], *old_ptr = &ma_blows[0];
2206 int resist_stun = 0;
2209 if (r_ptr->flags1 & RF1_UNIQUE) resist_stun += 88;
2210 if (r_ptr->flags3 & RF3_NO_STUN) resist_stun += 66;
2211 if (r_ptr->flags3 & RF3_NO_CONF) resist_stun += 33;
2212 if (r_ptr->flags3 & RF3_NO_SLEEP) resist_stun += 33;
2213 if ((r_ptr->flags3 & RF3_UNDEAD) || (r_ptr->flags3 & RF3_NONLIVING))
2216 if (p_ptr->special_defense & KAMAE_BYAKKO)
2217 max_times = (p_ptr->lev < 3 ? 1 : p_ptr->lev / 3);
2218 else if (p_ptr->special_defense & KAMAE_SUZAKU)
2220 else if (p_ptr->special_defense & KAMAE_GENBU)
2223 max_times = (p_ptr->lev < 7 ? 1 : p_ptr->lev / 7);
2224 /* Attempt 'times' */
2225 for (times = 0; times < max_times; times++)
2229 ma_ptr = &ma_blows[randint0(MAX_MA)];
2230 if ((p_ptr->pclass == CLASS_FORCETRAINER) && (ma_ptr->min_level > 1)) min_level = ma_ptr->min_level + 3;
2231 else min_level = ma_ptr->min_level;
2233 while ((min_level > p_ptr->lev) ||
2234 (randint1(p_ptr->lev) < ma_ptr->chance));
2236 /* keep the highest level attack available we found */
2237 if ((ma_ptr->min_level > old_ptr->min_level) &&
2238 !p_ptr->stun && !p_ptr->confused)
2242 if (p_ptr->wizard && cheat_xtra)
2245 msg_print("¹¶·â¤òºÆÁªÂò¤·¤Þ¤·¤¿¡£");
2247 msg_print("Attack re-selected.");
2257 if (p_ptr->pclass == CLASS_FORCETRAINER) min_level = MAX(1, ma_ptr->min_level - 3);
2258 else min_level = ma_ptr->min_level;
2259 k = damroll(ma_ptr->dd + p_ptr->to_dd[hand], ma_ptr->ds + p_ptr->to_ds[hand]);
2260 if (p_ptr->special_attack & ATTACK_SUIKEN) k *= 2;
2262 if (ma_ptr->effect == MA_KNEE)
2264 if (r_ptr->flags1 & RF1_MALE)
2267 msg_format("%s¤Ë¶âŪɨ½³¤ê¤ò¤¯¤é¤ï¤·¤¿¡ª", m_name);
2269 msg_format("You hit %s in the groin with your knee!", m_name);
2273 special_effect = MA_KNEE;
2276 msg_format(ma_ptr->desc, m_name);
2279 else if (ma_ptr->effect == MA_SLOW)
2281 if (!((r_ptr->flags1 & RF1_NEVER_MOVE) ||
2282 my_strchr("~#{}.UjmeEv$,DdsbBFIJQSXclnw!=?", r_ptr->d_char)))
2285 msg_format("%s¤Î¼ó¤Ë´ØÀá½³¤ê¤ò¤¯¤é¤ï¤·¤¿¡ª", m_name);
2287 msg_format("You kick %s in the ankle.", m_name);
2290 special_effect = MA_SLOW;
2292 else msg_format(ma_ptr->desc, m_name);
2298 stun_effect = (ma_ptr->effect / 2) + randint1(ma_ptr->effect / 2);
2301 msg_format(ma_ptr->desc, m_name);
2304 if (p_ptr->special_defense & KAMAE_SUZAKU) weight = 4;
2305 if ((p_ptr->pclass == CLASS_FORCETRAINER) && (p_ptr->magic_num1[0]))
2307 weight += (p_ptr->magic_num1[0]/30);
2308 if (weight > 20) weight = 20;
2311 k = critical_norm(p_ptr->lev * weight, min_level, k, p_ptr->to_h[0], 0);
2313 if ((special_effect == MA_KNEE) && ((k + p_ptr->to_d[hand]) < m_ptr->hp))
2316 msg_format("%^s¤Ï¶ìÄˤˤ¦¤á¤¤¤Æ¤¤¤ë¡ª", m_name);
2318 msg_format("%^s moans in agony!", m_name);
2321 stun_effect = 7 + randint1(13);
2325 else if ((special_effect == MA_SLOW) && ((k + p_ptr->to_d[hand]) < m_ptr->hp))
2327 if (!(r_ptr->flags1 & RF1_UNIQUE) &&
2328 (randint1(p_ptr->lev) > r_ptr->level) &&
2332 msg_format("%^s¤Ï¤ò¤Ò¤¤º¤ê»Ï¤á¤¿¡£", m_name);
2334 msg_format("%^s starts limping slower.", m_name);
2337 m_ptr->mspeed -= 10;
2341 if (stun_effect && ((k + p_ptr->to_d[hand]) < m_ptr->hp))
2343 if (p_ptr->lev > randint1(r_ptr->level + resist_stun + 10))
2346 if (m_ptr->stunned) msg_format("%^s¤Ï¤µ¤é¤Ë¥Õ¥é¥Õ¥é¤Ë¤Ê¤Ã¤¿¡£", m_name);
2347 else msg_format("%^s¤Ï¥Õ¥é¥Õ¥é¤Ë¤Ê¤Ã¤¿¡£", m_name);
2349 if (m_ptr->stunned) msg_format("%^s is more stunned.", m_name);
2350 else msg_format("%^s is stunned.", m_name);
2353 m_ptr->stunned += stun_effect;
2358 /* Handle normal weapon */
2359 else if (o_ptr->k_idx)
2361 k = damroll(o_ptr->dd + p_ptr->to_dd[hand], o_ptr->ds + p_ptr->to_ds[hand]);
2362 k = tot_dam_aux(o_ptr, k, m_ptr, mode, FALSE);
2366 k *= (3 + (p_ptr->lev / 20));
2370 k = k*(5+(p_ptr->lev*2/25))/2;
2372 else if (stab_fleeing)
2377 if ((p_ptr->impact[hand] && ((k > 50) || one_in_(7))) ||
2378 (chaos_effect == 2) || (mode == HISSATSU_QUAKE))
2383 if ((!(o_ptr->tval == TV_SWORD) || !(o_ptr->sval == SV_DOKUBARI)) && !(mode == HISSATSU_KYUSHO))
2384 k = critical_norm(o_ptr->weight, o_ptr->to_h, k, p_ptr->to_h[hand], mode);
2392 if ((o_ptr->name1 == ART_CHAINSWORD) && !one_in_(2))
2394 char chainsword_noise[1024];
2396 if (!get_rnd_line("chainswd_j.txt", 0, chainsword_noise))
2398 if (!get_rnd_line("chainswd.txt", 0, chainsword_noise))
2401 msg_print(chainsword_noise);
2405 if (o_ptr->name1 == ART_VORPAL_BLADE)
2408 msg_print("Ìܤˤâ»ß¤Þ¤é¤Ì¥ô¥©¡¼¥Ñ¥ë¥Ö¥ì¡¼¥É¡¢¼êÏ£¤ÎÁá¶È¡ª");
2410 msg_print("Your Vorpal Blade goes snicker-snack!");
2416 msg_format("%s¤ò¥°¥Ã¥µ¥êÀÚ¤êÎö¤¤¤¿¡ª", m_name);
2418 msg_format("Your weapon cuts deep into %s!", m_name);
2422 /* Try to increase the damage */
2423 while (one_in_(vorpal_chance))
2431 if (((r_ptr->flagsr & RFR_RES_ALL) ? k/100 : k) > m_ptr->hp)
2434 msg_format("%s¤ò¿¿¤ÃÆó¤Ä¤Ë¤·¤¿¡ª", m_name);
2436 msg_format("You cut %s in half!", m_name);
2444 case 2: msg_format("%s¤ò»Â¤Ã¤¿¡ª", m_name); break;
2445 case 3: msg_format("%s¤ò¤Ö¤Ã¤¿»Â¤Ã¤¿¡ª", m_name); break;
2446 case 4: msg_format("%s¤ò¥á¥Ã¥¿»Â¤ê¤Ë¤·¤¿¡ª", m_name); break;
2447 case 5: msg_format("%s¤ò¥á¥Ã¥¿¥á¥¿¤Ë»Â¤Ã¤¿¡ª", m_name); break;
2448 case 6: msg_format("%s¤ò»É¿È¤Ë¤·¤¿¡ª", m_name); break;
2449 case 7: msg_format("%s¤ò»Â¤Ã¤Æ»Â¤Ã¤Æ»Â¤ê¤Þ¤¯¤Ã¤¿¡ª", m_name); break;
2450 default: msg_format("%s¤òºÙÀÚ¤ì¤Ë¤·¤¿¡ª", m_name); break;
2452 case 2: msg_format("You gouge %s!", m_name); break;
2453 case 3: msg_format("You maim %s!", m_name); break;
2454 case 4: msg_format("You carve %s!", m_name); break;
2455 case 5: msg_format("You cleave %s!", m_name); break;
2456 case 6: msg_format("You smite %s!", m_name); break;
2457 case 7: msg_format("You eviscerate %s!", m_name); break;
2458 default: msg_format("You shred %s!", m_name); break;
2462 drain_result = drain_result * 3 / 2;
2466 drain_result += o_ptr->to_d;
2469 /* Apply the player damage bonuses */
2470 k += p_ptr->to_d[hand];
2471 drain_result += p_ptr->to_d[hand];
2473 if ((mode == HISSATSU_SUTEMI) || (mode == HISSATSU_3DAN)) k *= 2;
2474 if ((mode == HISSATSU_SEKIRYUKA) && !monster_living(r_ptr)) k = 0;
2475 if ((mode == HISSATSU_SEKIRYUKA) && !p_ptr->cut) k /= 2;
2477 /* No negative damage */
2480 if ((mode == HISSATSU_ZANMA) && !(!monster_living(r_ptr) && (r_ptr->flags3 & RF3_EVIL)))
2488 msg_print("¤³¤ó¤ÊÆð¤é¤«¤¤¤â¤Î¤ÏÀÚ¤ì¤ó¡ª");
2490 msg_print("You cannot cut such a elastic thing!");
2498 msg_print("ÃØéá¤Ï¶ì¼ê¤À¡ª");
2500 msg_print("Spiders are difficult for you to deal with!");
2505 if (mode == HISSATSU_MINEUCHI)
2507 int tmp = (10 + randint1(15) + p_ptr->lev / 5);
2510 anger_monster(m_ptr);
2512 if (!(r_ptr->flags3 & (RF3_NO_STUN)))
2518 msg_format("%s¤Ï¤Ò¤É¤¯¤â¤¦¤í¤¦¤È¤·¤¿¡£", m_name);
2520 msg_format("%s is more dazed.", m_name);
2528 msg_format("%s ¤Ï¤â¤¦¤í¤¦¤È¤·¤¿¡£", m_name);
2530 msg_format("%s is dazed.", m_name);
2535 m_ptr->stunned = (tmp < 200) ? tmp : 200;
2540 msg_format("%s ¤Ë¤Ï¸ú²Ì¤¬¤Ê¤«¤Ã¤¿¡£", m_name);
2542 msg_format("%s is not effected.", m_name);
2547 /* Modify the damage */
2548 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))));
2549 if (((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_DOKUBARI)) || (mode == HISSATSU_KYUSHO))
2551 if ((randint1(randint1(r_ptr->level/7)+5) == 1) && !(r_ptr->flags1 & RF1_UNIQUE) && !(r_ptr->flags7 & RF7_UNIQUE2))
2555 msg_format("%s¤ÎµÞ½ê¤òÆͤ»É¤·¤¿¡ª", m_name);
2557 msg_format("You hit %s on a fatal spot!", m_name);
2562 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)))
2564 int maxhp = maxroll(r_ptr->hdice, r_ptr->hside);
2565 if (one_in_(backstab ? 13 : (stab_fleeing || fuiuchi) ? 15 : 27))
2570 msg_format("¿Ï¤¬%s¤Ë¿¼¡¹¤ÈÆͤ»É¤µ¤Ã¤¿¡ª", m_name);
2572 msg_format("You critically injured %s!", m_name);
2575 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)))
2577 if ((r_ptr->flags1 & RF1_UNIQUE) || (r_ptr->flags7 & RF7_UNIQUE2) || (m_ptr->hp >= maxhp/2))
2579 k = MAX(k*5, m_ptr->hp/2);
2582 msg_format("%s¤ËÃ×Ì¿½ý¤òÉé¤ï¤»¤¿¡ª", m_name);
2584 msg_format("You fatally injured %s!", m_name);
2591 msg_format("¿Ï¤¬%s¤ÎµÞ½ê¤ò´Ó¤¤¤¿¡ª", m_name);
2593 msg_format("You hit %s on a fatal spot!", m_name);
2599 /* Complex message */
2600 if (p_ptr->wizard || cheat_xtra)
2603 msg_format("%d/%d ¤Î¥À¥á¡¼¥¸¤òÍ¿¤¨¤¿¡£", k, m_ptr->hp);
2605 msg_format("You do %d (out of %d) damage.", k, m_ptr->hp);
2609 if (k <= 0) can_drain = FALSE;
2611 if (drain_result > m_ptr->hp)
2612 drain_result = m_ptr->hp;
2614 /* Damage, check for fear and death */
2615 if (mon_take_hit(c_ptr->m_idx, k, fear, NULL))
2618 if ((p_ptr->pclass == CLASS_BERSERKER) && energy_use)
2620 if (p_ptr->migite && p_ptr->hidarite)
2622 if (hand) energy_use = energy_use*3/5+energy_use*num*2/(p_ptr->num_blow[hand]*5);
2623 else energy_use = energy_use*num*3/(p_ptr->num_blow[hand]*5);
2627 energy_use = energy_use*num/p_ptr->num_blow[hand];
2630 if ((o_ptr->name1 == ART_ZANTETSU) && is_lowlevel)
2632 msg_print("¤Þ¤¿¤Ä¤Þ¤é¤Ì¤â¤Î¤ò»Â¤Ã¤Æ¤·¤Þ¤Ã¤¿¡¥¡¥¡¥");
2634 msg_print("Sigh... Another trifling thing I've cut....");
2639 /* Anger the monster */
2640 if (k > 0) anger_monster(m_ptr);
2642 touch_zap_player(m_ptr);
2644 /* Are we draining it? A little note: If the monster is
2645 dead, the drain does not work... */
2647 if (can_drain && (drain_result > 0))
2649 if (o_ptr->name1 == ART_MURAMASA)
2653 int to_h = o_ptr->to_h;
2654 int to_d = o_ptr->to_d;
2658 for (i = 0; i < to_h + 3; i++) if (one_in_(4)) flag = 0;
2662 for (i = 0; i < to_d + 3; i++) if (one_in_(4)) flag = 0;
2665 if (o_ptr->to_h != to_h || o_ptr->to_d != to_d)
2668 msg_print("ÍÅÅá¤Ï·ì¤òµÛ¤Ã¤Æ¶¯¤¯¤Ê¤Ã¤¿¡ª");
2670 msg_print("Muramasa sucked blood, and became more powerful!");
2679 if (drain_result > 5) /* Did we really hurt it? */
2681 drain_heal = damroll(2, drain_result / 6);
2686 msg_format("Draining left: %d", drain_left);
2688 msg_format("Draining left: %d", drain_left);
2695 if (drain_heal < drain_left)
2697 drain_left -= drain_heal;
2701 drain_heal = drain_left;
2708 msg_format("¿Ï¤¬%s¤«¤éÀ¸Ì¿ÎϤòµÛ¤¤¼è¤Ã¤¿¡ª", m_name);
2710 msg_format("Your weapon drains life from %s!", m_name);
2716 drain_heal = (drain_heal * mutant_regenerate_mod) / 100;
2718 hp_player(drain_heal);
2719 /* We get to keep some of it! */
2723 m_ptr->maxhp -= (k+7)/8;
2724 if (m_ptr->hp > m_ptr->maxhp) m_ptr->hp = m_ptr->maxhp;
2730 /* Confusion attack */
2731 if ((p_ptr->special_attack & ATTACK_CONFUSE) || (chaos_effect == 3) || (mode == HISSATSU_CONF))
2733 /* Cancel glowing hands */
2734 if (p_ptr->special_attack & ATTACK_CONFUSE)
2736 p_ptr->special_attack &= ~(ATTACK_CONFUSE);
2738 msg_print("¼ê¤Îµ±¤¤¬¤Ê¤¯¤Ê¤Ã¤¿¡£");
2740 msg_print("Your hands stop glowing.");
2742 p_ptr->redraw |= (PR_STATUS);
2746 /* Confuse the monster */
2747 if (r_ptr->flags3 & RF3_NO_CONF)
2749 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags3 |= RF3_NO_CONF;
2752 msg_format("%^s¤Ë¤Ï¸ú²Ì¤¬¤Ê¤«¤Ã¤¿¡£", m_name);
2754 msg_format("%^s is unaffected.", m_name);
2758 else if (randint0(100) < r_ptr->level)
2761 msg_format("%^s¤Ë¤Ï¸ú²Ì¤¬¤Ê¤«¤Ã¤¿¡£", m_name);
2763 msg_format("%^s is unaffected.", m_name);
2770 msg_format("%^s¤Ïº®Í𤷤¿¤è¤¦¤À¡£", m_name);
2772 msg_format("%^s appears confused.", m_name);
2775 m_ptr->confused += 10 + randint0(p_ptr->lev) / 5;
2779 else if (chaos_effect == 4)
2781 bool resists_tele = FALSE;
2783 if (r_ptr->flagsr & RFR_RES_TELE)
2785 if (r_ptr->flags1 & RF1_UNIQUE)
2787 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flagsr |= RFR_RES_TELE;
2789 msg_format("%^s¤Ë¤Ï¸ú²Ì¤¬¤Ê¤«¤Ã¤¿¡£", m_name);
2791 msg_format("%^s is unaffected!", m_name);
2794 resists_tele = TRUE;
2796 else if (r_ptr->level > randint1(100))
2798 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flagsr |= RFR_RES_TELE;
2800 msg_format("%^s¤ÏÄñ¹³ÎϤò»ý¤Ã¤Æ¤¤¤ë¡ª", m_name);
2802 msg_format("%^s resists!", m_name);
2805 resists_tele = TRUE;
2812 msg_format("%^s¤Ï¾Ã¤¨¤¿¡ª", m_name);
2814 msg_format("%^s disappears!", m_name);
2817 teleport_away(c_ptr->m_idx, 50, FALSE, TRUE);
2818 num = num_blow + 1; /* Can't hit it anymore! */
2823 else if ((chaos_effect == 5) && (randint1(90) > r_ptr->level))
2825 if (!(r_ptr->flags1 & (RF1_UNIQUE | RF1_QUESTOR)) &&
2826 !(r_ptr->flagsr & RFR_EFF_RES_CHAO_MASK))
2828 if (polymorph_monster(y, x))
2831 msg_format("%^s¤ÏÊѲ½¤·¤¿¡ª", m_name);
2833 msg_format("%^s changes!", m_name);
2837 /* Hack -- Get new monster */
2838 m_ptr = &m_list[c_ptr->m_idx];
2840 /* Oops, we need a different name... */
2841 monster_desc(m_name, m_ptr, 0);
2843 /* Hack -- Get new race */
2844 r_ptr = &r_info[m_ptr->r_idx];
2852 msg_format("%^s¤Ë¤Ï¸ú²Ì¤¬¤Ê¤«¤Ã¤¿¡£", m_name);
2854 msg_format("%^s is unaffected.", m_name);
2860 else if (o_ptr->name1 == ART_G_HAMMER)
2862 monster_type *m_ptr = &m_list[c_ptr->m_idx];
2864 if (m_ptr->hold_o_idx)
2866 object_type *q_ptr = &o_list[m_ptr->hold_o_idx];
2867 char o_name[MAX_NLEN];
2869 object_desc(o_name, q_ptr, OD_NAME_ONLY);
2870 q_ptr->held_m_idx = 0;
2872 m_ptr->hold_o_idx = q_ptr->next_o_idx;
2873 q_ptr->next_o_idx = 0;
2875 msg_format("%s¤òÃ¥¤Ã¤¿¡£", o_name);
2877 msg_format("You snatched %s.", o_name);
2887 backstab = FALSE; /* Clumsy! */
2888 fuiuchi = FALSE; /* Clumsy! */
2890 if ((o_ptr->tval == TV_POLEARM) && (o_ptr->sval == SV_DEATH_SCYTHE) && one_in_(3))
2892 u32b flgs[TR_FLAG_SIZE];
2899 msg_format("¥ß¥¹¡ª %s¤Ë¤«¤ï¤µ¤ì¤¿¡£", m_name);
2901 msg_format("You miss %s.", m_name);
2905 msg_print("¿¶¤ê²ó¤·¤¿Âç³ù¤¬¼«Ê¬¼«¿È¤ËÊ֤äƤ¤¿¡ª");
2907 msg_print("Your scythe returns to you!");
2910 /* Extract the flags */
2911 object_flags(o_ptr, flgs);
2913 k = damroll(o_ptr->dd + p_ptr->to_dd[hand], o_ptr->ds + p_ptr->to_ds[hand]);
2916 switch (p_ptr->mimic_form)
2919 switch (p_ptr->prace)
2928 case RACE_HALF_TROLL:
2929 case RACE_HALF_OGRE:
2930 case RACE_HALF_GIANT:
2931 case RACE_HALF_TITAN:
2939 case RACE_DRACONIAN:
2946 case MIMIC_DEMON_LORD:
2953 if (p_ptr->align < 0 && mult < 20)
2955 if (!(p_ptr->resist_acid || IS_OPPOSE_ACID() || p_ptr->immune_acid) && (mult < 25))
2957 if (!(p_ptr->resist_elec || IS_OPPOSE_ELEC() || p_ptr->immune_elec) && (mult < 25))
2959 if (!(p_ptr->resist_fire || IS_OPPOSE_FIRE() || p_ptr->immune_fire) && (mult < 25))
2961 if (!(p_ptr->resist_cold || IS_OPPOSE_COLD() || p_ptr->immune_cold) && (mult < 25))
2963 if (!(p_ptr->resist_pois || IS_OPPOSE_POIS()) && (mult < 25))
2966 if ((p_ptr->pclass != CLASS_SAMURAI) && (have_flag(flgs, TR_FORCE_WEAPON)) && (p_ptr->csp > (p_ptr->msp / 30)))
2968 p_ptr->csp -= (1+(p_ptr->msp / 30));
2969 p_ptr->redraw |= (PR_MANA);
2970 mult = mult * 3 / 2 + 20;
2976 k = critical_norm(o_ptr->weight, o_ptr->to_h, k, p_ptr->to_h[hand], mode);
2981 msg_format("¥°¥Ã¥µ¥êÀÚ¤êÎö¤«¤ì¤¿¡ª");
2983 msg_format("Your weapon cuts deep into yourself!");
2985 /* Try to increase the damage */
2993 k += (p_ptr->to_d[hand] + o_ptr->to_d);
2998 take_hit(DAMAGE_FORCE, k, "»à¤ÎÂç³ù", -1);
3000 take_hit(DAMAGE_FORCE, k, "Death scythe", -1);
3012 msg_format("¥ß¥¹¡ª %s¤Ë¤«¤ï¤µ¤ì¤¿¡£", m_name);
3014 msg_format("You miss %s.", m_name);
3023 if (weak && !(*mdeath))
3026 msg_format("%s¤Ï¼å¤¯¤Ê¤Ã¤¿¤è¤¦¤À¡£", m_name);
3028 msg_format("%^s seems weakened.", m_name);
3031 if (drain_left != MAX_VAMPIRIC_DRAIN)
3035 chg_virtue(V_UNLIFE, 1);
3038 /* Mega-Hack -- apply earthquake brand */
3041 earthquake(py, px, 10);
3042 if (!cave[y][x].m_idx) *mdeath = TRUE;
3046 bool py_attack(int y, int x, int mode)
3049 bool mdeath = FALSE;
3050 bool stormbringer = FALSE;
3052 cave_type *c_ptr = &cave[y][x];
3053 monster_type *m_ptr = &m_list[c_ptr->m_idx];
3054 monster_race *r_ptr = &r_info[m_ptr->r_idx];
3057 /* Disturb the player */
3062 if (m_ptr->csleep) /* It is not honorable etc to attack helpless victims */
3064 if (!(r_ptr->flags3 & RF3_EVIL) || one_in_(5)) chg_virtue(V_COMPASSION, -1);
3065 if (!(r_ptr->flags3 & RF3_EVIL) || one_in_(5)) chg_virtue(V_HONOUR, -1);
3068 /* Extract monster name (or "it") */
3069 monster_desc(m_name, m_ptr, 0);
3071 /* Auto-Recall if possible and visible */
3072 if (m_ptr->ml) monster_race_track(m_ptr->ap_r_idx);
3074 /* Track a new monster */
3075 if (m_ptr->ml) health_track(c_ptr->m_idx);
3077 if ((r_ptr->flags1 & RF1_FEMALE) &&
3078 !(p_ptr->stun || p_ptr->confused || p_ptr->image || !m_ptr->ml))
3080 if ((inventory[INVEN_RARM].name1 == ART_ZANTETSU) || (inventory[INVEN_LARM].name1 == ART_ZANTETSU))
3083 msg_print("ÀÛ¼Ô¡¢¤ª¤Ê¤´¤Ï»Â¤ì¤Ì¡ª");
3085 msg_print("I can not attack women!");
3091 if (d_info[dungeon_type].flags1 & DF1_NO_MELEE)
3094 msg_print("¤Ê¤¼¤«¹¶·â¤¹¤ë¤³¤È¤¬¤Ç¤¤Ê¤¤¡£");
3096 msg_print("Something prevent you from attacking.");
3101 /* Stop if friendly */
3102 if (!is_hostile(m_ptr) &&
3103 !(p_ptr->stun || p_ptr->confused || p_ptr->image ||
3104 p_ptr->shero || !m_ptr->ml))
3106 if (inventory[INVEN_RARM].name1 == ART_STORMBRINGER) stormbringer = TRUE;
3107 if (inventory[INVEN_LARM].name1 == ART_STORMBRINGER) stormbringer = TRUE;
3111 msg_format("¹õ¤¤¿Ï¤Ï¶¯ÍߤË%s¤ò¹¶·â¤·¤¿¡ª", m_name);
3113 msg_format("Your black blade greedily attacks %s!", m_name);
3115 chg_virtue(V_INDIVIDUALISM, 1);
3116 chg_virtue(V_HONOUR, -1);
3117 chg_virtue(V_JUSTICE, -1);
3118 chg_virtue(V_COMPASSION, -1);
3120 else if (p_ptr->pclass != CLASS_BERSERKER)
3123 if (get_check("ËÜÅö¤Ë¹¶·â¤·¤Þ¤¹¤«¡©"))
3125 if (get_check("Really hit it? "))
3128 chg_virtue(V_INDIVIDUALISM, 1);
3129 chg_virtue(V_HONOUR, -1);
3130 chg_virtue(V_JUSTICE, -1);
3131 chg_virtue(V_COMPASSION, -1);
3136 msg_format("%s¤ò¹¶·â¤¹¤ë¤Î¤ò»ß¤á¤¿¡£", m_name);
3138 msg_format("You stop to avoid hitting %s.", m_name);
3146 /* Handle player fear */
3152 msg_format("¶²¤¯¤Æ%s¤ò¹¶·â¤Ç¤¤Ê¤¤¡ª", m_name);
3154 msg_format("You are too afraid to attack %s!", m_name);
3159 msg_format ("¤½¤Ã¤Á¤Ë¤Ï²¿¤«¶²¤¤¤â¤Î¤¬¤¤¤ë¡ª");
3161 msg_format ("There is something scary in your way!");
3164 /* Disturb the monster */
3166 if (r_ptr->flags7 & RF7_HAS_LD_MASK) p_ptr->update |= (PU_MON_LITE);
3172 if (p_ptr->migite && p_ptr->hidarite)
3174 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))
3176 if (p_ptr->skill_exp[GINOU_NITOURYU] < WEAPON_EXP_BEGINNER)
3177 p_ptr->skill_exp[GINOU_NITOURYU] += 80;
3178 else if(p_ptr->skill_exp[GINOU_NITOURYU] < WEAPON_EXP_SKILLED)
3179 p_ptr->skill_exp[GINOU_NITOURYU] += 4;
3180 else if(p_ptr->skill_exp[GINOU_NITOURYU] < WEAPON_EXP_EXPERT)
3181 p_ptr->skill_exp[GINOU_NITOURYU] += 1;
3182 else if(p_ptr->skill_exp[GINOU_NITOURYU] < WEAPON_EXP_MASTER)
3183 if (one_in_(3)) p_ptr->skill_exp[GINOU_NITOURYU] += 1;
3184 p_ptr->update |= (PU_BONUS);
3188 /* Gain riding experience */
3191 int cur = p_ptr->skill_exp[GINOU_RIDING];
3192 int max = s_info[p_ptr->pclass].s_max[GINOU_RIDING];
3196 int ridinglevel = r_info[m_list[p_ptr->riding].r_idx].level;
3197 int targetlevel = r_ptr->level;
3200 if ((cur / 200 - 5) < targetlevel)
3203 /* Extra experience */
3204 if ((cur / 100) < ridinglevel)
3206 if ((cur / 100 + 15) < ridinglevel)
3207 inc += 1 + (ridinglevel - (cur / 100 + 15));
3212 p_ptr->skill_exp[GINOU_RIDING] = MIN(max, cur + inc);
3214 p_ptr->update |= (PU_BONUS);
3218 riding_t_m_idx = c_ptr->m_idx;
3219 if (p_ptr->migite) py_attack_aux(y, x, &fear, &mdeath, 0, mode);
3220 if (p_ptr->hidarite && !mdeath) py_attack_aux(y, x, &fear, &mdeath, 1, mode);
3222 /* Mutations which yield extra 'natural' attacks */
3225 if ((p_ptr->muta2 & MUT2_HORNS) && !mdeath)
3226 natural_attack(c_ptr->m_idx, MUT2_HORNS, &fear, &mdeath);
3227 if ((p_ptr->muta2 & MUT2_BEAK) && !mdeath)
3228 natural_attack(c_ptr->m_idx, MUT2_BEAK, &fear, &mdeath);
3229 if ((p_ptr->muta2 & MUT2_SCOR_TAIL) && !mdeath)
3230 natural_attack(c_ptr->m_idx, MUT2_SCOR_TAIL, &fear, &mdeath);
3231 if ((p_ptr->muta2 & MUT2_TRUNK) && !mdeath)
3232 natural_attack(c_ptr->m_idx, MUT2_TRUNK, &fear, &mdeath);
3233 if ((p_ptr->muta2 & MUT2_TENTACLES) && !mdeath)
3234 natural_attack(c_ptr->m_idx, MUT2_TENTACLES, &fear, &mdeath);
3237 /* Hack -- delay fear messages */
3238 if (fear && m_ptr->ml && !mdeath)
3245 msg_format("%^s¤Ï¶²Éݤ·¤Æƨ¤²½Ð¤·¤¿¡ª", m_name);
3247 msg_format("%^s flees in terror!", m_name);
3252 if ((p_ptr->special_defense & KATA_IAI) && ((mode != HISSATSU_IAI) || mdeath))
3254 set_action(ACTION_NONE);
3261 bool pattern_seq(int c_y, int c_x, int n_y, int n_x)
3263 feature_type *cur_f_ptr = &f_info[cave[c_y][c_x].feat];
3264 feature_type *new_f_ptr = &f_info[cave[n_y][n_x].feat];
3265 bool is_pattern_tile_cur = have_flag(cur_f_ptr->flags, FF_PATTERN);
3266 bool is_pattern_tile_new = have_flag(new_f_ptr->flags, FF_PATTERN);
3267 int pattern_type_cur, pattern_type_new;
3269 if (!is_pattern_tile_cur && !is_pattern_tile_new) return TRUE;
3271 pattern_type_cur = is_pattern_tile_cur ? cur_f_ptr->power : NOT_PATTERN_TILE;
3272 pattern_type_new = is_pattern_tile_new ? new_f_ptr->power : NOT_PATTERN_TILE;
3274 if (pattern_type_new == PATTERN_TILE_START)
3276 if (!is_pattern_tile_cur && !p_ptr->confused && !p_ptr->stun && !p_ptr->image)
3279 if (get_check("¥Ñ¥¿¡¼¥ó¤Î¾å¤òÊ⤻Ϥá¤ë¤È¡¢Á´¤Æ¤òÊ⤫¤Ê¤±¤ì¤Ð¤Ê¤ê¤Þ¤»¤ó¡£¤¤¤¤¤Ç¤¹¤«¡©"))
3281 if (get_check("If you start walking the Pattern, you must walk the whole way. Ok? "))
3290 else if ((pattern_type_new == PATTERN_TILE_OLD) ||
3291 (pattern_type_new == PATTERN_TILE_END) ||
3292 (pattern_type_new == PATTERN_TILE_WRECKED))
3294 if (is_pattern_tile_cur)
3301 msg_print("¥Ñ¥¿¡¼¥ó¤Î¾å¤òÊ⤯¤Ë¤Ï¥¹¥¿¡¼¥ÈÃÏÅÀ¤«¤éÊ⤻Ϥá¤Ê¤¯¤Æ¤Ï¤Ê¤ê¤Þ¤»¤ó¡£");
3303 msg_print("You must start walking the Pattern from the startpoint.");
3309 else if ((pattern_type_new == PATTERN_TILE_TELEPORT) ||
3310 (pattern_type_cur == PATTERN_TILE_TELEPORT))
3314 else if (pattern_type_cur == PATTERN_TILE_START)
3316 if (is_pattern_tile_new)
3321 msg_print("¥Ñ¥¿¡¼¥ó¤Î¾å¤ÏÀµ¤·¤¤½ç½ø¤ÇÊ⤫¤Í¤Ð¤Ê¤ê¤Þ¤»¤ó¡£");
3323 msg_print("You must walk the Pattern in correct order.");
3329 else if ((pattern_type_cur == PATTERN_TILE_OLD) ||
3330 (pattern_type_cur == PATTERN_TILE_END) ||
3331 (pattern_type_cur == PATTERN_TILE_WRECKED))
3333 if (!is_pattern_tile_new)
3336 msg_print("¥Ñ¥¿¡¼¥ó¤òƧ¤ß³°¤·¤Æ¤Ï¤¤¤±¤Þ¤»¤ó¡£");
3338 msg_print("You may not step off from the Pattern.");
3350 if (!is_pattern_tile_cur)
3353 msg_print("¥Ñ¥¿¡¼¥ó¤Î¾å¤òÊ⤯¤Ë¤Ï¥¹¥¿¡¼¥ÈÃÏÅÀ¤«¤éÊ⤻Ϥá¤Ê¤¯¤Æ¤Ï¤Ê¤ê¤Þ¤»¤ó¡£");
3355 msg_print("You must start walking the Pattern from the startpoint.");
3362 byte ok_move = PATTERN_TILE_START;
3363 switch (pattern_type_cur)
3365 case PATTERN_TILE_1:
3366 ok_move = PATTERN_TILE_2;
3368 case PATTERN_TILE_2:
3369 ok_move = PATTERN_TILE_3;
3371 case PATTERN_TILE_3:
3372 ok_move = PATTERN_TILE_4;
3374 case PATTERN_TILE_4:
3375 ok_move = PATTERN_TILE_1;
3380 msg_format("¤ª¤«¤·¤Ê¥Ñ¥¿¡¼¥óÊâ¹Ô¡¢%d¡£", pattern_type_cur);
3382 msg_format("Funny Pattern walking, %d.", pattern_type_cur);
3385 return TRUE; /* Goof-up */
3388 if ((pattern_type_new == ok_move) ||
3389 (pattern_type_new == pattern_type_cur))
3393 if (!is_pattern_tile_new)
3395 msg_print("¥Ñ¥¿¡¼¥ó¤òƧ¤ß³°¤·¤Æ¤Ï¤¤¤±¤Þ¤»¤ó¡£");
3397 msg_print("You may not step off from the Pattern.");
3401 msg_print("¥Ñ¥¿¡¼¥ó¤Î¾å¤ÏÀµ¤·¤¤½ç½ø¤ÇÊ⤫¤Í¤Ð¤Ê¤ê¤Þ¤»¤ó¡£");
3403 msg_print("You must walk the Pattern in correct order.");
3413 bool player_can_enter(s16b feature, u16b mode)
3415 feature_type *f_ptr = &f_info[feature];
3417 if (p_ptr->riding) return monster_can_cross_terrain(feature, &r_info[m_list[p_ptr->riding].r_idx], mode | CEM_RIDING);
3420 if (have_flag(f_ptr->flags, FF_PATTERN))
3422 if (!(mode & CEM_P_CAN_ENTER_PATTERN)) return FALSE;
3426 if (have_flag(f_ptr->flags, FF_CAN_FLY) && p_ptr->levitation) return TRUE;
3427 if (have_flag(f_ptr->flags, FF_CAN_SWIM) && p_ptr->can_swim) return TRUE;
3428 if (have_flag(f_ptr->flags, FF_CAN_PASS) && p_ptr->pass_wall) return TRUE;
3430 if (!have_flag(f_ptr->flags, FF_MOVE)) return FALSE;
3439 bool move_player_effect(int ny, int nx, u32b mpe_mode)
3441 cave_type *c_ptr = &cave[ny][nx];
3442 feature_type *f_ptr = &f_info[c_ptr->feat];
3444 if (!(mpe_mode & MPE_STAYING))
3448 cave_type *oc_ptr = &cave[oy][ox];
3449 int om_idx = oc_ptr->m_idx;
3450 int nm_idx = c_ptr->m_idx;
3452 /* Move the player */
3456 /* Hack -- For moving monster or riding player's moving */
3457 if (!(mpe_mode & MPE_DONT_SWAP_MON))
3459 /* Swap two monsters */
3460 c_ptr->m_idx = om_idx;
3461 oc_ptr->m_idx = nm_idx;
3463 if (om_idx > 0) /* Monster on old spot (or p_ptr->riding) */
3465 monster_type *om_ptr = &m_list[om_idx];
3468 update_mon(om_idx, TRUE);
3471 if (nm_idx > 0) /* Monster on new spot */
3473 monster_type *nm_ptr = &m_list[nm_idx];
3476 update_mon(nm_idx, TRUE);
3480 /* Redraw old spot */
3483 /* Redraw new spot */
3486 if (mpe_mode & MPE_FORGET_FLOW) forget_flow();
3488 /* Check for new panel (redraw map) */
3492 p_ptr->update |= (PU_VIEW | PU_LITE | PU_FLOW | PU_MON_LITE);
3494 /* Update the monsters */
3495 p_ptr->update |= (PU_DISTANCE);
3498 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
3500 /* Remove "unsafe" flag */
3501 if ((!p_ptr->blind && !no_lite()) || !is_trap(c_ptr->feat)) c_ptr->info &= ~(CAVE_UNSAFE);
3503 /* For get everything when requested hehe I'm *NASTY* */
3504 if (dun_level && (d_info[dungeon_type].flags1 & DF1_FORGET)) wiz_dark();
3507 if (mpe_mode & MPE_HANDLE_STUFF) handle_stuff();
3509 if (p_ptr->pclass == CLASS_NINJA)
3511 if (c_ptr->info & (CAVE_GLOW)) set_superstealth(FALSE);
3512 else if (p_ptr->cur_lite <= 0) set_superstealth(TRUE);
3515 if ((p_ptr->action == ACTION_HAYAGAKE) && !have_flag(f_ptr->flags, FF_PROJECT))
3518 msg_print("¤³¤³¤Ç¤ÏÁÇÁ᤯ư¤±¤Ê¤¤¡£");
3520 msg_print("You cannot run in wall.");
3522 set_action(ACTION_NONE);
3526 if (mpe_mode & MPE_ENERGY_USE)
3528 if (music_singing(MUSIC_WALL))
3530 (void)project(0, 0, py, px, (60 + p_ptr->lev), GF_DISINTEGRATE,
3531 PROJECT_KILL | PROJECT_ITEM, -1);
3533 if (!player_bold(ny, nx) || p_ptr->is_dead || p_ptr->leaving) return FALSE;
3536 /* Spontaneous Searching */
3537 if ((p_ptr->skill_fos >= 50) || (0 == randint0(50 - p_ptr->skill_fos)))
3542 /* Continuous Searching */
3543 if (p_ptr->action == ACTION_SEARCH)
3549 /* Handle "objects" */
3550 if (!(mpe_mode & MPE_DONT_PICKUP))
3552 carry((mpe_mode & MPE_DO_PICKUP) ? TRUE : FALSE);
3555 /* Handle "store doors" */
3556 if (have_flag(f_ptr->flags, FF_STORE))
3562 /* Hack -- Enter store */
3563 command_new = SPECIAL_KEY_STORE;
3566 /* Handle "building doors" -KMW- */
3567 else if (have_flag(f_ptr->flags, FF_BLDG))
3573 /* Hack -- Enter building */
3574 command_new = SPECIAL_KEY_BUILDING;
3577 /* Handle quest areas -KMW- */
3578 else if (have_flag(f_ptr->flags, FF_QUEST_ENTER))
3584 /* Hack -- Enter quest level */
3585 command_new = SPECIAL_KEY_QUEST;
3588 else if (have_flag(f_ptr->flags, FF_QUEST_EXIT))
3590 if (quest[p_ptr->inside_quest].type == QUEST_TYPE_FIND_EXIT)
3592 if (record_fix_quest) do_cmd_write_nikki(NIKKI_FIX_QUEST_C, p_ptr->inside_quest, NULL);
3593 quest[p_ptr->inside_quest].status = QUEST_STATUS_COMPLETED;
3594 quest[p_ptr->inside_quest].complev = (byte)p_ptr->lev;
3596 msg_print("¥¯¥¨¥¹¥È¤òãÀ®¤·¤¿¡ª");
3598 msg_print("You accomplished your quest!");
3604 leave_quest_check();
3606 p_ptr->inside_quest = c_ptr->special;
3611 p_ptr->leaving = TRUE;
3614 /* Set off a trap */
3615 else if (have_flag(f_ptr->flags, FF_HIT_TRAP) && !(mpe_mode & MPE_STAYING))
3621 if (c_ptr->mimic || have_flag(f_ptr->flags, FF_SECRET))
3625 msg_print("¥È¥é¥Ã¥×¤À¡ª");
3627 msg_print("You found a trap!");
3631 disclose_grid(py, px);
3635 hit_trap((mpe_mode & MPE_BREAK_TRAP) ? TRUE : FALSE);
3637 if (!player_bold(ny, nx) || p_ptr->is_dead || p_ptr->leaving) return FALSE;
3640 /* Warn when leaving trap detected region */
3641 if (!(mpe_mode & MPE_STAYING) && (disturb_trap_detect || alert_trap_detect)
3642 && p_ptr->dtrap && !(c_ptr->info & CAVE_IN_DETECT))
3644 /* No duplicate warning */
3645 p_ptr->dtrap = FALSE;
3647 /* You are just on the edge */
3648 if (!(c_ptr->info & CAVE_UNSAFE))
3650 if (alert_trap_detect)
3653 msg_print("* Ãí°Õ:¤³¤ÎÀè¤Ï¥È¥é¥Ã¥×¤Î´¶ÃÎÈϰϳ°¤Ç¤¹¡ª *");
3655 msg_print("*Leaving trap detect region!*");
3659 if (disturb_trap_detect) disturb(0, 0);
3663 return player_bold(ny, nx) && !p_ptr->is_dead && !p_ptr->leaving;
3667 bool trap_can_be_ignored(int feat)
3671 case FEAT_TRAP_TRAPDOOR:
3673 case FEAT_TRAP_SPIKED_PIT:
3674 case FEAT_TRAP_POISON_PIT:
3675 if (p_ptr->levitation) return TRUE;
3677 case FEAT_TRAP_TELEPORT:
3678 if (p_ptr->anti_tele) return TRUE;
3680 case FEAT_TRAP_FIRE:
3681 if (p_ptr->immune_fire) return TRUE;
3683 case FEAT_TRAP_ACID:
3684 if (p_ptr->immune_acid) return TRUE;
3686 case FEAT_TRAP_BLIND:
3687 if (p_ptr->resist_blind) return TRUE;
3689 case FEAT_TRAP_CONFUSE:
3690 if (p_ptr->resist_conf) return TRUE;
3692 case FEAT_TRAP_POISON:
3693 if (p_ptr->resist_pois) return TRUE;
3695 case FEAT_TRAP_SLEEP:
3696 if (p_ptr->free_act) return TRUE;
3705 * Determine if a "boundary" grid is "floor mimic"
3707 #define boundary_floor(C, F, MF) \
3708 ((C)->mimic && permanent_wall(F) && \
3709 (have_flag((MF)->flags, FF_MOVE) || have_flag((MF)->flags, FF_CAN_FLY)) && \
3710 have_flag((MF)->flags, FF_PROJECT) && \
3711 !have_flag((MF)->flags, FF_OPEN))
3714 * Move player in the given direction, with the given "pickup" flag.
3716 * This routine should (probably) always induce energy expenditure.
3718 * Note that moving will *always* take a turn, and will *always* hit
3719 * any monster which might be in the destination grid. Previously,
3720 * moving into walls was "free" and did NOT hit invisible monsters.
3722 void move_player(int dir, bool do_pickup, bool break_trap)
3724 /* Find the result of moving */
3725 int y = py + ddy[dir];
3726 int x = px + ddx[dir];
3728 /* Examine the destination */
3729 cave_type *c_ptr = &cave[y][x];
3731 feature_type *f_ptr = &f_info[c_ptr->feat];
3733 monster_type *m_ptr;
3735 monster_type *riding_m_ptr = &m_list[p_ptr->riding];
3736 monster_race *riding_r_ptr = &r_info[p_ptr->riding ? riding_m_ptr->r_idx : 0]; /* Paranoia */
3740 bool p_can_enter = player_can_enter(c_ptr->feat, CEM_P_CAN_ENTER_PATTERN);
3741 bool p_can_kill_walls = FALSE;
3742 bool stormbringer = FALSE;
3744 bool oktomove = TRUE;
3745 bool do_past = FALSE;
3748 if (!dun_level && !p_ptr->wild_mode &&
3749 ((x == 0) || (x == MAX_WID - 1) ||
3750 (y == 0) || (y == MAX_HGT - 1)))
3752 /* Can the player enter the grid? */
3753 if (c_ptr->mimic && player_can_enter(c_ptr->mimic, 0))
3755 /* Hack: move to new area */
3756 if ((y == 0) && (x == 0))
3758 p_ptr->wilderness_y--;
3759 p_ptr->wilderness_x--;
3760 p_ptr->oldpy = cur_hgt - 2;
3761 p_ptr->oldpx = cur_wid - 2;
3762 ambush_flag = FALSE;
3765 else if ((y == 0) && (x == MAX_WID - 1))
3767 p_ptr->wilderness_y--;
3768 p_ptr->wilderness_x++;
3769 p_ptr->oldpy = cur_hgt - 2;
3771 ambush_flag = FALSE;
3774 else if ((y == MAX_HGT - 1) && (x == 0))
3776 p_ptr->wilderness_y++;
3777 p_ptr->wilderness_x--;
3779 p_ptr->oldpx = cur_wid - 2;
3780 ambush_flag = FALSE;
3783 else if ((y == MAX_HGT - 1) && (x == MAX_WID - 1))
3785 p_ptr->wilderness_y++;
3786 p_ptr->wilderness_x++;
3789 ambush_flag = FALSE;
3794 p_ptr->wilderness_y--;
3795 p_ptr->oldpy = cur_hgt - 2;
3797 ambush_flag = FALSE;
3800 else if (y == MAX_HGT - 1)
3802 p_ptr->wilderness_y++;
3805 ambush_flag = FALSE;
3810 p_ptr->wilderness_x--;
3811 p_ptr->oldpx = cur_wid - 2;
3813 ambush_flag = FALSE;
3816 else if (x == MAX_WID - 1)
3818 p_ptr->wilderness_x++;
3821 ambush_flag = FALSE;
3824 p_ptr->leaving = TRUE;
3830 /* "Blocked" message appears later */
3831 /* oktomove = FALSE; */
3832 p_can_enter = FALSE;
3835 /* Get the monster */
3836 m_ptr = &m_list[c_ptr->m_idx];
3839 if (inventory[INVEN_RARM].name1 == ART_STORMBRINGER) stormbringer = TRUE;
3840 if (inventory[INVEN_LARM].name1 == ART_STORMBRINGER) stormbringer = TRUE;
3842 /* Player can not walk through "walls"... */
3843 /* unless in Shadow Form */
3844 p_can_kill_walls = p_ptr->kill_wall && have_flag(f_ptr->flags, FF_TUNNEL) &&
3845 (!p_can_enter || !have_flag(f_ptr->flags, FF_LOS)) &&
3846 !have_flag(f_ptr->flags, FF_PERMANENT);
3848 /* Hack -- attack monsters */
3849 if (c_ptr->m_idx && (m_ptr->ml || p_can_enter || p_can_kill_walls))
3851 monster_race *r_ptr = &r_info[m_ptr->r_idx];
3853 /* Attack -- only if we can see it OR it is not in a wall */
3854 if (!is_hostile(m_ptr) &&
3855 !(p_ptr->confused || p_ptr->image || !m_ptr->ml || p_ptr->stun ||
3856 ((p_ptr->muta2 & MUT2_BERS_RAGE) && p_ptr->shero)) &&
3857 pattern_seq(py, px, y, x) && (p_can_enter || p_can_kill_walls))
3860 if (r_ptr->flags7 & RF7_HAS_LD_MASK) p_ptr->update |= (PU_MON_LITE);
3862 /* Extract monster name (or "it") */
3863 monster_desc(m_name, m_ptr, 0);
3867 /* Auto-Recall if possible and visible */
3868 monster_race_track(m_ptr->ap_r_idx);
3870 /* Track a new monster */
3871 health_track(c_ptr->m_idx);
3875 if ((stormbringer && (randint1(1000) > 666)) || (p_ptr->pclass == CLASS_BERSERKER))
3880 else if (monster_can_cross_terrain(cave[py][px].feat, r_ptr, 0))
3887 msg_format("%^s¤¬¼ÙËâ¤À¡ª", m_name);
3889 msg_format("%^s is in your way!", m_name);
3896 /* now continue on to 'movement' */
3905 if (oktomove && p_ptr->riding)
3907 if (riding_r_ptr->flags1 & RF1_NEVER_MOVE)
3910 msg_print("Æ°¤±¤Ê¤¤¡ª");
3912 msg_print("Can't move!");
3918 else if (riding_m_ptr->monfear)
3922 /* Acquire the monster name */
3923 monster_desc(m_name, riding_m_ptr, 0);
3925 /* Dump a message */
3927 msg_format("%s¤¬¶²Éݤ·¤Æ¤¤¤ÆÀ©¸æ¤Ç¤¤Ê¤¤¡£", m_name);
3929 msg_format("%^s is too scared to control.", m_name);
3934 else if (p_ptr->riding_ryoute)
3939 else if (have_flag(f_ptr->flags, FF_CAN_FLY) && (riding_r_ptr->flags7 & RF7_CAN_FLY))
3943 else if (have_flag(f_ptr->flags, FF_CAN_SWIM) && (riding_r_ptr->flags7 & RF7_CAN_SWIM))
3947 else if (have_flag(f_ptr->flags, FF_WATER) &&
3948 !(riding_r_ptr->flags7 & RF7_AQUATIC) &&
3949 (have_flag(f_ptr->flags, FF_DEEP) || (riding_r_ptr->flags2 & RF2_AURA_FIRE)))
3952 msg_format("%s¤Î¾å¤Ë¹Ô¤±¤Ê¤¤¡£", f_name + f_info[get_feat_mimic(c_ptr)].name);
3954 msg_print("Can't swim.");
3960 else if (!have_flag(f_ptr->flags, FF_WATER) && (riding_r_ptr->flags7 & RF7_AQUATIC))
3963 msg_format("%s¤«¤é¾å¤¬¤ì¤Ê¤¤¡£", f_name + f_info[get_feat_mimic(&cave[py][px])].name);
3965 msg_print("Can't land.");
3971 else if (have_flag(f_ptr->flags, FF_LAVA) && !(riding_r_ptr->flagsr & RFR_EFF_IM_FIRE_MASK))
3974 msg_format("%s¤Î¾å¤Ë¹Ô¤±¤Ê¤¤¡£", f_name + f_info[get_feat_mimic(c_ptr)].name);
3976 msg_print("Too hot to go through.");
3983 if (oktomove && riding_m_ptr->stunned && one_in_(2))
3986 monster_desc(m_name, riding_m_ptr, 0);
3988 msg_format("%s¤¬Û¯Û°¤È¤·¤Æ¤¤¤Æ¤¦¤Þ¤¯Æ°¤±¤Ê¤¤¡ª",m_name);
3990 msg_format("You cannot control stunned %s!",m_name);
4001 else if (!have_flag(f_ptr->flags, FF_MOVE) && have_flag(f_ptr->flags, FF_CAN_FLY) && !p_ptr->levitation)
4004 msg_format("¶õ¤òÈô¤Ð¤Ê¤¤¤È%s¤Î¾å¤Ë¤Ï¹Ô¤±¤Ê¤¤¡£", f_name + f_info[get_feat_mimic(c_ptr)].name);
4006 msg_format("You need to fly to go through the %s.", f_name + f_info[get_feat_mimic(c_ptr)].name);
4015 * Player can move through trees and
4016 * has effective -10 speed
4017 * Rangers can move without penality
4019 else if (have_flag(f_ptr->flags, FF_TREE) && !p_can_kill_walls)
4021 if ((p_ptr->pclass != CLASS_RANGER) && !p_ptr->levitation) energy_use *= 2;
4024 #ifdef ALLOW_EASY_DISARM /* TNB */
4026 /* Disarm a visible trap */
4027 else if ((do_pickup != easy_disarm) && have_flag(f_ptr->flags, FF_DISARM) && !c_ptr->mimic)
4029 if (!trap_can_be_ignored(c_ptr->feat))
4031 (void)do_cmd_disarm_aux(y, x, dir);
4036 #endif /* ALLOW_EASY_DISARM -- TNB */
4038 /* Player can not walk through "walls" unless in wraith form...*/
4039 else if (!p_can_enter && !p_can_kill_walls)
4041 /* Feature code (applying "mimic" field) */
4042 s16b feat = get_feat_mimic(c_ptr);
4043 feature_type *mimic_f_ptr = &f_info[feat];
4044 cptr name = f_name + mimic_f_ptr->name;
4048 /* Disturb the player */
4051 /* Notice things in the dark */
4052 if (!(c_ptr->info & CAVE_MARK) && !player_can_see_bold(y, x))
4054 /* Boundary floor mimic */
4055 if (boundary_floor(c_ptr, f_ptr, mimic_f_ptr))
4058 msg_print("¤½¤ì°Ê¾åÀè¤Ë¤Ï¿Ê¤á¤Ê¤¤¤è¤¦¤À¡£");
4060 msg_print("You feel you cannot go any more.");
4064 /* Wall (or secret door) */
4068 msg_format("%s¤¬¹Ô¤¯¼ê¤ò¤Ï¤Ð¤ó¤Ç¤¤¤ë¤è¤¦¤À¡£", name);
4070 msg_format("You feel %s %s blocking your way.",
4071 is_a_vowel(name[0]) ? "an" : "a", name);
4074 c_ptr->info |= (CAVE_MARK);
4082 /* Boundary floor mimic */
4083 if (boundary_floor(c_ptr, f_ptr, mimic_f_ptr))
4086 msg_print("¤½¤ì°Ê¾åÀè¤Ë¤Ï¿Ê¤á¤Ê¤¤¡£");
4088 msg_print("You cannot go any more.");
4091 if (!(p_ptr->confused || p_ptr->stun || p_ptr->image))
4095 /* Wall (or secret door) */
4098 #ifdef ALLOW_EASY_OPEN
4100 if (easy_open && is_closed_door(feat) && easy_open_door(y, x)) return;
4101 #endif /* ALLOW_EASY_OPEN */
4104 msg_format("%s¤¬¹Ô¤¯¼ê¤ò¤Ï¤Ð¤ó¤Ç¤¤¤ë¡£", name);
4106 msg_format("There is %s %s blocking your way.",
4107 is_a_vowel(name[0]) ? "an" : "a", name);
4111 * Well, it makes sense that you lose time bumping into
4112 * a wall _if_ you are confused, stunned or blind; but
4113 * typing mistakes should not cost you a turn...
4115 if (!(p_ptr->confused || p_ptr->stun || p_ptr->image))
4121 if (!boundary_floor(c_ptr, f_ptr, mimic_f_ptr)) sound(SOUND_HITWALL);
4124 /* Normal movement */
4125 if (oktomove && !pattern_seq(py, px, y, x))
4127 if (!(p_ptr->confused || p_ptr->stun || p_ptr->image))
4132 /* To avoid a loop with running */
4138 /* Normal movement */
4141 u32b mpe_mode = MPE_ENERGY_USE;
4145 if (!process_warning(x, y))
4155 msg_format("%s¤ò²¡¤·Âऱ¤¿¡£", m_name);
4157 msg_format("You push past %s.", m_name);
4161 /* Change oldpx and oldpy to place the player well when going back to big mode */
4162 if (p_ptr->wild_mode)
4164 if (ddy[dir] > 0) p_ptr->oldpy = 1;
4165 if (ddy[dir] < 0) p_ptr->oldpy = MAX_HGT - 2;
4166 if (ddy[dir] == 0) p_ptr->oldpy = MAX_HGT / 2;
4167 if (ddx[dir] > 0) p_ptr->oldpx = 1;
4168 if (ddx[dir] < 0) p_ptr->oldpx = MAX_WID - 2;
4169 if (ddx[dir] == 0) p_ptr->oldpx = MAX_WID / 2;
4172 if (p_can_kill_walls)
4174 cave_alter_feat(y, x, FF_HURT_DISI);
4176 /* Update some things -- similar to GF_KILL_WALL */
4177 p_ptr->update |= (PU_VIEW | PU_LITE | PU_FLOW | PU_MONSTERS | PU_MON_LITE);
4181 /* sound(SOUND_WALK); */
4183 #ifdef ALLOW_EASY_DISARM /* TNB */
4185 if (do_pickup != always_pickup) mpe_mode |= MPE_DO_PICKUP;
4187 #else /* ALLOW_EASY_DISARM -- TNB */
4189 if (do_pickup) mpe_mode |= MPE_DO_PICKUP;
4191 #endif /* ALLOW_EASY_DISARM -- TNB */
4193 if (break_trap) mpe_mode |= MPE_BREAK_TRAP;
4195 /* Move the player */
4196 (void)move_player_effect(y, x, mpe_mode);
4201 static bool ignore_avoid_run;
4204 * Hack -- Check for a "known wall" (see below)
4206 static int see_wall(int dir, int y, int x)
4210 /* Get the new location */
4214 /* Illegal grids are not known walls */
4215 if (!in_bounds2(y, x)) return (FALSE);
4218 c_ptr = &cave[y][x];
4220 /* Must be known to the player */
4221 if (c_ptr->info & (CAVE_MARK))
4223 /* Feature code (applying "mimic" field) */
4224 s16b feat = get_feat_mimic(c_ptr);
4225 feature_type *f_ptr = &f_info[feat];
4227 /* Wall grids are known walls */
4228 if (!player_can_enter(feat, 0)) return !have_flag(f_ptr->flags, FF_DOOR);
4230 /* Don't run on a tree unless explicitly requested */
4231 if (have_flag(f_ptr->flags, FF_AVOID_RUN) && !ignore_avoid_run)
4234 /* Don't run in a wall */
4235 if (!have_flag(f_ptr->flags, FF_MOVE) && !have_flag(f_ptr->flags, FF_CAN_FLY))
4236 return !have_flag(f_ptr->flags, FF_DOOR);
4244 * Hack -- Check for an "unknown corner" (see below)
4246 static int see_nothing(int dir, int y, int x)
4248 /* Get the new location */
4252 /* Illegal grids are unknown */
4253 if (!in_bounds2(y, x)) return (TRUE);
4255 /* Memorized grids are always known */
4256 if (cave[y][x].info & (CAVE_MARK)) return (FALSE);
4258 /* Viewable door/wall grids are known */
4259 if (player_can_see_bold(y, x)) return (FALSE);
4270 * The running algorithm: -CJS-
4272 * In the diagrams below, the player has just arrived in the
4273 * grid marked as '@', and he has just come from a grid marked
4274 * as 'o', and he is about to enter the grid marked as 'x'.
4276 * Of course, if the "requested" move was impossible, then you
4277 * will of course be blocked, and will stop.
4279 * Overview: You keep moving until something interesting happens.
4280 * If you are in an enclosed space, you follow corners. This is
4281 * the usual corridor scheme. If you are in an open space, you go
4282 * straight, but stop before entering enclosed space. This is
4283 * analogous to reaching doorways. If you have enclosed space on
4284 * one side only (that is, running along side a wall) stop if
4285 * your wall opens out, or your open space closes in. Either case
4286 * corresponds to a doorway.
4288 * What happens depends on what you can really SEE. (i.e. if you
4289 * have no light, then running along a dark corridor is JUST like
4290 * running in a dark room.) The algorithm works equally well in
4291 * corridors, rooms, mine tailings, earthquake rubble, etc, etc.
4293 * These conditions are kept in static memory:
4294 * find_openarea You are in the open on at least one
4296 * find_breakleft You have a wall on the left, and will
4298 * find_breakright You have a wall on the right, and will
4301 * To initialize these conditions, we examine the grids adjacent
4302 * to the grid marked 'x', two on each side (marked 'L' and 'R').
4303 * If either one of the two grids on a given side is seen to be
4304 * closed, then that side is considered to be closed. If both
4305 * sides are closed, then it is an enclosed (corridor) run.
4311 * Looking at more than just the immediate squares is
4312 * significant. Consider the following case. A run along the
4313 * corridor will stop just before entering the center point,
4314 * because a choice is clearly established. Running in any of
4315 * three available directions will be defined as a corridor run.
4316 * Note that a minor hack is inserted to make the angled corridor
4317 * entry (with one side blocked near and the other side blocked
4318 * further away from the runner) work correctly. The runner moves
4319 * diagonally, but then saves the previous direction as being
4320 * straight into the gap. Otherwise, the tail end of the other
4321 * entry would be perceived as an alternative on the next move.
4329 * Likewise, a run along a wall, and then into a doorway (two
4330 * runs) will work correctly. A single run rightwards from @ will
4331 * stop at 1. Another run right and down will enter the corridor
4332 * and make the corner, stopping at the 2.
4334 * ##################
4336 * ########### ######
4340 * After any move, the function area_affect is called to
4341 * determine the new surroundings, and the direction of
4342 * subsequent moves. It examines the current player location
4343 * (at which the runner has just arrived) and the previous
4344 * direction (from which the runner is considered to have come).
4346 * Moving one square in some direction places you adjacent to
4347 * three or five new squares (for straight and diagonal moves
4348 * respectively) to which you were not previously adjacent,
4349 * marked as '!' in the diagrams below.
4352 * .o@! (normal) .o.! (diagonal)
4353 * ...! (east) ..@! (south east)
4356 * You STOP if any of the new squares are interesting in any way:
4357 * for example, if they contain visible monsters or treasure.
4359 * You STOP if any of the newly adjacent squares seem to be open,
4360 * and you are also looking for a break on that side. (that is,
4361 * find_openarea AND find_break).
4363 * You STOP if any of the newly adjacent squares do NOT seem to be
4364 * open and you are in an open area, and that side was previously
4367 * Corners: If you are not in the open (i.e. you are in a corridor)
4368 * and there is only one way to go in the new squares, then turn in
4369 * that direction. If there are more than two new ways to go, STOP.
4370 * If there are two ways to go, and those ways are separated by a
4371 * square which does not seem to be open, then STOP.
4373 * Otherwise, we have a potential corner. There are two new open
4374 * squares, which are also adjacent. One of the new squares is
4375 * diagonally located, the other is straight on (as in the diagram).
4376 * We consider two more squares further out (marked below as ?).
4378 * We assign "option" to the straight-on grid, and "option2" to the
4379 * diagonal grid, and "check_dir" to the grid marked 's'.
4385 * If they are both seen to be closed, then it is seen that no benefit
4386 * is gained from moving straight. It is a known corner. To cut the
4387 * corner, go diagonally, otherwise go straight, but pretend you
4388 * stepped diagonally into that next location for a full view next
4389 * time. Conversely, if one of the ? squares is not seen to be closed,
4390 * then there is a potential choice. We check to see whether it is a
4391 * potential corner or an intersection/room entrance. If the square
4392 * two spaces straight ahead, and the space marked with 's' are both
4393 * unknown space, then it is a potential corner and enter if
4394 * find_examine is set, otherwise must stop because it is not a
4395 * corner. (find_examine option is removed and always is TRUE.)
4402 * Hack -- allow quick "cycling" through the legal directions
4404 static byte cycle[] =
4405 { 1, 2, 3, 6, 9, 8, 7, 4, 1, 2, 3, 6, 9, 8, 7, 4, 1 };
4408 * Hack -- map each direction into the "middle" of the "cycle[]" array
4410 static byte chome[] =
4411 { 0, 8, 9, 10, 7, 0, 11, 6, 5, 4 };
4414 * The direction we are running
4416 static byte find_current;
4419 * The direction we came from
4421 static byte find_prevdir;
4424 * We are looking for open area
4426 static bool find_openarea;
4429 * We are looking for a break
4431 static bool find_breakright;
4432 static bool find_breakleft;
4437 * Initialize the running algorithm for a new direction.
4439 * Diagonal Corridor -- allow diaginal entry into corridors.
4441 * Blunt Corridor -- If there is a wall two spaces ahead and
4442 * we seem to be in a corridor, then force a turn into the side
4443 * corridor, must be moving straight into a corridor here. ???
4445 * Diagonal Corridor Blunt Corridor (?)
4450 static void run_init(int dir)
4452 int row, col, deepleft, deepright;
4453 int i, shortleft, shortright;
4456 /* Save the direction */
4459 /* Assume running straight */
4462 /* Assume looking for open area */
4463 find_openarea = TRUE;
4465 /* Assume not looking for breaks */
4466 find_breakright = find_breakleft = FALSE;
4468 /* Assume no nearby walls */
4469 deepleft = deepright = FALSE;
4470 shortright = shortleft = FALSE;
4475 /* Find the destination grid */
4476 row = py + ddy[dir];
4477 col = px + ddx[dir];
4479 ignore_avoid_run = cave_have_flag_bold(row, col, FF_AVOID_RUN);
4481 /* Extract cycle index */
4484 /* Check for walls */
4485 if (see_wall(cycle[i+1], py, px))
4487 find_breakleft = TRUE;
4490 else if (see_wall(cycle[i+1], row, col))
4492 find_breakleft = TRUE;
4496 /* Check for walls */
4497 if (see_wall(cycle[i-1], py, px))
4499 find_breakright = TRUE;
4502 else if (see_wall(cycle[i-1], row, col))
4504 find_breakright = TRUE;
4508 /* Looking for a break */
4509 if (find_breakleft && find_breakright)
4511 /* Not looking for open area */
4512 find_openarea = FALSE;
4514 /* Hack -- allow angled corridor entry */
4517 if (deepleft && !deepright)
4519 find_prevdir = cycle[i - 1];
4521 else if (deepright && !deepleft)
4523 find_prevdir = cycle[i + 1];
4527 /* Hack -- allow blunt corridor entry */
4528 else if (see_wall(cycle[i], row, col))
4530 if (shortleft && !shortright)
4532 find_prevdir = cycle[i - 2];
4534 else if (shortright && !shortleft)
4536 find_prevdir = cycle[i + 2];
4544 * Update the current "run" path
4546 * Return TRUE if the running should be stopped
4548 static bool run_test(void)
4550 int prev_dir, new_dir, check_dir = 0;
4553 int option = 0, option2 = 0;
4556 feature_type *f_ptr;
4558 /* Where we came from */
4559 prev_dir = find_prevdir;
4562 /* Range of newly adjacent grids */
4563 max = (prev_dir & 0x01) + 1;
4565 /* break run when leaving trap detected region */
4566 if ((disturb_trap_detect || alert_trap_detect)
4567 && p_ptr->dtrap && !(cave[py][px].info & CAVE_IN_DETECT))
4569 /* No duplicate warning */
4570 p_ptr->dtrap = FALSE;
4572 /* You are just on the edge */
4573 if (!(cave[py][px].info & CAVE_UNSAFE))
4575 if (alert_trap_detect)
4578 msg_print("* Ãí°Õ:¤³¤ÎÀè¤Ï¥È¥é¥Ã¥×¤Î´¶ÃÎÈϰϳ°¤Ç¤¹¡ª *");
4580 msg_print("*Leaving trap detect region!*");
4584 if (disturb_trap_detect)
4592 /* Look at every newly adjacent square. */
4593 for (i = -max; i <= max; i++)
4595 s16b this_o_idx, next_o_idx = 0;
4598 new_dir = cycle[chome[prev_dir] + i];
4601 row = py + ddy[new_dir];
4602 col = px + ddx[new_dir];
4605 c_ptr = &cave[row][col];
4607 /* Feature code (applying "mimic" field) */
4608 feat = get_feat_mimic(c_ptr);
4609 f_ptr = &f_info[feat];
4611 /* Visible monsters abort running */
4614 monster_type *m_ptr = &m_list[c_ptr->m_idx];
4616 /* Visible monster */
4617 if (m_ptr->ml) return (TRUE);
4620 /* Visible objects abort running */
4621 for (this_o_idx = c_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
4625 /* Acquire object */
4626 o_ptr = &o_list[this_o_idx];
4628 /* Acquire next object */
4629 next_o_idx = o_ptr->next_o_idx;
4631 /* Visible object */
4632 if (o_ptr->marked) return (TRUE);
4635 /* Assume unknown */
4638 /* Check memorized grids */
4639 if (c_ptr->info & (CAVE_MARK))
4641 bool notice = have_flag(f_ptr->flags, FF_NOTICE);
4643 if (notice && have_flag(f_ptr->flags, FF_MOVE))
4646 if (find_ignore_doors && have_flag(f_ptr->flags, FF_DOOR) && have_flag(f_ptr->flags, FF_CLOSE))
4648 /* Option -- ignore */
4653 else if (find_ignore_stairs && have_flag(f_ptr->flags, FF_STAIRS))
4655 /* Option -- ignore */
4660 else if (have_flag(f_ptr->flags, FF_LAVA) && (p_ptr->immune_fire || IS_INVULN()))
4667 else if (have_flag(f_ptr->flags, FF_WATER) && have_flag(f_ptr->flags, FF_DEEP) &&
4668 (p_ptr->levitation || p_ptr->can_swim ||
4669 p_ptr->total_weight <= (((u32b)adj_str_wgt[p_ptr->stat_ind[A_STR]]*(p_ptr->pclass == CLASS_BERSERKER ? 150 : 100)) / 2)))
4676 /* Interesting feature */
4677 if (notice) return (TRUE);
4679 /* The grid is "visible" */
4683 /* Analyze unknown grids and floors considering mimic */
4684 if (inv || !see_wall(0, row, col))
4686 /* Looking for open area */
4692 /* The first new direction. */
4698 /* Three new directions. Stop running. */
4704 /* Two non-adjacent new directions. Stop running. */
4705 else if (option != cycle[chome[prev_dir] + i - 1])
4710 /* Two new (adjacent) directions (case 1) */
4711 else if (new_dir & 0x01)
4713 check_dir = cycle[chome[prev_dir] + i - 2];
4717 /* Two new (adjacent) directions (case 2) */
4720 check_dir = cycle[chome[prev_dir] + i + 1];
4726 /* Obstacle, while looking for open area */
4733 /* Break to the right */
4734 find_breakright = TRUE;
4739 /* Break to the left */
4740 find_breakleft = TRUE;
4746 /* Looking for open area */
4749 /* Hack -- look again */
4750 for (i = -max; i < 0; i++)
4752 /* Unknown grid or non-wall */
4753 if (!see_wall(cycle[chome[prev_dir] + i], py, px))
4755 /* Looking to break right */
4756 if (find_breakright)
4765 /* Looking to break left */
4773 /* Hack -- look again */
4774 for (i = max; i > 0; i--)
4776 /* Unknown grid or non-wall */
4777 if (!see_wall(cycle[chome[prev_dir] + i], py, px))
4779 /* Looking to break left */
4789 /* Looking to break right */
4790 if (find_breakright)
4798 /* Not looking for open area */
4810 /* Primary option */
4811 find_current = option;
4813 /* No other options */
4814 find_prevdir = option;
4817 /* Two options, examining corners */
4820 /* Primary option */
4821 find_current = option;
4823 /* Hack -- allow curving */
4824 find_prevdir = option2;
4827 /* Two options, pick one */
4830 /* Get next location */
4831 row = py + ddy[option];
4832 col = px + ddx[option];
4834 /* Don't see that it is closed off. */
4835 /* This could be a potential corner or an intersection. */
4836 if (!see_wall(option, row, col) ||
4837 !see_wall(check_dir, row, col))
4839 /* Can not see anything ahead and in the direction we */
4840 /* are turning, assume that it is a potential corner. */
4841 if (see_nothing(option, row, col) &&
4842 see_nothing(option2, row, col))
4844 find_current = option;
4845 find_prevdir = option2;
4848 /* STOP: we are next to an intersection or a room */
4855 /* This corner is seen to be enclosed; we cut the corner. */
4858 find_current = option2;
4859 find_prevdir = option2;
4862 /* This corner is seen to be enclosed, and we */
4863 /* deliberately go the long way. */
4866 find_current = option;
4867 find_prevdir = option2;
4872 /* About to hit a known wall, stop */
4873 if (see_wall(find_current, py, px))
4885 * Take one step along the current "run" path
4887 void run_step(int dir)
4892 /* Ignore AVOID_RUN on a first step */
4893 ignore_avoid_run = TRUE;
4895 /* Hack -- do not start silly run */
4896 if (see_wall(dir, py, px))
4900 msg_print("¤½¤ÎÊý¸þ¤Ë¤ÏÁö¤ì¤Þ¤»¤ó¡£");
4902 msg_print("You cannot run in that direction.");
4930 /* Decrease the run counter */
4931 if (--running <= 0) return;
4936 /* Move the player, using the "pickup" flag */
4937 #ifdef ALLOW_EASY_DISARM /* TNB */
4939 move_player(find_current, FALSE, FALSE);
4941 #else /* ALLOW_EASY_DISARM -- TNB */
4943 move_player(find_current, always_pickup, FALSE);
4945 #endif /* ALLOW_EASY_DISARM -- TNB */
4947 if (player_bold(p_ptr->run_py, p_ptr->run_px))