4 * Copyright (c) 1997 Ben Harrison, James E. Wilson, Robert A. Koeneke
6 * This software may be copied and distributed for educational, research,
7 * and not for profit purposes provided that this copyright and statement
8 * are included in all such copies. Other copyrights may also apply.
11 /* Purpose: Movement commands (part 1) */
14 #define MAX_VAMPIRIC_DRAIN 50
18 * Determine if the player "hits" a monster (normal combat).
19 * Note -- Always miss 5%, always hit 5%, otherwise random.
21 bool test_hit_fire(int chance, int ac, int vis)
28 /* Hack -- Instant miss or hit */
29 if (k < 10) return (k < 5);
31 if (p_ptr->pseikaku == SEIKAKU_NAMAKE)
32 if (one_in_(20)) return (FALSE);
35 if (chance <= 0) return (FALSE);
37 /* Invisible monsters are harder to hit */
38 if (!vis) chance = (chance + 1) / 2;
40 /* Power competes against armor */
41 if (randint0(chance) < (ac * 3 / 4)) return (FALSE);
50 * Determine if the player "hits" a monster (normal combat).
52 * Note -- Always miss 5%, always hit 5%, otherwise random.
54 bool test_hit_norm(int chance, int ac, int vis)
61 /* Hack -- Instant miss or hit */
62 if (k < 10) return (k < 5);
64 if (p_ptr->pseikaku == SEIKAKU_NAMAKE)
65 if (one_in_(20)) return (FALSE);
67 /* Wimpy attack never hits */
68 if (chance <= 0) return (FALSE);
70 /* Penalize invisible targets */
71 if (!vis) chance = (chance + 1) / 2;
73 /* Power must defeat armor */
74 if (randint0(chance) < (ac * 3 / 4)) return (FALSE);
83 * Critical hits (from objects thrown by player)
84 * Factor in item weight, total plusses, and player level.
86 s16b critical_shot(int weight, int plus, int dam)
90 /* Extract "shot" power */
91 i = ((p_ptr->to_h_b + plus) * 4) + (p_ptr->lev * 2);
93 /* Snipers can shot more critically with crossbows */
94 if (p_ptr->concent) i += ((i * p_ptr->concent) / 5);
95 if ((p_ptr->pclass == CLASS_SNIPER) && (p_ptr->tval_ammo == TV_BOLT)) i *= 2;
98 if (randint1(5000) <= i)
100 k = weight * randint1(500);
105 msg_print("¼ê¤´¤¿¤¨¤¬¤¢¤Ã¤¿¡ª");
107 msg_print("It was a good hit!");
115 msg_print("¤«¤Ê¤ê¤Î¼ê¤´¤¿¤¨¤¬¤¢¤Ã¤¿¡ª");
117 msg_print("It was a great hit!");
125 msg_print("²ñ¿´¤Î°ì·â¤À¡ª");
127 msg_print("It was a superb hit!");
140 * Critical hits (by player)
142 * Factor in weapon weight, total plusses, player level.
144 s16b critical_norm(int weight, int plus, int dam, s16b meichuu, int mode)
148 /* Extract "blow" power */
149 i = (weight + (meichuu * 3 + plus * 5) + (p_ptr->lev * 3));
152 if ((randint1((p_ptr->pclass == CLASS_NINJA) ? 4444 : 5000) <= i) || (mode == HISSATSU_MAJIN) || (mode == HISSATSU_3DAN))
154 k = weight + randint1(650);
155 if ((mode == HISSATSU_MAJIN) || (mode == HISSATSU_3DAN)) k+= randint1(650);
160 msg_print("¼ê¤´¤¿¤¨¤¬¤¢¤Ã¤¿¡ª");
162 msg_print("It was a good hit!");
170 msg_print("¤«¤Ê¤ê¤Î¼ê¤´¤¿¤¨¤¬¤¢¤Ã¤¿¡ª");
172 msg_print("It was a great hit!");
180 msg_print("²ñ¿´¤Î°ì·â¤À¡ª");
182 msg_print("It was a superb hit!");
190 msg_print("ºÇ¹â¤Î²ñ¿´¤Î°ì·â¤À¡ª");
192 msg_print("It was a *GREAT* hit!");
200 msg_print("ÈæÎà¤Ê¤ºÇ¹â¤Î²ñ¿´¤Î°ì·â¤À¡ª");
202 msg_print("It was a *SUPERB* hit!");
205 dam = ((7 * dam) / 2) + 25;
215 * Extract the "total damage" from a given object hitting a given monster.
217 * Note that "flasks of oil" do NOT do fire damage, although they
218 * certainly could be made to do so. XXX XXX
220 * Note that most brands and slays are x3, except Slay Animal (x2),
221 * Slay Evil (x2), and Kill dragon (x5).
223 s16b tot_dam_aux(object_type *o_ptr, int tdam, monster_type *m_ptr, int mode, bool thrown)
227 monster_race *r_ptr = &r_info[m_ptr->r_idx];
229 u32b flgs[TR_FLAG_SIZE];
231 /* Extract the flags */
232 object_flags(o_ptr, flgs);
237 if (p_ptr->special_attack & (ATTACK_ACID)) add_flag(flgs, TR_BRAND_ACID);
238 if (p_ptr->special_attack & (ATTACK_COLD)) add_flag(flgs, TR_BRAND_COLD);
239 if (p_ptr->special_attack & (ATTACK_ELEC)) add_flag(flgs, TR_BRAND_ELEC);
240 if (p_ptr->special_attack & (ATTACK_FIRE)) add_flag(flgs, TR_BRAND_FIRE);
241 if (p_ptr->special_attack & (ATTACK_POIS)) add_flag(flgs, TR_BRAND_POIS);
244 /* Some "weapons" and "ammo" do extra damage */
256 if ((have_flag(flgs, TR_SLAY_ANIMAL)) &&
257 (r_ptr->flags3 & RF3_ANIMAL))
259 if (is_original_ap_and_seen(m_ptr))
261 r_ptr->r_flags3 |= RF3_ANIMAL;
264 if (mult < 25) mult = 25;
268 if ((have_flag(flgs, TR_KILL_ANIMAL)) &&
269 (r_ptr->flags3 & RF3_ANIMAL))
271 if (is_original_ap_and_seen(m_ptr))
273 r_ptr->r_flags3 |= RF3_ANIMAL;
276 if (mult < 40) mult = 40;
280 if ((have_flag(flgs, TR_SLAY_EVIL)) &&
281 (r_ptr->flags3 & RF3_EVIL))
283 if (is_original_ap_and_seen(m_ptr))
285 r_ptr->r_flags3 |= RF3_EVIL;
288 if (mult < 20) mult = 20;
292 if ((have_flag(flgs, TR_KILL_EVIL)) &&
293 (r_ptr->flags3 & RF3_EVIL))
295 if (is_original_ap_and_seen(m_ptr))
297 r_ptr->r_flags3 |= RF3_EVIL;
300 if (mult < 35) mult = 35;
304 if ((have_flag(flgs, TR_SLAY_HUMAN)) &&
305 (r_ptr->flags2 & RF2_HUMAN))
307 if (is_original_ap_and_seen(m_ptr))
309 r_ptr->r_flags2 |= RF2_HUMAN;
312 if (mult < 25) mult = 25;
316 if ((have_flag(flgs, TR_KILL_HUMAN)) &&
317 (r_ptr->flags2 & RF2_HUMAN))
319 if (is_original_ap_and_seen(m_ptr))
321 r_ptr->r_flags2 |= RF2_HUMAN;
324 if (mult < 40) mult = 40;
328 if ((have_flag(flgs, TR_SLAY_UNDEAD)) &&
329 (r_ptr->flags3 & RF3_UNDEAD))
331 if (is_original_ap_and_seen(m_ptr))
333 r_ptr->r_flags3 |= RF3_UNDEAD;
336 if (mult < 30) mult = 30;
340 if ((have_flag(flgs, TR_KILL_UNDEAD)) &&
341 (r_ptr->flags3 & RF3_UNDEAD))
343 if (is_original_ap_and_seen(m_ptr))
345 r_ptr->r_flags3 |= RF3_UNDEAD;
348 if (mult < 50) mult = 50;
352 if ((have_flag(flgs, TR_SLAY_DEMON)) &&
353 (r_ptr->flags3 & RF3_DEMON))
355 if (is_original_ap_and_seen(m_ptr))
357 r_ptr->r_flags3 |= RF3_DEMON;
360 if (mult < 30) mult = 30;
364 if ((have_flag(flgs, TR_KILL_DEMON)) &&
365 (r_ptr->flags3 & RF3_DEMON))
367 if (is_original_ap_and_seen(m_ptr))
369 r_ptr->r_flags3 |= RF3_DEMON;
372 if (mult < 50) mult = 50;
376 if ((have_flag(flgs, TR_SLAY_ORC)) &&
377 (r_ptr->flags3 & RF3_ORC))
379 if (is_original_ap_and_seen(m_ptr))
381 r_ptr->r_flags3 |= RF3_ORC;
384 if (mult < 30) mult = 30;
388 if ((have_flag(flgs, TR_KILL_ORC)) &&
389 (r_ptr->flags3 & RF3_ORC))
391 if (is_original_ap_and_seen(m_ptr))
393 r_ptr->r_flags3 |= RF3_ORC;
396 if (mult < 50) mult = 50;
400 if ((have_flag(flgs, TR_SLAY_TROLL)) &&
401 (r_ptr->flags3 & RF3_TROLL))
403 if (is_original_ap_and_seen(m_ptr))
405 r_ptr->r_flags3 |= RF3_TROLL;
408 if (mult < 30) mult = 30;
412 if ((have_flag(flgs, TR_KILL_TROLL)) &&
413 (r_ptr->flags3 & RF3_TROLL))
415 if (is_original_ap_and_seen(m_ptr))
417 r_ptr->r_flags3 |= RF3_TROLL;
420 if (mult < 50) mult = 50;
424 if ((have_flag(flgs, TR_SLAY_GIANT)) &&
425 (r_ptr->flags3 & RF3_GIANT))
427 if (is_original_ap_and_seen(m_ptr))
429 r_ptr->r_flags3 |= RF3_GIANT;
432 if (mult < 30) mult = 30;
436 if ((have_flag(flgs, TR_KILL_GIANT)) &&
437 (r_ptr->flags3 & RF3_GIANT))
439 if (is_original_ap_and_seen(m_ptr))
441 r_ptr->r_flags3 |= RF3_GIANT;
444 if (mult < 50) mult = 50;
448 if ((have_flag(flgs, TR_SLAY_DRAGON)) &&
449 (r_ptr->flags3 & RF3_DRAGON))
451 if (is_original_ap_and_seen(m_ptr))
453 r_ptr->r_flags3 |= RF3_DRAGON;
456 if (mult < 30) mult = 30;
460 if ((have_flag(flgs, TR_KILL_DRAGON)) &&
461 (r_ptr->flags3 & RF3_DRAGON))
463 if (is_original_ap_and_seen(m_ptr))
465 r_ptr->r_flags3 |= RF3_DRAGON;
468 if (mult < 50) mult = 50;
470 if ((o_ptr->name1 == ART_NOTHUNG) && (m_ptr->r_idx == MON_FAFNER))
474 /* Hex - Slay Good (Runesword) */
475 if (hex_spelling(HEX_RUNESWORD) &&
476 (r_ptr->flags3 & RF3_GOOD))
478 if (is_original_ap_and_seen(m_ptr))
480 r_ptr->r_flags3 |= RF3_GOOD;
483 if (mult < 20) mult = 20;
487 if (have_flag(flgs, TR_BRAND_ACID))
489 /* Notice immunity */
490 if (r_ptr->flagsr & RFR_EFF_IM_ACID_MASK)
492 if (is_original_ap_and_seen(m_ptr))
494 r_ptr->r_flagsr |= (r_ptr->flagsr & RFR_EFF_IM_ACID_MASK);
498 /* Otherwise, take the damage */
501 if (mult < 25) mult = 25;
506 if (have_flag(flgs, TR_BRAND_ELEC))
508 /* Notice immunity */
509 if (r_ptr->flagsr & RFR_EFF_IM_ELEC_MASK)
511 if (is_original_ap_and_seen(m_ptr))
513 r_ptr->r_flagsr |= (r_ptr->flagsr & RFR_EFF_IM_ELEC_MASK);
517 /* Otherwise, take the damage */
520 if (mult < 25) mult = 25;
525 if (have_flag(flgs, TR_BRAND_FIRE))
527 /* Notice immunity */
528 if (r_ptr->flagsr & RFR_EFF_IM_FIRE_MASK)
530 if (is_original_ap_and_seen(m_ptr))
532 r_ptr->r_flagsr |= (r_ptr->flagsr & RFR_EFF_IM_FIRE_MASK);
536 /* Otherwise, take the damage */
539 if (r_ptr->flags3 & RF3_HURT_FIRE)
541 if (mult < 50) mult = 50;
542 if (is_original_ap_and_seen(m_ptr))
544 r_ptr->r_flags3 |= RF3_HURT_FIRE;
547 else if (mult < 25) mult = 25;
552 if (have_flag(flgs, TR_BRAND_COLD))
554 /* Notice immunity */
555 if (r_ptr->flagsr & RFR_EFF_IM_COLD_MASK)
557 if (is_original_ap_and_seen(m_ptr))
559 r_ptr->r_flagsr |= (r_ptr->flagsr & RFR_EFF_IM_COLD_MASK);
562 /* Otherwise, take the damage */
565 if (r_ptr->flags3 & RF3_HURT_COLD)
567 if (mult < 50) mult = 50;
568 if (is_original_ap_and_seen(m_ptr))
570 r_ptr->r_flags3 |= RF3_HURT_COLD;
573 else if (mult < 25) mult = 25;
578 if (have_flag(flgs, TR_BRAND_POIS))
580 /* Notice immunity */
581 if (r_ptr->flagsr & RFR_EFF_IM_POIS_MASK)
583 if (is_original_ap_and_seen(m_ptr))
585 r_ptr->r_flagsr |= (r_ptr->flagsr & RFR_EFF_IM_POIS_MASK);
589 /* Otherwise, take the damage */
592 if (mult < 25) mult = 25;
597 if (p_ptr->pclass == CLASS_SAMURAI)
599 mult = mult_hissatsu(mult, flgs, m_ptr, mode);
600 plog(format("mult = %d", mult));
603 if ((p_ptr->pclass != CLASS_SAMURAI) && (have_flag(flgs, TR_FORCE_WEAPON)) && (p_ptr->csp > (o_ptr->dd * o_ptr->ds / 5)))
605 p_ptr->csp -= (1+(o_ptr->dd * o_ptr->ds / 5));
606 p_ptr->redraw |= (PR_MANA);
607 mult = mult * 3 / 2 + 20;
612 if (mult > 150) mult = 150;
614 /* Return the total damage */
615 return (tdam * mult / 10);
620 * Search for hidden things
626 s16b this_o_idx, next_o_idx = 0;
631 /* Start with base search ability */
632 chance = p_ptr->skill_srh;
634 /* Penalize various conditions */
635 if (p_ptr->blind || no_lite()) chance = chance / 10;
636 if (p_ptr->confused || p_ptr->image) chance = chance / 10;
638 /* Search the nearby grids, which are always in bounds */
639 for (y = (py - 1); y <= (py + 1); y++)
641 for (x = (px - 1); x <= (px + 1); x++)
643 /* Sometimes, notice things */
644 if (randint0(100) < chance)
646 /* Access the grid */
650 if (c_ptr->mimic && is_trap(c_ptr->feat))
657 msg_print("¥È¥é¥Ã¥×¤òȯ¸«¤·¤¿¡£");
659 msg_print("You have found a trap.");
667 if (is_hidden_door(c_ptr))
671 msg_print("±£¤·¥É¥¢¤òȯ¸«¤·¤¿¡£");
673 msg_print("You have found a secret door.");
683 /* Scan all objects in the grid */
684 for (this_o_idx = c_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
689 o_ptr = &o_list[this_o_idx];
691 /* Acquire next object */
692 next_o_idx = o_ptr->next_o_idx;
694 /* Skip non-chests */
695 if (o_ptr->tval != TV_CHEST) continue;
697 /* Skip non-trapped chests */
698 if (!chest_traps[o_ptr->pval]) continue;
701 if (!object_is_known(o_ptr))
705 msg_print("È¢¤Ë»Å³Ý¤±¤é¤ì¤¿¥È¥é¥Ã¥×¤òȯ¸«¤·¤¿¡ª");
707 msg_print("You have discovered a trap on the chest!");
724 * Helper routine for py_pickup() and py_pickup_floor().
726 * Add the given dungeon object to the character's inventory.
728 * Delete the object afterwards.
730 void py_pickup_aux(int o_idx)
736 * ¥¢¥¤¥Æ¥à¤ò½¦¤Ã¤¿ºÝ¤Ë¡Ö£²¤Ä¤Î¥±¡¼¥¤ò»ý¤Ã¤Æ¤¤¤ë¡×
737 * "You have two cakes." ¤È¥¢¥¤¥Æ¥à¤ò½¦¤Ã¤¿¸å¤Î¹ç·×¤Î¤ß¤Îɽ¼¨¤¬¥ª¥ê¥¸¥Ê¥ë
739 * ¤¢¤ë¤È¤¤¤¦»ØŦ¤ò¤¦¤±¤¿¤Î¤Ç¡¢¡Ö¡Á¤ò½¦¤Ã¤¿¡¢¡Á¤ò»ý¤Ã¤Æ¤¤¤ë¡×¤È¤¤¤¦É½¼¨
740 * ¤Ë¤«¤¨¤Æ¤¢¤ë¡£¤½¤Î¤¿¤á¤ÎÇÛÎó¡£
742 char o_name[MAX_NLEN];
743 char old_name[MAX_NLEN];
747 char o_name[MAX_NLEN];
752 o_ptr = &o_list[o_idx];
755 /* Describe the object */
756 object_desc(old_name, o_ptr, OD_NAME_ONLY);
757 object_desc_kosuu(kazu_str, o_ptr);
758 hirottakazu = o_ptr->number;
760 /* Carry the object */
761 slot = inven_carry(o_ptr);
763 /* Get the object again */
764 o_ptr = &inventory[slot];
766 /* Delete the object */
767 delete_object_idx(o_idx);
769 if (p_ptr->pseikaku == SEIKAKU_MUNCHKIN)
771 bool old_known = identify_item(o_ptr);
773 /* Auto-inscription/destroy */
774 autopick_alter_item(slot, (bool)(destroy_identify && !old_known));
776 /* If it is destroyed, don't pick it up */
777 if (o_ptr->marked & OM_AUTODESTROY) return;
780 /* Describe the object */
781 object_desc(o_name, o_ptr, 0);
785 if ((o_ptr->name1 == ART_CRIMSON) && (p_ptr->pseikaku == SEIKAKU_COMBAT))
787 msg_format("¤³¤¦¤·¤Æ¡¢%s¤Ï¡Ø¥¯¥ê¥à¥¾¥ó¡Ù¤ò¼ê¤ËÆþ¤ì¤¿¡£", player_name);
788 msg_print("¤·¤«¤·º£¡¢¡Øº®Æ٤Υµ¡¼¥Ú¥ó¥È¡Ù¤ÎÊü¤Ã¤¿¥â¥ó¥¹¥¿¡¼¤¬¡¢");
789 msg_format("%s¤Ë½±¤¤¤«¤«¤ë¡¥¡¥¡¥", player_name);
795 msg_format("%s(%c)¤ò»ý¤Ã¤Æ¤¤¤ë¡£",o_name, index_to_label(slot));
799 if (o_ptr->number > hirottakazu) {
800 msg_format("%s½¦¤Ã¤Æ¡¢%s(%c)¤ò»ý¤Ã¤Æ¤¤¤ë¡£",
801 kazu_str, o_name, index_to_label(slot));
803 msg_format("%s(%c)¤ò½¦¤Ã¤¿¡£", o_name, index_to_label(slot));
807 strcpy(record_o_name, old_name);
809 msg_format("You have %s (%c).", o_name, index_to_label(slot));
810 strcpy(record_o_name, o_name);
815 /* Check if completed a quest */
816 for (i = 0; i < max_quests; i++)
818 if ((quest[i].type == QUEST_TYPE_FIND_ARTIFACT) &&
819 (quest[i].status == QUEST_STATUS_TAKEN) &&
820 (quest[i].k_idx == o_ptr->name1))
822 if (record_fix_quest) do_cmd_write_nikki(NIKKI_FIX_QUEST_C, i, NULL);
823 quest[i].status = QUEST_STATUS_COMPLETED;
824 quest[i].complev = (byte)p_ptr->lev;
826 msg_print("¥¯¥¨¥¹¥È¤òãÀ®¤·¤¿¡ª");
828 msg_print("You completed your quest!");
838 * Player "wants" to pick up an object or gold.
839 * Note that we ONLY handle things that can be picked up.
840 * See "move_player()" for handling of other things.
842 void carry(bool pickup)
844 cave_type *c_ptr = &cave[py][px];
846 s16b this_o_idx, next_o_idx = 0;
848 char o_name[MAX_NLEN];
850 /* Recenter the map around the player */
854 p_ptr->update |= (PU_MONSTERS);
857 p_ptr->redraw |= (PR_MAP);
860 p_ptr->window |= (PW_OVERHEAD);
865 /* Automatically pickup/destroy/inscribe items */
866 autopick_pickup_items(c_ptr);
869 #ifdef ALLOW_EASY_FLOOR
873 py_pickup_floor(pickup);
877 #endif /* ALLOW_EASY_FLOOR */
879 /* Scan the pile of objects */
880 for (this_o_idx = c_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
885 o_ptr = &o_list[this_o_idx];
887 #ifdef ALLOW_EASY_SENSE /* TNB */
889 /* Option: Make item sensing easy */
892 /* Sense the object */
893 (void)sense_object(o_ptr);
896 #endif /* ALLOW_EASY_SENSE -- TNB */
898 /* Describe the object */
899 object_desc(o_name, o_ptr, 0);
901 /* Acquire next object */
902 next_o_idx = o_ptr->next_o_idx;
904 /* Hack -- disturb */
908 if (o_ptr->tval == TV_GOLD)
910 int value = (long)o_ptr->pval;
912 /* Delete the gold */
913 delete_object_idx(this_o_idx);
917 msg_format(" $%ld ¤Î²ÁÃͤ¬¤¢¤ë%s¤ò¸«¤Ä¤±¤¿¡£",
918 (long)value, o_name);
920 msg_format("You collect %ld gold pieces worth of %s.",
921 (long)value, o_name);
927 /* Collect the gold */
931 p_ptr->redraw |= (PR_GOLD);
934 p_ptr->window |= (PW_PLAYER);
937 /* Pick up objects */
940 /* Hack - some objects were handled in autopick_pickup_items(). */
941 if (o_ptr->marked & OM_NOMSG)
943 /* Clear the flag. */
944 o_ptr->marked &= ~OM_NOMSG;
946 /* Describe the object */
950 msg_format("%s¤¬¤¢¤ë¡£", o_name);
952 msg_format("You see %s.", o_name);
957 /* Note that the pack is too full */
958 else if (!inven_carry_okay(o_ptr))
961 msg_format("¥¶¥Ã¥¯¤Ë¤Ï%s¤òÆþ¤ì¤ë·ä´Ö¤¬¤Ê¤¤¡£", o_name);
963 msg_format("You have no room for %s.", o_name);
968 /* Pick up the item (if requested and allowed) */
973 /* Hack -- query every item */
974 if (carry_query_flag)
976 char out_val[MAX_NLEN+20];
978 sprintf(out_val, "%s¤ò½¦¤¤¤Þ¤¹¤«? ", o_name);
980 sprintf(out_val, "Pick up %s? ", o_name);
983 okay = get_check(out_val);
986 /* Attempt to pick up an object. */
989 /* Pick up the object */
990 py_pickup_aux(this_o_idx);
999 * Determine if a trap affects the player.
1000 * Always miss 5% of the time, Always hit 5% of the time.
1001 * Otherwise, match trap power against player armor.
1003 static int check_hit(int power)
1007 /* Percentile dice */
1010 /* Hack -- 5% hit, 5% miss */
1011 if (k < 10) return (k < 5);
1013 if (p_ptr->pseikaku == SEIKAKU_NAMAKE)
1014 if (one_in_(20)) return (TRUE);
1016 /* Paranoia -- No power */
1017 if (power <= 0) return (FALSE);
1020 ac = p_ptr->ac + p_ptr->to_a;
1022 /* Power competes against Armor */
1023 if (randint1(power) > ((ac * 3) / 4)) return (TRUE);
1032 * Handle player hitting a real trap
1034 static void hit_trap(bool break_trap)
1039 /* Get the cave grid */
1040 cave_type *c_ptr = &cave[y][x];
1041 feature_type *f_ptr = &f_info[c_ptr->feat];
1042 int trap_feat_type = have_flag(f_ptr->flags, FF_TRAP) ? f_ptr->subtype : NOT_TRAP;
1045 cptr name = "¥È¥é¥Ã¥×";
1047 cptr name = "a trap";
1050 /* Disturb the player */
1053 cave_alter_feat(y, x, FF_HIT_TRAP);
1055 /* Analyze XXX XXX XXX */
1056 switch (trap_feat_type)
1060 if (p_ptr->levitation)
1063 msg_print("Íî¤È¤·¸Í¤òÈô¤Ó±Û¤¨¤¿¡£");
1065 msg_print("You fly over a trap door.");
1072 msg_print("Íî¤È¤·¸Í¤ËÍî¤Á¤¿¡ª");
1073 if ((p_ptr->pseikaku == SEIKAKU_COMBAT) || (inventory[INVEN_BOW].name1 == ART_CRIMSON))
1074 msg_print("¤¯¤Ã¤½¡Á¡ª");
1076 msg_print("You have fallen through a trap door!");
1080 dam = damroll(2, 8);
1084 name = "a trap door";
1087 take_hit(DAMAGE_NOESCAPE, dam, name, -1);
1089 /* Still alive and autosave enabled */
1090 if (autosave_l && (p_ptr->chp >= 0))
1091 do_cmd_save_game(TRUE);
1094 do_cmd_write_nikki(NIKKI_BUNSHOU, 0, "Íî¤È¤·¸Í¤ËÍî¤Á¤¿");
1096 do_cmd_write_nikki(NIKKI_BUNSHOU, 0, "You have fallen through a trap door!");
1098 prepare_change_floor_mode(CFM_SAVE_FLOORS | CFM_DOWN | CFM_RAND_PLACE | CFM_RAND_CONNECT);
1101 p_ptr->leaving = TRUE;
1108 if (p_ptr->levitation)
1111 msg_print("Íî¤È¤··ê¤òÈô¤Ó±Û¤¨¤¿¡£");
1113 msg_print("You fly over a pit trap.");
1120 msg_print("Íî¤È¤··ê¤ËÍî¤Á¤Æ¤·¤Þ¤Ã¤¿¡ª");
1122 msg_print("You have fallen into a pit!");
1125 dam = damroll(2, 6);
1129 name = "a pit trap";
1132 take_hit(DAMAGE_NOESCAPE, dam, name, -1);
1137 case TRAP_SPIKED_PIT:
1139 if (p_ptr->levitation)
1142 msg_print("¥È¥²¤Î¤¢¤ëÍî¤È¤··ê¤òÈô¤Ó±Û¤¨¤¿¡£");
1144 msg_print("You fly over a spiked pit.");
1151 msg_print("¥¹¥Ñ¥¤¥¯¤¬Éߤ«¤ì¤¿Íî¤È¤··ê¤ËÍî¤Á¤Æ¤·¤Þ¤Ã¤¿¡ª");
1153 msg_print("You fall into a spiked pit!");
1161 name = "a pit trap";
1164 dam = damroll(2, 6);
1166 /* Extra spike damage */
1167 if (randint0(100) < 50)
1170 msg_print("¥¹¥Ñ¥¤¥¯¤¬»É¤µ¤Ã¤¿¡ª");
1172 msg_print("You are impaled!");
1177 name = "¥È¥²¤Î¤¢¤ëÍî¤È¤··ê";
1179 name = "a spiked pit";
1183 (void)set_cut(p_ptr->cut + randint1(dam));
1186 /* Take the damage */
1187 take_hit(DAMAGE_NOESCAPE, dam, name, -1);
1192 case TRAP_POISON_PIT:
1194 if (p_ptr->levitation)
1197 msg_print("¥È¥²¤Î¤¢¤ëÍî¤È¤··ê¤òÈô¤Ó±Û¤¨¤¿¡£");
1199 msg_print("You fly over a spiked pit.");
1206 msg_print("¥¹¥Ñ¥¤¥¯¤¬Éߤ«¤ì¤¿Íî¤È¤··ê¤ËÍî¤Á¤Æ¤·¤Þ¤Ã¤¿¡ª");
1208 msg_print("You fall into a spiked pit!");
1213 dam = damroll(2, 6);
1218 name = "a pit trap";
1222 /* Extra spike damage */
1223 if (randint0(100) < 50)
1226 msg_print("ÆǤòÅɤé¤ì¤¿¥¹¥Ñ¥¤¥¯¤¬»É¤µ¤Ã¤¿¡ª");
1228 msg_print("You are impaled on poisonous spikes!");
1233 name = "¥È¥²¤Î¤¢¤ëÍî¤È¤··ê";
1235 name = "a spiked pit";
1240 (void)set_cut(p_ptr->cut + randint1(dam));
1242 if (p_ptr->resist_pois || IS_OPPOSE_POIS())
1245 msg_print("¤·¤«¤·ÆǤαƶÁ¤Ï¤Ê¤«¤Ã¤¿¡ª");
1247 msg_print("The poison does not affect you!");
1255 (void)set_poisoned(p_ptr->poisoned + randint1(dam));
1259 /* Take the damage */
1260 take_hit(DAMAGE_NOESCAPE, dam, name, -1);
1269 msg_print("²¿¤«¤¬¥Ô¥«¥Ã¤È¸÷¤Ã¤¿¡ª");
1271 msg_print("There is a flash of shimmering light!");
1274 num = 2 + randint1(3);
1275 for (i = 0; i < num; i++)
1277 (void)summon_specific(0, y, x, dun_level, 0, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE | PM_NO_PET));
1280 if (dun_level > randint1(100)) /* No nasty effect for low levels */
1282 bool stop_ty = FALSE;
1287 stop_ty = activate_ty_curse(stop_ty, &count);
1297 msg_print("¥Æ¥ì¥Ý¡¼¥È¡¦¥È¥é¥Ã¥×¤Ë¤Ò¤Ã¤«¤«¤Ã¤¿¡ª");
1299 msg_print("You hit a teleport trap!");
1302 teleport_player(100, TELEPORT_PASSIVE);
1309 msg_print("±ê¤ËÊñ¤Þ¤ì¤¿¡ª");
1311 msg_print("You are enveloped in flames!");
1314 dam = damroll(4, 6);
1316 (void)fire_dam(dam, "±ê¤Î¥È¥é¥Ã¥×", -1);
1318 (void)fire_dam(dam, "a fire trap", -1);
1327 msg_print("»À¤¬¿á¤¤«¤±¤é¤ì¤¿¡ª");
1329 msg_print("You are splashed with acid!");
1332 dam = damroll(4, 6);
1334 (void)acid_dam(dam, "»À¤Î¥È¥é¥Ã¥×", -1);
1336 (void)acid_dam(dam, "an acid trap", -1);
1347 msg_print("¾®¤µ¤Ê¥À¡¼¥Ä¤¬Èô¤ó¤Ç¤¤Æ»É¤µ¤Ã¤¿¡ª");
1349 msg_print("A small dart hits you!");
1352 dam = damroll(1, 4);
1354 take_hit(DAMAGE_ATTACK, dam, "¥À¡¼¥Ä¤Îæ«", -1);
1356 take_hit(DAMAGE_ATTACK, dam, "a dart trap", -1);
1359 if (!CHECK_MULTISHADOW()) (void)set_slow(p_ptr->slow + randint0(20) + 20, FALSE);
1364 msg_print("¾®¤µ¤Ê¥À¡¼¥Ä¤¬Èô¤ó¤Ç¤¤¿¡ª¤¬¡¢±¿Îɤ¯Åö¤¿¤é¤Ê¤«¤Ã¤¿¡£");
1366 msg_print("A small dart barely misses you.");
1378 msg_print("¾®¤µ¤Ê¥À¡¼¥Ä¤¬Èô¤ó¤Ç¤¤Æ»É¤µ¤Ã¤¿¡ª");
1380 msg_print("A small dart hits you!");
1383 dam = damroll(1, 4);
1385 take_hit(DAMAGE_ATTACK, dam, "¥À¡¼¥Ä¤Îæ«", -1);
1387 take_hit(DAMAGE_ATTACK, dam, "a dart trap", -1);
1390 if (!CHECK_MULTISHADOW()) (void)do_dec_stat(A_STR);
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.");
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 if (!CHECK_MULTISHADOW()) (void)do_dec_stat(A_DEX);
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.");
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 if (!CHECK_MULTISHADOW()) (void)do_dec_stat(A_CON);
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.");
1469 msg_print("¹õ¤¤¥¬¥¹¤ËÊñ¤ß¹þ¤Þ¤ì¤¿¡ª");
1471 msg_print("A black gas surrounds you!");
1474 if (!p_ptr->resist_blind)
1476 (void)set_blind(p_ptr->blind + randint0(50) + 25);
1484 msg_print("¤¤é¤á¤¯¥¬¥¹¤ËÊñ¤ß¹þ¤Þ¤ì¤¿¡ª");
1486 msg_print("A gas of scintillating colors surrounds you!");
1489 if (!p_ptr->resist_conf)
1491 (void)set_confused(p_ptr->confused + randint0(20) + 10);
1499 msg_print("»É·ãŪ¤ÊÎп§¤Î¥¬¥¹¤ËÊñ¤ß¹þ¤Þ¤ì¤¿¡ª");
1501 msg_print("A pungent green gas surrounds you!");
1504 if (!p_ptr->resist_pois && !IS_OPPOSE_POIS())
1506 (void)set_poisoned(p_ptr->poisoned + randint0(20) + 10);
1514 msg_print("´ñ̯¤ÊÇò¤¤Ì¸¤ËÊñ¤Þ¤ì¤¿¡ª");
1516 msg_print("A strange white mist surrounds you!");
1519 if (!p_ptr->free_act)
1522 msg_print("¤¢¤Ê¤¿¤Ï̲¤ê¤Ë½¢¤¤¤¿¡£");
1524 msg_print("You fall asleep.");
1528 if (ironman_nightmare)
1531 msg_print("¿È¤ÎÌÓ¤â¤è¤À¤Ä¸÷·Ê¤¬Æ¬¤ËÉ⤫¤ó¤À¡£");
1533 msg_print("A horrible vision enters your mind.");
1537 /* Pick a nightmare */
1538 get_mon_num_prep(get_nightmare, NULL);
1540 /* Have some nightmares */
1541 have_nightmare(get_mon_num(MAX_DEPTH));
1543 /* Remove the monster restriction */
1544 get_mon_num_prep(NULL, NULL);
1546 (void)set_paralyzed(p_ptr->paralyzed + randint0(10) + 5);
1554 msg_print("¤Þ¤Ð¤æ¤¤Á®¸÷¤¬Áö¤Ã¤¿¡ª");
1556 msg_print("There is a bright flash of light!");
1559 /* Make some new traps */
1560 project(0, 1, y, x, 0, GF_MAKE_TRAP, PROJECT_HIDE | PROJECT_JUMP | PROJECT_GRID, -1);
1568 msg_print("¤±¤¿¤¿¤Þ¤·¤¤²»¤¬ÌĤê¶Á¤¤¤¿¡ª");
1570 msg_print("An alarm sounds!");
1573 aggravate_monsters(0);
1581 msg_print("Âç²»¶Á¤È¶¦¤Ë¤Þ¤ï¤ê¤ÎÊɤ¬Êø¤ì¤¿¡ª");
1583 msg_print("Suddenly, surrounding walls are opened!");
1585 (void)project(0, 3, y, x, 0, GF_DISINTEGRATE, PROJECT_GRID | PROJECT_HIDE, -1);
1586 (void)project(0, 3, y, x - 4, 0, GF_DISINTEGRATE, PROJECT_GRID | PROJECT_HIDE, -1);
1587 (void)project(0, 3, y, x + 4, 0, GF_DISINTEGRATE, PROJECT_GRID | PROJECT_HIDE, -1);
1588 aggravate_monsters(0);
1593 case TRAP_ARMAGEDDON:
1595 static int levs[10] = {0, 0, 20, 10, 5, 3, 2, 1, 1, 1};
1596 int evil_idx = 0, good_idx = 0;
1600 msg_print("ÆÍÁ³Å·³¦¤ÎÀïÁè¤Ë´¬¤¹þ¤Þ¤ì¤¿¡ª");
1602 msg_print("Suddenly, you are surrounded by immotal beings!");
1605 /* Summon Demons and Angels */
1606 for (lev = dun_level; lev >= 20; lev -= 1 + lev/16)
1608 num = levs[MIN(lev/10, 9)];
1609 for (i = 0; i < num; i++)
1611 int x1 = rand_spread(x, 7);
1612 int y1 = rand_spread(y, 5);
1614 /* Skip illegal grids */
1615 if (!in_bounds(y1, x1)) continue;
1617 /* Require line of projection */
1618 if (!projectable(py, px, y1, x1)) continue;
1620 if (summon_specific(0, y1, x1, lev, SUMMON_ARMAGE_EVIL, (PM_NO_PET)))
1621 evil_idx = hack_m_idx_ii;
1623 if (summon_specific(0, y1, x1, lev, SUMMON_ARMAGE_GOOD, (PM_NO_PET)))
1625 good_idx = hack_m_idx_ii;
1628 /* Let them fight each other */
1629 if (evil_idx && good_idx)
1631 monster_type *evil_ptr = &m_list[evil_idx];
1632 monster_type *good_ptr = &m_list[good_idx];
1633 evil_ptr->target_y = good_ptr->fy;
1634 evil_ptr->target_x = good_ptr->fx;
1635 good_ptr->target_y = evil_ptr->fy;
1636 good_ptr->target_x = evil_ptr->fx;
1646 msg_print("ÆÍÁ³Êɤ«¤é¿å¤¬°î¤ì½Ð¤·¤¿¡ª¥Ô¥é¥Ë¥¢¤¬¤¤¤ë¡ª");
1648 msg_print("Suddenly, the room is filled with water with piranhas!");
1651 /* Water fills room */
1652 fire_ball_hide(GF_WATER_FLOW, 0, 1, 10);
1654 /* Summon Piranhas */
1655 num = 1 + dun_level/20;
1656 for (i = 0; i < num; i++)
1658 (void)summon_specific(0, y, x, dun_level, SUMMON_PIRANHAS, (PM_ALLOW_GROUP | PM_NO_PET));
1664 if (break_trap && is_trap(c_ptr->feat))
1666 cave_alter_feat(y, x, FF_DISARM);
1668 msg_print("¥È¥é¥Ã¥×¤òÊ´ºÕ¤·¤¿¡£");
1670 msg_print("You destroyed the trap.");
1676 static void touch_zap_player(monster_type *m_ptr)
1678 int aura_damage = 0;
1679 monster_race *r_ptr = &r_info[m_ptr->r_idx];
1681 if (r_ptr->flags2 & RF2_AURA_FIRE)
1683 if (!p_ptr->immune_fire)
1687 aura_damage = damroll(1 + (r_ptr->level / 26), 1 + (r_ptr->level / 17));
1689 /* Hack -- Get the "died from" name */
1690 monster_desc(aura_dam, m_ptr, MD_IGNORE_HALLU | MD_ASSUME_VISIBLE | MD_INDEF_VISIBLE);
1693 msg_print("ÆÍÁ³¤È¤Æ¤âÇ®¤¯¤Ê¤Ã¤¿¡ª");
1695 msg_print("You are suddenly very hot!");
1698 if (prace_is_(RACE_ENT)) aura_damage += aura_damage / 3;
1699 if (IS_OPPOSE_FIRE()) aura_damage = (aura_damage + 2) / 3;
1700 if (p_ptr->resist_fire) aura_damage = (aura_damage + 2) / 3;
1702 take_hit(DAMAGE_NOESCAPE, aura_damage, aura_dam, -1);
1703 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags2 |= RF2_AURA_FIRE;
1708 if (r_ptr->flags3 & RF3_AURA_COLD)
1710 if (!p_ptr->immune_cold)
1714 aura_damage = damroll(1 + (r_ptr->level / 26), 1 + (r_ptr->level / 17));
1716 /* Hack -- Get the "died from" name */
1717 monster_desc(aura_dam, m_ptr, MD_IGNORE_HALLU | MD_ASSUME_VISIBLE | MD_INDEF_VISIBLE);
1720 msg_print("ÆÍÁ³¤È¤Æ¤â´¨¤¯¤Ê¤Ã¤¿¡ª");
1722 msg_print("You are suddenly very cold!");
1725 if (IS_OPPOSE_COLD()) aura_damage = (aura_damage + 2) / 3;
1726 if (p_ptr->resist_cold) aura_damage = (aura_damage + 2) / 3;
1728 take_hit(DAMAGE_NOESCAPE, aura_damage, aura_dam, -1);
1729 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags3 |= RF3_AURA_COLD;
1734 if (r_ptr->flags2 & RF2_AURA_ELEC)
1736 if (!p_ptr->immune_elec)
1740 aura_damage = damroll(1 + (r_ptr->level / 26), 1 + (r_ptr->level / 17));
1742 /* Hack -- Get the "died from" name */
1743 monster_desc(aura_dam, m_ptr, MD_IGNORE_HALLU | MD_ASSUME_VISIBLE | MD_INDEF_VISIBLE);
1745 if (prace_is_(RACE_ANDROID)) aura_damage += aura_damage / 3;
1746 if (IS_OPPOSE_ELEC()) aura_damage = (aura_damage + 2) / 3;
1747 if (p_ptr->resist_elec) aura_damage = (aura_damage + 2) / 3;
1750 msg_print("ÅÅ·â¤ò¤¯¤é¤Ã¤¿¡ª");
1752 msg_print("You get zapped!");
1755 take_hit(DAMAGE_NOESCAPE, aura_damage, aura_dam, -1);
1756 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags2 |= RF2_AURA_ELEC;
1763 static void natural_attack(s16b m_idx, int attack, bool *fear, bool *mdeath)
1765 int k, bonus, chance;
1767 monster_type *m_ptr = &m_list[m_idx];
1768 monster_race *r_ptr = &r_info[m_ptr->r_idx];
1777 case MUT2_SCOR_TAIL:
1804 atk_desc = "¥¯¥Á¥Ð¥·";
1815 atk_desc = "¾Ý¤ÎÉ¡";
1821 case MUT2_TENTACLES:
1828 atk_desc = "tentacles";
1833 dss = ddd = n_weight = 1;
1835 atk_desc = "̤ÄêµÁ¤ÎÉô°Ì";
1837 atk_desc = "undefined body part";
1842 /* Extract monster name (or "it") */
1843 monster_desc(m_name, m_ptr, 0);
1846 /* Calculate the "attack quality" */
1847 bonus = p_ptr->to_h_m;
1848 bonus += (p_ptr->lev * 6 / 5);
1849 chance = (p_ptr->skill_thn + (bonus * BTH_PLUS_ADJ));
1852 if ((!(r_ptr->flags2 & RF2_QUANTUM) || !randint0(2)) && test_hit_norm(chance, r_ptr->ac, m_ptr->ml))
1858 msg_format("%s¤ò%s¤Ç¹¶·â¤·¤¿¡£", m_name, atk_desc);
1860 msg_format("You hit %s with your %s.", m_name, atk_desc);
1864 k = damroll(ddd, dss);
1865 k = critical_norm(n_weight, bonus, k, (s16b)bonus, 0);
1867 /* Apply the player damage bonuses */
1870 /* No negative damage */
1873 /* Modify the damage */
1874 k = mon_damage_mod(m_ptr, k, FALSE);
1876 /* Complex message */
1880 msg_format("%d/%d ¤Î¥À¥á¡¼¥¸¤òÍ¿¤¨¤¿¡£", k, m_ptr->hp);
1882 msg_format("You do %d (out of %d) damage.", k, m_ptr->hp);
1887 /* Anger the monster */
1888 if (k > 0) anger_monster(m_ptr);
1890 /* Damage, check for fear and mdeath */
1893 case MUT2_SCOR_TAIL:
1894 project(0, 0, m_ptr->fy, m_ptr->fx, k, GF_POIS, PROJECT_KILL, -1);
1895 *mdeath = (m_ptr->r_idx == 0);
1898 *mdeath = mon_take_hit(m_idx, k, fear, NULL);
1901 *mdeath = mon_take_hit(m_idx, k, fear, NULL);
1904 *mdeath = mon_take_hit(m_idx, k, fear, NULL);
1906 case MUT2_TENTACLES:
1907 *mdeath = mon_take_hit(m_idx, k, fear, NULL);
1910 *mdeath = mon_take_hit(m_idx, k, fear, NULL);
1913 touch_zap_player(m_ptr);
1923 msg_format("¥ß¥¹¡ª %s¤Ë¤«¤ï¤µ¤ì¤¿¡£", m_name);
1925 msg_format("You miss %s.", m_name);
1934 * Player attacks a (poor, defenseless) creature -RAK-
1936 * If no "weapon" is available, then "punch" the monster one time.
1938 static void py_attack_aux(int y, int x, bool *fear, bool *mdeath, s16b hand, int mode)
1940 int num = 0, k, bonus, chance, vir;
1942 cave_type *c_ptr = &cave[y][x];
1944 monster_type *m_ptr = &m_list[c_ptr->m_idx];
1945 monster_race *r_ptr = &r_info[m_ptr->r_idx];
1947 /* Access the weapon */
1948 object_type *o_ptr = &inventory[INVEN_RARM + hand];
1952 bool success_hit = FALSE;
1953 bool backstab = FALSE;
1954 bool vorpal_cut = FALSE;
1955 int chaos_effect = 0;
1956 bool stab_fleeing = FALSE;
1957 bool fuiuchi = FALSE;
1958 bool monk_attack = FALSE;
1959 bool do_quake = FALSE;
1961 bool drain_msg = TRUE;
1962 int drain_result = 0, drain_heal = 0;
1963 bool can_drain = FALSE;
1965 int drain_left = MAX_VAMPIRIC_DRAIN;
1966 u32b flgs[TR_FLAG_SIZE]; /* A massive hack -- life-draining weapons */
1967 bool is_human = (r_ptr->d_char == 'p');
1968 bool is_lowlevel = (r_ptr->level < (p_ptr->lev - 15));
1969 bool zantetsu_mukou, e_j_mukou;
1971 switch (p_ptr->pclass)
1975 if (buki_motteruka(INVEN_RARM + hand) && !p_ptr->icky_wield[hand])
1977 int tmp = p_ptr->lev * 6 + (p_ptr->skill_stl + 10) * 4;
1978 if (p_ptr->monlite && (mode != HISSATSU_NYUSIN)) tmp /= 3;
1979 if (p_ptr->cursed & TRC_AGGRAVATE) tmp /= 2;
1980 if (r_ptr->level > (p_ptr->lev * p_ptr->lev / 20 + 10)) tmp /= 3;
1981 if (MON_CSLEEP(m_ptr) && m_ptr->ml)
1983 /* Can't backstab creatures that we can't see, right? */
1986 else if ((p_ptr->special_defense & NINJA_S_STEALTH) && (randint0(tmp) > (r_ptr->level+20)) && m_ptr->ml && !(r_ptr->flagsr & RFR_RES_ALL))
1990 else if (MON_MONFEAR(m_ptr) && m_ptr->ml)
1992 stab_fleeing = TRUE;
1998 case CLASS_FORCETRAINER:
1999 case CLASS_BERSERKER:
2000 if ((empty_hands(TRUE) & EMPTY_HAND_RARM) && !p_ptr->riding) monk_attack = TRUE;
2004 if (!o_ptr->k_idx) /* Empty hand */
2006 if ((r_ptr->level + 10) > p_ptr->lev)
2008 if (p_ptr->skill_exp[GINOU_SUDE] < s_info[p_ptr->pclass].s_max[GINOU_SUDE])
2010 if (p_ptr->skill_exp[GINOU_SUDE] < WEAPON_EXP_BEGINNER)
2011 p_ptr->skill_exp[GINOU_SUDE] += 40;
2012 else if ((p_ptr->skill_exp[GINOU_SUDE] < WEAPON_EXP_SKILLED))
2013 p_ptr->skill_exp[GINOU_SUDE] += 5;
2014 else if ((p_ptr->skill_exp[GINOU_SUDE] < WEAPON_EXP_EXPERT) && (p_ptr->lev > 19))
2015 p_ptr->skill_exp[GINOU_SUDE] += 1;
2016 else if ((p_ptr->lev > 34))
2017 if (one_in_(3)) p_ptr->skill_exp[GINOU_SUDE] += 1;
2018 p_ptr->update |= (PU_BONUS);
2022 else if (object_is_melee_weapon(o_ptr))
2024 if ((r_ptr->level + 10) > p_ptr->lev)
2026 int tval = inventory[INVEN_RARM+hand].tval - TV_WEAPON_BEGIN;
2027 int sval = inventory[INVEN_RARM+hand].sval;
2028 int now_exp = p_ptr->weapon_exp[tval][sval];
2029 if (now_exp < s_info[p_ptr->pclass].w_max[tval][sval])
2032 if (now_exp < WEAPON_EXP_BEGINNER) amount = 80;
2033 else if (now_exp < WEAPON_EXP_SKILLED) amount = 10;
2034 else if ((now_exp < WEAPON_EXP_EXPERT) && (p_ptr->lev > 19)) amount = 1;
2035 else if ((p_ptr->lev > 34) && one_in_(2)) amount = 1;
2036 p_ptr->weapon_exp[tval][sval] += amount;
2037 p_ptr->update |= (PU_BONUS);
2042 /* Disturb the monster */
2043 (void)set_monster_csleep(c_ptr->m_idx, 0);
2045 /* Extract monster name (or "it") */
2046 monster_desc(m_name, m_ptr, 0);
2048 /* Calculate the "attack quality" */
2049 bonus = p_ptr->to_h[hand] + o_ptr->to_h;
2050 chance = (p_ptr->skill_thn + (bonus * BTH_PLUS_ADJ));
2051 if (mode == HISSATSU_IAI) chance += 60;
2052 if (p_ptr->special_defense & KATA_KOUKIJIN) chance += 150;
2054 if (p_ptr->sutemi) chance = MAX(chance * 3 / 2, chance + 60);
2056 vir = virtue_number(V_VALOUR);
2059 chance += (p_ptr->virtues[vir - 1]/10);
2062 zantetsu_mukou = ((o_ptr->name1 == ART_ZANTETSU) && (r_ptr->d_char == 'j'));
2063 e_j_mukou = ((o_ptr->name1 == ART_EXCALIBUR_J) && (r_ptr->d_char == 'S'));
2065 if ((mode == HISSATSU_KYUSHO) || (mode == HISSATSU_MINEUCHI) || (mode == HISSATSU_3DAN) || (mode == HISSATSU_IAI)) num_blow = 1;
2066 else if (mode == HISSATSU_COLD) num_blow = p_ptr->num_blow[hand]+2;
2067 else num_blow = p_ptr->num_blow[hand];
2069 /* Hack -- DOKUBARI always hit once */
2070 if ((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_DOKUBARI)) num_blow = 1;
2072 /* Attack once for each legal blow */
2073 while ((num++ < num_blow) && !p_ptr->is_dead)
2075 if (((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_DOKUBARI)) || (mode == HISSATSU_KYUSHO))
2079 if (p_ptr->migite && p_ptr->hidarite)
2083 if (mode == HISSATSU_3DAN)
2088 success_hit = one_in_(n);
2090 else if ((p_ptr->pclass == CLASS_NINJA) && ((backstab || fuiuchi) && !(r_ptr->flagsr & RFR_RES_ALL))) success_hit = TRUE;
2091 else success_hit = test_hit_norm(chance, r_ptr->ac, m_ptr->ml);
2093 if (mode == HISSATSU_MAJIN)
2096 success_hit = FALSE;
2102 int vorpal_chance = ((o_ptr->name1 == ART_VORPAL_BLADE) || (o_ptr->name1 == ART_CHAINSWORD)) ? 2 : 4;
2109 if (backstab) msg_format("¤¢¤Ê¤¿¤ÏÎä¹ó¤Ë¤â̲¤Ã¤Æ¤¤¤ë̵ÎϤÊ%s¤òÆͤ»É¤·¤¿¡ª", m_name);
2110 else if (fuiuchi) msg_format("ÉÔ°Õ¤òÆͤ¤¤Æ%s¤Ë¶¯Îõ¤Ê°ì·â¤ò¶ô¤é¤ï¤»¤¿¡ª", m_name);
2111 else if (stab_fleeing) msg_format("ƨ¤²¤ë%s¤òÇØÃ椫¤éÆͤ»É¤·¤¿¡ª", m_name);
2112 else if (!monk_attack) msg_format("%s¤ò¹¶·â¤·¤¿¡£", m_name);
2114 if (backstab) msg_format("You cruelly stab the helpless, sleeping %s!", m_name);
2115 else if (fuiuchi) msg_format("You make surprise attack, and hit %s with a powerful blow!", m_name);
2116 else if (stab_fleeing) msg_format("You backstab the fleeing %s!", m_name);
2117 else if (!monk_attack) msg_format("You hit %s.", m_name);
2120 /* Hack -- bare hands do one damage */
2123 object_flags(o_ptr, flgs);
2125 /* Select a chaotic effect (50% chance) */
2126 if ((have_flag(flgs, TR_CHAOTIC)) && one_in_(2))
2129 chg_virtue(V_CHANCE, 1);
2131 if (randint1(5) < 3)
2133 /* Vampiric (20%) */
2136 else if (one_in_(250))
2141 else if (!one_in_(10))
2143 /* Confusion (26.892%) */
2146 else if (one_in_(2))
2148 /* Teleport away (1.494%) */
2153 /* Polymorph (1.494%) */
2158 /* Vampiric drain */
2159 if ((have_flag(flgs, TR_VAMPIRIC)) || (chaos_effect == 1) || (mode == HISSATSU_DRAIN) || hex_spelling(HEX_VAMP_BLADE))
2161 /* Only drain "living" monsters */
2162 if (monster_living(r_ptr))
2168 if ((have_flag(flgs, TR_VORPAL) || hex_spelling(HEX_RUNESWORD)) && (randint1(vorpal_chance*3/2) == 1) && !zantetsu_mukou)
2170 else vorpal_cut = FALSE;
2174 int special_effect = 0, stun_effect = 0, times = 0, max_times;
2176 const martial_arts *ma_ptr = &ma_blows[0], *old_ptr = &ma_blows[0];
2177 int resist_stun = 0;
2180 if (r_ptr->flags1 & RF1_UNIQUE) resist_stun += 88;
2181 if (r_ptr->flags3 & RF3_NO_STUN) resist_stun += 66;
2182 if (r_ptr->flags3 & RF3_NO_CONF) resist_stun += 33;
2183 if (r_ptr->flags3 & RF3_NO_SLEEP) resist_stun += 33;
2184 if ((r_ptr->flags3 & RF3_UNDEAD) || (r_ptr->flags3 & RF3_NONLIVING))
2187 if (p_ptr->special_defense & KAMAE_BYAKKO)
2188 max_times = (p_ptr->lev < 3 ? 1 : p_ptr->lev / 3);
2189 else if (p_ptr->special_defense & KAMAE_SUZAKU)
2191 else if (p_ptr->special_defense & KAMAE_GENBU)
2194 max_times = (p_ptr->lev < 7 ? 1 : p_ptr->lev / 7);
2195 /* Attempt 'times' */
2196 for (times = 0; times < max_times; times++)
2200 ma_ptr = &ma_blows[randint0(MAX_MA)];
2201 if ((p_ptr->pclass == CLASS_FORCETRAINER) && (ma_ptr->min_level > 1)) min_level = ma_ptr->min_level + 3;
2202 else min_level = ma_ptr->min_level;
2204 while ((min_level > p_ptr->lev) ||
2205 (randint1(p_ptr->lev) < ma_ptr->chance));
2207 /* keep the highest level attack available we found */
2208 if ((ma_ptr->min_level > old_ptr->min_level) &&
2209 !p_ptr->stun && !p_ptr->confused)
2213 if (p_ptr->wizard && cheat_xtra)
2216 msg_print("¹¶·â¤òºÆÁªÂò¤·¤Þ¤·¤¿¡£");
2218 msg_print("Attack re-selected.");
2228 if (p_ptr->pclass == CLASS_FORCETRAINER) min_level = MAX(1, ma_ptr->min_level - 3);
2229 else min_level = ma_ptr->min_level;
2230 k = damroll(ma_ptr->dd + p_ptr->to_dd[hand], ma_ptr->ds + p_ptr->to_ds[hand]);
2231 if (p_ptr->special_attack & ATTACK_SUIKEN) k *= 2;
2233 if (ma_ptr->effect == MA_KNEE)
2235 if (r_ptr->flags1 & RF1_MALE)
2238 msg_format("%s¤Ë¶âŪɨ½³¤ê¤ò¤¯¤é¤ï¤·¤¿¡ª", m_name);
2240 msg_format("You hit %s in the groin with your knee!", m_name);
2244 special_effect = MA_KNEE;
2247 msg_format(ma_ptr->desc, m_name);
2250 else if (ma_ptr->effect == MA_SLOW)
2252 if (!((r_ptr->flags1 & RF1_NEVER_MOVE) ||
2253 my_strchr("~#{}.UjmeEv$,DdsbBFIJQSXclnw!=?", r_ptr->d_char)))
2256 msg_format("%s¤Î¼ó¤Ë´ØÀá½³¤ê¤ò¤¯¤é¤ï¤·¤¿¡ª", m_name);
2258 msg_format("You kick %s in the ankle.", m_name);
2261 special_effect = MA_SLOW;
2263 else msg_format(ma_ptr->desc, m_name);
2269 stun_effect = (ma_ptr->effect / 2) + randint1(ma_ptr->effect / 2);
2272 msg_format(ma_ptr->desc, m_name);
2275 if (p_ptr->special_defense & KAMAE_SUZAKU) weight = 4;
2276 if ((p_ptr->pclass == CLASS_FORCETRAINER) && (p_ptr->magic_num1[0]))
2278 weight += (p_ptr->magic_num1[0]/30);
2279 if (weight > 20) weight = 20;
2282 k = critical_norm(p_ptr->lev * weight, min_level, k, p_ptr->to_h[0], 0);
2284 if ((special_effect == MA_KNEE) && ((k + p_ptr->to_d[hand]) < m_ptr->hp))
2287 msg_format("%^s¤Ï¶ìÄˤˤ¦¤á¤¤¤Æ¤¤¤ë¡ª", m_name);
2289 msg_format("%^s moans in agony!", m_name);
2292 stun_effect = 7 + randint1(13);
2296 else if ((special_effect == MA_SLOW) && ((k + p_ptr->to_d[hand]) < m_ptr->hp))
2298 if (!(r_ptr->flags1 & RF1_UNIQUE) &&
2299 (randint1(p_ptr->lev) > r_ptr->level) &&
2303 msg_format("%^s¤Ï¤ò¤Ò¤¤º¤ê»Ï¤á¤¿¡£", m_name);
2305 msg_format("%^s starts limping slower.", m_name);
2308 m_ptr->mspeed -= 10;
2312 if (stun_effect && ((k + p_ptr->to_d[hand]) < m_ptr->hp))
2314 if (p_ptr->lev > randint1(r_ptr->level + resist_stun + 10))
2316 if (set_monster_stunned(c_ptr->m_idx, stun_effect + MON_STUNNED(m_ptr)))
2319 msg_format("%^s¤Ï¥Õ¥é¥Õ¥é¤Ë¤Ê¤Ã¤¿¡£", m_name);
2321 msg_format("%^s is stunned.", m_name);
2327 msg_format("%^s¤Ï¤µ¤é¤Ë¥Õ¥é¥Õ¥é¤Ë¤Ê¤Ã¤¿¡£", m_name);
2329 msg_format("%^s is more stunned.", m_name);
2336 /* Handle normal weapon */
2337 else if (o_ptr->k_idx)
2339 k = damroll(o_ptr->dd + p_ptr->to_dd[hand], o_ptr->ds + p_ptr->to_ds[hand]);
2340 k = tot_dam_aux(o_ptr, k, m_ptr, mode, FALSE);
2344 k *= (3 + (p_ptr->lev / 20));
2348 k = k*(5+(p_ptr->lev*2/25))/2;
2350 else if (stab_fleeing)
2355 if ((p_ptr->impact[hand] && ((k > 50) || one_in_(7))) ||
2356 (chaos_effect == 2) || (mode == HISSATSU_QUAKE))
2361 if ((!(o_ptr->tval == TV_SWORD) || !(o_ptr->sval == SV_DOKUBARI)) && !(mode == HISSATSU_KYUSHO))
2362 k = critical_norm(o_ptr->weight, o_ptr->to_h, k, p_ptr->to_h[hand], mode);
2370 if ((o_ptr->name1 == ART_CHAINSWORD) && !one_in_(2))
2372 char chainsword_noise[1024];
2374 if (!get_rnd_line("chainswd_j.txt", 0, chainsword_noise))
2376 if (!get_rnd_line("chainswd.txt", 0, chainsword_noise))
2379 msg_print(chainsword_noise);
2383 if (o_ptr->name1 == ART_VORPAL_BLADE)
2386 msg_print("Ìܤˤâ»ß¤Þ¤é¤Ì¥ô¥©¡¼¥Ñ¥ë¥Ö¥ì¡¼¥É¡¢¼êÏ£¤ÎÁá¶È¡ª");
2388 msg_print("Your Vorpal Blade goes snicker-snack!");
2394 msg_format("%s¤ò¥°¥Ã¥µ¥êÀÚ¤êÎö¤¤¤¿¡ª", m_name);
2396 msg_format("Your weapon cuts deep into %s!", m_name);
2400 /* Try to increase the damage */
2401 while (one_in_(vorpal_chance))
2409 if (((r_ptr->flagsr & RFR_RES_ALL) ? k/100 : k) > m_ptr->hp)
2412 msg_format("%s¤ò¿¿¤ÃÆó¤Ä¤Ë¤·¤¿¡ª", m_name);
2414 msg_format("You cut %s in half!", m_name);
2422 case 2: msg_format("%s¤ò»Â¤Ã¤¿¡ª", m_name); break;
2423 case 3: msg_format("%s¤ò¤Ö¤Ã¤¿»Â¤Ã¤¿¡ª", m_name); break;
2424 case 4: msg_format("%s¤ò¥á¥Ã¥¿»Â¤ê¤Ë¤·¤¿¡ª", m_name); break;
2425 case 5: msg_format("%s¤ò¥á¥Ã¥¿¥á¥¿¤Ë»Â¤Ã¤¿¡ª", m_name); break;
2426 case 6: msg_format("%s¤ò»É¿È¤Ë¤·¤¿¡ª", m_name); break;
2427 case 7: msg_format("%s¤ò»Â¤Ã¤Æ»Â¤Ã¤Æ»Â¤ê¤Þ¤¯¤Ã¤¿¡ª", m_name); break;
2428 default: msg_format("%s¤òºÙÀÚ¤ì¤Ë¤·¤¿¡ª", m_name); break;
2430 case 2: msg_format("You gouge %s!", m_name); break;
2431 case 3: msg_format("You maim %s!", m_name); break;
2432 case 4: msg_format("You carve %s!", m_name); break;
2433 case 5: msg_format("You cleave %s!", m_name); break;
2434 case 6: msg_format("You smite %s!", m_name); break;
2435 case 7: msg_format("You eviscerate %s!", m_name); break;
2436 default: msg_format("You shred %s!", m_name); break;
2440 drain_result = drain_result * 3 / 2;
2444 drain_result += o_ptr->to_d;
2447 /* Apply the player damage bonuses */
2448 k += p_ptr->to_d[hand];
2449 drain_result += p_ptr->to_d[hand];
2451 if ((mode == HISSATSU_SUTEMI) || (mode == HISSATSU_3DAN)) k *= 2;
2452 if ((mode == HISSATSU_SEKIRYUKA) && !monster_living(r_ptr)) k = 0;
2453 if ((mode == HISSATSU_SEKIRYUKA) && !p_ptr->cut) k /= 2;
2455 /* No negative damage */
2458 if ((mode == HISSATSU_ZANMA) && !(!monster_living(r_ptr) && (r_ptr->flags3 & RF3_EVIL)))
2466 msg_print("¤³¤ó¤ÊÆð¤é¤«¤¤¤â¤Î¤ÏÀÚ¤ì¤ó¡ª");
2468 msg_print("You cannot cut such a elastic thing!");
2476 msg_print("ÃØéá¤Ï¶ì¼ê¤À¡ª");
2478 msg_print("Spiders are difficult for you to deal with!");
2483 if (mode == HISSATSU_MINEUCHI)
2485 int tmp = (10 + randint1(15) + p_ptr->lev / 5);
2488 anger_monster(m_ptr);
2490 if (!(r_ptr->flags3 & (RF3_NO_STUN)))
2493 if (MON_STUNNED(m_ptr))
2496 msg_format("%s¤Ï¤Ò¤É¤¯¤â¤¦¤í¤¦¤È¤·¤¿¡£", m_name);
2498 msg_format("%s is more dazed.", m_name);
2506 msg_format("%s ¤Ï¤â¤¦¤í¤¦¤È¤·¤¿¡£", m_name);
2508 msg_format("%s is dazed.", m_name);
2513 (void)set_monster_stunned(c_ptr->m_idx, MON_STUNNED(m_ptr) + tmp);
2518 msg_format("%s ¤Ë¤Ï¸ú²Ì¤¬¤Ê¤«¤Ã¤¿¡£", m_name);
2520 msg_format("%s is not effected.", m_name);
2525 /* Modify the damage */
2526 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))));
2527 if (((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_DOKUBARI)) || (mode == HISSATSU_KYUSHO))
2529 if ((randint1(randint1(r_ptr->level/7)+5) == 1) && !(r_ptr->flags1 & RF1_UNIQUE) && !(r_ptr->flags7 & RF7_UNIQUE2))
2533 msg_format("%s¤ÎµÞ½ê¤òÆͤ»É¤·¤¿¡ª", m_name);
2535 msg_format("You hit %s on a fatal spot!", m_name);
2540 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)))
2542 int maxhp = maxroll(r_ptr->hdice, r_ptr->hside);
2543 if (one_in_(backstab ? 13 : (stab_fleeing || fuiuchi) ? 15 : 27))
2548 msg_format("¿Ï¤¬%s¤Ë¿¼¡¹¤ÈÆͤ»É¤µ¤Ã¤¿¡ª", m_name);
2550 msg_format("You critically injured %s!", m_name);
2553 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)))
2555 if ((r_ptr->flags1 & RF1_UNIQUE) || (r_ptr->flags7 & RF7_UNIQUE2) || (m_ptr->hp >= maxhp/2))
2557 k = MAX(k*5, m_ptr->hp/2);
2560 msg_format("%s¤ËÃ×Ì¿½ý¤òÉé¤ï¤»¤¿¡ª", m_name);
2562 msg_format("You fatally injured %s!", m_name);
2569 msg_format("¿Ï¤¬%s¤ÎµÞ½ê¤ò´Ó¤¤¤¿¡ª", m_name);
2571 msg_format("You hit %s on a fatal spot!", m_name);
2577 /* Complex message */
2578 if (p_ptr->wizard || cheat_xtra)
2581 msg_format("%d/%d ¤Î¥À¥á¡¼¥¸¤òÍ¿¤¨¤¿¡£", k, m_ptr->hp);
2583 msg_format("You do %d (out of %d) damage.", k, m_ptr->hp);
2587 if (k <= 0) can_drain = FALSE;
2589 if (drain_result > m_ptr->hp)
2590 drain_result = m_ptr->hp;
2592 /* Damage, check for fear and death */
2593 if (mon_take_hit(c_ptr->m_idx, k, fear, NULL))
2596 if ((p_ptr->pclass == CLASS_BERSERKER) && energy_use)
2598 if (p_ptr->migite && p_ptr->hidarite)
2600 if (hand) energy_use = energy_use*3/5+energy_use*num*2/(p_ptr->num_blow[hand]*5);
2601 else energy_use = energy_use*num*3/(p_ptr->num_blow[hand]*5);
2605 energy_use = energy_use*num/p_ptr->num_blow[hand];
2608 if ((o_ptr->name1 == ART_ZANTETSU) && is_lowlevel)
2610 msg_print("¤Þ¤¿¤Ä¤Þ¤é¤Ì¤â¤Î¤ò»Â¤Ã¤Æ¤·¤Þ¤Ã¤¿¡¥¡¥¡¥");
2612 msg_print("Sigh... Another trifling thing I've cut....");
2617 /* Anger the monster */
2618 if (k > 0) anger_monster(m_ptr);
2620 touch_zap_player(m_ptr);
2622 /* Are we draining it? A little note: If the monster is
2623 dead, the drain does not work... */
2625 if (can_drain && (drain_result > 0))
2627 if (o_ptr->name1 == ART_MURAMASA)
2631 int to_h = o_ptr->to_h;
2632 int to_d = o_ptr->to_d;
2636 for (i = 0; i < to_h + 3; i++) if (one_in_(4)) flag = 0;
2640 for (i = 0; i < to_d + 3; i++) if (one_in_(4)) flag = 0;
2643 if (o_ptr->to_h != to_h || o_ptr->to_d != to_d)
2646 msg_print("ÍÅÅá¤Ï·ì¤òµÛ¤Ã¤Æ¶¯¤¯¤Ê¤Ã¤¿¡ª");
2648 msg_print("Muramasa sucked blood, and became more powerful!");
2657 if (drain_result > 5) /* Did we really hurt it? */
2659 drain_heal = damroll(2, drain_result / 6);
2662 if (hex_spelling(HEX_VAMP_BLADE)) drain_heal *= 2;
2667 msg_format("Draining left: %d", drain_left);
2669 msg_format("Draining left: %d", drain_left);
2676 if (drain_heal < drain_left)
2678 drain_left -= drain_heal;
2682 drain_heal = drain_left;
2689 msg_format("¿Ï¤¬%s¤«¤éÀ¸Ì¿ÎϤòµÛ¤¤¼è¤Ã¤¿¡ª", m_name);
2691 msg_format("Your weapon drains life from %s!", m_name);
2697 drain_heal = (drain_heal * mutant_regenerate_mod) / 100;
2699 hp_player(drain_heal);
2700 /* We get to keep some of it! */
2704 m_ptr->maxhp -= (k+7)/8;
2705 if (m_ptr->hp > m_ptr->maxhp) m_ptr->hp = m_ptr->maxhp;
2706 if (m_ptr->maxhp < 1) m_ptr->maxhp = 1;
2712 /* Confusion attack */
2713 if ((p_ptr->special_attack & ATTACK_CONFUSE) || (chaos_effect == 3) || (mode == HISSATSU_CONF) || hex_spelling(HEX_CONFUSION))
2715 /* Cancel glowing hands */
2716 if (p_ptr->special_attack & ATTACK_CONFUSE)
2718 p_ptr->special_attack &= ~(ATTACK_CONFUSE);
2720 msg_print("¼ê¤Îµ±¤¤¬¤Ê¤¯¤Ê¤Ã¤¿¡£");
2722 msg_print("Your hands stop glowing.");
2724 p_ptr->redraw |= (PR_STATUS);
2728 /* Confuse the monster */
2729 if (r_ptr->flags3 & RF3_NO_CONF)
2731 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags3 |= RF3_NO_CONF;
2734 msg_format("%^s¤Ë¤Ï¸ú²Ì¤¬¤Ê¤«¤Ã¤¿¡£", m_name);
2736 msg_format("%^s is unaffected.", m_name);
2740 else if (randint0(100) < r_ptr->level)
2743 msg_format("%^s¤Ë¤Ï¸ú²Ì¤¬¤Ê¤«¤Ã¤¿¡£", m_name);
2745 msg_format("%^s is unaffected.", m_name);
2752 msg_format("%^s¤Ïº®Í𤷤¿¤è¤¦¤À¡£", m_name);
2754 msg_format("%^s appears confused.", m_name);
2757 (void)set_monster_confused(c_ptr->m_idx, MON_CONFUSED(m_ptr) + 10 + randint0(p_ptr->lev) / 5);
2761 else if (chaos_effect == 4)
2763 bool resists_tele = FALSE;
2765 if (r_ptr->flagsr & RFR_RES_TELE)
2767 if (r_ptr->flags1 & RF1_UNIQUE)
2769 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flagsr |= RFR_RES_TELE;
2771 msg_format("%^s¤Ë¤Ï¸ú²Ì¤¬¤Ê¤«¤Ã¤¿¡£", m_name);
2773 msg_format("%^s is unaffected!", m_name);
2776 resists_tele = TRUE;
2778 else if (r_ptr->level > randint1(100))
2780 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flagsr |= RFR_RES_TELE;
2782 msg_format("%^s¤ÏÄñ¹³ÎϤò»ý¤Ã¤Æ¤¤¤ë¡ª", m_name);
2784 msg_format("%^s resists!", m_name);
2787 resists_tele = TRUE;
2794 msg_format("%^s¤Ï¾Ã¤¨¤¿¡ª", m_name);
2796 msg_format("%^s disappears!", m_name);
2799 teleport_away(c_ptr->m_idx, 50, TELEPORT_PASSIVE);
2800 num = num_blow + 1; /* Can't hit it anymore! */
2805 else if ((chaos_effect == 5) && (randint1(90) > r_ptr->level))
2807 if (!(r_ptr->flags1 & (RF1_UNIQUE | RF1_QUESTOR)) &&
2808 !(r_ptr->flagsr & RFR_EFF_RES_CHAO_MASK))
2810 if (polymorph_monster(y, x))
2813 msg_format("%^s¤ÏÊѲ½¤·¤¿¡ª", m_name);
2815 msg_format("%^s changes!", m_name);
2824 msg_format("%^s¤Ë¤Ï¸ú²Ì¤¬¤Ê¤«¤Ã¤¿¡£", m_name);
2826 msg_format("%^s is unaffected.", m_name);
2830 /* Hack -- Get new monster */
2831 m_ptr = &m_list[c_ptr->m_idx];
2833 /* Oops, we need a different name... */
2834 monster_desc(m_name, m_ptr, 0);
2836 /* Hack -- Get new race */
2837 r_ptr = &r_info[m_ptr->r_idx];
2840 else if (o_ptr->name1 == ART_G_HAMMER)
2842 monster_type *m_ptr = &m_list[c_ptr->m_idx];
2844 if (m_ptr->hold_o_idx)
2846 object_type *q_ptr = &o_list[m_ptr->hold_o_idx];
2847 char o_name[MAX_NLEN];
2849 object_desc(o_name, q_ptr, OD_NAME_ONLY);
2850 q_ptr->held_m_idx = 0;
2851 q_ptr->marked = OM_TOUCHED;
2852 m_ptr->hold_o_idx = q_ptr->next_o_idx;
2853 q_ptr->next_o_idx = 0;
2855 msg_format("%s¤òÃ¥¤Ã¤¿¡£", o_name);
2857 msg_format("You snatched %s.", o_name);
2867 backstab = FALSE; /* Clumsy! */
2868 fuiuchi = FALSE; /* Clumsy! */
2870 if ((o_ptr->tval == TV_POLEARM) && (o_ptr->sval == SV_DEATH_SCYTHE) && one_in_(3))
2872 u32b flgs[TR_FLAG_SIZE];
2879 msg_format("¥ß¥¹¡ª %s¤Ë¤«¤ï¤µ¤ì¤¿¡£", m_name);
2881 msg_format("You miss %s.", m_name);
2885 msg_print("¿¶¤ê²ó¤·¤¿Âç³ù¤¬¼«Ê¬¼«¿È¤ËÊ֤äƤ¤¿¡ª");
2887 msg_print("Your scythe returns to you!");
2890 /* Extract the flags */
2891 object_flags(o_ptr, flgs);
2893 k = damroll(o_ptr->dd + p_ptr->to_dd[hand], o_ptr->ds + p_ptr->to_ds[hand]);
2896 switch (p_ptr->mimic_form)
2899 switch (p_ptr->prace)
2906 case RACE_BARBARIAN:
2910 case RACE_HALF_TROLL:
2911 case RACE_HALF_OGRE:
2912 case RACE_HALF_GIANT:
2913 case RACE_HALF_TITAN:
2921 case RACE_DRACONIAN:
2928 case MIMIC_DEMON_LORD:
2935 if (p_ptr->align < 0 && mult < 20)
2937 if (!(p_ptr->resist_acid || IS_OPPOSE_ACID() || p_ptr->immune_acid) && (mult < 25))
2939 if (!(p_ptr->resist_elec || IS_OPPOSE_ELEC() || p_ptr->immune_elec) && (mult < 25))
2941 if (!(p_ptr->resist_fire || IS_OPPOSE_FIRE() || p_ptr->immune_fire) && (mult < 25))
2943 if (!(p_ptr->resist_cold || IS_OPPOSE_COLD() || p_ptr->immune_cold) && (mult < 25))
2945 if (!(p_ptr->resist_pois || IS_OPPOSE_POIS()) && (mult < 25))
2948 if ((p_ptr->pclass != CLASS_SAMURAI) && (have_flag(flgs, TR_FORCE_WEAPON)) && (p_ptr->csp > (p_ptr->msp / 30)))
2950 p_ptr->csp -= (1+(p_ptr->msp / 30));
2951 p_ptr->redraw |= (PR_MANA);
2952 mult = mult * 3 / 2 + 20;
2958 k = critical_norm(o_ptr->weight, o_ptr->to_h, k, p_ptr->to_h[hand], mode);
2963 msg_format("¥°¥Ã¥µ¥êÀÚ¤êÎö¤«¤ì¤¿¡ª");
2965 msg_format("Your weapon cuts deep into yourself!");
2967 /* Try to increase the damage */
2975 k += (p_ptr->to_d[hand] + o_ptr->to_d);
2980 take_hit(DAMAGE_FORCE, k, "»à¤ÎÂç³ù", -1);
2982 take_hit(DAMAGE_FORCE, k, "Death scythe", -1);
2994 msg_format("¥ß¥¹¡ª %s¤Ë¤«¤ï¤µ¤ì¤¿¡£", m_name);
2996 msg_format("You miss %s.", m_name);
3005 if (weak && !(*mdeath))
3008 msg_format("%s¤Ï¼å¤¯¤Ê¤Ã¤¿¤è¤¦¤À¡£", m_name);
3010 msg_format("%^s seems weakened.", m_name);
3013 if (drain_left != MAX_VAMPIRIC_DRAIN)
3017 chg_virtue(V_UNLIFE, 1);
3020 /* Mega-Hack -- apply earthquake brand */
3023 earthquake(py, px, 10);
3024 if (!cave[y][x].m_idx) *mdeath = TRUE;
3028 bool py_attack(int y, int x, int mode)
3031 bool mdeath = FALSE;
3032 bool stormbringer = FALSE;
3034 cave_type *c_ptr = &cave[y][x];
3035 monster_type *m_ptr = &m_list[c_ptr->m_idx];
3036 monster_race *r_ptr = &r_info[m_ptr->r_idx];
3039 /* Disturb the player */
3044 if (!p_ptr->migite && !p_ptr->hidarite &&
3045 !(p_ptr->muta2 & (MUT2_HORNS | MUT2_BEAK | MUT2_SCOR_TAIL | MUT2_TRUNK | MUT2_TENTACLES)))
3048 msg_format("%s¹¶·â¤Ç¤¤Ê¤¤¡£", (empty_hands(FALSE) == EMPTY_HAND_NONE) ? "ξ¼ê¤¬¤Õ¤µ¤¬¤Ã¤Æ" : "");
3050 msg_print("You cannot do attacking.");
3055 /* Extract monster name (or "it") */
3056 monster_desc(m_name, m_ptr, 0);
3060 /* Auto-Recall if possible and visible */
3061 if (!p_ptr->image) monster_race_track(m_ptr->ap_r_idx);
3063 /* Track a new monster */
3064 health_track(c_ptr->m_idx);
3067 if ((r_ptr->flags1 & RF1_FEMALE) &&
3068 !(p_ptr->stun || p_ptr->confused || p_ptr->image || !m_ptr->ml))
3070 if ((inventory[INVEN_RARM].name1 == ART_ZANTETSU) || (inventory[INVEN_LARM].name1 == ART_ZANTETSU))
3073 msg_print("ÀÛ¼Ô¡¢¤ª¤Ê¤´¤Ï»Â¤ì¤Ì¡ª");
3075 msg_print("I can not attack women!");
3081 if (d_info[dungeon_type].flags1 & DF1_NO_MELEE)
3084 msg_print("¤Ê¤¼¤«¹¶·â¤¹¤ë¤³¤È¤¬¤Ç¤¤Ê¤¤¡£");
3086 msg_print("Something prevent you from attacking.");
3091 /* Stop if friendly */
3092 if (!is_hostile(m_ptr) &&
3093 !(p_ptr->stun || p_ptr->confused || p_ptr->image ||
3094 p_ptr->shero || !m_ptr->ml))
3096 if (inventory[INVEN_RARM].name1 == ART_STORMBRINGER) stormbringer = TRUE;
3097 if (inventory[INVEN_LARM].name1 == ART_STORMBRINGER) stormbringer = TRUE;
3101 msg_format("¹õ¤¤¿Ï¤Ï¶¯ÍߤË%s¤ò¹¶·â¤·¤¿¡ª", m_name);
3103 msg_format("Your black blade greedily attacks %s!", m_name);
3105 chg_virtue(V_INDIVIDUALISM, 1);
3106 chg_virtue(V_HONOUR, -1);
3107 chg_virtue(V_JUSTICE, -1);
3108 chg_virtue(V_COMPASSION, -1);
3110 else if (p_ptr->pclass != CLASS_BERSERKER)
3113 if (get_check("ËÜÅö¤Ë¹¶·â¤·¤Þ¤¹¤«¡©"))
3115 if (get_check("Really hit it? "))
3118 chg_virtue(V_INDIVIDUALISM, 1);
3119 chg_virtue(V_HONOUR, -1);
3120 chg_virtue(V_JUSTICE, -1);
3121 chg_virtue(V_COMPASSION, -1);
3126 msg_format("%s¤ò¹¶·â¤¹¤ë¤Î¤ò»ß¤á¤¿¡£", m_name);
3128 msg_format("You stop to avoid hitting %s.", m_name);
3136 /* Handle player fear */
3142 msg_format("¶²¤¯¤Æ%s¤ò¹¶·â¤Ç¤¤Ê¤¤¡ª", m_name);
3144 msg_format("You are too afraid to attack %s!", m_name);
3149 msg_format ("¤½¤Ã¤Á¤Ë¤Ï²¿¤«¶²¤¤¤â¤Î¤¬¤¤¤ë¡ª");
3151 msg_format ("There is something scary in your way!");
3154 /* Disturb the monster */
3155 (void)set_monster_csleep(c_ptr->m_idx, 0);
3161 if (MON_CSLEEP(m_ptr)) /* It is not honorable etc to attack helpless victims */
3163 if (!(r_ptr->flags3 & RF3_EVIL) || one_in_(5)) chg_virtue(V_COMPASSION, -1);
3164 if (!(r_ptr->flags3 & RF3_EVIL) || one_in_(5)) chg_virtue(V_HONOUR, -1);
3167 if (p_ptr->migite && p_ptr->hidarite)
3169 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))
3171 if (p_ptr->skill_exp[GINOU_NITOURYU] < WEAPON_EXP_BEGINNER)
3172 p_ptr->skill_exp[GINOU_NITOURYU] += 80;
3173 else if(p_ptr->skill_exp[GINOU_NITOURYU] < WEAPON_EXP_SKILLED)
3174 p_ptr->skill_exp[GINOU_NITOURYU] += 4;
3175 else if(p_ptr->skill_exp[GINOU_NITOURYU] < WEAPON_EXP_EXPERT)
3176 p_ptr->skill_exp[GINOU_NITOURYU] += 1;
3177 else if(p_ptr->skill_exp[GINOU_NITOURYU] < WEAPON_EXP_MASTER)
3178 if (one_in_(3)) p_ptr->skill_exp[GINOU_NITOURYU] += 1;
3179 p_ptr->update |= (PU_BONUS);
3183 /* Gain riding experience */
3186 int cur = p_ptr->skill_exp[GINOU_RIDING];
3187 int max = s_info[p_ptr->pclass].s_max[GINOU_RIDING];
3191 int ridinglevel = r_info[m_list[p_ptr->riding].r_idx].level;
3192 int targetlevel = r_ptr->level;
3195 if ((cur / 200 - 5) < targetlevel)
3198 /* Extra experience */
3199 if ((cur / 100) < ridinglevel)
3201 if ((cur / 100 + 15) < ridinglevel)
3202 inc += 1 + (ridinglevel - (cur / 100 + 15));
3207 p_ptr->skill_exp[GINOU_RIDING] = MIN(max, cur + inc);
3209 p_ptr->update |= (PU_BONUS);
3213 riding_t_m_idx = c_ptr->m_idx;
3214 if (p_ptr->migite) py_attack_aux(y, x, &fear, &mdeath, 0, mode);
3215 if (p_ptr->hidarite && !mdeath) py_attack_aux(y, x, &fear, &mdeath, 1, mode);
3217 /* Mutations which yield extra 'natural' attacks */
3220 if ((p_ptr->muta2 & MUT2_HORNS) && !mdeath)
3221 natural_attack(c_ptr->m_idx, MUT2_HORNS, &fear, &mdeath);
3222 if ((p_ptr->muta2 & MUT2_BEAK) && !mdeath)
3223 natural_attack(c_ptr->m_idx, MUT2_BEAK, &fear, &mdeath);
3224 if ((p_ptr->muta2 & MUT2_SCOR_TAIL) && !mdeath)
3225 natural_attack(c_ptr->m_idx, MUT2_SCOR_TAIL, &fear, &mdeath);
3226 if ((p_ptr->muta2 & MUT2_TRUNK) && !mdeath)
3227 natural_attack(c_ptr->m_idx, MUT2_TRUNK, &fear, &mdeath);
3228 if ((p_ptr->muta2 & MUT2_TENTACLES) && !mdeath)
3229 natural_attack(c_ptr->m_idx, MUT2_TENTACLES, &fear, &mdeath);
3232 /* Hack -- delay fear messages */
3233 if (fear && m_ptr->ml && !mdeath)
3240 msg_format("%^s¤Ï¶²Éݤ·¤Æƨ¤²½Ð¤·¤¿¡ª", m_name);
3242 msg_format("%^s flees in terror!", m_name);
3247 if ((p_ptr->special_defense & KATA_IAI) && ((mode != HISSATSU_IAI) || mdeath))
3249 set_action(ACTION_NONE);
3256 bool pattern_seq(int c_y, int c_x, int n_y, int n_x)
3258 feature_type *cur_f_ptr = &f_info[cave[c_y][c_x].feat];
3259 feature_type *new_f_ptr = &f_info[cave[n_y][n_x].feat];
3260 bool is_pattern_tile_cur = have_flag(cur_f_ptr->flags, FF_PATTERN);
3261 bool is_pattern_tile_new = have_flag(new_f_ptr->flags, FF_PATTERN);
3262 int pattern_type_cur, pattern_type_new;
3264 if (!is_pattern_tile_cur && !is_pattern_tile_new) return TRUE;
3266 pattern_type_cur = is_pattern_tile_cur ? cur_f_ptr->subtype : NOT_PATTERN_TILE;
3267 pattern_type_new = is_pattern_tile_new ? new_f_ptr->subtype : NOT_PATTERN_TILE;
3269 if (pattern_type_new == PATTERN_TILE_START)
3271 if (!is_pattern_tile_cur && !p_ptr->confused && !p_ptr->stun && !p_ptr->image)
3274 if (get_check("¥Ñ¥¿¡¼¥ó¤Î¾å¤òÊ⤻Ϥá¤ë¤È¡¢Á´¤Æ¤òÊ⤫¤Ê¤±¤ì¤Ð¤Ê¤ê¤Þ¤»¤ó¡£¤¤¤¤¤Ç¤¹¤«¡©"))
3276 if (get_check("If you start walking the Pattern, you must walk the whole way. Ok? "))
3285 else if ((pattern_type_new == PATTERN_TILE_OLD) ||
3286 (pattern_type_new == PATTERN_TILE_END) ||
3287 (pattern_type_new == PATTERN_TILE_WRECKED))
3289 if (is_pattern_tile_cur)
3296 msg_print("¥Ñ¥¿¡¼¥ó¤Î¾å¤òÊ⤯¤Ë¤Ï¥¹¥¿¡¼¥ÈÃÏÅÀ¤«¤éÊ⤻Ϥá¤Ê¤¯¤Æ¤Ï¤Ê¤ê¤Þ¤»¤ó¡£");
3298 msg_print("You must start walking the Pattern from the startpoint.");
3304 else if ((pattern_type_new == PATTERN_TILE_TELEPORT) ||
3305 (pattern_type_cur == PATTERN_TILE_TELEPORT))
3309 else if (pattern_type_cur == PATTERN_TILE_START)
3311 if (is_pattern_tile_new)
3316 msg_print("¥Ñ¥¿¡¼¥ó¤Î¾å¤ÏÀµ¤·¤¤½ç½ø¤ÇÊ⤫¤Í¤Ð¤Ê¤ê¤Þ¤»¤ó¡£");
3318 msg_print("You must walk the Pattern in correct order.");
3324 else if ((pattern_type_cur == PATTERN_TILE_OLD) ||
3325 (pattern_type_cur == PATTERN_TILE_END) ||
3326 (pattern_type_cur == PATTERN_TILE_WRECKED))
3328 if (!is_pattern_tile_new)
3331 msg_print("¥Ñ¥¿¡¼¥ó¤òƧ¤ß³°¤·¤Æ¤Ï¤¤¤±¤Þ¤»¤ó¡£");
3333 msg_print("You may not step off from the Pattern.");
3345 if (!is_pattern_tile_cur)
3348 msg_print("¥Ñ¥¿¡¼¥ó¤Î¾å¤òÊ⤯¤Ë¤Ï¥¹¥¿¡¼¥ÈÃÏÅÀ¤«¤éÊ⤻Ϥá¤Ê¤¯¤Æ¤Ï¤Ê¤ê¤Þ¤»¤ó¡£");
3350 msg_print("You must start walking the Pattern from the startpoint.");
3357 byte ok_move = PATTERN_TILE_START;
3358 switch (pattern_type_cur)
3360 case PATTERN_TILE_1:
3361 ok_move = PATTERN_TILE_2;
3363 case PATTERN_TILE_2:
3364 ok_move = PATTERN_TILE_3;
3366 case PATTERN_TILE_3:
3367 ok_move = PATTERN_TILE_4;
3369 case PATTERN_TILE_4:
3370 ok_move = PATTERN_TILE_1;
3375 msg_format("¤ª¤«¤·¤Ê¥Ñ¥¿¡¼¥óÊâ¹Ô¡¢%d¡£", pattern_type_cur);
3377 msg_format("Funny Pattern walking, %d.", pattern_type_cur);
3380 return TRUE; /* Goof-up */
3383 if ((pattern_type_new == ok_move) ||
3384 (pattern_type_new == pattern_type_cur))
3388 if (!is_pattern_tile_new)
3390 msg_print("¥Ñ¥¿¡¼¥ó¤òƧ¤ß³°¤·¤Æ¤Ï¤¤¤±¤Þ¤»¤ó¡£");
3392 msg_print("You may not step off from the Pattern.");
3396 msg_print("¥Ñ¥¿¡¼¥ó¤Î¾å¤ÏÀµ¤·¤¤½ç½ø¤ÇÊ⤫¤Í¤Ð¤Ê¤ê¤Þ¤»¤ó¡£");
3398 msg_print("You must walk the Pattern in correct order.");
3408 bool player_can_enter(s16b feature, u16b mode)
3410 feature_type *f_ptr = &f_info[feature];
3412 if (p_ptr->riding) return monster_can_cross_terrain(feature, &r_info[m_list[p_ptr->riding].r_idx], mode | CEM_RIDING);
3415 if (have_flag(f_ptr->flags, FF_PATTERN))
3417 if (!(mode & CEM_P_CAN_ENTER_PATTERN)) return FALSE;
3421 if (have_flag(f_ptr->flags, FF_CAN_FLY) && p_ptr->levitation) return TRUE;
3422 if (have_flag(f_ptr->flags, FF_CAN_SWIM) && p_ptr->can_swim) return TRUE;
3423 if (have_flag(f_ptr->flags, FF_CAN_PASS) && p_ptr->pass_wall) return TRUE;
3425 if (!have_flag(f_ptr->flags, FF_MOVE)) return FALSE;
3434 bool move_player_effect(int ny, int nx, u32b mpe_mode)
3436 cave_type *c_ptr = &cave[ny][nx];
3437 feature_type *f_ptr = &f_info[c_ptr->feat];
3439 if (!(mpe_mode & MPE_STAYING))
3443 cave_type *oc_ptr = &cave[oy][ox];
3444 int om_idx = oc_ptr->m_idx;
3445 int nm_idx = c_ptr->m_idx;
3447 /* Move the player */
3451 /* Hack -- For moving monster or riding player's moving */
3452 if (!(mpe_mode & MPE_DONT_SWAP_MON))
3454 /* Swap two monsters */
3455 c_ptr->m_idx = om_idx;
3456 oc_ptr->m_idx = nm_idx;
3458 if (om_idx > 0) /* Monster on old spot (or p_ptr->riding) */
3460 monster_type *om_ptr = &m_list[om_idx];
3463 update_mon(om_idx, TRUE);
3466 if (nm_idx > 0) /* Monster on new spot */
3468 monster_type *nm_ptr = &m_list[nm_idx];
3471 update_mon(nm_idx, TRUE);
3475 /* Redraw old spot */
3478 /* Redraw new spot */
3481 /* Check for new panel (redraw map) */
3484 if (mpe_mode & MPE_FORGET_FLOW)
3488 /* Mega-Hack -- Forget the view */
3489 p_ptr->update |= (PU_UN_VIEW);
3492 p_ptr->redraw |= (PR_MAP);
3496 p_ptr->update |= (PU_VIEW | PU_LITE | PU_FLOW | PU_MON_LITE | PU_DISTANCE);
3499 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
3501 /* Remove "unsafe" flag */
3502 if ((!p_ptr->blind && !no_lite()) || !is_trap(c_ptr->feat)) c_ptr->info &= ~(CAVE_UNSAFE);
3504 /* For get everything when requested hehe I'm *NASTY* */
3505 if (dun_level && (d_info[dungeon_type].flags1 & DF1_FORGET)) wiz_dark();
3508 if (mpe_mode & MPE_HANDLE_STUFF) handle_stuff();
3510 if (p_ptr->pclass == CLASS_NINJA)
3512 if (c_ptr->info & (CAVE_GLOW)) set_superstealth(FALSE);
3513 else if (p_ptr->cur_lite <= 0) set_superstealth(TRUE);
3516 if ((p_ptr->action == ACTION_HAYAGAKE) &&
3517 (!have_flag(f_ptr->flags, FF_PROJECT) ||
3518 (!p_ptr->levitation && have_flag(f_ptr->flags, FF_DEEP))))
3521 msg_print("¤³¤³¤Ç¤ÏÁÇÁ᤯ư¤±¤Ê¤¤¡£");
3523 msg_print("You cannot run in here.");
3525 set_action(ACTION_NONE);
3529 if (mpe_mode & MPE_ENERGY_USE)
3531 if (music_singing(MUSIC_WALL))
3533 (void)project(0, 0, py, px, (60 + p_ptr->lev), GF_DISINTEGRATE,
3534 PROJECT_KILL | PROJECT_ITEM, -1);
3536 if (!player_bold(ny, nx) || p_ptr->is_dead || p_ptr->leaving) return FALSE;
3539 /* Spontaneous Searching */
3540 if ((p_ptr->skill_fos >= 50) || (0 == randint0(50 - p_ptr->skill_fos)))
3545 /* Continuous Searching */
3546 if (p_ptr->action == ACTION_SEARCH)
3552 /* Handle "objects" */
3553 if (!(mpe_mode & MPE_DONT_PICKUP))
3555 carry((mpe_mode & MPE_DO_PICKUP) ? TRUE : FALSE);
3558 /* Handle "store doors" */
3559 if (have_flag(f_ptr->flags, FF_STORE))
3565 /* Hack -- Enter store */
3566 command_new = SPECIAL_KEY_STORE;
3569 /* Handle "building doors" -KMW- */
3570 else if (have_flag(f_ptr->flags, FF_BLDG))
3576 /* Hack -- Enter building */
3577 command_new = SPECIAL_KEY_BUILDING;
3580 /* Handle quest areas -KMW- */
3581 else if (have_flag(f_ptr->flags, FF_QUEST_ENTER))
3587 /* Hack -- Enter quest level */
3588 command_new = SPECIAL_KEY_QUEST;
3591 else if (have_flag(f_ptr->flags, FF_QUEST_EXIT))
3593 if (quest[p_ptr->inside_quest].type == QUEST_TYPE_FIND_EXIT)
3595 if (record_fix_quest) do_cmd_write_nikki(NIKKI_FIX_QUEST_C, p_ptr->inside_quest, NULL);
3596 quest[p_ptr->inside_quest].status = QUEST_STATUS_COMPLETED;
3597 quest[p_ptr->inside_quest].complev = (byte)p_ptr->lev;
3599 msg_print("¥¯¥¨¥¹¥È¤òãÀ®¤·¤¿¡ª");
3601 msg_print("You accomplished your quest!");
3607 leave_quest_check();
3609 p_ptr->inside_quest = c_ptr->special;
3614 p_ptr->leaving = TRUE;
3617 /* Set off a trap */
3618 else if (have_flag(f_ptr->flags, FF_HIT_TRAP) && !(mpe_mode & MPE_STAYING))
3624 if (c_ptr->mimic || have_flag(f_ptr->flags, FF_SECRET))
3628 msg_print("¥È¥é¥Ã¥×¤À¡ª");
3630 msg_print("You found a trap!");
3634 disclose_grid(py, px);
3638 hit_trap((mpe_mode & MPE_BREAK_TRAP) ? TRUE : FALSE);
3640 if (!player_bold(ny, nx) || p_ptr->is_dead || p_ptr->leaving) return FALSE;
3643 /* Warn when leaving trap detected region */
3644 if (!(mpe_mode & MPE_STAYING) && (disturb_trap_detect || alert_trap_detect)
3645 && p_ptr->dtrap && !(c_ptr->info & CAVE_IN_DETECT))
3647 /* No duplicate warning */
3648 p_ptr->dtrap = FALSE;
3650 /* You are just on the edge */
3651 if (!(c_ptr->info & CAVE_UNSAFE))
3653 if (alert_trap_detect)
3656 msg_print("* Ãí°Õ:¤³¤ÎÀè¤Ï¥È¥é¥Ã¥×¤Î´¶ÃÎÈϰϳ°¤Ç¤¹¡ª *");
3658 msg_print("*Leaving trap detect region!*");
3662 if (disturb_trap_detect) disturb(0, 1);
3666 return player_bold(ny, nx) && !p_ptr->is_dead && !p_ptr->leaving;
3670 bool trap_can_be_ignored(int feat)
3672 feature_type *f_ptr = &f_info[feat];
3674 if (!have_flag(f_ptr->flags, FF_TRAP)) return TRUE;
3676 switch (f_ptr->subtype)
3680 case TRAP_SPIKED_PIT:
3681 case TRAP_POISON_PIT:
3682 if (p_ptr->levitation) return TRUE;
3685 if (p_ptr->anti_tele) return TRUE;
3688 if (p_ptr->immune_fire) return TRUE;
3691 if (p_ptr->immune_acid) return TRUE;
3694 if (p_ptr->resist_blind) return TRUE;
3697 if (p_ptr->resist_conf) return TRUE;
3700 if (p_ptr->resist_pois) return TRUE;
3703 if (p_ptr->free_act) return TRUE;
3712 * Determine if a "boundary" grid is "floor mimic"
3714 #define boundary_floor(C, F, MF) \
3715 ((C)->mimic && permanent_wall(F) && \
3716 (have_flag((MF)->flags, FF_MOVE) || have_flag((MF)->flags, FF_CAN_FLY)) && \
3717 have_flag((MF)->flags, FF_PROJECT) && \
3718 !have_flag((MF)->flags, FF_OPEN))
3721 * Move player in the given direction, with the given "pickup" flag.
3723 * This routine should (probably) always induce energy expenditure.
3725 * Note that moving will *always* take a turn, and will *always* hit
3726 * any monster which might be in the destination grid. Previously,
3727 * moving into walls was "free" and did NOT hit invisible monsters.
3729 void move_player(int dir, bool do_pickup, bool break_trap)
3731 /* Find the result of moving */
3732 int y = py + ddy[dir];
3733 int x = px + ddx[dir];
3735 /* Examine the destination */
3736 cave_type *c_ptr = &cave[y][x];
3738 feature_type *f_ptr = &f_info[c_ptr->feat];
3740 monster_type *m_ptr;
3742 monster_type *riding_m_ptr = &m_list[p_ptr->riding];
3743 monster_race *riding_r_ptr = &r_info[p_ptr->riding ? riding_m_ptr->r_idx : 0]; /* Paranoia */
3747 bool p_can_enter = player_can_enter(c_ptr->feat, CEM_P_CAN_ENTER_PATTERN);
3748 bool p_can_kill_walls = FALSE;
3749 bool stormbringer = FALSE;
3751 bool oktomove = TRUE;
3752 bool do_past = FALSE;
3755 if (!dun_level && !p_ptr->wild_mode &&
3756 ((x == 0) || (x == MAX_WID - 1) ||
3757 (y == 0) || (y == MAX_HGT - 1)))
3759 /* Can the player enter the grid? */
3760 if (c_ptr->mimic && player_can_enter(c_ptr->mimic, 0))
3762 /* Hack: move to new area */
3763 if ((y == 0) && (x == 0))
3765 p_ptr->wilderness_y--;
3766 p_ptr->wilderness_x--;
3767 p_ptr->oldpy = cur_hgt - 2;
3768 p_ptr->oldpx = cur_wid - 2;
3769 ambush_flag = FALSE;
3772 else if ((y == 0) && (x == MAX_WID - 1))
3774 p_ptr->wilderness_y--;
3775 p_ptr->wilderness_x++;
3776 p_ptr->oldpy = cur_hgt - 2;
3778 ambush_flag = FALSE;
3781 else if ((y == MAX_HGT - 1) && (x == 0))
3783 p_ptr->wilderness_y++;
3784 p_ptr->wilderness_x--;
3786 p_ptr->oldpx = cur_wid - 2;
3787 ambush_flag = FALSE;
3790 else if ((y == MAX_HGT - 1) && (x == MAX_WID - 1))
3792 p_ptr->wilderness_y++;
3793 p_ptr->wilderness_x++;
3796 ambush_flag = FALSE;
3801 p_ptr->wilderness_y--;
3802 p_ptr->oldpy = cur_hgt - 2;
3804 ambush_flag = FALSE;
3807 else if (y == MAX_HGT - 1)
3809 p_ptr->wilderness_y++;
3812 ambush_flag = FALSE;
3817 p_ptr->wilderness_x--;
3818 p_ptr->oldpx = cur_wid - 2;
3820 ambush_flag = FALSE;
3823 else if (x == MAX_WID - 1)
3825 p_ptr->wilderness_x++;
3828 ambush_flag = FALSE;
3831 p_ptr->leaving = TRUE;
3837 /* "Blocked" message appears later */
3838 /* oktomove = FALSE; */
3839 p_can_enter = FALSE;
3842 /* Get the monster */
3843 m_ptr = &m_list[c_ptr->m_idx];
3846 if (inventory[INVEN_RARM].name1 == ART_STORMBRINGER) stormbringer = TRUE;
3847 if (inventory[INVEN_LARM].name1 == ART_STORMBRINGER) stormbringer = TRUE;
3849 /* Player can not walk through "walls"... */
3850 /* unless in Shadow Form */
3851 p_can_kill_walls = p_ptr->kill_wall && have_flag(f_ptr->flags, FF_HURT_DISI) &&
3852 (!p_can_enter || !have_flag(f_ptr->flags, FF_LOS)) &&
3853 !have_flag(f_ptr->flags, FF_PERMANENT);
3855 /* Hack -- attack monsters */
3856 if (c_ptr->m_idx && (m_ptr->ml || p_can_enter || p_can_kill_walls))
3858 monster_race *r_ptr = &r_info[m_ptr->r_idx];
3860 /* Attack -- only if we can see it OR it is not in a wall */
3861 if (!is_hostile(m_ptr) &&
3862 !(p_ptr->confused || p_ptr->image || !m_ptr->ml || p_ptr->stun ||
3863 ((p_ptr->muta2 & MUT2_BERS_RAGE) && p_ptr->shero)) &&
3864 pattern_seq(py, px, y, x) && (p_can_enter || p_can_kill_walls))
3866 /* Disturb the monster */
3867 (void)set_monster_csleep(c_ptr->m_idx, 0);
3869 /* Extract monster name (or "it") */
3870 monster_desc(m_name, m_ptr, 0);
3874 /* Auto-Recall if possible and visible */
3875 if (!p_ptr->image) monster_race_track(m_ptr->ap_r_idx);
3877 /* Track a new monster */
3878 health_track(c_ptr->m_idx);
3882 if ((stormbringer && (randint1(1000) > 666)) || (p_ptr->pclass == CLASS_BERSERKER))
3887 else if (monster_can_cross_terrain(cave[py][px].feat, r_ptr, 0))
3894 msg_format("%^s¤¬¼ÙËâ¤À¡ª", m_name);
3896 msg_format("%^s is in your way!", m_name);
3903 /* now continue on to 'movement' */
3912 if (oktomove && p_ptr->riding)
3914 if (riding_r_ptr->flags1 & RF1_NEVER_MOVE)
3917 msg_print("Æ°¤±¤Ê¤¤¡ª");
3919 msg_print("Can't move!");
3925 else if (MON_MONFEAR(riding_m_ptr))
3929 /* Acquire the monster name */
3930 monster_desc(m_name, riding_m_ptr, 0);
3932 /* Dump a message */
3934 msg_format("%s¤¬¶²Éݤ·¤Æ¤¤¤ÆÀ©¸æ¤Ç¤¤Ê¤¤¡£", m_name);
3936 msg_format("%^s is too scared to control.", m_name);
3941 else if (p_ptr->riding_ryoute)
3946 else if (have_flag(f_ptr->flags, FF_CAN_FLY) && (riding_r_ptr->flags7 & RF7_CAN_FLY))
3950 else if (have_flag(f_ptr->flags, FF_CAN_SWIM) && (riding_r_ptr->flags7 & RF7_CAN_SWIM))
3954 else if (have_flag(f_ptr->flags, FF_WATER) &&
3955 !(riding_r_ptr->flags7 & RF7_AQUATIC) &&
3956 (have_flag(f_ptr->flags, FF_DEEP) || (riding_r_ptr->flags2 & RF2_AURA_FIRE)))
3959 msg_format("%s¤Î¾å¤Ë¹Ô¤±¤Ê¤¤¡£", f_name + f_info[get_feat_mimic(c_ptr)].name);
3961 msg_print("Can't swim.");
3967 else if (!have_flag(f_ptr->flags, FF_WATER) && (riding_r_ptr->flags7 & RF7_AQUATIC))
3970 msg_format("%s¤«¤é¾å¤¬¤ì¤Ê¤¤¡£", f_name + f_info[get_feat_mimic(&cave[py][px])].name);
3972 msg_print("Can't land.");
3978 else if (have_flag(f_ptr->flags, FF_LAVA) && !(riding_r_ptr->flagsr & RFR_EFF_IM_FIRE_MASK))
3981 msg_format("%s¤Î¾å¤Ë¹Ô¤±¤Ê¤¤¡£", f_name + f_info[get_feat_mimic(c_ptr)].name);
3983 msg_print("Too hot to go through.");
3990 if (oktomove && MON_STUNNED(riding_m_ptr) && one_in_(2))
3993 monster_desc(m_name, riding_m_ptr, 0);
3995 msg_format("%s¤¬Û¯Û°¤È¤·¤Æ¤¤¤Æ¤¦¤Þ¤¯Æ°¤±¤Ê¤¤¡ª",m_name);
3997 msg_format("You cannot control stunned %s!",m_name);
4008 else if (!have_flag(f_ptr->flags, FF_MOVE) && have_flag(f_ptr->flags, FF_CAN_FLY) && !p_ptr->levitation)
4011 msg_format("¶õ¤òÈô¤Ð¤Ê¤¤¤È%s¤Î¾å¤Ë¤Ï¹Ô¤±¤Ê¤¤¡£", f_name + f_info[get_feat_mimic(c_ptr)].name);
4013 msg_format("You need to fly to go through the %s.", f_name + f_info[get_feat_mimic(c_ptr)].name);
4022 * Player can move through trees and
4023 * has effective -10 speed
4024 * Rangers can move without penality
4026 else if (have_flag(f_ptr->flags, FF_TREE) && !p_can_kill_walls)
4028 if ((p_ptr->pclass != CLASS_RANGER) && !p_ptr->levitation && (!p_ptr->riding || !(riding_r_ptr->flags8 & RF8_WILD_WOOD))) energy_use *= 2;
4031 #ifdef ALLOW_EASY_DISARM /* TNB */
4033 /* Disarm a visible trap */
4034 else if ((do_pickup != easy_disarm) && have_flag(f_ptr->flags, FF_DISARM) && !c_ptr->mimic)
4036 if (!trap_can_be_ignored(c_ptr->feat))
4038 (void)do_cmd_disarm_aux(y, x, dir);
4043 #endif /* ALLOW_EASY_DISARM -- TNB */
4045 /* Player can not walk through "walls" unless in wraith form...*/
4046 else if (!p_can_enter && !p_can_kill_walls)
4048 /* Feature code (applying "mimic" field) */
4049 s16b feat = get_feat_mimic(c_ptr);
4050 feature_type *mimic_f_ptr = &f_info[feat];
4051 cptr name = f_name + mimic_f_ptr->name;
4055 /* Notice things in the dark */
4056 if (!(c_ptr->info & CAVE_MARK) && !player_can_see_bold(y, x))
4058 /* Boundary floor mimic */
4059 if (boundary_floor(c_ptr, f_ptr, mimic_f_ptr))
4062 msg_print("¤½¤ì°Ê¾åÀè¤Ë¤Ï¿Ê¤á¤Ê¤¤¤è¤¦¤À¡£");
4064 msg_print("You feel you cannot go any more.");
4068 /* Wall (or secret door) */
4072 msg_format("%s¤¬¹Ô¤¯¼ê¤ò¤Ï¤Ð¤ó¤Ç¤¤¤ë¤è¤¦¤À¡£", name);
4074 msg_format("You feel %s %s blocking your way.",
4075 is_a_vowel(name[0]) ? "an" : "a", name);
4078 c_ptr->info |= (CAVE_MARK);
4086 /* Boundary floor mimic */
4087 if (boundary_floor(c_ptr, f_ptr, mimic_f_ptr))
4090 msg_print("¤½¤ì°Ê¾åÀè¤Ë¤Ï¿Ê¤á¤Ê¤¤¡£");
4092 msg_print("You cannot go any more.");
4095 if (!(p_ptr->confused || p_ptr->stun || p_ptr->image))
4099 /* Wall (or secret door) */
4102 #ifdef ALLOW_EASY_OPEN
4104 if (easy_open && is_closed_door(feat) && easy_open_door(y, x)) return;
4105 #endif /* ALLOW_EASY_OPEN */
4108 msg_format("%s¤¬¹Ô¤¯¼ê¤ò¤Ï¤Ð¤ó¤Ç¤¤¤ë¡£", name);
4110 msg_format("There is %s %s blocking your way.",
4111 is_a_vowel(name[0]) ? "an" : "a", name);
4115 * Well, it makes sense that you lose time bumping into
4116 * a wall _if_ you are confused, stunned or blind; but
4117 * typing mistakes should not cost you a turn...
4119 if (!(p_ptr->confused || p_ptr->stun || p_ptr->image))
4124 /* Disturb the player */
4128 if (!boundary_floor(c_ptr, f_ptr, mimic_f_ptr)) sound(SOUND_HITWALL);
4131 /* Normal movement */
4132 if (oktomove && !pattern_seq(py, px, y, x))
4134 if (!(p_ptr->confused || p_ptr->stun || p_ptr->image))
4139 /* To avoid a loop with running */
4145 /* Normal movement */
4148 u32b mpe_mode = MPE_ENERGY_USE;
4152 if (!process_warning(x, y))
4162 msg_format("%s¤ò²¡¤·Âऱ¤¿¡£", m_name);
4164 msg_format("You push past %s.", m_name);
4168 /* Change oldpx and oldpy to place the player well when going back to big mode */
4169 if (p_ptr->wild_mode)
4171 if (ddy[dir] > 0) p_ptr->oldpy = 1;
4172 if (ddy[dir] < 0) p_ptr->oldpy = MAX_HGT - 2;
4173 if (ddy[dir] == 0) p_ptr->oldpy = MAX_HGT / 2;
4174 if (ddx[dir] > 0) p_ptr->oldpx = 1;
4175 if (ddx[dir] < 0) p_ptr->oldpx = MAX_WID - 2;
4176 if (ddx[dir] == 0) p_ptr->oldpx = MAX_WID / 2;
4179 if (p_can_kill_walls)
4181 cave_alter_feat(y, x, FF_HURT_DISI);
4183 /* Update some things -- similar to GF_KILL_WALL */
4184 p_ptr->update |= (PU_FLOW);
4188 /* sound(SOUND_WALK); */
4190 #ifdef ALLOW_EASY_DISARM /* TNB */
4192 if (do_pickup != always_pickup) mpe_mode |= MPE_DO_PICKUP;
4194 #else /* ALLOW_EASY_DISARM -- TNB */
4196 if (do_pickup) mpe_mode |= MPE_DO_PICKUP;
4198 #endif /* ALLOW_EASY_DISARM -- TNB */
4200 if (break_trap) mpe_mode |= MPE_BREAK_TRAP;
4202 /* Move the player */
4203 (void)move_player_effect(y, x, mpe_mode);
4208 static bool ignore_avoid_run;
4211 * Hack -- Check for a "known wall" (see below)
4213 static int see_wall(int dir, int y, int x)
4217 /* Get the new location */
4221 /* Illegal grids are not known walls */
4222 if (!in_bounds2(y, x)) return (FALSE);
4225 c_ptr = &cave[y][x];
4227 /* Must be known to the player */
4228 if (c_ptr->info & (CAVE_MARK))
4230 /* Feature code (applying "mimic" field) */
4231 s16b feat = get_feat_mimic(c_ptr);
4232 feature_type *f_ptr = &f_info[feat];
4234 /* Wall grids are known walls */
4235 if (!player_can_enter(feat, 0)) return !have_flag(f_ptr->flags, FF_DOOR);
4237 /* Don't run on a tree unless explicitly requested */
4238 if (have_flag(f_ptr->flags, FF_AVOID_RUN) && !ignore_avoid_run)
4241 /* Don't run in a wall */
4242 if (!have_flag(f_ptr->flags, FF_MOVE) && !have_flag(f_ptr->flags, FF_CAN_FLY))
4243 return !have_flag(f_ptr->flags, FF_DOOR);
4251 * Hack -- Check for an "unknown corner" (see below)
4253 static int see_nothing(int dir, int y, int x)
4255 /* Get the new location */
4259 /* Illegal grids are unknown */
4260 if (!in_bounds2(y, x)) return (TRUE);
4262 /* Memorized grids are always known */
4263 if (cave[y][x].info & (CAVE_MARK)) return (FALSE);
4265 /* Viewable door/wall grids are known */
4266 if (player_can_see_bold(y, x)) return (FALSE);
4277 * The running algorithm: -CJS-
4279 * In the diagrams below, the player has just arrived in the
4280 * grid marked as '@', and he has just come from a grid marked
4281 * as 'o', and he is about to enter the grid marked as 'x'.
4283 * Of course, if the "requested" move was impossible, then you
4284 * will of course be blocked, and will stop.
4286 * Overview: You keep moving until something interesting happens.
4287 * If you are in an enclosed space, you follow corners. This is
4288 * the usual corridor scheme. If you are in an open space, you go
4289 * straight, but stop before entering enclosed space. This is
4290 * analogous to reaching doorways. If you have enclosed space on
4291 * one side only (that is, running along side a wall) stop if
4292 * your wall opens out, or your open space closes in. Either case
4293 * corresponds to a doorway.
4295 * What happens depends on what you can really SEE. (i.e. if you
4296 * have no light, then running along a dark corridor is JUST like
4297 * running in a dark room.) The algorithm works equally well in
4298 * corridors, rooms, mine tailings, earthquake rubble, etc, etc.
4300 * These conditions are kept in static memory:
4301 * find_openarea You are in the open on at least one
4303 * find_breakleft You have a wall on the left, and will
4305 * find_breakright You have a wall on the right, and will
4308 * To initialize these conditions, we examine the grids adjacent
4309 * to the grid marked 'x', two on each side (marked 'L' and 'R').
4310 * If either one of the two grids on a given side is seen to be
4311 * closed, then that side is considered to be closed. If both
4312 * sides are closed, then it is an enclosed (corridor) run.
4318 * Looking at more than just the immediate squares is
4319 * significant. Consider the following case. A run along the
4320 * corridor will stop just before entering the center point,
4321 * because a choice is clearly established. Running in any of
4322 * three available directions will be defined as a corridor run.
4323 * Note that a minor hack is inserted to make the angled corridor
4324 * entry (with one side blocked near and the other side blocked
4325 * further away from the runner) work correctly. The runner moves
4326 * diagonally, but then saves the previous direction as being
4327 * straight into the gap. Otherwise, the tail end of the other
4328 * entry would be perceived as an alternative on the next move.
4336 * Likewise, a run along a wall, and then into a doorway (two
4337 * runs) will work correctly. A single run rightwards from @ will
4338 * stop at 1. Another run right and down will enter the corridor
4339 * and make the corner, stopping at the 2.
4341 * ##################
4343 * ########### ######
4347 * After any move, the function area_affect is called to
4348 * determine the new surroundings, and the direction of
4349 * subsequent moves. It examines the current player location
4350 * (at which the runner has just arrived) and the previous
4351 * direction (from which the runner is considered to have come).
4353 * Moving one square in some direction places you adjacent to
4354 * three or five new squares (for straight and diagonal moves
4355 * respectively) to which you were not previously adjacent,
4356 * marked as '!' in the diagrams below.
4359 * .o@! (normal) .o.! (diagonal)
4360 * ...! (east) ..@! (south east)
4363 * You STOP if any of the new squares are interesting in any way:
4364 * for example, if they contain visible monsters or treasure.
4366 * You STOP if any of the newly adjacent squares seem to be open,
4367 * and you are also looking for a break on that side. (that is,
4368 * find_openarea AND find_break).
4370 * You STOP if any of the newly adjacent squares do NOT seem to be
4371 * open and you are in an open area, and that side was previously
4374 * Corners: If you are not in the open (i.e. you are in a corridor)
4375 * and there is only one way to go in the new squares, then turn in
4376 * that direction. If there are more than two new ways to go, STOP.
4377 * If there are two ways to go, and those ways are separated by a
4378 * square which does not seem to be open, then STOP.
4380 * Otherwise, we have a potential corner. There are two new open
4381 * squares, which are also adjacent. One of the new squares is
4382 * diagonally located, the other is straight on (as in the diagram).
4383 * We consider two more squares further out (marked below as ?).
4385 * We assign "option" to the straight-on grid, and "option2" to the
4386 * diagonal grid, and "check_dir" to the grid marked 's'.
4392 * If they are both seen to be closed, then it is seen that no benefit
4393 * is gained from moving straight. It is a known corner. To cut the
4394 * corner, go diagonally, otherwise go straight, but pretend you
4395 * stepped diagonally into that next location for a full view next
4396 * time. Conversely, if one of the ? squares is not seen to be closed,
4397 * then there is a potential choice. We check to see whether it is a
4398 * potential corner or an intersection/room entrance. If the square
4399 * two spaces straight ahead, and the space marked with 's' are both
4400 * unknown space, then it is a potential corner and enter if
4401 * find_examine is set, otherwise must stop because it is not a
4402 * corner. (find_examine option is removed and always is TRUE.)
4409 * Hack -- allow quick "cycling" through the legal directions
4411 static byte cycle[] =
4412 { 1, 2, 3, 6, 9, 8, 7, 4, 1, 2, 3, 6, 9, 8, 7, 4, 1 };
4415 * Hack -- map each direction into the "middle" of the "cycle[]" array
4417 static byte chome[] =
4418 { 0, 8, 9, 10, 7, 0, 11, 6, 5, 4 };
4421 * The direction we are running
4423 static byte find_current;
4426 * The direction we came from
4428 static byte find_prevdir;
4431 * We are looking for open area
4433 static bool find_openarea;
4436 * We are looking for a break
4438 static bool find_breakright;
4439 static bool find_breakleft;
4444 * Initialize the running algorithm for a new direction.
4446 * Diagonal Corridor -- allow diaginal entry into corridors.
4448 * Blunt Corridor -- If there is a wall two spaces ahead and
4449 * we seem to be in a corridor, then force a turn into the side
4450 * corridor, must be moving straight into a corridor here. ???
4452 * Diagonal Corridor Blunt Corridor (?)
4457 static void run_init(int dir)
4459 int row, col, deepleft, deepright;
4460 int i, shortleft, shortright;
4463 /* Save the direction */
4466 /* Assume running straight */
4469 /* Assume looking for open area */
4470 find_openarea = TRUE;
4472 /* Assume not looking for breaks */
4473 find_breakright = find_breakleft = FALSE;
4475 /* Assume no nearby walls */
4476 deepleft = deepright = FALSE;
4477 shortright = shortleft = FALSE;
4482 /* Find the destination grid */
4483 row = py + ddy[dir];
4484 col = px + ddx[dir];
4486 ignore_avoid_run = cave_have_flag_bold(row, col, FF_AVOID_RUN);
4488 /* Extract cycle index */
4491 /* Check for walls */
4492 if (see_wall(cycle[i+1], py, px))
4494 find_breakleft = TRUE;
4497 else if (see_wall(cycle[i+1], row, col))
4499 find_breakleft = TRUE;
4503 /* Check for walls */
4504 if (see_wall(cycle[i-1], py, px))
4506 find_breakright = TRUE;
4509 else if (see_wall(cycle[i-1], row, col))
4511 find_breakright = TRUE;
4515 /* Looking for a break */
4516 if (find_breakleft && find_breakright)
4518 /* Not looking for open area */
4519 find_openarea = FALSE;
4521 /* Hack -- allow angled corridor entry */
4524 if (deepleft && !deepright)
4526 find_prevdir = cycle[i - 1];
4528 else if (deepright && !deepleft)
4530 find_prevdir = cycle[i + 1];
4534 /* Hack -- allow blunt corridor entry */
4535 else if (see_wall(cycle[i], row, col))
4537 if (shortleft && !shortright)
4539 find_prevdir = cycle[i - 2];
4541 else if (shortright && !shortleft)
4543 find_prevdir = cycle[i + 2];
4551 * Update the current "run" path
4553 * Return TRUE if the running should be stopped
4555 static bool run_test(void)
4557 int prev_dir, new_dir, check_dir = 0;
4560 int option = 0, option2 = 0;
4563 feature_type *f_ptr;
4565 /* Where we came from */
4566 prev_dir = find_prevdir;
4569 /* Range of newly adjacent grids */
4570 max = (prev_dir & 0x01) + 1;
4572 /* break run when leaving trap detected region */
4573 if ((disturb_trap_detect || alert_trap_detect)
4574 && p_ptr->dtrap && !(cave[py][px].info & CAVE_IN_DETECT))
4576 /* No duplicate warning */
4577 p_ptr->dtrap = FALSE;
4579 /* You are just on the edge */
4580 if (!(cave[py][px].info & CAVE_UNSAFE))
4582 if (alert_trap_detect)
4585 msg_print("* Ãí°Õ:¤³¤ÎÀè¤Ï¥È¥é¥Ã¥×¤Î´¶ÃÎÈϰϳ°¤Ç¤¹¡ª *");
4587 msg_print("*Leaving trap detect region!*");
4591 if (disturb_trap_detect)
4599 /* Look at every newly adjacent square. */
4600 for (i = -max; i <= max; i++)
4602 s16b this_o_idx, next_o_idx = 0;
4605 new_dir = cycle[chome[prev_dir] + i];
4608 row = py + ddy[new_dir];
4609 col = px + ddx[new_dir];
4612 c_ptr = &cave[row][col];
4614 /* Feature code (applying "mimic" field) */
4615 feat = get_feat_mimic(c_ptr);
4616 f_ptr = &f_info[feat];
4618 /* Visible monsters abort running */
4621 monster_type *m_ptr = &m_list[c_ptr->m_idx];
4623 /* Visible monster */
4624 if (m_ptr->ml) return (TRUE);
4627 /* Visible objects abort running */
4628 for (this_o_idx = c_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
4632 /* Acquire object */
4633 o_ptr = &o_list[this_o_idx];
4635 /* Acquire next object */
4636 next_o_idx = o_ptr->next_o_idx;
4638 /* Visible object */
4639 if (o_ptr->marked & OM_FOUND) return (TRUE);
4642 /* Assume unknown */
4645 /* Check memorized grids */
4646 if (c_ptr->info & (CAVE_MARK))
4648 bool notice = have_flag(f_ptr->flags, FF_NOTICE);
4650 if (notice && have_flag(f_ptr->flags, FF_MOVE))
4653 if (find_ignore_doors && have_flag(f_ptr->flags, FF_DOOR) && have_flag(f_ptr->flags, FF_CLOSE))
4655 /* Option -- ignore */
4660 else if (find_ignore_stairs && have_flag(f_ptr->flags, FF_STAIRS))
4662 /* Option -- ignore */
4667 else if (have_flag(f_ptr->flags, FF_LAVA) && (p_ptr->immune_fire || IS_INVULN()))
4674 else if (have_flag(f_ptr->flags, FF_WATER) && have_flag(f_ptr->flags, FF_DEEP) &&
4675 (p_ptr->levitation || p_ptr->can_swim || (p_ptr->total_weight <= weight_limit())))
4682 /* Interesting feature */
4683 if (notice) return (TRUE);
4685 /* The grid is "visible" */
4689 /* Analyze unknown grids and floors considering mimic */
4690 if (inv || !see_wall(0, row, col))
4692 /* Looking for open area */
4698 /* The first new direction. */
4704 /* Three new directions. Stop running. */
4710 /* Two non-adjacent new directions. Stop running. */
4711 else if (option != cycle[chome[prev_dir] + i - 1])
4716 /* Two new (adjacent) directions (case 1) */
4717 else if (new_dir & 0x01)
4719 check_dir = cycle[chome[prev_dir] + i - 2];
4723 /* Two new (adjacent) directions (case 2) */
4726 check_dir = cycle[chome[prev_dir] + i + 1];
4732 /* Obstacle, while looking for open area */
4739 /* Break to the right */
4740 find_breakright = TRUE;
4745 /* Break to the left */
4746 find_breakleft = TRUE;
4752 /* Looking for open area */
4755 /* Hack -- look again */
4756 for (i = -max; i < 0; i++)
4758 /* Unknown grid or non-wall */
4759 if (!see_wall(cycle[chome[prev_dir] + i], py, px))
4761 /* Looking to break right */
4762 if (find_breakright)
4771 /* Looking to break left */
4779 /* Hack -- look again */
4780 for (i = max; i > 0; i--)
4782 /* Unknown grid or non-wall */
4783 if (!see_wall(cycle[chome[prev_dir] + i], py, px))
4785 /* Looking to break left */
4795 /* Looking to break right */
4796 if (find_breakright)
4804 /* Not looking for open area */
4816 /* Primary option */
4817 find_current = option;
4819 /* No other options */
4820 find_prevdir = option;
4823 /* Two options, examining corners */
4826 /* Primary option */
4827 find_current = option;
4829 /* Hack -- allow curving */
4830 find_prevdir = option2;
4833 /* Two options, pick one */
4836 /* Get next location */
4837 row = py + ddy[option];
4838 col = px + ddx[option];
4840 /* Don't see that it is closed off. */
4841 /* This could be a potential corner or an intersection. */
4842 if (!see_wall(option, row, col) ||
4843 !see_wall(check_dir, row, col))
4845 /* Can not see anything ahead and in the direction we */
4846 /* are turning, assume that it is a potential corner. */
4847 if (see_nothing(option, row, col) &&
4848 see_nothing(option2, row, col))
4850 find_current = option;
4851 find_prevdir = option2;
4854 /* STOP: we are next to an intersection or a room */
4861 /* This corner is seen to be enclosed; we cut the corner. */
4864 find_current = option2;
4865 find_prevdir = option2;
4868 /* This corner is seen to be enclosed, and we */
4869 /* deliberately go the long way. */
4872 find_current = option;
4873 find_prevdir = option2;
4878 /* About to hit a known wall, stop */
4879 if (see_wall(find_current, py, px))
4891 * Take one step along the current "run" path
4893 void run_step(int dir)
4898 /* Ignore AVOID_RUN on a first step */
4899 ignore_avoid_run = TRUE;
4901 /* Hack -- do not start silly run */
4902 if (see_wall(dir, py, px))
4906 msg_print("¤½¤ÎÊý¸þ¤Ë¤ÏÁö¤ì¤Þ¤»¤ó¡£");
4908 msg_print("You cannot run in that direction.");
4936 /* Decrease the run counter */
4937 if (--running <= 0) return;
4942 /* Move the player, using the "pickup" flag */
4943 #ifdef ALLOW_EASY_DISARM /* TNB */
4945 move_player(find_current, FALSE, FALSE);
4947 #else /* ALLOW_EASY_DISARM -- TNB */
4949 move_player(find_current, always_pickup, FALSE);
4951 #endif /* ALLOW_EASY_DISARM -- TNB */
4953 if (player_bold(p_ptr->run_py, p_ptr->run_px))
4964 * Test for traveling
4966 static int travel_test(int prev_dir)
4970 const cave_type *c_ptr;
4973 /* Cannot travel when blind */
4974 if (p_ptr->blind || no_lite())
4976 msg_print(_("Ìܤ¬¸«¤¨¤Ê¤¤¡ª", "You cannot see!"));
4980 /* break run when leaving trap detected region */
4981 if ((disturb_trap_detect || alert_trap_detect)
4982 && p_ptr->dtrap && !(cave[py][px].info & CAVE_IN_DETECT))
4984 /* No duplicate warning */
4985 p_ptr->dtrap = FALSE;
4987 /* You are just on the edge */
4988 if (!(cave[py][px].info & CAVE_UNSAFE))
4990 if (alert_trap_detect)
4993 msg_print("* Ãí°Õ:¤³¤ÎÀè¤Ï¥È¥é¥Ã¥×¤Î´¶ÃÎÈϰϳ°¤Ç¤¹¡ª *");
4995 msg_print("*Leaving trap detect region!*");
4999 if (disturb_trap_detect)
5007 /* Range of newly adjacent grids */
5008 max = (prev_dir & 0x01) + 1;
5010 /* Look at every newly adjacent square. */
5011 for (i = -max; i <= max; i++)
5014 int dir = cycle[chome[prev_dir] + i];
5017 int row = py + ddy[dir];
5018 int col = px + ddx[dir];
5021 c_ptr = &cave[row][col];
5023 /* Visible monsters abort running */
5026 monster_type *m_ptr = &m_list[c_ptr->m_idx];
5028 /* Visible monster */
5029 if (m_ptr->ml) return (0);
5034 /* Travel cost of current grid */
5035 cost = travel.cost[py][px];
5037 /* Determine travel direction */
5038 for (i = 0; i < 8; ++ i) {
5039 int dir_cost = travel.cost[py+ddy_ddd[i]][px+ddx_ddd[i]];
5041 if (dir_cost < cost)
5048 if (!new_dir) return (0);
5050 /* Access newly move grid */
5051 c_ptr = &cave[py+ddy[new_dir]][px+ddx[new_dir]];
5053 /* Close door abort traveling */
5054 if (!easy_open && is_closed_door(c_ptr->feat)) return (0);
5056 /* Visible and unignorable trap abort tarveling */
5057 if (!c_ptr->mimic && !trap_can_be_ignored(c_ptr->feat)) return (0);
5067 void travel_step(void)
5069 /* Get travel direction */
5070 travel.dir = travel_test(travel.dir);
5075 if (travel.run == 255)
5078 msg_print("Æ»¶Ú¤¬¸«¤Ä¤«¤ê¤Þ¤»¤ó¡ª");
5080 msg_print("No route is found!");
5089 move_player(travel.dir, always_pickup, FALSE);
5091 if ((py == travel.y) && (px == travel.x))
5093 else if (travel.run > 0)
5097 Term_xtra(TERM_XTRA_DELAY, delay_factor);