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);
233 torch_flags(o_ptr, flgs); /* torches has secret flags */
238 if (p_ptr->special_attack & (ATTACK_ACID)) add_flag(flgs, TR_BRAND_ACID);
239 if (p_ptr->special_attack & (ATTACK_COLD)) add_flag(flgs, TR_BRAND_COLD);
240 if (p_ptr->special_attack & (ATTACK_ELEC)) add_flag(flgs, TR_BRAND_ELEC);
241 if (p_ptr->special_attack & (ATTACK_FIRE)) add_flag(flgs, TR_BRAND_FIRE);
242 if (p_ptr->special_attack & (ATTACK_POIS)) add_flag(flgs, TR_BRAND_POIS);
245 /* Some "weapons" and "ammo" do extra damage */
258 if ((have_flag(flgs, TR_SLAY_ANIMAL)) &&
259 (r_ptr->flags3 & RF3_ANIMAL))
261 if (is_original_ap_and_seen(m_ptr))
263 r_ptr->r_flags3 |= RF3_ANIMAL;
266 if (mult < 25) mult = 25;
270 if ((have_flag(flgs, TR_KILL_ANIMAL)) &&
271 (r_ptr->flags3 & RF3_ANIMAL))
273 if (is_original_ap_and_seen(m_ptr))
275 r_ptr->r_flags3 |= RF3_ANIMAL;
278 if (mult < 40) mult = 40;
282 if ((have_flag(flgs, TR_SLAY_EVIL)) &&
283 (r_ptr->flags3 & RF3_EVIL))
285 if (is_original_ap_and_seen(m_ptr))
287 r_ptr->r_flags3 |= RF3_EVIL;
290 if (mult < 20) mult = 20;
294 if ((have_flag(flgs, TR_KILL_EVIL)) &&
295 (r_ptr->flags3 & RF3_EVIL))
297 if (is_original_ap_and_seen(m_ptr))
299 r_ptr->r_flags3 |= RF3_EVIL;
302 if (mult < 35) mult = 35;
306 if ((have_flag(flgs, TR_SLAY_HUMAN)) &&
307 (r_ptr->flags2 & RF2_HUMAN))
309 if (is_original_ap_and_seen(m_ptr))
311 r_ptr->r_flags2 |= RF2_HUMAN;
314 if (mult < 25) mult = 25;
318 if ((have_flag(flgs, TR_KILL_HUMAN)) &&
319 (r_ptr->flags2 & RF2_HUMAN))
321 if (is_original_ap_and_seen(m_ptr))
323 r_ptr->r_flags2 |= RF2_HUMAN;
326 if (mult < 40) mult = 40;
330 if ((have_flag(flgs, TR_SLAY_UNDEAD)) &&
331 (r_ptr->flags3 & RF3_UNDEAD))
333 if (is_original_ap_and_seen(m_ptr))
335 r_ptr->r_flags3 |= RF3_UNDEAD;
338 if (mult < 30) mult = 30;
342 if ((have_flag(flgs, TR_KILL_UNDEAD)) &&
343 (r_ptr->flags3 & RF3_UNDEAD))
345 if (is_original_ap_and_seen(m_ptr))
347 r_ptr->r_flags3 |= RF3_UNDEAD;
350 if (mult < 50) mult = 50;
354 if ((have_flag(flgs, TR_SLAY_DEMON)) &&
355 (r_ptr->flags3 & RF3_DEMON))
357 if (is_original_ap_and_seen(m_ptr))
359 r_ptr->r_flags3 |= RF3_DEMON;
362 if (mult < 30) mult = 30;
366 if ((have_flag(flgs, TR_KILL_DEMON)) &&
367 (r_ptr->flags3 & RF3_DEMON))
369 if (is_original_ap_and_seen(m_ptr))
371 r_ptr->r_flags3 |= RF3_DEMON;
374 if (mult < 50) mult = 50;
378 if ((have_flag(flgs, TR_SLAY_ORC)) &&
379 (r_ptr->flags3 & RF3_ORC))
381 if (is_original_ap_and_seen(m_ptr))
383 r_ptr->r_flags3 |= RF3_ORC;
386 if (mult < 30) mult = 30;
390 if ((have_flag(flgs, TR_KILL_ORC)) &&
391 (r_ptr->flags3 & RF3_ORC))
393 if (is_original_ap_and_seen(m_ptr))
395 r_ptr->r_flags3 |= RF3_ORC;
398 if (mult < 50) mult = 50;
402 if ((have_flag(flgs, TR_SLAY_TROLL)) &&
403 (r_ptr->flags3 & RF3_TROLL))
405 if (is_original_ap_and_seen(m_ptr))
407 r_ptr->r_flags3 |= RF3_TROLL;
410 if (mult < 30) mult = 30;
414 if ((have_flag(flgs, TR_KILL_TROLL)) &&
415 (r_ptr->flags3 & RF3_TROLL))
417 if (is_original_ap_and_seen(m_ptr))
419 r_ptr->r_flags3 |= RF3_TROLL;
422 if (mult < 50) mult = 50;
426 if ((have_flag(flgs, TR_SLAY_GIANT)) &&
427 (r_ptr->flags3 & RF3_GIANT))
429 if (is_original_ap_and_seen(m_ptr))
431 r_ptr->r_flags3 |= RF3_GIANT;
434 if (mult < 30) mult = 30;
438 if ((have_flag(flgs, TR_KILL_GIANT)) &&
439 (r_ptr->flags3 & RF3_GIANT))
441 if (is_original_ap_and_seen(m_ptr))
443 r_ptr->r_flags3 |= RF3_GIANT;
446 if (mult < 50) mult = 50;
450 if ((have_flag(flgs, TR_SLAY_DRAGON)) &&
451 (r_ptr->flags3 & RF3_DRAGON))
453 if (is_original_ap_and_seen(m_ptr))
455 r_ptr->r_flags3 |= RF3_DRAGON;
458 if (mult < 30) mult = 30;
462 if ((have_flag(flgs, TR_KILL_DRAGON)) &&
463 (r_ptr->flags3 & RF3_DRAGON))
465 if (is_original_ap_and_seen(m_ptr))
467 r_ptr->r_flags3 |= RF3_DRAGON;
470 if (mult < 50) mult = 50;
472 if ((o_ptr->name1 == ART_NOTHUNG) && (m_ptr->r_idx == MON_FAFNER))
476 /* Hex - Slay Good (Runesword) */
477 if (hex_spelling(HEX_RUNESWORD) &&
478 (r_ptr->flags3 & RF3_GOOD))
480 if (is_original_ap_and_seen(m_ptr))
482 r_ptr->r_flags3 |= RF3_GOOD;
485 if (mult < 20) mult = 20;
489 if (have_flag(flgs, TR_BRAND_ACID))
491 /* Notice immunity */
492 if (r_ptr->flagsr & RFR_EFF_IM_ACID_MASK)
494 if (is_original_ap_and_seen(m_ptr))
496 r_ptr->r_flagsr |= (r_ptr->flagsr & RFR_EFF_IM_ACID_MASK);
500 /* Otherwise, take the damage */
503 if (mult < 25) mult = 25;
508 if (have_flag(flgs, TR_BRAND_ELEC))
510 /* Notice immunity */
511 if (r_ptr->flagsr & RFR_EFF_IM_ELEC_MASK)
513 if (is_original_ap_and_seen(m_ptr))
515 r_ptr->r_flagsr |= (r_ptr->flagsr & RFR_EFF_IM_ELEC_MASK);
519 /* Otherwise, take the damage */
522 if (mult < 25) mult = 25;
527 if (have_flag(flgs, TR_BRAND_FIRE))
529 /* Notice immunity */
530 if (r_ptr->flagsr & RFR_EFF_IM_FIRE_MASK)
532 if (is_original_ap_and_seen(m_ptr))
534 r_ptr->r_flagsr |= (r_ptr->flagsr & RFR_EFF_IM_FIRE_MASK);
538 /* Otherwise, take the damage */
541 if (r_ptr->flags3 & RF3_HURT_FIRE)
543 if (mult < 50) mult = 50;
544 if (is_original_ap_and_seen(m_ptr))
546 r_ptr->r_flags3 |= RF3_HURT_FIRE;
549 else if (mult < 25) mult = 25;
554 if (have_flag(flgs, TR_BRAND_COLD))
556 /* Notice immunity */
557 if (r_ptr->flagsr & RFR_EFF_IM_COLD_MASK)
559 if (is_original_ap_and_seen(m_ptr))
561 r_ptr->r_flagsr |= (r_ptr->flagsr & RFR_EFF_IM_COLD_MASK);
564 /* Otherwise, take the damage */
567 if (r_ptr->flags3 & RF3_HURT_COLD)
569 if (mult < 50) mult = 50;
570 if (is_original_ap_and_seen(m_ptr))
572 r_ptr->r_flags3 |= RF3_HURT_COLD;
575 else if (mult < 25) mult = 25;
580 if (have_flag(flgs, TR_BRAND_POIS))
582 /* Notice immunity */
583 if (r_ptr->flagsr & RFR_EFF_IM_POIS_MASK)
585 if (is_original_ap_and_seen(m_ptr))
587 r_ptr->r_flagsr |= (r_ptr->flagsr & RFR_EFF_IM_POIS_MASK);
591 /* Otherwise, take the damage */
594 if (mult < 25) mult = 25;
599 if (p_ptr->pclass == CLASS_SAMURAI)
601 mult = mult_hissatsu(mult, flgs, m_ptr, mode);
604 if ((p_ptr->pclass != CLASS_SAMURAI) && (have_flag(flgs, TR_FORCE_WEAPON)) && (p_ptr->csp > (o_ptr->dd * o_ptr->ds / 5)))
606 p_ptr->csp -= (1+(o_ptr->dd * o_ptr->ds / 5));
607 p_ptr->redraw |= (PR_MANA);
608 mult = mult * 3 / 2 + 20;
613 if (mult > 150) mult = 150;
615 /* Return the total damage */
616 return (tdam * mult / 10);
621 * Search for hidden things
627 s16b this_o_idx, next_o_idx = 0;
632 /* Start with base search ability */
633 chance = p_ptr->skill_srh;
635 /* Penalize various conditions */
636 if (p_ptr->blind || no_lite()) chance = chance / 10;
637 if (p_ptr->confused || p_ptr->image) chance = chance / 10;
639 /* Search the nearby grids, which are always in bounds */
640 for (y = (py - 1); y <= (py + 1); y++)
642 for (x = (px - 1); x <= (px + 1); x++)
644 /* Sometimes, notice things */
645 if (randint0(100) < chance)
647 /* Access the grid */
651 if (c_ptr->mimic && is_trap(c_ptr->feat))
658 msg_print("¥È¥é¥Ã¥×¤òȯ¸«¤·¤¿¡£");
660 msg_print("You have found a trap.");
668 if (is_hidden_door(c_ptr))
672 msg_print("±£¤·¥É¥¢¤òȯ¸«¤·¤¿¡£");
674 msg_print("You have found a secret door.");
684 /* Scan all objects in the grid */
685 for (this_o_idx = c_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
690 o_ptr = &o_list[this_o_idx];
692 /* Acquire next object */
693 next_o_idx = o_ptr->next_o_idx;
695 /* Skip non-chests */
696 if (o_ptr->tval != TV_CHEST) continue;
698 /* Skip non-trapped chests */
699 if (!chest_traps[o_ptr->pval]) continue;
702 if (!object_is_known(o_ptr))
706 msg_print("È¢¤Ë»Å³Ý¤±¤é¤ì¤¿¥È¥é¥Ã¥×¤òȯ¸«¤·¤¿¡ª");
708 msg_print("You have discovered a trap on the chest!");
725 * Helper routine for py_pickup() and py_pickup_floor().
727 * Add the given dungeon object to the character's inventory.
729 * Delete the object afterwards.
731 void py_pickup_aux(int o_idx)
737 * ¥¢¥¤¥Æ¥à¤ò½¦¤Ã¤¿ºÝ¤Ë¡Ö£²¤Ä¤Î¥±¡¼¥¤ò»ý¤Ã¤Æ¤¤¤ë¡×
738 * "You have two cakes." ¤È¥¢¥¤¥Æ¥à¤ò½¦¤Ã¤¿¸å¤Î¹ç·×¤Î¤ß¤Îɽ¼¨¤¬¥ª¥ê¥¸¥Ê¥ë
740 * ¤¢¤ë¤È¤¤¤¦»ØŦ¤ò¤¦¤±¤¿¤Î¤Ç¡¢¡Ö¡Á¤ò½¦¤Ã¤¿¡¢¡Á¤ò»ý¤Ã¤Æ¤¤¤ë¡×¤È¤¤¤¦É½¼¨
741 * ¤Ë¤«¤¨¤Æ¤¢¤ë¡£¤½¤Î¤¿¤á¤ÎÇÛÎó¡£
743 char o_name[MAX_NLEN];
744 char old_name[MAX_NLEN];
748 char o_name[MAX_NLEN];
753 o_ptr = &o_list[o_idx];
756 /* Describe the object */
757 object_desc(old_name, o_ptr, OD_NAME_ONLY);
758 object_desc_kosuu(kazu_str, o_ptr);
759 hirottakazu = o_ptr->number;
761 /* Carry the object */
762 slot = inven_carry(o_ptr);
764 /* Get the object again */
765 o_ptr = &inventory[slot];
767 /* Delete the object */
768 delete_object_idx(o_idx);
770 if (p_ptr->pseikaku == SEIKAKU_MUNCHKIN)
772 bool old_known = identify_item(o_ptr);
774 /* Auto-inscription/destroy */
775 autopick_alter_item(slot, (bool)(destroy_identify && !old_known));
777 /* If it is destroyed, don't pick it up */
778 if (o_ptr->marked & OM_AUTODESTROY) return;
781 /* Describe the object */
782 object_desc(o_name, o_ptr, 0);
786 if ((o_ptr->name1 == ART_CRIMSON) && (p_ptr->pseikaku == SEIKAKU_COMBAT))
788 msg_format("¤³¤¦¤·¤Æ¡¢%s¤Ï¡Ø¥¯¥ê¥à¥¾¥ó¡Ù¤ò¼ê¤ËÆþ¤ì¤¿¡£", player_name);
789 msg_print("¤·¤«¤·º£¡¢¡Øº®Æ٤Υµ¡¼¥Ú¥ó¥È¡Ù¤ÎÊü¤Ã¤¿¥â¥ó¥¹¥¿¡¼¤¬¡¢");
790 msg_format("%s¤Ë½±¤¤¤«¤«¤ë¡¥¡¥¡¥", player_name);
796 msg_format("%s(%c)¤ò»ý¤Ã¤Æ¤¤¤ë¡£",o_name, index_to_label(slot));
800 if (o_ptr->number > hirottakazu) {
801 msg_format("%s½¦¤Ã¤Æ¡¢%s(%c)¤ò»ý¤Ã¤Æ¤¤¤ë¡£",
802 kazu_str, o_name, index_to_label(slot));
804 msg_format("%s(%c)¤ò½¦¤Ã¤¿¡£", o_name, index_to_label(slot));
808 strcpy(record_o_name, old_name);
810 msg_format("You have %s (%c).", o_name, index_to_label(slot));
811 strcpy(record_o_name, o_name);
816 /* Check if completed a quest */
817 for (i = 0; i < max_quests; i++)
819 if ((quest[i].type == QUEST_TYPE_FIND_ARTIFACT) &&
820 (quest[i].status == QUEST_STATUS_TAKEN) &&
821 (quest[i].k_idx == o_ptr->name1))
823 if (record_fix_quest) do_cmd_write_nikki(NIKKI_FIX_QUEST_C, i, NULL);
824 quest[i].status = QUEST_STATUS_COMPLETED;
825 quest[i].complev = (byte)p_ptr->lev;
827 msg_print("¥¯¥¨¥¹¥È¤òãÀ®¤·¤¿¡ª");
829 msg_print("You completed your quest!");
839 * Player "wants" to pick up an object or gold.
840 * Note that we ONLY handle things that can be picked up.
841 * See "move_player()" for handling of other things.
843 void carry(bool pickup)
845 cave_type *c_ptr = &cave[py][px];
847 s16b this_o_idx, next_o_idx = 0;
849 char o_name[MAX_NLEN];
851 /* Recenter the map around the player */
855 p_ptr->update |= (PU_MONSTERS);
858 p_ptr->redraw |= (PR_MAP);
861 p_ptr->window |= (PW_OVERHEAD);
866 /* Automatically pickup/destroy/inscribe items */
867 autopick_pickup_items(c_ptr);
870 #ifdef ALLOW_EASY_FLOOR
874 py_pickup_floor(pickup);
878 #endif /* ALLOW_EASY_FLOOR */
880 /* Scan the pile of objects */
881 for (this_o_idx = c_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
886 o_ptr = &o_list[this_o_idx];
888 #ifdef ALLOW_EASY_SENSE /* TNB */
890 /* Option: Make item sensing easy */
893 /* Sense the object */
894 (void)sense_object(o_ptr);
897 #endif /* ALLOW_EASY_SENSE -- TNB */
899 /* Describe the object */
900 object_desc(o_name, o_ptr, 0);
902 /* Acquire next object */
903 next_o_idx = o_ptr->next_o_idx;
905 /* Hack -- disturb */
909 if (o_ptr->tval == TV_GOLD)
911 int value = (long)o_ptr->pval;
913 /* Delete the gold */
914 delete_object_idx(this_o_idx);
918 msg_format(" $%ld ¤Î²ÁÃͤ¬¤¢¤ë%s¤ò¸«¤Ä¤±¤¿¡£",
919 (long)value, o_name);
921 msg_format("You collect %ld gold pieces worth of %s.",
922 (long)value, o_name);
928 /* Collect the gold */
932 p_ptr->redraw |= (PR_GOLD);
935 p_ptr->window |= (PW_PLAYER);
938 /* Pick up objects */
941 /* Hack - some objects were handled in autopick_pickup_items(). */
942 if (o_ptr->marked & OM_NOMSG)
944 /* Clear the flag. */
945 o_ptr->marked &= ~OM_NOMSG;
947 /* Describe the object */
951 msg_format("%s¤¬¤¢¤ë¡£", o_name);
953 msg_format("You see %s.", o_name);
958 /* Note that the pack is too full */
959 else if (!inven_carry_okay(o_ptr))
962 msg_format("¥¶¥Ã¥¯¤Ë¤Ï%s¤òÆþ¤ì¤ë·ä´Ö¤¬¤Ê¤¤¡£", o_name);
964 msg_format("You have no room for %s.", o_name);
969 /* Pick up the item (if requested and allowed) */
974 /* Hack -- query every item */
975 if (carry_query_flag)
977 char out_val[MAX_NLEN+20];
979 sprintf(out_val, "%s¤ò½¦¤¤¤Þ¤¹¤«? ", o_name);
981 sprintf(out_val, "Pick up %s? ", o_name);
984 okay = get_check(out_val);
987 /* Attempt to pick up an object. */
990 /* Pick up the object */
991 py_pickup_aux(this_o_idx);
1000 * Determine if a trap affects the player.
1001 * Always miss 5% of the time, Always hit 5% of the time.
1002 * Otherwise, match trap power against player armor.
1004 static int check_hit(int power)
1008 /* Percentile dice */
1011 /* Hack -- 5% hit, 5% miss */
1012 if (k < 10) return (k < 5);
1014 if (p_ptr->pseikaku == SEIKAKU_NAMAKE)
1015 if (one_in_(20)) return (TRUE);
1017 /* Paranoia -- No power */
1018 if (power <= 0) return (FALSE);
1021 ac = p_ptr->ac + p_ptr->to_a;
1023 /* Power competes against Armor */
1024 if (randint1(power) > ((ac * 3) / 4)) return (TRUE);
1033 * Handle player hitting a real trap
1035 static void hit_trap(bool break_trap)
1040 /* Get the cave grid */
1041 cave_type *c_ptr = &cave[y][x];
1042 feature_type *f_ptr = &f_info[c_ptr->feat];
1043 int trap_feat_type = have_flag(f_ptr->flags, FF_TRAP) ? f_ptr->subtype : NOT_TRAP;
1046 cptr name = "¥È¥é¥Ã¥×";
1048 cptr name = "a trap";
1051 /* Disturb the player */
1054 cave_alter_feat(y, x, FF_HIT_TRAP);
1056 /* Analyze XXX XXX XXX */
1057 switch (trap_feat_type)
1061 if (p_ptr->levitation)
1064 msg_print("Íî¤È¤·¸Í¤òÈô¤Ó±Û¤¨¤¿¡£");
1066 msg_print("You fly over a trap door.");
1073 msg_print("Íî¤È¤·¸Í¤ËÍî¤Á¤¿¡ª");
1074 if ((p_ptr->pseikaku == SEIKAKU_COMBAT) || (inventory[INVEN_BOW].name1 == ART_CRIMSON))
1075 msg_print("¤¯¤Ã¤½¡Á¡ª");
1077 msg_print("You have fallen through a trap door!");
1081 dam = damroll(2, 8);
1085 name = "a trap door";
1088 take_hit(DAMAGE_NOESCAPE, dam, name, -1);
1090 /* Still alive and autosave enabled */
1091 if (autosave_l && (p_ptr->chp >= 0))
1092 do_cmd_save_game(TRUE);
1095 do_cmd_write_nikki(NIKKI_BUNSHOU, 0, "Íî¤È¤·¸Í¤ËÍî¤Á¤¿");
1097 do_cmd_write_nikki(NIKKI_BUNSHOU, 0, "You have fallen through a trap door!");
1099 prepare_change_floor_mode(CFM_SAVE_FLOORS | CFM_DOWN | CFM_RAND_PLACE | CFM_RAND_CONNECT);
1102 p_ptr->leaving = TRUE;
1109 if (p_ptr->levitation)
1112 msg_print("Íî¤È¤··ê¤òÈô¤Ó±Û¤¨¤¿¡£");
1114 msg_print("You fly over a pit trap.");
1121 msg_print("Íî¤È¤··ê¤ËÍî¤Á¤Æ¤·¤Þ¤Ã¤¿¡ª");
1123 msg_print("You have fallen into a pit!");
1126 dam = damroll(2, 6);
1130 name = "a pit trap";
1133 take_hit(DAMAGE_NOESCAPE, dam, name, -1);
1138 case TRAP_SPIKED_PIT:
1140 if (p_ptr->levitation)
1143 msg_print("¥È¥²¤Î¤¢¤ëÍî¤È¤··ê¤òÈô¤Ó±Û¤¨¤¿¡£");
1145 msg_print("You fly over a spiked pit.");
1152 msg_print("¥¹¥Ñ¥¤¥¯¤¬Éߤ«¤ì¤¿Íî¤È¤··ê¤ËÍî¤Á¤Æ¤·¤Þ¤Ã¤¿¡ª");
1154 msg_print("You fall into a spiked pit!");
1162 name = "a pit trap";
1165 dam = damroll(2, 6);
1167 /* Extra spike damage */
1168 if (randint0(100) < 50)
1171 msg_print("¥¹¥Ñ¥¤¥¯¤¬»É¤µ¤Ã¤¿¡ª");
1173 msg_print("You are impaled!");
1178 name = "¥È¥²¤Î¤¢¤ëÍî¤È¤··ê";
1180 name = "a spiked pit";
1184 (void)set_cut(p_ptr->cut + randint1(dam));
1187 /* Take the damage */
1188 take_hit(DAMAGE_NOESCAPE, dam, name, -1);
1193 case TRAP_POISON_PIT:
1195 if (p_ptr->levitation)
1198 msg_print("¥È¥²¤Î¤¢¤ëÍî¤È¤··ê¤òÈô¤Ó±Û¤¨¤¿¡£");
1200 msg_print("You fly over a spiked pit.");
1207 msg_print("¥¹¥Ñ¥¤¥¯¤¬Éߤ«¤ì¤¿Íî¤È¤··ê¤ËÍî¤Á¤Æ¤·¤Þ¤Ã¤¿¡ª");
1209 msg_print("You fall into a spiked pit!");
1214 dam = damroll(2, 6);
1219 name = "a pit trap";
1223 /* Extra spike damage */
1224 if (randint0(100) < 50)
1227 msg_print("ÆǤòÅɤé¤ì¤¿¥¹¥Ñ¥¤¥¯¤¬»É¤µ¤Ã¤¿¡ª");
1229 msg_print("You are impaled on poisonous spikes!");
1234 name = "¥È¥²¤Î¤¢¤ëÍî¤È¤··ê";
1236 name = "a spiked pit";
1241 (void)set_cut(p_ptr->cut + randint1(dam));
1243 if (p_ptr->resist_pois || IS_OPPOSE_POIS())
1246 msg_print("¤·¤«¤·ÆǤαƶÁ¤Ï¤Ê¤«¤Ã¤¿¡ª");
1248 msg_print("The poison does not affect you!");
1256 (void)set_poisoned(p_ptr->poisoned + randint1(dam));
1260 /* Take the damage */
1261 take_hit(DAMAGE_NOESCAPE, dam, name, -1);
1270 msg_print("²¿¤«¤¬¥Ô¥«¥Ã¤È¸÷¤Ã¤¿¡ª");
1272 msg_print("There is a flash of shimmering light!");
1275 num = 2 + randint1(3);
1276 for (i = 0; i < num; i++)
1278 (void)summon_specific(0, y, x, dun_level, 0, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE | PM_NO_PET));
1281 if (dun_level > randint1(100)) /* No nasty effect for low levels */
1283 bool stop_ty = FALSE;
1288 stop_ty = activate_ty_curse(stop_ty, &count);
1298 msg_print("¥Æ¥ì¥Ý¡¼¥È¡¦¥È¥é¥Ã¥×¤Ë¤Ò¤Ã¤«¤«¤Ã¤¿¡ª");
1300 msg_print("You hit a teleport trap!");
1303 teleport_player(100, TELEPORT_PASSIVE);
1310 msg_print("±ê¤ËÊñ¤Þ¤ì¤¿¡ª");
1312 msg_print("You are enveloped in flames!");
1315 dam = damroll(4, 6);
1317 (void)fire_dam(dam, "±ê¤Î¥È¥é¥Ã¥×", -1);
1319 (void)fire_dam(dam, "a fire trap", -1);
1328 msg_print("»À¤¬¿á¤¤«¤±¤é¤ì¤¿¡ª");
1330 msg_print("You are splashed with acid!");
1333 dam = damroll(4, 6);
1335 (void)acid_dam(dam, "»À¤Î¥È¥é¥Ã¥×", -1);
1337 (void)acid_dam(dam, "an acid trap", -1);
1348 msg_print("¾®¤µ¤Ê¥À¡¼¥Ä¤¬Èô¤ó¤Ç¤¤Æ»É¤µ¤Ã¤¿¡ª");
1350 msg_print("A small dart hits you!");
1353 dam = damroll(1, 4);
1355 take_hit(DAMAGE_ATTACK, dam, "¥À¡¼¥Ä¤Îæ«", -1);
1357 take_hit(DAMAGE_ATTACK, dam, "a dart trap", -1);
1360 if (!CHECK_MULTISHADOW()) (void)set_slow(p_ptr->slow + randint0(20) + 20, FALSE);
1365 msg_print("¾®¤µ¤Ê¥À¡¼¥Ä¤¬Èô¤ó¤Ç¤¤¿¡ª¤¬¡¢±¿Îɤ¯Åö¤¿¤é¤Ê¤«¤Ã¤¿¡£");
1367 msg_print("A small dart barely misses you.");
1379 msg_print("¾®¤µ¤Ê¥À¡¼¥Ä¤¬Èô¤ó¤Ç¤¤Æ»É¤µ¤Ã¤¿¡ª");
1381 msg_print("A small dart hits you!");
1384 dam = damroll(1, 4);
1386 take_hit(DAMAGE_ATTACK, dam, "¥À¡¼¥Ä¤Îæ«", -1);
1388 take_hit(DAMAGE_ATTACK, dam, "a dart trap", -1);
1391 if (!CHECK_MULTISHADOW()) (void)do_dec_stat(A_STR);
1396 msg_print("¾®¤µ¤Ê¥À¡¼¥Ä¤¬Èô¤ó¤Ç¤¤¿¡ª¤¬¡¢±¿Îɤ¯Åö¤¿¤é¤Ê¤«¤Ã¤¿¡£");
1398 msg_print("A small dart barely misses you.");
1410 msg_print("¾®¤µ¤Ê¥À¡¼¥Ä¤¬Èô¤ó¤Ç¤¤Æ»É¤µ¤Ã¤¿¡ª");
1412 msg_print("A small dart hits you!");
1415 dam = damroll(1, 4);
1417 take_hit(DAMAGE_ATTACK, dam, "¥À¡¼¥Ä¤Îæ«", -1);
1419 take_hit(DAMAGE_ATTACK, dam, "a dart trap", -1);
1422 if (!CHECK_MULTISHADOW()) (void)do_dec_stat(A_DEX);
1427 msg_print("¾®¤µ¤Ê¥À¡¼¥Ä¤¬Èô¤ó¤Ç¤¤¿¡ª¤¬¡¢±¿Îɤ¯Åö¤¿¤é¤Ê¤«¤Ã¤¿¡£");
1429 msg_print("A small dart barely misses you.");
1441 msg_print("¾®¤µ¤Ê¥À¡¼¥Ä¤¬Èô¤ó¤Ç¤¤Æ»É¤µ¤Ã¤¿¡ª");
1443 msg_print("A small dart hits you!");
1446 dam = damroll(1, 4);
1448 take_hit(DAMAGE_ATTACK, dam, "¥À¡¼¥Ä¤Îæ«", -1);
1450 take_hit(DAMAGE_ATTACK, dam, "a dart trap", -1);
1453 if (!CHECK_MULTISHADOW()) (void)do_dec_stat(A_CON);
1458 msg_print("¾®¤µ¤Ê¥À¡¼¥Ä¤¬Èô¤ó¤Ç¤¤¿¡ª¤¬¡¢±¿Îɤ¯Åö¤¿¤é¤Ê¤«¤Ã¤¿¡£");
1460 msg_print("A small dart barely misses you.");
1470 msg_print("¹õ¤¤¥¬¥¹¤ËÊñ¤ß¹þ¤Þ¤ì¤¿¡ª");
1472 msg_print("A black gas surrounds you!");
1475 if (!p_ptr->resist_blind)
1477 (void)set_blind(p_ptr->blind + randint0(50) + 25);
1485 msg_print("¤¤é¤á¤¯¥¬¥¹¤ËÊñ¤ß¹þ¤Þ¤ì¤¿¡ª");
1487 msg_print("A gas of scintillating colors surrounds you!");
1490 if (!p_ptr->resist_conf)
1492 (void)set_confused(p_ptr->confused + randint0(20) + 10);
1500 msg_print("»É·ãŪ¤ÊÎп§¤Î¥¬¥¹¤ËÊñ¤ß¹þ¤Þ¤ì¤¿¡ª");
1502 msg_print("A pungent green gas surrounds you!");
1505 if (!p_ptr->resist_pois && !IS_OPPOSE_POIS())
1507 (void)set_poisoned(p_ptr->poisoned + randint0(20) + 10);
1515 msg_print("´ñ̯¤ÊÇò¤¤Ì¸¤ËÊñ¤Þ¤ì¤¿¡ª");
1517 msg_print("A strange white mist surrounds you!");
1520 if (!p_ptr->free_act)
1523 msg_print("¤¢¤Ê¤¿¤Ï̲¤ê¤Ë½¢¤¤¤¿¡£");
1525 msg_print("You fall asleep.");
1529 if (ironman_nightmare)
1532 msg_print("¿È¤ÎÌÓ¤â¤è¤À¤Ä¸÷·Ê¤¬Æ¬¤ËÉ⤫¤ó¤À¡£");
1534 msg_print("A horrible vision enters your mind.");
1538 /* Pick a nightmare */
1539 get_mon_num_prep(get_nightmare, NULL);
1541 /* Have some nightmares */
1542 have_nightmare(get_mon_num(MAX_DEPTH));
1544 /* Remove the monster restriction */
1545 get_mon_num_prep(NULL, NULL);
1547 (void)set_paralyzed(p_ptr->paralyzed + randint0(10) + 5);
1555 msg_print("¤Þ¤Ð¤æ¤¤Á®¸÷¤¬Áö¤Ã¤¿¡ª");
1557 msg_print("There is a bright flash of light!");
1560 /* Make some new traps */
1561 project(0, 1, y, x, 0, GF_MAKE_TRAP, PROJECT_HIDE | PROJECT_JUMP | PROJECT_GRID, -1);
1569 msg_print("¤±¤¿¤¿¤Þ¤·¤¤²»¤¬ÌĤê¶Á¤¤¤¿¡ª");
1571 msg_print("An alarm sounds!");
1574 aggravate_monsters(0);
1582 msg_print("Âç²»¶Á¤È¶¦¤Ë¤Þ¤ï¤ê¤ÎÊɤ¬Êø¤ì¤¿¡ª");
1584 msg_print("Suddenly, surrounding walls are opened!");
1586 (void)project(0, 3, y, x, 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 (void)project(0, 3, y, x + 4, 0, GF_DISINTEGRATE, PROJECT_GRID | PROJECT_HIDE, -1);
1589 aggravate_monsters(0);
1594 case TRAP_ARMAGEDDON:
1596 static int levs[10] = {0, 0, 20, 10, 5, 3, 2, 1, 1, 1};
1597 int evil_idx = 0, good_idx = 0;
1601 msg_print("ÆÍÁ³Å·³¦¤ÎÀïÁè¤Ë´¬¤¹þ¤Þ¤ì¤¿¡ª");
1603 msg_print("Suddenly, you are surrounded by immotal beings!");
1606 /* Summon Demons and Angels */
1607 for (lev = dun_level; lev >= 20; lev -= 1 + lev/16)
1609 num = levs[MIN(lev/10, 9)];
1610 for (i = 0; i < num; i++)
1612 int x1 = rand_spread(x, 7);
1613 int y1 = rand_spread(y, 5);
1615 /* Skip illegal grids */
1616 if (!in_bounds(y1, x1)) continue;
1618 /* Require line of projection */
1619 if (!projectable(py, px, y1, x1)) continue;
1621 if (summon_specific(0, y1, x1, lev, SUMMON_ARMAGE_EVIL, (PM_NO_PET)))
1622 evil_idx = hack_m_idx_ii;
1624 if (summon_specific(0, y1, x1, lev, SUMMON_ARMAGE_GOOD, (PM_NO_PET)))
1626 good_idx = hack_m_idx_ii;
1629 /* Let them fight each other */
1630 if (evil_idx && good_idx)
1632 monster_type *evil_ptr = &m_list[evil_idx];
1633 monster_type *good_ptr = &m_list[good_idx];
1634 evil_ptr->target_y = good_ptr->fy;
1635 evil_ptr->target_x = good_ptr->fx;
1636 good_ptr->target_y = evil_ptr->fy;
1637 good_ptr->target_x = evil_ptr->fx;
1647 msg_print("ÆÍÁ³Êɤ«¤é¿å¤¬°î¤ì½Ð¤·¤¿¡ª¥Ô¥é¥Ë¥¢¤¬¤¤¤ë¡ª");
1649 msg_print("Suddenly, the room is filled with water with piranhas!");
1652 /* Water fills room */
1653 fire_ball_hide(GF_WATER_FLOW, 0, 1, 10);
1655 /* Summon Piranhas */
1656 num = 1 + dun_level/20;
1657 for (i = 0; i < num; i++)
1659 (void)summon_specific(0, y, x, dun_level, SUMMON_PIRANHAS, (PM_ALLOW_GROUP | PM_NO_PET));
1665 if (break_trap && is_trap(c_ptr->feat))
1667 cave_alter_feat(y, x, FF_DISARM);
1669 msg_print("¥È¥é¥Ã¥×¤òÊ´ºÕ¤·¤¿¡£");
1671 msg_print("You destroyed the trap.");
1677 static void touch_zap_player(monster_type *m_ptr)
1679 int aura_damage = 0;
1680 monster_race *r_ptr = &r_info[m_ptr->r_idx];
1682 if (r_ptr->flags2 & RF2_AURA_FIRE)
1684 if (!p_ptr->immune_fire)
1688 aura_damage = damroll(1 + (r_ptr->level / 26), 1 + (r_ptr->level / 17));
1690 /* Hack -- Get the "died from" name */
1691 monster_desc(aura_dam, m_ptr, MD_IGNORE_HALLU | MD_ASSUME_VISIBLE | MD_INDEF_VISIBLE);
1694 msg_print("ÆÍÁ³¤È¤Æ¤âÇ®¤¯¤Ê¤Ã¤¿¡ª");
1696 msg_print("You are suddenly very hot!");
1699 if (prace_is_(RACE_ENT)) aura_damage += aura_damage / 3;
1700 if (IS_OPPOSE_FIRE()) aura_damage = (aura_damage + 2) / 3;
1701 if (p_ptr->resist_fire) aura_damage = (aura_damage + 2) / 3;
1703 take_hit(DAMAGE_NOESCAPE, aura_damage, aura_dam, -1);
1704 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags2 |= RF2_AURA_FIRE;
1709 if (r_ptr->flags3 & RF3_AURA_COLD)
1711 if (!p_ptr->immune_cold)
1715 aura_damage = damroll(1 + (r_ptr->level / 26), 1 + (r_ptr->level / 17));
1717 /* Hack -- Get the "died from" name */
1718 monster_desc(aura_dam, m_ptr, MD_IGNORE_HALLU | MD_ASSUME_VISIBLE | MD_INDEF_VISIBLE);
1721 msg_print("ÆÍÁ³¤È¤Æ¤â´¨¤¯¤Ê¤Ã¤¿¡ª");
1723 msg_print("You are suddenly very cold!");
1726 if (IS_OPPOSE_COLD()) aura_damage = (aura_damage + 2) / 3;
1727 if (p_ptr->resist_cold) aura_damage = (aura_damage + 2) / 3;
1729 take_hit(DAMAGE_NOESCAPE, aura_damage, aura_dam, -1);
1730 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags3 |= RF3_AURA_COLD;
1735 if (r_ptr->flags2 & RF2_AURA_ELEC)
1737 if (!p_ptr->immune_elec)
1741 aura_damage = damroll(1 + (r_ptr->level / 26), 1 + (r_ptr->level / 17));
1743 /* Hack -- Get the "died from" name */
1744 monster_desc(aura_dam, m_ptr, MD_IGNORE_HALLU | MD_ASSUME_VISIBLE | MD_INDEF_VISIBLE);
1746 if (prace_is_(RACE_ANDROID)) aura_damage += aura_damage / 3;
1747 if (IS_OPPOSE_ELEC()) aura_damage = (aura_damage + 2) / 3;
1748 if (p_ptr->resist_elec) aura_damage = (aura_damage + 2) / 3;
1751 msg_print("ÅÅ·â¤ò¤¯¤é¤Ã¤¿¡ª");
1753 msg_print("You get zapped!");
1756 take_hit(DAMAGE_NOESCAPE, aura_damage, aura_dam, -1);
1757 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags2 |= RF2_AURA_ELEC;
1764 static void natural_attack(s16b m_idx, int attack, bool *fear, bool *mdeath)
1766 int k, bonus, chance;
1768 monster_type *m_ptr = &m_list[m_idx];
1769 monster_race *r_ptr = &r_info[m_ptr->r_idx];
1778 case MUT2_SCOR_TAIL:
1805 atk_desc = "¥¯¥Á¥Ð¥·";
1816 atk_desc = "¾Ý¤ÎÉ¡";
1822 case MUT2_TENTACLES:
1829 atk_desc = "tentacles";
1834 dss = ddd = n_weight = 1;
1836 atk_desc = "̤ÄêµÁ¤ÎÉô°Ì";
1838 atk_desc = "undefined body part";
1843 /* Extract monster name (or "it") */
1844 monster_desc(m_name, m_ptr, 0);
1847 /* Calculate the "attack quality" */
1848 bonus = p_ptr->to_h_m;
1849 bonus += (p_ptr->lev * 6 / 5);
1850 chance = (p_ptr->skill_thn + (bonus * BTH_PLUS_ADJ));
1853 if ((!(r_ptr->flags2 & RF2_QUANTUM) || !randint0(2)) && test_hit_norm(chance, r_ptr->ac, m_ptr->ml))
1859 msg_format("%s¤ò%s¤Ç¹¶·â¤·¤¿¡£", m_name, atk_desc);
1861 msg_format("You hit %s with your %s.", m_name, atk_desc);
1865 k = damroll(ddd, dss);
1866 k = critical_norm(n_weight, bonus, k, (s16b)bonus, 0);
1868 /* Apply the player damage bonuses */
1871 /* No negative damage */
1874 /* Modify the damage */
1875 k = mon_damage_mod(m_ptr, k, FALSE);
1877 /* Complex message */
1881 msg_format("%d/%d ¤Î¥À¥á¡¼¥¸¤òÍ¿¤¨¤¿¡£", k, m_ptr->hp);
1883 msg_format("You do %d (out of %d) damage.", k, m_ptr->hp);
1888 /* Anger the monster */
1889 if (k > 0) anger_monster(m_ptr);
1891 /* Damage, check for fear and mdeath */
1894 case MUT2_SCOR_TAIL:
1895 project(0, 0, m_ptr->fy, m_ptr->fx, k, GF_POIS, PROJECT_KILL, -1);
1896 *mdeath = (m_ptr->r_idx == 0);
1899 *mdeath = mon_take_hit(m_idx, k, fear, NULL);
1902 *mdeath = mon_take_hit(m_idx, k, fear, NULL);
1905 *mdeath = mon_take_hit(m_idx, k, fear, NULL);
1907 case MUT2_TENTACLES:
1908 *mdeath = mon_take_hit(m_idx, k, fear, NULL);
1911 *mdeath = mon_take_hit(m_idx, k, fear, NULL);
1914 touch_zap_player(m_ptr);
1924 msg_format("¥ß¥¹¡ª %s¤Ë¤«¤ï¤µ¤ì¤¿¡£", m_name);
1926 msg_format("You miss %s.", m_name);
1935 * Player attacks a (poor, defenseless) creature -RAK-
1937 * If no "weapon" is available, then "punch" the monster one time.
1939 static void py_attack_aux(int y, int x, bool *fear, bool *mdeath, s16b hand, int mode)
1941 int num = 0, k, bonus, chance, vir;
1943 cave_type *c_ptr = &cave[y][x];
1945 monster_type *m_ptr = &m_list[c_ptr->m_idx];
1946 monster_race *r_ptr = &r_info[m_ptr->r_idx];
1948 /* Access the weapon */
1949 object_type *o_ptr = &inventory[INVEN_RARM + hand];
1953 bool success_hit = FALSE;
1954 bool backstab = FALSE;
1955 bool vorpal_cut = FALSE;
1956 int chaos_effect = 0;
1957 bool stab_fleeing = FALSE;
1958 bool fuiuchi = FALSE;
1959 bool monk_attack = FALSE;
1960 bool do_quake = FALSE;
1962 bool drain_msg = TRUE;
1963 int drain_result = 0, drain_heal = 0;
1964 bool can_drain = FALSE;
1966 int drain_left = MAX_VAMPIRIC_DRAIN;
1967 u32b flgs[TR_FLAG_SIZE]; /* A massive hack -- life-draining weapons */
1968 bool is_human = (r_ptr->d_char == 'p');
1969 bool is_lowlevel = (r_ptr->level < (p_ptr->lev - 15));
1970 bool zantetsu_mukou, e_j_mukou;
1972 switch (p_ptr->pclass)
1976 if (buki_motteruka(INVEN_RARM + hand) && !p_ptr->icky_wield[hand])
1978 int tmp = p_ptr->lev * 6 + (p_ptr->skill_stl + 10) * 4;
1979 if (p_ptr->monlite && (mode != HISSATSU_NYUSIN)) tmp /= 3;
1980 if (p_ptr->cursed & TRC_AGGRAVATE) tmp /= 2;
1981 if (r_ptr->level > (p_ptr->lev * p_ptr->lev / 20 + 10)) tmp /= 3;
1982 if (MON_CSLEEP(m_ptr) && m_ptr->ml)
1984 /* Can't backstab creatures that we can't see, right? */
1987 else if ((p_ptr->special_defense & NINJA_S_STEALTH) && (randint0(tmp) > (r_ptr->level+20)) && m_ptr->ml && !(r_ptr->flagsr & RFR_RES_ALL))
1991 else if (MON_MONFEAR(m_ptr) && m_ptr->ml)
1993 stab_fleeing = TRUE;
1999 case CLASS_FORCETRAINER:
2000 case CLASS_BERSERKER:
2001 if ((empty_hands(TRUE) & EMPTY_HAND_RARM) && !p_ptr->riding) monk_attack = TRUE;
2005 if (!o_ptr->k_idx) /* Empty hand */
2007 if ((r_ptr->level + 10) > p_ptr->lev)
2009 if (p_ptr->skill_exp[GINOU_SUDE] < s_info[p_ptr->pclass].s_max[GINOU_SUDE])
2011 if (p_ptr->skill_exp[GINOU_SUDE] < WEAPON_EXP_BEGINNER)
2012 p_ptr->skill_exp[GINOU_SUDE] += 40;
2013 else if ((p_ptr->skill_exp[GINOU_SUDE] < WEAPON_EXP_SKILLED))
2014 p_ptr->skill_exp[GINOU_SUDE] += 5;
2015 else if ((p_ptr->skill_exp[GINOU_SUDE] < WEAPON_EXP_EXPERT) && (p_ptr->lev > 19))
2016 p_ptr->skill_exp[GINOU_SUDE] += 1;
2017 else if ((p_ptr->lev > 34))
2018 if (one_in_(3)) p_ptr->skill_exp[GINOU_SUDE] += 1;
2019 p_ptr->update |= (PU_BONUS);
2023 else if (object_is_melee_weapon(o_ptr))
2025 if ((r_ptr->level + 10) > p_ptr->lev)
2027 int tval = inventory[INVEN_RARM+hand].tval - TV_WEAPON_BEGIN;
2028 int sval = inventory[INVEN_RARM+hand].sval;
2029 int now_exp = p_ptr->weapon_exp[tval][sval];
2030 if (now_exp < s_info[p_ptr->pclass].w_max[tval][sval])
2033 if (now_exp < WEAPON_EXP_BEGINNER) amount = 80;
2034 else if (now_exp < WEAPON_EXP_SKILLED) amount = 10;
2035 else if ((now_exp < WEAPON_EXP_EXPERT) && (p_ptr->lev > 19)) amount = 1;
2036 else if ((p_ptr->lev > 34) && one_in_(2)) amount = 1;
2037 p_ptr->weapon_exp[tval][sval] += amount;
2038 p_ptr->update |= (PU_BONUS);
2043 /* Disturb the monster */
2044 (void)set_monster_csleep(c_ptr->m_idx, 0);
2046 /* Extract monster name (or "it") */
2047 monster_desc(m_name, m_ptr, 0);
2049 /* Calculate the "attack quality" */
2050 bonus = p_ptr->to_h[hand] + o_ptr->to_h;
2051 chance = (p_ptr->skill_thn + (bonus * BTH_PLUS_ADJ));
2052 if (mode == HISSATSU_IAI) chance += 60;
2053 if (p_ptr->special_defense & KATA_KOUKIJIN) chance += 150;
2055 if (p_ptr->sutemi) chance = MAX(chance * 3 / 2, chance + 60);
2057 vir = virtue_number(V_VALOUR);
2060 chance += (p_ptr->virtues[vir - 1]/10);
2063 zantetsu_mukou = ((o_ptr->name1 == ART_ZANTETSU) && (r_ptr->d_char == 'j'));
2064 e_j_mukou = ((o_ptr->name1 == ART_EXCALIBUR_J) && (r_ptr->d_char == 'S'));
2066 if ((mode == HISSATSU_KYUSHO) || (mode == HISSATSU_MINEUCHI) || (mode == HISSATSU_3DAN) || (mode == HISSATSU_IAI)) num_blow = 1;
2067 else if (mode == HISSATSU_COLD) num_blow = p_ptr->num_blow[hand]+2;
2068 else num_blow = p_ptr->num_blow[hand];
2070 /* Hack -- DOKUBARI always hit once */
2071 if ((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_DOKUBARI)) num_blow = 1;
2073 /* Attack once for each legal blow */
2074 while ((num++ < num_blow) && !p_ptr->is_dead)
2076 if (((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_DOKUBARI)) || (mode == HISSATSU_KYUSHO))
2080 if (p_ptr->migite && p_ptr->hidarite)
2084 if (mode == HISSATSU_3DAN)
2089 success_hit = one_in_(n);
2091 else if ((p_ptr->pclass == CLASS_NINJA) && ((backstab || fuiuchi) && !(r_ptr->flagsr & RFR_RES_ALL))) success_hit = TRUE;
2092 else success_hit = test_hit_norm(chance, r_ptr->ac, m_ptr->ml);
2094 if (mode == HISSATSU_MAJIN)
2097 success_hit = FALSE;
2103 int vorpal_chance = ((o_ptr->name1 == ART_VORPAL_BLADE) || (o_ptr->name1 == ART_CHAINSWORD)) ? 2 : 4;
2110 if (backstab) msg_format("¤¢¤Ê¤¿¤ÏÎä¹ó¤Ë¤â̲¤Ã¤Æ¤¤¤ë̵ÎϤÊ%s¤òÆͤ»É¤·¤¿¡ª", m_name);
2111 else if (fuiuchi) msg_format("ÉÔ°Õ¤òÆͤ¤¤Æ%s¤Ë¶¯Îõ¤Ê°ì·â¤ò¶ô¤é¤ï¤»¤¿¡ª", m_name);
2112 else if (stab_fleeing) msg_format("ƨ¤²¤ë%s¤òÇØÃ椫¤éÆͤ»É¤·¤¿¡ª", m_name);
2113 else if (!monk_attack) msg_format("%s¤ò¹¶·â¤·¤¿¡£", m_name);
2115 if (backstab) msg_format("You cruelly stab the helpless, sleeping %s!", m_name);
2116 else if (fuiuchi) msg_format("You make surprise attack, and hit %s with a powerful blow!", m_name);
2117 else if (stab_fleeing) msg_format("You backstab the fleeing %s!", m_name);
2118 else if (!monk_attack) msg_format("You hit %s.", m_name);
2121 /* Hack -- bare hands do one damage */
2124 object_flags(o_ptr, flgs);
2126 /* Select a chaotic effect (50% chance) */
2127 if ((have_flag(flgs, TR_CHAOTIC)) && one_in_(2))
2130 chg_virtue(V_CHANCE, 1);
2132 if (randint1(5) < 3)
2134 /* Vampiric (20%) */
2137 else if (one_in_(250))
2142 else if (!one_in_(10))
2144 /* Confusion (26.892%) */
2147 else if (one_in_(2))
2149 /* Teleport away (1.494%) */
2154 /* Polymorph (1.494%) */
2159 /* Vampiric drain */
2160 if ((have_flag(flgs, TR_VAMPIRIC)) || (chaos_effect == 1) || (mode == HISSATSU_DRAIN) || hex_spelling(HEX_VAMP_BLADE))
2162 /* Only drain "living" monsters */
2163 if (monster_living(r_ptr))
2169 if ((have_flag(flgs, TR_VORPAL) || hex_spelling(HEX_RUNESWORD)) && (randint1(vorpal_chance*3/2) == 1) && !zantetsu_mukou)
2171 else vorpal_cut = FALSE;
2175 int special_effect = 0, stun_effect = 0, times = 0, max_times;
2177 const martial_arts *ma_ptr = &ma_blows[0], *old_ptr = &ma_blows[0];
2178 int resist_stun = 0;
2181 if (r_ptr->flags1 & RF1_UNIQUE) resist_stun += 88;
2182 if (r_ptr->flags3 & RF3_NO_STUN) resist_stun += 66;
2183 if (r_ptr->flags3 & RF3_NO_CONF) resist_stun += 33;
2184 if (r_ptr->flags3 & RF3_NO_SLEEP) resist_stun += 33;
2185 if ((r_ptr->flags3 & RF3_UNDEAD) || (r_ptr->flags3 & RF3_NONLIVING))
2188 if (p_ptr->special_defense & KAMAE_BYAKKO)
2189 max_times = (p_ptr->lev < 3 ? 1 : p_ptr->lev / 3);
2190 else if (p_ptr->special_defense & KAMAE_SUZAKU)
2192 else if (p_ptr->special_defense & KAMAE_GENBU)
2195 max_times = (p_ptr->lev < 7 ? 1 : p_ptr->lev / 7);
2196 /* Attempt 'times' */
2197 for (times = 0; times < max_times; times++)
2201 ma_ptr = &ma_blows[randint0(MAX_MA)];
2202 if ((p_ptr->pclass == CLASS_FORCETRAINER) && (ma_ptr->min_level > 1)) min_level = ma_ptr->min_level + 3;
2203 else min_level = ma_ptr->min_level;
2205 while ((min_level > p_ptr->lev) ||
2206 (randint1(p_ptr->lev) < ma_ptr->chance));
2208 /* keep the highest level attack available we found */
2209 if ((ma_ptr->min_level > old_ptr->min_level) &&
2210 !p_ptr->stun && !p_ptr->confused)
2214 if (p_ptr->wizard && cheat_xtra)
2217 msg_print("¹¶·â¤òºÆÁªÂò¤·¤Þ¤·¤¿¡£");
2219 msg_print("Attack re-selected.");
2229 if (p_ptr->pclass == CLASS_FORCETRAINER) min_level = MAX(1, ma_ptr->min_level - 3);
2230 else min_level = ma_ptr->min_level;
2231 k = damroll(ma_ptr->dd + p_ptr->to_dd[hand], ma_ptr->ds + p_ptr->to_ds[hand]);
2232 if (p_ptr->special_attack & ATTACK_SUIKEN) k *= 2;
2234 if (ma_ptr->effect == MA_KNEE)
2236 if (r_ptr->flags1 & RF1_MALE)
2239 msg_format("%s¤Ë¶âŪɨ½³¤ê¤ò¤¯¤é¤ï¤·¤¿¡ª", m_name);
2241 msg_format("You hit %s in the groin with your knee!", m_name);
2245 special_effect = MA_KNEE;
2248 msg_format(ma_ptr->desc, m_name);
2251 else if (ma_ptr->effect == MA_SLOW)
2253 if (!((r_ptr->flags1 & RF1_NEVER_MOVE) ||
2254 my_strchr("~#{}.UjmeEv$,DdsbBFIJQSXclnw!=?", r_ptr->d_char)))
2257 msg_format("%s¤Î¼ó¤Ë´ØÀá½³¤ê¤ò¤¯¤é¤ï¤·¤¿¡ª", m_name);
2259 msg_format("You kick %s in the ankle.", m_name);
2262 special_effect = MA_SLOW;
2264 else msg_format(ma_ptr->desc, m_name);
2270 stun_effect = (ma_ptr->effect / 2) + randint1(ma_ptr->effect / 2);
2273 msg_format(ma_ptr->desc, m_name);
2276 if (p_ptr->special_defense & KAMAE_SUZAKU) weight = 4;
2277 if ((p_ptr->pclass == CLASS_FORCETRAINER) && (p_ptr->magic_num1[0]))
2279 weight += (p_ptr->magic_num1[0]/30);
2280 if (weight > 20) weight = 20;
2283 k = critical_norm(p_ptr->lev * weight, min_level, k, p_ptr->to_h[0], 0);
2285 if ((special_effect == MA_KNEE) && ((k + p_ptr->to_d[hand]) < m_ptr->hp))
2288 msg_format("%^s¤Ï¶ìÄˤˤ¦¤á¤¤¤Æ¤¤¤ë¡ª", m_name);
2290 msg_format("%^s moans in agony!", m_name);
2293 stun_effect = 7 + randint1(13);
2297 else if ((special_effect == MA_SLOW) && ((k + p_ptr->to_d[hand]) < m_ptr->hp))
2299 if (!(r_ptr->flags1 & RF1_UNIQUE) &&
2300 (randint1(p_ptr->lev) > r_ptr->level) &&
2304 msg_format("%^s¤Ï¤ò¤Ò¤¤º¤ê»Ï¤á¤¿¡£", m_name);
2306 msg_format("%^s starts limping slower.", m_name);
2309 m_ptr->mspeed -= 10;
2313 if (stun_effect && ((k + p_ptr->to_d[hand]) < m_ptr->hp))
2315 if (p_ptr->lev > randint1(r_ptr->level + resist_stun + 10))
2317 if (set_monster_stunned(c_ptr->m_idx, stun_effect + MON_STUNNED(m_ptr)))
2320 msg_format("%^s¤Ï¥Õ¥é¥Õ¥é¤Ë¤Ê¤Ã¤¿¡£", m_name);
2322 msg_format("%^s is stunned.", m_name);
2328 msg_format("%^s¤Ï¤µ¤é¤Ë¥Õ¥é¥Õ¥é¤Ë¤Ê¤Ã¤¿¡£", m_name);
2330 msg_format("%^s is more stunned.", m_name);
2337 /* Handle normal weapon */
2338 else if (o_ptr->k_idx)
2340 k = damroll(o_ptr->dd + p_ptr->to_dd[hand], o_ptr->ds + p_ptr->to_ds[hand]);
2341 k = tot_dam_aux(o_ptr, k, m_ptr, mode, FALSE);
2345 k *= (3 + (p_ptr->lev / 20));
2349 k = k*(5+(p_ptr->lev*2/25))/2;
2351 else if (stab_fleeing)
2356 if ((p_ptr->impact[hand] && ((k > 50) || one_in_(7))) ||
2357 (chaos_effect == 2) || (mode == HISSATSU_QUAKE))
2362 if ((!(o_ptr->tval == TV_SWORD) || !(o_ptr->sval == SV_DOKUBARI)) && !(mode == HISSATSU_KYUSHO))
2363 k = critical_norm(o_ptr->weight, o_ptr->to_h, k, p_ptr->to_h[hand], mode);
2371 if ((o_ptr->name1 == ART_CHAINSWORD) && !one_in_(2))
2373 char chainsword_noise[1024];
2375 if (!get_rnd_line("chainswd_j.txt", 0, chainsword_noise))
2377 if (!get_rnd_line("chainswd.txt", 0, chainsword_noise))
2380 msg_print(chainsword_noise);
2384 if (o_ptr->name1 == ART_VORPAL_BLADE)
2387 msg_print("Ìܤˤâ»ß¤Þ¤é¤Ì¥ô¥©¡¼¥Ñ¥ë¥Ö¥ì¡¼¥É¡¢¼êÏ£¤ÎÁá¶È¡ª");
2389 msg_print("Your Vorpal Blade goes snicker-snack!");
2395 msg_format("%s¤ò¥°¥Ã¥µ¥êÀÚ¤êÎö¤¤¤¿¡ª", m_name);
2397 msg_format("Your weapon cuts deep into %s!", m_name);
2401 /* Try to increase the damage */
2402 while (one_in_(vorpal_chance))
2410 if (((r_ptr->flagsr & RFR_RES_ALL) ? k/100 : k) > m_ptr->hp)
2413 msg_format("%s¤ò¿¿¤ÃÆó¤Ä¤Ë¤·¤¿¡ª", m_name);
2415 msg_format("You cut %s in half!", m_name);
2423 case 2: msg_format("%s¤ò»Â¤Ã¤¿¡ª", m_name); break;
2424 case 3: msg_format("%s¤ò¤Ö¤Ã¤¿»Â¤Ã¤¿¡ª", m_name); break;
2425 case 4: msg_format("%s¤ò¥á¥Ã¥¿»Â¤ê¤Ë¤·¤¿¡ª", m_name); break;
2426 case 5: msg_format("%s¤ò¥á¥Ã¥¿¥á¥¿¤Ë»Â¤Ã¤¿¡ª", m_name); break;
2427 case 6: msg_format("%s¤ò»É¿È¤Ë¤·¤¿¡ª", m_name); break;
2428 case 7: msg_format("%s¤ò»Â¤Ã¤Æ»Â¤Ã¤Æ»Â¤ê¤Þ¤¯¤Ã¤¿¡ª", m_name); break;
2429 default: msg_format("%s¤òºÙÀÚ¤ì¤Ë¤·¤¿¡ª", m_name); break;
2431 case 2: msg_format("You gouge %s!", m_name); break;
2432 case 3: msg_format("You maim %s!", m_name); break;
2433 case 4: msg_format("You carve %s!", m_name); break;
2434 case 5: msg_format("You cleave %s!", m_name); break;
2435 case 6: msg_format("You smite %s!", m_name); break;
2436 case 7: msg_format("You eviscerate %s!", m_name); break;
2437 default: msg_format("You shred %s!", m_name); break;
2441 drain_result = drain_result * 3 / 2;
2445 drain_result += o_ptr->to_d;
2448 /* Apply the player damage bonuses */
2449 k += p_ptr->to_d[hand];
2450 drain_result += p_ptr->to_d[hand];
2452 if ((mode == HISSATSU_SUTEMI) || (mode == HISSATSU_3DAN)) k *= 2;
2453 if ((mode == HISSATSU_SEKIRYUKA) && !monster_living(r_ptr)) k = 0;
2454 if ((mode == HISSATSU_SEKIRYUKA) && !p_ptr->cut) k /= 2;
2456 /* No negative damage */
2459 if ((mode == HISSATSU_ZANMA) && !(!monster_living(r_ptr) && (r_ptr->flags3 & RF3_EVIL)))
2467 msg_print("¤³¤ó¤ÊÆð¤é¤«¤¤¤â¤Î¤ÏÀÚ¤ì¤ó¡ª");
2469 msg_print("You cannot cut such a elastic thing!");
2477 msg_print("ÃØéá¤Ï¶ì¼ê¤À¡ª");
2479 msg_print("Spiders are difficult for you to deal with!");
2484 if (mode == HISSATSU_MINEUCHI)
2486 int tmp = (10 + randint1(15) + p_ptr->lev / 5);
2489 anger_monster(m_ptr);
2491 if (!(r_ptr->flags3 & (RF3_NO_STUN)))
2494 if (MON_STUNNED(m_ptr))
2497 msg_format("%s¤Ï¤Ò¤É¤¯¤â¤¦¤í¤¦¤È¤·¤¿¡£", m_name);
2499 msg_format("%s is more dazed.", m_name);
2507 msg_format("%s ¤Ï¤â¤¦¤í¤¦¤È¤·¤¿¡£", m_name);
2509 msg_format("%s is dazed.", m_name);
2514 (void)set_monster_stunned(c_ptr->m_idx, MON_STUNNED(m_ptr) + tmp);
2519 msg_format("%s ¤Ë¤Ï¸ú²Ì¤¬¤Ê¤«¤Ã¤¿¡£", m_name);
2521 msg_format("%s is not effected.", m_name);
2526 /* Modify the damage */
2527 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))));
2528 if (((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_DOKUBARI)) || (mode == HISSATSU_KYUSHO))
2530 if ((randint1(randint1(r_ptr->level/7)+5) == 1) && !(r_ptr->flags1 & RF1_UNIQUE) && !(r_ptr->flags7 & RF7_UNIQUE2))
2534 msg_format("%s¤ÎµÞ½ê¤òÆͤ»É¤·¤¿¡ª", m_name);
2536 msg_format("You hit %s on a fatal spot!", m_name);
2541 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)))
2543 int maxhp = maxroll(r_ptr->hdice, r_ptr->hside);
2544 if (one_in_(backstab ? 13 : (stab_fleeing || fuiuchi) ? 15 : 27))
2549 msg_format("¿Ï¤¬%s¤Ë¿¼¡¹¤ÈÆͤ»É¤µ¤Ã¤¿¡ª", m_name);
2551 msg_format("You critically injured %s!", m_name);
2554 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)))
2556 if ((r_ptr->flags1 & RF1_UNIQUE) || (r_ptr->flags7 & RF7_UNIQUE2) || (m_ptr->hp >= maxhp/2))
2558 k = MAX(k*5, m_ptr->hp/2);
2561 msg_format("%s¤ËÃ×Ì¿½ý¤òÉé¤ï¤»¤¿¡ª", m_name);
2563 msg_format("You fatally injured %s!", m_name);
2570 msg_format("¿Ï¤¬%s¤ÎµÞ½ê¤ò´Ó¤¤¤¿¡ª", m_name);
2572 msg_format("You hit %s on a fatal spot!", m_name);
2578 /* Complex message */
2579 if (p_ptr->wizard || cheat_xtra)
2582 msg_format("%d/%d ¤Î¥À¥á¡¼¥¸¤òÍ¿¤¨¤¿¡£", k, m_ptr->hp);
2584 msg_format("You do %d (out of %d) damage.", k, m_ptr->hp);
2588 if (k <= 0) can_drain = FALSE;
2590 if (drain_result > m_ptr->hp)
2591 drain_result = m_ptr->hp;
2593 /* Damage, check for fear and death */
2594 if (mon_take_hit(c_ptr->m_idx, k, fear, NULL))
2597 if ((p_ptr->pclass == CLASS_BERSERKER) && energy_use)
2599 if (p_ptr->migite && p_ptr->hidarite)
2601 if (hand) energy_use = energy_use*3/5+energy_use*num*2/(p_ptr->num_blow[hand]*5);
2602 else energy_use = energy_use*num*3/(p_ptr->num_blow[hand]*5);
2606 energy_use = energy_use*num/p_ptr->num_blow[hand];
2609 if ((o_ptr->name1 == ART_ZANTETSU) && is_lowlevel)
2611 msg_print("¤Þ¤¿¤Ä¤Þ¤é¤Ì¤â¤Î¤ò»Â¤Ã¤Æ¤·¤Þ¤Ã¤¿¡¥¡¥¡¥");
2613 msg_print("Sigh... Another trifling thing I've cut....");
2618 /* Anger the monster */
2619 if (k > 0) anger_monster(m_ptr);
2621 touch_zap_player(m_ptr);
2623 /* Are we draining it? A little note: If the monster is
2624 dead, the drain does not work... */
2626 if (can_drain && (drain_result > 0))
2628 if (o_ptr->name1 == ART_MURAMASA)
2632 int to_h = o_ptr->to_h;
2633 int to_d = o_ptr->to_d;
2637 for (i = 0; i < to_h + 3; i++) if (one_in_(4)) flag = 0;
2641 for (i = 0; i < to_d + 3; i++) if (one_in_(4)) flag = 0;
2644 if (o_ptr->to_h != to_h || o_ptr->to_d != to_d)
2647 msg_print("ÍÅÅá¤Ï·ì¤òµÛ¤Ã¤Æ¶¯¤¯¤Ê¤Ã¤¿¡ª");
2649 msg_print("Muramasa sucked blood, and became more powerful!");
2658 if (drain_result > 5) /* Did we really hurt it? */
2660 drain_heal = damroll(2, drain_result / 6);
2663 if (hex_spelling(HEX_VAMP_BLADE)) drain_heal *= 2;
2668 msg_format("Draining left: %d", drain_left);
2670 msg_format("Draining left: %d", drain_left);
2677 if (drain_heal < drain_left)
2679 drain_left -= drain_heal;
2683 drain_heal = drain_left;
2690 msg_format("¿Ï¤¬%s¤«¤éÀ¸Ì¿ÎϤòµÛ¤¤¼è¤Ã¤¿¡ª", m_name);
2692 msg_format("Your weapon drains life from %s!", m_name);
2698 drain_heal = (drain_heal * mutant_regenerate_mod) / 100;
2700 hp_player(drain_heal);
2701 /* We get to keep some of it! */
2705 m_ptr->maxhp -= (k+7)/8;
2706 if (m_ptr->hp > m_ptr->maxhp) m_ptr->hp = m_ptr->maxhp;
2707 if (m_ptr->maxhp < 1) m_ptr->maxhp = 1;
2713 /* Confusion attack */
2714 if ((p_ptr->special_attack & ATTACK_CONFUSE) || (chaos_effect == 3) || (mode == HISSATSU_CONF) || hex_spelling(HEX_CONFUSION))
2716 /* Cancel glowing hands */
2717 if (p_ptr->special_attack & ATTACK_CONFUSE)
2719 p_ptr->special_attack &= ~(ATTACK_CONFUSE);
2721 msg_print("¼ê¤Îµ±¤¤¬¤Ê¤¯¤Ê¤Ã¤¿¡£");
2723 msg_print("Your hands stop glowing.");
2725 p_ptr->redraw |= (PR_STATUS);
2729 /* Confuse the monster */
2730 if (r_ptr->flags3 & RF3_NO_CONF)
2732 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags3 |= RF3_NO_CONF;
2735 msg_format("%^s¤Ë¤Ï¸ú²Ì¤¬¤Ê¤«¤Ã¤¿¡£", m_name);
2737 msg_format("%^s is unaffected.", m_name);
2741 else if (randint0(100) < r_ptr->level)
2744 msg_format("%^s¤Ë¤Ï¸ú²Ì¤¬¤Ê¤«¤Ã¤¿¡£", m_name);
2746 msg_format("%^s is unaffected.", m_name);
2753 msg_format("%^s¤Ïº®Í𤷤¿¤è¤¦¤À¡£", m_name);
2755 msg_format("%^s appears confused.", m_name);
2758 (void)set_monster_confused(c_ptr->m_idx, MON_CONFUSED(m_ptr) + 10 + randint0(p_ptr->lev) / 5);
2762 else if (chaos_effect == 4)
2764 bool resists_tele = FALSE;
2766 if (r_ptr->flagsr & RFR_RES_TELE)
2768 if (r_ptr->flags1 & RF1_UNIQUE)
2770 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flagsr |= RFR_RES_TELE;
2772 msg_format("%^s¤Ë¤Ï¸ú²Ì¤¬¤Ê¤«¤Ã¤¿¡£", m_name);
2774 msg_format("%^s is unaffected!", m_name);
2777 resists_tele = TRUE;
2779 else if (r_ptr->level > randint1(100))
2781 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flagsr |= RFR_RES_TELE;
2783 msg_format("%^s¤ÏÄñ¹³ÎϤò»ý¤Ã¤Æ¤¤¤ë¡ª", m_name);
2785 msg_format("%^s resists!", m_name);
2788 resists_tele = TRUE;
2795 msg_format("%^s¤Ï¾Ã¤¨¤¿¡ª", m_name);
2797 msg_format("%^s disappears!", m_name);
2800 teleport_away(c_ptr->m_idx, 50, TELEPORT_PASSIVE);
2801 num = num_blow + 1; /* Can't hit it anymore! */
2806 else if ((chaos_effect == 5) && (randint1(90) > r_ptr->level))
2808 if (!(r_ptr->flags1 & (RF1_UNIQUE | RF1_QUESTOR)) &&
2809 !(r_ptr->flagsr & RFR_EFF_RES_CHAO_MASK))
2811 if (polymorph_monster(y, x))
2814 msg_format("%^s¤ÏÊѲ½¤·¤¿¡ª", m_name);
2816 msg_format("%^s changes!", m_name);
2825 msg_format("%^s¤Ë¤Ï¸ú²Ì¤¬¤Ê¤«¤Ã¤¿¡£", m_name);
2827 msg_format("%^s is unaffected.", m_name);
2831 /* Hack -- Get new monster */
2832 m_ptr = &m_list[c_ptr->m_idx];
2834 /* Oops, we need a different name... */
2835 monster_desc(m_name, m_ptr, 0);
2837 /* Hack -- Get new race */
2838 r_ptr = &r_info[m_ptr->r_idx];
2841 else if (o_ptr->name1 == ART_G_HAMMER)
2843 monster_type *m_ptr = &m_list[c_ptr->m_idx];
2845 if (m_ptr->hold_o_idx)
2847 object_type *q_ptr = &o_list[m_ptr->hold_o_idx];
2848 char o_name[MAX_NLEN];
2850 object_desc(o_name, q_ptr, OD_NAME_ONLY);
2851 q_ptr->held_m_idx = 0;
2852 q_ptr->marked = OM_TOUCHED;
2853 m_ptr->hold_o_idx = q_ptr->next_o_idx;
2854 q_ptr->next_o_idx = 0;
2856 msg_format("%s¤òÃ¥¤Ã¤¿¡£", o_name);
2858 msg_format("You snatched %s.", o_name);
2868 backstab = FALSE; /* Clumsy! */
2869 fuiuchi = FALSE; /* Clumsy! */
2871 if ((o_ptr->tval == TV_POLEARM) && (o_ptr->sval == SV_DEATH_SCYTHE) && one_in_(3))
2873 u32b flgs[TR_FLAG_SIZE];
2880 msg_format("¥ß¥¹¡ª %s¤Ë¤«¤ï¤µ¤ì¤¿¡£", m_name);
2882 msg_format("You miss %s.", m_name);
2886 msg_print("¿¶¤ê²ó¤·¤¿Âç³ù¤¬¼«Ê¬¼«¿È¤ËÊ֤äƤ¤¿¡ª");
2888 msg_print("Your scythe returns to you!");
2891 /* Extract the flags */
2892 object_flags(o_ptr, flgs);
2894 k = damroll(o_ptr->dd + p_ptr->to_dd[hand], o_ptr->ds + p_ptr->to_ds[hand]);
2897 switch (p_ptr->mimic_form)
2900 switch (p_ptr->prace)
2907 case RACE_BARBARIAN:
2911 case RACE_HALF_TROLL:
2912 case RACE_HALF_OGRE:
2913 case RACE_HALF_GIANT:
2914 case RACE_HALF_TITAN:
2922 case RACE_DRACONIAN:
2929 case MIMIC_DEMON_LORD:
2936 if (p_ptr->align < 0 && mult < 20)
2938 if (!(p_ptr->resist_acid || IS_OPPOSE_ACID() || p_ptr->immune_acid) && (mult < 25))
2940 if (!(p_ptr->resist_elec || IS_OPPOSE_ELEC() || p_ptr->immune_elec) && (mult < 25))
2942 if (!(p_ptr->resist_fire || IS_OPPOSE_FIRE() || p_ptr->immune_fire) && (mult < 25))
2944 if (!(p_ptr->resist_cold || IS_OPPOSE_COLD() || p_ptr->immune_cold) && (mult < 25))
2946 if (!(p_ptr->resist_pois || IS_OPPOSE_POIS()) && (mult < 25))
2949 if ((p_ptr->pclass != CLASS_SAMURAI) && (have_flag(flgs, TR_FORCE_WEAPON)) && (p_ptr->csp > (p_ptr->msp / 30)))
2951 p_ptr->csp -= (1+(p_ptr->msp / 30));
2952 p_ptr->redraw |= (PR_MANA);
2953 mult = mult * 3 / 2 + 20;
2959 k = critical_norm(o_ptr->weight, o_ptr->to_h, k, p_ptr->to_h[hand], mode);
2964 msg_format("¥°¥Ã¥µ¥êÀÚ¤êÎö¤«¤ì¤¿¡ª");
2966 msg_format("Your weapon cuts deep into yourself!");
2968 /* Try to increase the damage */
2976 k += (p_ptr->to_d[hand] + o_ptr->to_d);
2981 take_hit(DAMAGE_FORCE, k, "»à¤ÎÂç³ù", -1);
2983 take_hit(DAMAGE_FORCE, k, "Death scythe", -1);
2995 msg_format("¥ß¥¹¡ª %s¤Ë¤«¤ï¤µ¤ì¤¿¡£", m_name);
2997 msg_format("You miss %s.", m_name);
3006 if (weak && !(*mdeath))
3009 msg_format("%s¤Ï¼å¤¯¤Ê¤Ã¤¿¤è¤¦¤À¡£", m_name);
3011 msg_format("%^s seems weakened.", m_name);
3014 if (drain_left != MAX_VAMPIRIC_DRAIN)
3018 chg_virtue(V_UNLIFE, 1);
3021 /* Mega-Hack -- apply earthquake brand */
3024 earthquake(py, px, 10);
3025 if (!cave[y][x].m_idx) *mdeath = TRUE;
3029 bool py_attack(int y, int x, int mode)
3032 bool mdeath = FALSE;
3033 bool stormbringer = FALSE;
3035 cave_type *c_ptr = &cave[y][x];
3036 monster_type *m_ptr = &m_list[c_ptr->m_idx];
3037 monster_race *r_ptr = &r_info[m_ptr->r_idx];
3040 /* Disturb the player */
3045 if (!p_ptr->migite && !p_ptr->hidarite &&
3046 !(p_ptr->muta2 & (MUT2_HORNS | MUT2_BEAK | MUT2_SCOR_TAIL | MUT2_TRUNK | MUT2_TENTACLES)))
3049 msg_format("%s¹¶·â¤Ç¤¤Ê¤¤¡£", (empty_hands(FALSE) == EMPTY_HAND_NONE) ? "ξ¼ê¤¬¤Õ¤µ¤¬¤Ã¤Æ" : "");
3051 msg_print("You cannot do attacking.");
3056 /* Extract monster name (or "it") */
3057 monster_desc(m_name, m_ptr, 0);
3061 /* Auto-Recall if possible and visible */
3062 if (!p_ptr->image) monster_race_track(m_ptr->ap_r_idx);
3064 /* Track a new monster */
3065 health_track(c_ptr->m_idx);
3068 if ((r_ptr->flags1 & RF1_FEMALE) &&
3069 !(p_ptr->stun || p_ptr->confused || p_ptr->image || !m_ptr->ml))
3071 if ((inventory[INVEN_RARM].name1 == ART_ZANTETSU) || (inventory[INVEN_LARM].name1 == ART_ZANTETSU))
3074 msg_print("ÀÛ¼Ô¡¢¤ª¤Ê¤´¤Ï»Â¤ì¤Ì¡ª");
3076 msg_print("I can not attack women!");
3082 if (d_info[dungeon_type].flags1 & DF1_NO_MELEE)
3085 msg_print("¤Ê¤¼¤«¹¶·â¤¹¤ë¤³¤È¤¬¤Ç¤¤Ê¤¤¡£");
3087 msg_print("Something prevent you from attacking.");
3092 /* Stop if friendly */
3093 if (!is_hostile(m_ptr) &&
3094 !(p_ptr->stun || p_ptr->confused || p_ptr->image ||
3095 p_ptr->shero || !m_ptr->ml))
3097 if (inventory[INVEN_RARM].name1 == ART_STORMBRINGER) stormbringer = TRUE;
3098 if (inventory[INVEN_LARM].name1 == ART_STORMBRINGER) stormbringer = TRUE;
3102 msg_format("¹õ¤¤¿Ï¤Ï¶¯ÍߤË%s¤ò¹¶·â¤·¤¿¡ª", m_name);
3104 msg_format("Your black blade greedily attacks %s!", m_name);
3106 chg_virtue(V_INDIVIDUALISM, 1);
3107 chg_virtue(V_HONOUR, -1);
3108 chg_virtue(V_JUSTICE, -1);
3109 chg_virtue(V_COMPASSION, -1);
3111 else if (p_ptr->pclass != CLASS_BERSERKER)
3114 if (get_check("ËÜÅö¤Ë¹¶·â¤·¤Þ¤¹¤«¡©"))
3116 if (get_check("Really hit it? "))
3119 chg_virtue(V_INDIVIDUALISM, 1);
3120 chg_virtue(V_HONOUR, -1);
3121 chg_virtue(V_JUSTICE, -1);
3122 chg_virtue(V_COMPASSION, -1);
3127 msg_format("%s¤ò¹¶·â¤¹¤ë¤Î¤ò»ß¤á¤¿¡£", m_name);
3129 msg_format("You stop to avoid hitting %s.", m_name);
3137 /* Handle player fear */
3143 msg_format("¶²¤¯¤Æ%s¤ò¹¶·â¤Ç¤¤Ê¤¤¡ª", m_name);
3145 msg_format("You are too afraid to attack %s!", m_name);
3150 msg_format ("¤½¤Ã¤Á¤Ë¤Ï²¿¤«¶²¤¤¤â¤Î¤¬¤¤¤ë¡ª");
3152 msg_format ("There is something scary in your way!");
3155 /* Disturb the monster */
3156 (void)set_monster_csleep(c_ptr->m_idx, 0);
3162 if (MON_CSLEEP(m_ptr)) /* It is not honorable etc to attack helpless victims */
3164 if (!(r_ptr->flags3 & RF3_EVIL) || one_in_(5)) chg_virtue(V_COMPASSION, -1);
3165 if (!(r_ptr->flags3 & RF3_EVIL) || one_in_(5)) chg_virtue(V_HONOUR, -1);
3168 if (p_ptr->migite && p_ptr->hidarite)
3170 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))
3172 if (p_ptr->skill_exp[GINOU_NITOURYU] < WEAPON_EXP_BEGINNER)
3173 p_ptr->skill_exp[GINOU_NITOURYU] += 80;
3174 else if(p_ptr->skill_exp[GINOU_NITOURYU] < WEAPON_EXP_SKILLED)
3175 p_ptr->skill_exp[GINOU_NITOURYU] += 4;
3176 else if(p_ptr->skill_exp[GINOU_NITOURYU] < WEAPON_EXP_EXPERT)
3177 p_ptr->skill_exp[GINOU_NITOURYU] += 1;
3178 else if(p_ptr->skill_exp[GINOU_NITOURYU] < WEAPON_EXP_MASTER)
3179 if (one_in_(3)) p_ptr->skill_exp[GINOU_NITOURYU] += 1;
3180 p_ptr->update |= (PU_BONUS);
3184 /* Gain riding experience */
3187 int cur = p_ptr->skill_exp[GINOU_RIDING];
3188 int max = s_info[p_ptr->pclass].s_max[GINOU_RIDING];
3192 int ridinglevel = r_info[m_list[p_ptr->riding].r_idx].level;
3193 int targetlevel = r_ptr->level;
3196 if ((cur / 200 - 5) < targetlevel)
3199 /* Extra experience */
3200 if ((cur / 100) < ridinglevel)
3202 if ((cur / 100 + 15) < ridinglevel)
3203 inc += 1 + (ridinglevel - (cur / 100 + 15));
3208 p_ptr->skill_exp[GINOU_RIDING] = MIN(max, cur + inc);
3210 p_ptr->update |= (PU_BONUS);
3214 riding_t_m_idx = c_ptr->m_idx;
3215 if (p_ptr->migite) py_attack_aux(y, x, &fear, &mdeath, 0, mode);
3216 if (p_ptr->hidarite && !mdeath) py_attack_aux(y, x, &fear, &mdeath, 1, mode);
3218 /* Mutations which yield extra 'natural' attacks */
3221 if ((p_ptr->muta2 & MUT2_HORNS) && !mdeath)
3222 natural_attack(c_ptr->m_idx, MUT2_HORNS, &fear, &mdeath);
3223 if ((p_ptr->muta2 & MUT2_BEAK) && !mdeath)
3224 natural_attack(c_ptr->m_idx, MUT2_BEAK, &fear, &mdeath);
3225 if ((p_ptr->muta2 & MUT2_SCOR_TAIL) && !mdeath)
3226 natural_attack(c_ptr->m_idx, MUT2_SCOR_TAIL, &fear, &mdeath);
3227 if ((p_ptr->muta2 & MUT2_TRUNK) && !mdeath)
3228 natural_attack(c_ptr->m_idx, MUT2_TRUNK, &fear, &mdeath);
3229 if ((p_ptr->muta2 & MUT2_TENTACLES) && !mdeath)
3230 natural_attack(c_ptr->m_idx, MUT2_TENTACLES, &fear, &mdeath);
3233 /* Hack -- delay fear messages */
3234 if (fear && m_ptr->ml && !mdeath)
3241 msg_format("%^s¤Ï¶²Éݤ·¤Æƨ¤²½Ð¤·¤¿¡ª", m_name);
3243 msg_format("%^s flees in terror!", m_name);
3248 if ((p_ptr->special_defense & KATA_IAI) && ((mode != HISSATSU_IAI) || mdeath))
3250 set_action(ACTION_NONE);
3257 bool pattern_seq(int c_y, int c_x, int n_y, int n_x)
3259 feature_type *cur_f_ptr = &f_info[cave[c_y][c_x].feat];
3260 feature_type *new_f_ptr = &f_info[cave[n_y][n_x].feat];
3261 bool is_pattern_tile_cur = have_flag(cur_f_ptr->flags, FF_PATTERN);
3262 bool is_pattern_tile_new = have_flag(new_f_ptr->flags, FF_PATTERN);
3263 int pattern_type_cur, pattern_type_new;
3265 if (!is_pattern_tile_cur && !is_pattern_tile_new) return TRUE;
3267 pattern_type_cur = is_pattern_tile_cur ? cur_f_ptr->subtype : NOT_PATTERN_TILE;
3268 pattern_type_new = is_pattern_tile_new ? new_f_ptr->subtype : NOT_PATTERN_TILE;
3270 if (pattern_type_new == PATTERN_TILE_START)
3272 if (!is_pattern_tile_cur && !p_ptr->confused && !p_ptr->stun && !p_ptr->image)
3275 if (get_check("¥Ñ¥¿¡¼¥ó¤Î¾å¤òÊ⤻Ϥá¤ë¤È¡¢Á´¤Æ¤òÊ⤫¤Ê¤±¤ì¤Ð¤Ê¤ê¤Þ¤»¤ó¡£¤¤¤¤¤Ç¤¹¤«¡©"))
3277 if (get_check("If you start walking the Pattern, you must walk the whole way. Ok? "))
3286 else if ((pattern_type_new == PATTERN_TILE_OLD) ||
3287 (pattern_type_new == PATTERN_TILE_END) ||
3288 (pattern_type_new == PATTERN_TILE_WRECKED))
3290 if (is_pattern_tile_cur)
3297 msg_print("¥Ñ¥¿¡¼¥ó¤Î¾å¤òÊ⤯¤Ë¤Ï¥¹¥¿¡¼¥ÈÃÏÅÀ¤«¤éÊ⤻Ϥá¤Ê¤¯¤Æ¤Ï¤Ê¤ê¤Þ¤»¤ó¡£");
3299 msg_print("You must start walking the Pattern from the startpoint.");
3305 else if ((pattern_type_new == PATTERN_TILE_TELEPORT) ||
3306 (pattern_type_cur == PATTERN_TILE_TELEPORT))
3310 else if (pattern_type_cur == PATTERN_TILE_START)
3312 if (is_pattern_tile_new)
3317 msg_print("¥Ñ¥¿¡¼¥ó¤Î¾å¤ÏÀµ¤·¤¤½ç½ø¤ÇÊ⤫¤Í¤Ð¤Ê¤ê¤Þ¤»¤ó¡£");
3319 msg_print("You must walk the Pattern in correct order.");
3325 else if ((pattern_type_cur == PATTERN_TILE_OLD) ||
3326 (pattern_type_cur == PATTERN_TILE_END) ||
3327 (pattern_type_cur == PATTERN_TILE_WRECKED))
3329 if (!is_pattern_tile_new)
3332 msg_print("¥Ñ¥¿¡¼¥ó¤òƧ¤ß³°¤·¤Æ¤Ï¤¤¤±¤Þ¤»¤ó¡£");
3334 msg_print("You may not step off from the Pattern.");
3346 if (!is_pattern_tile_cur)
3349 msg_print("¥Ñ¥¿¡¼¥ó¤Î¾å¤òÊ⤯¤Ë¤Ï¥¹¥¿¡¼¥ÈÃÏÅÀ¤«¤éÊ⤻Ϥá¤Ê¤¯¤Æ¤Ï¤Ê¤ê¤Þ¤»¤ó¡£");
3351 msg_print("You must start walking the Pattern from the startpoint.");
3358 byte ok_move = PATTERN_TILE_START;
3359 switch (pattern_type_cur)
3361 case PATTERN_TILE_1:
3362 ok_move = PATTERN_TILE_2;
3364 case PATTERN_TILE_2:
3365 ok_move = PATTERN_TILE_3;
3367 case PATTERN_TILE_3:
3368 ok_move = PATTERN_TILE_4;
3370 case PATTERN_TILE_4:
3371 ok_move = PATTERN_TILE_1;
3376 msg_format("¤ª¤«¤·¤Ê¥Ñ¥¿¡¼¥óÊâ¹Ô¡¢%d¡£", pattern_type_cur);
3378 msg_format("Funny Pattern walking, %d.", pattern_type_cur);
3381 return TRUE; /* Goof-up */
3384 if ((pattern_type_new == ok_move) ||
3385 (pattern_type_new == pattern_type_cur))
3389 if (!is_pattern_tile_new)
3391 msg_print("¥Ñ¥¿¡¼¥ó¤òƧ¤ß³°¤·¤Æ¤Ï¤¤¤±¤Þ¤»¤ó¡£");
3393 msg_print("You may not step off from the Pattern.");
3397 msg_print("¥Ñ¥¿¡¼¥ó¤Î¾å¤ÏÀµ¤·¤¤½ç½ø¤ÇÊ⤫¤Í¤Ð¤Ê¤ê¤Þ¤»¤ó¡£");
3399 msg_print("You must walk the Pattern in correct order.");
3409 bool player_can_enter(s16b feature, u16b mode)
3411 feature_type *f_ptr = &f_info[feature];
3413 if (p_ptr->riding) return monster_can_cross_terrain(feature, &r_info[m_list[p_ptr->riding].r_idx], mode | CEM_RIDING);
3416 if (have_flag(f_ptr->flags, FF_PATTERN))
3418 if (!(mode & CEM_P_CAN_ENTER_PATTERN)) return FALSE;
3422 if (have_flag(f_ptr->flags, FF_CAN_FLY) && p_ptr->levitation) return TRUE;
3423 if (have_flag(f_ptr->flags, FF_CAN_SWIM) && p_ptr->can_swim) return TRUE;
3424 if (have_flag(f_ptr->flags, FF_CAN_PASS) && p_ptr->pass_wall) return TRUE;
3426 if (!have_flag(f_ptr->flags, FF_MOVE)) return FALSE;
3435 bool move_player_effect(int ny, int nx, u32b mpe_mode)
3437 cave_type *c_ptr = &cave[ny][nx];
3438 feature_type *f_ptr = &f_info[c_ptr->feat];
3440 if (!(mpe_mode & MPE_STAYING))
3444 cave_type *oc_ptr = &cave[oy][ox];
3445 int om_idx = oc_ptr->m_idx;
3446 int nm_idx = c_ptr->m_idx;
3448 /* Move the player */
3452 /* Hack -- For moving monster or riding player's moving */
3453 if (!(mpe_mode & MPE_DONT_SWAP_MON))
3455 /* Swap two monsters */
3456 c_ptr->m_idx = om_idx;
3457 oc_ptr->m_idx = nm_idx;
3459 if (om_idx > 0) /* Monster on old spot (or p_ptr->riding) */
3461 monster_type *om_ptr = &m_list[om_idx];
3464 update_mon(om_idx, TRUE);
3467 if (nm_idx > 0) /* Monster on new spot */
3469 monster_type *nm_ptr = &m_list[nm_idx];
3472 update_mon(nm_idx, TRUE);
3476 /* Redraw old spot */
3479 /* Redraw new spot */
3482 /* Check for new panel (redraw map) */
3485 if (mpe_mode & MPE_FORGET_FLOW)
3489 /* Mega-Hack -- Forget the view */
3490 p_ptr->update |= (PU_UN_VIEW);
3493 p_ptr->redraw |= (PR_MAP);
3497 p_ptr->update |= (PU_VIEW | PU_LITE | PU_FLOW | PU_MON_LITE | PU_DISTANCE);
3500 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
3502 /* Remove "unsafe" flag */
3503 if ((!p_ptr->blind && !no_lite()) || !is_trap(c_ptr->feat)) c_ptr->info &= ~(CAVE_UNSAFE);
3505 /* For get everything when requested hehe I'm *NASTY* */
3506 if (dun_level && (d_info[dungeon_type].flags1 & DF1_FORGET)) wiz_dark();
3509 if (mpe_mode & MPE_HANDLE_STUFF) handle_stuff();
3511 if (p_ptr->pclass == CLASS_NINJA)
3513 if (c_ptr->info & (CAVE_GLOW)) set_superstealth(FALSE);
3514 else if (p_ptr->cur_lite <= 0) set_superstealth(TRUE);
3517 if ((p_ptr->action == ACTION_HAYAGAKE) &&
3518 (!have_flag(f_ptr->flags, FF_PROJECT) ||
3519 (!p_ptr->levitation && have_flag(f_ptr->flags, FF_DEEP))))
3522 msg_print("¤³¤³¤Ç¤ÏÁÇÁ᤯ư¤±¤Ê¤¤¡£");
3524 msg_print("You cannot run in here.");
3526 set_action(ACTION_NONE);
3530 if (mpe_mode & MPE_ENERGY_USE)
3532 if (music_singing(MUSIC_WALL))
3534 (void)project(0, 0, py, px, (60 + p_ptr->lev), GF_DISINTEGRATE,
3535 PROJECT_KILL | PROJECT_ITEM, -1);
3537 if (!player_bold(ny, nx) || p_ptr->is_dead || p_ptr->leaving) return FALSE;
3540 /* Spontaneous Searching */
3541 if ((p_ptr->skill_fos >= 50) || (0 == randint0(50 - p_ptr->skill_fos)))
3546 /* Continuous Searching */
3547 if (p_ptr->action == ACTION_SEARCH)
3553 /* Handle "objects" */
3554 if (!(mpe_mode & MPE_DONT_PICKUP))
3556 carry((mpe_mode & MPE_DO_PICKUP) ? TRUE : FALSE);
3559 /* Handle "store doors" */
3560 if (have_flag(f_ptr->flags, FF_STORE))
3566 /* Hack -- Enter store */
3567 command_new = SPECIAL_KEY_STORE;
3570 /* Handle "building doors" -KMW- */
3571 else if (have_flag(f_ptr->flags, FF_BLDG))
3577 /* Hack -- Enter building */
3578 command_new = SPECIAL_KEY_BUILDING;
3581 /* Handle quest areas -KMW- */
3582 else if (have_flag(f_ptr->flags, FF_QUEST_ENTER))
3588 /* Hack -- Enter quest level */
3589 command_new = SPECIAL_KEY_QUEST;
3592 else if (have_flag(f_ptr->flags, FF_QUEST_EXIT))
3594 if (quest[p_ptr->inside_quest].type == QUEST_TYPE_FIND_EXIT)
3596 if (record_fix_quest) do_cmd_write_nikki(NIKKI_FIX_QUEST_C, p_ptr->inside_quest, NULL);
3597 quest[p_ptr->inside_quest].status = QUEST_STATUS_COMPLETED;
3598 quest[p_ptr->inside_quest].complev = (byte)p_ptr->lev;
3600 msg_print("¥¯¥¨¥¹¥È¤òãÀ®¤·¤¿¡ª");
3602 msg_print("You accomplished your quest!");
3608 leave_quest_check();
3610 p_ptr->inside_quest = c_ptr->special;
3615 p_ptr->leaving = TRUE;
3618 /* Set off a trap */
3619 else if (have_flag(f_ptr->flags, FF_HIT_TRAP) && !(mpe_mode & MPE_STAYING))
3625 if (c_ptr->mimic || have_flag(f_ptr->flags, FF_SECRET))
3629 msg_print("¥È¥é¥Ã¥×¤À¡ª");
3631 msg_print("You found a trap!");
3635 disclose_grid(py, px);
3639 hit_trap((mpe_mode & MPE_BREAK_TRAP) ? TRUE : FALSE);
3641 if (!player_bold(ny, nx) || p_ptr->is_dead || p_ptr->leaving) return FALSE;
3644 /* Warn when leaving trap detected region */
3645 if (!(mpe_mode & MPE_STAYING) && (disturb_trap_detect || alert_trap_detect)
3646 && p_ptr->dtrap && !(c_ptr->info & CAVE_IN_DETECT))
3648 /* No duplicate warning */
3649 p_ptr->dtrap = FALSE;
3651 /* You are just on the edge */
3652 if (!(c_ptr->info & CAVE_UNSAFE))
3654 if (alert_trap_detect)
3657 msg_print("* Ãí°Õ:¤³¤ÎÀè¤Ï¥È¥é¥Ã¥×¤Î´¶ÃÎÈϰϳ°¤Ç¤¹¡ª *");
3659 msg_print("*Leaving trap detect region!*");
3663 if (disturb_trap_detect) disturb(0, 1);
3667 return player_bold(ny, nx) && !p_ptr->is_dead && !p_ptr->leaving;
3671 bool trap_can_be_ignored(int feat)
3673 feature_type *f_ptr = &f_info[feat];
3675 if (!have_flag(f_ptr->flags, FF_TRAP)) return TRUE;
3677 switch (f_ptr->subtype)
3681 case TRAP_SPIKED_PIT:
3682 case TRAP_POISON_PIT:
3683 if (p_ptr->levitation) return TRUE;
3686 if (p_ptr->anti_tele) return TRUE;
3689 if (p_ptr->immune_fire) return TRUE;
3692 if (p_ptr->immune_acid) return TRUE;
3695 if (p_ptr->resist_blind) return TRUE;
3698 if (p_ptr->resist_conf) return TRUE;
3701 if (p_ptr->resist_pois) return TRUE;
3704 if (p_ptr->free_act) return TRUE;
3713 * Determine if a "boundary" grid is "floor mimic"
3715 #define boundary_floor(C, F, MF) \
3716 ((C)->mimic && permanent_wall(F) && \
3717 (have_flag((MF)->flags, FF_MOVE) || have_flag((MF)->flags, FF_CAN_FLY)) && \
3718 have_flag((MF)->flags, FF_PROJECT) && \
3719 !have_flag((MF)->flags, FF_OPEN))
3722 * Move player in the given direction, with the given "pickup" flag.
3724 * This routine should (probably) always induce energy expenditure.
3726 * Note that moving will *always* take a turn, and will *always* hit
3727 * any monster which might be in the destination grid. Previously,
3728 * moving into walls was "free" and did NOT hit invisible monsters.
3730 void move_player(int dir, bool do_pickup, bool break_trap)
3732 /* Find the result of moving */
3733 int y = py + ddy[dir];
3734 int x = px + ddx[dir];
3736 /* Examine the destination */
3737 cave_type *c_ptr = &cave[y][x];
3739 feature_type *f_ptr = &f_info[c_ptr->feat];
3741 monster_type *m_ptr;
3743 monster_type *riding_m_ptr = &m_list[p_ptr->riding];
3744 monster_race *riding_r_ptr = &r_info[p_ptr->riding ? riding_m_ptr->r_idx : 0]; /* Paranoia */
3748 bool p_can_enter = player_can_enter(c_ptr->feat, CEM_P_CAN_ENTER_PATTERN);
3749 bool p_can_kill_walls = FALSE;
3750 bool stormbringer = FALSE;
3752 bool oktomove = TRUE;
3753 bool do_past = FALSE;
3756 if (!dun_level && !p_ptr->wild_mode &&
3757 ((x == 0) || (x == MAX_WID - 1) ||
3758 (y == 0) || (y == MAX_HGT - 1)))
3760 /* Can the player enter the grid? */
3761 if (c_ptr->mimic && player_can_enter(c_ptr->mimic, 0))
3763 /* Hack: move to new area */
3764 if ((y == 0) && (x == 0))
3766 p_ptr->wilderness_y--;
3767 p_ptr->wilderness_x--;
3768 p_ptr->oldpy = cur_hgt - 2;
3769 p_ptr->oldpx = cur_wid - 2;
3770 ambush_flag = FALSE;
3773 else if ((y == 0) && (x == MAX_WID - 1))
3775 p_ptr->wilderness_y--;
3776 p_ptr->wilderness_x++;
3777 p_ptr->oldpy = cur_hgt - 2;
3779 ambush_flag = FALSE;
3782 else if ((y == MAX_HGT - 1) && (x == 0))
3784 p_ptr->wilderness_y++;
3785 p_ptr->wilderness_x--;
3787 p_ptr->oldpx = cur_wid - 2;
3788 ambush_flag = FALSE;
3791 else if ((y == MAX_HGT - 1) && (x == MAX_WID - 1))
3793 p_ptr->wilderness_y++;
3794 p_ptr->wilderness_x++;
3797 ambush_flag = FALSE;
3802 p_ptr->wilderness_y--;
3803 p_ptr->oldpy = cur_hgt - 2;
3805 ambush_flag = FALSE;
3808 else if (y == MAX_HGT - 1)
3810 p_ptr->wilderness_y++;
3813 ambush_flag = FALSE;
3818 p_ptr->wilderness_x--;
3819 p_ptr->oldpx = cur_wid - 2;
3821 ambush_flag = FALSE;
3824 else if (x == MAX_WID - 1)
3826 p_ptr->wilderness_x++;
3829 ambush_flag = FALSE;
3832 p_ptr->leaving = TRUE;
3838 /* "Blocked" message appears later */
3839 /* oktomove = FALSE; */
3840 p_can_enter = FALSE;
3843 /* Get the monster */
3844 m_ptr = &m_list[c_ptr->m_idx];
3847 if (inventory[INVEN_RARM].name1 == ART_STORMBRINGER) stormbringer = TRUE;
3848 if (inventory[INVEN_LARM].name1 == ART_STORMBRINGER) stormbringer = TRUE;
3850 /* Player can not walk through "walls"... */
3851 /* unless in Shadow Form */
3852 p_can_kill_walls = p_ptr->kill_wall && have_flag(f_ptr->flags, FF_HURT_DISI) &&
3853 (!p_can_enter || !have_flag(f_ptr->flags, FF_LOS)) &&
3854 !have_flag(f_ptr->flags, FF_PERMANENT);
3856 /* Hack -- attack monsters */
3857 if (c_ptr->m_idx && (m_ptr->ml || p_can_enter || p_can_kill_walls))
3859 monster_race *r_ptr = &r_info[m_ptr->r_idx];
3861 /* Attack -- only if we can see it OR it is not in a wall */
3862 if (!is_hostile(m_ptr) &&
3863 !(p_ptr->confused || p_ptr->image || !m_ptr->ml || p_ptr->stun ||
3864 ((p_ptr->muta2 & MUT2_BERS_RAGE) && p_ptr->shero)) &&
3865 pattern_seq(py, px, y, x) && (p_can_enter || p_can_kill_walls))
3867 /* Disturb the monster */
3868 (void)set_monster_csleep(c_ptr->m_idx, 0);
3870 /* Extract monster name (or "it") */
3871 monster_desc(m_name, m_ptr, 0);
3875 /* Auto-Recall if possible and visible */
3876 if (!p_ptr->image) monster_race_track(m_ptr->ap_r_idx);
3878 /* Track a new monster */
3879 health_track(c_ptr->m_idx);
3883 if ((stormbringer && (randint1(1000) > 666)) || (p_ptr->pclass == CLASS_BERSERKER))
3888 else if (monster_can_cross_terrain(cave[py][px].feat, r_ptr, 0))
3895 msg_format("%^s¤¬¼ÙËâ¤À¡ª", m_name);
3897 msg_format("%^s is in your way!", m_name);
3904 /* now continue on to 'movement' */
3913 if (oktomove && p_ptr->riding)
3915 if (riding_r_ptr->flags1 & RF1_NEVER_MOVE)
3918 msg_print("Æ°¤±¤Ê¤¤¡ª");
3920 msg_print("Can't move!");
3926 else if (MON_MONFEAR(riding_m_ptr))
3930 /* Acquire the monster name */
3931 monster_desc(m_name, riding_m_ptr, 0);
3933 /* Dump a message */
3935 msg_format("%s¤¬¶²Éݤ·¤Æ¤¤¤ÆÀ©¸æ¤Ç¤¤Ê¤¤¡£", m_name);
3937 msg_format("%^s is too scared to control.", m_name);
3942 else if (p_ptr->riding_ryoute)
3947 else if (have_flag(f_ptr->flags, FF_CAN_FLY) && (riding_r_ptr->flags7 & RF7_CAN_FLY))
3951 else if (have_flag(f_ptr->flags, FF_CAN_SWIM) && (riding_r_ptr->flags7 & RF7_CAN_SWIM))
3955 else if (have_flag(f_ptr->flags, FF_WATER) &&
3956 !(riding_r_ptr->flags7 & RF7_AQUATIC) &&
3957 (have_flag(f_ptr->flags, FF_DEEP) || (riding_r_ptr->flags2 & RF2_AURA_FIRE)))
3960 msg_format("%s¤Î¾å¤Ë¹Ô¤±¤Ê¤¤¡£", f_name + f_info[get_feat_mimic(c_ptr)].name);
3962 msg_print("Can't swim.");
3968 else if (!have_flag(f_ptr->flags, FF_WATER) && (riding_r_ptr->flags7 & RF7_AQUATIC))
3971 msg_format("%s¤«¤é¾å¤¬¤ì¤Ê¤¤¡£", f_name + f_info[get_feat_mimic(&cave[py][px])].name);
3973 msg_print("Can't land.");
3979 else if (have_flag(f_ptr->flags, FF_LAVA) && !(riding_r_ptr->flagsr & RFR_EFF_IM_FIRE_MASK))
3982 msg_format("%s¤Î¾å¤Ë¹Ô¤±¤Ê¤¤¡£", f_name + f_info[get_feat_mimic(c_ptr)].name);
3984 msg_print("Too hot to go through.");
3991 if (oktomove && MON_STUNNED(riding_m_ptr) && one_in_(2))
3994 monster_desc(m_name, riding_m_ptr, 0);
3996 msg_format("%s¤¬Û¯Û°¤È¤·¤Æ¤¤¤Æ¤¦¤Þ¤¯Æ°¤±¤Ê¤¤¡ª",m_name);
3998 msg_format("You cannot control stunned %s!",m_name);
4009 else if (!have_flag(f_ptr->flags, FF_MOVE) && have_flag(f_ptr->flags, FF_CAN_FLY) && !p_ptr->levitation)
4012 msg_format("¶õ¤òÈô¤Ð¤Ê¤¤¤È%s¤Î¾å¤Ë¤Ï¹Ô¤±¤Ê¤¤¡£", f_name + f_info[get_feat_mimic(c_ptr)].name);
4014 msg_format("You need to fly to go through the %s.", f_name + f_info[get_feat_mimic(c_ptr)].name);
4023 * Player can move through trees and
4024 * has effective -10 speed
4025 * Rangers can move without penality
4027 else if (have_flag(f_ptr->flags, FF_TREE) && !p_can_kill_walls)
4029 if ((p_ptr->pclass != CLASS_RANGER) && !p_ptr->levitation && (!p_ptr->riding || !(riding_r_ptr->flags8 & RF8_WILD_WOOD))) energy_use *= 2;
4032 #ifdef ALLOW_EASY_DISARM /* TNB */
4034 /* Disarm a visible trap */
4035 else if ((do_pickup != easy_disarm) && have_flag(f_ptr->flags, FF_DISARM) && !c_ptr->mimic)
4037 if (!trap_can_be_ignored(c_ptr->feat))
4039 (void)do_cmd_disarm_aux(y, x, dir);
4044 #endif /* ALLOW_EASY_DISARM -- TNB */
4046 /* Player can not walk through "walls" unless in wraith form...*/
4047 else if (!p_can_enter && !p_can_kill_walls)
4049 /* Feature code (applying "mimic" field) */
4050 s16b feat = get_feat_mimic(c_ptr);
4051 feature_type *mimic_f_ptr = &f_info[feat];
4052 cptr name = f_name + mimic_f_ptr->name;
4056 /* Notice things in the dark */
4057 if (!(c_ptr->info & CAVE_MARK) && !player_can_see_bold(y, x))
4059 /* Boundary floor mimic */
4060 if (boundary_floor(c_ptr, f_ptr, mimic_f_ptr))
4063 msg_print("¤½¤ì°Ê¾åÀè¤Ë¤Ï¿Ê¤á¤Ê¤¤¤è¤¦¤À¡£");
4065 msg_print("You feel you cannot go any more.");
4069 /* Wall (or secret door) */
4073 msg_format("%s¤¬¹Ô¤¯¼ê¤ò¤Ï¤Ð¤ó¤Ç¤¤¤ë¤è¤¦¤À¡£", name);
4075 msg_format("You feel %s %s blocking your way.",
4076 is_a_vowel(name[0]) ? "an" : "a", name);
4079 c_ptr->info |= (CAVE_MARK);
4087 /* Boundary floor mimic */
4088 if (boundary_floor(c_ptr, f_ptr, mimic_f_ptr))
4091 msg_print("¤½¤ì°Ê¾åÀè¤Ë¤Ï¿Ê¤á¤Ê¤¤¡£");
4093 msg_print("You cannot go any more.");
4096 if (!(p_ptr->confused || p_ptr->stun || p_ptr->image))
4100 /* Wall (or secret door) */
4103 #ifdef ALLOW_EASY_OPEN
4105 if (easy_open && is_closed_door(feat) && easy_open_door(y, x)) return;
4106 #endif /* ALLOW_EASY_OPEN */
4109 msg_format("%s¤¬¹Ô¤¯¼ê¤ò¤Ï¤Ð¤ó¤Ç¤¤¤ë¡£", name);
4111 msg_format("There is %s %s blocking your way.",
4112 is_a_vowel(name[0]) ? "an" : "a", name);
4116 * Well, it makes sense that you lose time bumping into
4117 * a wall _if_ you are confused, stunned or blind; but
4118 * typing mistakes should not cost you a turn...
4120 if (!(p_ptr->confused || p_ptr->stun || p_ptr->image))
4125 /* Disturb the player */
4129 if (!boundary_floor(c_ptr, f_ptr, mimic_f_ptr)) sound(SOUND_HITWALL);
4132 /* Normal movement */
4133 if (oktomove && !pattern_seq(py, px, y, x))
4135 if (!(p_ptr->confused || p_ptr->stun || p_ptr->image))
4140 /* To avoid a loop with running */
4146 /* Normal movement */
4149 u32b mpe_mode = MPE_ENERGY_USE;
4153 if (!process_warning(x, y))
4163 msg_format("%s¤ò²¡¤·Âऱ¤¿¡£", m_name);
4165 msg_format("You push past %s.", m_name);
4169 /* Change oldpx and oldpy to place the player well when going back to big mode */
4170 if (p_ptr->wild_mode)
4172 if (ddy[dir] > 0) p_ptr->oldpy = 1;
4173 if (ddy[dir] < 0) p_ptr->oldpy = MAX_HGT - 2;
4174 if (ddy[dir] == 0) p_ptr->oldpy = MAX_HGT / 2;
4175 if (ddx[dir] > 0) p_ptr->oldpx = 1;
4176 if (ddx[dir] < 0) p_ptr->oldpx = MAX_WID - 2;
4177 if (ddx[dir] == 0) p_ptr->oldpx = MAX_WID / 2;
4180 if (p_can_kill_walls)
4182 cave_alter_feat(y, x, FF_HURT_DISI);
4184 /* Update some things -- similar to GF_KILL_WALL */
4185 p_ptr->update |= (PU_FLOW);
4189 /* sound(SOUND_WALK); */
4191 #ifdef ALLOW_EASY_DISARM /* TNB */
4193 if (do_pickup != always_pickup) mpe_mode |= MPE_DO_PICKUP;
4195 #else /* ALLOW_EASY_DISARM -- TNB */
4197 if (do_pickup) mpe_mode |= MPE_DO_PICKUP;
4199 #endif /* ALLOW_EASY_DISARM -- TNB */
4201 if (break_trap) mpe_mode |= MPE_BREAK_TRAP;
4203 /* Move the player */
4204 (void)move_player_effect(y, x, mpe_mode);
4209 static bool ignore_avoid_run;
4212 * Hack -- Check for a "known wall" (see below)
4214 static int see_wall(int dir, int y, int x)
4218 /* Get the new location */
4222 /* Illegal grids are not known walls */
4223 if (!in_bounds2(y, x)) return (FALSE);
4226 c_ptr = &cave[y][x];
4228 /* Must be known to the player */
4229 if (c_ptr->info & (CAVE_MARK))
4231 /* Feature code (applying "mimic" field) */
4232 s16b feat = get_feat_mimic(c_ptr);
4233 feature_type *f_ptr = &f_info[feat];
4235 /* Wall grids are known walls */
4236 if (!player_can_enter(feat, 0)) return !have_flag(f_ptr->flags, FF_DOOR);
4238 /* Don't run on a tree unless explicitly requested */
4239 if (have_flag(f_ptr->flags, FF_AVOID_RUN) && !ignore_avoid_run)
4242 /* Don't run in a wall */
4243 if (!have_flag(f_ptr->flags, FF_MOVE) && !have_flag(f_ptr->flags, FF_CAN_FLY))
4244 return !have_flag(f_ptr->flags, FF_DOOR);
4252 * Hack -- Check for an "unknown corner" (see below)
4254 static int see_nothing(int dir, int y, int x)
4256 /* Get the new location */
4260 /* Illegal grids are unknown */
4261 if (!in_bounds2(y, x)) return (TRUE);
4263 /* Memorized grids are always known */
4264 if (cave[y][x].info & (CAVE_MARK)) return (FALSE);
4266 /* Viewable door/wall grids are known */
4267 if (player_can_see_bold(y, x)) return (FALSE);
4278 * The running algorithm: -CJS-
4280 * In the diagrams below, the player has just arrived in the
4281 * grid marked as '@', and he has just come from a grid marked
4282 * as 'o', and he is about to enter the grid marked as 'x'.
4284 * Of course, if the "requested" move was impossible, then you
4285 * will of course be blocked, and will stop.
4287 * Overview: You keep moving until something interesting happens.
4288 * If you are in an enclosed space, you follow corners. This is
4289 * the usual corridor scheme. If you are in an open space, you go
4290 * straight, but stop before entering enclosed space. This is
4291 * analogous to reaching doorways. If you have enclosed space on
4292 * one side only (that is, running along side a wall) stop if
4293 * your wall opens out, or your open space closes in. Either case
4294 * corresponds to a doorway.
4296 * What happens depends on what you can really SEE. (i.e. if you
4297 * have no light, then running along a dark corridor is JUST like
4298 * running in a dark room.) The algorithm works equally well in
4299 * corridors, rooms, mine tailings, earthquake rubble, etc, etc.
4301 * These conditions are kept in static memory:
4302 * find_openarea You are in the open on at least one
4304 * find_breakleft You have a wall on the left, and will
4306 * find_breakright You have a wall on the right, and will
4309 * To initialize these conditions, we examine the grids adjacent
4310 * to the grid marked 'x', two on each side (marked 'L' and 'R').
4311 * If either one of the two grids on a given side is seen to be
4312 * closed, then that side is considered to be closed. If both
4313 * sides are closed, then it is an enclosed (corridor) run.
4319 * Looking at more than just the immediate squares is
4320 * significant. Consider the following case. A run along the
4321 * corridor will stop just before entering the center point,
4322 * because a choice is clearly established. Running in any of
4323 * three available directions will be defined as a corridor run.
4324 * Note that a minor hack is inserted to make the angled corridor
4325 * entry (with one side blocked near and the other side blocked
4326 * further away from the runner) work correctly. The runner moves
4327 * diagonally, but then saves the previous direction as being
4328 * straight into the gap. Otherwise, the tail end of the other
4329 * entry would be perceived as an alternative on the next move.
4337 * Likewise, a run along a wall, and then into a doorway (two
4338 * runs) will work correctly. A single run rightwards from @ will
4339 * stop at 1. Another run right and down will enter the corridor
4340 * and make the corner, stopping at the 2.
4342 * ##################
4344 * ########### ######
4348 * After any move, the function area_affect is called to
4349 * determine the new surroundings, and the direction of
4350 * subsequent moves. It examines the current player location
4351 * (at which the runner has just arrived) and the previous
4352 * direction (from which the runner is considered to have come).
4354 * Moving one square in some direction places you adjacent to
4355 * three or five new squares (for straight and diagonal moves
4356 * respectively) to which you were not previously adjacent,
4357 * marked as '!' in the diagrams below.
4360 * .o@! (normal) .o.! (diagonal)
4361 * ...! (east) ..@! (south east)
4364 * You STOP if any of the new squares are interesting in any way:
4365 * for example, if they contain visible monsters or treasure.
4367 * You STOP if any of the newly adjacent squares seem to be open,
4368 * and you are also looking for a break on that side. (that is,
4369 * find_openarea AND find_break).
4371 * You STOP if any of the newly adjacent squares do NOT seem to be
4372 * open and you are in an open area, and that side was previously
4375 * Corners: If you are not in the open (i.e. you are in a corridor)
4376 * and there is only one way to go in the new squares, then turn in
4377 * that direction. If there are more than two new ways to go, STOP.
4378 * If there are two ways to go, and those ways are separated by a
4379 * square which does not seem to be open, then STOP.
4381 * Otherwise, we have a potential corner. There are two new open
4382 * squares, which are also adjacent. One of the new squares is
4383 * diagonally located, the other is straight on (as in the diagram).
4384 * We consider two more squares further out (marked below as ?).
4386 * We assign "option" to the straight-on grid, and "option2" to the
4387 * diagonal grid, and "check_dir" to the grid marked 's'.
4393 * If they are both seen to be closed, then it is seen that no benefit
4394 * is gained from moving straight. It is a known corner. To cut the
4395 * corner, go diagonally, otherwise go straight, but pretend you
4396 * stepped diagonally into that next location for a full view next
4397 * time. Conversely, if one of the ? squares is not seen to be closed,
4398 * then there is a potential choice. We check to see whether it is a
4399 * potential corner or an intersection/room entrance. If the square
4400 * two spaces straight ahead, and the space marked with 's' are both
4401 * unknown space, then it is a potential corner and enter if
4402 * find_examine is set, otherwise must stop because it is not a
4403 * corner. (find_examine option is removed and always is TRUE.)
4410 * Hack -- allow quick "cycling" through the legal directions
4412 static byte cycle[] =
4413 { 1, 2, 3, 6, 9, 8, 7, 4, 1, 2, 3, 6, 9, 8, 7, 4, 1 };
4416 * Hack -- map each direction into the "middle" of the "cycle[]" array
4418 static byte chome[] =
4419 { 0, 8, 9, 10, 7, 0, 11, 6, 5, 4 };
4422 * The direction we are running
4424 static byte find_current;
4427 * The direction we came from
4429 static byte find_prevdir;
4432 * We are looking for open area
4434 static bool find_openarea;
4437 * We are looking for a break
4439 static bool find_breakright;
4440 static bool find_breakleft;
4445 * Initialize the running algorithm for a new direction.
4447 * Diagonal Corridor -- allow diaginal entry into corridors.
4449 * Blunt Corridor -- If there is a wall two spaces ahead and
4450 * we seem to be in a corridor, then force a turn into the side
4451 * corridor, must be moving straight into a corridor here. ???
4453 * Diagonal Corridor Blunt Corridor (?)
4458 static void run_init(int dir)
4460 int row, col, deepleft, deepright;
4461 int i, shortleft, shortright;
4464 /* Save the direction */
4467 /* Assume running straight */
4470 /* Assume looking for open area */
4471 find_openarea = TRUE;
4473 /* Assume not looking for breaks */
4474 find_breakright = find_breakleft = FALSE;
4476 /* Assume no nearby walls */
4477 deepleft = deepright = FALSE;
4478 shortright = shortleft = FALSE;
4483 /* Find the destination grid */
4484 row = py + ddy[dir];
4485 col = px + ddx[dir];
4487 ignore_avoid_run = cave_have_flag_bold(row, col, FF_AVOID_RUN);
4489 /* Extract cycle index */
4492 /* Check for walls */
4493 if (see_wall(cycle[i+1], py, px))
4495 find_breakleft = TRUE;
4498 else if (see_wall(cycle[i+1], row, col))
4500 find_breakleft = TRUE;
4504 /* Check for walls */
4505 if (see_wall(cycle[i-1], py, px))
4507 find_breakright = TRUE;
4510 else if (see_wall(cycle[i-1], row, col))
4512 find_breakright = TRUE;
4516 /* Looking for a break */
4517 if (find_breakleft && find_breakright)
4519 /* Not looking for open area */
4520 find_openarea = FALSE;
4522 /* Hack -- allow angled corridor entry */
4525 if (deepleft && !deepright)
4527 find_prevdir = cycle[i - 1];
4529 else if (deepright && !deepleft)
4531 find_prevdir = cycle[i + 1];
4535 /* Hack -- allow blunt corridor entry */
4536 else if (see_wall(cycle[i], row, col))
4538 if (shortleft && !shortright)
4540 find_prevdir = cycle[i - 2];
4542 else if (shortright && !shortleft)
4544 find_prevdir = cycle[i + 2];
4552 * Update the current "run" path
4554 * Return TRUE if the running should be stopped
4556 static bool run_test(void)
4558 int prev_dir, new_dir, check_dir = 0;
4561 int option = 0, option2 = 0;
4564 feature_type *f_ptr;
4566 /* Where we came from */
4567 prev_dir = find_prevdir;
4570 /* Range of newly adjacent grids */
4571 max = (prev_dir & 0x01) + 1;
4573 /* break run when leaving trap detected region */
4574 if ((disturb_trap_detect || alert_trap_detect)
4575 && p_ptr->dtrap && !(cave[py][px].info & CAVE_IN_DETECT))
4577 /* No duplicate warning */
4578 p_ptr->dtrap = FALSE;
4580 /* You are just on the edge */
4581 if (!(cave[py][px].info & CAVE_UNSAFE))
4583 if (alert_trap_detect)
4586 msg_print("* Ãí°Õ:¤³¤ÎÀè¤Ï¥È¥é¥Ã¥×¤Î´¶ÃÎÈϰϳ°¤Ç¤¹¡ª *");
4588 msg_print("*Leaving trap detect region!*");
4592 if (disturb_trap_detect)
4600 /* Look at every newly adjacent square. */
4601 for (i = -max; i <= max; i++)
4603 s16b this_o_idx, next_o_idx = 0;
4606 new_dir = cycle[chome[prev_dir] + i];
4609 row = py + ddy[new_dir];
4610 col = px + ddx[new_dir];
4613 c_ptr = &cave[row][col];
4615 /* Feature code (applying "mimic" field) */
4616 feat = get_feat_mimic(c_ptr);
4617 f_ptr = &f_info[feat];
4619 /* Visible monsters abort running */
4622 monster_type *m_ptr = &m_list[c_ptr->m_idx];
4624 /* Visible monster */
4625 if (m_ptr->ml) return (TRUE);
4628 /* Visible objects abort running */
4629 for (this_o_idx = c_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
4633 /* Acquire object */
4634 o_ptr = &o_list[this_o_idx];
4636 /* Acquire next object */
4637 next_o_idx = o_ptr->next_o_idx;
4639 /* Visible object */
4640 if (o_ptr->marked & OM_FOUND) return (TRUE);
4643 /* Assume unknown */
4646 /* Check memorized grids */
4647 if (c_ptr->info & (CAVE_MARK))
4649 bool notice = have_flag(f_ptr->flags, FF_NOTICE);
4651 if (notice && have_flag(f_ptr->flags, FF_MOVE))
4654 if (find_ignore_doors && have_flag(f_ptr->flags, FF_DOOR) && have_flag(f_ptr->flags, FF_CLOSE))
4656 /* Option -- ignore */
4661 else if (find_ignore_stairs && have_flag(f_ptr->flags, FF_STAIRS))
4663 /* Option -- ignore */
4668 else if (have_flag(f_ptr->flags, FF_LAVA) && (p_ptr->immune_fire || IS_INVULN()))
4675 else if (have_flag(f_ptr->flags, FF_WATER) && have_flag(f_ptr->flags, FF_DEEP) &&
4676 (p_ptr->levitation || p_ptr->can_swim || (p_ptr->total_weight <= weight_limit())))
4683 /* Interesting feature */
4684 if (notice) return (TRUE);
4686 /* The grid is "visible" */
4690 /* Analyze unknown grids and floors considering mimic */
4691 if (inv || !see_wall(0, row, col))
4693 /* Looking for open area */
4699 /* The first new direction. */
4705 /* Three new directions. Stop running. */
4711 /* Two non-adjacent new directions. Stop running. */
4712 else if (option != cycle[chome[prev_dir] + i - 1])
4717 /* Two new (adjacent) directions (case 1) */
4718 else if (new_dir & 0x01)
4720 check_dir = cycle[chome[prev_dir] + i - 2];
4724 /* Two new (adjacent) directions (case 2) */
4727 check_dir = cycle[chome[prev_dir] + i + 1];
4733 /* Obstacle, while looking for open area */
4740 /* Break to the right */
4741 find_breakright = TRUE;
4746 /* Break to the left */
4747 find_breakleft = TRUE;
4753 /* Looking for open area */
4756 /* Hack -- look again */
4757 for (i = -max; i < 0; i++)
4759 /* Unknown grid or non-wall */
4760 if (!see_wall(cycle[chome[prev_dir] + i], py, px))
4762 /* Looking to break right */
4763 if (find_breakright)
4772 /* Looking to break left */
4780 /* Hack -- look again */
4781 for (i = max; i > 0; i--)
4783 /* Unknown grid or non-wall */
4784 if (!see_wall(cycle[chome[prev_dir] + i], py, px))
4786 /* Looking to break left */
4796 /* Looking to break right */
4797 if (find_breakright)
4805 /* Not looking for open area */
4817 /* Primary option */
4818 find_current = option;
4820 /* No other options */
4821 find_prevdir = option;
4824 /* Two options, examining corners */
4827 /* Primary option */
4828 find_current = option;
4830 /* Hack -- allow curving */
4831 find_prevdir = option2;
4834 /* Two options, pick one */
4837 /* Get next location */
4838 row = py + ddy[option];
4839 col = px + ddx[option];
4841 /* Don't see that it is closed off. */
4842 /* This could be a potential corner or an intersection. */
4843 if (!see_wall(option, row, col) ||
4844 !see_wall(check_dir, row, col))
4846 /* Can not see anything ahead and in the direction we */
4847 /* are turning, assume that it is a potential corner. */
4848 if (see_nothing(option, row, col) &&
4849 see_nothing(option2, row, col))
4851 find_current = option;
4852 find_prevdir = option2;
4855 /* STOP: we are next to an intersection or a room */
4862 /* This corner is seen to be enclosed; we cut the corner. */
4865 find_current = option2;
4866 find_prevdir = option2;
4869 /* This corner is seen to be enclosed, and we */
4870 /* deliberately go the long way. */
4873 find_current = option;
4874 find_prevdir = option2;
4879 /* About to hit a known wall, stop */
4880 if (see_wall(find_current, py, px))
4892 * Take one step along the current "run" path
4894 void run_step(int dir)
4899 /* Ignore AVOID_RUN on a first step */
4900 ignore_avoid_run = TRUE;
4902 /* Hack -- do not start silly run */
4903 if (see_wall(dir, py, px))
4907 msg_print("¤½¤ÎÊý¸þ¤Ë¤ÏÁö¤ì¤Þ¤»¤ó¡£");
4909 msg_print("You cannot run in that direction.");
4937 /* Decrease the run counter */
4938 if (--running <= 0) return;
4943 /* Move the player, using the "pickup" flag */
4944 #ifdef ALLOW_EASY_DISARM /* TNB */
4946 move_player(find_current, FALSE, FALSE);
4948 #else /* ALLOW_EASY_DISARM -- TNB */
4950 move_player(find_current, always_pickup, FALSE);
4952 #endif /* ALLOW_EASY_DISARM -- TNB */
4954 if (player_bold(p_ptr->run_py, p_ptr->run_px))
4965 * Test for traveling
4967 static int travel_test(int prev_dir)
4971 const cave_type *c_ptr;
4974 /* Cannot travel when blind */
4975 if (p_ptr->blind || no_lite())
4977 msg_print(_("Ìܤ¬¸«¤¨¤Ê¤¤¡ª", "You cannot see!"));
4981 /* break run when leaving trap detected region */
4982 if ((disturb_trap_detect || alert_trap_detect)
4983 && p_ptr->dtrap && !(cave[py][px].info & CAVE_IN_DETECT))
4985 /* No duplicate warning */
4986 p_ptr->dtrap = FALSE;
4988 /* You are just on the edge */
4989 if (!(cave[py][px].info & CAVE_UNSAFE))
4991 if (alert_trap_detect)
4994 msg_print("* Ãí°Õ:¤³¤ÎÀè¤Ï¥È¥é¥Ã¥×¤Î´¶ÃÎÈϰϳ°¤Ç¤¹¡ª *");
4996 msg_print("*Leaving trap detect region!*");
5000 if (disturb_trap_detect)
5008 /* Range of newly adjacent grids */
5009 max = (prev_dir & 0x01) + 1;
5011 /* Look at every newly adjacent square. */
5012 for (i = -max; i <= max; i++)
5015 int dir = cycle[chome[prev_dir] + i];
5018 int row = py + ddy[dir];
5019 int col = px + ddx[dir];
5022 c_ptr = &cave[row][col];
5024 /* Visible monsters abort running */
5027 monster_type *m_ptr = &m_list[c_ptr->m_idx];
5029 /* Visible monster */
5030 if (m_ptr->ml) return (0);
5035 /* Travel cost of current grid */
5036 cost = travel.cost[py][px];
5038 /* Determine travel direction */
5039 for (i = 0; i < 8; ++ i) {
5040 int dir_cost = travel.cost[py+ddy_ddd[i]][px+ddx_ddd[i]];
5042 if (dir_cost < cost)
5049 if (!new_dir) return (0);
5051 /* Access newly move grid */
5052 c_ptr = &cave[py+ddy[new_dir]][px+ddx[new_dir]];
5054 /* Close door abort traveling */
5055 if (!easy_open && is_closed_door(c_ptr->feat)) return (0);
5057 /* Visible and unignorable trap abort tarveling */
5058 if (!c_ptr->mimic && !trap_can_be_ignored(c_ptr->feat)) return (0);
5068 void travel_step(void)
5070 /* Get travel direction */
5071 travel.dir = travel_test(travel.dir);
5076 if (travel.run == 255)
5079 msg_print("Æ»¶Ú¤¬¸«¤Ä¤«¤ê¤Þ¤»¤ó¡ª");
5081 msg_print("No route is found!");
5090 move_player(travel.dir, always_pickup, FALSE);
5092 if ((py == travel.y) && (px == travel.x))
5094 else if (travel.run > 0)
5098 Term_xtra(TERM_XTRA_DELAY, delay_factor);