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 /* Snipers with high-concentration reduce instant miss percentage.*/
31 /* Hack -- Instant miss or hit */
32 if (k < 10) return (k < 5);
34 if (p_ptr->pseikaku == SEIKAKU_NAMAKE)
35 if (one_in_(20)) return (FALSE);
38 if (chance <= 0) return (FALSE);
40 /* Invisible monsters are harder to hit */
41 if (!vis) chance = (chance + 1) / 2;
43 /* Power competes against armor */
44 if (randint0(chance) < (ac * 3 / 4)) return (FALSE);
53 * Determine if the player "hits" a monster (normal combat).
55 * Note -- Always miss 5%, always hit 5%, otherwise random.
57 bool test_hit_norm(int chance, int ac, int vis)
64 /* Hack -- Instant miss or hit */
65 if (k < 10) return (k < 5);
67 if (p_ptr->pseikaku == SEIKAKU_NAMAKE)
68 if (one_in_(20)) return (FALSE);
70 /* Wimpy attack never hits */
71 if (chance <= 0) return (FALSE);
73 /* Penalize invisible targets */
74 if (!vis) chance = (chance + 1) / 2;
76 /* Power must defeat armor */
77 if (randint0(chance) < (ac * 3 / 4)) return (FALSE);
86 * Critical hits (from objects thrown by player)
87 * Factor in item weight, total plusses, and player level.
89 s16b critical_shot(int weight, int plus, int dam)
93 /* Extract "shot" power */
94 i = ((p_ptr->to_h_b + plus) * 4) + (p_ptr->lev * 2);
96 /* Snipers can shot more critically with crossbows */
97 if (p_ptr->concent) i += ((i * p_ptr->concent) / 5);
98 if ((p_ptr->pclass == CLASS_SNIPER) && (p_ptr->tval_ammo == TV_BOLT)) i *= 2;
101 if (randint1(5000) <= i)
103 k = weight * randint1(500);
108 msg_print("¼ê¤´¤¿¤¨¤¬¤¢¤Ã¤¿¡ª");
110 msg_print("It was a good hit!");
118 msg_print("¤«¤Ê¤ê¤Î¼ê¤´¤¿¤¨¤¬¤¢¤Ã¤¿¡ª");
120 msg_print("It was a great hit!");
128 msg_print("²ñ¿´¤Î°ì·â¤À¡ª");
130 msg_print("It was a superb hit!");
143 * Critical hits (by player)
145 * Factor in weapon weight, total plusses, player level.
147 s16b critical_norm(int weight, int plus, int dam, s16b meichuu, int mode)
151 /* Extract "blow" power */
152 i = (weight + (meichuu * 3 + plus * 5) + (p_ptr->lev * 3));
155 if ((randint1((p_ptr->pclass == CLASS_NINJA) ? 4444 : 5000) <= i) || (mode == HISSATSU_MAJIN) || (mode == HISSATSU_3DAN))
157 k = weight + randint1(650);
158 if ((mode == HISSATSU_MAJIN) || (mode == HISSATSU_3DAN)) k+= randint1(650);
163 msg_print("¼ê¤´¤¿¤¨¤¬¤¢¤Ã¤¿¡ª");
165 msg_print("It was a good hit!");
173 msg_print("¤«¤Ê¤ê¤Î¼ê¤´¤¿¤¨¤¬¤¢¤Ã¤¿¡ª");
175 msg_print("It was a great hit!");
183 msg_print("²ñ¿´¤Î°ì·â¤À¡ª");
185 msg_print("It was a superb hit!");
193 msg_print("ºÇ¹â¤Î²ñ¿´¤Î°ì·â¤À¡ª");
195 msg_print("It was a *GREAT* hit!");
203 msg_print("ÈæÎà¤Ê¤ºÇ¹â¤Î²ñ¿´¤Î°ì·â¤À¡ª");
205 msg_print("It was a *SUPERB* hit!");
208 dam = ((7 * dam) / 2) + 25;
217 static int mult_slaying(int mult, const u32b* flgs, const monster_type* m_ptr)
219 static const struct slay_table_t {
221 u32b affect_race_flag;
224 size_t r_flag_offset;
226 #define OFFSET(X) offsetof(monster_race, X)
227 {TR_SLAY_ANIMAL, RF3_ANIMAL, 25, OFFSET(flags3), OFFSET(r_flags3)},
228 {TR_KILL_ANIMAL, RF3_ANIMAL, 40, OFFSET(flags3), OFFSET(r_flags3)},
229 {TR_SLAY_EVIL, RF3_EVIL, 20, OFFSET(flags3), OFFSET(r_flags3)},
230 {TR_KILL_EVIL, RF3_EVIL, 35, OFFSET(flags3), OFFSET(r_flags3)},
231 {TR_SLAY_GOOD, RF3_GOOD, 20, OFFSET(flags3), OFFSET(r_flags3)},
232 {TR_KILL_GOOD, RF3_GOOD, 35, OFFSET(flags3), OFFSET(r_flags3)},
233 {TR_SLAY_HUMAN, RF2_HUMAN, 25, OFFSET(flags2), OFFSET(r_flags2)},
234 {TR_KILL_HUMAN, RF2_HUMAN, 40, OFFSET(flags2), OFFSET(r_flags2)},
235 {TR_SLAY_UNDEAD, RF3_UNDEAD, 30, OFFSET(flags3), OFFSET(r_flags3)},
236 {TR_KILL_UNDEAD, RF3_UNDEAD, 50, OFFSET(flags3), OFFSET(r_flags3)},
237 {TR_SLAY_DEMON, RF3_DEMON, 30, OFFSET(flags3), OFFSET(r_flags3)},
238 {TR_KILL_DEMON, RF3_DEMON, 50, OFFSET(flags3), OFFSET(r_flags3)},
239 {TR_SLAY_ORC, RF3_ORC, 30, OFFSET(flags3), OFFSET(r_flags3)},
240 {TR_KILL_ORC, RF3_ORC, 50, OFFSET(flags3), OFFSET(r_flags3)},
241 {TR_SLAY_TROLL, RF3_TROLL, 30, OFFSET(flags3), OFFSET(r_flags3)},
242 {TR_KILL_TROLL, RF3_TROLL, 50, OFFSET(flags3), OFFSET(r_flags3)},
243 {TR_SLAY_GIANT, RF3_GIANT, 30, OFFSET(flags3), OFFSET(r_flags3)},
244 {TR_KILL_GIANT, RF3_GIANT, 50, OFFSET(flags3), OFFSET(r_flags3)},
245 {TR_SLAY_DRAGON, RF3_DRAGON, 30, OFFSET(flags3), OFFSET(r_flags3)},
246 {TR_KILL_DRAGON, RF3_DRAGON, 50, OFFSET(flags3), OFFSET(r_flags3)},
250 monster_race* r_ptr = &r_info[m_ptr->r_idx];
252 for (i = 0; i < sizeof(slay_table) / sizeof(slay_table[0]); ++ i)
254 const struct slay_table_t* p = &slay_table[i];
256 if ((have_flag(flgs, p->slay_flag)) &&
257 (atoffset(u32b, r_ptr, p->flag_offset) & p->affect_race_flag))
259 if (is_original_ap_and_seen(m_ptr))
261 atoffset(u32b, r_ptr, p->r_flag_offset) |= p->affect_race_flag;
264 mult = MAX(mult, p->slay_mult);
271 static int mult_brand(int mult, const u32b* flgs, const monster_type* m_ptr)
273 static const struct brand_table_t {
278 {TR_BRAND_ACID, RFR_EFF_IM_ACID_MASK, 0U },
279 {TR_BRAND_ELEC, RFR_EFF_IM_ELEC_MASK, 0U },
280 {TR_BRAND_FIRE, RFR_EFF_IM_FIRE_MASK, RF3_HURT_FIRE},
281 {TR_BRAND_COLD, RFR_EFF_IM_COLD_MASK, RF3_HURT_COLD},
282 {TR_BRAND_POIS, RFR_EFF_IM_POIS_MASK, 0U },
285 monster_race* r_ptr = &r_info[m_ptr->r_idx];
287 for (i = 0; i < sizeof(brand_table) / sizeof(brand_table[0]); ++ i)
289 const struct brand_table_t* p = &brand_table[i];
291 if (have_flag(flgs, p->brand_flag))
293 /* Notice immunity */
294 if (r_ptr->flagsr & p->resist_mask)
296 if (is_original_ap_and_seen(m_ptr))
298 r_ptr->r_flagsr |= (r_ptr->flagsr & p->resist_mask);
302 /* Otherwise, take the damage */
303 else if (r_ptr->flags3 & p->hurt_flag)
305 if (is_original_ap_and_seen(m_ptr))
307 r_ptr->r_flags3 |= p->hurt_flag;
310 mult = MAX(mult, 50);
314 mult = MAX(mult, 25);
322 * Extract the "total damage" from a given object hitting a given monster.
324 * Note that "flasks of oil" do NOT do fire damage, although they
325 * certainly could be made to do so. XXX XXX
327 * Note that most brands and slays are x3, except Slay Animal (x2),
328 * Slay Evil (x2), and Kill dragon (x5).
330 s16b tot_dam_aux(object_type *o_ptr, int tdam, monster_type *m_ptr, int mode, bool thrown)
334 u32b flgs[TR_FLAG_SIZE];
336 /* Extract the flags */
337 object_flags(o_ptr, flgs);
338 torch_flags(o_ptr, flgs); /* torches has secret flags */
343 if (p_ptr->special_attack & (ATTACK_ACID)) add_flag(flgs, TR_BRAND_ACID);
344 if (p_ptr->special_attack & (ATTACK_COLD)) add_flag(flgs, TR_BRAND_COLD);
345 if (p_ptr->special_attack & (ATTACK_ELEC)) add_flag(flgs, TR_BRAND_ELEC);
346 if (p_ptr->special_attack & (ATTACK_FIRE)) add_flag(flgs, TR_BRAND_FIRE);
347 if (p_ptr->special_attack & (ATTACK_POIS)) add_flag(flgs, TR_BRAND_POIS);
350 /* Hex - Slay Good (Runesword) */
351 if (hex_spelling(HEX_RUNESWORD)) add_flag(flgs, TR_SLAY_GOOD);
353 /* Some "weapons" and "ammo" do extra damage */
366 mult = mult_slaying(mult, flgs, m_ptr);
368 /* Elemental Brand */
369 mult = mult_brand(mult, flgs, m_ptr);
372 if (p_ptr->pclass == CLASS_SAMURAI)
374 mult = mult_hissatsu(mult, flgs, m_ptr, mode);
378 if ((p_ptr->pclass != CLASS_SAMURAI) && (have_flag(flgs, TR_FORCE_WEAPON)) && (p_ptr->csp > (o_ptr->dd * o_ptr->ds / 5)))
380 p_ptr->csp -= (1+(o_ptr->dd * o_ptr->ds / 5));
381 p_ptr->redraw |= (PR_MANA);
382 mult = mult * 3 / 2 + 20;
385 /* Hack -- The Nothung cause special damage to Fafner */
386 if ((o_ptr->name1 == ART_NOTHUNG) && (m_ptr->r_idx == MON_FAFNER))
391 if (mult > 150) mult = 150;
393 /* Return the total damage */
394 return (tdam * mult / 10);
399 * Search for hidden things
401 static void discover_hidden_things(int y, int x)
403 s16b this_o_idx, next_o_idx = 0;
407 /* Access the grid */
411 if (c_ptr->mimic && is_trap(c_ptr->feat))
417 msg_print(_("¥È¥é¥Ã¥×¤òȯ¸«¤·¤¿¡£", "You have found a trap."));
424 if (is_hidden_door(c_ptr))
427 msg_print(_("±£¤·¥É¥¢¤òȯ¸«¤·¤¿¡£", "You have found a secret door."));
436 /* Scan all objects in the grid */
437 for (this_o_idx = c_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
442 o_ptr = &o_list[this_o_idx];
444 /* Acquire next object */
445 next_o_idx = o_ptr->next_o_idx;
447 /* Skip non-chests */
448 if (o_ptr->tval != TV_CHEST) continue;
450 /* Skip non-trapped chests */
451 if (!chest_traps[o_ptr->pval]) continue;
454 if (!object_is_known(o_ptr))
457 msg_print(_("È¢¤Ë»Å³Ý¤±¤é¤ì¤¿¥È¥é¥Ã¥×¤òȯ¸«¤·¤¿¡ª", "You have discovered a trap on the chest!"));
472 /* Start with base search ability */
473 chance = p_ptr->skill_srh;
475 /* Penalize various conditions */
476 if (p_ptr->blind || no_lite()) chance = chance / 10;
477 if (p_ptr->confused || p_ptr->image) chance = chance / 10;
479 /* Search the nearby grids, which are always in bounds */
480 for (i = 0; i < 9; ++ i)
482 /* Sometimes, notice things */
483 if (randint0(100) < chance)
485 discover_hidden_things(py + ddy_ddd[i], px + ddx_ddd[i]);
492 * Helper routine for py_pickup() and py_pickup_floor().
494 * Add the given dungeon object to the character's inventory.
496 * Delete the object afterwards.
498 void py_pickup_aux(int o_idx)
504 * ¥¢¥¤¥Æ¥à¤ò½¦¤Ã¤¿ºÝ¤Ë¡Ö£²¤Ä¤Î¥±¡¼¥¤ò»ý¤Ã¤Æ¤¤¤ë¡×
505 * "You have two cakes." ¤È¥¢¥¤¥Æ¥à¤ò½¦¤Ã¤¿¸å¤Î¹ç·×¤Î¤ß¤Îɽ¼¨¤¬¥ª¥ê¥¸¥Ê¥ë
507 * ¤¢¤ë¤È¤¤¤¦»ØŦ¤ò¤¦¤±¤¿¤Î¤Ç¡¢¡Ö¡Á¤ò½¦¤Ã¤¿¡¢¡Á¤ò»ý¤Ã¤Æ¤¤¤ë¡×¤È¤¤¤¦É½¼¨
508 * ¤Ë¤«¤¨¤Æ¤¢¤ë¡£¤½¤Î¤¿¤á¤ÎÇÛÎó¡£
510 char o_name[MAX_NLEN];
511 char old_name[MAX_NLEN];
515 char o_name[MAX_NLEN];
520 o_ptr = &o_list[o_idx];
523 /* Describe the object */
524 object_desc(old_name, o_ptr, OD_NAME_ONLY);
525 object_desc_kosuu(kazu_str, o_ptr);
526 hirottakazu = o_ptr->number;
528 /* Carry the object */
529 slot = inven_carry(o_ptr);
531 /* Get the object again */
532 o_ptr = &inventory[slot];
534 /* Delete the object */
535 delete_object_idx(o_idx);
537 if (p_ptr->pseikaku == SEIKAKU_MUNCHKIN)
539 bool old_known = identify_item(o_ptr);
541 /* Auto-inscription/destroy */
542 autopick_alter_item(slot, (bool)(destroy_identify && !old_known));
544 /* If it is destroyed, don't pick it up */
545 if (o_ptr->marked & OM_AUTODESTROY) return;
548 /* Describe the object */
549 object_desc(o_name, o_ptr, 0);
553 if ((o_ptr->name1 == ART_CRIMSON) && (p_ptr->pseikaku == SEIKAKU_COMBAT))
555 msg_format("¤³¤¦¤·¤Æ¡¢%s¤Ï¡Ø¥¯¥ê¥à¥¾¥ó¡Ù¤ò¼ê¤ËÆþ¤ì¤¿¡£", player_name);
556 msg_print("¤·¤«¤·º£¡¢¡Øº®Æ٤Υµ¡¼¥Ú¥ó¥È¡Ù¤ÎÊü¤Ã¤¿¥â¥ó¥¹¥¿¡¼¤¬¡¢");
557 msg_format("%s¤Ë½±¤¤¤«¤«¤ë¡¥¡¥¡¥", player_name);
563 msg_format("%s(%c)¤ò»ý¤Ã¤Æ¤¤¤ë¡£",o_name, index_to_label(slot));
567 if (o_ptr->number > hirottakazu) {
568 msg_format("%s½¦¤Ã¤Æ¡¢%s(%c)¤ò»ý¤Ã¤Æ¤¤¤ë¡£",
569 kazu_str, o_name, index_to_label(slot));
571 msg_format("%s(%c)¤ò½¦¤Ã¤¿¡£", o_name, index_to_label(slot));
575 strcpy(record_o_name, old_name);
577 msg_format("You have %s (%c).", o_name, index_to_label(slot));
578 strcpy(record_o_name, o_name);
583 check_find_art_quest_completion(o_ptr);
588 * Player "wants" to pick up an object or gold.
589 * Note that we ONLY handle things that can be picked up.
590 * See "move_player()" for handling of other things.
592 void carry(bool pickup)
594 cave_type *c_ptr = &cave[py][px];
596 s16b this_o_idx, next_o_idx = 0;
598 char o_name[MAX_NLEN];
600 /* Recenter the map around the player */
604 p_ptr->update |= (PU_MONSTERS);
607 p_ptr->redraw |= (PR_MAP);
610 p_ptr->window |= (PW_OVERHEAD);
615 /* Automatically pickup/destroy/inscribe items */
616 autopick_pickup_items(c_ptr);
619 #ifdef ALLOW_EASY_FLOOR
623 py_pickup_floor(pickup);
627 #endif /* ALLOW_EASY_FLOOR */
629 /* Scan the pile of objects */
630 for (this_o_idx = c_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
635 o_ptr = &o_list[this_o_idx];
637 #ifdef ALLOW_EASY_SENSE /* TNB */
639 /* Option: Make item sensing easy */
642 /* Sense the object */
643 (void)sense_object(o_ptr);
646 #endif /* ALLOW_EASY_SENSE -- TNB */
648 /* Describe the object */
649 object_desc(o_name, o_ptr, 0);
651 /* Acquire next object */
652 next_o_idx = o_ptr->next_o_idx;
654 /* Hack -- disturb */
658 if (o_ptr->tval == TV_GOLD)
660 int value = (long)o_ptr->pval;
662 /* Delete the gold */
663 delete_object_idx(this_o_idx);
667 msg_format(" $%ld ¤Î²ÁÃͤ¬¤¢¤ë%s¤ò¸«¤Ä¤±¤¿¡£",
668 (long)value, o_name);
670 msg_format("You collect %ld gold pieces worth of %s.",
671 (long)value, o_name);
677 /* Collect the gold */
681 p_ptr->redraw |= (PR_GOLD);
684 p_ptr->window |= (PW_PLAYER);
687 /* Pick up objects */
690 /* Hack - some objects were handled in autopick_pickup_items(). */
691 if (o_ptr->marked & OM_NOMSG)
693 /* Clear the flag. */
694 o_ptr->marked &= ~OM_NOMSG;
696 /* Describe the object */
700 msg_format("%s¤¬¤¢¤ë¡£", o_name);
702 msg_format("You see %s.", o_name);
707 /* Note that the pack is too full */
708 else if (!inven_carry_okay(o_ptr))
711 msg_format("¥¶¥Ã¥¯¤Ë¤Ï%s¤òÆþ¤ì¤ë·ä´Ö¤¬¤Ê¤¤¡£", o_name);
713 msg_format("You have no room for %s.", o_name);
718 /* Pick up the item (if requested and allowed) */
723 /* Hack -- query every item */
724 if (carry_query_flag)
726 char out_val[MAX_NLEN+20];
728 sprintf(out_val, "%s¤ò½¦¤¤¤Þ¤¹¤«? ", o_name);
730 sprintf(out_val, "Pick up %s? ", o_name);
733 okay = get_check(out_val);
736 /* Attempt to pick up an object. */
739 /* Pick up the object */
740 py_pickup_aux(this_o_idx);
749 * Determine if a trap affects the player.
750 * Always miss 5% of the time, Always hit 5% of the time.
751 * Otherwise, match trap power against player armor.
753 static int check_hit(int power)
757 /* Percentile dice */
760 /* Hack -- 5% hit, 5% miss */
761 if (k < 10) return (k < 5);
763 if (p_ptr->pseikaku == SEIKAKU_NAMAKE)
764 if (one_in_(20)) return (TRUE);
766 /* Paranoia -- No power */
767 if (power <= 0) return (FALSE);
770 ac = p_ptr->ac + p_ptr->to_a;
772 /* Power competes against Armor */
773 if (randint1(power) > ((ac * 3) / 4)) return (TRUE);
781 static void hit_trap_pit(int trap_feat_type)
785 cptr spike_name = "";
787 switch (trap_feat_type)
790 trap_name = _("Íî¤È¤··ê", "a pit trap");
792 case TRAP_SPIKED_PIT:
793 trap_name = _("¥¹¥Ñ¥¤¥¯¤¬Éߤ«¤ì¤¿Íî¤È¤··ê", "a spiked pit");
794 spike_name = _("¥¹¥Ñ¥¤¥¯", "spikes");
796 case TRAP_POISON_PIT:
797 trap_name = _("¥¹¥Ñ¥¤¥¯¤¬Éߤ«¤ì¤¿Íî¤È¤··ê", "a spiked pit");
798 spike_name = _("ÆǤòÅɤé¤ì¤¿¥¹¥Ñ¥¤¥¯", "poisonous spikes");
804 if (p_ptr->levitation)
806 msg_format(_("%s¤òÈô¤Ó±Û¤¨¤¿¡£", "You fly over %s."), trap_name);
810 msg_format(_("%s¤ËÍî¤Á¤Æ¤·¤Þ¤Ã¤¿¡ª", "You have fallen into %s!"), trap_name);
815 /* Extra spike damage */
816 if ((trap_feat_type == TRAP_SPIKED_PIT || trap_feat_type == TRAP_POISON_PIT) &&
819 msg_format(_("%s¤¬»É¤µ¤Ã¤¿¡ª", "You are impaled on %s!"), spike_name);
822 (void)set_cut(p_ptr->cut + randint1(dam));
824 if (trap_feat_type == TRAP_POISON_PIT) {
825 if (p_ptr->resist_pois || IS_OPPOSE_POIS())
827 msg_print(_("¤·¤«¤·ÆǤαƶÁ¤Ï¤Ê¤«¤Ã¤¿¡ª", "The poison does not affect you!"));
832 (void)set_poisoned(p_ptr->poisoned + randint1(dam));
837 /* Take the damage */
838 take_hit(DAMAGE_NOESCAPE, dam, trap_name, -1);
841 static bool hit_trap_dart(void)
847 msg_print(_("¾®¤µ¤Ê¥À¡¼¥Ä¤¬Èô¤ó¤Ç¤¤Æ»É¤µ¤Ã¤¿¡ª", "A small dart hits you!"));
849 take_hit(DAMAGE_ATTACK, damroll(1, 4), _("¥À¡¼¥Ä¤Îæ«", "a dart trap"), -1);
851 if (!CHECK_MULTISHADOW()) hit = TRUE;
855 msg_print(_("¾®¤µ¤Ê¥À¡¼¥Ä¤¬Èô¤ó¤Ç¤¤¿¡ª¤¬¡¢±¿Îɤ¯Åö¤¿¤é¤Ê¤«¤Ã¤¿¡£", "A small dart barely misses you."));
861 static void hit_trap_lose_stat(int stat)
869 static void hit_trap_slow(void)
873 set_slow(p_ptr->slow + randint0(20) + 20, FALSE);
877 static void hit_trap_set_abnormal_status(cptr trap_message, bool resist, bool (*set_status)(int turn), int turn)
879 msg_print(trap_message);
888 * Handle player hitting a real trap
890 static void hit_trap(bool break_trap)
895 /* Get the cave grid */
896 cave_type *c_ptr = &cave[y][x];
897 feature_type *f_ptr = &f_info[c_ptr->feat];
898 int trap_feat_type = have_flag(f_ptr->flags, FF_TRAP) ? f_ptr->subtype : NOT_TRAP;
901 cptr name = "¥È¥é¥Ã¥×";
903 cptr name = "a trap";
906 /* Disturb the player */
909 cave_alter_feat(y, x, FF_HIT_TRAP);
911 /* Analyze XXX XXX XXX */
912 switch (trap_feat_type)
916 if (p_ptr->levitation)
919 msg_print("Íî¤È¤·¸Í¤òÈô¤Ó±Û¤¨¤¿¡£");
921 msg_print("You fly over a trap door.");
928 msg_print("Íî¤È¤·¸Í¤ËÍî¤Á¤¿¡ª");
929 if ((p_ptr->pseikaku == SEIKAKU_COMBAT) || (inventory[INVEN_BOW].name1 == ART_CRIMSON))
930 msg_print("¤¯¤Ã¤½¡Á¡ª");
932 msg_print("You have fallen through a trap door!");
940 name = "a trap door";
943 take_hit(DAMAGE_NOESCAPE, dam, name, -1);
945 /* Still alive and autosave enabled */
946 if (autosave_l && (p_ptr->chp >= 0))
947 do_cmd_save_game(TRUE);
950 do_cmd_write_nikki(NIKKI_BUNSHOU, 0, "Íî¤È¤·¸Í¤ËÍî¤Á¤¿");
952 do_cmd_write_nikki(NIKKI_BUNSHOU, 0, "You have fallen through a trap door!");
954 prepare_change_floor_mode(CFM_SAVE_FLOORS | CFM_DOWN | CFM_RAND_PLACE | CFM_RAND_CONNECT);
957 p_ptr->leaving = TRUE;
963 case TRAP_SPIKED_PIT:
964 case TRAP_POISON_PIT:
966 hit_trap_pit(trap_feat_type);
973 msg_print("²¿¤«¤¬¥Ô¥«¥Ã¤È¸÷¤Ã¤¿¡ª");
975 msg_print("There is a flash of shimmering light!");
978 num = 2 + randint1(3);
979 for (i = 0; i < num; i++)
981 (void)summon_specific(0, y, x, dun_level, 0, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE | PM_NO_PET));
984 if (dun_level > randint1(100)) /* No nasty effect for low levels */
986 bool stop_ty = FALSE;
991 stop_ty = activate_ty_curse(stop_ty, &count);
1001 msg_print("¥Æ¥ì¥Ý¡¼¥È¡¦¥È¥é¥Ã¥×¤Ë¤Ò¤Ã¤«¤«¤Ã¤¿¡ª");
1003 msg_print("You hit a teleport trap!");
1006 teleport_player(100, TELEPORT_PASSIVE);
1013 msg_print("±ê¤ËÊñ¤Þ¤ì¤¿¡ª");
1015 msg_print("You are enveloped in flames!");
1018 dam = damroll(4, 6);
1020 (void)fire_dam(dam, "±ê¤Î¥È¥é¥Ã¥×", -1, FALSE);
1022 (void)fire_dam(dam, "a fire trap", -1, FALSE);
1031 msg_print("»À¤¬¿á¤¤«¤±¤é¤ì¤¿¡ª");
1033 msg_print("You are splashed with acid!");
1036 dam = damroll(4, 6);
1038 (void)acid_dam(dam, "»À¤Î¥È¥é¥Ã¥×", -1, FALSE);
1040 (void)acid_dam(dam, "an acid trap", -1, FALSE);
1054 hit_trap_lose_stat(A_STR);
1060 hit_trap_lose_stat(A_DEX);
1066 hit_trap_lose_stat(A_CON);
1072 hit_trap_set_abnormal_status(
1073 _("¹õ¤¤¥¬¥¹¤ËÊñ¤ß¹þ¤Þ¤ì¤¿¡ª", "A black gas surrounds you!"),
1074 p_ptr->resist_blind,
1075 set_blind, p_ptr->blind + randint0(50) + 25);
1081 hit_trap_set_abnormal_status(
1082 _("¤¤é¤á¤¯¥¬¥¹¤ËÊñ¤ß¹þ¤Þ¤ì¤¿¡ª", "A gas of scintillating colors surrounds you!"),
1084 set_confused, p_ptr->confused + randint0(20) + 10);
1090 hit_trap_set_abnormal_status(
1091 _("»É·ãŪ¤ÊÎп§¤Î¥¬¥¹¤ËÊñ¤ß¹þ¤Þ¤ì¤¿¡ª", "A pungent green gas surrounds you!"),
1092 p_ptr->resist_pois || IS_OPPOSE_POIS(),
1093 set_poisoned, p_ptr->poisoned + randint0(20) + 10);
1100 msg_print("´ñ̯¤ÊÇò¤¤Ì¸¤ËÊñ¤Þ¤ì¤¿¡ª");
1102 msg_print("A strange white mist surrounds you!");
1105 if (!p_ptr->free_act)
1108 msg_print("¤¢¤Ê¤¿¤Ï̲¤ê¤Ë½¢¤¤¤¿¡£");
1110 msg_print("You fall asleep.");
1114 if (ironman_nightmare)
1117 msg_print("¿È¤ÎÌÓ¤â¤è¤À¤Ä¸÷·Ê¤¬Æ¬¤ËÉ⤫¤ó¤À¡£");
1119 msg_print("A horrible vision enters your mind.");
1123 /* Pick a nightmare */
1124 get_mon_num_prep(get_nightmare, NULL);
1126 /* Have some nightmares */
1127 have_nightmare(get_mon_num(MAX_DEPTH));
1129 /* Remove the monster restriction */
1130 get_mon_num_prep(NULL, NULL);
1132 (void)set_paralyzed(p_ptr->paralyzed + randint0(10) + 5);
1140 msg_print("¤Þ¤Ð¤æ¤¤Á®¸÷¤¬Áö¤Ã¤¿¡ª");
1142 msg_print("There is a bright flash of light!");
1145 /* Make some new traps */
1146 project(0, 1, y, x, 0, GF_MAKE_TRAP, PROJECT_HIDE | PROJECT_JUMP | PROJECT_GRID, -1);
1154 msg_print("¤±¤¿¤¿¤Þ¤·¤¤²»¤¬ÌĤê¶Á¤¤¤¿¡ª");
1156 msg_print("An alarm sounds!");
1159 aggravate_monsters(0);
1167 msg_print("Âç²»¶Á¤È¶¦¤Ë¤Þ¤ï¤ê¤ÎÊɤ¬Êø¤ì¤¿¡ª");
1169 msg_print("Suddenly, surrounding walls are opened!");
1171 (void)project(0, 3, y, x, 0, GF_DISINTEGRATE, PROJECT_GRID | PROJECT_HIDE, -1);
1172 (void)project(0, 3, y, x - 4, 0, GF_DISINTEGRATE, PROJECT_GRID | PROJECT_HIDE, -1);
1173 (void)project(0, 3, y, x + 4, 0, GF_DISINTEGRATE, PROJECT_GRID | PROJECT_HIDE, -1);
1174 aggravate_monsters(0);
1179 case TRAP_ARMAGEDDON:
1181 static int levs[10] = {0, 0, 20, 10, 5, 3, 2, 1, 1, 1};
1182 int evil_idx = 0, good_idx = 0;
1186 msg_print("ÆÍÁ³Å·³¦¤ÎÀïÁè¤Ë´¬¤¹þ¤Þ¤ì¤¿¡ª");
1188 msg_print("Suddenly, you are surrounded by immotal beings!");
1191 /* Summon Demons and Angels */
1192 for (lev = dun_level; lev >= 20; lev -= 1 + lev/16)
1194 num = levs[MIN(lev/10, 9)];
1195 for (i = 0; i < num; i++)
1197 int x1 = rand_spread(x, 7);
1198 int y1 = rand_spread(y, 5);
1200 /* Skip illegal grids */
1201 if (!in_bounds(y1, x1)) continue;
1203 /* Require line of projection */
1204 if (!projectable(py, px, y1, x1)) continue;
1206 if (summon_specific(0, y1, x1, lev, SUMMON_ARMAGE_EVIL, (PM_NO_PET)))
1207 evil_idx = hack_m_idx_ii;
1209 if (summon_specific(0, y1, x1, lev, SUMMON_ARMAGE_GOOD, (PM_NO_PET)))
1211 good_idx = hack_m_idx_ii;
1214 /* Let them fight each other */
1215 if (evil_idx && good_idx)
1217 monster_type *evil_ptr = &m_list[evil_idx];
1218 monster_type *good_ptr = &m_list[good_idx];
1219 evil_ptr->target_y = good_ptr->fy;
1220 evil_ptr->target_x = good_ptr->fx;
1221 good_ptr->target_y = evil_ptr->fy;
1222 good_ptr->target_x = evil_ptr->fx;
1232 msg_print("ÆÍÁ³Êɤ«¤é¿å¤¬°î¤ì½Ð¤·¤¿¡ª¥Ô¥é¥Ë¥¢¤¬¤¤¤ë¡ª");
1234 msg_print("Suddenly, the room is filled with water with piranhas!");
1237 /* Water fills room */
1238 fire_ball_hide(GF_WATER_FLOW, 0, 1, 10);
1240 /* Summon Piranhas */
1241 num = 1 + dun_level/20;
1242 for (i = 0; i < num; i++)
1244 (void)summon_specific(0, y, x, dun_level, SUMMON_PIRANHAS, (PM_ALLOW_GROUP | PM_NO_PET));
1250 if (break_trap && is_trap(c_ptr->feat))
1252 cave_alter_feat(y, x, FF_DISARM);
1254 msg_print("¥È¥é¥Ã¥×¤òÊ´ºÕ¤·¤¿¡£");
1256 msg_print("You destroyed the trap.");
1262 static void touch_zap_player_aux(monster_type *m_ptr, bool immune, int flags_offset, int r_flags_offset, u32b aura_flag,
1263 int (*dam_func)(int dam, cptr kb_str, int monspell, bool aura), cptr message)
1265 monster_race *r_ptr = &r_info[m_ptr->r_idx];
1267 if ((atoffset(u32b, r_ptr, flags_offset) & aura_flag) && !immune)
1270 int aura_damage = damroll(1 + (r_ptr->level / 26), 1 + (r_ptr->level / 17));
1272 /* Hack -- Get the "died from" name */
1273 monster_desc(mon_name, m_ptr, MD_IGNORE_HALLU | MD_ASSUME_VISIBLE | MD_INDEF_VISIBLE);
1277 dam_func(aura_damage, mon_name, -1, TRUE);
1279 if (is_original_ap_and_seen(m_ptr))
1281 atoffset(u32b, r_ptr, r_flags_offset) |= aura_flag;
1288 static void touch_zap_player(monster_type *m_ptr)
1290 touch_zap_player_aux(m_ptr, p_ptr->immune_fire, offsetof(monster_race, flags2), offsetof(monster_race, r_flags2), RF2_AURA_FIRE,
1291 fire_dam, _("ÆÍÁ³¤È¤Æ¤âÇ®¤¯¤Ê¤Ã¤¿¡ª", "You are suddenly very hot!"));
1292 touch_zap_player_aux(m_ptr, p_ptr->immune_cold, offsetof(monster_race, flags3), offsetof(monster_race, r_flags3), RF3_AURA_COLD,
1293 cold_dam, _("ÆÍÁ³¤È¤Æ¤â´¨¤¯¤Ê¤Ã¤¿¡ª", "You are suddenly very cold!"));
1294 touch_zap_player_aux(m_ptr, p_ptr->immune_elec, offsetof(monster_race, flags2), offsetof(monster_race, r_flags2), RF2_AURA_ELEC,
1295 elec_dam, _("ÅÅ·â¤ò¤¯¤é¤Ã¤¿¡ª", "You get zapped!"));
1299 static void natural_attack(s16b m_idx, int attack, bool *fear, bool *mdeath)
1301 int k, bonus, chance;
1303 monster_type *m_ptr = &m_list[m_idx];
1304 monster_race *r_ptr = &r_info[m_ptr->r_idx];
1313 case MUT2_SCOR_TAIL:
1340 atk_desc = "¥¯¥Á¥Ð¥·";
1351 atk_desc = "¾Ý¤ÎÉ¡";
1357 case MUT2_TENTACLES:
1364 atk_desc = "tentacles";
1369 dss = ddd = n_weight = 1;
1371 atk_desc = "̤ÄêµÁ¤ÎÉô°Ì";
1373 atk_desc = "undefined body part";
1378 /* Extract monster name (or "it") */
1379 monster_desc(m_name, m_ptr, 0);
1382 /* Calculate the "attack quality" */
1383 bonus = p_ptr->to_h_m;
1384 bonus += (p_ptr->lev * 6 / 5);
1385 chance = (p_ptr->skill_thn + (bonus * BTH_PLUS_ADJ));
1388 if ((!(r_ptr->flags2 & RF2_QUANTUM) || !randint0(2)) && test_hit_norm(chance, r_ptr->ac, m_ptr->ml))
1394 msg_format("%s¤ò%s¤Ç¹¶·â¤·¤¿¡£", m_name, atk_desc);
1396 msg_format("You hit %s with your %s.", m_name, atk_desc);
1400 k = damroll(ddd, dss);
1401 k = critical_norm(n_weight, bonus, k, (s16b)bonus, 0);
1403 /* Apply the player damage bonuses */
1406 /* No negative damage */
1409 /* Modify the damage */
1410 k = mon_damage_mod(m_ptr, k, FALSE);
1412 /* Complex message */
1416 msg_format("%d/%d ¤Î¥À¥á¡¼¥¸¤òÍ¿¤¨¤¿¡£", k, m_ptr->hp);
1418 msg_format("You do %d (out of %d) damage.", k, m_ptr->hp);
1423 /* Anger the monster */
1424 if (k > 0) anger_monster(m_ptr);
1426 /* Damage, check for fear and mdeath */
1429 case MUT2_SCOR_TAIL:
1430 project(0, 0, m_ptr->fy, m_ptr->fx, k, GF_POIS, PROJECT_KILL, -1);
1431 *mdeath = (m_ptr->r_idx == 0);
1434 *mdeath = mon_take_hit(m_idx, k, fear, NULL);
1437 *mdeath = mon_take_hit(m_idx, k, fear, NULL);
1440 *mdeath = mon_take_hit(m_idx, k, fear, NULL);
1442 case MUT2_TENTACLES:
1443 *mdeath = mon_take_hit(m_idx, k, fear, NULL);
1446 *mdeath = mon_take_hit(m_idx, k, fear, NULL);
1449 touch_zap_player(m_ptr);
1459 msg_format("¥ß¥¹¡ª %s¤Ë¤«¤ï¤µ¤ì¤¿¡£", m_name);
1461 msg_format("You miss %s.", m_name);
1470 * Player attacks a (poor, defenseless) creature -RAK-
1472 * If no "weapon" is available, then "punch" the monster one time.
1474 static void py_attack_aux(int y, int x, bool *fear, bool *mdeath, s16b hand, int mode)
1476 int num = 0, k, bonus, chance, vir;
1478 cave_type *c_ptr = &cave[y][x];
1480 monster_type *m_ptr = &m_list[c_ptr->m_idx];
1481 monster_race *r_ptr = &r_info[m_ptr->r_idx];
1483 /* Access the weapon */
1484 object_type *o_ptr = &inventory[INVEN_RARM + hand];
1488 bool success_hit = FALSE;
1489 bool backstab = FALSE;
1490 bool vorpal_cut = FALSE;
1491 int chaos_effect = 0;
1492 bool stab_fleeing = FALSE;
1493 bool fuiuchi = FALSE;
1494 bool monk_attack = FALSE;
1495 bool do_quake = FALSE;
1497 bool drain_msg = TRUE;
1498 int drain_result = 0, drain_heal = 0;
1499 bool can_drain = FALSE;
1501 int drain_left = MAX_VAMPIRIC_DRAIN;
1502 u32b flgs[TR_FLAG_SIZE]; /* A massive hack -- life-draining weapons */
1503 bool is_human = (r_ptr->d_char == 'p');
1504 bool is_lowlevel = (r_ptr->level < (p_ptr->lev - 15));
1505 bool zantetsu_mukou, e_j_mukou;
1507 switch (p_ptr->pclass)
1511 if (buki_motteruka(INVEN_RARM + hand) && !p_ptr->icky_wield[hand])
1513 int tmp = p_ptr->lev * 6 + (p_ptr->skill_stl + 10) * 4;
1514 if (p_ptr->monlite && (mode != HISSATSU_NYUSIN)) tmp /= 3;
1515 if (p_ptr->cursed & TRC_AGGRAVATE) tmp /= 2;
1516 if (r_ptr->level > (p_ptr->lev * p_ptr->lev / 20 + 10)) tmp /= 3;
1517 if (MON_CSLEEP(m_ptr) && m_ptr->ml)
1519 /* Can't backstab creatures that we can't see, right? */
1522 else if ((p_ptr->special_defense & NINJA_S_STEALTH) && (randint0(tmp) > (r_ptr->level+20)) && m_ptr->ml && !(r_ptr->flagsr & RFR_RES_ALL))
1526 else if (MON_MONFEAR(m_ptr) && m_ptr->ml)
1528 stab_fleeing = TRUE;
1534 case CLASS_FORCETRAINER:
1535 case CLASS_BERSERKER:
1536 if ((empty_hands(TRUE) & EMPTY_HAND_RARM) && !p_ptr->riding) monk_attack = TRUE;
1540 if (!o_ptr->k_idx) /* Empty hand */
1542 if ((r_ptr->level + 10) > p_ptr->lev)
1544 if (p_ptr->skill_exp[GINOU_SUDE] < s_info[p_ptr->pclass].s_max[GINOU_SUDE])
1546 if (p_ptr->skill_exp[GINOU_SUDE] < WEAPON_EXP_BEGINNER)
1547 p_ptr->skill_exp[GINOU_SUDE] += 40;
1548 else if ((p_ptr->skill_exp[GINOU_SUDE] < WEAPON_EXP_SKILLED))
1549 p_ptr->skill_exp[GINOU_SUDE] += 5;
1550 else if ((p_ptr->skill_exp[GINOU_SUDE] < WEAPON_EXP_EXPERT) && (p_ptr->lev > 19))
1551 p_ptr->skill_exp[GINOU_SUDE] += 1;
1552 else if ((p_ptr->lev > 34))
1553 if (one_in_(3)) p_ptr->skill_exp[GINOU_SUDE] += 1;
1554 p_ptr->update |= (PU_BONUS);
1558 else if (object_is_melee_weapon(o_ptr))
1560 if ((r_ptr->level + 10) > p_ptr->lev)
1562 int tval = inventory[INVEN_RARM+hand].tval - TV_WEAPON_BEGIN;
1563 int sval = inventory[INVEN_RARM+hand].sval;
1564 int now_exp = p_ptr->weapon_exp[tval][sval];
1565 if (now_exp < s_info[p_ptr->pclass].w_max[tval][sval])
1568 if (now_exp < WEAPON_EXP_BEGINNER) amount = 80;
1569 else if (now_exp < WEAPON_EXP_SKILLED) amount = 10;
1570 else if ((now_exp < WEAPON_EXP_EXPERT) && (p_ptr->lev > 19)) amount = 1;
1571 else if ((p_ptr->lev > 34) && one_in_(2)) amount = 1;
1572 p_ptr->weapon_exp[tval][sval] += amount;
1573 p_ptr->update |= (PU_BONUS);
1578 /* Disturb the monster */
1579 (void)set_monster_csleep(c_ptr->m_idx, 0);
1581 /* Extract monster name (or "it") */
1582 monster_desc(m_name, m_ptr, 0);
1584 /* Calculate the "attack quality" */
1585 bonus = p_ptr->to_h[hand] + o_ptr->to_h;
1586 chance = (p_ptr->skill_thn + (bonus * BTH_PLUS_ADJ));
1587 if (mode == HISSATSU_IAI) chance += 60;
1588 if (p_ptr->special_defense & KATA_KOUKIJIN) chance += 150;
1590 if (p_ptr->sutemi) chance = MAX(chance * 3 / 2, chance + 60);
1592 vir = virtue_number(V_VALOUR);
1595 chance += (p_ptr->virtues[vir - 1]/10);
1598 zantetsu_mukou = ((o_ptr->name1 == ART_ZANTETSU) && (r_ptr->d_char == 'j'));
1599 e_j_mukou = ((o_ptr->name1 == ART_EXCALIBUR_J) && (r_ptr->d_char == 'S'));
1601 if ((mode == HISSATSU_KYUSHO) || (mode == HISSATSU_MINEUCHI) || (mode == HISSATSU_3DAN) || (mode == HISSATSU_IAI)) num_blow = 1;
1602 else if (mode == HISSATSU_COLD) num_blow = p_ptr->num_blow[hand]+2;
1603 else num_blow = p_ptr->num_blow[hand];
1605 /* Hack -- DOKUBARI always hit once */
1606 if ((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_DOKUBARI)) num_blow = 1;
1608 /* Attack once for each legal blow */
1609 while ((num++ < num_blow) && !p_ptr->is_dead)
1611 if (((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_DOKUBARI)) || (mode == HISSATSU_KYUSHO))
1615 if (p_ptr->migite && p_ptr->hidarite)
1619 if (mode == HISSATSU_3DAN)
1624 success_hit = one_in_(n);
1626 else if ((p_ptr->pclass == CLASS_NINJA) && ((backstab || fuiuchi) && !(r_ptr->flagsr & RFR_RES_ALL))) success_hit = TRUE;
1627 else success_hit = test_hit_norm(chance, r_ptr->ac, m_ptr->ml);
1629 if (mode == HISSATSU_MAJIN)
1632 success_hit = FALSE;
1638 int vorpal_chance = ((o_ptr->name1 == ART_VORPAL_BLADE) || (o_ptr->name1 == ART_CHAINSWORD)) ? 2 : 4;
1645 if (backstab) msg_format("¤¢¤Ê¤¿¤ÏÎä¹ó¤Ë¤â̲¤Ã¤Æ¤¤¤ë̵ÎϤÊ%s¤òÆͤ»É¤·¤¿¡ª", m_name);
1646 else if (fuiuchi) msg_format("ÉÔ°Õ¤òÆͤ¤¤Æ%s¤Ë¶¯Îõ¤Ê°ì·â¤ò¶ô¤é¤ï¤»¤¿¡ª", m_name);
1647 else if (stab_fleeing) msg_format("ƨ¤²¤ë%s¤òÇØÃ椫¤éÆͤ»É¤·¤¿¡ª", m_name);
1648 else if (!monk_attack) msg_format("%s¤ò¹¶·â¤·¤¿¡£", m_name);
1650 if (backstab) msg_format("You cruelly stab the helpless, sleeping %s!", m_name);
1651 else if (fuiuchi) msg_format("You make surprise attack, and hit %s with a powerful blow!", m_name);
1652 else if (stab_fleeing) msg_format("You backstab the fleeing %s!", m_name);
1653 else if (!monk_attack) msg_format("You hit %s.", m_name);
1656 /* Hack -- bare hands do one damage */
1659 object_flags(o_ptr, flgs);
1661 /* Select a chaotic effect (50% chance) */
1662 if ((have_flag(flgs, TR_CHAOTIC)) && one_in_(2))
1665 chg_virtue(V_CHANCE, 1);
1667 if (randint1(5) < 3)
1669 /* Vampiric (20%) */
1672 else if (one_in_(250))
1677 else if (!one_in_(10))
1679 /* Confusion (26.892%) */
1682 else if (one_in_(2))
1684 /* Teleport away (1.494%) */
1689 /* Polymorph (1.494%) */
1694 /* Vampiric drain */
1695 if ((have_flag(flgs, TR_VAMPIRIC)) || (chaos_effect == 1) || (mode == HISSATSU_DRAIN) || hex_spelling(HEX_VAMP_BLADE))
1697 /* Only drain "living" monsters */
1698 if (monster_living(r_ptr))
1704 if ((have_flag(flgs, TR_VORPAL) || hex_spelling(HEX_RUNESWORD)) && (randint1(vorpal_chance*3/2) == 1) && !zantetsu_mukou)
1706 else vorpal_cut = FALSE;
1710 int special_effect = 0, stun_effect = 0, times = 0, max_times;
1712 const martial_arts *ma_ptr = &ma_blows[0], *old_ptr = &ma_blows[0];
1713 int resist_stun = 0;
1716 if (r_ptr->flags1 & RF1_UNIQUE) resist_stun += 88;
1717 if (r_ptr->flags3 & RF3_NO_STUN) resist_stun += 66;
1718 if (r_ptr->flags3 & RF3_NO_CONF) resist_stun += 33;
1719 if (r_ptr->flags3 & RF3_NO_SLEEP) resist_stun += 33;
1720 if ((r_ptr->flags3 & RF3_UNDEAD) || (r_ptr->flags3 & RF3_NONLIVING))
1723 if (p_ptr->special_defense & KAMAE_BYAKKO)
1724 max_times = (p_ptr->lev < 3 ? 1 : p_ptr->lev / 3);
1725 else if (p_ptr->special_defense & KAMAE_SUZAKU)
1727 else if (p_ptr->special_defense & KAMAE_GENBU)
1730 max_times = (p_ptr->lev < 7 ? 1 : p_ptr->lev / 7);
1731 /* Attempt 'times' */
1732 for (times = 0; times < max_times; times++)
1736 ma_ptr = &ma_blows[randint0(MAX_MA)];
1737 if ((p_ptr->pclass == CLASS_FORCETRAINER) && (ma_ptr->min_level > 1)) min_level = ma_ptr->min_level + 3;
1738 else min_level = ma_ptr->min_level;
1740 while ((min_level > p_ptr->lev) ||
1741 (randint1(p_ptr->lev) < ma_ptr->chance));
1743 /* keep the highest level attack available we found */
1744 if ((ma_ptr->min_level > old_ptr->min_level) &&
1745 !p_ptr->stun && !p_ptr->confused)
1749 if (p_ptr->wizard && cheat_xtra)
1752 msg_print("¹¶·â¤òºÆÁªÂò¤·¤Þ¤·¤¿¡£");
1754 msg_print("Attack re-selected.");
1764 if (p_ptr->pclass == CLASS_FORCETRAINER) min_level = MAX(1, ma_ptr->min_level - 3);
1765 else min_level = ma_ptr->min_level;
1766 k = damroll(ma_ptr->dd + p_ptr->to_dd[hand], ma_ptr->ds + p_ptr->to_ds[hand]);
1767 if (p_ptr->special_attack & ATTACK_SUIKEN) k *= 2;
1769 if (ma_ptr->effect == MA_KNEE)
1771 if (r_ptr->flags1 & RF1_MALE)
1774 msg_format("%s¤Ë¶âŪɨ½³¤ê¤ò¤¯¤é¤ï¤·¤¿¡ª", m_name);
1776 msg_format("You hit %s in the groin with your knee!", m_name);
1780 special_effect = MA_KNEE;
1783 msg_format(ma_ptr->desc, m_name);
1786 else if (ma_ptr->effect == MA_SLOW)
1788 if (!((r_ptr->flags1 & RF1_NEVER_MOVE) ||
1789 my_strchr("~#{}.UjmeEv$,DdsbBFIJQSXclnw!=?", r_ptr->d_char)))
1792 msg_format("%s¤Î¼ó¤Ë´ØÀá½³¤ê¤ò¤¯¤é¤ï¤·¤¿¡ª", m_name);
1794 msg_format("You kick %s in the ankle.", m_name);
1797 special_effect = MA_SLOW;
1799 else msg_format(ma_ptr->desc, m_name);
1805 stun_effect = (ma_ptr->effect / 2) + randint1(ma_ptr->effect / 2);
1808 msg_format(ma_ptr->desc, m_name);
1811 if (p_ptr->special_defense & KAMAE_SUZAKU) weight = 4;
1812 if ((p_ptr->pclass == CLASS_FORCETRAINER) && (p_ptr->magic_num1[0]))
1814 weight += (p_ptr->magic_num1[0]/30);
1815 if (weight > 20) weight = 20;
1818 k = critical_norm(p_ptr->lev * weight, min_level, k, p_ptr->to_h[0], 0);
1820 if ((special_effect == MA_KNEE) && ((k + p_ptr->to_d[hand]) < m_ptr->hp))
1823 msg_format("%^s¤Ï¶ìÄˤˤ¦¤á¤¤¤Æ¤¤¤ë¡ª", m_name);
1825 msg_format("%^s moans in agony!", m_name);
1828 stun_effect = 7 + randint1(13);
1832 else if ((special_effect == MA_SLOW) && ((k + p_ptr->to_d[hand]) < m_ptr->hp))
1834 if (!(r_ptr->flags1 & RF1_UNIQUE) &&
1835 (randint1(p_ptr->lev) > r_ptr->level) &&
1839 msg_format("%^s¤Ï¤ò¤Ò¤¤º¤ê»Ï¤á¤¿¡£", m_name);
1841 msg_format("%^s starts limping slower.", m_name);
1844 m_ptr->mspeed -= 10;
1848 if (stun_effect && ((k + p_ptr->to_d[hand]) < m_ptr->hp))
1850 if (p_ptr->lev > randint1(r_ptr->level + resist_stun + 10))
1852 if (set_monster_stunned(c_ptr->m_idx, stun_effect + MON_STUNNED(m_ptr)))
1855 msg_format("%^s¤Ï¥Õ¥é¥Õ¥é¤Ë¤Ê¤Ã¤¿¡£", m_name);
1857 msg_format("%^s is stunned.", m_name);
1863 msg_format("%^s¤Ï¤µ¤é¤Ë¥Õ¥é¥Õ¥é¤Ë¤Ê¤Ã¤¿¡£", m_name);
1865 msg_format("%^s is more stunned.", m_name);
1872 /* Handle normal weapon */
1873 else if (o_ptr->k_idx)
1875 k = damroll(o_ptr->dd + p_ptr->to_dd[hand], o_ptr->ds + p_ptr->to_ds[hand]);
1876 k = tot_dam_aux(o_ptr, k, m_ptr, mode, FALSE);
1880 k *= (3 + (p_ptr->lev / 20));
1884 k = k*(5+(p_ptr->lev*2/25))/2;
1886 else if (stab_fleeing)
1891 if ((p_ptr->impact[hand] && ((k > 50) || one_in_(7))) ||
1892 (chaos_effect == 2) || (mode == HISSATSU_QUAKE))
1897 if ((!(o_ptr->tval == TV_SWORD) || !(o_ptr->sval == SV_DOKUBARI)) && !(mode == HISSATSU_KYUSHO))
1898 k = critical_norm(o_ptr->weight, o_ptr->to_h, k, p_ptr->to_h[hand], mode);
1906 if ((o_ptr->name1 == ART_CHAINSWORD) && !one_in_(2))
1908 char chainsword_noise[1024];
1910 if (!get_rnd_line("chainswd_j.txt", 0, chainsword_noise))
1912 if (!get_rnd_line("chainswd.txt", 0, chainsword_noise))
1915 msg_print(chainsword_noise);
1919 if (o_ptr->name1 == ART_VORPAL_BLADE)
1922 msg_print("Ìܤˤâ»ß¤Þ¤é¤Ì¥ô¥©¡¼¥Ñ¥ë¥Ö¥ì¡¼¥É¡¢¼êÏ£¤ÎÁá¶È¡ª");
1924 msg_print("Your Vorpal Blade goes snicker-snack!");
1930 msg_format("%s¤ò¥°¥Ã¥µ¥êÀÚ¤êÎö¤¤¤¿¡ª", m_name);
1932 msg_format("Your weapon cuts deep into %s!", m_name);
1936 /* Try to increase the damage */
1937 while (one_in_(vorpal_chance))
1945 if (((r_ptr->flagsr & RFR_RES_ALL) ? k/100 : k) > m_ptr->hp)
1948 msg_format("%s¤ò¿¿¤ÃÆó¤Ä¤Ë¤·¤¿¡ª", m_name);
1950 msg_format("You cut %s in half!", m_name);
1958 case 2: msg_format("%s¤ò»Â¤Ã¤¿¡ª", m_name); break;
1959 case 3: msg_format("%s¤ò¤Ö¤Ã¤¿»Â¤Ã¤¿¡ª", m_name); break;
1960 case 4: msg_format("%s¤ò¥á¥Ã¥¿»Â¤ê¤Ë¤·¤¿¡ª", m_name); break;
1961 case 5: msg_format("%s¤ò¥á¥Ã¥¿¥á¥¿¤Ë»Â¤Ã¤¿¡ª", m_name); break;
1962 case 6: msg_format("%s¤ò»É¿È¤Ë¤·¤¿¡ª", m_name); break;
1963 case 7: msg_format("%s¤ò»Â¤Ã¤Æ»Â¤Ã¤Æ»Â¤ê¤Þ¤¯¤Ã¤¿¡ª", m_name); break;
1964 default: msg_format("%s¤òºÙÀÚ¤ì¤Ë¤·¤¿¡ª", m_name); break;
1966 case 2: msg_format("You gouge %s!", m_name); break;
1967 case 3: msg_format("You maim %s!", m_name); break;
1968 case 4: msg_format("You carve %s!", m_name); break;
1969 case 5: msg_format("You cleave %s!", m_name); break;
1970 case 6: msg_format("You smite %s!", m_name); break;
1971 case 7: msg_format("You eviscerate %s!", m_name); break;
1972 default: msg_format("You shred %s!", m_name); break;
1976 drain_result = drain_result * 3 / 2;
1980 drain_result += o_ptr->to_d;
1983 /* Apply the player damage bonuses */
1984 k += p_ptr->to_d[hand];
1985 drain_result += p_ptr->to_d[hand];
1987 if ((mode == HISSATSU_SUTEMI) || (mode == HISSATSU_3DAN)) k *= 2;
1988 if ((mode == HISSATSU_SEKIRYUKA) && !monster_living(r_ptr)) k = 0;
1989 if ((mode == HISSATSU_SEKIRYUKA) && !p_ptr->cut) k /= 2;
1991 /* No negative damage */
1994 if ((mode == HISSATSU_ZANMA) && !(!monster_living(r_ptr) && (r_ptr->flags3 & RF3_EVIL)))
2002 msg_print("¤³¤ó¤ÊÆð¤é¤«¤¤¤â¤Î¤ÏÀÚ¤ì¤ó¡ª");
2004 msg_print("You cannot cut such a elastic thing!");
2012 msg_print("ÃØéá¤Ï¶ì¼ê¤À¡ª");
2014 msg_print("Spiders are difficult for you to deal with!");
2019 if (mode == HISSATSU_MINEUCHI)
2021 int tmp = (10 + randint1(15) + p_ptr->lev / 5);
2024 anger_monster(m_ptr);
2026 if (!(r_ptr->flags3 & (RF3_NO_STUN)))
2029 if (MON_STUNNED(m_ptr))
2032 msg_format("%s¤Ï¤Ò¤É¤¯¤â¤¦¤í¤¦¤È¤·¤¿¡£", m_name);
2034 msg_format("%s is more dazed.", m_name);
2042 msg_format("%s ¤Ï¤â¤¦¤í¤¦¤È¤·¤¿¡£", m_name);
2044 msg_format("%s is dazed.", m_name);
2049 (void)set_monster_stunned(c_ptr->m_idx, MON_STUNNED(m_ptr) + tmp);
2054 msg_format("%s ¤Ë¤Ï¸ú²Ì¤¬¤Ê¤«¤Ã¤¿¡£", m_name);
2056 msg_format("%s is not effected.", m_name);
2061 /* Modify the damage */
2062 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))));
2063 if (((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_DOKUBARI)) || (mode == HISSATSU_KYUSHO))
2065 if ((randint1(randint1(r_ptr->level/7)+5) == 1) && !(r_ptr->flags1 & RF1_UNIQUE) && !(r_ptr->flags7 & RF7_UNIQUE2))
2069 msg_format("%s¤ÎµÞ½ê¤òÆͤ»É¤·¤¿¡ª", m_name);
2071 msg_format("You hit %s on a fatal spot!", m_name);
2076 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)))
2078 int maxhp = maxroll(r_ptr->hdice, r_ptr->hside);
2079 if (one_in_(backstab ? 13 : (stab_fleeing || fuiuchi) ? 15 : 27))
2084 msg_format("¿Ï¤¬%s¤Ë¿¼¡¹¤ÈÆͤ»É¤µ¤Ã¤¿¡ª", m_name);
2086 msg_format("You critically injured %s!", m_name);
2089 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)))
2091 if ((r_ptr->flags1 & RF1_UNIQUE) || (r_ptr->flags7 & RF7_UNIQUE2) || (m_ptr->hp >= maxhp/2))
2093 k = MAX(k*5, m_ptr->hp/2);
2096 msg_format("%s¤ËÃ×Ì¿½ý¤òÉé¤ï¤»¤¿¡ª", m_name);
2098 msg_format("You fatally injured %s!", m_name);
2105 msg_format("¿Ï¤¬%s¤ÎµÞ½ê¤ò´Ó¤¤¤¿¡ª", m_name);
2107 msg_format("You hit %s on a fatal spot!", m_name);
2113 /* Complex message */
2114 if (p_ptr->wizard || cheat_xtra)
2117 msg_format("%d/%d ¤Î¥À¥á¡¼¥¸¤òÍ¿¤¨¤¿¡£", k, m_ptr->hp);
2119 msg_format("You do %d (out of %d) damage.", k, m_ptr->hp);
2123 if (k <= 0) can_drain = FALSE;
2125 if (drain_result > m_ptr->hp)
2126 drain_result = m_ptr->hp;
2128 /* Damage, check for fear and death */
2129 if (mon_take_hit(c_ptr->m_idx, k, fear, NULL))
2132 if ((p_ptr->pclass == CLASS_BERSERKER) && energy_use)
2134 if (p_ptr->migite && p_ptr->hidarite)
2136 if (hand) energy_use = energy_use*3/5+energy_use*num*2/(p_ptr->num_blow[hand]*5);
2137 else energy_use = energy_use*num*3/(p_ptr->num_blow[hand]*5);
2141 energy_use = energy_use*num/p_ptr->num_blow[hand];
2144 if ((o_ptr->name1 == ART_ZANTETSU) && is_lowlevel)
2146 msg_print("¤Þ¤¿¤Ä¤Þ¤é¤Ì¤â¤Î¤ò»Â¤Ã¤Æ¤·¤Þ¤Ã¤¿¡¥¡¥¡¥");
2148 msg_print("Sigh... Another trifling thing I've cut....");
2153 /* Anger the monster */
2154 if (k > 0) anger_monster(m_ptr);
2156 touch_zap_player(m_ptr);
2158 /* Are we draining it? A little note: If the monster is
2159 dead, the drain does not work... */
2161 if (can_drain && (drain_result > 0))
2163 if (o_ptr->name1 == ART_MURAMASA)
2167 int to_h = o_ptr->to_h;
2168 int to_d = o_ptr->to_d;
2172 for (i = 0; i < to_h + 3; i++) if (one_in_(4)) flag = 0;
2176 for (i = 0; i < to_d + 3; i++) if (one_in_(4)) flag = 0;
2179 if (o_ptr->to_h != to_h || o_ptr->to_d != to_d)
2182 msg_print("ÍÅÅá¤Ï·ì¤òµÛ¤Ã¤Æ¶¯¤¯¤Ê¤Ã¤¿¡ª");
2184 msg_print("Muramasa sucked blood, and became more powerful!");
2193 if (drain_result > 5) /* Did we really hurt it? */
2195 drain_heal = damroll(2, drain_result / 6);
2198 if (hex_spelling(HEX_VAMP_BLADE)) drain_heal *= 2;
2203 msg_format("Draining left: %d", drain_left);
2205 msg_format("Draining left: %d", drain_left);
2212 if (drain_heal < drain_left)
2214 drain_left -= drain_heal;
2218 drain_heal = drain_left;
2225 msg_format("¿Ï¤¬%s¤«¤éÀ¸Ì¿ÎϤòµÛ¤¤¼è¤Ã¤¿¡ª", m_name);
2227 msg_format("Your weapon drains life from %s!", m_name);
2233 drain_heal = (drain_heal * mutant_regenerate_mod) / 100;
2235 hp_player(drain_heal);
2236 /* We get to keep some of it! */
2240 m_ptr->maxhp -= (k+7)/8;
2241 if (m_ptr->hp > m_ptr->maxhp) m_ptr->hp = m_ptr->maxhp;
2242 if (m_ptr->maxhp < 1) m_ptr->maxhp = 1;
2248 /* Confusion attack */
2249 if ((p_ptr->special_attack & ATTACK_CONFUSE) || (chaos_effect == 3) || (mode == HISSATSU_CONF) || hex_spelling(HEX_CONFUSION))
2251 /* Cancel glowing hands */
2252 if (p_ptr->special_attack & ATTACK_CONFUSE)
2254 p_ptr->special_attack &= ~(ATTACK_CONFUSE);
2256 msg_print("¼ê¤Îµ±¤¤¬¤Ê¤¯¤Ê¤Ã¤¿¡£");
2258 msg_print("Your hands stop glowing.");
2260 p_ptr->redraw |= (PR_STATUS);
2264 /* Confuse the monster */
2265 if (r_ptr->flags3 & RF3_NO_CONF)
2267 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags3 |= RF3_NO_CONF;
2270 msg_format("%^s¤Ë¤Ï¸ú²Ì¤¬¤Ê¤«¤Ã¤¿¡£", m_name);
2272 msg_format("%^s is unaffected.", m_name);
2276 else if (randint0(100) < r_ptr->level)
2279 msg_format("%^s¤Ë¤Ï¸ú²Ì¤¬¤Ê¤«¤Ã¤¿¡£", m_name);
2281 msg_format("%^s is unaffected.", m_name);
2288 msg_format("%^s¤Ïº®Í𤷤¿¤è¤¦¤À¡£", m_name);
2290 msg_format("%^s appears confused.", m_name);
2293 (void)set_monster_confused(c_ptr->m_idx, MON_CONFUSED(m_ptr) + 10 + randint0(p_ptr->lev) / 5);
2297 else if (chaos_effect == 4)
2299 bool resists_tele = FALSE;
2301 if (r_ptr->flagsr & RFR_RES_TELE)
2303 if (r_ptr->flags1 & RF1_UNIQUE)
2305 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flagsr |= RFR_RES_TELE;
2307 msg_format("%^s¤Ë¤Ï¸ú²Ì¤¬¤Ê¤«¤Ã¤¿¡£", m_name);
2309 msg_format("%^s is unaffected!", m_name);
2312 resists_tele = TRUE;
2314 else if (r_ptr->level > randint1(100))
2316 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flagsr |= RFR_RES_TELE;
2318 msg_format("%^s¤ÏÄñ¹³ÎϤò»ý¤Ã¤Æ¤¤¤ë¡ª", m_name);
2320 msg_format("%^s resists!", m_name);
2323 resists_tele = TRUE;
2330 msg_format("%^s¤Ï¾Ã¤¨¤¿¡ª", m_name);
2332 msg_format("%^s disappears!", m_name);
2335 teleport_away(c_ptr->m_idx, 50, TELEPORT_PASSIVE);
2336 num = num_blow + 1; /* Can't hit it anymore! */
2341 else if ((chaos_effect == 5) && (randint1(90) > r_ptr->level))
2343 if (!(r_ptr->flags1 & (RF1_UNIQUE | RF1_QUESTOR)) &&
2344 !(r_ptr->flagsr & RFR_EFF_RES_CHAO_MASK))
2346 if (polymorph_monster(y, x))
2349 msg_format("%^s¤ÏÊѲ½¤·¤¿¡ª", m_name);
2351 msg_format("%^s changes!", m_name);
2360 msg_format("%^s¤Ë¤Ï¸ú²Ì¤¬¤Ê¤«¤Ã¤¿¡£", m_name);
2362 msg_format("%^s is unaffected.", m_name);
2366 /* Hack -- Get new monster */
2367 m_ptr = &m_list[c_ptr->m_idx];
2369 /* Oops, we need a different name... */
2370 monster_desc(m_name, m_ptr, 0);
2372 /* Hack -- Get new race */
2373 r_ptr = &r_info[m_ptr->r_idx];
2376 else if (o_ptr->name1 == ART_G_HAMMER)
2378 monster_type *m_ptr = &m_list[c_ptr->m_idx];
2380 if (m_ptr->hold_o_idx)
2382 object_type *q_ptr = &o_list[m_ptr->hold_o_idx];
2383 char o_name[MAX_NLEN];
2385 object_desc(o_name, q_ptr, OD_NAME_ONLY);
2386 q_ptr->held_m_idx = 0;
2387 q_ptr->marked = OM_TOUCHED;
2388 m_ptr->hold_o_idx = q_ptr->next_o_idx;
2389 q_ptr->next_o_idx = 0;
2391 msg_format("%s¤òÃ¥¤Ã¤¿¡£", o_name);
2393 msg_format("You snatched %s.", o_name);
2403 backstab = FALSE; /* Clumsy! */
2404 fuiuchi = FALSE; /* Clumsy! */
2406 if ((o_ptr->tval == TV_POLEARM) && (o_ptr->sval == SV_DEATH_SCYTHE) && one_in_(3))
2408 u32b flgs[TR_FLAG_SIZE];
2415 msg_format("¥ß¥¹¡ª %s¤Ë¤«¤ï¤µ¤ì¤¿¡£", m_name);
2417 msg_format("You miss %s.", m_name);
2421 msg_print("¿¶¤ê²ó¤·¤¿Âç³ù¤¬¼«Ê¬¼«¿È¤ËÊ֤äƤ¤¿¡ª");
2423 msg_print("Your scythe returns to you!");
2426 /* Extract the flags */
2427 object_flags(o_ptr, flgs);
2429 k = damroll(o_ptr->dd + p_ptr->to_dd[hand], o_ptr->ds + p_ptr->to_ds[hand]);
2432 switch (p_ptr->mimic_form)
2435 switch (p_ptr->prace)
2442 case RACE_BARBARIAN:
2446 case RACE_HALF_TROLL:
2447 case RACE_HALF_OGRE:
2448 case RACE_HALF_GIANT:
2449 case RACE_HALF_TITAN:
2457 case RACE_DRACONIAN:
2464 case MIMIC_DEMON_LORD:
2471 if (p_ptr->align < 0 && mult < 20)
2473 if (!(p_ptr->resist_acid || IS_OPPOSE_ACID() || p_ptr->immune_acid) && (mult < 25))
2475 if (!(p_ptr->resist_elec || IS_OPPOSE_ELEC() || p_ptr->immune_elec) && (mult < 25))
2477 if (!(p_ptr->resist_fire || IS_OPPOSE_FIRE() || p_ptr->immune_fire) && (mult < 25))
2479 if (!(p_ptr->resist_cold || IS_OPPOSE_COLD() || p_ptr->immune_cold) && (mult < 25))
2481 if (!(p_ptr->resist_pois || IS_OPPOSE_POIS()) && (mult < 25))
2484 if ((p_ptr->pclass != CLASS_SAMURAI) && (have_flag(flgs, TR_FORCE_WEAPON)) && (p_ptr->csp > (p_ptr->msp / 30)))
2486 p_ptr->csp -= (1+(p_ptr->msp / 30));
2487 p_ptr->redraw |= (PR_MANA);
2488 mult = mult * 3 / 2 + 20;
2494 k = critical_norm(o_ptr->weight, o_ptr->to_h, k, p_ptr->to_h[hand], mode);
2499 msg_format("¥°¥Ã¥µ¥êÀÚ¤êÎö¤«¤ì¤¿¡ª");
2501 msg_format("Your weapon cuts deep into yourself!");
2503 /* Try to increase the damage */
2511 k += (p_ptr->to_d[hand] + o_ptr->to_d);
2516 take_hit(DAMAGE_FORCE, k, "»à¤ÎÂç³ù", -1);
2518 take_hit(DAMAGE_FORCE, k, "Death scythe", -1);
2530 msg_format("¥ß¥¹¡ª %s¤Ë¤«¤ï¤µ¤ì¤¿¡£", m_name);
2532 msg_format("You miss %s.", m_name);
2541 if (weak && !(*mdeath))
2544 msg_format("%s¤Ï¼å¤¯¤Ê¤Ã¤¿¤è¤¦¤À¡£", m_name);
2546 msg_format("%^s seems weakened.", m_name);
2549 if (drain_left != MAX_VAMPIRIC_DRAIN)
2553 chg_virtue(V_UNLIFE, 1);
2556 /* Mega-Hack -- apply earthquake brand */
2559 earthquake(py, px, 10);
2560 if (!cave[y][x].m_idx) *mdeath = TRUE;
2564 bool py_attack(int y, int x, int mode)
2567 bool mdeath = FALSE;
2568 bool stormbringer = FALSE;
2570 cave_type *c_ptr = &cave[y][x];
2571 monster_type *m_ptr = &m_list[c_ptr->m_idx];
2572 monster_race *r_ptr = &r_info[m_ptr->r_idx];
2575 /* Disturb the player */
2580 if (!p_ptr->migite && !p_ptr->hidarite &&
2581 !(p_ptr->muta2 & (MUT2_HORNS | MUT2_BEAK | MUT2_SCOR_TAIL | MUT2_TRUNK | MUT2_TENTACLES)))
2584 msg_format("%s¹¶·â¤Ç¤¤Ê¤¤¡£", (empty_hands(FALSE) == EMPTY_HAND_NONE) ? "ξ¼ê¤¬¤Õ¤µ¤¬¤Ã¤Æ" : "");
2586 msg_print("You cannot do attacking.");
2591 /* Extract monster name (or "it") */
2592 monster_desc(m_name, m_ptr, 0);
2596 /* Auto-Recall if possible and visible */
2597 if (!p_ptr->image) monster_race_track(m_ptr->ap_r_idx);
2599 /* Track a new monster */
2600 health_track(c_ptr->m_idx);
2603 if ((r_ptr->flags1 & RF1_FEMALE) &&
2604 !(p_ptr->stun || p_ptr->confused || p_ptr->image || !m_ptr->ml))
2606 if ((inventory[INVEN_RARM].name1 == ART_ZANTETSU) || (inventory[INVEN_LARM].name1 == ART_ZANTETSU))
2609 msg_print("ÀÛ¼Ô¡¢¤ª¤Ê¤´¤Ï»Â¤ì¤Ì¡ª");
2611 msg_print("I can not attack women!");
2617 if (d_info[dungeon_type].flags1 & DF1_NO_MELEE)
2620 msg_print("¤Ê¤¼¤«¹¶·â¤¹¤ë¤³¤È¤¬¤Ç¤¤Ê¤¤¡£");
2622 msg_print("Something prevent you from attacking.");
2627 /* Stop if friendly */
2628 if (!is_hostile(m_ptr) &&
2629 !(p_ptr->stun || p_ptr->confused || p_ptr->image ||
2630 p_ptr->shero || !m_ptr->ml))
2632 if (inventory[INVEN_RARM].name1 == ART_STORMBRINGER) stormbringer = TRUE;
2633 if (inventory[INVEN_LARM].name1 == ART_STORMBRINGER) stormbringer = TRUE;
2637 msg_format("¹õ¤¤¿Ï¤Ï¶¯ÍߤË%s¤ò¹¶·â¤·¤¿¡ª", m_name);
2639 msg_format("Your black blade greedily attacks %s!", m_name);
2641 chg_virtue(V_INDIVIDUALISM, 1);
2642 chg_virtue(V_HONOUR, -1);
2643 chg_virtue(V_JUSTICE, -1);
2644 chg_virtue(V_COMPASSION, -1);
2646 else if (p_ptr->pclass != CLASS_BERSERKER)
2649 if (get_check("ËÜÅö¤Ë¹¶·â¤·¤Þ¤¹¤«¡©"))
2651 if (get_check("Really hit it? "))
2654 chg_virtue(V_INDIVIDUALISM, 1);
2655 chg_virtue(V_HONOUR, -1);
2656 chg_virtue(V_JUSTICE, -1);
2657 chg_virtue(V_COMPASSION, -1);
2662 msg_format("%s¤ò¹¶·â¤¹¤ë¤Î¤ò»ß¤á¤¿¡£", m_name);
2664 msg_format("You stop to avoid hitting %s.", m_name);
2672 /* Handle player fear */
2678 msg_format("¶²¤¯¤Æ%s¤ò¹¶·â¤Ç¤¤Ê¤¤¡ª", m_name);
2680 msg_format("You are too afraid to attack %s!", m_name);
2685 msg_format ("¤½¤Ã¤Á¤Ë¤Ï²¿¤«¶²¤¤¤â¤Î¤¬¤¤¤ë¡ª");
2687 msg_format ("There is something scary in your way!");
2690 /* Disturb the monster */
2691 (void)set_monster_csleep(c_ptr->m_idx, 0);
2697 if (MON_CSLEEP(m_ptr)) /* It is not honorable etc to attack helpless victims */
2699 if (!(r_ptr->flags3 & RF3_EVIL) || one_in_(5)) chg_virtue(V_COMPASSION, -1);
2700 if (!(r_ptr->flags3 & RF3_EVIL) || one_in_(5)) chg_virtue(V_HONOUR, -1);
2703 if (p_ptr->migite && p_ptr->hidarite)
2705 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))
2707 if (p_ptr->skill_exp[GINOU_NITOURYU] < WEAPON_EXP_BEGINNER)
2708 p_ptr->skill_exp[GINOU_NITOURYU] += 80;
2709 else if(p_ptr->skill_exp[GINOU_NITOURYU] < WEAPON_EXP_SKILLED)
2710 p_ptr->skill_exp[GINOU_NITOURYU] += 4;
2711 else if(p_ptr->skill_exp[GINOU_NITOURYU] < WEAPON_EXP_EXPERT)
2712 p_ptr->skill_exp[GINOU_NITOURYU] += 1;
2713 else if(p_ptr->skill_exp[GINOU_NITOURYU] < WEAPON_EXP_MASTER)
2714 if (one_in_(3)) p_ptr->skill_exp[GINOU_NITOURYU] += 1;
2715 p_ptr->update |= (PU_BONUS);
2719 /* Gain riding experience */
2722 int cur = p_ptr->skill_exp[GINOU_RIDING];
2723 int max = s_info[p_ptr->pclass].s_max[GINOU_RIDING];
2727 int ridinglevel = r_info[m_list[p_ptr->riding].r_idx].level;
2728 int targetlevel = r_ptr->level;
2731 if ((cur / 200 - 5) < targetlevel)
2734 /* Extra experience */
2735 if ((cur / 100) < ridinglevel)
2737 if ((cur / 100 + 15) < ridinglevel)
2738 inc += 1 + (ridinglevel - (cur / 100 + 15));
2743 p_ptr->skill_exp[GINOU_RIDING] = MIN(max, cur + inc);
2745 p_ptr->update |= (PU_BONUS);
2749 riding_t_m_idx = c_ptr->m_idx;
2750 if (p_ptr->migite) py_attack_aux(y, x, &fear, &mdeath, 0, mode);
2751 if (p_ptr->hidarite && !mdeath) py_attack_aux(y, x, &fear, &mdeath, 1, mode);
2753 /* Mutations which yield extra 'natural' attacks */
2756 if ((p_ptr->muta2 & MUT2_HORNS) && !mdeath)
2757 natural_attack(c_ptr->m_idx, MUT2_HORNS, &fear, &mdeath);
2758 if ((p_ptr->muta2 & MUT2_BEAK) && !mdeath)
2759 natural_attack(c_ptr->m_idx, MUT2_BEAK, &fear, &mdeath);
2760 if ((p_ptr->muta2 & MUT2_SCOR_TAIL) && !mdeath)
2761 natural_attack(c_ptr->m_idx, MUT2_SCOR_TAIL, &fear, &mdeath);
2762 if ((p_ptr->muta2 & MUT2_TRUNK) && !mdeath)
2763 natural_attack(c_ptr->m_idx, MUT2_TRUNK, &fear, &mdeath);
2764 if ((p_ptr->muta2 & MUT2_TENTACLES) && !mdeath)
2765 natural_attack(c_ptr->m_idx, MUT2_TENTACLES, &fear, &mdeath);
2768 /* Hack -- delay fear messages */
2769 if (fear && m_ptr->ml && !mdeath)
2776 msg_format("%^s¤Ï¶²Éݤ·¤Æƨ¤²½Ð¤·¤¿¡ª", m_name);
2778 msg_format("%^s flees in terror!", m_name);
2783 if ((p_ptr->special_defense & KATA_IAI) && ((mode != HISSATSU_IAI) || mdeath))
2785 set_action(ACTION_NONE);
2792 bool pattern_seq(int c_y, int c_x, int n_y, int n_x)
2794 feature_type *cur_f_ptr = &f_info[cave[c_y][c_x].feat];
2795 feature_type *new_f_ptr = &f_info[cave[n_y][n_x].feat];
2796 bool is_pattern_tile_cur = have_flag(cur_f_ptr->flags, FF_PATTERN);
2797 bool is_pattern_tile_new = have_flag(new_f_ptr->flags, FF_PATTERN);
2798 int pattern_type_cur, pattern_type_new;
2800 if (!is_pattern_tile_cur && !is_pattern_tile_new) return TRUE;
2802 pattern_type_cur = is_pattern_tile_cur ? cur_f_ptr->subtype : NOT_PATTERN_TILE;
2803 pattern_type_new = is_pattern_tile_new ? new_f_ptr->subtype : NOT_PATTERN_TILE;
2805 if (pattern_type_new == PATTERN_TILE_START)
2807 if (!is_pattern_tile_cur && !p_ptr->confused && !p_ptr->stun && !p_ptr->image)
2810 if (get_check("¥Ñ¥¿¡¼¥ó¤Î¾å¤òÊ⤻Ϥá¤ë¤È¡¢Á´¤Æ¤òÊ⤫¤Ê¤±¤ì¤Ð¤Ê¤ê¤Þ¤»¤ó¡£¤¤¤¤¤Ç¤¹¤«¡©"))
2812 if (get_check("If you start walking the Pattern, you must walk the whole way. Ok? "))
2821 else if ((pattern_type_new == PATTERN_TILE_OLD) ||
2822 (pattern_type_new == PATTERN_TILE_END) ||
2823 (pattern_type_new == PATTERN_TILE_WRECKED))
2825 if (is_pattern_tile_cur)
2832 msg_print("¥Ñ¥¿¡¼¥ó¤Î¾å¤òÊ⤯¤Ë¤Ï¥¹¥¿¡¼¥ÈÃÏÅÀ¤«¤éÊ⤻Ϥá¤Ê¤¯¤Æ¤Ï¤Ê¤ê¤Þ¤»¤ó¡£");
2834 msg_print("You must start walking the Pattern from the startpoint.");
2840 else if ((pattern_type_new == PATTERN_TILE_TELEPORT) ||
2841 (pattern_type_cur == PATTERN_TILE_TELEPORT))
2845 else if (pattern_type_cur == PATTERN_TILE_START)
2847 if (is_pattern_tile_new)
2852 msg_print("¥Ñ¥¿¡¼¥ó¤Î¾å¤ÏÀµ¤·¤¤½ç½ø¤ÇÊ⤫¤Í¤Ð¤Ê¤ê¤Þ¤»¤ó¡£");
2854 msg_print("You must walk the Pattern in correct order.");
2860 else if ((pattern_type_cur == PATTERN_TILE_OLD) ||
2861 (pattern_type_cur == PATTERN_TILE_END) ||
2862 (pattern_type_cur == PATTERN_TILE_WRECKED))
2864 if (!is_pattern_tile_new)
2867 msg_print("¥Ñ¥¿¡¼¥ó¤òƧ¤ß³°¤·¤Æ¤Ï¤¤¤±¤Þ¤»¤ó¡£");
2869 msg_print("You may not step off from the Pattern.");
2881 if (!is_pattern_tile_cur)
2884 msg_print("¥Ñ¥¿¡¼¥ó¤Î¾å¤òÊ⤯¤Ë¤Ï¥¹¥¿¡¼¥ÈÃÏÅÀ¤«¤éÊ⤻Ϥá¤Ê¤¯¤Æ¤Ï¤Ê¤ê¤Þ¤»¤ó¡£");
2886 msg_print("You must start walking the Pattern from the startpoint.");
2893 byte ok_move = PATTERN_TILE_START;
2894 switch (pattern_type_cur)
2896 case PATTERN_TILE_1:
2897 ok_move = PATTERN_TILE_2;
2899 case PATTERN_TILE_2:
2900 ok_move = PATTERN_TILE_3;
2902 case PATTERN_TILE_3:
2903 ok_move = PATTERN_TILE_4;
2905 case PATTERN_TILE_4:
2906 ok_move = PATTERN_TILE_1;
2911 msg_format("¤ª¤«¤·¤Ê¥Ñ¥¿¡¼¥óÊâ¹Ô¡¢%d¡£", pattern_type_cur);
2913 msg_format("Funny Pattern walking, %d.", pattern_type_cur);
2916 return TRUE; /* Goof-up */
2919 if ((pattern_type_new == ok_move) ||
2920 (pattern_type_new == pattern_type_cur))
2924 if (!is_pattern_tile_new)
2926 msg_print("¥Ñ¥¿¡¼¥ó¤òƧ¤ß³°¤·¤Æ¤Ï¤¤¤±¤Þ¤»¤ó¡£");
2928 msg_print("You may not step off from the Pattern.");
2932 msg_print("¥Ñ¥¿¡¼¥ó¤Î¾å¤ÏÀµ¤·¤¤½ç½ø¤ÇÊ⤫¤Í¤Ð¤Ê¤ê¤Þ¤»¤ó¡£");
2934 msg_print("You must walk the Pattern in correct order.");
2944 bool player_can_enter(s16b feature, u16b mode)
2946 feature_type *f_ptr = &f_info[feature];
2948 if (p_ptr->riding) return monster_can_cross_terrain(feature, &r_info[m_list[p_ptr->riding].r_idx], mode | CEM_RIDING);
2951 if (have_flag(f_ptr->flags, FF_PATTERN))
2953 if (!(mode & CEM_P_CAN_ENTER_PATTERN)) return FALSE;
2957 if (have_flag(f_ptr->flags, FF_CAN_FLY) && p_ptr->levitation) return TRUE;
2958 if (have_flag(f_ptr->flags, FF_CAN_SWIM) && p_ptr->can_swim) return TRUE;
2959 if (have_flag(f_ptr->flags, FF_CAN_PASS) && p_ptr->pass_wall) return TRUE;
2961 if (!have_flag(f_ptr->flags, FF_MOVE)) return FALSE;
2970 bool move_player_effect(int ny, int nx, u32b mpe_mode)
2972 cave_type *c_ptr = &cave[ny][nx];
2973 feature_type *f_ptr = &f_info[c_ptr->feat];
2975 if (!(mpe_mode & MPE_STAYING))
2979 cave_type *oc_ptr = &cave[oy][ox];
2980 int om_idx = oc_ptr->m_idx;
2981 int nm_idx = c_ptr->m_idx;
2983 /* Move the player */
2987 /* Hack -- For moving monster or riding player's moving */
2988 if (!(mpe_mode & MPE_DONT_SWAP_MON))
2990 /* Swap two monsters */
2991 c_ptr->m_idx = om_idx;
2992 oc_ptr->m_idx = nm_idx;
2994 if (om_idx > 0) /* Monster on old spot (or p_ptr->riding) */
2996 monster_type *om_ptr = &m_list[om_idx];
2999 update_mon(om_idx, TRUE);
3002 if (nm_idx > 0) /* Monster on new spot */
3004 monster_type *nm_ptr = &m_list[nm_idx];
3007 update_mon(nm_idx, TRUE);
3011 /* Redraw old spot */
3014 /* Redraw new spot */
3017 /* Check for new panel (redraw map) */
3020 if (mpe_mode & MPE_FORGET_FLOW)
3024 /* Mega-Hack -- Forget the view */
3025 p_ptr->update |= (PU_UN_VIEW);
3028 p_ptr->redraw |= (PR_MAP);
3032 p_ptr->update |= (PU_VIEW | PU_LITE | PU_FLOW | PU_MON_LITE | PU_DISTANCE);
3035 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
3037 /* Remove "unsafe" flag */
3038 if ((!p_ptr->blind && !no_lite()) || !is_trap(c_ptr->feat)) c_ptr->info &= ~(CAVE_UNSAFE);
3040 /* For get everything when requested hehe I'm *NASTY* */
3041 if (dun_level && (d_info[dungeon_type].flags1 & DF1_FORGET)) wiz_dark();
3044 if (mpe_mode & MPE_HANDLE_STUFF) handle_stuff();
3046 if (p_ptr->pclass == CLASS_NINJA)
3048 if (c_ptr->info & (CAVE_GLOW)) set_superstealth(FALSE);
3049 else if (p_ptr->cur_lite <= 0) set_superstealth(TRUE);
3052 if ((p_ptr->action == ACTION_HAYAGAKE) &&
3053 (!have_flag(f_ptr->flags, FF_PROJECT) ||
3054 (!p_ptr->levitation && have_flag(f_ptr->flags, FF_DEEP))))
3057 msg_print("¤³¤³¤Ç¤ÏÁÇÁ᤯ư¤±¤Ê¤¤¡£");
3059 msg_print("You cannot run in here.");
3061 set_action(ACTION_NONE);
3065 if (mpe_mode & MPE_ENERGY_USE)
3067 if (music_singing(MUSIC_WALL))
3069 (void)project(0, 0, py, px, (60 + p_ptr->lev), GF_DISINTEGRATE,
3070 PROJECT_KILL | PROJECT_ITEM, -1);
3072 if (!player_bold(ny, nx) || p_ptr->is_dead || p_ptr->leaving) return FALSE;
3075 /* Spontaneous Searching */
3076 if ((p_ptr->skill_fos >= 50) || (0 == randint0(50 - p_ptr->skill_fos)))
3081 /* Continuous Searching */
3082 if (p_ptr->action == ACTION_SEARCH)
3088 /* Handle "objects" */
3089 if (!(mpe_mode & MPE_DONT_PICKUP))
3091 carry((mpe_mode & MPE_DO_PICKUP) ? TRUE : FALSE);
3094 /* Handle "store doors" */
3095 if (have_flag(f_ptr->flags, FF_STORE))
3101 /* Hack -- Enter store */
3102 command_new = SPECIAL_KEY_STORE;
3105 /* Handle "building doors" -KMW- */
3106 else if (have_flag(f_ptr->flags, FF_BLDG))
3112 /* Hack -- Enter building */
3113 command_new = SPECIAL_KEY_BUILDING;
3116 /* Handle quest areas -KMW- */
3117 else if (have_flag(f_ptr->flags, FF_QUEST_ENTER))
3123 /* Hack -- Enter quest level */
3124 command_new = SPECIAL_KEY_QUEST;
3127 else if (have_flag(f_ptr->flags, FF_QUEST_EXIT))
3129 if (quest[p_ptr->inside_quest].type == QUEST_TYPE_FIND_EXIT)
3131 complete_quest(p_ptr->inside_quest);
3134 leave_quest_check();
3136 p_ptr->inside_quest = c_ptr->special;
3141 p_ptr->leaving = TRUE;
3144 /* Set off a trap */
3145 else if (have_flag(f_ptr->flags, FF_HIT_TRAP) && !(mpe_mode & MPE_STAYING))
3151 if (c_ptr->mimic || have_flag(f_ptr->flags, FF_SECRET))
3155 msg_print("¥È¥é¥Ã¥×¤À¡ª");
3157 msg_print("You found a trap!");
3161 disclose_grid(py, px);
3165 hit_trap((mpe_mode & MPE_BREAK_TRAP) ? TRUE : FALSE);
3167 if (!player_bold(ny, nx) || p_ptr->is_dead || p_ptr->leaving) return FALSE;
3170 /* Warn when leaving trap detected region */
3171 if (!(mpe_mode & MPE_STAYING) && (disturb_trap_detect || alert_trap_detect)
3172 && p_ptr->dtrap && !(c_ptr->info & CAVE_IN_DETECT))
3174 /* No duplicate warning */
3175 p_ptr->dtrap = FALSE;
3177 /* You are just on the edge */
3178 if (!(c_ptr->info & CAVE_UNSAFE))
3180 if (alert_trap_detect)
3183 msg_print("* Ãí°Õ:¤³¤ÎÀè¤Ï¥È¥é¥Ã¥×¤Î´¶ÃÎÈϰϳ°¤Ç¤¹¡ª *");
3185 msg_print("*Leaving trap detect region!*");
3189 if (disturb_trap_detect) disturb(0, 1);
3193 return player_bold(ny, nx) && !p_ptr->is_dead && !p_ptr->leaving;
3197 bool trap_can_be_ignored(int feat)
3199 feature_type *f_ptr = &f_info[feat];
3201 if (!have_flag(f_ptr->flags, FF_TRAP)) return TRUE;
3203 switch (f_ptr->subtype)
3207 case TRAP_SPIKED_PIT:
3208 case TRAP_POISON_PIT:
3209 if (p_ptr->levitation) return TRUE;
3212 if (p_ptr->anti_tele) return TRUE;
3215 if (p_ptr->immune_fire) return TRUE;
3218 if (p_ptr->immune_acid) return TRUE;
3221 if (p_ptr->resist_blind) return TRUE;
3224 if (p_ptr->resist_conf) return TRUE;
3227 if (p_ptr->resist_pois) return TRUE;
3230 if (p_ptr->free_act) return TRUE;
3239 * Determine if a "boundary" grid is "floor mimic"
3241 #define boundary_floor(C, F, MF) \
3242 ((C)->mimic && permanent_wall(F) && \
3243 (have_flag((MF)->flags, FF_MOVE) || have_flag((MF)->flags, FF_CAN_FLY)) && \
3244 have_flag((MF)->flags, FF_PROJECT) && \
3245 !have_flag((MF)->flags, FF_OPEN))
3248 * Move player in the given direction, with the given "pickup" flag.
3250 * This routine should (probably) always induce energy expenditure.
3252 * Note that moving will *always* take a turn, and will *always* hit
3253 * any monster which might be in the destination grid. Previously,
3254 * moving into walls was "free" and did NOT hit invisible monsters.
3256 void move_player(int dir, bool do_pickup, bool break_trap)
3258 /* Find the result of moving */
3259 int y = py + ddy[dir];
3260 int x = px + ddx[dir];
3262 /* Examine the destination */
3263 cave_type *c_ptr = &cave[y][x];
3265 feature_type *f_ptr = &f_info[c_ptr->feat];
3267 monster_type *m_ptr;
3269 monster_type *riding_m_ptr = &m_list[p_ptr->riding];
3270 monster_race *riding_r_ptr = &r_info[p_ptr->riding ? riding_m_ptr->r_idx : 0]; /* Paranoia */
3274 bool p_can_enter = player_can_enter(c_ptr->feat, CEM_P_CAN_ENTER_PATTERN);
3275 bool p_can_kill_walls = FALSE;
3276 bool stormbringer = FALSE;
3278 bool oktomove = TRUE;
3279 bool do_past = FALSE;
3282 if (!dun_level && !p_ptr->wild_mode &&
3283 ((x == 0) || (x == MAX_WID - 1) ||
3284 (y == 0) || (y == MAX_HGT - 1)))
3286 /* Can the player enter the grid? */
3287 if (c_ptr->mimic && player_can_enter(c_ptr->mimic, 0))
3289 /* Hack: move to new area */
3290 if ((y == 0) && (x == 0))
3292 p_ptr->wilderness_y--;
3293 p_ptr->wilderness_x--;
3294 p_ptr->oldpy = cur_hgt - 2;
3295 p_ptr->oldpx = cur_wid - 2;
3296 ambush_flag = FALSE;
3299 else if ((y == 0) && (x == MAX_WID - 1))
3301 p_ptr->wilderness_y--;
3302 p_ptr->wilderness_x++;
3303 p_ptr->oldpy = cur_hgt - 2;
3305 ambush_flag = FALSE;
3308 else if ((y == MAX_HGT - 1) && (x == 0))
3310 p_ptr->wilderness_y++;
3311 p_ptr->wilderness_x--;
3313 p_ptr->oldpx = cur_wid - 2;
3314 ambush_flag = FALSE;
3317 else if ((y == MAX_HGT - 1) && (x == MAX_WID - 1))
3319 p_ptr->wilderness_y++;
3320 p_ptr->wilderness_x++;
3323 ambush_flag = FALSE;
3328 p_ptr->wilderness_y--;
3329 p_ptr->oldpy = cur_hgt - 2;
3331 ambush_flag = FALSE;
3334 else if (y == MAX_HGT - 1)
3336 p_ptr->wilderness_y++;
3339 ambush_flag = FALSE;
3344 p_ptr->wilderness_x--;
3345 p_ptr->oldpx = cur_wid - 2;
3347 ambush_flag = FALSE;
3350 else if (x == MAX_WID - 1)
3352 p_ptr->wilderness_x++;
3355 ambush_flag = FALSE;
3358 p_ptr->leaving = TRUE;
3364 /* "Blocked" message appears later */
3365 /* oktomove = FALSE; */
3366 p_can_enter = FALSE;
3369 /* Get the monster */
3370 m_ptr = &m_list[c_ptr->m_idx];
3373 if (inventory[INVEN_RARM].name1 == ART_STORMBRINGER) stormbringer = TRUE;
3374 if (inventory[INVEN_LARM].name1 == ART_STORMBRINGER) stormbringer = TRUE;
3376 /* Player can not walk through "walls"... */
3377 /* unless in Shadow Form */
3378 p_can_kill_walls = p_ptr->kill_wall && have_flag(f_ptr->flags, FF_HURT_DISI) &&
3379 (!p_can_enter || !have_flag(f_ptr->flags, FF_LOS)) &&
3380 !have_flag(f_ptr->flags, FF_PERMANENT);
3382 /* Hack -- attack monsters */
3383 if (c_ptr->m_idx && (m_ptr->ml || p_can_enter || p_can_kill_walls))
3385 monster_race *r_ptr = &r_info[m_ptr->r_idx];
3387 /* Attack -- only if we can see it OR it is not in a wall */
3388 if (!is_hostile(m_ptr) &&
3389 !(p_ptr->confused || p_ptr->image || !m_ptr->ml || p_ptr->stun ||
3390 ((p_ptr->muta2 & MUT2_BERS_RAGE) && p_ptr->shero)) &&
3391 pattern_seq(py, px, y, x) && (p_can_enter || p_can_kill_walls))
3393 /* Disturb the monster */
3394 (void)set_monster_csleep(c_ptr->m_idx, 0);
3396 /* Extract monster name (or "it") */
3397 monster_desc(m_name, m_ptr, 0);
3401 /* Auto-Recall if possible and visible */
3402 if (!p_ptr->image) monster_race_track(m_ptr->ap_r_idx);
3404 /* Track a new monster */
3405 health_track(c_ptr->m_idx);
3409 if ((stormbringer && (randint1(1000) > 666)) || (p_ptr->pclass == CLASS_BERSERKER))
3414 else if (monster_can_cross_terrain(cave[py][px].feat, r_ptr, 0))
3421 msg_format("%^s¤¬¼ÙËâ¤À¡ª", m_name);
3423 msg_format("%^s is in your way!", m_name);
3430 /* now continue on to 'movement' */
3439 if (oktomove && p_ptr->riding)
3441 if (riding_r_ptr->flags1 & RF1_NEVER_MOVE)
3444 msg_print("Æ°¤±¤Ê¤¤¡ª");
3446 msg_print("Can't move!");
3452 else if (MON_MONFEAR(riding_m_ptr))
3456 /* Acquire the monster name */
3457 monster_desc(m_name, riding_m_ptr, 0);
3459 /* Dump a message */
3461 msg_format("%s¤¬¶²Éݤ·¤Æ¤¤¤ÆÀ©¸æ¤Ç¤¤Ê¤¤¡£", m_name);
3463 msg_format("%^s is too scared to control.", m_name);
3468 else if (p_ptr->riding_ryoute)
3473 else if (have_flag(f_ptr->flags, FF_CAN_FLY) && (riding_r_ptr->flags7 & RF7_CAN_FLY))
3477 else if (have_flag(f_ptr->flags, FF_CAN_SWIM) && (riding_r_ptr->flags7 & RF7_CAN_SWIM))
3481 else if (have_flag(f_ptr->flags, FF_WATER) &&
3482 !(riding_r_ptr->flags7 & RF7_AQUATIC) &&
3483 (have_flag(f_ptr->flags, FF_DEEP) || (riding_r_ptr->flags2 & RF2_AURA_FIRE)))
3486 msg_format("%s¤Î¾å¤Ë¹Ô¤±¤Ê¤¤¡£", f_name + f_info[get_feat_mimic(c_ptr)].name);
3488 msg_print("Can't swim.");
3494 else if (!have_flag(f_ptr->flags, FF_WATER) && (riding_r_ptr->flags7 & RF7_AQUATIC))
3497 msg_format("%s¤«¤é¾å¤¬¤ì¤Ê¤¤¡£", f_name + f_info[get_feat_mimic(&cave[py][px])].name);
3499 msg_print("Can't land.");
3505 else if (have_flag(f_ptr->flags, FF_LAVA) && !(riding_r_ptr->flagsr & RFR_EFF_IM_FIRE_MASK))
3508 msg_format("%s¤Î¾å¤Ë¹Ô¤±¤Ê¤¤¡£", f_name + f_info[get_feat_mimic(c_ptr)].name);
3510 msg_print("Too hot to go through.");
3517 if (oktomove && MON_STUNNED(riding_m_ptr) && one_in_(2))
3520 monster_desc(m_name, riding_m_ptr, 0);
3522 msg_format("%s¤¬Û¯Û°¤È¤·¤Æ¤¤¤Æ¤¦¤Þ¤¯Æ°¤±¤Ê¤¤¡ª",m_name);
3524 msg_format("You cannot control stunned %s!",m_name);
3535 else if (!have_flag(f_ptr->flags, FF_MOVE) && have_flag(f_ptr->flags, FF_CAN_FLY) && !p_ptr->levitation)
3538 msg_format("¶õ¤òÈô¤Ð¤Ê¤¤¤È%s¤Î¾å¤Ë¤Ï¹Ô¤±¤Ê¤¤¡£", f_name + f_info[get_feat_mimic(c_ptr)].name);
3540 msg_format("You need to fly to go through the %s.", f_name + f_info[get_feat_mimic(c_ptr)].name);
3549 * Player can move through trees and
3550 * has effective -10 speed
3551 * Rangers can move without penality
3553 else if (have_flag(f_ptr->flags, FF_TREE) && !p_can_kill_walls)
3555 if ((p_ptr->pclass != CLASS_RANGER) && !p_ptr->levitation && (!p_ptr->riding || !(riding_r_ptr->flags8 & RF8_WILD_WOOD))) energy_use *= 2;
3558 #ifdef ALLOW_EASY_DISARM /* TNB */
3560 /* Disarm a visible trap */
3561 else if ((do_pickup != easy_disarm) && have_flag(f_ptr->flags, FF_DISARM) && !c_ptr->mimic)
3563 if (!trap_can_be_ignored(c_ptr->feat))
3565 (void)do_cmd_disarm_aux(y, x, dir);
3570 #endif /* ALLOW_EASY_DISARM -- TNB */
3572 /* Player can not walk through "walls" unless in wraith form...*/
3573 else if (!p_can_enter && !p_can_kill_walls)
3575 /* Feature code (applying "mimic" field) */
3576 s16b feat = get_feat_mimic(c_ptr);
3577 feature_type *mimic_f_ptr = &f_info[feat];
3578 cptr name = f_name + mimic_f_ptr->name;
3582 /* Notice things in the dark */
3583 if (!(c_ptr->info & CAVE_MARK) && !player_can_see_bold(y, x))
3585 /* Boundary floor mimic */
3586 if (boundary_floor(c_ptr, f_ptr, mimic_f_ptr))
3589 msg_print("¤½¤ì°Ê¾åÀè¤Ë¤Ï¿Ê¤á¤Ê¤¤¤è¤¦¤À¡£");
3591 msg_print("You feel you cannot go any more.");
3595 /* Wall (or secret door) */
3599 msg_format("%s¤¬¹Ô¤¯¼ê¤ò¤Ï¤Ð¤ó¤Ç¤¤¤ë¤è¤¦¤À¡£", name);
3601 msg_format("You feel %s %s blocking your way.",
3602 is_a_vowel(name[0]) ? "an" : "a", name);
3605 c_ptr->info |= (CAVE_MARK);
3613 /* Boundary floor mimic */
3614 if (boundary_floor(c_ptr, f_ptr, mimic_f_ptr))
3617 msg_print("¤½¤ì°Ê¾åÀè¤Ë¤Ï¿Ê¤á¤Ê¤¤¡£");
3619 msg_print("You cannot go any more.");
3622 if (!(p_ptr->confused || p_ptr->stun || p_ptr->image))
3626 /* Wall (or secret door) */
3629 #ifdef ALLOW_EASY_OPEN
3631 if (easy_open && is_closed_door(feat) && easy_open_door(y, x)) return;
3632 #endif /* ALLOW_EASY_OPEN */
3635 msg_format("%s¤¬¹Ô¤¯¼ê¤ò¤Ï¤Ð¤ó¤Ç¤¤¤ë¡£", name);
3637 msg_format("There is %s %s blocking your way.",
3638 is_a_vowel(name[0]) ? "an" : "a", name);
3642 * Well, it makes sense that you lose time bumping into
3643 * a wall _if_ you are confused, stunned or blind; but
3644 * typing mistakes should not cost you a turn...
3646 if (!(p_ptr->confused || p_ptr->stun || p_ptr->image))
3651 /* Disturb the player */
3655 if (!boundary_floor(c_ptr, f_ptr, mimic_f_ptr)) sound(SOUND_HITWALL);
3658 /* Normal movement */
3659 if (oktomove && !pattern_seq(py, px, y, x))
3661 if (!(p_ptr->confused || p_ptr->stun || p_ptr->image))
3666 /* To avoid a loop with running */
3672 /* Normal movement */
3675 u32b mpe_mode = MPE_ENERGY_USE;
3679 if (!process_warning(x, y))
3689 msg_format("%s¤ò²¡¤·Âऱ¤¿¡£", m_name);
3691 msg_format("You push past %s.", m_name);
3695 /* Change oldpx and oldpy to place the player well when going back to big mode */
3696 if (p_ptr->wild_mode)
3698 if (ddy[dir] > 0) p_ptr->oldpy = 1;
3699 if (ddy[dir] < 0) p_ptr->oldpy = MAX_HGT - 2;
3700 if (ddy[dir] == 0) p_ptr->oldpy = MAX_HGT / 2;
3701 if (ddx[dir] > 0) p_ptr->oldpx = 1;
3702 if (ddx[dir] < 0) p_ptr->oldpx = MAX_WID - 2;
3703 if (ddx[dir] == 0) p_ptr->oldpx = MAX_WID / 2;
3706 if (p_can_kill_walls)
3708 cave_alter_feat(y, x, FF_HURT_DISI);
3710 /* Update some things -- similar to GF_KILL_WALL */
3711 p_ptr->update |= (PU_FLOW);
3715 /* sound(SOUND_WALK); */
3717 #ifdef ALLOW_EASY_DISARM /* TNB */
3719 if (do_pickup != always_pickup) mpe_mode |= MPE_DO_PICKUP;
3721 #else /* ALLOW_EASY_DISARM -- TNB */
3723 if (do_pickup) mpe_mode |= MPE_DO_PICKUP;
3725 #endif /* ALLOW_EASY_DISARM -- TNB */
3727 if (break_trap) mpe_mode |= MPE_BREAK_TRAP;
3729 /* Move the player */
3730 (void)move_player_effect(y, x, mpe_mode);
3735 static bool ignore_avoid_run;
3738 * Hack -- Check for a "known wall" (see below)
3740 static int see_wall(int dir, int y, int x)
3744 /* Get the new location */
3748 /* Illegal grids are not known walls */
3749 if (!in_bounds2(y, x)) return (FALSE);
3752 c_ptr = &cave[y][x];
3754 /* Must be known to the player */
3755 if (c_ptr->info & (CAVE_MARK))
3757 /* Feature code (applying "mimic" field) */
3758 s16b feat = get_feat_mimic(c_ptr);
3759 feature_type *f_ptr = &f_info[feat];
3761 /* Wall grids are known walls */
3762 if (!player_can_enter(feat, 0)) return !have_flag(f_ptr->flags, FF_DOOR);
3764 /* Don't run on a tree unless explicitly requested */
3765 if (have_flag(f_ptr->flags, FF_AVOID_RUN) && !ignore_avoid_run)
3768 /* Don't run in a wall */
3769 if (!have_flag(f_ptr->flags, FF_MOVE) && !have_flag(f_ptr->flags, FF_CAN_FLY))
3770 return !have_flag(f_ptr->flags, FF_DOOR);
3778 * Hack -- Check for an "unknown corner" (see below)
3780 static int see_nothing(int dir, int y, int x)
3782 /* Get the new location */
3786 /* Illegal grids are unknown */
3787 if (!in_bounds2(y, x)) return (TRUE);
3789 /* Memorized grids are always known */
3790 if (cave[y][x].info & (CAVE_MARK)) return (FALSE);
3792 /* Viewable door/wall grids are known */
3793 if (player_can_see_bold(y, x)) return (FALSE);
3804 * The running algorithm: -CJS-
3806 * In the diagrams below, the player has just arrived in the
3807 * grid marked as '@', and he has just come from a grid marked
3808 * as 'o', and he is about to enter the grid marked as 'x'.
3810 * Of course, if the "requested" move was impossible, then you
3811 * will of course be blocked, and will stop.
3813 * Overview: You keep moving until something interesting happens.
3814 * If you are in an enclosed space, you follow corners. This is
3815 * the usual corridor scheme. If you are in an open space, you go
3816 * straight, but stop before entering enclosed space. This is
3817 * analogous to reaching doorways. If you have enclosed space on
3818 * one side only (that is, running along side a wall) stop if
3819 * your wall opens out, or your open space closes in. Either case
3820 * corresponds to a doorway.
3822 * What happens depends on what you can really SEE. (i.e. if you
3823 * have no light, then running along a dark corridor is JUST like
3824 * running in a dark room.) The algorithm works equally well in
3825 * corridors, rooms, mine tailings, earthquake rubble, etc, etc.
3827 * These conditions are kept in static memory:
3828 * find_openarea You are in the open on at least one
3830 * find_breakleft You have a wall on the left, and will
3832 * find_breakright You have a wall on the right, and will
3835 * To initialize these conditions, we examine the grids adjacent
3836 * to the grid marked 'x', two on each side (marked 'L' and 'R').
3837 * If either one of the two grids on a given side is seen to be
3838 * closed, then that side is considered to be closed. If both
3839 * sides are closed, then it is an enclosed (corridor) run.
3845 * Looking at more than just the immediate squares is
3846 * significant. Consider the following case. A run along the
3847 * corridor will stop just before entering the center point,
3848 * because a choice is clearly established. Running in any of
3849 * three available directions will be defined as a corridor run.
3850 * Note that a minor hack is inserted to make the angled corridor
3851 * entry (with one side blocked near and the other side blocked
3852 * further away from the runner) work correctly. The runner moves
3853 * diagonally, but then saves the previous direction as being
3854 * straight into the gap. Otherwise, the tail end of the other
3855 * entry would be perceived as an alternative on the next move.
3863 * Likewise, a run along a wall, and then into a doorway (two
3864 * runs) will work correctly. A single run rightwards from @ will
3865 * stop at 1. Another run right and down will enter the corridor
3866 * and make the corner, stopping at the 2.
3868 * ##################
3870 * ########### ######
3874 * After any move, the function area_affect is called to
3875 * determine the new surroundings, and the direction of
3876 * subsequent moves. It examines the current player location
3877 * (at which the runner has just arrived) and the previous
3878 * direction (from which the runner is considered to have come).
3880 * Moving one square in some direction places you adjacent to
3881 * three or five new squares (for straight and diagonal moves
3882 * respectively) to which you were not previously adjacent,
3883 * marked as '!' in the diagrams below.
3886 * .o@! (normal) .o.! (diagonal)
3887 * ...! (east) ..@! (south east)
3890 * You STOP if any of the new squares are interesting in any way:
3891 * for example, if they contain visible monsters or treasure.
3893 * You STOP if any of the newly adjacent squares seem to be open,
3894 * and you are also looking for a break on that side. (that is,
3895 * find_openarea AND find_break).
3897 * You STOP if any of the newly adjacent squares do NOT seem to be
3898 * open and you are in an open area, and that side was previously
3901 * Corners: If you are not in the open (i.e. you are in a corridor)
3902 * and there is only one way to go in the new squares, then turn in
3903 * that direction. If there are more than two new ways to go, STOP.
3904 * If there are two ways to go, and those ways are separated by a
3905 * square which does not seem to be open, then STOP.
3907 * Otherwise, we have a potential corner. There are two new open
3908 * squares, which are also adjacent. One of the new squares is
3909 * diagonally located, the other is straight on (as in the diagram).
3910 * We consider two more squares further out (marked below as ?).
3912 * We assign "option" to the straight-on grid, and "option2" to the
3913 * diagonal grid, and "check_dir" to the grid marked 's'.
3919 * If they are both seen to be closed, then it is seen that no benefit
3920 * is gained from moving straight. It is a known corner. To cut the
3921 * corner, go diagonally, otherwise go straight, but pretend you
3922 * stepped diagonally into that next location for a full view next
3923 * time. Conversely, if one of the ? squares is not seen to be closed,
3924 * then there is a potential choice. We check to see whether it is a
3925 * potential corner or an intersection/room entrance. If the square
3926 * two spaces straight ahead, and the space marked with 's' are both
3927 * unknown space, then it is a potential corner and enter if
3928 * find_examine is set, otherwise must stop because it is not a
3929 * corner. (find_examine option is removed and always is TRUE.)
3936 * Hack -- allow quick "cycling" through the legal directions
3938 static byte cycle[] =
3939 { 1, 2, 3, 6, 9, 8, 7, 4, 1, 2, 3, 6, 9, 8, 7, 4, 1 };
3942 * Hack -- map each direction into the "middle" of the "cycle[]" array
3944 static byte chome[] =
3945 { 0, 8, 9, 10, 7, 0, 11, 6, 5, 4 };
3948 * The direction we are running
3950 static byte find_current;
3953 * The direction we came from
3955 static byte find_prevdir;
3958 * We are looking for open area
3960 static bool find_openarea;
3963 * We are looking for a break
3965 static bool find_breakright;
3966 static bool find_breakleft;
3971 * Initialize the running algorithm for a new direction.
3973 * Diagonal Corridor -- allow diaginal entry into corridors.
3975 * Blunt Corridor -- If there is a wall two spaces ahead and
3976 * we seem to be in a corridor, then force a turn into the side
3977 * corridor, must be moving straight into a corridor here. ???
3979 * Diagonal Corridor Blunt Corridor (?)
3984 static void run_init(int dir)
3986 int row, col, deepleft, deepright;
3987 int i, shortleft, shortright;
3990 /* Save the direction */
3993 /* Assume running straight */
3996 /* Assume looking for open area */
3997 find_openarea = TRUE;
3999 /* Assume not looking for breaks */
4000 find_breakright = find_breakleft = FALSE;
4002 /* Assume no nearby walls */
4003 deepleft = deepright = FALSE;
4004 shortright = shortleft = FALSE;
4009 /* Find the destination grid */
4010 row = py + ddy[dir];
4011 col = px + ddx[dir];
4013 ignore_avoid_run = cave_have_flag_bold(row, col, FF_AVOID_RUN);
4015 /* Extract cycle index */
4018 /* Check for walls */
4019 if (see_wall(cycle[i+1], py, px))
4021 find_breakleft = TRUE;
4024 else if (see_wall(cycle[i+1], row, col))
4026 find_breakleft = TRUE;
4030 /* Check for walls */
4031 if (see_wall(cycle[i-1], py, px))
4033 find_breakright = TRUE;
4036 else if (see_wall(cycle[i-1], row, col))
4038 find_breakright = TRUE;
4042 /* Looking for a break */
4043 if (find_breakleft && find_breakright)
4045 /* Not looking for open area */
4046 find_openarea = FALSE;
4048 /* Hack -- allow angled corridor entry */
4051 if (deepleft && !deepright)
4053 find_prevdir = cycle[i - 1];
4055 else if (deepright && !deepleft)
4057 find_prevdir = cycle[i + 1];
4061 /* Hack -- allow blunt corridor entry */
4062 else if (see_wall(cycle[i], row, col))
4064 if (shortleft && !shortright)
4066 find_prevdir = cycle[i - 2];
4068 else if (shortright && !shortleft)
4070 find_prevdir = cycle[i + 2];
4078 * Update the current "run" path
4080 * Return TRUE if the running should be stopped
4082 static bool run_test(void)
4084 int prev_dir, new_dir, check_dir = 0;
4087 int option = 0, option2 = 0;
4090 feature_type *f_ptr;
4092 /* Where we came from */
4093 prev_dir = find_prevdir;
4096 /* Range of newly adjacent grids */
4097 max = (prev_dir & 0x01) + 1;
4099 /* break run when leaving trap detected region */
4100 if ((disturb_trap_detect || alert_trap_detect)
4101 && p_ptr->dtrap && !(cave[py][px].info & CAVE_IN_DETECT))
4103 /* No duplicate warning */
4104 p_ptr->dtrap = FALSE;
4106 /* You are just on the edge */
4107 if (!(cave[py][px].info & CAVE_UNSAFE))
4109 if (alert_trap_detect)
4112 msg_print("* Ãí°Õ:¤³¤ÎÀè¤Ï¥È¥é¥Ã¥×¤Î´¶ÃÎÈϰϳ°¤Ç¤¹¡ª *");
4114 msg_print("*Leaving trap detect region!*");
4118 if (disturb_trap_detect)
4126 /* Look at every newly adjacent square. */
4127 for (i = -max; i <= max; i++)
4129 s16b this_o_idx, next_o_idx = 0;
4132 new_dir = cycle[chome[prev_dir] + i];
4135 row = py + ddy[new_dir];
4136 col = px + ddx[new_dir];
4139 c_ptr = &cave[row][col];
4141 /* Feature code (applying "mimic" field) */
4142 feat = get_feat_mimic(c_ptr);
4143 f_ptr = &f_info[feat];
4145 /* Visible monsters abort running */
4148 monster_type *m_ptr = &m_list[c_ptr->m_idx];
4150 /* Visible monster */
4151 if (m_ptr->ml) return (TRUE);
4154 /* Visible objects abort running */
4155 for (this_o_idx = c_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
4159 /* Acquire object */
4160 o_ptr = &o_list[this_o_idx];
4162 /* Acquire next object */
4163 next_o_idx = o_ptr->next_o_idx;
4165 /* Visible object */
4166 if (o_ptr->marked & OM_FOUND) return (TRUE);
4169 /* Assume unknown */
4172 /* Check memorized grids */
4173 if (c_ptr->info & (CAVE_MARK))
4175 bool notice = have_flag(f_ptr->flags, FF_NOTICE);
4177 if (notice && have_flag(f_ptr->flags, FF_MOVE))
4180 if (find_ignore_doors && have_flag(f_ptr->flags, FF_DOOR) && have_flag(f_ptr->flags, FF_CLOSE))
4182 /* Option -- ignore */
4187 else if (find_ignore_stairs && have_flag(f_ptr->flags, FF_STAIRS))
4189 /* Option -- ignore */
4194 else if (have_flag(f_ptr->flags, FF_LAVA) && (p_ptr->immune_fire || IS_INVULN()))
4201 else if (have_flag(f_ptr->flags, FF_WATER) && have_flag(f_ptr->flags, FF_DEEP) &&
4202 (p_ptr->levitation || p_ptr->can_swim || (p_ptr->total_weight <= weight_limit())))
4209 /* Interesting feature */
4210 if (notice) return (TRUE);
4212 /* The grid is "visible" */
4216 /* Analyze unknown grids and floors considering mimic */
4217 if (inv || !see_wall(0, row, col))
4219 /* Looking for open area */
4225 /* The first new direction. */
4231 /* Three new directions. Stop running. */
4237 /* Two non-adjacent new directions. Stop running. */
4238 else if (option != cycle[chome[prev_dir] + i - 1])
4243 /* Two new (adjacent) directions (case 1) */
4244 else if (new_dir & 0x01)
4246 check_dir = cycle[chome[prev_dir] + i - 2];
4250 /* Two new (adjacent) directions (case 2) */
4253 check_dir = cycle[chome[prev_dir] + i + 1];
4259 /* Obstacle, while looking for open area */
4266 /* Break to the right */
4267 find_breakright = TRUE;
4272 /* Break to the left */
4273 find_breakleft = TRUE;
4279 /* Looking for open area */
4282 /* Hack -- look again */
4283 for (i = -max; i < 0; i++)
4285 /* Unknown grid or non-wall */
4286 if (!see_wall(cycle[chome[prev_dir] + i], py, px))
4288 /* Looking to break right */
4289 if (find_breakright)
4298 /* Looking to break left */
4306 /* Hack -- look again */
4307 for (i = max; i > 0; i--)
4309 /* Unknown grid or non-wall */
4310 if (!see_wall(cycle[chome[prev_dir] + i], py, px))
4312 /* Looking to break left */
4322 /* Looking to break right */
4323 if (find_breakright)
4331 /* Not looking for open area */
4343 /* Primary option */
4344 find_current = option;
4346 /* No other options */
4347 find_prevdir = option;
4350 /* Two options, examining corners */
4353 /* Primary option */
4354 find_current = option;
4356 /* Hack -- allow curving */
4357 find_prevdir = option2;
4360 /* Two options, pick one */
4363 /* Get next location */
4364 row = py + ddy[option];
4365 col = px + ddx[option];
4367 /* Don't see that it is closed off. */
4368 /* This could be a potential corner or an intersection. */
4369 if (!see_wall(option, row, col) ||
4370 !see_wall(check_dir, row, col))
4372 /* Can not see anything ahead and in the direction we */
4373 /* are turning, assume that it is a potential corner. */
4374 if (see_nothing(option, row, col) &&
4375 see_nothing(option2, row, col))
4377 find_current = option;
4378 find_prevdir = option2;
4381 /* STOP: we are next to an intersection or a room */
4388 /* This corner is seen to be enclosed; we cut the corner. */
4391 find_current = option2;
4392 find_prevdir = option2;
4395 /* This corner is seen to be enclosed, and we */
4396 /* deliberately go the long way. */
4399 find_current = option;
4400 find_prevdir = option2;
4405 /* About to hit a known wall, stop */
4406 if (see_wall(find_current, py, px))
4418 * Take one step along the current "run" path
4420 void run_step(int dir)
4425 /* Ignore AVOID_RUN on a first step */
4426 ignore_avoid_run = TRUE;
4428 /* Hack -- do not start silly run */
4429 if (see_wall(dir, py, px))
4433 msg_print("¤½¤ÎÊý¸þ¤Ë¤ÏÁö¤ì¤Þ¤»¤ó¡£");
4435 msg_print("You cannot run in that direction.");
4463 /* Decrease the run counter */
4464 if (--running <= 0) return;
4469 /* Move the player, using the "pickup" flag */
4470 #ifdef ALLOW_EASY_DISARM /* TNB */
4472 move_player(find_current, FALSE, FALSE);
4474 #else /* ALLOW_EASY_DISARM -- TNB */
4476 move_player(find_current, always_pickup, FALSE);
4478 #endif /* ALLOW_EASY_DISARM -- TNB */
4480 if (player_bold(p_ptr->run_py, p_ptr->run_px))
4491 * Test for traveling
4493 static int travel_test(int prev_dir)
4497 const cave_type *c_ptr;
4500 /* Cannot travel when blind */
4501 if (p_ptr->blind || no_lite())
4503 msg_print(_("Ìܤ¬¸«¤¨¤Ê¤¤¡ª", "You cannot see!"));
4507 /* break run when leaving trap detected region */
4508 if ((disturb_trap_detect || alert_trap_detect)
4509 && p_ptr->dtrap && !(cave[py][px].info & CAVE_IN_DETECT))
4511 /* No duplicate warning */
4512 p_ptr->dtrap = FALSE;
4514 /* You are just on the edge */
4515 if (!(cave[py][px].info & CAVE_UNSAFE))
4517 if (alert_trap_detect)
4520 msg_print("* Ãí°Õ:¤³¤ÎÀè¤Ï¥È¥é¥Ã¥×¤Î´¶ÃÎÈϰϳ°¤Ç¤¹¡ª *");
4522 msg_print("*Leaving trap detect region!*");
4526 if (disturb_trap_detect)
4534 /* Range of newly adjacent grids */
4535 max = (prev_dir & 0x01) + 1;
4537 /* Look at every newly adjacent square. */
4538 for (i = -max; i <= max; i++)
4541 int dir = cycle[chome[prev_dir] + i];
4544 int row = py + ddy[dir];
4545 int col = px + ddx[dir];
4548 c_ptr = &cave[row][col];
4550 /* Visible monsters abort running */
4553 monster_type *m_ptr = &m_list[c_ptr->m_idx];
4555 /* Visible monster */
4556 if (m_ptr->ml) return (0);
4561 /* Travel cost of current grid */
4562 cost = travel.cost[py][px];
4564 /* Determine travel direction */
4565 for (i = 0; i < 8; ++ i) {
4566 int dir_cost = travel.cost[py+ddy_ddd[i]][px+ddx_ddd[i]];
4568 if (dir_cost < cost)
4575 if (!new_dir) return (0);
4577 /* Access newly move grid */
4578 c_ptr = &cave[py+ddy[new_dir]][px+ddx[new_dir]];
4580 /* Close door abort traveling */
4581 if (!easy_open && is_closed_door(c_ptr->feat)) return (0);
4583 /* Visible and unignorable trap abort tarveling */
4584 if (!c_ptr->mimic && !trap_can_be_ignored(c_ptr->feat)) return (0);
4594 void travel_step(void)
4596 /* Get travel direction */
4597 travel.dir = travel_test(travel.dir);
4602 if (travel.run == 255)
4605 msg_print("Æ»¶Ú¤¬¸«¤Ä¤«¤ê¤Þ¤»¤ó¡ª");
4607 msg_print("No route is found!");
4609 travel.y = travel.x = 0;
4617 move_player(travel.dir, always_pickup, FALSE);
4619 if ((py == travel.y) && (px == travel.x))
4622 travel.y = travel.x = 0;
4624 else if (travel.run > 0)
4628 Term_xtra(TERM_XTRA_DELAY, delay_factor);