3 * @brief プレイヤーのコマンド処理2 / Movement commands (part 2)
6 * Copyright (c) 1997 Ben Harrison, James E. Wilson, Robert A. Koeneke
8 * This software may be copied and distributed for educational, research,
9 * and not for profit purposes provided that this copyright and statement
10 * are included in all such copies. Other copyrights may also apply.
15 #include "object-hook.h"
18 * @brief フロア脱出時に出戻りが不可能だった場合に警告を加える処理
19 * @param down_stair TRUEならば階段を降りる処理、FALSEなら階段を昇る処理による内容
20 * @return フロア移動を実際に行うならTRUE、キャンセルする場合はFALSE
22 bool confirm_leave_level(bool down_stair)
24 quest_type *q_ptr = &quest[p_ptr->inside_quest];
26 /* Confirm leaving from once only quest */
27 if (confirm_quest && p_ptr->inside_quest &&
28 (q_ptr->type == QUEST_TYPE_RANDOM ||
29 (q_ptr->flags & QUEST_FLAG_ONCE &&
30 q_ptr->status != QUEST_STATUS_COMPLETED) ||
31 (q_ptr->flags & QUEST_FLAG_TOWER &&
32 ((q_ptr->status != QUEST_STATUS_STAGE_COMPLETED) ||
33 (down_stair && (quest[QUEST_TOWER1].status != QUEST_STATUS_COMPLETED))))))
35 msg_print(_("この階を一度去ると二度と戻って来られません。", "You can't come back here once you leave this floor."));
36 if (get_check(_("本当にこの階を去りますか?", "Really leave this floor? "))) return TRUE;
46 * @brief 階段を使って階層を昇る処理 / Go up one level
49 void do_cmd_go_up(void)
54 cave_type *c_ptr = &cave[p_ptr->y][p_ptr->x];
55 feature_type *f_ptr = &f_info[c_ptr->feat];
59 if (p_ptr->special_defense & KATA_MUSOU)
61 set_action(ACTION_NONE);
65 if (!have_flag(f_ptr->flags, FF_LESS))
67 msg_print(_("ここには上り階段が見当たらない。", "I see no up staircase here."));
72 if (have_flag(f_ptr->flags, FF_QUEST))
74 /* Cancel the command */
75 if (!confirm_leave_level(FALSE)) return;
79 if ((p_ptr->pseikaku == SEIKAKU_COMBAT) || (inventory[INVEN_BOW].name1 == ART_CRIMSON))
80 msg_print(_("なんだこの階段は!", "What's this STAIRWAY!"));
82 msg_print(_("上の階に登った。", "You enter the up staircase."));
86 p_ptr->inside_quest = c_ptr->special;
88 /* Activate the quest */
89 if (!quest[p_ptr->inside_quest].status)
91 if (quest[p_ptr->inside_quest].type != QUEST_TYPE_RANDOM)
93 init_flags = INIT_ASSIGN;
94 process_dungeon_file("q_info.txt", 0, 0, 0, 0);
96 quest[p_ptr->inside_quest].status = QUEST_STATUS_TAKEN;
100 if (!p_ptr->inside_quest)
106 p_ptr->leaving = TRUE;
111 /* Hack -- take a turn */
112 p_ptr->energy_use = 100;
114 /* End the command */
124 go_up = confirm_leave_level(FALSE);
127 /* Cancel the command */
130 /* Hack -- take a turn */
131 p_ptr->energy_use = 100;
133 if (autosave_l) do_cmd_save_game(TRUE);
135 /* For a random quest */
136 if (p_ptr->inside_quest &&
137 quest[p_ptr->inside_quest].type == QUEST_TYPE_RANDOM)
141 p_ptr->inside_quest = 0;
144 /* For a fixed quest */
145 if (p_ptr->inside_quest &&
146 quest[p_ptr->inside_quest].type != QUEST_TYPE_RANDOM)
150 p_ptr->inside_quest = c_ptr->special;
155 /* For normal dungeon and random quest */
159 if (have_flag(f_ptr->flags, FF_SHAFT))
161 /* Create a way back */
162 prepare_change_floor_mode(CFM_SAVE_FLOORS | CFM_UP | CFM_SHAFT);
168 /* Create a way back */
169 prepare_change_floor_mode(CFM_SAVE_FLOORS | CFM_UP);
174 /* Get out from current dungeon */
175 if (dun_level - up_num < d_info[dungeon_type].mindepth)
178 if (record_stair) do_cmd_write_nikki(NIKKI_STAIR, 0-up_num, _("階段を上った", "climbed up the stairs to"));
181 if ((p_ptr->pseikaku == SEIKAKU_COMBAT) || (inventory[INVEN_BOW].name1 == ART_CRIMSON))
182 msg_print(_("なんだこの階段は!", "What's this STAIRWAY!"));
183 else if (up_num == dun_level)
184 msg_print(_("地上に戻った。", "You go back to the surface."));
186 msg_print(_("階段を上って新たなる迷宮へと足を踏み入れた。", "You enter a maze of up staircases."));
189 p_ptr->leaving = TRUE;
194 * @brief 階段を使って階層を降りる処理 / Go down one level
197 void do_cmd_go_down(void)
200 cave_type *c_ptr = &cave[p_ptr->y][p_ptr->x];
201 feature_type *f_ptr = &f_info[c_ptr->feat];
203 bool fall_trap = FALSE;
206 if (p_ptr->special_defense & KATA_MUSOU)
208 set_action(ACTION_NONE);
212 if (!have_flag(f_ptr->flags, FF_MORE))
214 msg_print(_("ここには下り階段が見当たらない。", "I see no down staircase here."));
218 if (have_flag(f_ptr->flags, FF_TRAP)) fall_trap = TRUE;
221 if (have_flag(f_ptr->flags, FF_QUEST_ENTER))
226 /* Quest down stairs */
227 else if (have_flag(f_ptr->flags, FF_QUEST))
229 /* Confirm Leaving */
230 if(!confirm_leave_level(TRUE)) return;
232 if ((p_ptr->pseikaku == SEIKAKU_COMBAT) || (inventory[INVEN_BOW].name1 == ART_CRIMSON))
233 msg_print(_("なんだこの階段は!", "What's this STAIRWAY!"));
235 msg_print(_("下の階に降りた。", "You enter the down staircase."));
240 p_ptr->inside_quest = c_ptr->special;
242 /* Activate the quest */
243 if (!quest[p_ptr->inside_quest].status)
245 if (quest[p_ptr->inside_quest].type != QUEST_TYPE_RANDOM)
247 init_flags = INIT_ASSIGN;
248 process_dungeon_file("q_info.txt", 0, 0, 0, 0);
250 quest[p_ptr->inside_quest].status = QUEST_STATUS_TAKEN;
253 /* Leaving a quest */
254 if (!p_ptr->inside_quest)
260 p_ptr->leaving = TRUE;
266 /* Hack -- take a turn */
267 p_ptr->energy_use = 100;
272 int target_dungeon = 0;
276 target_dungeon = have_flag(f_ptr->flags, FF_ENTRANCE) ? c_ptr->special : DUNGEON_ANGBAND;
278 if (ironman_downward && (target_dungeon != DUNGEON_ANGBAND))
280 msg_print(_("ダンジョンの入口は塞がれている!", "The entrance of this dungeon is closed!"));
283 if (!max_dlv[target_dungeon])
285 msg_format(_("ここには%sの入り口(%d階相当)があります", "There is the entrance of %s (Danger level: %d)"),
286 d_name+d_info[target_dungeon].name, d_info[target_dungeon].mindepth);
287 if (!get_check(_("本当にこのダンジョンに入りますか?", "Do you really get in this dungeon? "))) return;
290 /* Save old player position */
291 p_ptr->oldpx = p_ptr->x;
292 p_ptr->oldpy = p_ptr->y;
293 dungeon_type = (byte)target_dungeon;
296 * Clear all saved floors
297 * and create a first saved floor
299 prepare_change_floor_mode(CFM_FIRST_FLOOR);
302 /* Hack -- take a turn */
303 p_ptr->energy_use = 100;
305 if (autosave_l) do_cmd_save_game(TRUE);
308 if (have_flag(f_ptr->flags, FF_SHAFT)) down_num += 2;
313 /* Enter the dungeon just now */
314 p_ptr->enter_dungeon = TRUE;
315 down_num = d_info[dungeon_type].mindepth;
320 if (fall_trap) do_cmd_write_nikki(NIKKI_STAIR, down_num, _("落とし戸に落ちた", "fell through a trap door"));
321 else do_cmd_write_nikki(NIKKI_STAIR, down_num, _("階段を下りた", "climbed down the stairs to"));
326 msg_print(_("わざと落とし戸に落ちた。", "You deliberately jump through the trap door."));
333 msg_format(_("%sへ入った。", "You entered %s."), d_text + d_info[dungeon_type].text);
337 if ((p_ptr->pseikaku == SEIKAKU_COMBAT) || (inventory[INVEN_BOW].name1 == ART_CRIMSON))
338 msg_print(_("なんだこの階段は!", "What's this STAIRWAY!"));
340 msg_print(_("階段を下りて新たなる迷宮へと足を踏み入れた。", "You enter a maze of down staircases."));
346 p_ptr->leaving = TRUE;
350 prepare_change_floor_mode(CFM_SAVE_FLOORS | CFM_DOWN | CFM_RAND_PLACE | CFM_RAND_CONNECT);
354 if (have_flag(f_ptr->flags, FF_SHAFT))
356 /* Create a way back */
357 prepare_change_floor_mode(CFM_SAVE_FLOORS | CFM_DOWN | CFM_SHAFT);
361 /* Create a way back */
362 prepare_change_floor_mode(CFM_SAVE_FLOORS | CFM_DOWN);
370 * @brief 探索コマンドのメインルーチン / Simple command to "search" for one turn
373 void do_cmd_search(void)
375 /* Allow repeated command */
378 /* Set repeat count */
379 command_rep = command_arg - 1;
381 /* Redraw the state */
382 p_ptr->redraw |= (PR_STATE);
387 p_ptr->energy_use = 100;
395 * @brief 該当のマスに存在している箱のオブジェクトIDを返す。
396 * @param y 走査対象にしたいマスのY座標
397 * @param x 走査対象にしたいマスのX座標
398 * @param trapped TRUEならばトラップが存在する箱のみ、FALSEならば空でない箱全てを対象にする
399 * @return 箱が存在する場合そのオブジェクトID、存在しない場合0を返す。
401 static OBJECT_IDX chest_check(POSITION y, POSITION x, bool trapped)
403 cave_type *c_ptr = &cave[y][x];
405 OBJECT_IDX this_o_idx, next_o_idx = 0;
408 /* Scan all objects in the grid */
409 for (this_o_idx = c_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
414 o_ptr = &o_list[this_o_idx];
416 /* Acquire next object */
417 next_o_idx = o_ptr->next_o_idx;
419 /* Skip unknown chests XXX XXX */
420 /* if (!(o_ptr->marked & OM_FOUND)) continue; */
422 /* Check for non empty chest */
423 if ((o_ptr->tval == TV_CHEST) &&
424 (((!trapped) && (o_ptr->pval)) || /* non empty */
425 ((trapped) && (o_ptr->pval > 0)))) /* trapped only */
436 * @brief 箱を開けるコマンドのメインルーチン /
437 * Attempt to open the given chest at the given location
438 * @param y 箱の存在するマスのY座標
439 * @param x 箱の存在するマスのX座標
440 * @param o_idx 箱のオブジェクトID
441 * @return 箱が開かなかった場合TRUE / Returns TRUE if repeated commands may continue
443 * Assume there is no monster blocking the destination
445 static bool do_cmd_open_chest(POSITION y, POSITION x, OBJECT_IDX o_idx)
450 object_type *o_ptr = &o_list[o_idx];
452 p_ptr->energy_use = 100;
454 /* Attempt to unlock it */
457 /* Assume locked, and thus not open */
460 /* Get the "disarm" factor */
461 i = p_ptr->skill_dis;
463 /* Penalize some conditions */
464 if (p_ptr->blind || no_lite()) i = i / 10;
465 if (p_ptr->confused || p_ptr->image) i = i / 10;
467 /* Extract the difficulty */
470 /* Always have a small chance of success */
473 /* Success -- May still have traps */
474 if (randint0(100) < j)
476 msg_print(_("鍵をはずした。", "You have picked the lock."));
481 /* Failure -- Keep trying */
484 /* We may continue repeating */
486 if (flush_failure) flush();
487 msg_print(_("鍵をはずせなかった。", "You failed to pick the lock."));
492 /* Allowed to open */
495 /* Apply chest traps, if any */
496 chest_trap(y, x, o_idx);
498 /* Let the Chest drop items */
499 chest_death(FALSE, y, x, o_idx);
507 #if defined(ALLOW_EASY_DISARM) /* TNB */
510 * @brief 地形は開くものであって、かつ開かれているかを返す /
511 * Attempt to open the given chest at the given location
513 * @return 開いた地形である場合TRUEを返す / Return TRUE if the given feature is an open door
515 static bool is_open(IDX feat)
517 return have_flag(f_info[feat].flags, FF_CLOSE) && (feat != feat_state(feat, FF_CLOSE));
522 * @brief プレイヤーの周辺9マスに該当する地形がいくつあるかを返す /
523 * Attempt to open the given chest at the given location
524 * @param y 該当する地形の中から1つのY座標を返す参照ポインタ
525 * @param x 該当する地形の中から1つのX座標を返す参照ポインタ
526 * @param test 地形条件を判定するための関数ポインタ
527 * @param under TRUEならばプレイヤーの直下の座標も走査対象にする
529 * @details Return the number of features around (or under) the character.
530 * Usually look for doors and floor traps.
532 static int count_dt(POSITION *y, POSITION *x, bool (*test)(IDX feat), bool under)
534 int d, count, xx, yy;
536 /* Count how many matches */
539 /* Check around (and under) the character */
540 for (d = 0; d < 9; d++)
545 /* if not searching under player continue */
546 if ((d == 8) && !under) continue;
548 /* Extract adjacent (legal) location */
549 yy = p_ptr->y + ddy_ddd[d];
550 xx = p_ptr->x + ddx_ddd[d];
553 c_ptr = &cave[yy][xx];
555 /* Must have knowledge */
556 if (!(c_ptr->info & (CAVE_MARK))) continue;
558 /* Feature code (applying "mimic" field) */
559 feat = get_feat_mimic(c_ptr);
561 /* Not looking for this feature */
562 if (!((*test)(feat))) continue;
567 /* Remember the location. Only useful if only one match */
578 * @brief プレイヤーの周辺9マスに箱のあるマスがいくつあるかを返す /
579 * Return the number of chests around (or under) the character.
580 * @param y 該当するマスの中から1つのY座標を返す参照ポインタ
581 * @param x 該当するマスの中から1つのX座標を返す参照ポインタ
582 * @param trapped TRUEならばトラップの存在が判明している箱のみ対象にする
585 * If requested, count only trapped chests.
587 static int count_chests(POSITION *y, POSITION *x, bool trapped)
594 /* Count how many matches */
597 /* Check around (and under) the character */
598 for (d = 0; d < 9; d++)
600 /* Extract adjacent (legal) location */
601 POSITION yy = p_ptr->y + ddy_ddd[d];
602 POSITION xx = p_ptr->x + ddx_ddd[d];
604 /* No (visible) chest is there */
605 if ((o_idx = chest_check(yy, xx, FALSE)) == 0) continue;
607 /* Grab the object */
608 o_ptr = &o_list[o_idx];
611 if (o_ptr->pval == 0) continue;
613 /* No (known) traps here */
614 if (trapped && (!object_is_known(o_ptr) ||
615 !chest_traps[o_ptr->pval])) continue;
620 /* Remember the location. Only useful if only one match */
631 * @brief プレイヤーから指定の座標がどの方角にあるかを返す /
632 * Convert an adjacent location to a direction.
633 * @param y 方角を確認したY座標
634 * @param x 方角を確認したX座標
637 static DIRECTION coords_to_dir(POSITION y, POSITION x)
639 int d[3][3] = { {7, 4, 1}, {8, 5, 2}, {9, 6, 3} };
646 if (ABS(dx) > 1 || ABS(dy) > 1) return (0);
648 return d[dx + 1][dy + 1];
651 #endif /* defined(ALLOW_EASY_DISARM) -- TNB */
655 * @brief 「開ける」動作コマンドのサブルーチン /
656 * Perform the basic "open" command on doors
657 * @param y 対象を行うマスのY座標
658 * @param x 対象を行うマスのX座標
659 * @return 実際に処理が行われた場合TRUEを返す。
661 * Assume destination is a closed/locked/jammed door
662 * Assume there is no monster blocking the destination
663 * Returns TRUE if repeated commands may continue
665 static bool do_cmd_open_aux(POSITION y, POSITION x)
669 /* Get requested grid */
670 cave_type *c_ptr = &cave[y][x];
671 feature_type *f_ptr = &f_info[c_ptr->feat];
674 p_ptr->energy_use = 100;
676 /* Seeing true feature code (ignore mimic) */
679 if (!have_flag(f_ptr->flags, FF_OPEN))
682 msg_format(_("%sはがっちりと閉じられているようだ。", "The %s appears to be stuck."), f_name + f_info[get_feat_mimic(c_ptr)].name);
686 else if (f_ptr->power)
689 i = p_ptr->skill_dis;
691 /* Penalize some conditions */
692 if (p_ptr->blind || no_lite()) i = i / 10;
693 if (p_ptr->confused || p_ptr->image) i = i / 10;
695 /* Extract the lock power */
698 /* Extract the difficulty */
701 /* Always have a small chance of success */
705 if (randint0(100) < j)
707 msg_print(_("鍵をはずした。", "You have picked the lock."));
710 cave_alter_feat(y, x, FF_OPEN);
712 sound(SOUND_OPENDOOR);
722 if (flush_failure) flush();
724 msg_print(_("鍵をはずせなかった。", "You failed to pick the lock."));
726 /* We may keep trying */
735 cave_alter_feat(y, x, FF_OPEN);
737 sound(SOUND_OPENDOOR);
745 * @brief 「開ける」コマンドのメインルーチン /
746 * Open a closed/locked/jammed door or a closed/locked chest.
749 * Unlocking a locked door/chest is worth one experience point.
751 void do_cmd_open(void)
759 if (p_ptr->special_defense & KATA_MUSOU)
761 set_action(ACTION_NONE);
764 /* Option: Pick a direction */
767 int num_doors, num_chests;
769 /* Count closed doors (locked or jammed) */
770 num_doors = count_dt(&y, &x, is_closed_door, FALSE);
772 /* Count chests (locked) */
773 num_chests = count_chests(&y, &x, FALSE);
775 /* See if only one target */
776 if (num_doors || num_chests)
778 bool too_many = (num_doors && num_chests) || (num_doors > 1) ||
780 if (!too_many) command_dir = coords_to_dir(y, x);
784 /* Allow repeated command */
787 /* Set repeat count */
788 command_rep = command_arg - 1;
790 /* Redraw the state */
791 p_ptr->redraw |= (PR_STATE);
797 /* Get a "repeated" direction */
798 if (get_rep_dir(&dir, TRUE))
803 /* Get requested location */
804 y = p_ptr->y + ddy[dir];
805 x = p_ptr->x + ddx[dir];
807 /* Get requested grid */
810 /* Feature code (applying "mimic" field) */
811 feat = get_feat_mimic(c_ptr);
813 /* Check for chest */
814 o_idx = chest_check(y, x, FALSE);
817 if (!have_flag(f_info[feat].flags, FF_OPEN) && !o_idx)
819 msg_print(_("そこには開けるものが見当たらない。", "You see nothing there to open."));
822 /* Monster in the way */
823 else if (c_ptr->m_idx && p_ptr->riding != c_ptr->m_idx)
825 p_ptr->energy_use = 100;
827 msg_print(_("モンスターが立ちふさがっている!", "There is a monster in the way!"));
837 more = do_cmd_open_chest(y, x, o_idx);
844 more = do_cmd_open_aux(y, x);
848 /* Cancel repeat unless we may continue */
849 if (!more) disturb(0, 0);
855 * @brief 「閉じる」動作コマンドのサブルーチン /
856 * Perform the basic "close" command
857 * @param y 対象を行うマスのY座標
858 * @param x 対象を行うマスのX座標
859 * @return 実際に処理が行われた場合TRUEを返す。
861 * Assume destination is an open/broken door
862 * Assume there is no monster blocking the destination
863 * Returns TRUE if repeated commands may continue
865 static bool do_cmd_close_aux(POSITION y, POSITION x)
867 /* Get grid and contents */
868 cave_type *c_ptr = &cave[y][x];
869 FEAT_IDX old_feat = c_ptr->feat;
872 p_ptr->energy_use = 100;
874 /* Seeing true feature code (ignore mimic) */
877 if (have_flag(f_info[old_feat].flags, FF_CLOSE))
879 s16b closed_feat = feat_state(old_feat, FF_CLOSE);
881 /* Hack -- object in the way */
882 if ((c_ptr->o_idx || (c_ptr->info & CAVE_OBJECT)) &&
883 (closed_feat != old_feat) && !have_flag(f_info[closed_feat].flags, FF_DROP))
885 msg_print(_("何かがつっかえて閉まらない。", "There seems stuck."));
890 cave_alter_feat(y, x, FF_CLOSE);
893 if (old_feat == c_ptr->feat)
895 msg_print(_("ドアは壊れてしまっている。", "The door appears to be broken."));
899 sound(SOUND_SHUTDOOR);
910 * @brief 「閉じる」コマンドのメインルーチン /
911 * Close an open door.
914 * Unlocking a locked door/chest is worth one experience point.
916 void do_cmd_close(void)
923 if (p_ptr->special_defense & KATA_MUSOU)
925 set_action(ACTION_NONE);
928 /* Option: Pick a direction */
931 /* Count open doors */
932 if (count_dt(&y, &x, is_open, FALSE) == 1)
934 command_dir = coords_to_dir(y, x);
938 /* Allow repeated command */
941 /* Set repeat count */
942 command_rep = command_arg - 1;
944 /* Redraw the state */
945 p_ptr->redraw |= (PR_STATE);
951 /* Get a "repeated" direction */
952 if (get_rep_dir(&dir, FALSE))
957 /* Get requested location */
958 y = p_ptr->y + ddy[dir];
959 x = p_ptr->x + ddx[dir];
961 /* Get grid and contents */
964 /* Feature code (applying "mimic" field) */
965 feat = get_feat_mimic(c_ptr);
967 /* Require open/broken door */
968 if (!have_flag(f_info[feat].flags, FF_CLOSE))
970 msg_print(_("そこには閉じるものが見当たらない。", "You see nothing there to close."));
973 /* Monster in the way */
974 else if (c_ptr->m_idx)
976 p_ptr->energy_use = 100;
978 msg_print(_("モンスターが立ちふさがっている!", "There is a monster in the way!"));
988 more = do_cmd_close_aux(y, x);
992 /* Cancel repeat unless we may continue */
993 if (!more) disturb(0, 0);
998 * @brief 「掘る」コマンドを該当のマスに行えるかの判定と結果メッセージの表示 /
999 * Determine if a given grid may be "tunneled"
1000 * @param y 対象を行うマスのY座標
1001 * @param x 対象を行うマスのX座標
1004 static bool do_cmd_tunnel_test(POSITION y, POSITION x)
1006 cave_type *c_ptr = &cave[y][x];
1008 /* Must have knowledge */
1009 if (!(c_ptr->info & CAVE_MARK))
1011 msg_print(_("そこには何も見当たらない。", "You see nothing there."));
1016 /* Must be a wall/door/etc */
1017 if (!cave_have_flag_grid(c_ptr, FF_TUNNEL))
1019 msg_print(_("そこには掘るものが見当たらない。", "You see nothing there to tunnel."));
1029 * @brief 「掘る」動作コマンドのサブルーチン /
1030 * Perform the basic "tunnel" command
1031 * @param y 対象を行うマスのY座標
1032 * @param x 対象を行うマスのX座標
1033 * @return 実際に処理が行われた場合TRUEを返す。
1035 * Assumes that no monster is blocking the destination
1036 * Do not use twall anymore
1037 * Returns TRUE if repeated commands may continue
1039 static bool do_cmd_tunnel_aux(POSITION y, POSITION x)
1042 feature_type *f_ptr, *mimic_f_ptr;
1047 /* Verify legality */
1048 if (!do_cmd_tunnel_test(y, x)) return (FALSE);
1050 p_ptr->energy_use = 100;
1053 c_ptr = &cave[y][x];
1054 f_ptr = &f_info[c_ptr->feat];
1055 power = f_ptr->power;
1057 /* Feature code (applying "mimic" field) */
1058 mimic_f_ptr = &f_info[get_feat_mimic(c_ptr)];
1060 name = f_name + mimic_f_ptr->name;
1064 if (have_flag(f_ptr->flags, FF_PERMANENT))
1067 if (have_flag(mimic_f_ptr->flags, FF_PERMANENT))
1069 msg_print(_("この岩は硬すぎて掘れないようだ。", "This seems to be permanent rock."));
1072 /* Map border (mimiccing Permanent wall) */
1075 msg_print(_("そこは掘れない!", "You can't tunnel through that!"));
1080 else if (have_flag(f_ptr->flags, FF_CAN_DIG))
1083 if (p_ptr->skill_dig > randint0(20 * power))
1085 msg_format(_("%sをくずした。", "You have removed the %s."), name);
1087 /* Remove the feature */
1088 cave_alter_feat(y, x, FF_TUNNEL);
1090 /* Update some things */
1091 p_ptr->update |= (PU_FLOW);
1095 /* Message, keep digging */
1096 msg_format(_("%sをくずしている。", "You dig into the %s."), name);
1104 bool tree = have_flag(mimic_f_ptr->flags, FF_TREE);
1107 if (p_ptr->skill_dig > power + randint0(40 * power))
1109 if (tree) msg_format(_("%sを切り払った。", "You have cleared away the %s."), name);
1112 msg_print(_("穴を掘り終えた。", "You have finished the tunnel."));
1113 p_ptr->update |= (PU_FLOW);
1116 if (have_flag(f_ptr->flags, FF_GLASS)) sound(SOUND_GLASS);
1118 /* Remove the feature */
1119 cave_alter_feat(y, x, FF_TUNNEL);
1121 chg_virtue(V_DILIGENCE, 1);
1122 chg_virtue(V_NATURE, -1);
1130 /* We may continue chopping */
1131 msg_format(_("%sを切っている。", "You chop away at the %s."), name);
1132 /* Occasional Search XXX XXX */
1133 if (randint0(100) < 25) search();
1137 /* We may continue tunelling */
1138 msg_format(_("%sに穴を掘っている。", "You tunnel into the %s."), name);
1145 if (is_hidden_door(c_ptr))
1147 /* Occasional Search XXX XXX */
1148 if (randint0(100) < 25) search();
1157 * @brief 「掘る」動作コマンドのメインルーチン /
1158 * Tunnels through "walls" (including rubble and closed doors)
1162 * Note that you must tunnel in order to hit invisible monsters
1163 * in walls, though moving into walls still takes a turn anyway.
1165 * Digging is very difficult without a "digger" weapon, but can be
1166 * accomplished by strong players using heavy weapons.
1169 void do_cmd_tunnel(void)
1179 if (p_ptr->special_defense & KATA_MUSOU)
1181 set_action(ACTION_NONE);
1184 /* Allow repeated command */
1187 /* Set repeat count */
1188 command_rep = command_arg - 1;
1190 /* Redraw the state */
1191 p_ptr->redraw |= (PR_STATE);
1193 /* Cancel the arg */
1197 /* Get a direction to tunnel, or Abort */
1198 if (get_rep_dir(&dir,FALSE))
1201 y = p_ptr->y + ddy[dir];
1202 x = p_ptr->x + ddx[dir];
1205 c_ptr = &cave[y][x];
1207 /* Feature code (applying "mimic" field) */
1208 feat = get_feat_mimic(c_ptr);
1210 /* No tunnelling through doors */
1211 if (have_flag(f_info[feat].flags, FF_DOOR))
1213 msg_print(_("ドアは掘れない。", "You cannot tunnel through doors."));
1216 /* No tunnelling through most features */
1217 else if (!have_flag(f_info[feat].flags, FF_TUNNEL))
1219 msg_print(_("そこは掘れない。", "You can't tunnel through that."));
1222 /* A monster is in the way */
1223 else if (c_ptr->m_idx)
1225 p_ptr->energy_use = 100;
1227 msg_print(_("モンスターが立ちふさがっている!", "There is a monster in the way!"));
1236 /* Tunnel through walls */
1237 more = do_cmd_tunnel_aux(y, x);
1241 /* Cancel repetition unless we can continue */
1242 if (!more) disturb(0, 0);
1246 * @brief 移動処理による簡易な「開く」処理 /
1248 * @return 開く処理が実際に試みられた場合TRUEを返す
1251 * If there is a jammed/closed/locked door at the given location,
1252 * then attempt to unlock/open it. Return TRUE if an attempt was
1253 * made (successful or not), otherwise return FALSE.
1255 * The code here should be nearly identical to that in
1256 * do_cmd_open_test() and do_cmd_open_aux().
1259 bool easy_open_door(POSITION y, POSITION x)
1263 cave_type *c_ptr = &cave[y][x];
1264 feature_type *f_ptr = &f_info[c_ptr->feat];
1266 /* Must be a closed door */
1267 if (!is_closed_door(c_ptr->feat))
1273 if (!have_flag(f_ptr->flags, FF_OPEN))
1276 msg_format(_("%sはがっちりと閉じられているようだ。", "The %s appears to be stuck."), f_name + f_info[get_feat_mimic(c_ptr)].name);
1281 else if (f_ptr->power)
1284 i = p_ptr->skill_dis;
1286 /* Penalize some conditions */
1287 if (p_ptr->blind || no_lite()) i = i / 10;
1288 if (p_ptr->confused || p_ptr->image) i = i / 10;
1290 /* Extract the lock power */
1293 /* Extract the difficulty */
1296 /* Always have a small chance of success */
1300 if (randint0(100) < j)
1302 msg_print(_("鍵をはずした。", "You have picked the lock."));
1305 cave_alter_feat(y, x, FF_OPEN);
1307 sound(SOUND_OPENDOOR);
1317 if (flush_failure) flush();
1319 msg_print(_("鍵をはずせなかった。", "You failed to pick the lock."));
1328 cave_alter_feat(y, x, FF_OPEN);
1330 sound(SOUND_OPENDOOR);
1338 * @brief 箱のトラップを解除するコマンドのメインルーチン /
1339 * Perform the basic "disarm" command
1340 * @param y 解除を行うマスのY座標
1341 * @param x 解除を行うマスのX座標
1342 * @param o_idx 箱のオブジェクトID
1343 * @return ターンを消費する処理が行われた場合TRUEを返す
1346 * Assume destination is a visible trap
1347 * Assume there is no monster blocking the destination
1348 * Returns TRUE if repeated commands may continue
1351 static bool do_cmd_disarm_chest(POSITION y, POSITION x, OBJECT_IDX o_idx)
1355 object_type *o_ptr = &o_list[o_idx];
1357 p_ptr->energy_use = 100;
1359 /* Get the "disarm" factor */
1360 i = p_ptr->skill_dis;
1362 /* Penalize some conditions */
1363 if (p_ptr->blind || no_lite()) i = i / 10;
1364 if (p_ptr->confused || p_ptr->image) i = i / 10;
1366 /* Extract the difficulty */
1367 j = i - o_ptr->pval;
1369 /* Always have a small chance of success */
1372 /* Must find the trap first. */
1373 if (!object_is_known(o_ptr))
1375 msg_print(_("トラップが見あたらない。", "I don't see any traps."));
1379 /* Already disarmed/unlocked */
1380 else if (o_ptr->pval <= 0)
1382 msg_print(_("箱にはトラップが仕掛けられていない。", "The chest is not trapped."));
1385 /* No traps to find. */
1386 else if (!chest_traps[o_ptr->pval])
1388 msg_print(_("箱にはトラップが仕掛けられていない。", "The chest is not trapped."));
1391 /* Success (get a lot of experience) */
1392 else if (randint0(100) < j)
1394 msg_print(_("箱に仕掛けられていたトラップを解除した。", "You have disarmed the chest."));
1395 gain_exp(o_ptr->pval);
1396 o_ptr->pval = (0 - o_ptr->pval);
1399 /* Failure -- Keep trying */
1400 else if ((i > 5) && (randint1(i) > 5))
1402 /* We may keep trying */
1404 if (flush_failure) flush();
1405 msg_print(_("箱のトラップ解除に失敗した。", "You failed to disarm the chest."));
1408 /* Failure -- Set off the trap */
1411 msg_print(_("トラップを作動させてしまった!", "You set off a trap!"));
1413 chest_trap(y, x, o_idx);
1422 * @brief 箱のトラップを解除するコマンドのサブルーチン /
1423 * Perform the basic "disarm" command
1424 * @param y 解除を行うマスのY座標
1425 * @param x 解除を行うマスのX座標
1426 * @param dir プレイヤーからみた方向ID
1427 * @return ターンを消費する処理が行われた場合TRUEを返す
1430 * Assume destination is a visible trap
1431 * Assume there is no monster blocking the destination
1432 * Returns TRUE if repeated commands may continue
1435 #ifdef ALLOW_EASY_DISARM /* TNB */
1437 bool do_cmd_disarm_aux(POSITION y, POSITION x, DIRECTION dir)
1439 #else /* ALLOW_EASY_DISARM -- TNB */
1441 static bool do_cmd_disarm_aux(POSITION y, POSITION x, DIRECTION dir)
1443 #endif /* ALLOW_EASY_DISARM -- TNB */
1445 /* Get grid and contents */
1446 cave_type *c_ptr = &cave[y][x];
1449 feature_type *f_ptr = &f_info[c_ptr->feat];
1451 /* Access trap name */
1452 cptr name = (f_name + f_ptr->name);
1454 /* Extract trap "power" */
1455 int power = f_ptr->power;
1458 /* Get the "disarm" factor */
1459 int i = p_ptr->skill_dis;
1462 p_ptr->energy_use = 100;
1464 /* Penalize some conditions */
1465 if (p_ptr->blind || no_lite()) i = i / 10;
1466 if (p_ptr->confused || p_ptr->image) i = i / 10;
1468 /* Extract the difficulty */
1471 /* Always have a small chance of success */
1475 if (randint0(100) < j)
1477 msg_format(_("%sを解除した。", "You have disarmed the %s."), name);
1482 /* Remove the trap */
1483 cave_alter_feat(y, x, FF_DISARM);
1485 #ifdef ALLOW_EASY_DISARM /* TNB */
1487 /* Move the player onto the trap */
1488 move_player(dir, easy_disarm, FALSE);
1490 #else /* ALLOW_EASY_DISARM -- TNB */
1492 /* move the player onto the trap grid */
1493 move_player(dir, FALSE, FALSE);
1495 #endif /* ALLOW_EASY_DISARM -- TNB */
1498 /* Failure -- Keep trying */
1499 else if ((i > 5) && (randint1(i) > 5))
1502 if (flush_failure) flush();
1504 msg_format(_("%sの解除に失敗した。", "You failed to disarm the %s."), name);
1506 /* We may keep trying */
1510 /* Failure -- Set off the trap */
1513 msg_format(_("%sを作動させてしまった!", "You set off the %s!"), name);
1515 #ifdef ALLOW_EASY_DISARM /* TNB */
1517 /* Move the player onto the trap */
1518 move_player(dir, easy_disarm, FALSE);
1520 #else /* ALLOW_EASY_DISARM -- TNB */
1522 /* Move the player onto the trap */
1523 move_player(dir, FALSE, FALSE);
1525 #endif /* ALLOW_EASY_DISARM -- TNB */
1534 * @brief 箱、床のトラップ解除処理双方の統合メインルーチン /
1535 * Disarms a trap, or chest
1538 void do_cmd_disarm(void)
1546 if (p_ptr->special_defense & KATA_MUSOU)
1548 set_action(ACTION_NONE);
1551 #ifdef ALLOW_EASY_DISARM /* TNB */
1553 /* Option: Pick a direction */
1556 int num_traps, num_chests;
1558 /* Count visible traps */
1559 num_traps = count_dt(&y, &x, is_trap, TRUE);
1561 /* Count chests (trapped) */
1562 num_chests = count_chests(&y, &x, TRUE);
1564 /* See if only one target */
1565 if (num_traps || num_chests)
1567 bool too_many = (num_traps && num_chests) || (num_traps > 1) || (num_chests > 1);
1568 if (!too_many) command_dir = coords_to_dir(y, x);
1572 #endif /* ALLOW_EASY_DISARM -- TNB */
1574 /* Allow repeated command */
1577 /* Set repeat count */
1578 command_rep = command_arg - 1;
1580 /* Redraw the state */
1581 p_ptr->redraw |= (PR_STATE);
1583 /* Cancel the arg */
1587 /* Get a direction (or abort) */
1588 if (get_rep_dir(&dir,TRUE))
1594 y = p_ptr->y + ddy[dir];
1595 x = p_ptr->x + ddx[dir];
1597 /* Get grid and contents */
1598 c_ptr = &cave[y][x];
1600 /* Feature code (applying "mimic" field) */
1601 feat = get_feat_mimic(c_ptr);
1603 /* Check for chests */
1604 o_idx = chest_check(y, x, TRUE);
1607 if (!is_trap(feat) && !o_idx)
1609 msg_print(_("そこには解除するものが見当たらない。", "You see nothing there to disarm."));
1612 /* Monster in the way */
1613 else if (c_ptr->m_idx && p_ptr->riding != c_ptr->m_idx)
1615 msg_print(_("モンスターが立ちふさがっている!", "There is a monster in the way!"));
1624 /* Disarm the chest */
1625 more = do_cmd_disarm_chest(y, x, o_idx);
1631 /* Disarm the trap */
1632 more = do_cmd_disarm_aux(y, x, dir);
1636 /* Cancel repeat unless told not to */
1637 if (!more) disturb(0, 0);
1642 * @brief 「打ち破る」動作コマンドのサブルーチン /
1643 * Perform the basic "bash" command
1644 * @param y 対象を行うマスのY座標
1645 * @param x 対象を行うマスのX座標
1646 * @param dir プレイヤーから見たターゲットの方角ID
1647 * @return 実際に処理が行われた場合TRUEを返す。
1650 * Assume destination is a closed/locked/jammed door
1651 * Assume there is no monster blocking the destination
1652 * Returns TRUE if repeated commands may continue
1655 static bool do_cmd_bash_aux(POSITION y, POSITION x, DIRECTION dir)
1658 cave_type *c_ptr = &cave[y][x];
1661 feature_type *f_ptr = &f_info[c_ptr->feat];
1663 /* Hack -- Bash power based on strength */
1664 /* (Ranges from 3 to 20 to 100 to 200) */
1665 int bash = adj_str_blow[p_ptr->stat_ind[A_STR]];
1667 /* Extract door power */
1668 int temp = f_ptr->power;
1672 cptr name = f_name + f_info[get_feat_mimic(c_ptr)].name;
1674 p_ptr->energy_use = 100;
1676 msg_format(_("%sに体当たりをした!", "You smash into the %s!"), name);
1678 /* Compare bash power to door power */
1679 temp = (bash - (temp * 10));
1681 if (p_ptr->pclass == CLASS_BERSERKER) temp *= 2;
1683 /* Hack -- always have a chance */
1684 if (temp < 1) temp = 1;
1686 /* Hack -- attempt to bash down the door */
1687 if (randint0(100) < temp)
1689 msg_format(_("%sを壊した!", "The %s crashes open!"), name);
1691 sound(have_flag(f_ptr->flags, FF_GLASS) ? SOUND_GLASS : SOUND_OPENDOOR);
1693 /* Break down the door */
1694 if ((randint0(100) < 50) || (feat_state(c_ptr->feat, FF_OPEN) == c_ptr->feat) || have_flag(f_ptr->flags, FF_GLASS))
1696 cave_alter_feat(y, x, FF_BASH);
1702 cave_alter_feat(y, x, FF_OPEN);
1705 /* Hack -- Fall through the door */
1706 move_player(dir, FALSE, FALSE);
1709 /* Saving throw against stun */
1710 else if (randint0(100) < adj_dex_safe[p_ptr->stat_ind[A_DEX]] +
1713 msg_format(_("この%sは頑丈だ。", "The %s holds firm."), name);
1715 /* Allow repeated bashing */
1719 /* High dexterity yields coolness */
1722 msg_print(_("体のバランスをくずしてしまった。", "You are off-balance."));
1724 /* Hack -- Lose balance ala paralysis */
1725 (void)set_paralyzed(p_ptr->paralyzed + 2 + randint0(2));
1734 * @brief 「打ち破る」動作コマンドのメインルーチン /
1735 * Bash open a door, success based on character strength
1739 * For a closed door, pval is positive if locked; negative if stuck.
1741 * For an open door, pval is positive for a broken door.
1743 * A closed door can be opened - harder if locked. Any door might be
1744 * bashed open (and thereby broken). Bashing a door is (potentially)
1745 * faster! You move into the door way. To open a stuck door, it must
1746 * be bashed. A closed door can be jammed (see do_cmd_spike()).
1748 * Creatures can also open or bash doors, see elsewhere.
1751 void do_cmd_bash(void)
1760 if (p_ptr->special_defense & KATA_MUSOU)
1762 set_action(ACTION_NONE);
1765 /* Allow repeated command */
1768 /* Set repeat count */
1769 command_rep = command_arg - 1;
1771 /* Redraw the state */
1772 p_ptr->redraw |= (PR_STATE);
1774 /* Cancel the arg */
1778 /* Get a "repeated" direction */
1779 if (get_rep_dir(&dir,FALSE))
1784 y = p_ptr->y + ddy[dir];
1785 x = p_ptr->x + ddx[dir];
1788 c_ptr = &cave[y][x];
1790 /* Feature code (applying "mimic" field) */
1791 feat = get_feat_mimic(c_ptr);
1793 /* Nothing useful */
1794 if (!have_flag(f_info[feat].flags, FF_BASH))
1796 msg_print(_("そこには体当たりするものが見当たらない。", "You see nothing there to bash."));
1799 /* Monster in the way */
1800 else if (c_ptr->m_idx)
1802 p_ptr->energy_use = 100;
1804 msg_print(_("モンスターが立ちふさがっている!", "There is a monster in the way!"));
1810 /* Bash a closed door */
1814 more = do_cmd_bash_aux(y, x, dir);
1818 /* Unless valid action taken, cancel bash */
1819 if (!more) disturb(0, 0);
1824 * @brief 特定のマスに影響を及ぼすための汎用的コマンド
1828 * Manipulate an adjacent grid in some way
1830 * Attack monsters, tunnel through walls, disarm traps, open doors.
1832 * Consider confusion
1834 * This command must always take a turn, to prevent free detection
1835 * of invisible monsters.
1838 void do_cmd_alter(void)
1847 if (p_ptr->special_defense & KATA_MUSOU)
1849 set_action(ACTION_NONE);
1852 /* Allow repeated command */
1855 /* Set repeat count */
1856 command_rep = command_arg - 1;
1858 /* Redraw the state */
1859 p_ptr->redraw |= (PR_STATE);
1861 /* Cancel the arg */
1865 /* Get a direction */
1866 if (get_rep_dir(&dir,TRUE))
1869 feature_type *f_ptr;
1872 y = p_ptr->y + ddy[dir];
1873 x = p_ptr->x + ddx[dir];
1876 c_ptr = &cave[y][x];
1878 /* Feature code (applying "mimic" field) */
1879 feat = get_feat_mimic(c_ptr);
1880 f_ptr = &f_info[feat];
1882 p_ptr->energy_use = 100;
1884 /* Attack monsters */
1892 else if (have_flag(f_ptr->flags, FF_OPEN))
1894 more = do_cmd_open_aux(y, x);
1897 /* Bash jammed doors */
1898 else if (have_flag(f_ptr->flags, FF_BASH))
1900 more = do_cmd_bash_aux(y, x, dir);
1903 /* Tunnel through walls */
1904 else if (have_flag(f_ptr->flags, FF_TUNNEL))
1906 more = do_cmd_tunnel_aux(y, x);
1909 /* Close open doors */
1910 else if (have_flag(f_ptr->flags, FF_CLOSE))
1912 more = do_cmd_close_aux(y, x);
1916 else if (have_flag(f_ptr->flags, FF_DISARM))
1918 more = do_cmd_disarm_aux(y, x, dir);
1923 msg_print(_("何もない空中を攻撃した。", "You attack the empty air."));
1927 /* Cancel repetition unless we can continue */
1928 if (!more) disturb(0, 0);
1934 * @brief 「くさびを打つ」ために必要なオブジェクトがあるかどうかの判定を返す /
1935 * Find the index of some "spikes", if possible.
1936 * @param ip くさびとして打てるオブジェクトのID
1937 * @return オブジェクトがある場合TRUEを返す
1940 * Let user choose a pile of spikes, perhaps?
1943 static bool get_spike(INVENTORY_IDX *ip)
1947 /* Check every item in the pack */
1948 for (i = 0; i < INVEN_PACK; i++)
1950 object_type *o_ptr = &inventory[i];
1952 /* Skip non-objects */
1953 if (!o_ptr->k_idx) continue;
1955 /* Check the "tval" code */
1956 if (o_ptr->tval == TV_SPIKE)
1958 /* Save the spike index */
1971 * @brief 「くさびを打つ」動作コマンドのメインルーチン /
1972 * Jam a closed door with a spike
1976 * This command may NOT be repeated
1979 void do_cmd_spike(void)
1983 if (p_ptr->special_defense & KATA_MUSOU)
1985 set_action(ACTION_NONE);
1988 /* Get a "repeated" direction */
1989 if (get_rep_dir(&dir,FALSE))
1997 y = p_ptr->y + ddy[dir];
1998 x = p_ptr->x + ddx[dir];
2000 /* Get grid and contents */
2001 c_ptr = &cave[y][x];
2003 /* Feature code (applying "mimic" field) */
2004 feat = get_feat_mimic(c_ptr);
2006 /* Require closed door */
2007 if (!have_flag(f_info[feat].flags, FF_SPIKE))
2009 msg_print(_("そこにはくさびを打てるものが見当たらない。", "You see nothing there to spike."));
2013 else if (!get_spike(&item))
2015 msg_print(_("くさびを持っていない!", "You have no spikes!"));
2018 /* Is a monster in the way? */
2019 else if (c_ptr->m_idx)
2021 p_ptr->energy_use = 100;
2023 msg_print(_("モンスターが立ちふさがっている!", "There is a monster in the way!"));
2032 p_ptr->energy_use = 100;
2034 /* Successful jamming */
2035 msg_format(_("%sにくさびを打ち込んだ。", "You jam the %s with a spike."), f_name + f_info[feat].name);
2036 cave_alter_feat(y, x, FF_SPIKE);
2038 /* Use up, and describe, a single spike, from the bottom */
2039 inven_item_increase(item, -1);
2040 inven_item_describe(item);
2041 inven_item_optimize(item);
2049 * @brief 「歩く」動作コマンドのメインルーチン /
2050 * Support code for the "Walk" and "Jump" commands
2051 * @param pickup アイテムの自動拾いを行うならTRUE
2054 void do_cmd_walk(bool pickup)
2061 /* Allow repeated command */
2064 /* Set repeat count */
2065 command_rep = command_arg - 1;
2067 /* Redraw the state */
2068 p_ptr->redraw |= (PR_STATE);
2070 /* Cancel the arg */
2074 /* Get a "repeated" direction */
2075 if (get_rep_dir(&dir, FALSE))
2077 p_ptr->energy_use = 100;
2079 if ((dir != 5) && (p_ptr->special_defense & KATA_MUSOU))
2081 set_action(ACTION_NONE);
2084 /* Hack -- In small scale wilderness it takes MUCH more time to move */
2085 if (p_ptr->wild_mode) p_ptr->energy_use *= ((MAX_HGT + MAX_WID) / 2);
2086 if (p_ptr->action == ACTION_HAYAGAKE) p_ptr->energy_use = p_ptr->energy_use * (45-(p_ptr->lev/2)) / 100;
2088 /* Actually move the character */
2089 move_player(dir, pickup, FALSE);
2091 /* Allow more walking */
2095 /* Hack again -- Is there a special encounter ??? */
2096 if (p_ptr->wild_mode && !cave_have_flag_bold(p_ptr->y, p_ptr->x, FF_TOWN))
2098 int tmp = 120 + p_ptr->lev*10 - wilderness[p_ptr->y][p_ptr->x].level + 5;
2101 if (((wilderness[p_ptr->y][p_ptr->x].level + 5) > (p_ptr->lev / 2)) && randint0(tmp) < (21-p_ptr->skill_stl))
2103 /* Inform the player of his horrible fate :=) */
2104 msg_print(_("襲撃だ!", "You are ambushed !"));
2106 /* Go into large wilderness view */
2107 p_ptr->oldpy = randint1(MAX_HGT-2);
2108 p_ptr->oldpx = randint1(MAX_WID-2);
2111 /* Give first move to monsters */
2112 p_ptr->energy_use = 100;
2114 /* HACk -- set the encouter flag for the wilderness generation */
2115 generate_encounter = TRUE;
2119 /* Cancel repeat unless we may continue */
2120 if (!more) disturb(0, 0);
2125 * @brief 「走る」動作コマンドのメインルーチン /
2129 void do_cmd_run(void)
2133 /* Hack -- no running when confused */
2134 if (p_ptr->confused)
2136 msg_print(_("混乱していて走れない!", "You are too confused!"));
2140 if (p_ptr->special_defense & KATA_MUSOU)
2142 set_action(ACTION_NONE);
2145 /* Get a "repeated" direction */
2146 if (get_rep_dir(&dir,FALSE))
2148 /* Hack -- Set the run counter */
2149 running = (command_arg ? command_arg : 1000);
2158 * @brief 「留まる」動作コマンドのメインルーチン /
2159 * Stay still. Search. Enter stores.
2160 * Pick up treasure if "pickup" is true.
2161 * @param pickup アイテムの自動拾いを行うならTRUE
2164 void do_cmd_stay(bool pickup)
2166 u32b mpe_mode = MPE_STAYING | MPE_ENERGY_USE;
2168 /* Allow repeated command */
2171 /* Set repeat count */
2172 command_rep = command_arg - 1;
2174 /* Redraw the state */
2175 p_ptr->redraw |= (PR_STATE);
2177 /* Cancel the arg */
2181 p_ptr->energy_use = 100;
2183 if (pickup) mpe_mode |= MPE_DO_PICKUP;
2184 (void)move_player_effect(p_ptr->y, p_ptr->x, mpe_mode);
2189 * @brief 「休む」動作コマンドのメインルーチン /
2190 * Resting allows a player to safely restore his hp -RAK-
2193 void do_cmd_rest(void)
2196 set_action(ACTION_NONE);
2198 if ((p_ptr->pclass == CLASS_BARD) && (SINGING_SONG_EFFECT(p_ptr) || INTERUPTING_SONG_EFFECT(p_ptr)))
2204 if (hex_spelling_any()) stop_hex_spell_all();
2206 /* Prompt for time if needed */
2207 if (command_arg <= 0)
2209 cptr p = _("休憩 (0-9999, '*' で HP/MP全快, '&' で必要なだけ): ",
2210 "Rest (0-9999, '*' for HP/SP, '&' as needed): ");
2216 strcpy(out_val, "&");
2218 /* Ask for duration */
2219 if (!get_string(p, out_val, 4)) return;
2221 /* Rest until done */
2222 if (out_val[0] == '&')
2224 command_arg = COMMAND_ARG_REST_UNTIL_DONE;
2228 else if (out_val[0] == '*')
2230 command_arg = COMMAND_ARG_REST_FULL_HEALING;
2236 command_arg = (COMMAND_ARG)atoi(out_val);
2237 if (command_arg <= 0) return;
2243 if (command_arg > 9999) command_arg = 9999;
2245 if (p_ptr->special_defense & NINJA_S_STEALTH) set_superstealth(FALSE);
2247 /* Take a turn (?) */
2248 p_ptr->energy_use = 100;
2250 /* The sin of sloth */
2251 if (command_arg > 100)
2252 chg_virtue(V_DILIGENCE, -1);
2254 /* Why are you sleeping when there's no need? WAKE UP!*/
2255 if ((p_ptr->chp == p_ptr->mhp) &&
2256 (p_ptr->csp == p_ptr->msp) &&
2257 !p_ptr->blind && !p_ptr->confused &&
2258 !p_ptr->poisoned && !p_ptr->afraid &&
2259 !p_ptr->stun && !p_ptr->cut &&
2260 !p_ptr->slow && !p_ptr->paralyzed &&
2261 !p_ptr->image && !p_ptr->word_recall &&
2262 !p_ptr->alter_reality)
2263 chg_virtue(V_DILIGENCE, -1);
2265 /* Save the rest code */
2266 resting = command_arg;
2267 p_ptr->action = ACTION_REST;
2269 /* Recalculate bonuses */
2270 p_ptr->update |= (PU_BONUS);
2272 /* Redraw the state */
2273 p_ptr->redraw |= (PR_STATE);
2284 * @brief 矢弾を射撃した場合の破損確率を返す /
2285 * Determines the odds of an object breaking when thrown at a monster
2286 * @param o_ptr 矢弾のオブジェクト構造体参照ポインタ
2289 * Note that artifacts never break, see the "drop_near()" function.
2291 static PERCENTAGE breakage_chance(object_type *o_ptr)
2293 PERCENTAGE archer_bonus = (p_ptr->pclass == CLASS_ARCHER ? (PERCENTAGE)(p_ptr->lev-1)/7 + 4: 0);
2295 /* Examine the snipe type */
2298 if (snipe_type == SP_KILL_WALL) return (100);
2299 if (snipe_type == SP_EXPLODE) return (100);
2300 if (snipe_type == SP_PIERCE) return (100);
2301 if (snipe_type == SP_FINAL) return (100);
2302 if (snipe_type == SP_NEEDLE) return (100);
2303 if (snipe_type == SP_EVILNESS) return (40);
2304 if (snipe_type == SP_HOLYNESS) return (40);
2307 /* Examine the item type */
2308 switch (o_ptr->tval)
2324 /* Sometimes break */
2329 return (20 - archer_bonus * 2);
2334 return (10 - archer_bonus);
2342 * @brief 矢弾を射撃した際のスレイ倍率をかけた結果を返す /
2343 * Determines the odds of an object breaking when thrown at a monster
2344 * @param o_ptr 矢弾のオブジェクト構造体参照ポインタ
2345 * @param tdam 計算途中のダメージ量
2346 * @param m_ptr 目標モンスターの構造体参照ポインタ
2347 * @return スレイ倍率をかけたダメージ量
2349 static s16b tot_dam_aux_shot(object_type *o_ptr, int tdam, monster_type *m_ptr)
2353 monster_race *r_ptr = &r_info[m_ptr->r_idx];
2355 BIT_FLAGS flgs[TR_FLAG_SIZE];
2357 /* Extract the flags */
2358 object_flags(o_ptr, flgs);
2360 /* Some "weapons" and "ammo" do extra damage */
2361 switch (o_ptr->tval)
2368 if ((have_flag(flgs, TR_SLAY_ANIMAL)) &&
2369 (r_ptr->flags3 & RF3_ANIMAL))
2371 if (is_original_ap_and_seen(m_ptr))
2373 r_ptr->r_flags3 |= RF3_ANIMAL;
2376 if (mult < 17) mult = 17;
2380 if ((have_flag(flgs, TR_KILL_ANIMAL)) &&
2381 (r_ptr->flags3 & RF3_ANIMAL))
2383 if (is_original_ap_and_seen(m_ptr))
2385 r_ptr->r_flags3 |= RF3_ANIMAL;
2388 if (mult < 27) mult = 27;
2392 if ((have_flag(flgs, TR_SLAY_EVIL)) &&
2393 (r_ptr->flags3 & RF3_EVIL))
2395 if (is_original_ap_and_seen(m_ptr))
2397 r_ptr->r_flags3 |= RF3_EVIL;
2400 if (mult < 15) mult = 15;
2404 if ((have_flag(flgs, TR_KILL_EVIL)) &&
2405 (r_ptr->flags3 & RF3_EVIL))
2407 if (is_original_ap_and_seen(m_ptr))
2409 r_ptr->r_flags3 |= RF3_EVIL;
2412 if (mult < 25) mult = 25;
2416 if ((have_flag(flgs, TR_SLAY_HUMAN)) &&
2417 (r_ptr->flags2 & RF2_HUMAN))
2419 if (is_original_ap_and_seen(m_ptr))
2421 r_ptr->r_flags2 |= RF2_HUMAN;
2424 if (mult < 17) mult = 17;
2428 if ((have_flag(flgs, TR_KILL_HUMAN)) &&
2429 (r_ptr->flags2 & RF2_HUMAN))
2431 if (is_original_ap_and_seen(m_ptr))
2433 r_ptr->r_flags2 |= RF2_HUMAN;
2436 if (mult < 27) mult = 27;
2440 if ((have_flag(flgs, TR_SLAY_UNDEAD)) &&
2441 (r_ptr->flags3 & RF3_UNDEAD))
2443 if (is_original_ap_and_seen(m_ptr))
2445 r_ptr->r_flags3 |= RF3_UNDEAD;
2448 if (mult < 20) mult = 20;
2452 if ((have_flag(flgs, TR_KILL_UNDEAD)) &&
2453 (r_ptr->flags3 & RF3_UNDEAD))
2455 if (is_original_ap_and_seen(m_ptr))
2457 r_ptr->r_flags3 |= RF3_UNDEAD;
2460 if (mult < 30) mult = 30;
2464 if ((have_flag(flgs, TR_SLAY_DEMON)) &&
2465 (r_ptr->flags3 & RF3_DEMON))
2467 if (is_original_ap_and_seen(m_ptr))
2469 r_ptr->r_flags3 |= RF3_DEMON;
2472 if (mult < 20) mult = 20;
2476 if ((have_flag(flgs, TR_KILL_DEMON)) &&
2477 (r_ptr->flags3 & RF3_DEMON))
2479 if (is_original_ap_and_seen(m_ptr))
2481 r_ptr->r_flags3 |= RF3_DEMON;
2484 if (mult < 30) mult = 30;
2488 if ((have_flag(flgs, TR_SLAY_ORC)) &&
2489 (r_ptr->flags3 & RF3_ORC))
2491 if (is_original_ap_and_seen(m_ptr))
2493 r_ptr->r_flags3 |= RF3_ORC;
2496 if (mult < 20) mult = 20;
2500 if ((have_flag(flgs, TR_KILL_ORC)) &&
2501 (r_ptr->flags3 & RF3_ORC))
2503 if (is_original_ap_and_seen(m_ptr))
2505 r_ptr->r_flags3 |= RF3_ORC;
2508 if (mult < 30) mult = 30;
2512 if ((have_flag(flgs, TR_SLAY_TROLL)) &&
2513 (r_ptr->flags3 & RF3_TROLL))
2515 if (is_original_ap_and_seen(m_ptr))
2517 r_ptr->r_flags3 |= RF3_TROLL;
2520 if (mult < 20) mult = 20;
2524 if ((have_flag(flgs, TR_KILL_TROLL)) &&
2525 (r_ptr->flags3 & RF3_TROLL))
2527 if (is_original_ap_and_seen(m_ptr))
2529 r_ptr->r_flags3 |= RF3_TROLL;
2532 if (mult < 30) mult = 30;
2536 if ((have_flag(flgs, TR_SLAY_GIANT)) &&
2537 (r_ptr->flags3 & RF3_GIANT))
2539 if (is_original_ap_and_seen(m_ptr))
2541 r_ptr->r_flags3 |= RF3_GIANT;
2544 if (mult < 20) mult = 20;
2548 if ((have_flag(flgs, TR_KILL_GIANT)) &&
2549 (r_ptr->flags3 & RF3_GIANT))
2551 if (is_original_ap_and_seen(m_ptr))
2553 r_ptr->r_flags3 |= RF3_GIANT;
2556 if (mult < 30) mult = 30;
2560 if ((have_flag(flgs, TR_SLAY_DRAGON)) &&
2561 (r_ptr->flags3 & RF3_DRAGON))
2563 if (is_original_ap_and_seen(m_ptr))
2565 r_ptr->r_flags3 |= RF3_DRAGON;
2568 if (mult < 20) mult = 20;
2571 /* Execute Dragon */
2572 if ((have_flag(flgs, TR_KILL_DRAGON)) &&
2573 (r_ptr->flags3 & RF3_DRAGON))
2575 if (is_original_ap_and_seen(m_ptr))
2577 r_ptr->r_flags3 |= RF3_DRAGON;
2580 if (mult < 30) mult = 30;
2582 if ((o_ptr->name1 == ART_BARD_ARROW) &&
2583 (m_ptr->r_idx == MON_SMAUG) &&
2584 (inventory[INVEN_BOW].name1 == ART_BARD))
2589 if (have_flag(flgs, TR_BRAND_ACID))
2591 /* Notice immunity */
2592 if (r_ptr->flagsr & RFR_EFF_IM_ACID_MASK)
2594 if (is_original_ap_and_seen(m_ptr))
2596 r_ptr->r_flagsr |= (r_ptr->flagsr & RFR_EFF_IM_ACID_MASK);
2600 /* Otherwise, take the damage */
2603 if (mult < 17) mult = 17;
2608 if (have_flag(flgs, TR_BRAND_ELEC))
2610 /* Notice immunity */
2611 if (r_ptr->flagsr & RFR_EFF_IM_ELEC_MASK)
2613 if (is_original_ap_and_seen(m_ptr))
2615 r_ptr->r_flagsr |= (r_ptr->flagsr & RFR_EFF_IM_ELEC_MASK);
2619 /* Otherwise, take the damage */
2622 if (mult < 17) mult = 17;
2627 if (have_flag(flgs, TR_BRAND_FIRE))
2629 /* Notice immunity */
2630 if (r_ptr->flagsr & RFR_EFF_IM_FIRE_MASK)
2632 if (is_original_ap_and_seen(m_ptr))
2634 r_ptr->r_flagsr |= (r_ptr->flagsr & RFR_EFF_IM_FIRE_MASK);
2638 /* Otherwise, take the damage */
2641 if (r_ptr->flags3 & RF3_HURT_FIRE)
2643 if (mult < 25) mult = 25;
2644 if (is_original_ap_and_seen(m_ptr))
2646 r_ptr->r_flags3 |= RF3_HURT_FIRE;
2649 else if (mult < 17) mult = 17;
2654 if (have_flag(flgs, TR_BRAND_COLD))
2656 /* Notice immunity */
2657 if (r_ptr->flagsr & RFR_EFF_IM_COLD_MASK)
2659 if (is_original_ap_and_seen(m_ptr))
2661 r_ptr->r_flagsr |= (r_ptr->flagsr & RFR_EFF_IM_COLD_MASK);
2664 /* Otherwise, take the damage */
2667 if (r_ptr->flags3 & RF3_HURT_COLD)
2669 if (mult < 25) mult = 25;
2670 if (is_original_ap_and_seen(m_ptr))
2672 r_ptr->r_flags3 |= RF3_HURT_COLD;
2675 else if (mult < 17) mult = 17;
2679 /* Brand (Poison) */
2680 if (have_flag(flgs, TR_BRAND_POIS))
2682 /* Notice immunity */
2683 if (r_ptr->flagsr & RFR_EFF_IM_POIS_MASK)
2685 if (is_original_ap_and_seen(m_ptr))
2687 r_ptr->r_flagsr |= (r_ptr->flagsr & RFR_EFF_IM_POIS_MASK);
2691 /* Otherwise, take the damage */
2694 if (mult < 17) mult = 17;
2698 if ((have_flag(flgs, TR_FORCE_WEAPON)) && (p_ptr->csp > (p_ptr->msp / 30)))
2700 p_ptr->csp -= (1+(p_ptr->msp / 30));
2701 p_ptr->redraw |= (PR_MANA);
2702 mult = mult * 5 / 2;
2709 if (snipe_type) mult = tot_dam_aux_snipe(mult, m_ptr);
2711 /* Return the total damage */
2712 return (tdam * mult / 10);
2717 * @brief 射撃処理のサブルーチン /
2718 * Fire an object from the pack or floor.
2719 * @param item 射撃するオブジェクトの所持ID
2720 * @param j_ptr 射撃武器のオブジェクト参照ポインタ
2724 * You may only fire items that "match" your missile launcher.
2726 * You must use slings + pebbles/shots, bows + arrows, xbows + bolts.
2728 * See "calc_bonuses()" for more calculations and such.
2730 * Note that "firing" a missile is MUCH better than "throwing" it.
2732 * Note: "unseen" monsters are very hard to hit.
2734 * Objects are more likely to break if they "attempt" to hit a monster.
2736 * Rangers (with Bows) and Anyone (with "Extra Shots") get extra shots.
2738 * The "extra shot" code works by decreasing the amount of energy
2739 * required to make each shot, spreading the shots out over time.
2741 * Note that when firing missiles, the launcher multiplier is applied
2742 * after all the bonuses are added in, making multipliers very useful.
2744 * Note that Bows of "Extra Might" get extra range and an extra bonus
2745 * for the damage multiplier.
2747 * Note that Bows of "Extra Shots" give an extra shot.
2750 void do_cmd_fire_aux(INVENTORY_IDX item, object_type *j_ptr)
2754 POSITION y, x, ny, nx, ty, tx, prev_y, prev_x;
2755 int tdam_base, tdis, thits, tmul;
2757 int cur_dis, visible;
2765 bool hit_body = FALSE;
2767 char o_name[MAX_NLEN];
2769 u16b path_g[512]; /* For calcuration of path length */
2771 int msec = delay_factor * delay_factor * delay_factor;
2774 bool stick_to = FALSE;
2776 /* Access the item (if in the pack) */
2779 o_ptr = &inventory[item];
2783 o_ptr = &o_list[0 - item];
2786 /* Sniper - Cannot shot a single arrow twice */
2787 if ((snipe_type == SP_DOUBLE) && (o_ptr->number < 2)) snipe_type = SP_NONE;
2789 /* Describe the object */
2790 object_desc(o_name, o_ptr, OD_OMIT_PREFIX);
2792 /* Use the proper number of shots */
2793 thits = p_ptr->num_fire;
2795 /* Use a base distance */
2798 /* Base damage from thrown object plus launcher bonus */
2799 tdam_base = damroll(o_ptr->dd, o_ptr->ds) + o_ptr->to_d + j_ptr->to_d;
2801 /* Actually "fire" the object */
2802 bonus = (p_ptr->to_h_b + o_ptr->to_h + j_ptr->to_h);
2803 if ((j_ptr->sval == SV_LIGHT_XBOW) || (j_ptr->sval == SV_HEAVY_XBOW))
2804 chance = (p_ptr->skill_thb + (p_ptr->weapon_exp[0][j_ptr->sval] / 400 + bonus) * BTH_PLUS_ADJ);
2806 chance = (p_ptr->skill_thb + ((p_ptr->weapon_exp[0][j_ptr->sval] - (WEAPON_EXP_MASTER / 2)) / 200 + bonus) * BTH_PLUS_ADJ);
2808 p_ptr->energy_use = bow_energy(j_ptr->sval);
2809 tmul = bow_tmul(j_ptr->sval);
2811 /* Get extra "power" from "extra might" */
2812 if (p_ptr->xtra_might) tmul++;
2814 tmul = tmul * (100 + (int)(adj_str_td[p_ptr->stat_ind[A_STR]]) - 128);
2816 /* Boost the damage */
2821 tdis = 13 + tmul/80;
2822 if ((j_ptr->sval == SV_LIGHT_XBOW) || (j_ptr->sval == SV_HEAVY_XBOW))
2825 tdis -= (5 - (p_ptr->concent + 1) / 2);
2830 project_length = tdis + 1;
2832 /* Get a direction (or cancel) */
2833 if (!get_aim_dir(&dir))
2835 p_ptr->energy_use = 0;
2837 if (snipe_type == SP_AWAY) snipe_type = SP_NONE;
2839 /* need not to reset project_length (already did)*/
2844 /* Predict the "target" location */
2845 tx = p_ptr->x + 99 * ddx[dir];
2846 ty = p_ptr->y + 99 * ddy[dir];
2848 /* Check for "target request" */
2849 if ((dir == 5) && target_okay())
2855 /* Get projection path length */
2856 tdis = project_path(path_g, project_length, p_ptr->y, p_ptr->x, ty, tx, PROJECT_PATH|PROJECT_THRU) - 1;
2858 project_length = 0; /* reset to default */
2860 /* Don't shoot at my feet */
2861 if (tx == p_ptr->x && ty == p_ptr->y)
2863 p_ptr->energy_use = 0;
2865 /* project_length is already reset to 0 */
2871 /* Take a (partial) turn */
2872 p_ptr->energy_use = (p_ptr->energy_use / thits);
2875 /* Sniper - Difficult to shot twice at 1 turn */
2876 if (snipe_type == SP_DOUBLE) p_ptr->concent = (p_ptr->concent + 1) / 2;
2878 /* Sniper - Repeat shooting when double shots */
2879 for (i = 0; i < ((snipe_type == SP_DOUBLE) ? 2 : 1); i++)
2882 /* Start at the player */
2886 /* Get local object */
2889 /* Obtain a local object */
2890 object_copy(q_ptr, o_ptr);
2895 /* Reduce and describe inventory */
2898 inven_item_increase(item, -1);
2899 inven_item_describe(item);
2900 inven_item_optimize(item);
2903 /* Reduce and describe floor item */
2906 floor_item_increase(0 - item, -1);
2907 floor_item_optimize(0 - item);
2912 /* Hack -- Handle stuff */
2915 /* Save the old location */
2919 /* The shot does not hit yet */
2922 /* Travel until stopped */
2923 for (cur_dis = 0; cur_dis <= tdis; )
2927 /* Hack -- Stop at the target */
2928 if ((y == ty) && (x == tx)) break;
2930 /* Calculate the new location (see "project()") */
2933 mmove2(&ny, &nx, p_ptr->y, p_ptr->x, ty, tx);
2936 if (snipe_type == SP_KILL_WALL)
2938 c_ptr = &cave[ny][nx];
2940 if (cave_have_flag_grid(c_ptr, FF_HURT_ROCK) && !c_ptr->m_idx)
2942 if (c_ptr->info & (CAVE_MARK)) msg_print(_("岩が砕け散った。", "Wall rocks were shattered."));
2943 /* Forget the wall */
2944 c_ptr->info &= ~(CAVE_MARK);
2946 p_ptr->update |= (PU_VIEW | PU_LITE | PU_FLOW | PU_MON_LITE);
2948 /* Destroy the wall */
2949 cave_alter_feat(ny, nx, FF_HURT_ROCK);
2956 /* Stopped by walls/doors */
2957 if (!cave_have_flag_bold(ny, nx, FF_PROJECT) && !cave[ny][nx].m_idx) break;
2959 /* Advance the distance */
2963 if (snipe_type == SP_LITE)
2965 cave[ny][nx].info |= (CAVE_GLOW);
2973 /* The player can see the (on screen) missile */
2974 if (panel_contains(ny, nx) && player_can_see_bold(ny, nx))
2976 char c = object_char(q_ptr);
2977 byte a = object_attr(q_ptr);
2979 /* Draw, Hilite, Fresh, Pause, Erase */
2980 print_rel(c, a, ny, nx);
2981 move_cursor_relative(ny, nx);
2983 Term_xtra(TERM_XTRA_DELAY, msec);
2988 /* The player cannot see the missile */
2991 /* Pause anyway, for consistancy */
2992 Term_xtra(TERM_XTRA_DELAY, msec);
2996 if (snipe_type == SP_KILL_TRAP)
2998 project(0, 0, ny, nx, 0, GF_KILL_TRAP,
2999 (PROJECT_JUMP | PROJECT_HIDE | PROJECT_GRID | PROJECT_ITEM), -1);
3003 if (snipe_type == SP_EVILNESS)
3005 cave[ny][nx].info &= ~(CAVE_GLOW | CAVE_MARK);
3013 /* Save the old location */
3017 /* Save the new location */
3022 /* Monster here, Try to hit it */
3023 if (cave[y][x].m_idx)
3025 cave_type *c_mon_ptr = &cave[y][x];
3027 monster_type *m_ptr = &m_list[c_mon_ptr->m_idx];
3028 monster_race *r_ptr = &r_info[m_ptr->r_idx];
3030 /* Check the visibility */
3031 visible = m_ptr->ml;
3033 /* Note the collision */
3036 if (MON_CSLEEP(m_ptr))
3038 if (!(r_ptr->flags3 & RF3_EVIL) || one_in_(5)) chg_virtue(V_COMPASSION, -1);
3039 if (!(r_ptr->flags3 & RF3_EVIL) || one_in_(5)) chg_virtue(V_HONOUR, -1);
3042 if ((r_ptr->level + 10) > p_ptr->lev)
3044 int now_exp = p_ptr->weapon_exp[0][j_ptr->sval];
3045 if (now_exp < s_info[p_ptr->pclass].w_max[0][j_ptr->sval])
3048 if (now_exp < WEAPON_EXP_BEGINNER) amount = 80;
3049 else if (now_exp < WEAPON_EXP_SKILLED) amount = 25;
3050 else if ((now_exp < WEAPON_EXP_EXPERT) && (p_ptr->lev > 19)) amount = 10;
3051 else if (p_ptr->lev > 34) amount = 2;
3052 p_ptr->weapon_exp[0][j_ptr->sval] += amount;
3053 p_ptr->update |= (PU_BONUS);
3059 if ((p_ptr->skill_exp[GINOU_RIDING] < s_info[p_ptr->pclass].s_max[GINOU_RIDING])
3060 && ((p_ptr->skill_exp[GINOU_RIDING] - (RIDING_EXP_BEGINNER * 2)) / 200 < r_info[m_list[p_ptr->riding].r_idx].level)
3063 p_ptr->skill_exp[GINOU_RIDING] += 1;
3064 p_ptr->update |= (PU_BONUS);
3068 /* Did we hit it (penalize range) */
3069 if (test_hit_fire(chance - cur_dis, m_ptr, m_ptr->ml, o_name))
3072 int tdam = tdam_base;
3074 /* Get extra damage from concentration */
3075 if (p_ptr->concent) tdam = boost_concentration_damage(tdam);
3077 /* Handle unseen monster */
3080 /* Invisible monster */
3081 msg_format(_("%sが敵を捕捉した。", "The %s finds a mark."), o_name);
3084 /* Handle visible monster */
3089 /* Get "the monster" or "it" */
3090 monster_desc(m_name, m_ptr, 0);
3092 msg_format(_("%sが%sに命中した。", "The %s hits %s."), o_name, m_name);
3096 /* Hack -- Track this monster race */
3097 if (!p_ptr->image) monster_race_track(m_ptr->ap_r_idx);
3099 /* Hack -- Track this monster */
3100 health_track(c_mon_ptr->m_idx);
3104 if (snipe_type == SP_NEEDLE)
3106 if ((randint1(randint1(r_ptr->level / (3 + p_ptr->concent)) + (8 - p_ptr->concent)) == 1)
3107 && !(r_ptr->flags1 & RF1_UNIQUE) && !(r_ptr->flags7 & RF7_UNIQUE2))
3111 /* Get "the monster" or "it" */
3112 monster_desc(m_name, m_ptr, 0);
3114 tdam = m_ptr->hp + 1;
3115 msg_format(_("%sの急所に突き刺さった!", "Your shot sticked on a fatal spot of %s!"), m_name);
3121 /* Apply special damage */
3122 tdam = tot_dam_aux_shot(q_ptr, tdam, m_ptr);
3123 tdam = critical_shot(q_ptr->weight, q_ptr->to_h, j_ptr->to_h, tdam);
3125 /* No negative damage */
3126 if (tdam < 0) tdam = 0;
3128 /* Modify the damage */
3129 tdam = mon_damage_mod(m_ptr, tdam, FALSE);
3132 msg_format_wizard(CHEAT_MONSTER,
3133 _("%dのダメージを与えた。(残りHP %d/%d(%d))", "You do %d damage. (left HP %d/%d(%d))"),
3134 tdam, m_ptr->hp - tdam, m_ptr->maxhp, m_ptr->max_maxhp);
3137 if (snipe_type == SP_EXPLODE)
3139 u16b flg = (PROJECT_STOP | PROJECT_JUMP | PROJECT_KILL | PROJECT_GRID);
3141 sound(SOUND_EXPLODE); /* No explode sound - use breath fire instead */
3142 project(0, ((p_ptr->concent + 1) / 2 + 1), ny, nx, tdam, GF_MISSILE, flg, -1);
3147 if (snipe_type == SP_HOLYNESS)
3149 cave[ny][nx].info |= (CAVE_GLOW);
3157 /* Hit the monster, check for death */
3158 if (mon_take_hit(c_mon_ptr->m_idx, tdam, &fear, extract_note_dies(real_r_ptr(m_ptr))))
3167 if (object_is_fixed_artifact(q_ptr) &&
3168 (p_ptr->pclass != CLASS_SNIPER || p_ptr->concent == 0))
3172 monster_desc(m_name, m_ptr, 0);
3175 msg_format(_("%sは%sに突き刺さった!", "%^s have stuck into %s!"),o_name, m_name);
3178 message_pain(c_mon_ptr->m_idx, tdam);
3180 /* Anger the monster */
3181 if (tdam > 0) anger_monster(m_ptr);
3184 if (fear && m_ptr->ml)
3190 /* Get the monster name (or "it") */
3191 monster_desc(m_name, m_ptr, 0);
3193 msg_format(_("%^sは恐怖して逃げ出した!", "%^s flees in terror!"), m_name);
3196 set_target(m_ptr, p_ptr->y, p_ptr->x);
3199 if (snipe_type == SP_RUSH)
3201 int n = randint1(5) + 3;
3202 MONSTER_IDX m_idx = c_mon_ptr->m_idx;
3204 for ( ; cur_dis <= tdis; )
3211 /* Calculate the new location (see "project()") */
3212 mmove2(&ny, &nx, p_ptr->y, p_ptr->x, ty, tx);
3214 /* Stopped by wilderness boundary */
3215 if (!in_bounds2(ny, nx)) break;
3217 /* Stopped by walls/doors */
3218 if (!player_can_enter(cave[ny][nx].feat, 0)) break;
3220 /* Stopped by monsters */
3221 if (!cave_empty_bold(ny, nx)) break;
3223 cave[ny][nx].m_idx = m_idx;
3224 cave[oy][ox].m_idx = 0;
3229 /* Update the monster (new location) */
3230 update_mon(c_mon_ptr->m_idx, TRUE);
3236 Term_xtra(TERM_XTRA_DELAY, msec);
3248 if (snipe_type == SP_PIERCE)
3250 if(p_ptr->concent < 1) break;
3260 /* Chance of breakage (during attacks) */
3261 j = (hit_body ? breakage_chance(q_ptr) : 0);
3265 MONSTER_IDX m_idx = cave[y][x].m_idx;
3266 monster_type *m_ptr = &m_list[m_idx];
3267 OBJECT_IDX o_idx = o_pop();
3271 msg_format(_("%sはどこかへ行った。", "The %s have gone to somewhere."), o_name);
3272 if (object_is_fixed_artifact(q_ptr))
3274 a_info[j_ptr->name1].cur_num = 0;
3279 o_ptr = &o_list[o_idx];
3280 object_copy(o_ptr, q_ptr);
3283 o_ptr->marked &= OM_TOUCHED;
3285 /* Forget location */
3286 o_ptr->iy = o_ptr->ix = 0;
3288 /* Memorize monster */
3289 o_ptr->held_m_idx = m_idx;
3292 o_ptr->next_o_idx = m_ptr->hold_o_idx;
3295 m_ptr->hold_o_idx = o_idx;
3297 else if (cave_have_flag_bold(y, x, FF_PROJECT))
3299 /* Drop (or break) near that location */
3300 (void)drop_near(q_ptr, j, y, x);
3304 /* Drop (or break) near that location */
3305 (void)drop_near(q_ptr, j, prev_y, prev_x);
3308 /* Sniper - Repeat shooting when double shots */
3311 /* Sniper - Loose his/her concentration after any shot */
3312 if (p_ptr->concent) reset_concentration(FALSE);
3316 * @brief 射撃処理のメインルーチン
3319 void do_cmd_fire(void)
3325 is_fired = FALSE; /* not fired yet */
3327 /* Get the "bow" (if any) */
3328 j_ptr = &inventory[INVEN_BOW];
3330 /* Require a launcher */
3333 msg_print(_("射撃用の武器を持っていない。", "You have nothing to fire with."));
3338 if (j_ptr->sval == SV_CRIMSON)
3340 msg_print(_("この武器は発動して使うもののようだ。", "Do activate."));
3345 if (j_ptr->sval == SV_HARP)
3347 msg_print(_("この武器で射撃はできない。", "It's not for firing."));
3353 if (p_ptr->special_defense & KATA_MUSOU)
3355 set_action(ACTION_NONE);
3358 /* Require proper missile */
3359 item_tester_tval = p_ptr->tval_ammo;
3361 q = _("どれを撃ちますか? ", "Fire which item? ");
3362 s = _("発射されるアイテムがありません。", "You have nothing to fire.");
3363 if (!get_item(&item, q, s, (USE_INVEN | USE_FLOOR)))
3370 do_cmd_fire_aux(item, j_ptr);
3372 if (!is_fired || p_ptr->pclass != CLASS_SNIPER) return;
3374 /* Sniper actions after some shootings */
3375 if (snipe_type == SP_AWAY)
3377 teleport_player(10 + (p_ptr->concent * 2), 0L);
3379 if (snipe_type == SP_FINAL)
3381 msg_print(_("射撃の反動が体を襲った。", "A reactionary of shooting attacked you. "));
3382 (void)set_slow(p_ptr->slow + randint0(7) + 7, FALSE);
3383 (void)set_stun(p_ptr->stun + randint1(25));
3389 * @brief 投射処理メインルーチン /
3390 * Throw an object from the pack or floor.
3392 * @param boomerang ブーメラン処理ならばTRUE
3393 * @param shuriken 忍者の手裏剣処理ならばTRUE
3394 * @return ターンを消費した場合TRUEを返す
3397 * Note: "unseen" monsters are very hard to hit.
3399 * Should throwing a weapon do full damage? Should it allow the magic
3400 * to hit bonus of the weapon to have an effect? Should it ever cause
3401 * the item to be destroyed? Should it do any damage at all?
3404 bool do_cmd_throw(int mult, bool boomerang, OBJECT_IDX shuriken)
3409 POSITION y, x, ty, tx, prev_y, prev_x;
3410 POSITION ny[19], nx[19];
3411 int chance, tdam, tdis;
3412 int mul, div, dd, ds;
3413 int cur_dis, visible;
3421 bool hit_body = FALSE;
3422 bool hit_wall = FALSE;
3423 bool equiped_item = FALSE;
3424 bool return_when_thrown = FALSE;
3426 char o_name[MAX_NLEN];
3428 int msec = delay_factor * delay_factor * delay_factor;
3430 BIT_FLAGS flgs[TR_FLAG_SIZE];
3432 bool come_back = FALSE;
3433 bool do_drop = TRUE;
3436 if (p_ptr->special_defense & KATA_MUSOU)
3438 set_action(ACTION_NONE);
3447 if (buki_motteruka(INVEN_RARM) && buki_motteruka(INVEN_LARM))
3449 item_tester_hook = item_tester_hook_boomerang;
3450 q = _("どの武器を投げますか? ", "Throw which item? ");
3451 s = _("投げる武器がない。", "You have nothing to throw.");
3452 if (!get_item(&item, q, s, (USE_EQUIP)))
3458 else if (buki_motteruka(INVEN_LARM)) item = INVEN_LARM;
3459 else item = INVEN_RARM;
3463 q = _("どのアイテムを投げますか? ", "Throw which item? ");
3464 s = _("投げるアイテムがない。", "You have nothing to throw.");
3465 if (!get_item(&item, q, s, (USE_INVEN | USE_FLOOR | USE_EQUIP)))
3472 /* Access the item (if in the pack) */
3475 o_ptr = &inventory[item];
3479 o_ptr = &o_list[0 - item];
3482 /* Item is cursed */
3483 if (object_is_cursed(o_ptr) && (item >= INVEN_RARM))
3485 msg_print(_("ふーむ、どうやら呪われているようだ。", "Hmmm, it seems to be cursed."));
3490 if (p_ptr->inside_arena && !boomerang)
3492 if (o_ptr->tval != TV_SPIKE)
3494 msg_print(_("アリーナではアイテムを使えない!", "You're in the arena now. This is hand-to-hand!"));
3502 /* Get local object */
3505 /* Obtain a local object */
3506 object_copy(q_ptr, o_ptr);
3508 /* Extract the thrown object's flags. */
3509 object_flags(q_ptr, flgs);
3510 torch_flags(q_ptr, flgs);
3512 /* Distribute the charges of rods/wands between the stacks */
3513 distribute_charges(o_ptr, q_ptr, 1);
3519 object_desc(o_name, q_ptr, OD_OMIT_PREFIX);
3521 if (p_ptr->mighty_throw) mult += 3;
3523 /* Extract a "distance multiplier" */
3524 /* Changed for 'launcher' mutation */
3525 mul = 10 + 2 * (mult - 1);
3527 /* Enforce a minimum "weight" of one pound */
3528 div = ((q_ptr->weight > 10) ? q_ptr->weight : 10);
3529 if ((have_flag(flgs, TR_THROW)) || boomerang) div /= 2;
3531 /* Hack -- Distance -- Reward strength, penalize weight */
3532 tdis = (adj_str_blow[p_ptr->stat_ind[A_STR]] + 20) * mul / div;
3534 /* Max distance of 10-18 */
3535 if (tdis > mul) tdis = mul;
3539 ty = randint0(101) - 50 + p_ptr->y;
3540 tx = randint0(101) - 50 + p_ptr->x;
3544 project_length = tdis + 1;
3546 /* Get a direction (or cancel) */
3547 if (!get_aim_dir(&dir)) return FALSE;
3549 /* Predict the "target" location */
3550 tx = p_ptr->x + 99 * ddx[dir];
3551 ty = p_ptr->y + 99 * ddy[dir];
3553 /* Check for "target request" */
3554 if ((dir == 5) && target_okay())
3560 project_length = 0; /* reset to default */
3563 if ((q_ptr->name1 == ART_MJOLLNIR) ||
3564 (q_ptr->name1 == ART_AEGISFANG) || boomerang)
3565 return_when_thrown = TRUE;
3567 /* Reduce and describe inventory */
3570 inven_item_increase(item, -1);
3571 if (!return_when_thrown)
3572 inven_item_describe(item);
3573 inven_item_optimize(item);
3576 /* Reduce and describe floor item */
3579 floor_item_increase(0 - item, -1);
3580 floor_item_optimize(0 - item);
3582 if (item >= INVEN_RARM)
3584 equiped_item = TRUE;
3585 p_ptr->redraw |= (PR_EQUIPPY);
3588 p_ptr->energy_use = 100;
3590 /* Rogue and Ninja gets bonus */
3591 if ((p_ptr->pclass == CLASS_ROGUE) || (p_ptr->pclass == CLASS_NINJA))
3592 p_ptr->energy_use -= p_ptr->lev;
3594 /* Start at the player */
3599 /* Hack -- Handle stuff */
3602 if ((p_ptr->pclass == CLASS_NINJA) && ((q_ptr->tval == TV_SPIKE) || ((have_flag(flgs, TR_THROW)) && (q_ptr->tval == TV_SWORD)))) shuriken = TRUE;
3603 else shuriken = FALSE;
3605 /* Chance of hitting */
3606 if (have_flag(flgs, TR_THROW)) chance = ((p_ptr->skill_tht) +
3607 ((p_ptr->to_h_b + q_ptr->to_h) * BTH_PLUS_ADJ));
3608 else chance = (p_ptr->skill_tht + (p_ptr->to_h_b * BTH_PLUS_ADJ));
3610 if (shuriken) chance *= 2;
3612 /* Save the old location */
3616 /* Travel until stopped */
3617 for (cur_dis = 0; cur_dis <= tdis; )
3619 /* Hack -- Stop at the target */
3620 if ((y == ty) && (x == tx)) break;
3622 /* Calculate the new location (see "project()") */
3625 mmove2(&ny[cur_dis], &nx[cur_dis], p_ptr->y, p_ptr->x, ty, tx);
3627 /* Stopped by walls/doors */
3628 if (!cave_have_flag_bold(ny[cur_dis], nx[cur_dis], FF_PROJECT))
3631 if ((q_ptr->tval == TV_FIGURINE) || object_is_potion(q_ptr) || !cave[ny[cur_dis]][nx[cur_dis]].m_idx) break;
3634 /* The player can see the (on screen) missile */
3635 if (panel_contains(ny[cur_dis], nx[cur_dis]) && player_can_see_bold(ny[cur_dis], nx[cur_dis]))
3637 char c = object_char(q_ptr);
3638 byte a = object_attr(q_ptr);
3640 /* Draw, Hilite, Fresh, Pause, Erase */
3641 print_rel(c, a, ny[cur_dis], nx[cur_dis]);
3642 move_cursor_relative(ny[cur_dis], nx[cur_dis]);
3644 Term_xtra(TERM_XTRA_DELAY, msec);
3645 lite_spot(ny[cur_dis], nx[cur_dis]);
3649 /* The player cannot see the missile */
3652 /* Pause anyway, for consistancy */
3653 Term_xtra(TERM_XTRA_DELAY, msec);
3656 /* Save the old location */
3660 /* Save the new location */
3664 /* Advance the distance */
3667 /* Monster here, Try to hit it */
3668 if (cave[y][x].m_idx)
3670 cave_type *c_ptr = &cave[y][x];
3671 monster_type *m_ptr = &m_list[c_ptr->m_idx];
3673 /* Check the visibility */
3674 visible = m_ptr->ml;
3676 /* Note the collision */
3679 /* Did we hit it (penalize range) */
3680 if (test_hit_fire(chance - cur_dis, m_ptr, m_ptr->ml, o_name))
3684 /* Handle unseen monster */
3687 /* Invisible monster */
3688 msg_format(_("%sが敵を捕捉した。", "The %s finds a mark."), o_name);
3691 /* Handle visible monster */
3696 /* Get "the monster" or "it" */
3697 monster_desc(m_name, m_ptr, 0);
3699 msg_format(_("%sが%sに命中した。", "The %s hits %s."), o_name, m_name);
3703 /* Hack -- Track this monster race */
3704 if (!p_ptr->image) monster_race_track(m_ptr->ap_r_idx);
3706 /* Hack -- Track this monster */
3707 health_track(c_ptr->m_idx);
3711 /* Hack -- Base damage from thrown object */
3714 torch_dice(q_ptr, &dd, &ds); /* throwing a torch */
3715 tdam = damroll(dd, ds);
3716 /* Apply special damage */
3717 tdam = tot_dam_aux(q_ptr, tdam, m_ptr, 0, TRUE);
3718 tdam = critical_shot(q_ptr->weight, q_ptr->to_h, 0, tdam);
3719 if (q_ptr->to_d > 0)
3720 tdam += q_ptr->to_d;
3722 tdam += -q_ptr->to_d;
3726 tdam *= (mult+p_ptr->num_blow[item - INVEN_RARM]);
3727 tdam += p_ptr->to_d_m;
3729 else if (have_flag(flgs, TR_THROW))
3732 tdam += p_ptr->to_d_m;
3740 tdam += ((p_ptr->lev+30)*(p_ptr->lev+30)-900)/55;
3743 /* No negative damage */
3744 if (tdam < 0) tdam = 0;
3746 /* Modify the damage */
3747 tdam = mon_damage_mod(m_ptr, tdam, FALSE);
3749 msg_format_wizard(CHEAT_MONSTER, _("%dのダメージを与えた。(残りHP %d/%d(%d))", "You do %d damage. (left HP %d/%d(%d))"),
3750 tdam, m_ptr->hp - tdam, m_ptr->maxhp, m_ptr->max_maxhp);
3752 /* Hit the monster, check for death */
3753 if (mon_take_hit(c_ptr->m_idx, tdam, &fear, extract_note_dies(real_r_ptr(m_ptr))))
3761 message_pain(c_ptr->m_idx, tdam);
3763 /* Anger the monster */
3764 if ((tdam > 0) && !object_is_potion(q_ptr))
3765 anger_monster(m_ptr);
3768 if (fear && m_ptr->ml)
3774 /* Get the monster name (or "it") */
3775 monster_desc(m_name, m_ptr, 0);
3777 msg_format(_("%^sは恐怖して逃げ出した!", "%^s flees in terror!"), m_name);
3787 /* decrease toach's fuel */
3788 if (hit_body) torch_lost_fuel(q_ptr);
3790 /* Chance of breakage (during attacks) */
3791 j = (hit_body ? breakage_chance(q_ptr) : 0);
3793 /* Figurines transform */
3794 if ((q_ptr->tval == TV_FIGURINE) && !(p_ptr->inside_arena))
3798 if (!(summon_named_creature(0, y, x, q_ptr->pval,
3799 !(object_is_cursed(q_ptr)) ? PM_FORCE_PET : 0L)))
3800 msg_print(_("人形は捻じ曲がり砕け散ってしまった!", "The Figurine writhes and then shatters."));
3801 else if (object_is_cursed(q_ptr))
3802 msg_print(_("これはあまり良くない気がする。", "You have a bad feeling about this."));
3807 /* Potions smash open */
3808 if (object_is_potion(q_ptr))
3810 if (hit_body || hit_wall || (randint1(100) < j))
3812 msg_format(_("%sは砕け散った!", "The %s shatters!"), o_name);
3814 if (potion_smash_effect(0, y, x, q_ptr->k_idx))
3816 monster_type *m_ptr = &m_list[cave[y][x].m_idx];
3818 /* ToDo (Robert): fix the invulnerability */
3819 if (cave[y][x].m_idx &&
3820 is_friendly(&m_list[cave[y][x].m_idx]) &&
3821 !MON_INVULNER(m_ptr))
3824 monster_desc(m_name, &m_list[cave[y][x].m_idx], 0);
3825 msg_format(_("%sは怒った!", "%^s gets angry!"), m_name);
3826 set_hostile(&m_list[cave[y][x].m_idx]);
3837 if (return_when_thrown)
3839 int back_chance = randint1(30)+20+((int)(adj_dex_th[p_ptr->stat_ind[A_DEX]]) - 128);
3840 char o2_name[MAX_NLEN];
3841 bool super_boomerang = (((q_ptr->name1 == ART_MJOLLNIR) || (q_ptr->name1 == ART_AEGISFANG)) && boomerang);
3844 if (boomerang) back_chance += 4+randint1(5);
3845 if (super_boomerang) back_chance += 100;
3846 object_desc(o2_name, q_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
3848 if((back_chance > 30) && (!one_in_(100) || super_boomerang))
3850 for (i = cur_dis - 1; i > 0; i--)
3852 if (panel_contains(ny[i], nx[i]) && player_can_see_bold(ny[i], nx[i]))
3854 char c = object_char(q_ptr);
3855 byte a = object_attr(q_ptr);
3857 /* Draw, Hilite, Fresh, Pause, Erase */
3858 print_rel(c, a, ny[i], nx[i]);
3859 move_cursor_relative(ny[i], nx[i]);
3861 Term_xtra(TERM_XTRA_DELAY, msec);
3862 lite_spot(ny[i], nx[i]);
3867 /* Pause anyway, for consistancy */
3868 Term_xtra(TERM_XTRA_DELAY, msec);
3871 if((back_chance > 37) && !p_ptr->blind && (item >= 0))
3873 msg_format(_("%sが手元に返ってきた。", "%s comes back to you."), o2_name);
3880 msg_format(_("%sを受け損ねた!", "%s backs, but you can't catch!"), o2_name);
3884 msg_format(_("%sが返ってきた。", "%s comes back."), o2_name);
3892 msg_format(_("%sが返ってこなかった!", "%s doesn't back!"), o2_name);
3898 if (item == INVEN_RARM || item == INVEN_LARM)
3900 /* Access the wield slot */
3901 o_ptr = &inventory[item];
3903 /* Wear the new stuff */
3904 object_copy(o_ptr, q_ptr);
3906 /* Increase the weight */
3907 p_ptr->total_weight += q_ptr->weight;
3909 /* Increment the equip counter by hand */
3912 /* Recalculate bonuses */
3913 p_ptr->update |= (PU_BONUS);
3915 /* Recalculate torch */
3916 p_ptr->update |= (PU_TORCH);
3918 /* Recalculate mana XXX */
3919 p_ptr->update |= (PU_MANA);
3921 p_ptr->window |= (PW_EQUIP);
3929 else if (equiped_item)
3935 /* Drop (or break) near that location */
3938 if (cave_have_flag_bold(y, x, FF_PROJECT))
3940 /* Drop (or break) near that location */
3941 (void)drop_near(q_ptr, j, y, x);
3945 /* Drop (or break) near that location */
3946 (void)drop_near(q_ptr, j, prev_y, prev_x);
3956 * Hack: travel command
3958 #define TRAVEL_UNABLE 9999
3960 static int flow_head = 0;
3961 static int flow_tail = 0;
3962 static POSITION temp2_x[MAX_SHORT];
3963 static POSITION temp2_y[MAX_SHORT];
3966 * @brief トラベル処理の記憶配列を初期化する Hack: forget the "flow" information
3969 void forget_travel_flow(void)
3973 /* Check the entire dungeon */
3974 for (y = 0; y < cur_hgt; y++)
3976 for (x = 0; x < cur_wid; x++)
3978 /* Forget the old data */
3979 travel.cost[y][x] = MAX_SHORT;
3983 travel.y = travel.x = 0;
3987 * @brief トラベル処理中に地形に応じた移動コスト基準を返す
3992 static int travel_flow_cost(POSITION y, POSITION x)
3994 feature_type *f_ptr = &f_info[cave[y][x].feat];
3997 /* Avoid obstacles (ex. trees) */
3998 if (have_flag(f_ptr->flags, FF_AVOID_RUN)) cost += 1;
4001 if (have_flag(f_ptr->flags, FF_WATER))
4003 if (have_flag(f_ptr->flags, FF_DEEP) && !p_ptr->levitation) cost += 5;
4007 if (have_flag(f_ptr->flags, FF_LAVA))
4010 if (!p_ptr->resist_fire) lava *= 2;
4011 if (!p_ptr->levitation) lava *= 2;
4012 if (have_flag(f_ptr->flags, FF_DEEP)) lava *= 2;
4017 /* Detected traps and doors */
4018 if (cave[y][x].info & (CAVE_MARK))
4020 if (have_flag(f_ptr->flags, FF_DOOR)) cost += 1;
4021 if (have_flag(f_ptr->flags, FF_TRAP)) cost += 10;
4028 * @brief トラベル処理の到達地点までの行程を得る処理のサブルーチン
4032 * @param wall プレイヤーが壁の中にいるならばTRUE
4035 static void travel_flow_aux(POSITION y, POSITION x, int n, bool wall)
4037 cave_type *c_ptr = &cave[y][x];
4038 feature_type *f_ptr = &f_info[c_ptr->feat];
4039 int old_head = flow_head;
4041 int base_cost = (n % TRAVEL_UNABLE);
4042 int from_wall = (n / TRAVEL_UNABLE);
4045 /* Ignore out of bounds */
4046 if (!in_bounds(y, x)) return;
4048 /* Ignore unknown grid except in wilderness */
4049 if (dun_level > 0 && !(c_ptr->info & CAVE_KNOWN)) return;
4051 /* Ignore "walls" and "rubble" (include "secret doors") */
4052 if (have_flag(f_ptr->flags, FF_WALL) ||
4053 have_flag(f_ptr->flags, FF_CAN_DIG) ||
4054 (have_flag(f_ptr->flags, FF_DOOR) && cave[y][x].mimic) ||
4055 (!have_flag(f_ptr->flags, FF_MOVE) && have_flag(f_ptr->flags, FF_CAN_FLY) && !p_ptr->levitation))
4057 if (!wall || !from_wall) return;
4058 add_cost += TRAVEL_UNABLE;
4062 add_cost = travel_flow_cost(y, x);
4065 cost = base_cost + add_cost;
4067 /* Ignore lower cost entries */
4068 if (travel.cost[y][x] <= cost) return;
4070 /* Save the flow cost */
4071 travel.cost[y][x] = cost;
4073 /* Enqueue that entry */
4074 temp2_y[flow_head] = y;
4075 temp2_x[flow_head] = x;
4077 /* Advance the queue */
4078 if (++flow_head == MAX_SHORT) flow_head = 0;
4080 /* Hack -- notice overflow by forgetting new entry */
4081 if (flow_head == flow_tail) flow_head = old_head;
4087 * @brief トラベル処理の到達地点までの行程を得る処理のメインルーチン
4088 * @param ty 目標地点のY座標
4089 * @param tx 目標地点のX座標
4092 static void travel_flow(POSITION ty, POSITION tx)
4096 feature_type *f_ptr = &f_info[cave[p_ptr->y][p_ptr->x].feat];
4098 /* Reset the "queue" */
4099 flow_head = flow_tail = 0;
4101 /* is player in the wall? */
4102 if (!have_flag(f_ptr->flags, FF_MOVE)) wall = TRUE;
4104 /* Start at the target grid */
4105 travel_flow_aux(ty, tx, 0, wall);
4107 /* Now process the queue */
4108 while (flow_head != flow_tail)
4110 /* Extract the next entry */
4111 y = temp2_y[flow_tail];
4112 x = temp2_x[flow_tail];
4114 /* Forget that entry */
4115 if (++flow_tail == MAX_SHORT) flow_tail = 0;
4117 /* Ignore too far entries */
4118 //if (distance(ty, tx, y, x) > 100) continue;
4120 /* Add the "children" */
4121 for (d = 0; d < 8; d++)
4123 /* Add that child if "legal" */
4124 travel_flow_aux(y + ddy_ddd[d], x + ddx_ddd[d], travel.cost[y][x], wall);
4128 /* Forget the flow info */
4129 flow_head = flow_tail = 0;
4133 * @brief トラベル処理のメインルーチン
4136 void do_cmd_travel(void)
4141 feature_type *f_ptr;
4143 if (travel.x != 0 && travel.y != 0 &&
4144 get_check(_("トラベルを継続しますか?", "Do you continue to travel?")))
4149 else if (!tgt_pt(&x, &y)) return;
4151 if ((x == p_ptr->x) && (y == p_ptr->y))
4153 msg_print(_("すでにそこにいます!", "You are already there!!"));
4157 f_ptr = &f_info[cave[y][x].feat];
4159 if ((cave[y][x].info & CAVE_MARK) &&
4160 (have_flag(f_ptr->flags, FF_WALL) ||
4161 have_flag(f_ptr->flags, FF_CAN_DIG) ||
4162 (have_flag(f_ptr->flags, FF_DOOR) && cave[y][x].mimic)))
4164 msg_print(_("そこには行くことができません!", "You cannot travel there!"));
4168 forget_travel_flow();
4174 /* Travel till 255 steps */
4180 /* Decides first direction */
4181 dx = abs(p_ptr->x - x);
4182 dy = abs(p_ptr->y - y);
4183 sx = ((x == p_ptr->x) || (dx < dy)) ? 0 : ((x > p_ptr->x) ? 1 : -1);
4184 sy = ((y == p_ptr->y) || (dy < dx)) ? 0 : ((y > p_ptr->y) ? 1 : -1);
4186 for (i = 1; i <= 9; i++)
4188 if ((sx == ddx[i]) && (sy == ddy[i])) travel.dir = i;