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];
404 OBJECT_IDX this_o_idx, next_o_idx = 0;
406 /* Scan all objects in the grid */
407 for (this_o_idx = c_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
411 o_ptr = &o_list[this_o_idx];
412 next_o_idx = o_ptr->next_o_idx;
414 /* Skip unknown chests XXX XXX */
415 /* if (!(o_ptr->marked & OM_FOUND)) continue; */
417 /* Check for non empty chest */
418 if ((o_ptr->tval == TV_CHEST) &&
419 (((!trapped) && (o_ptr->pval)) || /* non empty */
420 ((trapped) && (o_ptr->pval > 0)))) /* trapped only */
429 * @brief 箱を開けるコマンドのメインルーチン /
430 * Attempt to open the given chest at the given location
431 * @param y 箱の存在するマスのY座標
432 * @param x 箱の存在するマスのX座標
433 * @param o_idx 箱のオブジェクトID
434 * @return 箱が開かなかった場合TRUE / Returns TRUE if repeated commands may continue
436 * Assume there is no monster blocking the destination
438 static bool do_cmd_open_chest(POSITION y, POSITION x, OBJECT_IDX o_idx)
443 object_type *o_ptr = &o_list[o_idx];
445 p_ptr->energy_use = 100;
447 /* Attempt to unlock it */
450 /* Assume locked, and thus not open */
453 /* Get the "disarm" factor */
454 i = p_ptr->skill_dis;
456 /* Penalize some conditions */
457 if (p_ptr->blind || no_lite()) i = i / 10;
458 if (p_ptr->confused || p_ptr->image) i = i / 10;
460 /* Extract the difficulty */
463 /* Always have a small chance of success */
466 /* Success -- May still have traps */
467 if (randint0(100) < j)
469 msg_print(_("鍵をはずした。", "You have picked the lock."));
474 /* Failure -- Keep trying */
477 /* We may continue repeating */
479 if (flush_failure) flush();
480 msg_print(_("鍵をはずせなかった。", "You failed to pick the lock."));
485 /* Allowed to open */
488 /* Apply chest traps, if any */
489 chest_trap(y, x, o_idx);
491 /* Let the Chest drop items */
492 chest_death(FALSE, y, x, o_idx);
500 * @brief 地形は開くものであって、かつ開かれているかを返す /
501 * Attempt to open the given chest at the given location
503 * @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
505 static bool is_open(IDX feat)
507 return have_flag(f_info[feat].flags, FF_CLOSE) && (feat != feat_state(feat, FF_CLOSE));
512 * @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 /
513 * Attempt to open the given chest at the given location
514 * @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
515 * @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
516 * @param test 地形条件を判定するための関数ポインタ
517 * @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
519 * @details Return the number of features around (or under) the character.
520 * Usually look for doors and floor traps.
522 static int count_dt(POSITION *y, POSITION *x, bool (*test)(IDX feat), bool under)
524 int d, count, xx, yy;
526 /* Count how many matches */
529 /* Check around (and under) the character */
530 for (d = 0; d < 9; d++)
535 /* if not searching under player continue */
536 if ((d == 8) && !under) continue;
538 /* Extract adjacent (legal) location */
539 yy = p_ptr->y + ddy_ddd[d];
540 xx = p_ptr->x + ddx_ddd[d];
543 c_ptr = &cave[yy][xx];
545 /* Must have knowledge */
546 if (!(c_ptr->info & (CAVE_MARK))) continue;
548 /* Feature code (applying "mimic" field) */
549 feat = get_feat_mimic(c_ptr);
551 /* Not looking for this feature */
552 if (!((*test)(feat))) continue;
557 /* Remember the location. Only useful if only one match */
568 * @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 /
569 * Return the number of chests around (or under) the character.
570 * @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
571 * @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
572 * @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
575 * If requested, count only trapped chests.
577 static int count_chests(POSITION *y, POSITION *x, bool trapped)
584 /* Count how many matches */
587 /* Check around (and under) the character */
588 for (d = 0; d < 9; d++)
590 /* Extract adjacent (legal) location */
591 POSITION yy = p_ptr->y + ddy_ddd[d];
592 POSITION xx = p_ptr->x + ddx_ddd[d];
594 /* No (visible) chest is there */
595 if ((o_idx = chest_check(yy, xx, FALSE)) == 0) continue;
597 /* Grab the object */
598 o_ptr = &o_list[o_idx];
601 if (o_ptr->pval == 0) continue;
603 /* No (known) traps here */
604 if (trapped && (!object_is_known(o_ptr) ||
605 !chest_traps[o_ptr->pval])) continue;
610 /* Remember the location. Only useful if only one match */
621 * @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 /
622 * Convert an adjacent location to a direction.
623 * @param y 方角を確認したY座標
624 * @param x 方角を確認したX座標
627 static DIRECTION coords_to_dir(POSITION y, POSITION x)
629 int d[3][3] = { {7, 4, 1}, {8, 5, 2}, {9, 6, 3} };
636 if (ABS(dx) > 1 || ABS(dy) > 1) return (0);
638 return d[dx + 1][dy + 1];
642 * @brief 「開ける」動作コマンドのサブルーチン /
643 * Perform the basic "open" command on doors
644 * @param y 対象を行うマスのY座標
645 * @param x 対象を行うマスのX座標
646 * @return 実際に処理が行われた場合TRUEを返す。
648 * Assume destination is a closed/locked/jammed door
649 * Assume there is no monster blocking the destination
650 * Returns TRUE if repeated commands may continue
652 static bool do_cmd_open_aux(POSITION y, POSITION x)
656 /* Get requested grid */
657 cave_type *c_ptr = &cave[y][x];
658 feature_type *f_ptr = &f_info[c_ptr->feat];
661 p_ptr->energy_use = 100;
663 /* Seeing true feature code (ignore mimic) */
666 if (!have_flag(f_ptr->flags, FF_OPEN))
669 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);
673 else if (f_ptr->power)
676 i = p_ptr->skill_dis;
678 /* Penalize some conditions */
679 if (p_ptr->blind || no_lite()) i = i / 10;
680 if (p_ptr->confused || p_ptr->image) i = i / 10;
682 /* Extract the lock power */
685 /* Extract the difficulty */
688 /* Always have a small chance of success */
692 if (randint0(100) < j)
694 msg_print(_("鍵をはずした。", "You have picked the lock."));
697 cave_alter_feat(y, x, FF_OPEN);
699 sound(SOUND_OPENDOOR);
709 if (flush_failure) flush();
711 msg_print(_("鍵をはずせなかった。", "You failed to pick the lock."));
713 /* We may keep trying */
722 cave_alter_feat(y, x, FF_OPEN);
724 sound(SOUND_OPENDOOR);
732 * @brief 「開ける」コマンドのメインルーチン /
733 * Open a closed/locked/jammed door or a closed/locked chest.
736 * Unlocking a locked door/chest is worth one experience point.
738 void do_cmd_open(void)
746 if (p_ptr->special_defense & KATA_MUSOU)
748 set_action(ACTION_NONE);
751 /* Option: Pick a direction */
754 int num_doors, num_chests;
756 /* Count closed doors (locked or jammed) */
757 num_doors = count_dt(&y, &x, is_closed_door, FALSE);
759 /* Count chests (locked) */
760 num_chests = count_chests(&y, &x, FALSE);
762 /* See if only one target */
763 if (num_doors || num_chests)
765 bool too_many = (num_doors && num_chests) || (num_doors > 1) ||
767 if (!too_many) command_dir = coords_to_dir(y, x);
771 /* Allow repeated command */
774 /* Set repeat count */
775 command_rep = command_arg - 1;
777 /* Redraw the state */
778 p_ptr->redraw |= (PR_STATE);
784 /* Get a "repeated" direction */
785 if (get_rep_dir(&dir, TRUE))
790 /* Get requested location */
791 y = p_ptr->y + ddy[dir];
792 x = p_ptr->x + ddx[dir];
794 /* Get requested grid */
797 /* Feature code (applying "mimic" field) */
798 feat = get_feat_mimic(c_ptr);
800 /* Check for chest */
801 o_idx = chest_check(y, x, FALSE);
804 if (!have_flag(f_info[feat].flags, FF_OPEN) && !o_idx)
806 msg_print(_("そこには開けるものが見当たらない。", "You see nothing there to open."));
809 /* Monster in the way */
810 else if (c_ptr->m_idx && p_ptr->riding != c_ptr->m_idx)
812 p_ptr->energy_use = 100;
814 msg_print(_("モンスターが立ちふさがっている!", "There is a monster in the way!"));
824 more = do_cmd_open_chest(y, x, o_idx);
831 more = do_cmd_open_aux(y, x);
835 /* Cancel repeat unless we may continue */
836 if (!more) disturb(FALSE, FALSE);
842 * @brief 「閉じる」動作コマンドのサブルーチン /
843 * Perform the basic "close" command
844 * @param y 対象を行うマスのY座標
845 * @param x 対象を行うマスのX座標
846 * @return 実際に処理が行われた場合TRUEを返す。
848 * Assume destination is an open/broken door
849 * Assume there is no monster blocking the destination
850 * Returns TRUE if repeated commands may continue
852 static bool do_cmd_close_aux(POSITION y, POSITION x)
854 /* Get grid and contents */
855 cave_type *c_ptr = &cave[y][x];
856 FEAT_IDX old_feat = c_ptr->feat;
859 p_ptr->energy_use = 100;
861 /* Seeing true feature code (ignore mimic) */
864 if (have_flag(f_info[old_feat].flags, FF_CLOSE))
866 s16b closed_feat = feat_state(old_feat, FF_CLOSE);
868 /* Hack -- object in the way */
869 if ((c_ptr->o_idx || (c_ptr->info & CAVE_OBJECT)) &&
870 (closed_feat != old_feat) && !have_flag(f_info[closed_feat].flags, FF_DROP))
872 msg_print(_("何かがつっかえて閉まらない。", "There seems stuck."));
877 cave_alter_feat(y, x, FF_CLOSE);
880 if (old_feat == c_ptr->feat)
882 msg_print(_("ドアは壊れてしまっている。", "The door appears to be broken."));
886 sound(SOUND_SHUTDOOR);
897 * @brief 「閉じる」コマンドのメインルーチン /
898 * Close an open door.
901 * Unlocking a locked door/chest is worth one experience point.
903 void do_cmd_close(void)
910 if (p_ptr->special_defense & KATA_MUSOU)
912 set_action(ACTION_NONE);
915 /* Option: Pick a direction */
918 /* Count open doors */
919 if (count_dt(&y, &x, is_open, FALSE) == 1)
921 command_dir = coords_to_dir(y, x);
925 /* Allow repeated command */
928 /* Set repeat count */
929 command_rep = command_arg - 1;
931 /* Redraw the state */
932 p_ptr->redraw |= (PR_STATE);
938 /* Get a "repeated" direction */
939 if (get_rep_dir(&dir, FALSE))
944 /* Get requested location */
945 y = p_ptr->y + ddy[dir];
946 x = p_ptr->x + ddx[dir];
948 /* Get grid and contents */
951 /* Feature code (applying "mimic" field) */
952 feat = get_feat_mimic(c_ptr);
954 /* Require open/broken door */
955 if (!have_flag(f_info[feat].flags, FF_CLOSE))
957 msg_print(_("そこには閉じるものが見当たらない。", "You see nothing there to close."));
960 /* Monster in the way */
961 else if (c_ptr->m_idx)
963 p_ptr->energy_use = 100;
965 msg_print(_("モンスターが立ちふさがっている!", "There is a monster in the way!"));
975 more = do_cmd_close_aux(y, x);
979 /* Cancel repeat unless we may continue */
980 if (!more) disturb(FALSE, FALSE);
985 * @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 /
986 * Determine if a given grid may be "tunneled"
987 * @param y 対象を行うマスのY座標
988 * @param x 対象を行うマスのX座標
991 static bool do_cmd_tunnel_test(POSITION y, POSITION x)
993 cave_type *c_ptr = &cave[y][x];
995 /* Must have knowledge */
996 if (!(c_ptr->info & CAVE_MARK))
998 msg_print(_("そこには何も見当たらない。", "You see nothing there."));
1003 /* Must be a wall/door/etc */
1004 if (!cave_have_flag_grid(c_ptr, FF_TUNNEL))
1006 msg_print(_("そこには掘るものが見当たらない。", "You see nothing there to tunnel."));
1016 * @brief 「掘る」動作コマンドのサブルーチン /
1017 * Perform the basic "tunnel" command
1018 * @param y 対象を行うマスのY座標
1019 * @param x 対象を行うマスのX座標
1020 * @return 実際に処理が行われた場合TRUEを返す。
1022 * Assumes that no monster is blocking the destination
1023 * Do not use twall anymore
1024 * Returns TRUE if repeated commands may continue
1026 static bool do_cmd_tunnel_aux(POSITION y, POSITION x)
1029 feature_type *f_ptr, *mimic_f_ptr;
1034 /* Verify legality */
1035 if (!do_cmd_tunnel_test(y, x)) return (FALSE);
1037 p_ptr->energy_use = 100;
1040 c_ptr = &cave[y][x];
1041 f_ptr = &f_info[c_ptr->feat];
1042 power = f_ptr->power;
1044 /* Feature code (applying "mimic" field) */
1045 mimic_f_ptr = &f_info[get_feat_mimic(c_ptr)];
1047 name = f_name + mimic_f_ptr->name;
1051 if (have_flag(f_ptr->flags, FF_PERMANENT))
1054 if (have_flag(mimic_f_ptr->flags, FF_PERMANENT))
1056 msg_print(_("この岩は硬すぎて掘れないようだ。", "This seems to be permanent rock."));
1059 /* Map border (mimiccing Permanent wall) */
1062 msg_print(_("そこは掘れない!", "You can't tunnel through that!"));
1067 else if (have_flag(f_ptr->flags, FF_CAN_DIG))
1070 if (p_ptr->skill_dig > randint0(20 * power))
1072 msg_format(_("%sをくずした。", "You have removed the %s."), name);
1074 /* Remove the feature */
1075 cave_alter_feat(y, x, FF_TUNNEL);
1077 /* Update some things */
1078 p_ptr->update |= (PU_FLOW);
1082 /* Message, keep digging */
1083 msg_format(_("%sをくずしている。", "You dig into the %s."), name);
1091 bool tree = have_flag(mimic_f_ptr->flags, FF_TREE);
1094 if (p_ptr->skill_dig > power + randint0(40 * power))
1096 if (tree) msg_format(_("%sを切り払った。", "You have cleared away the %s."), name);
1099 msg_print(_("穴を掘り終えた。", "You have finished the tunnel."));
1100 p_ptr->update |= (PU_FLOW);
1103 if (have_flag(f_ptr->flags, FF_GLASS)) sound(SOUND_GLASS);
1105 /* Remove the feature */
1106 cave_alter_feat(y, x, FF_TUNNEL);
1108 chg_virtue(V_DILIGENCE, 1);
1109 chg_virtue(V_NATURE, -1);
1117 /* We may continue chopping */
1118 msg_format(_("%sを切っている。", "You chop away at the %s."), name);
1119 /* Occasional Search XXX XXX */
1120 if (randint0(100) < 25) search();
1124 /* We may continue tunelling */
1125 msg_format(_("%sに穴を掘っている。", "You tunnel into the %s."), name);
1132 if (is_hidden_door(c_ptr))
1134 /* Occasional Search XXX XXX */
1135 if (randint0(100) < 25) search();
1144 * @brief 「掘る」動作コマンドのメインルーチン /
1145 * Tunnels through "walls" (including rubble and closed doors)
1149 * Note that you must tunnel in order to hit invisible monsters
1150 * in walls, though moving into walls still takes a turn anyway.
1152 * Digging is very difficult without a "digger" weapon, but can be
1153 * accomplished by strong players using heavy weapons.
1156 void do_cmd_tunnel(void)
1166 if (p_ptr->special_defense & KATA_MUSOU)
1168 set_action(ACTION_NONE);
1171 /* Allow repeated command */
1174 /* Set repeat count */
1175 command_rep = command_arg - 1;
1177 /* Redraw the state */
1178 p_ptr->redraw |= (PR_STATE);
1180 /* Cancel the arg */
1184 /* Get a direction to tunnel, or Abort */
1185 if (get_rep_dir(&dir,FALSE))
1188 y = p_ptr->y + ddy[dir];
1189 x = p_ptr->x + ddx[dir];
1192 c_ptr = &cave[y][x];
1194 /* Feature code (applying "mimic" field) */
1195 feat = get_feat_mimic(c_ptr);
1197 /* No tunnelling through doors */
1198 if (have_flag(f_info[feat].flags, FF_DOOR))
1200 msg_print(_("ドアは掘れない。", "You cannot tunnel through doors."));
1203 /* No tunnelling through most features */
1204 else if (!have_flag(f_info[feat].flags, FF_TUNNEL))
1206 msg_print(_("そこは掘れない。", "You can't tunnel through that."));
1209 /* A monster is in the way */
1210 else if (c_ptr->m_idx)
1212 p_ptr->energy_use = 100;
1214 msg_print(_("モンスターが立ちふさがっている!", "There is a monster in the way!"));
1223 /* Tunnel through walls */
1224 more = do_cmd_tunnel_aux(y, x);
1228 /* Cancel repetition unless we can continue */
1229 if (!more) disturb(FALSE, FALSE);
1233 * @brief 移動処理による簡易な「開く」処理 /
1235 * @return 開く処理が実際に試みられた場合TRUEを返す
1238 * If there is a jammed/closed/locked door at the given location,
1239 * then attempt to unlock/open it. Return TRUE if an attempt was
1240 * made (successful or not), otherwise return FALSE.
1242 * The code here should be nearly identical to that in
1243 * do_cmd_open_test() and do_cmd_open_aux().
1246 bool easy_open_door(POSITION y, POSITION x)
1250 cave_type *c_ptr = &cave[y][x];
1251 feature_type *f_ptr = &f_info[c_ptr->feat];
1253 /* Must be a closed door */
1254 if (!is_closed_door(c_ptr->feat))
1260 if (!have_flag(f_ptr->flags, FF_OPEN))
1263 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);
1268 else if (f_ptr->power)
1271 i = p_ptr->skill_dis;
1273 /* Penalize some conditions */
1274 if (p_ptr->blind || no_lite()) i = i / 10;
1275 if (p_ptr->confused || p_ptr->image) i = i / 10;
1277 /* Extract the lock power */
1280 /* Extract the difficulty */
1283 /* Always have a small chance of success */
1287 if (randint0(100) < j)
1289 msg_print(_("鍵をはずした。", "You have picked the lock."));
1292 cave_alter_feat(y, x, FF_OPEN);
1294 sound(SOUND_OPENDOOR);
1304 if (flush_failure) flush();
1306 msg_print(_("鍵をはずせなかった。", "You failed to pick the lock."));
1315 cave_alter_feat(y, x, FF_OPEN);
1317 sound(SOUND_OPENDOOR);
1325 * @brief 箱のトラップを解除するコマンドのメインルーチン /
1326 * Perform the basic "disarm" command
1327 * @param y 解除を行うマスのY座標
1328 * @param x 解除を行うマスのX座標
1329 * @param o_idx 箱のオブジェクトID
1330 * @return ターンを消費する処理が行われた場合TRUEを返す
1333 * Assume destination is a visible trap
1334 * Assume there is no monster blocking the destination
1335 * Returns TRUE if repeated commands may continue
1338 static bool do_cmd_disarm_chest(POSITION y, POSITION x, OBJECT_IDX o_idx)
1342 object_type *o_ptr = &o_list[o_idx];
1344 p_ptr->energy_use = 100;
1346 /* Get the "disarm" factor */
1347 i = p_ptr->skill_dis;
1349 /* Penalize some conditions */
1350 if (p_ptr->blind || no_lite()) i = i / 10;
1351 if (p_ptr->confused || p_ptr->image) i = i / 10;
1353 /* Extract the difficulty */
1354 j = i - o_ptr->pval;
1356 /* Always have a small chance of success */
1359 /* Must find the trap first. */
1360 if (!object_is_known(o_ptr))
1362 msg_print(_("トラップが見あたらない。", "I don't see any traps."));
1366 /* Already disarmed/unlocked */
1367 else if (o_ptr->pval <= 0)
1369 msg_print(_("箱にはトラップが仕掛けられていない。", "The chest is not trapped."));
1372 /* No traps to find. */
1373 else if (!chest_traps[o_ptr->pval])
1375 msg_print(_("箱にはトラップが仕掛けられていない。", "The chest is not trapped."));
1378 /* Success (get a lot of experience) */
1379 else if (randint0(100) < j)
1381 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."));
1382 gain_exp(o_ptr->pval);
1383 o_ptr->pval = (0 - o_ptr->pval);
1386 /* Failure -- Keep trying */
1387 else if ((i > 5) && (randint1(i) > 5))
1389 /* We may keep trying */
1391 if (flush_failure) flush();
1392 msg_print(_("箱のトラップ解除に失敗した。", "You failed to disarm the chest."));
1395 /* Failure -- Set off the trap */
1398 msg_print(_("トラップを作動させてしまった!", "You set off a trap!"));
1400 chest_trap(y, x, o_idx);
1409 * @brief 箱のトラップを解除するコマンドのサブルーチン /
1410 * Perform the basic "disarm" command
1411 * @param y 解除を行うマスのY座標
1412 * @param x 解除を行うマスのX座標
1413 * @param dir プレイヤーからみた方向ID
1414 * @return ターンを消費する処理が行われた場合TRUEを返す
1417 * Assume destination is a visible trap
1418 * Assume there is no monster blocking the destination
1419 * Returns TRUE if repeated commands may continue
1423 bool do_cmd_disarm_aux(POSITION y, POSITION x, DIRECTION dir)
1425 /* Get grid and contents */
1426 cave_type *c_ptr = &cave[y][x];
1429 feature_type *f_ptr = &f_info[c_ptr->feat];
1431 /* Access trap name */
1432 cptr name = (f_name + f_ptr->name);
1434 /* Extract trap "power" */
1435 int power = f_ptr->power;
1438 /* Get the "disarm" factor */
1439 int i = p_ptr->skill_dis;
1442 p_ptr->energy_use = 100;
1444 /* Penalize some conditions */
1445 if (p_ptr->blind || no_lite()) i = i / 10;
1446 if (p_ptr->confused || p_ptr->image) i = i / 10;
1448 /* Extract the difficulty */
1451 /* Always have a small chance of success */
1455 if (randint0(100) < j)
1457 msg_format(_("%sを解除した。", "You have disarmed the %s."), name);
1462 /* Remove the trap */
1463 cave_alter_feat(y, x, FF_DISARM);
1465 /* Move the player onto the trap */
1466 move_player(dir, easy_disarm, FALSE);
1469 /* Failure -- Keep trying */
1470 else if ((i > 5) && (randint1(i) > 5))
1473 if (flush_failure) flush();
1475 msg_format(_("%sの解除に失敗した。", "You failed to disarm the %s."), name);
1477 /* We may keep trying */
1481 /* Failure -- Set off the trap */
1484 msg_format(_("%sを作動させてしまった!", "You set off the %s!"), name);
1485 /* Move the player onto the trap */
1486 move_player(dir, easy_disarm, FALSE);
1495 * @brief 箱、床のトラップ解除処理双方の統合メインルーチン /
1496 * Disarms a trap, or chest
1499 void do_cmd_disarm(void)
1507 if (p_ptr->special_defense & KATA_MUSOU)
1509 set_action(ACTION_NONE);
1513 /* Option: Pick a direction */
1516 int num_traps, num_chests;
1518 /* Count visible traps */
1519 num_traps = count_dt(&y, &x, is_trap, TRUE);
1521 /* Count chests (trapped) */
1522 num_chests = count_chests(&y, &x, TRUE);
1524 /* See if only one target */
1525 if (num_traps || num_chests)
1527 bool too_many = (num_traps && num_chests) || (num_traps > 1) || (num_chests > 1);
1528 if (!too_many) command_dir = coords_to_dir(y, x);
1533 /* Allow repeated command */
1536 /* Set repeat count */
1537 command_rep = command_arg - 1;
1539 /* Redraw the state */
1540 p_ptr->redraw |= (PR_STATE);
1542 /* Cancel the arg */
1546 /* Get a direction (or abort) */
1547 if (get_rep_dir(&dir,TRUE))
1553 y = p_ptr->y + ddy[dir];
1554 x = p_ptr->x + ddx[dir];
1556 /* Get grid and contents */
1557 c_ptr = &cave[y][x];
1559 /* Feature code (applying "mimic" field) */
1560 feat = get_feat_mimic(c_ptr);
1562 /* Check for chests */
1563 o_idx = chest_check(y, x, TRUE);
1566 if (!is_trap(feat) && !o_idx)
1568 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."));
1571 /* Monster in the way */
1572 else if (c_ptr->m_idx && p_ptr->riding != c_ptr->m_idx)
1574 msg_print(_("モンスターが立ちふさがっている!", "There is a monster in the way!"));
1583 /* Disarm the chest */
1584 more = do_cmd_disarm_chest(y, x, o_idx);
1590 /* Disarm the trap */
1591 more = do_cmd_disarm_aux(y, x, dir);
1595 /* Cancel repeat unless told not to */
1596 if (!more) disturb(FALSE, FALSE);
1601 * @brief 「打ち破る」動作コマンドのサブルーチン /
1602 * Perform the basic "bash" command
1603 * @param y 対象を行うマスのY座標
1604 * @param x 対象を行うマスのX座標
1605 * @param dir プレイヤーから見たターゲットの方角ID
1606 * @return 実際に処理が行われた場合TRUEを返す。
1609 * Assume destination is a closed/locked/jammed door
1610 * Assume there is no monster blocking the destination
1611 * Returns TRUE if repeated commands may continue
1614 static bool do_cmd_bash_aux(POSITION y, POSITION x, DIRECTION dir)
1617 cave_type *c_ptr = &cave[y][x];
1620 feature_type *f_ptr = &f_info[c_ptr->feat];
1622 /* Hack -- Bash power based on strength */
1623 /* (Ranges from 3 to 20 to 100 to 200) */
1624 int bash = adj_str_blow[p_ptr->stat_ind[A_STR]];
1626 /* Extract door power */
1627 int temp = f_ptr->power;
1631 cptr name = f_name + f_info[get_feat_mimic(c_ptr)].name;
1633 p_ptr->energy_use = 100;
1635 msg_format(_("%sに体当たりをした!", "You smash into the %s!"), name);
1637 /* Compare bash power to door power */
1638 temp = (bash - (temp * 10));
1640 if (p_ptr->pclass == CLASS_BERSERKER) temp *= 2;
1642 /* Hack -- always have a chance */
1643 if (temp < 1) temp = 1;
1645 /* Hack -- attempt to bash down the door */
1646 if (randint0(100) < temp)
1648 msg_format(_("%sを壊した!", "The %s crashes open!"), name);
1650 sound(have_flag(f_ptr->flags, FF_GLASS) ? SOUND_GLASS : SOUND_OPENDOOR);
1652 /* Break down the door */
1653 if ((randint0(100) < 50) || (feat_state(c_ptr->feat, FF_OPEN) == c_ptr->feat) || have_flag(f_ptr->flags, FF_GLASS))
1655 cave_alter_feat(y, x, FF_BASH);
1661 cave_alter_feat(y, x, FF_OPEN);
1664 /* Hack -- Fall through the door */
1665 move_player(dir, FALSE, FALSE);
1668 /* Saving throw against stun */
1669 else if (randint0(100) < adj_dex_safe[p_ptr->stat_ind[A_DEX]] +
1672 msg_format(_("この%sは頑丈だ。", "The %s holds firm."), name);
1674 /* Allow repeated bashing */
1678 /* High dexterity yields coolness */
1681 msg_print(_("体のバランスをくずしてしまった。", "You are off-balance."));
1683 /* Hack -- Lose balance ala paralysis */
1684 (void)set_paralyzed(p_ptr->paralyzed + 2 + randint0(2));
1693 * @brief 「打ち破る」動作コマンドのメインルーチン /
1694 * Bash open a door, success based on character strength
1698 * For a closed door, pval is positive if locked; negative if stuck.
1700 * For an open door, pval is positive for a broken door.
1702 * A closed door can be opened - harder if locked. Any door might be
1703 * bashed open (and thereby broken). Bashing a door is (potentially)
1704 * faster! You move into the door way. To open a stuck door, it must
1705 * be bashed. A closed door can be jammed (see do_cmd_spike()).
1707 * Creatures can also open or bash doors, see elsewhere.
1710 void do_cmd_bash(void)
1719 if (p_ptr->special_defense & KATA_MUSOU)
1721 set_action(ACTION_NONE);
1724 /* Allow repeated command */
1727 /* Set repeat count */
1728 command_rep = command_arg - 1;
1730 /* Redraw the state */
1731 p_ptr->redraw |= (PR_STATE);
1733 /* Cancel the arg */
1737 /* Get a "repeated" direction */
1738 if (get_rep_dir(&dir,FALSE))
1743 y = p_ptr->y + ddy[dir];
1744 x = p_ptr->x + ddx[dir];
1747 c_ptr = &cave[y][x];
1749 /* Feature code (applying "mimic" field) */
1750 feat = get_feat_mimic(c_ptr);
1752 /* Nothing useful */
1753 if (!have_flag(f_info[feat].flags, FF_BASH))
1755 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."));
1758 /* Monster in the way */
1759 else if (c_ptr->m_idx)
1761 p_ptr->energy_use = 100;
1763 msg_print(_("モンスターが立ちふさがっている!", "There is a monster in the way!"));
1769 /* Bash a closed door */
1773 more = do_cmd_bash_aux(y, x, dir);
1777 /* Unless valid action taken, cancel bash */
1778 if (!more) disturb(FALSE, FALSE);
1783 * @brief 特定のマスに影響を及ぼすための汎用的コマンド
1787 * Manipulate an adjacent grid in some way
1789 * Attack monsters, tunnel through walls, disarm traps, open doors.
1791 * Consider confusion
1793 * This command must always take a turn, to prevent free detection
1794 * of invisible monsters.
1797 void do_cmd_alter(void)
1806 if (p_ptr->special_defense & KATA_MUSOU)
1808 set_action(ACTION_NONE);
1811 /* Allow repeated command */
1814 /* Set repeat count */
1815 command_rep = command_arg - 1;
1817 /* Redraw the state */
1818 p_ptr->redraw |= (PR_STATE);
1820 /* Cancel the arg */
1824 /* Get a direction */
1825 if (get_rep_dir(&dir,TRUE))
1828 feature_type *f_ptr;
1831 y = p_ptr->y + ddy[dir];
1832 x = p_ptr->x + ddx[dir];
1835 c_ptr = &cave[y][x];
1837 /* Feature code (applying "mimic" field) */
1838 feat = get_feat_mimic(c_ptr);
1839 f_ptr = &f_info[feat];
1841 p_ptr->energy_use = 100;
1843 /* Attack monsters */
1851 else if (have_flag(f_ptr->flags, FF_OPEN))
1853 more = do_cmd_open_aux(y, x);
1856 /* Bash jammed doors */
1857 else if (have_flag(f_ptr->flags, FF_BASH))
1859 more = do_cmd_bash_aux(y, x, dir);
1862 /* Tunnel through walls */
1863 else if (have_flag(f_ptr->flags, FF_TUNNEL))
1865 more = do_cmd_tunnel_aux(y, x);
1868 /* Close open doors */
1869 else if (have_flag(f_ptr->flags, FF_CLOSE))
1871 more = do_cmd_close_aux(y, x);
1875 else if (have_flag(f_ptr->flags, FF_DISARM))
1877 more = do_cmd_disarm_aux(y, x, dir);
1882 msg_print(_("何もない空中を攻撃した。", "You attack the empty air."));
1886 /* Cancel repetition unless we can continue */
1887 if (!more) disturb(FALSE, FALSE);
1893 * @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 /
1894 * Find the index of some "spikes", if possible.
1895 * @param ip くさびとして打てるオブジェクトのID
1896 * @return オブジェクトがある場合TRUEを返す
1899 * Let user choose a pile of spikes, perhaps?
1902 static bool get_spike(INVENTORY_IDX *ip)
1906 /* Check every item in the pack */
1907 for (i = 0; i < INVEN_PACK; i++)
1909 object_type *o_ptr = &inventory[i];
1911 /* Skip non-objects */
1912 if (!o_ptr->k_idx) continue;
1914 /* Check the "tval" code */
1915 if (o_ptr->tval == TV_SPIKE)
1917 /* Save the spike index */
1930 * @brief 「くさびを打つ」動作コマンドのメインルーチン /
1931 * Jam a closed door with a spike
1935 * This command may NOT be repeated
1938 void do_cmd_spike(void)
1942 if (p_ptr->special_defense & KATA_MUSOU)
1944 set_action(ACTION_NONE);
1947 /* Get a "repeated" direction */
1948 if (get_rep_dir(&dir,FALSE))
1956 y = p_ptr->y + ddy[dir];
1957 x = p_ptr->x + ddx[dir];
1959 /* Get grid and contents */
1960 c_ptr = &cave[y][x];
1962 /* Feature code (applying "mimic" field) */
1963 feat = get_feat_mimic(c_ptr);
1965 /* Require closed door */
1966 if (!have_flag(f_info[feat].flags, FF_SPIKE))
1968 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."));
1972 else if (!get_spike(&item))
1974 msg_print(_("くさびを持っていない!", "You have no spikes!"));
1977 /* Is a monster in the way? */
1978 else if (c_ptr->m_idx)
1980 p_ptr->energy_use = 100;
1982 msg_print(_("モンスターが立ちふさがっている!", "There is a monster in the way!"));
1991 p_ptr->energy_use = 100;
1993 /* Successful jamming */
1994 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);
1995 cave_alter_feat(y, x, FF_SPIKE);
1997 /* Use up, and describe, a single spike, from the bottom */
1998 inven_item_increase(item, -1);
1999 inven_item_describe(item);
2000 inven_item_optimize(item);
2008 * @brief 「歩く」動作コマンドのメインルーチン /
2009 * Support code for the "Walk" and "Jump" commands
2010 * @param pickup アイテムの自動拾いを行うならTRUE
2013 void do_cmd_walk(bool pickup)
2020 /* Allow repeated command */
2023 /* Set repeat count */
2024 command_rep = command_arg - 1;
2026 /* Redraw the state */
2027 p_ptr->redraw |= (PR_STATE);
2029 /* Cancel the arg */
2033 /* Get a "repeated" direction */
2034 if (get_rep_dir(&dir, FALSE))
2036 p_ptr->energy_use = 100;
2038 if ((dir != 5) && (p_ptr->special_defense & KATA_MUSOU))
2040 set_action(ACTION_NONE);
2043 /* Hack -- In small scale wilderness it takes MUCH more time to move */
2044 if (p_ptr->wild_mode) p_ptr->energy_use *= ((MAX_HGT + MAX_WID) / 2);
2045 if (p_ptr->action == ACTION_HAYAGAKE) p_ptr->energy_use = p_ptr->energy_use * (45-(p_ptr->lev/2)) / 100;
2047 /* Actually move the character */
2048 move_player(dir, pickup, FALSE);
2050 /* Allow more walking */
2054 /* Hack again -- Is there a special encounter ??? */
2055 if (p_ptr->wild_mode && !cave_have_flag_bold(p_ptr->y, p_ptr->x, FF_TOWN))
2057 int tmp = 120 + p_ptr->lev*10 - wilderness[p_ptr->y][p_ptr->x].level + 5;
2060 if (((wilderness[p_ptr->y][p_ptr->x].level + 5) > (p_ptr->lev / 2)) && randint0(tmp) < (21-p_ptr->skill_stl))
2062 /* Inform the player of his horrible fate :=) */
2063 msg_print(_("襲撃だ!", "You are ambushed !"));
2065 /* Go into large wilderness view */
2066 p_ptr->oldpy = randint1(MAX_HGT-2);
2067 p_ptr->oldpx = randint1(MAX_WID-2);
2070 /* Give first move to monsters */
2071 p_ptr->energy_use = 100;
2073 /* HACk -- set the encouter flag for the wilderness generation */
2074 generate_encounter = TRUE;
2078 /* Cancel repeat unless we may continue */
2079 if (!more) disturb(FALSE, FALSE);
2084 * @brief 「走る」動作コマンドのメインルーチン /
2088 void do_cmd_run(void)
2092 /* Hack -- no running when confused */
2093 if (p_ptr->confused)
2095 msg_print(_("混乱していて走れない!", "You are too confused!"));
2099 if (p_ptr->special_defense & KATA_MUSOU)
2101 set_action(ACTION_NONE);
2104 /* Get a "repeated" direction */
2105 if (get_rep_dir(&dir,FALSE))
2107 /* Hack -- Set the run counter */
2108 running = (command_arg ? command_arg : 1000);
2117 * @brief 「留まる」動作コマンドのメインルーチン /
2118 * Stay still. Search. Enter stores.
2119 * Pick up treasure if "pickup" is true.
2120 * @param pickup アイテムの自動拾いを行うならTRUE
2123 void do_cmd_stay(bool pickup)
2125 u32b mpe_mode = MPE_STAYING | MPE_ENERGY_USE;
2127 /* Allow repeated command */
2130 /* Set repeat count */
2131 command_rep = command_arg - 1;
2133 /* Redraw the state */
2134 p_ptr->redraw |= (PR_STATE);
2136 /* Cancel the arg */
2140 p_ptr->energy_use = 100;
2142 if (pickup) mpe_mode |= MPE_DO_PICKUP;
2143 (void)move_player_effect(p_ptr->y, p_ptr->x, mpe_mode);
2148 * @brief 「休む」動作コマンドのメインルーチン /
2149 * Resting allows a player to safely restore his hp -RAK-
2152 void do_cmd_rest(void)
2155 set_action(ACTION_NONE);
2157 if ((p_ptr->pclass == CLASS_BARD) && (SINGING_SONG_EFFECT(p_ptr) || INTERUPTING_SONG_EFFECT(p_ptr)))
2163 if (hex_spelling_any()) stop_hex_spell_all();
2165 /* Prompt for time if needed */
2166 if (command_arg <= 0)
2168 cptr p = _("休憩 (0-9999, '*' で HP/MP全快, '&' で必要なだけ): ",
2169 "Rest (0-9999, '*' for HP/SP, '&' as needed): ");
2175 strcpy(out_val, "&");
2177 /* Ask for duration */
2178 if (!get_string(p, out_val, 4)) return;
2180 /* Rest until done */
2181 if (out_val[0] == '&')
2183 command_arg = COMMAND_ARG_REST_UNTIL_DONE;
2187 else if (out_val[0] == '*')
2189 command_arg = COMMAND_ARG_REST_FULL_HEALING;
2195 command_arg = (COMMAND_ARG)atoi(out_val);
2196 if (command_arg <= 0) return;
2202 if (command_arg > 9999) command_arg = 9999;
2204 if (p_ptr->special_defense & NINJA_S_STEALTH) set_superstealth(FALSE);
2206 /* Take a turn (?) */
2207 p_ptr->energy_use = 100;
2209 /* The sin of sloth */
2210 if (command_arg > 100)
2211 chg_virtue(V_DILIGENCE, -1);
2213 /* Why are you sleeping when there's no need? WAKE UP!*/
2214 if ((p_ptr->chp == p_ptr->mhp) &&
2215 (p_ptr->csp == p_ptr->msp) &&
2216 !p_ptr->blind && !p_ptr->confused &&
2217 !p_ptr->poisoned && !p_ptr->afraid &&
2218 !p_ptr->stun && !p_ptr->cut &&
2219 !p_ptr->slow && !p_ptr->paralyzed &&
2220 !p_ptr->image && !p_ptr->word_recall &&
2221 !p_ptr->alter_reality)
2222 chg_virtue(V_DILIGENCE, -1);
2224 /* Save the rest code */
2225 resting = command_arg;
2226 p_ptr->action = ACTION_REST;
2228 /* Recalculate bonuses */
2229 p_ptr->update |= (PU_BONUS);
2231 /* Redraw the state */
2232 p_ptr->redraw |= (PR_STATE);
2243 * @brief 矢弾を射撃した場合の破損確率を返す /
2244 * Determines the odds of an object breaking when thrown at a monster
2245 * @param o_ptr 矢弾のオブジェクト構造体参照ポインタ
2248 * Note that artifacts never break, see the "drop_near()" function.
2250 static PERCENTAGE breakage_chance(object_type *o_ptr)
2252 PERCENTAGE archer_bonus = (p_ptr->pclass == CLASS_ARCHER ? (PERCENTAGE)(p_ptr->lev-1)/7 + 4: 0);
2254 /* Examine the snipe type */
2257 if (snipe_type == SP_KILL_WALL) return (100);
2258 if (snipe_type == SP_EXPLODE) return (100);
2259 if (snipe_type == SP_PIERCE) return (100);
2260 if (snipe_type == SP_FINAL) return (100);
2261 if (snipe_type == SP_NEEDLE) return (100);
2262 if (snipe_type == SP_EVILNESS) return (40);
2263 if (snipe_type == SP_HOLYNESS) return (40);
2266 /* Examine the item type */
2267 switch (o_ptr->tval)
2283 /* Sometimes break */
2288 return (20 - archer_bonus * 2);
2293 return (10 - archer_bonus);
2301 * @brief 矢弾を射撃した際のスレイ倍率をかけた結果を返す /
2302 * Determines the odds of an object breaking when thrown at a monster
2303 * @param o_ptr 矢弾のオブジェクト構造体参照ポインタ
2304 * @param tdam 計算途中のダメージ量
2305 * @param m_ptr 目標モンスターの構造体参照ポインタ
2306 * @return スレイ倍率をかけたダメージ量
2308 static s16b tot_dam_aux_shot(object_type *o_ptr, int tdam, monster_type *m_ptr)
2312 monster_race *r_ptr = &r_info[m_ptr->r_idx];
2314 BIT_FLAGS flgs[TR_FLAG_SIZE];
2316 /* Extract the flags */
2317 object_flags(o_ptr, flgs);
2319 /* Some "weapons" and "ammo" do extra damage */
2320 switch (o_ptr->tval)
2327 if ((have_flag(flgs, TR_SLAY_ANIMAL)) &&
2328 (r_ptr->flags3 & RF3_ANIMAL))
2330 if (is_original_ap_and_seen(m_ptr))
2332 r_ptr->r_flags3 |= RF3_ANIMAL;
2335 if (mult < 17) mult = 17;
2339 if ((have_flag(flgs, TR_KILL_ANIMAL)) &&
2340 (r_ptr->flags3 & RF3_ANIMAL))
2342 if (is_original_ap_and_seen(m_ptr))
2344 r_ptr->r_flags3 |= RF3_ANIMAL;
2347 if (mult < 27) mult = 27;
2351 if ((have_flag(flgs, TR_SLAY_EVIL)) &&
2352 (r_ptr->flags3 & RF3_EVIL))
2354 if (is_original_ap_and_seen(m_ptr))
2356 r_ptr->r_flags3 |= RF3_EVIL;
2359 if (mult < 15) mult = 15;
2363 if ((have_flag(flgs, TR_KILL_EVIL)) &&
2364 (r_ptr->flags3 & RF3_EVIL))
2366 if (is_original_ap_and_seen(m_ptr))
2368 r_ptr->r_flags3 |= RF3_EVIL;
2371 if (mult < 25) mult = 25;
2375 if ((have_flag(flgs, TR_SLAY_HUMAN)) &&
2376 (r_ptr->flags2 & RF2_HUMAN))
2378 if (is_original_ap_and_seen(m_ptr))
2380 r_ptr->r_flags2 |= RF2_HUMAN;
2383 if (mult < 17) mult = 17;
2387 if ((have_flag(flgs, TR_KILL_HUMAN)) &&
2388 (r_ptr->flags2 & RF2_HUMAN))
2390 if (is_original_ap_and_seen(m_ptr))
2392 r_ptr->r_flags2 |= RF2_HUMAN;
2395 if (mult < 27) mult = 27;
2399 if ((have_flag(flgs, TR_SLAY_UNDEAD)) &&
2400 (r_ptr->flags3 & RF3_UNDEAD))
2402 if (is_original_ap_and_seen(m_ptr))
2404 r_ptr->r_flags3 |= RF3_UNDEAD;
2407 if (mult < 20) mult = 20;
2411 if ((have_flag(flgs, TR_KILL_UNDEAD)) &&
2412 (r_ptr->flags3 & RF3_UNDEAD))
2414 if (is_original_ap_and_seen(m_ptr))
2416 r_ptr->r_flags3 |= RF3_UNDEAD;
2419 if (mult < 30) mult = 30;
2423 if ((have_flag(flgs, TR_SLAY_DEMON)) &&
2424 (r_ptr->flags3 & RF3_DEMON))
2426 if (is_original_ap_and_seen(m_ptr))
2428 r_ptr->r_flags3 |= RF3_DEMON;
2431 if (mult < 20) mult = 20;
2435 if ((have_flag(flgs, TR_KILL_DEMON)) &&
2436 (r_ptr->flags3 & RF3_DEMON))
2438 if (is_original_ap_and_seen(m_ptr))
2440 r_ptr->r_flags3 |= RF3_DEMON;
2443 if (mult < 30) mult = 30;
2447 if ((have_flag(flgs, TR_SLAY_ORC)) &&
2448 (r_ptr->flags3 & RF3_ORC))
2450 if (is_original_ap_and_seen(m_ptr))
2452 r_ptr->r_flags3 |= RF3_ORC;
2455 if (mult < 20) mult = 20;
2459 if ((have_flag(flgs, TR_KILL_ORC)) &&
2460 (r_ptr->flags3 & RF3_ORC))
2462 if (is_original_ap_and_seen(m_ptr))
2464 r_ptr->r_flags3 |= RF3_ORC;
2467 if (mult < 30) mult = 30;
2471 if ((have_flag(flgs, TR_SLAY_TROLL)) &&
2472 (r_ptr->flags3 & RF3_TROLL))
2474 if (is_original_ap_and_seen(m_ptr))
2476 r_ptr->r_flags3 |= RF3_TROLL;
2479 if (mult < 20) mult = 20;
2483 if ((have_flag(flgs, TR_KILL_TROLL)) &&
2484 (r_ptr->flags3 & RF3_TROLL))
2486 if (is_original_ap_and_seen(m_ptr))
2488 r_ptr->r_flags3 |= RF3_TROLL;
2491 if (mult < 30) mult = 30;
2495 if ((have_flag(flgs, TR_SLAY_GIANT)) &&
2496 (r_ptr->flags3 & RF3_GIANT))
2498 if (is_original_ap_and_seen(m_ptr))
2500 r_ptr->r_flags3 |= RF3_GIANT;
2503 if (mult < 20) mult = 20;
2507 if ((have_flag(flgs, TR_KILL_GIANT)) &&
2508 (r_ptr->flags3 & RF3_GIANT))
2510 if (is_original_ap_and_seen(m_ptr))
2512 r_ptr->r_flags3 |= RF3_GIANT;
2515 if (mult < 30) mult = 30;
2519 if ((have_flag(flgs, TR_SLAY_DRAGON)) &&
2520 (r_ptr->flags3 & RF3_DRAGON))
2522 if (is_original_ap_and_seen(m_ptr))
2524 r_ptr->r_flags3 |= RF3_DRAGON;
2527 if (mult < 20) mult = 20;
2530 /* Execute Dragon */
2531 if ((have_flag(flgs, TR_KILL_DRAGON)) &&
2532 (r_ptr->flags3 & RF3_DRAGON))
2534 if (is_original_ap_and_seen(m_ptr))
2536 r_ptr->r_flags3 |= RF3_DRAGON;
2539 if (mult < 30) mult = 30;
2541 if ((o_ptr->name1 == ART_BARD_ARROW) &&
2542 (m_ptr->r_idx == MON_SMAUG) &&
2543 (inventory[INVEN_BOW].name1 == ART_BARD))
2548 if (have_flag(flgs, TR_BRAND_ACID))
2550 /* Notice immunity */
2551 if (r_ptr->flagsr & RFR_EFF_IM_ACID_MASK)
2553 if (is_original_ap_and_seen(m_ptr))
2555 r_ptr->r_flagsr |= (r_ptr->flagsr & RFR_EFF_IM_ACID_MASK);
2559 /* Otherwise, take the damage */
2562 if (mult < 17) mult = 17;
2567 if (have_flag(flgs, TR_BRAND_ELEC))
2569 /* Notice immunity */
2570 if (r_ptr->flagsr & RFR_EFF_IM_ELEC_MASK)
2572 if (is_original_ap_and_seen(m_ptr))
2574 r_ptr->r_flagsr |= (r_ptr->flagsr & RFR_EFF_IM_ELEC_MASK);
2578 /* Otherwise, take the damage */
2581 if (mult < 17) mult = 17;
2586 if (have_flag(flgs, TR_BRAND_FIRE))
2588 /* Notice immunity */
2589 if (r_ptr->flagsr & RFR_EFF_IM_FIRE_MASK)
2591 if (is_original_ap_and_seen(m_ptr))
2593 r_ptr->r_flagsr |= (r_ptr->flagsr & RFR_EFF_IM_FIRE_MASK);
2597 /* Otherwise, take the damage */
2600 if (r_ptr->flags3 & RF3_HURT_FIRE)
2602 if (mult < 25) mult = 25;
2603 if (is_original_ap_and_seen(m_ptr))
2605 r_ptr->r_flags3 |= RF3_HURT_FIRE;
2608 else if (mult < 17) mult = 17;
2613 if (have_flag(flgs, TR_BRAND_COLD))
2615 /* Notice immunity */
2616 if (r_ptr->flagsr & RFR_EFF_IM_COLD_MASK)
2618 if (is_original_ap_and_seen(m_ptr))
2620 r_ptr->r_flagsr |= (r_ptr->flagsr & RFR_EFF_IM_COLD_MASK);
2623 /* Otherwise, take the damage */
2626 if (r_ptr->flags3 & RF3_HURT_COLD)
2628 if (mult < 25) mult = 25;
2629 if (is_original_ap_and_seen(m_ptr))
2631 r_ptr->r_flags3 |= RF3_HURT_COLD;
2634 else if (mult < 17) mult = 17;
2638 /* Brand (Poison) */
2639 if (have_flag(flgs, TR_BRAND_POIS))
2641 /* Notice immunity */
2642 if (r_ptr->flagsr & RFR_EFF_IM_POIS_MASK)
2644 if (is_original_ap_and_seen(m_ptr))
2646 r_ptr->r_flagsr |= (r_ptr->flagsr & RFR_EFF_IM_POIS_MASK);
2650 /* Otherwise, take the damage */
2653 if (mult < 17) mult = 17;
2657 if ((have_flag(flgs, TR_FORCE_WEAPON)) && (p_ptr->csp > (p_ptr->msp / 30)))
2659 p_ptr->csp -= (1+(p_ptr->msp / 30));
2660 p_ptr->redraw |= (PR_MANA);
2661 mult = mult * 5 / 2;
2668 if (snipe_type) mult = tot_dam_aux_snipe(mult, m_ptr);
2670 /* Return the total damage */
2671 return (tdam * mult / 10);
2676 * @brief 射撃処理のサブルーチン /
2677 * Fire an object from the pack or floor.
2678 * @param item 射撃するオブジェクトの所持ID
2679 * @param j_ptr 射撃武器のオブジェクト参照ポインタ
2683 * You may only fire items that "match" your missile launcher.
2685 * You must use slings + pebbles/shots, bows + arrows, xbows + bolts.
2687 * See "calc_bonuses()" for more calculations and such.
2689 * Note that "firing" a missile is MUCH better than "throwing" it.
2691 * Note: "unseen" monsters are very hard to hit.
2693 * Objects are more likely to break if they "attempt" to hit a monster.
2695 * Rangers (with Bows) and Anyone (with "Extra Shots") get extra shots.
2697 * The "extra shot" code works by decreasing the amount of energy
2698 * required to make each shot, spreading the shots out over time.
2700 * Note that when firing missiles, the launcher multiplier is applied
2701 * after all the bonuses are added in, making multipliers very useful.
2703 * Note that Bows of "Extra Might" get extra range and an extra bonus
2704 * for the damage multiplier.
2706 * Note that Bows of "Extra Shots" give an extra shot.
2709 void do_cmd_fire_aux(INVENTORY_IDX item, object_type *j_ptr)
2713 POSITION y, x, ny, nx, ty, tx, prev_y, prev_x;
2714 int tdam_base, tdis, thits, tmul;
2716 int cur_dis, visible;
2724 bool hit_body = FALSE;
2726 char o_name[MAX_NLEN];
2728 u16b path_g[512]; /* For calcuration of path length */
2730 int msec = delay_factor * delay_factor * delay_factor;
2733 bool stick_to = FALSE;
2735 /* Access the item (if in the pack) */
2738 o_ptr = &inventory[item];
2742 o_ptr = &o_list[0 - item];
2745 /* Sniper - Cannot shot a single arrow twice */
2746 if ((snipe_type == SP_DOUBLE) && (o_ptr->number < 2)) snipe_type = SP_NONE;
2748 /* Describe the object */
2749 object_desc(o_name, o_ptr, OD_OMIT_PREFIX);
2751 /* Use the proper number of shots */
2752 thits = p_ptr->num_fire;
2754 /* Use a base distance */
2757 /* Base damage from thrown object plus launcher bonus */
2758 tdam_base = damroll(o_ptr->dd, o_ptr->ds) + o_ptr->to_d + j_ptr->to_d;
2760 /* Actually "fire" the object */
2761 bonus = (p_ptr->to_h_b + o_ptr->to_h + j_ptr->to_h);
2762 if ((j_ptr->sval == SV_LIGHT_XBOW) || (j_ptr->sval == SV_HEAVY_XBOW))
2763 chance = (p_ptr->skill_thb + (p_ptr->weapon_exp[0][j_ptr->sval] / 400 + bonus) * BTH_PLUS_ADJ);
2765 chance = (p_ptr->skill_thb + ((p_ptr->weapon_exp[0][j_ptr->sval] - (WEAPON_EXP_MASTER / 2)) / 200 + bonus) * BTH_PLUS_ADJ);
2767 p_ptr->energy_use = bow_energy(j_ptr->sval);
2768 tmul = bow_tmul(j_ptr->sval);
2770 /* Get extra "power" from "extra might" */
2771 if (p_ptr->xtra_might) tmul++;
2773 tmul = tmul * (100 + (int)(adj_str_td[p_ptr->stat_ind[A_STR]]) - 128);
2775 /* Boost the damage */
2780 tdis = 13 + tmul/80;
2781 if ((j_ptr->sval == SV_LIGHT_XBOW) || (j_ptr->sval == SV_HEAVY_XBOW))
2784 tdis -= (5 - (p_ptr->concent + 1) / 2);
2789 project_length = tdis + 1;
2791 /* Get a direction (or cancel) */
2792 if (!get_aim_dir(&dir))
2794 p_ptr->energy_use = 0;
2796 if (snipe_type == SP_AWAY) snipe_type = SP_NONE;
2798 /* need not to reset project_length (already did)*/
2803 /* Predict the "target" location */
2804 tx = p_ptr->x + 99 * ddx[dir];
2805 ty = p_ptr->y + 99 * ddy[dir];
2807 /* Check for "target request" */
2808 if ((dir == 5) && target_okay())
2814 /* Get projection path length */
2815 tdis = project_path(path_g, project_length, p_ptr->y, p_ptr->x, ty, tx, PROJECT_PATH|PROJECT_THRU) - 1;
2817 project_length = 0; /* reset to default */
2819 /* Don't shoot at my feet */
2820 if (tx == p_ptr->x && ty == p_ptr->y)
2822 p_ptr->energy_use = 0;
2824 /* project_length is already reset to 0 */
2830 /* Take a (partial) turn */
2831 p_ptr->energy_use = (p_ptr->energy_use / thits);
2834 /* Sniper - Difficult to shot twice at 1 turn */
2835 if (snipe_type == SP_DOUBLE) p_ptr->concent = (p_ptr->concent + 1) / 2;
2837 /* Sniper - Repeat shooting when double shots */
2838 for (i = 0; i < ((snipe_type == SP_DOUBLE) ? 2 : 1); i++)
2841 /* Start at the player */
2845 /* Get local object */
2848 /* Obtain a local object */
2849 object_copy(q_ptr, o_ptr);
2854 /* Reduce and describe inventory */
2857 inven_item_increase(item, -1);
2858 inven_item_describe(item);
2859 inven_item_optimize(item);
2862 /* Reduce and describe floor item */
2865 floor_item_increase(0 - item, -1);
2866 floor_item_optimize(0 - item);
2871 /* Hack -- Handle stuff */
2874 /* Save the old location */
2878 /* The shot does not hit yet */
2881 /* Travel until stopped */
2882 for (cur_dis = 0; cur_dis <= tdis; )
2886 /* Hack -- Stop at the target */
2887 if ((y == ty) && (x == tx)) break;
2889 /* Calculate the new location (see "project()") */
2892 mmove2(&ny, &nx, p_ptr->y, p_ptr->x, ty, tx);
2895 if (snipe_type == SP_KILL_WALL)
2897 c_ptr = &cave[ny][nx];
2899 if (cave_have_flag_grid(c_ptr, FF_HURT_ROCK) && !c_ptr->m_idx)
2901 if (c_ptr->info & (CAVE_MARK)) msg_print(_("岩が砕け散った。", "Wall rocks were shattered."));
2902 /* Forget the wall */
2903 c_ptr->info &= ~(CAVE_MARK);
2905 p_ptr->update |= (PU_VIEW | PU_LITE | PU_FLOW | PU_MON_LITE);
2907 /* Destroy the wall */
2908 cave_alter_feat(ny, nx, FF_HURT_ROCK);
2915 /* Stopped by walls/doors */
2916 if (!cave_have_flag_bold(ny, nx, FF_PROJECT) && !cave[ny][nx].m_idx) break;
2918 /* Advance the distance */
2922 if (snipe_type == SP_LITE)
2924 cave[ny][nx].info |= (CAVE_GLOW);
2932 /* The player can see the (on screen) missile */
2933 if (panel_contains(ny, nx) && player_can_see_bold(ny, nx))
2935 char c = object_char(q_ptr);
2936 byte a = object_attr(q_ptr);
2938 /* Draw, Hilite, Fresh, Pause, Erase */
2939 print_rel(c, a, ny, nx);
2940 move_cursor_relative(ny, nx);
2942 Term_xtra(TERM_XTRA_DELAY, msec);
2947 /* The player cannot see the missile */
2950 /* Pause anyway, for consistancy */
2951 Term_xtra(TERM_XTRA_DELAY, msec);
2955 if (snipe_type == SP_KILL_TRAP)
2957 project(0, 0, ny, nx, 0, GF_KILL_TRAP,
2958 (PROJECT_JUMP | PROJECT_HIDE | PROJECT_GRID | PROJECT_ITEM), -1);
2962 if (snipe_type == SP_EVILNESS)
2964 cave[ny][nx].info &= ~(CAVE_GLOW | CAVE_MARK);
2972 /* Save the old location */
2976 /* Save the new location */
2981 /* Monster here, Try to hit it */
2982 if (cave[y][x].m_idx)
2984 cave_type *c_mon_ptr = &cave[y][x];
2986 monster_type *m_ptr = &m_list[c_mon_ptr->m_idx];
2987 monster_race *r_ptr = &r_info[m_ptr->r_idx];
2989 /* Check the visibility */
2990 visible = m_ptr->ml;
2992 /* Note the collision */
2995 if (MON_CSLEEP(m_ptr))
2997 if (!(r_ptr->flags3 & RF3_EVIL) || one_in_(5)) chg_virtue(V_COMPASSION, -1);
2998 if (!(r_ptr->flags3 & RF3_EVIL) || one_in_(5)) chg_virtue(V_HONOUR, -1);
3001 if ((r_ptr->level + 10) > p_ptr->lev)
3003 int now_exp = p_ptr->weapon_exp[0][j_ptr->sval];
3004 if (now_exp < s_info[p_ptr->pclass].w_max[0][j_ptr->sval])
3007 if (now_exp < WEAPON_EXP_BEGINNER) amount = 80;
3008 else if (now_exp < WEAPON_EXP_SKILLED) amount = 25;
3009 else if ((now_exp < WEAPON_EXP_EXPERT) && (p_ptr->lev > 19)) amount = 10;
3010 else if (p_ptr->lev > 34) amount = 2;
3011 p_ptr->weapon_exp[0][j_ptr->sval] += amount;
3012 p_ptr->update |= (PU_BONUS);
3018 if ((p_ptr->skill_exp[GINOU_RIDING] < s_info[p_ptr->pclass].s_max[GINOU_RIDING])
3019 && ((p_ptr->skill_exp[GINOU_RIDING] - (RIDING_EXP_BEGINNER * 2)) / 200 < r_info[m_list[p_ptr->riding].r_idx].level)
3022 p_ptr->skill_exp[GINOU_RIDING] += 1;
3023 p_ptr->update |= (PU_BONUS);
3027 /* Did we hit it (penalize range) */
3028 if (test_hit_fire(chance - cur_dis, m_ptr, m_ptr->ml, o_name))
3031 int tdam = tdam_base;
3033 /* Get extra damage from concentration */
3034 if (p_ptr->concent) tdam = boost_concentration_damage(tdam);
3036 /* Handle unseen monster */
3039 /* Invisible monster */
3040 msg_format(_("%sが敵を捕捉した。", "The %s finds a mark."), o_name);
3043 /* Handle visible monster */
3048 /* Get "the monster" or "it" */
3049 monster_desc(m_name, m_ptr, 0);
3051 msg_format(_("%sが%sに命中した。", "The %s hits %s."), o_name, m_name);
3055 /* Hack -- Track this monster race */
3056 if (!p_ptr->image) monster_race_track(m_ptr->ap_r_idx);
3058 /* Hack -- Track this monster */
3059 health_track(c_mon_ptr->m_idx);
3063 if (snipe_type == SP_NEEDLE)
3065 if ((randint1(randint1(r_ptr->level / (3 + p_ptr->concent)) + (8 - p_ptr->concent)) == 1)
3066 && !(r_ptr->flags1 & RF1_UNIQUE) && !(r_ptr->flags7 & RF7_UNIQUE2))
3070 /* Get "the monster" or "it" */
3071 monster_desc(m_name, m_ptr, 0);
3073 tdam = m_ptr->hp + 1;
3074 msg_format(_("%sの急所に突き刺さった!", "Your shot sticked on a fatal spot of %s!"), m_name);
3080 /* Apply special damage */
3081 tdam = tot_dam_aux_shot(q_ptr, tdam, m_ptr);
3082 tdam = critical_shot(q_ptr->weight, q_ptr->to_h, j_ptr->to_h, tdam);
3084 /* No negative damage */
3085 if (tdam < 0) tdam = 0;
3087 /* Modify the damage */
3088 tdam = mon_damage_mod(m_ptr, tdam, FALSE);
3091 msg_format_wizard(CHEAT_MONSTER,
3092 _("%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))"),
3093 tdam, m_ptr->hp - tdam, m_ptr->maxhp, m_ptr->max_maxhp);
3096 if (snipe_type == SP_EXPLODE)
3098 u16b flg = (PROJECT_STOP | PROJECT_JUMP | PROJECT_KILL | PROJECT_GRID);
3100 sound(SOUND_EXPLODE); /* No explode sound - use breath fire instead */
3101 project(0, ((p_ptr->concent + 1) / 2 + 1), ny, nx, tdam, GF_MISSILE, flg, -1);
3106 if (snipe_type == SP_HOLYNESS)
3108 cave[ny][nx].info |= (CAVE_GLOW);
3116 /* Hit the monster, check for death */
3117 if (mon_take_hit(c_mon_ptr->m_idx, tdam, &fear, extract_note_dies(real_r_ptr(m_ptr))))
3126 if (object_is_fixed_artifact(q_ptr) &&
3127 (p_ptr->pclass != CLASS_SNIPER || p_ptr->concent == 0))
3131 monster_desc(m_name, m_ptr, 0);
3134 msg_format(_("%sは%sに突き刺さった!", "%^s have stuck into %s!"),o_name, m_name);
3137 message_pain(c_mon_ptr->m_idx, tdam);
3139 /* Anger the monster */
3140 if (tdam > 0) anger_monster(m_ptr);
3143 if (fear && m_ptr->ml)
3149 /* Get the monster name (or "it") */
3150 monster_desc(m_name, m_ptr, 0);
3152 msg_format(_("%^sは恐怖して逃げ出した!", "%^s flees in terror!"), m_name);
3155 set_target(m_ptr, p_ptr->y, p_ptr->x);
3158 if (snipe_type == SP_RUSH)
3160 int n = randint1(5) + 3;
3161 MONSTER_IDX m_idx = c_mon_ptr->m_idx;
3163 for ( ; cur_dis <= tdis; )
3170 /* Calculate the new location (see "project()") */
3171 mmove2(&ny, &nx, p_ptr->y, p_ptr->x, ty, tx);
3173 /* Stopped by wilderness boundary */
3174 if (!in_bounds2(ny, nx)) break;
3176 /* Stopped by walls/doors */
3177 if (!player_can_enter(cave[ny][nx].feat, 0)) break;
3179 /* Stopped by monsters */
3180 if (!cave_empty_bold(ny, nx)) break;
3182 cave[ny][nx].m_idx = m_idx;
3183 cave[oy][ox].m_idx = 0;
3188 /* Update the monster (new location) */
3189 update_mon(c_mon_ptr->m_idx, TRUE);
3195 Term_xtra(TERM_XTRA_DELAY, msec);
3207 if (snipe_type == SP_PIERCE)
3209 if(p_ptr->concent < 1) break;
3219 /* Chance of breakage (during attacks) */
3220 j = (hit_body ? breakage_chance(q_ptr) : 0);
3224 MONSTER_IDX m_idx = cave[y][x].m_idx;
3225 monster_type *m_ptr = &m_list[m_idx];
3226 OBJECT_IDX o_idx = o_pop();
3230 msg_format(_("%sはどこかへ行った。", "The %s have gone to somewhere."), o_name);
3231 if (object_is_fixed_artifact(q_ptr))
3233 a_info[j_ptr->name1].cur_num = 0;
3238 o_ptr = &o_list[o_idx];
3239 object_copy(o_ptr, q_ptr);
3242 o_ptr->marked &= OM_TOUCHED;
3244 /* Forget location */
3245 o_ptr->iy = o_ptr->ix = 0;
3247 /* Memorize monster */
3248 o_ptr->held_m_idx = m_idx;
3251 o_ptr->next_o_idx = m_ptr->hold_o_idx;
3254 m_ptr->hold_o_idx = o_idx;
3256 else if (cave_have_flag_bold(y, x, FF_PROJECT))
3258 /* Drop (or break) near that location */
3259 (void)drop_near(q_ptr, j, y, x);
3263 /* Drop (or break) near that location */
3264 (void)drop_near(q_ptr, j, prev_y, prev_x);
3267 /* Sniper - Repeat shooting when double shots */
3270 /* Sniper - Loose his/her concentration after any shot */
3271 if (p_ptr->concent) reset_concentration(FALSE);
3275 * @brief 射撃処理のメインルーチン
3278 void do_cmd_fire(void)
3284 is_fired = FALSE; /* not fired yet */
3286 /* Get the "bow" (if any) */
3287 j_ptr = &inventory[INVEN_BOW];
3289 /* Require a launcher */
3292 msg_print(_("射撃用の武器を持っていない。", "You have nothing to fire with."));
3297 if (j_ptr->sval == SV_CRIMSON)
3299 msg_print(_("この武器は発動して使うもののようだ。", "Do activate."));
3304 if (j_ptr->sval == SV_HARP)
3306 msg_print(_("この武器で射撃はできない。", "It's not for firing."));
3312 if (p_ptr->special_defense & KATA_MUSOU)
3314 set_action(ACTION_NONE);
3317 /* Require proper missile */
3318 item_tester_tval = p_ptr->tval_ammo;
3320 q = _("どれを撃ちますか? ", "Fire which item? ");
3321 s = _("発射されるアイテムがありません。", "You have nothing to fire.");
3322 if (!get_item(&item, q, s, (USE_INVEN | USE_FLOOR)))
3329 do_cmd_fire_aux(item, j_ptr);
3331 if (!is_fired || p_ptr->pclass != CLASS_SNIPER) return;
3333 /* Sniper actions after some shootings */
3334 if (snipe_type == SP_AWAY)
3336 teleport_player(10 + (p_ptr->concent * 2), 0L);
3338 if (snipe_type == SP_FINAL)
3340 msg_print(_("射撃の反動が体を襲った。", "A reactionary of shooting attacked you. "));
3341 (void)set_slow(p_ptr->slow + randint0(7) + 7, FALSE);
3342 (void)set_stun(p_ptr->stun + randint1(25));
3348 * @brief 投射処理メインルーチン /
3349 * Throw an object from the pack or floor.
3351 * @param boomerang ブーメラン処理ならばTRUE
3352 * @param shuriken 忍者の手裏剣処理ならばTRUE
3353 * @return ターンを消費した場合TRUEを返す
3356 * Note: "unseen" monsters are very hard to hit.
3358 * Should throwing a weapon do full damage? Should it allow the magic
3359 * to hit bonus of the weapon to have an effect? Should it ever cause
3360 * the item to be destroyed? Should it do any damage at all?
3363 bool do_cmd_throw(int mult, bool boomerang, OBJECT_IDX shuriken)
3368 POSITION y, x, ty, tx, prev_y, prev_x;
3369 POSITION ny[19], nx[19];
3370 int chance, tdam, tdis;
3371 int mul, div, dd, ds;
3372 int cur_dis, visible;
3380 bool hit_body = FALSE;
3381 bool hit_wall = FALSE;
3382 bool equiped_item = FALSE;
3383 bool return_when_thrown = FALSE;
3385 char o_name[MAX_NLEN];
3387 int msec = delay_factor * delay_factor * delay_factor;
3389 BIT_FLAGS flgs[TR_FLAG_SIZE];
3391 bool come_back = FALSE;
3392 bool do_drop = TRUE;
3395 if (p_ptr->special_defense & KATA_MUSOU)
3397 set_action(ACTION_NONE);
3406 if (buki_motteruka(INVEN_RARM) && buki_motteruka(INVEN_LARM))
3408 item_tester_hook = item_tester_hook_boomerang;
3409 q = _("どの武器を投げますか? ", "Throw which item? ");
3410 s = _("投げる武器がない。", "You have nothing to throw.");
3411 if (!get_item(&item, q, s, (USE_EQUIP)))
3417 else if (buki_motteruka(INVEN_LARM)) item = INVEN_LARM;
3418 else item = INVEN_RARM;
3422 q = _("どのアイテムを投げますか? ", "Throw which item? ");
3423 s = _("投げるアイテムがない。", "You have nothing to throw.");
3424 if (!get_item(&item, q, s, (USE_INVEN | USE_FLOOR | USE_EQUIP)))
3431 /* Access the item (if in the pack) */
3434 o_ptr = &inventory[item];
3438 o_ptr = &o_list[0 - item];
3441 /* Item is cursed */
3442 if (object_is_cursed(o_ptr) && (item >= INVEN_RARM))
3444 msg_print(_("ふーむ、どうやら呪われているようだ。", "Hmmm, it seems to be cursed."));
3449 if (p_ptr->inside_arena && !boomerang)
3451 if (o_ptr->tval != TV_SPIKE)
3453 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!"));
3461 /* Get local object */
3464 /* Obtain a local object */
3465 object_copy(q_ptr, o_ptr);
3467 /* Extract the thrown object's flags. */
3468 object_flags(q_ptr, flgs);
3469 torch_flags(q_ptr, flgs);
3471 /* Distribute the charges of rods/wands between the stacks */
3472 distribute_charges(o_ptr, q_ptr, 1);
3478 object_desc(o_name, q_ptr, OD_OMIT_PREFIX);
3480 if (p_ptr->mighty_throw) mult += 3;
3482 /* Extract a "distance multiplier" */
3483 /* Changed for 'launcher' mutation */
3484 mul = 10 + 2 * (mult - 1);
3486 /* Enforce a minimum "weight" of one pound */
3487 div = ((q_ptr->weight > 10) ? q_ptr->weight : 10);
3488 if ((have_flag(flgs, TR_THROW)) || boomerang) div /= 2;
3490 /* Hack -- Distance -- Reward strength, penalize weight */
3491 tdis = (adj_str_blow[p_ptr->stat_ind[A_STR]] + 20) * mul / div;
3493 /* Max distance of 10-18 */
3494 if (tdis > mul) tdis = mul;
3498 ty = randint0(101) - 50 + p_ptr->y;
3499 tx = randint0(101) - 50 + p_ptr->x;
3503 project_length = tdis + 1;
3505 /* Get a direction (or cancel) */
3506 if (!get_aim_dir(&dir)) return FALSE;
3508 /* Predict the "target" location */
3509 tx = p_ptr->x + 99 * ddx[dir];
3510 ty = p_ptr->y + 99 * ddy[dir];
3512 /* Check for "target request" */
3513 if ((dir == 5) && target_okay())
3519 project_length = 0; /* reset to default */
3522 if ((q_ptr->name1 == ART_MJOLLNIR) ||
3523 (q_ptr->name1 == ART_AEGISFANG) || boomerang)
3524 return_when_thrown = TRUE;
3526 /* Reduce and describe inventory */
3529 inven_item_increase(item, -1);
3530 if (!return_when_thrown)
3531 inven_item_describe(item);
3532 inven_item_optimize(item);
3535 /* Reduce and describe floor item */
3538 floor_item_increase(0 - item, -1);
3539 floor_item_optimize(0 - item);
3541 if (item >= INVEN_RARM)
3543 equiped_item = TRUE;
3544 p_ptr->redraw |= (PR_EQUIPPY);
3547 p_ptr->energy_use = 100;
3549 /* Rogue and Ninja gets bonus */
3550 if ((p_ptr->pclass == CLASS_ROGUE) || (p_ptr->pclass == CLASS_NINJA))
3551 p_ptr->energy_use -= p_ptr->lev;
3553 /* Start at the player */
3558 /* Hack -- Handle stuff */
3561 if ((p_ptr->pclass == CLASS_NINJA) && ((q_ptr->tval == TV_SPIKE) || ((have_flag(flgs, TR_THROW)) && (q_ptr->tval == TV_SWORD)))) shuriken = TRUE;
3562 else shuriken = FALSE;
3564 /* Chance of hitting */
3565 if (have_flag(flgs, TR_THROW)) chance = ((p_ptr->skill_tht) +
3566 ((p_ptr->to_h_b + q_ptr->to_h) * BTH_PLUS_ADJ));
3567 else chance = (p_ptr->skill_tht + (p_ptr->to_h_b * BTH_PLUS_ADJ));
3569 if (shuriken) chance *= 2;
3571 /* Save the old location */
3575 /* Travel until stopped */
3576 for (cur_dis = 0; cur_dis <= tdis; )
3578 /* Hack -- Stop at the target */
3579 if ((y == ty) && (x == tx)) break;
3581 /* Calculate the new location (see "project()") */
3584 mmove2(&ny[cur_dis], &nx[cur_dis], p_ptr->y, p_ptr->x, ty, tx);
3586 /* Stopped by walls/doors */
3587 if (!cave_have_flag_bold(ny[cur_dis], nx[cur_dis], FF_PROJECT))
3590 if ((q_ptr->tval == TV_FIGURINE) || object_is_potion(q_ptr) || !cave[ny[cur_dis]][nx[cur_dis]].m_idx) break;
3593 /* The player can see the (on screen) missile */
3594 if (panel_contains(ny[cur_dis], nx[cur_dis]) && player_can_see_bold(ny[cur_dis], nx[cur_dis]))
3596 char c = object_char(q_ptr);
3597 byte a = object_attr(q_ptr);
3599 /* Draw, Hilite, Fresh, Pause, Erase */
3600 print_rel(c, a, ny[cur_dis], nx[cur_dis]);
3601 move_cursor_relative(ny[cur_dis], nx[cur_dis]);
3603 Term_xtra(TERM_XTRA_DELAY, msec);
3604 lite_spot(ny[cur_dis], nx[cur_dis]);
3608 /* The player cannot see the missile */
3611 /* Pause anyway, for consistancy */
3612 Term_xtra(TERM_XTRA_DELAY, msec);
3615 /* Save the old location */
3619 /* Save the new location */
3623 /* Advance the distance */
3626 /* Monster here, Try to hit it */
3627 if (cave[y][x].m_idx)
3629 cave_type *c_ptr = &cave[y][x];
3630 monster_type *m_ptr = &m_list[c_ptr->m_idx];
3632 /* Check the visibility */
3633 visible = m_ptr->ml;
3635 /* Note the collision */
3638 /* Did we hit it (penalize range) */
3639 if (test_hit_fire(chance - cur_dis, m_ptr, m_ptr->ml, o_name))
3643 /* Handle unseen monster */
3646 /* Invisible monster */
3647 msg_format(_("%sが敵を捕捉した。", "The %s finds a mark."), o_name);
3650 /* Handle visible monster */
3655 /* Get "the monster" or "it" */
3656 monster_desc(m_name, m_ptr, 0);
3658 msg_format(_("%sが%sに命中した。", "The %s hits %s."), o_name, m_name);
3662 /* Hack -- Track this monster race */
3663 if (!p_ptr->image) monster_race_track(m_ptr->ap_r_idx);
3665 /* Hack -- Track this monster */
3666 health_track(c_ptr->m_idx);
3670 /* Hack -- Base damage from thrown object */
3673 torch_dice(q_ptr, &dd, &ds); /* throwing a torch */
3674 tdam = damroll(dd, ds);
3675 /* Apply special damage */
3676 tdam = tot_dam_aux(q_ptr, tdam, m_ptr, 0, TRUE);
3677 tdam = critical_shot(q_ptr->weight, q_ptr->to_h, 0, tdam);
3678 if (q_ptr->to_d > 0)
3679 tdam += q_ptr->to_d;
3681 tdam += -q_ptr->to_d;
3685 tdam *= (mult+p_ptr->num_blow[item - INVEN_RARM]);
3686 tdam += p_ptr->to_d_m;
3688 else if (have_flag(flgs, TR_THROW))
3691 tdam += p_ptr->to_d_m;
3699 tdam += ((p_ptr->lev+30)*(p_ptr->lev+30)-900)/55;
3702 /* No negative damage */
3703 if (tdam < 0) tdam = 0;
3705 /* Modify the damage */
3706 tdam = mon_damage_mod(m_ptr, tdam, FALSE);
3708 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))"),
3709 tdam, m_ptr->hp - tdam, m_ptr->maxhp, m_ptr->max_maxhp);
3711 /* Hit the monster, check for death */
3712 if (mon_take_hit(c_ptr->m_idx, tdam, &fear, extract_note_dies(real_r_ptr(m_ptr))))
3720 message_pain(c_ptr->m_idx, tdam);
3722 /* Anger the monster */
3723 if ((tdam > 0) && !object_is_potion(q_ptr))
3724 anger_monster(m_ptr);
3727 if (fear && m_ptr->ml)
3733 /* Get the monster name (or "it") */
3734 monster_desc(m_name, m_ptr, 0);
3736 msg_format(_("%^sは恐怖して逃げ出した!", "%^s flees in terror!"), m_name);
3746 /* decrease toach's fuel */
3747 if (hit_body) torch_lost_fuel(q_ptr);
3749 /* Chance of breakage (during attacks) */
3750 j = (hit_body ? breakage_chance(q_ptr) : 0);
3752 /* Figurines transform */
3753 if ((q_ptr->tval == TV_FIGURINE) && !(p_ptr->inside_arena))
3757 if (!(summon_named_creature(0, y, x, q_ptr->pval,
3758 !(object_is_cursed(q_ptr)) ? PM_FORCE_PET : 0L)))
3759 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."));
3760 else if (object_is_cursed(q_ptr))
3761 msg_print(_("これはあまり良くない気がする。", "You have a bad feeling about this."));
3766 /* Potions smash open */
3767 if (object_is_potion(q_ptr))
3769 if (hit_body || hit_wall || (randint1(100) < j))
3771 msg_format(_("%sは砕け散った!", "The %s shatters!"), o_name);
3773 if (potion_smash_effect(0, y, x, q_ptr->k_idx))
3775 monster_type *m_ptr = &m_list[cave[y][x].m_idx];
3777 /* ToDo (Robert): fix the invulnerability */
3778 if (cave[y][x].m_idx &&
3779 is_friendly(&m_list[cave[y][x].m_idx]) &&
3780 !MON_INVULNER(m_ptr))
3783 monster_desc(m_name, &m_list[cave[y][x].m_idx], 0);
3784 msg_format(_("%sは怒った!", "%^s gets angry!"), m_name);
3785 set_hostile(&m_list[cave[y][x].m_idx]);
3796 if (return_when_thrown)
3798 int back_chance = randint1(30)+20+((int)(adj_dex_th[p_ptr->stat_ind[A_DEX]]) - 128);
3799 char o2_name[MAX_NLEN];
3800 bool super_boomerang = (((q_ptr->name1 == ART_MJOLLNIR) || (q_ptr->name1 == ART_AEGISFANG)) && boomerang);
3803 if (boomerang) back_chance += 4+randint1(5);
3804 if (super_boomerang) back_chance += 100;
3805 object_desc(o2_name, q_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
3807 if((back_chance > 30) && (!one_in_(100) || super_boomerang))
3809 for (i = cur_dis - 1; i > 0; i--)
3811 if (panel_contains(ny[i], nx[i]) && player_can_see_bold(ny[i], nx[i]))
3813 char c = object_char(q_ptr);
3814 byte a = object_attr(q_ptr);
3816 /* Draw, Hilite, Fresh, Pause, Erase */
3817 print_rel(c, a, ny[i], nx[i]);
3818 move_cursor_relative(ny[i], nx[i]);
3820 Term_xtra(TERM_XTRA_DELAY, msec);
3821 lite_spot(ny[i], nx[i]);
3826 /* Pause anyway, for consistancy */
3827 Term_xtra(TERM_XTRA_DELAY, msec);
3830 if((back_chance > 37) && !p_ptr->blind && (item >= 0))
3832 msg_format(_("%sが手元に返ってきた。", "%s comes back to you."), o2_name);
3839 msg_format(_("%sを受け損ねた!", "%s backs, but you can't catch!"), o2_name);
3843 msg_format(_("%sが返ってきた。", "%s comes back."), o2_name);
3851 msg_format(_("%sが返ってこなかった!", "%s doesn't back!"), o2_name);
3857 if (item == INVEN_RARM || item == INVEN_LARM)
3859 /* Access the wield slot */
3860 o_ptr = &inventory[item];
3862 /* Wear the new stuff */
3863 object_copy(o_ptr, q_ptr);
3865 /* Increase the weight */
3866 p_ptr->total_weight += q_ptr->weight;
3868 /* Increment the equip counter by hand */
3871 /* Recalculate bonuses */
3872 p_ptr->update |= (PU_BONUS);
3874 /* Recalculate torch */
3875 p_ptr->update |= (PU_TORCH);
3877 /* Recalculate mana XXX */
3878 p_ptr->update |= (PU_MANA);
3880 p_ptr->window |= (PW_EQUIP);
3888 else if (equiped_item)
3894 /* Drop (or break) near that location */
3897 if (cave_have_flag_bold(y, x, FF_PROJECT))
3899 /* Drop (or break) near that location */
3900 (void)drop_near(q_ptr, j, y, x);
3904 /* Drop (or break) near that location */
3905 (void)drop_near(q_ptr, j, prev_y, prev_x);
3915 * Hack: travel command
3917 #define TRAVEL_UNABLE 9999
3919 static int flow_head = 0;
3920 static int flow_tail = 0;
3921 static POSITION temp2_x[MAX_SHORT];
3922 static POSITION temp2_y[MAX_SHORT];
3925 * @brief トラベル処理の記憶配列を初期化する Hack: forget the "flow" information
3928 void forget_travel_flow(void)
3932 /* Check the entire dungeon */
3933 for (y = 0; y < cur_hgt; y++)
3935 for (x = 0; x < cur_wid; x++)
3937 /* Forget the old data */
3938 travel.cost[y][x] = MAX_SHORT;
3942 travel.y = travel.x = 0;
3946 * @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
3951 static int travel_flow_cost(POSITION y, POSITION x)
3953 feature_type *f_ptr = &f_info[cave[y][x].feat];
3956 /* Avoid obstacles (ex. trees) */
3957 if (have_flag(f_ptr->flags, FF_AVOID_RUN)) cost += 1;
3960 if (have_flag(f_ptr->flags, FF_WATER))
3962 if (have_flag(f_ptr->flags, FF_DEEP) && !p_ptr->levitation) cost += 5;
3966 if (have_flag(f_ptr->flags, FF_LAVA))
3969 if (!p_ptr->resist_fire) lava *= 2;
3970 if (!p_ptr->levitation) lava *= 2;
3971 if (have_flag(f_ptr->flags, FF_DEEP)) lava *= 2;
3976 /* Detected traps and doors */
3977 if (cave[y][x].info & (CAVE_MARK))
3979 if (have_flag(f_ptr->flags, FF_DOOR)) cost += 1;
3980 if (have_flag(f_ptr->flags, FF_TRAP)) cost += 10;
3987 * @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
3991 * @param wall プレイヤーが壁の中にいるならばTRUE
3994 static void travel_flow_aux(POSITION y, POSITION x, int n, bool wall)
3996 cave_type *c_ptr = &cave[y][x];
3997 feature_type *f_ptr = &f_info[c_ptr->feat];
3998 int old_head = flow_head;
4000 int base_cost = (n % TRAVEL_UNABLE);
4001 int from_wall = (n / TRAVEL_UNABLE);
4004 /* Ignore out of bounds */
4005 if (!in_bounds(y, x)) return;
4007 /* Ignore unknown grid except in wilderness */
4008 if (dun_level > 0 && !(c_ptr->info & CAVE_KNOWN)) return;
4010 /* Ignore "walls" and "rubble" (include "secret doors") */
4011 if (have_flag(f_ptr->flags, FF_WALL) ||
4012 have_flag(f_ptr->flags, FF_CAN_DIG) ||
4013 (have_flag(f_ptr->flags, FF_DOOR) && cave[y][x].mimic) ||
4014 (!have_flag(f_ptr->flags, FF_MOVE) && have_flag(f_ptr->flags, FF_CAN_FLY) && !p_ptr->levitation))
4016 if (!wall || !from_wall) return;
4017 add_cost += TRAVEL_UNABLE;
4021 add_cost = travel_flow_cost(y, x);
4024 cost = base_cost + add_cost;
4026 /* Ignore lower cost entries */
4027 if (travel.cost[y][x] <= cost) return;
4029 /* Save the flow cost */
4030 travel.cost[y][x] = cost;
4032 /* Enqueue that entry */
4033 temp2_y[flow_head] = y;
4034 temp2_x[flow_head] = x;
4036 /* Advance the queue */
4037 if (++flow_head == MAX_SHORT) flow_head = 0;
4039 /* Hack -- notice overflow by forgetting new entry */
4040 if (flow_head == flow_tail) flow_head = old_head;
4046 * @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
4047 * @param ty 目標地点のY座標
4048 * @param tx 目標地点のX座標
4051 static void travel_flow(POSITION ty, POSITION tx)
4055 feature_type *f_ptr = &f_info[cave[p_ptr->y][p_ptr->x].feat];
4057 /* Reset the "queue" */
4058 flow_head = flow_tail = 0;
4060 /* is player in the wall? */
4061 if (!have_flag(f_ptr->flags, FF_MOVE)) wall = TRUE;
4063 /* Start at the target grid */
4064 travel_flow_aux(ty, tx, 0, wall);
4066 /* Now process the queue */
4067 while (flow_head != flow_tail)
4069 /* Extract the next entry */
4070 y = temp2_y[flow_tail];
4071 x = temp2_x[flow_tail];
4073 /* Forget that entry */
4074 if (++flow_tail == MAX_SHORT) flow_tail = 0;
4076 /* Ignore too far entries */
4077 //if (distance(ty, tx, y, x) > 100) continue;
4079 /* Add the "children" */
4080 for (d = 0; d < 8; d++)
4082 /* Add that child if "legal" */
4083 travel_flow_aux(y + ddy_ddd[d], x + ddx_ddd[d], travel.cost[y][x], wall);
4087 /* Forget the flow info */
4088 flow_head = flow_tail = 0;
4092 * @brief トラベル処理のメインルーチン
4095 void do_cmd_travel(void)
4100 feature_type *f_ptr;
4102 if (travel.x != 0 && travel.y != 0 &&
4103 get_check(_("トラベルを継続しますか?", "Do you continue to travel?")))
4108 else if (!tgt_pt(&x, &y)) return;
4110 if ((x == p_ptr->x) && (y == p_ptr->y))
4112 msg_print(_("すでにそこにいます!", "You are already there!!"));
4116 f_ptr = &f_info[cave[y][x].feat];
4118 if ((cave[y][x].info & CAVE_MARK) &&
4119 (have_flag(f_ptr->flags, FF_WALL) ||
4120 have_flag(f_ptr->flags, FF_CAN_DIG) ||
4121 (have_flag(f_ptr->flags, FF_DOOR) && cave[y][x].mimic)))
4123 msg_print(_("そこには行くことができません!", "You cannot travel there!"));
4127 forget_travel_flow();
4133 /* Travel till 255 steps */
4139 /* Decides first direction */
4140 dx = abs(p_ptr->x - x);
4141 dy = abs(p_ptr->y - y);
4142 sx = ((x == p_ptr->x) || (dx < dy)) ? 0 : ((x > p_ptr->x) ? 1 : -1);
4143 sy = ((y == p_ptr->y) || (dy < dx)) ? 0 : ((y > p_ptr->y) ? 1 : -1);
4145 for (i = 1; i <= 9; i++)
4147 if ((sx == ddx[i]) && (sy == ddy[i])) travel.dir = i;