*/
#include "angband.h"
-
+#include "chest.h"
+#include "floor.h"
+#include "melee.h"
+#include "object-hook.h"
+#include "projection.h"
+#include "spells-summon.h"
+#include "spells-status.h"
+#include "monster-status.h"
+#include "quest.h"
+#include "artifact.h"
+#include "avatar.h"
+#include "player-status.h"
+#include "realm-hex.h"
/*!
* @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
((q_ptr->status != QUEST_STATUS_STAGE_COMPLETED) ||
(down_stair && (quest[QUEST_TOWER1].status != QUEST_STATUS_COMPLETED))))))
{
-#ifdef JP
- msg_print("この階を一度去ると二度と戻って来られません。");
- if (get_check("本当にこの階を去りますか?")) return TRUE;
-#else
- msg_print("You can't come back here once you leave this floor.");
- if (get_check("Really leave this floor? ")) return TRUE;
-#endif
+ 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."));
+ if (get_check(_("本当にこの階を去りますか?", "Really leave this floor? "))) return TRUE;
}
else
{
return FALSE;
}
+
+bool cmd_limit_confused(player_type *creature_ptr)
+{
+ if (p_ptr->confused)
+ {
+ msg_print(_("混乱していてできない!", "You are too confused!"));
+ return TRUE;
+ }
+ return FALSE;
+}
+
+bool cmd_limit_arena(player_type *creature_ptr)
+{
+ if (p_ptr->inside_arena)
+ {
+ msg_print(_("アリーナが魔法を吸収した!", "The arena absorbs all attempted magic!"));
+ msg_print(NULL);
+ return TRUE;
+ }
+ return FALSE;
+}
+
+bool cmd_limit_time_walk(player_type *creature_ptr)
+{
+ if (world_player)
+ {
+ if (flush_failure) flush();
+ msg_print(_("止まった時の中ではうまく働かないようだ。", "It shows no reaction."));
+ sound(SOUND_FAIL);
+ return TRUE;
+ }
+ return FALSE;
+}
+
/*!
* @brief 階段を使って階層を昇る処理 / Go up one level
* @return なし
/* Success */
-#ifdef JP
if ((p_ptr->pseikaku == SEIKAKU_COMBAT) || (inventory[INVEN_BOW].name1 == ART_CRIMSON))
- msg_print("なんだこの階段は!");
+ msg_print(_("なんだこの階段は!", "What's this STAIRWAY!"));
else
- msg_print("上の階に登った。");
-#else
- msg_print("You enter the up staircase.");
-#endif
+ msg_print(_("上の階に登った。", "You enter the up staircase."));
leave_quest_check();
/* Success */
if ((p_ptr->pseikaku == SEIKAKU_COMBAT) || (inventory[INVEN_BOW].name1 == ART_CRIMSON))
- msg_print(_("なんだこの階段は!", ""));
+ msg_print(_("なんだこの階段は!", "What's this STAIRWAY!"));
else if (up_num == dun_level)
msg_print(_("地上に戻った。", "You go back to the surface."));
else
/* Confirm Leaving */
if(!confirm_leave_level(TRUE)) return;
-#ifdef JP
if ((p_ptr->pseikaku == SEIKAKU_COMBAT) || (inventory[INVEN_BOW].name1 == ART_CRIMSON))
- msg_print("なんだこの階段は!");
+ msg_print(_("なんだこの階段は!", "What's this STAIRWAY!"));
else
- msg_print("下の階に降りた。");
-#else
- msg_print("You enter the down staircase.");
-#endif
+ msg_print(_("下の階に降りた。", "You enter the down staircase."));
leave_quest_check();
leave_tower_check();
else
{
- int target_dungeon = 0;
+ DUNGEON_IDX target_dungeon = 0;
if (!dun_level)
{
/* Save old player position */
p_ptr->oldpx = p_ptr->x;
p_ptr->oldpy = p_ptr->y;
- dungeon_type = (byte)target_dungeon;
+ dungeon_type = target_dungeon;
/*
* Clear all saved floors
else
{
if ((p_ptr->pseikaku == SEIKAKU_COMBAT) || (inventory[INVEN_BOW].name1 == ART_CRIMSON))
- msg_print(_("なんだこの階段は!", ""));
+ msg_print(_("なんだこの階段は!", "What's this STAIRWAY!"));
else
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."));
}
{
/* Set repeat count */
command_rep = command_arg - 1;
-
- /* Redraw the state */
p_ptr->redraw |= (PR_STATE);
/* Cancel the arg */
command_arg = 0;
}
-
- /* Take a turn */
p_ptr->energy_use = 100;
/* Search */
* @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
* @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。
*/
-static s16b chest_check(int y, int x, bool trapped)
+static OBJECT_IDX chest_check(POSITION y, POSITION x, bool trapped)
{
cave_type *c_ptr = &cave[y][x];
-
- s16b this_o_idx, next_o_idx = 0;
-
+ OBJECT_IDX this_o_idx, next_o_idx = 0;
/* Scan all objects in the grid */
for (this_o_idx = c_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
{
object_type *o_ptr;
- /* Acquire object */
o_ptr = &o_list[this_o_idx];
-
- /* Acquire next object */
next_o_idx = o_ptr->next_o_idx;
/* Skip unknown chests XXX XXX */
return (this_o_idx);
}
}
-
- /* No chest */
return (0);
}
-
-/*!
- * @brief 箱からアイテムを引き出す /
- * Allocates objects upon opening a chest -BEN-
- * @param scatter TRUEならばトラップによるアイテムの拡散処理
- * @param y 箱の存在するマスのY座標
- * @param x 箱の存在するマスのX座標
- * @param o_idx 箱のオブジェクトID
- * @return なし
- * @details
- * <pre>
- * Disperse treasures from the given chest, centered at (x,y).
- *
- * Small chests often contain "gold", while Large chests always contain
- * items. Wooden chests contain 2 items, Iron chests contain 4 items,
- * and Steel chests contain 6 items. The "value" of the items in a
- * chest is based on the "power" of the chest, which is in turn based
- * on the level on which the chest is generated.
- * </pre>
- */
-static void chest_death(bool scatter, int y, int x, s16b o_idx)
-{
- int number;
-
- bool small;
- u32b mode = AM_GOOD;
-
- object_type forge;
- object_type *q_ptr;
-
- object_type *o_ptr = &o_list[o_idx];
-
-
- /* Small chests often hold "gold" */
- small = (o_ptr->sval < SV_CHEST_MIN_LARGE);
-
- /* Determine how much to drop (see above) */
- number = (o_ptr->sval % SV_CHEST_MIN_LARGE) * 2;
-
- if (o_ptr->sval == SV_CHEST_KANDUME)
- {
- number = 5;
- small = FALSE;
- mode |= AM_GREAT;
- object_level = o_ptr->xtra3;
- }
- else
- {
- /* Determine the "value" of the items */
- object_level = ABS(o_ptr->pval) + 10;
- }
-
- /* Zero pval means empty chest */
- if (!o_ptr->pval) number = 0;
-
- /* Opening a chest */
- opening_chest = TRUE;
-
- /* Drop some objects (non-chests) */
- for (; number > 0; --number)
- {
- /* Get local object */
- q_ptr = &forge;
-
- /* Wipe the object */
- object_wipe(q_ptr);
-
- /* Small chests often drop gold */
- if (small && (randint0(100) < 25))
- {
- /* Make some gold */
- if (!make_gold(q_ptr)) continue;
- }
-
- /* Otherwise drop an item */
- else
- {
- /* Make a good object */
- if (!make_object(q_ptr, mode)) continue;
- }
-
- /* If chest scatters its contents, pick any floor square. */
- if (scatter)
- {
- int i;
- for (i = 0; i < 200; i++)
- {
- /* Pick a totally random spot. */
- y = randint0(MAX_HGT);
- x = randint0(MAX_WID);
-
- /* Must be an empty floor. */
- if (!cave_empty_bold(y, x)) continue;
-
- /* Place the object there. */
- drop_near(q_ptr, -1, y, x);
-
- /* Done. */
- break;
- }
- }
- /* Normally, drop object near the chest. */
- else drop_near(q_ptr, -1, y, x);
- }
-
- /* Reset the object level */
- object_level = base_level;
-
- /* No longer opening a chest */
- opening_chest = FALSE;
-
- /* Empty */
- o_ptr->pval = 0;
-
- /* Known */
- object_known(o_ptr);
-}
-
-
-/*!
- * @brief 箱のトラップ処理 /
- * Chests have traps too.
- * @param y 箱の存在するマスのY座標
- * @param x 箱の存在するマスのX座標
- * @param o_idx 箱のオブジェクトID
- * @return なし
- * @details
- * <pre>
- * Exploding chest destroys contents (and traps).
- * Note that the chest itself is never destroyed.
- * </pre>
- */
-static void chest_trap(POSITION y, POSITION x, KIND_OBJECT_IDX o_idx)
-{
- int i, trap;
-
- object_type *o_ptr = &o_list[o_idx];
-
- int mon_level = o_ptr->xtra3;
-
- /* Ignore disarmed chests */
- if (o_ptr->pval <= 0) return;
-
- /* Obtain the traps */
- trap = chest_traps[o_ptr->pval];
-
- /* Lose strength */
- if (trap & (CHEST_LOSE_STR))
- {
-#ifdef JP
- msg_print("仕掛けられていた小さな針に刺されてしまった!");
- take_hit(DAMAGE_NOESCAPE, damroll(1, 4), "毒針", -1);
-#else
- msg_print("A small needle has pricked you!");
- take_hit(DAMAGE_NOESCAPE, damroll(1, 4), "a poison needle", -1);
-#endif
-
- (void)do_dec_stat(A_STR);
- }
-
- /* Lose constitution */
- if (trap & (CHEST_LOSE_CON))
- {
-#ifdef JP
- msg_print("仕掛けられていた小さな針に刺されてしまった!");
- take_hit(DAMAGE_NOESCAPE, damroll(1, 4), "毒針", -1);
-#else
- msg_print("A small needle has pricked you!");
- take_hit(DAMAGE_NOESCAPE, damroll(1, 4), "a poison needle", -1);
-#endif
-
- (void)do_dec_stat(A_CON);
- }
-
- /* Poison */
- if (trap & (CHEST_POISON))
- {
- msg_print(_("突如吹き出した緑色のガスに包み込まれた!", "A puff of green gas surrounds you!"));
- if (!(p_ptr->resist_pois || IS_OPPOSE_POIS()))
- {
- (void)set_poisoned(p_ptr->poisoned + 10 + randint1(20));
- }
- }
-
- /* Paralyze */
- if (trap & (CHEST_PARALYZE))
- {
- msg_print(_("突如吹き出した黄色いガスに包み込まれた!", "A puff of yellow gas surrounds you!"));
- if (!p_ptr->free_act)
- {
- (void)set_paralyzed(p_ptr->paralyzed + 10 + randint1(20));
- }
- }
-
- /* Summon monsters */
- if (trap & (CHEST_SUMMON))
- {
- int num = 2 + randint1(3);
- msg_print(_("突如吹き出した煙に包み込まれた!", "You are enveloped in a cloud of smoke!"));
- for (i = 0; i < num; i++)
- {
- if (randint1(100)<dun_level)
- activate_hi_summon(p_ptr->y, p_ptr->x, FALSE);
- else
- (void)summon_specific(0, y, x, mon_level, 0, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE | PM_NO_PET));
- }
- }
-
- /* Elemental summon. */
- if (trap & (CHEST_E_SUMMON))
- {
- msg_print(_("宝を守るためにエレメンタルが現れた!", "Elemental beings appear to protect their treasures!"));
- for (i = 0; i < randint1(3) + 5; i++)
- {
- (void)summon_specific(0, y, x, mon_level, SUMMON_ELEMENTAL, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE | PM_NO_PET));
- }
- }
-
- /* Force clouds, then summon birds. */
- if (trap & (CHEST_BIRD_STORM))
- {
- msg_print(_("鳥の群れがあなたを取り巻いた!", "A storm of birds swirls around you!"));
-
- for (i = 0; i < randint1(3) + 3; i++)
- (void)fire_meteor(-1, GF_FORCE, y, x, o_ptr->pval / 5, 7);
-
- for (i = 0; i < randint1(5) + o_ptr->pval / 5; i++)
- {
- (void)summon_specific(0, y, x, mon_level, SUMMON_BIRD, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE | PM_NO_PET));
- }
- }
-
- /* Various colorful summonings. */
- if (trap & (CHEST_H_SUMMON))
- {
- /* Summon demons. */
- if (one_in_(4))
- {
- msg_print(_("炎と硫黄の雲の中に悪魔が姿を現した!", "Demons materialize in clouds of fire and brimstone!"));
- for (i = 0; i < randint1(3) + 2; i++)
- {
- (void)fire_meteor(-1, GF_FIRE, y, x, 10, 5);
- (void)summon_specific(0, y, x, mon_level, SUMMON_DEMON, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE | PM_NO_PET));
- }
- }
-
- /* Summon dragons. */
- else if (one_in_(3))
- {
- msg_print(_("暗闇にドラゴンの影がぼんやりと現れた!", "Draconic forms loom out of the darkness!"));
- for (i = 0; i < randint1(3) + 2; i++)
- {
- (void)summon_specific(0, y, x, mon_level, SUMMON_DRAGON, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE | PM_NO_PET));
- }
- }
-
- /* Summon hybrids. */
- else if (one_in_(2))
- {
- msg_print(_("奇妙な姿の怪物が襲って来た!", "Creatures strange and twisted assault you!"));
- for (i = 0; i < randint1(5) + 3; i++)
- {
- (void)summon_specific(0, y, x, mon_level, SUMMON_HYBRID, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE | PM_NO_PET));
- }
- }
-
- /* Summon vortices (scattered) */
- else
- {
- msg_print(_("渦巻が合体し、破裂した!", "Vortices coalesce and wreak destruction!"));
- for (i = 0; i < randint1(3) + 2; i++)
- {
- (void)summon_specific(0, y, x, mon_level, SUMMON_VORTEX, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE | PM_NO_PET));
- }
- }
- }
-
- /* Dispel player. */
- if ((trap & (CHEST_RUNES_OF_EVIL)) && o_ptr->k_idx)
- {
- /* Determine how many nasty tricks can be played. */
- int nasty_tricks_count = 4 + randint0(3);
-
- /* Message. */
- msg_print(_("恐ろしい声が響いた: 「暗闇が汝をつつまん!」", "Hideous voices bid: 'Let the darkness have thee!'"));
- /* This is gonna hurt... */
- for (; nasty_tricks_count > 0; nasty_tricks_count--)
- {
- /* ...but a high saving throw does help a little. */
- if (randint1(100+o_ptr->pval*2) > p_ptr->skill_sav)
- {
- if (one_in_(6)) take_hit(DAMAGE_NOESCAPE, damroll(5, 20), _("破滅のトラップの宝箱", "a chest dispel-player trap"), -1);
- else if (one_in_(5)) (void)set_cut(p_ptr->cut + 200);
- else if (one_in_(4))
- {
- if (!p_ptr->free_act)
- (void)set_paralyzed(p_ptr->paralyzed + 2 +
- randint0(6));
- else
- (void)set_stun(p_ptr->stun + 10 +
- randint0(100));
- }
- else if (one_in_(3)) apply_disenchant(0);
- else if (one_in_(2))
- {
- (void)do_dec_stat(A_STR);
- (void)do_dec_stat(A_DEX);
- (void)do_dec_stat(A_CON);
- (void)do_dec_stat(A_INT);
- (void)do_dec_stat(A_WIS);
- (void)do_dec_stat(A_CHR);
- }
- else (void)fire_meteor(-1, GF_NETHER, y, x, 150, 1);
- }
- }
- }
-
- /* Aggravate monsters. */
- if (trap & (CHEST_ALARM))
- {
- msg_print(_("けたたましい音が鳴り響いた!", "An alarm sounds!"));
- aggravate_monsters(0);
- }
-
- /* Explode */
- if ((trap & (CHEST_EXPLODE)) && o_ptr->k_idx)
- {
- msg_print(_("突然、箱が爆発した!", "There is a sudden explosion!"));
- msg_print(_("箱の中の物はすべて粉々に砕け散った!", "Everything inside the chest is destroyed!"));
- o_ptr->pval = 0;
- sound(SOUND_EXPLODE);
- take_hit(DAMAGE_ATTACK, damroll(5, 8), _("爆発する箱", "an exploding chest"), -1);
- }
- /* Scatter contents. */
- if ((trap & (CHEST_SCATTER)) && o_ptr->k_idx)
- {
- msg_print(_("宝箱の中身はダンジョンじゅうに散乱した!", "The contents of the chest scatter all over the dungeon!"));
- chest_death(TRUE, y, x, o_idx);
- o_ptr->pval = 0;
- }
-}
-
-
/*!
* @brief 箱を開けるコマンドのメインルーチン /
* Attempt to open the given chest at the given location
* @details
* Assume there is no monster blocking the destination
*/
-static bool do_cmd_open_chest(int y, int x, s16b o_idx)
+static bool do_cmd_open_chest(POSITION y, POSITION x, OBJECT_IDX o_idx)
{
int i, j;
-
bool flag = TRUE;
-
bool more = FALSE;
-
object_type *o_ptr = &o_list[o_idx];
-
- /* Take a turn */
p_ptr->energy_use = 100;
/* Attempt to unlock it */
/* Let the Chest drop items */
chest_death(FALSE, y, x, o_idx);
}
-
- /* Result */
return (more);
}
-
-#if defined(ALLOW_EASY_OPEN) || defined(ALLOW_EASY_DISARM) /* TNB */
-
-/*!
- * @brief 地形は開くものであって、かつ開かれているかを返す /
- * Attempt to open the given chest at the given location
- * @param feat 地形ID
- * @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
- */
-static bool is_open(IDX feat)
-{
- return have_flag(f_info[feat].flags, FF_CLOSE) && (feat != feat_state(feat, FF_CLOSE));
-}
-
-
/*!
* @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 /
* Attempt to open the given chest at the given location
for (d = 0; d < 9; d++)
{
cave_type *c_ptr;
- s16b feat;
+ FEAT_IDX feat;
/* if not searching under player continue */
if ((d == 8) && !under) continue;
static int count_chests(POSITION *y, POSITION *x, bool trapped)
{
int d, count;
- IDX o_idx;
+ OBJECT_IDX o_idx;
object_type *o_ptr;
for (d = 0; d < 9; d++)
{
/* Extract adjacent (legal) location */
- int yy = p_ptr->y + ddy_ddd[d];
- int xx = p_ptr->x + ddx_ddd[d];
+ POSITION yy = p_ptr->y + ddy_ddd[d];
+ POSITION xx = p_ptr->x + ddx_ddd[d];
/* No (visible) chest is there */
if ((o_idx = chest_check(yy, xx, FALSE)) == 0) continue;
return d[dx + 1][dy + 1];
}
-#endif /* defined(ALLOW_EASY_OPEN) || defined(ALLOW_EASY_DISARM) -- TNB */
-
-
/*!
* @brief 「開ける」動作コマンドのサブルーチン /
* Perform the basic "open" command on doors
* Assume there is no monster blocking the destination
* Returns TRUE if repeated commands may continue
*/
-static bool do_cmd_open_aux(int y, int x)
+static bool do_cmd_open_aux(POSITION y, POSITION x)
{
int i, j;
/* Get requested grid */
cave_type *c_ptr = &cave[y][x];
-
feature_type *f_ptr = &f_info[c_ptr->feat];
-
bool more = FALSE;
-
- /* Take a turn */
p_ptr->energy_use = 100;
/* Seeing true feature code (ignore mimic) */
/* Extract the lock power */
j = f_ptr->power;
- /* Extract the difficulty XXX XXX XXX */
+ /* Extract the difficulty */
j = i - (j * 4);
/* Always have a small chance of success */
/* Success */
if (randint0(100) < j)
{
- /* Message */
msg_print(_("鍵をはずした。", "You have picked the lock."));
/* Open the door */
cave_alter_feat(y, x, FF_OPEN);
- /* Sound */
sound(SOUND_OPENDOOR);
/* Experience */
/* Failure */
if (flush_failure) flush();
- /* Message */
msg_print(_("鍵をはずせなかった。", "You failed to pick the lock."));
/* We may keep trying */
/* Open the door */
cave_alter_feat(y, x, FF_OPEN);
- /* Sound */
sound(SOUND_OPENDOOR);
}
-
- /* Result */
return (more);
}
{
POSITION y, x;
DIRECTION dir;
- IDX o_idx;
+ OBJECT_IDX o_idx;
bool more = FALSE;
+ if (p_ptr->wild_mode) return;
+
if (p_ptr->special_defense & KATA_MUSOU)
{
set_action(ACTION_NONE);
}
-#ifdef ALLOW_EASY_OPEN /* TNB */
-
/* Option: Pick a direction */
if (easy_open)
{
}
}
-#endif /* ALLOW_EASY_OPEN -- TNB */
-
/* Allow repeated command */
if (command_arg)
{
/* Set repeat count */
command_rep = command_arg - 1;
-
- /* Redraw the state */
p_ptr->redraw |= (PR_STATE);
/* Cancel the arg */
/* Get a "repeated" direction */
if (get_rep_dir(&dir, TRUE))
{
- s16b feat;
+ FEAT_IDX feat;
cave_type *c_ptr;
/* Get requested location */
/* Nothing useful */
if (!have_flag(f_info[feat].flags, FF_OPEN) && !o_idx)
{
- /* Message */
msg_print(_("そこには開けるものが見当たらない。", "You see nothing there to open."));
}
/* Monster in the way */
else if (c_ptr->m_idx && p_ptr->riding != c_ptr->m_idx)
{
- /* Take a turn */
p_ptr->energy_use = 100;
-
- /* Message */
msg_print(_("モンスターが立ちふさがっている!", "There is a monster in the way!"));
-
- /* Attack */
py_attack(y, x, 0);
}
}
/* Cancel repeat unless we may continue */
- if (!more) disturb(0, 0);
+ if (!more) disturb(FALSE, FALSE);
}
* Assume there is no monster blocking the destination
* Returns TRUE if repeated commands may continue
*/
-static bool do_cmd_close_aux(int y, int x)
+static bool do_cmd_close_aux(POSITION y, POSITION x)
{
- /* Get grid and contents */
cave_type *c_ptr = &cave[y][x];
- s16b old_feat = c_ptr->feat;
- bool more = FALSE;
+ FEAT_IDX old_feat = c_ptr->feat;
+ bool more = FALSE;
- /* Take a turn */
p_ptr->energy_use = 100;
/* Seeing true feature code (ignore mimic) */
if ((c_ptr->o_idx || (c_ptr->info & CAVE_OBJECT)) &&
(closed_feat != old_feat) && !have_flag(f_info[closed_feat].flags, FF_DROP))
{
- /* Message */
msg_print(_("何かがつっかえて閉まらない。", "There seems stuck."));
}
else
/* Broken door */
if (old_feat == c_ptr->feat)
{
- /* Message */
msg_print(_("ドアは壊れてしまっている。", "The door appears to be broken."));
}
else
{
- /* Sound */
sound(SOUND_SHUTDOOR);
}
}
}
-
- /* Result */
return (more);
}
bool more = FALSE;
+ if (p_ptr->wild_mode) return;
+
if (p_ptr->special_defense & KATA_MUSOU)
{
set_action(ACTION_NONE);
}
-#ifdef ALLOW_EASY_OPEN /* TNB */
-
/* Option: Pick a direction */
if (easy_open)
{
}
}
-#endif /* ALLOW_EASY_OPEN -- TNB */
-
/* Allow repeated command */
if (command_arg)
{
/* Set repeat count */
command_rep = command_arg - 1;
-
- /* Redraw the state */
p_ptr->redraw |= (PR_STATE);
/* Cancel the arg */
}
/* Get a "repeated" direction */
- if (get_rep_dir(&dir,FALSE))
+ if (get_rep_dir(&dir, FALSE))
{
cave_type *c_ptr;
- s16b feat;
+ FEAT_IDX feat;
- /* Get requested location */
y = p_ptr->y + ddy[dir];
x = p_ptr->x + ddx[dir];
-
- /* Get grid and contents */
c_ptr = &cave[y][x];
/* Feature code (applying "mimic" field) */
/* Require open/broken door */
if (!have_flag(f_info[feat].flags, FF_CLOSE))
{
- /* Message */
msg_print(_("そこには閉じるものが見当たらない。", "You see nothing there to close."));
}
/* Monster in the way */
else if (c_ptr->m_idx)
{
- /* Take a turn */
p_ptr->energy_use = 100;
- /* Message */
msg_print(_("モンスターが立ちふさがっている!", "There is a monster in the way!"));
/* Attack */
}
/* Cancel repeat unless we may continue */
- if (!more) disturb(0, 0);
+ if (!more) disturb(FALSE, FALSE);
}
* @param x 対象を行うマスのX座標
* @return
*/
-static bool do_cmd_tunnel_test(int y, int x)
+static bool do_cmd_tunnel_test(POSITION y, POSITION x)
{
cave_type *c_ptr = &cave[y][x];
/* Must have knowledge */
if (!(c_ptr->info & CAVE_MARK))
{
- /* Message */
msg_print(_("そこには何も見当たらない。", "You see nothing there."));
- /* Nope */
return (FALSE);
}
/* Must be a wall/door/etc */
if (!cave_have_flag_grid(c_ptr, FF_TUNNEL))
{
- /* Message */
msg_print(_("そこには掘るものが見当たらない。", "You see nothing there to tunnel."));
- /* Nope */
return (FALSE);
}
- /* Okay */
return (TRUE);
}
* Do not use twall anymore
* Returns TRUE if repeated commands may continue
*/
-static bool do_cmd_tunnel_aux(int y, int x)
+static bool do_cmd_tunnel_aux(POSITION y, POSITION x)
{
cave_type *c_ptr;
feature_type *f_ptr, *mimic_f_ptr;
int power;
- cptr name;
+ concptr name;
bool more = FALSE;
/* Verify legality */
if (!do_cmd_tunnel_test(y, x)) return (FALSE);
- /* Take a turn */
p_ptr->energy_use = 100;
/* Get grid */
name = f_name + mimic_f_ptr->name;
- /* Sound */
sound(SOUND_DIG);
if (have_flag(f_ptr->flags, FF_PERMANENT))
/* Dig */
if (p_ptr->skill_dig > randint0(20 * power))
{
- /* Message */
msg_format(_("%sをくずした。", "You have removed the %s."), name);
/* Remove the feature */
p_ptr->update |= (PU_FLOW);
}
- /* Sound */
if (have_flag(f_ptr->flags, FF_GLASS)) sound(SOUND_GLASS);
/* Remove the feature */
/* Occasional Search XXX XXX */
if (randint0(100) < 25) search();
}
-
- /* Result */
return more;
}
int y, x, dir;
cave_type *c_ptr;
- s16b feat;
+ FEAT_IDX feat;
bool more = FALSE;
{
/* Set repeat count */
command_rep = command_arg - 1;
-
- /* Redraw the state */
p_ptr->redraw |= (PR_STATE);
/* Cancel the arg */
/* No tunnelling through doors */
if (have_flag(f_info[feat].flags, FF_DOOR))
{
- /* Message */
msg_print(_("ドアは掘れない。", "You cannot tunnel through doors."));
}
/* A monster is in the way */
else if (c_ptr->m_idx)
{
- /* Take a turn */
p_ptr->energy_use = 100;
- /* Message */
msg_print(_("モンスターが立ちふさがっている!", "There is a monster in the way!"));
/* Attack */
}
/* Cancel repetition unless we can continue */
- if (!more) disturb(0, 0);
+ if (!more) disturb(FALSE, FALSE);
}
-
-#ifdef ALLOW_EASY_OPEN /* TNB */
-
/*!
* @brief 移動処理による簡易な「開く」処理 /
* easy_open_door --
* do_cmd_open_test() and do_cmd_open_aux().
* </pre>
*/
-bool easy_open_door(int y, int x)
+bool easy_open_door(POSITION y, POSITION x)
{
int i, j;
/* Must be a closed door */
if (!is_closed_door(c_ptr->feat))
{
- /* Nope */
return (FALSE);
}
/* Extract the lock power */
j = f_ptr->power;
- /* Extract the difficulty XXX XXX XXX */
+ /* Extract the difficulty */
j = i - (j * 4);
/* Always have a small chance of success */
/* Success */
if (randint0(100) < j)
{
- /* Message */
msg_print(_("鍵をはずした。", "You have picked the lock."));
/* Open the door */
cave_alter_feat(y, x, FF_OPEN);
- /* Sound */
sound(SOUND_OPENDOOR);
/* Experience */
/* Failure */
if (flush_failure) flush();
- /* Message */
msg_print(_("鍵をはずせなかった。", "You failed to pick the lock."));
}
/* Open the door */
cave_alter_feat(y, x, FF_OPEN);
- /* Sound */
sound(SOUND_OPENDOOR);
}
-
- /* Result */
return (TRUE);
}
-#endif /* ALLOW_EASY_OPEN -- TNB */
-
-
/*!
* @brief 箱のトラップを解除するコマンドのメインルーチン /
* Perform the basic "disarm" command
* Returns TRUE if repeated commands may continue
* </pre>
*/
-static bool do_cmd_disarm_chest(int y, int x, s16b o_idx)
+static bool do_cmd_disarm_chest(POSITION y, POSITION x, OBJECT_IDX o_idx)
{
int i, j;
-
bool more = FALSE;
-
object_type *o_ptr = &o_list[o_idx];
-
- /* Take a turn */
p_ptr->energy_use = 100;
/* Get the "disarm" factor */
sound(SOUND_FAIL);
chest_trap(y, x, o_idx);
}
-
- /* Result */
return (more);
}
* Returns TRUE if repeated commands may continue
* </pre>
*/
-#ifdef ALLOW_EASY_DISARM /* TNB */
-
-bool do_cmd_disarm_aux(int y, int x, int dir)
-#else /* ALLOW_EASY_DISARM -- TNB */
-
-static bool do_cmd_disarm_aux(int y, int x, int dir)
-
-#endif /* ALLOW_EASY_DISARM -- TNB */
+bool do_cmd_disarm_aux(POSITION y, POSITION x, DIRECTION dir)
{
- /* Get grid and contents */
cave_type *c_ptr = &cave[y][x];
/* Get feature */
feature_type *f_ptr = &f_info[c_ptr->feat];
/* Access trap name */
- cptr name = (f_name + f_ptr->name);
+ concptr name = (f_name + f_ptr->name);
/* Extract trap "power" */
int power = f_ptr->power;
-
bool more = FALSE;
/* Get the "disarm" factor */
int i = p_ptr->skill_dis;
-
int j;
- /* Take a turn */
p_ptr->energy_use = 100;
/* Penalize some conditions */
/* Success */
if (randint0(100) < j)
{
- /* Message */
msg_format(_("%sを解除した。", "You have disarmed the %s."), name);
/* Reward */
/* Remove the trap */
cave_alter_feat(y, x, FF_DISARM);
-#ifdef ALLOW_EASY_DISARM /* TNB */
-
/* Move the player onto the trap */
move_player(dir, easy_disarm, FALSE);
-
-#else /* ALLOW_EASY_DISARM -- TNB */
-
- /* move the player onto the trap grid */
- move_player(dir, FALSE, FALSE);
-
-#endif /* ALLOW_EASY_DISARM -- TNB */
}
/* Failure -- Keep trying */
/* Failure */
if (flush_failure) flush();
- /* Message */
msg_format(_("%sの解除に失敗した。", "You failed to disarm the %s."), name);
/* We may keep trying */
/* Failure -- Set off the trap */
else
{
- /* Message */
msg_format(_("%sを作動させてしまった!", "You set off the %s!"), name);
-
-#ifdef ALLOW_EASY_DISARM /* TNB */
-
/* Move the player onto the trap */
move_player(dir, easy_disarm, FALSE);
-
-#else /* ALLOW_EASY_DISARM -- TNB */
-
- /* Move the player onto the trap */
- move_player(dir, FALSE, FALSE);
-
-#endif /* ALLOW_EASY_DISARM -- TNB */
- }
-
- /* Result */
- return (more);
-}
+ }
+ return (more);
+}
/*!
{
POSITION y, x;
DIRECTION dir;
- s16b o_idx;
+ OBJECT_IDX o_idx;
bool more = FALSE;
+ if (p_ptr->wild_mode) return;
+
if (p_ptr->special_defense & KATA_MUSOU)
{
set_action(ACTION_NONE);
}
-#ifdef ALLOW_EASY_DISARM /* TNB */
-
/* Option: Pick a direction */
if (easy_disarm)
{
}
}
-#endif /* ALLOW_EASY_DISARM -- TNB */
/* Allow repeated command */
if (command_arg)
{
/* Set repeat count */
command_rep = command_arg - 1;
-
- /* Redraw the state */
p_ptr->redraw |= (PR_STATE);
/* Cancel the arg */
if (get_rep_dir(&dir,TRUE))
{
cave_type *c_ptr;
- s16b feat;
+ FEAT_IDX feat;
- /* Get location */
y = p_ptr->y + ddy[dir];
x = p_ptr->x + ddx[dir];
-
- /* Get grid and contents */
c_ptr = &cave[y][x];
/* Feature code (applying "mimic" field) */
/* Disarm a trap */
if (!is_trap(feat) && !o_idx)
{
- /* Message */
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."));
}
/* Monster in the way */
else if (c_ptr->m_idx && p_ptr->riding != c_ptr->m_idx)
{
- /* Message */
msg_print(_("モンスターが立ちふさがっている!", "There is a monster in the way!"));
/* Attack */
/* Disarm chest */
else if (o_idx)
{
- /* Disarm the chest */
more = do_cmd_disarm_chest(y, x, o_idx);
}
/* Disarm trap */
else
{
- /* Disarm the trap */
more = do_cmd_disarm_aux(y, x, dir);
}
}
/* Cancel repeat unless told not to */
- if (!more) disturb(0, 0);
+ if (!more) disturb(FALSE, FALSE);
}
* Returns TRUE if repeated commands may continue
* </pre>
*/
-static bool do_cmd_bash_aux(int y, int x, int dir)
+static bool do_cmd_bash_aux(POSITION y, POSITION x, DIRECTION dir)
{
/* Get grid */
cave_type *c_ptr = &cave[y][x];
bool more = FALSE;
- cptr name = f_name + f_info[get_feat_mimic(c_ptr)].name;
+ concptr name = f_name + f_info[get_feat_mimic(c_ptr)].name;
- /* Take a turn */
p_ptr->energy_use = 100;
- /* Message */
msg_format(_("%sに体当たりをした!", "You smash into the %s!"), name);
- /* Compare bash power to door power XXX XXX XXX */
+ /* Compare bash power to door power */
temp = (bash - (temp * 10));
if (p_ptr->pclass == CLASS_BERSERKER) temp *= 2;
/* Hack -- attempt to bash down the door */
if (randint0(100) < temp)
{
- /* Message */
msg_format(_("%sを壊した!", "The %s crashes open!"), name);
- /* Sound */
sound(have_flag(f_ptr->flags, FF_GLASS) ? SOUND_GLASS : SOUND_OPENDOOR);
/* Break down the door */
else if (randint0(100) < adj_dex_safe[p_ptr->stat_ind[A_DEX]] +
p_ptr->lev)
{
- /* Message */
msg_format(_("この%sは頑丈だ。", "The %s holds firm."), name);
/* Allow repeated bashing */
/* High dexterity yields coolness */
else
{
- /* Message */
msg_print(_("体のバランスをくずしてしまった。", "You are off-balance."));
/* Hack -- Lose balance ala paralysis */
(void)set_paralyzed(p_ptr->paralyzed + 2 + randint0(2));
}
-
- /* Result */
return (more);
}
*/
void do_cmd_bash(void)
{
- int y, x, dir;
-
+ int y, x, dir;
cave_type *c_ptr;
-
bool more = FALSE;
+ if (p_ptr->wild_mode) return;
if (p_ptr->special_defense & KATA_MUSOU)
{
{
/* Set repeat count */
command_rep = command_arg - 1;
-
- /* Redraw the state */
p_ptr->redraw |= (PR_STATE);
/* Cancel the arg */
/* Get a "repeated" direction */
if (get_rep_dir(&dir,FALSE))
{
- s16b feat;
+ FEAT_IDX feat;
/* Bash location */
y = p_ptr->y + ddy[dir];
/* Nothing useful */
if (!have_flag(f_info[feat].flags, FF_BASH))
{
- /* Message */
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."));
}
/* Monster in the way */
else if (c_ptr->m_idx)
{
- /* Take a turn */
p_ptr->energy_use = 100;
- /* Message */
msg_print(_("モンスターが立ちふさがっている!", "There is a monster in the way!"));
/* Attack */
}
/* Unless valid action taken, cancel bash */
- if (!more) disturb(0, 0);
+ if (!more) disturb(FALSE, FALSE);
}
*
* Attack monsters, tunnel through walls, disarm traps, open doors.
*
- * Consider confusion XXX XXX XXX
+ * Consider confusion
*
* This command must always take a turn, to prevent free detection
* of invisible monsters.
*/
void do_cmd_alter(void)
{
- int y, x, dir;
-
- cave_type *c_ptr;
-
- bool more = FALSE;
-
+ POSITION y, x;
+ DIRECTION dir;
+ cave_type *c_ptr;
+ bool more = FALSE;
if (p_ptr->special_defense & KATA_MUSOU)
{
{
/* Set repeat count */
command_rep = command_arg - 1;
-
- /* Redraw the state */
p_ptr->redraw |= (PR_STATE);
/* Cancel the arg */
/* Get a direction */
if (get_rep_dir(&dir,TRUE))
{
- s16b feat;
+ FEAT_IDX feat;
feature_type *f_ptr;
- /* Get location */
y = p_ptr->y + ddy[dir];
x = p_ptr->x + ddx[dir];
feat = get_feat_mimic(c_ptr);
f_ptr = &f_info[feat];
- /* Take a turn */
p_ptr->energy_use = 100;
- /* Attack monsters */
if (c_ptr->m_idx)
{
- /* Attack */
py_attack(y, x, 0);
}
more = do_cmd_disarm_aux(y, x, dir);
}
- /* Oops */
else
{
- /* Oops */
msg_print(_("何もない空中を攻撃した。", "You attack the empty air."));
}
}
/* Cancel repetition unless we can continue */
- if (!more) disturb(0, 0);
+ if (!more) disturb(FALSE, FALSE);
}
* @return オブジェクトがある場合TRUEを返す
* @details
* <pre>
- * XXX XXX XXX Let user choose a pile of spikes, perhaps?
+ * Let user choose a pile of spikes, perhaps?
* </pre>
*/
-static bool get_spike(int *ip)
+static bool get_spike(INVENTORY_IDX *ip)
{
- int i;
+ INVENTORY_IDX i;
/* Check every item in the pack */
for (i = 0; i < INVEN_PACK; i++)
}
}
- /* Oops */
return (FALSE);
}
*/
void do_cmd_spike(void)
{
- int dir;
+ DIRECTION dir;
+
+ if (p_ptr->wild_mode) return;
if (p_ptr->special_defense & KATA_MUSOU)
{
}
/* Get a "repeated" direction */
- if (get_rep_dir(&dir,FALSE))
+ if (get_rep_dir(&dir, FALSE))
{
- int y, x, item;
+ POSITION y, x;
+ INVENTORY_IDX item;
cave_type *c_ptr;
- s16b feat;
+ FEAT_IDX feat;
- /* Get location */
y = p_ptr->y + ddy[dir];
x = p_ptr->x + ddx[dir];
-
- /* Get grid and contents */
c_ptr = &cave[y][x];
/* Feature code (applying "mimic" field) */
/* Require closed door */
if (!have_flag(f_info[feat].flags, FF_SPIKE))
{
- /* Message */
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."));
}
/* Get a spike */
else if (!get_spike(&item))
{
- /* Message */
msg_print(_("くさびを持っていない!", "You have no spikes!"));
}
/* Is a monster in the way? */
else if (c_ptr->m_idx)
{
- /* Take a turn */
p_ptr->energy_use = 100;
- /* Message */
msg_print(_("モンスターが立ちふさがっている!", "There is a monster in the way!"));
/* Attack */
/* Go for it */
else
{
- /* Take a turn */
p_ptr->energy_use = 100;
/* Successful jamming */
*/
void do_cmd_walk(bool pickup)
{
- int dir;
+ DIRECTION dir;
bool more = FALSE;
{
/* Set repeat count */
command_rep = command_arg - 1;
-
- /* Redraw the state */
p_ptr->redraw |= (PR_STATE);
/* Cancel the arg */
/* Get a "repeated" direction */
if (get_rep_dir(&dir, FALSE))
{
- /* Take a turn */
p_ptr->energy_use = 100;
if ((dir != 5) && (p_ptr->special_defense & KATA_MUSOU))
}
/* Cancel repeat unless we may continue */
- if (!more) disturb(0, 0);
+ if (!more) disturb(FALSE, FALSE);
}
*/
void do_cmd_run(void)
{
- int dir;
-
- /* Hack -- no running when confused */
- if (p_ptr->confused)
- {
- msg_print(_("混乱していて走れない!", "You are too confused!"));
- return;
- }
+ DIRECTION dir;
+ if (cmd_limit_confused(p_ptr)) return;
if (p_ptr->special_defense & KATA_MUSOU)
{
{
/* Set repeat count */
command_rep = command_arg - 1;
-
- /* Redraw the state */
p_ptr->redraw |= (PR_STATE);
/* Cancel the arg */
command_arg = 0;
}
- /* Take a turn */
p_ptr->energy_use = 100;
if (pickup) mpe_mode |= MPE_DO_PICKUP;
set_action(ACTION_NONE);
- if ((p_ptr->pclass == CLASS_BARD) && (p_ptr->magic_num1[0] || p_ptr->magic_num1[1]))
+ if ((p_ptr->pclass == CLASS_BARD) && (SINGING_SONG_EFFECT(p_ptr) || INTERUPTING_SONG_EFFECT(p_ptr)))
{
stop_singing();
}
/* Prompt for time if needed */
if (command_arg <= 0)
{
- cptr p = _("休憩 (0-9999, '*' で HP/MP全快, '&' で必要なだけ): ",
+ concptr p = _("休憩 (0-9999, '*' で HP/MP全快, '&' で必要なだけ): ",
"Rest (0-9999, '*' for HP/SP, '&' as needed): ");
/* Rest until done */
if (out_val[0] == '&')
{
- command_arg = (-2);
+ command_arg = COMMAND_ARG_REST_UNTIL_DONE;
}
/* Rest a lot */
else if (out_val[0] == '*')
{
- command_arg = (-1);
+ command_arg = COMMAND_ARG_REST_FULL_HEALING;
}
/* Rest some */
if (p_ptr->special_defense & NINJA_S_STEALTH) set_superstealth(FALSE);
- /* Take a turn XXX XXX XXX (?) */
+ /* Take a turn (?) */
p_ptr->energy_use = 100;
/* The sin of sloth */
- if (command_arg > 100)
- chg_virtue(V_DILIGENCE, -1);
+ if (command_arg > 100) chg_virtue(V_DILIGENCE, -1);
/* Why are you sleeping when there's no need? WAKE UP!*/
if ((p_ptr->chp == p_ptr->mhp) &&
/* Save the rest code */
resting = command_arg;
p_ptr->action = ACTION_REST;
-
- /* Recalculate bonuses */
p_ptr->update |= (PU_BONUS);
+ update_creature(p_ptr);
- /* Redraw the state */
p_ptr->redraw |= (PR_STATE);
+ update_output();
- /* Handle stuff */
- handle_stuff();
-
- /* Refresh */
Term_fresh();
}
+
/*!
- * @brief 矢弾を射撃した場合の破損確率を返す /
- * Determines the odds of an object breaking when thrown at a monster
- * @param o_ptr 矢弾のオブジェクト構造体参照ポインタ
- * @return 破損確率(%)
- * @details
- * Note that artifacts never break, see the "drop_near()" function.
+ * @brief 射撃処理のメインルーチン
+ * @return なし
*/
-static int breakage_chance(object_type *o_ptr)
+void do_cmd_fire(void)
{
- int archer_bonus = (p_ptr->pclass == CLASS_ARCHER ? (p_ptr->lev-1)/7 + 4: 0);
+ OBJECT_IDX item;
+ object_type *j_ptr, *ammo_ptr;
+ concptr q, s;
+
+ if(p_ptr->wild_mode) return;
+
+ is_fired = FALSE; /* not fired yet */
+
+ /* Get the "bow" (if any) */
+ j_ptr = &inventory[INVEN_BOW];
+
+ /* Require a launcher */
+ if (!j_ptr->tval)
+ {
+ msg_print(_("射撃用の武器を持っていない。", "You have nothing to fire with."));
+ flush();
+ return;
+ }
- /* Examine the snipe type */
- if (snipe_type)
+ if (j_ptr->sval == SV_CRIMSON)
{
- if (snipe_type == SP_KILL_WALL) return (100);
- if (snipe_type == SP_EXPLODE) return (100);
- if (snipe_type == SP_PIERCE) return (100);
- if (snipe_type == SP_FINAL) return (100);
- if (snipe_type == SP_NEEDLE) return (100);
- if (snipe_type == SP_EVILNESS) return (40);
- if (snipe_type == SP_HOLYNESS) return (40);
+ msg_print(_("この武器は発動して使うもののようだ。", "Do activate."));
+ flush();
+ return;
}
- /* Examine the item type */
- switch (o_ptr->tval)
+ if (j_ptr->sval == SV_HARP)
{
- /* Always break */
- case TV_FLASK:
- case TV_POTION:
- case TV_BOTTLE:
- case TV_FOOD:
- case TV_JUNK:
- return (100);
-
- /* Often break */
- case TV_LITE:
- case TV_SCROLL:
- case TV_SKELETON:
- return (50);
-
- /* Sometimes break */
- case TV_WAND:
- case TV_SPIKE:
- return (25);
- case TV_ARROW:
- return (20 - archer_bonus * 2);
-
- /* Rarely break */
- case TV_SHOT:
- case TV_BOLT:
- return (10 - archer_bonus);
- default:
- return (10);
+ msg_print(_("この武器で射撃はできない。", "It's not for firing."));
+ flush();
+ return;
}
-}
-/*!
- * @brief 矢弾を射撃した際のスレイ倍率をかけた結果を返す /
- * Determines the odds of an object breaking when thrown at a monster
- * @param o_ptr 矢弾のオブジェクト構造体参照ポインタ
- * @param tdam 計算途中のダメージ量
- * @param m_ptr 目標モンスターの構造体参照ポインタ
- * @return スレイ倍率をかけたダメージ量
- */
-static s16b tot_dam_aux_shot(object_type *o_ptr, int tdam, monster_type *m_ptr)
-{
- int mult = 10;
+ if (p_ptr->special_defense & KATA_MUSOU)
+ {
+ set_action(ACTION_NONE);
+ }
- monster_race *r_ptr = &r_info[m_ptr->r_idx];
+ /* Require proper missile */
+ item_tester_tval = p_ptr->tval_ammo;
- u32b flgs[TR_FLAG_SIZE];
+ q = _("どれを撃ちますか? ", "Fire which item? ");
+ s = _("発射されるアイテムがありません。", "You have nothing to fire.");
- /* Extract the flags */
- object_flags(o_ptr, flgs);
- /* Some "weapons" and "ammo" do extra damage */
- switch (o_ptr->tval)
+ ammo_ptr = choose_object(&item, q, s, (USE_INVEN | USE_FLOOR));
+ if (!ammo_ptr)
{
- case TV_SHOT:
- case TV_ARROW:
- case TV_BOLT:
- {
- /* Slay Animal */
- if ((have_flag(flgs, TR_SLAY_ANIMAL)) &&
- (r_ptr->flags3 & RF3_ANIMAL))
- {
- if (is_original_ap_and_seen(m_ptr))
- {
- r_ptr->r_flags3 |= RF3_ANIMAL;
- }
-
- if (mult < 17) mult = 17;
- }
+ flush();
+ return;
+ }
- /* Kill Animal */
- if ((have_flag(flgs, TR_KILL_ANIMAL)) &&
- (r_ptr->flags3 & RF3_ANIMAL))
- {
- if (is_original_ap_and_seen(m_ptr))
- {
- r_ptr->r_flags3 |= RF3_ANIMAL;
- }
+ /* Fire the item */
+ exe_fire(item, j_ptr);
- if (mult < 27) mult = 27;
- }
+ if (!is_fired || p_ptr->pclass != CLASS_SNIPER) return;
- /* Slay Evil */
- if ((have_flag(flgs, TR_SLAY_EVIL)) &&
- (r_ptr->flags3 & RF3_EVIL))
- {
- if (is_original_ap_and_seen(m_ptr))
- {
- r_ptr->r_flags3 |= RF3_EVIL;
- }
+ /* Sniper actions after some shootings */
+ if (snipe_type == SP_AWAY)
+ {
+ teleport_player(10 + (p_ptr->concent * 2), 0L);
+ }
+ if (snipe_type == SP_FINAL)
+ {
+ msg_print(_("射撃の反動が体を襲った。", "A reactionary of shooting attacked you. "));
+ (void)set_slow(p_ptr->slow + randint0(7) + 7, FALSE);
+ (void)set_stun(p_ptr->stun + randint1(25));
+ }
+}
- if (mult < 15) mult = 15;
- }
- /* Kill Evil */
- if ((have_flag(flgs, TR_KILL_EVIL)) &&
- (r_ptr->flags3 & RF3_EVIL))
- {
- if (is_original_ap_and_seen(m_ptr))
- {
- r_ptr->r_flags3 |= RF3_EVIL;
- }
+/*!
+ * @brief 投射処理メインルーチン /
+ * Throw an object from the pack or floor.
+ * @param mult 威力の倍率
+ * @param boomerang ブーメラン処理ならばTRUE
+ * @param shuriken 忍者の手裏剣処理ならばTRUE
+ * @return ターンを消費した場合TRUEを返す
+ * @details
+ * <pre>
+ * Note: "unseen" monsters are very hard to hit.
+ *
+ * Should throwing a weapon do full damage? Should it allow the magic
+ * to hit bonus of the weapon to have an effect? Should it ever cause
+ * the item to be destroyed? Should it do any damage at all?
+ * </pre>
+ */
+bool do_cmd_throw(int mult, bool boomerang, OBJECT_IDX shuriken)
+{
+ DIRECTION dir;
+ OBJECT_IDX item;
+ int i;
+ POSITION y, x, ty, tx, prev_y, prev_x;
+ POSITION ny[19], nx[19];
+ int chance, tdam, tdis;
+ int mul, div, dd, ds;
+ int cur_dis, visible;
+ PERCENTAGE j;
- if (mult < 25) mult = 25;
- }
+ object_type forge;
+ object_type *q_ptr;
+ object_type *o_ptr;
- /* Slay Human */
- if ((have_flag(flgs, TR_SLAY_HUMAN)) &&
- (r_ptr->flags2 & RF2_HUMAN))
- {
- if (is_original_ap_and_seen(m_ptr))
- {
- r_ptr->r_flags2 |= RF2_HUMAN;
- }
+ bool hit_body = FALSE;
+ bool hit_wall = FALSE;
+ bool equiped_item = FALSE;
+ bool return_when_thrown = FALSE;
- if (mult < 17) mult = 17;
- }
+ GAME_TEXT o_name[MAX_NLEN];
- /* Kill Human */
- if ((have_flag(flgs, TR_KILL_HUMAN)) &&
- (r_ptr->flags2 & RF2_HUMAN))
- {
- if (is_original_ap_and_seen(m_ptr))
- {
- r_ptr->r_flags2 |= RF2_HUMAN;
- }
+ int msec = delay_factor * delay_factor * delay_factor;
- if (mult < 27) mult = 27;
- }
+ BIT_FLAGS flgs[TR_FLAG_SIZE];
+ concptr q, s;
+ bool come_back = FALSE;
+ bool do_drop = TRUE;
- /* Slay Undead */
- if ((have_flag(flgs, TR_SLAY_UNDEAD)) &&
- (r_ptr->flags3 & RF3_UNDEAD))
- {
- if (is_original_ap_and_seen(m_ptr))
- {
- r_ptr->r_flags3 |= RF3_UNDEAD;
- }
+ if (p_ptr->wild_mode) return FALSE;
- if (mult < 20) mult = 20;
- }
+ if (p_ptr->special_defense & KATA_MUSOU)
+ {
+ set_action(ACTION_NONE);
+ }
- /* Kill Undead */
- if ((have_flag(flgs, TR_KILL_UNDEAD)) &&
- (r_ptr->flags3 & RF3_UNDEAD))
+ if (shuriken >= 0)
+ {
+ item = shuriken;
+ o_ptr = &inventory[item];
+ }
+ else if (boomerang)
+ {
+ if (has_melee_weapon(INVEN_RARM) && has_melee_weapon(INVEN_LARM))
+ {
+ item_tester_hook = item_tester_hook_boomerang;
+ q = _("どの武器を投げますか? ", "Throw which item? ");
+ s = _("投げる武器がない。", "You have nothing to throw.");
+ o_ptr = choose_object(&item, q, s, (USE_EQUIP));
+ if (!o_ptr)
{
- if (is_original_ap_and_seen(m_ptr))
- {
- r_ptr->r_flags3 |= RF3_UNDEAD;
- }
-
- if (mult < 30) mult = 30;
+ flush();
+ return FALSE;
}
+ }
+ else if (has_melee_weapon(INVEN_LARM))
+ {
+ item = INVEN_LARM;
+ o_ptr = &inventory[item];
+ }
+ else
+ {
+ item = INVEN_RARM;
+ o_ptr = &inventory[item];
+ }
+ }
+ else
+ {
+ q = _("どのアイテムを投げますか? ", "Throw which item? ");
+ s = _("投げるアイテムがない。", "You have nothing to throw.");
+ o_ptr = choose_object(&item, q, s, (USE_INVEN | USE_FLOOR | USE_EQUIP));
+ if (!o_ptr)
+ {
+ flush();
+ return FALSE;
+ }
+ }
- /* Slay Demon */
- if ((have_flag(flgs, TR_SLAY_DEMON)) &&
- (r_ptr->flags3 & RF3_DEMON))
- {
- if (is_original_ap_and_seen(m_ptr))
- {
- r_ptr->r_flags3 |= RF3_DEMON;
- }
+ /* Item is cursed */
+ if (object_is_cursed(o_ptr) && (item >= INVEN_RARM))
+ {
+ msg_print(_("ふーむ、どうやら呪われているようだ。", "Hmmm, it seems to be cursed."));
- if (mult < 20) mult = 20;
- }
+ return FALSE;
+ }
- /* Kill Demon */
- if ((have_flag(flgs, TR_KILL_DEMON)) &&
- (r_ptr->flags3 & RF3_DEMON))
- {
- if (is_original_ap_and_seen(m_ptr))
- {
- r_ptr->r_flags3 |= RF3_DEMON;
- }
+ if (p_ptr->inside_arena && !boomerang)
+ {
+ if (o_ptr->tval != TV_SPIKE)
+ {
+ 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!"));
+ msg_print(NULL);
- if (mult < 30) mult = 30;
- }
+ return FALSE;
+ }
- /* Slay Orc */
- if ((have_flag(flgs, TR_SLAY_ORC)) &&
- (r_ptr->flags3 & RF3_ORC))
- {
- if (is_original_ap_and_seen(m_ptr))
- {
- r_ptr->r_flags3 |= RF3_ORC;
- }
+ }
+ q_ptr = &forge;
- if (mult < 20) mult = 20;
- }
+ /* Obtain a local object */
+ object_copy(q_ptr, o_ptr);
- /* Kill Orc */
- if ((have_flag(flgs, TR_KILL_ORC)) &&
- (r_ptr->flags3 & RF3_ORC))
- {
- if (is_original_ap_and_seen(m_ptr))
- {
- r_ptr->r_flags3 |= RF3_ORC;
- }
+ /* Extract the thrown object's flags. */
+ object_flags(q_ptr, flgs);
+ torch_flags(q_ptr, flgs);
- if (mult < 30) mult = 30;
- }
+ /* Distribute the charges of rods/wands between the stacks */
+ distribute_charges(o_ptr, q_ptr, 1);
- /* Slay Troll */
- if ((have_flag(flgs, TR_SLAY_TROLL)) &&
- (r_ptr->flags3 & RF3_TROLL))
- {
- if (is_original_ap_and_seen(m_ptr))
- {
- r_ptr->r_flags3 |= RF3_TROLL;
- }
+ /* Single object */
+ q_ptr->number = 1;
- if (mult < 20) mult = 20;
- }
+ object_desc(o_name, q_ptr, OD_OMIT_PREFIX);
- /* Kill Troll */
- if ((have_flag(flgs, TR_KILL_TROLL)) &&
- (r_ptr->flags3 & RF3_TROLL))
- {
- if (is_original_ap_and_seen(m_ptr))
- {
- r_ptr->r_flags3 |= RF3_TROLL;
- }
-
- if (mult < 30) mult = 30;
- }
-
- /* Slay Giant */
- if ((have_flag(flgs, TR_SLAY_GIANT)) &&
- (r_ptr->flags3 & RF3_GIANT))
- {
- if (is_original_ap_and_seen(m_ptr))
- {
- r_ptr->r_flags3 |= RF3_GIANT;
- }
-
- if (mult < 20) mult = 20;
- }
-
- /* Kill Giant */
- if ((have_flag(flgs, TR_KILL_GIANT)) &&
- (r_ptr->flags3 & RF3_GIANT))
- {
- if (is_original_ap_and_seen(m_ptr))
- {
- r_ptr->r_flags3 |= RF3_GIANT;
- }
-
- if (mult < 30) mult = 30;
- }
-
- /* Slay Dragon */
- if ((have_flag(flgs, TR_SLAY_DRAGON)) &&
- (r_ptr->flags3 & RF3_DRAGON))
- {
- if (is_original_ap_and_seen(m_ptr))
- {
- r_ptr->r_flags3 |= RF3_DRAGON;
- }
-
- if (mult < 20) mult = 20;
- }
-
- /* Execute Dragon */
- if ((have_flag(flgs, TR_KILL_DRAGON)) &&
- (r_ptr->flags3 & RF3_DRAGON))
- {
- if (is_original_ap_and_seen(m_ptr))
- {
- r_ptr->r_flags3 |= RF3_DRAGON;
- }
-
- if (mult < 30) mult = 30;
-
- if ((o_ptr->name1 == ART_BARD_ARROW) &&
- (m_ptr->r_idx == MON_SMAUG) &&
- (inventory[INVEN_BOW].name1 == ART_BARD))
- mult *= 5;
- }
-
- /* Brand (Acid) */
- if (have_flag(flgs, TR_BRAND_ACID))
- {
- /* Notice immunity */
- if (r_ptr->flagsr & RFR_EFF_IM_ACID_MASK)
- {
- if (is_original_ap_and_seen(m_ptr))
- {
- r_ptr->r_flagsr |= (r_ptr->flagsr & RFR_EFF_IM_ACID_MASK);
- }
- }
-
- /* Otherwise, take the damage */
- else
- {
- if (mult < 17) mult = 17;
- }
- }
-
- /* Brand (Elec) */
- if (have_flag(flgs, TR_BRAND_ELEC))
- {
- /* Notice immunity */
- if (r_ptr->flagsr & RFR_EFF_IM_ELEC_MASK)
- {
- if (is_original_ap_and_seen(m_ptr))
- {
- r_ptr->r_flagsr |= (r_ptr->flagsr & RFR_EFF_IM_ELEC_MASK);
- }
- }
-
- /* Otherwise, take the damage */
- else
- {
- if (mult < 17) mult = 17;
- }
- }
-
- /* Brand (Fire) */
- if (have_flag(flgs, TR_BRAND_FIRE))
- {
- /* Notice immunity */
- if (r_ptr->flagsr & RFR_EFF_IM_FIRE_MASK)
- {
- if (is_original_ap_and_seen(m_ptr))
- {
- r_ptr->r_flagsr |= (r_ptr->flagsr & RFR_EFF_IM_FIRE_MASK);
- }
- }
-
- /* Otherwise, take the damage */
- else
- {
- if (r_ptr->flags3 & RF3_HURT_FIRE)
- {
- if (mult < 25) mult = 25;
- if (is_original_ap_and_seen(m_ptr))
- {
- r_ptr->r_flags3 |= RF3_HURT_FIRE;
- }
- }
- else if (mult < 17) mult = 17;
- }
- }
-
- /* Brand (Cold) */
- if (have_flag(flgs, TR_BRAND_COLD))
- {
- /* Notice immunity */
- if (r_ptr->flagsr & RFR_EFF_IM_COLD_MASK)
- {
- if (is_original_ap_and_seen(m_ptr))
- {
- r_ptr->r_flagsr |= (r_ptr->flagsr & RFR_EFF_IM_COLD_MASK);
- }
- }
- /* Otherwise, take the damage */
- else
- {
- if (r_ptr->flags3 & RF3_HURT_COLD)
- {
- if (mult < 25) mult = 25;
- if (is_original_ap_and_seen(m_ptr))
- {
- r_ptr->r_flags3 |= RF3_HURT_COLD;
- }
- }
- else if (mult < 17) mult = 17;
- }
- }
-
- /* Brand (Poison) */
- if (have_flag(flgs, TR_BRAND_POIS))
- {
- /* Notice immunity */
- if (r_ptr->flagsr & RFR_EFF_IM_POIS_MASK)
- {
- if (is_original_ap_and_seen(m_ptr))
- {
- r_ptr->r_flagsr |= (r_ptr->flagsr & RFR_EFF_IM_POIS_MASK);
- }
- }
-
- /* Otherwise, take the damage */
- else
- {
- if (mult < 17) mult = 17;
- }
- }
-
- if ((have_flag(flgs, TR_FORCE_WEAPON)) && (p_ptr->csp > (p_ptr->msp / 30)))
- {
- p_ptr->csp -= (1+(p_ptr->msp / 30));
- p_ptr->redraw |= (PR_MANA);
- mult = mult * 5 / 2;
- }
- break;
- }
- }
-
- /* Sniper */
- if (snipe_type) mult = tot_dam_aux_snipe(mult, m_ptr);
-
- /* Return the total damage */
- return (tdam * mult / 10);
-}
-
-
-/*!
- * @brief 射撃処理のサブルーチン /
- * Fire an object from the pack or floor.
- * @param item 射撃するオブジェクトの所持ID
- * @param j_ptr 射撃武器のオブジェクト参照ポインタ
- * @return なし
- * @details
- * <pre>
- * You may only fire items that "match" your missile launcher.
- *
- * You must use slings + pebbles/shots, bows + arrows, xbows + bolts.
- *
- * See "calc_bonuses()" for more calculations and such.
- *
- * Note that "firing" a missile is MUCH better than "throwing" it.
- *
- * Note: "unseen" monsters are very hard to hit.
- *
- * Objects are more likely to break if they "attempt" to hit a monster.
- *
- * Rangers (with Bows) and Anyone (with "Extra Shots") get extra shots.
- *
- * The "extra shot" code works by decreasing the amount of energy
- * required to make each shot, spreading the shots out over time.
- *
- * Note that when firing missiles, the launcher multiplier is applied
- * after all the bonuses are added in, making multipliers very useful.
- *
- * Note that Bows of "Extra Might" get extra range and an extra bonus
- * for the damage multiplier.
- *
- * Note that Bows of "Extra Shots" give an extra shot.
- * </pre>
- */
-void do_cmd_fire_aux(int item, object_type *j_ptr)
-{
- int dir;
- int i, j, y, x, ny, nx, ty, tx, prev_y, prev_x;
- int tdam_base, tdis, thits, tmul;
- int bonus, chance;
- int cur_dis, visible;
-
- object_type forge;
- object_type *q_ptr;
-
- object_type *o_ptr;
-
- bool hit_body = FALSE;
-
- char o_name[MAX_NLEN];
-
- u16b path_g[512]; /* For calcuration of path length */
-
- int msec = delay_factor * delay_factor * delay_factor;
-
- /* STICK TO */
- bool stick_to = FALSE;
-
- /* Access the item (if in the pack) */
- if (item >= 0)
- {
- o_ptr = &inventory[item];
- }
- else
- {
- o_ptr = &o_list[0 - item];
- }
-
- /* Sniper - Cannot shot a single arrow twice */
- if ((snipe_type == SP_DOUBLE) && (o_ptr->number < 2)) snipe_type = SP_NONE;
-
- /* Describe the object */
- object_desc(o_name, o_ptr, OD_OMIT_PREFIX);
-
- /* Use the proper number of shots */
- thits = p_ptr->num_fire;
-
- /* Use a base distance */
- tdis = 10;
-
- /* Base damage from thrown object plus launcher bonus */
- tdam_base = damroll(o_ptr->dd, o_ptr->ds) + o_ptr->to_d + j_ptr->to_d;
-
- /* Actually "fire" the object */
- bonus = (p_ptr->to_h_b + o_ptr->to_h + j_ptr->to_h);
- if ((j_ptr->sval == SV_LIGHT_XBOW) || (j_ptr->sval == SV_HEAVY_XBOW))
- chance = (p_ptr->skill_thb + (p_ptr->weapon_exp[0][j_ptr->sval] / 400 + bonus) * BTH_PLUS_ADJ);
- else
- chance = (p_ptr->skill_thb + ((p_ptr->weapon_exp[0][j_ptr->sval] - (WEAPON_EXP_MASTER / 2)) / 200 + bonus) * BTH_PLUS_ADJ);
-
- p_ptr->energy_use = bow_energy(j_ptr->sval);
- tmul = bow_tmul(j_ptr->sval);
-
- /* Get extra "power" from "extra might" */
- if (p_ptr->xtra_might) tmul++;
-
- tmul = tmul * (100 + (int)(adj_str_td[p_ptr->stat_ind[A_STR]]) - 128);
-
- /* Boost the damage */
- tdam_base *= tmul;
- tdam_base /= 100;
-
- /* Base range */
- tdis = 13 + tmul/80;
- if ((j_ptr->sval == SV_LIGHT_XBOW) || (j_ptr->sval == SV_HEAVY_XBOW))
- {
- if (p_ptr->concent)
- tdis -= (5 - (p_ptr->concent + 1) / 2);
- else
- tdis -= 5;
- }
-
- project_length = tdis + 1;
-
- /* Get a direction (or cancel) */
- if (!get_aim_dir(&dir))
- {
- p_ptr->energy_use = 0;
-
- if (snipe_type == SP_AWAY) snipe_type = SP_NONE;
-
- /* need not to reset project_length (already did)*/
-
- return;
- }
-
- /* Predict the "target" location */
- tx = p_ptr->x + 99 * ddx[dir];
- ty = p_ptr->y + 99 * ddy[dir];
-
- /* Check for "target request" */
- if ((dir == 5) && target_okay())
- {
- tx = target_col;
- ty = target_row;
- }
-
- /* Get projection path length */
- tdis = project_path(path_g, project_length, p_ptr->y, p_ptr->x, ty, tx, PROJECT_PATH|PROJECT_THRU) - 1;
-
- project_length = 0; /* reset to default */
-
- /* Don't shoot at my feet */
- if (tx == p_ptr->x && ty == p_ptr->y)
- {
- p_ptr->energy_use = 0;
-
- /* project_length is already reset to 0 */
-
- return;
- }
-
-
- /* Take a (partial) turn */
- p_ptr->energy_use = (p_ptr->energy_use / thits);
- is_fired = TRUE;
-
- /* Sniper - Difficult to shot twice at 1 turn */
- if (snipe_type == SP_DOUBLE) p_ptr->concent = (p_ptr->concent + 1) / 2;
-
- /* Sniper - Repeat shooting when double shots */
- for (i = 0; i < ((snipe_type == SP_DOUBLE) ? 2 : 1); i++)
- {
-
- /* Start at the player */
- y = p_ptr->y;
- x = p_ptr->x;
-
- /* Get local object */
- q_ptr = &forge;
-
- /* Obtain a local object */
- object_copy(q_ptr, o_ptr);
-
- /* Single object */
- q_ptr->number = 1;
-
- /* Reduce and describe inventory */
- if (item >= 0)
- {
- inven_item_increase(item, -1);
- inven_item_describe(item);
- inven_item_optimize(item);
- }
-
- /* Reduce and describe floor item */
- else
- {
- floor_item_increase(0 - item, -1);
- floor_item_optimize(0 - item);
- }
-
- /* Sound */
- sound(SOUND_SHOOT);
-
- /* Hack -- Handle stuff */
- handle_stuff();
-
- /* Save the old location */
- prev_y = y;
- prev_x = x;
-
- /* The shot does not hit yet */
- hit_body = FALSE;
-
- /* Travel until stopped */
- for (cur_dis = 0; cur_dis <= tdis; )
- {
- cave_type *c_ptr;
-
- /* Hack -- Stop at the target */
- if ((y == ty) && (x == tx)) break;
-
- /* Calculate the new location (see "project()") */
- ny = y;
- nx = x;
- mmove2(&ny, &nx, p_ptr->y, p_ptr->x, ty, tx);
-
- /* Shatter Arrow */
- if (snipe_type == SP_KILL_WALL)
- {
- c_ptr = &cave[ny][nx];
-
- if (cave_have_flag_grid(c_ptr, FF_HURT_ROCK) && !c_ptr->m_idx)
- {
- if (c_ptr->info & (CAVE_MARK)) msg_print(_("岩が砕け散った。", "Wall rocks were shattered."));
- /* Forget the wall */
- c_ptr->info &= ~(CAVE_MARK);
-
- p_ptr->update |= (PU_VIEW | PU_LITE | PU_FLOW | PU_MON_LITE);
-
- /* Destroy the wall */
- cave_alter_feat(ny, nx, FF_HURT_ROCK);
-
- hit_body = TRUE;
- break;
- }
- }
-
- /* Stopped by walls/doors */
- if (!cave_have_flag_bold(ny, nx, FF_PROJECT) && !cave[ny][nx].m_idx) break;
-
- /* Advance the distance */
- cur_dis++;
-
- /* Sniper */
- if (snipe_type == SP_LITE)
- {
- cave[ny][nx].info |= (CAVE_GLOW);
-
- /* Notice */
- note_spot(ny, nx);
-
- /* Redraw */
- lite_spot(ny, nx);
- }
-
- /* The player can see the (on screen) missile */
- if (panel_contains(ny, nx) && player_can_see_bold(ny, nx))
- {
- char c = object_char(q_ptr);
- byte a = object_attr(q_ptr);
-
- /* Draw, Hilite, Fresh, Pause, Erase */
- print_rel(c, a, ny, nx);
- move_cursor_relative(ny, nx);
- Term_fresh();
- Term_xtra(TERM_XTRA_DELAY, msec);
- lite_spot(ny, nx);
- Term_fresh();
- }
-
- /* The player cannot see the missile */
- else
- {
- /* Pause anyway, for consistancy */
- Term_xtra(TERM_XTRA_DELAY, msec);
- }
-
- /* Sniper */
- if (snipe_type == SP_KILL_TRAP)
- {
- project(0, 0, ny, nx, 0, GF_KILL_TRAP,
- (PROJECT_JUMP | PROJECT_HIDE | PROJECT_GRID | PROJECT_ITEM), -1);
- }
-
- /* Sniper */
- if (snipe_type == SP_EVILNESS)
- {
- cave[ny][nx].info &= ~(CAVE_GLOW | CAVE_MARK);
-
- /* Notice */
- note_spot(ny, nx);
-
- /* Redraw */
- lite_spot(ny, nx);
- }
-
- /* Save the old location */
- prev_y = y;
- prev_x = x;
-
- /* Save the new location */
- x = nx;
- y = ny;
-
-
- /* Monster here, Try to hit it */
- if (cave[y][x].m_idx)
- {
- cave_type *c_mon_ptr = &cave[y][x];
-
- monster_type *m_ptr = &m_list[c_mon_ptr->m_idx];
- monster_race *r_ptr = &r_info[m_ptr->r_idx];
-
- /* Check the visibility */
- visible = m_ptr->ml;
-
- /* Note the collision */
- hit_body = TRUE;
-
- if (MON_CSLEEP(m_ptr))
- {
- if (!(r_ptr->flags3 & RF3_EVIL) || one_in_(5)) chg_virtue(V_COMPASSION, -1);
- if (!(r_ptr->flags3 & RF3_EVIL) || one_in_(5)) chg_virtue(V_HONOUR, -1);
- }
-
- if ((r_ptr->level + 10) > p_ptr->lev)
- {
- int now_exp = p_ptr->weapon_exp[0][j_ptr->sval];
- if (now_exp < s_info[p_ptr->pclass].w_max[0][j_ptr->sval])
- {
- SUB_EXP amount = 0;
- if (now_exp < WEAPON_EXP_BEGINNER) amount = 80;
- else if (now_exp < WEAPON_EXP_SKILLED) amount = 25;
- else if ((now_exp < WEAPON_EXP_EXPERT) && (p_ptr->lev > 19)) amount = 10;
- else if (p_ptr->lev > 34) amount = 2;
- p_ptr->weapon_exp[0][j_ptr->sval] += amount;
- p_ptr->update |= (PU_BONUS);
- }
- }
-
- if (p_ptr->riding)
- {
- if ((p_ptr->skill_exp[GINOU_RIDING] < s_info[p_ptr->pclass].s_max[GINOU_RIDING])
- && ((p_ptr->skill_exp[GINOU_RIDING] - (RIDING_EXP_BEGINNER * 2)) / 200 < r_info[m_list[p_ptr->riding].r_idx].level)
- && one_in_(2))
- {
- p_ptr->skill_exp[GINOU_RIDING] += 1;
- p_ptr->update |= (PU_BONUS);
- }
- }
-
- /* Did we hit it (penalize range) */
- if (test_hit_fire(chance - cur_dis, m_ptr, m_ptr->ml, o_name))
- {
- bool fear = FALSE;
- int tdam = tdam_base;
-
- /* Get extra damage from concentration */
- if (p_ptr->concent) tdam = boost_concentration_damage(tdam);
-
- /* Handle unseen monster */
- if (!visible)
- {
- /* Invisible monster */
- msg_format(_("%sが敵を捕捉した。", "The %s finds a mark."), o_name);
- }
-
- /* Handle visible monster */
- else
- {
- char m_name[80];
-
- /* Get "the monster" or "it" */
- monster_desc(m_name, m_ptr, 0);
-
- /* Message */
- msg_format(_("%sが%sに命中した。", "The %s hits %s."), o_name, m_name);
-
- if (m_ptr->ml)
- {
- /* Hack -- Track this monster race */
- if (!p_ptr->image) monster_race_track(m_ptr->ap_r_idx);
-
- /* Hack -- Track this monster */
- health_track(c_mon_ptr->m_idx);
- }
- }
-
- if (snipe_type == SP_NEEDLE)
- {
- if ((randint1(randint1(r_ptr->level / (3 + p_ptr->concent)) + (8 - p_ptr->concent)) == 1)
- && !(r_ptr->flags1 & RF1_UNIQUE) && !(r_ptr->flags7 & RF7_UNIQUE2))
- {
- char m_name[80];
-
- /* Get "the monster" or "it" */
- monster_desc(m_name, m_ptr, 0);
-
- tdam = m_ptr->hp + 1;
- msg_format(_("%sの急所に突き刺さった!", "Your shot sticked on a fatal spot of %s!"), m_name);
- }
- else tdam = 1;
- }
- else
- {
- /* Apply special damage XXX XXX XXX */
- tdam = tot_dam_aux_shot(q_ptr, tdam, m_ptr);
- tdam = critical_shot(q_ptr->weight, q_ptr->to_h, j_ptr->to_h, tdam);
-
- /* No negative damage */
- if (tdam < 0) tdam = 0;
-
- /* Modify the damage */
- tdam = mon_damage_mod(m_ptr, tdam, FALSE);
- }
-
- 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))"),
- tdam, m_ptr->hp - tdam, m_ptr->maxhp, m_ptr->max_maxhp);
-
- /* Sniper */
- if (snipe_type == SP_EXPLODE)
- {
- u16b flg = (PROJECT_STOP | PROJECT_JUMP | PROJECT_KILL | PROJECT_GRID);
-
- sound(SOUND_EXPLODE); /* No explode sound - use breath fire instead */
- project(0, ((p_ptr->concent + 1) / 2 + 1), ny, nx, tdam, GF_MISSILE, flg, -1);
- break;
- }
-
- /* Sniper */
- if (snipe_type == SP_HOLYNESS)
- {
- cave[ny][nx].info |= (CAVE_GLOW);
-
- /* Notice */
- note_spot(ny, nx);
-
- /* Redraw */
- lite_spot(ny, nx);
- }
-
- /* Hit the monster, check for death */
- if (mon_take_hit(c_mon_ptr->m_idx, tdam, &fear, extract_note_dies(real_r_ptr(m_ptr))))
- {
- /* Dead monster */
- }
-
- /* No death */
- else
- {
- /* STICK TO */
- if (object_is_fixed_artifact(q_ptr) &&
- (p_ptr->pclass != CLASS_SNIPER || p_ptr->concent == 0))
- {
- char m_name[80];
-
- monster_desc(m_name, m_ptr, 0);
-
- stick_to = TRUE;
- msg_format(_("%sは%sに突き刺さった!", "%^s have stuck into %s!"),o_name, m_name);
- }
-
- /* Message */
- message_pain(c_mon_ptr->m_idx, tdam);
-
- /* Anger the monster */
- if (tdam > 0) anger_monster(m_ptr);
-
- /* Take note */
- if (fear && m_ptr->ml)
- {
- char m_name[80];
-
- /* Sound */
- sound(SOUND_FLEE);
-
- /* Get the monster name (or "it") */
- monster_desc(m_name, m_ptr, 0);
-
- /* Message */
- msg_format(_("%^sは恐怖して逃げ出した!", "%^s flees in terror!"), m_name);
- }
-
- set_target(m_ptr, p_ptr->y, p_ptr->x);
-
- /* Sniper */
- if (snipe_type == SP_RUSH)
- {
- int n = randint1(5) + 3;
- MONSTER_IDX m_idx = c_mon_ptr->m_idx;
-
- for ( ; cur_dis <= tdis; )
- {
- POSITION ox = nx;
- POSITION oy = ny;
-
- if (!n) break;
-
- /* Calculate the new location (see "project()") */
- mmove2(&ny, &nx, p_ptr->y, p_ptr->x, ty, tx);
-
- /* Stopped by wilderness boundary */
- if (!in_bounds2(ny, nx)) break;
-
- /* Stopped by walls/doors */
- if (!player_can_enter(cave[ny][nx].feat, 0)) break;
-
- /* Stopped by monsters */
- if (!cave_empty_bold(ny, nx)) break;
-
- cave[ny][nx].m_idx = m_idx;
- cave[oy][ox].m_idx = 0;
-
- m_ptr->fx = nx;
- m_ptr->fy = ny;
-
- /* Update the monster (new location) */
- update_mon(c_mon_ptr->m_idx, TRUE);
-
- lite_spot(ny, nx);
- lite_spot(oy, ox);
-
- Term_fresh();
- Term_xtra(TERM_XTRA_DELAY, msec);
-
- x = nx;
- y = ny;
- cur_dis++;
- n--;
- }
- }
- }
- }
-
- /* Sniper */
- if (snipe_type == SP_PIERCE)
- {
- if(p_ptr->concent < 1) break;
- p_ptr->concent--;
- continue;
- }
-
- /* Stop looking */
- break;
- }
- }
-
- /* Chance of breakage (during attacks) */
- j = (hit_body ? breakage_chance(q_ptr) : 0);
-
- if (stick_to)
- {
- MONSTER_IDX m_idx = cave[y][x].m_idx;
- monster_type *m_ptr = &m_list[m_idx];
- IDX o_idx = o_pop();
-
- if (!o_idx)
- {
- msg_format(_("%sはどこかへ行った。", "The %s have gone to somewhere."), o_name);
- if (object_is_fixed_artifact(q_ptr))
- {
- a_info[j_ptr->name1].cur_num = 0;
- }
- return;
- }
-
- o_ptr = &o_list[o_idx];
- object_copy(o_ptr, q_ptr);
-
- /* Forget mark */
- o_ptr->marked &= OM_TOUCHED;
-
- /* Forget location */
- o_ptr->iy = o_ptr->ix = 0;
-
- /* Memorize monster */
- o_ptr->held_m_idx = m_idx;
-
- /* Build a stack */
- o_ptr->next_o_idx = m_ptr->hold_o_idx;
-
- /* Carry object */
- m_ptr->hold_o_idx = o_idx;
- }
- else if (cave_have_flag_bold(y, x, FF_PROJECT))
- {
- /* Drop (or break) near that location */
- (void)drop_near(q_ptr, j, y, x);
- }
- else
- {
- /* Drop (or break) near that location */
- (void)drop_near(q_ptr, j, prev_y, prev_x);
- }
-
- /* Sniper - Repeat shooting when double shots */
- }
-
- /* Sniper - Loose his/her concentration after any shot */
- if (p_ptr->concent) reset_concentration(FALSE);
-}
-
-/*!
- * @brief 射撃処理のメインルーチン
- * @return なし
- */
-void do_cmd_fire(void)
-{
- OBJECT_IDX item;
- object_type *j_ptr;
- cptr q, s;
-
- is_fired = FALSE; /* not fired yet */
-
- /* Get the "bow" (if any) */
- j_ptr = &inventory[INVEN_BOW];
-
- /* Require a launcher */
- if (!j_ptr->tval)
- {
- msg_print(_("射撃用の武器を持っていない。", "You have nothing to fire with."));
- flush();
- return;
- }
-
- if (j_ptr->sval == SV_CRIMSON)
- {
- msg_print(_("この武器は発動して使うもののようだ。", "Do activate."));
- flush();
- return;
- }
-
- if (j_ptr->sval == SV_HARP)
- {
- msg_print(_("この武器で射撃はできない。", "It's not for firing."));
- flush();
- return;
- }
-
-
- if (p_ptr->special_defense & KATA_MUSOU)
- {
- set_action(ACTION_NONE);
- }
-
- /* Require proper missile */
- item_tester_tval = p_ptr->tval_ammo;
-
- /* Get an item */
- q = _("どれを撃ちますか? ", "Fire which item? ");
- s = _("発射されるアイテムがありません。", "You have nothing to fire.");
- if (!get_item(&item, q, s, (USE_INVEN | USE_FLOOR)))
- {
- flush();
- return;
- }
-
- /* Fire the item */
- do_cmd_fire_aux(item, j_ptr);
-
- if (!is_fired || p_ptr->pclass != CLASS_SNIPER) return;
-
- /* Sniper actions after some shootings */
- if (snipe_type == SP_AWAY)
- {
- teleport_player(10 + (p_ptr->concent * 2), 0L);
- }
- if (snipe_type == SP_FINAL)
- {
- msg_print(_("射撃の反動が体を襲った。", "A reactionary of shooting attacked you. "));
- (void)set_slow(p_ptr->slow + randint0(7) + 7, FALSE);
- (void)set_stun(p_ptr->stun + randint1(25));
- }
-}
-
-/*!
- * @brief オブジェクトが投射可能な武器かどうかを返す。
- * @param o_ptr 判定するオブジェクトの構造体参照ポインタ
- * @return 投射可能な武器ならばTRUE
- */
-static bool item_tester_hook_boomerang(object_type *o_ptr)
-{
- if ((o_ptr->tval==TV_DIGGING) || (o_ptr->tval == TV_SWORD) || (o_ptr->tval == TV_POLEARM) || (o_ptr->tval == TV_HAFTED)) return (TRUE);
-
- /* Assume not */
- return (FALSE);
-}
-
-
-/*!
- * @brief 投射処理のサブルーチン /
- * Throw an object from the pack or floor.
- * @param mult 威力の倍率
- * @param boomerang ブーメラン処理ならばTRUE
- * @param shuriken 忍者の手裏剣処理ならばTRUE
- * @return ターンを消費した場合TRUEを返す
- * @details
- * <pre>
- * Note: "unseen" monsters are very hard to hit.
- *
- * Should throwing a weapon do full damage? Should it allow the magic
- * to hit bonus of the weapon to have an effect? Should it ever cause
- * the item to be destroyed? Should it do any damage at all?
- * </pre>
- */
-bool do_cmd_throw_aux(int mult, bool boomerang, OBJECT_IDX shuriken)
-{
- DIRECTION dir;
- OBJECT_IDX item;
- int i, j, y, x, ty, tx, prev_y, prev_x;
- int ny[19], nx[19];
- int chance, tdam, tdis;
- int mul, div, dd, ds;
- int cur_dis, visible;
-
- object_type forge;
- object_type *q_ptr;
-
- object_type *o_ptr;
-
- bool hit_body = FALSE;
- bool hit_wall = FALSE;
- bool equiped_item = FALSE;
- bool return_when_thrown = FALSE;
-
- char o_name[MAX_NLEN];
-
- int msec = delay_factor * delay_factor * delay_factor;
-
- u32b flgs[TR_FLAG_SIZE];
- cptr q, s;
- bool come_back = FALSE;
- bool do_drop = TRUE;
-
-
- if (p_ptr->special_defense & KATA_MUSOU)
- {
- set_action(ACTION_NONE);
- }
-
- if (shuriken >= 0)
- {
- item = shuriken;
- }
- else if (boomerang)
- {
- if (buki_motteruka(INVEN_RARM) && buki_motteruka(INVEN_LARM))
- {
- item_tester_hook = item_tester_hook_boomerang;
- q = _("どの武器を投げますか? ", "Throw which item? ");
- s = _("投げる武器がない。", "You have nothing to throw.");
- if (!get_item(&item, q, s, (USE_EQUIP)))
- {
- flush();
- return FALSE;
- }
- }
- else if (buki_motteruka(INVEN_LARM)) item = INVEN_LARM;
- else item = INVEN_RARM;
- }
- else
- {
- /* Get an item */
- q = _("どのアイテムを投げますか? ", "Throw which item? ");
- s = _("投げるアイテムがない。", "You have nothing to throw.");
- if (!get_item(&item, q, s, (USE_INVEN | USE_FLOOR | USE_EQUIP)))
- {
- flush();
- return FALSE;
- }
- }
-
- /* Access the item (if in the pack) */
- if (item >= 0)
- {
- o_ptr = &inventory[item];
- }
- else
- {
- o_ptr = &o_list[0 - item];
- }
-
-
- /* Item is cursed */
- if (object_is_cursed(o_ptr) && (item >= INVEN_RARM))
- {
- /* Oops */
- msg_print(_("ふーむ、どうやら呪われているようだ。", "Hmmm, it seems to be cursed."));
-
- /* Nope */
- return FALSE;
- }
-
- if (p_ptr->inside_arena && !boomerang)
- {
- if (o_ptr->tval != TV_SPIKE)
- {
- 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!"));
- msg_print(NULL);
-
- /* Nope */
- return FALSE;
- }
- }
-
- /* Get local object */
- q_ptr = &forge;
-
- /* Obtain a local object */
- object_copy(q_ptr, o_ptr);
-
- /* Extract the thrown object's flags. */
- object_flags(q_ptr, flgs);
- torch_flags(q_ptr, flgs);
-
- /* Distribute the charges of rods/wands between the stacks */
- distribute_charges(o_ptr, q_ptr, 1);
-
- /* Single object */
- q_ptr->number = 1;
-
- /* Description */
- object_desc(o_name, q_ptr, OD_OMIT_PREFIX);
-
- if (p_ptr->mighty_throw) mult += 3;
+ if (p_ptr->mighty_throw) mult += 3;
/* Extract a "distance multiplier" */
/* Changed for 'launcher' mutation */
if (shuriken >= 0)
{
- ty = randint0(101)-50+p_ptr->y;
- tx = randint0(101)-50+p_ptr->x;
+ ty = randint0(101) - 50 + p_ptr->y;
+ tx = randint0(101) - 50 + p_ptr->x;
}
else
{
p_ptr->redraw |= (PR_EQUIPPY);
}
- /* Take a turn */
p_ptr->energy_use = 100;
/* Rogue and Ninja gets bonus */
y = p_ptr->y;
x = p_ptr->x;
-
- /* Hack -- Handle stuff */
handle_stuff();
if ((p_ptr->pclass == CLASS_NINJA) && ((q_ptr->tval == TV_SPIKE) || ((have_flag(flgs, TR_THROW)) && (q_ptr->tval == TV_SWORD)))) shuriken = TRUE;
if (shuriken) chance *= 2;
- /* Save the old location */
prev_y = y;
prev_x = x;
/* The player can see the (on screen) missile */
if (panel_contains(ny[cur_dis], nx[cur_dis]) && player_can_see_bold(ny[cur_dis], nx[cur_dis]))
{
- char c = object_char(q_ptr);
- byte a = object_attr(q_ptr);
+ SYMBOL_CODE c = object_char(q_ptr);
+ TERM_COLOR a = object_attr(q_ptr);
/* Draw, Hilite, Fresh, Pause, Erase */
print_rel(c, a, ny[cur_dis], nx[cur_dis]);
Term_xtra(TERM_XTRA_DELAY, msec);
}
- /* Save the old location */
prev_y = y;
prev_x = x;
if (cave[y][x].m_idx)
{
cave_type *c_ptr = &cave[y][x];
-
monster_type *m_ptr = &m_list[c_ptr->m_idx];
/* Check the visibility */
/* Handle visible monster */
else
{
- char m_name[80];
-
- /* Get "the monster" or "it" */
+ GAME_TEXT m_name[MAX_NLEN];
monster_desc(m_name, m_ptr, 0);
-
- /* Message */
msg_format(_("%sが%sに命中した。", "The %s hits %s."), o_name, m_name);
if (m_ptr->ml)
{
- /* Hack -- Track this monster race */
if (!p_ptr->image) monster_race_track(m_ptr->ap_r_idx);
-
- /* Hack -- Track this monster */
health_track(c_ptr->m_idx);
}
}
ds = q_ptr->ds;
torch_dice(q_ptr, &dd, &ds); /* throwing a torch */
tdam = damroll(dd, ds);
- /* Apply special damage XXX XXX XXX */
+ /* Apply special damage */
tdam = tot_dam_aux(q_ptr, tdam, m_ptr, 0, TRUE);
tdam = critical_shot(q_ptr->weight, q_ptr->to_h, 0, tdam);
if (q_ptr->to_d > 0)
tdam, m_ptr->hp - tdam, m_ptr->maxhp, m_ptr->max_maxhp);
/* Hit the monster, check for death */
- if (mon_take_hit(c_ptr->m_idx, tdam, &fear, extract_note_dies(real_r_ptr(m_ptr))))
+ if (mon_take_hit(c_ptr->m_idx, tdam, &fear, extract_note_dies(real_r_idx(m_ptr))))
{
/* Dead monster */
}
/* No death */
else
{
- /* Message */
message_pain(c_ptr->m_idx, tdam);
/* Anger the monster */
if ((tdam > 0) && !object_is_potion(q_ptr))
anger_monster(m_ptr);
- /* Take note */
if (fear && m_ptr->ml)
{
- char m_name[80];
-
- /* Sound */
sound(SOUND_FLEE);
-
- /* Get the monster name (or "it") */
+ GAME_TEXT m_name[MAX_NLEN];
monster_desc(m_name, m_ptr, 0);
-
- /* Message */
msg_format(_("%^sは恐怖して逃げ出した!", "%^s flees in terror!"), m_name);
}
}
{
j = 100;
- if (!(summon_named_creature(0, y, x, q_ptr->pval,
- !(object_is_cursed(q_ptr)) ? PM_FORCE_PET : 0L)))
+ if (!(summon_named_creature(0, y, x, q_ptr->pval, !(object_is_cursed(q_ptr)) ? PM_FORCE_PET : 0L)))
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."));
else if (object_is_cursed(q_ptr))
msg_print(_("これはあまり良くない気がする。", "You have a bad feeling about this."));
{
if (hit_body || hit_wall || (randint1(100) < j))
{
- /* Message */
msg_format(_("%sは砕け散った!", "The %s shatters!"), o_name);
if (potion_smash_effect(0, y, x, q_ptr->k_idx))
is_friendly(&m_list[cave[y][x].m_idx]) &&
!MON_INVULNER(m_ptr))
{
- char m_name[80];
+ GAME_TEXT m_name[MAX_NLEN];
monster_desc(m_name, &m_list[cave[y][x].m_idx], 0);
msg_format(_("%sは怒った!", "%^s gets angry!"), m_name);
set_hostile(&m_list[cave[y][x].m_idx]);
/* Wear the new stuff */
object_copy(o_ptr, q_ptr);
- /* Increase the weight */
p_ptr->total_weight += q_ptr->weight;
/* Increment the equip counter by hand */
equip_cnt++;
- /* Recalculate bonuses */
- p_ptr->update |= (PU_BONUS);
-
/* Recalculate torch */
- p_ptr->update |= (PU_TORCH);
-
- /* Recalculate mana XXX */
- p_ptr->update |= (PU_MANA);
-
- /* Window stuff */
+ p_ptr->update |= (PU_BONUS | PU_TORCH | PU_MANA);
p_ptr->window |= (PW_EQUIP);
}
else
calc_android_exp();
}
- /* Drop (or break) near that location */
if (do_drop)
{
if (cave_have_flag_bold(y, x, FF_PROJECT))
{
- /* Drop (or break) near that location */
(void)drop_near(q_ptr, j, y, x);
}
else
{
- /* Drop (or break) near that location */
(void)drop_near(q_ptr, j, prev_y, prev_x);
}
}
}
-/*!
- * @brief 投射処理のメインルーチン /
- * Throw an object from the pack or floor.
- * @return なし
- */
-void do_cmd_throw(void)
-{
- do_cmd_throw_aux(1, FALSE, -1);
-}
-
-
#ifdef TRAVEL
/*
* Hack: travel command
*/
void forget_travel_flow(void)
{
- int x, y;
-
- /* Check the entire dungeon */
+ POSITION x, y;
+ /* Check the entire dungeon / Forget the old data */
for (y = 0; y < cur_hgt; y++)
{
for (x = 0; x < cur_wid; x++)
{
- /* Forget the old data */
+
travel.cost[y][x] = MAX_SHORT;
}
}
-
travel.y = travel.x = 0;
}
* @param x 該当地点のX座標
* @return コスト値
*/
-static int travel_flow_cost(int y, int x)
+static int travel_flow_cost(POSITION y, POSITION x)
{
feature_type *f_ptr = &f_info[cave[y][x].feat];
int cost = 1;
* @param tx 目標地点のX座標
* @return なし
*/
-static void travel_flow(int ty, int tx)
+static void travel_flow(POSITION ty, POSITION tx)
{
- int x, y, d;
+ POSITION x, y, d;
bool wall = FALSE;
feature_type *f_ptr = &f_info[cave[p_ptr->y][p_ptr->x].feat];
{
POSITION x, y;
int i;
- int dx, dy, sx, sy;
+ POSITION dx, dy, sx, sy;
feature_type *f_ptr;
if (travel.x != 0 && travel.y != 0 &&