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[hengband/hengband.git] / src / cmd1.c
1 /* File: cmd1.c */
2
3 /*
4  * Copyright (c) 1997 Ben Harrison, James E. Wilson, Robert A. Koeneke
5  *
6  * This software may be copied and distributed for educational, research,
7  * and not for profit purposes provided that this copyright and statement
8  * are included in all such copies.  Other copyrights may also apply.
9  */
10
11 /* Purpose: Movement commands (part 1) */
12
13 #include "angband.h"
14 #define MAX_VAMPIRIC_DRAIN 50
15
16
17 /*
18  * Determine if the player "hits" a monster (normal combat).
19  * Note -- Always miss 5%, always hit 5%, otherwise random.
20  */
21 bool test_hit_fire(int chance, int ac, int vis)
22 {
23         int k;
24
25         /* Percentile dice */
26         k = randint0(100);
27
28         /* Hack -- Instant miss or hit */
29         if (k < 10) return (k < 5);
30
31         if (p_ptr->pseikaku == SEIKAKU_NAMAKE)
32                 if (one_in_(20)) return (FALSE);
33
34         /* Never hit */
35         if (chance <= 0) return (FALSE);
36
37         /* Invisible monsters are harder to hit */
38         if (!vis) chance = (chance + 1) / 2;
39
40         /* Power competes against armor */
41         if (randint0(chance) < (ac * 3 / 4)) return (FALSE);
42
43         /* Assume hit */
44         return (TRUE);
45 }
46
47
48
49 /*
50  * Determine if the player "hits" a monster (normal combat).
51  *
52  * Note -- Always miss 5%, always hit 5%, otherwise random.
53  */
54 bool test_hit_norm(int chance, int ac, int vis)
55 {
56         int k;
57
58         /* Percentile dice */
59         k = randint0(100);
60
61         /* Hack -- Instant miss or hit */
62         if (k < 10) return (k < 5);
63
64         if (p_ptr->pseikaku == SEIKAKU_NAMAKE)
65                 if (one_in_(20)) return (FALSE);
66
67         /* Wimpy attack never hits */
68         if (chance <= 0) return (FALSE);
69
70         /* Penalize invisible targets */
71         if (!vis) chance = (chance + 1) / 2;
72
73         /* Power must defeat armor */
74         if (randint0(chance) < (ac * 3 / 4)) return (FALSE);
75
76         /* Assume hit */
77         return (TRUE);
78 }
79
80
81
82 /*
83  * Critical hits (from objects thrown by player)
84  * Factor in item weight, total plusses, and player level.
85  */
86 s16b critical_shot(int weight, int plus, int dam)
87 {
88         int i, k;
89
90         /* Extract "shot" power */
91         i = (weight + ((p_ptr->to_h_b + plus) * 4) + (p_ptr->lev * 2));
92
93         /* Critical hit */
94         if (randint1(5000) <= i)
95         {
96                 k = weight + randint1(500);
97
98                 if (k < 500)
99                 {
100 #ifdef JP
101                         msg_print("¼ê¤´¤¿¤¨¤¬¤¢¤Ã¤¿¡ª");
102 #else
103                         msg_print("It was a good hit!");
104 #endif
105
106                         dam = 2 * dam + 5;
107                 }
108                 else if (k < 1000)
109                 {
110 #ifdef JP
111                         msg_print("¤«¤Ê¤ê¤Î¼ê¤´¤¿¤¨¤¬¤¢¤Ã¤¿¡ª");
112 #else
113                         msg_print("It was a great hit!");
114 #endif
115
116                         dam = 2 * dam + 10;
117                 }
118                 else
119                 {
120 #ifdef JP
121                         msg_print("²ñ¿´¤Î°ì·â¤À¡ª");
122 #else
123                         msg_print("It was a superb hit!");
124 #endif
125
126                         dam = 3 * dam + 15;
127                 }
128         }
129
130         return (dam);
131 }
132
133
134
135 /*
136  * Critical hits (by player)
137  *
138  * Factor in weapon weight, total plusses, player level.
139  */
140 s16b critical_norm(int weight, int plus, int dam, s16b meichuu, int mode)
141 {
142         int i, k;
143
144         /* Extract "blow" power */
145         i = (weight + (meichuu * 3 + plus * 5) + (p_ptr->lev * 3));
146
147         /* Chance */
148         if ((randint1((p_ptr->pclass == CLASS_NINJA) ? 4444 : 5000) <= i) || (mode == HISSATSU_MAJIN) || (mode == HISSATSU_3DAN))
149         {
150                 k = weight + randint1(650);
151                 if ((mode == HISSATSU_MAJIN) || (mode == HISSATSU_3DAN)) k+= randint1(650);
152
153                 if (k < 400)
154                 {
155 #ifdef JP
156                         msg_print("¼ê¤´¤¿¤¨¤¬¤¢¤Ã¤¿¡ª");
157 #else
158                         msg_print("It was a good hit!");
159 #endif
160
161                         dam = 2 * dam + 5;
162                 }
163                 else if (k < 700)
164                 {
165 #ifdef JP
166                         msg_print("¤«¤Ê¤ê¤Î¼ê¤´¤¿¤¨¤¬¤¢¤Ã¤¿¡ª");
167 #else
168                         msg_print("It was a great hit!");
169 #endif
170
171                         dam = 2 * dam + 10;
172                 }
173                 else if (k < 900)
174                 {
175 #ifdef JP
176                         msg_print("²ñ¿´¤Î°ì·â¤À¡ª");
177 #else
178                         msg_print("It was a superb hit!");
179 #endif
180
181                         dam = 3 * dam + 15;
182                 }
183                 else if (k < 1300)
184                 {
185 #ifdef JP
186                         msg_print("ºÇ¹â¤Î²ñ¿´¤Î°ì·â¤À¡ª");
187 #else
188                         msg_print("It was a *GREAT* hit!");
189 #endif
190
191                         dam = 3 * dam + 20;
192                 }
193                 else
194                 {
195 #ifdef JP
196                         msg_print("ÈæÎà¤Ê¤­ºÇ¹â¤Î²ñ¿´¤Î°ì·â¤À¡ª");
197 #else
198                         msg_print("It was a *SUPERB* hit!");
199 #endif
200
201                         dam = ((7 * dam) / 2) + 25;
202                 }
203         }
204
205         return (dam);
206 }
207
208
209
210 /*
211  * Extract the "total damage" from a given object hitting a given monster.
212  *
213  * Note that "flasks of oil" do NOT do fire damage, although they
214  * certainly could be made to do so.  XXX XXX
215  *
216  * Note that most brands and slays are x3, except Slay Animal (x2),
217  * Slay Evil (x2), and Kill dragon (x5).
218  */
219 s16b tot_dam_aux(object_type *o_ptr, int tdam, monster_type *m_ptr, int mode, bool thrown)
220 {
221         int mult = 10;
222
223         monster_race *r_ptr = &r_info[m_ptr->r_idx];
224
225         u32b flgs[TR_FLAG_SIZE];
226
227         /* Extract the flags */
228         object_flags(o_ptr, flgs);
229
230         /* Some "weapons" and "ammo" do extra damage */
231         switch (o_ptr->tval)
232         {
233                 case TV_SHOT:
234                 case TV_ARROW:
235                 case TV_BOLT:
236                 case TV_HAFTED:
237                 case TV_POLEARM:
238                 case TV_SWORD:
239                 case TV_DIGGING:
240                 {
241                         /* Slay Animal */
242                         if ((have_flag(flgs, TR_SLAY_ANIMAL)) &&
243                             (r_ptr->flags3 & RF3_ANIMAL))
244                         {
245                                 if (m_ptr->ml && is_original_ap(m_ptr))
246                                 {
247                                         r_ptr->r_flags3 |= RF3_ANIMAL;
248                                 }
249
250                                 if (mult < 25) mult = 25;
251                         }
252
253                         /* Execute Animal */
254                         if ((have_flag(flgs, TR_KILL_ANIMAL)) &&
255                             (r_ptr->flags3 & RF3_ANIMAL))
256                         {
257                                 if (m_ptr->ml && is_original_ap(m_ptr))
258                                 {
259                                         r_ptr->r_flags3 |= RF3_ANIMAL;
260                                 }
261
262                                 if (mult < 40) mult = 40;
263                         }
264
265                         /* Slay Evil */
266                         if ((have_flag(flgs, TR_SLAY_EVIL)) &&
267                             (r_ptr->flags3 & RF3_EVIL))
268                         {
269                                 if (m_ptr->ml && is_original_ap(m_ptr))
270                                 {
271                                         r_ptr->r_flags3 |= RF3_EVIL;
272                                 }
273
274                                 if (mult < 20) mult = 20;
275                         }
276
277                         /* Execute Evil */
278                         if ((have_flag(flgs, TR_KILL_EVIL)) &&
279                             (r_ptr->flags3 & RF3_EVIL))
280                         {
281                                 if (m_ptr->ml && is_original_ap(m_ptr))
282                                 {
283                                         r_ptr->r_flags3 |= RF3_EVIL;
284                                 }
285
286                                 if (mult < 35) mult = 35;
287                         }
288
289                         /* Slay Human */
290                         if ((have_flag(flgs, TR_SLAY_HUMAN)) &&
291                             (r_ptr->flags2 & RF2_HUMAN))
292                         {
293                                 if (m_ptr->ml && is_original_ap(m_ptr))
294                                 {
295                                         r_ptr->r_flags2 |= RF2_HUMAN;
296                                 }
297
298                                 if (mult < 25) mult = 25;
299                         }
300
301                         /* Execute Human */
302                         if ((have_flag(flgs, TR_KILL_HUMAN)) &&
303                             (r_ptr->flags2 & RF2_HUMAN))
304                         {
305                                 if (m_ptr->ml && is_original_ap(m_ptr))
306                                 {
307                                         r_ptr->r_flags2 |= RF2_HUMAN;
308                                 }
309
310                                 if (mult < 40) mult = 40;
311                         }
312
313                         /* Slay Undead */
314                         if ((have_flag(flgs, TR_SLAY_UNDEAD)) &&
315                             (r_ptr->flags3 & RF3_UNDEAD))
316                         {
317                                 if (m_ptr->ml && is_original_ap(m_ptr))
318                                 {
319                                         r_ptr->r_flags3 |= RF3_UNDEAD;
320                                 }
321
322                                 if (mult < 30) mult = 30;
323                         }
324
325                         /* Execute Undead */
326                         if ((have_flag(flgs, TR_KILL_UNDEAD)) &&
327                             (r_ptr->flags3 & RF3_UNDEAD))
328                         {
329                                 if (m_ptr->ml && is_original_ap(m_ptr))
330                                 {
331                                         r_ptr->r_flags3 |= RF3_UNDEAD;
332                                 }
333
334                                 if (mult < 50) mult = 50;
335                         }
336
337                         /* Slay Demon */
338                         if ((have_flag(flgs, TR_SLAY_DEMON)) &&
339                             (r_ptr->flags3 & RF3_DEMON))
340                         {
341                                 if (m_ptr->ml && is_original_ap(m_ptr))
342                                 {
343                                         r_ptr->r_flags3 |= RF3_DEMON;
344                                 }
345
346                                 if (mult < 30) mult = 30;
347                         }
348
349                         /* Execute Demon */
350                         if ((have_flag(flgs, TR_KILL_DEMON)) &&
351                             (r_ptr->flags3 & RF3_DEMON))
352                         {
353                                 if (m_ptr->ml && is_original_ap(m_ptr))
354                                 {
355                                         r_ptr->r_flags3 |= RF3_DEMON;
356                                 }
357
358                                 if (mult < 50) mult = 50;
359                         }
360
361                         /* Slay Orc */
362                         if ((have_flag(flgs, TR_SLAY_ORC)) &&
363                             (r_ptr->flags3 & RF3_ORC))
364                         {
365                                 if (m_ptr->ml && is_original_ap(m_ptr))
366                                 {
367                                         r_ptr->r_flags3 |= RF3_ORC;
368                                 }
369
370                                 if (mult < 30) mult = 30;
371                         }
372
373                         /* Execute Orc */
374                         if ((have_flag(flgs, TR_KILL_ORC)) &&
375                             (r_ptr->flags3 & RF3_ORC))
376                         {
377                                 if (m_ptr->ml && is_original_ap(m_ptr))
378                                 {
379                                         r_ptr->r_flags3 |= RF3_ORC;
380                                 }
381
382                                 if (mult < 50) mult = 50;
383                         }
384
385                         /* Slay Troll */
386                         if ((have_flag(flgs, TR_SLAY_TROLL)) &&
387                             (r_ptr->flags3 & RF3_TROLL))
388                         {
389                                 if (m_ptr->ml && is_original_ap(m_ptr))
390                                 {
391                                         r_ptr->r_flags3 |= RF3_TROLL;
392                                 }
393
394                                 if (mult < 30) mult = 30;
395                         }
396
397                         /* Execute Troll */
398                         if ((have_flag(flgs, TR_KILL_TROLL)) &&
399                             (r_ptr->flags3 & RF3_TROLL))
400                         {
401                                 if (m_ptr->ml && is_original_ap(m_ptr))
402                                 {
403                                         r_ptr->r_flags3 |= RF3_TROLL;
404                                 }
405
406                                 if (mult < 50) mult = 50;
407                         }
408
409                         /* Slay Giant */
410                         if ((have_flag(flgs, TR_SLAY_GIANT)) &&
411                             (r_ptr->flags3 & RF3_GIANT))
412                         {
413                                 if (m_ptr->ml && is_original_ap(m_ptr))
414                                 {
415                                         r_ptr->r_flags3 |= RF3_GIANT;
416                                 }
417
418                                 if (mult < 30) mult = 30;
419                         }
420
421                         /* Execute Giant */
422                         if ((have_flag(flgs, TR_KILL_GIANT)) &&
423                             (r_ptr->flags3 & RF3_GIANT))
424                         {
425                                 if (m_ptr->ml && is_original_ap(m_ptr))
426                                 {
427                                         r_ptr->r_flags3 |= RF3_GIANT;
428                                 }
429
430                                 if (mult < 50) mult = 50;
431                         }
432
433                         /* Slay Dragon  */
434                         if ((have_flag(flgs, TR_SLAY_DRAGON)) &&
435                             (r_ptr->flags3 & RF3_DRAGON))
436                         {
437                                 if (m_ptr->ml && is_original_ap(m_ptr))
438                                 {
439                                         r_ptr->r_flags3 |= RF3_DRAGON;
440                                 }
441
442                                 if (mult < 30) mult = 30;
443                         }
444
445                         /* Execute Dragon */
446                         if ((have_flag(flgs, TR_KILL_DRAGON)) &&
447                             (r_ptr->flags3 & RF3_DRAGON))
448                         {
449                                 if (m_ptr->ml && is_original_ap(m_ptr))
450                                 {
451                                         r_ptr->r_flags3 |= RF3_DRAGON;
452                                 }
453
454                                 if (mult < 50) mult = 50;
455
456                                 if ((o_ptr->name1 == ART_NOTHUNG) && (m_ptr->r_idx == MON_FAFNER))
457                                         mult *= 3;
458                         }
459
460                         /* Brand (Acid) */
461                         if (have_flag(flgs, TR_BRAND_ACID) || ((p_ptr->special_attack & (ATTACK_ACID)) && !thrown))
462                         {
463                                 /* Notice immunity */
464                                 if (r_ptr->flagsr & RFR_EFF_IM_ACID_MASK)
465                                 {
466                                         if (m_ptr->ml && is_original_ap(m_ptr))
467                                         {
468                                                 r_ptr->r_flagsr |= (r_ptr->flagsr & RFR_EFF_IM_ACID_MASK);
469                                         }
470                                 }
471
472                                 /* Otherwise, take the damage */
473                                 else
474                                 {
475                                         if (mult < 25) mult = 25;
476                                 }
477                         }
478
479                         /* Brand (Elec) */
480                         if (have_flag(flgs, TR_BRAND_ELEC) || ((p_ptr->special_attack & (ATTACK_ELEC)) && !thrown) || (mode == HISSATSU_ELEC))
481                         {
482                                 /* Notice immunity */
483                                 if (r_ptr->flagsr & RFR_EFF_IM_ELEC_MASK)
484                                 {
485                                         if (m_ptr->ml && is_original_ap(m_ptr))
486                                         {
487                                                 r_ptr->r_flagsr |= (r_ptr->flagsr & RFR_EFF_IM_ELEC_MASK);
488                                         }
489                                 }
490
491                                 /* Otherwise, take the damage */
492                                 else if ((have_flag(flgs, TR_BRAND_ELEC) || ((p_ptr->special_attack & (ATTACK_ELEC)) && !thrown)) && (mode == HISSATSU_ELEC))
493                                 {
494                                         if (mult < 70) mult = 70;
495                                 }
496                                 else if (mode == HISSATSU_ELEC)
497                                 {
498                                         if (mult < 50) mult = 50;
499                                 }
500
501                                 else
502                                 {
503                                         if (mult < 25) mult = 25;
504                                 }
505                         }
506
507                         /* Brand (Fire) */
508                         if (have_flag(flgs, TR_BRAND_FIRE) || ((p_ptr->special_attack & (ATTACK_FIRE)) && !thrown) || (mode == HISSATSU_FIRE))
509                         {
510                                 /* Notice immunity */
511                                 if (r_ptr->flagsr & RFR_EFF_IM_FIRE_MASK)
512                                 {
513                                         if (m_ptr->ml && is_original_ap(m_ptr))
514                                         {
515                                                 r_ptr->r_flagsr |= (r_ptr->flagsr & RFR_EFF_IM_FIRE_MASK);
516                                         }
517                                 }
518
519                                 /* Otherwise, take the damage */
520                                 else if ((have_flag(flgs, TR_BRAND_FIRE) || ((p_ptr->special_attack & (ATTACK_FIRE)) && !thrown)) && (mode == HISSATSU_FIRE))
521                                 {
522                                         if (r_ptr->flags3 & RF3_HURT_FIRE)
523                                         {
524                                                 if (mult < 70) mult = 70;
525                                                 if (m_ptr->ml && is_original_ap(m_ptr))
526                                                 {
527                                                         r_ptr->r_flags3 |= RF3_HURT_FIRE;
528                                                 }
529                                         }
530                                         else if (mult < 35) mult = 35;
531                                 }
532                                 else
533                                 {
534                                         if (r_ptr->flags3 & RF3_HURT_FIRE)
535                                         {
536                                                 if (mult < 50) mult = 50;
537                                                 if (m_ptr->ml && is_original_ap(m_ptr))
538                                                 {
539                                                         r_ptr->r_flags3 |= RF3_HURT_FIRE;
540                                                 }
541                                         }
542                                         else if (mult < 25) mult = 25;
543                                 }
544                         }
545
546                         /* Brand (Cold) */
547                         if (have_flag(flgs, TR_BRAND_COLD) || ((p_ptr->special_attack & (ATTACK_COLD)) && !thrown) || (mode == HISSATSU_COLD))
548                         {
549                                 /* Notice immunity */
550                                 if (r_ptr->flagsr & RFR_EFF_IM_COLD_MASK)
551                                 {
552                                         if (m_ptr->ml && is_original_ap(m_ptr))
553                                         {
554                                                 r_ptr->r_flagsr |= (r_ptr->flagsr & RFR_EFF_IM_COLD_MASK);
555                                         }
556                                 }
557                                 /* Otherwise, take the damage */
558                                 else if ((have_flag(flgs, TR_BRAND_COLD) || ((p_ptr->special_attack & (ATTACK_COLD)) && !thrown)) && (mode == HISSATSU_COLD))
559                                 {
560                                         if (r_ptr->flags3 & RF3_HURT_COLD)
561                                         {
562                                                 if (mult < 70) mult = 70;
563                                                 if (m_ptr->ml && is_original_ap(m_ptr))
564                                                 {
565                                                         r_ptr->r_flags3 |= RF3_HURT_COLD;
566                                                 }
567                                         }
568                                         else if (mult < 35) mult = 35;
569                                 }
570                                 else
571                                 {
572                                         if (r_ptr->flags3 & RF3_HURT_COLD)
573                                         {
574                                                 if (mult < 50) mult = 50;
575                                                 if (m_ptr->ml && is_original_ap(m_ptr))
576                                                 {
577                                                         r_ptr->r_flags3 |= RF3_HURT_COLD;
578                                                 }
579                                         }
580                                         else if (mult < 25) mult = 25;
581                                 }
582                         }
583
584                         /* Brand (Poison) */
585                         if (have_flag(flgs, TR_BRAND_POIS) || ((p_ptr->special_attack & (ATTACK_POIS)) && !thrown) || (mode == HISSATSU_POISON))
586                         {
587                                 /* Notice immunity */
588                                 if (r_ptr->flagsr & RFR_EFF_IM_POIS_MASK)
589                                 {
590                                         if (m_ptr->ml && is_original_ap(m_ptr))
591                                         {
592                                                 r_ptr->r_flagsr |= (r_ptr->flagsr & RFR_EFF_IM_POIS_MASK);
593                                         }
594                                 }
595
596                                 /* Otherwise, take the damage */
597                                 else if ((have_flag(flgs, TR_BRAND_POIS) || ((p_ptr->special_attack & (ATTACK_POIS)) && !thrown)) && (mode == HISSATSU_POISON))
598                                 {
599                                         if (mult < 35) mult = 35;
600                                 }
601                                 else
602                                 {
603                                         if (mult < 25) mult = 25;
604                                 }
605                         }
606                         if ((mode == HISSATSU_ZANMA) && !monster_living(r_ptr) && (r_ptr->flags3 & RF3_EVIL))
607                         {
608                                 if (mult < 15) mult = 25;
609                                 else if (mult < 50) mult = MIN(50, mult+20);
610                         }
611                         if (mode == HISSATSU_UNDEAD)
612                         {
613                                 if (r_ptr->flags3 & RF3_UNDEAD)
614                                 {
615                                         if (m_ptr->ml && is_original_ap(m_ptr))
616                                         {
617                                                 r_ptr->r_flags3 |= RF3_UNDEAD;
618                                         }
619                                         if (mult == 10) mult = 70;
620                                         else if (mult < 140) mult = MIN(140, mult+60);
621                                 }
622                                 if (mult == 10) mult = 40;
623                                 else if (mult < 60) mult = MIN(60, mult+30);
624                         }
625                         if ((mode == HISSATSU_SEKIRYUKA) && p_ptr->cut && monster_living(r_ptr))
626                         {
627                                 int tmp = MIN(100, MAX(10, p_ptr->cut / 10));
628                                 if (mult < tmp) mult = tmp;
629                         }
630                         if ((mode == HISSATSU_HAGAN) && (r_ptr->flags3 & RF3_HURT_ROCK))
631                         {
632                                 if (m_ptr->ml && is_original_ap(m_ptr))
633                                 {
634                                         r_ptr->r_flags3 |= RF3_HURT_ROCK;
635                                 }
636                                 if (mult == 10) mult = 40;
637                                 else if (mult < 60) mult = 60;
638                         }
639                         if ((p_ptr->pclass != CLASS_SAMURAI) && (have_flag(flgs, TR_FORCE_WEAPON)) && (p_ptr->csp > (o_ptr->dd * o_ptr->ds / 5)))
640                         {
641                                 p_ptr->csp -= (1+(o_ptr->dd * o_ptr->ds / 5));
642                                 p_ptr->redraw |= (PR_MANA);
643                                 mult = mult * 3 / 2 + 20;
644                         }
645                         break;
646                 }
647         }
648         if (mult > 150) mult = 150;
649
650         /* Return the total damage */
651         return (tdam * mult / 10);
652 }
653
654
655 /*
656  * Search for hidden things
657  */
658 void search(void)
659 {
660         int y, x, chance;
661
662         s16b this_o_idx, next_o_idx = 0;
663
664         cave_type *c_ptr;
665
666
667         /* Start with base search ability */
668         chance = p_ptr->skill_srh;
669
670         /* Penalize various conditions */
671         if (p_ptr->blind || no_lite()) chance = chance / 10;
672         if (p_ptr->confused || p_ptr->image) chance = chance / 10;
673
674         /* Search the nearby grids, which are always in bounds */
675         for (y = (py - 1); y <= (py + 1); y++)
676         {
677                 for (x = (px - 1); x <= (px + 1); x++)
678                 {
679                         /* Sometimes, notice things */
680                         if (randint0(100) < chance)
681                         {
682                                 /* Access the grid */
683                                 c_ptr = &cave[y][x];
684
685                                 /* Invisible trap */
686                                 if (c_ptr->mimic && is_trap(c_ptr->feat))
687                                 {
688                                         /* Pick a trap */
689                                         disclose_grid(y, x);
690
691                                         /* Message */
692 #ifdef JP
693                                         msg_print("¥È¥é¥Ã¥×¤òȯ¸«¤·¤¿¡£");
694 #else
695                                         msg_print("You have found a trap.");
696 #endif
697
698
699                                         /* Disturb */
700                                         disturb(0, 0);
701                                 }
702
703                                 /* Secret door */
704                                 if (is_hidden_door(c_ptr))
705                                 {
706                                         /* Message */
707 #ifdef JP
708                                         msg_print("±£¤·¥É¥¢¤òȯ¸«¤·¤¿¡£");
709 #else
710                                         msg_print("You have found a secret door.");
711 #endif
712
713                                         /* Disclose */
714                                         disclose_grid(y, x);
715
716                                         /* Disturb */
717                                         disturb(0, 0);
718                                 }
719
720                                 /* Scan all objects in the grid */
721                                 for (this_o_idx = c_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
722                                 {
723                                         object_type *o_ptr;
724
725                                         /* Acquire object */
726                                         o_ptr = &o_list[this_o_idx];
727
728                                         /* Acquire next object */
729                                         next_o_idx = o_ptr->next_o_idx;
730
731                                         /* Skip non-chests */
732                                         if (o_ptr->tval != TV_CHEST) continue;
733
734                                         /* Skip non-trapped chests */
735                                         if (!chest_traps[o_ptr->pval]) continue;
736
737                                         /* Identify once */
738                                         if (!object_known_p(o_ptr))
739                                         {
740                                                 /* Message */
741 #ifdef JP
742                                                 msg_print("È¢¤Ë»Å³Ý¤±¤é¤ì¤¿¥È¥é¥Ã¥×¤òȯ¸«¤·¤¿¡ª");
743 #else
744                                                 msg_print("You have discovered a trap on the chest!");
745 #endif
746
747
748                                                 /* Know the trap */
749                                                 object_known(o_ptr);
750
751                                                 /* Notice it */
752                                                 disturb(0, 0);
753                                         }
754                                 }
755                         }
756                 }
757         }
758 }
759
760
761 /*
762  * Helper routine for py_pickup() and py_pickup_floor().
763  *
764  * Add the given dungeon object to the character's inventory.
765  *
766  * Delete the object afterwards.
767  */
768 void py_pickup_aux(int o_idx)
769 {
770         int slot, i;
771
772 #ifdef JP
773 /*
774  * ¥¢¥¤¥Æ¥à¤ò½¦¤Ã¤¿ºÝ¤Ë¡Ö£²¤Ä¤Î¥±¡¼¥­¤ò»ý¤Ã¤Æ¤¤¤ë¡×
775  * "You have two cakes." ¤È¥¢¥¤¥Æ¥à¤ò½¦¤Ã¤¿¸å¤Î¹ç·×¤Î¤ß¤Îɽ¼¨¤¬¥ª¥ê¥¸¥Ê¥ë
776  * ¤À¤¬¡¢°ãÏ´¶¤¬
777  * ¤¢¤ë¤È¤¤¤¦»ØŦ¤ò¤¦¤±¤¿¤Î¤Ç¡¢¡Ö¡Á¤ò½¦¤Ã¤¿¡¢¡Á¤ò»ý¤Ã¤Æ¤¤¤ë¡×¤È¤¤¤¦É½¼¨
778  * ¤Ë¤«¤¨¤Æ¤¢¤ë¡£¤½¤Î¤¿¤á¤ÎÇÛÎó¡£
779  */
780         char o_name[MAX_NLEN];
781         char old_name[MAX_NLEN];
782         char kazu_str[80];
783         int hirottakazu;
784 #else
785         char o_name[MAX_NLEN];
786 #endif
787
788         object_type *o_ptr;
789
790         o_ptr = &o_list[o_idx];
791
792 #ifdef JP
793         /* Describe the object */
794         object_desc(old_name, o_ptr, TRUE, 0);
795         object_desc_kosuu(kazu_str, o_ptr);
796         hirottakazu = o_ptr->number;
797 #endif
798         /* Carry the object */
799         slot = inven_carry(o_ptr);
800
801         /* Get the object again */
802         o_ptr = &inventory[slot];
803
804         /* Delete the object */
805         delete_object_idx(o_idx);
806
807         if (p_ptr->pseikaku == SEIKAKU_MUNCHKIN)
808         {
809                 int idx;
810                 bool old_known = identify_item(o_ptr);
811
812                 /* Auto-inscription/destroy */
813                 idx = is_autopick(o_ptr);
814                 auto_inscribe_item(slot, idx);
815                 if (destroy_identify && !old_known)
816                 {
817                         if (auto_destroy_item(slot, idx))
818                         {
819                                 if (o_ptr->marked & OM_AUTODESTROY) return;
820                         }
821                 }
822         }
823
824         /* Describe the object */
825         object_desc(o_name, o_ptr, TRUE, 3);
826
827         /* Message */
828 #ifdef JP
829         if ((o_ptr->name1 == ART_CRIMSON) && (p_ptr->pseikaku == SEIKAKU_COMBAT))
830         {
831                 msg_format("¤³¤¦¤·¤Æ¡¢%s¤Ï¡Ø¥¯¥ê¥à¥¾¥ó¡Ù¤ò¼ê¤ËÆþ¤ì¤¿¡£", player_name);
832                 msg_print("¤·¤«¤·º£¡¢¡Øº®Æ٤Υµ¡¼¥Ú¥ó¥È¡Ù¤ÎÊü¤Ã¤¿¥â¥ó¥¹¥¿¡¼¤¬¡¢");
833                 msg_format("%s¤Ë½±¤¤¤«¤«¤ë¡¥¡¥¡¥", player_name);
834         }
835         else
836         {
837                 if (plain_pickup)
838                 {
839                         msg_format("%s(%c)¤ò»ý¤Ã¤Æ¤¤¤ë¡£",o_name, index_to_label(slot));
840                 }
841                 else
842                 {
843                         if (o_ptr->number > hirottakazu) {
844                             msg_format("%s½¦¤Ã¤Æ¡¢%s(%c)¤ò»ý¤Ã¤Æ¤¤¤ë¡£",
845                                kazu_str, o_name, index_to_label(slot));
846                         } else {
847                                 msg_format("%s(%c)¤ò½¦¤Ã¤¿¡£", o_name, index_to_label(slot));
848                         }
849                 }
850         }
851         strcpy(record_o_name, old_name);
852 #else
853         msg_format("You have %s (%c).", o_name, index_to_label(slot));
854         strcpy(record_o_name, o_name);
855 #endif
856         record_turn = turn;
857
858
859         /* Check if completed a quest */
860         for (i = 0; i < max_quests; i++)
861         {
862                 if ((quest[i].type == QUEST_TYPE_FIND_ARTIFACT) &&
863                     (quest[i].status == QUEST_STATUS_TAKEN) &&
864                            (quest[i].k_idx == o_ptr->name1))
865                 {
866                         if (record_fix_quest) do_cmd_write_nikki(NIKKI_FIX_QUEST_C, i, NULL);
867                         quest[i].status = QUEST_STATUS_COMPLETED;
868                         quest[i].complev = (byte)p_ptr->lev;
869 #ifdef JP
870                         msg_print("¥¯¥¨¥¹¥È¤òãÀ®¤·¤¿¡ª");
871 #else
872                         msg_print("You completed your quest!");
873 #endif
874
875                         msg_print(NULL);
876                 }
877         }
878 }
879
880
881 /*
882  * Player "wants" to pick up an object or gold.
883  * Note that we ONLY handle things that can be picked up.
884  * See "move_player()" for handling of other things.
885  */
886 void carry(int pickup)
887 {
888         cave_type *c_ptr = &cave[py][px];
889
890         s16b this_o_idx, next_o_idx = 0;
891
892         char    o_name[MAX_NLEN];
893
894         /* Recenter the map around the player */
895         verify_panel();
896
897         /* Update stuff */
898         p_ptr->update |= (PU_MONSTERS);
899
900         /* Redraw map */
901         p_ptr->redraw |= (PR_MAP);
902
903         /* Window stuff */
904         p_ptr->window |= (PW_OVERHEAD);
905
906         /* Handle stuff */
907         handle_stuff();
908
909         /* Automatically pickup/destroy/inscribe items */
910         auto_pickup_items(c_ptr);
911
912
913 #ifdef ALLOW_EASY_FLOOR
914
915         if (easy_floor)
916         {
917                 py_pickup_floor(pickup);
918                 return;
919         }
920
921 #endif /* ALLOW_EASY_FLOOR */
922
923         /* Scan the pile of objects */
924         for (this_o_idx = c_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
925         {
926                 object_type *o_ptr;
927
928                 /* Acquire object */
929                 o_ptr = &o_list[this_o_idx];
930
931 #ifdef ALLOW_EASY_SENSE /* TNB */
932
933                 /* Option: Make item sensing easy */
934                 if (easy_sense)
935                 {
936                         /* Sense the object */
937                         (void)sense_object(o_ptr);
938                 }
939
940 #endif /* ALLOW_EASY_SENSE -- TNB */
941
942                 /* Describe the object */
943                 object_desc(o_name, o_ptr, TRUE, 3);
944
945                 /* Acquire next object */
946                 next_o_idx = o_ptr->next_o_idx;
947
948                 /* Hack -- disturb */
949                 disturb(0, 0);
950
951                 /* Pick up gold */
952                 if (o_ptr->tval == TV_GOLD)
953                 {
954                         int value = (long)o_ptr->pval;
955
956                         /* Delete the gold */
957                         delete_object_idx(this_o_idx);
958
959                         /* Message */
960 #ifdef JP
961                 msg_format(" $%ld ¤Î²ÁÃͤ¬¤¢¤ë%s¤ò¸«¤Ä¤±¤¿¡£",
962                            (long)value, o_name);
963 #else
964                         msg_format("You collect %ld gold pieces worth of %s.",
965                                    (long)value, o_name);
966 #endif
967
968
969                         sound(SOUND_SELL);
970
971                         /* Collect the gold */
972                         p_ptr->au += value;
973
974                         /* Redraw gold */
975                         p_ptr->redraw |= (PR_GOLD);
976
977                         /* Window stuff */
978                         p_ptr->window |= (PW_PLAYER);
979                 }
980
981                 /* Pick up objects */
982                 else
983                 {
984                         /* Hack - some objects were handled in auto_pickup_items(). */
985                         if (o_ptr->marked & OM_NOMSG)
986                         {
987                                 /* Clear the flag. */
988                                 o_ptr->marked &= ~OM_NOMSG;
989                         }
990                         /* Describe the object */
991                         else if (!pickup)
992
993                         {
994 #ifdef JP
995                                 msg_format("%s¤¬¤¢¤ë¡£", o_name);
996 #else
997                                 msg_format("You see %s.", o_name);
998 #endif
999
1000                         }
1001
1002                         /* Note that the pack is too full */
1003                         else if (!inven_carry_okay(o_ptr))
1004                         {
1005 #ifdef JP
1006                                 msg_format("¥¶¥Ã¥¯¤Ë¤Ï%s¤òÆþ¤ì¤ë·ä´Ö¤¬¤Ê¤¤¡£", o_name);
1007 #else
1008                                 msg_format("You have no room for %s.", o_name);
1009 #endif
1010
1011                         }
1012
1013                         /* Pick up the item (if requested and allowed) */
1014                         else
1015                         {
1016                                 int okay = TRUE;
1017
1018                                 /* Hack -- query every item */
1019                                 if (carry_query_flag)
1020                                 {
1021                                         char out_val[MAX_NLEN+20];
1022 #ifdef JP
1023                                         sprintf(out_val, "%s¤ò½¦¤¤¤Þ¤¹¤«? ", o_name);
1024 #else
1025                                         sprintf(out_val, "Pick up %s? ", o_name);
1026 #endif
1027
1028                                         okay = get_check(out_val);
1029                                 }
1030
1031                                 /* Attempt to pick up an object. */
1032                                 if (okay)
1033                                 {
1034                                         /* Pick up the object */
1035                                         py_pickup_aux(this_o_idx);
1036                                 }
1037                         }
1038                 }
1039         }
1040 }
1041
1042
1043 /*
1044  * Determine if a trap affects the player.
1045  * Always miss 5% of the time, Always hit 5% of the time.
1046  * Otherwise, match trap power against player armor.
1047  */
1048 static int check_hit(int power)
1049 {
1050         int k, ac;
1051
1052         /* Percentile dice */
1053         k = randint0(100);
1054
1055         /* Hack -- 5% hit, 5% miss */
1056         if (k < 10) return (k < 5);
1057
1058         if (p_ptr->pseikaku == SEIKAKU_NAMAKE)
1059                 if (one_in_(20)) return (TRUE);
1060
1061         /* Paranoia -- No power */
1062         if (power <= 0) return (FALSE);
1063
1064         /* Total armor */
1065         ac = p_ptr->ac + p_ptr->to_a;
1066
1067         /* Power competes against Armor */
1068         if (randint1(power) > ((ac * 3) / 4)) return (TRUE);
1069
1070         /* Assume miss */
1071         return (FALSE);
1072 }
1073
1074
1075
1076 /*
1077  * Handle player hitting a real trap
1078  */
1079 static void hit_trap(bool break_trap)
1080 {
1081         int i, num, dam;
1082         int x = px, y = py;
1083
1084         cave_type *c_ptr;
1085
1086 #ifdef JP
1087         cptr            name = "¥È¥é¥Ã¥×";
1088 #else
1089         cptr name = "a trap";
1090 #endif
1091
1092
1093
1094         /* Disturb the player */
1095         disturb(0, 0);
1096
1097         /* Get the cave grid */
1098         c_ptr = &cave[y][x];
1099
1100         /* Analyze XXX XXX XXX */
1101         switch (c_ptr->feat)
1102         {
1103                 case FEAT_TRAP_TRAPDOOR:
1104                 {
1105                         if (p_ptr->ffall)
1106                         {
1107 #ifdef JP
1108                                 msg_print("Í¸Í¤òÈô¤Ó±Û¤¨¤¿¡£");
1109 #else
1110                                 msg_print("You fly over a trap door.");
1111 #endif
1112
1113                         }
1114                         else
1115                         {
1116 #ifdef JP
1117                                 msg_print("Í¸Í¤ËÍî¤Á¤¿¡ª");
1118                                 if ((p_ptr->pseikaku == SEIKAKU_COMBAT) || (inventory[INVEN_BOW].name1 == ART_CRIMSON))
1119                                         msg_print("¤¯¤Ã¤½¡Á¡ª");
1120 #else
1121                                 msg_print("You have fallen through a trap door!");
1122 #endif
1123
1124                                 sound(SOUND_FALL);
1125                                 dam = damroll(2, 8);
1126 #ifdef JP
1127                                 name = "Í¸Í";
1128 #else
1129                                 name = "a trap door";
1130 #endif
1131
1132                                 take_hit(DAMAGE_NOESCAPE, dam, name, -1);
1133
1134                                 /* Still alive and autosave enabled */
1135                                 if (autosave_l && (p_ptr->chp >= 0))
1136                                         do_cmd_save_game(TRUE);
1137
1138 #ifdef JP
1139                                 do_cmd_write_nikki(NIKKI_BUNSHOU, 0, "Í¸Í¤ËÍî¤Á¤¿");
1140 #else
1141                                 do_cmd_write_nikki(NIKKI_BUNSHOU, 0, "You have fallen through a trap door!");
1142 #endif
1143                                 prepare_change_floor_mode(CFM_SAVE_FLOORS | CFM_DOWN | CFM_RAND_PLACE | CFM_RAND_CONNECT);
1144
1145                                 /* Leaving */
1146                                 p_ptr->leaving = TRUE;
1147                         }
1148                         break;
1149                 }
1150
1151                 case FEAT_TRAP_PIT:
1152                 {
1153                         if (p_ptr->ffall)
1154                         {
1155 #ifdef JP
1156                                 msg_print("Í·ê¤òÈô¤Ó±Û¤¨¤¿¡£");
1157 #else
1158                                 msg_print("You fly over a pit trap.");
1159 #endif
1160
1161                         }
1162                         else
1163                         {
1164 #ifdef JP
1165                                 msg_print("Í·ê¤ËÍî¤Á¤Æ¤·¤Þ¤Ã¤¿¡ª");
1166 #else
1167                                 msg_print("You have fallen into a pit!");
1168 #endif
1169
1170                                 dam = damroll(2, 6);
1171 #ifdef JP
1172                                 name = "Í·ê";
1173 #else
1174                                 name = "a pit trap";
1175 #endif
1176
1177                                 take_hit(DAMAGE_NOESCAPE, dam, name, -1);
1178                         }
1179                         break;
1180                 }
1181
1182                 case FEAT_TRAP_SPIKED_PIT:
1183                 {
1184                         if (p_ptr->ffall)
1185                         {
1186 #ifdef JP
1187                                 msg_print("¥È¥²¤Î¤¢¤ëÍ·ê¤òÈô¤Ó±Û¤¨¤¿¡£");
1188 #else
1189                                 msg_print("You fly over a spiked pit.");
1190 #endif
1191
1192                         }
1193                         else
1194                         {
1195 #ifdef JP
1196                         msg_print("¥¹¥Ñ¥¤¥¯¤¬Éߤ«¤ì¤¿Í·ê¤ËÍî¤Á¤Æ¤·¤Þ¤Ã¤¿¡ª");
1197 #else
1198                                 msg_print("You fall into a spiked pit!");
1199 #endif
1200
1201
1202                                 /* Base damage */
1203 #ifdef JP
1204                                 name = "Í·ê";
1205 #else
1206                                 name = "a pit trap";
1207 #endif
1208
1209                                 dam = damroll(2, 6);
1210
1211                                 /* Extra spike damage */
1212                                 if (randint0(100) < 50)
1213                                 {
1214 #ifdef JP
1215                                         msg_print("¥¹¥Ñ¥¤¥¯¤¬»É¤µ¤Ã¤¿¡ª");
1216 #else
1217                                         msg_print("You are impaled!");
1218 #endif
1219
1220
1221 #ifdef JP
1222                                         name = "¥È¥²¤Î¤¢¤ëÍ·ê";
1223 #else
1224                                         name = "a spiked pit";
1225 #endif
1226
1227                                         dam = dam * 2;
1228                                         (void)set_cut(p_ptr->cut + randint1(dam));
1229                                 }
1230
1231                                 /* Take the damage */
1232                                 take_hit(DAMAGE_NOESCAPE, dam, name, -1);
1233                         }
1234                         break;
1235                 }
1236
1237                 case FEAT_TRAP_POISON_PIT:
1238                 {
1239                         if (p_ptr->ffall)
1240                         {
1241 #ifdef JP
1242                                 msg_print("¥È¥²¤Î¤¢¤ëÍ·ê¤òÈô¤Ó±Û¤¨¤¿¡£");
1243 #else
1244                                 msg_print("You fly over a spiked pit.");
1245 #endif
1246
1247                         }
1248                         else
1249                         {
1250 #ifdef JP
1251                         msg_print("¥¹¥Ñ¥¤¥¯¤¬Éߤ«¤ì¤¿Í·ê¤ËÍî¤Á¤Æ¤·¤Þ¤Ã¤¿¡ª");
1252 #else
1253                                 msg_print("You fall into a spiked pit!");
1254 #endif
1255
1256
1257                                 /* Base damage */
1258                                 dam = damroll(2, 6);
1259
1260 #ifdef JP
1261                                 name = "Í·ê";
1262 #else
1263                                 name = "a pit trap";
1264 #endif
1265
1266
1267                                 /* Extra spike damage */
1268                                 if (randint0(100) < 50)
1269                                 {
1270 #ifdef JP
1271                                         msg_print("ÆǤòÅɤé¤ì¤¿¥¹¥Ñ¥¤¥¯¤¬»É¤µ¤Ã¤¿¡ª");
1272 #else
1273                                         msg_print("You are impaled on poisonous spikes!");
1274 #endif
1275
1276
1277 #ifdef JP
1278                                         name = "¥È¥²¤Î¤¢¤ëÍ·ê";
1279 #else
1280                                         name = "a spiked pit";
1281 #endif
1282
1283
1284                                         dam = dam * 2;
1285                                         (void)set_cut(p_ptr->cut + randint1(dam));
1286
1287                                         if (p_ptr->resist_pois || IS_OPPOSE_POIS())
1288                                         {
1289 #ifdef JP
1290                                                 msg_print("¤·¤«¤·ÆǤαƶÁ¤Ï¤Ê¤«¤Ã¤¿¡ª");
1291 #else
1292                                                 msg_print("The poison does not affect you!");
1293 #endif
1294
1295                                         }
1296
1297                                         else
1298                                         {
1299                                                 dam = dam * 2;
1300                                                 (void)set_poisoned(p_ptr->poisoned + randint1(dam));
1301                                         }
1302                                 }
1303
1304                                 /* Take the damage */
1305                                 take_hit(DAMAGE_NOESCAPE, dam, name, -1);
1306                         }
1307
1308                         break;
1309                 }
1310
1311                 case FEAT_TRAP_TY_CURSE:
1312                 {
1313 #ifdef JP
1314                         msg_print("²¿¤«¤¬¥Ô¥«¥Ã¤È¸÷¤Ã¤¿¡ª");
1315 #else
1316                         msg_print("There is a flash of shimmering light!");
1317 #endif
1318
1319                         c_ptr->info &= ~(CAVE_MARK);
1320                         cave_set_feat(y, x, floor_type[randint0(100)]);
1321                         num = 2 + randint1(3);
1322                         for (i = 0; i < num; i++)
1323                         {
1324                                 (void)summon_specific(0, y, x, dun_level, 0, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE | PM_NO_PET));
1325                         }
1326
1327                         if (dun_level > randint1(100)) /* No nasty effect for low levels */
1328                         {
1329                                 bool stop_ty = FALSE;
1330                                 int count = 0;
1331
1332                                 do
1333                                 {
1334                                         stop_ty = activate_ty_curse(stop_ty, &count);
1335                                 }
1336                                 while (one_in_(6));
1337                         }
1338                         break;
1339                 }
1340
1341                 case FEAT_TRAP_TELEPORT:
1342                 {
1343 #ifdef JP
1344                         msg_print("¥Æ¥ì¥Ý¡¼¥È¡¦¥È¥é¥Ã¥×¤Ë¤Ò¤Ã¤«¤«¤Ã¤¿¡ª");
1345 #else
1346                         msg_print("You hit a teleport trap!");
1347 #endif
1348
1349                         teleport_player(100);
1350                         break;
1351                 }
1352
1353                 case FEAT_TRAP_FIRE:
1354                 {
1355 #ifdef JP
1356                         msg_print("±ê¤ËÊñ¤Þ¤ì¤¿¡ª");
1357 #else
1358                         msg_print("You are enveloped in flames!");
1359 #endif
1360
1361                         dam = damroll(4, 6);
1362 #ifdef JP
1363                         (void)fire_dam(dam, "±ê¤Î¥È¥é¥Ã¥×", -1);
1364 #else
1365                         (void)fire_dam(dam, "a fire trap", -1);
1366 #endif
1367
1368                         break;
1369                 }
1370
1371                 case FEAT_TRAP_ACID:
1372                 {
1373 #ifdef JP
1374                         msg_print("»À¤¬¿á¤­¤«¤±¤é¤ì¤¿¡ª");
1375 #else
1376                         msg_print("You are splashed with acid!");
1377 #endif
1378
1379                         dam = damroll(4, 6);
1380 #ifdef JP
1381                         (void)acid_dam(dam, "»À¤Î¥È¥é¥Ã¥×", -1);
1382 #else
1383                         (void)acid_dam(dam, "an acid trap", -1);
1384 #endif
1385
1386                         break;
1387                 }
1388
1389                 case FEAT_TRAP_SLOW:
1390                 {
1391                         if (check_hit(125))
1392                         {
1393 #ifdef JP
1394                                 msg_print("¾®¤µ¤Ê¥À¡¼¥Ä¤¬Èô¤ó¤Ç¤­¤Æ»É¤µ¤Ã¤¿¡ª");
1395 #else
1396                                 msg_print("A small dart hits you!");
1397 #endif
1398
1399                                 dam = damroll(1, 4);
1400                                 take_hit(DAMAGE_ATTACK, dam, name, -1);
1401                                 (void)set_slow(p_ptr->slow + randint0(20) + 20, FALSE);
1402                         }
1403                         else
1404                         {
1405 #ifdef JP
1406                                 msg_print("¾®¤µ¤Ê¥À¡¼¥Ä¤¬Èô¤ó¤Ç¤­¤¿¡ª¤¬¡¢±¿Îɤ¯Åö¤¿¤é¤Ê¤«¤Ã¤¿¡£");
1407 #else
1408                                 msg_print("A small dart barely misses you.");
1409 #endif
1410
1411                         }
1412                         break;
1413                 }
1414
1415                 case FEAT_TRAP_LOSE_STR:
1416                 {
1417                         if (check_hit(125))
1418                         {
1419 #ifdef JP
1420                                 msg_print("¾®¤µ¤Ê¥À¡¼¥Ä¤¬Èô¤ó¤Ç¤­¤Æ»É¤µ¤Ã¤¿¡ª");
1421 #else
1422                                 msg_print("A small dart hits you!");
1423 #endif
1424
1425                                 dam = damroll(1, 4);
1426 #ifdef JP
1427                                 take_hit(DAMAGE_ATTACK, dam, "¥À¡¼¥Ä¤Îæ«", -1);
1428 #else
1429                                 take_hit(DAMAGE_ATTACK, dam, "a dart trap", -1);
1430 #endif
1431
1432                                 (void)do_dec_stat(A_STR);
1433                         }
1434                         else
1435                         {
1436 #ifdef JP
1437                                 msg_print("¾®¤µ¤Ê¥À¡¼¥Ä¤¬Èô¤ó¤Ç¤­¤¿¡ª¤¬¡¢±¿Îɤ¯Åö¤¿¤é¤Ê¤«¤Ã¤¿¡£");
1438 #else
1439                                 msg_print("A small dart barely misses you.");
1440 #endif
1441
1442                         }
1443                         break;
1444                 }
1445
1446                 case FEAT_TRAP_LOSE_DEX:
1447                 {
1448                         if (check_hit(125))
1449                         {
1450 #ifdef JP
1451                                 msg_print("¾®¤µ¤Ê¥À¡¼¥Ä¤¬Èô¤ó¤Ç¤­¤Æ»É¤µ¤Ã¤¿¡ª");
1452 #else
1453                                 msg_print("A small dart hits you!");
1454 #endif
1455
1456                                 dam = damroll(1, 4);
1457 #ifdef JP
1458                                 take_hit(DAMAGE_ATTACK, dam, "¥À¡¼¥Ä¤Îæ«", -1);
1459 #else
1460                                 take_hit(DAMAGE_ATTACK, dam, "a dart trap", -1);
1461 #endif
1462
1463                                 (void)do_dec_stat(A_DEX);
1464                         }
1465                         else
1466                         {
1467 #ifdef JP
1468                                 msg_print("¾®¤µ¤Ê¥À¡¼¥Ä¤¬Èô¤ó¤Ç¤­¤¿¡ª¤¬¡¢±¿Îɤ¯Åö¤¿¤é¤Ê¤«¤Ã¤¿¡£");
1469 #else
1470                                 msg_print("A small dart barely misses you.");
1471 #endif
1472
1473                         }
1474                         break;
1475                 }
1476
1477                 case FEAT_TRAP_LOSE_CON:
1478                 {
1479                         if (check_hit(125))
1480                         {
1481 #ifdef JP
1482                                 msg_print("¾®¤µ¤Ê¥À¡¼¥Ä¤¬Èô¤ó¤Ç¤­¤Æ»É¤µ¤Ã¤¿¡ª");
1483 #else
1484                                 msg_print("A small dart hits you!");
1485 #endif
1486
1487                                 dam = damroll(1, 4);
1488 #ifdef JP
1489                                 take_hit(DAMAGE_ATTACK, dam, "¥À¡¼¥Ä¤Îæ«", -1);
1490 #else
1491                                 take_hit(DAMAGE_ATTACK, dam, "a dart trap", -1);
1492 #endif
1493
1494                                 (void)do_dec_stat(A_CON);
1495                         }
1496                         else
1497                         {
1498 #ifdef JP
1499                                 msg_print("¾®¤µ¤Ê¥À¡¼¥Ä¤¬Èô¤ó¤Ç¤­¤¿¡ª¤¬¡¢±¿Îɤ¯Åö¤¿¤é¤Ê¤«¤Ã¤¿¡£");
1500 #else
1501                                 msg_print("A small dart barely misses you.");
1502 #endif
1503
1504                         }
1505                         break;
1506                 }
1507
1508                 case FEAT_TRAP_BLIND:
1509                 {
1510 #ifdef JP
1511                         msg_print("¹õ¤¤¥¬¥¹¤ËÊñ¤ß¹þ¤Þ¤ì¤¿¡ª");
1512 #else
1513                         msg_print("A black gas surrounds you!");
1514 #endif
1515
1516                         if (!p_ptr->resist_blind)
1517                         {
1518                                 (void)set_blind(p_ptr->blind + randint0(50) + 25);
1519                         }
1520                         break;
1521                 }
1522
1523                 case FEAT_TRAP_CONFUSE:
1524                 {
1525 #ifdef JP
1526                         msg_print("¤­¤é¤á¤¯¥¬¥¹¤ËÊñ¤ß¹þ¤Þ¤ì¤¿¡ª");
1527 #else
1528                         msg_print("A gas of scintillating colors surrounds you!");
1529 #endif
1530
1531                         if (!p_ptr->resist_conf)
1532                         {
1533                                 (void)set_confused(p_ptr->confused + randint0(20) + 10);
1534                         }
1535                         break;
1536                 }
1537
1538                 case FEAT_TRAP_POISON:
1539                 {
1540 #ifdef JP
1541                         msg_print("»É·ãŪ¤ÊÎп§¤Î¥¬¥¹¤ËÊñ¤ß¹þ¤Þ¤ì¤¿¡ª");
1542 #else
1543                         msg_print("A pungent green gas surrounds you!");
1544 #endif
1545
1546                         if (!p_ptr->resist_pois && !IS_OPPOSE_POIS())
1547                         {
1548                                 (void)set_poisoned(p_ptr->poisoned + randint0(20) + 10);
1549                         }
1550                         break;
1551                 }
1552
1553                 case FEAT_TRAP_SLEEP:
1554                 {
1555 #ifdef JP
1556                         msg_print("´ñ̯¤ÊÇò¤¤Ì¸¤ËÊñ¤Þ¤ì¤¿¡ª");
1557 #else
1558                         msg_print("A strange white mist surrounds you!");
1559 #endif
1560
1561                         if (!p_ptr->free_act)
1562                         {
1563 #ifdef JP
1564 msg_print("¤¢¤Ê¤¿¤Ï̲¤ê¤Ë½¢¤¤¤¿¡£");
1565 #else
1566                                 msg_print("You fall asleep.");
1567 #endif
1568
1569
1570                                 if (ironman_nightmare)
1571                                 {
1572 #ifdef JP
1573 msg_print("¿È¤ÎÌÓ¤â¤è¤À¤Ä¸÷·Ê¤¬Æ¬¤ËÉ⤫¤ó¤À¡£");
1574 #else
1575                                         msg_print("A horrible vision enters your mind.");
1576 #endif
1577
1578
1579                                         /* Pick a nightmare */
1580                                         get_mon_num_prep(get_nightmare, NULL);
1581
1582                                         /* Have some nightmares */
1583                                         have_nightmare(get_mon_num(MAX_DEPTH));
1584
1585                                         /* Remove the monster restriction */
1586                                         get_mon_num_prep(NULL, NULL);
1587                                 }
1588                                 (void)set_paralyzed(p_ptr->paralyzed + randint0(10) + 5);
1589                         }
1590                         break;
1591                 }
1592
1593                 case FEAT_TRAP_TRAPS:
1594                 {
1595 #ifdef JP
1596 msg_print("¤Þ¤Ð¤æ¤¤Á®¸÷¤¬Áö¤Ã¤¿¡ª");
1597 #else
1598                         msg_print("There is a bright flash of light!");
1599 #endif
1600
1601
1602                         /* Destroy this trap */
1603                         cave_set_feat(y, x, floor_type[randint0(100)]);
1604
1605                         /* Make some new traps */
1606                         project(0, 1, y, x, 0, GF_MAKE_TRAP, PROJECT_HIDE | PROJECT_JUMP | PROJECT_GRID, -1);
1607
1608                         break;
1609                 }
1610
1611                 case FEAT_TRAP_ALARM:
1612                 {
1613 #ifdef JP
1614                         msg_print("¤±¤¿¤¿¤Þ¤·¤¤²»¤¬ÌĤê¶Á¤¤¤¿¡ª");
1615 #else
1616                         msg_print("An alarm sounds!");
1617 #endif
1618
1619                         aggravate_monsters(0);
1620
1621                         break;
1622                 }
1623
1624                 case FEAT_TRAP_OPEN:
1625                 {
1626 #ifdef JP
1627                         msg_print("Âç²»¶Á¤È¶¦¤Ë¤Þ¤ï¤ê¤ÎÊɤ¬Êø¤ì¤¿¡ª");
1628 #else
1629                         msg_print("Suddenly, surrounding walls are opened!");
1630 #endif
1631                         (void)project(0, 3, y, x, 0, GF_DISINTEGRATE, PROJECT_GRID | PROJECT_HIDE, -1);
1632                         (void)project(0, 3, y, x - 4, 0, GF_DISINTEGRATE, PROJECT_GRID | PROJECT_HIDE, -1);
1633                         (void)project(0, 3, y, x + 4, 0, GF_DISINTEGRATE, PROJECT_GRID | PROJECT_HIDE, -1);
1634                         aggravate_monsters(0);
1635
1636                         break;
1637                 }
1638
1639                 case FEAT_TRAP_ARMAGEDDON:
1640                 {
1641                         static int levs[10] = {0, 0, 20, 10, 5, 3, 2, 1, 1, 1};
1642                         int evil_idx = 0, good_idx = 0;
1643
1644                         int lev;
1645 #ifdef JP
1646                         msg_print("ÆÍÁ³Å·³¦¤ÎÀïÁè¤Ë´¬¤­¹þ¤Þ¤ì¤¿¡ª");
1647 #else
1648                         msg_print("Suddenly, you are surrounded by immotal beings!");
1649 #endif
1650
1651                         /* Destroy this trap */
1652                         cave_set_feat(y, x, floor_type[randint0(100)]);
1653
1654                         /* Summon Demons and Angels */
1655                         for (lev = dun_level; lev >= 20; lev -= 1 + lev/16)
1656                         {
1657                                 num = levs[MIN(lev/10, 9)];
1658                                 for (i = 0; i < num; i++)
1659                                 {
1660                                         int x1 = rand_spread(x, 7);
1661                                         int y1 = rand_spread(y, 5);
1662
1663                                         /* Skip illegal grids */
1664                                         if (!in_bounds(y1, x1)) continue;
1665
1666                                         /* Require line of sight */
1667                                         if (!player_has_los_bold(y1, x1)) continue;
1668
1669                                         if (summon_specific(0, y1, x1, lev, SUMMON_ARMAGE_EVIL, (PM_NO_PET)))
1670                                                 evil_idx = hack_m_idx_ii;
1671
1672                                         if (summon_specific(0, y1, x1, lev, SUMMON_ARMAGE_GOOD, (PM_NO_PET)))
1673                                         {
1674                                                 good_idx = hack_m_idx_ii;
1675                                         }
1676
1677                                         /* Let them fight each other */
1678                                         if (evil_idx && good_idx)
1679                                         {
1680                                                 monster_type *evil_ptr = &m_list[evil_idx];
1681                                                 monster_type *good_ptr = &m_list[good_idx];
1682                                                 evil_ptr->target_y = good_ptr->fy;
1683                                                 evil_ptr->target_x = good_ptr->fx;
1684                                                 good_ptr->target_y = evil_ptr->fy;
1685                                                 good_ptr->target_x = evil_ptr->fx;
1686                                         }
1687                                 }
1688                         }
1689                         break;
1690                 }
1691
1692                 case FEAT_TRAP_PIRANHA:
1693                 {
1694 #ifdef JP
1695                         msg_print("ÆÍÁ³Êɤ«¤é¿å¤¬°î¤ì½Ð¤·¤¿¡ª¥Ô¥é¥Ë¥¢¤¬¤¤¤ë¡ª");
1696 #else
1697                         msg_print("Suddenly, the room is filled with water with piranhas!");
1698 #endif
1699
1700                         /* Destroy this trap */
1701                         cave_set_feat(y, x, floor_type[randint0(100)]);
1702
1703                         /* Water fills room */
1704                         fire_ball_hide(GF_WATER_FLOW, 0, 1, 10);
1705
1706                         /* Summon Piranhas */
1707                         num = 1 + dun_level/20;
1708                         for (i = 0; i < num; i++)
1709                         {
1710                                 (void)summon_specific(0, y, x, dun_level, SUMMON_PIRANHAS, (PM_ALLOW_GROUP | PM_NO_PET));
1711                         }
1712                         break;
1713                 }
1714         }
1715         if (break_trap && is_trap(c_ptr->feat))
1716         {
1717                 cave_set_feat(y, x, floor_type[randint0(100)]);
1718 #ifdef JP
1719                 msg_print("¥È¥é¥Ã¥×¤òÊ´ºÕ¤·¤¿¡£");
1720 #else
1721                 msg_print("You destroyed the trap.");
1722 #endif
1723         }
1724 }
1725
1726
1727 static void touch_zap_player(monster_type *m_ptr)
1728 {
1729         int aura_damage = 0;
1730         monster_race *r_ptr = &r_info[m_ptr->r_idx];
1731
1732         if (r_ptr->flags2 & RF2_AURA_FIRE)
1733         {
1734                 if (!p_ptr->immune_fire)
1735                 {
1736                         char aura_dam[80];
1737
1738                         aura_damage = damroll(1 + (r_ptr->level / 26), 1 + (r_ptr->level / 17));
1739
1740                         /* Hack -- Get the "died from" name */
1741                         monster_desc(aura_dam, m_ptr, MD_IGNORE_HALLU | MD_ASSUME_VISIBLE | MD_INDEF_VISIBLE);
1742
1743 #ifdef JP
1744                         msg_print("ÆÍÁ³¤È¤Æ¤âÇ®¤¯¤Ê¤Ã¤¿¡ª");
1745 #else
1746                         msg_print("You are suddenly very hot!");
1747 #endif
1748
1749
1750                         if (prace_is_(RACE_ENT)) aura_damage += aura_damage / 3;
1751                         if (IS_OPPOSE_FIRE()) aura_damage = (aura_damage + 2) / 3;
1752                         if (p_ptr->resist_fire) aura_damage = (aura_damage + 2) / 3;
1753
1754                         take_hit(DAMAGE_NOESCAPE, aura_damage, aura_dam, -1);
1755                         if (m_ptr->ml && is_original_ap(m_ptr)) r_ptr->r_flags2 |= RF2_AURA_FIRE;
1756                         handle_stuff();
1757                 }
1758         }
1759
1760         if (r_ptr->flags3 & RF3_AURA_COLD)
1761         {
1762                 if (!p_ptr->immune_cold)
1763                 {
1764                         char aura_dam[80];
1765
1766                         aura_damage = damroll(1 + (r_ptr->level / 26), 1 + (r_ptr->level / 17));
1767
1768                         /* Hack -- Get the "died from" name */
1769                         monster_desc(aura_dam, m_ptr, MD_IGNORE_HALLU | MD_ASSUME_VISIBLE | MD_INDEF_VISIBLE);
1770
1771 #ifdef JP
1772                         msg_print("ÆÍÁ³¤È¤Æ¤â´¨¤¯¤Ê¤Ã¤¿¡ª");
1773 #else
1774                         msg_print("You are suddenly very cold!");
1775 #endif
1776
1777
1778                         if (IS_OPPOSE_COLD()) aura_damage = (aura_damage + 2) / 3;
1779                         if (p_ptr->resist_cold) aura_damage = (aura_damage + 2) / 3;
1780
1781                         take_hit(DAMAGE_NOESCAPE, aura_damage, aura_dam, -1);
1782                         if (m_ptr->ml && is_original_ap(m_ptr)) r_ptr->r_flags3 |= RF3_AURA_COLD;
1783                         handle_stuff();
1784                 }
1785         }
1786
1787         if (r_ptr->flags2 & RF2_AURA_ELEC)
1788         {
1789                 if (!p_ptr->immune_elec)
1790                 {
1791                         char aura_dam[80];
1792
1793                         aura_damage = damroll(1 + (r_ptr->level / 26), 1 + (r_ptr->level / 17));
1794
1795                         /* Hack -- Get the "died from" name */
1796                         monster_desc(aura_dam, m_ptr, MD_IGNORE_HALLU | MD_ASSUME_VISIBLE | MD_INDEF_VISIBLE);
1797
1798                         if (prace_is_(RACE_ANDROID)) aura_damage += aura_damage / 3;
1799                         if (IS_OPPOSE_ELEC()) aura_damage = (aura_damage + 2) / 3;
1800                         if (p_ptr->resist_elec) aura_damage = (aura_damage + 2) / 3;
1801
1802 #ifdef JP
1803                         msg_print("ÅÅ·â¤ò¤¯¤é¤Ã¤¿¡ª");
1804 #else
1805                         msg_print("You get zapped!");
1806 #endif
1807
1808                         take_hit(DAMAGE_NOESCAPE, aura_damage, aura_dam, -1);
1809                         if (m_ptr->ml && is_original_ap(m_ptr)) r_ptr->r_flags2 |= RF2_AURA_ELEC;
1810                         handle_stuff();
1811                 }
1812         }
1813 }
1814
1815
1816 static void natural_attack(s16b m_idx, int attack, bool *fear, bool *mdeath)
1817 {
1818         int             k, bonus, chance;
1819         int             n_weight = 0;
1820         monster_type    *m_ptr = &m_list[m_idx];
1821         monster_race    *r_ptr = &r_info[m_ptr->r_idx];
1822         char            m_name[80];
1823
1824         int             dss, ddd;
1825
1826         cptr            atk_desc;
1827
1828         switch (attack)
1829         {
1830                 case MUT2_SCOR_TAIL:
1831                         dss = 3;
1832                         ddd = 7;
1833                         n_weight = 5;
1834 #ifdef JP
1835                         atk_desc = "¿¬Èø";
1836 #else
1837                         atk_desc = "tail";
1838 #endif
1839
1840                         break;
1841                 case MUT2_HORNS:
1842                         dss = 2;
1843                         ddd = 6;
1844                         n_weight = 15;
1845 #ifdef JP
1846                         atk_desc = "³Ñ";
1847 #else
1848                         atk_desc = "horns";
1849 #endif
1850
1851                         break;
1852                 case MUT2_BEAK:
1853                         dss = 2;
1854                         ddd = 4;
1855                         n_weight = 5;
1856 #ifdef JP
1857                         atk_desc = "¥¯¥Á¥Ð¥·";
1858 #else
1859                         atk_desc = "beak";
1860 #endif
1861
1862                         break;
1863                 case MUT2_TRUNK:
1864                         dss = 1;
1865                         ddd = 4;
1866                         n_weight = 35;
1867 #ifdef JP
1868                         atk_desc = "¾Ý¤ÎÉ¡";
1869 #else
1870                         atk_desc = "trunk";
1871 #endif
1872
1873                         break;
1874                 case MUT2_TENTACLES:
1875                         dss = 2;
1876                         ddd = 5;
1877                         n_weight = 5;
1878 #ifdef JP
1879                         atk_desc = "¿¨¼ê";
1880 #else
1881                         atk_desc = "tentacles";
1882 #endif
1883
1884                         break;
1885                 default:
1886                         dss = ddd = n_weight = 1;
1887 #ifdef JP
1888                         atk_desc = "̤ÄêµÁ¤ÎÉô°Ì";
1889 #else
1890                         atk_desc = "undefined body part";
1891 #endif
1892
1893         }
1894
1895         /* Extract monster name (or "it") */
1896         monster_desc(m_name, m_ptr, 0);
1897
1898
1899         /* Calculate the "attack quality" */
1900         bonus = p_ptr->to_h_m;
1901         bonus += (p_ptr->lev * 6 / 5);
1902         chance = (p_ptr->skill_thn + (bonus * BTH_PLUS_ADJ));
1903
1904         /* Test for hit */
1905         if ((!(r_ptr->flags2 & RF2_QUANTUM) || !randint0(2)) && test_hit_norm(chance, r_ptr->ac, m_ptr->ml))
1906         {
1907                 /* Sound */
1908                 sound(SOUND_HIT);
1909
1910 #ifdef JP
1911                 msg_format("%s¤ò%s¤Ç¹¶·â¤·¤¿¡£", m_name, atk_desc);
1912 #else
1913                 msg_format("You hit %s with your %s.", m_name, atk_desc);
1914 #endif
1915
1916
1917                 k = damroll(ddd, dss);
1918                 k = critical_norm(n_weight, bonus, k, (s16b)bonus, 0);
1919
1920                 /* Apply the player damage bonuses */
1921                 k += p_ptr->to_d_m;
1922
1923                 /* No negative damage */
1924                 if (k < 0) k = 0;
1925
1926                 /* Modify the damage */
1927                 k = mon_damage_mod(m_ptr, k, FALSE);
1928
1929                 /* Complex message */
1930                 if (p_ptr->wizard)
1931                 {
1932 #ifdef JP
1933                                 msg_format("%d/%d ¤Î¥À¥á¡¼¥¸¤òÍ¿¤¨¤¿¡£", k, m_ptr->hp);
1934 #else
1935                         msg_format("You do %d (out of %d) damage.", k, m_ptr->hp);
1936 #endif
1937
1938                 }
1939
1940                 /* Anger the monster */
1941                 if (k > 0) anger_monster(m_ptr);
1942
1943                 /* Damage, check for fear and mdeath */
1944                 switch (attack)
1945                 {
1946                         case MUT2_SCOR_TAIL:
1947                                 project(0, 0, m_ptr->fy, m_ptr->fx, k, GF_POIS, PROJECT_KILL, -1);
1948                                 *mdeath = (m_ptr->r_idx == 0);
1949                                 break;
1950                         case MUT2_HORNS:
1951                                 *mdeath = mon_take_hit(m_idx, k, fear, NULL);
1952                                 break;
1953                         case MUT2_BEAK:
1954                                 *mdeath = mon_take_hit(m_idx, k, fear, NULL);
1955                                 break;
1956                         case MUT2_TRUNK:
1957                                 *mdeath = mon_take_hit(m_idx, k, fear, NULL);
1958                                 break;
1959                         case MUT2_TENTACLES:
1960                                 *mdeath = mon_take_hit(m_idx, k, fear, NULL);
1961                                 break;
1962                         default:
1963                                 *mdeath = mon_take_hit(m_idx, k, fear, NULL);
1964                 }
1965
1966                 touch_zap_player(m_ptr);
1967         }
1968         /* Player misses */
1969         else
1970         {
1971                 /* Sound */
1972                 sound(SOUND_MISS);
1973
1974                 /* Message */
1975 #ifdef JP
1976                         msg_format("¥ß¥¹¡ª %s¤Ë¤«¤ï¤µ¤ì¤¿¡£", m_name);
1977 #else
1978                 msg_format("You miss %s.", m_name);
1979 #endif
1980
1981         }
1982 }
1983
1984
1985
1986 /*
1987  * Player attacks a (poor, defenseless) creature        -RAK-
1988  *
1989  * If no "weapon" is available, then "punch" the monster one time.
1990  */
1991 static void py_attack_aux(int y, int x, bool *fear, bool *mdeath, s16b hand, int mode)
1992 {
1993         int             num = 0, k, bonus, chance, vir;
1994
1995         cave_type       *c_ptr = &cave[y][x];
1996
1997         monster_type    *m_ptr = &m_list[c_ptr->m_idx];
1998         monster_race    *r_ptr = &r_info[m_ptr->r_idx];
1999
2000         object_type     *o_ptr;
2001
2002         char            m_name[80];
2003
2004         bool            success_hit = FALSE;
2005         bool            old_success_hit = FALSE;
2006         bool            backstab = FALSE;
2007         bool            vorpal_cut = FALSE;
2008         int             chaos_effect = 0;
2009         bool            stab_fleeing = FALSE;
2010         bool            fuiuchi = FALSE;
2011         bool            monk_attack = FALSE;
2012         bool            do_quake = FALSE;
2013         bool            weak = FALSE;
2014         bool            drain_msg = TRUE;
2015         int             drain_result = 0, drain_heal = 0;
2016         bool            can_drain = FALSE;
2017         int             num_blow;
2018         int             drain_left = MAX_VAMPIRIC_DRAIN;
2019         u32b flgs[TR_FLAG_SIZE]; /* A massive hack -- life-draining weapons */
2020         bool            is_human = (r_ptr->d_char == 'p');
2021         bool            is_lowlevel = (r_ptr->level < (p_ptr->lev - 15));
2022         bool            zantetsu_mukou, e_j_mukou;
2023
2024         switch (p_ptr->pclass)
2025         {
2026         case CLASS_ROGUE:
2027         case CLASS_NINJA:
2028                 if (buki_motteruka(INVEN_RARM + hand) && !p_ptr->icky_wield[hand])
2029                 {
2030                         int tmp = p_ptr->lev * 6 + (p_ptr->skill_stl + 10) * 4;
2031                         if (p_ptr->monlite && (mode != HISSATSU_NYUSIN)) tmp /= 3;
2032                         if (p_ptr->cursed & TRC_AGGRAVATE) tmp /= 2;
2033                         if (r_ptr->level > (p_ptr->lev * p_ptr->lev / 20 + 10)) tmp /= 3;
2034                         if (m_ptr->csleep && m_ptr->ml)
2035                         {
2036                                 /* Can't backstab creatures that we can't see, right? */
2037                                 backstab = TRUE;
2038                         }
2039                         else if ((p_ptr->special_defense & NINJA_S_STEALTH) && (randint0(tmp) > (r_ptr->level+20)) && m_ptr->ml && !(r_ptr->flagsr & RFR_RES_ALL))
2040                         {
2041                                 fuiuchi = TRUE;
2042                         }
2043                         else if (m_ptr->monfear && m_ptr->ml)
2044                         {
2045                                 stab_fleeing = TRUE;
2046                         }
2047                 }
2048                 break;
2049
2050         case CLASS_MONK:
2051         case CLASS_FORCETRAINER:
2052         case CLASS_BERSERKER:
2053                 if (empty_hands(TRUE) & EMPTY_HAND_RARM) monk_attack = TRUE;
2054                 break;
2055         }
2056
2057         if (!buki_motteruka(INVEN_RARM) && !buki_motteruka(INVEN_LARM))
2058         {
2059                 if ((r_ptr->level + 10) > p_ptr->lev)
2060                 {
2061                         if (p_ptr->skill_exp[GINOU_SUDE] < s_info[p_ptr->pclass].s_max[GINOU_SUDE])
2062                         {
2063                                 if (p_ptr->skill_exp[GINOU_SUDE] < WEAPON_EXP_BEGINNER)
2064                                         p_ptr->skill_exp[GINOU_SUDE] += 40;
2065                                 else if ((p_ptr->skill_exp[GINOU_SUDE] < WEAPON_EXP_SKILLED))
2066                                         p_ptr->skill_exp[GINOU_SUDE] += 5;
2067                                 else if ((p_ptr->skill_exp[GINOU_SUDE] < WEAPON_EXP_EXPERT) && (p_ptr->lev > 19))
2068                                         p_ptr->skill_exp[GINOU_SUDE] += 1;
2069                                 else if ((p_ptr->lev > 34))
2070                                         if (one_in_(3)) p_ptr->skill_exp[GINOU_SUDE] += 1;
2071                                 p_ptr->update |= (PU_BONUS);
2072                         }
2073                 }
2074         }
2075         else
2076         {
2077                 if ((r_ptr->level + 10) > p_ptr->lev)
2078                 {
2079                         int tval = inventory[INVEN_RARM+hand].tval - TV_WEAPON_BEGIN;
2080                         int sval = inventory[INVEN_RARM+hand].sval;
2081                         int now_exp = p_ptr->weapon_exp[tval][sval];
2082                         if (now_exp < s_info[p_ptr->pclass].w_max[tval][sval])
2083                         {
2084                                 int amount = 0;
2085                                 if (now_exp < WEAPON_EXP_BEGINNER) amount = 80;
2086                                 else if (now_exp < WEAPON_EXP_SKILLED) amount = 10;
2087                                 else if ((now_exp < WEAPON_EXP_EXPERT) && (p_ptr->lev > 19)) amount = 1;
2088                                 else if ((p_ptr->lev > 34) && one_in_(2)) amount = 1;
2089                                 p_ptr->weapon_exp[tval][sval] += amount;
2090                                 p_ptr->update |= (PU_BONUS);
2091                         }
2092                 }
2093         }
2094
2095         /* Disturb the monster */
2096         m_ptr->csleep = 0;
2097         if (r_ptr->flags7 & RF7_HAS_LD_MASK) p_ptr->update |= (PU_MON_LITE);
2098
2099         /* Extract monster name (or "it") */
2100         monster_desc(m_name, m_ptr, 0);
2101
2102         /* Access the weapon */
2103         o_ptr = &inventory[INVEN_RARM+hand];
2104
2105         /* Calculate the "attack quality" */
2106         bonus = p_ptr->to_h[hand] + o_ptr->to_h;
2107         chance = (p_ptr->skill_thn + (bonus * BTH_PLUS_ADJ));
2108         if (mode == HISSATSU_IAI) chance += 60;
2109         if (p_ptr->special_defense & KATA_KOUKIJIN) chance += 150;
2110
2111         if (p_ptr->sutemi) chance = MAX(chance * 3 / 2, chance + 60);
2112
2113         vir = virtue_number(V_VALOUR);
2114         if (vir)
2115         {
2116                 chance += (p_ptr->virtues[vir - 1]/10);
2117         }
2118
2119         zantetsu_mukou = ((o_ptr->name1 == ART_ZANTETSU) && (r_ptr->d_char == 'j'));
2120         e_j_mukou = ((o_ptr->name1 == ART_EXCALIBUR_J) && (r_ptr->d_char == 'S'));
2121
2122         if ((mode == HISSATSU_KYUSHO) || (mode == HISSATSU_MINEUCHI) || (mode == HISSATSU_3DAN) || (mode == HISSATSU_IAI)) num_blow = 1;
2123         else if (mode == HISSATSU_COLD) num_blow = p_ptr->num_blow[hand]+2;
2124         else num_blow = p_ptr->num_blow[hand];
2125
2126         /* Attack once for each legal blow */
2127         while ((num++ < num_blow) && !p_ptr->is_dead)
2128         {
2129                 if (((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_DOKUBARI)) || (mode == HISSATSU_KYUSHO))
2130                 {
2131                         if (p_ptr->migite && p_ptr->hidarite)
2132                         {
2133                                 success_hit = one_in_(2);
2134                         }
2135                         else success_hit = TRUE;
2136                 }
2137                 else if (mode == HISSATSU_MAJIN)
2138                 {
2139                         if (num == 1)
2140                         {
2141                                 if (one_in_(2))
2142                                         success_hit = FALSE;
2143                                 old_success_hit = success_hit;
2144                         }
2145                         else success_hit = old_success_hit;
2146                 }
2147                 else if ((p_ptr->pclass == CLASS_NINJA) && ((backstab || fuiuchi) && !(r_ptr->flagsr & RFR_RES_ALL))) success_hit = TRUE;
2148                 else success_hit = test_hit_norm(chance, r_ptr->ac, m_ptr->ml);
2149
2150                 /* Test for hit */
2151                 if (success_hit)
2152                 {
2153                         int vorpal_chance = ((o_ptr->name1 == ART_VORPAL_BLADE) || (o_ptr->name1 == ART_CHAINSWORD)) ? 2 : 4;
2154
2155                         /* Sound */
2156                         sound(SOUND_HIT);
2157
2158                         /* Message */
2159 #ifdef JP
2160                         if (backstab) msg_format("¤¢¤Ê¤¿¤ÏÎä¹ó¤Ë¤â̲¤Ã¤Æ¤¤¤ë̵ÎϤÊ%s¤òÆͤ­»É¤·¤¿¡ª", m_name);
2161                         else if (fuiuchi) msg_format("ÉÔ°Õ¤òÆͤ¤¤Æ%s¤Ë¶¯Îõ¤Ê°ì·â¤ò¶ô¤é¤ï¤»¤¿¡ª", m_name);
2162                         else if (stab_fleeing) msg_format("ƨ¤²¤ë%s¤òÇØÃ椫¤éÆͤ­»É¤·¤¿¡ª", m_name);
2163                         else if (!monk_attack) msg_format("%s¤ò¹¶·â¤·¤¿¡£", m_name);
2164 #else
2165                         if (backstab) msg_format("You cruelly stab the helpless, sleeping %s!", m_name);
2166                         else if (fuiuchi) msg_format("You make surprise attack, and hit %s with a powerful blow!", m_name);
2167                         else if (stab_fleeing) msg_format("You backstab the fleeing %s!",  m_name);
2168                         else if (!monk_attack) msg_format("You hit %s.", m_name);
2169 #endif
2170
2171                         /* Hack -- bare hands do one damage */
2172                         k = 1;
2173
2174                         object_flags(o_ptr, flgs);
2175
2176                         /* Select a chaotic effect (50% chance) */
2177                         if ((have_flag(flgs, TR_CHAOTIC)) && one_in_(2))
2178                         {
2179                                 if (one_in_(10))
2180                                 chg_virtue(V_CHANCE, 1);
2181
2182                                 if (randint1(5) < 3)
2183                                 {
2184                                         /* Vampiric (20%) */
2185                                         chaos_effect = 1;
2186                                 }
2187                                 else if (one_in_(250))
2188                                 {
2189                                         /* Quake (0.12%) */
2190                                         chaos_effect = 2;
2191                                 }
2192                                 else if (!one_in_(10))
2193                                 {
2194                                         /* Confusion (26.892%) */
2195                                         chaos_effect = 3;
2196                                 }
2197                                 else if (one_in_(2))
2198                                 {
2199                                         /* Teleport away (1.494%) */
2200                                         chaos_effect = 4;
2201                                 }
2202                                 else
2203                                 {
2204                                         /* Polymorph (1.494%) */
2205                                         chaos_effect = 5;
2206                                 }
2207                         }
2208
2209                         /* Vampiric drain */
2210                         if ((have_flag(flgs, TR_VAMPIRIC)) || (chaos_effect == 1) || (mode == HISSATSU_DRAIN))
2211                         {
2212                                 /* Only drain "living" monsters */
2213                                 if (monster_living(r_ptr))
2214                                         can_drain = TRUE;
2215                                 else
2216                                         can_drain = FALSE;
2217                         }
2218
2219                         if ((have_flag(flgs, TR_VORPAL)) && (randint1(vorpal_chance*3/2) == 1) && !zantetsu_mukou)
2220                                 vorpal_cut = TRUE;
2221                         else vorpal_cut = FALSE;
2222
2223                         if (monk_attack)
2224                         {
2225                                 int special_effect = 0, stun_effect = 0, times = 0, max_times;
2226                                 int min_level = 1;
2227                                 martial_arts *ma_ptr = &ma_blows[0], *old_ptr = &ma_blows[0];
2228                                 int resist_stun = 0;
2229                                 int weight = 8;
2230
2231                                 if (r_ptr->flags1 & RF1_UNIQUE) resist_stun += 88;
2232                                 if (r_ptr->flags3 & RF3_NO_STUN) resist_stun += 66;
2233                                 if (r_ptr->flags3 & RF3_NO_CONF) resist_stun += 33;
2234                                 if (r_ptr->flags3 & RF3_NO_SLEEP) resist_stun += 33;
2235                                 if ((r_ptr->flags3 & RF3_UNDEAD) || (r_ptr->flags3 & RF3_NONLIVING))
2236                                         resist_stun += 66;
2237
2238                                 if (p_ptr->special_defense & KAMAE_BYAKKO)
2239                                         max_times = (p_ptr->lev < 3 ? 1 : p_ptr->lev / 3);
2240                                 else if (p_ptr->special_defense & KAMAE_SUZAKU)
2241                                         max_times = 1;
2242                                 else if (p_ptr->special_defense & KAMAE_GENBU)
2243                                         max_times = 1;
2244                                 else
2245                                         max_times = (p_ptr->lev < 7 ? 1 : p_ptr->lev / 7);
2246                                 /* Attempt 'times' */
2247                                 for (times = 0; times < max_times; times++)
2248                                 {
2249                                         do
2250                                         {
2251                                                 ma_ptr = &ma_blows[randint0(MAX_MA)];
2252                                                 if ((p_ptr->pclass == CLASS_FORCETRAINER) && (ma_ptr->min_level > 1)) min_level = ma_ptr->min_level + 3;
2253                                                 else min_level = ma_ptr->min_level;
2254                                         }
2255                                         while ((min_level > p_ptr->lev) ||
2256                                                (randint1(p_ptr->lev) < ma_ptr->chance));
2257
2258                                         /* keep the highest level attack available we found */
2259                                         if ((ma_ptr->min_level > old_ptr->min_level) &&
2260                                             !p_ptr->stun && !p_ptr->confused)
2261                                         {
2262                                                 old_ptr = ma_ptr;
2263
2264                                                 if (p_ptr->wizard && cheat_xtra)
2265                                                 {
2266 #ifdef JP
2267                                                         msg_print("¹¶·â¤òºÆÁªÂò¤·¤Þ¤·¤¿¡£");
2268 #else
2269                                                         msg_print("Attack re-selected.");
2270 #endif
2271                                                 }
2272                                         }
2273                                         else
2274                                         {
2275                                                 ma_ptr = old_ptr;
2276                                         }
2277                                 }
2278
2279                                 if (p_ptr->pclass == CLASS_FORCETRAINER) min_level = MAX(1, ma_ptr->min_level - 3);
2280                                 else min_level = ma_ptr->min_level;
2281                                 k = damroll(ma_ptr->dd + p_ptr->to_dd[hand], ma_ptr->ds + p_ptr->to_ds[hand]);
2282                                 if (p_ptr->special_attack & ATTACK_SUIKEN) k *= 2;
2283
2284                                 if (ma_ptr->effect == MA_KNEE)
2285                                 {
2286                                         if (r_ptr->flags1 & RF1_MALE)
2287                                         {
2288 #ifdef JP
2289                                                 msg_format("%s¤Ë¶âŪɨ½³¤ê¤ò¤¯¤é¤ï¤·¤¿¡ª", m_name);
2290 #else
2291                                                 msg_format("You hit %s in the groin with your knee!", m_name);
2292 #endif
2293
2294                                                 sound(SOUND_PAIN);
2295                                                 special_effect = MA_KNEE;
2296                                         }
2297                                         else
2298                                                 msg_format(ma_ptr->desc, m_name);
2299                                 }
2300
2301                                 else if (ma_ptr->effect == MA_SLOW)
2302                                 {
2303                                         if (!((r_ptr->flags1 & RF1_NEVER_MOVE) ||
2304                                             strchr("~#{}.UjmeEv$,DdsbBFIJQSXclnw!=?", r_ptr->d_char)))
2305                                         {
2306 #ifdef JP
2307                                                 msg_format("%s¤Î­¼ó¤Ë´ØÀá½³¤ê¤ò¤¯¤é¤ï¤·¤¿¡ª", m_name);
2308 #else
2309                                                 msg_format("You kick %s in the ankle.", m_name);
2310 #endif
2311
2312                                                 special_effect = MA_SLOW;
2313                                         }
2314                                         else msg_format(ma_ptr->desc, m_name);
2315                                 }
2316                                 else
2317                                 {
2318                                         if (ma_ptr->effect)
2319                                         {
2320                                                 stun_effect = (ma_ptr->effect / 2) + randint1(ma_ptr->effect / 2);
2321                                         }
2322
2323                                         msg_format(ma_ptr->desc, m_name);
2324                                 }
2325
2326                                 if (p_ptr->special_defense & KAMAE_SUZAKU) weight = 4;
2327                                 if ((p_ptr->pclass == CLASS_FORCETRAINER) && (p_ptr->magic_num1[0]))
2328                                 {
2329                                         weight += (p_ptr->magic_num1[0]/30);
2330                                         if (weight > 20) weight = 20;
2331                                 }
2332
2333                                 k = critical_norm(p_ptr->lev * weight, min_level, k, p_ptr->to_h[0], 0);
2334
2335                                 if ((special_effect == MA_KNEE) && ((k + p_ptr->to_d[hand]) < m_ptr->hp))
2336                                 {
2337 #ifdef JP
2338                                         msg_format("%^s¤Ï¶ìÄˤˤ¦¤á¤¤¤Æ¤¤¤ë¡ª", m_name);
2339 #else
2340                                         msg_format("%^s moans in agony!", m_name);
2341 #endif
2342
2343                                         stun_effect = 7 + randint1(13);
2344                                         resist_stun /= 3;
2345                                 }
2346
2347                                 else if ((special_effect == MA_SLOW) && ((k + p_ptr->to_d[hand]) < m_ptr->hp))
2348                                 {
2349                                         if (!(r_ptr->flags1 & RF1_UNIQUE) &&
2350                                             (randint1(p_ptr->lev) > r_ptr->level) &&
2351                                             m_ptr->mspeed > 60)
2352                                         {
2353 #ifdef JP
2354                                                 msg_format("%^s¤Ï­¤ò¤Ò¤­¤º¤ê»Ï¤á¤¿¡£", m_name);
2355 #else
2356                                                 msg_format("%^s starts limping slower.", m_name);
2357 #endif
2358
2359                                                 m_ptr->mspeed -= 10;
2360                                         }
2361                                 }
2362
2363                                 if (stun_effect && ((k + p_ptr->to_d[hand]) < m_ptr->hp))
2364                                 {
2365                                         if (p_ptr->lev > randint1(r_ptr->level + resist_stun + 10))
2366                                         {
2367 #ifdef JP
2368                                                 if (m_ptr->stunned) msg_format("%^s¤Ï¤µ¤é¤Ë¥Õ¥é¥Õ¥é¤Ë¤Ê¤Ã¤¿¡£", m_name);
2369                                                 else msg_format("%^s¤Ï¥Õ¥é¥Õ¥é¤Ë¤Ê¤Ã¤¿¡£", m_name);
2370 #else
2371                                                 if (m_ptr->stunned) msg_format("%^s is more stunned.", m_name);
2372                                                 else msg_format("%^s is stunned.", m_name);
2373 #endif
2374
2375                                                 m_ptr->stunned += stun_effect;
2376                                         }
2377                                 }
2378                         }
2379
2380                         /* Handle normal weapon */
2381                         else if (o_ptr->k_idx)
2382                         {
2383                                 k = damroll(o_ptr->dd + p_ptr->to_dd[hand], o_ptr->ds + p_ptr->to_ds[hand]);
2384                                 k = tot_dam_aux(o_ptr, k, m_ptr, mode, FALSE);
2385
2386                                 if (backstab)
2387                                 {
2388                                         k *= (3 + (p_ptr->lev / 20));
2389                                 }
2390                                 else if (fuiuchi)
2391                                 {
2392                                         k = k*(5+(p_ptr->lev*2/25))/2;
2393                                 }
2394                                 else if (stab_fleeing)
2395                                 {
2396                                         k = (3 * k) / 2;
2397                                 }
2398
2399                                 if ((p_ptr->impact[hand] && ((k > 50) || one_in_(7))) ||
2400                                          (chaos_effect == 2) || (mode == HISSATSU_QUAKE))
2401                                 {
2402                                         do_quake = TRUE;
2403                                 }
2404
2405                                 if ((!(o_ptr->tval == TV_SWORD) || !(o_ptr->sval == SV_DOKUBARI)) && !(mode == HISSATSU_KYUSHO))
2406                                         k = critical_norm(o_ptr->weight, o_ptr->to_h, k, p_ptr->to_h[hand], mode);
2407
2408                                 drain_result = k;
2409
2410                                 if (vorpal_cut)
2411                                 {
2412                                         int mult = 2;
2413
2414                                         if ((o_ptr->name1 == ART_CHAINSWORD) && !one_in_(2))
2415                                         {
2416                                                 char chainsword_noise[1024];
2417 #ifdef JP
2418                                                 if (!get_rnd_line("chainswd_j.txt", 0, chainsword_noise))
2419 #else
2420                                                 if (!get_rnd_line("chainswd.txt", 0, chainsword_noise))
2421 #endif
2422                                                 {
2423                                                         msg_print(chainsword_noise);
2424                                                 }
2425                                         }
2426
2427                                         if (o_ptr->name1 == ART_VORPAL_BLADE)
2428                                         {
2429 #ifdef JP
2430                                                 msg_print("Ìܤˤâ»ß¤Þ¤é¤Ì¥ô¥©¡¼¥Ñ¥ë¥Ö¥ì¡¼¥É¡¢¼êÏ£¤ÎÁá¶È¡ª");
2431 #else
2432                                                 msg_print("Your Vorpal Blade goes snicker-snack!");
2433 #endif
2434                                         }
2435                                         else
2436                                         {
2437 #ifdef JP
2438                                                 msg_format("%s¤ò¥°¥Ã¥µ¥êÀÚ¤êÎö¤¤¤¿¡ª", m_name);
2439 #else
2440                                                 msg_format("Your weapon cuts deep into %s!", m_name);
2441 #endif
2442                                         }
2443
2444                                         /* Try to increase the damage */
2445                                         while (one_in_(vorpal_chance))
2446                                         {
2447                                                 mult++;
2448                                         }
2449
2450                                         k *= mult;
2451
2452                                         /* Ouch! */
2453                                         if (((r_ptr->flagsr & RFR_RES_ALL) ? k/100 : k) > m_ptr->hp)
2454                                         {
2455 #ifdef JP
2456                                                 msg_format("%s¤ò¿¿¤ÃÆó¤Ä¤Ë¤·¤¿¡ª", m_name);
2457 #else
2458                                                 msg_format("You cut %s in half!", m_name);
2459 #endif
2460                                         }
2461                                         else
2462                                         {
2463                                                 switch (mult)
2464                                                 {
2465 #ifdef JP
2466                                                 case 2: msg_format("%s¤ò»Â¤Ã¤¿¡ª", m_name); break;
2467                                                 case 3: msg_format("%s¤ò¤Ö¤Ã¤¿»Â¤Ã¤¿¡ª", m_name); break;
2468                                                 case 4: msg_format("%s¤ò¥á¥Ã¥¿»Â¤ê¤Ë¤·¤¿¡ª", m_name); break;
2469                                                 case 5: msg_format("%s¤ò¥á¥Ã¥¿¥á¥¿¤Ë»Â¤Ã¤¿¡ª", m_name); break;
2470                                                 case 6: msg_format("%s¤ò»É¿È¤Ë¤·¤¿¡ª", m_name); break;
2471                                                 case 7: msg_format("%s¤ò»Â¤Ã¤Æ»Â¤Ã¤Æ»Â¤ê¤Þ¤¯¤Ã¤¿¡ª", m_name); break;
2472                                                 default: msg_format("%s¤òºÙÀÚ¤ì¤Ë¤·¤¿¡ª", m_name); break;
2473 #else
2474                                                 case 2: msg_format("You gouge %s!", m_name); break;
2475                                                 case 3: msg_format("You maim %s!", m_name); break;
2476                                                 case 4: msg_format("You carve %s!", m_name); break;
2477                                                 case 5: msg_format("You cleave %s!", m_name); break;
2478                                                 case 6: msg_format("You smite %s!", m_name); break;
2479                                                 case 7: msg_format("You eviscerate %s!", m_name); break;
2480                                                 default: msg_format("You shred %s!", m_name); break;
2481 #endif
2482                                                 }
2483                                         }
2484                                         drain_result = drain_result * 3 / 2;
2485                                 }
2486
2487                                 k += o_ptr->to_d;
2488                                 drain_result += o_ptr->to_d;
2489                         }
2490
2491                         /* Apply the player damage bonuses */
2492                         k += p_ptr->to_d[hand];
2493                         drain_result += p_ptr->to_d[hand];
2494
2495                         if ((mode == HISSATSU_SUTEMI) || (mode == HISSATSU_3DAN)) k *= 2;
2496                         if ((mode == HISSATSU_SEKIRYUKA) && !monster_living(r_ptr)) k = 0;
2497                         if ((mode == HISSATSU_SEKIRYUKA) && !p_ptr->cut) k /= 2;
2498
2499                         /* No negative damage */
2500                         if (k < 0) k = 0;
2501
2502                         if ((mode == HISSATSU_ZANMA) && !(!monster_living(r_ptr) && (r_ptr->flags3 & RF3_EVIL)))
2503                         {
2504                                 k = 0;
2505                         }
2506
2507                         if (zantetsu_mukou)
2508                         {
2509 #ifdef JP
2510                                 msg_print("¤³¤ó¤ÊÆð¤é¤«¤¤¤â¤Î¤ÏÀÚ¤ì¤ó¡ª");
2511 #else
2512                                 msg_print("You cannot cut such a elastic thing!");
2513 #endif
2514                                 k = 0;
2515                         }
2516
2517                         if (e_j_mukou)
2518                         {
2519 #ifdef JP
2520                                 msg_print("ÃØéá¤Ï¶ì¼ê¤À¡ª");
2521 #else
2522                                 msg_print("Spiders are difficult for you to deal with!");
2523 #endif
2524                                 k /= 2;
2525                         }
2526
2527                         if (mode == HISSATSU_MINEUCHI)
2528                         {
2529                                 int tmp = (10 + randint1(15) + p_ptr->lev / 5);
2530
2531                                 k = 0;
2532                                 anger_monster(m_ptr);
2533
2534                                 if (!(r_ptr->flags3 & (RF3_NO_STUN)))
2535                                 {
2536                                         /* Get stunned */
2537                                         if (m_ptr->stunned)
2538                                         {
2539 #ifdef JP
2540                                                 msg_format("%s¤Ï¤Ò¤É¤¯¤â¤¦¤í¤¦¤È¤·¤¿¡£", m_name);
2541 #else
2542                                                 msg_format("%s is more dazed.", m_name);
2543 #endif
2544
2545                                                 tmp /= 2;
2546                                         }
2547                                         else
2548                                         {
2549 #ifdef JP
2550                                                 msg_format("%s ¤Ï¤â¤¦¤í¤¦¤È¤·¤¿¡£", m_name);
2551 #else
2552                                                 msg_format("%s is dazed.", m_name);
2553 #endif
2554                                         }
2555
2556                                         /* Apply stun */
2557                                         m_ptr->stunned = (tmp < 200) ? tmp : 200;
2558                                 }
2559                                 else
2560                                 {
2561 #ifdef JP
2562                                         msg_format("%s ¤Ë¤Ï¸ú²Ì¤¬¤Ê¤«¤Ã¤¿¡£", m_name);
2563 #else
2564                                         msg_format("%s is not effected.", m_name);
2565 #endif
2566                                 }
2567                         }
2568
2569                         /* Modify the damage */
2570                         k = mon_damage_mod(m_ptr, k, (bool)(((o_ptr->tval == TV_POLEARM) && (o_ptr->sval == SV_DEATH_SCYTHE)) || ((p_ptr->pclass == CLASS_BERSERKER) && one_in_(2))));
2571                         if (((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_DOKUBARI)) || (mode == HISSATSU_KYUSHO))
2572                         {
2573                                 if ((randint1(randint1(r_ptr->level/7)+5) == 1) && !(r_ptr->flags1 & RF1_UNIQUE) && !(r_ptr->flags7 & RF7_UNIQUE2))
2574                                 {
2575                                         k = m_ptr->hp + 1;
2576 #ifdef JP
2577                                         msg_format("%s¤ÎµÞ½ê¤òÆͤ­»É¤·¤¿¡ª", m_name);
2578 #else
2579                                         msg_format("You hit %s on a fatal spot!", m_name);
2580 #endif
2581                                 }
2582                                 else k = 1;
2583                         }
2584                         else if ((p_ptr->pclass == CLASS_NINJA) && buki_motteruka(INVEN_RARM + hand) && !p_ptr->icky_wield[hand] && ((p_ptr->cur_lite <= 0) || one_in_(7)))
2585                         {
2586                                 int maxhp = maxroll(r_ptr->hdice, r_ptr->hside);
2587                                 if (one_in_(backstab ? 13 : (stab_fleeing || fuiuchi) ? 15 : 27))
2588                                 {
2589                                         k *= 5;
2590                                         drain_result *= 2;
2591 #ifdef JP
2592                                         msg_format("¿Ï¤¬%s¤Ë¿¼¡¹¤ÈÆͤ­»É¤µ¤Ã¤¿¡ª", m_name);
2593 #else
2594                                         msg_format("You critically injured %s!", m_name);
2595 #endif
2596                                 }
2597                                 else if (((m_ptr->hp < maxhp/2) && one_in_((p_ptr->num_blow[0]+p_ptr->num_blow[1]+1)*10)) || ((one_in_(666) || ((backstab || fuiuchi) && one_in_(11))) && !(r_ptr->flags1 & RF1_UNIQUE) && !(r_ptr->flags7 & RF7_UNIQUE2)))
2598                                 {
2599                                         if ((r_ptr->flags1 & RF1_UNIQUE) || (r_ptr->flags7 & RF7_UNIQUE2) || (m_ptr->hp >= maxhp/2))
2600                                         {
2601                                                 k = MAX(k*5, m_ptr->hp/2);
2602                                                 drain_result *= 2;
2603 #ifdef JP
2604                                                 msg_format("%s¤ËÃ×Ì¿½ý¤òÉé¤ï¤»¤¿¡ª", m_name);
2605 #else
2606                                                 msg_format("You fatally injured %s!", m_name);
2607 #endif
2608                                         }
2609                                         else
2610                                         {
2611                                                 k = m_ptr->hp + 1;
2612 #ifdef JP
2613                                                 msg_format("¿Ï¤¬%s¤ÎµÞ½ê¤ò´Ó¤¤¤¿¡ª", m_name);
2614 #else
2615                                                 msg_format("You hit %s on a fatal spot!", m_name);
2616 #endif
2617                                         }
2618                                 }
2619                         }
2620
2621                         /* Complex message */
2622                         if (p_ptr->wizard || cheat_xtra)
2623                         {
2624 #ifdef JP
2625                                 msg_format("%d/%d ¤Î¥À¥á¡¼¥¸¤òÍ¿¤¨¤¿¡£", k, m_ptr->hp);
2626 #else
2627                                 msg_format("You do %d (out of %d) damage.", k, m_ptr->hp);
2628 #endif
2629                         }
2630
2631                         if (k <= 0) can_drain = FALSE;
2632
2633                         if (drain_result > m_ptr->hp)
2634                                 drain_result = m_ptr->hp;
2635
2636                         /* Damage, check for fear and death */
2637                         if (mon_take_hit(c_ptr->m_idx, k, fear, NULL))
2638                         {
2639                                 *mdeath = TRUE;
2640                                 if ((p_ptr->pclass == CLASS_BERSERKER) && energy_use)
2641                                 {
2642                                         if (p_ptr->migite && p_ptr->hidarite)
2643                                         {
2644                                                 if (hand) energy_use = energy_use*3/5+energy_use*num*2/(p_ptr->num_blow[hand]*5);
2645                                                 else energy_use = energy_use*num*3/(p_ptr->num_blow[hand]*5);
2646                                         }
2647                                         else
2648                                         {
2649                                                 energy_use = energy_use*num/p_ptr->num_blow[hand];
2650                                         }
2651                                 }
2652                                 if ((o_ptr->name1 == ART_ZANTETSU) && is_lowlevel)
2653 #ifdef JP
2654                                         msg_print("¤Þ¤¿¤Ä¤Þ¤é¤Ì¤â¤Î¤ò»Â¤Ã¤Æ¤·¤Þ¤Ã¤¿¡¥¡¥¡¥");
2655 #else
2656                                         msg_print("Sigh... Another trifling thing I've cut....");
2657 #endif
2658                                 break;
2659                         }
2660
2661                         /* Anger the monster */
2662                         if (k > 0) anger_monster(m_ptr);
2663
2664                         touch_zap_player(m_ptr);
2665
2666                         /* Are we draining it?  A little note: If the monster is
2667                         dead, the drain does not work... */
2668
2669                         if (can_drain && (drain_result > 0))
2670                         {
2671                                 if (o_ptr->name1 == ART_MURAMASA)
2672                                 {
2673                                         if (is_human)
2674                                         {
2675                                                 int to_h = o_ptr->to_h;
2676                                                 int to_d = o_ptr->to_d;
2677                                                 int i, flag;
2678
2679                                                 flag = 1;
2680                                                 for (i = 0; i < to_h + 3; i++) if (one_in_(4)) flag = 0;
2681                                                 if (flag) to_h++;
2682
2683                                                 flag = 1;
2684                                                 for (i = 0; i < to_d + 3; i++) if (one_in_(4)) flag = 0;
2685                                                 if (flag) to_d++;
2686
2687                                                 if (o_ptr->to_h != to_h || o_ptr->to_d != to_d)
2688                                                 {
2689 #ifdef JP
2690                                                         msg_print("ÍÅÅá¤Ï·ì¤òµÛ¤Ã¤Æ¶¯¤¯¤Ê¤Ã¤¿¡ª");
2691 #else
2692                                                         msg_print("Muramasa sucked blood, and became more powerful!");
2693 #endif
2694                                                         o_ptr->to_h = to_h;
2695                                                         o_ptr->to_d = to_d;
2696                                                 }
2697                                         }
2698                                 }
2699                                 else
2700                                 {
2701                                         if (drain_result > 5) /* Did we really hurt it? */
2702                                         {
2703                                                 drain_heal = damroll(2, drain_result / 6);
2704
2705                                                 if (cheat_xtra)
2706                                                 {
2707 #ifdef JP
2708                                                         msg_format("Draining left: %d", drain_left);
2709 #else
2710                                                         msg_format("Draining left: %d", drain_left);
2711 #endif
2712
2713                                                 }
2714
2715                                                 if (drain_left)
2716                                                 {
2717                                                         if (drain_heal < drain_left)
2718                                                         {
2719                                                                 drain_left -= drain_heal;
2720                                                         }
2721                                                         else
2722                                                         {
2723                                                                 drain_heal = drain_left;
2724                                                                 drain_left = 0;
2725                                                         }
2726
2727                                                         if (drain_msg)
2728                                                         {
2729 #ifdef JP
2730                                                                 msg_format("¿Ï¤¬%s¤«¤éÀ¸Ì¿ÎϤòµÛ¤¤¼è¤Ã¤¿¡ª", m_name);
2731 #else
2732                                                                 msg_format("Your weapon drains life from %s!", m_name);
2733 #endif
2734
2735                                                                 drain_msg = FALSE;
2736                                                         }
2737
2738                                                         drain_heal = (drain_heal * mutant_regenerate_mod) / 100;
2739
2740                                                         hp_player(drain_heal);
2741                                                         /* We get to keep some of it! */
2742                                                 }
2743                                         }
2744                                 }
2745                                 m_ptr->maxhp -= (k+7)/8;
2746                                 if (m_ptr->hp > m_ptr->maxhp) m_ptr->hp = m_ptr->maxhp;
2747                                 weak = TRUE;
2748                         }
2749                         can_drain = FALSE;
2750                         drain_result = 0;
2751
2752                         /* Confusion attack */
2753                         if ((p_ptr->special_attack & ATTACK_CONFUSE) || (chaos_effect == 3) || (mode == HISSATSU_CONF))
2754                         {
2755                                 /* Cancel glowing hands */
2756                                 if (p_ptr->special_attack & ATTACK_CONFUSE)
2757                                 {
2758                                         p_ptr->special_attack &= ~(ATTACK_CONFUSE);
2759 #ifdef JP
2760                                         msg_print("¼ê¤Îµ±¤­¤¬¤Ê¤¯¤Ê¤Ã¤¿¡£");
2761 #else
2762                                         msg_print("Your hands stop glowing.");
2763 #endif
2764                                         p_ptr->redraw |= (PR_STATUS);
2765
2766                                 }
2767
2768                                 /* Confuse the monster */
2769                                 if (r_ptr->flags3 & RF3_NO_CONF)
2770                                 {
2771                                         if (m_ptr->ml && is_original_ap(m_ptr))
2772                                         {
2773                                                 r_ptr->r_flags3 |= RF3_NO_CONF;
2774                                         }
2775
2776 #ifdef JP
2777                                         msg_format("%^s¤Ë¤Ï¸ú²Ì¤¬¤Ê¤«¤Ã¤¿¡£", m_name);
2778 #else
2779                                         msg_format("%^s is unaffected.", m_name);
2780 #endif
2781
2782                                 }
2783                                 else if (randint0(100) < r_ptr->level)
2784                                 {
2785 #ifdef JP
2786                                         msg_format("%^s¤Ë¤Ï¸ú²Ì¤¬¤Ê¤«¤Ã¤¿¡£", m_name);
2787 #else
2788                                         msg_format("%^s is unaffected.", m_name);
2789 #endif
2790
2791                                 }
2792                                 else
2793                                 {
2794 #ifdef JP
2795                                         msg_format("%^s¤Ïº®Í𤷤¿¤è¤¦¤À¡£", m_name);
2796 #else
2797                                         msg_format("%^s appears confused.", m_name);
2798 #endif
2799
2800                                         m_ptr->confused += 10 + randint0(p_ptr->lev) / 5;
2801                                 }
2802                         }
2803
2804                         else if (chaos_effect == 4)
2805                         {
2806                                 bool resists_tele = FALSE;
2807
2808                                 if (r_ptr->flagsr & RFR_RES_TELE)
2809                                 {
2810                                         if (r_ptr->flags1 & RF1_UNIQUE)
2811                                         {
2812                                                 if (m_ptr->ml && is_original_ap(m_ptr)) r_ptr->r_flagsr |= RFR_RES_TELE;
2813 #ifdef JP
2814                                                 msg_format("%^s¤Ë¤Ï¸ú²Ì¤¬¤Ê¤«¤Ã¤¿¡£", m_name);
2815 #else
2816                                                 msg_format("%^s is unaffected!", m_name);
2817 #endif
2818
2819                                                 resists_tele = TRUE;
2820                                         }
2821                                         else if (r_ptr->level > randint1(100))
2822                                         {
2823                                                 if (m_ptr->ml && is_original_ap(m_ptr)) r_ptr->r_flagsr |= RFR_RES_TELE;
2824 #ifdef JP
2825                                                 msg_format("%^s¤ÏÄñ¹³ÎϤò»ý¤Ã¤Æ¤¤¤ë¡ª", m_name);
2826 #else
2827                                                 msg_format("%^s resists!", m_name);
2828 #endif
2829
2830                                                 resists_tele = TRUE;
2831                                         }
2832                                 }
2833
2834                                 if (!resists_tele)
2835                                 {
2836 #ifdef JP
2837                                         msg_format("%^s¤Ï¾Ã¤¨¤¿¡ª", m_name);
2838 #else
2839                                         msg_format("%^s disappears!", m_name);
2840 #endif
2841
2842                                         teleport_away(c_ptr->m_idx, 50, FALSE);
2843                                         num = num_blow + 1; /* Can't hit it anymore! */
2844                                         *mdeath = TRUE;
2845                                 }
2846                         }
2847
2848                         else if ((chaos_effect == 5) && cave_floor_bold(y, x) &&
2849                                  (randint1(90) > r_ptr->level))
2850                         {
2851                                 if (!(r_ptr->flags1 & (RF1_UNIQUE | RF1_QUESTOR)) &&
2852                                     !(r_ptr->flagsr & RFR_EFF_RES_CHAO_MASK))
2853                                 {
2854                                         if (polymorph_monster(y, x))
2855                                         {
2856 #ifdef JP
2857                                                 msg_format("%^s¤ÏÊѲ½¤·¤¿¡ª", m_name);
2858 #else
2859                                                 msg_format("%^s changes!", m_name);
2860 #endif
2861
2862
2863                                                 /* Hack -- Get new monster */
2864                                                 m_ptr = &m_list[c_ptr->m_idx];
2865
2866                                                 /* Oops, we need a different name... */
2867                                                 monster_desc(m_name, m_ptr, 0);
2868
2869                                                 /* Hack -- Get new race */
2870                                                 r_ptr = &r_info[m_ptr->r_idx];
2871
2872                                                 *fear = FALSE;
2873                                                 weak = FALSE;
2874                                         }
2875                                         else
2876                                         {
2877 #ifdef JP
2878                                                 msg_format("%^s¤Ë¤Ï¸ú²Ì¤¬¤Ê¤«¤Ã¤¿¡£", m_name);
2879 #else
2880                                                 msg_format("%^s is unaffected.", m_name);
2881 #endif
2882
2883                                         }
2884                                 }
2885                         }
2886                         else if (o_ptr->name1 == ART_G_HAMMER)
2887                         {
2888                                 monster_type *m_ptr = &m_list[c_ptr->m_idx];
2889
2890                                 if (m_ptr->hold_o_idx)
2891                                 {
2892                                         object_type *q_ptr = &o_list[m_ptr->hold_o_idx];
2893                                         char o_name[MAX_NLEN];
2894
2895                                         object_desc(o_name, q_ptr, TRUE, 0);
2896                                         q_ptr->held_m_idx = 0;
2897                                         q_ptr->marked = 0;
2898                                         m_ptr->hold_o_idx = q_ptr->next_o_idx;
2899                                         q_ptr->next_o_idx = 0;
2900 #ifdef JP
2901                                         msg_format("%s¤òÃ¥¤Ã¤¿¡£", o_name);
2902 #else
2903                                         msg_format("You snatched %s.", o_name);
2904 #endif
2905                                         inven_carry(q_ptr);
2906                                 }
2907                         }
2908                 }
2909
2910                 /* Player misses */
2911                 else
2912                 {
2913                         backstab = FALSE; /* Clumsy! */
2914                         fuiuchi = FALSE; /* Clumsy! */
2915
2916                         if ((o_ptr->tval == TV_POLEARM) && (o_ptr->sval == SV_DEATH_SCYTHE) && one_in_(3))
2917                         {
2918                                 u32b flgs[TR_FLAG_SIZE];
2919
2920                                 /* Sound */
2921                                 sound(SOUND_HIT);
2922
2923                                 /* Message */
2924 #ifdef JP
2925                                 msg_format("¥ß¥¹¡ª %s¤Ë¤«¤ï¤µ¤ì¤¿¡£", m_name);
2926 #else
2927                                 msg_format("You miss %s.", m_name);
2928 #endif
2929                                 /* Message */
2930 #ifdef JP
2931                                 msg_print("¿¶¤ê²ó¤·¤¿Âç³ù¤¬¼«Ê¬¼«¿È¤ËÊ֤äƤ­¤¿¡ª");
2932 #else
2933                                 msg_print("Your scythe returns to you!");
2934 #endif
2935
2936                                 /* Extract the flags */
2937                                 object_flags(o_ptr, flgs);
2938
2939                                 k = damroll(o_ptr->dd + p_ptr->to_dd[hand], o_ptr->ds + p_ptr->to_ds[hand]);
2940                                 {
2941                                         int mult;
2942                                         switch (p_ptr->mimic_form)
2943                                         {
2944                                         case MIMIC_NONE:
2945                                                 switch (p_ptr->prace)
2946                                                 {
2947                                                         case RACE_YEEK:
2948                                                         case RACE_KLACKON:
2949                                                         case RACE_HUMAN:
2950                                                         case RACE_AMBERITE:
2951                                                         case RACE_DUNADAN:
2952                                                                 mult = 25;break;
2953                                                         case RACE_HALF_ORC:
2954                                                         case RACE_HALF_TROLL:
2955                                                         case RACE_HALF_OGRE:
2956                                                         case RACE_HALF_GIANT:
2957                                                         case RACE_HALF_TITAN:
2958                                                         case RACE_CYCLOPS:
2959                                                         case RACE_IMP:
2960                                                         case RACE_SKELETON:
2961                                                         case RACE_ZOMBIE:
2962                                                         case RACE_VAMPIRE:
2963                                                         case RACE_SPECTRE:
2964                                                         case RACE_DEMON:
2965                                                         case RACE_DRACONIAN:
2966                                                                 mult = 30;break;
2967                                                         default:
2968                                                                 mult = 10;break;
2969                                                 }
2970                                                 break;
2971                                         case MIMIC_DEMON:
2972                                         case MIMIC_DEMON_LORD:
2973                                         case MIMIC_VAMPIRE:
2974                                                 mult = 30;break;
2975                                         default:
2976                                                 mult = 10;break;
2977                                         }
2978
2979                                         if (p_ptr->align < 0 && mult < 20)
2980                                                 mult = 20;
2981                                         if (!(p_ptr->resist_acid || IS_OPPOSE_ACID() || p_ptr->immune_acid) && (mult < 25))
2982                                                 mult = 25;
2983                                         if (!(p_ptr->resist_elec || IS_OPPOSE_ELEC() || p_ptr->immune_elec) && (mult < 25))
2984                                                 mult = 25;
2985                                         if (!(p_ptr->resist_fire || IS_OPPOSE_FIRE() || p_ptr->immune_fire) && (mult < 25))
2986                                                 mult = 25;
2987                                         if (!(p_ptr->resist_cold || IS_OPPOSE_COLD() || p_ptr->immune_cold) && (mult < 25))
2988                                                 mult = 25;
2989                                         if (!(p_ptr->resist_pois || IS_OPPOSE_POIS()) && (mult < 25))
2990                                                 mult = 25;
2991
2992                                         if ((p_ptr->pclass != CLASS_SAMURAI) && (have_flag(flgs, TR_FORCE_WEAPON)) && (p_ptr->csp > (p_ptr->msp / 30)))
2993                                         {
2994                                                 p_ptr->csp -= (1+(p_ptr->msp / 30));
2995                                                 p_ptr->redraw |= (PR_MANA);
2996                                                 mult = mult * 3 / 2 + 20;
2997                                         }
2998                                         k *= mult;
2999                                         k /= 10;
3000                                 }
3001
3002                                 k = critical_norm(o_ptr->weight, o_ptr->to_h, k, p_ptr->to_h[hand], mode);
3003                                 if (one_in_(6))
3004                                 {
3005                                         int mult = 2;
3006 #ifdef JP
3007                                         msg_format("¥°¥Ã¥µ¥êÀÚ¤êÎö¤«¤ì¤¿¡ª");
3008 #else
3009                                         msg_format("Your weapon cuts deep into yourself!");
3010 #endif
3011                                         /* Try to increase the damage */
3012                                         while (one_in_(4))
3013                                         {
3014                                                 mult++;
3015                                         }
3016
3017                                         k *= mult;
3018                                 }
3019                                 k += (p_ptr->to_d[hand] + o_ptr->to_d);
3020
3021                                 if (k < 0) k = 0;
3022
3023 #ifdef JP
3024                                 take_hit(DAMAGE_FORCE, k, "»à¤ÎÂç³ù", -1);
3025 #else
3026                                 take_hit(DAMAGE_FORCE, k, "Death scythe", -1);
3027 #endif
3028
3029                                 redraw_stuff();
3030                         }
3031                         else
3032                         {
3033                                 /* Sound */
3034                                 sound(SOUND_MISS);
3035
3036                                 /* Message */
3037 #ifdef JP
3038                                 msg_format("¥ß¥¹¡ª %s¤Ë¤«¤ï¤µ¤ì¤¿¡£", m_name);
3039 #else
3040                                 msg_format("You miss %s.", m_name);
3041 #endif
3042                         }
3043                 }
3044                 backstab = FALSE;
3045                 fuiuchi = FALSE;
3046         }
3047
3048
3049         if (weak && !(*mdeath))
3050         {
3051 #ifdef JP
3052                 msg_format("%s¤Ï¼å¤¯¤Ê¤Ã¤¿¤è¤¦¤À¡£", m_name);
3053 #else
3054                 msg_format("%^s seems weakened.", m_name);
3055 #endif
3056         }
3057         if (drain_left != MAX_VAMPIRIC_DRAIN)
3058         {
3059                 if (one_in_(4))
3060                 {
3061                         chg_virtue(V_UNLIFE, 1);
3062                 }
3063         }
3064         /* Mega-Hack -- apply earthquake brand */
3065         if (do_quake)
3066         {
3067                 earthquake(py, px, 10);
3068                 if (!cave[y][x].m_idx) *mdeath = TRUE;
3069         }
3070 }
3071
3072 bool py_attack(int y, int x, int mode)
3073 {
3074         bool            fear = FALSE;
3075         bool            mdeath = FALSE;
3076         bool            stormbringer = FALSE;
3077
3078         cave_type       *c_ptr = &cave[y][x];
3079         monster_type    *m_ptr = &m_list[c_ptr->m_idx];
3080         monster_race    *r_ptr = &r_info[m_ptr->r_idx];
3081         char            m_name[80];
3082
3083         /* Disturb the player */
3084         disturb(0, 0);
3085
3086         energy_use = 100;
3087
3088         if (m_ptr->csleep) /* It is not honorable etc to attack helpless victims */
3089         {
3090                 if (!(r_ptr->flags3 & RF3_EVIL) || one_in_(5)) chg_virtue(V_COMPASSION, -1);
3091                 if (!(r_ptr->flags3 & RF3_EVIL) || one_in_(5)) chg_virtue(V_HONOUR, -1);
3092         }
3093
3094         /* Extract monster name (or "it") */
3095         monster_desc(m_name, m_ptr, 0);
3096
3097         /* Auto-Recall if possible and visible */
3098         if (m_ptr->ml) monster_race_track(m_ptr->ap_r_idx);
3099
3100         /* Track a new monster */
3101         if (m_ptr->ml) health_track(c_ptr->m_idx);
3102
3103         if ((r_ptr->flags1 & RF1_FEMALE) &&
3104             !(p_ptr->stun || p_ptr->confused || p_ptr->image || !m_ptr->ml))
3105         {
3106                 if ((inventory[INVEN_RARM].name1 == ART_ZANTETSU) || (inventory[INVEN_LARM].name1 == ART_ZANTETSU))
3107                 {
3108 #ifdef JP
3109                         msg_print("ÀÛ¼Ô¡¢¤ª¤Ê¤´¤Ï»Â¤ì¤Ì¡ª");
3110 #else
3111                         msg_print("I can not attack women!");
3112 #endif
3113                         return FALSE;
3114                 }
3115         }
3116
3117         if (d_info[dungeon_type].flags1 & DF1_NO_MELEE)
3118         {
3119 #ifdef JP
3120                 msg_print("¤Ê¤¼¤«¹¶·â¤¹¤ë¤³¤È¤¬¤Ç¤­¤Ê¤¤¡£");
3121 #else
3122                 msg_print("Something prevent you from attacking.");
3123 #endif
3124                 return FALSE;
3125         }
3126
3127         /* Stop if friendly */
3128         if (!is_hostile(m_ptr) &&
3129             !(p_ptr->stun || p_ptr->confused || p_ptr->image ||
3130             p_ptr->shero || !m_ptr->ml))
3131         {
3132                 if (inventory[INVEN_RARM].name1 == ART_STORMBRINGER) stormbringer = TRUE;
3133                 if (inventory[INVEN_LARM].name1 == ART_STORMBRINGER) stormbringer = TRUE;
3134                 if (stormbringer)
3135                 {
3136 #ifdef JP
3137                         msg_format("¹õ¤¤¿Ï¤Ï¶¯ÍߤË%s¤ò¹¶·â¤·¤¿¡ª", m_name);
3138 #else
3139                         msg_format("Your black blade greedily attacks %s!", m_name);
3140 #endif
3141                         chg_virtue(V_INDIVIDUALISM, 1);
3142                         chg_virtue(V_HONOUR, -1);
3143                         chg_virtue(V_JUSTICE, -1);
3144                         chg_virtue(V_COMPASSION, -1);
3145                 }
3146                 else if (p_ptr->pclass != CLASS_BERSERKER)
3147                 {
3148 #ifdef JP
3149                         if (get_check("ËÜÅö¤Ë¹¶·â¤·¤Þ¤¹¤«¡©"))
3150 #else
3151                         if (get_check("Really hit it? "))
3152 #endif
3153                         {
3154                                 chg_virtue(V_INDIVIDUALISM, 1);
3155                                 chg_virtue(V_HONOUR, -1);
3156                                 chg_virtue(V_JUSTICE, -1);
3157                                 chg_virtue(V_COMPASSION, -1);
3158                         }
3159                         else
3160                         {
3161 #ifdef JP
3162                                 msg_format("%s¤ò¹¶·â¤¹¤ë¤Î¤ò»ß¤á¤¿¡£", m_name);
3163 #else
3164                                 msg_format("You stop to avoid hitting %s.", m_name);
3165 #endif
3166                                 return FALSE;
3167                         }
3168                 }
3169         }
3170
3171
3172         /* Handle player fear */
3173         if (p_ptr->afraid)
3174         {
3175                 /* Message */
3176                 if (m_ptr->ml)
3177 #ifdef JP
3178                 msg_format("¶²¤¯¤Æ%s¤ò¹¶·â¤Ç¤­¤Ê¤¤¡ª", m_name);
3179 #else
3180                         msg_format("You are too afraid to attack %s!", m_name);
3181 #endif
3182
3183                 else
3184 #ifdef JP
3185                         msg_format ("¤½¤Ã¤Á¤Ë¤Ï²¿¤«¶²¤¤¤â¤Î¤¬¤¤¤ë¡ª");
3186 #else
3187                         msg_format ("There is something scary in your way!");
3188 #endif
3189
3190                 /* Disturb the monster */
3191                 m_ptr->csleep = 0;
3192                 if (r_ptr->flags7 & RF7_HAS_LD_MASK) p_ptr->update |= (PU_MON_LITE);
3193
3194                 /* Done */
3195                 return FALSE;
3196         }
3197
3198         if (p_ptr->migite && p_ptr->hidarite)
3199         {
3200                 if ((p_ptr->skill_exp[GINOU_NITOURYU] < s_info[p_ptr->pclass].s_max[GINOU_NITOURYU]) && ((p_ptr->skill_exp[GINOU_NITOURYU] - 1000) / 200 < r_ptr->level))
3201                 {
3202                         if (p_ptr->skill_exp[GINOU_NITOURYU] < WEAPON_EXP_BEGINNER)
3203                                 p_ptr->skill_exp[GINOU_NITOURYU] += 80;
3204                         else if(p_ptr->skill_exp[GINOU_NITOURYU] < WEAPON_EXP_SKILLED)
3205                                 p_ptr->skill_exp[GINOU_NITOURYU] += 4;
3206                         else if(p_ptr->skill_exp[GINOU_NITOURYU] < WEAPON_EXP_EXPERT)
3207                                 p_ptr->skill_exp[GINOU_NITOURYU] += 1;
3208                         else if(p_ptr->skill_exp[GINOU_NITOURYU] < WEAPON_EXP_MASTER)
3209                                 if (one_in_(3)) p_ptr->skill_exp[GINOU_NITOURYU] += 1;
3210                         p_ptr->update |= (PU_BONUS);
3211                 }
3212         }
3213
3214         /* Gain riding experience */
3215         if (p_ptr->riding)
3216         {
3217                 int cur = p_ptr->skill_exp[GINOU_RIDING];
3218                 int max = s_info[p_ptr->pclass].s_max[GINOU_RIDING];
3219
3220                 if (cur < max)
3221                 {
3222                         int ridinglevel = r_info[m_list[p_ptr->riding].r_idx].level;
3223                         int targetlevel = r_ptr->level;
3224                         int inc = 0;
3225
3226                         if ((cur / 200 - 5) < targetlevel)
3227                                 inc += 1;
3228
3229                         /* Extra experience */
3230                         if ((cur / 100) < ridinglevel)
3231                         {
3232                                 if ((cur / 100 + 15) < ridinglevel)
3233                                         inc += 1 + (ridinglevel - (cur / 100 + 15));
3234                                 else
3235                                         inc += 1;
3236                         }
3237
3238                         p_ptr->skill_exp[GINOU_RIDING] = MIN(max, cur + inc);
3239
3240                         p_ptr->update |= (PU_BONUS);
3241                 }
3242         }
3243
3244         riding_t_m_idx = c_ptr->m_idx;
3245         if (p_ptr->migite) py_attack_aux(y, x, &fear, &mdeath, 0, mode);
3246         if (p_ptr->hidarite && !mdeath) py_attack_aux(y, x, &fear, &mdeath, 1, mode);
3247
3248         /* Mutations which yield extra 'natural' attacks */
3249         if (!mdeath)
3250         {
3251                 if ((p_ptr->muta2 & MUT2_HORNS) && !mdeath)
3252                         natural_attack(c_ptr->m_idx, MUT2_HORNS, &fear, &mdeath);
3253                 if ((p_ptr->muta2 & MUT2_BEAK) && !mdeath)
3254                         natural_attack(c_ptr->m_idx, MUT2_BEAK, &fear, &mdeath);
3255                 if ((p_ptr->muta2 & MUT2_SCOR_TAIL) && !mdeath)
3256                         natural_attack(c_ptr->m_idx, MUT2_SCOR_TAIL, &fear, &mdeath);
3257                 if ((p_ptr->muta2 & MUT2_TRUNK) && !mdeath)
3258                         natural_attack(c_ptr->m_idx, MUT2_TRUNK, &fear, &mdeath);
3259                 if ((p_ptr->muta2 & MUT2_TENTACLES) && !mdeath)
3260                         natural_attack(c_ptr->m_idx, MUT2_TENTACLES, &fear, &mdeath);
3261         }
3262
3263         /* Hack -- delay fear messages */
3264         if (fear && m_ptr->ml && !mdeath)
3265         {
3266                 /* Sound */
3267                 sound(SOUND_FLEE);
3268
3269                 /* Message */
3270 #ifdef JP
3271                 msg_format("%^s¤Ï¶²Éݤ·¤Æƨ¤²½Ð¤·¤¿¡ª", m_name);
3272 #else
3273                 msg_format("%^s flees in terror!", m_name);
3274 #endif
3275
3276         }
3277
3278         if ((p_ptr->special_defense & KATA_IAI) && ((mode != HISSATSU_IAI) || mdeath))
3279         {
3280                 set_action(ACTION_NONE);
3281         }
3282
3283         return mdeath;
3284 }
3285
3286
3287 static bool pattern_seq(int c_y, int c_x, int n_y, int n_x)
3288 {
3289         if (!pattern_tile(c_y, c_x) && !pattern_tile(n_y, n_x))
3290                 return TRUE;
3291
3292         if (cave[n_y][n_x].feat == FEAT_PATTERN_START)
3293         {
3294                 if (!pattern_tile(c_y, c_x) &&
3295                     !p_ptr->confused && !p_ptr->stun && !p_ptr->image)
3296                 {
3297 #ifdef JP
3298                         if (get_check("¥Ñ¥¿¡¼¥ó¤Î¾å¤òÊ⤭»Ï¤á¤ë¤È¡¢Á´¤Æ¤òÊ⤫¤Ê¤±¤ì¤Ð¤Ê¤ê¤Þ¤»¤ó¡£¤¤¤¤¤Ç¤¹¤«¡©"))
3299 #else
3300                         if (get_check("If you start walking the Pattern, you must walk the whole way. Ok? "))
3301 #endif
3302
3303                                 return TRUE;
3304                         else
3305                                 return FALSE;
3306                 }
3307                 else
3308                         return TRUE;
3309         }
3310         else if ((cave[n_y][n_x].feat == FEAT_PATTERN_OLD) ||
3311                  (cave[n_y][n_x].feat == FEAT_PATTERN_END) ||
3312                  (cave[n_y][n_x].feat == FEAT_PATTERN_XTRA2))
3313         {
3314                 if (pattern_tile(c_y, c_x))
3315                 {
3316                         return TRUE;
3317                 }
3318                 else
3319                 {
3320 #ifdef JP
3321                         msg_print("¥Ñ¥¿¡¼¥ó¤Î¾å¤òÊ⤯¤Ë¤Ï¥¹¥¿¡¼¥ÈÃÏÅÀ¤«¤éÊ⤭»Ï¤á¤Ê¤¯¤Æ¤Ï¤Ê¤ê¤Þ¤»¤ó¡£");
3322 #else
3323                         msg_print("You must start walking the Pattern from the startpoint.");
3324 #endif
3325
3326                         return FALSE;
3327                 }
3328         }
3329         else if ((cave[n_y][n_x].feat == FEAT_PATTERN_XTRA1) ||
3330                  (cave[c_y][c_x].feat == FEAT_PATTERN_XTRA1))
3331         {
3332                 return TRUE;
3333         }
3334         else if (cave[c_y][c_x].feat == FEAT_PATTERN_START)
3335         {
3336                 if (pattern_tile(n_y, n_x))
3337                         return TRUE;
3338                 else
3339                 {
3340 #ifdef JP
3341                         msg_print("¥Ñ¥¿¡¼¥ó¤Î¾å¤ÏÀµ¤·¤¤½ç½ø¤ÇÊ⤫¤Í¤Ð¤Ê¤ê¤Þ¤»¤ó¡£");
3342 #else
3343                         msg_print("You must walk the Pattern in correct order.");
3344 #endif
3345
3346                         return FALSE;
3347                 }
3348         }
3349         else if ((cave[c_y][c_x].feat == FEAT_PATTERN_OLD) ||
3350                  (cave[c_y][c_x].feat == FEAT_PATTERN_END) ||
3351                  (cave[c_y][c_x].feat == FEAT_PATTERN_XTRA2))
3352         {
3353                 if (!pattern_tile(n_y, n_x))
3354                 {
3355 #ifdef JP
3356                         msg_print("¥Ñ¥¿¡¼¥ó¤òƧ¤ß³°¤·¤Æ¤Ï¤¤¤±¤Þ¤»¤ó¡£");
3357 #else
3358                         msg_print("You may not step off from the Pattern.");
3359 #endif
3360
3361                         return FALSE;
3362                 }
3363                 else
3364                 {
3365                         return TRUE;
3366                 }
3367         }
3368         else
3369         {
3370                 if (!pattern_tile(c_y, c_x))
3371                 {
3372 #ifdef JP
3373                         msg_print("¥Ñ¥¿¡¼¥ó¤Î¾å¤òÊ⤯¤Ë¤Ï¥¹¥¿¡¼¥ÈÃÏÅÀ¤«¤éÊ⤭»Ï¤á¤Ê¤¯¤Æ¤Ï¤Ê¤ê¤Þ¤»¤ó¡£");
3374 #else
3375                         msg_print("You must start walking the Pattern from the startpoint.");
3376 #endif
3377
3378                         return FALSE;
3379                 }
3380                 else
3381                 {
3382                         byte ok_move = FEAT_PATTERN_START;
3383                         switch (cave[c_y][c_x].feat)
3384                         {
3385                                 case FEAT_PATTERN_1:
3386                                         ok_move = FEAT_PATTERN_2;
3387                                         break;
3388                                 case FEAT_PATTERN_2:
3389                                         ok_move = FEAT_PATTERN_3;
3390                                         break;
3391                                 case FEAT_PATTERN_3:
3392                                         ok_move = FEAT_PATTERN_4;
3393                                         break;
3394                                 case FEAT_PATTERN_4:
3395                                         ok_move = FEAT_PATTERN_1;
3396                                         break;
3397                                 default:
3398                                         if (p_ptr->wizard)
3399 #ifdef JP
3400                                                 msg_format("¤ª¤«¤·¤Ê¥Ñ¥¿¡¼¥óÊâ¹Ô¡¢%d¡£", cave[c_y][c_x].feat);
3401 #else
3402                                                 msg_format("Funny Pattern walking, %d.", cave[c_y][c_x].feat);
3403 #endif
3404
3405                                         return TRUE; /* Goof-up */
3406                         }
3407
3408                         if ((cave[n_y][n_x].feat == ok_move) ||
3409                             (cave[n_y][n_x].feat == cave[c_y][c_x].feat))
3410                                 return TRUE;
3411                         else
3412                         {
3413                                 if (!pattern_tile(n_y, n_x))
3414 #ifdef JP
3415                                         msg_print("¥Ñ¥¿¡¼¥ó¤òƧ¤ß³°¤·¤Æ¤Ï¤¤¤±¤Þ¤»¤ó¡£");
3416 #else
3417                                         msg_print("You may not step off from the Pattern.");
3418 #endif
3419
3420                                 else
3421 #ifdef JP
3422                                         msg_print("¥Ñ¥¿¡¼¥ó¤Î¾å¤ÏÀµ¤·¤¤½ç½ø¤ÇÊ⤫¤Í¤Ð¤Ê¤ê¤Þ¤»¤ó¡£");
3423 #else
3424                                         msg_print("You must walk the Pattern in correct order.");
3425 #endif
3426
3427
3428                                 return FALSE;
3429                         }
3430                 }
3431         }
3432 }
3433
3434
3435
3436 bool player_can_enter(byte feature)
3437 {
3438         switch (feature)
3439         {
3440         case FEAT_DOOR_HEAD: /* Nasty hack -- Doors */
3441         case FEAT_DOOR_HEAD + 0x01:
3442         case FEAT_DOOR_HEAD + 0x02:
3443         case FEAT_DOOR_HEAD + 0x03:
3444         case FEAT_DOOR_HEAD + 0x04:
3445         case FEAT_DOOR_HEAD + 0x05:
3446         case FEAT_DOOR_HEAD + 0x06:
3447         case FEAT_DOOR_HEAD + 0x07:
3448         case FEAT_DOOR_HEAD + 0x08:
3449         case FEAT_DOOR_HEAD + 0x09:
3450         case FEAT_DOOR_HEAD + 0x0a:
3451         case FEAT_DOOR_HEAD + 0x0b:
3452         case FEAT_DOOR_HEAD + 0x0c:
3453         case FEAT_DOOR_HEAD + 0x0d:
3454         case FEAT_DOOR_HEAD + 0x0e:
3455         case FEAT_DOOR_TAIL: /* Equals FEAT_DOOR_HEAD + 0x0f */
3456         case FEAT_SECRET:
3457         case FEAT_RUBBLE:
3458         case FEAT_MAGMA:
3459         case FEAT_QUARTZ:
3460         case FEAT_MAGMA_H:
3461         case FEAT_QUARTZ_H:
3462         case FEAT_MAGMA_K:
3463         case FEAT_QUARTZ_K:
3464         case FEAT_WALL_EXTRA:
3465         case FEAT_WALL_INNER:
3466         case FEAT_WALL_OUTER:
3467         case FEAT_WALL_SOLID:
3468                 /* Player can not walk through "walls" unless in Shadow Form */
3469                 return p_ptr->wraith_form || p_ptr->pass_wall || p_ptr->kabenuke;
3470
3471         case FEAT_PERM_EXTRA:
3472         case FEAT_PERM_INNER:
3473         case FEAT_PERM_OUTER:
3474         case FEAT_PERM_SOLID:
3475         case FEAT_PATTERN_START:
3476         case FEAT_PATTERN_1:
3477         case FEAT_PATTERN_2:
3478         case FEAT_PATTERN_3:
3479         case FEAT_PATTERN_4:
3480         case FEAT_PATTERN_END:
3481         case FEAT_PATTERN_OLD:
3482         case FEAT_PATTERN_XTRA1:
3483         case FEAT_PATTERN_XTRA2:
3484                 return FALSE;
3485
3486         case FEAT_DARK_PIT:
3487                 return p_ptr->ffall;
3488
3489         case FEAT_MOUNTAIN:
3490                 return !dun_level && p_ptr->ffall;
3491         }
3492
3493         /* Assume okay */
3494         return TRUE;
3495 }
3496
3497
3498 /*
3499  * Get feature string which blocks your way
3500  */
3501 static cptr blocking_feat_name(byte feat)
3502 {
3503         switch (feat)
3504         {
3505 #ifdef JP
3506         case FEAT_TREES: return "ÌÚ";
3507         case FEAT_MOUNTAIN: return "»³";
3508         default: return "ÊÉ";
3509 #else
3510         case FEAT_TREES: return "tree";
3511         case FEAT_MOUNTAIN: return "mountain";
3512         default: return "wall";
3513 #endif
3514         }
3515 }
3516
3517
3518 /*
3519  * Move player in the given direction, with the given "pickup" flag.
3520  *
3521  * This routine should (probably) always induce energy expenditure.
3522  *
3523  * Note that moving will *always* take a turn, and will *always* hit
3524  * any monster which might be in the destination grid.  Previously,
3525  * moving into walls was "free" and did NOT hit invisible monsters.
3526  */
3527 void move_player(int dir, int do_pickup, bool break_trap)
3528 {
3529         int y, x;
3530
3531         cave_type *c_ptr;
3532         monster_type *m_ptr;
3533
3534         monster_type *riding_m_ptr = &m_list[p_ptr->riding];
3535         monster_race *riding_r_ptr = &r_info[p_ptr->riding ? riding_m_ptr->r_idx : 0]; /* Paranoia */
3536
3537         char m_name[80];
3538
3539         bool p_can_pass_walls = FALSE;
3540         bool stormbringer = FALSE;
3541
3542         bool oktomove = TRUE;
3543         bool do_past = FALSE;
3544
3545         /* Find the result of moving */
3546         y = py + ddy[dir];
3547         x = px + ddx[dir];
3548
3549         /* Examine the destination */
3550         c_ptr = &cave[y][x];
3551
3552         /* Exit the area */
3553         if (!dun_level && !p_ptr->wild_mode &&
3554                 ((x == 0) || (x == MAX_WID - 1) ||
3555                  (y == 0) || (y == MAX_HGT - 1)))
3556         {
3557                 /* Can the player enter the grid? */
3558                 if (c_ptr->mimic && player_can_enter(c_ptr->mimic))
3559                 {
3560                         /* Hack: move to new area */
3561                         if ((y == 0) && (x == 0))
3562                         {
3563                                 p_ptr->wilderness_y--;
3564                                 p_ptr->wilderness_x--;
3565                                 p_ptr->oldpy = cur_hgt - 2;
3566                                 p_ptr->oldpx = cur_wid - 2;
3567                                 ambush_flag = FALSE;
3568                         }
3569
3570                         else if ((y == 0) && (x == MAX_WID - 1))
3571                         {
3572                                 p_ptr->wilderness_y--;
3573                                 p_ptr->wilderness_x++;
3574                                 p_ptr->oldpy = cur_hgt - 2;
3575                                 p_ptr->oldpx = 1;
3576                                 ambush_flag = FALSE;
3577                         }
3578
3579                         else if ((y == MAX_HGT - 1) && (x == 0))
3580                         {
3581                                 p_ptr->wilderness_y++;
3582                                 p_ptr->wilderness_x--;
3583                                 p_ptr->oldpy = 1;
3584                                 p_ptr->oldpx = cur_wid - 2;
3585                                 ambush_flag = FALSE;
3586                         }
3587
3588                         else if ((y == MAX_HGT - 1) && (x == MAX_WID - 1))
3589                         {
3590                                 p_ptr->wilderness_y++;
3591                                 p_ptr->wilderness_x++;
3592                                 p_ptr->oldpy = 1;
3593                                 p_ptr->oldpx = 1;
3594                                 ambush_flag = FALSE;
3595                         }
3596
3597                         else if (y == 0)
3598                         {
3599                                 p_ptr->wilderness_y--;
3600                                 p_ptr->oldpy = cur_hgt - 2;
3601                                 p_ptr->oldpx = x;
3602                                 ambush_flag = FALSE;
3603                         }
3604
3605                         else if (y == MAX_HGT - 1)
3606                         {
3607                                 p_ptr->wilderness_y++;
3608                                 p_ptr->oldpy = 1;
3609                                 p_ptr->oldpx = x;
3610                                 ambush_flag = FALSE;
3611                         }
3612
3613                         else if (x == 0)
3614                         {
3615                                 p_ptr->wilderness_x--;
3616                                 p_ptr->oldpx = cur_wid - 2;
3617                                 p_ptr->oldpy = y;
3618                                 ambush_flag = FALSE;
3619                         }
3620
3621                         else if (x == MAX_WID - 1)
3622                         {
3623                                 p_ptr->wilderness_x++;
3624                                 p_ptr->oldpx = 1;
3625                                 p_ptr->oldpy = y;
3626                                 ambush_flag = FALSE;
3627                         }
3628
3629                         p_ptr->leaving = TRUE;
3630                         energy_use = 100;
3631
3632                         return;
3633                 }
3634
3635                 /* "Blocked" message appears later */
3636                 /* oktomove = FALSE; */
3637         }
3638
3639         /* Get the monster */
3640         m_ptr = &m_list[c_ptr->m_idx];
3641
3642
3643         if (inventory[INVEN_RARM].name1 == ART_STORMBRINGER) stormbringer = TRUE;
3644         if (inventory[INVEN_LARM].name1 == ART_STORMBRINGER) stormbringer = TRUE;
3645
3646         /* Player can not walk through "walls"... */
3647         /* unless in Shadow Form */
3648         if (p_ptr->wraith_form || p_ptr->pass_wall || p_ptr->kabenuke)
3649                 p_can_pass_walls = TRUE;
3650         if ((c_ptr->feat >= FEAT_PERM_EXTRA) && (c_ptr->feat <= FEAT_PERM_SOLID))
3651         {
3652                 p_can_pass_walls = FALSE;
3653         }
3654
3655         /* Hack -- attack monsters */
3656         if (c_ptr->m_idx && (m_ptr->ml || cave_floor_bold(y, x) || p_can_pass_walls))
3657         {
3658                 monster_race *r_ptr = &r_info[m_ptr->r_idx];
3659
3660                 /* Attack -- only if we can see it OR it is not in a wall */
3661                 if (!is_hostile(m_ptr) &&
3662                     !(p_ptr->confused || p_ptr->image || !m_ptr->ml || p_ptr->stun ||
3663                     ((p_ptr->muta2 & MUT2_BERS_RAGE) && p_ptr->shero)) &&
3664                     (pattern_seq(py, px, y, x)) &&
3665                     ((cave_floor_bold(y, x)) || (c_ptr->feat == FEAT_TREES) || (p_can_pass_walls)))
3666                 {
3667                         m_ptr->csleep = 0;
3668                         if (r_ptr->flags7 & RF7_HAS_LD_MASK) p_ptr->update |= (PU_MON_LITE);
3669
3670                         /* Extract monster name (or "it") */
3671                         monster_desc(m_name, m_ptr, 0);
3672
3673                         /* Auto-Recall if possible and visible */
3674                         if (m_ptr->ml) monster_race_track(m_ptr->ap_r_idx);
3675
3676                         /* Track a new monster */
3677                         if (m_ptr->ml) health_track(c_ptr->m_idx);
3678
3679                         /* displace? */
3680                         if ((stormbringer && (randint1(1000) > 666)) || (p_ptr->pclass == CLASS_BERSERKER))
3681                         {
3682                                 py_attack(y, x, 0);
3683                                 oktomove = FALSE;
3684                         }
3685                         else if (monster_can_cross_terrain(cave[py][px].feat, r_ptr) &&
3686                                  (cave_floor_bold(py, px) || cave[py][px].feat == FEAT_TREES ||
3687                                   (r_ptr->flags2 & RF2_PASS_WALL)))
3688                         {
3689                                 do_past = TRUE;
3690                         }
3691                         else
3692                         {
3693 #ifdef JP
3694                                 msg_format("%^s¤¬¼ÙËâ¤À¡ª", m_name);
3695 #else
3696                                 msg_format("%^s is in your way!", m_name);
3697 #endif
3698
3699                                 energy_use = 0;
3700                                 oktomove = FALSE;
3701                         }
3702
3703                         /* now continue on to 'movement' */
3704                 }
3705                 else
3706                 {
3707                         py_attack(y, x, 0);
3708                         oktomove = FALSE;
3709                 }
3710         }
3711
3712         if (!oktomove)
3713         {
3714         }
3715
3716         else if ((c_ptr->feat == FEAT_DARK_PIT) && !p_ptr->ffall)
3717         {
3718 #ifdef JP
3719                 msg_print("Îö¤±Ìܤò²£Àڤ뤳¤È¤Ï¤Ç¤­¤Þ¤»¤ó¡£");
3720 #else
3721                 msg_print("You can't cross the chasm.");
3722 #endif
3723
3724                 energy_use = 0;
3725                 running = 0;
3726                 oktomove = FALSE;
3727         }
3728
3729         else if (c_ptr->feat == FEAT_MOUNTAIN)
3730         {
3731                 if (dun_level || !p_ptr->ffall)
3732                 {
3733 #ifdef JP
3734                         msg_print("»³¤Ë¤ÏÅФì¤Þ¤»¤ó¡ª");
3735 #else
3736                         msg_print("You can't climb the mountains!");
3737 #endif
3738
3739                         running = 0;
3740                         energy_use = 0;
3741                         oktomove = FALSE;
3742                 }
3743         }
3744         /*
3745          * Player can move through trees and
3746          * has effective -10 speed
3747          * Rangers can move without penality
3748          */
3749         else if (c_ptr->feat == FEAT_TREES)
3750         {
3751                 oktomove = TRUE;
3752                 if ((p_ptr->pclass != CLASS_RANGER) && !p_ptr->ffall) energy_use *= 2;
3753         }
3754
3755         else if ((c_ptr->feat >= FEAT_QUEST_ENTER) &&
3756                 (c_ptr->feat <= FEAT_QUEST_EXIT))
3757         {
3758                 oktomove = TRUE;
3759         }
3760
3761 #ifdef ALLOW_EASY_DISARM /* TNB */
3762
3763         /* Disarm a visible trap */
3764         else if ((do_pickup != easy_disarm) && is_known_trap(c_ptr))
3765         {
3766                 bool ignore = FALSE;
3767                 switch (c_ptr->feat)
3768                 {
3769                         case FEAT_TRAP_TRAPDOOR:
3770                         case FEAT_TRAP_PIT:
3771                         case FEAT_TRAP_SPIKED_PIT:
3772                         case FEAT_TRAP_POISON_PIT:
3773                                 if (p_ptr->ffall) ignore = TRUE;
3774                                 break;
3775                         case FEAT_TRAP_TELEPORT:
3776                                 if (p_ptr->anti_tele) ignore = TRUE;
3777                                 break;
3778                         case FEAT_TRAP_FIRE:
3779                                 if (p_ptr->immune_fire) ignore = TRUE;
3780                                 break;
3781                         case FEAT_TRAP_ACID:
3782                                 if (p_ptr->immune_acid) ignore = TRUE;
3783                                 break;
3784                         case FEAT_TRAP_BLIND:
3785                                 if (p_ptr->resist_blind) ignore = TRUE;
3786                                 break;
3787                         case FEAT_TRAP_CONFUSE:
3788                                 if (p_ptr->resist_conf) ignore = TRUE;
3789                                 break;
3790                         case FEAT_TRAP_POISON:
3791                                 if (p_ptr->resist_pois) ignore = TRUE;
3792                                 break;
3793                         case FEAT_TRAP_SLEEP:
3794                                 if (p_ptr->free_act) ignore = TRUE;
3795                                 break;
3796                 }
3797
3798                 if (!ignore)
3799                 {
3800                         (void)do_cmd_disarm_aux(y, x, dir);
3801                         return;
3802                 }
3803         }
3804
3805 #endif /* ALLOW_EASY_DISARM -- TNB */
3806         else if (p_ptr->riding && (riding_r_ptr->flags1 & RF1_NEVER_MOVE))
3807         {
3808 #ifdef JP
3809                 msg_print("Æ°¤±¤Ê¤¤¡ª");
3810 #else
3811                 msg_print("Can't move!");
3812 #endif
3813                 energy_use = 0;
3814                 oktomove = FALSE;
3815                 disturb(0, 0);
3816         }
3817
3818         else if (p_ptr->riding && riding_m_ptr->monfear)
3819         {
3820                 char m_name[80];
3821
3822                 /* Acquire the monster name */
3823                 monster_desc(m_name, riding_m_ptr, 0);
3824
3825                 /* Dump a message */
3826 #ifdef JP
3827                 msg_format("%s¤¬¶²Éݤ·¤Æ¤¤¤ÆÀ©¸æ¤Ç¤­¤Ê¤¤¡£", m_name);
3828 #else
3829                 msg_format("%^s is too scared to control.", m_name);
3830 #endif
3831                 oktomove = FALSE;
3832                 disturb(0, 0);
3833         }
3834
3835         else if (p_ptr->riding && p_ptr->riding_ryoute)
3836         {
3837                 oktomove = FALSE;
3838                 disturb(0, 0);
3839         }
3840
3841         else if ((p_ptr->riding && (riding_r_ptr->flags7 & RF7_AQUATIC)) && (c_ptr->feat != FEAT_SHAL_WATER) && (c_ptr->feat != FEAT_DEEP_WATER))
3842         {
3843 #ifdef JP
3844                 msg_print("Φ¾å¤Ë¾å¤¬¤ì¤Ê¤¤¡£");
3845 #else
3846                 msg_print("Can't land.");
3847 #endif
3848                 energy_use = 0;
3849                 oktomove = FALSE;
3850                 disturb(0, 0);
3851         }
3852
3853         else if ((p_ptr->riding && !(riding_r_ptr->flags7 & (RF7_AQUATIC | RF7_CAN_SWIM | RF7_CAN_FLY))) && (c_ptr->feat == FEAT_DEEP_WATER))
3854         {
3855 #ifdef JP
3856                 msg_print("¿å¾å¤Ë¹Ô¤±¤Ê¤¤¡£");
3857 #else
3858                 msg_print("Can't swim.");
3859 #endif
3860                 energy_use = 0;
3861                 oktomove = FALSE;
3862                 disturb(0, 0);
3863         }
3864
3865         else if ((p_ptr->riding && (riding_r_ptr->flags2 & RF2_AURA_FIRE) && !(riding_r_ptr->flags7 & RF7_CAN_FLY)) && (c_ptr->feat == FEAT_SHAL_WATER))
3866         {
3867 #ifdef JP
3868                 msg_print("¿å¾å¤Ë¹Ô¤±¤Ê¤¤¡£");
3869 #else
3870                 msg_print("Can't swim.");
3871 #endif
3872                 energy_use = 0;
3873                 oktomove = FALSE;
3874                 disturb(0, 0);
3875         }
3876
3877         else if ((p_ptr->riding && !(riding_r_ptr->flags7 & RF7_CAN_FLY) && !(riding_r_ptr->flagsr & RFR_EFF_IM_FIRE_MASK)) && ((c_ptr->feat == FEAT_SHAL_LAVA) || (c_ptr->feat == FEAT_DEEP_LAVA)))
3878         {
3879 #ifdef JP
3880                 msg_print("ÍÏ´ä¤Î¾å¤Ë¹Ô¤±¤Ê¤¤¡£");
3881 #else
3882                 msg_print("Too hot to go through.");
3883 #endif
3884                 energy_use = 0;
3885                 oktomove = FALSE;
3886                 disturb(0, 0);
3887         }
3888
3889         else if (p_ptr->riding && riding_m_ptr->stunned && one_in_(2))
3890         {
3891                 char m_name[80];
3892                 monster_desc(m_name, riding_m_ptr, 0);
3893 #ifdef JP
3894                 msg_format("%s¤¬Û¯Û°¤È¤·¤Æ¤¤¤Æ¤¦¤Þ¤¯Æ°¤±¤Ê¤¤¡ª",m_name);
3895 #else
3896                 msg_format("You cannot control stunned %s!",m_name);
3897 #endif
3898                 oktomove = FALSE;
3899                 disturb(0, 0);
3900         }
3901
3902         /* Player can not walk through "walls" unless in wraith form...*/
3903         else if ((!cave_floor_bold(y, x)) &&
3904                 (!p_can_pass_walls))
3905         {
3906                 /* Feature code (applying "mimic" field) */
3907                 byte feat = get_feat_mimic(c_ptr);
3908
3909                 oktomove = FALSE;
3910
3911                 /* Disturb the player */
3912                 disturb(0, 0);
3913
3914                 /* Notice things in the dark */
3915                 if ((!(c_ptr->info & (CAVE_MARK))) &&
3916                     (p_ptr->blind || !(c_ptr->info & (CAVE_LITE))))
3917                 {
3918                         /* Rubble */
3919                         if (feat == FEAT_RUBBLE)
3920                         {
3921 #ifdef JP
3922                                 msg_print("´äÀФ¬¹Ô¤¯¼ê¤ò¤Ï¤Ð¤ó¤Ç¤¤¤ë¤è¤¦¤À¡£");
3923 #else
3924                                 msg_print("You feel some rubble blocking your way.");
3925 #endif
3926
3927                                 c_ptr->info |= (CAVE_MARK);
3928                                 lite_spot(y, x);
3929                         }
3930
3931                         /* Closed door */
3932                         else if (is_closed_door(feat))
3933                         {
3934 #ifdef JP
3935                                 msg_print("¥É¥¢¤¬¹Ô¤¯¼ê¤ò¤Ï¤Ð¤ó¤Ç¤¤¤ë¤è¤¦¤À¡£");
3936 #else
3937                                 msg_print("You feel a closed door blocking your way.");
3938 #endif
3939
3940                                 c_ptr->info |= (CAVE_MARK);
3941                                 lite_spot(y, x);
3942                         }
3943
3944                         /* Boundary floor mimic */
3945                         else if (boundary_floor_grid(c_ptr))
3946                         {
3947 #ifdef JP
3948                                 msg_print("¤½¤ì°Ê¾åÀè¤Ë¤Ï¿Ê¤á¤Ê¤¤¤è¤¦¤À¡£");
3949 #else
3950                                 msg_print("You feel you cannot go any more.");
3951 #endif
3952                         }
3953
3954                         /* Wall (or secret door) */
3955                         else
3956                         {
3957 #ifdef JP
3958                                 msg_format("%s¤¬¹Ô¤¯¼ê¤ò¤Ï¤Ð¤ó¤Ç¤¤¤ë¤è¤¦¤À¡£", blocking_feat_name(feat));
3959 #else
3960                                 msg_format("You feel a %s blocking your way.", blocking_feat_name(feat));
3961 #endif
3962
3963                                 c_ptr->info |= (CAVE_MARK);
3964                                 lite_spot(y, x);
3965                         }
3966                 }
3967
3968                 /* Notice things */
3969                 else
3970                 {
3971                         /* Rubble */
3972                         if (feat == FEAT_RUBBLE)
3973                         {
3974 #ifdef JP
3975                                 msg_print("´äÀФ¬¹Ô¤¯¼ê¤ò¤Ï¤Ð¤ó¤Ç¤¤¤ë¡£");
3976 #else
3977                                 msg_print("There is rubble blocking your way.");
3978 #endif
3979
3980                                 if (!(p_ptr->confused || p_ptr->stun || p_ptr->image))
3981                                         energy_use = 0;
3982
3983                                 /*
3984                                  * Well, it makes sense that you lose time bumping into
3985                                  * a wall _if_ you are confused, stunned or blind; but
3986                                  * typing mistakes should not cost you a turn...
3987                                  */
3988                         }
3989                         /* Closed doors */
3990                         else if (is_closed_door(feat))
3991                         {
3992 #ifdef ALLOW_EASY_OPEN
3993
3994                                 if (easy_open && easy_open_door(y, x)) return;
3995
3996 #endif /* ALLOW_EASY_OPEN */
3997
3998 #ifdef JP
3999                                 msg_print("¥É¥¢¤¬¹Ô¤¯¼ê¤ò¤Ï¤Ð¤ó¤Ç¤¤¤ë¡£");
4000 #else
4001                                 msg_print("There is a closed door blocking your way.");
4002 #endif
4003
4004                                 if (!(p_ptr->confused || p_ptr->stun || p_ptr->image))
4005                                         energy_use = 0;
4006                         }
4007
4008                         /* Boundary floor mimic */
4009                         else if (boundary_floor_grid(c_ptr))
4010                         {
4011 #ifdef JP
4012                                 msg_print("¤½¤ì°Ê¾åÀè¤Ë¤Ï¿Ê¤á¤Ê¤¤¡£");
4013 #else
4014                                 msg_print("You cannot go any more.");
4015 #endif
4016
4017                                 if (!(p_ptr->confused || p_ptr->stun || p_ptr->image))
4018                                         energy_use = 0;
4019                         }
4020
4021                         /* Wall (or secret door) */
4022                         else
4023                         {
4024 #ifdef JP
4025                                 msg_format("%s¤¬¹Ô¤¯¼ê¤ò¤Ï¤Ð¤ó¤Ç¤¤¤ë¡£", blocking_feat_name(feat));
4026 #else
4027                                 msg_format("There is a %s blocking your way.", blocking_feat_name(feat));
4028 #endif
4029
4030                                 if (!(p_ptr->confused || p_ptr->stun || p_ptr->image))
4031                                         energy_use = 0;
4032                         }
4033                 }
4034
4035                 /* Sound */
4036                 if (!boundary_floor_grid(c_ptr)) sound(SOUND_HITWALL);
4037         }
4038
4039         /* Normal movement */
4040         if (!pattern_seq(py, px, y, x))
4041         {
4042                 if (!(p_ptr->confused || p_ptr->stun || p_ptr->image))
4043                 {
4044                         energy_use = 0;
4045                 }
4046
4047                 /* To avoid a loop with running */
4048                 disturb(0, 0);
4049
4050                 oktomove = FALSE;
4051         }
4052
4053         /* Normal movement */
4054         if (oktomove)
4055         {
4056                 int oy, ox;
4057
4058                 if (p_ptr->warning)
4059                 {
4060                         if(!process_warning(x, y))
4061                         {
4062                                 energy_use = 25;
4063                                 return;
4064                         }
4065                 }
4066
4067                 /* Hack -- For moving monster or riding player's moving */
4068                 cave[py][px].m_idx = c_ptr->m_idx;
4069                 c_ptr->m_idx = 0;
4070
4071                 if (do_past)
4072                 {
4073 #ifdef JP
4074                         msg_format("%s¤ò²¡¤·Âऱ¤¿¡£", m_name);
4075 #else
4076                         msg_format("You push past %s.", m_name);
4077 #endif
4078
4079                         m_ptr->fy = py;
4080                         m_ptr->fx = px;
4081                         update_mon(cave[py][px].m_idx, TRUE);
4082                 }
4083
4084                 /* Change oldpx and oldpy to place the player well when going back to big mode */
4085                 if (p_ptr->wild_mode)
4086                 {
4087                         if(ddy[dir] > 0)  p_ptr->oldpy = 1;
4088                         if(ddy[dir] < 0)  p_ptr->oldpy = MAX_HGT - 2;
4089                         if(ddy[dir] == 0) p_ptr->oldpy = MAX_HGT / 2;
4090                         if(ddx[dir] > 0)  p_ptr->oldpx = 1;
4091                         if(ddx[dir] < 0)  p_ptr->oldpx = MAX_WID - 2;
4092                         if(ddx[dir] == 0) p_ptr->oldpx = MAX_WID / 2;
4093                 }
4094
4095                 /* Save old location */
4096                 oy = py;
4097                 ox = px;
4098
4099                 /* Move the player */
4100                 py = y;
4101                 px = x;
4102
4103                 if (music_singing(MUSIC_WALL))
4104                 {
4105                         project(0, 0, py, px,
4106                                 (60 + p_ptr->lev), GF_DISINTEGRATE, PROJECT_KILL | PROJECT_ITEM, -1);
4107                 }
4108                 else if (p_ptr->kill_wall || (p_ptr->riding && (riding_r_ptr->flags2 & RF2_KILL_WALL)))
4109                 {
4110                         if (!cave_floor_bold(py, px) && cave_valid_bold(py, px) &&
4111                                 (cave[py][px].feat < FEAT_PATTERN_START ||
4112                                  cave[py][px].feat > FEAT_PATTERN_XTRA2) &&
4113                                 (cave[py][px].feat < FEAT_DEEP_WATER ||
4114                                  cave[py][px].feat > FEAT_GRASS))
4115                         {
4116                                 /* Forget the wall */
4117                                 cave[py][px].info &= ~(CAVE_MARK);
4118
4119                                 if (cave[py][px].feat == FEAT_TREES)
4120                                         cave_set_feat(py, px, FEAT_GRASS);
4121                                 else
4122                                         cave_set_feat(py, px, floor_type[randint0(100)]);
4123                         }
4124
4125                         /* Update some things -- similar to GF_KILL_WALL */
4126                         p_ptr->update |= (PU_VIEW | PU_LITE | PU_FLOW | PU_MONSTERS | PU_MON_LITE);
4127                 }
4128
4129                 /* Remove "unsafe" flag */
4130                 if ((!p_ptr->blind && !no_lite()) || !is_trap(c_ptr->feat)) c_ptr->info &= ~(CAVE_UNSAFE);
4131
4132                 if (p_ptr->riding)
4133                 {
4134                         riding_m_ptr->fy = py;
4135                         riding_m_ptr->fx = px;
4136                         cave[py][px].m_idx = p_ptr->riding;
4137                         update_mon(p_ptr->riding, TRUE);
4138                 }
4139
4140                 /* Redraw new spot */
4141                 lite_spot(py, px);
4142
4143                 /* Redraw old spot */
4144                 lite_spot(oy, ox);
4145
4146                 /* Sound */
4147                 /* sound(SOUND_WALK); */
4148
4149                 /* Check for new panel (redraw map) */
4150                 verify_panel();
4151
4152                 /* For get everything when requested hehe I'm *NASTY* */
4153                 if (dun_level && (d_info[dungeon_type].flags1 & DF1_FORGET))
4154                 {
4155                         wiz_dark();
4156                 }
4157
4158                 if ((p_ptr->pclass == CLASS_NINJA))
4159                 {
4160                         if (c_ptr->info & (CAVE_GLOW)) set_superstealth(FALSE);
4161                         else if (p_ptr->cur_lite <= 0) set_superstealth(TRUE);
4162                 }
4163                 if ((p_ptr->action == ACTION_HAYAGAKE) && !cave_floor_bold(py, px))
4164                 {
4165 #ifdef JP
4166                         msg_print("¤³¤³¤Ç¤ÏÁÇÁ᤯ư¤±¤Ê¤¤¡£");
4167 #else
4168                         msg_print("You cannot run in wall.");
4169 #endif
4170                         set_action(ACTION_NONE);
4171                 }
4172
4173                 /* Update stuff */
4174                 p_ptr->update |= (PU_VIEW | PU_LITE | PU_FLOW | PU_MON_LITE);
4175
4176                 /* Update the monsters */
4177                 p_ptr->update |= (PU_DISTANCE);
4178
4179                 /* Window stuff */
4180                 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
4181
4182                 /* Spontaneous Searching */
4183                 if ((p_ptr->skill_fos >= 50) ||
4184                     (0 == randint0(50 - p_ptr->skill_fos)))
4185                 {
4186                         search();
4187                 }
4188
4189                 /* Continuous Searching */
4190                 if (p_ptr->action == ACTION_SEARCH)
4191                 {
4192                         search();
4193                 }
4194
4195                 /* Handle "objects" */
4196
4197 #ifdef ALLOW_EASY_DISARM /* TNB */
4198
4199                 carry(do_pickup != always_pickup);
4200
4201 #else /* ALLOW_EASY_DISARM -- TNB */
4202
4203                 carry(do_pickup);
4204
4205 #endif /* ALLOW_EASY_DISARM -- TNB */
4206
4207                 /* Handle "store doors" */
4208                 if (((c_ptr->feat >= FEAT_SHOP_HEAD) &&
4209                     (c_ptr->feat <= FEAT_SHOP_TAIL)) ||
4210                     (c_ptr->feat == FEAT_MUSEUM))
4211                 {
4212                         /* Disturb */
4213                         disturb(0, 0);
4214
4215                         energy_use = 0;
4216                         /* Hack -- Enter store */
4217                         command_new = SPECIAL_KEY_STORE;
4218                 }
4219
4220                 /* Handle "building doors" -KMW- */
4221                 else if ((c_ptr->feat >= FEAT_BLDG_HEAD) &&
4222                     (c_ptr->feat <= FEAT_BLDG_TAIL))
4223                 {
4224                         /* Disturb */
4225                         disturb(0, 0);
4226
4227                         energy_use = 0;
4228                         /* Hack -- Enter building */
4229                         command_new = SPECIAL_KEY_BUILDING;
4230                 }
4231
4232                 /* Handle quest areas -KMW- */
4233                 else if (c_ptr->feat == FEAT_QUEST_ENTER)
4234                 {
4235                         /* Disturb */
4236                         disturb(0, 0);
4237
4238                         energy_use = 0;
4239                         /* Hack -- Enter quest level */
4240                         command_new = SPECIAL_KEY_QUEST;
4241                 }
4242
4243                 else if (c_ptr->feat == FEAT_QUEST_EXIT)
4244                 {
4245                         if (quest[p_ptr->inside_quest].type == QUEST_TYPE_FIND_EXIT)
4246                         {
4247                                 if (record_fix_quest) do_cmd_write_nikki(NIKKI_FIX_QUEST_C, p_ptr->inside_quest, NULL);
4248                                 quest[p_ptr->inside_quest].status = QUEST_STATUS_COMPLETED;
4249                                 quest[p_ptr->inside_quest].complev = (byte)p_ptr->lev;
4250 #ifdef JP
4251                                 msg_print("¥¯¥¨¥¹¥È¤òãÀ®¤·¤¿¡ª");
4252 #else
4253                                 msg_print("You accomplished your quest!");
4254 #endif
4255
4256                                 msg_print(NULL);
4257                         }
4258
4259                         leave_quest_check();
4260
4261                         p_ptr->inside_quest = c_ptr->special;
4262                         dun_level = 0;
4263                         p_ptr->oldpx = 0;
4264                         p_ptr->oldpy = 0;
4265
4266                         p_ptr->leaving = TRUE;
4267                 }
4268
4269                 /* Set off a trap */
4270                 else if (is_trap(c_ptr->feat))
4271                 {
4272                         /* Disturb */
4273                         disturb(0, 0);
4274
4275                         /* Hidden trap */
4276                         if (c_ptr->mimic)
4277                         {
4278                                 /* Message */
4279 #ifdef JP
4280                                 msg_print("¥È¥é¥Ã¥×¤À¡ª");
4281 #else
4282                                 msg_print("You found a trap!");
4283 #endif
4284
4285                                 /* Pick a trap */
4286                                 disclose_grid(py, px);
4287                         }
4288
4289                         /* Hit the trap */
4290                         hit_trap(break_trap);
4291                 }
4292
4293                 /* Warn when leaving trap detected region */
4294                 if ((disturb_trap_detect || alert_trap_detect)
4295                     && p_ptr->dtrap && !(cave[py][px].info & CAVE_IN_DETECT))
4296                 {
4297                         /* No duplicate warning */
4298                         p_ptr->dtrap = FALSE;
4299
4300                         /* You are just on the edge */
4301                         if (!(cave[py][px].info & CAVE_UNSAFE))
4302                         {
4303                                 if (alert_trap_detect)
4304                                 {
4305 #ifdef JP
4306                                         msg_print("* Ãí°Õ:¤³¤ÎÀè¤Ï¥È¥é¥Ã¥×¤Î´¶ÃÎÈϰϳ°¤Ç¤¹¡ª *");
4307 #else
4308                                         msg_print("*Leaving trap detect region!*");
4309 #endif
4310                                 }
4311
4312                                 if (disturb_trap_detect)
4313                                 {
4314                                         disturb(0, 0);
4315                                 }
4316                         }
4317                 }
4318         }
4319 }
4320
4321
4322 /*
4323  * Hack -- Check for a "known wall" (see below)
4324  */
4325 static int see_wall(int dir, int y, int x)
4326 {
4327         cave_type   *c_ptr;
4328
4329         /* Get the new location */
4330         y += ddy[dir];
4331         x += ddx[dir];
4332
4333         /* Illegal grids are not known walls */
4334         if (!in_bounds2(y, x)) return (FALSE);
4335
4336         /* Access grid */
4337         c_ptr = &cave[y][x];
4338
4339         /* Must be known to the player */
4340         if (c_ptr->info & (CAVE_MARK))
4341         {
4342                 /* Feature code (applying "mimic" field) */
4343                 byte feat = get_feat_mimic(c_ptr);
4344
4345                 /* Rubble, Magma, Quartz, Wall, Perm wall */
4346                 if (feat >= FEAT_RUBBLE && feat <= FEAT_PERM_SOLID) return TRUE;
4347
4348                 /* Tree */
4349                 if (feat == FEAT_TREES) return TRUE;
4350
4351                 /* Mountain */
4352                 if (feat == FEAT_MOUNTAIN) return TRUE;
4353         }
4354
4355         return FALSE;
4356 }
4357
4358
4359 /*
4360  * Hack -- Check for an "unknown corner" (see below)
4361  */
4362 static int see_nothing(int dir, int y, int x)
4363 {
4364         /* Get the new location */
4365         y += ddy[dir];
4366         x += ddx[dir];
4367
4368         /* Illegal grids are unknown */
4369         if (!in_bounds2(y, x)) return (TRUE);
4370
4371         /* Memorized grids are always known */
4372         if (cave[y][x].info & (CAVE_MARK)) return (FALSE);
4373
4374         /* Non-floor grids are unknown */
4375         if (!cave_floor_bold(y, x)) return (TRUE);
4376
4377         /* Viewable door/wall grids are known */
4378         if (player_can_see_bold(y, x)) return (FALSE);
4379
4380         /* Default */
4381         return (TRUE);
4382 }
4383
4384
4385
4386
4387
4388 /*
4389  * The running algorithm:                       -CJS-
4390  *
4391  * In the diagrams below, the player has just arrived in the
4392  * grid marked as '@', and he has just come from a grid marked
4393  * as 'o', and he is about to enter the grid marked as 'x'.
4394  *
4395  * Of course, if the "requested" move was impossible, then you
4396  * will of course be blocked, and will stop.
4397  *
4398  * Overview: You keep moving until something interesting happens.
4399  * If you are in an enclosed space, you follow corners. This is
4400  * the usual corridor scheme. If you are in an open space, you go
4401  * straight, but stop before entering enclosed space. This is
4402  * analogous to reaching doorways. If you have enclosed space on
4403  * one side only (that is, running along side a wall) stop if
4404  * your wall opens out, or your open space closes in. Either case
4405  * corresponds to a doorway.
4406  *
4407  * What happens depends on what you can really SEE. (i.e. if you
4408  * have no light, then running along a dark corridor is JUST like
4409  * running in a dark room.) The algorithm works equally well in
4410  * corridors, rooms, mine tailings, earthquake rubble, etc, etc.
4411  *
4412  * These conditions are kept in static memory:
4413  * find_openarea         You are in the open on at least one
4414  * side.
4415  * find_breakleft        You have a wall on the left, and will
4416  * stop if it opens
4417  * find_breakright       You have a wall on the right, and will
4418  * stop if it opens
4419  *
4420  * To initialize these conditions, we examine the grids adjacent
4421  * to the grid marked 'x', two on each side (marked 'L' and 'R').
4422  * If either one of the two grids on a given side is seen to be
4423  * closed, then that side is considered to be closed. If both
4424  * sides are closed, then it is an enclosed (corridor) run.
4425  *
4426  * LL           L
4427  * @x          LxR
4428  * RR          @R
4429  *
4430  * Looking at more than just the immediate squares is
4431  * significant. Consider the following case. A run along the
4432  * corridor will stop just before entering the center point,
4433  * because a choice is clearly established. Running in any of
4434  * three available directions will be defined as a corridor run.
4435  * Note that a minor hack is inserted to make the angled corridor
4436  * entry (with one side blocked near and the other side blocked
4437  * further away from the runner) work correctly. The runner moves
4438  * diagonally, but then saves the previous direction as being
4439  * straight into the gap. Otherwise, the tail end of the other
4440  * entry would be perceived as an alternative on the next move.
4441  *
4442  * #.#
4443  * ##.##
4444  * .@x..
4445  * ##.##
4446  * #.#
4447  *
4448  * Likewise, a run along a wall, and then into a doorway (two
4449  * runs) will work correctly. A single run rightwards from @ will
4450  * stop at 1. Another run right and down will enter the corridor
4451  * and make the corner, stopping at the 2.
4452  *
4453  * ##################
4454  * o@x       1
4455  * ########### ######
4456  * #2          #
4457  * #############
4458  *
4459  * After any move, the function area_affect is called to
4460  * determine the new surroundings, and the direction of
4461  * subsequent moves. It examines the current player location
4462  * (at which the runner has just arrived) and the previous
4463  * direction (from which the runner is considered to have come).
4464  *
4465  * Moving one square in some direction places you adjacent to
4466  * three or five new squares (for straight and diagonal moves
4467  * respectively) to which you were not previously adjacent,
4468  * marked as '!' in the diagrams below.
4469  *
4470  *   ...!              ...
4471  *   .o@!  (normal)    .o.!  (diagonal)
4472  *   ...!  (east)      ..@!  (south east)
4473  *                      !!!
4474  *
4475  * You STOP if any of the new squares are interesting in any way:
4476  * for example, if they contain visible monsters or treasure.
4477  *
4478  * You STOP if any of the newly adjacent squares seem to be open,
4479  * and you are also looking for a break on that side. (that is,
4480  * find_openarea AND find_break).
4481  *
4482  * You STOP if any of the newly adjacent squares do NOT seem to be
4483  * open and you are in an open area, and that side was previously
4484  * entirely open.
4485  *
4486  * Corners: If you are not in the open (i.e. you are in a corridor)
4487  * and there is only one way to go in the new squares, then turn in
4488  * that direction. If there are more than two new ways to go, STOP.
4489  * If there are two ways to go, and those ways are separated by a
4490  * square which does not seem to be open, then STOP.
4491  *
4492  * Otherwise, we have a potential corner. There are two new open
4493  * squares, which are also adjacent. One of the new squares is
4494  * diagonally located, the other is straight on (as in the diagram).
4495  * We consider two more squares further out (marked below as ?).
4496  *
4497  * We assign "option" to the straight-on grid, and "option2" to the
4498  * diagonal grid, and "check_dir" to the grid marked 's'.
4499  *
4500  * ##s
4501  * @x?
4502  * #.?
4503  *
4504  * If they are both seen to be closed, then it is seen that no benefit
4505  * is gained from moving straight. It is a known corner.  To cut the
4506  * corner, go diagonally, otherwise go straight, but pretend you
4507  * stepped diagonally into that next location for a full view next
4508  * time. Conversely, if one of the ? squares is not seen to be closed,
4509  * then there is a potential choice. We check to see whether it is a
4510  * potential corner or an intersection/room entrance.  If the square
4511  * two spaces straight ahead, and the space marked with 's' are both
4512  * unknown space, then it is a potential corner and enter if
4513  * find_examine is set, otherwise must stop because it is not a
4514  * corner. (find_examine option is removed and always is TRUE.)
4515  */
4516
4517
4518
4519
4520 /*
4521  * Hack -- allow quick "cycling" through the legal directions
4522  */
4523 static byte cycle[] =
4524 { 1, 2, 3, 6, 9, 8, 7, 4, 1, 2, 3, 6, 9, 8, 7, 4, 1 };
4525
4526 /*
4527  * Hack -- map each direction into the "middle" of the "cycle[]" array
4528  */
4529 static byte chome[] =
4530 { 0, 8, 9, 10, 7, 0, 11, 6, 5, 4 };
4531
4532 /*
4533  * The direction we are running
4534  */
4535 static byte find_current;
4536
4537 /*
4538  * The direction we came from
4539  */
4540 static byte find_prevdir;
4541
4542 /*
4543  * We are looking for open area
4544  */
4545 static bool find_openarea;
4546
4547 /*
4548  * We are looking for a break
4549  */
4550 static bool find_breakright;
4551 static bool find_breakleft;
4552
4553
4554
4555 /*
4556  * Initialize the running algorithm for a new direction.
4557  *
4558  * Diagonal Corridor -- allow diaginal entry into corridors.
4559  *
4560  * Blunt Corridor -- If there is a wall two spaces ahead and
4561  * we seem to be in a corridor, then force a turn into the side
4562  * corridor, must be moving straight into a corridor here. ???
4563  *
4564  * Diagonal Corridor    Blunt Corridor (?)
4565  *       # #                  #
4566  *       #x#                 @x#
4567  *       @p.                  p
4568  */
4569 static void run_init(int dir)
4570 {
4571         int             row, col, deepleft, deepright;
4572         int             i, shortleft, shortright;
4573
4574
4575         /* Save the direction */
4576         find_current = dir;
4577
4578         /* Assume running straight */
4579         find_prevdir = dir;
4580
4581         /* Assume looking for open area */
4582         find_openarea = TRUE;
4583
4584         /* Assume not looking for breaks */
4585         find_breakright = find_breakleft = FALSE;
4586
4587         /* Assume no nearby walls */
4588         deepleft = deepright = FALSE;
4589         shortright = shortleft = FALSE;
4590
4591         p_ptr->run_py = py;
4592         p_ptr->run_px = px;
4593
4594         /* Find the destination grid */
4595         row = py + ddy[dir];
4596         col = px + ddx[dir];
4597
4598         /* Extract cycle index */
4599         i = chome[dir];
4600
4601         /* Check for walls */
4602         if (see_wall(cycle[i+1], py, px))
4603         {
4604                 find_breakleft = TRUE;
4605                 shortleft = TRUE;
4606         }
4607         else if (see_wall(cycle[i+1], row, col))
4608         {
4609                 find_breakleft = TRUE;
4610                 deepleft = TRUE;
4611         }
4612
4613         /* Check for walls */
4614         if (see_wall(cycle[i-1], py, px))
4615         {
4616                 find_breakright = TRUE;
4617                 shortright = TRUE;
4618         }
4619         else if (see_wall(cycle[i-1], row, col))
4620         {
4621                 find_breakright = TRUE;
4622                 deepright = TRUE;
4623         }
4624
4625         /* Looking for a break */
4626         if (find_breakleft && find_breakright)
4627         {
4628                 /* Not looking for open area */
4629                 find_openarea = FALSE;
4630
4631                 /* Hack -- allow angled corridor entry */
4632                 if (dir & 0x01)
4633                 {
4634                         if (deepleft && !deepright)
4635                         {
4636                                 find_prevdir = cycle[i - 1];
4637                         }
4638                         else if (deepright && !deepleft)
4639                         {
4640                                 find_prevdir = cycle[i + 1];
4641                         }
4642                 }
4643
4644                 /* Hack -- allow blunt corridor entry */
4645                 else if (see_wall(cycle[i], row, col))
4646                 {
4647                         if (shortleft && !shortright)
4648                         {
4649                                 find_prevdir = cycle[i - 2];
4650                         }
4651                         else if (shortright && !shortleft)
4652                         {
4653                                 find_prevdir = cycle[i + 2];
4654                         }
4655                 }
4656         }
4657 }
4658
4659
4660 /*
4661  * Update the current "run" path
4662  *
4663  * Return TRUE if the running should be stopped
4664  */
4665 static bool run_test(void)
4666 {
4667         int         prev_dir, new_dir, check_dir = 0;
4668         int         row, col;
4669         int         i, max, inv;
4670         int         option = 0, option2 = 0;
4671         cave_type   *c_ptr;
4672         byte feat;
4673
4674         /* Where we came from */
4675         prev_dir = find_prevdir;
4676
4677
4678         /* Range of newly adjacent grids */
4679         max = (prev_dir & 0x01) + 1;
4680
4681         /* break run when leaving trap detected region */
4682         if ((disturb_trap_detect || alert_trap_detect)
4683             && p_ptr->dtrap && !(cave[py][px].info & CAVE_IN_DETECT))
4684         {
4685                 /* No duplicate warning */
4686                 p_ptr->dtrap = FALSE;
4687
4688                 /* You are just on the edge */
4689                 if (!(cave[py][px].info & CAVE_UNSAFE))
4690                 {
4691                         if (alert_trap_detect)
4692                         {
4693 #ifdef JP
4694                                 msg_print("* Ãí°Õ:¤³¤ÎÀè¤Ï¥È¥é¥Ã¥×¤Î´¶ÃÎÈϰϳ°¤Ç¤¹¡ª *");
4695 #else
4696                                 msg_print("*Leaving trap detect region!*");
4697 #endif
4698                         }
4699
4700                         if (disturb_trap_detect)
4701                         {
4702                                 /* Break Run */
4703                                 return(TRUE);
4704                         }
4705                 }
4706         }
4707
4708         /* Look at every newly adjacent square. */
4709         for (i = -max; i <= max; i++)
4710         {
4711                 s16b this_o_idx, next_o_idx = 0;
4712
4713
4714                 /* New direction */
4715                 new_dir = cycle[chome[prev_dir] + i];
4716
4717                 /* New location */
4718                 row = py + ddy[new_dir];
4719                 col = px + ddx[new_dir];
4720
4721                 /* Access grid */
4722                 c_ptr = &cave[row][col];
4723
4724                 /* Feature code (applying "mimic" field) */
4725                 feat = get_feat_mimic(c_ptr);
4726
4727                 /* Visible monsters abort running */
4728                 if (c_ptr->m_idx)
4729                 {
4730                         monster_type *m_ptr = &m_list[c_ptr->m_idx];
4731
4732                         /* Visible monster */
4733                         if (m_ptr->ml) return (TRUE);
4734                 }
4735
4736                 /* Visible objects abort running */
4737                 for (this_o_idx = c_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
4738                 {
4739                         object_type *o_ptr;
4740
4741                         /* Acquire object */
4742                         o_ptr = &o_list[this_o_idx];
4743
4744                         /* Acquire next object */
4745                         next_o_idx = o_ptr->next_o_idx;
4746
4747                         /* Visible object */
4748                         if (o_ptr->marked) return (TRUE);
4749                 }
4750
4751
4752                 /* Assume unknown */
4753                 inv = TRUE;
4754
4755                 /* Check memorized grids */
4756                 if (c_ptr->info & (CAVE_MARK))
4757                 {
4758                         bool notice = TRUE;
4759
4760                         /* Examine the terrain */
4761                         switch (feat)
4762                         {
4763                                 /* Floors */
4764                                 case FEAT_FLOOR:
4765
4766                                 /* Invis traps */
4767                                 case FEAT_INVIS:
4768
4769                                 /* Normal veins */
4770                                 case FEAT_MAGMA:
4771                                 case FEAT_QUARTZ:
4772
4773                                 /* Hidden treasure */
4774                                 case FEAT_MAGMA_H:
4775                                 case FEAT_QUARTZ_H:
4776
4777                                 /* Known treasure (almost uninteresting) */
4778                                 case FEAT_MAGMA_K:
4779                                 case FEAT_QUARTZ_K:
4780
4781                                 /* Walls */
4782                                 case FEAT_RUBBLE:
4783                                 case FEAT_WALL_EXTRA:
4784                                 case FEAT_WALL_INNER:
4785                                 case FEAT_WALL_OUTER:
4786                                 case FEAT_WALL_SOLID:
4787                                 case FEAT_PERM_EXTRA:
4788                                 case FEAT_PERM_INNER:
4789                                 case FEAT_PERM_OUTER:
4790                                 case FEAT_PERM_SOLID:
4791                                 /* dirt, grass, trees, ... */
4792                                 case FEAT_SHAL_WATER:
4793                                 case FEAT_DIRT:
4794                                 case FEAT_GRASS:
4795                                 case FEAT_DEEP_GRASS:
4796                                 case FEAT_FLOWER:
4797                                 case FEAT_DARK_PIT:
4798                                 case FEAT_TREES:
4799                                 case FEAT_MOUNTAIN:
4800                                 {
4801                                         /* Ignore */
4802                                         notice = FALSE;
4803
4804                                         /* Done */
4805                                         break;
4806                                 }
4807
4808                                 /* quest features */
4809                                 case FEAT_QUEST_ENTER:
4810                                 case FEAT_QUEST_EXIT:
4811                                 {
4812                                         /* Notice */
4813                                         notice = TRUE;
4814
4815                                         /* Done */
4816                                         break;
4817                                 }
4818
4819                                 case FEAT_DEEP_LAVA:
4820                                 case FEAT_SHAL_LAVA:
4821                                 {
4822                                         /* Ignore */
4823                                         if (IS_INVULN() || p_ptr->immune_fire) notice = FALSE;
4824
4825                                         /* Done */
4826                                         break;
4827                                 }
4828
4829                                 case FEAT_DEEP_WATER:
4830                                 {
4831                                         /* Ignore */
4832                                         if (p_ptr->ffall || p_ptr->total_weight<= (((u32b)adj_str_wgt[p_ptr->stat_ind[A_STR]]*(p_ptr->pclass == CLASS_BERSERKER ? 150 : 100))/2)) notice = FALSE;
4833
4834                                         /* Done */
4835                                         break;
4836                                 }
4837
4838                                 /* Open doors */
4839                                 case FEAT_OPEN:
4840                                 case FEAT_BROKEN:
4841                                 {
4842                                         /* Option -- ignore */
4843                                         if (find_ignore_doors) notice = FALSE;
4844
4845                                         /* Done */
4846                                         break;
4847                                 }
4848
4849                                 /* Stairs */
4850                                 case FEAT_LESS:
4851                                 case FEAT_MORE:
4852                                 case FEAT_LESS_LESS:
4853                                 case FEAT_MORE_MORE:
4854                                 case FEAT_ENTRANCE:
4855                                 {
4856                                         /* Option -- ignore */
4857                                         if (find_ignore_stairs) notice = FALSE;
4858
4859                                         /* Done */
4860                                         break;
4861                                 }
4862                         }
4863
4864                         /* Interesting feature */
4865                         if (notice) return (TRUE);
4866
4867                         /* The grid is "visible" */
4868                         inv = FALSE;
4869                 }
4870
4871                 /* Analyze unknown grids and floors considering mimic */
4872                 if (inv || feat_floor(feat))
4873                 {
4874                         /* Looking for open area */
4875                         if (find_openarea)
4876                         {
4877                                 /* Nothing */
4878                         }
4879
4880                         /* The first new direction. */
4881                         else if (!option)
4882                         {
4883                                 option = new_dir;
4884                         }
4885
4886                         /* Three new directions. Stop running. */
4887                         else if (option2)
4888                         {
4889                                 return (TRUE);
4890                         }
4891
4892                         /* Two non-adjacent new directions.  Stop running. */
4893                         else if (option != cycle[chome[prev_dir] + i - 1])
4894                         {
4895                                 return (TRUE);
4896                         }
4897
4898                         /* Two new (adjacent) directions (case 1) */
4899                         else if (new_dir & 0x01)
4900                         {
4901                                 check_dir = cycle[chome[prev_dir] + i - 2];
4902                                 option2 = new_dir;
4903                         }
4904
4905                         /* Two new (adjacent) directions (case 2) */
4906                         else
4907                         {
4908                                 check_dir = cycle[chome[prev_dir] + i + 1];
4909                                 option2 = option;
4910                                 option = new_dir;
4911                         }
4912                 }
4913
4914                 /* Obstacle, while looking for open area */
4915                 else
4916                 {
4917                         if (find_openarea)
4918                         {
4919                                 if (i < 0)
4920                                 {
4921                                         /* Break to the right */
4922                                         find_breakright = TRUE;
4923                                 }
4924
4925                                 else if (i > 0)
4926                                 {
4927                                         /* Break to the left */
4928                                         find_breakleft = TRUE;
4929                                 }
4930                         }
4931                 }
4932         }
4933
4934
4935         /* Looking for open area */
4936         if (find_openarea)
4937         {
4938                 /* Hack -- look again */
4939                 for (i = -max; i < 0; i++)
4940                 {
4941                         new_dir = cycle[chome[prev_dir] + i];
4942
4943                         row = py + ddy[new_dir];
4944                         col = px + ddx[new_dir];
4945
4946                         /* Access grid */
4947                         c_ptr = &cave[row][col];
4948
4949                         /* Feature code (applying "mimic" field) */
4950                         feat = get_feat_mimic(c_ptr);
4951
4952                         /* Unknown grid or non-wall XXX XXX XXX cave_floor_grid(c_ptr)) */
4953                         if (!(c_ptr->info & (CAVE_MARK)) ||
4954                             ((feat <= FEAT_DOOR_TAIL) ||
4955                              (feat == FEAT_FLOWER) ||
4956                              (feat == FEAT_DEEP_GRASS) ||
4957                              ((feat >= FEAT_DEEP_WATER) &&
4958                               (feat <= FEAT_GRASS))))
4959
4960                         {
4961                                 /* Looking to break right */
4962                                 if (find_breakright)
4963                                 {
4964                                         return (TRUE);
4965                                 }
4966                         }
4967
4968                         /* Obstacle */
4969                         else
4970                         {
4971                                 /* Looking to break left */
4972                                 if (find_breakleft)
4973                                 {
4974                                         return (TRUE);
4975                                 }
4976                         }
4977                 }
4978
4979                 /* Hack -- look again */
4980                 for (i = max; i > 0; i--)
4981                 {
4982                         new_dir = cycle[chome[prev_dir] + i];
4983
4984                         row = py + ddy[new_dir];
4985                         col = px + ddx[new_dir];
4986
4987                         /* Access grid */
4988                         c_ptr = &cave[row][col];
4989
4990                         /* Feature code (applying "mimic" field) */
4991                         feat = get_feat_mimic(c_ptr);
4992
4993                         /* Unknown grid or non-wall XXX XXX XXX cave_floor_grid(c_ptr)) */
4994                         if (!(c_ptr->info & (CAVE_MARK)) ||
4995                             ((feat <= FEAT_DOOR_TAIL) ||
4996                              (feat == FEAT_FLOWER) ||
4997                              (feat == FEAT_DEEP_GRASS) ||
4998                              ((feat >= FEAT_DEEP_WATER) &&
4999                               (feat <= FEAT_GRASS))))
5000
5001                         {
5002                                 /* Looking to break left */
5003                                 if (find_breakleft)
5004                                 {
5005                                         return (TRUE);
5006                                 }
5007                         }
5008
5009                         /* Obstacle */
5010                         else
5011                         {
5012                                 /* Looking to break right */
5013                                 if (find_breakright)
5014                                 {
5015                                         return (TRUE);
5016                                 }
5017                         }
5018                 }
5019         }
5020
5021
5022         /* Not looking for open area */
5023         else
5024         {
5025                 /* No options */
5026                 if (!option)
5027                 {
5028                         return (TRUE);
5029                 }
5030
5031                 /* One option */
5032                 else if (!option2)
5033                 {
5034                         /* Primary option */
5035                         find_current = option;
5036
5037                         /* No other options */
5038                         find_prevdir = option;
5039                 }
5040
5041                 /* Two options, examining corners */
5042                 else if (!find_cut)
5043                 {
5044                         /* Primary option */
5045                         find_current = option;
5046
5047                         /* Hack -- allow curving */
5048                         find_prevdir = option2;
5049                 }
5050
5051                 /* Two options, pick one */
5052                 else
5053                 {
5054                         /* Get next location */
5055                         row = py + ddy[option];
5056                         col = px + ddx[option];
5057
5058                         /* Don't see that it is closed off. */
5059                         /* This could be a potential corner or an intersection. */
5060                         if (!see_wall(option, row, col) ||
5061                             !see_wall(check_dir, row, col))
5062                         {
5063                                 /* Can not see anything ahead and in the direction we */
5064                                 /* are turning, assume that it is a potential corner. */
5065                                 if (see_nothing(option, row, col) &&
5066                                     see_nothing(option2, row, col))
5067                                 {
5068                                         find_current = option;
5069                                         find_prevdir = option2;
5070                                 }
5071
5072                                 /* STOP: we are next to an intersection or a room */
5073                                 else
5074                                 {
5075                                         return (TRUE);
5076                                 }
5077                         }
5078
5079                         /* This corner is seen to be enclosed; we cut the corner. */
5080                         else if (find_cut)
5081                         {
5082                                 find_current = option2;
5083                                 find_prevdir = option2;
5084                         }
5085
5086                         /* This corner is seen to be enclosed, and we */
5087                         /* deliberately go the long way. */
5088                         else
5089                         {
5090                                 find_current = option;
5091                                 find_prevdir = option2;
5092                         }
5093                 }
5094         }
5095
5096
5097         /* About to hit a known wall, stop */
5098         if (see_wall(find_current, py, px))
5099         {
5100                 return (TRUE);
5101         }
5102
5103
5104         /* Failure */
5105         return (FALSE);
5106 }
5107
5108
5109
5110 /*
5111  * Take one step along the current "run" path
5112  */
5113 void run_step(int dir)
5114 {
5115         /* Start running */
5116         if (dir)
5117         {
5118                 /* Access grid */
5119                 cave_type *c_ptr = &cave[py+ddy[dir]][px+ddx[dir]];
5120
5121                 /* Feature code (applying "mimic" field) */
5122                 byte feat = get_feat_mimic(c_ptr);
5123
5124                 /* Hack -- do not start silly run */
5125                 if (see_wall(dir, py, px) &&
5126                    (feat != FEAT_TREES))
5127                 {
5128                         /* Message */
5129 #ifdef JP
5130                         msg_print("¤½¤ÎÊý¸þ¤Ë¤Ï¹Ô¤±¤Þ¤»¤ó¡£");
5131 #else
5132                         msg_print("You cannot run in that direction.");
5133 #endif
5134
5135
5136                         /* Disturb */
5137                         disturb(0, 0);
5138
5139                         /* Done */
5140                         return;
5141                 }
5142
5143                 /* Initialize */
5144                 run_init(dir);
5145         }
5146
5147         /* Keep running */
5148         else
5149         {
5150                 /* Update run */
5151                 if (run_test())
5152                 {
5153                         /* Disturb */
5154                         disturb(0, 0);
5155
5156                         /* Done */
5157                         return;
5158                 }
5159         }
5160
5161         /* Decrease the run counter */
5162         if (--running <= 0) return;
5163
5164         /* Take time */
5165         energy_use = 100;
5166
5167         /* Move the player, using the "pickup" flag */
5168 #ifdef ALLOW_EASY_DISARM /* TNB */
5169
5170         move_player(find_current, FALSE, FALSE);
5171
5172 #else /* ALLOW_EASY_DISARM -- TNB */
5173
5174         move_player(find_current, always_pickup, FALSE);
5175
5176 #endif /* ALLOW_EASY_DISARM -- TNB */
5177
5178         if (player_bold(p_ptr->run_py, p_ptr->run_px))
5179         {
5180                 p_ptr->run_py = 0;
5181                 p_ptr->run_px = 0;
5182                 disturb(0, 0);
5183         }
5184 }