OSDN Git Service

溜まり場に出ていた次のバグらしき挙動を修正。
[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 (is_original_ap_and_seen(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 (is_original_ap_and_seen(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 (is_original_ap_and_seen(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 (is_original_ap_and_seen(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 (is_original_ap_and_seen(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 (is_original_ap_and_seen(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 (is_original_ap_and_seen(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 (is_original_ap_and_seen(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 (is_original_ap_and_seen(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 (is_original_ap_and_seen(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 (is_original_ap_and_seen(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 (is_original_ap_and_seen(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 (is_original_ap_and_seen(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 (is_original_ap_and_seen(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 (is_original_ap_and_seen(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 (is_original_ap_and_seen(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 (is_original_ap_and_seen(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 (is_original_ap_and_seen(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 (is_original_ap_and_seen(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 (is_original_ap_and_seen(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 (is_original_ap_and_seen(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 (is_original_ap_and_seen(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 (is_original_ap_and_seen(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 (is_original_ap_and_seen(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 (is_original_ap_and_seen(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 (is_original_ap_and_seen(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 (is_original_ap_and_seen(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 (is_original_ap_and_seen(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 (is_original_ap_and_seen(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                                         /* Disturb */
699                                         disturb(0, 0);
700                                 }
701
702                                 /* Secret door */
703                                 if (is_hidden_door(c_ptr))
704                                 {
705                                         /* Message */
706 #ifdef JP
707                                         msg_print("±£¤·¥É¥¢¤òȯ¸«¤·¤¿¡£");
708 #else
709                                         msg_print("You have found a secret door.");
710 #endif
711
712                                         /* Disclose */
713                                         disclose_grid(y, x);
714
715                                         /* Disturb */
716                                         disturb(0, 0);
717                                 }
718
719                                 /* Scan all objects in the grid */
720                                 for (this_o_idx = c_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
721                                 {
722                                         object_type *o_ptr;
723
724                                         /* Acquire object */
725                                         o_ptr = &o_list[this_o_idx];
726
727                                         /* Acquire next object */
728                                         next_o_idx = o_ptr->next_o_idx;
729
730                                         /* Skip non-chests */
731                                         if (o_ptr->tval != TV_CHEST) continue;
732
733                                         /* Skip non-trapped chests */
734                                         if (!chest_traps[o_ptr->pval]) continue;
735
736                                         /* Identify once */
737                                         if (!object_is_known(o_ptr))
738                                         {
739                                                 /* Message */
740 #ifdef JP
741                                                 msg_print("È¢¤Ë»Å³Ý¤±¤é¤ì¤¿¥È¥é¥Ã¥×¤òȯ¸«¤·¤¿¡ª");
742 #else
743                                                 msg_print("You have discovered a trap on the chest!");
744 #endif
745
746                                                 /* Know the trap */
747                                                 object_known(o_ptr);
748
749                                                 /* Notice it */
750                                                 disturb(0, 0);
751                                         }
752                                 }
753                         }
754                 }
755         }
756 }
757
758
759 /*
760  * Helper routine for py_pickup() and py_pickup_floor().
761  *
762  * Add the given dungeon object to the character's inventory.
763  *
764  * Delete the object afterwards.
765  */
766 void py_pickup_aux(int o_idx)
767 {
768         int slot, i;
769
770 #ifdef JP
771 /*
772  * ¥¢¥¤¥Æ¥à¤ò½¦¤Ã¤¿ºÝ¤Ë¡Ö£²¤Ä¤Î¥±¡¼¥­¤ò»ý¤Ã¤Æ¤¤¤ë¡×
773  * "You have two cakes." ¤È¥¢¥¤¥Æ¥à¤ò½¦¤Ã¤¿¸å¤Î¹ç·×¤Î¤ß¤Îɽ¼¨¤¬¥ª¥ê¥¸¥Ê¥ë
774  * ¤À¤¬¡¢°ãÏ´¶¤¬
775  * ¤¢¤ë¤È¤¤¤¦»ØŦ¤ò¤¦¤±¤¿¤Î¤Ç¡¢¡Ö¡Á¤ò½¦¤Ã¤¿¡¢¡Á¤ò»ý¤Ã¤Æ¤¤¤ë¡×¤È¤¤¤¦É½¼¨
776  * ¤Ë¤«¤¨¤Æ¤¢¤ë¡£¤½¤Î¤¿¤á¤ÎÇÛÎó¡£
777  */
778         char o_name[MAX_NLEN];
779         char old_name[MAX_NLEN];
780         char kazu_str[80];
781         int hirottakazu;
782 #else
783         char o_name[MAX_NLEN];
784 #endif
785
786         object_type *o_ptr;
787
788         o_ptr = &o_list[o_idx];
789
790 #ifdef JP
791         /* Describe the object */
792         object_desc(old_name, o_ptr, OD_NAME_ONLY);
793         object_desc_kosuu(kazu_str, o_ptr);
794         hirottakazu = o_ptr->number;
795 #endif
796         /* Carry the object */
797         slot = inven_carry(o_ptr);
798
799         /* Get the object again */
800         o_ptr = &inventory[slot];
801
802         /* Delete the object */
803         delete_object_idx(o_idx);
804
805         if (p_ptr->pseikaku == SEIKAKU_MUNCHKIN)
806         {
807                 bool old_known = identify_item(o_ptr);
808
809                 /* Auto-inscription/destroy */
810                 autopick_alter_item(slot, (bool)(destroy_identify && !old_known));
811
812                 /* If it is destroyed, don't pick it up */
813                 if (o_ptr->marked & OM_AUTODESTROY) return;
814         }
815
816         /* Describe the object */
817         object_desc(o_name, o_ptr, 0);
818
819         /* Message */
820 #ifdef JP
821         if ((o_ptr->name1 == ART_CRIMSON) && (p_ptr->pseikaku == SEIKAKU_COMBAT))
822         {
823                 msg_format("¤³¤¦¤·¤Æ¡¢%s¤Ï¡Ø¥¯¥ê¥à¥¾¥ó¡Ù¤ò¼ê¤ËÆþ¤ì¤¿¡£", player_name);
824                 msg_print("¤·¤«¤·º£¡¢¡Øº®Æ٤Υµ¡¼¥Ú¥ó¥È¡Ù¤ÎÊü¤Ã¤¿¥â¥ó¥¹¥¿¡¼¤¬¡¢");
825                 msg_format("%s¤Ë½±¤¤¤«¤«¤ë¡¥¡¥¡¥", player_name);
826         }
827         else
828         {
829                 if (plain_pickup)
830                 {
831                         msg_format("%s(%c)¤ò»ý¤Ã¤Æ¤¤¤ë¡£",o_name, index_to_label(slot));
832                 }
833                 else
834                 {
835                         if (o_ptr->number > hirottakazu) {
836                             msg_format("%s½¦¤Ã¤Æ¡¢%s(%c)¤ò»ý¤Ã¤Æ¤¤¤ë¡£",
837                                kazu_str, o_name, index_to_label(slot));
838                         } else {
839                                 msg_format("%s(%c)¤ò½¦¤Ã¤¿¡£", o_name, index_to_label(slot));
840                         }
841                 }
842         }
843         strcpy(record_o_name, old_name);
844 #else
845         msg_format("You have %s (%c).", o_name, index_to_label(slot));
846         strcpy(record_o_name, o_name);
847 #endif
848         record_turn = turn;
849
850
851         /* Check if completed a quest */
852         for (i = 0; i < max_quests; i++)
853         {
854                 if ((quest[i].type == QUEST_TYPE_FIND_ARTIFACT) &&
855                     (quest[i].status == QUEST_STATUS_TAKEN) &&
856                            (quest[i].k_idx == o_ptr->name1))
857                 {
858                         if (record_fix_quest) do_cmd_write_nikki(NIKKI_FIX_QUEST_C, i, NULL);
859                         quest[i].status = QUEST_STATUS_COMPLETED;
860                         quest[i].complev = (byte)p_ptr->lev;
861 #ifdef JP
862                         msg_print("¥¯¥¨¥¹¥È¤òãÀ®¤·¤¿¡ª");
863 #else
864                         msg_print("You completed your quest!");
865 #endif
866
867                         msg_print(NULL);
868                 }
869         }
870 }
871
872
873 /*
874  * Player "wants" to pick up an object or gold.
875  * Note that we ONLY handle things that can be picked up.
876  * See "move_player()" for handling of other things.
877  */
878 void carry(bool pickup)
879 {
880         cave_type *c_ptr = &cave[py][px];
881
882         s16b this_o_idx, next_o_idx = 0;
883
884         char    o_name[MAX_NLEN];
885
886         /* Recenter the map around the player */
887         verify_panel();
888
889         /* Update stuff */
890         p_ptr->update |= (PU_MONSTERS);
891
892         /* Redraw map */
893         p_ptr->redraw |= (PR_MAP);
894
895         /* Window stuff */
896         p_ptr->window |= (PW_OVERHEAD);
897
898         /* Handle stuff */
899         handle_stuff();
900
901         /* Automatically pickup/destroy/inscribe items */
902         autopick_pickup_items(c_ptr);
903
904
905 #ifdef ALLOW_EASY_FLOOR
906
907         if (easy_floor)
908         {
909                 py_pickup_floor(pickup);
910                 return;
911         }
912
913 #endif /* ALLOW_EASY_FLOOR */
914
915         /* Scan the pile of objects */
916         for (this_o_idx = c_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
917         {
918                 object_type *o_ptr;
919
920                 /* Acquire object */
921                 o_ptr = &o_list[this_o_idx];
922
923 #ifdef ALLOW_EASY_SENSE /* TNB */
924
925                 /* Option: Make item sensing easy */
926                 if (easy_sense)
927                 {
928                         /* Sense the object */
929                         (void)sense_object(o_ptr);
930                 }
931
932 #endif /* ALLOW_EASY_SENSE -- TNB */
933
934                 /* Describe the object */
935                 object_desc(o_name, o_ptr, 0);
936
937                 /* Acquire next object */
938                 next_o_idx = o_ptr->next_o_idx;
939
940                 /* Hack -- disturb */
941                 disturb(0, 0);
942
943                 /* Pick up gold */
944                 if (o_ptr->tval == TV_GOLD)
945                 {
946                         int value = (long)o_ptr->pval;
947
948                         /* Delete the gold */
949                         delete_object_idx(this_o_idx);
950
951                         /* Message */
952 #ifdef JP
953                 msg_format(" $%ld ¤Î²ÁÃͤ¬¤¢¤ë%s¤ò¸«¤Ä¤±¤¿¡£",
954                            (long)value, o_name);
955 #else
956                         msg_format("You collect %ld gold pieces worth of %s.",
957                                    (long)value, o_name);
958 #endif
959
960
961                         sound(SOUND_SELL);
962
963                         /* Collect the gold */
964                         p_ptr->au += value;
965
966                         /* Redraw gold */
967                         p_ptr->redraw |= (PR_GOLD);
968
969                         /* Window stuff */
970                         p_ptr->window |= (PW_PLAYER);
971                 }
972
973                 /* Pick up objects */
974                 else
975                 {
976                         /* Hack - some objects were handled in autopick_pickup_items(). */
977                         if (o_ptr->marked & OM_NOMSG)
978                         {
979                                 /* Clear the flag. */
980                                 o_ptr->marked &= ~OM_NOMSG;
981                         }
982                         /* Describe the object */
983                         else if (!pickup)
984                         {
985 #ifdef JP
986                                 msg_format("%s¤¬¤¢¤ë¡£", o_name);
987 #else
988                                 msg_format("You see %s.", o_name);
989 #endif
990
991                         }
992
993                         /* Note that the pack is too full */
994                         else if (!inven_carry_okay(o_ptr))
995                         {
996 #ifdef JP
997                                 msg_format("¥¶¥Ã¥¯¤Ë¤Ï%s¤òÆþ¤ì¤ë·ä´Ö¤¬¤Ê¤¤¡£", o_name);
998 #else
999                                 msg_format("You have no room for %s.", o_name);
1000 #endif
1001
1002                         }
1003
1004                         /* Pick up the item (if requested and allowed) */
1005                         else
1006                         {
1007                                 int okay = TRUE;
1008
1009                                 /* Hack -- query every item */
1010                                 if (carry_query_flag)
1011                                 {
1012                                         char out_val[MAX_NLEN+20];
1013 #ifdef JP
1014                                         sprintf(out_val, "%s¤ò½¦¤¤¤Þ¤¹¤«? ", o_name);
1015 #else
1016                                         sprintf(out_val, "Pick up %s? ", o_name);
1017 #endif
1018
1019                                         okay = get_check(out_val);
1020                                 }
1021
1022                                 /* Attempt to pick up an object. */
1023                                 if (okay)
1024                                 {
1025                                         /* Pick up the object */
1026                                         py_pickup_aux(this_o_idx);
1027                                 }
1028                         }
1029                 }
1030         }
1031 }
1032
1033
1034 /*
1035  * Determine if a trap affects the player.
1036  * Always miss 5% of the time, Always hit 5% of the time.
1037  * Otherwise, match trap power against player armor.
1038  */
1039 static int check_hit(int power)
1040 {
1041         int k, ac;
1042
1043         /* Percentile dice */
1044         k = randint0(100);
1045
1046         /* Hack -- 5% hit, 5% miss */
1047         if (k < 10) return (k < 5);
1048
1049         if (p_ptr->pseikaku == SEIKAKU_NAMAKE)
1050                 if (one_in_(20)) return (TRUE);
1051
1052         /* Paranoia -- No power */
1053         if (power <= 0) return (FALSE);
1054
1055         /* Total armor */
1056         ac = p_ptr->ac + p_ptr->to_a;
1057
1058         /* Power competes against Armor */
1059         if (randint1(power) > ((ac * 3) / 4)) return (TRUE);
1060
1061         /* Assume miss */
1062         return (FALSE);
1063 }
1064
1065
1066
1067 /*
1068  * Handle player hitting a real trap
1069  */
1070 static void hit_trap(bool break_trap)
1071 {
1072         int i, num, dam;
1073         int x = px, y = py;
1074
1075         /* Get the cave grid */
1076         cave_type *c_ptr = &cave[y][x];
1077         feature_type *f_ptr = &f_info[c_ptr->feat];
1078         int trap_feat_type = have_flag(f_ptr->flags, FF_TRAP) ? f_ptr->subtype : NOT_TRAP;
1079
1080 #ifdef JP
1081         cptr name = "¥È¥é¥Ã¥×";
1082 #else
1083         cptr name = "a trap";
1084 #endif
1085
1086         /* Disturb the player */
1087         disturb(0, 0);
1088
1089         cave_alter_feat(y, x, FF_HIT_TRAP);
1090
1091         /* Analyze XXX XXX XXX */
1092         switch (trap_feat_type)
1093         {
1094                 case TRAP_TRAPDOOR:
1095                 {
1096                         if (p_ptr->levitation)
1097                         {
1098 #ifdef JP
1099                                 msg_print("Íî¤È¤·¸Í¤òÈô¤Ó±Û¤¨¤¿¡£");
1100 #else
1101                                 msg_print("You fly over a trap door.");
1102 #endif
1103
1104                         }
1105                         else
1106                         {
1107 #ifdef JP
1108                                 msg_print("Íî¤È¤·¸Í¤ËÍî¤Á¤¿¡ª");
1109                                 if ((p_ptr->pseikaku == SEIKAKU_COMBAT) || (inventory[INVEN_BOW].name1 == ART_CRIMSON))
1110                                         msg_print("¤¯¤Ã¤½¡Á¡ª");
1111 #else
1112                                 msg_print("You have fallen through a trap door!");
1113 #endif
1114
1115                                 sound(SOUND_FALL);
1116                                 dam = damroll(2, 8);
1117 #ifdef JP
1118                                 name = "Íî¤È¤·¸Í";
1119 #else
1120                                 name = "a trap door";
1121 #endif
1122
1123                                 take_hit(DAMAGE_NOESCAPE, dam, name, -1);
1124
1125                                 /* Still alive and autosave enabled */
1126                                 if (autosave_l && (p_ptr->chp >= 0))
1127                                         do_cmd_save_game(TRUE);
1128
1129 #ifdef JP
1130                                 do_cmd_write_nikki(NIKKI_BUNSHOU, 0, "Íî¤È¤·¸Í¤ËÍî¤Á¤¿");
1131 #else
1132                                 do_cmd_write_nikki(NIKKI_BUNSHOU, 0, "You have fallen through a trap door!");
1133 #endif
1134                                 prepare_change_floor_mode(CFM_SAVE_FLOORS | CFM_DOWN | CFM_RAND_PLACE | CFM_RAND_CONNECT);
1135
1136                                 /* Leaving */
1137                                 p_ptr->leaving = TRUE;
1138                         }
1139                         break;
1140                 }
1141
1142                 case TRAP_PIT:
1143                 {
1144                         if (p_ptr->levitation)
1145                         {
1146 #ifdef JP
1147                                 msg_print("Íî¤È¤··ê¤òÈô¤Ó±Û¤¨¤¿¡£");
1148 #else
1149                                 msg_print("You fly over a pit trap.");
1150 #endif
1151
1152                         }
1153                         else
1154                         {
1155 #ifdef JP
1156                                 msg_print("Íî¤È¤··ê¤ËÍî¤Á¤Æ¤·¤Þ¤Ã¤¿¡ª");
1157 #else
1158                                 msg_print("You have fallen into a pit!");
1159 #endif
1160
1161                                 dam = damroll(2, 6);
1162 #ifdef JP
1163                                 name = "Íî¤È¤··ê";
1164 #else
1165                                 name = "a pit trap";
1166 #endif
1167
1168                                 take_hit(DAMAGE_NOESCAPE, dam, name, -1);
1169                         }
1170                         break;
1171                 }
1172
1173                 case TRAP_SPIKED_PIT:
1174                 {
1175                         if (p_ptr->levitation)
1176                         {
1177 #ifdef JP
1178                                 msg_print("¥È¥²¤Î¤¢¤ëÍî¤È¤··ê¤òÈô¤Ó±Û¤¨¤¿¡£");
1179 #else
1180                                 msg_print("You fly over a spiked pit.");
1181 #endif
1182
1183                         }
1184                         else
1185                         {
1186 #ifdef JP
1187                                 msg_print("¥¹¥Ñ¥¤¥¯¤¬Éߤ«¤ì¤¿Íî¤È¤··ê¤ËÍî¤Á¤Æ¤·¤Þ¤Ã¤¿¡ª");
1188 #else
1189                                 msg_print("You fall into a spiked pit!");
1190 #endif
1191
1192
1193                                 /* Base damage */
1194 #ifdef JP
1195                                 name = "Íî¤È¤··ê";
1196 #else
1197                                 name = "a pit trap";
1198 #endif
1199
1200                                 dam = damroll(2, 6);
1201
1202                                 /* Extra spike damage */
1203                                 if (randint0(100) < 50)
1204                                 {
1205 #ifdef JP
1206                                         msg_print("¥¹¥Ñ¥¤¥¯¤¬»É¤µ¤Ã¤¿¡ª");
1207 #else
1208                                         msg_print("You are impaled!");
1209 #endif
1210
1211
1212 #ifdef JP
1213                                         name = "¥È¥²¤Î¤¢¤ëÍî¤È¤··ê";
1214 #else
1215                                         name = "a spiked pit";
1216 #endif
1217
1218                                         dam = dam * 2;
1219                                         (void)set_cut(p_ptr->cut + randint1(dam));
1220                                 }
1221
1222                                 /* Take the damage */
1223                                 take_hit(DAMAGE_NOESCAPE, dam, name, -1);
1224                         }
1225                         break;
1226                 }
1227
1228                 case TRAP_POISON_PIT:
1229                 {
1230                         if (p_ptr->levitation)
1231                         {
1232 #ifdef JP
1233                                 msg_print("¥È¥²¤Î¤¢¤ëÍî¤È¤··ê¤òÈô¤Ó±Û¤¨¤¿¡£");
1234 #else
1235                                 msg_print("You fly over a spiked pit.");
1236 #endif
1237
1238                         }
1239                         else
1240                         {
1241 #ifdef JP
1242                         msg_print("¥¹¥Ñ¥¤¥¯¤¬Éߤ«¤ì¤¿Íî¤È¤··ê¤ËÍî¤Á¤Æ¤·¤Þ¤Ã¤¿¡ª");
1243 #else
1244                                 msg_print("You fall into a spiked pit!");
1245 #endif
1246
1247
1248                                 /* Base damage */
1249                                 dam = damroll(2, 6);
1250
1251 #ifdef JP
1252                                 name = "Íî¤È¤··ê";
1253 #else
1254                                 name = "a pit trap";
1255 #endif
1256
1257
1258                                 /* Extra spike damage */
1259                                 if (randint0(100) < 50)
1260                                 {
1261 #ifdef JP
1262                                         msg_print("ÆǤòÅɤé¤ì¤¿¥¹¥Ñ¥¤¥¯¤¬»É¤µ¤Ã¤¿¡ª");
1263 #else
1264                                         msg_print("You are impaled on poisonous spikes!");
1265 #endif
1266
1267
1268 #ifdef JP
1269                                         name = "¥È¥²¤Î¤¢¤ëÍî¤È¤··ê";
1270 #else
1271                                         name = "a spiked pit";
1272 #endif
1273
1274
1275                                         dam = dam * 2;
1276                                         (void)set_cut(p_ptr->cut + randint1(dam));
1277
1278                                         if (p_ptr->resist_pois || IS_OPPOSE_POIS())
1279                                         {
1280 #ifdef JP
1281                                                 msg_print("¤·¤«¤·ÆǤαƶÁ¤Ï¤Ê¤«¤Ã¤¿¡ª");
1282 #else
1283                                                 msg_print("The poison does not affect you!");
1284 #endif
1285
1286                                         }
1287
1288                                         else
1289                                         {
1290                                                 dam = dam * 2;
1291                                                 (void)set_poisoned(p_ptr->poisoned + randint1(dam));
1292                                         }
1293                                 }
1294
1295                                 /* Take the damage */
1296                                 take_hit(DAMAGE_NOESCAPE, dam, name, -1);
1297                         }
1298
1299                         break;
1300                 }
1301
1302                 case TRAP_TY_CURSE:
1303                 {
1304 #ifdef JP
1305                         msg_print("²¿¤«¤¬¥Ô¥«¥Ã¤È¸÷¤Ã¤¿¡ª");
1306 #else
1307                         msg_print("There is a flash of shimmering light!");
1308 #endif
1309
1310                         num = 2 + randint1(3);
1311                         for (i = 0; i < num; i++)
1312                         {
1313                                 (void)summon_specific(0, y, x, dun_level, 0, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE | PM_NO_PET));
1314                         }
1315
1316                         if (dun_level > randint1(100)) /* No nasty effect for low levels */
1317                         {
1318                                 bool stop_ty = FALSE;
1319                                 int count = 0;
1320
1321                                 do
1322                                 {
1323                                         stop_ty = activate_ty_curse(stop_ty, &count);
1324                                 }
1325                                 while (one_in_(6));
1326                         }
1327                         break;
1328                 }
1329
1330                 case TRAP_TELEPORT:
1331                 {
1332 #ifdef JP
1333                         msg_print("¥Æ¥ì¥Ý¡¼¥È¡¦¥È¥é¥Ã¥×¤Ë¤Ò¤Ã¤«¤«¤Ã¤¿¡ª");
1334 #else
1335                         msg_print("You hit a teleport trap!");
1336 #endif
1337
1338                         teleport_player(100, TELEPORT_PASSIVE);
1339                         break;
1340                 }
1341
1342                 case TRAP_FIRE:
1343                 {
1344 #ifdef JP
1345                         msg_print("±ê¤ËÊñ¤Þ¤ì¤¿¡ª");
1346 #else
1347                         msg_print("You are enveloped in flames!");
1348 #endif
1349
1350                         dam = damroll(4, 6);
1351 #ifdef JP
1352                         (void)fire_dam(dam, "±ê¤Î¥È¥é¥Ã¥×", -1);
1353 #else
1354                         (void)fire_dam(dam, "a fire trap", -1);
1355 #endif
1356
1357                         break;
1358                 }
1359
1360                 case TRAP_ACID:
1361                 {
1362 #ifdef JP
1363                         msg_print("»À¤¬¿á¤­¤«¤±¤é¤ì¤¿¡ª");
1364 #else
1365                         msg_print("You are splashed with acid!");
1366 #endif
1367
1368                         dam = damroll(4, 6);
1369 #ifdef JP
1370                         (void)acid_dam(dam, "»À¤Î¥È¥é¥Ã¥×", -1);
1371 #else
1372                         (void)acid_dam(dam, "an acid trap", -1);
1373 #endif
1374
1375                         break;
1376                 }
1377
1378                 case TRAP_SLOW:
1379                 {
1380                         if (check_hit(125))
1381                         {
1382 #ifdef JP
1383                                 msg_print("¾®¤µ¤Ê¥À¡¼¥Ä¤¬Èô¤ó¤Ç¤­¤Æ»É¤µ¤Ã¤¿¡ª");
1384 #else
1385                                 msg_print("A small dart hits you!");
1386 #endif
1387
1388                                 dam = damroll(1, 4);
1389 #ifdef JP
1390                                 take_hit(DAMAGE_ATTACK, dam, "¥À¡¼¥Ä¤Îæ«", -1);
1391 #else
1392                                 take_hit(DAMAGE_ATTACK, dam, "a dart trap", -1);
1393 #endif
1394
1395                                 if (!CHECK_MULTISHADOW()) (void)set_slow(p_ptr->slow + randint0(20) + 20, FALSE);
1396                         }
1397                         else
1398                         {
1399 #ifdef JP
1400                                 msg_print("¾®¤µ¤Ê¥À¡¼¥Ä¤¬Èô¤ó¤Ç¤­¤¿¡ª¤¬¡¢±¿Îɤ¯Åö¤¿¤é¤Ê¤«¤Ã¤¿¡£");
1401 #else
1402                                 msg_print("A small dart barely misses you.");
1403 #endif
1404
1405                         }
1406                         break;
1407                 }
1408
1409                 case TRAP_LOSE_STR:
1410                 {
1411                         if (check_hit(125))
1412                         {
1413 #ifdef JP
1414                                 msg_print("¾®¤µ¤Ê¥À¡¼¥Ä¤¬Èô¤ó¤Ç¤­¤Æ»É¤µ¤Ã¤¿¡ª");
1415 #else
1416                                 msg_print("A small dart hits you!");
1417 #endif
1418
1419                                 dam = damroll(1, 4);
1420 #ifdef JP
1421                                 take_hit(DAMAGE_ATTACK, dam, "¥À¡¼¥Ä¤Îæ«", -1);
1422 #else
1423                                 take_hit(DAMAGE_ATTACK, dam, "a dart trap", -1);
1424 #endif
1425
1426                                 if (!CHECK_MULTISHADOW()) (void)do_dec_stat(A_STR);
1427                         }
1428                         else
1429                         {
1430 #ifdef JP
1431                                 msg_print("¾®¤µ¤Ê¥À¡¼¥Ä¤¬Èô¤ó¤Ç¤­¤¿¡ª¤¬¡¢±¿Îɤ¯Åö¤¿¤é¤Ê¤«¤Ã¤¿¡£");
1432 #else
1433                                 msg_print("A small dart barely misses you.");
1434 #endif
1435
1436                         }
1437                         break;
1438                 }
1439
1440                 case TRAP_LOSE_DEX:
1441                 {
1442                         if (check_hit(125))
1443                         {
1444 #ifdef JP
1445                                 msg_print("¾®¤µ¤Ê¥À¡¼¥Ä¤¬Èô¤ó¤Ç¤­¤Æ»É¤µ¤Ã¤¿¡ª");
1446 #else
1447                                 msg_print("A small dart hits you!");
1448 #endif
1449
1450                                 dam = damroll(1, 4);
1451 #ifdef JP
1452                                 take_hit(DAMAGE_ATTACK, dam, "¥À¡¼¥Ä¤Îæ«", -1);
1453 #else
1454                                 take_hit(DAMAGE_ATTACK, dam, "a dart trap", -1);
1455 #endif
1456
1457                                 if (!CHECK_MULTISHADOW()) (void)do_dec_stat(A_DEX);
1458                         }
1459                         else
1460                         {
1461 #ifdef JP
1462                                 msg_print("¾®¤µ¤Ê¥À¡¼¥Ä¤¬Èô¤ó¤Ç¤­¤¿¡ª¤¬¡¢±¿Îɤ¯Åö¤¿¤é¤Ê¤«¤Ã¤¿¡£");
1463 #else
1464                                 msg_print("A small dart barely misses you.");
1465 #endif
1466
1467                         }
1468                         break;
1469                 }
1470
1471                 case TRAP_LOSE_CON:
1472                 {
1473                         if (check_hit(125))
1474                         {
1475 #ifdef JP
1476                                 msg_print("¾®¤µ¤Ê¥À¡¼¥Ä¤¬Èô¤ó¤Ç¤­¤Æ»É¤µ¤Ã¤¿¡ª");
1477 #else
1478                                 msg_print("A small dart hits you!");
1479 #endif
1480
1481                                 dam = damroll(1, 4);
1482 #ifdef JP
1483                                 take_hit(DAMAGE_ATTACK, dam, "¥À¡¼¥Ä¤Îæ«", -1);
1484 #else
1485                                 take_hit(DAMAGE_ATTACK, dam, "a dart trap", -1);
1486 #endif
1487
1488                                 if (!CHECK_MULTISHADOW()) (void)do_dec_stat(A_CON);
1489                         }
1490                         else
1491                         {
1492 #ifdef JP
1493                                 msg_print("¾®¤µ¤Ê¥À¡¼¥Ä¤¬Èô¤ó¤Ç¤­¤¿¡ª¤¬¡¢±¿Îɤ¯Åö¤¿¤é¤Ê¤«¤Ã¤¿¡£");
1494 #else
1495                                 msg_print("A small dart barely misses you.");
1496 #endif
1497
1498                         }
1499                         break;
1500                 }
1501
1502                 case TRAP_BLIND:
1503                 {
1504 #ifdef JP
1505                         msg_print("¹õ¤¤¥¬¥¹¤ËÊñ¤ß¹þ¤Þ¤ì¤¿¡ª");
1506 #else
1507                         msg_print("A black gas surrounds you!");
1508 #endif
1509
1510                         if (!p_ptr->resist_blind)
1511                         {
1512                                 (void)set_blind(p_ptr->blind + randint0(50) + 25);
1513                         }
1514                         break;
1515                 }
1516
1517                 case TRAP_CONFUSE:
1518                 {
1519 #ifdef JP
1520                         msg_print("¤­¤é¤á¤¯¥¬¥¹¤ËÊñ¤ß¹þ¤Þ¤ì¤¿¡ª");
1521 #else
1522                         msg_print("A gas of scintillating colors surrounds you!");
1523 #endif
1524
1525                         if (!p_ptr->resist_conf)
1526                         {
1527                                 (void)set_confused(p_ptr->confused + randint0(20) + 10);
1528                         }
1529                         break;
1530                 }
1531
1532                 case TRAP_POISON:
1533                 {
1534 #ifdef JP
1535                         msg_print("»É·ãŪ¤ÊÎп§¤Î¥¬¥¹¤ËÊñ¤ß¹þ¤Þ¤ì¤¿¡ª");
1536 #else
1537                         msg_print("A pungent green gas surrounds you!");
1538 #endif
1539
1540                         if (!p_ptr->resist_pois && !IS_OPPOSE_POIS())
1541                         {
1542                                 (void)set_poisoned(p_ptr->poisoned + randint0(20) + 10);
1543                         }
1544                         break;
1545                 }
1546
1547                 case TRAP_SLEEP:
1548                 {
1549 #ifdef JP
1550                         msg_print("´ñ̯¤ÊÇò¤¤Ì¸¤ËÊñ¤Þ¤ì¤¿¡ª");
1551 #else
1552                         msg_print("A strange white mist surrounds you!");
1553 #endif
1554
1555                         if (!p_ptr->free_act)
1556                         {
1557 #ifdef JP
1558 msg_print("¤¢¤Ê¤¿¤Ï̲¤ê¤Ë½¢¤¤¤¿¡£");
1559 #else
1560                                 msg_print("You fall asleep.");
1561 #endif
1562
1563
1564                                 if (ironman_nightmare)
1565                                 {
1566 #ifdef JP
1567 msg_print("¿È¤ÎÌÓ¤â¤è¤À¤Ä¸÷·Ê¤¬Æ¬¤ËÉ⤫¤ó¤À¡£");
1568 #else
1569                                         msg_print("A horrible vision enters your mind.");
1570 #endif
1571
1572
1573                                         /* Pick a nightmare */
1574                                         get_mon_num_prep(get_nightmare, NULL);
1575
1576                                         /* Have some nightmares */
1577                                         have_nightmare(get_mon_num(MAX_DEPTH));
1578
1579                                         /* Remove the monster restriction */
1580                                         get_mon_num_prep(NULL, NULL);
1581                                 }
1582                                 (void)set_paralyzed(p_ptr->paralyzed + randint0(10) + 5);
1583                         }
1584                         break;
1585                 }
1586
1587                 case TRAP_TRAPS:
1588                 {
1589 #ifdef JP
1590 msg_print("¤Þ¤Ð¤æ¤¤Á®¸÷¤¬Áö¤Ã¤¿¡ª");
1591 #else
1592                         msg_print("There is a bright flash of light!");
1593 #endif
1594
1595                         /* Make some new traps */
1596                         project(0, 1, y, x, 0, GF_MAKE_TRAP, PROJECT_HIDE | PROJECT_JUMP | PROJECT_GRID, -1);
1597
1598                         break;
1599                 }
1600
1601                 case TRAP_ALARM:
1602                 {
1603 #ifdef JP
1604                         msg_print("¤±¤¿¤¿¤Þ¤·¤¤²»¤¬ÌĤê¶Á¤¤¤¿¡ª");
1605 #else
1606                         msg_print("An alarm sounds!");
1607 #endif
1608
1609                         aggravate_monsters(0);
1610
1611                         break;
1612                 }
1613
1614                 case TRAP_OPEN:
1615                 {
1616 #ifdef JP
1617                         msg_print("Âç²»¶Á¤È¶¦¤Ë¤Þ¤ï¤ê¤ÎÊɤ¬Êø¤ì¤¿¡ª");
1618 #else
1619                         msg_print("Suddenly, surrounding walls are opened!");
1620 #endif
1621                         (void)project(0, 3, y, x, 0, GF_DISINTEGRATE, PROJECT_GRID | PROJECT_HIDE, -1);
1622                         (void)project(0, 3, y, x - 4, 0, GF_DISINTEGRATE, PROJECT_GRID | PROJECT_HIDE, -1);
1623                         (void)project(0, 3, y, x + 4, 0, GF_DISINTEGRATE, PROJECT_GRID | PROJECT_HIDE, -1);
1624                         aggravate_monsters(0);
1625
1626                         break;
1627                 }
1628
1629                 case TRAP_ARMAGEDDON:
1630                 {
1631                         static int levs[10] = {0, 0, 20, 10, 5, 3, 2, 1, 1, 1};
1632                         int evil_idx = 0, good_idx = 0;
1633
1634                         int lev;
1635 #ifdef JP
1636                         msg_print("ÆÍÁ³Å·³¦¤ÎÀïÁè¤Ë´¬¤­¹þ¤Þ¤ì¤¿¡ª");
1637 #else
1638                         msg_print("Suddenly, you are surrounded by immotal beings!");
1639 #endif
1640
1641                         /* Summon Demons and Angels */
1642                         for (lev = dun_level; lev >= 20; lev -= 1 + lev/16)
1643                         {
1644                                 num = levs[MIN(lev/10, 9)];
1645                                 for (i = 0; i < num; i++)
1646                                 {
1647                                         int x1 = rand_spread(x, 7);
1648                                         int y1 = rand_spread(y, 5);
1649
1650                                         /* Skip illegal grids */
1651                                         if (!in_bounds(y1, x1)) continue;
1652
1653                                         /* Require line of projection */
1654                                         if (!projectable(py, px, y1, x1)) continue;
1655
1656                                         if (summon_specific(0, y1, x1, lev, SUMMON_ARMAGE_EVIL, (PM_NO_PET)))
1657                                                 evil_idx = hack_m_idx_ii;
1658
1659                                         if (summon_specific(0, y1, x1, lev, SUMMON_ARMAGE_GOOD, (PM_NO_PET)))
1660                                         {
1661                                                 good_idx = hack_m_idx_ii;
1662                                         }
1663
1664                                         /* Let them fight each other */
1665                                         if (evil_idx && good_idx)
1666                                         {
1667                                                 monster_type *evil_ptr = &m_list[evil_idx];
1668                                                 monster_type *good_ptr = &m_list[good_idx];
1669                                                 evil_ptr->target_y = good_ptr->fy;
1670                                                 evil_ptr->target_x = good_ptr->fx;
1671                                                 good_ptr->target_y = evil_ptr->fy;
1672                                                 good_ptr->target_x = evil_ptr->fx;
1673                                         }
1674                                 }
1675                         }
1676                         break;
1677                 }
1678
1679                 case TRAP_PIRANHA:
1680                 {
1681 #ifdef JP
1682                         msg_print("ÆÍÁ³Êɤ«¤é¿å¤¬°î¤ì½Ð¤·¤¿¡ª¥Ô¥é¥Ë¥¢¤¬¤¤¤ë¡ª");
1683 #else
1684                         msg_print("Suddenly, the room is filled with water with piranhas!");
1685 #endif
1686
1687                         /* Water fills room */
1688                         fire_ball_hide(GF_WATER_FLOW, 0, 1, 10);
1689
1690                         /* Summon Piranhas */
1691                         num = 1 + dun_level/20;
1692                         for (i = 0; i < num; i++)
1693                         {
1694                                 (void)summon_specific(0, y, x, dun_level, SUMMON_PIRANHAS, (PM_ALLOW_GROUP | PM_NO_PET));
1695                         }
1696                         break;
1697                 }
1698         }
1699
1700         if (break_trap && is_trap(c_ptr->feat))
1701         {
1702                 cave_alter_feat(y, x, FF_DISARM);
1703 #ifdef JP
1704                 msg_print("¥È¥é¥Ã¥×¤òÊ´ºÕ¤·¤¿¡£");
1705 #else
1706                 msg_print("You destroyed the trap.");
1707 #endif
1708         }
1709 }
1710
1711
1712 static void touch_zap_player(monster_type *m_ptr)
1713 {
1714         int aura_damage = 0;
1715         monster_race *r_ptr = &r_info[m_ptr->r_idx];
1716
1717         if (r_ptr->flags2 & RF2_AURA_FIRE)
1718         {
1719                 if (!p_ptr->immune_fire)
1720                 {
1721                         char aura_dam[80];
1722
1723                         aura_damage = damroll(1 + (r_ptr->level / 26), 1 + (r_ptr->level / 17));
1724
1725                         /* Hack -- Get the "died from" name */
1726                         monster_desc(aura_dam, m_ptr, MD_IGNORE_HALLU | MD_ASSUME_VISIBLE | MD_INDEF_VISIBLE);
1727
1728 #ifdef JP
1729                         msg_print("ÆÍÁ³¤È¤Æ¤âÇ®¤¯¤Ê¤Ã¤¿¡ª");
1730 #else
1731                         msg_print("You are suddenly very hot!");
1732 #endif
1733
1734                         if (prace_is_(RACE_ENT)) aura_damage += aura_damage / 3;
1735                         if (IS_OPPOSE_FIRE()) aura_damage = (aura_damage + 2) / 3;
1736                         if (p_ptr->resist_fire) aura_damage = (aura_damage + 2) / 3;
1737
1738                         take_hit(DAMAGE_NOESCAPE, aura_damage, aura_dam, -1);
1739                         if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags2 |= RF2_AURA_FIRE;
1740                         handle_stuff();
1741                 }
1742         }
1743
1744         if (r_ptr->flags3 & RF3_AURA_COLD)
1745         {
1746                 if (!p_ptr->immune_cold)
1747                 {
1748                         char aura_dam[80];
1749
1750                         aura_damage = damroll(1 + (r_ptr->level / 26), 1 + (r_ptr->level / 17));
1751
1752                         /* Hack -- Get the "died from" name */
1753                         monster_desc(aura_dam, m_ptr, MD_IGNORE_HALLU | MD_ASSUME_VISIBLE | MD_INDEF_VISIBLE);
1754
1755 #ifdef JP
1756                         msg_print("ÆÍÁ³¤È¤Æ¤â´¨¤¯¤Ê¤Ã¤¿¡ª");
1757 #else
1758                         msg_print("You are suddenly very cold!");
1759 #endif
1760
1761                         if (IS_OPPOSE_COLD()) aura_damage = (aura_damage + 2) / 3;
1762                         if (p_ptr->resist_cold) aura_damage = (aura_damage + 2) / 3;
1763
1764                         take_hit(DAMAGE_NOESCAPE, aura_damage, aura_dam, -1);
1765                         if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags3 |= RF3_AURA_COLD;
1766                         handle_stuff();
1767                 }
1768         }
1769
1770         if (r_ptr->flags2 & RF2_AURA_ELEC)
1771         {
1772                 if (!p_ptr->immune_elec)
1773                 {
1774                         char aura_dam[80];
1775
1776                         aura_damage = damroll(1 + (r_ptr->level / 26), 1 + (r_ptr->level / 17));
1777
1778                         /* Hack -- Get the "died from" name */
1779                         monster_desc(aura_dam, m_ptr, MD_IGNORE_HALLU | MD_ASSUME_VISIBLE | MD_INDEF_VISIBLE);
1780
1781                         if (prace_is_(RACE_ANDROID)) aura_damage += aura_damage / 3;
1782                         if (IS_OPPOSE_ELEC()) aura_damage = (aura_damage + 2) / 3;
1783                         if (p_ptr->resist_elec) aura_damage = (aura_damage + 2) / 3;
1784
1785 #ifdef JP
1786                         msg_print("ÅÅ·â¤ò¤¯¤é¤Ã¤¿¡ª");
1787 #else
1788                         msg_print("You get zapped!");
1789 #endif
1790
1791                         take_hit(DAMAGE_NOESCAPE, aura_damage, aura_dam, -1);
1792                         if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags2 |= RF2_AURA_ELEC;
1793                         handle_stuff();
1794                 }
1795         }
1796 }
1797
1798
1799 static void natural_attack(s16b m_idx, int attack, bool *fear, bool *mdeath)
1800 {
1801         int             k, bonus, chance;
1802         int             n_weight = 0;
1803         monster_type    *m_ptr = &m_list[m_idx];
1804         monster_race    *r_ptr = &r_info[m_ptr->r_idx];
1805         char            m_name[80];
1806
1807         int             dss, ddd;
1808
1809         cptr            atk_desc;
1810
1811         switch (attack)
1812         {
1813                 case MUT2_SCOR_TAIL:
1814                         dss = 3;
1815                         ddd = 7;
1816                         n_weight = 5;
1817 #ifdef JP
1818                         atk_desc = "¿¬Èø";
1819 #else
1820                         atk_desc = "tail";
1821 #endif
1822
1823                         break;
1824                 case MUT2_HORNS:
1825                         dss = 2;
1826                         ddd = 6;
1827                         n_weight = 15;
1828 #ifdef JP
1829                         atk_desc = "³Ñ";
1830 #else
1831                         atk_desc = "horns";
1832 #endif
1833
1834                         break;
1835                 case MUT2_BEAK:
1836                         dss = 2;
1837                         ddd = 4;
1838                         n_weight = 5;
1839 #ifdef JP
1840                         atk_desc = "¥¯¥Á¥Ð¥·";
1841 #else
1842                         atk_desc = "beak";
1843 #endif
1844
1845                         break;
1846                 case MUT2_TRUNK:
1847                         dss = 1;
1848                         ddd = 4;
1849                         n_weight = 35;
1850 #ifdef JP
1851                         atk_desc = "¾Ý¤ÎÉ¡";
1852 #else
1853                         atk_desc = "trunk";
1854 #endif
1855
1856                         break;
1857                 case MUT2_TENTACLES:
1858                         dss = 2;
1859                         ddd = 5;
1860                         n_weight = 5;
1861 #ifdef JP
1862                         atk_desc = "¿¨¼ê";
1863 #else
1864                         atk_desc = "tentacles";
1865 #endif
1866
1867                         break;
1868                 default:
1869                         dss = ddd = n_weight = 1;
1870 #ifdef JP
1871                         atk_desc = "̤ÄêµÁ¤ÎÉô°Ì";
1872 #else
1873                         atk_desc = "undefined body part";
1874 #endif
1875
1876         }
1877
1878         /* Extract monster name (or "it") */
1879         monster_desc(m_name, m_ptr, 0);
1880
1881
1882         /* Calculate the "attack quality" */
1883         bonus = p_ptr->to_h_m;
1884         bonus += (p_ptr->lev * 6 / 5);
1885         chance = (p_ptr->skill_thn + (bonus * BTH_PLUS_ADJ));
1886
1887         /* Test for hit */
1888         if ((!(r_ptr->flags2 & RF2_QUANTUM) || !randint0(2)) && test_hit_norm(chance, r_ptr->ac, m_ptr->ml))
1889         {
1890                 /* Sound */
1891                 sound(SOUND_HIT);
1892
1893 #ifdef JP
1894                 msg_format("%s¤ò%s¤Ç¹¶·â¤·¤¿¡£", m_name, atk_desc);
1895 #else
1896                 msg_format("You hit %s with your %s.", m_name, atk_desc);
1897 #endif
1898
1899
1900                 k = damroll(ddd, dss);
1901                 k = critical_norm(n_weight, bonus, k, (s16b)bonus, 0);
1902
1903                 /* Apply the player damage bonuses */
1904                 k += p_ptr->to_d_m;
1905
1906                 /* No negative damage */
1907                 if (k < 0) k = 0;
1908
1909                 /* Modify the damage */
1910                 k = mon_damage_mod(m_ptr, k, FALSE);
1911
1912                 /* Complex message */
1913                 if (p_ptr->wizard)
1914                 {
1915 #ifdef JP
1916                                 msg_format("%d/%d ¤Î¥À¥á¡¼¥¸¤òÍ¿¤¨¤¿¡£", k, m_ptr->hp);
1917 #else
1918                         msg_format("You do %d (out of %d) damage.", k, m_ptr->hp);
1919 #endif
1920
1921                 }
1922
1923                 /* Anger the monster */
1924                 if (k > 0) anger_monster(m_ptr);
1925
1926                 /* Damage, check for fear and mdeath */
1927                 switch (attack)
1928                 {
1929                         case MUT2_SCOR_TAIL:
1930                                 project(0, 0, m_ptr->fy, m_ptr->fx, k, GF_POIS, PROJECT_KILL, -1);
1931                                 *mdeath = (m_ptr->r_idx == 0);
1932                                 break;
1933                         case MUT2_HORNS:
1934                                 *mdeath = mon_take_hit(m_idx, k, fear, NULL);
1935                                 break;
1936                         case MUT2_BEAK:
1937                                 *mdeath = mon_take_hit(m_idx, k, fear, NULL);
1938                                 break;
1939                         case MUT2_TRUNK:
1940                                 *mdeath = mon_take_hit(m_idx, k, fear, NULL);
1941                                 break;
1942                         case MUT2_TENTACLES:
1943                                 *mdeath = mon_take_hit(m_idx, k, fear, NULL);
1944                                 break;
1945                         default:
1946                                 *mdeath = mon_take_hit(m_idx, k, fear, NULL);
1947                 }
1948
1949                 touch_zap_player(m_ptr);
1950         }
1951         /* Player misses */
1952         else
1953         {
1954                 /* Sound */
1955                 sound(SOUND_MISS);
1956
1957                 /* Message */
1958 #ifdef JP
1959                         msg_format("¥ß¥¹¡ª %s¤Ë¤«¤ï¤µ¤ì¤¿¡£", m_name);
1960 #else
1961                 msg_format("You miss %s.", m_name);
1962 #endif
1963
1964         }
1965 }
1966
1967
1968
1969 /*
1970  * Player attacks a (poor, defenseless) creature        -RAK-
1971  *
1972  * If no "weapon" is available, then "punch" the monster one time.
1973  */
1974 static void py_attack_aux(int y, int x, bool *fear, bool *mdeath, s16b hand, int mode)
1975 {
1976         int             num = 0, k, bonus, chance, vir;
1977
1978         cave_type       *c_ptr = &cave[y][x];
1979
1980         monster_type    *m_ptr = &m_list[c_ptr->m_idx];
1981         monster_race    *r_ptr = &r_info[m_ptr->r_idx];
1982
1983         /* Access the weapon */
1984         object_type     *o_ptr = &inventory[INVEN_RARM + hand];
1985
1986         char            m_name[80];
1987
1988         bool            success_hit = FALSE;
1989         bool            old_success_hit = FALSE;
1990         bool            backstab = FALSE;
1991         bool            vorpal_cut = FALSE;
1992         int             chaos_effect = 0;
1993         bool            stab_fleeing = FALSE;
1994         bool            fuiuchi = FALSE;
1995         bool            monk_attack = FALSE;
1996         bool            do_quake = FALSE;
1997         bool            weak = FALSE;
1998         bool            drain_msg = TRUE;
1999         int             drain_result = 0, drain_heal = 0;
2000         bool            can_drain = FALSE;
2001         int             num_blow;
2002         int             drain_left = MAX_VAMPIRIC_DRAIN;
2003         u32b flgs[TR_FLAG_SIZE]; /* A massive hack -- life-draining weapons */
2004         bool            is_human = (r_ptr->d_char == 'p');
2005         bool            is_lowlevel = (r_ptr->level < (p_ptr->lev - 15));
2006         bool            zantetsu_mukou, e_j_mukou;
2007
2008         switch (p_ptr->pclass)
2009         {
2010         case CLASS_ROGUE:
2011         case CLASS_NINJA:
2012                 if (buki_motteruka(INVEN_RARM + hand) && !p_ptr->icky_wield[hand])
2013                 {
2014                         int tmp = p_ptr->lev * 6 + (p_ptr->skill_stl + 10) * 4;
2015                         if (p_ptr->monlite && (mode != HISSATSU_NYUSIN)) tmp /= 3;
2016                         if (p_ptr->cursed & TRC_AGGRAVATE) tmp /= 2;
2017                         if (r_ptr->level > (p_ptr->lev * p_ptr->lev / 20 + 10)) tmp /= 3;
2018                         if (MON_CSLEEP(m_ptr) && m_ptr->ml)
2019                         {
2020                                 /* Can't backstab creatures that we can't see, right? */
2021                                 backstab = TRUE;
2022                         }
2023                         else if ((p_ptr->special_defense & NINJA_S_STEALTH) && (randint0(tmp) > (r_ptr->level+20)) && m_ptr->ml && !(r_ptr->flagsr & RFR_RES_ALL))
2024                         {
2025                                 fuiuchi = TRUE;
2026                         }
2027                         else if (MON_MONFEAR(m_ptr) && m_ptr->ml)
2028                         {
2029                                 stab_fleeing = TRUE;
2030                         }
2031                 }
2032                 break;
2033
2034         case CLASS_MONK:
2035         case CLASS_FORCETRAINER:
2036         case CLASS_BERSERKER:
2037                 if ((empty_hands(TRUE) & EMPTY_HAND_RARM) && !p_ptr->riding) monk_attack = TRUE;
2038                 break;
2039         }
2040
2041         if (!o_ptr->k_idx) /* Empty hand */
2042         {
2043                 if ((r_ptr->level + 10) > p_ptr->lev)
2044                 {
2045                         if (p_ptr->skill_exp[GINOU_SUDE] < s_info[p_ptr->pclass].s_max[GINOU_SUDE])
2046                         {
2047                                 if (p_ptr->skill_exp[GINOU_SUDE] < WEAPON_EXP_BEGINNER)
2048                                         p_ptr->skill_exp[GINOU_SUDE] += 40;
2049                                 else if ((p_ptr->skill_exp[GINOU_SUDE] < WEAPON_EXP_SKILLED))
2050                                         p_ptr->skill_exp[GINOU_SUDE] += 5;
2051                                 else if ((p_ptr->skill_exp[GINOU_SUDE] < WEAPON_EXP_EXPERT) && (p_ptr->lev > 19))
2052                                         p_ptr->skill_exp[GINOU_SUDE] += 1;
2053                                 else if ((p_ptr->lev > 34))
2054                                         if (one_in_(3)) p_ptr->skill_exp[GINOU_SUDE] += 1;
2055                                 p_ptr->update |= (PU_BONUS);
2056                         }
2057                 }
2058         }
2059         else if (object_is_melee_weapon(o_ptr))
2060         {
2061                 if ((r_ptr->level + 10) > p_ptr->lev)
2062                 {
2063                         int tval = inventory[INVEN_RARM+hand].tval - TV_WEAPON_BEGIN;
2064                         int sval = inventory[INVEN_RARM+hand].sval;
2065                         int now_exp = p_ptr->weapon_exp[tval][sval];
2066                         if (now_exp < s_info[p_ptr->pclass].w_max[tval][sval])
2067                         {
2068                                 int amount = 0;
2069                                 if (now_exp < WEAPON_EXP_BEGINNER) amount = 80;
2070                                 else if (now_exp < WEAPON_EXP_SKILLED) amount = 10;
2071                                 else if ((now_exp < WEAPON_EXP_EXPERT) && (p_ptr->lev > 19)) amount = 1;
2072                                 else if ((p_ptr->lev > 34) && one_in_(2)) amount = 1;
2073                                 p_ptr->weapon_exp[tval][sval] += amount;
2074                                 p_ptr->update |= (PU_BONUS);
2075                         }
2076                 }
2077         }
2078
2079         /* Disturb the monster */
2080         (void)set_monster_csleep(c_ptr->m_idx, 0);
2081
2082         /* Extract monster name (or "it") */
2083         monster_desc(m_name, m_ptr, 0);
2084
2085         /* Calculate the "attack quality" */
2086         bonus = p_ptr->to_h[hand] + o_ptr->to_h;
2087         chance = (p_ptr->skill_thn + (bonus * BTH_PLUS_ADJ));
2088         if (mode == HISSATSU_IAI) chance += 60;
2089         if (p_ptr->special_defense & KATA_KOUKIJIN) chance += 150;
2090
2091         if (p_ptr->sutemi) chance = MAX(chance * 3 / 2, chance + 60);
2092
2093         vir = virtue_number(V_VALOUR);
2094         if (vir)
2095         {
2096                 chance += (p_ptr->virtues[vir - 1]/10);
2097         }
2098
2099         zantetsu_mukou = ((o_ptr->name1 == ART_ZANTETSU) && (r_ptr->d_char == 'j'));
2100         e_j_mukou = ((o_ptr->name1 == ART_EXCALIBUR_J) && (r_ptr->d_char == 'S'));
2101
2102         if ((mode == HISSATSU_KYUSHO) || (mode == HISSATSU_MINEUCHI) || (mode == HISSATSU_3DAN) || (mode == HISSATSU_IAI)) num_blow = 1;
2103         else if (mode == HISSATSU_COLD) num_blow = p_ptr->num_blow[hand]+2;
2104         else num_blow = p_ptr->num_blow[hand];
2105
2106         /* Attack once for each legal blow */
2107         while ((num++ < num_blow) && !p_ptr->is_dead)
2108         {
2109                 if (((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_DOKUBARI)) || (mode == HISSATSU_KYUSHO))
2110                 {
2111                         if (p_ptr->migite && p_ptr->hidarite)
2112                         {
2113                                 success_hit = one_in_(2);
2114                         }
2115                         else success_hit = TRUE;
2116                 }
2117                 else if (mode == HISSATSU_MAJIN)
2118                 {
2119                         if (num == 1)
2120                         {
2121                                 if (one_in_(2))
2122                                         success_hit = FALSE;
2123                                 old_success_hit = success_hit;
2124                         }
2125                         else success_hit = old_success_hit;
2126                 }
2127                 else if ((p_ptr->pclass == CLASS_NINJA) && ((backstab || fuiuchi) && !(r_ptr->flagsr & RFR_RES_ALL))) success_hit = TRUE;
2128                 else success_hit = test_hit_norm(chance, r_ptr->ac, m_ptr->ml);
2129
2130                 /* Test for hit */
2131                 if (success_hit)
2132                 {
2133                         int vorpal_chance = ((o_ptr->name1 == ART_VORPAL_BLADE) || (o_ptr->name1 == ART_CHAINSWORD)) ? 2 : 4;
2134
2135                         /* Sound */
2136                         sound(SOUND_HIT);
2137
2138                         /* Message */
2139 #ifdef JP
2140                         if (backstab) msg_format("¤¢¤Ê¤¿¤ÏÎä¹ó¤Ë¤â̲¤Ã¤Æ¤¤¤ë̵ÎϤÊ%s¤òÆͤ­»É¤·¤¿¡ª", m_name);
2141                         else if (fuiuchi) msg_format("ÉÔ°Õ¤òÆͤ¤¤Æ%s¤Ë¶¯Îõ¤Ê°ì·â¤ò¶ô¤é¤ï¤»¤¿¡ª", m_name);
2142                         else if (stab_fleeing) msg_format("ƨ¤²¤ë%s¤òÇØÃ椫¤éÆͤ­»É¤·¤¿¡ª", m_name);
2143                         else if (!monk_attack) msg_format("%s¤ò¹¶·â¤·¤¿¡£", m_name);
2144 #else
2145                         if (backstab) msg_format("You cruelly stab the helpless, sleeping %s!", m_name);
2146                         else if (fuiuchi) msg_format("You make surprise attack, and hit %s with a powerful blow!", m_name);
2147                         else if (stab_fleeing) msg_format("You backstab the fleeing %s!",  m_name);
2148                         else if (!monk_attack) msg_format("You hit %s.", m_name);
2149 #endif
2150
2151                         /* Hack -- bare hands do one damage */
2152                         k = 1;
2153
2154                         object_flags(o_ptr, flgs);
2155
2156                         /* Select a chaotic effect (50% chance) */
2157                         if ((have_flag(flgs, TR_CHAOTIC)) && one_in_(2))
2158                         {
2159                                 if (one_in_(10))
2160                                 chg_virtue(V_CHANCE, 1);
2161
2162                                 if (randint1(5) < 3)
2163                                 {
2164                                         /* Vampiric (20%) */
2165                                         chaos_effect = 1;
2166                                 }
2167                                 else if (one_in_(250))
2168                                 {
2169                                         /* Quake (0.12%) */
2170                                         chaos_effect = 2;
2171                                 }
2172                                 else if (!one_in_(10))
2173                                 {
2174                                         /* Confusion (26.892%) */
2175                                         chaos_effect = 3;
2176                                 }
2177                                 else if (one_in_(2))
2178                                 {
2179                                         /* Teleport away (1.494%) */
2180                                         chaos_effect = 4;
2181                                 }
2182                                 else
2183                                 {
2184                                         /* Polymorph (1.494%) */
2185                                         chaos_effect = 5;
2186                                 }
2187                         }
2188
2189                         /* Vampiric drain */
2190                         if ((have_flag(flgs, TR_VAMPIRIC)) || (chaos_effect == 1) || (mode == HISSATSU_DRAIN))
2191                         {
2192                                 /* Only drain "living" monsters */
2193                                 if (monster_living(r_ptr))
2194                                         can_drain = TRUE;
2195                                 else
2196                                         can_drain = FALSE;
2197                         }
2198
2199                         if ((have_flag(flgs, TR_VORPAL)) && (randint1(vorpal_chance*3/2) == 1) && !zantetsu_mukou)
2200                                 vorpal_cut = TRUE;
2201                         else vorpal_cut = FALSE;
2202
2203                         if (monk_attack)
2204                         {
2205                                 int special_effect = 0, stun_effect = 0, times = 0, max_times;
2206                                 int min_level = 1;
2207                                 martial_arts *ma_ptr = &ma_blows[0], *old_ptr = &ma_blows[0];
2208                                 int resist_stun = 0;
2209                                 int weight = 8;
2210
2211                                 if (r_ptr->flags1 & RF1_UNIQUE) resist_stun += 88;
2212                                 if (r_ptr->flags3 & RF3_NO_STUN) resist_stun += 66;
2213                                 if (r_ptr->flags3 & RF3_NO_CONF) resist_stun += 33;
2214                                 if (r_ptr->flags3 & RF3_NO_SLEEP) resist_stun += 33;
2215                                 if ((r_ptr->flags3 & RF3_UNDEAD) || (r_ptr->flags3 & RF3_NONLIVING))
2216                                         resist_stun += 66;
2217
2218                                 if (p_ptr->special_defense & KAMAE_BYAKKO)
2219                                         max_times = (p_ptr->lev < 3 ? 1 : p_ptr->lev / 3);
2220                                 else if (p_ptr->special_defense & KAMAE_SUZAKU)
2221                                         max_times = 1;
2222                                 else if (p_ptr->special_defense & KAMAE_GENBU)
2223                                         max_times = 1;
2224                                 else
2225                                         max_times = (p_ptr->lev < 7 ? 1 : p_ptr->lev / 7);
2226                                 /* Attempt 'times' */
2227                                 for (times = 0; times < max_times; times++)
2228                                 {
2229                                         do
2230                                         {
2231                                                 ma_ptr = &ma_blows[randint0(MAX_MA)];
2232                                                 if ((p_ptr->pclass == CLASS_FORCETRAINER) && (ma_ptr->min_level > 1)) min_level = ma_ptr->min_level + 3;
2233                                                 else min_level = ma_ptr->min_level;
2234                                         }
2235                                         while ((min_level > p_ptr->lev) ||
2236                                                (randint1(p_ptr->lev) < ma_ptr->chance));
2237
2238                                         /* keep the highest level attack available we found */
2239                                         if ((ma_ptr->min_level > old_ptr->min_level) &&
2240                                             !p_ptr->stun && !p_ptr->confused)
2241                                         {
2242                                                 old_ptr = ma_ptr;
2243
2244                                                 if (p_ptr->wizard && cheat_xtra)
2245                                                 {
2246 #ifdef JP
2247                                                         msg_print("¹¶·â¤òºÆÁªÂò¤·¤Þ¤·¤¿¡£");
2248 #else
2249                                                         msg_print("Attack re-selected.");
2250 #endif
2251                                                 }
2252                                         }
2253                                         else
2254                                         {
2255                                                 ma_ptr = old_ptr;
2256                                         }
2257                                 }
2258
2259                                 if (p_ptr->pclass == CLASS_FORCETRAINER) min_level = MAX(1, ma_ptr->min_level - 3);
2260                                 else min_level = ma_ptr->min_level;
2261                                 k = damroll(ma_ptr->dd + p_ptr->to_dd[hand], ma_ptr->ds + p_ptr->to_ds[hand]);
2262                                 if (p_ptr->special_attack & ATTACK_SUIKEN) k *= 2;
2263
2264                                 if (ma_ptr->effect == MA_KNEE)
2265                                 {
2266                                         if (r_ptr->flags1 & RF1_MALE)
2267                                         {
2268 #ifdef JP
2269                                                 msg_format("%s¤Ë¶âŪɨ½³¤ê¤ò¤¯¤é¤ï¤·¤¿¡ª", m_name);
2270 #else
2271                                                 msg_format("You hit %s in the groin with your knee!", m_name);
2272 #endif
2273
2274                                                 sound(SOUND_PAIN);
2275                                                 special_effect = MA_KNEE;
2276                                         }
2277                                         else
2278                                                 msg_format(ma_ptr->desc, m_name);
2279                                 }
2280
2281                                 else if (ma_ptr->effect == MA_SLOW)
2282                                 {
2283                                         if (!((r_ptr->flags1 & RF1_NEVER_MOVE) ||
2284                                             my_strchr("~#{}.UjmeEv$,DdsbBFIJQSXclnw!=?", r_ptr->d_char)))
2285                                         {
2286 #ifdef JP
2287                                                 msg_format("%s¤Î­¼ó¤Ë´ØÀá½³¤ê¤ò¤¯¤é¤ï¤·¤¿¡ª", m_name);
2288 #else
2289                                                 msg_format("You kick %s in the ankle.", m_name);
2290 #endif
2291
2292                                                 special_effect = MA_SLOW;
2293                                         }
2294                                         else msg_format(ma_ptr->desc, m_name);
2295                                 }
2296                                 else
2297                                 {
2298                                         if (ma_ptr->effect)
2299                                         {
2300                                                 stun_effect = (ma_ptr->effect / 2) + randint1(ma_ptr->effect / 2);
2301                                         }
2302
2303                                         msg_format(ma_ptr->desc, m_name);
2304                                 }
2305
2306                                 if (p_ptr->special_defense & KAMAE_SUZAKU) weight = 4;
2307                                 if ((p_ptr->pclass == CLASS_FORCETRAINER) && (p_ptr->magic_num1[0]))
2308                                 {
2309                                         weight += (p_ptr->magic_num1[0]/30);
2310                                         if (weight > 20) weight = 20;
2311                                 }
2312
2313                                 k = critical_norm(p_ptr->lev * weight, min_level, k, p_ptr->to_h[0], 0);
2314
2315                                 if ((special_effect == MA_KNEE) && ((k + p_ptr->to_d[hand]) < m_ptr->hp))
2316                                 {
2317 #ifdef JP
2318                                         msg_format("%^s¤Ï¶ìÄˤˤ¦¤á¤¤¤Æ¤¤¤ë¡ª", m_name);
2319 #else
2320                                         msg_format("%^s moans in agony!", m_name);
2321 #endif
2322
2323                                         stun_effect = 7 + randint1(13);
2324                                         resist_stun /= 3;
2325                                 }
2326
2327                                 else if ((special_effect == MA_SLOW) && ((k + p_ptr->to_d[hand]) < m_ptr->hp))
2328                                 {
2329                                         if (!(r_ptr->flags1 & RF1_UNIQUE) &&
2330                                             (randint1(p_ptr->lev) > r_ptr->level) &&
2331                                             m_ptr->mspeed > 60)
2332                                         {
2333 #ifdef JP
2334                                                 msg_format("%^s¤Ï­¤ò¤Ò¤­¤º¤ê»Ï¤á¤¿¡£", m_name);
2335 #else
2336                                                 msg_format("%^s starts limping slower.", m_name);
2337 #endif
2338
2339                                                 m_ptr->mspeed -= 10;
2340                                         }
2341                                 }
2342
2343                                 if (stun_effect && ((k + p_ptr->to_d[hand]) < m_ptr->hp))
2344                                 {
2345                                         if (p_ptr->lev > randint1(r_ptr->level + resist_stun + 10))
2346                                         {
2347                                                 if (set_monster_stunned(c_ptr->m_idx, stun_effect + MON_STUNNED(m_ptr)))
2348                                                 {
2349 #ifdef JP
2350                                                         msg_format("%^s¤Ï¥Õ¥é¥Õ¥é¤Ë¤Ê¤Ã¤¿¡£", m_name);
2351 #else
2352                                                         msg_format("%^s is stunned.", m_name);
2353 #endif
2354                                                 }
2355                                                 else
2356                                                 {
2357 #ifdef JP
2358                                                         msg_format("%^s¤Ï¤µ¤é¤Ë¥Õ¥é¥Õ¥é¤Ë¤Ê¤Ã¤¿¡£", m_name);
2359 #else
2360                                                         msg_format("%^s is more stunned.", m_name);
2361 #endif
2362                                                 }
2363                                         }
2364                                 }
2365                         }
2366
2367                         /* Handle normal weapon */
2368                         else if (o_ptr->k_idx)
2369                         {
2370                                 k = damroll(o_ptr->dd + p_ptr->to_dd[hand], o_ptr->ds + p_ptr->to_ds[hand]);
2371                                 k = tot_dam_aux(o_ptr, k, m_ptr, mode, FALSE);
2372
2373                                 if (backstab)
2374                                 {
2375                                         k *= (3 + (p_ptr->lev / 20));
2376                                 }
2377                                 else if (fuiuchi)
2378                                 {
2379                                         k = k*(5+(p_ptr->lev*2/25))/2;
2380                                 }
2381                                 else if (stab_fleeing)
2382                                 {
2383                                         k = (3 * k) / 2;
2384                                 }
2385
2386                                 if ((p_ptr->impact[hand] && ((k > 50) || one_in_(7))) ||
2387                                          (chaos_effect == 2) || (mode == HISSATSU_QUAKE))
2388                                 {
2389                                         do_quake = TRUE;
2390                                 }
2391
2392                                 if ((!(o_ptr->tval == TV_SWORD) || !(o_ptr->sval == SV_DOKUBARI)) && !(mode == HISSATSU_KYUSHO))
2393                                         k = critical_norm(o_ptr->weight, o_ptr->to_h, k, p_ptr->to_h[hand], mode);
2394
2395                                 drain_result = k;
2396
2397                                 if (vorpal_cut)
2398                                 {
2399                                         int mult = 2;
2400
2401                                         if ((o_ptr->name1 == ART_CHAINSWORD) && !one_in_(2))
2402                                         {
2403                                                 char chainsword_noise[1024];
2404 #ifdef JP
2405                                                 if (!get_rnd_line("chainswd_j.txt", 0, chainsword_noise))
2406 #else
2407                                                 if (!get_rnd_line("chainswd.txt", 0, chainsword_noise))
2408 #endif
2409                                                 {
2410                                                         msg_print(chainsword_noise);
2411                                                 }
2412                                         }
2413
2414                                         if (o_ptr->name1 == ART_VORPAL_BLADE)
2415                                         {
2416 #ifdef JP
2417                                                 msg_print("Ìܤˤâ»ß¤Þ¤é¤Ì¥ô¥©¡¼¥Ñ¥ë¥Ö¥ì¡¼¥É¡¢¼êÏ£¤ÎÁá¶È¡ª");
2418 #else
2419                                                 msg_print("Your Vorpal Blade goes snicker-snack!");
2420 #endif
2421                                         }
2422                                         else
2423                                         {
2424 #ifdef JP
2425                                                 msg_format("%s¤ò¥°¥Ã¥µ¥êÀÚ¤êÎö¤¤¤¿¡ª", m_name);
2426 #else
2427                                                 msg_format("Your weapon cuts deep into %s!", m_name);
2428 #endif
2429                                         }
2430
2431                                         /* Try to increase the damage */
2432                                         while (one_in_(vorpal_chance))
2433                                         {
2434                                                 mult++;
2435                                         }
2436
2437                                         k *= mult;
2438
2439                                         /* Ouch! */
2440                                         if (((r_ptr->flagsr & RFR_RES_ALL) ? k/100 : k) > m_ptr->hp)
2441                                         {
2442 #ifdef JP
2443                                                 msg_format("%s¤ò¿¿¤ÃÆó¤Ä¤Ë¤·¤¿¡ª", m_name);
2444 #else
2445                                                 msg_format("You cut %s in half!", m_name);
2446 #endif
2447                                         }
2448                                         else
2449                                         {
2450                                                 switch (mult)
2451                                                 {
2452 #ifdef JP
2453                                                 case 2: msg_format("%s¤ò»Â¤Ã¤¿¡ª", m_name); break;
2454                                                 case 3: msg_format("%s¤ò¤Ö¤Ã¤¿»Â¤Ã¤¿¡ª", m_name); break;
2455                                                 case 4: msg_format("%s¤ò¥á¥Ã¥¿»Â¤ê¤Ë¤·¤¿¡ª", m_name); break;
2456                                                 case 5: msg_format("%s¤ò¥á¥Ã¥¿¥á¥¿¤Ë»Â¤Ã¤¿¡ª", m_name); break;
2457                                                 case 6: msg_format("%s¤ò»É¿È¤Ë¤·¤¿¡ª", m_name); break;
2458                                                 case 7: msg_format("%s¤ò»Â¤Ã¤Æ»Â¤Ã¤Æ»Â¤ê¤Þ¤¯¤Ã¤¿¡ª", m_name); break;
2459                                                 default: msg_format("%s¤òºÙÀÚ¤ì¤Ë¤·¤¿¡ª", m_name); break;
2460 #else
2461                                                 case 2: msg_format("You gouge %s!", m_name); break;
2462                                                 case 3: msg_format("You maim %s!", m_name); break;
2463                                                 case 4: msg_format("You carve %s!", m_name); break;
2464                                                 case 5: msg_format("You cleave %s!", m_name); break;
2465                                                 case 6: msg_format("You smite %s!", m_name); break;
2466                                                 case 7: msg_format("You eviscerate %s!", m_name); break;
2467                                                 default: msg_format("You shred %s!", m_name); break;
2468 #endif
2469                                                 }
2470                                         }
2471                                         drain_result = drain_result * 3 / 2;
2472                                 }
2473
2474                                 k += o_ptr->to_d;
2475                                 drain_result += o_ptr->to_d;
2476                         }
2477
2478                         /* Apply the player damage bonuses */
2479                         k += p_ptr->to_d[hand];
2480                         drain_result += p_ptr->to_d[hand];
2481
2482                         if ((mode == HISSATSU_SUTEMI) || (mode == HISSATSU_3DAN)) k *= 2;
2483                         if ((mode == HISSATSU_SEKIRYUKA) && !monster_living(r_ptr)) k = 0;
2484                         if ((mode == HISSATSU_SEKIRYUKA) && !p_ptr->cut) k /= 2;
2485
2486                         /* No negative damage */
2487                         if (k < 0) k = 0;
2488
2489                         if ((mode == HISSATSU_ZANMA) && !(!monster_living(r_ptr) && (r_ptr->flags3 & RF3_EVIL)))
2490                         {
2491                                 k = 0;
2492                         }
2493
2494                         if (zantetsu_mukou)
2495                         {
2496 #ifdef JP
2497                                 msg_print("¤³¤ó¤ÊÆð¤é¤«¤¤¤â¤Î¤ÏÀÚ¤ì¤ó¡ª");
2498 #else
2499                                 msg_print("You cannot cut such a elastic thing!");
2500 #endif
2501                                 k = 0;
2502                         }
2503
2504                         if (e_j_mukou)
2505                         {
2506 #ifdef JP
2507                                 msg_print("ÃØéá¤Ï¶ì¼ê¤À¡ª");
2508 #else
2509                                 msg_print("Spiders are difficult for you to deal with!");
2510 #endif
2511                                 k /= 2;
2512                         }
2513
2514                         if (mode == HISSATSU_MINEUCHI)
2515                         {
2516                                 int tmp = (10 + randint1(15) + p_ptr->lev / 5);
2517
2518                                 k = 0;
2519                                 anger_monster(m_ptr);
2520
2521                                 if (!(r_ptr->flags3 & (RF3_NO_STUN)))
2522                                 {
2523                                         /* Get stunned */
2524                                         if (MON_STUNNED(m_ptr))
2525                                         {
2526 #ifdef JP
2527                                                 msg_format("%s¤Ï¤Ò¤É¤¯¤â¤¦¤í¤¦¤È¤·¤¿¡£", m_name);
2528 #else
2529                                                 msg_format("%s is more dazed.", m_name);
2530 #endif
2531
2532                                                 tmp /= 2;
2533                                         }
2534                                         else
2535                                         {
2536 #ifdef JP
2537                                                 msg_format("%s ¤Ï¤â¤¦¤í¤¦¤È¤·¤¿¡£", m_name);
2538 #else
2539                                                 msg_format("%s is dazed.", m_name);
2540 #endif
2541                                         }
2542
2543                                         /* Apply stun */
2544                                         (void)set_monster_stunned(c_ptr->m_idx, MON_STUNNED(m_ptr) + tmp);
2545                                 }
2546                                 else
2547                                 {
2548 #ifdef JP
2549                                         msg_format("%s ¤Ë¤Ï¸ú²Ì¤¬¤Ê¤«¤Ã¤¿¡£", m_name);
2550 #else
2551                                         msg_format("%s is not effected.", m_name);
2552 #endif
2553                                 }
2554                         }
2555
2556                         /* Modify the damage */
2557                         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))));
2558                         if (((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_DOKUBARI)) || (mode == HISSATSU_KYUSHO))
2559                         {
2560                                 if ((randint1(randint1(r_ptr->level/7)+5) == 1) && !(r_ptr->flags1 & RF1_UNIQUE) && !(r_ptr->flags7 & RF7_UNIQUE2))
2561                                 {
2562                                         k = m_ptr->hp + 1;
2563 #ifdef JP
2564                                         msg_format("%s¤ÎµÞ½ê¤òÆͤ­»É¤·¤¿¡ª", m_name);
2565 #else
2566                                         msg_format("You hit %s on a fatal spot!", m_name);
2567 #endif
2568                                 }
2569                                 else k = 1;
2570                         }
2571                         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)))
2572                         {
2573                                 int maxhp = maxroll(r_ptr->hdice, r_ptr->hside);
2574                                 if (one_in_(backstab ? 13 : (stab_fleeing || fuiuchi) ? 15 : 27))
2575                                 {
2576                                         k *= 5;
2577                                         drain_result *= 2;
2578 #ifdef JP
2579                                         msg_format("¿Ï¤¬%s¤Ë¿¼¡¹¤ÈÆͤ­»É¤µ¤Ã¤¿¡ª", m_name);
2580 #else
2581                                         msg_format("You critically injured %s!", m_name);
2582 #endif
2583                                 }
2584                                 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)))
2585                                 {
2586                                         if ((r_ptr->flags1 & RF1_UNIQUE) || (r_ptr->flags7 & RF7_UNIQUE2) || (m_ptr->hp >= maxhp/2))
2587                                         {
2588                                                 k = MAX(k*5, m_ptr->hp/2);
2589                                                 drain_result *= 2;
2590 #ifdef JP
2591                                                 msg_format("%s¤ËÃ×Ì¿½ý¤òÉé¤ï¤»¤¿¡ª", m_name);
2592 #else
2593                                                 msg_format("You fatally injured %s!", m_name);
2594 #endif
2595                                         }
2596                                         else
2597                                         {
2598                                                 k = m_ptr->hp + 1;
2599 #ifdef JP
2600                                                 msg_format("¿Ï¤¬%s¤ÎµÞ½ê¤ò´Ó¤¤¤¿¡ª", m_name);
2601 #else
2602                                                 msg_format("You hit %s on a fatal spot!", m_name);
2603 #endif
2604                                         }
2605                                 }
2606                         }
2607
2608                         /* Complex message */
2609                         if (p_ptr->wizard || cheat_xtra)
2610                         {
2611 #ifdef JP
2612                                 msg_format("%d/%d ¤Î¥À¥á¡¼¥¸¤òÍ¿¤¨¤¿¡£", k, m_ptr->hp);
2613 #else
2614                                 msg_format("You do %d (out of %d) damage.", k, m_ptr->hp);
2615 #endif
2616                         }
2617
2618                         if (k <= 0) can_drain = FALSE;
2619
2620                         if (drain_result > m_ptr->hp)
2621                                 drain_result = m_ptr->hp;
2622
2623                         /* Damage, check for fear and death */
2624                         if (mon_take_hit(c_ptr->m_idx, k, fear, NULL))
2625                         {
2626                                 *mdeath = TRUE;
2627                                 if ((p_ptr->pclass == CLASS_BERSERKER) && energy_use)
2628                                 {
2629                                         if (p_ptr->migite && p_ptr->hidarite)
2630                                         {
2631                                                 if (hand) energy_use = energy_use*3/5+energy_use*num*2/(p_ptr->num_blow[hand]*5);
2632                                                 else energy_use = energy_use*num*3/(p_ptr->num_blow[hand]*5);
2633                                         }
2634                                         else
2635                                         {
2636                                                 energy_use = energy_use*num/p_ptr->num_blow[hand];
2637                                         }
2638                                 }
2639                                 if ((o_ptr->name1 == ART_ZANTETSU) && is_lowlevel)
2640 #ifdef JP
2641                                         msg_print("¤Þ¤¿¤Ä¤Þ¤é¤Ì¤â¤Î¤ò»Â¤Ã¤Æ¤·¤Þ¤Ã¤¿¡¥¡¥¡¥");
2642 #else
2643                                         msg_print("Sigh... Another trifling thing I've cut....");
2644 #endif
2645                                 break;
2646                         }
2647
2648                         /* Anger the monster */
2649                         if (k > 0) anger_monster(m_ptr);
2650
2651                         touch_zap_player(m_ptr);
2652
2653                         /* Are we draining it?  A little note: If the monster is
2654                         dead, the drain does not work... */
2655
2656                         if (can_drain && (drain_result > 0))
2657                         {
2658                                 if (o_ptr->name1 == ART_MURAMASA)
2659                                 {
2660                                         if (is_human)
2661                                         {
2662                                                 int to_h = o_ptr->to_h;
2663                                                 int to_d = o_ptr->to_d;
2664                                                 int i, flag;
2665
2666                                                 flag = 1;
2667                                                 for (i = 0; i < to_h + 3; i++) if (one_in_(4)) flag = 0;
2668                                                 if (flag) to_h++;
2669
2670                                                 flag = 1;
2671                                                 for (i = 0; i < to_d + 3; i++) if (one_in_(4)) flag = 0;
2672                                                 if (flag) to_d++;
2673
2674                                                 if (o_ptr->to_h != to_h || o_ptr->to_d != to_d)
2675                                                 {
2676 #ifdef JP
2677                                                         msg_print("ÍÅÅá¤Ï·ì¤òµÛ¤Ã¤Æ¶¯¤¯¤Ê¤Ã¤¿¡ª");
2678 #else
2679                                                         msg_print("Muramasa sucked blood, and became more powerful!");
2680 #endif
2681                                                         o_ptr->to_h = to_h;
2682                                                         o_ptr->to_d = to_d;
2683                                                 }
2684                                         }
2685                                 }
2686                                 else
2687                                 {
2688                                         if (drain_result > 5) /* Did we really hurt it? */
2689                                         {
2690                                                 drain_heal = damroll(2, drain_result / 6);
2691
2692                                                 if (cheat_xtra)
2693                                                 {
2694 #ifdef JP
2695                                                         msg_format("Draining left: %d", drain_left);
2696 #else
2697                                                         msg_format("Draining left: %d", drain_left);
2698 #endif
2699
2700                                                 }
2701
2702                                                 if (drain_left)
2703                                                 {
2704                                                         if (drain_heal < drain_left)
2705                                                         {
2706                                                                 drain_left -= drain_heal;
2707                                                         }
2708                                                         else
2709                                                         {
2710                                                                 drain_heal = drain_left;
2711                                                                 drain_left = 0;
2712                                                         }
2713
2714                                                         if (drain_msg)
2715                                                         {
2716 #ifdef JP
2717                                                                 msg_format("¿Ï¤¬%s¤«¤éÀ¸Ì¿ÎϤòµÛ¤¤¼è¤Ã¤¿¡ª", m_name);
2718 #else
2719                                                                 msg_format("Your weapon drains life from %s!", m_name);
2720 #endif
2721
2722                                                                 drain_msg = FALSE;
2723                                                         }
2724
2725                                                         drain_heal = (drain_heal * mutant_regenerate_mod) / 100;
2726
2727                                                         hp_player(drain_heal);
2728                                                         /* We get to keep some of it! */
2729                                                 }
2730                                         }
2731                                 }
2732                                 m_ptr->maxhp -= (k+7)/8;
2733                                 if (m_ptr->hp > m_ptr->maxhp) m_ptr->hp = m_ptr->maxhp;
2734                                 if (m_ptr->maxhp < 1) m_ptr->maxhp = 1;
2735                                 weak = TRUE;
2736                         }
2737                         can_drain = FALSE;
2738                         drain_result = 0;
2739
2740                         /* Confusion attack */
2741                         if ((p_ptr->special_attack & ATTACK_CONFUSE) || (chaos_effect == 3) || (mode == HISSATSU_CONF))
2742                         {
2743                                 /* Cancel glowing hands */
2744                                 if (p_ptr->special_attack & ATTACK_CONFUSE)
2745                                 {
2746                                         p_ptr->special_attack &= ~(ATTACK_CONFUSE);
2747 #ifdef JP
2748                                         msg_print("¼ê¤Îµ±¤­¤¬¤Ê¤¯¤Ê¤Ã¤¿¡£");
2749 #else
2750                                         msg_print("Your hands stop glowing.");
2751 #endif
2752                                         p_ptr->redraw |= (PR_STATUS);
2753
2754                                 }
2755
2756                                 /* Confuse the monster */
2757                                 if (r_ptr->flags3 & RF3_NO_CONF)
2758                                 {
2759                                         if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags3 |= RF3_NO_CONF;
2760
2761 #ifdef JP
2762                                         msg_format("%^s¤Ë¤Ï¸ú²Ì¤¬¤Ê¤«¤Ã¤¿¡£", m_name);
2763 #else
2764                                         msg_format("%^s is unaffected.", m_name);
2765 #endif
2766
2767                                 }
2768                                 else if (randint0(100) < r_ptr->level)
2769                                 {
2770 #ifdef JP
2771                                         msg_format("%^s¤Ë¤Ï¸ú²Ì¤¬¤Ê¤«¤Ã¤¿¡£", m_name);
2772 #else
2773                                         msg_format("%^s is unaffected.", m_name);
2774 #endif
2775
2776                                 }
2777                                 else
2778                                 {
2779 #ifdef JP
2780                                         msg_format("%^s¤Ïº®Í𤷤¿¤è¤¦¤À¡£", m_name);
2781 #else
2782                                         msg_format("%^s appears confused.", m_name);
2783 #endif
2784
2785                                         (void)set_monster_confused(c_ptr->m_idx, MON_CONFUSED(m_ptr) + 10 + randint0(p_ptr->lev) / 5);
2786                                 }
2787                         }
2788
2789                         else if (chaos_effect == 4)
2790                         {
2791                                 bool resists_tele = FALSE;
2792
2793                                 if (r_ptr->flagsr & RFR_RES_TELE)
2794                                 {
2795                                         if (r_ptr->flags1 & RF1_UNIQUE)
2796                                         {
2797                                                 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flagsr |= RFR_RES_TELE;
2798 #ifdef JP
2799                                                 msg_format("%^s¤Ë¤Ï¸ú²Ì¤¬¤Ê¤«¤Ã¤¿¡£", m_name);
2800 #else
2801                                                 msg_format("%^s is unaffected!", m_name);
2802 #endif
2803
2804                                                 resists_tele = TRUE;
2805                                         }
2806                                         else if (r_ptr->level > randint1(100))
2807                                         {
2808                                                 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flagsr |= RFR_RES_TELE;
2809 #ifdef JP
2810                                                 msg_format("%^s¤ÏÄñ¹³ÎϤò»ý¤Ã¤Æ¤¤¤ë¡ª", m_name);
2811 #else
2812                                                 msg_format("%^s resists!", m_name);
2813 #endif
2814
2815                                                 resists_tele = TRUE;
2816                                         }
2817                                 }
2818
2819                                 if (!resists_tele)
2820                                 {
2821 #ifdef JP
2822                                         msg_format("%^s¤Ï¾Ã¤¨¤¿¡ª", m_name);
2823 #else
2824                                         msg_format("%^s disappears!", m_name);
2825 #endif
2826
2827                                         teleport_away(c_ptr->m_idx, 50, TELEPORT_PASSIVE);
2828                                         num = num_blow + 1; /* Can't hit it anymore! */
2829                                         *mdeath = TRUE;
2830                                 }
2831                         }
2832
2833                         else if ((chaos_effect == 5) && (randint1(90) > r_ptr->level))
2834                         {
2835                                 if (!(r_ptr->flags1 & (RF1_UNIQUE | RF1_QUESTOR)) &&
2836                                     !(r_ptr->flagsr & RFR_EFF_RES_CHAO_MASK))
2837                                 {
2838                                         if (polymorph_monster(y, x))
2839                                         {
2840 #ifdef JP
2841                                                 msg_format("%^s¤ÏÊѲ½¤·¤¿¡ª", m_name);
2842 #else
2843                                                 msg_format("%^s changes!", m_name);
2844 #endif
2845
2846                                                 *fear = FALSE;
2847                                                 weak = FALSE;
2848                                         }
2849                                         else
2850                                         {
2851 #ifdef JP
2852                                                 msg_format("%^s¤Ë¤Ï¸ú²Ì¤¬¤Ê¤«¤Ã¤¿¡£", m_name);
2853 #else
2854                                                 msg_format("%^s is unaffected.", m_name);
2855 #endif
2856                                         }
2857
2858                                         /* Hack -- Get new monster */
2859                                         m_ptr = &m_list[c_ptr->m_idx];
2860
2861                                         /* Oops, we need a different name... */
2862                                         monster_desc(m_name, m_ptr, 0);
2863
2864                                         /* Hack -- Get new race */
2865                                         r_ptr = &r_info[m_ptr->r_idx];
2866                                 }
2867                         }
2868                         else if (o_ptr->name1 == ART_G_HAMMER)
2869                         {
2870                                 monster_type *m_ptr = &m_list[c_ptr->m_idx];
2871
2872                                 if (m_ptr->hold_o_idx)
2873                                 {
2874                                         object_type *q_ptr = &o_list[m_ptr->hold_o_idx];
2875                                         char o_name[MAX_NLEN];
2876
2877                                         object_desc(o_name, q_ptr, OD_NAME_ONLY);
2878                                         q_ptr->held_m_idx = 0;
2879                                         q_ptr->marked = OM_TOUCHED;
2880                                         m_ptr->hold_o_idx = q_ptr->next_o_idx;
2881                                         q_ptr->next_o_idx = 0;
2882 #ifdef JP
2883                                         msg_format("%s¤òÃ¥¤Ã¤¿¡£", o_name);
2884 #else
2885                                         msg_format("You snatched %s.", o_name);
2886 #endif
2887                                         inven_carry(q_ptr);
2888                                 }
2889                         }
2890                 }
2891
2892                 /* Player misses */
2893                 else
2894                 {
2895                         backstab = FALSE; /* Clumsy! */
2896                         fuiuchi = FALSE; /* Clumsy! */
2897
2898                         if ((o_ptr->tval == TV_POLEARM) && (o_ptr->sval == SV_DEATH_SCYTHE) && one_in_(3))
2899                         {
2900                                 u32b flgs[TR_FLAG_SIZE];
2901
2902                                 /* Sound */
2903                                 sound(SOUND_HIT);
2904
2905                                 /* Message */
2906 #ifdef JP
2907                                 msg_format("¥ß¥¹¡ª %s¤Ë¤«¤ï¤µ¤ì¤¿¡£", m_name);
2908 #else
2909                                 msg_format("You miss %s.", m_name);
2910 #endif
2911                                 /* Message */
2912 #ifdef JP
2913                                 msg_print("¿¶¤ê²ó¤·¤¿Âç³ù¤¬¼«Ê¬¼«¿È¤ËÊ֤äƤ­¤¿¡ª");
2914 #else
2915                                 msg_print("Your scythe returns to you!");
2916 #endif
2917
2918                                 /* Extract the flags */
2919                                 object_flags(o_ptr, flgs);
2920
2921                                 k = damroll(o_ptr->dd + p_ptr->to_dd[hand], o_ptr->ds + p_ptr->to_ds[hand]);
2922                                 {
2923                                         int mult;
2924                                         switch (p_ptr->mimic_form)
2925                                         {
2926                                         case MIMIC_NONE:
2927                                                 switch (p_ptr->prace)
2928                                                 {
2929                                                         case RACE_YEEK:
2930                                                         case RACE_KLACKON:
2931                                                         case RACE_HUMAN:
2932                                                         case RACE_AMBERITE:
2933                                                         case RACE_DUNADAN:
2934                                                         case RACE_BARBARIAN:
2935                                                         case RACE_BEASTMAN:
2936                                                                 mult = 25;break;
2937                                                         case RACE_HALF_ORC:
2938                                                         case RACE_HALF_TROLL:
2939                                                         case RACE_HALF_OGRE:
2940                                                         case RACE_HALF_GIANT:
2941                                                         case RACE_HALF_TITAN:
2942                                                         case RACE_CYCLOPS:
2943                                                         case RACE_IMP:
2944                                                         case RACE_SKELETON:
2945                                                         case RACE_ZOMBIE:
2946                                                         case RACE_VAMPIRE:
2947                                                         case RACE_SPECTRE:
2948                                                         case RACE_DEMON:
2949                                                         case RACE_DRACONIAN:
2950                                                                 mult = 30;break;
2951                                                         default:
2952                                                                 mult = 10;break;
2953                                                 }
2954                                                 break;
2955                                         case MIMIC_DEMON:
2956                                         case MIMIC_DEMON_LORD:
2957                                         case MIMIC_VAMPIRE:
2958                                                 mult = 30;break;
2959                                         default:
2960                                                 mult = 10;break;
2961                                         }
2962
2963                                         if (p_ptr->align < 0 && mult < 20)
2964                                                 mult = 20;
2965                                         if (!(p_ptr->resist_acid || IS_OPPOSE_ACID() || p_ptr->immune_acid) && (mult < 25))
2966                                                 mult = 25;
2967                                         if (!(p_ptr->resist_elec || IS_OPPOSE_ELEC() || p_ptr->immune_elec) && (mult < 25))
2968                                                 mult = 25;
2969                                         if (!(p_ptr->resist_fire || IS_OPPOSE_FIRE() || p_ptr->immune_fire) && (mult < 25))
2970                                                 mult = 25;
2971                                         if (!(p_ptr->resist_cold || IS_OPPOSE_COLD() || p_ptr->immune_cold) && (mult < 25))
2972                                                 mult = 25;
2973                                         if (!(p_ptr->resist_pois || IS_OPPOSE_POIS()) && (mult < 25))
2974                                                 mult = 25;
2975
2976                                         if ((p_ptr->pclass != CLASS_SAMURAI) && (have_flag(flgs, TR_FORCE_WEAPON)) && (p_ptr->csp > (p_ptr->msp / 30)))
2977                                         {
2978                                                 p_ptr->csp -= (1+(p_ptr->msp / 30));
2979                                                 p_ptr->redraw |= (PR_MANA);
2980                                                 mult = mult * 3 / 2 + 20;
2981                                         }
2982                                         k *= mult;
2983                                         k /= 10;
2984                                 }
2985
2986                                 k = critical_norm(o_ptr->weight, o_ptr->to_h, k, p_ptr->to_h[hand], mode);
2987                                 if (one_in_(6))
2988                                 {
2989                                         int mult = 2;
2990 #ifdef JP
2991                                         msg_format("¥°¥Ã¥µ¥êÀÚ¤êÎö¤«¤ì¤¿¡ª");
2992 #else
2993                                         msg_format("Your weapon cuts deep into yourself!");
2994 #endif
2995                                         /* Try to increase the damage */
2996                                         while (one_in_(4))
2997                                         {
2998                                                 mult++;
2999                                         }
3000
3001                                         k *= mult;
3002                                 }
3003                                 k += (p_ptr->to_d[hand] + o_ptr->to_d);
3004
3005                                 if (k < 0) k = 0;
3006
3007 #ifdef JP
3008                                 take_hit(DAMAGE_FORCE, k, "»à¤ÎÂç³ù", -1);
3009 #else
3010                                 take_hit(DAMAGE_FORCE, k, "Death scythe", -1);
3011 #endif
3012
3013                                 redraw_stuff();
3014                         }
3015                         else
3016                         {
3017                                 /* Sound */
3018                                 sound(SOUND_MISS);
3019
3020                                 /* Message */
3021 #ifdef JP
3022                                 msg_format("¥ß¥¹¡ª %s¤Ë¤«¤ï¤µ¤ì¤¿¡£", m_name);
3023 #else
3024                                 msg_format("You miss %s.", m_name);
3025 #endif
3026                         }
3027                 }
3028                 backstab = FALSE;
3029                 fuiuchi = FALSE;
3030         }
3031
3032
3033         if (weak && !(*mdeath))
3034         {
3035 #ifdef JP
3036                 msg_format("%s¤Ï¼å¤¯¤Ê¤Ã¤¿¤è¤¦¤À¡£", m_name);
3037 #else
3038                 msg_format("%^s seems weakened.", m_name);
3039 #endif
3040         }
3041         if (drain_left != MAX_VAMPIRIC_DRAIN)
3042         {
3043                 if (one_in_(4))
3044                 {
3045                         chg_virtue(V_UNLIFE, 1);
3046                 }
3047         }
3048         /* Mega-Hack -- apply earthquake brand */
3049         if (do_quake)
3050         {
3051                 earthquake(py, px, 10);
3052                 if (!cave[y][x].m_idx) *mdeath = TRUE;
3053         }
3054 }
3055
3056 bool py_attack(int y, int x, int mode)
3057 {
3058         bool            fear = FALSE;
3059         bool            mdeath = FALSE;
3060         bool            stormbringer = FALSE;
3061
3062         cave_type       *c_ptr = &cave[y][x];
3063         monster_type    *m_ptr = &m_list[c_ptr->m_idx];
3064         monster_race    *r_ptr = &r_info[m_ptr->r_idx];
3065         char            m_name[80];
3066
3067         /* Disturb the player */
3068         disturb(0, 0);
3069
3070         energy_use = 100;
3071
3072         if (!p_ptr->migite && !p_ptr->hidarite &&
3073             !(p_ptr->muta2 & (MUT2_HORNS | MUT2_BEAK | MUT2_SCOR_TAIL | MUT2_TRUNK | MUT2_TENTACLES)))
3074         {
3075 #ifdef JP
3076                 msg_format("%s¹¶·â¤Ç¤­¤Ê¤¤¡£", (empty_hands(FALSE) == EMPTY_HAND_NONE) ? "ξ¼ê¤¬¤Õ¤µ¤¬¤Ã¤Æ" : "");
3077 #else
3078                 msg_print("You cannot do attacking.");
3079 #endif
3080                 return FALSE;
3081         }
3082
3083         /* Extract monster name (or "it") */
3084         monster_desc(m_name, m_ptr, 0);
3085
3086         if (m_ptr->ml)
3087         {
3088                 /* Auto-Recall if possible and visible */
3089                 if (!p_ptr->image) monster_race_track(m_ptr->ap_r_idx);
3090
3091                 /* Track a new monster */
3092                 health_track(c_ptr->m_idx);
3093         }
3094
3095         if ((r_ptr->flags1 & RF1_FEMALE) &&
3096             !(p_ptr->stun || p_ptr->confused || p_ptr->image || !m_ptr->ml))
3097         {
3098                 if ((inventory[INVEN_RARM].name1 == ART_ZANTETSU) || (inventory[INVEN_LARM].name1 == ART_ZANTETSU))
3099                 {
3100 #ifdef JP
3101                         msg_print("ÀÛ¼Ô¡¢¤ª¤Ê¤´¤Ï»Â¤ì¤Ì¡ª");
3102 #else
3103                         msg_print("I can not attack women!");
3104 #endif
3105                         return FALSE;
3106                 }
3107         }
3108
3109         if (d_info[dungeon_type].flags1 & DF1_NO_MELEE)
3110         {
3111 #ifdef JP
3112                 msg_print("¤Ê¤¼¤«¹¶·â¤¹¤ë¤³¤È¤¬¤Ç¤­¤Ê¤¤¡£");
3113 #else
3114                 msg_print("Something prevent you from attacking.");
3115 #endif
3116                 return FALSE;
3117         }
3118
3119         /* Stop if friendly */
3120         if (!is_hostile(m_ptr) &&
3121             !(p_ptr->stun || p_ptr->confused || p_ptr->image ||
3122             p_ptr->shero || !m_ptr->ml))
3123         {
3124                 if (inventory[INVEN_RARM].name1 == ART_STORMBRINGER) stormbringer = TRUE;
3125                 if (inventory[INVEN_LARM].name1 == ART_STORMBRINGER) stormbringer = TRUE;
3126                 if (stormbringer)
3127                 {
3128 #ifdef JP
3129                         msg_format("¹õ¤¤¿Ï¤Ï¶¯ÍߤË%s¤ò¹¶·â¤·¤¿¡ª", m_name);
3130 #else
3131                         msg_format("Your black blade greedily attacks %s!", m_name);
3132 #endif
3133                         chg_virtue(V_INDIVIDUALISM, 1);
3134                         chg_virtue(V_HONOUR, -1);
3135                         chg_virtue(V_JUSTICE, -1);
3136                         chg_virtue(V_COMPASSION, -1);
3137                 }
3138                 else if (p_ptr->pclass != CLASS_BERSERKER)
3139                 {
3140 #ifdef JP
3141                         if (get_check("ËÜÅö¤Ë¹¶·â¤·¤Þ¤¹¤«¡©"))
3142 #else
3143                         if (get_check("Really hit it? "))
3144 #endif
3145                         {
3146                                 chg_virtue(V_INDIVIDUALISM, 1);
3147                                 chg_virtue(V_HONOUR, -1);
3148                                 chg_virtue(V_JUSTICE, -1);
3149                                 chg_virtue(V_COMPASSION, -1);
3150                         }
3151                         else
3152                         {
3153 #ifdef JP
3154                                 msg_format("%s¤ò¹¶·â¤¹¤ë¤Î¤ò»ß¤á¤¿¡£", m_name);
3155 #else
3156                                 msg_format("You stop to avoid hitting %s.", m_name);
3157 #endif
3158                                 return FALSE;
3159                         }
3160                 }
3161         }
3162
3163
3164         /* Handle player fear */
3165         if (p_ptr->afraid)
3166         {
3167                 /* Message */
3168                 if (m_ptr->ml)
3169 #ifdef JP
3170                         msg_format("¶²¤¯¤Æ%s¤ò¹¶·â¤Ç¤­¤Ê¤¤¡ª", m_name);
3171 #else
3172                         msg_format("You are too afraid to attack %s!", m_name);
3173 #endif
3174
3175                 else
3176 #ifdef JP
3177                         msg_format ("¤½¤Ã¤Á¤Ë¤Ï²¿¤«¶²¤¤¤â¤Î¤¬¤¤¤ë¡ª");
3178 #else
3179                         msg_format ("There is something scary in your way!");
3180 #endif
3181
3182                 /* Disturb the monster */
3183                 (void)set_monster_csleep(c_ptr->m_idx, 0);
3184
3185                 /* Done */
3186                 return FALSE;
3187         }
3188
3189         if (MON_CSLEEP(m_ptr)) /* It is not honorable etc to attack helpless victims */
3190         {
3191                 if (!(r_ptr->flags3 & RF3_EVIL) || one_in_(5)) chg_virtue(V_COMPASSION, -1);
3192                 if (!(r_ptr->flags3 & RF3_EVIL) || one_in_(5)) chg_virtue(V_HONOUR, -1);
3193         }
3194
3195         if (p_ptr->migite && p_ptr->hidarite)
3196         {
3197                 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))
3198                 {
3199                         if (p_ptr->skill_exp[GINOU_NITOURYU] < WEAPON_EXP_BEGINNER)
3200                                 p_ptr->skill_exp[GINOU_NITOURYU] += 80;
3201                         else if(p_ptr->skill_exp[GINOU_NITOURYU] < WEAPON_EXP_SKILLED)
3202                                 p_ptr->skill_exp[GINOU_NITOURYU] += 4;
3203                         else if(p_ptr->skill_exp[GINOU_NITOURYU] < WEAPON_EXP_EXPERT)
3204                                 p_ptr->skill_exp[GINOU_NITOURYU] += 1;
3205                         else if(p_ptr->skill_exp[GINOU_NITOURYU] < WEAPON_EXP_MASTER)
3206                                 if (one_in_(3)) p_ptr->skill_exp[GINOU_NITOURYU] += 1;
3207                         p_ptr->update |= (PU_BONUS);
3208                 }
3209         }
3210
3211         /* Gain riding experience */
3212         if (p_ptr->riding)
3213         {
3214                 int cur = p_ptr->skill_exp[GINOU_RIDING];
3215                 int max = s_info[p_ptr->pclass].s_max[GINOU_RIDING];
3216
3217                 if (cur < max)
3218                 {
3219                         int ridinglevel = r_info[m_list[p_ptr->riding].r_idx].level;
3220                         int targetlevel = r_ptr->level;
3221                         int inc = 0;
3222
3223                         if ((cur / 200 - 5) < targetlevel)
3224                                 inc += 1;
3225
3226                         /* Extra experience */
3227                         if ((cur / 100) < ridinglevel)
3228                         {
3229                                 if ((cur / 100 + 15) < ridinglevel)
3230                                         inc += 1 + (ridinglevel - (cur / 100 + 15));
3231                                 else
3232                                         inc += 1;
3233                         }
3234
3235                         p_ptr->skill_exp[GINOU_RIDING] = MIN(max, cur + inc);
3236
3237                         p_ptr->update |= (PU_BONUS);
3238                 }
3239         }
3240
3241         riding_t_m_idx = c_ptr->m_idx;
3242         if (p_ptr->migite) py_attack_aux(y, x, &fear, &mdeath, 0, mode);
3243         if (p_ptr->hidarite && !mdeath) py_attack_aux(y, x, &fear, &mdeath, 1, mode);
3244
3245         /* Mutations which yield extra 'natural' attacks */
3246         if (!mdeath)
3247         {
3248                 if ((p_ptr->muta2 & MUT2_HORNS) && !mdeath)
3249                         natural_attack(c_ptr->m_idx, MUT2_HORNS, &fear, &mdeath);
3250                 if ((p_ptr->muta2 & MUT2_BEAK) && !mdeath)
3251                         natural_attack(c_ptr->m_idx, MUT2_BEAK, &fear, &mdeath);
3252                 if ((p_ptr->muta2 & MUT2_SCOR_TAIL) && !mdeath)
3253                         natural_attack(c_ptr->m_idx, MUT2_SCOR_TAIL, &fear, &mdeath);
3254                 if ((p_ptr->muta2 & MUT2_TRUNK) && !mdeath)
3255                         natural_attack(c_ptr->m_idx, MUT2_TRUNK, &fear, &mdeath);
3256                 if ((p_ptr->muta2 & MUT2_TENTACLES) && !mdeath)
3257                         natural_attack(c_ptr->m_idx, MUT2_TENTACLES, &fear, &mdeath);
3258         }
3259
3260         /* Hack -- delay fear messages */
3261         if (fear && m_ptr->ml && !mdeath)
3262         {
3263                 /* Sound */
3264                 sound(SOUND_FLEE);
3265
3266                 /* Message */
3267 #ifdef JP
3268                 msg_format("%^s¤Ï¶²Éݤ·¤Æƨ¤²½Ð¤·¤¿¡ª", m_name);
3269 #else
3270                 msg_format("%^s flees in terror!", m_name);
3271 #endif
3272
3273         }
3274
3275         if ((p_ptr->special_defense & KATA_IAI) && ((mode != HISSATSU_IAI) || mdeath))
3276         {
3277                 set_action(ACTION_NONE);
3278         }
3279
3280         return mdeath;
3281 }
3282
3283
3284 bool pattern_seq(int c_y, int c_x, int n_y, int n_x)
3285 {
3286         feature_type *cur_f_ptr = &f_info[cave[c_y][c_x].feat];
3287         feature_type *new_f_ptr = &f_info[cave[n_y][n_x].feat];
3288         bool is_pattern_tile_cur = have_flag(cur_f_ptr->flags, FF_PATTERN);
3289         bool is_pattern_tile_new = have_flag(new_f_ptr->flags, FF_PATTERN);
3290         int pattern_type_cur, pattern_type_new;
3291
3292         if (!is_pattern_tile_cur && !is_pattern_tile_new) return TRUE;
3293
3294         pattern_type_cur = is_pattern_tile_cur ? cur_f_ptr->subtype : NOT_PATTERN_TILE;
3295         pattern_type_new = is_pattern_tile_new ? new_f_ptr->subtype : NOT_PATTERN_TILE;
3296
3297         if (pattern_type_new == PATTERN_TILE_START)
3298         {
3299                 if (!is_pattern_tile_cur && !p_ptr->confused && !p_ptr->stun && !p_ptr->image)
3300                 {
3301 #ifdef JP
3302                         if (get_check("¥Ñ¥¿¡¼¥ó¤Î¾å¤òÊ⤭»Ï¤á¤ë¤È¡¢Á´¤Æ¤òÊ⤫¤Ê¤±¤ì¤Ð¤Ê¤ê¤Þ¤»¤ó¡£¤¤¤¤¤Ç¤¹¤«¡©"))
3303 #else
3304                         if (get_check("If you start walking the Pattern, you must walk the whole way. Ok? "))
3305 #endif
3306                                 return TRUE;
3307                         else
3308                                 return FALSE;
3309                 }
3310                 else
3311                         return TRUE;
3312         }
3313         else if ((pattern_type_new == PATTERN_TILE_OLD) ||
3314                  (pattern_type_new == PATTERN_TILE_END) ||
3315                  (pattern_type_new == PATTERN_TILE_WRECKED))
3316         {
3317                 if (is_pattern_tile_cur)
3318                 {
3319                         return TRUE;
3320                 }
3321                 else
3322                 {
3323 #ifdef JP
3324                         msg_print("¥Ñ¥¿¡¼¥ó¤Î¾å¤òÊ⤯¤Ë¤Ï¥¹¥¿¡¼¥ÈÃÏÅÀ¤«¤éÊ⤭»Ï¤á¤Ê¤¯¤Æ¤Ï¤Ê¤ê¤Þ¤»¤ó¡£");
3325 #else
3326                         msg_print("You must start walking the Pattern from the startpoint.");
3327 #endif
3328
3329                         return FALSE;
3330                 }
3331         }
3332         else if ((pattern_type_new == PATTERN_TILE_TELEPORT) ||
3333                  (pattern_type_cur == PATTERN_TILE_TELEPORT))
3334         {
3335                 return TRUE;
3336         }
3337         else if (pattern_type_cur == PATTERN_TILE_START)
3338         {
3339                 if (is_pattern_tile_new)
3340                         return TRUE;
3341                 else
3342                 {
3343 #ifdef JP
3344                         msg_print("¥Ñ¥¿¡¼¥ó¤Î¾å¤ÏÀµ¤·¤¤½ç½ø¤ÇÊ⤫¤Í¤Ð¤Ê¤ê¤Þ¤»¤ó¡£");
3345 #else
3346                         msg_print("You must walk the Pattern in correct order.");
3347 #endif
3348
3349                         return FALSE;
3350                 }
3351         }
3352         else if ((pattern_type_cur == PATTERN_TILE_OLD) ||
3353                  (pattern_type_cur == PATTERN_TILE_END) ||
3354                  (pattern_type_cur == PATTERN_TILE_WRECKED))
3355         {
3356                 if (!is_pattern_tile_new)
3357                 {
3358 #ifdef JP
3359                         msg_print("¥Ñ¥¿¡¼¥ó¤òƧ¤ß³°¤·¤Æ¤Ï¤¤¤±¤Þ¤»¤ó¡£");
3360 #else
3361                         msg_print("You may not step off from the Pattern.");
3362 #endif
3363
3364                         return FALSE;
3365                 }
3366                 else
3367                 {
3368                         return TRUE;
3369                 }
3370         }
3371         else
3372         {
3373                 if (!is_pattern_tile_cur)
3374                 {
3375 #ifdef JP
3376                         msg_print("¥Ñ¥¿¡¼¥ó¤Î¾å¤òÊ⤯¤Ë¤Ï¥¹¥¿¡¼¥ÈÃÏÅÀ¤«¤éÊ⤭»Ï¤á¤Ê¤¯¤Æ¤Ï¤Ê¤ê¤Þ¤»¤ó¡£");
3377 #else
3378                         msg_print("You must start walking the Pattern from the startpoint.");
3379 #endif
3380
3381                         return FALSE;
3382                 }
3383                 else
3384                 {
3385                         byte ok_move = PATTERN_TILE_START;
3386                         switch (pattern_type_cur)
3387                         {
3388                                 case PATTERN_TILE_1:
3389                                         ok_move = PATTERN_TILE_2;
3390                                         break;
3391                                 case PATTERN_TILE_2:
3392                                         ok_move = PATTERN_TILE_3;
3393                                         break;
3394                                 case PATTERN_TILE_3:
3395                                         ok_move = PATTERN_TILE_4;
3396                                         break;
3397                                 case PATTERN_TILE_4:
3398                                         ok_move = PATTERN_TILE_1;
3399                                         break;
3400                                 default:
3401                                         if (p_ptr->wizard)
3402 #ifdef JP
3403                                                 msg_format("¤ª¤«¤·¤Ê¥Ñ¥¿¡¼¥óÊâ¹Ô¡¢%d¡£", pattern_type_cur);
3404 #else
3405                                                 msg_format("Funny Pattern walking, %d.", pattern_type_cur);
3406 #endif
3407
3408                                         return TRUE; /* Goof-up */
3409                         }
3410
3411                         if ((pattern_type_new == ok_move) ||
3412                             (pattern_type_new == pattern_type_cur))
3413                                 return TRUE;
3414                         else
3415                         {
3416                                 if (!is_pattern_tile_new)
3417 #ifdef JP
3418                                         msg_print("¥Ñ¥¿¡¼¥ó¤òƧ¤ß³°¤·¤Æ¤Ï¤¤¤±¤Þ¤»¤ó¡£");
3419 #else
3420                                         msg_print("You may not step off from the Pattern.");
3421 #endif
3422                                 else
3423 #ifdef JP
3424                                         msg_print("¥Ñ¥¿¡¼¥ó¤Î¾å¤ÏÀµ¤·¤¤½ç½ø¤ÇÊ⤫¤Í¤Ð¤Ê¤ê¤Þ¤»¤ó¡£");
3425 #else
3426                                         msg_print("You must walk the Pattern in correct order.");
3427 #endif
3428
3429                                 return FALSE;
3430                         }
3431                 }
3432         }
3433 }
3434
3435
3436 bool player_can_enter(s16b feature, u16b mode)
3437 {
3438         feature_type *f_ptr = &f_info[feature];
3439
3440         if (p_ptr->riding) return monster_can_cross_terrain(feature, &r_info[m_list[p_ptr->riding].r_idx], mode | CEM_RIDING);
3441
3442         /* Pattern */
3443         if (have_flag(f_ptr->flags, FF_PATTERN))
3444         {
3445                 if (!(mode & CEM_P_CAN_ENTER_PATTERN)) return FALSE;
3446         }
3447
3448         /* "CAN" flags */
3449         if (have_flag(f_ptr->flags, FF_CAN_FLY) && p_ptr->levitation) return TRUE;
3450         if (have_flag(f_ptr->flags, FF_CAN_SWIM) && p_ptr->can_swim) return TRUE;
3451         if (have_flag(f_ptr->flags, FF_CAN_PASS) && p_ptr->pass_wall) return TRUE;
3452
3453         if (!have_flag(f_ptr->flags, FF_MOVE)) return FALSE;
3454
3455         return TRUE;
3456 }
3457
3458
3459 /*
3460  * Move the player
3461  */
3462 bool move_player_effect(int ny, int nx, u32b mpe_mode)
3463 {
3464         cave_type *c_ptr = &cave[ny][nx];
3465         feature_type *f_ptr = &f_info[c_ptr->feat];
3466
3467         if (!(mpe_mode & MPE_STAYING))
3468         {
3469                 int oy = py;
3470                 int ox = px;
3471                 cave_type *oc_ptr = &cave[oy][ox];
3472                 int om_idx = oc_ptr->m_idx;
3473                 int nm_idx = c_ptr->m_idx;
3474
3475                 /* Move the player */
3476                 py = ny;
3477                 px = nx;
3478
3479                 /* Hack -- For moving monster or riding player's moving */
3480                 if (!(mpe_mode & MPE_DONT_SWAP_MON))
3481                 {
3482                         /* Swap two monsters */
3483                         c_ptr->m_idx = om_idx;
3484                         oc_ptr->m_idx = nm_idx;
3485
3486                         if (om_idx > 0) /* Monster on old spot (or p_ptr->riding) */
3487                         {
3488                                 monster_type *om_ptr = &m_list[om_idx];
3489                                 om_ptr->fy = ny;
3490                                 om_ptr->fx = nx;
3491                                 update_mon(om_idx, TRUE);
3492                         }
3493
3494                         if (nm_idx > 0) /* Monster on new spot */
3495                         {
3496                                 monster_type *nm_ptr = &m_list[nm_idx];
3497                                 nm_ptr->fy = oy;
3498                                 nm_ptr->fx = ox;
3499                                 update_mon(nm_idx, TRUE);
3500                         }
3501                 }
3502
3503                 /* Redraw old spot */
3504                 lite_spot(oy, ox);
3505
3506                 /* Redraw new spot */
3507                 lite_spot(ny, nx);
3508
3509                 /* Check for new panel (redraw map) */
3510                 verify_panel();
3511
3512                 if (mpe_mode & MPE_FORGET_FLOW)
3513                 {
3514                         forget_flow();
3515
3516                         /* Mega-Hack -- Forget the view */
3517                         p_ptr->update |= (PU_UN_VIEW);
3518
3519                         /* Redraw map */
3520                         p_ptr->redraw |= (PR_MAP);
3521                 }
3522
3523                 /* Update stuff */
3524                 p_ptr->update |= (PU_VIEW | PU_LITE | PU_FLOW | PU_MON_LITE | PU_DISTANCE);
3525
3526                 /* Window stuff */
3527                 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
3528
3529                 /* Remove "unsafe" flag */
3530                 if ((!p_ptr->blind && !no_lite()) || !is_trap(c_ptr->feat)) c_ptr->info &= ~(CAVE_UNSAFE);
3531
3532                 /* For get everything when requested hehe I'm *NASTY* */
3533                 if (dun_level && (d_info[dungeon_type].flags1 & DF1_FORGET)) wiz_dark();
3534
3535                 /* Handle stuff */
3536                 if (mpe_mode & MPE_HANDLE_STUFF) handle_stuff();
3537
3538                 if (p_ptr->pclass == CLASS_NINJA)
3539                 {
3540                         if (c_ptr->info & (CAVE_GLOW)) set_superstealth(FALSE);
3541                         else if (p_ptr->cur_lite <= 0) set_superstealth(TRUE);
3542                 }
3543
3544                 if ((p_ptr->action == ACTION_HAYAGAKE) &&
3545                     (!have_flag(f_ptr->flags, FF_PROJECT) ||
3546                      (!p_ptr->levitation && have_flag(f_ptr->flags, FF_DEEP))))
3547                 {
3548 #ifdef JP
3549                         msg_print("¤³¤³¤Ç¤ÏÁÇÁ᤯ư¤±¤Ê¤¤¡£");
3550 #else
3551                         msg_print("You cannot run in here.");
3552 #endif
3553                         set_action(ACTION_NONE);
3554                 }
3555         }
3556
3557         if (mpe_mode & MPE_ENERGY_USE)
3558         {
3559                 if (music_singing(MUSIC_WALL))
3560                 {
3561                         (void)project(0, 0, py, px, (60 + p_ptr->lev), GF_DISINTEGRATE,
3562                                 PROJECT_KILL | PROJECT_ITEM, -1);
3563
3564                         if (!player_bold(ny, nx) || p_ptr->is_dead || p_ptr->leaving) return FALSE;
3565                 }
3566
3567                 /* Spontaneous Searching */
3568                 if ((p_ptr->skill_fos >= 50) || (0 == randint0(50 - p_ptr->skill_fos)))
3569                 {
3570                         search();
3571                 }
3572
3573                 /* Continuous Searching */
3574                 if (p_ptr->action == ACTION_SEARCH)
3575                 {
3576                         search();
3577                 }
3578         }
3579
3580         /* Handle "objects" */
3581         if (!(mpe_mode & MPE_DONT_PICKUP))
3582         {
3583                 carry((mpe_mode & MPE_DO_PICKUP) ? TRUE : FALSE);
3584         }
3585
3586         /* Handle "store doors" */
3587         if (have_flag(f_ptr->flags, FF_STORE))
3588         {
3589                 /* Disturb */
3590                 disturb(0, 0);
3591
3592                 energy_use = 0;
3593                 /* Hack -- Enter store */
3594                 command_new = SPECIAL_KEY_STORE;
3595         }
3596
3597         /* Handle "building doors" -KMW- */
3598         else if (have_flag(f_ptr->flags, FF_BLDG))
3599         {
3600                 /* Disturb */
3601                 disturb(0, 0);
3602
3603                 energy_use = 0;
3604                 /* Hack -- Enter building */
3605                 command_new = SPECIAL_KEY_BUILDING;
3606         }
3607
3608         /* Handle quest areas -KMW- */
3609         else if (have_flag(f_ptr->flags, FF_QUEST_ENTER))
3610         {
3611                 /* Disturb */
3612                 disturb(0, 0);
3613
3614                 energy_use = 0;
3615                 /* Hack -- Enter quest level */
3616                 command_new = SPECIAL_KEY_QUEST;
3617         }
3618
3619         else if (have_flag(f_ptr->flags, FF_QUEST_EXIT))
3620         {
3621                 if (quest[p_ptr->inside_quest].type == QUEST_TYPE_FIND_EXIT)
3622                 {
3623                         if (record_fix_quest) do_cmd_write_nikki(NIKKI_FIX_QUEST_C, p_ptr->inside_quest, NULL);
3624                         quest[p_ptr->inside_quest].status = QUEST_STATUS_COMPLETED;
3625                         quest[p_ptr->inside_quest].complev = (byte)p_ptr->lev;
3626 #ifdef JP
3627                         msg_print("¥¯¥¨¥¹¥È¤òãÀ®¤·¤¿¡ª");
3628 #else
3629                         msg_print("You accomplished your quest!");
3630 #endif
3631
3632                         msg_print(NULL);
3633                 }
3634
3635                 leave_quest_check();
3636
3637                 p_ptr->inside_quest = c_ptr->special;
3638                 dun_level = 0;
3639                 p_ptr->oldpx = 0;
3640                 p_ptr->oldpy = 0;
3641
3642                 p_ptr->leaving = TRUE;
3643         }
3644
3645         /* Set off a trap */
3646         else if (have_flag(f_ptr->flags, FF_HIT_TRAP) && !(mpe_mode & MPE_STAYING))
3647         {
3648                 /* Disturb */
3649                 disturb(0, 0);
3650
3651                 /* Hidden trap */
3652                 if (c_ptr->mimic || have_flag(f_ptr->flags, FF_SECRET))
3653                 {
3654                         /* Message */
3655 #ifdef JP
3656                         msg_print("¥È¥é¥Ã¥×¤À¡ª");
3657 #else
3658                         msg_print("You found a trap!");
3659 #endif
3660
3661                         /* Pick a trap */
3662                         disclose_grid(py, px);
3663                 }
3664
3665                 /* Hit the trap */
3666                 hit_trap((mpe_mode & MPE_BREAK_TRAP) ? TRUE : FALSE);
3667
3668                 if (!player_bold(ny, nx) || p_ptr->is_dead || p_ptr->leaving) return FALSE;
3669         }
3670
3671         /* Warn when leaving trap detected region */
3672         if (!(mpe_mode & MPE_STAYING) && (disturb_trap_detect || alert_trap_detect)
3673             && p_ptr->dtrap && !(c_ptr->info & CAVE_IN_DETECT))
3674         {
3675                 /* No duplicate warning */
3676                 p_ptr->dtrap = FALSE;
3677
3678                 /* You are just on the edge */
3679                 if (!(c_ptr->info & CAVE_UNSAFE))
3680                 {
3681                         if (alert_trap_detect)
3682                         {
3683 #ifdef JP
3684                                 msg_print("* Ãí°Õ:¤³¤ÎÀè¤Ï¥È¥é¥Ã¥×¤Î´¶ÃÎÈϰϳ°¤Ç¤¹¡ª *");
3685 #else
3686                                 msg_print("*Leaving trap detect region!*");
3687 #endif
3688                         }
3689
3690                         if (disturb_trap_detect) disturb(0, 0);
3691                 }
3692         }
3693
3694         return player_bold(ny, nx) && !p_ptr->is_dead && !p_ptr->leaving;
3695 }
3696
3697
3698 bool trap_can_be_ignored(int feat)
3699 {
3700         feature_type *f_ptr = &f_info[feat];
3701
3702         if (!have_flag(f_ptr->flags, FF_TRAP)) return TRUE;
3703
3704         switch (f_ptr->subtype)
3705         {
3706         case TRAP_TRAPDOOR:
3707         case TRAP_PIT:
3708         case TRAP_SPIKED_PIT:
3709         case TRAP_POISON_PIT:
3710                 if (p_ptr->levitation) return TRUE;
3711                 break;
3712         case TRAP_TELEPORT:
3713                 if (p_ptr->anti_tele) return TRUE;
3714                 break;
3715         case TRAP_FIRE:
3716                 if (p_ptr->immune_fire) return TRUE;
3717                 break;
3718         case TRAP_ACID:
3719                 if (p_ptr->immune_acid) return TRUE;
3720                 break;
3721         case TRAP_BLIND:
3722                 if (p_ptr->resist_blind) return TRUE;
3723                 break;
3724         case TRAP_CONFUSE:
3725                 if (p_ptr->resist_conf) return TRUE;
3726                 break;
3727         case TRAP_POISON:
3728                 if (p_ptr->resist_pois) return TRUE;
3729                 break;
3730         case TRAP_SLEEP:
3731                 if (p_ptr->free_act) return TRUE;
3732                 break;
3733         }
3734
3735         return FALSE;
3736 }
3737
3738
3739 /*
3740  * Determine if a "boundary" grid is "floor mimic"
3741  */
3742 #define boundary_floor(C, F, MF) \
3743         ((C)->mimic && permanent_wall(F) && \
3744          (have_flag((MF)->flags, FF_MOVE) || have_flag((MF)->flags, FF_CAN_FLY)) && \
3745          have_flag((MF)->flags, FF_PROJECT) && \
3746          !have_flag((MF)->flags, FF_OPEN))
3747
3748 /*
3749  * Move player in the given direction, with the given "pickup" flag.
3750  *
3751  * This routine should (probably) always induce energy expenditure.
3752  *
3753  * Note that moving will *always* take a turn, and will *always* hit
3754  * any monster which might be in the destination grid.  Previously,
3755  * moving into walls was "free" and did NOT hit invisible monsters.
3756  */
3757 void move_player(int dir, bool do_pickup, bool break_trap)
3758 {
3759         /* Find the result of moving */
3760         int y = py + ddy[dir];
3761         int x = px + ddx[dir];
3762
3763         /* Examine the destination */
3764         cave_type *c_ptr = &cave[y][x];
3765
3766         feature_type *f_ptr = &f_info[c_ptr->feat];
3767
3768         monster_type *m_ptr;
3769
3770         monster_type *riding_m_ptr = &m_list[p_ptr->riding];
3771         monster_race *riding_r_ptr = &r_info[p_ptr->riding ? riding_m_ptr->r_idx : 0]; /* Paranoia */
3772
3773         char m_name[80];
3774
3775         bool p_can_enter = player_can_enter(c_ptr->feat, CEM_P_CAN_ENTER_PATTERN);
3776         bool p_can_kill_walls = FALSE;
3777         bool stormbringer = FALSE;
3778
3779         bool oktomove = TRUE;
3780         bool do_past = FALSE;
3781
3782         /* Exit the area */
3783         if (!dun_level && !p_ptr->wild_mode &&
3784                 ((x == 0) || (x == MAX_WID - 1) ||
3785                  (y == 0) || (y == MAX_HGT - 1)))
3786         {
3787                 /* Can the player enter the grid? */
3788                 if (c_ptr->mimic && player_can_enter(c_ptr->mimic, 0))
3789                 {
3790                         /* Hack: move to new area */
3791                         if ((y == 0) && (x == 0))
3792                         {
3793                                 p_ptr->wilderness_y--;
3794                                 p_ptr->wilderness_x--;
3795                                 p_ptr->oldpy = cur_hgt - 2;
3796                                 p_ptr->oldpx = cur_wid - 2;
3797                                 ambush_flag = FALSE;
3798                         }
3799
3800                         else if ((y == 0) && (x == MAX_WID - 1))
3801                         {
3802                                 p_ptr->wilderness_y--;
3803                                 p_ptr->wilderness_x++;
3804                                 p_ptr->oldpy = cur_hgt - 2;
3805                                 p_ptr->oldpx = 1;
3806                                 ambush_flag = FALSE;
3807                         }
3808
3809                         else if ((y == MAX_HGT - 1) && (x == 0))
3810                         {
3811                                 p_ptr->wilderness_y++;
3812                                 p_ptr->wilderness_x--;
3813                                 p_ptr->oldpy = 1;
3814                                 p_ptr->oldpx = cur_wid - 2;
3815                                 ambush_flag = FALSE;
3816                         }
3817
3818                         else if ((y == MAX_HGT - 1) && (x == MAX_WID - 1))
3819                         {
3820                                 p_ptr->wilderness_y++;
3821                                 p_ptr->wilderness_x++;
3822                                 p_ptr->oldpy = 1;
3823                                 p_ptr->oldpx = 1;
3824                                 ambush_flag = FALSE;
3825                         }
3826
3827                         else if (y == 0)
3828                         {
3829                                 p_ptr->wilderness_y--;
3830                                 p_ptr->oldpy = cur_hgt - 2;
3831                                 p_ptr->oldpx = x;
3832                                 ambush_flag = FALSE;
3833                         }
3834
3835                         else if (y == MAX_HGT - 1)
3836                         {
3837                                 p_ptr->wilderness_y++;
3838                                 p_ptr->oldpy = 1;
3839                                 p_ptr->oldpx = x;
3840                                 ambush_flag = FALSE;
3841                         }
3842
3843                         else if (x == 0)
3844                         {
3845                                 p_ptr->wilderness_x--;
3846                                 p_ptr->oldpx = cur_wid - 2;
3847                                 p_ptr->oldpy = y;
3848                                 ambush_flag = FALSE;
3849                         }
3850
3851                         else if (x == MAX_WID - 1)
3852                         {
3853                                 p_ptr->wilderness_x++;
3854                                 p_ptr->oldpx = 1;
3855                                 p_ptr->oldpy = y;
3856                                 ambush_flag = FALSE;
3857                         }
3858
3859                         p_ptr->leaving = TRUE;
3860                         energy_use = 100;
3861
3862                         return;
3863                 }
3864
3865                 /* "Blocked" message appears later */
3866                 /* oktomove = FALSE; */
3867                 p_can_enter = FALSE;
3868         }
3869
3870         /* Get the monster */
3871         m_ptr = &m_list[c_ptr->m_idx];
3872
3873
3874         if (inventory[INVEN_RARM].name1 == ART_STORMBRINGER) stormbringer = TRUE;
3875         if (inventory[INVEN_LARM].name1 == ART_STORMBRINGER) stormbringer = TRUE;
3876
3877         /* Player can not walk through "walls"... */
3878         /* unless in Shadow Form */
3879         p_can_kill_walls = p_ptr->kill_wall && have_flag(f_ptr->flags, FF_HURT_DISI) &&
3880                 (!p_can_enter || !have_flag(f_ptr->flags, FF_LOS)) &&
3881                 !have_flag(f_ptr->flags, FF_PERMANENT);
3882
3883         /* Hack -- attack monsters */
3884         if (c_ptr->m_idx && (m_ptr->ml || p_can_enter || p_can_kill_walls))
3885         {
3886                 monster_race *r_ptr = &r_info[m_ptr->r_idx];
3887
3888                 /* Attack -- only if we can see it OR it is not in a wall */
3889                 if (!is_hostile(m_ptr) &&
3890                     !(p_ptr->confused || p_ptr->image || !m_ptr->ml || p_ptr->stun ||
3891                     ((p_ptr->muta2 & MUT2_BERS_RAGE) && p_ptr->shero)) &&
3892                     pattern_seq(py, px, y, x) && (p_can_enter || p_can_kill_walls))
3893                 {
3894                         /* Disturb the monster */
3895                         (void)set_monster_csleep(c_ptr->m_idx, 0);
3896
3897                         /* Extract monster name (or "it") */
3898                         monster_desc(m_name, m_ptr, 0);
3899
3900                         if (m_ptr->ml)
3901                         {
3902                                 /* Auto-Recall if possible and visible */
3903                                 if (!p_ptr->image) monster_race_track(m_ptr->ap_r_idx);
3904
3905                                 /* Track a new monster */
3906                                 health_track(c_ptr->m_idx);
3907                         }
3908
3909                         /* displace? */
3910                         if ((stormbringer && (randint1(1000) > 666)) || (p_ptr->pclass == CLASS_BERSERKER))
3911                         {
3912                                 py_attack(y, x, 0);
3913                                 oktomove = FALSE;
3914                         }
3915                         else if (monster_can_cross_terrain(cave[py][px].feat, r_ptr, 0))
3916                         {
3917                                 do_past = TRUE;
3918                         }
3919                         else
3920                         {
3921 #ifdef JP
3922                                 msg_format("%^s¤¬¼ÙËâ¤À¡ª", m_name);
3923 #else
3924                                 msg_format("%^s is in your way!", m_name);
3925 #endif
3926
3927                                 energy_use = 0;
3928                                 oktomove = FALSE;
3929                         }
3930
3931                         /* now continue on to 'movement' */
3932                 }
3933                 else
3934                 {
3935                         py_attack(y, x, 0);
3936                         oktomove = FALSE;
3937                 }
3938         }
3939
3940         if (oktomove && p_ptr->riding)
3941         {
3942                 if (riding_r_ptr->flags1 & RF1_NEVER_MOVE)
3943                 {
3944 #ifdef JP
3945                         msg_print("Æ°¤±¤Ê¤¤¡ª");
3946 #else
3947                         msg_print("Can't move!");
3948 #endif
3949                         energy_use = 0;
3950                         oktomove = FALSE;
3951                         disturb(0, 0);
3952                 }
3953                 else if (MON_MONFEAR(riding_m_ptr))
3954                 {
3955                         char m_name[80];
3956
3957                         /* Acquire the monster name */
3958                         monster_desc(m_name, riding_m_ptr, 0);
3959
3960                         /* Dump a message */
3961 #ifdef JP
3962                         msg_format("%s¤¬¶²Éݤ·¤Æ¤¤¤ÆÀ©¸æ¤Ç¤­¤Ê¤¤¡£", m_name);
3963 #else
3964                         msg_format("%^s is too scared to control.", m_name);
3965 #endif
3966                         oktomove = FALSE;
3967                         disturb(0, 0);
3968                 }
3969                 else if (p_ptr->riding_ryoute)
3970                 {
3971                         oktomove = FALSE;
3972                         disturb(0, 0);
3973                 }
3974                 else if (have_flag(f_ptr->flags, FF_CAN_FLY) && (riding_r_ptr->flags7 & RF7_CAN_FLY))
3975                 {
3976                         /* Allow moving */
3977                 }
3978                 else if (have_flag(f_ptr->flags, FF_CAN_SWIM) && (riding_r_ptr->flags7 & RF7_CAN_SWIM))
3979                 {
3980                         /* Allow moving */
3981                 }
3982                 else if (have_flag(f_ptr->flags, FF_WATER) &&
3983                         !(riding_r_ptr->flags7 & RF7_AQUATIC) &&
3984                         (have_flag(f_ptr->flags, FF_DEEP) || (riding_r_ptr->flags2 & RF2_AURA_FIRE)))
3985                 {
3986 #ifdef JP
3987                         msg_format("%s¤Î¾å¤Ë¹Ô¤±¤Ê¤¤¡£", f_name + f_info[get_feat_mimic(c_ptr)].name);
3988 #else
3989                         msg_print("Can't swim.");
3990 #endif
3991                         energy_use = 0;
3992                         oktomove = FALSE;
3993                         disturb(0, 0);
3994                 }
3995                 else if (!have_flag(f_ptr->flags, FF_WATER) && (riding_r_ptr->flags7 & RF7_AQUATIC))
3996                 {
3997 #ifdef JP
3998                         msg_format("%s¤«¤é¾å¤¬¤ì¤Ê¤¤¡£", f_name + f_info[get_feat_mimic(&cave[py][px])].name);
3999 #else
4000                         msg_print("Can't land.");
4001 #endif
4002                         energy_use = 0;
4003                         oktomove = FALSE;
4004                         disturb(0, 0);
4005                 }
4006                 else if (have_flag(f_ptr->flags, FF_LAVA) && !(riding_r_ptr->flagsr & RFR_EFF_IM_FIRE_MASK))
4007                 {
4008 #ifdef JP
4009                         msg_format("%s¤Î¾å¤Ë¹Ô¤±¤Ê¤¤¡£", f_name + f_info[get_feat_mimic(c_ptr)].name);
4010 #else
4011                         msg_print("Too hot to go through.");
4012 #endif
4013                         energy_use = 0;
4014                         oktomove = FALSE;
4015                         disturb(0, 0);
4016                 }
4017
4018                 if (oktomove && MON_STUNNED(riding_m_ptr) && one_in_(2))
4019                 {
4020                         char m_name[80];
4021                         monster_desc(m_name, riding_m_ptr, 0);
4022 #ifdef JP
4023                         msg_format("%s¤¬Û¯Û°¤È¤·¤Æ¤¤¤Æ¤¦¤Þ¤¯Æ°¤±¤Ê¤¤¡ª",m_name);
4024 #else
4025                         msg_format("You cannot control stunned %s!",m_name);
4026 #endif
4027                         oktomove = FALSE;
4028                         disturb(0, 0);
4029                 }
4030         }
4031
4032         if (!oktomove)
4033         {
4034         }
4035
4036         else if (!have_flag(f_ptr->flags, FF_MOVE) && have_flag(f_ptr->flags, FF_CAN_FLY) && !p_ptr->levitation)
4037         {
4038 #ifdef JP
4039                 msg_format("¶õ¤òÈô¤Ð¤Ê¤¤¤È%s¤Î¾å¤Ë¤Ï¹Ô¤±¤Ê¤¤¡£", f_name + f_info[get_feat_mimic(c_ptr)].name);
4040 #else
4041                 msg_format("You need to fly to go through the %s.", f_name + f_info[get_feat_mimic(c_ptr)].name);
4042 #endif
4043
4044                 energy_use = 0;
4045                 running = 0;
4046                 oktomove = FALSE;
4047         }
4048
4049         /*
4050          * Player can move through trees and
4051          * has effective -10 speed
4052          * Rangers can move without penality
4053          */
4054         else if (have_flag(f_ptr->flags, FF_TREE) && !p_can_kill_walls)
4055         {
4056                 if ((p_ptr->pclass != CLASS_RANGER) && !p_ptr->levitation && (!p_ptr->riding || !(riding_r_ptr->flags8 & RF8_WILD_WOOD))) energy_use *= 2;
4057         }
4058
4059 #ifdef ALLOW_EASY_DISARM /* TNB */
4060
4061         /* Disarm a visible trap */
4062         else if ((do_pickup != easy_disarm) && have_flag(f_ptr->flags, FF_DISARM) && !c_ptr->mimic)
4063         {
4064                 if (!trap_can_be_ignored(c_ptr->feat))
4065                 {
4066                         (void)do_cmd_disarm_aux(y, x, dir);
4067                         return;
4068                 }
4069         }
4070
4071 #endif /* ALLOW_EASY_DISARM -- TNB */
4072
4073         /* Player can not walk through "walls" unless in wraith form...*/
4074         else if (!p_can_enter && !p_can_kill_walls)
4075         {
4076                 /* Feature code (applying "mimic" field) */
4077                 s16b feat = get_feat_mimic(c_ptr);
4078                 feature_type *mimic_f_ptr = &f_info[feat];
4079                 cptr name = f_name + mimic_f_ptr->name;
4080
4081                 oktomove = FALSE;
4082
4083                 /* Disturb the player */
4084                 disturb(0, 0);
4085
4086                 /* Notice things in the dark */
4087                 if (!(c_ptr->info & CAVE_MARK) && !player_can_see_bold(y, x))
4088                 {
4089                         /* Boundary floor mimic */
4090                         if (boundary_floor(c_ptr, f_ptr, mimic_f_ptr))
4091                         {
4092 #ifdef JP
4093                                 msg_print("¤½¤ì°Ê¾åÀè¤Ë¤Ï¿Ê¤á¤Ê¤¤¤è¤¦¤À¡£");
4094 #else
4095                                 msg_print("You feel you cannot go any more.");
4096 #endif
4097                         }
4098
4099                         /* Wall (or secret door) */
4100                         else
4101                         {
4102 #ifdef JP
4103                                 msg_format("%s¤¬¹Ô¤¯¼ê¤ò¤Ï¤Ð¤ó¤Ç¤¤¤ë¤è¤¦¤À¡£", name);
4104 #else
4105                                 msg_format("You feel %s %s blocking your way.",
4106                                         is_a_vowel(name[0]) ? "an" : "a", name);
4107 #endif
4108
4109                                 c_ptr->info |= (CAVE_MARK);
4110                                 lite_spot(y, x);
4111                         }
4112                 }
4113
4114                 /* Notice things */
4115                 else
4116                 {
4117                         /* Boundary floor mimic */
4118                         if (boundary_floor(c_ptr, f_ptr, mimic_f_ptr))
4119                         {
4120 #ifdef JP
4121                                 msg_print("¤½¤ì°Ê¾åÀè¤Ë¤Ï¿Ê¤á¤Ê¤¤¡£");
4122 #else
4123                                 msg_print("You cannot go any more.");
4124 #endif
4125
4126                                 if (!(p_ptr->confused || p_ptr->stun || p_ptr->image))
4127                                         energy_use = 0;
4128                         }
4129
4130                         /* Wall (or secret door) */
4131                         else
4132                         {
4133 #ifdef ALLOW_EASY_OPEN
4134                                 /* Closed doors */
4135                                 if (easy_open && is_closed_door(feat) && easy_open_door(y, x)) return;
4136 #endif /* ALLOW_EASY_OPEN */
4137
4138 #ifdef JP
4139                                 msg_format("%s¤¬¹Ô¤¯¼ê¤ò¤Ï¤Ð¤ó¤Ç¤¤¤ë¡£", name);
4140 #else
4141                                 msg_format("There is %s %s blocking your way.",
4142                                         is_a_vowel(name[0]) ? "an" : "a", name);
4143 #endif
4144
4145                                 /*
4146                                  * Well, it makes sense that you lose time bumping into
4147                                  * a wall _if_ you are confused, stunned or blind; but
4148                                  * typing mistakes should not cost you a turn...
4149                                  */
4150                                 if (!(p_ptr->confused || p_ptr->stun || p_ptr->image))
4151                                         energy_use = 0;
4152                         }
4153                 }
4154
4155                 /* Sound */
4156                 if (!boundary_floor(c_ptr, f_ptr, mimic_f_ptr)) sound(SOUND_HITWALL);
4157         }
4158
4159         /* Normal movement */
4160         if (oktomove && !pattern_seq(py, px, y, x))
4161         {
4162                 if (!(p_ptr->confused || p_ptr->stun || p_ptr->image))
4163                 {
4164                         energy_use = 0;
4165                 }
4166
4167                 /* To avoid a loop with running */
4168                 disturb(0, 0);
4169
4170                 oktomove = FALSE;
4171         }
4172
4173         /* Normal movement */
4174         if (oktomove)
4175         {
4176                 u32b mpe_mode = MPE_ENERGY_USE;
4177
4178                 if (p_ptr->warning)
4179                 {
4180                         if (!process_warning(x, y))
4181                         {
4182                                 energy_use = 25;
4183                                 return;
4184                         }
4185                 }
4186
4187                 if (do_past)
4188                 {
4189 #ifdef JP
4190                         msg_format("%s¤ò²¡¤·Âऱ¤¿¡£", m_name);
4191 #else
4192                         msg_format("You push past %s.", m_name);
4193 #endif
4194                 }
4195
4196                 /* Change oldpx and oldpy to place the player well when going back to big mode */
4197                 if (p_ptr->wild_mode)
4198                 {
4199                         if (ddy[dir] > 0)  p_ptr->oldpy = 1;
4200                         if (ddy[dir] < 0)  p_ptr->oldpy = MAX_HGT - 2;
4201                         if (ddy[dir] == 0) p_ptr->oldpy = MAX_HGT / 2;
4202                         if (ddx[dir] > 0)  p_ptr->oldpx = 1;
4203                         if (ddx[dir] < 0)  p_ptr->oldpx = MAX_WID - 2;
4204                         if (ddx[dir] == 0) p_ptr->oldpx = MAX_WID / 2;
4205                 }
4206
4207                 if (p_can_kill_walls)
4208                 {
4209                         cave_alter_feat(y, x, FF_HURT_DISI);
4210
4211                         /* Update some things -- similar to GF_KILL_WALL */
4212                         p_ptr->update |= (PU_FLOW);
4213                 }
4214
4215                 /* Sound */
4216                 /* sound(SOUND_WALK); */
4217
4218 #ifdef ALLOW_EASY_DISARM /* TNB */
4219
4220                 if (do_pickup != always_pickup) mpe_mode |= MPE_DO_PICKUP;
4221
4222 #else /* ALLOW_EASY_DISARM -- TNB */
4223
4224                 if (do_pickup) mpe_mode |= MPE_DO_PICKUP;
4225
4226 #endif /* ALLOW_EASY_DISARM -- TNB */
4227
4228                 if (break_trap) mpe_mode |= MPE_BREAK_TRAP;
4229
4230                 /* Move the player */
4231                 (void)move_player_effect(y, x, mpe_mode);
4232         }
4233 }
4234
4235
4236 static bool ignore_avoid_run;
4237
4238 /*
4239  * Hack -- Check for a "known wall" (see below)
4240  */
4241 static int see_wall(int dir, int y, int x)
4242 {
4243         cave_type   *c_ptr;
4244
4245         /* Get the new location */
4246         y += ddy[dir];
4247         x += ddx[dir];
4248
4249         /* Illegal grids are not known walls */
4250         if (!in_bounds2(y, x)) return (FALSE);
4251
4252         /* Access grid */
4253         c_ptr = &cave[y][x];
4254
4255         /* Must be known to the player */
4256         if (c_ptr->info & (CAVE_MARK))
4257         {
4258                 /* Feature code (applying "mimic" field) */
4259                 s16b         feat = get_feat_mimic(c_ptr);
4260                 feature_type *f_ptr = &f_info[feat];
4261
4262                 /* Wall grids are known walls */
4263                 if (!player_can_enter(feat, 0)) return !have_flag(f_ptr->flags, FF_DOOR);
4264
4265                 /* Don't run on a tree unless explicitly requested */
4266                 if (have_flag(f_ptr->flags, FF_AVOID_RUN) && !ignore_avoid_run)
4267                         return TRUE;
4268
4269                 /* Don't run in a wall */
4270                 if (!have_flag(f_ptr->flags, FF_MOVE) && !have_flag(f_ptr->flags, FF_CAN_FLY))
4271                         return !have_flag(f_ptr->flags, FF_DOOR);
4272         }
4273
4274         return FALSE;
4275 }
4276
4277
4278 /*
4279  * Hack -- Check for an "unknown corner" (see below)
4280  */
4281 static int see_nothing(int dir, int y, int x)
4282 {
4283         /* Get the new location */
4284         y += ddy[dir];
4285         x += ddx[dir];
4286
4287         /* Illegal grids are unknown */
4288         if (!in_bounds2(y, x)) return (TRUE);
4289
4290         /* Memorized grids are always known */
4291         if (cave[y][x].info & (CAVE_MARK)) return (FALSE);
4292
4293         /* Viewable door/wall grids are known */
4294         if (player_can_see_bold(y, x)) return (FALSE);
4295
4296         /* Default */
4297         return (TRUE);
4298 }
4299
4300
4301
4302
4303
4304 /*
4305  * The running algorithm:                       -CJS-
4306  *
4307  * In the diagrams below, the player has just arrived in the
4308  * grid marked as '@', and he has just come from a grid marked
4309  * as 'o', and he is about to enter the grid marked as 'x'.
4310  *
4311  * Of course, if the "requested" move was impossible, then you
4312  * will of course be blocked, and will stop.
4313  *
4314  * Overview: You keep moving until something interesting happens.
4315  * If you are in an enclosed space, you follow corners. This is
4316  * the usual corridor scheme. If you are in an open space, you go
4317  * straight, but stop before entering enclosed space. This is
4318  * analogous to reaching doorways. If you have enclosed space on
4319  * one side only (that is, running along side a wall) stop if
4320  * your wall opens out, or your open space closes in. Either case
4321  * corresponds to a doorway.
4322  *
4323  * What happens depends on what you can really SEE. (i.e. if you
4324  * have no light, then running along a dark corridor is JUST like
4325  * running in a dark room.) The algorithm works equally well in
4326  * corridors, rooms, mine tailings, earthquake rubble, etc, etc.
4327  *
4328  * These conditions are kept in static memory:
4329  * find_openarea         You are in the open on at least one
4330  * side.
4331  * find_breakleft        You have a wall on the left, and will
4332  * stop if it opens
4333  * find_breakright       You have a wall on the right, and will
4334  * stop if it opens
4335  *
4336  * To initialize these conditions, we examine the grids adjacent
4337  * to the grid marked 'x', two on each side (marked 'L' and 'R').
4338  * If either one of the two grids on a given side is seen to be
4339  * closed, then that side is considered to be closed. If both
4340  * sides are closed, then it is an enclosed (corridor) run.
4341  *
4342  * LL           L
4343  * @x          LxR
4344  * RR          @R
4345  *
4346  * Looking at more than just the immediate squares is
4347  * significant. Consider the following case. A run along the
4348  * corridor will stop just before entering the center point,
4349  * because a choice is clearly established. Running in any of
4350  * three available directions will be defined as a corridor run.
4351  * Note that a minor hack is inserted to make the angled corridor
4352  * entry (with one side blocked near and the other side blocked
4353  * further away from the runner) work correctly. The runner moves
4354  * diagonally, but then saves the previous direction as being
4355  * straight into the gap. Otherwise, the tail end of the other
4356  * entry would be perceived as an alternative on the next move.
4357  *
4358  * #.#
4359  * ##.##
4360  * .@x..
4361  * ##.##
4362  * #.#
4363  *
4364  * Likewise, a run along a wall, and then into a doorway (two
4365  * runs) will work correctly. A single run rightwards from @ will
4366  * stop at 1. Another run right and down will enter the corridor
4367  * and make the corner, stopping at the 2.
4368  *
4369  * ##################
4370  * o@x       1
4371  * ########### ######
4372  * #2          #
4373  * #############
4374  *
4375  * After any move, the function area_affect is called to
4376  * determine the new surroundings, and the direction of
4377  * subsequent moves. It examines the current player location
4378  * (at which the runner has just arrived) and the previous
4379  * direction (from which the runner is considered to have come).
4380  *
4381  * Moving one square in some direction places you adjacent to
4382  * three or five new squares (for straight and diagonal moves
4383  * respectively) to which you were not previously adjacent,
4384  * marked as '!' in the diagrams below.
4385  *
4386  *   ...!              ...
4387  *   .o@!  (normal)    .o.!  (diagonal)
4388  *   ...!  (east)      ..@!  (south east)
4389  *                      !!!
4390  *
4391  * You STOP if any of the new squares are interesting in any way:
4392  * for example, if they contain visible monsters or treasure.
4393  *
4394  * You STOP if any of the newly adjacent squares seem to be open,
4395  * and you are also looking for a break on that side. (that is,
4396  * find_openarea AND find_break).
4397  *
4398  * You STOP if any of the newly adjacent squares do NOT seem to be
4399  * open and you are in an open area, and that side was previously
4400  * entirely open.
4401  *
4402  * Corners: If you are not in the open (i.e. you are in a corridor)
4403  * and there is only one way to go in the new squares, then turn in
4404  * that direction. If there are more than two new ways to go, STOP.
4405  * If there are two ways to go, and those ways are separated by a
4406  * square which does not seem to be open, then STOP.
4407  *
4408  * Otherwise, we have a potential corner. There are two new open
4409  * squares, which are also adjacent. One of the new squares is
4410  * diagonally located, the other is straight on (as in the diagram).
4411  * We consider two more squares further out (marked below as ?).
4412  *
4413  * We assign "option" to the straight-on grid, and "option2" to the
4414  * diagonal grid, and "check_dir" to the grid marked 's'.
4415  *
4416  * ##s
4417  * @x?
4418  * #.?
4419  *
4420  * If they are both seen to be closed, then it is seen that no benefit
4421  * is gained from moving straight. It is a known corner.  To cut the
4422  * corner, go diagonally, otherwise go straight, but pretend you
4423  * stepped diagonally into that next location for a full view next
4424  * time. Conversely, if one of the ? squares is not seen to be closed,
4425  * then there is a potential choice. We check to see whether it is a
4426  * potential corner or an intersection/room entrance.  If the square
4427  * two spaces straight ahead, and the space marked with 's' are both
4428  * unknown space, then it is a potential corner and enter if
4429  * find_examine is set, otherwise must stop because it is not a
4430  * corner. (find_examine option is removed and always is TRUE.)
4431  */
4432
4433
4434
4435
4436 /*
4437  * Hack -- allow quick "cycling" through the legal directions
4438  */
4439 static byte cycle[] =
4440 { 1, 2, 3, 6, 9, 8, 7, 4, 1, 2, 3, 6, 9, 8, 7, 4, 1 };
4441
4442 /*
4443  * Hack -- map each direction into the "middle" of the "cycle[]" array
4444  */
4445 static byte chome[] =
4446 { 0, 8, 9, 10, 7, 0, 11, 6, 5, 4 };
4447
4448 /*
4449  * The direction we are running
4450  */
4451 static byte find_current;
4452
4453 /*
4454  * The direction we came from
4455  */
4456 static byte find_prevdir;
4457
4458 /*
4459  * We are looking for open area
4460  */
4461 static bool find_openarea;
4462
4463 /*
4464  * We are looking for a break
4465  */
4466 static bool find_breakright;
4467 static bool find_breakleft;
4468
4469
4470
4471 /*
4472  * Initialize the running algorithm for a new direction.
4473  *
4474  * Diagonal Corridor -- allow diaginal entry into corridors.
4475  *
4476  * Blunt Corridor -- If there is a wall two spaces ahead and
4477  * we seem to be in a corridor, then force a turn into the side
4478  * corridor, must be moving straight into a corridor here. ???
4479  *
4480  * Diagonal Corridor    Blunt Corridor (?)
4481  *       # #                  #
4482  *       #x#                 @x#
4483  *       @p.                  p
4484  */
4485 static void run_init(int dir)
4486 {
4487         int             row, col, deepleft, deepright;
4488         int             i, shortleft, shortright;
4489
4490
4491         /* Save the direction */
4492         find_current = dir;
4493
4494         /* Assume running straight */
4495         find_prevdir = dir;
4496
4497         /* Assume looking for open area */
4498         find_openarea = TRUE;
4499
4500         /* Assume not looking for breaks */
4501         find_breakright = find_breakleft = FALSE;
4502
4503         /* Assume no nearby walls */
4504         deepleft = deepright = FALSE;
4505         shortright = shortleft = FALSE;
4506
4507         p_ptr->run_py = py;
4508         p_ptr->run_px = px;
4509
4510         /* Find the destination grid */
4511         row = py + ddy[dir];
4512         col = px + ddx[dir];
4513
4514         ignore_avoid_run = cave_have_flag_bold(row, col, FF_AVOID_RUN);
4515
4516         /* Extract cycle index */
4517         i = chome[dir];
4518
4519         /* Check for walls */
4520         if (see_wall(cycle[i+1], py, px))
4521         {
4522                 find_breakleft = TRUE;
4523                 shortleft = TRUE;
4524         }
4525         else if (see_wall(cycle[i+1], row, col))
4526         {
4527                 find_breakleft = TRUE;
4528                 deepleft = TRUE;
4529         }
4530
4531         /* Check for walls */
4532         if (see_wall(cycle[i-1], py, px))
4533         {
4534                 find_breakright = TRUE;
4535                 shortright = TRUE;
4536         }
4537         else if (see_wall(cycle[i-1], row, col))
4538         {
4539                 find_breakright = TRUE;
4540                 deepright = TRUE;
4541         }
4542
4543         /* Looking for a break */
4544         if (find_breakleft && find_breakright)
4545         {
4546                 /* Not looking for open area */
4547                 find_openarea = FALSE;
4548
4549                 /* Hack -- allow angled corridor entry */
4550                 if (dir & 0x01)
4551                 {
4552                         if (deepleft && !deepright)
4553                         {
4554                                 find_prevdir = cycle[i - 1];
4555                         }
4556                         else if (deepright && !deepleft)
4557                         {
4558                                 find_prevdir = cycle[i + 1];
4559                         }
4560                 }
4561
4562                 /* Hack -- allow blunt corridor entry */
4563                 else if (see_wall(cycle[i], row, col))
4564                 {
4565                         if (shortleft && !shortright)
4566                         {
4567                                 find_prevdir = cycle[i - 2];
4568                         }
4569                         else if (shortright && !shortleft)
4570                         {
4571                                 find_prevdir = cycle[i + 2];
4572                         }
4573                 }
4574         }
4575 }
4576
4577
4578 /*
4579  * Update the current "run" path
4580  *
4581  * Return TRUE if the running should be stopped
4582  */
4583 static bool run_test(void)
4584 {
4585         int         prev_dir, new_dir, check_dir = 0;
4586         int         row, col;
4587         int         i, max, inv;
4588         int         option = 0, option2 = 0;
4589         cave_type   *c_ptr;
4590         s16b        feat;
4591         feature_type *f_ptr;
4592
4593         /* Where we came from */
4594         prev_dir = find_prevdir;
4595
4596
4597         /* Range of newly adjacent grids */
4598         max = (prev_dir & 0x01) + 1;
4599
4600         /* break run when leaving trap detected region */
4601         if ((disturb_trap_detect || alert_trap_detect)
4602             && p_ptr->dtrap && !(cave[py][px].info & CAVE_IN_DETECT))
4603         {
4604                 /* No duplicate warning */
4605                 p_ptr->dtrap = FALSE;
4606
4607                 /* You are just on the edge */
4608                 if (!(cave[py][px].info & CAVE_UNSAFE))
4609                 {
4610                         if (alert_trap_detect)
4611                         {
4612 #ifdef JP
4613                                 msg_print("* Ãí°Õ:¤³¤ÎÀè¤Ï¥È¥é¥Ã¥×¤Î´¶ÃÎÈϰϳ°¤Ç¤¹¡ª *");
4614 #else
4615                                 msg_print("*Leaving trap detect region!*");
4616 #endif
4617                         }
4618
4619                         if (disturb_trap_detect)
4620                         {
4621                                 /* Break Run */
4622                                 return(TRUE);
4623                         }
4624                 }
4625         }
4626
4627         /* Look at every newly adjacent square. */
4628         for (i = -max; i <= max; i++)
4629         {
4630                 s16b this_o_idx, next_o_idx = 0;
4631
4632                 /* New direction */
4633                 new_dir = cycle[chome[prev_dir] + i];
4634
4635                 /* New location */
4636                 row = py + ddy[new_dir];
4637                 col = px + ddx[new_dir];
4638
4639                 /* Access grid */
4640                 c_ptr = &cave[row][col];
4641
4642                 /* Feature code (applying "mimic" field) */
4643                 feat = get_feat_mimic(c_ptr);
4644                 f_ptr = &f_info[feat];
4645
4646                 /* Visible monsters abort running */
4647                 if (c_ptr->m_idx)
4648                 {
4649                         monster_type *m_ptr = &m_list[c_ptr->m_idx];
4650
4651                         /* Visible monster */
4652                         if (m_ptr->ml) return (TRUE);
4653                 }
4654
4655                 /* Visible objects abort running */
4656                 for (this_o_idx = c_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
4657                 {
4658                         object_type *o_ptr;
4659
4660                         /* Acquire object */
4661                         o_ptr = &o_list[this_o_idx];
4662
4663                         /* Acquire next object */
4664                         next_o_idx = o_ptr->next_o_idx;
4665
4666                         /* Visible object */
4667                         if (o_ptr->marked & OM_FOUND) return (TRUE);
4668                 }
4669
4670                 /* Assume unknown */
4671                 inv = TRUE;
4672
4673                 /* Check memorized grids */
4674                 if (c_ptr->info & (CAVE_MARK))
4675                 {
4676                         bool notice = have_flag(f_ptr->flags, FF_NOTICE);
4677
4678                         if (notice && have_flag(f_ptr->flags, FF_MOVE))
4679                         {
4680                                 /* Open doors */
4681                                 if (find_ignore_doors && have_flag(f_ptr->flags, FF_DOOR) && have_flag(f_ptr->flags, FF_CLOSE))
4682                                 {
4683                                         /* Option -- ignore */
4684                                         notice = FALSE;
4685                                 }
4686
4687                                 /* Stairs */
4688                                 else if (find_ignore_stairs && have_flag(f_ptr->flags, FF_STAIRS))
4689                                 {
4690                                         /* Option -- ignore */
4691                                         notice = FALSE;
4692                                 }
4693
4694                                 /* Lava */
4695                                 else if (have_flag(f_ptr->flags, FF_LAVA) && (p_ptr->immune_fire || IS_INVULN()))
4696                                 {
4697                                         /* Ignore */
4698                                         notice = FALSE;
4699                                 }
4700
4701                                 /* Deep water */
4702                                 else if (have_flag(f_ptr->flags, FF_WATER) && have_flag(f_ptr->flags, FF_DEEP) &&
4703                                          (p_ptr->levitation || p_ptr->can_swim || (p_ptr->total_weight <= weight_limit())))
4704                                 {
4705                                         /* Ignore */
4706                                         notice = FALSE;
4707                                 }
4708                         }
4709
4710                         /* Interesting feature */
4711                         if (notice) return (TRUE);
4712
4713                         /* The grid is "visible" */
4714                         inv = FALSE;
4715                 }
4716
4717                 /* Analyze unknown grids and floors considering mimic */
4718                 if (inv || !see_wall(0, row, col))
4719                 {
4720                         /* Looking for open area */
4721                         if (find_openarea)
4722                         {
4723                                 /* Nothing */
4724                         }
4725
4726                         /* The first new direction. */
4727                         else if (!option)
4728                         {
4729                                 option = new_dir;
4730                         }
4731
4732                         /* Three new directions. Stop running. */
4733                         else if (option2)
4734                         {
4735                                 return (TRUE);
4736                         }
4737
4738                         /* Two non-adjacent new directions.  Stop running. */
4739                         else if (option != cycle[chome[prev_dir] + i - 1])
4740                         {
4741                                 return (TRUE);
4742                         }
4743
4744                         /* Two new (adjacent) directions (case 1) */
4745                         else if (new_dir & 0x01)
4746                         {
4747                                 check_dir = cycle[chome[prev_dir] + i - 2];
4748                                 option2 = new_dir;
4749                         }
4750
4751                         /* Two new (adjacent) directions (case 2) */
4752                         else
4753                         {
4754                                 check_dir = cycle[chome[prev_dir] + i + 1];
4755                                 option2 = option;
4756                                 option = new_dir;
4757                         }
4758                 }
4759
4760                 /* Obstacle, while looking for open area */
4761                 else
4762                 {
4763                         if (find_openarea)
4764                         {
4765                                 if (i < 0)
4766                                 {
4767                                         /* Break to the right */
4768                                         find_breakright = TRUE;
4769                                 }
4770
4771                                 else if (i > 0)
4772                                 {
4773                                         /* Break to the left */
4774                                         find_breakleft = TRUE;
4775                                 }
4776                         }
4777                 }
4778         }
4779
4780         /* Looking for open area */
4781         if (find_openarea)
4782         {
4783                 /* Hack -- look again */
4784                 for (i = -max; i < 0; i++)
4785                 {
4786                         /* Unknown grid or non-wall */
4787                         if (!see_wall(cycle[chome[prev_dir] + i], py, px))
4788                         {
4789                                 /* Looking to break right */
4790                                 if (find_breakright)
4791                                 {
4792                                         return (TRUE);
4793                                 }
4794                         }
4795
4796                         /* Obstacle */
4797                         else
4798                         {
4799                                 /* Looking to break left */
4800                                 if (find_breakleft)
4801                                 {
4802                                         return (TRUE);
4803                                 }
4804                         }
4805                 }
4806
4807                 /* Hack -- look again */
4808                 for (i = max; i > 0; i--)
4809                 {
4810                         /* Unknown grid or non-wall */
4811                         if (!see_wall(cycle[chome[prev_dir] + i], py, px))
4812                         {
4813                                 /* Looking to break left */
4814                                 if (find_breakleft)
4815                                 {
4816                                         return (TRUE);
4817                                 }
4818                         }
4819
4820                         /* Obstacle */
4821                         else
4822                         {
4823                                 /* Looking to break right */
4824                                 if (find_breakright)
4825                                 {
4826                                         return (TRUE);
4827                                 }
4828                         }
4829                 }
4830         }
4831
4832         /* Not looking for open area */
4833         else
4834         {
4835                 /* No options */
4836                 if (!option)
4837                 {
4838                         return (TRUE);
4839                 }
4840
4841                 /* One option */
4842                 else if (!option2)
4843                 {
4844                         /* Primary option */
4845                         find_current = option;
4846
4847                         /* No other options */
4848                         find_prevdir = option;
4849                 }
4850
4851                 /* Two options, examining corners */
4852                 else if (!find_cut)
4853                 {
4854                         /* Primary option */
4855                         find_current = option;
4856
4857                         /* Hack -- allow curving */
4858                         find_prevdir = option2;
4859                 }
4860
4861                 /* Two options, pick one */
4862                 else
4863                 {
4864                         /* Get next location */
4865                         row = py + ddy[option];
4866                         col = px + ddx[option];
4867
4868                         /* Don't see that it is closed off. */
4869                         /* This could be a potential corner or an intersection. */
4870                         if (!see_wall(option, row, col) ||
4871                             !see_wall(check_dir, row, col))
4872                         {
4873                                 /* Can not see anything ahead and in the direction we */
4874                                 /* are turning, assume that it is a potential corner. */
4875                                 if (see_nothing(option, row, col) &&
4876                                     see_nothing(option2, row, col))
4877                                 {
4878                                         find_current = option;
4879                                         find_prevdir = option2;
4880                                 }
4881
4882                                 /* STOP: we are next to an intersection or a room */
4883                                 else
4884                                 {
4885                                         return (TRUE);
4886                                 }
4887                         }
4888
4889                         /* This corner is seen to be enclosed; we cut the corner. */
4890                         else if (find_cut)
4891                         {
4892                                 find_current = option2;
4893                                 find_prevdir = option2;
4894                         }
4895
4896                         /* This corner is seen to be enclosed, and we */
4897                         /* deliberately go the long way. */
4898                         else
4899                         {
4900                                 find_current = option;
4901                                 find_prevdir = option2;
4902                         }
4903                 }
4904         }
4905
4906         /* About to hit a known wall, stop */
4907         if (see_wall(find_current, py, px))
4908         {
4909                 return (TRUE);
4910         }
4911
4912         /* Failure */
4913         return (FALSE);
4914 }
4915
4916
4917
4918 /*
4919  * Take one step along the current "run" path
4920  */
4921 void run_step(int dir)
4922 {
4923         /* Start running */
4924         if (dir)
4925         {
4926                 /* Ignore AVOID_RUN on a first step */
4927                 ignore_avoid_run = TRUE;
4928
4929                 /* Hack -- do not start silly run */
4930                 if (see_wall(dir, py, px))
4931                 {
4932                         /* Message */
4933 #ifdef JP
4934                         msg_print("¤½¤ÎÊý¸þ¤Ë¤ÏÁö¤ì¤Þ¤»¤ó¡£");
4935 #else
4936                         msg_print("You cannot run in that direction.");
4937 #endif
4938
4939                         /* Disturb */
4940                         disturb(0, 0);
4941
4942                         /* Done */
4943                         return;
4944                 }
4945
4946                 /* Initialize */
4947                 run_init(dir);
4948         }
4949
4950         /* Keep running */
4951         else
4952         {
4953                 /* Update run */
4954                 if (run_test())
4955                 {
4956                         /* Disturb */
4957                         disturb(0, 0);
4958
4959                         /* Done */
4960                         return;
4961                 }
4962         }
4963
4964         /* Decrease the run counter */
4965         if (--running <= 0) return;
4966
4967         /* Take time */
4968         energy_use = 100;
4969
4970         /* Move the player, using the "pickup" flag */
4971 #ifdef ALLOW_EASY_DISARM /* TNB */
4972
4973         move_player(find_current, FALSE, FALSE);
4974
4975 #else /* ALLOW_EASY_DISARM -- TNB */
4976
4977         move_player(find_current, always_pickup, FALSE);
4978
4979 #endif /* ALLOW_EASY_DISARM -- TNB */
4980
4981         if (player_bold(p_ptr->run_py, p_ptr->run_px))
4982         {
4983                 p_ptr->run_py = 0;
4984                 p_ptr->run_px = 0;
4985                 disturb(0, 0);
4986         }
4987 }