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[hengband/hengband.git] / src / cmd1.c
1 /* File: cmd1.c */
2
3 /* Purpose: Movement commands (part 1) */
4
5 /*
6  * Copyright (c) 1989 James E. Wilson, Robert A. Koeneke
7  *
8  * This software may be copied and distributed for educational, research, and
9  * not for profit purposes provided that this copyright and statement are
10  * included in all such copies.
11  */
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)
220 {
221         int mult = 10;
222
223         monster_race *r_ptr = &r_info[m_ptr->r_idx];
224
225         u32b flgs[TR_FLAG_SIZE];
226
227         /* Extract the flags */
228         object_flags(o_ptr, flgs);
229
230         /* Some "weapons" and "ammo" do extra damage */
231         switch (o_ptr->tval)
232         {
233                 case TV_SHOT:
234                 case TV_ARROW:
235                 case TV_BOLT:
236                 case TV_HAFTED:
237                 case TV_POLEARM:
238                 case TV_SWORD:
239                 case TV_DIGGING:
240                 {
241                         /* Slay Animal */
242                         if ((have_flag(flgs, TR_SLAY_ANIMAL)) &&
243                             (r_ptr->flags3 & RF3_ANIMAL))
244                         {
245                                 if (m_ptr->ml)
246                                 {
247                                         r_ptr->r_flags3 |= RF3_ANIMAL;
248                                 }
249
250                                 if (mult < 25) mult = 25;
251                         }
252
253                         /* Execute Animal */
254                         if ((have_flag(flgs, TR_KILL_ANIMAL)) &&
255                             (r_ptr->flags3 & RF3_ANIMAL))
256                         {
257                                 if (m_ptr->ml)
258                                 {
259                                         r_ptr->r_flags3 |= RF3_ANIMAL;
260                                 }
261
262                                 if (mult < 40) mult = 40;
263                         }
264
265                         /* Slay Evil */
266                         if ((have_flag(flgs, TR_SLAY_EVIL)) &&
267                             (r_ptr->flags3 & RF3_EVIL))
268                         {
269                                 if (m_ptr->ml)
270                                 {
271                                         r_ptr->r_flags3 |= RF3_EVIL;
272                                 }
273
274                                 if (mult < 20) mult = 20;
275                         }
276
277                         /* Execute Evil */
278                         if ((have_flag(flgs, TR_KILL_EVIL)) &&
279                             (r_ptr->flags3 & RF3_EVIL))
280                         {
281                                 if (m_ptr->ml)
282                                 {
283                                         r_ptr->r_flags3 |= RF3_EVIL;
284                                 }
285
286                                 if (mult < 35) mult = 35;
287                         }
288
289                         /* Slay Human */
290                         if ((have_flag(flgs, TR_SLAY_HUMAN)) &&
291                             (r_ptr->flags2 & RF2_HUMAN))
292                         {
293                                 if (m_ptr->ml)
294                                 {
295                                         r_ptr->r_flags2 |= RF2_HUMAN;
296                                 }
297
298                                 if (mult < 25) mult = 25;
299                         }
300
301                         /* Execute Human */
302                         if ((have_flag(flgs, TR_KILL_HUMAN)) &&
303                             (r_ptr->flags2 & RF2_HUMAN))
304                         {
305                                 if (m_ptr->ml)
306                                 {
307                                         r_ptr->r_flags2 |= RF2_HUMAN;
308                                 }
309
310                                 if (mult < 40) mult = 40;
311                         }
312
313                         /* Slay Undead */
314                         if ((have_flag(flgs, TR_SLAY_UNDEAD)) &&
315                             (r_ptr->flags3 & RF3_UNDEAD))
316                         {
317                                 if (m_ptr->ml)
318                                 {
319                                         r_ptr->r_flags3 |= RF3_UNDEAD;
320                                 }
321
322                                 if (mult < 30) mult = 30;
323                         }
324
325                         /* Execute Undead */
326                         if ((have_flag(flgs, TR_KILL_UNDEAD)) &&
327                             (r_ptr->flags3 & RF3_UNDEAD))
328                         {
329                                 if (m_ptr->ml)
330                                 {
331                                         r_ptr->r_flags3 |= RF3_UNDEAD;
332                                 }
333
334                                 if (mult < 50) mult = 50;
335                         }
336
337                         /* Slay Demon */
338                         if ((have_flag(flgs, TR_SLAY_DEMON)) &&
339                             (r_ptr->flags3 & RF3_DEMON))
340                         {
341                                 if (m_ptr->ml)
342                                 {
343                                         r_ptr->r_flags3 |= RF3_DEMON;
344                                 }
345
346                                 if (mult < 30) mult = 30;
347                         }
348
349                         /* Execute Demon */
350                         if ((have_flag(flgs, TR_KILL_DEMON)) &&
351                             (r_ptr->flags3 & RF3_DEMON))
352                         {
353                                 if (m_ptr->ml)
354                                 {
355                                         r_ptr->r_flags3 |= RF3_DEMON;
356                                 }
357
358                                 if (mult < 50) mult = 50;
359                         }
360
361                         /* Slay Orc */
362                         if ((have_flag(flgs, TR_SLAY_ORC)) &&
363                             (r_ptr->flags3 & RF3_ORC))
364                         {
365                                 if (m_ptr->ml)
366                                 {
367                                         r_ptr->r_flags3 |= RF3_ORC;
368                                 }
369
370                                 if (mult < 30) mult = 30;
371                         }
372
373                         /* Execute Orc */
374                         if ((have_flag(flgs, TR_KILL_ORC)) &&
375                             (r_ptr->flags3 & RF3_ORC))
376                         {
377                                 if (m_ptr->ml)
378                                 {
379                                         r_ptr->r_flags3 |= RF3_ORC;
380                                 }
381
382                                 if (mult < 50) mult = 50;
383                         }
384
385                         /* Slay Troll */
386                         if ((have_flag(flgs, TR_SLAY_TROLL)) &&
387                             (r_ptr->flags3 & RF3_TROLL))
388                         {
389                                 if (m_ptr->ml)
390                                 {
391                                         r_ptr->r_flags3 |= RF3_TROLL;
392                                 }
393
394                                 if (mult < 30) mult = 30;
395                         }
396
397                         /* Execute Troll */
398                         if ((have_flag(flgs, TR_KILL_TROLL)) &&
399                             (r_ptr->flags3 & RF3_TROLL))
400                         {
401                                 if (m_ptr->ml)
402                                 {
403                                         r_ptr->r_flags3 |= RF3_TROLL;
404                                 }
405
406                                 if (mult < 50) mult = 50;
407                         }
408
409                         /* Slay Giant */
410                         if ((have_flag(flgs, TR_SLAY_GIANT)) &&
411                             (r_ptr->flags3 & RF3_GIANT))
412                         {
413                                 if (m_ptr->ml)
414                                 {
415                                         r_ptr->r_flags3 |= RF3_GIANT;
416                                 }
417
418                                 if (mult < 30) mult = 30;
419                                 if (o_ptr->name1 == ART_HRUNTING)
420                                         mult *= 3;
421                         }
422
423                         /* Execute Giant */
424                         if ((have_flag(flgs, TR_KILL_GIANT)) &&
425                             (r_ptr->flags3 & RF3_GIANT))
426                         {
427                                 if (m_ptr->ml)
428                                 {
429                                         r_ptr->r_flags3 |= RF3_GIANT;
430                                 }
431
432                                 if (mult < 50) mult = 50;
433                         }
434
435                         /* Slay Dragon  */
436                         if ((have_flag(flgs, TR_SLAY_DRAGON)) &&
437                             (r_ptr->flags3 & RF3_DRAGON))
438                         {
439                                 if (m_ptr->ml)
440                                 {
441                                         r_ptr->r_flags3 |= RF3_DRAGON;
442                                 }
443
444                                 if (mult < 30) mult = 30;
445                         }
446
447                         /* Execute Dragon */
448                         if ((have_flag(flgs, TR_KILL_DRAGON)) &&
449                             (r_ptr->flags3 & RF3_DRAGON))
450                         {
451                                 if (m_ptr->ml)
452                                 {
453                                         r_ptr->r_flags3 |= RF3_DRAGON;
454                                 }
455
456                                 if (mult < 50) mult = 50;
457
458                                 if ((o_ptr->name1 == ART_NOTHUNG) && (m_ptr->r_idx == MON_FAFNER))
459                                         mult *= 3;
460                         }
461
462                         /* Brand (Acid) */
463                         if ((have_flag(flgs, TR_BRAND_ACID)) || (p_ptr->special_attack & (ATTACK_ACID)))
464                         {
465                                 /* Notice immunity */
466                                 if (r_ptr->flags3 & RF3_IM_ACID)
467                                 {
468                                         if (m_ptr->ml)
469                                         {
470                                                 r_ptr->r_flags3 |= RF3_IM_ACID;
471                                         }
472                                 }
473
474                                 /* Otherwise, take the damage */
475                                 else
476                                 {
477                                         if (mult < 25) mult = 25;
478                                 }
479                         }
480
481                         /* Brand (Elec) */
482                         if ((have_flag(flgs, TR_BRAND_ELEC)) || (p_ptr->special_attack & (ATTACK_ELEC)) || (mode == HISSATSU_ELEC))
483                         {
484                                 /* Notice immunity */
485                                 if (r_ptr->flags3 & RF3_IM_ELEC)
486                                 {
487                                         if (m_ptr->ml)
488                                         {
489                                                 r_ptr->r_flags3 |= RF3_IM_ELEC;
490                                         }
491                                 }
492
493                                 /* Otherwise, take the damage */
494                                 else if (((have_flag(flgs, TR_BRAND_ELEC)) || (p_ptr->special_attack & (ATTACK_ELEC))) && (mode == HISSATSU_ELEC))
495                                 {
496                                         if (mult < 70) mult = 70;
497                                 }
498                                 else if (mode == HISSATSU_ELEC)
499                                 {
500                                         if (mult < 50) mult = 50;
501                                 }
502
503                                 else
504                                 {
505                                         if (mult < 25) mult = 25;
506                                 }
507                         }
508
509                         /* Brand (Fire) */
510                         if ((have_flag(flgs, TR_BRAND_FIRE)) || (p_ptr->special_attack & (ATTACK_FIRE)) || (mode == HISSATSU_FIRE))
511                         {
512                                 /* Notice immunity */
513                                 if (r_ptr->flags3 & RF3_IM_FIRE)
514                                 {
515                                         if (m_ptr->ml)
516                                         {
517                                                 r_ptr->r_flags3 |= RF3_IM_FIRE;
518                                         }
519                                 }
520
521                                 /* Otherwise, take the damage */
522                                 else if (((have_flag(flgs, TR_BRAND_FIRE)) || (p_ptr->special_attack & (ATTACK_FIRE))) && (mode == HISSATSU_FIRE))
523                                 {
524                                         if (r_ptr->flags3 & RF3_HURT_FIRE)
525                                         {
526                                                 if (mult < 70) mult = 70;
527                                                 if (m_ptr->ml)
528                                                 {
529                                                         r_ptr->r_flags3 |= RF3_HURT_FIRE;
530                                                 }
531                                         }
532                                         else if (mult < 35) mult = 35;
533                                 }
534                                 else
535                                 {
536                                         if (r_ptr->flags3 & RF3_HURT_FIRE)
537                                         {
538                                                 if (mult < 50) mult = 50;
539                                                 if (m_ptr->ml)
540                                                 {
541                                                         r_ptr->r_flags3 |= RF3_HURT_FIRE;
542                                                 }
543                                         }
544                                         else if (mult < 25) mult = 25;
545                                 }
546                         }
547
548                         /* Brand (Cold) */
549                         if ((have_flag(flgs, TR_BRAND_COLD)) || (p_ptr->special_attack & (ATTACK_COLD)) || (mode == HISSATSU_COLD))
550                         {
551                                 /* Notice immunity */
552                                 if (r_ptr->flags3 & RF3_IM_COLD)
553                                 {
554                                         if (m_ptr->ml)
555                                         {
556                                                 r_ptr->r_flags3 |= RF3_IM_COLD;
557                                         }
558                                 }
559                                 /* Otherwise, take the damage */
560                                 else if (((have_flag(flgs, TR_BRAND_COLD)) || (p_ptr->special_attack & (ATTACK_COLD))) && (mode == HISSATSU_COLD))
561                                 {
562                                         if (r_ptr->flags3 & RF3_HURT_COLD)
563                                         {
564                                                 if (mult < 70) mult = 70;
565                                                 if (m_ptr->ml)
566                                                 {
567                                                         r_ptr->r_flags3 |= RF3_HURT_COLD;
568                                                 }
569                                         }
570                                         else if (mult < 35) mult = 35;
571                                 }
572                                 else
573                                 {
574                                         if (r_ptr->flags3 & RF3_HURT_COLD)
575                                         {
576                                                 if (mult < 50) mult = 50;
577                                                 if (m_ptr->ml)
578                                                 {
579                                                         r_ptr->r_flags3 |= RF3_HURT_COLD;
580                                                 }
581                                         }
582                                         else if (mult < 25) mult = 25;
583                                 }
584                         }
585
586                         /* Brand (Poison) */
587                         if ((have_flag(flgs, TR_BRAND_POIS)) || (p_ptr->special_attack & (ATTACK_POIS)) || (mode == HISSATSU_POISON))
588                         {
589                                 /* Notice immunity */
590                                 if (r_ptr->flags3 & RF3_IM_POIS)
591                                 {
592                                         if (m_ptr->ml)
593                                         {
594                                                 r_ptr->r_flags3 |= RF3_IM_POIS;
595                                         }
596                                 }
597
598                                 /* Otherwise, take the damage */
599                                 else if (((have_flag(flgs, TR_BRAND_POIS)) || (p_ptr->special_attack & (ATTACK_POIS))) && (mode == HISSATSU_POISON))
600                                 {
601                                         if (mult < 35) mult = 35;
602                                 }
603                                 else
604                                 {
605                                         if (mult < 25) mult = 25;
606                                 }
607                         }
608                         if ((mode == HISSATSU_ZANMA) && (r_ptr->flags3 & (RF3_DEMON | RF3_UNDEAD | RF3_NONLIVING)) && (r_ptr->flags3 & RF3_EVIL))
609                         {
610                                 if (mult < 15) mult = 25;
611                                 else if (mult < 50) mult = MIN(50, mult+20);
612                         }
613                         if (mode == HISSATSU_UNDEAD)
614                         {
615                                 if (r_ptr->flags3 & RF3_UNDEAD)
616                                 {
617                                         if (m_ptr->ml)
618                                         {
619                                                 r_ptr->r_flags3 |= RF3_UNDEAD;
620                                         }
621                                         if (mult == 10) mult = 70;
622                                         else if (mult < 140) mult = MIN(140, mult+60);
623                                 }
624                                 if (mult == 10) mult = 40;
625                                 else if (mult < 60) mult = MIN(60, mult+30);
626                         }
627                         if ((mode == HISSATSU_SEKIRYUKA) && p_ptr->cut && !(r_ptr->flags3 & (RF3_DEMON | RF3_UNDEAD | RF3_NONLIVING)))
628                         {
629                                 int tmp = MIN(100, MAX(10, p_ptr->cut / 10));
630                                 if (mult < tmp) mult = tmp;
631                         }
632                         if ((mode == HISSATSU_HAGAN) && (r_ptr->flags3 & RF3_HURT_ROCK))
633                         {
634                                 if (m_ptr->ml)
635                                 {
636                                         r_ptr->r_flags3 |= RF3_HURT_ROCK;
637                                 }
638                                 if (mult == 10) mult = 40;
639                                 else if (mult < 60) mult = 60;
640                         }
641                         if ((p_ptr->pclass != CLASS_SAMURAI) && (have_flag(flgs, TR_FORCE_WEAPON)) && (p_ptr->csp > (o_ptr->dd * o_ptr->ds / 5)))
642                         {
643                                 p_ptr->csp -= (1+(o_ptr->dd * o_ptr->ds / 5));
644                                 p_ptr->redraw |= (PR_MANA);
645                                 mult = mult * 3 / 2 + 20;
646                         }
647                         break;
648                 }
649         }
650         if (mult > 150) mult = 150;
651
652         /* Return the total damage */
653         return (tdam * mult / 10);
654 }
655
656
657 /*
658  * Search for hidden things
659  */
660 void search(void)
661 {
662         int y, x, chance;
663
664         s16b this_o_idx, next_o_idx = 0;
665
666         cave_type *c_ptr;
667
668
669         /* Start with base search ability */
670         chance = p_ptr->skill_srh;
671
672         /* Penalize various conditions */
673         if (p_ptr->blind || no_lite()) chance = chance / 10;
674         if (p_ptr->confused || p_ptr->image) chance = chance / 10;
675
676         /* Search the nearby grids, which are always in bounds */
677         for (y = (py - 1); y <= (py + 1); y++)
678         {
679                 for (x = (px - 1); x <= (px + 1); x++)
680                 {
681                         /* Sometimes, notice things */
682                         if (randint0(100) < chance)
683                         {
684                                 /* Access the grid */
685                                 c_ptr = &cave[y][x];
686
687                                 /* Invisible trap */
688                                 if (c_ptr->mimic && is_trap(c_ptr->feat))
689                                 {
690                                         /* Pick a trap */
691                                         disclose_grid(y, x);
692
693                                         /* Message */
694 #ifdef JP
695                                         msg_print("¥È¥é¥Ã¥×¤òȯ¸«¤·¤¿¡£");
696 #else
697                                         msg_print("You have found a trap.");
698 #endif
699
700
701                                         /* Disturb */
702                                         disturb(0, 0);
703                                 }
704
705                                 /* Secret door */
706                                 if (is_hidden_door(c_ptr))
707                                 {
708                                         /* Message */
709 #ifdef JP
710                                         msg_print("±£¤·¥É¥¢¤òȯ¸«¤·¤¿¡£");
711 #else
712                                         msg_print("You have found a secret door.");
713 #endif
714
715                                         /* Disclose */
716                                         disclose_grid(y, x);
717
718                                         /* Disturb */
719                                         disturb(0, 0);
720                                 }
721
722                                 /* Scan all objects in the grid */
723                                 for (this_o_idx = c_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
724                                 {
725                                         object_type *o_ptr;
726
727                                         /* Acquire object */
728                                         o_ptr = &o_list[this_o_idx];
729
730                                         /* Acquire next object */
731                                         next_o_idx = o_ptr->next_o_idx;
732
733                                         /* Skip non-chests */
734                                         if (o_ptr->tval != TV_CHEST) continue;
735
736                                         /* Skip non-trapped chests */
737                                         if (!chest_traps[o_ptr->pval]) continue;
738
739                                         /* Identify once */
740                                         if (!object_known_p(o_ptr))
741                                         {
742                                                 /* Message */
743 #ifdef JP
744                                                 msg_print("È¢¤Ë»Å³Ý¤±¤é¤ì¤¿¥È¥é¥Ã¥×¤òȯ¸«¤·¤¿¡ª");
745 #else
746                                                 msg_print("You have discovered a trap on the chest!");
747 #endif
748
749
750                                                 /* Know the trap */
751                                                 object_known(o_ptr);
752
753                                                 /* Notice it */
754                                                 disturb(0, 0);
755                                         }
756                                 }
757                         }
758                 }
759         }
760 }
761
762
763 /*
764  * Helper routine for py_pickup() and py_pickup_floor().
765  *
766  * Add the given dungeon object to the character's inventory.
767  *
768  * Delete the object afterwards.
769  */
770 void py_pickup_aux(int o_idx)
771 {
772         int slot, i;
773
774 #ifdef JP
775 /*
776  * ¥¢¥¤¥Æ¥à¤ò½¦¤Ã¤¿ºÝ¤Ë¡Ö£²¤Ä¤Î¥±¡¼¥­¤ò»ý¤Ã¤Æ¤¤¤ë¡×
777  * "You have two cakes." ¤È¥¢¥¤¥Æ¥à¤ò½¦¤Ã¤¿¸å¤Î¹ç·×¤Î¤ß¤Îɽ¼¨¤¬¥ª¥ê¥¸¥Ê¥ë
778  * ¤À¤¬¡¢°ãÏ´¶¤¬
779  * ¤¢¤ë¤È¤¤¤¦»ØŦ¤ò¤¦¤±¤¿¤Î¤Ç¡¢¡Ö¡Á¤ò½¦¤Ã¤¿¡¢¡Á¤ò»ý¤Ã¤Æ¤¤¤ë¡×¤È¤¤¤¦É½¼¨
780  * ¤Ë¤«¤¨¤Æ¤¢¤ë¡£¤½¤Î¤¿¤á¤ÎÇÛÎó¡£
781  */
782         char o_name[MAX_NLEN];
783         char old_name[MAX_NLEN];
784         char kazu_str[80];
785         int hirottakazu;
786 #else
787         char o_name[MAX_NLEN];
788 #endif
789
790         object_type *o_ptr;
791
792         o_ptr = &o_list[o_idx];
793
794 #ifdef JP
795         /* Describe the object */
796         object_desc(old_name, o_ptr, TRUE, 0);
797         object_desc_kosuu(kazu_str, o_ptr);
798         hirottakazu = o_ptr->number;
799 #endif
800         /* Carry the object */
801         slot = inven_carry(o_ptr);
802
803         /* Get the object again */
804         o_ptr = &inventory[slot];
805
806         /* Delete the object */
807         delete_object_idx(o_idx);
808
809         if (p_ptr->pseikaku == SEIKAKU_MUNCHKIN) identify_item(o_ptr);
810
811         /* Describe the object */
812         object_desc(o_name, o_ptr, TRUE, 3);
813
814         /* Message */
815 #ifdef JP
816         if ((o_ptr->name1 == ART_CRIMSON) && (p_ptr->pseikaku == SEIKAKU_COMBAT))
817         {
818                 msg_format("¤³¤¦¤·¤Æ¡¢%s¤Ï¡Ø¥¯¥ê¥à¥¾¥ó¡Ù¤ò¼ê¤ËÆþ¤ì¤¿¡£", player_name);
819                 msg_print("¤·¤«¤·º£¡¢¡Øº®Æ٤Υµ¡¼¥Ú¥ó¥È¡Ù¤ÎÊü¤Ã¤¿¥â¥ó¥¹¥¿¡¼¤¬¡¢");
820                 msg_format("%s¤Ë½±¤¤¤«¤«¤ë¡¥¡¥¡¥", player_name);
821         }
822         else
823         {
824                 if (plain_pickup)
825                 {
826                         msg_format("%s(%c)¤ò»ý¤Ã¤Æ¤¤¤ë¡£",o_name, index_to_label(slot));
827                 }
828                 else
829                 {
830                         if (o_ptr->number > hirottakazu) {
831                             msg_format("%s½¦¤Ã¤Æ¡¢%s(%c)¤ò»ý¤Ã¤Æ¤¤¤ë¡£",
832                                kazu_str, o_name, index_to_label(slot));
833                         } else {
834                                 msg_format("%s(%c)¤ò½¦¤Ã¤¿¡£", o_name, index_to_label(slot));
835                         }
836                 }
837         }
838         strcpy(record_o_name, old_name);
839 #else
840         msg_format("You have %s (%c).", o_name, index_to_label(slot));
841         strcpy(record_o_name, o_name);
842 #endif
843         record_turn = turn;
844
845
846         /* Check if completed a quest */
847         for (i = 0; i < max_quests; i++)
848         {
849                 if ((quest[i].type == QUEST_TYPE_FIND_ARTIFACT) &&
850                     (quest[i].status == QUEST_STATUS_TAKEN) &&
851                            (quest[i].k_idx == o_ptr->name1))
852                 {
853                         if (record_fix_quest) do_cmd_write_nikki(NIKKI_FIX_QUEST_C, i, NULL);
854                         quest[i].status = QUEST_STATUS_COMPLETED;
855                         quest[i].complev = (byte)p_ptr->lev;
856 #ifdef JP
857                         msg_print("¥¯¥¨¥¹¥È¤òãÀ®¤·¤¿¡ª");
858 #else
859                         msg_print("You completed your quest!");
860 #endif
861
862                         msg_print(NULL);
863                 }
864         }
865 }
866
867
868 /*
869  * Player "wants" to pick up an object or gold.
870  * Note that we ONLY handle things that can be picked up.
871  * See "move_player()" for handling of other things.
872  */
873 void carry(int pickup)
874 {
875         cave_type *c_ptr = &cave[py][px];
876
877         s16b this_o_idx, next_o_idx = 0;
878
879         char    o_name[MAX_NLEN];
880
881         /* Recenter the map around the player */
882         verify_panel();
883
884         /* Update stuff */
885         p_ptr->update |= (PU_MONSTERS);
886
887         /* Redraw map */
888         p_ptr->redraw |= (PR_MAP);
889
890         /* Window stuff */
891         p_ptr->window |= (PW_OVERHEAD);
892
893         /* Handle stuff */
894         handle_stuff();
895
896         /* Automatically pickup/destroy/inscribe items */
897         auto_pickup_items(c_ptr);
898
899
900 #ifdef ALLOW_EASY_FLOOR
901
902         if (easy_floor)
903         {
904                 py_pickup_floor(pickup);
905                 return;
906         }
907
908 #endif /* ALLOW_EASY_FLOOR */
909
910         /* Scan the pile of objects */
911         for (this_o_idx = c_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
912         {
913                 object_type *o_ptr;
914
915                 /* Acquire object */
916                 o_ptr = &o_list[this_o_idx];
917
918 #ifdef ALLOW_EASY_SENSE /* TNB */
919
920                 /* Option: Make item sensing easy */
921                 if (easy_sense)
922                 {
923                         /* Sense the object */
924                         (void)sense_object(o_ptr);
925                 }
926
927 #endif /* ALLOW_EASY_SENSE -- TNB */
928
929                 /* Describe the object */
930                 object_desc(o_name, o_ptr, TRUE, 3);
931
932                 /* Acquire next object */
933                 next_o_idx = o_ptr->next_o_idx;
934
935                 /* Hack -- disturb */
936                 disturb(0, 0);
937
938                 /* Pick up gold */
939                 if (o_ptr->tval == TV_GOLD)
940                 {
941                         int value = (long)o_ptr->pval;
942
943                         /* Delete the gold */
944                         delete_object_idx(this_o_idx);
945
946                         /* Message */
947 #ifdef JP
948                 msg_format(" $%ld ¤Î²ÁÃͤ¬¤¢¤ë%s¤ò¸«¤Ä¤±¤¿¡£",
949                            (long)value, o_name);
950 #else
951                         msg_format("You collect %ld gold pieces worth of %s.",
952                                    (long)value, o_name);
953 #endif
954
955
956                         sound(SOUND_SELL);
957
958                         /* Collect the gold */
959                         p_ptr->au += value;
960
961                         /* Redraw gold */
962                         p_ptr->redraw |= (PR_GOLD);
963
964                         /* Window stuff */
965                         p_ptr->window |= (PW_PLAYER);
966                 }
967
968                 /* Pick up objects */
969                 else
970                 {
971                         /* Hack - some objects were handled in auto_pickup_items(). */
972                         if (o_ptr->marked & OM_NOMSG)
973                         {
974                                 /* Clear the flag. */
975                                 o_ptr->marked &= ~OM_NOMSG;
976                         }
977                         /* Describe the object */
978                         else if (!pickup)
979
980                         {
981 #ifdef JP
982                                 msg_format("%s¤¬¤¢¤ë¡£", o_name);
983 #else
984                                 msg_format("You see %s.", o_name);
985 #endif
986
987                         }
988
989                         /* Note that the pack is too full */
990                         else if (!inven_carry_okay(o_ptr))
991                         {
992 #ifdef JP
993                                 msg_format("¥¶¥Ã¥¯¤Ë¤Ï%s¤òÆþ¤ì¤ë·ä´Ö¤¬¤Ê¤¤¡£", o_name);
994 #else
995                                 msg_format("You have no room for %s.", o_name);
996 #endif
997
998                         }
999
1000                         /* Pick up the item (if requested and allowed) */
1001                         else
1002                         {
1003                                 int okay = TRUE;
1004
1005                                 /* Hack -- query every item */
1006                                 if (carry_query_flag)
1007                                 {
1008                                         char out_val[MAX_NLEN+20];
1009 #ifdef JP
1010                                         sprintf(out_val, "%s¤ò½¦¤¤¤Þ¤¹¤«? ", o_name);
1011 #else
1012                                         sprintf(out_val, "Pick up %s? ", o_name);
1013 #endif
1014
1015                                         okay = get_check(out_val);
1016                                 }
1017
1018                                 /* Attempt to pick up an object. */
1019                                 if (okay)
1020                                 {
1021                                         /* Pick up the object */
1022                                         py_pickup_aux(this_o_idx);
1023                                 }
1024                         }
1025                 }
1026         }
1027 }
1028
1029
1030 /*
1031  * Determine if a trap affects the player.
1032  * Always miss 5% of the time, Always hit 5% of the time.
1033  * Otherwise, match trap power against player armor.
1034  */
1035 static int check_hit(int power)
1036 {
1037         int k, ac;
1038
1039         /* Percentile dice */
1040         k = randint0(100);
1041
1042         /* Hack -- 5% hit, 5% miss */
1043         if (k < 10) return (k < 5);
1044
1045         if (p_ptr->pseikaku == SEIKAKU_NAMAKE)
1046                 if (one_in_(20)) return (TRUE);
1047
1048         /* Paranoia -- No power */
1049         if (power <= 0) return (FALSE);
1050
1051         /* Total armor */
1052         ac = p_ptr->ac + p_ptr->to_a;
1053
1054         /* Power competes against Armor */
1055         if (randint1(power) > ((ac * 3) / 4)) return (TRUE);
1056
1057         /* Assume miss */
1058         return (FALSE);
1059 }
1060
1061
1062
1063 /*
1064  * Handle player hitting a real trap
1065  */
1066 static void hit_trap(bool break_trap)
1067 {
1068         int i, num, dam;
1069         int x = px, y = py;
1070
1071         cave_type *c_ptr;
1072
1073 #ifdef JP
1074         cptr            name = "¥È¥é¥Ã¥×";
1075 #else
1076         cptr name = "a trap";
1077 #endif
1078
1079
1080
1081         /* Disturb the player */
1082         disturb(0, 0);
1083
1084         /* Get the cave grid */
1085         c_ptr = &cave[y][x];
1086
1087         /* Analyze XXX XXX XXX */
1088         switch (c_ptr->feat)
1089         {
1090                 case FEAT_TRAP_TRAPDOOR:
1091                 {
1092                         if (p_ptr->ffall)
1093                         {
1094 #ifdef JP
1095                                 msg_print("Í¸Í¤òÈô¤Ó±Û¤¨¤¿¡£");
1096 #else
1097                                 msg_print("You fly over a trap door.");
1098 #endif
1099
1100                         }
1101                         else
1102                         {
1103 #ifdef JP
1104                                 msg_print("Í¸Í¤ËÍî¤Á¤¿¡ª");
1105                                 if ((p_ptr->pseikaku == SEIKAKU_COMBAT) || (inventory[INVEN_BOW].name1 == ART_CRIMSON))
1106                                         msg_print("¤¯¤Ã¤½¡Á¡ª");
1107 #else
1108                                 msg_print("You have fallen through a trap door!");
1109 #endif
1110
1111                                 sound(SOUND_FALL);
1112                                 dam = damroll(2, 8);
1113 #ifdef JP
1114                                 name = "Í¸Í";
1115 #else
1116                                 name = "a trap door";
1117 #endif
1118
1119                                 take_hit(DAMAGE_NOESCAPE, dam, name, -1);
1120
1121                                 /* Still alive and autosave enabled */
1122                                 if (autosave_l && (p_ptr->chp >= 0))
1123                                         do_cmd_save_game(TRUE);
1124
1125 #ifdef JP
1126                                 do_cmd_write_nikki(NIKKI_BUNSHOU, 0, "Í¸Í¤ËÍî¤Á¤¿");
1127 #else
1128                                 do_cmd_write_nikki(NIKKI_BUNSHOU, 0, "You have fallen through a trap door!");
1129 #endif
1130                                 prepare_change_floor_mode(CFM_DOWN | CFM_RAND_PLACE | CFM_RAND_CONNECT);
1131
1132                                 /* Leaving */
1133                                 p_ptr->leaving = TRUE;
1134                         }
1135                         break;
1136                 }
1137
1138                 case FEAT_TRAP_PIT:
1139                 {
1140                         if (p_ptr->ffall)
1141                         {
1142 #ifdef JP
1143                                 msg_print("Í·ê¤òÈô¤Ó±Û¤¨¤¿¡£");
1144 #else
1145                                 msg_print("You fly over a pit trap.");
1146 #endif
1147
1148                         }
1149                         else
1150                         {
1151 #ifdef JP
1152                                 msg_print("Í·ê¤ËÍî¤Á¤Æ¤·¤Þ¤Ã¤¿¡ª");
1153 #else
1154                                 msg_print("You have fallen into a pit!");
1155 #endif
1156
1157                                 dam = damroll(2, 6);
1158 #ifdef JP
1159                                 name = "Í·ê";
1160 #else
1161                                 name = "a pit trap";
1162 #endif
1163
1164                                 take_hit(DAMAGE_NOESCAPE, dam, name, -1);
1165                         }
1166                         break;
1167                 }
1168
1169                 case FEAT_TRAP_SPIKED_PIT:
1170                 {
1171                         if (p_ptr->ffall)
1172                         {
1173 #ifdef JP
1174                                 msg_print("¥È¥²¤Î¤¢¤ëÍ·ê¤òÈô¤Ó±Û¤¨¤¿¡£");
1175 #else
1176                                 msg_print("You fly over a spiked pit.");
1177 #endif
1178
1179                         }
1180                         else
1181                         {
1182 #ifdef JP
1183                         msg_print("¥¹¥Ñ¥¤¥¯¤¬Éߤ«¤ì¤¿Í·ê¤ËÍî¤Á¤Æ¤·¤Þ¤Ã¤¿¡ª");
1184 #else
1185                                 msg_print("You fall into a spiked pit!");
1186 #endif
1187
1188
1189                                 /* Base damage */
1190 #ifdef JP
1191                                 name = "Í·ê";
1192 #else
1193                                 name = "a pit trap";
1194 #endif
1195
1196                                 dam = damroll(2, 6);
1197
1198                                 /* Extra spike damage */
1199                                 if (randint0(100) < 50)
1200                                 {
1201 #ifdef JP
1202                                         msg_print("¥¹¥Ñ¥¤¥¯¤¬»É¤µ¤Ã¤¿¡ª");
1203 #else
1204                                         msg_print("You are impaled!");
1205 #endif
1206
1207
1208 #ifdef JP
1209                                         name = "¥È¥²¤Î¤¢¤ëÍ·ê";
1210 #else
1211                                         name = "a spiked pit";
1212 #endif
1213
1214                                         dam = dam * 2;
1215                                         (void)set_cut(p_ptr->cut + randint1(dam));
1216                                 }
1217
1218                                 /* Take the damage */
1219                                 take_hit(DAMAGE_NOESCAPE, dam, name, -1);
1220                         }
1221                         break;
1222                 }
1223
1224                 case FEAT_TRAP_POISON_PIT:
1225                 {
1226                         if (p_ptr->ffall)
1227                         {
1228 #ifdef JP
1229                                 msg_print("¥È¥²¤Î¤¢¤ëÍ·ê¤òÈô¤Ó±Û¤¨¤¿¡£");
1230 #else
1231                                 msg_print("You fly over a spiked pit.");
1232 #endif
1233
1234                         }
1235                         else
1236                         {
1237 #ifdef JP
1238                         msg_print("¥¹¥Ñ¥¤¥¯¤¬Éߤ«¤ì¤¿Í·ê¤ËÍî¤Á¤Æ¤·¤Þ¤Ã¤¿¡ª");
1239 #else
1240                                 msg_print("You fall into a spiked pit!");
1241 #endif
1242
1243
1244                                 /* Base damage */
1245                                 dam = damroll(2, 6);
1246
1247 #ifdef JP
1248                                 name = "Í·ê";
1249 #else
1250                                 name = "a pit trap";
1251 #endif
1252
1253
1254                                 /* Extra spike damage */
1255                                 if (randint0(100) < 50)
1256                                 {
1257 #ifdef JP
1258                                         msg_print("ÆǤòÅɤé¤ì¤¿¥¹¥Ñ¥¤¥¯¤¬»É¤µ¤Ã¤¿¡ª");
1259 #else
1260                                         msg_print("You are impaled on poisonous spikes!");
1261 #endif
1262
1263
1264 #ifdef JP
1265                                         name = "¥È¥²¤Î¤¢¤ëÍ·ê";
1266 #else
1267                                         name = "a spiked pit";
1268 #endif
1269
1270
1271                                         dam = dam * 2;
1272                                         (void)set_cut(p_ptr->cut + randint1(dam));
1273
1274                                         if (p_ptr->resist_pois || p_ptr->oppose_pois)
1275                                         {
1276 #ifdef JP
1277                                                 msg_print("¤·¤«¤·ÆǤαƶÁ¤Ï¤Ê¤«¤Ã¤¿¡ª");
1278 #else
1279                                                 msg_print("The poison does not affect you!");
1280 #endif
1281
1282                                         }
1283
1284                                         else
1285                                         {
1286                                                 dam = dam * 2;
1287                                                 (void)set_poisoned(p_ptr->poisoned + randint1(dam));
1288                                         }
1289                                 }
1290
1291                                 /* Take the damage */
1292                                 take_hit(DAMAGE_NOESCAPE, dam, name, -1);
1293                         }
1294
1295                         break;
1296                 }
1297
1298                 case FEAT_TRAP_TY_CURSE:
1299                 {
1300 #ifdef JP
1301                         msg_print("²¿¤«¤¬¥Ô¥«¥Ã¤È¸÷¤Ã¤¿¡ª");
1302 #else
1303                         msg_print("There is a flash of shimmering light!");
1304 #endif
1305
1306                         c_ptr->info &= ~(CAVE_MARK);
1307                         cave_set_feat(y, x, floor_type[randint0(100)]);
1308                         num = 2 + randint1(3);
1309                         for (i = 0; i < num; i++)
1310                         {
1311                                 (void)summon_specific(0, y, x, dun_level, 0, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE | PM_NO_PET));
1312                         }
1313
1314                         if (dun_level > randint1(100)) /* No nasty effect for low levels */
1315                         {
1316                                 bool stop_ty = FALSE;
1317                                 int count = 0;
1318
1319                                 do
1320                                 {
1321                                         stop_ty = activate_ty_curse(stop_ty, &count);
1322                                 }
1323                                 while (one_in_(6));
1324                         }
1325                         break;
1326                 }
1327
1328                 case FEAT_TRAP_TELEPORT:
1329                 {
1330 #ifdef JP
1331                         msg_print("¥Æ¥ì¥Ý¡¼¥È¡¦¥È¥é¥Ã¥×¤Ë¤Ò¤Ã¤«¤«¤Ã¤¿¡ª");
1332 #else
1333                         msg_print("You hit a teleport trap!");
1334 #endif
1335
1336                         teleport_player(100);
1337                         break;
1338                 }
1339
1340                 case FEAT_TRAP_FIRE:
1341                 {
1342 #ifdef JP
1343                         msg_print("±ê¤ËÊñ¤Þ¤ì¤¿¡ª");
1344 #else
1345                         msg_print("You are enveloped in flames!");
1346 #endif
1347
1348                         dam = damroll(4, 6);
1349 #ifdef JP
1350                         (void)fire_dam(dam, "±ê¤Î¥È¥é¥Ã¥×", -1);
1351 #else
1352                         (void)fire_dam(dam, "a fire trap", -1);
1353 #endif
1354
1355                         break;
1356                 }
1357
1358                 case FEAT_TRAP_ACID:
1359                 {
1360 #ifdef JP
1361                         msg_print("»À¤¬¿á¤­¤«¤±¤é¤ì¤¿¡ª");
1362 #else
1363                         msg_print("You are splashed with acid!");
1364 #endif
1365
1366                         dam = damroll(4, 6);
1367 #ifdef JP
1368                         (void)acid_dam(dam, "»À¤Î¥È¥é¥Ã¥×", -1);
1369 #else
1370                         (void)acid_dam(dam, "an acid trap", -1);
1371 #endif
1372
1373                         break;
1374                 }
1375
1376                 case FEAT_TRAP_SLOW:
1377                 {
1378                         if (check_hit(125))
1379                         {
1380 #ifdef JP
1381                                 msg_print("¾®¤µ¤Ê¥À¡¼¥Ä¤¬Èô¤ó¤Ç¤­¤Æ»É¤µ¤Ã¤¿¡ª");
1382 #else
1383                                 msg_print("A small dart hits you!");
1384 #endif
1385
1386                                 dam = damroll(1, 4);
1387                                 take_hit(DAMAGE_ATTACK, dam, name, -1);
1388                                 (void)set_slow(p_ptr->slow + randint0(20) + 20, FALSE);
1389                         }
1390                         else
1391                         {
1392 #ifdef JP
1393                                 msg_print("¾®¤µ¤Ê¥À¡¼¥Ä¤¬Èô¤ó¤Ç¤­¤¿¡ª¤¬¡¢±¿Îɤ¯Åö¤¿¤é¤Ê¤«¤Ã¤¿¡£");
1394 #else
1395                                 msg_print("A small dart barely misses you.");
1396 #endif
1397
1398                         }
1399                         break;
1400                 }
1401
1402                 case FEAT_TRAP_LOSE_STR:
1403                 {
1404                         if (check_hit(125))
1405                         {
1406 #ifdef JP
1407                                 msg_print("¾®¤µ¤Ê¥À¡¼¥Ä¤¬Èô¤ó¤Ç¤­¤Æ»É¤µ¤Ã¤¿¡ª");
1408 #else
1409                                 msg_print("A small dart hits you!");
1410 #endif
1411
1412                                 dam = damroll(1, 4);
1413 #ifdef JP
1414                                 take_hit(DAMAGE_ATTACK, dam, "¥À¡¼¥Ä¤Îæ«", -1);
1415 #else
1416                                 take_hit(DAMAGE_ATTACK, dam, "a dart trap", -1);
1417 #endif
1418
1419                                 (void)do_dec_stat(A_STR);
1420                         }
1421                         else
1422                         {
1423 #ifdef JP
1424                                 msg_print("¾®¤µ¤Ê¥À¡¼¥Ä¤¬Èô¤ó¤Ç¤­¤¿¡ª¤¬¡¢±¿Îɤ¯Åö¤¿¤é¤Ê¤«¤Ã¤¿¡£");
1425 #else
1426                                 msg_print("A small dart barely misses you.");
1427 #endif
1428
1429                         }
1430                         break;
1431                 }
1432
1433                 case FEAT_TRAP_LOSE_DEX:
1434                 {
1435                         if (check_hit(125))
1436                         {
1437 #ifdef JP
1438                                 msg_print("¾®¤µ¤Ê¥À¡¼¥Ä¤¬Èô¤ó¤Ç¤­¤Æ»É¤µ¤Ã¤¿¡ª");
1439 #else
1440                                 msg_print("A small dart hits you!");
1441 #endif
1442
1443                                 dam = damroll(1, 4);
1444 #ifdef JP
1445                                 take_hit(DAMAGE_ATTACK, dam, "¥À¡¼¥Ä¤Îæ«", -1);
1446 #else
1447                                 take_hit(DAMAGE_ATTACK, dam, "a dart trap", -1);
1448 #endif
1449
1450                                 (void)do_dec_stat(A_DEX);
1451                         }
1452                         else
1453                         {
1454 #ifdef JP
1455                                 msg_print("¾®¤µ¤Ê¥À¡¼¥Ä¤¬Èô¤ó¤Ç¤­¤¿¡ª¤¬¡¢±¿Îɤ¯Åö¤¿¤é¤Ê¤«¤Ã¤¿¡£");
1456 #else
1457                                 msg_print("A small dart barely misses you.");
1458 #endif
1459
1460                         }
1461                         break;
1462                 }
1463
1464                 case FEAT_TRAP_LOSE_CON:
1465                 {
1466                         if (check_hit(125))
1467                         {
1468 #ifdef JP
1469                                 msg_print("¾®¤µ¤Ê¥À¡¼¥Ä¤¬Èô¤ó¤Ç¤­¤Æ»É¤µ¤Ã¤¿¡ª");
1470 #else
1471                                 msg_print("A small dart hits you!");
1472 #endif
1473
1474                                 dam = damroll(1, 4);
1475 #ifdef JP
1476                                 take_hit(DAMAGE_ATTACK, dam, "¥À¡¼¥Ä¤Îæ«", -1);
1477 #else
1478                                 take_hit(DAMAGE_ATTACK, dam, "a dart trap", -1);
1479 #endif
1480
1481                                 (void)do_dec_stat(A_CON);
1482                         }
1483                         else
1484                         {
1485 #ifdef JP
1486                                 msg_print("¾®¤µ¤Ê¥À¡¼¥Ä¤¬Èô¤ó¤Ç¤­¤¿¡ª¤¬¡¢±¿Îɤ¯Åö¤¿¤é¤Ê¤«¤Ã¤¿¡£");
1487 #else
1488                                 msg_print("A small dart barely misses you.");
1489 #endif
1490
1491                         }
1492                         break;
1493                 }
1494
1495                 case FEAT_TRAP_BLIND:
1496                 {
1497 #ifdef JP
1498                         msg_print("¹õ¤¤¥¬¥¹¤ËÊñ¤ß¹þ¤Þ¤ì¤¿¡ª");
1499 #else
1500                         msg_print("A black gas surrounds you!");
1501 #endif
1502
1503                         if (!p_ptr->resist_blind)
1504                         {
1505                                 (void)set_blind(p_ptr->blind + randint0(50) + 25);
1506                         }
1507                         break;
1508                 }
1509
1510                 case FEAT_TRAP_CONFUSE:
1511                 {
1512 #ifdef JP
1513                         msg_print("¤­¤é¤á¤¯¥¬¥¹¤ËÊñ¤ß¹þ¤Þ¤ì¤¿¡ª");
1514 #else
1515                         msg_print("A gas of scintillating colors surrounds you!");
1516 #endif
1517
1518                         if (!p_ptr->resist_conf)
1519                         {
1520                                 (void)set_confused(p_ptr->confused + randint0(20) + 10);
1521                         }
1522                         break;
1523                 }
1524
1525                 case FEAT_TRAP_POISON:
1526                 {
1527 #ifdef JP
1528                         msg_print("»É·ãŪ¤ÊÎп§¤Î¥¬¥¹¤ËÊñ¤ß¹þ¤Þ¤ì¤¿¡ª");
1529 #else
1530                         msg_print("A pungent green gas surrounds you!");
1531 #endif
1532
1533                         if (!p_ptr->resist_pois && !p_ptr->oppose_pois)
1534                         {
1535                                 (void)set_poisoned(p_ptr->poisoned + randint0(20) + 10);
1536                         }
1537                         break;
1538                 }
1539
1540                 case FEAT_TRAP_SLEEP:
1541                 {
1542 #ifdef JP
1543                         msg_print("´ñ̯¤ÊÇò¤¤Ì¸¤ËÊñ¤Þ¤ì¤¿¡ª");
1544 #else
1545                         msg_print("A strange white mist surrounds you!");
1546 #endif
1547
1548                         if (!p_ptr->free_act)
1549                         {
1550 #ifdef JP
1551 msg_print("¤¢¤Ê¤¿¤Ï̲¤ê¤Ë½¢¤¤¤¿¡£");
1552 #else
1553                                 msg_print("You fall asleep.");
1554 #endif
1555
1556
1557                                 if (ironman_nightmare)
1558                                 {
1559 #ifdef JP
1560 msg_print("¿È¤ÎÌÓ¤â¤è¤À¤Ä¸÷·Ê¤¬Æ¬¤ËÉ⤫¤ó¤À¡£");
1561 #else
1562                                         msg_print("A horrible vision enters your mind.");
1563 #endif
1564
1565
1566                                         /* Pick a nightmare */
1567                                         get_mon_num_prep(get_nightmare, NULL);
1568
1569                                         /* Have some nightmares */
1570                                         have_nightmare(get_mon_num(MAX_DEPTH));
1571
1572                                         /* Remove the monster restriction */
1573                                         get_mon_num_prep(NULL, NULL);
1574                                 }
1575                                 (void)set_paralyzed(p_ptr->paralyzed + randint0(10) + 5);
1576                         }
1577                         break;
1578                 }
1579
1580                 case FEAT_TRAP_TRAPS:
1581                 {
1582 #ifdef JP
1583 msg_print("¤Þ¤Ð¤æ¤¤Á®¸÷¤¬Áö¤Ã¤¿¡ª");
1584 #else
1585                         msg_print("There is a bright flash of light!");
1586 #endif
1587
1588
1589                         /* Destroy this trap */
1590                         cave_set_feat(y, x, floor_type[randint0(100)]);
1591
1592                         /* Make some new traps */
1593                         project(0, 1, y, x, 0, GF_MAKE_TRAP, PROJECT_HIDE | PROJECT_JUMP | PROJECT_GRID, -1);
1594
1595                         break;
1596                 }
1597
1598                 case FEAT_TRAP_ALARM:
1599                 {
1600 #ifdef JP
1601                         msg_print("¤±¤¿¤¿¤Þ¤·¤¤²»¤¬ÌĤê¶Á¤¤¤¿¡ª");
1602 #else
1603                         msg_print("An alarm sounds!");
1604 #endif
1605
1606                         aggravate_monsters(0);
1607
1608                         break;
1609                 }
1610
1611                 case FEAT_TRAP_OPEN:
1612                 {
1613 #ifdef JP
1614                         msg_print("Âç²»¶Á¤È¶¦¤Ë¤Þ¤ï¤ê¤ÎÊɤ¬Êø¤ì¤¿¡ª");
1615 #else
1616                         msg_print("Suddenly, surrounding walls are opened!");
1617 #endif
1618                         (void)project(0, 3, y, x, 0, GF_DISINTEGRATE, PROJECT_GRID | PROJECT_HIDE, -1);
1619                         (void)project(0, 3, y, x - 4, 0, GF_DISINTEGRATE, PROJECT_GRID | PROJECT_HIDE, -1);
1620                         (void)project(0, 3, y, x + 4, 0, GF_DISINTEGRATE, PROJECT_GRID | PROJECT_HIDE, -1);
1621                         aggravate_monsters(0);
1622
1623                         break;
1624                 }
1625
1626                 case FEAT_TRAP_ARMAGEDDON:
1627                 {
1628                         static int levs[10] = {0, 0, 20, 10, 5, 3, 2, 1, 1, 1};
1629                         int evil_idx = 0, good_idx = 0;
1630
1631                         int lev;
1632 #ifdef JP
1633                         msg_print("ÆÍÁ³Å·³¦¤ÎÀïÁè¤Ë´¬¤­¹þ¤Þ¤ì¤¿¡ª");
1634 #else
1635                         msg_print("Suddenly, you are surrounded by immotal beings!");
1636 #endif
1637
1638                         /* Destroy this trap */
1639                         cave_set_feat(y, x, floor_type[randint0(100)]);
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 sight */
1654                                         if (!player_has_los_bold(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 FEAT_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                         /* Destroy this trap */
1688                         cave_set_feat(y, x, floor_type[randint0(100)]);
1689
1690                         /* Water fills room */
1691                         fire_ball_hide(GF_WATER_FLOW, 0, 1, 10);
1692
1693                         /* Summon Piranhas */
1694                         num = 1 + dun_level/20;
1695                         for (i = 0; i < num; i++)
1696                         {
1697                                 (void)summon_specific(0, y, x, dun_level, SUMMON_PIRANHAS, (PM_ALLOW_GROUP | PM_NO_PET));
1698                         }
1699                         break;
1700                 }
1701         }
1702         if (break_trap && is_trap(c_ptr->feat))
1703         {
1704                 cave_set_feat(y, x, floor_type[randint0(100)]);
1705 #ifdef JP
1706                 msg_print("¥È¥é¥Ã¥×¤òÊ´ºÕ¤·¤¿¡£");
1707 #else
1708                 msg_print("You destroyed the trap.");
1709 #endif
1710         }
1711 }
1712
1713
1714 static void touch_zap_player(monster_type *m_ptr)
1715 {
1716         int aura_damage = 0;
1717         monster_race *r_ptr = &r_info[m_ptr->r_idx];
1718
1719         if (r_ptr->flags2 & RF2_AURA_FIRE)
1720         {
1721                 if (!p_ptr->immune_fire)
1722                 {
1723                         char aura_dam[80];
1724
1725                         aura_damage = damroll(1 + (r_ptr->level / 26), 1 + (r_ptr->level / 17));
1726
1727                         /* Hack -- Get the "died from" name */
1728                         monster_desc(aura_dam, m_ptr, 0x288);
1729
1730 #ifdef JP
1731                         msg_print("ÆÍÁ³¤È¤Æ¤âÇ®¤¯¤Ê¤Ã¤¿¡ª");
1732 #else
1733                         msg_print("You are suddenly very hot!");
1734 #endif
1735
1736
1737                         if (p_ptr->oppose_fire) aura_damage = (aura_damage + 2) / 3;
1738                         if (p_ptr->resist_fire) aura_damage = (aura_damage + 2) / 3;
1739
1740                         take_hit(DAMAGE_NOESCAPE, aura_damage, aura_dam, -1);
1741                         r_ptr->r_flags2 |= RF2_AURA_FIRE;
1742                         handle_stuff();
1743                 }
1744         }
1745
1746         if (r_ptr->flags3 & RF3_AURA_COLD)
1747         {
1748                 if (!p_ptr->immune_cold)
1749                 {
1750                         char aura_dam[80];
1751
1752                         aura_damage = damroll(1 + (r_ptr->level / 26), 1 + (r_ptr->level / 17));
1753
1754                         /* Hack -- Get the "died from" name */
1755                         monster_desc(aura_dam, m_ptr, 0x288);
1756
1757 #ifdef JP
1758                         msg_print("ÆÍÁ³¤È¤Æ¤â´¨¤¯¤Ê¤Ã¤¿¡ª");
1759 #else
1760                         msg_print("You are suddenly very cold!");
1761 #endif
1762
1763
1764                         if (p_ptr->oppose_cold) aura_damage = (aura_damage + 2) / 3;
1765                         if (p_ptr->resist_cold) aura_damage = (aura_damage + 2) / 3;
1766
1767                         take_hit(DAMAGE_NOESCAPE, aura_damage, aura_dam, -1);
1768                         r_ptr->r_flags3 |= RF3_AURA_COLD;
1769                         handle_stuff();
1770                 }
1771         }
1772
1773         if (r_ptr->flags2 & RF2_AURA_ELEC)
1774         {
1775                 if (!p_ptr->immune_elec)
1776                 {
1777                         char aura_dam[80];
1778
1779                         aura_damage = damroll(1 + (r_ptr->level / 26), 1 + (r_ptr->level / 17));
1780
1781                         /* Hack -- Get the "died from" name */
1782                         monster_desc(aura_dam, m_ptr, 0x288);
1783
1784                         if (p_ptr->oppose_elec) aura_damage = (aura_damage + 2) / 3;
1785                         if (p_ptr->resist_elec) aura_damage = (aura_damage + 2) / 3;
1786
1787 #ifdef JP
1788                         msg_print("ÅÅ·â¤ò¤¯¤é¤Ã¤¿¡ª");
1789 #else
1790                         msg_print("You get zapped!");
1791 #endif
1792
1793                         take_hit(DAMAGE_NOESCAPE, aura_damage, aura_dam, -1);
1794                         r_ptr->r_flags2 |= RF2_AURA_ELEC;
1795                         handle_stuff();
1796                 }
1797         }
1798 }
1799
1800
1801 static void natural_attack(s16b m_idx, int attack, bool *fear, bool *mdeath)
1802 {
1803         int             k, bonus, chance;
1804         int             n_weight = 0;
1805         monster_type    *m_ptr = &m_list[m_idx];
1806         monster_race    *r_ptr = &r_info[m_ptr->r_idx];
1807         char            m_name[80];
1808
1809         int             dss, ddd;
1810
1811         cptr            atk_desc;
1812
1813         switch (attack)
1814         {
1815                 case MUT2_SCOR_TAIL:
1816                         dss = 3;
1817                         ddd = 7;
1818                         n_weight = 5;
1819 #ifdef JP
1820                         atk_desc = "¿¬Èø";
1821 #else
1822                         atk_desc = "tail";
1823 #endif
1824
1825                         break;
1826                 case MUT2_HORNS:
1827                         dss = 2;
1828                         ddd = 6;
1829                         n_weight = 15;
1830 #ifdef JP
1831                         atk_desc = "³Ñ";
1832 #else
1833                         atk_desc = "horns";
1834 #endif
1835
1836                         break;
1837                 case MUT2_BEAK:
1838                         dss = 2;
1839                         ddd = 4;
1840                         n_weight = 5;
1841 #ifdef JP
1842                         atk_desc = "¥¯¥Á¥Ð¥·";
1843 #else
1844                         atk_desc = "beak";
1845 #endif
1846
1847                         break;
1848                 case MUT2_TRUNK:
1849                         dss = 1;
1850                         ddd = 4;
1851                         n_weight = 35;
1852 #ifdef JP
1853                         atk_desc = "¾Ý¤ÎÉ¡";
1854 #else
1855                         atk_desc = "trunk";
1856 #endif
1857
1858                         break;
1859                 case MUT2_TENTACLES:
1860                         dss = 2;
1861                         ddd = 5;
1862                         n_weight = 5;
1863 #ifdef JP
1864                         atk_desc = "¿¨¼ê";
1865 #else
1866                         atk_desc = "tentacles";
1867 #endif
1868
1869                         break;
1870                 default:
1871                         dss = ddd = n_weight = 1;
1872 #ifdef JP
1873                         atk_desc = "̤ÄêµÁ¤ÎÉô°Ì";
1874 #else
1875                         atk_desc = "undefined body part";
1876 #endif
1877
1878         }
1879
1880         /* Extract monster name (or "it") */
1881         monster_desc(m_name, m_ptr, 0);
1882
1883
1884         /* Calculate the "attack quality" */
1885         bonus = p_ptr->to_h_m;
1886         bonus += (p_ptr->lev * 6 / 5);
1887         chance = (p_ptr->skill_thn + (bonus * BTH_PLUS_ADJ));
1888
1889         /* Test for hit */
1890         if ((!(r_ptr->flags2 & RF2_QUANTUM) || !randint0(2)) && test_hit_norm(chance, r_ptr->ac, m_ptr->ml))
1891         {
1892                 /* Sound */
1893                 sound(SOUND_HIT);
1894
1895 #ifdef JP
1896                 msg_format("%s¤ò%s¤Ç¹¶·â¤·¤¿¡£", m_name, atk_desc);
1897 #else
1898                 msg_format("You hit %s with your %s.", m_name, atk_desc);
1899 #endif
1900
1901
1902                 k = damroll(ddd, dss);
1903                 k = critical_norm(n_weight, bonus, k, (s16b)bonus, 0);
1904
1905                 /* Apply the player damage bonuses */
1906                 k += p_ptr->to_d_m;
1907
1908                 /* No negative damage */
1909                 if (k < 0) k = 0;
1910
1911                 /* Modify the damage */
1912                 k = mon_damage_mod(m_ptr, k, FALSE);
1913
1914                 /* Complex message */
1915                 if (p_ptr->wizard)
1916                 {
1917 #ifdef JP
1918                                 msg_format("%d/%d ¤Î¥À¥á¡¼¥¸¤òÍ¿¤¨¤¿¡£", k, m_ptr->hp);
1919 #else
1920                         msg_format("You do %d (out of %d) damage.", k, m_ptr->hp);
1921 #endif
1922
1923                 }
1924
1925                 /* Anger the monster */
1926                 if (k > 0) anger_monster(m_ptr);
1927
1928                 /* Damage, check for fear and mdeath */
1929                 switch (attack)
1930                 {
1931                         case MUT2_SCOR_TAIL:
1932                                 project(0, 0, m_ptr->fy, m_ptr->fx, k, GF_POIS, PROJECT_KILL, -1);
1933                                 *mdeath = (m_ptr->r_idx == 0);
1934                                 break;
1935                         case MUT2_HORNS:
1936                                 *mdeath = mon_take_hit(m_idx, k, fear, NULL);
1937                                 break;
1938                         case MUT2_BEAK:
1939                                 *mdeath = mon_take_hit(m_idx, k, fear, NULL);
1940                                 break;
1941                         case MUT2_TRUNK:
1942                                 *mdeath = mon_take_hit(m_idx, k, fear, NULL);
1943                                 break;
1944                         case MUT2_TENTACLES:
1945                                 *mdeath = mon_take_hit(m_idx, k, fear, NULL);
1946                                 break;
1947                         default:
1948                                 *mdeath = mon_take_hit(m_idx, k, fear, NULL);
1949                 }
1950
1951                 touch_zap_player(m_ptr);
1952         }
1953         /* Player misses */
1954         else
1955         {
1956                 /* Sound */
1957                 sound(SOUND_MISS);
1958
1959                 /* Message */
1960 #ifdef JP
1961                         msg_format("¥ß¥¹¡ª %s¤Ë¤«¤ï¤µ¤ì¤¿¡£", m_name);
1962 #else
1963                 msg_format("You miss %s.", m_name);
1964 #endif
1965
1966         }
1967 }
1968
1969
1970
1971 /*
1972  * Player attacks a (poor, defenseless) creature        -RAK-
1973  *
1974  * If no "weapon" is available, then "punch" the monster one time.
1975  */
1976 static void py_attack_aux(int y, int x, bool *fear, bool *mdeath, s16b hand, int mode)
1977 {
1978         int             num = 0, k, bonus, chance, vir;
1979
1980         cave_type       *c_ptr = &cave[y][x];
1981
1982         monster_type    *m_ptr = &m_list[c_ptr->m_idx];
1983         monster_race    *r_ptr = &r_info[m_ptr->r_idx];
1984
1985         object_type     *o_ptr;
1986
1987         char            m_name[80];
1988
1989         bool            success_hit = FALSE;
1990         bool            old_success_hit = FALSE;
1991         bool            backstab = FALSE;
1992         bool            vorpal_cut = FALSE;
1993         int             chaos_effect = 0;
1994         bool            stab_fleeing = FALSE;
1995         bool            fuiuchi = 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
2009
2010         if (((p_ptr->pclass == CLASS_ROGUE) || (p_ptr->pclass == CLASS_NINJA)) && inventory[INVEN_RARM+hand].tval)
2011         {
2012                 int tmp = p_ptr->lev*6+(p_ptr->skill_stl+10)*4;
2013                 if (p_ptr->monlite && (mode != HISSATSU_NYUSIN)) tmp /= 3;
2014                 if (p_ptr->cursed & TRC_AGGRAVATE) tmp /= 2;
2015                 if (r_ptr->level > (p_ptr->lev*p_ptr->lev/20+10)) tmp /= 3;
2016                 if (m_ptr->csleep && m_ptr->ml)
2017                 {
2018                         /* Can't backstab creatures that we can't see, right? */
2019                         backstab = TRUE;
2020                 }
2021                 else if ((p_ptr->special_defense & NINJA_S_STEALTH) && (randint0(tmp) > (r_ptr->level+20)) && m_ptr->ml && !(r_ptr->flags3 & RF3_RES_ALL))
2022                 {
2023                         fuiuchi = TRUE;
2024                 }
2025                 else if (m_ptr->monfear && m_ptr->ml)
2026                 {
2027                         stab_fleeing = TRUE;
2028                 }
2029         }
2030
2031         if(!buki_motteruka(INVEN_RARM) && !buki_motteruka(INVEN_LARM))
2032         {
2033                 if ((r_ptr->level + 10) > p_ptr->lev)
2034                 {
2035                         if (p_ptr->skill_exp[GINOU_SUDE] < s_info[p_ptr->pclass].s_max[GINOU_SUDE])
2036                         {
2037                                 if (p_ptr->skill_exp[GINOU_SUDE] < 4000)
2038                                         p_ptr->skill_exp[GINOU_SUDE]+=40;
2039                                 else if((p_ptr->skill_exp[GINOU_SUDE] < 6000))
2040                                         p_ptr->skill_exp[GINOU_SUDE]+=5;
2041                                 else if((p_ptr->skill_exp[GINOU_SUDE] < 7000) && (p_ptr->lev > 19))
2042                                         p_ptr->skill_exp[GINOU_SUDE]+=1;
2043                                 else if((p_ptr->skill_exp[GINOU_SUDE] < 8000) && (p_ptr->lev > 34))
2044                                         if (one_in_(3)) p_ptr->skill_exp[GINOU_SUDE]+=1;
2045                                 p_ptr->update |= (PU_BONUS);
2046                         }
2047                 }
2048         }
2049         else
2050         {
2051                 if ((r_ptr->level + 10) > p_ptr->lev)
2052                 {
2053                         int tval = inventory[INVEN_RARM+hand].tval - TV_BOW;
2054                         int sval = inventory[INVEN_RARM+hand].sval;
2055                         int now_exp = p_ptr->weapon_exp[tval][sval];
2056                         if (now_exp < s_info[p_ptr->pclass].w_max[tval][sval])
2057                         {
2058                                 int amount = 0;
2059                                 if (now_exp < 4000) amount = 80;
2060                                 else if(now_exp < 6000) amount = 10;
2061                                 else if((now_exp < 7000) && (p_ptr->lev > 19)) amount = 1;
2062                                 else if((p_ptr->lev > 34) && one_in_(2)) amount = 1;
2063                                 p_ptr->weapon_exp[tval][sval] += amount;
2064                                 p_ptr->update |= (PU_BONUS);
2065                         }
2066                 }
2067         }
2068
2069         /* Disturb the monster */
2070         m_ptr->csleep = 0;
2071         if (r_ptr->flags7 & (RF7_HAS_LITE_1 | RF7_HAS_LITE_2))
2072                 p_ptr->update |= (PU_MON_LITE);
2073
2074         /* Extract monster name (or "it") */
2075         monster_desc(m_name, m_ptr, 0);
2076
2077         /* Access the weapon */
2078         o_ptr = &inventory[INVEN_RARM+hand];
2079
2080         /* Calculate the "attack quality" */
2081         bonus = p_ptr->to_h[hand] + o_ptr->to_h;
2082         chance = (p_ptr->skill_thn + (bonus * BTH_PLUS_ADJ));
2083         if (mode == HISSATSU_IAI) chance += 60;
2084         if (p_ptr->special_defense & KATA_KOUKIJIN) chance += 150;
2085
2086         if (p_ptr->sutemi) chance = MAX(chance * 3 / 2, chance + 60);
2087
2088         vir = virtue_number(V_VALOUR);
2089         if (vir)
2090         {
2091                 chance += (p_ptr->virtues[vir - 1]/10);
2092         }
2093
2094         zantetsu_mukou = ((o_ptr->name1 == ART_ZANTETSU) && (r_ptr->d_char == 'j'));
2095         e_j_mukou = ((o_ptr->name1 == ART_EXCALIBUR_J) && (r_ptr->d_char == 'S'));
2096
2097         if ((mode == HISSATSU_KYUSHO) || (mode == HISSATSU_MINEUCHI) || (mode == HISSATSU_3DAN) || (mode == HISSATSU_IAI)) num_blow = 1;
2098         else if (mode == HISSATSU_COLD) num_blow = p_ptr->num_blow[hand]+2;
2099         else num_blow = p_ptr->num_blow[hand];
2100
2101         /* Attack once for each legal blow */
2102         while ((num++ < num_blow) && !p_ptr->is_dead)
2103         {
2104                 if (((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_DOKUBARI)) || (mode == HISSATSU_KYUSHO))
2105                 {
2106                         if (p_ptr->migite && p_ptr->hidarite)
2107                         {
2108                                 success_hit = one_in_(2);
2109                         }
2110                         else success_hit = TRUE;
2111                 }
2112                 else if (mode == HISSATSU_MAJIN)
2113                 {
2114                         if (num == 1)
2115                         {
2116                                 if (one_in_(2))
2117                                         success_hit = FALSE;
2118                                 old_success_hit = success_hit;
2119                         }
2120                         else success_hit = old_success_hit;
2121                 }
2122                 else if ((p_ptr->pclass == CLASS_NINJA) && ((backstab || fuiuchi) && !(r_ptr->flags3 & RF3_RES_ALL))) success_hit = TRUE;
2123                 else success_hit = test_hit_norm(chance, r_ptr->ac, m_ptr->ml);
2124
2125                 /* Test for hit */
2126                 if (success_hit)
2127                 {
2128                         int vorpal_chance = ((o_ptr->name1 == ART_VORPAL_BLADE) || (o_ptr->name1 == ART_CHAINSWORD)) ? 2 : 4;
2129
2130                         /* Sound */
2131                         sound(SOUND_HIT);
2132
2133                         /* Message */
2134                         if (backstab)
2135 #ifdef JP
2136                                 msg_format("¤¢¤Ê¤¿¤ÏÎä¹ó¤Ë¤â̲¤Ã¤Æ¤¤¤ë̵ÎϤÊ%s¤òÆͤ­»É¤·¤¿¡ª",
2137 #else
2138                                 msg_format("You cruelly stab the helpless, sleeping %s!",
2139 #endif
2140
2141                                     m_name);
2142                         else if (fuiuchi)
2143 #ifdef JP
2144                                 msg_format("ÉÔ°Õ¤òÆͤ¤¤Æ%s¤Ë¶¯Îõ¤Ê°ì·â¤ò¶ô¤é¤ï¤»¤¿¡ª",
2145 #else
2146                                 msg_format("You make surprise attack, and hit %s with a powerful blow!",
2147 #endif
2148
2149                                     m_name);
2150                         else if (stab_fleeing)
2151 #ifdef JP
2152                                 msg_format("ƨ¤²¤ë%s¤òÇØÃ椫¤éÆͤ­»É¤·¤¿¡ª",
2153 #else
2154                                 msg_format("You backstab the fleeing %s!",
2155 #endif
2156
2157                                     m_name);
2158                         else
2159                         {
2160                                 if (!(((p_ptr->pclass == CLASS_MONK) || (p_ptr->pclass == CLASS_FORCETRAINER) || (p_ptr->pclass == CLASS_BERSERKER)) && (empty_hands(TRUE) > 1)))
2161 #ifdef JP
2162                         msg_format("%s¤ò¹¶·â¤·¤¿¡£", m_name);
2163 #else
2164                                         msg_format("You hit %s.", m_name);
2165 #endif
2166
2167                         }
2168
2169                         /* Hack -- bare hands do one damage */
2170                         k = 1;
2171
2172                         object_flags(o_ptr, flgs);
2173
2174                         /* Select a chaotic effect (50% chance) */
2175                         if ((have_flag(flgs, TR_CHAOTIC)) && one_in_(2))
2176                         {
2177                                 if (one_in_(10))
2178                                 chg_virtue(V_CHANCE, 1);
2179
2180                                 if (randint1(5) < 3)
2181                                 {
2182                                         /* Vampiric (20%) */
2183                                         chaos_effect = 1;
2184                                 }
2185                                 else if (one_in_(250))
2186                                 {
2187                                         /* Quake (0.12%) */
2188                                         chaos_effect = 2;
2189                                 }
2190                                 else if (!one_in_(10))
2191                                 {
2192                                         /* Confusion (26.892%) */
2193                                         chaos_effect = 3;
2194                                 }
2195                                 else if (one_in_(2))
2196                                 {
2197                                         /* Teleport away (1.494%) */
2198                                         chaos_effect = 4;
2199                                 }
2200                                 else
2201                                 {
2202                                         /* Polymorph (1.494%) */
2203                                         chaos_effect = 5;
2204                                 }
2205                         }
2206
2207                         /* Vampiric drain */
2208                         if ((have_flag(flgs, TR_VAMPIRIC)) || (chaos_effect == 1) || (mode == HISSATSU_DRAIN))
2209                         {
2210                                 /* Only drain "living" monsters */
2211                                 if (monster_living(r_ptr))
2212                                         can_drain = TRUE;
2213                                 else
2214                                         can_drain = FALSE;
2215                         }
2216
2217                         if ((have_flag(flgs, TR_VORPAL)) && (randint1(vorpal_chance*3/2) == 1) && !zantetsu_mukou)
2218                                 vorpal_cut = TRUE;
2219                         else vorpal_cut = FALSE;
2220
2221                         if (((p_ptr->pclass == CLASS_MONK) || (p_ptr->pclass == CLASS_FORCETRAINER) || (p_ptr->pclass == CLASS_BERSERKER)) && (empty_hands(TRUE) > 1))
2222                         {
2223                                 int special_effect = 0, stun_effect = 0, times = 0, max_times;
2224                                 int min_level = 1;
2225                                 martial_arts *ma_ptr = &ma_blows[0], *old_ptr = &ma_blows[0];
2226                                 int resist_stun = 0;
2227                                 int weight = 8;
2228
2229                                 if (r_ptr->flags1 & RF1_UNIQUE) resist_stun += 88;
2230                                 if (r_ptr->flags3 & RF3_NO_STUN) resist_stun += 66;
2231                                 if (r_ptr->flags3 & RF3_NO_CONF) resist_stun += 33;
2232                                 if (r_ptr->flags3 & RF3_NO_SLEEP) resist_stun += 33;
2233                                 if ((r_ptr->flags3 & RF3_UNDEAD) || (r_ptr->flags3 & RF3_NONLIVING))
2234                                         resist_stun += 66;
2235
2236                                 if (p_ptr->special_defense & KAMAE_BYAKKO)
2237                                         max_times = (p_ptr->lev < 3 ? 1 : p_ptr->lev / 3);
2238                                 else if (p_ptr->special_defense & KAMAE_SUZAKU)
2239                                         max_times = 1;
2240                                 else if (p_ptr->special_defense & KAMAE_GENBU)
2241                                         max_times = 1;
2242                                 else
2243                                         max_times = (p_ptr->lev < 7 ? 1 : p_ptr->lev / 7);
2244                                 /* Attempt 'times' */
2245                                 for (times = 0; times < max_times; times++)
2246                                 {
2247                                         do
2248                                         {
2249                                                 ma_ptr = &ma_blows[randint0(MAX_MA)];
2250                                                 if ((p_ptr->pclass == CLASS_FORCETRAINER) && (ma_ptr->min_level > 1)) min_level = ma_ptr->min_level + 3;
2251                                                 else min_level = ma_ptr->min_level;
2252                                         }
2253                                         while ((min_level > p_ptr->lev) ||
2254                                                (randint1(p_ptr->lev) < ma_ptr->chance));
2255
2256                                         /* keep the highest level attack available we found */
2257                                         if ((ma_ptr->min_level > old_ptr->min_level) &&
2258                                             !p_ptr->stun && !p_ptr->confused)
2259                                         {
2260                                                 old_ptr = ma_ptr;
2261
2262                                                 if (p_ptr->wizard && cheat_xtra)
2263                                                 {
2264 #ifdef JP
2265                                                         msg_print("¹¶·â¤òºÆÁªÂò¤·¤Þ¤·¤¿¡£");
2266 #else
2267                                                         msg_print("Attack re-selected.");
2268 #endif
2269
2270                                                 }
2271                                         }
2272                                         else
2273                                         {
2274                                                 ma_ptr = old_ptr;
2275                                         }
2276                                 }
2277
2278                                 if (p_ptr->pclass == CLASS_FORCETRAINER) min_level = MAX(1, ma_ptr->min_level - 3);
2279                                 else min_level = ma_ptr->min_level;
2280                                 k = damroll(ma_ptr->dd, ma_ptr->ds);
2281                                 if (p_ptr->special_attack & ATTACK_SUIKEN) k *= 2;
2282
2283                                 if (ma_ptr->effect == MA_KNEE)
2284                                 {
2285                                         if (r_ptr->flags1 & RF1_MALE)
2286                                         {
2287 #ifdef JP
2288                                                 msg_format("%s¤Ë¶âŪɨ½³¤ê¤ò¤¯¤é¤ï¤·¤¿¡ª", m_name);
2289 #else
2290                                                 msg_format("You hit %s in the groin with your knee!", m_name);
2291 #endif
2292
2293                                                 sound(SOUND_PAIN);
2294                                                 special_effect = MA_KNEE;
2295                                         }
2296                                         else
2297                                                 msg_format(ma_ptr->desc, m_name);
2298                                 }
2299
2300                                 else if (ma_ptr->effect == MA_SLOW)
2301                                 {
2302                                         if (!((r_ptr->flags1 & RF1_NEVER_MOVE) ||
2303                                             strchr("~#{}.UjmeEv$,DdsbBFIJQSXclnw!=?", r_ptr->d_char)))
2304                                         {
2305 #ifdef JP
2306                                                 msg_format("%s¤Î­¼ó¤Ë´ØÀá½³¤ê¤ò¤¯¤é¤ï¤·¤¿¡ª", m_name);
2307 #else
2308                                                 msg_format("You kick %s in the ankle.", m_name);
2309 #endif
2310
2311                                                 special_effect = MA_SLOW;
2312                                         }
2313                                         else msg_format(ma_ptr->desc, m_name);
2314                                 }
2315                                 else
2316                                 {
2317                                         if (ma_ptr->effect)
2318                                         {
2319                                                 stun_effect = (ma_ptr->effect / 2) + randint1(ma_ptr->effect / 2);
2320                                         }
2321
2322                                         msg_format(ma_ptr->desc, m_name);
2323                                 }
2324
2325                                 if (p_ptr->special_defense & KAMAE_SUZAKU) weight = 4;
2326                                 if ((p_ptr->pclass == CLASS_FORCETRAINER) && (p_ptr->magic_num1[0]))
2327                                 {
2328                                         weight += (p_ptr->magic_num1[0]/30);
2329                                         if (weight > 20) weight = 20;
2330                                 }
2331
2332                                 k = critical_norm(p_ptr->lev * weight, min_level, k, p_ptr->to_h[0], 0);
2333
2334                                 if ((special_effect == MA_KNEE) && ((k + p_ptr->to_d[hand]) < m_ptr->hp))
2335                                 {
2336 #ifdef JP
2337                                         msg_format("%^s¤Ï¶ìÄˤˤ¦¤á¤¤¤Æ¤¤¤ë¡ª", m_name);
2338 #else
2339                                         msg_format("%^s moans in agony!", m_name);
2340 #endif
2341
2342                                         stun_effect = 7 + randint1(13);
2343                                         resist_stun /= 3;
2344                                 }
2345
2346                                 else if ((special_effect == MA_SLOW) && ((k + p_ptr->to_d[hand]) < m_ptr->hp))
2347                                 {
2348                                         if (!(r_ptr->flags1 & RF1_UNIQUE) &&
2349                                             (randint1(p_ptr->lev) > r_ptr->level) &&
2350                                             m_ptr->mspeed > 60)
2351                                         {
2352 #ifdef JP
2353                                                 msg_format("%^s¤Ï­¤ò¤Ò¤­¤º¤ê»Ï¤á¤¿¡£", m_name);
2354 #else
2355                                                 msg_format("%^s starts limping slower.", m_name);
2356 #endif
2357
2358                                                 m_ptr->mspeed -= 10;
2359                                         }
2360                                 }
2361
2362                                 if (stun_effect && ((k + p_ptr->to_d[hand]) < m_ptr->hp))
2363                                 {
2364                                         if (p_ptr->lev > randint1(r_ptr->level + resist_stun + 10))
2365                                         {
2366                                                 if (m_ptr->stunned)
2367 #ifdef JP
2368                                                         msg_format("%^s¤Ï¤µ¤é¤Ë¥Õ¥é¥Õ¥é¤Ë¤Ê¤Ã¤¿¡£", m_name);
2369 #else
2370                                                         msg_format("%^s is more stunned.", m_name);
2371 #endif
2372
2373                                                 else
2374 #ifdef JP
2375                                                         msg_format("%^s¤Ï¥Õ¥é¥Õ¥é¤Ë¤Ê¤Ã¤¿¡£", m_name);
2376 #else
2377                                                         msg_format("%^s is stunned.", m_name);
2378 #endif
2379
2380
2381                                                 m_ptr->stunned += stun_effect;
2382                                         }
2383                                 }
2384                         }
2385
2386                         /* Handle normal weapon */
2387                         else if (o_ptr->k_idx)
2388                         {
2389                                 k = damroll(o_ptr->dd, o_ptr->ds);
2390                                 if (p_ptr->riding)
2391                                 {
2392                                         if((o_ptr->tval == TV_POLEARM) && ((o_ptr->sval == SV_LANCE) || (o_ptr->sval == SV_HEAVY_LANCE)))
2393                                         {
2394                                                 k += damroll(2, o_ptr->ds);
2395                                         }
2396                                 }
2397
2398                                 k = tot_dam_aux(o_ptr, k, m_ptr, mode);
2399
2400                                 if (backstab)
2401                                 {
2402                                         k *= (3 + (p_ptr->lev / 20));
2403                                 }
2404                                 else if (fuiuchi)
2405                                 {
2406                                         k = k*(5+(p_ptr->lev*2/25))/2;
2407                                 }
2408                                 else if (stab_fleeing)
2409                                 {
2410                                         k = (3 * k) / 2;
2411                                 }
2412
2413                                 if ((p_ptr->impact[hand] && ((k > 50) || one_in_(7))) ||
2414                                          (chaos_effect == 2) || (mode == HISSATSU_QUAKE))
2415                                 {
2416                                         do_quake = TRUE;
2417                                 }
2418
2419                                 if ((!(o_ptr->tval == TV_SWORD) || !(o_ptr->sval == SV_DOKUBARI)) && !(mode == HISSATSU_KYUSHO))
2420                                         k = critical_norm(o_ptr->weight, o_ptr->to_h, k, p_ptr->to_h[hand], mode);
2421
2422                                 drain_result = k;
2423
2424                                 if (vorpal_cut)
2425                                 {
2426                                         int mult = 2;
2427
2428                                         if ((o_ptr->name1 == ART_CHAINSWORD) && !one_in_(2))
2429                                         {
2430                                                 char chainsword_noise[1024];
2431 #ifdef JP
2432        if (!get_rnd_line("chainswd_j.txt", 0, chainsword_noise))
2433 #else
2434                                                 if (!get_rnd_line("chainswd.txt", 0, chainsword_noise))
2435 #endif
2436
2437                                                 {
2438                                                         msg_print(chainsword_noise);
2439                                                 }
2440                                         }
2441
2442                                         if (o_ptr->name1 == ART_VORPAL_BLADE)
2443                                         {
2444 #ifdef JP
2445                                                 msg_print("Ìܤˤâ»ß¤Þ¤é¤Ì¥Ü¡¼¥Ñ¥ë¡¦¥Ö¥ì¡¼¥É¡¢¼êÏ£¤ÎÁá¶È¡ª");
2446 #else
2447                                                 msg_print("Your Vorpal Blade goes snicker-snack!");
2448 #endif
2449
2450                                         }
2451                                         else
2452                                         {
2453 #ifdef JP
2454                                                 msg_format("%s¤ò¥°¥Ã¥µ¥êÀÚ¤êÎö¤¤¤¿¡ª", m_name);
2455 #else
2456                                                 msg_format("Your weapon cuts deep into %s!", m_name);
2457 #endif
2458
2459                                         }
2460
2461                                         /* Try to increase the damage */
2462                                         while (one_in_(vorpal_chance))
2463                                         {
2464                                                 mult++;
2465                                         }
2466
2467                                         k *= mult;
2468
2469                                         /* Ouch! */
2470                                         if (((r_ptr->flags3 & RF3_RES_ALL) ? k/100 : k) > m_ptr->hp)
2471                                         {
2472 #ifdef JP
2473                                                 msg_format("%s¤ò¿¿¤ÃÆó¤Ä¤Ë¤·¤¿¡ª", m_name);
2474 #else
2475                                                 msg_format("You cut %s in half!", m_name);
2476 #endif
2477
2478                                         }
2479                                         else
2480                                         {
2481                                                 switch(mult)
2482                                                 {
2483 #ifdef JP
2484 case 2: msg_format("%s¤ò»Â¤Ã¤¿¡ª", m_name);             break;
2485 #else
2486                                                         case 2: msg_format("You gouge %s!", m_name);            break;
2487 #endif
2488
2489 #ifdef JP
2490 case 3: msg_format("%s¤ò¤Ö¤Ã¤¿»Â¤Ã¤¿¡ª", m_name);                       break;
2491 #else
2492                                                         case 3: msg_format("You maim %s!", m_name);                     break;
2493 #endif
2494
2495 #ifdef JP
2496 case 4: msg_format("%s¤ò¥á¥Ã¥¿»Â¤ê¤Ë¤·¤¿¡ª", m_name);           break;
2497 #else
2498                                                         case 4: msg_format("You carve %s!", m_name);            break;
2499 #endif
2500
2501 #ifdef JP
2502 case 5: msg_format("%s¤ò¥á¥Ã¥¿¥á¥¿¤Ë»Â¤Ã¤¿¡ª", m_name);         break;
2503 #else
2504                                                         case 5: msg_format("You cleave %s!", m_name);           break;
2505 #endif
2506
2507 #ifdef JP
2508 case 6: msg_format("%s¤ò»É¿È¤Ë¤·¤¿¡ª", m_name);         break;
2509 #else
2510                                                         case 6: msg_format("You smite %s!", m_name);            break;
2511 #endif
2512
2513 #ifdef JP
2514 case 7: msg_format("%s¤ò»Â¤Ã¤Æ»Â¤Ã¤Æ»Â¤ê¤Þ¤¯¤Ã¤¿¡ª", m_name);   break;
2515 #else
2516                                                         case 7: msg_format("You eviscerate %s!", m_name);       break;
2517 #endif
2518
2519 #ifdef JP
2520 default:        msg_format("%s¤òºÙÀÚ¤ì¤Ë¤·¤¿¡ª", m_name);               break;
2521 #else
2522                                                         default:        msg_format("You shred %s!", m_name);            break;
2523 #endif
2524
2525                                                 }
2526                                         }
2527                                         drain_result = drain_result * 3 / 2;
2528                                 }
2529
2530                                 k += o_ptr->to_d;
2531                                 drain_result += o_ptr->to_d;
2532                         }
2533
2534                         /* Apply the player damage bonuses */
2535                         k += p_ptr->to_d[hand];
2536                         drain_result += p_ptr->to_d[hand];
2537
2538                         if ((mode == HISSATSU_SUTEMI) || (mode == HISSATSU_3DAN)) k *= 2;
2539                         if ((mode == HISSATSU_SEKIRYUKA) && (r_ptr->flags3 & (RF3_UNDEAD | RF3_DEMON | RF3_NONLIVING))) k = 0;
2540                         if ((mode == HISSATSU_SEKIRYUKA) && !p_ptr->cut) k /= 2;
2541
2542                         /* No negative damage */
2543                         if (k < 0) k = 0;
2544
2545                         if ((mode == HISSATSU_ZANMA) && !((r_ptr->flags3 & (RF3_DEMON | RF3_UNDEAD | RF3_NONLIVING)) && (r_ptr->flags3 & RF3_EVIL)))
2546                         {
2547                                 k = 0;
2548                         }
2549
2550                         if (zantetsu_mukou)
2551                         {
2552 #ifdef JP
2553                                 msg_print("¤³¤ó¤ÊÆð¤é¤«¤¤¤â¤Î¤ÏÀÚ¤ì¤ó¡ª");
2554 #else
2555                                 msg_print("You cannot cut such a elastic thing!");
2556 #endif
2557                                 k = 0;
2558                         }
2559
2560                         if (e_j_mukou)
2561                         {
2562 #ifdef JP
2563                                 msg_print("ÃØéá¤Ï¶ì¼ê¤À¡ª");
2564 #else
2565                                 msg_print("Spiders are difficult for you to deal with!");
2566 #endif
2567                                 k /= 2;
2568                         }
2569
2570                         if (mode == HISSATSU_MINEUCHI)
2571                         {
2572                                 int tmp = (10 + randint1(15) + p_ptr->lev / 5);
2573
2574                                 k = 0;
2575                                 anger_monster(m_ptr);
2576
2577                                 if (!(r_ptr->flags3 & (RF3_NO_STUN)))
2578                                 {
2579                                         /* Get stunned */
2580                                         if (m_ptr->stunned)
2581                                         {
2582 #ifdef JP
2583 msg_format("%s¤Ï¤Ò¤É¤¯¤â¤¦¤í¤¦¤È¤·¤¿¡£", m_name);
2584 #else
2585                                                 msg_format("%s is more dazed.", m_name);
2586 #endif
2587
2588                                                 tmp /= 2;
2589                                         }
2590                                         else
2591                                         {
2592 #ifdef JP
2593 msg_format("%s ¤Ï¤â¤¦¤í¤¦¤È¤·¤¿¡£", m_name);
2594 #else
2595                                                 msg_format("%s is dazed.", m_name);
2596 #endif
2597                                         }
2598
2599                                         /* Apply stun */
2600                                         m_ptr->stunned = (tmp < 200) ? tmp : 200;
2601                                 }
2602                                 else
2603                                 {
2604 #ifdef JP
2605 msg_format("%s ¤Ë¤Ï¸ú²Ì¤¬¤Ê¤«¤Ã¤¿¡£", m_name);
2606 #else
2607                                                 msg_format("%s is not effected.", m_name);
2608 #endif
2609                                 }
2610                         }
2611
2612                         /* Modify the damage */
2613                         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))));
2614                         if (((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_DOKUBARI)) || (mode == HISSATSU_KYUSHO))
2615                         {
2616                                 if ((randint1(randint1(r_ptr->level/7)+5) == 1) && !(r_ptr->flags1 & RF1_UNIQUE) && !(r_ptr->flags7 & RF7_UNIQUE2))
2617                                 {
2618                                         k = m_ptr->hp + 1;
2619 #ifdef JP
2620 msg_format("%s¤ÎµÞ½ê¤òÆͤ­»É¤·¤¿¡ª", m_name);
2621 #else
2622                                         msg_format("You hit %s on a fatal spot!", m_name);
2623 #endif
2624                                 }
2625                                 else k = 1;
2626                         }
2627                         else if ((p_ptr->pclass == CLASS_NINJA) && (!p_ptr->icky_wield[hand]) && ((p_ptr->cur_lite <= 0) || one_in_(7)))
2628                         {
2629                                 int maxhp = maxroll(r_ptr->hdice, r_ptr->hside);
2630                                 if (one_in_(backstab ? 13 : (stab_fleeing || fuiuchi) ? 15 : 27))
2631                                 {
2632                                         k *= 5;
2633                                         drain_result *= 2;
2634 #ifdef JP
2635 msg_format("¿Ï¤¬%s¤Ë¿¼¡¹¤ÈÆͤ­»É¤µ¤Ã¤¿¡ª", m_name);
2636 #else
2637                                         msg_format("You critically injured %s!", m_name);
2638 #endif
2639                                 }
2640                                 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)))
2641                                 {
2642                                         if ((r_ptr->flags1 & RF1_UNIQUE) || (r_ptr->flags7 & RF7_UNIQUE2) || (m_ptr->hp >= maxhp/2))
2643                                         {
2644                                                 k = MAX(k*5, m_ptr->hp/2);
2645                                                 drain_result *= 2;
2646 #ifdef JP
2647 msg_format("%s¤ËÃ×Ì¿½ý¤òÉé¤ï¤»¤¿¡ª", m_name);
2648 #else
2649                                         msg_format("You fatally injured %s!", m_name);
2650 #endif
2651                                         }
2652                                         else
2653                                         {
2654                                                 k = m_ptr->hp + 1;
2655 #ifdef JP
2656 msg_format("¿Ï¤¬%s¤ÎµÞ½ê¤ò´Ó¤¤¤¿¡ª", m_name);
2657 #else
2658                                         msg_format("You hit %s on a fatal spot!", m_name);
2659 #endif
2660                                         }
2661                                 }
2662                         }
2663
2664                         /* Complex message */
2665                         if (p_ptr->wizard || cheat_xtra)
2666                         {
2667 #ifdef JP
2668                                 msg_format("%d/%d ¤Î¥À¥á¡¼¥¸¤òÍ¿¤¨¤¿¡£", k, m_ptr->hp);
2669 #else
2670                                 msg_format("You do %d (out of %d) damage.", k, m_ptr->hp);
2671 #endif
2672
2673                         }
2674
2675                         if (k <= 0) can_drain = FALSE;
2676
2677                         if (drain_result > m_ptr->hp)
2678                                 drain_result = m_ptr->hp;
2679
2680                         /* Damage, check for fear and death */
2681                         if (mon_take_hit(c_ptr->m_idx, k, fear, NULL))
2682                         {
2683                                 *mdeath = TRUE;
2684                                 if ((p_ptr->pclass == CLASS_BERSERKER) && energy_use)
2685                                 {
2686                                         if (p_ptr->migite && p_ptr->hidarite)
2687                                         {
2688                                                 if (hand) energy_use = energy_use*3/5+energy_use*num*2/(p_ptr->num_blow[hand]*5);
2689                                                 else energy_use = energy_use*num*3/(p_ptr->num_blow[hand]*5);
2690                                         }
2691                                         else
2692                                         {
2693                                                 energy_use = energy_use*num/p_ptr->num_blow[hand];
2694                                         }
2695                                 }
2696                                 if ((o_ptr->name1 == ART_ZANTETSU) && is_lowlevel)
2697 #ifdef JP
2698                                         msg_print("¤Þ¤¿¤Ä¤Þ¤é¤Ì¤â¤Î¤ò»Â¤Ã¤Æ¤·¤Þ¤Ã¤¿¡¥¡¥¡¥");
2699 #else
2700                                         msg_print("Sign..Another trifling thing I've cut....");
2701 #endif
2702                                 break;
2703                         }
2704
2705                         /* Anger the monster */
2706                         if (k > 0) anger_monster(m_ptr);
2707
2708                         touch_zap_player(m_ptr);
2709
2710                         /* Are we draining it?  A little note: If the monster is
2711                         dead, the drain does not work... */
2712
2713                         if (can_drain && (drain_result > 0))
2714                         {
2715                                 if (o_ptr->name1 == ART_MURAMASA)
2716                                 {
2717                                         if (is_human)
2718                                         {
2719                                                 int to_h = o_ptr->to_h;
2720                                                 int to_d = o_ptr->to_d;
2721                                                 int i, flag;
2722
2723                                                 flag = 1;
2724                                                 for (i = 0; i < to_h + 3; i++) if (one_in_(4)) flag = 0;
2725                                                 if (flag) to_h++;
2726
2727                                                 flag = 1;
2728                                                 for (i = 0; i < to_d + 3; i++) if (one_in_(4)) flag = 0;
2729                                                 if (flag) to_d++;
2730
2731                                                 if (o_ptr->to_h != to_h || o_ptr->to_d != to_d)
2732                                                 {
2733 #ifdef JP
2734                                                         msg_print("ÍÅÅá¤Ï·ì¤òµÛ¤Ã¤Æ¶¯¤¯¤Ê¤Ã¤¿¡ª");
2735 #else
2736                                                         msg_print("Muramasa sucked blood, and became more powerful!");
2737 #endif
2738                                                         o_ptr->to_h = to_h;
2739                                                         o_ptr->to_d = to_d;
2740                                                 }
2741                                         }
2742                                 }
2743                                 else
2744                                 {
2745                                         if (drain_result > 5) /* Did we really hurt it? */
2746                                         {
2747                                                 drain_heal = damroll(2, drain_result / 6);
2748
2749                                                 if (cheat_xtra)
2750                                                 {
2751 #ifdef JP
2752                                                         msg_format("Draining left: %d", drain_left);
2753 #else
2754                                                         msg_format("Draining left: %d", drain_left);
2755 #endif
2756
2757                                                 }
2758
2759                                                 if (drain_left)
2760                                                 {
2761                                                         if (drain_heal < drain_left)
2762                                                         {
2763                                                                 drain_left -= drain_heal;
2764                                                         }
2765                                                         else
2766                                                         {
2767                                                                 drain_heal = drain_left;
2768                                                                 drain_left = 0;
2769                                                         }
2770
2771                                                         if (drain_msg)
2772                                                         {
2773 #ifdef JP
2774                                                                 msg_format("¿Ï¤¬%s¤«¤éÀ¸Ì¿ÎϤòµÛ¤¤¼è¤Ã¤¿¡ª", m_name);
2775 #else
2776                                                                 msg_format("Your weapon drains life from %s!", m_name);
2777 #endif
2778
2779                                                                 drain_msg = FALSE;
2780                                                         }
2781
2782                                                         drain_heal = (drain_heal * mutant_regenerate_mod) / 100;
2783
2784                                                         hp_player(drain_heal);
2785                                                         /* We get to keep some of it! */
2786                                                 }
2787                                         }
2788                                 }
2789                                 m_ptr->maxhp -= (k+7)/8;
2790                                 if (m_ptr->hp > m_ptr->maxhp) m_ptr->hp = m_ptr->maxhp;
2791                                 weak = TRUE;
2792                         }
2793                         can_drain = FALSE;
2794                         drain_result = 0;
2795
2796                         /* Confusion attack */
2797                         if ((p_ptr->special_attack & ATTACK_CONFUSE) || (chaos_effect == 3) || (mode == HISSATSU_CONF))
2798                         {
2799                                 /* Cancel glowing hands */
2800                                 if (p_ptr->special_attack & ATTACK_CONFUSE)
2801                                 {
2802                                         p_ptr->special_attack &= ~(ATTACK_CONFUSE);
2803 #ifdef JP
2804                                         msg_print("¼ê¤Îµ±¤­¤¬¤Ê¤¯¤Ê¤Ã¤¿¡£");
2805 #else
2806                                         msg_print("Your hands stop glowing.");
2807 #endif
2808                                         p_ptr->redraw |= (PR_STATUS);
2809
2810                                 }
2811
2812                                 /* Confuse the monster */
2813                                 if (r_ptr->flags3 & RF3_NO_CONF)
2814                                 {
2815                                         if (m_ptr->ml)
2816                                         {
2817                                                 r_ptr->r_flags3 |= RF3_NO_CONF;
2818                                         }
2819
2820 #ifdef JP
2821                                         msg_format("%^s¤Ë¤Ï¸ú²Ì¤¬¤Ê¤«¤Ã¤¿¡£", m_name);
2822 #else
2823                                         msg_format("%^s is unaffected.", m_name);
2824 #endif
2825
2826                                 }
2827                                 else if (randint0(100) < r_ptr->level)
2828                                 {
2829 #ifdef JP
2830                                         msg_format("%^s¤Ë¤Ï¸ú²Ì¤¬¤Ê¤«¤Ã¤¿¡£", m_name);
2831 #else
2832                                         msg_format("%^s is unaffected.", m_name);
2833 #endif
2834
2835                                 }
2836                                 else
2837                                 {
2838 #ifdef JP
2839                                         msg_format("%^s¤Ïº®Í𤷤¿¤è¤¦¤À¡£", m_name);
2840 #else
2841                                         msg_format("%^s appears confused.", m_name);
2842 #endif
2843
2844                                         m_ptr->confused += 10 + randint0(p_ptr->lev) / 5;
2845                                 }
2846                         }
2847
2848                         else if (chaos_effect == 4)
2849                         {
2850                                 bool resists_tele = FALSE;
2851
2852                                 if (r_ptr->flags3 & RF3_RES_TELE)
2853                                 {
2854                                         if (r_ptr->flags1 & RF1_UNIQUE)
2855                                         {
2856                                                 if (m_ptr->ml) r_ptr->r_flags3 |= RF3_RES_TELE;
2857 #ifdef JP
2858                                                 msg_format("%^s¤Ë¤Ï¸ú²Ì¤¬¤Ê¤«¤Ã¤¿¡£", m_name);
2859 #else
2860                                                 msg_format("%^s is unaffected!", m_name);
2861 #endif
2862
2863                                                 resists_tele = TRUE;
2864                                         }
2865                                         else if (r_ptr->level > randint1(100))
2866                                         {
2867                                                 if (m_ptr->ml) r_ptr->r_flags3 |= RF3_RES_TELE;
2868 #ifdef JP
2869                                                 msg_format("%^s¤ÏÄñ¹³ÎϤò»ý¤Ã¤Æ¤¤¤ë¡ª", m_name);
2870 #else
2871                                                 msg_format("%^s resists!", m_name);
2872 #endif
2873
2874                                                 resists_tele = TRUE;
2875                                         }
2876                                 }
2877
2878                                 if (!resists_tele)
2879                                 {
2880 #ifdef JP
2881                                         msg_format("%^s¤Ï¾Ã¤¨¤¿¡ª", m_name);
2882 #else
2883                                         msg_format("%^s disappears!", m_name);
2884 #endif
2885
2886                                         teleport_away(c_ptr->m_idx, 50, FALSE);
2887                                         num = num_blow + 1; /* Can't hit it anymore! */
2888                                         *mdeath = TRUE;
2889                                 }
2890                         }
2891
2892                         else if ((chaos_effect == 5) && cave_floor_bold(y, x) &&
2893                                  (randint1(90) > r_ptr->level))
2894                         {
2895                                 if (!(r_ptr->flags1 & RF1_UNIQUE) &&
2896                                     !(r_ptr->flags4 & RF4_BR_CHAO) &&
2897                                     !(r_ptr->flags1 & RF1_QUESTOR))
2898                                 {
2899                                         if (polymorph_monster(y, x))
2900                                         {
2901 #ifdef JP
2902                                                 msg_format("%^s¤ÏÊѲ½¤·¤¿¡ª", m_name);
2903 #else
2904                                                 msg_format("%^s changes!", m_name);
2905 #endif
2906
2907
2908                                                 /* Hack -- Get new monster */
2909                                                 m_ptr = &m_list[c_ptr->m_idx];
2910
2911                                                 /* Oops, we need a different name... */
2912                                                 monster_desc(m_name, m_ptr, 0);
2913
2914                                                 /* Hack -- Get new race */
2915                                                 r_ptr = &r_info[m_ptr->r_idx];
2916
2917                                                 *fear = FALSE;
2918                                                 weak = FALSE;
2919                                         }
2920                                         else
2921                                         {
2922 #ifdef JP
2923                                         msg_format("%^s¤Ë¤Ï¸ú²Ì¤¬¤Ê¤«¤Ã¤¿¡£", m_name);
2924 #else
2925                                                 msg_format("%^s is unaffected.", m_name);
2926 #endif
2927
2928                                         }
2929                                 }
2930                         }
2931                         else if (o_ptr->name1 == ART_G_HAMMER)
2932                         {
2933                                 monster_type *m_ptr = &m_list[c_ptr->m_idx];
2934
2935                                 if (m_ptr->hold_o_idx)
2936                                 {
2937                                         object_type *q_ptr = &o_list[m_ptr->hold_o_idx];
2938                                         char o_name[MAX_NLEN];
2939
2940                                         object_desc(o_name, q_ptr, TRUE, 0);
2941                                         q_ptr->held_m_idx = 0;
2942                                         q_ptr->marked = 0;
2943                                         m_ptr->hold_o_idx = q_ptr->next_o_idx;
2944                                         q_ptr->next_o_idx = 0;
2945 #ifdef JP
2946                                         msg_format("%s¤òÃ¥¤Ã¤¿¡£", o_name);
2947 #else
2948                                         msg_format("You snatched %s.", o_name);
2949 #endif
2950                                         inven_carry(q_ptr);
2951                                 }
2952                         }
2953                 }
2954
2955                 /* Player misses */
2956                 else
2957                 {
2958                         backstab = FALSE; /* Clumsy! */
2959                         fuiuchi = FALSE; /* Clumsy! */
2960
2961                         if ((o_ptr->tval == TV_POLEARM) && (o_ptr->sval == SV_DEATH_SCYTHE) && one_in_(3))
2962                         {
2963                                 u32b flgs[TR_FLAG_SIZE];
2964
2965                                 /* Sound */
2966                                 sound(SOUND_HIT);
2967
2968                                 /* Message */
2969 #ifdef JP
2970                                 msg_format("¥ß¥¹¡ª %s¤Ë¤«¤ï¤µ¤ì¤¿¡£", m_name);
2971 #else
2972                                 msg_format("You miss %s.", m_name);
2973 #endif
2974                                 /* Message */
2975 #ifdef JP
2976                                 msg_print("¿¶¤ê²ó¤·¤¿Âç³ù¤¬¼«Ê¬¼«¿È¤ËÊ֤äƤ­¤¿¡ª");
2977 #else
2978                                 msg_print("Your scythe returns to you!");
2979 #endif
2980
2981                                 /* Extract the flags */
2982                                 object_flags(o_ptr, flgs);
2983
2984                                 k = damroll(o_ptr->dd, o_ptr->ds);
2985                                 {
2986                                         int mult;
2987                                         switch (p_ptr->mimic_form)
2988                                         {
2989                                         case MIMIC_NONE:
2990                                                 switch (p_ptr->prace)
2991                                                 {
2992                                                         case RACE_YEEK:
2993                                                         case RACE_KLACKON:
2994                                                         case RACE_HUMAN:
2995                                                         case RACE_AMBERITE:
2996                                                         case RACE_DUNADAN:
2997                                                                 mult = 25;break;
2998                                                         case RACE_HALF_ORC:
2999                                                         case RACE_HALF_TROLL:
3000                                                         case RACE_HALF_OGRE:
3001                                                         case RACE_HALF_GIANT:
3002                                                         case RACE_HALF_TITAN:
3003                                                         case RACE_CYCLOPS:
3004                                                         case RACE_IMP:
3005                                                         case RACE_SKELETON:
3006                                                         case RACE_ZOMBIE:
3007                                                         case RACE_VAMPIRE:
3008                                                         case RACE_SPECTRE:
3009                                                         case RACE_DEMON:
3010                                                         case RACE_DRACONIAN:
3011                                                                 mult = 30;break;
3012                                                         default:
3013                                                                 mult = 10;break;
3014                                                 }
3015                                                 break;
3016                                         case MIMIC_DEMON:
3017                                         case MIMIC_DEMON_LORD:
3018                                         case MIMIC_VAMPIRE:
3019                                                 mult = 30;break;
3020                                         default:
3021                                                 mult = 10;break;
3022                                         }
3023
3024                                         if (p_ptr->align < 0 && mult < 20)
3025                                                 mult = 20;
3026                                         if (!(p_ptr->resist_acid || p_ptr->oppose_acid) && (mult < 25))
3027                                                 mult = 25;
3028                                         if (!(p_ptr->resist_elec || p_ptr->oppose_elec) && (mult < 25))
3029                                                 mult = 25;
3030                                         if (!(p_ptr->resist_fire || p_ptr->oppose_fire) && (mult < 25))
3031                                                 mult = 25;
3032                                         if (!(p_ptr->resist_cold || p_ptr->oppose_cold) && (mult < 25))
3033                                                 mult = 25;
3034                                         if (!(p_ptr->resist_pois || p_ptr->oppose_pois) && (mult < 25))
3035                                                 mult = 25;
3036
3037                                         if ((p_ptr->pclass != CLASS_SAMURAI) && (have_flag(flgs, TR_FORCE_WEAPON)) && (p_ptr->csp > (p_ptr->msp / 30)))
3038                                         {
3039                                                 p_ptr->csp -= (1+(p_ptr->msp / 30));
3040                                                 p_ptr->redraw |= (PR_MANA);
3041                                                 mult = mult * 3 / 2 + 20;
3042                                         }
3043                                         k *= mult;
3044                                         k /= 10;
3045                                 }
3046
3047                                 k = critical_norm(o_ptr->weight, o_ptr->to_h, k, p_ptr->to_h[hand], mode);
3048                                 if (one_in_(6))
3049                                 {
3050                                         int mult = 2;
3051 #ifdef JP
3052                                         msg_format("¥°¥Ã¥µ¥êÀÚ¤êÎö¤«¤ì¤¿¡ª");
3053 #else
3054                                         msg_format("Your weapon cuts deep into yourself!");
3055 #endif
3056                                         /* Try to increase the damage */
3057                                         while (one_in_(4))
3058                                         {
3059                                                 mult++;
3060                                         }
3061
3062                                         k *= mult;
3063                                 }
3064                                 k += (p_ptr->to_d[hand] + o_ptr->to_d);
3065
3066                                 if (k < 0) k = 0;
3067
3068 #ifdef JP
3069                                 take_hit(DAMAGE_FORCE, k, "»à¤ÎÂç³ù", -1);
3070 #else
3071                                 take_hit(DAMAGE_FORCE, k, "Death scythe", -1);
3072 #endif
3073
3074                                 redraw_stuff();
3075                         }
3076                         else
3077                         {
3078                                 /* Sound */
3079                                 sound(SOUND_MISS);
3080
3081                                 /* Message */
3082 #ifdef JP
3083                                 msg_format("¥ß¥¹¡ª %s¤Ë¤«¤ï¤µ¤ì¤¿¡£", m_name);
3084 #else
3085                                 msg_format("You miss %s.", m_name);
3086 #endif
3087                         }
3088                 }
3089                 backstab = FALSE;
3090                 fuiuchi = FALSE;
3091         }
3092
3093
3094         if (weak && !(*mdeath))
3095         {
3096 #ifdef JP
3097                 msg_format("%s¤Ï¼å¤¯¤Ê¤Ã¤¿¤è¤¦¤À¡£", m_name);
3098 #else
3099                 msg_format("%^s seems weakened.", m_name);
3100 #endif
3101         }
3102         if (drain_left != MAX_VAMPIRIC_DRAIN)
3103         {
3104                 if (one_in_(4))
3105                 {
3106                         chg_virtue(V_UNLIFE, 1);
3107                 }
3108         }
3109         /* Mega-Hack -- apply earthquake brand */
3110         if (do_quake)
3111         {
3112                 earthquake(py, px, 10);
3113                 if (!cave[y][x].m_idx) *mdeath = TRUE;
3114         }
3115 }
3116
3117 bool py_attack(int y, int x, int mode)
3118 {
3119         bool            fear = FALSE;
3120         bool            mdeath = FALSE;
3121         bool            stormbringer = FALSE;
3122
3123         cave_type       *c_ptr = &cave[y][x];
3124         monster_type    *m_ptr = &m_list[c_ptr->m_idx];
3125         char            m_name[80];
3126
3127         /* Disturb the player */
3128         disturb(0, 0);
3129
3130         energy_use = 100;
3131
3132         if (m_ptr->csleep) /* It is not honorable etc to attack helpless victims */
3133         {
3134                 if (!(r_info[m_ptr->r_idx].flags3 & RF3_EVIL) || one_in_(5)) chg_virtue(V_COMPASSION, -1);
3135                 if (!(r_info[m_ptr->r_idx].flags3 & RF3_EVIL) || one_in_(5)) chg_virtue(V_HONOUR, -1);
3136         }
3137
3138         /* Extract monster name (or "it") */
3139         monster_desc(m_name, m_ptr, 0);
3140
3141         /* Auto-Recall if possible and visible */
3142         if (m_ptr->ml) monster_race_track(m_ptr->ap_r_idx);
3143
3144         /* Track a new monster */
3145         if (m_ptr->ml) health_track(c_ptr->m_idx);
3146
3147         if ((r_info[m_ptr->r_idx].flags1 & RF1_FEMALE) &&
3148             !(p_ptr->stun || p_ptr->confused || p_ptr->image || !m_ptr->ml))
3149         {
3150                 if ((inventory[INVEN_RARM].name1 == ART_ZANTETSU) || (inventory[INVEN_LARM].name1 == ART_ZANTETSU))
3151                 {
3152 #ifdef JP
3153                         msg_print("ÀÛ¼Ô¡¢¤ª¤Ê¤´¤Ï»Â¤ì¤Ì¡ª");
3154 #else
3155                         msg_print("I can not attack women!");
3156 #endif
3157                         return FALSE;
3158                 }
3159         }
3160
3161         if (d_info[dungeon_type].flags1 & DF1_NO_MELEE)
3162         {
3163 #ifdef JP
3164                 msg_print("¤Ê¤¼¤«¹¶·â¤¹¤ë¤³¤È¤¬¤Ç¤­¤Ê¤¤¡£");
3165 #else
3166                 msg_print("Something prevent you from attacking.");
3167 #endif
3168                 return FALSE;
3169         }
3170
3171         /* Stop if friendly */
3172         if (!is_hostile(m_ptr) &&
3173             !(p_ptr->stun || p_ptr->confused || p_ptr->image ||
3174             p_ptr->shero || !m_ptr->ml))
3175         {
3176                 if (inventory[INVEN_RARM].name1 == ART_STORMBRINGER) stormbringer = TRUE;
3177                 if (inventory[INVEN_LARM].name1 == ART_STORMBRINGER) stormbringer = TRUE;
3178                 if (stormbringer)
3179                 {
3180 #ifdef JP
3181                         msg_format("¹õ¤¤¿Ï¤Ï¶¯ÍߤË%s¤ò¹¶·â¤·¤¿¡ª", m_name);
3182 #else
3183                         msg_format("Your black blade greedily attacks %s!", m_name);
3184 #endif
3185                         chg_virtue(V_INDIVIDUALISM, 1);
3186                         chg_virtue(V_HONOUR, -1);
3187                         chg_virtue(V_JUSTICE, -1);
3188                         chg_virtue(V_COMPASSION, -1);
3189                 }
3190                 else if (p_ptr->pclass != CLASS_BERSERKER)
3191                 {
3192 #ifdef JP
3193                         if (get_check("ËÜÅö¤Ë¹¶·â¤·¤Þ¤¹¤«¡©"))
3194 #else
3195                         if (get_check("Really hit it? "))
3196 #endif
3197                         {
3198                                 chg_virtue(V_INDIVIDUALISM, 1);
3199                                 chg_virtue(V_HONOUR, -1);
3200                                 chg_virtue(V_JUSTICE, -1);
3201                                 chg_virtue(V_COMPASSION, -1);
3202                         }
3203                         else
3204                         {
3205 #ifdef JP
3206                                 msg_format("%s¤ò¹¶·â¤¹¤ë¤Î¤ò»ß¤á¤¿¡£", m_name);
3207 #else
3208                                 msg_format("You stop to avoid hitting %s.", m_name);
3209 #endif
3210                         return FALSE;
3211                         }
3212                 }
3213         }
3214
3215
3216         /* Handle player fear */
3217         if (p_ptr->afraid)
3218         {
3219                 /* Message */
3220                 if (m_ptr->ml)
3221 #ifdef JP
3222                 msg_format("¶²¤¯¤Æ%s¤ò¹¶·â¤Ç¤­¤Ê¤¤¡ª", m_name);
3223 #else
3224                         msg_format("You are too afraid to attack %s!", m_name);
3225 #endif
3226
3227                 else
3228 #ifdef JP
3229                         msg_format ("¤½¤Ã¤Á¤Ë¤Ï²¿¤«¶²¤¤¤â¤Î¤¬¤¤¤ë¡ª");
3230 #else
3231                         msg_format ("There is something scary in your way!");
3232 #endif
3233
3234                 /* Disturb the monster */
3235                 m_ptr->csleep = 0;
3236                 p_ptr->update |= (PU_MON_LITE);
3237
3238                 /* Done */
3239                 return FALSE;
3240         }
3241
3242         if (p_ptr->migite && p_ptr->hidarite)
3243         {
3244                 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_info[m_ptr->r_idx].level))
3245                 {
3246                         if (p_ptr->skill_exp[GINOU_NITOURYU] < 4000)
3247                                 p_ptr->skill_exp[GINOU_NITOURYU]+=80;
3248                         else if(p_ptr->skill_exp[GINOU_NITOURYU] < 6000)
3249                                 p_ptr->skill_exp[GINOU_NITOURYU]+=4;
3250                         else if(p_ptr->skill_exp[GINOU_NITOURYU] < 7000)
3251                                 p_ptr->skill_exp[GINOU_NITOURYU]+=1;
3252                         else if(p_ptr->skill_exp[GINOU_NITOURYU] < 8000)
3253                                 if (one_in_(3)) p_ptr->skill_exp[GINOU_NITOURYU]+=1;
3254                         p_ptr->update |= (PU_BONUS);
3255                 }
3256         }
3257
3258         if (p_ptr->riding)
3259         {
3260                 int ridinglevel = r_info[m_list[p_ptr->riding].r_idx].level;
3261                 if ((p_ptr->skill_exp[GINOU_RIDING] < s_info[p_ptr->pclass].s_max[GINOU_RIDING]) && ((p_ptr->skill_exp[GINOU_RIDING] - 1000) / 200 < r_info[m_ptr->r_idx].level) && (p_ptr->skill_exp[GINOU_RIDING]/100 - 2000 < ridinglevel))
3262                         p_ptr->skill_exp[GINOU_RIDING]++;
3263                 if ((p_ptr->skill_exp[GINOU_RIDING] < s_info[p_ptr->pclass].s_max[GINOU_RIDING]) && (p_ptr->skill_exp[GINOU_RIDING]/100 < ridinglevel))
3264                 {
3265                         if (ridinglevel*100 > (p_ptr->skill_exp[GINOU_RIDING] + 1500))
3266                                 p_ptr->skill_exp[GINOU_RIDING] += (1+(ridinglevel - p_ptr->skill_exp[GINOU_RIDING]/100 - 15));
3267                         else p_ptr->skill_exp[GINOU_RIDING]++;
3268                 }
3269                 p_ptr->update |= (PU_BONUS);
3270         }
3271
3272         riding_t_m_idx = c_ptr->m_idx;
3273         if (p_ptr->migite) py_attack_aux(y, x, &fear, &mdeath, 0, mode);
3274         if (p_ptr->hidarite && !mdeath) py_attack_aux(y, x, &fear, &mdeath, 1, mode);
3275
3276         /* Mutations which yield extra 'natural' attacks */
3277         if (!mdeath)
3278         {
3279                 if ((p_ptr->muta2 & MUT2_HORNS) && !mdeath)
3280                         natural_attack(c_ptr->m_idx, MUT2_HORNS, &fear, &mdeath);
3281                 if ((p_ptr->muta2 & MUT2_BEAK) && !mdeath)
3282                         natural_attack(c_ptr->m_idx, MUT2_BEAK, &fear, &mdeath);
3283                 if ((p_ptr->muta2 & MUT2_SCOR_TAIL) && !mdeath)
3284                         natural_attack(c_ptr->m_idx, MUT2_SCOR_TAIL, &fear, &mdeath);
3285                 if ((p_ptr->muta2 & MUT2_TRUNK) && !mdeath)
3286                         natural_attack(c_ptr->m_idx, MUT2_TRUNK, &fear, &mdeath);
3287                 if ((p_ptr->muta2 & MUT2_TENTACLES) && !mdeath)
3288                         natural_attack(c_ptr->m_idx, MUT2_TENTACLES, &fear, &mdeath);
3289         }
3290
3291         /* Hack -- delay fear messages */
3292         if (fear && m_ptr->ml && !mdeath)
3293         {
3294                 /* Sound */
3295                 sound(SOUND_FLEE);
3296
3297                 /* Message */
3298 #ifdef JP
3299                 msg_format("%^s¤Ï¶²Éݤ·¤Æƨ¤²½Ð¤·¤¿¡ª", m_name);
3300 #else
3301                 msg_format("%^s flees in terror!", m_name);
3302 #endif
3303
3304         }
3305
3306         if ((p_ptr->special_defense & KATA_IAI) && ((mode != HISSATSU_IAI) || mdeath))
3307         {
3308                 set_action(ACTION_NONE);
3309         }
3310
3311         return mdeath;
3312 }
3313
3314
3315 static bool pattern_seq(int c_y, int c_x, int n_y, int n_x)
3316 {
3317         if (!pattern_tile(c_y, c_x) && !pattern_tile(n_y, n_x))
3318                 return TRUE;
3319
3320         if (cave[n_y][n_x].feat == FEAT_PATTERN_START)
3321         {
3322                 if (!pattern_tile(c_y, c_x) &&
3323                     !p_ptr->confused && !p_ptr->stun && !p_ptr->image)
3324                 {
3325 #ifdef JP
3326                         if (get_check("¥Ñ¥¿¡¼¥ó¤Î¾å¤òÊ⤭»Ï¤á¤ë¤È¡¢Á´¤Æ¤òÊ⤫¤Ê¤±¤ì¤Ð¤Ê¤ê¤Þ¤»¤ó¡£¤¤¤¤¤Ç¤¹¤«¡©"))
3327 #else
3328                         if (get_check("If you start walking the Pattern, you must walk the whole way. Ok? "))
3329 #endif
3330
3331                                 return TRUE;
3332                         else
3333                                 return FALSE;
3334                 }
3335                 else
3336                         return TRUE;
3337         }
3338         else if ((cave[n_y][n_x].feat == FEAT_PATTERN_OLD) ||
3339                  (cave[n_y][n_x].feat == FEAT_PATTERN_END) ||
3340                  (cave[n_y][n_x].feat == FEAT_PATTERN_XTRA2))
3341         {
3342                 if (pattern_tile(c_y, c_x))
3343                 {
3344                         return TRUE;
3345                 }
3346                 else
3347                 {
3348 #ifdef JP
3349                         msg_print("¥Ñ¥¿¡¼¥ó¤Î¾å¤òÊ⤯¤Ë¤Ï¥¹¥¿¡¼¥ÈÃÏÅÀ¤«¤éÊ⤭»Ï¤á¤Ê¤¯¤Æ¤Ï¤Ê¤ê¤Þ¤»¤ó¡£");
3350 #else
3351                         msg_print("You must start walking the Pattern from the startpoint.");
3352 #endif
3353
3354                         return FALSE;
3355                 }
3356         }
3357         else if ((cave[n_y][n_x].feat == FEAT_PATTERN_XTRA1) ||
3358                  (cave[c_y][c_x].feat == FEAT_PATTERN_XTRA1))
3359         {
3360                 return TRUE;
3361         }
3362         else if (cave[c_y][c_x].feat == FEAT_PATTERN_START)
3363         {
3364                 if (pattern_tile(n_y, n_x))
3365                         return TRUE;
3366                 else
3367                 {
3368 #ifdef JP
3369                         msg_print("¥Ñ¥¿¡¼¥ó¤Î¾å¤ÏÀµ¤·¤¤½ç½ø¤ÇÊ⤫¤Í¤Ð¤Ê¤ê¤Þ¤»¤ó¡£");
3370 #else
3371                         msg_print("You must walk the Pattern in correct order.");
3372 #endif
3373
3374                         return FALSE;
3375                 }
3376         }
3377         else if ((cave[c_y][c_x].feat == FEAT_PATTERN_OLD) ||
3378                  (cave[c_y][c_x].feat == FEAT_PATTERN_END) ||
3379                  (cave[c_y][c_x].feat == FEAT_PATTERN_XTRA2))
3380         {
3381                 if (!pattern_tile(n_y, n_x))
3382                 {
3383 #ifdef JP
3384                         msg_print("¥Ñ¥¿¡¼¥ó¤òƧ¤ß³°¤·¤Æ¤Ï¤¤¤±¤Þ¤»¤ó¡£");
3385 #else
3386                         msg_print("You may not step off from the Pattern.");
3387 #endif
3388
3389                         return FALSE;
3390                 }
3391                 else
3392                 {
3393                         return TRUE;
3394                 }
3395         }
3396         else
3397         {
3398                 if (!pattern_tile(c_y, c_x))
3399                 {
3400 #ifdef JP
3401                         msg_print("¥Ñ¥¿¡¼¥ó¤Î¾å¤òÊ⤯¤Ë¤Ï¥¹¥¿¡¼¥ÈÃÏÅÀ¤«¤éÊ⤭»Ï¤á¤Ê¤¯¤Æ¤Ï¤Ê¤ê¤Þ¤»¤ó¡£");
3402 #else
3403                         msg_print("You must start walking the Pattern from the startpoint.");
3404 #endif
3405
3406                         return FALSE;
3407                 }
3408                 else
3409                 {
3410                         byte ok_move = FEAT_PATTERN_START;
3411                         switch (cave[c_y][c_x].feat)
3412                         {
3413                                 case FEAT_PATTERN_1:
3414                                         ok_move = FEAT_PATTERN_2;
3415                                         break;
3416                                 case FEAT_PATTERN_2:
3417                                         ok_move = FEAT_PATTERN_3;
3418                                         break;
3419                                 case FEAT_PATTERN_3:
3420                                         ok_move = FEAT_PATTERN_4;
3421                                         break;
3422                                 case FEAT_PATTERN_4:
3423                                         ok_move = FEAT_PATTERN_1;
3424                                         break;
3425                                 default:
3426                                         if (p_ptr->wizard)
3427 #ifdef JP
3428                                                 msg_format("¤ª¤«¤·¤Ê¥Ñ¥¿¡¼¥óÊâ¹Ô¡¢%d¡£", cave[c_y][c_x]);
3429 #else
3430                                                 msg_format("Funny Pattern walking, %d.", cave[c_y][c_x]);
3431 #endif
3432
3433                                         return TRUE; /* Goof-up */
3434                         }
3435
3436                         if ((cave[n_y][n_x].feat == ok_move) ||
3437                             (cave[n_y][n_x].feat == cave[c_y][c_x].feat))
3438                                 return TRUE;
3439                         else
3440                         {
3441                                 if (!pattern_tile(n_y, n_x))
3442 #ifdef JP
3443                                         msg_print("¥Ñ¥¿¡¼¥ó¤òƧ¤ß³°¤·¤Æ¤Ï¤¤¤±¤Þ¤»¤ó¡£");
3444 #else
3445                                         msg_print("You may not step off from the Pattern.");
3446 #endif
3447
3448                                 else
3449 #ifdef JP
3450                                         msg_print("¥Ñ¥¿¡¼¥ó¤Î¾å¤ÏÀµ¤·¤¤½ç½ø¤ÇÊ⤫¤Í¤Ð¤Ê¤ê¤Þ¤»¤ó¡£");
3451 #else
3452                                         msg_print("You must walk the Pattern in correct order.");
3453 #endif
3454
3455
3456                                 return FALSE;
3457                         }
3458                 }
3459         }
3460 }
3461
3462
3463
3464 bool player_can_enter(byte feature)
3465 {
3466         bool pass_wall;
3467
3468         /* Player can not walk through "walls" unless in Shadow Form */
3469         if (p_ptr->wraith_form || p_ptr->pass_wall || p_ptr->kabenuke)
3470                 pass_wall = TRUE;
3471         else
3472                 pass_wall = FALSE;
3473
3474         switch (feature)
3475         {
3476                 case FEAT_DEEP_WATER:
3477                 case FEAT_SHAL_LAVA:
3478                 case FEAT_DEEP_LAVA:
3479                         return (TRUE);
3480
3481                 case FEAT_DARK_PIT:
3482                 {
3483                         if (p_ptr->ffall)
3484                                 return (TRUE);
3485                         else
3486                                 return (FALSE);
3487                 }
3488
3489                 case FEAT_TREES:
3490                 {
3491                         return (TRUE);
3492                 }
3493
3494                 case FEAT_RUBBLE:
3495                 case FEAT_MAGMA:
3496                 case FEAT_QUARTZ:
3497                 case FEAT_MAGMA_H:
3498                 case FEAT_QUARTZ_H:
3499                 case FEAT_MAGMA_K:
3500                 case FEAT_QUARTZ_K:
3501                 case FEAT_WALL_EXTRA:
3502                 case FEAT_WALL_INNER:
3503                 case FEAT_WALL_OUTER:
3504                 case FEAT_WALL_SOLID:
3505                 {
3506                         return (pass_wall);
3507                 }
3508
3509                 case FEAT_MOUNTAIN:
3510                 {
3511                         return (!dun_level && p_ptr->ffall);
3512                 }
3513                 case FEAT_PERM_EXTRA:
3514                 case FEAT_PERM_INNER:
3515                 case FEAT_PERM_OUTER:
3516                 case FEAT_PERM_SOLID:
3517                 case FEAT_PATTERN_START:
3518                 case FEAT_PATTERN_1:
3519                 case FEAT_PATTERN_2:
3520                 case FEAT_PATTERN_3:
3521                 case FEAT_PATTERN_4:
3522                 case FEAT_PATTERN_END:
3523                 case FEAT_PATTERN_OLD:
3524                 case FEAT_PATTERN_XTRA1:
3525                 case FEAT_PATTERN_XTRA2:
3526                 {
3527                         return (FALSE);
3528                 }
3529         }
3530
3531         return (TRUE);
3532 }
3533
3534
3535 /*
3536  * Move player in the given direction, with the given "pickup" flag.
3537  *
3538  * This routine should (probably) always induce energy expenditure.
3539  *
3540  * Note that moving will *always* take a turn, and will *always* hit
3541  * any monster which might be in the destination grid.  Previously,
3542  * moving into walls was "free" and did NOT hit invisible monsters.
3543  */
3544 void move_player(int dir, int do_pickup, bool break_trap)
3545 {
3546         int y, x;
3547
3548         cave_type *c_ptr;
3549         monster_type *m_ptr;
3550
3551         char m_name[80];
3552
3553         bool p_can_pass_walls = FALSE;
3554         bool stormbringer = FALSE;
3555
3556         bool oktomove = TRUE;
3557         bool do_past = FALSE;
3558
3559         /* Find the result of moving */
3560         y = py + ddy[dir];
3561         x = px + ddx[dir];
3562
3563         /* Examine the destination */
3564         c_ptr = &cave[y][x];
3565
3566         /* Exit the area */
3567         if (!dun_level && !p_ptr->wild_mode &&
3568                 ((x == 0) || (x == MAX_WID - 1) ||
3569                  (y == 0) || (y == MAX_HGT - 1)))
3570         {
3571                 /* Can the player enter the grid? */
3572                 if (c_ptr->mimic && player_can_enter(c_ptr->mimic))
3573                 {
3574                         /* Hack: move to new area */
3575                         if ((y == 0) && (x == 0))
3576                         {
3577                                 p_ptr->wilderness_y--;
3578                                 p_ptr->wilderness_x--;
3579                                 p_ptr->oldpy = cur_hgt - 2;
3580                                 p_ptr->oldpx = cur_wid - 2;
3581                                 ambush_flag = FALSE;
3582                         }
3583
3584                         else if ((y == 0) && (x == MAX_WID - 1))
3585                         {
3586                                 p_ptr->wilderness_y--;
3587                                 p_ptr->wilderness_x++;
3588                                 p_ptr->oldpy = cur_hgt - 2;
3589                                 p_ptr->oldpx = 1;
3590                                 ambush_flag = FALSE;
3591                         }
3592
3593                         else if ((y == MAX_HGT - 1) && (x == 0))
3594                         {
3595                                 p_ptr->wilderness_y++;
3596                                 p_ptr->wilderness_x--;
3597                                 p_ptr->oldpy = 1;
3598                                 p_ptr->oldpx = cur_wid - 2;
3599                                 ambush_flag = FALSE;
3600                         }
3601
3602                         else if ((y == MAX_HGT - 1) && (x == MAX_WID - 1))
3603                         {
3604                                 p_ptr->wilderness_y++;
3605                                 p_ptr->wilderness_x++;
3606                                 p_ptr->oldpy = 1;
3607                                 p_ptr->oldpx = 1;
3608                                 ambush_flag = FALSE;
3609                         }
3610
3611                         else if (y == 0)
3612                         {
3613                                 p_ptr->wilderness_y--;
3614                                 p_ptr->oldpy = cur_hgt - 2;
3615                                 p_ptr->oldpx = x;
3616                                 ambush_flag = FALSE;
3617                         }
3618
3619                         else if (y == MAX_HGT - 1)
3620                         {
3621                                 p_ptr->wilderness_y++;
3622                                 p_ptr->oldpy = 1;
3623                                 p_ptr->oldpx = x;
3624                                 ambush_flag = FALSE;
3625                         }
3626
3627                         else if (x == 0)
3628                         {
3629                                 p_ptr->wilderness_x--;
3630                                 p_ptr->oldpx = cur_wid - 2;
3631                                 p_ptr->oldpy = y;
3632                                 ambush_flag = FALSE;
3633                         }
3634
3635                         else if (x == MAX_WID - 1)
3636                         {
3637                                 p_ptr->wilderness_x++;
3638                                 p_ptr->oldpx = 1;
3639                                 p_ptr->oldpy = y;
3640                                 ambush_flag = FALSE;
3641                         }
3642
3643                         p_ptr->leftbldg = TRUE;
3644                         p_ptr->leaving = TRUE;
3645                         energy_use = 100;
3646
3647                         return;
3648                 }
3649
3650                 oktomove = FALSE;
3651         }
3652
3653         /* Get the monster */
3654         m_ptr = &m_list[c_ptr->m_idx];
3655
3656
3657         if (inventory[INVEN_RARM].name1 == ART_STORMBRINGER) stormbringer = TRUE;
3658         if (inventory[INVEN_LARM].name1 == ART_STORMBRINGER) stormbringer = TRUE;
3659
3660         /* Player can not walk through "walls"... */
3661         /* unless in Shadow Form */
3662         if (p_ptr->wraith_form || p_ptr->pass_wall || p_ptr->kabenuke)
3663                 p_can_pass_walls = TRUE;
3664         if ((cave[y][x].feat >= FEAT_PERM_EXTRA) &&
3665             (cave[y][x].feat <= FEAT_PERM_SOLID))
3666         {
3667                 p_can_pass_walls = FALSE;
3668         }
3669
3670         if (p_ptr->riding)
3671         {
3672                 cave[py][px].m_idx = 0;
3673         }
3674
3675         /* Hack -- attack monsters */
3676         if (c_ptr->m_idx && (m_ptr->ml || cave_floor_bold(y, x) || p_can_pass_walls))
3677         {
3678
3679                 /* Attack -- only if we can see it OR it is not in a wall */
3680                 if (!is_hostile(m_ptr) &&
3681                     !(p_ptr->confused || p_ptr->image || !m_ptr->ml || p_ptr->stun ||
3682                     ((p_ptr->muta2 & MUT2_BERS_RAGE) && p_ptr->shero)) &&
3683                     (pattern_seq(py, px, y, x)) &&
3684                     ((cave_floor_bold(y, x)) || (c_ptr->feat == FEAT_TREES) || (p_can_pass_walls)))
3685                 {
3686                         m_ptr->csleep = 0;
3687                         p_ptr->update |= (PU_MON_LITE);
3688
3689                         /* Extract monster name (or "it") */
3690                         monster_desc(m_name, m_ptr, 0);
3691
3692                         /* Auto-Recall if possible and visible */
3693                         if (m_ptr->ml) monster_race_track(m_ptr->ap_r_idx);
3694
3695                         /* Track a new monster */
3696                         if (m_ptr->ml) health_track(c_ptr->m_idx);
3697
3698                         /* displace? */
3699                         if ((stormbringer && (randint1(1000) > 666)) || (p_ptr->pclass == CLASS_BERSERKER))
3700                         {
3701                                 py_attack(y, x, 0);
3702                                 oktomove = FALSE;
3703                         }
3704                         else if (monster_can_cross_terrain(cave[py][px].feat, &r_info[m_ptr->r_idx]) &&
3705                                  (cave_floor_bold(py, px) || cave[py][px].feat == FEAT_TREES ||
3706                                   (r_info[m_ptr->r_idx].flags2 & RF2_PASS_WALL)))
3707                         {
3708                                 do_past = TRUE;
3709                         }
3710                         else
3711                         {
3712 #ifdef JP
3713                                 msg_format("%^s¤¬¼ÙËâ¤À¡ª", m_name);
3714 #else
3715                                 msg_format("%^s is in your way!", m_name);
3716 #endif
3717
3718                                 energy_use = 0;
3719                                 oktomove = FALSE;
3720                         }
3721
3722                         /* now continue on to 'movement' */
3723                 }
3724                 else
3725                 {
3726                         py_attack(y, x, 0);
3727                         oktomove = FALSE;
3728                 }
3729         }
3730
3731         if (!oktomove)
3732         {
3733         }
3734
3735         else if ((c_ptr->feat == FEAT_DARK_PIT) && !p_ptr->ffall)
3736         {
3737 #ifdef JP
3738                 msg_print("Îö¤±Ìܤò²£Àڤ뤳¤È¤Ï¤Ç¤­¤Þ¤»¤ó¡£");
3739 #else
3740                 msg_print("You can't cross the chasm.");
3741 #endif
3742
3743                 energy_use = 0;
3744                 running = 0;
3745                 oktomove = FALSE;
3746         }
3747
3748         else if (c_ptr->feat == FEAT_MOUNTAIN)
3749         {
3750                 if (dun_level || !p_ptr->ffall)
3751                 {
3752 #ifdef JP
3753                         msg_print("»³¤Ë¤ÏÅФì¤Þ¤»¤ó¡ª");
3754 #else
3755                         msg_print("You can't climb the mountains!");
3756 #endif
3757
3758                         running = 0;
3759                         energy_use = 0;
3760                         oktomove = FALSE;
3761                 }
3762         }
3763         /*
3764          * Player can move through trees and
3765          * has effective -10 speed
3766          * Rangers can move without penality
3767          */
3768         else if (c_ptr->feat == FEAT_TREES)
3769         {
3770                 oktomove = TRUE;
3771                 if ((p_ptr->pclass != CLASS_RANGER) && !p_ptr->ffall) energy_use *= 2;
3772         }
3773
3774         else if ((c_ptr->feat >= FEAT_QUEST_ENTER) &&
3775                 (c_ptr->feat <= FEAT_QUEST_EXIT))
3776         {
3777                 oktomove = TRUE;
3778         }
3779
3780 #ifdef ALLOW_EASY_DISARM /* TNB */
3781
3782         /* Disarm a visible trap */
3783         else if ((do_pickup != easy_disarm) && is_known_trap(c_ptr))
3784         {
3785                 bool ignore = FALSE;
3786                 switch (c_ptr->feat)
3787                 {
3788                         case FEAT_TRAP_TRAPDOOR:
3789                         case FEAT_TRAP_PIT:
3790                         case FEAT_TRAP_SPIKED_PIT:
3791                         case FEAT_TRAP_POISON_PIT:
3792                                 if (p_ptr->ffall) ignore = TRUE;
3793                                 break;
3794                         case FEAT_TRAP_TELEPORT:
3795                                 if (p_ptr->anti_tele) ignore = TRUE;
3796                                 break;
3797                         case FEAT_TRAP_FIRE:
3798                                 if (p_ptr->immune_fire) ignore = TRUE;
3799                                 break;
3800                         case FEAT_TRAP_ACID:
3801                                 if (p_ptr->immune_acid) ignore = TRUE;
3802                                 break;
3803                         case FEAT_TRAP_BLIND:
3804                                 if (p_ptr->resist_blind) ignore = TRUE;
3805                                 break;
3806                         case FEAT_TRAP_CONFUSE:
3807                                 if (p_ptr->resist_conf) ignore = TRUE;
3808                                 break;
3809                         case FEAT_TRAP_POISON:
3810                                 if (p_ptr->resist_pois) ignore = TRUE;
3811                                 break;
3812                         case FEAT_TRAP_SLEEP:
3813                                 if (p_ptr->free_act) ignore = TRUE;
3814                                 break;
3815                 }
3816
3817                 if (!ignore)
3818                 {
3819                         (void)do_cmd_disarm_aux(y, x, dir);
3820                         return;
3821                 }
3822         }
3823
3824 #endif /* ALLOW_EASY_DISARM -- TNB */
3825         else if (p_ptr->riding && (r_info[m_list[p_ptr->riding].r_idx].flags1 & RF1_NEVER_MOVE))
3826         {
3827 #ifdef JP
3828                 msg_print("Æ°¤±¤Ê¤¤¡ª");
3829 #else
3830                 msg_print("Can't move!");
3831 #endif
3832                 energy_use = 0;
3833                 oktomove = FALSE;
3834                 disturb(0, 0);
3835         }
3836
3837         else if (p_ptr->riding && m_list[p_ptr->riding].monfear)
3838         {
3839                 char m_name[80];
3840
3841                 /* Acquire the monster name */
3842                 monster_desc(m_name, &m_list[p_ptr->riding], 0);
3843
3844                 /* Dump a message */
3845 #ifdef JP
3846 msg_format("%s¤¬¶²Éݤ·¤Æ¤¤¤ÆÀ©¸æ¤Ç¤­¤Ê¤¤¡£", m_name);
3847 #else
3848                 msg_format("%^s is too scared to control.", m_name);
3849 #endif
3850                 oktomove = FALSE;
3851                 disturb(0, 0);
3852         }
3853
3854         else if (p_ptr->riding && p_ptr->riding_ryoute)
3855         {
3856                 oktomove = FALSE;
3857                 disturb(0, 0);
3858         }
3859
3860         else if ((p_ptr->riding && (r_info[m_list[p_ptr->riding].r_idx].flags7 & RF7_AQUATIC)) && (c_ptr->feat != FEAT_SHAL_WATER) && (c_ptr->feat != FEAT_DEEP_WATER))
3861         {
3862 #ifdef JP
3863                 msg_print("Φ¾å¤Ë¾å¤¬¤ì¤Ê¤¤¡£");
3864 #else
3865                 msg_print("Can't land.");
3866 #endif
3867                 energy_use = 0;
3868                 oktomove = FALSE;
3869                 disturb(0, 0);
3870         }
3871
3872         else if ((p_ptr->riding && !(r_info[m_list[p_ptr->riding].r_idx].flags7 & (RF7_AQUATIC | RF7_CAN_SWIM | RF7_CAN_FLY))) && (c_ptr->feat == FEAT_DEEP_WATER))
3873         {
3874 #ifdef JP
3875                 msg_print("¿å¾å¤Ë¹Ô¤±¤Ê¤¤¡£");
3876 #else
3877                 msg_print("Can't swim.");
3878 #endif
3879                 energy_use = 0;
3880                 oktomove = FALSE;
3881                 disturb(0, 0);
3882         }
3883
3884         else if ((p_ptr->riding && (r_info[m_list[p_ptr->riding].r_idx].flags2 & (RF2_AURA_FIRE)) && !(r_info[m_list[p_ptr->riding].r_idx].flags7 & (RF7_CAN_FLY))) && (c_ptr->feat == FEAT_SHAL_WATER))
3885         {
3886 #ifdef JP
3887                 msg_print("¿å¾å¤Ë¹Ô¤±¤Ê¤¤¡£");
3888 #else
3889                 msg_print("Can't swim.");
3890 #endif
3891                 energy_use = 0;
3892                 oktomove = FALSE;
3893                 disturb(0, 0);
3894         }
3895
3896         else if ((p_ptr->riding && !(r_info[m_list[p_ptr->riding].r_idx].flags7 & (RF7_CAN_FLY)) && !(r_info[m_list[p_ptr->riding].r_idx].flags3 & (RF3_IM_FIRE))) && ((c_ptr->feat == FEAT_SHAL_LAVA) || (c_ptr->feat == FEAT_DEEP_LAVA)))
3897         {
3898 #ifdef JP
3899                 msg_print("ÍÏ´ä¤Î¾å¤Ë¹Ô¤±¤Ê¤¤¡£");
3900 #else
3901                 msg_print("Too hot to go through.");
3902 #endif
3903                 energy_use = 0;
3904                 oktomove = FALSE;
3905                 disturb(0, 0);
3906         }
3907
3908         else if (p_ptr->riding && m_list[p_ptr->riding].stunned && one_in_(2))
3909         {
3910                 char m_name[80];
3911                 monster_desc(m_name, &m_list[p_ptr->riding], 0);
3912 #ifdef JP
3913                 msg_format("%s¤¬Û¯Û°¤È¤·¤Æ¤¤¤Æ¤¦¤Þ¤¯Æ°¤±¤Ê¤¤¡ª",m_name);
3914 #else
3915                 msg_format("You cannot control stunned %s!",m_name);
3916 #endif
3917                 oktomove = FALSE;
3918                 disturb(0, 0);
3919         }
3920
3921         /* Player can not walk through "walls" unless in wraith form...*/
3922         else if ((!cave_floor_bold(y, x)) &&
3923                 (!p_can_pass_walls))
3924         {
3925                 byte feat;
3926
3927                 oktomove = FALSE;
3928
3929                 /* Feature code (applying "mimic" field) */
3930                 feat = c_ptr->mimic ? c_ptr->mimic : f_info[c_ptr->feat].mimic;
3931
3932                 /* Disturb the player */
3933                 disturb(0, 0);
3934
3935                 /* Notice things in the dark */
3936                 if ((!(c_ptr->info & (CAVE_MARK))) &&
3937                     (p_ptr->blind || !(c_ptr->info & (CAVE_LITE))))
3938                 {
3939                         /* Rubble */
3940                         if (feat == FEAT_RUBBLE)
3941                         {
3942 #ifdef JP
3943                                 msg_print("´äÀФ¬¹Ô¤¯¼ê¤ò¤Ï¤Ð¤ó¤Ç¤¤¤ë¤è¤¦¤À¡£");
3944 #else
3945                                 msg_print("You feel some rubble blocking your way.");
3946 #endif
3947
3948                                 c_ptr->info |= (CAVE_MARK);
3949                                 lite_spot(y, x);
3950                         }
3951
3952                         /* Closed door */
3953                         else if (is_closed_door(feat))
3954                         {
3955 #ifdef JP
3956                                 msg_print("¥É¥¢¤¬¹Ô¤¯¼ê¤ò¤Ï¤Ð¤ó¤Ç¤¤¤ë¤è¤¦¤À¡£");
3957 #else
3958                                 msg_print("You feel a closed door blocking your way.");
3959 #endif
3960
3961                                 c_ptr->info |= (CAVE_MARK);
3962                                 lite_spot(y, x);
3963                         }
3964
3965                         /* Wall (or secret door) */
3966                         else
3967                         {
3968 #ifdef JP
3969                                 msg_print("Êɤ¬¹Ô¤¯¼ê¤ò¤Ï¤Ð¤ó¤Ç¤¤¤ë¤è¤¦¤À¡£");
3970 #else
3971                                 msg_print("You feel a wall blocking your way.");
3972 #endif
3973
3974                                 c_ptr->info |= (CAVE_MARK);
3975                                 lite_spot(y, x);
3976                         }
3977                 }
3978
3979                 /* Notice things */
3980                 else
3981                 {
3982                         /* Rubble */
3983                         if (feat == FEAT_RUBBLE)
3984                         {
3985 #ifdef JP
3986                                 msg_print("´äÀФ¬¹Ô¤¯¼ê¤ò¤Ï¤Ð¤ó¤Ç¤¤¤ë¡£");
3987 #else
3988                                 msg_print("There is rubble blocking your way.");
3989 #endif
3990
3991
3992                                 if (!(p_ptr->confused || p_ptr->stun || p_ptr->image))
3993                                         energy_use = 0;
3994
3995                                 /*
3996                                  * Well, it makes sense that you lose time bumping into
3997                                  * a wall _if_ you are confused, stunned or blind; but
3998                                  * typing mistakes should not cost you a turn...
3999                                  */
4000                         }
4001                         /* Closed doors */
4002                         else if (is_closed_door(feat))
4003                         {
4004 #ifdef ALLOW_EASY_OPEN
4005
4006                                 if (easy_open && easy_open_door(y, x)) return;
4007
4008 #endif /* ALLOW_EASY_OPEN */
4009
4010 #ifdef JP
4011                                 msg_print("¥É¥¢¤¬¹Ô¤¯¼ê¤ò¤Ï¤Ð¤ó¤Ç¤¤¤ë¡£");
4012 #else
4013                                 msg_print("There is a closed door blocking your way.");
4014 #endif
4015
4016
4017                                 if (!(p_ptr->confused || p_ptr->stun || p_ptr->image))
4018                                         energy_use = 0;
4019                         }
4020
4021                         /* Wall (or secret door) */
4022                         else
4023                         {
4024 #ifdef JP
4025                                 msg_print("Êɤ¬¹Ô¤¯¼ê¤ò¤Ï¤Ð¤ó¤Ç¤¤¤ë¡£");
4026 #else
4027                                 msg_print("There is a wall blocking your way.");
4028 #endif
4029
4030
4031                                 if (!(p_ptr->confused || p_ptr->stun || p_ptr->image))
4032                                         energy_use = 0;
4033                         }
4034                 }
4035
4036                 /* Sound */
4037                 sound(SOUND_HITWALL);
4038         }
4039
4040         /* Normal movement */
4041         if (!pattern_seq(py, px, y, x))
4042         {
4043                 if (!(p_ptr->confused || p_ptr->stun || p_ptr->image))
4044                 {
4045                         energy_use = 0;
4046                 }
4047
4048                 /* To avoid a loop with running */
4049                 disturb(0, 0);
4050
4051                 oktomove = FALSE;
4052         }
4053
4054         /* Normal movement */
4055         if (oktomove)
4056         {
4057                 int oy, ox;
4058
4059                 if (p_ptr->warning)
4060                 {
4061                         if(!process_frakir(x,y))
4062                         {
4063                                 energy_use = 25;
4064                                 return;
4065                         }
4066                 }
4067
4068                 if (do_past)
4069                 {
4070 #ifdef JP
4071                         msg_format("%s¤ò²¡¤·Âऱ¤¿¡£", m_name);
4072 #else
4073                         msg_format("You push past %s.", m_name);
4074 #endif
4075
4076                         m_ptr->fy = py;
4077                         m_ptr->fx = px;
4078                         cave[py][px].m_idx = c_ptr->m_idx;
4079                         c_ptr->m_idx = 0;
4080                         update_mon(cave[py][px].m_idx, TRUE);
4081                 }
4082
4083                 /* Change oldpx and oldpy to place the player well when going back to big mode */
4084                 if (p_ptr->wild_mode)
4085                 {
4086                         if(ddy[dir] > 0)  p_ptr->oldpy = 1;
4087                         if(ddy[dir] < 0)  p_ptr->oldpy = MAX_HGT - 2;
4088                         if(ddy[dir] == 0) p_ptr->oldpy = MAX_HGT / 2;
4089                         if(ddx[dir] > 0)  p_ptr->oldpx = 1;
4090                         if(ddx[dir] < 0)  p_ptr->oldpx = MAX_WID - 2;
4091                         if(ddx[dir] == 0) p_ptr->oldpx = MAX_WID / 2;
4092                 }
4093
4094                 /* Save old location */
4095                 oy = py;
4096                 ox = px;
4097
4098                 /* Move the player */
4099                 py = y;
4100                 px = x;
4101
4102                 if (p_ptr->riding && (r_info[m_list[p_ptr->riding].r_idx].flags2 & RF2_KILL_WALL))
4103                 {
4104                         if (cave[py][px].feat >= FEAT_RUBBLE && cave[py][px].feat < FEAT_PERM_SOLID)
4105                         {
4106                                 /* Forget the wall */
4107                                 cave[py][px].info &= ~(CAVE_MARK);
4108
4109                                 /* Notice */
4110                                 cave_set_feat(py, px, floor_type[randint0(100)]);
4111                         }
4112                 }
4113                 if (music_singing(MUSIC_WALL))
4114                 {
4115                         project(0, 0, py, px,
4116                                 (60 + p_ptr->lev), GF_DISINTEGRATE, PROJECT_KILL | PROJECT_ITEM, -1);
4117                 }
4118                 else if (p_ptr->kill_wall)
4119                 {
4120                         if (cave_valid_bold(py, px) &&
4121                                 (cave[py][px].feat < FEAT_PATTERN_START ||
4122                                  cave[py][px].feat > FEAT_PATTERN_XTRA2) &&
4123                                 (cave[py][px].feat < FEAT_DEEP_WATER ||
4124                                  cave[py][px].feat > FEAT_GRASS))
4125                         {
4126                                 if (cave[py][px].feat == FEAT_TREES)
4127                                         cave_set_feat(py, px, FEAT_GRASS);
4128                                 else
4129                                         cave_set_feat(py, px, floor_type[randint0(100)]);
4130                         }
4131                                 /* Update some things -- similar to GF_KILL_WALL */
4132                         p_ptr->update |= (PU_VIEW | PU_LITE | PU_FLOW | PU_MONSTERS | PU_MON_LITE);
4133                 }
4134
4135                 /* Redraw new spot */
4136                 lite_spot(py, px);
4137
4138                 /* Redraw old spot */
4139                 lite_spot(oy, ox);
4140
4141                 /* Sound */
4142                 /* sound(SOUND_WALK); */
4143
4144                 /* Check for new panel (redraw map) */
4145                 verify_panel();
4146
4147                 /* For get everything when requested hehe I'm *NASTY* */
4148                 if (dun_level && (d_info[dungeon_type].flags1 & DF1_FORGET))
4149                 {
4150                         wiz_dark();
4151                 }
4152
4153                 if ((p_ptr->pclass == CLASS_NINJA))
4154                 {
4155                         if (c_ptr->info & (CAVE_GLOW)) set_superstealth(FALSE);
4156                         else if (p_ptr->cur_lite <= 0) set_superstealth(TRUE);
4157                 }
4158                 if ((p_ptr->action == ACTION_HAYAGAKE) && !cave_floor_bold(py, px))
4159                 {
4160 #ifdef JP
4161                         msg_print("¤³¤³¤Ç¤ÏÁÇÁ᤯ư¤±¤Ê¤¤¡£");
4162 #else
4163                         msg_print("You cannot run in wall.");
4164 #endif
4165                         set_action(ACTION_NONE);
4166                 }
4167
4168                 /* Update stuff */
4169                 p_ptr->update |= (PU_VIEW | PU_LITE | PU_FLOW | PU_MON_LITE);
4170
4171                 /* Update the monsters */
4172                 p_ptr->update |= (PU_DISTANCE);
4173
4174                 /* Window stuff */
4175                 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
4176
4177                 /* Spontaneous Searching */
4178                 if ((p_ptr->skill_fos >= 50) ||
4179                     (0 == randint0(50 - p_ptr->skill_fos)))
4180                 {
4181                         search();
4182                 }
4183
4184                 /* Continuous Searching */
4185                 if (p_ptr->action == ACTION_SEARCH)
4186                 {
4187                         search();
4188                 }
4189
4190                 /* Handle "objects" */
4191
4192 #ifdef ALLOW_EASY_DISARM /* TNB */
4193
4194                 carry(do_pickup != always_pickup);
4195
4196 #else /* ALLOW_EASY_DISARM -- TNB */
4197
4198                 carry(do_pickup);
4199
4200 #endif /* ALLOW_EASY_DISARM -- TNB */
4201
4202                 /* Handle "store doors" */
4203                 if (((c_ptr->feat >= FEAT_SHOP_HEAD) &&
4204                     (c_ptr->feat <= FEAT_SHOP_TAIL)) ||
4205                     (c_ptr->feat == FEAT_MUSEUM))
4206                 {
4207                         /* Disturb */
4208                         disturb(0, 0);
4209
4210                         energy_use = 0;
4211                         /* Hack -- Enter store */
4212                         command_new = SPECIAL_KEY_STORE;
4213                 }
4214
4215                 /* Handle "building doors" -KMW- */
4216                 else if ((c_ptr->feat >= FEAT_BLDG_HEAD) &&
4217                     (c_ptr->feat <= FEAT_BLDG_TAIL))
4218                 {
4219                         /* Disturb */
4220                         disturb(0, 0);
4221
4222                         energy_use = 0;
4223                         /* Hack -- Enter building */
4224                         command_new = SPECIAL_KEY_BUILDING;
4225                 }
4226
4227                 /* Handle quest areas -KMW- */
4228                 else if (cave[y][x].feat == FEAT_QUEST_ENTER)
4229                 {
4230                         /* Disturb */
4231                         disturb(0, 0);
4232
4233                         energy_use = 0;
4234                         /* Hack -- Enter quest level */
4235                         command_new = SPECIAL_KEY_QUEST;
4236                 }
4237
4238                 else if (cave[y][x].feat == FEAT_QUEST_EXIT)
4239                 {
4240                         if (quest[p_ptr->inside_quest].type == QUEST_TYPE_FIND_EXIT)
4241                         {
4242                                 if (record_fix_quest) do_cmd_write_nikki(NIKKI_FIX_QUEST_C, p_ptr->inside_quest, NULL);
4243                                 quest[p_ptr->inside_quest].status = QUEST_STATUS_COMPLETED;
4244                                 quest[p_ptr->inside_quest].complev = (byte)p_ptr->lev;
4245 #ifdef JP
4246                                 msg_print("¥¯¥¨¥¹¥È¤òãÀ®¤·¤¿¡ª");
4247 #else
4248                                 msg_print("You accomplished your quest!");
4249 #endif
4250
4251                                 msg_print(NULL);
4252                         }
4253
4254                         leave_quest_check();
4255
4256                         p_ptr->inside_quest = cave[y][x].special;
4257                         dun_level = 0;
4258                         p_ptr->oldpx = 0;
4259                         p_ptr->oldpy = 0;
4260                         p_ptr->leaving = TRUE;
4261                 }
4262
4263                 /* Set off a trap */
4264                 else if (is_trap(c_ptr->feat))
4265                 {
4266                         /* Disturb */
4267                         disturb(0, 0);
4268
4269                         /* Hidden trap */
4270                         if (c_ptr->mimic)
4271                         {
4272                                 /* Message */
4273 #ifdef JP
4274                                 msg_print("¥È¥é¥Ã¥×¤À¡ª");
4275 #else
4276                                 msg_print("You found a trap!");
4277 #endif
4278
4279                                 /* Pick a trap */
4280                                 disclose_grid(py, px);
4281                         }
4282
4283                         /* Hit the trap */
4284                         hit_trap(break_trap);
4285                 }
4286
4287                 /* Warn when leaving trap detected region */
4288                 if ((disturb_trap_detect || alert_trap_detect)
4289                     && p_ptr->dtrap && !(cave[py][px].info & CAVE_IN_DETECT))
4290                 {
4291                         /* No duplicate warning */
4292                         p_ptr->dtrap = FALSE;
4293
4294                         /* You are just on the edge */
4295                         if (!(cave[py][px].info & CAVE_UNSAFE))
4296                         {
4297                                 if (alert_trap_detect)
4298                                 {
4299 #ifdef JP
4300                                         msg_print("* Ãí°Õ:¤³¤ÎÀè¤Ï¥È¥é¥Ã¥×¤Î´¶ÃÎÈϰϳ°¤Ç¤¹¡ª *");
4301 #else
4302                                         msg_print("*Leaving trap detect region!*");
4303 #endif
4304                                 }
4305                                 
4306                                 if (disturb_trap_detect)
4307                                 {
4308                                         disturb(0, 0);
4309                                 }
4310                         }
4311                 }
4312         }
4313
4314         if (p_ptr->riding)
4315         {
4316                 m_list[p_ptr->riding].fy = py;
4317                 m_list[p_ptr->riding].fx = px;
4318                 cave[py][px].m_idx = p_ptr->riding;
4319                 update_mon(cave[py][px].m_idx, TRUE);
4320                 p_ptr->update |= (PU_MON_LITE);
4321         }
4322 }
4323
4324
4325 /*
4326  * Hack -- Check for a "known wall" (see below)
4327  */
4328 static int see_wall(int dir, int y, int x)
4329 {
4330         cave_type   *c_ptr;
4331         byte feat;
4332
4333         /* Get the new location */
4334         y += ddy[dir];
4335         x += ddx[dir];
4336
4337         /* Illegal grids are not known walls */
4338         if (!in_bounds2(y, x)) return (FALSE);
4339
4340         /* Access grid */
4341         c_ptr = &cave[y][x];
4342
4343         /* Feature code (applying "mimic" field) */
4344         feat = c_ptr->mimic ? c_ptr->mimic : f_info[c_ptr->feat].mimic;
4345
4346         /* Must be known to the player */
4347         if (c_ptr->info & (CAVE_MARK))
4348         {
4349                 /* Rubble, Magma, Quartz, Wall, Perm wall */
4350                 if (feat >= FEAT_RUBBLE && feat <= FEAT_PERM_SOLID) return TRUE;
4351
4352                 /* Tree */
4353                 if (feat == FEAT_TREES) return TRUE;
4354
4355                 /* Mountain */
4356                 if (feat == FEAT_MOUNTAIN) return TRUE;
4357         }
4358
4359         return FALSE;
4360 }
4361
4362
4363 /*
4364  * Hack -- Check for an "unknown corner" (see below)
4365  */
4366 static int see_nothing(int dir, int y, int x)
4367 {
4368         /* Get the new location */
4369         y += ddy[dir];
4370         x += ddx[dir];
4371
4372         /* Illegal grids are unknown */
4373         if (!in_bounds2(y, x)) return (TRUE);
4374
4375         /* Memorized grids are always known */
4376         if (cave[y][x].info & (CAVE_MARK)) return (FALSE);
4377
4378         /* Non-floor grids are unknown */
4379         if (!cave_floor_bold(y, x)) return (TRUE);
4380
4381         /* Viewable door/wall grids are known */
4382         if (player_can_see_bold(y, x)) return (FALSE);
4383
4384         /* Default */
4385         return (TRUE);
4386 }
4387
4388
4389
4390
4391
4392 /*
4393  * The running algorithm:                       -CJS-
4394  *
4395  * In the diagrams below, the player has just arrived in the
4396  * grid marked as '@', and he has just come from a grid marked
4397  * as 'o', and he is about to enter the grid marked as 'x'.
4398  *
4399  * Of course, if the "requested" move was impossible, then you
4400  * will of course be blocked, and will stop.
4401  *
4402  * Overview: You keep moving until something interesting happens.
4403  * If you are in an enclosed space, you follow corners. This is
4404  * the usual corridor scheme. If you are in an open space, you go
4405  * straight, but stop before entering enclosed space. This is
4406  * analogous to reaching doorways. If you have enclosed space on
4407  * one side only (that is, running along side a wall) stop if
4408  * your wall opens out, or your open space closes in. Either case
4409  * corresponds to a doorway.
4410  *
4411  * What happens depends on what you can really SEE. (i.e. if you
4412  * have no light, then running along a dark corridor is JUST like
4413  * running in a dark room.) The algorithm works equally well in
4414  * corridors, rooms, mine tailings, earthquake rubble, etc, etc.
4415  *
4416  * These conditions are kept in static memory:
4417  * find_openarea         You are in the open on at least one
4418  * side.
4419  * find_breakleft        You have a wall on the left, and will
4420  * stop if it opens
4421  * find_breakright       You have a wall on the right, and will
4422  * stop if it opens
4423  *
4424  * To initialize these conditions, we examine the grids adjacent
4425  * to the grid marked 'x', two on each side (marked 'L' and 'R').
4426  * If either one of the two grids on a given side is seen to be
4427  * closed, then that side is considered to be closed. If both
4428  * sides are closed, then it is an enclosed (corridor) run.
4429  *
4430  * LL           L
4431  * @x          LxR
4432  * RR          @R
4433  *
4434  * Looking at more than just the immediate squares is
4435  * significant. Consider the following case. A run along the
4436  * corridor will stop just before entering the center point,
4437  * because a choice is clearly established. Running in any of
4438  * three available directions will be defined as a corridor run.
4439  * Note that a minor hack is inserted to make the angled corridor
4440  * entry (with one side blocked near and the other side blocked
4441  * further away from the runner) work correctly. The runner moves
4442  * diagonally, but then saves the previous direction as being
4443  * straight into the gap. Otherwise, the tail end of the other
4444  * entry would be perceived as an alternative on the next move.
4445  *
4446  * #.#
4447  * ##.##
4448  * .@x..
4449  * ##.##
4450  * #.#
4451  *
4452  * Likewise, a run along a wall, and then into a doorway (two
4453  * runs) will work correctly. A single run rightwards from @ will
4454  * stop at 1. Another run right and down will enter the corridor
4455  * and make the corner, stopping at the 2.
4456  *
4457  * ##################
4458  * o@x       1
4459  * ########### ######
4460  * #2          #
4461  * #############
4462  *
4463  * After any move, the function area_affect is called to
4464  * determine the new surroundings, and the direction of
4465  * subsequent moves. It examines the current player location
4466  * (at which the runner has just arrived) and the previous
4467  * direction (from which the runner is considered to have come).
4468  *
4469  * Moving one square in some direction places you adjacent to
4470  * three or five new squares (for straight and diagonal moves
4471  * respectively) to which you were not previously adjacent,
4472  * marked as '!' in the diagrams below.
4473  *
4474  *   ...!              ...
4475  *   .o@!  (normal)    .o.!  (diagonal)
4476  *   ...!  (east)      ..@!  (south east)
4477  *                      !!!
4478  *
4479  * You STOP if any of the new squares are interesting in any way:
4480  * for example, if they contain visible monsters or treasure.
4481  *
4482  * You STOP if any of the newly adjacent squares seem to be open,
4483  * and you are also looking for a break on that side. (that is,
4484  * find_openarea AND find_break).
4485  *
4486  * You STOP if any of the newly adjacent squares do NOT seem to be
4487  * open and you are in an open area, and that side was previously
4488  * entirely open.
4489  *
4490  * Corners: If you are not in the open (i.e. you are in a corridor)
4491  * and there is only one way to go in the new squares, then turn in
4492  * that direction. If there are more than two new ways to go, STOP.
4493  * If there are two ways to go, and those ways are separated by a
4494  * square which does not seem to be open, then STOP.
4495  *
4496  * Otherwise, we have a potential corner. There are two new open
4497  * squares, which are also adjacent. One of the new squares is
4498  * diagonally located, the other is straight on (as in the diagram).
4499  * We consider two more squares further out (marked below as ?).
4500  *
4501  * We assign "option" to the straight-on grid, and "option2" to the
4502  * diagonal grid, and "check_dir" to the grid marked 's'.
4503  *
4504  * ##s
4505  * @x?
4506  * #.?
4507  *
4508  * If they are both seen to be closed, then it is seen that no benefit
4509  * is gained from moving straight. It is a known corner.  To cut the
4510  * corner, go diagonally, otherwise go straight, but pretend you
4511  * stepped diagonally into that next location for a full view next
4512  * time. Conversely, if one of the ? squares is not seen to be closed,
4513  * then there is a potential choice. We check to see whether it is a
4514  * potential corner or an intersection/room entrance.  If the square
4515  * two spaces straight ahead, and the space marked with 's' are both
4516  * unknown space, then it is a potential corner and enter if
4517  * find_examine is set, otherwise must stop because it is not a
4518  * corner.
4519  */
4520
4521
4522
4523
4524 /*
4525  * Hack -- allow quick "cycling" through the legal directions
4526  */
4527 static byte cycle[] =
4528 { 1, 2, 3, 6, 9, 8, 7, 4, 1, 2, 3, 6, 9, 8, 7, 4, 1 };
4529
4530 /*
4531  * Hack -- map each direction into the "middle" of the "cycle[]" array
4532  */
4533 static byte chome[] =
4534 { 0, 8, 9, 10, 7, 0, 11, 6, 5, 4 };
4535
4536 /*
4537  * The direction we are running
4538  */
4539 static byte find_current;
4540
4541 /*
4542  * The direction we came from
4543  */
4544 static byte find_prevdir;
4545
4546 /*
4547  * We are looking for open area
4548  */
4549 static bool find_openarea;
4550
4551 /*
4552  * We are looking for a break
4553  */
4554 static bool find_breakright;
4555 static bool find_breakleft;
4556
4557
4558
4559 /*
4560  * Initialize the running algorithm for a new direction.
4561  *
4562  * Diagonal Corridor -- allow diaginal entry into corridors.
4563  *
4564  * Blunt Corridor -- If there is a wall two spaces ahead and
4565  * we seem to be in a corridor, then force a turn into the side
4566  * corridor, must be moving straight into a corridor here. ???
4567  *
4568  * Diagonal Corridor    Blunt Corridor (?)
4569  *       # #                  #
4570  *       #x#                 @x#
4571  *       @p.                  p
4572  */
4573 static void run_init(int dir)
4574 {
4575         int             row, col, deepleft, deepright;
4576         int             i, shortleft, shortright;
4577
4578
4579         /* Save the direction */
4580         find_current = dir;
4581
4582         /* Assume running straight */
4583         find_prevdir = dir;
4584
4585         /* Assume looking for open area */
4586         find_openarea = TRUE;
4587
4588         /* Assume not looking for breaks */
4589         find_breakright = find_breakleft = FALSE;
4590
4591         /* Assume no nearby walls */
4592         deepleft = deepright = FALSE;
4593         shortright = shortleft = FALSE;
4594
4595         p_ptr->run_py = py;
4596         p_ptr->run_px = px;
4597
4598         /* Find the destination grid */
4599         row = py + ddy[dir];
4600         col = px + ddx[dir];
4601
4602         /* Extract cycle index */
4603         i = chome[dir];
4604
4605         /* Check for walls */
4606         if (see_wall(cycle[i+1], py, px))
4607         {
4608                 find_breakleft = TRUE;
4609                 shortleft = TRUE;
4610         }
4611         else if (see_wall(cycle[i+1], row, col))
4612         {
4613                 find_breakleft = TRUE;
4614                 deepleft = TRUE;
4615         }
4616
4617         /* Check for walls */
4618         if (see_wall(cycle[i-1], py, px))
4619         {
4620                 find_breakright = TRUE;
4621                 shortright = TRUE;
4622         }
4623         else if (see_wall(cycle[i-1], row, col))
4624         {
4625                 find_breakright = TRUE;
4626                 deepright = TRUE;
4627         }
4628
4629         /* Looking for a break */
4630         if (find_breakleft && find_breakright)
4631         {
4632                 /* Not looking for open area */
4633                 find_openarea = FALSE;
4634
4635                 /* Hack -- allow angled corridor entry */
4636                 if (dir & 0x01)
4637                 {
4638                         if (deepleft && !deepright)
4639                         {
4640                                 find_prevdir = cycle[i - 1];
4641                         }
4642                         else if (deepright && !deepleft)
4643                         {
4644                                 find_prevdir = cycle[i + 1];
4645                         }
4646                 }
4647
4648                 /* Hack -- allow blunt corridor entry */
4649                 else if (see_wall(cycle[i], row, col))
4650                 {
4651                         if (shortleft && !shortright)
4652                         {
4653                                 find_prevdir = cycle[i - 2];
4654                         }
4655                         else if (shortright && !shortleft)
4656                         {
4657                                 find_prevdir = cycle[i + 2];
4658                         }
4659                 }
4660         }
4661 }
4662
4663
4664 /*
4665  * Update the current "run" path
4666  *
4667  * Return TRUE if the running should be stopped
4668  */
4669 static bool run_test(void)
4670 {
4671         int         prev_dir, new_dir, check_dir = 0;
4672         int         row, col;
4673         int         i, max, inv;
4674         int         option = 0, option2 = 0;
4675         cave_type   *c_ptr;
4676         byte feat;
4677
4678         /* Where we came from */
4679         prev_dir = find_prevdir;
4680
4681
4682         /* Range of newly adjacent grids */
4683         max = (prev_dir & 0x01) + 1;
4684
4685         /* break run when leaving trap detected region */
4686         if ((disturb_trap_detect || alert_trap_detect)
4687             && p_ptr->dtrap && !(cave[py][px].info & CAVE_IN_DETECT))
4688         {
4689                 /* No duplicate warning */
4690                 p_ptr->dtrap = FALSE;
4691
4692                 /* You are just on the edge */
4693                 if (!(cave[py][px].info & CAVE_UNSAFE))
4694                 {
4695                         if (alert_trap_detect)
4696                         {
4697 #ifdef JP
4698                                 msg_print("* Ãí°Õ:¤³¤ÎÀè¤Ï¥È¥é¥Ã¥×¤Î´¶ÃÎÈϰϳ°¤Ç¤¹¡ª *");
4699 #else
4700                                 msg_print("*Leaving trap detect region!*");
4701 #endif
4702                         }
4703
4704                         if (disturb_trap_detect)
4705                         {
4706                                 /* Break Run */
4707                                 return(TRUE);
4708                         }
4709                 }
4710         }
4711
4712         /* Look at every newly adjacent square. */
4713         for (i = -max; i <= max; i++)
4714         {
4715                 s16b this_o_idx, next_o_idx = 0;
4716
4717
4718                 /* New direction */
4719                 new_dir = cycle[chome[prev_dir] + i];
4720
4721                 /* New location */
4722                 row = py + ddy[new_dir];
4723                 col = px + ddx[new_dir];
4724
4725                 /* Access grid */
4726                 c_ptr = &cave[row][col];
4727
4728                 /* Feature code (applying "mimic" field) */
4729                 feat = c_ptr->mimic ? c_ptr->mimic : f_info[c_ptr->feat].mimic;
4730
4731                 /* Visible monsters abort running */
4732                 if (c_ptr->m_idx)
4733                 {
4734                         monster_type *m_ptr = &m_list[c_ptr->m_idx];
4735
4736                         /* Visible monster */
4737                         if (m_ptr->ml) return (TRUE);
4738                 }
4739
4740                 /* Visible objects abort running */
4741                 for (this_o_idx = c_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
4742                 {
4743                         object_type *o_ptr;
4744
4745                         /* Acquire object */
4746                         o_ptr = &o_list[this_o_idx];
4747
4748                         /* Acquire next object */
4749                         next_o_idx = o_ptr->next_o_idx;
4750
4751                         /* Visible object */
4752                         if (o_ptr->marked) return (TRUE);
4753                 }
4754
4755
4756                 /* Assume unknown */
4757                 inv = TRUE;
4758
4759                 /* Check memorized grids */
4760                 if (c_ptr->info & (CAVE_MARK))
4761                 {
4762                         bool notice = TRUE;
4763
4764                         /* Examine the terrain */
4765                         switch (feat)
4766                         {
4767                                 /* Floors */
4768                                 case FEAT_FLOOR:
4769
4770                                 /* Invis traps */
4771                                 case FEAT_INVIS:
4772
4773                                 /* Normal veins */
4774                                 case FEAT_MAGMA:
4775                                 case FEAT_QUARTZ:
4776
4777                                 /* Hidden treasure */
4778                                 case FEAT_MAGMA_H:
4779                                 case FEAT_QUARTZ_H:
4780
4781                                 /* Known treasure (almost uninteresting) */
4782                                 case FEAT_MAGMA_K:
4783                                 case FEAT_QUARTZ_K:
4784
4785                                 /* Walls */
4786                                 case FEAT_RUBBLE:
4787                                 case FEAT_WALL_EXTRA:
4788                                 case FEAT_WALL_INNER:
4789                                 case FEAT_WALL_OUTER:
4790                                 case FEAT_WALL_SOLID:
4791                                 case FEAT_PERM_EXTRA:
4792                                 case FEAT_PERM_INNER:
4793                                 case FEAT_PERM_OUTER:
4794                                 case FEAT_PERM_SOLID:
4795                                 /* dirt, grass, trees, ... */
4796                                 case FEAT_SHAL_WATER:
4797                                 case FEAT_DIRT:
4798                                 case FEAT_GRASS:
4799                                 case FEAT_DEEP_GRASS:
4800                                 case FEAT_FLOWER:
4801                                 case FEAT_DARK_PIT:
4802                                 case FEAT_TREES:
4803                                 case FEAT_MOUNTAIN:
4804                                 {
4805                                         /* Ignore */
4806                                         notice = FALSE;
4807
4808                                         /* Done */
4809                                         break;
4810                                 }
4811
4812                                 /* quest features */
4813                                 case FEAT_QUEST_ENTER:
4814                                 case FEAT_QUEST_EXIT:
4815                                 {
4816                                         /* Notice */
4817                                         notice = TRUE;
4818
4819                                         /* Done */
4820                                         break;
4821                                 }
4822
4823                                 case FEAT_DEEP_LAVA:
4824                                 case FEAT_SHAL_LAVA:
4825                                 {
4826                                         /* Ignore */
4827                                         if (p_ptr->invuln || p_ptr->immune_fire) notice = FALSE;
4828
4829                                         /* Done */
4830                                         break;
4831                                 }
4832
4833                                 case FEAT_DEEP_WATER:
4834                                 {
4835                                         /* Ignore */
4836                                         if (p_ptr->ffall || p_ptr->total_weight<= (((u32b)adj_str_wgt[p_ptr->stat_ind[A_STR]]*(p_ptr->pclass == CLASS_BERSERKER ? 150 : 100))/2)) notice = FALSE;
4837
4838                                         /* Done */
4839                                         break;
4840                                 }
4841
4842                                 /* Open doors */
4843                                 case FEAT_OPEN:
4844                                 case FEAT_BROKEN:
4845                                 {
4846                                         /* Option -- ignore */
4847                                         if (find_ignore_doors) notice = FALSE;
4848
4849                                         /* Done */
4850                                         break;
4851                                 }
4852
4853                                 /* Stairs */
4854                                 case FEAT_LESS:
4855                                 case FEAT_MORE:
4856                                 case FEAT_LESS_LESS:
4857                                 case FEAT_MORE_MORE:
4858                                 case FEAT_ENTRANCE:
4859                                 {
4860                                         /* Option -- ignore */
4861                                         if (find_ignore_stairs) notice = FALSE;
4862
4863                                         /* Done */
4864                                         break;
4865                                 }
4866                         }
4867
4868                         /* Interesting feature */
4869                         if (notice) return (TRUE);
4870
4871                         /* The grid is "visible" */
4872                         inv = FALSE;
4873                 }
4874
4875                 /* Analyze unknown grids and floors considering mimic */
4876                 if (inv || (!(feat & 0x20)))
4877                 {
4878                         /* Looking for open area */
4879                         if (find_openarea)
4880                         {
4881                                 /* Nothing */
4882                         }
4883
4884                         /* The first new direction. */
4885                         else if (!option)
4886                         {
4887                                 option = new_dir;
4888                         }
4889
4890                         /* Three new directions. Stop running. */
4891                         else if (option2)
4892                         {
4893                                 return (TRUE);
4894                         }
4895
4896                         /* Two non-adjacent new directions.  Stop running. */
4897                         else if (option != cycle[chome[prev_dir] + i - 1])
4898                         {
4899                                 return (TRUE);
4900                         }
4901
4902                         /* Two new (adjacent) directions (case 1) */
4903                         else if (new_dir & 0x01)
4904                         {
4905                                 check_dir = cycle[chome[prev_dir] + i - 2];
4906                                 option2 = new_dir;
4907                         }
4908
4909                         /* Two new (adjacent) directions (case 2) */
4910                         else
4911                         {
4912                                 check_dir = cycle[chome[prev_dir] + i + 1];
4913                                 option2 = option;
4914                                 option = new_dir;
4915                         }
4916                 }
4917
4918                 /* Obstacle, while looking for open area */
4919                 else
4920                 {
4921                         if (find_openarea)
4922                         {
4923                                 if (i < 0)
4924                                 {
4925                                         /* Break to the right */
4926                                         find_breakright = TRUE;
4927                                 }
4928
4929                                 else if (i > 0)
4930                                 {
4931                                         /* Break to the left */
4932                                         find_breakleft = TRUE;
4933                                 }
4934                         }
4935                 }
4936         }
4937
4938
4939         /* Looking for open area */
4940         if (find_openarea)
4941         {
4942                 /* Hack -- look again */
4943                 for (i = -max; i < 0; i++)
4944                 {
4945                         new_dir = cycle[chome[prev_dir] + i];
4946
4947                         row = py + ddy[new_dir];
4948                         col = px + ddx[new_dir];
4949
4950                         /* Access grid */
4951                         c_ptr = &cave[row][col];
4952
4953                         /* Feature code (applying "mimic" field) */
4954                         feat = c_ptr->mimic ? c_ptr->mimic : f_info[c_ptr->feat].mimic;
4955
4956                         /* Unknown grid or non-wall XXX XXX XXX cave_floor_grid(c_ptr)) */
4957                         if (!(c_ptr->info & (CAVE_MARK)) ||
4958                             ((feat <= FEAT_DOOR_TAIL) ||
4959                              (feat == FEAT_FLOWER) ||
4960                              (feat == FEAT_DEEP_GRASS) ||
4961                              ((feat >= FEAT_DEEP_WATER) &&
4962                               (feat <= FEAT_GRASS))))
4963
4964                         {
4965                                 /* Looking to break right */
4966                                 if (find_breakright)
4967                                 {
4968                                         return (TRUE);
4969                                 }
4970                         }
4971
4972                         /* Obstacle */
4973                         else
4974                         {
4975                                 /* Looking to break left */
4976                                 if (find_breakleft)
4977                                 {
4978                                         return (TRUE);
4979                                 }
4980                         }
4981                 }
4982
4983                 /* Hack -- look again */
4984                 for (i = max; i > 0; i--)
4985                 {
4986                         new_dir = cycle[chome[prev_dir] + i];
4987
4988                         row = py + ddy[new_dir];
4989                         col = px + ddx[new_dir];
4990
4991                         /* Access grid */
4992                         c_ptr = &cave[row][col];
4993
4994                         /* Feature code (applying "mimic" field) */
4995                         feat = c_ptr->mimic ? c_ptr->mimic : f_info[c_ptr->feat].mimic;
4996
4997                         /* Unknown grid or non-wall XXX XXX XXX cave_floor_grid(c_ptr)) */
4998                         if (!(c_ptr->info & (CAVE_MARK)) ||
4999                             ((feat <= FEAT_DOOR_TAIL) ||
5000                              (feat == FEAT_FLOWER) ||
5001                              (feat == FEAT_DEEP_GRASS) ||
5002                              ((feat >= FEAT_DEEP_WATER) &&
5003                               (feat <= FEAT_GRASS))))
5004
5005                         {
5006                                 /* Looking to break left */
5007                                 if (find_breakleft)
5008                                 {
5009                                         return (TRUE);
5010                                 }
5011                         }
5012
5013                         /* Obstacle */
5014                         else
5015                         {
5016                                 /* Looking to break right */
5017                                 if (find_breakright)
5018                                 {
5019                                         return (TRUE);
5020                                 }
5021                         }
5022                 }
5023         }
5024
5025
5026         /* Not looking for open area */
5027         else
5028         {
5029                 /* No options */
5030                 if (!option)
5031                 {
5032                         return (TRUE);
5033                 }
5034
5035                 /* One option */
5036                 else if (!option2)
5037                 {
5038                         /* Primary option */
5039                         find_current = option;
5040
5041                         /* No other options */
5042                         find_prevdir = option;
5043                 }
5044
5045                 /* Two options, examining corners */
5046                 else if (find_examine && !find_cut)
5047                 {
5048                         /* Primary option */
5049                         find_current = option;
5050
5051                         /* Hack -- allow curving */
5052                         find_prevdir = option2;
5053                 }
5054
5055                 /* Two options, pick one */
5056                 else
5057                 {
5058                         /* Get next location */
5059                         row = py + ddy[option];
5060                         col = px + ddx[option];
5061
5062                         /* Don't see that it is closed off. */
5063                         /* This could be a potential corner or an intersection. */
5064                         if (!see_wall(option, row, col) ||
5065                             !see_wall(check_dir, row, col))
5066                         {
5067                                 /* Can not see anything ahead and in the direction we */
5068                                 /* are turning, assume that it is a potential corner. */
5069                                 if (find_examine &&
5070                                     see_nothing(option, row, col) &&
5071                                     see_nothing(option2, row, col))
5072                                 {
5073                                         find_current = option;
5074                                         find_prevdir = option2;
5075                                 }
5076
5077                                 /* STOP: we are next to an intersection or a room */
5078                                 else
5079                                 {
5080                                         return (TRUE);
5081                                 }
5082                         }
5083
5084                         /* This corner is seen to be enclosed; we cut the corner. */
5085                         else if (find_cut)
5086                         {
5087                                 find_current = option2;
5088                                 find_prevdir = option2;
5089                         }
5090
5091                         /* This corner is seen to be enclosed, and we */
5092                         /* deliberately go the long way. */
5093                         else
5094                         {
5095                                 find_current = option;
5096                                 find_prevdir = option2;
5097                         }
5098                 }
5099         }
5100
5101
5102         /* About to hit a known wall, stop */
5103         if (see_wall(find_current, py, px))
5104         {
5105                 return (TRUE);
5106         }
5107
5108
5109         /* Failure */
5110         return (FALSE);
5111 }
5112
5113
5114
5115 /*
5116  * Take one step along the current "run" path
5117  */
5118 void run_step(int dir)
5119 {
5120         /* Start running */
5121         if (dir)
5122         {
5123                 cave_type   *c_ptr;
5124                 byte feat;
5125         
5126                 /* Access grid */
5127                 c_ptr = &cave[py+ddy[dir]][px+ddx[dir]];
5128
5129                 /* Feature code (applying "mimic" field) */
5130                 feat = c_ptr->mimic ? c_ptr->mimic : f_info[c_ptr->feat].mimic;
5131
5132                 /* Hack -- do not start silly run */
5133                 if (see_wall(dir, py, px) &&
5134                    (feat != FEAT_TREES))
5135                 {
5136                         /* Message */
5137 #ifdef JP
5138                         msg_print("¤½¤ÎÊý¸þ¤Ë¤Ï¹Ô¤±¤Þ¤»¤ó¡£");
5139 #else
5140                         msg_print("You cannot run in that direction.");
5141 #endif
5142
5143
5144                         /* Disturb */
5145                         disturb(0, 0);
5146
5147                         /* Done */
5148                         return;
5149                 }
5150
5151                 /* Calculate torch radius */
5152                 p_ptr->update |= (PU_TORCH);
5153
5154                 /* Initialize */
5155                 run_init(dir);
5156         }
5157
5158         /* Keep running */
5159         else
5160         {
5161                 /* Update run */
5162                 if (run_test())
5163                 {
5164                         /* Disturb */
5165                         disturb(0, 0);
5166
5167                         /* Done */
5168                         return;
5169                 }
5170         }
5171
5172         /* Decrease the run counter */
5173         if (--running <= 0) return;
5174
5175         /* Take time */
5176         energy_use = 100;
5177
5178         /* Move the player, using the "pickup" flag */
5179 #ifdef ALLOW_EASY_DISARM /* TNB */
5180
5181         move_player(find_current, FALSE, FALSE);
5182
5183 #else /* ALLOW_EASY_DISARM -- TNB */
5184
5185         move_player(find_current, always_pickup, FALSE);
5186
5187 #endif /* ALLOW_EASY_DISARM -- TNB */
5188
5189         if ((py == p_ptr->run_py) && (px == p_ptr->run_px))
5190         {
5191                 p_ptr->run_py = 0;
5192                 p_ptr->run_px = 0;
5193                 disturb(0, 0);
5194         }
5195 }