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★フランテングのSLAY_GIANTをKILL_GIANTに移転した影響で, 巨人に9倍ダイ
[hengband/hengband.git] / src / cmd1.c
1 /* File: cmd1.c */
2
3 /*
4  * Copyright (c) 1997 Ben Harrison, James E. Wilson, Robert A. Koeneke
5  *
6  * This software may be copied and distributed for educational, research,
7  * and not for profit purposes provided that this copyright and statement
8  * are included in all such copies.  Other copyrights may also apply.
9  */
10
11 /* Purpose: Movement commands (part 1) */
12
13 #include "angband.h"
14 #define MAX_VAMPIRIC_DRAIN 50
15
16
17 /*
18  * Determine if the player "hits" a monster (normal combat).
19  * Note -- Always miss 5%, always hit 5%, otherwise random.
20  */
21 bool test_hit_fire(int chance, int ac, int vis)
22 {
23         int k;
24
25         /* Percentile dice */
26         k = randint0(100);
27
28         /* Hack -- Instant miss or hit */
29         if (k < 10) return (k < 5);
30
31         if (p_ptr->pseikaku == SEIKAKU_NAMAKE)
32                 if (one_in_(20)) return (FALSE);
33
34         /* Never hit */
35         if (chance <= 0) return (FALSE);
36
37         /* Invisible monsters are harder to hit */
38         if (!vis) chance = (chance + 1) / 2;
39
40         /* Power competes against armor */
41         if (randint0(chance) < (ac * 3 / 4)) return (FALSE);
42
43         /* Assume hit */
44         return (TRUE);
45 }
46
47
48
49 /*
50  * Determine if the player "hits" a monster (normal combat).
51  *
52  * Note -- Always miss 5%, always hit 5%, otherwise random.
53  */
54 bool test_hit_norm(int chance, int ac, int vis)
55 {
56         int k;
57
58         /* Percentile dice */
59         k = randint0(100);
60
61         /* Hack -- Instant miss or hit */
62         if (k < 10) return (k < 5);
63
64         if (p_ptr->pseikaku == SEIKAKU_NAMAKE)
65                 if (one_in_(20)) return (FALSE);
66
67         /* Wimpy attack never hits */
68         if (chance <= 0) return (FALSE);
69
70         /* Penalize invisible targets */
71         if (!vis) chance = (chance + 1) / 2;
72
73         /* Power must defeat armor */
74         if (randint0(chance) < (ac * 3 / 4)) return (FALSE);
75
76         /* Assume hit */
77         return (TRUE);
78 }
79
80
81
82 /*
83  * Critical hits (from objects thrown by player)
84  * Factor in item weight, total plusses, and player level.
85  */
86 s16b critical_shot(int weight, int plus, int dam)
87 {
88         int i, k;
89
90         /* Extract "shot" power */
91         i = (weight + ((p_ptr->to_h_b + plus) * 4) + (p_ptr->lev * 2));
92
93         /* Critical hit */
94         if (randint1(5000) <= i)
95         {
96                 k = weight + randint1(500);
97
98                 if (k < 500)
99                 {
100 #ifdef JP
101                         msg_print("¼ê¤´¤¿¤¨¤¬¤¢¤Ã¤¿¡ª");
102 #else
103                         msg_print("It was a good hit!");
104 #endif
105
106                         dam = 2 * dam + 5;
107                 }
108                 else if (k < 1000)
109                 {
110 #ifdef JP
111                         msg_print("¤«¤Ê¤ê¤Î¼ê¤´¤¿¤¨¤¬¤¢¤Ã¤¿¡ª");
112 #else
113                         msg_print("It was a great hit!");
114 #endif
115
116                         dam = 2 * dam + 10;
117                 }
118                 else
119                 {
120 #ifdef JP
121                         msg_print("²ñ¿´¤Î°ì·â¤À¡ª");
122 #else
123                         msg_print("It was a superb hit!");
124 #endif
125
126                         dam = 3 * dam + 15;
127                 }
128         }
129
130         return (dam);
131 }
132
133
134
135 /*
136  * Critical hits (by player)
137  *
138  * Factor in weapon weight, total plusses, player level.
139  */
140 s16b critical_norm(int weight, int plus, int dam, s16b meichuu, int mode)
141 {
142         int i, k;
143
144         /* Extract "blow" power */
145         i = (weight + (meichuu * 3 + plus * 5) + (p_ptr->lev * 3));
146
147         /* Chance */
148         if ((randint1((p_ptr->pclass == CLASS_NINJA) ? 4444 : 5000) <= i) || (mode == HISSATSU_MAJIN) || (mode == HISSATSU_3DAN))
149         {
150                 k = weight + randint1(650);
151                 if ((mode == HISSATSU_MAJIN) || (mode == HISSATSU_3DAN)) k+= randint1(650);
152
153                 if (k < 400)
154                 {
155 #ifdef JP
156                         msg_print("¼ê¤´¤¿¤¨¤¬¤¢¤Ã¤¿¡ª");
157 #else
158                         msg_print("It was a good hit!");
159 #endif
160
161                         dam = 2 * dam + 5;
162                 }
163                 else if (k < 700)
164                 {
165 #ifdef JP
166                         msg_print("¤«¤Ê¤ê¤Î¼ê¤´¤¿¤¨¤¬¤¢¤Ã¤¿¡ª");
167 #else
168                         msg_print("It was a great hit!");
169 #endif
170
171                         dam = 2 * dam + 10;
172                 }
173                 else if (k < 900)
174                 {
175 #ifdef JP
176                         msg_print("²ñ¿´¤Î°ì·â¤À¡ª");
177 #else
178                         msg_print("It was a superb hit!");
179 #endif
180
181                         dam = 3 * dam + 15;
182                 }
183                 else if (k < 1300)
184                 {
185 #ifdef JP
186                         msg_print("ºÇ¹â¤Î²ñ¿´¤Î°ì·â¤À¡ª");
187 #else
188                         msg_print("It was a *GREAT* hit!");
189 #endif
190
191                         dam = 3 * dam + 20;
192                 }
193                 else
194                 {
195 #ifdef JP
196                         msg_print("ÈæÎà¤Ê¤­ºÇ¹â¤Î²ñ¿´¤Î°ì·â¤À¡ª");
197 #else
198                         msg_print("It was a *SUPERB* hit!");
199 #endif
200
201                         dam = ((7 * dam) / 2) + 25;
202                 }
203         }
204
205         return (dam);
206 }
207
208
209
210 /*
211  * Extract the "total damage" from a given object hitting a given monster.
212  *
213  * Note that "flasks of oil" do NOT do fire damage, although they
214  * certainly could be made to do so.  XXX XXX
215  *
216  * Note that most brands and slays are x3, except Slay Animal (x2),
217  * Slay Evil (x2), and Kill dragon (x5).
218  */
219 s16b tot_dam_aux(object_type *o_ptr, int tdam, monster_type *m_ptr, int mode, bool thrown)
220 {
221         int mult = 10;
222
223         monster_race *r_ptr = &r_info[m_ptr->r_idx];
224
225         u32b flgs[TR_FLAG_SIZE];
226
227         /* Extract the flags */
228         object_flags(o_ptr, flgs);
229
230         /* Some "weapons" and "ammo" do extra damage */
231         switch (o_ptr->tval)
232         {
233                 case TV_SHOT:
234                 case TV_ARROW:
235                 case TV_BOLT:
236                 case TV_HAFTED:
237                 case TV_POLEARM:
238                 case TV_SWORD:
239                 case TV_DIGGING:
240                 {
241                         /* Slay Animal */
242                         if ((have_flag(flgs, TR_SLAY_ANIMAL)) &&
243                             (r_ptr->flags3 & RF3_ANIMAL))
244                         {
245                                 if (m_ptr->ml && is_original_ap(m_ptr))
246                                 {
247                                         r_ptr->r_flags3 |= RF3_ANIMAL;
248                                 }
249
250                                 if (mult < 25) mult = 25;
251                         }
252
253                         /* Execute Animal */
254                         if ((have_flag(flgs, TR_KILL_ANIMAL)) &&
255                             (r_ptr->flags3 & RF3_ANIMAL))
256                         {
257                                 if (m_ptr->ml && is_original_ap(m_ptr))
258                                 {
259                                         r_ptr->r_flags3 |= RF3_ANIMAL;
260                                 }
261
262                                 if (mult < 40) mult = 40;
263                         }
264
265                         /* Slay Evil */
266                         if ((have_flag(flgs, TR_SLAY_EVIL)) &&
267                             (r_ptr->flags3 & RF3_EVIL))
268                         {
269                                 if (m_ptr->ml && is_original_ap(m_ptr))
270                                 {
271                                         r_ptr->r_flags3 |= RF3_EVIL;
272                                 }
273
274                                 if (mult < 20) mult = 20;
275                         }
276
277                         /* Execute Evil */
278                         if ((have_flag(flgs, TR_KILL_EVIL)) &&
279                             (r_ptr->flags3 & RF3_EVIL))
280                         {
281                                 if (m_ptr->ml && is_original_ap(m_ptr))
282                                 {
283                                         r_ptr->r_flags3 |= RF3_EVIL;
284                                 }
285
286                                 if (mult < 35) mult = 35;
287                         }
288
289                         /* Slay Human */
290                         if ((have_flag(flgs, TR_SLAY_HUMAN)) &&
291                             (r_ptr->flags2 & RF2_HUMAN))
292                         {
293                                 if (m_ptr->ml && is_original_ap(m_ptr))
294                                 {
295                                         r_ptr->r_flags2 |= RF2_HUMAN;
296                                 }
297
298                                 if (mult < 25) mult = 25;
299                         }
300
301                         /* Execute Human */
302                         if ((have_flag(flgs, TR_KILL_HUMAN)) &&
303                             (r_ptr->flags2 & RF2_HUMAN))
304                         {
305                                 if (m_ptr->ml && is_original_ap(m_ptr))
306                                 {
307                                         r_ptr->r_flags2 |= RF2_HUMAN;
308                                 }
309
310                                 if (mult < 40) mult = 40;
311                         }
312
313                         /* Slay Undead */
314                         if ((have_flag(flgs, TR_SLAY_UNDEAD)) &&
315                             (r_ptr->flags3 & RF3_UNDEAD))
316                         {
317                                 if (m_ptr->ml && is_original_ap(m_ptr))
318                                 {
319                                         r_ptr->r_flags3 |= RF3_UNDEAD;
320                                 }
321
322                                 if (mult < 30) mult = 30;
323                         }
324
325                         /* Execute Undead */
326                         if ((have_flag(flgs, TR_KILL_UNDEAD)) &&
327                             (r_ptr->flags3 & RF3_UNDEAD))
328                         {
329                                 if (m_ptr->ml && is_original_ap(m_ptr))
330                                 {
331                                         r_ptr->r_flags3 |= RF3_UNDEAD;
332                                 }
333
334                                 if (mult < 50) mult = 50;
335                         }
336
337                         /* Slay Demon */
338                         if ((have_flag(flgs, TR_SLAY_DEMON)) &&
339                             (r_ptr->flags3 & RF3_DEMON))
340                         {
341                                 if (m_ptr->ml && is_original_ap(m_ptr))
342                                 {
343                                         r_ptr->r_flags3 |= RF3_DEMON;
344                                 }
345
346                                 if (mult < 30) mult = 30;
347                         }
348
349                         /* Execute Demon */
350                         if ((have_flag(flgs, TR_KILL_DEMON)) &&
351                             (r_ptr->flags3 & RF3_DEMON))
352                         {
353                                 if (m_ptr->ml && is_original_ap(m_ptr))
354                                 {
355                                         r_ptr->r_flags3 |= RF3_DEMON;
356                                 }
357
358                                 if (mult < 50) mult = 50;
359                         }
360
361                         /* Slay Orc */
362                         if ((have_flag(flgs, TR_SLAY_ORC)) &&
363                             (r_ptr->flags3 & RF3_ORC))
364                         {
365                                 if (m_ptr->ml && is_original_ap(m_ptr))
366                                 {
367                                         r_ptr->r_flags3 |= RF3_ORC;
368                                 }
369
370                                 if (mult < 30) mult = 30;
371                         }
372
373                         /* Execute Orc */
374                         if ((have_flag(flgs, TR_KILL_ORC)) &&
375                             (r_ptr->flags3 & RF3_ORC))
376                         {
377                                 if (m_ptr->ml && is_original_ap(m_ptr))
378                                 {
379                                         r_ptr->r_flags3 |= RF3_ORC;
380                                 }
381
382                                 if (mult < 50) mult = 50;
383                         }
384
385                         /* Slay Troll */
386                         if ((have_flag(flgs, TR_SLAY_TROLL)) &&
387                             (r_ptr->flags3 & RF3_TROLL))
388                         {
389                                 if (m_ptr->ml && is_original_ap(m_ptr))
390                                 {
391                                         r_ptr->r_flags3 |= RF3_TROLL;
392                                 }
393
394                                 if (mult < 30) mult = 30;
395                         }
396
397                         /* Execute Troll */
398                         if ((have_flag(flgs, TR_KILL_TROLL)) &&
399                             (r_ptr->flags3 & RF3_TROLL))
400                         {
401                                 if (m_ptr->ml && is_original_ap(m_ptr))
402                                 {
403                                         r_ptr->r_flags3 |= RF3_TROLL;
404                                 }
405
406                                 if (mult < 50) mult = 50;
407                         }
408
409                         /* Slay Giant */
410                         if ((have_flag(flgs, TR_SLAY_GIANT)) &&
411                             (r_ptr->flags3 & RF3_GIANT))
412                         {
413                                 if (m_ptr->ml && is_original_ap(m_ptr))
414                                 {
415                                         r_ptr->r_flags3 |= RF3_GIANT;
416                                 }
417
418                                 if (mult < 30) mult = 30;
419                         }
420
421                         /* Execute Giant */
422                         if ((have_flag(flgs, TR_KILL_GIANT)) &&
423                             (r_ptr->flags3 & RF3_GIANT))
424                         {
425                                 if (m_ptr->ml && is_original_ap(m_ptr))
426                                 {
427                                         r_ptr->r_flags3 |= RF3_GIANT;
428                                 }
429
430                                 if (mult < 50) mult = 50;
431                                 if ((mult < 90) && (o_ptr->name1 == ART_HRUNTING)) mult = 90;
432                         }
433
434                         /* Slay Dragon  */
435                         if ((have_flag(flgs, TR_SLAY_DRAGON)) &&
436                             (r_ptr->flags3 & RF3_DRAGON))
437                         {
438                                 if (m_ptr->ml && is_original_ap(m_ptr))
439                                 {
440                                         r_ptr->r_flags3 |= RF3_DRAGON;
441                                 }
442
443                                 if (mult < 30) mult = 30;
444                         }
445
446                         /* Execute Dragon */
447                         if ((have_flag(flgs, TR_KILL_DRAGON)) &&
448                             (r_ptr->flags3 & RF3_DRAGON))
449                         {
450                                 if (m_ptr->ml && is_original_ap(m_ptr))
451                                 {
452                                         r_ptr->r_flags3 |= RF3_DRAGON;
453                                 }
454
455                                 if (mult < 50) mult = 50;
456
457                                 if ((o_ptr->name1 == ART_NOTHUNG) && (m_ptr->r_idx == MON_FAFNER))
458                                         mult *= 3;
459                         }
460
461                         /* Brand (Acid) */
462                         if (have_flag(flgs, TR_BRAND_ACID) || ((p_ptr->special_attack & (ATTACK_ACID)) && !thrown))
463                         {
464                                 /* Notice immunity */
465                                 if (r_ptr->flagsr & RFR_EFF_IM_ACID_MASK)
466                                 {
467                                         if (m_ptr->ml && is_original_ap(m_ptr))
468                                         {
469                                                 r_ptr->r_flagsr |= (r_ptr->flagsr & RFR_EFF_IM_ACID_MASK);
470                                         }
471                                 }
472
473                                 /* Otherwise, take the damage */
474                                 else
475                                 {
476                                         if (mult < 25) mult = 25;
477                                 }
478                         }
479
480                         /* Brand (Elec) */
481                         if (have_flag(flgs, TR_BRAND_ELEC) || ((p_ptr->special_attack & (ATTACK_ELEC)) && !thrown) || (mode == HISSATSU_ELEC))
482                         {
483                                 /* Notice immunity */
484                                 if (r_ptr->flagsr & RFR_EFF_IM_ELEC_MASK)
485                                 {
486                                         if (m_ptr->ml && is_original_ap(m_ptr))
487                                         {
488                                                 r_ptr->r_flagsr |= (r_ptr->flagsr & RFR_EFF_IM_ELEC_MASK);
489                                         }
490                                 }
491
492                                 /* Otherwise, take the damage */
493                                 else if ((have_flag(flgs, TR_BRAND_ELEC) || ((p_ptr->special_attack & (ATTACK_ELEC)) && !thrown)) && (mode == HISSATSU_ELEC))
494                                 {
495                                         if (mult < 70) mult = 70;
496                                 }
497                                 else if (mode == HISSATSU_ELEC)
498                                 {
499                                         if (mult < 50) mult = 50;
500                                 }
501
502                                 else
503                                 {
504                                         if (mult < 25) mult = 25;
505                                 }
506                         }
507
508                         /* Brand (Fire) */
509                         if (have_flag(flgs, TR_BRAND_FIRE) || ((p_ptr->special_attack & (ATTACK_FIRE)) && !thrown) || (mode == HISSATSU_FIRE))
510                         {
511                                 /* Notice immunity */
512                                 if (r_ptr->flagsr & RFR_EFF_IM_FIRE_MASK)
513                                 {
514                                         if (m_ptr->ml && is_original_ap(m_ptr))
515                                         {
516                                                 r_ptr->r_flagsr |= (r_ptr->flagsr & RFR_EFF_IM_FIRE_MASK);
517                                         }
518                                 }
519
520                                 /* Otherwise, take the damage */
521                                 else if ((have_flag(flgs, TR_BRAND_FIRE) || ((p_ptr->special_attack & (ATTACK_FIRE)) && !thrown)) && (mode == HISSATSU_FIRE))
522                                 {
523                                         if (r_ptr->flags3 & RF3_HURT_FIRE)
524                                         {
525                                                 if (mult < 70) mult = 70;
526                                                 if (m_ptr->ml && is_original_ap(m_ptr))
527                                                 {
528                                                         r_ptr->r_flags3 |= RF3_HURT_FIRE;
529                                                 }
530                                         }
531                                         else if (mult < 35) mult = 35;
532                                 }
533                                 else
534                                 {
535                                         if (r_ptr->flags3 & RF3_HURT_FIRE)
536                                         {
537                                                 if (mult < 50) mult = 50;
538                                                 if (m_ptr->ml && is_original_ap(m_ptr))
539                                                 {
540                                                         r_ptr->r_flags3 |= RF3_HURT_FIRE;
541                                                 }
542                                         }
543                                         else if (mult < 25) mult = 25;
544                                 }
545                         }
546
547                         /* Brand (Cold) */
548                         if (have_flag(flgs, TR_BRAND_COLD) || ((p_ptr->special_attack & (ATTACK_COLD)) && !thrown) || (mode == HISSATSU_COLD))
549                         {
550                                 /* Notice immunity */
551                                 if (r_ptr->flagsr & RFR_EFF_IM_COLD_MASK)
552                                 {
553                                         if (m_ptr->ml && is_original_ap(m_ptr))
554                                         {
555                                                 r_ptr->r_flagsr |= (r_ptr->flagsr & RFR_EFF_IM_COLD_MASK);
556                                         }
557                                 }
558                                 /* Otherwise, take the damage */
559                                 else if ((have_flag(flgs, TR_BRAND_COLD) || ((p_ptr->special_attack & (ATTACK_COLD)) && !thrown)) && (mode == HISSATSU_COLD))
560                                 {
561                                         if (r_ptr->flags3 & RF3_HURT_COLD)
562                                         {
563                                                 if (mult < 70) mult = 70;
564                                                 if (m_ptr->ml && is_original_ap(m_ptr))
565                                                 {
566                                                         r_ptr->r_flags3 |= RF3_HURT_COLD;
567                                                 }
568                                         }
569                                         else if (mult < 35) mult = 35;
570                                 }
571                                 else
572                                 {
573                                         if (r_ptr->flags3 & RF3_HURT_COLD)
574                                         {
575                                                 if (mult < 50) mult = 50;
576                                                 if (m_ptr->ml && is_original_ap(m_ptr))
577                                                 {
578                                                         r_ptr->r_flags3 |= RF3_HURT_COLD;
579                                                 }
580                                         }
581                                         else if (mult < 25) mult = 25;
582                                 }
583                         }
584
585                         /* Brand (Poison) */
586                         if (have_flag(flgs, TR_BRAND_POIS) || ((p_ptr->special_attack & (ATTACK_POIS)) && !thrown) || (mode == HISSATSU_POISON))
587                         {
588                                 /* Notice immunity */
589                                 if (r_ptr->flagsr & RFR_EFF_IM_POIS_MASK)
590                                 {
591                                         if (m_ptr->ml && is_original_ap(m_ptr))
592                                         {
593                                                 r_ptr->r_flagsr |= (r_ptr->flagsr & RFR_EFF_IM_POIS_MASK);
594                                         }
595                                 }
596
597                                 /* Otherwise, take the damage */
598                                 else if ((have_flag(flgs, TR_BRAND_POIS) || ((p_ptr->special_attack & (ATTACK_POIS)) && !thrown)) && (mode == HISSATSU_POISON))
599                                 {
600                                         if (mult < 35) mult = 35;
601                                 }
602                                 else
603                                 {
604                                         if (mult < 25) mult = 25;
605                                 }
606                         }
607                         if ((mode == HISSATSU_ZANMA) && !monster_living(r_ptr) && (r_ptr->flags3 & RF3_EVIL))
608                         {
609                                 if (mult < 15) mult = 25;
610                                 else if (mult < 50) mult = MIN(50, mult+20);
611                         }
612                         if (mode == HISSATSU_UNDEAD)
613                         {
614                                 if (r_ptr->flags3 & RF3_UNDEAD)
615                                 {
616                                         if (m_ptr->ml && is_original_ap(m_ptr))
617                                         {
618                                                 r_ptr->r_flags3 |= RF3_UNDEAD;
619                                         }
620                                         if (mult == 10) mult = 70;
621                                         else if (mult < 140) mult = MIN(140, mult+60);
622                                 }
623                                 if (mult == 10) mult = 40;
624                                 else if (mult < 60) mult = MIN(60, mult+30);
625                         }
626                         if ((mode == HISSATSU_SEKIRYUKA) && p_ptr->cut && monster_living(r_ptr))
627                         {
628                                 int tmp = MIN(100, MAX(10, p_ptr->cut / 10));
629                                 if (mult < tmp) mult = tmp;
630                         }
631                         if ((mode == HISSATSU_HAGAN) && (r_ptr->flags3 & RF3_HURT_ROCK))
632                         {
633                                 if (m_ptr->ml && is_original_ap(m_ptr))
634                                 {
635                                         r_ptr->r_flags3 |= RF3_HURT_ROCK;
636                                 }
637                                 if (mult == 10) mult = 40;
638                                 else if (mult < 60) mult = 60;
639                         }
640                         if ((p_ptr->pclass != CLASS_SAMURAI) && (have_flag(flgs, TR_FORCE_WEAPON)) && (p_ptr->csp > (o_ptr->dd * o_ptr->ds / 5)))
641                         {
642                                 p_ptr->csp -= (1+(o_ptr->dd * o_ptr->ds / 5));
643                                 p_ptr->redraw |= (PR_MANA);
644                                 mult = mult * 3 / 2 + 20;
645                         }
646                         break;
647                 }
648         }
649         if (mult > 150) mult = 150;
650
651         /* Return the total damage */
652         return (tdam * mult / 10);
653 }
654
655
656 /*
657  * Search for hidden things
658  */
659 void search(void)
660 {
661         int y, x, chance;
662
663         s16b this_o_idx, next_o_idx = 0;
664
665         cave_type *c_ptr;
666
667
668         /* Start with base search ability */
669         chance = p_ptr->skill_srh;
670
671         /* Penalize various conditions */
672         if (p_ptr->blind || no_lite()) chance = chance / 10;
673         if (p_ptr->confused || p_ptr->image) chance = chance / 10;
674
675         /* Search the nearby grids, which are always in bounds */
676         for (y = (py - 1); y <= (py + 1); y++)
677         {
678                 for (x = (px - 1); x <= (px + 1); x++)
679                 {
680                         /* Sometimes, notice things */
681                         if (randint0(100) < chance)
682                         {
683                                 /* Access the grid */
684                                 c_ptr = &cave[y][x];
685
686                                 /* Invisible trap */
687                                 if (c_ptr->mimic && is_trap(c_ptr->feat))
688                                 {
689                                         /* Pick a trap */
690                                         disclose_grid(y, x);
691
692                                         /* Message */
693 #ifdef JP
694                                         msg_print("¥È¥é¥Ã¥×¤òȯ¸«¤·¤¿¡£");
695 #else
696                                         msg_print("You have found a trap.");
697 #endif
698
699
700                                         /* Disturb */
701                                         disturb(0, 0);
702                                 }
703
704                                 /* Secret door */
705                                 if (is_hidden_door(c_ptr))
706                                 {
707                                         /* Message */
708 #ifdef JP
709                                         msg_print("±£¤·¥É¥¢¤òȯ¸«¤·¤¿¡£");
710 #else
711                                         msg_print("You have found a secret door.");
712 #endif
713
714                                         /* Disclose */
715                                         disclose_grid(y, x);
716
717                                         /* Disturb */
718                                         disturb(0, 0);
719                                 }
720
721                                 /* Scan all objects in the grid */
722                                 for (this_o_idx = c_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
723                                 {
724                                         object_type *o_ptr;
725
726                                         /* Acquire object */
727                                         o_ptr = &o_list[this_o_idx];
728
729                                         /* Acquire next object */
730                                         next_o_idx = o_ptr->next_o_idx;
731
732                                         /* Skip non-chests */
733                                         if (o_ptr->tval != TV_CHEST) continue;
734
735                                         /* Skip non-trapped chests */
736                                         if (!chest_traps[o_ptr->pval]) continue;
737
738                                         /* Identify once */
739                                         if (!object_known_p(o_ptr))
740                                         {
741                                                 /* Message */
742 #ifdef JP
743                                                 msg_print("È¢¤Ë»Å³Ý¤±¤é¤ì¤¿¥È¥é¥Ã¥×¤òȯ¸«¤·¤¿¡ª");
744 #else
745                                                 msg_print("You have discovered a trap on the chest!");
746 #endif
747
748
749                                                 /* Know the trap */
750                                                 object_known(o_ptr);
751
752                                                 /* Notice it */
753                                                 disturb(0, 0);
754                                         }
755                                 }
756                         }
757                 }
758         }
759 }
760
761
762 /*
763  * Helper routine for py_pickup() and py_pickup_floor().
764  *
765  * Add the given dungeon object to the character's inventory.
766  *
767  * Delete the object afterwards.
768  */
769 void py_pickup_aux(int o_idx)
770 {
771         int slot, i;
772
773 #ifdef JP
774 /*
775  * ¥¢¥¤¥Æ¥à¤ò½¦¤Ã¤¿ºÝ¤Ë¡Ö£²¤Ä¤Î¥±¡¼¥­¤ò»ý¤Ã¤Æ¤¤¤ë¡×
776  * "You have two cakes." ¤È¥¢¥¤¥Æ¥à¤ò½¦¤Ã¤¿¸å¤Î¹ç·×¤Î¤ß¤Îɽ¼¨¤¬¥ª¥ê¥¸¥Ê¥ë
777  * ¤À¤¬¡¢°ãÏ´¶¤¬
778  * ¤¢¤ë¤È¤¤¤¦»ØŦ¤ò¤¦¤±¤¿¤Î¤Ç¡¢¡Ö¡Á¤ò½¦¤Ã¤¿¡¢¡Á¤ò»ý¤Ã¤Æ¤¤¤ë¡×¤È¤¤¤¦É½¼¨
779  * ¤Ë¤«¤¨¤Æ¤¢¤ë¡£¤½¤Î¤¿¤á¤ÎÇÛÎó¡£
780  */
781         char o_name[MAX_NLEN];
782         char old_name[MAX_NLEN];
783         char kazu_str[80];
784         int hirottakazu;
785 #else
786         char o_name[MAX_NLEN];
787 #endif
788
789         object_type *o_ptr;
790
791         o_ptr = &o_list[o_idx];
792
793 #ifdef JP
794         /* Describe the object */
795         object_desc(old_name, o_ptr, TRUE, 0);
796         object_desc_kosuu(kazu_str, o_ptr);
797         hirottakazu = o_ptr->number;
798 #endif
799         /* Carry the object */
800         slot = inven_carry(o_ptr);
801
802         /* Get the object again */
803         o_ptr = &inventory[slot];
804
805         /* Delete the object */
806         delete_object_idx(o_idx);
807
808         if (p_ptr->pseikaku == SEIKAKU_MUNCHKIN)
809         {
810                 int idx;
811                 bool old_known = identify_item(o_ptr);
812
813                 /* Auto-inscription/destroy */
814                 idx = is_autopick(o_ptr);
815                 auto_inscribe_item(slot, idx);
816                 if (destroy_identify && !old_known)
817                 {
818                         if (auto_destroy_item(slot, idx))
819                         {
820                                 if (o_ptr->marked & OM_AUTODESTROY) return;
821                         }
822                 }
823         }
824
825         /* Describe the object */
826         object_desc(o_name, o_ptr, TRUE, 3);
827
828         /* Message */
829 #ifdef JP
830         if ((o_ptr->name1 == ART_CRIMSON) && (p_ptr->pseikaku == SEIKAKU_COMBAT))
831         {
832                 msg_format("¤³¤¦¤·¤Æ¡¢%s¤Ï¡Ø¥¯¥ê¥à¥¾¥ó¡Ù¤ò¼ê¤ËÆþ¤ì¤¿¡£", player_name);
833                 msg_print("¤·¤«¤·º£¡¢¡Øº®Æ٤Υµ¡¼¥Ú¥ó¥È¡Ù¤ÎÊü¤Ã¤¿¥â¥ó¥¹¥¿¡¼¤¬¡¢");
834                 msg_format("%s¤Ë½±¤¤¤«¤«¤ë¡¥¡¥¡¥", player_name);
835         }
836         else
837         {
838                 if (plain_pickup)
839                 {
840                         msg_format("%s(%c)¤ò»ý¤Ã¤Æ¤¤¤ë¡£",o_name, index_to_label(slot));
841                 }
842                 else
843                 {
844                         if (o_ptr->number > hirottakazu) {
845                             msg_format("%s½¦¤Ã¤Æ¡¢%s(%c)¤ò»ý¤Ã¤Æ¤¤¤ë¡£",
846                                kazu_str, o_name, index_to_label(slot));
847                         } else {
848                                 msg_format("%s(%c)¤ò½¦¤Ã¤¿¡£", o_name, index_to_label(slot));
849                         }
850                 }
851         }
852         strcpy(record_o_name, old_name);
853 #else
854         msg_format("You have %s (%c).", o_name, index_to_label(slot));
855         strcpy(record_o_name, o_name);
856 #endif
857         record_turn = turn;
858
859
860         /* Check if completed a quest */
861         for (i = 0; i < max_quests; i++)
862         {
863                 if ((quest[i].type == QUEST_TYPE_FIND_ARTIFACT) &&
864                     (quest[i].status == QUEST_STATUS_TAKEN) &&
865                            (quest[i].k_idx == o_ptr->name1))
866                 {
867                         if (record_fix_quest) do_cmd_write_nikki(NIKKI_FIX_QUEST_C, i, NULL);
868                         quest[i].status = QUEST_STATUS_COMPLETED;
869                         quest[i].complev = (byte)p_ptr->lev;
870 #ifdef JP
871                         msg_print("¥¯¥¨¥¹¥È¤òãÀ®¤·¤¿¡ª");
872 #else
873                         msg_print("You completed your quest!");
874 #endif
875
876                         msg_print(NULL);
877                 }
878         }
879 }
880
881
882 /*
883  * Player "wants" to pick up an object or gold.
884  * Note that we ONLY handle things that can be picked up.
885  * See "move_player()" for handling of other things.
886  */
887 void carry(int pickup)
888 {
889         cave_type *c_ptr = &cave[py][px];
890
891         s16b this_o_idx, next_o_idx = 0;
892
893         char    o_name[MAX_NLEN];
894
895         /* Recenter the map around the player */
896         verify_panel();
897
898         /* Update stuff */
899         p_ptr->update |= (PU_MONSTERS);
900
901         /* Redraw map */
902         p_ptr->redraw |= (PR_MAP);
903
904         /* Window stuff */
905         p_ptr->window |= (PW_OVERHEAD);
906
907         /* Handle stuff */
908         handle_stuff();
909
910         /* Automatically pickup/destroy/inscribe items */
911         auto_pickup_items(c_ptr);
912
913
914 #ifdef ALLOW_EASY_FLOOR
915
916         if (easy_floor)
917         {
918                 py_pickup_floor(pickup);
919                 return;
920         }
921
922 #endif /* ALLOW_EASY_FLOOR */
923
924         /* Scan the pile of objects */
925         for (this_o_idx = c_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
926         {
927                 object_type *o_ptr;
928
929                 /* Acquire object */
930                 o_ptr = &o_list[this_o_idx];
931
932 #ifdef ALLOW_EASY_SENSE /* TNB */
933
934                 /* Option: Make item sensing easy */
935                 if (easy_sense)
936                 {
937                         /* Sense the object */
938                         (void)sense_object(o_ptr);
939                 }
940
941 #endif /* ALLOW_EASY_SENSE -- TNB */
942
943                 /* Describe the object */
944                 object_desc(o_name, o_ptr, TRUE, 3);
945
946                 /* Acquire next object */
947                 next_o_idx = o_ptr->next_o_idx;
948
949                 /* Hack -- disturb */
950                 disturb(0, 0);
951
952                 /* Pick up gold */
953                 if (o_ptr->tval == TV_GOLD)
954                 {
955                         int value = (long)o_ptr->pval;
956
957                         /* Delete the gold */
958                         delete_object_idx(this_o_idx);
959
960                         /* Message */
961 #ifdef JP
962                 msg_format(" $%ld ¤Î²ÁÃͤ¬¤¢¤ë%s¤ò¸«¤Ä¤±¤¿¡£",
963                            (long)value, o_name);
964 #else
965                         msg_format("You collect %ld gold pieces worth of %s.",
966                                    (long)value, o_name);
967 #endif
968
969
970                         sound(SOUND_SELL);
971
972                         /* Collect the gold */
973                         p_ptr->au += value;
974
975                         /* Redraw gold */
976                         p_ptr->redraw |= (PR_GOLD);
977
978                         /* Window stuff */
979                         p_ptr->window |= (PW_PLAYER);
980                 }
981
982                 /* Pick up objects */
983                 else
984                 {
985                         /* Hack - some objects were handled in auto_pickup_items(). */
986                         if (o_ptr->marked & OM_NOMSG)
987                         {
988                                 /* Clear the flag. */
989                                 o_ptr->marked &= ~OM_NOMSG;
990                         }
991                         /* Describe the object */
992                         else if (!pickup)
993
994                         {
995 #ifdef JP
996                                 msg_format("%s¤¬¤¢¤ë¡£", o_name);
997 #else
998                                 msg_format("You see %s.", o_name);
999 #endif
1000
1001                         }
1002
1003                         /* Note that the pack is too full */
1004                         else if (!inven_carry_okay(o_ptr))
1005                         {
1006 #ifdef JP
1007                                 msg_format("¥¶¥Ã¥¯¤Ë¤Ï%s¤òÆþ¤ì¤ë·ä´Ö¤¬¤Ê¤¤¡£", o_name);
1008 #else
1009                                 msg_format("You have no room for %s.", o_name);
1010 #endif
1011
1012                         }
1013
1014                         /* Pick up the item (if requested and allowed) */
1015                         else
1016                         {
1017                                 int okay = TRUE;
1018
1019                                 /* Hack -- query every item */
1020                                 if (carry_query_flag)
1021                                 {
1022                                         char out_val[MAX_NLEN+20];
1023 #ifdef JP
1024                                         sprintf(out_val, "%s¤ò½¦¤¤¤Þ¤¹¤«? ", o_name);
1025 #else
1026                                         sprintf(out_val, "Pick up %s? ", o_name);
1027 #endif
1028
1029                                         okay = get_check(out_val);
1030                                 }
1031
1032                                 /* Attempt to pick up an object. */
1033                                 if (okay)
1034                                 {
1035                                         /* Pick up the object */
1036                                         py_pickup_aux(this_o_idx);
1037                                 }
1038                         }
1039                 }
1040         }
1041 }
1042
1043
1044 /*
1045  * Determine if a trap affects the player.
1046  * Always miss 5% of the time, Always hit 5% of the time.
1047  * Otherwise, match trap power against player armor.
1048  */
1049 static int check_hit(int power)
1050 {
1051         int k, ac;
1052
1053         /* Percentile dice */
1054         k = randint0(100);
1055
1056         /* Hack -- 5% hit, 5% miss */
1057         if (k < 10) return (k < 5);
1058
1059         if (p_ptr->pseikaku == SEIKAKU_NAMAKE)
1060                 if (one_in_(20)) return (TRUE);
1061
1062         /* Paranoia -- No power */
1063         if (power <= 0) return (FALSE);
1064
1065         /* Total armor */
1066         ac = p_ptr->ac + p_ptr->to_a;
1067
1068         /* Power competes against Armor */
1069         if (randint1(power) > ((ac * 3) / 4)) return (TRUE);
1070
1071         /* Assume miss */
1072         return (FALSE);
1073 }
1074
1075
1076
1077 /*
1078  * Handle player hitting a real trap
1079  */
1080 static void hit_trap(bool break_trap)
1081 {
1082         int i, num, dam;
1083         int x = px, y = py;
1084
1085         cave_type *c_ptr;
1086
1087 #ifdef JP
1088         cptr            name = "¥È¥é¥Ã¥×";
1089 #else
1090         cptr name = "a trap";
1091 #endif
1092
1093
1094
1095         /* Disturb the player */
1096         disturb(0, 0);
1097
1098         /* Get the cave grid */
1099         c_ptr = &cave[y][x];
1100
1101         /* Analyze XXX XXX XXX */
1102         switch (c_ptr->feat)
1103         {
1104                 case FEAT_TRAP_TRAPDOOR:
1105                 {
1106                         if (p_ptr->ffall)
1107                         {
1108 #ifdef JP
1109                                 msg_print("Í¸Í¤òÈô¤Ó±Û¤¨¤¿¡£");
1110 #else
1111                                 msg_print("You fly over a trap door.");
1112 #endif
1113
1114                         }
1115                         else
1116                         {
1117 #ifdef JP
1118                                 msg_print("Í¸Í¤ËÍî¤Á¤¿¡ª");
1119                                 if ((p_ptr->pseikaku == SEIKAKU_COMBAT) || (inventory[INVEN_BOW].name1 == ART_CRIMSON))
1120                                         msg_print("¤¯¤Ã¤½¡Á¡ª");
1121 #else
1122                                 msg_print("You have fallen through a trap door!");
1123 #endif
1124
1125                                 sound(SOUND_FALL);
1126                                 dam = damroll(2, 8);
1127 #ifdef JP
1128                                 name = "Í¸Í";
1129 #else
1130                                 name = "a trap door";
1131 #endif
1132
1133                                 take_hit(DAMAGE_NOESCAPE, dam, name, -1);
1134
1135                                 /* Still alive and autosave enabled */
1136                                 if (autosave_l && (p_ptr->chp >= 0))
1137                                         do_cmd_save_game(TRUE);
1138
1139 #ifdef JP
1140                                 do_cmd_write_nikki(NIKKI_BUNSHOU, 0, "Í¸Í¤ËÍî¤Á¤¿");
1141 #else
1142                                 do_cmd_write_nikki(NIKKI_BUNSHOU, 0, "You have fallen through a trap door!");
1143 #endif
1144                                 prepare_change_floor_mode(CFM_DOWN | CFM_RAND_PLACE | CFM_RAND_CONNECT);
1145
1146                                 /* Leaving */
1147                                 p_ptr->leaving = TRUE;
1148                         }
1149                         break;
1150                 }
1151
1152                 case FEAT_TRAP_PIT:
1153                 {
1154                         if (p_ptr->ffall)
1155                         {
1156 #ifdef JP
1157                                 msg_print("Í·ê¤òÈô¤Ó±Û¤¨¤¿¡£");
1158 #else
1159                                 msg_print("You fly over a pit trap.");
1160 #endif
1161
1162                         }
1163                         else
1164                         {
1165 #ifdef JP
1166                                 msg_print("Í·ê¤ËÍî¤Á¤Æ¤·¤Þ¤Ã¤¿¡ª");
1167 #else
1168                                 msg_print("You have fallen into a pit!");
1169 #endif
1170
1171                                 dam = damroll(2, 6);
1172 #ifdef JP
1173                                 name = "Í·ê";
1174 #else
1175                                 name = "a pit trap";
1176 #endif
1177
1178                                 take_hit(DAMAGE_NOESCAPE, dam, name, -1);
1179                         }
1180                         break;
1181                 }
1182
1183                 case FEAT_TRAP_SPIKED_PIT:
1184                 {
1185                         if (p_ptr->ffall)
1186                         {
1187 #ifdef JP
1188                                 msg_print("¥È¥²¤Î¤¢¤ëÍ·ê¤òÈô¤Ó±Û¤¨¤¿¡£");
1189 #else
1190                                 msg_print("You fly over a spiked pit.");
1191 #endif
1192
1193                         }
1194                         else
1195                         {
1196 #ifdef JP
1197                         msg_print("¥¹¥Ñ¥¤¥¯¤¬Éߤ«¤ì¤¿Í·ê¤ËÍî¤Á¤Æ¤·¤Þ¤Ã¤¿¡ª");
1198 #else
1199                                 msg_print("You fall into a spiked pit!");
1200 #endif
1201
1202
1203                                 /* Base damage */
1204 #ifdef JP
1205                                 name = "Í·ê";
1206 #else
1207                                 name = "a pit trap";
1208 #endif
1209
1210                                 dam = damroll(2, 6);
1211
1212                                 /* Extra spike damage */
1213                                 if (randint0(100) < 50)
1214                                 {
1215 #ifdef JP
1216                                         msg_print("¥¹¥Ñ¥¤¥¯¤¬»É¤µ¤Ã¤¿¡ª");
1217 #else
1218                                         msg_print("You are impaled!");
1219 #endif
1220
1221
1222 #ifdef JP
1223                                         name = "¥È¥²¤Î¤¢¤ëÍ·ê";
1224 #else
1225                                         name = "a spiked pit";
1226 #endif
1227
1228                                         dam = dam * 2;
1229                                         (void)set_cut(p_ptr->cut + randint1(dam));
1230                                 }
1231
1232                                 /* Take the damage */
1233                                 take_hit(DAMAGE_NOESCAPE, dam, name, -1);
1234                         }
1235                         break;
1236                 }
1237
1238                 case FEAT_TRAP_POISON_PIT:
1239                 {
1240                         if (p_ptr->ffall)
1241                         {
1242 #ifdef JP
1243                                 msg_print("¥È¥²¤Î¤¢¤ëÍ·ê¤òÈô¤Ó±Û¤¨¤¿¡£");
1244 #else
1245                                 msg_print("You fly over a spiked pit.");
1246 #endif
1247
1248                         }
1249                         else
1250                         {
1251 #ifdef JP
1252                         msg_print("¥¹¥Ñ¥¤¥¯¤¬Éߤ«¤ì¤¿Í·ê¤ËÍî¤Á¤Æ¤·¤Þ¤Ã¤¿¡ª");
1253 #else
1254                                 msg_print("You fall into a spiked pit!");
1255 #endif
1256
1257
1258                                 /* Base damage */
1259                                 dam = damroll(2, 6);
1260
1261 #ifdef JP
1262                                 name = "Í·ê";
1263 #else
1264                                 name = "a pit trap";
1265 #endif
1266
1267
1268                                 /* Extra spike damage */
1269                                 if (randint0(100) < 50)
1270                                 {
1271 #ifdef JP
1272                                         msg_print("ÆǤòÅɤé¤ì¤¿¥¹¥Ñ¥¤¥¯¤¬»É¤µ¤Ã¤¿¡ª");
1273 #else
1274                                         msg_print("You are impaled on poisonous spikes!");
1275 #endif
1276
1277
1278 #ifdef JP
1279                                         name = "¥È¥²¤Î¤¢¤ëÍ·ê";
1280 #else
1281                                         name = "a spiked pit";
1282 #endif
1283
1284
1285                                         dam = dam * 2;
1286                                         (void)set_cut(p_ptr->cut + randint1(dam));
1287
1288                                         if (p_ptr->resist_pois || IS_OPPOSE_POIS())
1289                                         {
1290 #ifdef JP
1291                                                 msg_print("¤·¤«¤·ÆǤαƶÁ¤Ï¤Ê¤«¤Ã¤¿¡ª");
1292 #else
1293                                                 msg_print("The poison does not affect you!");
1294 #endif
1295
1296                                         }
1297
1298                                         else
1299                                         {
1300                                                 dam = dam * 2;
1301                                                 (void)set_poisoned(p_ptr->poisoned + randint1(dam));
1302                                         }
1303                                 }
1304
1305                                 /* Take the damage */
1306                                 take_hit(DAMAGE_NOESCAPE, dam, name, -1);
1307                         }
1308
1309                         break;
1310                 }
1311
1312                 case FEAT_TRAP_TY_CURSE:
1313                 {
1314 #ifdef JP
1315                         msg_print("²¿¤«¤¬¥Ô¥«¥Ã¤È¸÷¤Ã¤¿¡ª");
1316 #else
1317                         msg_print("There is a flash of shimmering light!");
1318 #endif
1319
1320                         c_ptr->info &= ~(CAVE_MARK);
1321                         cave_set_feat(y, x, floor_type[randint0(100)]);
1322                         num = 2 + randint1(3);
1323                         for (i = 0; i < num; i++)
1324                         {
1325                                 (void)summon_specific(0, y, x, dun_level, 0, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE | PM_NO_PET));
1326                         }
1327
1328                         if (dun_level > randint1(100)) /* No nasty effect for low levels */
1329                         {
1330                                 bool stop_ty = FALSE;
1331                                 int count = 0;
1332
1333                                 do
1334                                 {
1335                                         stop_ty = activate_ty_curse(stop_ty, &count);
1336                                 }
1337                                 while (one_in_(6));
1338                         }
1339                         break;
1340                 }
1341
1342                 case FEAT_TRAP_TELEPORT:
1343                 {
1344 #ifdef JP
1345                         msg_print("¥Æ¥ì¥Ý¡¼¥È¡¦¥È¥é¥Ã¥×¤Ë¤Ò¤Ã¤«¤«¤Ã¤¿¡ª");
1346 #else
1347                         msg_print("You hit a teleport trap!");
1348 #endif
1349
1350                         teleport_player(100);
1351                         break;
1352                 }
1353
1354                 case FEAT_TRAP_FIRE:
1355                 {
1356 #ifdef JP
1357                         msg_print("±ê¤ËÊñ¤Þ¤ì¤¿¡ª");
1358 #else
1359                         msg_print("You are enveloped in flames!");
1360 #endif
1361
1362                         dam = damroll(4, 6);
1363 #ifdef JP
1364                         (void)fire_dam(dam, "±ê¤Î¥È¥é¥Ã¥×", -1);
1365 #else
1366                         (void)fire_dam(dam, "a fire trap", -1);
1367 #endif
1368
1369                         break;
1370                 }
1371
1372                 case FEAT_TRAP_ACID:
1373                 {
1374 #ifdef JP
1375                         msg_print("»À¤¬¿á¤­¤«¤±¤é¤ì¤¿¡ª");
1376 #else
1377                         msg_print("You are splashed with acid!");
1378 #endif
1379
1380                         dam = damroll(4, 6);
1381 #ifdef JP
1382                         (void)acid_dam(dam, "»À¤Î¥È¥é¥Ã¥×", -1);
1383 #else
1384                         (void)acid_dam(dam, "an acid trap", -1);
1385 #endif
1386
1387                         break;
1388                 }
1389
1390                 case FEAT_TRAP_SLOW:
1391                 {
1392                         if (check_hit(125))
1393                         {
1394 #ifdef JP
1395                                 msg_print("¾®¤µ¤Ê¥À¡¼¥Ä¤¬Èô¤ó¤Ç¤­¤Æ»É¤µ¤Ã¤¿¡ª");
1396 #else
1397                                 msg_print("A small dart hits you!");
1398 #endif
1399
1400                                 dam = damroll(1, 4);
1401                                 take_hit(DAMAGE_ATTACK, dam, name, -1);
1402                                 (void)set_slow(p_ptr->slow + randint0(20) + 20, FALSE);
1403                         }
1404                         else
1405                         {
1406 #ifdef JP
1407                                 msg_print("¾®¤µ¤Ê¥À¡¼¥Ä¤¬Èô¤ó¤Ç¤­¤¿¡ª¤¬¡¢±¿Îɤ¯Åö¤¿¤é¤Ê¤«¤Ã¤¿¡£");
1408 #else
1409                                 msg_print("A small dart barely misses you.");
1410 #endif
1411
1412                         }
1413                         break;
1414                 }
1415
1416                 case FEAT_TRAP_LOSE_STR:
1417                 {
1418                         if (check_hit(125))
1419                         {
1420 #ifdef JP
1421                                 msg_print("¾®¤µ¤Ê¥À¡¼¥Ä¤¬Èô¤ó¤Ç¤­¤Æ»É¤µ¤Ã¤¿¡ª");
1422 #else
1423                                 msg_print("A small dart hits you!");
1424 #endif
1425
1426                                 dam = damroll(1, 4);
1427 #ifdef JP
1428                                 take_hit(DAMAGE_ATTACK, dam, "¥À¡¼¥Ä¤Îæ«", -1);
1429 #else
1430                                 take_hit(DAMAGE_ATTACK, dam, "a dart trap", -1);
1431 #endif
1432
1433                                 (void)do_dec_stat(A_STR);
1434                         }
1435                         else
1436                         {
1437 #ifdef JP
1438                                 msg_print("¾®¤µ¤Ê¥À¡¼¥Ä¤¬Èô¤ó¤Ç¤­¤¿¡ª¤¬¡¢±¿Îɤ¯Åö¤¿¤é¤Ê¤«¤Ã¤¿¡£");
1439 #else
1440                                 msg_print("A small dart barely misses you.");
1441 #endif
1442
1443                         }
1444                         break;
1445                 }
1446
1447                 case FEAT_TRAP_LOSE_DEX:
1448                 {
1449                         if (check_hit(125))
1450                         {
1451 #ifdef JP
1452                                 msg_print("¾®¤µ¤Ê¥À¡¼¥Ä¤¬Èô¤ó¤Ç¤­¤Æ»É¤µ¤Ã¤¿¡ª");
1453 #else
1454                                 msg_print("A small dart hits you!");
1455 #endif
1456
1457                                 dam = damroll(1, 4);
1458 #ifdef JP
1459                                 take_hit(DAMAGE_ATTACK, dam, "¥À¡¼¥Ä¤Îæ«", -1);
1460 #else
1461                                 take_hit(DAMAGE_ATTACK, dam, "a dart trap", -1);
1462 #endif
1463
1464                                 (void)do_dec_stat(A_DEX);
1465                         }
1466                         else
1467                         {
1468 #ifdef JP
1469                                 msg_print("¾®¤µ¤Ê¥À¡¼¥Ä¤¬Èô¤ó¤Ç¤­¤¿¡ª¤¬¡¢±¿Îɤ¯Åö¤¿¤é¤Ê¤«¤Ã¤¿¡£");
1470 #else
1471                                 msg_print("A small dart barely misses you.");
1472 #endif
1473
1474                         }
1475                         break;
1476                 }
1477
1478                 case FEAT_TRAP_LOSE_CON:
1479                 {
1480                         if (check_hit(125))
1481                         {
1482 #ifdef JP
1483                                 msg_print("¾®¤µ¤Ê¥À¡¼¥Ä¤¬Èô¤ó¤Ç¤­¤Æ»É¤µ¤Ã¤¿¡ª");
1484 #else
1485                                 msg_print("A small dart hits you!");
1486 #endif
1487
1488                                 dam = damroll(1, 4);
1489 #ifdef JP
1490                                 take_hit(DAMAGE_ATTACK, dam, "¥À¡¼¥Ä¤Îæ«", -1);
1491 #else
1492                                 take_hit(DAMAGE_ATTACK, dam, "a dart trap", -1);
1493 #endif
1494
1495                                 (void)do_dec_stat(A_CON);
1496                         }
1497                         else
1498                         {
1499 #ifdef JP
1500                                 msg_print("¾®¤µ¤Ê¥À¡¼¥Ä¤¬Èô¤ó¤Ç¤­¤¿¡ª¤¬¡¢±¿Îɤ¯Åö¤¿¤é¤Ê¤«¤Ã¤¿¡£");
1501 #else
1502                                 msg_print("A small dart barely misses you.");
1503 #endif
1504
1505                         }
1506                         break;
1507                 }
1508
1509                 case FEAT_TRAP_BLIND:
1510                 {
1511 #ifdef JP
1512                         msg_print("¹õ¤¤¥¬¥¹¤ËÊñ¤ß¹þ¤Þ¤ì¤¿¡ª");
1513 #else
1514                         msg_print("A black gas surrounds you!");
1515 #endif
1516
1517                         if (!p_ptr->resist_blind)
1518                         {
1519                                 (void)set_blind(p_ptr->blind + randint0(50) + 25);
1520                         }
1521                         break;
1522                 }
1523
1524                 case FEAT_TRAP_CONFUSE:
1525                 {
1526 #ifdef JP
1527                         msg_print("¤­¤é¤á¤¯¥¬¥¹¤ËÊñ¤ß¹þ¤Þ¤ì¤¿¡ª");
1528 #else
1529                         msg_print("A gas of scintillating colors surrounds you!");
1530 #endif
1531
1532                         if (!p_ptr->resist_conf)
1533                         {
1534                                 (void)set_confused(p_ptr->confused + randint0(20) + 10);
1535                         }
1536                         break;
1537                 }
1538
1539                 case FEAT_TRAP_POISON:
1540                 {
1541 #ifdef JP
1542                         msg_print("»É·ãŪ¤ÊÎп§¤Î¥¬¥¹¤ËÊñ¤ß¹þ¤Þ¤ì¤¿¡ª");
1543 #else
1544                         msg_print("A pungent green gas surrounds you!");
1545 #endif
1546
1547                         if (!p_ptr->resist_pois && !IS_OPPOSE_POIS())
1548                         {
1549                                 (void)set_poisoned(p_ptr->poisoned + randint0(20) + 10);
1550                         }
1551                         break;
1552                 }
1553
1554                 case FEAT_TRAP_SLEEP:
1555                 {
1556 #ifdef JP
1557                         msg_print("´ñ̯¤ÊÇò¤¤Ì¸¤ËÊñ¤Þ¤ì¤¿¡ª");
1558 #else
1559                         msg_print("A strange white mist surrounds you!");
1560 #endif
1561
1562                         if (!p_ptr->free_act)
1563                         {
1564 #ifdef JP
1565 msg_print("¤¢¤Ê¤¿¤Ï̲¤ê¤Ë½¢¤¤¤¿¡£");
1566 #else
1567                                 msg_print("You fall asleep.");
1568 #endif
1569
1570
1571                                 if (ironman_nightmare)
1572                                 {
1573 #ifdef JP
1574 msg_print("¿È¤ÎÌÓ¤â¤è¤À¤Ä¸÷·Ê¤¬Æ¬¤ËÉ⤫¤ó¤À¡£");
1575 #else
1576                                         msg_print("A horrible vision enters your mind.");
1577 #endif
1578
1579
1580                                         /* Pick a nightmare */
1581                                         get_mon_num_prep(get_nightmare, NULL);
1582
1583                                         /* Have some nightmares */
1584                                         have_nightmare(get_mon_num(MAX_DEPTH));
1585
1586                                         /* Remove the monster restriction */
1587                                         get_mon_num_prep(NULL, NULL);
1588                                 }
1589                                 (void)set_paralyzed(p_ptr->paralyzed + randint0(10) + 5);
1590                         }
1591                         break;
1592                 }
1593
1594                 case FEAT_TRAP_TRAPS:
1595                 {
1596 #ifdef JP
1597 msg_print("¤Þ¤Ð¤æ¤¤Á®¸÷¤¬Áö¤Ã¤¿¡ª");
1598 #else
1599                         msg_print("There is a bright flash of light!");
1600 #endif
1601
1602
1603                         /* Destroy this trap */
1604                         cave_set_feat(y, x, floor_type[randint0(100)]);
1605
1606                         /* Make some new traps */
1607                         project(0, 1, y, x, 0, GF_MAKE_TRAP, PROJECT_HIDE | PROJECT_JUMP | PROJECT_GRID, -1);
1608
1609                         break;
1610                 }
1611
1612                 case FEAT_TRAP_ALARM:
1613                 {
1614 #ifdef JP
1615                         msg_print("¤±¤¿¤¿¤Þ¤·¤¤²»¤¬ÌĤê¶Á¤¤¤¿¡ª");
1616 #else
1617                         msg_print("An alarm sounds!");
1618 #endif
1619
1620                         aggravate_monsters(0);
1621
1622                         break;
1623                 }
1624
1625                 case FEAT_TRAP_OPEN:
1626                 {
1627 #ifdef JP
1628                         msg_print("Âç²»¶Á¤È¶¦¤Ë¤Þ¤ï¤ê¤ÎÊɤ¬Êø¤ì¤¿¡ª");
1629 #else
1630                         msg_print("Suddenly, surrounding walls are opened!");
1631 #endif
1632                         (void)project(0, 3, y, x, 0, GF_DISINTEGRATE, PROJECT_GRID | PROJECT_HIDE, -1);
1633                         (void)project(0, 3, y, x - 4, 0, GF_DISINTEGRATE, PROJECT_GRID | PROJECT_HIDE, -1);
1634                         (void)project(0, 3, y, x + 4, 0, GF_DISINTEGRATE, PROJECT_GRID | PROJECT_HIDE, -1);
1635                         aggravate_monsters(0);
1636
1637                         break;
1638                 }
1639
1640                 case FEAT_TRAP_ARMAGEDDON:
1641                 {
1642                         static int levs[10] = {0, 0, 20, 10, 5, 3, 2, 1, 1, 1};
1643                         int evil_idx = 0, good_idx = 0;
1644
1645                         int lev;
1646 #ifdef JP
1647                         msg_print("ÆÍÁ³Å·³¦¤ÎÀïÁè¤Ë´¬¤­¹þ¤Þ¤ì¤¿¡ª");
1648 #else
1649                         msg_print("Suddenly, you are surrounded by immotal beings!");
1650 #endif
1651
1652                         /* Destroy this trap */
1653                         cave_set_feat(y, x, floor_type[randint0(100)]);
1654
1655                         /* Summon Demons and Angels */
1656                         for (lev = dun_level; lev >= 20; lev -= 1 + lev/16)
1657                         {
1658                                 num = levs[MIN(lev/10, 9)];
1659                                 for (i = 0; i < num; i++)
1660                                 {
1661                                         int x1 = rand_spread(x, 7);
1662                                         int y1 = rand_spread(y, 5);
1663
1664                                         /* Skip illegal grids */
1665                                         if (!in_bounds(y1, x1)) continue;
1666
1667                                         /* Require line of sight */
1668                                         if (!player_has_los_bold(y1, x1)) continue;
1669
1670                                         if (summon_specific(0, y1, x1, lev, SUMMON_ARMAGE_EVIL, (PM_NO_PET)))
1671                                                 evil_idx = hack_m_idx_ii;
1672
1673                                         if (summon_specific(0, y1, x1, lev, SUMMON_ARMAGE_GOOD, (PM_NO_PET)))
1674                                         {
1675                                                 good_idx = hack_m_idx_ii;
1676                                         }
1677
1678                                         /* Let them fight each other */
1679                                         if (evil_idx && good_idx)
1680                                         {
1681                                                 monster_type *evil_ptr = &m_list[evil_idx];
1682                                                 monster_type *good_ptr = &m_list[good_idx];
1683                                                 evil_ptr->target_y = good_ptr->fy;
1684                                                 evil_ptr->target_x = good_ptr->fx;
1685                                                 good_ptr->target_y = evil_ptr->fy;
1686                                                 good_ptr->target_x = evil_ptr->fx;
1687                                         }
1688                                 }
1689                         }
1690                         break;
1691                 }
1692
1693                 case FEAT_TRAP_PIRANHA:
1694                 {
1695 #ifdef JP
1696                         msg_print("ÆÍÁ³Êɤ«¤é¿å¤¬°î¤ì½Ð¤·¤¿¡ª¥Ô¥é¥Ë¥¢¤¬¤¤¤ë¡ª");
1697 #else
1698                         msg_print("Suddenly, the room is filled with water with piranhas!");
1699 #endif
1700
1701                         /* Destroy this trap */
1702                         cave_set_feat(y, x, floor_type[randint0(100)]);
1703
1704                         /* Water fills room */
1705                         fire_ball_hide(GF_WATER_FLOW, 0, 1, 10);
1706
1707                         /* Summon Piranhas */
1708                         num = 1 + dun_level/20;
1709                         for (i = 0; i < num; i++)
1710                         {
1711                                 (void)summon_specific(0, y, x, dun_level, SUMMON_PIRANHAS, (PM_ALLOW_GROUP | PM_NO_PET));
1712                         }
1713                         break;
1714                 }
1715         }
1716         if (break_trap && is_trap(c_ptr->feat))
1717         {
1718                 cave_set_feat(y, x, floor_type[randint0(100)]);
1719 #ifdef JP
1720                 msg_print("¥È¥é¥Ã¥×¤òÊ´ºÕ¤·¤¿¡£");
1721 #else
1722                 msg_print("You destroyed the trap.");
1723 #endif
1724         }
1725 }
1726
1727
1728 static void touch_zap_player(monster_type *m_ptr)
1729 {
1730         int aura_damage = 0;
1731         monster_race *r_ptr = &r_info[m_ptr->r_idx];
1732
1733         if (r_ptr->flags2 & RF2_AURA_FIRE)
1734         {
1735                 if (!p_ptr->immune_fire)
1736                 {
1737                         char aura_dam[80];
1738
1739                         aura_damage = damroll(1 + (r_ptr->level / 26), 1 + (r_ptr->level / 17));
1740
1741                         /* Hack -- Get the "died from" name */
1742                         monster_desc(aura_dam, m_ptr, MD_IGNORE_HALLU | MD_ASSUME_VISIBLE | MD_INDEF_VISIBLE);
1743
1744 #ifdef JP
1745                         msg_print("ÆÍÁ³¤È¤Æ¤âÇ®¤¯¤Ê¤Ã¤¿¡ª");
1746 #else
1747                         msg_print("You are suddenly very hot!");
1748 #endif
1749
1750
1751                         if (prace_is_(RACE_ENT)) aura_damage += aura_damage / 3;
1752                         if (IS_OPPOSE_FIRE()) aura_damage = (aura_damage + 2) / 3;
1753                         if (p_ptr->resist_fire) aura_damage = (aura_damage + 2) / 3;
1754
1755                         take_hit(DAMAGE_NOESCAPE, aura_damage, aura_dam, -1);
1756                         if (m_ptr->ml && is_original_ap(m_ptr)) r_ptr->r_flags2 |= RF2_AURA_FIRE;
1757                         handle_stuff();
1758                 }
1759         }
1760
1761         if (r_ptr->flags3 & RF3_AURA_COLD)
1762         {
1763                 if (!p_ptr->immune_cold)
1764                 {
1765                         char aura_dam[80];
1766
1767                         aura_damage = damroll(1 + (r_ptr->level / 26), 1 + (r_ptr->level / 17));
1768
1769                         /* Hack -- Get the "died from" name */
1770                         monster_desc(aura_dam, m_ptr, MD_IGNORE_HALLU | MD_ASSUME_VISIBLE | MD_INDEF_VISIBLE);
1771
1772 #ifdef JP
1773                         msg_print("ÆÍÁ³¤È¤Æ¤â´¨¤¯¤Ê¤Ã¤¿¡ª");
1774 #else
1775                         msg_print("You are suddenly very cold!");
1776 #endif
1777
1778
1779                         if (IS_OPPOSE_COLD()) aura_damage = (aura_damage + 2) / 3;
1780                         if (p_ptr->resist_cold) aura_damage = (aura_damage + 2) / 3;
1781
1782                         take_hit(DAMAGE_NOESCAPE, aura_damage, aura_dam, -1);
1783                         if (m_ptr->ml && is_original_ap(m_ptr)) r_ptr->r_flags3 |= RF3_AURA_COLD;
1784                         handle_stuff();
1785                 }
1786         }
1787
1788         if (r_ptr->flags2 & RF2_AURA_ELEC)
1789         {
1790                 if (!p_ptr->immune_elec)
1791                 {
1792                         char aura_dam[80];
1793
1794                         aura_damage = damroll(1 + (r_ptr->level / 26), 1 + (r_ptr->level / 17));
1795
1796                         /* Hack -- Get the "died from" name */
1797                         monster_desc(aura_dam, m_ptr, MD_IGNORE_HALLU | MD_ASSUME_VISIBLE | MD_INDEF_VISIBLE);
1798
1799                         if (prace_is_(RACE_ANDROID)) aura_damage += aura_damage / 3;
1800                         if (IS_OPPOSE_ELEC()) aura_damage = (aura_damage + 2) / 3;
1801                         if (p_ptr->resist_elec) aura_damage = (aura_damage + 2) / 3;
1802
1803 #ifdef JP
1804                         msg_print("ÅÅ·â¤ò¤¯¤é¤Ã¤¿¡ª");
1805 #else
1806                         msg_print("You get zapped!");
1807 #endif
1808
1809                         take_hit(DAMAGE_NOESCAPE, aura_damage, aura_dam, -1);
1810                         if (m_ptr->ml && is_original_ap(m_ptr)) r_ptr->r_flags2 |= RF2_AURA_ELEC;
1811                         handle_stuff();
1812                 }
1813         }
1814 }
1815
1816
1817 static void natural_attack(s16b m_idx, int attack, bool *fear, bool *mdeath)
1818 {
1819         int             k, bonus, chance;
1820         int             n_weight = 0;
1821         monster_type    *m_ptr = &m_list[m_idx];
1822         monster_race    *r_ptr = &r_info[m_ptr->r_idx];
1823         char            m_name[80];
1824
1825         int             dss, ddd;
1826
1827         cptr            atk_desc;
1828
1829         switch (attack)
1830         {
1831                 case MUT2_SCOR_TAIL:
1832                         dss = 3;
1833                         ddd = 7;
1834                         n_weight = 5;
1835 #ifdef JP
1836                         atk_desc = "¿¬Èø";
1837 #else
1838                         atk_desc = "tail";
1839 #endif
1840
1841                         break;
1842                 case MUT2_HORNS:
1843                         dss = 2;
1844                         ddd = 6;
1845                         n_weight = 15;
1846 #ifdef JP
1847                         atk_desc = "³Ñ";
1848 #else
1849                         atk_desc = "horns";
1850 #endif
1851
1852                         break;
1853                 case MUT2_BEAK:
1854                         dss = 2;
1855                         ddd = 4;
1856                         n_weight = 5;
1857 #ifdef JP
1858                         atk_desc = "¥¯¥Á¥Ð¥·";
1859 #else
1860                         atk_desc = "beak";
1861 #endif
1862
1863                         break;
1864                 case MUT2_TRUNK:
1865                         dss = 1;
1866                         ddd = 4;
1867                         n_weight = 35;
1868 #ifdef JP
1869                         atk_desc = "¾Ý¤ÎÉ¡";
1870 #else
1871                         atk_desc = "trunk";
1872 #endif
1873
1874                         break;
1875                 case MUT2_TENTACLES:
1876                         dss = 2;
1877                         ddd = 5;
1878                         n_weight = 5;
1879 #ifdef JP
1880                         atk_desc = "¿¨¼ê";
1881 #else
1882                         atk_desc = "tentacles";
1883 #endif
1884
1885                         break;
1886                 default:
1887                         dss = ddd = n_weight = 1;
1888 #ifdef JP
1889                         atk_desc = "̤ÄêµÁ¤ÎÉô°Ì";
1890 #else
1891                         atk_desc = "undefined body part";
1892 #endif
1893
1894         }
1895
1896         /* Extract monster name (or "it") */
1897         monster_desc(m_name, m_ptr, 0);
1898
1899
1900         /* Calculate the "attack quality" */
1901         bonus = p_ptr->to_h_m;
1902         bonus += (p_ptr->lev * 6 / 5);
1903         chance = (p_ptr->skill_thn + (bonus * BTH_PLUS_ADJ));
1904
1905         /* Test for hit */
1906         if ((!(r_ptr->flags2 & RF2_QUANTUM) || !randint0(2)) && test_hit_norm(chance, r_ptr->ac, m_ptr->ml))
1907         {
1908                 /* Sound */
1909                 sound(SOUND_HIT);
1910
1911 #ifdef JP
1912                 msg_format("%s¤ò%s¤Ç¹¶·â¤·¤¿¡£", m_name, atk_desc);
1913 #else
1914                 msg_format("You hit %s with your %s.", m_name, atk_desc);
1915 #endif
1916
1917
1918                 k = damroll(ddd, dss);
1919                 k = critical_norm(n_weight, bonus, k, (s16b)bonus, 0);
1920
1921                 /* Apply the player damage bonuses */
1922                 k += p_ptr->to_d_m;
1923
1924                 /* No negative damage */
1925                 if (k < 0) k = 0;
1926
1927                 /* Modify the damage */
1928                 k = mon_damage_mod(m_ptr, k, FALSE);
1929
1930                 /* Complex message */
1931                 if (p_ptr->wizard)
1932                 {
1933 #ifdef JP
1934                                 msg_format("%d/%d ¤Î¥À¥á¡¼¥¸¤òÍ¿¤¨¤¿¡£", k, m_ptr->hp);
1935 #else
1936                         msg_format("You do %d (out of %d) damage.", k, m_ptr->hp);
1937 #endif
1938
1939                 }
1940
1941                 /* Anger the monster */
1942                 if (k > 0) anger_monster(m_ptr);
1943
1944                 /* Damage, check for fear and mdeath */
1945                 switch (attack)
1946                 {
1947                         case MUT2_SCOR_TAIL:
1948                                 project(0, 0, m_ptr->fy, m_ptr->fx, k, GF_POIS, PROJECT_KILL, -1);
1949                                 *mdeath = (m_ptr->r_idx == 0);
1950                                 break;
1951                         case MUT2_HORNS:
1952                                 *mdeath = mon_take_hit(m_idx, k, fear, NULL);
1953                                 break;
1954                         case MUT2_BEAK:
1955                                 *mdeath = mon_take_hit(m_idx, k, fear, NULL);
1956                                 break;
1957                         case MUT2_TRUNK:
1958                                 *mdeath = mon_take_hit(m_idx, k, fear, NULL);
1959                                 break;
1960                         case MUT2_TENTACLES:
1961                                 *mdeath = mon_take_hit(m_idx, k, fear, NULL);
1962                                 break;
1963                         default:
1964                                 *mdeath = mon_take_hit(m_idx, k, fear, NULL);
1965                 }
1966
1967                 touch_zap_player(m_ptr);
1968         }
1969         /* Player misses */
1970         else
1971         {
1972                 /* Sound */
1973                 sound(SOUND_MISS);
1974
1975                 /* Message */
1976 #ifdef JP
1977                         msg_format("¥ß¥¹¡ª %s¤Ë¤«¤ï¤µ¤ì¤¿¡£", m_name);
1978 #else
1979                 msg_format("You miss %s.", m_name);
1980 #endif
1981
1982         }
1983 }
1984
1985
1986
1987 /*
1988  * Player attacks a (poor, defenseless) creature        -RAK-
1989  *
1990  * If no "weapon" is available, then "punch" the monster one time.
1991  */
1992 static void py_attack_aux(int y, int x, bool *fear, bool *mdeath, s16b hand, int mode)
1993 {
1994         int             num = 0, k, bonus, chance, vir;
1995
1996         cave_type       *c_ptr = &cave[y][x];
1997
1998         monster_type    *m_ptr = &m_list[c_ptr->m_idx];
1999         monster_race    *r_ptr = &r_info[m_ptr->r_idx];
2000
2001         object_type     *o_ptr;
2002
2003         char            m_name[80];
2004
2005         bool            success_hit = FALSE;
2006         bool            old_success_hit = FALSE;
2007         bool            backstab = FALSE;
2008         bool            vorpal_cut = FALSE;
2009         int             chaos_effect = 0;
2010         bool            stab_fleeing = FALSE;
2011         bool            fuiuchi = FALSE;
2012         bool            monk_attack = FALSE;
2013         bool            do_quake = FALSE;
2014         bool            weak = FALSE;
2015         bool            drain_msg = TRUE;
2016         int             drain_result = 0, drain_heal = 0;
2017         bool            can_drain = FALSE;
2018         int             num_blow;
2019         int             drain_left = MAX_VAMPIRIC_DRAIN;
2020         u32b flgs[TR_FLAG_SIZE]; /* A massive hack -- life-draining weapons */
2021         bool            is_human = (r_ptr->d_char == 'p');
2022         bool            is_lowlevel = (r_ptr->level < (p_ptr->lev - 15));
2023         bool            zantetsu_mukou, e_j_mukou;
2024
2025         switch (p_ptr->pclass)
2026         {
2027         case CLASS_ROGUE:
2028         case CLASS_NINJA:
2029                 if (buki_motteruka(INVEN_RARM + hand) && !p_ptr->icky_wield[hand])
2030                 {
2031                         int tmp = p_ptr->lev * 6 + (p_ptr->skill_stl + 10) * 4;
2032                         if (p_ptr->monlite && (mode != HISSATSU_NYUSIN)) tmp /= 3;
2033                         if (p_ptr->cursed & TRC_AGGRAVATE) tmp /= 2;
2034                         if (r_ptr->level > (p_ptr->lev * p_ptr->lev / 20 + 10)) tmp /= 3;
2035                         if (m_ptr->csleep && m_ptr->ml)
2036                         {
2037                                 /* Can't backstab creatures that we can't see, right? */
2038                                 backstab = TRUE;
2039                         }
2040                         else if ((p_ptr->special_defense & NINJA_S_STEALTH) && (randint0(tmp) > (r_ptr->level+20)) && m_ptr->ml && !(r_ptr->flagsr & RFR_RES_ALL))
2041                         {
2042                                 fuiuchi = TRUE;
2043                         }
2044                         else if (m_ptr->monfear && m_ptr->ml)
2045                         {
2046                                 stab_fleeing = TRUE;
2047                         }
2048                 }
2049                 break;
2050
2051         case CLASS_MONK:
2052         case CLASS_FORCETRAINER:
2053         case CLASS_BERSERKER:
2054                 if (empty_hands(TRUE) & EMPTY_HAND_RARM) monk_attack = TRUE;
2055                 break;
2056         }
2057
2058         if (!buki_motteruka(INVEN_RARM) && !buki_motteruka(INVEN_LARM))
2059         {
2060                 if ((r_ptr->level + 10) > p_ptr->lev)
2061                 {
2062                         if (p_ptr->skill_exp[GINOU_SUDE] < s_info[p_ptr->pclass].s_max[GINOU_SUDE])
2063                         {
2064                                 if (p_ptr->skill_exp[GINOU_SUDE] < WEAPON_EXP_BEGINNER)
2065                                         p_ptr->skill_exp[GINOU_SUDE] += 40;
2066                                 else if ((p_ptr->skill_exp[GINOU_SUDE] < WEAPON_EXP_SKILLED))
2067                                         p_ptr->skill_exp[GINOU_SUDE] += 5;
2068                                 else if ((p_ptr->skill_exp[GINOU_SUDE] < WEAPON_EXP_EXPERT) && (p_ptr->lev > 19))
2069                                         p_ptr->skill_exp[GINOU_SUDE] += 1;
2070                                 else if ((p_ptr->lev > 34))
2071                                         if (one_in_(3)) p_ptr->skill_exp[GINOU_SUDE] += 1;
2072                                 p_ptr->update |= (PU_BONUS);
2073                         }
2074                 }
2075         }
2076         else
2077         {
2078                 if ((r_ptr->level + 10) > p_ptr->lev)
2079                 {
2080                         int tval = inventory[INVEN_RARM+hand].tval - TV_BOW;
2081                         int sval = inventory[INVEN_RARM+hand].sval;
2082                         int now_exp = p_ptr->weapon_exp[tval][sval];
2083                         if (now_exp < s_info[p_ptr->pclass].w_max[tval][sval])
2084                         {
2085                                 int amount = 0;
2086                                 if (now_exp < WEAPON_EXP_BEGINNER) amount = 80;
2087                                 else if (now_exp < WEAPON_EXP_SKILLED) amount = 10;
2088                                 else if ((now_exp < WEAPON_EXP_EXPERT) && (p_ptr->lev > 19)) amount = 1;
2089                                 else if ((p_ptr->lev > 34) && one_in_(2)) amount = 1;
2090                                 p_ptr->weapon_exp[tval][sval] += amount;
2091                                 p_ptr->update |= (PU_BONUS);
2092                         }
2093                 }
2094         }
2095
2096         /* Disturb the monster */
2097         m_ptr->csleep = 0;
2098         if (r_ptr->flags7 & RF7_HAS_LD_MASK) p_ptr->update |= (PU_MON_LITE);
2099
2100         /* Extract monster name (or "it") */
2101         monster_desc(m_name, m_ptr, 0);
2102
2103         /* Access the weapon */
2104         o_ptr = &inventory[INVEN_RARM+hand];
2105
2106         /* Calculate the "attack quality" */
2107         bonus = p_ptr->to_h[hand] + o_ptr->to_h;
2108         chance = (p_ptr->skill_thn + (bonus * BTH_PLUS_ADJ));
2109         if (mode == HISSATSU_IAI) chance += 60;
2110         if (p_ptr->special_defense & KATA_KOUKIJIN) chance += 150;
2111
2112         if (p_ptr->sutemi) chance = MAX(chance * 3 / 2, chance + 60);
2113
2114         vir = virtue_number(V_VALOUR);
2115         if (vir)
2116         {
2117                 chance += (p_ptr->virtues[vir - 1]/10);
2118         }
2119
2120         zantetsu_mukou = ((o_ptr->name1 == ART_ZANTETSU) && (r_ptr->d_char == 'j'));
2121         e_j_mukou = ((o_ptr->name1 == ART_EXCALIBUR_J) && (r_ptr->d_char == 'S'));
2122
2123         if ((mode == HISSATSU_KYUSHO) || (mode == HISSATSU_MINEUCHI) || (mode == HISSATSU_3DAN) || (mode == HISSATSU_IAI)) num_blow = 1;
2124         else if (mode == HISSATSU_COLD) num_blow = p_ptr->num_blow[hand]+2;
2125         else num_blow = p_ptr->num_blow[hand];
2126
2127         /* Attack once for each legal blow */
2128         while ((num++ < num_blow) && !p_ptr->is_dead)
2129         {
2130                 if (((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_DOKUBARI)) || (mode == HISSATSU_KYUSHO))
2131                 {
2132                         if (p_ptr->migite && p_ptr->hidarite)
2133                         {
2134                                 success_hit = one_in_(2);
2135                         }
2136                         else success_hit = TRUE;
2137                 }
2138                 else if (mode == HISSATSU_MAJIN)
2139                 {
2140                         if (num == 1)
2141                         {
2142                                 if (one_in_(2))
2143                                         success_hit = FALSE;
2144                                 old_success_hit = success_hit;
2145                         }
2146                         else success_hit = old_success_hit;
2147                 }
2148                 else if ((p_ptr->pclass == CLASS_NINJA) && ((backstab || fuiuchi) && !(r_ptr->flagsr & RFR_RES_ALL))) success_hit = TRUE;
2149                 else success_hit = test_hit_norm(chance, r_ptr->ac, m_ptr->ml);
2150
2151                 /* Test for hit */
2152                 if (success_hit)
2153                 {
2154                         int vorpal_chance = ((o_ptr->name1 == ART_VORPAL_BLADE) || (o_ptr->name1 == ART_CHAINSWORD)) ? 2 : 4;
2155
2156                         /* Sound */
2157                         sound(SOUND_HIT);
2158
2159                         /* Message */
2160 #ifdef JP
2161                         if (backstab) msg_format("¤¢¤Ê¤¿¤ÏÎä¹ó¤Ë¤â̲¤Ã¤Æ¤¤¤ë̵ÎϤÊ%s¤òÆͤ­»É¤·¤¿¡ª", m_name);
2162                         else if (fuiuchi) msg_format("ÉÔ°Õ¤òÆͤ¤¤Æ%s¤Ë¶¯Îõ¤Ê°ì·â¤ò¶ô¤é¤ï¤»¤¿¡ª", m_name);
2163                         else if (stab_fleeing) msg_format("ƨ¤²¤ë%s¤òÇØÃ椫¤éÆͤ­»É¤·¤¿¡ª", m_name);
2164                         else if (!monk_attack) msg_format("%s¤ò¹¶·â¤·¤¿¡£", m_name);
2165 #else
2166                         if (backstab) msg_format("You cruelly stab the helpless, sleeping %s!", m_name);
2167                         else if (fuiuchi) msg_format("You make surprise attack, and hit %s with a powerful blow!", m_name);
2168                         else if (stab_fleeing) msg_format("You backstab the fleeing %s!",  m_name);
2169                         else if (!monk_attack) msg_format("You hit %s.", m_name);
2170 #endif
2171
2172                         /* Hack -- bare hands do one damage */
2173                         k = 1;
2174
2175                         object_flags(o_ptr, flgs);
2176
2177                         /* Select a chaotic effect (50% chance) */
2178                         if ((have_flag(flgs, TR_CHAOTIC)) && one_in_(2))
2179                         {
2180                                 if (one_in_(10))
2181                                 chg_virtue(V_CHANCE, 1);
2182
2183                                 if (randint1(5) < 3)
2184                                 {
2185                                         /* Vampiric (20%) */
2186                                         chaos_effect = 1;
2187                                 }
2188                                 else if (one_in_(250))
2189                                 {
2190                                         /* Quake (0.12%) */
2191                                         chaos_effect = 2;
2192                                 }
2193                                 else if (!one_in_(10))
2194                                 {
2195                                         /* Confusion (26.892%) */
2196                                         chaos_effect = 3;
2197                                 }
2198                                 else if (one_in_(2))
2199                                 {
2200                                         /* Teleport away (1.494%) */
2201                                         chaos_effect = 4;
2202                                 }
2203                                 else
2204                                 {
2205                                         /* Polymorph (1.494%) */
2206                                         chaos_effect = 5;
2207                                 }
2208                         }
2209
2210                         /* Vampiric drain */
2211                         if ((have_flag(flgs, TR_VAMPIRIC)) || (chaos_effect == 1) || (mode == HISSATSU_DRAIN))
2212                         {
2213                                 /* Only drain "living" monsters */
2214                                 if (monster_living(r_ptr))
2215                                         can_drain = TRUE;
2216                                 else
2217                                         can_drain = FALSE;
2218                         }
2219
2220                         if ((have_flag(flgs, TR_VORPAL)) && (randint1(vorpal_chance*3/2) == 1) && !zantetsu_mukou)
2221                                 vorpal_cut = TRUE;
2222                         else vorpal_cut = FALSE;
2223
2224                         if (monk_attack)
2225                         {
2226                                 int special_effect = 0, stun_effect = 0, times = 0, max_times;
2227                                 int min_level = 1;
2228                                 martial_arts *ma_ptr = &ma_blows[0], *old_ptr = &ma_blows[0];
2229                                 int resist_stun = 0;
2230                                 int weight = 8;
2231
2232                                 if (r_ptr->flags1 & RF1_UNIQUE) resist_stun += 88;
2233                                 if (r_ptr->flags3 & RF3_NO_STUN) resist_stun += 66;
2234                                 if (r_ptr->flags3 & RF3_NO_CONF) resist_stun += 33;
2235                                 if (r_ptr->flags3 & RF3_NO_SLEEP) resist_stun += 33;
2236                                 if ((r_ptr->flags3 & RF3_UNDEAD) || (r_ptr->flags3 & RF3_NONLIVING))
2237                                         resist_stun += 66;
2238
2239                                 if (p_ptr->special_defense & KAMAE_BYAKKO)
2240                                         max_times = (p_ptr->lev < 3 ? 1 : p_ptr->lev / 3);
2241                                 else if (p_ptr->special_defense & KAMAE_SUZAKU)
2242                                         max_times = 1;
2243                                 else if (p_ptr->special_defense & KAMAE_GENBU)
2244                                         max_times = 1;
2245                                 else
2246                                         max_times = (p_ptr->lev < 7 ? 1 : p_ptr->lev / 7);
2247                                 /* Attempt 'times' */
2248                                 for (times = 0; times < max_times; times++)
2249                                 {
2250                                         do
2251                                         {
2252                                                 ma_ptr = &ma_blows[randint0(MAX_MA)];
2253                                                 if ((p_ptr->pclass == CLASS_FORCETRAINER) && (ma_ptr->min_level > 1)) min_level = ma_ptr->min_level + 3;
2254                                                 else min_level = ma_ptr->min_level;
2255                                         }
2256                                         while ((min_level > p_ptr->lev) ||
2257                                                (randint1(p_ptr->lev) < ma_ptr->chance));
2258
2259                                         /* keep the highest level attack available we found */
2260                                         if ((ma_ptr->min_level > old_ptr->min_level) &&
2261                                             !p_ptr->stun && !p_ptr->confused)
2262                                         {
2263                                                 old_ptr = ma_ptr;
2264
2265                                                 if (p_ptr->wizard && cheat_xtra)
2266                                                 {
2267 #ifdef JP
2268                                                         msg_print("¹¶·â¤òºÆÁªÂò¤·¤Þ¤·¤¿¡£");
2269 #else
2270                                                         msg_print("Attack re-selected.");
2271 #endif
2272                                                 }
2273                                         }
2274                                         else
2275                                         {
2276                                                 ma_ptr = old_ptr;
2277                                         }
2278                                 }
2279
2280                                 if (p_ptr->pclass == CLASS_FORCETRAINER) min_level = MAX(1, ma_ptr->min_level - 3);
2281                                 else min_level = ma_ptr->min_level;
2282                                 k = damroll(ma_ptr->dd + p_ptr->to_dd[hand], ma_ptr->ds + p_ptr->to_ds[hand]);
2283                                 if (p_ptr->special_attack & ATTACK_SUIKEN) k *= 2;
2284
2285                                 if (ma_ptr->effect == MA_KNEE)
2286                                 {
2287                                         if (r_ptr->flags1 & RF1_MALE)
2288                                         {
2289 #ifdef JP
2290                                                 msg_format("%s¤Ë¶âŪɨ½³¤ê¤ò¤¯¤é¤ï¤·¤¿¡ª", m_name);
2291 #else
2292                                                 msg_format("You hit %s in the groin with your knee!", m_name);
2293 #endif
2294
2295                                                 sound(SOUND_PAIN);
2296                                                 special_effect = MA_KNEE;
2297                                         }
2298                                         else
2299                                                 msg_format(ma_ptr->desc, m_name);
2300                                 }
2301
2302                                 else if (ma_ptr->effect == MA_SLOW)
2303                                 {
2304                                         if (!((r_ptr->flags1 & RF1_NEVER_MOVE) ||
2305                                             strchr("~#{}.UjmeEv$,DdsbBFIJQSXclnw!=?", r_ptr->d_char)))
2306                                         {
2307 #ifdef JP
2308                                                 msg_format("%s¤Î­¼ó¤Ë´ØÀá½³¤ê¤ò¤¯¤é¤ï¤·¤¿¡ª", m_name);
2309 #else
2310                                                 msg_format("You kick %s in the ankle.", m_name);
2311 #endif
2312
2313                                                 special_effect = MA_SLOW;
2314                                         }
2315                                         else msg_format(ma_ptr->desc, m_name);
2316                                 }
2317                                 else
2318                                 {
2319                                         if (ma_ptr->effect)
2320                                         {
2321                                                 stun_effect = (ma_ptr->effect / 2) + randint1(ma_ptr->effect / 2);
2322                                         }
2323
2324                                         msg_format(ma_ptr->desc, m_name);
2325                                 }
2326
2327                                 if (p_ptr->special_defense & KAMAE_SUZAKU) weight = 4;
2328                                 if ((p_ptr->pclass == CLASS_FORCETRAINER) && (p_ptr->magic_num1[0]))
2329                                 {
2330                                         weight += (p_ptr->magic_num1[0]/30);
2331                                         if (weight > 20) weight = 20;
2332                                 }
2333
2334                                 k = critical_norm(p_ptr->lev * weight, min_level, k, p_ptr->to_h[0], 0);
2335
2336                                 if ((special_effect == MA_KNEE) && ((k + p_ptr->to_d[hand]) < m_ptr->hp))
2337                                 {
2338 #ifdef JP
2339                                         msg_format("%^s¤Ï¶ìÄˤˤ¦¤á¤¤¤Æ¤¤¤ë¡ª", m_name);
2340 #else
2341                                         msg_format("%^s moans in agony!", m_name);
2342 #endif
2343
2344                                         stun_effect = 7 + randint1(13);
2345                                         resist_stun /= 3;
2346                                 }
2347
2348                                 else if ((special_effect == MA_SLOW) && ((k + p_ptr->to_d[hand]) < m_ptr->hp))
2349                                 {
2350                                         if (!(r_ptr->flags1 & RF1_UNIQUE) &&
2351                                             (randint1(p_ptr->lev) > r_ptr->level) &&
2352                                             m_ptr->mspeed > 60)
2353                                         {
2354 #ifdef JP
2355                                                 msg_format("%^s¤Ï­¤ò¤Ò¤­¤º¤ê»Ï¤á¤¿¡£", m_name);
2356 #else
2357                                                 msg_format("%^s starts limping slower.", m_name);
2358 #endif
2359
2360                                                 m_ptr->mspeed -= 10;
2361                                         }
2362                                 }
2363
2364                                 if (stun_effect && ((k + p_ptr->to_d[hand]) < m_ptr->hp))
2365                                 {
2366                                         if (p_ptr->lev > randint1(r_ptr->level + resist_stun + 10))
2367                                         {
2368 #ifdef JP
2369                                                 if (m_ptr->stunned) msg_format("%^s¤Ï¤µ¤é¤Ë¥Õ¥é¥Õ¥é¤Ë¤Ê¤Ã¤¿¡£", m_name);
2370                                                 else msg_format("%^s¤Ï¥Õ¥é¥Õ¥é¤Ë¤Ê¤Ã¤¿¡£", m_name);
2371 #else
2372                                                 if (m_ptr->stunned) msg_format("%^s is more stunned.", m_name);
2373                                                 else msg_format("%^s is stunned.", m_name);
2374 #endif
2375
2376                                                 m_ptr->stunned += stun_effect;
2377                                         }
2378                                 }
2379                         }
2380
2381                         /* Handle normal weapon */
2382                         else if (o_ptr->k_idx)
2383                         {
2384                                 k = damroll(o_ptr->dd + p_ptr->to_dd[hand], o_ptr->ds + p_ptr->to_ds[hand]);
2385                                 k = tot_dam_aux(o_ptr, k, m_ptr, mode, FALSE);
2386
2387                                 if (backstab)
2388                                 {
2389                                         k *= (3 + (p_ptr->lev / 20));
2390                                 }
2391                                 else if (fuiuchi)
2392                                 {
2393                                         k = k*(5+(p_ptr->lev*2/25))/2;
2394                                 }
2395                                 else if (stab_fleeing)
2396                                 {
2397                                         k = (3 * k) / 2;
2398                                 }
2399
2400                                 if ((p_ptr->impact[hand] && ((k > 50) || one_in_(7))) ||
2401                                          (chaos_effect == 2) || (mode == HISSATSU_QUAKE))
2402                                 {
2403                                         do_quake = TRUE;
2404                                 }
2405
2406                                 if ((!(o_ptr->tval == TV_SWORD) || !(o_ptr->sval == SV_DOKUBARI)) && !(mode == HISSATSU_KYUSHO))
2407                                         k = critical_norm(o_ptr->weight, o_ptr->to_h, k, p_ptr->to_h[hand], mode);
2408
2409                                 drain_result = k;
2410
2411                                 if (vorpal_cut)
2412                                 {
2413                                         int mult = 2;
2414
2415                                         if ((o_ptr->name1 == ART_CHAINSWORD) && !one_in_(2))
2416                                         {
2417                                                 char chainsword_noise[1024];
2418 #ifdef JP
2419                                                 if (!get_rnd_line("chainswd_j.txt", 0, chainsword_noise))
2420 #else
2421                                                 if (!get_rnd_line("chainswd.txt", 0, chainsword_noise))
2422 #endif
2423                                                 {
2424                                                         msg_print(chainsword_noise);
2425                                                 }
2426                                         }
2427
2428                                         if (o_ptr->name1 == ART_VORPAL_BLADE)
2429                                         {
2430 #ifdef JP
2431                                                 msg_print("Ìܤˤâ»ß¤Þ¤é¤Ì¥ô¥©¡¼¥Ñ¥ë¥Ö¥ì¡¼¥É¡¢¼êÏ£¤ÎÁá¶È¡ª");
2432 #else
2433                                                 msg_print("Your Vorpal Blade goes snicker-snack!");
2434 #endif
2435                                         }
2436                                         else
2437                                         {
2438 #ifdef JP
2439                                                 msg_format("%s¤ò¥°¥Ã¥µ¥êÀÚ¤êÎö¤¤¤¿¡ª", m_name);
2440 #else
2441                                                 msg_format("Your weapon cuts deep into %s!", m_name);
2442 #endif
2443                                         }
2444
2445                                         /* Try to increase the damage */
2446                                         while (one_in_(vorpal_chance))
2447                                         {
2448                                                 mult++;
2449                                         }
2450
2451                                         k *= mult;
2452
2453                                         /* Ouch! */
2454                                         if (((r_ptr->flagsr & RFR_RES_ALL) ? k/100 : k) > m_ptr->hp)
2455                                         {
2456 #ifdef JP
2457                                                 msg_format("%s¤ò¿¿¤ÃÆó¤Ä¤Ë¤·¤¿¡ª", m_name);
2458 #else
2459                                                 msg_format("You cut %s in half!", m_name);
2460 #endif
2461                                         }
2462                                         else
2463                                         {
2464                                                 switch (mult)
2465                                                 {
2466 #ifdef JP
2467                                                 case 2: msg_format("%s¤ò»Â¤Ã¤¿¡ª", m_name); break;
2468                                                 case 3: msg_format("%s¤ò¤Ö¤Ã¤¿»Â¤Ã¤¿¡ª", m_name); break;
2469                                                 case 4: msg_format("%s¤ò¥á¥Ã¥¿»Â¤ê¤Ë¤·¤¿¡ª", m_name); break;
2470                                                 case 5: msg_format("%s¤ò¥á¥Ã¥¿¥á¥¿¤Ë»Â¤Ã¤¿¡ª", m_name); break;
2471                                                 case 6: msg_format("%s¤ò»É¿È¤Ë¤·¤¿¡ª", m_name); break;
2472                                                 case 7: msg_format("%s¤ò»Â¤Ã¤Æ»Â¤Ã¤Æ»Â¤ê¤Þ¤¯¤Ã¤¿¡ª", m_name); break;
2473                                                 default: msg_format("%s¤òºÙÀÚ¤ì¤Ë¤·¤¿¡ª", m_name); break;
2474 #else
2475                                                 case 2: msg_format("You gouge %s!", m_name); break;
2476                                                 case 3: msg_format("You maim %s!", m_name); break;
2477                                                 case 4: msg_format("You carve %s!", m_name); break;
2478                                                 case 5: msg_format("You cleave %s!", m_name); break;
2479                                                 case 6: msg_format("You smite %s!", m_name); break;
2480                                                 case 7: msg_format("You eviscerate %s!", m_name); break;
2481                                                 default: msg_format("You shred %s!", m_name); break;
2482 #endif
2483                                                 }
2484                                         }
2485                                         drain_result = drain_result * 3 / 2;
2486                                 }
2487
2488                                 k += o_ptr->to_d;
2489                                 drain_result += o_ptr->to_d;
2490                         }
2491
2492                         /* Apply the player damage bonuses */
2493                         k += p_ptr->to_d[hand];
2494                         drain_result += p_ptr->to_d[hand];
2495
2496                         if ((mode == HISSATSU_SUTEMI) || (mode == HISSATSU_3DAN)) k *= 2;
2497                         if ((mode == HISSATSU_SEKIRYUKA) && !monster_living(r_ptr)) k = 0;
2498                         if ((mode == HISSATSU_SEKIRYUKA) && !p_ptr->cut) k /= 2;
2499
2500                         /* No negative damage */
2501                         if (k < 0) k = 0;
2502
2503                         if ((mode == HISSATSU_ZANMA) && !(!monster_living(r_ptr) && (r_ptr->flags3 & RF3_EVIL)))
2504                         {
2505                                 k = 0;
2506                         }
2507
2508                         if (zantetsu_mukou)
2509                         {
2510 #ifdef JP
2511                                 msg_print("¤³¤ó¤ÊÆð¤é¤«¤¤¤â¤Î¤ÏÀÚ¤ì¤ó¡ª");
2512 #else
2513                                 msg_print("You cannot cut such a elastic thing!");
2514 #endif
2515                                 k = 0;
2516                         }
2517
2518                         if (e_j_mukou)
2519                         {
2520 #ifdef JP
2521                                 msg_print("ÃØéá¤Ï¶ì¼ê¤À¡ª");
2522 #else
2523                                 msg_print("Spiders are difficult for you to deal with!");
2524 #endif
2525                                 k /= 2;
2526                         }
2527
2528                         if (mode == HISSATSU_MINEUCHI)
2529                         {
2530                                 int tmp = (10 + randint1(15) + p_ptr->lev / 5);
2531
2532                                 k = 0;
2533                                 anger_monster(m_ptr);
2534
2535                                 if (!(r_ptr->flags3 & (RF3_NO_STUN)))
2536                                 {
2537                                         /* Get stunned */
2538                                         if (m_ptr->stunned)
2539                                         {
2540 #ifdef JP
2541                                                 msg_format("%s¤Ï¤Ò¤É¤¯¤â¤¦¤í¤¦¤È¤·¤¿¡£", m_name);
2542 #else
2543                                                 msg_format("%s is more dazed.", m_name);
2544 #endif
2545
2546                                                 tmp /= 2;
2547                                         }
2548                                         else
2549                                         {
2550 #ifdef JP
2551                                                 msg_format("%s ¤Ï¤â¤¦¤í¤¦¤È¤·¤¿¡£", m_name);
2552 #else
2553                                                 msg_format("%s is dazed.", m_name);
2554 #endif
2555                                         }
2556
2557                                         /* Apply stun */
2558                                         m_ptr->stunned = (tmp < 200) ? tmp : 200;
2559                                 }
2560                                 else
2561                                 {
2562 #ifdef JP
2563                                         msg_format("%s ¤Ë¤Ï¸ú²Ì¤¬¤Ê¤«¤Ã¤¿¡£", m_name);
2564 #else
2565                                         msg_format("%s is not effected.", m_name);
2566 #endif
2567                                 }
2568                         }
2569
2570                         /* Modify the damage */
2571                         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))));
2572                         if (((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_DOKUBARI)) || (mode == HISSATSU_KYUSHO))
2573                         {
2574                                 if ((randint1(randint1(r_ptr->level/7)+5) == 1) && !(r_ptr->flags1 & RF1_UNIQUE) && !(r_ptr->flags7 & RF7_UNIQUE2))
2575                                 {
2576                                         k = m_ptr->hp + 1;
2577 #ifdef JP
2578                                         msg_format("%s¤ÎµÞ½ê¤òÆͤ­»É¤·¤¿¡ª", m_name);
2579 #else
2580                                         msg_format("You hit %s on a fatal spot!", m_name);
2581 #endif
2582                                 }
2583                                 else k = 1;
2584                         }
2585                         else if ((p_ptr->pclass == CLASS_NINJA) && buki_motteruka(INVEN_RARM + hand) && !p_ptr->icky_wield[hand] && ((p_ptr->cur_lite <= 0) || one_in_(7)))
2586                         {
2587                                 int maxhp = maxroll(r_ptr->hdice, r_ptr->hside);
2588                                 if (one_in_(backstab ? 13 : (stab_fleeing || fuiuchi) ? 15 : 27))
2589                                 {
2590                                         k *= 5;
2591                                         drain_result *= 2;
2592 #ifdef JP
2593                                         msg_format("¿Ï¤¬%s¤Ë¿¼¡¹¤ÈÆͤ­»É¤µ¤Ã¤¿¡ª", m_name);
2594 #else
2595                                         msg_format("You critically injured %s!", m_name);
2596 #endif
2597                                 }
2598                                 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)))
2599                                 {
2600                                         if ((r_ptr->flags1 & RF1_UNIQUE) || (r_ptr->flags7 & RF7_UNIQUE2) || (m_ptr->hp >= maxhp/2))
2601                                         {
2602                                                 k = MAX(k*5, m_ptr->hp/2);
2603                                                 drain_result *= 2;
2604 #ifdef JP
2605                                                 msg_format("%s¤ËÃ×Ì¿½ý¤òÉé¤ï¤»¤¿¡ª", m_name);
2606 #else
2607                                                 msg_format("You fatally injured %s!", m_name);
2608 #endif
2609                                         }
2610                                         else
2611                                         {
2612                                                 k = m_ptr->hp + 1;
2613 #ifdef JP
2614                                                 msg_format("¿Ï¤¬%s¤ÎµÞ½ê¤ò´Ó¤¤¤¿¡ª", m_name);
2615 #else
2616                                                 msg_format("You hit %s on a fatal spot!", m_name);
2617 #endif
2618                                         }
2619                                 }
2620                         }
2621
2622                         /* Complex message */
2623                         if (p_ptr->wizard || cheat_xtra)
2624                         {
2625 #ifdef JP
2626                                 msg_format("%d/%d ¤Î¥À¥á¡¼¥¸¤òÍ¿¤¨¤¿¡£", k, m_ptr->hp);
2627 #else
2628                                 msg_format("You do %d (out of %d) damage.", k, m_ptr->hp);
2629 #endif
2630                         }
2631
2632                         if (k <= 0) can_drain = FALSE;
2633
2634                         if (drain_result > m_ptr->hp)
2635                                 drain_result = m_ptr->hp;
2636
2637                         /* Damage, check for fear and death */
2638                         if (mon_take_hit(c_ptr->m_idx, k, fear, NULL))
2639                         {
2640                                 *mdeath = TRUE;
2641                                 if ((p_ptr->pclass == CLASS_BERSERKER) && energy_use)
2642                                 {
2643                                         if (p_ptr->migite && p_ptr->hidarite)
2644                                         {
2645                                                 if (hand) energy_use = energy_use*3/5+energy_use*num*2/(p_ptr->num_blow[hand]*5);
2646                                                 else energy_use = energy_use*num*3/(p_ptr->num_blow[hand]*5);
2647                                         }
2648                                         else
2649                                         {
2650                                                 energy_use = energy_use*num/p_ptr->num_blow[hand];
2651                                         }
2652                                 }
2653                                 if ((o_ptr->name1 == ART_ZANTETSU) && is_lowlevel)
2654 #ifdef JP
2655                                         msg_print("¤Þ¤¿¤Ä¤Þ¤é¤Ì¤â¤Î¤ò»Â¤Ã¤Æ¤·¤Þ¤Ã¤¿¡¥¡¥¡¥");
2656 #else
2657                                         msg_print("Sigh... Another trifling thing I've cut....");
2658 #endif
2659                                 break;
2660                         }
2661
2662                         /* Anger the monster */
2663                         if (k > 0) anger_monster(m_ptr);
2664
2665                         touch_zap_player(m_ptr);
2666
2667                         /* Are we draining it?  A little note: If the monster is
2668                         dead, the drain does not work... */
2669
2670                         if (can_drain && (drain_result > 0))
2671                         {
2672                                 if (o_ptr->name1 == ART_MURAMASA)
2673                                 {
2674                                         if (is_human)
2675                                         {
2676                                                 int to_h = o_ptr->to_h;
2677                                                 int to_d = o_ptr->to_d;
2678                                                 int i, flag;
2679
2680                                                 flag = 1;
2681                                                 for (i = 0; i < to_h + 3; i++) if (one_in_(4)) flag = 0;
2682                                                 if (flag) to_h++;
2683
2684                                                 flag = 1;
2685                                                 for (i = 0; i < to_d + 3; i++) if (one_in_(4)) flag = 0;
2686                                                 if (flag) to_d++;
2687
2688                                                 if (o_ptr->to_h != to_h || o_ptr->to_d != to_d)
2689                                                 {
2690 #ifdef JP
2691                                                         msg_print("ÍÅÅá¤Ï·ì¤òµÛ¤Ã¤Æ¶¯¤¯¤Ê¤Ã¤¿¡ª");
2692 #else
2693                                                         msg_print("Muramasa sucked blood, and became more powerful!");
2694 #endif
2695                                                         o_ptr->to_h = to_h;
2696                                                         o_ptr->to_d = to_d;
2697                                                 }
2698                                         }
2699                                 }
2700                                 else
2701                                 {
2702                                         if (drain_result > 5) /* Did we really hurt it? */
2703                                         {
2704                                                 drain_heal = damroll(2, drain_result / 6);
2705
2706                                                 if (cheat_xtra)
2707                                                 {
2708 #ifdef JP
2709                                                         msg_format("Draining left: %d", drain_left);
2710 #else
2711                                                         msg_format("Draining left: %d", drain_left);
2712 #endif
2713
2714                                                 }
2715
2716                                                 if (drain_left)
2717                                                 {
2718                                                         if (drain_heal < drain_left)
2719                                                         {
2720                                                                 drain_left -= drain_heal;
2721                                                         }
2722                                                         else
2723                                                         {
2724                                                                 drain_heal = drain_left;
2725                                                                 drain_left = 0;
2726                                                         }
2727
2728                                                         if (drain_msg)
2729                                                         {
2730 #ifdef JP
2731                                                                 msg_format("¿Ï¤¬%s¤«¤éÀ¸Ì¿ÎϤòµÛ¤¤¼è¤Ã¤¿¡ª", m_name);
2732 #else
2733                                                                 msg_format("Your weapon drains life from %s!", m_name);
2734 #endif
2735
2736                                                                 drain_msg = FALSE;
2737                                                         }
2738
2739                                                         drain_heal = (drain_heal * mutant_regenerate_mod) / 100;
2740
2741                                                         hp_player(drain_heal);
2742                                                         /* We get to keep some of it! */
2743                                                 }
2744                                         }
2745                                 }
2746                                 m_ptr->maxhp -= (k+7)/8;
2747                                 if (m_ptr->hp > m_ptr->maxhp) m_ptr->hp = m_ptr->maxhp;
2748                                 weak = TRUE;
2749                         }
2750                         can_drain = FALSE;
2751                         drain_result = 0;
2752
2753                         /* Confusion attack */
2754                         if ((p_ptr->special_attack & ATTACK_CONFUSE) || (chaos_effect == 3) || (mode == HISSATSU_CONF))
2755                         {
2756                                 /* Cancel glowing hands */
2757                                 if (p_ptr->special_attack & ATTACK_CONFUSE)
2758                                 {
2759                                         p_ptr->special_attack &= ~(ATTACK_CONFUSE);
2760 #ifdef JP
2761                                         msg_print("¼ê¤Îµ±¤­¤¬¤Ê¤¯¤Ê¤Ã¤¿¡£");
2762 #else
2763                                         msg_print("Your hands stop glowing.");
2764 #endif
2765                                         p_ptr->redraw |= (PR_STATUS);
2766
2767                                 }
2768
2769                                 /* Confuse the monster */
2770                                 if (r_ptr->flags3 & RF3_NO_CONF)
2771                                 {
2772                                         if (m_ptr->ml && is_original_ap(m_ptr))
2773                                         {
2774                                                 r_ptr->r_flags3 |= RF3_NO_CONF;
2775                                         }
2776
2777 #ifdef JP
2778                                         msg_format("%^s¤Ë¤Ï¸ú²Ì¤¬¤Ê¤«¤Ã¤¿¡£", m_name);
2779 #else
2780                                         msg_format("%^s is unaffected.", m_name);
2781 #endif
2782
2783                                 }
2784                                 else if (randint0(100) < r_ptr->level)
2785                                 {
2786 #ifdef JP
2787                                         msg_format("%^s¤Ë¤Ï¸ú²Ì¤¬¤Ê¤«¤Ã¤¿¡£", m_name);
2788 #else
2789                                         msg_format("%^s is unaffected.", m_name);
2790 #endif
2791
2792                                 }
2793                                 else
2794                                 {
2795 #ifdef JP
2796                                         msg_format("%^s¤Ïº®Í𤷤¿¤è¤¦¤À¡£", m_name);
2797 #else
2798                                         msg_format("%^s appears confused.", m_name);
2799 #endif
2800
2801                                         m_ptr->confused += 10 + randint0(p_ptr->lev) / 5;
2802                                 }
2803                         }
2804
2805                         else if (chaos_effect == 4)
2806                         {
2807                                 bool resists_tele = FALSE;
2808
2809                                 if (r_ptr->flagsr & RFR_RES_TELE)
2810                                 {
2811                                         if (r_ptr->flags1 & RF1_UNIQUE)
2812                                         {
2813                                                 if (m_ptr->ml && is_original_ap(m_ptr)) r_ptr->r_flagsr |= RFR_RES_TELE;
2814 #ifdef JP
2815                                                 msg_format("%^s¤Ë¤Ï¸ú²Ì¤¬¤Ê¤«¤Ã¤¿¡£", m_name);
2816 #else
2817                                                 msg_format("%^s is unaffected!", m_name);
2818 #endif
2819
2820                                                 resists_tele = TRUE;
2821                                         }
2822                                         else if (r_ptr->level > randint1(100))
2823                                         {
2824                                                 if (m_ptr->ml && is_original_ap(m_ptr)) r_ptr->r_flagsr |= RFR_RES_TELE;
2825 #ifdef JP
2826                                                 msg_format("%^s¤ÏÄñ¹³ÎϤò»ý¤Ã¤Æ¤¤¤ë¡ª", m_name);
2827 #else
2828                                                 msg_format("%^s resists!", m_name);
2829 #endif
2830
2831                                                 resists_tele = TRUE;
2832                                         }
2833                                 }
2834
2835                                 if (!resists_tele)
2836                                 {
2837 #ifdef JP
2838                                         msg_format("%^s¤Ï¾Ã¤¨¤¿¡ª", m_name);
2839 #else
2840                                         msg_format("%^s disappears!", m_name);
2841 #endif
2842
2843                                         teleport_away(c_ptr->m_idx, 50, FALSE);
2844                                         num = num_blow + 1; /* Can't hit it anymore! */
2845                                         *mdeath = TRUE;
2846                                 }
2847                         }
2848
2849                         else if ((chaos_effect == 5) && cave_floor_bold(y, x) &&
2850                                  (randint1(90) > r_ptr->level))
2851                         {
2852                                 if (!(r_ptr->flags1 & (RF1_UNIQUE | RF1_QUESTOR)) &&
2853                                     !(r_ptr->flagsr & RFR_EFF_RES_CHAO_MASK))
2854                                 {
2855                                         if (polymorph_monster(y, x))
2856                                         {
2857 #ifdef JP
2858                                                 msg_format("%^s¤ÏÊѲ½¤·¤¿¡ª", m_name);
2859 #else
2860                                                 msg_format("%^s changes!", m_name);
2861 #endif
2862
2863
2864                                                 /* Hack -- Get new monster */
2865                                                 m_ptr = &m_list[c_ptr->m_idx];
2866
2867                                                 /* Oops, we need a different name... */
2868                                                 monster_desc(m_name, m_ptr, 0);
2869
2870                                                 /* Hack -- Get new race */
2871                                                 r_ptr = &r_info[m_ptr->r_idx];
2872
2873                                                 *fear = FALSE;
2874                                                 weak = FALSE;
2875                                         }
2876                                         else
2877                                         {
2878 #ifdef JP
2879                                                 msg_format("%^s¤Ë¤Ï¸ú²Ì¤¬¤Ê¤«¤Ã¤¿¡£", m_name);
2880 #else
2881                                                 msg_format("%^s is unaffected.", m_name);
2882 #endif
2883
2884                                         }
2885                                 }
2886                         }
2887                         else if (o_ptr->name1 == ART_G_HAMMER)
2888                         {
2889                                 monster_type *m_ptr = &m_list[c_ptr->m_idx];
2890
2891                                 if (m_ptr->hold_o_idx)
2892                                 {
2893                                         object_type *q_ptr = &o_list[m_ptr->hold_o_idx];
2894                                         char o_name[MAX_NLEN];
2895
2896                                         object_desc(o_name, q_ptr, TRUE, 0);
2897                                         q_ptr->held_m_idx = 0;
2898                                         q_ptr->marked = 0;
2899                                         m_ptr->hold_o_idx = q_ptr->next_o_idx;
2900                                         q_ptr->next_o_idx = 0;
2901 #ifdef JP
2902                                         msg_format("%s¤òÃ¥¤Ã¤¿¡£", o_name);
2903 #else
2904                                         msg_format("You snatched %s.", o_name);
2905 #endif
2906                                         inven_carry(q_ptr);
2907                                 }
2908                         }
2909                 }
2910
2911                 /* Player misses */
2912                 else
2913                 {
2914                         backstab = FALSE; /* Clumsy! */
2915                         fuiuchi = FALSE; /* Clumsy! */
2916
2917                         if ((o_ptr->tval == TV_POLEARM) && (o_ptr->sval == SV_DEATH_SCYTHE) && one_in_(3))
2918                         {
2919                                 u32b flgs[TR_FLAG_SIZE];
2920
2921                                 /* Sound */
2922                                 sound(SOUND_HIT);
2923
2924                                 /* Message */
2925 #ifdef JP
2926                                 msg_format("¥ß¥¹¡ª %s¤Ë¤«¤ï¤µ¤ì¤¿¡£", m_name);
2927 #else
2928                                 msg_format("You miss %s.", m_name);
2929 #endif
2930                                 /* Message */
2931 #ifdef JP
2932                                 msg_print("¿¶¤ê²ó¤·¤¿Âç³ù¤¬¼«Ê¬¼«¿È¤ËÊ֤äƤ­¤¿¡ª");
2933 #else
2934                                 msg_print("Your scythe returns to you!");
2935 #endif
2936
2937                                 /* Extract the flags */
2938                                 object_flags(o_ptr, flgs);
2939
2940                                 k = damroll(o_ptr->dd + p_ptr->to_dd[hand], o_ptr->ds + p_ptr->to_ds[hand]);
2941                                 {
2942                                         int mult;
2943                                         switch (p_ptr->mimic_form)
2944                                         {
2945                                         case MIMIC_NONE:
2946                                                 switch (p_ptr->prace)
2947                                                 {
2948                                                         case RACE_YEEK:
2949                                                         case RACE_KLACKON:
2950                                                         case RACE_HUMAN:
2951                                                         case RACE_AMBERITE:
2952                                                         case RACE_DUNADAN:
2953                                                                 mult = 25;break;
2954                                                         case RACE_HALF_ORC:
2955                                                         case RACE_HALF_TROLL:
2956                                                         case RACE_HALF_OGRE:
2957                                                         case RACE_HALF_GIANT:
2958                                                         case RACE_HALF_TITAN:
2959                                                         case RACE_CYCLOPS:
2960                                                         case RACE_IMP:
2961                                                         case RACE_SKELETON:
2962                                                         case RACE_ZOMBIE:
2963                                                         case RACE_VAMPIRE:
2964                                                         case RACE_SPECTRE:
2965                                                         case RACE_DEMON:
2966                                                         case RACE_DRACONIAN:
2967                                                                 mult = 30;break;
2968                                                         default:
2969                                                                 mult = 10;break;
2970                                                 }
2971                                                 break;
2972                                         case MIMIC_DEMON:
2973                                         case MIMIC_DEMON_LORD:
2974                                         case MIMIC_VAMPIRE:
2975                                                 mult = 30;break;
2976                                         default:
2977                                                 mult = 10;break;
2978                                         }
2979
2980                                         if (p_ptr->align < 0 && mult < 20)
2981                                                 mult = 20;
2982                                         if (!(p_ptr->resist_acid || IS_OPPOSE_ACID() || p_ptr->immune_acid) && (mult < 25))
2983                                                 mult = 25;
2984                                         if (!(p_ptr->resist_elec || IS_OPPOSE_ELEC() || p_ptr->immune_elec) && (mult < 25))
2985                                                 mult = 25;
2986                                         if (!(p_ptr->resist_fire || IS_OPPOSE_FIRE() || p_ptr->immune_fire) && (mult < 25))
2987                                                 mult = 25;
2988                                         if (!(p_ptr->resist_cold || IS_OPPOSE_COLD() || p_ptr->immune_cold) && (mult < 25))
2989                                                 mult = 25;
2990                                         if (!(p_ptr->resist_pois || IS_OPPOSE_POIS()) && (mult < 25))
2991                                                 mult = 25;
2992
2993                                         if ((p_ptr->pclass != CLASS_SAMURAI) && (have_flag(flgs, TR_FORCE_WEAPON)) && (p_ptr->csp > (p_ptr->msp / 30)))
2994                                         {
2995                                                 p_ptr->csp -= (1+(p_ptr->msp / 30));
2996                                                 p_ptr->redraw |= (PR_MANA);
2997                                                 mult = mult * 3 / 2 + 20;
2998                                         }
2999                                         k *= mult;
3000                                         k /= 10;
3001                                 }
3002
3003                                 k = critical_norm(o_ptr->weight, o_ptr->to_h, k, p_ptr->to_h[hand], mode);
3004                                 if (one_in_(6))
3005                                 {
3006                                         int mult = 2;
3007 #ifdef JP
3008                                         msg_format("¥°¥Ã¥µ¥êÀÚ¤êÎö¤«¤ì¤¿¡ª");
3009 #else
3010                                         msg_format("Your weapon cuts deep into yourself!");
3011 #endif
3012                                         /* Try to increase the damage */
3013                                         while (one_in_(4))
3014                                         {
3015                                                 mult++;
3016                                         }
3017
3018                                         k *= mult;
3019                                 }
3020                                 k += (p_ptr->to_d[hand] + o_ptr->to_d);
3021
3022                                 if (k < 0) k = 0;
3023
3024 #ifdef JP
3025                                 take_hit(DAMAGE_FORCE, k, "»à¤ÎÂç³ù", -1);
3026 #else
3027                                 take_hit(DAMAGE_FORCE, k, "Death scythe", -1);
3028 #endif
3029
3030                                 redraw_stuff();
3031                         }
3032                         else
3033                         {
3034                                 /* Sound */
3035                                 sound(SOUND_MISS);
3036
3037                                 /* Message */
3038 #ifdef JP
3039                                 msg_format("¥ß¥¹¡ª %s¤Ë¤«¤ï¤µ¤ì¤¿¡£", m_name);
3040 #else
3041                                 msg_format("You miss %s.", m_name);
3042 #endif
3043                         }
3044                 }
3045                 backstab = FALSE;
3046                 fuiuchi = FALSE;
3047         }
3048
3049
3050         if (weak && !(*mdeath))
3051         {
3052 #ifdef JP
3053                 msg_format("%s¤Ï¼å¤¯¤Ê¤Ã¤¿¤è¤¦¤À¡£", m_name);
3054 #else
3055                 msg_format("%^s seems weakened.", m_name);
3056 #endif
3057         }
3058         if (drain_left != MAX_VAMPIRIC_DRAIN)
3059         {
3060                 if (one_in_(4))
3061                 {
3062                         chg_virtue(V_UNLIFE, 1);
3063                 }
3064         }
3065         /* Mega-Hack -- apply earthquake brand */
3066         if (do_quake)
3067         {
3068                 earthquake(py, px, 10);
3069                 if (!cave[y][x].m_idx) *mdeath = TRUE;
3070         }
3071 }
3072
3073 bool py_attack(int y, int x, int mode)
3074 {
3075         bool            fear = FALSE;
3076         bool            mdeath = FALSE;
3077         bool            stormbringer = FALSE;
3078
3079         cave_type       *c_ptr = &cave[y][x];
3080         monster_type    *m_ptr = &m_list[c_ptr->m_idx];
3081         monster_race    *r_ptr = &r_info[m_ptr->r_idx];
3082         char            m_name[80];
3083
3084         /* Disturb the player */
3085         disturb(0, 0);
3086
3087         energy_use = 100;
3088
3089         if (m_ptr->csleep) /* It is not honorable etc to attack helpless victims */
3090         {
3091                 if (!(r_ptr->flags3 & RF3_EVIL) || one_in_(5)) chg_virtue(V_COMPASSION, -1);
3092                 if (!(r_ptr->flags3 & RF3_EVIL) || one_in_(5)) chg_virtue(V_HONOUR, -1);
3093         }
3094
3095         /* Extract monster name (or "it") */
3096         monster_desc(m_name, m_ptr, 0);
3097
3098         /* Auto-Recall if possible and visible */
3099         if (m_ptr->ml) monster_race_track(m_ptr->ap_r_idx);
3100
3101         /* Track a new monster */
3102         if (m_ptr->ml) health_track(c_ptr->m_idx);
3103
3104         if ((r_ptr->flags1 & RF1_FEMALE) &&
3105             !(p_ptr->stun || p_ptr->confused || p_ptr->image || !m_ptr->ml))
3106         {
3107                 if ((inventory[INVEN_RARM].name1 == ART_ZANTETSU) || (inventory[INVEN_LARM].name1 == ART_ZANTETSU))
3108                 {
3109 #ifdef JP
3110                         msg_print("ÀÛ¼Ô¡¢¤ª¤Ê¤´¤Ï»Â¤ì¤Ì¡ª");
3111 #else
3112                         msg_print("I can not attack women!");
3113 #endif
3114                         return FALSE;
3115                 }
3116         }
3117
3118         if (d_info[dungeon_type].flags1 & DF1_NO_MELEE)
3119         {
3120 #ifdef JP
3121                 msg_print("¤Ê¤¼¤«¹¶·â¤¹¤ë¤³¤È¤¬¤Ç¤­¤Ê¤¤¡£");
3122 #else
3123                 msg_print("Something prevent you from attacking.");
3124 #endif
3125                 return FALSE;
3126         }
3127
3128         /* Stop if friendly */
3129         if (!is_hostile(m_ptr) &&
3130             !(p_ptr->stun || p_ptr->confused || p_ptr->image ||
3131             p_ptr->shero || !m_ptr->ml))
3132         {
3133                 if (inventory[INVEN_RARM].name1 == ART_STORMBRINGER) stormbringer = TRUE;
3134                 if (inventory[INVEN_LARM].name1 == ART_STORMBRINGER) stormbringer = TRUE;
3135                 if (stormbringer)
3136                 {
3137 #ifdef JP
3138                         msg_format("¹õ¤¤¿Ï¤Ï¶¯ÍߤË%s¤ò¹¶·â¤·¤¿¡ª", m_name);
3139 #else
3140                         msg_format("Your black blade greedily attacks %s!", m_name);
3141 #endif
3142                         chg_virtue(V_INDIVIDUALISM, 1);
3143                         chg_virtue(V_HONOUR, -1);
3144                         chg_virtue(V_JUSTICE, -1);
3145                         chg_virtue(V_COMPASSION, -1);
3146                 }
3147                 else if (p_ptr->pclass != CLASS_BERSERKER)
3148                 {
3149 #ifdef JP
3150                         if (get_check("ËÜÅö¤Ë¹¶·â¤·¤Þ¤¹¤«¡©"))
3151 #else
3152                         if (get_check("Really hit it? "))
3153 #endif
3154                         {
3155                                 chg_virtue(V_INDIVIDUALISM, 1);
3156                                 chg_virtue(V_HONOUR, -1);
3157                                 chg_virtue(V_JUSTICE, -1);
3158                                 chg_virtue(V_COMPASSION, -1);
3159                         }
3160                         else
3161                         {
3162 #ifdef JP
3163                                 msg_format("%s¤ò¹¶·â¤¹¤ë¤Î¤ò»ß¤á¤¿¡£", m_name);
3164 #else
3165                                 msg_format("You stop to avoid hitting %s.", m_name);
3166 #endif
3167                                 return FALSE;
3168                         }
3169                 }
3170         }
3171
3172
3173         /* Handle player fear */
3174         if (p_ptr->afraid)
3175         {
3176                 /* Message */
3177                 if (m_ptr->ml)
3178 #ifdef JP
3179                 msg_format("¶²¤¯¤Æ%s¤ò¹¶·â¤Ç¤­¤Ê¤¤¡ª", m_name);
3180 #else
3181                         msg_format("You are too afraid to attack %s!", m_name);
3182 #endif
3183
3184                 else
3185 #ifdef JP
3186                         msg_format ("¤½¤Ã¤Á¤Ë¤Ï²¿¤«¶²¤¤¤â¤Î¤¬¤¤¤ë¡ª");
3187 #else
3188                         msg_format ("There is something scary in your way!");
3189 #endif
3190
3191                 /* Disturb the monster */
3192                 m_ptr->csleep = 0;
3193                 if (r_ptr->flags7 & RF7_HAS_LD_MASK) p_ptr->update |= (PU_MON_LITE);
3194
3195                 /* Done */
3196                 return FALSE;
3197         }
3198
3199         if (p_ptr->migite && p_ptr->hidarite)
3200         {
3201                 if ((p_ptr->skill_exp[GINOU_NITOURYU] < s_info[p_ptr->pclass].s_max[GINOU_NITOURYU]) && ((p_ptr->skill_exp[GINOU_NITOURYU] - 1000) / 200 < r_ptr->level))
3202                 {
3203                         if (p_ptr->skill_exp[GINOU_NITOURYU] < WEAPON_EXP_BEGINNER)
3204                                 p_ptr->skill_exp[GINOU_NITOURYU] += 80;
3205                         else if(p_ptr->skill_exp[GINOU_NITOURYU] < WEAPON_EXP_SKILLED)
3206                                 p_ptr->skill_exp[GINOU_NITOURYU] += 4;
3207                         else if(p_ptr->skill_exp[GINOU_NITOURYU] < WEAPON_EXP_EXPERT)
3208                                 p_ptr->skill_exp[GINOU_NITOURYU] += 1;
3209                         else if(p_ptr->skill_exp[GINOU_NITOURYU] < WEAPON_EXP_MASTER)
3210                                 if (one_in_(3)) p_ptr->skill_exp[GINOU_NITOURYU] += 1;
3211                         p_ptr->update |= (PU_BONUS);
3212                 }
3213         }
3214
3215         /* Gain riding experience */
3216         if (p_ptr->riding)
3217         {
3218                 int cur = p_ptr->skill_exp[GINOU_RIDING];
3219                 int max = s_info[p_ptr->pclass].s_max[GINOU_RIDING];
3220
3221                 if (cur < max)
3222                 {
3223                         int ridinglevel = r_info[m_list[p_ptr->riding].r_idx].level;
3224                         int targetlevel = r_ptr->level;
3225                         int inc = 0;
3226
3227                         if ((cur / 200 - 5) < targetlevel)
3228                                 inc += 1;
3229
3230                         /* Extra experience */
3231                         if ((cur / 100) < ridinglevel)
3232                         {
3233                                 if ((cur / 100 + 15) < ridinglevel)
3234                                         inc += 1 + (ridinglevel - (cur / 100 + 15));
3235                                 else
3236                                         inc += 1;
3237                         }
3238
3239                         p_ptr->skill_exp[GINOU_RIDING] = MIN(max, cur + inc);
3240
3241                         p_ptr->update |= (PU_BONUS);
3242                 }
3243         }
3244
3245         riding_t_m_idx = c_ptr->m_idx;
3246         if (p_ptr->migite) py_attack_aux(y, x, &fear, &mdeath, 0, mode);
3247         if (p_ptr->hidarite && !mdeath) py_attack_aux(y, x, &fear, &mdeath, 1, mode);
3248
3249         /* Mutations which yield extra 'natural' attacks */
3250         if (!mdeath)
3251         {
3252                 if ((p_ptr->muta2 & MUT2_HORNS) && !mdeath)
3253                         natural_attack(c_ptr->m_idx, MUT2_HORNS, &fear, &mdeath);
3254                 if ((p_ptr->muta2 & MUT2_BEAK) && !mdeath)
3255                         natural_attack(c_ptr->m_idx, MUT2_BEAK, &fear, &mdeath);
3256                 if ((p_ptr->muta2 & MUT2_SCOR_TAIL) && !mdeath)
3257                         natural_attack(c_ptr->m_idx, MUT2_SCOR_TAIL, &fear, &mdeath);
3258                 if ((p_ptr->muta2 & MUT2_TRUNK) && !mdeath)
3259                         natural_attack(c_ptr->m_idx, MUT2_TRUNK, &fear, &mdeath);
3260                 if ((p_ptr->muta2 & MUT2_TENTACLES) && !mdeath)
3261                         natural_attack(c_ptr->m_idx, MUT2_TENTACLES, &fear, &mdeath);
3262         }
3263
3264         /* Hack -- delay fear messages */
3265         if (fear && m_ptr->ml && !mdeath)
3266         {
3267                 /* Sound */
3268                 sound(SOUND_FLEE);
3269
3270                 /* Message */
3271 #ifdef JP
3272                 msg_format("%^s¤Ï¶²Éݤ·¤Æƨ¤²½Ð¤·¤¿¡ª", m_name);
3273 #else
3274                 msg_format("%^s flees in terror!", m_name);
3275 #endif
3276
3277         }
3278
3279         if ((p_ptr->special_defense & KATA_IAI) && ((mode != HISSATSU_IAI) || mdeath))
3280         {
3281                 set_action(ACTION_NONE);
3282         }
3283
3284         return mdeath;
3285 }
3286
3287
3288 static bool pattern_seq(int c_y, int c_x, int n_y, int n_x)
3289 {
3290         if (!pattern_tile(c_y, c_x) && !pattern_tile(n_y, n_x))
3291                 return TRUE;
3292
3293         if (cave[n_y][n_x].feat == FEAT_PATTERN_START)
3294         {
3295                 if (!pattern_tile(c_y, c_x) &&
3296                     !p_ptr->confused && !p_ptr->stun && !p_ptr->image)
3297                 {
3298 #ifdef JP
3299                         if (get_check("¥Ñ¥¿¡¼¥ó¤Î¾å¤òÊ⤭»Ï¤á¤ë¤È¡¢Á´¤Æ¤òÊ⤫¤Ê¤±¤ì¤Ð¤Ê¤ê¤Þ¤»¤ó¡£¤¤¤¤¤Ç¤¹¤«¡©"))
3300 #else
3301                         if (get_check("If you start walking the Pattern, you must walk the whole way. Ok? "))
3302 #endif
3303
3304                                 return TRUE;
3305                         else
3306                                 return FALSE;
3307                 }
3308                 else
3309                         return TRUE;
3310         }
3311         else if ((cave[n_y][n_x].feat == FEAT_PATTERN_OLD) ||
3312                  (cave[n_y][n_x].feat == FEAT_PATTERN_END) ||
3313                  (cave[n_y][n_x].feat == FEAT_PATTERN_XTRA2))
3314         {
3315                 if (pattern_tile(c_y, c_x))
3316                 {
3317                         return TRUE;
3318                 }
3319                 else
3320                 {
3321 #ifdef JP
3322                         msg_print("¥Ñ¥¿¡¼¥ó¤Î¾å¤òÊ⤯¤Ë¤Ï¥¹¥¿¡¼¥ÈÃÏÅÀ¤«¤éÊ⤭»Ï¤á¤Ê¤¯¤Æ¤Ï¤Ê¤ê¤Þ¤»¤ó¡£");
3323 #else
3324                         msg_print("You must start walking the Pattern from the startpoint.");
3325 #endif
3326
3327                         return FALSE;
3328                 }
3329         }
3330         else if ((cave[n_y][n_x].feat == FEAT_PATTERN_XTRA1) ||
3331                  (cave[c_y][c_x].feat == FEAT_PATTERN_XTRA1))
3332         {
3333                 return TRUE;
3334         }
3335         else if (cave[c_y][c_x].feat == FEAT_PATTERN_START)
3336         {
3337                 if (pattern_tile(n_y, n_x))
3338                         return TRUE;
3339                 else
3340                 {
3341 #ifdef JP
3342                         msg_print("¥Ñ¥¿¡¼¥ó¤Î¾å¤ÏÀµ¤·¤¤½ç½ø¤ÇÊ⤫¤Í¤Ð¤Ê¤ê¤Þ¤»¤ó¡£");
3343 #else
3344                         msg_print("You must walk the Pattern in correct order.");
3345 #endif
3346
3347                         return FALSE;
3348                 }
3349         }
3350         else if ((cave[c_y][c_x].feat == FEAT_PATTERN_OLD) ||
3351                  (cave[c_y][c_x].feat == FEAT_PATTERN_END) ||
3352                  (cave[c_y][c_x].feat == FEAT_PATTERN_XTRA2))
3353         {
3354                 if (!pattern_tile(n_y, n_x))
3355                 {
3356 #ifdef JP
3357                         msg_print("¥Ñ¥¿¡¼¥ó¤òƧ¤ß³°¤·¤Æ¤Ï¤¤¤±¤Þ¤»¤ó¡£");
3358 #else
3359                         msg_print("You may not step off from the Pattern.");
3360 #endif
3361
3362                         return FALSE;
3363                 }
3364                 else
3365                 {
3366                         return TRUE;
3367                 }
3368         }
3369         else
3370         {
3371                 if (!pattern_tile(c_y, c_x))
3372                 {
3373 #ifdef JP
3374                         msg_print("¥Ñ¥¿¡¼¥ó¤Î¾å¤òÊ⤯¤Ë¤Ï¥¹¥¿¡¼¥ÈÃÏÅÀ¤«¤éÊ⤭»Ï¤á¤Ê¤¯¤Æ¤Ï¤Ê¤ê¤Þ¤»¤ó¡£");
3375 #else
3376                         msg_print("You must start walking the Pattern from the startpoint.");
3377 #endif
3378
3379                         return FALSE;
3380                 }
3381                 else
3382                 {
3383                         byte ok_move = FEAT_PATTERN_START;
3384                         switch (cave[c_y][c_x].feat)
3385                         {
3386                                 case FEAT_PATTERN_1:
3387                                         ok_move = FEAT_PATTERN_2;
3388                                         break;
3389                                 case FEAT_PATTERN_2:
3390                                         ok_move = FEAT_PATTERN_3;
3391                                         break;
3392                                 case FEAT_PATTERN_3:
3393                                         ok_move = FEAT_PATTERN_4;
3394                                         break;
3395                                 case FEAT_PATTERN_4:
3396                                         ok_move = FEAT_PATTERN_1;
3397                                         break;
3398                                 default:
3399                                         if (p_ptr->wizard)
3400 #ifdef JP
3401                                                 msg_format("¤ª¤«¤·¤Ê¥Ñ¥¿¡¼¥óÊâ¹Ô¡¢%d¡£", cave[c_y][c_x].feat);
3402 #else
3403                                                 msg_format("Funny Pattern walking, %d.", cave[c_y][c_x].feat);
3404 #endif
3405
3406                                         return TRUE; /* Goof-up */
3407                         }
3408
3409                         if ((cave[n_y][n_x].feat == ok_move) ||
3410                             (cave[n_y][n_x].feat == cave[c_y][c_x].feat))
3411                                 return TRUE;
3412                         else
3413                         {
3414                                 if (!pattern_tile(n_y, n_x))
3415 #ifdef JP
3416                                         msg_print("¥Ñ¥¿¡¼¥ó¤òƧ¤ß³°¤·¤Æ¤Ï¤¤¤±¤Þ¤»¤ó¡£");
3417 #else
3418                                         msg_print("You may not step off from the Pattern.");
3419 #endif
3420
3421                                 else
3422 #ifdef JP
3423                                         msg_print("¥Ñ¥¿¡¼¥ó¤Î¾å¤ÏÀµ¤·¤¤½ç½ø¤ÇÊ⤫¤Í¤Ð¤Ê¤ê¤Þ¤»¤ó¡£");
3424 #else
3425                                         msg_print("You must walk the Pattern in correct order.");
3426 #endif
3427
3428
3429                                 return FALSE;
3430                         }
3431                 }
3432         }
3433 }
3434
3435
3436
3437 bool player_can_enter(byte feature)
3438 {
3439         switch (feature)
3440         {
3441         case FEAT_DOOR_HEAD: /* Nasty hack -- Doors */
3442         case FEAT_DOOR_HEAD + 0x01:
3443         case FEAT_DOOR_HEAD + 0x02:
3444         case FEAT_DOOR_HEAD + 0x03:
3445         case FEAT_DOOR_HEAD + 0x04:
3446         case FEAT_DOOR_HEAD + 0x05:
3447         case FEAT_DOOR_HEAD + 0x06:
3448         case FEAT_DOOR_HEAD + 0x07:
3449         case FEAT_DOOR_HEAD + 0x08:
3450         case FEAT_DOOR_HEAD + 0x09:
3451         case FEAT_DOOR_HEAD + 0x0a:
3452         case FEAT_DOOR_HEAD + 0x0b:
3453         case FEAT_DOOR_HEAD + 0x0c:
3454         case FEAT_DOOR_HEAD + 0x0d:
3455         case FEAT_DOOR_HEAD + 0x0e:
3456         case FEAT_DOOR_TAIL: /* Equals FEAT_DOOR_HEAD + 0x0f */
3457         case FEAT_SECRET:
3458         case FEAT_RUBBLE:
3459         case FEAT_MAGMA:
3460         case FEAT_QUARTZ:
3461         case FEAT_MAGMA_H:
3462         case FEAT_QUARTZ_H:
3463         case FEAT_MAGMA_K:
3464         case FEAT_QUARTZ_K:
3465         case FEAT_WALL_EXTRA:
3466         case FEAT_WALL_INNER:
3467         case FEAT_WALL_OUTER:
3468         case FEAT_WALL_SOLID:
3469                 /* Player can not walk through "walls" unless in Shadow Form */
3470                 return p_ptr->wraith_form || p_ptr->pass_wall || p_ptr->kabenuke;
3471
3472         case FEAT_PERM_EXTRA:
3473         case FEAT_PERM_INNER:
3474         case FEAT_PERM_OUTER:
3475         case FEAT_PERM_SOLID:
3476         case FEAT_PATTERN_START:
3477         case FEAT_PATTERN_1:
3478         case FEAT_PATTERN_2:
3479         case FEAT_PATTERN_3:
3480         case FEAT_PATTERN_4:
3481         case FEAT_PATTERN_END:
3482         case FEAT_PATTERN_OLD:
3483         case FEAT_PATTERN_XTRA1:
3484         case FEAT_PATTERN_XTRA2:
3485                 return FALSE;
3486
3487         case FEAT_DARK_PIT:
3488                 return p_ptr->ffall;
3489
3490         case FEAT_MOUNTAIN:
3491                 return !dun_level && p_ptr->ffall;
3492         }
3493
3494         /* Assume okay */
3495         return TRUE;
3496 }
3497
3498
3499 /*
3500  * Get feature string which blocks your way
3501  */
3502 static cptr blocking_feat_name(byte feat)
3503 {
3504         switch (feat)
3505         {
3506 #ifdef JP
3507         case FEAT_TREES: return "ÌÚ";
3508         case FEAT_MOUNTAIN: return "»³";
3509         default: return "ÊÉ";
3510 #else
3511         case FEAT_TREES: return "tree";
3512         case FEAT_MOUNTAIN: return "mountain";
3513         default: return "wall";
3514 #endif
3515         }
3516 }
3517
3518
3519 /*
3520  * Move player in the given direction, with the given "pickup" flag.
3521  *
3522  * This routine should (probably) always induce energy expenditure.
3523  *
3524  * Note that moving will *always* take a turn, and will *always* hit
3525  * any monster which might be in the destination grid.  Previously,
3526  * moving into walls was "free" and did NOT hit invisible monsters.
3527  */
3528 void move_player(int dir, int do_pickup, bool break_trap)
3529 {
3530         int y, x;
3531
3532         cave_type *c_ptr;
3533         monster_type *m_ptr;
3534
3535         monster_type *riding_m_ptr = &m_list[p_ptr->riding];
3536         monster_race *riding_r_ptr = &r_info[p_ptr->riding ? riding_m_ptr->r_idx : 0]; /* Paranoia */
3537
3538         char m_name[80];
3539
3540         bool p_can_pass_walls = FALSE;
3541         bool stormbringer = FALSE;
3542
3543         bool oktomove = TRUE;
3544         bool do_past = FALSE;
3545
3546         /* Find the result of moving */
3547         y = py + ddy[dir];
3548         x = px + ddx[dir];
3549
3550         /* Examine the destination */
3551         c_ptr = &cave[y][x];
3552
3553         /* Exit the area */
3554         if (!dun_level && !p_ptr->wild_mode &&
3555                 ((x == 0) || (x == MAX_WID - 1) ||
3556                  (y == 0) || (y == MAX_HGT - 1)))
3557         {
3558                 /* Can the player enter the grid? */
3559                 if (c_ptr->mimic && player_can_enter(c_ptr->mimic))
3560                 {
3561                         /* Hack: move to new area */
3562                         if ((y == 0) && (x == 0))
3563                         {
3564                                 p_ptr->wilderness_y--;
3565                                 p_ptr->wilderness_x--;
3566                                 p_ptr->oldpy = cur_hgt - 2;
3567                                 p_ptr->oldpx = cur_wid - 2;
3568                                 ambush_flag = FALSE;
3569                         }
3570
3571                         else if ((y == 0) && (x == MAX_WID - 1))
3572                         {
3573                                 p_ptr->wilderness_y--;
3574                                 p_ptr->wilderness_x++;
3575                                 p_ptr->oldpy = cur_hgt - 2;
3576                                 p_ptr->oldpx = 1;
3577                                 ambush_flag = FALSE;
3578                         }
3579
3580                         else if ((y == MAX_HGT - 1) && (x == 0))
3581                         {
3582                                 p_ptr->wilderness_y++;
3583                                 p_ptr->wilderness_x--;
3584                                 p_ptr->oldpy = 1;
3585                                 p_ptr->oldpx = cur_wid - 2;
3586                                 ambush_flag = FALSE;
3587                         }
3588
3589                         else if ((y == MAX_HGT - 1) && (x == MAX_WID - 1))
3590                         {
3591                                 p_ptr->wilderness_y++;
3592                                 p_ptr->wilderness_x++;
3593                                 p_ptr->oldpy = 1;
3594                                 p_ptr->oldpx = 1;
3595                                 ambush_flag = FALSE;
3596                         }
3597
3598                         else if (y == 0)
3599                         {
3600                                 p_ptr->wilderness_y--;
3601                                 p_ptr->oldpy = cur_hgt - 2;
3602                                 p_ptr->oldpx = x;
3603                                 ambush_flag = FALSE;
3604                         }
3605
3606                         else if (y == MAX_HGT - 1)
3607                         {
3608                                 p_ptr->wilderness_y++;
3609                                 p_ptr->oldpy = 1;
3610                                 p_ptr->oldpx = x;
3611                                 ambush_flag = FALSE;
3612                         }
3613
3614                         else if (x == 0)
3615                         {
3616                                 p_ptr->wilderness_x--;
3617                                 p_ptr->oldpx = cur_wid - 2;
3618                                 p_ptr->oldpy = y;
3619                                 ambush_flag = FALSE;
3620                         }
3621
3622                         else if (x == MAX_WID - 1)
3623                         {
3624                                 p_ptr->wilderness_x++;
3625                                 p_ptr->oldpx = 1;
3626                                 p_ptr->oldpy = y;
3627                                 ambush_flag = FALSE;
3628                         }
3629
3630                         /* Clear all saved floors */
3631                         prepare_change_floor_mode(CFM_CLEAR_ALL);
3632
3633                         p_ptr->leaving = TRUE;
3634                         energy_use = 100;
3635
3636                         return;
3637                 }
3638
3639                 /* "Blocked" message appears later */
3640                 /* oktomove = FALSE; */
3641         }
3642
3643         /* Get the monster */
3644         m_ptr = &m_list[c_ptr->m_idx];
3645
3646
3647         if (inventory[INVEN_RARM].name1 == ART_STORMBRINGER) stormbringer = TRUE;
3648         if (inventory[INVEN_LARM].name1 == ART_STORMBRINGER) stormbringer = TRUE;
3649
3650         /* Player can not walk through "walls"... */
3651         /* unless in Shadow Form */
3652         if (p_ptr->wraith_form || p_ptr->pass_wall || p_ptr->kabenuke)
3653                 p_can_pass_walls = TRUE;
3654         if ((c_ptr->feat >= FEAT_PERM_EXTRA) && (c_ptr->feat <= FEAT_PERM_SOLID))
3655         {
3656                 p_can_pass_walls = FALSE;
3657         }
3658
3659         /* Hack -- attack monsters */
3660         if (c_ptr->m_idx && (m_ptr->ml || cave_floor_bold(y, x) || p_can_pass_walls))
3661         {
3662                 monster_race *r_ptr = &r_info[m_ptr->r_idx];
3663
3664                 /* Attack -- only if we can see it OR it is not in a wall */
3665                 if (!is_hostile(m_ptr) &&
3666                     !(p_ptr->confused || p_ptr->image || !m_ptr->ml || p_ptr->stun ||
3667                     ((p_ptr->muta2 & MUT2_BERS_RAGE) && p_ptr->shero)) &&
3668                     (pattern_seq(py, px, y, x)) &&
3669                     ((cave_floor_bold(y, x)) || (c_ptr->feat == FEAT_TREES) || (p_can_pass_walls)))
3670                 {
3671                         m_ptr->csleep = 0;
3672                         if (r_ptr->flags7 & RF7_HAS_LD_MASK) p_ptr->update |= (PU_MON_LITE);
3673
3674                         /* Extract monster name (or "it") */
3675                         monster_desc(m_name, m_ptr, 0);
3676
3677                         /* Auto-Recall if possible and visible */
3678                         if (m_ptr->ml) monster_race_track(m_ptr->ap_r_idx);
3679
3680                         /* Track a new monster */
3681                         if (m_ptr->ml) health_track(c_ptr->m_idx);
3682
3683                         /* displace? */
3684                         if ((stormbringer && (randint1(1000) > 666)) || (p_ptr->pclass == CLASS_BERSERKER))
3685                         {
3686                                 py_attack(y, x, 0);
3687                                 oktomove = FALSE;
3688                         }
3689                         else if (monster_can_cross_terrain(cave[py][px].feat, r_ptr) &&
3690                                  (cave_floor_bold(py, px) || cave[py][px].feat == FEAT_TREES ||
3691                                   (r_ptr->flags2 & RF2_PASS_WALL)))
3692                         {
3693                                 do_past = TRUE;
3694                         }
3695                         else
3696                         {
3697 #ifdef JP
3698                                 msg_format("%^s¤¬¼ÙËâ¤À¡ª", m_name);
3699 #else
3700                                 msg_format("%^s is in your way!", m_name);
3701 #endif
3702
3703                                 energy_use = 0;
3704                                 oktomove = FALSE;
3705                         }
3706
3707                         /* now continue on to 'movement' */
3708                 }
3709                 else
3710                 {
3711                         py_attack(y, x, 0);
3712                         oktomove = FALSE;
3713                 }
3714         }
3715
3716         if (!oktomove)
3717         {
3718         }
3719
3720         else if ((c_ptr->feat == FEAT_DARK_PIT) && !p_ptr->ffall)
3721         {
3722 #ifdef JP
3723                 msg_print("Îö¤±Ìܤò²£Àڤ뤳¤È¤Ï¤Ç¤­¤Þ¤»¤ó¡£");
3724 #else
3725                 msg_print("You can't cross the chasm.");
3726 #endif
3727
3728                 energy_use = 0;
3729                 running = 0;
3730                 oktomove = FALSE;
3731         }
3732
3733         else if (c_ptr->feat == FEAT_MOUNTAIN)
3734         {
3735                 if (dun_level || !p_ptr->ffall)
3736                 {
3737 #ifdef JP
3738                         msg_print("»³¤Ë¤ÏÅФì¤Þ¤»¤ó¡ª");
3739 #else
3740                         msg_print("You can't climb the mountains!");
3741 #endif
3742
3743                         running = 0;
3744                         energy_use = 0;
3745                         oktomove = FALSE;
3746                 }
3747         }
3748         /*
3749          * Player can move through trees and
3750          * has effective -10 speed
3751          * Rangers can move without penality
3752          */
3753         else if (c_ptr->feat == FEAT_TREES)
3754         {
3755                 oktomove = TRUE;
3756                 if ((p_ptr->pclass != CLASS_RANGER) && !p_ptr->ffall) energy_use *= 2;
3757         }
3758
3759         else if ((c_ptr->feat >= FEAT_QUEST_ENTER) &&
3760                 (c_ptr->feat <= FEAT_QUEST_EXIT))
3761         {
3762                 oktomove = TRUE;
3763         }
3764
3765 #ifdef ALLOW_EASY_DISARM /* TNB */
3766
3767         /* Disarm a visible trap */
3768         else if ((do_pickup != easy_disarm) && is_known_trap(c_ptr))
3769         {
3770                 bool ignore = FALSE;
3771                 switch (c_ptr->feat)
3772                 {
3773                         case FEAT_TRAP_TRAPDOOR:
3774                         case FEAT_TRAP_PIT:
3775                         case FEAT_TRAP_SPIKED_PIT:
3776                         case FEAT_TRAP_POISON_PIT:
3777                                 if (p_ptr->ffall) ignore = TRUE;
3778                                 break;
3779                         case FEAT_TRAP_TELEPORT:
3780                                 if (p_ptr->anti_tele) ignore = TRUE;
3781                                 break;
3782                         case FEAT_TRAP_FIRE:
3783                                 if (p_ptr->immune_fire) ignore = TRUE;
3784                                 break;
3785                         case FEAT_TRAP_ACID:
3786                                 if (p_ptr->immune_acid) ignore = TRUE;
3787                                 break;
3788                         case FEAT_TRAP_BLIND:
3789                                 if (p_ptr->resist_blind) ignore = TRUE;
3790                                 break;
3791                         case FEAT_TRAP_CONFUSE:
3792                                 if (p_ptr->resist_conf) ignore = TRUE;
3793                                 break;
3794                         case FEAT_TRAP_POISON:
3795                                 if (p_ptr->resist_pois) ignore = TRUE;
3796                                 break;
3797                         case FEAT_TRAP_SLEEP:
3798                                 if (p_ptr->free_act) ignore = TRUE;
3799                                 break;
3800                 }
3801
3802                 if (!ignore)
3803                 {
3804                         (void)do_cmd_disarm_aux(y, x, dir);
3805                         return;
3806                 }
3807         }
3808
3809 #endif /* ALLOW_EASY_DISARM -- TNB */
3810         else if (p_ptr->riding && (riding_r_ptr->flags1 & RF1_NEVER_MOVE))
3811         {
3812 #ifdef JP
3813                 msg_print("Æ°¤±¤Ê¤¤¡ª");
3814 #else
3815                 msg_print("Can't move!");
3816 #endif
3817                 energy_use = 0;
3818                 oktomove = FALSE;
3819                 disturb(0, 0);
3820         }
3821
3822         else if (p_ptr->riding && riding_m_ptr->monfear)
3823         {
3824                 char m_name[80];
3825
3826                 /* Acquire the monster name */
3827                 monster_desc(m_name, riding_m_ptr, 0);
3828
3829                 /* Dump a message */
3830 #ifdef JP
3831                 msg_format("%s¤¬¶²Éݤ·¤Æ¤¤¤ÆÀ©¸æ¤Ç¤­¤Ê¤¤¡£", m_name);
3832 #else
3833                 msg_format("%^s is too scared to control.", m_name);
3834 #endif
3835                 oktomove = FALSE;
3836                 disturb(0, 0);
3837         }
3838
3839         else if (p_ptr->riding && p_ptr->riding_ryoute)
3840         {
3841                 oktomove = FALSE;
3842                 disturb(0, 0);
3843         }
3844
3845         else if ((p_ptr->riding && (riding_r_ptr->flags7 & RF7_AQUATIC)) && (c_ptr->feat != FEAT_SHAL_WATER) && (c_ptr->feat != FEAT_DEEP_WATER))
3846         {
3847 #ifdef JP
3848                 msg_print("Φ¾å¤Ë¾å¤¬¤ì¤Ê¤¤¡£");
3849 #else
3850                 msg_print("Can't land.");
3851 #endif
3852                 energy_use = 0;
3853                 oktomove = FALSE;
3854                 disturb(0, 0);
3855         }
3856
3857         else if ((p_ptr->riding && !(riding_r_ptr->flags7 & (RF7_AQUATIC | RF7_CAN_SWIM | RF7_CAN_FLY))) && (c_ptr->feat == FEAT_DEEP_WATER))
3858         {
3859 #ifdef JP
3860                 msg_print("¿å¾å¤Ë¹Ô¤±¤Ê¤¤¡£");
3861 #else
3862                 msg_print("Can't swim.");
3863 #endif
3864                 energy_use = 0;
3865                 oktomove = FALSE;
3866                 disturb(0, 0);
3867         }
3868
3869         else if ((p_ptr->riding && (riding_r_ptr->flags2 & RF2_AURA_FIRE) && !(riding_r_ptr->flags7 & RF7_CAN_FLY)) && (c_ptr->feat == FEAT_SHAL_WATER))
3870         {
3871 #ifdef JP
3872                 msg_print("¿å¾å¤Ë¹Ô¤±¤Ê¤¤¡£");
3873 #else
3874                 msg_print("Can't swim.");
3875 #endif
3876                 energy_use = 0;
3877                 oktomove = FALSE;
3878                 disturb(0, 0);
3879         }
3880
3881         else if ((p_ptr->riding && !(riding_r_ptr->flags7 & RF7_CAN_FLY) && !(riding_r_ptr->flagsr & RFR_EFF_IM_FIRE_MASK)) && ((c_ptr->feat == FEAT_SHAL_LAVA) || (c_ptr->feat == FEAT_DEEP_LAVA)))
3882         {
3883 #ifdef JP
3884                 msg_print("ÍÏ´ä¤Î¾å¤Ë¹Ô¤±¤Ê¤¤¡£");
3885 #else
3886                 msg_print("Too hot to go through.");
3887 #endif
3888                 energy_use = 0;
3889                 oktomove = FALSE;
3890                 disturb(0, 0);
3891         }
3892
3893         else if (p_ptr->riding && riding_m_ptr->stunned && one_in_(2))
3894         {
3895                 char m_name[80];
3896                 monster_desc(m_name, riding_m_ptr, 0);
3897 #ifdef JP
3898                 msg_format("%s¤¬Û¯Û°¤È¤·¤Æ¤¤¤Æ¤¦¤Þ¤¯Æ°¤±¤Ê¤¤¡ª",m_name);
3899 #else
3900                 msg_format("You cannot control stunned %s!",m_name);
3901 #endif
3902                 oktomove = FALSE;
3903                 disturb(0, 0);
3904         }
3905
3906         /* Player can not walk through "walls" unless in wraith form...*/
3907         else if ((!cave_floor_bold(y, x)) &&
3908                 (!p_can_pass_walls))
3909         {
3910                 byte feat;
3911
3912                 oktomove = FALSE;
3913
3914                 /* Feature code (applying "mimic" field) */
3915                 feat = f_info[c_ptr->mimic ? c_ptr->mimic : c_ptr->feat].mimic;
3916
3917                 /* Disturb the player */
3918                 disturb(0, 0);
3919
3920                 /* Notice things in the dark */
3921                 if ((!(c_ptr->info & (CAVE_MARK))) &&
3922                     (p_ptr->blind || !(c_ptr->info & (CAVE_LITE))))
3923                 {
3924                         /* Rubble */
3925                         if (feat == FEAT_RUBBLE)
3926                         {
3927 #ifdef JP
3928                                 msg_print("´äÀФ¬¹Ô¤¯¼ê¤ò¤Ï¤Ð¤ó¤Ç¤¤¤ë¤è¤¦¤À¡£");
3929 #else
3930                                 msg_print("You feel some rubble blocking your way.");
3931 #endif
3932
3933                                 c_ptr->info |= (CAVE_MARK);
3934                                 lite_spot(y, x);
3935                         }
3936
3937                         /* Closed door */
3938                         else if (is_closed_door(feat))
3939                         {
3940 #ifdef JP
3941                                 msg_print("¥É¥¢¤¬¹Ô¤¯¼ê¤ò¤Ï¤Ð¤ó¤Ç¤¤¤ë¤è¤¦¤À¡£");
3942 #else
3943                                 msg_print("You feel a closed door blocking your way.");
3944 #endif
3945
3946                                 c_ptr->info |= (CAVE_MARK);
3947                                 lite_spot(y, x);
3948                         }
3949
3950                         /* Boundary floor mimic */
3951                         else if (boundary_floor_grid(c_ptr))
3952                         {
3953 #ifdef JP
3954                                 msg_print("¤½¤ì°Ê¾åÀè¤Ë¤Ï¿Ê¤á¤Ê¤¤¤è¤¦¤À¡£");
3955 #else
3956                                 msg_print("You feel you cannot go any more.");
3957 #endif
3958                         }
3959
3960                         /* Wall (or secret door) */
3961                         else
3962                         {
3963 #ifdef JP
3964                                 msg_format("%s¤¬¹Ô¤¯¼ê¤ò¤Ï¤Ð¤ó¤Ç¤¤¤ë¤è¤¦¤À¡£", blocking_feat_name(feat));
3965 #else
3966                                 msg_format("You feel a %s blocking your way.", blocking_feat_name(feat));
3967 #endif
3968
3969                                 c_ptr->info |= (CAVE_MARK);
3970                                 lite_spot(y, x);
3971                         }
3972                 }
3973
3974                 /* Notice things */
3975                 else
3976                 {
3977                         /* Rubble */
3978                         if (feat == FEAT_RUBBLE)
3979                         {
3980 #ifdef JP
3981                                 msg_print("´äÀФ¬¹Ô¤¯¼ê¤ò¤Ï¤Ð¤ó¤Ç¤¤¤ë¡£");
3982 #else
3983                                 msg_print("There is rubble blocking your way.");
3984 #endif
3985
3986                                 if (!(p_ptr->confused || p_ptr->stun || p_ptr->image))
3987                                         energy_use = 0;
3988
3989                                 /*
3990                                  * Well, it makes sense that you lose time bumping into
3991                                  * a wall _if_ you are confused, stunned or blind; but
3992                                  * typing mistakes should not cost you a turn...
3993                                  */
3994                         }
3995                         /* Closed doors */
3996                         else if (is_closed_door(feat))
3997                         {
3998 #ifdef ALLOW_EASY_OPEN
3999
4000                                 if (easy_open && easy_open_door(y, x)) return;
4001
4002 #endif /* ALLOW_EASY_OPEN */
4003
4004 #ifdef JP
4005                                 msg_print("¥É¥¢¤¬¹Ô¤¯¼ê¤ò¤Ï¤Ð¤ó¤Ç¤¤¤ë¡£");
4006 #else
4007                                 msg_print("There is a closed door blocking your way.");
4008 #endif
4009
4010                                 if (!(p_ptr->confused || p_ptr->stun || p_ptr->image))
4011                                         energy_use = 0;
4012                         }
4013
4014                         /* Boundary floor mimic */
4015                         else if (boundary_floor_grid(c_ptr))
4016                         {
4017 #ifdef JP
4018                                 msg_print("¤½¤ì°Ê¾åÀè¤Ë¤Ï¿Ê¤á¤Ê¤¤¡£");
4019 #else
4020                                 msg_print("You cannot go any more.");
4021 #endif
4022
4023                                 if (!(p_ptr->confused || p_ptr->stun || p_ptr->image))
4024                                         energy_use = 0;
4025                         }
4026
4027                         /* Wall (or secret door) */
4028                         else
4029                         {
4030 #ifdef JP
4031                                 msg_format("%s¤¬¹Ô¤¯¼ê¤ò¤Ï¤Ð¤ó¤Ç¤¤¤ë¡£", blocking_feat_name(feat));
4032 #else
4033                                 msg_format("There is a %s blocking your way.", blocking_feat_name(feat));
4034 #endif
4035
4036                                 if (!(p_ptr->confused || p_ptr->stun || p_ptr->image))
4037                                         energy_use = 0;
4038                         }
4039                 }
4040
4041                 /* Sound */
4042                 if (!boundary_floor_grid(c_ptr)) sound(SOUND_HITWALL);
4043         }
4044
4045         /* Normal movement */
4046         if (!pattern_seq(py, px, y, x))
4047         {
4048                 if (!(p_ptr->confused || p_ptr->stun || p_ptr->image))
4049                 {
4050                         energy_use = 0;
4051                 }
4052
4053                 /* To avoid a loop with running */
4054                 disturb(0, 0);
4055
4056                 oktomove = FALSE;
4057         }
4058
4059         /* Normal movement */
4060         if (oktomove)
4061         {
4062                 int oy, ox;
4063
4064                 if (p_ptr->warning)
4065                 {
4066                         if(!process_warning(x, y))
4067                         {
4068                                 energy_use = 25;
4069                                 return;
4070                         }
4071                 }
4072
4073                 /* Hack -- For moving monster or riding player's moving */
4074                 cave[py][px].m_idx = c_ptr->m_idx;
4075                 c_ptr->m_idx = 0;
4076
4077                 if (do_past)
4078                 {
4079 #ifdef JP
4080                         msg_format("%s¤ò²¡¤·Âऱ¤¿¡£", m_name);
4081 #else
4082                         msg_format("You push past %s.", m_name);
4083 #endif
4084
4085                         m_ptr->fy = py;
4086                         m_ptr->fx = px;
4087                         update_mon(cave[py][px].m_idx, TRUE);
4088                 }
4089
4090                 /* Change oldpx and oldpy to place the player well when going back to big mode */
4091                 if (p_ptr->wild_mode)
4092                 {
4093                         if(ddy[dir] > 0)  p_ptr->oldpy = 1;
4094                         if(ddy[dir] < 0)  p_ptr->oldpy = MAX_HGT - 2;
4095                         if(ddy[dir] == 0) p_ptr->oldpy = MAX_HGT / 2;
4096                         if(ddx[dir] > 0)  p_ptr->oldpx = 1;
4097                         if(ddx[dir] < 0)  p_ptr->oldpx = MAX_WID - 2;
4098                         if(ddx[dir] == 0) p_ptr->oldpx = MAX_WID / 2;
4099                 }
4100
4101                 /* Save old location */
4102                 oy = py;
4103                 ox = px;
4104
4105                 /* Move the player */
4106                 py = y;
4107                 px = x;
4108
4109                 if (music_singing(MUSIC_WALL))
4110                 {
4111                         project(0, 0, py, px,
4112                                 (60 + p_ptr->lev), GF_DISINTEGRATE, PROJECT_KILL | PROJECT_ITEM, -1);
4113                 }
4114                 else if (p_ptr->kill_wall || (p_ptr->riding && (riding_r_ptr->flags2 & RF2_KILL_WALL)))
4115                 {
4116                         if (!cave_floor_bold(py, px) && cave_valid_bold(py, px) &&
4117                                 (cave[py][px].feat < FEAT_PATTERN_START ||
4118                                  cave[py][px].feat > FEAT_PATTERN_XTRA2) &&
4119                                 (cave[py][px].feat < FEAT_DEEP_WATER ||
4120                                  cave[py][px].feat > FEAT_GRASS))
4121                         {
4122                                 /* Forget the wall */
4123                                 cave[py][px].info &= ~(CAVE_MARK);
4124
4125                                 if (cave[py][px].feat == FEAT_TREES)
4126                                         cave_set_feat(py, px, FEAT_GRASS);
4127                                 else
4128                                         cave_set_feat(py, px, floor_type[randint0(100)]);
4129                         }
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                 /* Remove "unsafe" flag */
4136                 if ((!p_ptr->blind && !no_lite()) || !is_trap(c_ptr->feat)) c_ptr->info &= ~(CAVE_UNSAFE);
4137
4138                 if (p_ptr->riding)
4139                 {
4140                         riding_m_ptr->fy = py;
4141                         riding_m_ptr->fx = px;
4142                         cave[py][px].m_idx = p_ptr->riding;
4143                         update_mon(p_ptr->riding, TRUE);
4144                 }
4145
4146                 /* Redraw new spot */
4147                 lite_spot(py, px);
4148
4149                 /* Redraw old spot */
4150                 lite_spot(oy, ox);
4151
4152                 /* Sound */
4153                 /* sound(SOUND_WALK); */
4154
4155                 /* Check for new panel (redraw map) */
4156                 verify_panel();
4157
4158                 /* For get everything when requested hehe I'm *NASTY* */
4159                 if (dun_level && (d_info[dungeon_type].flags1 & DF1_FORGET))
4160                 {
4161                         wiz_dark();
4162                 }
4163
4164                 if ((p_ptr->pclass == CLASS_NINJA))
4165                 {
4166                         if (c_ptr->info & (CAVE_GLOW)) set_superstealth(FALSE);
4167                         else if (p_ptr->cur_lite <= 0) set_superstealth(TRUE);
4168                 }
4169                 if ((p_ptr->action == ACTION_HAYAGAKE) && !cave_floor_bold(py, px))
4170                 {
4171 #ifdef JP
4172                         msg_print("¤³¤³¤Ç¤ÏÁÇÁ᤯ư¤±¤Ê¤¤¡£");
4173 #else
4174                         msg_print("You cannot run in wall.");
4175 #endif
4176                         set_action(ACTION_NONE);
4177                 }
4178
4179                 /* Update stuff */
4180                 p_ptr->update |= (PU_VIEW | PU_LITE | PU_FLOW | PU_MON_LITE);
4181
4182                 /* Update the monsters */
4183                 p_ptr->update |= (PU_DISTANCE);
4184
4185                 /* Window stuff */
4186                 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
4187
4188                 /* Spontaneous Searching */
4189                 if ((p_ptr->skill_fos >= 50) ||
4190                     (0 == randint0(50 - p_ptr->skill_fos)))
4191                 {
4192                         search();
4193                 }
4194
4195                 /* Continuous Searching */
4196                 if (p_ptr->action == ACTION_SEARCH)
4197                 {
4198                         search();
4199                 }
4200
4201                 /* Handle "objects" */
4202
4203 #ifdef ALLOW_EASY_DISARM /* TNB */
4204
4205                 carry(do_pickup != always_pickup);
4206
4207 #else /* ALLOW_EASY_DISARM -- TNB */
4208
4209                 carry(do_pickup);
4210
4211 #endif /* ALLOW_EASY_DISARM -- TNB */
4212
4213                 /* Handle "store doors" */
4214                 if (((c_ptr->feat >= FEAT_SHOP_HEAD) &&
4215                     (c_ptr->feat <= FEAT_SHOP_TAIL)) ||
4216                     (c_ptr->feat == FEAT_MUSEUM))
4217                 {
4218                         /* Disturb */
4219                         disturb(0, 0);
4220
4221                         energy_use = 0;
4222                         /* Hack -- Enter store */
4223                         command_new = SPECIAL_KEY_STORE;
4224                 }
4225
4226                 /* Handle "building doors" -KMW- */
4227                 else if ((c_ptr->feat >= FEAT_BLDG_HEAD) &&
4228                     (c_ptr->feat <= FEAT_BLDG_TAIL))
4229                 {
4230                         /* Disturb */
4231                         disturb(0, 0);
4232
4233                         energy_use = 0;
4234                         /* Hack -- Enter building */
4235                         command_new = SPECIAL_KEY_BUILDING;
4236                 }
4237
4238                 /* Handle quest areas -KMW- */
4239                 else if (c_ptr->feat == FEAT_QUEST_ENTER)
4240                 {
4241                         /* Disturb */
4242                         disturb(0, 0);
4243
4244                         energy_use = 0;
4245                         /* Hack -- Enter quest level */
4246                         command_new = SPECIAL_KEY_QUEST;
4247                 }
4248
4249                 else if (c_ptr->feat == FEAT_QUEST_EXIT)
4250                 {
4251                         if (quest[p_ptr->inside_quest].type == QUEST_TYPE_FIND_EXIT)
4252                         {
4253                                 if (record_fix_quest) do_cmd_write_nikki(NIKKI_FIX_QUEST_C, p_ptr->inside_quest, NULL);
4254                                 quest[p_ptr->inside_quest].status = QUEST_STATUS_COMPLETED;
4255                                 quest[p_ptr->inside_quest].complev = (byte)p_ptr->lev;
4256 #ifdef JP
4257                                 msg_print("¥¯¥¨¥¹¥È¤òãÀ®¤·¤¿¡ª");
4258 #else
4259                                 msg_print("You accomplished your quest!");
4260 #endif
4261
4262                                 msg_print(NULL);
4263                         }
4264
4265                         leave_quest_check();
4266
4267                         p_ptr->inside_quest = c_ptr->special;
4268                         dun_level = 0;
4269                         p_ptr->oldpx = 0;
4270                         p_ptr->oldpy = 0;
4271
4272                         /* Clear all saved floors */
4273                         prepare_change_floor_mode(CFM_CLEAR_ALL);
4274
4275                         p_ptr->leaving = TRUE;
4276                 }
4277
4278                 /* Set off a trap */
4279                 else if (is_trap(c_ptr->feat))
4280                 {
4281                         /* Disturb */
4282                         disturb(0, 0);
4283
4284                         /* Hidden trap */
4285                         if (c_ptr->mimic)
4286                         {
4287                                 /* Message */
4288 #ifdef JP
4289                                 msg_print("¥È¥é¥Ã¥×¤À¡ª");
4290 #else
4291                                 msg_print("You found a trap!");
4292 #endif
4293
4294                                 /* Pick a trap */
4295                                 disclose_grid(py, px);
4296                         }
4297
4298                         /* Hit the trap */
4299                         hit_trap(break_trap);
4300                 }
4301
4302                 /* Warn when leaving trap detected region */
4303                 if ((disturb_trap_detect || alert_trap_detect)
4304                     && p_ptr->dtrap && !(cave[py][px].info & CAVE_IN_DETECT))
4305                 {
4306                         /* No duplicate warning */
4307                         p_ptr->dtrap = FALSE;
4308
4309                         /* You are just on the edge */
4310                         if (!(cave[py][px].info & CAVE_UNSAFE))
4311                         {
4312                                 if (alert_trap_detect)
4313                                 {
4314 #ifdef JP
4315                                         msg_print("* Ãí°Õ:¤³¤ÎÀè¤Ï¥È¥é¥Ã¥×¤Î´¶ÃÎÈϰϳ°¤Ç¤¹¡ª *");
4316 #else
4317                                         msg_print("*Leaving trap detect region!*");
4318 #endif
4319                                 }
4320
4321                                 if (disturb_trap_detect)
4322                                 {
4323                                         disturb(0, 0);
4324                                 }
4325                         }
4326                 }
4327         }
4328 }
4329
4330
4331 /*
4332  * Hack -- Check for a "known wall" (see below)
4333  */
4334 static int see_wall(int dir, int y, int x)
4335 {
4336         cave_type   *c_ptr;
4337         byte feat;
4338
4339         /* Get the new location */
4340         y += ddy[dir];
4341         x += ddx[dir];
4342
4343         /* Illegal grids are not known walls */
4344         if (!in_bounds2(y, x)) return (FALSE);
4345
4346         /* Access grid */
4347         c_ptr = &cave[y][x];
4348
4349         /* Feature code (applying "mimic" field) */
4350         feat = f_info[c_ptr->mimic ? c_ptr->mimic : c_ptr->feat].mimic;
4351
4352         /* Must be known to the player */
4353         if (c_ptr->info & (CAVE_MARK))
4354         {
4355                 /* Rubble, Magma, Quartz, Wall, Perm wall */
4356                 if (feat >= FEAT_RUBBLE && feat <= FEAT_PERM_SOLID) return TRUE;
4357
4358                 /* Tree */
4359                 if (feat == FEAT_TREES) return TRUE;
4360
4361                 /* Mountain */
4362                 if (feat == FEAT_MOUNTAIN) return TRUE;
4363         }
4364
4365         return FALSE;
4366 }
4367
4368
4369 /*
4370  * Hack -- Check for an "unknown corner" (see below)
4371  */
4372 static int see_nothing(int dir, int y, int x)
4373 {
4374         /* Get the new location */
4375         y += ddy[dir];
4376         x += ddx[dir];
4377
4378         /* Illegal grids are unknown */
4379         if (!in_bounds2(y, x)) return (TRUE);
4380
4381         /* Memorized grids are always known */
4382         if (cave[y][x].info & (CAVE_MARK)) return (FALSE);
4383
4384         /* Non-floor grids are unknown */
4385         if (!cave_floor_bold(y, x)) return (TRUE);
4386
4387         /* Viewable door/wall grids are known */
4388         if (player_can_see_bold(y, x)) return (FALSE);
4389
4390         /* Default */
4391         return (TRUE);
4392 }
4393
4394
4395
4396
4397
4398 /*
4399  * The running algorithm:                       -CJS-
4400  *
4401  * In the diagrams below, the player has just arrived in the
4402  * grid marked as '@', and he has just come from a grid marked
4403  * as 'o', and he is about to enter the grid marked as 'x'.
4404  *
4405  * Of course, if the "requested" move was impossible, then you
4406  * will of course be blocked, and will stop.
4407  *
4408  * Overview: You keep moving until something interesting happens.
4409  * If you are in an enclosed space, you follow corners. This is
4410  * the usual corridor scheme. If you are in an open space, you go
4411  * straight, but stop before entering enclosed space. This is
4412  * analogous to reaching doorways. If you have enclosed space on
4413  * one side only (that is, running along side a wall) stop if
4414  * your wall opens out, or your open space closes in. Either case
4415  * corresponds to a doorway.
4416  *
4417  * What happens depends on what you can really SEE. (i.e. if you
4418  * have no light, then running along a dark corridor is JUST like
4419  * running in a dark room.) The algorithm works equally well in
4420  * corridors, rooms, mine tailings, earthquake rubble, etc, etc.
4421  *
4422  * These conditions are kept in static memory:
4423  * find_openarea         You are in the open on at least one
4424  * side.
4425  * find_breakleft        You have a wall on the left, and will
4426  * stop if it opens
4427  * find_breakright       You have a wall on the right, and will
4428  * stop if it opens
4429  *
4430  * To initialize these conditions, we examine the grids adjacent
4431  * to the grid marked 'x', two on each side (marked 'L' and 'R').
4432  * If either one of the two grids on a given side is seen to be
4433  * closed, then that side is considered to be closed. If both
4434  * sides are closed, then it is an enclosed (corridor) run.
4435  *
4436  * LL           L
4437  * @x          LxR
4438  * RR          @R
4439  *
4440  * Looking at more than just the immediate squares is
4441  * significant. Consider the following case. A run along the
4442  * corridor will stop just before entering the center point,
4443  * because a choice is clearly established. Running in any of
4444  * three available directions will be defined as a corridor run.
4445  * Note that a minor hack is inserted to make the angled corridor
4446  * entry (with one side blocked near and the other side blocked
4447  * further away from the runner) work correctly. The runner moves
4448  * diagonally, but then saves the previous direction as being
4449  * straight into the gap. Otherwise, the tail end of the other
4450  * entry would be perceived as an alternative on the next move.
4451  *
4452  * #.#
4453  * ##.##
4454  * .@x..
4455  * ##.##
4456  * #.#
4457  *
4458  * Likewise, a run along a wall, and then into a doorway (two
4459  * runs) will work correctly. A single run rightwards from @ will
4460  * stop at 1. Another run right and down will enter the corridor
4461  * and make the corner, stopping at the 2.
4462  *
4463  * ##################
4464  * o@x       1
4465  * ########### ######
4466  * #2          #
4467  * #############
4468  *
4469  * After any move, the function area_affect is called to
4470  * determine the new surroundings, and the direction of
4471  * subsequent moves. It examines the current player location
4472  * (at which the runner has just arrived) and the previous
4473  * direction (from which the runner is considered to have come).
4474  *
4475  * Moving one square in some direction places you adjacent to
4476  * three or five new squares (for straight and diagonal moves
4477  * respectively) to which you were not previously adjacent,
4478  * marked as '!' in the diagrams below.
4479  *
4480  *   ...!              ...
4481  *   .o@!  (normal)    .o.!  (diagonal)
4482  *   ...!  (east)      ..@!  (south east)
4483  *                      !!!
4484  *
4485  * You STOP if any of the new squares are interesting in any way:
4486  * for example, if they contain visible monsters or treasure.
4487  *
4488  * You STOP if any of the newly adjacent squares seem to be open,
4489  * and you are also looking for a break on that side. (that is,
4490  * find_openarea AND find_break).
4491  *
4492  * You STOP if any of the newly adjacent squares do NOT seem to be
4493  * open and you are in an open area, and that side was previously
4494  * entirely open.
4495  *
4496  * Corners: If you are not in the open (i.e. you are in a corridor)
4497  * and there is only one way to go in the new squares, then turn in
4498  * that direction. If there are more than two new ways to go, STOP.
4499  * If there are two ways to go, and those ways are separated by a
4500  * square which does not seem to be open, then STOP.
4501  *
4502  * Otherwise, we have a potential corner. There are two new open
4503  * squares, which are also adjacent. One of the new squares is
4504  * diagonally located, the other is straight on (as in the diagram).
4505  * We consider two more squares further out (marked below as ?).
4506  *
4507  * We assign "option" to the straight-on grid, and "option2" to the
4508  * diagonal grid, and "check_dir" to the grid marked 's'.
4509  *
4510  * ##s
4511  * @x?
4512  * #.?
4513  *
4514  * If they are both seen to be closed, then it is seen that no benefit
4515  * is gained from moving straight. It is a known corner.  To cut the
4516  * corner, go diagonally, otherwise go straight, but pretend you
4517  * stepped diagonally into that next location for a full view next
4518  * time. Conversely, if one of the ? squares is not seen to be closed,
4519  * then there is a potential choice. We check to see whether it is a
4520  * potential corner or an intersection/room entrance.  If the square
4521  * two spaces straight ahead, and the space marked with 's' are both
4522  * unknown space, then it is a potential corner and enter if
4523  * find_examine is set, otherwise must stop because it is not a
4524  * corner. (find_examine option is removed and always is TRUE.)
4525  */
4526
4527
4528
4529
4530 /*
4531  * Hack -- allow quick "cycling" through the legal directions
4532  */
4533 static byte cycle[] =
4534 { 1, 2, 3, 6, 9, 8, 7, 4, 1, 2, 3, 6, 9, 8, 7, 4, 1 };
4535
4536 /*
4537  * Hack -- map each direction into the "middle" of the "cycle[]" array
4538  */
4539 static byte chome[] =
4540 { 0, 8, 9, 10, 7, 0, 11, 6, 5, 4 };
4541
4542 /*
4543  * The direction we are running
4544  */
4545 static byte find_current;
4546
4547 /*
4548  * The direction we came from
4549  */
4550 static byte find_prevdir;
4551
4552 /*
4553  * We are looking for open area
4554  */
4555 static bool find_openarea;
4556
4557 /*
4558  * We are looking for a break
4559  */
4560 static bool find_breakright;
4561 static bool find_breakleft;
4562
4563
4564
4565 /*
4566  * Initialize the running algorithm for a new direction.
4567  *
4568  * Diagonal Corridor -- allow diaginal entry into corridors.
4569  *
4570  * Blunt Corridor -- If there is a wall two spaces ahead and
4571  * we seem to be in a corridor, then force a turn into the side
4572  * corridor, must be moving straight into a corridor here. ???
4573  *
4574  * Diagonal Corridor    Blunt Corridor (?)
4575  *       # #                  #
4576  *       #x#                 @x#
4577  *       @p.                  p
4578  */
4579 static void run_init(int dir)
4580 {
4581         int             row, col, deepleft, deepright;
4582         int             i, shortleft, shortright;
4583
4584
4585         /* Save the direction */
4586         find_current = dir;
4587
4588         /* Assume running straight */
4589         find_prevdir = dir;
4590
4591         /* Assume looking for open area */
4592         find_openarea = TRUE;
4593
4594         /* Assume not looking for breaks */
4595         find_breakright = find_breakleft = FALSE;
4596
4597         /* Assume no nearby walls */
4598         deepleft = deepright = FALSE;
4599         shortright = shortleft = FALSE;
4600
4601         p_ptr->run_py = py;
4602         p_ptr->run_px = px;
4603
4604         /* Find the destination grid */
4605         row = py + ddy[dir];
4606         col = px + ddx[dir];
4607
4608         /* Extract cycle index */
4609         i = chome[dir];
4610
4611         /* Check for walls */
4612         if (see_wall(cycle[i+1], py, px))
4613         {
4614                 find_breakleft = TRUE;
4615                 shortleft = TRUE;
4616         }
4617         else if (see_wall(cycle[i+1], row, col))
4618         {
4619                 find_breakleft = TRUE;
4620                 deepleft = TRUE;
4621         }
4622
4623         /* Check for walls */
4624         if (see_wall(cycle[i-1], py, px))
4625         {
4626                 find_breakright = TRUE;
4627                 shortright = TRUE;
4628         }
4629         else if (see_wall(cycle[i-1], row, col))
4630         {
4631                 find_breakright = TRUE;
4632                 deepright = TRUE;
4633         }
4634
4635         /* Looking for a break */
4636         if (find_breakleft && find_breakright)
4637         {
4638                 /* Not looking for open area */
4639                 find_openarea = FALSE;
4640
4641                 /* Hack -- allow angled corridor entry */
4642                 if (dir & 0x01)
4643                 {
4644                         if (deepleft && !deepright)
4645                         {
4646                                 find_prevdir = cycle[i - 1];
4647                         }
4648                         else if (deepright && !deepleft)
4649                         {
4650                                 find_prevdir = cycle[i + 1];
4651                         }
4652                 }
4653
4654                 /* Hack -- allow blunt corridor entry */
4655                 else if (see_wall(cycle[i], row, col))
4656                 {
4657                         if (shortleft && !shortright)
4658                         {
4659                                 find_prevdir = cycle[i - 2];
4660                         }
4661                         else if (shortright && !shortleft)
4662                         {
4663                                 find_prevdir = cycle[i + 2];
4664                         }
4665                 }
4666         }
4667 }
4668
4669
4670 /*
4671  * Update the current "run" path
4672  *
4673  * Return TRUE if the running should be stopped
4674  */
4675 static bool run_test(void)
4676 {
4677         int         prev_dir, new_dir, check_dir = 0;
4678         int         row, col;
4679         int         i, max, inv;
4680         int         option = 0, option2 = 0;
4681         cave_type   *c_ptr;
4682         byte feat;
4683
4684         /* Where we came from */
4685         prev_dir = find_prevdir;
4686
4687
4688         /* Range of newly adjacent grids */
4689         max = (prev_dir & 0x01) + 1;
4690
4691         /* break run when leaving trap detected region */
4692         if ((disturb_trap_detect || alert_trap_detect)
4693             && p_ptr->dtrap && !(cave[py][px].info & CAVE_IN_DETECT))
4694         {
4695                 /* No duplicate warning */
4696                 p_ptr->dtrap = FALSE;
4697
4698                 /* You are just on the edge */
4699                 if (!(cave[py][px].info & CAVE_UNSAFE))
4700                 {
4701                         if (alert_trap_detect)
4702                         {
4703 #ifdef JP
4704                                 msg_print("* Ãí°Õ:¤³¤ÎÀè¤Ï¥È¥é¥Ã¥×¤Î´¶ÃÎÈϰϳ°¤Ç¤¹¡ª *");
4705 #else
4706                                 msg_print("*Leaving trap detect region!*");
4707 #endif
4708                         }
4709
4710                         if (disturb_trap_detect)
4711                         {
4712                                 /* Break Run */
4713                                 return(TRUE);
4714                         }
4715                 }
4716         }
4717
4718         /* Look at every newly adjacent square. */
4719         for (i = -max; i <= max; i++)
4720         {
4721                 s16b this_o_idx, next_o_idx = 0;
4722
4723
4724                 /* New direction */
4725                 new_dir = cycle[chome[prev_dir] + i];
4726
4727                 /* New location */
4728                 row = py + ddy[new_dir];
4729                 col = px + ddx[new_dir];
4730
4731                 /* Access grid */
4732                 c_ptr = &cave[row][col];
4733
4734                 /* Feature code (applying "mimic" field) */
4735                 feat = f_info[c_ptr->mimic ? c_ptr->mimic : c_ptr->feat].mimic;
4736
4737                 /* Visible monsters abort running */
4738                 if (c_ptr->m_idx)
4739                 {
4740                         monster_type *m_ptr = &m_list[c_ptr->m_idx];
4741
4742                         /* Visible monster */
4743                         if (m_ptr->ml) return (TRUE);
4744                 }
4745
4746                 /* Visible objects abort running */
4747                 for (this_o_idx = c_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
4748                 {
4749                         object_type *o_ptr;
4750
4751                         /* Acquire object */
4752                         o_ptr = &o_list[this_o_idx];
4753
4754                         /* Acquire next object */
4755                         next_o_idx = o_ptr->next_o_idx;
4756
4757                         /* Visible object */
4758                         if (o_ptr->marked) return (TRUE);
4759                 }
4760
4761
4762                 /* Assume unknown */
4763                 inv = TRUE;
4764
4765                 /* Check memorized grids */
4766                 if (c_ptr->info & (CAVE_MARK))
4767                 {
4768                         bool notice = TRUE;
4769
4770                         /* Examine the terrain */
4771                         switch (feat)
4772                         {
4773                                 /* Floors */
4774                                 case FEAT_FLOOR:
4775
4776                                 /* Invis traps */
4777                                 case FEAT_INVIS:
4778
4779                                 /* Normal veins */
4780                                 case FEAT_MAGMA:
4781                                 case FEAT_QUARTZ:
4782
4783                                 /* Hidden treasure */
4784                                 case FEAT_MAGMA_H:
4785                                 case FEAT_QUARTZ_H:
4786
4787                                 /* Known treasure (almost uninteresting) */
4788                                 case FEAT_MAGMA_K:
4789                                 case FEAT_QUARTZ_K:
4790
4791                                 /* Walls */
4792                                 case FEAT_RUBBLE:
4793                                 case FEAT_WALL_EXTRA:
4794                                 case FEAT_WALL_INNER:
4795                                 case FEAT_WALL_OUTER:
4796                                 case FEAT_WALL_SOLID:
4797                                 case FEAT_PERM_EXTRA:
4798                                 case FEAT_PERM_INNER:
4799                                 case FEAT_PERM_OUTER:
4800                                 case FEAT_PERM_SOLID:
4801                                 /* dirt, grass, trees, ... */
4802                                 case FEAT_SHAL_WATER:
4803                                 case FEAT_DIRT:
4804                                 case FEAT_GRASS:
4805                                 case FEAT_DEEP_GRASS:
4806                                 case FEAT_FLOWER:
4807                                 case FEAT_DARK_PIT:
4808                                 case FEAT_TREES:
4809                                 case FEAT_MOUNTAIN:
4810                                 {
4811                                         /* Ignore */
4812                                         notice = FALSE;
4813
4814                                         /* Done */
4815                                         break;
4816                                 }
4817
4818                                 /* quest features */
4819                                 case FEAT_QUEST_ENTER:
4820                                 case FEAT_QUEST_EXIT:
4821                                 {
4822                                         /* Notice */
4823                                         notice = TRUE;
4824
4825                                         /* Done */
4826                                         break;
4827                                 }
4828
4829                                 case FEAT_DEEP_LAVA:
4830                                 case FEAT_SHAL_LAVA:
4831                                 {
4832                                         /* Ignore */
4833                                         if (IS_INVULN() || p_ptr->immune_fire) notice = FALSE;
4834
4835                                         /* Done */
4836                                         break;
4837                                 }
4838
4839                                 case FEAT_DEEP_WATER:
4840                                 {
4841                                         /* Ignore */
4842                                         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;
4843
4844                                         /* Done */
4845                                         break;
4846                                 }
4847
4848                                 /* Open doors */
4849                                 case FEAT_OPEN:
4850                                 case FEAT_BROKEN:
4851                                 {
4852                                         /* Option -- ignore */
4853                                         if (find_ignore_doors) notice = FALSE;
4854
4855                                         /* Done */
4856                                         break;
4857                                 }
4858
4859                                 /* Stairs */
4860                                 case FEAT_LESS:
4861                                 case FEAT_MORE:
4862                                 case FEAT_LESS_LESS:
4863                                 case FEAT_MORE_MORE:
4864                                 case FEAT_ENTRANCE:
4865                                 {
4866                                         /* Option -- ignore */
4867                                         if (find_ignore_stairs) notice = FALSE;
4868
4869                                         /* Done */
4870                                         break;
4871                                 }
4872                         }
4873
4874                         /* Interesting feature */
4875                         if (notice) return (TRUE);
4876
4877                         /* The grid is "visible" */
4878                         inv = FALSE;
4879                 }
4880
4881                 /* Analyze unknown grids and floors considering mimic */
4882                 if (inv || feat_floor(feat))
4883                 {
4884                         /* Looking for open area */
4885                         if (find_openarea)
4886                         {
4887                                 /* Nothing */
4888                         }
4889
4890                         /* The first new direction. */
4891                         else if (!option)
4892                         {
4893                                 option = new_dir;
4894                         }
4895
4896                         /* Three new directions. Stop running. */
4897                         else if (option2)
4898                         {
4899                                 return (TRUE);
4900                         }
4901
4902                         /* Two non-adjacent new directions.  Stop running. */
4903                         else if (option != cycle[chome[prev_dir] + i - 1])
4904                         {
4905                                 return (TRUE);
4906                         }
4907
4908                         /* Two new (adjacent) directions (case 1) */
4909                         else if (new_dir & 0x01)
4910                         {
4911                                 check_dir = cycle[chome[prev_dir] + i - 2];
4912                                 option2 = new_dir;
4913                         }
4914
4915                         /* Two new (adjacent) directions (case 2) */
4916                         else
4917                         {
4918                                 check_dir = cycle[chome[prev_dir] + i + 1];
4919                                 option2 = option;
4920                                 option = new_dir;
4921                         }
4922                 }
4923
4924                 /* Obstacle, while looking for open area */
4925                 else
4926                 {
4927                         if (find_openarea)
4928                         {
4929                                 if (i < 0)
4930                                 {
4931                                         /* Break to the right */
4932                                         find_breakright = TRUE;
4933                                 }
4934
4935                                 else if (i > 0)
4936                                 {
4937                                         /* Break to the left */
4938                                         find_breakleft = TRUE;
4939                                 }
4940                         }
4941                 }
4942         }
4943
4944
4945         /* Looking for open area */
4946         if (find_openarea)
4947         {
4948                 /* Hack -- look again */
4949                 for (i = -max; i < 0; i++)
4950                 {
4951                         new_dir = cycle[chome[prev_dir] + i];
4952
4953                         row = py + ddy[new_dir];
4954                         col = px + ddx[new_dir];
4955
4956                         /* Access grid */
4957                         c_ptr = &cave[row][col];
4958
4959                         /* Feature code (applying "mimic" field) */
4960                         feat = f_info[c_ptr->mimic ? c_ptr->mimic : c_ptr->feat].mimic;
4961
4962                         /* Unknown grid or non-wall XXX XXX XXX cave_floor_grid(c_ptr)) */
4963                         if (!(c_ptr->info & (CAVE_MARK)) ||
4964                             ((feat <= FEAT_DOOR_TAIL) ||
4965                              (feat == FEAT_FLOWER) ||
4966                              (feat == FEAT_DEEP_GRASS) ||
4967                              ((feat >= FEAT_DEEP_WATER) &&
4968                               (feat <= FEAT_GRASS))))
4969
4970                         {
4971                                 /* Looking to break right */
4972                                 if (find_breakright)
4973                                 {
4974                                         return (TRUE);
4975                                 }
4976                         }
4977
4978                         /* Obstacle */
4979                         else
4980                         {
4981                                 /* Looking to break left */
4982                                 if (find_breakleft)
4983                                 {
4984                                         return (TRUE);
4985                                 }
4986                         }
4987                 }
4988
4989                 /* Hack -- look again */
4990                 for (i = max; i > 0; i--)
4991                 {
4992                         new_dir = cycle[chome[prev_dir] + i];
4993
4994                         row = py + ddy[new_dir];
4995                         col = px + ddx[new_dir];
4996
4997                         /* Access grid */
4998                         c_ptr = &cave[row][col];
4999
5000                         /* Feature code (applying "mimic" field) */
5001                         feat = f_info[c_ptr->mimic ? c_ptr->mimic : c_ptr->feat].mimic;
5002
5003                         /* Unknown grid or non-wall XXX XXX XXX cave_floor_grid(c_ptr)) */
5004                         if (!(c_ptr->info & (CAVE_MARK)) ||
5005                             ((feat <= FEAT_DOOR_TAIL) ||
5006                              (feat == FEAT_FLOWER) ||
5007                              (feat == FEAT_DEEP_GRASS) ||
5008                              ((feat >= FEAT_DEEP_WATER) &&
5009                               (feat <= FEAT_GRASS))))
5010
5011                         {
5012                                 /* Looking to break left */
5013                                 if (find_breakleft)
5014                                 {
5015                                         return (TRUE);
5016                                 }
5017                         }
5018
5019                         /* Obstacle */
5020                         else
5021                         {
5022                                 /* Looking to break right */
5023                                 if (find_breakright)
5024                                 {
5025                                         return (TRUE);
5026                                 }
5027                         }
5028                 }
5029         }
5030
5031
5032         /* Not looking for open area */
5033         else
5034         {
5035                 /* No options */
5036                 if (!option)
5037                 {
5038                         return (TRUE);
5039                 }
5040
5041                 /* One option */
5042                 else if (!option2)
5043                 {
5044                         /* Primary option */
5045                         find_current = option;
5046
5047                         /* No other options */
5048                         find_prevdir = option;
5049                 }
5050
5051                 /* Two options, examining corners */
5052                 else if (!find_cut)
5053                 {
5054                         /* Primary option */
5055                         find_current = option;
5056
5057                         /* Hack -- allow curving */
5058                         find_prevdir = option2;
5059                 }
5060
5061                 /* Two options, pick one */
5062                 else
5063                 {
5064                         /* Get next location */
5065                         row = py + ddy[option];
5066                         col = px + ddx[option];
5067
5068                         /* Don't see that it is closed off. */
5069                         /* This could be a potential corner or an intersection. */
5070                         if (!see_wall(option, row, col) ||
5071                             !see_wall(check_dir, row, col))
5072                         {
5073                                 /* Can not see anything ahead and in the direction we */
5074                                 /* are turning, assume that it is a potential corner. */
5075                                 if (see_nothing(option, row, col) &&
5076                                     see_nothing(option2, row, col))
5077                                 {
5078                                         find_current = option;
5079                                         find_prevdir = option2;
5080                                 }
5081
5082                                 /* STOP: we are next to an intersection or a room */
5083                                 else
5084                                 {
5085                                         return (TRUE);
5086                                 }
5087                         }
5088
5089                         /* This corner is seen to be enclosed; we cut the corner. */
5090                         else if (find_cut)
5091                         {
5092                                 find_current = option2;
5093                                 find_prevdir = option2;
5094                         }
5095
5096                         /* This corner is seen to be enclosed, and we */
5097                         /* deliberately go the long way. */
5098                         else
5099                         {
5100                                 find_current = option;
5101                                 find_prevdir = option2;
5102                         }
5103                 }
5104         }
5105
5106
5107         /* About to hit a known wall, stop */
5108         if (see_wall(find_current, py, px))
5109         {
5110                 return (TRUE);
5111         }
5112
5113
5114         /* Failure */
5115         return (FALSE);
5116 }
5117
5118
5119
5120 /*
5121  * Take one step along the current "run" path
5122  */
5123 void run_step(int dir)
5124 {
5125         /* Start running */
5126         if (dir)
5127         {
5128                 cave_type   *c_ptr;
5129                 byte feat;
5130
5131                 /* Access grid */
5132                 c_ptr = &cave[py+ddy[dir]][px+ddx[dir]];
5133
5134                 /* Feature code (applying "mimic" field) */
5135                 feat = f_info[c_ptr->mimic ? c_ptr->mimic : c_ptr->feat].mimic;
5136
5137                 /* Hack -- do not start silly run */
5138                 if (see_wall(dir, py, px) &&
5139                    (feat != FEAT_TREES))
5140                 {
5141                         /* Message */
5142 #ifdef JP
5143                         msg_print("¤½¤ÎÊý¸þ¤Ë¤Ï¹Ô¤±¤Þ¤»¤ó¡£");
5144 #else
5145                         msg_print("You cannot run in that direction.");
5146 #endif
5147
5148
5149                         /* Disturb */
5150                         disturb(0, 0);
5151
5152                         /* Done */
5153                         return;
5154                 }
5155
5156                 /* Initialize */
5157                 run_init(dir);
5158         }
5159
5160         /* Keep running */
5161         else
5162         {
5163                 /* Update run */
5164                 if (run_test())
5165                 {
5166                         /* Disturb */
5167                         disturb(0, 0);
5168
5169                         /* Done */
5170                         return;
5171                 }
5172         }
5173
5174         /* Decrease the run counter */
5175         if (--running <= 0) return;
5176
5177         /* Take time */
5178         energy_use = 100;
5179
5180         /* Move the player, using the "pickup" flag */
5181 #ifdef ALLOW_EASY_DISARM /* TNB */
5182
5183         move_player(find_current, FALSE, FALSE);
5184
5185 #else /* ALLOW_EASY_DISARM -- TNB */
5186
5187         move_player(find_current, always_pickup, FALSE);
5188
5189 #endif /* ALLOW_EASY_DISARM -- TNB */
5190
5191         if (player_bold(p_ptr->run_py, p_ptr->run_px))
5192         {
5193                 p_ptr->run_py = 0;
5194                 p_ptr->run_px = 0;
5195                 disturb(0, 0);
5196         }
5197 }