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