OSDN Git Service

モンスターの暗黒光源を実装.
[hengband/hengband.git] / src / cmd1.c
1 /* File: cmd1.c */
2
3 /*
4  * Copyright (c) 1997 Ben Harrison, James E. Wilson, Robert A. Koeneke
5  *
6  * This software may be copied and distributed for educational, research,
7  * and not for profit purposes provided that this copyright and statement
8  * are included in all such copies.  Other copyrights may also apply.
9  */
10
11 /* Purpose: Movement commands (part 1) */
12
13 #include "angband.h"
14 #define MAX_VAMPIRIC_DRAIN 50
15
16
17 /*
18  * Determine if the player "hits" a monster (normal combat).
19  * Note -- Always miss 5%, always hit 5%, otherwise random.
20  */
21 bool test_hit_fire(int chance, int ac, int vis)
22 {
23         int k;
24
25         /* Percentile dice */
26         k = randint0(100);
27
28         /* Hack -- Instant miss or hit */
29         if (k < 10) return (k < 5);
30
31         if (p_ptr->pseikaku == SEIKAKU_NAMAKE)
32                 if (one_in_(20)) return (FALSE);
33
34         /* Never hit */
35         if (chance <= 0) return (FALSE);
36
37         /* Invisible monsters are harder to hit */
38         if (!vis) chance = (chance + 1) / 2;
39
40         /* Power competes against armor */
41         if (randint0(chance) < (ac * 3 / 4)) return (FALSE);
42
43         /* Assume hit */
44         return (TRUE);
45 }
46
47
48
49 /*
50  * Determine if the player "hits" a monster (normal combat).
51  *
52  * Note -- Always miss 5%, always hit 5%, otherwise random.
53  */
54 bool test_hit_norm(int chance, int ac, int vis)
55 {
56         int k;
57
58         /* Percentile dice */
59         k = randint0(100);
60
61         /* Hack -- Instant miss or hit */
62         if (k < 10) return (k < 5);
63
64         if (p_ptr->pseikaku == SEIKAKU_NAMAKE)
65                 if (one_in_(20)) return (FALSE);
66
67         /* Wimpy attack never hits */
68         if (chance <= 0) return (FALSE);
69
70         /* Penalize invisible targets */
71         if (!vis) chance = (chance + 1) / 2;
72
73         /* Power must defeat armor */
74         if (randint0(chance) < (ac * 3 / 4)) return (FALSE);
75
76         /* Assume hit */
77         return (TRUE);
78 }
79
80
81
82 /*
83  * Critical hits (from objects thrown by player)
84  * Factor in item weight, total plusses, and player level.
85  */
86 s16b critical_shot(int weight, int plus, int dam)
87 {
88         int i, k;
89
90         /* Extract "shot" power */
91         i = (weight + ((p_ptr->to_h_b + plus) * 4) + (p_ptr->lev * 2));
92
93         /* Critical hit */
94         if (randint1(5000) <= i)
95         {
96                 k = weight + randint1(500);
97
98                 if (k < 500)
99                 {
100 #ifdef JP
101                         msg_print("¼ê¤´¤¿¤¨¤¬¤¢¤Ã¤¿¡ª");
102 #else
103                         msg_print("It was a good hit!");
104 #endif
105
106                         dam = 2 * dam + 5;
107                 }
108                 else if (k < 1000)
109                 {
110 #ifdef JP
111                         msg_print("¤«¤Ê¤ê¤Î¼ê¤´¤¿¤¨¤¬¤¢¤Ã¤¿¡ª");
112 #else
113                         msg_print("It was a great hit!");
114 #endif
115
116                         dam = 2 * dam + 10;
117                 }
118                 else
119                 {
120 #ifdef JP
121                         msg_print("²ñ¿´¤Î°ì·â¤À¡ª");
122 #else
123                         msg_print("It was a superb hit!");
124 #endif
125
126                         dam = 3 * dam + 15;
127                 }
128         }
129
130         return (dam);
131 }
132
133
134
135 /*
136  * Critical hits (by player)
137  *
138  * Factor in weapon weight, total plusses, player level.
139  */
140 s16b critical_norm(int weight, int plus, int dam, s16b meichuu, int mode)
141 {
142         int i, k;
143
144         /* Extract "blow" power */
145         i = (weight + (meichuu * 3 + plus * 5) + (p_ptr->lev * 3));
146
147         /* Chance */
148         if ((randint1((p_ptr->pclass == CLASS_NINJA) ? 4444 : 5000) <= i) || (mode == HISSATSU_MAJIN) || (mode == HISSATSU_3DAN))
149         {
150                 k = weight + randint1(650);
151                 if ((mode == HISSATSU_MAJIN) || (mode == HISSATSU_3DAN)) k+= randint1(650);
152
153                 if (k < 400)
154                 {
155 #ifdef JP
156                         msg_print("¼ê¤´¤¿¤¨¤¬¤¢¤Ã¤¿¡ª");
157 #else
158                         msg_print("It was a good hit!");
159 #endif
160
161                         dam = 2 * dam + 5;
162                 }
163                 else if (k < 700)
164                 {
165 #ifdef JP
166                         msg_print("¤«¤Ê¤ê¤Î¼ê¤´¤¿¤¨¤¬¤¢¤Ã¤¿¡ª");
167 #else
168                         msg_print("It was a great hit!");
169 #endif
170
171                         dam = 2 * dam + 10;
172                 }
173                 else if (k < 900)
174                 {
175 #ifdef JP
176                         msg_print("²ñ¿´¤Î°ì·â¤À¡ª");
177 #else
178                         msg_print("It was a superb hit!");
179 #endif
180
181                         dam = 3 * dam + 15;
182                 }
183                 else if (k < 1300)
184                 {
185 #ifdef JP
186                         msg_print("ºÇ¹â¤Î²ñ¿´¤Î°ì·â¤À¡ª");
187 #else
188                         msg_print("It was a *GREAT* hit!");
189 #endif
190
191                         dam = 3 * dam + 20;
192                 }
193                 else
194                 {
195 #ifdef JP
196                         msg_print("ÈæÎà¤Ê¤­ºÇ¹â¤Î²ñ¿´¤Î°ì·â¤À¡ª");
197 #else
198                         msg_print("It was a *SUPERB* hit!");
199 #endif
200
201                         dam = ((7 * dam) / 2) + 25;
202                 }
203         }
204
205         return (dam);
206 }
207
208
209
210 /*
211  * Extract the "total damage" from a given object hitting a given monster.
212  *
213  * Note that "flasks of oil" do NOT do fire damage, although they
214  * certainly could be made to do so.  XXX XXX
215  *
216  * Note that most brands and slays are x3, except Slay Animal (x2),
217  * Slay Evil (x2), and Kill dragon (x5).
218  */
219 s16b tot_dam_aux(object_type *o_ptr, int tdam, monster_type *m_ptr, int mode, bool thrown)
220 {
221         int mult = 10;
222
223         monster_race *r_ptr = &r_info[m_ptr->r_idx];
224
225         u32b flgs[TR_FLAG_SIZE];
226
227         /* Extract the flags */
228         object_flags(o_ptr, flgs);
229
230         /* Some "weapons" and "ammo" do extra damage */
231         switch (o_ptr->tval)
232         {
233                 case TV_SHOT:
234                 case TV_ARROW:
235                 case TV_BOLT:
236                 case TV_HAFTED:
237                 case TV_POLEARM:
238                 case TV_SWORD:
239                 case TV_DIGGING:
240                 {
241                         /* Slay Animal */
242                         if ((have_flag(flgs, TR_SLAY_ANIMAL)) &&
243                             (r_ptr->flags3 & RF3_ANIMAL))
244                         {
245                                 if (m_ptr->ml)
246                                 {
247                                         r_ptr->r_flags3 |= RF3_ANIMAL;
248                                 }
249
250                                 if (mult < 25) mult = 25;
251                         }
252
253                         /* Execute Animal */
254                         if ((have_flag(flgs, TR_KILL_ANIMAL)) &&
255                             (r_ptr->flags3 & RF3_ANIMAL))
256                         {
257                                 if (m_ptr->ml)
258                                 {
259                                         r_ptr->r_flags3 |= RF3_ANIMAL;
260                                 }
261
262                                 if (mult < 40) mult = 40;
263                         }
264
265                         /* Slay Evil */
266                         if ((have_flag(flgs, TR_SLAY_EVIL)) &&
267                             (r_ptr->flags3 & RF3_EVIL))
268                         {
269                                 if (m_ptr->ml)
270                                 {
271                                         r_ptr->r_flags3 |= RF3_EVIL;
272                                 }
273
274                                 if (mult < 20) mult = 20;
275                         }
276
277                         /* Execute Evil */
278                         if ((have_flag(flgs, TR_KILL_EVIL)) &&
279                             (r_ptr->flags3 & RF3_EVIL))
280                         {
281                                 if (m_ptr->ml)
282                                 {
283                                         r_ptr->r_flags3 |= RF3_EVIL;
284                                 }
285
286                                 if (mult < 35) mult = 35;
287                         }
288
289                         /* Slay Human */
290                         if ((have_flag(flgs, TR_SLAY_HUMAN)) &&
291                             (r_ptr->flags2 & RF2_HUMAN))
292                         {
293                                 if (m_ptr->ml)
294                                 {
295                                         r_ptr->r_flags2 |= RF2_HUMAN;
296                                 }
297
298                                 if (mult < 25) mult = 25;
299                         }
300
301                         /* Execute Human */
302                         if ((have_flag(flgs, TR_KILL_HUMAN)) &&
303                             (r_ptr->flags2 & RF2_HUMAN))
304                         {
305                                 if (m_ptr->ml)
306                                 {
307                                         r_ptr->r_flags2 |= RF2_HUMAN;
308                                 }
309
310                                 if (mult < 40) mult = 40;
311                         }
312
313                         /* Slay Undead */
314                         if ((have_flag(flgs, TR_SLAY_UNDEAD)) &&
315                             (r_ptr->flags3 & RF3_UNDEAD))
316                         {
317                                 if (m_ptr->ml)
318                                 {
319                                         r_ptr->r_flags3 |= RF3_UNDEAD;
320                                 }
321
322                                 if (mult < 30) mult = 30;
323                         }
324
325                         /* Execute Undead */
326                         if ((have_flag(flgs, TR_KILL_UNDEAD)) &&
327                             (r_ptr->flags3 & RF3_UNDEAD))
328                         {
329                                 if (m_ptr->ml)
330                                 {
331                                         r_ptr->r_flags3 |= RF3_UNDEAD;
332                                 }
333
334                                 if (mult < 50) mult = 50;
335                         }
336
337                         /* Slay Demon */
338                         if ((have_flag(flgs, TR_SLAY_DEMON)) &&
339                             (r_ptr->flags3 & RF3_DEMON))
340                         {
341                                 if (m_ptr->ml)
342                                 {
343                                         r_ptr->r_flags3 |= RF3_DEMON;
344                                 }
345
346                                 if (mult < 30) mult = 30;
347                         }
348
349                         /* Execute Demon */
350                         if ((have_flag(flgs, TR_KILL_DEMON)) &&
351                             (r_ptr->flags3 & RF3_DEMON))
352                         {
353                                 if (m_ptr->ml)
354                                 {
355                                         r_ptr->r_flags3 |= RF3_DEMON;
356                                 }
357
358                                 if (mult < 50) mult = 50;
359                         }
360
361                         /* Slay Orc */
362                         if ((have_flag(flgs, TR_SLAY_ORC)) &&
363                             (r_ptr->flags3 & RF3_ORC))
364                         {
365                                 if (m_ptr->ml)
366                                 {
367                                         r_ptr->r_flags3 |= RF3_ORC;
368                                 }
369
370                                 if (mult < 30) mult = 30;
371                         }
372
373                         /* Execute Orc */
374                         if ((have_flag(flgs, TR_KILL_ORC)) &&
375                             (r_ptr->flags3 & RF3_ORC))
376                         {
377                                 if (m_ptr->ml)
378                                 {
379                                         r_ptr->r_flags3 |= RF3_ORC;
380                                 }
381
382                                 if (mult < 50) mult = 50;
383                         }
384
385                         /* Slay Troll */
386                         if ((have_flag(flgs, TR_SLAY_TROLL)) &&
387                             (r_ptr->flags3 & RF3_TROLL))
388                         {
389                                 if (m_ptr->ml)
390                                 {
391                                         r_ptr->r_flags3 |= RF3_TROLL;
392                                 }
393
394                                 if (mult < 30) mult = 30;
395                         }
396
397                         /* Execute Troll */
398                         if ((have_flag(flgs, TR_KILL_TROLL)) &&
399                             (r_ptr->flags3 & RF3_TROLL))
400                         {
401                                 if (m_ptr->ml)
402                                 {
403                                         r_ptr->r_flags3 |= RF3_TROLL;
404                                 }
405
406                                 if (mult < 50) mult = 50;
407                         }
408
409                         /* Slay Giant */
410                         if ((have_flag(flgs, TR_SLAY_GIANT)) &&
411                             (r_ptr->flags3 & RF3_GIANT))
412                         {
413                                 if (m_ptr->ml)
414                                 {
415                                         r_ptr->r_flags3 |= RF3_GIANT;
416                                 }
417
418                                 if (mult < 30) mult = 30;
419                                 if (o_ptr->name1 == ART_HRUNTING)
420                                         mult *= 3;
421                         }
422
423                         /* Execute Giant */
424                         if ((have_flag(flgs, TR_KILL_GIANT)) &&
425                             (r_ptr->flags3 & RF3_GIANT))
426                         {
427                                 if (m_ptr->ml)
428                                 {
429                                         r_ptr->r_flags3 |= RF3_GIANT;
430                                 }
431
432                                 if (mult < 50) mult = 50;
433                         }
434
435                         /* Slay Dragon  */
436                         if ((have_flag(flgs, TR_SLAY_DRAGON)) &&
437                             (r_ptr->flags3 & RF3_DRAGON))
438                         {
439                                 if (m_ptr->ml)
440                                 {
441                                         r_ptr->r_flags3 |= RF3_DRAGON;
442                                 }
443
444                                 if (mult < 30) mult = 30;
445                         }
446
447                         /* Execute Dragon */
448                         if ((have_flag(flgs, TR_KILL_DRAGON)) &&
449                             (r_ptr->flags3 & RF3_DRAGON))
450                         {
451                                 if (m_ptr->ml)
452                                 {
453                                         r_ptr->r_flags3 |= RF3_DRAGON;
454                                 }
455
456                                 if (mult < 50) mult = 50;
457
458                                 if ((o_ptr->name1 == ART_NOTHUNG) && (m_ptr->r_idx == MON_FAFNER))
459                                         mult *= 3;
460                         }
461
462                         /* Brand (Acid) */
463                         if (have_flag(flgs, TR_BRAND_ACID) || ((p_ptr->special_attack & (ATTACK_ACID)) && !thrown))
464                         {
465                                 /* Notice immunity */
466                                 if (r_ptr->flags3 & RF3_EFF_IM_ACID_MASK)
467                                 {
468                                         if (m_ptr->ml)
469                                         {
470                                                 r_ptr->r_flags3 |= (r_ptr->flags3 & RF3_EFF_IM_ACID_MASK);
471                                         }
472                                 }
473
474                                 /* Otherwise, take the damage */
475                                 else
476                                 {
477                                         if (mult < 25) mult = 25;
478                                 }
479                         }
480
481                         /* Brand (Elec) */
482                         if (have_flag(flgs, TR_BRAND_ELEC) || ((p_ptr->special_attack & (ATTACK_ELEC)) && !thrown) || (mode == HISSATSU_ELEC))
483                         {
484                                 /* Notice immunity */
485                                 if (r_ptr->flags3 & RF3_EFF_IM_ELEC_MASK)
486                                 {
487                                         if (m_ptr->ml)
488                                         {
489                                                 r_ptr->r_flags3 |= (r_ptr->flags3 & RF3_EFF_IM_ELEC_MASK);
490                                         }
491                                 }
492
493                                 /* Otherwise, take the damage */
494                                 else if ((have_flag(flgs, TR_BRAND_ELEC) || ((p_ptr->special_attack & (ATTACK_ELEC)) && !thrown)) && (mode == HISSATSU_ELEC))
495                                 {
496                                         if (mult < 70) mult = 70;
497                                 }
498                                 else if (mode == HISSATSU_ELEC)
499                                 {
500                                         if (mult < 50) mult = 50;
501                                 }
502
503                                 else
504                                 {
505                                         if (mult < 25) mult = 25;
506                                 }
507                         }
508
509                         /* Brand (Fire) */
510                         if (have_flag(flgs, TR_BRAND_FIRE) || ((p_ptr->special_attack & (ATTACK_FIRE)) && !thrown) || (mode == HISSATSU_FIRE))
511                         {
512                                 /* Notice immunity */
513                                 if (r_ptr->flags3 & RF3_EFF_IM_FIRE_MASK)
514                                 {
515                                         if (m_ptr->ml)
516                                         {
517                                                 r_ptr->r_flags3 |= (r_ptr->flags3 & RF3_EFF_IM_FIRE_MASK);
518                                         }
519                                 }
520
521                                 /* Otherwise, take the damage */
522                                 else if ((have_flag(flgs, TR_BRAND_FIRE) || ((p_ptr->special_attack & (ATTACK_FIRE)) && !thrown)) && (mode == HISSATSU_FIRE))
523                                 {
524                                         if (r_ptr->flags3 & RF3_HURT_FIRE)
525                                         {
526                                                 if (mult < 70) mult = 70;
527                                                 if (m_ptr->ml)
528                                                 {
529                                                         r_ptr->r_flags3 |= RF3_HURT_FIRE;
530                                                 }
531                                         }
532                                         else if (mult < 35) mult = 35;
533                                 }
534                                 else
535                                 {
536                                         if (r_ptr->flags3 & RF3_HURT_FIRE)
537                                         {
538                                                 if (mult < 50) mult = 50;
539                                                 if (m_ptr->ml)
540                                                 {
541                                                         r_ptr->r_flags3 |= RF3_HURT_FIRE;
542                                                 }
543                                         }
544                                         else if (mult < 25) mult = 25;
545                                 }
546                         }
547
548                         /* Brand (Cold) */
549                         if (have_flag(flgs, TR_BRAND_COLD) || ((p_ptr->special_attack & (ATTACK_COLD)) && !thrown) || (mode == HISSATSU_COLD))
550                         {
551                                 /* Notice immunity */
552                                 if (r_ptr->flags3 & RF3_EFF_IM_COLD_MASK)
553                                 {
554                                         if (m_ptr->ml)
555                                         {
556                                                 r_ptr->r_flags3 |= (r_ptr->flags3 & RF3_EFF_IM_COLD_MASK);
557                                         }
558                                 }
559                                 /* Otherwise, take the damage */
560                                 else if ((have_flag(flgs, TR_BRAND_COLD) || ((p_ptr->special_attack & (ATTACK_COLD)) && !thrown)) && (mode == HISSATSU_COLD))
561                                 {
562                                         if (r_ptr->flags3 & RF3_HURT_COLD)
563                                         {
564                                                 if (mult < 70) mult = 70;
565                                                 if (m_ptr->ml)
566                                                 {
567                                                         r_ptr->r_flags3 |= RF3_HURT_COLD;
568                                                 }
569                                         }
570                                         else if (mult < 35) mult = 35;
571                                 }
572                                 else
573                                 {
574                                         if (r_ptr->flags3 & RF3_HURT_COLD)
575                                         {
576                                                 if (mult < 50) mult = 50;
577                                                 if (m_ptr->ml)
578                                                 {
579                                                         r_ptr->r_flags3 |= RF3_HURT_COLD;
580                                                 }
581                                         }
582                                         else if (mult < 25) mult = 25;
583                                 }
584                         }
585
586                         /* Brand (Poison) */
587                         if (have_flag(flgs, TR_BRAND_POIS) || ((p_ptr->special_attack & (ATTACK_POIS)) && !thrown) || (mode == HISSATSU_POISON))
588                         {
589                                 /* Notice immunity */
590                                 if (r_ptr->flags3 & RF3_EFF_IM_POIS_MASK)
591                                 {
592                                         if (m_ptr->ml)
593                                         {
594                                                 r_ptr->r_flags3 |= (r_ptr->flags3 & RF3_EFF_IM_POIS_MASK);
595                                         }
596                                 }
597
598                                 /* Otherwise, take the damage */
599                                 else if ((have_flag(flgs, TR_BRAND_POIS) || ((p_ptr->special_attack & (ATTACK_POIS)) && !thrown)) && (mode == HISSATSU_POISON))
600                                 {
601                                         if (mult < 35) mult = 35;
602                                 }
603                                 else
604                                 {
605                                         if (mult < 25) mult = 25;
606                                 }
607                         }
608                         if ((mode == HISSATSU_ZANMA) && (r_ptr->flags3 & (RF3_DEMON | RF3_UNDEAD | RF3_NONLIVING)) && (r_ptr->flags3 & RF3_EVIL))
609                         {
610                                 if (mult < 15) mult = 25;
611                                 else if (mult < 50) mult = MIN(50, mult+20);
612                         }
613                         if (mode == HISSATSU_UNDEAD)
614                         {
615                                 if (r_ptr->flags3 & RF3_UNDEAD)
616                                 {
617                                         if (m_ptr->ml)
618                                         {
619                                                 r_ptr->r_flags3 |= RF3_UNDEAD;
620                                         }
621                                         if (mult == 10) mult = 70;
622                                         else if (mult < 140) mult = MIN(140, mult+60);
623                                 }
624                                 if (mult == 10) mult = 40;
625                                 else if (mult < 60) mult = MIN(60, mult+30);
626                         }
627                         if ((mode == HISSATSU_SEKIRYUKA) && p_ptr->cut && !(r_ptr->flags3 & (RF3_DEMON | RF3_UNDEAD | RF3_NONLIVING)))
628                         {
629                                 int tmp = MIN(100, MAX(10, p_ptr->cut / 10));
630                                 if (mult < tmp) mult = tmp;
631                         }
632                         if ((mode == HISSATSU_HAGAN) && (r_ptr->flags3 & RF3_HURT_ROCK))
633                         {
634                                 if (m_ptr->ml)
635                                 {
636                                         r_ptr->r_flags3 |= RF3_HURT_ROCK;
637                                 }
638                                 if (mult == 10) mult = 40;
639                                 else if (mult < 60) mult = 60;
640                         }
641                         if ((p_ptr->pclass != CLASS_SAMURAI) && (have_flag(flgs, TR_FORCE_WEAPON)) && (p_ptr->csp > (o_ptr->dd * o_ptr->ds / 5)))
642                         {
643                                 p_ptr->csp -= (1+(o_ptr->dd * o_ptr->ds / 5));
644                                 p_ptr->redraw |= (PR_MANA);
645                                 mult = mult * 3 / 2 + 20;
646                         }
647                         break;
648                 }
649         }
650         if (mult > 150) mult = 150;
651
652         /* Return the total damage */
653         return (tdam * mult / 10);
654 }
655
656
657 /*
658  * Search for hidden things
659  */
660 void search(void)
661 {
662         int y, x, chance;
663
664         s16b this_o_idx, next_o_idx = 0;
665
666         cave_type *c_ptr;
667
668
669         /* Start with base search ability */
670         chance = p_ptr->skill_srh;
671
672         /* Penalize various conditions */
673         if (p_ptr->blind || no_lite()) chance = chance / 10;
674         if (p_ptr->confused || p_ptr->image) chance = chance / 10;
675
676         /* Search the nearby grids, which are always in bounds */
677         for (y = (py - 1); y <= (py + 1); y++)
678         {
679                 for (x = (px - 1); x <= (px + 1); x++)
680                 {
681                         /* Sometimes, notice things */
682                         if (randint0(100) < chance)
683                         {
684                                 /* Access the grid */
685                                 c_ptr = &cave[y][x];
686
687                                 /* Invisible trap */
688                                 if (c_ptr->mimic && is_trap(c_ptr->feat))
689                                 {
690                                         /* Pick a trap */
691                                         disclose_grid(y, x);
692
693                                         /* Message */
694 #ifdef JP
695                                         msg_print("¥È¥é¥Ã¥×¤òȯ¸«¤·¤¿¡£");
696 #else
697                                         msg_print("You have found a trap.");
698 #endif
699
700
701                                         /* Disturb */
702                                         disturb(0, 0);
703                                 }
704
705                                 /* Secret door */
706                                 if (is_hidden_door(c_ptr))
707                                 {
708                                         /* Message */
709 #ifdef JP
710                                         msg_print("±£¤·¥É¥¢¤òȯ¸«¤·¤¿¡£");
711 #else
712                                         msg_print("You have found a secret door.");
713 #endif
714
715                                         /* Disclose */
716                                         disclose_grid(y, x);
717
718                                         /* Disturb */
719                                         disturb(0, 0);
720                                 }
721
722                                 /* Scan all objects in the grid */
723                                 for (this_o_idx = c_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
724                                 {
725                                         object_type *o_ptr;
726
727                                         /* Acquire object */
728                                         o_ptr = &o_list[this_o_idx];
729
730                                         /* Acquire next object */
731                                         next_o_idx = o_ptr->next_o_idx;
732
733                                         /* Skip non-chests */
734                                         if (o_ptr->tval != TV_CHEST) continue;
735
736                                         /* Skip non-trapped chests */
737                                         if (!chest_traps[o_ptr->pval]) continue;
738
739                                         /* Identify once */
740                                         if (!object_known_p(o_ptr))
741                                         {
742                                                 /* Message */
743 #ifdef JP
744                                                 msg_print("È¢¤Ë»Å³Ý¤±¤é¤ì¤¿¥È¥é¥Ã¥×¤òȯ¸«¤·¤¿¡ª");
745 #else
746                                                 msg_print("You have discovered a trap on the chest!");
747 #endif
748
749
750                                                 /* Know the trap */
751                                                 object_known(o_ptr);
752
753                                                 /* Notice it */
754                                                 disturb(0, 0);
755                                         }
756                                 }
757                         }
758                 }
759         }
760 }
761
762
763 /*
764  * Helper routine for py_pickup() and py_pickup_floor().
765  *
766  * Add the given dungeon object to the character's inventory.
767  *
768  * Delete the object afterwards.
769  */
770 void py_pickup_aux(int o_idx)
771 {
772         int slot, i;
773
774 #ifdef JP
775 /*
776  * ¥¢¥¤¥Æ¥à¤ò½¦¤Ã¤¿ºÝ¤Ë¡Ö£²¤Ä¤Î¥±¡¼¥­¤ò»ý¤Ã¤Æ¤¤¤ë¡×
777  * "You have two cakes." ¤È¥¢¥¤¥Æ¥à¤ò½¦¤Ã¤¿¸å¤Î¹ç·×¤Î¤ß¤Îɽ¼¨¤¬¥ª¥ê¥¸¥Ê¥ë
778  * ¤À¤¬¡¢°ãÏ´¶¤¬
779  * ¤¢¤ë¤È¤¤¤¦»ØŦ¤ò¤¦¤±¤¿¤Î¤Ç¡¢¡Ö¡Á¤ò½¦¤Ã¤¿¡¢¡Á¤ò»ý¤Ã¤Æ¤¤¤ë¡×¤È¤¤¤¦É½¼¨
780  * ¤Ë¤«¤¨¤Æ¤¢¤ë¡£¤½¤Î¤¿¤á¤ÎÇÛÎó¡£
781  */
782         char o_name[MAX_NLEN];
783         char old_name[MAX_NLEN];
784         char kazu_str[80];
785         int hirottakazu;
786 #else
787         char o_name[MAX_NLEN];
788 #endif
789
790         object_type *o_ptr;
791
792         o_ptr = &o_list[o_idx];
793
794 #ifdef JP
795         /* Describe the object */
796         object_desc(old_name, o_ptr, TRUE, 0);
797         object_desc_kosuu(kazu_str, o_ptr);
798         hirottakazu = o_ptr->number;
799 #endif
800         /* Carry the object */
801         slot = inven_carry(o_ptr);
802
803         /* Get the object again */
804         o_ptr = &inventory[slot];
805
806         /* Delete the object */
807         delete_object_idx(o_idx);
808
809         if (p_ptr->pseikaku == SEIKAKU_MUNCHKIN) identify_item(o_ptr);
810
811         /* Describe the object */
812         object_desc(o_name, o_ptr, TRUE, 3);
813
814         /* Message */
815 #ifdef JP
816         if ((o_ptr->name1 == ART_CRIMSON) && (p_ptr->pseikaku == SEIKAKU_COMBAT))
817         {
818                 msg_format("¤³¤¦¤·¤Æ¡¢%s¤Ï¡Ø¥¯¥ê¥à¥¾¥ó¡Ù¤ò¼ê¤ËÆþ¤ì¤¿¡£", player_name);
819                 msg_print("¤·¤«¤·º£¡¢¡Øº®Æ٤Υµ¡¼¥Ú¥ó¥È¡Ù¤ÎÊü¤Ã¤¿¥â¥ó¥¹¥¿¡¼¤¬¡¢");
820                 msg_format("%s¤Ë½±¤¤¤«¤«¤ë¡¥¡¥¡¥", player_name);
821         }
822         else
823         {
824                 if (plain_pickup)
825                 {
826                         msg_format("%s(%c)¤ò»ý¤Ã¤Æ¤¤¤ë¡£",o_name, index_to_label(slot));
827                 }
828                 else
829                 {
830                         if (o_ptr->number > hirottakazu) {
831                             msg_format("%s½¦¤Ã¤Æ¡¢%s(%c)¤ò»ý¤Ã¤Æ¤¤¤ë¡£",
832                                kazu_str, o_name, index_to_label(slot));
833                         } else {
834                                 msg_format("%s(%c)¤ò½¦¤Ã¤¿¡£", o_name, index_to_label(slot));
835                         }
836                 }
837         }
838         strcpy(record_o_name, old_name);
839 #else
840         msg_format("You have %s (%c).", o_name, index_to_label(slot));
841         strcpy(record_o_name, o_name);
842 #endif
843         record_turn = turn;
844
845
846         /* Check if completed a quest */
847         for (i = 0; i < max_quests; i++)
848         {
849                 if ((quest[i].type == QUEST_TYPE_FIND_ARTIFACT) &&
850                     (quest[i].status == QUEST_STATUS_TAKEN) &&
851                            (quest[i].k_idx == o_ptr->name1))
852                 {
853                         if (record_fix_quest) do_cmd_write_nikki(NIKKI_FIX_QUEST_C, i, NULL);
854                         quest[i].status = QUEST_STATUS_COMPLETED;
855                         quest[i].complev = (byte)p_ptr->lev;
856 #ifdef JP
857                         msg_print("¥¯¥¨¥¹¥È¤òãÀ®¤·¤¿¡ª");
858 #else
859                         msg_print("You completed your quest!");
860 #endif
861
862                         msg_print(NULL);
863                 }
864         }
865 }
866
867
868 /*
869  * Player "wants" to pick up an object or gold.
870  * Note that we ONLY handle things that can be picked up.
871  * See "move_player()" for handling of other things.
872  */
873 void carry(int pickup)
874 {
875         cave_type *c_ptr = &cave[py][px];
876
877         s16b this_o_idx, next_o_idx = 0;
878
879         char    o_name[MAX_NLEN];
880
881         /* Recenter the map around the player */
882         verify_panel();
883
884         /* Update stuff */
885         p_ptr->update |= (PU_MONSTERS);
886
887         /* Redraw map */
888         p_ptr->redraw |= (PR_MAP);
889
890         /* Window stuff */
891         p_ptr->window |= (PW_OVERHEAD);
892
893         /* Handle stuff */
894         handle_stuff();
895
896         /* Automatically pickup/destroy/inscribe items */
897         auto_pickup_items(c_ptr);
898
899
900 #ifdef ALLOW_EASY_FLOOR
901
902         if (easy_floor)
903         {
904                 py_pickup_floor(pickup);
905                 return;
906         }
907
908 #endif /* ALLOW_EASY_FLOOR */
909
910         /* Scan the pile of objects */
911         for (this_o_idx = c_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
912         {
913                 object_type *o_ptr;
914
915                 /* Acquire object */
916                 o_ptr = &o_list[this_o_idx];
917
918 #ifdef ALLOW_EASY_SENSE /* TNB */
919
920                 /* Option: Make item sensing easy */
921                 if (easy_sense)
922                 {
923                         /* Sense the object */
924                         (void)sense_object(o_ptr);
925                 }
926
927 #endif /* ALLOW_EASY_SENSE -- TNB */
928
929                 /* Describe the object */
930                 object_desc(o_name, o_ptr, TRUE, 3);
931
932                 /* Acquire next object */
933                 next_o_idx = o_ptr->next_o_idx;
934
935                 /* Hack -- disturb */
936                 disturb(0, 0);
937
938                 /* Pick up gold */
939                 if (o_ptr->tval == TV_GOLD)
940                 {
941                         int value = (long)o_ptr->pval;
942
943                         /* Delete the gold */
944                         delete_object_idx(this_o_idx);
945
946                         /* Message */
947 #ifdef JP
948                 msg_format(" $%ld ¤Î²ÁÃͤ¬¤¢¤ë%s¤ò¸«¤Ä¤±¤¿¡£",
949                            (long)value, o_name);
950 #else
951                         msg_format("You collect %ld gold pieces worth of %s.",
952                                    (long)value, o_name);
953 #endif
954
955
956                         sound(SOUND_SELL);
957
958                         /* Collect the gold */
959                         p_ptr->au += value;
960
961                         /* Redraw gold */
962                         p_ptr->redraw |= (PR_GOLD);
963
964                         /* Window stuff */
965                         p_ptr->window |= (PW_PLAYER);
966                 }
967
968                 /* Pick up objects */
969                 else
970                 {
971                         /* Hack - some objects were handled in auto_pickup_items(). */
972                         if (o_ptr->marked & OM_NOMSG)
973                         {
974                                 /* Clear the flag. */
975                                 o_ptr->marked &= ~OM_NOMSG;
976                         }
977                         /* Describe the object */
978                         else if (!pickup)
979
980                         {
981 #ifdef JP
982                                 msg_format("%s¤¬¤¢¤ë¡£", o_name);
983 #else
984                                 msg_format("You see %s.", o_name);
985 #endif
986
987                         }
988
989                         /* Note that the pack is too full */
990                         else if (!inven_carry_okay(o_ptr))
991                         {
992 #ifdef JP
993                                 msg_format("¥¶¥Ã¥¯¤Ë¤Ï%s¤òÆþ¤ì¤ë·ä´Ö¤¬¤Ê¤¤¡£", o_name);
994 #else
995                                 msg_format("You have no room for %s.", o_name);
996 #endif
997
998                         }
999
1000                         /* Pick up the item (if requested and allowed) */
1001                         else
1002                         {
1003                                 int okay = TRUE;
1004
1005                                 /* Hack -- query every item */
1006                                 if (carry_query_flag)
1007                                 {
1008                                         char out_val[MAX_NLEN+20];
1009 #ifdef JP
1010                                         sprintf(out_val, "%s¤ò½¦¤¤¤Þ¤¹¤«? ", o_name);
1011 #else
1012                                         sprintf(out_val, "Pick up %s? ", o_name);
1013 #endif
1014
1015                                         okay = get_check(out_val);
1016                                 }
1017
1018                                 /* Attempt to pick up an object. */
1019                                 if (okay)
1020                                 {
1021                                         /* Pick up the object */
1022                                         py_pickup_aux(this_o_idx);
1023                                 }
1024                         }
1025                 }
1026         }
1027 }
1028
1029
1030 /*
1031  * Determine if a trap affects the player.
1032  * Always miss 5% of the time, Always hit 5% of the time.
1033  * Otherwise, match trap power against player armor.
1034  */
1035 static int check_hit(int power)
1036 {
1037         int k, ac;
1038
1039         /* Percentile dice */
1040         k = randint0(100);
1041
1042         /* Hack -- 5% hit, 5% miss */
1043         if (k < 10) return (k < 5);
1044
1045         if (p_ptr->pseikaku == SEIKAKU_NAMAKE)
1046                 if (one_in_(20)) return (TRUE);
1047
1048         /* Paranoia -- No power */
1049         if (power <= 0) return (FALSE);
1050
1051         /* Total armor */
1052         ac = p_ptr->ac + p_ptr->to_a;
1053
1054         /* Power competes against Armor */
1055         if (randint1(power) > ((ac * 3) / 4)) return (TRUE);
1056
1057         /* Assume miss */
1058         return (FALSE);
1059 }
1060
1061
1062
1063 /*
1064  * Handle player hitting a real trap
1065  */
1066 static void hit_trap(bool break_trap)
1067 {
1068         int i, num, dam;
1069         int x = px, y = py;
1070
1071         cave_type *c_ptr;
1072
1073 #ifdef JP
1074         cptr            name = "¥È¥é¥Ã¥×";
1075 #else
1076         cptr name = "a trap";
1077 #endif
1078
1079
1080
1081         /* Disturb the player */
1082         disturb(0, 0);
1083
1084         /* Get the cave grid */
1085         c_ptr = &cave[y][x];
1086
1087         /* Analyze XXX XXX XXX */
1088         switch (c_ptr->feat)
1089         {
1090                 case FEAT_TRAP_TRAPDOOR:
1091                 {
1092                         if (p_ptr->ffall)
1093                         {
1094 #ifdef JP
1095                                 msg_print("Í¸Í¤òÈô¤Ó±Û¤¨¤¿¡£");
1096 #else
1097                                 msg_print("You fly over a trap door.");
1098 #endif
1099
1100                         }
1101                         else
1102                         {
1103 #ifdef JP
1104                                 msg_print("Í¸Í¤ËÍî¤Á¤¿¡ª");
1105                                 if ((p_ptr->pseikaku == SEIKAKU_COMBAT) || (inventory[INVEN_BOW].name1 == ART_CRIMSON))
1106                                         msg_print("¤¯¤Ã¤½¡Á¡ª");
1107 #else
1108                                 msg_print("You have fallen through a trap door!");
1109 #endif
1110
1111                                 sound(SOUND_FALL);
1112                                 dam = damroll(2, 8);
1113 #ifdef JP
1114                                 name = "Í¸Í";
1115 #else
1116                                 name = "a trap door";
1117 #endif
1118
1119                                 take_hit(DAMAGE_NOESCAPE, dam, name, -1);
1120
1121                                 /* Still alive and autosave enabled */
1122                                 if (autosave_l && (p_ptr->chp >= 0))
1123                                         do_cmd_save_game(TRUE);
1124
1125 #ifdef JP
1126                                 do_cmd_write_nikki(NIKKI_BUNSHOU, 0, "Í¸Í¤ËÍî¤Á¤¿");
1127 #else
1128                                 do_cmd_write_nikki(NIKKI_BUNSHOU, 0, "You have fallen through a trap door!");
1129 #endif
1130                                 prepare_change_floor_mode(CFM_DOWN | CFM_RAND_PLACE | CFM_RAND_CONNECT);
1131
1132                                 /* Leaving */
1133                                 p_ptr->leaving = TRUE;
1134                         }
1135                         break;
1136                 }
1137
1138                 case FEAT_TRAP_PIT:
1139                 {
1140                         if (p_ptr->ffall)
1141                         {
1142 #ifdef JP
1143                                 msg_print("Í·ê¤òÈô¤Ó±Û¤¨¤¿¡£");
1144 #else
1145                                 msg_print("You fly over a pit trap.");
1146 #endif
1147
1148                         }
1149                         else
1150                         {
1151 #ifdef JP
1152                                 msg_print("Í·ê¤ËÍî¤Á¤Æ¤·¤Þ¤Ã¤¿¡ª");
1153 #else
1154                                 msg_print("You have fallen into a pit!");
1155 #endif
1156
1157                                 dam = damroll(2, 6);
1158 #ifdef JP
1159                                 name = "Í·ê";
1160 #else
1161                                 name = "a pit trap";
1162 #endif
1163
1164                                 take_hit(DAMAGE_NOESCAPE, dam, name, -1);
1165                         }
1166                         break;
1167                 }
1168
1169                 case FEAT_TRAP_SPIKED_PIT:
1170                 {
1171                         if (p_ptr->ffall)
1172                         {
1173 #ifdef JP
1174                                 msg_print("¥È¥²¤Î¤¢¤ëÍ·ê¤òÈô¤Ó±Û¤¨¤¿¡£");
1175 #else
1176                                 msg_print("You fly over a spiked pit.");
1177 #endif
1178
1179                         }
1180                         else
1181                         {
1182 #ifdef JP
1183                         msg_print("¥¹¥Ñ¥¤¥¯¤¬Éߤ«¤ì¤¿Í·ê¤ËÍî¤Á¤Æ¤·¤Þ¤Ã¤¿¡ª");
1184 #else
1185                                 msg_print("You fall into a spiked pit!");
1186 #endif
1187
1188
1189                                 /* Base damage */
1190 #ifdef JP
1191                                 name = "Í·ê";
1192 #else
1193                                 name = "a pit trap";
1194 #endif
1195
1196                                 dam = damroll(2, 6);
1197
1198                                 /* Extra spike damage */
1199                                 if (randint0(100) < 50)
1200                                 {
1201 #ifdef JP
1202                                         msg_print("¥¹¥Ñ¥¤¥¯¤¬»É¤µ¤Ã¤¿¡ª");
1203 #else
1204                                         msg_print("You are impaled!");
1205 #endif
1206
1207
1208 #ifdef JP
1209                                         name = "¥È¥²¤Î¤¢¤ëÍ·ê";
1210 #else
1211                                         name = "a spiked pit";
1212 #endif
1213
1214                                         dam = dam * 2;
1215                                         (void)set_cut(p_ptr->cut + randint1(dam));
1216                                 }
1217
1218                                 /* Take the damage */
1219                                 take_hit(DAMAGE_NOESCAPE, dam, name, -1);
1220                         }
1221                         break;
1222                 }
1223
1224                 case FEAT_TRAP_POISON_PIT:
1225                 {
1226                         if (p_ptr->ffall)
1227                         {
1228 #ifdef JP
1229                                 msg_print("¥È¥²¤Î¤¢¤ëÍ·ê¤òÈô¤Ó±Û¤¨¤¿¡£");
1230 #else
1231                                 msg_print("You fly over a spiked pit.");
1232 #endif
1233
1234                         }
1235                         else
1236                         {
1237 #ifdef JP
1238                         msg_print("¥¹¥Ñ¥¤¥¯¤¬Éߤ«¤ì¤¿Í·ê¤ËÍî¤Á¤Æ¤·¤Þ¤Ã¤¿¡ª");
1239 #else
1240                                 msg_print("You fall into a spiked pit!");
1241 #endif
1242
1243
1244                                 /* Base damage */
1245                                 dam = damroll(2, 6);
1246
1247 #ifdef JP
1248                                 name = "Í·ê";
1249 #else
1250                                 name = "a pit trap";
1251 #endif
1252
1253
1254                                 /* Extra spike damage */
1255                                 if (randint0(100) < 50)
1256                                 {
1257 #ifdef JP
1258                                         msg_print("ÆǤòÅɤé¤ì¤¿¥¹¥Ñ¥¤¥¯¤¬»É¤µ¤Ã¤¿¡ª");
1259 #else
1260                                         msg_print("You are impaled on poisonous spikes!");
1261 #endif
1262
1263
1264 #ifdef JP
1265                                         name = "¥È¥²¤Î¤¢¤ëÍ·ê";
1266 #else
1267                                         name = "a spiked pit";
1268 #endif
1269
1270
1271                                         dam = dam * 2;
1272                                         (void)set_cut(p_ptr->cut + randint1(dam));
1273
1274                                         if (p_ptr->resist_pois || IS_OPPOSE_POIS())
1275                                         {
1276 #ifdef JP
1277                                                 msg_print("¤·¤«¤·ÆǤαƶÁ¤Ï¤Ê¤«¤Ã¤¿¡ª");
1278 #else
1279                                                 msg_print("The poison does not affect you!");
1280 #endif
1281
1282                                         }
1283
1284                                         else
1285                                         {
1286                                                 dam = dam * 2;
1287                                                 (void)set_poisoned(p_ptr->poisoned + randint1(dam));
1288                                         }
1289                                 }
1290
1291                                 /* Take the damage */
1292                                 take_hit(DAMAGE_NOESCAPE, dam, name, -1);
1293                         }
1294
1295                         break;
1296                 }
1297
1298                 case FEAT_TRAP_TY_CURSE:
1299                 {
1300 #ifdef JP
1301                         msg_print("²¿¤«¤¬¥Ô¥«¥Ã¤È¸÷¤Ã¤¿¡ª");
1302 #else
1303                         msg_print("There is a flash of shimmering light!");
1304 #endif
1305
1306                         c_ptr->info &= ~(CAVE_MARK);
1307                         cave_set_feat(y, x, floor_type[randint0(100)]);
1308                         num = 2 + randint1(3);
1309                         for (i = 0; i < num; i++)
1310                         {
1311                                 (void)summon_specific(0, y, x, dun_level, 0, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE | PM_NO_PET));
1312                         }
1313
1314                         if (dun_level > randint1(100)) /* No nasty effect for low levels */
1315                         {
1316                                 bool stop_ty = FALSE;
1317                                 int count = 0;
1318
1319                                 do
1320                                 {
1321                                         stop_ty = activate_ty_curse(stop_ty, &count);
1322                                 }
1323                                 while (one_in_(6));
1324                         }
1325                         break;
1326                 }
1327
1328                 case FEAT_TRAP_TELEPORT:
1329                 {
1330 #ifdef JP
1331                         msg_print("¥Æ¥ì¥Ý¡¼¥È¡¦¥È¥é¥Ã¥×¤Ë¤Ò¤Ã¤«¤«¤Ã¤¿¡ª");
1332 #else
1333                         msg_print("You hit a teleport trap!");
1334 #endif
1335
1336                         teleport_player(100);
1337                         break;
1338                 }
1339
1340                 case FEAT_TRAP_FIRE:
1341                 {
1342 #ifdef JP
1343                         msg_print("±ê¤ËÊñ¤Þ¤ì¤¿¡ª");
1344 #else
1345                         msg_print("You are enveloped in flames!");
1346 #endif
1347
1348                         dam = damroll(4, 6);
1349 #ifdef JP
1350                         (void)fire_dam(dam, "±ê¤Î¥È¥é¥Ã¥×", -1);
1351 #else
1352                         (void)fire_dam(dam, "a fire trap", -1);
1353 #endif
1354
1355                         break;
1356                 }
1357
1358                 case FEAT_TRAP_ACID:
1359                 {
1360 #ifdef JP
1361                         msg_print("»À¤¬¿á¤­¤«¤±¤é¤ì¤¿¡ª");
1362 #else
1363                         msg_print("You are splashed with acid!");
1364 #endif
1365
1366                         dam = damroll(4, 6);
1367 #ifdef JP
1368                         (void)acid_dam(dam, "»À¤Î¥È¥é¥Ã¥×", -1);
1369 #else
1370                         (void)acid_dam(dam, "an acid trap", -1);
1371 #endif
1372
1373                         break;
1374                 }
1375
1376                 case FEAT_TRAP_SLOW:
1377                 {
1378                         if (check_hit(125))
1379                         {
1380 #ifdef JP
1381                                 msg_print("¾®¤µ¤Ê¥À¡¼¥Ä¤¬Èô¤ó¤Ç¤­¤Æ»É¤µ¤Ã¤¿¡ª");
1382 #else
1383                                 msg_print("A small dart hits you!");
1384 #endif
1385
1386                                 dam = damroll(1, 4);
1387                                 take_hit(DAMAGE_ATTACK, dam, name, -1);
1388                                 (void)set_slow(p_ptr->slow + randint0(20) + 20, FALSE);
1389                         }
1390                         else
1391                         {
1392 #ifdef JP
1393                                 msg_print("¾®¤µ¤Ê¥À¡¼¥Ä¤¬Èô¤ó¤Ç¤­¤¿¡ª¤¬¡¢±¿Îɤ¯Åö¤¿¤é¤Ê¤«¤Ã¤¿¡£");
1394 #else
1395                                 msg_print("A small dart barely misses you.");
1396 #endif
1397
1398                         }
1399                         break;
1400                 }
1401
1402                 case FEAT_TRAP_LOSE_STR:
1403                 {
1404                         if (check_hit(125))
1405                         {
1406 #ifdef JP
1407                                 msg_print("¾®¤µ¤Ê¥À¡¼¥Ä¤¬Èô¤ó¤Ç¤­¤Æ»É¤µ¤Ã¤¿¡ª");
1408 #else
1409                                 msg_print("A small dart hits you!");
1410 #endif
1411
1412                                 dam = damroll(1, 4);
1413 #ifdef JP
1414                                 take_hit(DAMAGE_ATTACK, dam, "¥À¡¼¥Ä¤Îæ«", -1);
1415 #else
1416                                 take_hit(DAMAGE_ATTACK, dam, "a dart trap", -1);
1417 #endif
1418
1419                                 (void)do_dec_stat(A_STR);
1420                         }
1421                         else
1422                         {
1423 #ifdef JP
1424                                 msg_print("¾®¤µ¤Ê¥À¡¼¥Ä¤¬Èô¤ó¤Ç¤­¤¿¡ª¤¬¡¢±¿Îɤ¯Åö¤¿¤é¤Ê¤«¤Ã¤¿¡£");
1425 #else
1426                                 msg_print("A small dart barely misses you.");
1427 #endif
1428
1429                         }
1430                         break;
1431                 }
1432
1433                 case FEAT_TRAP_LOSE_DEX:
1434                 {
1435                         if (check_hit(125))
1436                         {
1437 #ifdef JP
1438                                 msg_print("¾®¤µ¤Ê¥À¡¼¥Ä¤¬Èô¤ó¤Ç¤­¤Æ»É¤µ¤Ã¤¿¡ª");
1439 #else
1440                                 msg_print("A small dart hits you!");
1441 #endif
1442
1443                                 dam = damroll(1, 4);
1444 #ifdef JP
1445                                 take_hit(DAMAGE_ATTACK, dam, "¥À¡¼¥Ä¤Îæ«", -1);
1446 #else
1447                                 take_hit(DAMAGE_ATTACK, dam, "a dart trap", -1);
1448 #endif
1449
1450                                 (void)do_dec_stat(A_DEX);
1451                         }
1452                         else
1453                         {
1454 #ifdef JP
1455                                 msg_print("¾®¤µ¤Ê¥À¡¼¥Ä¤¬Èô¤ó¤Ç¤­¤¿¡ª¤¬¡¢±¿Îɤ¯Åö¤¿¤é¤Ê¤«¤Ã¤¿¡£");
1456 #else
1457                                 msg_print("A small dart barely misses you.");
1458 #endif
1459
1460                         }
1461                         break;
1462                 }
1463
1464                 case FEAT_TRAP_LOSE_CON:
1465                 {
1466                         if (check_hit(125))
1467                         {
1468 #ifdef JP
1469                                 msg_print("¾®¤µ¤Ê¥À¡¼¥Ä¤¬Èô¤ó¤Ç¤­¤Æ»É¤µ¤Ã¤¿¡ª");
1470 #else
1471                                 msg_print("A small dart hits you!");
1472 #endif
1473
1474                                 dam = damroll(1, 4);
1475 #ifdef JP
1476                                 take_hit(DAMAGE_ATTACK, dam, "¥À¡¼¥Ä¤Îæ«", -1);
1477 #else
1478                                 take_hit(DAMAGE_ATTACK, dam, "a dart trap", -1);
1479 #endif
1480
1481                                 (void)do_dec_stat(A_CON);
1482                         }
1483                         else
1484                         {
1485 #ifdef JP
1486                                 msg_print("¾®¤µ¤Ê¥À¡¼¥Ä¤¬Èô¤ó¤Ç¤­¤¿¡ª¤¬¡¢±¿Îɤ¯Åö¤¿¤é¤Ê¤«¤Ã¤¿¡£");
1487 #else
1488                                 msg_print("A small dart barely misses you.");
1489 #endif
1490
1491                         }
1492                         break;
1493                 }
1494
1495                 case FEAT_TRAP_BLIND:
1496                 {
1497 #ifdef JP
1498                         msg_print("¹õ¤¤¥¬¥¹¤ËÊñ¤ß¹þ¤Þ¤ì¤¿¡ª");
1499 #else
1500                         msg_print("A black gas surrounds you!");
1501 #endif
1502
1503                         if (!p_ptr->resist_blind)
1504                         {
1505                                 (void)set_blind(p_ptr->blind + randint0(50) + 25);
1506                         }
1507                         break;
1508                 }
1509
1510                 case FEAT_TRAP_CONFUSE:
1511                 {
1512 #ifdef JP
1513                         msg_print("¤­¤é¤á¤¯¥¬¥¹¤ËÊñ¤ß¹þ¤Þ¤ì¤¿¡ª");
1514 #else
1515                         msg_print("A gas of scintillating colors surrounds you!");
1516 #endif
1517
1518                         if (!p_ptr->resist_conf)
1519                         {
1520                                 (void)set_confused(p_ptr->confused + randint0(20) + 10);
1521                         }
1522                         break;
1523                 }
1524
1525                 case FEAT_TRAP_POISON:
1526                 {
1527 #ifdef JP
1528                         msg_print("»É·ãŪ¤ÊÎп§¤Î¥¬¥¹¤ËÊñ¤ß¹þ¤Þ¤ì¤¿¡ª");
1529 #else
1530                         msg_print("A pungent green gas surrounds you!");
1531 #endif
1532
1533                         if (!p_ptr->resist_pois && !IS_OPPOSE_POIS())
1534                         {
1535                                 (void)set_poisoned(p_ptr->poisoned + randint0(20) + 10);
1536                         }
1537                         break;
1538                 }
1539
1540                 case FEAT_TRAP_SLEEP:
1541                 {
1542 #ifdef JP
1543                         msg_print("´ñ̯¤ÊÇò¤¤Ì¸¤ËÊñ¤Þ¤ì¤¿¡ª");
1544 #else
1545                         msg_print("A strange white mist surrounds you!");
1546 #endif
1547
1548                         if (!p_ptr->free_act)
1549                         {
1550 #ifdef JP
1551 msg_print("¤¢¤Ê¤¿¤Ï̲¤ê¤Ë½¢¤¤¤¿¡£");
1552 #else
1553                                 msg_print("You fall asleep.");
1554 #endif
1555
1556
1557                                 if (ironman_nightmare)
1558                                 {
1559 #ifdef JP
1560 msg_print("¿È¤ÎÌÓ¤â¤è¤À¤Ä¸÷·Ê¤¬Æ¬¤ËÉ⤫¤ó¤À¡£");
1561 #else
1562                                         msg_print("A horrible vision enters your mind.");
1563 #endif
1564
1565
1566                                         /* Pick a nightmare */
1567                                         get_mon_num_prep(get_nightmare, NULL);
1568
1569                                         /* Have some nightmares */
1570                                         have_nightmare(get_mon_num(MAX_DEPTH));
1571
1572                                         /* Remove the monster restriction */
1573                                         get_mon_num_prep(NULL, NULL);
1574                                 }
1575                                 (void)set_paralyzed(p_ptr->paralyzed + randint0(10) + 5);
1576                         }
1577                         break;
1578                 }
1579
1580                 case FEAT_TRAP_TRAPS:
1581                 {
1582 #ifdef JP
1583 msg_print("¤Þ¤Ð¤æ¤¤Á®¸÷¤¬Áö¤Ã¤¿¡ª");
1584 #else
1585                         msg_print("There is a bright flash of light!");
1586 #endif
1587
1588
1589                         /* Destroy this trap */
1590                         cave_set_feat(y, x, floor_type[randint0(100)]);
1591
1592                         /* Make some new traps */
1593                         project(0, 1, y, x, 0, GF_MAKE_TRAP, PROJECT_HIDE | PROJECT_JUMP | PROJECT_GRID, -1);
1594
1595                         break;
1596                 }
1597
1598                 case FEAT_TRAP_ALARM:
1599                 {
1600 #ifdef JP
1601                         msg_print("¤±¤¿¤¿¤Þ¤·¤¤²»¤¬ÌĤê¶Á¤¤¤¿¡ª");
1602 #else
1603                         msg_print("An alarm sounds!");
1604 #endif
1605
1606                         aggravate_monsters(0);
1607
1608                         break;
1609                 }
1610
1611                 case FEAT_TRAP_OPEN:
1612                 {
1613 #ifdef JP
1614                         msg_print("Âç²»¶Á¤È¶¦¤Ë¤Þ¤ï¤ê¤ÎÊɤ¬Êø¤ì¤¿¡ª");
1615 #else
1616                         msg_print("Suddenly, surrounding walls are opened!");
1617 #endif
1618                         (void)project(0, 3, y, x, 0, GF_DISINTEGRATE, PROJECT_GRID | PROJECT_HIDE, -1);
1619                         (void)project(0, 3, y, x - 4, 0, GF_DISINTEGRATE, PROJECT_GRID | PROJECT_HIDE, -1);
1620                         (void)project(0, 3, y, x + 4, 0, GF_DISINTEGRATE, PROJECT_GRID | PROJECT_HIDE, -1);
1621                         aggravate_monsters(0);
1622
1623                         break;
1624                 }
1625
1626                 case FEAT_TRAP_ARMAGEDDON:
1627                 {
1628                         static int levs[10] = {0, 0, 20, 10, 5, 3, 2, 1, 1, 1};
1629                         int evil_idx = 0, good_idx = 0;
1630
1631                         int lev;
1632 #ifdef JP
1633                         msg_print("ÆÍÁ³Å·³¦¤ÎÀïÁè¤Ë´¬¤­¹þ¤Þ¤ì¤¿¡ª");
1634 #else
1635                         msg_print("Suddenly, you are surrounded by immotal beings!");
1636 #endif
1637
1638                         /* Destroy this trap */
1639                         cave_set_feat(y, x, floor_type[randint0(100)]);
1640
1641                         /* Summon Demons and Angels */
1642                         for (lev = dun_level; lev >= 20; lev -= 1 + lev/16)
1643                         {
1644                                 num = levs[MIN(lev/10, 9)];
1645                                 for (i = 0; i < num; i++)
1646                                 {
1647                                         int x1 = rand_spread(x, 7);
1648                                         int y1 = rand_spread(y, 5);
1649
1650                                         /* Skip illegal grids */
1651                                         if (!in_bounds(y1, x1)) continue;
1652
1653                                         /* Require line of sight */
1654                                         if (!player_has_los_bold(y1, x1)) continue;
1655
1656                                         if (summon_specific(0, y1, x1, lev, SUMMON_ARMAGE_EVIL, (PM_NO_PET)))
1657                                                 evil_idx = hack_m_idx_ii;
1658
1659                                         if (summon_specific(0, y1, x1, lev, SUMMON_ARMAGE_GOOD, (PM_NO_PET)))
1660                                         {
1661                                                 good_idx = hack_m_idx_ii;
1662                                         }
1663
1664                                         /* Let them fight each other */
1665                                         if (evil_idx && good_idx)
1666                                         {
1667                                                 monster_type *evil_ptr = &m_list[evil_idx];
1668                                                 monster_type *good_ptr = &m_list[good_idx];
1669                                                 evil_ptr->target_y = good_ptr->fy;
1670                                                 evil_ptr->target_x = good_ptr->fx;
1671                                                 good_ptr->target_y = evil_ptr->fy;
1672                                                 good_ptr->target_x = evil_ptr->fx;
1673                                         }
1674                                 }
1675                         }
1676                         break;
1677                 }
1678
1679                 case FEAT_TRAP_PIRANHA:
1680                 {
1681 #ifdef JP
1682                         msg_print("ÆÍÁ³Êɤ«¤é¿å¤¬°î¤ì½Ð¤·¤¿¡ª¥Ô¥é¥Ë¥¢¤¬¤¤¤ë¡ª");
1683 #else
1684                         msg_print("Suddenly, the room is filled with water with piranhas!");
1685 #endif
1686
1687                         /* Destroy this trap */
1688                         cave_set_feat(y, x, floor_type[randint0(100)]);
1689
1690                         /* Water fills room */
1691                         fire_ball_hide(GF_WATER_FLOW, 0, 1, 10);
1692
1693                         /* Summon Piranhas */
1694                         num = 1 + dun_level/20;
1695                         for (i = 0; i < num; i++)
1696                         {
1697                                 (void)summon_specific(0, y, x, dun_level, SUMMON_PIRANHAS, (PM_ALLOW_GROUP | PM_NO_PET));
1698                         }
1699                         break;
1700                 }
1701         }
1702         if (break_trap && is_trap(c_ptr->feat))
1703         {
1704                 cave_set_feat(y, x, floor_type[randint0(100)]);
1705 #ifdef JP
1706                 msg_print("¥È¥é¥Ã¥×¤òÊ´ºÕ¤·¤¿¡£");
1707 #else
1708                 msg_print("You destroyed the trap.");
1709 #endif
1710         }
1711 }
1712
1713
1714 static void touch_zap_player(monster_type *m_ptr)
1715 {
1716         int aura_damage = 0;
1717         monster_race *r_ptr = &r_info[m_ptr->r_idx];
1718
1719         if (r_ptr->flags2 & RF2_AURA_FIRE)
1720         {
1721                 if (!p_ptr->immune_fire)
1722                 {
1723                         char aura_dam[80];
1724
1725                         aura_damage = damroll(1 + (r_ptr->level / 26), 1 + (r_ptr->level / 17));
1726
1727                         /* Hack -- Get the "died from" name */
1728                         monster_desc(aura_dam, m_ptr, MD_IGNORE_HALLU | MD_ASSUME_VISIBLE | MD_INDEF_VISIBLE);
1729
1730 #ifdef JP
1731                         msg_print("ÆÍÁ³¤È¤Æ¤âÇ®¤¯¤Ê¤Ã¤¿¡ª");
1732 #else
1733                         msg_print("You are suddenly very hot!");
1734 #endif
1735
1736
1737                         if (prace_is_(RACE_ENT)) aura_damage += aura_damage / 3;
1738                         if (IS_OPPOSE_FIRE()) aura_damage = (aura_damage + 2) / 3;
1739                         if (p_ptr->resist_fire) aura_damage = (aura_damage + 2) / 3;
1740
1741                         take_hit(DAMAGE_NOESCAPE, aura_damage, aura_dam, -1);
1742                         if (m_ptr->ml) r_ptr->r_flags2 |= RF2_AURA_FIRE;
1743                         handle_stuff();
1744                 }
1745         }
1746
1747         if (r_ptr->flags3 & RF3_AURA_COLD)
1748         {
1749                 if (!p_ptr->immune_cold)
1750                 {
1751                         char aura_dam[80];
1752
1753                         aura_damage = damroll(1 + (r_ptr->level / 26), 1 + (r_ptr->level / 17));
1754
1755                         /* Hack -- Get the "died from" name */
1756                         monster_desc(aura_dam, m_ptr, MD_IGNORE_HALLU | MD_ASSUME_VISIBLE | MD_INDEF_VISIBLE);
1757
1758 #ifdef JP
1759                         msg_print("ÆÍÁ³¤È¤Æ¤â´¨¤¯¤Ê¤Ã¤¿¡ª");
1760 #else
1761                         msg_print("You are suddenly very cold!");
1762 #endif
1763
1764
1765                         if (IS_OPPOSE_COLD()) aura_damage = (aura_damage + 2) / 3;
1766                         if (p_ptr->resist_cold) aura_damage = (aura_damage + 2) / 3;
1767
1768                         take_hit(DAMAGE_NOESCAPE, aura_damage, aura_dam, -1);
1769                         if (m_ptr->ml) r_ptr->r_flags3 |= RF3_AURA_COLD;
1770                         handle_stuff();
1771                 }
1772         }
1773
1774         if (r_ptr->flags2 & RF2_AURA_ELEC)
1775         {
1776                 if (!p_ptr->immune_elec)
1777                 {
1778                         char aura_dam[80];
1779
1780                         aura_damage = damroll(1 + (r_ptr->level / 26), 1 + (r_ptr->level / 17));
1781
1782                         /* Hack -- Get the "died from" name */
1783                         monster_desc(aura_dam, m_ptr, MD_IGNORE_HALLU | MD_ASSUME_VISIBLE | MD_INDEF_VISIBLE);
1784
1785                         if (prace_is_(RACE_ANDROID)) aura_damage += aura_damage / 3;
1786                         if (IS_OPPOSE_ELEC()) aura_damage = (aura_damage + 2) / 3;
1787                         if (p_ptr->resist_elec) aura_damage = (aura_damage + 2) / 3;
1788
1789 #ifdef JP
1790                         msg_print("ÅÅ·â¤ò¤¯¤é¤Ã¤¿¡ª");
1791 #else
1792                         msg_print("You get zapped!");
1793 #endif
1794
1795                         take_hit(DAMAGE_NOESCAPE, aura_damage, aura_dam, -1);
1796                         if (m_ptr->ml) r_ptr->r_flags2 |= RF2_AURA_ELEC;
1797                         handle_stuff();
1798                 }
1799         }
1800 }
1801
1802
1803 static void natural_attack(s16b m_idx, int attack, bool *fear, bool *mdeath)
1804 {
1805         int             k, bonus, chance;
1806         int             n_weight = 0;
1807         monster_type    *m_ptr = &m_list[m_idx];
1808         monster_race    *r_ptr = &r_info[m_ptr->r_idx];
1809         char            m_name[80];
1810
1811         int             dss, ddd;
1812
1813         cptr            atk_desc;
1814
1815         switch (attack)
1816         {
1817                 case MUT2_SCOR_TAIL:
1818                         dss = 3;
1819                         ddd = 7;
1820                         n_weight = 5;
1821 #ifdef JP
1822                         atk_desc = "¿¬Èø";
1823 #else
1824                         atk_desc = "tail";
1825 #endif
1826
1827                         break;
1828                 case MUT2_HORNS:
1829                         dss = 2;
1830                         ddd = 6;
1831                         n_weight = 15;
1832 #ifdef JP
1833                         atk_desc = "³Ñ";
1834 #else
1835                         atk_desc = "horns";
1836 #endif
1837
1838                         break;
1839                 case MUT2_BEAK:
1840                         dss = 2;
1841                         ddd = 4;
1842                         n_weight = 5;
1843 #ifdef JP
1844                         atk_desc = "¥¯¥Á¥Ð¥·";
1845 #else
1846                         atk_desc = "beak";
1847 #endif
1848
1849                         break;
1850                 case MUT2_TRUNK:
1851                         dss = 1;
1852                         ddd = 4;
1853                         n_weight = 35;
1854 #ifdef JP
1855                         atk_desc = "¾Ý¤ÎÉ¡";
1856 #else
1857                         atk_desc = "trunk";
1858 #endif
1859
1860                         break;
1861                 case MUT2_TENTACLES:
1862                         dss = 2;
1863                         ddd = 5;
1864                         n_weight = 5;
1865 #ifdef JP
1866                         atk_desc = "¿¨¼ê";
1867 #else
1868                         atk_desc = "tentacles";
1869 #endif
1870
1871                         break;
1872                 default:
1873                         dss = ddd = n_weight = 1;
1874 #ifdef JP
1875                         atk_desc = "̤ÄêµÁ¤ÎÉô°Ì";
1876 #else
1877                         atk_desc = "undefined body part";
1878 #endif
1879
1880         }
1881
1882         /* Extract monster name (or "it") */
1883         monster_desc(m_name, m_ptr, 0);
1884
1885
1886         /* Calculate the "attack quality" */
1887         bonus = p_ptr->to_h_m;
1888         bonus += (p_ptr->lev * 6 / 5);
1889         chance = (p_ptr->skill_thn + (bonus * BTH_PLUS_ADJ));
1890
1891         /* Test for hit */
1892         if ((!(r_ptr->flags2 & RF2_QUANTUM) || !randint0(2)) && test_hit_norm(chance, r_ptr->ac, m_ptr->ml))
1893         {
1894                 /* Sound */
1895                 sound(SOUND_HIT);
1896
1897 #ifdef JP
1898                 msg_format("%s¤ò%s¤Ç¹¶·â¤·¤¿¡£", m_name, atk_desc);
1899 #else
1900                 msg_format("You hit %s with your %s.", m_name, atk_desc);
1901 #endif
1902
1903
1904                 k = damroll(ddd, dss);
1905                 k = critical_norm(n_weight, bonus, k, (s16b)bonus, 0);
1906
1907                 /* Apply the player damage bonuses */
1908                 k += p_ptr->to_d_m;
1909
1910                 /* No negative damage */
1911                 if (k < 0) k = 0;
1912
1913                 /* Modify the damage */
1914                 k = mon_damage_mod(m_ptr, k, FALSE);
1915
1916                 /* Complex message */
1917                 if (p_ptr->wizard)
1918                 {
1919 #ifdef JP
1920                                 msg_format("%d/%d ¤Î¥À¥á¡¼¥¸¤òÍ¿¤¨¤¿¡£", k, m_ptr->hp);
1921 #else
1922                         msg_format("You do %d (out of %d) damage.", k, m_ptr->hp);
1923 #endif
1924
1925                 }
1926
1927                 /* Anger the monster */
1928                 if (k > 0) anger_monster(m_ptr);
1929
1930                 /* Damage, check for fear and mdeath */
1931                 switch (attack)
1932                 {
1933                         case MUT2_SCOR_TAIL:
1934                                 project(0, 0, m_ptr->fy, m_ptr->fx, k, GF_POIS, PROJECT_KILL, -1);
1935                                 *mdeath = (m_ptr->r_idx == 0);
1936                                 break;
1937                         case MUT2_HORNS:
1938                                 *mdeath = mon_take_hit(m_idx, k, fear, NULL);
1939                                 break;
1940                         case MUT2_BEAK:
1941                                 *mdeath = mon_take_hit(m_idx, k, fear, NULL);
1942                                 break;
1943                         case MUT2_TRUNK:
1944                                 *mdeath = mon_take_hit(m_idx, k, fear, NULL);
1945                                 break;
1946                         case MUT2_TENTACLES:
1947                                 *mdeath = mon_take_hit(m_idx, k, fear, NULL);
1948                                 break;
1949                         default:
1950                                 *mdeath = mon_take_hit(m_idx, k, fear, NULL);
1951                 }
1952
1953                 touch_zap_player(m_ptr);
1954         }
1955         /* Player misses */
1956         else
1957         {
1958                 /* Sound */
1959                 sound(SOUND_MISS);
1960
1961                 /* Message */
1962 #ifdef JP
1963                         msg_format("¥ß¥¹¡ª %s¤Ë¤«¤ï¤µ¤ì¤¿¡£", m_name);
1964 #else
1965                 msg_format("You miss %s.", m_name);
1966 #endif
1967
1968         }
1969 }
1970
1971
1972
1973 /*
1974  * Player attacks a (poor, defenseless) creature        -RAK-
1975  *
1976  * If no "weapon" is available, then "punch" the monster one time.
1977  */
1978 static void py_attack_aux(int y, int x, bool *fear, bool *mdeath, s16b hand, int mode)
1979 {
1980         int             num = 0, k, bonus, chance, vir;
1981
1982         cave_type       *c_ptr = &cave[y][x];
1983
1984         monster_type    *m_ptr = &m_list[c_ptr->m_idx];
1985         monster_race    *r_ptr = &r_info[m_ptr->r_idx];
1986
1987         object_type     *o_ptr;
1988
1989         char            m_name[80];
1990
1991         bool            success_hit = FALSE;
1992         bool            old_success_hit = FALSE;
1993         bool            backstab = FALSE;
1994         bool            vorpal_cut = FALSE;
1995         int             chaos_effect = 0;
1996         bool            stab_fleeing = FALSE;
1997         bool            fuiuchi = FALSE;
1998         bool            do_quake = FALSE;
1999         bool            weak = FALSE;
2000         bool            drain_msg = TRUE;
2001         int             drain_result = 0, drain_heal = 0;
2002         bool            can_drain = FALSE;
2003         int             num_blow;
2004         int             drain_left = MAX_VAMPIRIC_DRAIN;
2005         u32b flgs[TR_FLAG_SIZE]; /* A massive hack -- life-draining weapons */
2006         bool            is_human = (r_ptr->d_char == 'p');
2007         bool            is_lowlevel = (r_ptr->level < (p_ptr->lev - 15));
2008         bool            zantetsu_mukou, e_j_mukou;
2009
2010
2011
2012         if (((p_ptr->pclass == CLASS_ROGUE) || (p_ptr->pclass == CLASS_NINJA)) && inventory[INVEN_RARM+hand].tval)
2013         {
2014                 int tmp = p_ptr->lev*6+(p_ptr->skill_stl+10)*4;
2015                 if (p_ptr->monlite && (mode != HISSATSU_NYUSIN)) tmp /= 3;
2016                 if (p_ptr->cursed & TRC_AGGRAVATE) tmp /= 2;
2017                 if (r_ptr->level > (p_ptr->lev*p_ptr->lev/20+10)) tmp /= 3;
2018                 if (m_ptr->csleep && m_ptr->ml)
2019                 {
2020                         /* Can't backstab creatures that we can't see, right? */
2021                         backstab = TRUE;
2022                 }
2023                 else if ((p_ptr->special_defense & NINJA_S_STEALTH) && (randint0(tmp) > (r_ptr->level+20)) && m_ptr->ml && !(r_ptr->flags3 & RF3_RES_ALL))
2024                 {
2025                         fuiuchi = TRUE;
2026                 }
2027                 else if (m_ptr->monfear && m_ptr->ml)
2028                 {
2029                         stab_fleeing = TRUE;
2030                 }
2031         }
2032
2033         if(!buki_motteruka(INVEN_RARM) && !buki_motteruka(INVEN_LARM))
2034         {
2035                 if ((r_ptr->level + 10) > p_ptr->lev)
2036                 {
2037                         if (p_ptr->skill_exp[GINOU_SUDE] < s_info[p_ptr->pclass].s_max[GINOU_SUDE])
2038                         {
2039                                 if (p_ptr->skill_exp[GINOU_SUDE] < WEAPON_EXP_BEGINNER)
2040                                         p_ptr->skill_exp[GINOU_SUDE] += 40;
2041                                 else if ((p_ptr->skill_exp[GINOU_SUDE] < WEAPON_EXP_SKILLED))
2042                                         p_ptr->skill_exp[GINOU_SUDE] += 5;
2043                                 else if ((p_ptr->skill_exp[GINOU_SUDE] < WEAPON_EXP_EXPERT) && (p_ptr->lev > 19))
2044                                         p_ptr->skill_exp[GINOU_SUDE] += 1;
2045                                 else if ((p_ptr->lev > 34))
2046                                         if (one_in_(3)) p_ptr->skill_exp[GINOU_SUDE] += 1;
2047                                 p_ptr->update |= (PU_BONUS);
2048                         }
2049                 }
2050         }
2051         else
2052         {
2053                 if ((r_ptr->level + 10) > p_ptr->lev)
2054                 {
2055                         int tval = inventory[INVEN_RARM+hand].tval - TV_BOW;
2056                         int sval = inventory[INVEN_RARM+hand].sval;
2057                         int now_exp = p_ptr->weapon_exp[tval][sval];
2058                         if (now_exp < s_info[p_ptr->pclass].w_max[tval][sval])
2059                         {
2060                                 int amount = 0;
2061                                 if (now_exp < WEAPON_EXP_BEGINNER) amount = 80;
2062                                 else if (now_exp < WEAPON_EXP_SKILLED) amount = 10;
2063                                 else if ((now_exp < WEAPON_EXP_EXPERT) && (p_ptr->lev > 19)) amount = 1;
2064                                 else if ((p_ptr->lev > 34) && one_in_(2)) amount = 1;
2065                                 p_ptr->weapon_exp[tval][sval] += amount;
2066                                 p_ptr->update |= (PU_BONUS);
2067                         }
2068                 }
2069         }
2070
2071         /* Disturb the monster */
2072         m_ptr->csleep = 0;
2073         if (r_ptr->flags7 & RF7_HAS_LD_MASK)
2074                 p_ptr->update |= (PU_MON_LITE);
2075
2076         /* Extract monster name (or "it") */
2077         monster_desc(m_name, m_ptr, 0);
2078
2079         /* Access the weapon */
2080         o_ptr = &inventory[INVEN_RARM+hand];
2081
2082         /* Calculate the "attack quality" */
2083         bonus = p_ptr->to_h[hand] + o_ptr->to_h;
2084         chance = (p_ptr->skill_thn + (bonus * BTH_PLUS_ADJ));
2085         if (mode == HISSATSU_IAI) chance += 60;
2086         if (p_ptr->special_defense & KATA_KOUKIJIN) chance += 150;
2087
2088         if (p_ptr->sutemi) chance = MAX(chance * 3 / 2, chance + 60);
2089
2090         vir = virtue_number(V_VALOUR);
2091         if (vir)
2092         {
2093                 chance += (p_ptr->virtues[vir - 1]/10);
2094         }
2095
2096         zantetsu_mukou = ((o_ptr->name1 == ART_ZANTETSU) && (r_ptr->d_char == 'j'));
2097         e_j_mukou = ((o_ptr->name1 == ART_EXCALIBUR_J) && (r_ptr->d_char == 'S'));
2098
2099         if ((mode == HISSATSU_KYUSHO) || (mode == HISSATSU_MINEUCHI) || (mode == HISSATSU_3DAN) || (mode == HISSATSU_IAI)) num_blow = 1;
2100         else if (mode == HISSATSU_COLD) num_blow = p_ptr->num_blow[hand]+2;
2101         else num_blow = p_ptr->num_blow[hand];
2102
2103         /* Attack once for each legal blow */
2104         while ((num++ < num_blow) && !p_ptr->is_dead)
2105         {
2106                 if (((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_DOKUBARI)) || (mode == HISSATSU_KYUSHO))
2107                 {
2108                         if (p_ptr->migite && p_ptr->hidarite)
2109                         {
2110                                 success_hit = one_in_(2);
2111                         }
2112                         else success_hit = TRUE;
2113                 }
2114                 else if (mode == HISSATSU_MAJIN)
2115                 {
2116                         if (num == 1)
2117                         {
2118                                 if (one_in_(2))
2119                                         success_hit = FALSE;
2120                                 old_success_hit = success_hit;
2121                         }
2122                         else success_hit = old_success_hit;
2123                 }
2124                 else if ((p_ptr->pclass == CLASS_NINJA) && ((backstab || fuiuchi) && !(r_ptr->flags3 & RF3_RES_ALL))) success_hit = TRUE;
2125                 else success_hit = test_hit_norm(chance, r_ptr->ac, m_ptr->ml);
2126
2127                 /* Test for hit */
2128                 if (success_hit)
2129                 {
2130                         int vorpal_chance = ((o_ptr->name1 == ART_VORPAL_BLADE) || (o_ptr->name1 == ART_CHAINSWORD)) ? 2 : 4;
2131
2132                         /* Sound */
2133                         sound(SOUND_HIT);
2134
2135                         /* Message */
2136                         if (backstab)
2137 #ifdef JP
2138                                 msg_format("¤¢¤Ê¤¿¤ÏÎä¹ó¤Ë¤â̲¤Ã¤Æ¤¤¤ë̵ÎϤÊ%s¤òÆͤ­»É¤·¤¿¡ª",
2139 #else
2140                                 msg_format("You cruelly stab the helpless, sleeping %s!",
2141 #endif
2142
2143                                     m_name);
2144                         else if (fuiuchi)
2145 #ifdef JP
2146                                 msg_format("ÉÔ°Õ¤òÆͤ¤¤Æ%s¤Ë¶¯Îõ¤Ê°ì·â¤ò¶ô¤é¤ï¤»¤¿¡ª",
2147 #else
2148                                 msg_format("You make surprise attack, and hit %s with a powerful blow!",
2149 #endif
2150
2151                                     m_name);
2152                         else if (stab_fleeing)
2153 #ifdef JP
2154                                 msg_format("ƨ¤²¤ë%s¤òÇØÃ椫¤éÆͤ­»É¤·¤¿¡ª",
2155 #else
2156                                 msg_format("You backstab the fleeing %s!",
2157 #endif
2158
2159                                     m_name);
2160                         else
2161                         {
2162                                 if (!(((p_ptr->pclass == CLASS_MONK) || (p_ptr->pclass == CLASS_FORCETRAINER) || (p_ptr->pclass == CLASS_BERSERKER)) && (empty_hands(TRUE) > 1)))
2163 #ifdef JP
2164                         msg_format("%s¤ò¹¶·â¤·¤¿¡£", m_name);
2165 #else
2166                                         msg_format("You hit %s.", m_name);
2167 #endif
2168
2169                         }
2170
2171                         /* Hack -- bare hands do one damage */
2172                         k = 1;
2173
2174                         object_flags(o_ptr, flgs);
2175
2176                         /* Select a chaotic effect (50% chance) */
2177                         if ((have_flag(flgs, TR_CHAOTIC)) && one_in_(2))
2178                         {
2179                                 if (one_in_(10))
2180                                 chg_virtue(V_CHANCE, 1);
2181
2182                                 if (randint1(5) < 3)
2183                                 {
2184                                         /* Vampiric (20%) */
2185                                         chaos_effect = 1;
2186                                 }
2187                                 else if (one_in_(250))
2188                                 {
2189                                         /* Quake (0.12%) */
2190                                         chaos_effect = 2;
2191                                 }
2192                                 else if (!one_in_(10))
2193                                 {
2194                                         /* Confusion (26.892%) */
2195                                         chaos_effect = 3;
2196                                 }
2197                                 else if (one_in_(2))
2198                                 {
2199                                         /* Teleport away (1.494%) */
2200                                         chaos_effect = 4;
2201                                 }
2202                                 else
2203                                 {
2204                                         /* Polymorph (1.494%) */
2205                                         chaos_effect = 5;
2206                                 }
2207                         }
2208
2209                         /* Vampiric drain */
2210                         if ((have_flag(flgs, TR_VAMPIRIC)) || (chaos_effect == 1) || (mode == HISSATSU_DRAIN))
2211                         {
2212                                 /* Only drain "living" monsters */
2213                                 if (monster_living(r_ptr))
2214                                         can_drain = TRUE;
2215                                 else
2216                                         can_drain = FALSE;
2217                         }
2218
2219                         if ((have_flag(flgs, TR_VORPAL)) && (randint1(vorpal_chance*3/2) == 1) && !zantetsu_mukou)
2220                                 vorpal_cut = TRUE;
2221                         else vorpal_cut = FALSE;
2222
2223                         if (((p_ptr->pclass == CLASS_MONK) || (p_ptr->pclass == CLASS_FORCETRAINER) || (p_ptr->pclass == CLASS_BERSERKER)) && (empty_hands(TRUE) > 1))
2224                         {
2225                                 int special_effect = 0, stun_effect = 0, times = 0, max_times;
2226                                 int min_level = 1;
2227                                 martial_arts *ma_ptr = &ma_blows[0], *old_ptr = &ma_blows[0];
2228                                 int resist_stun = 0;
2229                                 int weight = 8;
2230
2231                                 if (r_ptr->flags1 & RF1_UNIQUE) resist_stun += 88;
2232                                 if (r_ptr->flags3 & RF3_NO_STUN) resist_stun += 66;
2233                                 if (r_ptr->flags3 & RF3_NO_CONF) resist_stun += 33;
2234                                 if (r_ptr->flags3 & RF3_NO_SLEEP) resist_stun += 33;
2235                                 if ((r_ptr->flags3 & RF3_UNDEAD) || (r_ptr->flags3 & RF3_NONLIVING))
2236                                         resist_stun += 66;
2237
2238                                 if (p_ptr->special_defense & KAMAE_BYAKKO)
2239                                         max_times = (p_ptr->lev < 3 ? 1 : p_ptr->lev / 3);
2240                                 else if (p_ptr->special_defense & KAMAE_SUZAKU)
2241                                         max_times = 1;
2242                                 else if (p_ptr->special_defense & KAMAE_GENBU)
2243                                         max_times = 1;
2244                                 else
2245                                         max_times = (p_ptr->lev < 7 ? 1 : p_ptr->lev / 7);
2246                                 /* Attempt 'times' */
2247                                 for (times = 0; times < max_times; times++)
2248                                 {
2249                                         do
2250                                         {
2251                                                 ma_ptr = &ma_blows[randint0(MAX_MA)];
2252                                                 if ((p_ptr->pclass == CLASS_FORCETRAINER) && (ma_ptr->min_level > 1)) min_level = ma_ptr->min_level + 3;
2253                                                 else min_level = ma_ptr->min_level;
2254                                         }
2255                                         while ((min_level > p_ptr->lev) ||
2256                                                (randint1(p_ptr->lev) < ma_ptr->chance));
2257
2258                                         /* keep the highest level attack available we found */
2259                                         if ((ma_ptr->min_level > old_ptr->min_level) &&
2260                                             !p_ptr->stun && !p_ptr->confused)
2261                                         {
2262                                                 old_ptr = ma_ptr;
2263
2264                                                 if (p_ptr->wizard && cheat_xtra)
2265                                                 {
2266 #ifdef JP
2267                                                         msg_print("¹¶·â¤òºÆÁªÂò¤·¤Þ¤·¤¿¡£");
2268 #else
2269                                                         msg_print("Attack re-selected.");
2270 #endif
2271
2272                                                 }
2273                                         }
2274                                         else
2275                                         {
2276                                                 ma_ptr = old_ptr;
2277                                         }
2278                                 }
2279
2280                                 if (p_ptr->pclass == CLASS_FORCETRAINER) min_level = MAX(1, ma_ptr->min_level - 3);
2281                                 else min_level = ma_ptr->min_level;
2282                                 k = damroll(ma_ptr->dd, ma_ptr->ds);
2283                                 if (p_ptr->special_attack & ATTACK_SUIKEN) k *= 2;
2284
2285                                 if (ma_ptr->effect == MA_KNEE)
2286                                 {
2287                                         if (r_ptr->flags1 & RF1_MALE)
2288                                         {
2289 #ifdef JP
2290                                                 msg_format("%s¤Ë¶âŪɨ½³¤ê¤ò¤¯¤é¤ï¤·¤¿¡ª", m_name);
2291 #else
2292                                                 msg_format("You hit %s in the groin with your knee!", m_name);
2293 #endif
2294
2295                                                 sound(SOUND_PAIN);
2296                                                 special_effect = MA_KNEE;
2297                                         }
2298                                         else
2299                                                 msg_format(ma_ptr->desc, m_name);
2300                                 }
2301
2302                                 else if (ma_ptr->effect == MA_SLOW)
2303                                 {
2304                                         if (!((r_ptr->flags1 & RF1_NEVER_MOVE) ||
2305                                             strchr("~#{}.UjmeEv$,DdsbBFIJQSXclnw!=?", r_ptr->d_char)))
2306                                         {
2307 #ifdef JP
2308                                                 msg_format("%s¤Î­¼ó¤Ë´ØÀá½³¤ê¤ò¤¯¤é¤ï¤·¤¿¡ª", m_name);
2309 #else
2310                                                 msg_format("You kick %s in the ankle.", m_name);
2311 #endif
2312
2313                                                 special_effect = MA_SLOW;
2314                                         }
2315                                         else msg_format(ma_ptr->desc, m_name);
2316                                 }
2317                                 else
2318                                 {
2319                                         if (ma_ptr->effect)
2320                                         {
2321                                                 stun_effect = (ma_ptr->effect / 2) + randint1(ma_ptr->effect / 2);
2322                                         }
2323
2324                                         msg_format(ma_ptr->desc, m_name);
2325                                 }
2326
2327                                 if (p_ptr->special_defense & KAMAE_SUZAKU) weight = 4;
2328                                 if ((p_ptr->pclass == CLASS_FORCETRAINER) && (p_ptr->magic_num1[0]))
2329                                 {
2330                                         weight += (p_ptr->magic_num1[0]/30);
2331                                         if (weight > 20) weight = 20;
2332                                 }
2333
2334                                 k = critical_norm(p_ptr->lev * weight, min_level, k, p_ptr->to_h[0], 0);
2335
2336                                 if ((special_effect == MA_KNEE) && ((k + p_ptr->to_d[hand]) < m_ptr->hp))
2337                                 {
2338 #ifdef JP
2339                                         msg_format("%^s¤Ï¶ìÄˤˤ¦¤á¤¤¤Æ¤¤¤ë¡ª", m_name);
2340 #else
2341                                         msg_format("%^s moans in agony!", m_name);
2342 #endif
2343
2344                                         stun_effect = 7 + randint1(13);
2345                                         resist_stun /= 3;
2346                                 }
2347
2348                                 else if ((special_effect == MA_SLOW) && ((k + p_ptr->to_d[hand]) < m_ptr->hp))
2349                                 {
2350                                         if (!(r_ptr->flags1 & RF1_UNIQUE) &&
2351                                             (randint1(p_ptr->lev) > r_ptr->level) &&
2352                                             m_ptr->mspeed > 60)
2353                                         {
2354 #ifdef JP
2355                                                 msg_format("%^s¤Ï­¤ò¤Ò¤­¤º¤ê»Ï¤á¤¿¡£", m_name);
2356 #else
2357                                                 msg_format("%^s starts limping slower.", m_name);
2358 #endif
2359
2360                                                 m_ptr->mspeed -= 10;
2361                                         }
2362                                 }
2363
2364                                 if (stun_effect && ((k + p_ptr->to_d[hand]) < m_ptr->hp))
2365                                 {
2366                                         if (p_ptr->lev > randint1(r_ptr->level + resist_stun + 10))
2367                                         {
2368                                                 if (m_ptr->stunned)
2369 #ifdef JP
2370                                                         msg_format("%^s¤Ï¤µ¤é¤Ë¥Õ¥é¥Õ¥é¤Ë¤Ê¤Ã¤¿¡£", m_name);
2371 #else
2372                                                         msg_format("%^s is more stunned.", m_name);
2373 #endif
2374
2375                                                 else
2376 #ifdef JP
2377                                                         msg_format("%^s¤Ï¥Õ¥é¥Õ¥é¤Ë¤Ê¤Ã¤¿¡£", m_name);
2378 #else
2379                                                         msg_format("%^s is stunned.", m_name);
2380 #endif
2381
2382
2383                                                 m_ptr->stunned += stun_effect;
2384                                         }
2385                                 }
2386                         }
2387
2388                         /* Handle normal weapon */
2389                         else if (o_ptr->k_idx)
2390                         {
2391                                 k = damroll(o_ptr->dd + p_ptr->to_dd[hand], o_ptr->ds + p_ptr->to_ds[hand]);
2392                                 k = tot_dam_aux(o_ptr, k, m_ptr, mode, FALSE);
2393
2394                                 if (backstab)
2395                                 {
2396                                         k *= (3 + (p_ptr->lev / 20));
2397                                 }
2398                                 else if (fuiuchi)
2399                                 {
2400                                         k = k*(5+(p_ptr->lev*2/25))/2;
2401                                 }
2402                                 else if (stab_fleeing)
2403                                 {
2404                                         k = (3 * k) / 2;
2405                                 }
2406
2407                                 if ((p_ptr->impact[hand] && ((k > 50) || one_in_(7))) ||
2408                                          (chaos_effect == 2) || (mode == HISSATSU_QUAKE))
2409                                 {
2410                                         do_quake = TRUE;
2411                                 }
2412
2413                                 if ((!(o_ptr->tval == TV_SWORD) || !(o_ptr->sval == SV_DOKUBARI)) && !(mode == HISSATSU_KYUSHO))
2414                                         k = critical_norm(o_ptr->weight, o_ptr->to_h, k, p_ptr->to_h[hand], mode);
2415
2416                                 drain_result = k;
2417
2418                                 if (vorpal_cut)
2419                                 {
2420                                         int mult = 2;
2421
2422                                         if ((o_ptr->name1 == ART_CHAINSWORD) && !one_in_(2))
2423                                         {
2424                                                 char chainsword_noise[1024];
2425 #ifdef JP
2426        if (!get_rnd_line("chainswd_j.txt", 0, chainsword_noise))
2427 #else
2428                                                 if (!get_rnd_line("chainswd.txt", 0, chainsword_noise))
2429 #endif
2430
2431                                                 {
2432                                                         msg_print(chainsword_noise);
2433                                                 }
2434                                         }
2435
2436                                         if (o_ptr->name1 == ART_VORPAL_BLADE)
2437                                         {
2438 #ifdef JP
2439                                                 msg_print("Ìܤˤâ»ß¤Þ¤é¤Ì¥ô¥©¡¼¥Ñ¥ë¥Ö¥ì¡¼¥É¡¢¼êÏ£¤ÎÁá¶È¡ª");
2440 #else
2441                                                 msg_print("Your Vorpal Blade goes snicker-snack!");
2442 #endif
2443
2444                                         }
2445                                         else
2446                                         {
2447 #ifdef JP
2448                                                 msg_format("%s¤ò¥°¥Ã¥µ¥êÀÚ¤êÎö¤¤¤¿¡ª", m_name);
2449 #else
2450                                                 msg_format("Your weapon cuts deep into %s!", m_name);
2451 #endif
2452
2453                                         }
2454
2455                                         /* Try to increase the damage */
2456                                         while (one_in_(vorpal_chance))
2457                                         {
2458                                                 mult++;
2459                                         }
2460
2461                                         k *= mult;
2462
2463                                         /* Ouch! */
2464                                         if (((r_ptr->flags3 & RF3_RES_ALL) ? k/100 : k) > m_ptr->hp)
2465                                         {
2466 #ifdef JP
2467                                                 msg_format("%s¤ò¿¿¤ÃÆó¤Ä¤Ë¤·¤¿¡ª", m_name);
2468 #else
2469                                                 msg_format("You cut %s in half!", m_name);
2470 #endif
2471
2472                                         }
2473                                         else
2474                                         {
2475                                                 switch(mult)
2476                                                 {
2477 #ifdef JP
2478 case 2: msg_format("%s¤ò»Â¤Ã¤¿¡ª", m_name);             break;
2479 #else
2480                                                         case 2: msg_format("You gouge %s!", m_name);            break;
2481 #endif
2482
2483 #ifdef JP
2484 case 3: msg_format("%s¤ò¤Ö¤Ã¤¿»Â¤Ã¤¿¡ª", m_name);                       break;
2485 #else
2486                                                         case 3: msg_format("You maim %s!", m_name);                     break;
2487 #endif
2488
2489 #ifdef JP
2490 case 4: msg_format("%s¤ò¥á¥Ã¥¿»Â¤ê¤Ë¤·¤¿¡ª", m_name);           break;
2491 #else
2492                                                         case 4: msg_format("You carve %s!", m_name);            break;
2493 #endif
2494
2495 #ifdef JP
2496 case 5: msg_format("%s¤ò¥á¥Ã¥¿¥á¥¿¤Ë»Â¤Ã¤¿¡ª", m_name);         break;
2497 #else
2498                                                         case 5: msg_format("You cleave %s!", m_name);           break;
2499 #endif
2500
2501 #ifdef JP
2502 case 6: msg_format("%s¤ò»É¿È¤Ë¤·¤¿¡ª", m_name);         break;
2503 #else
2504                                                         case 6: msg_format("You smite %s!", m_name);            break;
2505 #endif
2506
2507 #ifdef JP
2508 case 7: msg_format("%s¤ò»Â¤Ã¤Æ»Â¤Ã¤Æ»Â¤ê¤Þ¤¯¤Ã¤¿¡ª", m_name);   break;
2509 #else
2510                                                         case 7: msg_format("You eviscerate %s!", m_name);       break;
2511 #endif
2512
2513 #ifdef JP
2514 default:        msg_format("%s¤òºÙÀÚ¤ì¤Ë¤·¤¿¡ª", m_name);               break;
2515 #else
2516                                                         default:        msg_format("You shred %s!", m_name);            break;
2517 #endif
2518
2519                                                 }
2520                                         }
2521                                         drain_result = drain_result * 3 / 2;
2522                                 }
2523
2524                                 k += o_ptr->to_d;
2525                                 drain_result += o_ptr->to_d;
2526                         }
2527
2528                         /* Apply the player damage bonuses */
2529                         k += p_ptr->to_d[hand];
2530                         drain_result += p_ptr->to_d[hand];
2531
2532                         if ((mode == HISSATSU_SUTEMI) || (mode == HISSATSU_3DAN)) k *= 2;
2533                         if ((mode == HISSATSU_SEKIRYUKA) && (r_ptr->flags3 & (RF3_UNDEAD | RF3_DEMON | RF3_NONLIVING))) k = 0;
2534                         if ((mode == HISSATSU_SEKIRYUKA) && !p_ptr->cut) k /= 2;
2535
2536                         /* No negative damage */
2537                         if (k < 0) k = 0;
2538
2539                         if ((mode == HISSATSU_ZANMA) && !((r_ptr->flags3 & (RF3_DEMON | RF3_UNDEAD | RF3_NONLIVING)) && (r_ptr->flags3 & RF3_EVIL)))
2540                         {
2541                                 k = 0;
2542                         }
2543
2544                         if (zantetsu_mukou)
2545                         {
2546 #ifdef JP
2547                                 msg_print("¤³¤ó¤ÊÆð¤é¤«¤¤¤â¤Î¤ÏÀÚ¤ì¤ó¡ª");
2548 #else
2549                                 msg_print("You cannot cut such a elastic thing!");
2550 #endif
2551                                 k = 0;
2552                         }
2553
2554                         if (e_j_mukou)
2555                         {
2556 #ifdef JP
2557                                 msg_print("ÃØéá¤Ï¶ì¼ê¤À¡ª");
2558 #else
2559                                 msg_print("Spiders are difficult for you to deal with!");
2560 #endif
2561                                 k /= 2;
2562                         }
2563
2564                         if (mode == HISSATSU_MINEUCHI)
2565                         {
2566                                 int tmp = (10 + randint1(15) + p_ptr->lev / 5);
2567
2568                                 k = 0;
2569                                 anger_monster(m_ptr);
2570
2571                                 if (!(r_ptr->flags3 & (RF3_NO_STUN)))
2572                                 {
2573                                         /* Get stunned */
2574                                         if (m_ptr->stunned)
2575                                         {
2576 #ifdef JP
2577 msg_format("%s¤Ï¤Ò¤É¤¯¤â¤¦¤í¤¦¤È¤·¤¿¡£", m_name);
2578 #else
2579                                                 msg_format("%s is more dazed.", m_name);
2580 #endif
2581
2582                                                 tmp /= 2;
2583                                         }
2584                                         else
2585                                         {
2586 #ifdef JP
2587 msg_format("%s ¤Ï¤â¤¦¤í¤¦¤È¤·¤¿¡£", m_name);
2588 #else
2589                                                 msg_format("%s is dazed.", m_name);
2590 #endif
2591                                         }
2592
2593                                         /* Apply stun */
2594                                         m_ptr->stunned = (tmp < 200) ? tmp : 200;
2595                                 }
2596                                 else
2597                                 {
2598 #ifdef JP
2599 msg_format("%s ¤Ë¤Ï¸ú²Ì¤¬¤Ê¤«¤Ã¤¿¡£", m_name);
2600 #else
2601                                                 msg_format("%s is not effected.", m_name);
2602 #endif
2603                                 }
2604                         }
2605
2606                         /* Modify the damage */
2607                         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))));
2608                         if (((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_DOKUBARI)) || (mode == HISSATSU_KYUSHO))
2609                         {
2610                                 if ((randint1(randint1(r_ptr->level/7)+5) == 1) && !(r_ptr->flags1 & RF1_UNIQUE) && !(r_ptr->flags7 & RF7_UNIQUE2))
2611                                 {
2612                                         k = m_ptr->hp + 1;
2613 #ifdef JP
2614 msg_format("%s¤ÎµÞ½ê¤òÆͤ­»É¤·¤¿¡ª", m_name);
2615 #else
2616                                         msg_format("You hit %s on a fatal spot!", m_name);
2617 #endif
2618                                 }
2619                                 else k = 1;
2620                         }
2621                         else if ((p_ptr->pclass == CLASS_NINJA) && (!p_ptr->icky_wield[hand]) && ((p_ptr->cur_lite <= 0) || one_in_(7)))
2622                         {
2623                                 int maxhp = maxroll(r_ptr->hdice, r_ptr->hside);
2624                                 if (one_in_(backstab ? 13 : (stab_fleeing || fuiuchi) ? 15 : 27))
2625                                 {
2626                                         k *= 5;
2627                                         drain_result *= 2;
2628 #ifdef JP
2629 msg_format("¿Ï¤¬%s¤Ë¿¼¡¹¤ÈÆͤ­»É¤µ¤Ã¤¿¡ª", m_name);
2630 #else
2631                                         msg_format("You critically injured %s!", m_name);
2632 #endif
2633                                 }
2634                                 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)))
2635                                 {
2636                                         if ((r_ptr->flags1 & RF1_UNIQUE) || (r_ptr->flags7 & RF7_UNIQUE2) || (m_ptr->hp >= maxhp/2))
2637                                         {
2638                                                 k = MAX(k*5, m_ptr->hp/2);
2639                                                 drain_result *= 2;
2640 #ifdef JP
2641 msg_format("%s¤ËÃ×Ì¿½ý¤òÉé¤ï¤»¤¿¡ª", m_name);
2642 #else
2643                                         msg_format("You fatally injured %s!", m_name);
2644 #endif
2645                                         }
2646                                         else
2647                                         {
2648                                                 k = m_ptr->hp + 1;
2649 #ifdef JP
2650 msg_format("¿Ï¤¬%s¤ÎµÞ½ê¤ò´Ó¤¤¤¿¡ª", m_name);
2651 #else
2652                                         msg_format("You hit %s on a fatal spot!", m_name);
2653 #endif
2654                                         }
2655                                 }
2656                         }
2657
2658                         /* Complex message */
2659                         if (p_ptr->wizard || cheat_xtra)
2660                         {
2661 #ifdef JP
2662                                 msg_format("%d/%d ¤Î¥À¥á¡¼¥¸¤òÍ¿¤¨¤¿¡£", k, m_ptr->hp);
2663 #else
2664                                 msg_format("You do %d (out of %d) damage.", k, m_ptr->hp);
2665 #endif
2666
2667                         }
2668
2669                         if (k <= 0) can_drain = FALSE;
2670
2671                         if (drain_result > m_ptr->hp)
2672                                 drain_result = m_ptr->hp;
2673
2674                         /* Damage, check for fear and death */
2675                         if (mon_take_hit(c_ptr->m_idx, k, fear, NULL))
2676                         {
2677                                 *mdeath = TRUE;
2678                                 if ((p_ptr->pclass == CLASS_BERSERKER) && energy_use)
2679                                 {
2680                                         if (p_ptr->migite && p_ptr->hidarite)
2681                                         {
2682                                                 if (hand) energy_use = energy_use*3/5+energy_use*num*2/(p_ptr->num_blow[hand]*5);
2683                                                 else energy_use = energy_use*num*3/(p_ptr->num_blow[hand]*5);
2684                                         }
2685                                         else
2686                                         {
2687                                                 energy_use = energy_use*num/p_ptr->num_blow[hand];
2688                                         }
2689                                 }
2690                                 if ((o_ptr->name1 == ART_ZANTETSU) && is_lowlevel)
2691 #ifdef JP
2692                                         msg_print("¤Þ¤¿¤Ä¤Þ¤é¤Ì¤â¤Î¤ò»Â¤Ã¤Æ¤·¤Þ¤Ã¤¿¡¥¡¥¡¥");
2693 #else
2694                                         msg_print("Sign..Another trifling thing I've cut....");
2695 #endif
2696                                 break;
2697                         }
2698
2699                         /* Anger the monster */
2700                         if (k > 0) anger_monster(m_ptr);
2701
2702                         touch_zap_player(m_ptr);
2703
2704                         /* Are we draining it?  A little note: If the monster is
2705                         dead, the drain does not work... */
2706
2707                         if (can_drain && (drain_result > 0))
2708                         {
2709                                 if (o_ptr->name1 == ART_MURAMASA)
2710                                 {
2711                                         if (is_human)
2712                                         {
2713                                                 int to_h = o_ptr->to_h;
2714                                                 int to_d = o_ptr->to_d;
2715                                                 int i, flag;
2716
2717                                                 flag = 1;
2718                                                 for (i = 0; i < to_h + 3; i++) if (one_in_(4)) flag = 0;
2719                                                 if (flag) to_h++;
2720
2721                                                 flag = 1;
2722                                                 for (i = 0; i < to_d + 3; i++) if (one_in_(4)) flag = 0;
2723                                                 if (flag) to_d++;
2724
2725                                                 if (o_ptr->to_h != to_h || o_ptr->to_d != to_d)
2726                                                 {
2727 #ifdef JP
2728                                                         msg_print("ÍÅÅá¤Ï·ì¤òµÛ¤Ã¤Æ¶¯¤¯¤Ê¤Ã¤¿¡ª");
2729 #else
2730                                                         msg_print("Muramasa sucked blood, and became more powerful!");
2731 #endif
2732                                                         o_ptr->to_h = to_h;
2733                                                         o_ptr->to_d = to_d;
2734                                                 }
2735                                         }
2736                                 }
2737                                 else
2738                                 {
2739                                         if (drain_result > 5) /* Did we really hurt it? */
2740                                         {
2741                                                 drain_heal = damroll(2, drain_result / 6);
2742
2743                                                 if (cheat_xtra)
2744                                                 {
2745 #ifdef JP
2746                                                         msg_format("Draining left: %d", drain_left);
2747 #else
2748                                                         msg_format("Draining left: %d", drain_left);
2749 #endif
2750
2751                                                 }
2752
2753                                                 if (drain_left)
2754                                                 {
2755                                                         if (drain_heal < drain_left)
2756                                                         {
2757                                                                 drain_left -= drain_heal;
2758                                                         }
2759                                                         else
2760                                                         {
2761                                                                 drain_heal = drain_left;
2762                                                                 drain_left = 0;
2763                                                         }
2764
2765                                                         if (drain_msg)
2766                                                         {
2767 #ifdef JP
2768                                                                 msg_format("¿Ï¤¬%s¤«¤éÀ¸Ì¿ÎϤòµÛ¤¤¼è¤Ã¤¿¡ª", m_name);
2769 #else
2770                                                                 msg_format("Your weapon drains life from %s!", m_name);
2771 #endif
2772
2773                                                                 drain_msg = FALSE;
2774                                                         }
2775
2776                                                         drain_heal = (drain_heal * mutant_regenerate_mod) / 100;
2777
2778                                                         hp_player(drain_heal);
2779                                                         /* We get to keep some of it! */
2780                                                 }
2781                                         }
2782                                 }
2783                                 m_ptr->maxhp -= (k+7)/8;
2784                                 if (m_ptr->hp > m_ptr->maxhp) m_ptr->hp = m_ptr->maxhp;
2785                                 weak = TRUE;
2786                         }
2787                         can_drain = FALSE;
2788                         drain_result = 0;
2789
2790                         /* Confusion attack */
2791                         if ((p_ptr->special_attack & ATTACK_CONFUSE) || (chaos_effect == 3) || (mode == HISSATSU_CONF))
2792                         {
2793                                 /* Cancel glowing hands */
2794                                 if (p_ptr->special_attack & ATTACK_CONFUSE)
2795                                 {
2796                                         p_ptr->special_attack &= ~(ATTACK_CONFUSE);
2797 #ifdef JP
2798                                         msg_print("¼ê¤Îµ±¤­¤¬¤Ê¤¯¤Ê¤Ã¤¿¡£");
2799 #else
2800                                         msg_print("Your hands stop glowing.");
2801 #endif
2802                                         p_ptr->redraw |= (PR_STATUS);
2803
2804                                 }
2805
2806                                 /* Confuse the monster */
2807                                 if (r_ptr->flags3 & RF3_NO_CONF)
2808                                 {
2809                                         if (m_ptr->ml)
2810                                         {
2811                                                 r_ptr->r_flags3 |= RF3_NO_CONF;
2812                                         }
2813
2814 #ifdef JP
2815                                         msg_format("%^s¤Ë¤Ï¸ú²Ì¤¬¤Ê¤«¤Ã¤¿¡£", m_name);
2816 #else
2817                                         msg_format("%^s is unaffected.", m_name);
2818 #endif
2819
2820                                 }
2821                                 else if (randint0(100) < r_ptr->level)
2822                                 {
2823 #ifdef JP
2824                                         msg_format("%^s¤Ë¤Ï¸ú²Ì¤¬¤Ê¤«¤Ã¤¿¡£", m_name);
2825 #else
2826                                         msg_format("%^s is unaffected.", m_name);
2827 #endif
2828
2829                                 }
2830                                 else
2831                                 {
2832 #ifdef JP
2833                                         msg_format("%^s¤Ïº®Í𤷤¿¤è¤¦¤À¡£", m_name);
2834 #else
2835                                         msg_format("%^s appears confused.", m_name);
2836 #endif
2837
2838                                         m_ptr->confused += 10 + randint0(p_ptr->lev) / 5;
2839                                 }
2840                         }
2841
2842                         else if (chaos_effect == 4)
2843                         {
2844                                 bool resists_tele = FALSE;
2845
2846                                 if (r_ptr->flags3 & RF3_RES_TELE)
2847                                 {
2848                                         if (r_ptr->flags1 & RF1_UNIQUE)
2849                                         {
2850                                                 if (m_ptr->ml) r_ptr->r_flags3 |= RF3_RES_TELE;
2851 #ifdef JP
2852                                                 msg_format("%^s¤Ë¤Ï¸ú²Ì¤¬¤Ê¤«¤Ã¤¿¡£", m_name);
2853 #else
2854                                                 msg_format("%^s is unaffected!", m_name);
2855 #endif
2856
2857                                                 resists_tele = TRUE;
2858                                         }
2859                                         else if (r_ptr->level > randint1(100))
2860                                         {
2861                                                 if (m_ptr->ml) r_ptr->r_flags3 |= RF3_RES_TELE;
2862 #ifdef JP
2863                                                 msg_format("%^s¤ÏÄñ¹³ÎϤò»ý¤Ã¤Æ¤¤¤ë¡ª", m_name);
2864 #else
2865                                                 msg_format("%^s resists!", m_name);
2866 #endif
2867
2868                                                 resists_tele = TRUE;
2869                                         }
2870                                 }
2871
2872                                 if (!resists_tele)
2873                                 {
2874 #ifdef JP
2875                                         msg_format("%^s¤Ï¾Ã¤¨¤¿¡ª", m_name);
2876 #else
2877                                         msg_format("%^s disappears!", m_name);
2878 #endif
2879
2880                                         teleport_away(c_ptr->m_idx, 50, FALSE);
2881                                         num = num_blow + 1; /* Can't hit it anymore! */
2882                                         *mdeath = TRUE;
2883                                 }
2884                         }
2885
2886                         else if ((chaos_effect == 5) && cave_floor_bold(y, x) &&
2887                                  (randint1(90) > r_ptr->level))
2888                         {
2889                                 if (!(r_ptr->flags1 & RF1_UNIQUE) &&
2890                                     !(r_ptr->flags4 & RF4_BR_CHAO) &&
2891                                     !(r_ptr->flags1 & RF1_QUESTOR))
2892                                 {
2893                                         if (polymorph_monster(y, x))
2894                                         {
2895 #ifdef JP
2896                                                 msg_format("%^s¤ÏÊѲ½¤·¤¿¡ª", m_name);
2897 #else
2898                                                 msg_format("%^s changes!", m_name);
2899 #endif
2900
2901
2902                                                 /* Hack -- Get new monster */
2903                                                 m_ptr = &m_list[c_ptr->m_idx];
2904
2905                                                 /* Oops, we need a different name... */
2906                                                 monster_desc(m_name, m_ptr, 0);
2907
2908                                                 /* Hack -- Get new race */
2909                                                 r_ptr = &r_info[m_ptr->r_idx];
2910
2911                                                 *fear = FALSE;
2912                                                 weak = FALSE;
2913                                         }
2914                                         else
2915                                         {
2916 #ifdef JP
2917                                         msg_format("%^s¤Ë¤Ï¸ú²Ì¤¬¤Ê¤«¤Ã¤¿¡£", m_name);
2918 #else
2919                                                 msg_format("%^s is unaffected.", m_name);
2920 #endif
2921
2922                                         }
2923                                 }
2924                         }
2925                         else if (o_ptr->name1 == ART_G_HAMMER)
2926                         {
2927                                 monster_type *m_ptr = &m_list[c_ptr->m_idx];
2928
2929                                 if (m_ptr->hold_o_idx)
2930                                 {
2931                                         object_type *q_ptr = &o_list[m_ptr->hold_o_idx];
2932                                         char o_name[MAX_NLEN];
2933
2934                                         object_desc(o_name, q_ptr, TRUE, 0);
2935                                         q_ptr->held_m_idx = 0;
2936                                         q_ptr->marked = 0;
2937                                         m_ptr->hold_o_idx = q_ptr->next_o_idx;
2938                                         q_ptr->next_o_idx = 0;
2939 #ifdef JP
2940                                         msg_format("%s¤òÃ¥¤Ã¤¿¡£", o_name);
2941 #else
2942                                         msg_format("You snatched %s.", o_name);
2943 #endif
2944                                         inven_carry(q_ptr);
2945                                 }
2946                         }
2947                 }
2948
2949                 /* Player misses */
2950                 else
2951                 {
2952                         backstab = FALSE; /* Clumsy! */
2953                         fuiuchi = FALSE; /* Clumsy! */
2954
2955                         if ((o_ptr->tval == TV_POLEARM) && (o_ptr->sval == SV_DEATH_SCYTHE) && one_in_(3))
2956                         {
2957                                 u32b flgs[TR_FLAG_SIZE];
2958
2959                                 /* Sound */
2960                                 sound(SOUND_HIT);
2961
2962                                 /* Message */
2963 #ifdef JP
2964                                 msg_format("¥ß¥¹¡ª %s¤Ë¤«¤ï¤µ¤ì¤¿¡£", m_name);
2965 #else
2966                                 msg_format("You miss %s.", m_name);
2967 #endif
2968                                 /* Message */
2969 #ifdef JP
2970                                 msg_print("¿¶¤ê²ó¤·¤¿Âç³ù¤¬¼«Ê¬¼«¿È¤ËÊ֤äƤ­¤¿¡ª");
2971 #else
2972                                 msg_print("Your scythe returns to you!");
2973 #endif
2974
2975                                 /* Extract the flags */
2976                                 object_flags(o_ptr, flgs);
2977
2978                                 k = damroll(o_ptr->dd, o_ptr->ds);
2979                                 {
2980                                         int mult;
2981                                         switch (p_ptr->mimic_form)
2982                                         {
2983                                         case MIMIC_NONE:
2984                                                 switch (p_ptr->prace)
2985                                                 {
2986                                                         case RACE_YEEK:
2987                                                         case RACE_KLACKON:
2988                                                         case RACE_HUMAN:
2989                                                         case RACE_AMBERITE:
2990                                                         case RACE_DUNADAN:
2991                                                                 mult = 25;break;
2992                                                         case RACE_HALF_ORC:
2993                                                         case RACE_HALF_TROLL:
2994                                                         case RACE_HALF_OGRE:
2995                                                         case RACE_HALF_GIANT:
2996                                                         case RACE_HALF_TITAN:
2997                                                         case RACE_CYCLOPS:
2998                                                         case RACE_IMP:
2999                                                         case RACE_SKELETON:
3000                                                         case RACE_ZOMBIE:
3001                                                         case RACE_VAMPIRE:
3002                                                         case RACE_SPECTRE:
3003                                                         case RACE_DEMON:
3004                                                         case RACE_DRACONIAN:
3005                                                                 mult = 30;break;
3006                                                         default:
3007                                                                 mult = 10;break;
3008                                                 }
3009                                                 break;
3010                                         case MIMIC_DEMON:
3011                                         case MIMIC_DEMON_LORD:
3012                                         case MIMIC_VAMPIRE:
3013                                                 mult = 30;break;
3014                                         default:
3015                                                 mult = 10;break;
3016                                         }
3017
3018                                         if (p_ptr->align < 0 && mult < 20)
3019                                                 mult = 20;
3020                                         if (!(p_ptr->resist_acid || IS_OPPOSE_ACID() || p_ptr->immune_acid) && (mult < 25))
3021                                                 mult = 25;
3022                                         if (!(p_ptr->resist_elec || IS_OPPOSE_ELEC() || p_ptr->immune_elec) && (mult < 25))
3023                                                 mult = 25;
3024                                         if (!(p_ptr->resist_fire || IS_OPPOSE_FIRE() || p_ptr->immune_fire) && (mult < 25))
3025                                                 mult = 25;
3026                                         if (!(p_ptr->resist_cold || IS_OPPOSE_COLD() || p_ptr->immune_cold) && (mult < 25))
3027                                                 mult = 25;
3028                                         if (!(p_ptr->resist_pois || IS_OPPOSE_POIS()) && (mult < 25))
3029                                                 mult = 25;
3030
3031                                         if ((p_ptr->pclass != CLASS_SAMURAI) && (have_flag(flgs, TR_FORCE_WEAPON)) && (p_ptr->csp > (p_ptr->msp / 30)))
3032                                         {
3033                                                 p_ptr->csp -= (1+(p_ptr->msp / 30));
3034                                                 p_ptr->redraw |= (PR_MANA);
3035                                                 mult = mult * 3 / 2 + 20;
3036                                         }
3037                                         k *= mult;
3038                                         k /= 10;
3039                                 }
3040
3041                                 k = critical_norm(o_ptr->weight, o_ptr->to_h, k, p_ptr->to_h[hand], mode);
3042                                 if (one_in_(6))
3043                                 {
3044                                         int mult = 2;
3045 #ifdef JP
3046                                         msg_format("¥°¥Ã¥µ¥êÀÚ¤êÎö¤«¤ì¤¿¡ª");
3047 #else
3048                                         msg_format("Your weapon cuts deep into yourself!");
3049 #endif
3050                                         /* Try to increase the damage */
3051                                         while (one_in_(4))
3052                                         {
3053                                                 mult++;
3054                                         }
3055
3056                                         k *= mult;
3057                                 }
3058                                 k += (p_ptr->to_d[hand] + o_ptr->to_d);
3059
3060                                 if (k < 0) k = 0;
3061
3062 #ifdef JP
3063                                 take_hit(DAMAGE_FORCE, k, "»à¤ÎÂç³ù", -1);
3064 #else
3065                                 take_hit(DAMAGE_FORCE, k, "Death scythe", -1);
3066 #endif
3067
3068                                 redraw_stuff();
3069                         }
3070                         else
3071                         {
3072                                 /* Sound */
3073                                 sound(SOUND_MISS);
3074
3075                                 /* Message */
3076 #ifdef JP
3077                                 msg_format("¥ß¥¹¡ª %s¤Ë¤«¤ï¤µ¤ì¤¿¡£", m_name);
3078 #else
3079                                 msg_format("You miss %s.", m_name);
3080 #endif
3081                         }
3082                 }
3083                 backstab = FALSE;
3084                 fuiuchi = FALSE;
3085         }
3086
3087
3088         if (weak && !(*mdeath))
3089         {
3090 #ifdef JP
3091                 msg_format("%s¤Ï¼å¤¯¤Ê¤Ã¤¿¤è¤¦¤À¡£", m_name);
3092 #else
3093                 msg_format("%^s seems weakened.", m_name);
3094 #endif
3095         }
3096         if (drain_left != MAX_VAMPIRIC_DRAIN)
3097         {
3098                 if (one_in_(4))
3099                 {
3100                         chg_virtue(V_UNLIFE, 1);
3101                 }
3102         }
3103         /* Mega-Hack -- apply earthquake brand */
3104         if (do_quake)
3105         {
3106                 earthquake(py, px, 10);
3107                 if (!cave[y][x].m_idx) *mdeath = TRUE;
3108         }
3109 }
3110
3111 bool py_attack(int y, int x, int mode)
3112 {
3113         bool            fear = FALSE;
3114         bool            mdeath = FALSE;
3115         bool            stormbringer = FALSE;
3116
3117         cave_type       *c_ptr = &cave[y][x];
3118         monster_type    *m_ptr = &m_list[c_ptr->m_idx];
3119         char            m_name[80];
3120
3121         /* Disturb the player */
3122         disturb(0, 0);
3123
3124         energy_use = 100;
3125
3126         if (m_ptr->csleep) /* It is not honorable etc to attack helpless victims */
3127         {
3128                 if (!(r_info[m_ptr->r_idx].flags3 & RF3_EVIL) || one_in_(5)) chg_virtue(V_COMPASSION, -1);
3129                 if (!(r_info[m_ptr->r_idx].flags3 & RF3_EVIL) || one_in_(5)) chg_virtue(V_HONOUR, -1);
3130         }
3131
3132         /* Extract monster name (or "it") */
3133         monster_desc(m_name, m_ptr, 0);
3134
3135         /* Auto-Recall if possible and visible */
3136         if (m_ptr->ml) monster_race_track(m_ptr->ap_r_idx);
3137
3138         /* Track a new monster */
3139         if (m_ptr->ml) health_track(c_ptr->m_idx);
3140
3141         if ((r_info[m_ptr->r_idx].flags1 & RF1_FEMALE) &&
3142             !(p_ptr->stun || p_ptr->confused || p_ptr->image || !m_ptr->ml))
3143         {
3144                 if ((inventory[INVEN_RARM].name1 == ART_ZANTETSU) || (inventory[INVEN_LARM].name1 == ART_ZANTETSU))
3145                 {
3146 #ifdef JP
3147                         msg_print("ÀÛ¼Ô¡¢¤ª¤Ê¤´¤Ï»Â¤ì¤Ì¡ª");
3148 #else
3149                         msg_print("I can not attack women!");
3150 #endif
3151                         return FALSE;
3152                 }
3153         }
3154
3155         if (d_info[dungeon_type].flags1 & DF1_NO_MELEE)
3156         {
3157 #ifdef JP
3158                 msg_print("¤Ê¤¼¤«¹¶·â¤¹¤ë¤³¤È¤¬¤Ç¤­¤Ê¤¤¡£");
3159 #else
3160                 msg_print("Something prevent you from attacking.");
3161 #endif
3162                 return FALSE;
3163         }
3164
3165         /* Stop if friendly */
3166         if (!is_hostile(m_ptr) &&
3167             !(p_ptr->stun || p_ptr->confused || p_ptr->image ||
3168             p_ptr->shero || !m_ptr->ml))
3169         {
3170                 if (inventory[INVEN_RARM].name1 == ART_STORMBRINGER) stormbringer = TRUE;
3171                 if (inventory[INVEN_LARM].name1 == ART_STORMBRINGER) stormbringer = TRUE;
3172                 if (stormbringer)
3173                 {
3174 #ifdef JP
3175                         msg_format("¹õ¤¤¿Ï¤Ï¶¯ÍߤË%s¤ò¹¶·â¤·¤¿¡ª", m_name);
3176 #else
3177                         msg_format("Your black blade greedily attacks %s!", m_name);
3178 #endif
3179                         chg_virtue(V_INDIVIDUALISM, 1);
3180                         chg_virtue(V_HONOUR, -1);
3181                         chg_virtue(V_JUSTICE, -1);
3182                         chg_virtue(V_COMPASSION, -1);
3183                 }
3184                 else if (p_ptr->pclass != CLASS_BERSERKER)
3185                 {
3186 #ifdef JP
3187                         if (get_check("ËÜÅö¤Ë¹¶·â¤·¤Þ¤¹¤«¡©"))
3188 #else
3189                         if (get_check("Really hit it? "))
3190 #endif
3191                         {
3192                                 chg_virtue(V_INDIVIDUALISM, 1);
3193                                 chg_virtue(V_HONOUR, -1);
3194                                 chg_virtue(V_JUSTICE, -1);
3195                                 chg_virtue(V_COMPASSION, -1);
3196                         }
3197                         else
3198                         {
3199 #ifdef JP
3200                                 msg_format("%s¤ò¹¶·â¤¹¤ë¤Î¤ò»ß¤á¤¿¡£", m_name);
3201 #else
3202                                 msg_format("You stop to avoid hitting %s.", m_name);
3203 #endif
3204                         return FALSE;
3205                         }
3206                 }
3207         }
3208
3209
3210         /* Handle player fear */
3211         if (p_ptr->afraid)
3212         {
3213                 /* Message */
3214                 if (m_ptr->ml)
3215 #ifdef JP
3216                 msg_format("¶²¤¯¤Æ%s¤ò¹¶·â¤Ç¤­¤Ê¤¤¡ª", m_name);
3217 #else
3218                         msg_format("You are too afraid to attack %s!", m_name);
3219 #endif
3220
3221                 else
3222 #ifdef JP
3223                         msg_format ("¤½¤Ã¤Á¤Ë¤Ï²¿¤«¶²¤¤¤â¤Î¤¬¤¤¤ë¡ª");
3224 #else
3225                         msg_format ("There is something scary in your way!");
3226 #endif
3227
3228                 /* Disturb the monster */
3229                 m_ptr->csleep = 0;
3230                 p_ptr->update |= (PU_MON_LITE);
3231
3232                 /* Done */
3233                 return FALSE;
3234         }
3235
3236         if (p_ptr->migite && p_ptr->hidarite)
3237         {
3238                 if ((p_ptr->skill_exp[GINOU_NITOURYU] < s_info[p_ptr->pclass].s_max[GINOU_NITOURYU]) && ((p_ptr->skill_exp[GINOU_NITOURYU] - 1000) / 200 < r_info[m_ptr->r_idx].level))
3239                 {
3240                         if (p_ptr->skill_exp[GINOU_NITOURYU] < WEAPON_EXP_BEGINNER)
3241                                 p_ptr->skill_exp[GINOU_NITOURYU] += 80;
3242                         else if(p_ptr->skill_exp[GINOU_NITOURYU] < WEAPON_EXP_SKILLED)
3243                                 p_ptr->skill_exp[GINOU_NITOURYU] += 4;
3244                         else if(p_ptr->skill_exp[GINOU_NITOURYU] < WEAPON_EXP_EXPERT)
3245                                 p_ptr->skill_exp[GINOU_NITOURYU] += 1;
3246                         else if(p_ptr->skill_exp[GINOU_NITOURYU] < WEAPON_EXP_MASTER)
3247                                 if (one_in_(3)) p_ptr->skill_exp[GINOU_NITOURYU] += 1;
3248                         p_ptr->update |= (PU_BONUS);
3249                 }
3250         }
3251
3252         /* Gain riding experience */
3253         if (p_ptr->riding)
3254         {
3255                 int cur = p_ptr->skill_exp[GINOU_RIDING];
3256                 int max = s_info[p_ptr->pclass].s_max[GINOU_RIDING];
3257
3258                 if (cur < max)
3259                 {
3260                         int ridinglevel = r_info[m_list[p_ptr->riding].r_idx].level;
3261                         int targetlevel = r_info[m_ptr->r_idx].level;
3262                         int inc = 0;
3263
3264                         if ((cur / 200 - 5) < targetlevel)
3265                                 inc += 1;
3266
3267                         /* Extra experience */
3268                         if ((cur / 100) < ridinglevel)
3269                         {
3270                                 if ((cur / 100 + 15) < ridinglevel)
3271                                         inc += 1 + (ridinglevel - (cur / 100 + 15));
3272                                 else
3273                                         inc += 1;
3274                         }
3275
3276                         p_ptr->skill_exp[GINOU_RIDING] = MIN(max, cur + inc);
3277
3278                         p_ptr->update |= (PU_BONUS);
3279                 }
3280         }
3281
3282         riding_t_m_idx = c_ptr->m_idx;
3283         if (p_ptr->migite) py_attack_aux(y, x, &fear, &mdeath, 0, mode);
3284         if (p_ptr->hidarite && !mdeath) py_attack_aux(y, x, &fear, &mdeath, 1, mode);
3285
3286         /* Mutations which yield extra 'natural' attacks */
3287         if (!mdeath)
3288         {
3289                 if ((p_ptr->muta2 & MUT2_HORNS) && !mdeath)
3290                         natural_attack(c_ptr->m_idx, MUT2_HORNS, &fear, &mdeath);
3291                 if ((p_ptr->muta2 & MUT2_BEAK) && !mdeath)
3292                         natural_attack(c_ptr->m_idx, MUT2_BEAK, &fear, &mdeath);
3293                 if ((p_ptr->muta2 & MUT2_SCOR_TAIL) && !mdeath)
3294                         natural_attack(c_ptr->m_idx, MUT2_SCOR_TAIL, &fear, &mdeath);
3295                 if ((p_ptr->muta2 & MUT2_TRUNK) && !mdeath)
3296                         natural_attack(c_ptr->m_idx, MUT2_TRUNK, &fear, &mdeath);
3297                 if ((p_ptr->muta2 & MUT2_TENTACLES) && !mdeath)
3298                         natural_attack(c_ptr->m_idx, MUT2_TENTACLES, &fear, &mdeath);
3299         }
3300
3301         /* Hack -- delay fear messages */
3302         if (fear && m_ptr->ml && !mdeath)
3303         {
3304                 /* Sound */
3305                 sound(SOUND_FLEE);
3306
3307                 /* Message */
3308 #ifdef JP
3309                 msg_format("%^s¤Ï¶²Éݤ·¤Æƨ¤²½Ð¤·¤¿¡ª", m_name);
3310 #else
3311                 msg_format("%^s flees in terror!", m_name);
3312 #endif
3313
3314         }
3315
3316         if ((p_ptr->special_defense & KATA_IAI) && ((mode != HISSATSU_IAI) || mdeath))
3317         {
3318                 set_action(ACTION_NONE);
3319         }
3320
3321         return mdeath;
3322 }
3323
3324
3325 static bool pattern_seq(int c_y, int c_x, int n_y, int n_x)
3326 {
3327         if (!pattern_tile(c_y, c_x) && !pattern_tile(n_y, n_x))
3328                 return TRUE;
3329
3330         if (cave[n_y][n_x].feat == FEAT_PATTERN_START)
3331         {
3332                 if (!pattern_tile(c_y, c_x) &&
3333                     !p_ptr->confused && !p_ptr->stun && !p_ptr->image)
3334                 {
3335 #ifdef JP
3336                         if (get_check("¥Ñ¥¿¡¼¥ó¤Î¾å¤òÊ⤭»Ï¤á¤ë¤È¡¢Á´¤Æ¤òÊ⤫¤Ê¤±¤ì¤Ð¤Ê¤ê¤Þ¤»¤ó¡£¤¤¤¤¤Ç¤¹¤«¡©"))
3337 #else
3338                         if (get_check("If you start walking the Pattern, you must walk the whole way. Ok? "))
3339 #endif
3340
3341                                 return TRUE;
3342                         else
3343                                 return FALSE;
3344                 }
3345                 else
3346                         return TRUE;
3347         }
3348         else if ((cave[n_y][n_x].feat == FEAT_PATTERN_OLD) ||
3349                  (cave[n_y][n_x].feat == FEAT_PATTERN_END) ||
3350                  (cave[n_y][n_x].feat == FEAT_PATTERN_XTRA2))
3351         {
3352                 if (pattern_tile(c_y, c_x))
3353                 {
3354                         return TRUE;
3355                 }
3356                 else
3357                 {
3358 #ifdef JP
3359                         msg_print("¥Ñ¥¿¡¼¥ó¤Î¾å¤òÊ⤯¤Ë¤Ï¥¹¥¿¡¼¥ÈÃÏÅÀ¤«¤éÊ⤭»Ï¤á¤Ê¤¯¤Æ¤Ï¤Ê¤ê¤Þ¤»¤ó¡£");
3360 #else
3361                         msg_print("You must start walking the Pattern from the startpoint.");
3362 #endif
3363
3364                         return FALSE;
3365                 }
3366         }
3367         else if ((cave[n_y][n_x].feat == FEAT_PATTERN_XTRA1) ||
3368                  (cave[c_y][c_x].feat == FEAT_PATTERN_XTRA1))
3369         {
3370                 return TRUE;
3371         }
3372         else if (cave[c_y][c_x].feat == FEAT_PATTERN_START)
3373         {
3374                 if (pattern_tile(n_y, n_x))
3375                         return TRUE;
3376                 else
3377                 {
3378 #ifdef JP
3379                         msg_print("¥Ñ¥¿¡¼¥ó¤Î¾å¤ÏÀµ¤·¤¤½ç½ø¤ÇÊ⤫¤Í¤Ð¤Ê¤ê¤Þ¤»¤ó¡£");
3380 #else
3381                         msg_print("You must walk the Pattern in correct order.");
3382 #endif
3383
3384                         return FALSE;
3385                 }
3386         }
3387         else if ((cave[c_y][c_x].feat == FEAT_PATTERN_OLD) ||
3388                  (cave[c_y][c_x].feat == FEAT_PATTERN_END) ||
3389                  (cave[c_y][c_x].feat == FEAT_PATTERN_XTRA2))
3390         {
3391                 if (!pattern_tile(n_y, n_x))
3392                 {
3393 #ifdef JP
3394                         msg_print("¥Ñ¥¿¡¼¥ó¤òƧ¤ß³°¤·¤Æ¤Ï¤¤¤±¤Þ¤»¤ó¡£");
3395 #else
3396                         msg_print("You may not step off from the Pattern.");
3397 #endif
3398
3399                         return FALSE;
3400                 }
3401                 else
3402                 {
3403                         return TRUE;
3404                 }
3405         }
3406         else
3407         {
3408                 if (!pattern_tile(c_y, c_x))
3409                 {
3410 #ifdef JP
3411                         msg_print("¥Ñ¥¿¡¼¥ó¤Î¾å¤òÊ⤯¤Ë¤Ï¥¹¥¿¡¼¥ÈÃÏÅÀ¤«¤éÊ⤭»Ï¤á¤Ê¤¯¤Æ¤Ï¤Ê¤ê¤Þ¤»¤ó¡£");
3412 #else
3413                         msg_print("You must start walking the Pattern from the startpoint.");
3414 #endif
3415
3416                         return FALSE;
3417                 }
3418                 else
3419                 {
3420                         byte ok_move = FEAT_PATTERN_START;
3421                         switch (cave[c_y][c_x].feat)
3422                         {
3423                                 case FEAT_PATTERN_1:
3424                                         ok_move = FEAT_PATTERN_2;
3425                                         break;
3426                                 case FEAT_PATTERN_2:
3427                                         ok_move = FEAT_PATTERN_3;
3428                                         break;
3429                                 case FEAT_PATTERN_3:
3430                                         ok_move = FEAT_PATTERN_4;
3431                                         break;
3432                                 case FEAT_PATTERN_4:
3433                                         ok_move = FEAT_PATTERN_1;
3434                                         break;
3435                                 default:
3436                                         if (p_ptr->wizard)
3437 #ifdef JP
3438                                                 msg_format("¤ª¤«¤·¤Ê¥Ñ¥¿¡¼¥óÊâ¹Ô¡¢%d¡£", cave[c_y][c_x].feat);
3439 #else
3440                                                 msg_format("Funny Pattern walking, %d.", cave[c_y][c_x].feat);
3441 #endif
3442
3443                                         return TRUE; /* Goof-up */
3444                         }
3445
3446                         if ((cave[n_y][n_x].feat == ok_move) ||
3447                             (cave[n_y][n_x].feat == cave[c_y][c_x].feat))
3448                                 return TRUE;
3449                         else
3450                         {
3451                                 if (!pattern_tile(n_y, n_x))
3452 #ifdef JP
3453                                         msg_print("¥Ñ¥¿¡¼¥ó¤òƧ¤ß³°¤·¤Æ¤Ï¤¤¤±¤Þ¤»¤ó¡£");
3454 #else
3455                                         msg_print("You may not step off from the Pattern.");
3456 #endif
3457
3458                                 else
3459 #ifdef JP
3460                                         msg_print("¥Ñ¥¿¡¼¥ó¤Î¾å¤ÏÀµ¤·¤¤½ç½ø¤ÇÊ⤫¤Í¤Ð¤Ê¤ê¤Þ¤»¤ó¡£");
3461 #else
3462                                         msg_print("You must walk the Pattern in correct order.");
3463 #endif
3464
3465
3466                                 return FALSE;
3467                         }
3468                 }
3469         }
3470 }
3471
3472
3473
3474 bool player_can_enter(byte feature)
3475 {
3476         bool pass_wall;
3477
3478         /* Player can not walk through "walls" unless in Shadow Form */
3479         if (p_ptr->wraith_form || p_ptr->pass_wall || p_ptr->kabenuke)
3480                 pass_wall = TRUE;
3481         else
3482                 pass_wall = FALSE;
3483
3484         switch (feature)
3485         {
3486                 case FEAT_DEEP_WATER:
3487                 case FEAT_SHAL_LAVA:
3488                 case FEAT_DEEP_LAVA:
3489                         return (TRUE);
3490
3491                 case FEAT_DARK_PIT:
3492                 {
3493                         if (p_ptr->ffall)
3494                                 return (TRUE);
3495                         else
3496                                 return (FALSE);
3497                 }
3498
3499                 case FEAT_TREES:
3500                 {
3501                         return (TRUE);
3502                 }
3503
3504                 case FEAT_RUBBLE:
3505                 case FEAT_MAGMA:
3506                 case FEAT_QUARTZ:
3507                 case FEAT_MAGMA_H:
3508                 case FEAT_QUARTZ_H:
3509                 case FEAT_MAGMA_K:
3510                 case FEAT_QUARTZ_K:
3511                 case FEAT_WALL_EXTRA:
3512                 case FEAT_WALL_INNER:
3513                 case FEAT_WALL_OUTER:
3514                 case FEAT_WALL_SOLID:
3515                 {
3516                         return (pass_wall);
3517                 }
3518
3519                 case FEAT_MOUNTAIN:
3520                 {
3521                         return (!dun_level && p_ptr->ffall);
3522                 }
3523                 case FEAT_PERM_EXTRA:
3524                 case FEAT_PERM_INNER:
3525                 case FEAT_PERM_OUTER:
3526                 case FEAT_PERM_SOLID:
3527                 case FEAT_PATTERN_START:
3528                 case FEAT_PATTERN_1:
3529                 case FEAT_PATTERN_2:
3530                 case FEAT_PATTERN_3:
3531                 case FEAT_PATTERN_4:
3532                 case FEAT_PATTERN_END:
3533                 case FEAT_PATTERN_OLD:
3534                 case FEAT_PATTERN_XTRA1:
3535                 case FEAT_PATTERN_XTRA2:
3536                 {
3537                         return (FALSE);
3538                 }
3539         }
3540
3541         return (TRUE);
3542 }
3543
3544
3545 /*
3546  * Move player in the given direction, with the given "pickup" flag.
3547  *
3548  * This routine should (probably) always induce energy expenditure.
3549  *
3550  * Note that moving will *always* take a turn, and will *always* hit
3551  * any monster which might be in the destination grid.  Previously,
3552  * moving into walls was "free" and did NOT hit invisible monsters.
3553  */
3554 void move_player(int dir, int do_pickup, bool break_trap)
3555 {
3556         int y, x;
3557
3558         cave_type *c_ptr;
3559         monster_type *m_ptr;
3560
3561         char m_name[80];
3562
3563         bool p_can_pass_walls = FALSE;
3564         bool stormbringer = FALSE;
3565
3566         bool oktomove = TRUE;
3567         bool do_past = FALSE;
3568
3569         /* Find the result of moving */
3570         y = py + ddy[dir];
3571         x = px + ddx[dir];
3572
3573         /* Examine the destination */
3574         c_ptr = &cave[y][x];
3575
3576         /* Exit the area */
3577         if (!dun_level && !p_ptr->wild_mode &&
3578                 ((x == 0) || (x == MAX_WID - 1) ||
3579                  (y == 0) || (y == MAX_HGT - 1)))
3580         {
3581                 /* Can the player enter the grid? */
3582                 if (c_ptr->mimic && player_can_enter(c_ptr->mimic))
3583                 {
3584                         /* Hack: move to new area */
3585                         if ((y == 0) && (x == 0))
3586                         {
3587                                 p_ptr->wilderness_y--;
3588                                 p_ptr->wilderness_x--;
3589                                 p_ptr->oldpy = cur_hgt - 2;
3590                                 p_ptr->oldpx = cur_wid - 2;
3591                                 ambush_flag = FALSE;
3592                         }
3593
3594                         else if ((y == 0) && (x == MAX_WID - 1))
3595                         {
3596                                 p_ptr->wilderness_y--;
3597                                 p_ptr->wilderness_x++;
3598                                 p_ptr->oldpy = cur_hgt - 2;
3599                                 p_ptr->oldpx = 1;
3600                                 ambush_flag = FALSE;
3601                         }
3602
3603                         else if ((y == MAX_HGT - 1) && (x == 0))
3604                         {
3605                                 p_ptr->wilderness_y++;
3606                                 p_ptr->wilderness_x--;
3607                                 p_ptr->oldpy = 1;
3608                                 p_ptr->oldpx = cur_wid - 2;
3609                                 ambush_flag = FALSE;
3610                         }
3611
3612                         else if ((y == MAX_HGT - 1) && (x == MAX_WID - 1))
3613                         {
3614                                 p_ptr->wilderness_y++;
3615                                 p_ptr->wilderness_x++;
3616                                 p_ptr->oldpy = 1;
3617                                 p_ptr->oldpx = 1;
3618                                 ambush_flag = FALSE;
3619                         }
3620
3621                         else if (y == 0)
3622                         {
3623                                 p_ptr->wilderness_y--;
3624                                 p_ptr->oldpy = cur_hgt - 2;
3625                                 p_ptr->oldpx = x;
3626                                 ambush_flag = FALSE;
3627                         }
3628
3629                         else if (y == MAX_HGT - 1)
3630                         {
3631                                 p_ptr->wilderness_y++;
3632                                 p_ptr->oldpy = 1;
3633                                 p_ptr->oldpx = x;
3634                                 ambush_flag = FALSE;
3635                         }
3636
3637                         else if (x == 0)
3638                         {
3639                                 p_ptr->wilderness_x--;
3640                                 p_ptr->oldpx = cur_wid - 2;
3641                                 p_ptr->oldpy = y;
3642                                 ambush_flag = FALSE;
3643                         }
3644
3645                         else if (x == MAX_WID - 1)
3646                         {
3647                                 p_ptr->wilderness_x++;
3648                                 p_ptr->oldpx = 1;
3649                                 p_ptr->oldpy = y;
3650                                 ambush_flag = FALSE;
3651                         }
3652
3653                         p_ptr->leftbldg = TRUE;
3654                         p_ptr->leaving = TRUE;
3655                         energy_use = 100;
3656
3657                         return;
3658                 }
3659
3660                 oktomove = FALSE;
3661         }
3662
3663         /* Get the monster */
3664         m_ptr = &m_list[c_ptr->m_idx];
3665
3666
3667         if (inventory[INVEN_RARM].name1 == ART_STORMBRINGER) stormbringer = TRUE;
3668         if (inventory[INVEN_LARM].name1 == ART_STORMBRINGER) stormbringer = TRUE;
3669
3670         /* Player can not walk through "walls"... */
3671         /* unless in Shadow Form */
3672         if (p_ptr->wraith_form || p_ptr->pass_wall || p_ptr->kabenuke)
3673                 p_can_pass_walls = TRUE;
3674         if ((cave[y][x].feat >= FEAT_PERM_EXTRA) &&
3675             (cave[y][x].feat <= FEAT_PERM_SOLID))
3676         {
3677                 p_can_pass_walls = FALSE;
3678         }
3679
3680         if (p_ptr->riding)
3681         {
3682                 cave[py][px].m_idx = 0;
3683         }
3684
3685         /* Hack -- attack monsters */
3686         if (c_ptr->m_idx && (m_ptr->ml || cave_floor_bold(y, x) || p_can_pass_walls))
3687         {
3688
3689                 /* Attack -- only if we can see it OR it is not in a wall */
3690                 if (!is_hostile(m_ptr) &&
3691                     !(p_ptr->confused || p_ptr->image || !m_ptr->ml || p_ptr->stun ||
3692                     ((p_ptr->muta2 & MUT2_BERS_RAGE) && p_ptr->shero)) &&
3693                     (pattern_seq(py, px, y, x)) &&
3694                     ((cave_floor_bold(y, x)) || (c_ptr->feat == FEAT_TREES) || (p_can_pass_walls)))
3695                 {
3696                         m_ptr->csleep = 0;
3697                         p_ptr->update |= (PU_MON_LITE);
3698
3699                         /* Extract monster name (or "it") */
3700                         monster_desc(m_name, m_ptr, 0);
3701
3702                         /* Auto-Recall if possible and visible */
3703                         if (m_ptr->ml) monster_race_track(m_ptr->ap_r_idx);
3704
3705                         /* Track a new monster */
3706                         if (m_ptr->ml) health_track(c_ptr->m_idx);
3707
3708                         /* displace? */
3709                         if ((stormbringer && (randint1(1000) > 666)) || (p_ptr->pclass == CLASS_BERSERKER))
3710                         {
3711                                 py_attack(y, x, 0);
3712                                 oktomove = FALSE;
3713                         }
3714                         else if (monster_can_cross_terrain(cave[py][px].feat, &r_info[m_ptr->r_idx]) &&
3715                                  (cave_floor_bold(py, px) || cave[py][px].feat == FEAT_TREES ||
3716                                   (r_info[m_ptr->r_idx].flags2 & RF2_PASS_WALL)))
3717                         {
3718                                 do_past = TRUE;
3719                         }
3720                         else
3721                         {
3722 #ifdef JP
3723                                 msg_format("%^s¤¬¼ÙËâ¤À¡ª", m_name);
3724 #else
3725                                 msg_format("%^s is in your way!", m_name);
3726 #endif
3727
3728                                 energy_use = 0;
3729                                 oktomove = FALSE;
3730                         }
3731
3732                         /* now continue on to 'movement' */
3733                 }
3734                 else
3735                 {
3736                         py_attack(y, x, 0);
3737                         oktomove = FALSE;
3738                 }
3739         }
3740
3741         if (!oktomove)
3742         {
3743         }
3744
3745         else if ((c_ptr->feat == FEAT_DARK_PIT) && !p_ptr->ffall)
3746         {
3747 #ifdef JP
3748                 msg_print("Îö¤±Ìܤò²£Àڤ뤳¤È¤Ï¤Ç¤­¤Þ¤»¤ó¡£");
3749 #else
3750                 msg_print("You can't cross the chasm.");
3751 #endif
3752
3753                 energy_use = 0;
3754                 running = 0;
3755                 oktomove = FALSE;
3756         }
3757
3758         else if (c_ptr->feat == FEAT_MOUNTAIN)
3759         {
3760                 if (dun_level || !p_ptr->ffall)
3761                 {
3762 #ifdef JP
3763                         msg_print("»³¤Ë¤ÏÅФì¤Þ¤»¤ó¡ª");
3764 #else
3765                         msg_print("You can't climb the mountains!");
3766 #endif
3767
3768                         running = 0;
3769                         energy_use = 0;
3770                         oktomove = FALSE;
3771                 }
3772         }
3773         /*
3774          * Player can move through trees and
3775          * has effective -10 speed
3776          * Rangers can move without penality
3777          */
3778         else if (c_ptr->feat == FEAT_TREES)
3779         {
3780                 oktomove = TRUE;
3781                 if ((p_ptr->pclass != CLASS_RANGER) && !p_ptr->ffall) energy_use *= 2;
3782         }
3783
3784         else if ((c_ptr->feat >= FEAT_QUEST_ENTER) &&
3785                 (c_ptr->feat <= FEAT_QUEST_EXIT))
3786         {
3787                 oktomove = TRUE;
3788         }
3789
3790 #ifdef ALLOW_EASY_DISARM /* TNB */
3791
3792         /* Disarm a visible trap */
3793         else if ((do_pickup != easy_disarm) && is_known_trap(c_ptr))
3794         {
3795                 bool ignore = FALSE;
3796                 switch (c_ptr->feat)
3797                 {
3798                         case FEAT_TRAP_TRAPDOOR:
3799                         case FEAT_TRAP_PIT:
3800                         case FEAT_TRAP_SPIKED_PIT:
3801                         case FEAT_TRAP_POISON_PIT:
3802                                 if (p_ptr->ffall) ignore = TRUE;
3803                                 break;
3804                         case FEAT_TRAP_TELEPORT:
3805                                 if (p_ptr->anti_tele) ignore = TRUE;
3806                                 break;
3807                         case FEAT_TRAP_FIRE:
3808                                 if (p_ptr->immune_fire) ignore = TRUE;
3809                                 break;
3810                         case FEAT_TRAP_ACID:
3811                                 if (p_ptr->immune_acid) ignore = TRUE;
3812                                 break;
3813                         case FEAT_TRAP_BLIND:
3814                                 if (p_ptr->resist_blind) ignore = TRUE;
3815                                 break;
3816                         case FEAT_TRAP_CONFUSE:
3817                                 if (p_ptr->resist_conf) ignore = TRUE;
3818                                 break;
3819                         case FEAT_TRAP_POISON:
3820                                 if (p_ptr->resist_pois) ignore = TRUE;
3821                                 break;
3822                         case FEAT_TRAP_SLEEP:
3823                                 if (p_ptr->free_act) ignore = TRUE;
3824                                 break;
3825                 }
3826
3827                 if (!ignore)
3828                 {
3829                         (void)do_cmd_disarm_aux(y, x, dir);
3830                         return;
3831                 }
3832         }
3833
3834 #endif /* ALLOW_EASY_DISARM -- TNB */
3835         else if (p_ptr->riding && (r_info[m_list[p_ptr->riding].r_idx].flags1 & RF1_NEVER_MOVE))
3836         {
3837 #ifdef JP
3838                 msg_print("Æ°¤±¤Ê¤¤¡ª");
3839 #else
3840                 msg_print("Can't move!");
3841 #endif
3842                 energy_use = 0;
3843                 oktomove = FALSE;
3844                 disturb(0, 0);
3845         }
3846
3847         else if (p_ptr->riding && m_list[p_ptr->riding].monfear)
3848         {
3849                 char m_name[80];
3850
3851                 /* Acquire the monster name */
3852                 monster_desc(m_name, &m_list[p_ptr->riding], 0);
3853
3854                 /* Dump a message */
3855 #ifdef JP
3856 msg_format("%s¤¬¶²Éݤ·¤Æ¤¤¤ÆÀ©¸æ¤Ç¤­¤Ê¤¤¡£", m_name);
3857 #else
3858                 msg_format("%^s is too scared to control.", m_name);
3859 #endif
3860                 oktomove = FALSE;
3861                 disturb(0, 0);
3862         }
3863
3864         else if (p_ptr->riding && p_ptr->riding_ryoute)
3865         {
3866                 oktomove = FALSE;
3867                 disturb(0, 0);
3868         }
3869
3870         else if ((p_ptr->riding && (r_info[m_list[p_ptr->riding].r_idx].flags7 & RF7_AQUATIC)) && (c_ptr->feat != FEAT_SHAL_WATER) && (c_ptr->feat != FEAT_DEEP_WATER))
3871         {
3872 #ifdef JP
3873                 msg_print("Φ¾å¤Ë¾å¤¬¤ì¤Ê¤¤¡£");
3874 #else
3875                 msg_print("Can't land.");
3876 #endif
3877                 energy_use = 0;
3878                 oktomove = FALSE;
3879                 disturb(0, 0);
3880         }
3881
3882         else if ((p_ptr->riding && !(r_info[m_list[p_ptr->riding].r_idx].flags7 & (RF7_AQUATIC | RF7_CAN_SWIM | RF7_CAN_FLY))) && (c_ptr->feat == FEAT_DEEP_WATER))
3883         {
3884 #ifdef JP
3885                 msg_print("¿å¾å¤Ë¹Ô¤±¤Ê¤¤¡£");
3886 #else
3887                 msg_print("Can't swim.");
3888 #endif
3889                 energy_use = 0;
3890                 oktomove = FALSE;
3891                 disturb(0, 0);
3892         }
3893
3894         else if ((p_ptr->riding && (r_info[m_list[p_ptr->riding].r_idx].flags2 & (RF2_AURA_FIRE)) && !(r_info[m_list[p_ptr->riding].r_idx].flags7 & (RF7_CAN_FLY))) && (c_ptr->feat == FEAT_SHAL_WATER))
3895         {
3896 #ifdef JP
3897                 msg_print("¿å¾å¤Ë¹Ô¤±¤Ê¤¤¡£");
3898 #else
3899                 msg_print("Can't swim.");
3900 #endif
3901                 energy_use = 0;
3902                 oktomove = FALSE;
3903                 disturb(0, 0);
3904         }
3905
3906         else if ((p_ptr->riding && !(r_info[m_list[p_ptr->riding].r_idx].flags7 & (RF7_CAN_FLY)) && !(r_info[m_list[p_ptr->riding].r_idx].flags3 & RF3_EFF_IM_FIRE_MASK)) && ((c_ptr->feat == FEAT_SHAL_LAVA) || (c_ptr->feat == FEAT_DEEP_LAVA)))
3907         {
3908 #ifdef JP
3909                 msg_print("ÍÏ´ä¤Î¾å¤Ë¹Ô¤±¤Ê¤¤¡£");
3910 #else
3911                 msg_print("Too hot to go through.");
3912 #endif
3913                 energy_use = 0;
3914                 oktomove = FALSE;
3915                 disturb(0, 0);
3916         }
3917
3918         else if (p_ptr->riding && m_list[p_ptr->riding].stunned && one_in_(2))
3919         {
3920                 char m_name[80];
3921                 monster_desc(m_name, &m_list[p_ptr->riding], 0);
3922 #ifdef JP
3923                 msg_format("%s¤¬Û¯Û°¤È¤·¤Æ¤¤¤Æ¤¦¤Þ¤¯Æ°¤±¤Ê¤¤¡ª",m_name);
3924 #else
3925                 msg_format("You cannot control stunned %s!",m_name);
3926 #endif
3927                 oktomove = FALSE;
3928                 disturb(0, 0);
3929         }
3930
3931         /* Player can not walk through "walls" unless in wraith form...*/
3932         else if ((!cave_floor_bold(y, x)) &&
3933                 (!p_can_pass_walls))
3934         {
3935                 byte feat;
3936
3937                 oktomove = FALSE;
3938
3939                 /* Feature code (applying "mimic" field) */
3940                 feat = c_ptr->mimic ? c_ptr->mimic : f_info[c_ptr->feat].mimic;
3941
3942                 /* Disturb the player */
3943                 disturb(0, 0);
3944
3945                 /* Notice things in the dark */
3946                 if ((!(c_ptr->info & (CAVE_MARK))) &&
3947                     (p_ptr->blind || !(c_ptr->info & (CAVE_LITE))))
3948                 {
3949                         /* Rubble */
3950                         if (feat == FEAT_RUBBLE)
3951                         {
3952 #ifdef JP
3953                                 msg_print("´äÀФ¬¹Ô¤¯¼ê¤ò¤Ï¤Ð¤ó¤Ç¤¤¤ë¤è¤¦¤À¡£");
3954 #else
3955                                 msg_print("You feel some rubble blocking your way.");
3956 #endif
3957
3958                                 c_ptr->info |= (CAVE_MARK);
3959                                 lite_spot(y, x);
3960                         }
3961
3962                         /* Closed door */
3963                         else if (is_closed_door(feat))
3964                         {
3965 #ifdef JP
3966                                 msg_print("¥É¥¢¤¬¹Ô¤¯¼ê¤ò¤Ï¤Ð¤ó¤Ç¤¤¤ë¤è¤¦¤À¡£");
3967 #else
3968                                 msg_print("You feel a closed door blocking your way.");
3969 #endif
3970
3971                                 c_ptr->info |= (CAVE_MARK);
3972                                 lite_spot(y, x);
3973                         }
3974
3975                         /* Boundary floor mimic */
3976                         else if (boundary_floor_grid(c_ptr))
3977                         {
3978 #ifdef JP
3979                                 msg_print("¤½¤ì°Ê¾åÀè¤Ë¤Ï¿Ê¤á¤Ê¤¤¤è¤¦¤À¡£");
3980 #else
3981                                 msg_print("You feel you cannot go any more.");
3982 #endif
3983                         }
3984
3985                         /* Wall (or secret door) */
3986                         else
3987                         {
3988 #ifdef JP
3989                                 msg_format("%s¤¬¹Ô¤¯¼ê¤ò¤Ï¤Ð¤ó¤Ç¤¤¤ë¤è¤¦¤À¡£", (feat == FEAT_TREES) ? "ÌÚ" : "ÊÉ");
3990 #else
3991                                 msg_format("You feel a %s blocking your way.", (feat == FEAT_TREES) ? "tree" : "wall");
3992 #endif
3993
3994                                 c_ptr->info |= (CAVE_MARK);
3995                                 lite_spot(y, x);
3996                         }
3997                 }
3998
3999                 /* Notice things */
4000                 else
4001                 {
4002                         /* Rubble */
4003                         if (feat == FEAT_RUBBLE)
4004                         {
4005 #ifdef JP
4006                                 msg_print("´äÀФ¬¹Ô¤¯¼ê¤ò¤Ï¤Ð¤ó¤Ç¤¤¤ë¡£");
4007 #else
4008                                 msg_print("There is rubble blocking your way.");
4009 #endif
4010
4011                                 if (!(p_ptr->confused || p_ptr->stun || p_ptr->image))
4012                                         energy_use = 0;
4013
4014                                 /*
4015                                  * Well, it makes sense that you lose time bumping into
4016                                  * a wall _if_ you are confused, stunned or blind; but
4017                                  * typing mistakes should not cost you a turn...
4018                                  */
4019                         }
4020                         /* Closed doors */
4021                         else if (is_closed_door(feat))
4022                         {
4023 #ifdef ALLOW_EASY_OPEN
4024
4025                                 if (easy_open && easy_open_door(y, x)) return;
4026
4027 #endif /* ALLOW_EASY_OPEN */
4028
4029 #ifdef JP
4030                                 msg_print("¥É¥¢¤¬¹Ô¤¯¼ê¤ò¤Ï¤Ð¤ó¤Ç¤¤¤ë¡£");
4031 #else
4032                                 msg_print("There is a closed door blocking your way.");
4033 #endif
4034
4035                                 if (!(p_ptr->confused || p_ptr->stun || p_ptr->image))
4036                                         energy_use = 0;
4037                         }
4038
4039                         /* Boundary floor mimic */
4040                         else if (boundary_floor_grid(c_ptr))
4041                         {
4042 #ifdef JP
4043                                 msg_print("¤½¤ì°Ê¾åÀè¤Ë¤Ï¿Ê¤á¤Ê¤¤¡£");
4044 #else
4045                                 msg_print("You cannot go any more.");
4046 #endif
4047
4048                                 if (!(p_ptr->confused || p_ptr->stun || p_ptr->image))
4049                                         energy_use = 0;
4050                         }
4051
4052                         /* Wall (or secret door) */
4053                         else
4054                         {
4055 #ifdef JP
4056                                 msg_format("%s¤¬¹Ô¤¯¼ê¤ò¤Ï¤Ð¤ó¤Ç¤¤¤ë¡£", (feat == FEAT_TREES) ? "ÌÚ" : "ÊÉ");
4057 #else
4058                                 msg_format("There is a %s blocking your way.", (feat == FEAT_TREES) ? "tree" : "wall");
4059 #endif
4060
4061                                 if (!(p_ptr->confused || p_ptr->stun || p_ptr->image))
4062                                         energy_use = 0;
4063                         }
4064                 }
4065
4066                 /* Sound */
4067                 if (!boundary_floor_grid(c_ptr)) sound(SOUND_HITWALL);
4068         }
4069
4070         /* Normal movement */
4071         if (!pattern_seq(py, px, y, x))
4072         {
4073                 if (!(p_ptr->confused || p_ptr->stun || p_ptr->image))
4074                 {
4075                         energy_use = 0;
4076                 }
4077
4078                 /* To avoid a loop with running */
4079                 disturb(0, 0);
4080
4081                 oktomove = FALSE;
4082         }
4083
4084         /* Normal movement */
4085         if (oktomove)
4086         {
4087                 int oy, ox;
4088
4089                 if (p_ptr->warning)
4090                 {
4091                         if(!process_warning(x, y))
4092                         {
4093                                 energy_use = 25;
4094                                 return;
4095                         }
4096                 }
4097
4098                 if (do_past)
4099                 {
4100 #ifdef JP
4101                         msg_format("%s¤ò²¡¤·Âऱ¤¿¡£", m_name);
4102 #else
4103                         msg_format("You push past %s.", m_name);
4104 #endif
4105
4106                         m_ptr->fy = py;
4107                         m_ptr->fx = px;
4108                         cave[py][px].m_idx = c_ptr->m_idx;
4109                         c_ptr->m_idx = 0;
4110                         update_mon(cave[py][px].m_idx, TRUE);
4111                 }
4112
4113                 /* Change oldpx and oldpy to place the player well when going back to big mode */
4114                 if (p_ptr->wild_mode)
4115                 {
4116                         if(ddy[dir] > 0)  p_ptr->oldpy = 1;
4117                         if(ddy[dir] < 0)  p_ptr->oldpy = MAX_HGT - 2;
4118                         if(ddy[dir] == 0) p_ptr->oldpy = MAX_HGT / 2;
4119                         if(ddx[dir] > 0)  p_ptr->oldpx = 1;
4120                         if(ddx[dir] < 0)  p_ptr->oldpx = MAX_WID - 2;
4121                         if(ddx[dir] == 0) p_ptr->oldpx = MAX_WID / 2;
4122                 }
4123
4124                 /* Save old location */
4125                 oy = py;
4126                 ox = px;
4127
4128                 /* Move the player */
4129                 py = y;
4130                 px = x;
4131
4132                 if (p_ptr->riding && (r_info[m_list[p_ptr->riding].r_idx].flags2 & RF2_KILL_WALL))
4133                 {
4134                         if (cave[py][px].feat >= FEAT_RUBBLE && cave[py][px].feat < FEAT_PERM_SOLID)
4135                         {
4136                                 /* Forget the wall */
4137                                 cave[py][px].info &= ~(CAVE_MARK);
4138
4139                                 /* Notice */
4140                                 cave_set_feat(py, px, floor_type[randint0(100)]);
4141                         }
4142                 }
4143                 if (music_singing(MUSIC_WALL))
4144                 {
4145                         project(0, 0, py, px,
4146                                 (60 + p_ptr->lev), GF_DISINTEGRATE, PROJECT_KILL | PROJECT_ITEM, -1);
4147                 }
4148                 else if (p_ptr->kill_wall)
4149                 {
4150                         if (cave_valid_bold(py, px) &&
4151                                 (cave[py][px].feat < FEAT_PATTERN_START ||
4152                                  cave[py][px].feat > FEAT_PATTERN_XTRA2) &&
4153                                 (cave[py][px].feat < FEAT_DEEP_WATER ||
4154                                  cave[py][px].feat > FEAT_GRASS))
4155                         {
4156                                 if (cave[py][px].feat == FEAT_TREES)
4157                                         cave_set_feat(py, px, FEAT_GRASS);
4158                                 else
4159                                         cave_set_feat(py, px, floor_type[randint0(100)]);
4160                         }
4161                                 /* Update some things -- similar to GF_KILL_WALL */
4162                         p_ptr->update |= (PU_VIEW | PU_LITE | PU_FLOW | PU_MONSTERS | PU_MON_LITE);
4163                 }
4164
4165                 /* Remove "unsafe" flag */
4166                 if ((!p_ptr->blind && !no_lite()) || !is_trap(c_ptr->feat)) c_ptr->info &= ~(CAVE_UNSAFE);
4167
4168                 /* Redraw new spot */
4169                 lite_spot(py, px);
4170
4171                 /* Redraw old spot */
4172                 lite_spot(oy, ox);
4173
4174                 /* Sound */
4175                 /* sound(SOUND_WALK); */
4176
4177                 /* Check for new panel (redraw map) */
4178                 verify_panel();
4179
4180                 /* For get everything when requested hehe I'm *NASTY* */
4181                 if (dun_level && (d_info[dungeon_type].flags1 & DF1_FORGET))
4182                 {
4183                         wiz_dark();
4184                 }
4185
4186                 if ((p_ptr->pclass == CLASS_NINJA))
4187                 {
4188                         if (c_ptr->info & (CAVE_GLOW)) set_superstealth(FALSE);
4189                         else if (p_ptr->cur_lite <= 0) set_superstealth(TRUE);
4190                 }
4191                 if ((p_ptr->action == ACTION_HAYAGAKE) && !cave_floor_bold(py, px))
4192                 {
4193 #ifdef JP
4194                         msg_print("¤³¤³¤Ç¤ÏÁÇÁ᤯ư¤±¤Ê¤¤¡£");
4195 #else
4196                         msg_print("You cannot run in wall.");
4197 #endif
4198                         set_action(ACTION_NONE);
4199                 }
4200
4201                 /* Update stuff */
4202                 p_ptr->update |= (PU_VIEW | PU_LITE | PU_FLOW | PU_MON_LITE);
4203
4204                 /* Update the monsters */
4205                 p_ptr->update |= (PU_DISTANCE);
4206
4207                 /* Window stuff */
4208                 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
4209
4210                 /* Spontaneous Searching */
4211                 if ((p_ptr->skill_fos >= 50) ||
4212                     (0 == randint0(50 - p_ptr->skill_fos)))
4213                 {
4214                         search();
4215                 }
4216
4217                 /* Continuous Searching */
4218                 if (p_ptr->action == ACTION_SEARCH)
4219                 {
4220                         search();
4221                 }
4222
4223                 /* Handle "objects" */
4224
4225 #ifdef ALLOW_EASY_DISARM /* TNB */
4226
4227                 carry(do_pickup != always_pickup);
4228
4229 #else /* ALLOW_EASY_DISARM -- TNB */
4230
4231                 carry(do_pickup);
4232
4233 #endif /* ALLOW_EASY_DISARM -- TNB */
4234
4235                 /* Handle "store doors" */
4236                 if (((c_ptr->feat >= FEAT_SHOP_HEAD) &&
4237                     (c_ptr->feat <= FEAT_SHOP_TAIL)) ||
4238                     (c_ptr->feat == FEAT_MUSEUM))
4239                 {
4240                         /* Disturb */
4241                         disturb(0, 0);
4242
4243                         energy_use = 0;
4244                         /* Hack -- Enter store */
4245                         command_new = SPECIAL_KEY_STORE;
4246                 }
4247
4248                 /* Handle "building doors" -KMW- */
4249                 else if ((c_ptr->feat >= FEAT_BLDG_HEAD) &&
4250                     (c_ptr->feat <= FEAT_BLDG_TAIL))
4251                 {
4252                         /* Disturb */
4253                         disturb(0, 0);
4254
4255                         energy_use = 0;
4256                         /* Hack -- Enter building */
4257                         command_new = SPECIAL_KEY_BUILDING;
4258                 }
4259
4260                 /* Handle quest areas -KMW- */
4261                 else if (cave[y][x].feat == FEAT_QUEST_ENTER)
4262                 {
4263                         /* Disturb */
4264                         disturb(0, 0);
4265
4266                         energy_use = 0;
4267                         /* Hack -- Enter quest level */
4268                         command_new = SPECIAL_KEY_QUEST;
4269                 }
4270
4271                 else if (cave[y][x].feat == FEAT_QUEST_EXIT)
4272                 {
4273                         if (quest[p_ptr->inside_quest].type == QUEST_TYPE_FIND_EXIT)
4274                         {
4275                                 if (record_fix_quest) do_cmd_write_nikki(NIKKI_FIX_QUEST_C, p_ptr->inside_quest, NULL);
4276                                 quest[p_ptr->inside_quest].status = QUEST_STATUS_COMPLETED;
4277                                 quest[p_ptr->inside_quest].complev = (byte)p_ptr->lev;
4278 #ifdef JP
4279                                 msg_print("¥¯¥¨¥¹¥È¤òãÀ®¤·¤¿¡ª");
4280 #else
4281                                 msg_print("You accomplished your quest!");
4282 #endif
4283
4284                                 msg_print(NULL);
4285                         }
4286
4287                         leave_quest_check();
4288
4289                         p_ptr->inside_quest = cave[y][x].special;
4290                         dun_level = 0;
4291                         p_ptr->oldpx = 0;
4292                         p_ptr->oldpy = 0;
4293                         p_ptr->leaving = TRUE;
4294                 }
4295
4296                 /* Set off a trap */
4297                 else if (is_trap(c_ptr->feat))
4298                 {
4299                         /* Disturb */
4300                         disturb(0, 0);
4301
4302                         /* Hidden trap */
4303                         if (c_ptr->mimic)
4304                         {
4305                                 /* Message */
4306 #ifdef JP
4307                                 msg_print("¥È¥é¥Ã¥×¤À¡ª");
4308 #else
4309                                 msg_print("You found a trap!");
4310 #endif
4311
4312                                 /* Pick a trap */
4313                                 disclose_grid(py, px);
4314                         }
4315
4316                         /* Hit the trap */
4317                         hit_trap(break_trap);
4318                 }
4319
4320                 /* Warn when leaving trap detected region */
4321                 if ((disturb_trap_detect || alert_trap_detect)
4322                     && p_ptr->dtrap && !(cave[py][px].info & CAVE_IN_DETECT))
4323                 {
4324                         /* No duplicate warning */
4325                         p_ptr->dtrap = FALSE;
4326
4327                         /* You are just on the edge */
4328                         if (!(cave[py][px].info & CAVE_UNSAFE))
4329                         {
4330                                 if (alert_trap_detect)
4331                                 {
4332 #ifdef JP
4333                                         msg_print("* Ãí°Õ:¤³¤ÎÀè¤Ï¥È¥é¥Ã¥×¤Î´¶ÃÎÈϰϳ°¤Ç¤¹¡ª *");
4334 #else
4335                                         msg_print("*Leaving trap detect region!*");
4336 #endif
4337                                 }
4338                                 
4339                                 if (disturb_trap_detect)
4340                                 {
4341                                         disturb(0, 0);
4342                                 }
4343                         }
4344                 }
4345         }
4346
4347         if (p_ptr->riding)
4348         {
4349                 m_list[p_ptr->riding].fy = py;
4350                 m_list[p_ptr->riding].fx = px;
4351                 cave[py][px].m_idx = p_ptr->riding;
4352                 update_mon(cave[py][px].m_idx, TRUE);
4353                 p_ptr->update |= (PU_MON_LITE);
4354         }
4355 }
4356
4357
4358 /*
4359  * Hack -- Check for a "known wall" (see below)
4360  */
4361 static int see_wall(int dir, int y, int x)
4362 {
4363         cave_type   *c_ptr;
4364         byte feat;
4365
4366         /* Get the new location */
4367         y += ddy[dir];
4368         x += ddx[dir];
4369
4370         /* Illegal grids are not known walls */
4371         if (!in_bounds2(y, x)) return (FALSE);
4372
4373         /* Access grid */
4374         c_ptr = &cave[y][x];
4375
4376         /* Feature code (applying "mimic" field) */
4377         feat = c_ptr->mimic ? c_ptr->mimic : f_info[c_ptr->feat].mimic;
4378
4379         /* Must be known to the player */
4380         if (c_ptr->info & (CAVE_MARK))
4381         {
4382                 /* Rubble, Magma, Quartz, Wall, Perm wall */
4383                 if (feat >= FEAT_RUBBLE && feat <= FEAT_PERM_SOLID) return TRUE;
4384
4385                 /* Tree */
4386                 if (feat == FEAT_TREES) return TRUE;
4387
4388                 /* Mountain */
4389                 if (feat == FEAT_MOUNTAIN) return TRUE;
4390         }
4391
4392         return FALSE;
4393 }
4394
4395
4396 /*
4397  * Hack -- Check for an "unknown corner" (see below)
4398  */
4399 static int see_nothing(int dir, int y, int x)
4400 {
4401         /* Get the new location */
4402         y += ddy[dir];
4403         x += ddx[dir];
4404
4405         /* Illegal grids are unknown */
4406         if (!in_bounds2(y, x)) return (TRUE);
4407
4408         /* Memorized grids are always known */
4409         if (cave[y][x].info & (CAVE_MARK)) return (FALSE);
4410
4411         /* Non-floor grids are unknown */
4412         if (!cave_floor_bold(y, x)) return (TRUE);
4413
4414         /* Viewable door/wall grids are known */
4415         if (player_can_see_bold(y, x)) return (FALSE);
4416
4417         /* Default */
4418         return (TRUE);
4419 }
4420
4421
4422
4423
4424
4425 /*
4426  * The running algorithm:                       -CJS-
4427  *
4428  * In the diagrams below, the player has just arrived in the
4429  * grid marked as '@', and he has just come from a grid marked
4430  * as 'o', and he is about to enter the grid marked as 'x'.
4431  *
4432  * Of course, if the "requested" move was impossible, then you
4433  * will of course be blocked, and will stop.
4434  *
4435  * Overview: You keep moving until something interesting happens.
4436  * If you are in an enclosed space, you follow corners. This is
4437  * the usual corridor scheme. If you are in an open space, you go
4438  * straight, but stop before entering enclosed space. This is
4439  * analogous to reaching doorways. If you have enclosed space on
4440  * one side only (that is, running along side a wall) stop if
4441  * your wall opens out, or your open space closes in. Either case
4442  * corresponds to a doorway.
4443  *
4444  * What happens depends on what you can really SEE. (i.e. if you
4445  * have no light, then running along a dark corridor is JUST like
4446  * running in a dark room.) The algorithm works equally well in
4447  * corridors, rooms, mine tailings, earthquake rubble, etc, etc.
4448  *
4449  * These conditions are kept in static memory:
4450  * find_openarea         You are in the open on at least one
4451  * side.
4452  * find_breakleft        You have a wall on the left, and will
4453  * stop if it opens
4454  * find_breakright       You have a wall on the right, and will
4455  * stop if it opens
4456  *
4457  * To initialize these conditions, we examine the grids adjacent
4458  * to the grid marked 'x', two on each side (marked 'L' and 'R').
4459  * If either one of the two grids on a given side is seen to be
4460  * closed, then that side is considered to be closed. If both
4461  * sides are closed, then it is an enclosed (corridor) run.
4462  *
4463  * LL           L
4464  * @x          LxR
4465  * RR          @R
4466  *
4467  * Looking at more than just the immediate squares is
4468  * significant. Consider the following case. A run along the
4469  * corridor will stop just before entering the center point,
4470  * because a choice is clearly established. Running in any of
4471  * three available directions will be defined as a corridor run.
4472  * Note that a minor hack is inserted to make the angled corridor
4473  * entry (with one side blocked near and the other side blocked
4474  * further away from the runner) work correctly. The runner moves
4475  * diagonally, but then saves the previous direction as being
4476  * straight into the gap. Otherwise, the tail end of the other
4477  * entry would be perceived as an alternative on the next move.
4478  *
4479  * #.#
4480  * ##.##
4481  * .@x..
4482  * ##.##
4483  * #.#
4484  *
4485  * Likewise, a run along a wall, and then into a doorway (two
4486  * runs) will work correctly. A single run rightwards from @ will
4487  * stop at 1. Another run right and down will enter the corridor
4488  * and make the corner, stopping at the 2.
4489  *
4490  * ##################
4491  * o@x       1
4492  * ########### ######
4493  * #2          #
4494  * #############
4495  *
4496  * After any move, the function area_affect is called to
4497  * determine the new surroundings, and the direction of
4498  * subsequent moves. It examines the current player location
4499  * (at which the runner has just arrived) and the previous
4500  * direction (from which the runner is considered to have come).
4501  *
4502  * Moving one square in some direction places you adjacent to
4503  * three or five new squares (for straight and diagonal moves
4504  * respectively) to which you were not previously adjacent,
4505  * marked as '!' in the diagrams below.
4506  *
4507  *   ...!              ...
4508  *   .o@!  (normal)    .o.!  (diagonal)
4509  *   ...!  (east)      ..@!  (south east)
4510  *                      !!!
4511  *
4512  * You STOP if any of the new squares are interesting in any way:
4513  * for example, if they contain visible monsters or treasure.
4514  *
4515  * You STOP if any of the newly adjacent squares seem to be open,
4516  * and you are also looking for a break on that side. (that is,
4517  * find_openarea AND find_break).
4518  *
4519  * You STOP if any of the newly adjacent squares do NOT seem to be
4520  * open and you are in an open area, and that side was previously
4521  * entirely open.
4522  *
4523  * Corners: If you are not in the open (i.e. you are in a corridor)
4524  * and there is only one way to go in the new squares, then turn in
4525  * that direction. If there are more than two new ways to go, STOP.
4526  * If there are two ways to go, and those ways are separated by a
4527  * square which does not seem to be open, then STOP.
4528  *
4529  * Otherwise, we have a potential corner. There are two new open
4530  * squares, which are also adjacent. One of the new squares is
4531  * diagonally located, the other is straight on (as in the diagram).
4532  * We consider two more squares further out (marked below as ?).
4533  *
4534  * We assign "option" to the straight-on grid, and "option2" to the
4535  * diagonal grid, and "check_dir" to the grid marked 's'.
4536  *
4537  * ##s
4538  * @x?
4539  * #.?
4540  *
4541  * If they are both seen to be closed, then it is seen that no benefit
4542  * is gained from moving straight. It is a known corner.  To cut the
4543  * corner, go diagonally, otherwise go straight, but pretend you
4544  * stepped diagonally into that next location for a full view next
4545  * time. Conversely, if one of the ? squares is not seen to be closed,
4546  * then there is a potential choice. We check to see whether it is a
4547  * potential corner or an intersection/room entrance.  If the square
4548  * two spaces straight ahead, and the space marked with 's' are both
4549  * unknown space, then it is a potential corner and enter if
4550  * find_examine is set, otherwise must stop because it is not a
4551  * corner.
4552  */
4553
4554
4555
4556
4557 /*
4558  * Hack -- allow quick "cycling" through the legal directions
4559  */
4560 static byte cycle[] =
4561 { 1, 2, 3, 6, 9, 8, 7, 4, 1, 2, 3, 6, 9, 8, 7, 4, 1 };
4562
4563 /*
4564  * Hack -- map each direction into the "middle" of the "cycle[]" array
4565  */
4566 static byte chome[] =
4567 { 0, 8, 9, 10, 7, 0, 11, 6, 5, 4 };
4568
4569 /*
4570  * The direction we are running
4571  */
4572 static byte find_current;
4573
4574 /*
4575  * The direction we came from
4576  */
4577 static byte find_prevdir;
4578
4579 /*
4580  * We are looking for open area
4581  */
4582 static bool find_openarea;
4583
4584 /*
4585  * We are looking for a break
4586  */
4587 static bool find_breakright;
4588 static bool find_breakleft;
4589
4590
4591
4592 /*
4593  * Initialize the running algorithm for a new direction.
4594  *
4595  * Diagonal Corridor -- allow diaginal entry into corridors.
4596  *
4597  * Blunt Corridor -- If there is a wall two spaces ahead and
4598  * we seem to be in a corridor, then force a turn into the side
4599  * corridor, must be moving straight into a corridor here. ???
4600  *
4601  * Diagonal Corridor    Blunt Corridor (?)
4602  *       # #                  #
4603  *       #x#                 @x#
4604  *       @p.                  p
4605  */
4606 static void run_init(int dir)
4607 {
4608         int             row, col, deepleft, deepright;
4609         int             i, shortleft, shortright;
4610
4611
4612         /* Save the direction */
4613         find_current = dir;
4614
4615         /* Assume running straight */
4616         find_prevdir = dir;
4617
4618         /* Assume looking for open area */
4619         find_openarea = TRUE;
4620
4621         /* Assume not looking for breaks */
4622         find_breakright = find_breakleft = FALSE;
4623
4624         /* Assume no nearby walls */
4625         deepleft = deepright = FALSE;
4626         shortright = shortleft = FALSE;
4627
4628         p_ptr->run_py = py;
4629         p_ptr->run_px = px;
4630
4631         /* Find the destination grid */
4632         row = py + ddy[dir];
4633         col = px + ddx[dir];
4634
4635         /* Extract cycle index */
4636         i = chome[dir];
4637
4638         /* Check for walls */
4639         if (see_wall(cycle[i+1], py, px))
4640         {
4641                 find_breakleft = TRUE;
4642                 shortleft = TRUE;
4643         }
4644         else if (see_wall(cycle[i+1], row, col))
4645         {
4646                 find_breakleft = TRUE;
4647                 deepleft = TRUE;
4648         }
4649
4650         /* Check for walls */
4651         if (see_wall(cycle[i-1], py, px))
4652         {
4653                 find_breakright = TRUE;
4654                 shortright = TRUE;
4655         }
4656         else if (see_wall(cycle[i-1], row, col))
4657         {
4658                 find_breakright = TRUE;
4659                 deepright = TRUE;
4660         }
4661
4662         /* Looking for a break */
4663         if (find_breakleft && find_breakright)
4664         {
4665                 /* Not looking for open area */
4666                 find_openarea = FALSE;
4667
4668                 /* Hack -- allow angled corridor entry */
4669                 if (dir & 0x01)
4670                 {
4671                         if (deepleft && !deepright)
4672                         {
4673                                 find_prevdir = cycle[i - 1];
4674                         }
4675                         else if (deepright && !deepleft)
4676                         {
4677                                 find_prevdir = cycle[i + 1];
4678                         }
4679                 }
4680
4681                 /* Hack -- allow blunt corridor entry */
4682                 else if (see_wall(cycle[i], row, col))
4683                 {
4684                         if (shortleft && !shortright)
4685                         {
4686                                 find_prevdir = cycle[i - 2];
4687                         }
4688                         else if (shortright && !shortleft)
4689                         {
4690                                 find_prevdir = cycle[i + 2];
4691                         }
4692                 }
4693         }
4694 }
4695
4696
4697 /*
4698  * Update the current "run" path
4699  *
4700  * Return TRUE if the running should be stopped
4701  */
4702 static bool run_test(void)
4703 {
4704         int         prev_dir, new_dir, check_dir = 0;
4705         int         row, col;
4706         int         i, max, inv;
4707         int         option = 0, option2 = 0;
4708         cave_type   *c_ptr;
4709         byte feat;
4710
4711         /* Where we came from */
4712         prev_dir = find_prevdir;
4713
4714
4715         /* Range of newly adjacent grids */
4716         max = (prev_dir & 0x01) + 1;
4717
4718         /* break run when leaving trap detected region */
4719         if ((disturb_trap_detect || alert_trap_detect)
4720             && p_ptr->dtrap && !(cave[py][px].info & CAVE_IN_DETECT))
4721         {
4722                 /* No duplicate warning */
4723                 p_ptr->dtrap = FALSE;
4724
4725                 /* You are just on the edge */
4726                 if (!(cave[py][px].info & CAVE_UNSAFE))
4727                 {
4728                         if (alert_trap_detect)
4729                         {
4730 #ifdef JP
4731                                 msg_print("* Ãí°Õ:¤³¤ÎÀè¤Ï¥È¥é¥Ã¥×¤Î´¶ÃÎÈϰϳ°¤Ç¤¹¡ª *");
4732 #else
4733                                 msg_print("*Leaving trap detect region!*");
4734 #endif
4735                         }
4736
4737                         if (disturb_trap_detect)
4738                         {
4739                                 /* Break Run */
4740                                 return(TRUE);
4741                         }
4742                 }
4743         }
4744
4745         /* Look at every newly adjacent square. */
4746         for (i = -max; i <= max; i++)
4747         {
4748                 s16b this_o_idx, next_o_idx = 0;
4749
4750
4751                 /* New direction */
4752                 new_dir = cycle[chome[prev_dir] + i];
4753
4754                 /* New location */
4755                 row = py + ddy[new_dir];
4756                 col = px + ddx[new_dir];
4757
4758                 /* Access grid */
4759                 c_ptr = &cave[row][col];
4760
4761                 /* Feature code (applying "mimic" field) */
4762                 feat = c_ptr->mimic ? c_ptr->mimic : f_info[c_ptr->feat].mimic;
4763
4764                 /* Visible monsters abort running */
4765                 if (c_ptr->m_idx)
4766                 {
4767                         monster_type *m_ptr = &m_list[c_ptr->m_idx];
4768
4769                         /* Visible monster */
4770                         if (m_ptr->ml) return (TRUE);
4771                 }
4772
4773                 /* Visible objects abort running */
4774                 for (this_o_idx = c_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
4775                 {
4776                         object_type *o_ptr;
4777
4778                         /* Acquire object */
4779                         o_ptr = &o_list[this_o_idx];
4780
4781                         /* Acquire next object */
4782                         next_o_idx = o_ptr->next_o_idx;
4783
4784                         /* Visible object */
4785                         if (o_ptr->marked) return (TRUE);
4786                 }
4787
4788
4789                 /* Assume unknown */
4790                 inv = TRUE;
4791
4792                 /* Check memorized grids */
4793                 if (c_ptr->info & (CAVE_MARK))
4794                 {
4795                         bool notice = TRUE;
4796
4797                         /* Examine the terrain */
4798                         switch (feat)
4799                         {
4800                                 /* Floors */
4801                                 case FEAT_FLOOR:
4802
4803                                 /* Invis traps */
4804                                 case FEAT_INVIS:
4805
4806                                 /* Normal veins */
4807                                 case FEAT_MAGMA:
4808                                 case FEAT_QUARTZ:
4809
4810                                 /* Hidden treasure */
4811                                 case FEAT_MAGMA_H:
4812                                 case FEAT_QUARTZ_H:
4813
4814                                 /* Known treasure (almost uninteresting) */
4815                                 case FEAT_MAGMA_K:
4816                                 case FEAT_QUARTZ_K:
4817
4818                                 /* Walls */
4819                                 case FEAT_RUBBLE:
4820                                 case FEAT_WALL_EXTRA:
4821                                 case FEAT_WALL_INNER:
4822                                 case FEAT_WALL_OUTER:
4823                                 case FEAT_WALL_SOLID:
4824                                 case FEAT_PERM_EXTRA:
4825                                 case FEAT_PERM_INNER:
4826                                 case FEAT_PERM_OUTER:
4827                                 case FEAT_PERM_SOLID:
4828                                 /* dirt, grass, trees, ... */
4829                                 case FEAT_SHAL_WATER:
4830                                 case FEAT_DIRT:
4831                                 case FEAT_GRASS:
4832                                 case FEAT_DEEP_GRASS:
4833                                 case FEAT_FLOWER:
4834                                 case FEAT_DARK_PIT:
4835                                 case FEAT_TREES:
4836                                 case FEAT_MOUNTAIN:
4837                                 {
4838                                         /* Ignore */
4839                                         notice = FALSE;
4840
4841                                         /* Done */
4842                                         break;
4843                                 }
4844
4845                                 /* quest features */
4846                                 case FEAT_QUEST_ENTER:
4847                                 case FEAT_QUEST_EXIT:
4848                                 {
4849                                         /* Notice */
4850                                         notice = TRUE;
4851
4852                                         /* Done */
4853                                         break;
4854                                 }
4855
4856                                 case FEAT_DEEP_LAVA:
4857                                 case FEAT_SHAL_LAVA:
4858                                 {
4859                                         /* Ignore */
4860                                         if (IS_INVULN() || p_ptr->immune_fire) notice = FALSE;
4861
4862                                         /* Done */
4863                                         break;
4864                                 }
4865
4866                                 case FEAT_DEEP_WATER:
4867                                 {
4868                                         /* Ignore */
4869                                         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;
4870
4871                                         /* Done */
4872                                         break;
4873                                 }
4874
4875                                 /* Open doors */
4876                                 case FEAT_OPEN:
4877                                 case FEAT_BROKEN:
4878                                 {
4879                                         /* Option -- ignore */
4880                                         if (find_ignore_doors) notice = FALSE;
4881
4882                                         /* Done */
4883                                         break;
4884                                 }
4885
4886                                 /* Stairs */
4887                                 case FEAT_LESS:
4888                                 case FEAT_MORE:
4889                                 case FEAT_LESS_LESS:
4890                                 case FEAT_MORE_MORE:
4891                                 case FEAT_ENTRANCE:
4892                                 {
4893                                         /* Option -- ignore */
4894                                         if (find_ignore_stairs) notice = FALSE;
4895
4896                                         /* Done */
4897                                         break;
4898                                 }
4899                         }
4900
4901                         /* Interesting feature */
4902                         if (notice) return (TRUE);
4903
4904                         /* The grid is "visible" */
4905                         inv = FALSE;
4906                 }
4907
4908                 /* Analyze unknown grids and floors considering mimic */
4909                 if (inv || (!(feat & 0x20)))
4910                 {
4911                         /* Looking for open area */
4912                         if (find_openarea)
4913                         {
4914                                 /* Nothing */
4915                         }
4916
4917                         /* The first new direction. */
4918                         else if (!option)
4919                         {
4920                                 option = new_dir;
4921                         }
4922
4923                         /* Three new directions. Stop running. */
4924                         else if (option2)
4925                         {
4926                                 return (TRUE);
4927                         }
4928
4929                         /* Two non-adjacent new directions.  Stop running. */
4930                         else if (option != cycle[chome[prev_dir] + i - 1])
4931                         {
4932                                 return (TRUE);
4933                         }
4934
4935                         /* Two new (adjacent) directions (case 1) */
4936                         else if (new_dir & 0x01)
4937                         {
4938                                 check_dir = cycle[chome[prev_dir] + i - 2];
4939                                 option2 = new_dir;
4940                         }
4941
4942                         /* Two new (adjacent) directions (case 2) */
4943                         else
4944                         {
4945                                 check_dir = cycle[chome[prev_dir] + i + 1];
4946                                 option2 = option;
4947                                 option = new_dir;
4948                         }
4949                 }
4950
4951                 /* Obstacle, while looking for open area */
4952                 else
4953                 {
4954                         if (find_openarea)
4955                         {
4956                                 if (i < 0)
4957                                 {
4958                                         /* Break to the right */
4959                                         find_breakright = TRUE;
4960                                 }
4961
4962                                 else if (i > 0)
4963                                 {
4964                                         /* Break to the left */
4965                                         find_breakleft = TRUE;
4966                                 }
4967                         }
4968                 }
4969         }
4970
4971
4972         /* Looking for open area */
4973         if (find_openarea)
4974         {
4975                 /* Hack -- look again */
4976                 for (i = -max; i < 0; i++)
4977                 {
4978                         new_dir = cycle[chome[prev_dir] + i];
4979
4980                         row = py + ddy[new_dir];
4981                         col = px + ddx[new_dir];
4982
4983                         /* Access grid */
4984                         c_ptr = &cave[row][col];
4985
4986                         /* Feature code (applying "mimic" field) */
4987                         feat = c_ptr->mimic ? c_ptr->mimic : f_info[c_ptr->feat].mimic;
4988
4989                         /* Unknown grid or non-wall XXX XXX XXX cave_floor_grid(c_ptr)) */
4990                         if (!(c_ptr->info & (CAVE_MARK)) ||
4991                             ((feat <= FEAT_DOOR_TAIL) ||
4992                              (feat == FEAT_FLOWER) ||
4993                              (feat == FEAT_DEEP_GRASS) ||
4994                              ((feat >= FEAT_DEEP_WATER) &&
4995                               (feat <= FEAT_GRASS))))
4996
4997                         {
4998                                 /* Looking to break right */
4999                                 if (find_breakright)
5000                                 {
5001                                         return (TRUE);
5002                                 }
5003                         }
5004
5005                         /* Obstacle */
5006                         else
5007                         {
5008                                 /* Looking to break left */
5009                                 if (find_breakleft)
5010                                 {
5011                                         return (TRUE);
5012                                 }
5013                         }
5014                 }
5015
5016                 /* Hack -- look again */
5017                 for (i = max; i > 0; i--)
5018                 {
5019                         new_dir = cycle[chome[prev_dir] + i];
5020
5021                         row = py + ddy[new_dir];
5022                         col = px + ddx[new_dir];
5023
5024                         /* Access grid */
5025                         c_ptr = &cave[row][col];
5026
5027                         /* Feature code (applying "mimic" field) */
5028                         feat = c_ptr->mimic ? c_ptr->mimic : f_info[c_ptr->feat].mimic;
5029
5030                         /* Unknown grid or non-wall XXX XXX XXX cave_floor_grid(c_ptr)) */
5031                         if (!(c_ptr->info & (CAVE_MARK)) ||
5032                             ((feat <= FEAT_DOOR_TAIL) ||
5033                              (feat == FEAT_FLOWER) ||
5034                              (feat == FEAT_DEEP_GRASS) ||
5035                              ((feat >= FEAT_DEEP_WATER) &&
5036                               (feat <= FEAT_GRASS))))
5037
5038                         {
5039                                 /* Looking to break left */
5040                                 if (find_breakleft)
5041                                 {
5042                                         return (TRUE);
5043                                 }
5044                         }
5045
5046                         /* Obstacle */
5047                         else
5048                         {
5049                                 /* Looking to break right */
5050                                 if (find_breakright)
5051                                 {
5052                                         return (TRUE);
5053                                 }
5054                         }
5055                 }
5056         }
5057
5058
5059         /* Not looking for open area */
5060         else
5061         {
5062                 /* No options */
5063                 if (!option)
5064                 {
5065                         return (TRUE);
5066                 }
5067
5068                 /* One option */
5069                 else if (!option2)
5070                 {
5071                         /* Primary option */
5072                         find_current = option;
5073
5074                         /* No other options */
5075                         find_prevdir = option;
5076                 }
5077
5078                 /* Two options, examining corners */
5079                 else if (find_examine && !find_cut)
5080                 {
5081                         /* Primary option */
5082                         find_current = option;
5083
5084                         /* Hack -- allow curving */
5085                         find_prevdir = option2;
5086                 }
5087
5088                 /* Two options, pick one */
5089                 else
5090                 {
5091                         /* Get next location */
5092                         row = py + ddy[option];
5093                         col = px + ddx[option];
5094
5095                         /* Don't see that it is closed off. */
5096                         /* This could be a potential corner or an intersection. */
5097                         if (!see_wall(option, row, col) ||
5098                             !see_wall(check_dir, row, col))
5099                         {
5100                                 /* Can not see anything ahead and in the direction we */
5101                                 /* are turning, assume that it is a potential corner. */
5102                                 if (find_examine &&
5103                                     see_nothing(option, row, col) &&
5104                                     see_nothing(option2, row, col))
5105                                 {
5106                                         find_current = option;
5107                                         find_prevdir = option2;
5108                                 }
5109
5110                                 /* STOP: we are next to an intersection or a room */
5111                                 else
5112                                 {
5113                                         return (TRUE);
5114                                 }
5115                         }
5116
5117                         /* This corner is seen to be enclosed; we cut the corner. */
5118                         else if (find_cut)
5119                         {
5120                                 find_current = option2;
5121                                 find_prevdir = option2;
5122                         }
5123
5124                         /* This corner is seen to be enclosed, and we */
5125                         /* deliberately go the long way. */
5126                         else
5127                         {
5128                                 find_current = option;
5129                                 find_prevdir = option2;
5130                         }
5131                 }
5132         }
5133
5134
5135         /* About to hit a known wall, stop */
5136         if (see_wall(find_current, py, px))
5137         {
5138                 return (TRUE);
5139         }
5140
5141
5142         /* Failure */
5143         return (FALSE);
5144 }
5145
5146
5147
5148 /*
5149  * Take one step along the current "run" path
5150  */
5151 void run_step(int dir)
5152 {
5153         /* Start running */
5154         if (dir)
5155         {
5156                 cave_type   *c_ptr;
5157                 byte feat;
5158         
5159                 /* Access grid */
5160                 c_ptr = &cave[py+ddy[dir]][px+ddx[dir]];
5161
5162                 /* Feature code (applying "mimic" field) */
5163                 feat = c_ptr->mimic ? c_ptr->mimic : f_info[c_ptr->feat].mimic;
5164
5165                 /* Hack -- do not start silly run */
5166                 if (see_wall(dir, py, px) &&
5167                    (feat != FEAT_TREES))
5168                 {
5169                         /* Message */
5170 #ifdef JP
5171                         msg_print("¤½¤ÎÊý¸þ¤Ë¤Ï¹Ô¤±¤Þ¤»¤ó¡£");
5172 #else
5173                         msg_print("You cannot run in that direction.");
5174 #endif
5175
5176
5177                         /* Disturb */
5178                         disturb(0, 0);
5179
5180                         /* Done */
5181                         return;
5182                 }
5183
5184                 /* Calculate torch radius */
5185                 p_ptr->update |= (PU_TORCH);
5186
5187                 /* Initialize */
5188                 run_init(dir);
5189         }
5190
5191         /* Keep running */
5192         else
5193         {
5194                 /* Update run */
5195                 if (run_test())
5196                 {
5197                         /* Disturb */
5198                         disturb(0, 0);
5199
5200                         /* Done */
5201                         return;
5202                 }
5203         }
5204
5205         /* Decrease the run counter */
5206         if (--running <= 0) return;
5207
5208         /* Take time */
5209         energy_use = 100;
5210
5211         /* Move the player, using the "pickup" flag */
5212 #ifdef ALLOW_EASY_DISARM /* TNB */
5213
5214         move_player(find_current, FALSE, FALSE);
5215
5216 #else /* ALLOW_EASY_DISARM -- TNB */
5217
5218         move_player(find_current, always_pickup, FALSE);
5219
5220 #endif /* ALLOW_EASY_DISARM -- TNB */
5221
5222         if (player_bold(p_ptr->run_py, p_ptr->run_px))
5223         {
5224                 p_ptr->run_py = 0;
5225                 p_ptr->run_px = 0;
5226                 disturb(0, 0);
5227         }
5228 }