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乱れ雪月花使用時に、カオス効果で敵がアウェイすると打撃回数が1回余って変なものを殴っていたのを修正。
[hengbandforosx/hengbandosx.git] / src / cmd1.c
1 /* File: cmd1.c */
2
3 /* Purpose: Movement commands (part 1) */
4
5 /*
6  * Copyright (c) 1989 James E. Wilson, Robert A. Koeneke
7  *
8  * This software may be copied and distributed for educational, research, and
9  * not for profit purposes provided that this copyright and statement are
10  * included in all such copies.
11  */
12
13 #include "angband.h"
14 #define MAX_VAMPIRIC_DRAIN 50
15
16
17 /*
18  * Determine if the player "hits" a monster (normal combat).
19  * Note -- Always miss 5%, always hit 5%, otherwise random.
20  */
21 bool test_hit_fire(int chance, int ac, int vis)
22 {
23         int k;
24
25         /* Percentile dice */
26         k = randint0(100);
27
28         /* Hack -- Instant miss or hit */
29         if (k < 10) return (k < 5);
30
31         if (p_ptr->pseikaku == SEIKAKU_NAMAKE)
32                 if (one_in_(20)) return (FALSE);
33
34         /* Never hit */
35         if (chance <= 0) return (FALSE);
36
37         /* Invisible monsters are harder to hit */
38         if (!vis) chance = (chance + 1) / 2;
39
40         /* Power competes against armor */
41         if (randint0(chance) < (ac * 3 / 4)) return (FALSE);
42
43         /* Assume hit */
44         return (TRUE);
45 }
46
47
48
49 /*
50  * Determine if the player "hits" a monster (normal combat).
51  *
52  * Note -- Always miss 5%, always hit 5%, otherwise random.
53  */
54 bool test_hit_norm(int chance, int ac, int vis)
55 {
56         int k;
57
58         /* Percentile dice */
59         k = randint0(100);
60
61         /* Hack -- Instant miss or hit */
62         if (k < 10) return (k < 5);
63
64         if (p_ptr->pseikaku == SEIKAKU_NAMAKE)
65                 if (one_in_(20)) return (FALSE);
66
67         /* Wimpy attack never hits */
68         if (chance <= 0) return (FALSE);
69
70         /* Penalize invisible targets */
71         if (!vis) chance = (chance + 1) / 2;
72
73         /* Power must defeat armor */
74         if (randint0(chance) < (ac * 3 / 4)) return (FALSE);
75
76         /* Assume hit */
77         return (TRUE);
78 }
79
80
81
82 /*
83  * Critical hits (from objects thrown by player)
84  * Factor in item weight, total plusses, and player level.
85  */
86 s16b critical_shot(int weight, int plus, int dam)
87 {
88         int i, k;
89
90         /* Extract "shot" power */
91         i = (weight + ((p_ptr->to_h_b + plus) * 4) + (p_ptr->lev * 2));
92
93         /* Critical hit */
94         if (randint1(5000) <= i)
95         {
96                 k = weight + randint1(500);
97
98                 if (k < 500)
99                 {
100 #ifdef JP
101                         msg_print("¼ê¤´¤¿¤¨¤¬¤¢¤Ã¤¿¡ª");
102 #else
103                         msg_print("It was a good hit!");
104 #endif
105
106                         dam = 2 * dam + 5;
107                 }
108                 else if (k < 1000)
109                 {
110 #ifdef JP
111                         msg_print("¤«¤Ê¤ê¤Î¼ê¤´¤¿¤¨¤¬¤¢¤Ã¤¿¡ª");
112 #else
113                         msg_print("It was a great hit!");
114 #endif
115
116                         dam = 2 * dam + 10;
117                 }
118                 else
119                 {
120 #ifdef JP
121                         msg_print("²ñ¿´¤Î°ì·â¤À¡ª");
122 #else
123                         msg_print("It was a superb hit!");
124 #endif
125
126                         dam = 3 * dam + 15;
127                 }
128         }
129
130         return (dam);
131 }
132
133
134
135 /*
136  * Critical hits (by player)
137  *
138  * Factor in weapon weight, total plusses, player level.
139  */
140 s16b critical_norm(int weight, int plus, int dam, s16b meichuu, int mode)
141 {
142         int i, k;
143
144         /* Extract "blow" power */
145         i = (weight + (meichuu * 3 + plus * 5) + (p_ptr->lev * 3));
146
147         /* Chance */
148         if ((randint1((p_ptr->pclass == CLASS_NINJA) ? 4444 : 5000) <= i) || (mode == HISSATSU_MAJIN) || (mode == HISSATSU_3DAN))
149         {
150                 k = weight + randint1(650);
151                 if ((mode == HISSATSU_MAJIN) || (mode == HISSATSU_3DAN)) k+= randint1(650);
152
153                 if (k < 400)
154                 {
155 #ifdef JP
156                         msg_print("¼ê¤´¤¿¤¨¤¬¤¢¤Ã¤¿¡ª");
157 #else
158                         msg_print("It was a good hit!");
159 #endif
160
161                         dam = 2 * dam + 5;
162                 }
163                 else if (k < 700)
164                 {
165 #ifdef JP
166                         msg_print("¤«¤Ê¤ê¤Î¼ê¤´¤¿¤¨¤¬¤¢¤Ã¤¿¡ª");
167 #else
168                         msg_print("It was a great hit!");
169 #endif
170
171                         dam = 2 * dam + 10;
172                 }
173                 else if (k < 900)
174                 {
175 #ifdef JP
176                         msg_print("²ñ¿´¤Î°ì·â¤À¡ª");
177 #else
178                         msg_print("It was a superb hit!");
179 #endif
180
181                         dam = 3 * dam + 15;
182                 }
183                 else if (k < 1300)
184                 {
185 #ifdef JP
186                         msg_print("ºÇ¹â¤Î²ñ¿´¤Î°ì·â¤À¡ª");
187 #else
188                         msg_print("It was a *GREAT* hit!");
189 #endif
190
191                         dam = 3 * dam + 20;
192                 }
193                 else
194                 {
195 #ifdef JP
196                         msg_print("ÈæÎà¤Ê¤­ºÇ¹â¤Î²ñ¿´¤Î°ì·â¤À¡ª");
197 #else
198                         msg_print("It was a *SUPERB* hit!");
199 #endif
200
201                         dam = ((7 * dam) / 2) + 25;
202                 }
203         }
204
205         return (dam);
206 }
207
208
209
210 /*
211  * Extract the "total damage" from a given object hitting a given monster.
212  *
213  * Note that "flasks of oil" do NOT do fire damage, although they
214  * certainly could be made to do so.  XXX XXX
215  *
216  * Note that most brands and slays are x3, except Slay Animal (x2),
217  * Slay Evil (x2), and Kill dragon (x5).
218  */
219 s16b tot_dam_aux(object_type *o_ptr, int tdam, monster_type *m_ptr, int mode)
220 {
221         int mult = 10;
222
223         monster_race *r_ptr = &r_info[m_ptr->r_idx];
224
225         u32b flgs[TR_FLAG_SIZE];
226
227         /* Extract the flags */
228         object_flags(o_ptr, flgs);
229
230         /* Some "weapons" and "ammo" do extra damage */
231         switch (o_ptr->tval)
232         {
233                 case TV_SHOT:
234                 case TV_ARROW:
235                 case TV_BOLT:
236                 case TV_HAFTED:
237                 case TV_POLEARM:
238                 case TV_SWORD:
239                 case TV_DIGGING:
240                 {
241                         /* Slay Animal */
242                         if ((have_flag(flgs, TR_SLAY_ANIMAL)) &&
243                             (r_ptr->flags3 & RF3_ANIMAL))
244                         {
245                                 if (m_ptr->ml)
246                                 {
247                                         r_ptr->r_flags3 |= RF3_ANIMAL;
248                                 }
249
250                                 if (mult < 25) mult = 25;
251                         }
252
253                         /* Execute Animal */
254                         if ((have_flag(flgs, TR_KILL_ANIMAL)) &&
255                             (r_ptr->flags3 & RF3_ANIMAL))
256                         {
257                                 if (m_ptr->ml)
258                                 {
259                                         r_ptr->r_flags3 |= RF3_ANIMAL;
260                                 }
261
262                                 if (mult < 40) mult = 40;
263                         }
264
265                         /* Slay Evil */
266                         if ((have_flag(flgs, TR_SLAY_EVIL)) &&
267                             (r_ptr->flags3 & RF3_EVIL))
268                         {
269                                 if (m_ptr->ml)
270                                 {
271                                         r_ptr->r_flags3 |= RF3_EVIL;
272                                 }
273
274                                 if (mult < 20) mult = 20;
275                         }
276
277                         /* Execute Evil */
278                         if ((have_flag(flgs, TR_KILL_EVIL)) &&
279                             (r_ptr->flags3 & RF3_EVIL))
280                         {
281                                 if (m_ptr->ml)
282                                 {
283                                         r_ptr->r_flags3 |= RF3_EVIL;
284                                 }
285
286                                 if (mult < 35) mult = 35;
287                         }
288
289                         /* Slay Human */
290                         if ((have_flag(flgs, TR_SLAY_HUMAN)) &&
291                             (r_ptr->flags2 & RF2_HUMAN))
292                         {
293                                 if (m_ptr->ml)
294                                 {
295                                         r_ptr->r_flags2 |= RF2_HUMAN;
296                                 }
297
298                                 if (mult < 25) mult = 25;
299                         }
300
301                         /* Execute Human */
302                         if ((have_flag(flgs, TR_KILL_HUMAN)) &&
303                             (r_ptr->flags2 & RF2_HUMAN))
304                         {
305                                 if (m_ptr->ml)
306                                 {
307                                         r_ptr->r_flags2 |= RF2_HUMAN;
308                                 }
309
310                                 if (mult < 40) mult = 40;
311                         }
312
313                         /* Slay Undead */
314                         if ((have_flag(flgs, TR_SLAY_UNDEAD)) &&
315                             (r_ptr->flags3 & RF3_UNDEAD))
316                         {
317                                 if (m_ptr->ml)
318                                 {
319                                         r_ptr->r_flags3 |= RF3_UNDEAD;
320                                 }
321
322                                 if (mult < 30) mult = 30;
323                         }
324
325                         /* Execute Undead */
326                         if ((have_flag(flgs, TR_KILL_UNDEAD)) &&
327                             (r_ptr->flags3 & RF3_UNDEAD))
328                         {
329                                 if (m_ptr->ml)
330                                 {
331                                         r_ptr->r_flags3 |= RF3_UNDEAD;
332                                 }
333
334                                 if (mult < 50) mult = 50;
335                         }
336
337                         /* Slay Demon */
338                         if ((have_flag(flgs, TR_SLAY_DEMON)) &&
339                             (r_ptr->flags3 & RF3_DEMON))
340                         {
341                                 if (m_ptr->ml)
342                                 {
343                                         r_ptr->r_flags3 |= RF3_DEMON;
344                                 }
345
346                                 if (mult < 30) mult = 30;
347                         }
348
349                         /* Execute Demon */
350                         if ((have_flag(flgs, TR_KILL_DEMON)) &&
351                             (r_ptr->flags3 & RF3_DEMON))
352                         {
353                                 if (m_ptr->ml)
354                                 {
355                                         r_ptr->r_flags3 |= RF3_DEMON;
356                                 }
357
358                                 if (mult < 50) mult = 50;
359                         }
360
361                         /* Slay Orc */
362                         if ((have_flag(flgs, TR_SLAY_ORC)) &&
363                             (r_ptr->flags3 & RF3_ORC))
364                         {
365                                 if (m_ptr->ml)
366                                 {
367                                         r_ptr->r_flags3 |= RF3_ORC;
368                                 }
369
370                                 if (mult < 30) mult = 30;
371                         }
372
373                         /* Execute Orc */
374                         if ((have_flag(flgs, TR_KILL_ORC)) &&
375                             (r_ptr->flags3 & RF3_ORC))
376                         {
377                                 if (m_ptr->ml)
378                                 {
379                                         r_ptr->r_flags3 |= RF3_ORC;
380                                 }
381
382                                 if (mult < 50) mult = 50;
383                         }
384
385                         /* Slay Troll */
386                         if ((have_flag(flgs, TR_SLAY_TROLL)) &&
387                             (r_ptr->flags3 & RF3_TROLL))
388                         {
389                                 if (m_ptr->ml)
390                                 {
391                                         r_ptr->r_flags3 |= RF3_TROLL;
392                                 }
393
394                                 if (mult < 30) mult = 30;
395                         }
396
397                         /* Execute Troll */
398                         if ((have_flag(flgs, TR_KILL_TROLL)) &&
399                             (r_ptr->flags3 & RF3_TROLL))
400                         {
401                                 if (m_ptr->ml)
402                                 {
403                                         r_ptr->r_flags3 |= RF3_TROLL;
404                                 }
405
406                                 if (mult < 50) mult = 50;
407                         }
408
409                         /* Slay Giant */
410                         if ((have_flag(flgs, TR_SLAY_GIANT)) &&
411                             (r_ptr->flags3 & RF3_GIANT))
412                         {
413                                 if (m_ptr->ml)
414                                 {
415                                         r_ptr->r_flags3 |= RF3_GIANT;
416                                 }
417
418                                 if (mult < 30) mult = 30;
419                                 if (o_ptr->name1 == ART_HRUNTING)
420                                         mult *= 3;
421                         }
422
423                         /* Execute Giant */
424                         if ((have_flag(flgs, TR_KILL_GIANT)) &&
425                             (r_ptr->flags3 & RF3_GIANT))
426                         {
427                                 if (m_ptr->ml)
428                                 {
429                                         r_ptr->r_flags3 |= RF3_GIANT;
430                                 }
431
432                                 if (mult < 50) mult = 50;
433                         }
434
435                         /* Slay Dragon  */
436                         if ((have_flag(flgs, TR_SLAY_DRAGON)) &&
437                             (r_ptr->flags3 & RF3_DRAGON))
438                         {
439                                 if (m_ptr->ml)
440                                 {
441                                         r_ptr->r_flags3 |= RF3_DRAGON;
442                                 }
443
444                                 if (mult < 30) mult = 30;
445                         }
446
447                         /* Execute Dragon */
448                         if ((have_flag(flgs, TR_KILL_DRAGON)) &&
449                             (r_ptr->flags3 & RF3_DRAGON))
450                         {
451                                 if (m_ptr->ml)
452                                 {
453                                         r_ptr->r_flags3 |= RF3_DRAGON;
454                                 }
455
456                                 if (mult < 50) mult = 50;
457
458                                 if ((o_ptr->name1 == ART_NOTHUNG) && (m_ptr->r_idx == MON_FAFNER))
459                                         mult *= 3;
460                         }
461
462                         /* Brand (Acid) */
463                         if ((have_flag(flgs, TR_BRAND_ACID)) || (p_ptr->special_attack & (ATTACK_ACID)))
464                         {
465                                 /* Notice immunity */
466                                 if (r_ptr->flags3 & RF3_IM_ACID)
467                                 {
468                                         if (m_ptr->ml)
469                                         {
470                                                 r_ptr->r_flags3 |= RF3_IM_ACID;
471                                         }
472                                 }
473
474                                 /* Otherwise, take the damage */
475                                 else
476                                 {
477                                         if (mult < 25) mult = 25;
478                                 }
479                         }
480
481                         /* Brand (Elec) */
482                         if ((have_flag(flgs, TR_BRAND_ELEC)) || (p_ptr->special_attack & (ATTACK_ELEC)) || (mode == HISSATSU_ELEC))
483                         {
484                                 /* Notice immunity */
485                                 if (r_ptr->flags3 & RF3_IM_ELEC)
486                                 {
487                                         if (m_ptr->ml)
488                                         {
489                                                 r_ptr->r_flags3 |= RF3_IM_ELEC;
490                                         }
491                                 }
492
493                                 /* Otherwise, take the damage */
494                                 else if (((have_flag(flgs, TR_BRAND_ELEC)) || (p_ptr->special_attack & (ATTACK_ELEC))) && (mode == HISSATSU_ELEC))
495                                 {
496                                         if (mult < 70) mult = 70;
497                                 }
498                                 else if (mode == HISSATSU_ELEC)
499                                 {
500                                         if (mult < 50) mult = 50;
501                                 }
502
503                                 else
504                                 {
505                                         if (mult < 25) mult = 25;
506                                 }
507                         }
508
509                         /* Brand (Fire) */
510                         if ((have_flag(flgs, TR_BRAND_FIRE)) || (p_ptr->special_attack & (ATTACK_FIRE)) || (mode == HISSATSU_FIRE))
511                         {
512                                 /* Notice immunity */
513                                 if (r_ptr->flags3 & RF3_IM_FIRE)
514                                 {
515                                         if (m_ptr->ml)
516                                         {
517                                                 r_ptr->r_flags3 |= RF3_IM_FIRE;
518                                         }
519                                 }
520
521                                 /* Otherwise, take the damage */
522                                 else if (((have_flag(flgs, TR_BRAND_FIRE)) || (p_ptr->special_attack & (ATTACK_FIRE))) && (mode == HISSATSU_FIRE))
523                                 {
524                                         if (r_ptr->flags3 & RF3_HURT_FIRE)
525                                         {
526                                                 if (mult < 70) mult = 70;
527                                                 if (m_ptr->ml)
528                                                 {
529                                                         r_ptr->r_flags3 |= RF3_HURT_FIRE;
530                                                 }
531                                         }
532                                         else if (mult < 35) mult = 35;
533                                 }
534                                 else
535                                 {
536                                         if (r_ptr->flags3 & RF3_HURT_FIRE)
537                                         {
538                                                 if (mult < 50) mult = 50;
539                                                 if (m_ptr->ml)
540                                                 {
541                                                         r_ptr->r_flags3 |= RF3_HURT_FIRE;
542                                                 }
543                                         }
544                                         else if (mult < 25) mult = 25;
545                                 }
546                         }
547
548                         /* Brand (Cold) */
549                         if ((have_flag(flgs, TR_BRAND_COLD)) || (p_ptr->special_attack & (ATTACK_COLD)) || (mode == HISSATSU_COLD))
550                         {
551                                 /* Notice immunity */
552                                 if (r_ptr->flags3 & RF3_IM_COLD)
553                                 {
554                                         if (m_ptr->ml)
555                                         {
556                                                 r_ptr->r_flags3 |= RF3_IM_COLD;
557                                         }
558                                 }
559                                 /* Otherwise, take the damage */
560                                 else if (((have_flag(flgs, TR_BRAND_COLD)) || (p_ptr->special_attack & (ATTACK_COLD))) && (mode == HISSATSU_COLD))
561                                 {
562                                         if (r_ptr->flags3 & RF3_HURT_COLD)
563                                         {
564                                                 if (mult < 70) mult = 70;
565                                                 if (m_ptr->ml)
566                                                 {
567                                                         r_ptr->r_flags3 |= RF3_HURT_COLD;
568                                                 }
569                                         }
570                                         else if (mult < 35) mult = 35;
571                                 }
572                                 else
573                                 {
574                                         if (r_ptr->flags3 & RF3_HURT_COLD)
575                                         {
576                                                 if (mult < 50) mult = 50;
577                                                 if (m_ptr->ml)
578                                                 {
579                                                         r_ptr->r_flags3 |= RF3_HURT_COLD;
580                                                 }
581                                         }
582                                         else if (mult < 25) mult = 25;
583                                 }
584                         }
585
586                         /* Brand (Poison) */
587                         if ((have_flag(flgs, TR_BRAND_POIS)) || (p_ptr->special_attack & (ATTACK_POIS)) || (mode == HISSATSU_POISON))
588                         {
589                                 /* Notice immunity */
590                                 if (r_ptr->flags3 & RF3_IM_POIS)
591                                 {
592                                         if (m_ptr->ml)
593                                         {
594                                                 r_ptr->r_flags3 |= RF3_IM_POIS;
595                                         }
596                                 }
597
598                                 /* Otherwise, take the damage */
599                                 else if (((have_flag(flgs, TR_BRAND_POIS)) || (p_ptr->special_attack & (ATTACK_POIS))) && (mode == HISSATSU_POISON))
600                                 {
601                                         if (mult < 35) mult = 35;
602                                 }
603                                 else
604                                 {
605                                         if (mult < 25) mult = 25;
606                                 }
607                         }
608                         if ((mode == HISSATSU_ZANMA) && (r_ptr->flags3 & (RF3_DEMON | RF3_UNDEAD | RF3_NONLIVING)) && (r_ptr->flags3 & RF3_EVIL))
609                         {
610                                 if (mult < 15) mult = 25;
611                                 else if (mult < 50) mult = MIN(50, mult+20);
612                         }
613                         if (mode == HISSATSU_UNDEAD)
614                         {
615                                 if (r_ptr->flags3 & RF3_UNDEAD)
616                                 {
617                                         if (m_ptr->ml)
618                                         {
619                                                 r_ptr->r_flags3 |= RF3_UNDEAD;
620                                         }
621                                         if (mult == 10) mult = 70;
622                                         else if (mult < 140) mult = MIN(140, mult+60);
623                                 }
624                                 if (mult == 10) mult = 40;
625                                 else if (mult < 60) mult = MIN(60, mult+30);
626                         }
627                         if ((mode == HISSATSU_SEKIRYUKA) && p_ptr->cut && !(r_ptr->flags3 & (RF3_DEMON | RF3_UNDEAD | RF3_NONLIVING)))
628                         {
629                                 int tmp = MIN(100, MAX(10, p_ptr->cut / 10));
630                                 if (mult < tmp) mult = tmp;
631                         }
632                         if ((mode == HISSATSU_HAGAN) && (r_ptr->flags3 & RF3_HURT_ROCK))
633                         {
634                                 if (m_ptr->ml)
635                                 {
636                                         r_ptr->r_flags3 |= RF3_HURT_ROCK;
637                                 }
638                                 if (mult == 10) mult = 40;
639                                 else if (mult < 60) mult = 60;
640                         }
641                         if ((p_ptr->pclass != CLASS_SAMURAI) && (have_flag(flgs, TR_FORCE_WEAPON)) && (p_ptr->csp > (o_ptr->dd * o_ptr->ds / 5)))
642                         {
643                                 p_ptr->csp -= (1+(o_ptr->dd * o_ptr->ds / 5));
644                                 p_ptr->redraw |= (PR_MANA);
645                                 mult = mult * 3 / 2 + 20;
646                         }
647                         break;
648                 }
649         }
650         if (mult > 150) mult = 150;
651
652         /* Return the total damage */
653         return (tdam * mult / 10);
654 }
655
656
657 /*
658  * Search for hidden things
659  */
660 void search(void)
661 {
662         int y, x, chance;
663
664         s16b this_o_idx, next_o_idx = 0;
665
666         cave_type *c_ptr;
667
668
669         /* Start with base search ability */
670         chance = p_ptr->skill_srh;
671
672         /* Penalize various conditions */
673         if (p_ptr->blind || no_lite()) chance = chance / 10;
674         if (p_ptr->confused || p_ptr->image) chance = chance / 10;
675
676         /* Search the nearby grids, which are always in bounds */
677         for (y = (py - 1); y <= (py + 1); y++)
678         {
679                 for (x = (px - 1); x <= (px + 1); x++)
680                 {
681                         /* Sometimes, notice things */
682                         if (randint0(100) < chance)
683                         {
684                                 /* Access the grid */
685                                 c_ptr = &cave[y][x];
686
687                                 /* Invisible trap */
688                                 if (c_ptr->mimic && is_trap(c_ptr->feat))
689                                 {
690                                         /* Pick a trap */
691                                         disclose_grid(y, x);
692
693                                         /* Message */
694 #ifdef JP
695                                         msg_print("¥È¥é¥Ã¥×¤òȯ¸«¤·¤¿¡£");
696 #else
697                                         msg_print("You have found a trap.");
698 #endif
699
700
701                                         /* Disturb */
702                                         disturb(0, 0);
703                                 }
704
705                                 /* Secret door */
706                                 if (is_hidden_door(c_ptr))
707                                 {
708                                         /* Message */
709 #ifdef JP
710                                         msg_print("±£¤·¥É¥¢¤òȯ¸«¤·¤¿¡£");
711 #else
712                                         msg_print("You have found a secret door.");
713 #endif
714
715                                         /* Disclose */
716                                         disclose_grid(y, x);
717
718                                         /* Disturb */
719                                         disturb(0, 0);
720                                 }
721
722                                 /* Scan all objects in the grid */
723                                 for (this_o_idx = c_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
724                                 {
725                                         object_type *o_ptr;
726
727                                         /* Acquire object */
728                                         o_ptr = &o_list[this_o_idx];
729
730                                         /* Acquire next object */
731                                         next_o_idx = o_ptr->next_o_idx;
732
733                                         /* Skip non-chests */
734                                         if (o_ptr->tval != TV_CHEST) continue;
735
736                                         /* Skip non-trapped chests */
737                                         if (!chest_traps[o_ptr->pval]) continue;
738
739                                         /* Identify once */
740                                         if (!object_known_p(o_ptr))
741                                         {
742                                                 /* Message */
743 #ifdef JP
744                                                 msg_print("È¢¤Ë»Å³Ý¤±¤é¤ì¤¿¥È¥é¥Ã¥×¤òȯ¸«¤·¤¿¡ª");
745 #else
746                                                 msg_print("You have discovered a trap on the chest!");
747 #endif
748
749
750                                                 /* Know the trap */
751                                                 object_known(o_ptr);
752
753                                                 /* Notice it */
754                                                 disturb(0, 0);
755                                         }
756                                 }
757                         }
758                 }
759         }
760 }
761
762
763 /*
764  * Helper routine for py_pickup() and py_pickup_floor().
765  *
766  * Add the given dungeon object to the character's inventory.
767  *
768  * Delete the object afterwards.
769  */
770 void py_pickup_aux(int o_idx)
771 {
772         int slot, i;
773
774 #ifdef JP
775 /*
776  * ¥¢¥¤¥Æ¥à¤ò½¦¤Ã¤¿ºÝ¤Ë¡Ö£²¤Ä¤Î¥±¡¼¥­¤ò»ý¤Ã¤Æ¤¤¤ë¡×
777  * "You have two cakes." ¤È¥¢¥¤¥Æ¥à¤ò½¦¤Ã¤¿¸å¤Î¹ç·×¤Î¤ß¤Îɽ¼¨¤¬¥ª¥ê¥¸¥Ê¥ë
778  * ¤À¤¬¡¢°ãÏ´¶¤¬
779  * ¤¢¤ë¤È¤¤¤¦»ØŦ¤ò¤¦¤±¤¿¤Î¤Ç¡¢¡Ö¡Á¤ò½¦¤Ã¤¿¡¢¡Á¤ò»ý¤Ã¤Æ¤¤¤ë¡×¤È¤¤¤¦É½¼¨
780  * ¤Ë¤«¤¨¤Æ¤¢¤ë¡£¤½¤Î¤¿¤á¤ÎÇÛÎó¡£
781  */
782         char o_name[MAX_NLEN];
783         char old_name[MAX_NLEN];
784         char kazu_str[80];
785         int hirottakazu;
786 #else
787         char o_name[MAX_NLEN];
788 #endif
789
790         object_type *o_ptr;
791
792         o_ptr = &o_list[o_idx];
793
794 #ifdef JP
795         /* Describe the object */
796         object_desc(old_name, o_ptr, TRUE, 0);
797         object_desc_kosuu(kazu_str, o_ptr);
798         hirottakazu = o_ptr->number;
799 #endif
800         /* Carry the object */
801         slot = inven_carry(o_ptr);
802
803         /* Get the object again */
804         o_ptr = &inventory[slot];
805
806         /* Delete the object */
807         delete_object_idx(o_idx);
808
809         if (p_ptr->pseikaku == SEIKAKU_MUNCHKIN) identify_item(o_ptr);
810
811         /* Describe the object */
812         object_desc(o_name, o_ptr, TRUE, 3);
813
814         /* Message */
815 #ifdef JP
816         if ((o_ptr->name1 == ART_CRIMSON) && (p_ptr->pseikaku == SEIKAKU_COMBAT))
817         {
818                 msg_format("¤³¤¦¤·¤Æ¡¢%s¤Ï¡Ø¥¯¥ê¥à¥¾¥ó¡Ù¤ò¼ê¤ËÆþ¤ì¤¿¡£", player_name);
819                 msg_print("¤·¤«¤·º£¡¢¡Øº®Æ٤Υµ¡¼¥Ú¥ó¥È¡Ù¤ÎÊü¤Ã¤¿¥â¥ó¥¹¥¿¡¼¤¬¡¢");
820                 msg_format("%s¤Ë½±¤¤¤«¤«¤ë¡¥¡¥¡¥", player_name);
821         }
822         else
823         {
824                 if (plain_pickup)
825                 {
826                         msg_format("%s(%c)¤ò»ý¤Ã¤Æ¤¤¤ë¡£",o_name, index_to_label(slot));
827                 }
828                 else
829                 {
830                         if (o_ptr->number > hirottakazu) {
831                             msg_format("%s½¦¤Ã¤Æ¡¢%s(%c)¤ò»ý¤Ã¤Æ¤¤¤ë¡£",
832                                kazu_str, o_name, index_to_label(slot));
833                         } else {
834                                 msg_format("%s(%c)¤ò½¦¤Ã¤¿¡£", o_name, index_to_label(slot));
835                         }
836                 }
837         }
838         strcpy(record_o_name, old_name);
839 #else
840         msg_format("You have %s (%c).", o_name, index_to_label(slot));
841         strcpy(record_o_name, o_name);
842 #endif
843         record_turn = turn;
844
845
846         /* Check if completed a quest */
847         for (i = 0; i < max_quests; i++)
848         {
849                 if ((quest[i].type == QUEST_TYPE_FIND_ARTIFACT) &&
850                     (quest[i].status == QUEST_STATUS_TAKEN) &&
851                            (quest[i].k_idx == o_ptr->name1))
852                 {
853                         if (record_fix_quest) do_cmd_write_nikki(NIKKI_FIX_QUEST_C, i, NULL);
854                         quest[i].status = QUEST_STATUS_COMPLETED;
855                         quest[i].complev = (byte)p_ptr->lev;
856 #ifdef JP
857                         msg_print("¥¯¥¨¥¹¥È¤òãÀ®¤·¤¿¡ª");
858 #else
859                         msg_print("You completed your quest!");
860 #endif
861
862                         msg_print(NULL);
863                 }
864         }
865 }
866
867
868 /*
869  * Player "wants" to pick up an object or gold.
870  * Note that we ONLY handle things that can be picked up.
871  * See "move_player()" for handling of other things.
872  */
873 void carry(int pickup)
874 {
875         cave_type *c_ptr = &cave[py][px];
876
877         s16b this_o_idx, next_o_idx = 0;
878
879         char    o_name[MAX_NLEN];
880
881         /* Recenter the map around the player */
882         verify_panel();
883
884         /* Update stuff */
885         p_ptr->update |= (PU_MONSTERS);
886
887         /* Redraw map */
888         p_ptr->redraw |= (PR_MAP);
889
890         /* Window stuff */
891         p_ptr->window |= (PW_OVERHEAD);
892
893         /* Handle stuff */
894         handle_stuff();
895
896         /* Automatically pickup/destroy/inscribe items */
897         auto_pickup_items(c_ptr);
898
899
900 #ifdef ALLOW_EASY_FLOOR
901
902         if (easy_floor)
903         {
904                 py_pickup_floor(pickup);
905                 return;
906         }
907
908 #endif /* ALLOW_EASY_FLOOR */
909
910         /* Scan the pile of objects */
911         for (this_o_idx = c_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
912         {
913                 object_type *o_ptr;
914
915                 /* Acquire object */
916                 o_ptr = &o_list[this_o_idx];
917
918 #ifdef ALLOW_EASY_SENSE /* TNB */
919
920                 /* Option: Make item sensing easy */
921                 if (easy_sense)
922                 {
923                         /* Sense the object */
924                         (void)sense_object(o_ptr);
925                 }
926
927 #endif /* ALLOW_EASY_SENSE -- TNB */
928
929                 /* Describe the object */
930                 object_desc(o_name, o_ptr, TRUE, 3);
931
932                 /* Acquire next object */
933                 next_o_idx = o_ptr->next_o_idx;
934
935                 /* Hack -- disturb */
936                 disturb(0, 0);
937
938                 /* Pick up gold */
939                 if (o_ptr->tval == TV_GOLD)
940                 {
941                         int value = (long)o_ptr->pval;
942
943                         /* Delete the gold */
944                         delete_object_idx(this_o_idx);
945
946                         /* Message */
947 #ifdef JP
948                 msg_format(" $%ld ¤Î²ÁÃͤ¬¤¢¤ë%s¤ò¸«¤Ä¤±¤¿¡£",
949                            (long)value, o_name);
950 #else
951                         msg_format("You collect %ld gold pieces worth of %s.",
952                                    (long)value, o_name);
953 #endif
954
955
956                         sound(SOUND_SELL);
957
958                         /* Collect the gold */
959                         p_ptr->au += value;
960
961                         /* Redraw gold */
962                         p_ptr->redraw |= (PR_GOLD);
963
964                         /* Window stuff */
965                         p_ptr->window |= (PW_PLAYER);
966                 }
967
968                 /* Pick up objects */
969                 else
970                 {
971                         /* Hack - some objects were handled in auto_pickup_items(). */
972                         if (o_ptr->marked & OM_NOMSG)
973                         {
974                                 /* Clear the flag. */
975                                 o_ptr->marked &= ~OM_NOMSG;
976                         }
977                         /* Describe the object */
978                         else if (!pickup)
979
980                         {
981 #ifdef JP
982                                 msg_format("%s¤¬¤¢¤ë¡£", o_name);
983 #else
984                                 msg_format("You see %s.", o_name);
985 #endif
986
987                         }
988
989                         /* Note that the pack is too full */
990                         else if (!inven_carry_okay(o_ptr))
991                         {
992 #ifdef JP
993                                 msg_format("¥¶¥Ã¥¯¤Ë¤Ï%s¤òÆþ¤ì¤ë·ä´Ö¤¬¤Ê¤¤¡£", o_name);
994 #else
995                                 msg_format("You have no room for %s.", o_name);
996 #endif
997
998                         }
999
1000                         /* Pick up the item (if requested and allowed) */
1001                         else
1002                         {
1003                                 int okay = TRUE;
1004
1005                                 /* Hack -- query every item */
1006                                 if (carry_query_flag)
1007                                 {
1008                                         char out_val[MAX_NLEN+20];
1009 #ifdef JP
1010                                         sprintf(out_val, "%s¤ò½¦¤¤¤Þ¤¹¤«? ", o_name);
1011 #else
1012                                         sprintf(out_val, "Pick up %s? ", o_name);
1013 #endif
1014
1015                                         okay = get_check(out_val);
1016                                 }
1017
1018                                 /* Attempt to pick up an object. */
1019                                 if (okay)
1020                                 {
1021                                         /* Pick up the object */
1022                                         py_pickup_aux(this_o_idx);
1023                                 }
1024                         }
1025                 }
1026         }
1027 }
1028
1029
1030 /*
1031  * Determine if a trap affects the player.
1032  * Always miss 5% of the time, Always hit 5% of the time.
1033  * Otherwise, match trap power against player armor.
1034  */
1035 static int check_hit(int power)
1036 {
1037         int k, ac;
1038
1039         /* Percentile dice */
1040         k = randint0(100);
1041
1042         /* Hack -- 5% hit, 5% miss */
1043         if (k < 10) return (k < 5);
1044
1045         if (p_ptr->pseikaku == SEIKAKU_NAMAKE)
1046                 if (one_in_(20)) return (TRUE);
1047
1048         /* Paranoia -- No power */
1049         if (power <= 0) return (FALSE);
1050
1051         /* Total armor */
1052         ac = p_ptr->ac + p_ptr->to_a;
1053
1054         /* Power competes against Armor */
1055         if (randint1(power) > ((ac * 3) / 4)) return (TRUE);
1056
1057         /* Assume miss */
1058         return (FALSE);
1059 }
1060
1061
1062
1063 /*
1064  * Handle player hitting a real trap
1065  */
1066 static void hit_trap(bool break_trap)
1067 {
1068         int i, num, dam;
1069         int x = px, y = py;
1070
1071         cave_type *c_ptr;
1072
1073 #ifdef JP
1074         cptr            name = "¥È¥é¥Ã¥×";
1075 #else
1076         cptr name = "a trap";
1077 #endif
1078
1079
1080
1081         /* Disturb the player */
1082         disturb(0, 0);
1083
1084         /* Get the cave grid */
1085         c_ptr = &cave[y][x];
1086
1087         /* Analyze XXX XXX XXX */
1088         switch (c_ptr->feat)
1089         {
1090                 case FEAT_TRAP_TRAPDOOR:
1091                 {
1092                         if (p_ptr->ffall)
1093                         {
1094 #ifdef JP
1095                                 msg_print("Í¸Í¤òÈô¤Ó±Û¤¨¤¿¡£");
1096 #else
1097                                 msg_print("You fly over a trap door.");
1098 #endif
1099
1100                         }
1101                         else
1102                         {
1103 #ifdef JP
1104                                 msg_print("Í¸Í¤ËÍî¤Á¤¿¡ª");
1105                                 if ((p_ptr->pseikaku == SEIKAKU_COMBAT) || (inventory[INVEN_BOW].name1 == ART_CRIMSON))
1106                                         msg_print("¤¯¤Ã¤½¡Á¡ª");
1107 #else
1108                                 msg_print("You have fallen through a trap door!");
1109 #endif
1110
1111                                 sound(SOUND_FALL);
1112                                 dam = damroll(2, 8);
1113 #ifdef JP
1114                                 name = "Í¸Í";
1115 #else
1116                                 name = "a trap door";
1117 #endif
1118
1119                                 take_hit(DAMAGE_NOESCAPE, dam, name, -1);
1120
1121                                 /* Still alive and autosave enabled */
1122                                 if (autosave_l && (p_ptr->chp >= 0))
1123                                         do_cmd_save_game(TRUE);
1124
1125 #ifdef JP
1126                                 do_cmd_write_nikki(NIKKI_BUNSHOU, 0, "Í¸Í¤ËÍî¤Á¤¿");
1127 #else
1128                                 do_cmd_write_nikki(NIKKI_BUNSHOU, 0, "You have fallen through a trap door!");
1129 #endif
1130                                 prepare_change_floor_mode(CFM_DOWN | CFM_RAND_PLACE | CFM_RAND_CONNECT);
1131
1132                                 /* Leaving */
1133                                 p_ptr->leaving = TRUE;
1134                         }
1135                         break;
1136                 }
1137
1138                 case FEAT_TRAP_PIT:
1139                 {
1140                         if (p_ptr->ffall)
1141                         {
1142 #ifdef JP
1143                                 msg_print("Í·ê¤òÈô¤Ó±Û¤¨¤¿¡£");
1144 #else
1145                                 msg_print("You fly over a pit trap.");
1146 #endif
1147
1148                         }
1149                         else
1150                         {
1151 #ifdef JP
1152                                 msg_print("Í·ê¤ËÍî¤Á¤Æ¤·¤Þ¤Ã¤¿¡ª");
1153 #else
1154                                 msg_print("You have fallen into a pit!");
1155 #endif
1156
1157                                 dam = damroll(2, 6);
1158 #ifdef JP
1159                                 name = "Í·ê";
1160 #else
1161                                 name = "a pit trap";
1162 #endif
1163
1164                                 take_hit(DAMAGE_NOESCAPE, dam, name, -1);
1165                         }
1166                         break;
1167                 }
1168
1169                 case FEAT_TRAP_SPIKED_PIT:
1170                 {
1171                         if (p_ptr->ffall)
1172                         {
1173 #ifdef JP
1174                                 msg_print("¥È¥²¤Î¤¢¤ëÍ·ê¤òÈô¤Ó±Û¤¨¤¿¡£");
1175 #else
1176                                 msg_print("You fly over a spiked pit.");
1177 #endif
1178
1179                         }
1180                         else
1181                         {
1182 #ifdef JP
1183                         msg_print("¥¹¥Ñ¥¤¥¯¤¬Éߤ«¤ì¤¿Í·ê¤ËÍî¤Á¤Æ¤·¤Þ¤Ã¤¿¡ª");
1184 #else
1185                                 msg_print("You fall into a spiked pit!");
1186 #endif
1187
1188
1189                                 /* Base damage */
1190 #ifdef JP
1191                                 name = "Í·ê";
1192 #else
1193                                 name = "a pit trap";
1194 #endif
1195
1196                                 dam = damroll(2, 6);
1197
1198                                 /* Extra spike damage */
1199                                 if (randint0(100) < 50)
1200                                 {
1201 #ifdef JP
1202                                         msg_print("¥¹¥Ñ¥¤¥¯¤¬»É¤µ¤Ã¤¿¡ª");
1203 #else
1204                                         msg_print("You are impaled!");
1205 #endif
1206
1207
1208 #ifdef JP
1209                                         name = "¥È¥²¤Î¤¢¤ëÍ·ê";
1210 #else
1211                                         name = "a spiked pit";
1212 #endif
1213
1214                                         dam = dam * 2;
1215                                         (void)set_cut(p_ptr->cut + randint1(dam));
1216                                 }
1217
1218                                 /* Take the damage */
1219                                 take_hit(DAMAGE_NOESCAPE, dam, name, -1);
1220                         }
1221                         break;
1222                 }
1223
1224                 case FEAT_TRAP_POISON_PIT:
1225                 {
1226                         if (p_ptr->ffall)
1227                         {
1228 #ifdef JP
1229                                 msg_print("¥È¥²¤Î¤¢¤ëÍ·ê¤òÈô¤Ó±Û¤¨¤¿¡£");
1230 #else
1231                                 msg_print("You fly over a spiked pit.");
1232 #endif
1233
1234                         }
1235                         else
1236                         {
1237 #ifdef JP
1238                         msg_print("¥¹¥Ñ¥¤¥¯¤¬Éߤ«¤ì¤¿Í·ê¤ËÍî¤Á¤Æ¤·¤Þ¤Ã¤¿¡ª");
1239 #else
1240                                 msg_print("You fall into a spiked pit!");
1241 #endif
1242
1243
1244                                 /* Base damage */
1245                                 dam = damroll(2, 6);
1246
1247 #ifdef JP
1248                                 name = "Í·ê";
1249 #else
1250                                 name = "a pit trap";
1251 #endif
1252
1253
1254                                 /* Extra spike damage */
1255                                 if (randint0(100) < 50)
1256                                 {
1257 #ifdef JP
1258                                         msg_print("ÆǤòÅɤé¤ì¤¿¥¹¥Ñ¥¤¥¯¤¬»É¤µ¤Ã¤¿¡ª");
1259 #else
1260                                         msg_print("You are impaled on poisonous spikes!");
1261 #endif
1262
1263
1264 #ifdef JP
1265                                         name = "¥È¥²¤Î¤¢¤ëÍ·ê";
1266 #else
1267                                         name = "a spiked pit";
1268 #endif
1269
1270
1271                                         dam = dam * 2;
1272                                         (void)set_cut(p_ptr->cut + randint1(dam));
1273
1274                                         if (p_ptr->resist_pois || p_ptr->oppose_pois)
1275                                         {
1276 #ifdef JP
1277                                                 msg_print("¤·¤«¤·ÆǤαƶÁ¤Ï¤Ê¤«¤Ã¤¿¡ª");
1278 #else
1279                                                 msg_print("The poison does not affect you!");
1280 #endif
1281
1282                                         }
1283
1284                                         else
1285                                         {
1286                                                 dam = dam * 2;
1287                                                 (void)set_poisoned(p_ptr->poisoned + randint1(dam));
1288                                         }
1289                                 }
1290
1291                                 /* Take the damage */
1292                                 take_hit(DAMAGE_NOESCAPE, dam, name, -1);
1293                         }
1294
1295                         break;
1296                 }
1297
1298                 case FEAT_TRAP_TY_CURSE:
1299                 {
1300 #ifdef JP
1301                         msg_print("²¿¤«¤¬¥Ô¥«¥Ã¤È¸÷¤Ã¤¿¡ª");
1302 #else
1303                         msg_print("There is a flash of shimmering light!");
1304 #endif
1305
1306                         c_ptr->info &= ~(CAVE_MARK);
1307                         cave_set_feat(y, x, floor_type[randint0(100)]);
1308                         num = 2 + randint1(3);
1309                         for (i = 0; i < num; i++)
1310                         {
1311                                 (void)summon_specific(0, y, x, dun_level, 0, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE | PM_NO_PET));
1312                         }
1313
1314                         if (dun_level > randint1(100)) /* No nasty effect for low levels */
1315                         {
1316                                 bool stop_ty = FALSE;
1317                                 int count = 0;
1318
1319                                 do
1320                                 {
1321                                         stop_ty = activate_ty_curse(stop_ty, &count);
1322                                 }
1323                                 while (one_in_(6));
1324                         }
1325                         break;
1326                 }
1327
1328                 case FEAT_TRAP_TELEPORT:
1329                 {
1330 #ifdef JP
1331                         msg_print("¥Æ¥ì¥Ý¡¼¥È¡¦¥È¥é¥Ã¥×¤Ë¤Ò¤Ã¤«¤«¤Ã¤¿¡ª");
1332 #else
1333                         msg_print("You hit a teleport trap!");
1334 #endif
1335
1336                         teleport_player(100);
1337                         break;
1338                 }
1339
1340                 case FEAT_TRAP_FIRE:
1341                 {
1342 #ifdef JP
1343                         msg_print("±ê¤ËÊñ¤Þ¤ì¤¿¡ª");
1344 #else
1345                         msg_print("You are enveloped in flames!");
1346 #endif
1347
1348                         dam = damroll(4, 6);
1349 #ifdef JP
1350                         (void)fire_dam(dam, "±ê¤Î¥È¥é¥Ã¥×", -1);
1351 #else
1352                         (void)fire_dam(dam, "a fire trap", -1);
1353 #endif
1354
1355                         break;
1356                 }
1357
1358                 case FEAT_TRAP_ACID:
1359                 {
1360 #ifdef JP
1361                         msg_print("»À¤¬¿á¤­¤«¤±¤é¤ì¤¿¡ª");
1362 #else
1363                         msg_print("You are splashed with acid!");
1364 #endif
1365
1366                         dam = damroll(4, 6);
1367 #ifdef JP
1368                         (void)acid_dam(dam, "»À¤Î¥È¥é¥Ã¥×", -1);
1369 #else
1370                         (void)acid_dam(dam, "an acid trap", -1);
1371 #endif
1372
1373                         break;
1374                 }
1375
1376                 case FEAT_TRAP_SLOW:
1377                 {
1378                         if (check_hit(125))
1379                         {
1380 #ifdef JP
1381                                 msg_print("¾®¤µ¤Ê¥À¡¼¥Ä¤¬Èô¤ó¤Ç¤­¤Æ»É¤µ¤Ã¤¿¡ª");
1382 #else
1383                                 msg_print("A small dart hits you!");
1384 #endif
1385
1386                                 dam = damroll(1, 4);
1387                                 take_hit(DAMAGE_ATTACK, dam, name, -1);
1388                                 (void)set_slow(p_ptr->slow + randint0(20) + 20, FALSE);
1389                         }
1390                         else
1391                         {
1392 #ifdef JP
1393                                 msg_print("¾®¤µ¤Ê¥À¡¼¥Ä¤¬Èô¤ó¤Ç¤­¤¿¡ª¤¬¡¢±¿Îɤ¯Åö¤¿¤é¤Ê¤«¤Ã¤¿¡£");
1394 #else
1395                                 msg_print("A small dart barely misses you.");
1396 #endif
1397
1398                         }
1399                         break;
1400                 }
1401
1402                 case FEAT_TRAP_LOSE_STR:
1403                 {
1404                         if (check_hit(125))
1405                         {
1406 #ifdef JP
1407                                 msg_print("¾®¤µ¤Ê¥À¡¼¥Ä¤¬Èô¤ó¤Ç¤­¤Æ»É¤µ¤Ã¤¿¡ª");
1408 #else
1409                                 msg_print("A small dart hits you!");
1410 #endif
1411
1412                                 dam = damroll(1, 4);
1413 #ifdef JP
1414                                 take_hit(DAMAGE_ATTACK, dam, "¥À¡¼¥Ä¤Îæ«", -1);
1415 #else
1416                                 take_hit(DAMAGE_ATTACK, dam, "a dart trap", -1);
1417 #endif
1418
1419                                 (void)do_dec_stat(A_STR);
1420                         }
1421                         else
1422                         {
1423 #ifdef JP
1424                                 msg_print("¾®¤µ¤Ê¥À¡¼¥Ä¤¬Èô¤ó¤Ç¤­¤¿¡ª¤¬¡¢±¿Îɤ¯Åö¤¿¤é¤Ê¤«¤Ã¤¿¡£");
1425 #else
1426                                 msg_print("A small dart barely misses you.");
1427 #endif
1428
1429                         }
1430                         break;
1431                 }
1432
1433                 case FEAT_TRAP_LOSE_DEX:
1434                 {
1435                         if (check_hit(125))
1436                         {
1437 #ifdef JP
1438                                 msg_print("¾®¤µ¤Ê¥À¡¼¥Ä¤¬Èô¤ó¤Ç¤­¤Æ»É¤µ¤Ã¤¿¡ª");
1439 #else
1440                                 msg_print("A small dart hits you!");
1441 #endif
1442
1443                                 dam = damroll(1, 4);
1444 #ifdef JP
1445                                 take_hit(DAMAGE_ATTACK, dam, "¥À¡¼¥Ä¤Îæ«", -1);
1446 #else
1447                                 take_hit(DAMAGE_ATTACK, dam, "a dart trap", -1);
1448 #endif
1449
1450                                 (void)do_dec_stat(A_DEX);
1451                         }
1452                         else
1453                         {
1454 #ifdef JP
1455                                 msg_print("¾®¤µ¤Ê¥À¡¼¥Ä¤¬Èô¤ó¤Ç¤­¤¿¡ª¤¬¡¢±¿Îɤ¯Åö¤¿¤é¤Ê¤«¤Ã¤¿¡£");
1456 #else
1457                                 msg_print("A small dart barely misses you.");
1458 #endif
1459
1460                         }
1461                         break;
1462                 }
1463
1464                 case FEAT_TRAP_LOSE_CON:
1465                 {
1466                         if (check_hit(125))
1467                         {
1468 #ifdef JP
1469                                 msg_print("¾®¤µ¤Ê¥À¡¼¥Ä¤¬Èô¤ó¤Ç¤­¤Æ»É¤µ¤Ã¤¿¡ª");
1470 #else
1471                                 msg_print("A small dart hits you!");
1472 #endif
1473
1474                                 dam = damroll(1, 4);
1475 #ifdef JP
1476                                 take_hit(DAMAGE_ATTACK, dam, "¥À¡¼¥Ä¤Îæ«", -1);
1477 #else
1478                                 take_hit(DAMAGE_ATTACK, dam, "a dart trap", -1);
1479 #endif
1480
1481                                 (void)do_dec_stat(A_CON);
1482                         }
1483                         else
1484                         {
1485 #ifdef JP
1486                                 msg_print("¾®¤µ¤Ê¥À¡¼¥Ä¤¬Èô¤ó¤Ç¤­¤¿¡ª¤¬¡¢±¿Îɤ¯Åö¤¿¤é¤Ê¤«¤Ã¤¿¡£");
1487 #else
1488                                 msg_print("A small dart barely misses you.");
1489 #endif
1490
1491                         }
1492                         break;
1493                 }
1494
1495                 case FEAT_TRAP_BLIND:
1496                 {
1497 #ifdef JP
1498                         msg_print("¹õ¤¤¥¬¥¹¤ËÊñ¤ß¹þ¤Þ¤ì¤¿¡ª");
1499 #else
1500                         msg_print("A black gas surrounds you!");
1501 #endif
1502
1503                         if (!p_ptr->resist_blind)
1504                         {
1505                                 (void)set_blind(p_ptr->blind + randint0(50) + 25);
1506                         }
1507                         break;
1508                 }
1509
1510                 case FEAT_TRAP_CONFUSE:
1511                 {
1512 #ifdef JP
1513                         msg_print("¤­¤é¤á¤¯¥¬¥¹¤ËÊñ¤ß¹þ¤Þ¤ì¤¿¡ª");
1514 #else
1515                         msg_print("A gas of scintillating colors surrounds you!");
1516 #endif
1517
1518                         if (!p_ptr->resist_conf)
1519                         {
1520                                 (void)set_confused(p_ptr->confused + randint0(20) + 10);
1521                         }
1522                         break;
1523                 }
1524
1525                 case FEAT_TRAP_POISON:
1526                 {
1527 #ifdef JP
1528                         msg_print("»É·ãŪ¤ÊÎп§¤Î¥¬¥¹¤ËÊñ¤ß¹þ¤Þ¤ì¤¿¡ª");
1529 #else
1530                         msg_print("A pungent green gas surrounds you!");
1531 #endif
1532
1533                         if (!p_ptr->resist_pois && !p_ptr->oppose_pois)
1534                         {
1535                                 (void)set_poisoned(p_ptr->poisoned + randint0(20) + 10);
1536                         }
1537                         break;
1538                 }
1539
1540                 case FEAT_TRAP_SLEEP:
1541                 {
1542 #ifdef JP
1543                         msg_print("´ñ̯¤ÊÇò¤¤Ì¸¤ËÊñ¤Þ¤ì¤¿¡ª");
1544 #else
1545                         msg_print("A strange white mist surrounds you!");
1546 #endif
1547
1548                         if (!p_ptr->free_act)
1549                         {
1550 #ifdef JP
1551 msg_print("¤¢¤Ê¤¿¤Ï̲¤ê¤Ë½¢¤¤¤¿¡£");
1552 #else
1553                                 msg_print("You fall asleep.");
1554 #endif
1555
1556
1557                                 if (ironman_nightmare)
1558                                 {
1559 #ifdef JP
1560 msg_print("¿È¤ÎÌÓ¤â¤è¤À¤Ä¸÷·Ê¤¬Æ¬¤ËÉ⤫¤ó¤À¡£");
1561 #else
1562                                         msg_print("A horrible vision enters your mind.");
1563 #endif
1564
1565
1566                                         /* Pick a nightmare */
1567                                         get_mon_num_prep(get_nightmare, NULL);
1568
1569                                         /* Have some nightmares */
1570                                         have_nightmare(get_mon_num(MAX_DEPTH));
1571
1572                                         /* Remove the monster restriction */
1573                                         get_mon_num_prep(NULL, NULL);
1574                                 }
1575                                 (void)set_paralyzed(p_ptr->paralyzed + randint0(10) + 5);
1576                         }
1577                         break;
1578                 }
1579
1580                 case FEAT_TRAP_TRAPS:
1581                 {
1582 #ifdef JP
1583 msg_print("¤Þ¤Ð¤æ¤¤Á®¸÷¤¬Áö¤Ã¤¿¡ª");
1584 #else
1585                         msg_print("There is a bright flash of light!");
1586 #endif
1587
1588
1589                         /* Destroy this trap */
1590                         cave_set_feat(y, x, floor_type[randint0(100)]);
1591
1592                         /* Make some new traps */
1593                         project(0, 1, y, x, 0, GF_MAKE_TRAP, PROJECT_HIDE | PROJECT_JUMP | PROJECT_GRID, -1);
1594
1595                         break;
1596                 }
1597
1598                 case FEAT_TRAP_ALARM:
1599                 {
1600 #ifdef JP
1601                         msg_print("¤±¤¿¤¿¤Þ¤·¤¤²»¤¬ÌĤê¶Á¤¤¤¿¡ª");
1602 #else
1603                         msg_print("An alarm sounds!");
1604 #endif
1605
1606                         aggravate_monsters(0);
1607
1608                         break;
1609                 }
1610
1611                 case FEAT_TRAP_OPEN:
1612                 {
1613 #ifdef JP
1614                         msg_print("Âç²»¶Á¤È¶¦¤Ë¤Þ¤ï¤ê¤ÎÊɤ¬Êø¤ì¤¿¡ª");
1615 #else
1616                         msg_print("Suddenly, surrounding walls are opened!");
1617 #endif
1618                         (void)project(0, 3, y, x, 0, GF_DISINTEGRATE, PROJECT_GRID | PROJECT_HIDE, -1);
1619                         (void)project(0, 3, y, x - 4, 0, GF_DISINTEGRATE, PROJECT_GRID | PROJECT_HIDE, -1);
1620                         (void)project(0, 3, y, x + 4, 0, GF_DISINTEGRATE, PROJECT_GRID | PROJECT_HIDE, -1);
1621                         aggravate_monsters(0);
1622
1623                         break;
1624                 }
1625
1626                 case FEAT_TRAP_ARMAGEDDON:
1627                 {
1628                         static int levs[10] = {0, 0, 20, 10, 5, 3, 2, 1, 1, 1};
1629
1630                         int lev;
1631 #ifdef JP
1632                         msg_print("ÆÍÁ³Å·³¦¤ÎÀïÁè¤Ë´¬¤­¹þ¤Þ¤ì¤¿¡ª");
1633 #else
1634                         msg_print("Suddenly, you are surrounded by immotal beings!");
1635 #endif
1636
1637                         /* Destroy this trap */
1638                         cave_set_feat(y, x, floor_type[randint0(100)]);
1639
1640                         /* Summon Demons and Angels */
1641                         for (lev = dun_level; lev >= 20; lev -= 1 + lev/16)
1642                         {
1643                                 num = levs[MIN(lev/10, 9)];
1644                                 for (i = 0; i < num; i++)
1645                                 {
1646                                         int x1 = rand_spread(x, 7);
1647                                         int y1 = rand_spread(y, 5);
1648
1649                                         /* Skip illegal grids */
1650                                         if (!in_bounds(y1, x1)) continue;
1651
1652                                         /* Require line of sight */
1653                                         if (!player_has_los_bold(y1, x1)) continue;
1654
1655                                         (void)summon_specific(0, y1, x1, lev, SUMMON_DEMON, (PM_NO_PET));
1656                                         (void)summon_specific(0, y1, x1, lev, SUMMON_ANGEL, (PM_NO_PET));
1657                                 }
1658                         }
1659                         break;
1660                 }
1661
1662                 case FEAT_TRAP_PIRANHA:
1663                 {
1664 #ifdef JP
1665                         msg_print("ÆÍÁ³Êɤ«¤é¿å¤¬°î¤ì½Ð¤·¤¿¡ª¥Ô¥é¥Ë¥¢¤¬¤¤¤ë¡ª");
1666 #else
1667                         msg_print("Suddenly, the room is filled with water with piranhas!");
1668 #endif
1669
1670                         /* Destroy this trap */
1671                         cave_set_feat(y, x, floor_type[randint0(100)]);
1672
1673                         /* Water fills room */
1674                         fire_ball_hide(GF_WATER_FLOW, 0, 1, 10);
1675
1676                         /* Summon Piranhas */
1677                         num = 1 + dun_level/20;
1678                         for (i = 0; i < num; i++)
1679                         {
1680                                 (void)summon_specific(0, y, x, dun_level, SUMMON_PIRANHAS, (PM_ALLOW_GROUP | PM_NO_PET));
1681                         }
1682                         break;
1683                 }
1684         }
1685         if (break_trap && is_trap(c_ptr->feat))
1686         {
1687                 cave_set_feat(y, x, floor_type[randint0(100)]);
1688 #ifdef JP
1689                 msg_print("¥È¥é¥Ã¥×¤òÊ´ºÕ¤·¤¿¡£");
1690 #else
1691                 msg_print("You destroyed the trap.");
1692 #endif
1693         }
1694 }
1695
1696
1697 static void touch_zap_player(monster_type *m_ptr)
1698 {
1699         int aura_damage = 0;
1700         monster_race *r_ptr = &r_info[m_ptr->r_idx];
1701
1702         if (r_ptr->flags2 & RF2_AURA_FIRE)
1703         {
1704                 if (!p_ptr->immune_fire)
1705                 {
1706                         char aura_dam[80];
1707
1708                         aura_damage = damroll(1 + (r_ptr->level / 26), 1 + (r_ptr->level / 17));
1709
1710                         /* Hack -- Get the "died from" name */
1711                         monster_desc(aura_dam, m_ptr, 0x288);
1712
1713 #ifdef JP
1714                         msg_print("ÆÍÁ³¤È¤Æ¤âÇ®¤¯¤Ê¤Ã¤¿¡ª");
1715 #else
1716                         msg_print("You are suddenly very hot!");
1717 #endif
1718
1719
1720                         if (p_ptr->oppose_fire) aura_damage = (aura_damage + 2) / 3;
1721                         if (p_ptr->resist_fire) aura_damage = (aura_damage + 2) / 3;
1722
1723                         take_hit(DAMAGE_NOESCAPE, aura_damage, aura_dam, -1);
1724                         r_ptr->r_flags2 |= RF2_AURA_FIRE;
1725                         handle_stuff();
1726                 }
1727         }
1728
1729         if (r_ptr->flags3 & RF3_AURA_COLD)
1730         {
1731                 if (!p_ptr->immune_cold)
1732                 {
1733                         char aura_dam[80];
1734
1735                         aura_damage = damroll(1 + (r_ptr->level / 26), 1 + (r_ptr->level / 17));
1736
1737                         /* Hack -- Get the "died from" name */
1738                         monster_desc(aura_dam, m_ptr, 0x288);
1739
1740 #ifdef JP
1741                         msg_print("ÆÍÁ³¤È¤Æ¤â´¨¤¯¤Ê¤Ã¤¿¡ª");
1742 #else
1743                         msg_print("You are suddenly very cold!");
1744 #endif
1745
1746
1747                         if (p_ptr->oppose_cold) aura_damage = (aura_damage + 2) / 3;
1748                         if (p_ptr->resist_cold) aura_damage = (aura_damage + 2) / 3;
1749
1750                         take_hit(DAMAGE_NOESCAPE, aura_damage, aura_dam, -1);
1751                         r_ptr->r_flags3 |= RF3_AURA_COLD;
1752                         handle_stuff();
1753                 }
1754         }
1755
1756         if (r_ptr->flags2 & RF2_AURA_ELEC)
1757         {
1758                 if (!p_ptr->immune_elec)
1759                 {
1760                         char aura_dam[80];
1761
1762                         aura_damage = damroll(1 + (r_ptr->level / 26), 1 + (r_ptr->level / 17));
1763
1764                         /* Hack -- Get the "died from" name */
1765                         monster_desc(aura_dam, m_ptr, 0x288);
1766
1767                         if (p_ptr->oppose_elec) aura_damage = (aura_damage + 2) / 3;
1768                         if (p_ptr->resist_elec) aura_damage = (aura_damage + 2) / 3;
1769
1770 #ifdef JP
1771                         msg_print("ÅÅ·â¤ò¤¯¤é¤Ã¤¿¡ª");
1772 #else
1773                         msg_print("You get zapped!");
1774 #endif
1775
1776                         take_hit(DAMAGE_NOESCAPE, aura_damage, aura_dam, -1);
1777                         r_ptr->r_flags2 |= RF2_AURA_ELEC;
1778                         handle_stuff();
1779                 }
1780         }
1781 }
1782
1783
1784 static void natural_attack(s16b m_idx, int attack, bool *fear, bool *mdeath)
1785 {
1786         int             k, bonus, chance;
1787         int             n_weight = 0;
1788         monster_type    *m_ptr = &m_list[m_idx];
1789         monster_race    *r_ptr = &r_info[m_ptr->r_idx];
1790         char            m_name[80];
1791
1792         int             dss, ddd;
1793
1794         cptr            atk_desc;
1795
1796         switch (attack)
1797         {
1798                 case MUT2_SCOR_TAIL:
1799                         dss = 3;
1800                         ddd = 7;
1801                         n_weight = 5;
1802 #ifdef JP
1803                         atk_desc = "¿¬Èø";
1804 #else
1805                         atk_desc = "tail";
1806 #endif
1807
1808                         break;
1809                 case MUT2_HORNS:
1810                         dss = 2;
1811                         ddd = 6;
1812                         n_weight = 15;
1813 #ifdef JP
1814                         atk_desc = "³Ñ";
1815 #else
1816                         atk_desc = "horns";
1817 #endif
1818
1819                         break;
1820                 case MUT2_BEAK:
1821                         dss = 2;
1822                         ddd = 4;
1823                         n_weight = 5;
1824 #ifdef JP
1825                         atk_desc = "¥¯¥Á¥Ð¥·";
1826 #else
1827                         atk_desc = "beak";
1828 #endif
1829
1830                         break;
1831                 case MUT2_TRUNK:
1832                         dss = 1;
1833                         ddd = 4;
1834                         n_weight = 35;
1835 #ifdef JP
1836                         atk_desc = "¾Ý¤ÎÉ¡";
1837 #else
1838                         atk_desc = "trunk";
1839 #endif
1840
1841                         break;
1842                 case MUT2_TENTACLES:
1843                         dss = 2;
1844                         ddd = 5;
1845                         n_weight = 5;
1846 #ifdef JP
1847                         atk_desc = "¿¨¼ê";
1848 #else
1849                         atk_desc = "tentacles";
1850 #endif
1851
1852                         break;
1853                 default:
1854                         dss = ddd = n_weight = 1;
1855 #ifdef JP
1856                         atk_desc = "̤ÄêµÁ¤ÎÉô°Ì";
1857 #else
1858                         atk_desc = "undefined body part";
1859 #endif
1860
1861         }
1862
1863         /* Extract monster name (or "it") */
1864         monster_desc(m_name, m_ptr, 0);
1865
1866
1867         /* Calculate the "attack quality" */
1868         bonus = p_ptr->to_h_m;
1869         bonus += (p_ptr->lev * 6 / 5);
1870         chance = (p_ptr->skill_thn + (bonus * BTH_PLUS_ADJ));
1871
1872         /* Test for hit */
1873         if ((!(r_ptr->flags2 & RF2_QUANTUM) || !randint0(2)) && test_hit_norm(chance, r_ptr->ac, m_ptr->ml))
1874         {
1875                 /* Sound */
1876                 sound(SOUND_HIT);
1877
1878 #ifdef JP
1879                 msg_format("%s¤ò%s¤Ç¹¶·â¤·¤¿¡£", m_name, atk_desc);
1880 #else
1881                 msg_format("You hit %s with your %s.", m_name, atk_desc);
1882 #endif
1883
1884
1885                 k = damroll(ddd, dss);
1886                 k = critical_norm(n_weight, bonus, k, (s16b)bonus, 0);
1887
1888                 /* Apply the player damage bonuses */
1889                 k += p_ptr->to_d_m;
1890
1891                 /* No negative damage */
1892                 if (k < 0) k = 0;
1893
1894                 /* Modify the damage */
1895                 k = mon_damage_mod(m_ptr, k, FALSE);
1896
1897                 /* Complex message */
1898                 if (p_ptr->wizard)
1899                 {
1900 #ifdef JP
1901                                 msg_format("%d/%d ¤Î¥À¥á¡¼¥¸¤òÍ¿¤¨¤¿¡£", k, m_ptr->hp);
1902 #else
1903                         msg_format("You do %d (out of %d) damage.", k, m_ptr->hp);
1904 #endif
1905
1906                 }
1907
1908                 /* Anger the monster */
1909                 if (k > 0) anger_monster(m_ptr);
1910
1911                 /* Damage, check for fear and mdeath */
1912                 switch (attack)
1913                 {
1914                         case MUT2_SCOR_TAIL:
1915                                 project(0, 0, m_ptr->fy, m_ptr->fx, k, GF_POIS, PROJECT_KILL, -1);
1916                                 *mdeath = (m_ptr->r_idx == 0);
1917                                 break;
1918                         case MUT2_HORNS:
1919                                 *mdeath = mon_take_hit(m_idx, k, fear, NULL);
1920                                 break;
1921                         case MUT2_BEAK:
1922                                 *mdeath = mon_take_hit(m_idx, k, fear, NULL);
1923                                 break;
1924                         case MUT2_TRUNK:
1925                                 *mdeath = mon_take_hit(m_idx, k, fear, NULL);
1926                                 break;
1927                         case MUT2_TENTACLES:
1928                                 *mdeath = mon_take_hit(m_idx, k, fear, NULL);
1929                                 break;
1930                         default:
1931                                 *mdeath = mon_take_hit(m_idx, k, fear, NULL);
1932                 }
1933
1934                 touch_zap_player(m_ptr);
1935         }
1936         /* Player misses */
1937         else
1938         {
1939                 /* Sound */
1940                 sound(SOUND_MISS);
1941
1942                 /* Message */
1943 #ifdef JP
1944                         msg_format("¥ß¥¹¡ª %s¤Ë¤«¤ï¤µ¤ì¤¿¡£", m_name);
1945 #else
1946                 msg_format("You miss %s.", m_name);
1947 #endif
1948
1949         }
1950 }
1951
1952
1953
1954 /*
1955  * Player attacks a (poor, defenseless) creature        -RAK-
1956  *
1957  * If no "weapon" is available, then "punch" the monster one time.
1958  */
1959 static void py_attack_aux(int y, int x, bool *fear, bool *mdeath, s16b hand, int mode)
1960 {
1961         int             num = 0, k, bonus, chance, vir;
1962
1963         cave_type       *c_ptr = &cave[y][x];
1964
1965         monster_type    *m_ptr = &m_list[c_ptr->m_idx];
1966         monster_race    *r_ptr = &r_info[m_ptr->r_idx];
1967
1968         object_type     *o_ptr;
1969
1970         char            m_name[80];
1971
1972         bool            success_hit = FALSE;
1973         bool            old_success_hit = FALSE;
1974         bool            backstab = FALSE;
1975         bool            vorpal_cut = FALSE;
1976         int             chaos_effect = 0;
1977         bool            stab_fleeing = FALSE;
1978         bool            fuiuchi = FALSE;
1979         bool            do_quake = FALSE;
1980         bool            weak = FALSE;
1981         bool            drain_msg = TRUE;
1982         int             drain_result = 0, drain_heal = 0;
1983         bool            can_drain = FALSE;
1984         int             num_blow;
1985         int             drain_left = MAX_VAMPIRIC_DRAIN;
1986         u32b flgs[TR_FLAG_SIZE]; /* A massive hack -- life-draining weapons */
1987         bool            is_human = (r_ptr->d_char == 'p');
1988         bool            is_lowlevel = (r_ptr->level < (p_ptr->lev - 15));
1989         bool            zantetsu_mukou, e_j_mukou;
1990
1991
1992
1993         if (((p_ptr->pclass == CLASS_ROGUE) || (p_ptr->pclass == CLASS_NINJA)) && inventory[INVEN_RARM+hand].tval)
1994         {
1995                 int tmp = p_ptr->lev*6+(p_ptr->skill_stl+10)*4;
1996                 if (p_ptr->monlite && (mode != HISSATSU_NYUSIN)) tmp /= 3;
1997                 if (p_ptr->cursed & TRC_AGGRAVATE) tmp /= 2;
1998                 if (r_ptr->level > (p_ptr->lev*p_ptr->lev/20+10)) tmp /= 3;
1999                 if (m_ptr->csleep && m_ptr->ml)
2000                 {
2001                         /* Can't backstab creatures that we can't see, right? */
2002                         backstab = TRUE;
2003                 }
2004                 else if ((p_ptr->special_defense & NINJA_S_STEALTH) && (randint0(tmp) > (r_ptr->level+20)) && m_ptr->ml && !(r_ptr->flags3 & RF3_RES_ALL))
2005                 {
2006                         fuiuchi = TRUE;
2007                 }
2008                 else if (m_ptr->monfear && m_ptr->ml)
2009                 {
2010                         stab_fleeing = TRUE;
2011                 }
2012         }
2013
2014         if(!buki_motteruka(INVEN_RARM) && !buki_motteruka(INVEN_LARM))
2015         {
2016                 if ((r_ptr->level + 10) > p_ptr->lev)
2017                 {
2018                         if (p_ptr->skill_exp[GINOU_SUDE] < s_info[p_ptr->pclass].s_max[GINOU_SUDE])
2019                         {
2020                                 if (p_ptr->skill_exp[GINOU_SUDE] < 4000)
2021                                         p_ptr->skill_exp[GINOU_SUDE]+=40;
2022                                 else if((p_ptr->skill_exp[GINOU_SUDE] < 6000))
2023                                         p_ptr->skill_exp[GINOU_SUDE]+=5;
2024                                 else if((p_ptr->skill_exp[GINOU_SUDE] < 7000) && (p_ptr->lev > 19))
2025                                         p_ptr->skill_exp[GINOU_SUDE]+=1;
2026                                 else if((p_ptr->skill_exp[GINOU_SUDE] < 8000) && (p_ptr->lev > 34))
2027                                         if (one_in_(3)) p_ptr->skill_exp[GINOU_SUDE]+=1;
2028                                 p_ptr->update |= (PU_BONUS);
2029                         }
2030                 }
2031         }
2032         else
2033         {
2034                 if ((r_ptr->level + 10) > p_ptr->lev)
2035                 {
2036                         int tval = inventory[INVEN_RARM+hand].tval - TV_BOW;
2037                         int sval = inventory[INVEN_RARM+hand].sval;
2038                         int now_exp = p_ptr->weapon_exp[tval][sval];
2039                         if (now_exp < s_info[p_ptr->pclass].w_max[tval][sval])
2040                         {
2041                                 int amount = 0;
2042                                 if (now_exp < 4000) amount = 80;
2043                                 else if(now_exp < 6000) amount = 10;
2044                                 else if((now_exp < 7000) && (p_ptr->lev > 19)) amount = 1;
2045                                 else if((p_ptr->lev > 34) && one_in_(2)) amount = 1;
2046                                 p_ptr->weapon_exp[tval][sval] += amount;
2047                                 p_ptr->update |= (PU_BONUS);
2048                         }
2049                 }
2050         }
2051
2052         /* Disturb the monster */
2053         m_ptr->csleep = 0;
2054         if (r_ptr->flags7 & (RF7_HAS_LITE_1 | RF7_HAS_LITE_2))
2055                 p_ptr->update |= (PU_MON_LITE);
2056
2057         /* Extract monster name (or "it") */
2058         monster_desc(m_name, m_ptr, 0);
2059
2060         /* Access the weapon */
2061         o_ptr = &inventory[INVEN_RARM+hand];
2062
2063         /* Calculate the "attack quality" */
2064         bonus = p_ptr->to_h[hand] + o_ptr->to_h;
2065         chance = (p_ptr->skill_thn + (bonus * BTH_PLUS_ADJ));
2066         if (mode == HISSATSU_IAI) chance += 60;
2067         if (p_ptr->special_defense & KATA_KOUKIJIN) chance += 150;
2068
2069         if (p_ptr->sutemi) chance = MAX(chance * 3 / 2, chance + 60);
2070
2071         vir = virtue_number(V_VALOUR);
2072         if (vir)
2073         {
2074                 chance += (p_ptr->virtues[vir - 1]/10);
2075         }
2076
2077         zantetsu_mukou = ((o_ptr->name1 == ART_ZANTETSU) && (r_ptr->d_char == 'j'));
2078         e_j_mukou = ((o_ptr->name1 == ART_EXCALIBUR_J) && (r_ptr->d_char == 'S'));
2079
2080         if ((mode == HISSATSU_KYUSHO) || (mode == HISSATSU_MINEUCHI) || (mode == HISSATSU_3DAN) || (mode == HISSATSU_IAI)) num_blow = 1;
2081         else if (mode == HISSATSU_COLD) num_blow = p_ptr->num_blow[hand]+2;
2082         else num_blow = p_ptr->num_blow[hand];
2083
2084         /* Attack once for each legal blow */
2085         while ((num++ < num_blow) && !p_ptr->is_dead)
2086         {
2087                 if (((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_DOKUBARI)) || (mode == HISSATSU_KYUSHO))
2088                 {
2089                         if (p_ptr->migite && p_ptr->hidarite)
2090                         {
2091                                 success_hit = one_in_(2);
2092                         }
2093                         else success_hit = TRUE;
2094                 }
2095                 else if (mode == HISSATSU_MAJIN)
2096                 {
2097                         if (num == 1)
2098                         {
2099                                 if (one_in_(2))
2100                                         success_hit = FALSE;
2101                                 old_success_hit = success_hit;
2102                         }
2103                         else success_hit = old_success_hit;
2104                 }
2105                 else if ((p_ptr->pclass == CLASS_NINJA) && ((backstab || fuiuchi) && !(r_ptr->flags3 & RF3_RES_ALL))) success_hit = TRUE;
2106                 else success_hit = test_hit_norm(chance, r_ptr->ac, m_ptr->ml);
2107
2108                 /* Test for hit */
2109                 if (success_hit)
2110                 {
2111                         int vorpal_chance = ((o_ptr->name1 == ART_VORPAL_BLADE) || (o_ptr->name1 == ART_CHAINSWORD)) ? 2 : 4;
2112
2113                         /* Sound */
2114                         sound(SOUND_HIT);
2115
2116                         /* Message */
2117                         if (backstab)
2118 #ifdef JP
2119                                 msg_format("¤¢¤Ê¤¿¤ÏÎä¹ó¤Ë¤â̲¤Ã¤Æ¤¤¤ë̵ÎϤÊ%s¤òÆͤ­»É¤·¤¿¡ª",
2120 #else
2121                                 msg_format("You cruelly stab the helpless, sleeping %s!",
2122 #endif
2123
2124                                     m_name);
2125                         else if (fuiuchi)
2126 #ifdef JP
2127                                 msg_format("ÉÔ°Õ¤òÆͤ¤¤Æ%s¤Ë¶¯Îõ¤Ê°ì·â¤ò¶ô¤é¤ï¤»¤¿¡ª",
2128 #else
2129                                 msg_format("You make surprise attack, and hit %s with a powerful blow!",
2130 #endif
2131
2132                                     m_name);
2133                         else if (stab_fleeing)
2134 #ifdef JP
2135                                 msg_format("ƨ¤²¤ë%s¤òÇØÃ椫¤éÆͤ­»É¤·¤¿¡ª",
2136 #else
2137                                 msg_format("You backstab the fleeing %s!",
2138 #endif
2139
2140                                     m_name);
2141                         else
2142                         {
2143                                 if (!(((p_ptr->pclass == CLASS_MONK) || (p_ptr->pclass == CLASS_FORCETRAINER) || (p_ptr->pclass == CLASS_BERSERKER)) && (empty_hands(TRUE) > 1)))
2144 #ifdef JP
2145                         msg_format("%s¤ò¹¶·â¤·¤¿¡£", m_name);
2146 #else
2147                                         msg_format("You hit %s.", m_name);
2148 #endif
2149
2150                         }
2151
2152                         /* Hack -- bare hands do one damage */
2153                         k = 1;
2154
2155                         object_flags(o_ptr, flgs);
2156
2157                         /* Select a chaotic effect (50% chance) */
2158                         if ((have_flag(flgs, TR_CHAOTIC)) && one_in_(2))
2159                         {
2160                                 if (one_in_(10))
2161                                 chg_virtue(V_CHANCE, 1);
2162
2163                                 if (randint1(5) < 3)
2164                                 {
2165                                         /* Vampiric (20%) */
2166                                         chaos_effect = 1;
2167                                 }
2168                                 else if (one_in_(250))
2169                                 {
2170                                         /* Quake (0.12%) */
2171                                         chaos_effect = 2;
2172                                 }
2173                                 else if (!one_in_(10))
2174                                 {
2175                                         /* Confusion (26.892%) */
2176                                         chaos_effect = 3;
2177                                 }
2178                                 else if (one_in_(2))
2179                                 {
2180                                         /* Teleport away (1.494%) */
2181                                         chaos_effect = 4;
2182                                 }
2183                                 else
2184                                 {
2185                                         /* Polymorph (1.494%) */
2186                                         chaos_effect = 5;
2187                                 }
2188                         }
2189
2190                         /* Vampiric drain */
2191                         if ((have_flag(flgs, TR_VAMPIRIC)) || (chaos_effect == 1) || (mode == HISSATSU_DRAIN))
2192                         {
2193                                 /* Only drain "living" monsters */
2194                                 if (monster_living(r_ptr))
2195                                         can_drain = TRUE;
2196                                 else
2197                                         can_drain = FALSE;
2198                         }
2199
2200                         if ((have_flag(flgs, TR_VORPAL)) && (randint1(vorpal_chance*3/2) == 1) && !zantetsu_mukou)
2201                                 vorpal_cut = TRUE;
2202                         else vorpal_cut = FALSE;
2203
2204                         if (((p_ptr->pclass == CLASS_MONK) || (p_ptr->pclass == CLASS_FORCETRAINER) || (p_ptr->pclass == CLASS_BERSERKER)) && (empty_hands(TRUE) > 1))
2205                         {
2206                                 int special_effect = 0, stun_effect = 0, times = 0, max_times;
2207                                 int min_level = 1;
2208                                 martial_arts *ma_ptr = &ma_blows[0], *old_ptr = &ma_blows[0];
2209                                 int resist_stun = 0;
2210                                 int weight = 8;
2211
2212                                 if (r_ptr->flags1 & RF1_UNIQUE) resist_stun += 88;
2213                                 if (r_ptr->flags3 & RF3_NO_STUN) resist_stun += 66;
2214                                 if (r_ptr->flags3 & RF3_NO_CONF) resist_stun += 33;
2215                                 if (r_ptr->flags3 & RF3_NO_SLEEP) resist_stun += 33;
2216                                 if ((r_ptr->flags3 & RF3_UNDEAD) || (r_ptr->flags3 & RF3_NONLIVING))
2217                                         resist_stun += 66;
2218
2219                                 if (p_ptr->special_defense & KAMAE_BYAKKO)
2220                                         max_times = (p_ptr->lev < 3 ? 1 : p_ptr->lev / 3);
2221                                 else if (p_ptr->special_defense & KAMAE_SUZAKU)
2222                                         max_times = 1;
2223                                 else if (p_ptr->special_defense & KAMAE_GENBU)
2224                                         max_times = 1;
2225                                 else
2226                                         max_times = (p_ptr->lev < 7 ? 1 : p_ptr->lev / 7);
2227                                 /* Attempt 'times' */
2228                                 for (times = 0; times < max_times; times++)
2229                                 {
2230                                         do
2231                                         {
2232                                                 ma_ptr = &ma_blows[randint0(MAX_MA)];
2233                                                 if ((p_ptr->pclass == CLASS_FORCETRAINER) && (ma_ptr->min_level > 1)) min_level = ma_ptr->min_level + 3;
2234                                                 else min_level = ma_ptr->min_level;
2235                                         }
2236                                         while ((min_level > p_ptr->lev) ||
2237                                                (randint1(p_ptr->lev) < ma_ptr->chance));
2238
2239                                         /* keep the highest level attack available we found */
2240                                         if ((ma_ptr->min_level > old_ptr->min_level) &&
2241                                             !p_ptr->stun && !p_ptr->confused)
2242                                         {
2243                                                 old_ptr = ma_ptr;
2244
2245                                                 if (p_ptr->wizard && cheat_xtra)
2246                                                 {
2247 #ifdef JP
2248                                                         msg_print("¹¶·â¤òºÆÁªÂò¤·¤Þ¤·¤¿¡£");
2249 #else
2250                                                         msg_print("Attack re-selected.");
2251 #endif
2252
2253                                                 }
2254                                         }
2255                                         else
2256                                         {
2257                                                 ma_ptr = old_ptr;
2258                                         }
2259                                 }
2260
2261                                 if (p_ptr->pclass == CLASS_FORCETRAINER) min_level = MAX(1, ma_ptr->min_level - 3);
2262                                 else min_level = ma_ptr->min_level;
2263                                 k = damroll(ma_ptr->dd, ma_ptr->ds);
2264                                 if (p_ptr->special_attack & ATTACK_SUIKEN) k *= 2;
2265
2266                                 if (ma_ptr->effect == MA_KNEE)
2267                                 {
2268                                         if (r_ptr->flags1 & RF1_MALE)
2269                                         {
2270 #ifdef JP
2271                                                 msg_format("%s¤Ë¶âŪɨ½³¤ê¤ò¤¯¤é¤ï¤·¤¿¡ª", m_name);
2272 #else
2273                                                 msg_format("You hit %s in the groin with your knee!", m_name);
2274 #endif
2275
2276                                                 sound(SOUND_PAIN);
2277                                                 special_effect = MA_KNEE;
2278                                         }
2279                                         else
2280                                                 msg_format(ma_ptr->desc, m_name);
2281                                 }
2282
2283                                 else if (ma_ptr->effect == MA_SLOW)
2284                                 {
2285                                         if (!((r_ptr->flags1 & RF1_NEVER_MOVE) ||
2286                                             strchr("~#{}.UjmeEv$,DdsbBFIJQSXclnw!=?", r_ptr->d_char)))
2287                                         {
2288 #ifdef JP
2289                                                 msg_format("%s¤Î­¼ó¤Ë´ØÀá½³¤ê¤ò¤¯¤é¤ï¤·¤¿¡ª", m_name);
2290 #else
2291                                                 msg_format("You kick %s in the ankle.", m_name);
2292 #endif
2293
2294                                                 special_effect = MA_SLOW;
2295                                         }
2296                                         else msg_format(ma_ptr->desc, m_name);
2297                                 }
2298                                 else
2299                                 {
2300                                         if (ma_ptr->effect)
2301                                         {
2302                                                 stun_effect = (ma_ptr->effect / 2) + randint1(ma_ptr->effect / 2);
2303                                         }
2304
2305                                         msg_format(ma_ptr->desc, m_name);
2306                                 }
2307
2308                                 if (p_ptr->special_defense & KAMAE_SUZAKU) weight = 4;
2309                                 if ((p_ptr->pclass == CLASS_FORCETRAINER) && (p_ptr->magic_num1[0]))
2310                                 {
2311                                         weight += (p_ptr->magic_num1[0]/30);
2312                                         if (weight > 20) weight = 20;
2313                                 }
2314
2315                                 k = critical_norm(p_ptr->lev * weight, min_level, k, p_ptr->to_h[0], 0);
2316
2317                                 if ((special_effect == MA_KNEE) && ((k + p_ptr->to_d[hand]) < m_ptr->hp))
2318                                 {
2319 #ifdef JP
2320                                         msg_format("%^s¤Ï¶ìÄˤˤ¦¤á¤¤¤Æ¤¤¤ë¡ª", m_name);
2321 #else
2322                                         msg_format("%^s moans in agony!", m_name);
2323 #endif
2324
2325                                         stun_effect = 7 + randint1(13);
2326                                         resist_stun /= 3;
2327                                 }
2328
2329                                 else if ((special_effect == MA_SLOW) && ((k + p_ptr->to_d[hand]) < m_ptr->hp))
2330                                 {
2331                                         if (!(r_ptr->flags1 & RF1_UNIQUE) &&
2332                                             (randint1(p_ptr->lev) > r_ptr->level) &&
2333                                             m_ptr->mspeed > 60)
2334                                         {
2335 #ifdef JP
2336                                                 msg_format("%^s¤Ï­¤ò¤Ò¤­¤º¤ê»Ï¤á¤¿¡£", m_name);
2337 #else
2338                                                 msg_format("%^s starts limping slower.", m_name);
2339 #endif
2340
2341                                                 m_ptr->mspeed -= 10;
2342                                         }
2343                                 }
2344
2345                                 if (stun_effect && ((k + p_ptr->to_d[hand]) < m_ptr->hp))
2346                                 {
2347                                         if (p_ptr->lev > randint1(r_ptr->level + resist_stun + 10))
2348                                         {
2349                                                 if (m_ptr->stunned)
2350 #ifdef JP
2351                                                         msg_format("%^s¤Ï¤µ¤é¤Ë¥Õ¥é¥Õ¥é¤Ë¤Ê¤Ã¤¿¡£", m_name);
2352 #else
2353                                                         msg_format("%^s is more stunned.", m_name);
2354 #endif
2355
2356                                                 else
2357 #ifdef JP
2358                                                         msg_format("%^s¤Ï¥Õ¥é¥Õ¥é¤Ë¤Ê¤Ã¤¿¡£", m_name);
2359 #else
2360                                                         msg_format("%^s is stunned.", m_name);
2361 #endif
2362
2363
2364                                                 m_ptr->stunned += stun_effect;
2365                                         }
2366                                 }
2367                         }
2368
2369                         /* Handle normal weapon */
2370                         else if (o_ptr->k_idx)
2371                         {
2372                                 k = damroll(o_ptr->dd, o_ptr->ds);
2373                                 if (p_ptr->riding)
2374                                 {
2375                                         if((o_ptr->tval == TV_POLEARM) && ((o_ptr->sval == SV_LANCE) || (o_ptr->sval == SV_HEAVY_LANCE)))
2376                                         {
2377                                                 k += damroll(2, o_ptr->ds);
2378                                         }
2379                                 }
2380
2381                                 k = tot_dam_aux(o_ptr, k, m_ptr, mode);
2382
2383                                 if (backstab)
2384                                 {
2385                                         k *= (3 + (p_ptr->lev / 20));
2386                                 }
2387                                 else if (fuiuchi)
2388                                 {
2389                                         k = k*(5+(p_ptr->lev*2/25))/2;
2390                                 }
2391                                 else if (stab_fleeing)
2392                                 {
2393                                         k = (3 * k) / 2;
2394                                 }
2395
2396                                 if ((p_ptr->impact[hand] && ((k > 50) || one_in_(7))) ||
2397                                          (chaos_effect == 2) || (mode == HISSATSU_QUAKE))
2398                                 {
2399                                         do_quake = TRUE;
2400                                 }
2401
2402                                 if ((!(o_ptr->tval == TV_SWORD) || !(o_ptr->sval == SV_DOKUBARI)) && !(mode == HISSATSU_KYUSHO))
2403                                         k = critical_norm(o_ptr->weight, o_ptr->to_h, k, p_ptr->to_h[hand], mode);
2404
2405                                 drain_result = k;
2406
2407                                 if (vorpal_cut)
2408                                 {
2409                                         int mult = 2;
2410
2411                                         if ((o_ptr->name1 == ART_CHAINSWORD) && !one_in_(2))
2412                                         {
2413                                                 char chainsword_noise[1024];
2414 #ifdef JP
2415        if (!get_rnd_line("chainswd_j.txt", 0, chainsword_noise))
2416 #else
2417                                                 if (!get_rnd_line("chainswd.txt", 0, chainsword_noise))
2418 #endif
2419
2420                                                 {
2421                                                         msg_print(chainsword_noise);
2422                                                 }
2423                                         }
2424
2425                                         if (o_ptr->name1 == ART_VORPAL_BLADE)
2426                                         {
2427 #ifdef JP
2428                                                 msg_print("Ìܤˤâ»ß¤Þ¤é¤Ì¥Ü¡¼¥Ñ¥ë¡¦¥Ö¥ì¡¼¥É¡¢¼êÏ£¤ÎÁá¶È¡ª");
2429 #else
2430                                                 msg_print("Your Vorpal Blade goes snicker-snack!");
2431 #endif
2432
2433                                         }
2434                                         else
2435                                         {
2436 #ifdef JP
2437                                                 msg_format("%s¤ò¥°¥Ã¥µ¥êÀÚ¤êÎö¤¤¤¿¡ª", m_name);
2438 #else
2439                                                 msg_format("Your weapon cuts deep into %s!", m_name);
2440 #endif
2441
2442                                         }
2443
2444                                         /* Try to increase the damage */
2445                                         while (one_in_(vorpal_chance))
2446                                         {
2447                                                 mult++;
2448                                         }
2449
2450                                         k *= mult;
2451
2452                                         /* Ouch! */
2453                                         if (((r_ptr->flags3 & RF3_RES_ALL) ? k/100 : k) > m_ptr->hp)
2454                                         {
2455 #ifdef JP
2456                                                 msg_format("%s¤ò¿¿¤ÃÆó¤Ä¤Ë¤·¤¿¡ª", m_name);
2457 #else
2458                                                 msg_format("You cut %s in half!", m_name);
2459 #endif
2460
2461                                         }
2462                                         else
2463                                         {
2464                                                 switch(mult)
2465                                                 {
2466 #ifdef JP
2467 case 2: msg_format("%s¤ò»Â¤Ã¤¿¡ª", m_name);             break;
2468 #else
2469                                                         case 2: msg_format("You gouge %s!", m_name);            break;
2470 #endif
2471
2472 #ifdef JP
2473 case 3: msg_format("%s¤ò¤Ö¤Ã¤¿»Â¤Ã¤¿¡ª", m_name);                       break;
2474 #else
2475                                                         case 3: msg_format("You maim %s!", m_name);                     break;
2476 #endif
2477
2478 #ifdef JP
2479 case 4: msg_format("%s¤ò¥á¥Ã¥¿»Â¤ê¤Ë¤·¤¿¡ª", m_name);           break;
2480 #else
2481                                                         case 4: msg_format("You carve %s!", m_name);            break;
2482 #endif
2483
2484 #ifdef JP
2485 case 5: msg_format("%s¤ò¥á¥Ã¥¿¥á¥¿¤Ë»Â¤Ã¤¿¡ª", m_name);         break;
2486 #else
2487                                                         case 5: msg_format("You cleave %s!", m_name);           break;
2488 #endif
2489
2490 #ifdef JP
2491 case 6: msg_format("%s¤ò»É¿È¤Ë¤·¤¿¡ª", m_name);         break;
2492 #else
2493                                                         case 6: msg_format("You smite %s!", m_name);            break;
2494 #endif
2495
2496 #ifdef JP
2497 case 7: msg_format("%s¤ò»Â¤Ã¤Æ»Â¤Ã¤Æ»Â¤ê¤Þ¤¯¤Ã¤¿¡ª", m_name);   break;
2498 #else
2499                                                         case 7: msg_format("You eviscerate %s!", m_name);       break;
2500 #endif
2501
2502 #ifdef JP
2503 default:        msg_format("%s¤òºÙÀÚ¤ì¤Ë¤·¤¿¡ª", m_name);               break;
2504 #else
2505                                                         default:        msg_format("You shred %s!", m_name);            break;
2506 #endif
2507
2508                                                 }
2509                                         }
2510                                         drain_result = drain_result * 3 / 2;
2511                                 }
2512
2513                                 k += o_ptr->to_d;
2514                                 drain_result += o_ptr->to_d;
2515                         }
2516
2517                         /* Apply the player damage bonuses */
2518                         k += p_ptr->to_d[hand];
2519                         drain_result += p_ptr->to_d[hand];
2520
2521                         if ((mode == HISSATSU_SUTEMI) || (mode == HISSATSU_3DAN)) k *= 2;
2522                         if ((mode == HISSATSU_SEKIRYUKA) && (r_ptr->flags3 & (RF3_UNDEAD | RF3_DEMON | RF3_NONLIVING))) k = 0;
2523                         if ((mode == HISSATSU_SEKIRYUKA) && !p_ptr->cut) k /= 2;
2524
2525                         /* No negative damage */
2526                         if (k < 0) k = 0;
2527
2528                         if ((mode == HISSATSU_ZANMA) && !((r_ptr->flags3 & (RF3_DEMON | RF3_UNDEAD | RF3_NONLIVING)) && (r_ptr->flags3 & RF3_EVIL)))
2529                         {
2530                                 k = 0;
2531                         }
2532
2533                         if (zantetsu_mukou)
2534                         {
2535 #ifdef JP
2536                                 msg_print("¤³¤ó¤ÊÆð¤é¤«¤¤¤â¤Î¤ÏÀÚ¤ì¤ó¡ª");
2537 #else
2538                                 msg_print("You cannot cut such a elastic thing!");
2539 #endif
2540                                 k = 0;
2541                         }
2542
2543                         if (e_j_mukou)
2544                         {
2545 #ifdef JP
2546                                 msg_print("ÃØéá¤Ï¶ì¼ê¤À¡ª");
2547 #else
2548                                 msg_print("Spiders are difficult for you to deal with!");
2549 #endif
2550                                 k /= 2;
2551                         }
2552
2553                         if (mode == HISSATSU_MINEUCHI)
2554                         {
2555                                 int tmp = (10 + randint1(15) + p_ptr->lev / 5);
2556
2557                                 k = 0;
2558                                 anger_monster(m_ptr);
2559
2560                                 if (!(r_ptr->flags3 & (RF3_NO_STUN)))
2561                                 {
2562                                         /* Get stunned */
2563                                         if (m_ptr->stunned)
2564                                         {
2565 #ifdef JP
2566 msg_format("%s¤Ï¤Ò¤É¤¯¤â¤¦¤í¤¦¤È¤·¤¿¡£", m_name);
2567 #else
2568                                                 msg_format("%s is more dazed.", m_name);
2569 #endif
2570
2571                                                 tmp /= 2;
2572                                         }
2573                                         else
2574                                         {
2575 #ifdef JP
2576 msg_format("%s ¤Ï¤â¤¦¤í¤¦¤È¤·¤¿¡£", m_name);
2577 #else
2578                                                 msg_format("%s is dazed.", m_name);
2579 #endif
2580                                         }
2581
2582                                         /* Apply stun */
2583                                         m_ptr->stunned = (tmp < 200) ? tmp : 200;
2584                                 }
2585                                 else
2586                                 {
2587 #ifdef JP
2588 msg_format("%s ¤Ë¤Ï¸ú²Ì¤¬¤Ê¤«¤Ã¤¿¡£", m_name);
2589 #else
2590                                                 msg_format("%s is not effected.", m_name);
2591 #endif
2592                                 }
2593                         }
2594
2595                         /* Modify the damage */
2596                         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))));
2597                         if (((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_DOKUBARI)) || (mode == HISSATSU_KYUSHO))
2598                         {
2599                                 if ((randint1(randint1(r_ptr->level/7)+5) == 1) && !(r_ptr->flags1 & RF1_UNIQUE) && !(r_ptr->flags7 & RF7_UNIQUE2))
2600                                 {
2601                                         k = m_ptr->hp + 1;
2602 #ifdef JP
2603 msg_format("%s¤ÎµÞ½ê¤òÆͤ­»É¤·¤¿¡ª", m_name);
2604 #else
2605                                         msg_format("You hit %s on a fatal spot!", m_name);
2606 #endif
2607                                 }
2608                                 else k = 1;
2609                         }
2610                         else if ((p_ptr->pclass == CLASS_NINJA) && (!p_ptr->icky_wield[hand]) && ((p_ptr->cur_lite <= 0) || one_in_(7)))
2611                         {
2612                                 int maxhp = maxroll(r_ptr->hdice, r_ptr->hside);
2613                                 if (one_in_(backstab ? 13 : (stab_fleeing || fuiuchi) ? 15 : 27))
2614                                 {
2615                                         k *= 5;
2616                                         drain_result *= 2;
2617 #ifdef JP
2618 msg_format("¿Ï¤¬%s¤Ë¿¼¡¹¤ÈÆͤ­»É¤µ¤Ã¤¿¡ª", m_name);
2619 #else
2620                                         msg_format("You critically injured %s!", m_name);
2621 #endif
2622                                 }
2623                                 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)))
2624                                 {
2625                                         if ((r_ptr->flags1 & RF1_UNIQUE) || (r_ptr->flags7 & RF7_UNIQUE2) || (m_ptr->hp >= maxhp/2))
2626                                         {
2627                                                 k = MAX(k*5, m_ptr->hp/2);
2628                                                 drain_result *= 2;
2629 #ifdef JP
2630 msg_format("%s¤ËÃ×Ì¿½ý¤òÉé¤ï¤»¤¿¡ª", m_name);
2631 #else
2632                                         msg_format("You fatally injured %s!", m_name);
2633 #endif
2634                                         }
2635                                         else
2636                                         {
2637                                                 k = m_ptr->hp + 1;
2638 #ifdef JP
2639 msg_format("¿Ï¤¬%s¤ÎµÞ½ê¤ò´Ó¤¤¤¿¡ª", m_name);
2640 #else
2641                                         msg_format("You hit %s on a fatal spot!", m_name);
2642 #endif
2643                                         }
2644                                 }
2645                         }
2646
2647                         /* Complex message */
2648                         if (p_ptr->wizard || cheat_xtra)
2649                         {
2650 #ifdef JP
2651                                 msg_format("%d/%d ¤Î¥À¥á¡¼¥¸¤òÍ¿¤¨¤¿¡£", k, m_ptr->hp);
2652 #else
2653                                 msg_format("You do %d (out of %d) damage.", k, m_ptr->hp);
2654 #endif
2655
2656                         }
2657
2658                         if (k <= 0) can_drain = FALSE;
2659
2660                         if (drain_result > m_ptr->hp)
2661                                 drain_result = m_ptr->hp;
2662
2663                         /* Damage, check for fear and death */
2664                         if (mon_take_hit(c_ptr->m_idx, k, fear, NULL))
2665                         {
2666                                 *mdeath = TRUE;
2667                                 if ((p_ptr->pclass == CLASS_BERSERKER) && energy_use)
2668                                 {
2669                                         if (p_ptr->migite && p_ptr->hidarite)
2670                                         {
2671                                                 if (hand) energy_use = energy_use*3/5+energy_use*num*2/(p_ptr->num_blow[hand]*5);
2672                                                 else energy_use = energy_use*num*3/(p_ptr->num_blow[hand]*5);
2673                                         }
2674                                         else
2675                                         {
2676                                                 energy_use = energy_use*num/p_ptr->num_blow[hand];
2677                                         }
2678                                 }
2679                                 if ((o_ptr->name1 == ART_ZANTETSU) && is_lowlevel)
2680 #ifdef JP
2681                                         msg_print("¤Þ¤¿¤Ä¤Þ¤é¤Ì¤â¤Î¤ò»Â¤Ã¤Æ¤·¤Þ¤Ã¤¿¡¥¡¥¡¥");
2682 #else
2683                                         msg_print("Sign..Another trifling thing I've cut....");
2684 #endif
2685                                 break;
2686                         }
2687
2688                         /* Anger the monster */
2689                         if (k > 0) anger_monster(m_ptr);
2690
2691                         touch_zap_player(m_ptr);
2692
2693                         /* Are we draining it?  A little note: If the monster is
2694                         dead, the drain does not work... */
2695
2696                         if (can_drain && (drain_result > 0))
2697                         {
2698                                 if (o_ptr->name1 == ART_MURAMASA)
2699                                 {
2700                                         if (is_human)
2701                                         {
2702                                                 int to_h = o_ptr->to_h;
2703                                                 int to_d = o_ptr->to_d;
2704                                                 int i, flag;
2705
2706                                                 flag = 1;
2707                                                 for (i = 0; i < to_h + 3; i++) if (one_in_(4)) flag = 0;
2708                                                 if (flag) to_h++;
2709
2710                                                 flag = 1;
2711                                                 for (i = 0; i < to_d + 3; i++) if (one_in_(4)) flag = 0;
2712                                                 if (flag) to_d++;
2713
2714                                                 if (o_ptr->to_h != to_h || o_ptr->to_d != to_d)
2715                                                 {
2716 #ifdef JP
2717                                                         msg_print("ÍÅÅá¤Ï·ì¤òµÛ¤Ã¤Æ¶¯¤¯¤Ê¤Ã¤¿¡ª");
2718 #else
2719                                                         msg_print("Muramasa sucked blood, and became more powerful!");
2720 #endif
2721                                                         o_ptr->to_h = to_h;
2722                                                         o_ptr->to_d = to_d;
2723                                                 }
2724                                         }
2725                                 }
2726                                 else
2727                                 {
2728                                         if (drain_result > 5) /* Did we really hurt it? */
2729                                         {
2730                                                 drain_heal = damroll(2, drain_result / 6);
2731
2732                                                 if (cheat_xtra)
2733                                                 {
2734 #ifdef JP
2735                                                         msg_format("Draining left: %d", drain_left);
2736 #else
2737                                                         msg_format("Draining left: %d", drain_left);
2738 #endif
2739
2740                                                 }
2741
2742                                                 if (drain_left)
2743                                                 {
2744                                                         if (drain_heal < drain_left)
2745                                                         {
2746                                                                 drain_left -= drain_heal;
2747                                                         }
2748                                                         else
2749                                                         {
2750                                                                 drain_heal = drain_left;
2751                                                                 drain_left = 0;
2752                                                         }
2753
2754                                                         if (drain_msg)
2755                                                         {
2756 #ifdef JP
2757                                                                 msg_format("¿Ï¤¬%s¤«¤éÀ¸Ì¿ÎϤòµÛ¤¤¼è¤Ã¤¿¡ª", m_name);
2758 #else
2759                                                                 msg_format("Your weapon drains life from %s!", m_name);
2760 #endif
2761
2762                                                                 drain_msg = FALSE;
2763                                                         }
2764
2765                                                         drain_heal = (drain_heal * mutant_regenerate_mod) / 100;
2766
2767                                                         hp_player(drain_heal);
2768                                                         /* We get to keep some of it! */
2769                                                 }
2770                                         }
2771                                 }
2772                                 m_ptr->maxhp -= (k+7)/8;
2773                                 if (m_ptr->hp > m_ptr->maxhp) m_ptr->hp = m_ptr->maxhp;
2774                                 weak = TRUE;
2775                         }
2776                         can_drain = FALSE;
2777                         drain_result = 0;
2778
2779                         /* Confusion attack */
2780                         if ((p_ptr->special_attack & ATTACK_CONFUSE) || (chaos_effect == 3) || (mode == HISSATSU_CONF))
2781                         {
2782                                 /* Cancel glowing hands */
2783                                 if (p_ptr->special_attack & ATTACK_CONFUSE)
2784                                 {
2785                                         p_ptr->special_attack &= ~(ATTACK_CONFUSE);
2786 #ifdef JP
2787                                         msg_print("¼ê¤Îµ±¤­¤¬¤Ê¤¯¤Ê¤Ã¤¿¡£");
2788 #else
2789                                         msg_print("Your hands stop glowing.");
2790 #endif
2791                                         p_ptr->redraw |= (PR_STATUS);
2792
2793                                 }
2794
2795                                 /* Confuse the monster */
2796                                 if (r_ptr->flags3 & RF3_NO_CONF)
2797                                 {
2798                                         if (m_ptr->ml)
2799                                         {
2800                                                 r_ptr->r_flags3 |= RF3_NO_CONF;
2801                                         }
2802
2803 #ifdef JP
2804                                         msg_format("%^s¤Ë¤Ï¸ú²Ì¤¬¤Ê¤«¤Ã¤¿¡£", m_name);
2805 #else
2806                                         msg_format("%^s is unaffected.", m_name);
2807 #endif
2808
2809                                 }
2810                                 else if (randint0(100) < r_ptr->level)
2811                                 {
2812 #ifdef JP
2813                                         msg_format("%^s¤Ë¤Ï¸ú²Ì¤¬¤Ê¤«¤Ã¤¿¡£", m_name);
2814 #else
2815                                         msg_format("%^s is unaffected.", m_name);
2816 #endif
2817
2818                                 }
2819                                 else
2820                                 {
2821 #ifdef JP
2822                                         msg_format("%^s¤Ïº®Í𤷤¿¤è¤¦¤À¡£", m_name);
2823 #else
2824                                         msg_format("%^s appears confused.", m_name);
2825 #endif
2826
2827                                         m_ptr->confused += 10 + randint0(p_ptr->lev) / 5;
2828                                 }
2829                         }
2830
2831                         else if (chaos_effect == 4)
2832                         {
2833                                 bool resists_tele = FALSE;
2834
2835                                 if (r_ptr->flags3 & RF3_RES_TELE)
2836                                 {
2837                                         if (r_ptr->flags1 & RF1_UNIQUE)
2838                                         {
2839                                                 if (m_ptr->ml) r_ptr->r_flags3 |= RF3_RES_TELE;
2840 #ifdef JP
2841                                                 msg_format("%^s¤Ë¤Ï¸ú²Ì¤¬¤Ê¤«¤Ã¤¿¡£", m_name);
2842 #else
2843                                                 msg_format("%^s is unaffected!", m_name);
2844 #endif
2845
2846                                                 resists_tele = TRUE;
2847                                         }
2848                                         else if (r_ptr->level > randint1(100))
2849                                         {
2850                                                 if (m_ptr->ml) r_ptr->r_flags3 |= RF3_RES_TELE;
2851 #ifdef JP
2852                                                 msg_format("%^s¤ÏÄñ¹³ÎϤò»ý¤Ã¤Æ¤¤¤ë¡ª", m_name);
2853 #else
2854                                                 msg_format("%^s resists!", m_name);
2855 #endif
2856
2857                                                 resists_tele = TRUE;
2858                                         }
2859                                 }
2860
2861                                 if (!resists_tele)
2862                                 {
2863 #ifdef JP
2864                                         msg_format("%^s¤Ï¾Ã¤¨¤¿¡ª", m_name);
2865 #else
2866                                         msg_format("%^s disappears!", m_name);
2867 #endif
2868
2869                                         teleport_away(c_ptr->m_idx, 50, FALSE);
2870                                         num = num_blow + 1; /* Can't hit it anymore! */
2871                                         *mdeath = TRUE;
2872                                 }
2873                         }
2874
2875                         else if ((chaos_effect == 5) && cave_floor_bold(y, x) &&
2876                                  (randint1(90) > r_ptr->level))
2877                         {
2878                                 if (!(r_ptr->flags1 & RF1_UNIQUE) &&
2879                                     !(r_ptr->flags4 & RF4_BR_CHAO) &&
2880                                     !(r_ptr->flags1 & RF1_QUESTOR))
2881                                 {
2882                                         if (polymorph_monster(y, x))
2883                                         {
2884 #ifdef JP
2885                                                 msg_format("%^s¤ÏÊѲ½¤·¤¿¡ª", m_name);
2886 #else
2887                                                 msg_format("%^s changes!", m_name);
2888 #endif
2889
2890
2891                                                 /* Hack -- Get new monster */
2892                                                 m_ptr = &m_list[c_ptr->m_idx];
2893
2894                                                 /* Oops, we need a different name... */
2895                                                 monster_desc(m_name, m_ptr, 0);
2896
2897                                                 /* Hack -- Get new race */
2898                                                 r_ptr = &r_info[m_ptr->r_idx];
2899
2900                                                 *fear = FALSE;
2901                                                 weak = FALSE;
2902                                         }
2903                                         else
2904                                         {
2905 #ifdef JP
2906                                         msg_format("%^s¤Ë¤Ï¸ú²Ì¤¬¤Ê¤«¤Ã¤¿¡£", m_name);
2907 #else
2908                                                 msg_format("%^s is unaffected.", m_name);
2909 #endif
2910
2911                                         }
2912                                 }
2913                         }
2914                         else if (o_ptr->name1 == ART_G_HAMMER)
2915                         {
2916                                 monster_type *m_ptr = &m_list[c_ptr->m_idx];
2917
2918                                 if (m_ptr->hold_o_idx)
2919                                 {
2920                                         object_type *q_ptr = &o_list[m_ptr->hold_o_idx];
2921                                         char o_name[MAX_NLEN];
2922
2923                                         object_desc(o_name, q_ptr, TRUE, 0);
2924                                         q_ptr->held_m_idx = 0;
2925                                         q_ptr->marked = 0;
2926                                         m_ptr->hold_o_idx = q_ptr->next_o_idx;
2927                                         q_ptr->next_o_idx = 0;
2928 #ifdef JP
2929                                         msg_format("%s¤òÃ¥¤Ã¤¿¡£", o_name);
2930 #else
2931                                         msg_format("You snatched %s.", o_name);
2932 #endif
2933                                         inven_carry(q_ptr);
2934                                 }
2935                         }
2936                 }
2937
2938                 /* Player misses */
2939                 else
2940                 {
2941                         backstab = FALSE; /* Clumsy! */
2942                         fuiuchi = FALSE; /* Clumsy! */
2943
2944                         if ((o_ptr->tval == TV_POLEARM) && (o_ptr->sval == SV_DEATH_SCYTHE) && one_in_(3))
2945                         {
2946                                 u32b flgs[TR_FLAG_SIZE];
2947
2948                                 /* Sound */
2949                                 sound(SOUND_HIT);
2950
2951                                 /* Message */
2952 #ifdef JP
2953                                 msg_format("¥ß¥¹¡ª %s¤Ë¤«¤ï¤µ¤ì¤¿¡£", m_name);
2954 #else
2955                                 msg_format("You miss %s.", m_name);
2956 #endif
2957                                 /* Message */
2958 #ifdef JP
2959                                 msg_print("¿¶¤ê²ó¤·¤¿Âç³ù¤¬¼«Ê¬¼«¿È¤ËÊ֤äƤ­¤¿¡ª");
2960 #else
2961                                 msg_print("Your scythe returns to you!");
2962 #endif
2963
2964                                 /* Extract the flags */
2965                                 object_flags(o_ptr, flgs);
2966
2967                                 k = damroll(o_ptr->dd, o_ptr->ds);
2968                                 {
2969                                         int mult;
2970                                         switch (p_ptr->mimic_form)
2971                                         {
2972                                         case MIMIC_NONE:
2973                                                 switch (p_ptr->prace)
2974                                                 {
2975                                                         case RACE_YEEK:
2976                                                         case RACE_KLACKON:
2977                                                         case RACE_HUMAN:
2978                                                         case RACE_AMBERITE:
2979                                                         case RACE_DUNADAN:
2980                                                                 mult = 25;break;
2981                                                         case RACE_HALF_ORC:
2982                                                         case RACE_HALF_TROLL:
2983                                                         case RACE_HALF_OGRE:
2984                                                         case RACE_HALF_GIANT:
2985                                                         case RACE_HALF_TITAN:
2986                                                         case RACE_CYCLOPS:
2987                                                         case RACE_IMP:
2988                                                         case RACE_SKELETON:
2989                                                         case RACE_ZOMBIE:
2990                                                         case RACE_VAMPIRE:
2991                                                         case RACE_SPECTRE:
2992                                                         case RACE_DEMON:
2993                                                         case RACE_DRACONIAN:
2994                                                                 mult = 30;break;
2995                                                         default:
2996                                                                 mult = 10;break;
2997                                                 }
2998                                                 break;
2999                                         case MIMIC_DEMON:
3000                                         case MIMIC_DEMON_LORD:
3001                                         case MIMIC_VAMPIRE:
3002                                                 mult = 30;break;
3003                                         default:
3004                                                 mult = 10;break;
3005                                         }
3006
3007                                         if (p_ptr->align < 0 && mult < 20)
3008                                                 mult = 20;
3009                                         if (!(p_ptr->resist_acid || p_ptr->oppose_acid) && (mult < 25))
3010                                                 mult = 25;
3011                                         if (!(p_ptr->resist_elec || p_ptr->oppose_elec) && (mult < 25))
3012                                                 mult = 25;
3013                                         if (!(p_ptr->resist_fire || p_ptr->oppose_fire) && (mult < 25))
3014                                                 mult = 25;
3015                                         if (!(p_ptr->resist_cold || p_ptr->oppose_cold) && (mult < 25))
3016                                                 mult = 25;
3017                                         if (!(p_ptr->resist_pois || p_ptr->oppose_pois) && (mult < 25))
3018                                                 mult = 25;
3019
3020                                         if ((p_ptr->pclass != CLASS_SAMURAI) && (have_flag(flgs, TR_FORCE_WEAPON)) && (p_ptr->csp > (p_ptr->msp / 30)))
3021                                         {
3022                                                 p_ptr->csp -= (1+(p_ptr->msp / 30));
3023                                                 p_ptr->redraw |= (PR_MANA);
3024                                                 mult = mult * 3 / 2 + 20;
3025                                         }
3026                                         k *= mult;
3027                                         k /= 10;
3028                                 }
3029
3030                                 k = critical_norm(o_ptr->weight, o_ptr->to_h, k, p_ptr->to_h[hand], mode);
3031                                 if (one_in_(6))
3032                                 {
3033                                         int mult = 2;
3034 #ifdef JP
3035                                         msg_format("¥°¥Ã¥µ¥êÀÚ¤êÎö¤«¤ì¤¿¡ª");
3036 #else
3037                                         msg_format("Your weapon cuts deep into yourself!");
3038 #endif
3039                                         /* Try to increase the damage */
3040                                         while (one_in_(4))
3041                                         {
3042                                                 mult++;
3043                                         }
3044
3045                                         k *= mult;
3046                                 }
3047                                 k += (p_ptr->to_d[hand] + o_ptr->to_d);
3048
3049                                 if (k < 0) k = 0;
3050
3051 #ifdef JP
3052                                 take_hit(DAMAGE_FORCE, k, "»à¤ÎÂç³ù", -1);
3053 #else
3054                                 take_hit(DAMAGE_FORCE, k, "Death scythe", -1);
3055 #endif
3056
3057                                 redraw_stuff();
3058                         }
3059                         else
3060                         {
3061                                 /* Sound */
3062                                 sound(SOUND_MISS);
3063
3064                                 /* Message */
3065 #ifdef JP
3066                                 msg_format("¥ß¥¹¡ª %s¤Ë¤«¤ï¤µ¤ì¤¿¡£", m_name);
3067 #else
3068                                 msg_format("You miss %s.", m_name);
3069 #endif
3070                         }
3071                 }
3072                 backstab = FALSE;
3073                 fuiuchi = FALSE;
3074         }
3075
3076
3077         if (weak && !(*mdeath))
3078         {
3079 #ifdef JP
3080                 msg_format("%s¤Ï¼å¤¯¤Ê¤Ã¤¿¤è¤¦¤À¡£", m_name);
3081 #else
3082                 msg_format("%^s seems weakened.", m_name);
3083 #endif
3084         }
3085         if (drain_left != MAX_VAMPIRIC_DRAIN)
3086         {
3087                 if (one_in_(4))
3088                 {
3089                         chg_virtue(V_UNLIFE, 1);
3090                 }
3091         }
3092         /* Mega-Hack -- apply earthquake brand */
3093         if (do_quake)
3094         {
3095                 earthquake(py, px, 10);
3096                 if (!cave[y][x].m_idx) *mdeath = TRUE;
3097         }
3098 }
3099
3100 bool py_attack(int y, int x, int mode)
3101 {
3102         bool            fear = FALSE;
3103         bool            mdeath = FALSE;
3104         bool            stormbringer = FALSE;
3105
3106         cave_type       *c_ptr = &cave[y][x];
3107         monster_type    *m_ptr = &m_list[c_ptr->m_idx];
3108         char            m_name[80];
3109
3110         /* Disturb the player */
3111         disturb(0, 0);
3112
3113         energy_use = 100;
3114
3115         if (m_ptr->csleep) /* It is not honorable etc to attack helpless victims */
3116         {
3117                 if (!(r_info[m_ptr->r_idx].flags3 & RF3_EVIL) || one_in_(5)) chg_virtue(V_COMPASSION, -1);
3118                 if (!(r_info[m_ptr->r_idx].flags3 & RF3_EVIL) || one_in_(5)) chg_virtue(V_HONOUR, -1);
3119         }
3120
3121         /* Extract monster name (or "it") */
3122         monster_desc(m_name, m_ptr, 0);
3123
3124         /* Auto-Recall if possible and visible */
3125         if (m_ptr->ml) monster_race_track(m_ptr->ap_r_idx);
3126
3127         /* Track a new monster */
3128         if (m_ptr->ml) health_track(c_ptr->m_idx);
3129
3130         if ((r_info[m_ptr->r_idx].flags1 & RF1_FEMALE) &&
3131             !(p_ptr->stun || p_ptr->confused || p_ptr->image || !m_ptr->ml))
3132         {
3133                 if ((inventory[INVEN_RARM].name1 == ART_ZANTETSU) || (inventory[INVEN_LARM].name1 == ART_ZANTETSU))
3134                 {
3135 #ifdef JP
3136                         msg_print("ÀÛ¼Ô¡¢¤ª¤Ê¤´¤Ï»Â¤ì¤Ì¡ª");
3137 #else
3138                         msg_print("I can not attack women!");
3139 #endif
3140                         return FALSE;
3141                 }
3142         }
3143
3144         if (d_info[dungeon_type].flags1 & DF1_NO_MELEE)
3145         {
3146 #ifdef JP
3147                 msg_print("¤Ê¤¼¤«¹¶·â¤¹¤ë¤³¤È¤¬¤Ç¤­¤Ê¤¤¡£");
3148 #else
3149                 msg_print("Something prevent you from attacking.");
3150 #endif
3151                 return FALSE;
3152         }
3153
3154         /* Stop if friendly */
3155         if (!is_hostile(m_ptr) &&
3156             !(p_ptr->stun || p_ptr->confused || p_ptr->image ||
3157             p_ptr->shero || !m_ptr->ml))
3158         {
3159                 if (inventory[INVEN_RARM].name1 == ART_STORMBRINGER) stormbringer = TRUE;
3160                 if (inventory[INVEN_LARM].name1 == ART_STORMBRINGER) stormbringer = TRUE;
3161                 if (stormbringer)
3162                 {
3163 #ifdef JP
3164                         msg_format("¹õ¤¤¿Ï¤Ï¶¯ÍߤË%s¤ò¹¶·â¤·¤¿¡ª", m_name);
3165 #else
3166                         msg_format("Your black blade greedily attacks %s!", m_name);
3167 #endif
3168                         chg_virtue(V_INDIVIDUALISM, 1);
3169                         chg_virtue(V_HONOUR, -1);
3170                         chg_virtue(V_JUSTICE, -1);
3171                         chg_virtue(V_COMPASSION, -1);
3172                 }
3173                 else if (p_ptr->pclass != CLASS_BERSERKER)
3174                 {
3175 #ifdef JP
3176                         if (get_check("ËÜÅö¤Ë¹¶·â¤·¤Þ¤¹¤«¡©"))
3177 #else
3178                         if (get_check("Really hit it? "))
3179 #endif
3180                         {
3181                                 chg_virtue(V_INDIVIDUALISM, 1);
3182                                 chg_virtue(V_HONOUR, -1);
3183                                 chg_virtue(V_JUSTICE, -1);
3184                                 chg_virtue(V_COMPASSION, -1);
3185                         }
3186                         else
3187                         {
3188 #ifdef JP
3189                                 msg_format("%s¤ò¹¶·â¤¹¤ë¤Î¤ò»ß¤á¤¿¡£", m_name);
3190 #else
3191                                 msg_format("You stop to avoid hitting %s.", m_name);
3192 #endif
3193                         return FALSE;
3194                         }
3195                 }
3196         }
3197
3198
3199         /* Handle player fear */
3200         if (p_ptr->afraid)
3201         {
3202                 /* Message */
3203                 if (m_ptr->ml)
3204 #ifdef JP
3205                 msg_format("¶²¤¯¤Æ%s¤ò¹¶·â¤Ç¤­¤Ê¤¤¡ª", m_name);
3206 #else
3207                         msg_format("You are too afraid to attack %s!", m_name);
3208 #endif
3209
3210                 else
3211 #ifdef JP
3212                         msg_format ("¤½¤Ã¤Á¤Ë¤Ï²¿¤«¶²¤¤¤â¤Î¤¬¤¤¤ë¡ª");
3213 #else
3214                         msg_format ("There is something scary in your way!");
3215 #endif
3216
3217                 /* Disturb the monster */
3218                 m_ptr->csleep = 0;
3219                 p_ptr->update |= (PU_MON_LITE);
3220
3221                 /* Done */
3222                 return FALSE;
3223         }
3224
3225         if (p_ptr->migite && p_ptr->hidarite)
3226         {
3227                 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))
3228                 {
3229                         if (p_ptr->skill_exp[GINOU_NITOURYU] < 4000)
3230                                 p_ptr->skill_exp[GINOU_NITOURYU]+=80;
3231                         else if(p_ptr->skill_exp[GINOU_NITOURYU] < 6000)
3232                                 p_ptr->skill_exp[GINOU_NITOURYU]+=4;
3233                         else if(p_ptr->skill_exp[GINOU_NITOURYU] < 7000)
3234                                 p_ptr->skill_exp[GINOU_NITOURYU]+=1;
3235                         else if(p_ptr->skill_exp[GINOU_NITOURYU] < 8000)
3236                                 if (one_in_(3)) p_ptr->skill_exp[GINOU_NITOURYU]+=1;
3237                         p_ptr->update |= (PU_BONUS);
3238                 }
3239         }
3240
3241         if (p_ptr->riding)
3242         {
3243                 int ridinglevel = r_info[m_list[p_ptr->riding].r_idx].level;
3244                 if ((p_ptr->skill_exp[GINOU_RIDING] < s_info[p_ptr->pclass].s_max[GINOU_RIDING]) && ((p_ptr->skill_exp[GINOU_RIDING] - 1000) / 200 < r_info[m_ptr->r_idx].level) && (p_ptr->skill_exp[GINOU_RIDING]/100 - 2000 < ridinglevel))
3245                         p_ptr->skill_exp[GINOU_RIDING]++;
3246                 if ((p_ptr->skill_exp[GINOU_RIDING] < s_info[p_ptr->pclass].s_max[GINOU_RIDING]) && (p_ptr->skill_exp[GINOU_RIDING]/100 < ridinglevel))
3247                 {
3248                         if (ridinglevel*100 > (p_ptr->skill_exp[GINOU_RIDING] + 1500))
3249                                 p_ptr->skill_exp[GINOU_RIDING] += (1+(ridinglevel - p_ptr->skill_exp[GINOU_RIDING]/100 - 15));
3250                         else p_ptr->skill_exp[GINOU_RIDING]++;
3251                 }
3252                 p_ptr->update |= (PU_BONUS);
3253         }
3254
3255         riding_t_m_idx = c_ptr->m_idx;
3256         if (p_ptr->migite) py_attack_aux(y, x, &fear, &mdeath, 0, mode);
3257         if (p_ptr->hidarite && !mdeath) py_attack_aux(y, x, &fear, &mdeath, 1, mode);
3258
3259         /* Mutations which yield extra 'natural' attacks */
3260         if (!mdeath)
3261         {
3262                 if ((p_ptr->muta2 & MUT2_HORNS) && !mdeath)
3263                         natural_attack(c_ptr->m_idx, MUT2_HORNS, &fear, &mdeath);
3264                 if ((p_ptr->muta2 & MUT2_BEAK) && !mdeath)
3265                         natural_attack(c_ptr->m_idx, MUT2_BEAK, &fear, &mdeath);
3266                 if ((p_ptr->muta2 & MUT2_SCOR_TAIL) && !mdeath)
3267                         natural_attack(c_ptr->m_idx, MUT2_SCOR_TAIL, &fear, &mdeath);
3268                 if ((p_ptr->muta2 & MUT2_TRUNK) && !mdeath)
3269                         natural_attack(c_ptr->m_idx, MUT2_TRUNK, &fear, &mdeath);
3270                 if ((p_ptr->muta2 & MUT2_TENTACLES) && !mdeath)
3271                         natural_attack(c_ptr->m_idx, MUT2_TENTACLES, &fear, &mdeath);
3272         }
3273
3274         /* Hack -- delay fear messages */
3275         if (fear && m_ptr->ml && !mdeath)
3276         {
3277                 /* Sound */
3278                 sound(SOUND_FLEE);
3279
3280                 /* Message */
3281 #ifdef JP
3282                 msg_format("%^s¤Ï¶²Éݤ·¤Æƨ¤²½Ð¤·¤¿¡ª", m_name);
3283 #else
3284                 msg_format("%^s flees in terror!", m_name);
3285 #endif
3286
3287         }
3288
3289         if ((p_ptr->special_defense & KATA_IAI) && ((mode != HISSATSU_IAI) || mdeath))
3290         {
3291                 set_action(ACTION_NONE);
3292         }
3293
3294         return mdeath;
3295 }
3296
3297
3298 static bool pattern_seq(int c_y, int c_x, int n_y, int n_x)
3299 {
3300         if (!pattern_tile(c_y, c_x) && !pattern_tile(n_y, n_x))
3301                 return TRUE;
3302
3303         if (cave[n_y][n_x].feat == FEAT_PATTERN_START)
3304         {
3305                 if (!pattern_tile(c_y, c_x) &&
3306                     !p_ptr->confused && !p_ptr->stun && !p_ptr->image)
3307                 {
3308 #ifdef JP
3309                         if (get_check("¥Ñ¥¿¡¼¥ó¤Î¾å¤òÊ⤭»Ï¤á¤ë¤È¡¢Á´¤Æ¤òÊ⤫¤Ê¤±¤ì¤Ð¤Ê¤ê¤Þ¤»¤ó¡£¤¤¤¤¤Ç¤¹¤«¡©"))
3310 #else
3311                         if (get_check("If you start walking the Pattern, you must walk the whole way. Ok? "))
3312 #endif
3313
3314                                 return TRUE;
3315                         else
3316                                 return FALSE;
3317                 }
3318                 else
3319                         return TRUE;
3320         }
3321         else if ((cave[n_y][n_x].feat == FEAT_PATTERN_OLD) ||
3322                  (cave[n_y][n_x].feat == FEAT_PATTERN_END) ||
3323                  (cave[n_y][n_x].feat == FEAT_PATTERN_XTRA2))
3324         {
3325                 if (pattern_tile(c_y, c_x))
3326                 {
3327                         return TRUE;
3328                 }
3329                 else
3330                 {
3331 #ifdef JP
3332                         msg_print("¥Ñ¥¿¡¼¥ó¤Î¾å¤òÊ⤯¤Ë¤Ï¥¹¥¿¡¼¥ÈÃÏÅÀ¤«¤éÊ⤭»Ï¤á¤Ê¤¯¤Æ¤Ï¤Ê¤ê¤Þ¤»¤ó¡£");
3333 #else
3334                         msg_print("You must start walking the Pattern from the startpoint.");
3335 #endif
3336
3337                         return FALSE;
3338                 }
3339         }
3340         else if ((cave[n_y][n_x].feat == FEAT_PATTERN_XTRA1) ||
3341                  (cave[c_y][c_x].feat == FEAT_PATTERN_XTRA1))
3342         {
3343                 return TRUE;
3344         }
3345         else if (cave[c_y][c_x].feat == FEAT_PATTERN_START)
3346         {
3347                 if (pattern_tile(n_y, n_x))
3348                         return TRUE;
3349                 else
3350                 {
3351 #ifdef JP
3352                         msg_print("¥Ñ¥¿¡¼¥ó¤Î¾å¤ÏÀµ¤·¤¤½ç½ø¤ÇÊ⤫¤Í¤Ð¤Ê¤ê¤Þ¤»¤ó¡£");
3353 #else
3354                         msg_print("You must walk the Pattern in correct order.");
3355 #endif
3356
3357                         return FALSE;
3358                 }
3359         }
3360         else if ((cave[c_y][c_x].feat == FEAT_PATTERN_OLD) ||
3361                  (cave[c_y][c_x].feat == FEAT_PATTERN_END) ||
3362                  (cave[c_y][c_x].feat == FEAT_PATTERN_XTRA2))
3363         {
3364                 if (!pattern_tile(n_y, n_x))
3365                 {
3366 #ifdef JP
3367                         msg_print("¥Ñ¥¿¡¼¥ó¤òƧ¤ß³°¤·¤Æ¤Ï¤¤¤±¤Þ¤»¤ó¡£");
3368 #else
3369                         msg_print("You may not step off from the Pattern.");
3370 #endif
3371
3372                         return FALSE;
3373                 }
3374                 else
3375                 {
3376                         return TRUE;
3377                 }
3378         }
3379         else
3380         {
3381                 if (!pattern_tile(c_y, c_x))
3382                 {
3383 #ifdef JP
3384                         msg_print("¥Ñ¥¿¡¼¥ó¤Î¾å¤òÊ⤯¤Ë¤Ï¥¹¥¿¡¼¥ÈÃÏÅÀ¤«¤éÊ⤭»Ï¤á¤Ê¤¯¤Æ¤Ï¤Ê¤ê¤Þ¤»¤ó¡£");
3385 #else
3386                         msg_print("You must start walking the Pattern from the startpoint.");
3387 #endif
3388
3389                         return FALSE;
3390                 }
3391                 else
3392                 {
3393                         byte ok_move = FEAT_PATTERN_START;
3394                         switch (cave[c_y][c_x].feat)
3395                         {
3396                                 case FEAT_PATTERN_1:
3397                                         ok_move = FEAT_PATTERN_2;
3398                                         break;
3399                                 case FEAT_PATTERN_2:
3400                                         ok_move = FEAT_PATTERN_3;
3401                                         break;
3402                                 case FEAT_PATTERN_3:
3403                                         ok_move = FEAT_PATTERN_4;
3404                                         break;
3405                                 case FEAT_PATTERN_4:
3406                                         ok_move = FEAT_PATTERN_1;
3407                                         break;
3408                                 default:
3409                                         if (p_ptr->wizard)
3410 #ifdef JP
3411                                                 msg_format("¤ª¤«¤·¤Ê¥Ñ¥¿¡¼¥óÊâ¹Ô¡¢%d¡£", cave[c_y][c_x]);
3412 #else
3413                                                 msg_format("Funny Pattern walking, %d.", cave[c_y][c_x]);
3414 #endif
3415
3416                                         return TRUE; /* Goof-up */
3417                         }
3418
3419                         if ((cave[n_y][n_x].feat == ok_move) ||
3420                             (cave[n_y][n_x].feat == cave[c_y][c_x].feat))
3421                                 return TRUE;
3422                         else
3423                         {
3424                                 if (!pattern_tile(n_y, n_x))
3425 #ifdef JP
3426                                         msg_print("¥Ñ¥¿¡¼¥ó¤òƧ¤ß³°¤·¤Æ¤Ï¤¤¤±¤Þ¤»¤ó¡£");
3427 #else
3428                                         msg_print("You may not step off from the Pattern.");
3429 #endif
3430
3431                                 else
3432 #ifdef JP
3433                                         msg_print("¥Ñ¥¿¡¼¥ó¤Î¾å¤ÏÀµ¤·¤¤½ç½ø¤ÇÊ⤫¤Í¤Ð¤Ê¤ê¤Þ¤»¤ó¡£");
3434 #else
3435                                         msg_print("You must walk the Pattern in correct order.");
3436 #endif
3437
3438
3439                                 return FALSE;
3440                         }
3441                 }
3442         }
3443 }
3444
3445
3446
3447 bool player_can_enter(byte feature)
3448 {
3449         bool pass_wall;
3450
3451         /* Player can not walk through "walls" unless in Shadow Form */
3452         if (p_ptr->wraith_form || p_ptr->pass_wall || p_ptr->kabenuke)
3453                 pass_wall = TRUE;
3454         else
3455                 pass_wall = FALSE;
3456
3457         switch (feature)
3458         {
3459                 case FEAT_DEEP_WATER:
3460                 case FEAT_SHAL_LAVA:
3461                 case FEAT_DEEP_LAVA:
3462                         return (TRUE);
3463
3464                 case FEAT_DARK_PIT:
3465                 {
3466                         if (p_ptr->ffall)
3467                                 return (TRUE);
3468                         else
3469                                 return (FALSE);
3470                 }
3471
3472                 case FEAT_TREES:
3473                 {
3474                         return (TRUE);
3475                 }
3476
3477                 case FEAT_RUBBLE:
3478                 case FEAT_MAGMA:
3479                 case FEAT_QUARTZ:
3480                 case FEAT_MAGMA_H:
3481                 case FEAT_QUARTZ_H:
3482                 case FEAT_MAGMA_K:
3483                 case FEAT_QUARTZ_K:
3484                 case FEAT_WALL_EXTRA:
3485                 case FEAT_WALL_INNER:
3486                 case FEAT_WALL_OUTER:
3487                 case FEAT_WALL_SOLID:
3488                 {
3489                         return (pass_wall);
3490                 }
3491
3492                 case FEAT_MOUNTAIN:
3493                 {
3494                         return (!dun_level && p_ptr->ffall);
3495                 }
3496                 case FEAT_PERM_EXTRA:
3497                 case FEAT_PERM_INNER:
3498                 case FEAT_PERM_OUTER:
3499                 case FEAT_PERM_SOLID:
3500                 case FEAT_PATTERN_START:
3501                 case FEAT_PATTERN_1:
3502                 case FEAT_PATTERN_2:
3503                 case FEAT_PATTERN_3:
3504                 case FEAT_PATTERN_4:
3505                 case FEAT_PATTERN_END:
3506                 case FEAT_PATTERN_OLD:
3507                 case FEAT_PATTERN_XTRA1:
3508                 case FEAT_PATTERN_XTRA2:
3509                 {
3510                         return (FALSE);
3511                 }
3512         }
3513
3514         return (TRUE);
3515 }
3516
3517
3518 /*
3519  * Move player in the given direction, with the given "pickup" flag.
3520  *
3521  * This routine should (probably) always induce energy expenditure.
3522  *
3523  * Note that moving will *always* take a turn, and will *always* hit
3524  * any monster which might be in the destination grid.  Previously,
3525  * moving into walls was "free" and did NOT hit invisible monsters.
3526  */
3527 void move_player(int dir, int do_pickup, bool break_trap)
3528 {
3529         int y, x;
3530
3531         cave_type *c_ptr;
3532         monster_type *m_ptr;
3533
3534         char m_name[80];
3535
3536         bool p_can_pass_walls = FALSE;
3537         bool stormbringer = FALSE;
3538
3539         bool oktomove = TRUE;
3540         bool do_past = FALSE;
3541
3542         /* Find the result of moving */
3543         y = py + ddy[dir];
3544         x = px + ddx[dir];
3545
3546         /* Examine the destination */
3547         c_ptr = &cave[y][x];
3548
3549         /* Exit the area */
3550         if (!dun_level && !p_ptr->wild_mode &&
3551                 ((x == 0) || (x == MAX_WID - 1) ||
3552                  (y == 0) || (y == MAX_HGT - 1)))
3553         {
3554                 /* Can the player enter the grid? */
3555                 if (c_ptr->mimic && player_can_enter(c_ptr->mimic))
3556                 {
3557                         /* Hack: move to new area */
3558                         if ((y == 0) && (x == 0))
3559                         {
3560                                 p_ptr->wilderness_y--;
3561                                 p_ptr->wilderness_x--;
3562                                 p_ptr->oldpy = cur_hgt - 2;
3563                                 p_ptr->oldpx = cur_wid - 2;
3564                                 ambush_flag = FALSE;
3565                         }
3566
3567                         else if ((y == 0) && (x == MAX_WID - 1))
3568                         {
3569                                 p_ptr->wilderness_y--;
3570                                 p_ptr->wilderness_x++;
3571                                 p_ptr->oldpy = cur_hgt - 2;
3572                                 p_ptr->oldpx = 1;
3573                                 ambush_flag = FALSE;
3574                         }
3575
3576                         else if ((y == MAX_HGT - 1) && (x == 0))
3577                         {
3578                                 p_ptr->wilderness_y++;
3579                                 p_ptr->wilderness_x--;
3580                                 p_ptr->oldpy = 1;
3581                                 p_ptr->oldpx = cur_wid - 2;
3582                                 ambush_flag = FALSE;
3583                         }
3584
3585                         else if ((y == MAX_HGT - 1) && (x == MAX_WID - 1))
3586                         {
3587                                 p_ptr->wilderness_y++;
3588                                 p_ptr->wilderness_x++;
3589                                 p_ptr->oldpy = 1;
3590                                 p_ptr->oldpx = 1;
3591                                 ambush_flag = FALSE;
3592                         }
3593
3594                         else if (y == 0)
3595                         {
3596                                 p_ptr->wilderness_y--;
3597                                 p_ptr->oldpy = cur_hgt - 2;
3598                                 p_ptr->oldpx = x;
3599                                 ambush_flag = FALSE;
3600                         }
3601
3602                         else if (y == MAX_HGT - 1)
3603                         {
3604                                 p_ptr->wilderness_y++;
3605                                 p_ptr->oldpy = 1;
3606                                 p_ptr->oldpx = x;
3607                                 ambush_flag = FALSE;
3608                         }
3609
3610                         else if (x == 0)
3611                         {
3612                                 p_ptr->wilderness_x--;
3613                                 p_ptr->oldpx = cur_wid - 2;
3614                                 p_ptr->oldpy = y;
3615                                 ambush_flag = FALSE;
3616                         }
3617
3618                         else if (x == MAX_WID - 1)
3619                         {
3620                                 p_ptr->wilderness_x++;
3621                                 p_ptr->oldpx = 1;
3622                                 p_ptr->oldpy = y;
3623                                 ambush_flag = FALSE;
3624                         }
3625
3626                         p_ptr->leftbldg = TRUE;
3627                         p_ptr->leaving = TRUE;
3628                         energy_use = 100;
3629
3630                         return;
3631                 }
3632
3633                 oktomove = FALSE;
3634         }
3635
3636         /* Get the monster */
3637         m_ptr = &m_list[c_ptr->m_idx];
3638
3639
3640         if (inventory[INVEN_RARM].name1 == ART_STORMBRINGER) stormbringer = TRUE;
3641         if (inventory[INVEN_LARM].name1 == ART_STORMBRINGER) stormbringer = TRUE;
3642
3643         /* Player can not walk through "walls"... */
3644         /* unless in Shadow Form */
3645         if (p_ptr->wraith_form || p_ptr->pass_wall || p_ptr->kabenuke)
3646                 p_can_pass_walls = TRUE;
3647         if ((cave[y][x].feat >= FEAT_PERM_EXTRA) &&
3648             (cave[y][x].feat <= FEAT_PERM_SOLID))
3649         {
3650                 p_can_pass_walls = FALSE;
3651         }
3652
3653         if (p_ptr->riding)
3654         {
3655                 cave[py][px].m_idx = 0;
3656         }
3657
3658         /* Hack -- attack monsters */
3659         if (c_ptr->m_idx && (m_ptr->ml || cave_floor_bold(y, x) || p_can_pass_walls))
3660         {
3661
3662                 /* Attack -- only if we can see it OR it is not in a wall */
3663                 if (!is_hostile(m_ptr) &&
3664                     !(p_ptr->confused || p_ptr->image || !m_ptr->ml || p_ptr->stun ||
3665                     ((p_ptr->muta2 & MUT2_BERS_RAGE) && p_ptr->shero)) &&
3666                     (pattern_seq(py, px, y, x)) &&
3667                     ((cave_floor_bold(y, x)) || (c_ptr->feat == FEAT_TREES) || (p_can_pass_walls)))
3668                 {
3669                         m_ptr->csleep = 0;
3670                         p_ptr->update |= (PU_MON_LITE);
3671
3672                         /* Extract monster name (or "it") */
3673                         monster_desc(m_name, m_ptr, 0);
3674
3675                         /* Auto-Recall if possible and visible */
3676                         if (m_ptr->ml) monster_race_track(m_ptr->ap_r_idx);
3677
3678                         /* Track a new monster */
3679                         if (m_ptr->ml) health_track(c_ptr->m_idx);
3680
3681                         /* displace? */
3682                         if ((stormbringer && (randint1(1000) > 666)) || (p_ptr->pclass == CLASS_BERSERKER))
3683                         {
3684                                 py_attack(y, x, 0);
3685                                 oktomove = FALSE;
3686                         }
3687                         else if (monster_can_cross_terrain(cave[py][px].feat, &r_info[m_ptr->r_idx]) &&
3688                                  (cave_floor_bold(py, px) || cave[py][px].feat == FEAT_TREES ||
3689                                   (r_info[m_ptr->r_idx].flags2 & RF2_PASS_WALL)))
3690                         {
3691                                 do_past = TRUE;
3692                         }
3693                         else
3694                         {
3695 #ifdef JP
3696                                 msg_format("%^s¤¬¼ÙËâ¤À¡ª", m_name);
3697 #else
3698                                 msg_format("%^s is in your way!", m_name);
3699 #endif
3700
3701                                 energy_use = 0;
3702                                 oktomove = FALSE;
3703                         }
3704
3705                         /* now continue on to 'movement' */
3706                 }
3707                 else
3708                 {
3709                         py_attack(y, x, 0);
3710                         oktomove = FALSE;
3711                 }
3712         }
3713
3714         if (!oktomove)
3715         {
3716         }
3717
3718         else if ((c_ptr->feat == FEAT_DARK_PIT) && !p_ptr->ffall)
3719         {
3720 #ifdef JP
3721                 msg_print("Îö¤±Ìܤò²£Àڤ뤳¤È¤Ï¤Ç¤­¤Þ¤»¤ó¡£");
3722 #else
3723                 msg_print("You can't cross the chasm.");
3724 #endif
3725
3726                 energy_use = 0;
3727                 running = 0;
3728                 oktomove = FALSE;
3729         }
3730
3731         else if (c_ptr->feat == FEAT_MOUNTAIN)
3732         {
3733                 if (dun_level || !p_ptr->ffall)
3734                 {
3735 #ifdef JP
3736                         msg_print("»³¤Ë¤ÏÅФì¤Þ¤»¤ó¡ª");
3737 #else
3738                         msg_print("You can't climb the mountains!");
3739 #endif
3740
3741                         running = 0;
3742                         energy_use = 0;
3743                         oktomove = FALSE;
3744                 }
3745         }
3746         /*
3747          * Player can move through trees and
3748          * has effective -10 speed
3749          * Rangers can move without penality
3750          */
3751         else if (c_ptr->feat == FEAT_TREES)
3752         {
3753                 oktomove = TRUE;
3754                 if ((p_ptr->pclass != CLASS_RANGER) && !p_ptr->ffall) energy_use *= 2;
3755         }
3756
3757         else if ((c_ptr->feat >= FEAT_QUEST_ENTER) &&
3758                 (c_ptr->feat <= FEAT_QUEST_EXIT))
3759         {
3760                 oktomove = TRUE;
3761         }
3762
3763 #ifdef ALLOW_EASY_DISARM /* TNB */
3764
3765         /* Disarm a visible trap */
3766         else if ((do_pickup != easy_disarm) && is_known_trap(c_ptr))
3767         {
3768                 bool ignore = FALSE;
3769                 switch (c_ptr->feat)
3770                 {
3771                         case FEAT_TRAP_TRAPDOOR:
3772                         case FEAT_TRAP_PIT:
3773                         case FEAT_TRAP_SPIKED_PIT:
3774                         case FEAT_TRAP_POISON_PIT:
3775                                 if (p_ptr->ffall) ignore = TRUE;
3776                                 break;
3777                         case FEAT_TRAP_TELEPORT:
3778                                 if (p_ptr->anti_tele) ignore = TRUE;
3779                                 break;
3780                         case FEAT_TRAP_FIRE:
3781                                 if (p_ptr->immune_fire) ignore = TRUE;
3782                                 break;
3783                         case FEAT_TRAP_ACID:
3784                                 if (p_ptr->immune_acid) ignore = TRUE;
3785                                 break;
3786                         case FEAT_TRAP_BLIND:
3787                                 if (p_ptr->resist_blind) ignore = TRUE;
3788                                 break;
3789                         case FEAT_TRAP_CONFUSE:
3790                                 if (p_ptr->resist_conf) ignore = TRUE;
3791                                 break;
3792                         case FEAT_TRAP_POISON:
3793                                 if (p_ptr->resist_pois) ignore = TRUE;
3794                                 break;
3795                         case FEAT_TRAP_SLEEP:
3796                                 if (p_ptr->free_act) ignore = TRUE;
3797                                 break;
3798                 }
3799
3800                 if (!ignore)
3801                 {
3802                         (void)do_cmd_disarm_aux(y, x, dir);
3803                         return;
3804                 }
3805         }
3806
3807 #endif /* ALLOW_EASY_DISARM -- TNB */
3808         else if (p_ptr->riding && (r_info[m_list[p_ptr->riding].r_idx].flags1 & RF1_NEVER_MOVE))
3809         {
3810 #ifdef JP
3811                 msg_print("Æ°¤±¤Ê¤¤¡ª");
3812 #else
3813                 msg_print("Can't move!");
3814 #endif
3815                 energy_use = 0;
3816                 oktomove = FALSE;
3817                 disturb(0, 0);
3818         }
3819
3820         else if (p_ptr->riding && m_list[p_ptr->riding].monfear)
3821         {
3822                 char m_name[80];
3823
3824                 /* Acquire the monster name */
3825                 monster_desc(m_name, &m_list[p_ptr->riding], 0);
3826
3827                 /* Dump a message */
3828 #ifdef JP
3829 msg_format("%s¤¬¶²Éݤ·¤Æ¤¤¤ÆÀ©¸æ¤Ç¤­¤Ê¤¤¡£", m_name);
3830 #else
3831                 msg_format("%^s is too scared to control.", m_name);
3832 #endif
3833                 oktomove = FALSE;
3834                 disturb(0, 0);
3835         }
3836
3837         else if (p_ptr->riding && p_ptr->riding_ryoute)
3838         {
3839                 oktomove = FALSE;
3840                 disturb(0, 0);
3841         }
3842
3843         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))
3844         {
3845 #ifdef JP
3846                 msg_print("Φ¾å¤Ë¾å¤¬¤ì¤Ê¤¤¡£");
3847 #else
3848                 msg_print("Can't land.");
3849 #endif
3850                 energy_use = 0;
3851                 oktomove = FALSE;
3852                 disturb(0, 0);
3853         }
3854
3855         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))
3856         {
3857 #ifdef JP
3858                 msg_print("¿å¾å¤Ë¹Ô¤±¤Ê¤¤¡£");
3859 #else
3860                 msg_print("Can't swim.");
3861 #endif
3862                 energy_use = 0;
3863                 oktomove = FALSE;
3864                 disturb(0, 0);
3865         }
3866
3867         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))
3868         {
3869 #ifdef JP
3870                 msg_print("¿å¾å¤Ë¹Ô¤±¤Ê¤¤¡£");
3871 #else
3872                 msg_print("Can't swim.");
3873 #endif
3874                 energy_use = 0;
3875                 oktomove = FALSE;
3876                 disturb(0, 0);
3877         }
3878
3879         else if ((p_ptr->riding && !(r_info[m_list[p_ptr->riding].r_idx].flags7 & (RF7_CAN_FLY)) && !(r_info[m_list[p_ptr->riding].r_idx].flags3 & (RF3_IM_FIRE))) && ((c_ptr->feat == FEAT_SHAL_LAVA) || (c_ptr->feat == FEAT_DEEP_LAVA)))
3880         {
3881 #ifdef JP
3882                 msg_print("ÍÏ´ä¤Î¾å¤Ë¹Ô¤±¤Ê¤¤¡£");
3883 #else
3884                 msg_print("Too hot to go through.");
3885 #endif
3886                 energy_use = 0;
3887                 oktomove = FALSE;
3888                 disturb(0, 0);
3889         }
3890
3891         else if (p_ptr->riding && m_list[p_ptr->riding].stunned && one_in_(2))
3892         {
3893                 char m_name[80];
3894                 monster_desc(m_name, &m_list[p_ptr->riding], 0);
3895 #ifdef JP
3896                 msg_format("%s¤¬Û¯Û°¤È¤·¤Æ¤¤¤Æ¤¦¤Þ¤¯Æ°¤±¤Ê¤¤¡ª",m_name);
3897 #else
3898                 msg_format("You cannot control stunned %s!",m_name);
3899 #endif
3900                 oktomove = FALSE;
3901                 disturb(0, 0);
3902         }
3903
3904         /* Player can not walk through "walls" unless in wraith form...*/
3905         else if ((!cave_floor_bold(y, x)) &&
3906                 (!p_can_pass_walls))
3907         {
3908                 byte feat;
3909
3910                 oktomove = FALSE;
3911
3912                 /* Feature code (applying "mimic" field) */
3913                 feat = c_ptr->mimic ? c_ptr->mimic : f_info[c_ptr->feat].mimic;
3914
3915                 /* Disturb the player */
3916                 disturb(0, 0);
3917
3918                 /* Notice things in the dark */
3919                 if ((!(c_ptr->info & (CAVE_MARK))) &&
3920                     (p_ptr->blind || !(c_ptr->info & (CAVE_LITE))))
3921                 {
3922                         /* Rubble */
3923                         if (feat == FEAT_RUBBLE)
3924                         {
3925 #ifdef JP
3926                                 msg_print("´äÀФ¬¹Ô¤¯¼ê¤ò¤Ï¤Ð¤ó¤Ç¤¤¤ë¤è¤¦¤À¡£");
3927 #else
3928                                 msg_print("You feel some rubble blocking your way.");
3929 #endif
3930
3931                                 c_ptr->info |= (CAVE_MARK);
3932                                 lite_spot(y, x);
3933                         }
3934
3935                         /* Closed door */
3936                         else if (is_closed_door(feat))
3937                         {
3938 #ifdef JP
3939                                 msg_print("¥É¥¢¤¬¹Ô¤¯¼ê¤ò¤Ï¤Ð¤ó¤Ç¤¤¤ë¤è¤¦¤À¡£");
3940 #else
3941                                 msg_print("You feel a closed door blocking your way.");
3942 #endif
3943
3944                                 c_ptr->info |= (CAVE_MARK);
3945                                 lite_spot(y, x);
3946                         }
3947
3948                         /* Wall (or secret door) */
3949                         else
3950                         {
3951 #ifdef JP
3952                                 msg_print("Êɤ¬¹Ô¤¯¼ê¤ò¤Ï¤Ð¤ó¤Ç¤¤¤ë¤è¤¦¤À¡£");
3953 #else
3954                                 msg_print("You feel a wall blocking your way.");
3955 #endif
3956
3957                                 c_ptr->info |= (CAVE_MARK);
3958                                 lite_spot(y, x);
3959                         }
3960                 }
3961
3962                 /* Notice things */
3963                 else
3964                 {
3965                         /* Rubble */
3966                         if (feat == FEAT_RUBBLE)
3967                         {
3968 #ifdef JP
3969                                 msg_print("´äÀФ¬¹Ô¤¯¼ê¤ò¤Ï¤Ð¤ó¤Ç¤¤¤ë¡£");
3970 #else
3971                                 msg_print("There is rubble blocking your way.");
3972 #endif
3973
3974
3975                                 if (!(p_ptr->confused || p_ptr->stun || p_ptr->image))
3976                                         energy_use = 0;
3977
3978                                 /*
3979                                  * Well, it makes sense that you lose time bumping into
3980                                  * a wall _if_ you are confused, stunned or blind; but
3981                                  * typing mistakes should not cost you a turn...
3982                                  */
3983                         }
3984                         /* Closed doors */
3985                         else if (is_closed_door(feat))
3986                         {
3987 #ifdef ALLOW_EASY_OPEN
3988
3989                                 if (easy_open && easy_open_door(y, x)) return;
3990
3991 #endif /* ALLOW_EASY_OPEN */
3992
3993 #ifdef JP
3994                                 msg_print("¥É¥¢¤¬¹Ô¤¯¼ê¤ò¤Ï¤Ð¤ó¤Ç¤¤¤ë¡£");
3995 #else
3996                                 msg_print("There is a closed door blocking your way.");
3997 #endif
3998
3999
4000                                 if (!(p_ptr->confused || p_ptr->stun || p_ptr->image))
4001                                         energy_use = 0;
4002                         }
4003
4004                         /* Wall (or secret door) */
4005                         else
4006                         {
4007 #ifdef JP
4008                                 msg_print("Êɤ¬¹Ô¤¯¼ê¤ò¤Ï¤Ð¤ó¤Ç¤¤¤ë¡£");
4009 #else
4010                                 msg_print("There is a wall blocking your way.");
4011 #endif
4012
4013
4014                                 if (!(p_ptr->confused || p_ptr->stun || p_ptr->image))
4015                                         energy_use = 0;
4016                         }
4017                 }
4018
4019                 /* Sound */
4020                 sound(SOUND_HITWALL);
4021         }
4022
4023         /* Normal movement */
4024         if (!pattern_seq(py, px, y, x))
4025         {
4026                 if (!(p_ptr->confused || p_ptr->stun || p_ptr->image))
4027                 {
4028                         energy_use = 0;
4029                 }
4030
4031                 /* To avoid a loop with running */
4032                 disturb(0, 0);
4033
4034                 oktomove = FALSE;
4035         }
4036
4037         /* Normal movement */
4038         if (oktomove)
4039         {
4040                 int oy, ox;
4041
4042                 if (p_ptr->warning)
4043                 {
4044                         if(!process_frakir(x,y))
4045                         {
4046                                 energy_use = 25;
4047                                 return;
4048                         }
4049                 }
4050
4051                 if (do_past)
4052                 {
4053 #ifdef JP
4054                         msg_format("%s¤ò²¡¤·Âऱ¤¿¡£", m_name);
4055 #else
4056                         msg_format("You push past %s.", m_name);
4057 #endif
4058
4059                         m_ptr->fy = py;
4060                         m_ptr->fx = px;
4061                         cave[py][px].m_idx = c_ptr->m_idx;
4062                         c_ptr->m_idx = 0;
4063                         update_mon(cave[py][px].m_idx, TRUE);
4064                 }
4065
4066                 /* Change oldpx and oldpy to place the player well when going back to big mode */
4067                 if (p_ptr->wild_mode)
4068                 {
4069                         if(ddy[dir] > 0)  p_ptr->oldpy = 1;
4070                         if(ddy[dir] < 0)  p_ptr->oldpy = MAX_HGT - 2;
4071                         if(ddy[dir] == 0) p_ptr->oldpy = MAX_HGT / 2;
4072                         if(ddx[dir] > 0)  p_ptr->oldpx = 1;
4073                         if(ddx[dir] < 0)  p_ptr->oldpx = MAX_WID - 2;
4074                         if(ddx[dir] == 0) p_ptr->oldpx = MAX_WID / 2;
4075                 }
4076
4077                 /* Save old location */
4078                 oy = py;
4079                 ox = px;
4080
4081                 /* Move the player */
4082                 py = y;
4083                 px = x;
4084
4085                 if (p_ptr->riding && (r_info[m_list[p_ptr->riding].r_idx].flags2 & RF2_KILL_WALL))
4086                 {
4087                         if (cave[py][px].feat >= FEAT_RUBBLE && cave[py][px].feat < FEAT_PERM_SOLID)
4088                         {
4089                                 /* Forget the wall */
4090                                 cave[py][px].info &= ~(CAVE_MARK);
4091
4092                                 /* Notice */
4093                                 cave_set_feat(py, px, floor_type[randint0(100)]);
4094                         }
4095                 }
4096                 if (music_singing(MUSIC_WALL))
4097                 {
4098                         project(0, 0, py, px,
4099                                 (60 + p_ptr->lev), GF_DISINTEGRATE, PROJECT_KILL | PROJECT_ITEM, -1);
4100                 }
4101                 else if (p_ptr->kill_wall)
4102                 {
4103                         if (cave_valid_bold(py, px) &&
4104                                 (cave[py][px].feat < FEAT_PATTERN_START ||
4105                                  cave[py][px].feat > FEAT_PATTERN_XTRA2) &&
4106                                 (cave[py][px].feat < FEAT_DEEP_WATER ||
4107                                  cave[py][px].feat > FEAT_GRASS))
4108                         {
4109                                 if (cave[py][px].feat == FEAT_TREES)
4110                                         cave_set_feat(py, px, FEAT_GRASS);
4111                                 else
4112                                         cave_set_feat(py, px, floor_type[randint0(100)]);
4113                         }
4114                                 /* Update some things -- similar to GF_KILL_WALL */
4115                         p_ptr->update |= (PU_VIEW | PU_LITE | PU_FLOW | PU_MONSTERS | PU_MON_LITE);
4116                 }
4117
4118                 /* Redraw new spot */
4119                 lite_spot(py, px);
4120
4121                 /* Redraw old spot */
4122                 lite_spot(oy, ox);
4123
4124                 /* Sound */
4125                 /* sound(SOUND_WALK); */
4126
4127                 /* Check for new panel (redraw map) */
4128                 verify_panel();
4129
4130                 /* For get everything when requested hehe I'm *NASTY* */
4131                 if (dun_level && (d_info[dungeon_type].flags1 & DF1_FORGET))
4132                 {
4133                         wiz_dark();
4134                 }
4135
4136                 if ((p_ptr->pclass == CLASS_NINJA))
4137                 {
4138                         if (c_ptr->info & (CAVE_GLOW)) set_superstealth(FALSE);
4139                         else if (p_ptr->cur_lite <= 0) set_superstealth(TRUE);
4140                 }
4141                 if ((p_ptr->action == ACTION_HAYAGAKE) && !cave_floor_bold(py, px))
4142                 {
4143 #ifdef JP
4144                         msg_print("¤³¤³¤Ç¤ÏÁÇÁ᤯ư¤±¤Ê¤¤¡£");
4145 #else
4146                         msg_print("You cannot run in wall.");
4147 #endif
4148                         set_action(ACTION_NONE);
4149                 }
4150
4151                 /* Update stuff */
4152                 p_ptr->update |= (PU_VIEW | PU_LITE | PU_FLOW | PU_MON_LITE);
4153
4154                 /* Update the monsters */
4155                 p_ptr->update |= (PU_DISTANCE);
4156
4157                 /* Window stuff */
4158                 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
4159
4160                 /* Spontaneous Searching */
4161                 if ((p_ptr->skill_fos >= 50) ||
4162                     (0 == randint0(50 - p_ptr->skill_fos)))
4163                 {
4164                         search();
4165                 }
4166
4167                 /* Continuous Searching */
4168                 if (p_ptr->action == ACTION_SEARCH)
4169                 {
4170                         search();
4171                 }
4172
4173                 /* Handle "objects" */
4174
4175 #ifdef ALLOW_EASY_DISARM /* TNB */
4176
4177                 carry(do_pickup != always_pickup);
4178
4179 #else /* ALLOW_EASY_DISARM -- TNB */
4180
4181                 carry(do_pickup);
4182
4183 #endif /* ALLOW_EASY_DISARM -- TNB */
4184
4185                 /* Handle "store doors" */
4186                 if (((c_ptr->feat >= FEAT_SHOP_HEAD) &&
4187                     (c_ptr->feat <= FEAT_SHOP_TAIL)) ||
4188                     (c_ptr->feat == FEAT_MUSEUM))
4189                 {
4190                         /* Disturb */
4191                         disturb(0, 0);
4192
4193                         energy_use = 0;
4194                         /* Hack -- Enter store */
4195                         command_new = SPECIAL_KEY_STORE;
4196                 }
4197
4198                 /* Handle "building doors" -KMW- */
4199                 else if ((c_ptr->feat >= FEAT_BLDG_HEAD) &&
4200                     (c_ptr->feat <= FEAT_BLDG_TAIL))
4201                 {
4202                         /* Disturb */
4203                         disturb(0, 0);
4204
4205                         energy_use = 0;
4206                         /* Hack -- Enter building */
4207                         command_new = SPECIAL_KEY_BUILDING;
4208                 }
4209
4210                 /* Handle quest areas -KMW- */
4211                 else if (cave[y][x].feat == FEAT_QUEST_ENTER)
4212                 {
4213                         /* Disturb */
4214                         disturb(0, 0);
4215
4216                         energy_use = 0;
4217                         /* Hack -- Enter quest level */
4218                         command_new = SPECIAL_KEY_QUEST;
4219                 }
4220
4221                 else if (cave[y][x].feat == FEAT_QUEST_EXIT)
4222                 {
4223                         if (quest[p_ptr->inside_quest].type == QUEST_TYPE_FIND_EXIT)
4224                         {
4225                                 if (record_fix_quest) do_cmd_write_nikki(NIKKI_FIX_QUEST_C, p_ptr->inside_quest, NULL);
4226                                 quest[p_ptr->inside_quest].status = QUEST_STATUS_COMPLETED;
4227                                 quest[p_ptr->inside_quest].complev = (byte)p_ptr->lev;
4228 #ifdef JP
4229                                 msg_print("¥¯¥¨¥¹¥È¤òãÀ®¤·¤¿¡ª");
4230 #else
4231                                 msg_print("You accomplished your quest!");
4232 #endif
4233
4234                                 msg_print(NULL);
4235                         }
4236
4237                         leave_quest_check();
4238
4239                         p_ptr->inside_quest = cave[y][x].special;
4240                         dun_level = 0;
4241                         p_ptr->oldpx = 0;
4242                         p_ptr->oldpy = 0;
4243                         p_ptr->leaving = TRUE;
4244                 }
4245
4246                 /* Set off a trap */
4247                 else if (is_trap(c_ptr->feat))
4248                 {
4249                         /* Disturb */
4250                         disturb(0, 0);
4251
4252                         /* Hidden trap */
4253                         if (c_ptr->mimic)
4254                         {
4255                                 /* Message */
4256 #ifdef JP
4257                                 msg_print("¥È¥é¥Ã¥×¤À¡ª");
4258 #else
4259                                 msg_print("You found a trap!");
4260 #endif
4261
4262                                 /* Pick a trap */
4263                                 disclose_grid(py, px);
4264                         }
4265
4266                         /* Hit the trap */
4267                         hit_trap(break_trap);
4268                 }
4269
4270                 /* Warn when leaving trap detected region */
4271                 if ((disturb_trap_detect || alert_trap_detect)
4272                     && p_ptr->dtrap && !(cave[py][px].info & CAVE_IN_DETECT))
4273                 {
4274                         /* No duplicate warning */
4275                         p_ptr->dtrap = FALSE;
4276
4277                         /* You are just on the edge */
4278                         if (!(cave[py][px].info & CAVE_UNSAFE))
4279                         {
4280                                 if (alert_trap_detect)
4281                                 {
4282 #ifdef JP
4283                                         msg_print("* Ãí°Õ:¤³¤ÎÀè¤Ï¥È¥é¥Ã¥×¤Î´¶ÃÎÈϰϳ°¤Ç¤¹¡ª *");
4284 #else
4285                                         msg_print("*Leaving trap detect region!*");
4286 #endif
4287                                 }
4288                                 
4289                                 if (disturb_trap_detect)
4290                                 {
4291                                         disturb(0, 0);
4292                                 }
4293                         }
4294                 }
4295         }
4296
4297         if (p_ptr->riding)
4298         {
4299                 m_list[p_ptr->riding].fy = py;
4300                 m_list[p_ptr->riding].fx = px;
4301                 cave[py][px].m_idx = p_ptr->riding;
4302                 update_mon(cave[py][px].m_idx, TRUE);
4303                 p_ptr->update |= (PU_MON_LITE);
4304         }
4305 }
4306
4307
4308 /*
4309  * Hack -- Check for a "known wall" (see below)
4310  */
4311 static int see_wall(int dir, int y, int x)
4312 {
4313         cave_type   *c_ptr;
4314         byte feat;
4315
4316         /* Get the new location */
4317         y += ddy[dir];
4318         x += ddx[dir];
4319
4320         /* Illegal grids are not known walls */
4321         if (!in_bounds2(y, x)) return (FALSE);
4322
4323         /* Access grid */
4324         c_ptr = &cave[y][x];
4325
4326         /* Feature code (applying "mimic" field) */
4327         feat = c_ptr->mimic ? c_ptr->mimic : f_info[c_ptr->feat].mimic;
4328
4329         /* Must be known to the player */
4330         if (c_ptr->info & (CAVE_MARK))
4331         {
4332                 /* Rubble, Magma, Quartz, Wall, Perm wall */
4333                 if (feat >= FEAT_RUBBLE && feat <= FEAT_PERM_SOLID) return TRUE;
4334
4335                 /* Tree */
4336                 if (feat == FEAT_TREES) return TRUE;
4337
4338                 /* Mountain */
4339                 if (feat == FEAT_MOUNTAIN) return TRUE;
4340         }
4341
4342         return FALSE;
4343 }
4344
4345
4346 /*
4347  * Hack -- Check for an "unknown corner" (see below)
4348  */
4349 static int see_nothing(int dir, int y, int x)
4350 {
4351         /* Get the new location */
4352         y += ddy[dir];
4353         x += ddx[dir];
4354
4355         /* Illegal grids are unknown */
4356         if (!in_bounds2(y, x)) return (TRUE);
4357
4358         /* Memorized grids are always known */
4359         if (cave[y][x].info & (CAVE_MARK)) return (FALSE);
4360
4361         /* Non-floor grids are unknown */
4362         if (!cave_floor_bold(y, x)) return (TRUE);
4363
4364         /* Viewable door/wall grids are known */
4365         if (player_can_see_bold(y, x)) return (FALSE);
4366
4367         /* Default */
4368         return (TRUE);
4369 }
4370
4371
4372
4373
4374
4375 /*
4376  * The running algorithm:                       -CJS-
4377  *
4378  * In the diagrams below, the player has just arrived in the
4379  * grid marked as '@', and he has just come from a grid marked
4380  * as 'o', and he is about to enter the grid marked as 'x'.
4381  *
4382  * Of course, if the "requested" move was impossible, then you
4383  * will of course be blocked, and will stop.
4384  *
4385  * Overview: You keep moving until something interesting happens.
4386  * If you are in an enclosed space, you follow corners. This is
4387  * the usual corridor scheme. If you are in an open space, you go
4388  * straight, but stop before entering enclosed space. This is
4389  * analogous to reaching doorways. If you have enclosed space on
4390  * one side only (that is, running along side a wall) stop if
4391  * your wall opens out, or your open space closes in. Either case
4392  * corresponds to a doorway.
4393  *
4394  * What happens depends on what you can really SEE. (i.e. if you
4395  * have no light, then running along a dark corridor is JUST like
4396  * running in a dark room.) The algorithm works equally well in
4397  * corridors, rooms, mine tailings, earthquake rubble, etc, etc.
4398  *
4399  * These conditions are kept in static memory:
4400  * find_openarea         You are in the open on at least one
4401  * side.
4402  * find_breakleft        You have a wall on the left, and will
4403  * stop if it opens
4404  * find_breakright       You have a wall on the right, and will
4405  * stop if it opens
4406  *
4407  * To initialize these conditions, we examine the grids adjacent
4408  * to the grid marked 'x', two on each side (marked 'L' and 'R').
4409  * If either one of the two grids on a given side is seen to be
4410  * closed, then that side is considered to be closed. If both
4411  * sides are closed, then it is an enclosed (corridor) run.
4412  *
4413  * LL           L
4414  * @x          LxR
4415  * RR          @R
4416  *
4417  * Looking at more than just the immediate squares is
4418  * significant. Consider the following case. A run along the
4419  * corridor will stop just before entering the center point,
4420  * because a choice is clearly established. Running in any of
4421  * three available directions will be defined as a corridor run.
4422  * Note that a minor hack is inserted to make the angled corridor
4423  * entry (with one side blocked near and the other side blocked
4424  * further away from the runner) work correctly. The runner moves
4425  * diagonally, but then saves the previous direction as being
4426  * straight into the gap. Otherwise, the tail end of the other
4427  * entry would be perceived as an alternative on the next move.
4428  *
4429  * #.#
4430  * ##.##
4431  * .@x..
4432  * ##.##
4433  * #.#
4434  *
4435  * Likewise, a run along a wall, and then into a doorway (two
4436  * runs) will work correctly. A single run rightwards from @ will
4437  * stop at 1. Another run right and down will enter the corridor
4438  * and make the corner, stopping at the 2.
4439  *
4440  * ##################
4441  * o@x       1
4442  * ########### ######
4443  * #2          #
4444  * #############
4445  *
4446  * After any move, the function area_affect is called to
4447  * determine the new surroundings, and the direction of
4448  * subsequent moves. It examines the current player location
4449  * (at which the runner has just arrived) and the previous
4450  * direction (from which the runner is considered to have come).
4451  *
4452  * Moving one square in some direction places you adjacent to
4453  * three or five new squares (for straight and diagonal moves
4454  * respectively) to which you were not previously adjacent,
4455  * marked as '!' in the diagrams below.
4456  *
4457  *   ...!              ...
4458  *   .o@!  (normal)    .o.!  (diagonal)
4459  *   ...!  (east)      ..@!  (south east)
4460  *                      !!!
4461  *
4462  * You STOP if any of the new squares are interesting in any way:
4463  * for example, if they contain visible monsters or treasure.
4464  *
4465  * You STOP if any of the newly adjacent squares seem to be open,
4466  * and you are also looking for a break on that side. (that is,
4467  * find_openarea AND find_break).
4468  *
4469  * You STOP if any of the newly adjacent squares do NOT seem to be
4470  * open and you are in an open area, and that side was previously
4471  * entirely open.
4472  *
4473  * Corners: If you are not in the open (i.e. you are in a corridor)
4474  * and there is only one way to go in the new squares, then turn in
4475  * that direction. If there are more than two new ways to go, STOP.
4476  * If there are two ways to go, and those ways are separated by a
4477  * square which does not seem to be open, then STOP.
4478  *
4479  * Otherwise, we have a potential corner. There are two new open
4480  * squares, which are also adjacent. One of the new squares is
4481  * diagonally located, the other is straight on (as in the diagram).
4482  * We consider two more squares further out (marked below as ?).
4483  *
4484  * We assign "option" to the straight-on grid, and "option2" to the
4485  * diagonal grid, and "check_dir" to the grid marked 's'.
4486  *
4487  * ##s
4488  * @x?
4489  * #.?
4490  *
4491  * If they are both seen to be closed, then it is seen that no benefit
4492  * is gained from moving straight. It is a known corner.  To cut the
4493  * corner, go diagonally, otherwise go straight, but pretend you
4494  * stepped diagonally into that next location for a full view next
4495  * time. Conversely, if one of the ? squares is not seen to be closed,
4496  * then there is a potential choice. We check to see whether it is a
4497  * potential corner or an intersection/room entrance.  If the square
4498  * two spaces straight ahead, and the space marked with 's' are both
4499  * unknown space, then it is a potential corner and enter if
4500  * find_examine is set, otherwise must stop because it is not a
4501  * corner.
4502  */
4503
4504
4505
4506
4507 /*
4508  * Hack -- allow quick "cycling" through the legal directions
4509  */
4510 static byte cycle[] =
4511 { 1, 2, 3, 6, 9, 8, 7, 4, 1, 2, 3, 6, 9, 8, 7, 4, 1 };
4512
4513 /*
4514  * Hack -- map each direction into the "middle" of the "cycle[]" array
4515  */
4516 static byte chome[] =
4517 { 0, 8, 9, 10, 7, 0, 11, 6, 5, 4 };
4518
4519 /*
4520  * The direction we are running
4521  */
4522 static byte find_current;
4523
4524 /*
4525  * The direction we came from
4526  */
4527 static byte find_prevdir;
4528
4529 /*
4530  * We are looking for open area
4531  */
4532 static bool find_openarea;
4533
4534 /*
4535  * We are looking for a break
4536  */
4537 static bool find_breakright;
4538 static bool find_breakleft;
4539
4540
4541
4542 /*
4543  * Initialize the running algorithm for a new direction.
4544  *
4545  * Diagonal Corridor -- allow diaginal entry into corridors.
4546  *
4547  * Blunt Corridor -- If there is a wall two spaces ahead and
4548  * we seem to be in a corridor, then force a turn into the side
4549  * corridor, must be moving straight into a corridor here. ???
4550  *
4551  * Diagonal Corridor    Blunt Corridor (?)
4552  *       # #                  #
4553  *       #x#                 @x#
4554  *       @p.                  p
4555  */
4556 static void run_init(int dir)
4557 {
4558         int             row, col, deepleft, deepright;
4559         int             i, shortleft, shortright;
4560
4561
4562         /* Save the direction */
4563         find_current = dir;
4564
4565         /* Assume running straight */
4566         find_prevdir = dir;
4567
4568         /* Assume looking for open area */
4569         find_openarea = TRUE;
4570
4571         /* Assume not looking for breaks */
4572         find_breakright = find_breakleft = FALSE;
4573
4574         /* Assume no nearby walls */
4575         deepleft = deepright = FALSE;
4576         shortright = shortleft = FALSE;
4577
4578         p_ptr->run_py = py;
4579         p_ptr->run_px = px;
4580
4581         /* Find the destination grid */
4582         row = py + ddy[dir];
4583         col = px + ddx[dir];
4584
4585         /* Extract cycle index */
4586         i = chome[dir];
4587
4588         /* Check for walls */
4589         if (see_wall(cycle[i+1], py, px))
4590         {
4591                 find_breakleft = TRUE;
4592                 shortleft = TRUE;
4593         }
4594         else if (see_wall(cycle[i+1], row, col))
4595         {
4596                 find_breakleft = TRUE;
4597                 deepleft = TRUE;
4598         }
4599
4600         /* Check for walls */
4601         if (see_wall(cycle[i-1], py, px))
4602         {
4603                 find_breakright = TRUE;
4604                 shortright = TRUE;
4605         }
4606         else if (see_wall(cycle[i-1], row, col))
4607         {
4608                 find_breakright = TRUE;
4609                 deepright = TRUE;
4610         }
4611
4612         /* Looking for a break */
4613         if (find_breakleft && find_breakright)
4614         {
4615                 /* Not looking for open area */
4616                 find_openarea = FALSE;
4617
4618                 /* Hack -- allow angled corridor entry */
4619                 if (dir & 0x01)
4620                 {
4621                         if (deepleft && !deepright)
4622                         {
4623                                 find_prevdir = cycle[i - 1];
4624                         }
4625                         else if (deepright && !deepleft)
4626                         {
4627                                 find_prevdir = cycle[i + 1];
4628                         }
4629                 }
4630
4631                 /* Hack -- allow blunt corridor entry */
4632                 else if (see_wall(cycle[i], row, col))
4633                 {
4634                         if (shortleft && !shortright)
4635                         {
4636                                 find_prevdir = cycle[i - 2];
4637                         }
4638                         else if (shortright && !shortleft)
4639                         {
4640                                 find_prevdir = cycle[i + 2];
4641                         }
4642                 }
4643         }
4644 }
4645
4646
4647 /*
4648  * Update the current "run" path
4649  *
4650  * Return TRUE if the running should be stopped
4651  */
4652 static bool run_test(void)
4653 {
4654         int         prev_dir, new_dir, check_dir = 0;
4655         int         row, col;
4656         int         i, max, inv;
4657         int         option = 0, option2 = 0;
4658         cave_type   *c_ptr;
4659         byte feat;
4660
4661         /* Where we came from */
4662         prev_dir = find_prevdir;
4663
4664
4665         /* Range of newly adjacent grids */
4666         max = (prev_dir & 0x01) + 1;
4667
4668         /* break run when leaving trap detected region */
4669         if ((disturb_trap_detect || alert_trap_detect)
4670             && p_ptr->dtrap && !(cave[py][px].info & CAVE_IN_DETECT))
4671         {
4672                 /* No duplicate warning */
4673                 p_ptr->dtrap = FALSE;
4674
4675                 /* You are just on the edge */
4676                 if (!(cave[py][px].info & CAVE_UNSAFE))
4677                 {
4678                         if (alert_trap_detect)
4679                         {
4680 #ifdef JP
4681                                 msg_print("* Ãí°Õ:¤³¤ÎÀè¤Ï¥È¥é¥Ã¥×¤Î´¶ÃÎÈϰϳ°¤Ç¤¹¡ª *");
4682 #else
4683                                 msg_print("*Leaving trap detect region!*");
4684 #endif
4685                         }
4686
4687                         if (disturb_trap_detect)
4688                         {
4689                                 /* Break Run */
4690                                 return(TRUE);
4691                         }
4692                 }
4693         }
4694
4695         /* Look at every newly adjacent square. */
4696         for (i = -max; i <= max; i++)
4697         {
4698                 s16b this_o_idx, next_o_idx = 0;
4699
4700
4701                 /* New direction */
4702                 new_dir = cycle[chome[prev_dir] + i];
4703
4704                 /* New location */
4705                 row = py + ddy[new_dir];
4706                 col = px + ddx[new_dir];
4707
4708                 /* Access grid */
4709                 c_ptr = &cave[row][col];
4710
4711                 /* Feature code (applying "mimic" field) */
4712                 feat = c_ptr->mimic ? c_ptr->mimic : f_info[c_ptr->feat].mimic;
4713
4714                 /* Visible monsters abort running */
4715                 if (c_ptr->m_idx)
4716                 {
4717                         monster_type *m_ptr = &m_list[c_ptr->m_idx];
4718
4719                         /* Visible monster */
4720                         if (m_ptr->ml) return (TRUE);
4721                 }
4722
4723                 /* Visible objects abort running */
4724                 for (this_o_idx = c_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
4725                 {
4726                         object_type *o_ptr;
4727
4728                         /* Acquire object */
4729                         o_ptr = &o_list[this_o_idx];
4730
4731                         /* Acquire next object */
4732                         next_o_idx = o_ptr->next_o_idx;
4733
4734                         /* Visible object */
4735                         if (o_ptr->marked) return (TRUE);
4736                 }
4737
4738
4739                 /* Assume unknown */
4740                 inv = TRUE;
4741
4742                 /* Check memorized grids */
4743                 if (c_ptr->info & (CAVE_MARK))
4744                 {
4745                         bool notice = TRUE;
4746
4747                         /* Examine the terrain */
4748                         switch (feat)
4749                         {
4750                                 /* Floors */
4751                                 case FEAT_FLOOR:
4752
4753                                 /* Invis traps */
4754                                 case FEAT_INVIS:
4755
4756                                 /* Normal veins */
4757                                 case FEAT_MAGMA:
4758                                 case FEAT_QUARTZ:
4759
4760                                 /* Hidden treasure */
4761                                 case FEAT_MAGMA_H:
4762                                 case FEAT_QUARTZ_H:
4763
4764                                 /* Known treasure (almost uninteresting) */
4765                                 case FEAT_MAGMA_K:
4766                                 case FEAT_QUARTZ_K:
4767
4768                                 /* Walls */
4769                                 case FEAT_RUBBLE:
4770                                 case FEAT_WALL_EXTRA:
4771                                 case FEAT_WALL_INNER:
4772                                 case FEAT_WALL_OUTER:
4773                                 case FEAT_WALL_SOLID:
4774                                 case FEAT_PERM_EXTRA:
4775                                 case FEAT_PERM_INNER:
4776                                 case FEAT_PERM_OUTER:
4777                                 case FEAT_PERM_SOLID:
4778                                 /* dirt, grass, trees, ... */
4779                                 case FEAT_SHAL_WATER:
4780                                 case FEAT_DIRT:
4781                                 case FEAT_GRASS:
4782                                 case FEAT_DEEP_GRASS:
4783                                 case FEAT_FLOWER:
4784                                 case FEAT_DARK_PIT:
4785                                 case FEAT_TREES:
4786                                 case FEAT_MOUNTAIN:
4787                                 {
4788                                         /* Ignore */
4789                                         notice = FALSE;
4790
4791                                         /* Done */
4792                                         break;
4793                                 }
4794
4795                                 /* quest features */
4796                                 case FEAT_QUEST_ENTER:
4797                                 case FEAT_QUEST_EXIT:
4798                                 {
4799                                         /* Notice */
4800                                         notice = TRUE;
4801
4802                                         /* Done */
4803                                         break;
4804                                 }
4805
4806                                 case FEAT_DEEP_LAVA:
4807                                 case FEAT_SHAL_LAVA:
4808                                 {
4809                                         /* Ignore */
4810                                         if (p_ptr->invuln || p_ptr->immune_fire) notice = FALSE;
4811
4812                                         /* Done */
4813                                         break;
4814                                 }
4815
4816                                 case FEAT_DEEP_WATER:
4817                                 {
4818                                         /* Ignore */
4819                                         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;
4820
4821                                         /* Done */
4822                                         break;
4823                                 }
4824
4825                                 /* Open doors */
4826                                 case FEAT_OPEN:
4827                                 case FEAT_BROKEN:
4828                                 {
4829                                         /* Option -- ignore */
4830                                         if (find_ignore_doors) notice = FALSE;
4831
4832                                         /* Done */
4833                                         break;
4834                                 }
4835
4836                                 /* Stairs */
4837                                 case FEAT_LESS:
4838                                 case FEAT_MORE:
4839                                 case FEAT_LESS_LESS:
4840                                 case FEAT_MORE_MORE:
4841                                 case FEAT_ENTRANCE:
4842                                 {
4843                                         /* Option -- ignore */
4844                                         if (find_ignore_stairs) notice = FALSE;
4845
4846                                         /* Done */
4847                                         break;
4848                                 }
4849                         }
4850
4851                         /* Interesting feature */
4852                         if (notice) return (TRUE);
4853
4854                         /* The grid is "visible" */
4855                         inv = FALSE;
4856                 }
4857
4858                 /* Analyze unknown grids and floors considering mimic */
4859                 if (inv || (!(feat & 0x20)))
4860                 {
4861                         /* Looking for open area */
4862                         if (find_openarea)
4863                         {
4864                                 /* Nothing */
4865                         }
4866
4867                         /* The first new direction. */
4868                         else if (!option)
4869                         {
4870                                 option = new_dir;
4871                         }
4872
4873                         /* Three new directions. Stop running. */
4874                         else if (option2)
4875                         {
4876                                 return (TRUE);
4877                         }
4878
4879                         /* Two non-adjacent new directions.  Stop running. */
4880                         else if (option != cycle[chome[prev_dir] + i - 1])
4881                         {
4882                                 return (TRUE);
4883                         }
4884
4885                         /* Two new (adjacent) directions (case 1) */
4886                         else if (new_dir & 0x01)
4887                         {
4888                                 check_dir = cycle[chome[prev_dir] + i - 2];
4889                                 option2 = new_dir;
4890                         }
4891
4892                         /* Two new (adjacent) directions (case 2) */
4893                         else
4894                         {
4895                                 check_dir = cycle[chome[prev_dir] + i + 1];
4896                                 option2 = option;
4897                                 option = new_dir;
4898                         }
4899                 }
4900
4901                 /* Obstacle, while looking for open area */
4902                 else
4903                 {
4904                         if (find_openarea)
4905                         {
4906                                 if (i < 0)
4907                                 {
4908                                         /* Break to the right */
4909                                         find_breakright = TRUE;
4910                                 }
4911
4912                                 else if (i > 0)
4913                                 {
4914                                         /* Break to the left */
4915                                         find_breakleft = TRUE;
4916                                 }
4917                         }
4918                 }
4919         }
4920
4921
4922         /* Looking for open area */
4923         if (find_openarea)
4924         {
4925                 /* Hack -- look again */
4926                 for (i = -max; i < 0; i++)
4927                 {
4928                         new_dir = cycle[chome[prev_dir] + i];
4929
4930                         row = py + ddy[new_dir];
4931                         col = px + ddx[new_dir];
4932
4933                         /* Access grid */
4934                         c_ptr = &cave[row][col];
4935
4936                         /* Feature code (applying "mimic" field) */
4937                         feat = c_ptr->mimic ? c_ptr->mimic : f_info[c_ptr->feat].mimic;
4938
4939                         /* Unknown grid or non-wall XXX XXX XXX cave_floor_grid(c_ptr)) */
4940                         if (!(c_ptr->info & (CAVE_MARK)) ||
4941                             ((feat <= FEAT_DOOR_TAIL) ||
4942                              (feat == FEAT_FLOWER) ||
4943                              (feat == FEAT_DEEP_GRASS) ||
4944                              ((feat >= FEAT_DEEP_WATER) &&
4945                               (feat <= FEAT_GRASS))))
4946
4947                         {
4948                                 /* Looking to break right */
4949                                 if (find_breakright)
4950                                 {
4951                                         return (TRUE);
4952                                 }
4953                         }
4954
4955                         /* Obstacle */
4956                         else
4957                         {
4958                                 /* Looking to break left */
4959                                 if (find_breakleft)
4960                                 {
4961                                         return (TRUE);
4962                                 }
4963                         }
4964                 }
4965
4966                 /* Hack -- look again */
4967                 for (i = max; i > 0; i--)
4968                 {
4969                         new_dir = cycle[chome[prev_dir] + i];
4970
4971                         row = py + ddy[new_dir];
4972                         col = px + ddx[new_dir];
4973
4974                         /* Access grid */
4975                         c_ptr = &cave[row][col];
4976
4977                         /* Feature code (applying "mimic" field) */
4978                         feat = c_ptr->mimic ? c_ptr->mimic : f_info[c_ptr->feat].mimic;
4979
4980                         /* Unknown grid or non-wall XXX XXX XXX cave_floor_grid(c_ptr)) */
4981                         if (!(c_ptr->info & (CAVE_MARK)) ||
4982                             ((feat <= FEAT_DOOR_TAIL) ||
4983                              (feat == FEAT_FLOWER) ||
4984                              (feat == FEAT_DEEP_GRASS) ||
4985                              ((feat >= FEAT_DEEP_WATER) &&
4986                               (feat <= FEAT_GRASS))))
4987
4988                         {
4989                                 /* Looking to break left */
4990                                 if (find_breakleft)
4991                                 {
4992                                         return (TRUE);
4993                                 }
4994                         }
4995
4996                         /* Obstacle */
4997                         else
4998                         {
4999                                 /* Looking to break right */
5000                                 if (find_breakright)
5001                                 {
5002                                         return (TRUE);
5003                                 }
5004                         }
5005                 }
5006         }
5007
5008
5009         /* Not looking for open area */
5010         else
5011         {
5012                 /* No options */
5013                 if (!option)
5014                 {
5015                         return (TRUE);
5016                 }
5017
5018                 /* One option */
5019                 else if (!option2)
5020                 {
5021                         /* Primary option */
5022                         find_current = option;
5023
5024                         /* No other options */
5025                         find_prevdir = option;
5026                 }
5027
5028                 /* Two options, examining corners */
5029                 else if (find_examine && !find_cut)
5030                 {
5031                         /* Primary option */
5032                         find_current = option;
5033
5034                         /* Hack -- allow curving */
5035                         find_prevdir = option2;
5036                 }
5037
5038                 /* Two options, pick one */
5039                 else
5040                 {
5041                         /* Get next location */
5042                         row = py + ddy[option];
5043                         col = px + ddx[option];
5044
5045                         /* Don't see that it is closed off. */
5046                         /* This could be a potential corner or an intersection. */
5047                         if (!see_wall(option, row, col) ||
5048                             !see_wall(check_dir, row, col))
5049                         {
5050                                 /* Can not see anything ahead and in the direction we */
5051                                 /* are turning, assume that it is a potential corner. */
5052                                 if (find_examine &&
5053                                     see_nothing(option, row, col) &&
5054                                     see_nothing(option2, row, col))
5055                                 {
5056                                         find_current = option;
5057                                         find_prevdir = option2;
5058                                 }
5059
5060                                 /* STOP: we are next to an intersection or a room */
5061                                 else
5062                                 {
5063                                         return (TRUE);
5064                                 }
5065                         }
5066
5067                         /* This corner is seen to be enclosed; we cut the corner. */
5068                         else if (find_cut)
5069                         {
5070                                 find_current = option2;
5071                                 find_prevdir = option2;
5072                         }
5073
5074                         /* This corner is seen to be enclosed, and we */
5075                         /* deliberately go the long way. */
5076                         else
5077                         {
5078                                 find_current = option;
5079                                 find_prevdir = option2;
5080                         }
5081                 }
5082         }
5083
5084
5085         /* About to hit a known wall, stop */
5086         if (see_wall(find_current, py, px))
5087         {
5088                 return (TRUE);
5089         }
5090
5091
5092         /* Failure */
5093         return (FALSE);
5094 }
5095
5096
5097
5098 /*
5099  * Take one step along the current "run" path
5100  */
5101 void run_step(int dir)
5102 {
5103         /* Start running */
5104         if (dir)
5105         {
5106                 cave_type   *c_ptr;
5107                 byte feat;
5108         
5109                 /* Access grid */
5110                 c_ptr = &cave[py+ddy[dir]][px+ddx[dir]];
5111
5112                 /* Feature code (applying "mimic" field) */
5113                 feat = c_ptr->mimic ? c_ptr->mimic : f_info[c_ptr->feat].mimic;
5114
5115                 /* Hack -- do not start silly run */
5116                 if (see_wall(dir, py, px) &&
5117                    (feat != FEAT_TREES))
5118                 {
5119                         /* Message */
5120 #ifdef JP
5121                         msg_print("¤½¤ÎÊý¸þ¤Ë¤Ï¹Ô¤±¤Þ¤»¤ó¡£");
5122 #else
5123                         msg_print("You cannot run in that direction.");
5124 #endif
5125
5126
5127                         /* Disturb */
5128                         disturb(0, 0);
5129
5130                         /* Done */
5131                         return;
5132                 }
5133
5134                 /* Calculate torch radius */
5135                 p_ptr->update |= (PU_TORCH);
5136
5137                 /* Initialize */
5138                 run_init(dir);
5139         }
5140
5141         /* Keep running */
5142         else
5143         {
5144                 /* Update run */
5145                 if (run_test())
5146                 {
5147                         /* Disturb */
5148                         disturb(0, 0);
5149
5150                         /* Done */
5151                         return;
5152                 }
5153         }
5154
5155         /* Decrease the run counter */
5156         if (--running <= 0) return;
5157
5158         /* Take time */
5159         energy_use = 100;
5160
5161         /* Move the player, using the "pickup" flag */
5162 #ifdef ALLOW_EASY_DISARM /* TNB */
5163
5164         move_player(find_current, FALSE, FALSE);
5165
5166 #else /* ALLOW_EASY_DISARM -- TNB */
5167
5168         move_player(find_current, always_pickup, FALSE);
5169
5170 #endif /* ALLOW_EASY_DISARM -- TNB */
5171
5172         if ((py == p_ptr->run_py) && (px == p_ptr->run_px))
5173         {
5174                 p_ptr->run_py = 0;
5175                 p_ptr->run_px = 0;
5176                 disturb(0, 0);
5177         }
5178 }