OSDN Git Service

c_ptr->mimicを活用する一連の改造:
[hengband/hengband.git] / src / cmd1.c
1 /* File: cmd1.c */
2
3 /* Purpose: Movement commands (part 1) */
4
5 /*
6  * Copyright (c) 1989 James E. Wilson, Robert A. Koeneke
7  *
8  * This software may be copied and distributed for educational, research, and
9  * not for profit purposes provided that this copyright and statement are
10  * included in all such copies.
11  */
12
13 #include "angband.h"
14 #define MAX_VAMPIRIC_DRAIN 50
15
16
17 /*
18  * Determine if the player "hits" a monster (normal combat).
19  * Note -- Always miss 5%, always hit 5%, otherwise random.
20  */
21 bool test_hit_fire(int chance, int ac, int vis)
22 {
23         int k;
24
25         /* Percentile dice */
26         k = randint0(100);
27
28         /* Hack -- Instant miss or hit */
29         if (k < 10) return (k < 5);
30
31         if (p_ptr->pseikaku == SEIKAKU_NAMAKE)
32                 if (one_in_(20)) return (FALSE);
33
34         /* Never hit */
35         if (chance <= 0) return (FALSE);
36
37         /* Invisible monsters are harder to hit */
38         if (!vis) chance = (chance + 1) / 2;
39
40         /* Power competes against armor */
41         if (randint0(chance) < (ac * 3 / 4)) return (FALSE);
42
43         /* Assume hit */
44         return (TRUE);
45 }
46
47
48
49 /*
50  * Determine if the player "hits" a monster (normal combat).
51  *
52  * Note -- Always miss 5%, always hit 5%, otherwise random.
53  */
54 bool test_hit_norm(int chance, int ac, int vis)
55 {
56         int k;
57
58         /* Percentile dice */
59         k = randint0(100);
60
61         /* Hack -- Instant miss or hit */
62         if (k < 10) return (k < 5);
63
64         if (p_ptr->pseikaku == SEIKAKU_NAMAKE)
65                 if (one_in_(20)) return (FALSE);
66
67         /* Wimpy attack never hits */
68         if (chance <= 0) return (FALSE);
69
70         /* Penalize invisible targets */
71         if (!vis) chance = (chance + 1) / 2;
72
73         /* Power must defeat armor */
74         if (randint0(chance) < (ac * 3 / 4)) return (FALSE);
75
76         /* Assume hit */
77         return (TRUE);
78 }
79
80
81
82 /*
83  * Critical hits (from objects thrown by player)
84  * Factor in item weight, total plusses, and player level.
85  */
86 s16b critical_shot(int weight, int plus, int dam)
87 {
88         int i, k;
89
90         /* Extract "shot" power */
91         i = (weight + ((p_ptr->to_h_b + plus) * 4) + (p_ptr->lev * 2));
92
93         /* Critical hit */
94         if (randint1(5000) <= i)
95         {
96                 k = weight + randint1(500);
97
98                 if (k < 500)
99                 {
100 #ifdef JP
101                         msg_print("¼ê¤´¤¿¤¨¤¬¤¢¤Ã¤¿¡ª");
102 #else
103                         msg_print("It was a good hit!");
104 #endif
105
106                         dam = 2 * dam + 5;
107                 }
108                 else if (k < 1000)
109                 {
110 #ifdef JP
111                         msg_print("¤«¤Ê¤ê¤Î¼ê¤´¤¿¤¨¤¬¤¢¤Ã¤¿¡ª");
112 #else
113                         msg_print("It was a great hit!");
114 #endif
115
116                         dam = 2 * dam + 10;
117                 }
118                 else
119                 {
120 #ifdef JP
121                         msg_print("²ñ¿´¤Î°ì·â¤À¡ª");
122 #else
123                         msg_print("It was a superb hit!");
124 #endif
125
126                         dam = 3 * dam + 15;
127                 }
128         }
129
130         return (dam);
131 }
132
133
134
135 /*
136  * Critical hits (by player)
137  *
138  * Factor in weapon weight, total plusses, player level.
139  */
140 s16b critical_norm(int weight, int plus, int dam, s16b meichuu, int mode)
141 {
142         int i, k;
143
144         /* Extract "blow" power */
145         i = (weight + (meichuu * 3 + plus * 5) + (p_ptr->lev * 3));
146
147         /* Chance */
148         if ((randint1((p_ptr->pclass == CLASS_NINJA) ? 4444 : 5000) <= i) || (mode == HISSATSU_MAJIN) || (mode == HISSATSU_3DAN))
149         {
150                 k = weight + randint1(650);
151                 if ((mode == HISSATSU_MAJIN) || (mode == HISSATSU_3DAN)) k+= randint1(650);
152
153                 if (k < 400)
154                 {
155 #ifdef JP
156                         msg_print("¼ê¤´¤¿¤¨¤¬¤¢¤Ã¤¿¡ª");
157 #else
158                         msg_print("It was a good hit!");
159 #endif
160
161                         dam = 2 * dam + 5;
162                 }
163                 else if (k < 700)
164                 {
165 #ifdef JP
166                         msg_print("¤«¤Ê¤ê¤Î¼ê¤´¤¿¤¨¤¬¤¢¤Ã¤¿¡ª");
167 #else
168                         msg_print("It was a great hit!");
169 #endif
170
171                         dam = 2 * dam + 10;
172                 }
173                 else if (k < 900)
174                 {
175 #ifdef JP
176                         msg_print("²ñ¿´¤Î°ì·â¤À¡ª");
177 #else
178                         msg_print("It was a superb hit!");
179 #endif
180
181                         dam = 3 * dam + 15;
182                 }
183                 else if (k < 1300)
184                 {
185 #ifdef JP
186                         msg_print("ºÇ¹â¤Î²ñ¿´¤Î°ì·â¤À¡ª");
187 #else
188                         msg_print("It was a *GREAT* hit!");
189 #endif
190
191                         dam = 3 * dam + 20;
192                 }
193                 else
194                 {
195 #ifdef JP
196                         msg_print("ÈæÎà¤Ê¤­ºÇ¹â¤Î²ñ¿´¤Î°ì·â¤À¡ª");
197 #else
198                         msg_print("It was a *SUPERB* hit!");
199 #endif
200
201                         dam = ((7 * dam) / 2) + 25;
202                 }
203         }
204
205         return (dam);
206 }
207
208
209
210 /*
211  * Extract the "total damage" from a given object hitting a given monster.
212  *
213  * Note that "flasks of oil" do NOT do fire damage, although they
214  * certainly could be made to do so.  XXX XXX
215  *
216  * Note that most brands and slays are x3, except Slay Animal (x2),
217  * Slay Evil (x2), and Kill dragon (x5).
218  */
219 s16b tot_dam_aux(object_type *o_ptr, int tdam, monster_type *m_ptr, int mode)
220 {
221         int mult = 10;
222
223         monster_race *r_ptr = &r_info[m_ptr->r_idx];
224
225         u32b flgs[TR_FLAG_SIZE];
226
227         /* Extract the flags */
228         object_flags(o_ptr, flgs);
229
230         /* Some "weapons" and "ammo" do extra damage */
231         switch (o_ptr->tval)
232         {
233                 case TV_SHOT:
234                 case TV_ARROW:
235                 case TV_BOLT:
236                 case TV_HAFTED:
237                 case TV_POLEARM:
238                 case TV_SWORD:
239                 case TV_DIGGING:
240                 {
241                         /* Slay Animal */
242                         if ((have_flag(flgs, TR_SLAY_ANIMAL)) &&
243                             (r_ptr->flags3 & RF3_ANIMAL))
244                         {
245                                 if (m_ptr->ml)
246                                 {
247                                         r_ptr->r_flags3 |= RF3_ANIMAL;
248                                 }
249
250                                 if (mult < 25) mult = 25;
251                         }
252
253                         /* Execute Animal */
254                         if ((have_flag(flgs, TR_KILL_ANIMAL)) &&
255                             (r_ptr->flags3 & RF3_ANIMAL))
256                         {
257                                 if (m_ptr->ml)
258                                 {
259                                         r_ptr->r_flags3 |= RF3_ANIMAL;
260                                 }
261
262                                 if (mult < 40) mult = 40;
263                         }
264
265                         /* Slay Evil */
266                         if ((have_flag(flgs, TR_SLAY_EVIL)) &&
267                             (r_ptr->flags3 & RF3_EVIL))
268                         {
269                                 if (m_ptr->ml)
270                                 {
271                                         r_ptr->r_flags3 |= RF3_EVIL;
272                                 }
273
274                                 if (mult < 20) mult = 20;
275                         }
276
277                         /* Execute Evil */
278                         if ((have_flag(flgs, TR_KILL_EVIL)) &&
279                             (r_ptr->flags3 & RF3_EVIL))
280                         {
281                                 if (m_ptr->ml)
282                                 {
283                                         r_ptr->r_flags3 |= RF3_EVIL;
284                                 }
285
286                                 if (mult < 35) mult = 35;
287                         }
288
289                         /* Slay Human */
290                         if ((have_flag(flgs, TR_SLAY_HUMAN)) &&
291                             (r_ptr->flags2 & RF2_HUMAN))
292                         {
293                                 if (m_ptr->ml)
294                                 {
295                                         r_ptr->r_flags2 |= RF2_HUMAN;
296                                 }
297
298                                 if (mult < 25) mult = 25;
299                         }
300
301                         /* Execute Human */
302                         if ((have_flag(flgs, TR_KILL_HUMAN)) &&
303                             (r_ptr->flags2 & RF2_HUMAN))
304                         {
305                                 if (m_ptr->ml)
306                                 {
307                                         r_ptr->r_flags2 |= RF2_HUMAN;
308                                 }
309
310                                 if (mult < 40) mult = 40;
311                         }
312
313                         /* Slay Undead */
314                         if ((have_flag(flgs, TR_SLAY_UNDEAD)) &&
315                             (r_ptr->flags3 & RF3_UNDEAD))
316                         {
317                                 if (m_ptr->ml)
318                                 {
319                                         r_ptr->r_flags3 |= RF3_UNDEAD;
320                                 }
321
322                                 if (mult < 30) mult = 30;
323                         }
324
325                         /* Execute Undead */
326                         if ((have_flag(flgs, TR_KILL_UNDEAD)) &&
327                             (r_ptr->flags3 & RF3_UNDEAD))
328                         {
329                                 if (m_ptr->ml)
330                                 {
331                                         r_ptr->r_flags3 |= RF3_UNDEAD;
332                                 }
333
334                                 if (mult < 50) mult = 50;
335                         }
336
337                         /* Slay Demon */
338                         if ((have_flag(flgs, TR_SLAY_DEMON)) &&
339                             (r_ptr->flags3 & RF3_DEMON))
340                         {
341                                 if (m_ptr->ml)
342                                 {
343                                         r_ptr->r_flags3 |= RF3_DEMON;
344                                 }
345
346                                 if (mult < 30) mult = 30;
347                         }
348
349                         /* Execute Demon */
350                         if ((have_flag(flgs, TR_KILL_DEMON)) &&
351                             (r_ptr->flags3 & RF3_DEMON))
352                         {
353                                 if (m_ptr->ml)
354                                 {
355                                         r_ptr->r_flags3 |= RF3_DEMON;
356                                 }
357
358                                 if (mult < 50) mult = 50;
359                         }
360
361                         /* Slay Orc */
362                         if ((have_flag(flgs, TR_SLAY_ORC)) &&
363                             (r_ptr->flags3 & RF3_ORC))
364                         {
365                                 if (m_ptr->ml)
366                                 {
367                                         r_ptr->r_flags3 |= RF3_ORC;
368                                 }
369
370                                 if (mult < 30) mult = 30;
371                         }
372
373                         /* Execute Orc */
374                         if ((have_flag(flgs, TR_KILL_ORC)) &&
375                             (r_ptr->flags3 & RF3_ORC))
376                         {
377                                 if (m_ptr->ml)
378                                 {
379                                         r_ptr->r_flags3 |= RF3_ORC;
380                                 }
381
382                                 if (mult < 50) mult = 50;
383                         }
384
385                         /* Slay Troll */
386                         if ((have_flag(flgs, TR_SLAY_TROLL)) &&
387                             (r_ptr->flags3 & RF3_TROLL))
388                         {
389                                 if (m_ptr->ml)
390                                 {
391                                         r_ptr->r_flags3 |= RF3_TROLL;
392                                 }
393
394                                 if (mult < 30) mult = 30;
395                         }
396
397                         /* Execute Troll */
398                         if ((have_flag(flgs, TR_KILL_TROLL)) &&
399                             (r_ptr->flags3 & RF3_TROLL))
400                         {
401                                 if (m_ptr->ml)
402                                 {
403                                         r_ptr->r_flags3 |= RF3_TROLL;
404                                 }
405
406                                 if (mult < 50) mult = 50;
407                         }
408
409                         /* Slay Giant */
410                         if ((have_flag(flgs, TR_SLAY_GIANT)) &&
411                             (r_ptr->flags3 & RF3_GIANT))
412                         {
413                                 if (m_ptr->ml)
414                                 {
415                                         r_ptr->r_flags3 |= RF3_GIANT;
416                                 }
417
418                                 if (mult < 30) mult = 30;
419                                 if (o_ptr->name1 == ART_HRUNTING)
420                                         mult *= 3;
421                         }
422
423                         /* Execute Giant */
424                         if ((have_flag(flgs, TR_KILL_GIANT)) &&
425                             (r_ptr->flags3 & RF3_GIANT))
426                         {
427                                 if (m_ptr->ml)
428                                 {
429                                         r_ptr->r_flags3 |= RF3_GIANT;
430                                 }
431
432                                 if (mult < 50) mult = 50;
433                         }
434
435                         /* Slay Dragon  */
436                         if ((have_flag(flgs, TR_SLAY_DRAGON)) &&
437                             (r_ptr->flags3 & RF3_DRAGON))
438                         {
439                                 if (m_ptr->ml)
440                                 {
441                                         r_ptr->r_flags3 |= RF3_DRAGON;
442                                 }
443
444                                 if (mult < 30) mult = 30;
445                         }
446
447                         /* Execute Dragon */
448                         if ((have_flag(flgs, TR_KILL_DRAGON)) &&
449                             (r_ptr->flags3 & RF3_DRAGON))
450                         {
451                                 if (m_ptr->ml)
452                                 {
453                                         r_ptr->r_flags3 |= RF3_DRAGON;
454                                 }
455
456                                 if (mult < 50) mult = 50;
457
458                                 if ((o_ptr->name1 == ART_NOTHUNG) && (m_ptr->r_idx == MON_FAFNER))
459                                         mult *= 3;
460                         }
461
462                         /* Brand (Acid) */
463                         if ((have_flag(flgs, TR_BRAND_ACID)) || (p_ptr->special_attack & (ATTACK_ACID)))
464                         {
465                                 /* Notice immunity */
466                                 if (r_ptr->flags3 & RF3_IM_ACID)
467                                 {
468                                         if (m_ptr->ml)
469                                         {
470                                                 r_ptr->r_flags3 |= RF3_IM_ACID;
471                                         }
472                                 }
473
474                                 /* Otherwise, take the damage */
475                                 else
476                                 {
477                                         if (mult < 25) mult = 25;
478                                 }
479                         }
480
481                         /* Brand (Elec) */
482                         if ((have_flag(flgs, TR_BRAND_ELEC)) || (p_ptr->special_attack & (ATTACK_ELEC)) || (mode == HISSATSU_ELEC))
483                         {
484                                 /* Notice immunity */
485                                 if (r_ptr->flags3 & RF3_IM_ELEC)
486                                 {
487                                         if (m_ptr->ml)
488                                         {
489                                                 r_ptr->r_flags3 |= RF3_IM_ELEC;
490                                         }
491                                 }
492
493                                 /* Otherwise, take the damage */
494                                 else if (((have_flag(flgs, TR_BRAND_ELEC)) || (p_ptr->special_attack & (ATTACK_ELEC))) && (mode == HISSATSU_ELEC))
495                                 {
496                                         if (mult < 70) mult = 70;
497                                 }
498                                 else if (mode == HISSATSU_ELEC)
499                                 {
500                                         if (mult < 50) mult = 50;
501                                 }
502
503                                 else
504                                 {
505                                         if (mult < 25) mult = 25;
506                                 }
507                         }
508
509                         /* Brand (Fire) */
510                         if ((have_flag(flgs, TR_BRAND_FIRE)) || (p_ptr->special_attack & (ATTACK_FIRE)) || (mode == HISSATSU_FIRE))
511                         {
512                                 /* Notice immunity */
513                                 if (r_ptr->flags3 & RF3_IM_FIRE)
514                                 {
515                                         if (m_ptr->ml)
516                                         {
517                                                 r_ptr->r_flags3 |= RF3_IM_FIRE;
518                                         }
519                                 }
520
521                                 /* Otherwise, take the damage */
522                                 else if (((have_flag(flgs, TR_BRAND_FIRE)) || (p_ptr->special_attack & (ATTACK_FIRE))) && (mode == HISSATSU_FIRE))
523                                 {
524                                         if (r_ptr->flags3 & RF3_HURT_FIRE)
525                                         {
526                                                 if (mult < 70) mult = 70;
527                                                 if (m_ptr->ml)
528                                                 {
529                                                         r_ptr->r_flags3 |= RF3_HURT_FIRE;
530                                                 }
531                                         }
532                                         else if (mult < 35) mult = 35;
533                                 }
534                                 else
535                                 {
536                                         if (r_ptr->flags3 & RF3_HURT_FIRE)
537                                         {
538                                                 if (mult < 50) mult = 50;
539                                                 if (m_ptr->ml)
540                                                 {
541                                                         r_ptr->r_flags3 |= RF3_HURT_FIRE;
542                                                 }
543                                         }
544                                         else if (mult < 25) mult = 25;
545                                 }
546                         }
547
548                         /* Brand (Cold) */
549                         if ((have_flag(flgs, TR_BRAND_COLD)) || (p_ptr->special_attack & (ATTACK_COLD)) || (mode == HISSATSU_COLD))
550                         {
551                                 /* Notice immunity */
552                                 if (r_ptr->flags3 & RF3_IM_COLD)
553                                 {
554                                         if (m_ptr->ml)
555                                         {
556                                                 r_ptr->r_flags3 |= RF3_IM_COLD;
557                                         }
558                                 }
559                                 /* Otherwise, take the damage */
560                                 else if (((have_flag(flgs, TR_BRAND_COLD)) || (p_ptr->special_attack & (ATTACK_COLD))) && (mode == HISSATSU_COLD))
561                                 {
562                                         if (r_ptr->flags3 & RF3_HURT_COLD)
563                                         {
564                                                 if (mult < 70) mult = 70;
565                                                 if (m_ptr->ml)
566                                                 {
567                                                         r_ptr->r_flags3 |= RF3_HURT_COLD;
568                                                 }
569                                         }
570                                         else if (mult < 35) mult = 35;
571                                 }
572                                 else
573                                 {
574                                         if (r_ptr->flags3 & RF3_HURT_COLD)
575                                         {
576                                                 if (mult < 50) mult = 50;
577                                                 if (m_ptr->ml)
578                                                 {
579                                                         r_ptr->r_flags3 |= RF3_HURT_COLD;
580                                                 }
581                                         }
582                                         else if (mult < 25) mult = 25;
583                                 }
584                         }
585
586                         /* Brand (Poison) */
587                         if ((have_flag(flgs, TR_BRAND_POIS)) || (p_ptr->special_attack & (ATTACK_POIS)) || (mode == HISSATSU_POISON))
588                         {
589                                 /* Notice immunity */
590                                 if (r_ptr->flags3 & RF3_IM_POIS)
591                                 {
592                                         if (m_ptr->ml)
593                                         {
594                                                 r_ptr->r_flags3 |= RF3_IM_POIS;
595                                         }
596                                 }
597
598                                 /* Otherwise, take the damage */
599                                 else if (((have_flag(flgs, TR_BRAND_POIS)) || (p_ptr->special_attack & (ATTACK_POIS))) && (mode == HISSATSU_POISON))
600                                 {
601                                         if (mult < 35) mult = 35;
602                                 }
603                                 else
604                                 {
605                                         if (mult < 25) mult = 25;
606                                 }
607                         }
608                         if ((mode == HISSATSU_ZANMA) && (r_ptr->flags3 & (RF3_DEMON | RF3_UNDEAD | RF3_NONLIVING)) && (r_ptr->flags3 & RF3_EVIL))
609                         {
610                                 if (mult < 15) mult = 25;
611                                 else if (mult < 50) mult = MIN(50, mult+20);
612                         }
613                         if (mode == HISSATSU_UNDEAD)
614                         {
615                                 if (r_ptr->flags3 & RF3_UNDEAD)
616                                 {
617                                         if (m_ptr->ml)
618                                         {
619                                                 r_ptr->r_flags3 |= RF3_UNDEAD;
620                                         }
621                                         if (mult == 10) mult = 70;
622                                         else if (mult < 140) mult = MIN(140, mult+60);
623                                 }
624                                 if (mult == 10) mult = 40;
625                                 else if (mult < 60) mult = MIN(60, mult+30);
626                         }
627                         if ((mode == HISSATSU_SEKIRYUKA) && p_ptr->cut && !(r_ptr->flags3 & (RF3_DEMON | RF3_UNDEAD | RF3_NONLIVING)))
628                         {
629                                 int tmp = MIN(100, MAX(10, p_ptr->cut / 10));
630                                 if (mult < tmp) mult = tmp;
631                         }
632                         if ((mode == HISSATSU_HAGAN) && (r_ptr->flags3 & RF3_HURT_ROCK))
633                         {
634                                 if (m_ptr->ml)
635                                 {
636                                         r_ptr->r_flags3 |= RF3_HURT_ROCK;
637                                 }
638                                 if (mult == 10) mult = 40;
639                                 else if (mult < 60) mult = 60;
640                         }
641                         if ((p_ptr->pclass != CLASS_SAMURAI) && (have_flag(flgs, TR_FORCE_WEAPON)) && (p_ptr->csp > (o_ptr->dd * o_ptr->ds / 5)))
642                         {
643                                 p_ptr->csp -= (1+(o_ptr->dd * o_ptr->ds / 5));
644                                 p_ptr->redraw |= (PR_MANA);
645                                 mult = mult * 3 / 2 + 20;
646                         }
647                         break;
648                 }
649         }
650         if (mult > 150) mult = 150;
651
652         /* Return the total damage */
653         return (tdam * mult / 10);
654 }
655
656
657 /*
658  * Search for hidden things
659  */
660 void search(void)
661 {
662         int y, x, chance;
663
664         s16b this_o_idx, next_o_idx = 0;
665
666         cave_type *c_ptr;
667
668
669         /* Start with base search ability */
670         chance = p_ptr->skill_srh;
671
672         /* Penalize various conditions */
673         if (p_ptr->blind || no_lite()) chance = chance / 10;
674         if (p_ptr->confused || p_ptr->image) chance = chance / 10;
675
676         /* Search the nearby grids, which are always in bounds */
677         for (y = (py - 1); y <= (py + 1); y++)
678         {
679                 for (x = (px - 1); x <= (px + 1); x++)
680                 {
681                         /* Sometimes, notice things */
682                         if (randint0(100) < chance)
683                         {
684                                 /* Access the grid */
685                                 c_ptr = &cave[y][x];
686
687                                 /* Invisible trap */
688                                 if (c_ptr->mimic && is_trap(c_ptr->feat))
689                                 {
690                                         /* Pick a trap */
691                                         disclose_grid(y, x);
692
693                                         /* Message */
694 #ifdef JP
695                                         msg_print("¥È¥é¥Ã¥×¤òȯ¸«¤·¤¿¡£");
696 #else
697                                         msg_print("You have found a trap.");
698 #endif
699
700
701                                         /* Disturb */
702                                         disturb(0, 0);
703                                 }
704
705                                 /* Secret door */
706                                 if (is_hidden_door(c_ptr))
707                                 {
708                                         /* Message */
709 #ifdef JP
710                                         msg_print("±£¤·¥É¥¢¤òȯ¸«¤·¤¿¡£");
711 #else
712                                         msg_print("You have found a secret door.");
713 #endif
714
715                                         /* Disclose */
716                                         disclose_grid(y, x);
717
718                                         /* Disturb */
719                                         disturb(0, 0);
720                                 }
721
722                                 /* Scan all objects in the grid */
723                                 for (this_o_idx = c_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
724                                 {
725                                         object_type *o_ptr;
726
727                                         /* Acquire object */
728                                         o_ptr = &o_list[this_o_idx];
729
730                                         /* Acquire next object */
731                                         next_o_idx = o_ptr->next_o_idx;
732
733                                         /* Skip non-chests */
734                                         if (o_ptr->tval != TV_CHEST) continue;
735
736                                         /* Skip non-trapped chests */
737                                         if (!chest_traps[o_ptr->pval]) continue;
738
739                                         /* Identify once */
740                                         if (!object_known_p(o_ptr))
741                                         {
742                                                 /* Message */
743 #ifdef JP
744                                                 msg_print("È¢¤Ë»Å³Ý¤±¤é¤ì¤¿¥È¥é¥Ã¥×¤òȯ¸«¤·¤¿¡ª");
745 #else
746                                                 msg_print("You have discovered a trap on the chest!");
747 #endif
748
749
750                                                 /* Know the trap */
751                                                 object_known(o_ptr);
752
753                                                 /* Notice it */
754                                                 disturb(0, 0);
755                                         }
756                                 }
757                         }
758                 }
759         }
760 }
761
762
763 /*
764  * Helper routine for py_pickup() and py_pickup_floor().
765  *
766  * Add the given dungeon object to the character's inventory.
767  *
768  * Delete the object afterwards.
769  */
770 void py_pickup_aux(int o_idx)
771 {
772         int slot, i;
773
774 #ifdef JP
775 /*
776  * ¥¢¥¤¥Æ¥à¤ò½¦¤Ã¤¿ºÝ¤Ë¡Ö£²¤Ä¤Î¥±¡¼¥­¤ò»ý¤Ã¤Æ¤¤¤ë¡×
777  * "You have two cakes." ¤È¥¢¥¤¥Æ¥à¤ò½¦¤Ã¤¿¸å¤Î¹ç·×¤Î¤ß¤Îɽ¼¨¤¬¥ª¥ê¥¸¥Ê¥ë
778  * ¤À¤¬¡¢°ãÏ´¶¤¬
779  * ¤¢¤ë¤È¤¤¤¦»ØŦ¤ò¤¦¤±¤¿¤Î¤Ç¡¢¡Ö¡Á¤ò½¦¤Ã¤¿¡¢¡Á¤ò»ý¤Ã¤Æ¤¤¤ë¡×¤È¤¤¤¦É½¼¨
780  * ¤Ë¤«¤¨¤Æ¤¢¤ë¡£¤½¤Î¤¿¤á¤ÎÇÛÎó¡£
781  */
782         char o_name[MAX_NLEN];
783         char old_name[MAX_NLEN];
784         char kazu_str[80];
785         int hirottakazu;
786 #else
787         char o_name[MAX_NLEN];
788 #endif
789
790         object_type *o_ptr;
791
792         o_ptr = &o_list[o_idx];
793
794 #ifdef JP
795         /* Describe the object */
796         object_desc(old_name, o_ptr, TRUE, 0);
797         object_desc_kosuu(kazu_str, o_ptr);
798         hirottakazu = o_ptr->number;
799 #endif
800         /* Carry the object */
801         slot = inven_carry(o_ptr);
802
803         /* Get the object again */
804         o_ptr = &inventory[slot];
805
806         /* Delete the object */
807         delete_object_idx(o_idx);
808
809         if (p_ptr->pseikaku == SEIKAKU_MUNCHKIN) identify_item(o_ptr);
810
811         /* Describe the object */
812         object_desc(o_name, o_ptr, TRUE, 3);
813
814         /* Message */
815 #ifdef JP
816         if ((o_ptr->name1 == ART_CRIMSON) && (p_ptr->pseikaku == SEIKAKU_COMBAT))
817         {
818                 msg_format("¤³¤¦¤·¤Æ¡¢%s¤Ï¡Ø¥¯¥ê¥à¥¾¥ó¡Ù¤ò¼ê¤ËÆþ¤ì¤¿¡£", player_name);
819                 msg_print("¤·¤«¤·º£¡¢¡Øº®Æ٤Υµ¡¼¥Ú¥ó¥È¡Ù¤ÎÊü¤Ã¤¿¥â¥ó¥¹¥¿¡¼¤¬¡¢");
820                 msg_format("%s¤Ë½±¤¤¤«¤«¤ë¡¥¡¥¡¥", player_name);
821         }
822         else
823         {
824                 if (plain_pickup)
825                 {
826                         msg_format("%s(%c)¤ò»ý¤Ã¤Æ¤¤¤ë¡£",o_name, index_to_label(slot));
827                 }
828                 else
829                 {
830                         if (o_ptr->number > hirottakazu) {
831                             msg_format("%s½¦¤Ã¤Æ¡¢%s(%c)¤ò»ý¤Ã¤Æ¤¤¤ë¡£",
832                                kazu_str, o_name, index_to_label(slot));
833                         } else {
834                                 msg_format("%s(%c)¤ò½¦¤Ã¤¿¡£", o_name, index_to_label(slot));
835                         }
836                 }
837         }
838         strcpy(record_o_name, old_name);
839 #else
840         msg_format("You have %s (%c).", o_name, index_to_label(slot));
841         strcpy(record_o_name, o_name);
842 #endif
843         record_turn = turn;
844
845
846         /* Check if completed a quest */
847         for (i = 0; i < max_quests; i++)
848         {
849                 if ((quest[i].type == QUEST_TYPE_FIND_ARTIFACT) &&
850                     (quest[i].status == QUEST_STATUS_TAKEN) &&
851                            (quest[i].k_idx == o_ptr->name1))
852                 {
853                         if (record_fix_quest) do_cmd_write_nikki(NIKKI_FIX_QUEST_C, i, NULL);
854                         quest[i].status = QUEST_STATUS_COMPLETED;
855                         quest[i].complev = (byte)p_ptr->lev;
856 #ifdef JP
857                         msg_print("¥¯¥¨¥¹¥È¤òãÀ®¤·¤¿¡ª");
858 #else
859                         msg_print("You completed your quest!");
860 #endif
861
862                         msg_print(NULL);
863                 }
864         }
865 }
866
867
868 /*
869  * Player "wants" to pick up an object or gold.
870  * Note that we ONLY handle things that can be picked up.
871  * See "move_player()" for handling of other things.
872  */
873 void carry(int pickup)
874 {
875         cave_type *c_ptr = &cave[py][px];
876
877         s16b this_o_idx, next_o_idx = 0;
878
879         char    o_name[MAX_NLEN];
880
881         /* Recenter the map around the player */
882         verify_panel();
883
884         /* Update stuff */
885         p_ptr->update |= (PU_MONSTERS);
886
887         /* Redraw map */
888         p_ptr->redraw |= (PR_MAP);
889
890         /* Window stuff */
891         p_ptr->window |= (PW_OVERHEAD);
892
893         /* Handle stuff */
894         handle_stuff();
895
896         /* Automatically pickup/destroy/inscribe items */
897         auto_pickup_items(c_ptr);
898
899
900 #ifdef ALLOW_EASY_FLOOR
901
902         if (easy_floor)
903         {
904                 py_pickup_floor(pickup);
905                 return;
906         }
907
908 #endif /* ALLOW_EASY_FLOOR */
909
910         /* Scan the pile of objects */
911         for (this_o_idx = c_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
912         {
913                 object_type *o_ptr;
914
915                 /* Acquire object */
916                 o_ptr = &o_list[this_o_idx];
917
918 #ifdef ALLOW_EASY_SENSE /* TNB */
919
920                 /* Option: Make item sensing easy */
921                 if (easy_sense)
922                 {
923                         /* Sense the object */
924                         (void)sense_object(o_ptr);
925                 }
926
927 #endif /* ALLOW_EASY_SENSE -- TNB */
928
929                 /* Describe the object */
930                 object_desc(o_name, o_ptr, TRUE, 3);
931
932                 /* Acquire next object */
933                 next_o_idx = o_ptr->next_o_idx;
934
935                 /* Hack -- disturb */
936                 disturb(0, 0);
937
938                 /* Pick up gold */
939                 if (o_ptr->tval == TV_GOLD)
940                 {
941                         int value = (long)o_ptr->pval;
942
943                         /* Delete the gold */
944                         delete_object_idx(this_o_idx);
945
946                         /* Message */
947 #ifdef JP
948                 msg_format(" $%ld ¤Î²ÁÃͤ¬¤¢¤ë%s¤ò¸«¤Ä¤±¤¿¡£",
949                            (long)value, o_name);
950 #else
951                         msg_format("You collect %ld gold pieces worth of %s.",
952                                    (long)value, o_name);
953 #endif
954
955
956                         sound(SOUND_SELL);
957
958                         /* Collect the gold */
959                         p_ptr->au += value;
960
961                         /* Redraw gold */
962                         p_ptr->redraw |= (PR_GOLD);
963
964                         /* Window stuff */
965                         p_ptr->window |= (PW_PLAYER);
966                 }
967
968                 /* Pick up objects */
969                 else
970                 {
971                         /* Hack - some objects were handled in auto_pickup_items(). */
972                         if (o_ptr->marked & OM_NOMSG)
973                         {
974                                 /* Clear the flag. */
975                                 o_ptr->marked &= ~OM_NOMSG;
976                         }
977                         /* Describe the object */
978                         else if (!pickup)
979
980                         {
981 #ifdef JP
982                                 msg_format("%s¤¬¤¢¤ë¡£", o_name);
983 #else
984                                 msg_format("You see %s.", o_name);
985 #endif
986
987                         }
988
989                         /* Note that the pack is too full */
990                         else if (!inven_carry_okay(o_ptr))
991                         {
992 #ifdef JP
993                                 msg_format("¥¶¥Ã¥¯¤Ë¤Ï%s¤òÆþ¤ì¤ë·ä´Ö¤¬¤Ê¤¤¡£", o_name);
994 #else
995                                 msg_format("You have no room for %s.", o_name);
996 #endif
997
998                         }
999
1000                         /* Pick up the item (if requested and allowed) */
1001                         else
1002                         {
1003                                 int okay = TRUE;
1004
1005                                 /* Hack -- query every item */
1006                                 if (carry_query_flag)
1007                                 {
1008                                         char out_val[MAX_NLEN+20];
1009 #ifdef JP
1010                                         sprintf(out_val, "%s¤ò½¦¤¤¤Þ¤¹¤«? ", o_name);
1011 #else
1012                                         sprintf(out_val, "Pick up %s? ", o_name);
1013 #endif
1014
1015                                         okay = get_check(out_val);
1016                                 }
1017
1018                                 /* Attempt to pick up an object. */
1019                                 if (okay)
1020                                 {
1021                                         /* Pick up the object */
1022                                         py_pickup_aux(this_o_idx);
1023                                 }
1024                         }
1025                 }
1026         }
1027 }
1028
1029
1030 /*
1031  * Determine if a trap affects the player.
1032  * Always miss 5% of the time, Always hit 5% of the time.
1033  * Otherwise, match trap power against player armor.
1034  */
1035 static int check_hit(int power)
1036 {
1037         int k, ac;
1038
1039         /* Percentile dice */
1040         k = randint0(100);
1041
1042         /* Hack -- 5% hit, 5% miss */
1043         if (k < 10) return (k < 5);
1044
1045         if (p_ptr->pseikaku == SEIKAKU_NAMAKE)
1046                 if (one_in_(20)) return (TRUE);
1047
1048         /* Paranoia -- No power */
1049         if (power <= 0) return (FALSE);
1050
1051         /* Total armor */
1052         ac = p_ptr->ac + p_ptr->to_a;
1053
1054         /* Power competes against Armor */
1055         if (randint1(power) > ((ac * 3) / 4)) return (TRUE);
1056
1057         /* Assume miss */
1058         return (FALSE);
1059 }
1060
1061
1062
1063 /*
1064  * Handle player hitting a real trap
1065  */
1066 static void hit_trap(bool break_trap)
1067 {
1068         int i, num, dam;
1069         int x = px, y = py;
1070
1071         cave_type *c_ptr;
1072
1073 #ifdef JP
1074         cptr            name = "¥È¥é¥Ã¥×";
1075 #else
1076         cptr name = "a trap";
1077 #endif
1078
1079
1080
1081         /* Disturb the player */
1082         disturb(0, 0);
1083
1084         /* Get the cave grid */
1085         c_ptr = &cave[y][x];
1086
1087         /* Analyze XXX XXX XXX */
1088         switch (c_ptr->feat)
1089         {
1090                 case FEAT_TRAP_TRAPDOOR:
1091                 {
1092                         if (p_ptr->ffall)
1093                         {
1094 #ifdef JP
1095                                 msg_print("Í¸Í¤òÈô¤Ó±Û¤¨¤¿¡£");
1096 #else
1097                                 msg_print("You fly over a trap door.");
1098 #endif
1099
1100                         }
1101                         else
1102                         {
1103 #ifdef JP
1104                                 msg_print("Í¸Í¤ËÍî¤Á¤¿¡ª");
1105                                 if ((p_ptr->pseikaku == SEIKAKU_COMBAT) || (inventory[INVEN_BOW].name1 == ART_CRIMSON))
1106                                         msg_print("¤¯¤Ã¤½¡Á¡ª");
1107 #else
1108                                 msg_print("You have fallen through a trap door!");
1109 #endif
1110
1111                                 sound(SOUND_FALL);
1112                                 dam = damroll(2, 8);
1113 #ifdef JP
1114                                 name = "Í¸Í";
1115 #else
1116                                 name = "a trap door";
1117 #endif
1118
1119                                 take_hit(DAMAGE_NOESCAPE, dam, name, -1);
1120
1121                                 /* Still alive and autosave enabled */
1122                                 if (autosave_l && (p_ptr->chp >= 0))
1123                                         do_cmd_save_game(TRUE);
1124
1125 #ifdef JP
1126                                 do_cmd_write_nikki(NIKKI_STAIR, 1, "Í¸Í¤ËÍî¤Á¤¿");
1127 #else
1128                                 do_cmd_write_nikki(NIKKI_STAIR, 1, "You have fallen through a trap door!");
1129 #endif
1130                                 dun_level++;
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         if (break_trap && is_trap(c_ptr->feat))
1627         {
1628                 cave_set_feat(y, x, floor_type[randint0(100)]);
1629 #ifdef JP
1630                 msg_print("¥È¥é¥Ã¥×¤òÊ´ºÕ¤·¤¿¡£");
1631 #else
1632                 msg_print("You destroyed the trap.");
1633 #endif
1634         }
1635 }
1636
1637
1638 static void touch_zap_player(monster_type *m_ptr)
1639 {
1640         int aura_damage = 0;
1641         monster_race *r_ptr = &r_info[m_ptr->r_idx];
1642
1643         if (r_ptr->flags2 & RF2_AURA_FIRE)
1644         {
1645                 if (!p_ptr->immune_fire)
1646                 {
1647                         char aura_dam[80];
1648
1649                         aura_damage = damroll(1 + (r_ptr->level / 26), 1 + (r_ptr->level / 17));
1650
1651                         /* Hack -- Get the "died from" name */
1652                         monster_desc(aura_dam, m_ptr, 0x288);
1653
1654 #ifdef JP
1655                         msg_print("ÆÍÁ³¤È¤Æ¤âÇ®¤¯¤Ê¤Ã¤¿¡ª");
1656 #else
1657                         msg_print("You are suddenly very hot!");
1658 #endif
1659
1660
1661                         if (p_ptr->oppose_fire) aura_damage = (aura_damage + 2) / 3;
1662                         if (p_ptr->resist_fire) aura_damage = (aura_damage + 2) / 3;
1663
1664                         take_hit(DAMAGE_NOESCAPE, aura_damage, aura_dam, -1);
1665                         r_ptr->r_flags2 |= RF2_AURA_FIRE;
1666                         handle_stuff();
1667                 }
1668         }
1669
1670         if (r_ptr->flags3 & RF3_AURA_COLD)
1671         {
1672                 if (!p_ptr->immune_cold)
1673                 {
1674                         char aura_dam[80];
1675
1676                         aura_damage = damroll(1 + (r_ptr->level / 26), 1 + (r_ptr->level / 17));
1677
1678                         /* Hack -- Get the "died from" name */
1679                         monster_desc(aura_dam, m_ptr, 0x288);
1680
1681 #ifdef JP
1682                         msg_print("ÆÍÁ³¤È¤Æ¤â´¨¤¯¤Ê¤Ã¤¿¡ª");
1683 #else
1684                         msg_print("You are suddenly very cold!");
1685 #endif
1686
1687
1688                         if (p_ptr->oppose_cold) aura_damage = (aura_damage + 2) / 3;
1689                         if (p_ptr->resist_cold) aura_damage = (aura_damage + 2) / 3;
1690
1691                         take_hit(DAMAGE_NOESCAPE, aura_damage, aura_dam, -1);
1692                         r_ptr->r_flags3 |= RF3_AURA_COLD;
1693                         handle_stuff();
1694                 }
1695         }
1696
1697         if (r_ptr->flags2 & RF2_AURA_ELEC)
1698         {
1699                 if (!p_ptr->immune_elec)
1700                 {
1701                         char aura_dam[80];
1702
1703                         aura_damage = damroll(1 + (r_ptr->level / 26), 1 + (r_ptr->level / 17));
1704
1705                         /* Hack -- Get the "died from" name */
1706                         monster_desc(aura_dam, m_ptr, 0x288);
1707
1708                         if (p_ptr->oppose_elec) aura_damage = (aura_damage + 2) / 3;
1709                         if (p_ptr->resist_elec) aura_damage = (aura_damage + 2) / 3;
1710
1711 #ifdef JP
1712                         msg_print("ÅÅ·â¤ò¤¯¤é¤Ã¤¿¡ª");
1713 #else
1714                         msg_print("You get zapped!");
1715 #endif
1716
1717                         take_hit(DAMAGE_NOESCAPE, aura_damage, aura_dam, -1);
1718                         r_ptr->r_flags2 |= RF2_AURA_ELEC;
1719                         handle_stuff();
1720                 }
1721         }
1722 }
1723
1724
1725 static void natural_attack(s16b m_idx, int attack, bool *fear, bool *mdeath)
1726 {
1727         int             k, bonus, chance;
1728         int             n_weight = 0;
1729         monster_type    *m_ptr = &m_list[m_idx];
1730         monster_race    *r_ptr = &r_info[m_ptr->r_idx];
1731         char            m_name[80];
1732
1733         int             dss, ddd;
1734
1735         cptr            atk_desc;
1736
1737         switch (attack)
1738         {
1739                 case MUT2_SCOR_TAIL:
1740                         dss = 3;
1741                         ddd = 7;
1742                         n_weight = 5;
1743 #ifdef JP
1744                         atk_desc = "¿¬Èø";
1745 #else
1746                         atk_desc = "tail";
1747 #endif
1748
1749                         break;
1750                 case MUT2_HORNS:
1751                         dss = 2;
1752                         ddd = 6;
1753                         n_weight = 15;
1754 #ifdef JP
1755                         atk_desc = "³Ñ";
1756 #else
1757                         atk_desc = "horns";
1758 #endif
1759
1760                         break;
1761                 case MUT2_BEAK:
1762                         dss = 2;
1763                         ddd = 4;
1764                         n_weight = 5;
1765 #ifdef JP
1766                         atk_desc = "¥¯¥Á¥Ð¥·";
1767 #else
1768                         atk_desc = "beak";
1769 #endif
1770
1771                         break;
1772                 case MUT2_TRUNK:
1773                         dss = 1;
1774                         ddd = 4;
1775                         n_weight = 35;
1776 #ifdef JP
1777                         atk_desc = "¾Ý¤ÎÉ¡";
1778 #else
1779                         atk_desc = "trunk";
1780 #endif
1781
1782                         break;
1783                 case MUT2_TENTACLES:
1784                         dss = 2;
1785                         ddd = 5;
1786                         n_weight = 5;
1787 #ifdef JP
1788                         atk_desc = "¿¨¼ê";
1789 #else
1790                         atk_desc = "tentacles";
1791 #endif
1792
1793                         break;
1794                 default:
1795                         dss = ddd = n_weight = 1;
1796 #ifdef JP
1797                         atk_desc = "̤ÄêµÁ¤ÎÉô°Ì";
1798 #else
1799                         atk_desc = "undefined body part";
1800 #endif
1801
1802         }
1803
1804         /* Extract monster name (or "it") */
1805         monster_desc(m_name, m_ptr, 0);
1806
1807
1808         /* Calculate the "attack quality" */
1809         bonus = p_ptr->to_h_m;
1810         bonus += (p_ptr->lev * 6 / 5);
1811         chance = (p_ptr->skill_thn + (bonus * BTH_PLUS_ADJ));
1812
1813         /* Test for hit */
1814         if ((!(r_ptr->flags2 & RF2_QUANTUM) || !randint0(2)) && test_hit_norm(chance, r_ptr->ac, m_ptr->ml))
1815         {
1816                 /* Sound */
1817                 sound(SOUND_HIT);
1818
1819 #ifdef JP
1820                 msg_format("%s¤ò%s¤Ç¹¶·â¤·¤¿¡£", m_name, atk_desc);
1821 #else
1822                 msg_format("You hit %s with your %s.", m_name, atk_desc);
1823 #endif
1824
1825
1826                 k = damroll(ddd, dss);
1827                 k = critical_norm(n_weight, bonus, k, (s16b)bonus, 0);
1828
1829                 /* Apply the player damage bonuses */
1830                 k += p_ptr->to_d_m;
1831
1832                 /* No negative damage */
1833                 if (k < 0) k = 0;
1834
1835                 /* Modify the damage */
1836                 k = mon_damage_mod(m_ptr, k, FALSE);
1837
1838                 /* Complex message */
1839                 if (p_ptr->wizard)
1840                 {
1841 #ifdef JP
1842                                 msg_format("%d/%d ¤Î¥À¥á¡¼¥¸¤òÍ¿¤¨¤¿¡£", k, m_ptr->hp);
1843 #else
1844                         msg_format("You do %d (out of %d) damage.", k, m_ptr->hp);
1845 #endif
1846
1847                 }
1848
1849                 /* Anger the monster */
1850                 if (k > 0) anger_monster(m_ptr);
1851
1852                 /* Damage, check for fear and mdeath */
1853                 switch (attack)
1854                 {
1855                         case MUT2_SCOR_TAIL:
1856                                 project(0, 0, m_ptr->fy, m_ptr->fx, k, GF_POIS, PROJECT_KILL, -1);
1857                                 *mdeath = (m_ptr->r_idx == 0);
1858                                 break;
1859                         case MUT2_HORNS:
1860                                 *mdeath = mon_take_hit(m_idx, k, fear, NULL);
1861                                 break;
1862                         case MUT2_BEAK:
1863                                 *mdeath = mon_take_hit(m_idx, k, fear, NULL);
1864                                 break;
1865                         case MUT2_TRUNK:
1866                                 *mdeath = mon_take_hit(m_idx, k, fear, NULL);
1867                                 break;
1868                         case MUT2_TENTACLES:
1869                                 *mdeath = mon_take_hit(m_idx, k, fear, NULL);
1870                                 break;
1871                         default:
1872                                 *mdeath = mon_take_hit(m_idx, k, fear, NULL);
1873                 }
1874
1875                 touch_zap_player(m_ptr);
1876         }
1877         /* Player misses */
1878         else
1879         {
1880                 /* Sound */
1881                 sound(SOUND_MISS);
1882
1883                 /* Message */
1884 #ifdef JP
1885                         msg_format("¥ß¥¹¡ª %s¤Ë¤«¤ï¤µ¤ì¤¿¡£", m_name);
1886 #else
1887                 msg_format("You miss %s.", m_name);
1888 #endif
1889
1890         }
1891 }
1892
1893
1894
1895 /*
1896  * Player attacks a (poor, defenseless) creature        -RAK-
1897  *
1898  * If no "weapon" is available, then "punch" the monster one time.
1899  */
1900 static void py_attack_aux(int y, int x, bool *fear, bool *mdeath, s16b hand, int mode)
1901 {
1902         int             num = 0, k, bonus, chance, vir;
1903
1904         cave_type       *c_ptr = &cave[y][x];
1905
1906         monster_type    *m_ptr = &m_list[c_ptr->m_idx];
1907         monster_race    *r_ptr = &r_info[m_ptr->r_idx];
1908
1909         object_type     *o_ptr;
1910
1911         char            m_name[80];
1912
1913         bool            success_hit = FALSE;
1914         bool            old_success_hit = FALSE;
1915         bool            backstab = FALSE;
1916         bool            vorpal_cut = FALSE;
1917         int             chaos_effect = 0;
1918         bool            stab_fleeing = FALSE;
1919         bool            fuiuchi = FALSE;
1920         bool            do_quake = FALSE;
1921         bool            weak = FALSE;
1922         bool            drain_msg = TRUE;
1923         int             drain_result = 0, drain_heal = 0;
1924         bool            can_drain = FALSE;
1925         int             num_blow;
1926         int             drain_left = MAX_VAMPIRIC_DRAIN;
1927         u32b flgs[TR_FLAG_SIZE]; /* A massive hack -- life-draining weapons */
1928         bool            is_human = (r_ptr->d_char == 'p');
1929         bool            is_lowlevel = (r_ptr->level < (p_ptr->lev - 15));
1930         bool            zantetsu_mukou, e_j_mukou;
1931
1932
1933
1934         if (((p_ptr->pclass == CLASS_ROGUE) || (p_ptr->pclass == CLASS_NINJA)) && inventory[INVEN_RARM+hand].tval)
1935         {
1936                 int tmp = p_ptr->lev*6+(p_ptr->skill_stl+10)*4;
1937                 if (p_ptr->monlite && (mode != HISSATSU_NYUSIN)) tmp /= 3;
1938                 if (p_ptr->cursed & TRC_AGGRAVATE) tmp /= 2;
1939                 if (r_ptr->level > (p_ptr->lev*p_ptr->lev/20+10)) tmp /= 3;
1940                 if (m_ptr->csleep && m_ptr->ml)
1941                 {
1942                         /* Can't backstab creatures that we can't see, right? */
1943                         backstab = TRUE;
1944                 }
1945                 else if ((p_ptr->special_defense & NINJA_S_STEALTH) && (randint0(tmp) > (r_ptr->level+20)) && m_ptr->ml && !(r_ptr->flags3 & RF3_RES_ALL))
1946                 {
1947                         fuiuchi = TRUE;
1948                 }
1949                 else if (m_ptr->monfear && m_ptr->ml)
1950                 {
1951                         stab_fleeing = TRUE;
1952                 }
1953         }
1954
1955         if(!buki_motteruka(INVEN_RARM) && !buki_motteruka(INVEN_LARM))
1956         {
1957                 if ((r_ptr->level + 10) > p_ptr->lev)
1958                 {
1959                         if (p_ptr->skill_exp[GINOU_SUDE] < s_info[p_ptr->pclass].s_max[GINOU_SUDE])
1960                         {
1961                                 if (p_ptr->skill_exp[GINOU_SUDE] < 4000)
1962                                         p_ptr->skill_exp[GINOU_SUDE]+=40;
1963                                 else if((p_ptr->skill_exp[GINOU_SUDE] < 6000))
1964                                         p_ptr->skill_exp[GINOU_SUDE]+=5;
1965                                 else if((p_ptr->skill_exp[GINOU_SUDE] < 7000) && (p_ptr->lev > 19))
1966                                         p_ptr->skill_exp[GINOU_SUDE]+=1;
1967                                 else if((p_ptr->skill_exp[GINOU_SUDE] < 8000) && (p_ptr->lev > 34))
1968                                         if (one_in_(3)) p_ptr->skill_exp[GINOU_SUDE]+=1;
1969                                 p_ptr->update |= (PU_BONUS);
1970                         }
1971                 }
1972         }
1973         else
1974         {
1975                 if ((r_ptr->level + 10) > p_ptr->lev)
1976                 {
1977                         int tval = inventory[INVEN_RARM+hand].tval - TV_BOW;
1978                         int sval = inventory[INVEN_RARM+hand].sval;
1979                         int now_exp = p_ptr->weapon_exp[tval][sval];
1980                         if (now_exp < s_info[p_ptr->pclass].w_max[tval][sval])
1981                         {
1982                                 int amount = 0;
1983                                 if (now_exp < 4000) amount = 80;
1984                                 else if(now_exp < 6000) amount = 10;
1985                                 else if((now_exp < 7000) && (p_ptr->lev > 19)) amount = 1;
1986                                 else if((p_ptr->lev > 34) && one_in_(2)) amount = 1;
1987                                 p_ptr->weapon_exp[tval][sval] += amount;
1988                                 p_ptr->update |= (PU_BONUS);
1989                         }
1990                 }
1991         }
1992
1993         /* Disturb the monster */
1994         m_ptr->csleep = 0;
1995         if (r_ptr->flags7 & (RF7_HAS_LITE_1 | RF7_HAS_LITE_2))
1996                 p_ptr->update |= (PU_MON_LITE);
1997
1998         /* Extract monster name (or "it") */
1999         monster_desc(m_name, m_ptr, 0);
2000
2001         /* Access the weapon */
2002         o_ptr = &inventory[INVEN_RARM+hand];
2003
2004         /* Calculate the "attack quality" */
2005         bonus = p_ptr->to_h[hand] + o_ptr->to_h;
2006         chance = (p_ptr->skill_thn + (bonus * BTH_PLUS_ADJ));
2007         if (mode == HISSATSU_IAI) chance += 60;
2008         if (p_ptr->special_defense & KATA_KOUKIJIN) chance += 150;
2009
2010         if (p_ptr->sutemi) chance = MAX(chance * 3 / 2, chance + 60);
2011
2012         vir = virtue_number(V_VALOUR);
2013         if (vir)
2014         {
2015                 chance += (p_ptr->virtues[vir - 1]/10);
2016         }
2017
2018         zantetsu_mukou = ((o_ptr->name1 == ART_ZANTETSU) && (r_ptr->d_char == 'j'));
2019         e_j_mukou = ((o_ptr->name1 == ART_EXCALIBUR_J) && (r_ptr->d_char == 'S'));
2020
2021         if ((mode == HISSATSU_KYUSHO) || (mode == HISSATSU_MINEUCHI) || (mode == HISSATSU_3DAN) || (mode == HISSATSU_IAI)) num_blow = 1;
2022         else if (mode == HISSATSU_COLD) num_blow = p_ptr->num_blow[hand]+2;
2023         else num_blow = p_ptr->num_blow[hand];
2024
2025         /* Attack once for each legal blow */
2026         while ((num++ < num_blow) && !p_ptr->is_dead)
2027         {
2028                 if (((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_DOKUBARI)) || (mode == HISSATSU_KYUSHO))
2029                 {
2030                         if (p_ptr->migite && p_ptr->hidarite)
2031                         {
2032                                 success_hit = one_in_(2);
2033                         }
2034                         else success_hit = TRUE;
2035                 }
2036                 else if (mode == HISSATSU_MAJIN)
2037                 {
2038                         if (num == 1)
2039                         {
2040                                 if (one_in_(2))
2041                                         success_hit = FALSE;
2042                                 old_success_hit = success_hit;
2043                         }
2044                         else success_hit = old_success_hit;
2045                 }
2046                 else if ((p_ptr->pclass == CLASS_NINJA) && ((backstab || fuiuchi) && !(r_ptr->flags3 & RF3_RES_ALL))) success_hit = TRUE;
2047                 else success_hit = test_hit_norm(chance, r_ptr->ac, m_ptr->ml);
2048
2049                 /* Test for hit */
2050                 if (success_hit)
2051                 {
2052                         int vorpal_chance = ((o_ptr->name1 == ART_VORPAL_BLADE) || (o_ptr->name1 == ART_CHAINSWORD)) ? 2 : 4;
2053
2054                         /* Sound */
2055                         sound(SOUND_HIT);
2056
2057                         /* Message */
2058                         if (backstab)
2059 #ifdef JP
2060                                 msg_format("¤¢¤Ê¤¿¤ÏÎä¹ó¤Ë¤â̲¤Ã¤Æ¤¤¤ë̵ÎϤÊ%s¤òÆͤ­»É¤·¤¿¡ª",
2061 #else
2062                                 msg_format("You cruelly stab the helpless, sleeping %s!",
2063 #endif
2064
2065                                     m_name);
2066                         else if (fuiuchi)
2067 #ifdef JP
2068                                 msg_format("ÉÔ°Õ¤òÆͤ¤¤Æ%s¤Ë¶¯Îõ¤Ê°ì·â¤ò¶ô¤é¤ï¤»¤¿¡ª",
2069 #else
2070                                 msg_format("You make surprise attack, and hit %s with a powerful blow!",
2071 #endif
2072
2073                                     m_name);
2074                         else if (stab_fleeing)
2075 #ifdef JP
2076                                 msg_format("ƨ¤²¤ë%s¤òÇØÃ椫¤éÆͤ­»É¤·¤¿¡ª",
2077 #else
2078                                 msg_format("You backstab the fleeing %s!",
2079 #endif
2080
2081                                     m_name);
2082                         else
2083                         {
2084                                 if (!(((p_ptr->pclass == CLASS_MONK) || (p_ptr->pclass == CLASS_FORCETRAINER) || (p_ptr->pclass == CLASS_BERSERKER)) && (empty_hands(TRUE) > 1)))
2085 #ifdef JP
2086                         msg_format("%s¤ò¹¶·â¤·¤¿¡£", m_name);
2087 #else
2088                                         msg_format("You hit %s.", m_name);
2089 #endif
2090
2091                         }
2092
2093                         /* Hack -- bare hands do one damage */
2094                         k = 1;
2095
2096                         object_flags(o_ptr, flgs);
2097
2098                         /* Select a chaotic effect (50% chance) */
2099                         if ((have_flag(flgs, TR_CHAOTIC)) && one_in_(2))
2100                         {
2101                                 if (one_in_(10))
2102                                 chg_virtue(V_CHANCE, 1);
2103
2104                                 if (randint1(5) < 3)
2105                                 {
2106                                         /* Vampiric (20%) */
2107                                         chaos_effect = 1;
2108                                 }
2109                                 else if (one_in_(250))
2110                                 {
2111                                         /* Quake (0.12%) */
2112                                         chaos_effect = 2;
2113                                 }
2114                                 else if (!one_in_(10))
2115                                 {
2116                                         /* Confusion (26.892%) */
2117                                         chaos_effect = 3;
2118                                 }
2119                                 else if (one_in_(2))
2120                                 {
2121                                         /* Teleport away (1.494%) */
2122                                         chaos_effect = 4;
2123                                 }
2124                                 else
2125                                 {
2126                                         /* Polymorph (1.494%) */
2127                                         chaos_effect = 5;
2128                                 }
2129                         }
2130
2131                         /* Vampiric drain */
2132                         if ((have_flag(flgs, TR_VAMPIRIC)) || (chaos_effect == 1) || (mode == HISSATSU_DRAIN))
2133                         {
2134                                 /* Only drain "living" monsters */
2135                                 if (monster_living(r_ptr))
2136                                         can_drain = TRUE;
2137                                 else
2138                                         can_drain = FALSE;
2139                         }
2140
2141                         if ((have_flag(flgs, TR_VORPAL)) && (randint1(vorpal_chance*3/2) == 1) && !zantetsu_mukou)
2142                                 vorpal_cut = TRUE;
2143                         else vorpal_cut = FALSE;
2144
2145                         if (((p_ptr->pclass == CLASS_MONK) || (p_ptr->pclass == CLASS_FORCETRAINER) || (p_ptr->pclass == CLASS_BERSERKER)) && (empty_hands(TRUE) > 1))
2146                         {
2147                                 int special_effect = 0, stun_effect = 0, times = 0, max_times;
2148                                 int min_level = 1;
2149                                 martial_arts *ma_ptr = &ma_blows[0], *old_ptr = &ma_blows[0];
2150                                 int resist_stun = 0;
2151                                 int weight = 8;
2152
2153                                 if (r_ptr->flags1 & RF1_UNIQUE) resist_stun += 88;
2154                                 if (r_ptr->flags3 & RF3_NO_STUN) resist_stun += 66;
2155                                 if (r_ptr->flags3 & RF3_NO_CONF) resist_stun += 33;
2156                                 if (r_ptr->flags3 & RF3_NO_SLEEP) resist_stun += 33;
2157                                 if ((r_ptr->flags3 & RF3_UNDEAD) || (r_ptr->flags3 & RF3_NONLIVING))
2158                                         resist_stun += 66;
2159
2160                                 if (p_ptr->special_defense & KAMAE_BYAKKO)
2161                                         max_times = (p_ptr->lev < 3 ? 1 : p_ptr->lev / 3);
2162                                 else if (p_ptr->special_defense & KAMAE_SUZAKU)
2163                                         max_times = 1;
2164                                 else if (p_ptr->special_defense & KAMAE_GENBU)
2165                                         max_times = 1;
2166                                 else
2167                                         max_times = (p_ptr->lev < 7 ? 1 : p_ptr->lev / 7);
2168                                 /* Attempt 'times' */
2169                                 for (times = 0; times < max_times; times++)
2170                                 {
2171                                         do
2172                                         {
2173                                                 ma_ptr = &ma_blows[randint0(MAX_MA)];
2174                                                 if ((p_ptr->pclass == CLASS_FORCETRAINER) && (ma_ptr->min_level > 1)) min_level = ma_ptr->min_level + 3;
2175                                                 else min_level = ma_ptr->min_level;
2176                                         }
2177                                         while ((min_level > p_ptr->lev) ||
2178                                                (randint1(p_ptr->lev) < ma_ptr->chance));
2179
2180                                         /* keep the highest level attack available we found */
2181                                         if ((ma_ptr->min_level > old_ptr->min_level) &&
2182                                             !p_ptr->stun && !p_ptr->confused)
2183                                         {
2184                                                 old_ptr = ma_ptr;
2185
2186                                                 if (p_ptr->wizard && cheat_xtra)
2187                                                 {
2188 #ifdef JP
2189                                                         msg_print("¹¶·â¤òºÆÁªÂò¤·¤Þ¤·¤¿¡£");
2190 #else
2191                                                         msg_print("Attack re-selected.");
2192 #endif
2193
2194                                                 }
2195                                         }
2196                                         else
2197                                         {
2198                                                 ma_ptr = old_ptr;
2199                                         }
2200                                 }
2201
2202                                 if (p_ptr->pclass == CLASS_FORCETRAINER) min_level = MAX(1, ma_ptr->min_level - 3);
2203                                 else min_level = ma_ptr->min_level;
2204                                 k = damroll(ma_ptr->dd, ma_ptr->ds);
2205                                 if (p_ptr->special_attack & ATTACK_SUIKEN) k *= 2;
2206
2207                                 if (ma_ptr->effect == MA_KNEE)
2208                                 {
2209                                         if (r_ptr->flags1 & RF1_MALE)
2210                                         {
2211 #ifdef JP
2212                                                 msg_format("%s¤Ë¶âŪɨ½³¤ê¤ò¤¯¤é¤ï¤·¤¿¡ª", m_name);
2213 #else
2214                                                 msg_format("You hit %s in the groin with your knee!", m_name);
2215 #endif
2216
2217                                                 sound(SOUND_PAIN);
2218                                                 special_effect = MA_KNEE;
2219                                         }
2220                                         else
2221                                                 msg_format(ma_ptr->desc, m_name);
2222                                 }
2223
2224                                 else if (ma_ptr->effect == MA_SLOW)
2225                                 {
2226                                         if (!((r_ptr->flags1 & RF1_NEVER_MOVE) ||
2227                                             strchr("~#{}.UjmeEv$,DdsbBFIJQSXclnw!=?", r_ptr->d_char)))
2228                                         {
2229 #ifdef JP
2230                                                 msg_format("%s¤Î­¼ó¤Ë´ØÀá½³¤ê¤ò¤¯¤é¤ï¤·¤¿¡ª", m_name);
2231 #else
2232                                                 msg_format("You kick %s in the ankle.", m_name);
2233 #endif
2234
2235                                                 special_effect = MA_SLOW;
2236                                         }
2237                                         else msg_format(ma_ptr->desc, m_name);
2238                                 }
2239                                 else
2240                                 {
2241                                         if (ma_ptr->effect)
2242                                         {
2243                                                 stun_effect = (ma_ptr->effect / 2) + randint1(ma_ptr->effect / 2);
2244                                         }
2245
2246                                         msg_format(ma_ptr->desc, m_name);
2247                                 }
2248
2249                                 if (p_ptr->special_defense & KAMAE_SUZAKU) weight = 4;
2250                                 if ((p_ptr->pclass == CLASS_FORCETRAINER) && (p_ptr->magic_num1[0]))
2251                                 {
2252                                         weight += (p_ptr->magic_num1[0]/30);
2253                                         if (weight > 20) weight = 20;
2254                                 }
2255
2256                                 k = critical_norm(p_ptr->lev * weight, min_level, k, p_ptr->to_h[0], 0);
2257
2258                                 if ((special_effect == MA_KNEE) && ((k + p_ptr->to_d[hand]) < m_ptr->hp))
2259                                 {
2260 #ifdef JP
2261                                         msg_format("%^s¤Ï¶ìÄˤˤ¦¤á¤¤¤Æ¤¤¤ë¡ª", m_name);
2262 #else
2263                                         msg_format("%^s moans in agony!", m_name);
2264 #endif
2265
2266                                         stun_effect = 7 + randint1(13);
2267                                         resist_stun /= 3;
2268                                 }
2269
2270                                 else if ((special_effect == MA_SLOW) && ((k + p_ptr->to_d[hand]) < m_ptr->hp))
2271                                 {
2272                                         if (!(r_ptr->flags1 & RF1_UNIQUE) &&
2273                                             (randint1(p_ptr->lev) > r_ptr->level) &&
2274                                             m_ptr->mspeed > 60)
2275                                         {
2276 #ifdef JP
2277                                                 msg_format("%^s¤Ï­¤ò¤Ò¤­¤º¤ê»Ï¤á¤¿¡£", m_name);
2278 #else
2279                                                 msg_format("%^s starts limping slower.", m_name);
2280 #endif
2281
2282                                                 m_ptr->mspeed -= 10;
2283                                         }
2284                                 }
2285
2286                                 if (stun_effect && ((k + p_ptr->to_d[hand]) < m_ptr->hp))
2287                                 {
2288                                         if (p_ptr->lev > randint1(r_ptr->level + resist_stun + 10))
2289                                         {
2290                                                 if (m_ptr->stunned)
2291 #ifdef JP
2292                                                         msg_format("%^s¤Ï¤µ¤é¤Ë¥Õ¥é¥Õ¥é¤Ë¤Ê¤Ã¤¿¡£", m_name);
2293 #else
2294                                                         msg_format("%^s is more stunned.", m_name);
2295 #endif
2296
2297                                                 else
2298 #ifdef JP
2299                                                         msg_format("%^s¤Ï¥Õ¥é¥Õ¥é¤Ë¤Ê¤Ã¤¿¡£", m_name);
2300 #else
2301                                                         msg_format("%^s is stunned.", m_name);
2302 #endif
2303
2304
2305                                                 m_ptr->stunned += stun_effect;
2306                                         }
2307                                 }
2308                         }
2309
2310                         /* Handle normal weapon */
2311                         else if (o_ptr->k_idx)
2312                         {
2313                                 k = damroll(o_ptr->dd, o_ptr->ds);
2314                                 if (p_ptr->riding)
2315                                 {
2316                                         if((o_ptr->tval == TV_POLEARM) && ((o_ptr->sval == SV_LANCE) || (o_ptr->sval == SV_HEAVY_LANCE)))
2317                                         {
2318                                                 k += damroll(2, o_ptr->ds);
2319                                         }
2320                                 }
2321
2322                                 k = tot_dam_aux(o_ptr, k, m_ptr, mode);
2323
2324                                 if (backstab)
2325                                 {
2326                                         k *= (3 + (p_ptr->lev / 20));
2327                                 }
2328                                 else if (fuiuchi)
2329                                 {
2330                                         k = k*(5+(p_ptr->lev*2/25))/2;
2331                                 }
2332                                 else if (stab_fleeing)
2333                                 {
2334                                         k = (3 * k) / 2;
2335                                 }
2336
2337                                 if ((p_ptr->impact[hand] && ((k > 50) || one_in_(7))) ||
2338                                          (chaos_effect == 2) || (mode == HISSATSU_QUAKE))
2339                                 {
2340                                         do_quake = TRUE;
2341                                 }
2342
2343                                 if ((!(o_ptr->tval == TV_SWORD) || !(o_ptr->sval == SV_DOKUBARI)) && !(mode == HISSATSU_KYUSHO))
2344                                         k = critical_norm(o_ptr->weight, o_ptr->to_h, k, p_ptr->to_h[hand], mode);
2345
2346                                 drain_result = k;
2347
2348                                 if (vorpal_cut)
2349                                 {
2350                                         int mult = 2;
2351
2352                                         if ((o_ptr->name1 == ART_CHAINSWORD) && !one_in_(2))
2353                                         {
2354                                                 char chainsword_noise[1024];
2355 #ifdef JP
2356        if (!get_rnd_line("chainswd_j.txt", 0, chainsword_noise))
2357 #else
2358                                                 if (!get_rnd_line("chainswd.txt", 0, chainsword_noise))
2359 #endif
2360
2361                                                 {
2362                                                         msg_print(chainsword_noise);
2363                                                 }
2364                                         }
2365
2366                                         if (o_ptr->name1 == ART_VORPAL_BLADE)
2367                                         {
2368 #ifdef JP
2369                                                 msg_print("Ìܤˤâ»ß¤Þ¤é¤Ì¥Ü¡¼¥Ñ¥ë¡¦¥Ö¥ì¡¼¥É¡¢¼êÏ£¤ÎÁá¶È¡ª");
2370 #else
2371                                                 msg_print("Your Vorpal Blade goes snicker-snack!");
2372 #endif
2373
2374                                         }
2375                                         else
2376                                         {
2377 #ifdef JP
2378                                                 msg_format("%s¤ò¥°¥Ã¥µ¥êÀÚ¤êÎö¤¤¤¿¡ª", m_name);
2379 #else
2380                                                 msg_format("Your weapon cuts deep into %s!", m_name);
2381 #endif
2382
2383                                         }
2384
2385                                         /* Try to increase the damage */
2386                                         while (one_in_(vorpal_chance))
2387                                         {
2388                                                 mult++;
2389                                         }
2390
2391                                         k *= mult;
2392
2393                                         /* Ouch! */
2394                                         if (((r_ptr->flags3 & RF3_RES_ALL) ? k/100 : k) > m_ptr->hp)
2395                                         {
2396 #ifdef JP
2397                                                 msg_format("%s¤ò¿¿¤ÃÆó¤Ä¤Ë¤·¤¿¡ª", m_name);
2398 #else
2399                                                 msg_format("You cut %s in half!", m_name);
2400 #endif
2401
2402                                         }
2403                                         else
2404                                         {
2405                                                 switch(mult)
2406                                                 {
2407 #ifdef JP
2408 case 2: msg_format("%s¤ò»Â¤Ã¤¿¡ª", m_name);             break;
2409 #else
2410                                                         case 2: msg_format("You gouge %s!", m_name);            break;
2411 #endif
2412
2413 #ifdef JP
2414 case 3: msg_format("%s¤ò¤Ö¤Ã¤¿»Â¤Ã¤¿¡ª", m_name);                       break;
2415 #else
2416                                                         case 3: msg_format("You maim %s!", m_name);                     break;
2417 #endif
2418
2419 #ifdef JP
2420 case 4: msg_format("%s¤ò¥á¥Ã¥¿»Â¤ê¤Ë¤·¤¿¡ª", m_name);           break;
2421 #else
2422                                                         case 4: msg_format("You carve %s!", m_name);            break;
2423 #endif
2424
2425 #ifdef JP
2426 case 5: msg_format("%s¤ò¥á¥Ã¥¿¥á¥¿¤Ë»Â¤Ã¤¿¡ª", m_name);         break;
2427 #else
2428                                                         case 5: msg_format("You cleave %s!", m_name);           break;
2429 #endif
2430
2431 #ifdef JP
2432 case 6: msg_format("%s¤ò»É¿È¤Ë¤·¤¿¡ª", m_name);         break;
2433 #else
2434                                                         case 6: msg_format("You smite %s!", m_name);            break;
2435 #endif
2436
2437 #ifdef JP
2438 case 7: msg_format("%s¤ò»Â¤Ã¤Æ»Â¤Ã¤Æ»Â¤ê¤Þ¤¯¤Ã¤¿¡ª", m_name);   break;
2439 #else
2440                                                         case 7: msg_format("You eviscerate %s!", m_name);       break;
2441 #endif
2442
2443 #ifdef JP
2444 default:        msg_format("%s¤òºÙÀÚ¤ì¤Ë¤·¤¿¡ª", m_name);               break;
2445 #else
2446                                                         default:        msg_format("You shred %s!", m_name);            break;
2447 #endif
2448
2449                                                 }
2450                                         }
2451                                         drain_result = drain_result * 3 / 2;
2452                                 }
2453
2454                                 k += o_ptr->to_d;
2455                                 drain_result += o_ptr->to_d;
2456                         }
2457
2458                         /* Apply the player damage bonuses */
2459                         k += p_ptr->to_d[hand];
2460                         drain_result += p_ptr->to_d[hand];
2461
2462                         if ((mode == HISSATSU_SUTEMI) || (mode == HISSATSU_3DAN)) k *= 2;
2463                         if ((mode == HISSATSU_SEKIRYUKA) && (r_ptr->flags3 & (RF3_UNDEAD | RF3_DEMON | RF3_NONLIVING))) k = 0;
2464                         if ((mode == HISSATSU_SEKIRYUKA) && !p_ptr->cut) k /= 2;
2465
2466                         /* No negative damage */
2467                         if (k < 0) k = 0;
2468
2469                         if ((mode == HISSATSU_ZANMA) && !((r_ptr->flags3 & (RF3_DEMON | RF3_UNDEAD | RF3_NONLIVING)) && (r_ptr->flags3 & RF3_EVIL)))
2470                         {
2471                                 k = 0;
2472                         }
2473
2474                         if (zantetsu_mukou)
2475                         {
2476 #ifdef JP
2477                                 msg_print("¤³¤ó¤ÊÆð¤é¤«¤¤¤â¤Î¤ÏÀÚ¤ì¤ó¡ª");
2478 #else
2479                                 msg_print("You cannot cut such a elastic thing!");
2480 #endif
2481                                 k = 0;
2482                         }
2483
2484                         if (e_j_mukou)
2485                         {
2486 #ifdef JP
2487                                 msg_print("ÃØéá¤Ï¶ì¼ê¤À¡ª");
2488 #else
2489                                 msg_print("Spiders are difficult for you to deal with!");
2490 #endif
2491                                 k /= 2;
2492                         }
2493
2494                         if (mode == HISSATSU_MINEUCHI)
2495                         {
2496                                 int tmp = (10 + randint1(15) + p_ptr->lev / 5);
2497
2498                                 k = 0;
2499                                 anger_monster(m_ptr);
2500
2501                                 if (!(r_ptr->flags3 & (RF3_NO_STUN)))
2502                                 {
2503                                         /* Get stunned */
2504                                         if (m_ptr->stunned)
2505                                         {
2506 #ifdef JP
2507 msg_format("%s¤Ï¤Ò¤É¤¯¤â¤¦¤í¤¦¤È¤·¤¿¡£", m_name);
2508 #else
2509                                                 msg_format("%s is more dazed.", m_name);
2510 #endif
2511
2512                                                 tmp /= 2;
2513                                         }
2514                                         else
2515                                         {
2516 #ifdef JP
2517 msg_format("%s ¤Ï¤â¤¦¤í¤¦¤È¤·¤¿¡£", m_name);
2518 #else
2519                                                 msg_format("%s is dazed.", m_name);
2520 #endif
2521                                         }
2522
2523                                         /* Apply stun */
2524                                         m_ptr->stunned = (tmp < 200) ? tmp : 200;
2525                                 }
2526                                 else
2527                                 {
2528 #ifdef JP
2529 msg_format("%s ¤Ë¤Ï¸ú²Ì¤¬¤Ê¤«¤Ã¤¿¡£", m_name);
2530 #else
2531                                                 msg_format("%s is not effected.", m_name);
2532 #endif
2533                                 }
2534                         }
2535
2536                         /* Modify the damage */
2537                         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))));
2538                         if (((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_DOKUBARI)) || (mode == HISSATSU_KYUSHO))
2539                         {
2540                                 if ((randint1(randint1(r_ptr->level/7)+5) == 1) && !(r_ptr->flags1 & RF1_UNIQUE) && !(r_ptr->flags7 & RF7_UNIQUE2))
2541                                 {
2542                                         k = m_ptr->hp + 1;
2543 #ifdef JP
2544 msg_format("%s¤ÎµÞ½ê¤òÆͤ­»É¤·¤¿¡ª", m_name);
2545 #else
2546                                         msg_format("You hit %s on a fatal spot!", m_name);
2547 #endif
2548                                 }
2549                                 else k = 1;
2550                         }
2551                         else if ((p_ptr->pclass == CLASS_NINJA) && (!p_ptr->icky_wield[hand]) && ((p_ptr->cur_lite <= 0) || one_in_(7)))
2552                         {
2553                                 int maxhp = maxroll(r_ptr->hdice, r_ptr->hside);
2554                                 if (one_in_(backstab ? 13 : (stab_fleeing || fuiuchi) ? 15 : 27))
2555                                 {
2556                                         k *= 5;
2557                                         drain_result *= 2;
2558 #ifdef JP
2559 msg_format("¿Ï¤¬%s¤Ë¿¼¡¹¤ÈÆͤ­»É¤µ¤Ã¤¿¡ª", m_name);
2560 #else
2561                                         msg_format("You critically injured %s!", m_name);
2562 #endif
2563                                 }
2564                                 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)))
2565                                 {
2566                                         if ((r_ptr->flags1 & RF1_UNIQUE) || (r_ptr->flags7 & RF7_UNIQUE2) || (m_ptr->hp >= maxhp/2))
2567                                         {
2568                                                 k = MAX(k*5, m_ptr->hp/2);
2569                                                 drain_result *= 2;
2570 #ifdef JP
2571 msg_format("%s¤ËÃ×Ì¿½ý¤òÉé¤ï¤»¤¿¡ª", m_name);
2572 #else
2573                                         msg_format("You fatally injured %s!", m_name);
2574 #endif
2575                                         }
2576                                         else
2577                                         {
2578                                                 k = m_ptr->hp + 1;
2579 #ifdef JP
2580 msg_format("¿Ï¤¬%s¤ÎµÞ½ê¤ò´Ó¤¤¤¿¡ª", m_name);
2581 #else
2582                                         msg_format("You hit %s on a fatal spot!", m_name);
2583 #endif
2584                                         }
2585                                 }
2586                         }
2587
2588                         /* Complex message */
2589                         if (p_ptr->wizard || cheat_xtra)
2590                         {
2591 #ifdef JP
2592                                 msg_format("%d/%d ¤Î¥À¥á¡¼¥¸¤òÍ¿¤¨¤¿¡£", k, m_ptr->hp);
2593 #else
2594                                 msg_format("You do %d (out of %d) damage.", k, m_ptr->hp);
2595 #endif
2596
2597                         }
2598
2599                         if (k <= 0) can_drain = FALSE;
2600
2601                         if (drain_result > m_ptr->hp)
2602                                 drain_result = m_ptr->hp;
2603
2604                         /* Damage, check for fear and death */
2605                         if (mon_take_hit(c_ptr->m_idx, k, fear, NULL))
2606                         {
2607                                 *mdeath = TRUE;
2608                                 if ((p_ptr->pclass == CLASS_BERSERKER) && energy_use)
2609                                 {
2610                                         if (p_ptr->migite && p_ptr->hidarite)
2611                                         {
2612                                                 if (hand) energy_use = energy_use*3/5+energy_use*num*2/(p_ptr->num_blow[hand]*5);
2613                                                 else energy_use = energy_use*num*3/(p_ptr->num_blow[hand]*5);
2614                                         }
2615                                         else
2616                                         {
2617                                                 energy_use = energy_use*num/p_ptr->num_blow[hand];
2618                                         }
2619                                 }
2620                                 if ((o_ptr->name1 == ART_ZANTETSU) && is_lowlevel)
2621 #ifdef JP
2622                                         msg_print("¤Þ¤¿¤Ä¤Þ¤é¤Ì¤â¤Î¤ò»Â¤Ã¤Æ¤·¤Þ¤Ã¤¿¡¥¡¥¡¥");
2623 #else
2624                                         msg_print("Sign..Another trifling thing I've cut....");
2625 #endif
2626                                 break;
2627                         }
2628
2629                         /* Anger the monster */
2630                         if (k > 0) anger_monster(m_ptr);
2631
2632                         touch_zap_player(m_ptr);
2633
2634                         /* Are we draining it?  A little note: If the monster is
2635                         dead, the drain does not work... */
2636
2637                         if (can_drain && (drain_result > 0))
2638                         {
2639                                 if (o_ptr->name1 == ART_MURAMASA)
2640                                 {
2641                                         if (is_human)
2642                                         {
2643                                                 int to_h = o_ptr->to_h;
2644                                                 int to_d = o_ptr->to_d;
2645                                                 int i, flag;
2646
2647                                                 flag = 1;
2648                                                 for (i = 0; i < to_h + 3; i++) if (one_in_(4)) flag = 0;
2649                                                 if (flag) to_h++;
2650
2651                                                 flag = 1;
2652                                                 for (i = 0; i < to_d + 3; i++) if (one_in_(4)) flag = 0;
2653                                                 if (flag) to_d++;
2654
2655                                                 if (o_ptr->to_h != to_h || o_ptr->to_d != to_d)
2656                                                 {
2657 #ifdef JP
2658                                                         msg_print("ÍÅÅá¤Ï·ì¤òµÛ¤Ã¤Æ¶¯¤¯¤Ê¤Ã¤¿¡ª");
2659 #else
2660                                                         msg_print("Muramasa sucked blood, and became more powerful!");
2661 #endif
2662                                                         o_ptr->to_h = to_h;
2663                                                         o_ptr->to_d = to_d;
2664                                                 }
2665                                         }
2666                                 }
2667                                 else
2668                                 {
2669                                         if (drain_result > 5) /* Did we really hurt it? */
2670                                         {
2671                                                 drain_heal = damroll(2, drain_result / 6);
2672
2673                                                 if (cheat_xtra)
2674                                                 {
2675 #ifdef JP
2676                                                         msg_format("Draining left: %d", drain_left);
2677 #else
2678                                                         msg_format("Draining left: %d", drain_left);
2679 #endif
2680
2681                                                 }
2682
2683                                                 if (drain_left)
2684                                                 {
2685                                                         if (drain_heal < drain_left)
2686                                                         {
2687                                                                 drain_left -= drain_heal;
2688                                                         }
2689                                                         else
2690                                                         {
2691                                                                 drain_heal = drain_left;
2692                                                                 drain_left = 0;
2693                                                         }
2694
2695                                                         if (drain_msg)
2696                                                         {
2697 #ifdef JP
2698                                                                 msg_format("¿Ï¤¬%s¤«¤éÀ¸Ì¿ÎϤòµÛ¤¤¼è¤Ã¤¿¡ª", m_name);
2699 #else
2700                                                                 msg_format("Your weapon drains life from %s!", m_name);
2701 #endif
2702
2703                                                                 drain_msg = FALSE;
2704                                                         }
2705
2706                                                         drain_heal = (drain_heal * mutant_regenerate_mod) / 100;
2707
2708                                                         hp_player(drain_heal);
2709                                                         /* We get to keep some of it! */
2710                                                 }
2711                                         }
2712                                 }
2713                                 m_ptr->maxhp -= (k+7)/8;
2714                                 if (m_ptr->hp > m_ptr->maxhp) m_ptr->hp = m_ptr->maxhp;
2715                                 weak = TRUE;
2716                         }
2717                         can_drain = FALSE;
2718                         drain_result = 0;
2719
2720                         /* Confusion attack */
2721                         if ((p_ptr->special_attack & ATTACK_CONFUSE) || (chaos_effect == 3) || (mode == HISSATSU_CONF))
2722                         {
2723                                 /* Cancel glowing hands */
2724                                 if (p_ptr->special_attack & ATTACK_CONFUSE)
2725                                 {
2726                                         p_ptr->special_attack &= ~(ATTACK_CONFUSE);
2727 #ifdef JP
2728                                         msg_print("¼ê¤Îµ±¤­¤¬¤Ê¤¯¤Ê¤Ã¤¿¡£");
2729 #else
2730                                         msg_print("Your hands stop glowing.");
2731 #endif
2732                                         p_ptr->redraw |= (PR_STATUS);
2733
2734                                 }
2735
2736                                 /* Confuse the monster */
2737                                 if (r_ptr->flags3 & RF3_NO_CONF)
2738                                 {
2739                                         if (m_ptr->ml)
2740                                         {
2741                                                 r_ptr->r_flags3 |= RF3_NO_CONF;
2742                                         }
2743
2744 #ifdef JP
2745                                         msg_format("%^s¤Ë¤Ï¸ú²Ì¤¬¤Ê¤«¤Ã¤¿¡£", m_name);
2746 #else
2747                                         msg_format("%^s is unaffected.", m_name);
2748 #endif
2749
2750                                 }
2751                                 else if (randint0(100) < r_ptr->level)
2752                                 {
2753 #ifdef JP
2754                                         msg_format("%^s¤Ë¤Ï¸ú²Ì¤¬¤Ê¤«¤Ã¤¿¡£", m_name);
2755 #else
2756                                         msg_format("%^s is unaffected.", m_name);
2757 #endif
2758
2759                                 }
2760                                 else
2761                                 {
2762 #ifdef JP
2763                                         msg_format("%^s¤Ïº®Í𤷤¿¤è¤¦¤À¡£", m_name);
2764 #else
2765                                         msg_format("%^s appears confused.", m_name);
2766 #endif
2767
2768                                         m_ptr->confused += 10 + randint0(p_ptr->lev) / 5;
2769                                 }
2770                         }
2771
2772                         else if (chaos_effect == 4)
2773                         {
2774                                 bool resists_tele = FALSE;
2775
2776                                 if (r_ptr->flags3 & RF3_RES_TELE)
2777                                 {
2778                                         if (r_ptr->flags1 & RF1_UNIQUE)
2779                                         {
2780                                                 if (m_ptr->ml) r_ptr->r_flags3 |= RF3_RES_TELE;
2781 #ifdef JP
2782                                                 msg_format("%^s¤Ë¤Ï¸ú²Ì¤¬¤Ê¤«¤Ã¤¿¡£", m_name);
2783 #else
2784                                                 msg_format("%^s is unaffected!", m_name);
2785 #endif
2786
2787                                                 resists_tele = TRUE;
2788                                         }
2789                                         else if (r_ptr->level > randint1(100))
2790                                         {
2791                                                 if (m_ptr->ml) r_ptr->r_flags3 |= RF3_RES_TELE;
2792 #ifdef JP
2793                                                 msg_format("%^s¤ÏÄñ¹³ÎϤò»ý¤Ã¤Æ¤¤¤ë¡ª", m_name);
2794 #else
2795                                                 msg_format("%^s resists!", m_name);
2796 #endif
2797
2798                                                 resists_tele = TRUE;
2799                                         }
2800                                 }
2801
2802                                 if (!resists_tele)
2803                                 {
2804 #ifdef JP
2805                                         msg_format("%^s¤Ï¾Ã¤¨¤¿¡ª", m_name);
2806 #else
2807                                         msg_format("%^s disappears!", m_name);
2808 #endif
2809
2810                                         teleport_away(c_ptr->m_idx, 50, FALSE);
2811                                         num = p_ptr->num_blow[hand] + 1; /* Can't hit it anymore! */
2812                                         *mdeath = TRUE;
2813                                 }
2814                         }
2815
2816                         else if ((chaos_effect == 5) && cave_floor_bold(y, x) &&
2817                                  (randint1(90) > r_ptr->level))
2818                         {
2819                                 if (!(r_ptr->flags1 & RF1_UNIQUE) &&
2820                                     !(r_ptr->flags4 & RF4_BR_CHAO) &&
2821                                     !(r_ptr->flags1 & RF1_QUESTOR))
2822                                 {
2823                                         if (polymorph_monster(y, x))
2824                                         {
2825 #ifdef JP
2826                                                 msg_format("%^s¤ÏÊѲ½¤·¤¿¡ª", m_name);
2827 #else
2828                                                 msg_format("%^s changes!", m_name);
2829 #endif
2830
2831
2832                                                 /* Hack -- Get new monster */
2833                                                 m_ptr = &m_list[c_ptr->m_idx];
2834
2835                                                 /* Oops, we need a different name... */
2836                                                 monster_desc(m_name, m_ptr, 0);
2837
2838                                                 /* Hack -- Get new race */
2839                                                 r_ptr = &r_info[m_ptr->r_idx];
2840
2841                                                 *fear = FALSE;
2842                                                 weak = FALSE;
2843                                         }
2844                                         else
2845                                         {
2846 #ifdef JP
2847                                         msg_format("%^s¤Ë¤Ï¸ú²Ì¤¬¤Ê¤«¤Ã¤¿¡£", m_name);
2848 #else
2849                                                 msg_format("%^s is unaffected.", m_name);
2850 #endif
2851
2852                                         }
2853                                 }
2854                         }
2855                         else if (o_ptr->name1 == ART_G_HAMMER)
2856                         {
2857                                 monster_type *m_ptr = &m_list[c_ptr->m_idx];
2858
2859                                 if (m_ptr->hold_o_idx)
2860                                 {
2861                                         object_type *q_ptr = &o_list[m_ptr->hold_o_idx];
2862                                         char o_name[MAX_NLEN];
2863
2864                                         object_desc(o_name, q_ptr, TRUE, 0);
2865                                         q_ptr->held_m_idx = 0;
2866                                         q_ptr->marked = 0;
2867                                         m_ptr->hold_o_idx = q_ptr->next_o_idx;
2868                                         q_ptr->next_o_idx = 0;
2869 #ifdef JP
2870                                         msg_format("%s¤òÃ¥¤Ã¤¿¡£", o_name);
2871 #else
2872                                         msg_format("You snatched %s.", o_name);
2873 #endif
2874                                         inven_carry(q_ptr);
2875                                 }
2876                         }
2877                 }
2878
2879                 /* Player misses */
2880                 else
2881                 {
2882                         backstab = FALSE; /* Clumsy! */
2883                         fuiuchi = FALSE; /* Clumsy! */
2884
2885                         if ((o_ptr->tval == TV_POLEARM) && (o_ptr->sval == SV_DEATH_SCYTHE) && one_in_(3))
2886                         {
2887                                 u32b flgs[TR_FLAG_SIZE];
2888
2889                                 /* Sound */
2890                                 sound(SOUND_HIT);
2891
2892                                 /* Message */
2893 #ifdef JP
2894                                 msg_format("¥ß¥¹¡ª %s¤Ë¤«¤ï¤µ¤ì¤¿¡£", m_name);
2895 #else
2896                                 msg_format("You miss %s.", m_name);
2897 #endif
2898                                 /* Message */
2899 #ifdef JP
2900                                 msg_print("¿¶¤ê²ó¤·¤¿Âç³ù¤¬¼«Ê¬¼«¿È¤ËÊ֤äƤ­¤¿¡ª");
2901 #else
2902                                 msg_print("Your scythe returns to you!");
2903 #endif
2904
2905                                 /* Extract the flags */
2906                                 object_flags(o_ptr, flgs);
2907
2908                                 k = damroll(o_ptr->dd, o_ptr->ds);
2909                                 {
2910                                         int mult;
2911                                         switch (p_ptr->mimic_form)
2912                                         {
2913                                         case MIMIC_NONE:
2914                                                 switch (p_ptr->prace)
2915                                                 {
2916                                                         case RACE_YEEK:
2917                                                         case RACE_KLACKON:
2918                                                         case RACE_HUMAN:
2919                                                         case RACE_AMBERITE:
2920                                                         case RACE_DUNADAN:
2921                                                                 mult = 25;break;
2922                                                         case RACE_HALF_ORC:
2923                                                         case RACE_HALF_TROLL:
2924                                                         case RACE_HALF_OGRE:
2925                                                         case RACE_HALF_GIANT:
2926                                                         case RACE_HALF_TITAN:
2927                                                         case RACE_CYCLOPS:
2928                                                         case RACE_IMP:
2929                                                         case RACE_SKELETON:
2930                                                         case RACE_ZOMBIE:
2931                                                         case RACE_VAMPIRE:
2932                                                         case RACE_SPECTRE:
2933                                                         case RACE_DEMON:
2934                                                         case RACE_DRACONIAN:
2935                                                                 mult = 30;break;
2936                                                         default:
2937                                                                 mult = 10;break;
2938                                                 }
2939                                                 break;
2940                                         case MIMIC_DEMON:
2941                                         case MIMIC_DEMON_LORD:
2942                                         case MIMIC_VAMPIRE:
2943                                                 mult = 30;break;
2944                                         default:
2945                                                 mult = 10;break;
2946                                         }
2947
2948                                         if (p_ptr->align < 0 && mult < 20)
2949                                                 mult = 20;
2950                                         if (!(p_ptr->resist_acid || p_ptr->oppose_acid) && (mult < 25))
2951                                                 mult = 25;
2952                                         if (!(p_ptr->resist_elec || p_ptr->oppose_elec) && (mult < 25))
2953                                                 mult = 25;
2954                                         if (!(p_ptr->resist_fire || p_ptr->oppose_fire) && (mult < 25))
2955                                                 mult = 25;
2956                                         if (!(p_ptr->resist_cold || p_ptr->oppose_cold) && (mult < 25))
2957                                                 mult = 25;
2958                                         if (!(p_ptr->resist_pois || p_ptr->oppose_pois) && (mult < 25))
2959                                                 mult = 25;
2960
2961                                         if ((p_ptr->pclass != CLASS_SAMURAI) && (have_flag(flgs, TR_FORCE_WEAPON)) && (p_ptr->csp > (p_ptr->msp / 30)))
2962                                         {
2963                                                 p_ptr->csp -= (1+(p_ptr->msp / 30));
2964                                                 p_ptr->redraw |= (PR_MANA);
2965                                                 mult = mult * 3 / 2 + 20;
2966                                         }
2967                                         k *= mult;
2968                                         k /= 10;
2969                                 }
2970
2971                                 k = critical_norm(o_ptr->weight, o_ptr->to_h, k, p_ptr->to_h[hand], mode);
2972                                 if (one_in_(6))
2973                                 {
2974                                         int mult = 2;
2975 #ifdef JP
2976                                         msg_format("¥°¥Ã¥µ¥êÀÚ¤êÎö¤«¤ì¤¿¡ª");
2977 #else
2978                                         msg_format("Your weapon cuts deep into yourself!");
2979 #endif
2980                                         /* Try to increase the damage */
2981                                         while (one_in_(4))
2982                                         {
2983                                                 mult++;
2984                                         }
2985
2986                                         k *= mult;
2987                                 }
2988                                 k += (p_ptr->to_d[hand] + o_ptr->to_d);
2989
2990                                 if (k < 0) k = 0;
2991
2992 #ifdef JP
2993                                 take_hit(DAMAGE_FORCE, k, "»à¤ÎÂç³ù", -1);
2994 #else
2995                                 take_hit(DAMAGE_FORCE, k, "Death scythe", -1);
2996 #endif
2997
2998                                 redraw_stuff();
2999                         }
3000                         else
3001                         {
3002                                 /* Sound */
3003                                 sound(SOUND_MISS);
3004
3005                                 /* Message */
3006 #ifdef JP
3007                                 msg_format("¥ß¥¹¡ª %s¤Ë¤«¤ï¤µ¤ì¤¿¡£", m_name);
3008 #else
3009                                 msg_format("You miss %s.", m_name);
3010 #endif
3011                         }
3012                 }
3013                 backstab = FALSE;
3014                 fuiuchi = FALSE;
3015         }
3016
3017
3018         if (weak && !(*mdeath))
3019         {
3020 #ifdef JP
3021                 msg_format("%s¤Ï¼å¤¯¤Ê¤Ã¤¿¤è¤¦¤À¡£", m_name);
3022 #else
3023                 msg_format("%^s seems weakened.", m_name);
3024 #endif
3025         }
3026         if (drain_left != MAX_VAMPIRIC_DRAIN)
3027         {
3028                 if (one_in_(4))
3029                 {
3030                         chg_virtue(V_UNLIFE, 1);
3031                 }
3032         }
3033         /* Mega-Hack -- apply earthquake brand */
3034         if (do_quake)
3035         {
3036                 earthquake(py, px, 10);
3037                 if (!cave[y][x].m_idx) *mdeath = TRUE;
3038         }
3039 }
3040
3041 bool py_attack(int y, int x, int mode)
3042 {
3043         bool            fear = FALSE;
3044         bool            mdeath = FALSE;
3045         bool            stormbringer = FALSE;
3046
3047         cave_type       *c_ptr = &cave[y][x];
3048         monster_type    *m_ptr = &m_list[c_ptr->m_idx];
3049         char            m_name[80];
3050
3051         /* Disturb the player */
3052         disturb(0, 0);
3053
3054         energy_use = 100;
3055
3056         if (m_ptr->csleep) /* It is not honorable etc to attack helpless victims */
3057         {
3058                 if (!(r_info[m_ptr->r_idx].flags3 & RF3_EVIL) || one_in_(5)) chg_virtue(V_COMPASSION, -1);
3059                 if (!(r_info[m_ptr->r_idx].flags3 & RF3_EVIL) || one_in_(5)) chg_virtue(V_HONOUR, -1);
3060         }
3061
3062         /* Extract monster name (or "it") */
3063         monster_desc(m_name, m_ptr, 0);
3064
3065         /* Auto-Recall if possible and visible */
3066         if (m_ptr->ml) monster_race_track(m_ptr->ap_r_idx);
3067
3068         /* Track a new monster */
3069         if (m_ptr->ml) health_track(c_ptr->m_idx);
3070
3071         if ((r_info[m_ptr->r_idx].flags1 & RF1_FEMALE) &&
3072             !(p_ptr->stun || p_ptr->confused || p_ptr->image || !m_ptr->ml))
3073         {
3074                 if ((inventory[INVEN_RARM].name1 == ART_ZANTETSU) || (inventory[INVEN_LARM].name1 == ART_ZANTETSU))
3075                 {
3076 #ifdef JP
3077                         msg_print("ÀÛ¼Ô¡¢¤ª¤Ê¤´¤Ï»Â¤ì¤Ì¡ª");
3078 #else
3079                         msg_print("I can not attack women!");
3080 #endif
3081                         return FALSE;
3082                 }
3083         }
3084
3085         if (d_info[dungeon_type].flags1 & DF1_NO_MELEE)
3086         {
3087 #ifdef JP
3088                 msg_print("¤Ê¤¼¤«¹¶·â¤¹¤ë¤³¤È¤¬¤Ç¤­¤Ê¤¤¡£");
3089 #else
3090                 msg_print("Something prevent you from attacking.");
3091 #endif
3092                 return FALSE;
3093         }
3094
3095         /* Stop if friendly */
3096         if (!is_hostile(m_ptr) &&
3097             !(p_ptr->stun || p_ptr->confused || p_ptr->image ||
3098             p_ptr->shero || !m_ptr->ml))
3099         {
3100                 if (inventory[INVEN_RARM].name1 == ART_STORMBRINGER) stormbringer = TRUE;
3101                 if (inventory[INVEN_LARM].name1 == ART_STORMBRINGER) stormbringer = TRUE;
3102                 if (stormbringer)
3103                 {
3104 #ifdef JP
3105                         msg_format("¹õ¤¤¿Ï¤Ï¶¯ÍߤË%s¤ò¹¶·â¤·¤¿¡ª", m_name);
3106 #else
3107                         msg_format("Your black blade greedily attacks %s!", m_name);
3108 #endif
3109                         chg_virtue(V_INDIVIDUALISM, 1);
3110                         chg_virtue(V_HONOUR, -1);
3111                         chg_virtue(V_JUSTICE, -1);
3112                         chg_virtue(V_COMPASSION, -1);
3113                 }
3114                 else if (p_ptr->pclass != CLASS_BERSERKER)
3115                 {
3116 #ifdef JP
3117                         if (get_check("ËÜÅö¤Ë¹¶·â¤·¤Þ¤¹¤«¡©"))
3118 #else
3119                         if (get_check("Really hit it? "))
3120 #endif
3121                         {
3122                                 chg_virtue(V_INDIVIDUALISM, 1);
3123                                 chg_virtue(V_HONOUR, -1);
3124                                 chg_virtue(V_JUSTICE, -1);
3125                                 chg_virtue(V_COMPASSION, -1);
3126                         }
3127                         else
3128                         {
3129 #ifdef JP
3130                                 msg_format("%s¤ò¹¶·â¤¹¤ë¤Î¤ò»ß¤á¤¿¡£", m_name);
3131 #else
3132                                 msg_format("You stop to avoid hitting %s.", m_name);
3133 #endif
3134                         return FALSE;
3135                         }
3136                 }
3137         }
3138
3139
3140         /* Handle player fear */
3141         if (p_ptr->afraid)
3142         {
3143                 /* Message */
3144                 if (m_ptr->ml)
3145 #ifdef JP
3146                 msg_format("¶²¤¯¤Æ%s¤ò¹¶·â¤Ç¤­¤Ê¤¤¡ª", m_name);
3147 #else
3148                         msg_format("You are too afraid to attack %s!", m_name);
3149 #endif
3150
3151                 else
3152 #ifdef JP
3153                         msg_format ("¤½¤Ã¤Á¤Ë¤Ï²¿¤«¶²¤¤¤â¤Î¤¬¤¤¤ë¡ª");
3154 #else
3155                         msg_format ("There is something scary in your way!");
3156 #endif
3157
3158                 /* Disturb the monster */
3159                 m_ptr->csleep = 0;
3160                 p_ptr->update |= (PU_MON_LITE);
3161
3162                 /* Done */
3163                 return FALSE;
3164         }
3165
3166         if (p_ptr->migite && p_ptr->hidarite)
3167         {
3168                 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))
3169                 {
3170                         if (p_ptr->skill_exp[GINOU_NITOURYU] < 4000)
3171                                 p_ptr->skill_exp[GINOU_NITOURYU]+=80;
3172                         else if(p_ptr->skill_exp[GINOU_NITOURYU] < 6000)
3173                                 p_ptr->skill_exp[GINOU_NITOURYU]+=4;
3174                         else if(p_ptr->skill_exp[GINOU_NITOURYU] < 7000)
3175                                 p_ptr->skill_exp[GINOU_NITOURYU]+=1;
3176                         else if(p_ptr->skill_exp[GINOU_NITOURYU] < 8000)
3177                                 if (one_in_(3)) p_ptr->skill_exp[GINOU_NITOURYU]+=1;
3178                         p_ptr->update |= (PU_BONUS);
3179                 }
3180         }
3181
3182         if (p_ptr->riding)
3183         {
3184                 int ridinglevel = r_info[m_list[p_ptr->riding].r_idx].level;
3185                 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))
3186                         p_ptr->skill_exp[GINOU_RIDING]++;
3187                 if ((p_ptr->skill_exp[GINOU_RIDING] < s_info[p_ptr->pclass].s_max[GINOU_RIDING]) && (p_ptr->skill_exp[GINOU_RIDING]/100 < ridinglevel))
3188                 {
3189                         if (ridinglevel*100 > (p_ptr->skill_exp[GINOU_RIDING] + 1500))
3190                                 p_ptr->skill_exp[GINOU_RIDING] += (1+(ridinglevel - p_ptr->skill_exp[GINOU_RIDING]/100 - 15));
3191                         else p_ptr->skill_exp[GINOU_RIDING]++;
3192                 }
3193                 p_ptr->update |= (PU_BONUS);
3194         }
3195
3196         riding_t_m_idx = c_ptr->m_idx;
3197         if (p_ptr->migite) py_attack_aux(y, x, &fear, &mdeath, 0, mode);
3198         if (p_ptr->hidarite && !mdeath) py_attack_aux(y, x, &fear, &mdeath, 1, mode);
3199
3200         /* Mutations which yield extra 'natural' attacks */
3201         if (!mdeath)
3202         {
3203                 if ((p_ptr->muta2 & MUT2_HORNS) && !mdeath)
3204                         natural_attack(c_ptr->m_idx, MUT2_HORNS, &fear, &mdeath);
3205                 if ((p_ptr->muta2 & MUT2_BEAK) && !mdeath)
3206                         natural_attack(c_ptr->m_idx, MUT2_BEAK, &fear, &mdeath);
3207                 if ((p_ptr->muta2 & MUT2_SCOR_TAIL) && !mdeath)
3208                         natural_attack(c_ptr->m_idx, MUT2_SCOR_TAIL, &fear, &mdeath);
3209                 if ((p_ptr->muta2 & MUT2_TRUNK) && !mdeath)
3210                         natural_attack(c_ptr->m_idx, MUT2_TRUNK, &fear, &mdeath);
3211                 if ((p_ptr->muta2 & MUT2_TENTACLES) && !mdeath)
3212                         natural_attack(c_ptr->m_idx, MUT2_TENTACLES, &fear, &mdeath);
3213         }
3214
3215         /* Hack -- delay fear messages */
3216         if (fear && m_ptr->ml && !mdeath)
3217         {
3218                 /* Sound */
3219                 sound(SOUND_FLEE);
3220
3221                 /* Message */
3222 #ifdef JP
3223                 msg_format("%^s¤Ï¶²Éݤ·¤Æƨ¤²½Ð¤·¤¿¡ª", m_name);
3224 #else
3225                 msg_format("%^s flees in terror!", m_name);
3226 #endif
3227
3228         }
3229
3230         if ((p_ptr->special_defense & KATA_IAI) && ((mode != HISSATSU_IAI) || mdeath))
3231         {
3232                 set_action(ACTION_NONE);
3233         }
3234
3235         return mdeath;
3236 }
3237
3238
3239 static bool pattern_seq(int c_y, int c_x, int n_y, int n_x)
3240 {
3241         if (!pattern_tile(c_y, c_x) && !pattern_tile(n_y, n_x))
3242                 return TRUE;
3243
3244         if (cave[n_y][n_x].feat == FEAT_PATTERN_START)
3245         {
3246                 if (!pattern_tile(c_y, c_x) &&
3247                     !p_ptr->confused && !p_ptr->stun && !p_ptr->image)
3248                 {
3249 #ifdef JP
3250                         if (get_check("¥Ñ¥¿¡¼¥ó¤Î¾å¤òÊ⤭»Ï¤á¤ë¤È¡¢Á´¤Æ¤òÊ⤫¤Ê¤±¤ì¤Ð¤Ê¤ê¤Þ¤»¤ó¡£¤¤¤¤¤Ç¤¹¤«¡©"))
3251 #else
3252                         if (get_check("If you start walking the Pattern, you must walk the whole way. Ok? "))
3253 #endif
3254
3255                                 return TRUE;
3256                         else
3257                                 return FALSE;
3258                 }
3259                 else
3260                         return TRUE;
3261         }
3262         else if ((cave[n_y][n_x].feat == FEAT_PATTERN_OLD) ||
3263                  (cave[n_y][n_x].feat == FEAT_PATTERN_END) ||
3264                  (cave[n_y][n_x].feat == FEAT_PATTERN_XTRA2))
3265         {
3266                 if (pattern_tile(c_y, c_x))
3267                 {
3268                         return TRUE;
3269                 }
3270                 else
3271                 {
3272 #ifdef JP
3273                         msg_print("¥Ñ¥¿¡¼¥ó¤Î¾å¤òÊ⤯¤Ë¤Ï¥¹¥¿¡¼¥ÈÃÏÅÀ¤«¤éÊ⤭»Ï¤á¤Ê¤¯¤Æ¤Ï¤Ê¤ê¤Þ¤»¤ó¡£");
3274 #else
3275                         msg_print("You must start walking the Pattern from the startpoint.");
3276 #endif
3277
3278                         return FALSE;
3279                 }
3280         }
3281         else if ((cave[n_y][n_x].feat == FEAT_PATTERN_XTRA1) ||
3282                  (cave[c_y][c_x].feat == FEAT_PATTERN_XTRA1))
3283         {
3284                 return TRUE;
3285         }
3286         else if (cave[c_y][c_x].feat == FEAT_PATTERN_START)
3287         {
3288                 if (pattern_tile(n_y, n_x))
3289                         return TRUE;
3290                 else
3291                 {
3292 #ifdef JP
3293                         msg_print("¥Ñ¥¿¡¼¥ó¤Î¾å¤ÏÀµ¤·¤¤½ç½ø¤ÇÊ⤫¤Í¤Ð¤Ê¤ê¤Þ¤»¤ó¡£");
3294 #else
3295                         msg_print("You must walk the Pattern in correct order.");
3296 #endif
3297
3298                         return FALSE;
3299                 }
3300         }
3301         else if ((cave[c_y][c_x].feat == FEAT_PATTERN_OLD) ||
3302                  (cave[c_y][c_x].feat == FEAT_PATTERN_END) ||
3303                  (cave[c_y][c_x].feat == FEAT_PATTERN_XTRA2))
3304         {
3305                 if (!pattern_tile(n_y, n_x))
3306                 {
3307 #ifdef JP
3308                         msg_print("¥Ñ¥¿¡¼¥ó¤òƧ¤ß³°¤·¤Æ¤Ï¤¤¤±¤Þ¤»¤ó¡£");
3309 #else
3310                         msg_print("You may not step off from the Pattern.");
3311 #endif
3312
3313                         return FALSE;
3314                 }
3315                 else
3316                 {
3317                         return TRUE;
3318                 }
3319         }
3320         else
3321         {
3322                 if (!pattern_tile(c_y, c_x))
3323                 {
3324 #ifdef JP
3325                         msg_print("¥Ñ¥¿¡¼¥ó¤Î¾å¤òÊ⤯¤Ë¤Ï¥¹¥¿¡¼¥ÈÃÏÅÀ¤«¤éÊ⤭»Ï¤á¤Ê¤¯¤Æ¤Ï¤Ê¤ê¤Þ¤»¤ó¡£");
3326 #else
3327                         msg_print("You must start walking the Pattern from the startpoint.");
3328 #endif
3329
3330                         return FALSE;
3331                 }
3332                 else
3333                 {
3334                         byte ok_move = FEAT_PATTERN_START;
3335                         switch (cave[c_y][c_x].feat)
3336                         {
3337                                 case FEAT_PATTERN_1:
3338                                         ok_move = FEAT_PATTERN_2;
3339                                         break;
3340                                 case FEAT_PATTERN_2:
3341                                         ok_move = FEAT_PATTERN_3;
3342                                         break;
3343                                 case FEAT_PATTERN_3:
3344                                         ok_move = FEAT_PATTERN_4;
3345                                         break;
3346                                 case FEAT_PATTERN_4:
3347                                         ok_move = FEAT_PATTERN_1;
3348                                         break;
3349                                 default:
3350                                         if (p_ptr->wizard)
3351 #ifdef JP
3352                                                 msg_format("¤ª¤«¤·¤Ê¥Ñ¥¿¡¼¥óÊâ¹Ô¡¢%d¡£", cave[c_y][c_x]);
3353 #else
3354                                                 msg_format("Funny Pattern walking, %d.", cave[c_y][c_x]);
3355 #endif
3356
3357                                         return TRUE; /* Goof-up */
3358                         }
3359
3360                         if ((cave[n_y][n_x].feat == ok_move) ||
3361                             (cave[n_y][n_x].feat == cave[c_y][c_x].feat))
3362                                 return TRUE;
3363                         else
3364                         {
3365                                 if (!pattern_tile(n_y, n_x))
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                                 else
3373 #ifdef JP
3374                                         msg_print("¥Ñ¥¿¡¼¥ó¤Î¾å¤ÏÀµ¤·¤¤½ç½ø¤ÇÊ⤫¤Í¤Ð¤Ê¤ê¤Þ¤»¤ó¡£");
3375 #else
3376                                         msg_print("You must walk the Pattern in correct order.");
3377 #endif
3378
3379
3380                                 return FALSE;
3381                         }
3382                 }
3383         }
3384 }
3385
3386
3387
3388 bool player_can_enter(byte feature)
3389 {
3390         bool pass_wall;
3391
3392         /* Player can not walk through "walls" unless in Shadow Form */
3393         if (p_ptr->wraith_form || p_ptr->pass_wall || p_ptr->kabenuke)
3394                 pass_wall = TRUE;
3395         else
3396                 pass_wall = FALSE;
3397
3398         switch (feature)
3399         {
3400                 case FEAT_DEEP_WATER:
3401                 case FEAT_SHAL_LAVA:
3402                 case FEAT_DEEP_LAVA:
3403                         return (TRUE);
3404
3405                 case FEAT_DARK_PIT:
3406                 {
3407                         if (p_ptr->ffall)
3408                                 return (TRUE);
3409                         else
3410                                 return (FALSE);
3411                 }
3412
3413                 case FEAT_TREES:
3414                 {
3415                         return (TRUE);
3416                 }
3417
3418                 case FEAT_RUBBLE:
3419                 case FEAT_MAGMA:
3420                 case FEAT_QUARTZ:
3421                 case FEAT_MAGMA_H:
3422                 case FEAT_QUARTZ_H:
3423                 case FEAT_MAGMA_K:
3424                 case FEAT_QUARTZ_K:
3425                 case FEAT_WALL_EXTRA:
3426                 case FEAT_WALL_INNER:
3427                 case FEAT_WALL_OUTER:
3428                 case FEAT_WALL_SOLID:
3429                 {
3430                         return (pass_wall);
3431                 }
3432
3433                 case FEAT_MOUNTAIN:
3434                 {
3435                         return (!dun_level && p_ptr->ffall);
3436                 }
3437                 case FEAT_PERM_EXTRA:
3438                 case FEAT_PERM_INNER:
3439                 case FEAT_PERM_OUTER:
3440                 case FEAT_PERM_SOLID:
3441                 {
3442                         return (FALSE);
3443                 }
3444         }
3445
3446         return (TRUE);
3447 }
3448
3449
3450 /*
3451  * Move player in the given direction, with the given "pickup" flag.
3452  *
3453  * This routine should (probably) always induce energy expenditure.
3454  *
3455  * Note that moving will *always* take a turn, and will *always* hit
3456  * any monster which might be in the destination grid.  Previously,
3457  * moving into walls was "free" and did NOT hit invisible monsters.
3458  */
3459 void move_player(int dir, int do_pickup, bool break_trap)
3460 {
3461         int y, x;
3462         byte feat;
3463
3464         cave_type *c_ptr;
3465         monster_type *m_ptr;
3466
3467         char m_name[80];
3468
3469         bool p_can_pass_walls = FALSE;
3470         bool stormbringer = FALSE;
3471
3472         bool oktomove = TRUE;
3473         bool do_past = FALSE;
3474
3475         /* Find the result of moving */
3476         y = py + ddy[dir];
3477         x = px + ddx[dir];
3478
3479         /* Examine the destination */
3480         c_ptr = &cave[y][x];
3481
3482         /* Feature code (applying "mimic" field) */
3483         feat = c_ptr->mimic ? c_ptr->mimic : f_info[c_ptr->feat].mimic;
3484
3485         /* Exit the area */
3486         if (!dun_level && !p_ptr->wild_mode &&
3487                 ((x == 0) || (x == MAX_WID - 1) ||
3488                  (y == 0) || (y == MAX_HGT - 1)))
3489         {
3490                 /* Can the player enter the grid? */
3491                 if (c_ptr->mimic && player_can_enter(c_ptr->mimic))
3492                 {
3493                         /* Hack: move to new area */
3494                         if ((y == 0) && (x == 0))
3495                         {
3496                                 p_ptr->wilderness_y--;
3497                                 p_ptr->wilderness_x--;
3498                                 p_ptr->oldpy = cur_hgt - 2;
3499                                 p_ptr->oldpx = cur_wid - 2;
3500                                 ambush_flag = FALSE;
3501                         }
3502
3503                         else if ((y == 0) && (x == MAX_WID - 1))
3504                         {
3505                                 p_ptr->wilderness_y--;
3506                                 p_ptr->wilderness_x++;
3507                                 p_ptr->oldpy = cur_hgt - 2;
3508                                 p_ptr->oldpx = 1;
3509                                 ambush_flag = FALSE;
3510                         }
3511
3512                         else if ((y == MAX_HGT - 1) && (x == 0))
3513                         {
3514                                 p_ptr->wilderness_y++;
3515                                 p_ptr->wilderness_x--;
3516                                 p_ptr->oldpy = 1;
3517                                 p_ptr->oldpx = cur_wid - 2;
3518                                 ambush_flag = FALSE;
3519                         }
3520
3521                         else if ((y == MAX_HGT - 1) && (x == MAX_WID - 1))
3522                         {
3523                                 p_ptr->wilderness_y++;
3524                                 p_ptr->wilderness_x++;
3525                                 p_ptr->oldpy = 1;
3526                                 p_ptr->oldpx = 1;
3527                                 ambush_flag = FALSE;
3528                         }
3529
3530                         else if (y == 0)
3531                         {
3532                                 p_ptr->wilderness_y--;
3533                                 p_ptr->oldpy = cur_hgt - 2;
3534                                 p_ptr->oldpx = x;
3535                                 ambush_flag = FALSE;
3536                         }
3537
3538                         else if (y == MAX_HGT - 1)
3539                         {
3540                                 p_ptr->wilderness_y++;
3541                                 p_ptr->oldpy = 1;
3542                                 p_ptr->oldpx = x;
3543                                 ambush_flag = FALSE;
3544                         }
3545
3546                         else if (x == 0)
3547                         {
3548                                 p_ptr->wilderness_x--;
3549                                 p_ptr->oldpx = cur_wid - 2;
3550                                 p_ptr->oldpy = y;
3551                                 ambush_flag = FALSE;
3552                         }
3553
3554                         else if (x == MAX_WID - 1)
3555                         {
3556                                 p_ptr->wilderness_x++;
3557                                 p_ptr->oldpx = 1;
3558                                 p_ptr->oldpy = y;
3559                                 ambush_flag = FALSE;
3560                         }
3561
3562                         p_ptr->leftbldg = TRUE;
3563                         p_ptr->leaving = TRUE;
3564                         energy_use = 100;
3565
3566                         return;
3567                 }
3568
3569                 oktomove = FALSE;
3570         }
3571
3572         /* Get the monster */
3573         m_ptr = &m_list[c_ptr->m_idx];
3574
3575
3576         if (inventory[INVEN_RARM].name1 == ART_STORMBRINGER) stormbringer = TRUE;
3577         if (inventory[INVEN_LARM].name1 == ART_STORMBRINGER) stormbringer = TRUE;
3578
3579         /* Player can not walk through "walls"... */
3580         /* unless in Shadow Form */
3581         if (p_ptr->wraith_form || p_ptr->pass_wall || p_ptr->kabenuke)
3582                 p_can_pass_walls = TRUE;
3583         if ((cave[y][x].feat >= FEAT_PERM_EXTRA) &&
3584             (cave[y][x].feat <= FEAT_PERM_SOLID))
3585         {
3586                 p_can_pass_walls = FALSE;
3587         }
3588
3589         if (p_ptr->riding)
3590         {
3591                 cave[py][px].m_idx = 0;
3592         }
3593
3594         /* Hack -- attack monsters */
3595         if (c_ptr->m_idx && (m_ptr->ml || cave_floor_bold(y, x) || p_can_pass_walls))
3596         {
3597
3598                 /* Attack -- only if we can see it OR it is not in a wall */
3599                 if (!is_hostile(m_ptr) &&
3600                     !(p_ptr->confused || p_ptr->image || !m_ptr->ml || p_ptr->stun ||
3601                     ((p_ptr->muta2 & MUT2_BERS_RAGE) && p_ptr->shero)) &&
3602                     (pattern_seq(py, px, y, x)) &&
3603                     ((cave_floor_bold(y, x)) || (c_ptr->feat == FEAT_TREES) || (p_can_pass_walls)))
3604                 {
3605                         m_ptr->csleep = 0;
3606                         p_ptr->update |= (PU_MON_LITE);
3607
3608                         /* Extract monster name (or "it") */
3609                         monster_desc(m_name, m_ptr, 0);
3610
3611                         /* Auto-Recall if possible and visible */
3612                         if (m_ptr->ml) monster_race_track(m_ptr->ap_r_idx);
3613
3614                         /* Track a new monster */
3615                         if (m_ptr->ml) health_track(c_ptr->m_idx);
3616
3617                         /* displace? */
3618                         if ((stormbringer && (randint1(1000) > 666)) || (p_ptr->pclass == CLASS_BERSERKER))
3619                         {
3620                                 py_attack(y, x, 0);
3621                                 oktomove = FALSE;
3622                         }
3623                         else if (monster_can_cross_terrain(cave[py][px].feat, &r_info[m_ptr->r_idx]) &&
3624                                  (cave_floor_bold(py, px) || cave[py][px].feat == FEAT_TREES ||
3625                                   (r_info[m_ptr->r_idx].flags2 & RF2_PASS_WALL)))
3626                         {
3627                                 do_past = TRUE;
3628                         }
3629                         else
3630                         {
3631 #ifdef JP
3632                                 msg_format("%^s¤¬¼ÙËâ¤À¡ª", m_name);
3633 #else
3634                                 msg_format("%^s is in your way!", m_name);
3635 #endif
3636
3637                                 energy_use = 0;
3638                                 oktomove = FALSE;
3639                         }
3640
3641                         /* now continue on to 'movement' */
3642                 }
3643                 else
3644                 {
3645                         py_attack(y, x, 0);
3646                         oktomove = FALSE;
3647                 }
3648         }
3649
3650         if (!oktomove)
3651         {
3652         }
3653
3654         else if ((c_ptr->feat == FEAT_DARK_PIT) && !p_ptr->ffall)
3655         {
3656 #ifdef JP
3657                 msg_print("Îö¤±Ìܤò²£Àڤ뤳¤È¤Ï¤Ç¤­¤Þ¤»¤ó¡£");
3658 #else
3659                 msg_print("You can't cross the chasm.");
3660 #endif
3661
3662                 energy_use = 0;
3663                 running = 0;
3664                 oktomove = FALSE;
3665         }
3666
3667         else if (c_ptr->feat == FEAT_MOUNTAIN)
3668         {
3669                 if (dun_level || !p_ptr->ffall)
3670                 {
3671 #ifdef JP
3672                         msg_print("»³¤Ë¤ÏÅФì¤Þ¤»¤ó¡ª");
3673 #else
3674                         msg_print("You can't climb the mountains!");
3675 #endif
3676
3677                         running = 0;
3678                         energy_use = 0;
3679                         oktomove = FALSE;
3680                 }
3681         }
3682         /*
3683          * Player can move through trees and
3684          * has effective -10 speed
3685          * Rangers can move without penality
3686          */
3687         else if (c_ptr->feat == FEAT_TREES)
3688         {
3689                 oktomove = TRUE;
3690                 if ((p_ptr->pclass != CLASS_RANGER) && !p_ptr->ffall) energy_use *= 2;
3691         }
3692
3693         else if ((c_ptr->feat >= FEAT_QUEST_ENTER) &&
3694                 (c_ptr->feat <= FEAT_QUEST_EXIT))
3695         {
3696                 oktomove = TRUE;
3697         }
3698
3699 #ifdef ALLOW_EASY_DISARM /* TNB */
3700
3701         /* Disarm a visible trap */
3702         else if ((do_pickup != easy_disarm) && is_known_trap(c_ptr))
3703         {
3704                 bool ignore = FALSE;
3705                 switch (c_ptr->feat)
3706                 {
3707                         case FEAT_TRAP_TRAPDOOR:
3708                         case FEAT_TRAP_PIT:
3709                         case FEAT_TRAP_SPIKED_PIT:
3710                         case FEAT_TRAP_POISON_PIT:
3711                                 if (p_ptr->ffall) ignore = TRUE;
3712                                 break;
3713                         case FEAT_TRAP_TELEPORT:
3714                                 if (p_ptr->anti_tele) ignore = TRUE;
3715                                 break;
3716                         case FEAT_TRAP_FIRE:
3717                                 if (p_ptr->immune_fire) ignore = TRUE;
3718                                 break;
3719                         case FEAT_TRAP_ACID:
3720                                 if (p_ptr->immune_acid) ignore = TRUE;
3721                                 break;
3722                         case FEAT_TRAP_BLIND:
3723                                 if (p_ptr->resist_blind) ignore = TRUE;
3724                                 break;
3725                         case FEAT_TRAP_CONFUSE:
3726                                 if (p_ptr->resist_conf) ignore = TRUE;
3727                                 break;
3728                         case FEAT_TRAP_POISON:
3729                                 if (p_ptr->resist_pois) ignore = TRUE;
3730                                 break;
3731                         case FEAT_TRAP_SLEEP:
3732                                 if (p_ptr->free_act) ignore = TRUE;
3733                                 break;
3734                 }
3735
3736                 if (!ignore)
3737                 {
3738                         (void)do_cmd_disarm_aux(y, x, dir);
3739                         return;
3740                 }
3741         }
3742
3743 #endif /* ALLOW_EASY_DISARM -- TNB */
3744         else if (p_ptr->riding && (r_info[m_list[p_ptr->riding].r_idx].flags1 & RF1_NEVER_MOVE))
3745         {
3746 #ifdef JP
3747                 msg_print("Æ°¤±¤Ê¤¤¡ª");
3748 #else
3749                 msg_print("Can't move!");
3750 #endif
3751                 energy_use = 0;
3752                 oktomove = FALSE;
3753                 disturb(0, 0);
3754         }
3755
3756         else if (p_ptr->riding && m_list[p_ptr->riding].monfear)
3757         {
3758                 char m_name[80];
3759
3760                 /* Acquire the monster name */
3761                 monster_desc(m_name, &m_list[p_ptr->riding], 0);
3762
3763                 /* Dump a message */
3764 #ifdef JP
3765 msg_format("%s¤¬¶²Éݤ·¤Æ¤¤¤ÆÀ©¸æ¤Ç¤­¤Ê¤¤¡£", m_name);
3766 #else
3767                 msg_format("%^s is too scared to control.", m_name);
3768 #endif
3769                 oktomove = FALSE;
3770                 disturb(0, 0);
3771         }
3772
3773         else if (p_ptr->riding && p_ptr->riding_ryoute)
3774         {
3775                 oktomove = FALSE;
3776                 disturb(0, 0);
3777         }
3778
3779         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))
3780         {
3781 #ifdef JP
3782                 msg_print("Φ¾å¤Ë¾å¤¬¤ì¤Ê¤¤¡£");
3783 #else
3784                 msg_print("Can't land.");
3785 #endif
3786                 energy_use = 0;
3787                 oktomove = FALSE;
3788                 disturb(0, 0);
3789         }
3790
3791         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))
3792         {
3793 #ifdef JP
3794                 msg_print("¿å¾å¤Ë¹Ô¤±¤Ê¤¤¡£");
3795 #else
3796                 msg_print("Can't swim.");
3797 #endif
3798                 energy_use = 0;
3799                 oktomove = FALSE;
3800                 disturb(0, 0);
3801         }
3802
3803         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))
3804         {
3805 #ifdef JP
3806                 msg_print("¿å¾å¤Ë¹Ô¤±¤Ê¤¤¡£");
3807 #else
3808                 msg_print("Can't swim.");
3809 #endif
3810                 energy_use = 0;
3811                 oktomove = FALSE;
3812                 disturb(0, 0);
3813         }
3814
3815         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)))
3816         {
3817 #ifdef JP
3818                 msg_print("ÍÏ´ä¤Î¾å¤Ë¹Ô¤±¤Ê¤¤¡£");
3819 #else
3820                 msg_print("Too hot to go through.");
3821 #endif
3822                 energy_use = 0;
3823                 oktomove = FALSE;
3824                 disturb(0, 0);
3825         }
3826
3827         else if (p_ptr->riding && m_list[p_ptr->riding].stunned && one_in_(2))
3828         {
3829                 char m_name[80];
3830                 monster_desc(m_name, &m_list[p_ptr->riding], 0);
3831 #ifdef JP
3832                 msg_format("%s¤¬Û¯Û°¤È¤·¤Æ¤¤¤Æ¤¦¤Þ¤¯Æ°¤±¤Ê¤¤¡ª",m_name);
3833 #else
3834                 msg_format("You cannot control stunned %s!",m_name);
3835 #endif
3836                 oktomove = FALSE;
3837                 disturb(0, 0);
3838         }
3839
3840         /* Player can not walk through "walls" unless in wraith form...*/
3841         else if ((!cave_floor_bold(y, x)) &&
3842                 (!p_can_pass_walls))
3843         {
3844                 oktomove = FALSE;
3845
3846                 /* Disturb the player */
3847                 disturb(0, 0);
3848
3849                 /* Notice things in the dark */
3850                 if ((!(c_ptr->info & (CAVE_MARK))) &&
3851                     (p_ptr->blind || !(c_ptr->info & (CAVE_LITE))))
3852                 {
3853                         /* Rubble */
3854                         if (feat == FEAT_RUBBLE)
3855                         {
3856 #ifdef JP
3857                                 msg_print("´äÀФ¬¹Ô¤¯¼ê¤ò¤Ï¤Ð¤ó¤Ç¤¤¤ë¤è¤¦¤À¡£");
3858 #else
3859                                 msg_print("You feel some rubble blocking your way.");
3860 #endif
3861
3862                                 c_ptr->info |= (CAVE_MARK);
3863                                 lite_spot(y, x);
3864                         }
3865
3866                         /* Closed door */
3867                         else if (is_closed_door(feat))
3868                         {
3869 #ifdef JP
3870                                 msg_print("¥É¥¢¤¬¹Ô¤¯¼ê¤ò¤Ï¤Ð¤ó¤Ç¤¤¤ë¤è¤¦¤À¡£");
3871 #else
3872                                 msg_print("You feel a closed door blocking your way.");
3873 #endif
3874
3875                                 c_ptr->info |= (CAVE_MARK);
3876                                 lite_spot(y, x);
3877                         }
3878
3879                         /* Wall (or secret door) */
3880                         else
3881                         {
3882 #ifdef JP
3883                                 msg_print("Êɤ¬¹Ô¤¯¼ê¤ò¤Ï¤Ð¤ó¤Ç¤¤¤ë¤è¤¦¤À¡£");
3884 #else
3885                                 msg_print("You feel a wall blocking your way.");
3886 #endif
3887
3888                                 c_ptr->info |= (CAVE_MARK);
3889                                 lite_spot(y, x);
3890                         }
3891                 }
3892
3893                 /* Notice things */
3894                 else
3895                 {
3896                         /* Rubble */
3897                         if (feat == FEAT_RUBBLE)
3898                         {
3899 #ifdef JP
3900                                 msg_print("´äÀФ¬¹Ô¤¯¼ê¤ò¤Ï¤Ð¤ó¤Ç¤¤¤ë¡£");
3901 #else
3902                                 msg_print("There is rubble blocking your way.");
3903 #endif
3904
3905
3906                                 if (!(p_ptr->confused || p_ptr->stun || p_ptr->image))
3907                                         energy_use = 0;
3908
3909                                 /*
3910                                  * Well, it makes sense that you lose time bumping into
3911                                  * a wall _if_ you are confused, stunned or blind; but
3912                                  * typing mistakes should not cost you a turn...
3913                                  */
3914                         }
3915                         /* Closed doors */
3916                         else if (is_closed_door(feat))
3917                         {
3918 #ifdef ALLOW_EASY_OPEN
3919
3920                                 if (easy_open && easy_open_door(y, x)) return;
3921
3922 #endif /* ALLOW_EASY_OPEN */
3923
3924 #ifdef JP
3925                                 msg_print("¥É¥¢¤¬¹Ô¤¯¼ê¤ò¤Ï¤Ð¤ó¤Ç¤¤¤ë¡£");
3926 #else
3927                                 msg_print("There is a closed door blocking your way.");
3928 #endif
3929
3930
3931                                 if (!(p_ptr->confused || p_ptr->stun || p_ptr->image))
3932                                         energy_use = 0;
3933                         }
3934
3935                         /* Wall (or secret door) */
3936                         else
3937                         {
3938 #ifdef JP
3939                                 msg_print("Êɤ¬¹Ô¤¯¼ê¤ò¤Ï¤Ð¤ó¤Ç¤¤¤ë¡£");
3940 #else
3941                                 msg_print("There is a wall blocking your way.");
3942 #endif
3943
3944
3945                                 if (!(p_ptr->confused || p_ptr->stun || p_ptr->image))
3946                                         energy_use = 0;
3947                         }
3948                 }
3949
3950                 /* Sound */
3951                 sound(SOUND_HITWALL);
3952         }
3953
3954         /* Normal movement */
3955         if (!pattern_seq(py, px, y, x))
3956         {
3957                 if (!(p_ptr->confused || p_ptr->stun || p_ptr->image))
3958                 {
3959                         energy_use = 0;
3960                 }
3961
3962                 /* To avoid a loop with running */
3963                 disturb(0, 0);
3964
3965                 oktomove = FALSE;
3966         }
3967
3968         /* Normal movement */
3969         if (oktomove)
3970         {
3971                 int oy, ox;
3972
3973                 if (p_ptr->warning)
3974                 {
3975                         if(!process_frakir(x,y))
3976                         {
3977                                 energy_use = 25;
3978                                 return;
3979                         }
3980                 }
3981
3982                 if (do_past)
3983                 {
3984 #ifdef JP
3985                         msg_format("%s¤ò²¡¤·Âऱ¤¿¡£", m_name);
3986 #else
3987                         msg_format("You push past %s.", m_name);
3988 #endif
3989
3990                         m_ptr->fy = py;
3991                         m_ptr->fx = px;
3992                         cave[py][px].m_idx = c_ptr->m_idx;
3993                         c_ptr->m_idx = 0;
3994                         update_mon(cave[py][px].m_idx, TRUE);
3995                 }
3996
3997                 /* Change oldpx and oldpy to place the player well when going back to big mode */
3998                 if (p_ptr->wild_mode)
3999                 {
4000                         if(ddy[dir] > 0)  p_ptr->oldpy = 1;
4001                         if(ddy[dir] < 0)  p_ptr->oldpy = MAX_HGT - 2;
4002                         if(ddy[dir] == 0) p_ptr->oldpy = MAX_HGT / 2;
4003                         if(ddx[dir] > 0)  p_ptr->oldpx = 1;
4004                         if(ddx[dir] < 0)  p_ptr->oldpx = MAX_WID - 2;
4005                         if(ddx[dir] == 0) p_ptr->oldpx = MAX_WID / 2;
4006                 }
4007
4008                 /* Save old location */
4009                 oy = py;
4010                 ox = px;
4011
4012                 /* Move the player */
4013                 py = y;
4014                 px = x;
4015
4016                 if (p_ptr->riding && (r_info[m_list[p_ptr->riding].r_idx].flags2 & RF2_KILL_WALL))
4017                 {
4018                         if (cave[py][px].feat >= FEAT_RUBBLE && cave[py][px].feat < FEAT_PERM_SOLID)
4019                         {
4020                                 /* Forget the wall */
4021                                 cave[py][px].info &= ~(CAVE_MARK);
4022
4023                                 /* Notice */
4024                                 cave_set_feat(py, px, floor_type[randint0(100)]);
4025                         }
4026                 }
4027                 if (music_singing(MUSIC_WALL))
4028                 {
4029                         project(0, 0, py, px,
4030                                 (60 + p_ptr->lev), GF_DISINTEGRATE, PROJECT_KILL | PROJECT_ITEM, -1);
4031                 }
4032                 else if (p_ptr->kill_wall)
4033                 {
4034                         if (cave_valid_bold(py, px) &&
4035                                 (cave[py][px].feat < FEAT_PATTERN_START ||
4036                                  cave[py][px].feat > FEAT_PATTERN_XTRA2) &&
4037                                 (cave[py][px].feat < FEAT_DEEP_WATER ||
4038                                  cave[py][px].feat > FEAT_GRASS))
4039                         {
4040                                 if (cave[py][px].feat == FEAT_TREES)
4041                                         cave_set_feat(py, px, FEAT_GRASS);
4042                                 else
4043                                 {
4044                                         cave[py][px].feat = floor_type[randint0(100)];
4045                                 }
4046                         }
4047                                 /* Update some things -- similar to GF_KILL_WALL */
4048                         p_ptr->update |= (PU_VIEW | PU_LITE | PU_FLOW | PU_MONSTERS | PU_MON_LITE);
4049                 }
4050
4051                 /* Redraw new spot */
4052                 lite_spot(py, px);
4053
4054                 /* Redraw old spot */
4055                 lite_spot(oy, ox);
4056
4057                 /* Sound */
4058                 /* sound(SOUND_WALK); */
4059
4060                 /* Check for new panel (redraw map) */
4061                 verify_panel();
4062
4063                 /* For get everything when requested hehe I'm *NASTY* */
4064                 if (dun_level && (d_info[dungeon_type].flags1 & DF1_FORGET))
4065                 {
4066                         wiz_dark();
4067                 }
4068
4069                 if ((p_ptr->pclass == CLASS_NINJA))
4070                 {
4071                         if (c_ptr->info & (CAVE_GLOW)) set_superstealth(FALSE);
4072                         else if (p_ptr->cur_lite <= 0) set_superstealth(TRUE);
4073                 }
4074                 if ((p_ptr->action == ACTION_HAYAGAKE) && !cave_floor_bold(py, px))
4075                 {
4076 #ifdef JP
4077                         msg_print("¤³¤³¤Ç¤ÏÁÇÁ᤯ư¤±¤Ê¤¤¡£");
4078 #else
4079                         msg_print("You cannot run in wall.");
4080 #endif
4081                         set_action(ACTION_NONE);
4082                 }
4083
4084                 /* Update stuff */
4085                 p_ptr->update |= (PU_VIEW | PU_LITE | PU_FLOW | PU_MON_LITE);
4086
4087                 /* Update the monsters */
4088                 p_ptr->update |= (PU_DISTANCE);
4089
4090                 /* Window stuff */
4091                 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
4092
4093                 /* Spontaneous Searching */
4094                 if ((p_ptr->skill_fos >= 50) ||
4095                     (0 == randint0(50 - p_ptr->skill_fos)))
4096                 {
4097                         search();
4098                 }
4099
4100                 /* Continuous Searching */
4101                 if (p_ptr->action == ACTION_SEARCH)
4102                 {
4103                         search();
4104                 }
4105
4106                 /* Handle "objects" */
4107
4108 #ifdef ALLOW_EASY_DISARM /* TNB */
4109
4110                 carry(do_pickup != always_pickup);
4111
4112 #else /* ALLOW_EASY_DISARM -- TNB */
4113
4114                 carry(do_pickup);
4115
4116 #endif /* ALLOW_EASY_DISARM -- TNB */
4117
4118                 /* Handle "store doors" */
4119                 if (((c_ptr->feat >= FEAT_SHOP_HEAD) &&
4120                     (c_ptr->feat <= FEAT_SHOP_TAIL)) ||
4121                     (c_ptr->feat == FEAT_MUSEUM))
4122                 {
4123                         /* Disturb */
4124                         disturb(0, 0);
4125
4126                         energy_use = 0;
4127                         /* Hack -- Enter store */
4128                         command_new = SPECIAL_KEY_STORE;
4129                 }
4130
4131                 /* Handle "building doors" -KMW- */
4132                 else if ((c_ptr->feat >= FEAT_BLDG_HEAD) &&
4133                     (c_ptr->feat <= FEAT_BLDG_TAIL))
4134                 {
4135                         /* Disturb */
4136                         disturb(0, 0);
4137
4138                         energy_use = 0;
4139                         /* Hack -- Enter building */
4140                         command_new = SPECIAL_KEY_BUILDING;
4141                 }
4142
4143                 /* Handle quest areas -KMW- */
4144                 else if (cave[y][x].feat == FEAT_QUEST_ENTER)
4145                 {
4146                         /* Disturb */
4147                         disturb(0, 0);
4148
4149                         energy_use = 0;
4150                         /* Hack -- Enter quest level */
4151                         command_new = SPECIAL_KEY_QUEST;
4152                 }
4153
4154                 else if (cave[y][x].feat == FEAT_QUEST_EXIT)
4155                 {
4156                         if (quest[p_ptr->inside_quest].type == QUEST_TYPE_FIND_EXIT)
4157                         {
4158                                 if (record_fix_quest) do_cmd_write_nikki(NIKKI_FIX_QUEST_C, p_ptr->inside_quest, NULL);
4159                                 quest[p_ptr->inside_quest].status = QUEST_STATUS_COMPLETED;
4160                                 quest[p_ptr->inside_quest].complev = (byte)p_ptr->lev;
4161 #ifdef JP
4162                                 msg_print("¥¯¥¨¥¹¥È¤òãÀ®¤·¤¿¡ª");
4163 #else
4164                                 msg_print("You accomplished your quest!");
4165 #endif
4166
4167                                 msg_print(NULL);
4168                         }
4169
4170                         leave_quest_check();
4171
4172                         p_ptr->inside_quest = cave[y][x].special;
4173                         dun_level = 0;
4174                         p_ptr->oldpx = 0;
4175                         p_ptr->oldpy = 0;
4176                         p_ptr->leaving = TRUE;
4177                 }
4178
4179                 /* Set off a trap */
4180                 else if (is_trap(c_ptr->feat))
4181                 {
4182                         /* Disturb */
4183                         disturb(0, 0);
4184
4185                         /* Hidden trap */
4186                         if (c_ptr->mimic)
4187                         {
4188                                 /* Message */
4189 #ifdef JP
4190                                 msg_print("¥È¥é¥Ã¥×¤À¡ª");
4191 #else
4192                                 msg_print("You found a trap!");
4193 #endif
4194
4195                                 /* Pick a trap */
4196                                 disclose_grid(py, px);
4197                         }
4198
4199                         /* Hit the trap */
4200                         hit_trap(break_trap);
4201                 }
4202
4203                 /* Warn when leaving trap detected region */
4204                 if ((disturb_trap_detect || alert_trap_detect)
4205                     && p_ptr->dtrap && !(cave[py][px].info & CAVE_IN_DETECT))
4206                 {
4207                         /* No duplicate warning */
4208                         p_ptr->dtrap = FALSE;
4209
4210                         /* You are just on the edge */
4211                         if (!(cave[py][px].info & CAVE_UNSAFE))
4212                         {
4213                                 if (alert_trap_detect)
4214                                 {
4215 #ifdef JP
4216                                         msg_print("* Ãí°Õ:¤³¤ÎÀè¤Ï¥È¥é¥Ã¥×¤Î´¶ÃÎÈϰϳ°¤Ç¤¹¡ª *");
4217 #else
4218                                         msg_print("*Leaving trap detect region!*");
4219 #endif
4220                                 }
4221                                 
4222                                 if (disturb_trap_detect)
4223                                 {
4224                                         disturb(0, 0);
4225                                 }
4226                         }
4227                 }
4228         }
4229
4230         if (p_ptr->riding)
4231         {
4232                 m_list[p_ptr->riding].fy = py;
4233                 m_list[p_ptr->riding].fx = px;
4234                 cave[py][px].m_idx = p_ptr->riding;
4235                 update_mon(cave[py][px].m_idx, TRUE);
4236                 p_ptr->update |= (PU_MON_LITE);
4237         }
4238 }
4239
4240
4241 /*
4242  * Hack -- Check for a "known wall" (see below)
4243  */
4244 static int see_wall(int dir, int y, int x)
4245 {
4246         /* Get the new location */
4247         y += ddy[dir];
4248         x += ddx[dir];
4249
4250         /* Illegal grids are not known walls */
4251         if (!in_bounds2(y, x)) return (FALSE);
4252
4253         /* Non-wall grids are not known walls */
4254         if (cave[y][x].feat <= FEAT_DOOR_TAIL) return (FALSE);
4255
4256         if ((cave[y][x].feat >= FEAT_DEEP_WATER) &&
4257             (cave[y][x].feat <= FEAT_GRASS)) return (FALSE);
4258
4259         if ((cave[y][x].feat >= FEAT_SHOP_HEAD) &&
4260             (cave[y][x].feat <= FEAT_SHOP_TAIL)) return (FALSE);
4261
4262         if (cave[y][x].feat == FEAT_DEEP_GRASS) return (FALSE);
4263         if (cave[y][x].feat == FEAT_FLOWER) return (FALSE);
4264
4265         if (cave[y][x].feat == FEAT_MUSEUM) return (FALSE);
4266
4267         if ((cave[y][x].feat >= FEAT_BLDG_HEAD) &&
4268             (cave[y][x].feat <= FEAT_BLDG_TAIL)) return (FALSE);
4269
4270 /*      if (cave[y][x].feat == FEAT_TREES) return (FALSE); */
4271
4272         /* Must be known to the player */
4273         if (!(cave[y][x].info & (CAVE_MARK))) return (FALSE);
4274
4275         if (cave[y][x].feat >= FEAT_TOWN) return (FALSE);
4276
4277         /* Default */
4278         return (TRUE);
4279 }
4280
4281
4282 /*
4283  * Hack -- Check for an "unknown corner" (see below)
4284  */
4285 static int see_nothing(int dir, int y, int x)
4286 {
4287         /* Get the new location */
4288         y += ddy[dir];
4289         x += ddx[dir];
4290
4291         /* Illegal grids are unknown */
4292         if (!in_bounds2(y, x)) return (TRUE);
4293
4294         /* Memorized grids are always known */
4295         if (cave[y][x].info & (CAVE_MARK)) return (FALSE);
4296
4297         /* Non-floor grids are unknown */
4298         if (!cave_floor_bold(y, x)) return (TRUE);
4299
4300         /* Viewable door/wall grids are known */
4301         if (player_can_see_bold(y, x)) return (FALSE);
4302
4303         /* Default */
4304         return (TRUE);
4305 }
4306
4307
4308
4309
4310
4311 /*
4312  * The running algorithm:                       -CJS-
4313  *
4314  * In the diagrams below, the player has just arrived in the
4315  * grid marked as '@', and he has just come from a grid marked
4316  * as 'o', and he is about to enter the grid marked as 'x'.
4317  *
4318  * Of course, if the "requested" move was impossible, then you
4319  * will of course be blocked, and will stop.
4320  *
4321  * Overview: You keep moving until something interesting happens.
4322  * If you are in an enclosed space, you follow corners. This is
4323  * the usual corridor scheme. If you are in an open space, you go
4324  * straight, but stop before entering enclosed space. This is
4325  * analogous to reaching doorways. If you have enclosed space on
4326  * one side only (that is, running along side a wall) stop if
4327  * your wall opens out, or your open space closes in. Either case
4328  * corresponds to a doorway.
4329  *
4330  * What happens depends on what you can really SEE. (i.e. if you
4331  * have no light, then running along a dark corridor is JUST like
4332  * running in a dark room.) The algorithm works equally well in
4333  * corridors, rooms, mine tailings, earthquake rubble, etc, etc.
4334  *
4335  * These conditions are kept in static memory:
4336  * find_openarea         You are in the open on at least one
4337  * side.
4338  * find_breakleft        You have a wall on the left, and will
4339  * stop if it opens
4340  * find_breakright       You have a wall on the right, and will
4341  * stop if it opens
4342  *
4343  * To initialize these conditions, we examine the grids adjacent
4344  * to the grid marked 'x', two on each side (marked 'L' and 'R').
4345  * If either one of the two grids on a given side is seen to be
4346  * closed, then that side is considered to be closed. If both
4347  * sides are closed, then it is an enclosed (corridor) run.
4348  *
4349  * LL           L
4350  * @x          LxR
4351  * RR          @R
4352  *
4353  * Looking at more than just the immediate squares is
4354  * significant. Consider the following case. A run along the
4355  * corridor will stop just before entering the center point,
4356  * because a choice is clearly established. Running in any of
4357  * three available directions will be defined as a corridor run.
4358  * Note that a minor hack is inserted to make the angled corridor
4359  * entry (with one side blocked near and the other side blocked
4360  * further away from the runner) work correctly. The runner moves
4361  * diagonally, but then saves the previous direction as being
4362  * straight into the gap. Otherwise, the tail end of the other
4363  * entry would be perceived as an alternative on the next move.
4364  *
4365  * #.#
4366  * ##.##
4367  * .@x..
4368  * ##.##
4369  * #.#
4370  *
4371  * Likewise, a run along a wall, and then into a doorway (two
4372  * runs) will work correctly. A single run rightwards from @ will
4373  * stop at 1. Another run right and down will enter the corridor
4374  * and make the corner, stopping at the 2.
4375  *
4376  * ##################
4377  * o@x       1
4378  * ########### ######
4379  * #2          #
4380  * #############
4381  *
4382  * After any move, the function area_affect is called to
4383  * determine the new surroundings, and the direction of
4384  * subsequent moves. It examines the current player location
4385  * (at which the runner has just arrived) and the previous
4386  * direction (from which the runner is considered to have come).
4387  *
4388  * Moving one square in some direction places you adjacent to
4389  * three or five new squares (for straight and diagonal moves
4390  * respectively) to which you were not previously adjacent,
4391  * marked as '!' in the diagrams below.
4392  *
4393  *   ...!              ...
4394  *   .o@!  (normal)    .o.!  (diagonal)
4395  *   ...!  (east)      ..@!  (south east)
4396  *                      !!!
4397  *
4398  * You STOP if any of the new squares are interesting in any way:
4399  * for example, if they contain visible monsters or treasure.
4400  *
4401  * You STOP if any of the newly adjacent squares seem to be open,
4402  * and you are also looking for a break on that side. (that is,
4403  * find_openarea AND find_break).
4404  *
4405  * You STOP if any of the newly adjacent squares do NOT seem to be
4406  * open and you are in an open area, and that side was previously
4407  * entirely open.
4408  *
4409  * Corners: If you are not in the open (i.e. you are in a corridor)
4410  * and there is only one way to go in the new squares, then turn in
4411  * that direction. If there are more than two new ways to go, STOP.
4412  * If there are two ways to go, and those ways are separated by a
4413  * square which does not seem to be open, then STOP.
4414  *
4415  * Otherwise, we have a potential corner. There are two new open
4416  * squares, which are also adjacent. One of the new squares is
4417  * diagonally located, the other is straight on (as in the diagram).
4418  * We consider two more squares further out (marked below as ?).
4419  *
4420  * We assign "option" to the straight-on grid, and "option2" to the
4421  * diagonal grid, and "check_dir" to the grid marked 's'.
4422  *
4423  * ##s
4424  * @x?
4425  * #.?
4426  *
4427  * If they are both seen to be closed, then it is seen that no benefit
4428  * is gained from moving straight. It is a known corner.  To cut the
4429  * corner, go diagonally, otherwise go straight, but pretend you
4430  * stepped diagonally into that next location for a full view next
4431  * time. Conversely, if one of the ? squares is not seen to be closed,
4432  * then there is a potential choice. We check to see whether it is a
4433  * potential corner or an intersection/room entrance.  If the square
4434  * two spaces straight ahead, and the space marked with 's' are both
4435  * unknown space, then it is a potential corner and enter if
4436  * find_examine is set, otherwise must stop because it is not a
4437  * corner.
4438  */
4439
4440
4441
4442
4443 /*
4444  * Hack -- allow quick "cycling" through the legal directions
4445  */
4446 static byte cycle[] =
4447 { 1, 2, 3, 6, 9, 8, 7, 4, 1, 2, 3, 6, 9, 8, 7, 4, 1 };
4448
4449 /*
4450  * Hack -- map each direction into the "middle" of the "cycle[]" array
4451  */
4452 static byte chome[] =
4453 { 0, 8, 9, 10, 7, 0, 11, 6, 5, 4 };
4454
4455 /*
4456  * The direction we are running
4457  */
4458 static byte find_current;
4459
4460 /*
4461  * The direction we came from
4462  */
4463 static byte find_prevdir;
4464
4465 /*
4466  * We are looking for open area
4467  */
4468 static bool find_openarea;
4469
4470 /*
4471  * We are looking for a break
4472  */
4473 static bool find_breakright;
4474 static bool find_breakleft;
4475
4476
4477
4478 /*
4479  * Initialize the running algorithm for a new direction.
4480  *
4481  * Diagonal Corridor -- allow diaginal entry into corridors.
4482  *
4483  * Blunt Corridor -- If there is a wall two spaces ahead and
4484  * we seem to be in a corridor, then force a turn into the side
4485  * corridor, must be moving straight into a corridor here. ???
4486  *
4487  * Diagonal Corridor    Blunt Corridor (?)
4488  *       # #                  #
4489  *       #x#                 @x#
4490  *       @p.                  p
4491  */
4492 static void run_init(int dir)
4493 {
4494         int             row, col, deepleft, deepright;
4495         int             i, shortleft, shortright;
4496
4497
4498         /* Save the direction */
4499         find_current = dir;
4500
4501         /* Assume running straight */
4502         find_prevdir = dir;
4503
4504         /* Assume looking for open area */
4505         find_openarea = TRUE;
4506
4507         /* Assume not looking for breaks */
4508         find_breakright = find_breakleft = FALSE;
4509
4510         /* Assume no nearby walls */
4511         deepleft = deepright = FALSE;
4512         shortright = shortleft = FALSE;
4513
4514         p_ptr->run_py = py;
4515         p_ptr->run_px = px;
4516
4517         /* Find the destination grid */
4518         row = py + ddy[dir];
4519         col = px + ddx[dir];
4520
4521         /* Extract cycle index */
4522         i = chome[dir];
4523
4524         /* Check for walls */
4525         if (see_wall(cycle[i+1], py, px))
4526         {
4527                 find_breakleft = TRUE;
4528                 shortleft = TRUE;
4529         }
4530         else if (see_wall(cycle[i+1], row, col))
4531         {
4532                 find_breakleft = TRUE;
4533                 deepleft = TRUE;
4534         }
4535
4536         /* Check for walls */
4537         if (see_wall(cycle[i-1], py, px))
4538         {
4539                 find_breakright = TRUE;
4540                 shortright = TRUE;
4541         }
4542         else if (see_wall(cycle[i-1], row, col))
4543         {
4544                 find_breakright = TRUE;
4545                 deepright = TRUE;
4546         }
4547
4548         /* Looking for a break */
4549         if (find_breakleft && find_breakright)
4550         {
4551                 /* Not looking for open area */
4552                 find_openarea = FALSE;
4553
4554                 /* Hack -- allow angled corridor entry */
4555                 if (dir & 0x01)
4556                 {
4557                         if (deepleft && !deepright)
4558                         {
4559                                 find_prevdir = cycle[i - 1];
4560                         }
4561                         else if (deepright && !deepleft)
4562                         {
4563                                 find_prevdir = cycle[i + 1];
4564                         }
4565                 }
4566
4567                 /* Hack -- allow blunt corridor entry */
4568                 else if (see_wall(cycle[i], row, col))
4569                 {
4570                         if (shortleft && !shortright)
4571                         {
4572                                 find_prevdir = cycle[i - 2];
4573                         }
4574                         else if (shortright && !shortleft)
4575                         {
4576                                 find_prevdir = cycle[i + 2];
4577                         }
4578                 }
4579         }
4580 }
4581
4582
4583 /*
4584  * Update the current "run" path
4585  *
4586  * Return TRUE if the running should be stopped
4587  */
4588 static bool run_test(void)
4589 {
4590         int         prev_dir, new_dir, check_dir = 0;
4591         int         row, col;
4592         int         i, max, inv;
4593         int         option = 0, option2 = 0;
4594         cave_type   *c_ptr;
4595         byte feat;
4596
4597         /* Where we came from */
4598         prev_dir = find_prevdir;
4599
4600
4601         /* Range of newly adjacent grids */
4602         max = (prev_dir & 0x01) + 1;
4603
4604         /* break run when leaving trap detected region */
4605         if ((disturb_trap_detect || alert_trap_detect)
4606             && p_ptr->dtrap && !(cave[py][px].info & CAVE_IN_DETECT))
4607         {
4608                 /* No duplicate warning */
4609                 p_ptr->dtrap = FALSE;
4610
4611                 /* You are just on the edge */
4612                 if (!(cave[py][px].info & CAVE_UNSAFE))
4613                 {
4614                         if (alert_trap_detect)
4615                         {
4616 #ifdef JP
4617                                 msg_print("* Ãí°Õ:¤³¤ÎÀè¤Ï¥È¥é¥Ã¥×¤Î´¶ÃÎÈϰϳ°¤Ç¤¹¡ª *");
4618 #else
4619                                 msg_print("*Leaving trap detect region!*");
4620 #endif
4621                         }
4622
4623                         if (disturb_trap_detect)
4624                         {
4625                                 /* Break Run */
4626                                 return(TRUE);
4627                         }
4628                 }
4629         }
4630
4631         /* Look at every newly adjacent square. */
4632         for (i = -max; i <= max; i++)
4633         {
4634                 s16b this_o_idx, next_o_idx = 0;
4635
4636
4637                 /* New direction */
4638                 new_dir = cycle[chome[prev_dir] + i];
4639
4640                 /* New location */
4641                 row = py + ddy[new_dir];
4642                 col = px + ddx[new_dir];
4643
4644                 /* Access grid */
4645                 c_ptr = &cave[row][col];
4646
4647                 /* Feature code (applying "mimic" field) */
4648                 feat = c_ptr->mimic ? c_ptr->mimic : f_info[c_ptr->feat].mimic;
4649
4650                 /* Visible monsters abort running */
4651                 if (c_ptr->m_idx)
4652                 {
4653                         monster_type *m_ptr = &m_list[c_ptr->m_idx];
4654
4655                         /* Visible monster */
4656                         if (m_ptr->ml) return (TRUE);
4657                 }
4658
4659                 /* Visible objects abort running */
4660                 for (this_o_idx = c_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
4661                 {
4662                         object_type *o_ptr;
4663
4664                         /* Acquire object */
4665                         o_ptr = &o_list[this_o_idx];
4666
4667                         /* Acquire next object */
4668                         next_o_idx = o_ptr->next_o_idx;
4669
4670                         /* Visible object */
4671                         if (o_ptr->marked) return (TRUE);
4672                 }
4673
4674
4675                 /* Assume unknown */
4676                 inv = TRUE;
4677
4678                 /* Check memorized grids */
4679                 if (c_ptr->info & (CAVE_MARK))
4680                 {
4681                         bool notice = TRUE;
4682
4683                         /* Examine the terrain */
4684                         switch (feat)
4685                         {
4686                                 /* Floors */
4687                                 case FEAT_FLOOR:
4688
4689                                 /* Invis traps */
4690                                 case FEAT_INVIS:
4691
4692                                 /* Normal veins */
4693                                 case FEAT_MAGMA:
4694                                 case FEAT_QUARTZ:
4695
4696                                 /* Hidden treasure */
4697                                 case FEAT_MAGMA_H:
4698                                 case FEAT_QUARTZ_H:
4699
4700                                 /* Known treasure (almost uninteresting) */
4701                                 case FEAT_MAGMA_K:
4702                                 case FEAT_QUARTZ_K:
4703
4704                                 /* Walls */
4705                                 case FEAT_RUBBLE:
4706                                 case FEAT_WALL_EXTRA:
4707                                 case FEAT_WALL_INNER:
4708                                 case FEAT_WALL_OUTER:
4709                                 case FEAT_WALL_SOLID:
4710                                 case FEAT_PERM_EXTRA:
4711                                 case FEAT_PERM_INNER:
4712                                 case FEAT_PERM_OUTER:
4713                                 case FEAT_PERM_SOLID:
4714                                 /* dirt, grass, trees, ... */
4715                                 case FEAT_SHAL_WATER:
4716                                 case FEAT_DIRT:
4717                                 case FEAT_GRASS:
4718                                 case FEAT_DEEP_GRASS:
4719                                 case FEAT_FLOWER:
4720                                 case FEAT_DARK_PIT:
4721                                 case FEAT_TREES:
4722                                 case FEAT_MOUNTAIN:
4723                                 {
4724                                         /* Ignore */
4725                                         notice = FALSE;
4726
4727                                         /* Done */
4728                                         break;
4729                                 }
4730
4731                                 /* quest features */
4732                                 case FEAT_QUEST_ENTER:
4733                                 case FEAT_QUEST_EXIT:
4734                                 {
4735                                         /* Notice */
4736                                         notice = TRUE;
4737
4738                                         /* Done */
4739                                         break;
4740                                 }
4741
4742                                 case FEAT_DEEP_LAVA:
4743                                 case FEAT_SHAL_LAVA:
4744                                 {
4745                                         /* Ignore */
4746                                         if (p_ptr->invuln || p_ptr->immune_fire) notice = FALSE;
4747
4748                                         /* Done */
4749                                         break;
4750                                 }
4751
4752                                 case FEAT_DEEP_WATER:
4753                                 {
4754                                         /* Ignore */
4755                                         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;
4756
4757                                         /* Done */
4758                                         break;
4759                                 }
4760
4761                                 /* Open doors */
4762                                 case FEAT_OPEN:
4763                                 case FEAT_BROKEN:
4764                                 {
4765                                         /* Option -- ignore */
4766                                         if (find_ignore_doors) notice = FALSE;
4767
4768                                         /* Done */
4769                                         break;
4770                                 }
4771
4772                                 /* Stairs */
4773                                 case FEAT_LESS:
4774                                 case FEAT_MORE:
4775                                 case FEAT_LESS_LESS:
4776                                 case FEAT_MORE_MORE:
4777                                 case FEAT_ENTRANCE:
4778                                 {
4779                                         /* Option -- ignore */
4780                                         if (find_ignore_stairs) notice = FALSE;
4781
4782                                         /* Done */
4783                                         break;
4784                                 }
4785                         }
4786
4787                         /* Interesting feature */
4788                         if (notice) return (TRUE);
4789
4790                         /* The grid is "visible" */
4791                         inv = FALSE;
4792                 }
4793
4794                 /* Analyze unknown grids and floors */
4795 /*              if (inv || cave_floor_bold(row, col) || */
4796 /*                  (cave[row][col].feat == FEAT_TREES)) */
4797                 if (inv || cave_floor_bold(row, col))
4798                 {
4799                         /* Looking for open area */
4800                         if (find_openarea)
4801                         {
4802                                 /* Nothing */
4803                         }
4804
4805                         /* The first new direction. */
4806                         else if (!option)
4807                         {
4808                                 option = new_dir;
4809                         }
4810
4811                         /* Three new directions. Stop running. */
4812                         else if (option2)
4813                         {
4814                                 return (TRUE);
4815                         }
4816
4817                         /* Two non-adjacent new directions.  Stop running. */
4818                         else if (option != cycle[chome[prev_dir] + i - 1])
4819                         {
4820                                 return (TRUE);
4821                         }
4822
4823                         /* Two new (adjacent) directions (case 1) */
4824                         else if (new_dir & 0x01)
4825                         {
4826                                 check_dir = cycle[chome[prev_dir] + i - 2];
4827                                 option2 = new_dir;
4828                         }
4829
4830                         /* Two new (adjacent) directions (case 2) */
4831                         else
4832                         {
4833                                 check_dir = cycle[chome[prev_dir] + i + 1];
4834                                 option2 = option;
4835                                 option = new_dir;
4836                         }
4837                 }
4838
4839                 /* Obstacle, while looking for open area */
4840                 else
4841                 {
4842                         if (find_openarea)
4843                         {
4844                                 if (i < 0)
4845                                 {
4846                                         /* Break to the right */
4847                                         find_breakright = TRUE;
4848                                 }
4849
4850                                 else if (i > 0)
4851                                 {
4852                                         /* Break to the left */
4853                                         find_breakleft = TRUE;
4854                                 }
4855                         }
4856                 }
4857         }
4858
4859
4860         /* Looking for open area */
4861         if (find_openarea)
4862         {
4863                 /* Hack -- look again */
4864                 for (i = -max; i < 0; i++)
4865                 {
4866                         new_dir = cycle[chome[prev_dir] + i];
4867
4868                         row = py + ddy[new_dir];
4869                         col = px + ddx[new_dir];
4870
4871                         /* Access grid */
4872                         c_ptr = &cave[row][col];
4873
4874                         /* Feature code (applying "mimic" field) */
4875                         feat = c_ptr->mimic ? c_ptr->mimic : f_info[c_ptr->feat].mimic;
4876
4877                         /* Unknown grid or non-wall XXX XXX XXX cave_floor_grid(c_ptr)) */
4878                         if (!(c_ptr->info & (CAVE_MARK)) ||
4879                             ((feat <= FEAT_DOOR_TAIL) ||
4880                              (feat == FEAT_FLOWER) ||
4881                              (feat == FEAT_DEEP_GRASS) ||
4882                              ((feat >= FEAT_DEEP_WATER) &&
4883                               (feat <= FEAT_GRASS))))
4884
4885                         {
4886                                 /* Looking to break right */
4887                                 if (find_breakright)
4888                                 {
4889                                         return (TRUE);
4890                                 }
4891                         }
4892
4893                         /* Obstacle */
4894                         else
4895                         {
4896                                 /* Looking to break left */
4897                                 if (find_breakleft)
4898                                 {
4899                                         return (TRUE);
4900                                 }
4901                         }
4902                 }
4903
4904                 /* Hack -- look again */
4905                 for (i = max; i > 0; i--)
4906                 {
4907                         new_dir = cycle[chome[prev_dir] + i];
4908
4909                         row = py + ddy[new_dir];
4910                         col = px + ddx[new_dir];
4911
4912                         /* Access grid */
4913                         c_ptr = &cave[row][col];
4914
4915                         /* Feature code (applying "mimic" field) */
4916                         feat = c_ptr->mimic ? c_ptr->mimic : f_info[c_ptr->feat].mimic;
4917
4918                         /* Unknown grid or non-wall XXX XXX XXX cave_floor_grid(c_ptr)) */
4919                         if (!(c_ptr->info & (CAVE_MARK)) ||
4920                             ((feat <= FEAT_DOOR_TAIL) ||
4921                              (feat == FEAT_FLOWER) ||
4922                              (feat == FEAT_DEEP_GRASS) ||
4923                              ((feat >= FEAT_DEEP_WATER) &&
4924                               (feat <= FEAT_GRASS))))
4925
4926                         {
4927                                 /* Looking to break left */
4928                                 if (find_breakleft)
4929                                 {
4930                                         return (TRUE);
4931                                 }
4932                         }
4933
4934                         /* Obstacle */
4935                         else
4936                         {
4937                                 /* Looking to break right */
4938                                 if (find_breakright)
4939                                 {
4940                                         return (TRUE);
4941                                 }
4942                         }
4943                 }
4944         }
4945
4946
4947         /* Not looking for open area */
4948         else
4949         {
4950                 /* No options */
4951                 if (!option)
4952                 {
4953                         return (TRUE);
4954                 }
4955
4956                 /* One option */
4957                 else if (!option2)
4958                 {
4959                         /* Primary option */
4960                         find_current = option;
4961
4962                         /* No other options */
4963                         find_prevdir = option;
4964                 }
4965
4966                 /* Two options, examining corners */
4967                 else if (find_examine && !find_cut)
4968                 {
4969                         /* Primary option */
4970                         find_current = option;
4971
4972                         /* Hack -- allow curving */
4973                         find_prevdir = option2;
4974                 }
4975
4976                 /* Two options, pick one */
4977                 else
4978                 {
4979                         /* Get next location */
4980                         row = py + ddy[option];
4981                         col = px + ddx[option];
4982
4983                         /* Don't see that it is closed off. */
4984                         /* This could be a potential corner or an intersection. */
4985                         if (!see_wall(option, row, col) ||
4986                             !see_wall(check_dir, row, col))
4987                         {
4988                                 /* Can not see anything ahead and in the direction we */
4989                                 /* are turning, assume that it is a potential corner. */
4990                                 if (find_examine &&
4991                                     see_nothing(option, row, col) &&
4992                                     see_nothing(option2, row, col))
4993                                 {
4994                                         find_current = option;
4995                                         find_prevdir = option2;
4996                                 }
4997
4998                                 /* STOP: we are next to an intersection or a room */
4999                                 else
5000                                 {
5001                                         return (TRUE);
5002                                 }
5003                         }
5004
5005                         /* This corner is seen to be enclosed; we cut the corner. */
5006                         else if (find_cut)
5007                         {
5008                                 find_current = option2;
5009                                 find_prevdir = option2;
5010                         }
5011
5012                         /* This corner is seen to be enclosed, and we */
5013                         /* deliberately go the long way. */
5014                         else
5015                         {
5016                                 find_current = option;
5017                                 find_prevdir = option2;
5018                         }
5019                 }
5020         }
5021
5022
5023         /* About to hit a known wall, stop */
5024         if (see_wall(find_current, py, px))
5025         {
5026                 return (TRUE);
5027         }
5028
5029
5030         /* Failure */
5031         return (FALSE);
5032 }
5033
5034
5035
5036 /*
5037  * Take one step along the current "run" path
5038  */
5039 void run_step(int dir)
5040 {
5041         /* Start running */
5042         if (dir)
5043         {
5044                 /* Hack -- do not start silly run */
5045                 if (see_wall(dir, py, px) &&
5046                    (cave[py+ddy[dir]][px+ddx[dir]].feat != FEAT_TREES))
5047                 {
5048                         /* Message */
5049 #ifdef JP
5050                         msg_print("¤½¤ÎÊý¸þ¤Ë¤Ï¹Ô¤±¤Þ¤»¤ó¡£");
5051 #else
5052                         msg_print("You cannot run in that direction.");
5053 #endif
5054
5055
5056                         /* Disturb */
5057                         disturb(0, 0);
5058
5059                         /* Done */
5060                         return;
5061                 }
5062
5063                 /* Calculate torch radius */
5064                 p_ptr->update |= (PU_TORCH);
5065
5066                 /* Initialize */
5067                 run_init(dir);
5068         }
5069
5070         /* Keep running */
5071         else
5072         {
5073                 /* Update run */
5074                 if (run_test())
5075                 {
5076                         /* Disturb */
5077                         disturb(0, 0);
5078
5079                         /* Done */
5080                         return;
5081                 }
5082         }
5083
5084         /* Decrease the run counter */
5085         if (--running <= 0) return;
5086
5087         /* Take time */
5088         energy_use = 100;
5089
5090         /* Move the player, using the "pickup" flag */
5091 #ifdef ALLOW_EASY_DISARM /* TNB */
5092
5093         move_player(find_current, FALSE, FALSE);
5094
5095 #else /* ALLOW_EASY_DISARM -- TNB */
5096
5097         move_player(find_current, always_pickup, FALSE);
5098
5099 #endif /* ALLOW_EASY_DISARM -- TNB */
5100
5101         if ((py == p_ptr->run_py) && (px == p_ptr->run_px))
5102         {
5103                 p_ptr->run_py = 0;
5104                 p_ptr->run_px = 0;
5105                 disturb(0, 0);
5106         }
5107 }