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[hengband/hengband.git] / src / cmd1.c
1 /* File: cmd1.c */
2
3 /*
4  * Copyright (c) 1997 Ben Harrison, James E. Wilson, Robert A. Koeneke
5  *
6  * This software may be copied and distributed for educational, research,
7  * and not for profit purposes provided that this copyright and statement
8  * are included in all such copies.  Other copyrights may also apply.
9  */
10
11 /* Purpose: Movement commands (part 1) */
12
13 #include "angband.h"
14 #define MAX_VAMPIRIC_DRAIN 50
15
16
17 /*
18  * Determine if the player "hits" a monster (normal combat).
19  * Note -- Always miss 5%, always hit 5%, otherwise random.
20  */
21 bool test_hit_fire(int chance, int ac, int vis)
22 {
23         int k;
24
25         /* Percentile dice */
26         k = randint0(100);
27
28         /* Hack -- Instant miss or hit */
29         if (k < 10) return (k < 5);
30
31         if (p_ptr->pseikaku == SEIKAKU_NAMAKE)
32                 if (one_in_(20)) return (FALSE);
33
34         /* Never hit */
35         if (chance <= 0) return (FALSE);
36
37         /* Invisible monsters are harder to hit */
38         if (!vis) chance = (chance + 1) / 2;
39
40         /* Power competes against armor */
41         if (randint0(chance) < (ac * 3 / 4)) return (FALSE);
42
43         /* Assume hit */
44         return (TRUE);
45 }
46
47
48
49 /*
50  * Determine if the player "hits" a monster (normal combat).
51  *
52  * Note -- Always miss 5%, always hit 5%, otherwise random.
53  */
54 bool test_hit_norm(int chance, int ac, int vis)
55 {
56         int k;
57
58         /* Percentile dice */
59         k = randint0(100);
60
61         /* Hack -- Instant miss or hit */
62         if (k < 10) return (k < 5);
63
64         if (p_ptr->pseikaku == SEIKAKU_NAMAKE)
65                 if (one_in_(20)) return (FALSE);
66
67         /* Wimpy attack never hits */
68         if (chance <= 0) return (FALSE);
69
70         /* Penalize invisible targets */
71         if (!vis) chance = (chance + 1) / 2;
72
73         /* Power must defeat armor */
74         if (randint0(chance) < (ac * 3 / 4)) return (FALSE);
75
76         /* Assume hit */
77         return (TRUE);
78 }
79
80
81
82 /*
83  * Critical hits (from objects thrown by player)
84  * Factor in item weight, total plusses, and player level.
85  */
86 s16b critical_shot(int weight, int plus, int dam)
87 {
88         int i, k;
89
90         /* Extract "shot" power */
91         i = (weight + ((p_ptr->to_h_b + plus) * 4) + (p_ptr->lev * 2));
92
93         /* Critical hit */
94         if (randint1(5000) <= i)
95         {
96                 k = weight + randint1(500);
97
98                 if (k < 500)
99                 {
100 #ifdef JP
101                         msg_print("¼ê¤´¤¿¤¨¤¬¤¢¤Ã¤¿¡ª");
102 #else
103                         msg_print("It was a good hit!");
104 #endif
105
106                         dam = 2 * dam + 5;
107                 }
108                 else if (k < 1000)
109                 {
110 #ifdef JP
111                         msg_print("¤«¤Ê¤ê¤Î¼ê¤´¤¿¤¨¤¬¤¢¤Ã¤¿¡ª");
112 #else
113                         msg_print("It was a great hit!");
114 #endif
115
116                         dam = 2 * dam + 10;
117                 }
118                 else
119                 {
120 #ifdef JP
121                         msg_print("²ñ¿´¤Î°ì·â¤À¡ª");
122 #else
123                         msg_print("It was a superb hit!");
124 #endif
125
126                         dam = 3 * dam + 15;
127                 }
128         }
129
130         return (dam);
131 }
132
133
134
135 /*
136  * Critical hits (by player)
137  *
138  * Factor in weapon weight, total plusses, player level.
139  */
140 s16b critical_norm(int weight, int plus, int dam, s16b meichuu, int mode)
141 {
142         int i, k;
143
144         /* Extract "blow" power */
145         i = (weight + (meichuu * 3 + plus * 5) + (p_ptr->lev * 3));
146
147         /* Chance */
148         if ((randint1((p_ptr->pclass == CLASS_NINJA) ? 4444 : 5000) <= i) || (mode == HISSATSU_MAJIN) || (mode == HISSATSU_3DAN))
149         {
150                 k = weight + randint1(650);
151                 if ((mode == HISSATSU_MAJIN) || (mode == HISSATSU_3DAN)) k+= randint1(650);
152
153                 if (k < 400)
154                 {
155 #ifdef JP
156                         msg_print("¼ê¤´¤¿¤¨¤¬¤¢¤Ã¤¿¡ª");
157 #else
158                         msg_print("It was a good hit!");
159 #endif
160
161                         dam = 2 * dam + 5;
162                 }
163                 else if (k < 700)
164                 {
165 #ifdef JP
166                         msg_print("¤«¤Ê¤ê¤Î¼ê¤´¤¿¤¨¤¬¤¢¤Ã¤¿¡ª");
167 #else
168                         msg_print("It was a great hit!");
169 #endif
170
171                         dam = 2 * dam + 10;
172                 }
173                 else if (k < 900)
174                 {
175 #ifdef JP
176                         msg_print("²ñ¿´¤Î°ì·â¤À¡ª");
177 #else
178                         msg_print("It was a superb hit!");
179 #endif
180
181                         dam = 3 * dam + 15;
182                 }
183                 else if (k < 1300)
184                 {
185 #ifdef JP
186                         msg_print("ºÇ¹â¤Î²ñ¿´¤Î°ì·â¤À¡ª");
187 #else
188                         msg_print("It was a *GREAT* hit!");
189 #endif
190
191                         dam = 3 * dam + 20;
192                 }
193                 else
194                 {
195 #ifdef JP
196                         msg_print("ÈæÎà¤Ê¤­ºÇ¹â¤Î²ñ¿´¤Î°ì·â¤À¡ª");
197 #else
198                         msg_print("It was a *SUPERB* hit!");
199 #endif
200
201                         dam = ((7 * dam) / 2) + 25;
202                 }
203         }
204
205         return (dam);
206 }
207
208
209
210 /*
211  * Extract the "total damage" from a given object hitting a given monster.
212  *
213  * Note that "flasks of oil" do NOT do fire damage, although they
214  * certainly could be made to do so.  XXX XXX
215  *
216  * Note that most brands and slays are x3, except Slay Animal (x2),
217  * Slay Evil (x2), and Kill dragon (x5).
218  */
219 s16b tot_dam_aux(object_type *o_ptr, int tdam, monster_type *m_ptr, int mode, bool thrown)
220 {
221         int mult = 10;
222
223         monster_race *r_ptr = &r_info[m_ptr->r_idx];
224
225         u32b flgs[TR_FLAG_SIZE];
226
227         /* Extract the flags */
228         object_flags(o_ptr, flgs);
229
230         /* Some "weapons" and "ammo" do extra damage */
231         switch (o_ptr->tval)
232         {
233                 case TV_SHOT:
234                 case TV_ARROW:
235                 case TV_BOLT:
236                 case TV_HAFTED:
237                 case TV_POLEARM:
238                 case TV_SWORD:
239                 case TV_DIGGING:
240                 {
241                         /* Slay Animal */
242                         if ((have_flag(flgs, TR_SLAY_ANIMAL)) &&
243                             (r_ptr->flags3 & RF3_ANIMAL))
244                         {
245                                 if (is_original_ap_and_seen(m_ptr))
246                                 {
247                                         r_ptr->r_flags3 |= RF3_ANIMAL;
248                                 }
249
250                                 if (mult < 25) mult = 25;
251                         }
252
253                         /* Execute Animal */
254                         if ((have_flag(flgs, TR_KILL_ANIMAL)) &&
255                             (r_ptr->flags3 & RF3_ANIMAL))
256                         {
257                                 if (is_original_ap_and_seen(m_ptr))
258                                 {
259                                         r_ptr->r_flags3 |= RF3_ANIMAL;
260                                 }
261
262                                 if (mult < 40) mult = 40;
263                         }
264
265                         /* Slay Evil */
266                         if ((have_flag(flgs, TR_SLAY_EVIL)) &&
267                             (r_ptr->flags3 & RF3_EVIL))
268                         {
269                                 if (is_original_ap_and_seen(m_ptr))
270                                 {
271                                         r_ptr->r_flags3 |= RF3_EVIL;
272                                 }
273
274                                 if (mult < 20) mult = 20;
275                         }
276
277                         /* Execute Evil */
278                         if ((have_flag(flgs, TR_KILL_EVIL)) &&
279                             (r_ptr->flags3 & RF3_EVIL))
280                         {
281                                 if (is_original_ap_and_seen(m_ptr))
282                                 {
283                                         r_ptr->r_flags3 |= RF3_EVIL;
284                                 }
285
286                                 if (mult < 35) mult = 35;
287                         }
288
289                         /* Slay Human */
290                         if ((have_flag(flgs, TR_SLAY_HUMAN)) &&
291                             (r_ptr->flags2 & RF2_HUMAN))
292                         {
293                                 if (is_original_ap_and_seen(m_ptr))
294                                 {
295                                         r_ptr->r_flags2 |= RF2_HUMAN;
296                                 }
297
298                                 if (mult < 25) mult = 25;
299                         }
300
301                         /* Execute Human */
302                         if ((have_flag(flgs, TR_KILL_HUMAN)) &&
303                             (r_ptr->flags2 & RF2_HUMAN))
304                         {
305                                 if (is_original_ap_and_seen(m_ptr))
306                                 {
307                                         r_ptr->r_flags2 |= RF2_HUMAN;
308                                 }
309
310                                 if (mult < 40) mult = 40;
311                         }
312
313                         /* Slay Undead */
314                         if ((have_flag(flgs, TR_SLAY_UNDEAD)) &&
315                             (r_ptr->flags3 & RF3_UNDEAD))
316                         {
317                                 if (is_original_ap_and_seen(m_ptr))
318                                 {
319                                         r_ptr->r_flags3 |= RF3_UNDEAD;
320                                 }
321
322                                 if (mult < 30) mult = 30;
323                         }
324
325                         /* Execute Undead */
326                         if ((have_flag(flgs, TR_KILL_UNDEAD)) &&
327                             (r_ptr->flags3 & RF3_UNDEAD))
328                         {
329                                 if (is_original_ap_and_seen(m_ptr))
330                                 {
331                                         r_ptr->r_flags3 |= RF3_UNDEAD;
332                                 }
333
334                                 if (mult < 50) mult = 50;
335                         }
336
337                         /* Slay Demon */
338                         if ((have_flag(flgs, TR_SLAY_DEMON)) &&
339                             (r_ptr->flags3 & RF3_DEMON))
340                         {
341                                 if (is_original_ap_and_seen(m_ptr))
342                                 {
343                                         r_ptr->r_flags3 |= RF3_DEMON;
344                                 }
345
346                                 if (mult < 30) mult = 30;
347                         }
348
349                         /* Execute Demon */
350                         if ((have_flag(flgs, TR_KILL_DEMON)) &&
351                             (r_ptr->flags3 & RF3_DEMON))
352                         {
353                                 if (is_original_ap_and_seen(m_ptr))
354                                 {
355                                         r_ptr->r_flags3 |= RF3_DEMON;
356                                 }
357
358                                 if (mult < 50) mult = 50;
359                         }
360
361                         /* Slay Orc */
362                         if ((have_flag(flgs, TR_SLAY_ORC)) &&
363                             (r_ptr->flags3 & RF3_ORC))
364                         {
365                                 if (is_original_ap_and_seen(m_ptr))
366                                 {
367                                         r_ptr->r_flags3 |= RF3_ORC;
368                                 }
369
370                                 if (mult < 30) mult = 30;
371                         }
372
373                         /* Execute Orc */
374                         if ((have_flag(flgs, TR_KILL_ORC)) &&
375                             (r_ptr->flags3 & RF3_ORC))
376                         {
377                                 if (is_original_ap_and_seen(m_ptr))
378                                 {
379                                         r_ptr->r_flags3 |= RF3_ORC;
380                                 }
381
382                                 if (mult < 50) mult = 50;
383                         }
384
385                         /* Slay Troll */
386                         if ((have_flag(flgs, TR_SLAY_TROLL)) &&
387                             (r_ptr->flags3 & RF3_TROLL))
388                         {
389                                 if (is_original_ap_and_seen(m_ptr))
390                                 {
391                                         r_ptr->r_flags3 |= RF3_TROLL;
392                                 }
393
394                                 if (mult < 30) mult = 30;
395                         }
396
397                         /* Execute Troll */
398                         if ((have_flag(flgs, TR_KILL_TROLL)) &&
399                             (r_ptr->flags3 & RF3_TROLL))
400                         {
401                                 if (is_original_ap_and_seen(m_ptr))
402                                 {
403                                         r_ptr->r_flags3 |= RF3_TROLL;
404                                 }
405
406                                 if (mult < 50) mult = 50;
407                         }
408
409                         /* Slay Giant */
410                         if ((have_flag(flgs, TR_SLAY_GIANT)) &&
411                             (r_ptr->flags3 & RF3_GIANT))
412                         {
413                                 if (is_original_ap_and_seen(m_ptr))
414                                 {
415                                         r_ptr->r_flags3 |= RF3_GIANT;
416                                 }
417
418                                 if (mult < 30) mult = 30;
419                         }
420
421                         /* Execute Giant */
422                         if ((have_flag(flgs, TR_KILL_GIANT)) &&
423                             (r_ptr->flags3 & RF3_GIANT))
424                         {
425                                 if (is_original_ap_and_seen(m_ptr))
426                                 {
427                                         r_ptr->r_flags3 |= RF3_GIANT;
428                                 }
429
430                                 if (mult < 50) mult = 50;
431                         }
432
433                         /* Slay Dragon  */
434                         if ((have_flag(flgs, TR_SLAY_DRAGON)) &&
435                             (r_ptr->flags3 & RF3_DRAGON))
436                         {
437                                 if (is_original_ap_and_seen(m_ptr))
438                                 {
439                                         r_ptr->r_flags3 |= RF3_DRAGON;
440                                 }
441
442                                 if (mult < 30) mult = 30;
443                         }
444
445                         /* Execute Dragon */
446                         if ((have_flag(flgs, TR_KILL_DRAGON)) &&
447                             (r_ptr->flags3 & RF3_DRAGON))
448                         {
449                                 if (is_original_ap_and_seen(m_ptr))
450                                 {
451                                         r_ptr->r_flags3 |= RF3_DRAGON;
452                                 }
453
454                                 if (mult < 50) mult = 50;
455
456                                 if ((o_ptr->name1 == ART_NOTHUNG) && (m_ptr->r_idx == MON_FAFNER))
457                                         mult *= 3;
458                         }
459
460                         /* Brand (Acid) */
461                         if (have_flag(flgs, TR_BRAND_ACID) || ((p_ptr->special_attack & (ATTACK_ACID)) && !thrown))
462                         {
463                                 /* Notice immunity */
464                                 if (r_ptr->flagsr & RFR_EFF_IM_ACID_MASK)
465                                 {
466                                         if (is_original_ap_and_seen(m_ptr))
467                                         {
468                                                 r_ptr->r_flagsr |= (r_ptr->flagsr & RFR_EFF_IM_ACID_MASK);
469                                         }
470                                 }
471
472                                 /* Otherwise, take the damage */
473                                 else
474                                 {
475                                         if (mult < 25) mult = 25;
476                                 }
477                         }
478
479                         /* Brand (Elec) */
480                         if (have_flag(flgs, TR_BRAND_ELEC) || ((p_ptr->special_attack & (ATTACK_ELEC)) && !thrown) || (mode == HISSATSU_ELEC))
481                         {
482                                 /* Notice immunity */
483                                 if (r_ptr->flagsr & RFR_EFF_IM_ELEC_MASK)
484                                 {
485                                         if (is_original_ap_and_seen(m_ptr))
486                                         {
487                                                 r_ptr->r_flagsr |= (r_ptr->flagsr & RFR_EFF_IM_ELEC_MASK);
488                                         }
489                                 }
490
491                                 /* Otherwise, take the damage */
492                                 else if ((have_flag(flgs, TR_BRAND_ELEC) || ((p_ptr->special_attack & (ATTACK_ELEC)) && !thrown)) && (mode == HISSATSU_ELEC))
493                                 {
494                                         if (mult < 70) mult = 70;
495                                 }
496                                 else if (mode == HISSATSU_ELEC)
497                                 {
498                                         if (mult < 50) mult = 50;
499                                 }
500
501                                 else
502                                 {
503                                         if (mult < 25) mult = 25;
504                                 }
505                         }
506
507                         /* Brand (Fire) */
508                         if (have_flag(flgs, TR_BRAND_FIRE) || ((p_ptr->special_attack & (ATTACK_FIRE)) && !thrown) || (mode == HISSATSU_FIRE))
509                         {
510                                 /* Notice immunity */
511                                 if (r_ptr->flagsr & RFR_EFF_IM_FIRE_MASK)
512                                 {
513                                         if (is_original_ap_and_seen(m_ptr))
514                                         {
515                                                 r_ptr->r_flagsr |= (r_ptr->flagsr & RFR_EFF_IM_FIRE_MASK);
516                                         }
517                                 }
518
519                                 /* Otherwise, take the damage */
520                                 else if ((have_flag(flgs, TR_BRAND_FIRE) || ((p_ptr->special_attack & (ATTACK_FIRE)) && !thrown)) && (mode == HISSATSU_FIRE))
521                                 {
522                                         if (r_ptr->flags3 & RF3_HURT_FIRE)
523                                         {
524                                                 if (mult < 70) mult = 70;
525                                                 if (is_original_ap_and_seen(m_ptr))
526                                                 {
527                                                         r_ptr->r_flags3 |= RF3_HURT_FIRE;
528                                                 }
529                                         }
530                                         else if (mult < 35) mult = 35;
531                                 }
532                                 else
533                                 {
534                                         if (r_ptr->flags3 & RF3_HURT_FIRE)
535                                         {
536                                                 if (mult < 50) mult = 50;
537                                                 if (is_original_ap_and_seen(m_ptr))
538                                                 {
539                                                         r_ptr->r_flags3 |= RF3_HURT_FIRE;
540                                                 }
541                                         }
542                                         else if (mult < 25) mult = 25;
543                                 }
544                         }
545
546                         /* Brand (Cold) */
547                         if (have_flag(flgs, TR_BRAND_COLD) || ((p_ptr->special_attack & (ATTACK_COLD)) && !thrown) || (mode == HISSATSU_COLD))
548                         {
549                                 /* Notice immunity */
550                                 if (r_ptr->flagsr & RFR_EFF_IM_COLD_MASK)
551                                 {
552                                         if (is_original_ap_and_seen(m_ptr))
553                                         {
554                                                 r_ptr->r_flagsr |= (r_ptr->flagsr & RFR_EFF_IM_COLD_MASK);
555                                         }
556                                 }
557                                 /* Otherwise, take the damage */
558                                 else if ((have_flag(flgs, TR_BRAND_COLD) || ((p_ptr->special_attack & (ATTACK_COLD)) && !thrown)) && (mode == HISSATSU_COLD))
559                                 {
560                                         if (r_ptr->flags3 & RF3_HURT_COLD)
561                                         {
562                                                 if (mult < 70) mult = 70;
563                                                 if (is_original_ap_and_seen(m_ptr))
564                                                 {
565                                                         r_ptr->r_flags3 |= RF3_HURT_COLD;
566                                                 }
567                                         }
568                                         else if (mult < 35) mult = 35;
569                                 }
570                                 else
571                                 {
572                                         if (r_ptr->flags3 & RF3_HURT_COLD)
573                                         {
574                                                 if (mult < 50) mult = 50;
575                                                 if (is_original_ap_and_seen(m_ptr))
576                                                 {
577                                                         r_ptr->r_flags3 |= RF3_HURT_COLD;
578                                                 }
579                                         }
580                                         else if (mult < 25) mult = 25;
581                                 }
582                         }
583
584                         /* Brand (Poison) */
585                         if (have_flag(flgs, TR_BRAND_POIS) || ((p_ptr->special_attack & (ATTACK_POIS)) && !thrown) || (mode == HISSATSU_POISON))
586                         {
587                                 /* Notice immunity */
588                                 if (r_ptr->flagsr & RFR_EFF_IM_POIS_MASK)
589                                 {
590                                         if (is_original_ap_and_seen(m_ptr))
591                                         {
592                                                 r_ptr->r_flagsr |= (r_ptr->flagsr & RFR_EFF_IM_POIS_MASK);
593                                         }
594                                 }
595
596                                 /* Otherwise, take the damage */
597                                 else if ((have_flag(flgs, TR_BRAND_POIS) || ((p_ptr->special_attack & (ATTACK_POIS)) && !thrown)) && (mode == HISSATSU_POISON))
598                                 {
599                                         if (mult < 35) mult = 35;
600                                 }
601                                 else
602                                 {
603                                         if (mult < 25) mult = 25;
604                                 }
605                         }
606                         if ((mode == HISSATSU_ZANMA) && !monster_living(r_ptr) && (r_ptr->flags3 & RF3_EVIL))
607                         {
608                                 if (mult < 15) mult = 25;
609                                 else if (mult < 50) mult = MIN(50, mult+20);
610                         }
611                         if (mode == HISSATSU_UNDEAD)
612                         {
613                                 if (r_ptr->flags3 & RF3_UNDEAD)
614                                 {
615                                         if (is_original_ap_and_seen(m_ptr))
616                                         {
617                                                 r_ptr->r_flags3 |= RF3_UNDEAD;
618                                         }
619                                         if (mult == 10) mult = 70;
620                                         else if (mult < 140) mult = MIN(140, mult+60);
621                                 }
622                                 if (mult == 10) mult = 40;
623                                 else if (mult < 60) mult = MIN(60, mult+30);
624                         }
625                         if ((mode == HISSATSU_SEKIRYUKA) && p_ptr->cut && monster_living(r_ptr))
626                         {
627                                 int tmp = MIN(100, MAX(10, p_ptr->cut / 10));
628                                 if (mult < tmp) mult = tmp;
629                         }
630                         if ((mode == HISSATSU_HAGAN) && (r_ptr->flags3 & RF3_HURT_ROCK))
631                         {
632                                 if (is_original_ap_and_seen(m_ptr))
633                                 {
634                                         r_ptr->r_flags3 |= RF3_HURT_ROCK;
635                                 }
636                                 if (mult == 10) mult = 40;
637                                 else if (mult < 60) mult = 60;
638                         }
639                         if ((p_ptr->pclass != CLASS_SAMURAI) && (have_flag(flgs, TR_FORCE_WEAPON)) && (p_ptr->csp > (o_ptr->dd * o_ptr->ds / 5)))
640                         {
641                                 p_ptr->csp -= (1+(o_ptr->dd * o_ptr->ds / 5));
642                                 p_ptr->redraw |= (PR_MANA);
643                                 mult = mult * 3 / 2 + 20;
644                         }
645                         break;
646                 }
647         }
648         if (mult > 150) mult = 150;
649
650         /* Return the total damage */
651         return (tdam * mult / 10);
652 }
653
654
655 /*
656  * Search for hidden things
657  */
658 void search(void)
659 {
660         int y, x, chance;
661
662         s16b this_o_idx, next_o_idx = 0;
663
664         cave_type *c_ptr;
665
666
667         /* Start with base search ability */
668         chance = p_ptr->skill_srh;
669
670         /* Penalize various conditions */
671         if (p_ptr->blind || no_lite()) chance = chance / 10;
672         if (p_ptr->confused || p_ptr->image) chance = chance / 10;
673
674         /* Search the nearby grids, which are always in bounds */
675         for (y = (py - 1); y <= (py + 1); y++)
676         {
677                 for (x = (px - 1); x <= (px + 1); x++)
678                 {
679                         /* Sometimes, notice things */
680                         if (randint0(100) < chance)
681                         {
682                                 /* Access the grid */
683                                 c_ptr = &cave[y][x];
684
685                                 /* Invisible trap */
686                                 if (c_ptr->mimic && is_trap(c_ptr->feat))
687                                 {
688                                         /* Pick a trap */
689                                         disclose_grid(y, x);
690
691                                         /* Message */
692 #ifdef JP
693                                         msg_print("¥È¥é¥Ã¥×¤òȯ¸«¤·¤¿¡£");
694 #else
695                                         msg_print("You have found a trap.");
696 #endif
697
698                                         /* Disturb */
699                                         disturb(0, 0);
700                                 }
701
702                                 /* Secret door */
703                                 if (is_hidden_door(c_ptr))
704                                 {
705                                         /* Message */
706 #ifdef JP
707                                         msg_print("±£¤·¥É¥¢¤òȯ¸«¤·¤¿¡£");
708 #else
709                                         msg_print("You have found a secret door.");
710 #endif
711
712                                         /* Disclose */
713                                         disclose_grid(y, x);
714
715                                         /* Disturb */
716                                         disturb(0, 0);
717                                 }
718
719                                 /* Scan all objects in the grid */
720                                 for (this_o_idx = c_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
721                                 {
722                                         object_type *o_ptr;
723
724                                         /* Acquire object */
725                                         o_ptr = &o_list[this_o_idx];
726
727                                         /* Acquire next object */
728                                         next_o_idx = o_ptr->next_o_idx;
729
730                                         /* Skip non-chests */
731                                         if (o_ptr->tval != TV_CHEST) continue;
732
733                                         /* Skip non-trapped chests */
734                                         if (!chest_traps[o_ptr->pval]) continue;
735
736                                         /* Identify once */
737                                         if (!object_is_known(o_ptr))
738                                         {
739                                                 /* Message */
740 #ifdef JP
741                                                 msg_print("È¢¤Ë»Å³Ý¤±¤é¤ì¤¿¥È¥é¥Ã¥×¤òȯ¸«¤·¤¿¡ª");
742 #else
743                                                 msg_print("You have discovered a trap on the chest!");
744 #endif
745
746                                                 /* Know the trap */
747                                                 object_known(o_ptr);
748
749                                                 /* Notice it */
750                                                 disturb(0, 0);
751                                         }
752                                 }
753                         }
754                 }
755         }
756 }
757
758
759 /*
760  * Helper routine for py_pickup() and py_pickup_floor().
761  *
762  * Add the given dungeon object to the character's inventory.
763  *
764  * Delete the object afterwards.
765  */
766 void py_pickup_aux(int o_idx)
767 {
768         int slot, i;
769
770 #ifdef JP
771 /*
772  * ¥¢¥¤¥Æ¥à¤ò½¦¤Ã¤¿ºÝ¤Ë¡Ö£²¤Ä¤Î¥±¡¼¥­¤ò»ý¤Ã¤Æ¤¤¤ë¡×
773  * "You have two cakes." ¤È¥¢¥¤¥Æ¥à¤ò½¦¤Ã¤¿¸å¤Î¹ç·×¤Î¤ß¤Îɽ¼¨¤¬¥ª¥ê¥¸¥Ê¥ë
774  * ¤À¤¬¡¢°ãÏ´¶¤¬
775  * ¤¢¤ë¤È¤¤¤¦»ØŦ¤ò¤¦¤±¤¿¤Î¤Ç¡¢¡Ö¡Á¤ò½¦¤Ã¤¿¡¢¡Á¤ò»ý¤Ã¤Æ¤¤¤ë¡×¤È¤¤¤¦É½¼¨
776  * ¤Ë¤«¤¨¤Æ¤¢¤ë¡£¤½¤Î¤¿¤á¤ÎÇÛÎó¡£
777  */
778         char o_name[MAX_NLEN];
779         char old_name[MAX_NLEN];
780         char kazu_str[80];
781         int hirottakazu;
782 #else
783         char o_name[MAX_NLEN];
784 #endif
785
786         object_type *o_ptr;
787
788         o_ptr = &o_list[o_idx];
789
790 #ifdef JP
791         /* Describe the object */
792         object_desc(old_name, o_ptr, OD_NAME_ONLY);
793         object_desc_kosuu(kazu_str, o_ptr);
794         hirottakazu = o_ptr->number;
795 #endif
796         /* Carry the object */
797         slot = inven_carry(o_ptr);
798
799         /* Get the object again */
800         o_ptr = &inventory[slot];
801
802         /* Delete the object */
803         delete_object_idx(o_idx);
804
805         if (p_ptr->pseikaku == SEIKAKU_MUNCHKIN)
806         {
807                 bool old_known = identify_item(o_ptr);
808
809                 /* Auto-inscription/destroy */
810                 autopick_alter_item(slot, (bool)(destroy_identify && !old_known));
811
812                 /* If it is destroyed, don't pick it up */
813                 if (o_ptr->marked & OM_AUTODESTROY) return;
814         }
815
816         /* Describe the object */
817         object_desc(o_name, o_ptr, 0);
818
819         /* Message */
820 #ifdef JP
821         if ((o_ptr->name1 == ART_CRIMSON) && (p_ptr->pseikaku == SEIKAKU_COMBAT))
822         {
823                 msg_format("¤³¤¦¤·¤Æ¡¢%s¤Ï¡Ø¥¯¥ê¥à¥¾¥ó¡Ù¤ò¼ê¤ËÆþ¤ì¤¿¡£", player_name);
824                 msg_print("¤·¤«¤·º£¡¢¡Øº®Æ٤Υµ¡¼¥Ú¥ó¥È¡Ù¤ÎÊü¤Ã¤¿¥â¥ó¥¹¥¿¡¼¤¬¡¢");
825                 msg_format("%s¤Ë½±¤¤¤«¤«¤ë¡¥¡¥¡¥", player_name);
826         }
827         else
828         {
829                 if (plain_pickup)
830                 {
831                         msg_format("%s(%c)¤ò»ý¤Ã¤Æ¤¤¤ë¡£",o_name, index_to_label(slot));
832                 }
833                 else
834                 {
835                         if (o_ptr->number > hirottakazu) {
836                             msg_format("%s½¦¤Ã¤Æ¡¢%s(%c)¤ò»ý¤Ã¤Æ¤¤¤ë¡£",
837                                kazu_str, o_name, index_to_label(slot));
838                         } else {
839                                 msg_format("%s(%c)¤ò½¦¤Ã¤¿¡£", o_name, index_to_label(slot));
840                         }
841                 }
842         }
843         strcpy(record_o_name, old_name);
844 #else
845         msg_format("You have %s (%c).", o_name, index_to_label(slot));
846         strcpy(record_o_name, o_name);
847 #endif
848         record_turn = turn;
849
850
851         /* Check if completed a quest */
852         for (i = 0; i < max_quests; i++)
853         {
854                 if ((quest[i].type == QUEST_TYPE_FIND_ARTIFACT) &&
855                     (quest[i].status == QUEST_STATUS_TAKEN) &&
856                            (quest[i].k_idx == o_ptr->name1))
857                 {
858                         if (record_fix_quest) do_cmd_write_nikki(NIKKI_FIX_QUEST_C, i, NULL);
859                         quest[i].status = QUEST_STATUS_COMPLETED;
860                         quest[i].complev = (byte)p_ptr->lev;
861 #ifdef JP
862                         msg_print("¥¯¥¨¥¹¥È¤òãÀ®¤·¤¿¡ª");
863 #else
864                         msg_print("You completed your quest!");
865 #endif
866
867                         msg_print(NULL);
868                 }
869         }
870 }
871
872
873 /*
874  * Player "wants" to pick up an object or gold.
875  * Note that we ONLY handle things that can be picked up.
876  * See "move_player()" for handling of other things.
877  */
878 void carry(bool pickup)
879 {
880         cave_type *c_ptr = &cave[py][px];
881
882         s16b this_o_idx, next_o_idx = 0;
883
884         char    o_name[MAX_NLEN];
885
886         /* Recenter the map around the player */
887         verify_panel();
888
889         /* Update stuff */
890         p_ptr->update |= (PU_MONSTERS);
891
892         /* Redraw map */
893         p_ptr->redraw |= (PR_MAP);
894
895         /* Window stuff */
896         p_ptr->window |= (PW_OVERHEAD);
897
898         /* Handle stuff */
899         handle_stuff();
900
901         /* Automatically pickup/destroy/inscribe items */
902         autopick_pickup_items(c_ptr);
903
904
905 #ifdef ALLOW_EASY_FLOOR
906
907         if (easy_floor)
908         {
909                 py_pickup_floor(pickup);
910                 return;
911         }
912
913 #endif /* ALLOW_EASY_FLOOR */
914
915         /* Scan the pile of objects */
916         for (this_o_idx = c_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
917         {
918                 object_type *o_ptr;
919
920                 /* Acquire object */
921                 o_ptr = &o_list[this_o_idx];
922
923 #ifdef ALLOW_EASY_SENSE /* TNB */
924
925                 /* Option: Make item sensing easy */
926                 if (easy_sense)
927                 {
928                         /* Sense the object */
929                         (void)sense_object(o_ptr);
930                 }
931
932 #endif /* ALLOW_EASY_SENSE -- TNB */
933
934                 /* Describe the object */
935                 object_desc(o_name, o_ptr, 0);
936
937                 /* Acquire next object */
938                 next_o_idx = o_ptr->next_o_idx;
939
940                 /* Hack -- disturb */
941                 disturb(0, 0);
942
943                 /* Pick up gold */
944                 if (o_ptr->tval == TV_GOLD)
945                 {
946                         int value = (long)o_ptr->pval;
947
948                         /* Delete the gold */
949                         delete_object_idx(this_o_idx);
950
951                         /* Message */
952 #ifdef JP
953                 msg_format(" $%ld ¤Î²ÁÃͤ¬¤¢¤ë%s¤ò¸«¤Ä¤±¤¿¡£",
954                            (long)value, o_name);
955 #else
956                         msg_format("You collect %ld gold pieces worth of %s.",
957                                    (long)value, o_name);
958 #endif
959
960
961                         sound(SOUND_SELL);
962
963                         /* Collect the gold */
964                         p_ptr->au += value;
965
966                         /* Redraw gold */
967                         p_ptr->redraw |= (PR_GOLD);
968
969                         /* Window stuff */
970                         p_ptr->window |= (PW_PLAYER);
971                 }
972
973                 /* Pick up objects */
974                 else
975                 {
976                         /* Hack - some objects were handled in autopick_pickup_items(). */
977                         if (o_ptr->marked & OM_NOMSG)
978                         {
979                                 /* Clear the flag. */
980                                 o_ptr->marked &= ~OM_NOMSG;
981                         }
982                         /* Describe the object */
983                         else if (!pickup)
984                         {
985 #ifdef JP
986                                 msg_format("%s¤¬¤¢¤ë¡£", o_name);
987 #else
988                                 msg_format("You see %s.", o_name);
989 #endif
990
991                         }
992
993                         /* Note that the pack is too full */
994                         else if (!inven_carry_okay(o_ptr))
995                         {
996 #ifdef JP
997                                 msg_format("¥¶¥Ã¥¯¤Ë¤Ï%s¤òÆþ¤ì¤ë·ä´Ö¤¬¤Ê¤¤¡£", o_name);
998 #else
999                                 msg_format("You have no room for %s.", o_name);
1000 #endif
1001
1002                         }
1003
1004                         /* Pick up the item (if requested and allowed) */
1005                         else
1006                         {
1007                                 int okay = TRUE;
1008
1009                                 /* Hack -- query every item */
1010                                 if (carry_query_flag)
1011                                 {
1012                                         char out_val[MAX_NLEN+20];
1013 #ifdef JP
1014                                         sprintf(out_val, "%s¤ò½¦¤¤¤Þ¤¹¤«? ", o_name);
1015 #else
1016                                         sprintf(out_val, "Pick up %s? ", o_name);
1017 #endif
1018
1019                                         okay = get_check(out_val);
1020                                 }
1021
1022                                 /* Attempt to pick up an object. */
1023                                 if (okay)
1024                                 {
1025                                         /* Pick up the object */
1026                                         py_pickup_aux(this_o_idx);
1027                                 }
1028                         }
1029                 }
1030         }
1031 }
1032
1033
1034 /*
1035  * Determine if a trap affects the player.
1036  * Always miss 5% of the time, Always hit 5% of the time.
1037  * Otherwise, match trap power against player armor.
1038  */
1039 static int check_hit(int power)
1040 {
1041         int k, ac;
1042
1043         /* Percentile dice */
1044         k = randint0(100);
1045
1046         /* Hack -- 5% hit, 5% miss */
1047         if (k < 10) return (k < 5);
1048
1049         if (p_ptr->pseikaku == SEIKAKU_NAMAKE)
1050                 if (one_in_(20)) return (TRUE);
1051
1052         /* Paranoia -- No power */
1053         if (power <= 0) return (FALSE);
1054
1055         /* Total armor */
1056         ac = p_ptr->ac + p_ptr->to_a;
1057
1058         /* Power competes against Armor */
1059         if (randint1(power) > ((ac * 3) / 4)) return (TRUE);
1060
1061         /* Assume miss */
1062         return (FALSE);
1063 }
1064
1065
1066
1067 /*
1068  * Handle player hitting a real trap
1069  */
1070 static void hit_trap(bool break_trap)
1071 {
1072         int i, num, dam;
1073         int x = px, y = py;
1074
1075         /* Get the cave grid */
1076         cave_type *c_ptr = &cave[y][x];
1077
1078         int trap_feat = c_ptr->feat;
1079
1080 #ifdef JP
1081         cptr name = "¥È¥é¥Ã¥×";
1082 #else
1083         cptr name = "a trap";
1084 #endif
1085
1086         /* Disturb the player */
1087         disturb(0, 0);
1088
1089         cave_alter_feat(y, x, FF_HIT_TRAP);
1090
1091         /* Analyze XXX XXX XXX */
1092         switch (trap_feat)
1093         {
1094                 case FEAT_TRAP_TRAPDOOR:
1095                 {
1096                         if (p_ptr->levitation)
1097                         {
1098 #ifdef JP
1099                                 msg_print("Í¸Í¤òÈô¤Ó±Û¤¨¤¿¡£");
1100 #else
1101                                 msg_print("You fly over a trap door.");
1102 #endif
1103
1104                         }
1105                         else
1106                         {
1107 #ifdef JP
1108                                 msg_print("Í¸Í¤ËÍî¤Á¤¿¡ª");
1109                                 if ((p_ptr->pseikaku == SEIKAKU_COMBAT) || (inventory[INVEN_BOW].name1 == ART_CRIMSON))
1110                                         msg_print("¤¯¤Ã¤½¡Á¡ª");
1111 #else
1112                                 msg_print("You have fallen through a trap door!");
1113 #endif
1114
1115                                 sound(SOUND_FALL);
1116                                 dam = damroll(2, 8);
1117 #ifdef JP
1118                                 name = "Í¸Í";
1119 #else
1120                                 name = "a trap door";
1121 #endif
1122
1123                                 take_hit(DAMAGE_NOESCAPE, dam, name, -1);
1124
1125                                 /* Still alive and autosave enabled */
1126                                 if (autosave_l && (p_ptr->chp >= 0))
1127                                         do_cmd_save_game(TRUE);
1128
1129 #ifdef JP
1130                                 do_cmd_write_nikki(NIKKI_BUNSHOU, 0, "Í¸Í¤ËÍî¤Á¤¿");
1131 #else
1132                                 do_cmd_write_nikki(NIKKI_BUNSHOU, 0, "You have fallen through a trap door!");
1133 #endif
1134                                 prepare_change_floor_mode(CFM_SAVE_FLOORS | CFM_DOWN | CFM_RAND_PLACE | CFM_RAND_CONNECT);
1135
1136                                 /* Leaving */
1137                                 p_ptr->leaving = TRUE;
1138                         }
1139                         break;
1140                 }
1141
1142                 case FEAT_TRAP_PIT:
1143                 {
1144                         if (p_ptr->levitation)
1145                         {
1146 #ifdef JP
1147                                 msg_print("Í·ê¤òÈô¤Ó±Û¤¨¤¿¡£");
1148 #else
1149                                 msg_print("You fly over a pit trap.");
1150 #endif
1151
1152                         }
1153                         else
1154                         {
1155 #ifdef JP
1156                                 msg_print("Í·ê¤ËÍî¤Á¤Æ¤·¤Þ¤Ã¤¿¡ª");
1157 #else
1158                                 msg_print("You have fallen into a pit!");
1159 #endif
1160
1161                                 dam = damroll(2, 6);
1162 #ifdef JP
1163                                 name = "Í·ê";
1164 #else
1165                                 name = "a pit trap";
1166 #endif
1167
1168                                 take_hit(DAMAGE_NOESCAPE, dam, name, -1);
1169                         }
1170                         break;
1171                 }
1172
1173                 case FEAT_TRAP_SPIKED_PIT:
1174                 {
1175                         if (p_ptr->levitation)
1176                         {
1177 #ifdef JP
1178                                 msg_print("¥È¥²¤Î¤¢¤ëÍ·ê¤òÈô¤Ó±Û¤¨¤¿¡£");
1179 #else
1180                                 msg_print("You fly over a spiked pit.");
1181 #endif
1182
1183                         }
1184                         else
1185                         {
1186 #ifdef JP
1187                         msg_print("¥¹¥Ñ¥¤¥¯¤¬Éߤ«¤ì¤¿Í·ê¤ËÍî¤Á¤Æ¤·¤Þ¤Ã¤¿¡ª");
1188 #else
1189                                 msg_print("You fall into a spiked pit!");
1190 #endif
1191
1192
1193                                 /* Base damage */
1194 #ifdef JP
1195                                 name = "Í·ê";
1196 #else
1197                                 name = "a pit trap";
1198 #endif
1199
1200                                 dam = damroll(2, 6);
1201
1202                                 /* Extra spike damage */
1203                                 if (randint0(100) < 50)
1204                                 {
1205 #ifdef JP
1206                                         msg_print("¥¹¥Ñ¥¤¥¯¤¬»É¤µ¤Ã¤¿¡ª");
1207 #else
1208                                         msg_print("You are impaled!");
1209 #endif
1210
1211
1212 #ifdef JP
1213                                         name = "¥È¥²¤Î¤¢¤ëÍ·ê";
1214 #else
1215                                         name = "a spiked pit";
1216 #endif
1217
1218                                         dam = dam * 2;
1219                                         (void)set_cut(p_ptr->cut + randint1(dam));
1220                                 }
1221
1222                                 /* Take the damage */
1223                                 take_hit(DAMAGE_NOESCAPE, dam, name, -1);
1224                         }
1225                         break;
1226                 }
1227
1228                 case FEAT_TRAP_POISON_PIT:
1229                 {
1230                         if (p_ptr->levitation)
1231                         {
1232 #ifdef JP
1233                                 msg_print("¥È¥²¤Î¤¢¤ëÍ·ê¤òÈô¤Ó±Û¤¨¤¿¡£");
1234 #else
1235                                 msg_print("You fly over a spiked pit.");
1236 #endif
1237
1238                         }
1239                         else
1240                         {
1241 #ifdef JP
1242                         msg_print("¥¹¥Ñ¥¤¥¯¤¬Éߤ«¤ì¤¿Í·ê¤ËÍî¤Á¤Æ¤·¤Þ¤Ã¤¿¡ª");
1243 #else
1244                                 msg_print("You fall into a spiked pit!");
1245 #endif
1246
1247
1248                                 /* Base damage */
1249                                 dam = damroll(2, 6);
1250
1251 #ifdef JP
1252                                 name = "Í·ê";
1253 #else
1254                                 name = "a pit trap";
1255 #endif
1256
1257
1258                                 /* Extra spike damage */
1259                                 if (randint0(100) < 50)
1260                                 {
1261 #ifdef JP
1262                                         msg_print("ÆǤòÅɤé¤ì¤¿¥¹¥Ñ¥¤¥¯¤¬»É¤µ¤Ã¤¿¡ª");
1263 #else
1264                                         msg_print("You are impaled on poisonous spikes!");
1265 #endif
1266
1267
1268 #ifdef JP
1269                                         name = "¥È¥²¤Î¤¢¤ëÍ·ê";
1270 #else
1271                                         name = "a spiked pit";
1272 #endif
1273
1274
1275                                         dam = dam * 2;
1276                                         (void)set_cut(p_ptr->cut + randint1(dam));
1277
1278                                         if (p_ptr->resist_pois || IS_OPPOSE_POIS())
1279                                         {
1280 #ifdef JP
1281                                                 msg_print("¤·¤«¤·ÆǤαƶÁ¤Ï¤Ê¤«¤Ã¤¿¡ª");
1282 #else
1283                                                 msg_print("The poison does not affect you!");
1284 #endif
1285
1286                                         }
1287
1288                                         else
1289                                         {
1290                                                 dam = dam * 2;
1291                                                 (void)set_poisoned(p_ptr->poisoned + randint1(dam));
1292                                         }
1293                                 }
1294
1295                                 /* Take the damage */
1296                                 take_hit(DAMAGE_NOESCAPE, dam, name, -1);
1297                         }
1298
1299                         break;
1300                 }
1301
1302                 case FEAT_TRAP_TY_CURSE:
1303                 {
1304 #ifdef JP
1305                         msg_print("²¿¤«¤¬¥Ô¥«¥Ã¤È¸÷¤Ã¤¿¡ª");
1306 #else
1307                         msg_print("There is a flash of shimmering light!");
1308 #endif
1309
1310                         num = 2 + randint1(3);
1311                         for (i = 0; i < num; i++)
1312                         {
1313                                 (void)summon_specific(0, y, x, dun_level, 0, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE | PM_NO_PET));
1314                         }
1315
1316                         if (dun_level > randint1(100)) /* No nasty effect for low levels */
1317                         {
1318                                 bool stop_ty = FALSE;
1319                                 int count = 0;
1320
1321                                 do
1322                                 {
1323                                         stop_ty = activate_ty_curse(stop_ty, &count);
1324                                 }
1325                                 while (one_in_(6));
1326                         }
1327                         break;
1328                 }
1329
1330                 case FEAT_TRAP_TELEPORT:
1331                 {
1332 #ifdef JP
1333                         msg_print("¥Æ¥ì¥Ý¡¼¥È¡¦¥È¥é¥Ã¥×¤Ë¤Ò¤Ã¤«¤«¤Ã¤¿¡ª");
1334 #else
1335                         msg_print("You hit a teleport trap!");
1336 #endif
1337
1338                         teleport_player(100, TRUE);
1339                         break;
1340                 }
1341
1342                 case FEAT_TRAP_FIRE:
1343                 {
1344 #ifdef JP
1345                         msg_print("±ê¤ËÊñ¤Þ¤ì¤¿¡ª");
1346 #else
1347                         msg_print("You are enveloped in flames!");
1348 #endif
1349
1350                         dam = damroll(4, 6);
1351 #ifdef JP
1352                         (void)fire_dam(dam, "±ê¤Î¥È¥é¥Ã¥×", -1);
1353 #else
1354                         (void)fire_dam(dam, "a fire trap", -1);
1355 #endif
1356
1357                         break;
1358                 }
1359
1360                 case FEAT_TRAP_ACID:
1361                 {
1362 #ifdef JP
1363                         msg_print("»À¤¬¿á¤­¤«¤±¤é¤ì¤¿¡ª");
1364 #else
1365                         msg_print("You are splashed with acid!");
1366 #endif
1367
1368                         dam = damroll(4, 6);
1369 #ifdef JP
1370                         (void)acid_dam(dam, "»À¤Î¥È¥é¥Ã¥×", -1);
1371 #else
1372                         (void)acid_dam(dam, "an acid trap", -1);
1373 #endif
1374
1375                         break;
1376                 }
1377
1378                 case FEAT_TRAP_SLOW:
1379                 {
1380                         if (check_hit(125))
1381                         {
1382 #ifdef JP
1383                                 msg_print("¾®¤µ¤Ê¥À¡¼¥Ä¤¬Èô¤ó¤Ç¤­¤Æ»É¤µ¤Ã¤¿¡ª");
1384 #else
1385                                 msg_print("A small dart hits you!");
1386 #endif
1387
1388                                 dam = damroll(1, 4);
1389                                 take_hit(DAMAGE_ATTACK, dam, name, -1);
1390                                 (void)set_slow(p_ptr->slow + randint0(20) + 20, FALSE);
1391                         }
1392                         else
1393                         {
1394 #ifdef JP
1395                                 msg_print("¾®¤µ¤Ê¥À¡¼¥Ä¤¬Èô¤ó¤Ç¤­¤¿¡ª¤¬¡¢±¿Îɤ¯Åö¤¿¤é¤Ê¤«¤Ã¤¿¡£");
1396 #else
1397                                 msg_print("A small dart barely misses you.");
1398 #endif
1399
1400                         }
1401                         break;
1402                 }
1403
1404                 case FEAT_TRAP_LOSE_STR:
1405                 {
1406                         if (check_hit(125))
1407                         {
1408 #ifdef JP
1409                                 msg_print("¾®¤µ¤Ê¥À¡¼¥Ä¤¬Èô¤ó¤Ç¤­¤Æ»É¤µ¤Ã¤¿¡ª");
1410 #else
1411                                 msg_print("A small dart hits you!");
1412 #endif
1413
1414                                 dam = damroll(1, 4);
1415 #ifdef JP
1416                                 take_hit(DAMAGE_ATTACK, dam, "¥À¡¼¥Ä¤Îæ«", -1);
1417 #else
1418                                 take_hit(DAMAGE_ATTACK, dam, "a dart trap", -1);
1419 #endif
1420
1421                                 (void)do_dec_stat(A_STR);
1422                         }
1423                         else
1424                         {
1425 #ifdef JP
1426                                 msg_print("¾®¤µ¤Ê¥À¡¼¥Ä¤¬Èô¤ó¤Ç¤­¤¿¡ª¤¬¡¢±¿Îɤ¯Åö¤¿¤é¤Ê¤«¤Ã¤¿¡£");
1427 #else
1428                                 msg_print("A small dart barely misses you.");
1429 #endif
1430
1431                         }
1432                         break;
1433                 }
1434
1435                 case FEAT_TRAP_LOSE_DEX:
1436                 {
1437                         if (check_hit(125))
1438                         {
1439 #ifdef JP
1440                                 msg_print("¾®¤µ¤Ê¥À¡¼¥Ä¤¬Èô¤ó¤Ç¤­¤Æ»É¤µ¤Ã¤¿¡ª");
1441 #else
1442                                 msg_print("A small dart hits you!");
1443 #endif
1444
1445                                 dam = damroll(1, 4);
1446 #ifdef JP
1447                                 take_hit(DAMAGE_ATTACK, dam, "¥À¡¼¥Ä¤Îæ«", -1);
1448 #else
1449                                 take_hit(DAMAGE_ATTACK, dam, "a dart trap", -1);
1450 #endif
1451
1452                                 (void)do_dec_stat(A_DEX);
1453                         }
1454                         else
1455                         {
1456 #ifdef JP
1457                                 msg_print("¾®¤µ¤Ê¥À¡¼¥Ä¤¬Èô¤ó¤Ç¤­¤¿¡ª¤¬¡¢±¿Îɤ¯Åö¤¿¤é¤Ê¤«¤Ã¤¿¡£");
1458 #else
1459                                 msg_print("A small dart barely misses you.");
1460 #endif
1461
1462                         }
1463                         break;
1464                 }
1465
1466                 case FEAT_TRAP_LOSE_CON:
1467                 {
1468                         if (check_hit(125))
1469                         {
1470 #ifdef JP
1471                                 msg_print("¾®¤µ¤Ê¥À¡¼¥Ä¤¬Èô¤ó¤Ç¤­¤Æ»É¤µ¤Ã¤¿¡ª");
1472 #else
1473                                 msg_print("A small dart hits you!");
1474 #endif
1475
1476                                 dam = damroll(1, 4);
1477 #ifdef JP
1478                                 take_hit(DAMAGE_ATTACK, dam, "¥À¡¼¥Ä¤Îæ«", -1);
1479 #else
1480                                 take_hit(DAMAGE_ATTACK, dam, "a dart trap", -1);
1481 #endif
1482
1483                                 (void)do_dec_stat(A_CON);
1484                         }
1485                         else
1486                         {
1487 #ifdef JP
1488                                 msg_print("¾®¤µ¤Ê¥À¡¼¥Ä¤¬Èô¤ó¤Ç¤­¤¿¡ª¤¬¡¢±¿Îɤ¯Åö¤¿¤é¤Ê¤«¤Ã¤¿¡£");
1489 #else
1490                                 msg_print("A small dart barely misses you.");
1491 #endif
1492
1493                         }
1494                         break;
1495                 }
1496
1497                 case FEAT_TRAP_BLIND:
1498                 {
1499 #ifdef JP
1500                         msg_print("¹õ¤¤¥¬¥¹¤ËÊñ¤ß¹þ¤Þ¤ì¤¿¡ª");
1501 #else
1502                         msg_print("A black gas surrounds you!");
1503 #endif
1504
1505                         if (!p_ptr->resist_blind)
1506                         {
1507                                 (void)set_blind(p_ptr->blind + randint0(50) + 25);
1508                         }
1509                         break;
1510                 }
1511
1512                 case FEAT_TRAP_CONFUSE:
1513                 {
1514 #ifdef JP
1515                         msg_print("¤­¤é¤á¤¯¥¬¥¹¤ËÊñ¤ß¹þ¤Þ¤ì¤¿¡ª");
1516 #else
1517                         msg_print("A gas of scintillating colors surrounds you!");
1518 #endif
1519
1520                         if (!p_ptr->resist_conf)
1521                         {
1522                                 (void)set_confused(p_ptr->confused + randint0(20) + 10);
1523                         }
1524                         break;
1525                 }
1526
1527                 case FEAT_TRAP_POISON:
1528                 {
1529 #ifdef JP
1530                         msg_print("»É·ãŪ¤ÊÎп§¤Î¥¬¥¹¤ËÊñ¤ß¹þ¤Þ¤ì¤¿¡ª");
1531 #else
1532                         msg_print("A pungent green gas surrounds you!");
1533 #endif
1534
1535                         if (!p_ptr->resist_pois && !IS_OPPOSE_POIS())
1536                         {
1537                                 (void)set_poisoned(p_ptr->poisoned + randint0(20) + 10);
1538                         }
1539                         break;
1540                 }
1541
1542                 case FEAT_TRAP_SLEEP:
1543                 {
1544 #ifdef JP
1545                         msg_print("´ñ̯¤ÊÇò¤¤Ì¸¤ËÊñ¤Þ¤ì¤¿¡ª");
1546 #else
1547                         msg_print("A strange white mist surrounds you!");
1548 #endif
1549
1550                         if (!p_ptr->free_act)
1551                         {
1552 #ifdef JP
1553 msg_print("¤¢¤Ê¤¿¤Ï̲¤ê¤Ë½¢¤¤¤¿¡£");
1554 #else
1555                                 msg_print("You fall asleep.");
1556 #endif
1557
1558
1559                                 if (ironman_nightmare)
1560                                 {
1561 #ifdef JP
1562 msg_print("¿È¤ÎÌÓ¤â¤è¤À¤Ä¸÷·Ê¤¬Æ¬¤ËÉ⤫¤ó¤À¡£");
1563 #else
1564                                         msg_print("A horrible vision enters your mind.");
1565 #endif
1566
1567
1568                                         /* Pick a nightmare */
1569                                         get_mon_num_prep(get_nightmare, NULL);
1570
1571                                         /* Have some nightmares */
1572                                         have_nightmare(get_mon_num(MAX_DEPTH));
1573
1574                                         /* Remove the monster restriction */
1575                                         get_mon_num_prep(NULL, NULL);
1576                                 }
1577                                 (void)set_paralyzed(p_ptr->paralyzed + randint0(10) + 5);
1578                         }
1579                         break;
1580                 }
1581
1582                 case FEAT_TRAP_TRAPS:
1583                 {
1584 #ifdef JP
1585 msg_print("¤Þ¤Ð¤æ¤¤Á®¸÷¤¬Áö¤Ã¤¿¡ª");
1586 #else
1587                         msg_print("There is a bright flash of light!");
1588 #endif
1589
1590                         /* Make some new traps */
1591                         project(0, 1, y, x, 0, GF_MAKE_TRAP, PROJECT_HIDE | PROJECT_JUMP | PROJECT_GRID, -1);
1592
1593                         break;
1594                 }
1595
1596                 case FEAT_TRAP_ALARM:
1597                 {
1598 #ifdef JP
1599                         msg_print("¤±¤¿¤¿¤Þ¤·¤¤²»¤¬ÌĤê¶Á¤¤¤¿¡ª");
1600 #else
1601                         msg_print("An alarm sounds!");
1602 #endif
1603
1604                         aggravate_monsters(0);
1605
1606                         break;
1607                 }
1608
1609                 case FEAT_TRAP_OPEN:
1610                 {
1611 #ifdef JP
1612                         msg_print("Âç²»¶Á¤È¶¦¤Ë¤Þ¤ï¤ê¤ÎÊɤ¬Êø¤ì¤¿¡ª");
1613 #else
1614                         msg_print("Suddenly, surrounding walls are opened!");
1615 #endif
1616                         (void)project(0, 3, y, x, 0, GF_DISINTEGRATE, PROJECT_GRID | PROJECT_HIDE, -1);
1617                         (void)project(0, 3, y, x - 4, 0, GF_DISINTEGRATE, PROJECT_GRID | PROJECT_HIDE, -1);
1618                         (void)project(0, 3, y, x + 4, 0, GF_DISINTEGRATE, PROJECT_GRID | PROJECT_HIDE, -1);
1619                         aggravate_monsters(0);
1620
1621                         break;
1622                 }
1623
1624                 case FEAT_TRAP_ARMAGEDDON:
1625                 {
1626                         static int levs[10] = {0, 0, 20, 10, 5, 3, 2, 1, 1, 1};
1627                         int evil_idx = 0, good_idx = 0;
1628
1629                         int lev;
1630 #ifdef JP
1631                         msg_print("ÆÍÁ³Å·³¦¤ÎÀïÁè¤Ë´¬¤­¹þ¤Þ¤ì¤¿¡ª");
1632 #else
1633                         msg_print("Suddenly, you are surrounded by immotal beings!");
1634 #endif
1635
1636                         /* Summon Demons and Angels */
1637                         for (lev = dun_level; lev >= 20; lev -= 1 + lev/16)
1638                         {
1639                                 num = levs[MIN(lev/10, 9)];
1640                                 for (i = 0; i < num; i++)
1641                                 {
1642                                         int x1 = rand_spread(x, 7);
1643                                         int y1 = rand_spread(y, 5);
1644
1645                                         /* Skip illegal grids */
1646                                         if (!in_bounds(y1, x1)) continue;
1647
1648                                         /* Require line of projection */
1649                                         if (!projectable(py, px, y1, x1)) continue;
1650
1651                                         if (summon_specific(0, y1, x1, lev, SUMMON_ARMAGE_EVIL, (PM_NO_PET)))
1652                                                 evil_idx = hack_m_idx_ii;
1653
1654                                         if (summon_specific(0, y1, x1, lev, SUMMON_ARMAGE_GOOD, (PM_NO_PET)))
1655                                         {
1656                                                 good_idx = hack_m_idx_ii;
1657                                         }
1658
1659                                         /* Let them fight each other */
1660                                         if (evil_idx && good_idx)
1661                                         {
1662                                                 monster_type *evil_ptr = &m_list[evil_idx];
1663                                                 monster_type *good_ptr = &m_list[good_idx];
1664                                                 evil_ptr->target_y = good_ptr->fy;
1665                                                 evil_ptr->target_x = good_ptr->fx;
1666                                                 good_ptr->target_y = evil_ptr->fy;
1667                                                 good_ptr->target_x = evil_ptr->fx;
1668                                         }
1669                                 }
1670                         }
1671                         break;
1672                 }
1673
1674                 case FEAT_TRAP_PIRANHA:
1675                 {
1676 #ifdef JP
1677                         msg_print("ÆÍÁ³Êɤ«¤é¿å¤¬°î¤ì½Ð¤·¤¿¡ª¥Ô¥é¥Ë¥¢¤¬¤¤¤ë¡ª");
1678 #else
1679                         msg_print("Suddenly, the room is filled with water with piranhas!");
1680 #endif
1681
1682                         /* Water fills room */
1683                         fire_ball_hide(GF_WATER_FLOW, 0, 1, 10);
1684
1685                         /* Summon Piranhas */
1686                         num = 1 + dun_level/20;
1687                         for (i = 0; i < num; i++)
1688                         {
1689                                 (void)summon_specific(0, y, x, dun_level, SUMMON_PIRANHAS, (PM_ALLOW_GROUP | PM_NO_PET));
1690                         }
1691                         break;
1692                 }
1693         }
1694
1695         if (break_trap && is_trap(c_ptr->feat))
1696         {
1697                 cave_alter_feat(y, x, FF_DISARM);
1698 #ifdef JP
1699                 msg_print("¥È¥é¥Ã¥×¤òÊ´ºÕ¤·¤¿¡£");
1700 #else
1701                 msg_print("You destroyed the trap.");
1702 #endif
1703         }
1704 }
1705
1706
1707 static void touch_zap_player(monster_type *m_ptr)
1708 {
1709         int aura_damage = 0;
1710         monster_race *r_ptr = &r_info[m_ptr->r_idx];
1711
1712         if (r_ptr->flags2 & RF2_AURA_FIRE)
1713         {
1714                 if (!p_ptr->immune_fire)
1715                 {
1716                         char aura_dam[80];
1717
1718                         aura_damage = damroll(1 + (r_ptr->level / 26), 1 + (r_ptr->level / 17));
1719
1720                         /* Hack -- Get the "died from" name */
1721                         monster_desc(aura_dam, m_ptr, MD_IGNORE_HALLU | MD_ASSUME_VISIBLE | MD_INDEF_VISIBLE);
1722
1723 #ifdef JP
1724                         msg_print("ÆÍÁ³¤È¤Æ¤âÇ®¤¯¤Ê¤Ã¤¿¡ª");
1725 #else
1726                         msg_print("You are suddenly very hot!");
1727 #endif
1728
1729                         if (prace_is_(RACE_ENT)) aura_damage += aura_damage / 3;
1730                         if (IS_OPPOSE_FIRE()) aura_damage = (aura_damage + 2) / 3;
1731                         if (p_ptr->resist_fire) aura_damage = (aura_damage + 2) / 3;
1732
1733                         take_hit(DAMAGE_NOESCAPE, aura_damage, aura_dam, -1);
1734                         if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags2 |= RF2_AURA_FIRE;
1735                         handle_stuff();
1736                 }
1737         }
1738
1739         if (r_ptr->flags3 & RF3_AURA_COLD)
1740         {
1741                 if (!p_ptr->immune_cold)
1742                 {
1743                         char aura_dam[80];
1744
1745                         aura_damage = damroll(1 + (r_ptr->level / 26), 1 + (r_ptr->level / 17));
1746
1747                         /* Hack -- Get the "died from" name */
1748                         monster_desc(aura_dam, m_ptr, MD_IGNORE_HALLU | MD_ASSUME_VISIBLE | MD_INDEF_VISIBLE);
1749
1750 #ifdef JP
1751                         msg_print("ÆÍÁ³¤È¤Æ¤â´¨¤¯¤Ê¤Ã¤¿¡ª");
1752 #else
1753                         msg_print("You are suddenly very cold!");
1754 #endif
1755
1756                         if (IS_OPPOSE_COLD()) aura_damage = (aura_damage + 2) / 3;
1757                         if (p_ptr->resist_cold) aura_damage = (aura_damage + 2) / 3;
1758
1759                         take_hit(DAMAGE_NOESCAPE, aura_damage, aura_dam, -1);
1760                         if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags3 |= RF3_AURA_COLD;
1761                         handle_stuff();
1762                 }
1763         }
1764
1765         if (r_ptr->flags2 & RF2_AURA_ELEC)
1766         {
1767                 if (!p_ptr->immune_elec)
1768                 {
1769                         char aura_dam[80];
1770
1771                         aura_damage = damroll(1 + (r_ptr->level / 26), 1 + (r_ptr->level / 17));
1772
1773                         /* Hack -- Get the "died from" name */
1774                         monster_desc(aura_dam, m_ptr, MD_IGNORE_HALLU | MD_ASSUME_VISIBLE | MD_INDEF_VISIBLE);
1775
1776                         if (prace_is_(RACE_ANDROID)) aura_damage += aura_damage / 3;
1777                         if (IS_OPPOSE_ELEC()) aura_damage = (aura_damage + 2) / 3;
1778                         if (p_ptr->resist_elec) aura_damage = (aura_damage + 2) / 3;
1779
1780 #ifdef JP
1781                         msg_print("ÅÅ·â¤ò¤¯¤é¤Ã¤¿¡ª");
1782 #else
1783                         msg_print("You get zapped!");
1784 #endif
1785
1786                         take_hit(DAMAGE_NOESCAPE, aura_damage, aura_dam, -1);
1787                         if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags2 |= RF2_AURA_ELEC;
1788                         handle_stuff();
1789                 }
1790         }
1791 }
1792
1793
1794 static void natural_attack(s16b m_idx, int attack, bool *fear, bool *mdeath)
1795 {
1796         int             k, bonus, chance;
1797         int             n_weight = 0;
1798         monster_type    *m_ptr = &m_list[m_idx];
1799         monster_race    *r_ptr = &r_info[m_ptr->r_idx];
1800         char            m_name[80];
1801
1802         int             dss, ddd;
1803
1804         cptr            atk_desc;
1805
1806         switch (attack)
1807         {
1808                 case MUT2_SCOR_TAIL:
1809                         dss = 3;
1810                         ddd = 7;
1811                         n_weight = 5;
1812 #ifdef JP
1813                         atk_desc = "¿¬Èø";
1814 #else
1815                         atk_desc = "tail";
1816 #endif
1817
1818                         break;
1819                 case MUT2_HORNS:
1820                         dss = 2;
1821                         ddd = 6;
1822                         n_weight = 15;
1823 #ifdef JP
1824                         atk_desc = "³Ñ";
1825 #else
1826                         atk_desc = "horns";
1827 #endif
1828
1829                         break;
1830                 case MUT2_BEAK:
1831                         dss = 2;
1832                         ddd = 4;
1833                         n_weight = 5;
1834 #ifdef JP
1835                         atk_desc = "¥¯¥Á¥Ð¥·";
1836 #else
1837                         atk_desc = "beak";
1838 #endif
1839
1840                         break;
1841                 case MUT2_TRUNK:
1842                         dss = 1;
1843                         ddd = 4;
1844                         n_weight = 35;
1845 #ifdef JP
1846                         atk_desc = "¾Ý¤ÎÉ¡";
1847 #else
1848                         atk_desc = "trunk";
1849 #endif
1850
1851                         break;
1852                 case MUT2_TENTACLES:
1853                         dss = 2;
1854                         ddd = 5;
1855                         n_weight = 5;
1856 #ifdef JP
1857                         atk_desc = "¿¨¼ê";
1858 #else
1859                         atk_desc = "tentacles";
1860 #endif
1861
1862                         break;
1863                 default:
1864                         dss = ddd = n_weight = 1;
1865 #ifdef JP
1866                         atk_desc = "̤ÄêµÁ¤ÎÉô°Ì";
1867 #else
1868                         atk_desc = "undefined body part";
1869 #endif
1870
1871         }
1872
1873         /* Extract monster name (or "it") */
1874         monster_desc(m_name, m_ptr, 0);
1875
1876
1877         /* Calculate the "attack quality" */
1878         bonus = p_ptr->to_h_m;
1879         bonus += (p_ptr->lev * 6 / 5);
1880         chance = (p_ptr->skill_thn + (bonus * BTH_PLUS_ADJ));
1881
1882         /* Test for hit */
1883         if ((!(r_ptr->flags2 & RF2_QUANTUM) || !randint0(2)) && test_hit_norm(chance, r_ptr->ac, m_ptr->ml))
1884         {
1885                 /* Sound */
1886                 sound(SOUND_HIT);
1887
1888 #ifdef JP
1889                 msg_format("%s¤ò%s¤Ç¹¶·â¤·¤¿¡£", m_name, atk_desc);
1890 #else
1891                 msg_format("You hit %s with your %s.", m_name, atk_desc);
1892 #endif
1893
1894
1895                 k = damroll(ddd, dss);
1896                 k = critical_norm(n_weight, bonus, k, (s16b)bonus, 0);
1897
1898                 /* Apply the player damage bonuses */
1899                 k += p_ptr->to_d_m;
1900
1901                 /* No negative damage */
1902                 if (k < 0) k = 0;
1903
1904                 /* Modify the damage */
1905                 k = mon_damage_mod(m_ptr, k, FALSE);
1906
1907                 /* Complex message */
1908                 if (p_ptr->wizard)
1909                 {
1910 #ifdef JP
1911                                 msg_format("%d/%d ¤Î¥À¥á¡¼¥¸¤òÍ¿¤¨¤¿¡£", k, m_ptr->hp);
1912 #else
1913                         msg_format("You do %d (out of %d) damage.", k, m_ptr->hp);
1914 #endif
1915
1916                 }
1917
1918                 /* Anger the monster */
1919                 if (k > 0) anger_monster(m_ptr);
1920
1921                 /* Damage, check for fear and mdeath */
1922                 switch (attack)
1923                 {
1924                         case MUT2_SCOR_TAIL:
1925                                 project(0, 0, m_ptr->fy, m_ptr->fx, k, GF_POIS, PROJECT_KILL, -1);
1926                                 *mdeath = (m_ptr->r_idx == 0);
1927                                 break;
1928                         case MUT2_HORNS:
1929                                 *mdeath = mon_take_hit(m_idx, k, fear, NULL);
1930                                 break;
1931                         case MUT2_BEAK:
1932                                 *mdeath = mon_take_hit(m_idx, k, fear, NULL);
1933                                 break;
1934                         case MUT2_TRUNK:
1935                                 *mdeath = mon_take_hit(m_idx, k, fear, NULL);
1936                                 break;
1937                         case MUT2_TENTACLES:
1938                                 *mdeath = mon_take_hit(m_idx, k, fear, NULL);
1939                                 break;
1940                         default:
1941                                 *mdeath = mon_take_hit(m_idx, k, fear, NULL);
1942                 }
1943
1944                 touch_zap_player(m_ptr);
1945         }
1946         /* Player misses */
1947         else
1948         {
1949                 /* Sound */
1950                 sound(SOUND_MISS);
1951
1952                 /* Message */
1953 #ifdef JP
1954                         msg_format("¥ß¥¹¡ª %s¤Ë¤«¤ï¤µ¤ì¤¿¡£", m_name);
1955 #else
1956                 msg_format("You miss %s.", m_name);
1957 #endif
1958
1959         }
1960 }
1961
1962
1963
1964 /*
1965  * Player attacks a (poor, defenseless) creature        -RAK-
1966  *
1967  * If no "weapon" is available, then "punch" the monster one time.
1968  */
1969 static void py_attack_aux(int y, int x, bool *fear, bool *mdeath, s16b hand, int mode)
1970 {
1971         int             num = 0, k, bonus, chance, vir;
1972
1973         cave_type       *c_ptr = &cave[y][x];
1974
1975         monster_type    *m_ptr = &m_list[c_ptr->m_idx];
1976         monster_race    *r_ptr = &r_info[m_ptr->r_idx];
1977
1978         /* Access the weapon */
1979         object_type     *o_ptr = &inventory[INVEN_RARM + hand];
1980
1981         char            m_name[80];
1982
1983         bool            success_hit = FALSE;
1984         bool            old_success_hit = FALSE;
1985         bool            backstab = FALSE;
1986         bool            vorpal_cut = FALSE;
1987         int             chaos_effect = 0;
1988         bool            stab_fleeing = FALSE;
1989         bool            fuiuchi = FALSE;
1990         bool            monk_attack = FALSE;
1991         bool            do_quake = FALSE;
1992         bool            weak = FALSE;
1993         bool            drain_msg = TRUE;
1994         int             drain_result = 0, drain_heal = 0;
1995         bool            can_drain = FALSE;
1996         int             num_blow;
1997         int             drain_left = MAX_VAMPIRIC_DRAIN;
1998         u32b flgs[TR_FLAG_SIZE]; /* A massive hack -- life-draining weapons */
1999         bool            is_human = (r_ptr->d_char == 'p');
2000         bool            is_lowlevel = (r_ptr->level < (p_ptr->lev - 15));
2001         bool            zantetsu_mukou, e_j_mukou;
2002
2003         switch (p_ptr->pclass)
2004         {
2005         case CLASS_ROGUE:
2006         case CLASS_NINJA:
2007                 if (buki_motteruka(INVEN_RARM + hand) && !p_ptr->icky_wield[hand])
2008                 {
2009                         int tmp = p_ptr->lev * 6 + (p_ptr->skill_stl + 10) * 4;
2010                         if (p_ptr->monlite && (mode != HISSATSU_NYUSIN)) tmp /= 3;
2011                         if (p_ptr->cursed & TRC_AGGRAVATE) tmp /= 2;
2012                         if (r_ptr->level > (p_ptr->lev * p_ptr->lev / 20 + 10)) tmp /= 3;
2013                         if (m_ptr->csleep && m_ptr->ml)
2014                         {
2015                                 /* Can't backstab creatures that we can't see, right? */
2016                                 backstab = TRUE;
2017                         }
2018                         else if ((p_ptr->special_defense & NINJA_S_STEALTH) && (randint0(tmp) > (r_ptr->level+20)) && m_ptr->ml && !(r_ptr->flagsr & RFR_RES_ALL))
2019                         {
2020                                 fuiuchi = TRUE;
2021                         }
2022                         else if (m_ptr->monfear && m_ptr->ml)
2023                         {
2024                                 stab_fleeing = TRUE;
2025                         }
2026                 }
2027                 break;
2028
2029         case CLASS_MONK:
2030         case CLASS_FORCETRAINER:
2031         case CLASS_BERSERKER:
2032                 if (empty_hands(TRUE) & EMPTY_HAND_RARM) monk_attack = TRUE;
2033                 break;
2034         }
2035
2036         if (!o_ptr->k_idx) /* Empty hand */
2037         {
2038                 if ((r_ptr->level + 10) > p_ptr->lev)
2039                 {
2040                         if (p_ptr->skill_exp[GINOU_SUDE] < s_info[p_ptr->pclass].s_max[GINOU_SUDE])
2041                         {
2042                                 if (p_ptr->skill_exp[GINOU_SUDE] < WEAPON_EXP_BEGINNER)
2043                                         p_ptr->skill_exp[GINOU_SUDE] += 40;
2044                                 else if ((p_ptr->skill_exp[GINOU_SUDE] < WEAPON_EXP_SKILLED))
2045                                         p_ptr->skill_exp[GINOU_SUDE] += 5;
2046                                 else if ((p_ptr->skill_exp[GINOU_SUDE] < WEAPON_EXP_EXPERT) && (p_ptr->lev > 19))
2047                                         p_ptr->skill_exp[GINOU_SUDE] += 1;
2048                                 else if ((p_ptr->lev > 34))
2049                                         if (one_in_(3)) p_ptr->skill_exp[GINOU_SUDE] += 1;
2050                                 p_ptr->update |= (PU_BONUS);
2051                         }
2052                 }
2053         }
2054         else if (object_is_melee_weapon(o_ptr))
2055         {
2056                 if ((r_ptr->level + 10) > p_ptr->lev)
2057                 {
2058                         int tval = inventory[INVEN_RARM+hand].tval - TV_WEAPON_BEGIN;
2059                         int sval = inventory[INVEN_RARM+hand].sval;
2060                         int now_exp = p_ptr->weapon_exp[tval][sval];
2061                         if (now_exp < s_info[p_ptr->pclass].w_max[tval][sval])
2062                         {
2063                                 int amount = 0;
2064                                 if (now_exp < WEAPON_EXP_BEGINNER) amount = 80;
2065                                 else if (now_exp < WEAPON_EXP_SKILLED) amount = 10;
2066                                 else if ((now_exp < WEAPON_EXP_EXPERT) && (p_ptr->lev > 19)) amount = 1;
2067                                 else if ((p_ptr->lev > 34) && one_in_(2)) amount = 1;
2068                                 p_ptr->weapon_exp[tval][sval] += amount;
2069                                 p_ptr->update |= (PU_BONUS);
2070                         }
2071                 }
2072         }
2073
2074         /* Disturb the monster */
2075         m_ptr->csleep = 0;
2076         if (r_ptr->flags7 & RF7_HAS_LD_MASK) p_ptr->update |= (PU_MON_LITE);
2077
2078         /* Extract monster name (or "it") */
2079         monster_desc(m_name, m_ptr, 0);
2080
2081         /* Calculate the "attack quality" */
2082         bonus = p_ptr->to_h[hand] + o_ptr->to_h;
2083         chance = (p_ptr->skill_thn + (bonus * BTH_PLUS_ADJ));
2084         if (mode == HISSATSU_IAI) chance += 60;
2085         if (p_ptr->special_defense & KATA_KOUKIJIN) chance += 150;
2086
2087         if (p_ptr->sutemi) chance = MAX(chance * 3 / 2, chance + 60);
2088
2089         vir = virtue_number(V_VALOUR);
2090         if (vir)
2091         {
2092                 chance += (p_ptr->virtues[vir - 1]/10);
2093         }
2094
2095         zantetsu_mukou = ((o_ptr->name1 == ART_ZANTETSU) && (r_ptr->d_char == 'j'));
2096         e_j_mukou = ((o_ptr->name1 == ART_EXCALIBUR_J) && (r_ptr->d_char == 'S'));
2097
2098         if ((mode == HISSATSU_KYUSHO) || (mode == HISSATSU_MINEUCHI) || (mode == HISSATSU_3DAN) || (mode == HISSATSU_IAI)) num_blow = 1;
2099         else if (mode == HISSATSU_COLD) num_blow = p_ptr->num_blow[hand]+2;
2100         else num_blow = p_ptr->num_blow[hand];
2101
2102         /* Attack once for each legal blow */
2103         while ((num++ < num_blow) && !p_ptr->is_dead)
2104         {
2105                 if (((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_DOKUBARI)) || (mode == HISSATSU_KYUSHO))
2106                 {
2107                         if (p_ptr->migite && p_ptr->hidarite)
2108                         {
2109                                 success_hit = one_in_(2);
2110                         }
2111                         else success_hit = TRUE;
2112                 }
2113                 else if (mode == HISSATSU_MAJIN)
2114                 {
2115                         if (num == 1)
2116                         {
2117                                 if (one_in_(2))
2118                                         success_hit = FALSE;
2119                                 old_success_hit = success_hit;
2120                         }
2121                         else success_hit = old_success_hit;
2122                 }
2123                 else if ((p_ptr->pclass == CLASS_NINJA) && ((backstab || fuiuchi) && !(r_ptr->flagsr & RFR_RES_ALL))) success_hit = TRUE;
2124                 else success_hit = test_hit_norm(chance, r_ptr->ac, m_ptr->ml);
2125
2126                 /* Test for hit */
2127                 if (success_hit)
2128                 {
2129                         int vorpal_chance = ((o_ptr->name1 == ART_VORPAL_BLADE) || (o_ptr->name1 == ART_CHAINSWORD)) ? 2 : 4;
2130
2131                         /* Sound */
2132                         sound(SOUND_HIT);
2133
2134                         /* Message */
2135 #ifdef JP
2136                         if (backstab) msg_format("¤¢¤Ê¤¿¤ÏÎä¹ó¤Ë¤â̲¤Ã¤Æ¤¤¤ë̵ÎϤÊ%s¤òÆͤ­»É¤·¤¿¡ª", m_name);
2137                         else if (fuiuchi) msg_format("ÉÔ°Õ¤òÆͤ¤¤Æ%s¤Ë¶¯Îõ¤Ê°ì·â¤ò¶ô¤é¤ï¤»¤¿¡ª", m_name);
2138                         else if (stab_fleeing) msg_format("ƨ¤²¤ë%s¤òÇØÃ椫¤éÆͤ­»É¤·¤¿¡ª", m_name);
2139                         else if (!monk_attack) msg_format("%s¤ò¹¶·â¤·¤¿¡£", m_name);
2140 #else
2141                         if (backstab) msg_format("You cruelly stab the helpless, sleeping %s!", m_name);
2142                         else if (fuiuchi) msg_format("You make surprise attack, and hit %s with a powerful blow!", m_name);
2143                         else if (stab_fleeing) msg_format("You backstab the fleeing %s!",  m_name);
2144                         else if (!monk_attack) msg_format("You hit %s.", m_name);
2145 #endif
2146
2147                         /* Hack -- bare hands do one damage */
2148                         k = 1;
2149
2150                         object_flags(o_ptr, flgs);
2151
2152                         /* Select a chaotic effect (50% chance) */
2153                         if ((have_flag(flgs, TR_CHAOTIC)) && one_in_(2))
2154                         {
2155                                 if (one_in_(10))
2156                                 chg_virtue(V_CHANCE, 1);
2157
2158                                 if (randint1(5) < 3)
2159                                 {
2160                                         /* Vampiric (20%) */
2161                                         chaos_effect = 1;
2162                                 }
2163                                 else if (one_in_(250))
2164                                 {
2165                                         /* Quake (0.12%) */
2166                                         chaos_effect = 2;
2167                                 }
2168                                 else if (!one_in_(10))
2169                                 {
2170                                         /* Confusion (26.892%) */
2171                                         chaos_effect = 3;
2172                                 }
2173                                 else if (one_in_(2))
2174                                 {
2175                                         /* Teleport away (1.494%) */
2176                                         chaos_effect = 4;
2177                                 }
2178                                 else
2179                                 {
2180                                         /* Polymorph (1.494%) */
2181                                         chaos_effect = 5;
2182                                 }
2183                         }
2184
2185                         /* Vampiric drain */
2186                         if ((have_flag(flgs, TR_VAMPIRIC)) || (chaos_effect == 1) || (mode == HISSATSU_DRAIN))
2187                         {
2188                                 /* Only drain "living" monsters */
2189                                 if (monster_living(r_ptr))
2190                                         can_drain = TRUE;
2191                                 else
2192                                         can_drain = FALSE;
2193                         }
2194
2195                         if ((have_flag(flgs, TR_VORPAL)) && (randint1(vorpal_chance*3/2) == 1) && !zantetsu_mukou)
2196                                 vorpal_cut = TRUE;
2197                         else vorpal_cut = FALSE;
2198
2199                         if (monk_attack)
2200                         {
2201                                 int special_effect = 0, stun_effect = 0, times = 0, max_times;
2202                                 int min_level = 1;
2203                                 martial_arts *ma_ptr = &ma_blows[0], *old_ptr = &ma_blows[0];
2204                                 int resist_stun = 0;
2205                                 int weight = 8;
2206
2207                                 if (r_ptr->flags1 & RF1_UNIQUE) resist_stun += 88;
2208                                 if (r_ptr->flags3 & RF3_NO_STUN) resist_stun += 66;
2209                                 if (r_ptr->flags3 & RF3_NO_CONF) resist_stun += 33;
2210                                 if (r_ptr->flags3 & RF3_NO_SLEEP) resist_stun += 33;
2211                                 if ((r_ptr->flags3 & RF3_UNDEAD) || (r_ptr->flags3 & RF3_NONLIVING))
2212                                         resist_stun += 66;
2213
2214                                 if (p_ptr->special_defense & KAMAE_BYAKKO)
2215                                         max_times = (p_ptr->lev < 3 ? 1 : p_ptr->lev / 3);
2216                                 else if (p_ptr->special_defense & KAMAE_SUZAKU)
2217                                         max_times = 1;
2218                                 else if (p_ptr->special_defense & KAMAE_GENBU)
2219                                         max_times = 1;
2220                                 else
2221                                         max_times = (p_ptr->lev < 7 ? 1 : p_ptr->lev / 7);
2222                                 /* Attempt 'times' */
2223                                 for (times = 0; times < max_times; times++)
2224                                 {
2225                                         do
2226                                         {
2227                                                 ma_ptr = &ma_blows[randint0(MAX_MA)];
2228                                                 if ((p_ptr->pclass == CLASS_FORCETRAINER) && (ma_ptr->min_level > 1)) min_level = ma_ptr->min_level + 3;
2229                                                 else min_level = ma_ptr->min_level;
2230                                         }
2231                                         while ((min_level > p_ptr->lev) ||
2232                                                (randint1(p_ptr->lev) < ma_ptr->chance));
2233
2234                                         /* keep the highest level attack available we found */
2235                                         if ((ma_ptr->min_level > old_ptr->min_level) &&
2236                                             !p_ptr->stun && !p_ptr->confused)
2237                                         {
2238                                                 old_ptr = ma_ptr;
2239
2240                                                 if (p_ptr->wizard && cheat_xtra)
2241                                                 {
2242 #ifdef JP
2243                                                         msg_print("¹¶·â¤òºÆÁªÂò¤·¤Þ¤·¤¿¡£");
2244 #else
2245                                                         msg_print("Attack re-selected.");
2246 #endif
2247                                                 }
2248                                         }
2249                                         else
2250                                         {
2251                                                 ma_ptr = old_ptr;
2252                                         }
2253                                 }
2254
2255                                 if (p_ptr->pclass == CLASS_FORCETRAINER) min_level = MAX(1, ma_ptr->min_level - 3);
2256                                 else min_level = ma_ptr->min_level;
2257                                 k = damroll(ma_ptr->dd + p_ptr->to_dd[hand], ma_ptr->ds + p_ptr->to_ds[hand]);
2258                                 if (p_ptr->special_attack & ATTACK_SUIKEN) k *= 2;
2259
2260                                 if (ma_ptr->effect == MA_KNEE)
2261                                 {
2262                                         if (r_ptr->flags1 & RF1_MALE)
2263                                         {
2264 #ifdef JP
2265                                                 msg_format("%s¤Ë¶âŪɨ½³¤ê¤ò¤¯¤é¤ï¤·¤¿¡ª", m_name);
2266 #else
2267                                                 msg_format("You hit %s in the groin with your knee!", m_name);
2268 #endif
2269
2270                                                 sound(SOUND_PAIN);
2271                                                 special_effect = MA_KNEE;
2272                                         }
2273                                         else
2274                                                 msg_format(ma_ptr->desc, m_name);
2275                                 }
2276
2277                                 else if (ma_ptr->effect == MA_SLOW)
2278                                 {
2279                                         if (!((r_ptr->flags1 & RF1_NEVER_MOVE) ||
2280                                             my_strchr("~#{}.UjmeEv$,DdsbBFIJQSXclnw!=?", r_ptr->d_char)))
2281                                         {
2282 #ifdef JP
2283                                                 msg_format("%s¤Î­¼ó¤Ë´ØÀá½³¤ê¤ò¤¯¤é¤ï¤·¤¿¡ª", m_name);
2284 #else
2285                                                 msg_format("You kick %s in the ankle.", m_name);
2286 #endif
2287
2288                                                 special_effect = MA_SLOW;
2289                                         }
2290                                         else msg_format(ma_ptr->desc, m_name);
2291                                 }
2292                                 else
2293                                 {
2294                                         if (ma_ptr->effect)
2295                                         {
2296                                                 stun_effect = (ma_ptr->effect / 2) + randint1(ma_ptr->effect / 2);
2297                                         }
2298
2299                                         msg_format(ma_ptr->desc, m_name);
2300                                 }
2301
2302                                 if (p_ptr->special_defense & KAMAE_SUZAKU) weight = 4;
2303                                 if ((p_ptr->pclass == CLASS_FORCETRAINER) && (p_ptr->magic_num1[0]))
2304                                 {
2305                                         weight += (p_ptr->magic_num1[0]/30);
2306                                         if (weight > 20) weight = 20;
2307                                 }
2308
2309                                 k = critical_norm(p_ptr->lev * weight, min_level, k, p_ptr->to_h[0], 0);
2310
2311                                 if ((special_effect == MA_KNEE) && ((k + p_ptr->to_d[hand]) < m_ptr->hp))
2312                                 {
2313 #ifdef JP
2314                                         msg_format("%^s¤Ï¶ìÄˤˤ¦¤á¤¤¤Æ¤¤¤ë¡ª", m_name);
2315 #else
2316                                         msg_format("%^s moans in agony!", m_name);
2317 #endif
2318
2319                                         stun_effect = 7 + randint1(13);
2320                                         resist_stun /= 3;
2321                                 }
2322
2323                                 else if ((special_effect == MA_SLOW) && ((k + p_ptr->to_d[hand]) < m_ptr->hp))
2324                                 {
2325                                         if (!(r_ptr->flags1 & RF1_UNIQUE) &&
2326                                             (randint1(p_ptr->lev) > r_ptr->level) &&
2327                                             m_ptr->mspeed > 60)
2328                                         {
2329 #ifdef JP
2330                                                 msg_format("%^s¤Ï­¤ò¤Ò¤­¤º¤ê»Ï¤á¤¿¡£", m_name);
2331 #else
2332                                                 msg_format("%^s starts limping slower.", m_name);
2333 #endif
2334
2335                                                 m_ptr->mspeed -= 10;
2336                                         }
2337                                 }
2338
2339                                 if (stun_effect && ((k + p_ptr->to_d[hand]) < m_ptr->hp))
2340                                 {
2341                                         if (p_ptr->lev > randint1(r_ptr->level + resist_stun + 10))
2342                                         {
2343 #ifdef JP
2344                                                 if (m_ptr->stunned) msg_format("%^s¤Ï¤µ¤é¤Ë¥Õ¥é¥Õ¥é¤Ë¤Ê¤Ã¤¿¡£", m_name);
2345                                                 else msg_format("%^s¤Ï¥Õ¥é¥Õ¥é¤Ë¤Ê¤Ã¤¿¡£", m_name);
2346 #else
2347                                                 if (m_ptr->stunned) msg_format("%^s is more stunned.", m_name);
2348                                                 else msg_format("%^s is stunned.", m_name);
2349 #endif
2350
2351                                                 m_ptr->stunned += stun_effect;
2352                                         }
2353                                 }
2354                         }
2355
2356                         /* Handle normal weapon */
2357                         else if (o_ptr->k_idx)
2358                         {
2359                                 k = damroll(o_ptr->dd + p_ptr->to_dd[hand], o_ptr->ds + p_ptr->to_ds[hand]);
2360                                 k = tot_dam_aux(o_ptr, k, m_ptr, mode, FALSE);
2361
2362                                 if (backstab)
2363                                 {
2364                                         k *= (3 + (p_ptr->lev / 20));
2365                                 }
2366                                 else if (fuiuchi)
2367                                 {
2368                                         k = k*(5+(p_ptr->lev*2/25))/2;
2369                                 }
2370                                 else if (stab_fleeing)
2371                                 {
2372                                         k = (3 * k) / 2;
2373                                 }
2374
2375                                 if ((p_ptr->impact[hand] && ((k > 50) || one_in_(7))) ||
2376                                          (chaos_effect == 2) || (mode == HISSATSU_QUAKE))
2377                                 {
2378                                         do_quake = TRUE;
2379                                 }
2380
2381                                 if ((!(o_ptr->tval == TV_SWORD) || !(o_ptr->sval == SV_DOKUBARI)) && !(mode == HISSATSU_KYUSHO))
2382                                         k = critical_norm(o_ptr->weight, o_ptr->to_h, k, p_ptr->to_h[hand], mode);
2383
2384                                 drain_result = k;
2385
2386                                 if (vorpal_cut)
2387                                 {
2388                                         int mult = 2;
2389
2390                                         if ((o_ptr->name1 == ART_CHAINSWORD) && !one_in_(2))
2391                                         {
2392                                                 char chainsword_noise[1024];
2393 #ifdef JP
2394                                                 if (!get_rnd_line("chainswd_j.txt", 0, chainsword_noise))
2395 #else
2396                                                 if (!get_rnd_line("chainswd.txt", 0, chainsword_noise))
2397 #endif
2398                                                 {
2399                                                         msg_print(chainsword_noise);
2400                                                 }
2401                                         }
2402
2403                                         if (o_ptr->name1 == ART_VORPAL_BLADE)
2404                                         {
2405 #ifdef JP
2406                                                 msg_print("Ìܤˤâ»ß¤Þ¤é¤Ì¥ô¥©¡¼¥Ñ¥ë¥Ö¥ì¡¼¥É¡¢¼êÏ£¤ÎÁá¶È¡ª");
2407 #else
2408                                                 msg_print("Your Vorpal Blade goes snicker-snack!");
2409 #endif
2410                                         }
2411                                         else
2412                                         {
2413 #ifdef JP
2414                                                 msg_format("%s¤ò¥°¥Ã¥µ¥êÀÚ¤êÎö¤¤¤¿¡ª", m_name);
2415 #else
2416                                                 msg_format("Your weapon cuts deep into %s!", m_name);
2417 #endif
2418                                         }
2419
2420                                         /* Try to increase the damage */
2421                                         while (one_in_(vorpal_chance))
2422                                         {
2423                                                 mult++;
2424                                         }
2425
2426                                         k *= mult;
2427
2428                                         /* Ouch! */
2429                                         if (((r_ptr->flagsr & RFR_RES_ALL) ? k/100 : k) > m_ptr->hp)
2430                                         {
2431 #ifdef JP
2432                                                 msg_format("%s¤ò¿¿¤ÃÆó¤Ä¤Ë¤·¤¿¡ª", m_name);
2433 #else
2434                                                 msg_format("You cut %s in half!", m_name);
2435 #endif
2436                                         }
2437                                         else
2438                                         {
2439                                                 switch (mult)
2440                                                 {
2441 #ifdef JP
2442                                                 case 2: msg_format("%s¤ò»Â¤Ã¤¿¡ª", m_name); break;
2443                                                 case 3: msg_format("%s¤ò¤Ö¤Ã¤¿»Â¤Ã¤¿¡ª", m_name); break;
2444                                                 case 4: msg_format("%s¤ò¥á¥Ã¥¿»Â¤ê¤Ë¤·¤¿¡ª", m_name); break;
2445                                                 case 5: msg_format("%s¤ò¥á¥Ã¥¿¥á¥¿¤Ë»Â¤Ã¤¿¡ª", m_name); break;
2446                                                 case 6: msg_format("%s¤ò»É¿È¤Ë¤·¤¿¡ª", m_name); break;
2447                                                 case 7: msg_format("%s¤ò»Â¤Ã¤Æ»Â¤Ã¤Æ»Â¤ê¤Þ¤¯¤Ã¤¿¡ª", m_name); break;
2448                                                 default: msg_format("%s¤òºÙÀÚ¤ì¤Ë¤·¤¿¡ª", m_name); break;
2449 #else
2450                                                 case 2: msg_format("You gouge %s!", m_name); break;
2451                                                 case 3: msg_format("You maim %s!", m_name); break;
2452                                                 case 4: msg_format("You carve %s!", m_name); break;
2453                                                 case 5: msg_format("You cleave %s!", m_name); break;
2454                                                 case 6: msg_format("You smite %s!", m_name); break;
2455                                                 case 7: msg_format("You eviscerate %s!", m_name); break;
2456                                                 default: msg_format("You shred %s!", m_name); break;
2457 #endif
2458                                                 }
2459                                         }
2460                                         drain_result = drain_result * 3 / 2;
2461                                 }
2462
2463                                 k += o_ptr->to_d;
2464                                 drain_result += o_ptr->to_d;
2465                         }
2466
2467                         /* Apply the player damage bonuses */
2468                         k += p_ptr->to_d[hand];
2469                         drain_result += p_ptr->to_d[hand];
2470
2471                         if ((mode == HISSATSU_SUTEMI) || (mode == HISSATSU_3DAN)) k *= 2;
2472                         if ((mode == HISSATSU_SEKIRYUKA) && !monster_living(r_ptr)) k = 0;
2473                         if ((mode == HISSATSU_SEKIRYUKA) && !p_ptr->cut) k /= 2;
2474
2475                         /* No negative damage */
2476                         if (k < 0) k = 0;
2477
2478                         if ((mode == HISSATSU_ZANMA) && !(!monster_living(r_ptr) && (r_ptr->flags3 & RF3_EVIL)))
2479                         {
2480                                 k = 0;
2481                         }
2482
2483                         if (zantetsu_mukou)
2484                         {
2485 #ifdef JP
2486                                 msg_print("¤³¤ó¤ÊÆð¤é¤«¤¤¤â¤Î¤ÏÀÚ¤ì¤ó¡ª");
2487 #else
2488                                 msg_print("You cannot cut such a elastic thing!");
2489 #endif
2490                                 k = 0;
2491                         }
2492
2493                         if (e_j_mukou)
2494                         {
2495 #ifdef JP
2496                                 msg_print("ÃØéá¤Ï¶ì¼ê¤À¡ª");
2497 #else
2498                                 msg_print("Spiders are difficult for you to deal with!");
2499 #endif
2500                                 k /= 2;
2501                         }
2502
2503                         if (mode == HISSATSU_MINEUCHI)
2504                         {
2505                                 int tmp = (10 + randint1(15) + p_ptr->lev / 5);
2506
2507                                 k = 0;
2508                                 anger_monster(m_ptr);
2509
2510                                 if (!(r_ptr->flags3 & (RF3_NO_STUN)))
2511                                 {
2512                                         /* Get stunned */
2513                                         if (m_ptr->stunned)
2514                                         {
2515 #ifdef JP
2516                                                 msg_format("%s¤Ï¤Ò¤É¤¯¤â¤¦¤í¤¦¤È¤·¤¿¡£", m_name);
2517 #else
2518                                                 msg_format("%s is more dazed.", m_name);
2519 #endif
2520
2521                                                 tmp /= 2;
2522                                         }
2523                                         else
2524                                         {
2525 #ifdef JP
2526                                                 msg_format("%s ¤Ï¤â¤¦¤í¤¦¤È¤·¤¿¡£", m_name);
2527 #else
2528                                                 msg_format("%s is dazed.", m_name);
2529 #endif
2530                                         }
2531
2532                                         /* Apply stun */
2533                                         m_ptr->stunned = (tmp < 200) ? tmp : 200;
2534                                 }
2535                                 else
2536                                 {
2537 #ifdef JP
2538                                         msg_format("%s ¤Ë¤Ï¸ú²Ì¤¬¤Ê¤«¤Ã¤¿¡£", m_name);
2539 #else
2540                                         msg_format("%s is not effected.", m_name);
2541 #endif
2542                                 }
2543                         }
2544
2545                         /* Modify the damage */
2546                         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))));
2547                         if (((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_DOKUBARI)) || (mode == HISSATSU_KYUSHO))
2548                         {
2549                                 if ((randint1(randint1(r_ptr->level/7)+5) == 1) && !(r_ptr->flags1 & RF1_UNIQUE) && !(r_ptr->flags7 & RF7_UNIQUE2))
2550                                 {
2551                                         k = m_ptr->hp + 1;
2552 #ifdef JP
2553                                         msg_format("%s¤ÎµÞ½ê¤òÆͤ­»É¤·¤¿¡ª", m_name);
2554 #else
2555                                         msg_format("You hit %s on a fatal spot!", m_name);
2556 #endif
2557                                 }
2558                                 else k = 1;
2559                         }
2560                         else if ((p_ptr->pclass == CLASS_NINJA) && buki_motteruka(INVEN_RARM + hand) && !p_ptr->icky_wield[hand] && ((p_ptr->cur_lite <= 0) || one_in_(7)))
2561                         {
2562                                 int maxhp = maxroll(r_ptr->hdice, r_ptr->hside);
2563                                 if (one_in_(backstab ? 13 : (stab_fleeing || fuiuchi) ? 15 : 27))
2564                                 {
2565                                         k *= 5;
2566                                         drain_result *= 2;
2567 #ifdef JP
2568                                         msg_format("¿Ï¤¬%s¤Ë¿¼¡¹¤ÈÆͤ­»É¤µ¤Ã¤¿¡ª", m_name);
2569 #else
2570                                         msg_format("You critically injured %s!", m_name);
2571 #endif
2572                                 }
2573                                 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)))
2574                                 {
2575                                         if ((r_ptr->flags1 & RF1_UNIQUE) || (r_ptr->flags7 & RF7_UNIQUE2) || (m_ptr->hp >= maxhp/2))
2576                                         {
2577                                                 k = MAX(k*5, m_ptr->hp/2);
2578                                                 drain_result *= 2;
2579 #ifdef JP
2580                                                 msg_format("%s¤ËÃ×Ì¿½ý¤òÉé¤ï¤»¤¿¡ª", m_name);
2581 #else
2582                                                 msg_format("You fatally injured %s!", m_name);
2583 #endif
2584                                         }
2585                                         else
2586                                         {
2587                                                 k = m_ptr->hp + 1;
2588 #ifdef JP
2589                                                 msg_format("¿Ï¤¬%s¤ÎµÞ½ê¤ò´Ó¤¤¤¿¡ª", m_name);
2590 #else
2591                                                 msg_format("You hit %s on a fatal spot!", m_name);
2592 #endif
2593                                         }
2594                                 }
2595                         }
2596
2597                         /* Complex message */
2598                         if (p_ptr->wizard || cheat_xtra)
2599                         {
2600 #ifdef JP
2601                                 msg_format("%d/%d ¤Î¥À¥á¡¼¥¸¤òÍ¿¤¨¤¿¡£", k, m_ptr->hp);
2602 #else
2603                                 msg_format("You do %d (out of %d) damage.", k, m_ptr->hp);
2604 #endif
2605                         }
2606
2607                         if (k <= 0) can_drain = FALSE;
2608
2609                         if (drain_result > m_ptr->hp)
2610                                 drain_result = m_ptr->hp;
2611
2612                         /* Damage, check for fear and death */
2613                         if (mon_take_hit(c_ptr->m_idx, k, fear, NULL))
2614                         {
2615                                 *mdeath = TRUE;
2616                                 if ((p_ptr->pclass == CLASS_BERSERKER) && energy_use)
2617                                 {
2618                                         if (p_ptr->migite && p_ptr->hidarite)
2619                                         {
2620                                                 if (hand) energy_use = energy_use*3/5+energy_use*num*2/(p_ptr->num_blow[hand]*5);
2621                                                 else energy_use = energy_use*num*3/(p_ptr->num_blow[hand]*5);
2622                                         }
2623                                         else
2624                                         {
2625                                                 energy_use = energy_use*num/p_ptr->num_blow[hand];
2626                                         }
2627                                 }
2628                                 if ((o_ptr->name1 == ART_ZANTETSU) && is_lowlevel)
2629 #ifdef JP
2630                                         msg_print("¤Þ¤¿¤Ä¤Þ¤é¤Ì¤â¤Î¤ò»Â¤Ã¤Æ¤·¤Þ¤Ã¤¿¡¥¡¥¡¥");
2631 #else
2632                                         msg_print("Sigh... Another trifling thing I've cut....");
2633 #endif
2634                                 break;
2635                         }
2636
2637                         /* Anger the monster */
2638                         if (k > 0) anger_monster(m_ptr);
2639
2640                         touch_zap_player(m_ptr);
2641
2642                         /* Are we draining it?  A little note: If the monster is
2643                         dead, the drain does not work... */
2644
2645                         if (can_drain && (drain_result > 0))
2646                         {
2647                                 if (o_ptr->name1 == ART_MURAMASA)
2648                                 {
2649                                         if (is_human)
2650                                         {
2651                                                 int to_h = o_ptr->to_h;
2652                                                 int to_d = o_ptr->to_d;
2653                                                 int i, flag;
2654
2655                                                 flag = 1;
2656                                                 for (i = 0; i < to_h + 3; i++) if (one_in_(4)) flag = 0;
2657                                                 if (flag) to_h++;
2658
2659                                                 flag = 1;
2660                                                 for (i = 0; i < to_d + 3; i++) if (one_in_(4)) flag = 0;
2661                                                 if (flag) to_d++;
2662
2663                                                 if (o_ptr->to_h != to_h || o_ptr->to_d != to_d)
2664                                                 {
2665 #ifdef JP
2666                                                         msg_print("ÍÅÅá¤Ï·ì¤òµÛ¤Ã¤Æ¶¯¤¯¤Ê¤Ã¤¿¡ª");
2667 #else
2668                                                         msg_print("Muramasa sucked blood, and became more powerful!");
2669 #endif
2670                                                         o_ptr->to_h = to_h;
2671                                                         o_ptr->to_d = to_d;
2672                                                 }
2673                                         }
2674                                 }
2675                                 else
2676                                 {
2677                                         if (drain_result > 5) /* Did we really hurt it? */
2678                                         {
2679                                                 drain_heal = damroll(2, drain_result / 6);
2680
2681                                                 if (cheat_xtra)
2682                                                 {
2683 #ifdef JP
2684                                                         msg_format("Draining left: %d", drain_left);
2685 #else
2686                                                         msg_format("Draining left: %d", drain_left);
2687 #endif
2688
2689                                                 }
2690
2691                                                 if (drain_left)
2692                                                 {
2693                                                         if (drain_heal < drain_left)
2694                                                         {
2695                                                                 drain_left -= drain_heal;
2696                                                         }
2697                                                         else
2698                                                         {
2699                                                                 drain_heal = drain_left;
2700                                                                 drain_left = 0;
2701                                                         }
2702
2703                                                         if (drain_msg)
2704                                                         {
2705 #ifdef JP
2706                                                                 msg_format("¿Ï¤¬%s¤«¤éÀ¸Ì¿ÎϤòµÛ¤¤¼è¤Ã¤¿¡ª", m_name);
2707 #else
2708                                                                 msg_format("Your weapon drains life from %s!", m_name);
2709 #endif
2710
2711                                                                 drain_msg = FALSE;
2712                                                         }
2713
2714                                                         drain_heal = (drain_heal * mutant_regenerate_mod) / 100;
2715
2716                                                         hp_player(drain_heal);
2717                                                         /* We get to keep some of it! */
2718                                                 }
2719                                         }
2720                                 }
2721                                 m_ptr->maxhp -= (k+7)/8;
2722                                 if (m_ptr->hp > m_ptr->maxhp) m_ptr->hp = m_ptr->maxhp;
2723                                 weak = TRUE;
2724                         }
2725                         can_drain = FALSE;
2726                         drain_result = 0;
2727
2728                         /* Confusion attack */
2729                         if ((p_ptr->special_attack & ATTACK_CONFUSE) || (chaos_effect == 3) || (mode == HISSATSU_CONF))
2730                         {
2731                                 /* Cancel glowing hands */
2732                                 if (p_ptr->special_attack & ATTACK_CONFUSE)
2733                                 {
2734                                         p_ptr->special_attack &= ~(ATTACK_CONFUSE);
2735 #ifdef JP
2736                                         msg_print("¼ê¤Îµ±¤­¤¬¤Ê¤¯¤Ê¤Ã¤¿¡£");
2737 #else
2738                                         msg_print("Your hands stop glowing.");
2739 #endif
2740                                         p_ptr->redraw |= (PR_STATUS);
2741
2742                                 }
2743
2744                                 /* Confuse the monster */
2745                                 if (r_ptr->flags3 & RF3_NO_CONF)
2746                                 {
2747                                         if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags3 |= RF3_NO_CONF;
2748
2749 #ifdef JP
2750                                         msg_format("%^s¤Ë¤Ï¸ú²Ì¤¬¤Ê¤«¤Ã¤¿¡£", m_name);
2751 #else
2752                                         msg_format("%^s is unaffected.", m_name);
2753 #endif
2754
2755                                 }
2756                                 else if (randint0(100) < r_ptr->level)
2757                                 {
2758 #ifdef JP
2759                                         msg_format("%^s¤Ë¤Ï¸ú²Ì¤¬¤Ê¤«¤Ã¤¿¡£", m_name);
2760 #else
2761                                         msg_format("%^s is unaffected.", m_name);
2762 #endif
2763
2764                                 }
2765                                 else
2766                                 {
2767 #ifdef JP
2768                                         msg_format("%^s¤Ïº®Í𤷤¿¤è¤¦¤À¡£", m_name);
2769 #else
2770                                         msg_format("%^s appears confused.", m_name);
2771 #endif
2772
2773                                         m_ptr->confused += 10 + randint0(p_ptr->lev) / 5;
2774                                 }
2775                         }
2776
2777                         else if (chaos_effect == 4)
2778                         {
2779                                 bool resists_tele = FALSE;
2780
2781                                 if (r_ptr->flagsr & RFR_RES_TELE)
2782                                 {
2783                                         if (r_ptr->flags1 & RF1_UNIQUE)
2784                                         {
2785                                                 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flagsr |= RFR_RES_TELE;
2786 #ifdef JP
2787                                                 msg_format("%^s¤Ë¤Ï¸ú²Ì¤¬¤Ê¤«¤Ã¤¿¡£", m_name);
2788 #else
2789                                                 msg_format("%^s is unaffected!", m_name);
2790 #endif
2791
2792                                                 resists_tele = TRUE;
2793                                         }
2794                                         else if (r_ptr->level > randint1(100))
2795                                         {
2796                                                 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flagsr |= RFR_RES_TELE;
2797 #ifdef JP
2798                                                 msg_format("%^s¤ÏÄñ¹³ÎϤò»ý¤Ã¤Æ¤¤¤ë¡ª", m_name);
2799 #else
2800                                                 msg_format("%^s resists!", m_name);
2801 #endif
2802
2803                                                 resists_tele = TRUE;
2804                                         }
2805                                 }
2806
2807                                 if (!resists_tele)
2808                                 {
2809 #ifdef JP
2810                                         msg_format("%^s¤Ï¾Ã¤¨¤¿¡ª", m_name);
2811 #else
2812                                         msg_format("%^s disappears!", m_name);
2813 #endif
2814
2815                                         teleport_away(c_ptr->m_idx, 50, FALSE, TRUE);
2816                                         num = num_blow + 1; /* Can't hit it anymore! */
2817                                         *mdeath = TRUE;
2818                                 }
2819                         }
2820
2821                         else if ((chaos_effect == 5) && (randint1(90) > r_ptr->level))
2822                         {
2823                                 if (!(r_ptr->flags1 & (RF1_UNIQUE | RF1_QUESTOR)) &&
2824                                     !(r_ptr->flagsr & RFR_EFF_RES_CHAO_MASK))
2825                                 {
2826                                         if (polymorph_monster(y, x))
2827                                         {
2828 #ifdef JP
2829                                                 msg_format("%^s¤ÏÊѲ½¤·¤¿¡ª", m_name);
2830 #else
2831                                                 msg_format("%^s changes!", m_name);
2832 #endif
2833
2834
2835                                                 /* Hack -- Get new monster */
2836                                                 m_ptr = &m_list[c_ptr->m_idx];
2837
2838                                                 /* Oops, we need a different name... */
2839                                                 monster_desc(m_name, m_ptr, 0);
2840
2841                                                 /* Hack -- Get new race */
2842                                                 r_ptr = &r_info[m_ptr->r_idx];
2843
2844                                                 *fear = FALSE;
2845                                                 weak = FALSE;
2846                                         }
2847                                         else
2848                                         {
2849 #ifdef JP
2850                                                 msg_format("%^s¤Ë¤Ï¸ú²Ì¤¬¤Ê¤«¤Ã¤¿¡£", m_name);
2851 #else
2852                                                 msg_format("%^s is unaffected.", m_name);
2853 #endif
2854
2855                                         }
2856                                 }
2857                         }
2858                         else if (o_ptr->name1 == ART_G_HAMMER)
2859                         {
2860                                 monster_type *m_ptr = &m_list[c_ptr->m_idx];
2861
2862                                 if (m_ptr->hold_o_idx)
2863                                 {
2864                                         object_type *q_ptr = &o_list[m_ptr->hold_o_idx];
2865                                         char o_name[MAX_NLEN];
2866
2867                                         object_desc(o_name, q_ptr, OD_NAME_ONLY);
2868                                         q_ptr->held_m_idx = 0;
2869                                         q_ptr->marked = 0;
2870                                         m_ptr->hold_o_idx = q_ptr->next_o_idx;
2871                                         q_ptr->next_o_idx = 0;
2872 #ifdef JP
2873                                         msg_format("%s¤òÃ¥¤Ã¤¿¡£", o_name);
2874 #else
2875                                         msg_format("You snatched %s.", o_name);
2876 #endif
2877                                         inven_carry(q_ptr);
2878                                 }
2879                         }
2880                 }
2881
2882                 /* Player misses */
2883                 else
2884                 {
2885                         backstab = FALSE; /* Clumsy! */
2886                         fuiuchi = FALSE; /* Clumsy! */
2887
2888                         if ((o_ptr->tval == TV_POLEARM) && (o_ptr->sval == SV_DEATH_SCYTHE) && one_in_(3))
2889                         {
2890                                 u32b flgs[TR_FLAG_SIZE];
2891
2892                                 /* Sound */
2893                                 sound(SOUND_HIT);
2894
2895                                 /* Message */
2896 #ifdef JP
2897                                 msg_format("¥ß¥¹¡ª %s¤Ë¤«¤ï¤µ¤ì¤¿¡£", m_name);
2898 #else
2899                                 msg_format("You miss %s.", m_name);
2900 #endif
2901                                 /* Message */
2902 #ifdef JP
2903                                 msg_print("¿¶¤ê²ó¤·¤¿Âç³ù¤¬¼«Ê¬¼«¿È¤ËÊ֤äƤ­¤¿¡ª");
2904 #else
2905                                 msg_print("Your scythe returns to you!");
2906 #endif
2907
2908                                 /* Extract the flags */
2909                                 object_flags(o_ptr, flgs);
2910
2911                                 k = damroll(o_ptr->dd + p_ptr->to_dd[hand], o_ptr->ds + p_ptr->to_ds[hand]);
2912                                 {
2913                                         int mult;
2914                                         switch (p_ptr->mimic_form)
2915                                         {
2916                                         case MIMIC_NONE:
2917                                                 switch (p_ptr->prace)
2918                                                 {
2919                                                         case RACE_YEEK:
2920                                                         case RACE_KLACKON:
2921                                                         case RACE_HUMAN:
2922                                                         case RACE_AMBERITE:
2923                                                         case RACE_DUNADAN:
2924                                                                 mult = 25;break;
2925                                                         case RACE_HALF_ORC:
2926                                                         case RACE_HALF_TROLL:
2927                                                         case RACE_HALF_OGRE:
2928                                                         case RACE_HALF_GIANT:
2929                                                         case RACE_HALF_TITAN:
2930                                                         case RACE_CYCLOPS:
2931                                                         case RACE_IMP:
2932                                                         case RACE_SKELETON:
2933                                                         case RACE_ZOMBIE:
2934                                                         case RACE_VAMPIRE:
2935                                                         case RACE_SPECTRE:
2936                                                         case RACE_DEMON:
2937                                                         case RACE_DRACONIAN:
2938                                                                 mult = 30;break;
2939                                                         default:
2940                                                                 mult = 10;break;
2941                                                 }
2942                                                 break;
2943                                         case MIMIC_DEMON:
2944                                         case MIMIC_DEMON_LORD:
2945                                         case MIMIC_VAMPIRE:
2946                                                 mult = 30;break;
2947                                         default:
2948                                                 mult = 10;break;
2949                                         }
2950
2951                                         if (p_ptr->align < 0 && mult < 20)
2952                                                 mult = 20;
2953                                         if (!(p_ptr->resist_acid || IS_OPPOSE_ACID() || p_ptr->immune_acid) && (mult < 25))
2954                                                 mult = 25;
2955                                         if (!(p_ptr->resist_elec || IS_OPPOSE_ELEC() || p_ptr->immune_elec) && (mult < 25))
2956                                                 mult = 25;
2957                                         if (!(p_ptr->resist_fire || IS_OPPOSE_FIRE() || p_ptr->immune_fire) && (mult < 25))
2958                                                 mult = 25;
2959                                         if (!(p_ptr->resist_cold || IS_OPPOSE_COLD() || p_ptr->immune_cold) && (mult < 25))
2960                                                 mult = 25;
2961                                         if (!(p_ptr->resist_pois || IS_OPPOSE_POIS()) && (mult < 25))
2962                                                 mult = 25;
2963
2964                                         if ((p_ptr->pclass != CLASS_SAMURAI) && (have_flag(flgs, TR_FORCE_WEAPON)) && (p_ptr->csp > (p_ptr->msp / 30)))
2965                                         {
2966                                                 p_ptr->csp -= (1+(p_ptr->msp / 30));
2967                                                 p_ptr->redraw |= (PR_MANA);
2968                                                 mult = mult * 3 / 2 + 20;
2969                                         }
2970                                         k *= mult;
2971                                         k /= 10;
2972                                 }
2973
2974                                 k = critical_norm(o_ptr->weight, o_ptr->to_h, k, p_ptr->to_h[hand], mode);
2975                                 if (one_in_(6))
2976                                 {
2977                                         int mult = 2;
2978 #ifdef JP
2979                                         msg_format("¥°¥Ã¥µ¥êÀÚ¤êÎö¤«¤ì¤¿¡ª");
2980 #else
2981                                         msg_format("Your weapon cuts deep into yourself!");
2982 #endif
2983                                         /* Try to increase the damage */
2984                                         while (one_in_(4))
2985                                         {
2986                                                 mult++;
2987                                         }
2988
2989                                         k *= mult;
2990                                 }
2991                                 k += (p_ptr->to_d[hand] + o_ptr->to_d);
2992
2993                                 if (k < 0) k = 0;
2994
2995 #ifdef JP
2996                                 take_hit(DAMAGE_FORCE, k, "»à¤ÎÂç³ù", -1);
2997 #else
2998                                 take_hit(DAMAGE_FORCE, k, "Death scythe", -1);
2999 #endif
3000
3001                                 redraw_stuff();
3002                         }
3003                         else
3004                         {
3005                                 /* Sound */
3006                                 sound(SOUND_MISS);
3007
3008                                 /* Message */
3009 #ifdef JP
3010                                 msg_format("¥ß¥¹¡ª %s¤Ë¤«¤ï¤µ¤ì¤¿¡£", m_name);
3011 #else
3012                                 msg_format("You miss %s.", m_name);
3013 #endif
3014                         }
3015                 }
3016                 backstab = FALSE;
3017                 fuiuchi = FALSE;
3018         }
3019
3020
3021         if (weak && !(*mdeath))
3022         {
3023 #ifdef JP
3024                 msg_format("%s¤Ï¼å¤¯¤Ê¤Ã¤¿¤è¤¦¤À¡£", m_name);
3025 #else
3026                 msg_format("%^s seems weakened.", m_name);
3027 #endif
3028         }
3029         if (drain_left != MAX_VAMPIRIC_DRAIN)
3030         {
3031                 if (one_in_(4))
3032                 {
3033                         chg_virtue(V_UNLIFE, 1);
3034                 }
3035         }
3036         /* Mega-Hack -- apply earthquake brand */
3037         if (do_quake)
3038         {
3039                 earthquake(py, px, 10);
3040                 if (!cave[y][x].m_idx) *mdeath = TRUE;
3041         }
3042 }
3043
3044 bool py_attack(int y, int x, int mode)
3045 {
3046         bool            fear = FALSE;
3047         bool            mdeath = FALSE;
3048         bool            stormbringer = FALSE;
3049
3050         cave_type       *c_ptr = &cave[y][x];
3051         monster_type    *m_ptr = &m_list[c_ptr->m_idx];
3052         monster_race    *r_ptr = &r_info[m_ptr->r_idx];
3053         char            m_name[80];
3054
3055         /* Disturb the player */
3056         disturb(0, 0);
3057
3058         energy_use = 100;
3059
3060         if (!p_ptr->migite && !p_ptr->hidarite &&
3061             !(p_ptr->muta2 & (MUT2_HORNS | MUT2_BEAK | MUT2_SCOR_TAIL | MUT2_TRUNK | MUT2_TENTACLES)))
3062         {
3063 #ifdef JP
3064                 msg_format("%s¹¶·â¤Ç¤­¤Ê¤¤¡£", (empty_hands(FALSE) == EMPTY_HAND_NONE) ? "ξ¼ê¤¬¤Õ¤µ¤¬¤Ã¤Æ" : "");
3065 #else
3066                 msg_print("You cannot do attacking.");
3067 #endif
3068                 return FALSE;
3069         }
3070
3071         /* Extract monster name (or "it") */
3072         monster_desc(m_name, m_ptr, 0);
3073
3074         /* Auto-Recall if possible and visible */
3075         if (m_ptr->ml) monster_race_track(m_ptr->ap_r_idx);
3076
3077         /* Track a new monster */
3078         if (m_ptr->ml) health_track(c_ptr->m_idx);
3079
3080         if ((r_ptr->flags1 & RF1_FEMALE) &&
3081             !(p_ptr->stun || p_ptr->confused || p_ptr->image || !m_ptr->ml))
3082         {
3083                 if ((inventory[INVEN_RARM].name1 == ART_ZANTETSU) || (inventory[INVEN_LARM].name1 == ART_ZANTETSU))
3084                 {
3085 #ifdef JP
3086                         msg_print("ÀÛ¼Ô¡¢¤ª¤Ê¤´¤Ï»Â¤ì¤Ì¡ª");
3087 #else
3088                         msg_print("I can not attack women!");
3089 #endif
3090                         return FALSE;
3091                 }
3092         }
3093
3094         if (d_info[dungeon_type].flags1 & DF1_NO_MELEE)
3095         {
3096 #ifdef JP
3097                 msg_print("¤Ê¤¼¤«¹¶·â¤¹¤ë¤³¤È¤¬¤Ç¤­¤Ê¤¤¡£");
3098 #else
3099                 msg_print("Something prevent you from attacking.");
3100 #endif
3101                 return FALSE;
3102         }
3103
3104         /* Stop if friendly */
3105         if (!is_hostile(m_ptr) &&
3106             !(p_ptr->stun || p_ptr->confused || p_ptr->image ||
3107             p_ptr->shero || !m_ptr->ml))
3108         {
3109                 if (inventory[INVEN_RARM].name1 == ART_STORMBRINGER) stormbringer = TRUE;
3110                 if (inventory[INVEN_LARM].name1 == ART_STORMBRINGER) stormbringer = TRUE;
3111                 if (stormbringer)
3112                 {
3113 #ifdef JP
3114                         msg_format("¹õ¤¤¿Ï¤Ï¶¯ÍߤË%s¤ò¹¶·â¤·¤¿¡ª", m_name);
3115 #else
3116                         msg_format("Your black blade greedily attacks %s!", m_name);
3117 #endif
3118                         chg_virtue(V_INDIVIDUALISM, 1);
3119                         chg_virtue(V_HONOUR, -1);
3120                         chg_virtue(V_JUSTICE, -1);
3121                         chg_virtue(V_COMPASSION, -1);
3122                 }
3123                 else if (p_ptr->pclass != CLASS_BERSERKER)
3124                 {
3125 #ifdef JP
3126                         if (get_check("ËÜÅö¤Ë¹¶·â¤·¤Þ¤¹¤«¡©"))
3127 #else
3128                         if (get_check("Really hit it? "))
3129 #endif
3130                         {
3131                                 chg_virtue(V_INDIVIDUALISM, 1);
3132                                 chg_virtue(V_HONOUR, -1);
3133                                 chg_virtue(V_JUSTICE, -1);
3134                                 chg_virtue(V_COMPASSION, -1);
3135                         }
3136                         else
3137                         {
3138 #ifdef JP
3139                                 msg_format("%s¤ò¹¶·â¤¹¤ë¤Î¤ò»ß¤á¤¿¡£", m_name);
3140 #else
3141                                 msg_format("You stop to avoid hitting %s.", m_name);
3142 #endif
3143                                 return FALSE;
3144                         }
3145                 }
3146         }
3147
3148
3149         /* Handle player fear */
3150         if (p_ptr->afraid)
3151         {
3152                 /* Message */
3153                 if (m_ptr->ml)
3154 #ifdef JP
3155                 msg_format("¶²¤¯¤Æ%s¤ò¹¶·â¤Ç¤­¤Ê¤¤¡ª", m_name);
3156 #else
3157                         msg_format("You are too afraid to attack %s!", m_name);
3158 #endif
3159
3160                 else
3161 #ifdef JP
3162                         msg_format ("¤½¤Ã¤Á¤Ë¤Ï²¿¤«¶²¤¤¤â¤Î¤¬¤¤¤ë¡ª");
3163 #else
3164                         msg_format ("There is something scary in your way!");
3165 #endif
3166
3167                 /* Disturb the monster */
3168                 m_ptr->csleep = 0;
3169                 if (r_ptr->flags7 & RF7_HAS_LD_MASK) p_ptr->update |= (PU_MON_LITE);
3170
3171                 /* Done */
3172                 return FALSE;
3173         }
3174
3175         if (m_ptr->csleep) /* It is not honorable etc to attack helpless victims */
3176         {
3177                 if (!(r_ptr->flags3 & RF3_EVIL) || one_in_(5)) chg_virtue(V_COMPASSION, -1);
3178                 if (!(r_ptr->flags3 & RF3_EVIL) || one_in_(5)) chg_virtue(V_HONOUR, -1);
3179         }
3180
3181         if (p_ptr->migite && p_ptr->hidarite)
3182         {
3183                 if ((p_ptr->skill_exp[GINOU_NITOURYU] < s_info[p_ptr->pclass].s_max[GINOU_NITOURYU]) && ((p_ptr->skill_exp[GINOU_NITOURYU] - 1000) / 200 < r_ptr->level))
3184                 {
3185                         if (p_ptr->skill_exp[GINOU_NITOURYU] < WEAPON_EXP_BEGINNER)
3186                                 p_ptr->skill_exp[GINOU_NITOURYU] += 80;
3187                         else if(p_ptr->skill_exp[GINOU_NITOURYU] < WEAPON_EXP_SKILLED)
3188                                 p_ptr->skill_exp[GINOU_NITOURYU] += 4;
3189                         else if(p_ptr->skill_exp[GINOU_NITOURYU] < WEAPON_EXP_EXPERT)
3190                                 p_ptr->skill_exp[GINOU_NITOURYU] += 1;
3191                         else if(p_ptr->skill_exp[GINOU_NITOURYU] < WEAPON_EXP_MASTER)
3192                                 if (one_in_(3)) p_ptr->skill_exp[GINOU_NITOURYU] += 1;
3193                         p_ptr->update |= (PU_BONUS);
3194                 }
3195         }
3196
3197         /* Gain riding experience */
3198         if (p_ptr->riding)
3199         {
3200                 int cur = p_ptr->skill_exp[GINOU_RIDING];
3201                 int max = s_info[p_ptr->pclass].s_max[GINOU_RIDING];
3202
3203                 if (cur < max)
3204                 {
3205                         int ridinglevel = r_info[m_list[p_ptr->riding].r_idx].level;
3206                         int targetlevel = r_ptr->level;
3207                         int inc = 0;
3208
3209                         if ((cur / 200 - 5) < targetlevel)
3210                                 inc += 1;
3211
3212                         /* Extra experience */
3213                         if ((cur / 100) < ridinglevel)
3214                         {
3215                                 if ((cur / 100 + 15) < ridinglevel)
3216                                         inc += 1 + (ridinglevel - (cur / 100 + 15));
3217                                 else
3218                                         inc += 1;
3219                         }
3220
3221                         p_ptr->skill_exp[GINOU_RIDING] = MIN(max, cur + inc);
3222
3223                         p_ptr->update |= (PU_BONUS);
3224                 }
3225         }
3226
3227         riding_t_m_idx = c_ptr->m_idx;
3228         if (p_ptr->migite) py_attack_aux(y, x, &fear, &mdeath, 0, mode);
3229         if (p_ptr->hidarite && !mdeath) py_attack_aux(y, x, &fear, &mdeath, 1, mode);
3230
3231         /* Mutations which yield extra 'natural' attacks */
3232         if (!mdeath)
3233         {
3234                 if ((p_ptr->muta2 & MUT2_HORNS) && !mdeath)
3235                         natural_attack(c_ptr->m_idx, MUT2_HORNS, &fear, &mdeath);
3236                 if ((p_ptr->muta2 & MUT2_BEAK) && !mdeath)
3237                         natural_attack(c_ptr->m_idx, MUT2_BEAK, &fear, &mdeath);
3238                 if ((p_ptr->muta2 & MUT2_SCOR_TAIL) && !mdeath)
3239                         natural_attack(c_ptr->m_idx, MUT2_SCOR_TAIL, &fear, &mdeath);
3240                 if ((p_ptr->muta2 & MUT2_TRUNK) && !mdeath)
3241                         natural_attack(c_ptr->m_idx, MUT2_TRUNK, &fear, &mdeath);
3242                 if ((p_ptr->muta2 & MUT2_TENTACLES) && !mdeath)
3243                         natural_attack(c_ptr->m_idx, MUT2_TENTACLES, &fear, &mdeath);
3244         }
3245
3246         /* Hack -- delay fear messages */
3247         if (fear && m_ptr->ml && !mdeath)
3248         {
3249                 /* Sound */
3250                 sound(SOUND_FLEE);
3251
3252                 /* Message */
3253 #ifdef JP
3254                 msg_format("%^s¤Ï¶²Éݤ·¤Æƨ¤²½Ð¤·¤¿¡ª", m_name);
3255 #else
3256                 msg_format("%^s flees in terror!", m_name);
3257 #endif
3258
3259         }
3260
3261         if ((p_ptr->special_defense & KATA_IAI) && ((mode != HISSATSU_IAI) || mdeath))
3262         {
3263                 set_action(ACTION_NONE);
3264         }
3265
3266         return mdeath;
3267 }
3268
3269
3270 bool pattern_seq(int c_y, int c_x, int n_y, int n_x)
3271 {
3272         feature_type *cur_f_ptr = &f_info[cave[c_y][c_x].feat];
3273         feature_type *new_f_ptr = &f_info[cave[n_y][n_x].feat];
3274         bool is_pattern_tile_cur = have_flag(cur_f_ptr->flags, FF_PATTERN);
3275         bool is_pattern_tile_new = have_flag(new_f_ptr->flags, FF_PATTERN);
3276         int pattern_type_cur, pattern_type_new;
3277
3278         if (!is_pattern_tile_cur && !is_pattern_tile_new) return TRUE;
3279
3280         pattern_type_cur = is_pattern_tile_cur ? cur_f_ptr->power : NOT_PATTERN_TILE;
3281         pattern_type_new = is_pattern_tile_new ? new_f_ptr->power : NOT_PATTERN_TILE;
3282
3283         if (pattern_type_new == PATTERN_TILE_START)
3284         {
3285                 if (!is_pattern_tile_cur && !p_ptr->confused && !p_ptr->stun && !p_ptr->image)
3286                 {
3287 #ifdef JP
3288                         if (get_check("¥Ñ¥¿¡¼¥ó¤Î¾å¤òÊ⤭»Ï¤á¤ë¤È¡¢Á´¤Æ¤òÊ⤫¤Ê¤±¤ì¤Ð¤Ê¤ê¤Þ¤»¤ó¡£¤¤¤¤¤Ç¤¹¤«¡©"))
3289 #else
3290                         if (get_check("If you start walking the Pattern, you must walk the whole way. Ok? "))
3291 #endif
3292                                 return TRUE;
3293                         else
3294                                 return FALSE;
3295                 }
3296                 else
3297                         return TRUE;
3298         }
3299         else if ((pattern_type_new == PATTERN_TILE_OLD) ||
3300                  (pattern_type_new == PATTERN_TILE_END) ||
3301                  (pattern_type_new == PATTERN_TILE_WRECKED))
3302         {
3303                 if (is_pattern_tile_cur)
3304                 {
3305                         return TRUE;
3306                 }
3307                 else
3308                 {
3309 #ifdef JP
3310                         msg_print("¥Ñ¥¿¡¼¥ó¤Î¾å¤òÊ⤯¤Ë¤Ï¥¹¥¿¡¼¥ÈÃÏÅÀ¤«¤éÊ⤭»Ï¤á¤Ê¤¯¤Æ¤Ï¤Ê¤ê¤Þ¤»¤ó¡£");
3311 #else
3312                         msg_print("You must start walking the Pattern from the startpoint.");
3313 #endif
3314
3315                         return FALSE;
3316                 }
3317         }
3318         else if ((pattern_type_new == PATTERN_TILE_TELEPORT) ||
3319                  (pattern_type_cur == PATTERN_TILE_TELEPORT))
3320         {
3321                 return TRUE;
3322         }
3323         else if (pattern_type_cur == PATTERN_TILE_START)
3324         {
3325                 if (is_pattern_tile_new)
3326                         return TRUE;
3327                 else
3328                 {
3329 #ifdef JP
3330                         msg_print("¥Ñ¥¿¡¼¥ó¤Î¾å¤ÏÀµ¤·¤¤½ç½ø¤ÇÊ⤫¤Í¤Ð¤Ê¤ê¤Þ¤»¤ó¡£");
3331 #else
3332                         msg_print("You must walk the Pattern in correct order.");
3333 #endif
3334
3335                         return FALSE;
3336                 }
3337         }
3338         else if ((pattern_type_cur == PATTERN_TILE_OLD) ||
3339                  (pattern_type_cur == PATTERN_TILE_END) ||
3340                  (pattern_type_cur == PATTERN_TILE_WRECKED))
3341         {
3342                 if (!is_pattern_tile_new)
3343                 {
3344 #ifdef JP
3345                         msg_print("¥Ñ¥¿¡¼¥ó¤òƧ¤ß³°¤·¤Æ¤Ï¤¤¤±¤Þ¤»¤ó¡£");
3346 #else
3347                         msg_print("You may not step off from the Pattern.");
3348 #endif
3349
3350                         return FALSE;
3351                 }
3352                 else
3353                 {
3354                         return TRUE;
3355                 }
3356         }
3357         else
3358         {
3359                 if (!is_pattern_tile_cur)
3360                 {
3361 #ifdef JP
3362                         msg_print("¥Ñ¥¿¡¼¥ó¤Î¾å¤òÊ⤯¤Ë¤Ï¥¹¥¿¡¼¥ÈÃÏÅÀ¤«¤éÊ⤭»Ï¤á¤Ê¤¯¤Æ¤Ï¤Ê¤ê¤Þ¤»¤ó¡£");
3363 #else
3364                         msg_print("You must start walking the Pattern from the startpoint.");
3365 #endif
3366
3367                         return FALSE;
3368                 }
3369                 else
3370                 {
3371                         byte ok_move = PATTERN_TILE_START;
3372                         switch (pattern_type_cur)
3373                         {
3374                                 case PATTERN_TILE_1:
3375                                         ok_move = PATTERN_TILE_2;
3376                                         break;
3377                                 case PATTERN_TILE_2:
3378                                         ok_move = PATTERN_TILE_3;
3379                                         break;
3380                                 case PATTERN_TILE_3:
3381                                         ok_move = PATTERN_TILE_4;
3382                                         break;
3383                                 case PATTERN_TILE_4:
3384                                         ok_move = PATTERN_TILE_1;
3385                                         break;
3386                                 default:
3387                                         if (p_ptr->wizard)
3388 #ifdef JP
3389                                                 msg_format("¤ª¤«¤·¤Ê¥Ñ¥¿¡¼¥óÊâ¹Ô¡¢%d¡£", pattern_type_cur);
3390 #else
3391                                                 msg_format("Funny Pattern walking, %d.", pattern_type_cur);
3392 #endif
3393
3394                                         return TRUE; /* Goof-up */
3395                         }
3396
3397                         if ((pattern_type_new == ok_move) ||
3398                             (pattern_type_new == pattern_type_cur))
3399                                 return TRUE;
3400                         else
3401                         {
3402                                 if (!is_pattern_tile_new)
3403 #ifdef JP
3404                                         msg_print("¥Ñ¥¿¡¼¥ó¤òƧ¤ß³°¤·¤Æ¤Ï¤¤¤±¤Þ¤»¤ó¡£");
3405 #else
3406                                         msg_print("You may not step off from the Pattern.");
3407 #endif
3408                                 else
3409 #ifdef JP
3410                                         msg_print("¥Ñ¥¿¡¼¥ó¤Î¾å¤ÏÀµ¤·¤¤½ç½ø¤ÇÊ⤫¤Í¤Ð¤Ê¤ê¤Þ¤»¤ó¡£");
3411 #else
3412                                         msg_print("You must walk the Pattern in correct order.");
3413 #endif
3414
3415                                 return FALSE;
3416                         }
3417                 }
3418         }
3419 }
3420
3421
3422 bool player_can_enter(s16b feature, u16b mode)
3423 {
3424         feature_type *f_ptr = &f_info[feature];
3425
3426         if (p_ptr->riding) return monster_can_cross_terrain(feature, &r_info[m_list[p_ptr->riding].r_idx], mode | CEM_RIDING);
3427
3428         /* Pattern */
3429         if (have_flag(f_ptr->flags, FF_PATTERN))
3430         {
3431                 if (!(mode & CEM_P_CAN_ENTER_PATTERN)) return FALSE;
3432         }
3433
3434         /* "CAN" flags */
3435         if (have_flag(f_ptr->flags, FF_CAN_FLY) && p_ptr->levitation) return TRUE;
3436         if (have_flag(f_ptr->flags, FF_CAN_SWIM) && p_ptr->can_swim) return TRUE;
3437         if (have_flag(f_ptr->flags, FF_CAN_PASS) && p_ptr->pass_wall) return TRUE;
3438
3439         if (!have_flag(f_ptr->flags, FF_MOVE)) return FALSE;
3440
3441         return TRUE;
3442 }
3443
3444
3445 /*
3446  * Move the player
3447  */
3448 bool move_player_effect(int ny, int nx, u32b mpe_mode)
3449 {
3450         cave_type *c_ptr = &cave[ny][nx];
3451         feature_type *f_ptr = &f_info[c_ptr->feat];
3452
3453         if (!(mpe_mode & MPE_STAYING))
3454         {
3455                 int oy = py;
3456                 int ox = px;
3457                 cave_type *oc_ptr = &cave[oy][ox];
3458                 int om_idx = oc_ptr->m_idx;
3459                 int nm_idx = c_ptr->m_idx;
3460
3461                 /* Move the player */
3462                 py = ny;
3463                 px = nx;
3464
3465                 /* Hack -- For moving monster or riding player's moving */
3466                 if (!(mpe_mode & MPE_DONT_SWAP_MON))
3467                 {
3468                         /* Swap two monsters */
3469                         c_ptr->m_idx = om_idx;
3470                         oc_ptr->m_idx = nm_idx;
3471
3472                         if (om_idx > 0) /* Monster on old spot (or p_ptr->riding) */
3473                         {
3474                                 monster_type *om_ptr = &m_list[om_idx];
3475                                 om_ptr->fy = ny;
3476                                 om_ptr->fx = nx;
3477                                 update_mon(om_idx, TRUE);
3478                         }
3479
3480                         if (nm_idx > 0) /* Monster on new spot */
3481                         {
3482                                 monster_type *nm_ptr = &m_list[nm_idx];
3483                                 nm_ptr->fy = oy;
3484                                 nm_ptr->fx = ox;
3485                                 update_mon(nm_idx, TRUE);
3486                         }
3487                 }
3488
3489                 /* Redraw old spot */
3490                 lite_spot(oy, ox);
3491
3492                 /* Redraw new spot */
3493                 lite_spot(ny, nx);
3494
3495                 if (mpe_mode & MPE_FORGET_FLOW) forget_flow();
3496
3497                 /* Check for new panel (redraw map) */
3498                 verify_panel();
3499
3500                 /* Update stuff */
3501                 p_ptr->update |= (PU_VIEW | PU_LITE | PU_FLOW | PU_MON_LITE | PU_DISTANCE);
3502
3503                 /* Window stuff */
3504                 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
3505
3506                 /* Remove "unsafe" flag */
3507                 if ((!p_ptr->blind && !no_lite()) || !is_trap(c_ptr->feat)) c_ptr->info &= ~(CAVE_UNSAFE);
3508
3509                 /* For get everything when requested hehe I'm *NASTY* */
3510                 if (dun_level && (d_info[dungeon_type].flags1 & DF1_FORGET)) wiz_dark();
3511
3512                 /* Handle stuff */
3513                 if (mpe_mode & MPE_HANDLE_STUFF) handle_stuff();
3514
3515                 if (p_ptr->pclass == CLASS_NINJA)
3516                 {
3517                         if (c_ptr->info & (CAVE_GLOW)) set_superstealth(FALSE);
3518                         else if (p_ptr->cur_lite <= 0) set_superstealth(TRUE);
3519                 }
3520
3521                 if ((p_ptr->action == ACTION_HAYAGAKE) && !have_flag(f_ptr->flags, FF_PROJECT))
3522                 {
3523 #ifdef JP
3524                         msg_print("¤³¤³¤Ç¤ÏÁÇÁ᤯ư¤±¤Ê¤¤¡£");
3525 #else
3526                         msg_print("You cannot run in wall.");
3527 #endif
3528                         set_action(ACTION_NONE);
3529                 }
3530         }
3531
3532         if (mpe_mode & MPE_ENERGY_USE)
3533         {
3534                 if (music_singing(MUSIC_WALL))
3535                 {
3536                         (void)project(0, 0, py, px, (60 + p_ptr->lev), GF_DISINTEGRATE,
3537                                 PROJECT_KILL | PROJECT_ITEM, -1);
3538
3539                         if (!player_bold(ny, nx) || p_ptr->is_dead || p_ptr->leaving) return FALSE;
3540                 }
3541
3542                 /* Spontaneous Searching */
3543                 if ((p_ptr->skill_fos >= 50) || (0 == randint0(50 - p_ptr->skill_fos)))
3544                 {
3545                         search();
3546                 }
3547
3548                 /* Continuous Searching */
3549                 if (p_ptr->action == ACTION_SEARCH)
3550                 {
3551                         search();
3552                 }
3553         }
3554
3555         /* Handle "objects" */
3556         if (!(mpe_mode & MPE_DONT_PICKUP))
3557         {
3558                 carry((mpe_mode & MPE_DO_PICKUP) ? TRUE : FALSE);
3559         }
3560
3561         /* Handle "store doors" */
3562         if (have_flag(f_ptr->flags, FF_STORE))
3563         {
3564                 /* Disturb */
3565                 disturb(0, 0);
3566
3567                 energy_use = 0;
3568                 /* Hack -- Enter store */
3569                 command_new = SPECIAL_KEY_STORE;
3570         }
3571
3572         /* Handle "building doors" -KMW- */
3573         else if (have_flag(f_ptr->flags, FF_BLDG))
3574         {
3575                 /* Disturb */
3576                 disturb(0, 0);
3577
3578                 energy_use = 0;
3579                 /* Hack -- Enter building */
3580                 command_new = SPECIAL_KEY_BUILDING;
3581         }
3582
3583         /* Handle quest areas -KMW- */
3584         else if (have_flag(f_ptr->flags, FF_QUEST_ENTER))
3585         {
3586                 /* Disturb */
3587                 disturb(0, 0);
3588
3589                 energy_use = 0;
3590                 /* Hack -- Enter quest level */
3591                 command_new = SPECIAL_KEY_QUEST;
3592         }
3593
3594         else if (have_flag(f_ptr->flags, FF_QUEST_EXIT))
3595         {
3596                 if (quest[p_ptr->inside_quest].type == QUEST_TYPE_FIND_EXIT)
3597                 {
3598                         if (record_fix_quest) do_cmd_write_nikki(NIKKI_FIX_QUEST_C, p_ptr->inside_quest, NULL);
3599                         quest[p_ptr->inside_quest].status = QUEST_STATUS_COMPLETED;
3600                         quest[p_ptr->inside_quest].complev = (byte)p_ptr->lev;
3601 #ifdef JP
3602                         msg_print("¥¯¥¨¥¹¥È¤òãÀ®¤·¤¿¡ª");
3603 #else
3604                         msg_print("You accomplished your quest!");
3605 #endif
3606
3607                         msg_print(NULL);
3608                 }
3609
3610                 leave_quest_check();
3611
3612                 p_ptr->inside_quest = c_ptr->special;
3613                 dun_level = 0;
3614                 p_ptr->oldpx = 0;
3615                 p_ptr->oldpy = 0;
3616
3617                 p_ptr->leaving = TRUE;
3618         }
3619
3620         /* Set off a trap */
3621         else if (have_flag(f_ptr->flags, FF_HIT_TRAP) && !(mpe_mode & MPE_STAYING))
3622         {
3623                 /* Disturb */
3624                 disturb(0, 0);
3625
3626                 /* Hidden trap */
3627                 if (c_ptr->mimic || have_flag(f_ptr->flags, FF_SECRET))
3628                 {
3629                         /* Message */
3630 #ifdef JP
3631                         msg_print("¥È¥é¥Ã¥×¤À¡ª");
3632 #else
3633                         msg_print("You found a trap!");
3634 #endif
3635
3636                         /* Pick a trap */
3637                         disclose_grid(py, px);
3638                 }
3639
3640                 /* Hit the trap */
3641                 hit_trap((mpe_mode & MPE_BREAK_TRAP) ? TRUE : FALSE);
3642
3643                 if (!player_bold(ny, nx) || p_ptr->is_dead || p_ptr->leaving) return FALSE;
3644         }
3645
3646         /* Warn when leaving trap detected region */
3647         if (!(mpe_mode & MPE_STAYING) && (disturb_trap_detect || alert_trap_detect)
3648             && p_ptr->dtrap && !(c_ptr->info & CAVE_IN_DETECT))
3649         {
3650                 /* No duplicate warning */
3651                 p_ptr->dtrap = FALSE;
3652
3653                 /* You are just on the edge */
3654                 if (!(c_ptr->info & CAVE_UNSAFE))
3655                 {
3656                         if (alert_trap_detect)
3657                         {
3658 #ifdef JP
3659                                 msg_print("* Ãí°Õ:¤³¤ÎÀè¤Ï¥È¥é¥Ã¥×¤Î´¶ÃÎÈϰϳ°¤Ç¤¹¡ª *");
3660 #else
3661                                 msg_print("*Leaving trap detect region!*");
3662 #endif
3663                         }
3664
3665                         if (disturb_trap_detect) disturb(0, 0);
3666                 }
3667         }
3668
3669         return player_bold(ny, nx) && !p_ptr->is_dead && !p_ptr->leaving;
3670 }
3671
3672
3673 bool trap_can_be_ignored(int feat)
3674 {
3675         switch (feat)
3676         {
3677         case FEAT_TRAP_TRAPDOOR:
3678         case FEAT_TRAP_PIT:
3679         case FEAT_TRAP_SPIKED_PIT:
3680         case FEAT_TRAP_POISON_PIT:
3681                 if (p_ptr->levitation) return TRUE;
3682                 break;
3683         case FEAT_TRAP_TELEPORT:
3684                 if (p_ptr->anti_tele) return TRUE;
3685                 break;
3686         case FEAT_TRAP_FIRE:
3687                 if (p_ptr->immune_fire) return TRUE;
3688                 break;
3689         case FEAT_TRAP_ACID:
3690                 if (p_ptr->immune_acid) return TRUE;
3691                 break;
3692         case FEAT_TRAP_BLIND:
3693                 if (p_ptr->resist_blind) return TRUE;
3694                 break;
3695         case FEAT_TRAP_CONFUSE:
3696                 if (p_ptr->resist_conf) return TRUE;
3697                 break;
3698         case FEAT_TRAP_POISON:
3699                 if (p_ptr->resist_pois) return TRUE;
3700                 break;
3701         case FEAT_TRAP_SLEEP:
3702                 if (p_ptr->free_act) return TRUE;
3703                 break;
3704         }
3705
3706         return FALSE;
3707 }
3708
3709
3710 /*
3711  * Determine if a "boundary" grid is "floor mimic"
3712  */
3713 #define boundary_floor(C, F, MF) \
3714         ((C)->mimic && permanent_wall(F) && \
3715          (have_flag((MF)->flags, FF_MOVE) || have_flag((MF)->flags, FF_CAN_FLY)) && \
3716          have_flag((MF)->flags, FF_PROJECT) && \
3717          !have_flag((MF)->flags, FF_OPEN))
3718
3719 /*
3720  * Move player in the given direction, with the given "pickup" flag.
3721  *
3722  * This routine should (probably) always induce energy expenditure.
3723  *
3724  * Note that moving will *always* take a turn, and will *always* hit
3725  * any monster which might be in the destination grid.  Previously,
3726  * moving into walls was "free" and did NOT hit invisible monsters.
3727  */
3728 void move_player(int dir, bool do_pickup, bool break_trap)
3729 {
3730         /* Find the result of moving */
3731         int y = py + ddy[dir];
3732         int x = px + ddx[dir];
3733
3734         /* Examine the destination */
3735         cave_type *c_ptr = &cave[y][x];
3736
3737         feature_type *f_ptr = &f_info[c_ptr->feat];
3738
3739         monster_type *m_ptr;
3740
3741         monster_type *riding_m_ptr = &m_list[p_ptr->riding];
3742         monster_race *riding_r_ptr = &r_info[p_ptr->riding ? riding_m_ptr->r_idx : 0]; /* Paranoia */
3743
3744         char m_name[80];
3745
3746         bool p_can_enter = player_can_enter(c_ptr->feat, CEM_P_CAN_ENTER_PATTERN);
3747         bool p_can_kill_walls = FALSE;
3748         bool stormbringer = FALSE;
3749
3750         bool oktomove = TRUE;
3751         bool do_past = FALSE;
3752
3753         /* Exit the area */
3754         if (!dun_level && !p_ptr->wild_mode &&
3755                 ((x == 0) || (x == MAX_WID - 1) ||
3756                  (y == 0) || (y == MAX_HGT - 1)))
3757         {
3758                 /* Can the player enter the grid? */
3759                 if (c_ptr->mimic && player_can_enter(c_ptr->mimic, 0))
3760                 {
3761                         /* Hack: move to new area */
3762                         if ((y == 0) && (x == 0))
3763                         {
3764                                 p_ptr->wilderness_y--;
3765                                 p_ptr->wilderness_x--;
3766                                 p_ptr->oldpy = cur_hgt - 2;
3767                                 p_ptr->oldpx = cur_wid - 2;
3768                                 ambush_flag = FALSE;
3769                         }
3770
3771                         else if ((y == 0) && (x == MAX_WID - 1))
3772                         {
3773                                 p_ptr->wilderness_y--;
3774                                 p_ptr->wilderness_x++;
3775                                 p_ptr->oldpy = cur_hgt - 2;
3776                                 p_ptr->oldpx = 1;
3777                                 ambush_flag = FALSE;
3778                         }
3779
3780                         else if ((y == MAX_HGT - 1) && (x == 0))
3781                         {
3782                                 p_ptr->wilderness_y++;
3783                                 p_ptr->wilderness_x--;
3784                                 p_ptr->oldpy = 1;
3785                                 p_ptr->oldpx = cur_wid - 2;
3786                                 ambush_flag = FALSE;
3787                         }
3788
3789                         else if ((y == MAX_HGT - 1) && (x == MAX_WID - 1))
3790                         {
3791                                 p_ptr->wilderness_y++;
3792                                 p_ptr->wilderness_x++;
3793                                 p_ptr->oldpy = 1;
3794                                 p_ptr->oldpx = 1;
3795                                 ambush_flag = FALSE;
3796                         }
3797
3798                         else if (y == 0)
3799                         {
3800                                 p_ptr->wilderness_y--;
3801                                 p_ptr->oldpy = cur_hgt - 2;
3802                                 p_ptr->oldpx = x;
3803                                 ambush_flag = FALSE;
3804                         }
3805
3806                         else if (y == MAX_HGT - 1)
3807                         {
3808                                 p_ptr->wilderness_y++;
3809                                 p_ptr->oldpy = 1;
3810                                 p_ptr->oldpx = x;
3811                                 ambush_flag = FALSE;
3812                         }
3813
3814                         else if (x == 0)
3815                         {
3816                                 p_ptr->wilderness_x--;
3817                                 p_ptr->oldpx = cur_wid - 2;
3818                                 p_ptr->oldpy = y;
3819                                 ambush_flag = FALSE;
3820                         }
3821
3822                         else if (x == MAX_WID - 1)
3823                         {
3824                                 p_ptr->wilderness_x++;
3825                                 p_ptr->oldpx = 1;
3826                                 p_ptr->oldpy = y;
3827                                 ambush_flag = FALSE;
3828                         }
3829
3830                         p_ptr->leaving = TRUE;
3831                         energy_use = 100;
3832
3833                         return;
3834                 }
3835
3836                 /* "Blocked" message appears later */
3837                 /* oktomove = FALSE; */
3838                 p_can_enter = FALSE;
3839         }
3840
3841         /* Get the monster */
3842         m_ptr = &m_list[c_ptr->m_idx];
3843
3844
3845         if (inventory[INVEN_RARM].name1 == ART_STORMBRINGER) stormbringer = TRUE;
3846         if (inventory[INVEN_LARM].name1 == ART_STORMBRINGER) stormbringer = TRUE;
3847
3848         /* Player can not walk through "walls"... */
3849         /* unless in Shadow Form */
3850         p_can_kill_walls = p_ptr->kill_wall && have_flag(f_ptr->flags, FF_TUNNEL) &&
3851                 (!p_can_enter || !have_flag(f_ptr->flags, FF_LOS)) &&
3852                 !have_flag(f_ptr->flags, FF_PERMANENT);
3853
3854         /* Hack -- attack monsters */
3855         if (c_ptr->m_idx && (m_ptr->ml || p_can_enter || p_can_kill_walls))
3856         {
3857                 monster_race *r_ptr = &r_info[m_ptr->r_idx];
3858
3859                 /* Attack -- only if we can see it OR it is not in a wall */
3860                 if (!is_hostile(m_ptr) &&
3861                     !(p_ptr->confused || p_ptr->image || !m_ptr->ml || p_ptr->stun ||
3862                     ((p_ptr->muta2 & MUT2_BERS_RAGE) && p_ptr->shero)) &&
3863                     pattern_seq(py, px, y, x) && (p_can_enter || p_can_kill_walls))
3864                 {
3865                         m_ptr->csleep = 0;
3866                         if (r_ptr->flags7 & RF7_HAS_LD_MASK) p_ptr->update |= (PU_MON_LITE);
3867
3868                         /* Extract monster name (or "it") */
3869                         monster_desc(m_name, m_ptr, 0);
3870
3871                         if (m_ptr->ml)
3872                         {
3873                                 /* Auto-Recall if possible and visible */
3874                                 monster_race_track(m_ptr->ap_r_idx);
3875
3876                                 /* Track a new monster */
3877                                 health_track(c_ptr->m_idx);
3878                         }
3879
3880                         /* displace? */
3881                         if ((stormbringer && (randint1(1000) > 666)) || (p_ptr->pclass == CLASS_BERSERKER))
3882                         {
3883                                 py_attack(y, x, 0);
3884                                 oktomove = FALSE;
3885                         }
3886                         else if (monster_can_cross_terrain(cave[py][px].feat, r_ptr, 0))
3887                         {
3888                                 do_past = TRUE;
3889                         }
3890                         else
3891                         {
3892 #ifdef JP
3893                                 msg_format("%^s¤¬¼ÙËâ¤À¡ª", m_name);
3894 #else
3895                                 msg_format("%^s is in your way!", m_name);
3896 #endif
3897
3898                                 energy_use = 0;
3899                                 oktomove = FALSE;
3900                         }
3901
3902                         /* now continue on to 'movement' */
3903                 }
3904                 else
3905                 {
3906                         py_attack(y, x, 0);
3907                         oktomove = FALSE;
3908                 }
3909         }
3910
3911         if (oktomove && p_ptr->riding)
3912         {
3913                 if (riding_r_ptr->flags1 & RF1_NEVER_MOVE)
3914                 {
3915 #ifdef JP
3916                         msg_print("Æ°¤±¤Ê¤¤¡ª");
3917 #else
3918                         msg_print("Can't move!");
3919 #endif
3920                         energy_use = 0;
3921                         oktomove = FALSE;
3922                         disturb(0, 0);
3923                 }
3924                 else if (riding_m_ptr->monfear)
3925                 {
3926                         char m_name[80];
3927
3928                         /* Acquire the monster name */
3929                         monster_desc(m_name, riding_m_ptr, 0);
3930
3931                         /* Dump a message */
3932 #ifdef JP
3933                         msg_format("%s¤¬¶²Éݤ·¤Æ¤¤¤ÆÀ©¸æ¤Ç¤­¤Ê¤¤¡£", m_name);
3934 #else
3935                         msg_format("%^s is too scared to control.", m_name);
3936 #endif
3937                         oktomove = FALSE;
3938                         disturb(0, 0);
3939                 }
3940                 else if (p_ptr->riding_ryoute)
3941                 {
3942                         oktomove = FALSE;
3943                         disturb(0, 0);
3944                 }
3945                 else if (have_flag(f_ptr->flags, FF_CAN_FLY) && (riding_r_ptr->flags7 & RF7_CAN_FLY))
3946                 {
3947                         /* Allow moving */
3948                 }
3949                 else if (have_flag(f_ptr->flags, FF_CAN_SWIM) && (riding_r_ptr->flags7 & RF7_CAN_SWIM))
3950                 {
3951                         /* Allow moving */
3952                 }
3953                 else if (have_flag(f_ptr->flags, FF_WATER) &&
3954                         !(riding_r_ptr->flags7 & RF7_AQUATIC) &&
3955                         (have_flag(f_ptr->flags, FF_DEEP) || (riding_r_ptr->flags2 & RF2_AURA_FIRE)))
3956                 {
3957 #ifdef JP
3958                         msg_format("%s¤Î¾å¤Ë¹Ô¤±¤Ê¤¤¡£", f_name + f_info[get_feat_mimic(c_ptr)].name);
3959 #else
3960                         msg_print("Can't swim.");
3961 #endif
3962                         energy_use = 0;
3963                         oktomove = FALSE;
3964                         disturb(0, 0);
3965                 }
3966                 else if (!have_flag(f_ptr->flags, FF_WATER) && (riding_r_ptr->flags7 & RF7_AQUATIC))
3967                 {
3968 #ifdef JP
3969                         msg_format("%s¤«¤é¾å¤¬¤ì¤Ê¤¤¡£", f_name + f_info[get_feat_mimic(&cave[py][px])].name);
3970 #else
3971                         msg_print("Can't land.");
3972 #endif
3973                         energy_use = 0;
3974                         oktomove = FALSE;
3975                         disturb(0, 0);
3976                 }
3977                 else if (have_flag(f_ptr->flags, FF_LAVA) && !(riding_r_ptr->flagsr & RFR_EFF_IM_FIRE_MASK))
3978                 {
3979 #ifdef JP
3980                         msg_format("%s¤Î¾å¤Ë¹Ô¤±¤Ê¤¤¡£", f_name + f_info[get_feat_mimic(c_ptr)].name);
3981 #else
3982                         msg_print("Too hot to go through.");
3983 #endif
3984                         energy_use = 0;
3985                         oktomove = FALSE;
3986                         disturb(0, 0);
3987                 }
3988
3989                 if (oktomove && riding_m_ptr->stunned && one_in_(2))
3990                 {
3991                         char m_name[80];
3992                         monster_desc(m_name, riding_m_ptr, 0);
3993 #ifdef JP
3994                         msg_format("%s¤¬Û¯Û°¤È¤·¤Æ¤¤¤Æ¤¦¤Þ¤¯Æ°¤±¤Ê¤¤¡ª",m_name);
3995 #else
3996                         msg_format("You cannot control stunned %s!",m_name);
3997 #endif
3998                         oktomove = FALSE;
3999                         disturb(0, 0);
4000                 }
4001         }
4002
4003         if (!oktomove)
4004         {
4005         }
4006
4007         else if (!have_flag(f_ptr->flags, FF_MOVE) && have_flag(f_ptr->flags, FF_CAN_FLY) && !p_ptr->levitation)
4008         {
4009 #ifdef JP
4010                 msg_format("¶õ¤òÈô¤Ð¤Ê¤¤¤È%s¤Î¾å¤Ë¤Ï¹Ô¤±¤Ê¤¤¡£", f_name + f_info[get_feat_mimic(c_ptr)].name);
4011 #else
4012                 msg_format("You need to fly to go through the %s.", f_name + f_info[get_feat_mimic(c_ptr)].name);
4013 #endif
4014
4015                 energy_use = 0;
4016                 running = 0;
4017                 oktomove = FALSE;
4018         }
4019
4020         /*
4021          * Player can move through trees and
4022          * has effective -10 speed
4023          * Rangers can move without penality
4024          */
4025         else if (have_flag(f_ptr->flags, FF_TREE) && !p_can_kill_walls)
4026         {
4027                 if ((p_ptr->pclass != CLASS_RANGER) && !p_ptr->levitation) energy_use *= 2;
4028         }
4029
4030 #ifdef ALLOW_EASY_DISARM /* TNB */
4031
4032         /* Disarm a visible trap */
4033         else if ((do_pickup != easy_disarm) && have_flag(f_ptr->flags, FF_DISARM) && !c_ptr->mimic)
4034         {
4035                 if (!trap_can_be_ignored(c_ptr->feat))
4036                 {
4037                         (void)do_cmd_disarm_aux(y, x, dir);
4038                         return;
4039                 }
4040         }
4041
4042 #endif /* ALLOW_EASY_DISARM -- TNB */
4043
4044         /* Player can not walk through "walls" unless in wraith form...*/
4045         else if (!p_can_enter && !p_can_kill_walls)
4046         {
4047                 /* Feature code (applying "mimic" field) */
4048                 s16b feat = get_feat_mimic(c_ptr);
4049                 feature_type *mimic_f_ptr = &f_info[feat];
4050                 cptr name = f_name + mimic_f_ptr->name;
4051
4052                 oktomove = FALSE;
4053
4054                 /* Disturb the player */
4055                 disturb(0, 0);
4056
4057                 /* Notice things in the dark */
4058                 if (!(c_ptr->info & CAVE_MARK) && !player_can_see_bold(y, x))
4059                 {
4060                         /* Boundary floor mimic */
4061                         if (boundary_floor(c_ptr, f_ptr, mimic_f_ptr))
4062                         {
4063 #ifdef JP
4064                                 msg_print("¤½¤ì°Ê¾åÀè¤Ë¤Ï¿Ê¤á¤Ê¤¤¤è¤¦¤À¡£");
4065 #else
4066                                 msg_print("You feel you cannot go any more.");
4067 #endif
4068                         }
4069
4070                         /* Wall (or secret door) */
4071                         else
4072                         {
4073 #ifdef JP
4074                                 msg_format("%s¤¬¹Ô¤¯¼ê¤ò¤Ï¤Ð¤ó¤Ç¤¤¤ë¤è¤¦¤À¡£", name);
4075 #else
4076                                 msg_format("You feel %s %s blocking your way.",
4077                                         is_a_vowel(name[0]) ? "an" : "a", name);
4078 #endif
4079
4080                                 c_ptr->info |= (CAVE_MARK);
4081                                 lite_spot(y, x);
4082                         }
4083                 }
4084
4085                 /* Notice things */
4086                 else
4087                 {
4088                         /* Boundary floor mimic */
4089                         if (boundary_floor(c_ptr, f_ptr, mimic_f_ptr))
4090                         {
4091 #ifdef JP
4092                                 msg_print("¤½¤ì°Ê¾åÀè¤Ë¤Ï¿Ê¤á¤Ê¤¤¡£");
4093 #else
4094                                 msg_print("You cannot go any more.");
4095 #endif
4096
4097                                 if (!(p_ptr->confused || p_ptr->stun || p_ptr->image))
4098                                         energy_use = 0;
4099                         }
4100
4101                         /* Wall (or secret door) */
4102                         else
4103                         {
4104 #ifdef ALLOW_EASY_OPEN
4105                                 /* Closed doors */
4106                                 if (easy_open && is_closed_door(feat) && easy_open_door(y, x)) return;
4107 #endif /* ALLOW_EASY_OPEN */
4108
4109 #ifdef JP
4110                                 msg_format("%s¤¬¹Ô¤¯¼ê¤ò¤Ï¤Ð¤ó¤Ç¤¤¤ë¡£", name);
4111 #else
4112                                 msg_format("There is %s %s blocking your way.",
4113                                         is_a_vowel(name[0]) ? "an" : "a", name);
4114 #endif
4115
4116                                 /*
4117                                  * Well, it makes sense that you lose time bumping into
4118                                  * a wall _if_ you are confused, stunned or blind; but
4119                                  * typing mistakes should not cost you a turn...
4120                                  */
4121                                 if (!(p_ptr->confused || p_ptr->stun || p_ptr->image))
4122                                         energy_use = 0;
4123                         }
4124                 }
4125
4126                 /* Sound */
4127                 if (!boundary_floor(c_ptr, f_ptr, mimic_f_ptr)) sound(SOUND_HITWALL);
4128         }
4129
4130         /* Normal movement */
4131         if (oktomove && !pattern_seq(py, px, y, x))
4132         {
4133                 if (!(p_ptr->confused || p_ptr->stun || p_ptr->image))
4134                 {
4135                         energy_use = 0;
4136                 }
4137
4138                 /* To avoid a loop with running */
4139                 disturb(0, 0);
4140
4141                 oktomove = FALSE;
4142         }
4143
4144         /* Normal movement */
4145         if (oktomove)
4146         {
4147                 u32b mpe_mode = MPE_ENERGY_USE;
4148
4149                 if (p_ptr->warning)
4150                 {
4151                         if (!process_warning(x, y))
4152                         {
4153                                 energy_use = 25;
4154                                 return;
4155                         }
4156                 }
4157
4158                 if (do_past)
4159                 {
4160 #ifdef JP
4161                         msg_format("%s¤ò²¡¤·Âऱ¤¿¡£", m_name);
4162 #else
4163                         msg_format("You push past %s.", m_name);
4164 #endif
4165                 }
4166
4167                 /* Change oldpx and oldpy to place the player well when going back to big mode */
4168                 if (p_ptr->wild_mode)
4169                 {
4170                         if (ddy[dir] > 0)  p_ptr->oldpy = 1;
4171                         if (ddy[dir] < 0)  p_ptr->oldpy = MAX_HGT - 2;
4172                         if (ddy[dir] == 0) p_ptr->oldpy = MAX_HGT / 2;
4173                         if (ddx[dir] > 0)  p_ptr->oldpx = 1;
4174                         if (ddx[dir] < 0)  p_ptr->oldpx = MAX_WID - 2;
4175                         if (ddx[dir] == 0) p_ptr->oldpx = MAX_WID / 2;
4176                 }
4177
4178                 if (p_can_kill_walls)
4179                 {
4180                         cave_alter_feat(y, x, FF_HURT_DISI);
4181
4182                         /* Update some things -- similar to GF_KILL_WALL */
4183                         p_ptr->update |= (PU_FLOW);
4184                 }
4185
4186                 /* Sound */
4187                 /* sound(SOUND_WALK); */
4188
4189 #ifdef ALLOW_EASY_DISARM /* TNB */
4190
4191                 if (do_pickup != always_pickup) mpe_mode |= MPE_DO_PICKUP;
4192
4193 #else /* ALLOW_EASY_DISARM -- TNB */
4194
4195                 if (do_pickup) mpe_mode |= MPE_DO_PICKUP;
4196
4197 #endif /* ALLOW_EASY_DISARM -- TNB */
4198
4199                 if (break_trap) mpe_mode |= MPE_BREAK_TRAP;
4200
4201                 /* Move the player */
4202                 (void)move_player_effect(y, x, mpe_mode);
4203         }
4204 }
4205
4206
4207 static bool ignore_avoid_run;
4208
4209 /*
4210  * Hack -- Check for a "known wall" (see below)
4211  */
4212 static int see_wall(int dir, int y, int x)
4213 {
4214         cave_type   *c_ptr;
4215
4216         /* Get the new location */
4217         y += ddy[dir];
4218         x += ddx[dir];
4219
4220         /* Illegal grids are not known walls */
4221         if (!in_bounds2(y, x)) return (FALSE);
4222
4223         /* Access grid */
4224         c_ptr = &cave[y][x];
4225
4226         /* Must be known to the player */
4227         if (c_ptr->info & (CAVE_MARK))
4228         {
4229                 /* Feature code (applying "mimic" field) */
4230                 s16b         feat = get_feat_mimic(c_ptr);
4231                 feature_type *f_ptr = &f_info[feat];
4232
4233                 /* Wall grids are known walls */
4234                 if (!player_can_enter(feat, 0)) return !have_flag(f_ptr->flags, FF_DOOR);
4235
4236                 /* Don't run on a tree unless explicitly requested */
4237                 if (have_flag(f_ptr->flags, FF_AVOID_RUN) && !ignore_avoid_run)
4238                         return TRUE;
4239
4240                 /* Don't run in a wall */
4241                 if (!have_flag(f_ptr->flags, FF_MOVE) && !have_flag(f_ptr->flags, FF_CAN_FLY))
4242                         return !have_flag(f_ptr->flags, FF_DOOR);
4243         }
4244
4245         return FALSE;
4246 }
4247
4248
4249 /*
4250  * Hack -- Check for an "unknown corner" (see below)
4251  */
4252 static int see_nothing(int dir, int y, int x)
4253 {
4254         /* Get the new location */
4255         y += ddy[dir];
4256         x += ddx[dir];
4257
4258         /* Illegal grids are unknown */
4259         if (!in_bounds2(y, x)) return (TRUE);
4260
4261         /* Memorized grids are always known */
4262         if (cave[y][x].info & (CAVE_MARK)) return (FALSE);
4263
4264         /* Viewable door/wall grids are known */
4265         if (player_can_see_bold(y, x)) return (FALSE);
4266
4267         /* Default */
4268         return (TRUE);
4269 }
4270
4271
4272
4273
4274
4275 /*
4276  * The running algorithm:                       -CJS-
4277  *
4278  * In the diagrams below, the player has just arrived in the
4279  * grid marked as '@', and he has just come from a grid marked
4280  * as 'o', and he is about to enter the grid marked as 'x'.
4281  *
4282  * Of course, if the "requested" move was impossible, then you
4283  * will of course be blocked, and will stop.
4284  *
4285  * Overview: You keep moving until something interesting happens.
4286  * If you are in an enclosed space, you follow corners. This is
4287  * the usual corridor scheme. If you are in an open space, you go
4288  * straight, but stop before entering enclosed space. This is
4289  * analogous to reaching doorways. If you have enclosed space on
4290  * one side only (that is, running along side a wall) stop if
4291  * your wall opens out, or your open space closes in. Either case
4292  * corresponds to a doorway.
4293  *
4294  * What happens depends on what you can really SEE. (i.e. if you
4295  * have no light, then running along a dark corridor is JUST like
4296  * running in a dark room.) The algorithm works equally well in
4297  * corridors, rooms, mine tailings, earthquake rubble, etc, etc.
4298  *
4299  * These conditions are kept in static memory:
4300  * find_openarea         You are in the open on at least one
4301  * side.
4302  * find_breakleft        You have a wall on the left, and will
4303  * stop if it opens
4304  * find_breakright       You have a wall on the right, and will
4305  * stop if it opens
4306  *
4307  * To initialize these conditions, we examine the grids adjacent
4308  * to the grid marked 'x', two on each side (marked 'L' and 'R').
4309  * If either one of the two grids on a given side is seen to be
4310  * closed, then that side is considered to be closed. If both
4311  * sides are closed, then it is an enclosed (corridor) run.
4312  *
4313  * LL           L
4314  * @x          LxR
4315  * RR          @R
4316  *
4317  * Looking at more than just the immediate squares is
4318  * significant. Consider the following case. A run along the
4319  * corridor will stop just before entering the center point,
4320  * because a choice is clearly established. Running in any of
4321  * three available directions will be defined as a corridor run.
4322  * Note that a minor hack is inserted to make the angled corridor
4323  * entry (with one side blocked near and the other side blocked
4324  * further away from the runner) work correctly. The runner moves
4325  * diagonally, but then saves the previous direction as being
4326  * straight into the gap. Otherwise, the tail end of the other
4327  * entry would be perceived as an alternative on the next move.
4328  *
4329  * #.#
4330  * ##.##
4331  * .@x..
4332  * ##.##
4333  * #.#
4334  *
4335  * Likewise, a run along a wall, and then into a doorway (two
4336  * runs) will work correctly. A single run rightwards from @ will
4337  * stop at 1. Another run right and down will enter the corridor
4338  * and make the corner, stopping at the 2.
4339  *
4340  * ##################
4341  * o@x       1
4342  * ########### ######
4343  * #2          #
4344  * #############
4345  *
4346  * After any move, the function area_affect is called to
4347  * determine the new surroundings, and the direction of
4348  * subsequent moves. It examines the current player location
4349  * (at which the runner has just arrived) and the previous
4350  * direction (from which the runner is considered to have come).
4351  *
4352  * Moving one square in some direction places you adjacent to
4353  * three or five new squares (for straight and diagonal moves
4354  * respectively) to which you were not previously adjacent,
4355  * marked as '!' in the diagrams below.
4356  *
4357  *   ...!              ...
4358  *   .o@!  (normal)    .o.!  (diagonal)
4359  *   ...!  (east)      ..@!  (south east)
4360  *                      !!!
4361  *
4362  * You STOP if any of the new squares are interesting in any way:
4363  * for example, if they contain visible monsters or treasure.
4364  *
4365  * You STOP if any of the newly adjacent squares seem to be open,
4366  * and you are also looking for a break on that side. (that is,
4367  * find_openarea AND find_break).
4368  *
4369  * You STOP if any of the newly adjacent squares do NOT seem to be
4370  * open and you are in an open area, and that side was previously
4371  * entirely open.
4372  *
4373  * Corners: If you are not in the open (i.e. you are in a corridor)
4374  * and there is only one way to go in the new squares, then turn in
4375  * that direction. If there are more than two new ways to go, STOP.
4376  * If there are two ways to go, and those ways are separated by a
4377  * square which does not seem to be open, then STOP.
4378  *
4379  * Otherwise, we have a potential corner. There are two new open
4380  * squares, which are also adjacent. One of the new squares is
4381  * diagonally located, the other is straight on (as in the diagram).
4382  * We consider two more squares further out (marked below as ?).
4383  *
4384  * We assign "option" to the straight-on grid, and "option2" to the
4385  * diagonal grid, and "check_dir" to the grid marked 's'.
4386  *
4387  * ##s
4388  * @x?
4389  * #.?
4390  *
4391  * If they are both seen to be closed, then it is seen that no benefit
4392  * is gained from moving straight. It is a known corner.  To cut the
4393  * corner, go diagonally, otherwise go straight, but pretend you
4394  * stepped diagonally into that next location for a full view next
4395  * time. Conversely, if one of the ? squares is not seen to be closed,
4396  * then there is a potential choice. We check to see whether it is a
4397  * potential corner or an intersection/room entrance.  If the square
4398  * two spaces straight ahead, and the space marked with 's' are both
4399  * unknown space, then it is a potential corner and enter if
4400  * find_examine is set, otherwise must stop because it is not a
4401  * corner. (find_examine option is removed and always is TRUE.)
4402  */
4403
4404
4405
4406
4407 /*
4408  * Hack -- allow quick "cycling" through the legal directions
4409  */
4410 static byte cycle[] =
4411 { 1, 2, 3, 6, 9, 8, 7, 4, 1, 2, 3, 6, 9, 8, 7, 4, 1 };
4412
4413 /*
4414  * Hack -- map each direction into the "middle" of the "cycle[]" array
4415  */
4416 static byte chome[] =
4417 { 0, 8, 9, 10, 7, 0, 11, 6, 5, 4 };
4418
4419 /*
4420  * The direction we are running
4421  */
4422 static byte find_current;
4423
4424 /*
4425  * The direction we came from
4426  */
4427 static byte find_prevdir;
4428
4429 /*
4430  * We are looking for open area
4431  */
4432 static bool find_openarea;
4433
4434 /*
4435  * We are looking for a break
4436  */
4437 static bool find_breakright;
4438 static bool find_breakleft;
4439
4440
4441
4442 /*
4443  * Initialize the running algorithm for a new direction.
4444  *
4445  * Diagonal Corridor -- allow diaginal entry into corridors.
4446  *
4447  * Blunt Corridor -- If there is a wall two spaces ahead and
4448  * we seem to be in a corridor, then force a turn into the side
4449  * corridor, must be moving straight into a corridor here. ???
4450  *
4451  * Diagonal Corridor    Blunt Corridor (?)
4452  *       # #                  #
4453  *       #x#                 @x#
4454  *       @p.                  p
4455  */
4456 static void run_init(int dir)
4457 {
4458         int             row, col, deepleft, deepright;
4459         int             i, shortleft, shortright;
4460
4461
4462         /* Save the direction */
4463         find_current = dir;
4464
4465         /* Assume running straight */
4466         find_prevdir = dir;
4467
4468         /* Assume looking for open area */
4469         find_openarea = TRUE;
4470
4471         /* Assume not looking for breaks */
4472         find_breakright = find_breakleft = FALSE;
4473
4474         /* Assume no nearby walls */
4475         deepleft = deepright = FALSE;
4476         shortright = shortleft = FALSE;
4477
4478         p_ptr->run_py = py;
4479         p_ptr->run_px = px;
4480
4481         /* Find the destination grid */
4482         row = py + ddy[dir];
4483         col = px + ddx[dir];
4484
4485         ignore_avoid_run = cave_have_flag_bold(row, col, FF_AVOID_RUN);
4486
4487         /* Extract cycle index */
4488         i = chome[dir];
4489
4490         /* Check for walls */
4491         if (see_wall(cycle[i+1], py, px))
4492         {
4493                 find_breakleft = TRUE;
4494                 shortleft = TRUE;
4495         }
4496         else if (see_wall(cycle[i+1], row, col))
4497         {
4498                 find_breakleft = TRUE;
4499                 deepleft = TRUE;
4500         }
4501
4502         /* Check for walls */
4503         if (see_wall(cycle[i-1], py, px))
4504         {
4505                 find_breakright = TRUE;
4506                 shortright = TRUE;
4507         }
4508         else if (see_wall(cycle[i-1], row, col))
4509         {
4510                 find_breakright = TRUE;
4511                 deepright = TRUE;
4512         }
4513
4514         /* Looking for a break */
4515         if (find_breakleft && find_breakright)
4516         {
4517                 /* Not looking for open area */
4518                 find_openarea = FALSE;
4519
4520                 /* Hack -- allow angled corridor entry */
4521                 if (dir & 0x01)
4522                 {
4523                         if (deepleft && !deepright)
4524                         {
4525                                 find_prevdir = cycle[i - 1];
4526                         }
4527                         else if (deepright && !deepleft)
4528                         {
4529                                 find_prevdir = cycle[i + 1];
4530                         }
4531                 }
4532
4533                 /* Hack -- allow blunt corridor entry */
4534                 else if (see_wall(cycle[i], row, col))
4535                 {
4536                         if (shortleft && !shortright)
4537                         {
4538                                 find_prevdir = cycle[i - 2];
4539                         }
4540                         else if (shortright && !shortleft)
4541                         {
4542                                 find_prevdir = cycle[i + 2];
4543                         }
4544                 }
4545         }
4546 }
4547
4548
4549 /*
4550  * Update the current "run" path
4551  *
4552  * Return TRUE if the running should be stopped
4553  */
4554 static bool run_test(void)
4555 {
4556         int         prev_dir, new_dir, check_dir = 0;
4557         int         row, col;
4558         int         i, max, inv;
4559         int         option = 0, option2 = 0;
4560         cave_type   *c_ptr;
4561         s16b        feat;
4562         feature_type *f_ptr;
4563
4564         /* Where we came from */
4565         prev_dir = find_prevdir;
4566
4567
4568         /* Range of newly adjacent grids */
4569         max = (prev_dir & 0x01) + 1;
4570
4571         /* break run when leaving trap detected region */
4572         if ((disturb_trap_detect || alert_trap_detect)
4573             && p_ptr->dtrap && !(cave[py][px].info & CAVE_IN_DETECT))
4574         {
4575                 /* No duplicate warning */
4576                 p_ptr->dtrap = FALSE;
4577
4578                 /* You are just on the edge */
4579                 if (!(cave[py][px].info & CAVE_UNSAFE))
4580                 {
4581                         if (alert_trap_detect)
4582                         {
4583 #ifdef JP
4584                                 msg_print("* Ãí°Õ:¤³¤ÎÀè¤Ï¥È¥é¥Ã¥×¤Î´¶ÃÎÈϰϳ°¤Ç¤¹¡ª *");
4585 #else
4586                                 msg_print("*Leaving trap detect region!*");
4587 #endif
4588                         }
4589
4590                         if (disturb_trap_detect)
4591                         {
4592                                 /* Break Run */
4593                                 return(TRUE);
4594                         }
4595                 }
4596         }
4597
4598         /* Look at every newly adjacent square. */
4599         for (i = -max; i <= max; i++)
4600         {
4601                 s16b this_o_idx, next_o_idx = 0;
4602
4603                 /* New direction */
4604                 new_dir = cycle[chome[prev_dir] + i];
4605
4606                 /* New location */
4607                 row = py + ddy[new_dir];
4608                 col = px + ddx[new_dir];
4609
4610                 /* Access grid */
4611                 c_ptr = &cave[row][col];
4612
4613                 /* Feature code (applying "mimic" field) */
4614                 feat = get_feat_mimic(c_ptr);
4615                 f_ptr = &f_info[feat];
4616
4617                 /* Visible monsters abort running */
4618                 if (c_ptr->m_idx)
4619                 {
4620                         monster_type *m_ptr = &m_list[c_ptr->m_idx];
4621
4622                         /* Visible monster */
4623                         if (m_ptr->ml) return (TRUE);
4624                 }
4625
4626                 /* Visible objects abort running */
4627                 for (this_o_idx = c_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
4628                 {
4629                         object_type *o_ptr;
4630
4631                         /* Acquire object */
4632                         o_ptr = &o_list[this_o_idx];
4633
4634                         /* Acquire next object */
4635                         next_o_idx = o_ptr->next_o_idx;
4636
4637                         /* Visible object */
4638                         if (o_ptr->marked) return (TRUE);
4639                 }
4640
4641                 /* Assume unknown */
4642                 inv = TRUE;
4643
4644                 /* Check memorized grids */
4645                 if (c_ptr->info & (CAVE_MARK))
4646                 {
4647                         bool notice = have_flag(f_ptr->flags, FF_NOTICE);
4648
4649                         if (notice && have_flag(f_ptr->flags, FF_MOVE))
4650                         {
4651                                 /* Open doors */
4652                                 if (find_ignore_doors && have_flag(f_ptr->flags, FF_DOOR) && have_flag(f_ptr->flags, FF_CLOSE))
4653                                 {
4654                                         /* Option -- ignore */
4655                                         notice = FALSE;
4656                                 }
4657
4658                                 /* Stairs */
4659                                 else if (find_ignore_stairs && have_flag(f_ptr->flags, FF_STAIRS))
4660                                 {
4661                                         /* Option -- ignore */
4662                                         notice = FALSE;
4663                                 }
4664
4665                                 /* Lava */
4666                                 else if (have_flag(f_ptr->flags, FF_LAVA) && (p_ptr->immune_fire || IS_INVULN()))
4667                                 {
4668                                         /* Ignore */
4669                                         notice = FALSE;
4670                                 }
4671
4672                                 /* Deep water */
4673                                 else if (have_flag(f_ptr->flags, FF_WATER) && have_flag(f_ptr->flags, FF_DEEP) &&
4674                                          (p_ptr->levitation || p_ptr->can_swim ||
4675                                           p_ptr->total_weight <= (((u32b)adj_str_wgt[p_ptr->stat_ind[A_STR]]*(p_ptr->pclass == CLASS_BERSERKER ? 150 : 100)) / 2)))
4676                                 {
4677                                         /* Ignore */
4678                                         notice = FALSE;
4679                                 }
4680                         }
4681
4682                         /* Interesting feature */
4683                         if (notice) return (TRUE);
4684
4685                         /* The grid is "visible" */
4686                         inv = FALSE;
4687                 }
4688
4689                 /* Analyze unknown grids and floors considering mimic */
4690                 if (inv || !see_wall(0, row, col))
4691                 {
4692                         /* Looking for open area */
4693                         if (find_openarea)
4694                         {
4695                                 /* Nothing */
4696                         }
4697
4698                         /* The first new direction. */
4699                         else if (!option)
4700                         {
4701                                 option = new_dir;
4702                         }
4703
4704                         /* Three new directions. Stop running. */
4705                         else if (option2)
4706                         {
4707                                 return (TRUE);
4708                         }
4709
4710                         /* Two non-adjacent new directions.  Stop running. */
4711                         else if (option != cycle[chome[prev_dir] + i - 1])
4712                         {
4713                                 return (TRUE);
4714                         }
4715
4716                         /* Two new (adjacent) directions (case 1) */
4717                         else if (new_dir & 0x01)
4718                         {
4719                                 check_dir = cycle[chome[prev_dir] + i - 2];
4720                                 option2 = new_dir;
4721                         }
4722
4723                         /* Two new (adjacent) directions (case 2) */
4724                         else
4725                         {
4726                                 check_dir = cycle[chome[prev_dir] + i + 1];
4727                                 option2 = option;
4728                                 option = new_dir;
4729                         }
4730                 }
4731
4732                 /* Obstacle, while looking for open area */
4733                 else
4734                 {
4735                         if (find_openarea)
4736                         {
4737                                 if (i < 0)
4738                                 {
4739                                         /* Break to the right */
4740                                         find_breakright = TRUE;
4741                                 }
4742
4743                                 else if (i > 0)
4744                                 {
4745                                         /* Break to the left */
4746                                         find_breakleft = TRUE;
4747                                 }
4748                         }
4749                 }
4750         }
4751
4752         /* Looking for open area */
4753         if (find_openarea)
4754         {
4755                 /* Hack -- look again */
4756                 for (i = -max; i < 0; i++)
4757                 {
4758                         /* Unknown grid or non-wall */
4759                         if (!see_wall(cycle[chome[prev_dir] + i], py, px))
4760                         {
4761                                 /* Looking to break right */
4762                                 if (find_breakright)
4763                                 {
4764                                         return (TRUE);
4765                                 }
4766                         }
4767
4768                         /* Obstacle */
4769                         else
4770                         {
4771                                 /* Looking to break left */
4772                                 if (find_breakleft)
4773                                 {
4774                                         return (TRUE);
4775                                 }
4776                         }
4777                 }
4778
4779                 /* Hack -- look again */
4780                 for (i = max; i > 0; i--)
4781                 {
4782                         /* Unknown grid or non-wall */
4783                         if (!see_wall(cycle[chome[prev_dir] + i], py, px))
4784                         {
4785                                 /* Looking to break left */
4786                                 if (find_breakleft)
4787                                 {
4788                                         return (TRUE);
4789                                 }
4790                         }
4791
4792                         /* Obstacle */
4793                         else
4794                         {
4795                                 /* Looking to break right */
4796                                 if (find_breakright)
4797                                 {
4798                                         return (TRUE);
4799                                 }
4800                         }
4801                 }
4802         }
4803
4804         /* Not looking for open area */
4805         else
4806         {
4807                 /* No options */
4808                 if (!option)
4809                 {
4810                         return (TRUE);
4811                 }
4812
4813                 /* One option */
4814                 else if (!option2)
4815                 {
4816                         /* Primary option */
4817                         find_current = option;
4818
4819                         /* No other options */
4820                         find_prevdir = option;
4821                 }
4822
4823                 /* Two options, examining corners */
4824                 else if (!find_cut)
4825                 {
4826                         /* Primary option */
4827                         find_current = option;
4828
4829                         /* Hack -- allow curving */
4830                         find_prevdir = option2;
4831                 }
4832
4833                 /* Two options, pick one */
4834                 else
4835                 {
4836                         /* Get next location */
4837                         row = py + ddy[option];
4838                         col = px + ddx[option];
4839
4840                         /* Don't see that it is closed off. */
4841                         /* This could be a potential corner or an intersection. */
4842                         if (!see_wall(option, row, col) ||
4843                             !see_wall(check_dir, row, col))
4844                         {
4845                                 /* Can not see anything ahead and in the direction we */
4846                                 /* are turning, assume that it is a potential corner. */
4847                                 if (see_nothing(option, row, col) &&
4848                                     see_nothing(option2, row, col))
4849                                 {
4850                                         find_current = option;
4851                                         find_prevdir = option2;
4852                                 }
4853
4854                                 /* STOP: we are next to an intersection or a room */
4855                                 else
4856                                 {
4857                                         return (TRUE);
4858                                 }
4859                         }
4860
4861                         /* This corner is seen to be enclosed; we cut the corner. */
4862                         else if (find_cut)
4863                         {
4864                                 find_current = option2;
4865                                 find_prevdir = option2;
4866                         }
4867
4868                         /* This corner is seen to be enclosed, and we */
4869                         /* deliberately go the long way. */
4870                         else
4871                         {
4872                                 find_current = option;
4873                                 find_prevdir = option2;
4874                         }
4875                 }
4876         }
4877
4878         /* About to hit a known wall, stop */
4879         if (see_wall(find_current, py, px))
4880         {
4881                 return (TRUE);
4882         }
4883
4884         /* Failure */
4885         return (FALSE);
4886 }
4887
4888
4889
4890 /*
4891  * Take one step along the current "run" path
4892  */
4893 void run_step(int dir)
4894 {
4895         /* Start running */
4896         if (dir)
4897         {
4898                 /* Ignore AVOID_RUN on a first step */
4899                 ignore_avoid_run = TRUE;
4900
4901                 /* Hack -- do not start silly run */
4902                 if (see_wall(dir, py, px))
4903                 {
4904                         /* Message */
4905 #ifdef JP
4906                         msg_print("¤½¤ÎÊý¸þ¤Ë¤ÏÁö¤ì¤Þ¤»¤ó¡£");
4907 #else
4908                         msg_print("You cannot run in that direction.");
4909 #endif
4910
4911                         /* Disturb */
4912                         disturb(0, 0);
4913
4914                         /* Done */
4915                         return;
4916                 }
4917
4918                 /* Initialize */
4919                 run_init(dir);
4920         }
4921
4922         /* Keep running */
4923         else
4924         {
4925                 /* Update run */
4926                 if (run_test())
4927                 {
4928                         /* Disturb */
4929                         disturb(0, 0);
4930
4931                         /* Done */
4932                         return;
4933                 }
4934         }
4935
4936         /* Decrease the run counter */
4937         if (--running <= 0) return;
4938
4939         /* Take time */
4940         energy_use = 100;
4941
4942         /* Move the player, using the "pickup" flag */
4943 #ifdef ALLOW_EASY_DISARM /* TNB */
4944
4945         move_player(find_current, FALSE, FALSE);
4946
4947 #else /* ALLOW_EASY_DISARM -- TNB */
4948
4949         move_player(find_current, always_pickup, FALSE);
4950
4951 #endif /* ALLOW_EASY_DISARM -- TNB */
4952
4953         if (player_bold(p_ptr->run_py, p_ptr->run_px))
4954         {
4955                 p_ptr->run_py = 0;
4956                 p_ptr->run_px = 0;
4957                 disturb(0, 0);
4958         }
4959 }