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[hengband/hengband.git] / src / cmd2.c
1 /* File: cmd2.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 2) */
12
13 #include "angband.h"
14
15
16 /*
17  * Go up one level
18  */
19 void do_cmd_go_up(void)
20 {
21         bool go_up = FALSE;
22
23         /* Player grid */
24         cave_type *c_ptr = &cave[py][px];
25         feature_type *f_ptr = &f_info[c_ptr->feat];
26
27         int up_num = 0;
28
29         if (p_ptr->special_defense & KATA_MUSOU)
30         {
31                 set_action(ACTION_NONE);
32         }
33
34         /* Verify stairs */
35         if (!have_flag(f_ptr->flags, FF_LESS))
36         {
37 #ifdef JP
38                 msg_print("¤³¤³¤Ë¤Ï¾å¤ê³¬Ãʤ¬¸«Åö¤¿¤é¤Ê¤¤¡£");
39 #else
40                 msg_print("I see no up staircase here.");
41 #endif
42
43                 return;
44         }
45
46         /* Quest up stairs */
47         if (have_flag(f_ptr->flags, FF_QUEST))
48         {
49                 /* Success */
50 #ifdef JP
51                 if ((p_ptr->pseikaku == SEIKAKU_COMBAT) || (inventory[INVEN_BOW].name1 == ART_CRIMSON))
52                         msg_print("¤Ê¤ó¤À¤³¤Î³¬Ãʤϡª");
53                 else
54                         msg_print("¾å¤Î³¬¤ËÅФä¿¡£");
55 #else
56                 msg_print("You enter the up staircase.");
57 #endif
58
59                 leave_quest_check();
60
61                 p_ptr->inside_quest = c_ptr->special;
62
63                 /* Activate the quest */
64                 if (!quest[p_ptr->inside_quest].status)
65                 {
66                         quest[p_ptr->inside_quest].status = QUEST_STATUS_TAKEN;
67                 }
68
69                 /* Leaving a quest */
70                 if (!p_ptr->inside_quest)
71                 {
72                         dun_level = 0;
73                 }
74
75                 /* Leaving */
76                 p_ptr->leaving = TRUE;
77
78                 p_ptr->oldpx = 0;
79                 p_ptr->oldpy = 0;
80
81                 /* End the command */
82                 return;
83         }
84
85         if (!dun_level)
86         {
87                 go_up = TRUE;
88         }
89         else
90         {
91                 quest_type *q_ptr = &quest[p_ptr->inside_quest];
92
93                 /* Confirm leaving from once only quest */
94                 if (confirm_quest && p_ptr->inside_quest &&
95                     (q_ptr->type == QUEST_TYPE_RANDOM ||
96                      (q_ptr->flags & QUEST_FLAG_ONCE &&
97                       q_ptr->status != QUEST_STATUS_COMPLETED)))
98                 {
99 #ifdef JP
100                         msg_print("¤³¤Î³¬¤ò°ìÅÙµî¤ë¤ÈÆóÅÙ¤ÈÌá¤Ã¤ÆÍè¤é¤ì¤Þ¤»¤ó¡£");
101                         if (get_check("ËÜÅö¤Ë¤³¤Î³¬¤òµî¤ê¤Þ¤¹¤«¡©")) go_up = TRUE;
102 #else
103                         msg_print("You can't come back here once you leave this floor.");
104                         if (get_check("Really leave this floor? ")) go_up = TRUE;
105 #endif
106                 }
107                 else
108                 {
109                         go_up = TRUE;
110                 }
111         }
112
113         /* Cancel the command */
114         if (!go_up) return;
115
116         /* Hack -- take a turn */
117         energy_use = 100;
118
119         if (autosave_l) do_cmd_save_game(TRUE);
120
121         /* For a random quest */
122         if (p_ptr->inside_quest &&
123             quest[p_ptr->inside_quest].type == QUEST_TYPE_RANDOM)
124         {
125                 leave_quest_check();
126
127                 p_ptr->inside_quest = 0;
128         }
129
130         /* For a fixed quest */
131         if (p_ptr->inside_quest &&
132             quest[p_ptr->inside_quest].type != QUEST_TYPE_RANDOM)
133         {
134                 leave_quest_check();
135
136                 p_ptr->inside_quest = c_ptr->special;
137                 dun_level = 0;
138                 up_num = 0;
139         }
140
141         /* For normal dungeon and random quest */
142         else
143         {
144                 /* New depth */
145                 if (have_flag(f_ptr->flags, FF_SHAFT))
146                 {
147                         /* Create a way back */
148                         prepare_change_floor_mode(CFM_SAVE_FLOORS | CFM_UP | CFM_SHAFT);
149
150                         up_num = 2;
151                 }
152                 else
153                 {
154                         /* Create a way back */
155                         prepare_change_floor_mode(CFM_SAVE_FLOORS | CFM_UP);
156
157                         up_num = 1;
158                 }
159
160                 /* Get out from current dungeon */
161                 if (dun_level - up_num < d_info[dungeon_type].mindepth)
162                         up_num = dun_level;
163         }
164
165 #ifdef JP
166         if (record_stair) do_cmd_write_nikki(NIKKI_STAIR, 0-up_num, "³¬Ãʤò¾å¤Ã¤¿");
167 #else
168         if (record_stair) do_cmd_write_nikki(NIKKI_STAIR, 0-up_num, "climbed up the stairs to");
169 #endif
170
171         /* Success */
172 #ifdef JP
173         if ((p_ptr->pseikaku == SEIKAKU_COMBAT) || (inventory[INVEN_BOW].name1 == ART_CRIMSON))
174                 msg_print("¤Ê¤ó¤À¤³¤Î³¬Ãʤϡª");
175         else if (up_num == dun_level)
176                 msg_print("ÃϾå¤ËÌá¤Ã¤¿¡£");
177         else
178                 msg_print("³¬Ãʤò¾å¤Ã¤Æ¿·¤¿¤Ê¤ë̵ܤؤÈ­¤òƧ¤ßÆþ¤ì¤¿¡£");
179 #else
180         if (up_num == dun_level)
181                 msg_print("You go back to the surface.");
182         else
183                 msg_print("You enter a maze of up staircases.");
184 #endif
185
186         /* Leaving */
187         p_ptr->leaving = TRUE;
188 }
189
190
191 /*
192  * Go down one level
193  */
194 void do_cmd_go_down(void)
195 {
196         /* Player grid */
197         cave_type *c_ptr = &cave[py][px];
198         feature_type *f_ptr = &f_info[c_ptr->feat];
199
200         bool fall_trap = FALSE;
201         int down_num = 0;
202
203         if (p_ptr->special_defense & KATA_MUSOU)
204         {
205                 set_action(ACTION_NONE);
206         }
207
208         /* Verify stairs */
209         if (!have_flag(f_ptr->flags, FF_MORE))
210         {
211 #ifdef JP
212                 msg_print("¤³¤³¤Ë¤Ï²¼¤ê³¬Ãʤ¬¸«Åö¤¿¤é¤Ê¤¤¡£");
213 #else
214                 msg_print("I see no down staircase here.");
215 #endif
216
217                 return;
218         }
219
220         if (have_flag(f_ptr->flags, FF_TRAP)) fall_trap = TRUE;
221
222         /* Quest entrance */
223         if (have_flag(f_ptr->flags, FF_QUEST_ENTER))
224         {
225                 do_cmd_quest();
226         }
227
228         /* Quest down stairs */
229         else if (have_flag(f_ptr->flags, FF_QUEST))
230         {
231 #ifdef JP
232                 if ((p_ptr->pseikaku == SEIKAKU_COMBAT) || (inventory[INVEN_BOW].name1 == ART_CRIMSON))
233                         msg_print("¤Ê¤ó¤À¤³¤Î³¬Ãʤϡª");
234                 else
235                         msg_print("²¼¤Î³¬¤Ë¹ß¤ê¤¿¡£");
236 #else
237                         msg_print("You enter the down staircase.");
238 #endif
239
240
241                 leave_quest_check();
242
243                 p_ptr->inside_quest = c_ptr->special;
244
245                 /* Activate the quest */
246                 if (!quest[p_ptr->inside_quest].status)
247                 {
248                         quest[p_ptr->inside_quest].status = QUEST_STATUS_TAKEN;
249                 }
250
251                 /* Leaving a quest */
252                 if (!p_ptr->inside_quest)
253                 {
254                         dun_level = 0;
255                 }
256
257                 /* Leaving */
258                 p_ptr->leaving = TRUE;
259
260                 p_ptr->oldpx = 0;
261                 p_ptr->oldpy = 0;
262         }
263
264         else
265         {
266                 int target_dungeon = 0;
267
268                 if (!dun_level)
269                 {
270                         target_dungeon = have_flag(f_ptr->flags, FF_ENTRANCE) ? c_ptr->special : DUNGEON_ANGBAND;
271
272                         if (ironman_downward && (target_dungeon != DUNGEON_ANGBAND))
273                         {
274 #ifdef JP
275                                 msg_print("¥À¥ó¥¸¥ç¥ó¤ÎÆþ¸ý¤ÏºÉ¤¬¤ì¤Æ¤¤¤ë¡ª");
276 #else
277                                 msg_print("The entrance of this dungeon is closed!");
278 #endif
279                                 return;
280                         }
281                         if (!max_dlv[target_dungeon])
282                         {
283 #ifdef JP
284                                 msg_format("¤³¤³¤Ë¤Ï%s¤ÎÆþ¤ê¸ý(%d³¬ÁêÅö)¤¬¤¢¤ê¤Þ¤¹", d_name+d_info[target_dungeon].name, d_info[target_dungeon].mindepth);
285                                 if (!get_check("ËÜÅö¤Ë¤³¤Î¥À¥ó¥¸¥ç¥ó¤ËÆþ¤ê¤Þ¤¹¤«¡©")) return;
286 #else
287                                 msg_format("There is the entrance of %s (Danger level: %d)", d_name+d_info[target_dungeon].name, d_info[target_dungeon].mindepth);
288                                 if (!get_check("Do you really get in this dungeon? ")) return;
289 #endif
290                         }
291
292                         /* Save old player position */
293                         p_ptr->oldpx = px;
294                         p_ptr->oldpy = py;
295                         dungeon_type = (byte)target_dungeon;
296
297                         /*
298                          * Clear all saved floors
299                          * and create a first saved floor
300                          */
301                         prepare_change_floor_mode(CFM_FIRST_FLOOR);
302                 }
303
304                 /* Hack -- take a turn */
305                 energy_use = 100;
306
307                 if (autosave_l) do_cmd_save_game(TRUE);
308
309                 /* Go down */
310                 if (have_flag(f_ptr->flags, FF_SHAFT)) down_num += 2;
311                 else down_num += 1;
312
313                 if (!dun_level)
314                 {
315                         /* Enter the dungeon just now */
316                         p_ptr->enter_dungeon = TRUE;
317                         down_num = d_info[dungeon_type].mindepth;
318                 }
319
320                 if (record_stair)
321                 {
322 #ifdef JP
323                         if (fall_trap) do_cmd_write_nikki(NIKKI_STAIR, down_num, "Í¸Í¤ËÍî¤Á¤¿");
324                         else do_cmd_write_nikki(NIKKI_STAIR, down_num, "³¬Ãʤò²¼¤ê¤¿");
325 #else
326                         if (fall_trap) do_cmd_write_nikki(NIKKI_STAIR, down_num, "fell through a trap door");
327                         else do_cmd_write_nikki(NIKKI_STAIR, down_num, "climbed down the stairs to");
328 #endif
329                 }
330
331                 if (fall_trap)
332                 {
333 #ifdef JP
334                         msg_print("¤ï¤¶¤ÈÍ¸Í¤ËÍî¤Á¤¿¡£");
335 #else
336                         msg_print("You deliberately jump through the trap door.");
337 #endif
338                 }
339                 else
340                 {
341                         /* Success */
342                         if (target_dungeon)
343                         {
344 #ifdef JP
345                                 msg_format("%s¤ØÆþ¤Ã¤¿¡£", d_text + d_info[dungeon_type].text);
346 #else
347                                 msg_format("You entered %s.", d_text + d_info[dungeon_type].text);
348 #endif
349                         }
350                         else
351                         {
352 #ifdef JP
353                                 if ((p_ptr->pseikaku == SEIKAKU_COMBAT) || (inventory[INVEN_BOW].name1 == ART_CRIMSON))
354                                         msg_print("¤Ê¤ó¤À¤³¤Î³¬Ãʤϡª");
355                                 else
356                                         msg_print("³¬Ãʤò²¼¤ê¤Æ¿·¤¿¤Ê¤ë̵ܤؤÈ­¤òƧ¤ßÆþ¤ì¤¿¡£");
357 #else
358                                 msg_print("You enter a maze of down staircases.");
359 #endif
360                         }
361                 }
362
363
364                 /* Leaving */
365                 p_ptr->leaving = TRUE;
366
367                 if (fall_trap)
368                 {
369                         prepare_change_floor_mode(CFM_SAVE_FLOORS | CFM_DOWN | CFM_RAND_PLACE | CFM_RAND_CONNECT);
370                 }
371                 else
372                 {
373                         if (have_flag(f_ptr->flags, FF_SHAFT))
374                         {
375                                 /* Create a way back */
376                                 prepare_change_floor_mode(CFM_SAVE_FLOORS | CFM_DOWN | CFM_SHAFT);
377                         }
378                         else
379                         {
380                                 /* Create a way back */
381                                 prepare_change_floor_mode(CFM_SAVE_FLOORS | CFM_DOWN);
382                         }
383                 }
384         }
385 }
386
387
388
389 /*
390  * Simple command to "search" for one turn
391  */
392 void do_cmd_search(void)
393 {
394         /* Allow repeated command */
395         if (command_arg)
396         {
397                 /* Set repeat count */
398                 command_rep = command_arg - 1;
399
400                 /* Redraw the state */
401                 p_ptr->redraw |= (PR_STATE);
402
403                 /* Cancel the arg */
404                 command_arg = 0;
405         }
406
407         /* Take a turn */
408         energy_use = 100;
409
410         /* Search */
411         search();
412 }
413
414
415 /*
416  * Determine if a grid contains a chest
417  */
418 static s16b chest_check(int y, int x)
419 {
420         cave_type *c_ptr = &cave[y][x];
421
422         s16b this_o_idx, next_o_idx = 0;
423
424
425         /* Scan all objects in the grid */
426         for (this_o_idx = c_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
427         {
428                 object_type *o_ptr;
429
430                 /* Acquire object */
431                 o_ptr = &o_list[this_o_idx];
432
433                 /* Acquire next object */
434                 next_o_idx = o_ptr->next_o_idx;
435
436                 /* Skip unknown chests XXX XXX */
437                 /* if (!o_ptr->marked) continue; */
438
439                 /* Check for chest */
440                 if (o_ptr->tval == TV_CHEST) return (this_o_idx);
441         }
442
443         /* No chest */
444         return (0);
445 }
446
447
448 /*
449  * Allocates objects upon opening a chest    -BEN-
450  *
451  * Disperse treasures from the given chest, centered at (x,y).
452  *
453  * Small chests often contain "gold", while Large chests always contain
454  * items.  Wooden chests contain 2 items, Iron chests contain 4 items,
455  * and Steel chests contain 6 items.  The "value" of the items in a
456  * chest is based on the "power" of the chest, which is in turn based
457  * on the level on which the chest is generated.
458  */
459 static void chest_death(bool scatter, int y, int x, s16b o_idx)
460 {
461         int number;
462
463         bool small;
464         u32b mode = AM_GOOD;
465
466         object_type forge;
467         object_type *q_ptr;
468
469         object_type *o_ptr = &o_list[o_idx];
470
471
472         /* Small chests often hold "gold" */
473         small = (o_ptr->sval < SV_CHEST_MIN_LARGE);
474
475         /* Determine how much to drop (see above) */
476         number = (o_ptr->sval % SV_CHEST_MIN_LARGE) * 2;
477
478         if (o_ptr->sval == SV_CHEST_KANDUME)
479         {
480                 number = 5;
481                 small = FALSE;
482                 mode |= AM_GREAT;
483                 object_level = o_ptr->xtra3;
484         }
485         else
486         {
487                 /* Determine the "value" of the items */
488                 object_level = ABS(o_ptr->pval) + 10;
489         }
490
491         /* Zero pval means empty chest */
492         if (!o_ptr->pval) number = 0;
493
494         /* Opening a chest */
495         opening_chest = TRUE;
496
497         /* Drop some objects (non-chests) */
498         for (; number > 0; --number)
499         {
500                 /* Get local object */
501                 q_ptr = &forge;
502
503                 /* Wipe the object */
504                 object_wipe(q_ptr);
505
506                 /* Small chests often drop gold */
507                 if (small && (randint0(100) < 25))
508                 {
509                         /* Make some gold */
510                         if (!make_gold(q_ptr)) continue;
511                 }
512
513                 /* Otherwise drop an item */
514                 else
515                 {
516                         /* Make a good object */
517                         if (!make_object(q_ptr, mode)) continue;
518                 }
519
520                 /* If chest scatters its contents, pick any floor square. */
521                 if (scatter)
522                 {
523                         int i;
524                         for (i = 0; i < 200; i++)
525                         {
526                                 /* Pick a totally random spot. */
527                                 y = randint0(MAX_HGT);
528                                 x = randint0(MAX_WID);
529
530                                 /* Must be an empty floor. */
531                                 if (!cave_empty_bold(y, x)) continue;
532
533                                 /* Place the object there. */
534                                 drop_near(q_ptr, -1, y, x);
535
536                                 /* Done. */
537                                 break;
538                         }
539                 }
540                 /* Normally, drop object near the chest. */
541                 else drop_near(q_ptr, -1, y, x);
542         }
543
544         /* Reset the object level */
545         object_level = base_level;
546
547         /* No longer opening a chest */
548         opening_chest = FALSE;
549
550         /* Empty */
551         o_ptr->pval = 0;
552
553         /* Known */
554         object_known(o_ptr);
555 }
556
557
558 /*
559  * Chests have traps too.
560  *
561  * Exploding chest destroys contents (and traps).
562  * Note that the chest itself is never destroyed.
563  */
564 static void chest_trap(int y, int x, s16b o_idx)
565 {
566         int  i, trap;
567
568         object_type *o_ptr = &o_list[o_idx];
569
570         int mon_level = o_ptr->xtra3;
571
572         /* Ignore disarmed chests */
573         if (o_ptr->pval <= 0) return;
574
575         /* Obtain the traps */
576         trap = chest_traps[o_ptr->pval];
577
578         /* Lose strength */
579         if (trap & (CHEST_LOSE_STR))
580         {
581 #ifdef JP
582                 msg_print("»Å³Ý¤±¤é¤ì¤Æ¤¤¤¿¾®¤µ¤Ê¿Ë¤Ë»É¤µ¤ì¤Æ¤·¤Þ¤Ã¤¿¡ª");
583                 take_hit(DAMAGE_NOESCAPE, damroll(1, 4), "ÆÇ¿Ë", -1);
584 #else
585                 msg_print("A small needle has pricked you!");
586                 take_hit(DAMAGE_NOESCAPE, damroll(1, 4), "a poison needle", -1);
587 #endif
588
589                 (void)do_dec_stat(A_STR);
590         }
591
592         /* Lose constitution */
593         if (trap & (CHEST_LOSE_CON))
594         {
595 #ifdef JP
596                 msg_print("»Å³Ý¤±¤é¤ì¤Æ¤¤¤¿¾®¤µ¤Ê¿Ë¤Ë»É¤µ¤ì¤Æ¤·¤Þ¤Ã¤¿¡ª");
597                 take_hit(DAMAGE_NOESCAPE, damroll(1, 4), "ÆÇ¿Ë", -1);
598 #else
599                 msg_print("A small needle has pricked you!");
600                 take_hit(DAMAGE_NOESCAPE, damroll(1, 4), "a poison needle", -1);
601 #endif
602
603                 (void)do_dec_stat(A_CON);
604         }
605
606         /* Poison */
607         if (trap & (CHEST_POISON))
608         {
609 #ifdef JP
610                 msg_print("ÆÍÇ¡¿á¤­½Ð¤·¤¿Îп§¤Î¥¬¥¹¤ËÊñ¤ß¹þ¤Þ¤ì¤¿¡ª");
611 #else
612                 msg_print("A puff of green gas surrounds you!");
613 #endif
614
615                 if (!(p_ptr->resist_pois || IS_OPPOSE_POIS()))
616                 {
617                         (void)set_poisoned(p_ptr->poisoned + 10 + randint1(20));
618                 }
619         }
620
621         /* Paralyze */
622         if (trap & (CHEST_PARALYZE))
623         {
624 #ifdef JP
625                 msg_print("ÆÍÇ¡¿á¤­½Ð¤·¤¿²«¿§¤¤¥¬¥¹¤ËÊñ¤ß¹þ¤Þ¤ì¤¿¡ª");
626 #else
627                 msg_print("A puff of yellow gas surrounds you!");
628 #endif
629
630
631                 if (!p_ptr->free_act)
632                 {
633                         (void)set_paralyzed(p_ptr->paralyzed + 10 + randint1(20));
634                 }
635         }
636
637         /* Summon monsters */
638         if (trap & (CHEST_SUMMON))
639         {
640                 int num = 2 + randint1(3);
641 #ifdef JP
642                 msg_print("ÆÍÇ¡¿á¤­½Ð¤·¤¿±ì¤ËÊñ¤ß¹þ¤Þ¤ì¤¿¡ª");
643 #else
644                 msg_print("You are enveloped in a cloud of smoke!");
645 #endif
646
647
648                 for (i = 0; i < num; i++)
649                 {
650                         if (randint1(100)<dun_level)
651                                 activate_hi_summon(py, px, FALSE);
652                         else
653                                 (void)summon_specific(0, y, x, mon_level, 0, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE | PM_NO_PET));
654                 }
655         }
656
657         /* Elemental summon. */
658         if (trap & (CHEST_E_SUMMON))
659         {
660 #ifdef JP
661                 msg_print("Êõ¤ò¼é¤ë¤¿¤á¤Ë¥¨¥ì¥á¥ó¥¿¥ë¤¬¸½¤ì¤¿¡ª");
662 #else
663                 msg_print("Elemental beings appear to protect their treasures!");
664 #endif
665                 for (i = 0; i < randint1(3) + 5; i++)
666                 {
667                         (void)summon_specific(0, y, x, mon_level, SUMMON_ELEMENTAL, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE | PM_NO_PET));
668                 }
669         }
670
671         /* Force clouds, then summon birds. */
672         if (trap & (CHEST_BIRD_STORM))
673         {
674 #ifdef JP
675                 msg_print("Ä»¤Î·²¤ì¤¬¤¢¤Ê¤¿¤ò¼è¤ê´¬¤¤¤¿¡ª");
676 #else
677                 msg_print("A storm of birds swirls around you!");
678 #endif
679
680                 for (i = 0; i < randint1(3) + 3; i++)
681                         (void)fire_meteor(-1, GF_FORCE, y, x, o_ptr->pval / 5, 7);
682
683                 for (i = 0; i < randint1(5) + o_ptr->pval / 5; i++)
684                 {
685                         (void)summon_specific(0, y, x, mon_level, SUMMON_BIRD, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE | PM_NO_PET));
686                 }
687         }
688
689         /* Various colorful summonings. */
690         if (trap & (CHEST_H_SUMMON))
691         {
692                 /* Summon demons. */
693                 if (one_in_(4))
694                 {
695 #ifdef JP
696                         msg_print("±ê¤Èⲫ¤Î±À¤ÎÃæ¤Ë°­Ë⤬»Ñ¤ò¸½¤·¤¿¡ª");
697 #else
698                         msg_print("Demons materialize in clouds of fire and brimstone!");
699 #endif
700
701                         for (i = 0; i < randint1(3) + 2; i++)
702                         {
703                                 (void)fire_meteor(-1, GF_FIRE, y, x, 10, 5);
704                                 (void)summon_specific(0, y, x, mon_level, SUMMON_DEMON, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE | PM_NO_PET));
705                         }
706                 }
707
708                 /* Summon dragons. */
709                 else if (one_in_(3))
710                 {
711 #ifdef JP
712                         msg_print("°Å°Ç¤Ë¥É¥é¥´¥ó¤Î±Æ¤¬¤Ü¤ó¤ä¤ê¤È¸½¤ì¤¿¡ª");
713 #else
714                         msg_print("Draconic forms loom out of the darkness!");
715 #endif
716
717                         for (i = 0; i < randint1(3) + 2; i++)
718                         {
719                                 (void)summon_specific(0, y, x, mon_level, SUMMON_DRAGON, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE | PM_NO_PET));
720                         }
721                 }
722
723                 /* Summon hybrids. */
724                 else if (one_in_(2))
725                 {
726 #ifdef JP
727                         msg_print("´ñ̯¤Ê»Ñ¤Î²øʪ¤¬½±¤Ã¤ÆÍ褿¡ª");
728 #else
729                         msg_print("Creatures strange and twisted assault you!");
730 #endif
731
732                         for (i = 0; i < randint1(5) + 3; i++)
733                         {
734                                 (void)summon_specific(0, y, x, mon_level, SUMMON_HYBRID, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE | PM_NO_PET));
735                         }
736                 }
737
738                 /* Summon vortices (scattered) */
739                 else
740                 {
741 #ifdef JP
742                         msg_print("±²´¬¤«¹çÂΤ·¡¢ÇËÎö¤·¤¿¡ª");
743 #else
744                         msg_print("Vortices coalesce and wreak destruction!");
745 #endif
746
747                         for (i = 0; i < randint1(3) + 2; i++)
748                         {
749                                 (void)summon_specific(0, y, x, mon_level, SUMMON_VORTEX, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE | PM_NO_PET));
750                         }
751                 }
752         }
753
754         /* Dispel player. */
755         if ((trap & (CHEST_RUNES_OF_EVIL)) && o_ptr->k_idx)
756         {
757                 /* Determine how many nasty tricks can be played. */
758                 int nasty_tricks_count = 4 + randint0(3);
759
760                 /* Message. */
761 #ifdef JP
762                 msg_print("¶²¤·¤¤À¼¤¬¶Á¤¤¤¿:  ¡Ö°Å°Ç¤¬Æò¤ò¤Ä¤Ä¤Þ¤ó¡ª¡×");
763 #else
764                 msg_print("Hideous voices bid:  'Let the darkness have thee!'");
765 #endif
766
767                 /* This is gonna hurt... */
768                 for (; nasty_tricks_count > 0; nasty_tricks_count--)
769                 {
770                         /* ...but a high saving throw does help a little. */
771                         if (randint1(100+o_ptr->pval*2) > p_ptr->skill_sav)
772                         {
773 #ifdef JP
774                                 if (one_in_(6)) take_hit(DAMAGE_NOESCAPE, damroll(5, 20), "ÇËÌǤΥȥé¥Ã¥×¤ÎÊõÈ¢", -1);
775 #else
776                                 if (one_in_(6)) take_hit(DAMAGE_NOESCAPE, damroll(5, 20), "a chest dispel-player trap", -1);
777 #endif
778                                 else if (one_in_(5)) (void)set_cut(p_ptr->cut + 200);
779                                 else if (one_in_(4))
780                                 {
781                                         if (!p_ptr->free_act) 
782                                                 (void)set_paralyzed(p_ptr->paralyzed + 2 + 
783                                                 randint0(6));
784                                         else 
785                                                 (void)set_stun(p_ptr->stun + 10 + 
786                                                 randint0(100));
787                                 }
788                                 else if (one_in_(3)) apply_disenchant(0);
789                                 else if (one_in_(2))
790                                 {
791                                         (void)do_dec_stat(A_STR);
792                                         (void)do_dec_stat(A_DEX);
793                                         (void)do_dec_stat(A_CON);
794                                         (void)do_dec_stat(A_INT);
795                                         (void)do_dec_stat(A_WIS);
796                                         (void)do_dec_stat(A_CHR);
797                                 }
798                                 else (void)fire_meteor(-1, GF_NETHER, y, x, 150, 1);
799                         }
800                 }
801         }
802
803         /* Aggravate monsters. */
804         if (trap & (CHEST_ALARM))
805         {
806 #ifdef JP
807                 msg_print("¤±¤¿¤¿¤Þ¤·¤¤²»¤¬ÌĤê¶Á¤¤¤¿¡ª");
808 #else
809                 msg_print("An alarm sounds!");
810 #endif
811                 aggravate_monsters(0);
812         }
813
814         /* Explode */
815         if ((trap & (CHEST_EXPLODE)) && o_ptr->k_idx)
816         {
817 #ifdef JP
818                 msg_print("ÆÍÁ³¡¢È¢¤¬Çúȯ¤·¤¿¡ª");
819                 msg_print("È¢¤ÎÃæ¤Îʪ¤Ï¤¹¤Ù¤ÆÊ´¡¹¤ËºÕ¤±»¶¤Ã¤¿¡ª");
820 #else
821                 msg_print("There is a sudden explosion!");
822                 msg_print("Everything inside the chest is destroyed!");
823 #endif
824
825                 o_ptr->pval = 0;
826                 sound(SOUND_EXPLODE);
827 #ifdef JP
828                 take_hit(DAMAGE_ATTACK, damroll(5, 8), "Çúȯ¤¹¤ëÈ¢", -1);
829 #else
830                 take_hit(DAMAGE_ATTACK, damroll(5, 8), "an exploding chest", -1);
831 #endif
832
833         }
834         /* Scatter contents. */
835         if ((trap & (CHEST_SCATTER)) && o_ptr->k_idx)
836         {
837 #ifdef JP
838                 msg_print("ÊõÈ¢¤ÎÃæ¿È¤Ï¥À¥ó¥¸¥ç¥ó¤¸¤å¤¦¤Ë»¶Í𤷤¿¡ª");
839 #else
840                 msg_print("The contents of the chest scatter all over the dungeon!");
841 #endif
842                 chest_death(TRUE, y, x, o_idx);
843                 o_ptr->pval = 0;
844         }
845 }
846
847
848 /*
849  * Attempt to open the given chest at the given location
850  *
851  * Assume there is no monster blocking the destination
852  *
853  * Returns TRUE if repeated commands may continue
854  */
855 static bool do_cmd_open_chest(int y, int x, s16b o_idx)
856 {
857         int i, j;
858
859         bool flag = TRUE;
860
861         bool more = FALSE;
862
863         object_type *o_ptr = &o_list[o_idx];
864
865
866         /* Take a turn */
867         energy_use = 100;
868
869         /* Attempt to unlock it */
870         if (o_ptr->pval > 0)
871         {
872                 /* Assume locked, and thus not open */
873                 flag = FALSE;
874
875                 /* Get the "disarm" factor */
876                 i = p_ptr->skill_dis;
877
878                 /* Penalize some conditions */
879                 if (p_ptr->blind || no_lite()) i = i / 10;
880                 if (p_ptr->confused || p_ptr->image) i = i / 10;
881
882                 /* Extract the difficulty */
883                 j = i - o_ptr->pval;
884
885                 /* Always have a small chance of success */
886                 if (j < 2) j = 2;
887
888                 /* Success -- May still have traps */
889                 if (randint0(100) < j)
890                 {
891 #ifdef JP
892                         msg_print("¸°¤ò¤Ï¤º¤·¤¿¡£");
893 #else
894                         msg_print("You have picked the lock.");
895 #endif
896
897                         gain_exp(1);
898                         flag = TRUE;
899                 }
900
901                 /* Failure -- Keep trying */
902                 else
903                 {
904                         /* We may continue repeating */
905                         more = TRUE;
906                         if (flush_failure) flush();
907 #ifdef JP
908                         msg_print("¸°¤ò¤Ï¤º¤»¤Ê¤«¤Ã¤¿¡£");
909 #else
910                         msg_print("You failed to pick the lock.");
911 #endif
912
913                 }
914         }
915
916         /* Allowed to open */
917         if (flag)
918         {
919                 /* Apply chest traps, if any */
920                 chest_trap(y, x, o_idx);
921
922                 /* Let the Chest drop items */
923                 chest_death(FALSE, y, x, o_idx);
924         }
925
926         /* Result */
927         return (more);
928 }
929
930
931 #if defined(ALLOW_EASY_OPEN) || defined(ALLOW_EASY_DISARM) /* TNB */
932
933 /*
934  * Return TRUE if the given feature is an open door
935  */
936 static bool is_open(int feat)
937 {
938         return have_flag(f_info[feat].flags, FF_CLOSE) && (feat != feat_state(feat, FF_CLOSE));
939 }
940
941
942 /*
943  * Return the number of features around (or under) the character.
944  * Usually look for doors and floor traps.
945  */
946 static int count_dt(int *y, int *x, bool (*test)(int feat), bool under)
947 {
948         int d, count, xx, yy;
949
950         /* Count how many matches */
951         count = 0;
952
953         /* Check around (and under) the character */
954         for (d = 0; d < 9; d++)
955         {
956                 cave_type *c_ptr;
957                 s16b feat;
958
959                 /* if not searching under player continue */
960                 if ((d == 8) && !under) continue;
961
962                 /* Extract adjacent (legal) location */
963                 yy = py + ddy_ddd[d];
964                 xx = px + ddx_ddd[d];
965
966                 /* Get the cave */
967                 c_ptr = &cave[yy][xx];
968
969                 /* Must have knowledge */
970                 if (!(c_ptr->info & (CAVE_MARK))) continue;
971
972                 /* Feature code (applying "mimic" field) */
973                 feat = get_feat_mimic(c_ptr);
974
975                 /* Not looking for this feature */
976                 if (!((*test)(feat))) continue;
977
978                 /* OK */
979                 ++count;
980
981                 /* Remember the location. Only useful if only one match */
982                 *y = yy;
983                 *x = xx;
984         }
985
986         /* All done */
987         return count;
988 }
989
990
991 /*
992  * Return the number of chests around (or under) the character.
993  * If requested, count only trapped chests.
994  */
995 static int count_chests(int *y, int *x, bool trapped)
996 {
997         int d, count, o_idx;
998
999         object_type *o_ptr;
1000
1001         /* Count how many matches */
1002         count = 0;
1003
1004         /* Check around (and under) the character */
1005         for (d = 0; d < 9; d++)
1006         {
1007                 /* Extract adjacent (legal) location */
1008                 int yy = py + ddy_ddd[d];
1009                 int xx = px + ddx_ddd[d];
1010
1011                 /* No (visible) chest is there */
1012                 if ((o_idx = chest_check(yy, xx)) == 0) continue;
1013
1014                 /* Grab the object */
1015                 o_ptr = &o_list[o_idx];
1016
1017                 /* Already open */
1018                 if (o_ptr->pval == 0) continue;
1019
1020                 /* No (known) traps here */
1021                 if (trapped && (!object_known_p(o_ptr) ||
1022                         !chest_traps[o_ptr->pval])) continue;
1023
1024                 /* OK */
1025                 ++count;
1026
1027                 /* Remember the location. Only useful if only one match */
1028                 *y = yy;
1029                 *x = xx;
1030         }
1031
1032         /* All done */
1033         return count;
1034 }
1035
1036
1037 /*
1038  * Convert an adjacent location to a direction.
1039  */
1040 static int coords_to_dir(int y, int x)
1041 {
1042         int d[3][3] = { {7, 4, 1}, {8, 5, 2}, {9, 6, 3} };
1043         int dy, dx;
1044
1045         dy = y - py;
1046         dx = x - px;
1047
1048         /* Paranoia */
1049         if (ABS(dx) > 1 || ABS(dy) > 1) return (0);
1050
1051         return d[dx + 1][dy + 1];
1052 }
1053
1054 #endif /* defined(ALLOW_EASY_OPEN) || defined(ALLOW_EASY_DISARM) -- TNB */
1055
1056
1057 /*
1058  * Perform the basic "open" command on doors
1059  *
1060  * Assume destination is a closed/locked/jammed door
1061  *
1062  * Assume there is no monster blocking the destination
1063  *
1064  * Returns TRUE if repeated commands may continue
1065  */
1066 static bool do_cmd_open_aux(int y, int x)
1067 {
1068         int i, j;
1069
1070         /* Get requested grid */
1071         cave_type *c_ptr = &cave[y][x];
1072
1073         feature_type *f_ptr = &f_info[c_ptr->feat];
1074
1075         bool more = FALSE;
1076
1077
1078         /* Take a turn */
1079         energy_use = 100;
1080
1081         /* Seeing true feature code (ignore mimic) */
1082
1083         /* Jammed door */
1084         if (!have_flag(f_ptr->flags, FF_OPEN))
1085         {
1086                 /* Stuck */
1087 #ifdef JP
1088                 msg_format("%s¤Ï¤¬¤Ã¤Á¤ê¤ÈÊĤ¸¤é¤ì¤Æ¤¤¤ë¤è¤¦¤À¡£", f_name + f_info[get_feat_mimic(c_ptr)].name);
1089 #else
1090                 msg_format("The %s appears to be stuck.", f_name + f_info[get_feat_mimic(c_ptr)].name);
1091 #endif
1092
1093         }
1094
1095         /* Locked door */
1096         else if (f_ptr->power)
1097         {
1098                 /* Disarm factor */
1099                 i = p_ptr->skill_dis;
1100
1101                 /* Penalize some conditions */
1102                 if (p_ptr->blind || no_lite()) i = i / 10;
1103                 if (p_ptr->confused || p_ptr->image) i = i / 10;
1104
1105                 /* Extract the lock power */
1106                 j = f_ptr->power;
1107
1108                 /* Extract the difficulty XXX XXX XXX */
1109                 j = i - (j * 4);
1110
1111                 /* Always have a small chance of success */
1112                 if (j < 2) j = 2;
1113
1114                 /* Success */
1115                 if (randint0(100) < j)
1116                 {
1117                         /* Message */
1118 #ifdef JP
1119                         msg_print("¸°¤ò¤Ï¤º¤·¤¿¡£");
1120 #else
1121                         msg_print("You have picked the lock.");
1122 #endif
1123
1124                         /* Open the door */
1125                         cave_alter_feat(y, x, FF_OPEN);
1126
1127                         /* Update some things */
1128                         p_ptr->update |= (PU_VIEW | PU_LITE | PU_MONSTERS | PU_MON_LITE);
1129
1130                         /* Sound */
1131                         sound(SOUND_OPENDOOR);
1132
1133                         /* Experience */
1134                         gain_exp(1);
1135                 }
1136
1137                 /* Failure */
1138                 else
1139                 {
1140                         /* Failure */
1141                         if (flush_failure) flush();
1142
1143                         /* Message */
1144 #ifdef JP
1145                         msg_print("¸°¤ò¤Ï¤º¤»¤Ê¤«¤Ã¤¿¡£");
1146 #else
1147                         msg_print("You failed to pick the lock.");
1148 #endif
1149
1150
1151                         /* We may keep trying */
1152                         more = TRUE;
1153                 }
1154         }
1155
1156         /* Closed door */
1157         else
1158         {
1159                 /* Open the door */
1160                 cave_alter_feat(y, x, FF_OPEN);
1161
1162                 /* Update some things */
1163                 p_ptr->update |= (PU_VIEW | PU_LITE | PU_MONSTERS | PU_MON_LITE);
1164
1165                 /* Sound */
1166                 sound(SOUND_OPENDOOR);
1167         }
1168
1169         /* Result */
1170         return (more);
1171 }
1172
1173
1174
1175 /*
1176  * Open a closed/locked/jammed door or a closed/locked chest.
1177  *
1178  * Unlocking a locked door/chest is worth one experience point.
1179  */
1180 void do_cmd_open(void)
1181 {
1182         int y, x, dir;
1183
1184         s16b o_idx;
1185
1186         bool more = FALSE;
1187
1188         if (p_ptr->special_defense & KATA_MUSOU)
1189         {
1190                 set_action(ACTION_NONE);
1191         }
1192
1193 #ifdef ALLOW_EASY_OPEN /* TNB */
1194
1195         /* Option: Pick a direction */
1196         if (easy_open)
1197         {
1198                 int num_doors, num_chests;
1199
1200                 /* Count closed doors (locked or jammed) */
1201                 num_doors = count_dt(&y, &x, is_closed_door, FALSE);
1202
1203                 /* Count chests (locked) */
1204                 num_chests = count_chests(&y, &x, FALSE);
1205
1206                 /* See if only one target */
1207                 if (num_doors || num_chests)
1208                 {
1209                         bool too_many = (num_doors && num_chests) || (num_doors > 1) ||
1210                             (num_chests > 1);
1211                         if (!too_many) command_dir = coords_to_dir(y, x);
1212                 }
1213         }
1214
1215 #endif /* ALLOW_EASY_OPEN -- TNB */
1216
1217         /* Allow repeated command */
1218         if (command_arg)
1219         {
1220                 /* Set repeat count */
1221                 command_rep = command_arg - 1;
1222
1223                 /* Redraw the state */
1224                 p_ptr->redraw |= (PR_STATE);
1225
1226                 /* Cancel the arg */
1227                 command_arg = 0;
1228         }
1229
1230         /* Get a "repeated" direction */
1231         if (get_rep_dir(&dir, TRUE))
1232         {
1233                 s16b feat;
1234                 cave_type *c_ptr;
1235
1236                 /* Get requested location */
1237                 y = py + ddy[dir];
1238                 x = px + ddx[dir];
1239
1240                 /* Get requested grid */
1241                 c_ptr = &cave[y][x];
1242
1243                 /* Feature code (applying "mimic" field) */
1244                 feat = get_feat_mimic(c_ptr);
1245
1246                 /* Check for chest */
1247                 o_idx = chest_check(y, x);
1248
1249                 /* Nothing useful */
1250                 if (!is_closed_door(feat) && !o_idx)
1251                 {
1252                         /* Message */
1253 #ifdef JP
1254                 msg_print("¤½¤³¤Ë¤Ï³«¤±¤ë¤â¤Î¤¬¸«Åö¤¿¤é¤Ê¤¤¡£");
1255 #else
1256                         msg_print("You see nothing there to open.");
1257 #endif
1258
1259                 }
1260
1261                 /* Monster in the way */
1262                 else if (c_ptr->m_idx && p_ptr->riding != c_ptr->m_idx)
1263                 {
1264                         /* Take a turn */
1265                         energy_use = 100;
1266
1267                         /* Message */
1268 #ifdef JP
1269                 msg_print("¥â¥ó¥¹¥¿¡¼¤¬Î©¤Á¤Õ¤µ¤¬¤Ã¤Æ¤¤¤ë¡ª");
1270 #else
1271                         msg_print("There is a monster in the way!");
1272 #endif
1273
1274
1275                         /* Attack */
1276                         py_attack(y, x, 0);
1277                 }
1278
1279                 /* Handle chests */
1280                 else if (o_idx)
1281                 {
1282                         /* Open the chest */
1283                         more = do_cmd_open_chest(y, x, o_idx);
1284                 }
1285
1286                 /* Handle doors */
1287                 else
1288                 {
1289                         /* Open the door */
1290                         more = do_cmd_open_aux(y, x);
1291                 }
1292         }
1293
1294         /* Cancel repeat unless we may continue */
1295         if (!more) disturb(0, 0);
1296 }
1297
1298
1299
1300 /*
1301  * Perform the basic "close" command
1302  *
1303  * Assume destination is an open/broken door
1304  *
1305  * Assume there is no monster blocking the destination
1306  *
1307  * Returns TRUE if repeated commands may continue
1308  */
1309 static bool do_cmd_close_aux(int y, int x)
1310 {
1311         /* Get grid and contents */
1312         cave_type *c_ptr = &cave[y][x];
1313         s16b      old_feat = c_ptr->feat;
1314         bool      more = FALSE;
1315
1316         /* Take a turn */
1317         energy_use = 100;
1318
1319         /* Seeing true feature code (ignore mimic) */
1320
1321         /* Open door */
1322         if (have_flag(f_info[old_feat].flags, FF_CLOSE))
1323         {
1324                 /* Hack -- object in the way */
1325                 if ((c_ptr->o_idx || (c_ptr->info & CAVE_OBJECT)) && (feat_state(old_feat, FF_CLOSE) != old_feat))
1326                 {
1327                         /* Message */
1328 #ifdef JP
1329                         msg_print("²¿¤«¤¬¤Ä¤Ã¤«¤¨¤ÆÊĤޤé¤Ê¤¤¡£");
1330 #else
1331                         msg_print("There seems stuck.");
1332 #endif
1333                 }
1334                 else
1335                 {
1336                         /* Close the door */
1337                         cave_alter_feat(y, x, FF_CLOSE);
1338
1339                         /* Broken door */
1340                         if (old_feat == c_ptr->feat)
1341                         {
1342                                 /* Message */
1343 #ifdef JP
1344                                 msg_print("¥É¥¢¤Ï²õ¤ì¤Æ¤·¤Þ¤Ã¤Æ¤¤¤ë¡£");
1345 #else
1346                                 msg_print("The door appears to be broken.");
1347 #endif
1348                         }
1349                         else
1350                         {
1351                                 /* Update some things */
1352                                 p_ptr->update |= (PU_VIEW | PU_LITE | PU_MONSTERS | PU_MON_LITE);
1353
1354                                 /* Sound */
1355                                 sound(SOUND_SHUTDOOR);
1356                         }
1357                 }
1358         }
1359
1360         /* Result */
1361         return (more);
1362 }
1363
1364
1365 /*
1366  * Close an open door.
1367  */
1368 void do_cmd_close(void)
1369 {
1370         int y, x, dir;
1371
1372         bool more = FALSE;
1373
1374         if (p_ptr->special_defense & KATA_MUSOU)
1375         {
1376                 set_action(ACTION_NONE);
1377         }
1378
1379 #ifdef ALLOW_EASY_OPEN /* TNB */
1380
1381         /* Option: Pick a direction */
1382         if (easy_open)
1383         {
1384                 /* Count open doors */
1385                 if (count_dt(&y, &x, is_open, FALSE) == 1)
1386                 {
1387                         command_dir = coords_to_dir(y, x);
1388                 }
1389         }
1390
1391 #endif /* ALLOW_EASY_OPEN -- TNB */
1392
1393         /* Allow repeated command */
1394         if (command_arg)
1395         {
1396                 /* Set repeat count */
1397                 command_rep = command_arg - 1;
1398
1399                 /* Redraw the state */
1400                 p_ptr->redraw |= (PR_STATE);
1401
1402                 /* Cancel the arg */
1403                 command_arg = 0;
1404         }
1405
1406         /* Get a "repeated" direction */
1407         if (get_rep_dir(&dir,FALSE))
1408         {
1409                 cave_type *c_ptr;
1410                 s16b feat;
1411
1412                 /* Get requested location */
1413                 y = py + ddy[dir];
1414                 x = px + ddx[dir];
1415
1416                 /* Get grid and contents */
1417                 c_ptr = &cave[y][x];
1418
1419                 /* Feature code (applying "mimic" field) */
1420                 feat = get_feat_mimic(c_ptr);
1421
1422                 /* Require open/broken door */
1423                 if (!have_flag(f_info[feat].flags, FF_CLOSE))
1424                 {
1425                         /* Message */
1426 #ifdef JP
1427                         msg_print("¤½¤³¤Ë¤ÏÊĤ¸¤ë¤â¤Î¤¬¸«Åö¤¿¤é¤Ê¤¤¡£");
1428 #else
1429                         msg_print("You see nothing there to close.");
1430 #endif
1431                 }
1432
1433                 /* Monster in the way */
1434                 else if (c_ptr->m_idx)
1435                 {
1436                         /* Take a turn */
1437                         energy_use = 100;
1438
1439                         /* Message */
1440 #ifdef JP
1441                         msg_print("¥â¥ó¥¹¥¿¡¼¤¬Î©¤Á¤Õ¤µ¤¬¤Ã¤Æ¤¤¤ë¡ª");
1442 #else
1443                         msg_print("There is a monster in the way!");
1444 #endif
1445
1446                         /* Attack */
1447                         py_attack(y, x, 0);
1448                 }
1449
1450                 /* Close the door */
1451                 else
1452                 {
1453                         /* Close the door */
1454                         more = do_cmd_close_aux(y, x);
1455                 }
1456         }
1457
1458         /* Cancel repeat unless we may continue */
1459         if (!more) disturb(0, 0);
1460 }
1461
1462
1463 /*
1464  * Determine if a given grid may be "tunneled"
1465  */
1466 static bool do_cmd_tunnel_test(int y, int x)
1467 {
1468         cave_type *c_ptr = &cave[y][x];
1469
1470         /* Must have knowledge */
1471         if (!(c_ptr->info & CAVE_MARK))
1472         {
1473                 /* Message */
1474 #ifdef JP
1475                 msg_print("¤½¤³¤Ë¤Ï²¿¤â¸«Åö¤¿¤é¤Ê¤¤¡£");
1476 #else
1477                 msg_print("You see nothing there.");
1478 #endif
1479
1480                 /* Nope */
1481                 return (FALSE);
1482         }
1483
1484         /* Must be a wall/door/etc */
1485         if (!have_flag(f_flags_grid(c_ptr), FF_TUNNEL))
1486         {
1487                 /* Message */
1488 #ifdef JP
1489                 msg_print("¤½¤³¤Ë¤Ï·¡¤ë¤â¤Î¤¬¸«Åö¤¿¤é¤Ê¤¤¡£");
1490 #else
1491                 msg_print("You see nothing there to tunnel.");
1492 #endif
1493
1494                 /* Nope */
1495                 return (FALSE);
1496         }
1497
1498         /* Okay */
1499         return (TRUE);
1500 }
1501
1502
1503 /*
1504  * Perform the basic "tunnel" command
1505  *
1506  * Assumes that no monster is blocking the destination
1507  *
1508  * Do not use twall anymore
1509  *
1510  * Returns TRUE if repeated commands may continue
1511  */
1512 static bool do_cmd_tunnel_aux(int y, int x)
1513 {
1514         cave_type *c_ptr;
1515         feature_type *f_ptr, *mimic_f_ptr;
1516         int power;
1517         cptr name;
1518         bool more = FALSE;
1519
1520         /* Verify legality */
1521         if (!do_cmd_tunnel_test(y, x)) return (FALSE);
1522
1523         /* Take a turn */
1524         energy_use = 100;
1525
1526         /* Get grid */
1527         c_ptr = &cave[y][x];
1528         f_ptr = &f_info[c_ptr->feat];
1529         power = f_ptr->power;
1530
1531         /* Feature code (applying "mimic" field) */
1532         mimic_f_ptr = &f_info[get_feat_mimic(c_ptr)];
1533
1534         name = f_name + mimic_f_ptr->name;
1535
1536         /* Sound */
1537         sound(SOUND_DIG);
1538
1539         if (have_flag(f_ptr->flags, FF_PERMANENT))
1540         {
1541                 /* Titanium */
1542                 if (have_flag(mimic_f_ptr->flags, FF_PERMANENT))
1543                 {
1544 #ifdef JP
1545                         msg_print("¤³¤Î´ä¤Ï¹Å¤¹¤®¤Æ·¡¤ì¤Ê¤¤¤è¤¦¤À¡£");
1546 #else
1547                         msg_print("This seems to be permanent rock.");
1548 #endif
1549                 }
1550
1551                 /* Map border (mimiccing Permanent wall) */
1552                 else
1553                 {
1554 #ifdef JP
1555                         msg_print("¤½¤³¤Ï·¡¤ì¤Ê¤¤!");
1556 #else
1557                         msg_print("You can't tunnel through that!");
1558 #endif
1559                 }
1560         }
1561
1562         /* Dig or tunnel */
1563         else if (have_flag(f_ptr->flags, FF_CAN_DIG))
1564         {
1565                 /* Dig */
1566                 if (p_ptr->skill_dig > randint0(20 * power))
1567                 {
1568                         /* Message */
1569 #ifdef JP
1570                         msg_format("%s¤ò¤¯¤º¤·¤¿¡£", name);
1571 #else
1572                         msg_format("You have removed the %s.", name);
1573 #endif
1574
1575                         /* Remove the feature */
1576                         cave_alter_feat(y, x, FF_TUNNEL);
1577
1578                         /* Update some things */
1579                         p_ptr->update |= (PU_VIEW | PU_LITE | PU_FLOW | PU_MONSTERS | PU_MON_LITE);
1580                 }
1581                 else
1582                 {
1583                         /* Message, keep digging */
1584 #ifdef JP
1585                         msg_format("%s¤ò¤¯¤º¤·¤Æ¤¤¤ë¡£", name);
1586 #else
1587                         msg_format("You dig into the %s.", name);
1588 #endif
1589
1590                         more = TRUE;
1591                 }
1592         }
1593
1594         else
1595         {
1596                 bool tree = have_flag(mimic_f_ptr->flags, FF_TREE);
1597
1598                 /* Tunnel */
1599                 if (p_ptr->skill_dig > power + randint0(40 * power))
1600                 {
1601 #ifdef JP
1602                         if (tree) msg_format("%s¤òÀÚ¤êʧ¤Ã¤¿¡£", name);
1603                         else msg_print("·ê¤ò·¡¤ê½ª¤¨¤¿¡£");
1604 #else
1605                         if (tree) msg_format("You have cleared away the %s.", name);
1606                         else msg_print("You have finished the tunnel.");
1607 #endif
1608
1609                         /* Remove the feature */
1610                         cave_alter_feat(y, x, FF_TUNNEL);
1611
1612                         /* Update some things */
1613                         p_ptr->update |= (PU_VIEW | PU_LITE | PU_FLOW | PU_MONSTERS | PU_MON_LITE);
1614
1615                         chg_virtue(V_DILIGENCE, 1);
1616                         chg_virtue(V_NATURE, -1);
1617                 }
1618
1619                 /* Keep trying */
1620                 else
1621                 {
1622                         if (tree)
1623                         {
1624                                 /* We may continue chopping */
1625 #ifdef JP
1626                                 msg_format("%s¤òÀڤäƤ¤¤ë¡£", name);
1627 #else
1628                                 msg_format("You chop away at the %s.", name);
1629 #endif
1630                                 /* Occasional Search XXX XXX */
1631                                 if (randint0(100) < 25) search();
1632                         }
1633                         else
1634                         {
1635                                 /* We may continue tunelling */
1636 #ifdef JP
1637                                 msg_format("%s¤Ë·ê¤ò·¡¤Ã¤Æ¤¤¤ë¡£", name);
1638 #else
1639                                 msg_format("You tunnel into the %s.", name);
1640 #endif
1641                         }
1642
1643                         more = TRUE;
1644                 }
1645         }
1646
1647         if (is_hidden_door(c_ptr))
1648         {
1649                 /* Occasional Search XXX XXX */
1650                 if (randint0(100) < 25) search();
1651         }
1652
1653         /* Result */
1654         return more;
1655 }
1656
1657
1658 /*
1659  * Tunnels through "walls" (including rubble and closed doors)
1660  *
1661  * Note that you must tunnel in order to hit invisible monsters
1662  * in walls, though moving into walls still takes a turn anyway.
1663  *
1664  * Digging is very difficult without a "digger" weapon, but can be
1665  * accomplished by strong players using heavy weapons.
1666  */
1667 void do_cmd_tunnel(void)
1668 {
1669         int                     y, x, dir;
1670
1671         cave_type       *c_ptr;
1672         s16b feat;
1673
1674         bool            more = FALSE;
1675
1676
1677         if (p_ptr->special_defense & KATA_MUSOU)
1678         {
1679                 set_action(ACTION_NONE);
1680         }
1681
1682         /* Allow repeated command */
1683         if (command_arg)
1684         {
1685                 /* Set repeat count */
1686                 command_rep = command_arg - 1;
1687
1688                 /* Redraw the state */
1689                 p_ptr->redraw |= (PR_STATE);
1690
1691                 /* Cancel the arg */
1692                 command_arg = 0;
1693         }
1694
1695         /* Get a direction to tunnel, or Abort */
1696         if (get_rep_dir(&dir,FALSE))
1697         {
1698                 /* Get location */
1699                 y = py + ddy[dir];
1700                 x = px + ddx[dir];
1701
1702                 /* Get grid */
1703                 c_ptr = &cave[y][x];
1704
1705                 /* Feature code (applying "mimic" field) */
1706                 feat = get_feat_mimic(c_ptr);
1707
1708                 /* No tunnelling through doors */
1709                 if (have_flag(f_info[feat].flags, FF_DOOR))
1710                 {
1711                         /* Message */
1712 #ifdef JP
1713                         msg_print("¥É¥¢¤Ï·¡¤ì¤Ê¤¤¡£");
1714 #else
1715                         msg_print("You cannot tunnel through doors.");
1716 #endif
1717                 }
1718
1719                 /* No tunnelling through most features */
1720                 else if (!have_flag(f_info[feat].flags, FF_TUNNEL))
1721                 {
1722 #ifdef JP
1723                         msg_print("¤½¤³¤Ï·¡¤ì¤Ê¤¤¡£");
1724 #else
1725                         msg_print("You can't tunnel through that.");
1726 #endif
1727                 }
1728
1729                 /* A monster is in the way */
1730                 else if (c_ptr->m_idx)
1731                 {
1732                         /* Take a turn */
1733                         energy_use = 100;
1734
1735                         /* Message */
1736 #ifdef JP
1737                         msg_print("¥â¥ó¥¹¥¿¡¼¤¬Î©¤Á¤Õ¤µ¤¬¤Ã¤Æ¤¤¤ë¡ª");
1738 #else
1739                         msg_print("There is a monster in the way!");
1740 #endif
1741
1742                         /* Attack */
1743                         py_attack(y, x, 0);
1744                 }
1745
1746                 /* Try digging */
1747                 else
1748                 {
1749                         /* Tunnel through walls */
1750                         more = do_cmd_tunnel_aux(y, x);
1751                 }
1752         }
1753
1754         /* Cancel repetition unless we can continue */
1755         if (!more) disturb(0, 0);
1756 }
1757
1758
1759 #ifdef ALLOW_EASY_OPEN /* TNB */
1760
1761 /*
1762  * easy_open_door --
1763  *
1764  *      If there is a jammed/closed/locked door at the given location,
1765  *      then attempt to unlock/open it. Return TRUE if an attempt was
1766  *      made (successful or not), otherwise return FALSE.
1767  *
1768  *      The code here should be nearly identical to that in
1769  *      do_cmd_open_test() and do_cmd_open_aux().
1770  */
1771 bool easy_open_door(int y, int x)
1772 {
1773         int i, j;
1774
1775         cave_type *c_ptr = &cave[y][x];
1776         feature_type *f_ptr = &f_info[c_ptr->feat];
1777
1778         /* Must be a closed door */
1779         if (!is_closed_door(c_ptr->feat))
1780         {
1781                 /* Nope */
1782                 return (FALSE);
1783         }
1784
1785         /* Jammed door */
1786         if (!have_flag(f_ptr->flags, FF_OPEN))
1787         {
1788                 /* Stuck */
1789 #ifdef JP
1790                 msg_format("%s¤Ï¤¬¤Ã¤Á¤ê¤ÈÊĤ¸¤é¤ì¤Æ¤¤¤ë¤è¤¦¤À¡£", f_name + f_info[get_feat_mimic(c_ptr)].name);
1791 #else
1792                 msg_format("The %s appears to be stuck.", f_name + f_info[get_feat_mimic(c_ptr)].name);
1793 #endif
1794
1795         }
1796
1797         /* Locked door */
1798         else if (f_ptr->power)
1799         {
1800                 /* Disarm factor */
1801                 i = p_ptr->skill_dis;
1802
1803                 /* Penalize some conditions */
1804                 if (p_ptr->blind || no_lite()) i = i / 10;
1805                 if (p_ptr->confused || p_ptr->image) i = i / 10;
1806
1807                 /* Extract the lock power */
1808                 j = f_ptr->power;
1809
1810                 /* Extract the difficulty XXX XXX XXX */
1811                 j = i - (j * 4);
1812
1813                 /* Always have a small chance of success */
1814                 if (j < 2) j = 2;
1815
1816                 /* Success */
1817                 if (randint0(100) < j)
1818                 {
1819                         /* Message */
1820 #ifdef JP
1821                         msg_print("¸°¤ò¤Ï¤º¤·¤¿¡£");
1822 #else
1823                         msg_print("You have picked the lock.");
1824 #endif
1825
1826
1827                         /* Open the door */
1828                         cave_alter_feat(y, x, FF_OPEN);
1829
1830                         /* Update some things */
1831                         p_ptr->update |= (PU_VIEW | PU_LITE | PU_MONSTERS | PU_MON_LITE);
1832
1833                         /* Sound */
1834                         sound(SOUND_OPENDOOR);
1835
1836                         /* Experience */
1837                         gain_exp(1);
1838                 }
1839
1840                 /* Failure */
1841                 else
1842                 {
1843                         /* Failure */
1844                         if (flush_failure) flush();
1845
1846                         /* Message */
1847 #ifdef JP
1848                         msg_print("¸°¤ò¤Ï¤º¤»¤Ê¤«¤Ã¤¿¡£");
1849 #else
1850                         msg_print("You failed to pick the lock.");
1851 #endif
1852
1853                 }
1854         }
1855
1856         /* Closed door */
1857         else
1858         {
1859                 /* Open the door */
1860                 cave_alter_feat(y, x, FF_OPEN);
1861
1862                 /* Update some things */
1863                 p_ptr->update |= (PU_VIEW | PU_LITE | PU_MONSTERS | PU_MON_LITE);
1864
1865                 /* Sound */
1866                 sound(SOUND_OPENDOOR);
1867         }
1868
1869         /* Result */
1870         return (TRUE);
1871 }
1872
1873 #endif /* ALLOW_EASY_OPEN -- TNB */
1874
1875
1876 /*
1877  * Perform the basic "disarm" command
1878  *
1879  * Assume destination is a visible trap
1880  *
1881  * Assume there is no monster blocking the destination
1882  *
1883  * Returns TRUE if repeated commands may continue
1884  */
1885 static bool do_cmd_disarm_chest(int y, int x, s16b o_idx)
1886 {
1887         int i, j;
1888
1889         bool more = FALSE;
1890
1891         object_type *o_ptr = &o_list[o_idx];
1892
1893
1894         /* Take a turn */
1895         energy_use = 100;
1896
1897         /* Get the "disarm" factor */
1898         i = p_ptr->skill_dis;
1899
1900         /* Penalize some conditions */
1901         if (p_ptr->blind || no_lite()) i = i / 10;
1902         if (p_ptr->confused || p_ptr->image) i = i / 10;
1903
1904         /* Extract the difficulty */
1905         j = i - o_ptr->pval;
1906
1907         /* Always have a small chance of success */
1908         if (j < 2) j = 2;
1909
1910         /* Must find the trap first. */
1911         if (!object_known_p(o_ptr))
1912         {
1913 #ifdef JP
1914                 msg_print("¥È¥é¥Ã¥×¤¬¸«¤¢¤¿¤é¤Ê¤¤¡£");
1915 #else
1916                 msg_print("I don't see any traps.");
1917 #endif
1918
1919         }
1920
1921         /* Already disarmed/unlocked */
1922         else if (o_ptr->pval <= 0)
1923         {
1924 #ifdef JP
1925                 msg_print("È¢¤Ë¤Ï¥È¥é¥Ã¥×¤¬»Å³Ý¤±¤é¤ì¤Æ¤¤¤Ê¤¤¡£");
1926 #else
1927                 msg_print("The chest is not trapped.");
1928 #endif
1929
1930         }
1931
1932         /* No traps to find. */
1933         else if (!chest_traps[o_ptr->pval])
1934         {
1935 #ifdef JP
1936                 msg_print("È¢¤Ë¤Ï¥È¥é¥Ã¥×¤¬»Å³Ý¤±¤é¤ì¤Æ¤¤¤Ê¤¤¡£");
1937 #else
1938                 msg_print("The chest is not trapped.");
1939 #endif
1940
1941         }
1942
1943         /* Success (get a lot of experience) */
1944         else if (randint0(100) < j)
1945         {
1946 #ifdef JP
1947                 msg_print("È¢¤Ë»Å³Ý¤±¤é¤ì¤Æ¤¤¤¿¥È¥é¥Ã¥×¤ò²ò½ü¤·¤¿¡£");
1948 #else
1949                 msg_print("You have disarmed the chest.");
1950 #endif
1951
1952                 gain_exp(o_ptr->pval);
1953                 o_ptr->pval = (0 - o_ptr->pval);
1954         }
1955
1956         /* Failure -- Keep trying */
1957         else if ((i > 5) && (randint1(i) > 5))
1958         {
1959                 /* We may keep trying */
1960                 more = TRUE;
1961                 if (flush_failure) flush();
1962 #ifdef JP
1963                 msg_print("È¢¤Î¥È¥é¥Ã¥×²ò½ü¤Ë¼ºÇÔ¤·¤¿¡£");
1964 #else
1965                 msg_print("You failed to disarm the chest.");
1966 #endif
1967
1968         }
1969
1970         /* Failure -- Set off the trap */
1971         else
1972         {
1973 #ifdef JP
1974                 msg_print("¥È¥é¥Ã¥×¤òºîÆ°¤µ¤»¤Æ¤·¤Þ¤Ã¤¿¡ª");
1975 #else
1976                 msg_print("You set off a trap!");
1977 #endif
1978
1979                 sound(SOUND_FAIL);
1980                 chest_trap(y, x, o_idx);
1981         }
1982
1983         /* Result */
1984         return (more);
1985 }
1986
1987
1988 /*
1989  * Perform the basic "disarm" command
1990  *
1991  * Assume destination is a visible trap
1992  *
1993  * Assume there is no monster blocking the destination
1994  *
1995  * Returns TRUE if repeated commands may continue
1996  */
1997 #ifdef ALLOW_EASY_DISARM /* TNB */
1998
1999 bool do_cmd_disarm_aux(int y, int x, int dir)
2000
2001 #else /* ALLOW_EASY_DISARM -- TNB */
2002
2003 static bool do_cmd_disarm_aux(int y, int x, int dir)
2004
2005 #endif /* ALLOW_EASY_DISARM -- TNB */
2006 {
2007         /* Get grid and contents */
2008         cave_type *c_ptr = &cave[y][x];
2009
2010         /* Get feature */
2011         feature_type *f_ptr = &f_info[c_ptr->feat];
2012
2013         /* Access trap name */
2014         cptr name = (f_name + f_ptr->name);
2015
2016         /* Extract trap "power" */
2017         int power = f_ptr->power;
2018
2019         bool more = FALSE;
2020
2021         /* Get the "disarm" factor */
2022         int i = p_ptr->skill_dis;
2023
2024         int j;
2025
2026         /* Take a turn */
2027         energy_use = 100;
2028
2029         /* Penalize some conditions */
2030         if (p_ptr->blind || no_lite()) i = i / 10;
2031         if (p_ptr->confused || p_ptr->image) i = i / 10;
2032
2033         /* Extract the difficulty */
2034         j = i - power;
2035
2036         /* Always have a small chance of success */
2037         if (j < 2) j = 2;
2038
2039         /* Success */
2040         if (randint0(100) < j)
2041         {
2042                 /* Message */
2043 #ifdef JP
2044                 msg_format("%s¤ò²ò½ü¤·¤¿¡£", name);
2045 #else
2046                 msg_format("You have disarmed the %s.", name);
2047 #endif
2048
2049                 /* Reward */
2050                 gain_exp(power);
2051
2052                 /* Remove the trap */
2053                 cave_alter_feat(y, x, FF_DISARM);
2054
2055 #ifdef ALLOW_EASY_DISARM /* TNB */
2056
2057                 /* Move the player onto the trap */
2058                 move_player(dir, easy_disarm, FALSE);
2059
2060 #else /* ALLOW_EASY_DISARM -- TNB */
2061
2062                 /* move the player onto the trap grid */
2063                 move_player(dir, FALSE, FALSE);
2064
2065 #endif /* ALLOW_EASY_DISARM -- TNB */
2066         }
2067
2068         /* Failure -- Keep trying */
2069         else if ((i > 5) && (randint1(i) > 5))
2070         {
2071                 /* Failure */
2072                 if (flush_failure) flush();
2073
2074                 /* Message */
2075 #ifdef JP
2076                 msg_format("%s¤Î²ò½ü¤Ë¼ºÇÔ¤·¤¿¡£", name);
2077 #else
2078                 msg_format("You failed to disarm the %s.", name);
2079 #endif
2080
2081                 /* We may keep trying */
2082                 more = TRUE;
2083         }
2084
2085         /* Failure -- Set off the trap */
2086         else
2087         {
2088                 /* Message */
2089 #ifdef JP
2090                 msg_format("%s¤òºîÆ°¤µ¤»¤Æ¤·¤Þ¤Ã¤¿¡ª", name);
2091 #else
2092                 msg_format("You set off the %s!", name);
2093 #endif
2094
2095 #ifdef ALLOW_EASY_DISARM /* TNB */
2096
2097                 /* Move the player onto the trap */
2098                 move_player(dir, easy_disarm, FALSE);
2099
2100 #else /* ALLOW_EASY_DISARM -- TNB */
2101
2102                 /* Move the player onto the trap */
2103                 move_player(dir, FALSE, FALSE);
2104
2105 #endif /* ALLOW_EASY_DISARM -- TNB */
2106         }
2107
2108         /* Result */
2109         return (more);
2110 }
2111
2112
2113 /*
2114  * Disarms a trap, or chest
2115  */
2116 void do_cmd_disarm(void)
2117 {
2118         int y, x, dir;
2119
2120         s16b o_idx;
2121
2122         bool more = FALSE;
2123
2124         if (p_ptr->special_defense & KATA_MUSOU)
2125         {
2126                 set_action(ACTION_NONE);
2127         }
2128
2129 #ifdef ALLOW_EASY_DISARM /* TNB */
2130
2131         /* Option: Pick a direction */
2132         if (easy_disarm)
2133         {
2134                 int num_traps, num_chests;
2135
2136                 /* Count visible traps */
2137                 num_traps = count_dt(&y, &x, is_trap, TRUE);
2138
2139                 /* Count chests (trapped) */
2140                 num_chests = count_chests(&y, &x, TRUE);
2141
2142                 /* See if only one target */
2143                 if (num_traps || num_chests)
2144                 {
2145                         bool too_many = (num_traps && num_chests) || (num_traps > 1) ||
2146                             (num_chests > 1);
2147                         if (!too_many) command_dir = coords_to_dir(y, x);
2148                 }
2149         }
2150
2151 #endif /* ALLOW_EASY_DISARM -- TNB */
2152
2153         /* Allow repeated command */
2154         if (command_arg)
2155         {
2156                 /* Set repeat count */
2157                 command_rep = command_arg - 1;
2158
2159                 /* Redraw the state */
2160                 p_ptr->redraw |= (PR_STATE);
2161
2162                 /* Cancel the arg */
2163                 command_arg = 0;
2164         }
2165
2166         /* Get a direction (or abort) */
2167         if (get_rep_dir(&dir,TRUE))
2168         {
2169                 cave_type *c_ptr;
2170                 s16b feat;
2171
2172                 /* Get location */
2173                 y = py + ddy[dir];
2174                 x = px + ddx[dir];
2175
2176                 /* Get grid and contents */
2177                 c_ptr = &cave[y][x];
2178
2179                 /* Feature code (applying "mimic" field) */
2180                 feat = get_feat_mimic(c_ptr);
2181
2182                 /* Check for chests */
2183                 o_idx = chest_check(y, x);
2184
2185                 /* Disarm a trap */
2186                 if (!is_trap(feat) && !o_idx)
2187                 {
2188                         /* Message */
2189 #ifdef JP
2190                         msg_print("¤½¤³¤Ë¤Ï²ò½ü¤¹¤ë¤â¤Î¤¬¸«Åö¤¿¤é¤Ê¤¤¡£");
2191 #else
2192                         msg_print("You see nothing there to disarm.");
2193 #endif
2194
2195                 }
2196
2197                 /* Monster in the way */
2198                 else if (c_ptr->m_idx && p_ptr->riding != c_ptr->m_idx)
2199                 {
2200                         /* Message */
2201 #ifdef JP
2202                         msg_print("¥â¥ó¥¹¥¿¡¼¤¬Î©¤Á¤Õ¤µ¤¬¤Ã¤Æ¤¤¤ë¡ª");
2203 #else
2204                         msg_print("There is a monster in the way!");
2205 #endif
2206
2207
2208                         /* Attack */
2209                         py_attack(y, x, 0);
2210                 }
2211
2212                 /* Disarm chest */
2213                 else if (o_idx)
2214                 {
2215                         /* Disarm the chest */
2216                         more = do_cmd_disarm_chest(y, x, o_idx);
2217                 }
2218
2219                 /* Disarm trap */
2220                 else
2221                 {
2222                         /* Disarm the trap */
2223                         more = do_cmd_disarm_aux(y, x, dir);
2224                 }
2225         }
2226
2227         /* Cancel repeat unless told not to */
2228         if (!more) disturb(0, 0);
2229 }
2230
2231
2232 /*
2233  * Perform the basic "bash" command
2234  *
2235  * Assume destination is a closed/locked/jammed door
2236  *
2237  * Assume there is no monster blocking the destination
2238  *
2239  * Returns TRUE if repeated commands may continue
2240  */
2241 static bool do_cmd_bash_aux(int y, int x, int dir)
2242 {
2243         /* Get grid */
2244         cave_type       *c_ptr = &cave[y][x];
2245
2246         /* Hack -- Bash power based on strength */
2247         /* (Ranges from 3 to 20 to 100 to 200) */
2248         int bash = adj_str_blow[p_ptr->stat_ind[A_STR]];
2249
2250         /* Extract door power */
2251         int temp = f_info[c_ptr->feat].power;
2252
2253         bool            more = FALSE;
2254
2255         cptr name = f_name + f_info[get_feat_mimic(c_ptr)].name;
2256
2257         /* Take a turn */
2258         energy_use = 100;
2259
2260         /* Message */
2261 #ifdef JP
2262         msg_format("%s¤ËÂÎÅö¤¿¤ê¤ò¤·¤¿¡ª", name);
2263 #else
2264         msg_format("You smash into the %s!", name);
2265 #endif
2266
2267         /* Compare bash power to door power XXX XXX XXX */
2268         temp = (bash - (temp * 10));
2269
2270         if (p_ptr->pclass == CLASS_BERSERKER) temp *= 2;
2271
2272         /* Hack -- always have a chance */
2273         if (temp < 1) temp = 1;
2274
2275         /* Hack -- attempt to bash down the door */
2276         if (randint0(100) < temp)
2277         {
2278                 /* Message */
2279 #ifdef JP
2280                 msg_format("%s¤ò²õ¤·¤¿¡ª", name);
2281 #else
2282                 msg_format("The %s crashes open!", name);
2283 #endif
2284
2285
2286                 /* Break down the door */
2287                 if ((randint0(100) < 50) || (feat_state(c_ptr->feat, FF_OPEN) == c_ptr->feat))
2288                 {
2289                         cave_alter_feat(y, x, FF_BASH);
2290                 }
2291
2292                 /* Open the door */
2293                 else
2294                 {
2295                         cave_alter_feat(y, x, FF_OPEN);
2296                 }
2297
2298                 /* Sound */
2299                 sound(SOUND_OPENDOOR);
2300
2301                 /* Hack -- Fall through the door */
2302                 move_player(dir, FALSE, FALSE);
2303
2304                 /* Update some things */
2305                 p_ptr->update |= (PU_VIEW | PU_LITE | PU_MON_LITE);
2306                 p_ptr->update |= (PU_DISTANCE);
2307         }
2308
2309         /* Saving throw against stun */
2310         else if (randint0(100) < adj_dex_safe[p_ptr->stat_ind[A_DEX]] +
2311                  p_ptr->lev)
2312         {
2313                 /* Message */
2314 #ifdef JP
2315                 msg_format("¤³¤Î%s¤Ï´è¾æ¤À¡£", name);
2316 #else
2317                 msg_format("The %s holds firm.", name);
2318 #endif
2319
2320
2321                 /* Allow repeated bashing */
2322                 more = TRUE;
2323         }
2324
2325         /* High dexterity yields coolness */
2326         else
2327         {
2328                 /* Message */
2329 #ifdef JP
2330                 msg_print("ÂΤΥХé¥ó¥¹¤ò¤¯¤º¤·¤Æ¤·¤Þ¤Ã¤¿¡£");
2331 #else
2332                 msg_print("You are off-balance.");
2333 #endif
2334
2335
2336                 /* Hack -- Lose balance ala paralysis */
2337                 (void)set_paralyzed(p_ptr->paralyzed + 2 + randint0(2));
2338         }
2339
2340         /* Result */
2341         return (more);
2342 }
2343
2344
2345 /*
2346  * Bash open a door, success based on character strength
2347  *
2348  * For a closed door, pval is positive if locked; negative if stuck.
2349  *
2350  * For an open door, pval is positive for a broken door.
2351  *
2352  * A closed door can be opened - harder if locked. Any door might be
2353  * bashed open (and thereby broken). Bashing a door is (potentially)
2354  * faster! You move into the door way. To open a stuck door, it must
2355  * be bashed. A closed door can be jammed (see do_cmd_spike()).
2356  *
2357  * Creatures can also open or bash doors, see elsewhere.
2358  */
2359 void do_cmd_bash(void)
2360 {
2361         int                     y, x, dir;
2362
2363         cave_type       *c_ptr;
2364
2365         bool            more = FALSE;
2366
2367
2368         if (p_ptr->special_defense & KATA_MUSOU)
2369         {
2370                 set_action(ACTION_NONE);
2371         }
2372
2373         /* Allow repeated command */
2374         if (command_arg)
2375         {
2376                 /* Set repeat count */
2377                 command_rep = command_arg - 1;
2378
2379                 /* Redraw the state */
2380                 p_ptr->redraw |= (PR_STATE);
2381
2382                 /* Cancel the arg */
2383                 command_arg = 0;
2384         }
2385
2386         /* Get a "repeated" direction */
2387         if (get_rep_dir(&dir,FALSE))
2388         {
2389                 s16b feat;
2390
2391                 /* Bash location */
2392                 y = py + ddy[dir];
2393                 x = px + ddx[dir];
2394
2395                 /* Get grid */
2396                 c_ptr = &cave[y][x];
2397
2398                 /* Feature code (applying "mimic" field) */
2399                 feat = get_feat_mimic(c_ptr);
2400
2401                 /* Nothing useful */
2402                 if (!have_flag(f_info[feat].flags, FF_BASH))
2403                 {
2404                         /* Message */
2405 #ifdef JP
2406                         msg_print("¤½¤³¤Ë¤ÏÂÎÅö¤¿¤ê¤¹¤ë¤â¤Î¤¬¸«Åö¤¿¤é¤Ê¤¤¡£");
2407 #else
2408                         msg_print("You see nothing there to bash.");
2409 #endif
2410
2411                 }
2412
2413                 /* Monster in the way */
2414                 else if (c_ptr->m_idx)
2415                 {
2416                         /* Take a turn */
2417                         energy_use = 100;
2418
2419                         /* Message */
2420 #ifdef JP
2421                         msg_print("¥â¥ó¥¹¥¿¡¼¤¬Î©¤Á¤Õ¤µ¤¬¤Ã¤Æ¤¤¤ë¡ª");
2422 #else
2423                         msg_print("There is a monster in the way!");
2424 #endif
2425
2426
2427                         /* Attack */
2428                         py_attack(y, x, 0);
2429                 }
2430
2431                 /* Bash a closed door */
2432                 else
2433                 {
2434                         /* Bash the door */
2435                         more = do_cmd_bash_aux(y, x, dir);
2436                 }
2437         }
2438
2439         /* Unless valid action taken, cancel bash */
2440         if (!more) disturb(0, 0);
2441 }
2442
2443
2444 /*
2445  * Manipulate an adjacent grid in some way
2446  *
2447  * Attack monsters, tunnel through walls, disarm traps, open doors.
2448  *
2449  * Consider confusion XXX XXX XXX
2450  *
2451  * This command must always take a turn, to prevent free detection
2452  * of invisible monsters.
2453  */
2454 void do_cmd_alter(void)
2455 {
2456         int                     y, x, dir;
2457
2458         cave_type       *c_ptr;
2459
2460         bool            more = FALSE;
2461
2462
2463         if (p_ptr->special_defense & KATA_MUSOU)
2464         {
2465                 set_action(ACTION_NONE);
2466         }
2467
2468         /* Allow repeated command */
2469         if (command_arg)
2470         {
2471                 /* Set repeat count */
2472                 command_rep = command_arg - 1;
2473
2474                 /* Redraw the state */
2475                 p_ptr->redraw |= (PR_STATE);
2476
2477                 /* Cancel the arg */
2478                 command_arg = 0;
2479         }
2480
2481         /* Get a direction */
2482         if (get_rep_dir(&dir,TRUE))
2483         {
2484                 s16b feat;
2485                 feature_type *f_ptr;
2486
2487                 /* Get location */
2488                 y = py + ddy[dir];
2489                 x = px + ddx[dir];
2490
2491                 /* Get grid */
2492                 c_ptr = &cave[y][x];
2493
2494                 /* Feature code (applying "mimic" field) */
2495                 feat = get_feat_mimic(c_ptr);
2496                 f_ptr = &f_info[feat];
2497
2498                 /* Take a turn */
2499                 energy_use = 100;
2500
2501                 /* Attack monsters */
2502                 if (c_ptr->m_idx)
2503                 {
2504                         /* Attack */
2505                         py_attack(y, x, 0);
2506                 }
2507
2508                 /* Locked doors */
2509                 else if (have_flag(f_ptr->flags, FF_OPEN))
2510                 {
2511                         more = do_cmd_open_aux(y, x);
2512                 }
2513
2514                 /* Bash jammed doors */
2515                 else if (have_flag(f_ptr->flags, FF_BASH))
2516                 {
2517                         more = do_cmd_bash_aux(y, x, dir);
2518                 }
2519
2520                 /* Tunnel through walls */
2521                 else if (have_flag(f_ptr->flags, FF_TUNNEL))
2522                 {
2523                         more = do_cmd_tunnel_aux(y, x);
2524                 }
2525
2526                 /* Close open doors */
2527                 else if (have_flag(f_ptr->flags, FF_CLOSE))
2528                 {
2529                         more = do_cmd_close_aux(y, x);
2530                 }
2531
2532                 /* Disarm traps */
2533                 else if (have_flag(f_ptr->flags, FF_DISARM))
2534                 {
2535                         more = do_cmd_disarm_aux(y, x, dir);
2536                 }
2537
2538                 /* Oops */
2539                 else
2540                 {
2541                         /* Oops */
2542 #ifdef JP
2543                         msg_print("²¿¤â¤Ê¤¤¶õÃæ¤ò¹¶·â¤·¤¿¡£");
2544 #else
2545                         msg_print("You attack the empty air.");
2546 #endif
2547
2548                 }
2549         }
2550
2551         /* Cancel repetition unless we can continue */
2552         if (!more) disturb(0, 0);
2553 }
2554
2555
2556 /*
2557  * Find the index of some "spikes", if possible.
2558  *
2559  * XXX XXX XXX Let user choose a pile of spikes, perhaps?
2560  */
2561 static bool get_spike(int *ip)
2562 {
2563         int i;
2564
2565         /* Check every item in the pack */
2566         for (i = 0; i < INVEN_PACK; i++)
2567         {
2568                 object_type *o_ptr = &inventory[i];
2569
2570                 /* Skip non-objects */
2571                 if (!o_ptr->k_idx) continue;
2572
2573                 /* Check the "tval" code */
2574                 if (o_ptr->tval == TV_SPIKE)
2575                 {
2576                         /* Save the spike index */
2577                         (*ip) = i;
2578
2579                         /* Success */
2580                         return (TRUE);
2581                 }
2582         }
2583
2584         /* Oops */
2585         return (FALSE);
2586 }
2587
2588
2589 /*
2590  * Jam a closed door with a spike
2591  *
2592  * This command may NOT be repeated
2593  */
2594 void do_cmd_spike(void)
2595 {
2596         int dir;
2597
2598         if (p_ptr->special_defense & KATA_MUSOU)
2599         {
2600                 set_action(ACTION_NONE);
2601         }
2602
2603         /* Get a "repeated" direction */
2604         if (get_rep_dir(&dir,FALSE))
2605         {
2606                 int y, x, item;
2607                 cave_type *c_ptr;
2608                 s16b feat;
2609
2610                 /* Get location */
2611                 y = py + ddy[dir];
2612                 x = px + ddx[dir];
2613
2614                 /* Get grid and contents */
2615                 c_ptr = &cave[y][x];
2616
2617                 /* Feature code (applying "mimic" field) */
2618                 feat = get_feat_mimic(c_ptr);
2619
2620                 /* Require closed door */
2621                 if (!have_flag(f_info[feat].flags, FF_SPIKE))
2622                 {
2623                         /* Message */
2624 #ifdef JP
2625                         msg_print("¤½¤³¤Ë¤Ï¤¯¤µ¤Ó¤òÂǤƤë¤â¤Î¤¬¸«Åö¤¿¤é¤Ê¤¤¡£");
2626 #else
2627                         msg_print("You see nothing there to spike.");
2628 #endif
2629
2630                 }
2631
2632                 /* Get a spike */
2633                 else if (!get_spike(&item))
2634                 {
2635                         /* Message */
2636 #ifdef JP
2637                         msg_print("¤¯¤µ¤Ó¤ò»ý¤Ã¤Æ¤¤¤Ê¤¤¡ª");
2638 #else
2639                         msg_print("You have no spikes!");
2640 #endif
2641                 }
2642
2643                 /* Is a monster in the way? */
2644                 else if (c_ptr->m_idx)
2645                 {
2646                         /* Take a turn */
2647                         energy_use = 100;
2648
2649                         /* Message */
2650 #ifdef JP
2651                         msg_print("¥â¥ó¥¹¥¿¡¼¤¬Î©¤Á¤Õ¤µ¤¬¤Ã¤Æ¤¤¤ë¡ª");
2652 #else
2653                         msg_print("There is a monster in the way!");
2654 #endif
2655
2656                         /* Attack */
2657                         py_attack(y, x, 0);
2658                 }
2659
2660                 /* Go for it */
2661                 else
2662                 {
2663                         /* Take a turn */
2664                         energy_use = 100;
2665
2666                         /* Successful jamming */
2667 #ifdef JP
2668                         msg_format("%s¤Ë¤¯¤µ¤Ó¤òÂǤÁ¹þ¤ó¤À¡£", f_name + f_info[feat].name);
2669 #else
2670                         msg_format("You jam the %s with a spike.", f_name + f_info[feat].name);
2671 #endif
2672
2673                         cave_alter_feat(y, x, FF_SPIKE);
2674
2675                         /* Use up, and describe, a single spike, from the bottom */
2676                         inven_item_increase(item, -1);
2677                         inven_item_describe(item);
2678                         inven_item_optimize(item);
2679                 }
2680         }
2681 }
2682
2683
2684
2685 /*
2686  * Support code for the "Walk" and "Jump" commands
2687  */
2688 void do_cmd_walk(int pickup)
2689 {
2690         int dir;
2691
2692         bool more = FALSE;
2693
2694
2695         /* Allow repeated command */
2696         if (command_arg)
2697         {
2698                 /* Set repeat count */
2699                 command_rep = command_arg - 1;
2700
2701                 /* Redraw the state */
2702                 p_ptr->redraw |= (PR_STATE);
2703
2704                 /* Cancel the arg */
2705                 command_arg = 0;
2706         }
2707
2708         /* Get a "repeated" direction */
2709         if (get_rep_dir(&dir,FALSE))
2710         {
2711                 /* Take a turn */
2712                 energy_use = 100;
2713
2714                 if ((dir != 5) && (p_ptr->special_defense & KATA_MUSOU))
2715                 {
2716                         set_action(ACTION_NONE);
2717                 }
2718
2719                 /* Hack -- In small scale wilderness it takes MUCH more time to move */
2720                 if (p_ptr->wild_mode) energy_use *= ((MAX_HGT + MAX_WID) / 2);
2721                 if (p_ptr->action == ACTION_HAYAGAKE) energy_use = energy_use * (45-(p_ptr->lev/2)) / 100;
2722
2723                 /* Actually move the character */
2724                 move_player(dir, pickup, FALSE);
2725
2726                 /* Allow more walking */
2727                 more = TRUE;
2728         }
2729
2730         /* Hack again -- Is there a special encounter ??? */
2731         if (p_ptr->wild_mode && !have_flag(f_flags_bold(py, px), FF_TOWN))
2732         {
2733                 int tmp = 120 + p_ptr->lev*10 - wilderness[py][px].level + 5;
2734                 if (tmp < 1) 
2735                         tmp = 1;
2736                 if (((wilderness[py][px].level + 5) > (p_ptr->lev / 2)) && randint0(tmp) < (21-p_ptr->skill_stl))
2737                 {
2738                         /* Inform the player of his horrible fate :=) */
2739 #ifdef JP
2740                         msg_print("½±·â¤À¡ª");
2741 #else
2742                         msg_print("You are ambushed !");
2743 #endif
2744
2745                         /* Go into large wilderness view */
2746                         p_ptr->oldpy = randint1(MAX_HGT-2);
2747                         p_ptr->oldpx = randint1(MAX_WID-2);
2748                         change_wild_mode();
2749
2750                         /* Give first move to monsters */
2751                         energy_use = 100;
2752
2753                         /* HACk -- set the encouter flag for the wilderness generation */
2754                         generate_encounter = TRUE;
2755                 }
2756         }
2757
2758         /* Cancel repeat unless we may continue */
2759         if (!more) disturb(0, 0);
2760 }
2761
2762
2763
2764 /*
2765  * Start running.
2766  */
2767 void do_cmd_run(void)
2768 {
2769         int dir;
2770
2771         /* Hack -- no running when confused */
2772         if (p_ptr->confused)
2773         {
2774 #ifdef JP
2775                 msg_print("º®Í𤷤Ƥ¤¤ÆÁö¤ì¤Ê¤¤¡ª");
2776 #else
2777                 msg_print("You are too confused!");
2778 #endif
2779
2780                 return;
2781         }
2782
2783         if (p_ptr->special_defense & KATA_MUSOU)
2784         {
2785                 set_action(ACTION_NONE);
2786         }
2787
2788         /* Get a "repeated" direction */
2789         if (get_rep_dir(&dir,FALSE))
2790         {
2791                 /* Hack -- Set the run counter */
2792                 running = (command_arg ? command_arg : 1000);
2793
2794                 /* First step */
2795                 run_step(dir);
2796         }
2797 }
2798
2799
2800
2801 /*
2802  * Stay still.  Search.  Enter stores.
2803  * Pick up treasure if "pickup" is true.
2804  */
2805 void do_cmd_stay(int pickup)
2806 {
2807         cave_type *c_ptr = &cave[py][px];
2808         feature_type *f_ptr = &f_info[c_ptr->feat];
2809
2810         /* Allow repeated command */
2811         if (command_arg)
2812         {
2813                 /* Set repeat count */
2814                 command_rep = command_arg - 1;
2815
2816                 /* Redraw the state */
2817                 p_ptr->redraw |= (PR_STATE);
2818
2819                 /* Cancel the arg */
2820                 command_arg = 0;
2821         }
2822
2823
2824         /* Take a turn */
2825         energy_use = 100;
2826
2827
2828         /* Spontaneous Searching */
2829         if ((p_ptr->skill_fos >= 50) || (0 == randint0(50 - p_ptr->skill_fos)))
2830         {
2831                 search();
2832         }
2833
2834         /* Continuous Searching */
2835         if (p_ptr->action == ACTION_SEARCH)
2836         {
2837                 search();
2838         }
2839
2840
2841         /* Handle "objects" */
2842         carry(pickup);
2843
2844
2845         /* Hack -- enter a store if we are on one */
2846         if (have_flag(f_ptr->flags, FF_STORE))
2847         {
2848                 /* Disturb */
2849                 disturb(0, 0);
2850
2851                 energy_use = 0;
2852                 /* Hack -- enter store */
2853                 command_new = SPECIAL_KEY_STORE;
2854         }
2855
2856         /* Hack -- enter a building if we are on one -KMW- */
2857         else if (have_flag(f_ptr->flags, FF_BLDG))
2858         {
2859                 /* Disturb */
2860                 disturb(0, 0);
2861
2862                 energy_use = 0;
2863                 /* Hack -- enter building */
2864                 command_new = SPECIAL_KEY_BUILDING;
2865         }
2866
2867         /* Exit a quest if reach the quest exit */
2868         else if (have_flag(f_ptr->flags, FF_QUEST_EXIT))
2869         {
2870                 int q_index = p_ptr->inside_quest;
2871
2872                 /* Was quest completed? */
2873                 if (quest[q_index].type == QUEST_TYPE_FIND_EXIT)
2874                 {
2875                         quest[q_index].status = QUEST_STATUS_COMPLETED;
2876                         quest[q_index].complev = (byte)p_ptr->lev;
2877 #ifdef JP
2878                         msg_print("¥¯¥¨¥¹¥È¤ò´°Î»¤·¤¿¡ª");
2879 #else
2880                         msg_print("You accomplished your quest!");
2881 #endif
2882
2883                         msg_print(NULL);
2884                 }
2885
2886                 leave_quest_check();
2887
2888                 p_ptr->inside_quest = cave[py][px].special;
2889                 dun_level = 0;
2890                 p_ptr->oldpx = 0;
2891                 p_ptr->oldpy = 0;
2892
2893                 p_ptr->leaving = TRUE;
2894         }
2895 }
2896
2897
2898
2899 /*
2900  * Resting allows a player to safely restore his hp     -RAK-
2901  */
2902 void do_cmd_rest(void)
2903 {
2904
2905         set_action(ACTION_NONE);
2906
2907         if ((p_ptr->pclass == CLASS_BARD) && (p_ptr->magic_num1[0] || p_ptr->magic_num1[1]))
2908         {
2909                 stop_singing();
2910         }
2911
2912         /* Prompt for time if needed */
2913         if (command_arg <= 0)
2914         {
2915 #ifdef JP
2916                 cptr p = "µÙ·Æ (0-9999, '*' ¤Ç HP/MPÁ´²÷, '&' ¤ÇɬÍפʤÀ¤±): ";
2917 #else
2918                 cptr p = "Rest (0-9999, '*' for HP/SP, '&' as needed): ";
2919 #endif
2920
2921
2922                 char out_val[80];
2923
2924                 /* Default */
2925                 strcpy(out_val, "&");
2926
2927                 /* Ask for duration */
2928                 if (!get_string(p, out_val, 4)) return;
2929
2930                 /* Rest until done */
2931                 if (out_val[0] == '&')
2932                 {
2933                         command_arg = (-2);
2934                 }
2935
2936                 /* Rest a lot */
2937                 else if (out_val[0] == '*')
2938                 {
2939                         command_arg = (-1);
2940                 }
2941
2942                 /* Rest some */
2943                 else
2944                 {
2945                         command_arg = atoi(out_val);
2946                         if (command_arg <= 0) return;
2947                 }
2948         }
2949
2950
2951         /* Paranoia */
2952         if (command_arg > 9999) command_arg = 9999;
2953
2954         if (p_ptr->special_defense & NINJA_S_STEALTH) set_superstealth(FALSE);
2955
2956         /* Take a turn XXX XXX XXX (?) */
2957         energy_use = 100;
2958
2959         /* The sin of sloth */
2960         if (command_arg > 100)
2961                 chg_virtue(V_DILIGENCE, -1);
2962         
2963         /* Why are you sleeping when there's no need?  WAKE UP!*/
2964         if ((p_ptr->chp == p_ptr->mhp) &&
2965             (p_ptr->csp == p_ptr->msp) &&
2966             !p_ptr->blind && !p_ptr->confused &&
2967             !p_ptr->poisoned && !p_ptr->afraid &&
2968             !p_ptr->stun && !p_ptr->cut &&
2969             !p_ptr->slow && !p_ptr->paralyzed &&
2970             !p_ptr->image && !p_ptr->word_recall &&
2971             !p_ptr->alter_reality)
2972                         chg_virtue(V_DILIGENCE, -1);
2973
2974         /* Save the rest code */
2975         resting = command_arg;
2976         p_ptr->action = ACTION_REST;
2977
2978         /* Recalculate bonuses */
2979         p_ptr->update |= (PU_BONUS);
2980
2981         /* Redraw the state */
2982         p_ptr->redraw |= (PR_STATE);
2983
2984         /* Handle stuff */
2985         handle_stuff();
2986
2987         /* Refresh */
2988         Term_fresh();
2989 }
2990
2991
2992 /*
2993  * Determines the odds of an object breaking when thrown at a monster
2994  *
2995  * Note that artifacts never break, see the "drop_near()" function.
2996  */
2997 static int breakage_chance(object_type *o_ptr)
2998 {
2999         int archer_bonus = (p_ptr->pclass == CLASS_ARCHER ? (p_ptr->lev-1)/7 + 4: 0);
3000
3001         /* Examine the item type */
3002         switch (o_ptr->tval)
3003         {
3004                 /* Always break */
3005                 case TV_FLASK:
3006                 case TV_POTION:
3007                 case TV_BOTTLE:
3008                 case TV_FOOD:
3009                 case TV_JUNK:
3010                         return (100);
3011
3012                 /* Often break */
3013                 case TV_LITE:
3014                 case TV_SCROLL:
3015                 case TV_SKELETON:
3016                         return (50);
3017
3018                 /* Sometimes break */
3019                 case TV_WAND:
3020                 case TV_SPIKE:
3021                         return (25);
3022                 case TV_ARROW:
3023                         return (20 - archer_bonus * 2);
3024
3025                 /* Rarely break */
3026                 case TV_SHOT:
3027                 case TV_BOLT:
3028                         return (10 - archer_bonus);
3029                 default:
3030                         return (10);
3031         }
3032 }
3033
3034
3035 static s16b tot_dam_aux_shot(object_type *o_ptr, int tdam, monster_type *m_ptr)
3036 {
3037         int mult = 10;
3038
3039         monster_race *r_ptr = &r_info[m_ptr->r_idx];
3040
3041         u32b flgs[TR_FLAG_SIZE];
3042
3043         /* Extract the flags */
3044         object_flags(o_ptr, flgs);
3045
3046         /* Some "weapons" and "ammo" do extra damage */
3047         switch (o_ptr->tval)
3048         {
3049                 case TV_SHOT:
3050                 case TV_ARROW:
3051                 case TV_BOLT:
3052                 {
3053                         /* Slay Animal */
3054                         if ((have_flag(flgs, TR_SLAY_ANIMAL)) &&
3055                             (r_ptr->flags3 & RF3_ANIMAL))
3056                         {
3057                                 if (m_ptr->ml && is_original_ap(m_ptr))
3058                                 {
3059                                         r_ptr->r_flags3 |= RF3_ANIMAL;
3060                                 }
3061
3062                                 if (mult < 17) mult = 17;
3063                         }
3064
3065                         /* Kill Animal */
3066                         if ((have_flag(flgs, TR_KILL_ANIMAL)) &&
3067                             (r_ptr->flags3 & RF3_ANIMAL))
3068                         {
3069                                 if (m_ptr->ml && is_original_ap(m_ptr))
3070                                 {
3071                                         r_ptr->r_flags3 |= RF3_ANIMAL;
3072                                 }
3073
3074                                 if (mult < 27) mult = 27;
3075                         }
3076
3077                         /* Slay Evil */
3078                         if ((have_flag(flgs, TR_SLAY_EVIL)) &&
3079                             (r_ptr->flags3 & RF3_EVIL))
3080                         {
3081                                 if (m_ptr->ml && is_original_ap(m_ptr))
3082                                 {
3083                                         r_ptr->r_flags3 |= RF3_EVIL;
3084                                 }
3085
3086                                 if (mult < 15) mult = 15;
3087                         }
3088
3089                         /* Kill Evil */
3090                         if ((have_flag(flgs, TR_KILL_EVIL)) &&
3091                             (r_ptr->flags3 & RF3_EVIL))
3092                         {
3093                                 if (m_ptr->ml && is_original_ap(m_ptr))
3094                                 {
3095                                         r_ptr->r_flags3 |= RF3_EVIL;
3096                                 }
3097
3098                                 if (mult < 25) mult = 25;
3099                         }
3100
3101                         /* Slay Human */
3102                         if ((have_flag(flgs, TR_SLAY_HUMAN)) &&
3103                             (r_ptr->flags2 & RF2_HUMAN))
3104                         {
3105                                 if (m_ptr->ml && is_original_ap(m_ptr))
3106                                 {
3107                                         r_ptr->r_flags2 |= RF2_HUMAN;
3108                                 }
3109
3110                                 if (mult < 17) mult = 17;
3111                         }
3112
3113                         /* Kill Human */
3114                         if ((have_flag(flgs, TR_KILL_HUMAN)) &&
3115                             (r_ptr->flags2 & RF2_HUMAN))
3116                         {
3117                                 if (m_ptr->ml && is_original_ap(m_ptr))
3118                                 {
3119                                         r_ptr->r_flags2 |= RF2_HUMAN;
3120                                 }
3121
3122                                 if (mult < 27) mult = 27;
3123                         }
3124
3125                         /* Slay Undead */
3126                         if ((have_flag(flgs, TR_SLAY_UNDEAD)) &&
3127                             (r_ptr->flags3 & RF3_UNDEAD))
3128                         {
3129                                 if (m_ptr->ml && is_original_ap(m_ptr))
3130                                 {
3131                                         r_ptr->r_flags3 |= RF3_UNDEAD;
3132                                 }
3133
3134                                 if (mult < 20) mult = 20;
3135                         }
3136
3137                         /* Kill Undead */
3138                         if ((have_flag(flgs, TR_KILL_UNDEAD)) &&
3139                             (r_ptr->flags3 & RF3_UNDEAD))
3140                         {
3141                                 if (m_ptr->ml && is_original_ap(m_ptr))
3142                                 {
3143                                         r_ptr->r_flags3 |= RF3_UNDEAD;
3144                                 }
3145
3146                                 if (mult < 30) mult = 30;
3147                         }
3148
3149                         /* Slay Demon */
3150                         if ((have_flag(flgs, TR_SLAY_DEMON)) &&
3151                             (r_ptr->flags3 & RF3_DEMON))
3152                         {
3153                                 if (m_ptr->ml && is_original_ap(m_ptr))
3154                                 {
3155                                         r_ptr->r_flags3 |= RF3_DEMON;
3156                                 }
3157
3158                                 if (mult < 20) mult = 20;
3159                         }
3160
3161                         /* Kill Demon */
3162                         if ((have_flag(flgs, TR_KILL_DEMON)) &&
3163                             (r_ptr->flags3 & RF3_DEMON))
3164                         {
3165                                 if (m_ptr->ml && is_original_ap(m_ptr))
3166                                 {
3167                                         r_ptr->r_flags3 |= RF3_DEMON;
3168                                 }
3169
3170                                 if (mult < 30) mult = 30;
3171                         }
3172
3173                         /* Slay Orc */
3174                         if ((have_flag(flgs, TR_SLAY_ORC)) &&
3175                             (r_ptr->flags3 & RF3_ORC))
3176                         {
3177                                 if (m_ptr->ml && is_original_ap(m_ptr))
3178                                 {
3179                                         r_ptr->r_flags3 |= RF3_ORC;
3180                                 }
3181
3182                                 if (mult < 20) mult = 20;
3183                         }
3184
3185                         /* Kill Orc */
3186                         if ((have_flag(flgs, TR_KILL_ORC)) &&
3187                             (r_ptr->flags3 & RF3_ORC))
3188                         {
3189                                 if (m_ptr->ml && is_original_ap(m_ptr))
3190                                 {
3191                                         r_ptr->r_flags3 |= RF3_ORC;
3192                                 }
3193
3194                                 if (mult < 30) mult = 30;
3195                         }
3196
3197                         /* Slay Troll */
3198                         if ((have_flag(flgs, TR_SLAY_TROLL)) &&
3199                             (r_ptr->flags3 & RF3_TROLL))
3200                         {
3201                                 if (m_ptr->ml && is_original_ap(m_ptr))
3202                                 {
3203                                         r_ptr->r_flags3 |= RF3_TROLL;
3204                                 }
3205
3206                                 if (mult < 20) mult = 20;
3207                         }
3208
3209                         /* Kill Troll */
3210                         if ((have_flag(flgs, TR_KILL_TROLL)) &&
3211                             (r_ptr->flags3 & RF3_TROLL))
3212                         {
3213                                 if (m_ptr->ml && is_original_ap(m_ptr))
3214                                 {
3215                                         r_ptr->r_flags3 |= RF3_TROLL;
3216                                 }
3217
3218                                 if (mult < 30) mult = 30;
3219                         }
3220
3221                         /* Slay Giant */
3222                         if ((have_flag(flgs, TR_SLAY_GIANT)) &&
3223                             (r_ptr->flags3 & RF3_GIANT))
3224                         {
3225                                 if (m_ptr->ml && is_original_ap(m_ptr))
3226                                 {
3227                                         r_ptr->r_flags3 |= RF3_GIANT;
3228                                 }
3229
3230                                 if (mult < 20) mult = 20;
3231                         }
3232
3233                         /* Kill Giant */
3234                         if ((have_flag(flgs, TR_KILL_GIANT)) &&
3235                             (r_ptr->flags3 & RF3_GIANT))
3236                         {
3237                                 if (m_ptr->ml && is_original_ap(m_ptr))
3238                                 {
3239                                         r_ptr->r_flags3 |= RF3_GIANT;
3240                                 }
3241
3242                                 if (mult < 30) mult = 30;
3243                         }
3244
3245                         /* Slay Dragon  */
3246                         if ((have_flag(flgs, TR_SLAY_DRAGON)) &&
3247                             (r_ptr->flags3 & RF3_DRAGON))
3248                         {
3249                                 if (m_ptr->ml && is_original_ap(m_ptr))
3250                                 {
3251                                         r_ptr->r_flags3 |= RF3_DRAGON;
3252                                 }
3253
3254                                 if (mult < 20) mult = 20;
3255                         }
3256
3257                         /* Execute Dragon */
3258                         if ((have_flag(flgs, TR_KILL_DRAGON)) &&
3259                             (r_ptr->flags3 & RF3_DRAGON))
3260                         {
3261                                 if (m_ptr->ml && is_original_ap(m_ptr))
3262                                 {
3263                                         r_ptr->r_flags3 |= RF3_DRAGON;
3264                                 }
3265
3266                                 if (mult < 30) mult = 30;
3267
3268                                 if ((o_ptr->name1 == ART_BARD_ARROW) &&
3269                                     (m_ptr->r_idx == MON_SMAUG) &&
3270                                     (inventory[INVEN_BOW].name1 == ART_BARD))
3271                                         mult *= 5;
3272                         }
3273
3274                         /* Brand (Acid) */
3275                         if (have_flag(flgs, TR_BRAND_ACID))
3276                         {
3277                                 /* Notice immunity */
3278                                 if (r_ptr->flagsr & RFR_EFF_IM_ACID_MASK)
3279                                 {
3280                                         if (m_ptr->ml && is_original_ap(m_ptr))
3281                                         {
3282                                                 r_ptr->r_flagsr |= (r_ptr->flagsr & RFR_EFF_IM_ACID_MASK);
3283                                         }
3284                                 }
3285
3286                                 /* Otherwise, take the damage */
3287                                 else
3288                                 {
3289                                         if (mult < 17) mult = 17;
3290                                 }
3291                         }
3292
3293                         /* Brand (Elec) */
3294                         if (have_flag(flgs, TR_BRAND_ELEC))
3295                         {
3296                                 /* Notice immunity */
3297                                 if (r_ptr->flagsr & RFR_EFF_IM_ELEC_MASK)
3298                                 {
3299                                         if (m_ptr->ml && is_original_ap(m_ptr))
3300                                         {
3301                                                 r_ptr->r_flagsr |= (r_ptr->flagsr & RFR_EFF_IM_ELEC_MASK);
3302                                         }
3303                                 }
3304
3305                                 /* Otherwise, take the damage */
3306                                 else
3307                                 {
3308                                         if (mult < 17) mult = 17;
3309                                 }
3310                         }
3311
3312                         /* Brand (Fire) */
3313                         if (have_flag(flgs, TR_BRAND_FIRE))
3314                         {
3315                                 /* Notice immunity */
3316                                 if (r_ptr->flagsr & RFR_EFF_IM_FIRE_MASK)
3317                                 {
3318                                         if (m_ptr->ml && is_original_ap(m_ptr))
3319                                         {
3320                                                 r_ptr->r_flagsr |= (r_ptr->flagsr & RFR_EFF_IM_FIRE_MASK);
3321                                         }
3322                                 }
3323
3324                                 /* Otherwise, take the damage */
3325                                 else
3326                                 {
3327                                         if (r_ptr->flags3 & RF3_HURT_FIRE)
3328                                         {
3329                                                 if (mult < 25) mult = 25;
3330                                                 if (m_ptr->ml && is_original_ap(m_ptr))
3331                                                 {
3332                                                         r_ptr->r_flags3 |= RF3_HURT_FIRE;
3333                                                 }
3334                                         }
3335                                         else if (mult < 17) mult = 17;
3336                                 }
3337                         }
3338
3339                         /* Brand (Cold) */
3340                         if (have_flag(flgs, TR_BRAND_COLD))
3341                         {
3342                                 /* Notice immunity */
3343                                 if (r_ptr->flagsr & RFR_EFF_IM_COLD_MASK)
3344                                 {
3345                                         if (m_ptr->ml && is_original_ap(m_ptr))
3346                                         {
3347                                                 r_ptr->r_flagsr |= (r_ptr->flagsr & RFR_EFF_IM_COLD_MASK);
3348                                         }
3349                                 }
3350                                 /* Otherwise, take the damage */
3351                                 else
3352                                 {
3353                                         if (r_ptr->flags3 & RF3_HURT_COLD)
3354                                         {
3355                                                 if (mult < 25) mult = 25;
3356                                                 if (m_ptr->ml && is_original_ap(m_ptr))
3357                                                 {
3358                                                         r_ptr->r_flags3 |= RF3_HURT_COLD;
3359                                                 }
3360                                         }
3361                                         else if (mult < 17) mult = 17;
3362                                 }
3363                         }
3364
3365                         /* Brand (Poison) */
3366                         if (have_flag(flgs, TR_BRAND_POIS))
3367                         {
3368                                 /* Notice immunity */
3369                                 if (r_ptr->flagsr & RFR_EFF_IM_POIS_MASK)
3370                                 {
3371                                         if (m_ptr->ml && is_original_ap(m_ptr))
3372                                         {
3373                                                 r_ptr->r_flagsr |= (r_ptr->flagsr & RFR_EFF_IM_POIS_MASK);
3374                                         }
3375                                 }
3376
3377                                 /* Otherwise, take the damage */
3378                                 else
3379                                 {
3380                                         if (mult < 17) mult = 17;
3381                                 }
3382                         }
3383
3384                         if ((have_flag(flgs, TR_FORCE_WEAPON)) && (p_ptr->csp > (p_ptr->msp / 30)))
3385                         {
3386                                 p_ptr->csp -= (1+(p_ptr->msp / 30));
3387                                 p_ptr->redraw |= (PR_MANA);
3388                                 mult = mult * 5 / 2;
3389                         }
3390                         break;
3391                 }
3392         }
3393
3394         /* Return the total damage */
3395         return (tdam * mult / 10);
3396 }
3397
3398
3399 /*
3400  * Fire an object from the pack or floor.
3401  *
3402  * You may only fire items that "match" your missile launcher.
3403  *
3404  * You must use slings + pebbles/shots, bows + arrows, xbows + bolts.
3405  *
3406  * See "calc_bonuses()" for more calculations and such.
3407  *
3408  * Note that "firing" a missile is MUCH better than "throwing" it.
3409  *
3410  * Note: "unseen" monsters are very hard to hit.
3411  *
3412  * Objects are more likely to break if they "attempt" to hit a monster.
3413  *
3414  * Rangers (with Bows) and Anyone (with "Extra Shots") get extra shots.
3415  *
3416  * The "extra shot" code works by decreasing the amount of energy
3417  * required to make each shot, spreading the shots out over time.
3418  *
3419  * Note that when firing missiles, the launcher multiplier is applied
3420  * after all the bonuses are added in, making multipliers very useful.
3421  *
3422  * Note that Bows of "Extra Might" get extra range and an extra bonus
3423  * for the damage multiplier.
3424  *
3425  * Note that Bows of "Extra Shots" give an extra shot.
3426  */
3427 void do_cmd_fire_aux(int item, object_type *j_ptr)
3428 {
3429         int dir;
3430         int j, y, x, ny, nx, ty, tx;
3431         int tdam, tdis, thits, tmul;
3432         int bonus, chance;
3433         int cur_dis, visible;
3434
3435         object_type forge;
3436         object_type *q_ptr;
3437
3438         object_type *o_ptr;
3439
3440         bool hit_body = FALSE;
3441
3442         char o_name[MAX_NLEN];
3443
3444         int msec = delay_factor * delay_factor * delay_factor;
3445
3446         /* STICK TO */
3447         bool stick_to = FALSE;
3448
3449         /* Access the item (if in the pack) */
3450         if (item >= 0)
3451         {
3452                 o_ptr = &inventory[item];
3453         }
3454         else
3455         {
3456                 o_ptr = &o_list[0 - item];
3457         }
3458
3459         /* Describe the object */
3460         object_desc(o_name, o_ptr, OD_OMIT_PREFIX);
3461
3462
3463         /* Use the proper number of shots */
3464         thits = p_ptr->num_fire;
3465
3466         /* Use a base distance */
3467         tdis = 10;
3468
3469         /* Base damage from thrown object plus launcher bonus */
3470         tdam = damroll(o_ptr->dd, o_ptr->ds) + o_ptr->to_d + j_ptr->to_d;
3471
3472         /* Actually "fire" the object */
3473         bonus = (p_ptr->to_h_b + o_ptr->to_h + j_ptr->to_h);
3474         if ((j_ptr->sval == SV_LIGHT_XBOW) || (j_ptr->sval == SV_HEAVY_XBOW))
3475                 chance = (p_ptr->skill_thb + (p_ptr->weapon_exp[0][j_ptr->sval] / 400 + bonus) * BTH_PLUS_ADJ);
3476         else
3477                 chance = (p_ptr->skill_thb + ((p_ptr->weapon_exp[0][j_ptr->sval] - (WEAPON_EXP_MASTER / 2)) / 200 + bonus) * BTH_PLUS_ADJ);
3478
3479         energy_use = bow_energy(j_ptr->sval);
3480         tmul = bow_tmul(j_ptr->sval);
3481
3482         /* Get extra "power" from "extra might" */
3483         if (p_ptr->xtra_might) tmul++;
3484
3485         tmul = tmul * (100 + (int)(adj_str_td[p_ptr->stat_ind[A_STR]]) - 128);
3486
3487         /* Boost the damage */
3488         tdam *= tmul;
3489         tdam /= 100;
3490
3491         /* Base range */
3492         tdis = 10 + tmul/40;
3493         if ((j_ptr->sval == SV_LIGHT_XBOW) || (j_ptr->sval == SV_HEAVY_XBOW))
3494                 tdis -= 5;
3495
3496         project_length = tdis + 1;
3497
3498         /* Get a direction (or cancel) */
3499         if (!get_aim_dir(&dir))
3500         {
3501                 energy_use = 0;
3502
3503                 /* need not to reset project_length (already did)*/
3504
3505                 return;
3506         }
3507
3508         /* Get local object */
3509         q_ptr = &forge;
3510
3511         /* Obtain a local object */
3512         object_copy(q_ptr, o_ptr);
3513
3514         /* Single object */
3515         q_ptr->number = 1;
3516
3517         /* Reduce and describe inventory */
3518         if (item >= 0)
3519         {
3520                 inven_item_increase(item, -1);
3521                 inven_item_describe(item);
3522                 inven_item_optimize(item);
3523         }
3524
3525         /* Reduce and describe floor item */
3526         else
3527         {
3528                 floor_item_increase(0 - item, -1);
3529                 floor_item_optimize(0 - item);
3530         }
3531
3532
3533         /* Sound */
3534         sound(SOUND_SHOOT);
3535
3536
3537         /* Take a (partial) turn */
3538         energy_use = (energy_use / thits);
3539
3540
3541         /* Start at the player */
3542         y = py;
3543         x = px;
3544
3545         /* Predict the "target" location */
3546         tx = px + 99 * ddx[dir];
3547         ty = py + 99 * ddy[dir];
3548
3549         /* Check for "target request" */
3550         if ((dir == 5) && target_okay())
3551         {
3552                 tx = target_col;
3553                 ty = target_row;
3554         }
3555
3556         project_length = 0; /* reset to default */
3557
3558         /* Hack -- Handle stuff */
3559         handle_stuff();
3560
3561
3562         /* Travel until stopped */
3563         for (cur_dis = 0; cur_dis <= tdis; )
3564         {
3565                 /* Hack -- Stop at the target */
3566                 if ((y == ty) && (x == tx)) break;
3567
3568                 /* Calculate the new location (see "project()") */
3569                 ny = y;
3570                 nx = x;
3571                 mmove2(&ny, &nx, py, px, ty, tx);
3572
3573                 /* Stopped by walls/doors */
3574                 if (!have_flag(f_flags_bold(ny, nx), FF_PROJECT) && !cave[ny][nx].m_idx) break;
3575
3576                 /* Advance the distance */
3577                 cur_dis++;
3578
3579
3580                 /* The player can see the (on screen) missile */
3581                 if (panel_contains(ny, nx) && player_can_see_bold(ny, nx))
3582                 {
3583                         char c = object_char(q_ptr);
3584                         byte a = object_attr(q_ptr);
3585
3586                         /* Draw, Hilite, Fresh, Pause, Erase */
3587                         print_rel(c, a, ny, nx);
3588                         move_cursor_relative(ny, nx);
3589                         Term_fresh();
3590                         Term_xtra(TERM_XTRA_DELAY, msec);
3591                         lite_spot(ny, nx);
3592                         Term_fresh();
3593                 }
3594
3595                 /* The player cannot see the missile */
3596                 else
3597                 {
3598                         /* Pause anyway, for consistancy */
3599                         Term_xtra(TERM_XTRA_DELAY, msec);
3600                 }
3601
3602                 /* Save the new location */
3603                 x = nx;
3604                 y = ny;
3605
3606
3607                 /* Monster here, Try to hit it */
3608                 if (cave[y][x].m_idx)
3609                 {
3610                         cave_type *c_ptr = &cave[y][x];
3611
3612                         monster_type *m_ptr = &m_list[c_ptr->m_idx];
3613                         monster_race *r_ptr = &r_info[m_ptr->r_idx];
3614
3615                         /* Check the visibility */
3616                         visible = m_ptr->ml;
3617
3618                         /* Note the collision */
3619                         hit_body = TRUE;
3620
3621                         if (m_ptr->csleep)
3622                         {
3623                                 if (!(r_ptr->flags3 & RF3_EVIL) || one_in_(5)) chg_virtue(V_COMPASSION, -1);
3624                                 if (!(r_ptr->flags3 & RF3_EVIL) || one_in_(5)) chg_virtue(V_HONOUR, -1);
3625                         }
3626
3627                         if ((r_ptr->level + 10) > p_ptr->lev)
3628                         {
3629                                 int now_exp = p_ptr->weapon_exp[0][j_ptr->sval];
3630                                 if (now_exp < s_info[p_ptr->pclass].w_max[0][j_ptr->sval])
3631                                 {
3632                                         int amount = 0;
3633                                         if (now_exp < WEAPON_EXP_BEGINNER) amount = 80;
3634                                         else if (now_exp < WEAPON_EXP_SKILLED) amount = 25;
3635                                         else if ((now_exp < WEAPON_EXP_EXPERT) && (p_ptr->lev > 19)) amount = 10;
3636                                         else if (p_ptr->lev > 34) amount = 2;
3637                                         p_ptr->weapon_exp[0][j_ptr->sval] += amount;
3638                                         p_ptr->update |= (PU_BONUS);
3639                                 }
3640                         }
3641
3642                         if (p_ptr->riding)
3643                         {
3644                                 if ((p_ptr->skill_exp[GINOU_RIDING] < s_info[p_ptr->pclass].s_max[GINOU_RIDING])
3645                                         && ((p_ptr->skill_exp[GINOU_RIDING] - (RIDING_EXP_BEGINNER * 2)) / 200 < r_info[m_list[p_ptr->riding].r_idx].level)
3646                                         && one_in_(2))
3647                                 {
3648                                         p_ptr->skill_exp[GINOU_RIDING] += 1;
3649                                         p_ptr->update |= (PU_BONUS);
3650                                 }
3651                         }
3652
3653                         /* Did we hit it (penalize range) */
3654                         if (test_hit_fire(chance - cur_dis, r_ptr->ac, m_ptr->ml))
3655                         {
3656                                 bool fear = FALSE;
3657
3658                                 /* Handle unseen monster */
3659                                 if (!visible)
3660                                 {
3661                                         /* Invisible monster */
3662 #ifdef JP
3663                                         msg_format("%s¤¬Å¨¤òÊ᪤·¤¿¡£", o_name);
3664 #else
3665                                         msg_format("The %s finds a mark.", o_name);
3666 #endif
3667
3668                                 }
3669
3670                                 /* Handle visible monster */
3671                                 else
3672                                 {
3673                                         char m_name[80];
3674
3675                                         /* Get "the monster" or "it" */
3676                                         monster_desc(m_name, m_ptr, 0);
3677
3678                                         /* Message */
3679 #ifdef JP
3680                                         msg_format("%s¤¬%s¤ËÌ¿Ã椷¤¿¡£", o_name, m_name);
3681 #else
3682                                         msg_format("The %s hits %s.", o_name, m_name);
3683 #endif
3684
3685
3686                                         /* Hack -- Track this monster race */
3687                                         if (m_ptr->ml) monster_race_track(m_ptr->ap_r_idx);
3688
3689                                         /* Hack -- Track this monster */
3690                                         if (m_ptr->ml) health_track(c_ptr->m_idx);
3691                                 }
3692
3693                                 /* Apply special damage XXX XXX XXX */
3694                                 tdam = tot_dam_aux_shot(q_ptr, tdam, m_ptr);
3695                                 tdam = critical_shot(q_ptr->weight, q_ptr->to_h, tdam);
3696
3697                                 /* No negative damage */
3698                                 if (tdam < 0) tdam = 0;
3699
3700                                 /* Modify the damage */
3701                                 tdam = mon_damage_mod(m_ptr, tdam, FALSE);
3702
3703                                 /* Complex message */
3704                                 if (p_ptr->wizard || cheat_xtra)
3705                                 {
3706 #ifdef JP
3707                                         msg_format("%d/%d ¤Î¥À¥á¡¼¥¸¤òÍ¿¤¨¤¿¡£",
3708                                                    tdam, m_ptr->hp);
3709 #else
3710                                         msg_format("You do %d (out of %d) damage.",
3711                                                    tdam, m_ptr->hp);
3712 #endif
3713
3714                                 }
3715
3716                                 /* Hit the monster, check for death */
3717                                 if (mon_take_hit(c_ptr->m_idx, tdam, &fear, extract_note_dies(real_r_ptr(m_ptr))))
3718                                 {
3719                                         /* Dead monster */
3720                                 }
3721
3722                                 /* No death */
3723                                 else
3724                                 {
3725                                         /* STICK TO */
3726                                         if (q_ptr->name1)
3727                                         {
3728                                                 char m_name[80];
3729
3730                                                 monster_desc(m_name, m_ptr, 0);
3731
3732                                                 stick_to = TRUE;
3733 #ifdef JP
3734                                                 msg_format("%s¤Ï%s¤ËÆͤ­»É¤µ¤Ã¤¿¡ª",o_name, m_name);
3735 #else
3736                                                 msg_format("%^s have stuck into %s!",o_name, m_name);
3737 #endif
3738                                         }
3739
3740                                         /* Message */
3741                                         message_pain(c_ptr->m_idx, tdam);
3742
3743                                         /* Anger the monster */
3744                                         if (tdam > 0) anger_monster(m_ptr);
3745
3746                                         /* Take note */
3747                                         if (fear && m_ptr->ml)
3748                                         {
3749                                                 char m_name[80];
3750
3751                                                 /* Sound */
3752                                                 sound(SOUND_FLEE);
3753
3754                                                 /* Get the monster name (or "it") */
3755                                                 monster_desc(m_name, m_ptr, 0);
3756
3757                                                 /* Message */
3758 #ifdef JP
3759                                                 msg_format("%^s¤Ï¶²Éݤ·¤Æƨ¤²½Ð¤·¤¿¡ª", m_name);
3760 #else
3761                                                 msg_format("%^s flees in terror!", m_name);
3762 #endif
3763
3764                                         }
3765                                         if (!projectable(m_ptr->fy, m_ptr->fx, py, px))
3766                                         {
3767                                                 set_target(m_ptr, py, px);
3768                                         }
3769                                 }
3770                         }
3771
3772                         /* Stop looking */
3773                         break;
3774                 }
3775         }
3776
3777         /* Chance of breakage (during attacks) */
3778         j = (hit_body ? breakage_chance(q_ptr) : 0);
3779
3780         if(stick_to)
3781         {
3782                 int m_idx = cave[y][x].m_idx;
3783                 monster_type *m_ptr = &m_list[m_idx];
3784                 int o_idx = o_pop();
3785
3786                 if (!o_idx)
3787                   {
3788 #ifdef JP
3789                     msg_format("%s¤Ï¤É¤³¤«¤Ø¹Ô¤Ã¤¿¡£", o_name);
3790 #else
3791                     msg_format("The %s have gone to somewhere.", o_name);
3792 #endif
3793                     if (q_ptr->name1)
3794                       {
3795                         a_info[j_ptr->name1].cur_num = 0;
3796                       }
3797                     return;
3798                   }
3799
3800                 o_ptr = &o_list[ o_idx ];
3801                 object_copy(o_ptr, q_ptr);
3802
3803                 /* Forget mark */
3804                 o_ptr->marked = 0;
3805
3806                 /* Forget location */
3807                 o_ptr->iy = o_ptr->ix = 0;
3808
3809                 /* Memorize monster */
3810                 o_ptr->held_m_idx = m_idx;
3811
3812                 /* Build a stack */
3813                 o_ptr->next_o_idx = m_ptr->hold_o_idx;
3814
3815                 /* Carry object */
3816                 m_ptr->hold_o_idx = o_idx;
3817
3818         }
3819         else
3820                 /* Drop (or break) near that location */
3821                 (void)drop_near(q_ptr, j, y, x);
3822 }
3823
3824
3825 void do_cmd_fire(void)
3826 {
3827         int item;
3828         object_type *j_ptr;
3829         cptr q, s;
3830
3831         /* Get the "bow" (if any) */
3832         j_ptr = &inventory[INVEN_BOW];
3833
3834         /* Require a launcher */
3835         if (!j_ptr->tval)
3836         {
3837 #ifdef JP
3838                 msg_print("¼Í·âÍѤÎÉð´ï¤ò»ý¤Ã¤Æ¤¤¤Ê¤¤¡£");
3839 #else
3840                 msg_print("You have nothing to fire with.");
3841 #endif
3842                 flush();
3843                 return;
3844         }
3845
3846         if (j_ptr->sval == SV_CRIMSON)
3847         {
3848 #ifdef JP
3849                 msg_print("¤³¤ÎÉð´ï¤Ïȯư¤·¤Æ»È¤¦¤â¤Î¤Î¤è¤¦¤À¡£");
3850 #else
3851                 msg_print("Do activate.");
3852 #endif
3853                 flush();
3854                 return;
3855         }
3856
3857
3858         if (p_ptr->special_defense & KATA_MUSOU)
3859         {
3860                 set_action(ACTION_NONE);
3861         }
3862
3863         /* Require proper missile */
3864         item_tester_tval = p_ptr->tval_ammo;
3865
3866         /* Get an item */
3867 #ifdef JP
3868         q = "¤É¤ì¤ò·â¤Á¤Þ¤¹¤«? ";
3869         s = "ȯ¼Í¤µ¤ì¤ë¥¢¥¤¥Æ¥à¤¬¤¢¤ê¤Þ¤»¤ó¡£";
3870 #else
3871         q = "Fire which item? ";
3872         s = "You have nothing to fire.";
3873 #endif
3874
3875         if (!get_item(&item, q, s, (USE_INVEN | USE_FLOOR)))
3876         {
3877                 flush();
3878                 return;
3879         }
3880
3881         /* Fire the item */
3882         do_cmd_fire_aux(item, j_ptr);
3883 }
3884
3885
3886 static bool item_tester_hook_boomerang(object_type *o_ptr)
3887 {
3888         if ((o_ptr->tval==TV_DIGGING) || (o_ptr->tval == TV_SWORD) || (o_ptr->tval == TV_POLEARM) || (o_ptr->tval == TV_HAFTED)) return (TRUE);
3889
3890         /* Assume not */
3891         return (FALSE);
3892 }
3893
3894
3895 /*
3896  * Throw an object from the pack or floor.
3897  *
3898  * Note: "unseen" monsters are very hard to hit.
3899  *
3900  * Should throwing a weapon do full damage?  Should it allow the magic
3901  * to hit bonus of the weapon to have an effect?  Should it ever cause
3902  * the item to be destroyed?  Should it do any damage at all?
3903  */
3904 bool do_cmd_throw_aux(int mult, bool boomerang, int shuriken)
3905 {
3906         int dir, item;
3907         int i, j, y, x, ty, tx;
3908         int ny[19], nx[19];
3909         int chance, tdam, tdis;
3910         int mul, div;
3911         int cur_dis, visible;
3912
3913         object_type forge;
3914         object_type *q_ptr;
3915
3916         object_type *o_ptr;
3917
3918         bool hit_body = FALSE;
3919         bool hit_wall = FALSE;
3920         bool equiped_item = FALSE;
3921         bool return_when_thrown = FALSE;
3922
3923         char o_name[MAX_NLEN];
3924
3925         int msec = delay_factor * delay_factor * delay_factor;
3926
3927         u32b flgs[TR_FLAG_SIZE];
3928         cptr q, s;
3929         bool come_back = FALSE;
3930         bool do_drop = TRUE;
3931
3932
3933         if (p_ptr->special_defense & KATA_MUSOU)
3934         {
3935                 set_action(ACTION_NONE);
3936         }
3937
3938         if (shuriken)
3939         {
3940                 item = shuriken;
3941         }
3942         else if (boomerang)
3943         {
3944                 if (buki_motteruka(INVEN_LARM))
3945                 {
3946                         item_tester_hook = item_tester_hook_boomerang;
3947 #ifdef JP
3948                         q = "¤É¤ÎÉð´ï¤òÅꤲ¤Þ¤¹¤«? ";
3949                         s = "Åꤲ¤ëÉð´ï¤¬¤Ê¤¤¡£";
3950 #else
3951                         q = "Throw which item? ";
3952                         s = "You have nothing to throw.";
3953 #endif
3954
3955                         if (!get_item(&item, q, s, (USE_EQUIP)))
3956                         {
3957                                 flush();
3958                                 return FALSE;
3959                         }
3960                 }
3961                 else
3962                 {
3963                         item = INVEN_RARM;
3964                 }
3965         }
3966         else
3967         {
3968                 /* Get an item */
3969 #ifdef JP
3970                 q = "¤É¤Î¥¢¥¤¥Æ¥à¤òÅꤲ¤Þ¤¹¤«? ";
3971                 s = "Åꤲ¤ë¥¢¥¤¥Æ¥à¤¬¤Ê¤¤¡£";
3972 #else
3973                 q = "Throw which item? ";
3974                 s = "You have nothing to throw.";
3975 #endif
3976
3977                 if (!get_item(&item, q, s, (USE_INVEN | USE_FLOOR | USE_EQUIP)))
3978                 {
3979                         flush();
3980                         return FALSE;
3981                 }
3982         }
3983
3984         /* Access the item (if in the pack) */
3985         if (item >= 0)
3986         {
3987                 o_ptr = &inventory[item];
3988         }
3989         else
3990         {
3991                 o_ptr = &o_list[0 - item];
3992         }
3993
3994
3995         /* Item is cursed */
3996         if (cursed_p(o_ptr) && (item >= INVEN_RARM))
3997         {
3998                 /* Oops */
3999 #ifdef JP
4000                 msg_print("¤Õ¡¼¤à¡¢¤É¤¦¤ä¤é¼ö¤ï¤ì¤Æ¤¤¤ë¤è¤¦¤À¡£");
4001 #else
4002                 msg_print("Hmmm, it seems to be cursed.");
4003 #endif
4004
4005                 /* Nope */
4006                 return FALSE;
4007         }
4008
4009         if (p_ptr->inside_arena && !boomerang)
4010         {
4011                 if (o_ptr->tval != TV_SPIKE)
4012                 {
4013 #ifdef JP
4014                         msg_print("¥¢¥ê¡¼¥Ê¤Ç¤Ï¥¢¥¤¥Æ¥à¤ò»È¤¨¤Ê¤¤¡ª");
4015 #else
4016                         msg_print("You're in the arena now. This is hand-to-hand!");
4017 #endif
4018                         msg_print(NULL);
4019
4020                         /* Nope */
4021                         return FALSE;
4022                 }
4023         }
4024
4025         /* Get local object */
4026         q_ptr = &forge;
4027
4028         /* Obtain a local object */
4029         object_copy(q_ptr, o_ptr);
4030
4031         /* Extract the thrown object's flags. */
4032         object_flags(q_ptr, flgs);
4033
4034         /* Distribute the charges of rods/wands between the stacks */
4035         distribute_charges(o_ptr, q_ptr, 1);
4036
4037         /* Single object */
4038         q_ptr->number = 1;
4039
4040         /* Description */
4041         object_desc(o_name, q_ptr, OD_OMIT_PREFIX);
4042
4043         if (p_ptr->mighty_throw) mult += 3;
4044
4045         /* Extract a "distance multiplier" */
4046         /* Changed for 'launcher' mutation */
4047         mul = 10 + 2 * (mult - 1);
4048
4049         /* Enforce a minimum "weight" of one pound */
4050         div = ((q_ptr->weight > 10) ? q_ptr->weight : 10);
4051         if ((have_flag(flgs, TR_THROW)) || boomerang) div /= 2;
4052
4053         /* Hack -- Distance -- Reward strength, penalize weight */
4054         tdis = (adj_str_blow[p_ptr->stat_ind[A_STR]] + 20) * mul / div;
4055
4056         /* Max distance of 10-18 */
4057         if (tdis > mul) tdis = mul;
4058
4059         if (shuriken)
4060         {
4061                 ty = randint0(101)-50+py;
4062                 tx = randint0(101)-50+px;
4063         }
4064         else
4065         {
4066                 project_length = tdis + 1;
4067
4068                 /* Get a direction (or cancel) */
4069                 if (!get_aim_dir(&dir)) return FALSE;
4070
4071                 /* Predict the "target" location */
4072                 tx = px + 99 * ddx[dir];
4073                 ty = py + 99 * ddy[dir];
4074
4075                 /* Check for "target request" */
4076                 if ((dir == 5) && target_okay())
4077                 {
4078                         tx = target_col;
4079                         ty = target_row;
4080                 }
4081
4082                 project_length = 0;  /* reset to default */
4083         }
4084
4085         if ((q_ptr->name1 == ART_MJOLLNIR) ||
4086             (q_ptr->name1 == ART_AEGISFANG) || boomerang)
4087                 return_when_thrown = TRUE;
4088
4089         /* Reduce and describe inventory */
4090         if (item >= 0)
4091         {
4092                 inven_item_increase(item, -1);
4093                 if (!return_when_thrown)
4094                         inven_item_describe(item);
4095                 inven_item_optimize(item);
4096         }
4097
4098         /* Reduce and describe floor item */
4099         else
4100         {
4101                 floor_item_increase(0 - item, -1);
4102                 floor_item_optimize(0 - item);
4103         }
4104         if (item >= INVEN_RARM)
4105         {
4106                 equiped_item = TRUE;
4107                 p_ptr->redraw |= (PR_EQUIPPY);
4108         }
4109
4110         /* Take a turn */
4111         energy_use = 100;
4112
4113         /* Rogue and Ninja gets bonus */
4114         if ((p_ptr->pclass == CLASS_ROGUE) || (p_ptr->pclass == CLASS_NINJA))
4115                 energy_use -= p_ptr->lev;
4116
4117         /* Start at the player */
4118         y = py;
4119         x = px;
4120
4121
4122         /* Hack -- Handle stuff */
4123         handle_stuff();
4124
4125         if ((p_ptr->pclass == CLASS_NINJA) && ((q_ptr->tval == TV_SPIKE) || ((have_flag(flgs, TR_THROW)) && (q_ptr->tval == TV_SWORD)))) shuriken = TRUE;
4126         else shuriken = FALSE;
4127
4128         /* Chance of hitting */
4129         if (have_flag(flgs, TR_THROW)) chance = ((p_ptr->skill_tht) +
4130                 ((p_ptr->to_h_b + q_ptr->to_h) * BTH_PLUS_ADJ));
4131         else chance = (p_ptr->skill_tht + (p_ptr->to_h_b * BTH_PLUS_ADJ));
4132
4133         if (shuriken) chance *= 2;
4134
4135         /* Travel until stopped */
4136         for (cur_dis = 0; cur_dis <= tdis; )
4137         {
4138                 /* Hack -- Stop at the target */
4139                 if ((y == ty) && (x == tx)) break;
4140
4141                 /* Calculate the new location (see "project()") */
4142                 ny[cur_dis] = y;
4143                 nx[cur_dis] = x;
4144                 mmove2(&ny[cur_dis], &nx[cur_dis], py, px, ty, tx);
4145
4146                 /* Stopped by walls/doors */
4147                 if (!have_flag(f_flags_bold(ny[cur_dis], nx[cur_dis]), FF_PROJECT))
4148                 {
4149                         hit_wall = TRUE;
4150                         break;
4151                 }
4152
4153                 /* Advance the distance */
4154                 cur_dis++;
4155
4156                 /* The player can see the (on screen) missile */
4157                 if (panel_contains(ny[cur_dis-1], nx[cur_dis-1]) && player_can_see_bold(ny[cur_dis-1], nx[cur_dis-1]))
4158                 {
4159                         char c = object_char(q_ptr);
4160                         byte a = object_attr(q_ptr);
4161
4162                         /* Draw, Hilite, Fresh, Pause, Erase */
4163                         print_rel(c, a, ny[cur_dis-1], nx[cur_dis-1]);
4164                         move_cursor_relative(ny[cur_dis-1], nx[cur_dis-1]);
4165                         Term_fresh();
4166                         Term_xtra(TERM_XTRA_DELAY, msec);
4167                         lite_spot(ny[cur_dis-1], nx[cur_dis-1]);
4168                         Term_fresh();
4169                 }
4170
4171                 /* The player cannot see the missile */
4172                 else
4173                 {
4174                         /* Pause anyway, for consistancy */
4175                         Term_xtra(TERM_XTRA_DELAY, msec);
4176                 }
4177
4178                 /* Save the new location */
4179                 x = nx[cur_dis-1];
4180                 y = ny[cur_dis-1];
4181
4182
4183                 /* Monster here, Try to hit it */
4184                 if (cave[y][x].m_idx)
4185                 {
4186                         cave_type *c_ptr = &cave[y][x];
4187
4188                         monster_type *m_ptr = &m_list[c_ptr->m_idx];
4189                         monster_race *r_ptr = &r_info[m_ptr->r_idx];
4190
4191                         /* Check the visibility */
4192                         visible = m_ptr->ml;
4193
4194                         /* Note the collision */
4195                         hit_body = TRUE;
4196
4197                         /* Did we hit it (penalize range) */
4198                         if (test_hit_fire(chance - cur_dis, r_ptr->ac, m_ptr->ml))
4199                         {
4200                                 bool fear = FALSE;
4201
4202                                 /* Handle unseen monster */
4203                                 if (!visible)
4204                                 {
4205                                         /* Invisible monster */
4206 #ifdef JP
4207                                         msg_format("%s¤¬Å¨¤òÊ᪤·¤¿¡£", o_name);
4208 #else
4209                                         msg_format("The %s finds a mark.", o_name);
4210 #endif
4211
4212                                 }
4213
4214                                 /* Handle visible monster */
4215                                 else
4216                                 {
4217                                         char m_name[80];
4218
4219                                         /* Get "the monster" or "it" */
4220                                         monster_desc(m_name, m_ptr, 0);
4221
4222                                         /* Message */
4223 #ifdef JP
4224                                         msg_format("%s¤¬%s¤ËÌ¿Ã椷¤¿¡£", o_name, m_name);
4225 #else
4226                                         msg_format("The %s hits %s.", o_name, m_name);
4227 #endif
4228
4229
4230                                         /* Hack -- Track this monster race */
4231                                         if (m_ptr->ml) monster_race_track(m_ptr->ap_r_idx);
4232
4233                                         /* Hack -- Track this monster */
4234                                         if (m_ptr->ml) health_track(c_ptr->m_idx);
4235                                 }
4236
4237                                 /* Hack -- Base damage from thrown object */
4238                                 tdam = damroll(q_ptr->dd, q_ptr->ds);
4239                                 /* Apply special damage XXX XXX XXX */
4240                                 tdam = tot_dam_aux(q_ptr, tdam, m_ptr, 0, TRUE);
4241                                 tdam = critical_shot(q_ptr->weight, q_ptr->to_h, tdam);
4242                                 if (q_ptr->to_d > 0)
4243                                         tdam += q_ptr->to_d;
4244                                 else
4245                                         tdam += -q_ptr->to_d;
4246
4247                                 if (boomerang)
4248                                 {
4249                                         tdam *= (mult+p_ptr->num_blow[item - INVEN_RARM]);
4250                                         tdam += p_ptr->to_d_m;
4251                                 }
4252                                 else if (have_flag(flgs, TR_THROW))
4253                                 {
4254                                         tdam *= (3+mult);
4255                                         tdam += p_ptr->to_d_m;
4256                                 }
4257                                 else
4258                                 {
4259                                         tdam *= mult;
4260                                 }
4261                                 if (shuriken)
4262                                 {
4263                                         tdam += ((p_ptr->lev+30)*(p_ptr->lev+30)-900)/55;
4264                                 }
4265
4266                                 /* No negative damage */
4267                                 if (tdam < 0) tdam = 0;
4268
4269                                 /* Modify the damage */
4270                                 tdam = mon_damage_mod(m_ptr, tdam, FALSE);
4271
4272                                 /* Complex message */
4273                                 if (p_ptr->wizard)
4274                                 {
4275 #ifdef JP
4276                                         msg_format("%d/%d¤Î¥À¥á¡¼¥¸¤òÍ¿¤¨¤¿¡£",
4277                                                    tdam, m_ptr->hp);
4278 #else
4279                                         msg_format("You do %d (out of %d) damage.",
4280                                                    tdam, m_ptr->hp);
4281 #endif
4282
4283                                 }
4284
4285                                 /* Hit the monster, check for death */
4286                                 if (mon_take_hit(c_ptr->m_idx, tdam, &fear, extract_note_dies(real_r_ptr(m_ptr))))
4287                                 {
4288                                         /* Dead monster */
4289                                 }
4290
4291                                 /* No death */
4292                                 else
4293                                 {
4294                                         /* Message */
4295                                         message_pain(c_ptr->m_idx, tdam);
4296
4297                                         /* Anger the monster */
4298                                         if ((tdam > 0) && !object_is_potion(q_ptr))
4299                                                 anger_monster(m_ptr);
4300
4301                                         /* Take note */
4302                                         if (fear && m_ptr->ml)
4303                                         {
4304                                                 char m_name[80];
4305
4306                                                 /* Sound */
4307                                                 sound(SOUND_FLEE);
4308
4309                                                 /* Get the monster name (or "it") */
4310                                                 monster_desc(m_name, m_ptr, 0);
4311
4312                                                 /* Message */
4313 #ifdef JP
4314                                                 msg_format("%^s¤Ï¶²Éݤ·¤Æƨ¤²½Ð¤·¤¿¡ª", m_name);
4315 #else
4316                                                 msg_format("%^s flees in terror!", m_name);
4317 #endif
4318
4319                                         }
4320                                 }
4321                         }
4322
4323                         /* Stop looking */
4324                         break;
4325                 }
4326         }
4327
4328         /* Chance of breakage (during attacks) */
4329         j = (hit_body ? breakage_chance(q_ptr) : 0);
4330
4331         /* Figurines transform */
4332         if ((q_ptr->tval == TV_FIGURINE) && !(p_ptr->inside_arena))
4333         {
4334                 j = 100;
4335
4336                 if (!(summon_named_creature(0, y, x, q_ptr->pval,
4337                                             !(cursed_p(q_ptr)) ? PM_FORCE_PET : 0L)))
4338 #ifdef JP
4339 msg_print("¿Í·Á¤ÏDZ¤¸¶Ê¤¬¤êºÕ¤±»¶¤Ã¤Æ¤·¤Þ¤Ã¤¿¡ª");
4340 #else
4341                         msg_print("The Figurine writhes and then shatters.");
4342 #endif
4343
4344                 else if (cursed_p(q_ptr))
4345 #ifdef JP
4346 msg_print("¤³¤ì¤Ï¤¢¤Þ¤êÎɤ¯¤Ê¤¤µ¤¤¬¤¹¤ë¡£");
4347 #else
4348                         msg_print("You have a bad feeling about this.");
4349 #endif
4350
4351         }
4352
4353
4354         /* Potions smash open */
4355         if (object_is_potion(q_ptr))
4356         {
4357                 if (hit_body || hit_wall || (randint1(100) < j))
4358                 {
4359                         /* Message */
4360 #ifdef JP
4361                         msg_format("%s¤ÏºÕ¤±»¶¤Ã¤¿¡ª", o_name);
4362 #else
4363                         msg_format("The %s shatters!", o_name);
4364 #endif
4365
4366
4367                         if (potion_smash_effect(0, y, x, q_ptr->k_idx))
4368                         {
4369                                 monster_type *m_ptr = &m_list[cave[y][x].m_idx];
4370
4371                                 /* ToDo (Robert): fix the invulnerability */
4372                                 if (cave[y][x].m_idx &&
4373                                     is_friendly(&m_list[cave[y][x].m_idx]) &&
4374                                     !(m_ptr->invulner))
4375                                 {
4376                                         char m_name[80];
4377                                         monster_desc(m_name, &m_list[cave[y][x].m_idx], 0);
4378 #ifdef JP
4379                                         msg_format("%s¤ÏÅܤä¿¡ª", m_name);
4380 #else
4381                                         msg_format("%^s gets angry!", m_name);
4382 #endif
4383
4384                                         set_hostile(&m_list[cave[y][x].m_idx]);
4385                                 }
4386                         }
4387                         do_drop = FALSE;
4388                 }
4389                 else
4390                 {
4391                         j = 0;
4392                 }
4393         }
4394
4395         if (return_when_thrown)
4396         {
4397                 int back_chance = randint1(30)+20+((int)(adj_dex_th[p_ptr->stat_ind[A_DEX]]) - 128);
4398                 char o2_name[MAX_NLEN];
4399                 bool super_boomerang = (((q_ptr->name1 == ART_MJOLLNIR) || (q_ptr->name1 == ART_AEGISFANG)) && boomerang);
4400
4401                 j = -1;
4402                 if (boomerang) back_chance += 4+randint1(5);
4403                 if (super_boomerang) back_chance += 100;
4404                 object_desc(o2_name, q_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
4405
4406                 if((back_chance > 30) && (!one_in_(100) || super_boomerang))
4407                 {
4408                         for (i = cur_dis-1;i>0;i--)
4409                         {
4410                                 if (panel_contains(ny[i], nx[i]) && player_can_see_bold(ny[i], nx[i]))
4411                                 {
4412                                         char c = object_char(q_ptr);
4413                                         byte a = object_attr(q_ptr);
4414
4415                                         /* Draw, Hilite, Fresh, Pause, Erase */
4416                                         print_rel(c, a, ny[i], nx[i]);
4417                                         move_cursor_relative(ny[i], nx[i]);
4418                                         Term_fresh();
4419                                         Term_xtra(TERM_XTRA_DELAY, msec);
4420                                         lite_spot(ny[i], nx[i]);
4421                                         Term_fresh();
4422                                 }
4423                                 else
4424                                 {
4425                                         /* Pause anyway, for consistancy */
4426                                         Term_xtra(TERM_XTRA_DELAY, msec);
4427                                 }
4428                         }
4429                         if((back_chance > 37) && !p_ptr->blind && (item >= 0))
4430                         {
4431 #ifdef JP
4432                                 msg_format("%s¤¬¼ê¸µ¤ËÊ֤äƤ­¤¿¡£", o2_name);
4433 #else
4434                                 msg_format("%s comes back to you.", o2_name);
4435 #endif
4436                                 come_back = TRUE;
4437                         }
4438                         else
4439                         {
4440                                 if (item >= 0)
4441                                 {
4442 #ifdef JP
4443                                         msg_format("%s¤ò¼õ¤±Â»¤Í¤¿¡ª", o2_name);
4444 #else
4445                                         msg_format("%s backs, but you can't catch!", o2_name);
4446 #endif
4447                                 }
4448                                 else
4449                                 {
4450 #ifdef JP
4451                                         msg_format("%s¤¬Ê֤äƤ­¤¿¡£", o2_name);
4452 #else
4453                                         msg_format("%s comes back.", o2_name);
4454 #endif
4455                                 }
4456                                 y = py;
4457                                 x = px;
4458                         }
4459                 }
4460                 else
4461                 {
4462 #ifdef JP
4463                         msg_format("%s¤¬Ê֤äƤ³¤Ê¤«¤Ã¤¿¡ª", o2_name);
4464 #else
4465                         msg_format("%s doesn't back!", o2_name);
4466 #endif
4467                 }
4468         }
4469
4470         if (come_back)
4471         {
4472                 if (item == INVEN_RARM || item == INVEN_LARM)
4473                 {
4474                         /* Access the wield slot */
4475                         o_ptr = &inventory[item];
4476
4477                         /* Wear the new stuff */
4478                         object_copy(o_ptr, q_ptr);
4479
4480                         /* Increase the weight */
4481                         p_ptr->total_weight += q_ptr->weight;
4482
4483                         /* Increment the equip counter by hand */
4484                         equip_cnt++;
4485
4486                         /* Recalculate bonuses */
4487                         p_ptr->update |= (PU_BONUS);
4488
4489                         /* Recalculate torch */
4490                         p_ptr->update |= (PU_TORCH);
4491
4492                         /* Recalculate mana XXX */
4493                         p_ptr->update |= (PU_MANA);
4494
4495                         /* Window stuff */
4496                         p_ptr->window |= (PW_EQUIP);
4497                 }
4498                 else
4499                 {
4500                         inven_carry(q_ptr);
4501                 }
4502                 do_drop = FALSE;
4503         }
4504         else if (equiped_item)
4505         {
4506                 kamaenaoshi(item);
4507                 calc_android_exp();
4508         }
4509
4510         /* Drop (or break) near that location */
4511         if (do_drop) (void)drop_near(q_ptr, j, y, x);
4512
4513         return TRUE;
4514 }
4515
4516
4517 /*
4518  * Throw an object from the pack or floor.
4519  */
4520 void do_cmd_throw(void)
4521 {
4522         do_cmd_throw_aux(1, FALSE, 0);
4523 }