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Detail activate description is dynamically built using activation_info table
[hengband/hengband.git] / src / cmd1.c
index a098563..1771561 100644 (file)
@@ -88,14 +88,18 @@ s16b critical_shot(int weight, int plus, int dam)
        int i, k;
 
        /* Extract "shot" power */
-       i = (weight + ((p_ptr->to_h_b + plus) * 4) + (p_ptr->lev * 2));
+       i = ((p_ptr->to_h_b + plus) * 4) + (p_ptr->lev * 2);
+
+       /* Snipers can shot more critically with crossbows */
+       if (p_ptr->concent) i += ((i * p_ptr->concent) / 5);
+       if ((p_ptr->pclass == CLASS_SNIPER) && (p_ptr->tval_ammo == TV_BOLT)) i *= 2;
 
        /* Critical hit */
        if (randint1(5000) <= i)
        {
-               k = weight + randint1(500);
+               k = weight * randint1(500);
 
-               if (k < 500)
+               if (k < 900)
                {
 #ifdef JP
                        msg_print("¼ê¤´¤¿¤¨¤¬¤¢¤Ã¤¿¡ª");
@@ -103,9 +107,9 @@ s16b critical_shot(int weight, int plus, int dam)
                        msg_print("It was a good hit!");
 #endif
 
-                       dam = 2 * dam + 5;
+                       dam += (dam / 2);
                }
-               else if (k < 1000)
+               else if (k < 1350)
                {
 #ifdef JP
                        msg_print("¤«¤Ê¤ê¤Î¼ê¤´¤¿¤¨¤¬¤¢¤Ã¤¿¡ª");
@@ -113,7 +117,7 @@ s16b critical_shot(int weight, int plus, int dam)
                        msg_print("It was a great hit!");
 #endif
 
-                       dam = 2 * dam + 10;
+                       dam *= 2;
                }
                else
                {
@@ -123,7 +127,7 @@ s16b critical_shot(int weight, int plus, int dam)
                        msg_print("It was a superb hit!");
 #endif
 
-                       dam = 3 * dam + 15;
+                       dam *= 3;
                }
        }
 
@@ -242,7 +246,7 @@ s16b tot_dam_aux(object_type *o_ptr, int tdam, monster_type *m_ptr, int mode, bo
                        if ((have_flag(flgs, TR_SLAY_ANIMAL)) &&
                            (r_ptr->flags3 & RF3_ANIMAL))
                        {
-                               if (m_ptr->ml && is_original_ap(m_ptr))
+                               if (is_original_ap_and_seen(m_ptr))
                                {
                                        r_ptr->r_flags3 |= RF3_ANIMAL;
                                }
@@ -254,7 +258,7 @@ s16b tot_dam_aux(object_type *o_ptr, int tdam, monster_type *m_ptr, int mode, bo
                        if ((have_flag(flgs, TR_KILL_ANIMAL)) &&
                            (r_ptr->flags3 & RF3_ANIMAL))
                        {
-                               if (m_ptr->ml && is_original_ap(m_ptr))
+                               if (is_original_ap_and_seen(m_ptr))
                                {
                                        r_ptr->r_flags3 |= RF3_ANIMAL;
                                }
@@ -266,7 +270,7 @@ s16b tot_dam_aux(object_type *o_ptr, int tdam, monster_type *m_ptr, int mode, bo
                        if ((have_flag(flgs, TR_SLAY_EVIL)) &&
                            (r_ptr->flags3 & RF3_EVIL))
                        {
-                               if (m_ptr->ml && is_original_ap(m_ptr))
+                               if (is_original_ap_and_seen(m_ptr))
                                {
                                        r_ptr->r_flags3 |= RF3_EVIL;
                                }
@@ -278,7 +282,7 @@ s16b tot_dam_aux(object_type *o_ptr, int tdam, monster_type *m_ptr, int mode, bo
                        if ((have_flag(flgs, TR_KILL_EVIL)) &&
                            (r_ptr->flags3 & RF3_EVIL))
                        {
-                               if (m_ptr->ml && is_original_ap(m_ptr))
+                               if (is_original_ap_and_seen(m_ptr))
                                {
                                        r_ptr->r_flags3 |= RF3_EVIL;
                                }
@@ -290,7 +294,7 @@ s16b tot_dam_aux(object_type *o_ptr, int tdam, monster_type *m_ptr, int mode, bo
                        if ((have_flag(flgs, TR_SLAY_HUMAN)) &&
                            (r_ptr->flags2 & RF2_HUMAN))
                        {
-                               if (m_ptr->ml && is_original_ap(m_ptr))
+                               if (is_original_ap_and_seen(m_ptr))
                                {
                                        r_ptr->r_flags2 |= RF2_HUMAN;
                                }
@@ -302,7 +306,7 @@ s16b tot_dam_aux(object_type *o_ptr, int tdam, monster_type *m_ptr, int mode, bo
                        if ((have_flag(flgs, TR_KILL_HUMAN)) &&
                            (r_ptr->flags2 & RF2_HUMAN))
                        {
-                               if (m_ptr->ml && is_original_ap(m_ptr))
+                               if (is_original_ap_and_seen(m_ptr))
                                {
                                        r_ptr->r_flags2 |= RF2_HUMAN;
                                }
@@ -314,7 +318,7 @@ s16b tot_dam_aux(object_type *o_ptr, int tdam, monster_type *m_ptr, int mode, bo
                        if ((have_flag(flgs, TR_SLAY_UNDEAD)) &&
                            (r_ptr->flags3 & RF3_UNDEAD))
                        {
-                               if (m_ptr->ml && is_original_ap(m_ptr))
+                               if (is_original_ap_and_seen(m_ptr))
                                {
                                        r_ptr->r_flags3 |= RF3_UNDEAD;
                                }
@@ -326,7 +330,7 @@ s16b tot_dam_aux(object_type *o_ptr, int tdam, monster_type *m_ptr, int mode, bo
                        if ((have_flag(flgs, TR_KILL_UNDEAD)) &&
                            (r_ptr->flags3 & RF3_UNDEAD))
                        {
-                               if (m_ptr->ml && is_original_ap(m_ptr))
+                               if (is_original_ap_and_seen(m_ptr))
                                {
                                        r_ptr->r_flags3 |= RF3_UNDEAD;
                                }
@@ -338,7 +342,7 @@ s16b tot_dam_aux(object_type *o_ptr, int tdam, monster_type *m_ptr, int mode, bo
                        if ((have_flag(flgs, TR_SLAY_DEMON)) &&
                            (r_ptr->flags3 & RF3_DEMON))
                        {
-                               if (m_ptr->ml && is_original_ap(m_ptr))
+                               if (is_original_ap_and_seen(m_ptr))
                                {
                                        r_ptr->r_flags3 |= RF3_DEMON;
                                }
@@ -350,7 +354,7 @@ s16b tot_dam_aux(object_type *o_ptr, int tdam, monster_type *m_ptr, int mode, bo
                        if ((have_flag(flgs, TR_KILL_DEMON)) &&
                            (r_ptr->flags3 & RF3_DEMON))
                        {
-                               if (m_ptr->ml && is_original_ap(m_ptr))
+                               if (is_original_ap_and_seen(m_ptr))
                                {
                                        r_ptr->r_flags3 |= RF3_DEMON;
                                }
@@ -362,7 +366,7 @@ s16b tot_dam_aux(object_type *o_ptr, int tdam, monster_type *m_ptr, int mode, bo
                        if ((have_flag(flgs, TR_SLAY_ORC)) &&
                            (r_ptr->flags3 & RF3_ORC))
                        {
-                               if (m_ptr->ml && is_original_ap(m_ptr))
+                               if (is_original_ap_and_seen(m_ptr))
                                {
                                        r_ptr->r_flags3 |= RF3_ORC;
                                }
@@ -374,7 +378,7 @@ s16b tot_dam_aux(object_type *o_ptr, int tdam, monster_type *m_ptr, int mode, bo
                        if ((have_flag(flgs, TR_KILL_ORC)) &&
                            (r_ptr->flags3 & RF3_ORC))
                        {
-                               if (m_ptr->ml && is_original_ap(m_ptr))
+                               if (is_original_ap_and_seen(m_ptr))
                                {
                                        r_ptr->r_flags3 |= RF3_ORC;
                                }
@@ -386,7 +390,7 @@ s16b tot_dam_aux(object_type *o_ptr, int tdam, monster_type *m_ptr, int mode, bo
                        if ((have_flag(flgs, TR_SLAY_TROLL)) &&
                            (r_ptr->flags3 & RF3_TROLL))
                        {
-                               if (m_ptr->ml && is_original_ap(m_ptr))
+                               if (is_original_ap_and_seen(m_ptr))
                                {
                                        r_ptr->r_flags3 |= RF3_TROLL;
                                }
@@ -398,7 +402,7 @@ s16b tot_dam_aux(object_type *o_ptr, int tdam, monster_type *m_ptr, int mode, bo
                        if ((have_flag(flgs, TR_KILL_TROLL)) &&
                            (r_ptr->flags3 & RF3_TROLL))
                        {
-                               if (m_ptr->ml && is_original_ap(m_ptr))
+                               if (is_original_ap_and_seen(m_ptr))
                                {
                                        r_ptr->r_flags3 |= RF3_TROLL;
                                }
@@ -410,7 +414,7 @@ s16b tot_dam_aux(object_type *o_ptr, int tdam, monster_type *m_ptr, int mode, bo
                        if ((have_flag(flgs, TR_SLAY_GIANT)) &&
                            (r_ptr->flags3 & RF3_GIANT))
                        {
-                               if (m_ptr->ml && is_original_ap(m_ptr))
+                               if (is_original_ap_and_seen(m_ptr))
                                {
                                        r_ptr->r_flags3 |= RF3_GIANT;
                                }
@@ -422,7 +426,7 @@ s16b tot_dam_aux(object_type *o_ptr, int tdam, monster_type *m_ptr, int mode, bo
                        if ((have_flag(flgs, TR_KILL_GIANT)) &&
                            (r_ptr->flags3 & RF3_GIANT))
                        {
-                               if (m_ptr->ml && is_original_ap(m_ptr))
+                               if (is_original_ap_and_seen(m_ptr))
                                {
                                        r_ptr->r_flags3 |= RF3_GIANT;
                                }
@@ -434,7 +438,7 @@ s16b tot_dam_aux(object_type *o_ptr, int tdam, monster_type *m_ptr, int mode, bo
                        if ((have_flag(flgs, TR_SLAY_DRAGON)) &&
                            (r_ptr->flags3 & RF3_DRAGON))
                        {
-                               if (m_ptr->ml && is_original_ap(m_ptr))
+                               if (is_original_ap_and_seen(m_ptr))
                                {
                                        r_ptr->r_flags3 |= RF3_DRAGON;
                                }
@@ -446,7 +450,7 @@ s16b tot_dam_aux(object_type *o_ptr, int tdam, monster_type *m_ptr, int mode, bo
                        if ((have_flag(flgs, TR_KILL_DRAGON)) &&
                            (r_ptr->flags3 & RF3_DRAGON))
                        {
-                               if (m_ptr->ml && is_original_ap(m_ptr))
+                               if (is_original_ap_and_seen(m_ptr))
                                {
                                        r_ptr->r_flags3 |= RF3_DRAGON;
                                }
@@ -457,13 +461,25 @@ s16b tot_dam_aux(object_type *o_ptr, int tdam, monster_type *m_ptr, int mode, bo
                                        mult *= 3;
                        }
 
+                       /* Hex - Slay Good (Runesword) */
+                       if (hex_spelling(HEX_RUNESWORD) &&
+                           (r_ptr->flags3 & RF3_GOOD))
+                       {
+                               if (is_original_ap_and_seen(m_ptr))
+                               {
+                                       r_ptr->r_flags3 |= RF3_GOOD;
+                               }
+
+                               if (mult < 20) mult = 20;
+                       }
+
                        /* Brand (Acid) */
                        if (have_flag(flgs, TR_BRAND_ACID) || ((p_ptr->special_attack & (ATTACK_ACID)) && !thrown))
                        {
                                /* Notice immunity */
                                if (r_ptr->flagsr & RFR_EFF_IM_ACID_MASK)
                                {
-                                       if (m_ptr->ml && is_original_ap(m_ptr))
+                                       if (is_original_ap_and_seen(m_ptr))
                                        {
                                                r_ptr->r_flagsr |= (r_ptr->flagsr & RFR_EFF_IM_ACID_MASK);
                                        }
@@ -482,7 +498,7 @@ s16b tot_dam_aux(object_type *o_ptr, int tdam, monster_type *m_ptr, int mode, bo
                                /* Notice immunity */
                                if (r_ptr->flagsr & RFR_EFF_IM_ELEC_MASK)
                                {
-                                       if (m_ptr->ml && is_original_ap(m_ptr))
+                                       if (is_original_ap_and_seen(m_ptr))
                                        {
                                                r_ptr->r_flagsr |= (r_ptr->flagsr & RFR_EFF_IM_ELEC_MASK);
                                        }
@@ -510,7 +526,7 @@ s16b tot_dam_aux(object_type *o_ptr, int tdam, monster_type *m_ptr, int mode, bo
                                /* Notice immunity */
                                if (r_ptr->flagsr & RFR_EFF_IM_FIRE_MASK)
                                {
-                                       if (m_ptr->ml && is_original_ap(m_ptr))
+                                       if (is_original_ap_and_seen(m_ptr))
                                        {
                                                r_ptr->r_flagsr |= (r_ptr->flagsr & RFR_EFF_IM_FIRE_MASK);
                                        }
@@ -522,7 +538,7 @@ s16b tot_dam_aux(object_type *o_ptr, int tdam, monster_type *m_ptr, int mode, bo
                                        if (r_ptr->flags3 & RF3_HURT_FIRE)
                                        {
                                                if (mult < 70) mult = 70;
-                                               if (m_ptr->ml && is_original_ap(m_ptr))
+                                               if (is_original_ap_and_seen(m_ptr))
                                                {
                                                        r_ptr->r_flags3 |= RF3_HURT_FIRE;
                                                }
@@ -534,7 +550,7 @@ s16b tot_dam_aux(object_type *o_ptr, int tdam, monster_type *m_ptr, int mode, bo
                                        if (r_ptr->flags3 & RF3_HURT_FIRE)
                                        {
                                                if (mult < 50) mult = 50;
-                                               if (m_ptr->ml && is_original_ap(m_ptr))
+                                               if (is_original_ap_and_seen(m_ptr))
                                                {
                                                        r_ptr->r_flags3 |= RF3_HURT_FIRE;
                                                }
@@ -549,7 +565,7 @@ s16b tot_dam_aux(object_type *o_ptr, int tdam, monster_type *m_ptr, int mode, bo
                                /* Notice immunity */
                                if (r_ptr->flagsr & RFR_EFF_IM_COLD_MASK)
                                {
-                                       if (m_ptr->ml && is_original_ap(m_ptr))
+                                       if (is_original_ap_and_seen(m_ptr))
                                        {
                                                r_ptr->r_flagsr |= (r_ptr->flagsr & RFR_EFF_IM_COLD_MASK);
                                        }
@@ -560,7 +576,7 @@ s16b tot_dam_aux(object_type *o_ptr, int tdam, monster_type *m_ptr, int mode, bo
                                        if (r_ptr->flags3 & RF3_HURT_COLD)
                                        {
                                                if (mult < 70) mult = 70;
-                                               if (m_ptr->ml && is_original_ap(m_ptr))
+                                               if (is_original_ap_and_seen(m_ptr))
                                                {
                                                        r_ptr->r_flags3 |= RF3_HURT_COLD;
                                                }
@@ -572,7 +588,7 @@ s16b tot_dam_aux(object_type *o_ptr, int tdam, monster_type *m_ptr, int mode, bo
                                        if (r_ptr->flags3 & RF3_HURT_COLD)
                                        {
                                                if (mult < 50) mult = 50;
-                                               if (m_ptr->ml && is_original_ap(m_ptr))
+                                               if (is_original_ap_and_seen(m_ptr))
                                                {
                                                        r_ptr->r_flags3 |= RF3_HURT_COLD;
                                                }
@@ -587,7 +603,7 @@ s16b tot_dam_aux(object_type *o_ptr, int tdam, monster_type *m_ptr, int mode, bo
                                /* Notice immunity */
                                if (r_ptr->flagsr & RFR_EFF_IM_POIS_MASK)
                                {
-                                       if (m_ptr->ml && is_original_ap(m_ptr))
+                                       if (is_original_ap_and_seen(m_ptr))
                                        {
                                                r_ptr->r_flagsr |= (r_ptr->flagsr & RFR_EFF_IM_POIS_MASK);
                                        }
@@ -612,7 +628,7 @@ s16b tot_dam_aux(object_type *o_ptr, int tdam, monster_type *m_ptr, int mode, bo
                        {
                                if (r_ptr->flags3 & RF3_UNDEAD)
                                {
-                                       if (m_ptr->ml && is_original_ap(m_ptr))
+                                       if (is_original_ap_and_seen(m_ptr))
                                        {
                                                r_ptr->r_flags3 |= RF3_UNDEAD;
                                        }
@@ -629,7 +645,7 @@ s16b tot_dam_aux(object_type *o_ptr, int tdam, monster_type *m_ptr, int mode, bo
                        }
                        if ((mode == HISSATSU_HAGAN) && (r_ptr->flags3 & RF3_HURT_ROCK))
                        {
-                               if (m_ptr->ml && is_original_ap(m_ptr))
+                               if (is_original_ap_and_seen(m_ptr))
                                {
                                        r_ptr->r_flags3 |= RF3_HURT_ROCK;
                                }
@@ -1074,8 +1090,8 @@ static void hit_trap(bool break_trap)
 
        /* Get the cave grid */
        cave_type *c_ptr = &cave[y][x];
-
-       int trap_feat = c_ptr->feat;
+       feature_type *f_ptr = &f_info[c_ptr->feat];
+       int trap_feat_type = have_flag(f_ptr->flags, FF_TRAP) ? f_ptr->subtype : NOT_TRAP;
 
 #ifdef JP
        cptr name = "¥È¥é¥Ã¥×";
@@ -1089,14 +1105,14 @@ static void hit_trap(bool break_trap)
        cave_alter_feat(y, x, FF_HIT_TRAP);
 
        /* Analyze XXX XXX XXX */
-       switch (trap_feat)
+       switch (trap_feat_type)
        {
-               case FEAT_TRAP_TRAPDOOR:
+               case TRAP_TRAPDOOR:
                {
                        if (p_ptr->levitation)
                        {
 #ifdef JP
-                               msg_print("Í¸Í¤òÈô¤Ó±Û¤¨¤¿¡£");
+                               msg_print("Íî¤Ȥ·¸Í¤òÈô¤Ó±Û¤¨¤¿¡£");
 #else
                                msg_print("You fly over a trap door.");
 #endif
@@ -1105,7 +1121,7 @@ static void hit_trap(bool break_trap)
                        else
                        {
 #ifdef JP
-                               msg_print("Í¸Í¤ËÍî¤Á¤¿¡ª");
+                               msg_print("Íî¤Ȥ·¸Í¤ËÍî¤Á¤¿¡ª");
                                if ((p_ptr->pseikaku == SEIKAKU_COMBAT) || (inventory[INVEN_BOW].name1 == ART_CRIMSON))
                                        msg_print("¤¯¤Ã¤½¡Á¡ª");
 #else
@@ -1115,7 +1131,7 @@ static void hit_trap(bool break_trap)
                                sound(SOUND_FALL);
                                dam = damroll(2, 8);
 #ifdef JP
-                               name = "Í¸Í";
+                               name = "Íî¤Ȥ·¸Í";
 #else
                                name = "a trap door";
 #endif
@@ -1127,7 +1143,7 @@ static void hit_trap(bool break_trap)
                                        do_cmd_save_game(TRUE);
 
 #ifdef JP
-                               do_cmd_write_nikki(NIKKI_BUNSHOU, 0, "Í¸Í¤ËÍî¤Á¤¿");
+                               do_cmd_write_nikki(NIKKI_BUNSHOU, 0, "Íî¤Ȥ·¸Í¤ËÍî¤Á¤¿");
 #else
                                do_cmd_write_nikki(NIKKI_BUNSHOU, 0, "You have fallen through a trap door!");
 #endif
@@ -1139,12 +1155,12 @@ static void hit_trap(bool break_trap)
                        break;
                }
 
-               case FEAT_TRAP_PIT:
+               case TRAP_PIT:
                {
                        if (p_ptr->levitation)
                        {
 #ifdef JP
-                               msg_print("Í·ê¤òÈô¤Ó±Û¤¨¤¿¡£");
+                               msg_print("Íî¤Ȥ··ê¤òÈô¤Ó±Û¤¨¤¿¡£");
 #else
                                msg_print("You fly over a pit trap.");
 #endif
@@ -1153,14 +1169,14 @@ static void hit_trap(bool break_trap)
                        else
                        {
 #ifdef JP
-                               msg_print("Í·ê¤ËÍî¤Á¤Æ¤·¤Þ¤Ã¤¿¡ª");
+                               msg_print("Íî¤Ȥ··ê¤ËÍî¤Á¤Æ¤·¤Þ¤Ã¤¿¡ª");
 #else
                                msg_print("You have fallen into a pit!");
 #endif
 
                                dam = damroll(2, 6);
 #ifdef JP
-                               name = "Í·ê";
+                               name = "Íî¤Ȥ··ê";
 #else
                                name = "a pit trap";
 #endif
@@ -1170,12 +1186,12 @@ static void hit_trap(bool break_trap)
                        break;
                }
 
-               case FEAT_TRAP_SPIKED_PIT:
+               case TRAP_SPIKED_PIT:
                {
                        if (p_ptr->levitation)
                        {
 #ifdef JP
-                               msg_print("¥È¥²¤Î¤¢¤ëÍ·ê¤òÈô¤Ó±Û¤¨¤¿¡£");
+                               msg_print("¥È¥²¤Î¤¢¤ëÍî¤Ȥ··ê¤òÈô¤Ó±Û¤¨¤¿¡£");
 #else
                                msg_print("You fly over a spiked pit.");
 #endif
@@ -1184,7 +1200,7 @@ static void hit_trap(bool break_trap)
                        else
                        {
 #ifdef JP
-                       msg_print("¥¹¥Ñ¥¤¥¯¤¬Éߤ«¤ì¤¿Í·ê¤ËÍî¤Á¤Æ¤·¤Þ¤Ã¤¿¡ª");
+                               msg_print("¥¹¥Ñ¥¤¥¯¤¬Éߤ«¤ì¤¿Íî¤È¤··ê¤ËÍî¤Á¤Æ¤·¤Þ¤Ã¤¿¡ª");
 #else
                                msg_print("You fall into a spiked pit!");
 #endif
@@ -1192,7 +1208,7 @@ static void hit_trap(bool break_trap)
 
                                /* Base damage */
 #ifdef JP
-                               name = "Í·ê";
+                               name = "Íî¤Ȥ··ê";
 #else
                                name = "a pit trap";
 #endif
@@ -1210,7 +1226,7 @@ static void hit_trap(bool break_trap)
 
 
 #ifdef JP
-                                       name = "¥È¥²¤Î¤¢¤ëÍ·ê";
+                                       name = "¥È¥²¤Î¤¢¤ëÍî¤Ȥ··ê";
 #else
                                        name = "a spiked pit";
 #endif
@@ -1225,12 +1241,12 @@ static void hit_trap(bool break_trap)
                        break;
                }
 
-               case FEAT_TRAP_POISON_PIT:
+               case TRAP_POISON_PIT:
                {
                        if (p_ptr->levitation)
                        {
 #ifdef JP
-                               msg_print("¥È¥²¤Î¤¢¤ëÍ·ê¤òÈô¤Ó±Û¤¨¤¿¡£");
+                               msg_print("¥È¥²¤Î¤¢¤ëÍî¤Ȥ··ê¤òÈô¤Ó±Û¤¨¤¿¡£");
 #else
                                msg_print("You fly over a spiked pit.");
 #endif
@@ -1239,7 +1255,7 @@ static void hit_trap(bool break_trap)
                        else
                        {
 #ifdef JP
-                       msg_print("¥¹¥Ñ¥¤¥¯¤¬Éߤ«¤ì¤¿Í·ê¤ËÍî¤Á¤Æ¤·¤Þ¤Ã¤¿¡ª");
+                       msg_print("¥¹¥Ñ¥¤¥¯¤¬Éߤ«¤ì¤¿Íî¤Ȥ··ê¤ËÍî¤Á¤Æ¤·¤Þ¤Ã¤¿¡ª");
 #else
                                msg_print("You fall into a spiked pit!");
 #endif
@@ -1249,7 +1265,7 @@ static void hit_trap(bool break_trap)
                                dam = damroll(2, 6);
 
 #ifdef JP
-                               name = "Í·ê";
+                               name = "Íî¤Ȥ··ê";
 #else
                                name = "a pit trap";
 #endif
@@ -1266,7 +1282,7 @@ static void hit_trap(bool break_trap)
 
 
 #ifdef JP
-                                       name = "¥È¥²¤Î¤¢¤ëÍ·ê";
+                                       name = "¥È¥²¤Î¤¢¤ëÍî¤Ȥ··ê";
 #else
                                        name = "a spiked pit";
 #endif
@@ -1299,7 +1315,7 @@ static void hit_trap(bool break_trap)
                        break;
                }
 
-               case FEAT_TRAP_TY_CURSE:
+               case TRAP_TY_CURSE:
                {
 #ifdef JP
                        msg_print("²¿¤«¤¬¥Ô¥«¥Ã¤È¸÷¤Ã¤¿¡ª");
@@ -1327,7 +1343,7 @@ static void hit_trap(bool break_trap)
                        break;
                }
 
-               case FEAT_TRAP_TELEPORT:
+               case TRAP_TELEPORT:
                {
 #ifdef JP
                        msg_print("¥Æ¥ì¥Ý¡¼¥È¡¦¥È¥é¥Ã¥×¤Ë¤Ò¤Ã¤«¤«¤Ã¤¿¡ª");
@@ -1335,11 +1351,11 @@ static void hit_trap(bool break_trap)
                        msg_print("You hit a teleport trap!");
 #endif
 
-                       teleport_player(100, TRUE);
+                       teleport_player(100, TELEPORT_PASSIVE);
                        break;
                }
 
-               case FEAT_TRAP_FIRE:
+               case TRAP_FIRE:
                {
 #ifdef JP
                        msg_print("±ê¤ËÊñ¤Þ¤ì¤¿¡ª");
@@ -1357,7 +1373,7 @@ static void hit_trap(bool break_trap)
                        break;
                }
 
-               case FEAT_TRAP_ACID:
+               case TRAP_ACID:
                {
 #ifdef JP
                        msg_print("»À¤¬¿á¤­¤«¤±¤é¤ì¤¿¡ª");
@@ -1375,7 +1391,7 @@ static void hit_trap(bool break_trap)
                        break;
                }
 
-               case FEAT_TRAP_SLOW:
+               case TRAP_SLOW:
                {
                        if (check_hit(125))
                        {
@@ -1386,8 +1402,13 @@ static void hit_trap(bool break_trap)
 #endif
 
                                dam = damroll(1, 4);
-                               take_hit(DAMAGE_ATTACK, dam, name, -1);
-                               (void)set_slow(p_ptr->slow + randint0(20) + 20, FALSE);
+#ifdef JP
+                               take_hit(DAMAGE_ATTACK, dam, "¥À¡¼¥Ä¤Îæ«", -1);
+#else
+                               take_hit(DAMAGE_ATTACK, dam, "a dart trap", -1);
+#endif
+
+                               if (!CHECK_MULTISHADOW()) (void)set_slow(p_ptr->slow + randint0(20) + 20, FALSE);
                        }
                        else
                        {
@@ -1401,7 +1422,7 @@ static void hit_trap(bool break_trap)
                        break;
                }
 
-               case FEAT_TRAP_LOSE_STR:
+               case TRAP_LOSE_STR:
                {
                        if (check_hit(125))
                        {
@@ -1418,7 +1439,7 @@ static void hit_trap(bool break_trap)
                                take_hit(DAMAGE_ATTACK, dam, "a dart trap", -1);
 #endif
 
-                               (void)do_dec_stat(A_STR);
+                               if (!CHECK_MULTISHADOW()) (void)do_dec_stat(A_STR);
                        }
                        else
                        {
@@ -1432,7 +1453,7 @@ static void hit_trap(bool break_trap)
                        break;
                }
 
-               case FEAT_TRAP_LOSE_DEX:
+               case TRAP_LOSE_DEX:
                {
                        if (check_hit(125))
                        {
@@ -1449,7 +1470,7 @@ static void hit_trap(bool break_trap)
                                take_hit(DAMAGE_ATTACK, dam, "a dart trap", -1);
 #endif
 
-                               (void)do_dec_stat(A_DEX);
+                               if (!CHECK_MULTISHADOW()) (void)do_dec_stat(A_DEX);
                        }
                        else
                        {
@@ -1463,7 +1484,7 @@ static void hit_trap(bool break_trap)
                        break;
                }
 
-               case FEAT_TRAP_LOSE_CON:
+               case TRAP_LOSE_CON:
                {
                        if (check_hit(125))
                        {
@@ -1480,7 +1501,7 @@ static void hit_trap(bool break_trap)
                                take_hit(DAMAGE_ATTACK, dam, "a dart trap", -1);
 #endif
 
-                               (void)do_dec_stat(A_CON);
+                               if (!CHECK_MULTISHADOW()) (void)do_dec_stat(A_CON);
                        }
                        else
                        {
@@ -1494,7 +1515,7 @@ static void hit_trap(bool break_trap)
                        break;
                }
 
-               case FEAT_TRAP_BLIND:
+               case TRAP_BLIND:
                {
 #ifdef JP
                        msg_print("¹õ¤¤¥¬¥¹¤ËÊñ¤ß¹þ¤Þ¤ì¤¿¡ª");
@@ -1509,7 +1530,7 @@ static void hit_trap(bool break_trap)
                        break;
                }
 
-               case FEAT_TRAP_CONFUSE:
+               case TRAP_CONFUSE:
                {
 #ifdef JP
                        msg_print("¤­¤é¤á¤¯¥¬¥¹¤ËÊñ¤ß¹þ¤Þ¤ì¤¿¡ª");
@@ -1524,7 +1545,7 @@ static void hit_trap(bool break_trap)
                        break;
                }
 
-               case FEAT_TRAP_POISON:
+               case TRAP_POISON:
                {
 #ifdef JP
                        msg_print("»É·ãŪ¤ÊÎп§¤Î¥¬¥¹¤ËÊñ¤ß¹þ¤Þ¤ì¤¿¡ª");
@@ -1539,7 +1560,7 @@ static void hit_trap(bool break_trap)
                        break;
                }
 
-               case FEAT_TRAP_SLEEP:
+               case TRAP_SLEEP:
                {
 #ifdef JP
                        msg_print("´ñ̯¤ÊÇò¤¤Ì¸¤ËÊñ¤Þ¤ì¤¿¡ª");
@@ -1579,7 +1600,7 @@ msg_print("
                        break;
                }
 
-               case FEAT_TRAP_TRAPS:
+               case TRAP_TRAPS:
                {
 #ifdef JP
 msg_print("¤Þ¤Ð¤æ¤¤Á®¸÷¤¬Áö¤Ã¤¿¡ª");
@@ -1593,7 +1614,7 @@ msg_print("
                        break;
                }
 
-               case FEAT_TRAP_ALARM:
+               case TRAP_ALARM:
                {
 #ifdef JP
                        msg_print("¤±¤¿¤¿¤Þ¤·¤¤²»¤¬ÌĤê¶Á¤¤¤¿¡ª");
@@ -1606,7 +1627,7 @@ msg_print("
                        break;
                }
 
-               case FEAT_TRAP_OPEN:
+               case TRAP_OPEN:
                {
 #ifdef JP
                        msg_print("Âç²»¶Á¤È¶¦¤Ë¤Þ¤ï¤ê¤ÎÊɤ¬Êø¤ì¤¿¡ª");
@@ -1621,7 +1642,7 @@ msg_print("
                        break;
                }
 
-               case FEAT_TRAP_ARMAGEDDON:
+               case TRAP_ARMAGEDDON:
                {
                        static int levs[10] = {0, 0, 20, 10, 5, 3, 2, 1, 1, 1};
                        int evil_idx = 0, good_idx = 0;
@@ -1671,7 +1692,7 @@ msg_print("
                        break;
                }
 
-               case FEAT_TRAP_PIRANHA:
+               case TRAP_PIRANHA:
                {
 #ifdef JP
                        msg_print("ÆÍÁ³Êɤ«¤é¿å¤¬°î¤ì½Ð¤·¤¿¡ª¥Ô¥é¥Ë¥¢¤¬¤¤¤ë¡ª");
@@ -1726,13 +1747,12 @@ static void touch_zap_player(monster_type *m_ptr)
                        msg_print("You are suddenly very hot!");
 #endif
 
-
                        if (prace_is_(RACE_ENT)) aura_damage += aura_damage / 3;
                        if (IS_OPPOSE_FIRE()) aura_damage = (aura_damage + 2) / 3;
                        if (p_ptr->resist_fire) aura_damage = (aura_damage + 2) / 3;
 
                        take_hit(DAMAGE_NOESCAPE, aura_damage, aura_dam, -1);
-                       if (m_ptr->ml && is_original_ap(m_ptr)) r_ptr->r_flags2 |= RF2_AURA_FIRE;
+                       if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags2 |= RF2_AURA_FIRE;
                        handle_stuff();
                }
        }
@@ -1754,12 +1774,11 @@ static void touch_zap_player(monster_type *m_ptr)
                        msg_print("You are suddenly very cold!");
 #endif
 
-
                        if (IS_OPPOSE_COLD()) aura_damage = (aura_damage + 2) / 3;
                        if (p_ptr->resist_cold) aura_damage = (aura_damage + 2) / 3;
 
                        take_hit(DAMAGE_NOESCAPE, aura_damage, aura_dam, -1);
-                       if (m_ptr->ml && is_original_ap(m_ptr)) r_ptr->r_flags3 |= RF3_AURA_COLD;
+                       if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags3 |= RF3_AURA_COLD;
                        handle_stuff();
                }
        }
@@ -1786,7 +1805,7 @@ static void touch_zap_player(monster_type *m_ptr)
 #endif
 
                        take_hit(DAMAGE_NOESCAPE, aura_damage, aura_dam, -1);
-                       if (m_ptr->ml && is_original_ap(m_ptr)) r_ptr->r_flags2 |= RF2_AURA_ELEC;
+                       if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags2 |= RF2_AURA_ELEC;
                        handle_stuff();
                }
        }
@@ -1977,12 +1996,12 @@ static void py_attack_aux(int y, int x, bool *fear, bool *mdeath, s16b hand, int
        monster_type    *m_ptr = &m_list[c_ptr->m_idx];
        monster_race    *r_ptr = &r_info[m_ptr->r_idx];
 
-       object_type     *o_ptr;
+       /* Access the weapon */
+       object_type     *o_ptr = &inventory[INVEN_RARM + hand];
 
        char            m_name[80];
 
        bool            success_hit = FALSE;
-       bool            old_success_hit = FALSE;
        bool            backstab = FALSE;
        bool            vorpal_cut = FALSE;
        int             chaos_effect = 0;
@@ -2011,7 +2030,7 @@ static void py_attack_aux(int y, int x, bool *fear, bool *mdeath, s16b hand, int
                        if (p_ptr->monlite && (mode != HISSATSU_NYUSIN)) tmp /= 3;
                        if (p_ptr->cursed & TRC_AGGRAVATE) tmp /= 2;
                        if (r_ptr->level > (p_ptr->lev * p_ptr->lev / 20 + 10)) tmp /= 3;
-                       if (m_ptr->csleep && m_ptr->ml)
+                       if (MON_CSLEEP(m_ptr) && m_ptr->ml)
                        {
                                /* Can't backstab creatures that we can't see, right? */
                                backstab = TRUE;
@@ -2020,7 +2039,7 @@ static void py_attack_aux(int y, int x, bool *fear, bool *mdeath, s16b hand, int
                        {
                                fuiuchi = TRUE;
                        }
-                       else if (m_ptr->monfear && m_ptr->ml)
+                       else if (MON_MONFEAR(m_ptr) && m_ptr->ml)
                        {
                                stab_fleeing = TRUE;
                        }
@@ -2030,11 +2049,11 @@ static void py_attack_aux(int y, int x, bool *fear, bool *mdeath, s16b hand, int
        case CLASS_MONK:
        case CLASS_FORCETRAINER:
        case CLASS_BERSERKER:
-               if (empty_hands(TRUE) & EMPTY_HAND_RARM) monk_attack = TRUE;
+               if ((empty_hands(TRUE) & EMPTY_HAND_RARM) && !p_ptr->riding) monk_attack = TRUE;
                break;
        }
 
-       if (!buki_motteruka(INVEN_RARM) && !buki_motteruka(INVEN_LARM))
+       if (!o_ptr->k_idx) /* Empty hand */
        {
                if ((r_ptr->level + 10) > p_ptr->lev)
                {
@@ -2052,7 +2071,7 @@ static void py_attack_aux(int y, int x, bool *fear, bool *mdeath, s16b hand, int
                        }
                }
        }
-       else
+       else if (object_is_melee_weapon(o_ptr))
        {
                if ((r_ptr->level + 10) > p_ptr->lev)
                {
@@ -2073,15 +2092,11 @@ static void py_attack_aux(int y, int x, bool *fear, bool *mdeath, s16b hand, int
        }
 
        /* Disturb the monster */
-       m_ptr->csleep = 0;
-       if (r_ptr->flags7 & RF7_HAS_LD_MASK) p_ptr->update |= (PU_MON_LITE);
+       (void)set_monster_csleep(c_ptr->m_idx, 0);
 
        /* Extract monster name (or "it") */
        monster_desc(m_name, m_ptr, 0);
 
-       /* Access the weapon */
-       o_ptr = &inventory[INVEN_RARM+hand];
-
        /* Calculate the "attack quality" */
        bonus = p_ptr->to_h[hand] + o_ptr->to_h;
        chance = (p_ptr->skill_thn + (bonus * BTH_PLUS_ADJ));
@@ -2103,30 +2118,36 @@ static void py_attack_aux(int y, int x, bool *fear, bool *mdeath, s16b hand, int
        else if (mode == HISSATSU_COLD) num_blow = p_ptr->num_blow[hand]+2;
        else num_blow = p_ptr->num_blow[hand];
 
+       /* Hack -- DOKUBARI always hit once */
+       if ((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_DOKUBARI)) num_blow = 1;
+
        /* Attack once for each legal blow */
        while ((num++ < num_blow) && !p_ptr->is_dead)
        {
                if (((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_DOKUBARI)) || (mode == HISSATSU_KYUSHO))
                {
+                       int n = 1;
+
                        if (p_ptr->migite && p_ptr->hidarite)
                        {
-                               success_hit = one_in_(2);
+                               n *= 2;
                        }
-                       else success_hit = TRUE;
-               }
-               else if (mode == HISSATSU_MAJIN)
-               {
-                       if (num == 1)
+                       if (mode == HISSATSU_3DAN)
                        {
-                               if (one_in_(2))
-                                       success_hit = FALSE;
-                               old_success_hit = success_hit;
+                               n *= 2;
                        }
-                       else success_hit = old_success_hit;
+
+                       success_hit = one_in_(n);
                }
                else if ((p_ptr->pclass == CLASS_NINJA) && ((backstab || fuiuchi) && !(r_ptr->flagsr & RFR_RES_ALL))) success_hit = TRUE;
                else success_hit = test_hit_norm(chance, r_ptr->ac, m_ptr->ml);
 
+               if (mode == HISSATSU_MAJIN)
+               {
+                       if (one_in_(2))
+                               success_hit = FALSE;
+               }
+
                /* Test for hit */
                if (success_hit)
                {
@@ -2187,7 +2208,7 @@ static void py_attack_aux(int y, int x, bool *fear, bool *mdeath, s16b hand, int
                        }
 
                        /* Vampiric drain */
-                       if ((have_flag(flgs, TR_VAMPIRIC)) || (chaos_effect == 1) || (mode == HISSATSU_DRAIN))
+                       if ((have_flag(flgs, TR_VAMPIRIC)) || (chaos_effect == 1) || (mode == HISSATSU_DRAIN) || hex_spelling(HEX_VAMP_BLADE))
                        {
                                /* Only drain "living" monsters */
                                if (monster_living(r_ptr))
@@ -2196,7 +2217,7 @@ static void py_attack_aux(int y, int x, bool *fear, bool *mdeath, s16b hand, int
                                        can_drain = FALSE;
                        }
 
-                       if ((have_flag(flgs, TR_VORPAL)) && (randint1(vorpal_chance*3/2) == 1) && !zantetsu_mukou)
+                       if ((have_flag(flgs, TR_VORPAL) || hex_spelling(HEX_RUNESWORD)) && (randint1(vorpal_chance*3/2) == 1) && !zantetsu_mukou)
                                vorpal_cut = TRUE;
                        else vorpal_cut = FALSE;
 
@@ -2344,15 +2365,22 @@ static void py_attack_aux(int y, int x, bool *fear, bool *mdeath, s16b hand, int
                                {
                                        if (p_ptr->lev > randint1(r_ptr->level + resist_stun + 10))
                                        {
+                                               if (set_monster_stunned(c_ptr->m_idx, stun_effect + MON_STUNNED(m_ptr)))
+                                               {
 #ifdef JP
-                                               if (m_ptr->stunned) msg_format("%^s¤Ï¤µ¤é¤Ë¥Õ¥é¥Õ¥é¤Ë¤Ê¤Ã¤¿¡£", m_name);
-                                               else msg_format("%^s¤Ï¥Õ¥é¥Õ¥é¤Ë¤Ê¤Ã¤¿¡£", m_name);
+                                                       msg_format("%^s¤Ï¥Õ¥é¥Õ¥é¤Ë¤Ê¤Ã¤¿¡£", m_name);
 #else
-                                               if (m_ptr->stunned) msg_format("%^s is more stunned.", m_name);
-                                               else msg_format("%^s is stunned.", m_name);
+                                                       msg_format("%^s is stunned.", m_name);
 #endif
-
-                                               m_ptr->stunned += stun_effect;
+                                               }
+                                               else
+                                               {
+#ifdef JP
+                                                       msg_format("%^s¤Ï¤µ¤é¤Ë¥Õ¥é¥Õ¥é¤Ë¤Ê¤Ã¤¿¡£", m_name);
+#else
+                                                       msg_format("%^s is more stunned.", m_name);
+#endif
+                                               }
                                        }
                                }
                        }
@@ -2514,7 +2542,7 @@ static void py_attack_aux(int y, int x, bool *fear, bool *mdeath, s16b hand, int
                                if (!(r_ptr->flags3 & (RF3_NO_STUN)))
                                {
                                        /* Get stunned */
-                                       if (m_ptr->stunned)
+                                       if (MON_STUNNED(m_ptr))
                                        {
 #ifdef JP
                                                msg_format("%s¤Ï¤Ò¤É¤¯¤â¤¦¤í¤¦¤È¤·¤¿¡£", m_name);
@@ -2534,7 +2562,7 @@ static void py_attack_aux(int y, int x, bool *fear, bool *mdeath, s16b hand, int
                                        }
 
                                        /* Apply stun */
-                                       m_ptr->stunned = (tmp < 200) ? tmp : 200;
+                                       (void)set_monster_stunned(c_ptr->m_idx, MON_STUNNED(m_ptr) + tmp);
                                }
                                else
                                {
@@ -2682,6 +2710,9 @@ static void py_attack_aux(int y, int x, bool *fear, bool *mdeath, s16b hand, int
                                        {
                                                drain_heal = damroll(2, drain_result / 6);
 
+                                               /* Hex */
+                                               if (hex_spelling(HEX_VAMP_BLADE)) drain_heal *= 2;
+
                                                if (cheat_xtra)
                                                {
 #ifdef JP
@@ -2724,13 +2755,14 @@ static void py_attack_aux(int y, int x, bool *fear, bool *mdeath, s16b hand, int
                                }
                                m_ptr->maxhp -= (k+7)/8;
                                if (m_ptr->hp > m_ptr->maxhp) m_ptr->hp = m_ptr->maxhp;
+                               if (m_ptr->maxhp < 1) m_ptr->maxhp = 1;
                                weak = TRUE;
                        }
                        can_drain = FALSE;
                        drain_result = 0;
 
                        /* Confusion attack */
-                       if ((p_ptr->special_attack & ATTACK_CONFUSE) || (chaos_effect == 3) || (mode == HISSATSU_CONF))
+                       if ((p_ptr->special_attack & ATTACK_CONFUSE) || (chaos_effect == 3) || (mode == HISSATSU_CONF) || hex_spelling(HEX_CONFUSION))
                        {
                                /* Cancel glowing hands */
                                if (p_ptr->special_attack & ATTACK_CONFUSE)
@@ -2748,10 +2780,7 @@ static void py_attack_aux(int y, int x, bool *fear, bool *mdeath, s16b hand, int
                                /* Confuse the monster */
                                if (r_ptr->flags3 & RF3_NO_CONF)
                                {
-                                       if (m_ptr->ml && is_original_ap(m_ptr))
-                                       {
-                                               r_ptr->r_flags3 |= RF3_NO_CONF;
-                                       }
+                                       if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags3 |= RF3_NO_CONF;
 
 #ifdef JP
                                        msg_format("%^s¤Ë¤Ï¸ú²Ì¤¬¤Ê¤«¤Ã¤¿¡£", m_name);
@@ -2777,7 +2806,7 @@ static void py_attack_aux(int y, int x, bool *fear, bool *mdeath, s16b hand, int
                                        msg_format("%^s appears confused.", m_name);
 #endif
 
-                                       m_ptr->confused += 10 + randint0(p_ptr->lev) / 5;
+                                       (void)set_monster_confused(c_ptr->m_idx, MON_CONFUSED(m_ptr) + 10 + randint0(p_ptr->lev) / 5);
                                }
                        }
 
@@ -2789,7 +2818,7 @@ static void py_attack_aux(int y, int x, bool *fear, bool *mdeath, s16b hand, int
                                {
                                        if (r_ptr->flags1 & RF1_UNIQUE)
                                        {
-                                               if (m_ptr->ml && is_original_ap(m_ptr)) r_ptr->r_flagsr |= RFR_RES_TELE;
+                                               if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flagsr |= RFR_RES_TELE;
 #ifdef JP
                                                msg_format("%^s¤Ë¤Ï¸ú²Ì¤¬¤Ê¤«¤Ã¤¿¡£", m_name);
 #else
@@ -2800,7 +2829,7 @@ static void py_attack_aux(int y, int x, bool *fear, bool *mdeath, s16b hand, int
                                        }
                                        else if (r_ptr->level > randint1(100))
                                        {
-                                               if (m_ptr->ml && is_original_ap(m_ptr)) r_ptr->r_flagsr |= RFR_RES_TELE;
+                                               if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flagsr |= RFR_RES_TELE;
 #ifdef JP
                                                msg_format("%^s¤ÏÄñ¹³ÎϤò»ý¤Ã¤Æ¤¤¤ë¡ª", m_name);
 #else
@@ -2819,7 +2848,7 @@ static void py_attack_aux(int y, int x, bool *fear, bool *mdeath, s16b hand, int
                                        msg_format("%^s disappears!", m_name);
 #endif
 
-                                       teleport_away(c_ptr->m_idx, 50, FALSE, TRUE);
+                                       teleport_away(c_ptr->m_idx, 50, TELEPORT_PASSIVE);
                                        num = num_blow + 1; /* Can't hit it anymore! */
                                        *mdeath = TRUE;
                                }
@@ -2838,16 +2867,6 @@ static void py_attack_aux(int y, int x, bool *fear, bool *mdeath, s16b hand, int
                                                msg_format("%^s changes!", m_name);
 #endif
 
-
-                                               /* Hack -- Get new monster */
-                                               m_ptr = &m_list[c_ptr->m_idx];
-
-                                               /* Oops, we need a different name... */
-                                               monster_desc(m_name, m_ptr, 0);
-
-                                               /* Hack -- Get new race */
-                                               r_ptr = &r_info[m_ptr->r_idx];
-
                                                *fear = FALSE;
                                                weak = FALSE;
                                        }
@@ -2858,8 +2877,16 @@ static void py_attack_aux(int y, int x, bool *fear, bool *mdeath, s16b hand, int
 #else
                                                msg_format("%^s is unaffected.", m_name);
 #endif
-
                                        }
+
+                                       /* Hack -- Get new monster */
+                                       m_ptr = &m_list[c_ptr->m_idx];
+
+                                       /* Oops, we need a different name... */
+                                       monster_desc(m_name, m_ptr, 0);
+
+                                       /* Hack -- Get new race */
+                                       r_ptr = &r_info[m_ptr->r_idx];
                                }
                        }
                        else if (o_ptr->name1 == ART_G_HAMMER)
@@ -2873,7 +2900,7 @@ static void py_attack_aux(int y, int x, bool *fear, bool *mdeath, s16b hand, int
 
                                        object_desc(o_name, q_ptr, OD_NAME_ONLY);
                                        q_ptr->held_m_idx = 0;
-                                       q_ptr->marked = 0;
+                                       q_ptr->marked = OM_TOUCHED;
                                        m_ptr->hold_o_idx = q_ptr->next_o_idx;
                                        q_ptr->next_o_idx = 0;
 #ifdef JP
@@ -2928,6 +2955,8 @@ static void py_attack_aux(int y, int x, bool *fear, bool *mdeath, s16b hand, int
                                                        case RACE_HUMAN:
                                                        case RACE_AMBERITE:
                                                        case RACE_DUNADAN:
+                                                       case RACE_BARBARIAN:
+                                                       case RACE_BEASTMAN:
                                                                mult = 25;break;
                                                        case RACE_HALF_ORC:
                                                        case RACE_HALF_TROLL:
@@ -3064,20 +3093,28 @@ bool py_attack(int y, int x, int mode)
 
        energy_use = 100;
 
-       if (m_ptr->csleep) /* It is not honorable etc to attack helpless victims */
+       if (!p_ptr->migite && !p_ptr->hidarite &&
+           !(p_ptr->muta2 & (MUT2_HORNS | MUT2_BEAK | MUT2_SCOR_TAIL | MUT2_TRUNK | MUT2_TENTACLES)))
        {
-               if (!(r_ptr->flags3 & RF3_EVIL) || one_in_(5)) chg_virtue(V_COMPASSION, -1);
-               if (!(r_ptr->flags3 & RF3_EVIL) || one_in_(5)) chg_virtue(V_HONOUR, -1);
+#ifdef JP
+               msg_format("%s¹¶·â¤Ç¤­¤Ê¤¤¡£", (empty_hands(FALSE) == EMPTY_HAND_NONE) ? "ξ¼ê¤¬¤Õ¤µ¤¬¤Ã¤Æ" : "");
+#else
+               msg_print("You cannot do attacking.");
+#endif
+               return FALSE;
        }
 
        /* Extract monster name (or "it") */
        monster_desc(m_name, m_ptr, 0);
 
-       /* Auto-Recall if possible and visible */
-       if (m_ptr->ml) monster_race_track(m_ptr->ap_r_idx);
+       if (m_ptr->ml)
+       {
+               /* Auto-Recall if possible and visible */
+               if (!p_ptr->image) monster_race_track(m_ptr->ap_r_idx);
 
-       /* Track a new monster */
-       if (m_ptr->ml) health_track(c_ptr->m_idx);
+               /* Track a new monster */
+               health_track(c_ptr->m_idx);
+       }
 
        if ((r_ptr->flags1 & RF1_FEMALE) &&
            !(p_ptr->stun || p_ptr->confused || p_ptr->image || !m_ptr->ml))
@@ -3154,7 +3191,7 @@ bool py_attack(int y, int x, int mode)
                /* Message */
                if (m_ptr->ml)
 #ifdef JP
-               msg_format("¶²¤¯¤Æ%s¤ò¹¶·â¤Ç¤­¤Ê¤¤¡ª", m_name);
+                       msg_format("¶²¤¯¤Æ%s¤ò¹¶·â¤Ç¤­¤Ê¤¤¡ª", m_name);
 #else
                        msg_format("You are too afraid to attack %s!", m_name);
 #endif
@@ -3167,13 +3204,18 @@ bool py_attack(int y, int x, int mode)
 #endif
 
                /* Disturb the monster */
-               m_ptr->csleep = 0;
-               if (r_ptr->flags7 & RF7_HAS_LD_MASK) p_ptr->update |= (PU_MON_LITE);
+               (void)set_monster_csleep(c_ptr->m_idx, 0);
 
                /* Done */
                return FALSE;
        }
 
+       if (MON_CSLEEP(m_ptr)) /* It is not honorable etc to attack helpless victims */
+       {
+               if (!(r_ptr->flags3 & RF3_EVIL) || one_in_(5)) chg_virtue(V_COMPASSION, -1);
+               if (!(r_ptr->flags3 & RF3_EVIL) || one_in_(5)) chg_virtue(V_HONOUR, -1);
+       }
+
        if (p_ptr->migite && p_ptr->hidarite)
        {
                if ((p_ptr->skill_exp[GINOU_NITOURYU] < s_info[p_ptr->pclass].s_max[GINOU_NITOURYU]) && ((p_ptr->skill_exp[GINOU_NITOURYU] - 1000) / 200 < r_ptr->level))
@@ -3273,8 +3315,8 @@ bool pattern_seq(int c_y, int c_x, int n_y, int n_x)
 
        if (!is_pattern_tile_cur && !is_pattern_tile_new) return TRUE;
 
-       pattern_type_cur = is_pattern_tile_cur ? cur_f_ptr->power : NOT_PATTERN_TILE;
-       pattern_type_new = is_pattern_tile_new ? new_f_ptr->power : NOT_PATTERN_TILE;
+       pattern_type_cur = is_pattern_tile_cur ? cur_f_ptr->subtype : NOT_PATTERN_TILE;
+       pattern_type_new = is_pattern_tile_new ? new_f_ptr->subtype : NOT_PATTERN_TILE;
 
        if (pattern_type_new == PATTERN_TILE_START)
        {
@@ -3488,16 +3530,22 @@ bool move_player_effect(int ny, int nx, u32b mpe_mode)
                /* Redraw new spot */
                lite_spot(ny, nx);
 
-               if (mpe_mode & MPE_FORGET_FLOW) forget_flow();
-
                /* Check for new panel (redraw map) */
                verify_panel();
 
-               /* Update stuff */
-               p_ptr->update |= (PU_VIEW | PU_LITE | PU_FLOW | PU_MON_LITE);
+               if (mpe_mode & MPE_FORGET_FLOW)
+               {
+                       forget_flow();
 
-               /* Update the monsters */
-               p_ptr->update |= (PU_DISTANCE);
+                       /* Mega-Hack -- Forget the view */
+                       p_ptr->update |= (PU_UN_VIEW);
+
+                       /* Redraw map */
+                       p_ptr->redraw |= (PR_MAP);
+               }
+
+               /* Update stuff */
+               p_ptr->update |= (PU_VIEW | PU_LITE | PU_FLOW | PU_MON_LITE | PU_DISTANCE);
 
                /* Window stuff */
                p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
@@ -3517,12 +3565,14 @@ bool move_player_effect(int ny, int nx, u32b mpe_mode)
                        else if (p_ptr->cur_lite <= 0) set_superstealth(TRUE);
                }
 
-               if ((p_ptr->action == ACTION_HAYAGAKE) && !have_flag(f_ptr->flags, FF_PROJECT))
+               if ((p_ptr->action == ACTION_HAYAGAKE) &&
+                   (!have_flag(f_ptr->flags, FF_PROJECT) ||
+                    (!p_ptr->levitation && have_flag(f_ptr->flags, FF_DEEP))))
                {
 #ifdef JP
                        msg_print("¤³¤³¤Ç¤ÏÁÇÁ᤯ư¤±¤Ê¤¤¡£");
 #else
-                       msg_print("You cannot run in wall.");
+                       msg_print("You cannot run in here.");
 #endif
                        set_action(ACTION_NONE);
                }
@@ -3671,33 +3721,37 @@ bool move_player_effect(int ny, int nx, u32b mpe_mode)
 
 bool trap_can_be_ignored(int feat)
 {
-       switch (feat)
+       feature_type *f_ptr = &f_info[feat];
+
+       if (!have_flag(f_ptr->flags, FF_TRAP)) return TRUE;
+
+       switch (f_ptr->subtype)
        {
-       case FEAT_TRAP_TRAPDOOR:
-       case FEAT_TRAP_PIT:
-       case FEAT_TRAP_SPIKED_PIT:
-       case FEAT_TRAP_POISON_PIT:
+       case TRAP_TRAPDOOR:
+       case TRAP_PIT:
+       case TRAP_SPIKED_PIT:
+       case TRAP_POISON_PIT:
                if (p_ptr->levitation) return TRUE;
                break;
-       case FEAT_TRAP_TELEPORT:
+       case TRAP_TELEPORT:
                if (p_ptr->anti_tele) return TRUE;
                break;
-       case FEAT_TRAP_FIRE:
+       case TRAP_FIRE:
                if (p_ptr->immune_fire) return TRUE;
                break;
-       case FEAT_TRAP_ACID:
+       case TRAP_ACID:
                if (p_ptr->immune_acid) return TRUE;
                break;
-       case FEAT_TRAP_BLIND:
+       case TRAP_BLIND:
                if (p_ptr->resist_blind) return TRUE;
                break;
-       case FEAT_TRAP_CONFUSE:
+       case TRAP_CONFUSE:
                if (p_ptr->resist_conf) return TRUE;
                break;
-       case FEAT_TRAP_POISON:
+       case TRAP_POISON:
                if (p_ptr->resist_pois) return TRUE;
                break;
-       case FEAT_TRAP_SLEEP:
+       case TRAP_SLEEP:
                if (p_ptr->free_act) return TRUE;
                break;
        }
@@ -3846,7 +3900,7 @@ void move_player(int dir, bool do_pickup, bool break_trap)
 
        /* Player can not walk through "walls"... */
        /* unless in Shadow Form */
-       p_can_kill_walls = p_ptr->kill_wall && have_flag(f_ptr->flags, FF_TUNNEL) &&
+       p_can_kill_walls = p_ptr->kill_wall && have_flag(f_ptr->flags, FF_HURT_DISI) &&
                (!p_can_enter || !have_flag(f_ptr->flags, FF_LOS)) &&
                !have_flag(f_ptr->flags, FF_PERMANENT);
 
@@ -3861,8 +3915,8 @@ void move_player(int dir, bool do_pickup, bool break_trap)
                    ((p_ptr->muta2 & MUT2_BERS_RAGE) && p_ptr->shero)) &&
                    pattern_seq(py, px, y, x) && (p_can_enter || p_can_kill_walls))
                {
-                       m_ptr->csleep = 0;
-                       if (r_ptr->flags7 & RF7_HAS_LD_MASK) p_ptr->update |= (PU_MON_LITE);
+                       /* Disturb the monster */
+                       (void)set_monster_csleep(c_ptr->m_idx, 0);
 
                        /* Extract monster name (or "it") */
                        monster_desc(m_name, m_ptr, 0);
@@ -3870,7 +3924,7 @@ void move_player(int dir, bool do_pickup, bool break_trap)
                        if (m_ptr->ml)
                        {
                                /* Auto-Recall if possible and visible */
-                               monster_race_track(m_ptr->ap_r_idx);
+                               if (!p_ptr->image) monster_race_track(m_ptr->ap_r_idx);
 
                                /* Track a new monster */
                                health_track(c_ptr->m_idx);
@@ -3920,7 +3974,7 @@ void move_player(int dir, bool do_pickup, bool break_trap)
                        oktomove = FALSE;
                        disturb(0, 0);
                }
-               else if (riding_m_ptr->monfear)
+               else if (MON_MONFEAR(riding_m_ptr))
                {
                        char m_name[80];
 
@@ -3985,7 +4039,7 @@ void move_player(int dir, bool do_pickup, bool break_trap)
                        disturb(0, 0);
                }
 
-               if (oktomove && riding_m_ptr->stunned && one_in_(2))
+               if (oktomove && MON_STUNNED(riding_m_ptr) && one_in_(2))
                {
                        char m_name[80];
                        monster_desc(m_name, riding_m_ptr, 0);
@@ -4023,7 +4077,7 @@ void move_player(int dir, bool do_pickup, bool break_trap)
         */
        else if (have_flag(f_ptr->flags, FF_TREE) && !p_can_kill_walls)
        {
-               if ((p_ptr->pclass != CLASS_RANGER) && !p_ptr->levitation) energy_use *= 2;
+               if ((p_ptr->pclass != CLASS_RANGER) && !p_ptr->levitation && (!p_ptr->riding || !(riding_r_ptr->flags8 & RF8_WILD_WOOD))) energy_use *= 2;
        }
 
 #ifdef ALLOW_EASY_DISARM /* TNB */
@@ -4179,7 +4233,7 @@ void move_player(int dir, bool do_pickup, bool break_trap)
                        cave_alter_feat(y, x, FF_HURT_DISI);
 
                        /* Update some things -- similar to GF_KILL_WALL */
-                       p_ptr->update |= (PU_VIEW | PU_LITE | PU_FLOW | PU_MONSTERS | PU_MON_LITE);
+                       p_ptr->update |= (PU_FLOW);
                }
 
                /* Sound */
@@ -4481,7 +4535,7 @@ static void run_init(int dir)
        row = py + ddy[dir];
        col = px + ddx[dir];
 
-       ignore_avoid_run = have_flag(f_flags_bold(row, col), FF_AVOID_RUN);
+       ignore_avoid_run = cave_have_flag_bold(row, col, FF_AVOID_RUN);
 
        /* Extract cycle index */
        i = chome[dir];
@@ -4634,7 +4688,7 @@ static bool run_test(void)
                        next_o_idx = o_ptr->next_o_idx;
 
                        /* Visible object */
-                       if (o_ptr->marked) return (TRUE);
+                       if (o_ptr->marked & OM_FOUND) return (TRUE);
                }
 
                /* Assume unknown */
@@ -4670,8 +4724,7 @@ static bool run_test(void)
 
                                /* Deep water */
                                else if (have_flag(f_ptr->flags, FF_WATER) && have_flag(f_ptr->flags, FF_DEEP) &&
-                                        (p_ptr->levitation || p_ptr->can_swim ||
-                                         p_ptr->total_weight <= (((u32b)adj_str_wgt[p_ptr->stat_ind[A_STR]]*(p_ptr->pclass == CLASS_BERSERKER ? 150 : 100)) / 2)))
+                                        (p_ptr->levitation || p_ptr->can_swim || (p_ptr->total_weight <= weight_limit())))
                                {
                                        /* Ignore */
                                        notice = FALSE;
@@ -4956,3 +5009,152 @@ void run_step(int dir)
                disturb(0, 0);
        }
 }
+
+
+#ifdef TRAVEL
+/*
+ * Test for traveling
+ */
+static bool travel_test(void)
+{
+       int prev_dir, new_dir, check_dir = 0;
+       int row, col;
+       int i, max;
+       bool stop = TRUE;
+       cave_type *c_ptr;
+
+       /* Where we came from */
+       prev_dir = find_prevdir;
+
+       /* Range of newly adjacent grids */
+       max = (prev_dir & 0x01) + 1;
+
+       for (i = 0; i < 8; i++)
+       {
+               if (travel.cost[py+ddy_ddd[i]][px+ddx_ddd[i]] < travel.cost[py][px]) stop = FALSE;
+       }
+
+       if (stop) return (TRUE);
+
+       /* break run when leaving trap detected region */
+       if ((disturb_trap_detect || alert_trap_detect)
+           && p_ptr->dtrap && !(cave[py][px].info & CAVE_IN_DETECT))
+       {
+               /* No duplicate warning */
+               p_ptr->dtrap = FALSE;
+
+               /* You are just on the edge */
+               if (!(cave[py][px].info & CAVE_UNSAFE))
+               {
+                       if (alert_trap_detect)
+                       {
+#ifdef JP
+                               msg_print("* Ãí°Õ:¤³¤ÎÀè¤Ï¥È¥é¥Ã¥×¤Î´¶ÃÎÈϰϳ°¤Ç¤¹¡ª *");
+#else
+                               msg_print("*Leaving trap detect region!*");
+#endif
+                       }
+
+                       if (disturb_trap_detect)
+                       {
+                               /* Break Run */
+                               return(TRUE);
+                       }
+               }
+       }
+
+       /* Cannot travel when blind */
+       if (p_ptr->blind || no_lite())
+       {
+#ifdef JP
+               msg_print("Ìܤ¬¸«¤¨¤Ê¤¤¡ª");
+#else
+               msg_print("You cannot see!");
+#endif
+               return (TRUE);
+       }
+
+       /* Look at every newly adjacent square. */
+       for (i = -max; i <= max; i++)
+       {
+               /* New direction */
+               new_dir = cycle[chome[prev_dir] + i];
+
+               /* New location */
+               row = py + ddy[new_dir];
+               col = px + ddx[new_dir];
+
+               /* Access grid */
+               c_ptr = &cave[row][col];
+
+
+               /* Visible monsters abort running */
+               if (c_ptr->m_idx)
+               {
+                       monster_type *m_ptr = &m_list[c_ptr->m_idx];
+
+                       /* Visible monster */
+                       if (m_ptr->ml) return (TRUE);
+               }
+       }
+
+       /* Failure */
+       return (FALSE);
+}
+
+
+/*
+ * Travel command
+ */
+void travel_step(void)
+{
+       int i;
+       int dir = travel.dir;
+       int old_run = travel.run;
+
+       find_prevdir = dir;
+
+       /* disturb */
+       if (travel_test())
+       {
+               if (travel.run == 255)
+               {
+#ifdef JP
+                       msg_print("Æ»¶Ú¤¬¸«¤Ä¤«¤ê¤Þ¤»¤ó¡ª");
+#else
+                       msg_print("No route is found!");
+#endif
+               }
+               disturb(0, 0);
+               return;
+       }
+
+       energy_use = 100;
+
+       for (i = 1; i <= 9; i++)
+       {
+               if (i == 5) continue;
+
+               if (travel.cost[py+ddy[i]][px+ddx[i]] < travel.cost[py+ddy[dir]][px+ddx[dir]])
+               {
+                       dir = i;
+               }
+       }
+
+       /* Close door */
+       if (!easy_open && is_closed_door(cave[py+ddy[dir]][px+ddx[dir]].feat))
+       {
+               disturb(0, 0);
+               return;
+       }
+
+       travel.dir = dir;
+       move_player(dir, always_pickup, easy_disarm);
+       travel.run = old_run;
+
+       if ((py == travel.y) && (px == travel.x))
+               travel.run = 0;
+       else
+               travel.run--;
+}
+#endif