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");
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");
msg_print("It was a great hit!");
#endif
- dam = 2 * dam + 10;
+ dam *= 2;
}
else
{
msg_print("It was a superb hit!");
#endif
- dam = 3 * dam + 15;
+ dam *= 3;
}
}
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;
}
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;
}
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;
}
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;
}
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;
}
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;
}
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;
}
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;
}
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;
}
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;
}
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;
}
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;
}
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;
}
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;
}
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;
}
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;
}
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;
}
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;
}
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);
}
/* 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);
}
/* 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);
}
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;
}
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;
}
/* 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);
}
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;
}
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;
}
/* 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);
}
{
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;
}
}
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;
}
/* 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¥×";
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
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
sound(SOUND_FALL);
dam = damroll(2, 8);
#ifdef JP
- name = "Í¸Í";
+ name = "Íî¤Ȥ·¸Í";
#else
name = "a trap door";
#endif
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
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
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
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
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
/* Base damage */
#ifdef JP
- name = "Í·ê";
+ name = "Íî¤Ȥ··ê";
#else
name = "a pit trap";
#endif
#ifdef JP
- name = "¥È¥²¤Î¤¢¤ëÍ·ê";
+ name = "¥È¥²¤Î¤¢¤ëÍî¤Ȥ··ê";
#else
name = "a spiked pit";
#endif
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
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
dam = damroll(2, 6);
#ifdef JP
- name = "Í·ê";
+ name = "Íî¤Ȥ··ê";
#else
name = "a pit trap";
#endif
#ifdef JP
- name = "¥È¥²¤Î¤¢¤ëÍ·ê";
+ name = "¥È¥²¤Î¤¢¤ëÍî¤Ȥ··ê";
#else
name = "a spiked pit";
#endif
break;
}
- case FEAT_TRAP_TY_CURSE:
+ case TRAP_TY_CURSE:
{
#ifdef JP
msg_print("²¿¤«¤¬¥Ô¥«¥Ã¤È¸÷¤Ã¤¿¡ª");
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");
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");
break;
}
- case FEAT_TRAP_ACID:
+ case TRAP_ACID:
{
#ifdef JP
msg_print("»À¤¬¿á¤¤«¤±¤é¤ì¤¿¡ª");
break;
}
- case FEAT_TRAP_SLOW:
+ case TRAP_SLOW:
{
if (check_hit(125))
{
#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
{
break;
}
- case FEAT_TRAP_LOSE_STR:
+ case TRAP_LOSE_STR:
{
if (check_hit(125))
{
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
{
break;
}
- case FEAT_TRAP_LOSE_DEX:
+ case TRAP_LOSE_DEX:
{
if (check_hit(125))
{
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
{
break;
}
- case FEAT_TRAP_LOSE_CON:
+ case TRAP_LOSE_CON:
{
if (check_hit(125))
{
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
{
break;
}
- case FEAT_TRAP_BLIND:
+ case TRAP_BLIND:
{
#ifdef JP
msg_print("¹õ¤¤¥¬¥¹¤ËÊñ¤ß¹þ¤Þ¤ì¤¿¡ª");
break;
}
- case FEAT_TRAP_CONFUSE:
+ case TRAP_CONFUSE:
{
#ifdef JP
msg_print("¤¤é¤á¤¯¥¬¥¹¤ËÊñ¤ß¹þ¤Þ¤ì¤¿¡ª");
break;
}
- case FEAT_TRAP_POISON:
+ case TRAP_POISON:
{
#ifdef JP
msg_print("»É·ãŪ¤ÊÎп§¤Î¥¬¥¹¤ËÊñ¤ß¹þ¤Þ¤ì¤¿¡ª");
break;
}
- case FEAT_TRAP_SLEEP:
+ case TRAP_SLEEP:
{
#ifdef JP
msg_print("´ñ̯¤ÊÇò¤¤Ì¸¤ËÊñ¤Þ¤ì¤¿¡ª");
break;
}
- case FEAT_TRAP_TRAPS:
+ case TRAP_TRAPS:
{
#ifdef JP
msg_print("¤Þ¤Ð¤æ¤¤Á®¸÷¤¬Áö¤Ã¤¿¡ª");
break;
}
- case FEAT_TRAP_ALARM:
+ case TRAP_ALARM:
{
#ifdef JP
msg_print("¤±¤¿¤¿¤Þ¤·¤¤²»¤¬ÌĤê¶Á¤¤¤¿¡ª");
break;
}
- case FEAT_TRAP_OPEN:
+ case TRAP_OPEN:
{
#ifdef JP
msg_print("Âç²»¶Á¤È¶¦¤Ë¤Þ¤ï¤ê¤ÎÊɤ¬Êø¤ì¤¿¡ª");
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;
break;
}
- case FEAT_TRAP_PIRANHA:
+ case TRAP_PIRANHA:
{
#ifdef JP
msg_print("ÆÍÁ³Êɤ«¤é¿å¤¬°î¤ì½Ð¤·¤¿¡ª¥Ô¥é¥Ë¥¢¤¬¤¤¤ë¡ª");
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();
}
}
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();
}
}
#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();
}
}
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;
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;
{
fuiuchi = TRUE;
}
- else if (m_ptr->monfear && m_ptr->ml)
+ else if (MON_MONFEAR(m_ptr) && m_ptr->ml)
{
stab_fleeing = TRUE;
}
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)
{
}
}
}
- else
+ else if (object_is_melee_weapon(o_ptr))
{
if ((r_ptr->level + 10) > p_ptr->lev)
{
}
/* 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));
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)
{
}
/* 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))
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;
{
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
+ }
}
}
}
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);
}
/* Apply stun */
- m_ptr->stunned = (tmp < 200) ? tmp : 200;
+ (void)set_monster_stunned(c_ptr->m_idx, MON_STUNNED(m_ptr) + tmp);
}
else
{
{
drain_heal = damroll(2, drain_result / 6);
+ /* Hex */
+ if (hex_spelling(HEX_VAMP_BLADE)) drain_heal *= 2;
+
if (cheat_xtra)
{
#ifdef JP
}
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)
/* 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);
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);
}
}
{
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
}
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
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;
}
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;
}
#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)
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
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:
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))
/* 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
#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))
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)
{
/* 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);
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);
}
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;
}
/* 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);
((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);
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);
oktomove = FALSE;
disturb(0, 0);
}
- else if (riding_m_ptr->monfear)
+ else if (MON_MONFEAR(riding_m_ptr))
{
char m_name[80];
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);
*/
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 */
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 */
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];
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 */
/* 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;
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