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mimicのあるグリッドのmimicの地形にさらにデフォルトのmimicがある場合
[hengbandforosx/hengbandosx.git] / src / cmd1.c
index 7743a65..88ee4c8 100644 (file)
@@ -1,15 +1,15 @@
 /* File: cmd1.c */
 
-/* Purpose: Movement commands (part 1) */
-
 /*
- * Copyright (c) 1989 James E. Wilson, Robert A. Koeneke
+ * Copyright (c) 1997 Ben Harrison, James E. Wilson, Robert A. Koeneke
  *
- * This software may be copied and distributed for educational, research, and
- * not for profit purposes provided that this copyright and statement are
- * included in all such copies.
+ * This software may be copied and distributed for educational, research,
+ * and not for profit purposes provided that this copyright and statement
+ * are included in all such copies.  Other copyrights may also apply.
  */
 
+/* Purpose: Movement commands (part 1) */
+
 #include "angband.h"
 #define MAX_VAMPIRIC_DRAIN 50
 
@@ -23,7 +23,7 @@ bool test_hit_fire(int chance, int ac, int vis)
        int k;
 
        /* Percentile dice */
-       k = rand_int(100);
+       k = randint0(100);
 
        /* Hack -- Instant miss or hit */
        if (k < 10) return (k < 5);
@@ -38,7 +38,7 @@ bool test_hit_fire(int chance, int ac, int vis)
        if (!vis) chance = (chance + 1) / 2;
 
        /* Power competes against armor */
-       if (rand_int(chance) < (ac * 3 / 4)) return (FALSE);
+       if (randint0(chance) < (ac * 3 / 4)) return (FALSE);
 
        /* Assume hit */
        return (TRUE);
@@ -56,11 +56,14 @@ bool test_hit_norm(int chance, int ac, int vis)
        int k;
 
        /* Percentile dice */
-       k = rand_int(100);
+       k = randint0(100);
 
        /* Hack -- Instant miss or hit */
        if (k < 10) return (k < 5);
 
+       if (p_ptr->pseikaku == SEIKAKU_NAMAKE)
+               if (one_in_(20)) return (FALSE);
+
        /* Wimpy attack never hits */
        if (chance <= 0) return (FALSE);
 
@@ -68,7 +71,7 @@ bool test_hit_norm(int chance, int ac, int vis)
        if (!vis) chance = (chance + 1) / 2;
 
        /* Power must defeat armor */
-       if (rand_int(chance) < (ac * 3 / 4)) return (FALSE);
+       if (randint0(chance) < (ac * 3 / 4)) return (FALSE);
 
        /* Assume hit */
        return (TRUE);
@@ -88,9 +91,9 @@ s16b critical_shot(int weight, int plus, int dam)
        i = (weight + ((p_ptr->to_h_b + plus) * 4) + (p_ptr->lev * 2));
 
        /* Critical hit */
-       if (randint(5000) <= i)
+       if (randint1(5000) <= i)
        {
-               k = weight + randint(500);
+               k = weight + randint1(500);
 
                if (k < 500)
                {
@@ -142,10 +145,10 @@ s16b critical_norm(int weight, int plus, int dam, s16b meichuu, int mode)
        i = (weight + (meichuu * 3 + plus * 5) + (p_ptr->lev * 3));
 
        /* Chance */
-       if ((randint((p_ptr->pclass == CLASS_NINJA) ? 4444 : 5000) <= i) || (mode == HISSATSU_MAJIN) || (mode == HISSATSU_3DAN))
+       if ((randint1((p_ptr->pclass == CLASS_NINJA) ? 4444 : 5000) <= i) || (mode == HISSATSU_MAJIN) || (mode == HISSATSU_3DAN))
        {
-               k = weight + randint(650);
-               if ((mode == HISSATSU_MAJIN) || (mode == HISSATSU_3DAN)) k+= randint(650);
+               k = weight + randint1(650);
+               if ((mode == HISSATSU_MAJIN) || (mode == HISSATSU_3DAN)) k+= randint1(650);
 
                if (k < 400)
                {
@@ -213,16 +216,16 @@ s16b critical_norm(int weight, int plus, int dam, s16b meichuu, int mode)
  * Note that most brands and slays are x3, except Slay Animal (x2),
  * Slay Evil (x2), and Kill dragon (x5).
  */
-s16b tot_dam_aux(object_type *o_ptr, int tdam, monster_type *m_ptr, int mode)
+s16b tot_dam_aux(object_type *o_ptr, int tdam, monster_type *m_ptr, int mode, bool thrown)
 {
        int mult = 10;
 
        monster_race *r_ptr = &r_info[m_ptr->r_idx];
 
-       u32b f1, f2, f3;
+       u32b flgs[TR_FLAG_SIZE];
 
        /* Extract the flags */
-       object_flags(o_ptr, &f1, &f2, &f3);
+       object_flags(o_ptr, flgs);
 
        /* Some "weapons" and "ammo" do extra damage */
        switch (o_ptr->tval)
@@ -236,22 +239,34 @@ s16b tot_dam_aux(object_type *o_ptr, int tdam, monster_type *m_ptr, int mode)
                case TV_DIGGING:
                {
                        /* Slay Animal */
-                       if ((f1 & TR1_SLAY_ANIMAL) &&
+                       if ((have_flag(flgs, TR_SLAY_ANIMAL)) &&
                            (r_ptr->flags3 & RF3_ANIMAL))
                        {
-                               if (m_ptr->ml)
+                               if (m_ptr->ml && is_original_ap(m_ptr))
                                {
                                        r_ptr->r_flags3 |= RF3_ANIMAL;
                                }
 
-                               if (mult < 20) mult = 20;
+                               if (mult < 25) mult = 25;
+                       }
+
+                       /* Execute Animal */
+                       if ((have_flag(flgs, TR_KILL_ANIMAL)) &&
+                           (r_ptr->flags3 & RF3_ANIMAL))
+                       {
+                               if (m_ptr->ml && is_original_ap(m_ptr))
+                               {
+                                       r_ptr->r_flags3 |= RF3_ANIMAL;
+                               }
+
+                               if (mult < 40) mult = 40;
                        }
 
                        /* Slay Evil */
-                       if ((f1 & TR1_SLAY_EVIL) &&
+                       if ((have_flag(flgs, TR_SLAY_EVIL)) &&
                            (r_ptr->flags3 & RF3_EVIL))
                        {
-                               if (m_ptr->ml)
+                               if (m_ptr->ml && is_original_ap(m_ptr))
                                {
                                        r_ptr->r_flags3 |= RF3_EVIL;
                                }
@@ -259,11 +274,47 @@ s16b tot_dam_aux(object_type *o_ptr, int tdam, monster_type *m_ptr, int mode)
                                if (mult < 20) mult = 20;
                        }
 
+                       /* Execute Evil */
+                       if ((have_flag(flgs, TR_KILL_EVIL)) &&
+                           (r_ptr->flags3 & RF3_EVIL))
+                       {
+                               if (m_ptr->ml && is_original_ap(m_ptr))
+                               {
+                                       r_ptr->r_flags3 |= RF3_EVIL;
+                               }
+
+                               if (mult < 35) mult = 35;
+                       }
+
+                       /* Slay Human */
+                       if ((have_flag(flgs, TR_SLAY_HUMAN)) &&
+                           (r_ptr->flags2 & RF2_HUMAN))
+                       {
+                               if (m_ptr->ml && is_original_ap(m_ptr))
+                               {
+                                       r_ptr->r_flags2 |= RF2_HUMAN;
+                               }
+
+                               if (mult < 25) mult = 25;
+                       }
+
+                       /* Execute Human */
+                       if ((have_flag(flgs, TR_KILL_HUMAN)) &&
+                           (r_ptr->flags2 & RF2_HUMAN))
+                       {
+                               if (m_ptr->ml && is_original_ap(m_ptr))
+                               {
+                                       r_ptr->r_flags2 |= RF2_HUMAN;
+                               }
+
+                               if (mult < 40) mult = 40;
+                       }
+
                        /* Slay Undead */
-                       if ((f1 & TR1_SLAY_UNDEAD) &&
+                       if ((have_flag(flgs, TR_SLAY_UNDEAD)) &&
                            (r_ptr->flags3 & RF3_UNDEAD))
                        {
-                               if (m_ptr->ml)
+                               if (m_ptr->ml && is_original_ap(m_ptr))
                                {
                                        r_ptr->r_flags3 |= RF3_UNDEAD;
                                }
@@ -271,11 +322,23 @@ s16b tot_dam_aux(object_type *o_ptr, int tdam, monster_type *m_ptr, int mode)
                                if (mult < 30) mult = 30;
                        }
 
+                       /* Execute Undead */
+                       if ((have_flag(flgs, TR_KILL_UNDEAD)) &&
+                           (r_ptr->flags3 & RF3_UNDEAD))
+                       {
+                               if (m_ptr->ml && is_original_ap(m_ptr))
+                               {
+                                       r_ptr->r_flags3 |= RF3_UNDEAD;
+                               }
+
+                               if (mult < 50) mult = 50;
+                       }
+
                        /* Slay Demon */
-                       if ((f1 & TR1_SLAY_DEMON) &&
+                       if ((have_flag(flgs, TR_SLAY_DEMON)) &&
                            (r_ptr->flags3 & RF3_DEMON))
                        {
-                               if (m_ptr->ml)
+                               if (m_ptr->ml && is_original_ap(m_ptr))
                                {
                                        r_ptr->r_flags3 |= RF3_DEMON;
                                }
@@ -283,11 +346,23 @@ s16b tot_dam_aux(object_type *o_ptr, int tdam, monster_type *m_ptr, int mode)
                                if (mult < 30) mult = 30;
                        }
 
+                       /* Execute Demon */
+                       if ((have_flag(flgs, TR_KILL_DEMON)) &&
+                           (r_ptr->flags3 & RF3_DEMON))
+                       {
+                               if (m_ptr->ml && is_original_ap(m_ptr))
+                               {
+                                       r_ptr->r_flags3 |= RF3_DEMON;
+                               }
+
+                               if (mult < 50) mult = 50;
+                       }
+
                        /* Slay Orc */
-                       if ((f1 & TR1_SLAY_ORC) &&
+                       if ((have_flag(flgs, TR_SLAY_ORC)) &&
                            (r_ptr->flags3 & RF3_ORC))
                        {
-                               if (m_ptr->ml)
+                               if (m_ptr->ml && is_original_ap(m_ptr))
                                {
                                        r_ptr->r_flags3 |= RF3_ORC;
                                }
@@ -295,11 +370,23 @@ s16b tot_dam_aux(object_type *o_ptr, int tdam, monster_type *m_ptr, int mode)
                                if (mult < 30) mult = 30;
                        }
 
+                       /* Execute Orc */
+                       if ((have_flag(flgs, TR_KILL_ORC)) &&
+                           (r_ptr->flags3 & RF3_ORC))
+                       {
+                               if (m_ptr->ml && is_original_ap(m_ptr))
+                               {
+                                       r_ptr->r_flags3 |= RF3_ORC;
+                               }
+
+                               if (mult < 50) mult = 50;
+                       }
+
                        /* Slay Troll */
-                       if ((f1 & TR1_SLAY_TROLL) &&
+                       if ((have_flag(flgs, TR_SLAY_TROLL)) &&
                            (r_ptr->flags3 & RF3_TROLL))
                        {
-                               if (m_ptr->ml)
+                               if (m_ptr->ml && is_original_ap(m_ptr))
                                {
                                        r_ptr->r_flags3 |= RF3_TROLL;
                                }
@@ -307,11 +394,23 @@ s16b tot_dam_aux(object_type *o_ptr, int tdam, monster_type *m_ptr, int mode)
                                if (mult < 30) mult = 30;
                        }
 
+                       /* Execute Troll */
+                       if ((have_flag(flgs, TR_KILL_TROLL)) &&
+                           (r_ptr->flags3 & RF3_TROLL))
+                       {
+                               if (m_ptr->ml && is_original_ap(m_ptr))
+                               {
+                                       r_ptr->r_flags3 |= RF3_TROLL;
+                               }
+
+                               if (mult < 50) mult = 50;
+                       }
+
                        /* Slay Giant */
-                       if ((f1 & TR1_SLAY_GIANT) &&
+                       if ((have_flag(flgs, TR_SLAY_GIANT)) &&
                            (r_ptr->flags3 & RF3_GIANT))
                        {
-                               if (m_ptr->ml)
+                               if (m_ptr->ml && is_original_ap(m_ptr))
                                {
                                        r_ptr->r_flags3 |= RF3_GIANT;
                                }
@@ -321,11 +420,23 @@ s16b tot_dam_aux(object_type *o_ptr, int tdam, monster_type *m_ptr, int mode)
                                        mult *= 3;
                        }
 
+                       /* Execute Giant */
+                       if ((have_flag(flgs, TR_KILL_GIANT)) &&
+                           (r_ptr->flags3 & RF3_GIANT))
+                       {
+                               if (m_ptr->ml && is_original_ap(m_ptr))
+                               {
+                                       r_ptr->r_flags3 |= RF3_GIANT;
+                               }
+
+                               if (mult < 50) mult = 50;
+                       }
+
                        /* Slay Dragon  */
-                       if ((f1 & TR1_SLAY_DRAGON) &&
+                       if ((have_flag(flgs, TR_SLAY_DRAGON)) &&
                            (r_ptr->flags3 & RF3_DRAGON))
                        {
-                               if (m_ptr->ml)
+                               if (m_ptr->ml && is_original_ap(m_ptr))
                                {
                                        r_ptr->r_flags3 |= RF3_DRAGON;
                                }
@@ -334,29 +445,29 @@ s16b tot_dam_aux(object_type *o_ptr, int tdam, monster_type *m_ptr, int mode)
                        }
 
                        /* Execute Dragon */
-                       if ((f1 & TR1_KILL_DRAGON) &&
+                       if ((have_flag(flgs, TR_KILL_DRAGON)) &&
                            (r_ptr->flags3 & RF3_DRAGON))
                        {
-                               if (m_ptr->ml)
+                               if (m_ptr->ml && is_original_ap(m_ptr))
                                {
                                        r_ptr->r_flags3 |= RF3_DRAGON;
                                }
 
                                if (mult < 50) mult = 50;
 
-                               if ((o_ptr->name1 == ART_AEGLIN) && (m_ptr->r_idx == MON_FAFNER))
+                               if ((o_ptr->name1 == ART_NOTHUNG) && (m_ptr->r_idx == MON_FAFNER))
                                        mult *= 3;
                        }
 
                        /* Brand (Acid) */
-                       if ((f1 & TR1_BRAND_ACID) || (p_ptr->special_attack & (ATTACK_ACID)))
+                       if (have_flag(flgs, TR_BRAND_ACID) || ((p_ptr->special_attack & (ATTACK_ACID)) && !thrown))
                        {
                                /* Notice immunity */
-                               if (r_ptr->flags3 & RF3_IM_ACID)
+                               if (r_ptr->flagsr & RFR_EFF_IM_ACID_MASK)
                                {
-                                       if (m_ptr->ml)
+                                       if (m_ptr->ml && is_original_ap(m_ptr))
                                        {
-                                               r_ptr->r_flags3 |= RF3_IM_ACID;
+                                               r_ptr->r_flagsr |= (r_ptr->flagsr & RFR_EFF_IM_ACID_MASK);
                                        }
                                }
 
@@ -368,19 +479,19 @@ s16b tot_dam_aux(object_type *o_ptr, int tdam, monster_type *m_ptr, int mode)
                        }
 
                        /* Brand (Elec) */
-                       if ((f1 & TR1_BRAND_ELEC) || (p_ptr->special_attack & (ATTACK_ELEC)) || (mode == HISSATSU_ELEC))
+                       if (have_flag(flgs, TR_BRAND_ELEC) || ((p_ptr->special_attack & (ATTACK_ELEC)) && !thrown) || (mode == HISSATSU_ELEC))
                        {
                                /* Notice immunity */
-                               if (r_ptr->flags3 & RF3_IM_ELEC)
+                               if (r_ptr->flagsr & RFR_EFF_IM_ELEC_MASK)
                                {
-                                       if (m_ptr->ml)
+                                       if (m_ptr->ml && is_original_ap(m_ptr))
                                        {
-                                               r_ptr->r_flags3 |= RF3_IM_ELEC;
+                                               r_ptr->r_flagsr |= (r_ptr->flagsr & RFR_EFF_IM_ELEC_MASK);
                                        }
                                }
 
                                /* Otherwise, take the damage */
-                               else if (((f1 & TR1_BRAND_ELEC) || (p_ptr->special_attack & (ATTACK_ELEC))) && (mode == HISSATSU_ELEC))
+                               else if ((have_flag(flgs, TR_BRAND_ELEC) || ((p_ptr->special_attack & (ATTACK_ELEC)) && !thrown)) && (mode == HISSATSU_ELEC))
                                {
                                        if (mult < 70) mult = 70;
                                }
@@ -396,24 +507,24 @@ s16b tot_dam_aux(object_type *o_ptr, int tdam, monster_type *m_ptr, int mode)
                        }
 
                        /* Brand (Fire) */
-                       if ((f1 & TR1_BRAND_FIRE) || (p_ptr->special_attack & (ATTACK_FIRE)) || (mode == HISSATSU_FIRE))
+                       if (have_flag(flgs, TR_BRAND_FIRE) || ((p_ptr->special_attack & (ATTACK_FIRE)) && !thrown) || (mode == HISSATSU_FIRE))
                        {
                                /* Notice immunity */
-                               if (r_ptr->flags3 & RF3_IM_FIRE)
+                               if (r_ptr->flagsr & RFR_EFF_IM_FIRE_MASK)
                                {
-                                       if (m_ptr->ml)
+                                       if (m_ptr->ml && is_original_ap(m_ptr))
                                        {
-                                               r_ptr->r_flags3 |= RF3_IM_FIRE;
+                                               r_ptr->r_flagsr |= (r_ptr->flagsr & RFR_EFF_IM_FIRE_MASK);
                                        }
                                }
 
                                /* Otherwise, take the damage */
-                               else if (((f1 & TR1_BRAND_FIRE) || (p_ptr->special_attack & (ATTACK_FIRE))) && (mode == HISSATSU_FIRE))
+                               else if ((have_flag(flgs, TR_BRAND_FIRE) || ((p_ptr->special_attack & (ATTACK_FIRE)) && !thrown)) && (mode == HISSATSU_FIRE))
                                {
                                        if (r_ptr->flags3 & RF3_HURT_FIRE)
                                        {
                                                if (mult < 70) mult = 70;
-                                               if (m_ptr->ml)
+                                               if (m_ptr->ml && is_original_ap(m_ptr))
                                                {
                                                        r_ptr->r_flags3 |= RF3_HURT_FIRE;
                                                }
@@ -425,7 +536,7 @@ s16b tot_dam_aux(object_type *o_ptr, int tdam, monster_type *m_ptr, int mode)
                                        if (r_ptr->flags3 & RF3_HURT_FIRE)
                                        {
                                                if (mult < 50) mult = 50;
-                                               if (m_ptr->ml)
+                                               if (m_ptr->ml && is_original_ap(m_ptr))
                                                {
                                                        r_ptr->r_flags3 |= RF3_HURT_FIRE;
                                                }
@@ -435,23 +546,23 @@ s16b tot_dam_aux(object_type *o_ptr, int tdam, monster_type *m_ptr, int mode)
                        }
 
                        /* Brand (Cold) */
-                       if ((f1 & TR1_BRAND_COLD) || (p_ptr->special_attack & (ATTACK_COLD)) || (mode == HISSATSU_COLD))
+                       if (have_flag(flgs, TR_BRAND_COLD) || ((p_ptr->special_attack & (ATTACK_COLD)) && !thrown) || (mode == HISSATSU_COLD))
                        {
                                /* Notice immunity */
-                               if (r_ptr->flags3 & RF3_IM_COLD)
+                               if (r_ptr->flagsr & RFR_EFF_IM_COLD_MASK)
                                {
-                                       if (m_ptr->ml)
+                                       if (m_ptr->ml && is_original_ap(m_ptr))
                                        {
-                                               r_ptr->r_flags3 |= RF3_IM_COLD;
+                                               r_ptr->r_flagsr |= (r_ptr->flagsr & RFR_EFF_IM_COLD_MASK);
                                        }
                                }
                                /* Otherwise, take the damage */
-                               else if (((f1 & TR1_BRAND_COLD) || (p_ptr->special_attack & (ATTACK_COLD))) && (mode == HISSATSU_COLD))
+                               else if ((have_flag(flgs, TR_BRAND_COLD) || ((p_ptr->special_attack & (ATTACK_COLD)) && !thrown)) && (mode == HISSATSU_COLD))
                                {
                                        if (r_ptr->flags3 & RF3_HURT_COLD)
                                        {
                                                if (mult < 70) mult = 70;
-                                               if (m_ptr->ml)
+                                               if (m_ptr->ml && is_original_ap(m_ptr))
                                                {
                                                        r_ptr->r_flags3 |= RF3_HURT_COLD;
                                                }
@@ -463,7 +574,7 @@ s16b tot_dam_aux(object_type *o_ptr, int tdam, monster_type *m_ptr, int mode)
                                        if (r_ptr->flags3 & RF3_HURT_COLD)
                                        {
                                                if (mult < 50) mult = 50;
-                                               if (m_ptr->ml)
+                                               if (m_ptr->ml && is_original_ap(m_ptr))
                                                {
                                                        r_ptr->r_flags3 |= RF3_HURT_COLD;
                                                }
@@ -473,19 +584,19 @@ s16b tot_dam_aux(object_type *o_ptr, int tdam, monster_type *m_ptr, int mode)
                        }
 
                        /* Brand (Poison) */
-                       if ((f1 & TR1_BRAND_POIS) || (p_ptr->special_attack & (ATTACK_POIS)) || (mode == HISSATSU_POISON))
+                       if (have_flag(flgs, TR_BRAND_POIS) || ((p_ptr->special_attack & (ATTACK_POIS)) && !thrown) || (mode == HISSATSU_POISON))
                        {
                                /* Notice immunity */
-                               if (r_ptr->flags3 & RF3_IM_POIS)
+                               if (r_ptr->flagsr & RFR_EFF_IM_POIS_MASK)
                                {
-                                       if (m_ptr->ml)
+                                       if (m_ptr->ml && is_original_ap(m_ptr))
                                        {
-                                               r_ptr->r_flags3 |= RF3_IM_POIS;
+                                               r_ptr->r_flagsr |= (r_ptr->flagsr & RFR_EFF_IM_POIS_MASK);
                                        }
                                }
 
                                /* Otherwise, take the damage */
-                               else if (((f1 & TR1_BRAND_POIS) || (p_ptr->special_attack & (ATTACK_POIS))) && (mode == HISSATSU_POISON))
+                               else if ((have_flag(flgs, TR_BRAND_POIS) || ((p_ptr->special_attack & (ATTACK_POIS)) && !thrown)) && (mode == HISSATSU_POISON))
                                {
                                        if (mult < 35) mult = 35;
                                }
@@ -494,7 +605,7 @@ s16b tot_dam_aux(object_type *o_ptr, int tdam, monster_type *m_ptr, int mode)
                                        if (mult < 25) mult = 25;
                                }
                        }
-                       if ((mode == HISSATSU_ZANMA) && (r_ptr->flags3 & (RF3_DEMON | RF3_UNDEAD | RF3_NONLIVING)) && (r_ptr->flags3 & RF3_EVIL))
+                       if ((mode == HISSATSU_ZANMA) && !monster_living(r_ptr) && (r_ptr->flags3 & RF3_EVIL))
                        {
                                if (mult < 15) mult = 25;
                                else if (mult < 50) mult = MIN(50, mult+20);
@@ -503,7 +614,7 @@ s16b tot_dam_aux(object_type *o_ptr, int tdam, monster_type *m_ptr, int mode)
                        {
                                if (r_ptr->flags3 & RF3_UNDEAD)
                                {
-                                       if (m_ptr->ml)
+                                       if (m_ptr->ml && is_original_ap(m_ptr))
                                        {
                                                r_ptr->r_flags3 |= RF3_UNDEAD;
                                        }
@@ -513,25 +624,25 @@ s16b tot_dam_aux(object_type *o_ptr, int tdam, monster_type *m_ptr, int mode)
                                if (mult == 10) mult = 40;
                                else if (mult < 60) mult = MIN(60, mult+30);
                        }
-                       if ((mode == HISSATSU_SEKIRYUKA) && p_ptr->cut && !(r_ptr->flags3 & (RF3_DEMON | RF3_UNDEAD | RF3_NONLIVING)))
+                       if ((mode == HISSATSU_SEKIRYUKA) && p_ptr->cut && monster_living(r_ptr))
                        {
                                int tmp = MIN(100, MAX(10, p_ptr->cut / 10));
                                if (mult < tmp) mult = tmp;
                        }
                        if ((mode == HISSATSU_HAGAN) && (r_ptr->flags3 & RF3_HURT_ROCK))
                        {
-                               if (m_ptr->ml)
+                               if (m_ptr->ml && is_original_ap(m_ptr))
                                {
                                        r_ptr->r_flags3 |= RF3_HURT_ROCK;
                                }
                                if (mult == 10) mult = 40;
                                else if (mult < 60) mult = 60;
                        }
-                       if ((p_ptr->pclass != CLASS_SAMURAI) && (f1 & TR1_FORCE_WEPON) && (p_ptr->csp > (o_ptr->dd * o_ptr->ds / 5)))
+                       if ((p_ptr->pclass != CLASS_SAMURAI) && (have_flag(flgs, TR_FORCE_WEAPON)) && (p_ptr->csp > (o_ptr->dd * o_ptr->ds / 5)))
                        {
                                p_ptr->csp -= (1+(o_ptr->dd * o_ptr->ds / 5));
                                p_ptr->redraw |= (PR_MANA);
-                               mult = MIN(60, mult * 7 / 2);
+                               mult = mult * 3 / 2 + 20;
                        }
                        break;
                }
@@ -568,26 +679,16 @@ void search(void)
                for (x = (px - 1); x <= (px + 1); x++)
                {
                        /* Sometimes, notice things */
-                       if (rand_int(100) < chance)
+                       if (randint0(100) < chance)
                        {
                                /* Access the grid */
                                c_ptr = &cave[y][x];
 
-#ifdef USE_SCRIPT
-                               if (player_search_grid_callback(y, x))
-                               {
-                                       /* Disturb */
-                                       disturb(0, 0);
-
-                                       return;
-                               }
-#endif /* USE_SCRIPT */
-
                                /* Invisible trap */
-                               if (c_ptr->info & CAVE_TRAP)
+                               if (c_ptr->mimic && is_trap(c_ptr->feat))
                                {
                                        /* Pick a trap */
-                                       pick_trap(y, x);
+                                       disclose_grid(y, x);
 
                                        /* Message */
 #ifdef JP
@@ -602,7 +703,7 @@ void search(void)
                                }
 
                                /* Secret door */
-                               if (c_ptr->feat == FEAT_SECRET)
+                               if (is_hidden_door(c_ptr))
                                {
                                        /* Message */
 #ifdef JP
@@ -611,9 +712,8 @@ void search(void)
                                        msg_print("You have found a secret door.");
 #endif
 
-
-                                       /* Pick a door */
-                                       place_closed_door(y, x);
+                                       /* Disclose */
+                                       disclose_grid(y, x);
 
                                        /* Disturb */
                                        disturb(0, 0);
@@ -683,7 +783,6 @@ void py_pickup_aux(int o_idx)
        char old_name[MAX_NLEN];
        char kazu_str[80];
        int hirottakazu;
-       extern char *object_desc_kosuu(char *t, object_type *o_ptr);
 #else
        char o_name[MAX_NLEN];
 #endif
@@ -751,8 +850,9 @@ void py_pickup_aux(int o_idx)
                    (quest[i].status == QUEST_STATUS_TAKEN) &&
                           (quest[i].k_idx == o_ptr->name1))
                {
+                       if (record_fix_quest) do_cmd_write_nikki(NIKKI_FIX_QUEST_C, i, NULL);
                        quest[i].status = QUEST_STATUS_COMPLETED;
-                       quest[i].complev = p_ptr->lev;
+                       quest[i].complev = (byte)p_ptr->lev;
 #ifdef JP
                        msg_print("¥¯¥¨¥¹¥È¤òãÀ®¤·¤¿¡ª");
 #else
@@ -765,660 +865,6 @@ void py_pickup_aux(int o_idx)
 }
 
 
-bool can_player_destroy_object(object_type *o_ptr)
-{
-       /* Artifacts cannot be destroyed */
-       if (artifact_p(o_ptr) || o_ptr->art_name)
-       {
-               byte feel = FEEL_SPECIAL;
-
-               /* Hack -- Handle icky artifacts */
-               if (cursed_p(o_ptr) || broken_p(o_ptr)) feel = FEEL_TERRIBLE;
-
-               /* Hack -- inscribe the artifact */
-               o_ptr->feeling = feel;
-
-               /* We have "felt" it (again) */
-               o_ptr->ident |= (IDENT_SENSE);
-
-               /* Combine the pack */
-               p_ptr->notice |= (PN_COMBINE);
-
-               /* Redraw equippy chars */
-               p_ptr->redraw |= (PR_EQUIPPY);
-
-               /* Window stuff */
-               p_ptr->window |= (PW_INVEN | PW_EQUIP);
-
-               /* Done */
-               return FALSE;
-       }
-
-       return TRUE;
-}
-
-/** ¼«Æ°½¦¤¤È½Äê **/
-
-int is_autopick(object_type *o_ptr)
-{
-       int i;
-       unsigned char o_name[MAX_NLEN];
-       cptr str;
-#ifdef JP
-       static char kanji_colon[] = "¡§";
-#endif
-
-       if (o_ptr->tval == TV_GOLD) return -1;
-       
-       object_desc(o_name, o_ptr, FALSE, 3);
-       for (i = 0; o_name[i]; i++)
-       {
-#ifdef JP
-               if (iskanji(o_name[i]))
-                       i++;
-               else
-#endif
-               if (isupper(o_name[i]))
-                       o_name[i] = tolower(o_name[i]);
-       }
-       
-       for (i=0; i<max_autopick; i++)
-       {
-               int len = 0;
-               bool collectable = FALSE;
-               bool flag = FALSE;
-
-               str = autopick_name[i];
-
-#ifdef JP              
-               /*** ¤¹¤Ù¤Æ¤Î... ***/
-               if (!strncmp(str, "¤¹¤Ù¤Æ¤Î", 8)) str+= 8;
-
-               /*** ´û¤Ë»ý¤Ã¤Æ¤¤¤ë¥¢¥¤¥Æ¥à ***/
-               if (!strncmp(str, "¼ý½¸Ãæ¤Î", 8))
-               {
-                       collectable = TRUE;
-                       str+= 8;
-               }
-
-               /*** Ì¤´ÕÄê¤Î... ***/
-               if (!strncmp(str, "̤´ÕÄê¤Î",8) &&
-                   !object_known_p(o_ptr) && !( (o_ptr->ident)&IDENT_SENSE)) str+= 8;
-               
-               /*** ´ÕÄêºÑ¤ß¤Î... ***/
-               if (!strncmp(str, "´ÕÄêºÑ¤ß¤Î",10) &&
-                   object_known_p(o_ptr) ) str+= 10;
-
-               /*** *´ÕÄê*ºÑ¤ß¤Î... ***/
-               if (!strncmp(str, "*´ÕÄê*ºÑ¤ß¤Î",12) &&
-                   object_known_p(o_ptr) && (o_ptr->ident & IDENT_MENTAL) ) str+= 12;
-               
-               /*** ÌµÌäÎ... ***/
-               if (!strncmp(str, "̵ÌäÎ", 6)
-                   && (object_known_p(o_ptr)) && !o_ptr->inscription
-                   && (!o_ptr->name1 && !o_ptr->name2 && !o_ptr->art_name))
-               {
-                       switch (o_ptr->tval)
-                       {
-                       case TV_SHOT: case TV_ARROW: case TV_BOLT: case TV_BOW:
-                       case TV_DIGGING: case TV_HAFTED: case TV_POLEARM: case TV_SWORD: 
-                       case TV_BOOTS: case TV_GLOVES: case TV_HELM: case TV_CROWN:
-                       case TV_SHIELD: case TV_CLOAK:
-                       case TV_SOFT_ARMOR: case TV_HARD_ARMOR: case TV_DRAG_ARMOR:
-                       case TV_LITE: case TV_AMULET: case TV_RING: case TV_CARD:
-                               str += 6;
-                       }
-               }
-               
-               /*** Ì¤È½ÌÀ¤Î...  ***/
-               if (!strncmp(str, "̤ȽÌÀ¤Î",8) && 
-                   !object_aware_p(o_ptr)) str+= 8;
-               
-               /*** Ìµ²ÁÃͤÎ... ***/
-               if (!strncmp(str, "̵²ÁÃͤÎ", 8)
-                   && object_value(o_ptr) <= 0) str+= 8;
-               
-               /*** ¥À¥¤¥¹ÌÜ2 ***/
-               if (o_ptr->tval != TV_BOW && !strncmp(str, "¥À¥¤¥¹Ìܤΰ㤦", 14))
-               {
-                       object_kind *k_ptr = &k_info[o_ptr->k_idx];
-                       
-                       if ((o_ptr->dd != k_ptr->dd) || (o_ptr->ds != k_ptr->ds))
-                       {
-                               str += 14;
-                       }
-               }
-               
-               /*** ¥À¥¤¥¹ÌÜ ***/
-               if (!strncmp(str, "¥À¥¤¥¹ÌÜ", 8) && isdigit(*(str + 8)) && isdigit(*(str + 9))){
-                       if ( (o_ptr->dd) * (o_ptr->ds) >= (*(str+8)-'0') * 10 + (*(str + 9)-'0')) str+= 10;
-                       if (!strncmp(str, "°Ê¾å¤Î", 6)) str+= 6;
-               }
-               
-               /*** ¾Þ¶â¼ó¤Î»àÂÎ/¹ü ***/
-               if (!strncmp(str, "¾Þ¶â¼ó¤Î", 8) &&
-                   (o_ptr->tval == TV_CORPSE) &&
-                   object_is_shoukinkubi(o_ptr)) str+= 8;
-               
-               /*** ¥æ¥Ë¡¼¥¯¡¦¥â¥ó¥¹¥¿¡¼¤Î»àÂÎ/¹ü ***/
-               if (!strncmp(str, "¥æ¥Ë¡¼¥¯¡¦¥â¥ó¥¹¥¿¡¼¤Î", 22) &&
-                   ((o_ptr->tval == TV_CORPSE) || (o_ptr->tval == TV_STATUE)) &&
-                   (r_info[o_ptr->pval].flags1 & RF1_UNIQUE)) str+= 22;
-               
-               /*** ¿Í´Ö¤Î»àÂÎ/¹ü (for Daemon) ***/
-               if (!strncmp(str, "¿Í´Ö¤Î", 6) &&
-                   (o_ptr->tval == TV_CORPSE) &&
-                   (strchr("pht", r_info[o_ptr->pval].d_char))) str+= 6;
-               
-               /*** º£¤Î¿¦¶È¤Ç»È¤¨¤Ê¤¤ËâË¡½ñ ***/
-               if (!strncmp(str, "Æɤá¤Ê¤¤", 8) &&
-                   (o_ptr->tval >= TV_LIFE_BOOK) &&
-                   !check_book_realm(o_ptr->tval, o_ptr->sval)) str += 8;
-               
-               /*** Âè°ìÎΰè¤ÎËâË¡½ñ ***/
-               if (!strncmp(str, "Âè°ìÎΰè¤Î", 10) &&
-                   !(p_ptr->pclass == CLASS_SORCERER) &&
-                   !(p_ptr->pclass == CLASS_RED_MAGE) &&
-                   (o_ptr->tval >= TV_LIFE_BOOK) &&
-                   (REALM1_BOOK == o_ptr->tval) ) str += 10;
-               
-               /*** ÂèÆóÎΰè¤ÎËâË¡½ñ ***/
-               if (!strncmp(str, "ÂèÆóÎΰè¤Î", 10) &&
-                   !(p_ptr->pclass == CLASS_SORCERER) &&
-                   !(p_ptr->pclass == CLASS_RED_MAGE) &&
-                   (o_ptr->tval >= TV_LIFE_BOOK) &&
-                   (REALM2_BOOK == o_ptr->tval) ) str += 10;
-               
-               /*** nºýÌܤÎËâË¡½ñ ***/
-               if (!strncmp(str + 1, "ºýÌܤÎ", 6) &&
-                   (o_ptr->tval >= TV_LIFE_BOOK) &&
-                   (*str == '1' + o_ptr->sval) ) str += 6 + 1;
-               
-               
-               /*** ¥¢¥¤¥Æ¥à¤Î¥«¥Æ¥´¥ê»ØÄêͽÌó¸ì ***/
-               if (!strncmp(str, "¥¢¥¤¥Æ¥à",8)) len = 8;
-               
-               else if (!strncmp(str, "Éð´ï", 4)){
-                       switch( o_ptr->tval ){
-                       case TV_BOW:
-                       case TV_HAFTED:
-                       case TV_POLEARM:
-                       case TV_SWORD:
-                       case TV_DIGGING:
-                       {len =  4; break;}
-                       }
-               }
-               
-               else if (!strncmp(str, "Ëɶñ", 4)){
-                       switch( o_ptr->tval ){
-                       case TV_BOOTS:
-                       case TV_GLOVES:
-                       case TV_CLOAK:
-                       case TV_CROWN:
-                       case TV_HELM:
-                       case TV_SHIELD:
-                       case TV_SOFT_ARMOR:
-                       case TV_HARD_ARMOR:
-                       case TV_DRAG_ARMOR:
-                       {len =  4; break;}
-                       }
-               }
-               
-               else if (!strncmp(str, "Ìð", 2)){
-                       switch( o_ptr->tval ){
-                       case TV_SHOT:
-                       case TV_BOLT:
-                       case TV_ARROW:
-                       {len =  2;break;}
-                       }
-               }
-               
-               else if (!strncmp(str, "ËâË¡¥¢¥¤¥Æ¥à", 12)){
-                       switch( o_ptr->tval ){
-                       case TV_SCROLL:
-                       case TV_STAFF:
-                       case TV_WAND:
-                       case TV_ROD:
-                       {len =  12; break;}
-                       }
-               }
-               
-               else if (!strncmp(str, "¸÷¸»", 4)){
-                       switch( o_ptr->tval ){
-                       case TV_LITE:
-                       {len =  4; break;}
-                       }
-               }
-               
-               else if (!strncmp(str, "¤¬¤é¤¯¤¿", 8)){
-                       switch( o_ptr->tval ){
-                       case TV_SKELETON:
-                       case TV_BOTTLE:
-                       case TV_JUNK:
-                       case TV_STATUE:
-                       {len =  8; break;}
-                       }
-               }
-               else if (!strncmp(str, "ËâË¡½ñ", 6) &&
-                        o_ptr->tval >= TV_LIFE_BOOK) len = 6;
-               else if (!strncmp(str, "Æß´ï", 4) &&
-                        o_ptr->tval == TV_HAFTED) len = 4;
-               else if (!strncmp(str, "½â", 2) &&
-                        o_ptr->tval == TV_SHIELD) len = 2;
-               else if (!strncmp(str, "µÝ", 2) &&
-                        o_ptr->tval == TV_BOW) len = 2;
-               else if (!strncmp(str, "»ØÎØ", 4) &&
-                        o_ptr->tval == TV_RING) len = 4;
-               else if (!strncmp(str, "¥¢¥ß¥å¥ì¥Ã¥È", 12) &&
-                        o_ptr->tval == TV_AMULET) len = 12;
-               else if (!strncmp(str, "³»", 2) &&
-                        (o_ptr->tval == TV_DRAG_ARMOR || o_ptr->tval == TV_HARD_ARMOR ||
-                         o_ptr->tval == TV_SOFT_ARMOR)) len = 2;
-               else if (!strncmp(str, "¥¯¥í¡¼¥¯", 8) &&
-                        o_ptr->tval == TV_CLOAK) len = 8;
-               else if (!strncmp(str, "³õ", 2) &&
-                        (o_ptr->tval == TV_CROWN || o_ptr->tval == TV_HELM)) len = 2;
-               else if (!strncmp(str, "äƼê", 4) &&
-                        o_ptr->tval == TV_GLOVES) len = 4;
-               else if (!strncmp(str, "·¤", 2) &&
-                        o_ptr->tval == TV_BOOTS) len = 2;
-
-               str += len;
-               if (*str == 0)
-                       flag = TRUE;
-               else if (*str == ':')
-                       str += 1;
-               else if (*str == kanji_colon[0] && *(str+1) == kanji_colon[1])
-                       str += 2;
-               else if (len)
-                       continue;
-#else
-#define NEXT_WORD(len) (void)(str += len, str += (' '==*str)?1:0)
-
-               /*** ¤¹¤Ù¤Æ¤Î... ***/
-               if (!strncmp(str, "all", 3)) NEXT_WORD(3);
-
-               /*** ´û¤Ë»ý¤Ã¤Æ¤¤¤ë¥¢¥¤¥Æ¥à ***/
-               if (!strncmp(str, "collecting", 10))
-               {
-                       collectable = TRUE;
-                       NEXT_WORD(10);
-               }
-
-               /*** Ì¤´ÕÄê¤Î... ***/
-               if (!strncmp(str, "unidentified",12) &&
-                   !object_known_p(o_ptr) && !( (o_ptr->ident)&IDENT_SENSE)) NEXT_WORD(12);
-               
-               /*** ´ÕÄêºÑ¤ß¤Î... ***/
-               if (!strncmp(str, "identified",10) &&
-                   object_known_p(o_ptr) ) NEXT_WORD(10);
-
-               /*** *´ÕÄê*ºÑ¤ß¤Î... ***/
-               if (!strncmp(str, "*identified*",12) &&
-                   object_known_p(o_ptr) && (o_ptr->ident & IDENT_MENTAL) ) NEXT_WORD(12);
-               
-               /*** ÌµÌäÎ... ***/
-               if (!strncmp(str, "nameless", 8)
-                   && (object_known_p(o_ptr)) && !o_ptr->inscription
-                   && (!o_ptr->name1 && !o_ptr->name2 && !o_ptr->art_name))
-               {
-                       switch (o_ptr->tval)
-                       {
-                       case TV_SHOT: case TV_ARROW: case TV_BOLT: case TV_BOW:
-                       case TV_DIGGING: case TV_HAFTED: case TV_POLEARM: case TV_SWORD: 
-                       case TV_BOOTS: case TV_GLOVES: case TV_HELM: case TV_CROWN:
-                       case TV_SHIELD: case TV_CLOAK:
-                       case TV_SOFT_ARMOR: case TV_HARD_ARMOR: case TV_DRAG_ARMOR:
-                       case TV_LITE: case TV_AMULET: case TV_RING: case TV_CARD:
-                               str += 9;
-                       }
-               }
-               
-               /*** Ì¤È½ÌÀ¤Î...  ***/
-               if (!strncmp(str, "unaware",7) && 
-                   !object_aware_p(o_ptr)) NEXT_WORD(7);
-               
-               /*** Ìµ²ÁÃͤÎ... ***/
-               if (!strncmp(str, "worthless", 9)
-                   && object_value(o_ptr) <= 0) NEXT_WORD(9);
-               
-               /*** ¥À¥¤¥¹ÌÜ2 ***/
-               if (o_ptr->tval != TV_BOW && !strncmp(str, "dice boosted", 12))
-               {
-                       object_kind *k_ptr = &k_info[o_ptr->k_idx];                     
-                       if ((o_ptr->dd != k_ptr->dd) || (o_ptr->ds != k_ptr->ds))
-                               str += 13;
-               }
-               
-               /*** ¥À¥¤¥¹ÌÜ ***/
-               if (!strncmp(str, "more than ", 10) &&
-                   !strncmp(str+2+10, " dice ", 6) &&
-                   isdigit(str[10]) && isdigit(str[11]) &&
-                   o_ptr->dd * o_ptr->ds >= (str[10]-'0') * 10 + (str[11]-'0'))
-                       NEXT_WORD(10+2+6);
-               
-               /*** ¾Þ¶â¼ó¤Î»àÂÎ/¹ü ***/
-               if (!strncmp(str, "wanted", 6) &&
-                   (o_ptr->tval == TV_CORPSE) &&
-                   object_is_shoukinkubi(o_ptr)) NEXT_WORD(6);
-               
-               /*** ¥æ¥Ë¡¼¥¯¡¦¥â¥ó¥¹¥¿¡¼¤Î»àÂÎ/¹ü ***/
-               if (!strncmp(str, "unique monster's", 16) &&
-                   ((o_ptr->tval == TV_CORPSE) || (o_ptr->tval == TV_STATUE)) &&
-                   (r_info[o_ptr->pval].flags1 & RF1_UNIQUE)) NEXT_WORD(16);
-               
-               /*** ¿Í´Ö¤Î»àÂÎ/¹ü (for Daemon) ***/
-               if (!strncmp(str, "human", 5) &&
-                   (o_ptr->tval == TV_CORPSE) &&
-                   (strchr("pht", r_info[o_ptr->pval].d_char))) NEXT_WORD(5);
-               
-               /*** º£¤Î¿¦¶È¤Ç»È¤¨¤Ê¤¤ËâË¡½ñ ***/
-               if (!strncmp(str, "unreadable", 10) &&
-                   (o_ptr->tval >= TV_LIFE_BOOK) &&
-                   !check_book_realm(o_ptr->tval, o_ptr->sval)) NEXT_WORD(10);
-               
-               /*** Âè°ìÎΰè¤ÎËâË¡½ñ ***/
-               if (!strncmp(str, "first realm's", 13) &&
-                   !(p_ptr->pclass == CLASS_SORCERER) &&
-                   !(p_ptr->pclass == CLASS_RED_MAGE) &&
-                   (o_ptr->tval >= TV_LIFE_BOOK) &&
-                   (REALM1_BOOK == o_ptr->tval) ) NEXT_WORD(13);
-               
-               /*** ÂèÆóÎΰè¤ÎËâË¡½ñ ***/
-               if (!strncmp(str, "second realm's", 14) &&
-                   !(p_ptr->pclass == CLASS_SORCERER) &&
-                   !(p_ptr->pclass == CLASS_RED_MAGE) &&
-                   (o_ptr->tval >= TV_LIFE_BOOK) &&
-                   (REALM2_BOOK == o_ptr->tval) ) NEXT_WORD(14);
-               
-               /*** nºýÌܤÎËâË¡½ñ ***/
-               if (!strncmp(str, "first", 5) &&
-                   (o_ptr->tval >= TV_LIFE_BOOK) &&
-                   (0 == o_ptr->sval) ) NEXT_WORD(5);
-               if (!strncmp(str, "second", 6) &&
-                   (o_ptr->tval >= TV_LIFE_BOOK) &&
-                   (1 == o_ptr->sval) ) NEXT_WORD(6);
-               if (!strncmp(str, "third", 5) &&
-                   (o_ptr->tval >= TV_LIFE_BOOK) &&
-                   (2 == o_ptr->sval) ) NEXT_WORD(5);
-               if (!strncmp(str, "fourth", 6) &&
-                   (o_ptr->tval >= TV_LIFE_BOOK) &&
-                   (3 == o_ptr->sval) ) NEXT_WORD(6);
-               
-               /*** ¥¢¥¤¥Æ¥à¤Î¥«¥Æ¥´¥ê»ØÄêͽÌó¸ì ***/
-               if (!strncmp(str, "items",5)) len = 5;
-               
-               else if (!strncmp(str, "artifacts", 9)){
-                       if (object_known_p(o_ptr)
-                           && (artifact_p(o_ptr) || o_ptr->art_name))
-                               len = 9;
-               }
-
-               else if (!strncmp(str, "weapons", 7)){
-                       switch( o_ptr->tval ){
-                       case TV_BOW:
-                       case TV_HAFTED:
-                       case TV_POLEARM:
-                       case TV_SWORD:
-                       case TV_DIGGING:
-                       {len =  7; break;}
-                       }
-               }
-               
-               else if (!strncmp(str, "armors", 6)){
-                       switch( o_ptr->tval ){
-                       case TV_BOOTS:
-                       case TV_GLOVES:
-                       case TV_CLOAK:
-                       case TV_CROWN:
-                       case TV_HELM:
-                       case TV_SHIELD:
-                       case TV_SOFT_ARMOR:
-                       case TV_HARD_ARMOR:
-                       case TV_DRAG_ARMOR:
-                       {len =  6; break;}
-                       }
-               }
-               
-               else if (!strncmp(str, "missiles", 8)){
-                       switch( o_ptr->tval ){
-                       case TV_SHOT:
-                       case TV_BOLT:
-                       case TV_ARROW:
-                       {len =  8;break;}
-                       }
-               }
-               
-               else if (!strncmp(str, "magical devices", 15)){
-                       switch( o_ptr->tval ){
-                       case TV_SCROLL:
-                       case TV_STAFF:
-                       case TV_WAND:
-                       case TV_ROD:
-                       {len =  15; break;}
-                       }
-               }
-               
-               else if (!strncmp(str, "lights", 6)){
-                       switch( o_ptr->tval ){
-                       case TV_LITE:
-                       {len =  6; break;}
-                       }
-               }
-               
-               else if (!strncmp(str, "junks", 5)){
-                       switch( o_ptr->tval ){
-                       case TV_SKELETON:
-                       case TV_BOTTLE:
-                       case TV_JUNK:
-                       case TV_STATUE:
-                       {len =  5; break;}
-                       }
-               }
-               else if (!strncmp(str, "spellbooks", 10) &&
-                        o_ptr->tval >= TV_LIFE_BOOK) len = 10;
-               else if (!strncmp(str, "hafted weapons", 14) &&
-                        o_ptr->tval == TV_HAFTED) len = 14;
-               else if (!strncmp(str, "shields", 7) &&
-                        o_ptr->tval == TV_SHIELD) len = 7;
-               else if (!strncmp(str, "bows", 4) &&
-                        o_ptr->tval == TV_BOW) len = 4;
-               else if (!strncmp(str, "rings", 5) &&
-                        o_ptr->tval == TV_RING) len = 5;
-               else if (!strncmp(str, "amulets", 7) &&
-                        o_ptr->tval == TV_AMULET) len = 7;
-               else if (!strncmp(str, "suits", 5) &&
-                        (o_ptr->tval == TV_DRAG_ARMOR || o_ptr->tval == TV_HARD_ARMOR ||
-                         o_ptr->tval == TV_SOFT_ARMOR)) len = 5;
-               else if (!strncmp(str, "cloaks", 6) &&
-                        o_ptr->tval == TV_CLOAK) len = 6;
-               else if (!strncmp(str, "helms", 5) &&
-                        (o_ptr->tval == TV_CROWN || o_ptr->tval == TV_HELM)) len = 5;
-               else if (!strncmp(str, "gloves", 6) &&
-                        o_ptr->tval == TV_GLOVES) len = 6;
-               else if (!strncmp(str, "boots", 5) &&
-                        o_ptr->tval == TV_BOOTS) len = 5;
-
-               str += len;
-               if (*str == 0)
-                       flag = TRUE;
-               else if (*str == ':')
-                       str += 1;
-               else if (len)
-                       continue;
-#endif
-
-               if (*str == '^')
-               {
-                       str++;
-                       if (!strncmp(o_name, str, strlen(str)))
-                               flag = TRUE;
-               }
-               else
-#ifdef JP
-                       if (strstr_j(o_name, str))
-#else
-                       if (strstr(o_name, str))
-#endif
-               {
-                       flag = TRUE;
-               }
-
-               if (flag)
-               {
-                       int j;
-                       if (!collectable)
-                               return i;
-                       /* Check if there is a same item */
-                       for (j = 0; j < INVEN_PACK; j++)
-                       {
-                               if (inventory[j].k_idx == o_ptr->k_idx)
-                                       return i;
-                       }
-               }
-       }/* for */
-
-       return -1;
-}
-
-
-static bool is_autopick2( object_type *o_ptr) {
-      cptr s;
-
-      /* No inscription */
-      if (!o_ptr->inscription) return (FALSE);
-
-      /* Find a '=' */
-      s = strchr(quark_str(o_ptr->inscription), '=');
-
-      /* Process inscription */
-      while (s)
-      {
-              /* Auto-pickup on "=g" */
-              if (s[1] == 'g') return (TRUE);
-
-              /* Find another '=' */
-              s = strchr(s + 1, '=');
-      }
-
-      /* Don't auto pickup */
-      return (FALSE);
-}
-
-/*
- * Automatically destroy items in this grid.
- */
-static bool is_opt_confirm_destroy(object_type *o_ptr)
-{
-       if (!destroy_items) return FALSE;
-
-       /* Known to be worthless? */
-       if (leave_worth)
-               if (object_value(o_ptr) > 0) return FALSE;
-       
-       if (leave_equip)
-               if ((o_ptr->tval >= TV_SHOT) && (o_ptr->tval <= TV_DRAG_ARMOR)) return FALSE;
-       
-       if (leave_chest)
-               if ((o_ptr->tval == TV_CHEST) && o_ptr->pval) return FALSE;
-       
-       if (leave_wanted)
-       {
-               if (o_ptr->tval == TV_CORPSE
-                   && object_is_shoukinkubi(o_ptr)) return FALSE;
-       }
-       
-       if (leave_corpse)
-               if (o_ptr->tval == TV_CORPSE) return FALSE;
-       
-       if (leave_junk)
-               if ((o_ptr->tval == TV_SKELETON) || (o_ptr->tval == TV_BOTTLE) || (o_ptr->tval == TV_JUNK) || (o_ptr->tval == TV_STATUE)) return FALSE;
-       
-       if (o_ptr->tval == TV_GOLD) return FALSE;
-       
-       return TRUE;
-}
-
-/*
- * Automatically pickup/destroy items in this grid.
- */
-static void auto_pickup_items(cave_type *c_ptr)
-{
-       s16b this_o_idx, next_o_idx = 0;
-       s16b inscribe_flags(object_type *o_ptr, cptr out_val);
-       
-       char o_name[MAX_NLEN];
-       int idx;
-       
-       /* Scan the pile of objects */
-       for (this_o_idx = c_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
-       {
-               /* Acquire object */
-               object_type *o_ptr = &o_list[this_o_idx];
-               
-               /* Acquire next object */
-               next_o_idx = o_ptr->next_o_idx;
-               idx = is_autopick(o_ptr);
-
-               if (idx >= 0 && autopick_insc[idx] && !o_ptr->inscription)
-                       o_ptr->inscription = inscribe_flags(o_ptr, autopick_insc[idx]);
-
-               if (is_autopick2(o_ptr) ||
-                  (idx >= 0 && autopick_action[idx] == DO_AUTOPICK))
-               {
-                       disturb(0,0);
-
-                       if (!inven_carry_okay(o_ptr)){
-                               /* Describe the object */
-                               object_desc(o_name, o_ptr, TRUE, 3);
-                               /* Message */
-#ifdef JP
-                               msg_format("¥¶¥Ã¥¯¤Ë¤Ï%s¤òÆþ¤ì¤ë·ä´Ö¤¬¤Ê¤¤¡£", o_name);
-#else
-                               msg_format("You have no room for %s.", o_name);
-#endif
-                               continue;
-                       }
-                       py_pickup_aux(this_o_idx);
-
-                       continue;
-               }
-               
-               else if ((idx == -1 && is_opt_confirm_destroy(o_ptr)) ||
-                        (!always_pickup && (idx != -1 && autopick_action[idx] == DO_AUTODESTROY)))
-               {
-                       disturb(0,0);
-                       /* Describe the object (with {terrible/special}) */
-                       object_desc(o_name, o_ptr, TRUE, 3);
-                       /* Artifact? */
-                       if (!can_player_destroy_object(o_ptr))
-                       {
-                               /* Message */
-#ifdef JP
-                               msg_format("%s¤ÏÇ˲õÉÔǽ¤À¡£", o_name);
-#else
-                               msg_format("You cannot auto-destroy %s.", o_name);
-#endif
-                               
-                               /* Done */
-                               continue;
-                       }
-                       /* Destroy the item */
-                       delete_object_idx(this_o_idx);
-                       
-                       /* Print a message */
-#ifdef JP
-                       msg_format("%s¤ò¼«Æ°Ç˲õ¤·¤Þ¤¹¡£", o_name);
-#else
-                       msg_format("Auto-destroying %s.", o_name);
-#endif
-                       
-                       continue;
-               }
-       }
-}
-
-
 /*
  * Player "wants" to pick up an object or gold.
  * Note that we ONLY handle things that can be picked up.
@@ -1500,7 +946,7 @@ void carry(int pickup)
                        /* Message */
 #ifdef JP
                msg_format(" $%ld ¤Î²ÁÃͤ¬¤¢¤ë%s¤ò¸«¤Ä¤±¤¿¡£",
-                          (long)value, o_name);
+                          (long)value, o_name);
 #else
                        msg_format("You collect %ld gold pieces worth of %s.",
                                   (long)value, o_name);
@@ -1522,8 +968,14 @@ void carry(int pickup)
                /* Pick up objects */
                else
                {
+                       /* Hack - some objects were handled in auto_pickup_items(). */
+                       if (o_ptr->marked & OM_NOMSG)
+                       {
+                               /* Clear the flag. */
+                               o_ptr->marked &= ~OM_NOMSG;
+                       }
                        /* Describe the object */
-                       if (!pickup)
+                       else if (!pickup)
 
                        {
 #ifdef JP
@@ -1585,13 +1037,13 @@ static int check_hit(int power)
        int k, ac;
 
        /* Percentile dice */
-       k = rand_int(100);
+       k = randint0(100);
 
        /* Hack -- 5% hit, 5% miss */
        if (k < 10) return (k < 5);
 
        if (p_ptr->pseikaku == SEIKAKU_NAMAKE)
-               if (one_in_(20)) return (FALSE);
+               if (one_in_(20)) return (TRUE);
 
        /* Paranoia -- No power */
        if (power <= 0) return (FALSE);
@@ -1600,7 +1052,7 @@ static int check_hit(int power)
        ac = p_ptr->ac + p_ptr->to_a;
 
        /* Power competes against Armor */
-       if (randint(power) > ((ac * 3) / 4)) return (TRUE);
+       if (randint1(power) > ((ac * 3) / 4)) return (TRUE);
 
        /* Assume miss */
        return (FALSE);
@@ -1670,8 +1122,12 @@ static void hit_trap(bool break_trap)
                                if (autosave_l && (p_ptr->chp >= 0))
                                        do_cmd_save_game(TRUE);
 
-                               do_cmd_write_nikki(NIKKI_STAIR, 1, "Í¸Í¤ËÍî¤Á¤¿");
-                               dun_level++;
+#ifdef JP
+                               do_cmd_write_nikki(NIKKI_BUNSHOU, 0, "Í¸Í¤ËÍî¤Á¤¿");
+#else
+                               do_cmd_write_nikki(NIKKI_BUNSHOU, 0, "You have fallen through a trap door!");
+#endif
+                               prepare_change_floor_mode(CFM_DOWN | CFM_RAND_PLACE | CFM_RAND_CONNECT);
 
                                /* Leaving */
                                p_ptr->leaving = TRUE;
@@ -1740,7 +1196,7 @@ static void hit_trap(bool break_trap)
                                dam = damroll(2, 6);
 
                                /* Extra spike damage */
-                               if (rand_int(100) < 50)
+                               if (randint0(100) < 50)
                                {
 #ifdef JP
                                        msg_print("¥¹¥Ñ¥¤¥¯¤¬»É¤µ¤Ã¤¿¡ª");
@@ -1756,7 +1212,7 @@ static void hit_trap(bool break_trap)
 #endif
 
                                        dam = dam * 2;
-                                       (void)set_cut(p_ptr->cut + randint(dam));
+                                       (void)set_cut(p_ptr->cut + randint1(dam));
                                }
 
                                /* Take the damage */
@@ -1796,7 +1252,7 @@ static void hit_trap(bool break_trap)
 
 
                                /* Extra spike damage */
-                               if (rand_int(100) < 50)
+                               if (randint0(100) < 50)
                                {
 #ifdef JP
                                        msg_print("ÆǤòÅɤé¤ì¤¿¥¹¥Ñ¥¤¥¯¤¬»É¤µ¤Ã¤¿¡ª");
@@ -1813,9 +1269,9 @@ static void hit_trap(bool break_trap)
 
 
                                        dam = dam * 2;
-                                       (void)set_cut(p_ptr->cut + randint(dam));
+                                       (void)set_cut(p_ptr->cut + randint1(dam));
 
-                                       if (p_ptr->resist_pois || p_ptr->oppose_pois)
+                                       if (p_ptr->resist_pois || IS_OPPOSE_POIS())
                                        {
 #ifdef JP
                                                msg_print("¤·¤«¤·ÆǤαƶÁ¤Ï¤Ê¤«¤Ã¤¿¡ª");
@@ -1828,7 +1284,7 @@ static void hit_trap(bool break_trap)
                                        else
                                        {
                                                dam = dam * 2;
-                                               (void)set_poisoned(p_ptr->poisoned + randint(dam));
+                                               (void)set_poisoned(p_ptr->poisoned + randint1(dam));
                                        }
                                }
 
@@ -1848,14 +1304,14 @@ static void hit_trap(bool break_trap)
 #endif
 
                        c_ptr->info &= ~(CAVE_MARK);
-                       cave_set_feat(y, x, floor_type[rand_int(100)]);
-                       num = 2 + randint(3);
+                       cave_set_feat(y, x, floor_type[randint0(100)]);
+                       num = 2 + randint1(3);
                        for (i = 0; i < num; i++)
                        {
-                               (void)summon_specific(0, y, x, dun_level, 0, TRUE, FALSE, FALSE, TRUE, TRUE);
+                               (void)summon_specific(0, y, x, dun_level, 0, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE | PM_NO_PET));
                        }
 
-                       if (dun_level > randint(100)) /* No nasty effect for low levels */
+                       if (dun_level > randint1(100)) /* No nasty effect for low levels */
                        {
                                bool stop_ty = FALSE;
                                int count = 0;
@@ -1864,7 +1320,7 @@ static void hit_trap(bool break_trap)
                                {
                                        stop_ty = activate_ty_curse(stop_ty, &count);
                                }
-                               while (randint(6) == 1);
+                               while (one_in_(6));
                        }
                        break;
                }
@@ -1891,9 +1347,9 @@ static void hit_trap(bool break_trap)
 
                        dam = damroll(4, 6);
 #ifdef JP
-                       fire_dam(dam, "±ê¤Î¥È¥é¥Ã¥×", -1);
+                       (void)fire_dam(dam, "±ê¤Î¥È¥é¥Ã¥×", -1);
 #else
-                       fire_dam(dam, "a fire trap", -1);
+                       (void)fire_dam(dam, "a fire trap", -1);
 #endif
 
                        break;
@@ -1909,9 +1365,9 @@ static void hit_trap(bool break_trap)
 
                        dam = damroll(4, 6);
 #ifdef JP
-                       acid_dam(dam, "»À¤Î¥È¥é¥Ã¥×", -1);
+                       (void)acid_dam(dam, "»À¤Î¥È¥é¥Ã¥×", -1);
 #else
-                       acid_dam(dam, "an acid trap", -1);
+                       (void)acid_dam(dam, "an acid trap", -1);
 #endif
 
                        break;
@@ -1929,7 +1385,7 @@ static void hit_trap(bool break_trap)
 
                                dam = damroll(1, 4);
                                take_hit(DAMAGE_ATTACK, dam, name, -1);
-                               (void)set_slow(p_ptr->slow + rand_int(20) + 20, FALSE);
+                               (void)set_slow(p_ptr->slow + randint0(20) + 20, FALSE);
                        }
                        else
                        {
@@ -2046,7 +1502,7 @@ static void hit_trap(bool break_trap)
 
                        if (!p_ptr->resist_blind)
                        {
-                               (void)set_blind(p_ptr->blind + rand_int(50) + 25);
+                               (void)set_blind(p_ptr->blind + randint0(50) + 25);
                        }
                        break;
                }
@@ -2061,7 +1517,7 @@ static void hit_trap(bool break_trap)
 
                        if (!p_ptr->resist_conf)
                        {
-                               (void)set_confused(p_ptr->confused + rand_int(20) + 10);
+                               (void)set_confused(p_ptr->confused + randint0(20) + 10);
                        }
                        break;
                }
@@ -2074,9 +1530,9 @@ static void hit_trap(bool break_trap)
                        msg_print("A pungent green gas surrounds you!");
 #endif
 
-                       if (!p_ptr->resist_pois && !p_ptr->oppose_pois)
+                       if (!p_ptr->resist_pois && !IS_OPPOSE_POIS())
                        {
-                               (void)set_poisoned(p_ptr->poisoned + rand_int(20) + 10);
+                               (void)set_poisoned(p_ptr->poisoned + randint0(20) + 10);
                        }
                        break;
                }
@@ -2116,7 +1572,7 @@ msg_print("
                                        /* Remove the monster restriction */
                                        get_mon_num_prep(NULL, NULL);
                                }
-                               (void)set_paralyzed(p_ptr->paralyzed + rand_int(10) + 5);
+                               (void)set_paralyzed(p_ptr->paralyzed + randint0(10) + 5);
                        }
                        break;
                }
@@ -2131,17 +1587,121 @@ msg_print("
 
 
                        /* Destroy this trap */
-                       cave_set_feat(y, x, floor_type[rand_int(100)]);
+                       cave_set_feat(y, x, floor_type[randint0(100)]);
 
                        /* Make some new traps */
                        project(0, 1, y, x, 0, GF_MAKE_TRAP, PROJECT_HIDE | PROJECT_JUMP | PROJECT_GRID, -1);
 
                        break;
                }
+
+               case FEAT_TRAP_ALARM:
+               {
+#ifdef JP
+                       msg_print("¤±¤¿¤¿¤Þ¤·¤¤²»¤¬ÌĤê¶Á¤¤¤¿¡ª");
+#else
+                       msg_print("An alarm sounds!");
+#endif
+
+                       aggravate_monsters(0);
+
+                       break;
+               }
+
+               case FEAT_TRAP_OPEN:
+               {
+#ifdef JP
+                       msg_print("Âç²»¶Á¤È¶¦¤Ë¤Þ¤ï¤ê¤ÎÊɤ¬Êø¤ì¤¿¡ª");
+#else
+                       msg_print("Suddenly, surrounding walls are opened!");
+#endif
+                       (void)project(0, 3, y, x, 0, GF_DISINTEGRATE, PROJECT_GRID | PROJECT_HIDE, -1);
+                       (void)project(0, 3, y, x - 4, 0, GF_DISINTEGRATE, PROJECT_GRID | PROJECT_HIDE, -1);
+                       (void)project(0, 3, y, x + 4, 0, GF_DISINTEGRATE, PROJECT_GRID | PROJECT_HIDE, -1);
+                       aggravate_monsters(0);
+
+                       break;
+               }
+
+               case FEAT_TRAP_ARMAGEDDON:
+               {
+                       static int levs[10] = {0, 0, 20, 10, 5, 3, 2, 1, 1, 1};
+                       int evil_idx = 0, good_idx = 0;
+
+                       int lev;
+#ifdef JP
+                       msg_print("ÆÍÁ³Å·³¦¤ÎÀïÁè¤Ë´¬¤­¹þ¤Þ¤ì¤¿¡ª");
+#else
+                       msg_print("Suddenly, you are surrounded by immotal beings!");
+#endif
+
+                       /* Destroy this trap */
+                       cave_set_feat(y, x, floor_type[randint0(100)]);
+
+                       /* Summon Demons and Angels */
+                       for (lev = dun_level; lev >= 20; lev -= 1 + lev/16)
+                       {
+                               num = levs[MIN(lev/10, 9)];
+                               for (i = 0; i < num; i++)
+                               {
+                                       int x1 = rand_spread(x, 7);
+                                       int y1 = rand_spread(y, 5);
+
+                                       /* Skip illegal grids */
+                                       if (!in_bounds(y1, x1)) continue;
+
+                                       /* Require line of sight */
+                                       if (!player_has_los_bold(y1, x1)) continue;
+
+                                       if (summon_specific(0, y1, x1, lev, SUMMON_ARMAGE_EVIL, (PM_NO_PET)))
+                                               evil_idx = hack_m_idx_ii;
+
+                                       if (summon_specific(0, y1, x1, lev, SUMMON_ARMAGE_GOOD, (PM_NO_PET)))
+                                       {
+                                               good_idx = hack_m_idx_ii;
+                                       }
+
+                                       /* Let them fight each other */
+                                       if (evil_idx && good_idx)
+                                       {
+                                               monster_type *evil_ptr = &m_list[evil_idx];
+                                               monster_type *good_ptr = &m_list[good_idx];
+                                               evil_ptr->target_y = good_ptr->fy;
+                                               evil_ptr->target_x = good_ptr->fx;
+                                               good_ptr->target_y = evil_ptr->fy;
+                                               good_ptr->target_x = evil_ptr->fx;
+                                       }
+                               }
+                       }
+                       break;
+               }
+
+               case FEAT_TRAP_PIRANHA:
+               {
+#ifdef JP
+                       msg_print("ÆÍÁ³Êɤ«¤é¿å¤¬°î¤ì½Ð¤·¤¿¡ª¥Ô¥é¥Ë¥¢¤¬¤¤¤ë¡ª");
+#else
+                       msg_print("Suddenly, the room is filled with water with piranhas!");
+#endif
+
+                       /* Destroy this trap */
+                       cave_set_feat(y, x, floor_type[randint0(100)]);
+
+                       /* Water fills room */
+                       fire_ball_hide(GF_WATER_FLOW, 0, 1, 10);
+
+                       /* Summon Piranhas */
+                       num = 1 + dun_level/20;
+                       for (i = 0; i < num; i++)
+                       {
+                               (void)summon_specific(0, y, x, dun_level, SUMMON_PIRANHAS, (PM_ALLOW_GROUP | PM_NO_PET));
+                       }
+                       break;
+               }
        }
        if (break_trap && is_trap(c_ptr->feat))
        {
-               cave_set_feat(y, x, floor_type[rand_int(100)]);
+               cave_set_feat(y, x, floor_type[randint0(100)]);
 #ifdef JP
                msg_print("¥È¥é¥Ã¥×¤òÊ´ºÕ¤·¤¿¡£");
 #else
@@ -2151,7 +1711,7 @@ msg_print("
 }
 
 
-void touch_zap_player(monster_type *m_ptr)
+static void touch_zap_player(monster_type *m_ptr)
 {
        int aura_damage = 0;
        monster_race *r_ptr = &r_info[m_ptr->r_idx];
@@ -2165,7 +1725,7 @@ void touch_zap_player(monster_type *m_ptr)
                        aura_damage = damroll(1 + (r_ptr->level / 26), 1 + (r_ptr->level / 17));
 
                        /* Hack -- Get the "died from" name */
-                       monster_desc(aura_dam, m_ptr, 0x88);
+                       monster_desc(aura_dam, m_ptr, MD_IGNORE_HALLU | MD_ASSUME_VISIBLE | MD_INDEF_VISIBLE);
 
 #ifdef JP
                        msg_print("ÆÍÁ³¤È¤Æ¤âÇ®¤¯¤Ê¤Ã¤¿¡ª");
@@ -2174,11 +1734,12 @@ void touch_zap_player(monster_type *m_ptr)
 #endif
 
 
-                       if (p_ptr->oppose_fire) aura_damage = (aura_damage + 2) / 3;
+                       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);
-                       r_ptr->r_flags2 |= RF2_AURA_FIRE;
+                       if (m_ptr->ml && is_original_ap(m_ptr)) r_ptr->r_flags2 |= RF2_AURA_FIRE;
                        handle_stuff();
                }
        }
@@ -2192,7 +1753,7 @@ void touch_zap_player(monster_type *m_ptr)
                        aura_damage = damroll(1 + (r_ptr->level / 26), 1 + (r_ptr->level / 17));
 
                        /* Hack -- Get the "died from" name */
-                       monster_desc(aura_dam, m_ptr, 0x88);
+                       monster_desc(aura_dam, m_ptr, MD_IGNORE_HALLU | MD_ASSUME_VISIBLE | MD_INDEF_VISIBLE);
 
 #ifdef JP
                        msg_print("ÆÍÁ³¤È¤Æ¤â´¨¤¯¤Ê¤Ã¤¿¡ª");
@@ -2201,11 +1762,11 @@ void touch_zap_player(monster_type *m_ptr)
 #endif
 
 
-                       if (p_ptr->oppose_cold) aura_damage = (aura_damage + 2) / 3;
+                       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);
-                       r_ptr->r_flags3 |= RF3_AURA_COLD;
+                       if (m_ptr->ml && is_original_ap(m_ptr)) r_ptr->r_flags3 |= RF3_AURA_COLD;
                        handle_stuff();
                }
        }
@@ -2219,9 +1780,10 @@ void touch_zap_player(monster_type *m_ptr)
                        aura_damage = damroll(1 + (r_ptr->level / 26), 1 + (r_ptr->level / 17));
 
                        /* Hack -- Get the "died from" name */
-                       monster_desc(aura_dam, m_ptr, 0x88);
+                       monster_desc(aura_dam, m_ptr, MD_IGNORE_HALLU | MD_ASSUME_VISIBLE | MD_INDEF_VISIBLE);
 
-                       if (p_ptr->oppose_elec) aura_damage = (aura_damage + 2) / 3;
+                       if (prace_is_(RACE_ANDROID)) aura_damage += aura_damage / 3;
+                       if (IS_OPPOSE_ELEC()) aura_damage = (aura_damage + 2) / 3;
                        if (p_ptr->resist_elec) aura_damage = (aura_damage + 2) / 3;
 
 #ifdef JP
@@ -2231,7 +1793,7 @@ void touch_zap_player(monster_type *m_ptr)
 #endif
 
                        take_hit(DAMAGE_NOESCAPE, aura_damage, aura_dam, -1);
-                       r_ptr->r_flags2 |= RF2_AURA_ELEC;
+                       if (m_ptr->ml && is_original_ap(m_ptr)) r_ptr->r_flags2 |= RF2_AURA_ELEC;
                        handle_stuff();
                }
        }
@@ -2248,7 +1810,7 @@ static void natural_attack(s16b m_idx, int attack, bool *fear, bool *mdeath)
 
        int             dss, ddd;
 
-       char            *atk_desc;
+       cptr            atk_desc;
 
        switch (attack)
        {
@@ -2327,7 +1889,7 @@ static void natural_attack(s16b m_idx, int attack, bool *fear, bool *mdeath)
        chance = (p_ptr->skill_thn + (bonus * BTH_PLUS_ADJ));
 
        /* Test for hit */
-       if ((!(r_ptr->flags2 & RF2_QUANTUM) || !rand_int(2)) && test_hit_norm(chance, r_ptr->ac, m_ptr->ml))
+       if ((!(r_ptr->flags2 & RF2_QUANTUM) || !randint0(2)) && test_hit_norm(chance, r_ptr->ac, m_ptr->ml))
        {
                /* Sound */
                sound(SOUND_HIT);
@@ -2340,7 +1902,7 @@ static void natural_attack(s16b m_idx, int attack, bool *fear, bool *mdeath)
 
 
                k = damroll(ddd, dss);
-               k = critical_norm(n_weight, bonus, k, bonus, 0);
+               k = critical_norm(n_weight, bonus, k, (s16b)bonus, 0);
 
                /* Apply the player damage bonuses */
                k += p_ptr->to_d_m;
@@ -2352,7 +1914,7 @@ static void natural_attack(s16b m_idx, int attack, bool *fear, bool *mdeath)
                k = mon_damage_mod(m_ptr, k, FALSE);
 
                /* Complex message */
-               if (wizard)
+               if (p_ptr->wizard)
                {
 #ifdef JP
                                msg_format("%d/%d ¤Î¥À¥á¡¼¥¸¤òÍ¿¤¨¤¿¡£", k, m_ptr->hp);
@@ -2369,7 +1931,7 @@ static void natural_attack(s16b m_idx, int attack, bool *fear, bool *mdeath)
                switch (attack)
                {
                        case MUT2_SCOR_TAIL:
-                               project(0, 0, m_ptr->fy, m_ptr->fx, k, GF_POIS, PROJECT_KILL | PROJECT_NO_REF, -1);
+                               project(0, 0, m_ptr->fy, m_ptr->fx, k, GF_POIS, PROJECT_KILL, -1);
                                *mdeath = (m_ptr->r_idx == 0);
                                break;
                        case MUT2_HORNS:
@@ -2434,12 +1996,13 @@ static void py_attack_aux(int y, int x, bool *fear, bool *mdeath, s16b hand, int
        bool            stab_fleeing = FALSE;
        bool            fuiuchi = FALSE;
        bool            do_quake = FALSE;
+       bool            weak = FALSE;
        bool            drain_msg = TRUE;
        int             drain_result = 0, drain_heal = 0;
        bool            can_drain = FALSE;
        int             num_blow;
        int             drain_left = MAX_VAMPIRIC_DRAIN;
-       u32b            f1, f2, f3; /* A massive hack -- life-draining weapons */
+       u32b flgs[TR_FLAG_SIZE]; /* A massive hack -- life-draining weapons */
        bool            is_human = (r_ptr->d_char == 'p');
        bool            is_lowlevel = (r_ptr->level < (p_ptr->lev - 15));
        bool            zantetsu_mukou, e_j_mukou;
@@ -2448,16 +2011,16 @@ static void py_attack_aux(int y, int x, bool *fear, bool *mdeath, s16b hand, int
 
        if (((p_ptr->pclass == CLASS_ROGUE) || (p_ptr->pclass == CLASS_NINJA)) && inventory[INVEN_RARM+hand].tval)
        {
-               int tmp = p_ptr->lev*8+50;
+               int tmp = p_ptr->lev*6+(p_ptr->skill_stl+10)*4;
                if (p_ptr->monlite && (mode != HISSATSU_NYUSIN)) tmp /= 3;
-               if (p_ptr->aggravate) tmp /= 2;
+               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)
                {
                        /* Can't backstab creatures that we can't see, right? */
                        backstab = TRUE;
                }
-               else if ((p_ptr->special_defense & NINJA_S_STEALTH) && (rand_int(tmp) > (r_ptr->level+20)) && m_ptr->ml)
+               else if ((p_ptr->special_defense & NINJA_S_STEALTH) && (randint0(tmp) > (r_ptr->level+20)) && m_ptr->ml && !(r_ptr->flagsr & RFR_RES_ALL))
                {
                        fuiuchi = TRUE;
                }
@@ -2471,16 +2034,16 @@ static void py_attack_aux(int y, int x, bool *fear, bool *mdeath, s16b hand, int
        {
                if ((r_ptr->level + 10) > p_ptr->lev)
                {
-                       if (skill_exp[GINOU_SUDE] < skill_exp_settei[p_ptr->pclass][GINOU_SUDE][1])
-                       {
-                               if (skill_exp[GINOU_SUDE] < 4000)
-                                       skill_exp[GINOU_SUDE]+=40;
-                               else if((skill_exp[GINOU_SUDE] < 6000))
-                                       skill_exp[GINOU_SUDE]+=5;
-                               else if((skill_exp[GINOU_SUDE] < 7000) && (p_ptr->lev > 19))
-                                       skill_exp[GINOU_SUDE]+=1;
-                               else if((skill_exp[GINOU_SUDE] < 8000) && (p_ptr->lev > 34))
-                                       if (one_in_(3)) skill_exp[GINOU_SUDE]+=1;
+                       if (p_ptr->skill_exp[GINOU_SUDE] < s_info[p_ptr->pclass].s_max[GINOU_SUDE])
+                       {
+                               if (p_ptr->skill_exp[GINOU_SUDE] < WEAPON_EXP_BEGINNER)
+                                       p_ptr->skill_exp[GINOU_SUDE] += 40;
+                               else if ((p_ptr->skill_exp[GINOU_SUDE] < WEAPON_EXP_SKILLED))
+                                       p_ptr->skill_exp[GINOU_SUDE] += 5;
+                               else if ((p_ptr->skill_exp[GINOU_SUDE] < WEAPON_EXP_EXPERT) && (p_ptr->lev > 19))
+                                       p_ptr->skill_exp[GINOU_SUDE] += 1;
+                               else if ((p_ptr->lev > 34))
+                                       if (one_in_(3)) p_ptr->skill_exp[GINOU_SUDE] += 1;
                                p_ptr->update |= (PU_BONUS);
                        }
                }
@@ -2489,16 +2052,17 @@ static void py_attack_aux(int y, int x, bool *fear, bool *mdeath, s16b hand, int
        {
                if ((r_ptr->level + 10) > p_ptr->lev)
                {
-                       if (weapon_exp[inventory[INVEN_RARM+hand].tval-TV_BOW][inventory[INVEN_RARM+hand].sval] < weapon_exp_settei[p_ptr->pclass][inventory[INVEN_RARM+hand].tval-TV_BOW][inventory[INVEN_RARM+hand].sval][1])
-                       {
-                               if (weapon_exp[inventory[INVEN_RARM+hand].tval-TV_BOW][inventory[INVEN_RARM+hand].sval] < 4000)
-                                       weapon_exp[inventory[INVEN_RARM+hand].tval-TV_BOW][inventory[INVEN_RARM+hand].sval]+=80;
-                               else if((weapon_exp[inventory[INVEN_RARM+hand].tval-TV_BOW][inventory[INVEN_RARM+hand].sval] < 6000))
-                                       weapon_exp[inventory[INVEN_RARM+hand].tval-TV_BOW][inventory[INVEN_RARM+hand].sval]+=10;
-                               else if((weapon_exp[inventory[INVEN_RARM+hand].tval-TV_BOW][inventory[INVEN_RARM+hand].sval] < 7000) && (p_ptr->lev > 19))
-                                       weapon_exp[inventory[INVEN_RARM+hand].tval-TV_BOW][inventory[INVEN_RARM+hand].sval]+=1;
-                               else if((weapon_exp[inventory[INVEN_RARM+hand].tval-TV_BOW][inventory[INVEN_RARM+hand].sval] < 8000) && (p_ptr->lev > 34))
-                                       if (one_in_(2)) weapon_exp[inventory[INVEN_RARM+hand].tval-TV_BOW][inventory[INVEN_RARM+hand].sval]+=1;
+                       int tval = inventory[INVEN_RARM+hand].tval - TV_BOW;
+                       int sval = inventory[INVEN_RARM+hand].sval;
+                       int now_exp = p_ptr->weapon_exp[tval][sval];
+                       if (now_exp < s_info[p_ptr->pclass].w_max[tval][sval])
+                       {
+                               int amount = 0;
+                               if (now_exp < WEAPON_EXP_BEGINNER) amount = 80;
+                               else if (now_exp < WEAPON_EXP_SKILLED) amount = 10;
+                               else if ((now_exp < WEAPON_EXP_EXPERT) && (p_ptr->lev > 19)) amount = 1;
+                               else if ((p_ptr->lev > 34) && one_in_(2)) amount = 1;
+                               p_ptr->weapon_exp[tval][sval] += amount;
                                p_ptr->update |= (PU_BONUS);
                        }
                }
@@ -2506,7 +2070,7 @@ 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_LITE_1 | RF7_HAS_LITE_2))
+       if (r_ptr->flags7 & RF7_HAS_LD_MASK)
                p_ptr->update |= (PU_MON_LITE);
 
        /* Extract monster name (or "it") */
@@ -2537,13 +2101,13 @@ static void py_attack_aux(int y, int x, bool *fear, bool *mdeath, s16b hand, int
        else num_blow = p_ptr->num_blow[hand];
 
        /* Attack once for each legal blow */
-       while ((num++ < num_blow) && !death)
+       while ((num++ < num_blow) && !p_ptr->is_dead)
        {
                if (((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_DOKUBARI)) || (mode == HISSATSU_KYUSHO))
                {
                        if (p_ptr->migite && p_ptr->hidarite)
                        {
-                               success_hit = (randint(2) == 1);
+                               success_hit = one_in_(2);
                        }
                        else success_hit = TRUE;
                }
@@ -2557,12 +2121,14 @@ static void py_attack_aux(int y, int x, bool *fear, bool *mdeath, s16b hand, int
                        }
                        else success_hit = old_success_hit;
                }
-               else if ((p_ptr->pclass == CLASS_NINJA) && ((backstab || fuiuchi) && !(r_ptr->flags3 & RF3_RES_ALL))) success_hit = TRUE;
+               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);
 
                /* Test for hit */
                if (success_hit)
                {
+                       int vorpal_chance = ((o_ptr->name1 == ART_VORPAL_BLADE) || (o_ptr->name1 == ART_CHAINSWORD)) ? 2 : 4;
+
                        /* Sound */
                        sound(SOUND_HIT);
 
@@ -2605,30 +2171,30 @@ static void py_attack_aux(int y, int x, bool *fear, bool *mdeath, s16b hand, int
                        /* Hack -- bare hands do one damage */
                        k = 1;
 
-                       object_flags(o_ptr, &f1, &f2, &f3);
+                       object_flags(o_ptr, flgs);
 
                        /* Select a chaotic effect (50% chance) */
-                       if ((f1 & TR1_CHAOTIC) && (randint(2) == 1))
+                       if ((have_flag(flgs, TR_CHAOTIC)) && one_in_(2))
                        {
-                               if (randint(10)==1)
+                               if (one_in_(10))
                                chg_virtue(V_CHANCE, 1);
 
-                               if (randint(5) < 3)
+                               if (randint1(5) < 3)
                                {
                                        /* Vampiric (20%) */
                                        chaos_effect = 1;
                                }
-                               else if (randint(250) == 1)
+                               else if (one_in_(250))
                                {
                                        /* Quake (0.12%) */
                                        chaos_effect = 2;
                                }
-                               else if (randint(10) != 1)
+                               else if (!one_in_(10))
                                {
                                        /* Confusion (26.892%) */
                                        chaos_effect = 3;
                                }
-                               else if (randint(2) == 1)
+                               else if (one_in_(2))
                                {
                                        /* Teleport away (1.494%) */
                                        chaos_effect = 4;
@@ -2641,7 +2207,7 @@ static void py_attack_aux(int y, int x, bool *fear, bool *mdeath, s16b hand, int
                        }
 
                        /* Vampiric drain */
-                       if ((f1 & TR1_VAMPIRIC) || (chaos_effect == 1) || (mode == HISSATSU_DRAIN))
+                       if ((have_flag(flgs, TR_VAMPIRIC)) || (chaos_effect == 1) || (mode == HISSATSU_DRAIN))
                        {
                                /* Only drain "living" monsters */
                                if (monster_living(r_ptr))
@@ -2650,7 +2216,7 @@ static void py_attack_aux(int y, int x, bool *fear, bool *mdeath, s16b hand, int
                                        can_drain = FALSE;
                        }
 
-                       if ((f1 & TR1_VORPAL) && (randint((o_ptr->name1 == ART_VORPAL_BLADE) ? 3 : 6) == 1) && !zantetsu_mukou)
+                       if ((have_flag(flgs, TR_VORPAL)) && (randint1(vorpal_chance*3/2) == 1) && !zantetsu_mukou)
                                vorpal_cut = TRUE;
                        else vorpal_cut = FALSE;
 
@@ -2660,6 +2226,7 @@ static void py_attack_aux(int y, int x, bool *fear, bool *mdeath, s16b hand, int
                                int min_level = 1;
                                martial_arts *ma_ptr = &ma_blows[0], *old_ptr = &ma_blows[0];
                                int resist_stun = 0;
+                               int weight = 8;
 
                                if (r_ptr->flags1 & RF1_UNIQUE) resist_stun += 88;
                                if (r_ptr->flags3 & RF3_NO_STUN) resist_stun += 66;
@@ -2681,12 +2248,12 @@ static void py_attack_aux(int y, int x, bool *fear, bool *mdeath, s16b hand, int
                                {
                                        do
                                        {
-                                               ma_ptr = &ma_blows[rand_int(MAX_MA)];
+                                               ma_ptr = &ma_blows[randint0(MAX_MA)];
                                                if ((p_ptr->pclass == CLASS_FORCETRAINER) && (ma_ptr->min_level > 1)) min_level = ma_ptr->min_level + 3;
                                                else min_level = ma_ptr->min_level;
                                        }
                                        while ((min_level > p_ptr->lev) ||
-                                              (randint(p_ptr->lev) < ma_ptr->chance));
+                                              (randint1(p_ptr->lev) < ma_ptr->chance));
 
                                        /* keep the highest level attack available we found */
                                        if ((ma_ptr->min_level > old_ptr->min_level) &&
@@ -2694,7 +2261,7 @@ static void py_attack_aux(int y, int x, bool *fear, bool *mdeath, s16b hand, int
                                        {
                                                old_ptr = ma_ptr;
 
-                                               if (wizard && cheat_xtra)
+                                               if (p_ptr->wizard && cheat_xtra)
                                                {
 #ifdef JP
                                                        msg_print("¹¶·â¤òºÆÁªÂò¤·¤Þ¤·¤¿¡£");
@@ -2751,13 +2318,20 @@ static void py_attack_aux(int y, int x, bool *fear, bool *mdeath, s16b hand, int
                                {
                                        if (ma_ptr->effect)
                                        {
-                                               stun_effect = (ma_ptr->effect / 2) + randint(ma_ptr->effect / 2);
+                                               stun_effect = (ma_ptr->effect / 2) + randint1(ma_ptr->effect / 2);
                                        }
 
                                        msg_format(ma_ptr->desc, m_name);
                                }
 
-                               k = critical_norm(p_ptr->lev * randint((p_ptr->special_defense & KAMAE_SUZAKU) ? 5 : 10), min_level, k, p_ptr->to_h[0], 0);
+                               if (p_ptr->special_defense & KAMAE_SUZAKU) weight = 4;
+                               if ((p_ptr->pclass == CLASS_FORCETRAINER) && (p_ptr->magic_num1[0]))
+                               {
+                                       weight += (p_ptr->magic_num1[0]/30);
+                                       if (weight > 20) weight = 20;
+                               }
+
+                               k = critical_norm(p_ptr->lev * weight, min_level, k, p_ptr->to_h[0], 0);
 
                                if ((special_effect == MA_KNEE) && ((k + p_ptr->to_d[hand]) < m_ptr->hp))
                                {
@@ -2767,14 +2341,14 @@ static void py_attack_aux(int y, int x, bool *fear, bool *mdeath, s16b hand, int
                                        msg_format("%^s moans in agony!", m_name);
 #endif
 
-                                       stun_effect = 7 + randint(13);
+                                       stun_effect = 7 + randint1(13);
                                        resist_stun /= 3;
                                }
 
                                else if ((special_effect == MA_SLOW) && ((k + p_ptr->to_d[hand]) < m_ptr->hp))
                                {
                                        if (!(r_ptr->flags1 & RF1_UNIQUE) &&
-                                           (randint(p_ptr->lev) > r_ptr->level) &&
+                                           (randint1(p_ptr->lev) > r_ptr->level) &&
                                            m_ptr->mspeed > 60)
                                        {
 #ifdef JP
@@ -2789,7 +2363,7 @@ static void py_attack_aux(int y, int x, bool *fear, bool *mdeath, s16b hand, int
 
                                if (stun_effect && ((k + p_ptr->to_d[hand]) < m_ptr->hp))
                                {
-                                       if (p_ptr->lev > randint(r_ptr->level + resist_stun + 10))
+                                       if (p_ptr->lev > randint1(r_ptr->level + resist_stun + 10))
                                        {
                                                if (m_ptr->stunned)
 #ifdef JP
@@ -2814,16 +2388,8 @@ static void py_attack_aux(int y, int x, bool *fear, bool *mdeath, s16b hand, int
                        /* Handle normal weapon */
                        else if (o_ptr->k_idx)
                        {
-                               k = damroll(o_ptr->dd, o_ptr->ds);
-                               if (p_ptr->riding)
-                               {
-                                       if((o_ptr->tval == TV_POLEARM) && ((o_ptr->sval == SV_LANCE) || (o_ptr->sval == SV_HEAVY_LANCE)))
-                                       {
-                                               k += damroll(2, o_ptr->ds);
-                                       }
-                               }
-
-                               k = tot_dam_aux(o_ptr, k, m_ptr, mode);
+                               k = damroll(o_ptr->dd + p_ptr->to_dd[hand], o_ptr->ds + p_ptr->to_ds[hand]);
+                               k = tot_dam_aux(o_ptr, k, m_ptr, mode, FALSE);
 
                                if (backstab)
                                {
@@ -2838,7 +2404,7 @@ static void py_attack_aux(int y, int x, bool *fear, bool *mdeath, s16b hand, int
                                        k = (3 * k) / 2;
                                }
 
-                               if ((p_ptr->impact[hand] && ((k > 50) || randint(7) == 1)) ||
+                               if ((p_ptr->impact[hand] && ((k > 50) || one_in_(7))) ||
                                         (chaos_effect == 2) || (mode == HISSATSU_QUAKE))
                                {
                                        do_quake = TRUE;
@@ -2853,9 +2419,7 @@ static void py_attack_aux(int y, int x, bool *fear, bool *mdeath, s16b hand, int
                                {
                                        int mult = 2;
 
-                                       int inc_chance = (o_ptr->name1 == ART_VORPAL_BLADE) ? 2 : 4;
-
-                                       if ((o_ptr->name1 == ART_CHAINSWORD) && (randint(2) != 1))
+                                       if ((o_ptr->name1 == ART_CHAINSWORD) && !one_in_(2))
                                        {
                                                char chainsword_noise[1024];
 #ifdef JP
@@ -2872,7 +2436,7 @@ static void py_attack_aux(int y, int x, bool *fear, bool *mdeath, s16b hand, int
                                        if (o_ptr->name1 == ART_VORPAL_BLADE)
                                        {
 #ifdef JP
-                                               msg_print("Ìܤˤâ»ß¤Þ¤é¤Ì¥Ü¡¼¥Ñ¥ë¡¦¥Ö¥ì¡¼¥É¡¢¼êÏ£¤ÎÁá¶È¡ª");
+                                               msg_print("Ìܤˤâ»ß¤Þ¤é¤Ì¥ô¥©¡¼¥Ñ¥ë¥Ö¥ì¡¼¥É¡¢¼êÏ£¤ÎÁá¶È¡ª");
 #else
                                                msg_print("Your Vorpal Blade goes snicker-snack!");
 #endif
@@ -2889,7 +2453,7 @@ static void py_attack_aux(int y, int x, bool *fear, bool *mdeath, s16b hand, int
                                        }
 
                                        /* Try to increase the damage */
-                                       while (one_in_(inc_chance))
+                                       while (one_in_(vorpal_chance))
                                        {
                                                mult++;
                                        }
@@ -2897,7 +2461,7 @@ static void py_attack_aux(int y, int x, bool *fear, bool *mdeath, s16b hand, int
                                        k *= mult;
 
                                        /* Ouch! */
-                                       if (((r_ptr->flags3 & RF3_RES_ALL) ? k/100 : k) > m_ptr->hp)
+                                       if (((r_ptr->flagsr & RFR_RES_ALL) ? k/100 : k) > m_ptr->hp)
                                        {
 #ifdef JP
                                                msg_format("%s¤ò¿¿¤ÃÆó¤Ä¤Ë¤·¤¿¡ª", m_name);
@@ -2966,13 +2530,13 @@ default:        msg_format("%s
                        drain_result += p_ptr->to_d[hand];
 
                        if ((mode == HISSATSU_SUTEMI) || (mode == HISSATSU_3DAN)) k *= 2;
-                       if ((mode == HISSATSU_SEKIRYUKA) && (r_ptr->flags3 & (RF3_UNDEAD | RF3_DEMON | RF3_NONLIVING))) k = 0;
+                       if ((mode == HISSATSU_SEKIRYUKA) && !monster_living(r_ptr)) k = 0;
                        if ((mode == HISSATSU_SEKIRYUKA) && !p_ptr->cut) k /= 2;
 
                        /* No negative damage */
                        if (k < 0) k = 0;
 
-                       if ((mode == HISSATSU_ZANMA) && !((r_ptr->flags3 & (RF3_DEMON | RF3_UNDEAD | RF3_NONLIVING)) && (r_ptr->flags3 & RF3_EVIL)))
+                       if ((mode == HISSATSU_ZANMA) && !(!monster_living(r_ptr) && (r_ptr->flags3 & RF3_EVIL)))
                        {
                                k = 0;
                        }
@@ -2999,7 +2563,7 @@ default:  msg_format("%s
 
                        if (mode == HISSATSU_MINEUCHI)
                        {
-                               int tmp = (10 + randint(15) + p_ptr->lev / 5);
+                               int tmp = (10 + randint1(15) + p_ptr->lev / 5);
 
                                k = 0;
                                anger_monster(m_ptr);
@@ -3040,10 +2604,10 @@ msg_format("%s 
                        }
 
                        /* Modify the damage */
-                       k = mon_damage_mod(m_ptr, k, (((o_ptr->tval == TV_POLEARM) && (o_ptr->sval == SV_DEATH_SCYTHE)) || ((p_ptr->pclass == CLASS_BERSERKER) && one_in_(2))));
+                       k = mon_damage_mod(m_ptr, k, (bool)(((o_ptr->tval == TV_POLEARM) && (o_ptr->sval == SV_DEATH_SCYTHE)) || ((p_ptr->pclass == CLASS_BERSERKER) && one_in_(2))));
                        if (((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_DOKUBARI)) || (mode == HISSATSU_KYUSHO))
                        {
-                               if ((randint(randint(r_ptr->level/7)+5) == 1) && !(r_ptr->flags1 & RF1_UNIQUE) && !(r_ptr->flags7 & RF7_UNIQUE2))
+                               if ((randint1(randint1(r_ptr->level/7)+5) == 1) && !(r_ptr->flags1 & RF1_UNIQUE) && !(r_ptr->flags7 & RF7_UNIQUE2))
                                {
                                        k = m_ptr->hp + 1;
 #ifdef JP
@@ -3067,7 +2631,7 @@ msg_format("
                                        msg_format("You critically injured %s!", m_name);
 #endif
                                }
-                               else if (((m_ptr->hp < maxhp/2) && one_in_((p_ptr->num_blow[0]+p_ptr->num_blow[1]+1)*10)) || (((one_in_(666)) || ((backstab || fuiuchi) && one_in_(11))) && !(r_ptr->flags1 & RF1_UNIQUE) && !(r_ptr->flags7 & RF7_UNIQUE2)))
+                               else if (((m_ptr->hp < maxhp/2) && one_in_((p_ptr->num_blow[0]+p_ptr->num_blow[1]+1)*10)) || ((one_in_(666) || ((backstab || fuiuchi) && one_in_(11))) && !(r_ptr->flags1 & RF1_UNIQUE) && !(r_ptr->flags7 & RF7_UNIQUE2)))
                                {
                                        if ((r_ptr->flags1 & RF1_UNIQUE) || (r_ptr->flags7 & RF7_UNIQUE2) || (m_ptr->hp >= maxhp/2))
                                        {
@@ -3092,7 +2656,7 @@ msg_format("
                        }
 
                        /* Complex message */
-                       if (wizard || cheat_xtra)
+                       if (p_ptr->wizard || cheat_xtra)
                        {
 #ifdef JP
                                msg_format("%d/%d ¤Î¥À¥á¡¼¥¸¤òÍ¿¤¨¤¿¡£", k, m_ptr->hp);
@@ -3105,7 +2669,7 @@ msg_format("
                        if (k <= 0) can_drain = FALSE;
 
                        if (drain_result > m_ptr->hp)
-                               drain_result = m_ptr->hp;
+                               drain_result = m_ptr->hp;
 
                        /* Damage, check for fear and death */
                        if (mon_take_hit(c_ptr->m_idx, k, fear, NULL))
@@ -3218,11 +2782,7 @@ msg_format("
                                }
                                m_ptr->maxhp -= (k+7)/8;
                                if (m_ptr->hp > m_ptr->maxhp) m_ptr->hp = m_ptr->maxhp;
-#ifdef JP
-                               msg_format("%s¤Ï¼å¤¯¤Ê¤Ã¤¿¤è¤¦¤À¡£", m_name);
-#else
-                               msg_format("%^s seems weakened.", m_name);
-#endif
+                               weak = TRUE;
                        }
                        can_drain = FALSE;
                        drain_result = 0;
@@ -3246,7 +2806,7 @@ msg_format("
                                /* Confuse the monster */
                                if (r_ptr->flags3 & RF3_NO_CONF)
                                {
-                                       if (m_ptr->ml)
+                                       if (m_ptr->ml && is_original_ap(m_ptr))
                                        {
                                                r_ptr->r_flags3 |= RF3_NO_CONF;
                                        }
@@ -3258,7 +2818,7 @@ msg_format("
 #endif
 
                                }
-                               else if (rand_int(100) < r_ptr->level)
+                               else if (randint0(100) < r_ptr->level)
                                {
 #ifdef JP
                                        msg_format("%^s¤Ë¤Ï¸ú²Ì¤¬¤Ê¤«¤Ã¤¿¡£", m_name);
@@ -3275,7 +2835,7 @@ msg_format("
                                        msg_format("%^s appears confused.", m_name);
 #endif
 
-                                       m_ptr->confused += 10 + rand_int(p_ptr->lev) / 5;
+                                       m_ptr->confused += 10 + randint0(p_ptr->lev) / 5;
                                }
                        }
 
@@ -3283,22 +2843,22 @@ msg_format("
                        {
                                bool resists_tele = FALSE;
 
-                               if (r_ptr->flags3 & RF3_RES_TELE)
+                               if (r_ptr->flagsr & RFR_RES_TELE)
                                {
                                        if (r_ptr->flags1 & RF1_UNIQUE)
                                        {
-                                               if (m_ptr->ml) r_ptr->r_flags3 |= RF3_RES_TELE;
+                                               if (m_ptr->ml && is_original_ap(m_ptr)) r_ptr->r_flagsr |= RFR_RES_TELE;
 #ifdef JP
-                                               msg_format("%^s¤Ë¤Ï¸ú²Ì¤¬¤Ê¤«¤Ã¤¿¡£", m_name);
+                                               msg_format("%^s¤Ë¤Ï¸ú²Ì¤¬¤Ê¤«¤Ã¤¿¡£", m_name);
 #else
                                                msg_format("%^s is unaffected!", m_name);
 #endif
 
                                                resists_tele = TRUE;
                                        }
-                                       else if (r_ptr->level > randint(100))
+                                       else if (r_ptr->level > randint1(100))
                                        {
-                                               if (m_ptr->ml) r_ptr->r_flags3 |= RF3_RES_TELE;
+                                               if (m_ptr->ml && is_original_ap(m_ptr)) r_ptr->r_flagsr |= RFR_RES_TELE;
 #ifdef JP
                                                msg_format("%^s¤ÏÄñ¹³ÎϤò»ý¤Ã¤Æ¤¤¤ë¡ª", m_name);
 #else
@@ -3318,17 +2878,16 @@ msg_format("
 #endif
 
                                        teleport_away(c_ptr->m_idx, 50, FALSE);
-                                       num = p_ptr->num_blow[hand] + 1; /* Can't hit it anymore! */
+                                       num = num_blow + 1; /* Can't hit it anymore! */
                                        *mdeath = TRUE;
                                }
                        }
 
                        else if ((chaos_effect == 5) && cave_floor_bold(y, x) &&
-                                (randint(90) > r_ptr->level))
+                                (randint1(90) > r_ptr->level))
                        {
-                               if (!(r_ptr->flags1 & RF1_UNIQUE) &&
-                                   !(r_ptr->flags4 & RF4_BR_CHAO) &&
-                                   !(r_ptr->flags1 & RF1_QUESTOR))
+                               if (!(r_ptr->flags1 & (RF1_UNIQUE | RF1_QUESTOR)) &&
+                                   !(r_ptr->flagsr & RFR_EFF_RES_CHAO_MASK))
                                {
                                        if (polymorph_monster(y, x))
                                        {
@@ -3349,11 +2908,12 @@ msg_format("
                                                r_ptr = &r_info[m_ptr->r_idx];
 
                                                *fear = FALSE;
+                                               weak = FALSE;
                                        }
                                        else
                                        {
 #ifdef JP
-                                       msg_format("%^s¤Ë¤Ï¸ú²Ì¤¬¤Ê¤«¤Ã¤¿¡£", m_name);
+                                               msg_format("%^s¤Ë¤Ï¸ú²Ì¤¬¤Ê¤«¤Ã¤¿¡£", m_name);
 #else
                                                msg_format("%^s is unaffected.", m_name);
 #endif
@@ -3372,7 +2932,7 @@ msg_format("
 
                                        object_desc(o_name, q_ptr, TRUE, 0);
                                        q_ptr->held_m_idx = 0;
-                                       q_ptr->marked = FALSE;
+                                       q_ptr->marked = 0;
                                        m_ptr->hold_o_idx = q_ptr->next_o_idx;
                                        q_ptr->next_o_idx = 0;
 #ifdef JP
@@ -3391,9 +2951,9 @@ msg_format("
                        backstab = FALSE; /* Clumsy! */
                        fuiuchi = FALSE; /* Clumsy! */
 
-                       if ((o_ptr->tval == TV_POLEARM) && (o_ptr->sval == SV_DEATH_SCYTHE) && (randint(3) == 1))
+                       if ((o_ptr->tval == TV_POLEARM) && (o_ptr->sval == SV_DEATH_SCYTHE) && one_in_(3))
                        {
-                               u32b f1, f2, f3;
+                               u32b flgs[TR_FLAG_SIZE];
 
                                /* Sound */
                                sound(SOUND_HIT);
@@ -3412,7 +2972,7 @@ msg_format("
 #endif
 
                                /* Extract the flags */
-                               object_flags(o_ptr, &f1, &f2, &f3);
+                               object_flags(o_ptr, flgs);
 
                                k = damroll(o_ptr->dd, o_ptr->ds);
                                {
@@ -3424,7 +2984,10 @@ msg_format("
                                                {
                                                        case RACE_YEEK:
                                                        case RACE_KLACKON:
-                                                       mult = 2;break;
+                                                       case RACE_HUMAN:
+                                                       case RACE_AMBERITE:
+                                                       case RACE_DUNADAN:
+                                                               mult = 25;break;
                                                        case RACE_HALF_ORC:
                                                        case RACE_HALF_TROLL:
                                                        case RACE_HALF_OGRE:
@@ -3432,51 +2995,50 @@ msg_format("
                                                        case RACE_HALF_TITAN:
                                                        case RACE_CYCLOPS:
                                                        case RACE_IMP:
-                                                       case RACE_GOLEM:
                                                        case RACE_SKELETON:
                                                        case RACE_ZOMBIE:
                                                        case RACE_VAMPIRE:
                                                        case RACE_SPECTRE:
                                                        case RACE_DEMON:
-                                                               mult = 3;break;
                                                        case RACE_DRACONIAN:
-                                                               mult = 5;break;
+                                                               mult = 30;break;
                                                        default:
-                                                               mult = 1;break;
+                                                               mult = 10;break;
                                                }
                                                break;
                                        case MIMIC_DEMON:
                                        case MIMIC_DEMON_LORD:
                                        case MIMIC_VAMPIRE:
-                                               mult = 3;break;
+                                               mult = 30;break;
                                        default:
-                                               mult = 1;break;
+                                               mult = 10;break;
                                        }
 
-                                       if (p_ptr->align < 0 && mult < 2)
-                                               mult = 2;
-                                       if (!(p_ptr->resist_acid || p_ptr->oppose_acid) && (mult < 3))
-                                               mult = mult * 5 / 2;
-                                       if (!(p_ptr->resist_elec || p_ptr->oppose_elec) && (mult < 3))
-                                               mult = mult * 5 / 2;
-                                       if (!(p_ptr->resist_fire || p_ptr->oppose_fire) && (mult < 3))
-                                               mult = mult * 5 / 2;
-                                       if (!(p_ptr->resist_cold || p_ptr->oppose_cold) && (mult < 3))
-                                               mult = mult * 5 / 2;
-                                       if (!(p_ptr->resist_pois || p_ptr->oppose_pois) && (mult < 3))
-                                               mult = mult * 5 / 2;
-
-                                       if ((p_ptr->pclass != CLASS_SAMURAI) && (f1 & TR1_FORCE_WEPON) && (p_ptr->csp > (p_ptr->msp / 30)))
+                                       if (p_ptr->align < 0 && mult < 20)
+                                               mult = 20;
+                                       if (!(p_ptr->resist_acid || IS_OPPOSE_ACID() || p_ptr->immune_acid) && (mult < 25))
+                                               mult = 25;
+                                       if (!(p_ptr->resist_elec || IS_OPPOSE_ELEC() || p_ptr->immune_elec) && (mult < 25))
+                                               mult = 25;
+                                       if (!(p_ptr->resist_fire || IS_OPPOSE_FIRE() || p_ptr->immune_fire) && (mult < 25))
+                                               mult = 25;
+                                       if (!(p_ptr->resist_cold || IS_OPPOSE_COLD() || p_ptr->immune_cold) && (mult < 25))
+                                               mult = 25;
+                                       if (!(p_ptr->resist_pois || IS_OPPOSE_POIS()) && (mult < 25))
+                                               mult = 25;
+
+                                       if ((p_ptr->pclass != CLASS_SAMURAI) && (have_flag(flgs, TR_FORCE_WEAPON)) && (p_ptr->csp > (p_ptr->msp / 30)))
                                        {
                                                p_ptr->csp -= (1+(p_ptr->msp / 30));
                                                p_ptr->redraw |= (PR_MANA);
-                                               mult = mult * 7 / 2;
+                                               mult = mult * 3 / 2 + 20;
                                        }
                                        k *= mult;
+                                       k /= 10;
                                }
 
                                k = critical_norm(o_ptr->weight, o_ptr->to_h, k, p_ptr->to_h[hand], mode);
-                               if (randint(6) == 1)
+                               if (one_in_(6))
                                {
                                        int mult = 2;
 #ifdef JP
@@ -3494,6 +3056,8 @@ msg_format("
                                }
                                k += (p_ptr->to_d[hand] + o_ptr->to_d);
 
+                               if (k < 0) k = 0;
+
 #ifdef JP
                                take_hit(DAMAGE_FORCE, k, "»à¤ÎÂç³ù", -1);
 #else
@@ -3520,9 +3084,17 @@ msg_format("
        }
 
 
+       if (weak && !(*mdeath))
+       {
+#ifdef JP
+               msg_format("%s¤Ï¼å¤¯¤Ê¤Ã¤¿¤è¤¦¤À¡£", m_name);
+#else
+               msg_format("%^s seems weakened.", m_name);
+#endif
+       }
        if (drain_left != MAX_VAMPIRIC_DRAIN)
        {
-               if (randint(4)==1)
+               if (one_in_(4))
                {
                        chg_virtue(V_UNLIFE, 1);
                }
@@ -3560,7 +3132,7 @@ bool py_attack(int y, int x, int mode)
        monster_desc(m_name, m_ptr, 0);
 
        /* Auto-Recall if possible and visible */
-       if (m_ptr->ml) monster_race_track((m_ptr->mflag2 & MFLAG_KAGE), m_ptr->r_idx);
+       if (m_ptr->ml) monster_race_track(m_ptr->ap_r_idx);
 
        /* Track a new monster */
        if (m_ptr->ml) health_track(c_ptr->m_idx);
@@ -3594,14 +3166,8 @@ bool py_attack(int y, int x, int mode)
            !(p_ptr->stun || p_ptr->confused || p_ptr->image ||
            p_ptr->shero || !m_ptr->ml))
        {
-               if (inventory[INVEN_RARM].art_name)
-               {
-                       if (inventory[INVEN_RARM].name1 == ART_STORMBRINGER) stormbringer = TRUE;
-               }
-               if (inventory[INVEN_LARM].art_name)
-               {
-                       if (inventory[INVEN_LARM].name1 == ART_STORMBRINGER) stormbringer = TRUE;
-               }
+               if (inventory[INVEN_RARM].name1 == ART_STORMBRINGER) stormbringer = TRUE;
+               if (inventory[INVEN_LARM].name1 == ART_STORMBRINGER) stormbringer = TRUE;
                if (stormbringer)
                {
 #ifdef JP
@@ -3668,32 +3234,48 @@ bool py_attack(int y, int x, int mode)
 
        if (p_ptr->migite && p_ptr->hidarite)
        {
-               if ((skill_exp[GINOU_NITOURYU] < skill_exp_settei[p_ptr->pclass][GINOU_NITOURYU][1]) && ((skill_exp[GINOU_NITOURYU] - 1000) / 200 < r_info[m_ptr->r_idx].level))
+               if ((p_ptr->skill_exp[GINOU_NITOURYU] < s_info[p_ptr->pclass].s_max[GINOU_NITOURYU]) && ((p_ptr->skill_exp[GINOU_NITOURYU] - 1000) / 200 < r_info[m_ptr->r_idx].level))
                {
-                       if (skill_exp[GINOU_NITOURYU] < 4000)
-                               skill_exp[GINOU_NITOURYU]+=80;
-                       else if(skill_exp[GINOU_NITOURYU] < 6000)
-                               skill_exp[GINOU_NITOURYU]+=4;
-                       else if(skill_exp[GINOU_NITOURYU] < 7000)
-                               skill_exp[GINOU_NITOURYU]+=1;
-                       else if(skill_exp[GINOU_NITOURYU] < 8000)
-                               if (one_in_(3)) skill_exp[GINOU_NITOURYU]+=1;
+                       if (p_ptr->skill_exp[GINOU_NITOURYU] < WEAPON_EXP_BEGINNER)
+                               p_ptr->skill_exp[GINOU_NITOURYU] += 80;
+                       else if(p_ptr->skill_exp[GINOU_NITOURYU] < WEAPON_EXP_SKILLED)
+                               p_ptr->skill_exp[GINOU_NITOURYU] += 4;
+                       else if(p_ptr->skill_exp[GINOU_NITOURYU] < WEAPON_EXP_EXPERT)
+                               p_ptr->skill_exp[GINOU_NITOURYU] += 1;
+                       else if(p_ptr->skill_exp[GINOU_NITOURYU] < WEAPON_EXP_MASTER)
+                               if (one_in_(3)) p_ptr->skill_exp[GINOU_NITOURYU] += 1;
                        p_ptr->update |= (PU_BONUS);
                }
        }
 
+       /* Gain riding experience */
        if (p_ptr->riding)
        {
-               int ridinglevel = r_info[m_list[p_ptr->riding].r_idx].level;
-               if ((skill_exp[GINOU_RIDING] < skill_exp_settei[p_ptr->pclass][GINOU_RIDING][1]) && ((skill_exp[GINOU_RIDING] - 1000) / 200 < r_info[m_ptr->r_idx].level) && (skill_exp[GINOU_RIDING]/100 - 2000 < ridinglevel))
-                       skill_exp[GINOU_RIDING]++;
-               if ((skill_exp[GINOU_RIDING] < skill_exp_settei[p_ptr->pclass][GINOU_RIDING][1]) && (skill_exp[GINOU_RIDING]/100 < ridinglevel))
+               int cur = p_ptr->skill_exp[GINOU_RIDING];
+               int max = s_info[p_ptr->pclass].s_max[GINOU_RIDING];
+
+               if (cur < max)
                {
-                       if (ridinglevel*100 > (skill_exp[GINOU_RIDING] + 1500))
-                               skill_exp[GINOU_RIDING] += (1+(ridinglevel - skill_exp[GINOU_RIDING]/100 - 15));
-                       else skill_exp[GINOU_RIDING]++;
+                       int ridinglevel = r_info[m_list[p_ptr->riding].r_idx].level;
+                       int targetlevel = r_info[m_ptr->r_idx].level;
+                       int inc = 0;
+
+                       if ((cur / 200 - 5) < targetlevel)
+                               inc += 1;
+
+                       /* Extra experience */
+                       if ((cur / 100) < ridinglevel)
+                       {
+                               if ((cur / 100 + 15) < ridinglevel)
+                                       inc += 1 + (ridinglevel - (cur / 100 + 15));
+                               else
+                                       inc += 1;
+                       }
+
+                       p_ptr->skill_exp[GINOU_RIDING] = MIN(max, cur + inc);
+
+                       p_ptr->update |= (PU_BONUS);
                }
-               p_ptr->update |= (PU_BONUS);
        }
 
        riding_t_m_idx = c_ptr->m_idx;
@@ -3763,8 +3345,8 @@ static bool pattern_seq(int c_y, int c_x, int n_y, int n_x)
                        return TRUE;
        }
        else if ((cave[n_y][n_x].feat == FEAT_PATTERN_OLD) ||
-                (cave[n_y][n_x].feat == FEAT_PATTERN_END) ||
-                (cave[n_y][n_x].feat == FEAT_PATTERN_XTRA2))
+                (cave[n_y][n_x].feat == FEAT_PATTERN_END) ||
+                (cave[n_y][n_x].feat == FEAT_PATTERN_XTRA2))
        {
                if (pattern_tile(c_y, c_x))
                {
@@ -3782,7 +3364,7 @@ static bool pattern_seq(int c_y, int c_x, int n_y, int n_x)
                }
        }
        else if ((cave[n_y][n_x].feat == FEAT_PATTERN_XTRA1) ||
-                (cave[c_y][c_x].feat == FEAT_PATTERN_XTRA1))
+                (cave[c_y][c_x].feat == FEAT_PATTERN_XTRA1))
        {
                return TRUE;
        }
@@ -3802,8 +3384,8 @@ static bool pattern_seq(int c_y, int c_x, int n_y, int n_x)
                }
        }
        else if ((cave[c_y][c_x].feat == FEAT_PATTERN_OLD) ||
-                (cave[c_y][c_x].feat == FEAT_PATTERN_END) ||
-                (cave[c_y][c_x].feat == FEAT_PATTERN_XTRA2))
+                (cave[c_y][c_x].feat == FEAT_PATTERN_END) ||
+                (cave[c_y][c_x].feat == FEAT_PATTERN_XTRA2))
        {
                if (!pattern_tile(n_y, n_x))
                {
@@ -3850,11 +3432,11 @@ static bool pattern_seq(int c_y, int c_x, int n_y, int n_x)
                                        ok_move = FEAT_PATTERN_1;
                                        break;
                                default:
-                                       if (wizard)
+                                       if (p_ptr->wizard)
 #ifdef JP
-                                               msg_format("¤ª¤«¤·¤Ê¥Ñ¥¿¡¼¥óÊâ¹Ô¡¢%d¡£", cave[c_y][c_x]);
+                                               msg_format("¤ª¤«¤·¤Ê¥Ñ¥¿¡¼¥óÊâ¹Ô¡¢%d¡£", cave[c_y][c_x].feat);
 #else
-                                               msg_format("Funny Pattern walking, %d.", cave[c_y][c_x]);
+                                               msg_format("Funny Pattern walking, %d.", cave[c_y][c_x].feat);
 #endif
 
                                        return TRUE; /* Goof-up */
@@ -3890,63 +3472,63 @@ static bool pattern_seq(int c_y, int c_x, int n_y, int n_x)
 
 bool player_can_enter(byte feature)
 {
-       bool pass_wall;
-
-       /* Player can not walk through "walls" unless in Shadow Form */
-       if (p_ptr->wraith_form || p_ptr->pass_wall || p_ptr->kabenuke)
-               pass_wall = TRUE;
-       else
-               pass_wall = FALSE;
-
        switch (feature)
        {
-               case FEAT_DEEP_WATER:
-               case FEAT_SHAL_LAVA:
-               case FEAT_DEEP_LAVA:
-                       return (TRUE);
-
-               case FEAT_DARK_PIT:
-               {
-                       if (p_ptr->ffall)
-                               return (TRUE);
-                       else
-                               return (FALSE);
-               }
-
-               case FEAT_TREES:
-               {
-                       return (TRUE);
-               }
+       case FEAT_DOOR_HEAD: /* Nasty hack -- Doors */
+       case FEAT_DOOR_HEAD + 0x01:
+       case FEAT_DOOR_HEAD + 0x02:
+       case FEAT_DOOR_HEAD + 0x03:
+       case FEAT_DOOR_HEAD + 0x04:
+       case FEAT_DOOR_HEAD + 0x05:
+       case FEAT_DOOR_HEAD + 0x06:
+       case FEAT_DOOR_HEAD + 0x07:
+       case FEAT_DOOR_HEAD + 0x08:
+       case FEAT_DOOR_HEAD + 0x09:
+       case FEAT_DOOR_HEAD + 0x0a:
+       case FEAT_DOOR_HEAD + 0x0b:
+       case FEAT_DOOR_HEAD + 0x0c:
+       case FEAT_DOOR_HEAD + 0x0d:
+       case FEAT_DOOR_HEAD + 0x0e:
+       case FEAT_DOOR_TAIL: /* Equals FEAT_DOOR_HEAD + 0x0f */
+       case FEAT_SECRET:
+       case FEAT_RUBBLE:
+       case FEAT_MAGMA:
+       case FEAT_QUARTZ:
+       case FEAT_MAGMA_H:
+       case FEAT_QUARTZ_H:
+       case FEAT_MAGMA_K:
+       case FEAT_QUARTZ_K:
+       case FEAT_WALL_EXTRA:
+       case FEAT_WALL_INNER:
+       case FEAT_WALL_OUTER:
+       case FEAT_WALL_SOLID:
+               /* Player can not walk through "walls" unless in Shadow Form */
+               return p_ptr->wraith_form || p_ptr->pass_wall || p_ptr->kabenuke;
+
+       case FEAT_PERM_EXTRA:
+       case FEAT_PERM_INNER:
+       case FEAT_PERM_OUTER:
+       case FEAT_PERM_SOLID:
+       case FEAT_PATTERN_START:
+       case FEAT_PATTERN_1:
+       case FEAT_PATTERN_2:
+       case FEAT_PATTERN_3:
+       case FEAT_PATTERN_4:
+       case FEAT_PATTERN_END:
+       case FEAT_PATTERN_OLD:
+       case FEAT_PATTERN_XTRA1:
+       case FEAT_PATTERN_XTRA2:
+               return FALSE;
 
-               case FEAT_RUBBLE:
-               case FEAT_MAGMA:
-               case FEAT_QUARTZ:
-               case FEAT_MAGMA_H:
-               case FEAT_QUARTZ_H:
-               case FEAT_MAGMA_K:
-               case FEAT_QUARTZ_K:
-               case FEAT_WALL_EXTRA:
-               case FEAT_WALL_INNER:
-               case FEAT_WALL_OUTER:
-               case FEAT_WALL_SOLID:
-               {
-                       return (pass_wall);
-               }
+       case FEAT_DARK_PIT:
+               return p_ptr->ffall;
 
-               case FEAT_MOUNTAIN:
-               {
-                       return (!dun_level && p_ptr->ffall);
-               }
-               case FEAT_PERM_EXTRA:
-               case FEAT_PERM_INNER:
-               case FEAT_PERM_OUTER:
-               case FEAT_PERM_SOLID:
-               {
-                       return (FALSE);
-               }
+       case FEAT_MOUNTAIN:
+               return !dun_level && p_ptr->ffall;
        }
 
-       return (TRUE);
+       /* Assume okay */
+       return TRUE;
 }
 
 
@@ -3981,7 +3563,6 @@ void move_player(int dir, int do_pickup, bool break_trap)
        /* Examine the destination */
        c_ptr = &cave[y][x];
 
-
        /* Exit the area */
        if (!dun_level && !p_ptr->wild_mode &&
                ((x == 0) || (x == MAX_WID - 1) ||
@@ -3997,7 +3578,7 @@ void move_player(int dir, int do_pickup, bool break_trap)
                                p_ptr->wilderness_x--;
                                p_ptr->oldpy = cur_hgt - 2;
                                p_ptr->oldpx = cur_wid - 2;
-                                ambush_flag = FALSE;
+                               ambush_flag = FALSE;
                        }
 
                        else if ((y == 0) && (x == MAX_WID - 1))
@@ -4006,7 +3587,7 @@ void move_player(int dir, int do_pickup, bool break_trap)
                                p_ptr->wilderness_x++;
                                p_ptr->oldpy = cur_hgt - 2;
                                p_ptr->oldpx = 1;
-                                ambush_flag = FALSE;
+                               ambush_flag = FALSE;
                        }
 
                        else if ((y == MAX_HGT - 1) && (x == 0))
@@ -4015,7 +3596,7 @@ void move_player(int dir, int do_pickup, bool break_trap)
                                p_ptr->wilderness_x--;
                                p_ptr->oldpy = 1;
                                p_ptr->oldpx = cur_wid - 2;
-                                ambush_flag = FALSE;
+                               ambush_flag = FALSE;
                        }
 
                        else if ((y == MAX_HGT - 1) && (x == MAX_WID - 1))
@@ -4024,7 +3605,7 @@ void move_player(int dir, int do_pickup, bool break_trap)
                                p_ptr->wilderness_x++;
                                p_ptr->oldpy = 1;
                                p_ptr->oldpx = 1;
-                                ambush_flag = FALSE;
+                               ambush_flag = FALSE;
                        }
 
                        else if (y == 0)
@@ -4032,7 +3613,7 @@ void move_player(int dir, int do_pickup, bool break_trap)
                                p_ptr->wilderness_y--;
                                p_ptr->oldpy = cur_hgt - 2;
                                p_ptr->oldpx = x;
-                                ambush_flag = FALSE;
+                               ambush_flag = FALSE;
                        }
 
                        else if (y == MAX_HGT - 1)
@@ -4040,7 +3621,7 @@ void move_player(int dir, int do_pickup, bool break_trap)
                                p_ptr->wilderness_y++;
                                p_ptr->oldpy = 1;
                                p_ptr->oldpx = x;
-                                ambush_flag = FALSE;
+                               ambush_flag = FALSE;
                        }
 
                        else if (x == 0)
@@ -4048,7 +3629,7 @@ void move_player(int dir, int do_pickup, bool break_trap)
                                p_ptr->wilderness_x--;
                                p_ptr->oldpx = cur_wid - 2;
                                p_ptr->oldpy = y;
-                                ambush_flag = FALSE;
+                               ambush_flag = FALSE;
                        }
 
                        else if (x == MAX_WID - 1)
@@ -4056,7 +3637,7 @@ void move_player(int dir, int do_pickup, bool break_trap)
                                p_ptr->wilderness_x++;
                                p_ptr->oldpx = 1;
                                p_ptr->oldpy = y;
-                                ambush_flag = FALSE;
+                               ambush_flag = FALSE;
                        }
 
                        p_ptr->leftbldg = TRUE;
@@ -4073,16 +3654,8 @@ void move_player(int dir, int do_pickup, bool break_trap)
        m_ptr = &m_list[c_ptr->m_idx];
 
 
-       if (inventory[INVEN_RARM].art_name)
-       {
-               if (inventory[INVEN_RARM].name1 == ART_STORMBRINGER)
-                       stormbringer = TRUE;
-       }
-       else if (inventory[INVEN_LARM].art_name)
-       {
-               if (inventory[INVEN_LARM].name1 == ART_STORMBRINGER)
-                       stormbringer = TRUE;
-       }
+       if (inventory[INVEN_RARM].name1 == ART_STORMBRINGER) stormbringer = TRUE;
+       if (inventory[INVEN_LARM].name1 == ART_STORMBRINGER) stormbringer = TRUE;
 
        /* Player can not walk through "walls"... */
        /* unless in Shadow Form */
@@ -4117,13 +3690,13 @@ void move_player(int dir, int do_pickup, bool break_trap)
                        monster_desc(m_name, m_ptr, 0);
 
                        /* Auto-Recall if possible and visible */
-                       if (m_ptr->ml) monster_race_track((m_ptr->mflag2 & MFLAG_KAGE), m_ptr->r_idx);
+                       if (m_ptr->ml) monster_race_track(m_ptr->ap_r_idx);
 
                        /* Track a new monster */
                        if (m_ptr->ml) health_track(c_ptr->m_idx);
 
                        /* displace? */
-                       if ((stormbringer && (randint(1000) > 666)) || (p_ptr->pclass == CLASS_BERSERKER))
+                       if ((stormbringer && (randint1(1000) > 666)) || (p_ptr->pclass == CLASS_BERSERKER))
                        {
                                py_attack(y, x, 0);
                                oktomove = FALSE;
@@ -4207,7 +3780,7 @@ void move_player(int dir, int do_pickup, bool break_trap)
 #ifdef ALLOW_EASY_DISARM /* TNB */
 
        /* Disarm a visible trap */
-       else if ((do_pickup != easy_disarm) && is_trap(c_ptr->feat))
+       else if ((do_pickup != easy_disarm) && is_known_trap(c_ptr))
        {
                bool ignore = FALSE;
                switch (c_ptr->feat)
@@ -4320,7 +3893,7 @@ msg_format("%s
                disturb(0, 0);
        }
 
-       else if ((p_ptr->riding && !(r_info[m_list[p_ptr->riding].r_idx].flags7 & (RF7_CAN_FLY)) && !(r_info[m_list[p_ptr->riding].r_idx].flags3 & (RF3_IM_FIRE))) && ((c_ptr->feat == FEAT_SHAL_LAVA) || (c_ptr->feat == FEAT_DEEP_LAVA)))
+       else if ((p_ptr->riding && !(r_info[m_list[p_ptr->riding].r_idx].flags7 & (RF7_CAN_FLY)) && !(r_info[m_list[p_ptr->riding].r_idx].flagsr & RFR_EFF_IM_FIRE_MASK)) && ((c_ptr->feat == FEAT_SHAL_LAVA) || (c_ptr->feat == FEAT_DEEP_LAVA)))
        {
 #ifdef JP
                msg_print("ÍÏ´ä¤Î¾å¤Ë¹Ô¤±¤Ê¤¤¡£");
@@ -4349,8 +3922,13 @@ msg_format("%s
        else if ((!cave_floor_bold(y, x)) &&
                (!p_can_pass_walls))
        {
+               byte feat;
+
                oktomove = FALSE;
 
+               /* Feature code (applying "mimic" field) */
+               feat = c_ptr->mimic ? f_info[c_ptr->mimic].mimic : f_info[c_ptr->feat].mimic;
+
                /* Disturb the player */
                disturb(0, 0);
 
@@ -4359,10 +3937,10 @@ msg_format("%s
                    (p_ptr->blind || !(c_ptr->info & (CAVE_LITE))))
                {
                        /* Rubble */
-                       if (c_ptr->feat == FEAT_RUBBLE)
+                       if (feat == FEAT_RUBBLE)
                        {
 #ifdef JP
-                                msg_print("´äÀФ¬¹Ô¤¯¼ê¤ò¤Ï¤Ð¤ó¤Ç¤¤¤ë¤è¤¦¤À¡£");
+                               msg_print("´äÀФ¬¹Ô¤¯¼ê¤ò¤Ï¤Ð¤ó¤Ç¤¤¤ë¤è¤¦¤À¡£");
 #else
                                msg_print("You feel some rubble blocking your way.");
 #endif
@@ -4372,10 +3950,10 @@ msg_format("%s
                        }
 
                        /* Closed door */
-                       else if (c_ptr->feat < FEAT_SECRET)
+                       else if (is_closed_door(feat))
                        {
 #ifdef JP
-                                msg_print("¥É¥¢¤¬¹Ô¤¯¼ê¤ò¤Ï¤Ð¤ó¤Ç¤¤¤ë¤è¤¦¤À¡£");
+                               msg_print("¥É¥¢¤¬¹Ô¤¯¼ê¤ò¤Ï¤Ð¤ó¤Ç¤¤¤ë¤è¤¦¤À¡£");
 #else
                                msg_print("You feel a closed door blocking your way.");
 #endif
@@ -4384,13 +3962,23 @@ msg_format("%s
                                lite_spot(y, x);
                        }
 
+                       /* Boundary floor mimic */
+                       else if (boundary_floor_grid(c_ptr))
+                       {
+#ifdef JP
+                               msg_print("¤½¤ì°Ê¾åÀè¤Ë¤Ï¿Ê¤á¤Ê¤¤¤è¤¦¤À¡£");
+#else
+                               msg_print("You feel you cannot go any more.");
+#endif
+                       }
+
                        /* Wall (or secret door) */
                        else
                        {
 #ifdef JP
-                               msg_print("Êɤ¬¹Ô¤¯¼ê¤ò¤Ï¤Ð¤ó¤Ç¤¤¤ë¤è¤¦¤À¡£");
+                               msg_format("%s¤¬¹Ô¤¯¼ê¤ò¤Ï¤Ð¤ó¤Ç¤¤¤ë¤è¤¦¤À¡£", (feat == FEAT_TREES) ? "ÌÚ" : "ÊÉ");
 #else
-                               msg_print("You feel a wall blocking your way.");
+                               msg_format("You feel a %s blocking your way.", (feat == FEAT_TREES) ? "tree" : "wall");
 #endif
 
                                c_ptr->info |= (CAVE_MARK);
@@ -4402,7 +3990,7 @@ msg_format("%s
                else
                {
                        /* Rubble */
-                       if (c_ptr->feat == FEAT_RUBBLE)
+                       if (feat == FEAT_RUBBLE)
                        {
 #ifdef JP
                                msg_print("´äÀФ¬¹Ô¤¯¼ê¤ò¤Ï¤Ð¤ó¤Ç¤¤¤ë¡£");
@@ -4410,7 +3998,6 @@ msg_format("%s
                                msg_print("There is rubble blocking your way.");
 #endif
 
-
                                if (!(p_ptr->confused || p_ptr->stun || p_ptr->image))
                                        energy_use = 0;
 
@@ -4421,7 +4008,7 @@ msg_format("%s
                                 */
                        }
                        /* Closed doors */
-                       else if (c_ptr->feat < FEAT_SECRET)
+                       else if (is_closed_door(feat))
                        {
 #ifdef ALLOW_EASY_OPEN
 
@@ -4435,6 +4022,18 @@ msg_format("%s
                                msg_print("There is a closed door blocking your way.");
 #endif
 
+                               if (!(p_ptr->confused || p_ptr->stun || p_ptr->image))
+                                       energy_use = 0;
+                       }
+
+                       /* Boundary floor mimic */
+                       else if (boundary_floor_grid(c_ptr))
+                       {
+#ifdef JP
+                               msg_print("¤½¤ì°Ê¾åÀè¤Ë¤Ï¿Ê¤á¤Ê¤¤¡£");
+#else
+                               msg_print("You cannot go any more.");
+#endif
 
                                if (!(p_ptr->confused || p_ptr->stun || p_ptr->image))
                                        energy_use = 0;
@@ -4444,19 +4043,18 @@ msg_format("%s
                        else
                        {
 #ifdef JP
-                               msg_print("Êɤ¬¹Ô¤¯¼ê¤ò¤Ï¤Ð¤ó¤Ç¤¤¤ë¡£");
+                               msg_format("%s¤¬¹Ô¤¯¼ê¤ò¤Ï¤Ð¤ó¤Ç¤¤¤ë¡£", (feat == FEAT_TREES) ? "ÌÚ" : "ÊÉ");
 #else
-                               msg_print("There is a wall blocking your way.");
+                               msg_format("There is a %s blocking your way.", (feat == FEAT_TREES) ? "tree" : "wall");
 #endif
 
-
                                if (!(p_ptr->confused || p_ptr->stun || p_ptr->image))
                                        energy_use = 0;
                        }
                }
 
                /* Sound */
-               sound(SOUND_HITWALL);
+               if (!boundary_floor_grid(c_ptr)) sound(SOUND_HITWALL);
        }
 
        /* Normal movement */
@@ -4478,22 +4076,14 @@ msg_format("%s
        {
                int oy, ox;
 
-#ifdef USE_SCRIPT
-               if (player_enter_grid_callback(y, x)) return;
-
-               /* Player movement callback */
-               if (player_move_callback(y, x)) return;
-#endif /* USE_SCRIPT */
-
-#ifdef USE_FRAKIR
-                if (p_ptr->warning)
-                 {
-                   if(!process_frakir(x,y))
-                     {
-                       energy_use = 25;return;
-                     }
-                 }
-#endif
+               if (p_ptr->warning)
+               {
+                       if(!process_warning(x, y))
+                       {
+                               energy_use = 25;
+                               return;
+                       }
+               }
 
                if (do_past)
                {
@@ -4503,8 +4093,8 @@ msg_format("%s
                        msg_format("You push past %s.", m_name);
 #endif
 
-                       m_ptr->fy = (byte)py;
-                       m_ptr->fx = (byte)px;
+                       m_ptr->fy = py;
+                       m_ptr->fx = px;
                        cave[py][px].m_idx = c_ptr->m_idx;
                        c_ptr->m_idx = 0;
                        update_mon(cave[py][px].m_idx, TRUE);
@@ -4531,13 +4121,13 @@ msg_format("%s
 
                if (p_ptr->riding && (r_info[m_list[p_ptr->riding].r_idx].flags2 & RF2_KILL_WALL))
                {
-                       if (cave[py][px].feat > FEAT_SECRET && cave[py][px].feat < FEAT_PERM_SOLID)
+                       if (cave[py][px].feat >= FEAT_RUBBLE && cave[py][px].feat < FEAT_PERM_SOLID)
                        {
                                /* Forget the wall */
                                cave[py][px].info &= ~(CAVE_MARK);
 
                                /* Notice */
-                               cave_set_feat(py, px, floor_type[rand_int(100)]);
+                               cave_set_feat(py, px, floor_type[randint0(100)]);
                        }
                }
                if (music_singing(MUSIC_WALL))
@@ -4556,16 +4146,15 @@ msg_format("%s
                                if (cave[py][px].feat == FEAT_TREES)
                                        cave_set_feat(py, px, FEAT_GRASS);
                                else
-                               {
-                                       cave[py][px].feat = floor_type[rand_int(100)];
-                                       cave[py][px].info &= ~(CAVE_MASK);
-                                       cave[py][px].info |= CAVE_FLOOR;
-                               }
+                                       cave_set_feat(py, px, floor_type[randint0(100)]);
                        }
                                /* Update some things -- similar to GF_KILL_WALL */
                        p_ptr->update |= (PU_VIEW | PU_LITE | PU_FLOW | PU_MONSTERS | PU_MON_LITE);
                }
 
+               /* Remove "unsafe" flag */
+               if ((!p_ptr->blind && !no_lite()) || !is_trap(c_ptr->feat)) c_ptr->info &= ~(CAVE_UNSAFE);
+
                /* Redraw new spot */
                lite_spot(py, px);
 
@@ -4578,11 +4167,11 @@ msg_format("%s
                /* Check for new panel (redraw map) */
                verify_panel();
 
-                /* For get everything when requested hehe I'm *NASTY* */
-                if (dun_level && (d_info[dungeon_type].flags1 & DF1_FORGET))
-                {
-                        wiz_dark();
-                }
+               /* For get everything when requested hehe I'm *NASTY* */
+               if (dun_level && (d_info[dungeon_type].flags1 & DF1_FORGET))
+               {
+                       wiz_dark();
+               }
 
                if ((p_ptr->pclass == CLASS_NINJA))
                {
@@ -4610,7 +4199,7 @@ msg_format("%s
 
                /* Spontaneous Searching */
                if ((p_ptr->skill_fos >= 50) ||
-                   (0 == rand_int(50 - p_ptr->skill_fos)))
+                   (0 == randint0(50 - p_ptr->skill_fos)))
                {
                        search();
                }
@@ -4643,7 +4232,7 @@ msg_format("%s
 
                        energy_use = 0;
                        /* Hack -- Enter store */
-                       command_new = '_';
+                       command_new = SPECIAL_KEY_STORE;
                }
 
                /* Handle "building doors" -KMW- */
@@ -4655,7 +4244,7 @@ msg_format("%s
 
                        energy_use = 0;
                        /* Hack -- Enter building */
-                       command_new = ']';
+                       command_new = SPECIAL_KEY_BUILDING;
                }
 
                /* Handle quest areas -KMW- */
@@ -4666,8 +4255,7 @@ msg_format("%s
 
                        energy_use = 0;
                        /* Hack -- Enter quest level */
-//                     command_new = '[';
-                       command_new = 255;
+                       command_new = SPECIAL_KEY_QUEST;
                }
 
                else if (cave[y][x].feat == FEAT_QUEST_EXIT)
@@ -4676,7 +4264,7 @@ msg_format("%s
                        {
                                if (record_fix_quest) do_cmd_write_nikki(NIKKI_FIX_QUEST_C, p_ptr->inside_quest, NULL);
                                quest[p_ptr->inside_quest].status = QUEST_STATUS_COMPLETED;
-                               quest[p_ptr->inside_quest].complev = p_ptr->lev;
+                               quest[p_ptr->inside_quest].complev = (byte)p_ptr->lev;
 #ifdef JP
                                msg_print("¥¯¥¨¥¹¥È¤òãÀ®¤·¤¿¡ª");
 #else
@@ -4686,22 +4274,7 @@ msg_format("%s
                                msg_print(NULL);
                        }
 
-                       leaving_quest = p_ptr->inside_quest;
-
-                       /* Leaving an 'only once' quest marks it as failed */
-                       if (leaving_quest &&
-                               ((quest[leaving_quest].flags & QUEST_FLAG_ONCE) || (quest[leaving_quest].type == QUEST_TYPE_RANDOM)) &&
-                               (quest[leaving_quest].status == QUEST_STATUS_TAKEN))
-                       {
-                               if ((quest[leaving_quest].type == QUEST_TYPE_RANDOM) && record_rand_quest)
-                                       do_cmd_write_nikki(NIKKI_RAND_QUEST_F, leaving_quest, NULL);
-                               else if (record_fix_quest)
-                                       do_cmd_write_nikki(NIKKI_FIX_QUEST_F, leaving_quest, NULL);
-                               quest[leaving_quest].status = QUEST_STATUS_FAILED;
-                               quest[leaving_quest].complev = p_ptr->lev;
-                               if (quest[leaving_quest].type == QUEST_TYPE_RANDOM)
-                                       r_info[quest[leaving_quest].r_idx].flags1 &= ~(RF1_QUESTOR);
-                       }
+                       leave_quest_check();
 
                        p_ptr->inside_quest = cave[y][x].special;
                        dun_level = 0;
@@ -4710,37 +4283,57 @@ msg_format("%s
                        p_ptr->leaving = TRUE;
                }
 
-               /* Discover invisible traps */
-               else if (c_ptr->info & CAVE_TRAP)
+               /* Set off a trap */
+               else if (is_trap(c_ptr->feat))
                {
                        /* Disturb */
                        disturb(0, 0);
 
-                       /* Message */
+                       /* Hidden trap */
+                       if (c_ptr->mimic)
+                       {
+                               /* Message */
 #ifdef JP
-                       msg_print("¥È¥é¥Ã¥×¤À¡ª");
+                               msg_print("¥È¥é¥Ã¥×¤À¡ª");
 #else
-                       msg_print("You found a trap!");
+                               msg_print("You found a trap!");
 #endif
 
-
-                       /* Pick a trap */
-                       pick_trap(py, px);
+                               /* Pick a trap */
+                               disclose_grid(py, px);
+                       }
 
                        /* Hit the trap */
                        hit_trap(break_trap);
                }
 
-               /* Set off an visible trap */
-               else if (is_trap(c_ptr->feat))
+               /* Warn when leaving trap detected region */
+               if ((disturb_trap_detect || alert_trap_detect)
+                   && p_ptr->dtrap && !(cave[py][px].info & CAVE_IN_DETECT))
                {
-                       /* Disturb */
-                       disturb(0, 0);
+                       /* No duplicate warning */
+                       p_ptr->dtrap = FALSE;
 
-                       /* Hit the trap */
-                       hit_trap(break_trap);
+                       /* 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)
+                               {
+                                       disturb(0, 0);
+                               }
+                       }
                }
        }
+
        if (p_ptr->riding)
        {
                m_list[p_ptr->riding].fy = py;
@@ -4757,6 +4350,9 @@ msg_format("%s
  */
 static int see_wall(int dir, int y, int x)
 {
+       cave_type   *c_ptr;
+       byte feat;
+
        /* Get the new location */
        y += ddy[dir];
        x += ddx[dir];
@@ -4764,32 +4360,26 @@ static int see_wall(int dir, int y, int x)
        /* Illegal grids are not known walls */
        if (!in_bounds2(y, x)) return (FALSE);
 
-       /* Non-wall grids are not known walls */
-       if (cave[y][x].feat < FEAT_SECRET) return (FALSE);
-
-       if ((cave[y][x].feat >= FEAT_DEEP_WATER) &&
-           (cave[y][x].feat <= FEAT_GRASS)) return (FALSE);
-
-       if ((cave[y][x].feat >= FEAT_SHOP_HEAD) &&
-           (cave[y][x].feat <= FEAT_SHOP_TAIL)) return (FALSE);
-
-       if (cave[y][x].feat == FEAT_DEEP_GRASS) return (FALSE);
-       if (cave[y][x].feat == FEAT_FLOWER) return (FALSE);
-
-       if (cave[y][x].feat == FEAT_MUSEUM) return (FALSE);
-
-       if ((cave[y][x].feat >= FEAT_BLDG_HEAD) &&
-           (cave[y][x].feat <= FEAT_BLDG_TAIL)) return (FALSE);
+       /* Access grid */
+       c_ptr = &cave[y][x];
 
-//     if (cave[y][x].feat == FEAT_TREES) return (FALSE);
+       /* Feature code (applying "mimic" field) */
+       feat = c_ptr->mimic ? f_info[c_ptr->mimic].mimic : f_info[c_ptr->feat].mimic;
 
        /* Must be known to the player */
-       if (!(cave[y][x].info & (CAVE_MARK))) return (FALSE);
+       if (c_ptr->info & (CAVE_MARK))
+       {
+               /* Rubble, Magma, Quartz, Wall, Perm wall */
+               if (feat >= FEAT_RUBBLE && feat <= FEAT_PERM_SOLID) return TRUE;
 
-       if (cave[y][x].feat >= FEAT_TOWN) return (FALSE);
+               /* Tree */
+               if (feat == FEAT_TREES) return TRUE;
 
-       /* Default */
-       return (TRUE);
+               /* Mountain */
+               if (feat == FEAT_MOUNTAIN) return TRUE;
+       }
+
+       return FALSE;
 }
 
 
@@ -4887,11 +4477,11 @@ static int see_nothing(int dir, int y, int x)
  * stop at 1. Another run right and down will enter the corridor
  * and make the corner, stopping at the 2.
  *
- * #@x    1
+ * ##################
+ * o@x       1
  * ########### ######
- * 2        #
+ * #2          #
  * #############
- * #
  *
  * After any move, the function area_affect is called to
  * determine the new surroundings, and the direction of
@@ -4904,10 +4494,10 @@ static int see_nothing(int dir, int y, int x)
  * respectively) to which you were not previously adjacent,
  * marked as '!' in the diagrams below.
  *
- * ...!   ...
- * .o@!   .o.!
- * ...!   ..@!
- * !!!
+ *   ...!              ...
+ *   .o@!  (normal)    .o.!  (diagonal)
+ *   ...!  (east)      ..@!  (south east)
+ *                      !!!
  *
  * You STOP if any of the new squares are interesting in any way:
  * for example, if they contain visible monsters or treasure.
@@ -4934,20 +4524,21 @@ static int see_nothing(int dir, int y, int x)
  * We assign "option" to the straight-on grid, and "option2" to the
  * diagonal grid, and "check_dir" to the grid marked 's'.
  *
- * .s
+ * ##s
  * @x?
- * #?
+ * #.?
  *
- * If they are both seen to be closed, then it is seen that no
- * benefit is gained from moving straight. It is a known corner.
- * To cut the corner, go diagonally, otherwise go straight, but
- * pretend you stepped diagonally into that next location for a
- * full view next time. Conversely, if one of the ? squares is
- * not seen to be closed, then there is a potential choice. We check
- * to see whether it is a potential corner or an intersection/room entrance.
- * If the square two spaces straight ahead, and the space marked with 's'
- * are both blank, then it is a potential corner and enter if find_examine
- * is set, otherwise must stop because it is not a corner.
+ * If they are both seen to be closed, then it is seen that no benefit
+ * is gained from moving straight. It is a known corner.  To cut the
+ * corner, go diagonally, otherwise go straight, but pretend you
+ * stepped diagonally into that next location for a full view next
+ * time. Conversely, if one of the ? squares is not seen to be closed,
+ * then there is a potential choice. We check to see whether it is a
+ * potential corner or an intersection/room entrance.  If the square
+ * two spaces straight ahead, and the space marked with 's' are both
+ * unknown space, then it is a potential corner and enter if
+ * find_examine is set, otherwise must stop because it is not a
+ * corner.
  */
 
 
@@ -5105,6 +4696,7 @@ static bool run_test(void)
        int         i, max, inv;
        int         option = 0, option2 = 0;
        cave_type   *c_ptr;
+       byte feat;
 
        /* Where we came from */
        prev_dir = find_prevdir;
@@ -5113,6 +4705,32 @@ static bool run_test(void)
        /* Range of newly adjacent grids */
        max = (prev_dir & 0x01) + 1;
 
+       /* 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);
+                       }
+               }
+       }
 
        /* Look at every newly adjacent square. */
        for (i = -max; i <= max; i++)
@@ -5130,6 +4748,8 @@ static bool run_test(void)
                /* Access grid */
                c_ptr = &cave[row][col];
 
+               /* Feature code (applying "mimic" field) */
+               feat = c_ptr->mimic ? f_info[c_ptr->mimic].mimic : f_info[c_ptr->feat].mimic;
 
                /* Visible monsters abort running */
                if (c_ptr->m_idx)
@@ -5165,7 +4785,7 @@ static bool run_test(void)
                        bool notice = TRUE;
 
                        /* Examine the terrain */
-                       switch (c_ptr->feat)
+                       switch (feat)
                        {
                                /* Floors */
                                case FEAT_FLOOR:
@@ -5173,9 +4793,6 @@ static bool run_test(void)
                                /* Invis traps */
                                case FEAT_INVIS:
 
-                               /* Secret doors */
-                               case FEAT_SECRET:
-
                                /* Normal veins */
                                case FEAT_MAGMA:
                                case FEAT_QUARTZ:
@@ -5184,7 +4801,12 @@ static bool run_test(void)
                                case FEAT_MAGMA_H:
                                case FEAT_QUARTZ_H:
 
+                               /* Known treasure (almost uninteresting) */
+                               case FEAT_MAGMA_K:
+                               case FEAT_QUARTZ_K:
+
                                /* Walls */
+                               case FEAT_RUBBLE:
                                case FEAT_WALL_EXTRA:
                                case FEAT_WALL_INNER:
                                case FEAT_WALL_OUTER:
@@ -5225,7 +4847,7 @@ static bool run_test(void)
                                case FEAT_SHAL_LAVA:
                                {
                                        /* Ignore */
-                                       if (p_ptr->invuln || p_ptr->immune_fire) notice = FALSE;
+                                       if (IS_INVULN() || p_ptr->immune_fire) notice = FALSE;
 
                                        /* Done */
                                        break;
@@ -5234,7 +4856,7 @@ static bool run_test(void)
                                case FEAT_DEEP_WATER:
                                {
                                        /* Ignore */
-                                       if (p_ptr->ffall) notice = FALSE;
+                                       if (p_ptr->ffall || p_ptr->total_weight<= (((u32b)adj_str_wgt[p_ptr->stat_ind[A_STR]]*(p_ptr->pclass == CLASS_BERSERKER ? 150 : 100))/2)) notice = FALSE;
 
                                        /* Done */
                                        break;
@@ -5273,10 +4895,8 @@ static bool run_test(void)
                        inv = FALSE;
                }
 
-               /* Analyze unknown grids and floors */
-//             if (inv || cave_floor_bold(row, col) ||
-//                 (cave[row][col].feat == FEAT_TREES))
-               if (inv || cave_floor_bold(row, col))
+               /* Analyze unknown grids and floors considering mimic */
+               if (inv || feat_floor(feat))
                {
                        /* Looking for open area */
                        if (find_openarea)
@@ -5353,13 +4973,16 @@ static bool run_test(void)
                        /* Access grid */
                        c_ptr = &cave[row][col];
 
+                       /* Feature code (applying "mimic" field) */
+                       feat = c_ptr->mimic ? f_info[c_ptr->mimic].mimic : f_info[c_ptr->feat].mimic;
+
                        /* Unknown grid or non-wall XXX XXX XXX cave_floor_grid(c_ptr)) */
                        if (!(c_ptr->info & (CAVE_MARK)) ||
-                           ((c_ptr->feat < FEAT_SECRET) ||
-                            (c_ptr->feat == FEAT_FLOWER) ||
-                            (c_ptr->feat == FEAT_DEEP_GRASS) ||
-                           ((c_ptr->feat >= FEAT_DEEP_WATER) &&
-                                (c_ptr->feat <= FEAT_GRASS))))
+                           ((feat <= FEAT_DOOR_TAIL) ||
+                            (feat == FEAT_FLOWER) ||
+                            (feat == FEAT_DEEP_GRASS) ||
+                            ((feat >= FEAT_DEEP_WATER) &&
+                             (feat <= FEAT_GRASS))))
 
                        {
                                /* Looking to break right */
@@ -5391,13 +5014,16 @@ static bool run_test(void)
                        /* Access grid */
                        c_ptr = &cave[row][col];
 
+                       /* Feature code (applying "mimic" field) */
+                       feat = c_ptr->mimic ? f_info[c_ptr->mimic].mimic : f_info[c_ptr->feat].mimic;
+
                        /* Unknown grid or non-wall XXX XXX XXX cave_floor_grid(c_ptr)) */
                        if (!(c_ptr->info & (CAVE_MARK)) ||
-                           ((c_ptr->feat < FEAT_SECRET) ||
-                            (c_ptr->feat == FEAT_FLOWER) ||
-                            (c_ptr->feat == FEAT_DEEP_GRASS) ||
-                           ((c_ptr->feat >= FEAT_DEEP_WATER) &&
-                                (c_ptr->feat <= FEAT_GRASS))))
+                           ((feat <= FEAT_DOOR_TAIL) ||
+                            (feat == FEAT_FLOWER) ||
+                            (feat == FEAT_DEEP_GRASS) ||
+                            ((feat >= FEAT_DEEP_WATER) &&
+                             (feat <= FEAT_GRASS))))
 
                        {
                                /* Looking to break left */
@@ -5517,9 +5143,18 @@ void run_step(int dir)
        /* Start running */
        if (dir)
        {
+               cave_type   *c_ptr;
+               byte feat;
+       
+               /* Access grid */
+               c_ptr = &cave[py+ddy[dir]][px+ddx[dir]];
+
+               /* Feature code (applying "mimic" field) */
+               feat = c_ptr->mimic ? f_info[c_ptr->mimic].mimic : f_info[c_ptr->feat].mimic;
+
                /* Hack -- do not start silly run */
                if (see_wall(dir, py, px) &&
-                  (cave[py+ddy[dir]][px+ddx[dir]].feat != FEAT_TREES))
+                  (feat != FEAT_TREES))
                {
                        /* Message */
 #ifdef JP
@@ -5574,7 +5209,7 @@ void run_step(int dir)
 
 #endif /* ALLOW_EASY_DISARM -- TNB */
 
-       if ((py == p_ptr->run_py) && (px == p_ptr->run_px))
+       if (player_bold(p_ptr->run_py, p_ptr->run_px))
        {
                p_ptr->run_py = 0;
                p_ptr->run_px = 0;