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レベル15以上のハーフトロル狂戦士も戦士同様に遅消化が得られるのに, 'C'
[hengband/hengband.git] / src / cmd1.c
index a702023..f16b037 100644 (file)
@@ -1074,8 +1074,8 @@ static void hit_trap(bool break_trap)
 
        /* Get the cave grid */
        cave_type *c_ptr = &cave[y][x];
-
-       int trap_feat = c_ptr->feat;
+       feature_type *f_ptr = &f_info[c_ptr->feat];
+       int trap_feat_type = have_flag(f_ptr->flags, FF_TRAP) ? f_ptr->subtype : NOT_TRAP;
 
 #ifdef JP
        cptr name = "¥È¥é¥Ã¥×";
@@ -1089,14 +1089,14 @@ static void hit_trap(bool break_trap)
        cave_alter_feat(y, x, FF_HIT_TRAP);
 
        /* Analyze XXX XXX XXX */
-       switch (trap_feat)
+       switch (trap_feat_type)
        {
-               case FEAT_TRAP_TRAPDOOR:
+               case TRAP_TRAPDOOR:
                {
                        if (p_ptr->levitation)
                        {
 #ifdef JP
-                               msg_print("Í¸Í¤òÈô¤Ó±Û¤¨¤¿¡£");
+                               msg_print("Íî¤Ȥ·¸Í¤òÈô¤Ó±Û¤¨¤¿¡£");
 #else
                                msg_print("You fly over a trap door.");
 #endif
@@ -1105,7 +1105,7 @@ static void hit_trap(bool break_trap)
                        else
                        {
 #ifdef JP
-                               msg_print("Í¸Í¤ËÍî¤Á¤¿¡ª");
+                               msg_print("Íî¤Ȥ·¸Í¤ËÍî¤Á¤¿¡ª");
                                if ((p_ptr->pseikaku == SEIKAKU_COMBAT) || (inventory[INVEN_BOW].name1 == ART_CRIMSON))
                                        msg_print("¤¯¤Ã¤½¡Á¡ª");
 #else
@@ -1115,7 +1115,7 @@ static void hit_trap(bool break_trap)
                                sound(SOUND_FALL);
                                dam = damroll(2, 8);
 #ifdef JP
-                               name = "Í¸Í";
+                               name = "Íî¤Ȥ·¸Í";
 #else
                                name = "a trap door";
 #endif
@@ -1127,7 +1127,7 @@ static void hit_trap(bool break_trap)
                                        do_cmd_save_game(TRUE);
 
 #ifdef JP
-                               do_cmd_write_nikki(NIKKI_BUNSHOU, 0, "Í¸Í¤ËÍî¤Á¤¿");
+                               do_cmd_write_nikki(NIKKI_BUNSHOU, 0, "Íî¤Ȥ·¸Í¤ËÍî¤Á¤¿");
 #else
                                do_cmd_write_nikki(NIKKI_BUNSHOU, 0, "You have fallen through a trap door!");
 #endif
@@ -1139,12 +1139,12 @@ static void hit_trap(bool break_trap)
                        break;
                }
 
-               case FEAT_TRAP_PIT:
+               case TRAP_PIT:
                {
                        if (p_ptr->levitation)
                        {
 #ifdef JP
-                               msg_print("Í·ê¤òÈô¤Ó±Û¤¨¤¿¡£");
+                               msg_print("Íî¤Ȥ··ê¤òÈô¤Ó±Û¤¨¤¿¡£");
 #else
                                msg_print("You fly over a pit trap.");
 #endif
@@ -1153,14 +1153,14 @@ static void hit_trap(bool break_trap)
                        else
                        {
 #ifdef JP
-                               msg_print("Í·ê¤ËÍî¤Á¤Æ¤·¤Þ¤Ã¤¿¡ª");
+                               msg_print("Íî¤Ȥ··ê¤ËÍî¤Á¤Æ¤·¤Þ¤Ã¤¿¡ª");
 #else
                                msg_print("You have fallen into a pit!");
 #endif
 
                                dam = damroll(2, 6);
 #ifdef JP
-                               name = "Í·ê";
+                               name = "Íî¤Ȥ··ê";
 #else
                                name = "a pit trap";
 #endif
@@ -1170,12 +1170,12 @@ static void hit_trap(bool break_trap)
                        break;
                }
 
-               case FEAT_TRAP_SPIKED_PIT:
+               case TRAP_SPIKED_PIT:
                {
                        if (p_ptr->levitation)
                        {
 #ifdef JP
-                               msg_print("¥È¥²¤Î¤¢¤ëÍ·ê¤òÈô¤Ó±Û¤¨¤¿¡£");
+                               msg_print("¥È¥²¤Î¤¢¤ëÍî¤Ȥ··ê¤òÈô¤Ó±Û¤¨¤¿¡£");
 #else
                                msg_print("You fly over a spiked pit.");
 #endif
@@ -1184,7 +1184,7 @@ static void hit_trap(bool break_trap)
                        else
                        {
 #ifdef JP
-                       msg_print("¥¹¥Ñ¥¤¥¯¤¬Éߤ«¤ì¤¿Í·ê¤ËÍî¤Á¤Æ¤·¤Þ¤Ã¤¿¡ª");
+                               msg_print("¥¹¥Ñ¥¤¥¯¤¬Éߤ«¤ì¤¿Íî¤È¤··ê¤ËÍî¤Á¤Æ¤·¤Þ¤Ã¤¿¡ª");
 #else
                                msg_print("You fall into a spiked pit!");
 #endif
@@ -1192,7 +1192,7 @@ static void hit_trap(bool break_trap)
 
                                /* Base damage */
 #ifdef JP
-                               name = "Í·ê";
+                               name = "Íî¤Ȥ··ê";
 #else
                                name = "a pit trap";
 #endif
@@ -1210,7 +1210,7 @@ static void hit_trap(bool break_trap)
 
 
 #ifdef JP
-                                       name = "¥È¥²¤Î¤¢¤ëÍ·ê";
+                                       name = "¥È¥²¤Î¤¢¤ëÍî¤Ȥ··ê";
 #else
                                        name = "a spiked pit";
 #endif
@@ -1225,12 +1225,12 @@ static void hit_trap(bool break_trap)
                        break;
                }
 
-               case FEAT_TRAP_POISON_PIT:
+               case TRAP_POISON_PIT:
                {
                        if (p_ptr->levitation)
                        {
 #ifdef JP
-                               msg_print("¥È¥²¤Î¤¢¤ëÍ·ê¤òÈô¤Ó±Û¤¨¤¿¡£");
+                               msg_print("¥È¥²¤Î¤¢¤ëÍî¤Ȥ··ê¤òÈô¤Ó±Û¤¨¤¿¡£");
 #else
                                msg_print("You fly over a spiked pit.");
 #endif
@@ -1239,7 +1239,7 @@ static void hit_trap(bool break_trap)
                        else
                        {
 #ifdef JP
-                       msg_print("¥¹¥Ñ¥¤¥¯¤¬Éߤ«¤ì¤¿Í·ê¤ËÍî¤Á¤Æ¤·¤Þ¤Ã¤¿¡ª");
+                       msg_print("¥¹¥Ñ¥¤¥¯¤¬Éߤ«¤ì¤¿Íî¤Ȥ··ê¤ËÍî¤Á¤Æ¤·¤Þ¤Ã¤¿¡ª");
 #else
                                msg_print("You fall into a spiked pit!");
 #endif
@@ -1249,7 +1249,7 @@ static void hit_trap(bool break_trap)
                                dam = damroll(2, 6);
 
 #ifdef JP
-                               name = "Í·ê";
+                               name = "Íî¤Ȥ··ê";
 #else
                                name = "a pit trap";
 #endif
@@ -1266,7 +1266,7 @@ static void hit_trap(bool break_trap)
 
 
 #ifdef JP
-                                       name = "¥È¥²¤Î¤¢¤ëÍ·ê";
+                                       name = "¥È¥²¤Î¤¢¤ëÍî¤Ȥ··ê";
 #else
                                        name = "a spiked pit";
 #endif
@@ -1299,7 +1299,7 @@ static void hit_trap(bool break_trap)
                        break;
                }
 
-               case FEAT_TRAP_TY_CURSE:
+               case TRAP_TY_CURSE:
                {
 #ifdef JP
                        msg_print("²¿¤«¤¬¥Ô¥«¥Ã¤È¸÷¤Ã¤¿¡ª");
@@ -1327,7 +1327,7 @@ static void hit_trap(bool break_trap)
                        break;
                }
 
-               case FEAT_TRAP_TELEPORT:
+               case TRAP_TELEPORT:
                {
 #ifdef JP
                        msg_print("¥Æ¥ì¥Ý¡¼¥È¡¦¥È¥é¥Ã¥×¤Ë¤Ò¤Ã¤«¤«¤Ã¤¿¡ª");
@@ -1335,11 +1335,11 @@ static void hit_trap(bool break_trap)
                        msg_print("You hit a teleport trap!");
 #endif
 
-                       teleport_player(100, TRUE);
+                       teleport_player(100, TELEPORT_PASSIVE);
                        break;
                }
 
-               case FEAT_TRAP_FIRE:
+               case TRAP_FIRE:
                {
 #ifdef JP
                        msg_print("±ê¤ËÊñ¤Þ¤ì¤¿¡ª");
@@ -1357,7 +1357,7 @@ static void hit_trap(bool break_trap)
                        break;
                }
 
-               case FEAT_TRAP_ACID:
+               case TRAP_ACID:
                {
 #ifdef JP
                        msg_print("»À¤¬¿á¤­¤«¤±¤é¤ì¤¿¡ª");
@@ -1375,7 +1375,7 @@ static void hit_trap(bool break_trap)
                        break;
                }
 
-               case FEAT_TRAP_SLOW:
+               case TRAP_SLOW:
                {
                        if (check_hit(125))
                        {
@@ -1401,7 +1401,7 @@ static void hit_trap(bool break_trap)
                        break;
                }
 
-               case FEAT_TRAP_LOSE_STR:
+               case TRAP_LOSE_STR:
                {
                        if (check_hit(125))
                        {
@@ -1432,7 +1432,7 @@ static void hit_trap(bool break_trap)
                        break;
                }
 
-               case FEAT_TRAP_LOSE_DEX:
+               case TRAP_LOSE_DEX:
                {
                        if (check_hit(125))
                        {
@@ -1463,7 +1463,7 @@ static void hit_trap(bool break_trap)
                        break;
                }
 
-               case FEAT_TRAP_LOSE_CON:
+               case TRAP_LOSE_CON:
                {
                        if (check_hit(125))
                        {
@@ -1494,7 +1494,7 @@ static void hit_trap(bool break_trap)
                        break;
                }
 
-               case FEAT_TRAP_BLIND:
+               case TRAP_BLIND:
                {
 #ifdef JP
                        msg_print("¹õ¤¤¥¬¥¹¤ËÊñ¤ß¹þ¤Þ¤ì¤¿¡ª");
@@ -1509,7 +1509,7 @@ static void hit_trap(bool break_trap)
                        break;
                }
 
-               case FEAT_TRAP_CONFUSE:
+               case TRAP_CONFUSE:
                {
 #ifdef JP
                        msg_print("¤­¤é¤á¤¯¥¬¥¹¤ËÊñ¤ß¹þ¤Þ¤ì¤¿¡ª");
@@ -1524,7 +1524,7 @@ static void hit_trap(bool break_trap)
                        break;
                }
 
-               case FEAT_TRAP_POISON:
+               case TRAP_POISON:
                {
 #ifdef JP
                        msg_print("»É·ãŪ¤ÊÎп§¤Î¥¬¥¹¤ËÊñ¤ß¹þ¤Þ¤ì¤¿¡ª");
@@ -1539,7 +1539,7 @@ static void hit_trap(bool break_trap)
                        break;
                }
 
-               case FEAT_TRAP_SLEEP:
+               case TRAP_SLEEP:
                {
 #ifdef JP
                        msg_print("´ñ̯¤ÊÇò¤¤Ì¸¤ËÊñ¤Þ¤ì¤¿¡ª");
@@ -1579,7 +1579,7 @@ msg_print("
                        break;
                }
 
-               case FEAT_TRAP_TRAPS:
+               case TRAP_TRAPS:
                {
 #ifdef JP
 msg_print("¤Þ¤Ð¤æ¤¤Á®¸÷¤¬Áö¤Ã¤¿¡ª");
@@ -1593,7 +1593,7 @@ msg_print("
                        break;
                }
 
-               case FEAT_TRAP_ALARM:
+               case TRAP_ALARM:
                {
 #ifdef JP
                        msg_print("¤±¤¿¤¿¤Þ¤·¤¤²»¤¬ÌĤê¶Á¤¤¤¿¡ª");
@@ -1606,7 +1606,7 @@ msg_print("
                        break;
                }
 
-               case FEAT_TRAP_OPEN:
+               case TRAP_OPEN:
                {
 #ifdef JP
                        msg_print("Âç²»¶Á¤È¶¦¤Ë¤Þ¤ï¤ê¤ÎÊɤ¬Êø¤ì¤¿¡ª");
@@ -1621,7 +1621,7 @@ msg_print("
                        break;
                }
 
-               case FEAT_TRAP_ARMAGEDDON:
+               case TRAP_ARMAGEDDON:
                {
                        static int levs[10] = {0, 0, 20, 10, 5, 3, 2, 1, 1, 1};
                        int evil_idx = 0, good_idx = 0;
@@ -1671,7 +1671,7 @@ msg_print("
                        break;
                }
 
-               case FEAT_TRAP_PIRANHA:
+               case TRAP_PIRANHA:
                {
 #ifdef JP
                        msg_print("ÆÍÁ³Êɤ«¤é¿å¤¬°î¤ì½Ð¤·¤¿¡ª¥Ô¥é¥Ë¥¢¤¬¤¤¤ë¡ª");
@@ -1975,7 +1975,8 @@ static void py_attack_aux(int y, int x, bool *fear, bool *mdeath, s16b hand, int
        monster_type    *m_ptr = &m_list[c_ptr->m_idx];
        monster_race    *r_ptr = &r_info[m_ptr->r_idx];
 
-       object_type     *o_ptr;
+       /* Access the weapon */
+       object_type     *o_ptr = &inventory[INVEN_RARM + hand];
 
        char            m_name[80];
 
@@ -2009,7 +2010,7 @@ static void py_attack_aux(int y, int x, bool *fear, bool *mdeath, s16b hand, int
                        if (p_ptr->monlite && (mode != HISSATSU_NYUSIN)) tmp /= 3;
                        if (p_ptr->cursed & TRC_AGGRAVATE) tmp /= 2;
                        if (r_ptr->level > (p_ptr->lev * p_ptr->lev / 20 + 10)) tmp /= 3;
-                       if (m_ptr->csleep && m_ptr->ml)
+                       if (MON_CSLEEP(m_ptr) && m_ptr->ml)
                        {
                                /* Can't backstab creatures that we can't see, right? */
                                backstab = TRUE;
@@ -2018,7 +2019,7 @@ static void py_attack_aux(int y, int x, bool *fear, bool *mdeath, s16b hand, int
                        {
                                fuiuchi = TRUE;
                        }
-                       else if (m_ptr->monfear && m_ptr->ml)
+                       else if (MON_MONFEAR(m_ptr) && m_ptr->ml)
                        {
                                stab_fleeing = TRUE;
                        }
@@ -2028,11 +2029,11 @@ static void py_attack_aux(int y, int x, bool *fear, bool *mdeath, s16b hand, int
        case CLASS_MONK:
        case CLASS_FORCETRAINER:
        case CLASS_BERSERKER:
-               if (empty_hands(TRUE) & EMPTY_HAND_RARM) monk_attack = TRUE;
+               if ((empty_hands(TRUE) & EMPTY_HAND_RARM) && !p_ptr->riding) monk_attack = TRUE;
                break;
        }
 
-       if (!buki_motteruka(INVEN_RARM) && !buki_motteruka(INVEN_LARM))
+       if (!o_ptr->k_idx) /* Empty hand */
        {
                if ((r_ptr->level + 10) > p_ptr->lev)
                {
@@ -2050,7 +2051,7 @@ static void py_attack_aux(int y, int x, bool *fear, bool *mdeath, s16b hand, int
                        }
                }
        }
-       else
+       else if (object_is_melee_weapon(o_ptr))
        {
                if ((r_ptr->level + 10) > p_ptr->lev)
                {
@@ -2071,15 +2072,11 @@ static void py_attack_aux(int y, int x, bool *fear, bool *mdeath, s16b hand, int
        }
 
        /* Disturb the monster */
-       m_ptr->csleep = 0;
-       if (r_ptr->flags7 & RF7_HAS_LD_MASK) p_ptr->update |= (PU_MON_LITE);
+       (void)set_monster_csleep(c_ptr->m_idx, 0);
 
        /* Extract monster name (or "it") */
        monster_desc(m_name, m_ptr, 0);
 
-       /* Access the weapon */
-       o_ptr = &inventory[INVEN_RARM+hand];
-
        /* Calculate the "attack quality" */
        bonus = p_ptr->to_h[hand] + o_ptr->to_h;
        chance = (p_ptr->skill_thn + (bonus * BTH_PLUS_ADJ));
@@ -2342,15 +2339,22 @@ static void py_attack_aux(int y, int x, bool *fear, bool *mdeath, s16b hand, int
                                {
                                        if (p_ptr->lev > randint1(r_ptr->level + resist_stun + 10))
                                        {
+                                               if (set_monster_stunned(c_ptr->m_idx, stun_effect + MON_STUNNED(m_ptr)))
+                                               {
 #ifdef JP
-                                               if (m_ptr->stunned) msg_format("%^s¤Ï¤µ¤é¤Ë¥Õ¥é¥Õ¥é¤Ë¤Ê¤Ã¤¿¡£", m_name);
-                                               else msg_format("%^s¤Ï¥Õ¥é¥Õ¥é¤Ë¤Ê¤Ã¤¿¡£", m_name);
+                                                       msg_format("%^s¤Ï¥Õ¥é¥Õ¥é¤Ë¤Ê¤Ã¤¿¡£", m_name);
 #else
-                                               if (m_ptr->stunned) msg_format("%^s is more stunned.", m_name);
-                                               else msg_format("%^s is stunned.", m_name);
+                                                       msg_format("%^s is stunned.", m_name);
 #endif
-
-                                               m_ptr->stunned += stun_effect;
+                                               }
+                                               else
+                                               {
+#ifdef JP
+                                                       msg_format("%^s¤Ï¤µ¤é¤Ë¥Õ¥é¥Õ¥é¤Ë¤Ê¤Ã¤¿¡£", m_name);
+#else
+                                                       msg_format("%^s is more stunned.", m_name);
+#endif
+                                               }
                                        }
                                }
                        }
@@ -2512,7 +2516,7 @@ static void py_attack_aux(int y, int x, bool *fear, bool *mdeath, s16b hand, int
                                if (!(r_ptr->flags3 & (RF3_NO_STUN)))
                                {
                                        /* Get stunned */
-                                       if (m_ptr->stunned)
+                                       if (MON_STUNNED(m_ptr))
                                        {
 #ifdef JP
                                                msg_format("%s¤Ï¤Ò¤É¤¯¤â¤¦¤í¤¦¤È¤·¤¿¡£", m_name);
@@ -2532,7 +2536,7 @@ static void py_attack_aux(int y, int x, bool *fear, bool *mdeath, s16b hand, int
                                        }
 
                                        /* Apply stun */
-                                       m_ptr->stunned = (tmp < 200) ? tmp : 200;
+                                       (void)set_monster_stunned(c_ptr->m_idx, MON_STUNNED(m_ptr) + tmp);
                                }
                                else
                                {
@@ -2722,6 +2726,7 @@ static void py_attack_aux(int y, int x, bool *fear, bool *mdeath, s16b hand, int
                                }
                                m_ptr->maxhp -= (k+7)/8;
                                if (m_ptr->hp > m_ptr->maxhp) m_ptr->hp = m_ptr->maxhp;
+                               if (m_ptr->maxhp < 1) m_ptr->maxhp = 1;
                                weak = TRUE;
                        }
                        can_drain = FALSE;
@@ -2772,7 +2777,7 @@ static void py_attack_aux(int y, int x, bool *fear, bool *mdeath, s16b hand, int
                                        msg_format("%^s appears confused.", m_name);
 #endif
 
-                                       m_ptr->confused += 10 + randint0(p_ptr->lev) / 5;
+                                       (void)set_monster_confused(c_ptr->m_idx, MON_CONFUSED(m_ptr) + 10 + randint0(p_ptr->lev) / 5);
                                }
                        }
 
@@ -2814,7 +2819,7 @@ static void py_attack_aux(int y, int x, bool *fear, bool *mdeath, s16b hand, int
                                        msg_format("%^s disappears!", m_name);
 #endif
 
-                                       teleport_away(c_ptr->m_idx, 50, FALSE, TRUE);
+                                       teleport_away(c_ptr->m_idx, 50, TELEPORT_PASSIVE);
                                        num = num_blow + 1; /* Can't hit it anymore! */
                                        *mdeath = TRUE;
                                }
@@ -2833,16 +2838,6 @@ static void py_attack_aux(int y, int x, bool *fear, bool *mdeath, s16b hand, int
                                                msg_format("%^s changes!", m_name);
 #endif
 
-
-                                               /* Hack -- Get new monster */
-                                               m_ptr = &m_list[c_ptr->m_idx];
-
-                                               /* Oops, we need a different name... */
-                                               monster_desc(m_name, m_ptr, 0);
-
-                                               /* Hack -- Get new race */
-                                               r_ptr = &r_info[m_ptr->r_idx];
-
                                                *fear = FALSE;
                                                weak = FALSE;
                                        }
@@ -2853,8 +2848,16 @@ static void py_attack_aux(int y, int x, bool *fear, bool *mdeath, s16b hand, int
 #else
                                                msg_format("%^s is unaffected.", m_name);
 #endif
-
                                        }
+
+                                       /* Hack -- Get new monster */
+                                       m_ptr = &m_list[c_ptr->m_idx];
+
+                                       /* Oops, we need a different name... */
+                                       monster_desc(m_name, m_ptr, 0);
+
+                                       /* Hack -- Get new race */
+                                       r_ptr = &r_info[m_ptr->r_idx];
                                }
                        }
                        else if (o_ptr->name1 == ART_G_HAMMER)
@@ -3059,20 +3062,28 @@ bool py_attack(int y, int x, int mode)
 
        energy_use = 100;
 
-       if (m_ptr->csleep) /* It is not honorable etc to attack helpless victims */
+       if (!p_ptr->migite && !p_ptr->hidarite &&
+           !(p_ptr->muta2 & (MUT2_HORNS | MUT2_BEAK | MUT2_SCOR_TAIL | MUT2_TRUNK | MUT2_TENTACLES)))
        {
-               if (!(r_ptr->flags3 & RF3_EVIL) || one_in_(5)) chg_virtue(V_COMPASSION, -1);
-               if (!(r_ptr->flags3 & RF3_EVIL) || one_in_(5)) chg_virtue(V_HONOUR, -1);
+#ifdef JP
+               msg_format("%s¹¶·â¤Ç¤­¤Ê¤¤¡£", (empty_hands(FALSE) == EMPTY_HAND_NONE) ? "ξ¼ê¤¬¤Õ¤µ¤¬¤Ã¤Æ" : "");
+#else
+               msg_print("You cannot do attacking.");
+#endif
+               return FALSE;
        }
 
        /* Extract monster name (or "it") */
        monster_desc(m_name, m_ptr, 0);
 
-       /* Auto-Recall if possible and visible */
-       if (m_ptr->ml) monster_race_track(m_ptr->ap_r_idx);
+       if (m_ptr->ml)
+       {
+               /* Auto-Recall if possible and visible */
+               monster_race_track(m_ptr->ap_r_idx);
 
-       /* Track a new monster */
-       if (m_ptr->ml) health_track(c_ptr->m_idx);
+               /* Track a new monster */
+               health_track(c_ptr->m_idx);
+       }
 
        if ((r_ptr->flags1 & RF1_FEMALE) &&
            !(p_ptr->stun || p_ptr->confused || p_ptr->image || !m_ptr->ml))
@@ -3149,7 +3160,7 @@ bool py_attack(int y, int x, int mode)
                /* Message */
                if (m_ptr->ml)
 #ifdef JP
-               msg_format("¶²¤¯¤Æ%s¤ò¹¶·â¤Ç¤­¤Ê¤¤¡ª", m_name);
+                       msg_format("¶²¤¯¤Æ%s¤ò¹¶·â¤Ç¤­¤Ê¤¤¡ª", m_name);
 #else
                        msg_format("You are too afraid to attack %s!", m_name);
 #endif
@@ -3162,13 +3173,18 @@ bool py_attack(int y, int x, int mode)
 #endif
 
                /* Disturb the monster */
-               m_ptr->csleep = 0;
-               if (r_ptr->flags7 & RF7_HAS_LD_MASK) p_ptr->update |= (PU_MON_LITE);
+               (void)set_monster_csleep(c_ptr->m_idx, 0);
 
                /* Done */
                return FALSE;
        }
 
+       if (MON_CSLEEP(m_ptr)) /* It is not honorable etc to attack helpless victims */
+       {
+               if (!(r_ptr->flags3 & RF3_EVIL) || one_in_(5)) chg_virtue(V_COMPASSION, -1);
+               if (!(r_ptr->flags3 & RF3_EVIL) || one_in_(5)) chg_virtue(V_HONOUR, -1);
+       }
+
        if (p_ptr->migite && p_ptr->hidarite)
        {
                if ((p_ptr->skill_exp[GINOU_NITOURYU] < s_info[p_ptr->pclass].s_max[GINOU_NITOURYU]) && ((p_ptr->skill_exp[GINOU_NITOURYU] - 1000) / 200 < r_ptr->level))
@@ -3268,8 +3284,8 @@ bool pattern_seq(int c_y, int c_x, int n_y, int n_x)
 
        if (!is_pattern_tile_cur && !is_pattern_tile_new) return TRUE;
 
-       pattern_type_cur = is_pattern_tile_cur ? cur_f_ptr->power : NOT_PATTERN_TILE;
-       pattern_type_new = is_pattern_tile_new ? new_f_ptr->power : NOT_PATTERN_TILE;
+       pattern_type_cur = is_pattern_tile_cur ? cur_f_ptr->subtype : NOT_PATTERN_TILE;
+       pattern_type_new = is_pattern_tile_new ? new_f_ptr->subtype : NOT_PATTERN_TILE;
 
        if (pattern_type_new == PATTERN_TILE_START)
        {
@@ -3483,16 +3499,22 @@ bool move_player_effect(int ny, int nx, u32b mpe_mode)
                /* Redraw new spot */
                lite_spot(ny, nx);
 
-               if (mpe_mode & MPE_FORGET_FLOW) forget_flow();
-
                /* Check for new panel (redraw map) */
                verify_panel();
 
-               /* Update stuff */
-               p_ptr->update |= (PU_VIEW | PU_LITE | PU_FLOW | PU_MON_LITE);
+               if (mpe_mode & MPE_FORGET_FLOW)
+               {
+                       forget_flow();
 
-               /* Update the monsters */
-               p_ptr->update |= (PU_DISTANCE);
+                       /* Mega-Hack -- Forget the view */
+                       p_ptr->update |= (PU_UN_VIEW);
+
+                       /* Redraw map */
+                       p_ptr->redraw |= (PR_MAP);
+               }
+
+               /* Update stuff */
+               p_ptr->update |= (PU_VIEW | PU_LITE | PU_FLOW | PU_MON_LITE | PU_DISTANCE);
 
                /* Window stuff */
                p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
@@ -3512,12 +3534,14 @@ bool move_player_effect(int ny, int nx, u32b mpe_mode)
                        else if (p_ptr->cur_lite <= 0) set_superstealth(TRUE);
                }
 
-               if ((p_ptr->action == ACTION_HAYAGAKE) && !have_flag(f_ptr->flags, FF_PROJECT))
+               if ((p_ptr->action == ACTION_HAYAGAKE) &&
+                   (!have_flag(f_ptr->flags, FF_PROJECT) ||
+                    (!p_ptr->levitation && have_flag(f_ptr->flags, FF_DEEP))))
                {
 #ifdef JP
                        msg_print("¤³¤³¤Ç¤ÏÁÇÁ᤯ư¤±¤Ê¤¤¡£");
 #else
-                       msg_print("You cannot run in wall.");
+                       msg_print("You cannot run in here.");
 #endif
                        set_action(ACTION_NONE);
                }
@@ -3666,33 +3690,37 @@ bool move_player_effect(int ny, int nx, u32b mpe_mode)
 
 bool trap_can_be_ignored(int feat)
 {
-       switch (feat)
+       feature_type *f_ptr = &f_info[feat];
+
+       if (!have_flag(f_ptr->flags, FF_TRAP)) return TRUE;
+
+       switch (f_ptr->subtype)
        {
-       case FEAT_TRAP_TRAPDOOR:
-       case FEAT_TRAP_PIT:
-       case FEAT_TRAP_SPIKED_PIT:
-       case FEAT_TRAP_POISON_PIT:
+       case TRAP_TRAPDOOR:
+       case TRAP_PIT:
+       case TRAP_SPIKED_PIT:
+       case TRAP_POISON_PIT:
                if (p_ptr->levitation) return TRUE;
                break;
-       case FEAT_TRAP_TELEPORT:
+       case TRAP_TELEPORT:
                if (p_ptr->anti_tele) return TRUE;
                break;
-       case FEAT_TRAP_FIRE:
+       case TRAP_FIRE:
                if (p_ptr->immune_fire) return TRUE;
                break;
-       case FEAT_TRAP_ACID:
+       case TRAP_ACID:
                if (p_ptr->immune_acid) return TRUE;
                break;
-       case FEAT_TRAP_BLIND:
+       case TRAP_BLIND:
                if (p_ptr->resist_blind) return TRUE;
                break;
-       case FEAT_TRAP_CONFUSE:
+       case TRAP_CONFUSE:
                if (p_ptr->resist_conf) return TRUE;
                break;
-       case FEAT_TRAP_POISON:
+       case TRAP_POISON:
                if (p_ptr->resist_pois) return TRUE;
                break;
-       case FEAT_TRAP_SLEEP:
+       case TRAP_SLEEP:
                if (p_ptr->free_act) return TRUE;
                break;
        }
@@ -3841,7 +3869,7 @@ void move_player(int dir, bool do_pickup, bool break_trap)
 
        /* Player can not walk through "walls"... */
        /* unless in Shadow Form */
-       p_can_kill_walls = p_ptr->kill_wall && have_flag(f_ptr->flags, FF_TUNNEL) &&
+       p_can_kill_walls = p_ptr->kill_wall && have_flag(f_ptr->flags, FF_HURT_DISI) &&
                (!p_can_enter || !have_flag(f_ptr->flags, FF_LOS)) &&
                !have_flag(f_ptr->flags, FF_PERMANENT);
 
@@ -3856,8 +3884,8 @@ void move_player(int dir, bool do_pickup, bool break_trap)
                    ((p_ptr->muta2 & MUT2_BERS_RAGE) && p_ptr->shero)) &&
                    pattern_seq(py, px, y, x) && (p_can_enter || p_can_kill_walls))
                {
-                       m_ptr->csleep = 0;
-                       if (r_ptr->flags7 & RF7_HAS_LD_MASK) p_ptr->update |= (PU_MON_LITE);
+                       /* Disturb the monster */
+                       (void)set_monster_csleep(c_ptr->m_idx, 0);
 
                        /* Extract monster name (or "it") */
                        monster_desc(m_name, m_ptr, 0);
@@ -3915,7 +3943,7 @@ void move_player(int dir, bool do_pickup, bool break_trap)
                        oktomove = FALSE;
                        disturb(0, 0);
                }
-               else if (riding_m_ptr->monfear)
+               else if (MON_MONFEAR(riding_m_ptr))
                {
                        char m_name[80];
 
@@ -3980,7 +4008,7 @@ void move_player(int dir, bool do_pickup, bool break_trap)
                        disturb(0, 0);
                }
 
-               if (oktomove && riding_m_ptr->stunned && one_in_(2))
+               if (oktomove && MON_STUNNED(riding_m_ptr) && one_in_(2))
                {
                        char m_name[80];
                        monster_desc(m_name, riding_m_ptr, 0);
@@ -4018,7 +4046,7 @@ void move_player(int dir, bool do_pickup, bool break_trap)
         */
        else if (have_flag(f_ptr->flags, FF_TREE) && !p_can_kill_walls)
        {
-               if ((p_ptr->pclass != CLASS_RANGER) && !p_ptr->levitation) energy_use *= 2;
+               if ((p_ptr->pclass != CLASS_RANGER) && !p_ptr->levitation && (!p_ptr->riding || !(riding_r_ptr->flags8 & RF8_WILD_WOOD))) energy_use *= 2;
        }
 
 #ifdef ALLOW_EASY_DISARM /* TNB */
@@ -4174,7 +4202,7 @@ void move_player(int dir, bool do_pickup, bool break_trap)
                        cave_alter_feat(y, x, FF_HURT_DISI);
 
                        /* Update some things -- similar to GF_KILL_WALL */
-                       p_ptr->update |= (PU_VIEW | PU_LITE | PU_FLOW | PU_MONSTERS | PU_MON_LITE);
+                       p_ptr->update |= (PU_FLOW);
                }
 
                /* Sound */
@@ -4629,7 +4657,7 @@ static bool run_test(void)
                        next_o_idx = o_ptr->next_o_idx;
 
                        /* Visible object */
-                       if (o_ptr->marked) return (TRUE);
+                       if (o_ptr->marked & OM_FOUND) return (TRUE);
                }
 
                /* Assume unknown */
@@ -4665,8 +4693,7 @@ static bool run_test(void)
 
                                /* Deep water */
                                else if (have_flag(f_ptr->flags, FF_WATER) && have_flag(f_ptr->flags, FF_DEEP) &&
-                                        (p_ptr->levitation || p_ptr->can_swim ||
-                                         p_ptr->total_weight <= (((u32b)adj_str_wgt[p_ptr->stat_ind[A_STR]]*(p_ptr->pclass == CLASS_BERSERKER ? 150 : 100)) / 2)))
+                                        (p_ptr->levitation || p_ptr->can_swim || (p_ptr->total_weight <= weight_limit())))
                                {
                                        /* Ignore */
                                        notice = FALSE;