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射撃武器の熟練度の記号定数化を間違えており, 熟練度が[初心者]から上が
[hengband/hengband.git] / src / cmd2.c
index d4a39e4..0a40e15 100644 (file)
@@ -1,15 +1,15 @@
 /* File: cmd2.c */
 
-/* Purpose: Movement commands (part 2) */
-
 /*
- * 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 2) */
+
 #include "angband.h"
 
 
@@ -35,39 +35,18 @@ void do_cmd_go_up(void)
        {
                /* Success */
 #ifdef JP
-       if ((p_ptr->pseikaku == SEIKAKU_COMBAT) || (inventory[INVEN_BOW].name1 == ART_CRIMSON))
-               msg_print("¤Ê¤ó¤À¤³¤Î³¬Ãʤϡª");
-       else
-               msg_print("¾å¤Î³¬¤ËÅФä¿¡£");
+               if ((p_ptr->pseikaku == SEIKAKU_COMBAT) || (inventory[INVEN_BOW].name1 == ART_CRIMSON))
+                       msg_print("¤Ê¤ó¤À¤³¤Î³¬Ãʤϡª");
+               else
+                       msg_print("¾å¤Î³¬¤ËÅФä¿¡£");
 #else
                msg_print("You enter the up staircase.");
 #endif
 
+               leave_quest_check();
 
-               leaving_quest = p_ptr->inside_quest;
                p_ptr->inside_quest = c_ptr->special;
 
-               /* 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))
-               {
-                       quest[leaving_quest].status = QUEST_STATUS_FAILED;
-                       quest[leaving_quest].complev = (byte)p_ptr->lev;
-                       if (quest[leaving_quest].type == QUEST_TYPE_RANDOM)
-                       {
-                               r_info[quest[leaving_quest].r_idx].flags1 &= ~(RF1_QUESTOR);
-                               if (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);
-               }
-
-#ifdef USE_SCRIPT
-               if (cmd_go_up_callback()) return;
-#endif /* USE_SCRIPT */
-
                /* Activate the quest */
                if (!quest[p_ptr->inside_quest].status)
                {
@@ -86,142 +65,121 @@ void do_cmd_go_up(void)
 
                p_ptr->oldpx = 0;
                p_ptr->oldpy = 0;
+
+               /* End the command */
+               return;
        }
-       /* Normal up stairs */
-       else if ((c_ptr->feat == FEAT_LESS) || (c_ptr->feat == FEAT_LESS_LESS))
+
+       /* Normal up stairs? */
+       if (c_ptr->feat != FEAT_LESS && c_ptr->feat != FEAT_LESS_LESS)
        {
-               if (!dun_level)
-               {
-                       go_up = TRUE;
-               }
-               else
-               {
-                       if (confirm_stairs)
-                       {
 #ifdef JP
-if (get_check("ËÜÅö¤Ë¤³¤Î³¬¤òµî¤ê¤Þ¤¹¤«¡©"))
+               msg_print("¤³¤³¤Ë¤Ï¾å¤ê³¬Ãʤ¬¸«Åö¤¿¤é¤Ê¤¤¡£");
 #else
-                               if (get_check("Really leave the level? "))
+               msg_print("I see no up staircase here.");
 #endif
 
-                                       go_up = TRUE;
-                       }
-                       else
-                       {
-                               go_up = TRUE;
-                       }
-               }
+               return;
+       }
+
+       if (!dun_level)
+       {
+               go_up = TRUE;
+       }
+       else
+       {
+               quest_type *q_ptr = &quest[p_ptr->inside_quest];
 
-               if (go_up)
+               /* Confirm leaving from once only quest */
+               if (confirm_quest && p_ptr->inside_quest &&
+                   (q_ptr->type == QUEST_TYPE_RANDOM ||
+                    (q_ptr->flags & QUEST_FLAG_ONCE &&
+                     q_ptr->status != QUEST_STATUS_COMPLETED)))
+               {
+#ifdef JP
+                       msg_print("¤³¤Î³¬¤ò°ìÅÙµî¤ë¤ÈÆóÅÙ¤ÈÌá¤Ã¤ÆÍè¤é¤ì¤Þ¤»¤ó¡£");
+                       if (get_check("ËÜÅö¤Ë¤³¤Î³¬¤òµî¤ê¤Þ¤¹¤«¡©")) go_up = TRUE;
+#else
+                       msg_print("You can't come back here once you leave this floor.");
+                       if (get_check("Really leave this floor? ")) go_up = TRUE;
+#endif
+               }
+               else
                {
+                       go_up = TRUE;
+               }
+       }
 
-                       /* Hack -- take a turn */
-                       energy_use = 100;
+       /* Cancel the command */
+       if (!go_up) return;
 
-                       if (autosave_l) do_cmd_save_game(TRUE);
+       /* Hack -- take a turn */
+       energy_use = 100;
 
-#ifdef USE_SCRIPT
-                       if (cmd_go_up_callback()) return;
-#endif /* USE_SCRIPT */
+       if (autosave_l) do_cmd_save_game(TRUE);
 
-                       if (p_ptr->inside_quest)
-                       {
-                               leaving_quest = p_ptr->inside_quest;
-                               if (quest[leaving_quest].type != QUEST_TYPE_RANDOM) dun_level = 1;
+       if (p_ptr->inside_quest)
+       {
+               leave_quest_check();
 
-                               /* 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))
-                               {
-                                       quest[leaving_quest].status = QUEST_STATUS_FAILED;
-                                       quest[leaving_quest].complev = (byte)p_ptr->lev;
-                                       if (quest[leaving_quest].type == QUEST_TYPE_RANDOM)
-                                       {
-                                               r_info[quest[leaving_quest].r_idx].flags1 &= ~(RF1_QUESTOR);
-                                               if (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);
-                               }
+               if (quest[leaving_quest].type != QUEST_TYPE_RANDOM)
+               {
+                       p_ptr->inside_quest = c_ptr->special;
+                       dun_level = 0;
+               }
+               else
+               {
+                       p_ptr->inside_quest = 0;
+               }
 
-                               p_ptr->inside_quest = c_ptr->special;
-                       }
+               up_num = 0;
+       }
+       else
+       {
+               /* New depth */
+               if (c_ptr->feat == FEAT_LESS_LESS)
+               {
+                       /* Create a way back */
+                       prepare_change_floor_mode(CFM_UP | CFM_SHAFT);
 
-                       /* New depth */
-                       if (c_ptr->feat == FEAT_LESS_LESS)
-                       {
-                               /* Create a way back */
-                               create_down_stair = 2;
+                       up_num = 2;
+               }
+               else
+               {
+                       /* Create a way back */
+                       prepare_change_floor_mode(CFM_UP);
 
-                               up_num += 2;
-                       }
-                       else
-                       {
-                               /* Create a way back */
-                               create_down_stair = 1;
+                       up_num = 1;
+               }
 
-                               up_num += 1;
-                       }
-                       if (!c_ptr->special && dungeon_type && ((dun_level - up_num + 1) > d_info[dungeon_type].mindepth) && one_in_(13))
-                       {
-                               up_num++;
-#ifdef JP
-                               if (c_ptr->feat == FEAT_LESS_LESS) msg_print("Ť¤¹£Æ»¤ò¾å¤Ã¤¿¡£");
-                               else msg_print("Ť¤³¬Ãʤò¾å¤Ã¤¿¡£");
-#else
-                               msg_print("These were very long stairs.");
-#endif
-                               msg_print(NULL);
-                       }
-                       if (dun_level-up_num+1 == d_info[dungeon_type].mindepth) up_num = dun_level;
-#ifdef JP
-                       if (record_stair) do_cmd_write_nikki(NIKKI_STAIR, 0-up_num, "³¬Ãʤò¾å¤Ã¤¿");
-#else
-                       if (record_stair) do_cmd_write_nikki(NIKKI_STAIR, 0-up_num, "go up the stairs to");
-#endif
-                       dun_level -= up_num;
+               /* Get out from current dungeon */
+               if (dun_level - up_num < d_info[dungeon_type].mindepth)
+                       up_num = dun_level;
+       }
 
-                       /* Success */
 #ifdef JP
-                       if ((p_ptr->pseikaku == SEIKAKU_COMBAT) || (inventory[INVEN_BOW].name1 == ART_CRIMSON))
-                               msg_print("¤Ê¤ó¤À¤³¤Î³¬Ãʤϡª");
-                       else
-                               msg_print("³¬Ãʤò¾å¤Ã¤Æ¿·¤¿¤Ê¤ë̵ܤؤÈ­¤òƧ¤ßÆþ¤ì¤¿¡£");
+       if (record_stair) do_cmd_write_nikki(NIKKI_STAIR, 0-up_num, "³¬Ãʤò¾å¤Ã¤¿");
 #else
-                       msg_print("You enter a maze of up staircases.");
+       if (record_stair) do_cmd_write_nikki(NIKKI_STAIR, 0-up_num, "climbed up the stairs to");
 #endif
 
-
-                       /* Leaving the dungeon to town */
-                       if (!dun_level && dungeon_type)
-                       {
-                               p_ptr->leaving_dungeon = TRUE;
-                               if (!vanilla_town && !lite_town)
-                               {
-                                       p_ptr->wilderness_y = d_info[dungeon_type].dy;
-                                       p_ptr->wilderness_x = d_info[dungeon_type].dx;
-                               }
-                               p_ptr->recall_dungeon = dungeon_type;
-                       }
-
-                       if (!dun_level) dungeon_type = 0;
-
-                       /* Leaving */
-                       p_ptr->leaving = TRUE;
-               }
-       }
-       else
-       {
+       /* Success */
 #ifdef JP
-               msg_print("¤³¤³¤Ë¤Ï¾å¤ê³¬Ãʤ¬¸«Åö¤¿¤é¤Ê¤¤¡£");
+       if ((p_ptr->pseikaku == SEIKAKU_COMBAT) || (inventory[INVEN_BOW].name1 == ART_CRIMSON))
+               msg_print("¤Ê¤ó¤À¤³¤Î³¬Ãʤϡª");
+       else if (up_num == dun_level)
+               msg_print("ÃϾå¤ËÌá¤Ã¤¿¡£");
+       else
+               msg_print("³¬Ãʤò¾å¤Ã¤Æ¿·¤¿¤Ê¤ë̵ܤؤÈ­¤òƧ¤ßÆþ¤ì¤¿¡£");
 #else
-               msg_print("I see no up staircase here.");
+       if (up_num == dun_level)
+               msg_print("You go back to the surface.");
+       else
+               msg_print("You enter a maze of up staircases.");
 #endif
 
-               return;
-       }
+       /* Leaving */
+       p_ptr->leaving = TRUE;
 }
 
 
@@ -231,7 +189,6 @@ if (get_check("
 void do_cmd_go_down(void)
 {
        cave_type *c_ptr;
-       bool go_down = FALSE;
        bool fall_trap = FALSE;
        int down_num = 0;
 
@@ -258,24 +215,7 @@ void do_cmd_go_down(void)
 #endif
 
 
-               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))
-               {
-                       quest[leaving_quest].status = QUEST_STATUS_FAILED;
-                       quest[leaving_quest].complev = (byte)p_ptr->lev;
-                       if (quest[leaving_quest].type == QUEST_TYPE_RANDOM)
-                       {
-                               r_info[quest[leaving_quest].r_idx].flags1 &= ~(RF1_QUESTOR);
-                               if (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);
-               }
+               leave_quest_check();
 
                p_ptr->inside_quest = c_ptr->special;
 
@@ -332,116 +272,92 @@ void do_cmd_go_down(void)
                                if (!get_check("Do you really get in this dungeon? ")) return;
 #endif
                        }
-                       go_down = TRUE;
 
                        /* Save old player position */
                        p_ptr->oldpx = px;
                        p_ptr->oldpy = py;
                        dungeon_type = (byte)c_ptr->special;
                }
-               else
-               {
-                       if (confirm_stairs)
-                       {
-#ifdef JP
-if (get_check("ËÜÅö¤Ë¤³¤Î³¬¤òµî¤ê¤Þ¤¹¤«¡©"))
-#else
-                               if (get_check("Really leave the level? "))
-#endif
 
-                                       go_down = TRUE;
-                       }
-                       else
-                       {
-                               go_down = TRUE;
-                       }
-               }
+               /* Hack -- take a turn */
+               energy_use = 100;
 
-               if (go_down)
-               {
+               if (autosave_l) do_cmd_save_game(TRUE);
 
-                       /* Hack -- take a turn */
-                       energy_use = 100;
+               /* Go down */
+               if (c_ptr->feat == FEAT_MORE_MORE) down_num += 2;
+               else down_num += 1;
 
-                       if (autosave_l) do_cmd_save_game(TRUE);
 
-                       /* Go down */
-                       if (c_ptr->feat == FEAT_MORE_MORE) down_num += 2;
-                       else down_num += 1;
-                       if (!quest_number(dun_level+down_num) && (dun_level < d_info[dungeon_type].maxdepth - 1 - down_num) && one_in_(13) && !fall_trap && dun_level)
-                       {
-                               down_num++;
+               if (!dun_level)
+               {
+                       /* Enter the dungeon just now */
+                       p_ptr->enter_dungeon = TRUE;
+                       down_num = d_info[c_ptr->special].mindepth;
+               }
+
+               if (record_stair)
+               {
 #ifdef JP
-                               if (c_ptr->feat == FEAT_MORE_MORE) msg_print("Ť¤¹£Æ»¤ò²¼¤ê¤¿¡£");
-                               else msg_print("Ť¤³¬Ãʤò²¼¤ê¤¿¡£");
+                       if (fall_trap) do_cmd_write_nikki(NIKKI_STAIR, down_num, "Í¸Í¤ËÍî¤Á¤¿");
+                       else do_cmd_write_nikki(NIKKI_STAIR, down_num, "³¬Ãʤò²¼¤ê¤¿");
 #else
-                               msg_print("These were very long stairs.");
+                       if (fall_trap) do_cmd_write_nikki(NIKKI_STAIR, down_num, "fell through a trap door");
+                       else do_cmd_write_nikki(NIKKI_STAIR, down_num, "climbed down the stairs to");
 #endif
-                               msg_print(NULL);
-                       }
-                       else if (!dun_level) down_num = d_info[c_ptr->special].mindepth;
-                       if (record_stair)
-                       {
+               }
+
+               if (fall_trap)
+               {
 #ifdef JP
-                               if (fall_trap) do_cmd_write_nikki(NIKKI_STAIR, down_num, "Í¸Í¤ËÍî¤Á¤¿");
-                               else do_cmd_write_nikki(NIKKI_STAIR, down_num, "³¬Ãʤò²¼¤ê¤¿");
+                       msg_print("¤ï¤¶¤ÈÍ¸Í¤ËÍî¤Á¤¿¡£");
 #else
-                               if (fall_trap) do_cmd_write_nikki(NIKKI_STAIR, down_num, "fall from trap door");
-                               else do_cmd_write_nikki(NIKKI_STAIR, down_num, "go down the stairs to");
+                       msg_print("You deliberately jump through the trap door.");
 #endif
-                       }
-
-                       if (fall_trap)
+               }
+               else
+               {
+                       /* Success */
+                       if(c_ptr->feat == FEAT_ENTRANCE)
                        {
-                               dun_level += down_num;
 #ifdef JP
-                               msg_print("¤ï¤¶¤ÈÍ¸Í¤ËÍî¤Á¤¿¡£");
+                               msg_format("%s¤ØÆþ¤Ã¤¿¡£", d_text + d_info[dungeon_type].text);
 #else
-                               msg_print("You deliberately jump through the trap door.");
+                               msg_format("You entered %s.", d_text + d_info[dungeon_type].text);
 #endif
                        }
                        else
                        {
-                               /* Success */
-                               if(c_ptr->feat == FEAT_ENTRANCE)
-                               {
-                                       dun_level = d_info[c_ptr->special].mindepth;
 #ifdef JP
-                                       msg_format("%s¤ØÆþ¤Ã¤¿¡£", d_text + d_info[dungeon_type].text);
-#else
-                                       msg_format("You entered %s.", d_text + d_info[dungeon_type].text);
-#endif
-                               }
+                               if ((p_ptr->pseikaku == SEIKAKU_COMBAT) || (inventory[INVEN_BOW].name1 == ART_CRIMSON))
+                                       msg_print("¤Ê¤ó¤À¤³¤Î³¬Ãʤϡª");
                                else
-                               {
-                                       dun_level += down_num;
-#ifdef JP
-                                       if ((p_ptr->pseikaku == SEIKAKU_COMBAT) || (inventory[INVEN_BOW].name1 == ART_CRIMSON))
-                                               msg_print("¤Ê¤ó¤À¤³¤Î³¬Ãʤϡª");
-                                       else
-                                               msg_print("³¬Ãʤò²¼¤ê¤Æ¿·¤¿¤Ê¤ë̵ܤؤÈ­¤òƧ¤ßÆþ¤ì¤¿¡£");
+                                       msg_print("³¬Ãʤò²¼¤ê¤Æ¿·¤¿¤Ê¤ë̵ܤؤÈ­¤òƧ¤ßÆþ¤ì¤¿¡£");
 #else
-                                       msg_print("You enter a maze of down staircases.");
+                               msg_print("You enter a maze of down staircases.");
 #endif
-                               }
                        }
+               }
 
 
-                       /* Leaving */
-                       p_ptr->leaving = TRUE;
+               /* Leaving */
+               p_ptr->leaving = TRUE;
 
-                       if (!fall_trap)
+               if (fall_trap)
+               {
+                       prepare_change_floor_mode(CFM_DOWN | CFM_RAND_PLACE | CFM_RAND_CONNECT);
+               }
+               else
+               {
+                       if (c_ptr->feat == FEAT_MORE_MORE)
                        {
-                               if (c_ptr->feat == FEAT_MORE_MORE)
-                               {
-                                       /* Create a way back */
-                                       create_up_stair = 2;
-                               }
-                               else
-                               {
-                                       /* Create a way back */
-                                       create_up_stair = 1;
-                               }
+                               /* Create a way back */
+                               prepare_change_floor_mode(CFM_DOWN | CFM_SHAFT);
+                       }
+                       else
+                       {
+                               /* Create a way back */
+                               prepare_change_floor_mode(CFM_DOWN);
                        }
                }
        }
@@ -470,16 +386,6 @@ void do_cmd_search(void)
        /* Take a turn */
        energy_use = 100;
 
-#ifdef USE_SCRIPT
-       if (cmd_search_callback(py, px))
-       {
-               /* Disturb */
-               disturb(0, 0);
-
-               return;
-       }
-#endif /* USE_SCRIPT */
-
        /* Search */
        search();
 }
@@ -534,7 +440,7 @@ static void chest_death(bool scatter, int y, int x, s16b o_idx)
        int number;
 
        bool small;
-       bool great = FALSE;
+       u32b mode = AM_GOOD;
 
        object_type forge;
        object_type *q_ptr;
@@ -552,7 +458,7 @@ static void chest_death(bool scatter, int y, int x, s16b o_idx)
        {
                number = 5;
                small = FALSE;
-               great = TRUE;
+               mode |= AM_GREAT;
                object_level = o_ptr->xtra3;
        }
        else
@@ -577,7 +483,7 @@ static void chest_death(bool scatter, int y, int x, s16b o_idx)
                object_wipe(q_ptr);
 
                /* Small chests often drop gold */
-               if (small && (rand_int(100) < 25))
+               if (small && (randint0(100) < 25))
                {
                        /* Make some gold */
                        if (!make_gold(q_ptr)) continue;
@@ -587,13 +493,9 @@ static void chest_death(bool scatter, int y, int x, s16b o_idx)
                else
                {
                        /* Make a good object */
-                       if (!make_object(q_ptr, TRUE, great)) continue;
+                       if (!make_object(q_ptr, mode)) continue;
                }
 
-#ifdef USE_SCRIPT
-               q_ptr->python = object_create_callback(q_ptr);
-#endif /* USE_SCRIPT */
-
                /* If chest scatters its contents, pick any floor square. */
                if (scatter)
                {
@@ -601,8 +503,8 @@ static void chest_death(bool scatter, int y, int x, s16b o_idx)
                        for (i = 0; i < 200; i++)
                        {
                                /* Pick a totally random spot. */
-                               y = rand_int(MAX_HGT);
-                               x = rand_int(MAX_WID);
+                               y = randint0(MAX_HGT);
+                               x = randint0(MAX_WID);
 
                                /* Must be an empty floor. */
                                if (!cave_empty_bold(y, x)) continue;
@@ -689,9 +591,9 @@ static void chest_trap(int y, int x, s16b o_idx)
                msg_print("A puff of 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 + 10 + randint(20));
+                       (void)set_poisoned(p_ptr->poisoned + 10 + randint1(20));
                }
        }
 
@@ -707,14 +609,14 @@ static void chest_trap(int y, int x, s16b o_idx)
 
                if (!p_ptr->free_act)
                {
-                       (void)set_paralyzed(p_ptr->paralyzed + 10 + randint(20));
+                       (void)set_paralyzed(p_ptr->paralyzed + 10 + randint1(20));
                }
        }
 
        /* Summon monsters */
        if (trap & (CHEST_SUMMON))
        {
-               int num = 2 + randint(3);
+               int num = 2 + randint1(3);
 #ifdef JP
                msg_print("ÆÍÇ¡¿á¤­½Ð¤·¤¿±ì¤ËÊñ¤ß¹þ¤Þ¤ì¤¿¡ª");
 #else
@@ -724,10 +626,10 @@ static void chest_trap(int y, int x, s16b o_idx)
 
                for (i = 0; i < num; i++)
                {
-                       if (randint(100)<dun_level)
+                       if (randint1(100)<dun_level)
                                activate_hi_summon(py, px, FALSE);
                        else
-                               (void)summon_specific(0, y, x, mon_level, 0, TRUE, FALSE, FALSE, TRUE, TRUE);
+                               (void)summon_specific(0, y, x, mon_level, 0, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE | PM_NO_PET));
                }
        }
 
@@ -739,9 +641,9 @@ static void chest_trap(int y, int x, s16b o_idx)
 #else
                msg_print("Elemental beings appear to protect their treasures!");
 #endif
-               for (i = 0; i < randint(3) + 5; i++)
+               for (i = 0; i < randint1(3) + 5; i++)
                {
-                       (void)summon_specific(0, y, x, mon_level, SUMMON_ELEMENTAL, TRUE, FALSE, FALSE, TRUE, TRUE);
+                       (void)summon_specific(0, y, x, mon_level, SUMMON_ELEMENTAL, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE | PM_NO_PET));
                }
        }
 
@@ -754,12 +656,12 @@ static void chest_trap(int y, int x, s16b o_idx)
                msg_print("A storm of birds swirls around you!");
 #endif
 
-               for (i = 0; i < randint(3) + 3; i++)
+               for (i = 0; i < randint1(3) + 3; i++)
                        (void)fire_meteor(-1, GF_FORCE, y, x, o_ptr->pval / 5, 7);
 
-               for (i = 0; i < randint(5) + o_ptr->pval / 5; i++)
+               for (i = 0; i < randint1(5) + o_ptr->pval / 5; i++)
                {
-                       (void)summon_specific(0, y, x, mon_level, SUMMON_BIRD, TRUE, FALSE, FALSE, TRUE, TRUE);
+                       (void)summon_specific(0, y, x, mon_level, SUMMON_BIRD, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE | PM_NO_PET));
                }
        }
 
@@ -767,7 +669,7 @@ static void chest_trap(int y, int x, s16b o_idx)
        if (trap & (CHEST_H_SUMMON))
        {
                /* Summon demons. */
-               if (rand_int(4) == 0)
+               if (one_in_(4))
                {
 #ifdef JP
                        msg_print("±ê¤Èⲫ¤Î±À¤ÎÃæ¤Ë°­Ë⤬»Ñ¤ò¸½¤·¤¿¡ª");
@@ -775,15 +677,15 @@ static void chest_trap(int y, int x, s16b o_idx)
                        msg_print("Demons materialize in clouds of fire and brimstone!");
 #endif
 
-                       for (i = 0; i < randint(3) + 2; i++)
+                       for (i = 0; i < randint1(3) + 2; i++)
                        {
                                (void)fire_meteor(-1, GF_FIRE, y, x, 10, 5);
-                               (void)summon_specific(0, y, x, mon_level, SUMMON_DEMON, TRUE, FALSE, FALSE, TRUE, TRUE);
+                               (void)summon_specific(0, y, x, mon_level, SUMMON_DEMON, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE | PM_NO_PET));
                        }
                }
 
                /* Summon dragons. */
-               else if (rand_int(3) == 0)
+               else if (one_in_(3))
                {
 #ifdef JP
                        msg_print("°Å°Ç¤Ë¥É¥é¥´¥ó¤Î±Æ¤¬¤Ü¤ó¤ä¤ê¤È¸½¤ì¤¿¡ª");
@@ -791,14 +693,14 @@ static void chest_trap(int y, int x, s16b o_idx)
                        msg_print("Draconic forms loom out of the darkness!");
 #endif
 
-                       for (i = 0; i < randint(3) + 2; i++)
+                       for (i = 0; i < randint1(3) + 2; i++)
                        {
-                               (void)summon_specific(0, y, x, mon_level, SUMMON_DRAGON, TRUE, FALSE, FALSE, TRUE, TRUE);
+                               (void)summon_specific(0, y, x, mon_level, SUMMON_DRAGON, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE | PM_NO_PET));
                        }
                }
 
                /* Summon hybrids. */
-               else if (rand_int(2) == 0)
+               else if (one_in_(2))
                {
 #ifdef JP
                        msg_print("´ñ̯¤Ê»Ñ¤Î²øʪ¤¬½±¤Ã¤ÆÍ褿¡ª");
@@ -806,9 +708,9 @@ static void chest_trap(int y, int x, s16b o_idx)
                        msg_print("Creatures strange and twisted assault you!");
 #endif
 
-                       for (i = 0; i < randint(5) + 3; i++)
+                       for (i = 0; i < randint1(5) + 3; i++)
                        {
-                               (void)summon_specific(0, y, x, mon_level, SUMMON_HYBRID, TRUE, FALSE, FALSE, TRUE, TRUE);
+                               (void)summon_specific(0, y, x, mon_level, SUMMON_HYBRID, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE | PM_NO_PET));
                        }
                }
 
@@ -821,9 +723,9 @@ static void chest_trap(int y, int x, s16b o_idx)
                        msg_print("Vortices coalesce and wreak destruction!");
 #endif
 
-                       for (i = 0; i < randint(3) + 2; i++)
+                       for (i = 0; i < randint1(3) + 2; i++)
                        {
-                               (void)summon_specific(0, y, x, mon_level, SUMMON_VORTEX, TRUE, FALSE, FALSE, TRUE, TRUE);
+                               (void)summon_specific(0, y, x, mon_level, SUMMON_VORTEX, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE | PM_NO_PET));
                        }
                }
        }
@@ -832,7 +734,7 @@ static void chest_trap(int y, int x, s16b o_idx)
        if ((trap & (CHEST_RUNES_OF_EVIL)) && o_ptr->k_idx)
        {
                /* Determine how many nasty tricks can be played. */
-               int nasty_tricks_count = 4 + rand_int(3);
+               int nasty_tricks_count = 4 + randint0(3);
 
                /* Message. */
 #ifdef JP
@@ -845,25 +747,25 @@ static void chest_trap(int y, int x, s16b o_idx)
                for (; nasty_tricks_count > 0; nasty_tricks_count--)
                {
                        /* ...but a high saving throw does help a little. */
-                       if (randint(100+o_ptr->pval*2) > p_ptr->skill_sav)
+                       if (randint1(100+o_ptr->pval*2) > p_ptr->skill_sav)
                        {
 #ifdef JP
-                               if (rand_int(6) == 0) take_hit(DAMAGE_NOESCAPE, damroll(5, 20), "ÇËÌǤΥȥé¥Ã¥×¤ÎÊõÈ¢", -1);
+                               if (one_in_(6)) take_hit(DAMAGE_NOESCAPE, damroll(5, 20), "ÇËÌǤΥȥé¥Ã¥×¤ÎÊõÈ¢", -1);
 #else
-                               if (rand_int(6) == 0) take_hit(DAMAGE_NOESCAPE, damroll(5, 20), "a chest dispel-player trap", -1);
+                               if (one_in_(6)) take_hit(DAMAGE_NOESCAPE, damroll(5, 20), "a chest dispel-player trap", -1);
 #endif
-                               else if (rand_int(5) == 0) (void)set_cut(p_ptr->cut + 200);
-                               else if (rand_int(4) == 0)
+                               else if (one_in_(5)) (void)set_cut(p_ptr->cut + 200);
+                               else if (one_in_(4))
                                {
                                        if (!p_ptr->free_act) 
                                                (void)set_paralyzed(p_ptr->paralyzed + 2 + 
-                                               rand_int(6));
+                                               randint0(6));
                                        else 
                                                (void)set_stun(p_ptr->stun + 10 + 
-                                               rand_int(100));
+                                               randint0(100));
                                }
-                               else if (rand_int(3) == 0) apply_disenchant(0);
-                               else if (rand_int(2) == 0)
+                               else if (one_in_(3)) apply_disenchant(0);
+                               else if (one_in_(2))
                                {
                                        (void)do_dec_stat(A_STR);
                                        (void)do_dec_stat(A_DEX);
@@ -877,6 +779,17 @@ static void chest_trap(int y, int x, s16b o_idx)
                }
        }
 
+       /* Aggravate monsters. */
+       if (trap & (CHEST_ALARM))
+       {
+#ifdef JP
+               msg_print("¤±¤¿¤¿¤Þ¤·¤¤²»¤¬ÌĤê¶Á¤¤¤¿¡ª");
+#else
+               msg_print("An alarm sounds!");
+#endif
+               aggravate_monsters(0);
+       }
+
        /* Explode */
        if ((trap & (CHEST_EXPLODE)) && o_ptr->k_idx)
        {
@@ -952,7 +865,7 @@ static bool do_cmd_open_chest(int y, int x, s16b o_idx)
                if (j < 2) j = 2;
 
                /* Success -- May still have traps */
-               if (rand_int(100) < j)
+               if (randint0(100) < j)
                {
 #ifdef JP
                        msg_print("¸°¤ò¤Ï¤º¤·¤¿¡£");
@@ -1004,10 +917,6 @@ static bool is_open(int feat)
        return (feat == FEAT_OPEN);
 }
 
-static bool is_closed(int feat)
-{
-        return ((feat >= FEAT_DOOR_HEAD) && (feat <= FEAT_DOOR_TAIL));
-}
 
 /*
  * Return the number of features around (or under) the character.
@@ -1023,18 +932,27 @@ static int count_dt(int *y, int *x, bool (*test)(int feat), bool under)
        /* Check around (and under) the character */
        for (d = 0; d < 9; d++)
        {
-                /* if not searching under player continue */
-                if ((d == 8) && !under) continue;
+               cave_type *c_ptr;
+               byte feat;
+
+               /* if not searching under player continue */
+               if ((d == 8) && !under) continue;
 
                /* Extract adjacent (legal) location */
                yy = py + ddy_ddd[d];
                xx = px + ddx_ddd[d];
 
+               /* Get the cave */
+               c_ptr = &cave[yy][xx];
+
                /* Must have knowledge */
-               if (!(cave[yy][xx].info & (CAVE_MARK))) continue;
+               if (!(c_ptr->info & (CAVE_MARK))) continue;
 
+               /* Feature code (applying "mimic" field) */
+               feat = c_ptr->mimic ? c_ptr->mimic : f_info[c_ptr->feat].mimic;
+               
                /* Not looking for this feature */
-               if (!((*test)(cave[yy][xx].feat))) continue;
+               if (!((*test)(feat))) continue;
 
                /* OK */
                ++count;
@@ -1124,7 +1042,7 @@ static int coords_to_dir(int y, int x)
  *
  * Returns TRUE if repeated commands may continue
  */
-static bool do_cmd_open_aux(int y, int x, int dir)
+static bool do_cmd_open_aux(int y, int x)
 {
        int i, j;
 
@@ -1139,6 +1057,8 @@ static bool do_cmd_open_aux(int y, int x, int dir)
        /* Get requested grid */
        c_ptr = &cave[y][x];
 
+       /* Seeing true feature code (ignore mimic) */
+               
        /* Jammed door */
        if (c_ptr->feat >= FEAT_DOOR_HEAD + 0x08)
        {
@@ -1171,7 +1091,7 @@ static bool do_cmd_open_aux(int y, int x, int dir)
                if (j < 2) j = 2;
 
                /* Success */
-               if (rand_int(100) < j)
+               if (randint0(100) < j)
                {
                        /* Message */
 #ifdef JP
@@ -1214,7 +1134,7 @@ static bool do_cmd_open_aux(int y, int x, int dir)
        }
 
        /* Closed door */
-       else
+       else if (c_ptr->feat == FEAT_DOOR_HEAD)
        {
                /* Open the door */
                cave_set_feat(y, x, FEAT_OPEN);
@@ -1243,8 +1163,6 @@ void do_cmd_open(void)
 
        s16b o_idx;
 
-       cave_type *c_ptr;
-
        bool more = FALSE;
 
        if (p_ptr->special_defense & KATA_MUSOU)
@@ -1260,7 +1178,7 @@ void do_cmd_open(void)
                int num_doors, num_chests;
 
                /* Count closed doors (locked or jammed) */
-               num_doors = count_dt(&y, &x, is_closed, FALSE);
+               num_doors = count_dt(&y, &x, is_closed_door, FALSE);
 
                /* Count chests (locked) */
                num_chests = count_chests(&y, &x, FALSE);
@@ -1292,29 +1210,24 @@ void do_cmd_open(void)
        /* Get a "repeated" direction */
        if (get_rep_dir(&dir, TRUE))
        {
+               byte feat;
+               cave_type *c_ptr;
+
                /* Get requested location */
                y = py + ddy[dir];
                x = px + ddx[dir];
 
-#ifdef USE_SCRIPT
-               if (cmd_open_callback(y, x))
-               {
-                       /* Don't repeat the action */
-                       disturb(0, 0);
-                       return;
-               }
-#endif /* USE_SCRIPT */
-
                /* Get requested grid */
                c_ptr = &cave[y][x];
 
+               /* Feature code (applying "mimic" field) */
+               feat = c_ptr->mimic ? c_ptr->mimic : f_info[c_ptr->feat].mimic;
+               
                /* Check for chest */
                o_idx = chest_check(y, x);
 
                /* Nothing useful */
-               if (!((c_ptr->feat >= FEAT_DOOR_HEAD) &&
-                     (c_ptr->feat <= FEAT_DOOR_TAIL)) &&
-                   !o_idx)
+               if (!is_closed_door(feat) && !o_idx)
                {
                        /* Message */
 #ifdef JP
@@ -1326,7 +1239,7 @@ void do_cmd_open(void)
                }
 
                /* Monster in the way */
-               else if (c_ptr->m_idx)
+               else if (c_ptr->m_idx && p_ptr->riding != c_ptr->m_idx)
                {
                        /* Take a turn */
                        energy_use = 100;
@@ -1354,7 +1267,7 @@ void do_cmd_open(void)
                else
                {
                        /* Open the door */
-                       more = do_cmd_open_aux(y, x, dir);
+                       more = do_cmd_open_aux(y, x);
                }
        }
 
@@ -1373,19 +1286,19 @@ void do_cmd_open(void)
  *
  * Returns TRUE if repeated commands may continue
  */
-static bool do_cmd_close_aux(int y, int x, int dir)
+static bool do_cmd_close_aux(int y, int x)
 {
        cave_type       *c_ptr;
-
        bool            more = FALSE;
 
-
        /* Take a turn */
        energy_use = 100;
 
        /* Get grid and contents */
        c_ptr = &cave[y][x];
 
+       /* Seeing true feature code (ignore mimic) */
+
        /* Broken door */
        if (c_ptr->feat == FEAT_BROKEN)
        {
@@ -1399,7 +1312,7 @@ static bool do_cmd_close_aux(int y, int x, int dir)
        }
 
        /* Open door */
-       else
+       else if (c_ptr->feat == FEAT_OPEN)
        {
                /* Close the door */
                cave_set_feat(y, x, FEAT_DOOR_HEAD + 0x00);
@@ -1423,8 +1336,6 @@ void do_cmd_close(void)
 {
        int y, x, dir;
 
-       cave_type *c_ptr;
-
        bool more = FALSE;
 
        if (p_ptr->special_defense & KATA_MUSOU)
@@ -1462,6 +1373,9 @@ void do_cmd_close(void)
        /* Get a "repeated" direction */
        if (get_rep_dir(&dir,FALSE))
        {
+               cave_type *c_ptr;
+               byte feat;
+
                /* Get requested location */
                y = py + ddy[dir];
                x = px + ddx[dir];
@@ -1469,12 +1383,15 @@ void do_cmd_close(void)
                /* Get grid and contents */
                c_ptr = &cave[y][x];
 
+               /* Feature code (applying "mimic" field) */
+               feat = c_ptr->mimic ? c_ptr->mimic : f_info[c_ptr->feat].mimic;
+               
                /* Require open/broken door */
-               if ((c_ptr->feat != FEAT_OPEN) && (c_ptr->feat != FEAT_BROKEN))
+               if ((feat != FEAT_OPEN) && (feat != FEAT_BROKEN))
                {
                        /* Message */
 #ifdef JP
-               msg_print("¤½¤³¤Ë¤ÏÊĤ¸¤ë¤â¤Î¤¬¸«Åö¤¿¤é¤Ê¤¤¡£");
+                       msg_print("¤½¤³¤Ë¤ÏÊĤ¸¤ë¤â¤Î¤¬¸«Åö¤¿¤é¤Ê¤¤¡£");
 #else
                        msg_print("You see nothing there to close.");
 #endif
@@ -1503,7 +1420,7 @@ void do_cmd_close(void)
                else
                {
                        /* Close the door */
-                       more = do_cmd_close_aux(y, x, dir);
+                       more = do_cmd_close_aux(y, x);
                }
        }
 
@@ -1571,8 +1488,6 @@ static bool twall(int y, int x, byte feat)
 
        /* Forget the wall */
        c_ptr->info &= ~(CAVE_MARK);
-       c_ptr->info &= ~(CAVE_MASK);
-       c_ptr->info |= (CAVE_FLOOR);
 
        /* Remove the feature */
        cave_set_feat(y, x, feat);
@@ -1596,9 +1511,10 @@ static bool twall(int y, int x, byte feat)
  *
  * Returns TRUE if repeated commands may continue
  */
-static bool do_cmd_tunnel_aux(int y, int x, int dir)
+static bool do_cmd_tunnel_aux(int y, int x)
 {
        cave_type *c_ptr;
+       byte feat;
 
        bool more = FALSE;
 
@@ -1611,12 +1527,15 @@ static bool do_cmd_tunnel_aux(int y, int x, int dir)
        /* Get grid */
        c_ptr = &cave[y][x];
 
+       /* Feature code (applying "mimic" field) */
+       feat = c_ptr->mimic ? c_ptr->mimic : f_info[c_ptr->feat].mimic;
+
        /* Sound */
        sound(SOUND_DIG);
 
        /* Titanium */
-       if ((c_ptr->feat >= FEAT_PERM_EXTRA) &&
-           (c_ptr->feat <= FEAT_PERM_SOLID))
+       if ((feat >= FEAT_PERM_EXTRA) &&
+           (feat <= FEAT_PERM_SOLID))
        {
 #ifdef JP
                msg_print("¤³¤Î´ä¤Ï¹Å¤¹¤®¤Æ·¡¤ì¤Ê¤¤¤è¤¦¤À¡£");
@@ -1626,8 +1545,10 @@ static bool do_cmd_tunnel_aux(int y, int x, int dir)
 
        }
 
-       /* No tunnelling through mountains */
-       else if (c_ptr->feat == FEAT_MOUNTAIN)
+       /* Map border (mimiccing Permanent wall) */
+       else if ((c_ptr->feat >= FEAT_PERM_EXTRA &&
+                 c_ptr->feat <= FEAT_PERM_SOLID) ||
+                c_ptr->feat == FEAT_MOUNTAIN)
        {
 #ifdef JP
                msg_print("¤½¤³¤Ï·¡¤ì¤Ê¤¤!");
@@ -1637,10 +1558,10 @@ static bool do_cmd_tunnel_aux(int y, int x, int dir)
 
        }
 
-       else if (c_ptr->feat == FEAT_TREES) /* -KMW- */
+       else if (feat == FEAT_TREES) /* -KMW- */
        {
                /* Chop Down */
-               if ((p_ptr->skill_dig > 10 + rand_int(400)) && twall(y, x, FEAT_GRASS))
+               if ((p_ptr->skill_dig > 10 + randint0(400)) && twall(y, x, FEAT_GRASS))
                {
 #ifdef JP
                        msg_print("ÌÚ¤òÀÚ¤êʧ¤Ã¤¿¡£");
@@ -1664,17 +1585,17 @@ static bool do_cmd_tunnel_aux(int y, int x, int dir)
                        more = TRUE;
 
                        /* Occasional Search XXX XXX */
-                       if (rand_int(100) < 25) search();
+                       if (randint0(100) < 25) search();
                }
        }
 
 
        /* Granite */
-       else if ((c_ptr->feat >= FEAT_WALL_EXTRA) &&
-                (c_ptr->feat <= FEAT_WALL_SOLID))
+       else if ((feat >= FEAT_WALL_EXTRA) &&
+                (feat <= FEAT_WALL_SOLID))
        {
                /* Tunnel */
-               if ((p_ptr->skill_dig > 40 + rand_int(1600)) && twall(y, x, floor_type[rand_int(100)]))
+               if ((p_ptr->skill_dig > 40 + randint0(1600)) && twall(y, x, floor_type[randint0(100)]))
                {
 #ifdef JP
                        msg_print("·ê¤ò·¡¤ê½ª¤¨¤¿¡£");
@@ -1701,33 +1622,34 @@ static bool do_cmd_tunnel_aux(int y, int x, int dir)
 
 
        /* Quartz / Magma */
-       else if ((c_ptr->feat >= FEAT_MAGMA) &&
-           (c_ptr->feat <= FEAT_QUARTZ_K))
+       else if ((feat >= FEAT_MAGMA) &&
+           (feat <= FEAT_QUARTZ_K))
        {
                bool okay = FALSE;
                bool gold = FALSE;
                bool hard = FALSE;
 
-               /* Found gold */
-               if (c_ptr->feat >= FEAT_MAGMA_H) gold = TRUE;
+               /* Found gold (ignore mimic; maybe a hidden treasure) */
+               if (c_ptr->feat >= FEAT_MAGMA_H &&
+                   c_ptr->feat <= FEAT_QUARTZ_K) gold = TRUE;
 
                /* Extract "quartz" flag XXX XXX XXX */
-               if ((c_ptr->feat - FEAT_MAGMA) & 0x01) hard = TRUE;
+               if ((feat - FEAT_MAGMA) & 0x01) hard = TRUE;
 
                /* Quartz */
                if (hard)
                {
-                       okay = (p_ptr->skill_dig > 20 + rand_int(800));
+                       okay = (p_ptr->skill_dig > 20 + randint0(800));
                }
 
                /* Magma */
                else
                {
-                       okay = (p_ptr->skill_dig > 10 + rand_int(400));
+                       okay = (p_ptr->skill_dig > 10 + randint0(400));
                }
 
                /* Success */
-               if (okay && twall(y, x, floor_type[rand_int(100)]))
+               if (okay && twall(y, x, floor_type[randint0(100)]))
                {
                        /* Found treasure */
                        if (gold)
@@ -1786,10 +1708,10 @@ static bool do_cmd_tunnel_aux(int y, int x, int dir)
        }
 
        /* Rubble */
-       else if (c_ptr->feat == FEAT_RUBBLE)
+       else if (feat == FEAT_RUBBLE)
        {
                /* Remove the rubble */
-               if ((p_ptr->skill_dig > rand_int(200)) && twall(y, x, floor_type[rand_int(100)]))
+               if ((p_ptr->skill_dig > randint0(200)) && twall(y, x, floor_type[randint0(100)]))
                {
                        /* Message */
 #ifdef JP
@@ -1799,10 +1721,10 @@ static bool do_cmd_tunnel_aux(int y, int x, int dir)
 #endif
 
                        /* Hack -- place an object */
-                       if (rand_int(100) < (15 - dun_level/2))
+                       if (randint0(100) < (15 - dun_level/2))
                        {
                                /* Create a simple object */
-                               place_object(y, x, FALSE, FALSE);
+                               place_object(y, x, 0L);
 
                                /* Observe new object */
                                if (player_can_see_bold(y, x))
@@ -1830,42 +1752,11 @@ static bool do_cmd_tunnel_aux(int y, int x, int dir)
                }
        }
 
-       /* Secret doors */
-       else if (c_ptr->feat >= FEAT_SECRET)
-       {
-               /* Tunnel */
-               if ((p_ptr->skill_dig > 30 + rand_int(1200)) && twall(y, x, floor_type[rand_int(100)]))
-               {
-#ifdef JP
-                       msg_print("·ê¤ò·¡¤ê½ª¤¨¤¿¡£");
-#else
-                       msg_print("You have finished the tunnel.");
-#endif
-
-               }
-
-               /* Keep trying */
-               else
-               {
-                       /* We may continue tunelling */
-#ifdef JP
-                       msg_print("²ÖÖ¾´ä¤ÎÊɤ˷ê¤ò·¡¤Ã¤Æ¤¤¤ë¡£");
-#else
-                       msg_print("You tunnel into the granite wall.");
-#endif
-
-                       more = TRUE;
-
-                       /* Occasional Search XXX XXX */
-                       if (rand_int(100) < 25) search();
-               }
-       }
-
        /* Doors */
        else
        {
                /* Tunnel */
-               if ((p_ptr->skill_dig > 30 + rand_int(1200)) && twall(y, x, floor_type[randint(100)]))
+               if ((p_ptr->skill_dig > 30 + randint0(1200)) && twall(y, x, floor_type[randint1(100)]))
                {
 #ifdef JP
                        msg_print("·ê¤ò·¡¤ê½ª¤¨¤¿¡£");
@@ -1889,11 +1780,10 @@ static bool do_cmd_tunnel_aux(int y, int x, int dir)
                }
        }
 
-       /* Notice new floor grids */
-       if (!cave_floor_bold(y, x))
+       if (is_hidden_door(c_ptr))
        {
-               /* Update some things */
-               p_ptr->update |= (PU_VIEW | PU_LITE | PU_FLOW | PU_MONSTERS | PU_MON_LITE);
+               /* Occasional Search XXX XXX */
+               if (randint0(100) < 25) search();
        }
 
        /* Result */
@@ -1915,6 +1805,7 @@ void do_cmd_tunnel(void)
        int                     y, x, dir;
 
        cave_type       *c_ptr;
+       byte feat;
 
        bool            more = FALSE;
 
@@ -1947,11 +1838,14 @@ void do_cmd_tunnel(void)
                /* Get grid */
                c_ptr = &cave[y][x];
 
+               /* Feature code (applying "mimic" field) */
+               feat = c_ptr->mimic ? c_ptr->mimic : f_info[c_ptr->feat].mimic;
+
                /* No tunnelling through doors */
-               if (((c_ptr->feat >= FEAT_DOOR_HEAD) && (c_ptr->feat <= FEAT_DOOR_TAIL)) ||
-                   ((c_ptr->feat >= FEAT_BLDG_HEAD) && (c_ptr->feat <= FEAT_BLDG_TAIL)) ||
-                   ((c_ptr->feat >= FEAT_SHOP_HEAD) && (c_ptr->feat <= FEAT_SHOP_TAIL)) ||
-                   (c_ptr->feat == FEAT_MUSEUM))
+               if (((feat >= FEAT_DOOR_HEAD) && (feat <= FEAT_DOOR_TAIL)) ||
+                   ((feat >= FEAT_BLDG_HEAD) && (feat <= FEAT_BLDG_TAIL)) ||
+                   ((feat >= FEAT_SHOP_HEAD) && (feat <= FEAT_SHOP_TAIL)) ||
+                   (feat == FEAT_MUSEUM))
                {
                        /* Message */
 #ifdef JP
@@ -1963,8 +1857,8 @@ void do_cmd_tunnel(void)
                }
 
                /* No tunnelling through air */
-               else if (cave_floor_grid(c_ptr) || ((c_ptr->feat >= FEAT_MINOR_GLYPH) &&
-                   (c_ptr->feat <= FEAT_PATTERN_XTRA2)))
+               else if (cave_floor_grid(c_ptr) || ((feat >= FEAT_MINOR_GLYPH) &&
+                   (feat <= FEAT_PATTERN_XTRA2)))
                {
                        /* Message */
 #ifdef JP
@@ -1976,7 +1870,7 @@ void do_cmd_tunnel(void)
                }
 
                /* No tunnelling through mountains */
-               else if (c_ptr->feat == FEAT_MOUNTAIN)
+               else if (feat == FEAT_MOUNTAIN)
                {
 #ifdef JP
                        msg_print("¤½¤³¤Ï·¡¤ì¤Ê¤¤¡£");
@@ -2008,7 +1902,7 @@ void do_cmd_tunnel(void)
                else
                {
                        /* Tunnel through walls */
-                       more = do_cmd_tunnel_aux(y, x, dir);
+                       more = do_cmd_tunnel_aux(y, x);
                }
        }
 
@@ -2075,11 +1969,11 @@ bool easy_open_door(int y, int x)
                if (j < 2) j = 2;
 
                /* Success */
-               if (rand_int(100) < j)
+               if (randint0(100) < j)
                {
                        /* Message */
 #ifdef JP
-                        msg_print("¸°¤ò¤Ï¤º¤·¤¿¡£");
+                       msg_print("¸°¤ò¤Ï¤º¤·¤¿¡£");
 #else
                        msg_print("You have picked the lock.");
 #endif
@@ -2089,7 +1983,7 @@ bool easy_open_door(int y, int x)
                        cave_set_feat(y, x, FEAT_OPEN);
 
                        /* Update some things */
-                       p_ptr->update |= (PU_VIEW | PU_LITE | PU_MONSTERS);
+                       p_ptr->update |= (PU_VIEW | PU_LITE | PU_MONSTERS | PU_MON_LITE);
 
                        /* Sound */
                        sound(SOUND_OPENDOOR);
@@ -2106,7 +2000,7 @@ bool easy_open_door(int y, int x)
 
                        /* Message */
 #ifdef JP
-                        msg_print("¸°¤ò¤Ï¤º¤»¤Ê¤«¤Ã¤¿¡£");
+                       msg_print("¸°¤ò¤Ï¤º¤»¤Ê¤«¤Ã¤¿¡£");
 #else
                        msg_print("You failed to pick the lock.");
 #endif
@@ -2121,7 +2015,7 @@ bool easy_open_door(int y, int x)
                cave_set_feat(y, x, FEAT_OPEN);
 
                /* Update some things */
-               p_ptr->update |= (PU_VIEW | PU_LITE | PU_MONSTERS);
+               p_ptr->update |= (PU_VIEW | PU_LITE | PU_MONSTERS | PU_MON_LITE);
 
                /* Sound */
                sound(SOUND_OPENDOOR);
@@ -2202,7 +2096,7 @@ static bool do_cmd_disarm_chest(int y, int x, s16b o_idx)
        }
 
        /* Success (get a lot of experience) */
-       else if (rand_int(100) < j)
+       else if (randint0(100) < j)
        {
 #ifdef JP
                msg_print("È¢¤Ë»Å³Ý¤±¤é¤ì¤Æ¤¤¤¿¥È¥é¥Ã¥×¤ò²ò½ü¤·¤¿¡£");
@@ -2215,7 +2109,7 @@ static bool do_cmd_disarm_chest(int y, int x, s16b o_idx)
        }
 
        /* Failure -- Keep trying */
-       else if ((i > 5) && (randint(i) > 5))
+       else if ((i > 5) && (randint1(i) > 5))
        {
                /* We may keep trying */
                more = TRUE;
@@ -2290,10 +2184,21 @@ static bool do_cmd_disarm_aux(int y, int x, int dir)
        if (p_ptr->blind || no_lite()) i = i / 10;
        if (p_ptr->confused || p_ptr->image) i = i / 10;
 
-       /* XXX XXX XXX Variable power? */
+       /* Variable power! */
 
        /* Extract trap "power" */
-       power = 5;
+       switch (c_ptr->feat)
+       {
+       case FEAT_TRAP_OPEN:
+       case FEAT_TRAP_ARMAGEDDON:
+       case FEAT_TRAP_PIRANHA:
+               /* Special traps are very difficult to disarm */
+               power = 100;
+               break;
+       default:
+               power = 5;
+               break;
+       }
 
        /* Extract the difficulty */
        j = i - power;
@@ -2302,7 +2207,7 @@ static bool do_cmd_disarm_aux(int y, int x, int dir)
        if (j < 2) j = 2;
 
        /* Success */
-       if (rand_int(100) < j)
+       if (randint0(100) < j)
        {
                /* Message */
 #ifdef JP
@@ -2319,11 +2224,7 @@ static bool do_cmd_disarm_aux(int y, int x, int dir)
                c_ptr->info &= ~(CAVE_MARK);
 
                /* Remove the trap */
-               c_ptr->feat = floor_type[rand_int(100)];
-               c_ptr->info &= ~(CAVE_MASK);
-               c_ptr->info |= CAVE_FLOOR;
-               note_spot(y, x);
-               lite_spot(y, x);
+               cave_set_feat(y, x, floor_type[randint0(100)]);
 
 #ifdef ALLOW_EASY_DISARM /* TNB */
 
@@ -2339,7 +2240,7 @@ static bool do_cmd_disarm_aux(int y, int x, int dir)
        }
 
        /* Failure -- Keep trying */
-       else if ((i > 5) && (randint(i) > 5))
+       else if ((i > 5) && (randint1(i) > 5))
        {
                /* Failure */
                if (flush_failure) flush();
@@ -2394,8 +2295,6 @@ void do_cmd_disarm(void)
 
        s16b o_idx;
 
-       cave_type *c_ptr;
-
        bool more = FALSE;
 
        if (p_ptr->special_defense & KATA_MUSOU)
@@ -2443,6 +2342,9 @@ void do_cmd_disarm(void)
        /* Get a direction (or abort) */
        if (get_rep_dir(&dir,TRUE))
        {
+               cave_type *c_ptr;
+               byte feat;
+
                /* Get location */
                y = py + ddy[dir];
                x = px + ddx[dir];
@@ -2450,15 +2352,18 @@ void do_cmd_disarm(void)
                /* Get grid and contents */
                c_ptr = &cave[y][x];
 
+               /* Feature code (applying "mimic" field) */
+               feat = c_ptr->mimic ? c_ptr->mimic : f_info[c_ptr->feat].mimic;
+
                /* Check for chests */
                o_idx = chest_check(y, x);
 
                /* Disarm a trap */
-               if (!is_trap(c_ptr->feat) && !o_idx)
+               if (!is_trap(feat) && !o_idx)
                {
                        /* Message */
 #ifdef JP
-               msg_print("¤½¤³¤Ë¤Ï²ò½ü¤¹¤ë¤â¤Î¤¬¸«Åö¤¿¤é¤Ê¤¤¡£");
+                       msg_print("¤½¤³¤Ë¤Ï²ò½ü¤¹¤ë¤â¤Î¤¬¸«Åö¤¿¤é¤Ê¤¤¡£");
 #else
                        msg_print("You see nothing there to disarm.");
 #endif
@@ -2466,7 +2371,7 @@ void do_cmd_disarm(void)
                }
 
                /* Monster in the way */
-               else if (c_ptr->m_idx)
+               else if (c_ptr->m_idx && p_ptr->riding != c_ptr->m_idx)
                {
                        /* Message */
 #ifdef JP
@@ -2548,7 +2453,7 @@ static bool do_cmd_bash_aux(int y, int x, int dir)
        if (temp < 1) temp = 1;
 
        /* Hack -- attempt to bash down the door */
-       if (rand_int(100) < temp)
+       if (randint0(100) < temp)
        {
                /* Message */
 #ifdef JP
@@ -2559,7 +2464,7 @@ static bool do_cmd_bash_aux(int y, int x, int dir)
 
 
                /* Break down the door */
-               if (rand_int(100) < 50)
+               if (randint0(100) < 50)
                {
                        cave_set_feat(y, x, FEAT_BROKEN);
                }
@@ -2577,13 +2482,13 @@ static bool do_cmd_bash_aux(int y, int x, int dir)
                move_player(dir, FALSE, FALSE);
 
                /* Update some things */
-               p_ptr->update |= (PU_VIEW | PU_LITE);
+               p_ptr->update |= (PU_VIEW | PU_LITE | PU_MON_LITE);
                p_ptr->update |= (PU_DISTANCE);
        }
 
        /* Saving throw against stun */
-       else if (rand_int(100) < adj_dex_safe[p_ptr->stat_ind[A_DEX]] +
-                p_ptr->lev)
+       else if (randint0(100) < adj_dex_safe[p_ptr->stat_ind[A_DEX]] +
+                p_ptr->lev)
        {
                /* Message */
 #ifdef JP
@@ -2609,7 +2514,7 @@ static bool do_cmd_bash_aux(int y, int x, int dir)
 
 
                /* Hack -- Lose balance ala paralysis */
-               (void)set_paralyzed(p_ptr->paralyzed + 2 + rand_int(2));
+               (void)set_paralyzed(p_ptr->paralyzed + 2 + randint0(2));
        }
 
        /* Result */
@@ -2661,6 +2566,8 @@ void do_cmd_bash(void)
        /* Get a "repeated" direction */
        if (get_rep_dir(&dir,FALSE))
        {
+               byte feat;
+
                /* Bash location */
                y = py + ddy[dir];
                x = px + ddx[dir];
@@ -2668,9 +2575,12 @@ void do_cmd_bash(void)
                /* Get grid */
                c_ptr = &cave[y][x];
 
+               /* Feature code (applying "mimic" field) */
+               feat = c_ptr->mimic ? c_ptr->mimic : f_info[c_ptr->feat].mimic;
+
                /* Nothing useful */
-               if (!((c_ptr->feat >= FEAT_DOOR_HEAD) &&
-                     (c_ptr->feat <= FEAT_DOOR_TAIL)))
+               if (!((feat >= FEAT_DOOR_HEAD) &&
+                     (feat <= FEAT_DOOR_TAIL)))
                {
                        /* Message */
 #ifdef JP
@@ -2752,6 +2662,8 @@ void do_cmd_alter(void)
        /* Get a direction */
        if (get_rep_dir(&dir,TRUE))
        {
+               byte feat;
+
                /* Get location */
                y = py + ddy[dir];
                x = px + ddx[dir];
@@ -2759,6 +2671,9 @@ void do_cmd_alter(void)
                /* Get grid */
                c_ptr = &cave[y][x];
 
+               /* Feature code (applying "mimic" field) */
+               feat = c_ptr->mimic ? c_ptr->mimic : f_info[c_ptr->feat].mimic;
+
                /* Take a turn */
                energy_use = 100;
 
@@ -2770,43 +2685,39 @@ void do_cmd_alter(void)
                }
 
                /* Tunnel through walls */
-               else if (((c_ptr->feat >= FEAT_SECRET) &&
-                         (c_ptr->feat < FEAT_MINOR_GLYPH)) ||
-                        ((c_ptr->feat == FEAT_TREES) ||
-                         (c_ptr->feat == FEAT_MOUNTAIN)))
+               else if (((feat >= FEAT_RUBBLE) &&
+                         (feat < FEAT_MINOR_GLYPH)) ||
+                        ((feat == FEAT_TREES) ||
+                         (feat == FEAT_MOUNTAIN)))
                {
-                       /* Tunnel */
-                       more = do_cmd_tunnel_aux(y, x, dir);
+                       more = do_cmd_tunnel_aux(y, x);
                }
 
-               /* Bash jammed doors */
-               else if ((c_ptr->feat >= FEAT_DOOR_HEAD + 0x08) &&
-                        (c_ptr->feat < FEAT_MINOR_GLYPH))
+               else if (is_closed_door(feat))
                {
-                       /* Tunnel */
-                       more = do_cmd_bash_aux(y, x, dir);
-               }
+                       /* Bash jammed doors */
+                       if (feat >= FEAT_DOOR_HEAD + 0x08)
+                       {
+                               more = do_cmd_bash_aux(y, x, dir);
+                       }
 
-               /* Open closed doors */
-               else if ((c_ptr->feat >= FEAT_DOOR_HEAD) &&
-                        (c_ptr->feat < FEAT_MINOR_GLYPH))
-               {
-                       /* Tunnel */
-                       more = do_cmd_open_aux(y, x, dir);
+                       /* Locked doors */
+                       else
+                       {
+                               more = do_cmd_open_aux(y, x);
+                       }
                }
 
                /* Close open doors */
-               else if ((c_ptr->feat == FEAT_OPEN) ||
-                        (c_ptr->feat == FEAT_BROKEN))
+               else if ((feat == FEAT_OPEN) ||
+                        (feat == FEAT_BROKEN))
                {
-                       /* Tunnel */
-                       more = do_cmd_close_aux(y, x, dir);
+                       more = do_cmd_close_aux(y, x);
                }
 
                /* Disarm traps */
-               else if (is_trap(c_ptr->feat))
+               else if (is_trap(feat))
                {
-                       /* Tunnel */
                        more = do_cmd_disarm_aux(y, x, dir);
                }
 
@@ -2868,10 +2779,7 @@ static bool get_spike(int *ip)
  */
 void do_cmd_spike(void)
 {
-       int y, x, dir, item;
-
-       cave_type *c_ptr;
-
+       int dir;
 
        if (p_ptr->special_defense & KATA_MUSOU)
        {
@@ -2881,6 +2789,10 @@ void do_cmd_spike(void)
        /* Get a "repeated" direction */
        if (get_rep_dir(&dir,FALSE))
        {
+               int y, x, item;
+               cave_type *c_ptr;
+               byte feat;
+
                /* Get location */
                y = py + ddy[dir];
                x = px + ddx[dir];
@@ -2888,9 +2800,12 @@ void do_cmd_spike(void)
                /* Get grid and contents */
                c_ptr = &cave[y][x];
 
+               /* Feature code (applying "mimic" field) */
+               feat = c_ptr->mimic ? c_ptr->mimic : f_info[c_ptr->feat].mimic;
+
                /* Require closed door */
-               if (!((c_ptr->feat >= FEAT_DOOR_HEAD) &&
-                     (c_ptr->feat <= FEAT_DOOR_TAIL)))
+               if (!((feat >= FEAT_DOOR_HEAD) &&
+                     (feat <= FEAT_DOOR_TAIL)))
                {
                        /* Message */
 #ifdef JP
@@ -3006,26 +2921,26 @@ void do_cmd_walk(int pickup)
                more = TRUE;
        }
 
-        /* Hack again -- Is there a special encounter ??? */
+       /* Hack again -- Is there a special encounter ??? */
        if(p_ptr->wild_mode && (cave[py][px].feat != FEAT_TOWN))
-        {
+       {
                int tmp = 120 + p_ptr->lev*10 - wilderness[py][px].level + 5;
                if (tmp < 1) 
                        tmp = 1;
-               if (((wilderness[py][px].level + 5) > (p_ptr->lev / 2)) && rand_int(tmp) < (21-p_ptr->skill_stl))
+               if (((wilderness[py][px].level + 5) > (p_ptr->lev / 2)) && randint0(tmp) < (21-p_ptr->skill_stl))
                {
                        /* Inform the player of his horrible fate :=) */
 #ifdef JP
-                       msg_print("½±·â¤À¡ª");
+                       msg_print("½±·â¤À¡ª");
 #else
-                       msg_print("You are ambushed !");
+                       msg_print("You are ambushed !");
 #endif
 
                        /* Go into large wilderness view */
                        p_ptr->wilderness_x = px;
                        p_ptr->wilderness_y = py;
-                       p_ptr->oldpy = randint(MAX_HGT-2);
-                       p_ptr->oldpx = randint(MAX_WID-2);
+                       p_ptr->oldpy = randint1(MAX_HGT-2);
+                       p_ptr->oldpx = randint1(MAX_WID-2);
                        energy_use = 100;
                        change_wild_mode();
 
@@ -3105,7 +3020,7 @@ void do_cmd_stay(int pickup)
 
 
        /* Spontaneous Searching */
-       if ((p_ptr->skill_fos >= 50) || (0 == rand_int(50 - p_ptr->skill_fos)))
+       if ((p_ptr->skill_fos >= 50) || (0 == randint0(50 - p_ptr->skill_fos)))
        {
                search();
        }
@@ -3131,7 +3046,7 @@ void do_cmd_stay(int pickup)
 
                energy_use = 0;
                /* Hack -- enter store */
-               command_new = 253;
+               command_new = SPECIAL_KEY_STORE;
        }
 
        /* Hack -- enter a building if we are on one -KMW- */
@@ -3143,7 +3058,7 @@ void do_cmd_stay(int pickup)
 
                energy_use = 0;
                /* Hack -- enter building */
-               command_new = 254;
+               command_new = SPECIAL_KEY_BUILDING;
        }
 
        /* Exit a quest if reach the quest exit */
@@ -3165,24 +3080,7 @@ void do_cmd_stay(int pickup)
                        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))
-               {
-                       quest[leaving_quest].status = QUEST_STATUS_FAILED;
-                       quest[leaving_quest].complev = (byte)p_ptr->lev;
-                       if (quest[leaving_quest].type == QUEST_TYPE_RANDOM)
-                       {
-                               r_info[quest[leaving_quest].r_idx].flags1 &= ~(RF1_QUESTOR);
-                               if (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);
-               }
+               leave_quest_check();
 
                p_ptr->inside_quest = cave[py][px].special;
                dun_level = 0;
@@ -3260,12 +3158,13 @@ void do_cmd_rest(void)
        
        /* Why are you sleeping when there's no need?  WAKE UP!*/
        if ((p_ptr->chp == p_ptr->mhp) &&
-               (p_ptr->csp == p_ptr->msp) &&
-               !p_ptr->blind && !p_ptr->confused &&
-               !p_ptr->poisoned && !p_ptr->afraid &&
-               !p_ptr->stun && !p_ptr->cut &&
-               !p_ptr->slow && !p_ptr->paralyzed &&
-               !p_ptr->image && !p_ptr->word_recall)
+           (p_ptr->csp == p_ptr->msp) &&
+           !p_ptr->blind && !p_ptr->confused &&
+           !p_ptr->poisoned && !p_ptr->afraid &&
+           !p_ptr->stun && !p_ptr->cut &&
+           !p_ptr->slow && !p_ptr->paralyzed &&
+           !p_ptr->image && !p_ptr->word_recall &&
+           !p_ptr->alter_reality)
                        chg_virtue(V_DILIGENCE, -1);
 
        /* Save the rest code */
@@ -3329,16 +3228,16 @@ static int breakage_chance(object_type *o_ptr)
 }
 
 
-s16b tot_dam_aux_shot(object_type *o_ptr, int tdam, monster_type *m_ptr)
+static s16b tot_dam_aux_shot(object_type *o_ptr, int tdam, monster_type *m_ptr)
 {
        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)
@@ -3348,10 +3247,10 @@ s16b tot_dam_aux_shot(object_type *o_ptr, int tdam, monster_type *m_ptr)
                case TV_BOLT:
                {
                        /* 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;
                                }
@@ -3359,11 +3258,23 @@ s16b tot_dam_aux_shot(object_type *o_ptr, int tdam, monster_type *m_ptr)
                                if (mult < 17) mult = 17;
                        }
 
+                       /* Kill 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 < 27) mult = 27;
+                       }
+
                        /* 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;
                                }
@@ -3371,11 +3282,47 @@ s16b tot_dam_aux_shot(object_type *o_ptr, int tdam, monster_type *m_ptr)
                                if (mult < 15) mult = 15;
                        }
 
+                       /* Kill 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 < 25) mult = 25;
+                       }
+
+                       /* 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 < 17) mult = 17;
+                       }
+
+                       /* Kill 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 < 27) mult = 27;
+                       }
+
                        /* 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;
                                }
@@ -3383,11 +3330,23 @@ s16b tot_dam_aux_shot(object_type *o_ptr, int tdam, monster_type *m_ptr)
                                if (mult < 20) mult = 20;
                        }
 
+                       /* Kill 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 < 30) mult = 30;
+                       }
+
                        /* 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;
                                }
@@ -3395,11 +3354,23 @@ s16b tot_dam_aux_shot(object_type *o_ptr, int tdam, monster_type *m_ptr)
                                if (mult < 20) mult = 20;
                        }
 
+                       /* Kill 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 < 30) mult = 30;
+                       }
+
                        /* 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;
                                }
@@ -3407,11 +3378,23 @@ s16b tot_dam_aux_shot(object_type *o_ptr, int tdam, monster_type *m_ptr)
                                if (mult < 20) mult = 20;
                        }
 
+                       /* Kill 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 < 30) mult = 30;
+                       }
+
                        /* 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;
                                }
@@ -3419,11 +3402,23 @@ s16b tot_dam_aux_shot(object_type *o_ptr, int tdam, monster_type *m_ptr)
                                if (mult < 20) mult = 20;
                        }
 
+                       /* Kill 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 < 30) mult = 30;
+                       }
+
                        /* 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;
                                }
@@ -3431,11 +3426,23 @@ s16b tot_dam_aux_shot(object_type *o_ptr, int tdam, monster_type *m_ptr)
                                if (mult < 20) mult = 20;
                        }
 
+                       /* Kill 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 < 30) mult = 30;
+                       }
+
                        /* 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;
                                }
@@ -3444,10 +3451,10 @@ s16b tot_dam_aux_shot(object_type *o_ptr, int tdam, monster_type *m_ptr)
                        }
 
                        /* 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;
                                }
@@ -3461,14 +3468,14 @@ s16b tot_dam_aux_shot(object_type *o_ptr, int tdam, monster_type *m_ptr)
                        }
 
                        /* Brand (Acid) */
-                       if ((f1 & TR1_BRAND_ACID) || (p_ptr->special_attack & (ATTACK_ACID)))
+                       if (have_flag(flgs, TR_BRAND_ACID))
                        {
                                /* 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);
                                        }
                                }
 
@@ -3480,14 +3487,14 @@ s16b tot_dam_aux_shot(object_type *o_ptr, int tdam, monster_type *m_ptr)
                        }
 
                        /* Brand (Elec) */
-                       if ((f1 & TR1_BRAND_ELEC) || (p_ptr->special_attack & (ATTACK_ELEC)))
+                       if (have_flag(flgs, TR_BRAND_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);
                                        }
                                }
 
@@ -3499,51 +3506,67 @@ s16b tot_dam_aux_shot(object_type *o_ptr, int tdam, monster_type *m_ptr)
                        }
 
                        /* Brand (Fire) */
-                       if ((f1 & TR1_BRAND_FIRE) || (p_ptr->special_attack & (ATTACK_FIRE)))
+                       if (have_flag(flgs, TR_BRAND_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 (mult < 17) mult = 17;
+                                       if (r_ptr->flags3 & RF3_HURT_FIRE)
+                                       {
+                                               if (mult < 25) mult = 25;
+                                               if (m_ptr->ml && is_original_ap(m_ptr))
+                                               {
+                                                       r_ptr->r_flags3 |= RF3_HURT_FIRE;
+                                               }
+                                       }
+                                       else if (mult < 17) mult = 17;
                                }
                        }
 
                        /* Brand (Cold) */
-                       if ((f1 & TR1_BRAND_COLD) || (p_ptr->special_attack & (ATTACK_COLD)))
+                       if (have_flag(flgs, TR_BRAND_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 (mult < 17) mult = 17;
+                                       if (r_ptr->flags3 & RF3_HURT_COLD)
+                                       {
+                                               if (mult < 25) mult = 25;
+                                               if (m_ptr->ml && is_original_ap(m_ptr))
+                                               {
+                                                       r_ptr->r_flags3 |= RF3_HURT_COLD;
+                                               }
+                                       }
+                                       else if (mult < 17) mult = 17;
                                }
                        }
 
                        /* Brand (Poison) */
-                       if ((f1 & TR1_BRAND_POIS) || (p_ptr->special_attack & (ATTACK_POIS)))
+                       if (have_flag(flgs, TR_BRAND_POIS))
                        {
                                /* 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);
                                        }
                                }
 
@@ -3554,7 +3577,7 @@ s16b tot_dam_aux_shot(object_type *o_ptr, int tdam, monster_type *m_ptr)
                                }
                        }
 
-                       if ((f1 & TR1_FORCE_WEPON) && (p_ptr->csp > (p_ptr->msp / 30)))
+                       if ((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);
@@ -3644,7 +3667,10 @@ void do_cmd_fire_aux(int item, object_type *j_ptr)
 
        /* Actually "fire" the object */
        bonus = (p_ptr->to_h_b + o_ptr->to_h + j_ptr->to_h);
-       chance = (p_ptr->skill_thb + ((weapon_exp[0][j_ptr->sval]-4000)/200 + bonus) * BTH_PLUS_ADJ);
+       if ((j_ptr->sval == SV_LIGHT_XBOW) || (j_ptr->sval == SV_HEAVY_XBOW))
+               chance = (p_ptr->skill_thb + (p_ptr->weapon_exp[0][j_ptr->sval] / 400 + bonus) * BTH_PLUS_ADJ);
+       else
+               chance = (p_ptr->skill_thb + ((p_ptr->weapon_exp[0][j_ptr->sval] - (WEAPON_EXP_MASTER / 2)) / 200 + bonus) * BTH_PLUS_ADJ);
 
        energy_use = bow_energy(j_ptr->sval);
        tmul = bow_tmul(j_ptr->sval);
@@ -3661,7 +3687,7 @@ void do_cmd_fire_aux(int item, object_type *j_ptr)
        /* Base range */
        tdis = 10 + tmul/40;
        if ((j_ptr->sval == SV_LIGHT_XBOW) || (j_ptr->sval == SV_HEAVY_XBOW))
-               tdis += 5;
+               tdis -= 5;
 
        project_length = tdis + 1;
 
@@ -3674,7 +3700,6 @@ void do_cmd_fire_aux(int item, object_type *j_ptr)
 
                return;
        }
-       project_length = 0; /* reset to default */
 
        /* Get local object */
        q_ptr = &forge;
@@ -3724,6 +3749,7 @@ void do_cmd_fire_aux(int item, object_type *j_ptr)
                ty = target_row;
        }
 
+       project_length = 0; /* reset to default */
 
        /* Hack -- Handle stuff */
        handle_stuff();
@@ -3796,24 +3822,26 @@ void do_cmd_fire_aux(int item, object_type *j_ptr)
 
                        if ((r_ptr->level + 10) > p_ptr->lev)
                        {
-                               if (weapon_exp[0][j_ptr->sval] < we_info[p_ptr->pclass].max[0][j_ptr->sval])
+                               int now_exp = p_ptr->weapon_exp[0][j_ptr->sval];
+                               if (now_exp < s_info[p_ptr->pclass].w_max[0][j_ptr->sval])
                                {
-                                       if (weapon_exp[0][j_ptr->sval] < 4000)
-                                               weapon_exp[0][j_ptr->sval]+=80;
-                                       else if ((weapon_exp[0][j_ptr->sval] < 6000))
-                                               weapon_exp[0][j_ptr->sval]+=25;
-                                       else if ((weapon_exp[0][j_ptr->sval] < 7000) && (p_ptr->lev > 19))
-                                               weapon_exp[0][j_ptr->sval]+=10;
-                                       else if ((weapon_exp[0][j_ptr->sval] < 8000) && (p_ptr->lev > 34))
-                                               weapon_exp[0][j_ptr->sval]+=2;
+                                       int amount = 0;
+                                       if (now_exp < WEAPON_EXP_BEGINNER) amount = 80;
+                                       else if (now_exp < WEAPON_EXP_SKILLED) amount = 25;
+                                       else if ((now_exp < WEAPON_EXP_EXPERT) && (p_ptr->lev > 19)) amount = 10;
+                                       else if (p_ptr->lev > 34) amount = 2;
+                                       p_ptr->weapon_exp[0][j_ptr->sval] += amount;
+                                       p_ptr->update |= (PU_BONUS);
                                }
                        }
 
                        if (p_ptr->riding)
                        {
-                               if (skill_exp[GINOU_RIDING] < se_info[p_ptr->pclass].max[GINOU_RIDING] && ((skill_exp[GINOU_RIDING] - 1000) / 200 < r_info[m_list[p_ptr->riding].r_idx].level) && one_in_(2))
+                               if ((p_ptr->skill_exp[GINOU_RIDING] < s_info[p_ptr->pclass].s_max[GINOU_RIDING])
+                                       && ((p_ptr->skill_exp[GINOU_RIDING] - (RIDING_EXP_BEGINNER * 2)) / 200 < r_info[m_list[p_ptr->riding].r_idx].level)
+                                       && one_in_(2))
                                {
-                                       skill_exp[GINOU_RIDING]+=1;
+                                       p_ptr->skill_exp[GINOU_RIDING] += 1;
                                        p_ptr->update |= (PU_BONUS);
                                }
                        }
@@ -3823,40 +3851,6 @@ void do_cmd_fire_aux(int item, object_type *j_ptr)
                        {
                                bool fear = FALSE;
 
-                               /* Assume a default death */
-#ifdef JP
-                               cptr note_dies = "¤Ï»à¤ó¤À¡£";
-#else
-                               cptr note_dies = " dies.";
-#endif
-
-                               /* Some monsters get "destroyed" */
-                               if (!monster_living(r_ptr))
-                               {
-                                       int i;
-                                       bool explode = FALSE;
-
-                                       for (i = 0; i < 4; i++)
-                                       {
-                                               if (r_ptr->blow[i].method == RBM_EXPLODE) explode = TRUE;
-                                       }
-
-                                       /* Special note at death */
-                                       if (explode)
-#ifdef JP
-note_dies = "¤ÏÇúȯ¤·¤ÆÊ´¡¹¤Ë¤Ê¤Ã¤¿¡£";
-#else
-                                               note_dies = " explodes into tiny shreds.";
-#endif
-                                       else
-#ifdef JP
-                                               note_dies = "¤òÅݤ·¤¿¡£";
-#else
-                                               note_dies = " is destroyed.";
-#endif
-
-                               }
-
                                /* Handle unseen monster */
                                if (!visible)
                                {
@@ -3886,7 +3880,7 @@ note_dies = "
 
 
                                        /* Hack -- Track this monster race */
-                                       if (m_ptr->ml) monster_race_track((bool)(m_ptr->mflag2 & MFLAG_KAGE), m_ptr->r_idx);
+                                       if (m_ptr->ml) monster_race_track(m_ptr->ap_r_idx);
 
                                        /* Hack -- Track this monster */
                                        if (m_ptr->ml) health_track(c_ptr->m_idx);
@@ -3903,20 +3897,20 @@ note_dies = "
                                tdam = mon_damage_mod(m_ptr, tdam, FALSE);
 
                                /* Complex message */
-                               if (wizard || cheat_xtra)
+                               if (p_ptr->wizard || cheat_xtra)
                                {
 #ifdef JP
                                        msg_format("%d/%d ¤Î¥À¥á¡¼¥¸¤òÍ¿¤¨¤¿¡£",
-                                                  tdam, m_ptr->hp);
+                                                  tdam, m_ptr->hp);
 #else
                                        msg_format("You do %d (out of %d) damage.",
-                                                  tdam, m_ptr->hp);
+                                                  tdam, m_ptr->hp);
 #endif
 
                                }
 
                                /* Hit the monster, check for death */
-                               if (mon_take_hit(c_ptr->m_idx, tdam, &fear, note_dies))
+                               if (mon_take_hit(c_ptr->m_idx, tdam, &fear, extract_note_dies(real_r_ptr(m_ptr))))
                                {
                                        /* Dead monster */
                                }
@@ -3966,8 +3960,7 @@ note_dies = "
                                        }
                                        if (!projectable(m_ptr->fy, m_ptr->fx, py, px))
                                        {
-                                               m_ptr->target_y = py;
-                                               m_ptr->target_x = px;
+                                               set_target(m_ptr, py, px);
                                        }
                                }
                        }
@@ -4004,7 +3997,7 @@ note_dies = "
                object_copy(o_ptr, q_ptr);
 
                /* Forget mark */
-               o_ptr->marked = FALSE;
+               o_ptr->marked = 0;
 
                /* Forget location */
                o_ptr->iy = o_ptr->ix = 0;
@@ -4127,7 +4120,7 @@ bool do_cmd_throw_aux(int mult, bool boomerang, int shuriken)
 
        int msec = delay_factor * delay_factor * delay_factor;
 
-       u32b f1, f2, f3;
+       u32b flgs[TR_FLAG_SIZE];
        cptr q, s;
        bool come_back = FALSE;
        bool do_drop = TRUE;
@@ -4205,11 +4198,25 @@ bool do_cmd_throw_aux(int mult, bool boomerang, int shuriken)
                msg_print("Hmmm, it seems to be cursed.");
 #endif
 
-
                /* Nope */
                return FALSE;
        }
 
+       if (p_ptr->inside_arena)
+       {
+               if (o_ptr->tval != 5)
+               {
+#ifdef JP
+                       msg_print("¥¢¥ê¡¼¥Ê¤Ç¤Ï¥¢¥¤¥Æ¥à¤ò»È¤¨¤Ê¤¤¡ª");
+#else
+                       msg_print("You're in the arena now. This is hand-to-hand!");
+#endif
+                       msg_print(NULL);
+
+                       /* Nope */
+                       return FALSE;
+               }
+       }
 
        /* Get local object */
        q_ptr = &forge;
@@ -4218,7 +4225,7 @@ bool do_cmd_throw_aux(int mult, bool boomerang, int shuriken)
        object_copy(q_ptr, o_ptr);
 
        /* Extract the thrown object's flags. */
-       object_flags(q_ptr, &f1, &f2, &f3);
+       object_flags(q_ptr, flgs);
 
        /* Distribute the charges of rods/wands between the stacks */
        distribute_charges(o_ptr, q_ptr, 1);
@@ -4237,7 +4244,7 @@ bool do_cmd_throw_aux(int mult, bool boomerang, int shuriken)
 
        /* Enforce a minimum "weight" of one pound */
        div = ((q_ptr->weight > 10) ? q_ptr->weight : 10);
-       if ((f2 & (TR2_THROW)) || boomerang) div /= 2;
+       if ((have_flag(flgs, TR_THROW)) || boomerang) div /= 2;
 
        /* Hack -- Distance -- Reward strength, penalize weight */
        tdis = (adj_str_blow[p_ptr->stat_ind[A_STR]] + 20) * mul / div;
@@ -4247,8 +4254,8 @@ bool do_cmd_throw_aux(int mult, bool boomerang, int shuriken)
 
        if (shuriken)
        {
-               ty = rand_int(101)-50+py;
-               tx = rand_int(101)-50+px;
+               ty = randint0(101)-50+py;
+               tx = randint0(101)-50+px;
        }
        else
        {
@@ -4257,8 +4264,6 @@ bool do_cmd_throw_aux(int mult, bool boomerang, int shuriken)
                /* Get a direction (or cancel) */
                if (!get_aim_dir(&dir)) return FALSE;
 
-               project_length = 0;  /* reset to default */
-
                /* Predict the "target" location */
                tx = px + 99 * ddx[dir];
                ty = py + 99 * ddy[dir];
@@ -4269,6 +4274,8 @@ bool do_cmd_throw_aux(int mult, bool boomerang, int shuriken)
                        tx = target_col;
                        ty = target_row;
                }
+
+               project_length = 0;  /* reset to default */
        }
 
        if ((q_ptr->name1 == ART_MJOLLNIR) ||
@@ -4283,7 +4290,7 @@ bool do_cmd_throw_aux(int mult, bool boomerang, int shuriken)
                        inven_item_describe(item);
                inven_item_optimize(item);
        }
-       
+
        /* Reduce and describe floor item */
        else
        {
@@ -4295,7 +4302,7 @@ bool do_cmd_throw_aux(int mult, bool boomerang, int shuriken)
                equiped_item = TRUE;
                p_ptr->redraw |= (PR_EQUIPPY);
        }
-       
+
        /* Take a turn */
        energy_use = 100;
 
@@ -4311,11 +4318,11 @@ bool do_cmd_throw_aux(int mult, bool boomerang, int shuriken)
        /* Hack -- Handle stuff */
        handle_stuff();
 
-       if ((p_ptr->pclass == CLASS_NINJA) && ((q_ptr->tval == TV_SPIKE) || ((f2 & TR2_THROW) && (q_ptr->tval == TV_SWORD)))) shuriken = TRUE;
+       if ((p_ptr->pclass == CLASS_NINJA) && ((q_ptr->tval == TV_SPIKE) || ((have_flag(flgs, TR_THROW)) && (q_ptr->tval == TV_SWORD)))) shuriken = TRUE;
        else shuriken = FALSE;
 
        /* Chance of hitting */
-       if (f2 & (TR2_THROW)) chance = ((p_ptr->skill_tht) +
+       if (have_flag(flgs, TR_THROW)) chance = ((p_ptr->skill_tht) +
                ((p_ptr->to_h_b + q_ptr->to_h) * BTH_PLUS_ADJ));
        else chance = (p_ptr->skill_tht + (p_ptr->to_h_b * BTH_PLUS_ADJ));
 
@@ -4388,42 +4395,6 @@ bool do_cmd_throw_aux(int mult, bool boomerang, int shuriken)
                        {
                                bool fear = FALSE;
 
-                               /* Assume a default death */
-#ifdef JP
-                               cptr note_dies = "¤Ï»à¤ó¤À¡£";
-#else
-                               cptr note_dies = " dies.";
-#endif
-
-
-                               /* Some monsters get "destroyed" */
-                               if (!monster_living(r_ptr))
-                               {
-                                       int i;
-                                       bool explode = FALSE;
-
-                                       for (i = 0; i < 4; i++)
-                                       {
-                                               if (r_ptr->blow[i].method == RBM_EXPLODE) explode = TRUE;
-                                       }
-
-                                       /* Special note at death */
-                                       if (explode)
-#ifdef JP
-note_dies = "¤ÏÇúȯ¤·¤ÆÊ´¡¹¤Ë¤Ê¤Ã¤¿¡£";
-#else
-                                               note_dies = " explodes into tiny shreds.";
-#endif
-                                       else
-#ifdef JP
-                                               note_dies = "¤òÅݤ·¤¿¡£";
-#else
-                                               note_dies = " is destroyed.";
-#endif
-
-                               }
-
-
                                /* Handle unseen monster */
                                if (!visible)
                                {
@@ -4453,7 +4424,7 @@ note_dies = "
 
 
                                        /* Hack -- Track this monster race */
-                                       if (m_ptr->ml) monster_race_track((bool)(m_ptr->mflag2 & MFLAG_KAGE), m_ptr->r_idx);
+                                       if (m_ptr->ml) monster_race_track(m_ptr->ap_r_idx);
 
                                        /* Hack -- Track this monster */
                                        if (m_ptr->ml) health_track(c_ptr->m_idx);
@@ -4462,16 +4433,19 @@ note_dies = "
                                /* Hack -- Base damage from thrown object */
                                tdam = damroll(q_ptr->dd, q_ptr->ds);
                                /* Apply special damage XXX XXX XXX */
-                               tdam = tot_dam_aux(q_ptr, tdam, m_ptr, 0);
+                               tdam = tot_dam_aux(q_ptr, tdam, m_ptr, 0, TRUE);
                                tdam = critical_shot(q_ptr->weight, q_ptr->to_h, tdam);
-                               tdam += q_ptr->to_d;
+                               if (q_ptr->to_d > 0)
+                                       tdam += q_ptr->to_d;
+                               else
+                                       tdam += -q_ptr->to_d;
 
                                if (boomerang)
                                {
                                        tdam *= (mult+p_ptr->num_blow[item - INVEN_RARM]);
                                        tdam += p_ptr->to_d_m;
                                }
-                               else if (f2 & (TR2_THROW))
+                               else if (have_flag(flgs, TR_THROW))
                                {
                                        tdam *= (3+mult);
                                        tdam += p_ptr->to_d_m;
@@ -4492,20 +4466,20 @@ note_dies = "
                                tdam = mon_damage_mod(m_ptr, tdam, FALSE);
 
                                /* Complex message */
-                               if (wizard)
+                               if (p_ptr->wizard)
                                {
 #ifdef JP
                                        msg_format("%d/%d¤Î¥À¥á¡¼¥¸¤òÍ¿¤¨¤¿¡£",
-                                                  tdam, m_ptr->hp);
+                                                  tdam, m_ptr->hp);
 #else
                                        msg_format("You do %d (out of %d) damage.",
-                                                  tdam, m_ptr->hp);
+                                                  tdam, m_ptr->hp);
 #endif
 
                                }
 
                                /* Hit the monster, check for death */
-                               if (mon_take_hit(c_ptr->m_idx, tdam, &fear, note_dies))
+                               if (mon_take_hit(c_ptr->m_idx, tdam, &fear, extract_note_dies(real_r_ptr(m_ptr))))
                                {
                                        /* Dead monster */
                                }
@@ -4555,15 +4529,15 @@ note_dies = "
        {
                j = 100;
 
-               if (!(summon_named_creature(y, x, q_ptr->pval, FALSE, FALSE, FALSE,
-                     (bool)!(q_ptr->ident & IDENT_CURSED))))
+               if (!(summon_named_creature(0, y, x, q_ptr->pval,
+                                           !(cursed_p(q_ptr)) ? PM_FORCE_PET : 0L)))
 #ifdef JP
 msg_print("¿Í·Á¤ÏDZ¤¸¶Ê¤¬¤êºÕ¤±»¶¤Ã¤Æ¤·¤Þ¤Ã¤¿¡ª");
 #else
                        msg_print("The Figurine writhes and then shatters.");
 #endif
 
-               else if (q_ptr->ident & IDENT_CURSED)
+               else if (cursed_p(q_ptr))
 #ifdef JP
 msg_print("¤³¤ì¤Ï¤¢¤Þ¤êÎɤ¯¤Ê¤¤µ¤¤¬¤¹¤ë¡£");
 #else
@@ -4576,7 +4550,7 @@ msg_print("
        /* Potions smash open */
        if (object_is_potion(q_ptr))
        {
-               if (hit_body || hit_wall || (randint(100) < j))
+               if (hit_body || hit_wall || (randint1(100) < j))
                {
                        /* Message */
 #ifdef JP
@@ -4616,16 +4590,16 @@ msg_print("
 
        if (return_when_thrown)
        {
-               int back_chance = randint(30)+20+((int)(adj_dex_th[p_ptr->stat_ind[A_DEX]]) - 128);
+               int back_chance = randint1(30)+20+((int)(adj_dex_th[p_ptr->stat_ind[A_DEX]]) - 128);
                char o2_name[MAX_NLEN];
                bool super_boomerang = (((q_ptr->name1 == ART_MJOLLNIR) || (q_ptr->name1 == ART_AEGISFANG)) && boomerang);
 
                j = -1;
-               if (boomerang) back_chance += 4+randint(5);
+               if (boomerang) back_chance += 4+randint1(5);
                if (super_boomerang) back_chance += 100;
                object_desc(o2_name, q_ptr, FALSE, 0);
 
-               if((back_chance > 30) && ((randint(100) != 1) || super_boomerang))
+               if((back_chance > 30) && (!one_in_(100) || super_boomerang))
                {
                        for (i = cur_dis-1;i>0;i--)
                        {