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なまけものは打撃攻撃にペナルティを受けてなかったので射撃と同様外れやすくした。また、なまけものはトラップにかかり*にくく*なっていたので、かかりやすくした。
[hengband/hengband.git] / src / cmd1.c
1 /* File: cmd1.c */
2
3 /* Purpose: Movement commands (part 1) */
4
5 /*
6  * Copyright (c) 1989 James E. Wilson, Robert A. Koeneke
7  *
8  * This software may be copied and distributed for educational, research, and
9  * not for profit purposes provided that this copyright and statement are
10  * included in all such copies.
11  */
12
13 #include "angband.h"
14 #define MAX_VAMPIRIC_DRAIN 50
15
16
17 /*
18  * Determine if the player "hits" a monster (normal combat).
19  * Note -- Always miss 5%, always hit 5%, otherwise random.
20  */
21 bool test_hit_fire(int chance, int ac, int vis)
22 {
23         int k;
24
25         /* Percentile dice */
26         k = randint0(100);
27
28         /* Hack -- Instant miss or hit */
29         if (k < 10) return (k < 5);
30
31         if (p_ptr->pseikaku == SEIKAKU_NAMAKE)
32                 if (one_in_(20)) return (FALSE);
33
34         /* Never hit */
35         if (chance <= 0) return (FALSE);
36
37         /* Invisible monsters are harder to hit */
38         if (!vis) chance = (chance + 1) / 2;
39
40         /* Power competes against armor */
41         if (randint0(chance) < (ac * 3 / 4)) return (FALSE);
42
43         /* Assume hit */
44         return (TRUE);
45 }
46
47
48
49 /*
50  * Determine if the player "hits" a monster (normal combat).
51  *
52  * Note -- Always miss 5%, always hit 5%, otherwise random.
53  */
54 bool test_hit_norm(int chance, int ac, int vis)
55 {
56         int k;
57
58         /* Percentile dice */
59         k = randint0(100);
60
61         /* Hack -- Instant miss or hit */
62         if (k < 10) return (k < 5);
63
64         if (p_ptr->pseikaku == SEIKAKU_NAMAKE)
65                 if (one_in_(20)) return (FALSE);
66
67         /* Wimpy attack never hits */
68         if (chance <= 0) return (FALSE);
69
70         /* Penalize invisible targets */
71         if (!vis) chance = (chance + 1) / 2;
72
73         /* Power must defeat armor */
74         if (randint0(chance) < (ac * 3 / 4)) return (FALSE);
75
76         /* Assume hit */
77         return (TRUE);
78 }
79
80
81
82 /*
83  * Critical hits (from objects thrown by player)
84  * Factor in item weight, total plusses, and player level.
85  */
86 s16b critical_shot(int weight, int plus, int dam)
87 {
88         int i, k;
89
90         /* Extract "shot" power */
91         i = (weight + ((p_ptr->to_h_b + plus) * 4) + (p_ptr->lev * 2));
92
93         /* Critical hit */
94         if (randint1(5000) <= i)
95         {
96                 k = weight + randint1(500);
97
98                 if (k < 500)
99                 {
100 #ifdef JP
101                         msg_print("¼ê¤´¤¿¤¨¤¬¤¢¤Ã¤¿¡ª");
102 #else
103                         msg_print("It was a good hit!");
104 #endif
105
106                         dam = 2 * dam + 5;
107                 }
108                 else if (k < 1000)
109                 {
110 #ifdef JP
111                         msg_print("¤«¤Ê¤ê¤Î¼ê¤´¤¿¤¨¤¬¤¢¤Ã¤¿¡ª");
112 #else
113                         msg_print("It was a great hit!");
114 #endif
115
116                         dam = 2 * dam + 10;
117                 }
118                 else
119                 {
120 #ifdef JP
121                         msg_print("²ñ¿´¤Î°ì·â¤À¡ª");
122 #else
123                         msg_print("It was a superb hit!");
124 #endif
125
126                         dam = 3 * dam + 15;
127                 }
128         }
129
130         return (dam);
131 }
132
133
134
135 /*
136  * Critical hits (by player)
137  *
138  * Factor in weapon weight, total plusses, player level.
139  */
140 s16b critical_norm(int weight, int plus, int dam, s16b meichuu, int mode)
141 {
142         int i, k;
143
144         /* Extract "blow" power */
145         i = (weight + (meichuu * 3 + plus * 5) + (p_ptr->lev * 3));
146
147         /* Chance */
148         if ((randint1((p_ptr->pclass == CLASS_NINJA) ? 4444 : 5000) <= i) || (mode == HISSATSU_MAJIN) || (mode == HISSATSU_3DAN))
149         {
150                 k = weight + randint1(650);
151                 if ((mode == HISSATSU_MAJIN) || (mode == HISSATSU_3DAN)) k+= randint1(650);
152
153                 if (k < 400)
154                 {
155 #ifdef JP
156                         msg_print("¼ê¤´¤¿¤¨¤¬¤¢¤Ã¤¿¡ª");
157 #else
158                         msg_print("It was a good hit!");
159 #endif
160
161                         dam = 2 * dam + 5;
162                 }
163                 else if (k < 700)
164                 {
165 #ifdef JP
166                         msg_print("¤«¤Ê¤ê¤Î¼ê¤´¤¿¤¨¤¬¤¢¤Ã¤¿¡ª");
167 #else
168                         msg_print("It was a great hit!");
169 #endif
170
171                         dam = 2 * dam + 10;
172                 }
173                 else if (k < 900)
174                 {
175 #ifdef JP
176                         msg_print("²ñ¿´¤Î°ì·â¤À¡ª");
177 #else
178                         msg_print("It was a superb hit!");
179 #endif
180
181                         dam = 3 * dam + 15;
182                 }
183                 else if (k < 1300)
184                 {
185 #ifdef JP
186                         msg_print("ºÇ¹â¤Î²ñ¿´¤Î°ì·â¤À¡ª");
187 #else
188                         msg_print("It was a *GREAT* hit!");
189 #endif
190
191                         dam = 3 * dam + 20;
192                 }
193                 else
194                 {
195 #ifdef JP
196                         msg_print("ÈæÎà¤Ê¤­ºÇ¹â¤Î²ñ¿´¤Î°ì·â¤À¡ª");
197 #else
198                         msg_print("It was a *SUPERB* hit!");
199 #endif
200
201                         dam = ((7 * dam) / 2) + 25;
202                 }
203         }
204
205         return (dam);
206 }
207
208
209
210 /*
211  * Extract the "total damage" from a given object hitting a given monster.
212  *
213  * Note that "flasks of oil" do NOT do fire damage, although they
214  * certainly could be made to do so.  XXX XXX
215  *
216  * Note that most brands and slays are x3, except Slay Animal (x2),
217  * Slay Evil (x2), and Kill dragon (x5).
218  */
219 s16b tot_dam_aux(object_type *o_ptr, int tdam, monster_type *m_ptr, int mode)
220 {
221         int mult = 10;
222
223         monster_race *r_ptr = &r_info[m_ptr->r_idx];
224
225         u32b f1, f2, f3;
226
227         /* Extract the flags */
228         object_flags(o_ptr, &f1, &f2, &f3);
229
230         /* Some "weapons" and "ammo" do extra damage */
231         switch (o_ptr->tval)
232         {
233                 case TV_SHOT:
234                 case TV_ARROW:
235                 case TV_BOLT:
236                 case TV_HAFTED:
237                 case TV_POLEARM:
238                 case TV_SWORD:
239                 case TV_DIGGING:
240                 {
241                         /* Slay Animal */
242                         if ((f1 & TR1_SLAY_ANIMAL) &&
243                             (r_ptr->flags3 & RF3_ANIMAL))
244                         {
245                                 if (m_ptr->ml)
246                                 {
247                                         r_ptr->r_flags3 |= RF3_ANIMAL;
248                                 }
249
250                                 if (mult < 20) mult = 20;
251                         }
252
253                         /* Slay Evil */
254                         if ((f1 & TR1_SLAY_EVIL) &&
255                             (r_ptr->flags3 & RF3_EVIL))
256                         {
257                                 if (m_ptr->ml)
258                                 {
259                                         r_ptr->r_flags3 |= RF3_EVIL;
260                                 }
261
262                                 if (mult < 20) mult = 20;
263                         }
264
265                         /* Slay Undead */
266                         if ((f1 & TR1_SLAY_UNDEAD) &&
267                             (r_ptr->flags3 & RF3_UNDEAD))
268                         {
269                                 if (m_ptr->ml)
270                                 {
271                                         r_ptr->r_flags3 |= RF3_UNDEAD;
272                                 }
273
274                                 if (mult < 30) mult = 30;
275                         }
276
277                         /* Slay Demon */
278                         if ((f1 & TR1_SLAY_DEMON) &&
279                             (r_ptr->flags3 & RF3_DEMON))
280                         {
281                                 if (m_ptr->ml)
282                                 {
283                                         r_ptr->r_flags3 |= RF3_DEMON;
284                                 }
285
286                                 if (mult < 30) mult = 30;
287                         }
288
289                         /* Slay Orc */
290                         if ((f1 & TR1_SLAY_ORC) &&
291                             (r_ptr->flags3 & RF3_ORC))
292                         {
293                                 if (m_ptr->ml)
294                                 {
295                                         r_ptr->r_flags3 |= RF3_ORC;
296                                 }
297
298                                 if (mult < 30) mult = 30;
299                         }
300
301                         /* Slay Troll */
302                         if ((f1 & TR1_SLAY_TROLL) &&
303                             (r_ptr->flags3 & RF3_TROLL))
304                         {
305                                 if (m_ptr->ml)
306                                 {
307                                         r_ptr->r_flags3 |= RF3_TROLL;
308                                 }
309
310                                 if (mult < 30) mult = 30;
311                         }
312
313                         /* Slay Giant */
314                         if ((f1 & TR1_SLAY_GIANT) &&
315                             (r_ptr->flags3 & RF3_GIANT))
316                         {
317                                 if (m_ptr->ml)
318                                 {
319                                         r_ptr->r_flags3 |= RF3_GIANT;
320                                 }
321
322                                 if (mult < 30) mult = 30;
323                                 if (o_ptr->name1 == ART_HRUNTING)
324                                         mult *= 3;
325                         }
326
327                         /* Slay Dragon  */
328                         if ((f1 & TR1_SLAY_DRAGON) &&
329                             (r_ptr->flags3 & RF3_DRAGON))
330                         {
331                                 if (m_ptr->ml)
332                                 {
333                                         r_ptr->r_flags3 |= RF3_DRAGON;
334                                 }
335
336                                 if (mult < 30) mult = 30;
337                         }
338
339                         /* Execute Dragon */
340                         if ((f1 & TR1_KILL_DRAGON) &&
341                             (r_ptr->flags3 & RF3_DRAGON))
342                         {
343                                 if (m_ptr->ml)
344                                 {
345                                         r_ptr->r_flags3 |= RF3_DRAGON;
346                                 }
347
348                                 if (mult < 50) mult = 50;
349
350                                 if ((o_ptr->name1 == ART_NOTHUNG) && (m_ptr->r_idx == MON_FAFNER))
351                                         mult *= 3;
352                         }
353
354                         /* Brand (Acid) */
355                         if ((f1 & TR1_BRAND_ACID) || (p_ptr->special_attack & (ATTACK_ACID)))
356                         {
357                                 /* Notice immunity */
358                                 if (r_ptr->flags3 & RF3_IM_ACID)
359                                 {
360                                         if (m_ptr->ml)
361                                         {
362                                                 r_ptr->r_flags3 |= RF3_IM_ACID;
363                                         }
364                                 }
365
366                                 /* Otherwise, take the damage */
367                                 else
368                                 {
369                                         if (mult < 25) mult = 25;
370                                 }
371                         }
372
373                         /* Brand (Elec) */
374                         if ((f1 & TR1_BRAND_ELEC) || (p_ptr->special_attack & (ATTACK_ELEC)) || (mode == HISSATSU_ELEC))
375                         {
376                                 /* Notice immunity */
377                                 if (r_ptr->flags3 & RF3_IM_ELEC)
378                                 {
379                                         if (m_ptr->ml)
380                                         {
381                                                 r_ptr->r_flags3 |= RF3_IM_ELEC;
382                                         }
383                                 }
384
385                                 /* Otherwise, take the damage */
386                                 else if (((f1 & TR1_BRAND_ELEC) || (p_ptr->special_attack & (ATTACK_ELEC))) && (mode == HISSATSU_ELEC))
387                                 {
388                                         if (mult < 70) mult = 70;
389                                 }
390                                 else if (mode == HISSATSU_ELEC)
391                                 {
392                                         if (mult < 50) mult = 50;
393                                 }
394
395                                 else
396                                 {
397                                         if (mult < 25) mult = 25;
398                                 }
399                         }
400
401                         /* Brand (Fire) */
402                         if ((f1 & TR1_BRAND_FIRE) || (p_ptr->special_attack & (ATTACK_FIRE)) || (mode == HISSATSU_FIRE))
403                         {
404                                 /* Notice immunity */
405                                 if (r_ptr->flags3 & RF3_IM_FIRE)
406                                 {
407                                         if (m_ptr->ml)
408                                         {
409                                                 r_ptr->r_flags3 |= RF3_IM_FIRE;
410                                         }
411                                 }
412
413                                 /* Otherwise, take the damage */
414                                 else if (((f1 & TR1_BRAND_FIRE) || (p_ptr->special_attack & (ATTACK_FIRE))) && (mode == HISSATSU_FIRE))
415                                 {
416                                         if (r_ptr->flags3 & RF3_HURT_FIRE)
417                                         {
418                                                 if (mult < 70) mult = 70;
419                                                 if (m_ptr->ml)
420                                                 {
421                                                         r_ptr->r_flags3 |= RF3_HURT_FIRE;
422                                                 }
423                                         }
424                                         else if (mult < 35) mult = 35;
425                                 }
426                                 else
427                                 {
428                                         if (r_ptr->flags3 & RF3_HURT_FIRE)
429                                         {
430                                                 if (mult < 50) mult = 50;
431                                                 if (m_ptr->ml)
432                                                 {
433                                                         r_ptr->r_flags3 |= RF3_HURT_FIRE;
434                                                 }
435                                         }
436                                         else if (mult < 25) mult = 25;
437                                 }
438                         }
439
440                         /* Brand (Cold) */
441                         if ((f1 & TR1_BRAND_COLD) || (p_ptr->special_attack & (ATTACK_COLD)) || (mode == HISSATSU_COLD))
442                         {
443                                 /* Notice immunity */
444                                 if (r_ptr->flags3 & RF3_IM_COLD)
445                                 {
446                                         if (m_ptr->ml)
447                                         {
448                                                 r_ptr->r_flags3 |= RF3_IM_COLD;
449                                         }
450                                 }
451                                 /* Otherwise, take the damage */
452                                 else if (((f1 & TR1_BRAND_COLD) || (p_ptr->special_attack & (ATTACK_COLD))) && (mode == HISSATSU_COLD))
453                                 {
454                                         if (r_ptr->flags3 & RF3_HURT_COLD)
455                                         {
456                                                 if (mult < 70) mult = 70;
457                                                 if (m_ptr->ml)
458                                                 {
459                                                         r_ptr->r_flags3 |= RF3_HURT_COLD;
460                                                 }
461                                         }
462                                         else if (mult < 35) mult = 35;
463                                 }
464                                 else
465                                 {
466                                         if (r_ptr->flags3 & RF3_HURT_COLD)
467                                         {
468                                                 if (mult < 50) mult = 50;
469                                                 if (m_ptr->ml)
470                                                 {
471                                                         r_ptr->r_flags3 |= RF3_HURT_COLD;
472                                                 }
473                                         }
474                                         else if (mult < 25) mult = 25;
475                                 }
476                         }
477
478                         /* Brand (Poison) */
479                         if ((f1 & TR1_BRAND_POIS) || (p_ptr->special_attack & (ATTACK_POIS)) || (mode == HISSATSU_POISON))
480                         {
481                                 /* Notice immunity */
482                                 if (r_ptr->flags3 & RF3_IM_POIS)
483                                 {
484                                         if (m_ptr->ml)
485                                         {
486                                                 r_ptr->r_flags3 |= RF3_IM_POIS;
487                                         }
488                                 }
489
490                                 /* Otherwise, take the damage */
491                                 else if (((f1 & TR1_BRAND_POIS) || (p_ptr->special_attack & (ATTACK_POIS))) && (mode == HISSATSU_POISON))
492                                 {
493                                         if (mult < 35) mult = 35;
494                                 }
495                                 else
496                                 {
497                                         if (mult < 25) mult = 25;
498                                 }
499                         }
500                         if ((mode == HISSATSU_ZANMA) && (r_ptr->flags3 & (RF3_DEMON | RF3_UNDEAD | RF3_NONLIVING)) && (r_ptr->flags3 & RF3_EVIL))
501                         {
502                                 if (mult < 15) mult = 25;
503                                 else if (mult < 50) mult = MIN(50, mult+20);
504                         }
505                         if (mode == HISSATSU_UNDEAD)
506                         {
507                                 if (r_ptr->flags3 & RF3_UNDEAD)
508                                 {
509                                         if (m_ptr->ml)
510                                         {
511                                                 r_ptr->r_flags3 |= RF3_UNDEAD;
512                                         }
513                                         if (mult == 10) mult = 70;
514                                         else if (mult < 140) mult = MIN(140, mult+60);
515                                 }
516                                 if (mult == 10) mult = 40;
517                                 else if (mult < 60) mult = MIN(60, mult+30);
518                         }
519                         if ((mode == HISSATSU_SEKIRYUKA) && p_ptr->cut && !(r_ptr->flags3 & (RF3_DEMON | RF3_UNDEAD | RF3_NONLIVING)))
520                         {
521                                 int tmp = MIN(100, MAX(10, p_ptr->cut / 10));
522                                 if (mult < tmp) mult = tmp;
523                         }
524                         if ((mode == HISSATSU_HAGAN) && (r_ptr->flags3 & RF3_HURT_ROCK))
525                         {
526                                 if (m_ptr->ml)
527                                 {
528                                         r_ptr->r_flags3 |= RF3_HURT_ROCK;
529                                 }
530                                 if (mult == 10) mult = 40;
531                                 else if (mult < 60) mult = 60;
532                         }
533                         if ((p_ptr->pclass != CLASS_SAMURAI) && (f1 & TR1_FORCE_WEAPON) && (p_ptr->csp > (o_ptr->dd * o_ptr->ds / 5)))
534                         {
535                                 p_ptr->csp -= (1+(o_ptr->dd * o_ptr->ds / 5));
536                                 p_ptr->redraw |= (PR_MANA);
537                                 mult = MIN(60, mult * 7 / 2);
538                         }
539                         break;
540                 }
541         }
542         if (mult > 150) mult = 150;
543
544         /* Return the total damage */
545         return (tdam * mult / 10);
546 }
547
548
549 /*
550  * Search for hidden things
551  */
552 void search(void)
553 {
554         int y, x, chance;
555
556         s16b this_o_idx, next_o_idx = 0;
557
558         cave_type *c_ptr;
559
560
561         /* Start with base search ability */
562         chance = p_ptr->skill_srh;
563
564         /* Penalize various conditions */
565         if (p_ptr->blind || no_lite()) chance = chance / 10;
566         if (p_ptr->confused || p_ptr->image) chance = chance / 10;
567
568         /* Search the nearby grids, which are always in bounds */
569         for (y = (py - 1); y <= (py + 1); y++)
570         {
571                 for (x = (px - 1); x <= (px + 1); x++)
572                 {
573                         /* Sometimes, notice things */
574                         if (randint0(100) < chance)
575                         {
576                                 /* Access the grid */
577                                 c_ptr = &cave[y][x];
578
579                                 /* Invisible trap */
580                                 if (c_ptr->info & CAVE_TRAP)
581                                 {
582                                         /* Pick a trap */
583                                         pick_trap(y, x);
584
585                                         /* Message */
586 #ifdef JP
587                                         msg_print("¥È¥é¥Ã¥×¤òȯ¸«¤·¤¿¡£");
588 #else
589                                         msg_print("You have found a trap.");
590 #endif
591
592
593                                         /* Disturb */
594                                         disturb(0, 0);
595                                 }
596
597                                 /* Secret door */
598                                 if (c_ptr->feat == FEAT_SECRET)
599                                 {
600                                         /* Message */
601 #ifdef JP
602                                         msg_print("±£¤·¥É¥¢¤òȯ¸«¤·¤¿¡£");
603 #else
604                                         msg_print("You have found a secret door.");
605 #endif
606
607
608                                         /* Pick a door */
609                                         place_closed_door(y, x);
610
611                                         /* Disturb */
612                                         disturb(0, 0);
613                                 }
614
615                                 /* Scan all objects in the grid */
616                                 for (this_o_idx = c_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
617                                 {
618                                         object_type *o_ptr;
619
620                                         /* Acquire object */
621                                         o_ptr = &o_list[this_o_idx];
622
623                                         /* Acquire next object */
624                                         next_o_idx = o_ptr->next_o_idx;
625
626                                         /* Skip non-chests */
627                                         if (o_ptr->tval != TV_CHEST) continue;
628
629                                         /* Skip non-trapped chests */
630                                         if (!chest_traps[o_ptr->pval]) continue;
631
632                                         /* Identify once */
633                                         if (!object_known_p(o_ptr))
634                                         {
635                                                 /* Message */
636 #ifdef JP
637                                                 msg_print("È¢¤Ë»Å³Ý¤±¤é¤ì¤¿¥È¥é¥Ã¥×¤òȯ¸«¤·¤¿¡ª");
638 #else
639                                                 msg_print("You have discovered a trap on the chest!");
640 #endif
641
642
643                                                 /* Know the trap */
644                                                 object_known(o_ptr);
645
646                                                 /* Notice it */
647                                                 disturb(0, 0);
648                                         }
649                                 }
650                         }
651                 }
652         }
653 }
654
655
656 /*
657  * Helper routine for py_pickup() and py_pickup_floor().
658  *
659  * Add the given dungeon object to the character's inventory.
660  *
661  * Delete the object afterwards.
662  */
663 void py_pickup_aux(int o_idx)
664 {
665         int slot, i;
666
667 #ifdef JP
668 /*
669  * ¥¢¥¤¥Æ¥à¤ò½¦¤Ã¤¿ºÝ¤Ë¡Ö£²¤Ä¤Î¥±¡¼¥­¤ò»ý¤Ã¤Æ¤¤¤ë¡×
670  * "You have two cakes." ¤È¥¢¥¤¥Æ¥à¤ò½¦¤Ã¤¿¸å¤Î¹ç·×¤Î¤ß¤Îɽ¼¨¤¬¥ª¥ê¥¸¥Ê¥ë
671  * ¤À¤¬¡¢°ãÏ´¶¤¬
672  * ¤¢¤ë¤È¤¤¤¦»ØŦ¤ò¤¦¤±¤¿¤Î¤Ç¡¢¡Ö¡Á¤ò½¦¤Ã¤¿¡¢¡Á¤ò»ý¤Ã¤Æ¤¤¤ë¡×¤È¤¤¤¦É½¼¨
673  * ¤Ë¤«¤¨¤Æ¤¢¤ë¡£¤½¤Î¤¿¤á¤ÎÇÛÎó¡£
674  */
675         char o_name[MAX_NLEN];
676         char old_name[MAX_NLEN];
677         char kazu_str[80];
678         int hirottakazu;
679         extern char *object_desc_kosuu(char *t, object_type *o_ptr);
680 #else
681         char o_name[MAX_NLEN];
682 #endif
683
684         object_type *o_ptr;
685
686         o_ptr = &o_list[o_idx];
687
688 #ifdef JP
689         /* Describe the object */
690         object_desc(old_name, o_ptr, TRUE, 0);
691         object_desc_kosuu(kazu_str, o_ptr);
692         hirottakazu = o_ptr->number;
693 #endif
694         /* Carry the object */
695         slot = inven_carry(o_ptr);
696
697         /* Get the object again */
698         o_ptr = &inventory[slot];
699
700         /* Delete the object */
701         delete_object_idx(o_idx);
702
703         if (p_ptr->pseikaku == SEIKAKU_MUNCHKIN) identify_item(o_ptr);
704
705         /* Describe the object */
706         object_desc(o_name, o_ptr, TRUE, 3);
707
708         /* Message */
709 #ifdef JP
710         if ((o_ptr->name1 == ART_CRIMSON) && (p_ptr->pseikaku == SEIKAKU_COMBAT))
711         {
712                 msg_format("¤³¤¦¤·¤Æ¡¢%s¤Ï¡Ø¥¯¥ê¥à¥¾¥ó¡Ù¤ò¼ê¤ËÆþ¤ì¤¿¡£", player_name);
713                 msg_print("¤·¤«¤·º£¡¢¡Øº®Æ٤Υµ¡¼¥Ú¥ó¥È¡Ù¤ÎÊü¤Ã¤¿¥â¥ó¥¹¥¿¡¼¤¬¡¢");
714                 msg_format("%s¤Ë½±¤¤¤«¤«¤ë¡¥¡¥¡¥", player_name);
715         }
716         else
717         {
718                 if (plain_pickup)
719                 {
720                         msg_format("%s(%c)¤ò»ý¤Ã¤Æ¤¤¤ë¡£",o_name, index_to_label(slot));
721                 }
722                 else
723                 {
724                         if (o_ptr->number > hirottakazu) {
725                             msg_format("%s½¦¤Ã¤Æ¡¢%s(%c)¤ò»ý¤Ã¤Æ¤¤¤ë¡£",
726                                kazu_str, o_name, index_to_label(slot));
727                         } else {
728                                 msg_format("%s(%c)¤ò½¦¤Ã¤¿¡£", o_name, index_to_label(slot));
729                         }
730                 }
731         }
732         strcpy(record_o_name, old_name);
733 #else
734         msg_format("You have %s (%c).", o_name, index_to_label(slot));
735         strcpy(record_o_name, o_name);
736 #endif
737         record_turn = turn;
738
739
740         /* Check if completed a quest */
741         for (i = 0; i < max_quests; i++)
742         {
743                 if ((quest[i].type == QUEST_TYPE_FIND_ARTIFACT) &&
744                     (quest[i].status == QUEST_STATUS_TAKEN) &&
745                            (quest[i].k_idx == o_ptr->name1))
746                 {
747                         if (record_fix_quest) do_cmd_write_nikki(NIKKI_FIX_QUEST_C, i, NULL);
748                         quest[i].status = QUEST_STATUS_COMPLETED;
749                         quest[i].complev = (byte)p_ptr->lev;
750 #ifdef JP
751                         msg_print("¥¯¥¨¥¹¥È¤òãÀ®¤·¤¿¡ª");
752 #else
753                         msg_print("You completed your quest!");
754 #endif
755
756                         msg_print(NULL);
757                 }
758         }
759 }
760
761
762 bool can_player_destroy_object(object_type *o_ptr)
763 {
764         /* Artifacts cannot be destroyed */
765         if (artifact_p(o_ptr) || o_ptr->art_name)
766         {
767                 byte feel = FEEL_SPECIAL;
768
769                 /* Hack -- Handle icky artifacts */
770                 if (cursed_p(o_ptr) || broken_p(o_ptr)) feel = FEEL_TERRIBLE;
771
772                 /* Hack -- inscribe the artifact */
773                 o_ptr->feeling = feel;
774
775                 /* We have "felt" it (again) */
776                 o_ptr->ident |= (IDENT_SENSE);
777
778                 /* Combine the pack */
779                 p_ptr->notice |= (PN_COMBINE);
780
781                 /* Redraw equippy chars */
782                 p_ptr->redraw |= (PR_EQUIPPY);
783
784                 /* Window stuff */
785                 p_ptr->window |= (PW_INVEN | PW_EQUIP);
786
787                 /* Done */
788                 return FALSE;
789         }
790
791         return TRUE;
792 }
793
794 /** ¼«Æ°½¦¤¤È½Äê **/
795
796 int is_autopick(object_type *o_ptr)
797 {
798         int i;
799         char o_name[MAX_NLEN];
800         cptr str;
801 #ifdef JP
802         static char kanji_colon[] = "¡§";
803 #endif
804
805         if (o_ptr->tval == TV_GOLD) return -1;
806         
807         object_desc(o_name, o_ptr, FALSE, 3);
808         for (i = 0; o_name[i]; i++)
809         {
810 #ifdef JP
811                 if (iskanji(o_name[i]))
812                         i++;
813                 else
814 #endif
815                 if (isupper(o_name[i]))
816                         o_name[i] = tolower(o_name[i]);
817         }
818         
819         for (i=0; i<max_autopick; i++)
820         {
821                 int len = 0;
822                 bool collectable = FALSE;
823                 bool flag = FALSE;
824
825                 str = autopick_name[i];
826
827 #ifdef JP               
828                 /*** ¤¹¤Ù¤Æ¤Î... ***/
829                 if (!strncmp(str, "¤¹¤Ù¤Æ¤Î", 8)) str+= 8;
830
831                 /*** ´û¤Ë»ý¤Ã¤Æ¤¤¤ë¥¢¥¤¥Æ¥à ***/
832                 if (!strncmp(str, "¼ý½¸Ãæ¤Î", 8))
833                 {
834                         collectable = TRUE;
835                         str+= 8;
836                 }
837
838                 /*** Ì¤´ÕÄê¤Î... ***/
839                 if (!strncmp(str, "̤´ÕÄê¤Î",8) &&
840                     !object_known_p(o_ptr) && !( (o_ptr->ident)&IDENT_SENSE)) str+= 8;
841                 
842                 /*** ´ÕÄêºÑ¤ß¤Î... ***/
843                 if (!strncmp(str, "´ÕÄêºÑ¤ß¤Î",10) &&
844                     object_known_p(o_ptr) ) str+= 10;
845
846                 /*** *´ÕÄê*ºÑ¤ß¤Î... ***/
847                 if (!strncmp(str, "*´ÕÄê*ºÑ¤ß¤Î",12) &&
848                     object_known_p(o_ptr) && (o_ptr->ident & IDENT_MENTAL) ) str+= 12;
849                 
850                 /*** ÌµÌäÎ... ***/
851                 if (!strncmp(str, "̵ÌäÎ", 6)
852                     && (object_known_p(o_ptr)) && !o_ptr->inscription
853                     && (!o_ptr->name1 && !o_ptr->name2 && !o_ptr->art_name))
854                 {
855                         switch (o_ptr->tval)
856                         {
857                         case TV_SHOT: case TV_ARROW: case TV_BOLT: case TV_BOW:
858                         case TV_DIGGING: case TV_HAFTED: case TV_POLEARM: case TV_SWORD: 
859                         case TV_BOOTS: case TV_GLOVES: case TV_HELM: case TV_CROWN:
860                         case TV_SHIELD: case TV_CLOAK:
861                         case TV_SOFT_ARMOR: case TV_HARD_ARMOR: case TV_DRAG_ARMOR:
862                         case TV_LITE: case TV_AMULET: case TV_RING: case TV_CARD:
863                                 str += 6;
864                         }
865                 }
866                 
867                 /*** Ì¤È½ÌÀ¤Î...  ***/
868                 if (!strncmp(str, "̤ȽÌÀ¤Î",8) && 
869                     !object_aware_p(o_ptr)) str+= 8;
870                 
871                 /*** Ìµ²ÁÃͤÎ... ***/
872                 if (!strncmp(str, "̵²ÁÃͤÎ", 8)
873                     && object_value(o_ptr) <= 0) str+= 8;
874                 
875                 /*** ¥À¥¤¥¹ÌÜ2 ***/
876                 if (o_ptr->tval != TV_BOW && !strncmp(str, "¥À¥¤¥¹Ìܤΰ㤦", 14))
877                 {
878                         object_kind *k_ptr = &k_info[o_ptr->k_idx];
879                         
880                         if ((o_ptr->dd != k_ptr->dd) || (o_ptr->ds != k_ptr->ds))
881                         {
882                                 str += 14;
883                         }
884                 }
885                 
886                 /*** ¥À¥¤¥¹ÌÜ ***/
887                 if (!strncmp(str, "¥À¥¤¥¹ÌÜ", 8) && isdigit(*(str + 8)) && isdigit(*(str + 9))){
888                         if ( (o_ptr->dd) * (o_ptr->ds) >= (*(str+8)-'0') * 10 + (*(str + 9)-'0')) str+= 10;
889                         if (!strncmp(str, "°Ê¾å¤Î", 6)) str+= 6;
890                 }
891                 
892                 /*** ¾Þ¶â¼ó¤Î»àÂÎ/¹ü ***/
893                 if (!strncmp(str, "¾Þ¶â¼ó¤Î", 8) &&
894                     (o_ptr->tval == TV_CORPSE) &&
895                     object_is_shoukinkubi(o_ptr)) str+= 8;
896                 
897                 /*** ¥æ¥Ë¡¼¥¯¡¦¥â¥ó¥¹¥¿¡¼¤Î»àÂÎ/¹ü ***/
898                 if (!strncmp(str, "¥æ¥Ë¡¼¥¯¡¦¥â¥ó¥¹¥¿¡¼¤Î", 22) &&
899                     ((o_ptr->tval == TV_CORPSE) || (o_ptr->tval == TV_STATUE)) &&
900                     (r_info[o_ptr->pval].flags1 & RF1_UNIQUE)) str+= 22;
901                 
902                 /*** ¿Í´Ö¤Î»àÂÎ/¹ü (for Daemon) ***/
903                 if (!strncmp(str, "¿Í´Ö¤Î", 6) &&
904                     (o_ptr->tval == TV_CORPSE) &&
905                     (strchr("pht", r_info[o_ptr->pval].d_char))) str+= 6;
906                 
907                 /*** º£¤Î¿¦¶È¤Ç»È¤¨¤Ê¤¤ËâË¡½ñ ***/
908                 if (!strncmp(str, "Æɤá¤Ê¤¤", 8) &&
909                     (o_ptr->tval >= TV_LIFE_BOOK) &&
910                     !check_book_realm(o_ptr->tval, o_ptr->sval)) str += 8;
911                 
912                 /*** Âè°ìÎΰè¤ÎËâË¡½ñ ***/
913                 if (!strncmp(str, "Âè°ìÎΰè¤Î", 10) &&
914                     !(p_ptr->pclass == CLASS_SORCERER) &&
915                     !(p_ptr->pclass == CLASS_RED_MAGE) &&
916                     (o_ptr->tval >= TV_LIFE_BOOK) &&
917                     (REALM1_BOOK == o_ptr->tval) ) str += 10;
918                 
919                 /*** ÂèÆóÎΰè¤ÎËâË¡½ñ ***/
920                 if (!strncmp(str, "ÂèÆóÎΰè¤Î", 10) &&
921                     !(p_ptr->pclass == CLASS_SORCERER) &&
922                     !(p_ptr->pclass == CLASS_RED_MAGE) &&
923                     (o_ptr->tval >= TV_LIFE_BOOK) &&
924                     (REALM2_BOOK == o_ptr->tval) ) str += 10;
925                 
926                 /*** nºýÌܤÎËâË¡½ñ ***/
927                 if (!strncmp(str + 1, "ºýÌܤÎ", 6) &&
928                     (o_ptr->tval >= TV_LIFE_BOOK) &&
929                     (*str == '1' + o_ptr->sval) ) str += 6 + 1;
930                 
931                 
932                 /*** ¥¢¥¤¥Æ¥à¤Î¥«¥Æ¥´¥ê»ØÄêͽÌó¸ì ***/
933                 if (!strncmp(str, "¥¢¥¤¥Æ¥à",8)) len = 8;
934                 
935                 else if (!strncmp(str, "¥¢¡¼¥Æ¥£¥Õ¥¡¥¯¥È", 16)){
936                         if (object_known_p(o_ptr)
937                             && (artifact_p(o_ptr) || o_ptr->art_name))
938                                 len = 16;
939                 }
940
941                 else if (!strncmp(str, "Éð´ï", 4)){
942                         switch( o_ptr->tval ){
943                         case TV_BOW:
944                         case TV_HAFTED:
945                         case TV_POLEARM:
946                         case TV_SWORD:
947                         case TV_DIGGING:
948                         {len =  4; break;}
949                         }
950                 }
951                 
952                 else if (!strncmp(str, "Ëɶñ", 4)){
953                         switch( o_ptr->tval ){
954                         case TV_BOOTS:
955                         case TV_GLOVES:
956                         case TV_CLOAK:
957                         case TV_CROWN:
958                         case TV_HELM:
959                         case TV_SHIELD:
960                         case TV_SOFT_ARMOR:
961                         case TV_HARD_ARMOR:
962                         case TV_DRAG_ARMOR:
963                         {len =  4; break;}
964                         }
965                 }
966                 
967                 else if (!strncmp(str, "Ìð", 2)){
968                         switch( o_ptr->tval ){
969                         case TV_SHOT:
970                         case TV_BOLT:
971                         case TV_ARROW:
972                         {len =  2;break;}
973                         }
974                 }
975                 
976                 else if (!strncmp(str, "ËâË¡¥¢¥¤¥Æ¥à", 12)){
977                         switch( o_ptr->tval ){
978                         case TV_SCROLL:
979                         case TV_STAFF:
980                         case TV_WAND:
981                         case TV_ROD:
982                         {len =  12; break;}
983                         }
984                 }
985                 
986                 else if (!strncmp(str, "¸÷¸»", 4)){
987                         switch( o_ptr->tval ){
988                         case TV_LITE:
989                         {len =  4; break;}
990                         }
991                 }
992                 
993                 else if (!strncmp(str, "¤¬¤é¤¯¤¿", 8)){
994                         switch( o_ptr->tval ){
995                         case TV_SKELETON:
996                         case TV_BOTTLE:
997                         case TV_JUNK:
998                         case TV_STATUE:
999                         {len =  8; break;}
1000                         }
1001                 }
1002                 else if (!strncmp(str, "ËâË¡½ñ", 6) &&
1003                          o_ptr->tval >= TV_LIFE_BOOK) len = 6;
1004                 else if (!strncmp(str, "Æß´ï", 4) &&
1005                          o_ptr->tval == TV_HAFTED) len = 4;
1006                 else if (!strncmp(str, "½â", 2) &&
1007                          o_ptr->tval == TV_SHIELD) len = 2;
1008                 else if (!strncmp(str, "µÝ", 2) &&
1009                          o_ptr->tval == TV_BOW) len = 2;
1010                 else if (!strncmp(str, "»ØÎØ", 4) &&
1011                          o_ptr->tval == TV_RING) len = 4;
1012                 else if (!strncmp(str, "¥¢¥ß¥å¥ì¥Ã¥È", 12) &&
1013                          o_ptr->tval == TV_AMULET) len = 12;
1014                 else if (!strncmp(str, "³»", 2) &&
1015                          (o_ptr->tval == TV_DRAG_ARMOR || o_ptr->tval == TV_HARD_ARMOR ||
1016                           o_ptr->tval == TV_SOFT_ARMOR)) len = 2;
1017                 else if (!strncmp(str, "¥¯¥í¡¼¥¯", 8) &&
1018                          o_ptr->tval == TV_CLOAK) len = 8;
1019                 else if (!strncmp(str, "³õ", 2) &&
1020                          (o_ptr->tval == TV_CROWN || o_ptr->tval == TV_HELM)) len = 2;
1021                 else if (!strncmp(str, "äƼê", 4) &&
1022                          o_ptr->tval == TV_GLOVES) len = 4;
1023                 else if (!strncmp(str, "·¤", 2) &&
1024                          o_ptr->tval == TV_BOOTS) len = 2;
1025
1026                 str += len;
1027                 if (*str == 0)
1028                         flag = TRUE;
1029                 else if (*str == ':')
1030                         str += 1;
1031                 else if (*str == kanji_colon[0] && *(str+1) == kanji_colon[1])
1032                         str += 2;
1033                 else if (len)
1034                         continue;
1035 #else
1036 #define NEXT_WORD(len) (void)(str += len, str += (' '==*str)?1:0)
1037
1038                 /*** ¤¹¤Ù¤Æ¤Î... ***/
1039                 if (!strncmp(str, "all", 3)) NEXT_WORD(3);
1040
1041                 /*** ´û¤Ë»ý¤Ã¤Æ¤¤¤ë¥¢¥¤¥Æ¥à ***/
1042                 if (!strncmp(str, "collecting", 10))
1043                 {
1044                         collectable = TRUE;
1045                         NEXT_WORD(10);
1046                 }
1047
1048                 /*** Ì¤´ÕÄê¤Î... ***/
1049                 if (!strncmp(str, "unidentified",12) &&
1050                     !object_known_p(o_ptr) && !( (o_ptr->ident)&IDENT_SENSE)) NEXT_WORD(12);
1051                 
1052                 /*** ´ÕÄêºÑ¤ß¤Î... ***/
1053                 if (!strncmp(str, "identified",10) &&
1054                     object_known_p(o_ptr) ) NEXT_WORD(10);
1055
1056                 /*** *´ÕÄê*ºÑ¤ß¤Î... ***/
1057                 if (!strncmp(str, "*identified*",12) &&
1058                     object_known_p(o_ptr) && (o_ptr->ident & IDENT_MENTAL) ) NEXT_WORD(12);
1059                 
1060                 /*** ÌµÌäÎ... ***/
1061                 if (!strncmp(str, "nameless", 8)
1062                     && (object_known_p(o_ptr)) && !o_ptr->inscription
1063                     && (!o_ptr->name1 && !o_ptr->name2 && !o_ptr->art_name))
1064                 {
1065                         switch (o_ptr->tval)
1066                         {
1067                         case TV_SHOT: case TV_ARROW: case TV_BOLT: case TV_BOW:
1068                         case TV_DIGGING: case TV_HAFTED: case TV_POLEARM: case TV_SWORD: 
1069                         case TV_BOOTS: case TV_GLOVES: case TV_HELM: case TV_CROWN:
1070                         case TV_SHIELD: case TV_CLOAK:
1071                         case TV_SOFT_ARMOR: case TV_HARD_ARMOR: case TV_DRAG_ARMOR:
1072                         case TV_LITE: case TV_AMULET: case TV_RING: case TV_CARD:
1073                                 str += 9;
1074                         }
1075                 }
1076                 
1077                 /*** Ì¤È½ÌÀ¤Î...  ***/
1078                 if (!strncmp(str, "unaware",7) && 
1079                     !object_aware_p(o_ptr)) NEXT_WORD(7);
1080                 
1081                 /*** Ìµ²ÁÃͤÎ... ***/
1082                 if (!strncmp(str, "worthless", 9)
1083                     && object_value(o_ptr) <= 0) NEXT_WORD(9);
1084                 
1085                 /*** ¥À¥¤¥¹ÌÜ2 ***/
1086                 if (o_ptr->tval != TV_BOW && !strncmp(str, "dice boosted", 12))
1087                 {
1088                         object_kind *k_ptr = &k_info[o_ptr->k_idx];                     
1089                         if ((o_ptr->dd != k_ptr->dd) || (o_ptr->ds != k_ptr->ds))
1090                                 str += 13;
1091                 }
1092                 
1093                 /*** ¥À¥¤¥¹ÌÜ ***/
1094                 if (!strncmp(str, "more than ", 10) &&
1095                     !strncmp(str+2+10, " dice ", 6) &&
1096                     isdigit(str[10]) && isdigit(str[11]) &&
1097                     o_ptr->dd * o_ptr->ds >= (str[10]-'0') * 10 + (str[11]-'0'))
1098                         NEXT_WORD(10+2+6);
1099                 
1100                 /*** ¾Þ¶â¼ó¤Î»àÂÎ/¹ü ***/
1101                 if (!strncmp(str, "wanted", 6) &&
1102                     (o_ptr->tval == TV_CORPSE) &&
1103                     object_is_shoukinkubi(o_ptr)) NEXT_WORD(6);
1104                 
1105                 /*** ¥æ¥Ë¡¼¥¯¡¦¥â¥ó¥¹¥¿¡¼¤Î»àÂÎ/¹ü ***/
1106                 if (!strncmp(str, "unique monster's", 16) &&
1107                     ((o_ptr->tval == TV_CORPSE) || (o_ptr->tval == TV_STATUE)) &&
1108                     (r_info[o_ptr->pval].flags1 & RF1_UNIQUE)) NEXT_WORD(16);
1109                 
1110                 /*** ¿Í´Ö¤Î»àÂÎ/¹ü (for Daemon) ***/
1111                 if (!strncmp(str, "human", 5) &&
1112                     (o_ptr->tval == TV_CORPSE) &&
1113                     (strchr("pht", r_info[o_ptr->pval].d_char))) NEXT_WORD(5);
1114                 
1115                 /*** º£¤Î¿¦¶È¤Ç»È¤¨¤Ê¤¤ËâË¡½ñ ***/
1116                 if (!strncmp(str, "unreadable", 10) &&
1117                     (o_ptr->tval >= TV_LIFE_BOOK) &&
1118                     !check_book_realm(o_ptr->tval, o_ptr->sval)) NEXT_WORD(10);
1119                 
1120                 /*** Âè°ìÎΰè¤ÎËâË¡½ñ ***/
1121                 if (!strncmp(str, "first realm's", 13) &&
1122                     !(p_ptr->pclass == CLASS_SORCERER) &&
1123                     !(p_ptr->pclass == CLASS_RED_MAGE) &&
1124                     (o_ptr->tval >= TV_LIFE_BOOK) &&
1125                     (REALM1_BOOK == o_ptr->tval) ) NEXT_WORD(13);
1126                 
1127                 /*** ÂèÆóÎΰè¤ÎËâË¡½ñ ***/
1128                 if (!strncmp(str, "second realm's", 14) &&
1129                     !(p_ptr->pclass == CLASS_SORCERER) &&
1130                     !(p_ptr->pclass == CLASS_RED_MAGE) &&
1131                     (o_ptr->tval >= TV_LIFE_BOOK) &&
1132                     (REALM2_BOOK == o_ptr->tval) ) NEXT_WORD(14);
1133                 
1134                 /*** nºýÌܤÎËâË¡½ñ ***/
1135                 if (!strncmp(str, "first", 5) &&
1136                     (o_ptr->tval >= TV_LIFE_BOOK) &&
1137                     (0 == o_ptr->sval) ) NEXT_WORD(5);
1138                 if (!strncmp(str, "second", 6) &&
1139                     (o_ptr->tval >= TV_LIFE_BOOK) &&
1140                     (1 == o_ptr->sval) ) NEXT_WORD(6);
1141                 if (!strncmp(str, "third", 5) &&
1142                     (o_ptr->tval >= TV_LIFE_BOOK) &&
1143                     (2 == o_ptr->sval) ) NEXT_WORD(5);
1144                 if (!strncmp(str, "fourth", 6) &&
1145                     (o_ptr->tval >= TV_LIFE_BOOK) &&
1146                     (3 == o_ptr->sval) ) NEXT_WORD(6);
1147                 
1148                 /*** ¥¢¥¤¥Æ¥à¤Î¥«¥Æ¥´¥ê»ØÄêͽÌó¸ì ***/
1149                 if (!strncmp(str, "items",5)) len = 5;
1150                 
1151                 else if (!strncmp(str, "artifacts", 9)){
1152                         if (object_known_p(o_ptr)
1153                             && (artifact_p(o_ptr) || o_ptr->art_name))
1154                                 len = 9;
1155                 }
1156
1157                 else if (!strncmp(str, "weapons", 7)){
1158                         switch( o_ptr->tval ){
1159                         case TV_BOW:
1160                         case TV_HAFTED:
1161                         case TV_POLEARM:
1162                         case TV_SWORD:
1163                         case TV_DIGGING:
1164                         {len =  7; break;}
1165                         }
1166                 }
1167                 
1168                 else if (!strncmp(str, "armors", 6)){
1169                         switch( o_ptr->tval ){
1170                         case TV_BOOTS:
1171                         case TV_GLOVES:
1172                         case TV_CLOAK:
1173                         case TV_CROWN:
1174                         case TV_HELM:
1175                         case TV_SHIELD:
1176                         case TV_SOFT_ARMOR:
1177                         case TV_HARD_ARMOR:
1178                         case TV_DRAG_ARMOR:
1179                         {len =  6; break;}
1180                         }
1181                 }
1182                 
1183                 else if (!strncmp(str, "missiles", 8)){
1184                         switch( o_ptr->tval ){
1185                         case TV_SHOT:
1186                         case TV_BOLT:
1187                         case TV_ARROW:
1188                         {len =  8;break;}
1189                         }
1190                 }
1191                 
1192                 else if (!strncmp(str, "magical devices", 15)){
1193                         switch( o_ptr->tval ){
1194                         case TV_SCROLL:
1195                         case TV_STAFF:
1196                         case TV_WAND:
1197                         case TV_ROD:
1198                         {len =  15; break;}
1199                         }
1200                 }
1201                 
1202                 else if (!strncmp(str, "lights", 6)){
1203                         switch( o_ptr->tval ){
1204                         case TV_LITE:
1205                         {len =  6; break;}
1206                         }
1207                 }
1208                 
1209                 else if (!strncmp(str, "junks", 5)){
1210                         switch( o_ptr->tval ){
1211                         case TV_SKELETON:
1212                         case TV_BOTTLE:
1213                         case TV_JUNK:
1214                         case TV_STATUE:
1215                         {len =  5; break;}
1216                         }
1217                 }
1218                 else if (!strncmp(str, "spellbooks", 10) &&
1219                          o_ptr->tval >= TV_LIFE_BOOK) len = 10;
1220                 else if (!strncmp(str, "hafted weapons", 14) &&
1221                          o_ptr->tval == TV_HAFTED) len = 14;
1222                 else if (!strncmp(str, "shields", 7) &&
1223                          o_ptr->tval == TV_SHIELD) len = 7;
1224                 else if (!strncmp(str, "bows", 4) &&
1225                          o_ptr->tval == TV_BOW) len = 4;
1226                 else if (!strncmp(str, "rings", 5) &&
1227                          o_ptr->tval == TV_RING) len = 5;
1228                 else if (!strncmp(str, "amulets", 7) &&
1229                          o_ptr->tval == TV_AMULET) len = 7;
1230                 else if (!strncmp(str, "suits", 5) &&
1231                          (o_ptr->tval == TV_DRAG_ARMOR || o_ptr->tval == TV_HARD_ARMOR ||
1232                           o_ptr->tval == TV_SOFT_ARMOR)) len = 5;
1233                 else if (!strncmp(str, "cloaks", 6) &&
1234                          o_ptr->tval == TV_CLOAK) len = 6;
1235                 else if (!strncmp(str, "helms", 5) &&
1236                          (o_ptr->tval == TV_CROWN || o_ptr->tval == TV_HELM)) len = 5;
1237                 else if (!strncmp(str, "gloves", 6) &&
1238                          o_ptr->tval == TV_GLOVES) len = 6;
1239                 else if (!strncmp(str, "boots", 5) &&
1240                          o_ptr->tval == TV_BOOTS) len = 5;
1241
1242                 str += len;
1243                 if (*str == 0)
1244                         flag = TRUE;
1245                 else if (*str == ':')
1246                         str += 1;
1247                 else if (len)
1248                         continue;
1249 #endif
1250
1251                 if (*str == '^')
1252                 {
1253                         str++;
1254                         if (!strncmp(o_name, str, strlen(str)))
1255                                 flag = TRUE;
1256                 }
1257                 else
1258 #ifdef JP
1259                         if (strstr_j(o_name, str))
1260 #else
1261                         if (strstr(o_name, str))
1262 #endif
1263                 {
1264                         flag = TRUE;
1265                 }
1266
1267                 if (flag)
1268                 {
1269                         int j;
1270                         if (!collectable)
1271                                 return i;
1272                         /* Check if there is a same item */
1273                         for (j = 0; j < INVEN_PACK; j++)
1274                         {
1275                                 if (object_similar(&inventory[j], o_ptr))
1276                                         return i;
1277                         }
1278                 }
1279         }/* for */
1280
1281         return -1;
1282 }
1283
1284
1285 static bool is_autopick2( object_type *o_ptr) {
1286       cptr s;
1287
1288       /* No inscription */
1289       if (!o_ptr->inscription) return (FALSE);
1290
1291       /* Find a '=' */
1292       s = strchr(quark_str(o_ptr->inscription), '=');
1293
1294       /* Process inscription */
1295       while (s)
1296       {
1297               /* Auto-pickup on "=g" */
1298               if (s[1] == 'g') return (TRUE);
1299
1300               /* Find another '=' */
1301               s = strchr(s + 1, '=');
1302       }
1303
1304       /* Don't auto pickup */
1305       return (FALSE);
1306 }
1307
1308 /*
1309  * Automatically destroy items in this grid.
1310  */
1311 static bool is_opt_confirm_destroy(object_type *o_ptr)
1312 {
1313         if (!destroy_items) return FALSE;
1314
1315         /* Known to be worthless? */
1316         if (leave_worth)
1317                 if (object_value(o_ptr) > 0) return FALSE;
1318         
1319         if (leave_equip)
1320                 if ((o_ptr->tval >= TV_SHOT) && (o_ptr->tval <= TV_DRAG_ARMOR)) return FALSE;
1321         
1322         if (leave_chest)
1323                 if ((o_ptr->tval == TV_CHEST) && o_ptr->pval) return FALSE;
1324         
1325         if (leave_wanted)
1326         {
1327                 if (o_ptr->tval == TV_CORPSE
1328                     && object_is_shoukinkubi(o_ptr)) return FALSE;
1329         }
1330         
1331         if (leave_corpse)
1332                 if (o_ptr->tval == TV_CORPSE) return FALSE;
1333         
1334         if (leave_junk)
1335                 if ((o_ptr->tval == TV_SKELETON) || (o_ptr->tval == TV_BOTTLE) || (o_ptr->tval == TV_JUNK) || (o_ptr->tval == TV_STATUE)) return FALSE;
1336         
1337         if (o_ptr->tval == TV_GOLD) return FALSE;
1338         
1339         return TRUE;
1340 }
1341
1342 /*
1343  * Automatically pickup/destroy items in this grid.
1344  */
1345 static void auto_pickup_items(cave_type *c_ptr)
1346 {
1347         s16b this_o_idx, next_o_idx = 0;
1348         s16b inscribe_flags(object_type *o_ptr, cptr out_val);
1349         
1350         char o_name[MAX_NLEN];
1351         int idx;
1352         
1353         /* Scan the pile of objects */
1354         for (this_o_idx = c_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
1355         {
1356                 /* Acquire object */
1357                 object_type *o_ptr = &o_list[this_o_idx];
1358                 
1359                 /* Acquire next object */
1360                 next_o_idx = o_ptr->next_o_idx;
1361                 idx = is_autopick(o_ptr);
1362
1363                 if (idx >= 0 && autopick_insc[idx] && !o_ptr->inscription)
1364                         o_ptr->inscription = inscribe_flags(o_ptr, autopick_insc[idx]);
1365
1366                 if (is_autopick2(o_ptr) ||
1367                    (idx >= 0 && (autopick_action[idx] & DO_AUTOPICK)))
1368                 {
1369                         disturb(0,0);
1370
1371                         if (!inven_carry_okay(o_ptr)){
1372                                 /* Describe the object */
1373                                 object_desc(o_name, o_ptr, TRUE, 3);
1374                                 /* Message */
1375 #ifdef JP
1376                                 msg_format("¥¶¥Ã¥¯¤Ë¤Ï%s¤òÆþ¤ì¤ë·ä´Ö¤¬¤Ê¤¤¡£", o_name);
1377 #else
1378                                 msg_format("You have no room for %s.", o_name);
1379 #endif
1380                                 continue;
1381                         }
1382                         py_pickup_aux(this_o_idx);
1383
1384                         continue;
1385                 }
1386                 
1387                 else if ((idx == -1 && is_opt_confirm_destroy(o_ptr)) ||
1388                          (!always_pickup && (idx != -1 && (autopick_action[idx] & DO_AUTODESTROY))))
1389                 {
1390                         disturb(0,0);
1391                         /* Describe the object (with {terrible/special}) */
1392                         object_desc(o_name, o_ptr, TRUE, 3);
1393                         /* Artifact? */
1394                         if (!can_player_destroy_object(o_ptr))
1395                         {
1396                                 /* Message */
1397 #ifdef JP
1398                                 msg_format("%s¤ÏÇ˲õÉÔǽ¤À¡£", o_name);
1399 #else
1400                                 msg_format("You cannot auto-destroy %s.", o_name);
1401 #endif
1402                                 
1403                                 /* Done */
1404                                 continue;
1405                         }
1406                         /* Destroy the item */
1407                         delete_object_idx(this_o_idx);
1408                         
1409                         /* Print a message */
1410 #ifdef JP
1411                         msg_format("%s¤ò¼«Æ°Ç˲õ¤·¤Þ¤¹¡£", o_name);
1412 #else
1413                         msg_format("Auto-destroying %s.", o_name);
1414 #endif
1415                         
1416                         continue;
1417                 }
1418         }
1419 }
1420
1421
1422 /*
1423  * Player "wants" to pick up an object or gold.
1424  * Note that we ONLY handle things that can be picked up.
1425  * See "move_player()" for handling of other things.
1426  */
1427 void carry(int pickup)
1428 {
1429         cave_type *c_ptr = &cave[py][px];
1430
1431         s16b this_o_idx, next_o_idx = 0;
1432
1433         char    o_name[MAX_NLEN];
1434
1435         /* Recenter the map around the player */
1436         verify_panel();
1437
1438         /* Update stuff */
1439         p_ptr->update |= (PU_MONSTERS);
1440
1441         /* Redraw map */
1442         p_ptr->redraw |= (PR_MAP);
1443
1444         /* Window stuff */
1445         p_ptr->window |= (PW_OVERHEAD);
1446
1447         /* Handle stuff */
1448         handle_stuff();
1449
1450         /* Automatically pickup/destroy/inscribe items */
1451         auto_pickup_items(c_ptr);
1452
1453
1454 #ifdef ALLOW_EASY_FLOOR
1455
1456         if (easy_floor)
1457         {
1458                 py_pickup_floor(pickup);
1459                 return;
1460         }
1461
1462 #endif /* ALLOW_EASY_FLOOR */
1463
1464         /* Scan the pile of objects */
1465         for (this_o_idx = c_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
1466         {
1467                 object_type *o_ptr;
1468
1469                 /* Acquire object */
1470                 o_ptr = &o_list[this_o_idx];
1471
1472 #ifdef ALLOW_EASY_SENSE /* TNB */
1473
1474                 /* Option: Make item sensing easy */
1475                 if (easy_sense)
1476                 {
1477                         /* Sense the object */
1478                         (void)sense_object(o_ptr);
1479                 }
1480
1481 #endif /* ALLOW_EASY_SENSE -- TNB */
1482
1483                 /* Describe the object */
1484                 object_desc(o_name, o_ptr, TRUE, 3);
1485
1486                 /* Acquire next object */
1487                 next_o_idx = o_ptr->next_o_idx;
1488
1489                 /* Hack -- disturb */
1490                 disturb(0, 0);
1491
1492                 /* Pick up gold */
1493                 if (o_ptr->tval == TV_GOLD)
1494                 {
1495                         int value = (long)o_ptr->pval;
1496
1497                         /* Delete the gold */
1498                         delete_object_idx(this_o_idx);
1499
1500                         /* Message */
1501 #ifdef JP
1502                 msg_format(" $%ld ¤Î²ÁÃͤ¬¤¢¤ë%s¤ò¸«¤Ä¤±¤¿¡£",
1503                            (long)value, o_name);
1504 #else
1505                         msg_format("You collect %ld gold pieces worth of %s.",
1506                                    (long)value, o_name);
1507 #endif
1508
1509
1510                         sound(SOUND_SELL);
1511
1512                         /* Collect the gold */
1513                         p_ptr->au += value;
1514
1515                         /* Redraw gold */
1516                         p_ptr->redraw |= (PR_GOLD);
1517
1518                         /* Window stuff */
1519                         p_ptr->window |= (PW_PLAYER);
1520                 }
1521
1522                 /* Pick up objects */
1523                 else
1524                 {
1525                         /* Describe the object */
1526                         if (!pickup)
1527
1528                         {
1529 #ifdef JP
1530                                 msg_format("%s¤¬¤¢¤ë¡£", o_name);
1531 #else
1532                                 msg_format("You see %s.", o_name);
1533 #endif
1534
1535                         }
1536
1537                         /* Note that the pack is too full */
1538                         else if (!inven_carry_okay(o_ptr))
1539                         {
1540 #ifdef JP
1541                                 msg_format("¥¶¥Ã¥¯¤Ë¤Ï%s¤òÆþ¤ì¤ë·ä´Ö¤¬¤Ê¤¤¡£", o_name);
1542 #else
1543                                 msg_format("You have no room for %s.", o_name);
1544 #endif
1545
1546                         }
1547
1548                         /* Pick up the item (if requested and allowed) */
1549                         else
1550                         {
1551                                 int okay = TRUE;
1552
1553                                 /* Hack -- query every item */
1554                                 if (carry_query_flag)
1555                                 {
1556                                         char out_val[MAX_NLEN+20];
1557 #ifdef JP
1558                                         sprintf(out_val, "%s¤ò½¦¤¤¤Þ¤¹¤«? ", o_name);
1559 #else
1560                                         sprintf(out_val, "Pick up %s? ", o_name);
1561 #endif
1562
1563                                         okay = get_check(out_val);
1564                                 }
1565
1566                                 /* Attempt to pick up an object. */
1567                                 if (okay)
1568                                 {
1569                                         /* Pick up the object */
1570                                         py_pickup_aux(this_o_idx);
1571                                 }
1572                         }
1573                 }
1574         }
1575 }
1576
1577
1578 /*
1579  * Determine if a trap affects the player.
1580  * Always miss 5% of the time, Always hit 5% of the time.
1581  * Otherwise, match trap power against player armor.
1582  */
1583 static int check_hit(int power)
1584 {
1585         int k, ac;
1586
1587         /* Percentile dice */
1588         k = randint0(100);
1589
1590         /* Hack -- 5% hit, 5% miss */
1591         if (k < 10) return (k < 5);
1592
1593         if (p_ptr->pseikaku == SEIKAKU_NAMAKE)
1594                 if (one_in_(20)) return (TRUE);
1595
1596         /* Paranoia -- No power */
1597         if (power <= 0) return (FALSE);
1598
1599         /* Total armor */
1600         ac = p_ptr->ac + p_ptr->to_a;
1601
1602         /* Power competes against Armor */
1603         if (randint1(power) > ((ac * 3) / 4)) return (TRUE);
1604
1605         /* Assume miss */
1606         return (FALSE);
1607 }
1608
1609
1610
1611 /*
1612  * Handle player hitting a real trap
1613  */
1614 static void hit_trap(bool break_trap)
1615 {
1616         int i, num, dam;
1617         int x = px, y = py;
1618
1619         cave_type *c_ptr;
1620
1621 #ifdef JP
1622         cptr            name = "¥È¥é¥Ã¥×";
1623 #else
1624         cptr name = "a trap";
1625 #endif
1626
1627
1628
1629         /* Disturb the player */
1630         disturb(0, 0);
1631
1632         /* Get the cave grid */
1633         c_ptr = &cave[y][x];
1634
1635         /* Analyze XXX XXX XXX */
1636         switch (c_ptr->feat)
1637         {
1638                 case FEAT_TRAP_TRAPDOOR:
1639                 {
1640                         if (p_ptr->ffall)
1641                         {
1642 #ifdef JP
1643                                 msg_print("Í¸Í¤òÈô¤Ó±Û¤¨¤¿¡£");
1644 #else
1645                                 msg_print("You fly over a trap door.");
1646 #endif
1647
1648                         }
1649                         else
1650                         {
1651 #ifdef JP
1652                                 msg_print("Í¸Í¤ËÍî¤Á¤¿¡ª");
1653                                 if ((p_ptr->pseikaku == SEIKAKU_COMBAT) || (inventory[INVEN_BOW].name1 == ART_CRIMSON))
1654                                         msg_print("¤¯¤Ã¤½¡Á¡ª");
1655 #else
1656                                 msg_print("You have fallen through a trap door!");
1657 #endif
1658
1659                                 sound(SOUND_FALL);
1660                                 dam = damroll(2, 8);
1661 #ifdef JP
1662                                 name = "Í¸Í";
1663 #else
1664                                 name = "a trap door";
1665 #endif
1666
1667                                 take_hit(DAMAGE_NOESCAPE, dam, name, -1);
1668
1669                                 /* Still alive and autosave enabled */
1670                                 if (autosave_l && (p_ptr->chp >= 0))
1671                                         do_cmd_save_game(TRUE);
1672
1673 #ifdef JP
1674                                 do_cmd_write_nikki(NIKKI_STAIR, 1, "Í¸Í¤ËÍî¤Á¤¿");
1675 #else
1676                                 do_cmd_write_nikki(NIKKI_STAIR, 1, "You have fallen through a trap door!");
1677 #endif
1678                                 dun_level++;
1679
1680                                 /* Leaving */
1681                                 p_ptr->leaving = TRUE;
1682                         }
1683                         break;
1684                 }
1685
1686                 case FEAT_TRAP_PIT:
1687                 {
1688                         if (p_ptr->ffall)
1689                         {
1690 #ifdef JP
1691                                 msg_print("Í·ê¤òÈô¤Ó±Û¤¨¤¿¡£");
1692 #else
1693                                 msg_print("You fly over a pit trap.");
1694 #endif
1695
1696                         }
1697                         else
1698                         {
1699 #ifdef JP
1700                                 msg_print("Í·ê¤ËÍî¤Á¤Æ¤·¤Þ¤Ã¤¿¡ª");
1701 #else
1702                                 msg_print("You have fallen into a pit!");
1703 #endif
1704
1705                                 dam = damroll(2, 6);
1706 #ifdef JP
1707                                 name = "Í·ê";
1708 #else
1709                                 name = "a pit trap";
1710 #endif
1711
1712                                 take_hit(DAMAGE_NOESCAPE, dam, name, -1);
1713                         }
1714                         break;
1715                 }
1716
1717                 case FEAT_TRAP_SPIKED_PIT:
1718                 {
1719                         if (p_ptr->ffall)
1720                         {
1721 #ifdef JP
1722                                 msg_print("¥È¥²¤Î¤¢¤ëÍ·ê¤òÈô¤Ó±Û¤¨¤¿¡£");
1723 #else
1724                                 msg_print("You fly over a spiked pit.");
1725 #endif
1726
1727                         }
1728                         else
1729                         {
1730 #ifdef JP
1731                         msg_print("¥¹¥Ñ¥¤¥¯¤¬Éߤ«¤ì¤¿Í·ê¤ËÍî¤Á¤Æ¤·¤Þ¤Ã¤¿¡ª");
1732 #else
1733                                 msg_print("You fall into a spiked pit!");
1734 #endif
1735
1736
1737                                 /* Base damage */
1738 #ifdef JP
1739                                 name = "Í·ê";
1740 #else
1741                                 name = "a pit trap";
1742 #endif
1743
1744                                 dam = damroll(2, 6);
1745
1746                                 /* Extra spike damage */
1747                                 if (randint0(100) < 50)
1748                                 {
1749 #ifdef JP
1750                                         msg_print("¥¹¥Ñ¥¤¥¯¤¬»É¤µ¤Ã¤¿¡ª");
1751 #else
1752                                         msg_print("You are impaled!");
1753 #endif
1754
1755
1756 #ifdef JP
1757                                         name = "¥È¥²¤Î¤¢¤ëÍ·ê";
1758 #else
1759                                         name = "a spiked pit";
1760 #endif
1761
1762                                         dam = dam * 2;
1763                                         (void)set_cut(p_ptr->cut + randint1(dam));
1764                                 }
1765
1766                                 /* Take the damage */
1767                                 take_hit(DAMAGE_NOESCAPE, dam, name, -1);
1768                         }
1769                         break;
1770                 }
1771
1772                 case FEAT_TRAP_POISON_PIT:
1773                 {
1774                         if (p_ptr->ffall)
1775                         {
1776 #ifdef JP
1777                                 msg_print("¥È¥²¤Î¤¢¤ëÍ·ê¤òÈô¤Ó±Û¤¨¤¿¡£");
1778 #else
1779                                 msg_print("You fly over a spiked pit.");
1780 #endif
1781
1782                         }
1783                         else
1784                         {
1785 #ifdef JP
1786                         msg_print("¥¹¥Ñ¥¤¥¯¤¬Éߤ«¤ì¤¿Í·ê¤ËÍî¤Á¤Æ¤·¤Þ¤Ã¤¿¡ª");
1787 #else
1788                                 msg_print("You fall into a spiked pit!");
1789 #endif
1790
1791
1792                                 /* Base damage */
1793                                 dam = damroll(2, 6);
1794
1795 #ifdef JP
1796                                 name = "Í·ê";
1797 #else
1798                                 name = "a pit trap";
1799 #endif
1800
1801
1802                                 /* Extra spike damage */
1803                                 if (randint0(100) < 50)
1804                                 {
1805 #ifdef JP
1806                                         msg_print("ÆǤòÅɤé¤ì¤¿¥¹¥Ñ¥¤¥¯¤¬»É¤µ¤Ã¤¿¡ª");
1807 #else
1808                                         msg_print("You are impaled on poisonous spikes!");
1809 #endif
1810
1811
1812 #ifdef JP
1813                                         name = "¥È¥²¤Î¤¢¤ëÍ·ê";
1814 #else
1815                                         name = "a spiked pit";
1816 #endif
1817
1818
1819                                         dam = dam * 2;
1820                                         (void)set_cut(p_ptr->cut + randint1(dam));
1821
1822                                         if (p_ptr->resist_pois || p_ptr->oppose_pois)
1823                                         {
1824 #ifdef JP
1825                                                 msg_print("¤·¤«¤·ÆǤαƶÁ¤Ï¤Ê¤«¤Ã¤¿¡ª");
1826 #else
1827                                                 msg_print("The poison does not affect you!");
1828 #endif
1829
1830                                         }
1831
1832                                         else
1833                                         {
1834                                                 dam = dam * 2;
1835                                                 (void)set_poisoned(p_ptr->poisoned + randint1(dam));
1836                                         }
1837                                 }
1838
1839                                 /* Take the damage */
1840                                 take_hit(DAMAGE_NOESCAPE, dam, name, -1);
1841                         }
1842
1843                         break;
1844                 }
1845
1846                 case FEAT_TRAP_TY_CURSE:
1847                 {
1848 #ifdef JP
1849                         msg_print("²¿¤«¤¬¥Ô¥«¥Ã¤È¸÷¤Ã¤¿¡ª");
1850 #else
1851                         msg_print("There is a flash of shimmering light!");
1852 #endif
1853
1854                         c_ptr->info &= ~(CAVE_MARK);
1855                         cave_set_feat(y, x, floor_type[randint0(100)]);
1856                         num = 2 + randint1(3);
1857                         for (i = 0; i < num; i++)
1858                         {
1859                                 (void)summon_specific(0, y, x, dun_level, 0, TRUE, FALSE, FALSE, TRUE, TRUE);
1860                         }
1861
1862                         if (dun_level > randint1(100)) /* No nasty effect for low levels */
1863                         {
1864                                 bool stop_ty = FALSE;
1865                                 int count = 0;
1866
1867                                 do
1868                                 {
1869                                         stop_ty = activate_ty_curse(stop_ty, &count);
1870                                 }
1871                                 while (one_in_(6));
1872                         }
1873                         break;
1874                 }
1875
1876                 case FEAT_TRAP_TELEPORT:
1877                 {
1878 #ifdef JP
1879                         msg_print("¥Æ¥ì¥Ý¡¼¥È¡¦¥È¥é¥Ã¥×¤Ë¤Ò¤Ã¤«¤«¤Ã¤¿¡ª");
1880 #else
1881                         msg_print("You hit a teleport trap!");
1882 #endif
1883
1884                         teleport_player(100);
1885                         break;
1886                 }
1887
1888                 case FEAT_TRAP_FIRE:
1889                 {
1890 #ifdef JP
1891                         msg_print("±ê¤ËÊñ¤Þ¤ì¤¿¡ª");
1892 #else
1893                         msg_print("You are enveloped in flames!");
1894 #endif
1895
1896                         dam = damroll(4, 6);
1897 #ifdef JP
1898                         fire_dam(dam, "±ê¤Î¥È¥é¥Ã¥×", -1);
1899 #else
1900                         fire_dam(dam, "a fire trap", -1);
1901 #endif
1902
1903                         break;
1904                 }
1905
1906                 case FEAT_TRAP_ACID:
1907                 {
1908 #ifdef JP
1909                         msg_print("»À¤¬¿á¤­¤«¤±¤é¤ì¤¿¡ª");
1910 #else
1911                         msg_print("You are splashed with acid!");
1912 #endif
1913
1914                         dam = damroll(4, 6);
1915 #ifdef JP
1916                         acid_dam(dam, "»À¤Î¥È¥é¥Ã¥×", -1);
1917 #else
1918                         acid_dam(dam, "an acid trap", -1);
1919 #endif
1920
1921                         break;
1922                 }
1923
1924                 case FEAT_TRAP_SLOW:
1925                 {
1926                         if (check_hit(125))
1927                         {
1928 #ifdef JP
1929                                 msg_print("¾®¤µ¤Ê¥À¡¼¥Ä¤¬Èô¤ó¤Ç¤­¤Æ»É¤µ¤Ã¤¿¡ª");
1930 #else
1931                                 msg_print("A small dart hits you!");
1932 #endif
1933
1934                                 dam = damroll(1, 4);
1935                                 take_hit(DAMAGE_ATTACK, dam, name, -1);
1936                                 (void)set_slow(p_ptr->slow + randint0(20) + 20, FALSE);
1937                         }
1938                         else
1939                         {
1940 #ifdef JP
1941                                 msg_print("¾®¤µ¤Ê¥À¡¼¥Ä¤¬Èô¤ó¤Ç¤­¤¿¡ª¤¬¡¢±¿Îɤ¯Åö¤¿¤é¤Ê¤«¤Ã¤¿¡£");
1942 #else
1943                                 msg_print("A small dart barely misses you.");
1944 #endif
1945
1946                         }
1947                         break;
1948                 }
1949
1950                 case FEAT_TRAP_LOSE_STR:
1951                 {
1952                         if (check_hit(125))
1953                         {
1954 #ifdef JP
1955                                 msg_print("¾®¤µ¤Ê¥À¡¼¥Ä¤¬Èô¤ó¤Ç¤­¤Æ»É¤µ¤Ã¤¿¡ª");
1956 #else
1957                                 msg_print("A small dart hits you!");
1958 #endif
1959
1960                                 dam = damroll(1, 4);
1961 #ifdef JP
1962                                 take_hit(DAMAGE_ATTACK, dam, "¥À¡¼¥Ä¤Îæ«", -1);
1963 #else
1964                                 take_hit(DAMAGE_ATTACK, dam, "a dart trap", -1);
1965 #endif
1966
1967                                 (void)do_dec_stat(A_STR);
1968                         }
1969                         else
1970                         {
1971 #ifdef JP
1972                                 msg_print("¾®¤µ¤Ê¥À¡¼¥Ä¤¬Èô¤ó¤Ç¤­¤¿¡ª¤¬¡¢±¿Îɤ¯Åö¤¿¤é¤Ê¤«¤Ã¤¿¡£");
1973 #else
1974                                 msg_print("A small dart barely misses you.");
1975 #endif
1976
1977                         }
1978                         break;
1979                 }
1980
1981                 case FEAT_TRAP_LOSE_DEX:
1982                 {
1983                         if (check_hit(125))
1984                         {
1985 #ifdef JP
1986                                 msg_print("¾®¤µ¤Ê¥À¡¼¥Ä¤¬Èô¤ó¤Ç¤­¤Æ»É¤µ¤Ã¤¿¡ª");
1987 #else
1988                                 msg_print("A small dart hits you!");
1989 #endif
1990
1991                                 dam = damroll(1, 4);
1992 #ifdef JP
1993                                 take_hit(DAMAGE_ATTACK, dam, "¥À¡¼¥Ä¤Îæ«", -1);
1994 #else
1995                                 take_hit(DAMAGE_ATTACK, dam, "a dart trap", -1);
1996 #endif
1997
1998                                 (void)do_dec_stat(A_DEX);
1999                         }
2000                         else
2001                         {
2002 #ifdef JP
2003                                 msg_print("¾®¤µ¤Ê¥À¡¼¥Ä¤¬Èô¤ó¤Ç¤­¤¿¡ª¤¬¡¢±¿Îɤ¯Åö¤¿¤é¤Ê¤«¤Ã¤¿¡£");
2004 #else
2005                                 msg_print("A small dart barely misses you.");
2006 #endif
2007
2008                         }
2009                         break;
2010                 }
2011
2012                 case FEAT_TRAP_LOSE_CON:
2013                 {
2014                         if (check_hit(125))
2015                         {
2016 #ifdef JP
2017                                 msg_print("¾®¤µ¤Ê¥À¡¼¥Ä¤¬Èô¤ó¤Ç¤­¤Æ»É¤µ¤Ã¤¿¡ª");
2018 #else
2019                                 msg_print("A small dart hits you!");
2020 #endif
2021
2022                                 dam = damroll(1, 4);
2023 #ifdef JP
2024                                 take_hit(DAMAGE_ATTACK, dam, "¥À¡¼¥Ä¤Îæ«", -1);
2025 #else
2026                                 take_hit(DAMAGE_ATTACK, dam, "a dart trap", -1);
2027 #endif
2028
2029                                 (void)do_dec_stat(A_CON);
2030                         }
2031                         else
2032                         {
2033 #ifdef JP
2034                                 msg_print("¾®¤µ¤Ê¥À¡¼¥Ä¤¬Èô¤ó¤Ç¤­¤¿¡ª¤¬¡¢±¿Îɤ¯Åö¤¿¤é¤Ê¤«¤Ã¤¿¡£");
2035 #else
2036                                 msg_print("A small dart barely misses you.");
2037 #endif
2038
2039                         }
2040                         break;
2041                 }
2042
2043                 case FEAT_TRAP_BLIND:
2044                 {
2045 #ifdef JP
2046                         msg_print("¹õ¤¤¥¬¥¹¤ËÊñ¤ß¹þ¤Þ¤ì¤¿¡ª");
2047 #else
2048                         msg_print("A black gas surrounds you!");
2049 #endif
2050
2051                         if (!p_ptr->resist_blind)
2052                         {
2053                                 (void)set_blind(p_ptr->blind + randint0(50) + 25);
2054                         }
2055                         break;
2056                 }
2057
2058                 case FEAT_TRAP_CONFUSE:
2059                 {
2060 #ifdef JP
2061                         msg_print("¤­¤é¤á¤¯¥¬¥¹¤ËÊñ¤ß¹þ¤Þ¤ì¤¿¡ª");
2062 #else
2063                         msg_print("A gas of scintillating colors surrounds you!");
2064 #endif
2065
2066                         if (!p_ptr->resist_conf)
2067                         {
2068                                 (void)set_confused(p_ptr->confused + randint0(20) + 10);
2069                         }
2070                         break;
2071                 }
2072
2073                 case FEAT_TRAP_POISON:
2074                 {
2075 #ifdef JP
2076                         msg_print("»É·ãŪ¤ÊÎп§¤Î¥¬¥¹¤ËÊñ¤ß¹þ¤Þ¤ì¤¿¡ª");
2077 #else
2078                         msg_print("A pungent green gas surrounds you!");
2079 #endif
2080
2081                         if (!p_ptr->resist_pois && !p_ptr->oppose_pois)
2082                         {
2083                                 (void)set_poisoned(p_ptr->poisoned + randint0(20) + 10);
2084                         }
2085                         break;
2086                 }
2087
2088                 case FEAT_TRAP_SLEEP:
2089                 {
2090 #ifdef JP
2091                         msg_print("´ñ̯¤ÊÇò¤¤Ì¸¤ËÊñ¤Þ¤ì¤¿¡ª");
2092 #else
2093                         msg_print("A strange white mist surrounds you!");
2094 #endif
2095
2096                         if (!p_ptr->free_act)
2097                         {
2098 #ifdef JP
2099 msg_print("¤¢¤Ê¤¿¤Ï̲¤ê¤Ë½¢¤¤¤¿¡£");
2100 #else
2101                                 msg_print("You fall asleep.");
2102 #endif
2103
2104
2105                                 if (ironman_nightmare)
2106                                 {
2107 #ifdef JP
2108 msg_print("¿È¤ÎÌÓ¤â¤è¤À¤Ä¸÷·Ê¤¬Æ¬¤ËÉ⤫¤ó¤À¡£");
2109 #else
2110                                         msg_print("A horrible vision enters your mind.");
2111 #endif
2112
2113
2114                                         /* Pick a nightmare */
2115                                         get_mon_num_prep(get_nightmare, NULL);
2116
2117                                         /* Have some nightmares */
2118                                         have_nightmare(get_mon_num(MAX_DEPTH));
2119
2120                                         /* Remove the monster restriction */
2121                                         get_mon_num_prep(NULL, NULL);
2122                                 }
2123                                 (void)set_paralyzed(p_ptr->paralyzed + randint0(10) + 5);
2124                         }
2125                         break;
2126                 }
2127
2128                 case FEAT_TRAP_TRAPS:
2129                 {
2130 #ifdef JP
2131 msg_print("¤Þ¤Ð¤æ¤¤Á®¸÷¤¬Áö¤Ã¤¿¡ª");
2132 #else
2133                         msg_print("There is a bright flash of light!");
2134 #endif
2135
2136
2137                         /* Destroy this trap */
2138                         cave_set_feat(y, x, floor_type[randint0(100)]);
2139
2140                         /* Make some new traps */
2141                         project(0, 1, y, x, 0, GF_MAKE_TRAP, PROJECT_HIDE | PROJECT_JUMP | PROJECT_GRID, -1);
2142
2143                         break;
2144                 }
2145         }
2146         if (break_trap && is_trap(c_ptr->feat))
2147         {
2148                 cave_set_feat(y, x, floor_type[randint0(100)]);
2149 #ifdef JP
2150                 msg_print("¥È¥é¥Ã¥×¤òÊ´ºÕ¤·¤¿¡£");
2151 #else
2152                 msg_print("You destroyed the trap.");
2153 #endif
2154         }
2155 }
2156
2157
2158 void touch_zap_player(monster_type *m_ptr)
2159 {
2160         int aura_damage = 0;
2161         monster_race *r_ptr = &r_info[m_ptr->r_idx];
2162
2163         if (r_ptr->flags2 & RF2_AURA_FIRE)
2164         {
2165                 if (!p_ptr->immune_fire)
2166                 {
2167                         char aura_dam[80];
2168
2169                         aura_damage = damroll(1 + (r_ptr->level / 26), 1 + (r_ptr->level / 17));
2170
2171                         /* Hack -- Get the "died from" name */
2172                         monster_desc(aura_dam, m_ptr, 0x88);
2173
2174 #ifdef JP
2175                         msg_print("ÆÍÁ³¤È¤Æ¤âÇ®¤¯¤Ê¤Ã¤¿¡ª");
2176 #else
2177                         msg_print("You are suddenly very hot!");
2178 #endif
2179
2180
2181                         if (p_ptr->oppose_fire) aura_damage = (aura_damage + 2) / 3;
2182                         if (p_ptr->resist_fire) aura_damage = (aura_damage + 2) / 3;
2183
2184                         take_hit(DAMAGE_NOESCAPE, aura_damage, aura_dam, -1);
2185                         r_ptr->r_flags2 |= RF2_AURA_FIRE;
2186                         handle_stuff();
2187                 }
2188         }
2189
2190         if (r_ptr->flags3 & RF3_AURA_COLD)
2191         {
2192                 if (!p_ptr->immune_cold)
2193                 {
2194                         char aura_dam[80];
2195
2196                         aura_damage = damroll(1 + (r_ptr->level / 26), 1 + (r_ptr->level / 17));
2197
2198                         /* Hack -- Get the "died from" name */
2199                         monster_desc(aura_dam, m_ptr, 0x88);
2200
2201 #ifdef JP
2202                         msg_print("ÆÍÁ³¤È¤Æ¤â´¨¤¯¤Ê¤Ã¤¿¡ª");
2203 #else
2204                         msg_print("You are suddenly very cold!");
2205 #endif
2206
2207
2208                         if (p_ptr->oppose_cold) aura_damage = (aura_damage + 2) / 3;
2209                         if (p_ptr->resist_cold) aura_damage = (aura_damage + 2) / 3;
2210
2211                         take_hit(DAMAGE_NOESCAPE, aura_damage, aura_dam, -1);
2212                         r_ptr->r_flags3 |= RF3_AURA_COLD;
2213                         handle_stuff();
2214                 }
2215         }
2216
2217         if (r_ptr->flags2 & RF2_AURA_ELEC)
2218         {
2219                 if (!p_ptr->immune_elec)
2220                 {
2221                         char aura_dam[80];
2222
2223                         aura_damage = damroll(1 + (r_ptr->level / 26), 1 + (r_ptr->level / 17));
2224
2225                         /* Hack -- Get the "died from" name */
2226                         monster_desc(aura_dam, m_ptr, 0x88);
2227
2228                         if (p_ptr->oppose_elec) aura_damage = (aura_damage + 2) / 3;
2229                         if (p_ptr->resist_elec) aura_damage = (aura_damage + 2) / 3;
2230
2231 #ifdef JP
2232                         msg_print("ÅÅ·â¤ò¤¯¤é¤Ã¤¿¡ª");
2233 #else
2234                         msg_print("You get zapped!");
2235 #endif
2236
2237                         take_hit(DAMAGE_NOESCAPE, aura_damage, aura_dam, -1);
2238                         r_ptr->r_flags2 |= RF2_AURA_ELEC;
2239                         handle_stuff();
2240                 }
2241         }
2242 }
2243
2244
2245 static void natural_attack(s16b m_idx, int attack, bool *fear, bool *mdeath)
2246 {
2247         int             k, bonus, chance;
2248         int             n_weight = 0;
2249         monster_type    *m_ptr = &m_list[m_idx];
2250         monster_race    *r_ptr = &r_info[m_ptr->r_idx];
2251         char            m_name[80];
2252
2253         int             dss, ddd;
2254
2255         char            *atk_desc;
2256
2257         switch (attack)
2258         {
2259                 case MUT2_SCOR_TAIL:
2260                         dss = 3;
2261                         ddd = 7;
2262                         n_weight = 5;
2263 #ifdef JP
2264                         atk_desc = "¿¬Èø";
2265 #else
2266                         atk_desc = "tail";
2267 #endif
2268
2269                         break;
2270                 case MUT2_HORNS:
2271                         dss = 2;
2272                         ddd = 6;
2273                         n_weight = 15;
2274 #ifdef JP
2275                         atk_desc = "³Ñ";
2276 #else
2277                         atk_desc = "horns";
2278 #endif
2279
2280                         break;
2281                 case MUT2_BEAK:
2282                         dss = 2;
2283                         ddd = 4;
2284                         n_weight = 5;
2285 #ifdef JP
2286                         atk_desc = "¥¯¥Á¥Ð¥·";
2287 #else
2288                         atk_desc = "beak";
2289 #endif
2290
2291                         break;
2292                 case MUT2_TRUNK:
2293                         dss = 1;
2294                         ddd = 4;
2295                         n_weight = 35;
2296 #ifdef JP
2297                         atk_desc = "¾Ý¤ÎÉ¡";
2298 #else
2299                         atk_desc = "trunk";
2300 #endif
2301
2302                         break;
2303                 case MUT2_TENTACLES:
2304                         dss = 2;
2305                         ddd = 5;
2306                         n_weight = 5;
2307 #ifdef JP
2308                         atk_desc = "¿¨¼ê";
2309 #else
2310                         atk_desc = "tentacles";
2311 #endif
2312
2313                         break;
2314                 default:
2315                         dss = ddd = n_weight = 1;
2316 #ifdef JP
2317                         atk_desc = "̤ÄêµÁ¤ÎÉô°Ì";
2318 #else
2319                         atk_desc = "undefined body part";
2320 #endif
2321
2322         }
2323
2324         /* Extract monster name (or "it") */
2325         monster_desc(m_name, m_ptr, 0);
2326
2327
2328         /* Calculate the "attack quality" */
2329         bonus = p_ptr->to_h_m;
2330         bonus += (p_ptr->lev * 6 / 5);
2331         chance = (p_ptr->skill_thn + (bonus * BTH_PLUS_ADJ));
2332
2333         /* Test for hit */
2334         if ((!(r_ptr->flags2 & RF2_QUANTUM) || !randint0(2)) && test_hit_norm(chance, r_ptr->ac, m_ptr->ml))
2335         {
2336                 /* Sound */
2337                 sound(SOUND_HIT);
2338
2339 #ifdef JP
2340                 msg_format("%s¤ò%s¤Ç¹¶·â¤·¤¿¡£", m_name, atk_desc);
2341 #else
2342                 msg_format("You hit %s with your %s.", m_name, atk_desc);
2343 #endif
2344
2345
2346                 k = damroll(ddd, dss);
2347                 k = critical_norm(n_weight, bonus, k, (s16b)bonus, 0);
2348
2349                 /* Apply the player damage bonuses */
2350                 k += p_ptr->to_d_m;
2351
2352                 /* No negative damage */
2353                 if (k < 0) k = 0;
2354
2355                 /* Modify the damage */
2356                 k = mon_damage_mod(m_ptr, k, FALSE);
2357
2358                 /* Complex message */
2359                 if (wizard)
2360                 {
2361 #ifdef JP
2362                                 msg_format("%d/%d ¤Î¥À¥á¡¼¥¸¤òÍ¿¤¨¤¿¡£", k, m_ptr->hp);
2363 #else
2364                         msg_format("You do %d (out of %d) damage.", k, m_ptr->hp);
2365 #endif
2366
2367                 }
2368
2369                 /* Anger the monster */
2370                 if (k > 0) anger_monster(m_ptr);
2371
2372                 /* Damage, check for fear and mdeath */
2373                 switch (attack)
2374                 {
2375                         case MUT2_SCOR_TAIL:
2376                                 project(0, 0, m_ptr->fy, m_ptr->fx, k, GF_POIS, PROJECT_KILL | PROJECT_NO_REF, -1);
2377                                 *mdeath = (m_ptr->r_idx == 0);
2378                                 break;
2379                         case MUT2_HORNS:
2380                                 *mdeath = mon_take_hit(m_idx, k, fear, NULL);
2381                                 break;
2382                         case MUT2_BEAK:
2383                                 *mdeath = mon_take_hit(m_idx, k, fear, NULL);
2384                                 break;
2385                         case MUT2_TRUNK:
2386                                 *mdeath = mon_take_hit(m_idx, k, fear, NULL);
2387                                 break;
2388                         case MUT2_TENTACLES:
2389                                 *mdeath = mon_take_hit(m_idx, k, fear, NULL);
2390                                 break;
2391                         default:
2392                                 *mdeath = mon_take_hit(m_idx, k, fear, NULL);
2393                 }
2394
2395                 touch_zap_player(m_ptr);
2396         }
2397         /* Player misses */
2398         else
2399         {
2400                 /* Sound */
2401                 sound(SOUND_MISS);
2402
2403                 /* Message */
2404 #ifdef JP
2405                         msg_format("¥ß¥¹¡ª %s¤Ë¤«¤ï¤µ¤ì¤¿¡£", m_name);
2406 #else
2407                 msg_format("You miss %s.", m_name);
2408 #endif
2409
2410         }
2411 }
2412
2413
2414
2415 /*
2416  * Player attacks a (poor, defenseless) creature        -RAK-
2417  *
2418  * If no "weapon" is available, then "punch" the monster one time.
2419  */
2420 static void py_attack_aux(int y, int x, bool *fear, bool *mdeath, s16b hand, int mode)
2421 {
2422         int             num = 0, k, bonus, chance, vir;
2423
2424         cave_type       *c_ptr = &cave[y][x];
2425
2426         monster_type    *m_ptr = &m_list[c_ptr->m_idx];
2427         monster_race    *r_ptr = &r_info[m_ptr->r_idx];
2428
2429         object_type     *o_ptr;
2430
2431         char            m_name[80];
2432
2433         bool            success_hit = FALSE;
2434         bool            old_success_hit = FALSE;
2435         bool            backstab = FALSE;
2436         bool            vorpal_cut = FALSE;
2437         int             chaos_effect = 0;
2438         bool            stab_fleeing = FALSE;
2439         bool            fuiuchi = FALSE;
2440         bool            do_quake = FALSE;
2441         bool            drain_msg = TRUE;
2442         int             drain_result = 0, drain_heal = 0;
2443         bool            can_drain = FALSE;
2444         int             num_blow;
2445         int             drain_left = MAX_VAMPIRIC_DRAIN;
2446         u32b            f1, f2, f3; /* A massive hack -- life-draining weapons */
2447         bool            is_human = (r_ptr->d_char == 'p');
2448         bool            is_lowlevel = (r_ptr->level < (p_ptr->lev - 15));
2449         bool            zantetsu_mukou, e_j_mukou;
2450
2451
2452
2453         if (((p_ptr->pclass == CLASS_ROGUE) || (p_ptr->pclass == CLASS_NINJA)) && inventory[INVEN_RARM+hand].tval)
2454         {
2455                 int tmp = p_ptr->lev*6+(p_ptr->skill_stl+10)*4;
2456                 if (p_ptr->monlite && (mode != HISSATSU_NYUSIN)) tmp /= 3;
2457                 if (p_ptr->aggravate) tmp /= 2;
2458                 if (r_ptr->level > (p_ptr->lev*p_ptr->lev/20+10)) tmp /= 3;
2459                 if (m_ptr->csleep && m_ptr->ml)
2460                 {
2461                         /* Can't backstab creatures that we can't see, right? */
2462                         backstab = TRUE;
2463                 }
2464                 else if ((p_ptr->special_defense & NINJA_S_STEALTH) && (randint0(tmp) > (r_ptr->level+20)) && m_ptr->ml && !(r_ptr->flags3 & RF3_RES_ALL))
2465                 {
2466                         fuiuchi = TRUE;
2467                 }
2468                 else if (m_ptr->monfear && m_ptr->ml)
2469                 {
2470                         stab_fleeing = TRUE;
2471                 }
2472         }
2473
2474         if(!buki_motteruka(INVEN_RARM) && !buki_motteruka(INVEN_LARM))
2475         {
2476                 if ((r_ptr->level + 10) > p_ptr->lev)
2477                 {
2478                         if (skill_exp[GINOU_SUDE] < s_info[p_ptr->pclass].s_max[GINOU_SUDE])
2479                         {
2480                                 if (skill_exp[GINOU_SUDE] < 4000)
2481                                         skill_exp[GINOU_SUDE]+=40;
2482                                 else if((skill_exp[GINOU_SUDE] < 6000))
2483                                         skill_exp[GINOU_SUDE]+=5;
2484                                 else if((skill_exp[GINOU_SUDE] < 7000) && (p_ptr->lev > 19))
2485                                         skill_exp[GINOU_SUDE]+=1;
2486                                 else if((skill_exp[GINOU_SUDE] < 8000) && (p_ptr->lev > 34))
2487                                         if (one_in_(3)) skill_exp[GINOU_SUDE]+=1;
2488                                 p_ptr->update |= (PU_BONUS);
2489                         }
2490                 }
2491         }
2492         else
2493         {
2494                 if ((r_ptr->level + 10) > p_ptr->lev)
2495                 {
2496                         int tval = inventory[INVEN_RARM+hand].tval - TV_BOW;
2497                         int sval = inventory[INVEN_RARM+hand].sval;
2498                         int now_exp = weapon_exp[tval][sval];
2499                         if (now_exp < s_info[p_ptr->pclass].w_max[tval][sval])
2500                         {
2501                                 int amount = 0;
2502                                 if (now_exp < 4000) amount = 80;
2503                                 else if(now_exp < 6000) amount = 10;
2504                                 else if((now_exp < 7000) && (p_ptr->lev > 19)) amount = 1;
2505                                 else if((p_ptr->lev > 34) && one_in_(2)) amount = 1;
2506                                 weapon_exp[tval][sval] += amount;
2507                                 p_ptr->update |= (PU_BONUS);
2508                         }
2509                 }
2510         }
2511
2512         /* Disturb the monster */
2513         m_ptr->csleep = 0;
2514         if (r_ptr->flags7 & (RF7_HAS_LITE_1 | RF7_HAS_LITE_2))
2515                 p_ptr->update |= (PU_MON_LITE);
2516
2517         /* Extract monster name (or "it") */
2518         monster_desc(m_name, m_ptr, 0);
2519
2520         /* Access the weapon */
2521         o_ptr = &inventory[INVEN_RARM+hand];
2522
2523         /* Calculate the "attack quality" */
2524         bonus = p_ptr->to_h[hand] + o_ptr->to_h;
2525         chance = (p_ptr->skill_thn + (bonus * BTH_PLUS_ADJ));
2526         if (mode == HISSATSU_IAI) chance += 60;
2527         if (p_ptr->special_defense & KATA_KOUKIJIN) chance += 150;
2528
2529         if (p_ptr->sutemi) chance = MAX(chance * 3 / 2, chance + 60);
2530
2531         vir = virtue_number(V_VALOUR);
2532         if (vir)
2533         {
2534                 chance += (p_ptr->virtues[vir - 1]/10);
2535         }
2536
2537         zantetsu_mukou = ((o_ptr->name1 == ART_ZANTETSU) && (r_ptr->d_char == 'j'));
2538         e_j_mukou = ((o_ptr->name1 == ART_EXCALIBUR_J) && (r_ptr->d_char == 'S'));
2539
2540         if ((mode == HISSATSU_KYUSHO) || (mode == HISSATSU_MINEUCHI) || (mode == HISSATSU_3DAN) || (mode == HISSATSU_IAI)) num_blow = 1;
2541         else if (mode == HISSATSU_COLD) num_blow = p_ptr->num_blow[hand]+2;
2542         else num_blow = p_ptr->num_blow[hand];
2543
2544         /* Attack once for each legal blow */
2545         while ((num++ < num_blow) && !death)
2546         {
2547                 if (((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_DOKUBARI)) || (mode == HISSATSU_KYUSHO))
2548                 {
2549                         if (p_ptr->migite && p_ptr->hidarite)
2550                         {
2551                                 success_hit = one_in_(2);
2552                         }
2553                         else success_hit = TRUE;
2554                 }
2555                 else if (mode == HISSATSU_MAJIN)
2556                 {
2557                         if (num == 1)
2558                         {
2559                                 if (one_in_(2))
2560                                         success_hit = FALSE;
2561                                 old_success_hit = success_hit;
2562                         }
2563                         else success_hit = old_success_hit;
2564                 }
2565                 else if ((p_ptr->pclass == CLASS_NINJA) && ((backstab || fuiuchi) && !(r_ptr->flags3 & RF3_RES_ALL))) success_hit = TRUE;
2566                 else success_hit = test_hit_norm(chance, r_ptr->ac, m_ptr->ml);
2567
2568                 /* Test for hit */
2569                 if (success_hit)
2570                 {
2571                         /* Sound */
2572                         sound(SOUND_HIT);
2573
2574                         /* Message */
2575                         if (backstab)
2576 #ifdef JP
2577                                 msg_format("¤¢¤Ê¤¿¤ÏÎä¹ó¤Ë¤â̲¤Ã¤Æ¤¤¤ë̵ÎϤÊ%s¤òÆͤ­»É¤·¤¿¡ª",
2578 #else
2579                                 msg_format("You cruelly stab the helpless, sleeping %s!",
2580 #endif
2581
2582                                     m_name);
2583                         else if (fuiuchi)
2584 #ifdef JP
2585                                 msg_format("ÉÔ°Õ¤òÆͤ¤¤Æ%s¤Ë¶¯Îõ¤Ê°ì·â¤ò¶ô¤é¤ï¤»¤¿¡ª",
2586 #else
2587                                 msg_format("You make surprise attack, and hit %s with a powerful blow!",
2588 #endif
2589
2590                                     m_name);
2591                         else if (stab_fleeing)
2592 #ifdef JP
2593                                 msg_format("ƨ¤²¤ë%s¤òÇØÃ椫¤éÆͤ­»É¤·¤¿¡ª",
2594 #else
2595                                 msg_format("You backstab the fleeing %s!",
2596 #endif
2597
2598                                     m_name);
2599                         else
2600                         {
2601                                 if (!(((p_ptr->pclass == CLASS_MONK) || (p_ptr->pclass == CLASS_FORCETRAINER) || (p_ptr->pclass == CLASS_BERSERKER)) && (empty_hands(TRUE) > 1)))
2602 #ifdef JP
2603                         msg_format("%s¤ò¹¶·â¤·¤¿¡£", m_name);
2604 #else
2605                                         msg_format("You hit %s.", m_name);
2606 #endif
2607
2608                         }
2609
2610                         /* Hack -- bare hands do one damage */
2611                         k = 1;
2612
2613                         object_flags(o_ptr, &f1, &f2, &f3);
2614
2615                         /* Select a chaotic effect (50% chance) */
2616                         if ((f1 & TR1_CHAOTIC) && one_in_(2))
2617                         {
2618                                 if (one_in_(10))
2619                                 chg_virtue(V_CHANCE, 1);
2620
2621                                 if (randint1(5) < 3)
2622                                 {
2623                                         /* Vampiric (20%) */
2624                                         chaos_effect = 1;
2625                                 }
2626                                 else if (one_in_(250))
2627                                 {
2628                                         /* Quake (0.12%) */
2629                                         chaos_effect = 2;
2630                                 }
2631                                 else if (!one_in_(10))
2632                                 {
2633                                         /* Confusion (26.892%) */
2634                                         chaos_effect = 3;
2635                                 }
2636                                 else if (one_in_(2))
2637                                 {
2638                                         /* Teleport away (1.494%) */
2639                                         chaos_effect = 4;
2640                                 }
2641                                 else
2642                                 {
2643                                         /* Polymorph (1.494%) */
2644                                         chaos_effect = 5;
2645                                 }
2646                         }
2647
2648                         /* Vampiric drain */
2649                         if ((f1 & TR1_VAMPIRIC) || (chaos_effect == 1) || (mode == HISSATSU_DRAIN))
2650                         {
2651                                 /* Only drain "living" monsters */
2652                                 if (monster_living(r_ptr))
2653                                         can_drain = TRUE;
2654                                 else
2655                                         can_drain = FALSE;
2656                         }
2657
2658                         if ((f1 & TR1_VORPAL) && (randint1((o_ptr->name1 == ART_VORPAL_BLADE) ? 3 : 6) == 1) && !zantetsu_mukou)
2659                                 vorpal_cut = TRUE;
2660                         else vorpal_cut = FALSE;
2661
2662                         if (((p_ptr->pclass == CLASS_MONK) || (p_ptr->pclass == CLASS_FORCETRAINER) || (p_ptr->pclass == CLASS_BERSERKER)) && (empty_hands(TRUE) > 1))
2663                         {
2664                                 int special_effect = 0, stun_effect = 0, times = 0, max_times;
2665                                 int min_level = 1;
2666                                 martial_arts *ma_ptr = &ma_blows[0], *old_ptr = &ma_blows[0];
2667                                 int resist_stun = 0;
2668
2669                                 if (r_ptr->flags1 & RF1_UNIQUE) resist_stun += 88;
2670                                 if (r_ptr->flags3 & RF3_NO_STUN) resist_stun += 66;
2671                                 if (r_ptr->flags3 & RF3_NO_CONF) resist_stun += 33;
2672                                 if (r_ptr->flags3 & RF3_NO_SLEEP) resist_stun += 33;
2673                                 if ((r_ptr->flags3 & RF3_UNDEAD) || (r_ptr->flags3 & RF3_NONLIVING))
2674                                         resist_stun += 66;
2675
2676                                 if (p_ptr->special_defense & KAMAE_BYAKKO)
2677                                         max_times = (p_ptr->lev < 3 ? 1 : p_ptr->lev / 3);
2678                                 else if (p_ptr->special_defense & KAMAE_SUZAKU)
2679                                         max_times = 1;
2680                                 else if (p_ptr->special_defense & KAMAE_GENBU)
2681                                         max_times = 1;
2682                                 else
2683                                         max_times = (p_ptr->lev < 7 ? 1 : p_ptr->lev / 7);
2684                                 /* Attempt 'times' */
2685                                 for (times = 0; times < max_times; times++)
2686                                 {
2687                                         do
2688                                         {
2689                                                 ma_ptr = &ma_blows[randint0(MAX_MA)];
2690                                                 if ((p_ptr->pclass == CLASS_FORCETRAINER) && (ma_ptr->min_level > 1)) min_level = ma_ptr->min_level + 3;
2691                                                 else min_level = ma_ptr->min_level;
2692                                         }
2693                                         while ((min_level > p_ptr->lev) ||
2694                                                (randint1(p_ptr->lev) < ma_ptr->chance));
2695
2696                                         /* keep the highest level attack available we found */
2697                                         if ((ma_ptr->min_level > old_ptr->min_level) &&
2698                                             !p_ptr->stun && !p_ptr->confused)
2699                                         {
2700                                                 old_ptr = ma_ptr;
2701
2702                                                 if (wizard && cheat_xtra)
2703                                                 {
2704 #ifdef JP
2705                                                         msg_print("¹¶·â¤òºÆÁªÂò¤·¤Þ¤·¤¿¡£");
2706 #else
2707                                                         msg_print("Attack re-selected.");
2708 #endif
2709
2710                                                 }
2711                                         }
2712                                         else
2713                                         {
2714                                                 ma_ptr = old_ptr;
2715                                         }
2716                                 }
2717
2718                                 if (p_ptr->pclass == CLASS_FORCETRAINER) min_level = MAX(1, ma_ptr->min_level - 3);
2719                                 else min_level = ma_ptr->min_level;
2720                                 k = damroll(ma_ptr->dd, ma_ptr->ds);
2721                                 if (p_ptr->special_attack & ATTACK_SUIKEN) k *= 2;
2722
2723                                 if (ma_ptr->effect == MA_KNEE)
2724                                 {
2725                                         if (r_ptr->flags1 & RF1_MALE)
2726                                         {
2727 #ifdef JP
2728                                                 msg_format("%s¤Ë¶âŪɨ½³¤ê¤ò¤¯¤é¤ï¤·¤¿¡ª", m_name);
2729 #else
2730                                                 msg_format("You hit %s in the groin with your knee!", m_name);
2731 #endif
2732
2733                                                 sound(SOUND_PAIN);
2734                                                 special_effect = MA_KNEE;
2735                                         }
2736                                         else
2737                                                 msg_format(ma_ptr->desc, m_name);
2738                                 }
2739
2740                                 else if (ma_ptr->effect == MA_SLOW)
2741                                 {
2742                                         if (!((r_ptr->flags1 & RF1_NEVER_MOVE) ||
2743                                             strchr("~#{}.UjmeEv$,DdsbBFIJQSXclnw!=?", r_ptr->d_char)))
2744                                         {
2745 #ifdef JP
2746                                                 msg_format("%s¤Î­¼ó¤Ë´ØÀá½³¤ê¤ò¤¯¤é¤ï¤·¤¿¡ª", m_name);
2747 #else
2748                                                 msg_format("You kick %s in the ankle.", m_name);
2749 #endif
2750
2751                                                 special_effect = MA_SLOW;
2752                                         }
2753                                         else msg_format(ma_ptr->desc, m_name);
2754                                 }
2755                                 else
2756                                 {
2757                                         if (ma_ptr->effect)
2758                                         {
2759                                                 stun_effect = (ma_ptr->effect / 2) + randint1(ma_ptr->effect / 2);
2760                                         }
2761
2762                                         msg_format(ma_ptr->desc, m_name);
2763                                 }
2764
2765                                 k = critical_norm(p_ptr->lev * randint1((p_ptr->special_defense & KAMAE_SUZAKU) ? 5 : 10), min_level, k, p_ptr->to_h[0], 0);
2766
2767                                 if ((special_effect == MA_KNEE) && ((k + p_ptr->to_d[hand]) < m_ptr->hp))
2768                                 {
2769 #ifdef JP
2770                                         msg_format("%^s¤Ï¶ìÄˤˤ¦¤á¤¤¤Æ¤¤¤ë¡ª", m_name);
2771 #else
2772                                         msg_format("%^s moans in agony!", m_name);
2773 #endif
2774
2775                                         stun_effect = 7 + randint1(13);
2776                                         resist_stun /= 3;
2777                                 }
2778
2779                                 else if ((special_effect == MA_SLOW) && ((k + p_ptr->to_d[hand]) < m_ptr->hp))
2780                                 {
2781                                         if (!(r_ptr->flags1 & RF1_UNIQUE) &&
2782                                             (randint1(p_ptr->lev) > r_ptr->level) &&
2783                                             m_ptr->mspeed > 60)
2784                                         {
2785 #ifdef JP
2786                                                 msg_format("%^s¤Ï­¤ò¤Ò¤­¤º¤ê»Ï¤á¤¿¡£", m_name);
2787 #else
2788                                                 msg_format("%^s starts limping slower.", m_name);
2789 #endif
2790
2791                                                 m_ptr->mspeed -= 10;
2792                                         }
2793                                 }
2794
2795                                 if (stun_effect && ((k + p_ptr->to_d[hand]) < m_ptr->hp))
2796                                 {
2797                                         if (p_ptr->lev > randint1(r_ptr->level + resist_stun + 10))
2798                                         {
2799                                                 if (m_ptr->stunned)
2800 #ifdef JP
2801                                                         msg_format("%^s¤Ï¤µ¤é¤Ë¥Õ¥é¥Õ¥é¤Ë¤Ê¤Ã¤¿¡£", m_name);
2802 #else
2803                                                         msg_format("%^s is more stunned.", m_name);
2804 #endif
2805
2806                                                 else
2807 #ifdef JP
2808                                                         msg_format("%^s¤Ï¥Õ¥é¥Õ¥é¤Ë¤Ê¤Ã¤¿¡£", m_name);
2809 #else
2810                                                         msg_format("%^s is stunned.", m_name);
2811 #endif
2812
2813
2814                                                 m_ptr->stunned += stun_effect;
2815                                         }
2816                                 }
2817                         }
2818
2819                         /* Handle normal weapon */
2820                         else if (o_ptr->k_idx)
2821                         {
2822                                 k = damroll(o_ptr->dd, o_ptr->ds);
2823                                 if (p_ptr->riding)
2824                                 {
2825                                         if((o_ptr->tval == TV_POLEARM) && ((o_ptr->sval == SV_LANCE) || (o_ptr->sval == SV_HEAVY_LANCE)))
2826                                         {
2827                                                 k += damroll(2, o_ptr->ds);
2828                                         }
2829                                 }
2830
2831                                 k = tot_dam_aux(o_ptr, k, m_ptr, mode);
2832
2833                                 if (backstab)
2834                                 {
2835                                         k *= (3 + (p_ptr->lev / 20));
2836                                 }
2837                                 else if (fuiuchi)
2838                                 {
2839                                         k = k*(5+(p_ptr->lev*2/25))/2;
2840                                 }
2841                                 else if (stab_fleeing)
2842                                 {
2843                                         k = (3 * k) / 2;
2844                                 }
2845
2846                                 if ((p_ptr->impact[hand] && ((k > 50) || one_in_(7))) ||
2847                                          (chaos_effect == 2) || (mode == HISSATSU_QUAKE))
2848                                 {
2849                                         do_quake = TRUE;
2850                                 }
2851
2852                                 if ((!(o_ptr->tval == TV_SWORD) || !(o_ptr->sval == SV_DOKUBARI)) && !(mode == HISSATSU_KYUSHO))
2853                                         k = critical_norm(o_ptr->weight, o_ptr->to_h, k, p_ptr->to_h[hand], mode);
2854
2855                                 drain_result = k;
2856
2857                                 if (vorpal_cut)
2858                                 {
2859                                         int mult = 2;
2860
2861                                         int inc_chance = (o_ptr->name1 == ART_VORPAL_BLADE) ? 2 : 4;
2862
2863                                         if ((o_ptr->name1 == ART_CHAINSWORD) && !one_in_(2))
2864                                         {
2865                                                 char chainsword_noise[1024];
2866 #ifdef JP
2867        if (!get_rnd_line("chainswd_j.txt", 0, chainsword_noise))
2868 #else
2869                                                 if (!get_rnd_line("chainswd.txt", 0, chainsword_noise))
2870 #endif
2871
2872                                                 {
2873                                                         msg_print(chainsword_noise);
2874                                                 }
2875                                         }
2876
2877                                         if (o_ptr->name1 == ART_VORPAL_BLADE)
2878                                         {
2879 #ifdef JP
2880                                                 msg_print("Ìܤˤâ»ß¤Þ¤é¤Ì¥Ü¡¼¥Ñ¥ë¡¦¥Ö¥ì¡¼¥É¡¢¼êÏ£¤ÎÁá¶È¡ª");
2881 #else
2882                                                 msg_print("Your Vorpal Blade goes snicker-snack!");
2883 #endif
2884
2885                                         }
2886                                         else
2887                                         {
2888 #ifdef JP
2889                                                 msg_format("%s¤ò¥°¥Ã¥µ¥êÀÚ¤êÎö¤¤¤¿¡ª", m_name);
2890 #else
2891                                                 msg_format("Your weapon cuts deep into %s!", m_name);
2892 #endif
2893
2894                                         }
2895
2896                                         /* Try to increase the damage */
2897                                         while (one_in_(inc_chance))
2898                                         {
2899                                                 mult++;
2900                                         }
2901
2902                                         k *= mult;
2903
2904                                         /* Ouch! */
2905                                         if (((r_ptr->flags3 & RF3_RES_ALL) ? k/100 : k) > m_ptr->hp)
2906                                         {
2907 #ifdef JP
2908                                                 msg_format("%s¤ò¿¿¤ÃÆó¤Ä¤Ë¤·¤¿¡ª", m_name);
2909 #else
2910                                                 msg_format("You cut %s in half!", m_name);
2911 #endif
2912
2913                                         }
2914                                         else
2915                                         {
2916                                                 switch(mult)
2917                                                 {
2918 #ifdef JP
2919 case 2: msg_format("%s¤ò»Â¤Ã¤¿¡ª", m_name);             break;
2920 #else
2921                                                         case 2: msg_format("You gouge %s!", m_name);            break;
2922 #endif
2923
2924 #ifdef JP
2925 case 3: msg_format("%s¤ò¤Ö¤Ã¤¿»Â¤Ã¤¿¡ª", m_name);                       break;
2926 #else
2927                                                         case 3: msg_format("You maim %s!", m_name);                     break;
2928 #endif
2929
2930 #ifdef JP
2931 case 4: msg_format("%s¤ò¥á¥Ã¥¿»Â¤ê¤Ë¤·¤¿¡ª", m_name);           break;
2932 #else
2933                                                         case 4: msg_format("You carve %s!", m_name);            break;
2934 #endif
2935
2936 #ifdef JP
2937 case 5: msg_format("%s¤ò¥á¥Ã¥¿¥á¥¿¤Ë»Â¤Ã¤¿¡ª", m_name);         break;
2938 #else
2939                                                         case 5: msg_format("You cleave %s!", m_name);           break;
2940 #endif
2941
2942 #ifdef JP
2943 case 6: msg_format("%s¤ò»É¿È¤Ë¤·¤¿¡ª", m_name);         break;
2944 #else
2945                                                         case 6: msg_format("You smite %s!", m_name);            break;
2946 #endif
2947
2948 #ifdef JP
2949 case 7: msg_format("%s¤ò»Â¤Ã¤Æ»Â¤Ã¤Æ»Â¤ê¤Þ¤¯¤Ã¤¿¡ª", m_name);   break;
2950 #else
2951                                                         case 7: msg_format("You eviscerate %s!", m_name);       break;
2952 #endif
2953
2954 #ifdef JP
2955 default:        msg_format("%s¤òºÙÀÚ¤ì¤Ë¤·¤¿¡ª", m_name);               break;
2956 #else
2957                                                         default:        msg_format("You shred %s!", m_name);            break;
2958 #endif
2959
2960                                                 }
2961                                         }
2962                                         drain_result = drain_result * 3 / 2;
2963                                 }
2964
2965                                 k += o_ptr->to_d;
2966                                 drain_result += o_ptr->to_d;
2967                         }
2968
2969                         /* Apply the player damage bonuses */
2970                         k += p_ptr->to_d[hand];
2971                         drain_result += p_ptr->to_d[hand];
2972
2973                         if ((mode == HISSATSU_SUTEMI) || (mode == HISSATSU_3DAN)) k *= 2;
2974                         if ((mode == HISSATSU_SEKIRYUKA) && (r_ptr->flags3 & (RF3_UNDEAD | RF3_DEMON | RF3_NONLIVING))) k = 0;
2975                         if ((mode == HISSATSU_SEKIRYUKA) && !p_ptr->cut) k /= 2;
2976
2977                         /* No negative damage */
2978                         if (k < 0) k = 0;
2979
2980                         if ((mode == HISSATSU_ZANMA) && !((r_ptr->flags3 & (RF3_DEMON | RF3_UNDEAD | RF3_NONLIVING)) && (r_ptr->flags3 & RF3_EVIL)))
2981                         {
2982                                 k = 0;
2983                         }
2984
2985                         if (zantetsu_mukou)
2986                         {
2987 #ifdef JP
2988                                 msg_print("¤³¤ó¤ÊÆð¤é¤«¤¤¤â¤Î¤ÏÀÚ¤ì¤ó¡ª");
2989 #else
2990                                 msg_print("You cannot cut such a elastic thing!");
2991 #endif
2992                                 k = 0;
2993                         }
2994
2995                         if (e_j_mukou)
2996                         {
2997 #ifdef JP
2998                                 msg_print("ÃØéá¤Ï¶ì¼ê¤À¡ª");
2999 #else
3000                                 msg_print("Spiders are difficult for you to deal with!");
3001 #endif
3002                                 k /= 2;
3003                         }
3004
3005                         if (mode == HISSATSU_MINEUCHI)
3006                         {
3007                                 int tmp = (10 + randint1(15) + p_ptr->lev / 5);
3008
3009                                 k = 0;
3010                                 anger_monster(m_ptr);
3011
3012                                 if (!(r_ptr->flags3 & (RF3_NO_STUN)))
3013                                 {
3014                                         /* Get stunned */
3015                                         if (m_ptr->stunned)
3016                                         {
3017 #ifdef JP
3018 msg_format("%s¤Ï¤Ò¤É¤¯¤â¤¦¤í¤¦¤È¤·¤¿¡£", m_name);
3019 #else
3020                                                 msg_format("%s is more dazed.", m_name);
3021 #endif
3022
3023                                                 tmp /= 2;
3024                                         }
3025                                         else
3026                                         {
3027 #ifdef JP
3028 msg_format("%s ¤Ï¤â¤¦¤í¤¦¤È¤·¤¿¡£", m_name);
3029 #else
3030                                                 msg_format("%s is dazed.", m_name);
3031 #endif
3032                                         }
3033
3034                                         /* Apply stun */
3035                                         m_ptr->stunned = (tmp < 200) ? tmp : 200;
3036                                 }
3037                                 else
3038                                 {
3039 #ifdef JP
3040 msg_format("%s ¤Ë¤Ï¸ú²Ì¤¬¤Ê¤«¤Ã¤¿¡£", m_name);
3041 #else
3042                                                 msg_format("%s is not effected.", m_name);
3043 #endif
3044                                 }
3045                         }
3046
3047                         /* Modify the damage */
3048                         k = mon_damage_mod(m_ptr, k, (bool)(((o_ptr->tval == TV_POLEARM) && (o_ptr->sval == SV_DEATH_SCYTHE)) || ((p_ptr->pclass == CLASS_BERSERKER) && one_in_(2))));
3049                         if (((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_DOKUBARI)) || (mode == HISSATSU_KYUSHO))
3050                         {
3051                                 if ((randint1(randint1(r_ptr->level/7)+5) == 1) && !(r_ptr->flags1 & RF1_UNIQUE) && !(r_ptr->flags7 & RF7_UNIQUE2))
3052                                 {
3053                                         k = m_ptr->hp + 1;
3054 #ifdef JP
3055 msg_format("%s¤ÎµÞ½ê¤òÆͤ­»É¤·¤¿¡ª", m_name);
3056 #else
3057                                         msg_format("You hit %s on a fatal spot!", m_name);
3058 #endif
3059                                 }
3060                                 else k = 1;
3061                         }
3062                         else if ((p_ptr->pclass == CLASS_NINJA) && (!p_ptr->icky_wield[hand]) && ((p_ptr->cur_lite <= 0) || one_in_(7)))
3063                         {
3064                                 int maxhp = maxroll(r_ptr->hdice, r_ptr->hside);
3065                                 if (one_in_(backstab ? 13 : (stab_fleeing || fuiuchi) ? 15 : 27))
3066                                 {
3067                                         k *= 5;
3068                                         drain_result *= 2;
3069 #ifdef JP
3070 msg_format("¿Ï¤¬%s¤Ë¿¼¡¹¤ÈÆͤ­»É¤µ¤Ã¤¿¡ª", m_name);
3071 #else
3072                                         msg_format("You critically injured %s!", m_name);
3073 #endif
3074                                 }
3075                                 else if (((m_ptr->hp < maxhp/2) && one_in_((p_ptr->num_blow[0]+p_ptr->num_blow[1]+1)*10)) || ((one_in_(666) || ((backstab || fuiuchi) && one_in_(11))) && !(r_ptr->flags1 & RF1_UNIQUE) && !(r_ptr->flags7 & RF7_UNIQUE2)))
3076                                 {
3077                                         if ((r_ptr->flags1 & RF1_UNIQUE) || (r_ptr->flags7 & RF7_UNIQUE2) || (m_ptr->hp >= maxhp/2))
3078                                         {
3079                                                 k = MAX(k*5, m_ptr->hp/2);
3080                                                 drain_result *= 2;
3081 #ifdef JP
3082 msg_format("%s¤ËÃ×Ì¿½ý¤òÉé¤ï¤»¤¿¡ª", m_name);
3083 #else
3084                                         msg_format("You fatally injured %s!", m_name);
3085 #endif
3086                                         }
3087                                         else
3088                                         {
3089                                                 k = m_ptr->hp + 1;
3090 #ifdef JP
3091 msg_format("¿Ï¤¬%s¤ÎµÞ½ê¤ò´Ó¤¤¤¿¡ª", m_name);
3092 #else
3093                                         msg_format("You hit %s on a fatal spot!", m_name);
3094 #endif
3095                                         }
3096                                 }
3097                         }
3098
3099                         /* Complex message */
3100                         if (wizard || cheat_xtra)
3101                         {
3102 #ifdef JP
3103                                 msg_format("%d/%d ¤Î¥À¥á¡¼¥¸¤òÍ¿¤¨¤¿¡£", k, m_ptr->hp);
3104 #else
3105                                 msg_format("You do %d (out of %d) damage.", k, m_ptr->hp);
3106 #endif
3107
3108                         }
3109
3110                         if (k <= 0) can_drain = FALSE;
3111
3112                         if (drain_result > m_ptr->hp)
3113                                 drain_result = m_ptr->hp;
3114
3115                         /* Damage, check for fear and death */
3116                         if (mon_take_hit(c_ptr->m_idx, k, fear, NULL))
3117                         {
3118                                 *mdeath = TRUE;
3119                                 if ((p_ptr->pclass == CLASS_BERSERKER) && energy_use)
3120                                 {
3121                                         if (p_ptr->migite && p_ptr->hidarite)
3122                                         {
3123                                                 if (hand) energy_use = energy_use*3/5+energy_use*num*2/(p_ptr->num_blow[hand]*5);
3124                                                 else energy_use = energy_use*num*3/(p_ptr->num_blow[hand]*5);
3125                                         }
3126                                         else
3127                                         {
3128                                                 energy_use = energy_use*num/p_ptr->num_blow[hand];
3129                                         }
3130                                 }
3131                                 if ((o_ptr->name1 == ART_ZANTETSU) && is_lowlevel)
3132 #ifdef JP
3133                                         msg_print("¤Þ¤¿¤Ä¤Þ¤é¤Ì¤â¤Î¤ò»Â¤Ã¤Æ¤·¤Þ¤Ã¤¿¡¥¡¥¡¥");
3134 #else
3135                                         msg_print("Sign..Another trifling thing I've cut....");
3136 #endif
3137                                 break;
3138                         }
3139
3140                         /* Anger the monster */
3141                         if (k > 0) anger_monster(m_ptr);
3142
3143                         touch_zap_player(m_ptr);
3144
3145                         /* Are we draining it?  A little note: If the monster is
3146                         dead, the drain does not work... */
3147
3148                         if (can_drain && (drain_result > 0))
3149                         {
3150                                 if (o_ptr->name1 == ART_MURAMASA)
3151                                 {
3152                                         if (is_human)
3153                                         {
3154                                                 int to_h = o_ptr->to_h;
3155                                                 int to_d = o_ptr->to_d;
3156                                                 int i, flag;
3157
3158                                                 flag = 1;
3159                                                 for (i = 0; i < to_h + 3; i++) if (one_in_(4)) flag = 0;
3160                                                 if (flag) to_h++;
3161
3162                                                 flag = 1;
3163                                                 for (i = 0; i < to_d + 3; i++) if (one_in_(4)) flag = 0;
3164                                                 if (flag) to_d++;
3165
3166                                                 if (o_ptr->to_h != to_h || o_ptr->to_d != to_d)
3167                                                 {
3168 #ifdef JP
3169                                                         msg_print("ÍÅÅá¤Ï·ì¤òµÛ¤Ã¤Æ¶¯¤¯¤Ê¤Ã¤¿¡ª");
3170 #else
3171                                                         msg_print("Muramasa sucked blood, and became more powerful!");
3172 #endif
3173                                                         o_ptr->to_h = to_h;
3174                                                         o_ptr->to_d = to_d;
3175                                                 }
3176                                         }
3177                                 }
3178                                 else
3179                                 {
3180                                         if (drain_result > 5) /* Did we really hurt it? */
3181                                         {
3182                                                 drain_heal = damroll(2, drain_result / 6);
3183
3184                                                 if (cheat_xtra)
3185                                                 {
3186 #ifdef JP
3187                                                         msg_format("Draining left: %d", drain_left);
3188 #else
3189                                                         msg_format("Draining left: %d", drain_left);
3190 #endif
3191
3192                                                 }
3193
3194                                                 if (drain_left)
3195                                                 {
3196                                                         if (drain_heal < drain_left)
3197                                                         {
3198                                                                 drain_left -= drain_heal;
3199                                                         }
3200                                                         else
3201                                                         {
3202                                                                 drain_heal = drain_left;
3203                                                                 drain_left = 0;
3204                                                         }
3205
3206                                                         if (drain_msg)
3207                                                         {
3208 #ifdef JP
3209                                                                 msg_format("¿Ï¤¬%s¤«¤éÀ¸Ì¿ÎϤòµÛ¤¤¼è¤Ã¤¿¡ª", m_name);
3210 #else
3211                                                                 msg_format("Your weapon drains life from %s!", m_name);
3212 #endif
3213
3214                                                                 drain_msg = FALSE;
3215                                                         }
3216
3217                                                         drain_heal = (drain_heal * mutant_regenerate_mod) / 100;
3218
3219                                                         hp_player(drain_heal);
3220                                                         /* We get to keep some of it! */
3221                                                 }
3222                                         }
3223                                 }
3224                                 m_ptr->maxhp -= (k+7)/8;
3225                                 if (m_ptr->hp > m_ptr->maxhp) m_ptr->hp = m_ptr->maxhp;
3226 #ifdef JP
3227                                 msg_format("%s¤Ï¼å¤¯¤Ê¤Ã¤¿¤è¤¦¤À¡£", m_name);
3228 #else
3229                                 msg_format("%^s seems weakened.", m_name);
3230 #endif
3231                         }
3232                         can_drain = FALSE;
3233                         drain_result = 0;
3234
3235                         /* Confusion attack */
3236                         if ((p_ptr->special_attack & ATTACK_CONFUSE) || (chaos_effect == 3) || (mode == HISSATSU_CONF))
3237                         {
3238                                 /* Cancel glowing hands */
3239                                 if (p_ptr->special_attack & ATTACK_CONFUSE)
3240                                 {
3241                                         p_ptr->special_attack &= ~(ATTACK_CONFUSE);
3242 #ifdef JP
3243                                         msg_print("¼ê¤Îµ±¤­¤¬¤Ê¤¯¤Ê¤Ã¤¿¡£");
3244 #else
3245                                         msg_print("Your hands stop glowing.");
3246 #endif
3247                                         p_ptr->redraw |= (PR_STATUS);
3248
3249                                 }
3250
3251                                 /* Confuse the monster */
3252                                 if (r_ptr->flags3 & RF3_NO_CONF)
3253                                 {
3254                                         if (m_ptr->ml)
3255                                         {
3256                                                 r_ptr->r_flags3 |= RF3_NO_CONF;
3257                                         }
3258
3259 #ifdef JP
3260                                         msg_format("%^s¤Ë¤Ï¸ú²Ì¤¬¤Ê¤«¤Ã¤¿¡£", m_name);
3261 #else
3262                                         msg_format("%^s is unaffected.", m_name);
3263 #endif
3264
3265                                 }
3266                                 else if (randint0(100) < r_ptr->level)
3267                                 {
3268 #ifdef JP
3269                                         msg_format("%^s¤Ë¤Ï¸ú²Ì¤¬¤Ê¤«¤Ã¤¿¡£", m_name);
3270 #else
3271                                         msg_format("%^s is unaffected.", m_name);
3272 #endif
3273
3274                                 }
3275                                 else
3276                                 {
3277 #ifdef JP
3278                                         msg_format("%^s¤Ïº®Í𤷤¿¤è¤¦¤À¡£", m_name);
3279 #else
3280                                         msg_format("%^s appears confused.", m_name);
3281 #endif
3282
3283                                         m_ptr->confused += 10 + randint0(p_ptr->lev) / 5;
3284                                 }
3285                         }
3286
3287                         else if (chaos_effect == 4)
3288                         {
3289                                 bool resists_tele = FALSE;
3290
3291                                 if (r_ptr->flags3 & RF3_RES_TELE)
3292                                 {
3293                                         if (r_ptr->flags1 & RF1_UNIQUE)
3294                                         {
3295                                                 if (m_ptr->ml) r_ptr->r_flags3 |= RF3_RES_TELE;
3296 #ifdef JP
3297                                                 msg_format("%^s¤Ë¤Ï¸ú²Ì¤¬¤Ê¤«¤Ã¤¿¡£", m_name);
3298 #else
3299                                                 msg_format("%^s is unaffected!", m_name);
3300 #endif
3301
3302                                                 resists_tele = TRUE;
3303                                         }
3304                                         else if (r_ptr->level > randint1(100))
3305                                         {
3306                                                 if (m_ptr->ml) r_ptr->r_flags3 |= RF3_RES_TELE;
3307 #ifdef JP
3308                                                 msg_format("%^s¤ÏÄñ¹³ÎϤò»ý¤Ã¤Æ¤¤¤ë¡ª", m_name);
3309 #else
3310                                                 msg_format("%^s resists!", m_name);
3311 #endif
3312
3313                                                 resists_tele = TRUE;
3314                                         }
3315                                 }
3316
3317                                 if (!resists_tele)
3318                                 {
3319 #ifdef JP
3320                                         msg_format("%^s¤Ï¾Ã¤¨¤¿¡ª", m_name);
3321 #else
3322                                         msg_format("%^s disappears!", m_name);
3323 #endif
3324
3325                                         teleport_away(c_ptr->m_idx, 50, FALSE);
3326                                         num = p_ptr->num_blow[hand] + 1; /* Can't hit it anymore! */
3327                                         *mdeath = TRUE;
3328                                 }
3329                         }
3330
3331                         else if ((chaos_effect == 5) && cave_floor_bold(y, x) &&
3332                                  (randint1(90) > r_ptr->level))
3333                         {
3334                                 if (!(r_ptr->flags1 & RF1_UNIQUE) &&
3335                                     !(r_ptr->flags4 & RF4_BR_CHAO) &&
3336                                     !(r_ptr->flags1 & RF1_QUESTOR))
3337                                 {
3338                                         if (polymorph_monster(y, x))
3339                                         {
3340 #ifdef JP
3341                                                 msg_format("%^s¤ÏÊѲ½¤·¤¿¡ª", m_name);
3342 #else
3343                                                 msg_format("%^s changes!", m_name);
3344 #endif
3345
3346
3347                                                 /* Hack -- Get new monster */
3348                                                 m_ptr = &m_list[c_ptr->m_idx];
3349
3350                                                 /* Oops, we need a different name... */
3351                                                 monster_desc(m_name, m_ptr, 0);
3352
3353                                                 /* Hack -- Get new race */
3354                                                 r_ptr = &r_info[m_ptr->r_idx];
3355
3356                                                 *fear = FALSE;
3357                                         }
3358                                         else
3359                                         {
3360 #ifdef JP
3361                                         msg_format("%^s¤Ë¤Ï¸ú²Ì¤¬¤Ê¤«¤Ã¤¿¡£", m_name);
3362 #else
3363                                                 msg_format("%^s is unaffected.", m_name);
3364 #endif
3365
3366                                         }
3367                                 }
3368                         }
3369                         else if (o_ptr->name1 == ART_G_HAMMER)
3370                         {
3371                                 monster_type *m_ptr = &m_list[c_ptr->m_idx];
3372
3373                                 if (m_ptr->hold_o_idx)
3374                                 {
3375                                         object_type *q_ptr = &o_list[m_ptr->hold_o_idx];
3376                                         char o_name[MAX_NLEN];
3377
3378                                         object_desc(o_name, q_ptr, TRUE, 0);
3379                                         q_ptr->held_m_idx = 0;
3380                                         q_ptr->marked = FALSE;
3381                                         m_ptr->hold_o_idx = q_ptr->next_o_idx;
3382                                         q_ptr->next_o_idx = 0;
3383 #ifdef JP
3384                                         msg_format("%s¤òÃ¥¤Ã¤¿¡£", o_name);
3385 #else
3386                                         msg_format("You snatched %s.", o_name);
3387 #endif
3388                                         inven_carry(q_ptr);
3389                                 }
3390                         }
3391                 }
3392
3393                 /* Player misses */
3394                 else
3395                 {
3396                         backstab = FALSE; /* Clumsy! */
3397                         fuiuchi = FALSE; /* Clumsy! */
3398
3399                         if ((o_ptr->tval == TV_POLEARM) && (o_ptr->sval == SV_DEATH_SCYTHE) && one_in_(3))
3400                         {
3401                                 u32b f1, f2, f3;
3402
3403                                 /* Sound */
3404                                 sound(SOUND_HIT);
3405
3406                                 /* Message */
3407 #ifdef JP
3408                                 msg_format("¥ß¥¹¡ª %s¤Ë¤«¤ï¤µ¤ì¤¿¡£", m_name);
3409 #else
3410                                 msg_format("You miss %s.", m_name);
3411 #endif
3412                                 /* Message */
3413 #ifdef JP
3414                                 msg_print("¿¶¤ê²ó¤·¤¿Âç³ù¤¬¼«Ê¬¼«¿È¤ËÊ֤äƤ­¤¿¡ª");
3415 #else
3416                                 msg_print("Your scythe returns to you!");
3417 #endif
3418
3419                                 /* Extract the flags */
3420                                 object_flags(o_ptr, &f1, &f2, &f3);
3421
3422                                 k = damroll(o_ptr->dd, o_ptr->ds);
3423                                 {
3424                                         int mult;
3425                                         switch (p_ptr->mimic_form)
3426                                         {
3427                                         case MIMIC_NONE:
3428                                                 switch (p_ptr->prace)
3429                                                 {
3430                                                         case RACE_YEEK:
3431                                                         case RACE_KLACKON:
3432                                                         mult = 2;break;
3433                                                         case RACE_HALF_ORC:
3434                                                         case RACE_HALF_TROLL:
3435                                                         case RACE_HALF_OGRE:
3436                                                         case RACE_HALF_GIANT:
3437                                                         case RACE_HALF_TITAN:
3438                                                         case RACE_CYCLOPS:
3439                                                         case RACE_IMP:
3440                                                         case RACE_GOLEM:
3441                                                         case RACE_SKELETON:
3442                                                         case RACE_ZOMBIE:
3443                                                         case RACE_VAMPIRE:
3444                                                         case RACE_SPECTRE:
3445                                                         case RACE_DEMON:
3446                                                                 mult = 3;break;
3447                                                         case RACE_DRACONIAN:
3448                                                                 mult = 5;break;
3449                                                         default:
3450                                                                 mult = 1;break;
3451                                                 }
3452                                                 break;
3453                                         case MIMIC_DEMON:
3454                                         case MIMIC_DEMON_LORD:
3455                                         case MIMIC_VAMPIRE:
3456                                                 mult = 3;break;
3457                                         default:
3458                                                 mult = 1;break;
3459                                         }
3460
3461                                         if (p_ptr->align < 0 && mult < 2)
3462                                                 mult = 2;
3463                                         if (!(p_ptr->resist_acid || p_ptr->oppose_acid) && (mult < 3))
3464                                                 mult = mult * 5 / 2;
3465                                         if (!(p_ptr->resist_elec || p_ptr->oppose_elec) && (mult < 3))
3466                                                 mult = mult * 5 / 2;
3467                                         if (!(p_ptr->resist_fire || p_ptr->oppose_fire) && (mult < 3))
3468                                                 mult = mult * 5 / 2;
3469                                         if (!(p_ptr->resist_cold || p_ptr->oppose_cold) && (mult < 3))
3470                                                 mult = mult * 5 / 2;
3471                                         if (!(p_ptr->resist_pois || p_ptr->oppose_pois) && (mult < 3))
3472                                                 mult = mult * 5 / 2;
3473
3474                                         if ((p_ptr->pclass != CLASS_SAMURAI) && (f1 & TR1_FORCE_WEAPON) && (p_ptr->csp > (p_ptr->msp / 30)))
3475                                         {
3476                                                 p_ptr->csp -= (1+(p_ptr->msp / 30));
3477                                                 p_ptr->redraw |= (PR_MANA);
3478                                                 mult = mult * 7 / 2;
3479                                         }
3480                                         k *= mult;
3481                                 }
3482
3483                                 k = critical_norm(o_ptr->weight, o_ptr->to_h, k, p_ptr->to_h[hand], mode);
3484                                 if (one_in_(6))
3485                                 {
3486                                         int mult = 2;
3487 #ifdef JP
3488                                         msg_format("¥°¥Ã¥µ¥êÀÚ¤êÎö¤«¤ì¤¿¡ª");
3489 #else
3490                                         msg_format("Your weapon cuts deep into yourself!");
3491 #endif
3492                                         /* Try to increase the damage */
3493                                         while (one_in_(4))
3494                                         {
3495                                                 mult++;
3496                                         }
3497
3498                                         k *= mult;
3499                                 }
3500                                 k += (p_ptr->to_d[hand] + o_ptr->to_d);
3501
3502 #ifdef JP
3503                                 take_hit(DAMAGE_FORCE, k, "»à¤ÎÂç³ù", -1);
3504 #else
3505                                 take_hit(DAMAGE_FORCE, k, "Death scythe", -1);
3506 #endif
3507
3508                                 redraw_stuff();
3509                         }
3510                         else
3511                         {
3512                                 /* Sound */
3513                                 sound(SOUND_MISS);
3514
3515                                 /* Message */
3516 #ifdef JP
3517                                 msg_format("¥ß¥¹¡ª %s¤Ë¤«¤ï¤µ¤ì¤¿¡£", m_name);
3518 #else
3519                                 msg_format("You miss %s.", m_name);
3520 #endif
3521                         }
3522                 }
3523                 backstab = FALSE;
3524                 fuiuchi = FALSE;
3525         }
3526
3527
3528         if (drain_left != MAX_VAMPIRIC_DRAIN)
3529         {
3530                 if (one_in_(4))
3531                 {
3532                         chg_virtue(V_UNLIFE, 1);
3533                 }
3534         }
3535         /* Mega-Hack -- apply earthquake brand */
3536         if (do_quake)
3537         {
3538                 earthquake(py, px, 10);
3539                 if (!cave[y][x].m_idx) *mdeath = TRUE;
3540         }
3541 }
3542
3543 bool py_attack(int y, int x, int mode)
3544 {
3545         bool            fear = FALSE;
3546         bool            mdeath = FALSE;
3547         bool            stormbringer = FALSE;
3548
3549         cave_type       *c_ptr = &cave[y][x];
3550         monster_type    *m_ptr = &m_list[c_ptr->m_idx];
3551         char            m_name[80];
3552
3553         /* Disturb the player */
3554         disturb(0, 0);
3555
3556         energy_use = 100;
3557
3558         if (m_ptr->csleep) /* It is not honorable etc to attack helpless victims */
3559         {
3560                 if (!(r_info[m_ptr->r_idx].flags3 & RF3_EVIL) || one_in_(5)) chg_virtue(V_COMPASSION, -1);
3561                 if (!(r_info[m_ptr->r_idx].flags3 & RF3_EVIL) || one_in_(5)) chg_virtue(V_HONOUR, -1);
3562         }
3563
3564         /* Extract monster name (or "it") */
3565         monster_desc(m_name, m_ptr, 0);
3566
3567         /* Auto-Recall if possible and visible */
3568         if (m_ptr->ml) monster_race_track((bool)(m_ptr->mflag2 & MFLAG_KAGE), m_ptr->r_idx);
3569
3570         /* Track a new monster */
3571         if (m_ptr->ml) health_track(c_ptr->m_idx);
3572
3573         if ((r_info[m_ptr->r_idx].flags1 & RF1_FEMALE) &&
3574             !(p_ptr->stun || p_ptr->confused || p_ptr->image || !m_ptr->ml))
3575         {
3576                 if ((inventory[INVEN_RARM].name1 == ART_ZANTETSU) || (inventory[INVEN_LARM].name1 == ART_ZANTETSU))
3577                 {
3578 #ifdef JP
3579                         msg_print("ÀÛ¼Ô¡¢¤ª¤Ê¤´¤Ï»Â¤ì¤Ì¡ª");
3580 #else
3581                         msg_print("I can not attack women!");
3582 #endif
3583                         return FALSE;
3584                 }
3585         }
3586
3587         if (d_info[dungeon_type].flags1 & DF1_NO_MELEE)
3588         {
3589 #ifdef JP
3590                 msg_print("¤Ê¤¼¤«¹¶·â¤¹¤ë¤³¤È¤¬¤Ç¤­¤Ê¤¤¡£");
3591 #else
3592                 msg_print("Something prevent you from attacking.");
3593 #endif
3594                 return FALSE;
3595         }
3596
3597         /* Stop if friendly */
3598         if (!is_hostile(m_ptr) &&
3599             !(p_ptr->stun || p_ptr->confused || p_ptr->image ||
3600             p_ptr->shero || !m_ptr->ml))
3601         {
3602                 if (inventory[INVEN_RARM].art_name)
3603                 {
3604                         if (inventory[INVEN_RARM].name1 == ART_STORMBRINGER) stormbringer = TRUE;
3605                 }
3606                 if (inventory[INVEN_LARM].art_name)
3607                 {
3608                         if (inventory[INVEN_LARM].name1 == ART_STORMBRINGER) stormbringer = TRUE;
3609                 }
3610                 if (stormbringer)
3611                 {
3612 #ifdef JP
3613                         msg_format("¹õ¤¤¿Ï¤Ï¶¯ÍߤË%s¤ò¹¶·â¤·¤¿¡ª", m_name);
3614 #else
3615                         msg_format("Your black blade greedily attacks %s!", m_name);
3616 #endif
3617                         chg_virtue(V_INDIVIDUALISM, 1);
3618                         chg_virtue(V_HONOUR, -1);
3619                         chg_virtue(V_JUSTICE, -1);
3620                         chg_virtue(V_COMPASSION, -1);
3621                 }
3622                 else if (p_ptr->pclass != CLASS_BERSERKER)
3623                 {
3624 #ifdef JP
3625                         if (get_check("ËÜÅö¤Ë¹¶·â¤·¤Þ¤¹¤«¡©"))
3626 #else
3627                         if (get_check("Really hit it? "))
3628 #endif
3629                         {
3630                                 chg_virtue(V_INDIVIDUALISM, 1);
3631                                 chg_virtue(V_HONOUR, -1);
3632                                 chg_virtue(V_JUSTICE, -1);
3633                                 chg_virtue(V_COMPASSION, -1);
3634                         }
3635                         else
3636                         {
3637 #ifdef JP
3638                                 msg_format("%s¤ò¹¶·â¤¹¤ë¤Î¤ò»ß¤á¤¿¡£", m_name);
3639 #else
3640                                 msg_format("You stop to avoid hitting %s.", m_name);
3641 #endif
3642                         return FALSE;
3643                         }
3644                 }
3645         }
3646
3647
3648         /* Handle player fear */
3649         if (p_ptr->afraid)
3650         {
3651                 /* Message */
3652                 if (m_ptr->ml)
3653 #ifdef JP
3654                 msg_format("¶²¤¯¤Æ%s¤ò¹¶·â¤Ç¤­¤Ê¤¤¡ª", m_name);
3655 #else
3656                         msg_format("You are too afraid to attack %s!", m_name);
3657 #endif
3658
3659                 else
3660 #ifdef JP
3661                         msg_format ("¤½¤Ã¤Á¤Ë¤Ï²¿¤«¶²¤¤¤â¤Î¤¬¤¤¤ë¡ª");
3662 #else
3663                         msg_format ("There is something scary in your way!");
3664 #endif
3665
3666                 /* Disturb the monster */
3667                 m_ptr->csleep = 0;
3668                 p_ptr->update |= (PU_MON_LITE);
3669
3670                 /* Done */
3671                 return FALSE;
3672         }
3673
3674         if (p_ptr->migite && p_ptr->hidarite)
3675         {
3676                 if ((skill_exp[GINOU_NITOURYU] < s_info[p_ptr->pclass].s_max[GINOU_NITOURYU]) && ((skill_exp[GINOU_NITOURYU] - 1000) / 200 < r_info[m_ptr->r_idx].level))
3677                 {
3678                         if (skill_exp[GINOU_NITOURYU] < 4000)
3679                                 skill_exp[GINOU_NITOURYU]+=80;
3680                         else if(skill_exp[GINOU_NITOURYU] < 6000)
3681                                 skill_exp[GINOU_NITOURYU]+=4;
3682                         else if(skill_exp[GINOU_NITOURYU] < 7000)
3683                                 skill_exp[GINOU_NITOURYU]+=1;
3684                         else if(skill_exp[GINOU_NITOURYU] < 8000)
3685                                 if (one_in_(3)) skill_exp[GINOU_NITOURYU]+=1;
3686                         p_ptr->update |= (PU_BONUS);
3687                 }
3688         }
3689
3690         if (p_ptr->riding)
3691         {
3692                 int ridinglevel = r_info[m_list[p_ptr->riding].r_idx].level;
3693                 if ((skill_exp[GINOU_RIDING] < s_info[p_ptr->pclass].s_max[GINOU_RIDING]) && ((skill_exp[GINOU_RIDING] - 1000) / 200 < r_info[m_ptr->r_idx].level) && (skill_exp[GINOU_RIDING]/100 - 2000 < ridinglevel))
3694                         skill_exp[GINOU_RIDING]++;
3695                 if ((skill_exp[GINOU_RIDING] < s_info[p_ptr->pclass].s_max[GINOU_RIDING]) && (skill_exp[GINOU_RIDING]/100 < ridinglevel))
3696                 {
3697                         if (ridinglevel*100 > (skill_exp[GINOU_RIDING] + 1500))
3698                                 skill_exp[GINOU_RIDING] += (1+(ridinglevel - skill_exp[GINOU_RIDING]/100 - 15));
3699                         else skill_exp[GINOU_RIDING]++;
3700                 }
3701                 p_ptr->update |= (PU_BONUS);
3702         }
3703
3704         riding_t_m_idx = c_ptr->m_idx;
3705         if (p_ptr->migite) py_attack_aux(y, x, &fear, &mdeath, 0, mode);
3706         if (p_ptr->hidarite && !mdeath) py_attack_aux(y, x, &fear, &mdeath, 1, mode);
3707
3708         /* Mutations which yield extra 'natural' attacks */
3709         if (!mdeath)
3710         {
3711                 if ((p_ptr->muta2 & MUT2_HORNS) && !mdeath)
3712                         natural_attack(c_ptr->m_idx, MUT2_HORNS, &fear, &mdeath);
3713                 if ((p_ptr->muta2 & MUT2_BEAK) && !mdeath)
3714                         natural_attack(c_ptr->m_idx, MUT2_BEAK, &fear, &mdeath);
3715                 if ((p_ptr->muta2 & MUT2_SCOR_TAIL) && !mdeath)
3716                         natural_attack(c_ptr->m_idx, MUT2_SCOR_TAIL, &fear, &mdeath);
3717                 if ((p_ptr->muta2 & MUT2_TRUNK) && !mdeath)
3718                         natural_attack(c_ptr->m_idx, MUT2_TRUNK, &fear, &mdeath);
3719                 if ((p_ptr->muta2 & MUT2_TENTACLES) && !mdeath)
3720                         natural_attack(c_ptr->m_idx, MUT2_TENTACLES, &fear, &mdeath);
3721         }
3722
3723         /* Hack -- delay fear messages */
3724         if (fear && m_ptr->ml && !mdeath)
3725         {
3726                 /* Sound */
3727                 sound(SOUND_FLEE);
3728
3729                 /* Message */
3730 #ifdef JP
3731                 msg_format("%^s¤Ï¶²Éݤ·¤Æƨ¤²½Ð¤·¤¿¡ª", m_name);
3732 #else
3733                 msg_format("%^s flees in terror!", m_name);
3734 #endif
3735
3736         }
3737
3738         if ((p_ptr->special_defense & KATA_IAI) && ((mode != HISSATSU_IAI) || mdeath))
3739         {
3740                 set_action(ACTION_NONE);
3741         }
3742
3743         return mdeath;
3744 }
3745
3746
3747 static bool pattern_seq(int c_y, int c_x, int n_y, int n_x)
3748 {
3749         if (!pattern_tile(c_y, c_x) && !pattern_tile(n_y, n_x))
3750                 return TRUE;
3751
3752         if (cave[n_y][n_x].feat == FEAT_PATTERN_START)
3753         {
3754                 if (!pattern_tile(c_y, c_x) &&
3755                     !p_ptr->confused && !p_ptr->stun && !p_ptr->image)
3756                 {
3757 #ifdef JP
3758                         if (get_check("¥Ñ¥¿¡¼¥ó¤Î¾å¤òÊ⤭»Ï¤á¤ë¤È¡¢Á´¤Æ¤òÊ⤫¤Ê¤±¤ì¤Ð¤Ê¤ê¤Þ¤»¤ó¡£¤¤¤¤¤Ç¤¹¤«¡©"))
3759 #else
3760                         if (get_check("If you start walking the Pattern, you must walk the whole way. Ok? "))
3761 #endif
3762
3763                                 return TRUE;
3764                         else
3765                                 return FALSE;
3766                 }
3767                 else
3768                         return TRUE;
3769         }
3770         else if ((cave[n_y][n_x].feat == FEAT_PATTERN_OLD) ||
3771                  (cave[n_y][n_x].feat == FEAT_PATTERN_END) ||
3772                  (cave[n_y][n_x].feat == FEAT_PATTERN_XTRA2))
3773         {
3774                 if (pattern_tile(c_y, c_x))
3775                 {
3776                         return TRUE;
3777                 }
3778                 else
3779                 {
3780 #ifdef JP
3781                         msg_print("¥Ñ¥¿¡¼¥ó¤Î¾å¤òÊ⤯¤Ë¤Ï¥¹¥¿¡¼¥ÈÃÏÅÀ¤«¤éÊ⤭»Ï¤á¤Ê¤¯¤Æ¤Ï¤Ê¤ê¤Þ¤»¤ó¡£");
3782 #else
3783                         msg_print("You must start walking the Pattern from the startpoint.");
3784 #endif
3785
3786                         return FALSE;
3787                 }
3788         }
3789         else if ((cave[n_y][n_x].feat == FEAT_PATTERN_XTRA1) ||
3790                  (cave[c_y][c_x].feat == FEAT_PATTERN_XTRA1))
3791         {
3792                 return TRUE;
3793         }
3794         else if (cave[c_y][c_x].feat == FEAT_PATTERN_START)
3795         {
3796                 if (pattern_tile(n_y, n_x))
3797                         return TRUE;
3798                 else
3799                 {
3800 #ifdef JP
3801                         msg_print("¥Ñ¥¿¡¼¥ó¤Î¾å¤ÏÀµ¤·¤¤½ç½ø¤ÇÊ⤫¤Í¤Ð¤Ê¤ê¤Þ¤»¤ó¡£");
3802 #else
3803                         msg_print("You must walk the Pattern in correct order.");
3804 #endif
3805
3806                         return FALSE;
3807                 }
3808         }
3809         else if ((cave[c_y][c_x].feat == FEAT_PATTERN_OLD) ||
3810                  (cave[c_y][c_x].feat == FEAT_PATTERN_END) ||
3811                  (cave[c_y][c_x].feat == FEAT_PATTERN_XTRA2))
3812         {
3813                 if (!pattern_tile(n_y, n_x))
3814                 {
3815 #ifdef JP
3816                         msg_print("¥Ñ¥¿¡¼¥ó¤òƧ¤ß³°¤·¤Æ¤Ï¤¤¤±¤Þ¤»¤ó¡£");
3817 #else
3818                         msg_print("You may not step off from the Pattern.");
3819 #endif
3820
3821                         return FALSE;
3822                 }
3823                 else
3824                 {
3825                         return TRUE;
3826                 }
3827         }
3828         else
3829         {
3830                 if (!pattern_tile(c_y, c_x))
3831                 {
3832 #ifdef JP
3833                         msg_print("¥Ñ¥¿¡¼¥ó¤Î¾å¤òÊ⤯¤Ë¤Ï¥¹¥¿¡¼¥ÈÃÏÅÀ¤«¤éÊ⤭»Ï¤á¤Ê¤¯¤Æ¤Ï¤Ê¤ê¤Þ¤»¤ó¡£");
3834 #else
3835                         msg_print("You must start walking the Pattern from the startpoint.");
3836 #endif
3837
3838                         return FALSE;
3839                 }
3840                 else
3841                 {
3842                         byte ok_move = FEAT_PATTERN_START;
3843                         switch (cave[c_y][c_x].feat)
3844                         {
3845                                 case FEAT_PATTERN_1:
3846                                         ok_move = FEAT_PATTERN_2;
3847                                         break;
3848                                 case FEAT_PATTERN_2:
3849                                         ok_move = FEAT_PATTERN_3;
3850                                         break;
3851                                 case FEAT_PATTERN_3:
3852                                         ok_move = FEAT_PATTERN_4;
3853                                         break;
3854                                 case FEAT_PATTERN_4:
3855                                         ok_move = FEAT_PATTERN_1;
3856                                         break;
3857                                 default:
3858                                         if (wizard)
3859 #ifdef JP
3860                                                 msg_format("¤ª¤«¤·¤Ê¥Ñ¥¿¡¼¥óÊâ¹Ô¡¢%d¡£", cave[c_y][c_x]);
3861 #else
3862                                                 msg_format("Funny Pattern walking, %d.", cave[c_y][c_x]);
3863 #endif
3864
3865                                         return TRUE; /* Goof-up */
3866                         }
3867
3868                         if ((cave[n_y][n_x].feat == ok_move) ||
3869                             (cave[n_y][n_x].feat == cave[c_y][c_x].feat))
3870                                 return TRUE;
3871                         else
3872                         {
3873                                 if (!pattern_tile(n_y, n_x))
3874 #ifdef JP
3875                                         msg_print("¥Ñ¥¿¡¼¥ó¤òƧ¤ß³°¤·¤Æ¤Ï¤¤¤±¤Þ¤»¤ó¡£");
3876 #else
3877                                         msg_print("You may not step off from the Pattern.");
3878 #endif
3879
3880                                 else
3881 #ifdef JP
3882                                         msg_print("¥Ñ¥¿¡¼¥ó¤Î¾å¤ÏÀµ¤·¤¤½ç½ø¤ÇÊ⤫¤Í¤Ð¤Ê¤ê¤Þ¤»¤ó¡£");
3883 #else
3884                                         msg_print("You must walk the Pattern in correct order.");
3885 #endif
3886
3887
3888                                 return FALSE;
3889                         }
3890                 }
3891         }
3892 }
3893
3894
3895
3896 bool player_can_enter(byte feature)
3897 {
3898         bool pass_wall;
3899
3900         /* Player can not walk through "walls" unless in Shadow Form */
3901         if (p_ptr->wraith_form || p_ptr->pass_wall || p_ptr->kabenuke)
3902                 pass_wall = TRUE;
3903         else
3904                 pass_wall = FALSE;
3905
3906         switch (feature)
3907         {
3908                 case FEAT_DEEP_WATER:
3909                 case FEAT_SHAL_LAVA:
3910                 case FEAT_DEEP_LAVA:
3911                         return (TRUE);
3912
3913                 case FEAT_DARK_PIT:
3914                 {
3915                         if (p_ptr->ffall)
3916                                 return (TRUE);
3917                         else
3918                                 return (FALSE);
3919                 }
3920
3921                 case FEAT_TREES:
3922                 {
3923                         return (TRUE);
3924                 }
3925
3926                 case FEAT_RUBBLE:
3927                 case FEAT_MAGMA:
3928                 case FEAT_QUARTZ:
3929                 case FEAT_MAGMA_H:
3930                 case FEAT_QUARTZ_H:
3931                 case FEAT_MAGMA_K:
3932                 case FEAT_QUARTZ_K:
3933                 case FEAT_WALL_EXTRA:
3934                 case FEAT_WALL_INNER:
3935                 case FEAT_WALL_OUTER:
3936                 case FEAT_WALL_SOLID:
3937                 {
3938                         return (pass_wall);
3939                 }
3940
3941                 case FEAT_MOUNTAIN:
3942                 {
3943                         return (!dun_level && p_ptr->ffall);
3944                 }
3945                 case FEAT_PERM_EXTRA:
3946                 case FEAT_PERM_INNER:
3947                 case FEAT_PERM_OUTER:
3948                 case FEAT_PERM_SOLID:
3949                 {
3950                         return (FALSE);
3951                 }
3952         }
3953
3954         return (TRUE);
3955 }
3956
3957
3958 /*
3959  * Move player in the given direction, with the given "pickup" flag.
3960  *
3961  * This routine should (probably) always induce energy expenditure.
3962  *
3963  * Note that moving will *always* take a turn, and will *always* hit
3964  * any monster which might be in the destination grid.  Previously,
3965  * moving into walls was "free" and did NOT hit invisible monsters.
3966  */
3967 void move_player(int dir, int do_pickup, bool break_trap)
3968 {
3969         int y, x;
3970
3971         cave_type *c_ptr;
3972         monster_type *m_ptr;
3973
3974         char m_name[80];
3975
3976         bool p_can_pass_walls = FALSE;
3977         bool stormbringer = FALSE;
3978
3979         bool oktomove = TRUE;
3980         bool do_past = FALSE;
3981
3982         /* Find the result of moving */
3983         y = py + ddy[dir];
3984         x = px + ddx[dir];
3985
3986         /* Examine the destination */
3987         c_ptr = &cave[y][x];
3988
3989
3990         /* Exit the area */
3991         if (!dun_level && !p_ptr->wild_mode &&
3992                 ((x == 0) || (x == MAX_WID - 1) ||
3993                  (y == 0) || (y == MAX_HGT - 1)))
3994         {
3995                 /* Can the player enter the grid? */
3996                 if (c_ptr->mimic && player_can_enter(c_ptr->mimic))
3997                 {
3998                         /* Hack: move to new area */
3999                         if ((y == 0) && (x == 0))
4000                         {
4001                                 p_ptr->wilderness_y--;
4002                                 p_ptr->wilderness_x--;
4003                                 p_ptr->oldpy = cur_hgt - 2;
4004                                 p_ptr->oldpx = cur_wid - 2;
4005                                 ambush_flag = FALSE;
4006                         }
4007
4008                         else if ((y == 0) && (x == MAX_WID - 1))
4009                         {
4010                                 p_ptr->wilderness_y--;
4011                                 p_ptr->wilderness_x++;
4012                                 p_ptr->oldpy = cur_hgt - 2;
4013                                 p_ptr->oldpx = 1;
4014                                 ambush_flag = FALSE;
4015                         }
4016
4017                         else if ((y == MAX_HGT - 1) && (x == 0))
4018                         {
4019                                 p_ptr->wilderness_y++;
4020                                 p_ptr->wilderness_x--;
4021                                 p_ptr->oldpy = 1;
4022                                 p_ptr->oldpx = cur_wid - 2;
4023                                 ambush_flag = FALSE;
4024                         }
4025
4026                         else if ((y == MAX_HGT - 1) && (x == MAX_WID - 1))
4027                         {
4028                                 p_ptr->wilderness_y++;
4029                                 p_ptr->wilderness_x++;
4030                                 p_ptr->oldpy = 1;
4031                                 p_ptr->oldpx = 1;
4032                                 ambush_flag = FALSE;
4033                         }
4034
4035                         else if (y == 0)
4036                         {
4037                                 p_ptr->wilderness_y--;
4038                                 p_ptr->oldpy = cur_hgt - 2;
4039                                 p_ptr->oldpx = x;
4040                                 ambush_flag = FALSE;
4041                         }
4042
4043                         else if (y == MAX_HGT - 1)
4044                         {
4045                                 p_ptr->wilderness_y++;
4046                                 p_ptr->oldpy = 1;
4047                                 p_ptr->oldpx = x;
4048                                 ambush_flag = FALSE;
4049                         }
4050
4051                         else if (x == 0)
4052                         {
4053                                 p_ptr->wilderness_x--;
4054                                 p_ptr->oldpx = cur_wid - 2;
4055                                 p_ptr->oldpy = y;
4056                                 ambush_flag = FALSE;
4057                         }
4058
4059                         else if (x == MAX_WID - 1)
4060                         {
4061                                 p_ptr->wilderness_x++;
4062                                 p_ptr->oldpx = 1;
4063                                 p_ptr->oldpy = y;
4064                                 ambush_flag = FALSE;
4065                         }
4066
4067                         p_ptr->leftbldg = TRUE;
4068                         p_ptr->leaving = TRUE;
4069                         energy_use = 100;
4070
4071                         return;
4072                 }
4073
4074                 oktomove = FALSE;
4075         }
4076
4077         /* Get the monster */
4078         m_ptr = &m_list[c_ptr->m_idx];
4079
4080
4081         if (inventory[INVEN_RARM].art_name)
4082         {
4083                 if (inventory[INVEN_RARM].name1 == ART_STORMBRINGER)
4084                         stormbringer = TRUE;
4085         }
4086         else if (inventory[INVEN_LARM].art_name)
4087         {
4088                 if (inventory[INVEN_LARM].name1 == ART_STORMBRINGER)
4089                         stormbringer = TRUE;
4090         }
4091
4092         /* Player can not walk through "walls"... */
4093         /* unless in Shadow Form */
4094         if (p_ptr->wraith_form || p_ptr->pass_wall || p_ptr->kabenuke)
4095                 p_can_pass_walls = TRUE;
4096         if ((cave[y][x].feat >= FEAT_PERM_EXTRA) &&
4097             (cave[y][x].feat <= FEAT_PERM_SOLID))
4098         {
4099                 p_can_pass_walls = FALSE;
4100         }
4101
4102         if (p_ptr->riding)
4103         {
4104                 cave[py][px].m_idx = 0;
4105         }
4106
4107         /* Hack -- attack monsters */
4108         if (c_ptr->m_idx && (m_ptr->ml || cave_floor_bold(y, x) || p_can_pass_walls))
4109         {
4110
4111                 /* Attack -- only if we can see it OR it is not in a wall */
4112                 if (!is_hostile(m_ptr) &&
4113                     !(p_ptr->confused || p_ptr->image || !m_ptr->ml || p_ptr->stun ||
4114                     ((p_ptr->muta2 & MUT2_BERS_RAGE) && p_ptr->shero)) &&
4115                     (pattern_seq(py, px, y, x)) &&
4116                     ((cave_floor_bold(y, x)) || (c_ptr->feat == FEAT_TREES) || (p_can_pass_walls)))
4117                 {
4118                         m_ptr->csleep = 0;
4119                         p_ptr->update |= (PU_MON_LITE);
4120
4121                         /* Extract monster name (or "it") */
4122                         monster_desc(m_name, m_ptr, 0);
4123
4124                         /* Auto-Recall if possible and visible */
4125                         if (m_ptr->ml) monster_race_track((bool)(m_ptr->mflag2 & MFLAG_KAGE), m_ptr->r_idx);
4126
4127                         /* Track a new monster */
4128                         if (m_ptr->ml) health_track(c_ptr->m_idx);
4129
4130                         /* displace? */
4131                         if ((stormbringer && (randint1(1000) > 666)) || (p_ptr->pclass == CLASS_BERSERKER))
4132                         {
4133                                 py_attack(y, x, 0);
4134                                 oktomove = FALSE;
4135                         }
4136                         else if (monster_can_cross_terrain(cave[py][px].feat, &r_info[m_ptr->r_idx]) &&
4137                                  (cave_floor_bold(py, px) || cave[py][px].feat == FEAT_TREES ||
4138                                   (r_info[m_ptr->r_idx].flags2 & RF2_PASS_WALL)))
4139                         {
4140                                 do_past = TRUE;
4141                         }
4142                         else
4143                         {
4144 #ifdef JP
4145                                 msg_format("%^s¤¬¼ÙËâ¤À¡ª", m_name);
4146 #else
4147                                 msg_format("%^s is in your way!", m_name);
4148 #endif
4149
4150                                 energy_use = 0;
4151                                 oktomove = FALSE;
4152                         }
4153
4154                         /* now continue on to 'movement' */
4155                 }
4156                 else
4157                 {
4158                         py_attack(y, x, 0);
4159                         oktomove = FALSE;
4160                 }
4161         }
4162
4163         if (!oktomove)
4164         {
4165         }
4166
4167         else if ((c_ptr->feat == FEAT_DARK_PIT) && !p_ptr->ffall)
4168         {
4169 #ifdef JP
4170                 msg_print("Îö¤±Ìܤò²£Àڤ뤳¤È¤Ï¤Ç¤­¤Þ¤»¤ó¡£");
4171 #else
4172                 msg_print("You can't cross the chasm.");
4173 #endif
4174
4175                 energy_use = 0;
4176                 running = 0;
4177                 oktomove = FALSE;
4178         }
4179
4180         else if (c_ptr->feat == FEAT_MOUNTAIN)
4181         {
4182                 if (dun_level || !p_ptr->ffall)
4183                 {
4184 #ifdef JP
4185                         msg_print("»³¤Ë¤ÏÅФì¤Þ¤»¤ó¡ª");
4186 #else
4187                         msg_print("You can't climb the mountains!");
4188 #endif
4189
4190                         running = 0;
4191                         energy_use = 0;
4192                         oktomove = FALSE;
4193                 }
4194         }
4195         /*
4196          * Player can move through trees and
4197          * has effective -10 speed
4198          * Rangers can move without penality
4199          */
4200         else if (c_ptr->feat == FEAT_TREES)
4201         {
4202                 oktomove = TRUE;
4203                 if ((p_ptr->pclass != CLASS_RANGER) && !p_ptr->ffall) energy_use *= 2;
4204         }
4205
4206         else if ((c_ptr->feat >= FEAT_QUEST_ENTER) &&
4207                 (c_ptr->feat <= FEAT_QUEST_EXIT))
4208         {
4209                 oktomove = TRUE;
4210         }
4211
4212 #ifdef ALLOW_EASY_DISARM /* TNB */
4213
4214         /* Disarm a visible trap */
4215         else if ((do_pickup != easy_disarm) && is_trap(c_ptr->feat))
4216         {
4217                 bool ignore = FALSE;
4218                 switch (c_ptr->feat)
4219                 {
4220                         case FEAT_TRAP_TRAPDOOR:
4221                         case FEAT_TRAP_PIT:
4222                         case FEAT_TRAP_SPIKED_PIT:
4223                         case FEAT_TRAP_POISON_PIT:
4224                                 if (p_ptr->ffall) ignore = TRUE;
4225                                 break;
4226                         case FEAT_TRAP_TELEPORT:
4227                                 if (p_ptr->anti_tele) ignore = TRUE;
4228                                 break;
4229                         case FEAT_TRAP_FIRE:
4230                                 if (p_ptr->immune_fire) ignore = TRUE;
4231                                 break;
4232                         case FEAT_TRAP_ACID:
4233                                 if (p_ptr->immune_acid) ignore = TRUE;
4234                                 break;
4235                         case FEAT_TRAP_BLIND:
4236                                 if (p_ptr->resist_blind) ignore = TRUE;
4237                                 break;
4238                         case FEAT_TRAP_CONFUSE:
4239                                 if (p_ptr->resist_conf) ignore = TRUE;
4240                                 break;
4241                         case FEAT_TRAP_POISON:
4242                                 if (p_ptr->resist_pois) ignore = TRUE;
4243                                 break;
4244                         case FEAT_TRAP_SLEEP:
4245                                 if (p_ptr->free_act) ignore = TRUE;
4246                                 break;
4247                 }
4248
4249                 if (!ignore)
4250                 {
4251                         (void)do_cmd_disarm_aux(y, x, dir);
4252                         return;
4253                 }
4254         }
4255
4256 #endif /* ALLOW_EASY_DISARM -- TNB */
4257         else if (p_ptr->riding && (r_info[m_list[p_ptr->riding].r_idx].flags1 & RF1_NEVER_MOVE))
4258         {
4259 #ifdef JP
4260                 msg_print("Æ°¤±¤Ê¤¤¡ª");
4261 #else
4262                 msg_print("Can't move!");
4263 #endif
4264                 energy_use = 0;
4265                 oktomove = FALSE;
4266                 disturb(0, 0);
4267         }
4268
4269         else if (p_ptr->riding && m_list[p_ptr->riding].monfear)
4270         {
4271                 char m_name[80];
4272
4273                 /* Acquire the monster name */
4274                 monster_desc(m_name, &m_list[p_ptr->riding], 0);
4275
4276                 /* Dump a message */
4277 #ifdef JP
4278 msg_format("%s¤¬¶²Éݤ·¤Æ¤¤¤ÆÀ©¸æ¤Ç¤­¤Ê¤¤¡£", m_name);
4279 #else
4280                 msg_format("%^s is too scared to control.", m_name);
4281 #endif
4282                 oktomove = FALSE;
4283                 disturb(0, 0);
4284         }
4285
4286         else if (p_ptr->riding && p_ptr->riding_ryoute)
4287         {
4288                 oktomove = FALSE;
4289                 disturb(0, 0);
4290         }
4291
4292         else if ((p_ptr->riding && (r_info[m_list[p_ptr->riding].r_idx].flags7 & RF7_AQUATIC)) && (c_ptr->feat != FEAT_SHAL_WATER) && (c_ptr->feat != FEAT_DEEP_WATER))
4293         {
4294 #ifdef JP
4295                 msg_print("Φ¾å¤Ë¾å¤¬¤ì¤Ê¤¤¡£");
4296 #else
4297                 msg_print("Can't land.");
4298 #endif
4299                 energy_use = 0;
4300                 oktomove = FALSE;
4301                 disturb(0, 0);
4302         }
4303
4304         else if ((p_ptr->riding && !(r_info[m_list[p_ptr->riding].r_idx].flags7 & (RF7_AQUATIC | RF7_CAN_SWIM | RF7_CAN_FLY))) && (c_ptr->feat == FEAT_DEEP_WATER))
4305         {
4306 #ifdef JP
4307                 msg_print("¿å¾å¤Ë¹Ô¤±¤Ê¤¤¡£");
4308 #else
4309                 msg_print("Can't swim.");
4310 #endif
4311                 energy_use = 0;
4312                 oktomove = FALSE;
4313                 disturb(0, 0);
4314         }
4315
4316         else if ((p_ptr->riding && (r_info[m_list[p_ptr->riding].r_idx].flags2 & (RF2_AURA_FIRE)) && !(r_info[m_list[p_ptr->riding].r_idx].flags7 & (RF7_CAN_FLY))) && (c_ptr->feat == FEAT_SHAL_WATER))
4317         {
4318 #ifdef JP
4319                 msg_print("¿å¾å¤Ë¹Ô¤±¤Ê¤¤¡£");
4320 #else
4321                 msg_print("Can't swim.");
4322 #endif
4323                 energy_use = 0;
4324                 oktomove = FALSE;
4325                 disturb(0, 0);
4326         }
4327
4328         else if ((p_ptr->riding && !(r_info[m_list[p_ptr->riding].r_idx].flags7 & (RF7_CAN_FLY)) && !(r_info[m_list[p_ptr->riding].r_idx].flags3 & (RF3_IM_FIRE))) && ((c_ptr->feat == FEAT_SHAL_LAVA) || (c_ptr->feat == FEAT_DEEP_LAVA)))
4329         {
4330 #ifdef JP
4331                 msg_print("ÍÏ´ä¤Î¾å¤Ë¹Ô¤±¤Ê¤¤¡£");
4332 #else
4333                 msg_print("Too hot to go through.");
4334 #endif
4335                 energy_use = 0;
4336                 oktomove = FALSE;
4337                 disturb(0, 0);
4338         }
4339
4340         else if (p_ptr->riding && m_list[p_ptr->riding].stunned && one_in_(2))
4341         {
4342                 char m_name[80];
4343                 monster_desc(m_name, &m_list[p_ptr->riding], 0);
4344 #ifdef JP
4345                 msg_format("%s¤¬Û¯Û°¤È¤·¤Æ¤¤¤Æ¤¦¤Þ¤¯Æ°¤±¤Ê¤¤¡ª",m_name);
4346 #else
4347                 msg_format("You cannot control stunned %s!",m_name);
4348 #endif
4349                 oktomove = FALSE;
4350                 disturb(0, 0);
4351         }
4352
4353         /* Player can not walk through "walls" unless in wraith form...*/
4354         else if ((!cave_floor_bold(y, x)) &&
4355                 (!p_can_pass_walls))
4356         {
4357                 oktomove = FALSE;
4358
4359                 /* Disturb the player */
4360                 disturb(0, 0);
4361
4362                 /* Notice things in the dark */
4363                 if ((!(c_ptr->info & (CAVE_MARK))) &&
4364                     (p_ptr->blind || !(c_ptr->info & (CAVE_LITE))))
4365                 {
4366                         /* Rubble */
4367                         if (c_ptr->feat == FEAT_RUBBLE)
4368                         {
4369 #ifdef JP
4370                                 msg_print("´äÀФ¬¹Ô¤¯¼ê¤ò¤Ï¤Ð¤ó¤Ç¤¤¤ë¤è¤¦¤À¡£");
4371 #else
4372                                 msg_print("You feel some rubble blocking your way.");
4373 #endif
4374
4375                                 c_ptr->info |= (CAVE_MARK);
4376                                 lite_spot(y, x);
4377                         }
4378
4379                         /* Closed door */
4380                         else if (c_ptr->feat < FEAT_SECRET)
4381                         {
4382 #ifdef JP
4383                                 msg_print("¥É¥¢¤¬¹Ô¤¯¼ê¤ò¤Ï¤Ð¤ó¤Ç¤¤¤ë¤è¤¦¤À¡£");
4384 #else
4385                                 msg_print("You feel a closed door blocking your way.");
4386 #endif
4387
4388                                 c_ptr->info |= (CAVE_MARK);
4389                                 lite_spot(y, x);
4390                         }
4391
4392                         /* Wall (or secret door) */
4393                         else
4394                         {
4395 #ifdef JP
4396                                 msg_print("Êɤ¬¹Ô¤¯¼ê¤ò¤Ï¤Ð¤ó¤Ç¤¤¤ë¤è¤¦¤À¡£");
4397 #else
4398                                 msg_print("You feel a wall blocking your way.");
4399 #endif
4400
4401                                 c_ptr->info |= (CAVE_MARK);
4402                                 lite_spot(y, x);
4403                         }
4404                 }
4405
4406                 /* Notice things */
4407                 else
4408                 {
4409                         /* Rubble */
4410                         if (c_ptr->feat == FEAT_RUBBLE)
4411                         {
4412 #ifdef JP
4413                                 msg_print("´äÀФ¬¹Ô¤¯¼ê¤ò¤Ï¤Ð¤ó¤Ç¤¤¤ë¡£");
4414 #else
4415                                 msg_print("There is rubble blocking your way.");
4416 #endif
4417
4418
4419                                 if (!(p_ptr->confused || p_ptr->stun || p_ptr->image))
4420                                         energy_use = 0;
4421
4422                                 /*
4423                                  * Well, it makes sense that you lose time bumping into
4424                                  * a wall _if_ you are confused, stunned or blind; but
4425                                  * typing mistakes should not cost you a turn...
4426                                  */
4427                         }
4428                         /* Closed doors */
4429                         else if (c_ptr->feat < FEAT_SECRET)
4430                         {
4431 #ifdef ALLOW_EASY_OPEN
4432
4433                                 if (easy_open && easy_open_door(y, x)) return;
4434
4435 #endif /* ALLOW_EASY_OPEN */
4436
4437 #ifdef JP
4438                                 msg_print("¥É¥¢¤¬¹Ô¤¯¼ê¤ò¤Ï¤Ð¤ó¤Ç¤¤¤ë¡£");
4439 #else
4440                                 msg_print("There is a closed door blocking your way.");
4441 #endif
4442
4443
4444                                 if (!(p_ptr->confused || p_ptr->stun || p_ptr->image))
4445                                         energy_use = 0;
4446                         }
4447
4448                         /* Wall (or secret door) */
4449                         else
4450                         {
4451 #ifdef JP
4452                                 msg_print("Êɤ¬¹Ô¤¯¼ê¤ò¤Ï¤Ð¤ó¤Ç¤¤¤ë¡£");
4453 #else
4454                                 msg_print("There is a wall blocking your way.");
4455 #endif
4456
4457
4458                                 if (!(p_ptr->confused || p_ptr->stun || p_ptr->image))
4459                                         energy_use = 0;
4460                         }
4461                 }
4462
4463                 /* Sound */
4464                 sound(SOUND_HITWALL);
4465         }
4466
4467         /* Normal movement */
4468         if (!pattern_seq(py, px, y, x))
4469         {
4470                 if (!(p_ptr->confused || p_ptr->stun || p_ptr->image))
4471                 {
4472                         energy_use = 0;
4473                 }
4474
4475                 /* To avoid a loop with running */
4476                 disturb(0, 0);
4477
4478                 oktomove = FALSE;
4479         }
4480
4481         /* Normal movement */
4482         if (oktomove)
4483         {
4484                 int oy, ox;
4485
4486                 if (p_ptr->warning)
4487                 {
4488                         if(!process_frakir(x,y))
4489                         {
4490                                 energy_use = 25;
4491                                 return;
4492                         }
4493                 }
4494
4495                 if (do_past)
4496                 {
4497 #ifdef JP
4498                         msg_format("%s¤ò²¡¤·Âऱ¤¿¡£", m_name);
4499 #else
4500                         msg_format("You push past %s.", m_name);
4501 #endif
4502
4503                         m_ptr->fy = py;
4504                         m_ptr->fx = px;
4505                         cave[py][px].m_idx = c_ptr->m_idx;
4506                         c_ptr->m_idx = 0;
4507                         update_mon(cave[py][px].m_idx, TRUE);
4508                 }
4509
4510                 /* Change oldpx and oldpy to place the player well when going back to big mode */
4511                 if (p_ptr->wild_mode)
4512                 {
4513                         if(ddy[dir] > 0)  p_ptr->oldpy = 1;
4514                         if(ddy[dir] < 0)  p_ptr->oldpy = MAX_HGT - 2;
4515                         if(ddy[dir] == 0) p_ptr->oldpy = MAX_HGT / 2;
4516                         if(ddx[dir] > 0)  p_ptr->oldpx = 1;
4517                         if(ddx[dir] < 0)  p_ptr->oldpx = MAX_WID - 2;
4518                         if(ddx[dir] == 0) p_ptr->oldpx = MAX_WID / 2;
4519                 }
4520
4521                 /* Save old location */
4522                 oy = py;
4523                 ox = px;
4524
4525                 /* Move the player */
4526                 py = y;
4527                 px = x;
4528
4529                 if (p_ptr->riding && (r_info[m_list[p_ptr->riding].r_idx].flags2 & RF2_KILL_WALL))
4530                 {
4531                         if (cave[py][px].feat > FEAT_SECRET && cave[py][px].feat < FEAT_PERM_SOLID)
4532                         {
4533                                 /* Forget the wall */
4534                                 cave[py][px].info &= ~(CAVE_MARK);
4535
4536                                 /* Notice */
4537                                 cave_set_feat(py, px, floor_type[randint0(100)]);
4538                         }
4539                 }
4540                 if (music_singing(MUSIC_WALL))
4541                 {
4542                         project(0, 0, py, px,
4543                                 (60 + p_ptr->lev), GF_DISINTEGRATE, PROJECT_KILL | PROJECT_ITEM, -1);
4544                 }
4545                 else if (p_ptr->kill_wall)
4546                 {
4547                         if (cave_valid_bold(py, px) &&
4548                                 (cave[py][px].feat < FEAT_PATTERN_START ||
4549                                  cave[py][px].feat > FEAT_PATTERN_XTRA2) &&
4550                                 (cave[py][px].feat < FEAT_DEEP_WATER ||
4551                                  cave[py][px].feat > FEAT_GRASS))
4552                         {
4553                                 if (cave[py][px].feat == FEAT_TREES)
4554                                         cave_set_feat(py, px, FEAT_GRASS);
4555                                 else
4556                                 {
4557                                         cave[py][px].feat = floor_type[randint0(100)];
4558                                         cave[py][px].info &= ~(CAVE_MASK);
4559                                         cave[py][px].info |= CAVE_FLOOR;
4560                                 }
4561                         }
4562                                 /* Update some things -- similar to GF_KILL_WALL */
4563                         p_ptr->update |= (PU_VIEW | PU_LITE | PU_FLOW | PU_MONSTERS | PU_MON_LITE);
4564                 }
4565
4566                 /* Redraw new spot */
4567                 lite_spot(py, px);
4568
4569                 /* Redraw old spot */
4570                 lite_spot(oy, ox);
4571
4572                 /* Sound */
4573                 /* sound(SOUND_WALK); */
4574
4575                 /* Check for new panel (redraw map) */
4576                 verify_panel();
4577
4578                 /* For get everything when requested hehe I'm *NASTY* */
4579                 if (dun_level && (d_info[dungeon_type].flags1 & DF1_FORGET))
4580                 {
4581                         wiz_dark();
4582                 }
4583
4584                 if ((p_ptr->pclass == CLASS_NINJA))
4585                 {
4586                         if (c_ptr->info & (CAVE_GLOW)) set_superstealth(FALSE);
4587                         else if (p_ptr->cur_lite <= 0) set_superstealth(TRUE);
4588                 }
4589                 if ((p_ptr->action == ACTION_HAYAGAKE) && !cave_floor_bold(py, px))
4590                 {
4591 #ifdef JP
4592                         msg_print("¤³¤³¤Ç¤ÏÁÇÁ᤯ư¤±¤Ê¤¤¡£");
4593 #else
4594                         msg_print("You cannot run in wall.");
4595 #endif
4596                         set_action(ACTION_NONE);
4597                 }
4598
4599                 /* Update stuff */
4600                 p_ptr->update |= (PU_VIEW | PU_LITE | PU_FLOW | PU_MON_LITE);
4601
4602                 /* Update the monsters */
4603                 p_ptr->update |= (PU_DISTANCE);
4604
4605                 /* Window stuff */
4606                 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
4607
4608                 /* Spontaneous Searching */
4609                 if ((p_ptr->skill_fos >= 50) ||
4610                     (0 == randint0(50 - p_ptr->skill_fos)))
4611                 {
4612                         search();
4613                 }
4614
4615                 /* Continuous Searching */
4616                 if (p_ptr->action == ACTION_SEARCH)
4617                 {
4618                         search();
4619                 }
4620
4621                 /* Handle "objects" */
4622
4623 #ifdef ALLOW_EASY_DISARM /* TNB */
4624
4625                 carry(do_pickup != always_pickup);
4626
4627 #else /* ALLOW_EASY_DISARM -- TNB */
4628
4629                 carry(do_pickup);
4630
4631 #endif /* ALLOW_EASY_DISARM -- TNB */
4632
4633                 /* Handle "store doors" */
4634                 if (((c_ptr->feat >= FEAT_SHOP_HEAD) &&
4635                     (c_ptr->feat <= FEAT_SHOP_TAIL)) ||
4636                     (c_ptr->feat == FEAT_MUSEUM))
4637                 {
4638                         /* Disturb */
4639                         disturb(0, 0);
4640
4641                         energy_use = 0;
4642                         /* Hack -- Enter store */
4643                         command_new = 253;
4644                 }
4645
4646                 /* Handle "building doors" -KMW- */
4647                 else if ((c_ptr->feat >= FEAT_BLDG_HEAD) &&
4648                     (c_ptr->feat <= FEAT_BLDG_TAIL))
4649                 {
4650                         /* Disturb */
4651                         disturb(0, 0);
4652
4653                         energy_use = 0;
4654                         /* Hack -- Enter building */
4655                         command_new = 254;
4656                 }
4657
4658                 /* Handle quest areas -KMW- */
4659                 else if (cave[y][x].feat == FEAT_QUEST_ENTER)
4660                 {
4661                         /* Disturb */
4662                         disturb(0, 0);
4663
4664                         energy_use = 0;
4665                         /* Hack -- Enter quest level */
4666                         command_new = 255;
4667                 }
4668
4669                 else if (cave[y][x].feat == FEAT_QUEST_EXIT)
4670                 {
4671                         if (quest[p_ptr->inside_quest].type == QUEST_TYPE_FIND_EXIT)
4672                         {
4673                                 if (record_fix_quest) do_cmd_write_nikki(NIKKI_FIX_QUEST_C, p_ptr->inside_quest, NULL);
4674                                 quest[p_ptr->inside_quest].status = QUEST_STATUS_COMPLETED;
4675                                 quest[p_ptr->inside_quest].complev = (byte)p_ptr->lev;
4676 #ifdef JP
4677                                 msg_print("¥¯¥¨¥¹¥È¤òãÀ®¤·¤¿¡ª");
4678 #else
4679                                 msg_print("You accomplished your quest!");
4680 #endif
4681
4682                                 msg_print(NULL);
4683                         }
4684
4685                         leave_quest_check();
4686
4687                         p_ptr->inside_quest = cave[y][x].special;
4688                         dun_level = 0;
4689                         p_ptr->oldpx = 0;
4690                         p_ptr->oldpy = 0;
4691                         p_ptr->leaving = TRUE;
4692                 }
4693
4694                 /* Discover invisible traps */
4695                 else if (c_ptr->info & CAVE_TRAP)
4696                 {
4697                         /* Disturb */
4698                         disturb(0, 0);
4699
4700                         /* Message */
4701 #ifdef JP
4702                         msg_print("¥È¥é¥Ã¥×¤À¡ª");
4703 #else
4704                         msg_print("You found a trap!");
4705 #endif
4706
4707
4708                         /* Pick a trap */
4709                         pick_trap(py, px);
4710
4711                         /* Hit the trap */
4712                         hit_trap(break_trap);
4713                 }
4714
4715                 /* Set off an visible trap */
4716                 else if (is_trap(c_ptr->feat))
4717                 {
4718                         /* Disturb */
4719                         disturb(0, 0);
4720
4721                         /* Hit the trap */
4722                         hit_trap(break_trap);
4723                 }
4724         }
4725         if (p_ptr->riding)
4726         {
4727                 m_list[p_ptr->riding].fy = py;
4728                 m_list[p_ptr->riding].fx = px;
4729                 cave[py][px].m_idx = p_ptr->riding;
4730                 update_mon(cave[py][px].m_idx, TRUE);
4731                 p_ptr->update |= (PU_MON_LITE);
4732         }
4733 }
4734
4735
4736 /*
4737  * Hack -- Check for a "known wall" (see below)
4738  */
4739 static int see_wall(int dir, int y, int x)
4740 {
4741         /* Get the new location */
4742         y += ddy[dir];
4743         x += ddx[dir];
4744
4745         /* Illegal grids are not known walls */
4746         if (!in_bounds2(y, x)) return (FALSE);
4747
4748         /* Non-wall grids are not known walls */
4749         if (cave[y][x].feat < FEAT_SECRET) return (FALSE);
4750
4751         if ((cave[y][x].feat >= FEAT_DEEP_WATER) &&
4752             (cave[y][x].feat <= FEAT_GRASS)) return (FALSE);
4753
4754         if ((cave[y][x].feat >= FEAT_SHOP_HEAD) &&
4755             (cave[y][x].feat <= FEAT_SHOP_TAIL)) return (FALSE);
4756
4757         if (cave[y][x].feat == FEAT_DEEP_GRASS) return (FALSE);
4758         if (cave[y][x].feat == FEAT_FLOWER) return (FALSE);
4759
4760         if (cave[y][x].feat == FEAT_MUSEUM) return (FALSE);
4761
4762         if ((cave[y][x].feat >= FEAT_BLDG_HEAD) &&
4763             (cave[y][x].feat <= FEAT_BLDG_TAIL)) return (FALSE);
4764
4765 /*      if (cave[y][x].feat == FEAT_TREES) return (FALSE); */
4766
4767         /* Must be known to the player */
4768         if (!(cave[y][x].info & (CAVE_MARK))) return (FALSE);
4769
4770         if (cave[y][x].feat >= FEAT_TOWN) return (FALSE);
4771
4772         /* Default */
4773         return (TRUE);
4774 }
4775
4776
4777 /*
4778  * Hack -- Check for an "unknown corner" (see below)
4779  */
4780 static int see_nothing(int dir, int y, int x)
4781 {
4782         /* Get the new location */
4783         y += ddy[dir];
4784         x += ddx[dir];
4785
4786         /* Illegal grids are unknown */
4787         if (!in_bounds2(y, x)) return (TRUE);
4788
4789         /* Memorized grids are always known */
4790         if (cave[y][x].info & (CAVE_MARK)) return (FALSE);
4791
4792         /* Non-floor grids are unknown */
4793         if (!cave_floor_bold(y, x)) return (TRUE);
4794
4795         /* Viewable door/wall grids are known */
4796         if (player_can_see_bold(y, x)) return (FALSE);
4797
4798         /* Default */
4799         return (TRUE);
4800 }
4801
4802
4803
4804
4805
4806 /*
4807  * The running algorithm:                       -CJS-
4808  *
4809  * In the diagrams below, the player has just arrived in the
4810  * grid marked as '@', and he has just come from a grid marked
4811  * as 'o', and he is about to enter the grid marked as 'x'.
4812  *
4813  * Of course, if the "requested" move was impossible, then you
4814  * will of course be blocked, and will stop.
4815  *
4816  * Overview: You keep moving until something interesting happens.
4817  * If you are in an enclosed space, you follow corners. This is
4818  * the usual corridor scheme. If you are in an open space, you go
4819  * straight, but stop before entering enclosed space. This is
4820  * analogous to reaching doorways. If you have enclosed space on
4821  * one side only (that is, running along side a wall) stop if
4822  * your wall opens out, or your open space closes in. Either case
4823  * corresponds to a doorway.
4824  *
4825  * What happens depends on what you can really SEE. (i.e. if you
4826  * have no light, then running along a dark corridor is JUST like
4827  * running in a dark room.) The algorithm works equally well in
4828  * corridors, rooms, mine tailings, earthquake rubble, etc, etc.
4829  *
4830  * These conditions are kept in static memory:
4831  * find_openarea         You are in the open on at least one
4832  * side.
4833  * find_breakleft        You have a wall on the left, and will
4834  * stop if it opens
4835  * find_breakright       You have a wall on the right, and will
4836  * stop if it opens
4837  *
4838  * To initialize these conditions, we examine the grids adjacent
4839  * to the grid marked 'x', two on each side (marked 'L' and 'R').
4840  * If either one of the two grids on a given side is seen to be
4841  * closed, then that side is considered to be closed. If both
4842  * sides are closed, then it is an enclosed (corridor) run.
4843  *
4844  * LL           L
4845  * @x          LxR
4846  * RR          @R
4847  *
4848  * Looking at more than just the immediate squares is
4849  * significant. Consider the following case. A run along the
4850  * corridor will stop just before entering the center point,
4851  * because a choice is clearly established. Running in any of
4852  * three available directions will be defined as a corridor run.
4853  * Note that a minor hack is inserted to make the angled corridor
4854  * entry (with one side blocked near and the other side blocked
4855  * further away from the runner) work correctly. The runner moves
4856  * diagonally, but then saves the previous direction as being
4857  * straight into the gap. Otherwise, the tail end of the other
4858  * entry would be perceived as an alternative on the next move.
4859  *
4860  * #.#
4861  * ##.##
4862  * .@x..
4863  * ##.##
4864  * #.#
4865  *
4866  * Likewise, a run along a wall, and then into a doorway (two
4867  * runs) will work correctly. A single run rightwards from @ will
4868  * stop at 1. Another run right and down will enter the corridor
4869  * and make the corner, stopping at the 2.
4870  *
4871  * #@x    1
4872  * ########### ######
4873  * 2        #
4874  * #############
4875  * #
4876  *
4877  * After any move, the function area_affect is called to
4878  * determine the new surroundings, and the direction of
4879  * subsequent moves. It examines the current player location
4880  * (at which the runner has just arrived) and the previous
4881  * direction (from which the runner is considered to have come).
4882  *
4883  * Moving one square in some direction places you adjacent to
4884  * three or five new squares (for straight and diagonal moves
4885  * respectively) to which you were not previously adjacent,
4886  * marked as '!' in the diagrams below.
4887  *
4888  * ...!   ...
4889  * .o@!   .o.!
4890  * ...!   ..@!
4891  * !!!
4892  *
4893  * You STOP if any of the new squares are interesting in any way:
4894  * for example, if they contain visible monsters or treasure.
4895  *
4896  * You STOP if any of the newly adjacent squares seem to be open,
4897  * and you are also looking for a break on that side. (that is,
4898  * find_openarea AND find_break).
4899  *
4900  * You STOP if any of the newly adjacent squares do NOT seem to be
4901  * open and you are in an open area, and that side was previously
4902  * entirely open.
4903  *
4904  * Corners: If you are not in the open (i.e. you are in a corridor)
4905  * and there is only one way to go in the new squares, then turn in
4906  * that direction. If there are more than two new ways to go, STOP.
4907  * If there are two ways to go, and those ways are separated by a
4908  * square which does not seem to be open, then STOP.
4909  *
4910  * Otherwise, we have a potential corner. There are two new open
4911  * squares, which are also adjacent. One of the new squares is
4912  * diagonally located, the other is straight on (as in the diagram).
4913  * We consider two more squares further out (marked below as ?).
4914  *
4915  * We assign "option" to the straight-on grid, and "option2" to the
4916  * diagonal grid, and "check_dir" to the grid marked 's'.
4917  *
4918  * .s
4919  * @x?
4920  * #?
4921  *
4922  * If they are both seen to be closed, then it is seen that no
4923  * benefit is gained from moving straight. It is a known corner.
4924  * To cut the corner, go diagonally, otherwise go straight, but
4925  * pretend you stepped diagonally into that next location for a
4926  * full view next time. Conversely, if one of the ? squares is
4927  * not seen to be closed, then there is a potential choice. We check
4928  * to see whether it is a potential corner or an intersection/room entrance.
4929  * If the square two spaces straight ahead, and the space marked with 's'
4930  * are both blank, then it is a potential corner and enter if find_examine
4931  * is set, otherwise must stop because it is not a corner.
4932  */
4933
4934
4935
4936
4937 /*
4938  * Hack -- allow quick "cycling" through the legal directions
4939  */
4940 static byte cycle[] =
4941 { 1, 2, 3, 6, 9, 8, 7, 4, 1, 2, 3, 6, 9, 8, 7, 4, 1 };
4942
4943 /*
4944  * Hack -- map each direction into the "middle" of the "cycle[]" array
4945  */
4946 static byte chome[] =
4947 { 0, 8, 9, 10, 7, 0, 11, 6, 5, 4 };
4948
4949 /*
4950  * The direction we are running
4951  */
4952 static byte find_current;
4953
4954 /*
4955  * The direction we came from
4956  */
4957 static byte find_prevdir;
4958
4959 /*
4960  * We are looking for open area
4961  */
4962 static bool find_openarea;
4963
4964 /*
4965  * We are looking for a break
4966  */
4967 static bool find_breakright;
4968 static bool find_breakleft;
4969
4970
4971
4972 /*
4973  * Initialize the running algorithm for a new direction.
4974  *
4975  * Diagonal Corridor -- allow diaginal entry into corridors.
4976  *
4977  * Blunt Corridor -- If there is a wall two spaces ahead and
4978  * we seem to be in a corridor, then force a turn into the side
4979  * corridor, must be moving straight into a corridor here. ???
4980  *
4981  * Diagonal Corridor    Blunt Corridor (?)
4982  *       # #                  #
4983  *       #x#                 @x#
4984  *       @p.                  p
4985  */
4986 static void run_init(int dir)
4987 {
4988         int             row, col, deepleft, deepright;
4989         int             i, shortleft, shortright;
4990
4991
4992         /* Save the direction */
4993         find_current = dir;
4994
4995         /* Assume running straight */
4996         find_prevdir = dir;
4997
4998         /* Assume looking for open area */
4999         find_openarea = TRUE;
5000
5001         /* Assume not looking for breaks */
5002         find_breakright = find_breakleft = FALSE;
5003
5004         /* Assume no nearby walls */
5005         deepleft = deepright = FALSE;
5006         shortright = shortleft = FALSE;
5007
5008         p_ptr->run_py = py;
5009         p_ptr->run_px = px;
5010
5011         /* Find the destination grid */
5012         row = py + ddy[dir];
5013         col = px + ddx[dir];
5014
5015         /* Extract cycle index */
5016         i = chome[dir];
5017
5018         /* Check for walls */
5019         if (see_wall(cycle[i+1], py, px))
5020         {
5021                 find_breakleft = TRUE;
5022                 shortleft = TRUE;
5023         }
5024         else if (see_wall(cycle[i+1], row, col))
5025         {
5026                 find_breakleft = TRUE;
5027                 deepleft = TRUE;
5028         }
5029
5030         /* Check for walls */
5031         if (see_wall(cycle[i-1], py, px))
5032         {
5033                 find_breakright = TRUE;
5034                 shortright = TRUE;
5035         }
5036         else if (see_wall(cycle[i-1], row, col))
5037         {
5038                 find_breakright = TRUE;
5039                 deepright = TRUE;
5040         }
5041
5042         /* Looking for a break */
5043         if (find_breakleft && find_breakright)
5044         {
5045                 /* Not looking for open area */
5046                 find_openarea = FALSE;
5047
5048                 /* Hack -- allow angled corridor entry */
5049                 if (dir & 0x01)
5050                 {
5051                         if (deepleft && !deepright)
5052                         {
5053                                 find_prevdir = cycle[i - 1];
5054                         }
5055                         else if (deepright && !deepleft)
5056                         {
5057                                 find_prevdir = cycle[i + 1];
5058                         }
5059                 }
5060
5061                 /* Hack -- allow blunt corridor entry */
5062                 else if (see_wall(cycle[i], row, col))
5063                 {
5064                         if (shortleft && !shortright)
5065                         {
5066                                 find_prevdir = cycle[i - 2];
5067                         }
5068                         else if (shortright && !shortleft)
5069                         {
5070                                 find_prevdir = cycle[i + 2];
5071                         }
5072                 }
5073         }
5074 }
5075
5076
5077 /*
5078  * Update the current "run" path
5079  *
5080  * Return TRUE if the running should be stopped
5081  */
5082 static bool run_test(void)
5083 {
5084         int         prev_dir, new_dir, check_dir = 0;
5085         int         row, col;
5086         int         i, max, inv;
5087         int         option = 0, option2 = 0;
5088         cave_type   *c_ptr;
5089
5090         /* Where we came from */
5091         prev_dir = find_prevdir;
5092
5093
5094         /* Range of newly adjacent grids */
5095         max = (prev_dir & 0x01) + 1;
5096
5097
5098         /* Look at every newly adjacent square. */
5099         for (i = -max; i <= max; i++)
5100         {
5101                 s16b this_o_idx, next_o_idx = 0;
5102
5103
5104                 /* New direction */
5105                 new_dir = cycle[chome[prev_dir] + i];
5106
5107                 /* New location */
5108                 row = py + ddy[new_dir];
5109                 col = px + ddx[new_dir];
5110
5111                 /* Access grid */
5112                 c_ptr = &cave[row][col];
5113
5114
5115                 /* Visible monsters abort running */
5116                 if (c_ptr->m_idx)
5117                 {
5118                         monster_type *m_ptr = &m_list[c_ptr->m_idx];
5119
5120                         /* Visible monster */
5121                         if (m_ptr->ml) return (TRUE);
5122                 }
5123
5124                 /* Visible objects abort running */
5125                 for (this_o_idx = c_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
5126                 {
5127                         object_type *o_ptr;
5128
5129                         /* Acquire object */
5130                         o_ptr = &o_list[this_o_idx];
5131
5132                         /* Acquire next object */
5133                         next_o_idx = o_ptr->next_o_idx;
5134
5135                         /* Visible object */
5136                         if (o_ptr->marked) return (TRUE);
5137                 }
5138
5139
5140                 /* Assume unknown */
5141                 inv = TRUE;
5142
5143                 /* Check memorized grids */
5144                 if (c_ptr->info & (CAVE_MARK))
5145                 {
5146                         bool notice = TRUE;
5147
5148                         /* Examine the terrain */
5149                         switch (c_ptr->feat)
5150                         {
5151                                 /* Floors */
5152                                 case FEAT_FLOOR:
5153
5154                                 /* Invis traps */
5155                                 case FEAT_INVIS:
5156
5157                                 /* Secret doors */
5158                                 case FEAT_SECRET:
5159
5160                                 /* Normal veins */
5161                                 case FEAT_MAGMA:
5162                                 case FEAT_QUARTZ:
5163
5164                                 /* Hidden treasure */
5165                                 case FEAT_MAGMA_H:
5166                                 case FEAT_QUARTZ_H:
5167
5168                                 /* Walls */
5169                                 case FEAT_WALL_EXTRA:
5170                                 case FEAT_WALL_INNER:
5171                                 case FEAT_WALL_OUTER:
5172                                 case FEAT_WALL_SOLID:
5173                                 case FEAT_PERM_EXTRA:
5174                                 case FEAT_PERM_INNER:
5175                                 case FEAT_PERM_OUTER:
5176                                 case FEAT_PERM_SOLID:
5177                                 /* dirt, grass, trees, ... */
5178                                 case FEAT_SHAL_WATER:
5179                                 case FEAT_DIRT:
5180                                 case FEAT_GRASS:
5181                                 case FEAT_DEEP_GRASS:
5182                                 case FEAT_FLOWER:
5183                                 case FEAT_DARK_PIT:
5184                                 case FEAT_TREES:
5185                                 case FEAT_MOUNTAIN:
5186                                 {
5187                                         /* Ignore */
5188                                         notice = FALSE;
5189
5190                                         /* Done */
5191                                         break;
5192                                 }
5193
5194                                 /* quest features */
5195                                 case FEAT_QUEST_ENTER:
5196                                 case FEAT_QUEST_EXIT:
5197                                 {
5198                                         /* Notice */
5199                                         notice = TRUE;
5200
5201                                         /* Done */
5202                                         break;
5203                                 }
5204
5205                                 case FEAT_DEEP_LAVA:
5206                                 case FEAT_SHAL_LAVA:
5207                                 {
5208                                         /* Ignore */
5209                                         if (p_ptr->invuln || p_ptr->immune_fire) notice = FALSE;
5210
5211                                         /* Done */
5212                                         break;
5213                                 }
5214
5215                                 case FEAT_DEEP_WATER:
5216                                 {
5217                                         /* Ignore */
5218                                         if (p_ptr->ffall || p_ptr->total_weight<= (((u32b)adj_str_wgt[p_ptr->stat_ind[A_STR]]*(p_ptr->pclass == CLASS_BERSERKER ? 150 : 100))/2)) notice = FALSE;
5219
5220                                         /* Done */
5221                                         break;
5222                                 }
5223
5224                                 /* Open doors */
5225                                 case FEAT_OPEN:
5226                                 case FEAT_BROKEN:
5227                                 {
5228                                         /* Option -- ignore */
5229                                         if (find_ignore_doors) notice = FALSE;
5230
5231                                         /* Done */
5232                                         break;
5233                                 }
5234
5235                                 /* Stairs */
5236                                 case FEAT_LESS:
5237                                 case FEAT_MORE:
5238                                 case FEAT_LESS_LESS:
5239                                 case FEAT_MORE_MORE:
5240                                 case FEAT_ENTRANCE:
5241                                 {
5242                                         /* Option -- ignore */
5243                                         if (find_ignore_stairs) notice = FALSE;
5244
5245                                         /* Done */
5246                                         break;
5247                                 }
5248                         }
5249
5250                         /* Interesting feature */
5251                         if (notice) return (TRUE);
5252
5253                         /* The grid is "visible" */
5254                         inv = FALSE;
5255                 }
5256
5257                 /* Analyze unknown grids and floors */
5258 /*              if (inv || cave_floor_bold(row, col) || */
5259 /*                  (cave[row][col].feat == FEAT_TREES)) */
5260                 if (inv || cave_floor_bold(row, col))
5261                 {
5262                         /* Looking for open area */
5263                         if (find_openarea)
5264                         {
5265                                 /* Nothing */
5266                         }
5267
5268                         /* The first new direction. */
5269                         else if (!option)
5270                         {
5271                                 option = new_dir;
5272                         }
5273
5274                         /* Three new directions. Stop running. */
5275                         else if (option2)
5276                         {
5277                                 return (TRUE);
5278                         }
5279
5280                         /* Two non-adjacent new directions.  Stop running. */
5281                         else if (option != cycle[chome[prev_dir] + i - 1])
5282                         {
5283                                 return (TRUE);
5284                         }
5285
5286                         /* Two new (adjacent) directions (case 1) */
5287                         else if (new_dir & 0x01)
5288                         {
5289                                 check_dir = cycle[chome[prev_dir] + i - 2];
5290                                 option2 = new_dir;
5291                         }
5292
5293                         /* Two new (adjacent) directions (case 2) */
5294                         else
5295                         {
5296                                 check_dir = cycle[chome[prev_dir] + i + 1];
5297                                 option2 = option;
5298                                 option = new_dir;
5299                         }
5300                 }
5301
5302                 /* Obstacle, while looking for open area */
5303                 else
5304                 {
5305                         if (find_openarea)
5306                         {
5307                                 if (i < 0)
5308                                 {
5309                                         /* Break to the right */
5310                                         find_breakright = TRUE;
5311                                 }
5312
5313                                 else if (i > 0)
5314                                 {
5315                                         /* Break to the left */
5316                                         find_breakleft = TRUE;
5317                                 }
5318                         }
5319                 }
5320         }
5321
5322
5323         /* Looking for open area */
5324         if (find_openarea)
5325         {
5326                 /* Hack -- look again */
5327                 for (i = -max; i < 0; i++)
5328                 {
5329                         new_dir = cycle[chome[prev_dir] + i];
5330
5331                         row = py + ddy[new_dir];
5332                         col = px + ddx[new_dir];
5333
5334                         /* Access grid */
5335                         c_ptr = &cave[row][col];
5336
5337                         /* Unknown grid or non-wall XXX XXX XXX cave_floor_grid(c_ptr)) */
5338                         if (!(c_ptr->info & (CAVE_MARK)) ||
5339                             ((c_ptr->feat < FEAT_SECRET) ||
5340                              (c_ptr->feat == FEAT_FLOWER) ||
5341                              (c_ptr->feat == FEAT_DEEP_GRASS) ||
5342                             ((c_ptr->feat >= FEAT_DEEP_WATER) &&
5343                                  (c_ptr->feat <= FEAT_GRASS))))
5344
5345                         {
5346                                 /* Looking to break right */
5347                                 if (find_breakright)
5348                                 {
5349                                         return (TRUE);
5350                                 }
5351                         }
5352
5353                         /* Obstacle */
5354                         else
5355                         {
5356                                 /* Looking to break left */
5357                                 if (find_breakleft)
5358                                 {
5359                                         return (TRUE);
5360                                 }
5361                         }
5362                 }
5363
5364                 /* Hack -- look again */
5365                 for (i = max; i > 0; i--)
5366                 {
5367                         new_dir = cycle[chome[prev_dir] + i];
5368
5369                         row = py + ddy[new_dir];
5370                         col = px + ddx[new_dir];
5371
5372                         /* Access grid */
5373                         c_ptr = &cave[row][col];
5374
5375                         /* Unknown grid or non-wall XXX XXX XXX cave_floor_grid(c_ptr)) */
5376                         if (!(c_ptr->info & (CAVE_MARK)) ||
5377                             ((c_ptr->feat < FEAT_SECRET) ||
5378                              (c_ptr->feat == FEAT_FLOWER) ||
5379                              (c_ptr->feat == FEAT_DEEP_GRASS) ||
5380                             ((c_ptr->feat >= FEAT_DEEP_WATER) &&
5381                                  (c_ptr->feat <= FEAT_GRASS))))
5382
5383                         {
5384                                 /* Looking to break left */
5385                                 if (find_breakleft)
5386                                 {
5387                                         return (TRUE);
5388                                 }
5389                         }
5390
5391                         /* Obstacle */
5392                         else
5393                         {
5394                                 /* Looking to break right */
5395                                 if (find_breakright)
5396                                 {
5397                                         return (TRUE);
5398                                 }
5399                         }
5400                 }
5401         }
5402
5403
5404         /* Not looking for open area */
5405         else
5406         {
5407                 /* No options */
5408                 if (!option)
5409                 {
5410                         return (TRUE);
5411                 }
5412
5413                 /* One option */
5414                 else if (!option2)
5415                 {
5416                         /* Primary option */
5417                         find_current = option;
5418
5419                         /* No other options */
5420                         find_prevdir = option;
5421                 }
5422
5423                 /* Two options, examining corners */
5424                 else if (find_examine && !find_cut)
5425                 {
5426                         /* Primary option */
5427                         find_current = option;
5428
5429                         /* Hack -- allow curving */
5430                         find_prevdir = option2;
5431                 }
5432
5433                 /* Two options, pick one */
5434                 else
5435                 {
5436                         /* Get next location */
5437                         row = py + ddy[option];
5438                         col = px + ddx[option];
5439
5440                         /* Don't see that it is closed off. */
5441                         /* This could be a potential corner or an intersection. */
5442                         if (!see_wall(option, row, col) ||
5443                             !see_wall(check_dir, row, col))
5444                         {
5445                                 /* Can not see anything ahead and in the direction we */
5446                                 /* are turning, assume that it is a potential corner. */
5447                                 if (find_examine &&
5448                                     see_nothing(option, row, col) &&
5449                                     see_nothing(option2, row, col))
5450                                 {
5451                                         find_current = option;
5452                                         find_prevdir = option2;
5453                                 }
5454
5455                                 /* STOP: we are next to an intersection or a room */
5456                                 else
5457                                 {
5458                                         return (TRUE);
5459                                 }
5460                         }
5461
5462                         /* This corner is seen to be enclosed; we cut the corner. */
5463                         else if (find_cut)
5464                         {
5465                                 find_current = option2;
5466                                 find_prevdir = option2;
5467                         }
5468
5469                         /* This corner is seen to be enclosed, and we */
5470                         /* deliberately go the long way. */
5471                         else
5472                         {
5473                                 find_current = option;
5474                                 find_prevdir = option2;
5475                         }
5476                 }
5477         }
5478
5479
5480         /* About to hit a known wall, stop */
5481         if (see_wall(find_current, py, px))
5482         {
5483                 return (TRUE);
5484         }
5485
5486
5487         /* Failure */
5488         return (FALSE);
5489 }
5490
5491
5492
5493 /*
5494  * Take one step along the current "run" path
5495  */
5496 void run_step(int dir)
5497 {
5498         /* Start running */
5499         if (dir)
5500         {
5501                 /* Hack -- do not start silly run */
5502                 if (see_wall(dir, py, px) &&
5503                    (cave[py+ddy[dir]][px+ddx[dir]].feat != FEAT_TREES))
5504                 {
5505                         /* Message */
5506 #ifdef JP
5507                         msg_print("¤½¤ÎÊý¸þ¤Ë¤Ï¹Ô¤±¤Þ¤»¤ó¡£");
5508 #else
5509                         msg_print("You cannot run in that direction.");
5510 #endif
5511
5512
5513                         /* Disturb */
5514                         disturb(0, 0);
5515
5516                         /* Done */
5517                         return;
5518                 }
5519
5520                 /* Calculate torch radius */
5521                 p_ptr->update |= (PU_TORCH);
5522
5523                 /* Initialize */
5524                 run_init(dir);
5525         }
5526
5527         /* Keep running */
5528         else
5529         {
5530                 /* Update run */
5531                 if (run_test())
5532                 {
5533                         /* Disturb */
5534                         disturb(0, 0);
5535
5536                         /* Done */
5537                         return;
5538                 }
5539         }
5540
5541         /* Decrease the run counter */
5542         if (--running <= 0) return;
5543
5544         /* Take time */
5545         energy_use = 100;
5546
5547         /* Move the player, using the "pickup" flag */
5548 #ifdef ALLOW_EASY_DISARM /* TNB */
5549
5550         move_player(find_current, FALSE, FALSE);
5551
5552 #else /* ALLOW_EASY_DISARM -- TNB */
5553
5554         move_player(find_current, always_pickup, FALSE);
5555
5556 #endif /* ALLOW_EASY_DISARM -- TNB */
5557
5558         if ((py == p_ptr->run_py) && (px == p_ptr->run_px))
5559         {
5560                 p_ptr->run_py = 0;
5561                 p_ptr->run_px = 0;
5562                 disturb(0, 0);
5563         }
5564 }