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Modify travel command
[hengband/hengband.git] / src / cmd1.c
1 /* File: cmd1.c */
2
3 /*
4  * Copyright (c) 1997 Ben Harrison, James E. Wilson, Robert A. Koeneke
5  *
6  * This software may be copied and distributed for educational, research,
7  * and not for profit purposes provided that this copyright and statement
8  * are included in all such copies.  Other copyrights may also apply.
9  */
10
11 /* Purpose: Movement commands (part 1) */
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 = ((p_ptr->to_h_b + plus) * 4) + (p_ptr->lev * 2);
92
93         /* Snipers can shot more critically with crossbows */
94         if (p_ptr->concent) i += ((i * p_ptr->concent) / 5);
95         if ((p_ptr->pclass == CLASS_SNIPER) && (p_ptr->tval_ammo == TV_BOLT)) i *= 2;
96
97         /* Critical hit */
98         if (randint1(5000) <= i)
99         {
100                 k = weight * randint1(500);
101
102                 if (k < 900)
103                 {
104 #ifdef JP
105                         msg_print("¼ê¤´¤¿¤¨¤¬¤¢¤Ã¤¿¡ª");
106 #else
107                         msg_print("It was a good hit!");
108 #endif
109
110                         dam += (dam / 2);
111                 }
112                 else if (k < 1350)
113                 {
114 #ifdef JP
115                         msg_print("¤«¤Ê¤ê¤Î¼ê¤´¤¿¤¨¤¬¤¢¤Ã¤¿¡ª");
116 #else
117                         msg_print("It was a great hit!");
118 #endif
119
120                         dam *= 2;
121                 }
122                 else
123                 {
124 #ifdef JP
125                         msg_print("²ñ¿´¤Î°ì·â¤À¡ª");
126 #else
127                         msg_print("It was a superb hit!");
128 #endif
129
130                         dam *= 3;
131                 }
132         }
133
134         return (dam);
135 }
136
137
138
139 /*
140  * Critical hits (by player)
141  *
142  * Factor in weapon weight, total plusses, player level.
143  */
144 s16b critical_norm(int weight, int plus, int dam, s16b meichuu, int mode)
145 {
146         int i, k;
147
148         /* Extract "blow" power */
149         i = (weight + (meichuu * 3 + plus * 5) + (p_ptr->lev * 3));
150
151         /* Chance */
152         if ((randint1((p_ptr->pclass == CLASS_NINJA) ? 4444 : 5000) <= i) || (mode == HISSATSU_MAJIN) || (mode == HISSATSU_3DAN))
153         {
154                 k = weight + randint1(650);
155                 if ((mode == HISSATSU_MAJIN) || (mode == HISSATSU_3DAN)) k+= randint1(650);
156
157                 if (k < 400)
158                 {
159 #ifdef JP
160                         msg_print("¼ê¤´¤¿¤¨¤¬¤¢¤Ã¤¿¡ª");
161 #else
162                         msg_print("It was a good hit!");
163 #endif
164
165                         dam = 2 * dam + 5;
166                 }
167                 else if (k < 700)
168                 {
169 #ifdef JP
170                         msg_print("¤«¤Ê¤ê¤Î¼ê¤´¤¿¤¨¤¬¤¢¤Ã¤¿¡ª");
171 #else
172                         msg_print("It was a great hit!");
173 #endif
174
175                         dam = 2 * dam + 10;
176                 }
177                 else if (k < 900)
178                 {
179 #ifdef JP
180                         msg_print("²ñ¿´¤Î°ì·â¤À¡ª");
181 #else
182                         msg_print("It was a superb hit!");
183 #endif
184
185                         dam = 3 * dam + 15;
186                 }
187                 else if (k < 1300)
188                 {
189 #ifdef JP
190                         msg_print("ºÇ¹â¤Î²ñ¿´¤Î°ì·â¤À¡ª");
191 #else
192                         msg_print("It was a *GREAT* hit!");
193 #endif
194
195                         dam = 3 * dam + 20;
196                 }
197                 else
198                 {
199 #ifdef JP
200                         msg_print("ÈæÎà¤Ê¤­ºÇ¹â¤Î²ñ¿´¤Î°ì·â¤À¡ª");
201 #else
202                         msg_print("It was a *SUPERB* hit!");
203 #endif
204
205                         dam = ((7 * dam) / 2) + 25;
206                 }
207         }
208
209         return (dam);
210 }
211
212
213
214 static int mult_slaying(int mult, const u32b* flgs, const monster_type* m_ptr)
215 {
216         static const struct slay_table_t {
217                 int slay_flag;
218                 u32b affect_race_flag;
219                 int slay_mult;
220                 size_t flag_offset;
221                 size_t r_flag_offset;
222         } slay_table[] = {
223 #define OFFSET(X) offsetof(monster_race, X)
224                 {TR_SLAY_ANIMAL, RF3_ANIMAL, 25, OFFSET(flags3), OFFSET(r_flags3)},
225                 {TR_KILL_ANIMAL, RF3_ANIMAL, 40, OFFSET(flags3), OFFSET(r_flags3)},
226                 {TR_SLAY_EVIL,   RF3_EVIL,   20, OFFSET(flags3), OFFSET(r_flags3)},
227                 {TR_KILL_EVIL,   RF3_EVIL,   35, OFFSET(flags3), OFFSET(r_flags3)},
228                 {TR_SLAY_GOOD,   RF3_GOOD,   20, OFFSET(flags3), OFFSET(r_flags3)},
229                 {TR_KILL_GOOD,   RF3_GOOD,   35, OFFSET(flags3), OFFSET(r_flags3)},
230                 {TR_SLAY_HUMAN,  RF2_HUMAN,  25, OFFSET(flags2), OFFSET(r_flags2)},
231                 {TR_KILL_HUMAN,  RF2_HUMAN,  40, OFFSET(flags2), OFFSET(r_flags2)},
232                 {TR_SLAY_UNDEAD, RF3_UNDEAD, 30, OFFSET(flags3), OFFSET(r_flags3)},
233                 {TR_KILL_UNDEAD, RF3_UNDEAD, 50, OFFSET(flags3), OFFSET(r_flags3)},
234                 {TR_SLAY_DEMON,  RF3_DEMON,  30, OFFSET(flags3), OFFSET(r_flags3)},
235                 {TR_KILL_DEMON,  RF3_DEMON,  50, OFFSET(flags3), OFFSET(r_flags3)},
236                 {TR_SLAY_ORC,    RF3_ORC,    30, OFFSET(flags3), OFFSET(r_flags3)},
237                 {TR_KILL_ORC,    RF3_ORC,    50, OFFSET(flags3), OFFSET(r_flags3)},
238                 {TR_SLAY_TROLL,  RF3_TROLL,  30, OFFSET(flags3), OFFSET(r_flags3)},
239                 {TR_KILL_TROLL,  RF3_TROLL,  50, OFFSET(flags3), OFFSET(r_flags3)},
240                 {TR_SLAY_GIANT,  RF3_GIANT,  30, OFFSET(flags3), OFFSET(r_flags3)},
241                 {TR_KILL_GIANT,  RF3_GIANT,  50, OFFSET(flags3), OFFSET(r_flags3)},
242                 {TR_SLAY_DRAGON, RF3_DRAGON, 30, OFFSET(flags3), OFFSET(r_flags3)},
243                 {TR_KILL_DRAGON, RF3_DRAGON, 50, OFFSET(flags3), OFFSET(r_flags3)},
244 #undef OFFSET
245         };
246         int i;
247         monster_race* r_ptr = &r_info[m_ptr->r_idx];
248
249         for (i = 0; i < sizeof(slay_table) / sizeof(slay_table[0]); ++ i)
250         {
251                 const struct slay_table_t* p = &slay_table[i];
252
253                 if ((have_flag(flgs, p->slay_flag)) &&
254                     (*(u32b*)(((char*)r_ptr) + p->flag_offset) & p->affect_race_flag))
255                 {
256                         if (is_original_ap_and_seen(m_ptr))
257                         {
258                                 *(u32b*)(((char*)r_ptr) + p->r_flag_offset) |= p->affect_race_flag;
259                         }
260
261                         mult = MAX(mult, p->slay_mult);
262                 }
263         }
264
265         return mult;
266 }
267
268 static int mult_brand(int mult, const u32b* flgs, const monster_type* m_ptr)
269 {
270         static const struct brand_table_t {
271                 int brand_flag;
272                 u32b resist_mask;
273                 u32b hurt_flag;
274         } brand_table[] = {
275                 {TR_BRAND_ACID, RFR_EFF_IM_ACID_MASK, 0U           },
276                 {TR_BRAND_ELEC, RFR_EFF_IM_ELEC_MASK, 0U           },
277                 {TR_BRAND_FIRE, RFR_EFF_IM_FIRE_MASK, RF3_HURT_FIRE},
278                 {TR_BRAND_COLD, RFR_EFF_IM_COLD_MASK, RF3_HURT_COLD},
279                 {TR_BRAND_POIS, RFR_EFF_IM_POIS_MASK, 0U           },
280         };
281         int i;
282         monster_race* r_ptr = &r_info[m_ptr->r_idx];
283
284         for (i = 0; i < sizeof(brand_table) / sizeof(brand_table[0]); ++ i)
285         {
286                 const struct brand_table_t* p = &brand_table[i];
287
288                 if (have_flag(flgs, p->brand_flag))
289                 {
290                         /* Notice immunity */
291                         if (r_ptr->flagsr & p->resist_mask)
292                         {
293                                 if (is_original_ap_and_seen(m_ptr))
294                                 {
295                                         r_ptr->r_flagsr |= (r_ptr->flagsr & p->resist_mask);
296                                 }
297                         }
298
299                         /* Otherwise, take the damage */
300                         else if (r_ptr->flags3 & p->hurt_flag)
301                         {
302                                 if (is_original_ap_and_seen(m_ptr))
303                                 {
304                                         r_ptr->r_flags3 |= p->hurt_flag;
305                                 }
306
307                                 mult = MAX(mult, 50);
308                         }
309                         else
310                         {
311                                 mult = MAX(mult, 25);
312                         }
313                 }
314         }
315
316         return mult;
317 }
318 /*
319  * Extract the "total damage" from a given object hitting a given monster.
320  *
321  * Note that "flasks of oil" do NOT do fire damage, although they
322  * certainly could be made to do so.  XXX XXX
323  *
324  * Note that most brands and slays are x3, except Slay Animal (x2),
325  * Slay Evil (x2), and Kill dragon (x5).
326  */
327 s16b tot_dam_aux(object_type *o_ptr, int tdam, monster_type *m_ptr, int mode, bool thrown)
328 {
329         int mult = 10;
330
331         u32b flgs[TR_FLAG_SIZE];
332
333         /* Extract the flags */
334         object_flags(o_ptr, flgs);
335         torch_flags(o_ptr, flgs); /* torches has secret flags */
336
337         if (!thrown)
338         {
339                 /* Magical Swords */
340                 if (p_ptr->special_attack & (ATTACK_ACID)) add_flag(flgs, TR_BRAND_ACID);
341                 if (p_ptr->special_attack & (ATTACK_COLD)) add_flag(flgs, TR_BRAND_COLD);
342                 if (p_ptr->special_attack & (ATTACK_ELEC)) add_flag(flgs, TR_BRAND_ELEC);
343                 if (p_ptr->special_attack & (ATTACK_FIRE)) add_flag(flgs, TR_BRAND_FIRE);
344                 if (p_ptr->special_attack & (ATTACK_POIS)) add_flag(flgs, TR_BRAND_POIS);
345         }
346
347         /* Hex - Slay Good (Runesword) */
348         if (hex_spelling(HEX_RUNESWORD)) add_flag(flgs, TR_SLAY_GOOD);
349
350         /* Some "weapons" and "ammo" do extra damage */
351         switch (o_ptr->tval)
352         {
353                 case TV_SHOT:
354                 case TV_ARROW:
355                 case TV_BOLT:
356                 case TV_HAFTED:
357                 case TV_POLEARM:
358                 case TV_SWORD:
359                 case TV_DIGGING:
360                 case TV_LITE:
361                 {
362                         /* Slaying */
363                         mult = mult_slaying(mult, flgs, m_ptr);
364
365                         /* Elemental Brand */
366                         mult = mult_brand(mult, flgs, m_ptr);
367
368                         /* Hissatsu */
369                         if (p_ptr->pclass == CLASS_SAMURAI)
370                         {
371                                 mult = mult_hissatsu(mult, flgs, m_ptr, mode);
372                         }
373
374                         /* Force Weapon */
375                         if ((p_ptr->pclass != CLASS_SAMURAI) && (have_flag(flgs, TR_FORCE_WEAPON)) && (p_ptr->csp > (o_ptr->dd * o_ptr->ds / 5)))
376                         {
377                                 p_ptr->csp -= (1+(o_ptr->dd * o_ptr->ds / 5));
378                                 p_ptr->redraw |= (PR_MANA);
379                                 mult = mult * 3 / 2 + 20;
380                         }
381
382                         /* Hack -- The Nothung cause special damage to Fafner */
383                         if ((o_ptr->name1 == ART_NOTHUNG) && (m_ptr->r_idx == MON_FAFNER))
384                                 mult = 150;
385                         break;
386                 }
387         }
388         if (mult > 150) mult = 150;
389
390         /* Return the total damage */
391         return (tdam * mult / 10);
392 }
393
394
395 /*
396  * Search for hidden things
397  */
398 static void discover_hidden_things(int y, int x)
399 {
400         s16b this_o_idx, next_o_idx = 0;
401
402         cave_type *c_ptr;
403
404         /* Access the grid */
405         c_ptr = &cave[y][x];
406
407         /* Invisible trap */
408         if (c_ptr->mimic && is_trap(c_ptr->feat))
409         {
410                 /* Pick a trap */
411                 disclose_grid(y, x);
412
413                 /* Message */
414                 msg_print(_("¥È¥é¥Ã¥×¤òȯ¸«¤·¤¿¡£", "You have found a trap."));
415
416                 /* Disturb */
417                 disturb(0, 1);
418         }
419
420         /* Secret door */
421         if (is_hidden_door(c_ptr))
422         {
423                 /* Message */
424                 msg_print(_("±£¤·¥É¥¢¤òȯ¸«¤·¤¿¡£", "You have found a secret door."));
425
426                 /* Disclose */
427                 disclose_grid(y, x);
428
429                 /* Disturb */
430                 disturb(0, 0);
431         }
432
433         /* Scan all objects in the grid */
434         for (this_o_idx = c_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
435         {
436                 object_type *o_ptr;
437
438                 /* Acquire object */
439                 o_ptr = &o_list[this_o_idx];
440
441                 /* Acquire next object */
442                 next_o_idx = o_ptr->next_o_idx;
443
444                 /* Skip non-chests */
445                 if (o_ptr->tval != TV_CHEST) continue;
446
447                 /* Skip non-trapped chests */
448                 if (!chest_traps[o_ptr->pval]) continue;
449
450                 /* Identify once */
451                 if (!object_is_known(o_ptr))
452                 {
453                         /* Message */
454                         msg_print(_("È¢¤Ë»Å³Ý¤±¤é¤ì¤¿¥È¥é¥Ã¥×¤òȯ¸«¤·¤¿¡ª", "You have discovered a trap on the chest!"));
455
456                         /* Know the trap */
457                         object_known(o_ptr);
458
459                         /* Notice it */
460                         disturb(0, 0);
461                 }
462         }
463 }
464
465 void search(void)
466 {
467         int i, chance;
468
469         /* Start with base search ability */
470         chance = p_ptr->skill_srh;
471
472         /* Penalize various conditions */
473         if (p_ptr->blind || no_lite()) chance = chance / 10;
474         if (p_ptr->confused || p_ptr->image) chance = chance / 10;
475
476         /* Search the nearby grids, which are always in bounds */
477         for (i = 0; i < 9; ++ i)
478         {
479                 /* Sometimes, notice things */
480                 if (randint0(100) < chance)
481                 {
482                         discover_hidden_things(py + ddy_ddd[i], px + ddx_ddd[i]);
483                 }
484         }
485 }
486
487
488 /*
489  * Helper routine for py_pickup() and py_pickup_floor().
490  *
491  * Add the given dungeon object to the character's inventory.
492  *
493  * Delete the object afterwards.
494  */
495 void py_pickup_aux(int o_idx)
496 {
497         int slot;
498
499 #ifdef JP
500 /*
501  * ¥¢¥¤¥Æ¥à¤ò½¦¤Ã¤¿ºÝ¤Ë¡Ö£²¤Ä¤Î¥±¡¼¥­¤ò»ý¤Ã¤Æ¤¤¤ë¡×
502  * "You have two cakes." ¤È¥¢¥¤¥Æ¥à¤ò½¦¤Ã¤¿¸å¤Î¹ç·×¤Î¤ß¤Îɽ¼¨¤¬¥ª¥ê¥¸¥Ê¥ë
503  * ¤À¤¬¡¢°ãÏ´¶¤¬
504  * ¤¢¤ë¤È¤¤¤¦»ØŦ¤ò¤¦¤±¤¿¤Î¤Ç¡¢¡Ö¡Á¤ò½¦¤Ã¤¿¡¢¡Á¤ò»ý¤Ã¤Æ¤¤¤ë¡×¤È¤¤¤¦É½¼¨
505  * ¤Ë¤«¤¨¤Æ¤¢¤ë¡£¤½¤Î¤¿¤á¤ÎÇÛÎó¡£
506  */
507         char o_name[MAX_NLEN];
508         char old_name[MAX_NLEN];
509         char kazu_str[80];
510         int hirottakazu;
511 #else
512         char o_name[MAX_NLEN];
513 #endif
514
515         object_type *o_ptr;
516
517         o_ptr = &o_list[o_idx];
518
519 #ifdef JP
520         /* Describe the object */
521         object_desc(old_name, o_ptr, OD_NAME_ONLY);
522         object_desc_kosuu(kazu_str, o_ptr);
523         hirottakazu = o_ptr->number;
524 #endif
525         /* Carry the object */
526         slot = inven_carry(o_ptr);
527
528         /* Get the object again */
529         o_ptr = &inventory[slot];
530
531         /* Delete the object */
532         delete_object_idx(o_idx);
533
534         if (p_ptr->pseikaku == SEIKAKU_MUNCHKIN)
535         {
536                 bool old_known = identify_item(o_ptr);
537
538                 /* Auto-inscription/destroy */
539                 autopick_alter_item(slot, (bool)(destroy_identify && !old_known));
540
541                 /* If it is destroyed, don't pick it up */
542                 if (o_ptr->marked & OM_AUTODESTROY) return;
543         }
544
545         /* Describe the object */
546         object_desc(o_name, o_ptr, 0);
547
548         /* Message */
549 #ifdef JP
550         if ((o_ptr->name1 == ART_CRIMSON) && (p_ptr->pseikaku == SEIKAKU_COMBAT))
551         {
552                 msg_format("¤³¤¦¤·¤Æ¡¢%s¤Ï¡Ø¥¯¥ê¥à¥¾¥ó¡Ù¤ò¼ê¤ËÆþ¤ì¤¿¡£", player_name);
553                 msg_print("¤·¤«¤·º£¡¢¡Øº®Æ٤Υµ¡¼¥Ú¥ó¥È¡Ù¤ÎÊü¤Ã¤¿¥â¥ó¥¹¥¿¡¼¤¬¡¢");
554                 msg_format("%s¤Ë½±¤¤¤«¤«¤ë¡¥¡¥¡¥", player_name);
555         }
556         else
557         {
558                 if (plain_pickup)
559                 {
560                         msg_format("%s(%c)¤ò»ý¤Ã¤Æ¤¤¤ë¡£",o_name, index_to_label(slot));
561                 }
562                 else
563                 {
564                         if (o_ptr->number > hirottakazu) {
565                             msg_format("%s½¦¤Ã¤Æ¡¢%s(%c)¤ò»ý¤Ã¤Æ¤¤¤ë¡£",
566                                kazu_str, o_name, index_to_label(slot));
567                         } else {
568                                 msg_format("%s(%c)¤ò½¦¤Ã¤¿¡£", o_name, index_to_label(slot));
569                         }
570                 }
571         }
572         strcpy(record_o_name, old_name);
573 #else
574         msg_format("You have %s (%c).", o_name, index_to_label(slot));
575         strcpy(record_o_name, o_name);
576 #endif
577         record_turn = turn;
578
579
580         check_find_art_quest_completion(o_ptr);
581 }
582
583
584 /*
585  * Player "wants" to pick up an object or gold.
586  * Note that we ONLY handle things that can be picked up.
587  * See "move_player()" for handling of other things.
588  */
589 void carry(bool pickup)
590 {
591         cave_type *c_ptr = &cave[py][px];
592
593         s16b this_o_idx, next_o_idx = 0;
594
595         char    o_name[MAX_NLEN];
596
597         /* Recenter the map around the player */
598         verify_panel();
599
600         /* Update stuff */
601         p_ptr->update |= (PU_MONSTERS);
602
603         /* Redraw map */
604         p_ptr->redraw |= (PR_MAP);
605
606         /* Window stuff */
607         p_ptr->window |= (PW_OVERHEAD);
608
609         /* Handle stuff */
610         handle_stuff();
611
612         /* Automatically pickup/destroy/inscribe items */
613         autopick_pickup_items(c_ptr);
614
615
616 #ifdef ALLOW_EASY_FLOOR
617
618         if (easy_floor)
619         {
620                 py_pickup_floor(pickup);
621                 return;
622         }
623
624 #endif /* ALLOW_EASY_FLOOR */
625
626         /* Scan the pile of objects */
627         for (this_o_idx = c_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
628         {
629                 object_type *o_ptr;
630
631                 /* Acquire object */
632                 o_ptr = &o_list[this_o_idx];
633
634 #ifdef ALLOW_EASY_SENSE /* TNB */
635
636                 /* Option: Make item sensing easy */
637                 if (easy_sense)
638                 {
639                         /* Sense the object */
640                         (void)sense_object(o_ptr);
641                 }
642
643 #endif /* ALLOW_EASY_SENSE -- TNB */
644
645                 /* Describe the object */
646                 object_desc(o_name, o_ptr, 0);
647
648                 /* Acquire next object */
649                 next_o_idx = o_ptr->next_o_idx;
650
651                 /* Hack -- disturb */
652                 disturb(0, 0);
653
654                 /* Pick up gold */
655                 if (o_ptr->tval == TV_GOLD)
656                 {
657                         int value = (long)o_ptr->pval;
658
659                         /* Delete the gold */
660                         delete_object_idx(this_o_idx);
661
662                         /* Message */
663 #ifdef JP
664                 msg_format(" $%ld ¤Î²ÁÃͤ¬¤¢¤ë%s¤ò¸«¤Ä¤±¤¿¡£",
665                            (long)value, o_name);
666 #else
667                         msg_format("You collect %ld gold pieces worth of %s.",
668                                    (long)value, o_name);
669 #endif
670
671
672                         sound(SOUND_SELL);
673
674                         /* Collect the gold */
675                         p_ptr->au += value;
676
677                         /* Redraw gold */
678                         p_ptr->redraw |= (PR_GOLD);
679
680                         /* Window stuff */
681                         p_ptr->window |= (PW_PLAYER);
682                 }
683
684                 /* Pick up objects */
685                 else
686                 {
687                         /* Hack - some objects were handled in autopick_pickup_items(). */
688                         if (o_ptr->marked & OM_NOMSG)
689                         {
690                                 /* Clear the flag. */
691                                 o_ptr->marked &= ~OM_NOMSG;
692                         }
693                         /* Describe the object */
694                         else if (!pickup)
695                         {
696 #ifdef JP
697                                 msg_format("%s¤¬¤¢¤ë¡£", o_name);
698 #else
699                                 msg_format("You see %s.", o_name);
700 #endif
701
702                         }
703
704                         /* Note that the pack is too full */
705                         else if (!inven_carry_okay(o_ptr))
706                         {
707 #ifdef JP
708                                 msg_format("¥¶¥Ã¥¯¤Ë¤Ï%s¤òÆþ¤ì¤ë·ä´Ö¤¬¤Ê¤¤¡£", o_name);
709 #else
710                                 msg_format("You have no room for %s.", o_name);
711 #endif
712
713                         }
714
715                         /* Pick up the item (if requested and allowed) */
716                         else
717                         {
718                                 int okay = TRUE;
719
720                                 /* Hack -- query every item */
721                                 if (carry_query_flag)
722                                 {
723                                         char out_val[MAX_NLEN+20];
724 #ifdef JP
725                                         sprintf(out_val, "%s¤ò½¦¤¤¤Þ¤¹¤«? ", o_name);
726 #else
727                                         sprintf(out_val, "Pick up %s? ", o_name);
728 #endif
729
730                                         okay = get_check(out_val);
731                                 }
732
733                                 /* Attempt to pick up an object. */
734                                 if (okay)
735                                 {
736                                         /* Pick up the object */
737                                         py_pickup_aux(this_o_idx);
738                                 }
739                         }
740                 }
741         }
742 }
743
744
745 /*
746  * Determine if a trap affects the player.
747  * Always miss 5% of the time, Always hit 5% of the time.
748  * Otherwise, match trap power against player armor.
749  */
750 static int check_hit(int power)
751 {
752         int k, ac;
753
754         /* Percentile dice */
755         k = randint0(100);
756
757         /* Hack -- 5% hit, 5% miss */
758         if (k < 10) return (k < 5);
759
760         if (p_ptr->pseikaku == SEIKAKU_NAMAKE)
761                 if (one_in_(20)) return (TRUE);
762
763         /* Paranoia -- No power */
764         if (power <= 0) return (FALSE);
765
766         /* Total armor */
767         ac = p_ptr->ac + p_ptr->to_a;
768
769         /* Power competes against Armor */
770         if (randint1(power) > ((ac * 3) / 4)) return (TRUE);
771
772         /* Assume miss */
773         return (FALSE);
774 }
775
776
777
778 /*
779  * Handle player hitting a real trap
780  */
781 static void hit_trap(bool break_trap)
782 {
783         int i, num, dam;
784         int x = px, y = py;
785
786         /* Get the cave grid */
787         cave_type *c_ptr = &cave[y][x];
788         feature_type *f_ptr = &f_info[c_ptr->feat];
789         int trap_feat_type = have_flag(f_ptr->flags, FF_TRAP) ? f_ptr->subtype : NOT_TRAP;
790
791 #ifdef JP
792         cptr name = "¥È¥é¥Ã¥×";
793 #else
794         cptr name = "a trap";
795 #endif
796
797         /* Disturb the player */
798         disturb(0, 1);
799
800         cave_alter_feat(y, x, FF_HIT_TRAP);
801
802         /* Analyze XXX XXX XXX */
803         switch (trap_feat_type)
804         {
805                 case TRAP_TRAPDOOR:
806                 {
807                         if (p_ptr->levitation)
808                         {
809 #ifdef JP
810                                 msg_print("Íî¤È¤·¸Í¤òÈô¤Ó±Û¤¨¤¿¡£");
811 #else
812                                 msg_print("You fly over a trap door.");
813 #endif
814
815                         }
816                         else
817                         {
818 #ifdef JP
819                                 msg_print("Íî¤È¤·¸Í¤ËÍî¤Á¤¿¡ª");
820                                 if ((p_ptr->pseikaku == SEIKAKU_COMBAT) || (inventory[INVEN_BOW].name1 == ART_CRIMSON))
821                                         msg_print("¤¯¤Ã¤½¡Á¡ª");
822 #else
823                                 msg_print("You have fallen through a trap door!");
824 #endif
825
826                                 sound(SOUND_FALL);
827                                 dam = damroll(2, 8);
828 #ifdef JP
829                                 name = "Íî¤È¤·¸Í";
830 #else
831                                 name = "a trap door";
832 #endif
833
834                                 take_hit(DAMAGE_NOESCAPE, dam, name, -1);
835
836                                 /* Still alive and autosave enabled */
837                                 if (autosave_l && (p_ptr->chp >= 0))
838                                         do_cmd_save_game(TRUE);
839
840 #ifdef JP
841                                 do_cmd_write_nikki(NIKKI_BUNSHOU, 0, "Íî¤È¤·¸Í¤ËÍî¤Á¤¿");
842 #else
843                                 do_cmd_write_nikki(NIKKI_BUNSHOU, 0, "You have fallen through a trap door!");
844 #endif
845                                 prepare_change_floor_mode(CFM_SAVE_FLOORS | CFM_DOWN | CFM_RAND_PLACE | CFM_RAND_CONNECT);
846
847                                 /* Leaving */
848                                 p_ptr->leaving = TRUE;
849                         }
850                         break;
851                 }
852
853                 case TRAP_PIT:
854                 {
855                         if (p_ptr->levitation)
856                         {
857 #ifdef JP
858                                 msg_print("Íî¤È¤··ê¤òÈô¤Ó±Û¤¨¤¿¡£");
859 #else
860                                 msg_print("You fly over a pit trap.");
861 #endif
862
863                         }
864                         else
865                         {
866 #ifdef JP
867                                 msg_print("Íî¤È¤··ê¤ËÍî¤Á¤Æ¤·¤Þ¤Ã¤¿¡ª");
868 #else
869                                 msg_print("You have fallen into a pit!");
870 #endif
871
872                                 dam = damroll(2, 6);
873 #ifdef JP
874                                 name = "Íî¤È¤··ê";
875 #else
876                                 name = "a pit trap";
877 #endif
878
879                                 take_hit(DAMAGE_NOESCAPE, dam, name, -1);
880                         }
881                         break;
882                 }
883
884                 case TRAP_SPIKED_PIT:
885                 {
886                         if (p_ptr->levitation)
887                         {
888 #ifdef JP
889                                 msg_print("¥È¥²¤Î¤¢¤ëÍî¤È¤··ê¤òÈô¤Ó±Û¤¨¤¿¡£");
890 #else
891                                 msg_print("You fly over a spiked pit.");
892 #endif
893
894                         }
895                         else
896                         {
897 #ifdef JP
898                                 msg_print("¥¹¥Ñ¥¤¥¯¤¬Éߤ«¤ì¤¿Íî¤È¤··ê¤ËÍî¤Á¤Æ¤·¤Þ¤Ã¤¿¡ª");
899 #else
900                                 msg_print("You fall into a spiked pit!");
901 #endif
902
903
904                                 /* Base damage */
905 #ifdef JP
906                                 name = "Íî¤È¤··ê";
907 #else
908                                 name = "a pit trap";
909 #endif
910
911                                 dam = damroll(2, 6);
912
913                                 /* Extra spike damage */
914                                 if (randint0(100) < 50)
915                                 {
916 #ifdef JP
917                                         msg_print("¥¹¥Ñ¥¤¥¯¤¬»É¤µ¤Ã¤¿¡ª");
918 #else
919                                         msg_print("You are impaled!");
920 #endif
921
922
923 #ifdef JP
924                                         name = "¥È¥²¤Î¤¢¤ëÍî¤È¤··ê";
925 #else
926                                         name = "a spiked pit";
927 #endif
928
929                                         dam = dam * 2;
930                                         (void)set_cut(p_ptr->cut + randint1(dam));
931                                 }
932
933                                 /* Take the damage */
934                                 take_hit(DAMAGE_NOESCAPE, dam, name, -1);
935                         }
936                         break;
937                 }
938
939                 case TRAP_POISON_PIT:
940                 {
941                         if (p_ptr->levitation)
942                         {
943 #ifdef JP
944                                 msg_print("¥È¥²¤Î¤¢¤ëÍî¤È¤··ê¤òÈô¤Ó±Û¤¨¤¿¡£");
945 #else
946                                 msg_print("You fly over a spiked pit.");
947 #endif
948
949                         }
950                         else
951                         {
952 #ifdef JP
953                         msg_print("¥¹¥Ñ¥¤¥¯¤¬Éߤ«¤ì¤¿Íî¤È¤··ê¤ËÍî¤Á¤Æ¤·¤Þ¤Ã¤¿¡ª");
954 #else
955                                 msg_print("You fall into a spiked pit!");
956 #endif
957
958
959                                 /* Base damage */
960                                 dam = damroll(2, 6);
961
962 #ifdef JP
963                                 name = "Íî¤È¤··ê";
964 #else
965                                 name = "a pit trap";
966 #endif
967
968
969                                 /* Extra spike damage */
970                                 if (randint0(100) < 50)
971                                 {
972 #ifdef JP
973                                         msg_print("ÆǤòÅɤé¤ì¤¿¥¹¥Ñ¥¤¥¯¤¬»É¤µ¤Ã¤¿¡ª");
974 #else
975                                         msg_print("You are impaled on poisonous spikes!");
976 #endif
977
978
979 #ifdef JP
980                                         name = "¥È¥²¤Î¤¢¤ëÍî¤È¤··ê";
981 #else
982                                         name = "a spiked pit";
983 #endif
984
985
986                                         dam = dam * 2;
987                                         (void)set_cut(p_ptr->cut + randint1(dam));
988
989                                         if (p_ptr->resist_pois || IS_OPPOSE_POIS())
990                                         {
991 #ifdef JP
992                                                 msg_print("¤·¤«¤·ÆǤαƶÁ¤Ï¤Ê¤«¤Ã¤¿¡ª");
993 #else
994                                                 msg_print("The poison does not affect you!");
995 #endif
996
997                                         }
998
999                                         else
1000                                         {
1001                                                 dam = dam * 2;
1002                                                 (void)set_poisoned(p_ptr->poisoned + randint1(dam));
1003                                         }
1004                                 }
1005
1006                                 /* Take the damage */
1007                                 take_hit(DAMAGE_NOESCAPE, dam, name, -1);
1008                         }
1009
1010                         break;
1011                 }
1012
1013                 case TRAP_TY_CURSE:
1014                 {
1015 #ifdef JP
1016                         msg_print("²¿¤«¤¬¥Ô¥«¥Ã¤È¸÷¤Ã¤¿¡ª");
1017 #else
1018                         msg_print("There is a flash of shimmering light!");
1019 #endif
1020
1021                         num = 2 + randint1(3);
1022                         for (i = 0; i < num; i++)
1023                         {
1024                                 (void)summon_specific(0, y, x, dun_level, 0, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE | PM_NO_PET));
1025                         }
1026
1027                         if (dun_level > randint1(100)) /* No nasty effect for low levels */
1028                         {
1029                                 bool stop_ty = FALSE;
1030                                 int count = 0;
1031
1032                                 do
1033                                 {
1034                                         stop_ty = activate_ty_curse(stop_ty, &count);
1035                                 }
1036                                 while (one_in_(6));
1037                         }
1038                         break;
1039                 }
1040
1041                 case TRAP_TELEPORT:
1042                 {
1043 #ifdef JP
1044                         msg_print("¥Æ¥ì¥Ý¡¼¥È¡¦¥È¥é¥Ã¥×¤Ë¤Ò¤Ã¤«¤«¤Ã¤¿¡ª");
1045 #else
1046                         msg_print("You hit a teleport trap!");
1047 #endif
1048
1049                         teleport_player(100, TELEPORT_PASSIVE);
1050                         break;
1051                 }
1052
1053                 case TRAP_FIRE:
1054                 {
1055 #ifdef JP
1056                         msg_print("±ê¤ËÊñ¤Þ¤ì¤¿¡ª");
1057 #else
1058                         msg_print("You are enveloped in flames!");
1059 #endif
1060
1061                         dam = damroll(4, 6);
1062 #ifdef JP
1063                         (void)fire_dam(dam, "±ê¤Î¥È¥é¥Ã¥×", -1);
1064 #else
1065                         (void)fire_dam(dam, "a fire trap", -1);
1066 #endif
1067
1068                         break;
1069                 }
1070
1071                 case TRAP_ACID:
1072                 {
1073 #ifdef JP
1074                         msg_print("»À¤¬¿á¤­¤«¤±¤é¤ì¤¿¡ª");
1075 #else
1076                         msg_print("You are splashed with acid!");
1077 #endif
1078
1079                         dam = damroll(4, 6);
1080 #ifdef JP
1081                         (void)acid_dam(dam, "»À¤Î¥È¥é¥Ã¥×", -1);
1082 #else
1083                         (void)acid_dam(dam, "an acid trap", -1);
1084 #endif
1085
1086                         break;
1087                 }
1088
1089                 case TRAP_SLOW:
1090                 {
1091                         if (check_hit(125))
1092                         {
1093 #ifdef JP
1094                                 msg_print("¾®¤µ¤Ê¥À¡¼¥Ä¤¬Èô¤ó¤Ç¤­¤Æ»É¤µ¤Ã¤¿¡ª");
1095 #else
1096                                 msg_print("A small dart hits you!");
1097 #endif
1098
1099                                 dam = damroll(1, 4);
1100 #ifdef JP
1101                                 take_hit(DAMAGE_ATTACK, dam, "¥À¡¼¥Ä¤Îæ«", -1);
1102 #else
1103                                 take_hit(DAMAGE_ATTACK, dam, "a dart trap", -1);
1104 #endif
1105
1106                                 if (!CHECK_MULTISHADOW()) (void)set_slow(p_ptr->slow + randint0(20) + 20, FALSE);
1107                         }
1108                         else
1109                         {
1110 #ifdef JP
1111                                 msg_print("¾®¤µ¤Ê¥À¡¼¥Ä¤¬Èô¤ó¤Ç¤­¤¿¡ª¤¬¡¢±¿Îɤ¯Åö¤¿¤é¤Ê¤«¤Ã¤¿¡£");
1112 #else
1113                                 msg_print("A small dart barely misses you.");
1114 #endif
1115
1116                         }
1117                         break;
1118                 }
1119
1120                 case TRAP_LOSE_STR:
1121                 {
1122                         if (check_hit(125))
1123                         {
1124 #ifdef JP
1125                                 msg_print("¾®¤µ¤Ê¥À¡¼¥Ä¤¬Èô¤ó¤Ç¤­¤Æ»É¤µ¤Ã¤¿¡ª");
1126 #else
1127                                 msg_print("A small dart hits you!");
1128 #endif
1129
1130                                 dam = damroll(1, 4);
1131 #ifdef JP
1132                                 take_hit(DAMAGE_ATTACK, dam, "¥À¡¼¥Ä¤Îæ«", -1);
1133 #else
1134                                 take_hit(DAMAGE_ATTACK, dam, "a dart trap", -1);
1135 #endif
1136
1137                                 if (!CHECK_MULTISHADOW()) (void)do_dec_stat(A_STR);
1138                         }
1139                         else
1140                         {
1141 #ifdef JP
1142                                 msg_print("¾®¤µ¤Ê¥À¡¼¥Ä¤¬Èô¤ó¤Ç¤­¤¿¡ª¤¬¡¢±¿Îɤ¯Åö¤¿¤é¤Ê¤«¤Ã¤¿¡£");
1143 #else
1144                                 msg_print("A small dart barely misses you.");
1145 #endif
1146
1147                         }
1148                         break;
1149                 }
1150
1151                 case TRAP_LOSE_DEX:
1152                 {
1153                         if (check_hit(125))
1154                         {
1155 #ifdef JP
1156                                 msg_print("¾®¤µ¤Ê¥À¡¼¥Ä¤¬Èô¤ó¤Ç¤­¤Æ»É¤µ¤Ã¤¿¡ª");
1157 #else
1158                                 msg_print("A small dart hits you!");
1159 #endif
1160
1161                                 dam = damroll(1, 4);
1162 #ifdef JP
1163                                 take_hit(DAMAGE_ATTACK, dam, "¥À¡¼¥Ä¤Îæ«", -1);
1164 #else
1165                                 take_hit(DAMAGE_ATTACK, dam, "a dart trap", -1);
1166 #endif
1167
1168                                 if (!CHECK_MULTISHADOW()) (void)do_dec_stat(A_DEX);
1169                         }
1170                         else
1171                         {
1172 #ifdef JP
1173                                 msg_print("¾®¤µ¤Ê¥À¡¼¥Ä¤¬Èô¤ó¤Ç¤­¤¿¡ª¤¬¡¢±¿Îɤ¯Åö¤¿¤é¤Ê¤«¤Ã¤¿¡£");
1174 #else
1175                                 msg_print("A small dart barely misses you.");
1176 #endif
1177
1178                         }
1179                         break;
1180                 }
1181
1182                 case TRAP_LOSE_CON:
1183                 {
1184                         if (check_hit(125))
1185                         {
1186 #ifdef JP
1187                                 msg_print("¾®¤µ¤Ê¥À¡¼¥Ä¤¬Èô¤ó¤Ç¤­¤Æ»É¤µ¤Ã¤¿¡ª");
1188 #else
1189                                 msg_print("A small dart hits you!");
1190 #endif
1191
1192                                 dam = damroll(1, 4);
1193 #ifdef JP
1194                                 take_hit(DAMAGE_ATTACK, dam, "¥À¡¼¥Ä¤Îæ«", -1);
1195 #else
1196                                 take_hit(DAMAGE_ATTACK, dam, "a dart trap", -1);
1197 #endif
1198
1199                                 if (!CHECK_MULTISHADOW()) (void)do_dec_stat(A_CON);
1200                         }
1201                         else
1202                         {
1203 #ifdef JP
1204                                 msg_print("¾®¤µ¤Ê¥À¡¼¥Ä¤¬Èô¤ó¤Ç¤­¤¿¡ª¤¬¡¢±¿Îɤ¯Åö¤¿¤é¤Ê¤«¤Ã¤¿¡£");
1205 #else
1206                                 msg_print("A small dart barely misses you.");
1207 #endif
1208
1209                         }
1210                         break;
1211                 }
1212
1213                 case TRAP_BLIND:
1214                 {
1215 #ifdef JP
1216                         msg_print("¹õ¤¤¥¬¥¹¤ËÊñ¤ß¹þ¤Þ¤ì¤¿¡ª");
1217 #else
1218                         msg_print("A black gas surrounds you!");
1219 #endif
1220
1221                         if (!p_ptr->resist_blind)
1222                         {
1223                                 (void)set_blind(p_ptr->blind + randint0(50) + 25);
1224                         }
1225                         break;
1226                 }
1227
1228                 case TRAP_CONFUSE:
1229                 {
1230 #ifdef JP
1231                         msg_print("¤­¤é¤á¤¯¥¬¥¹¤ËÊñ¤ß¹þ¤Þ¤ì¤¿¡ª");
1232 #else
1233                         msg_print("A gas of scintillating colors surrounds you!");
1234 #endif
1235
1236                         if (!p_ptr->resist_conf)
1237                         {
1238                                 (void)set_confused(p_ptr->confused + randint0(20) + 10);
1239                         }
1240                         break;
1241                 }
1242
1243                 case TRAP_POISON:
1244                 {
1245 #ifdef JP
1246                         msg_print("»É·ãŪ¤ÊÎп§¤Î¥¬¥¹¤ËÊñ¤ß¹þ¤Þ¤ì¤¿¡ª");
1247 #else
1248                         msg_print("A pungent green gas surrounds you!");
1249 #endif
1250
1251                         if (!p_ptr->resist_pois && !IS_OPPOSE_POIS())
1252                         {
1253                                 (void)set_poisoned(p_ptr->poisoned + randint0(20) + 10);
1254                         }
1255                         break;
1256                 }
1257
1258                 case TRAP_SLEEP:
1259                 {
1260 #ifdef JP
1261                         msg_print("´ñ̯¤ÊÇò¤¤Ì¸¤ËÊñ¤Þ¤ì¤¿¡ª");
1262 #else
1263                         msg_print("A strange white mist surrounds you!");
1264 #endif
1265
1266                         if (!p_ptr->free_act)
1267                         {
1268 #ifdef JP
1269 msg_print("¤¢¤Ê¤¿¤Ï̲¤ê¤Ë½¢¤¤¤¿¡£");
1270 #else
1271                                 msg_print("You fall asleep.");
1272 #endif
1273
1274
1275                                 if (ironman_nightmare)
1276                                 {
1277 #ifdef JP
1278 msg_print("¿È¤ÎÌÓ¤â¤è¤À¤Ä¸÷·Ê¤¬Æ¬¤ËÉ⤫¤ó¤À¡£");
1279 #else
1280                                         msg_print("A horrible vision enters your mind.");
1281 #endif
1282
1283
1284                                         /* Pick a nightmare */
1285                                         get_mon_num_prep(get_nightmare, NULL);
1286
1287                                         /* Have some nightmares */
1288                                         have_nightmare(get_mon_num(MAX_DEPTH));
1289
1290                                         /* Remove the monster restriction */
1291                                         get_mon_num_prep(NULL, NULL);
1292                                 }
1293                                 (void)set_paralyzed(p_ptr->paralyzed + randint0(10) + 5);
1294                         }
1295                         break;
1296                 }
1297
1298                 case TRAP_TRAPS:
1299                 {
1300 #ifdef JP
1301 msg_print("¤Þ¤Ð¤æ¤¤Á®¸÷¤¬Áö¤Ã¤¿¡ª");
1302 #else
1303                         msg_print("There is a bright flash of light!");
1304 #endif
1305
1306                         /* Make some new traps */
1307                         project(0, 1, y, x, 0, GF_MAKE_TRAP, PROJECT_HIDE | PROJECT_JUMP | PROJECT_GRID, -1);
1308
1309                         break;
1310                 }
1311
1312                 case TRAP_ALARM:
1313                 {
1314 #ifdef JP
1315                         msg_print("¤±¤¿¤¿¤Þ¤·¤¤²»¤¬ÌĤê¶Á¤¤¤¿¡ª");
1316 #else
1317                         msg_print("An alarm sounds!");
1318 #endif
1319
1320                         aggravate_monsters(0);
1321
1322                         break;
1323                 }
1324
1325                 case TRAP_OPEN:
1326                 {
1327 #ifdef JP
1328                         msg_print("Âç²»¶Á¤È¶¦¤Ë¤Þ¤ï¤ê¤ÎÊɤ¬Êø¤ì¤¿¡ª");
1329 #else
1330                         msg_print("Suddenly, surrounding walls are opened!");
1331 #endif
1332                         (void)project(0, 3, y, x, 0, GF_DISINTEGRATE, PROJECT_GRID | PROJECT_HIDE, -1);
1333                         (void)project(0, 3, y, x - 4, 0, GF_DISINTEGRATE, PROJECT_GRID | PROJECT_HIDE, -1);
1334                         (void)project(0, 3, y, x + 4, 0, GF_DISINTEGRATE, PROJECT_GRID | PROJECT_HIDE, -1);
1335                         aggravate_monsters(0);
1336
1337                         break;
1338                 }
1339
1340                 case TRAP_ARMAGEDDON:
1341                 {
1342                         static int levs[10] = {0, 0, 20, 10, 5, 3, 2, 1, 1, 1};
1343                         int evil_idx = 0, good_idx = 0;
1344
1345                         int lev;
1346 #ifdef JP
1347                         msg_print("ÆÍÁ³Å·³¦¤ÎÀïÁè¤Ë´¬¤­¹þ¤Þ¤ì¤¿¡ª");
1348 #else
1349                         msg_print("Suddenly, you are surrounded by immotal beings!");
1350 #endif
1351
1352                         /* Summon Demons and Angels */
1353                         for (lev = dun_level; lev >= 20; lev -= 1 + lev/16)
1354                         {
1355                                 num = levs[MIN(lev/10, 9)];
1356                                 for (i = 0; i < num; i++)
1357                                 {
1358                                         int x1 = rand_spread(x, 7);
1359                                         int y1 = rand_spread(y, 5);
1360
1361                                         /* Skip illegal grids */
1362                                         if (!in_bounds(y1, x1)) continue;
1363
1364                                         /* Require line of projection */
1365                                         if (!projectable(py, px, y1, x1)) continue;
1366
1367                                         if (summon_specific(0, y1, x1, lev, SUMMON_ARMAGE_EVIL, (PM_NO_PET)))
1368                                                 evil_idx = hack_m_idx_ii;
1369
1370                                         if (summon_specific(0, y1, x1, lev, SUMMON_ARMAGE_GOOD, (PM_NO_PET)))
1371                                         {
1372                                                 good_idx = hack_m_idx_ii;
1373                                         }
1374
1375                                         /* Let them fight each other */
1376                                         if (evil_idx && good_idx)
1377                                         {
1378                                                 monster_type *evil_ptr = &m_list[evil_idx];
1379                                                 monster_type *good_ptr = &m_list[good_idx];
1380                                                 evil_ptr->target_y = good_ptr->fy;
1381                                                 evil_ptr->target_x = good_ptr->fx;
1382                                                 good_ptr->target_y = evil_ptr->fy;
1383                                                 good_ptr->target_x = evil_ptr->fx;
1384                                         }
1385                                 }
1386                         }
1387                         break;
1388                 }
1389
1390                 case TRAP_PIRANHA:
1391                 {
1392 #ifdef JP
1393                         msg_print("ÆÍÁ³Êɤ«¤é¿å¤¬°î¤ì½Ð¤·¤¿¡ª¥Ô¥é¥Ë¥¢¤¬¤¤¤ë¡ª");
1394 #else
1395                         msg_print("Suddenly, the room is filled with water with piranhas!");
1396 #endif
1397
1398                         /* Water fills room */
1399                         fire_ball_hide(GF_WATER_FLOW, 0, 1, 10);
1400
1401                         /* Summon Piranhas */
1402                         num = 1 + dun_level/20;
1403                         for (i = 0; i < num; i++)
1404                         {
1405                                 (void)summon_specific(0, y, x, dun_level, SUMMON_PIRANHAS, (PM_ALLOW_GROUP | PM_NO_PET));
1406                         }
1407                         break;
1408                 }
1409         }
1410
1411         if (break_trap && is_trap(c_ptr->feat))
1412         {
1413                 cave_alter_feat(y, x, FF_DISARM);
1414 #ifdef JP
1415                 msg_print("¥È¥é¥Ã¥×¤òÊ´ºÕ¤·¤¿¡£");
1416 #else
1417                 msg_print("You destroyed the trap.");
1418 #endif
1419         }
1420 }
1421
1422
1423 static void touch_zap_player(monster_type *m_ptr)
1424 {
1425         int aura_damage = 0;
1426         monster_race *r_ptr = &r_info[m_ptr->r_idx];
1427
1428         if (r_ptr->flags2 & RF2_AURA_FIRE)
1429         {
1430                 if (!p_ptr->immune_fire)
1431                 {
1432                         char aura_dam[80];
1433
1434                         aura_damage = damroll(1 + (r_ptr->level / 26), 1 + (r_ptr->level / 17));
1435
1436                         /* Hack -- Get the "died from" name */
1437                         monster_desc(aura_dam, m_ptr, MD_IGNORE_HALLU | MD_ASSUME_VISIBLE | MD_INDEF_VISIBLE);
1438
1439 #ifdef JP
1440                         msg_print("ÆÍÁ³¤È¤Æ¤âÇ®¤¯¤Ê¤Ã¤¿¡ª");
1441 #else
1442                         msg_print("You are suddenly very hot!");
1443 #endif
1444
1445                         if (prace_is_(RACE_ENT)) aura_damage += aura_damage / 3;
1446                         if (IS_OPPOSE_FIRE()) aura_damage = (aura_damage + 2) / 3;
1447                         if (p_ptr->resist_fire) aura_damage = (aura_damage + 2) / 3;
1448
1449                         take_hit(DAMAGE_NOESCAPE, aura_damage, aura_dam, -1);
1450                         if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags2 |= RF2_AURA_FIRE;
1451                         handle_stuff();
1452                 }
1453         }
1454
1455         if (r_ptr->flags3 & RF3_AURA_COLD)
1456         {
1457                 if (!p_ptr->immune_cold)
1458                 {
1459                         char aura_dam[80];
1460
1461                         aura_damage = damroll(1 + (r_ptr->level / 26), 1 + (r_ptr->level / 17));
1462
1463                         /* Hack -- Get the "died from" name */
1464                         monster_desc(aura_dam, m_ptr, MD_IGNORE_HALLU | MD_ASSUME_VISIBLE | MD_INDEF_VISIBLE);
1465
1466 #ifdef JP
1467                         msg_print("ÆÍÁ³¤È¤Æ¤â´¨¤¯¤Ê¤Ã¤¿¡ª");
1468 #else
1469                         msg_print("You are suddenly very cold!");
1470 #endif
1471
1472                         if (IS_OPPOSE_COLD()) aura_damage = (aura_damage + 2) / 3;
1473                         if (p_ptr->resist_cold) aura_damage = (aura_damage + 2) / 3;
1474
1475                         take_hit(DAMAGE_NOESCAPE, aura_damage, aura_dam, -1);
1476                         if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags3 |= RF3_AURA_COLD;
1477                         handle_stuff();
1478                 }
1479         }
1480
1481         if (r_ptr->flags2 & RF2_AURA_ELEC)
1482         {
1483                 if (!p_ptr->immune_elec)
1484                 {
1485                         char aura_dam[80];
1486
1487                         aura_damage = damroll(1 + (r_ptr->level / 26), 1 + (r_ptr->level / 17));
1488
1489                         /* Hack -- Get the "died from" name */
1490                         monster_desc(aura_dam, m_ptr, MD_IGNORE_HALLU | MD_ASSUME_VISIBLE | MD_INDEF_VISIBLE);
1491
1492                         if (prace_is_(RACE_ANDROID)) aura_damage += aura_damage / 3;
1493                         if (IS_OPPOSE_ELEC()) aura_damage = (aura_damage + 2) / 3;
1494                         if (p_ptr->resist_elec) aura_damage = (aura_damage + 2) / 3;
1495
1496 #ifdef JP
1497                         msg_print("ÅÅ·â¤ò¤¯¤é¤Ã¤¿¡ª");
1498 #else
1499                         msg_print("You get zapped!");
1500 #endif
1501
1502                         take_hit(DAMAGE_NOESCAPE, aura_damage, aura_dam, -1);
1503                         if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags2 |= RF2_AURA_ELEC;
1504                         handle_stuff();
1505                 }
1506         }
1507 }
1508
1509
1510 static void natural_attack(s16b m_idx, int attack, bool *fear, bool *mdeath)
1511 {
1512         int             k, bonus, chance;
1513         int             n_weight = 0;
1514         monster_type    *m_ptr = &m_list[m_idx];
1515         monster_race    *r_ptr = &r_info[m_ptr->r_idx];
1516         char            m_name[80];
1517
1518         int             dss, ddd;
1519
1520         cptr            atk_desc;
1521
1522         switch (attack)
1523         {
1524                 case MUT2_SCOR_TAIL:
1525                         dss = 3;
1526                         ddd = 7;
1527                         n_weight = 5;
1528 #ifdef JP
1529                         atk_desc = "¿¬Èø";
1530 #else
1531                         atk_desc = "tail";
1532 #endif
1533
1534                         break;
1535                 case MUT2_HORNS:
1536                         dss = 2;
1537                         ddd = 6;
1538                         n_weight = 15;
1539 #ifdef JP
1540                         atk_desc = "³Ñ";
1541 #else
1542                         atk_desc = "horns";
1543 #endif
1544
1545                         break;
1546                 case MUT2_BEAK:
1547                         dss = 2;
1548                         ddd = 4;
1549                         n_weight = 5;
1550 #ifdef JP
1551                         atk_desc = "¥¯¥Á¥Ð¥·";
1552 #else
1553                         atk_desc = "beak";
1554 #endif
1555
1556                         break;
1557                 case MUT2_TRUNK:
1558                         dss = 1;
1559                         ddd = 4;
1560                         n_weight = 35;
1561 #ifdef JP
1562                         atk_desc = "¾Ý¤ÎÉ¡";
1563 #else
1564                         atk_desc = "trunk";
1565 #endif
1566
1567                         break;
1568                 case MUT2_TENTACLES:
1569                         dss = 2;
1570                         ddd = 5;
1571                         n_weight = 5;
1572 #ifdef JP
1573                         atk_desc = "¿¨¼ê";
1574 #else
1575                         atk_desc = "tentacles";
1576 #endif
1577
1578                         break;
1579                 default:
1580                         dss = ddd = n_weight = 1;
1581 #ifdef JP
1582                         atk_desc = "̤ÄêµÁ¤ÎÉô°Ì";
1583 #else
1584                         atk_desc = "undefined body part";
1585 #endif
1586
1587         }
1588
1589         /* Extract monster name (or "it") */
1590         monster_desc(m_name, m_ptr, 0);
1591
1592
1593         /* Calculate the "attack quality" */
1594         bonus = p_ptr->to_h_m;
1595         bonus += (p_ptr->lev * 6 / 5);
1596         chance = (p_ptr->skill_thn + (bonus * BTH_PLUS_ADJ));
1597
1598         /* Test for hit */
1599         if ((!(r_ptr->flags2 & RF2_QUANTUM) || !randint0(2)) && test_hit_norm(chance, r_ptr->ac, m_ptr->ml))
1600         {
1601                 /* Sound */
1602                 sound(SOUND_HIT);
1603
1604 #ifdef JP
1605                 msg_format("%s¤ò%s¤Ç¹¶·â¤·¤¿¡£", m_name, atk_desc);
1606 #else
1607                 msg_format("You hit %s with your %s.", m_name, atk_desc);
1608 #endif
1609
1610
1611                 k = damroll(ddd, dss);
1612                 k = critical_norm(n_weight, bonus, k, (s16b)bonus, 0);
1613
1614                 /* Apply the player damage bonuses */
1615                 k += p_ptr->to_d_m;
1616
1617                 /* No negative damage */
1618                 if (k < 0) k = 0;
1619
1620                 /* Modify the damage */
1621                 k = mon_damage_mod(m_ptr, k, FALSE);
1622
1623                 /* Complex message */
1624                 if (p_ptr->wizard)
1625                 {
1626 #ifdef JP
1627                                 msg_format("%d/%d ¤Î¥À¥á¡¼¥¸¤òÍ¿¤¨¤¿¡£", k, m_ptr->hp);
1628 #else
1629                         msg_format("You do %d (out of %d) damage.", k, m_ptr->hp);
1630 #endif
1631
1632                 }
1633
1634                 /* Anger the monster */
1635                 if (k > 0) anger_monster(m_ptr);
1636
1637                 /* Damage, check for fear and mdeath */
1638                 switch (attack)
1639                 {
1640                         case MUT2_SCOR_TAIL:
1641                                 project(0, 0, m_ptr->fy, m_ptr->fx, k, GF_POIS, PROJECT_KILL, -1);
1642                                 *mdeath = (m_ptr->r_idx == 0);
1643                                 break;
1644                         case MUT2_HORNS:
1645                                 *mdeath = mon_take_hit(m_idx, k, fear, NULL);
1646                                 break;
1647                         case MUT2_BEAK:
1648                                 *mdeath = mon_take_hit(m_idx, k, fear, NULL);
1649                                 break;
1650                         case MUT2_TRUNK:
1651                                 *mdeath = mon_take_hit(m_idx, k, fear, NULL);
1652                                 break;
1653                         case MUT2_TENTACLES:
1654                                 *mdeath = mon_take_hit(m_idx, k, fear, NULL);
1655                                 break;
1656                         default:
1657                                 *mdeath = mon_take_hit(m_idx, k, fear, NULL);
1658                 }
1659
1660                 touch_zap_player(m_ptr);
1661         }
1662         /* Player misses */
1663         else
1664         {
1665                 /* Sound */
1666                 sound(SOUND_MISS);
1667
1668                 /* Message */
1669 #ifdef JP
1670                         msg_format("¥ß¥¹¡ª %s¤Ë¤«¤ï¤µ¤ì¤¿¡£", m_name);
1671 #else
1672                 msg_format("You miss %s.", m_name);
1673 #endif
1674
1675         }
1676 }
1677
1678
1679
1680 /*
1681  * Player attacks a (poor, defenseless) creature        -RAK-
1682  *
1683  * If no "weapon" is available, then "punch" the monster one time.
1684  */
1685 static void py_attack_aux(int y, int x, bool *fear, bool *mdeath, s16b hand, int mode)
1686 {
1687         int             num = 0, k, bonus, chance, vir;
1688
1689         cave_type       *c_ptr = &cave[y][x];
1690
1691         monster_type    *m_ptr = &m_list[c_ptr->m_idx];
1692         monster_race    *r_ptr = &r_info[m_ptr->r_idx];
1693
1694         /* Access the weapon */
1695         object_type     *o_ptr = &inventory[INVEN_RARM + hand];
1696
1697         char            m_name[80];
1698
1699         bool            success_hit = FALSE;
1700         bool            backstab = FALSE;
1701         bool            vorpal_cut = FALSE;
1702         int             chaos_effect = 0;
1703         bool            stab_fleeing = FALSE;
1704         bool            fuiuchi = FALSE;
1705         bool            monk_attack = FALSE;
1706         bool            do_quake = FALSE;
1707         bool            weak = FALSE;
1708         bool            drain_msg = TRUE;
1709         int             drain_result = 0, drain_heal = 0;
1710         bool            can_drain = FALSE;
1711         int             num_blow;
1712         int             drain_left = MAX_VAMPIRIC_DRAIN;
1713         u32b flgs[TR_FLAG_SIZE]; /* A massive hack -- life-draining weapons */
1714         bool            is_human = (r_ptr->d_char == 'p');
1715         bool            is_lowlevel = (r_ptr->level < (p_ptr->lev - 15));
1716         bool            zantetsu_mukou, e_j_mukou;
1717
1718         switch (p_ptr->pclass)
1719         {
1720         case CLASS_ROGUE:
1721         case CLASS_NINJA:
1722                 if (buki_motteruka(INVEN_RARM + hand) && !p_ptr->icky_wield[hand])
1723                 {
1724                         int tmp = p_ptr->lev * 6 + (p_ptr->skill_stl + 10) * 4;
1725                         if (p_ptr->monlite && (mode != HISSATSU_NYUSIN)) tmp /= 3;
1726                         if (p_ptr->cursed & TRC_AGGRAVATE) tmp /= 2;
1727                         if (r_ptr->level > (p_ptr->lev * p_ptr->lev / 20 + 10)) tmp /= 3;
1728                         if (MON_CSLEEP(m_ptr) && m_ptr->ml)
1729                         {
1730                                 /* Can't backstab creatures that we can't see, right? */
1731                                 backstab = TRUE;
1732                         }
1733                         else if ((p_ptr->special_defense & NINJA_S_STEALTH) && (randint0(tmp) > (r_ptr->level+20)) && m_ptr->ml && !(r_ptr->flagsr & RFR_RES_ALL))
1734                         {
1735                                 fuiuchi = TRUE;
1736                         }
1737                         else if (MON_MONFEAR(m_ptr) && m_ptr->ml)
1738                         {
1739                                 stab_fleeing = TRUE;
1740                         }
1741                 }
1742                 break;
1743
1744         case CLASS_MONK:
1745         case CLASS_FORCETRAINER:
1746         case CLASS_BERSERKER:
1747                 if ((empty_hands(TRUE) & EMPTY_HAND_RARM) && !p_ptr->riding) monk_attack = TRUE;
1748                 break;
1749         }
1750
1751         if (!o_ptr->k_idx) /* Empty hand */
1752         {
1753                 if ((r_ptr->level + 10) > p_ptr->lev)
1754                 {
1755                         if (p_ptr->skill_exp[GINOU_SUDE] < s_info[p_ptr->pclass].s_max[GINOU_SUDE])
1756                         {
1757                                 if (p_ptr->skill_exp[GINOU_SUDE] < WEAPON_EXP_BEGINNER)
1758                                         p_ptr->skill_exp[GINOU_SUDE] += 40;
1759                                 else if ((p_ptr->skill_exp[GINOU_SUDE] < WEAPON_EXP_SKILLED))
1760                                         p_ptr->skill_exp[GINOU_SUDE] += 5;
1761                                 else if ((p_ptr->skill_exp[GINOU_SUDE] < WEAPON_EXP_EXPERT) && (p_ptr->lev > 19))
1762                                         p_ptr->skill_exp[GINOU_SUDE] += 1;
1763                                 else if ((p_ptr->lev > 34))
1764                                         if (one_in_(3)) p_ptr->skill_exp[GINOU_SUDE] += 1;
1765                                 p_ptr->update |= (PU_BONUS);
1766                         }
1767                 }
1768         }
1769         else if (object_is_melee_weapon(o_ptr))
1770         {
1771                 if ((r_ptr->level + 10) > p_ptr->lev)
1772                 {
1773                         int tval = inventory[INVEN_RARM+hand].tval - TV_WEAPON_BEGIN;
1774                         int sval = inventory[INVEN_RARM+hand].sval;
1775                         int now_exp = p_ptr->weapon_exp[tval][sval];
1776                         if (now_exp < s_info[p_ptr->pclass].w_max[tval][sval])
1777                         {
1778                                 int amount = 0;
1779                                 if (now_exp < WEAPON_EXP_BEGINNER) amount = 80;
1780                                 else if (now_exp < WEAPON_EXP_SKILLED) amount = 10;
1781                                 else if ((now_exp < WEAPON_EXP_EXPERT) && (p_ptr->lev > 19)) amount = 1;
1782                                 else if ((p_ptr->lev > 34) && one_in_(2)) amount = 1;
1783                                 p_ptr->weapon_exp[tval][sval] += amount;
1784                                 p_ptr->update |= (PU_BONUS);
1785                         }
1786                 }
1787         }
1788
1789         /* Disturb the monster */
1790         (void)set_monster_csleep(c_ptr->m_idx, 0);
1791
1792         /* Extract monster name (or "it") */
1793         monster_desc(m_name, m_ptr, 0);
1794
1795         /* Calculate the "attack quality" */
1796         bonus = p_ptr->to_h[hand] + o_ptr->to_h;
1797         chance = (p_ptr->skill_thn + (bonus * BTH_PLUS_ADJ));
1798         if (mode == HISSATSU_IAI) chance += 60;
1799         if (p_ptr->special_defense & KATA_KOUKIJIN) chance += 150;
1800
1801         if (p_ptr->sutemi) chance = MAX(chance * 3 / 2, chance + 60);
1802
1803         vir = virtue_number(V_VALOUR);
1804         if (vir)
1805         {
1806                 chance += (p_ptr->virtues[vir - 1]/10);
1807         }
1808
1809         zantetsu_mukou = ((o_ptr->name1 == ART_ZANTETSU) && (r_ptr->d_char == 'j'));
1810         e_j_mukou = ((o_ptr->name1 == ART_EXCALIBUR_J) && (r_ptr->d_char == 'S'));
1811
1812         if ((mode == HISSATSU_KYUSHO) || (mode == HISSATSU_MINEUCHI) || (mode == HISSATSU_3DAN) || (mode == HISSATSU_IAI)) num_blow = 1;
1813         else if (mode == HISSATSU_COLD) num_blow = p_ptr->num_blow[hand]+2;
1814         else num_blow = p_ptr->num_blow[hand];
1815
1816         /* Hack -- DOKUBARI always hit once */
1817         if ((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_DOKUBARI)) num_blow = 1;
1818
1819         /* Attack once for each legal blow */
1820         while ((num++ < num_blow) && !p_ptr->is_dead)
1821         {
1822                 if (((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_DOKUBARI)) || (mode == HISSATSU_KYUSHO))
1823                 {
1824                         int n = 1;
1825
1826                         if (p_ptr->migite && p_ptr->hidarite)
1827                         {
1828                                 n *= 2;
1829                         }
1830                         if (mode == HISSATSU_3DAN)
1831                         {
1832                                 n *= 2;
1833                         }
1834
1835                         success_hit = one_in_(n);
1836                 }
1837                 else if ((p_ptr->pclass == CLASS_NINJA) && ((backstab || fuiuchi) && !(r_ptr->flagsr & RFR_RES_ALL))) success_hit = TRUE;
1838                 else success_hit = test_hit_norm(chance, r_ptr->ac, m_ptr->ml);
1839
1840                 if (mode == HISSATSU_MAJIN)
1841                 {
1842                         if (one_in_(2))
1843                                 success_hit = FALSE;
1844                 }
1845
1846                 /* Test for hit */
1847                 if (success_hit)
1848                 {
1849                         int vorpal_chance = ((o_ptr->name1 == ART_VORPAL_BLADE) || (o_ptr->name1 == ART_CHAINSWORD)) ? 2 : 4;
1850
1851                         /* Sound */
1852                         sound(SOUND_HIT);
1853
1854                         /* Message */
1855 #ifdef JP
1856                         if (backstab) msg_format("¤¢¤Ê¤¿¤ÏÎä¹ó¤Ë¤â̲¤Ã¤Æ¤¤¤ë̵ÎϤÊ%s¤òÆͤ­»É¤·¤¿¡ª", m_name);
1857                         else if (fuiuchi) msg_format("ÉÔ°Õ¤òÆͤ¤¤Æ%s¤Ë¶¯Îõ¤Ê°ì·â¤ò¶ô¤é¤ï¤»¤¿¡ª", m_name);
1858                         else if (stab_fleeing) msg_format("ƨ¤²¤ë%s¤òÇØÃ椫¤éÆͤ­»É¤·¤¿¡ª", m_name);
1859                         else if (!monk_attack) msg_format("%s¤ò¹¶·â¤·¤¿¡£", m_name);
1860 #else
1861                         if (backstab) msg_format("You cruelly stab the helpless, sleeping %s!", m_name);
1862                         else if (fuiuchi) msg_format("You make surprise attack, and hit %s with a powerful blow!", m_name);
1863                         else if (stab_fleeing) msg_format("You backstab the fleeing %s!",  m_name);
1864                         else if (!monk_attack) msg_format("You hit %s.", m_name);
1865 #endif
1866
1867                         /* Hack -- bare hands do one damage */
1868                         k = 1;
1869
1870                         object_flags(o_ptr, flgs);
1871
1872                         /* Select a chaotic effect (50% chance) */
1873                         if ((have_flag(flgs, TR_CHAOTIC)) && one_in_(2))
1874                         {
1875                                 if (one_in_(10))
1876                                 chg_virtue(V_CHANCE, 1);
1877
1878                                 if (randint1(5) < 3)
1879                                 {
1880                                         /* Vampiric (20%) */
1881                                         chaos_effect = 1;
1882                                 }
1883                                 else if (one_in_(250))
1884                                 {
1885                                         /* Quake (0.12%) */
1886                                         chaos_effect = 2;
1887                                 }
1888                                 else if (!one_in_(10))
1889                                 {
1890                                         /* Confusion (26.892%) */
1891                                         chaos_effect = 3;
1892                                 }
1893                                 else if (one_in_(2))
1894                                 {
1895                                         /* Teleport away (1.494%) */
1896                                         chaos_effect = 4;
1897                                 }
1898                                 else
1899                                 {
1900                                         /* Polymorph (1.494%) */
1901                                         chaos_effect = 5;
1902                                 }
1903                         }
1904
1905                         /* Vampiric drain */
1906                         if ((have_flag(flgs, TR_VAMPIRIC)) || (chaos_effect == 1) || (mode == HISSATSU_DRAIN) || hex_spelling(HEX_VAMP_BLADE))
1907                         {
1908                                 /* Only drain "living" monsters */
1909                                 if (monster_living(r_ptr))
1910                                         can_drain = TRUE;
1911                                 else
1912                                         can_drain = FALSE;
1913                         }
1914
1915                         if ((have_flag(flgs, TR_VORPAL) || hex_spelling(HEX_RUNESWORD)) && (randint1(vorpal_chance*3/2) == 1) && !zantetsu_mukou)
1916                                 vorpal_cut = TRUE;
1917                         else vorpal_cut = FALSE;
1918
1919                         if (monk_attack)
1920                         {
1921                                 int special_effect = 0, stun_effect = 0, times = 0, max_times;
1922                                 int min_level = 1;
1923                                 const martial_arts *ma_ptr = &ma_blows[0], *old_ptr = &ma_blows[0];
1924                                 int resist_stun = 0;
1925                                 int weight = 8;
1926
1927                                 if (r_ptr->flags1 & RF1_UNIQUE) resist_stun += 88;
1928                                 if (r_ptr->flags3 & RF3_NO_STUN) resist_stun += 66;
1929                                 if (r_ptr->flags3 & RF3_NO_CONF) resist_stun += 33;
1930                                 if (r_ptr->flags3 & RF3_NO_SLEEP) resist_stun += 33;
1931                                 if ((r_ptr->flags3 & RF3_UNDEAD) || (r_ptr->flags3 & RF3_NONLIVING))
1932                                         resist_stun += 66;
1933
1934                                 if (p_ptr->special_defense & KAMAE_BYAKKO)
1935                                         max_times = (p_ptr->lev < 3 ? 1 : p_ptr->lev / 3);
1936                                 else if (p_ptr->special_defense & KAMAE_SUZAKU)
1937                                         max_times = 1;
1938                                 else if (p_ptr->special_defense & KAMAE_GENBU)
1939                                         max_times = 1;
1940                                 else
1941                                         max_times = (p_ptr->lev < 7 ? 1 : p_ptr->lev / 7);
1942                                 /* Attempt 'times' */
1943                                 for (times = 0; times < max_times; times++)
1944                                 {
1945                                         do
1946                                         {
1947                                                 ma_ptr = &ma_blows[randint0(MAX_MA)];
1948                                                 if ((p_ptr->pclass == CLASS_FORCETRAINER) && (ma_ptr->min_level > 1)) min_level = ma_ptr->min_level + 3;
1949                                                 else min_level = ma_ptr->min_level;
1950                                         }
1951                                         while ((min_level > p_ptr->lev) ||
1952                                                (randint1(p_ptr->lev) < ma_ptr->chance));
1953
1954                                         /* keep the highest level attack available we found */
1955                                         if ((ma_ptr->min_level > old_ptr->min_level) &&
1956                                             !p_ptr->stun && !p_ptr->confused)
1957                                         {
1958                                                 old_ptr = ma_ptr;
1959
1960                                                 if (p_ptr->wizard && cheat_xtra)
1961                                                 {
1962 #ifdef JP
1963                                                         msg_print("¹¶·â¤òºÆÁªÂò¤·¤Þ¤·¤¿¡£");
1964 #else
1965                                                         msg_print("Attack re-selected.");
1966 #endif
1967                                                 }
1968                                         }
1969                                         else
1970                                         {
1971                                                 ma_ptr = old_ptr;
1972                                         }
1973                                 }
1974
1975                                 if (p_ptr->pclass == CLASS_FORCETRAINER) min_level = MAX(1, ma_ptr->min_level - 3);
1976                                 else min_level = ma_ptr->min_level;
1977                                 k = damroll(ma_ptr->dd + p_ptr->to_dd[hand], ma_ptr->ds + p_ptr->to_ds[hand]);
1978                                 if (p_ptr->special_attack & ATTACK_SUIKEN) k *= 2;
1979
1980                                 if (ma_ptr->effect == MA_KNEE)
1981                                 {
1982                                         if (r_ptr->flags1 & RF1_MALE)
1983                                         {
1984 #ifdef JP
1985                                                 msg_format("%s¤Ë¶âŪɨ½³¤ê¤ò¤¯¤é¤ï¤·¤¿¡ª", m_name);
1986 #else
1987                                                 msg_format("You hit %s in the groin with your knee!", m_name);
1988 #endif
1989
1990                                                 sound(SOUND_PAIN);
1991                                                 special_effect = MA_KNEE;
1992                                         }
1993                                         else
1994                                                 msg_format(ma_ptr->desc, m_name);
1995                                 }
1996
1997                                 else if (ma_ptr->effect == MA_SLOW)
1998                                 {
1999                                         if (!((r_ptr->flags1 & RF1_NEVER_MOVE) ||
2000                                             my_strchr("~#{}.UjmeEv$,DdsbBFIJQSXclnw!=?", r_ptr->d_char)))
2001                                         {
2002 #ifdef JP
2003                                                 msg_format("%s¤Î­¼ó¤Ë´ØÀá½³¤ê¤ò¤¯¤é¤ï¤·¤¿¡ª", m_name);
2004 #else
2005                                                 msg_format("You kick %s in the ankle.", m_name);
2006 #endif
2007
2008                                                 special_effect = MA_SLOW;
2009                                         }
2010                                         else msg_format(ma_ptr->desc, m_name);
2011                                 }
2012                                 else
2013                                 {
2014                                         if (ma_ptr->effect)
2015                                         {
2016                                                 stun_effect = (ma_ptr->effect / 2) + randint1(ma_ptr->effect / 2);
2017                                         }
2018
2019                                         msg_format(ma_ptr->desc, m_name);
2020                                 }
2021
2022                                 if (p_ptr->special_defense & KAMAE_SUZAKU) weight = 4;
2023                                 if ((p_ptr->pclass == CLASS_FORCETRAINER) && (p_ptr->magic_num1[0]))
2024                                 {
2025                                         weight += (p_ptr->magic_num1[0]/30);
2026                                         if (weight > 20) weight = 20;
2027                                 }
2028
2029                                 k = critical_norm(p_ptr->lev * weight, min_level, k, p_ptr->to_h[0], 0);
2030
2031                                 if ((special_effect == MA_KNEE) && ((k + p_ptr->to_d[hand]) < m_ptr->hp))
2032                                 {
2033 #ifdef JP
2034                                         msg_format("%^s¤Ï¶ìÄˤˤ¦¤á¤¤¤Æ¤¤¤ë¡ª", m_name);
2035 #else
2036                                         msg_format("%^s moans in agony!", m_name);
2037 #endif
2038
2039                                         stun_effect = 7 + randint1(13);
2040                                         resist_stun /= 3;
2041                                 }
2042
2043                                 else if ((special_effect == MA_SLOW) && ((k + p_ptr->to_d[hand]) < m_ptr->hp))
2044                                 {
2045                                         if (!(r_ptr->flags1 & RF1_UNIQUE) &&
2046                                             (randint1(p_ptr->lev) > r_ptr->level) &&
2047                                             m_ptr->mspeed > 60)
2048                                         {
2049 #ifdef JP
2050                                                 msg_format("%^s¤Ï­¤ò¤Ò¤­¤º¤ê»Ï¤á¤¿¡£", m_name);
2051 #else
2052                                                 msg_format("%^s starts limping slower.", m_name);
2053 #endif
2054
2055                                                 m_ptr->mspeed -= 10;
2056                                         }
2057                                 }
2058
2059                                 if (stun_effect && ((k + p_ptr->to_d[hand]) < m_ptr->hp))
2060                                 {
2061                                         if (p_ptr->lev > randint1(r_ptr->level + resist_stun + 10))
2062                                         {
2063                                                 if (set_monster_stunned(c_ptr->m_idx, stun_effect + MON_STUNNED(m_ptr)))
2064                                                 {
2065 #ifdef JP
2066                                                         msg_format("%^s¤Ï¥Õ¥é¥Õ¥é¤Ë¤Ê¤Ã¤¿¡£", m_name);
2067 #else
2068                                                         msg_format("%^s is stunned.", m_name);
2069 #endif
2070                                                 }
2071                                                 else
2072                                                 {
2073 #ifdef JP
2074                                                         msg_format("%^s¤Ï¤µ¤é¤Ë¥Õ¥é¥Õ¥é¤Ë¤Ê¤Ã¤¿¡£", m_name);
2075 #else
2076                                                         msg_format("%^s is more stunned.", m_name);
2077 #endif
2078                                                 }
2079                                         }
2080                                 }
2081                         }
2082
2083                         /* Handle normal weapon */
2084                         else if (o_ptr->k_idx)
2085                         {
2086                                 k = damroll(o_ptr->dd + p_ptr->to_dd[hand], o_ptr->ds + p_ptr->to_ds[hand]);
2087                                 k = tot_dam_aux(o_ptr, k, m_ptr, mode, FALSE);
2088
2089                                 if (backstab)
2090                                 {
2091                                         k *= (3 + (p_ptr->lev / 20));
2092                                 }
2093                                 else if (fuiuchi)
2094                                 {
2095                                         k = k*(5+(p_ptr->lev*2/25))/2;
2096                                 }
2097                                 else if (stab_fleeing)
2098                                 {
2099                                         k = (3 * k) / 2;
2100                                 }
2101
2102                                 if ((p_ptr->impact[hand] && ((k > 50) || one_in_(7))) ||
2103                                          (chaos_effect == 2) || (mode == HISSATSU_QUAKE))
2104                                 {
2105                                         do_quake = TRUE;
2106                                 }
2107
2108                                 if ((!(o_ptr->tval == TV_SWORD) || !(o_ptr->sval == SV_DOKUBARI)) && !(mode == HISSATSU_KYUSHO))
2109                                         k = critical_norm(o_ptr->weight, o_ptr->to_h, k, p_ptr->to_h[hand], mode);
2110
2111                                 drain_result = k;
2112
2113                                 if (vorpal_cut)
2114                                 {
2115                                         int mult = 2;
2116
2117                                         if ((o_ptr->name1 == ART_CHAINSWORD) && !one_in_(2))
2118                                         {
2119                                                 char chainsword_noise[1024];
2120 #ifdef JP
2121                                                 if (!get_rnd_line("chainswd_j.txt", 0, chainsword_noise))
2122 #else
2123                                                 if (!get_rnd_line("chainswd.txt", 0, chainsword_noise))
2124 #endif
2125                                                 {
2126                                                         msg_print(chainsword_noise);
2127                                                 }
2128                                         }
2129
2130                                         if (o_ptr->name1 == ART_VORPAL_BLADE)
2131                                         {
2132 #ifdef JP
2133                                                 msg_print("Ìܤˤâ»ß¤Þ¤é¤Ì¥ô¥©¡¼¥Ñ¥ë¥Ö¥ì¡¼¥É¡¢¼êÏ£¤ÎÁá¶È¡ª");
2134 #else
2135                                                 msg_print("Your Vorpal Blade goes snicker-snack!");
2136 #endif
2137                                         }
2138                                         else
2139                                         {
2140 #ifdef JP
2141                                                 msg_format("%s¤ò¥°¥Ã¥µ¥êÀÚ¤êÎö¤¤¤¿¡ª", m_name);
2142 #else
2143                                                 msg_format("Your weapon cuts deep into %s!", m_name);
2144 #endif
2145                                         }
2146
2147                                         /* Try to increase the damage */
2148                                         while (one_in_(vorpal_chance))
2149                                         {
2150                                                 mult++;
2151                                         }
2152
2153                                         k *= mult;
2154
2155                                         /* Ouch! */
2156                                         if (((r_ptr->flagsr & RFR_RES_ALL) ? k/100 : k) > m_ptr->hp)
2157                                         {
2158 #ifdef JP
2159                                                 msg_format("%s¤ò¿¿¤ÃÆó¤Ä¤Ë¤·¤¿¡ª", m_name);
2160 #else
2161                                                 msg_format("You cut %s in half!", m_name);
2162 #endif
2163                                         }
2164                                         else
2165                                         {
2166                                                 switch (mult)
2167                                                 {
2168 #ifdef JP
2169                                                 case 2: msg_format("%s¤ò»Â¤Ã¤¿¡ª", m_name); break;
2170                                                 case 3: msg_format("%s¤ò¤Ö¤Ã¤¿»Â¤Ã¤¿¡ª", m_name); break;
2171                                                 case 4: msg_format("%s¤ò¥á¥Ã¥¿»Â¤ê¤Ë¤·¤¿¡ª", m_name); break;
2172                                                 case 5: msg_format("%s¤ò¥á¥Ã¥¿¥á¥¿¤Ë»Â¤Ã¤¿¡ª", m_name); break;
2173                                                 case 6: msg_format("%s¤ò»É¿È¤Ë¤·¤¿¡ª", m_name); break;
2174                                                 case 7: msg_format("%s¤ò»Â¤Ã¤Æ»Â¤Ã¤Æ»Â¤ê¤Þ¤¯¤Ã¤¿¡ª", m_name); break;
2175                                                 default: msg_format("%s¤òºÙÀÚ¤ì¤Ë¤·¤¿¡ª", m_name); break;
2176 #else
2177                                                 case 2: msg_format("You gouge %s!", m_name); break;
2178                                                 case 3: msg_format("You maim %s!", m_name); break;
2179                                                 case 4: msg_format("You carve %s!", m_name); break;
2180                                                 case 5: msg_format("You cleave %s!", m_name); break;
2181                                                 case 6: msg_format("You smite %s!", m_name); break;
2182                                                 case 7: msg_format("You eviscerate %s!", m_name); break;
2183                                                 default: msg_format("You shred %s!", m_name); break;
2184 #endif
2185                                                 }
2186                                         }
2187                                         drain_result = drain_result * 3 / 2;
2188                                 }
2189
2190                                 k += o_ptr->to_d;
2191                                 drain_result += o_ptr->to_d;
2192                         }
2193
2194                         /* Apply the player damage bonuses */
2195                         k += p_ptr->to_d[hand];
2196                         drain_result += p_ptr->to_d[hand];
2197
2198                         if ((mode == HISSATSU_SUTEMI) || (mode == HISSATSU_3DAN)) k *= 2;
2199                         if ((mode == HISSATSU_SEKIRYUKA) && !monster_living(r_ptr)) k = 0;
2200                         if ((mode == HISSATSU_SEKIRYUKA) && !p_ptr->cut) k /= 2;
2201
2202                         /* No negative damage */
2203                         if (k < 0) k = 0;
2204
2205                         if ((mode == HISSATSU_ZANMA) && !(!monster_living(r_ptr) && (r_ptr->flags3 & RF3_EVIL)))
2206                         {
2207                                 k = 0;
2208                         }
2209
2210                         if (zantetsu_mukou)
2211                         {
2212 #ifdef JP
2213                                 msg_print("¤³¤ó¤ÊÆð¤é¤«¤¤¤â¤Î¤ÏÀÚ¤ì¤ó¡ª");
2214 #else
2215                                 msg_print("You cannot cut such a elastic thing!");
2216 #endif
2217                                 k = 0;
2218                         }
2219
2220                         if (e_j_mukou)
2221                         {
2222 #ifdef JP
2223                                 msg_print("ÃØéá¤Ï¶ì¼ê¤À¡ª");
2224 #else
2225                                 msg_print("Spiders are difficult for you to deal with!");
2226 #endif
2227                                 k /= 2;
2228                         }
2229
2230                         if (mode == HISSATSU_MINEUCHI)
2231                         {
2232                                 int tmp = (10 + randint1(15) + p_ptr->lev / 5);
2233
2234                                 k = 0;
2235                                 anger_monster(m_ptr);
2236
2237                                 if (!(r_ptr->flags3 & (RF3_NO_STUN)))
2238                                 {
2239                                         /* Get stunned */
2240                                         if (MON_STUNNED(m_ptr))
2241                                         {
2242 #ifdef JP
2243                                                 msg_format("%s¤Ï¤Ò¤É¤¯¤â¤¦¤í¤¦¤È¤·¤¿¡£", m_name);
2244 #else
2245                                                 msg_format("%s is more dazed.", m_name);
2246 #endif
2247
2248                                                 tmp /= 2;
2249                                         }
2250                                         else
2251                                         {
2252 #ifdef JP
2253                                                 msg_format("%s ¤Ï¤â¤¦¤í¤¦¤È¤·¤¿¡£", m_name);
2254 #else
2255                                                 msg_format("%s is dazed.", m_name);
2256 #endif
2257                                         }
2258
2259                                         /* Apply stun */
2260                                         (void)set_monster_stunned(c_ptr->m_idx, MON_STUNNED(m_ptr) + tmp);
2261                                 }
2262                                 else
2263                                 {
2264 #ifdef JP
2265                                         msg_format("%s ¤Ë¤Ï¸ú²Ì¤¬¤Ê¤«¤Ã¤¿¡£", m_name);
2266 #else
2267                                         msg_format("%s is not effected.", m_name);
2268 #endif
2269                                 }
2270                         }
2271
2272                         /* Modify the damage */
2273                         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))));
2274                         if (((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_DOKUBARI)) || (mode == HISSATSU_KYUSHO))
2275                         {
2276                                 if ((randint1(randint1(r_ptr->level/7)+5) == 1) && !(r_ptr->flags1 & RF1_UNIQUE) && !(r_ptr->flags7 & RF7_UNIQUE2))
2277                                 {
2278                                         k = m_ptr->hp + 1;
2279 #ifdef JP
2280                                         msg_format("%s¤ÎµÞ½ê¤òÆͤ­»É¤·¤¿¡ª", m_name);
2281 #else
2282                                         msg_format("You hit %s on a fatal spot!", m_name);
2283 #endif
2284                                 }
2285                                 else k = 1;
2286                         }
2287                         else if ((p_ptr->pclass == CLASS_NINJA) && buki_motteruka(INVEN_RARM + hand) && !p_ptr->icky_wield[hand] && ((p_ptr->cur_lite <= 0) || one_in_(7)))
2288                         {
2289                                 int maxhp = maxroll(r_ptr->hdice, r_ptr->hside);
2290                                 if (one_in_(backstab ? 13 : (stab_fleeing || fuiuchi) ? 15 : 27))
2291                                 {
2292                                         k *= 5;
2293                                         drain_result *= 2;
2294 #ifdef JP
2295                                         msg_format("¿Ï¤¬%s¤Ë¿¼¡¹¤ÈÆͤ­»É¤µ¤Ã¤¿¡ª", m_name);
2296 #else
2297                                         msg_format("You critically injured %s!", m_name);
2298 #endif
2299                                 }
2300                                 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)))
2301                                 {
2302                                         if ((r_ptr->flags1 & RF1_UNIQUE) || (r_ptr->flags7 & RF7_UNIQUE2) || (m_ptr->hp >= maxhp/2))
2303                                         {
2304                                                 k = MAX(k*5, m_ptr->hp/2);
2305                                                 drain_result *= 2;
2306 #ifdef JP
2307                                                 msg_format("%s¤ËÃ×Ì¿½ý¤òÉé¤ï¤»¤¿¡ª", m_name);
2308 #else
2309                                                 msg_format("You fatally injured %s!", m_name);
2310 #endif
2311                                         }
2312                                         else
2313                                         {
2314                                                 k = m_ptr->hp + 1;
2315 #ifdef JP
2316                                                 msg_format("¿Ï¤¬%s¤ÎµÞ½ê¤ò´Ó¤¤¤¿¡ª", m_name);
2317 #else
2318                                                 msg_format("You hit %s on a fatal spot!", m_name);
2319 #endif
2320                                         }
2321                                 }
2322                         }
2323
2324                         /* Complex message */
2325                         if (p_ptr->wizard || cheat_xtra)
2326                         {
2327 #ifdef JP
2328                                 msg_format("%d/%d ¤Î¥À¥á¡¼¥¸¤òÍ¿¤¨¤¿¡£", k, m_ptr->hp);
2329 #else
2330                                 msg_format("You do %d (out of %d) damage.", k, m_ptr->hp);
2331 #endif
2332                         }
2333
2334                         if (k <= 0) can_drain = FALSE;
2335
2336                         if (drain_result > m_ptr->hp)
2337                                 drain_result = m_ptr->hp;
2338
2339                         /* Damage, check for fear and death */
2340                         if (mon_take_hit(c_ptr->m_idx, k, fear, NULL))
2341                         {
2342                                 *mdeath = TRUE;
2343                                 if ((p_ptr->pclass == CLASS_BERSERKER) && energy_use)
2344                                 {
2345                                         if (p_ptr->migite && p_ptr->hidarite)
2346                                         {
2347                                                 if (hand) energy_use = energy_use*3/5+energy_use*num*2/(p_ptr->num_blow[hand]*5);
2348                                                 else energy_use = energy_use*num*3/(p_ptr->num_blow[hand]*5);
2349                                         }
2350                                         else
2351                                         {
2352                                                 energy_use = energy_use*num/p_ptr->num_blow[hand];
2353                                         }
2354                                 }
2355                                 if ((o_ptr->name1 == ART_ZANTETSU) && is_lowlevel)
2356 #ifdef JP
2357                                         msg_print("¤Þ¤¿¤Ä¤Þ¤é¤Ì¤â¤Î¤ò»Â¤Ã¤Æ¤·¤Þ¤Ã¤¿¡¥¡¥¡¥");
2358 #else
2359                                         msg_print("Sigh... Another trifling thing I've cut....");
2360 #endif
2361                                 break;
2362                         }
2363
2364                         /* Anger the monster */
2365                         if (k > 0) anger_monster(m_ptr);
2366
2367                         touch_zap_player(m_ptr);
2368
2369                         /* Are we draining it?  A little note: If the monster is
2370                         dead, the drain does not work... */
2371
2372                         if (can_drain && (drain_result > 0))
2373                         {
2374                                 if (o_ptr->name1 == ART_MURAMASA)
2375                                 {
2376                                         if (is_human)
2377                                         {
2378                                                 int to_h = o_ptr->to_h;
2379                                                 int to_d = o_ptr->to_d;
2380                                                 int i, flag;
2381
2382                                                 flag = 1;
2383                                                 for (i = 0; i < to_h + 3; i++) if (one_in_(4)) flag = 0;
2384                                                 if (flag) to_h++;
2385
2386                                                 flag = 1;
2387                                                 for (i = 0; i < to_d + 3; i++) if (one_in_(4)) flag = 0;
2388                                                 if (flag) to_d++;
2389
2390                                                 if (o_ptr->to_h != to_h || o_ptr->to_d != to_d)
2391                                                 {
2392 #ifdef JP
2393                                                         msg_print("ÍÅÅá¤Ï·ì¤òµÛ¤Ã¤Æ¶¯¤¯¤Ê¤Ã¤¿¡ª");
2394 #else
2395                                                         msg_print("Muramasa sucked blood, and became more powerful!");
2396 #endif
2397                                                         o_ptr->to_h = to_h;
2398                                                         o_ptr->to_d = to_d;
2399                                                 }
2400                                         }
2401                                 }
2402                                 else
2403                                 {
2404                                         if (drain_result > 5) /* Did we really hurt it? */
2405                                         {
2406                                                 drain_heal = damroll(2, drain_result / 6);
2407
2408                                                 /* Hex */
2409                                                 if (hex_spelling(HEX_VAMP_BLADE)) drain_heal *= 2;
2410
2411                                                 if (cheat_xtra)
2412                                                 {
2413 #ifdef JP
2414                                                         msg_format("Draining left: %d", drain_left);
2415 #else
2416                                                         msg_format("Draining left: %d", drain_left);
2417 #endif
2418
2419                                                 }
2420
2421                                                 if (drain_left)
2422                                                 {
2423                                                         if (drain_heal < drain_left)
2424                                                         {
2425                                                                 drain_left -= drain_heal;
2426                                                         }
2427                                                         else
2428                                                         {
2429                                                                 drain_heal = drain_left;
2430                                                                 drain_left = 0;
2431                                                         }
2432
2433                                                         if (drain_msg)
2434                                                         {
2435 #ifdef JP
2436                                                                 msg_format("¿Ï¤¬%s¤«¤éÀ¸Ì¿ÎϤòµÛ¤¤¼è¤Ã¤¿¡ª", m_name);
2437 #else
2438                                                                 msg_format("Your weapon drains life from %s!", m_name);
2439 #endif
2440
2441                                                                 drain_msg = FALSE;
2442                                                         }
2443
2444                                                         drain_heal = (drain_heal * mutant_regenerate_mod) / 100;
2445
2446                                                         hp_player(drain_heal);
2447                                                         /* We get to keep some of it! */
2448                                                 }
2449                                         }
2450                                 }
2451                                 m_ptr->maxhp -= (k+7)/8;
2452                                 if (m_ptr->hp > m_ptr->maxhp) m_ptr->hp = m_ptr->maxhp;
2453                                 if (m_ptr->maxhp < 1) m_ptr->maxhp = 1;
2454                                 weak = TRUE;
2455                         }
2456                         can_drain = FALSE;
2457                         drain_result = 0;
2458
2459                         /* Confusion attack */
2460                         if ((p_ptr->special_attack & ATTACK_CONFUSE) || (chaos_effect == 3) || (mode == HISSATSU_CONF) || hex_spelling(HEX_CONFUSION))
2461                         {
2462                                 /* Cancel glowing hands */
2463                                 if (p_ptr->special_attack & ATTACK_CONFUSE)
2464                                 {
2465                                         p_ptr->special_attack &= ~(ATTACK_CONFUSE);
2466 #ifdef JP
2467                                         msg_print("¼ê¤Îµ±¤­¤¬¤Ê¤¯¤Ê¤Ã¤¿¡£");
2468 #else
2469                                         msg_print("Your hands stop glowing.");
2470 #endif
2471                                         p_ptr->redraw |= (PR_STATUS);
2472
2473                                 }
2474
2475                                 /* Confuse the monster */
2476                                 if (r_ptr->flags3 & RF3_NO_CONF)
2477                                 {
2478                                         if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags3 |= RF3_NO_CONF;
2479
2480 #ifdef JP
2481                                         msg_format("%^s¤Ë¤Ï¸ú²Ì¤¬¤Ê¤«¤Ã¤¿¡£", m_name);
2482 #else
2483                                         msg_format("%^s is unaffected.", m_name);
2484 #endif
2485
2486                                 }
2487                                 else if (randint0(100) < r_ptr->level)
2488                                 {
2489 #ifdef JP
2490                                         msg_format("%^s¤Ë¤Ï¸ú²Ì¤¬¤Ê¤«¤Ã¤¿¡£", m_name);
2491 #else
2492                                         msg_format("%^s is unaffected.", m_name);
2493 #endif
2494
2495                                 }
2496                                 else
2497                                 {
2498 #ifdef JP
2499                                         msg_format("%^s¤Ïº®Í𤷤¿¤è¤¦¤À¡£", m_name);
2500 #else
2501                                         msg_format("%^s appears confused.", m_name);
2502 #endif
2503
2504                                         (void)set_monster_confused(c_ptr->m_idx, MON_CONFUSED(m_ptr) + 10 + randint0(p_ptr->lev) / 5);
2505                                 }
2506                         }
2507
2508                         else if (chaos_effect == 4)
2509                         {
2510                                 bool resists_tele = FALSE;
2511
2512                                 if (r_ptr->flagsr & RFR_RES_TELE)
2513                                 {
2514                                         if (r_ptr->flags1 & RF1_UNIQUE)
2515                                         {
2516                                                 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flagsr |= RFR_RES_TELE;
2517 #ifdef JP
2518                                                 msg_format("%^s¤Ë¤Ï¸ú²Ì¤¬¤Ê¤«¤Ã¤¿¡£", m_name);
2519 #else
2520                                                 msg_format("%^s is unaffected!", m_name);
2521 #endif
2522
2523                                                 resists_tele = TRUE;
2524                                         }
2525                                         else if (r_ptr->level > randint1(100))
2526                                         {
2527                                                 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flagsr |= RFR_RES_TELE;
2528 #ifdef JP
2529                                                 msg_format("%^s¤ÏÄñ¹³ÎϤò»ý¤Ã¤Æ¤¤¤ë¡ª", m_name);
2530 #else
2531                                                 msg_format("%^s resists!", m_name);
2532 #endif
2533
2534                                                 resists_tele = TRUE;
2535                                         }
2536                                 }
2537
2538                                 if (!resists_tele)
2539                                 {
2540 #ifdef JP
2541                                         msg_format("%^s¤Ï¾Ã¤¨¤¿¡ª", m_name);
2542 #else
2543                                         msg_format("%^s disappears!", m_name);
2544 #endif
2545
2546                                         teleport_away(c_ptr->m_idx, 50, TELEPORT_PASSIVE);
2547                                         num = num_blow + 1; /* Can't hit it anymore! */
2548                                         *mdeath = TRUE;
2549                                 }
2550                         }
2551
2552                         else if ((chaos_effect == 5) && (randint1(90) > r_ptr->level))
2553                         {
2554                                 if (!(r_ptr->flags1 & (RF1_UNIQUE | RF1_QUESTOR)) &&
2555                                     !(r_ptr->flagsr & RFR_EFF_RES_CHAO_MASK))
2556                                 {
2557                                         if (polymorph_monster(y, x))
2558                                         {
2559 #ifdef JP
2560                                                 msg_format("%^s¤ÏÊѲ½¤·¤¿¡ª", m_name);
2561 #else
2562                                                 msg_format("%^s changes!", m_name);
2563 #endif
2564
2565                                                 *fear = FALSE;
2566                                                 weak = FALSE;
2567                                         }
2568                                         else
2569                                         {
2570 #ifdef JP
2571                                                 msg_format("%^s¤Ë¤Ï¸ú²Ì¤¬¤Ê¤«¤Ã¤¿¡£", m_name);
2572 #else
2573                                                 msg_format("%^s is unaffected.", m_name);
2574 #endif
2575                                         }
2576
2577                                         /* Hack -- Get new monster */
2578                                         m_ptr = &m_list[c_ptr->m_idx];
2579
2580                                         /* Oops, we need a different name... */
2581                                         monster_desc(m_name, m_ptr, 0);
2582
2583                                         /* Hack -- Get new race */
2584                                         r_ptr = &r_info[m_ptr->r_idx];
2585                                 }
2586                         }
2587                         else if (o_ptr->name1 == ART_G_HAMMER)
2588                         {
2589                                 monster_type *m_ptr = &m_list[c_ptr->m_idx];
2590
2591                                 if (m_ptr->hold_o_idx)
2592                                 {
2593                                         object_type *q_ptr = &o_list[m_ptr->hold_o_idx];
2594                                         char o_name[MAX_NLEN];
2595
2596                                         object_desc(o_name, q_ptr, OD_NAME_ONLY);
2597                                         q_ptr->held_m_idx = 0;
2598                                         q_ptr->marked = OM_TOUCHED;
2599                                         m_ptr->hold_o_idx = q_ptr->next_o_idx;
2600                                         q_ptr->next_o_idx = 0;
2601 #ifdef JP
2602                                         msg_format("%s¤òÃ¥¤Ã¤¿¡£", o_name);
2603 #else
2604                                         msg_format("You snatched %s.", o_name);
2605 #endif
2606                                         inven_carry(q_ptr);
2607                                 }
2608                         }
2609                 }
2610
2611                 /* Player misses */
2612                 else
2613                 {
2614                         backstab = FALSE; /* Clumsy! */
2615                         fuiuchi = FALSE; /* Clumsy! */
2616
2617                         if ((o_ptr->tval == TV_POLEARM) && (o_ptr->sval == SV_DEATH_SCYTHE) && one_in_(3))
2618                         {
2619                                 u32b flgs[TR_FLAG_SIZE];
2620
2621                                 /* Sound */
2622                                 sound(SOUND_HIT);
2623
2624                                 /* Message */
2625 #ifdef JP
2626                                 msg_format("¥ß¥¹¡ª %s¤Ë¤«¤ï¤µ¤ì¤¿¡£", m_name);
2627 #else
2628                                 msg_format("You miss %s.", m_name);
2629 #endif
2630                                 /* Message */
2631 #ifdef JP
2632                                 msg_print("¿¶¤ê²ó¤·¤¿Âç³ù¤¬¼«Ê¬¼«¿È¤ËÊ֤äƤ­¤¿¡ª");
2633 #else
2634                                 msg_print("Your scythe returns to you!");
2635 #endif
2636
2637                                 /* Extract the flags */
2638                                 object_flags(o_ptr, flgs);
2639
2640                                 k = damroll(o_ptr->dd + p_ptr->to_dd[hand], o_ptr->ds + p_ptr->to_ds[hand]);
2641                                 {
2642                                         int mult;
2643                                         switch (p_ptr->mimic_form)
2644                                         {
2645                                         case MIMIC_NONE:
2646                                                 switch (p_ptr->prace)
2647                                                 {
2648                                                         case RACE_YEEK:
2649                                                         case RACE_KLACKON:
2650                                                         case RACE_HUMAN:
2651                                                         case RACE_AMBERITE:
2652                                                         case RACE_DUNADAN:
2653                                                         case RACE_BARBARIAN:
2654                                                         case RACE_BEASTMAN:
2655                                                                 mult = 25;break;
2656                                                         case RACE_HALF_ORC:
2657                                                         case RACE_HALF_TROLL:
2658                                                         case RACE_HALF_OGRE:
2659                                                         case RACE_HALF_GIANT:
2660                                                         case RACE_HALF_TITAN:
2661                                                         case RACE_CYCLOPS:
2662                                                         case RACE_IMP:
2663                                                         case RACE_SKELETON:
2664                                                         case RACE_ZOMBIE:
2665                                                         case RACE_VAMPIRE:
2666                                                         case RACE_SPECTRE:
2667                                                         case RACE_DEMON:
2668                                                         case RACE_DRACONIAN:
2669                                                                 mult = 30;break;
2670                                                         default:
2671                                                                 mult = 10;break;
2672                                                 }
2673                                                 break;
2674                                         case MIMIC_DEMON:
2675                                         case MIMIC_DEMON_LORD:
2676                                         case MIMIC_VAMPIRE:
2677                                                 mult = 30;break;
2678                                         default:
2679                                                 mult = 10;break;
2680                                         }
2681
2682                                         if (p_ptr->align < 0 && mult < 20)
2683                                                 mult = 20;
2684                                         if (!(p_ptr->resist_acid || IS_OPPOSE_ACID() || p_ptr->immune_acid) && (mult < 25))
2685                                                 mult = 25;
2686                                         if (!(p_ptr->resist_elec || IS_OPPOSE_ELEC() || p_ptr->immune_elec) && (mult < 25))
2687                                                 mult = 25;
2688                                         if (!(p_ptr->resist_fire || IS_OPPOSE_FIRE() || p_ptr->immune_fire) && (mult < 25))
2689                                                 mult = 25;
2690                                         if (!(p_ptr->resist_cold || IS_OPPOSE_COLD() || p_ptr->immune_cold) && (mult < 25))
2691                                                 mult = 25;
2692                                         if (!(p_ptr->resist_pois || IS_OPPOSE_POIS()) && (mult < 25))
2693                                                 mult = 25;
2694
2695                                         if ((p_ptr->pclass != CLASS_SAMURAI) && (have_flag(flgs, TR_FORCE_WEAPON)) && (p_ptr->csp > (p_ptr->msp / 30)))
2696                                         {
2697                                                 p_ptr->csp -= (1+(p_ptr->msp / 30));
2698                                                 p_ptr->redraw |= (PR_MANA);
2699                                                 mult = mult * 3 / 2 + 20;
2700                                         }
2701                                         k *= mult;
2702                                         k /= 10;
2703                                 }
2704
2705                                 k = critical_norm(o_ptr->weight, o_ptr->to_h, k, p_ptr->to_h[hand], mode);
2706                                 if (one_in_(6))
2707                                 {
2708                                         int mult = 2;
2709 #ifdef JP
2710                                         msg_format("¥°¥Ã¥µ¥êÀÚ¤êÎö¤«¤ì¤¿¡ª");
2711 #else
2712                                         msg_format("Your weapon cuts deep into yourself!");
2713 #endif
2714                                         /* Try to increase the damage */
2715                                         while (one_in_(4))
2716                                         {
2717                                                 mult++;
2718                                         }
2719
2720                                         k *= mult;
2721                                 }
2722                                 k += (p_ptr->to_d[hand] + o_ptr->to_d);
2723
2724                                 if (k < 0) k = 0;
2725
2726 #ifdef JP
2727                                 take_hit(DAMAGE_FORCE, k, "»à¤ÎÂç³ù", -1);
2728 #else
2729                                 take_hit(DAMAGE_FORCE, k, "Death scythe", -1);
2730 #endif
2731
2732                                 redraw_stuff();
2733                         }
2734                         else
2735                         {
2736                                 /* Sound */
2737                                 sound(SOUND_MISS);
2738
2739                                 /* Message */
2740 #ifdef JP
2741                                 msg_format("¥ß¥¹¡ª %s¤Ë¤«¤ï¤µ¤ì¤¿¡£", m_name);
2742 #else
2743                                 msg_format("You miss %s.", m_name);
2744 #endif
2745                         }
2746                 }
2747                 backstab = FALSE;
2748                 fuiuchi = FALSE;
2749         }
2750
2751
2752         if (weak && !(*mdeath))
2753         {
2754 #ifdef JP
2755                 msg_format("%s¤Ï¼å¤¯¤Ê¤Ã¤¿¤è¤¦¤À¡£", m_name);
2756 #else
2757                 msg_format("%^s seems weakened.", m_name);
2758 #endif
2759         }
2760         if (drain_left != MAX_VAMPIRIC_DRAIN)
2761         {
2762                 if (one_in_(4))
2763                 {
2764                         chg_virtue(V_UNLIFE, 1);
2765                 }
2766         }
2767         /* Mega-Hack -- apply earthquake brand */
2768         if (do_quake)
2769         {
2770                 earthquake(py, px, 10);
2771                 if (!cave[y][x].m_idx) *mdeath = TRUE;
2772         }
2773 }
2774
2775 bool py_attack(int y, int x, int mode)
2776 {
2777         bool            fear = FALSE;
2778         bool            mdeath = FALSE;
2779         bool            stormbringer = FALSE;
2780
2781         cave_type       *c_ptr = &cave[y][x];
2782         monster_type    *m_ptr = &m_list[c_ptr->m_idx];
2783         monster_race    *r_ptr = &r_info[m_ptr->r_idx];
2784         char            m_name[80];
2785
2786         /* Disturb the player */
2787         disturb(0, 1);
2788
2789         energy_use = 100;
2790
2791         if (!p_ptr->migite && !p_ptr->hidarite &&
2792             !(p_ptr->muta2 & (MUT2_HORNS | MUT2_BEAK | MUT2_SCOR_TAIL | MUT2_TRUNK | MUT2_TENTACLES)))
2793         {
2794 #ifdef JP
2795                 msg_format("%s¹¶·â¤Ç¤­¤Ê¤¤¡£", (empty_hands(FALSE) == EMPTY_HAND_NONE) ? "ξ¼ê¤¬¤Õ¤µ¤¬¤Ã¤Æ" : "");
2796 #else
2797                 msg_print("You cannot do attacking.");
2798 #endif
2799                 return FALSE;
2800         }
2801
2802         /* Extract monster name (or "it") */
2803         monster_desc(m_name, m_ptr, 0);
2804
2805         if (m_ptr->ml)
2806         {
2807                 /* Auto-Recall if possible and visible */
2808                 if (!p_ptr->image) monster_race_track(m_ptr->ap_r_idx);
2809
2810                 /* Track a new monster */
2811                 health_track(c_ptr->m_idx);
2812         }
2813
2814         if ((r_ptr->flags1 & RF1_FEMALE) &&
2815             !(p_ptr->stun || p_ptr->confused || p_ptr->image || !m_ptr->ml))
2816         {
2817                 if ((inventory[INVEN_RARM].name1 == ART_ZANTETSU) || (inventory[INVEN_LARM].name1 == ART_ZANTETSU))
2818                 {
2819 #ifdef JP
2820                         msg_print("ÀÛ¼Ô¡¢¤ª¤Ê¤´¤Ï»Â¤ì¤Ì¡ª");
2821 #else
2822                         msg_print("I can not attack women!");
2823 #endif
2824                         return FALSE;
2825                 }
2826         }
2827
2828         if (d_info[dungeon_type].flags1 & DF1_NO_MELEE)
2829         {
2830 #ifdef JP
2831                 msg_print("¤Ê¤¼¤«¹¶·â¤¹¤ë¤³¤È¤¬¤Ç¤­¤Ê¤¤¡£");
2832 #else
2833                 msg_print("Something prevent you from attacking.");
2834 #endif
2835                 return FALSE;
2836         }
2837
2838         /* Stop if friendly */
2839         if (!is_hostile(m_ptr) &&
2840             !(p_ptr->stun || p_ptr->confused || p_ptr->image ||
2841             p_ptr->shero || !m_ptr->ml))
2842         {
2843                 if (inventory[INVEN_RARM].name1 == ART_STORMBRINGER) stormbringer = TRUE;
2844                 if (inventory[INVEN_LARM].name1 == ART_STORMBRINGER) stormbringer = TRUE;
2845                 if (stormbringer)
2846                 {
2847 #ifdef JP
2848                         msg_format("¹õ¤¤¿Ï¤Ï¶¯ÍߤË%s¤ò¹¶·â¤·¤¿¡ª", m_name);
2849 #else
2850                         msg_format("Your black blade greedily attacks %s!", m_name);
2851 #endif
2852                         chg_virtue(V_INDIVIDUALISM, 1);
2853                         chg_virtue(V_HONOUR, -1);
2854                         chg_virtue(V_JUSTICE, -1);
2855                         chg_virtue(V_COMPASSION, -1);
2856                 }
2857                 else if (p_ptr->pclass != CLASS_BERSERKER)
2858                 {
2859 #ifdef JP
2860                         if (get_check("ËÜÅö¤Ë¹¶·â¤·¤Þ¤¹¤«¡©"))
2861 #else
2862                         if (get_check("Really hit it? "))
2863 #endif
2864                         {
2865                                 chg_virtue(V_INDIVIDUALISM, 1);
2866                                 chg_virtue(V_HONOUR, -1);
2867                                 chg_virtue(V_JUSTICE, -1);
2868                                 chg_virtue(V_COMPASSION, -1);
2869                         }
2870                         else
2871                         {
2872 #ifdef JP
2873                                 msg_format("%s¤ò¹¶·â¤¹¤ë¤Î¤ò»ß¤á¤¿¡£", m_name);
2874 #else
2875                                 msg_format("You stop to avoid hitting %s.", m_name);
2876 #endif
2877                                 return FALSE;
2878                         }
2879                 }
2880         }
2881
2882
2883         /* Handle player fear */
2884         if (p_ptr->afraid)
2885         {
2886                 /* Message */
2887                 if (m_ptr->ml)
2888 #ifdef JP
2889                         msg_format("¶²¤¯¤Æ%s¤ò¹¶·â¤Ç¤­¤Ê¤¤¡ª", m_name);
2890 #else
2891                         msg_format("You are too afraid to attack %s!", m_name);
2892 #endif
2893
2894                 else
2895 #ifdef JP
2896                         msg_format ("¤½¤Ã¤Á¤Ë¤Ï²¿¤«¶²¤¤¤â¤Î¤¬¤¤¤ë¡ª");
2897 #else
2898                         msg_format ("There is something scary in your way!");
2899 #endif
2900
2901                 /* Disturb the monster */
2902                 (void)set_monster_csleep(c_ptr->m_idx, 0);
2903
2904                 /* Done */
2905                 return FALSE;
2906         }
2907
2908         if (MON_CSLEEP(m_ptr)) /* It is not honorable etc to attack helpless victims */
2909         {
2910                 if (!(r_ptr->flags3 & RF3_EVIL) || one_in_(5)) chg_virtue(V_COMPASSION, -1);
2911                 if (!(r_ptr->flags3 & RF3_EVIL) || one_in_(5)) chg_virtue(V_HONOUR, -1);
2912         }
2913
2914         if (p_ptr->migite && p_ptr->hidarite)
2915         {
2916                 if ((p_ptr->skill_exp[GINOU_NITOURYU] < s_info[p_ptr->pclass].s_max[GINOU_NITOURYU]) && ((p_ptr->skill_exp[GINOU_NITOURYU] - 1000) / 200 < r_ptr->level))
2917                 {
2918                         if (p_ptr->skill_exp[GINOU_NITOURYU] < WEAPON_EXP_BEGINNER)
2919                                 p_ptr->skill_exp[GINOU_NITOURYU] += 80;
2920                         else if(p_ptr->skill_exp[GINOU_NITOURYU] < WEAPON_EXP_SKILLED)
2921                                 p_ptr->skill_exp[GINOU_NITOURYU] += 4;
2922                         else if(p_ptr->skill_exp[GINOU_NITOURYU] < WEAPON_EXP_EXPERT)
2923                                 p_ptr->skill_exp[GINOU_NITOURYU] += 1;
2924                         else if(p_ptr->skill_exp[GINOU_NITOURYU] < WEAPON_EXP_MASTER)
2925                                 if (one_in_(3)) p_ptr->skill_exp[GINOU_NITOURYU] += 1;
2926                         p_ptr->update |= (PU_BONUS);
2927                 }
2928         }
2929
2930         /* Gain riding experience */
2931         if (p_ptr->riding)
2932         {
2933                 int cur = p_ptr->skill_exp[GINOU_RIDING];
2934                 int max = s_info[p_ptr->pclass].s_max[GINOU_RIDING];
2935
2936                 if (cur < max)
2937                 {
2938                         int ridinglevel = r_info[m_list[p_ptr->riding].r_idx].level;
2939                         int targetlevel = r_ptr->level;
2940                         int inc = 0;
2941
2942                         if ((cur / 200 - 5) < targetlevel)
2943                                 inc += 1;
2944
2945                         /* Extra experience */
2946                         if ((cur / 100) < ridinglevel)
2947                         {
2948                                 if ((cur / 100 + 15) < ridinglevel)
2949                                         inc += 1 + (ridinglevel - (cur / 100 + 15));
2950                                 else
2951                                         inc += 1;
2952                         }
2953
2954                         p_ptr->skill_exp[GINOU_RIDING] = MIN(max, cur + inc);
2955
2956                         p_ptr->update |= (PU_BONUS);
2957                 }
2958         }
2959
2960         riding_t_m_idx = c_ptr->m_idx;
2961         if (p_ptr->migite) py_attack_aux(y, x, &fear, &mdeath, 0, mode);
2962         if (p_ptr->hidarite && !mdeath) py_attack_aux(y, x, &fear, &mdeath, 1, mode);
2963
2964         /* Mutations which yield extra 'natural' attacks */
2965         if (!mdeath)
2966         {
2967                 if ((p_ptr->muta2 & MUT2_HORNS) && !mdeath)
2968                         natural_attack(c_ptr->m_idx, MUT2_HORNS, &fear, &mdeath);
2969                 if ((p_ptr->muta2 & MUT2_BEAK) && !mdeath)
2970                         natural_attack(c_ptr->m_idx, MUT2_BEAK, &fear, &mdeath);
2971                 if ((p_ptr->muta2 & MUT2_SCOR_TAIL) && !mdeath)
2972                         natural_attack(c_ptr->m_idx, MUT2_SCOR_TAIL, &fear, &mdeath);
2973                 if ((p_ptr->muta2 & MUT2_TRUNK) && !mdeath)
2974                         natural_attack(c_ptr->m_idx, MUT2_TRUNK, &fear, &mdeath);
2975                 if ((p_ptr->muta2 & MUT2_TENTACLES) && !mdeath)
2976                         natural_attack(c_ptr->m_idx, MUT2_TENTACLES, &fear, &mdeath);
2977         }
2978
2979         /* Hack -- delay fear messages */
2980         if (fear && m_ptr->ml && !mdeath)
2981         {
2982                 /* Sound */
2983                 sound(SOUND_FLEE);
2984
2985                 /* Message */
2986 #ifdef JP
2987                 msg_format("%^s¤Ï¶²Éݤ·¤Æƨ¤²½Ð¤·¤¿¡ª", m_name);
2988 #else
2989                 msg_format("%^s flees in terror!", m_name);
2990 #endif
2991
2992         }
2993
2994         if ((p_ptr->special_defense & KATA_IAI) && ((mode != HISSATSU_IAI) || mdeath))
2995         {
2996                 set_action(ACTION_NONE);
2997         }
2998
2999         return mdeath;
3000 }
3001
3002
3003 bool pattern_seq(int c_y, int c_x, int n_y, int n_x)
3004 {
3005         feature_type *cur_f_ptr = &f_info[cave[c_y][c_x].feat];
3006         feature_type *new_f_ptr = &f_info[cave[n_y][n_x].feat];
3007         bool is_pattern_tile_cur = have_flag(cur_f_ptr->flags, FF_PATTERN);
3008         bool is_pattern_tile_new = have_flag(new_f_ptr->flags, FF_PATTERN);
3009         int pattern_type_cur, pattern_type_new;
3010
3011         if (!is_pattern_tile_cur && !is_pattern_tile_new) return TRUE;
3012
3013         pattern_type_cur = is_pattern_tile_cur ? cur_f_ptr->subtype : NOT_PATTERN_TILE;
3014         pattern_type_new = is_pattern_tile_new ? new_f_ptr->subtype : NOT_PATTERN_TILE;
3015
3016         if (pattern_type_new == PATTERN_TILE_START)
3017         {
3018                 if (!is_pattern_tile_cur && !p_ptr->confused && !p_ptr->stun && !p_ptr->image)
3019                 {
3020 #ifdef JP
3021                         if (get_check("¥Ñ¥¿¡¼¥ó¤Î¾å¤òÊ⤭»Ï¤á¤ë¤È¡¢Á´¤Æ¤òÊ⤫¤Ê¤±¤ì¤Ð¤Ê¤ê¤Þ¤»¤ó¡£¤¤¤¤¤Ç¤¹¤«¡©"))
3022 #else
3023                         if (get_check("If you start walking the Pattern, you must walk the whole way. Ok? "))
3024 #endif
3025                                 return TRUE;
3026                         else
3027                                 return FALSE;
3028                 }
3029                 else
3030                         return TRUE;
3031         }
3032         else if ((pattern_type_new == PATTERN_TILE_OLD) ||
3033                  (pattern_type_new == PATTERN_TILE_END) ||
3034                  (pattern_type_new == PATTERN_TILE_WRECKED))
3035         {
3036                 if (is_pattern_tile_cur)
3037                 {
3038                         return TRUE;
3039                 }
3040                 else
3041                 {
3042 #ifdef JP
3043                         msg_print("¥Ñ¥¿¡¼¥ó¤Î¾å¤òÊ⤯¤Ë¤Ï¥¹¥¿¡¼¥ÈÃÏÅÀ¤«¤éÊ⤭»Ï¤á¤Ê¤¯¤Æ¤Ï¤Ê¤ê¤Þ¤»¤ó¡£");
3044 #else
3045                         msg_print("You must start walking the Pattern from the startpoint.");
3046 #endif
3047
3048                         return FALSE;
3049                 }
3050         }
3051         else if ((pattern_type_new == PATTERN_TILE_TELEPORT) ||
3052                  (pattern_type_cur == PATTERN_TILE_TELEPORT))
3053         {
3054                 return TRUE;
3055         }
3056         else if (pattern_type_cur == PATTERN_TILE_START)
3057         {
3058                 if (is_pattern_tile_new)
3059                         return TRUE;
3060                 else
3061                 {
3062 #ifdef JP
3063                         msg_print("¥Ñ¥¿¡¼¥ó¤Î¾å¤ÏÀµ¤·¤¤½ç½ø¤ÇÊ⤫¤Í¤Ð¤Ê¤ê¤Þ¤»¤ó¡£");
3064 #else
3065                         msg_print("You must walk the Pattern in correct order.");
3066 #endif
3067
3068                         return FALSE;
3069                 }
3070         }
3071         else if ((pattern_type_cur == PATTERN_TILE_OLD) ||
3072                  (pattern_type_cur == PATTERN_TILE_END) ||
3073                  (pattern_type_cur == PATTERN_TILE_WRECKED))
3074         {
3075                 if (!is_pattern_tile_new)
3076                 {
3077 #ifdef JP
3078                         msg_print("¥Ñ¥¿¡¼¥ó¤òƧ¤ß³°¤·¤Æ¤Ï¤¤¤±¤Þ¤»¤ó¡£");
3079 #else
3080                         msg_print("You may not step off from the Pattern.");
3081 #endif
3082
3083                         return FALSE;
3084                 }
3085                 else
3086                 {
3087                         return TRUE;
3088                 }
3089         }
3090         else
3091         {
3092                 if (!is_pattern_tile_cur)
3093                 {
3094 #ifdef JP
3095                         msg_print("¥Ñ¥¿¡¼¥ó¤Î¾å¤òÊ⤯¤Ë¤Ï¥¹¥¿¡¼¥ÈÃÏÅÀ¤«¤éÊ⤭»Ï¤á¤Ê¤¯¤Æ¤Ï¤Ê¤ê¤Þ¤»¤ó¡£");
3096 #else
3097                         msg_print("You must start walking the Pattern from the startpoint.");
3098 #endif
3099
3100                         return FALSE;
3101                 }
3102                 else
3103                 {
3104                         byte ok_move = PATTERN_TILE_START;
3105                         switch (pattern_type_cur)
3106                         {
3107                                 case PATTERN_TILE_1:
3108                                         ok_move = PATTERN_TILE_2;
3109                                         break;
3110                                 case PATTERN_TILE_2:
3111                                         ok_move = PATTERN_TILE_3;
3112                                         break;
3113                                 case PATTERN_TILE_3:
3114                                         ok_move = PATTERN_TILE_4;
3115                                         break;
3116                                 case PATTERN_TILE_4:
3117                                         ok_move = PATTERN_TILE_1;
3118                                         break;
3119                                 default:
3120                                         if (p_ptr->wizard)
3121 #ifdef JP
3122                                                 msg_format("¤ª¤«¤·¤Ê¥Ñ¥¿¡¼¥óÊâ¹Ô¡¢%d¡£", pattern_type_cur);
3123 #else
3124                                                 msg_format("Funny Pattern walking, %d.", pattern_type_cur);
3125 #endif
3126
3127                                         return TRUE; /* Goof-up */
3128                         }
3129
3130                         if ((pattern_type_new == ok_move) ||
3131                             (pattern_type_new == pattern_type_cur))
3132                                 return TRUE;
3133                         else
3134                         {
3135                                 if (!is_pattern_tile_new)
3136 #ifdef JP
3137                                         msg_print("¥Ñ¥¿¡¼¥ó¤òƧ¤ß³°¤·¤Æ¤Ï¤¤¤±¤Þ¤»¤ó¡£");
3138 #else
3139                                         msg_print("You may not step off from the Pattern.");
3140 #endif
3141                                 else
3142 #ifdef JP
3143                                         msg_print("¥Ñ¥¿¡¼¥ó¤Î¾å¤ÏÀµ¤·¤¤½ç½ø¤ÇÊ⤫¤Í¤Ð¤Ê¤ê¤Þ¤»¤ó¡£");
3144 #else
3145                                         msg_print("You must walk the Pattern in correct order.");
3146 #endif
3147
3148                                 return FALSE;
3149                         }
3150                 }
3151         }
3152 }
3153
3154
3155 bool player_can_enter(s16b feature, u16b mode)
3156 {
3157         feature_type *f_ptr = &f_info[feature];
3158
3159         if (p_ptr->riding) return monster_can_cross_terrain(feature, &r_info[m_list[p_ptr->riding].r_idx], mode | CEM_RIDING);
3160
3161         /* Pattern */
3162         if (have_flag(f_ptr->flags, FF_PATTERN))
3163         {
3164                 if (!(mode & CEM_P_CAN_ENTER_PATTERN)) return FALSE;
3165         }
3166
3167         /* "CAN" flags */
3168         if (have_flag(f_ptr->flags, FF_CAN_FLY) && p_ptr->levitation) return TRUE;
3169         if (have_flag(f_ptr->flags, FF_CAN_SWIM) && p_ptr->can_swim) return TRUE;
3170         if (have_flag(f_ptr->flags, FF_CAN_PASS) && p_ptr->pass_wall) return TRUE;
3171
3172         if (!have_flag(f_ptr->flags, FF_MOVE)) return FALSE;
3173
3174         return TRUE;
3175 }
3176
3177
3178 /*
3179  * Move the player
3180  */
3181 bool move_player_effect(int ny, int nx, u32b mpe_mode)
3182 {
3183         cave_type *c_ptr = &cave[ny][nx];
3184         feature_type *f_ptr = &f_info[c_ptr->feat];
3185
3186         if (!(mpe_mode & MPE_STAYING))
3187         {
3188                 int oy = py;
3189                 int ox = px;
3190                 cave_type *oc_ptr = &cave[oy][ox];
3191                 int om_idx = oc_ptr->m_idx;
3192                 int nm_idx = c_ptr->m_idx;
3193
3194                 /* Move the player */
3195                 py = ny;
3196                 px = nx;
3197
3198                 /* Hack -- For moving monster or riding player's moving */
3199                 if (!(mpe_mode & MPE_DONT_SWAP_MON))
3200                 {
3201                         /* Swap two monsters */
3202                         c_ptr->m_idx = om_idx;
3203                         oc_ptr->m_idx = nm_idx;
3204
3205                         if (om_idx > 0) /* Monster on old spot (or p_ptr->riding) */
3206                         {
3207                                 monster_type *om_ptr = &m_list[om_idx];
3208                                 om_ptr->fy = ny;
3209                                 om_ptr->fx = nx;
3210                                 update_mon(om_idx, TRUE);
3211                         }
3212
3213                         if (nm_idx > 0) /* Monster on new spot */
3214                         {
3215                                 monster_type *nm_ptr = &m_list[nm_idx];
3216                                 nm_ptr->fy = oy;
3217                                 nm_ptr->fx = ox;
3218                                 update_mon(nm_idx, TRUE);
3219                         }
3220                 }
3221
3222                 /* Redraw old spot */
3223                 lite_spot(oy, ox);
3224
3225                 /* Redraw new spot */
3226                 lite_spot(ny, nx);
3227
3228                 /* Check for new panel (redraw map) */
3229                 verify_panel();
3230
3231                 if (mpe_mode & MPE_FORGET_FLOW)
3232                 {
3233                         forget_flow();
3234
3235                         /* Mega-Hack -- Forget the view */
3236                         p_ptr->update |= (PU_UN_VIEW);
3237
3238                         /* Redraw map */
3239                         p_ptr->redraw |= (PR_MAP);
3240                 }
3241
3242                 /* Update stuff */
3243                 p_ptr->update |= (PU_VIEW | PU_LITE | PU_FLOW | PU_MON_LITE | PU_DISTANCE);
3244
3245                 /* Window stuff */
3246                 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
3247
3248                 /* Remove "unsafe" flag */
3249                 if ((!p_ptr->blind && !no_lite()) || !is_trap(c_ptr->feat)) c_ptr->info &= ~(CAVE_UNSAFE);
3250
3251                 /* For get everything when requested hehe I'm *NASTY* */
3252                 if (dun_level && (d_info[dungeon_type].flags1 & DF1_FORGET)) wiz_dark();
3253
3254                 /* Handle stuff */
3255                 if (mpe_mode & MPE_HANDLE_STUFF) handle_stuff();
3256
3257                 if (p_ptr->pclass == CLASS_NINJA)
3258                 {
3259                         if (c_ptr->info & (CAVE_GLOW)) set_superstealth(FALSE);
3260                         else if (p_ptr->cur_lite <= 0) set_superstealth(TRUE);
3261                 }
3262
3263                 if ((p_ptr->action == ACTION_HAYAGAKE) &&
3264                     (!have_flag(f_ptr->flags, FF_PROJECT) ||
3265                      (!p_ptr->levitation && have_flag(f_ptr->flags, FF_DEEP))))
3266                 {
3267 #ifdef JP
3268                         msg_print("¤³¤³¤Ç¤ÏÁÇÁ᤯ư¤±¤Ê¤¤¡£");
3269 #else
3270                         msg_print("You cannot run in here.");
3271 #endif
3272                         set_action(ACTION_NONE);
3273                 }
3274         }
3275
3276         if (mpe_mode & MPE_ENERGY_USE)
3277         {
3278                 if (music_singing(MUSIC_WALL))
3279                 {
3280                         (void)project(0, 0, py, px, (60 + p_ptr->lev), GF_DISINTEGRATE,
3281                                 PROJECT_KILL | PROJECT_ITEM, -1);
3282
3283                         if (!player_bold(ny, nx) || p_ptr->is_dead || p_ptr->leaving) return FALSE;
3284                 }
3285
3286                 /* Spontaneous Searching */
3287                 if ((p_ptr->skill_fos >= 50) || (0 == randint0(50 - p_ptr->skill_fos)))
3288                 {
3289                         search();
3290                 }
3291
3292                 /* Continuous Searching */
3293                 if (p_ptr->action == ACTION_SEARCH)
3294                 {
3295                         search();
3296                 }
3297         }
3298
3299         /* Handle "objects" */
3300         if (!(mpe_mode & MPE_DONT_PICKUP))
3301         {
3302                 carry((mpe_mode & MPE_DO_PICKUP) ? TRUE : FALSE);
3303         }
3304
3305         /* Handle "store doors" */
3306         if (have_flag(f_ptr->flags, FF_STORE))
3307         {
3308                 /* Disturb */
3309                 disturb(0, 1);
3310
3311                 energy_use = 0;
3312                 /* Hack -- Enter store */
3313                 command_new = SPECIAL_KEY_STORE;
3314         }
3315
3316         /* Handle "building doors" -KMW- */
3317         else if (have_flag(f_ptr->flags, FF_BLDG))
3318         {
3319                 /* Disturb */
3320                 disturb(0, 1);
3321
3322                 energy_use = 0;
3323                 /* Hack -- Enter building */
3324                 command_new = SPECIAL_KEY_BUILDING;
3325         }
3326
3327         /* Handle quest areas -KMW- */
3328         else if (have_flag(f_ptr->flags, FF_QUEST_ENTER))
3329         {
3330                 /* Disturb */
3331                 disturb(0, 1);
3332
3333                 energy_use = 0;
3334                 /* Hack -- Enter quest level */
3335                 command_new = SPECIAL_KEY_QUEST;
3336         }
3337
3338         else if (have_flag(f_ptr->flags, FF_QUEST_EXIT))
3339         {
3340                 if (quest[p_ptr->inside_quest].type == QUEST_TYPE_FIND_EXIT)
3341                 {
3342                         complete_quest(p_ptr->inside_quest);
3343                 }
3344
3345                 leave_quest_check();
3346
3347                 p_ptr->inside_quest = c_ptr->special;
3348                 dun_level = 0;
3349                 p_ptr->oldpx = 0;
3350                 p_ptr->oldpy = 0;
3351
3352                 p_ptr->leaving = TRUE;
3353         }
3354
3355         /* Set off a trap */
3356         else if (have_flag(f_ptr->flags, FF_HIT_TRAP) && !(mpe_mode & MPE_STAYING))
3357         {
3358                 /* Disturb */
3359                 disturb(0, 1);
3360
3361                 /* Hidden trap */
3362                 if (c_ptr->mimic || have_flag(f_ptr->flags, FF_SECRET))
3363                 {
3364                         /* Message */
3365 #ifdef JP
3366                         msg_print("¥È¥é¥Ã¥×¤À¡ª");
3367 #else
3368                         msg_print("You found a trap!");
3369 #endif
3370
3371                         /* Pick a trap */
3372                         disclose_grid(py, px);
3373                 }
3374
3375                 /* Hit the trap */
3376                 hit_trap((mpe_mode & MPE_BREAK_TRAP) ? TRUE : FALSE);
3377
3378                 if (!player_bold(ny, nx) || p_ptr->is_dead || p_ptr->leaving) return FALSE;
3379         }
3380
3381         /* Warn when leaving trap detected region */
3382         if (!(mpe_mode & MPE_STAYING) && (disturb_trap_detect || alert_trap_detect)
3383             && p_ptr->dtrap && !(c_ptr->info & CAVE_IN_DETECT))
3384         {
3385                 /* No duplicate warning */
3386                 p_ptr->dtrap = FALSE;
3387
3388                 /* You are just on the edge */
3389                 if (!(c_ptr->info & CAVE_UNSAFE))
3390                 {
3391                         if (alert_trap_detect)
3392                         {
3393 #ifdef JP
3394                                 msg_print("* Ãí°Õ:¤³¤ÎÀè¤Ï¥È¥é¥Ã¥×¤Î´¶ÃÎÈϰϳ°¤Ç¤¹¡ª *");
3395 #else
3396                                 msg_print("*Leaving trap detect region!*");
3397 #endif
3398                         }
3399
3400                         if (disturb_trap_detect) disturb(0, 1);
3401                 }
3402         }
3403
3404         return player_bold(ny, nx) && !p_ptr->is_dead && !p_ptr->leaving;
3405 }
3406
3407
3408 bool trap_can_be_ignored(int feat)
3409 {
3410         feature_type *f_ptr = &f_info[feat];
3411
3412         if (!have_flag(f_ptr->flags, FF_TRAP)) return TRUE;
3413
3414         switch (f_ptr->subtype)
3415         {
3416         case TRAP_TRAPDOOR:
3417         case TRAP_PIT:
3418         case TRAP_SPIKED_PIT:
3419         case TRAP_POISON_PIT:
3420                 if (p_ptr->levitation) return TRUE;
3421                 break;
3422         case TRAP_TELEPORT:
3423                 if (p_ptr->anti_tele) return TRUE;
3424                 break;
3425         case TRAP_FIRE:
3426                 if (p_ptr->immune_fire) return TRUE;
3427                 break;
3428         case TRAP_ACID:
3429                 if (p_ptr->immune_acid) return TRUE;
3430                 break;
3431         case TRAP_BLIND:
3432                 if (p_ptr->resist_blind) return TRUE;
3433                 break;
3434         case TRAP_CONFUSE:
3435                 if (p_ptr->resist_conf) return TRUE;
3436                 break;
3437         case TRAP_POISON:
3438                 if (p_ptr->resist_pois) return TRUE;
3439                 break;
3440         case TRAP_SLEEP:
3441                 if (p_ptr->free_act) return TRUE;
3442                 break;
3443         }
3444
3445         return FALSE;
3446 }
3447
3448
3449 /*
3450  * Determine if a "boundary" grid is "floor mimic"
3451  */
3452 #define boundary_floor(C, F, MF) \
3453         ((C)->mimic && permanent_wall(F) && \
3454          (have_flag((MF)->flags, FF_MOVE) || have_flag((MF)->flags, FF_CAN_FLY)) && \
3455          have_flag((MF)->flags, FF_PROJECT) && \
3456          !have_flag((MF)->flags, FF_OPEN))
3457
3458 /*
3459  * Move player in the given direction, with the given "pickup" flag.
3460  *
3461  * This routine should (probably) always induce energy expenditure.
3462  *
3463  * Note that moving will *always* take a turn, and will *always* hit
3464  * any monster which might be in the destination grid.  Previously,
3465  * moving into walls was "free" and did NOT hit invisible monsters.
3466  */
3467 void move_player(int dir, bool do_pickup, bool break_trap)
3468 {
3469         /* Find the result of moving */
3470         int y = py + ddy[dir];
3471         int x = px + ddx[dir];
3472
3473         /* Examine the destination */
3474         cave_type *c_ptr = &cave[y][x];
3475
3476         feature_type *f_ptr = &f_info[c_ptr->feat];
3477
3478         monster_type *m_ptr;
3479
3480         monster_type *riding_m_ptr = &m_list[p_ptr->riding];
3481         monster_race *riding_r_ptr = &r_info[p_ptr->riding ? riding_m_ptr->r_idx : 0]; /* Paranoia */
3482
3483         char m_name[80];
3484
3485         bool p_can_enter = player_can_enter(c_ptr->feat, CEM_P_CAN_ENTER_PATTERN);
3486         bool p_can_kill_walls = FALSE;
3487         bool stormbringer = FALSE;
3488
3489         bool oktomove = TRUE;
3490         bool do_past = FALSE;
3491
3492         /* Exit the area */
3493         if (!dun_level && !p_ptr->wild_mode &&
3494                 ((x == 0) || (x == MAX_WID - 1) ||
3495                  (y == 0) || (y == MAX_HGT - 1)))
3496         {
3497                 /* Can the player enter the grid? */
3498                 if (c_ptr->mimic && player_can_enter(c_ptr->mimic, 0))
3499                 {
3500                         /* Hack: move to new area */
3501                         if ((y == 0) && (x == 0))
3502                         {
3503                                 p_ptr->wilderness_y--;
3504                                 p_ptr->wilderness_x--;
3505                                 p_ptr->oldpy = cur_hgt - 2;
3506                                 p_ptr->oldpx = cur_wid - 2;
3507                                 ambush_flag = FALSE;
3508                         }
3509
3510                         else if ((y == 0) && (x == MAX_WID - 1))
3511                         {
3512                                 p_ptr->wilderness_y--;
3513                                 p_ptr->wilderness_x++;
3514                                 p_ptr->oldpy = cur_hgt - 2;
3515                                 p_ptr->oldpx = 1;
3516                                 ambush_flag = FALSE;
3517                         }
3518
3519                         else if ((y == MAX_HGT - 1) && (x == 0))
3520                         {
3521                                 p_ptr->wilderness_y++;
3522                                 p_ptr->wilderness_x--;
3523                                 p_ptr->oldpy = 1;
3524                                 p_ptr->oldpx = cur_wid - 2;
3525                                 ambush_flag = FALSE;
3526                         }
3527
3528                         else if ((y == MAX_HGT - 1) && (x == MAX_WID - 1))
3529                         {
3530                                 p_ptr->wilderness_y++;
3531                                 p_ptr->wilderness_x++;
3532                                 p_ptr->oldpy = 1;
3533                                 p_ptr->oldpx = 1;
3534                                 ambush_flag = FALSE;
3535                         }
3536
3537                         else if (y == 0)
3538                         {
3539                                 p_ptr->wilderness_y--;
3540                                 p_ptr->oldpy = cur_hgt - 2;
3541                                 p_ptr->oldpx = x;
3542                                 ambush_flag = FALSE;
3543                         }
3544
3545                         else if (y == MAX_HGT - 1)
3546                         {
3547                                 p_ptr->wilderness_y++;
3548                                 p_ptr->oldpy = 1;
3549                                 p_ptr->oldpx = x;
3550                                 ambush_flag = FALSE;
3551                         }
3552
3553                         else if (x == 0)
3554                         {
3555                                 p_ptr->wilderness_x--;
3556                                 p_ptr->oldpx = cur_wid - 2;
3557                                 p_ptr->oldpy = y;
3558                                 ambush_flag = FALSE;
3559                         }
3560
3561                         else if (x == MAX_WID - 1)
3562                         {
3563                                 p_ptr->wilderness_x++;
3564                                 p_ptr->oldpx = 1;
3565                                 p_ptr->oldpy = y;
3566                                 ambush_flag = FALSE;
3567                         }
3568
3569                         p_ptr->leaving = TRUE;
3570                         energy_use = 100;
3571
3572                         return;
3573                 }
3574
3575                 /* "Blocked" message appears later */
3576                 /* oktomove = FALSE; */
3577                 p_can_enter = FALSE;
3578         }
3579
3580         /* Get the monster */
3581         m_ptr = &m_list[c_ptr->m_idx];
3582
3583
3584         if (inventory[INVEN_RARM].name1 == ART_STORMBRINGER) stormbringer = TRUE;
3585         if (inventory[INVEN_LARM].name1 == ART_STORMBRINGER) stormbringer = TRUE;
3586
3587         /* Player can not walk through "walls"... */
3588         /* unless in Shadow Form */
3589         p_can_kill_walls = p_ptr->kill_wall && have_flag(f_ptr->flags, FF_HURT_DISI) &&
3590                 (!p_can_enter || !have_flag(f_ptr->flags, FF_LOS)) &&
3591                 !have_flag(f_ptr->flags, FF_PERMANENT);
3592
3593         /* Hack -- attack monsters */
3594         if (c_ptr->m_idx && (m_ptr->ml || p_can_enter || p_can_kill_walls))
3595         {
3596                 monster_race *r_ptr = &r_info[m_ptr->r_idx];
3597
3598                 /* Attack -- only if we can see it OR it is not in a wall */
3599                 if (!is_hostile(m_ptr) &&
3600                     !(p_ptr->confused || p_ptr->image || !m_ptr->ml || p_ptr->stun ||
3601                     ((p_ptr->muta2 & MUT2_BERS_RAGE) && p_ptr->shero)) &&
3602                     pattern_seq(py, px, y, x) && (p_can_enter || p_can_kill_walls))
3603                 {
3604                         /* Disturb the monster */
3605                         (void)set_monster_csleep(c_ptr->m_idx, 0);
3606
3607                         /* Extract monster name (or "it") */
3608                         monster_desc(m_name, m_ptr, 0);
3609
3610                         if (m_ptr->ml)
3611                         {
3612                                 /* Auto-Recall if possible and visible */
3613                                 if (!p_ptr->image) monster_race_track(m_ptr->ap_r_idx);
3614
3615                                 /* Track a new monster */
3616                                 health_track(c_ptr->m_idx);
3617                         }
3618
3619                         /* displace? */
3620                         if ((stormbringer && (randint1(1000) > 666)) || (p_ptr->pclass == CLASS_BERSERKER))
3621                         {
3622                                 py_attack(y, x, 0);
3623                                 oktomove = FALSE;
3624                         }
3625                         else if (monster_can_cross_terrain(cave[py][px].feat, r_ptr, 0))
3626                         {
3627                                 do_past = TRUE;
3628                         }
3629                         else
3630                         {
3631 #ifdef JP
3632                                 msg_format("%^s¤¬¼ÙËâ¤À¡ª", m_name);
3633 #else
3634                                 msg_format("%^s is in your way!", m_name);
3635 #endif
3636
3637                                 energy_use = 0;
3638                                 oktomove = FALSE;
3639                         }
3640
3641                         /* now continue on to 'movement' */
3642                 }
3643                 else
3644                 {
3645                         py_attack(y, x, 0);
3646                         oktomove = FALSE;
3647                 }
3648         }
3649
3650         if (oktomove && p_ptr->riding)
3651         {
3652                 if (riding_r_ptr->flags1 & RF1_NEVER_MOVE)
3653                 {
3654 #ifdef JP
3655                         msg_print("Æ°¤±¤Ê¤¤¡ª");
3656 #else
3657                         msg_print("Can't move!");
3658 #endif
3659                         energy_use = 0;
3660                         oktomove = FALSE;
3661                         disturb(0, 1);
3662                 }
3663                 else if (MON_MONFEAR(riding_m_ptr))
3664                 {
3665                         char m_name[80];
3666
3667                         /* Acquire the monster name */
3668                         monster_desc(m_name, riding_m_ptr, 0);
3669
3670                         /* Dump a message */
3671 #ifdef JP
3672                         msg_format("%s¤¬¶²Éݤ·¤Æ¤¤¤ÆÀ©¸æ¤Ç¤­¤Ê¤¤¡£", m_name);
3673 #else
3674                         msg_format("%^s is too scared to control.", m_name);
3675 #endif
3676                         oktomove = FALSE;
3677                         disturb(0, 1);
3678                 }
3679                 else if (p_ptr->riding_ryoute)
3680                 {
3681                         oktomove = FALSE;
3682                         disturb(0, 1);
3683                 }
3684                 else if (have_flag(f_ptr->flags, FF_CAN_FLY) && (riding_r_ptr->flags7 & RF7_CAN_FLY))
3685                 {
3686                         /* Allow moving */
3687                 }
3688                 else if (have_flag(f_ptr->flags, FF_CAN_SWIM) && (riding_r_ptr->flags7 & RF7_CAN_SWIM))
3689                 {
3690                         /* Allow moving */
3691                 }
3692                 else if (have_flag(f_ptr->flags, FF_WATER) &&
3693                         !(riding_r_ptr->flags7 & RF7_AQUATIC) &&
3694                         (have_flag(f_ptr->flags, FF_DEEP) || (riding_r_ptr->flags2 & RF2_AURA_FIRE)))
3695                 {
3696 #ifdef JP
3697                         msg_format("%s¤Î¾å¤Ë¹Ô¤±¤Ê¤¤¡£", f_name + f_info[get_feat_mimic(c_ptr)].name);
3698 #else
3699                         msg_print("Can't swim.");
3700 #endif
3701                         energy_use = 0;
3702                         oktomove = FALSE;
3703                         disturb(0, 1);
3704                 }
3705                 else if (!have_flag(f_ptr->flags, FF_WATER) && (riding_r_ptr->flags7 & RF7_AQUATIC))
3706                 {
3707 #ifdef JP
3708                         msg_format("%s¤«¤é¾å¤¬¤ì¤Ê¤¤¡£", f_name + f_info[get_feat_mimic(&cave[py][px])].name);
3709 #else
3710                         msg_print("Can't land.");
3711 #endif
3712                         energy_use = 0;
3713                         oktomove = FALSE;
3714                         disturb(0, 1);
3715                 }
3716                 else if (have_flag(f_ptr->flags, FF_LAVA) && !(riding_r_ptr->flagsr & RFR_EFF_IM_FIRE_MASK))
3717                 {
3718 #ifdef JP
3719                         msg_format("%s¤Î¾å¤Ë¹Ô¤±¤Ê¤¤¡£", f_name + f_info[get_feat_mimic(c_ptr)].name);
3720 #else
3721                         msg_print("Too hot to go through.");
3722 #endif
3723                         energy_use = 0;
3724                         oktomove = FALSE;
3725                         disturb(0, 1);
3726                 }
3727
3728                 if (oktomove && MON_STUNNED(riding_m_ptr) && one_in_(2))
3729                 {
3730                         char m_name[80];
3731                         monster_desc(m_name, riding_m_ptr, 0);
3732 #ifdef JP
3733                         msg_format("%s¤¬Û¯Û°¤È¤·¤Æ¤¤¤Æ¤¦¤Þ¤¯Æ°¤±¤Ê¤¤¡ª",m_name);
3734 #else
3735                         msg_format("You cannot control stunned %s!",m_name);
3736 #endif
3737                         oktomove = FALSE;
3738                         disturb(0, 1);
3739                 }
3740         }
3741
3742         if (!oktomove)
3743         {
3744         }
3745
3746         else if (!have_flag(f_ptr->flags, FF_MOVE) && have_flag(f_ptr->flags, FF_CAN_FLY) && !p_ptr->levitation)
3747         {
3748 #ifdef JP
3749                 msg_format("¶õ¤òÈô¤Ð¤Ê¤¤¤È%s¤Î¾å¤Ë¤Ï¹Ô¤±¤Ê¤¤¡£", f_name + f_info[get_feat_mimic(c_ptr)].name);
3750 #else
3751                 msg_format("You need to fly to go through the %s.", f_name + f_info[get_feat_mimic(c_ptr)].name);
3752 #endif
3753
3754                 energy_use = 0;
3755                 running = 0;
3756                 oktomove = FALSE;
3757         }
3758
3759         /*
3760          * Player can move through trees and
3761          * has effective -10 speed
3762          * Rangers can move without penality
3763          */
3764         else if (have_flag(f_ptr->flags, FF_TREE) && !p_can_kill_walls)
3765         {
3766                 if ((p_ptr->pclass != CLASS_RANGER) && !p_ptr->levitation && (!p_ptr->riding || !(riding_r_ptr->flags8 & RF8_WILD_WOOD))) energy_use *= 2;
3767         }
3768
3769 #ifdef ALLOW_EASY_DISARM /* TNB */
3770
3771         /* Disarm a visible trap */
3772         else if ((do_pickup != easy_disarm) && have_flag(f_ptr->flags, FF_DISARM) && !c_ptr->mimic)
3773         {
3774                 if (!trap_can_be_ignored(c_ptr->feat))
3775                 {
3776                         (void)do_cmd_disarm_aux(y, x, dir);
3777                         return;
3778                 }
3779         }
3780
3781 #endif /* ALLOW_EASY_DISARM -- TNB */
3782
3783         /* Player can not walk through "walls" unless in wraith form...*/
3784         else if (!p_can_enter && !p_can_kill_walls)
3785         {
3786                 /* Feature code (applying "mimic" field) */
3787                 s16b feat = get_feat_mimic(c_ptr);
3788                 feature_type *mimic_f_ptr = &f_info[feat];
3789                 cptr name = f_name + mimic_f_ptr->name;
3790
3791                 oktomove = FALSE;
3792
3793                 /* Notice things in the dark */
3794                 if (!(c_ptr->info & CAVE_MARK) && !player_can_see_bold(y, x))
3795                 {
3796                         /* Boundary floor mimic */
3797                         if (boundary_floor(c_ptr, f_ptr, mimic_f_ptr))
3798                         {
3799 #ifdef JP
3800                                 msg_print("¤½¤ì°Ê¾åÀè¤Ë¤Ï¿Ê¤á¤Ê¤¤¤è¤¦¤À¡£");
3801 #else
3802                                 msg_print("You feel you cannot go any more.");
3803 #endif
3804                         }
3805
3806                         /* Wall (or secret door) */
3807                         else
3808                         {
3809 #ifdef JP
3810                                 msg_format("%s¤¬¹Ô¤¯¼ê¤ò¤Ï¤Ð¤ó¤Ç¤¤¤ë¤è¤¦¤À¡£", name);
3811 #else
3812                                 msg_format("You feel %s %s blocking your way.",
3813                                         is_a_vowel(name[0]) ? "an" : "a", name);
3814 #endif
3815
3816                                 c_ptr->info |= (CAVE_MARK);
3817                                 lite_spot(y, x);
3818                         }
3819                 }
3820
3821                 /* Notice things */
3822                 else
3823                 {
3824                         /* Boundary floor mimic */
3825                         if (boundary_floor(c_ptr, f_ptr, mimic_f_ptr))
3826                         {
3827 #ifdef JP
3828                                 msg_print("¤½¤ì°Ê¾åÀè¤Ë¤Ï¿Ê¤á¤Ê¤¤¡£");
3829 #else
3830                                 msg_print("You cannot go any more.");
3831 #endif
3832
3833                                 if (!(p_ptr->confused || p_ptr->stun || p_ptr->image))
3834                                         energy_use = 0;
3835                         }
3836
3837                         /* Wall (or secret door) */
3838                         else
3839                         {
3840 #ifdef ALLOW_EASY_OPEN
3841                                 /* Closed doors */
3842                                 if (easy_open && is_closed_door(feat) && easy_open_door(y, x)) return;
3843 #endif /* ALLOW_EASY_OPEN */
3844
3845 #ifdef JP
3846                                 msg_format("%s¤¬¹Ô¤¯¼ê¤ò¤Ï¤Ð¤ó¤Ç¤¤¤ë¡£", name);
3847 #else
3848                                 msg_format("There is %s %s blocking your way.",
3849                                         is_a_vowel(name[0]) ? "an" : "a", name);
3850 #endif
3851
3852                                 /*
3853                                  * Well, it makes sense that you lose time bumping into
3854                                  * a wall _if_ you are confused, stunned or blind; but
3855                                  * typing mistakes should not cost you a turn...
3856                                  */
3857                                 if (!(p_ptr->confused || p_ptr->stun || p_ptr->image))
3858                                         energy_use = 0;
3859                         }
3860                 }
3861
3862                 /* Disturb the player */
3863                 disturb(0, 1);
3864
3865                 /* Sound */
3866                 if (!boundary_floor(c_ptr, f_ptr, mimic_f_ptr)) sound(SOUND_HITWALL);
3867         }
3868
3869         /* Normal movement */
3870         if (oktomove && !pattern_seq(py, px, y, x))
3871         {
3872                 if (!(p_ptr->confused || p_ptr->stun || p_ptr->image))
3873                 {
3874                         energy_use = 0;
3875                 }
3876
3877                 /* To avoid a loop with running */
3878                 disturb(0, 1);
3879
3880                 oktomove = FALSE;
3881         }
3882
3883         /* Normal movement */
3884         if (oktomove)
3885         {
3886                 u32b mpe_mode = MPE_ENERGY_USE;
3887
3888                 if (p_ptr->warning)
3889                 {
3890                         if (!process_warning(x, y))
3891                         {
3892                                 energy_use = 25;
3893                                 return;
3894                         }
3895                 }
3896
3897                 if (do_past)
3898                 {
3899 #ifdef JP
3900                         msg_format("%s¤ò²¡¤·Âऱ¤¿¡£", m_name);
3901 #else
3902                         msg_format("You push past %s.", m_name);
3903 #endif
3904                 }
3905
3906                 /* Change oldpx and oldpy to place the player well when going back to big mode */
3907                 if (p_ptr->wild_mode)
3908                 {
3909                         if (ddy[dir] > 0)  p_ptr->oldpy = 1;
3910                         if (ddy[dir] < 0)  p_ptr->oldpy = MAX_HGT - 2;
3911                         if (ddy[dir] == 0) p_ptr->oldpy = MAX_HGT / 2;
3912                         if (ddx[dir] > 0)  p_ptr->oldpx = 1;
3913                         if (ddx[dir] < 0)  p_ptr->oldpx = MAX_WID - 2;
3914                         if (ddx[dir] == 0) p_ptr->oldpx = MAX_WID / 2;
3915                 }
3916
3917                 if (p_can_kill_walls)
3918                 {
3919                         cave_alter_feat(y, x, FF_HURT_DISI);
3920
3921                         /* Update some things -- similar to GF_KILL_WALL */
3922                         p_ptr->update |= (PU_FLOW);
3923                 }
3924
3925                 /* Sound */
3926                 /* sound(SOUND_WALK); */
3927
3928 #ifdef ALLOW_EASY_DISARM /* TNB */
3929
3930                 if (do_pickup != always_pickup) mpe_mode |= MPE_DO_PICKUP;
3931
3932 #else /* ALLOW_EASY_DISARM -- TNB */
3933
3934                 if (do_pickup) mpe_mode |= MPE_DO_PICKUP;
3935
3936 #endif /* ALLOW_EASY_DISARM -- TNB */
3937
3938                 if (break_trap) mpe_mode |= MPE_BREAK_TRAP;
3939
3940                 /* Move the player */
3941                 (void)move_player_effect(y, x, mpe_mode);
3942         }
3943 }
3944
3945
3946 static bool ignore_avoid_run;
3947
3948 /*
3949  * Hack -- Check for a "known wall" (see below)
3950  */
3951 static int see_wall(int dir, int y, int x)
3952 {
3953         cave_type   *c_ptr;
3954
3955         /* Get the new location */
3956         y += ddy[dir];
3957         x += ddx[dir];
3958
3959         /* Illegal grids are not known walls */
3960         if (!in_bounds2(y, x)) return (FALSE);
3961
3962         /* Access grid */
3963         c_ptr = &cave[y][x];
3964
3965         /* Must be known to the player */
3966         if (c_ptr->info & (CAVE_MARK))
3967         {
3968                 /* Feature code (applying "mimic" field) */
3969                 s16b         feat = get_feat_mimic(c_ptr);
3970                 feature_type *f_ptr = &f_info[feat];
3971
3972                 /* Wall grids are known walls */
3973                 if (!player_can_enter(feat, 0)) return !have_flag(f_ptr->flags, FF_DOOR);
3974
3975                 /* Don't run on a tree unless explicitly requested */
3976                 if (have_flag(f_ptr->flags, FF_AVOID_RUN) && !ignore_avoid_run)
3977                         return TRUE;
3978
3979                 /* Don't run in a wall */
3980                 if (!have_flag(f_ptr->flags, FF_MOVE) && !have_flag(f_ptr->flags, FF_CAN_FLY))
3981                         return !have_flag(f_ptr->flags, FF_DOOR);
3982         }
3983
3984         return FALSE;
3985 }
3986
3987
3988 /*
3989  * Hack -- Check for an "unknown corner" (see below)
3990  */
3991 static int see_nothing(int dir, int y, int x)
3992 {
3993         /* Get the new location */
3994         y += ddy[dir];
3995         x += ddx[dir];
3996
3997         /* Illegal grids are unknown */
3998         if (!in_bounds2(y, x)) return (TRUE);
3999
4000         /* Memorized grids are always known */
4001         if (cave[y][x].info & (CAVE_MARK)) return (FALSE);
4002
4003         /* Viewable door/wall grids are known */
4004         if (player_can_see_bold(y, x)) return (FALSE);
4005
4006         /* Default */
4007         return (TRUE);
4008 }
4009
4010
4011
4012
4013
4014 /*
4015  * The running algorithm:                       -CJS-
4016  *
4017  * In the diagrams below, the player has just arrived in the
4018  * grid marked as '@', and he has just come from a grid marked
4019  * as 'o', and he is about to enter the grid marked as 'x'.
4020  *
4021  * Of course, if the "requested" move was impossible, then you
4022  * will of course be blocked, and will stop.
4023  *
4024  * Overview: You keep moving until something interesting happens.
4025  * If you are in an enclosed space, you follow corners. This is
4026  * the usual corridor scheme. If you are in an open space, you go
4027  * straight, but stop before entering enclosed space. This is
4028  * analogous to reaching doorways. If you have enclosed space on
4029  * one side only (that is, running along side a wall) stop if
4030  * your wall opens out, or your open space closes in. Either case
4031  * corresponds to a doorway.
4032  *
4033  * What happens depends on what you can really SEE. (i.e. if you
4034  * have no light, then running along a dark corridor is JUST like
4035  * running in a dark room.) The algorithm works equally well in
4036  * corridors, rooms, mine tailings, earthquake rubble, etc, etc.
4037  *
4038  * These conditions are kept in static memory:
4039  * find_openarea         You are in the open on at least one
4040  * side.
4041  * find_breakleft        You have a wall on the left, and will
4042  * stop if it opens
4043  * find_breakright       You have a wall on the right, and will
4044  * stop if it opens
4045  *
4046  * To initialize these conditions, we examine the grids adjacent
4047  * to the grid marked 'x', two on each side (marked 'L' and 'R').
4048  * If either one of the two grids on a given side is seen to be
4049  * closed, then that side is considered to be closed. If both
4050  * sides are closed, then it is an enclosed (corridor) run.
4051  *
4052  * LL           L
4053  * @x          LxR
4054  * RR          @R
4055  *
4056  * Looking at more than just the immediate squares is
4057  * significant. Consider the following case. A run along the
4058  * corridor will stop just before entering the center point,
4059  * because a choice is clearly established. Running in any of
4060  * three available directions will be defined as a corridor run.
4061  * Note that a minor hack is inserted to make the angled corridor
4062  * entry (with one side blocked near and the other side blocked
4063  * further away from the runner) work correctly. The runner moves
4064  * diagonally, but then saves the previous direction as being
4065  * straight into the gap. Otherwise, the tail end of the other
4066  * entry would be perceived as an alternative on the next move.
4067  *
4068  * #.#
4069  * ##.##
4070  * .@x..
4071  * ##.##
4072  * #.#
4073  *
4074  * Likewise, a run along a wall, and then into a doorway (two
4075  * runs) will work correctly. A single run rightwards from @ will
4076  * stop at 1. Another run right and down will enter the corridor
4077  * and make the corner, stopping at the 2.
4078  *
4079  * ##################
4080  * o@x       1
4081  * ########### ######
4082  * #2          #
4083  * #############
4084  *
4085  * After any move, the function area_affect is called to
4086  * determine the new surroundings, and the direction of
4087  * subsequent moves. It examines the current player location
4088  * (at which the runner has just arrived) and the previous
4089  * direction (from which the runner is considered to have come).
4090  *
4091  * Moving one square in some direction places you adjacent to
4092  * three or five new squares (for straight and diagonal moves
4093  * respectively) to which you were not previously adjacent,
4094  * marked as '!' in the diagrams below.
4095  *
4096  *   ...!              ...
4097  *   .o@!  (normal)    .o.!  (diagonal)
4098  *   ...!  (east)      ..@!  (south east)
4099  *                      !!!
4100  *
4101  * You STOP if any of the new squares are interesting in any way:
4102  * for example, if they contain visible monsters or treasure.
4103  *
4104  * You STOP if any of the newly adjacent squares seem to be open,
4105  * and you are also looking for a break on that side. (that is,
4106  * find_openarea AND find_break).
4107  *
4108  * You STOP if any of the newly adjacent squares do NOT seem to be
4109  * open and you are in an open area, and that side was previously
4110  * entirely open.
4111  *
4112  * Corners: If you are not in the open (i.e. you are in a corridor)
4113  * and there is only one way to go in the new squares, then turn in
4114  * that direction. If there are more than two new ways to go, STOP.
4115  * If there are two ways to go, and those ways are separated by a
4116  * square which does not seem to be open, then STOP.
4117  *
4118  * Otherwise, we have a potential corner. There are two new open
4119  * squares, which are also adjacent. One of the new squares is
4120  * diagonally located, the other is straight on (as in the diagram).
4121  * We consider two more squares further out (marked below as ?).
4122  *
4123  * We assign "option" to the straight-on grid, and "option2" to the
4124  * diagonal grid, and "check_dir" to the grid marked 's'.
4125  *
4126  * ##s
4127  * @x?
4128  * #.?
4129  *
4130  * If they are both seen to be closed, then it is seen that no benefit
4131  * is gained from moving straight. It is a known corner.  To cut the
4132  * corner, go diagonally, otherwise go straight, but pretend you
4133  * stepped diagonally into that next location for a full view next
4134  * time. Conversely, if one of the ? squares is not seen to be closed,
4135  * then there is a potential choice. We check to see whether it is a
4136  * potential corner or an intersection/room entrance.  If the square
4137  * two spaces straight ahead, and the space marked with 's' are both
4138  * unknown space, then it is a potential corner and enter if
4139  * find_examine is set, otherwise must stop because it is not a
4140  * corner. (find_examine option is removed and always is TRUE.)
4141  */
4142
4143
4144
4145
4146 /*
4147  * Hack -- allow quick "cycling" through the legal directions
4148  */
4149 static byte cycle[] =
4150 { 1, 2, 3, 6, 9, 8, 7, 4, 1, 2, 3, 6, 9, 8, 7, 4, 1 };
4151
4152 /*
4153  * Hack -- map each direction into the "middle" of the "cycle[]" array
4154  */
4155 static byte chome[] =
4156 { 0, 8, 9, 10, 7, 0, 11, 6, 5, 4 };
4157
4158 /*
4159  * The direction we are running
4160  */
4161 static byte find_current;
4162
4163 /*
4164  * The direction we came from
4165  */
4166 static byte find_prevdir;
4167
4168 /*
4169  * We are looking for open area
4170  */
4171 static bool find_openarea;
4172
4173 /*
4174  * We are looking for a break
4175  */
4176 static bool find_breakright;
4177 static bool find_breakleft;
4178
4179
4180
4181 /*
4182  * Initialize the running algorithm for a new direction.
4183  *
4184  * Diagonal Corridor -- allow diaginal entry into corridors.
4185  *
4186  * Blunt Corridor -- If there is a wall two spaces ahead and
4187  * we seem to be in a corridor, then force a turn into the side
4188  * corridor, must be moving straight into a corridor here. ???
4189  *
4190  * Diagonal Corridor    Blunt Corridor (?)
4191  *       # #                  #
4192  *       #x#                 @x#
4193  *       @p.                  p
4194  */
4195 static void run_init(int dir)
4196 {
4197         int             row, col, deepleft, deepright;
4198         int             i, shortleft, shortright;
4199
4200
4201         /* Save the direction */
4202         find_current = dir;
4203
4204         /* Assume running straight */
4205         find_prevdir = dir;
4206
4207         /* Assume looking for open area */
4208         find_openarea = TRUE;
4209
4210         /* Assume not looking for breaks */
4211         find_breakright = find_breakleft = FALSE;
4212
4213         /* Assume no nearby walls */
4214         deepleft = deepright = FALSE;
4215         shortright = shortleft = FALSE;
4216
4217         p_ptr->run_py = py;
4218         p_ptr->run_px = px;
4219
4220         /* Find the destination grid */
4221         row = py + ddy[dir];
4222         col = px + ddx[dir];
4223
4224         ignore_avoid_run = cave_have_flag_bold(row, col, FF_AVOID_RUN);
4225
4226         /* Extract cycle index */
4227         i = chome[dir];
4228
4229         /* Check for walls */
4230         if (see_wall(cycle[i+1], py, px))
4231         {
4232                 find_breakleft = TRUE;
4233                 shortleft = TRUE;
4234         }
4235         else if (see_wall(cycle[i+1], row, col))
4236         {
4237                 find_breakleft = TRUE;
4238                 deepleft = TRUE;
4239         }
4240
4241         /* Check for walls */
4242         if (see_wall(cycle[i-1], py, px))
4243         {
4244                 find_breakright = TRUE;
4245                 shortright = TRUE;
4246         }
4247         else if (see_wall(cycle[i-1], row, col))
4248         {
4249                 find_breakright = TRUE;
4250                 deepright = TRUE;
4251         }
4252
4253         /* Looking for a break */
4254         if (find_breakleft && find_breakright)
4255         {
4256                 /* Not looking for open area */
4257                 find_openarea = FALSE;
4258
4259                 /* Hack -- allow angled corridor entry */
4260                 if (dir & 0x01)
4261                 {
4262                         if (deepleft && !deepright)
4263                         {
4264                                 find_prevdir = cycle[i - 1];
4265                         }
4266                         else if (deepright && !deepleft)
4267                         {
4268                                 find_prevdir = cycle[i + 1];
4269                         }
4270                 }
4271
4272                 /* Hack -- allow blunt corridor entry */
4273                 else if (see_wall(cycle[i], row, col))
4274                 {
4275                         if (shortleft && !shortright)
4276                         {
4277                                 find_prevdir = cycle[i - 2];
4278                         }
4279                         else if (shortright && !shortleft)
4280                         {
4281                                 find_prevdir = cycle[i + 2];
4282                         }
4283                 }
4284         }
4285 }
4286
4287
4288 /*
4289  * Update the current "run" path
4290  *
4291  * Return TRUE if the running should be stopped
4292  */
4293 static bool run_test(void)
4294 {
4295         int         prev_dir, new_dir, check_dir = 0;
4296         int         row, col;
4297         int         i, max, inv;
4298         int         option = 0, option2 = 0;
4299         cave_type   *c_ptr;
4300         s16b        feat;
4301         feature_type *f_ptr;
4302
4303         /* Where we came from */
4304         prev_dir = find_prevdir;
4305
4306
4307         /* Range of newly adjacent grids */
4308         max = (prev_dir & 0x01) + 1;
4309
4310         /* break run when leaving trap detected region */
4311         if ((disturb_trap_detect || alert_trap_detect)
4312             && p_ptr->dtrap && !(cave[py][px].info & CAVE_IN_DETECT))
4313         {
4314                 /* No duplicate warning */
4315                 p_ptr->dtrap = FALSE;
4316
4317                 /* You are just on the edge */
4318                 if (!(cave[py][px].info & CAVE_UNSAFE))
4319                 {
4320                         if (alert_trap_detect)
4321                         {
4322 #ifdef JP
4323                                 msg_print("* Ãí°Õ:¤³¤ÎÀè¤Ï¥È¥é¥Ã¥×¤Î´¶ÃÎÈϰϳ°¤Ç¤¹¡ª *");
4324 #else
4325                                 msg_print("*Leaving trap detect region!*");
4326 #endif
4327                         }
4328
4329                         if (disturb_trap_detect)
4330                         {
4331                                 /* Break Run */
4332                                 return(TRUE);
4333                         }
4334                 }
4335         }
4336
4337         /* Look at every newly adjacent square. */
4338         for (i = -max; i <= max; i++)
4339         {
4340                 s16b this_o_idx, next_o_idx = 0;
4341
4342                 /* New direction */
4343                 new_dir = cycle[chome[prev_dir] + i];
4344
4345                 /* New location */
4346                 row = py + ddy[new_dir];
4347                 col = px + ddx[new_dir];
4348
4349                 /* Access grid */
4350                 c_ptr = &cave[row][col];
4351
4352                 /* Feature code (applying "mimic" field) */
4353                 feat = get_feat_mimic(c_ptr);
4354                 f_ptr = &f_info[feat];
4355
4356                 /* Visible monsters abort running */
4357                 if (c_ptr->m_idx)
4358                 {
4359                         monster_type *m_ptr = &m_list[c_ptr->m_idx];
4360
4361                         /* Visible monster */
4362                         if (m_ptr->ml) return (TRUE);
4363                 }
4364
4365                 /* Visible objects abort running */
4366                 for (this_o_idx = c_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
4367                 {
4368                         object_type *o_ptr;
4369
4370                         /* Acquire object */
4371                         o_ptr = &o_list[this_o_idx];
4372
4373                         /* Acquire next object */
4374                         next_o_idx = o_ptr->next_o_idx;
4375
4376                         /* Visible object */
4377                         if (o_ptr->marked & OM_FOUND) return (TRUE);
4378                 }
4379
4380                 /* Assume unknown */
4381                 inv = TRUE;
4382
4383                 /* Check memorized grids */
4384                 if (c_ptr->info & (CAVE_MARK))
4385                 {
4386                         bool notice = have_flag(f_ptr->flags, FF_NOTICE);
4387
4388                         if (notice && have_flag(f_ptr->flags, FF_MOVE))
4389                         {
4390                                 /* Open doors */
4391                                 if (find_ignore_doors && have_flag(f_ptr->flags, FF_DOOR) && have_flag(f_ptr->flags, FF_CLOSE))
4392                                 {
4393                                         /* Option -- ignore */
4394                                         notice = FALSE;
4395                                 }
4396
4397                                 /* Stairs */
4398                                 else if (find_ignore_stairs && have_flag(f_ptr->flags, FF_STAIRS))
4399                                 {
4400                                         /* Option -- ignore */
4401                                         notice = FALSE;
4402                                 }
4403
4404                                 /* Lava */
4405                                 else if (have_flag(f_ptr->flags, FF_LAVA) && (p_ptr->immune_fire || IS_INVULN()))
4406                                 {
4407                                         /* Ignore */
4408                                         notice = FALSE;
4409                                 }
4410
4411                                 /* Deep water */
4412                                 else if (have_flag(f_ptr->flags, FF_WATER) && have_flag(f_ptr->flags, FF_DEEP) &&
4413                                          (p_ptr->levitation || p_ptr->can_swim || (p_ptr->total_weight <= weight_limit())))
4414                                 {
4415                                         /* Ignore */
4416                                         notice = FALSE;
4417                                 }
4418                         }
4419
4420                         /* Interesting feature */
4421                         if (notice) return (TRUE);
4422
4423                         /* The grid is "visible" */
4424                         inv = FALSE;
4425                 }
4426
4427                 /* Analyze unknown grids and floors considering mimic */
4428                 if (inv || !see_wall(0, row, col))
4429                 {
4430                         /* Looking for open area */
4431                         if (find_openarea)
4432                         {
4433                                 /* Nothing */
4434                         }
4435
4436                         /* The first new direction. */
4437                         else if (!option)
4438                         {
4439                                 option = new_dir;
4440                         }
4441
4442                         /* Three new directions. Stop running. */
4443                         else if (option2)
4444                         {
4445                                 return (TRUE);
4446                         }
4447
4448                         /* Two non-adjacent new directions.  Stop running. */
4449                         else if (option != cycle[chome[prev_dir] + i - 1])
4450                         {
4451                                 return (TRUE);
4452                         }
4453
4454                         /* Two new (adjacent) directions (case 1) */
4455                         else if (new_dir & 0x01)
4456                         {
4457                                 check_dir = cycle[chome[prev_dir] + i - 2];
4458                                 option2 = new_dir;
4459                         }
4460
4461                         /* Two new (adjacent) directions (case 2) */
4462                         else
4463                         {
4464                                 check_dir = cycle[chome[prev_dir] + i + 1];
4465                                 option2 = option;
4466                                 option = new_dir;
4467                         }
4468                 }
4469
4470                 /* Obstacle, while looking for open area */
4471                 else
4472                 {
4473                         if (find_openarea)
4474                         {
4475                                 if (i < 0)
4476                                 {
4477                                         /* Break to the right */
4478                                         find_breakright = TRUE;
4479                                 }
4480
4481                                 else if (i > 0)
4482                                 {
4483                                         /* Break to the left */
4484                                         find_breakleft = TRUE;
4485                                 }
4486                         }
4487                 }
4488         }
4489
4490         /* Looking for open area */
4491         if (find_openarea)
4492         {
4493                 /* Hack -- look again */
4494                 for (i = -max; i < 0; i++)
4495                 {
4496                         /* Unknown grid or non-wall */
4497                         if (!see_wall(cycle[chome[prev_dir] + i], py, px))
4498                         {
4499                                 /* Looking to break right */
4500                                 if (find_breakright)
4501                                 {
4502                                         return (TRUE);
4503                                 }
4504                         }
4505
4506                         /* Obstacle */
4507                         else
4508                         {
4509                                 /* Looking to break left */
4510                                 if (find_breakleft)
4511                                 {
4512                                         return (TRUE);
4513                                 }
4514                         }
4515                 }
4516
4517                 /* Hack -- look again */
4518                 for (i = max; i > 0; i--)
4519                 {
4520                         /* Unknown grid or non-wall */
4521                         if (!see_wall(cycle[chome[prev_dir] + i], py, px))
4522                         {
4523                                 /* Looking to break left */
4524                                 if (find_breakleft)
4525                                 {
4526                                         return (TRUE);
4527                                 }
4528                         }
4529
4530                         /* Obstacle */
4531                         else
4532                         {
4533                                 /* Looking to break right */
4534                                 if (find_breakright)
4535                                 {
4536                                         return (TRUE);
4537                                 }
4538                         }
4539                 }
4540         }
4541
4542         /* Not looking for open area */
4543         else
4544         {
4545                 /* No options */
4546                 if (!option)
4547                 {
4548                         return (TRUE);
4549                 }
4550
4551                 /* One option */
4552                 else if (!option2)
4553                 {
4554                         /* Primary option */
4555                         find_current = option;
4556
4557                         /* No other options */
4558                         find_prevdir = option;
4559                 }
4560
4561                 /* Two options, examining corners */
4562                 else if (!find_cut)
4563                 {
4564                         /* Primary option */
4565                         find_current = option;
4566
4567                         /* Hack -- allow curving */
4568                         find_prevdir = option2;
4569                 }
4570
4571                 /* Two options, pick one */
4572                 else
4573                 {
4574                         /* Get next location */
4575                         row = py + ddy[option];
4576                         col = px + ddx[option];
4577
4578                         /* Don't see that it is closed off. */
4579                         /* This could be a potential corner or an intersection. */
4580                         if (!see_wall(option, row, col) ||
4581                             !see_wall(check_dir, row, col))
4582                         {
4583                                 /* Can not see anything ahead and in the direction we */
4584                                 /* are turning, assume that it is a potential corner. */
4585                                 if (see_nothing(option, row, col) &&
4586                                     see_nothing(option2, row, col))
4587                                 {
4588                                         find_current = option;
4589                                         find_prevdir = option2;
4590                                 }
4591
4592                                 /* STOP: we are next to an intersection or a room */
4593                                 else
4594                                 {
4595                                         return (TRUE);
4596                                 }
4597                         }
4598
4599                         /* This corner is seen to be enclosed; we cut the corner. */
4600                         else if (find_cut)
4601                         {
4602                                 find_current = option2;
4603                                 find_prevdir = option2;
4604                         }
4605
4606                         /* This corner is seen to be enclosed, and we */
4607                         /* deliberately go the long way. */
4608                         else
4609                         {
4610                                 find_current = option;
4611                                 find_prevdir = option2;
4612                         }
4613                 }
4614         }
4615
4616         /* About to hit a known wall, stop */
4617         if (see_wall(find_current, py, px))
4618         {
4619                 return (TRUE);
4620         }
4621
4622         /* Failure */
4623         return (FALSE);
4624 }
4625
4626
4627
4628 /*
4629  * Take one step along the current "run" path
4630  */
4631 void run_step(int dir)
4632 {
4633         /* Start running */
4634         if (dir)
4635         {
4636                 /* Ignore AVOID_RUN on a first step */
4637                 ignore_avoid_run = TRUE;
4638
4639                 /* Hack -- do not start silly run */
4640                 if (see_wall(dir, py, px))
4641                 {
4642                         /* Message */
4643 #ifdef JP
4644                         msg_print("¤½¤ÎÊý¸þ¤Ë¤ÏÁö¤ì¤Þ¤»¤ó¡£");
4645 #else
4646                         msg_print("You cannot run in that direction.");
4647 #endif
4648
4649                         /* Disturb */
4650                         disturb(0, 0);
4651
4652                         /* Done */
4653                         return;
4654                 }
4655
4656                 /* Initialize */
4657                 run_init(dir);
4658         }
4659
4660         /* Keep running */
4661         else
4662         {
4663                 /* Update run */
4664                 if (run_test())
4665                 {
4666                         /* Disturb */
4667                         disturb(0, 0);
4668
4669                         /* Done */
4670                         return;
4671                 }
4672         }
4673
4674         /* Decrease the run counter */
4675         if (--running <= 0) return;
4676
4677         /* Take time */
4678         energy_use = 100;
4679
4680         /* Move the player, using the "pickup" flag */
4681 #ifdef ALLOW_EASY_DISARM /* TNB */
4682
4683         move_player(find_current, FALSE, FALSE);
4684
4685 #else /* ALLOW_EASY_DISARM -- TNB */
4686
4687         move_player(find_current, always_pickup, FALSE);
4688
4689 #endif /* ALLOW_EASY_DISARM -- TNB */
4690
4691         if (player_bold(p_ptr->run_py, p_ptr->run_px))
4692         {
4693                 p_ptr->run_py = 0;
4694                 p_ptr->run_px = 0;
4695                 disturb(0, 0);
4696         }
4697 }
4698
4699
4700 #ifdef TRAVEL
4701 /*
4702  * Test for traveling
4703  */
4704 static int travel_test(int prev_dir)
4705 {
4706         int new_dir = 0;
4707         int i, max;
4708         const cave_type *c_ptr;
4709         int cost;
4710
4711         /* Cannot travel when blind */
4712         if (p_ptr->blind || no_lite())
4713         {
4714                 msg_print(_("Ìܤ¬¸«¤¨¤Ê¤¤¡ª", "You cannot see!"));
4715                 return (0);
4716         }
4717
4718         /* break run when leaving trap detected region */
4719         if ((disturb_trap_detect || alert_trap_detect)
4720             && p_ptr->dtrap && !(cave[py][px].info & CAVE_IN_DETECT))
4721         {
4722                 /* No duplicate warning */
4723                 p_ptr->dtrap = FALSE;
4724
4725                 /* You are just on the edge */
4726                 if (!(cave[py][px].info & CAVE_UNSAFE))
4727                 {
4728                         if (alert_trap_detect)
4729                         {
4730 #ifdef JP
4731                                 msg_print("* Ãí°Õ:¤³¤ÎÀè¤Ï¥È¥é¥Ã¥×¤Î´¶ÃÎÈϰϳ°¤Ç¤¹¡ª *");
4732 #else
4733                                 msg_print("*Leaving trap detect region!*");
4734 #endif
4735                         }
4736
4737                         if (disturb_trap_detect)
4738                         {
4739                                 /* Break Run */
4740                                 return (0);
4741                         }
4742                 }
4743         }
4744
4745         /* Range of newly adjacent grids */
4746         max = (prev_dir & 0x01) + 1;
4747
4748         /* Look at every newly adjacent square. */
4749         for (i = -max; i <= max; i++)
4750         {
4751                 /* New direction */
4752                 int dir = cycle[chome[prev_dir] + i];
4753
4754                 /* New location */
4755                 int row = py + ddy[dir];
4756                 int col = px + ddx[dir];
4757
4758                 /* Access grid */
4759                 c_ptr = &cave[row][col];
4760
4761                 /* Visible monsters abort running */
4762                 if (c_ptr->m_idx)
4763                 {
4764                         monster_type *m_ptr = &m_list[c_ptr->m_idx];
4765
4766                         /* Visible monster */
4767                         if (m_ptr->ml) return (0);
4768                 }
4769
4770         }
4771
4772         /* Travel cost of current grid */
4773         cost = travel.cost[py][px];
4774
4775         /* Determine travel direction */
4776         for (i = 0; i < 8; ++ i) {
4777                 int dir_cost = travel.cost[py+ddy_ddd[i]][px+ddx_ddd[i]];
4778
4779                 if (dir_cost < cost)
4780                 {
4781                         new_dir = ddd[i];
4782                         cost = dir_cost;
4783                 }
4784         }
4785
4786         if (!new_dir) return (0);
4787
4788         /* Access newly move grid */
4789         c_ptr = &cave[py+ddy[new_dir]][px+ddx[new_dir]];
4790
4791         /* Close door abort traveling */
4792         if (!easy_open && is_closed_door(c_ptr->feat)) return (0);
4793
4794         /* Visible and unignorable trap abort tarveling */
4795         if (!c_ptr->mimic && !trap_can_be_ignored(c_ptr->feat)) return (0);
4796
4797         /* Move new grid */
4798         return (new_dir);
4799 }
4800
4801
4802 /*
4803  * Travel command
4804  */
4805 void travel_step(void)
4806 {
4807         /* Get travel direction */
4808         travel.dir = travel_test(travel.dir);
4809
4810         /* disturb */
4811         if (!travel.dir)
4812         {
4813                 if (travel.run == 255)
4814                 {
4815 #ifdef JP
4816                         msg_print("Æ»¶Ú¤¬¸«¤Ä¤«¤ê¤Þ¤»¤ó¡ª");
4817 #else
4818                         msg_print("No route is found!");
4819 #endif
4820                         travel.y = travel.x = 0;
4821                 }
4822                 disturb(0, 1);
4823                 return;
4824         }
4825
4826         energy_use = 100;
4827
4828         move_player(travel.dir, always_pickup, FALSE);
4829
4830         if ((py == travel.y) && (px == travel.x))
4831         {
4832                 travel.run = 0;
4833                 travel.y = travel.x = 0;
4834         }
4835         else if (travel.run > 0)
4836                 travel.run--;
4837
4838         /* Travel Delay */
4839         Term_xtra(TERM_XTRA_DELAY, delay_factor);
4840 }
4841 #endif