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[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 = (weight + ((p_ptr->to_h_b + plus) * 4) + (p_ptr->lev * 2));
92
93         /* Critical hit */
94         if (randint1(5000) <= i)
95         {
96                 k = weight + randint1(500);
97
98                 if (k < 500)
99                 {
100 #ifdef JP
101                         msg_print("¼ê¤´¤¿¤¨¤¬¤¢¤Ã¤¿¡ª");
102 #else
103                         msg_print("It was a good hit!");
104 #endif
105
106                         dam = 2 * dam + 5;
107                 }
108                 else if (k < 1000)
109                 {
110 #ifdef JP
111                         msg_print("¤«¤Ê¤ê¤Î¼ê¤´¤¿¤¨¤¬¤¢¤Ã¤¿¡ª");
112 #else
113                         msg_print("It was a great hit!");
114 #endif
115
116                         dam = 2 * dam + 10;
117                 }
118                 else
119                 {
120 #ifdef JP
121                         msg_print("²ñ¿´¤Î°ì·â¤À¡ª");
122 #else
123                         msg_print("It was a superb hit!");
124 #endif
125
126                         dam = 3 * dam + 15;
127                 }
128         }
129
130         return (dam);
131 }
132
133
134
135 /*
136  * Critical hits (by player)
137  *
138  * Factor in weapon weight, total plusses, player level.
139  */
140 s16b critical_norm(int weight, int plus, int dam, s16b meichuu, int mode)
141 {
142         int i, k;
143
144         /* Extract "blow" power */
145         i = (weight + (meichuu * 3 + plus * 5) + (p_ptr->lev * 3));
146
147         /* Chance */
148         if ((randint1((p_ptr->pclass == CLASS_NINJA) ? 4444 : 5000) <= i) || (mode == HISSATSU_MAJIN) || (mode == HISSATSU_3DAN))
149         {
150                 k = weight + randint1(650);
151                 if ((mode == HISSATSU_MAJIN) || (mode == HISSATSU_3DAN)) k+= randint1(650);
152
153                 if (k < 400)
154                 {
155 #ifdef JP
156                         msg_print("¼ê¤´¤¿¤¨¤¬¤¢¤Ã¤¿¡ª");
157 #else
158                         msg_print("It was a good hit!");
159 #endif
160
161                         dam = 2 * dam + 5;
162                 }
163                 else if (k < 700)
164                 {
165 #ifdef JP
166                         msg_print("¤«¤Ê¤ê¤Î¼ê¤´¤¿¤¨¤¬¤¢¤Ã¤¿¡ª");
167 #else
168                         msg_print("It was a great hit!");
169 #endif
170
171                         dam = 2 * dam + 10;
172                 }
173                 else if (k < 900)
174                 {
175 #ifdef JP
176                         msg_print("²ñ¿´¤Î°ì·â¤À¡ª");
177 #else
178                         msg_print("It was a superb hit!");
179 #endif
180
181                         dam = 3 * dam + 15;
182                 }
183                 else if (k < 1300)
184                 {
185 #ifdef JP
186                         msg_print("ºÇ¹â¤Î²ñ¿´¤Î°ì·â¤À¡ª");
187 #else
188                         msg_print("It was a *GREAT* hit!");
189 #endif
190
191                         dam = 3 * dam + 20;
192                 }
193                 else
194                 {
195 #ifdef JP
196                         msg_print("ÈæÎà¤Ê¤­ºÇ¹â¤Î²ñ¿´¤Î°ì·â¤À¡ª");
197 #else
198                         msg_print("It was a *SUPERB* hit!");
199 #endif
200
201                         dam = ((7 * dam) / 2) + 25;
202                 }
203         }
204
205         return (dam);
206 }
207
208
209
210 /*
211  * Extract the "total damage" from a given object hitting a given monster.
212  *
213  * Note that "flasks of oil" do NOT do fire damage, although they
214  * certainly could be made to do so.  XXX XXX
215  *
216  * Note that most brands and slays are x3, except Slay Animal (x2),
217  * Slay Evil (x2), and Kill dragon (x5).
218  */
219 s16b tot_dam_aux(object_type *o_ptr, int tdam, monster_type *m_ptr, int mode, bool thrown)
220 {
221         int mult = 10;
222
223         monster_race *r_ptr = &r_info[m_ptr->r_idx];
224
225         u32b flgs[TR_FLAG_SIZE];
226
227         /* Extract the flags */
228         object_flags(o_ptr, flgs);
229
230         /* Some "weapons" and "ammo" do extra damage */
231         switch (o_ptr->tval)
232         {
233                 case TV_SHOT:
234                 case TV_ARROW:
235                 case TV_BOLT:
236                 case TV_HAFTED:
237                 case TV_POLEARM:
238                 case TV_SWORD:
239                 case TV_DIGGING:
240                 {
241                         /* Slay Animal */
242                         if ((have_flag(flgs, TR_SLAY_ANIMAL)) &&
243                             (r_ptr->flags3 & RF3_ANIMAL))
244                         {
245                                 if (m_ptr->ml && is_original_ap(m_ptr))
246                                 {
247                                         r_ptr->r_flags3 |= RF3_ANIMAL;
248                                 }
249
250                                 if (mult < 25) mult = 25;
251                         }
252
253                         /* Execute Animal */
254                         if ((have_flag(flgs, TR_KILL_ANIMAL)) &&
255                             (r_ptr->flags3 & RF3_ANIMAL))
256                         {
257                                 if (m_ptr->ml && is_original_ap(m_ptr))
258                                 {
259                                         r_ptr->r_flags3 |= RF3_ANIMAL;
260                                 }
261
262                                 if (mult < 40) mult = 40;
263                         }
264
265                         /* Slay Evil */
266                         if ((have_flag(flgs, TR_SLAY_EVIL)) &&
267                             (r_ptr->flags3 & RF3_EVIL))
268                         {
269                                 if (m_ptr->ml && is_original_ap(m_ptr))
270                                 {
271                                         r_ptr->r_flags3 |= RF3_EVIL;
272                                 }
273
274                                 if (mult < 20) mult = 20;
275                         }
276
277                         /* Execute Evil */
278                         if ((have_flag(flgs, TR_KILL_EVIL)) &&
279                             (r_ptr->flags3 & RF3_EVIL))
280                         {
281                                 if (m_ptr->ml && is_original_ap(m_ptr))
282                                 {
283                                         r_ptr->r_flags3 |= RF3_EVIL;
284                                 }
285
286                                 if (mult < 35) mult = 35;
287                         }
288
289                         /* Slay Human */
290                         if ((have_flag(flgs, TR_SLAY_HUMAN)) &&
291                             (r_ptr->flags2 & RF2_HUMAN))
292                         {
293                                 if (m_ptr->ml && is_original_ap(m_ptr))
294                                 {
295                                         r_ptr->r_flags2 |= RF2_HUMAN;
296                                 }
297
298                                 if (mult < 25) mult = 25;
299                         }
300
301                         /* Execute Human */
302                         if ((have_flag(flgs, TR_KILL_HUMAN)) &&
303                             (r_ptr->flags2 & RF2_HUMAN))
304                         {
305                                 if (m_ptr->ml && is_original_ap(m_ptr))
306                                 {
307                                         r_ptr->r_flags2 |= RF2_HUMAN;
308                                 }
309
310                                 if (mult < 40) mult = 40;
311                         }
312
313                         /* Slay Undead */
314                         if ((have_flag(flgs, TR_SLAY_UNDEAD)) &&
315                             (r_ptr->flags3 & RF3_UNDEAD))
316                         {
317                                 if (m_ptr->ml && is_original_ap(m_ptr))
318                                 {
319                                         r_ptr->r_flags3 |= RF3_UNDEAD;
320                                 }
321
322                                 if (mult < 30) mult = 30;
323                         }
324
325                         /* Execute Undead */
326                         if ((have_flag(flgs, TR_KILL_UNDEAD)) &&
327                             (r_ptr->flags3 & RF3_UNDEAD))
328                         {
329                                 if (m_ptr->ml && is_original_ap(m_ptr))
330                                 {
331                                         r_ptr->r_flags3 |= RF3_UNDEAD;
332                                 }
333
334                                 if (mult < 50) mult = 50;
335                         }
336
337                         /* Slay Demon */
338                         if ((have_flag(flgs, TR_SLAY_DEMON)) &&
339                             (r_ptr->flags3 & RF3_DEMON))
340                         {
341                                 if (m_ptr->ml && is_original_ap(m_ptr))
342                                 {
343                                         r_ptr->r_flags3 |= RF3_DEMON;
344                                 }
345
346                                 if (mult < 30) mult = 30;
347                         }
348
349                         /* Execute Demon */
350                         if ((have_flag(flgs, TR_KILL_DEMON)) &&
351                             (r_ptr->flags3 & RF3_DEMON))
352                         {
353                                 if (m_ptr->ml && is_original_ap(m_ptr))
354                                 {
355                                         r_ptr->r_flags3 |= RF3_DEMON;
356                                 }
357
358                                 if (mult < 50) mult = 50;
359                         }
360
361                         /* Slay Orc */
362                         if ((have_flag(flgs, TR_SLAY_ORC)) &&
363                             (r_ptr->flags3 & RF3_ORC))
364                         {
365                                 if (m_ptr->ml && is_original_ap(m_ptr))
366                                 {
367                                         r_ptr->r_flags3 |= RF3_ORC;
368                                 }
369
370                                 if (mult < 30) mult = 30;
371                         }
372
373                         /* Execute Orc */
374                         if ((have_flag(flgs, TR_KILL_ORC)) &&
375                             (r_ptr->flags3 & RF3_ORC))
376                         {
377                                 if (m_ptr->ml && is_original_ap(m_ptr))
378                                 {
379                                         r_ptr->r_flags3 |= RF3_ORC;
380                                 }
381
382                                 if (mult < 50) mult = 50;
383                         }
384
385                         /* Slay Troll */
386                         if ((have_flag(flgs, TR_SLAY_TROLL)) &&
387                             (r_ptr->flags3 & RF3_TROLL))
388                         {
389                                 if (m_ptr->ml && is_original_ap(m_ptr))
390                                 {
391                                         r_ptr->r_flags3 |= RF3_TROLL;
392                                 }
393
394                                 if (mult < 30) mult = 30;
395                         }
396
397                         /* Execute Troll */
398                         if ((have_flag(flgs, TR_KILL_TROLL)) &&
399                             (r_ptr->flags3 & RF3_TROLL))
400                         {
401                                 if (m_ptr->ml && is_original_ap(m_ptr))
402                                 {
403                                         r_ptr->r_flags3 |= RF3_TROLL;
404                                 }
405
406                                 if (mult < 50) mult = 50;
407                         }
408
409                         /* Slay Giant */
410                         if ((have_flag(flgs, TR_SLAY_GIANT)) &&
411                             (r_ptr->flags3 & RF3_GIANT))
412                         {
413                                 if (m_ptr->ml && is_original_ap(m_ptr))
414                                 {
415                                         r_ptr->r_flags3 |= RF3_GIANT;
416                                 }
417
418                                 if (mult < 30) mult = 30;
419                         }
420
421                         /* Execute Giant */
422                         if ((have_flag(flgs, TR_KILL_GIANT)) &&
423                             (r_ptr->flags3 & RF3_GIANT))
424                         {
425                                 if (m_ptr->ml && is_original_ap(m_ptr))
426                                 {
427                                         r_ptr->r_flags3 |= RF3_GIANT;
428                                 }
429
430                                 if (mult < 50) mult = 50;
431                         }
432
433                         /* Slay Dragon  */
434                         if ((have_flag(flgs, TR_SLAY_DRAGON)) &&
435                             (r_ptr->flags3 & RF3_DRAGON))
436                         {
437                                 if (m_ptr->ml && is_original_ap(m_ptr))
438                                 {
439                                         r_ptr->r_flags3 |= RF3_DRAGON;
440                                 }
441
442                                 if (mult < 30) mult = 30;
443                         }
444
445                         /* Execute Dragon */
446                         if ((have_flag(flgs, TR_KILL_DRAGON)) &&
447                             (r_ptr->flags3 & RF3_DRAGON))
448                         {
449                                 if (m_ptr->ml && is_original_ap(m_ptr))
450                                 {
451                                         r_ptr->r_flags3 |= RF3_DRAGON;
452                                 }
453
454                                 if (mult < 50) mult = 50;
455
456                                 if ((o_ptr->name1 == ART_NOTHUNG) && (m_ptr->r_idx == MON_FAFNER))
457                                         mult *= 3;
458                         }
459
460                         /* Brand (Acid) */
461                         if (have_flag(flgs, TR_BRAND_ACID) || ((p_ptr->special_attack & (ATTACK_ACID)) && !thrown))
462                         {
463                                 /* Notice immunity */
464                                 if (r_ptr->flagsr & RFR_EFF_IM_ACID_MASK)
465                                 {
466                                         if (m_ptr->ml && is_original_ap(m_ptr))
467                                         {
468                                                 r_ptr->r_flagsr |= (r_ptr->flagsr & RFR_EFF_IM_ACID_MASK);
469                                         }
470                                 }
471
472                                 /* Otherwise, take the damage */
473                                 else
474                                 {
475                                         if (mult < 25) mult = 25;
476                                 }
477                         }
478
479                         /* Brand (Elec) */
480                         if (have_flag(flgs, TR_BRAND_ELEC) || ((p_ptr->special_attack & (ATTACK_ELEC)) && !thrown) || (mode == HISSATSU_ELEC))
481                         {
482                                 /* Notice immunity */
483                                 if (r_ptr->flagsr & RFR_EFF_IM_ELEC_MASK)
484                                 {
485                                         if (m_ptr->ml && is_original_ap(m_ptr))
486                                         {
487                                                 r_ptr->r_flagsr |= (r_ptr->flagsr & RFR_EFF_IM_ELEC_MASK);
488                                         }
489                                 }
490
491                                 /* Otherwise, take the damage */
492                                 else if ((have_flag(flgs, TR_BRAND_ELEC) || ((p_ptr->special_attack & (ATTACK_ELEC)) && !thrown)) && (mode == HISSATSU_ELEC))
493                                 {
494                                         if (mult < 70) mult = 70;
495                                 }
496                                 else if (mode == HISSATSU_ELEC)
497                                 {
498                                         if (mult < 50) mult = 50;
499                                 }
500
501                                 else
502                                 {
503                                         if (mult < 25) mult = 25;
504                                 }
505                         }
506
507                         /* Brand (Fire) */
508                         if (have_flag(flgs, TR_BRAND_FIRE) || ((p_ptr->special_attack & (ATTACK_FIRE)) && !thrown) || (mode == HISSATSU_FIRE))
509                         {
510                                 /* Notice immunity */
511                                 if (r_ptr->flagsr & RFR_EFF_IM_FIRE_MASK)
512                                 {
513                                         if (m_ptr->ml && is_original_ap(m_ptr))
514                                         {
515                                                 r_ptr->r_flagsr |= (r_ptr->flagsr & RFR_EFF_IM_FIRE_MASK);
516                                         }
517                                 }
518
519                                 /* Otherwise, take the damage */
520                                 else if ((have_flag(flgs, TR_BRAND_FIRE) || ((p_ptr->special_attack & (ATTACK_FIRE)) && !thrown)) && (mode == HISSATSU_FIRE))
521                                 {
522                                         if (r_ptr->flags3 & RF3_HURT_FIRE)
523                                         {
524                                                 if (mult < 70) mult = 70;
525                                                 if (m_ptr->ml && is_original_ap(m_ptr))
526                                                 {
527                                                         r_ptr->r_flags3 |= RF3_HURT_FIRE;
528                                                 }
529                                         }
530                                         else if (mult < 35) mult = 35;
531                                 }
532                                 else
533                                 {
534                                         if (r_ptr->flags3 & RF3_HURT_FIRE)
535                                         {
536                                                 if (mult < 50) mult = 50;
537                                                 if (m_ptr->ml && is_original_ap(m_ptr))
538                                                 {
539                                                         r_ptr->r_flags3 |= RF3_HURT_FIRE;
540                                                 }
541                                         }
542                                         else if (mult < 25) mult = 25;
543                                 }
544                         }
545
546                         /* Brand (Cold) */
547                         if (have_flag(flgs, TR_BRAND_COLD) || ((p_ptr->special_attack & (ATTACK_COLD)) && !thrown) || (mode == HISSATSU_COLD))
548                         {
549                                 /* Notice immunity */
550                                 if (r_ptr->flagsr & RFR_EFF_IM_COLD_MASK)
551                                 {
552                                         if (m_ptr->ml && is_original_ap(m_ptr))
553                                         {
554                                                 r_ptr->r_flagsr |= (r_ptr->flagsr & RFR_EFF_IM_COLD_MASK);
555                                         }
556                                 }
557                                 /* Otherwise, take the damage */
558                                 else if ((have_flag(flgs, TR_BRAND_COLD) || ((p_ptr->special_attack & (ATTACK_COLD)) && !thrown)) && (mode == HISSATSU_COLD))
559                                 {
560                                         if (r_ptr->flags3 & RF3_HURT_COLD)
561                                         {
562                                                 if (mult < 70) mult = 70;
563                                                 if (m_ptr->ml && is_original_ap(m_ptr))
564                                                 {
565                                                         r_ptr->r_flags3 |= RF3_HURT_COLD;
566                                                 }
567                                         }
568                                         else if (mult < 35) mult = 35;
569                                 }
570                                 else
571                                 {
572                                         if (r_ptr->flags3 & RF3_HURT_COLD)
573                                         {
574                                                 if (mult < 50) mult = 50;
575                                                 if (m_ptr->ml && is_original_ap(m_ptr))
576                                                 {
577                                                         r_ptr->r_flags3 |= RF3_HURT_COLD;
578                                                 }
579                                         }
580                                         else if (mult < 25) mult = 25;
581                                 }
582                         }
583
584                         /* Brand (Poison) */
585                         if (have_flag(flgs, TR_BRAND_POIS) || ((p_ptr->special_attack & (ATTACK_POIS)) && !thrown) || (mode == HISSATSU_POISON))
586                         {
587                                 /* Notice immunity */
588                                 if (r_ptr->flagsr & RFR_EFF_IM_POIS_MASK)
589                                 {
590                                         if (m_ptr->ml && is_original_ap(m_ptr))
591                                         {
592                                                 r_ptr->r_flagsr |= (r_ptr->flagsr & RFR_EFF_IM_POIS_MASK);
593                                         }
594                                 }
595
596                                 /* Otherwise, take the damage */
597                                 else if ((have_flag(flgs, TR_BRAND_POIS) || ((p_ptr->special_attack & (ATTACK_POIS)) && !thrown)) && (mode == HISSATSU_POISON))
598                                 {
599                                         if (mult < 35) mult = 35;
600                                 }
601                                 else
602                                 {
603                                         if (mult < 25) mult = 25;
604                                 }
605                         }
606                         if ((mode == HISSATSU_ZANMA) && !monster_living(r_ptr) && (r_ptr->flags3 & RF3_EVIL))
607                         {
608                                 if (mult < 15) mult = 25;
609                                 else if (mult < 50) mult = MIN(50, mult+20);
610                         }
611                         if (mode == HISSATSU_UNDEAD)
612                         {
613                                 if (r_ptr->flags3 & RF3_UNDEAD)
614                                 {
615                                         if (m_ptr->ml && is_original_ap(m_ptr))
616                                         {
617                                                 r_ptr->r_flags3 |= RF3_UNDEAD;
618                                         }
619                                         if (mult == 10) mult = 70;
620                                         else if (mult < 140) mult = MIN(140, mult+60);
621                                 }
622                                 if (mult == 10) mult = 40;
623                                 else if (mult < 60) mult = MIN(60, mult+30);
624                         }
625                         if ((mode == HISSATSU_SEKIRYUKA) && p_ptr->cut && monster_living(r_ptr))
626                         {
627                                 int tmp = MIN(100, MAX(10, p_ptr->cut / 10));
628                                 if (mult < tmp) mult = tmp;
629                         }
630                         if ((mode == HISSATSU_HAGAN) && (r_ptr->flags3 & RF3_HURT_ROCK))
631                         {
632                                 if (m_ptr->ml && is_original_ap(m_ptr))
633                                 {
634                                         r_ptr->r_flags3 |= RF3_HURT_ROCK;
635                                 }
636                                 if (mult == 10) mult = 40;
637                                 else if (mult < 60) mult = 60;
638                         }
639                         if ((p_ptr->pclass != CLASS_SAMURAI) && (have_flag(flgs, TR_FORCE_WEAPON)) && (p_ptr->csp > (o_ptr->dd * o_ptr->ds / 5)))
640                         {
641                                 p_ptr->csp -= (1+(o_ptr->dd * o_ptr->ds / 5));
642                                 p_ptr->redraw |= (PR_MANA);
643                                 mult = mult * 3 / 2 + 20;
644                         }
645                         break;
646                 }
647         }
648         if (mult > 150) mult = 150;
649
650         /* Return the total damage */
651         return (tdam * mult / 10);
652 }
653
654
655 /*
656  * Search for hidden things
657  */
658 void search(void)
659 {
660         int y, x, chance;
661
662         s16b this_o_idx, next_o_idx = 0;
663
664         cave_type *c_ptr;
665
666
667         /* Start with base search ability */
668         chance = p_ptr->skill_srh;
669
670         /* Penalize various conditions */
671         if (p_ptr->blind || no_lite()) chance = chance / 10;
672         if (p_ptr->confused || p_ptr->image) chance = chance / 10;
673
674         /* Search the nearby grids, which are always in bounds */
675         for (y = (py - 1); y <= (py + 1); y++)
676         {
677                 for (x = (px - 1); x <= (px + 1); x++)
678                 {
679                         /* Sometimes, notice things */
680                         if (randint0(100) < chance)
681                         {
682                                 /* Access the grid */
683                                 c_ptr = &cave[y][x];
684
685                                 /* Invisible trap */
686                                 if (c_ptr->mimic && is_trap(c_ptr->feat))
687                                 {
688                                         /* Pick a trap */
689                                         disclose_grid(y, x);
690
691                                         /* Message */
692 #ifdef JP
693                                         msg_print("¥È¥é¥Ã¥×¤òȯ¸«¤·¤¿¡£");
694 #else
695                                         msg_print("You have found a trap.");
696 #endif
697
698                                         /* Disturb */
699                                         disturb(0, 0);
700                                 }
701
702                                 /* Secret door */
703                                 if (is_hidden_door(c_ptr))
704                                 {
705                                         /* Message */
706 #ifdef JP
707                                         msg_print("±£¤·¥É¥¢¤òȯ¸«¤·¤¿¡£");
708 #else
709                                         msg_print("You have found a secret door.");
710 #endif
711
712                                         /* Disclose */
713                                         disclose_grid(y, x);
714
715                                         /* Disturb */
716                                         disturb(0, 0);
717                                 }
718
719                                 /* Scan all objects in the grid */
720                                 for (this_o_idx = c_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
721                                 {
722                                         object_type *o_ptr;
723
724                                         /* Acquire object */
725                                         o_ptr = &o_list[this_o_idx];
726
727                                         /* Acquire next object */
728                                         next_o_idx = o_ptr->next_o_idx;
729
730                                         /* Skip non-chests */
731                                         if (o_ptr->tval != TV_CHEST) continue;
732
733                                         /* Skip non-trapped chests */
734                                         if (!chest_traps[o_ptr->pval]) continue;
735
736                                         /* Identify once */
737                                         if (!object_known_p(o_ptr))
738                                         {
739                                                 /* Message */
740 #ifdef JP
741                                                 msg_print("È¢¤Ë»Å³Ý¤±¤é¤ì¤¿¥È¥é¥Ã¥×¤òȯ¸«¤·¤¿¡ª");
742 #else
743                                                 msg_print("You have discovered a trap on the chest!");
744 #endif
745
746                                                 /* Know the trap */
747                                                 object_known(o_ptr);
748
749                                                 /* Notice it */
750                                                 disturb(0, 0);
751                                         }
752                                 }
753                         }
754                 }
755         }
756 }
757
758
759 /*
760  * Helper routine for py_pickup() and py_pickup_floor().
761  *
762  * Add the given dungeon object to the character's inventory.
763  *
764  * Delete the object afterwards.
765  */
766 void py_pickup_aux(int o_idx)
767 {
768         int slot, i;
769
770 #ifdef JP
771 /*
772  * ¥¢¥¤¥Æ¥à¤ò½¦¤Ã¤¿ºÝ¤Ë¡Ö£²¤Ä¤Î¥±¡¼¥­¤ò»ý¤Ã¤Æ¤¤¤ë¡×
773  * "You have two cakes." ¤È¥¢¥¤¥Æ¥à¤ò½¦¤Ã¤¿¸å¤Î¹ç·×¤Î¤ß¤Îɽ¼¨¤¬¥ª¥ê¥¸¥Ê¥ë
774  * ¤À¤¬¡¢°ãÏ´¶¤¬
775  * ¤¢¤ë¤È¤¤¤¦»ØŦ¤ò¤¦¤±¤¿¤Î¤Ç¡¢¡Ö¡Á¤ò½¦¤Ã¤¿¡¢¡Á¤ò»ý¤Ã¤Æ¤¤¤ë¡×¤È¤¤¤¦É½¼¨
776  * ¤Ë¤«¤¨¤Æ¤¢¤ë¡£¤½¤Î¤¿¤á¤ÎÇÛÎó¡£
777  */
778         char o_name[MAX_NLEN];
779         char old_name[MAX_NLEN];
780         char kazu_str[80];
781         int hirottakazu;
782 #else
783         char o_name[MAX_NLEN];
784 #endif
785
786         object_type *o_ptr;
787
788         o_ptr = &o_list[o_idx];
789
790 #ifdef JP
791         /* Describe the object */
792         object_desc(old_name, o_ptr, OD_NAME_ONLY);
793         object_desc_kosuu(kazu_str, o_ptr);
794         hirottakazu = o_ptr->number;
795 #endif
796         /* Carry the object */
797         slot = inven_carry(o_ptr);
798
799         /* Get the object again */
800         o_ptr = &inventory[slot];
801
802         /* Delete the object */
803         delete_object_idx(o_idx);
804
805         if (p_ptr->pseikaku == SEIKAKU_MUNCHKIN)
806         {
807                 bool old_known = identify_item(o_ptr);
808
809                 /* Auto-inscription/destroy */
810                 autopick_alter_item(slot, (bool)(destroy_identify && !old_known));
811
812                 /* If it is destroyed, don't pick it up */
813                 if (o_ptr->marked & OM_AUTODESTROY) return;
814         }
815
816         /* Describe the object */
817         object_desc(o_name, o_ptr, 0);
818
819         /* Message */
820 #ifdef JP
821         if ((o_ptr->name1 == ART_CRIMSON) && (p_ptr->pseikaku == SEIKAKU_COMBAT))
822         {
823                 msg_format("¤³¤¦¤·¤Æ¡¢%s¤Ï¡Ø¥¯¥ê¥à¥¾¥ó¡Ù¤ò¼ê¤ËÆþ¤ì¤¿¡£", player_name);
824                 msg_print("¤·¤«¤·º£¡¢¡Øº®Æ٤Υµ¡¼¥Ú¥ó¥È¡Ù¤ÎÊü¤Ã¤¿¥â¥ó¥¹¥¿¡¼¤¬¡¢");
825                 msg_format("%s¤Ë½±¤¤¤«¤«¤ë¡¥¡¥¡¥", player_name);
826         }
827         else
828         {
829                 if (plain_pickup)
830                 {
831                         msg_format("%s(%c)¤ò»ý¤Ã¤Æ¤¤¤ë¡£",o_name, index_to_label(slot));
832                 }
833                 else
834                 {
835                         if (o_ptr->number > hirottakazu) {
836                             msg_format("%s½¦¤Ã¤Æ¡¢%s(%c)¤ò»ý¤Ã¤Æ¤¤¤ë¡£",
837                                kazu_str, o_name, index_to_label(slot));
838                         } else {
839                                 msg_format("%s(%c)¤ò½¦¤Ã¤¿¡£", o_name, index_to_label(slot));
840                         }
841                 }
842         }
843         strcpy(record_o_name, old_name);
844 #else
845         msg_format("You have %s (%c).", o_name, index_to_label(slot));
846         strcpy(record_o_name, o_name);
847 #endif
848         record_turn = turn;
849
850
851         /* Check if completed a quest */
852         for (i = 0; i < max_quests; i++)
853         {
854                 if ((quest[i].type == QUEST_TYPE_FIND_ARTIFACT) &&
855                     (quest[i].status == QUEST_STATUS_TAKEN) &&
856                            (quest[i].k_idx == o_ptr->name1))
857                 {
858                         if (record_fix_quest) do_cmd_write_nikki(NIKKI_FIX_QUEST_C, i, NULL);
859                         quest[i].status = QUEST_STATUS_COMPLETED;
860                         quest[i].complev = (byte)p_ptr->lev;
861 #ifdef JP
862                         msg_print("¥¯¥¨¥¹¥È¤òãÀ®¤·¤¿¡ª");
863 #else
864                         msg_print("You completed your quest!");
865 #endif
866
867                         msg_print(NULL);
868                 }
869         }
870 }
871
872
873 /*
874  * Player "wants" to pick up an object or gold.
875  * Note that we ONLY handle things that can be picked up.
876  * See "move_player()" for handling of other things.
877  */
878 void carry(bool pickup)
879 {
880         cave_type *c_ptr = &cave[py][px];
881
882         s16b this_o_idx, next_o_idx = 0;
883
884         char    o_name[MAX_NLEN];
885
886         /* Recenter the map around the player */
887         verify_panel();
888
889         /* Update stuff */
890         p_ptr->update |= (PU_MONSTERS);
891
892         /* Redraw map */
893         p_ptr->redraw |= (PR_MAP);
894
895         /* Window stuff */
896         p_ptr->window |= (PW_OVERHEAD);
897
898         /* Handle stuff */
899         handle_stuff();
900
901         /* Automatically pickup/destroy/inscribe items */
902         autopick_pickup_items(c_ptr);
903
904
905 #ifdef ALLOW_EASY_FLOOR
906
907         if (easy_floor)
908         {
909                 py_pickup_floor(pickup);
910                 return;
911         }
912
913 #endif /* ALLOW_EASY_FLOOR */
914
915         /* Scan the pile of objects */
916         for (this_o_idx = c_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
917         {
918                 object_type *o_ptr;
919
920                 /* Acquire object */
921                 o_ptr = &o_list[this_o_idx];
922
923 #ifdef ALLOW_EASY_SENSE /* TNB */
924
925                 /* Option: Make item sensing easy */
926                 if (easy_sense)
927                 {
928                         /* Sense the object */
929                         (void)sense_object(o_ptr);
930                 }
931
932 #endif /* ALLOW_EASY_SENSE -- TNB */
933
934                 /* Describe the object */
935                 object_desc(o_name, o_ptr, 0);
936
937                 /* Acquire next object */
938                 next_o_idx = o_ptr->next_o_idx;
939
940                 /* Hack -- disturb */
941                 disturb(0, 0);
942
943                 /* Pick up gold */
944                 if (o_ptr->tval == TV_GOLD)
945                 {
946                         int value = (long)o_ptr->pval;
947
948                         /* Delete the gold */
949                         delete_object_idx(this_o_idx);
950
951                         /* Message */
952 #ifdef JP
953                 msg_format(" $%ld ¤Î²ÁÃͤ¬¤¢¤ë%s¤ò¸«¤Ä¤±¤¿¡£",
954                            (long)value, o_name);
955 #else
956                         msg_format("You collect %ld gold pieces worth of %s.",
957                                    (long)value, o_name);
958 #endif
959
960
961                         sound(SOUND_SELL);
962
963                         /* Collect the gold */
964                         p_ptr->au += value;
965
966                         /* Redraw gold */
967                         p_ptr->redraw |= (PR_GOLD);
968
969                         /* Window stuff */
970                         p_ptr->window |= (PW_PLAYER);
971                 }
972
973                 /* Pick up objects */
974                 else
975                 {
976                         /* Hack - some objects were handled in autopick_pickup_items(). */
977                         if (o_ptr->marked & OM_NOMSG)
978                         {
979                                 /* Clear the flag. */
980                                 o_ptr->marked &= ~OM_NOMSG;
981                         }
982                         /* Describe the object */
983                         else if (!pickup)
984                         {
985 #ifdef JP
986                                 msg_format("%s¤¬¤¢¤ë¡£", o_name);
987 #else
988                                 msg_format("You see %s.", o_name);
989 #endif
990
991                         }
992
993                         /* Note that the pack is too full */
994                         else if (!inven_carry_okay(o_ptr))
995                         {
996 #ifdef JP
997                                 msg_format("¥¶¥Ã¥¯¤Ë¤Ï%s¤òÆþ¤ì¤ë·ä´Ö¤¬¤Ê¤¤¡£", o_name);
998 #else
999                                 msg_format("You have no room for %s.", o_name);
1000 #endif
1001
1002                         }
1003
1004                         /* Pick up the item (if requested and allowed) */
1005                         else
1006                         {
1007                                 int okay = TRUE;
1008
1009                                 /* Hack -- query every item */
1010                                 if (carry_query_flag)
1011                                 {
1012                                         char out_val[MAX_NLEN+20];
1013 #ifdef JP
1014                                         sprintf(out_val, "%s¤ò½¦¤¤¤Þ¤¹¤«? ", o_name);
1015 #else
1016                                         sprintf(out_val, "Pick up %s? ", o_name);
1017 #endif
1018
1019                                         okay = get_check(out_val);
1020                                 }
1021
1022                                 /* Attempt to pick up an object. */
1023                                 if (okay)
1024                                 {
1025                                         /* Pick up the object */
1026                                         py_pickup_aux(this_o_idx);
1027                                 }
1028                         }
1029                 }
1030         }
1031 }
1032
1033
1034 /*
1035  * Determine if a trap affects the player.
1036  * Always miss 5% of the time, Always hit 5% of the time.
1037  * Otherwise, match trap power against player armor.
1038  */
1039 static int check_hit(int power)
1040 {
1041         int k, ac;
1042
1043         /* Percentile dice */
1044         k = randint0(100);
1045
1046         /* Hack -- 5% hit, 5% miss */
1047         if (k < 10) return (k < 5);
1048
1049         if (p_ptr->pseikaku == SEIKAKU_NAMAKE)
1050                 if (one_in_(20)) return (TRUE);
1051
1052         /* Paranoia -- No power */
1053         if (power <= 0) return (FALSE);
1054
1055         /* Total armor */
1056         ac = p_ptr->ac + p_ptr->to_a;
1057
1058         /* Power competes against Armor */
1059         if (randint1(power) > ((ac * 3) / 4)) return (TRUE);
1060
1061         /* Assume miss */
1062         return (FALSE);
1063 }
1064
1065
1066
1067 /*
1068  * Handle player hitting a real trap
1069  */
1070 static void hit_trap(bool break_trap)
1071 {
1072         int i, num, dam;
1073         int x = px, y = py;
1074
1075         /* Get the cave grid */
1076         cave_type *c_ptr = &cave[y][x];
1077
1078         int trap_feat = c_ptr->feat;
1079
1080 #ifdef JP
1081         cptr name = "¥È¥é¥Ã¥×";
1082 #else
1083         cptr name = "a trap";
1084 #endif
1085
1086         /* Disturb the player */
1087         disturb(0, 0);
1088
1089         cave_alter_feat(y, x, FF_HIT_TRAP);
1090
1091         /* Analyze XXX XXX XXX */
1092         switch (trap_feat)
1093         {
1094                 case FEAT_TRAP_TRAPDOOR:
1095                 {
1096                         if (p_ptr->ffall)
1097                         {
1098 #ifdef JP
1099                                 msg_print("Í¸Í¤òÈô¤Ó±Û¤¨¤¿¡£");
1100 #else
1101                                 msg_print("You fly over a trap door.");
1102 #endif
1103
1104                         }
1105                         else
1106                         {
1107 #ifdef JP
1108                                 msg_print("Í¸Í¤ËÍî¤Á¤¿¡ª");
1109                                 if ((p_ptr->pseikaku == SEIKAKU_COMBAT) || (inventory[INVEN_BOW].name1 == ART_CRIMSON))
1110                                         msg_print("¤¯¤Ã¤½¡Á¡ª");
1111 #else
1112                                 msg_print("You have fallen through a trap door!");
1113 #endif
1114
1115                                 sound(SOUND_FALL);
1116                                 dam = damroll(2, 8);
1117 #ifdef JP
1118                                 name = "Í¸Í";
1119 #else
1120                                 name = "a trap door";
1121 #endif
1122
1123                                 take_hit(DAMAGE_NOESCAPE, dam, name, -1);
1124
1125                                 /* Still alive and autosave enabled */
1126                                 if (autosave_l && (p_ptr->chp >= 0))
1127                                         do_cmd_save_game(TRUE);
1128
1129 #ifdef JP
1130                                 do_cmd_write_nikki(NIKKI_BUNSHOU, 0, "Í¸Í¤ËÍî¤Á¤¿");
1131 #else
1132                                 do_cmd_write_nikki(NIKKI_BUNSHOU, 0, "You have fallen through a trap door!");
1133 #endif
1134                                 prepare_change_floor_mode(CFM_SAVE_FLOORS | CFM_DOWN | CFM_RAND_PLACE | CFM_RAND_CONNECT);
1135
1136                                 /* Leaving */
1137                                 p_ptr->leaving = TRUE;
1138                         }
1139                         break;
1140                 }
1141
1142                 case FEAT_TRAP_PIT:
1143                 {
1144                         if (p_ptr->ffall)
1145                         {
1146 #ifdef JP
1147                                 msg_print("Í·ê¤òÈô¤Ó±Û¤¨¤¿¡£");
1148 #else
1149                                 msg_print("You fly over a pit trap.");
1150 #endif
1151
1152                         }
1153                         else
1154                         {
1155 #ifdef JP
1156                                 msg_print("Í·ê¤ËÍî¤Á¤Æ¤·¤Þ¤Ã¤¿¡ª");
1157 #else
1158                                 msg_print("You have fallen into a pit!");
1159 #endif
1160
1161                                 dam = damroll(2, 6);
1162 #ifdef JP
1163                                 name = "Í·ê";
1164 #else
1165                                 name = "a pit trap";
1166 #endif
1167
1168                                 take_hit(DAMAGE_NOESCAPE, dam, name, -1);
1169                         }
1170                         break;
1171                 }
1172
1173                 case FEAT_TRAP_SPIKED_PIT:
1174                 {
1175                         if (p_ptr->ffall)
1176                         {
1177 #ifdef JP
1178                                 msg_print("¥È¥²¤Î¤¢¤ëÍ·ê¤òÈô¤Ó±Û¤¨¤¿¡£");
1179 #else
1180                                 msg_print("You fly over a spiked pit.");
1181 #endif
1182
1183                         }
1184                         else
1185                         {
1186 #ifdef JP
1187                         msg_print("¥¹¥Ñ¥¤¥¯¤¬Éߤ«¤ì¤¿Í·ê¤ËÍî¤Á¤Æ¤·¤Þ¤Ã¤¿¡ª");
1188 #else
1189                                 msg_print("You fall into a spiked pit!");
1190 #endif
1191
1192
1193                                 /* Base damage */
1194 #ifdef JP
1195                                 name = "Í·ê";
1196 #else
1197                                 name = "a pit trap";
1198 #endif
1199
1200                                 dam = damroll(2, 6);
1201
1202                                 /* Extra spike damage */
1203                                 if (randint0(100) < 50)
1204                                 {
1205 #ifdef JP
1206                                         msg_print("¥¹¥Ñ¥¤¥¯¤¬»É¤µ¤Ã¤¿¡ª");
1207 #else
1208                                         msg_print("You are impaled!");
1209 #endif
1210
1211
1212 #ifdef JP
1213                                         name = "¥È¥²¤Î¤¢¤ëÍ·ê";
1214 #else
1215                                         name = "a spiked pit";
1216 #endif
1217
1218                                         dam = dam * 2;
1219                                         (void)set_cut(p_ptr->cut + randint1(dam));
1220                                 }
1221
1222                                 /* Take the damage */
1223                                 take_hit(DAMAGE_NOESCAPE, dam, name, -1);
1224                         }
1225                         break;
1226                 }
1227
1228                 case FEAT_TRAP_POISON_PIT:
1229                 {
1230                         if (p_ptr->ffall)
1231                         {
1232 #ifdef JP
1233                                 msg_print("¥È¥²¤Î¤¢¤ëÍ·ê¤òÈô¤Ó±Û¤¨¤¿¡£");
1234 #else
1235                                 msg_print("You fly over a spiked pit.");
1236 #endif
1237
1238                         }
1239                         else
1240                         {
1241 #ifdef JP
1242                         msg_print("¥¹¥Ñ¥¤¥¯¤¬Éߤ«¤ì¤¿Í·ê¤ËÍî¤Á¤Æ¤·¤Þ¤Ã¤¿¡ª");
1243 #else
1244                                 msg_print("You fall into a spiked pit!");
1245 #endif
1246
1247
1248                                 /* Base damage */
1249                                 dam = damroll(2, 6);
1250
1251 #ifdef JP
1252                                 name = "Í·ê";
1253 #else
1254                                 name = "a pit trap";
1255 #endif
1256
1257
1258                                 /* Extra spike damage */
1259                                 if (randint0(100) < 50)
1260                                 {
1261 #ifdef JP
1262                                         msg_print("ÆǤòÅɤé¤ì¤¿¥¹¥Ñ¥¤¥¯¤¬»É¤µ¤Ã¤¿¡ª");
1263 #else
1264                                         msg_print("You are impaled on poisonous spikes!");
1265 #endif
1266
1267
1268 #ifdef JP
1269                                         name = "¥È¥²¤Î¤¢¤ëÍ·ê";
1270 #else
1271                                         name = "a spiked pit";
1272 #endif
1273
1274
1275                                         dam = dam * 2;
1276                                         (void)set_cut(p_ptr->cut + randint1(dam));
1277
1278                                         if (p_ptr->resist_pois || IS_OPPOSE_POIS())
1279                                         {
1280 #ifdef JP
1281                                                 msg_print("¤·¤«¤·ÆǤαƶÁ¤Ï¤Ê¤«¤Ã¤¿¡ª");
1282 #else
1283                                                 msg_print("The poison does not affect you!");
1284 #endif
1285
1286                                         }
1287
1288                                         else
1289                                         {
1290                                                 dam = dam * 2;
1291                                                 (void)set_poisoned(p_ptr->poisoned + randint1(dam));
1292                                         }
1293                                 }
1294
1295                                 /* Take the damage */
1296                                 take_hit(DAMAGE_NOESCAPE, dam, name, -1);
1297                         }
1298
1299                         break;
1300                 }
1301
1302                 case FEAT_TRAP_TY_CURSE:
1303                 {
1304 #ifdef JP
1305                         msg_print("²¿¤«¤¬¥Ô¥«¥Ã¤È¸÷¤Ã¤¿¡ª");
1306 #else
1307                         msg_print("There is a flash of shimmering light!");
1308 #endif
1309
1310                         num = 2 + randint1(3);
1311                         for (i = 0; i < num; i++)
1312                         {
1313                                 (void)summon_specific(0, y, x, dun_level, 0, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE | PM_NO_PET));
1314                         }
1315
1316                         if (dun_level > randint1(100)) /* No nasty effect for low levels */
1317                         {
1318                                 bool stop_ty = FALSE;
1319                                 int count = 0;
1320
1321                                 do
1322                                 {
1323                                         stop_ty = activate_ty_curse(stop_ty, &count);
1324                                 }
1325                                 while (one_in_(6));
1326                         }
1327                         break;
1328                 }
1329
1330                 case FEAT_TRAP_TELEPORT:
1331                 {
1332 #ifdef JP
1333                         msg_print("¥Æ¥ì¥Ý¡¼¥È¡¦¥È¥é¥Ã¥×¤Ë¤Ò¤Ã¤«¤«¤Ã¤¿¡ª");
1334 #else
1335                         msg_print("You hit a teleport trap!");
1336 #endif
1337
1338                         teleport_player(100, TRUE);
1339                         break;
1340                 }
1341
1342                 case FEAT_TRAP_FIRE:
1343                 {
1344 #ifdef JP
1345                         msg_print("±ê¤ËÊñ¤Þ¤ì¤¿¡ª");
1346 #else
1347                         msg_print("You are enveloped in flames!");
1348 #endif
1349
1350                         dam = damroll(4, 6);
1351 #ifdef JP
1352                         (void)fire_dam(dam, "±ê¤Î¥È¥é¥Ã¥×", -1);
1353 #else
1354                         (void)fire_dam(dam, "a fire trap", -1);
1355 #endif
1356
1357                         break;
1358                 }
1359
1360                 case FEAT_TRAP_ACID:
1361                 {
1362 #ifdef JP
1363                         msg_print("»À¤¬¿á¤­¤«¤±¤é¤ì¤¿¡ª");
1364 #else
1365                         msg_print("You are splashed with acid!");
1366 #endif
1367
1368                         dam = damroll(4, 6);
1369 #ifdef JP
1370                         (void)acid_dam(dam, "»À¤Î¥È¥é¥Ã¥×", -1);
1371 #else
1372                         (void)acid_dam(dam, "an acid trap", -1);
1373 #endif
1374
1375                         break;
1376                 }
1377
1378                 case FEAT_TRAP_SLOW:
1379                 {
1380                         if (check_hit(125))
1381                         {
1382 #ifdef JP
1383                                 msg_print("¾®¤µ¤Ê¥À¡¼¥Ä¤¬Èô¤ó¤Ç¤­¤Æ»É¤µ¤Ã¤¿¡ª");
1384 #else
1385                                 msg_print("A small dart hits you!");
1386 #endif
1387
1388                                 dam = damroll(1, 4);
1389                                 take_hit(DAMAGE_ATTACK, dam, name, -1);
1390                                 (void)set_slow(p_ptr->slow + randint0(20) + 20, FALSE);
1391                         }
1392                         else
1393                         {
1394 #ifdef JP
1395                                 msg_print("¾®¤µ¤Ê¥À¡¼¥Ä¤¬Èô¤ó¤Ç¤­¤¿¡ª¤¬¡¢±¿Îɤ¯Åö¤¿¤é¤Ê¤«¤Ã¤¿¡£");
1396 #else
1397                                 msg_print("A small dart barely misses you.");
1398 #endif
1399
1400                         }
1401                         break;
1402                 }
1403
1404                 case FEAT_TRAP_LOSE_STR:
1405                 {
1406                         if (check_hit(125))
1407                         {
1408 #ifdef JP
1409                                 msg_print("¾®¤µ¤Ê¥À¡¼¥Ä¤¬Èô¤ó¤Ç¤­¤Æ»É¤µ¤Ã¤¿¡ª");
1410 #else
1411                                 msg_print("A small dart hits you!");
1412 #endif
1413
1414                                 dam = damroll(1, 4);
1415 #ifdef JP
1416                                 take_hit(DAMAGE_ATTACK, dam, "¥À¡¼¥Ä¤Îæ«", -1);
1417 #else
1418                                 take_hit(DAMAGE_ATTACK, dam, "a dart trap", -1);
1419 #endif
1420
1421                                 (void)do_dec_stat(A_STR);
1422                         }
1423                         else
1424                         {
1425 #ifdef JP
1426                                 msg_print("¾®¤µ¤Ê¥À¡¼¥Ä¤¬Èô¤ó¤Ç¤­¤¿¡ª¤¬¡¢±¿Îɤ¯Åö¤¿¤é¤Ê¤«¤Ã¤¿¡£");
1427 #else
1428                                 msg_print("A small dart barely misses you.");
1429 #endif
1430
1431                         }
1432                         break;
1433                 }
1434
1435                 case FEAT_TRAP_LOSE_DEX:
1436                 {
1437                         if (check_hit(125))
1438                         {
1439 #ifdef JP
1440                                 msg_print("¾®¤µ¤Ê¥À¡¼¥Ä¤¬Èô¤ó¤Ç¤­¤Æ»É¤µ¤Ã¤¿¡ª");
1441 #else
1442                                 msg_print("A small dart hits you!");
1443 #endif
1444
1445                                 dam = damroll(1, 4);
1446 #ifdef JP
1447                                 take_hit(DAMAGE_ATTACK, dam, "¥À¡¼¥Ä¤Îæ«", -1);
1448 #else
1449                                 take_hit(DAMAGE_ATTACK, dam, "a dart trap", -1);
1450 #endif
1451
1452                                 (void)do_dec_stat(A_DEX);
1453                         }
1454                         else
1455                         {
1456 #ifdef JP
1457                                 msg_print("¾®¤µ¤Ê¥À¡¼¥Ä¤¬Èô¤ó¤Ç¤­¤¿¡ª¤¬¡¢±¿Îɤ¯Åö¤¿¤é¤Ê¤«¤Ã¤¿¡£");
1458 #else
1459                                 msg_print("A small dart barely misses you.");
1460 #endif
1461
1462                         }
1463                         break;
1464                 }
1465
1466                 case FEAT_TRAP_LOSE_CON:
1467                 {
1468                         if (check_hit(125))
1469                         {
1470 #ifdef JP
1471                                 msg_print("¾®¤µ¤Ê¥À¡¼¥Ä¤¬Èô¤ó¤Ç¤­¤Æ»É¤µ¤Ã¤¿¡ª");
1472 #else
1473                                 msg_print("A small dart hits you!");
1474 #endif
1475
1476                                 dam = damroll(1, 4);
1477 #ifdef JP
1478                                 take_hit(DAMAGE_ATTACK, dam, "¥À¡¼¥Ä¤Îæ«", -1);
1479 #else
1480                                 take_hit(DAMAGE_ATTACK, dam, "a dart trap", -1);
1481 #endif
1482
1483                                 (void)do_dec_stat(A_CON);
1484                         }
1485                         else
1486                         {
1487 #ifdef JP
1488                                 msg_print("¾®¤µ¤Ê¥À¡¼¥Ä¤¬Èô¤ó¤Ç¤­¤¿¡ª¤¬¡¢±¿Îɤ¯Åö¤¿¤é¤Ê¤«¤Ã¤¿¡£");
1489 #else
1490                                 msg_print("A small dart barely misses you.");
1491 #endif
1492
1493                         }
1494                         break;
1495                 }
1496
1497                 case FEAT_TRAP_BLIND:
1498                 {
1499 #ifdef JP
1500                         msg_print("¹õ¤¤¥¬¥¹¤ËÊñ¤ß¹þ¤Þ¤ì¤¿¡ª");
1501 #else
1502                         msg_print("A black gas surrounds you!");
1503 #endif
1504
1505                         if (!p_ptr->resist_blind)
1506                         {
1507                                 (void)set_blind(p_ptr->blind + randint0(50) + 25);
1508                         }
1509                         break;
1510                 }
1511
1512                 case FEAT_TRAP_CONFUSE:
1513                 {
1514 #ifdef JP
1515                         msg_print("¤­¤é¤á¤¯¥¬¥¹¤ËÊñ¤ß¹þ¤Þ¤ì¤¿¡ª");
1516 #else
1517                         msg_print("A gas of scintillating colors surrounds you!");
1518 #endif
1519
1520                         if (!p_ptr->resist_conf)
1521                         {
1522                                 (void)set_confused(p_ptr->confused + randint0(20) + 10);
1523                         }
1524                         break;
1525                 }
1526
1527                 case FEAT_TRAP_POISON:
1528                 {
1529 #ifdef JP
1530                         msg_print("»É·ãŪ¤ÊÎп§¤Î¥¬¥¹¤ËÊñ¤ß¹þ¤Þ¤ì¤¿¡ª");
1531 #else
1532                         msg_print("A pungent green gas surrounds you!");
1533 #endif
1534
1535                         if (!p_ptr->resist_pois && !IS_OPPOSE_POIS())
1536                         {
1537                                 (void)set_poisoned(p_ptr->poisoned + randint0(20) + 10);
1538                         }
1539                         break;
1540                 }
1541
1542                 case FEAT_TRAP_SLEEP:
1543                 {
1544 #ifdef JP
1545                         msg_print("´ñ̯¤ÊÇò¤¤Ì¸¤ËÊñ¤Þ¤ì¤¿¡ª");
1546 #else
1547                         msg_print("A strange white mist surrounds you!");
1548 #endif
1549
1550                         if (!p_ptr->free_act)
1551                         {
1552 #ifdef JP
1553 msg_print("¤¢¤Ê¤¿¤Ï̲¤ê¤Ë½¢¤¤¤¿¡£");
1554 #else
1555                                 msg_print("You fall asleep.");
1556 #endif
1557
1558
1559                                 if (ironman_nightmare)
1560                                 {
1561 #ifdef JP
1562 msg_print("¿È¤ÎÌÓ¤â¤è¤À¤Ä¸÷·Ê¤¬Æ¬¤ËÉ⤫¤ó¤À¡£");
1563 #else
1564                                         msg_print("A horrible vision enters your mind.");
1565 #endif
1566
1567
1568                                         /* Pick a nightmare */
1569                                         get_mon_num_prep(get_nightmare, NULL);
1570
1571                                         /* Have some nightmares */
1572                                         have_nightmare(get_mon_num(MAX_DEPTH));
1573
1574                                         /* Remove the monster restriction */
1575                                         get_mon_num_prep(NULL, NULL);
1576                                 }
1577                                 (void)set_paralyzed(p_ptr->paralyzed + randint0(10) + 5);
1578                         }
1579                         break;
1580                 }
1581
1582                 case FEAT_TRAP_TRAPS:
1583                 {
1584 #ifdef JP
1585 msg_print("¤Þ¤Ð¤æ¤¤Á®¸÷¤¬Áö¤Ã¤¿¡ª");
1586 #else
1587                         msg_print("There is a bright flash of light!");
1588 #endif
1589
1590                         /* Make some new traps */
1591                         project(0, 1, y, x, 0, GF_MAKE_TRAP, PROJECT_HIDE | PROJECT_JUMP | PROJECT_GRID, -1);
1592
1593                         break;
1594                 }
1595
1596                 case FEAT_TRAP_ALARM:
1597                 {
1598 #ifdef JP
1599                         msg_print("¤±¤¿¤¿¤Þ¤·¤¤²»¤¬ÌĤê¶Á¤¤¤¿¡ª");
1600 #else
1601                         msg_print("An alarm sounds!");
1602 #endif
1603
1604                         aggravate_monsters(0);
1605
1606                         break;
1607                 }
1608
1609                 case FEAT_TRAP_OPEN:
1610                 {
1611 #ifdef JP
1612                         msg_print("Âç²»¶Á¤È¶¦¤Ë¤Þ¤ï¤ê¤ÎÊɤ¬Êø¤ì¤¿¡ª");
1613 #else
1614                         msg_print("Suddenly, surrounding walls are opened!");
1615 #endif
1616                         (void)project(0, 3, y, x, 0, GF_DISINTEGRATE, PROJECT_GRID | PROJECT_HIDE, -1);
1617                         (void)project(0, 3, y, x - 4, 0, GF_DISINTEGRATE, PROJECT_GRID | PROJECT_HIDE, -1);
1618                         (void)project(0, 3, y, x + 4, 0, GF_DISINTEGRATE, PROJECT_GRID | PROJECT_HIDE, -1);
1619                         aggravate_monsters(0);
1620
1621                         break;
1622                 }
1623
1624                 case FEAT_TRAP_ARMAGEDDON:
1625                 {
1626                         static int levs[10] = {0, 0, 20, 10, 5, 3, 2, 1, 1, 1};
1627                         int evil_idx = 0, good_idx = 0;
1628
1629                         int lev;
1630 #ifdef JP
1631                         msg_print("ÆÍÁ³Å·³¦¤ÎÀïÁè¤Ë´¬¤­¹þ¤Þ¤ì¤¿¡ª");
1632 #else
1633                         msg_print("Suddenly, you are surrounded by immotal beings!");
1634 #endif
1635
1636                         /* Summon Demons and Angels */
1637                         for (lev = dun_level; lev >= 20; lev -= 1 + lev/16)
1638                         {
1639                                 num = levs[MIN(lev/10, 9)];
1640                                 for (i = 0; i < num; i++)
1641                                 {
1642                                         int x1 = rand_spread(x, 7);
1643                                         int y1 = rand_spread(y, 5);
1644
1645                                         /* Skip illegal grids */
1646                                         if (!in_bounds(y1, x1)) continue;
1647
1648                                         /* Require line of projection */
1649                                         if (!projectable(py, px, y1, x1)) continue;
1650
1651                                         if (summon_specific(0, y1, x1, lev, SUMMON_ARMAGE_EVIL, (PM_NO_PET)))
1652                                                 evil_idx = hack_m_idx_ii;
1653
1654                                         if (summon_specific(0, y1, x1, lev, SUMMON_ARMAGE_GOOD, (PM_NO_PET)))
1655                                         {
1656                                                 good_idx = hack_m_idx_ii;
1657                                         }
1658
1659                                         /* Let them fight each other */
1660                                         if (evil_idx && good_idx)
1661                                         {
1662                                                 monster_type *evil_ptr = &m_list[evil_idx];
1663                                                 monster_type *good_ptr = &m_list[good_idx];
1664                                                 evil_ptr->target_y = good_ptr->fy;
1665                                                 evil_ptr->target_x = good_ptr->fx;
1666                                                 good_ptr->target_y = evil_ptr->fy;
1667                                                 good_ptr->target_x = evil_ptr->fx;
1668                                         }
1669                                 }
1670                         }
1671                         break;
1672                 }
1673
1674                 case FEAT_TRAP_PIRANHA:
1675                 {
1676 #ifdef JP
1677                         msg_print("ÆÍÁ³Êɤ«¤é¿å¤¬°î¤ì½Ð¤·¤¿¡ª¥Ô¥é¥Ë¥¢¤¬¤¤¤ë¡ª");
1678 #else
1679                         msg_print("Suddenly, the room is filled with water with piranhas!");
1680 #endif
1681
1682                         /* Water fills room */
1683                         fire_ball_hide(GF_WATER_FLOW, 0, 1, 10);
1684
1685                         /* Summon Piranhas */
1686                         num = 1 + dun_level/20;
1687                         for (i = 0; i < num; i++)
1688                         {
1689                                 (void)summon_specific(0, y, x, dun_level, SUMMON_PIRANHAS, (PM_ALLOW_GROUP | PM_NO_PET));
1690                         }
1691                         break;
1692                 }
1693         }
1694
1695         if (break_trap && is_trap(c_ptr->feat))
1696         {
1697                 cave_alter_feat(y, x, FF_DISARM);
1698 #ifdef JP
1699                 msg_print("¥È¥é¥Ã¥×¤òÊ´ºÕ¤·¤¿¡£");
1700 #else
1701                 msg_print("You destroyed the trap.");
1702 #endif
1703         }
1704 }
1705
1706
1707 static void touch_zap_player(monster_type *m_ptr)
1708 {
1709         int aura_damage = 0;
1710         monster_race *r_ptr = &r_info[m_ptr->r_idx];
1711
1712         if (r_ptr->flags2 & RF2_AURA_FIRE)
1713         {
1714                 if (!p_ptr->immune_fire)
1715                 {
1716                         char aura_dam[80];
1717
1718                         aura_damage = damroll(1 + (r_ptr->level / 26), 1 + (r_ptr->level / 17));
1719
1720                         /* Hack -- Get the "died from" name */
1721                         monster_desc(aura_dam, m_ptr, MD_IGNORE_HALLU | MD_ASSUME_VISIBLE | MD_INDEF_VISIBLE);
1722
1723 #ifdef JP
1724                         msg_print("ÆÍÁ³¤È¤Æ¤âÇ®¤¯¤Ê¤Ã¤¿¡ª");
1725 #else
1726                         msg_print("You are suddenly very hot!");
1727 #endif
1728
1729
1730                         if (prace_is_(RACE_ENT)) aura_damage += aura_damage / 3;
1731                         if (IS_OPPOSE_FIRE()) aura_damage = (aura_damage + 2) / 3;
1732                         if (p_ptr->resist_fire) aura_damage = (aura_damage + 2) / 3;
1733
1734                         take_hit(DAMAGE_NOESCAPE, aura_damage, aura_dam, -1);
1735                         if (m_ptr->ml && is_original_ap(m_ptr)) r_ptr->r_flags2 |= RF2_AURA_FIRE;
1736                         handle_stuff();
1737                 }
1738         }
1739
1740         if (r_ptr->flags3 & RF3_AURA_COLD)
1741         {
1742                 if (!p_ptr->immune_cold)
1743                 {
1744                         char aura_dam[80];
1745
1746                         aura_damage = damroll(1 + (r_ptr->level / 26), 1 + (r_ptr->level / 17));
1747
1748                         /* Hack -- Get the "died from" name */
1749                         monster_desc(aura_dam, m_ptr, MD_IGNORE_HALLU | MD_ASSUME_VISIBLE | MD_INDEF_VISIBLE);
1750
1751 #ifdef JP
1752                         msg_print("ÆÍÁ³¤È¤Æ¤â´¨¤¯¤Ê¤Ã¤¿¡ª");
1753 #else
1754                         msg_print("You are suddenly very cold!");
1755 #endif
1756
1757
1758                         if (IS_OPPOSE_COLD()) aura_damage = (aura_damage + 2) / 3;
1759                         if (p_ptr->resist_cold) aura_damage = (aura_damage + 2) / 3;
1760
1761                         take_hit(DAMAGE_NOESCAPE, aura_damage, aura_dam, -1);
1762                         if (m_ptr->ml && is_original_ap(m_ptr)) r_ptr->r_flags3 |= RF3_AURA_COLD;
1763                         handle_stuff();
1764                 }
1765         }
1766
1767         if (r_ptr->flags2 & RF2_AURA_ELEC)
1768         {
1769                 if (!p_ptr->immune_elec)
1770                 {
1771                         char aura_dam[80];
1772
1773                         aura_damage = damroll(1 + (r_ptr->level / 26), 1 + (r_ptr->level / 17));
1774
1775                         /* Hack -- Get the "died from" name */
1776                         monster_desc(aura_dam, m_ptr, MD_IGNORE_HALLU | MD_ASSUME_VISIBLE | MD_INDEF_VISIBLE);
1777
1778                         if (prace_is_(RACE_ANDROID)) aura_damage += aura_damage / 3;
1779                         if (IS_OPPOSE_ELEC()) aura_damage = (aura_damage + 2) / 3;
1780                         if (p_ptr->resist_elec) aura_damage = (aura_damage + 2) / 3;
1781
1782 #ifdef JP
1783                         msg_print("ÅÅ·â¤ò¤¯¤é¤Ã¤¿¡ª");
1784 #else
1785                         msg_print("You get zapped!");
1786 #endif
1787
1788                         take_hit(DAMAGE_NOESCAPE, aura_damage, aura_dam, -1);
1789                         if (m_ptr->ml && is_original_ap(m_ptr)) r_ptr->r_flags2 |= RF2_AURA_ELEC;
1790                         handle_stuff();
1791                 }
1792         }
1793 }
1794
1795
1796 static void natural_attack(s16b m_idx, int attack, bool *fear, bool *mdeath)
1797 {
1798         int             k, bonus, chance;
1799         int             n_weight = 0;
1800         monster_type    *m_ptr = &m_list[m_idx];
1801         monster_race    *r_ptr = &r_info[m_ptr->r_idx];
1802         char            m_name[80];
1803
1804         int             dss, ddd;
1805
1806         cptr            atk_desc;
1807
1808         switch (attack)
1809         {
1810                 case MUT2_SCOR_TAIL:
1811                         dss = 3;
1812                         ddd = 7;
1813                         n_weight = 5;
1814 #ifdef JP
1815                         atk_desc = "¿¬Èø";
1816 #else
1817                         atk_desc = "tail";
1818 #endif
1819
1820                         break;
1821                 case MUT2_HORNS:
1822                         dss = 2;
1823                         ddd = 6;
1824                         n_weight = 15;
1825 #ifdef JP
1826                         atk_desc = "³Ñ";
1827 #else
1828                         atk_desc = "horns";
1829 #endif
1830
1831                         break;
1832                 case MUT2_BEAK:
1833                         dss = 2;
1834                         ddd = 4;
1835                         n_weight = 5;
1836 #ifdef JP
1837                         atk_desc = "¥¯¥Á¥Ð¥·";
1838 #else
1839                         atk_desc = "beak";
1840 #endif
1841
1842                         break;
1843                 case MUT2_TRUNK:
1844                         dss = 1;
1845                         ddd = 4;
1846                         n_weight = 35;
1847 #ifdef JP
1848                         atk_desc = "¾Ý¤ÎÉ¡";
1849 #else
1850                         atk_desc = "trunk";
1851 #endif
1852
1853                         break;
1854                 case MUT2_TENTACLES:
1855                         dss = 2;
1856                         ddd = 5;
1857                         n_weight = 5;
1858 #ifdef JP
1859                         atk_desc = "¿¨¼ê";
1860 #else
1861                         atk_desc = "tentacles";
1862 #endif
1863
1864                         break;
1865                 default:
1866                         dss = ddd = n_weight = 1;
1867 #ifdef JP
1868                         atk_desc = "̤ÄêµÁ¤ÎÉô°Ì";
1869 #else
1870                         atk_desc = "undefined body part";
1871 #endif
1872
1873         }
1874
1875         /* Extract monster name (or "it") */
1876         monster_desc(m_name, m_ptr, 0);
1877
1878
1879         /* Calculate the "attack quality" */
1880         bonus = p_ptr->to_h_m;
1881         bonus += (p_ptr->lev * 6 / 5);
1882         chance = (p_ptr->skill_thn + (bonus * BTH_PLUS_ADJ));
1883
1884         /* Test for hit */
1885         if ((!(r_ptr->flags2 & RF2_QUANTUM) || !randint0(2)) && test_hit_norm(chance, r_ptr->ac, m_ptr->ml))
1886         {
1887                 /* Sound */
1888                 sound(SOUND_HIT);
1889
1890 #ifdef JP
1891                 msg_format("%s¤ò%s¤Ç¹¶·â¤·¤¿¡£", m_name, atk_desc);
1892 #else
1893                 msg_format("You hit %s with your %s.", m_name, atk_desc);
1894 #endif
1895
1896
1897                 k = damroll(ddd, dss);
1898                 k = critical_norm(n_weight, bonus, k, (s16b)bonus, 0);
1899
1900                 /* Apply the player damage bonuses */
1901                 k += p_ptr->to_d_m;
1902
1903                 /* No negative damage */
1904                 if (k < 0) k = 0;
1905
1906                 /* Modify the damage */
1907                 k = mon_damage_mod(m_ptr, k, FALSE);
1908
1909                 /* Complex message */
1910                 if (p_ptr->wizard)
1911                 {
1912 #ifdef JP
1913                                 msg_format("%d/%d ¤Î¥À¥á¡¼¥¸¤òÍ¿¤¨¤¿¡£", k, m_ptr->hp);
1914 #else
1915                         msg_format("You do %d (out of %d) damage.", k, m_ptr->hp);
1916 #endif
1917
1918                 }
1919
1920                 /* Anger the monster */
1921                 if (k > 0) anger_monster(m_ptr);
1922
1923                 /* Damage, check for fear and mdeath */
1924                 switch (attack)
1925                 {
1926                         case MUT2_SCOR_TAIL:
1927                                 project(0, 0, m_ptr->fy, m_ptr->fx, k, GF_POIS, PROJECT_KILL, -1);
1928                                 *mdeath = (m_ptr->r_idx == 0);
1929                                 break;
1930                         case MUT2_HORNS:
1931                                 *mdeath = mon_take_hit(m_idx, k, fear, NULL);
1932                                 break;
1933                         case MUT2_BEAK:
1934                                 *mdeath = mon_take_hit(m_idx, k, fear, NULL);
1935                                 break;
1936                         case MUT2_TRUNK:
1937                                 *mdeath = mon_take_hit(m_idx, k, fear, NULL);
1938                                 break;
1939                         case MUT2_TENTACLES:
1940                                 *mdeath = mon_take_hit(m_idx, k, fear, NULL);
1941                                 break;
1942                         default:
1943                                 *mdeath = mon_take_hit(m_idx, k, fear, NULL);
1944                 }
1945
1946                 touch_zap_player(m_ptr);
1947         }
1948         /* Player misses */
1949         else
1950         {
1951                 /* Sound */
1952                 sound(SOUND_MISS);
1953
1954                 /* Message */
1955 #ifdef JP
1956                         msg_format("¥ß¥¹¡ª %s¤Ë¤«¤ï¤µ¤ì¤¿¡£", m_name);
1957 #else
1958                 msg_format("You miss %s.", m_name);
1959 #endif
1960
1961         }
1962 }
1963
1964
1965
1966 /*
1967  * Player attacks a (poor, defenseless) creature        -RAK-
1968  *
1969  * If no "weapon" is available, then "punch" the monster one time.
1970  */
1971 static void py_attack_aux(int y, int x, bool *fear, bool *mdeath, s16b hand, int mode)
1972 {
1973         int             num = 0, k, bonus, chance, vir;
1974
1975         cave_type       *c_ptr = &cave[y][x];
1976
1977         monster_type    *m_ptr = &m_list[c_ptr->m_idx];
1978         monster_race    *r_ptr = &r_info[m_ptr->r_idx];
1979
1980         object_type     *o_ptr;
1981
1982         char            m_name[80];
1983
1984         bool            success_hit = FALSE;
1985         bool            old_success_hit = FALSE;
1986         bool            backstab = FALSE;
1987         bool            vorpal_cut = FALSE;
1988         int             chaos_effect = 0;
1989         bool            stab_fleeing = FALSE;
1990         bool            fuiuchi = FALSE;
1991         bool            monk_attack = FALSE;
1992         bool            do_quake = FALSE;
1993         bool            weak = FALSE;
1994         bool            drain_msg = TRUE;
1995         int             drain_result = 0, drain_heal = 0;
1996         bool            can_drain = FALSE;
1997         int             num_blow;
1998         int             drain_left = MAX_VAMPIRIC_DRAIN;
1999         u32b flgs[TR_FLAG_SIZE]; /* A massive hack -- life-draining weapons */
2000         bool            is_human = (r_ptr->d_char == 'p');
2001         bool            is_lowlevel = (r_ptr->level < (p_ptr->lev - 15));
2002         bool            zantetsu_mukou, e_j_mukou;
2003
2004         switch (p_ptr->pclass)
2005         {
2006         case CLASS_ROGUE:
2007         case CLASS_NINJA:
2008                 if (buki_motteruka(INVEN_RARM + hand) && !p_ptr->icky_wield[hand])
2009                 {
2010                         int tmp = p_ptr->lev * 6 + (p_ptr->skill_stl + 10) * 4;
2011                         if (p_ptr->monlite && (mode != HISSATSU_NYUSIN)) tmp /= 3;
2012                         if (p_ptr->cursed & TRC_AGGRAVATE) tmp /= 2;
2013                         if (r_ptr->level > (p_ptr->lev * p_ptr->lev / 20 + 10)) tmp /= 3;
2014                         if (m_ptr->csleep && m_ptr->ml)
2015                         {
2016                                 /* Can't backstab creatures that we can't see, right? */
2017                                 backstab = TRUE;
2018                         }
2019                         else if ((p_ptr->special_defense & NINJA_S_STEALTH) && (randint0(tmp) > (r_ptr->level+20)) && m_ptr->ml && !(r_ptr->flagsr & RFR_RES_ALL))
2020                         {
2021                                 fuiuchi = TRUE;
2022                         }
2023                         else if (m_ptr->monfear && m_ptr->ml)
2024                         {
2025                                 stab_fleeing = TRUE;
2026                         }
2027                 }
2028                 break;
2029
2030         case CLASS_MONK:
2031         case CLASS_FORCETRAINER:
2032         case CLASS_BERSERKER:
2033                 if (empty_hands(TRUE) & EMPTY_HAND_RARM) monk_attack = TRUE;
2034                 break;
2035         }
2036
2037         if (!buki_motteruka(INVEN_RARM) && !buki_motteruka(INVEN_LARM))
2038         {
2039                 if ((r_ptr->level + 10) > p_ptr->lev)
2040                 {
2041                         if (p_ptr->skill_exp[GINOU_SUDE] < s_info[p_ptr->pclass].s_max[GINOU_SUDE])
2042                         {
2043                                 if (p_ptr->skill_exp[GINOU_SUDE] < WEAPON_EXP_BEGINNER)
2044                                         p_ptr->skill_exp[GINOU_SUDE] += 40;
2045                                 else if ((p_ptr->skill_exp[GINOU_SUDE] < WEAPON_EXP_SKILLED))
2046                                         p_ptr->skill_exp[GINOU_SUDE] += 5;
2047                                 else if ((p_ptr->skill_exp[GINOU_SUDE] < WEAPON_EXP_EXPERT) && (p_ptr->lev > 19))
2048                                         p_ptr->skill_exp[GINOU_SUDE] += 1;
2049                                 else if ((p_ptr->lev > 34))
2050                                         if (one_in_(3)) p_ptr->skill_exp[GINOU_SUDE] += 1;
2051                                 p_ptr->update |= (PU_BONUS);
2052                         }
2053                 }
2054         }
2055         else
2056         {
2057                 if ((r_ptr->level + 10) > p_ptr->lev)
2058                 {
2059                         int tval = inventory[INVEN_RARM+hand].tval - TV_WEAPON_BEGIN;
2060                         int sval = inventory[INVEN_RARM+hand].sval;
2061                         int now_exp = p_ptr->weapon_exp[tval][sval];
2062                         if (now_exp < s_info[p_ptr->pclass].w_max[tval][sval])
2063                         {
2064                                 int amount = 0;
2065                                 if (now_exp < WEAPON_EXP_BEGINNER) amount = 80;
2066                                 else if (now_exp < WEAPON_EXP_SKILLED) amount = 10;
2067                                 else if ((now_exp < WEAPON_EXP_EXPERT) && (p_ptr->lev > 19)) amount = 1;
2068                                 else if ((p_ptr->lev > 34) && one_in_(2)) amount = 1;
2069                                 p_ptr->weapon_exp[tval][sval] += amount;
2070                                 p_ptr->update |= (PU_BONUS);
2071                         }
2072                 }
2073         }
2074
2075         /* Disturb the monster */
2076         m_ptr->csleep = 0;
2077         if (r_ptr->flags7 & RF7_HAS_LD_MASK) p_ptr->update |= (PU_MON_LITE);
2078
2079         /* Extract monster name (or "it") */
2080         monster_desc(m_name, m_ptr, 0);
2081
2082         /* Access the weapon */
2083         o_ptr = &inventory[INVEN_RARM+hand];
2084
2085         /* Calculate the "attack quality" */
2086         bonus = p_ptr->to_h[hand] + o_ptr->to_h;
2087         chance = (p_ptr->skill_thn + (bonus * BTH_PLUS_ADJ));
2088         if (mode == HISSATSU_IAI) chance += 60;
2089         if (p_ptr->special_defense & KATA_KOUKIJIN) chance += 150;
2090
2091         if (p_ptr->sutemi) chance = MAX(chance * 3 / 2, chance + 60);
2092
2093         vir = virtue_number(V_VALOUR);
2094         if (vir)
2095         {
2096                 chance += (p_ptr->virtues[vir - 1]/10);
2097         }
2098
2099         zantetsu_mukou = ((o_ptr->name1 == ART_ZANTETSU) && (r_ptr->d_char == 'j'));
2100         e_j_mukou = ((o_ptr->name1 == ART_EXCALIBUR_J) && (r_ptr->d_char == 'S'));
2101
2102         if ((mode == HISSATSU_KYUSHO) || (mode == HISSATSU_MINEUCHI) || (mode == HISSATSU_3DAN) || (mode == HISSATSU_IAI)) num_blow = 1;
2103         else if (mode == HISSATSU_COLD) num_blow = p_ptr->num_blow[hand]+2;
2104         else num_blow = p_ptr->num_blow[hand];
2105
2106         /* Attack once for each legal blow */
2107         while ((num++ < num_blow) && !p_ptr->is_dead)
2108         {
2109                 if (((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_DOKUBARI)) || (mode == HISSATSU_KYUSHO))
2110                 {
2111                         if (p_ptr->migite && p_ptr->hidarite)
2112                         {
2113                                 success_hit = one_in_(2);
2114                         }
2115                         else success_hit = TRUE;
2116                 }
2117                 else if (mode == HISSATSU_MAJIN)
2118                 {
2119                         if (num == 1)
2120                         {
2121                                 if (one_in_(2))
2122                                         success_hit = FALSE;
2123                                 old_success_hit = success_hit;
2124                         }
2125                         else success_hit = old_success_hit;
2126                 }
2127                 else if ((p_ptr->pclass == CLASS_NINJA) && ((backstab || fuiuchi) && !(r_ptr->flagsr & RFR_RES_ALL))) success_hit = TRUE;
2128                 else success_hit = test_hit_norm(chance, r_ptr->ac, m_ptr->ml);
2129
2130                 /* Test for hit */
2131                 if (success_hit)
2132                 {
2133                         int vorpal_chance = ((o_ptr->name1 == ART_VORPAL_BLADE) || (o_ptr->name1 == ART_CHAINSWORD)) ? 2 : 4;
2134
2135                         /* Sound */
2136                         sound(SOUND_HIT);
2137
2138                         /* Message */
2139 #ifdef JP
2140                         if (backstab) msg_format("¤¢¤Ê¤¿¤ÏÎä¹ó¤Ë¤â̲¤Ã¤Æ¤¤¤ë̵ÎϤÊ%s¤òÆͤ­»É¤·¤¿¡ª", m_name);
2141                         else if (fuiuchi) msg_format("ÉÔ°Õ¤òÆͤ¤¤Æ%s¤Ë¶¯Îõ¤Ê°ì·â¤ò¶ô¤é¤ï¤»¤¿¡ª", m_name);
2142                         else if (stab_fleeing) msg_format("ƨ¤²¤ë%s¤òÇØÃ椫¤éÆͤ­»É¤·¤¿¡ª", m_name);
2143                         else if (!monk_attack) msg_format("%s¤ò¹¶·â¤·¤¿¡£", m_name);
2144 #else
2145                         if (backstab) msg_format("You cruelly stab the helpless, sleeping %s!", m_name);
2146                         else if (fuiuchi) msg_format("You make surprise attack, and hit %s with a powerful blow!", m_name);
2147                         else if (stab_fleeing) msg_format("You backstab the fleeing %s!",  m_name);
2148                         else if (!monk_attack) msg_format("You hit %s.", m_name);
2149 #endif
2150
2151                         /* Hack -- bare hands do one damage */
2152                         k = 1;
2153
2154                         object_flags(o_ptr, flgs);
2155
2156                         /* Select a chaotic effect (50% chance) */
2157                         if ((have_flag(flgs, TR_CHAOTIC)) && one_in_(2))
2158                         {
2159                                 if (one_in_(10))
2160                                 chg_virtue(V_CHANCE, 1);
2161
2162                                 if (randint1(5) < 3)
2163                                 {
2164                                         /* Vampiric (20%) */
2165                                         chaos_effect = 1;
2166                                 }
2167                                 else if (one_in_(250))
2168                                 {
2169                                         /* Quake (0.12%) */
2170                                         chaos_effect = 2;
2171                                 }
2172                                 else if (!one_in_(10))
2173                                 {
2174                                         /* Confusion (26.892%) */
2175                                         chaos_effect = 3;
2176                                 }
2177                                 else if (one_in_(2))
2178                                 {
2179                                         /* Teleport away (1.494%) */
2180                                         chaos_effect = 4;
2181                                 }
2182                                 else
2183                                 {
2184                                         /* Polymorph (1.494%) */
2185                                         chaos_effect = 5;
2186                                 }
2187                         }
2188
2189                         /* Vampiric drain */
2190                         if ((have_flag(flgs, TR_VAMPIRIC)) || (chaos_effect == 1) || (mode == HISSATSU_DRAIN))
2191                         {
2192                                 /* Only drain "living" monsters */
2193                                 if (monster_living(r_ptr))
2194                                         can_drain = TRUE;
2195                                 else
2196                                         can_drain = FALSE;
2197                         }
2198
2199                         if ((have_flag(flgs, TR_VORPAL)) && (randint1(vorpal_chance*3/2) == 1) && !zantetsu_mukou)
2200                                 vorpal_cut = TRUE;
2201                         else vorpal_cut = FALSE;
2202
2203                         if (monk_attack)
2204                         {
2205                                 int special_effect = 0, stun_effect = 0, times = 0, max_times;
2206                                 int min_level = 1;
2207                                 martial_arts *ma_ptr = &ma_blows[0], *old_ptr = &ma_blows[0];
2208                                 int resist_stun = 0;
2209                                 int weight = 8;
2210
2211                                 if (r_ptr->flags1 & RF1_UNIQUE) resist_stun += 88;
2212                                 if (r_ptr->flags3 & RF3_NO_STUN) resist_stun += 66;
2213                                 if (r_ptr->flags3 & RF3_NO_CONF) resist_stun += 33;
2214                                 if (r_ptr->flags3 & RF3_NO_SLEEP) resist_stun += 33;
2215                                 if ((r_ptr->flags3 & RF3_UNDEAD) || (r_ptr->flags3 & RF3_NONLIVING))
2216                                         resist_stun += 66;
2217
2218                                 if (p_ptr->special_defense & KAMAE_BYAKKO)
2219                                         max_times = (p_ptr->lev < 3 ? 1 : p_ptr->lev / 3);
2220                                 else if (p_ptr->special_defense & KAMAE_SUZAKU)
2221                                         max_times = 1;
2222                                 else if (p_ptr->special_defense & KAMAE_GENBU)
2223                                         max_times = 1;
2224                                 else
2225                                         max_times = (p_ptr->lev < 7 ? 1 : p_ptr->lev / 7);
2226                                 /* Attempt 'times' */
2227                                 for (times = 0; times < max_times; times++)
2228                                 {
2229                                         do
2230                                         {
2231                                                 ma_ptr = &ma_blows[randint0(MAX_MA)];
2232                                                 if ((p_ptr->pclass == CLASS_FORCETRAINER) && (ma_ptr->min_level > 1)) min_level = ma_ptr->min_level + 3;
2233                                                 else min_level = ma_ptr->min_level;
2234                                         }
2235                                         while ((min_level > p_ptr->lev) ||
2236                                                (randint1(p_ptr->lev) < ma_ptr->chance));
2237
2238                                         /* keep the highest level attack available we found */
2239                                         if ((ma_ptr->min_level > old_ptr->min_level) &&
2240                                             !p_ptr->stun && !p_ptr->confused)
2241                                         {
2242                                                 old_ptr = ma_ptr;
2243
2244                                                 if (p_ptr->wizard && cheat_xtra)
2245                                                 {
2246 #ifdef JP
2247                                                         msg_print("¹¶·â¤òºÆÁªÂò¤·¤Þ¤·¤¿¡£");
2248 #else
2249                                                         msg_print("Attack re-selected.");
2250 #endif
2251                                                 }
2252                                         }
2253                                         else
2254                                         {
2255                                                 ma_ptr = old_ptr;
2256                                         }
2257                                 }
2258
2259                                 if (p_ptr->pclass == CLASS_FORCETRAINER) min_level = MAX(1, ma_ptr->min_level - 3);
2260                                 else min_level = ma_ptr->min_level;
2261                                 k = damroll(ma_ptr->dd + p_ptr->to_dd[hand], ma_ptr->ds + p_ptr->to_ds[hand]);
2262                                 if (p_ptr->special_attack & ATTACK_SUIKEN) k *= 2;
2263
2264                                 if (ma_ptr->effect == MA_KNEE)
2265                                 {
2266                                         if (r_ptr->flags1 & RF1_MALE)
2267                                         {
2268 #ifdef JP
2269                                                 msg_format("%s¤Ë¶âŪɨ½³¤ê¤ò¤¯¤é¤ï¤·¤¿¡ª", m_name);
2270 #else
2271                                                 msg_format("You hit %s in the groin with your knee!", m_name);
2272 #endif
2273
2274                                                 sound(SOUND_PAIN);
2275                                                 special_effect = MA_KNEE;
2276                                         }
2277                                         else
2278                                                 msg_format(ma_ptr->desc, m_name);
2279                                 }
2280
2281                                 else if (ma_ptr->effect == MA_SLOW)
2282                                 {
2283                                         if (!((r_ptr->flags1 & RF1_NEVER_MOVE) ||
2284                                             my_strchr("~#{}.UjmeEv$,DdsbBFIJQSXclnw!=?", r_ptr->d_char)))
2285                                         {
2286 #ifdef JP
2287                                                 msg_format("%s¤Î­¼ó¤Ë´ØÀá½³¤ê¤ò¤¯¤é¤ï¤·¤¿¡ª", m_name);
2288 #else
2289                                                 msg_format("You kick %s in the ankle.", m_name);
2290 #endif
2291
2292                                                 special_effect = MA_SLOW;
2293                                         }
2294                                         else msg_format(ma_ptr->desc, m_name);
2295                                 }
2296                                 else
2297                                 {
2298                                         if (ma_ptr->effect)
2299                                         {
2300                                                 stun_effect = (ma_ptr->effect / 2) + randint1(ma_ptr->effect / 2);
2301                                         }
2302
2303                                         msg_format(ma_ptr->desc, m_name);
2304                                 }
2305
2306                                 if (p_ptr->special_defense & KAMAE_SUZAKU) weight = 4;
2307                                 if ((p_ptr->pclass == CLASS_FORCETRAINER) && (p_ptr->magic_num1[0]))
2308                                 {
2309                                         weight += (p_ptr->magic_num1[0]/30);
2310                                         if (weight > 20) weight = 20;
2311                                 }
2312
2313                                 k = critical_norm(p_ptr->lev * weight, min_level, k, p_ptr->to_h[0], 0);
2314
2315                                 if ((special_effect == MA_KNEE) && ((k + p_ptr->to_d[hand]) < m_ptr->hp))
2316                                 {
2317 #ifdef JP
2318                                         msg_format("%^s¤Ï¶ìÄˤˤ¦¤á¤¤¤Æ¤¤¤ë¡ª", m_name);
2319 #else
2320                                         msg_format("%^s moans in agony!", m_name);
2321 #endif
2322
2323                                         stun_effect = 7 + randint1(13);
2324                                         resist_stun /= 3;
2325                                 }
2326
2327                                 else if ((special_effect == MA_SLOW) && ((k + p_ptr->to_d[hand]) < m_ptr->hp))
2328                                 {
2329                                         if (!(r_ptr->flags1 & RF1_UNIQUE) &&
2330                                             (randint1(p_ptr->lev) > r_ptr->level) &&
2331                                             m_ptr->mspeed > 60)
2332                                         {
2333 #ifdef JP
2334                                                 msg_format("%^s¤Ï­¤ò¤Ò¤­¤º¤ê»Ï¤á¤¿¡£", m_name);
2335 #else
2336                                                 msg_format("%^s starts limping slower.", m_name);
2337 #endif
2338
2339                                                 m_ptr->mspeed -= 10;
2340                                         }
2341                                 }
2342
2343                                 if (stun_effect && ((k + p_ptr->to_d[hand]) < m_ptr->hp))
2344                                 {
2345                                         if (p_ptr->lev > randint1(r_ptr->level + resist_stun + 10))
2346                                         {
2347 #ifdef JP
2348                                                 if (m_ptr->stunned) msg_format("%^s¤Ï¤µ¤é¤Ë¥Õ¥é¥Õ¥é¤Ë¤Ê¤Ã¤¿¡£", m_name);
2349                                                 else msg_format("%^s¤Ï¥Õ¥é¥Õ¥é¤Ë¤Ê¤Ã¤¿¡£", m_name);
2350 #else
2351                                                 if (m_ptr->stunned) msg_format("%^s is more stunned.", m_name);
2352                                                 else msg_format("%^s is stunned.", m_name);
2353 #endif
2354
2355                                                 m_ptr->stunned += stun_effect;
2356                                         }
2357                                 }
2358                         }
2359
2360                         /* Handle normal weapon */
2361                         else if (o_ptr->k_idx)
2362                         {
2363                                 k = damroll(o_ptr->dd + p_ptr->to_dd[hand], o_ptr->ds + p_ptr->to_ds[hand]);
2364                                 k = tot_dam_aux(o_ptr, k, m_ptr, mode, FALSE);
2365
2366                                 if (backstab)
2367                                 {
2368                                         k *= (3 + (p_ptr->lev / 20));
2369                                 }
2370                                 else if (fuiuchi)
2371                                 {
2372                                         k = k*(5+(p_ptr->lev*2/25))/2;
2373                                 }
2374                                 else if (stab_fleeing)
2375                                 {
2376                                         k = (3 * k) / 2;
2377                                 }
2378
2379                                 if ((p_ptr->impact[hand] && ((k > 50) || one_in_(7))) ||
2380                                          (chaos_effect == 2) || (mode == HISSATSU_QUAKE))
2381                                 {
2382                                         do_quake = TRUE;
2383                                 }
2384
2385                                 if ((!(o_ptr->tval == TV_SWORD) || !(o_ptr->sval == SV_DOKUBARI)) && !(mode == HISSATSU_KYUSHO))
2386                                         k = critical_norm(o_ptr->weight, o_ptr->to_h, k, p_ptr->to_h[hand], mode);
2387
2388                                 drain_result = k;
2389
2390                                 if (vorpal_cut)
2391                                 {
2392                                         int mult = 2;
2393
2394                                         if ((o_ptr->name1 == ART_CHAINSWORD) && !one_in_(2))
2395                                         {
2396                                                 char chainsword_noise[1024];
2397 #ifdef JP
2398                                                 if (!get_rnd_line("chainswd_j.txt", 0, chainsword_noise))
2399 #else
2400                                                 if (!get_rnd_line("chainswd.txt", 0, chainsword_noise))
2401 #endif
2402                                                 {
2403                                                         msg_print(chainsword_noise);
2404                                                 }
2405                                         }
2406
2407                                         if (o_ptr->name1 == ART_VORPAL_BLADE)
2408                                         {
2409 #ifdef JP
2410                                                 msg_print("Ìܤˤâ»ß¤Þ¤é¤Ì¥ô¥©¡¼¥Ñ¥ë¥Ö¥ì¡¼¥É¡¢¼êÏ£¤ÎÁá¶È¡ª");
2411 #else
2412                                                 msg_print("Your Vorpal Blade goes snicker-snack!");
2413 #endif
2414                                         }
2415                                         else
2416                                         {
2417 #ifdef JP
2418                                                 msg_format("%s¤ò¥°¥Ã¥µ¥êÀÚ¤êÎö¤¤¤¿¡ª", m_name);
2419 #else
2420                                                 msg_format("Your weapon cuts deep into %s!", m_name);
2421 #endif
2422                                         }
2423
2424                                         /* Try to increase the damage */
2425                                         while (one_in_(vorpal_chance))
2426                                         {
2427                                                 mult++;
2428                                         }
2429
2430                                         k *= mult;
2431
2432                                         /* Ouch! */
2433                                         if (((r_ptr->flagsr & RFR_RES_ALL) ? k/100 : k) > m_ptr->hp)
2434                                         {
2435 #ifdef JP
2436                                                 msg_format("%s¤ò¿¿¤ÃÆó¤Ä¤Ë¤·¤¿¡ª", m_name);
2437 #else
2438                                                 msg_format("You cut %s in half!", m_name);
2439 #endif
2440                                         }
2441                                         else
2442                                         {
2443                                                 switch (mult)
2444                                                 {
2445 #ifdef JP
2446                                                 case 2: msg_format("%s¤ò»Â¤Ã¤¿¡ª", m_name); break;
2447                                                 case 3: msg_format("%s¤ò¤Ö¤Ã¤¿»Â¤Ã¤¿¡ª", m_name); break;
2448                                                 case 4: msg_format("%s¤ò¥á¥Ã¥¿»Â¤ê¤Ë¤·¤¿¡ª", m_name); break;
2449                                                 case 5: msg_format("%s¤ò¥á¥Ã¥¿¥á¥¿¤Ë»Â¤Ã¤¿¡ª", m_name); break;
2450                                                 case 6: msg_format("%s¤ò»É¿È¤Ë¤·¤¿¡ª", m_name); break;
2451                                                 case 7: msg_format("%s¤ò»Â¤Ã¤Æ»Â¤Ã¤Æ»Â¤ê¤Þ¤¯¤Ã¤¿¡ª", m_name); break;
2452                                                 default: msg_format("%s¤òºÙÀÚ¤ì¤Ë¤·¤¿¡ª", m_name); break;
2453 #else
2454                                                 case 2: msg_format("You gouge %s!", m_name); break;
2455                                                 case 3: msg_format("You maim %s!", m_name); break;
2456                                                 case 4: msg_format("You carve %s!", m_name); break;
2457                                                 case 5: msg_format("You cleave %s!", m_name); break;
2458                                                 case 6: msg_format("You smite %s!", m_name); break;
2459                                                 case 7: msg_format("You eviscerate %s!", m_name); break;
2460                                                 default: msg_format("You shred %s!", m_name); break;
2461 #endif
2462                                                 }
2463                                         }
2464                                         drain_result = drain_result * 3 / 2;
2465                                 }
2466
2467                                 k += o_ptr->to_d;
2468                                 drain_result += o_ptr->to_d;
2469                         }
2470
2471                         /* Apply the player damage bonuses */
2472                         k += p_ptr->to_d[hand];
2473                         drain_result += p_ptr->to_d[hand];
2474
2475                         if ((mode == HISSATSU_SUTEMI) || (mode == HISSATSU_3DAN)) k *= 2;
2476                         if ((mode == HISSATSU_SEKIRYUKA) && !monster_living(r_ptr)) k = 0;
2477                         if ((mode == HISSATSU_SEKIRYUKA) && !p_ptr->cut) k /= 2;
2478
2479                         /* No negative damage */
2480                         if (k < 0) k = 0;
2481
2482                         if ((mode == HISSATSU_ZANMA) && !(!monster_living(r_ptr) && (r_ptr->flags3 & RF3_EVIL)))
2483                         {
2484                                 k = 0;
2485                         }
2486
2487                         if (zantetsu_mukou)
2488                         {
2489 #ifdef JP
2490                                 msg_print("¤³¤ó¤ÊÆð¤é¤«¤¤¤â¤Î¤ÏÀÚ¤ì¤ó¡ª");
2491 #else
2492                                 msg_print("You cannot cut such a elastic thing!");
2493 #endif
2494                                 k = 0;
2495                         }
2496
2497                         if (e_j_mukou)
2498                         {
2499 #ifdef JP
2500                                 msg_print("ÃØéá¤Ï¶ì¼ê¤À¡ª");
2501 #else
2502                                 msg_print("Spiders are difficult for you to deal with!");
2503 #endif
2504                                 k /= 2;
2505                         }
2506
2507                         if (mode == HISSATSU_MINEUCHI)
2508                         {
2509                                 int tmp = (10 + randint1(15) + p_ptr->lev / 5);
2510
2511                                 k = 0;
2512                                 anger_monster(m_ptr);
2513
2514                                 if (!(r_ptr->flags3 & (RF3_NO_STUN)))
2515                                 {
2516                                         /* Get stunned */
2517                                         if (m_ptr->stunned)
2518                                         {
2519 #ifdef JP
2520                                                 msg_format("%s¤Ï¤Ò¤É¤¯¤â¤¦¤í¤¦¤È¤·¤¿¡£", m_name);
2521 #else
2522                                                 msg_format("%s is more dazed.", m_name);
2523 #endif
2524
2525                                                 tmp /= 2;
2526                                         }
2527                                         else
2528                                         {
2529 #ifdef JP
2530                                                 msg_format("%s ¤Ï¤â¤¦¤í¤¦¤È¤·¤¿¡£", m_name);
2531 #else
2532                                                 msg_format("%s is dazed.", m_name);
2533 #endif
2534                                         }
2535
2536                                         /* Apply stun */
2537                                         m_ptr->stunned = (tmp < 200) ? tmp : 200;
2538                                 }
2539                                 else
2540                                 {
2541 #ifdef JP
2542                                         msg_format("%s ¤Ë¤Ï¸ú²Ì¤¬¤Ê¤«¤Ã¤¿¡£", m_name);
2543 #else
2544                                         msg_format("%s is not effected.", m_name);
2545 #endif
2546                                 }
2547                         }
2548
2549                         /* Modify the damage */
2550                         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))));
2551                         if (((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_DOKUBARI)) || (mode == HISSATSU_KYUSHO))
2552                         {
2553                                 if ((randint1(randint1(r_ptr->level/7)+5) == 1) && !(r_ptr->flags1 & RF1_UNIQUE) && !(r_ptr->flags7 & RF7_UNIQUE2))
2554                                 {
2555                                         k = m_ptr->hp + 1;
2556 #ifdef JP
2557                                         msg_format("%s¤ÎµÞ½ê¤òÆͤ­»É¤·¤¿¡ª", m_name);
2558 #else
2559                                         msg_format("You hit %s on a fatal spot!", m_name);
2560 #endif
2561                                 }
2562                                 else k = 1;
2563                         }
2564                         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)))
2565                         {
2566                                 int maxhp = maxroll(r_ptr->hdice, r_ptr->hside);
2567                                 if (one_in_(backstab ? 13 : (stab_fleeing || fuiuchi) ? 15 : 27))
2568                                 {
2569                                         k *= 5;
2570                                         drain_result *= 2;
2571 #ifdef JP
2572                                         msg_format("¿Ï¤¬%s¤Ë¿¼¡¹¤ÈÆͤ­»É¤µ¤Ã¤¿¡ª", m_name);
2573 #else
2574                                         msg_format("You critically injured %s!", m_name);
2575 #endif
2576                                 }
2577                                 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)))
2578                                 {
2579                                         if ((r_ptr->flags1 & RF1_UNIQUE) || (r_ptr->flags7 & RF7_UNIQUE2) || (m_ptr->hp >= maxhp/2))
2580                                         {
2581                                                 k = MAX(k*5, m_ptr->hp/2);
2582                                                 drain_result *= 2;
2583 #ifdef JP
2584                                                 msg_format("%s¤ËÃ×Ì¿½ý¤òÉé¤ï¤»¤¿¡ª", m_name);
2585 #else
2586                                                 msg_format("You fatally injured %s!", m_name);
2587 #endif
2588                                         }
2589                                         else
2590                                         {
2591                                                 k = m_ptr->hp + 1;
2592 #ifdef JP
2593                                                 msg_format("¿Ï¤¬%s¤ÎµÞ½ê¤ò´Ó¤¤¤¿¡ª", m_name);
2594 #else
2595                                                 msg_format("You hit %s on a fatal spot!", m_name);
2596 #endif
2597                                         }
2598                                 }
2599                         }
2600
2601                         /* Complex message */
2602                         if (p_ptr->wizard || cheat_xtra)
2603                         {
2604 #ifdef JP
2605                                 msg_format("%d/%d ¤Î¥À¥á¡¼¥¸¤òÍ¿¤¨¤¿¡£", k, m_ptr->hp);
2606 #else
2607                                 msg_format("You do %d (out of %d) damage.", k, m_ptr->hp);
2608 #endif
2609                         }
2610
2611                         if (k <= 0) can_drain = FALSE;
2612
2613                         if (drain_result > m_ptr->hp)
2614                                 drain_result = m_ptr->hp;
2615
2616                         /* Damage, check for fear and death */
2617                         if (mon_take_hit(c_ptr->m_idx, k, fear, NULL))
2618                         {
2619                                 *mdeath = TRUE;
2620                                 if ((p_ptr->pclass == CLASS_BERSERKER) && energy_use)
2621                                 {
2622                                         if (p_ptr->migite && p_ptr->hidarite)
2623                                         {
2624                                                 if (hand) energy_use = energy_use*3/5+energy_use*num*2/(p_ptr->num_blow[hand]*5);
2625                                                 else energy_use = energy_use*num*3/(p_ptr->num_blow[hand]*5);
2626                                         }
2627                                         else
2628                                         {
2629                                                 energy_use = energy_use*num/p_ptr->num_blow[hand];
2630                                         }
2631                                 }
2632                                 if ((o_ptr->name1 == ART_ZANTETSU) && is_lowlevel)
2633 #ifdef JP
2634                                         msg_print("¤Þ¤¿¤Ä¤Þ¤é¤Ì¤â¤Î¤ò»Â¤Ã¤Æ¤·¤Þ¤Ã¤¿¡¥¡¥¡¥");
2635 #else
2636                                         msg_print("Sigh... Another trifling thing I've cut....");
2637 #endif
2638                                 break;
2639                         }
2640
2641                         /* Anger the monster */
2642                         if (k > 0) anger_monster(m_ptr);
2643
2644                         touch_zap_player(m_ptr);
2645
2646                         /* Are we draining it?  A little note: If the monster is
2647                         dead, the drain does not work... */
2648
2649                         if (can_drain && (drain_result > 0))
2650                         {
2651                                 if (o_ptr->name1 == ART_MURAMASA)
2652                                 {
2653                                         if (is_human)
2654                                         {
2655                                                 int to_h = o_ptr->to_h;
2656                                                 int to_d = o_ptr->to_d;
2657                                                 int i, flag;
2658
2659                                                 flag = 1;
2660                                                 for (i = 0; i < to_h + 3; i++) if (one_in_(4)) flag = 0;
2661                                                 if (flag) to_h++;
2662
2663                                                 flag = 1;
2664                                                 for (i = 0; i < to_d + 3; i++) if (one_in_(4)) flag = 0;
2665                                                 if (flag) to_d++;
2666
2667                                                 if (o_ptr->to_h != to_h || o_ptr->to_d != to_d)
2668                                                 {
2669 #ifdef JP
2670                                                         msg_print("ÍÅÅá¤Ï·ì¤òµÛ¤Ã¤Æ¶¯¤¯¤Ê¤Ã¤¿¡ª");
2671 #else
2672                                                         msg_print("Muramasa sucked blood, and became more powerful!");
2673 #endif
2674                                                         o_ptr->to_h = to_h;
2675                                                         o_ptr->to_d = to_d;
2676                                                 }
2677                                         }
2678                                 }
2679                                 else
2680                                 {
2681                                         if (drain_result > 5) /* Did we really hurt it? */
2682                                         {
2683                                                 drain_heal = damroll(2, drain_result / 6);
2684
2685                                                 if (cheat_xtra)
2686                                                 {
2687 #ifdef JP
2688                                                         msg_format("Draining left: %d", drain_left);
2689 #else
2690                                                         msg_format("Draining left: %d", drain_left);
2691 #endif
2692
2693                                                 }
2694
2695                                                 if (drain_left)
2696                                                 {
2697                                                         if (drain_heal < drain_left)
2698                                                         {
2699                                                                 drain_left -= drain_heal;
2700                                                         }
2701                                                         else
2702                                                         {
2703                                                                 drain_heal = drain_left;
2704                                                                 drain_left = 0;
2705                                                         }
2706
2707                                                         if (drain_msg)
2708                                                         {
2709 #ifdef JP
2710                                                                 msg_format("¿Ï¤¬%s¤«¤éÀ¸Ì¿ÎϤòµÛ¤¤¼è¤Ã¤¿¡ª", m_name);
2711 #else
2712                                                                 msg_format("Your weapon drains life from %s!", m_name);
2713 #endif
2714
2715                                                                 drain_msg = FALSE;
2716                                                         }
2717
2718                                                         drain_heal = (drain_heal * mutant_regenerate_mod) / 100;
2719
2720                                                         hp_player(drain_heal);
2721                                                         /* We get to keep some of it! */
2722                                                 }
2723                                         }
2724                                 }
2725                                 m_ptr->maxhp -= (k+7)/8;
2726                                 if (m_ptr->hp > m_ptr->maxhp) m_ptr->hp = m_ptr->maxhp;
2727                                 weak = TRUE;
2728                         }
2729                         can_drain = FALSE;
2730                         drain_result = 0;
2731
2732                         /* Confusion attack */
2733                         if ((p_ptr->special_attack & ATTACK_CONFUSE) || (chaos_effect == 3) || (mode == HISSATSU_CONF))
2734                         {
2735                                 /* Cancel glowing hands */
2736                                 if (p_ptr->special_attack & ATTACK_CONFUSE)
2737                                 {
2738                                         p_ptr->special_attack &= ~(ATTACK_CONFUSE);
2739 #ifdef JP
2740                                         msg_print("¼ê¤Îµ±¤­¤¬¤Ê¤¯¤Ê¤Ã¤¿¡£");
2741 #else
2742                                         msg_print("Your hands stop glowing.");
2743 #endif
2744                                         p_ptr->redraw |= (PR_STATUS);
2745
2746                                 }
2747
2748                                 /* Confuse the monster */
2749                                 if (r_ptr->flags3 & RF3_NO_CONF)
2750                                 {
2751                                         if (m_ptr->ml && is_original_ap(m_ptr))
2752                                         {
2753                                                 r_ptr->r_flags3 |= RF3_NO_CONF;
2754                                         }
2755
2756 #ifdef JP
2757                                         msg_format("%^s¤Ë¤Ï¸ú²Ì¤¬¤Ê¤«¤Ã¤¿¡£", m_name);
2758 #else
2759                                         msg_format("%^s is unaffected.", m_name);
2760 #endif
2761
2762                                 }
2763                                 else if (randint0(100) < r_ptr->level)
2764                                 {
2765 #ifdef JP
2766                                         msg_format("%^s¤Ë¤Ï¸ú²Ì¤¬¤Ê¤«¤Ã¤¿¡£", m_name);
2767 #else
2768                                         msg_format("%^s is unaffected.", m_name);
2769 #endif
2770
2771                                 }
2772                                 else
2773                                 {
2774 #ifdef JP
2775                                         msg_format("%^s¤Ïº®Í𤷤¿¤è¤¦¤À¡£", m_name);
2776 #else
2777                                         msg_format("%^s appears confused.", m_name);
2778 #endif
2779
2780                                         m_ptr->confused += 10 + randint0(p_ptr->lev) / 5;
2781                                 }
2782                         }
2783
2784                         else if (chaos_effect == 4)
2785                         {
2786                                 bool resists_tele = FALSE;
2787
2788                                 if (r_ptr->flagsr & RFR_RES_TELE)
2789                                 {
2790                                         if (r_ptr->flags1 & RF1_UNIQUE)
2791                                         {
2792                                                 if (m_ptr->ml && is_original_ap(m_ptr)) r_ptr->r_flagsr |= RFR_RES_TELE;
2793 #ifdef JP
2794                                                 msg_format("%^s¤Ë¤Ï¸ú²Ì¤¬¤Ê¤«¤Ã¤¿¡£", m_name);
2795 #else
2796                                                 msg_format("%^s is unaffected!", m_name);
2797 #endif
2798
2799                                                 resists_tele = TRUE;
2800                                         }
2801                                         else if (r_ptr->level > randint1(100))
2802                                         {
2803                                                 if (m_ptr->ml && is_original_ap(m_ptr)) r_ptr->r_flagsr |= RFR_RES_TELE;
2804 #ifdef JP
2805                                                 msg_format("%^s¤ÏÄñ¹³ÎϤò»ý¤Ã¤Æ¤¤¤ë¡ª", m_name);
2806 #else
2807                                                 msg_format("%^s resists!", m_name);
2808 #endif
2809
2810                                                 resists_tele = TRUE;
2811                                         }
2812                                 }
2813
2814                                 if (!resists_tele)
2815                                 {
2816 #ifdef JP
2817                                         msg_format("%^s¤Ï¾Ã¤¨¤¿¡ª", m_name);
2818 #else
2819                                         msg_format("%^s disappears!", m_name);
2820 #endif
2821
2822                                         teleport_away(c_ptr->m_idx, 50, FALSE);
2823                                         num = num_blow + 1; /* Can't hit it anymore! */
2824                                         *mdeath = TRUE;
2825                                 }
2826                         }
2827
2828                         else if ((chaos_effect == 5) && (randint1(90) > r_ptr->level))
2829                         {
2830                                 if (!(r_ptr->flags1 & (RF1_UNIQUE | RF1_QUESTOR)) &&
2831                                     !(r_ptr->flagsr & RFR_EFF_RES_CHAO_MASK))
2832                                 {
2833                                         if (polymorph_monster(y, x))
2834                                         {
2835 #ifdef JP
2836                                                 msg_format("%^s¤ÏÊѲ½¤·¤¿¡ª", m_name);
2837 #else
2838                                                 msg_format("%^s changes!", m_name);
2839 #endif
2840
2841
2842                                                 /* Hack -- Get new monster */
2843                                                 m_ptr = &m_list[c_ptr->m_idx];
2844
2845                                                 /* Oops, we need a different name... */
2846                                                 monster_desc(m_name, m_ptr, 0);
2847
2848                                                 /* Hack -- Get new race */
2849                                                 r_ptr = &r_info[m_ptr->r_idx];
2850
2851                                                 *fear = FALSE;
2852                                                 weak = FALSE;
2853                                         }
2854                                         else
2855                                         {
2856 #ifdef JP
2857                                                 msg_format("%^s¤Ë¤Ï¸ú²Ì¤¬¤Ê¤«¤Ã¤¿¡£", m_name);
2858 #else
2859                                                 msg_format("%^s is unaffected.", m_name);
2860 #endif
2861
2862                                         }
2863                                 }
2864                         }
2865                         else if (o_ptr->name1 == ART_G_HAMMER)
2866                         {
2867                                 monster_type *m_ptr = &m_list[c_ptr->m_idx];
2868
2869                                 if (m_ptr->hold_o_idx)
2870                                 {
2871                                         object_type *q_ptr = &o_list[m_ptr->hold_o_idx];
2872                                         char o_name[MAX_NLEN];
2873
2874                                         object_desc(o_name, q_ptr, OD_NAME_ONLY);
2875                                         q_ptr->held_m_idx = 0;
2876                                         q_ptr->marked = 0;
2877                                         m_ptr->hold_o_idx = q_ptr->next_o_idx;
2878                                         q_ptr->next_o_idx = 0;
2879 #ifdef JP
2880                                         msg_format("%s¤òÃ¥¤Ã¤¿¡£", o_name);
2881 #else
2882                                         msg_format("You snatched %s.", o_name);
2883 #endif
2884                                         inven_carry(q_ptr);
2885                                 }
2886                         }
2887                 }
2888
2889                 /* Player misses */
2890                 else
2891                 {
2892                         backstab = FALSE; /* Clumsy! */
2893                         fuiuchi = FALSE; /* Clumsy! */
2894
2895                         if ((o_ptr->tval == TV_POLEARM) && (o_ptr->sval == SV_DEATH_SCYTHE) && one_in_(3))
2896                         {
2897                                 u32b flgs[TR_FLAG_SIZE];
2898
2899                                 /* Sound */
2900                                 sound(SOUND_HIT);
2901
2902                                 /* Message */
2903 #ifdef JP
2904                                 msg_format("¥ß¥¹¡ª %s¤Ë¤«¤ï¤µ¤ì¤¿¡£", m_name);
2905 #else
2906                                 msg_format("You miss %s.", m_name);
2907 #endif
2908                                 /* Message */
2909 #ifdef JP
2910                                 msg_print("¿¶¤ê²ó¤·¤¿Âç³ù¤¬¼«Ê¬¼«¿È¤ËÊ֤äƤ­¤¿¡ª");
2911 #else
2912                                 msg_print("Your scythe returns to you!");
2913 #endif
2914
2915                                 /* Extract the flags */
2916                                 object_flags(o_ptr, flgs);
2917
2918                                 k = damroll(o_ptr->dd + p_ptr->to_dd[hand], o_ptr->ds + p_ptr->to_ds[hand]);
2919                                 {
2920                                         int mult;
2921                                         switch (p_ptr->mimic_form)
2922                                         {
2923                                         case MIMIC_NONE:
2924                                                 switch (p_ptr->prace)
2925                                                 {
2926                                                         case RACE_YEEK:
2927                                                         case RACE_KLACKON:
2928                                                         case RACE_HUMAN:
2929                                                         case RACE_AMBERITE:
2930                                                         case RACE_DUNADAN:
2931                                                                 mult = 25;break;
2932                                                         case RACE_HALF_ORC:
2933                                                         case RACE_HALF_TROLL:
2934                                                         case RACE_HALF_OGRE:
2935                                                         case RACE_HALF_GIANT:
2936                                                         case RACE_HALF_TITAN:
2937                                                         case RACE_CYCLOPS:
2938                                                         case RACE_IMP:
2939                                                         case RACE_SKELETON:
2940                                                         case RACE_ZOMBIE:
2941                                                         case RACE_VAMPIRE:
2942                                                         case RACE_SPECTRE:
2943                                                         case RACE_DEMON:
2944                                                         case RACE_DRACONIAN:
2945                                                                 mult = 30;break;
2946                                                         default:
2947                                                                 mult = 10;break;
2948                                                 }
2949                                                 break;
2950                                         case MIMIC_DEMON:
2951                                         case MIMIC_DEMON_LORD:
2952                                         case MIMIC_VAMPIRE:
2953                                                 mult = 30;break;
2954                                         default:
2955                                                 mult = 10;break;
2956                                         }
2957
2958                                         if (p_ptr->align < 0 && mult < 20)
2959                                                 mult = 20;
2960                                         if (!(p_ptr->resist_acid || IS_OPPOSE_ACID() || p_ptr->immune_acid) && (mult < 25))
2961                                                 mult = 25;
2962                                         if (!(p_ptr->resist_elec || IS_OPPOSE_ELEC() || p_ptr->immune_elec) && (mult < 25))
2963                                                 mult = 25;
2964                                         if (!(p_ptr->resist_fire || IS_OPPOSE_FIRE() || p_ptr->immune_fire) && (mult < 25))
2965                                                 mult = 25;
2966                                         if (!(p_ptr->resist_cold || IS_OPPOSE_COLD() || p_ptr->immune_cold) && (mult < 25))
2967                                                 mult = 25;
2968                                         if (!(p_ptr->resist_pois || IS_OPPOSE_POIS()) && (mult < 25))
2969                                                 mult = 25;
2970
2971                                         if ((p_ptr->pclass != CLASS_SAMURAI) && (have_flag(flgs, TR_FORCE_WEAPON)) && (p_ptr->csp > (p_ptr->msp / 30)))
2972                                         {
2973                                                 p_ptr->csp -= (1+(p_ptr->msp / 30));
2974                                                 p_ptr->redraw |= (PR_MANA);
2975                                                 mult = mult * 3 / 2 + 20;
2976                                         }
2977                                         k *= mult;
2978                                         k /= 10;
2979                                 }
2980
2981                                 k = critical_norm(o_ptr->weight, o_ptr->to_h, k, p_ptr->to_h[hand], mode);
2982                                 if (one_in_(6))
2983                                 {
2984                                         int mult = 2;
2985 #ifdef JP
2986                                         msg_format("¥°¥Ã¥µ¥êÀÚ¤êÎö¤«¤ì¤¿¡ª");
2987 #else
2988                                         msg_format("Your weapon cuts deep into yourself!");
2989 #endif
2990                                         /* Try to increase the damage */
2991                                         while (one_in_(4))
2992                                         {
2993                                                 mult++;
2994                                         }
2995
2996                                         k *= mult;
2997                                 }
2998                                 k += (p_ptr->to_d[hand] + o_ptr->to_d);
2999
3000                                 if (k < 0) k = 0;
3001
3002 #ifdef JP
3003                                 take_hit(DAMAGE_FORCE, k, "»à¤ÎÂç³ù", -1);
3004 #else
3005                                 take_hit(DAMAGE_FORCE, k, "Death scythe", -1);
3006 #endif
3007
3008                                 redraw_stuff();
3009                         }
3010                         else
3011                         {
3012                                 /* Sound */
3013                                 sound(SOUND_MISS);
3014
3015                                 /* Message */
3016 #ifdef JP
3017                                 msg_format("¥ß¥¹¡ª %s¤Ë¤«¤ï¤µ¤ì¤¿¡£", m_name);
3018 #else
3019                                 msg_format("You miss %s.", m_name);
3020 #endif
3021                         }
3022                 }
3023                 backstab = FALSE;
3024                 fuiuchi = FALSE;
3025         }
3026
3027
3028         if (weak && !(*mdeath))
3029         {
3030 #ifdef JP
3031                 msg_format("%s¤Ï¼å¤¯¤Ê¤Ã¤¿¤è¤¦¤À¡£", m_name);
3032 #else
3033                 msg_format("%^s seems weakened.", m_name);
3034 #endif
3035         }
3036         if (drain_left != MAX_VAMPIRIC_DRAIN)
3037         {
3038                 if (one_in_(4))
3039                 {
3040                         chg_virtue(V_UNLIFE, 1);
3041                 }
3042         }
3043         /* Mega-Hack -- apply earthquake brand */
3044         if (do_quake)
3045         {
3046                 earthquake(py, px, 10);
3047                 if (!cave[y][x].m_idx) *mdeath = TRUE;
3048         }
3049 }
3050
3051 bool py_attack(int y, int x, int mode)
3052 {
3053         bool            fear = FALSE;
3054         bool            mdeath = FALSE;
3055         bool            stormbringer = FALSE;
3056
3057         cave_type       *c_ptr = &cave[y][x];
3058         monster_type    *m_ptr = &m_list[c_ptr->m_idx];
3059         monster_race    *r_ptr = &r_info[m_ptr->r_idx];
3060         char            m_name[80];
3061
3062         /* Disturb the player */
3063         disturb(0, 0);
3064
3065         energy_use = 100;
3066
3067         if (m_ptr->csleep) /* It is not honorable etc to attack helpless victims */
3068         {
3069                 if (!(r_ptr->flags3 & RF3_EVIL) || one_in_(5)) chg_virtue(V_COMPASSION, -1);
3070                 if (!(r_ptr->flags3 & RF3_EVIL) || one_in_(5)) chg_virtue(V_HONOUR, -1);
3071         }
3072
3073         /* Extract monster name (or "it") */
3074         monster_desc(m_name, m_ptr, 0);
3075
3076         /* Auto-Recall if possible and visible */
3077         if (m_ptr->ml) monster_race_track(m_ptr->ap_r_idx);
3078
3079         /* Track a new monster */
3080         if (m_ptr->ml) health_track(c_ptr->m_idx);
3081
3082         if ((r_ptr->flags1 & RF1_FEMALE) &&
3083             !(p_ptr->stun || p_ptr->confused || p_ptr->image || !m_ptr->ml))
3084         {
3085                 if ((inventory[INVEN_RARM].name1 == ART_ZANTETSU) || (inventory[INVEN_LARM].name1 == ART_ZANTETSU))
3086                 {
3087 #ifdef JP
3088                         msg_print("ÀÛ¼Ô¡¢¤ª¤Ê¤´¤Ï»Â¤ì¤Ì¡ª");
3089 #else
3090                         msg_print("I can not attack women!");
3091 #endif
3092                         return FALSE;
3093                 }
3094         }
3095
3096         if (d_info[dungeon_type].flags1 & DF1_NO_MELEE)
3097         {
3098 #ifdef JP
3099                 msg_print("¤Ê¤¼¤«¹¶·â¤¹¤ë¤³¤È¤¬¤Ç¤­¤Ê¤¤¡£");
3100 #else
3101                 msg_print("Something prevent you from attacking.");
3102 #endif
3103                 return FALSE;
3104         }
3105
3106         /* Stop if friendly */
3107         if (!is_hostile(m_ptr) &&
3108             !(p_ptr->stun || p_ptr->confused || p_ptr->image ||
3109             p_ptr->shero || !m_ptr->ml))
3110         {
3111                 if (inventory[INVEN_RARM].name1 == ART_STORMBRINGER) stormbringer = TRUE;
3112                 if (inventory[INVEN_LARM].name1 == ART_STORMBRINGER) stormbringer = TRUE;
3113                 if (stormbringer)
3114                 {
3115 #ifdef JP
3116                         msg_format("¹õ¤¤¿Ï¤Ï¶¯ÍߤË%s¤ò¹¶·â¤·¤¿¡ª", m_name);
3117 #else
3118                         msg_format("Your black blade greedily attacks %s!", m_name);
3119 #endif
3120                         chg_virtue(V_INDIVIDUALISM, 1);
3121                         chg_virtue(V_HONOUR, -1);
3122                         chg_virtue(V_JUSTICE, -1);
3123                         chg_virtue(V_COMPASSION, -1);
3124                 }
3125                 else if (p_ptr->pclass != CLASS_BERSERKER)
3126                 {
3127 #ifdef JP
3128                         if (get_check("ËÜÅö¤Ë¹¶·â¤·¤Þ¤¹¤«¡©"))
3129 #else
3130                         if (get_check("Really hit it? "))
3131 #endif
3132                         {
3133                                 chg_virtue(V_INDIVIDUALISM, 1);
3134                                 chg_virtue(V_HONOUR, -1);
3135                                 chg_virtue(V_JUSTICE, -1);
3136                                 chg_virtue(V_COMPASSION, -1);
3137                         }
3138                         else
3139                         {
3140 #ifdef JP
3141                                 msg_format("%s¤ò¹¶·â¤¹¤ë¤Î¤ò»ß¤á¤¿¡£", m_name);
3142 #else
3143                                 msg_format("You stop to avoid hitting %s.", m_name);
3144 #endif
3145                                 return FALSE;
3146                         }
3147                 }
3148         }
3149
3150
3151         /* Handle player fear */
3152         if (p_ptr->afraid)
3153         {
3154                 /* Message */
3155                 if (m_ptr->ml)
3156 #ifdef JP
3157                 msg_format("¶²¤¯¤Æ%s¤ò¹¶·â¤Ç¤­¤Ê¤¤¡ª", m_name);
3158 #else
3159                         msg_format("You are too afraid to attack %s!", m_name);
3160 #endif
3161
3162                 else
3163 #ifdef JP
3164                         msg_format ("¤½¤Ã¤Á¤Ë¤Ï²¿¤«¶²¤¤¤â¤Î¤¬¤¤¤ë¡ª");
3165 #else
3166                         msg_format ("There is something scary in your way!");
3167 #endif
3168
3169                 /* Disturb the monster */
3170                 m_ptr->csleep = 0;
3171                 if (r_ptr->flags7 & RF7_HAS_LD_MASK) p_ptr->update |= (PU_MON_LITE);
3172
3173                 /* Done */
3174                 return FALSE;
3175         }
3176
3177         if (p_ptr->migite && p_ptr->hidarite)
3178         {
3179                 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))
3180                 {
3181                         if (p_ptr->skill_exp[GINOU_NITOURYU] < WEAPON_EXP_BEGINNER)
3182                                 p_ptr->skill_exp[GINOU_NITOURYU] += 80;
3183                         else if(p_ptr->skill_exp[GINOU_NITOURYU] < WEAPON_EXP_SKILLED)
3184                                 p_ptr->skill_exp[GINOU_NITOURYU] += 4;
3185                         else if(p_ptr->skill_exp[GINOU_NITOURYU] < WEAPON_EXP_EXPERT)
3186                                 p_ptr->skill_exp[GINOU_NITOURYU] += 1;
3187                         else if(p_ptr->skill_exp[GINOU_NITOURYU] < WEAPON_EXP_MASTER)
3188                                 if (one_in_(3)) p_ptr->skill_exp[GINOU_NITOURYU] += 1;
3189                         p_ptr->update |= (PU_BONUS);
3190                 }
3191         }
3192
3193         /* Gain riding experience */
3194         if (p_ptr->riding)
3195         {
3196                 int cur = p_ptr->skill_exp[GINOU_RIDING];
3197                 int max = s_info[p_ptr->pclass].s_max[GINOU_RIDING];
3198
3199                 if (cur < max)
3200                 {
3201                         int ridinglevel = r_info[m_list[p_ptr->riding].r_idx].level;
3202                         int targetlevel = r_ptr->level;
3203                         int inc = 0;
3204
3205                         if ((cur / 200 - 5) < targetlevel)
3206                                 inc += 1;
3207
3208                         /* Extra experience */
3209                         if ((cur / 100) < ridinglevel)
3210                         {
3211                                 if ((cur / 100 + 15) < ridinglevel)
3212                                         inc += 1 + (ridinglevel - (cur / 100 + 15));
3213                                 else
3214                                         inc += 1;
3215                         }
3216
3217                         p_ptr->skill_exp[GINOU_RIDING] = MIN(max, cur + inc);
3218
3219                         p_ptr->update |= (PU_BONUS);
3220                 }
3221         }
3222
3223         riding_t_m_idx = c_ptr->m_idx;
3224         if (p_ptr->migite) py_attack_aux(y, x, &fear, &mdeath, 0, mode);
3225         if (p_ptr->hidarite && !mdeath) py_attack_aux(y, x, &fear, &mdeath, 1, mode);
3226
3227         /* Mutations which yield extra 'natural' attacks */
3228         if (!mdeath)
3229         {
3230                 if ((p_ptr->muta2 & MUT2_HORNS) && !mdeath)
3231                         natural_attack(c_ptr->m_idx, MUT2_HORNS, &fear, &mdeath);
3232                 if ((p_ptr->muta2 & MUT2_BEAK) && !mdeath)
3233                         natural_attack(c_ptr->m_idx, MUT2_BEAK, &fear, &mdeath);
3234                 if ((p_ptr->muta2 & MUT2_SCOR_TAIL) && !mdeath)
3235                         natural_attack(c_ptr->m_idx, MUT2_SCOR_TAIL, &fear, &mdeath);
3236                 if ((p_ptr->muta2 & MUT2_TRUNK) && !mdeath)
3237                         natural_attack(c_ptr->m_idx, MUT2_TRUNK, &fear, &mdeath);
3238                 if ((p_ptr->muta2 & MUT2_TENTACLES) && !mdeath)
3239                         natural_attack(c_ptr->m_idx, MUT2_TENTACLES, &fear, &mdeath);
3240         }
3241
3242         /* Hack -- delay fear messages */
3243         if (fear && m_ptr->ml && !mdeath)
3244         {
3245                 /* Sound */
3246                 sound(SOUND_FLEE);
3247
3248                 /* Message */
3249 #ifdef JP
3250                 msg_format("%^s¤Ï¶²Éݤ·¤Æƨ¤²½Ð¤·¤¿¡ª", m_name);
3251 #else
3252                 msg_format("%^s flees in terror!", m_name);
3253 #endif
3254
3255         }
3256
3257         if ((p_ptr->special_defense & KATA_IAI) && ((mode != HISSATSU_IAI) || mdeath))
3258         {
3259                 set_action(ACTION_NONE);
3260         }
3261
3262         return mdeath;
3263 }
3264
3265
3266 bool pattern_seq(int c_y, int c_x, int n_y, int n_x)
3267 {
3268         feature_type *cur_f_ptr = &f_info[cave[c_y][c_x].feat];
3269         feature_type *new_f_ptr = &f_info[cave[n_y][n_x].feat];
3270         bool is_pattern_tile_cur = have_flag(cur_f_ptr->flags, FF_PATTERN);
3271         bool is_pattern_tile_new = have_flag(new_f_ptr->flags, FF_PATTERN);
3272         int pattern_type_cur, pattern_type_new;
3273
3274         if (!is_pattern_tile_cur && !is_pattern_tile_new) return TRUE;
3275
3276         pattern_type_cur = is_pattern_tile_cur ? cur_f_ptr->power : NOT_PATTERN_TILE;
3277         pattern_type_new = is_pattern_tile_new ? new_f_ptr->power : NOT_PATTERN_TILE;
3278
3279         if (pattern_type_new == PATTERN_TILE_START)
3280         {
3281                 if (!is_pattern_tile_cur && !p_ptr->confused && !p_ptr->stun && !p_ptr->image)
3282                 {
3283 #ifdef JP
3284                         if (get_check("¥Ñ¥¿¡¼¥ó¤Î¾å¤òÊ⤭»Ï¤á¤ë¤È¡¢Á´¤Æ¤òÊ⤫¤Ê¤±¤ì¤Ð¤Ê¤ê¤Þ¤»¤ó¡£¤¤¤¤¤Ç¤¹¤«¡©"))
3285 #else
3286                         if (get_check("If you start walking the Pattern, you must walk the whole way. Ok? "))
3287 #endif
3288                                 return TRUE;
3289                         else
3290                                 return FALSE;
3291                 }
3292                 else
3293                         return TRUE;
3294         }
3295         else if ((pattern_type_new == PATTERN_TILE_OLD) ||
3296                  (pattern_type_new == PATTERN_TILE_END) ||
3297                  (pattern_type_new == PATTERN_TILE_WRECKED))
3298         {
3299                 if (is_pattern_tile_cur)
3300                 {
3301                         return TRUE;
3302                 }
3303                 else
3304                 {
3305 #ifdef JP
3306                         msg_print("¥Ñ¥¿¡¼¥ó¤Î¾å¤òÊ⤯¤Ë¤Ï¥¹¥¿¡¼¥ÈÃÏÅÀ¤«¤éÊ⤭»Ï¤á¤Ê¤¯¤Æ¤Ï¤Ê¤ê¤Þ¤»¤ó¡£");
3307 #else
3308                         msg_print("You must start walking the Pattern from the startpoint.");
3309 #endif
3310
3311                         return FALSE;
3312                 }
3313         }
3314         else if ((pattern_type_new == PATTERN_TILE_TELEPORT) ||
3315                  (pattern_type_cur == PATTERN_TILE_TELEPORT))
3316         {
3317                 return TRUE;
3318         }
3319         else if (pattern_type_cur == PATTERN_TILE_START)
3320         {
3321                 if (is_pattern_tile_new)
3322                         return TRUE;
3323                 else
3324                 {
3325 #ifdef JP
3326                         msg_print("¥Ñ¥¿¡¼¥ó¤Î¾å¤ÏÀµ¤·¤¤½ç½ø¤ÇÊ⤫¤Í¤Ð¤Ê¤ê¤Þ¤»¤ó¡£");
3327 #else
3328                         msg_print("You must walk the Pattern in correct order.");
3329 #endif
3330
3331                         return FALSE;
3332                 }
3333         }
3334         else if ((pattern_type_cur == PATTERN_TILE_OLD) ||
3335                  (pattern_type_cur == PATTERN_TILE_END) ||
3336                  (pattern_type_cur == PATTERN_TILE_WRECKED))
3337         {
3338                 if (!is_pattern_tile_new)
3339                 {
3340 #ifdef JP
3341                         msg_print("¥Ñ¥¿¡¼¥ó¤òƧ¤ß³°¤·¤Æ¤Ï¤¤¤±¤Þ¤»¤ó¡£");
3342 #else
3343                         msg_print("You may not step off from the Pattern.");
3344 #endif
3345
3346                         return FALSE;
3347                 }
3348                 else
3349                 {
3350                         return TRUE;
3351                 }
3352         }
3353         else
3354         {
3355                 if (!is_pattern_tile_cur)
3356                 {
3357 #ifdef JP
3358                         msg_print("¥Ñ¥¿¡¼¥ó¤Î¾å¤òÊ⤯¤Ë¤Ï¥¹¥¿¡¼¥ÈÃÏÅÀ¤«¤éÊ⤭»Ï¤á¤Ê¤¯¤Æ¤Ï¤Ê¤ê¤Þ¤»¤ó¡£");
3359 #else
3360                         msg_print("You must start walking the Pattern from the startpoint.");
3361 #endif
3362
3363                         return FALSE;
3364                 }
3365                 else
3366                 {
3367                         byte ok_move = PATTERN_TILE_START;
3368                         switch (pattern_type_cur)
3369                         {
3370                                 case PATTERN_TILE_1:
3371                                         ok_move = PATTERN_TILE_2;
3372                                         break;
3373                                 case PATTERN_TILE_2:
3374                                         ok_move = PATTERN_TILE_3;
3375                                         break;
3376                                 case PATTERN_TILE_3:
3377                                         ok_move = PATTERN_TILE_4;
3378                                         break;
3379                                 case PATTERN_TILE_4:
3380                                         ok_move = PATTERN_TILE_1;
3381                                         break;
3382                                 default:
3383                                         if (p_ptr->wizard)
3384 #ifdef JP
3385                                                 msg_format("¤ª¤«¤·¤Ê¥Ñ¥¿¡¼¥óÊâ¹Ô¡¢%d¡£", pattern_type_cur);
3386 #else
3387                                                 msg_format("Funny Pattern walking, %d.", pattern_type_cur);
3388 #endif
3389
3390                                         return TRUE; /* Goof-up */
3391                         }
3392
3393                         if ((pattern_type_new == ok_move) ||
3394                             (pattern_type_new == pattern_type_cur))
3395                                 return TRUE;
3396                         else
3397                         {
3398                                 if (!is_pattern_tile_new)
3399 #ifdef JP
3400                                         msg_print("¥Ñ¥¿¡¼¥ó¤òƧ¤ß³°¤·¤Æ¤Ï¤¤¤±¤Þ¤»¤ó¡£");
3401 #else
3402                                         msg_print("You may not step off from the Pattern.");
3403 #endif
3404                                 else
3405 #ifdef JP
3406                                         msg_print("¥Ñ¥¿¡¼¥ó¤Î¾å¤ÏÀµ¤·¤¤½ç½ø¤ÇÊ⤫¤Í¤Ð¤Ê¤ê¤Þ¤»¤ó¡£");
3407 #else
3408                                         msg_print("You must walk the Pattern in correct order.");
3409 #endif
3410
3411                                 return FALSE;
3412                         }
3413                 }
3414         }
3415 }
3416
3417
3418 bool player_can_enter(s16b feature, u16b mode)
3419 {
3420         feature_type *f_ptr = &f_info[feature];
3421
3422         if (p_ptr->riding) return monster_can_cross_terrain(feature, &r_info[m_list[p_ptr->riding].r_idx], mode | CEM_RIDING);
3423
3424         /* Pattern */
3425         if (have_flag(f_ptr->flags, FF_PATTERN))
3426         {
3427                 if (!(mode & CEM_P_CAN_ENTER_PATTERN)) return FALSE;
3428         }
3429
3430         /* "CAN" flags */
3431         if (have_flag(f_ptr->flags, FF_CAN_FLY) && p_ptr->ffall) return TRUE;
3432         if (have_flag(f_ptr->flags, FF_CAN_SWIM) && p_ptr->can_swim) return TRUE;
3433         if (have_flag(f_ptr->flags, FF_CAN_PASS) && p_ptr->pass_wall) return TRUE;
3434
3435         if (!have_flag(f_ptr->flags, FF_MOVE)) return FALSE;
3436
3437         return TRUE;
3438 }
3439
3440
3441 /*
3442  * Move the player
3443  */
3444 bool move_player_effect(int oy, int ox, int ny, int nx, u32b mpe_mode)
3445 {
3446         cave_type *c_ptr = &cave[ny][nx];
3447         feature_type *f_ptr = &f_info[c_ptr->feat];
3448
3449         if (!(mpe_mode & MPE_STAYING))
3450         {
3451                 cave_type *oc_ptr = &cave[oy][ox];
3452                 int om_idx = oc_ptr->m_idx;
3453                 int nm_idx = c_ptr->m_idx;
3454
3455                 /* Move the player */
3456                 py = ny;
3457                 px = nx;
3458
3459                 /* Hack -- For moving monster or riding player's moving */
3460                 if (!(mpe_mode & MPE_DONT_SWAP_MON))
3461                 {
3462                         /* Swap two monsters */
3463                         c_ptr->m_idx = om_idx;
3464                         oc_ptr->m_idx = nm_idx;
3465
3466                         if (om_idx > 0) /* Monster on old spot (or p_ptr->riding) */
3467                         {
3468                                 monster_type *om_ptr = &m_list[om_idx];
3469                                 om_ptr->fy = ny;
3470                                 om_ptr->fx = nx;
3471                                 update_mon(om_idx, TRUE);
3472                         }
3473
3474                         if (nm_idx > 0) /* Monster on new spot */
3475                         {
3476                                 monster_type *nm_ptr = &m_list[nm_idx];
3477                                 nm_ptr->fy = oy;
3478                                 nm_ptr->fx = ox;
3479                                 update_mon(nm_idx, TRUE);
3480                         }
3481                 }
3482
3483                 /* Redraw old spot */
3484                 lite_spot(oy, ox);
3485
3486                 /* Redraw new spot */
3487                 lite_spot(ny, nx);
3488
3489                 if (mpe_mode & MPE_FORGET_FLOW) forget_flow();
3490
3491                 /* Check for new panel (redraw map) */
3492                 verify_panel();
3493
3494                 /* Update stuff */
3495                 p_ptr->update |= (PU_VIEW | PU_LITE | PU_FLOW | PU_MON_LITE);
3496
3497                 /* Update the monsters */
3498                 p_ptr->update |= (PU_DISTANCE);
3499
3500                 /* Window stuff */
3501                 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
3502
3503                 /* Remove "unsafe" flag */
3504                 if ((!p_ptr->blind && !no_lite()) || !is_trap(c_ptr->feat)) c_ptr->info &= ~(CAVE_UNSAFE);
3505
3506                 /* For get everything when requested hehe I'm *NASTY* */
3507                 if (dun_level && (d_info[dungeon_type].flags1 & DF1_FORGET)) wiz_dark();
3508
3509                 /* Handle stuff */
3510                 if (mpe_mode & MPE_HANDLE_STUFF) handle_stuff();
3511
3512                 if (p_ptr->pclass == CLASS_NINJA)
3513                 {
3514                         if (c_ptr->info & (CAVE_GLOW)) set_superstealth(FALSE);
3515                         else if (p_ptr->cur_lite <= 0) set_superstealth(TRUE);
3516                 }
3517
3518                 if ((p_ptr->action == ACTION_HAYAGAKE) && !have_flag(f_ptr->flags, FF_PROJECT))
3519                 {
3520 #ifdef JP
3521                         msg_print("¤³¤³¤Ç¤ÏÁÇÁ᤯ư¤±¤Ê¤¤¡£");
3522 #else
3523                         msg_print("You cannot run in wall.");
3524 #endif
3525                         set_action(ACTION_NONE);
3526                 }
3527         }
3528
3529         if (mpe_mode & MPE_ENERGY_USE)
3530         {
3531                 if (music_singing(MUSIC_WALL))
3532                 {
3533                         (void)project(0, 0, py, px, (60 + p_ptr->lev), GF_DISINTEGRATE,
3534                                 PROJECT_KILL | PROJECT_ITEM, -1);
3535
3536                         if (!player_bold(ny, nx) || p_ptr->is_dead || p_ptr->leaving) return FALSE;
3537                 }
3538
3539                 /* Spontaneous Searching */
3540                 if ((p_ptr->skill_fos >= 50) || (0 == randint0(50 - p_ptr->skill_fos)))
3541                 {
3542                         search();
3543                 }
3544
3545                 /* Continuous Searching */
3546                 if (p_ptr->action == ACTION_SEARCH)
3547                 {
3548                         search();
3549                 }
3550         }
3551
3552         /* Handle "objects" */
3553         if (!(mpe_mode & MPE_DONT_PICKUP))
3554         {
3555                 carry((mpe_mode & MPE_DO_PICKUP) ? TRUE : FALSE);
3556         }
3557
3558         /* Handle "store doors" */
3559         if (have_flag(f_ptr->flags, FF_STORE))
3560         {
3561                 /* Disturb */
3562                 disturb(0, 0);
3563
3564                 energy_use = 0;
3565                 /* Hack -- Enter store */
3566                 command_new = SPECIAL_KEY_STORE;
3567         }
3568
3569         /* Handle "building doors" -KMW- */
3570         else if (have_flag(f_ptr->flags, FF_BLDG))
3571         {
3572                 /* Disturb */
3573                 disturb(0, 0);
3574
3575                 energy_use = 0;
3576                 /* Hack -- Enter building */
3577                 command_new = SPECIAL_KEY_BUILDING;
3578         }
3579
3580         /* Handle quest areas -KMW- */
3581         else if (have_flag(f_ptr->flags, FF_QUEST_ENTER))
3582         {
3583                 /* Disturb */
3584                 disturb(0, 0);
3585
3586                 energy_use = 0;
3587                 /* Hack -- Enter quest level */
3588                 command_new = SPECIAL_KEY_QUEST;
3589         }
3590
3591         else if (have_flag(f_ptr->flags, FF_QUEST_EXIT))
3592         {
3593                 if (quest[p_ptr->inside_quest].type == QUEST_TYPE_FIND_EXIT)
3594                 {
3595                         if (record_fix_quest) do_cmd_write_nikki(NIKKI_FIX_QUEST_C, p_ptr->inside_quest, NULL);
3596                         quest[p_ptr->inside_quest].status = QUEST_STATUS_COMPLETED;
3597                         quest[p_ptr->inside_quest].complev = (byte)p_ptr->lev;
3598 #ifdef JP
3599                         msg_print("¥¯¥¨¥¹¥È¤òãÀ®¤·¤¿¡ª");
3600 #else
3601                         msg_print("You accomplished your quest!");
3602 #endif
3603
3604                         msg_print(NULL);
3605                 }
3606
3607                 leave_quest_check();
3608
3609                 p_ptr->inside_quest = c_ptr->special;
3610                 dun_level = 0;
3611                 p_ptr->oldpx = 0;
3612                 p_ptr->oldpy = 0;
3613
3614                 p_ptr->leaving = TRUE;
3615         }
3616
3617         /* Set off a trap */
3618         else if (have_flag(f_ptr->flags, FF_HIT_TRAP) && !(mpe_mode & MPE_STAYING))
3619         {
3620                 /* Disturb */
3621                 disturb(0, 0);
3622
3623                 /* Hidden trap */
3624                 if (c_ptr->mimic || have_flag(f_ptr->flags, FF_SECRET))
3625                 {
3626                         /* Message */
3627 #ifdef JP
3628                         msg_print("¥È¥é¥Ã¥×¤À¡ª");
3629 #else
3630                         msg_print("You found a trap!");
3631 #endif
3632
3633                         /* Pick a trap */
3634                         disclose_grid(py, px);
3635                 }
3636
3637                 /* Hit the trap */
3638                 hit_trap((mpe_mode & MPE_BREAK_TRAP) ? TRUE : FALSE);
3639
3640                 if (!player_bold(ny, nx) || p_ptr->is_dead || p_ptr->leaving) return FALSE;
3641         }
3642
3643         /* Warn when leaving trap detected region */
3644         if (!(mpe_mode & MPE_STAYING) && (disturb_trap_detect || alert_trap_detect)
3645             && p_ptr->dtrap && !(c_ptr->info & CAVE_IN_DETECT))
3646         {
3647                 /* No duplicate warning */
3648                 p_ptr->dtrap = FALSE;
3649
3650                 /* You are just on the edge */
3651                 if (!(c_ptr->info & CAVE_UNSAFE))
3652                 {
3653                         if (alert_trap_detect)
3654                         {
3655 #ifdef JP
3656                                 msg_print("* Ãí°Õ:¤³¤ÎÀè¤Ï¥È¥é¥Ã¥×¤Î´¶ÃÎÈϰϳ°¤Ç¤¹¡ª *");
3657 #else
3658                                 msg_print("*Leaving trap detect region!*");
3659 #endif
3660                         }
3661
3662                         if (disturb_trap_detect) disturb(0, 0);
3663                 }
3664         }
3665
3666         return player_bold(ny, nx) && !p_ptr->is_dead && !p_ptr->leaving;
3667 }
3668
3669
3670 bool trap_can_be_ignored(int feat)
3671 {
3672         switch (feat)
3673         {
3674         case FEAT_TRAP_TRAPDOOR:
3675         case FEAT_TRAP_PIT:
3676         case FEAT_TRAP_SPIKED_PIT:
3677         case FEAT_TRAP_POISON_PIT:
3678                 if (p_ptr->ffall) return TRUE;
3679                 break;
3680         case FEAT_TRAP_TELEPORT:
3681                 if (p_ptr->anti_tele) return TRUE;
3682                 break;
3683         case FEAT_TRAP_FIRE:
3684                 if (p_ptr->immune_fire) return TRUE;
3685                 break;
3686         case FEAT_TRAP_ACID:
3687                 if (p_ptr->immune_acid) return TRUE;
3688                 break;
3689         case FEAT_TRAP_BLIND:
3690                 if (p_ptr->resist_blind) return TRUE;
3691                 break;
3692         case FEAT_TRAP_CONFUSE:
3693                 if (p_ptr->resist_conf) return TRUE;
3694                 break;
3695         case FEAT_TRAP_POISON:
3696                 if (p_ptr->resist_pois) return TRUE;
3697                 break;
3698         case FEAT_TRAP_SLEEP:
3699                 if (p_ptr->free_act) return TRUE;
3700                 break;
3701         }
3702
3703         return FALSE;
3704 }
3705
3706
3707 /*
3708  * Determine if a "boundary" grid is "floor mimic"
3709  */
3710 #define boundary_floor(C, F, MF) \
3711         ((C)->mimic && permanent_wall(F) && \
3712          (have_flag((MF)->flags, FF_MOVE) || have_flag((MF)->flags, FF_CAN_FLY)) && \
3713          have_flag((MF)->flags, FF_PROJECT) && \
3714          !have_flag((MF)->flags, FF_OPEN))
3715
3716 /*
3717  * Move player in the given direction, with the given "pickup" flag.
3718  *
3719  * This routine should (probably) always induce energy expenditure.
3720  *
3721  * Note that moving will *always* take a turn, and will *always* hit
3722  * any monster which might be in the destination grid.  Previously,
3723  * moving into walls was "free" and did NOT hit invisible monsters.
3724  */
3725 void move_player(int dir, bool do_pickup, bool break_trap)
3726 {
3727         /* Find the result of moving */
3728         int y = py + ddy[dir];
3729         int x = px + ddx[dir];
3730
3731         /* Examine the destination */
3732         cave_type *c_ptr = &cave[y][x];
3733
3734         feature_type *f_ptr = &f_info[c_ptr->feat];
3735
3736         monster_type *m_ptr;
3737
3738         monster_type *riding_m_ptr = &m_list[p_ptr->riding];
3739         monster_race *riding_r_ptr = &r_info[p_ptr->riding ? riding_m_ptr->r_idx : 0]; /* Paranoia */
3740
3741         char m_name[80];
3742
3743         bool p_can_enter = player_can_enter(c_ptr->feat, CEM_P_CAN_ENTER_PATTERN);
3744         bool p_can_kill_walls = FALSE;
3745         bool stormbringer = FALSE;
3746
3747         bool oktomove = TRUE;
3748         bool do_past = FALSE;
3749
3750         /* Exit the area */
3751         if (!dun_level && !p_ptr->wild_mode &&
3752                 ((x == 0) || (x == MAX_WID - 1) ||
3753                  (y == 0) || (y == MAX_HGT - 1)))
3754         {
3755                 /* Can the player enter the grid? */
3756                 if (c_ptr->mimic && player_can_enter(c_ptr->mimic, 0))
3757                 {
3758                         /* Hack: move to new area */
3759                         if ((y == 0) && (x == 0))
3760                         {
3761                                 p_ptr->wilderness_y--;
3762                                 p_ptr->wilderness_x--;
3763                                 p_ptr->oldpy = cur_hgt - 2;
3764                                 p_ptr->oldpx = cur_wid - 2;
3765                                 ambush_flag = FALSE;
3766                         }
3767
3768                         else if ((y == 0) && (x == MAX_WID - 1))
3769                         {
3770                                 p_ptr->wilderness_y--;
3771                                 p_ptr->wilderness_x++;
3772                                 p_ptr->oldpy = cur_hgt - 2;
3773                                 p_ptr->oldpx = 1;
3774                                 ambush_flag = FALSE;
3775                         }
3776
3777                         else if ((y == MAX_HGT - 1) && (x == 0))
3778                         {
3779                                 p_ptr->wilderness_y++;
3780                                 p_ptr->wilderness_x--;
3781                                 p_ptr->oldpy = 1;
3782                                 p_ptr->oldpx = cur_wid - 2;
3783                                 ambush_flag = FALSE;
3784                         }
3785
3786                         else if ((y == MAX_HGT - 1) && (x == MAX_WID - 1))
3787                         {
3788                                 p_ptr->wilderness_y++;
3789                                 p_ptr->wilderness_x++;
3790                                 p_ptr->oldpy = 1;
3791                                 p_ptr->oldpx = 1;
3792                                 ambush_flag = FALSE;
3793                         }
3794
3795                         else if (y == 0)
3796                         {
3797                                 p_ptr->wilderness_y--;
3798                                 p_ptr->oldpy = cur_hgt - 2;
3799                                 p_ptr->oldpx = x;
3800                                 ambush_flag = FALSE;
3801                         }
3802
3803                         else if (y == MAX_HGT - 1)
3804                         {
3805                                 p_ptr->wilderness_y++;
3806                                 p_ptr->oldpy = 1;
3807                                 p_ptr->oldpx = x;
3808                                 ambush_flag = FALSE;
3809                         }
3810
3811                         else if (x == 0)
3812                         {
3813                                 p_ptr->wilderness_x--;
3814                                 p_ptr->oldpx = cur_wid - 2;
3815                                 p_ptr->oldpy = y;
3816                                 ambush_flag = FALSE;
3817                         }
3818
3819                         else if (x == MAX_WID - 1)
3820                         {
3821                                 p_ptr->wilderness_x++;
3822                                 p_ptr->oldpx = 1;
3823                                 p_ptr->oldpy = y;
3824                                 ambush_flag = FALSE;
3825                         }
3826
3827                         p_ptr->leaving = TRUE;
3828                         energy_use = 100;
3829
3830                         return;
3831                 }
3832
3833                 /* "Blocked" message appears later */
3834                 /* oktomove = FALSE; */
3835                 p_can_enter = FALSE;
3836         }
3837
3838         /* Get the monster */
3839         m_ptr = &m_list[c_ptr->m_idx];
3840
3841
3842         if (inventory[INVEN_RARM].name1 == ART_STORMBRINGER) stormbringer = TRUE;
3843         if (inventory[INVEN_LARM].name1 == ART_STORMBRINGER) stormbringer = TRUE;
3844
3845         /* Player can not walk through "walls"... */
3846         /* unless in Shadow Form */
3847         p_can_kill_walls = p_ptr->kill_wall && have_flag(f_ptr->flags, FF_TUNNEL) &&
3848                 (!p_can_enter || !have_flag(f_ptr->flags, FF_LOS)) &&
3849                 !have_flag(f_ptr->flags, FF_PERMANENT);
3850
3851         /* Hack -- attack monsters */
3852         if (c_ptr->m_idx && (m_ptr->ml || p_can_enter || p_can_kill_walls))
3853         {
3854                 monster_race *r_ptr = &r_info[m_ptr->r_idx];
3855
3856                 /* Attack -- only if we can see it OR it is not in a wall */
3857                 if (!is_hostile(m_ptr) &&
3858                     !(p_ptr->confused || p_ptr->image || !m_ptr->ml || p_ptr->stun ||
3859                     ((p_ptr->muta2 & MUT2_BERS_RAGE) && p_ptr->shero)) &&
3860                     pattern_seq(py, px, y, x) && (p_can_enter || p_can_kill_walls))
3861                 {
3862                         m_ptr->csleep = 0;
3863                         if (r_ptr->flags7 & RF7_HAS_LD_MASK) p_ptr->update |= (PU_MON_LITE);
3864
3865                         /* Extract monster name (or "it") */
3866                         monster_desc(m_name, m_ptr, 0);
3867
3868                         if (m_ptr->ml)
3869                         {
3870                                 /* Auto-Recall if possible and visible */
3871                                 monster_race_track(m_ptr->ap_r_idx);
3872
3873                                 /* Track a new monster */
3874                                 health_track(c_ptr->m_idx);
3875                         }
3876
3877                         /* displace? */
3878                         if ((stormbringer && (randint1(1000) > 666)) || (p_ptr->pclass == CLASS_BERSERKER))
3879                         {
3880                                 py_attack(y, x, 0);
3881                                 oktomove = FALSE;
3882                         }
3883                         else if (monster_can_cross_terrain(cave[py][px].feat, r_ptr, 0))
3884                         {
3885                                 do_past = TRUE;
3886                         }
3887                         else
3888                         {
3889 #ifdef JP
3890                                 msg_format("%^s¤¬¼ÙËâ¤À¡ª", m_name);
3891 #else
3892                                 msg_format("%^s is in your way!", m_name);
3893 #endif
3894
3895                                 energy_use = 0;
3896                                 oktomove = FALSE;
3897                         }
3898
3899                         /* now continue on to 'movement' */
3900                 }
3901                 else
3902                 {
3903                         py_attack(y, x, 0);
3904                         oktomove = FALSE;
3905                 }
3906         }
3907
3908         if (oktomove && p_ptr->riding)
3909         {
3910                 if (riding_r_ptr->flags1 & RF1_NEVER_MOVE)
3911                 {
3912 #ifdef JP
3913                         msg_print("Æ°¤±¤Ê¤¤¡ª");
3914 #else
3915                         msg_print("Can't move!");
3916 #endif
3917                         energy_use = 0;
3918                         oktomove = FALSE;
3919                         disturb(0, 0);
3920                 }
3921                 else if (riding_m_ptr->monfear)
3922                 {
3923                         char m_name[80];
3924
3925                         /* Acquire the monster name */
3926                         monster_desc(m_name, riding_m_ptr, 0);
3927
3928                         /* Dump a message */
3929 #ifdef JP
3930                         msg_format("%s¤¬¶²Éݤ·¤Æ¤¤¤ÆÀ©¸æ¤Ç¤­¤Ê¤¤¡£", m_name);
3931 #else
3932                         msg_format("%^s is too scared to control.", m_name);
3933 #endif
3934                         oktomove = FALSE;
3935                         disturb(0, 0);
3936                 }
3937                 else if (p_ptr->riding_ryoute)
3938                 {
3939                         oktomove = FALSE;
3940                         disturb(0, 0);
3941                 }
3942                 else if (have_flag(f_ptr->flags, FF_CAN_FLY) && (riding_r_ptr->flags7 & RF7_CAN_FLY))
3943                 {
3944                         /* Allow moving */
3945                 }
3946                 else if (have_flag(f_ptr->flags, FF_CAN_SWIM) && (riding_r_ptr->flags7 & RF7_CAN_SWIM))
3947                 {
3948                         /* Allow moving */
3949                 }
3950                 else if (have_flag(f_ptr->flags, FF_WATER) &&
3951                         !(riding_r_ptr->flags7 & RF7_AQUATIC) &&
3952                         (have_flag(f_ptr->flags, FF_DEEP) || (riding_r_ptr->flags2 & RF2_AURA_FIRE)))
3953                 {
3954 #ifdef JP
3955                         msg_format("%s¤Î¾å¤Ë¹Ô¤±¤Ê¤¤¡£", f_name + f_info[get_feat_mimic(c_ptr)].name);
3956 #else
3957                         msg_print("Can't swim.");
3958 #endif
3959                         energy_use = 0;
3960                         oktomove = FALSE;
3961                         disturb(0, 0);
3962                 }
3963                 else if (!have_flag(f_ptr->flags, FF_WATER) && (riding_r_ptr->flags7 & RF7_AQUATIC))
3964                 {
3965 #ifdef JP
3966                         msg_format("%s¤«¤é¾å¤¬¤ì¤Ê¤¤¡£", f_name + f_info[get_feat_mimic(&cave[py][px])].name);
3967 #else
3968                         msg_print("Can't land.");
3969 #endif
3970                         energy_use = 0;
3971                         oktomove = FALSE;
3972                         disturb(0, 0);
3973                 }
3974                 else if (have_flag(f_ptr->flags, FF_LAVA) && !(riding_r_ptr->flagsr & RFR_EFF_IM_FIRE_MASK))
3975                 {
3976 #ifdef JP
3977                         msg_format("%s¤Î¾å¤Ë¹Ô¤±¤Ê¤¤¡£", f_name + f_info[get_feat_mimic(c_ptr)].name);
3978 #else
3979                         msg_print("Too hot to go through.");
3980 #endif
3981                         energy_use = 0;
3982                         oktomove = FALSE;
3983                         disturb(0, 0);
3984                 }
3985
3986                 if (oktomove && riding_m_ptr->stunned && one_in_(2))
3987                 {
3988                         char m_name[80];
3989                         monster_desc(m_name, riding_m_ptr, 0);
3990 #ifdef JP
3991                         msg_format("%s¤¬Û¯Û°¤È¤·¤Æ¤¤¤Æ¤¦¤Þ¤¯Æ°¤±¤Ê¤¤¡ª",m_name);
3992 #else
3993                         msg_format("You cannot control stunned %s!",m_name);
3994 #endif
3995                         oktomove = FALSE;
3996                         disturb(0, 0);
3997                 }
3998         }
3999
4000         if (!oktomove)
4001         {
4002         }
4003
4004         else if (!have_flag(f_ptr->flags, FF_MOVE) && have_flag(f_ptr->flags, FF_CAN_FLY) && !p_ptr->ffall)
4005         {
4006 #ifdef JP
4007                 msg_format("¶õ¤òÈô¤Ð¤Ê¤¤¤È%s¤Î¾å¤Ë¤Ï¹Ô¤±¤Ê¤¤¡£", f_name + f_info[get_feat_mimic(c_ptr)].name);
4008 #else
4009                 msg_format("You need to fly to go through the %s.", f_name + f_info[get_feat_mimic(c_ptr)].name);
4010 #endif
4011
4012                 energy_use = 0;
4013                 running = 0;
4014                 oktomove = FALSE;
4015         }
4016
4017         /*
4018          * Player can move through trees and
4019          * has effective -10 speed
4020          * Rangers can move without penality
4021          */
4022         else if (have_flag(f_ptr->flags, FF_TREE) && !p_can_kill_walls)
4023         {
4024                 if ((p_ptr->pclass != CLASS_RANGER) && !p_ptr->ffall) energy_use *= 2;
4025         }
4026
4027 #ifdef ALLOW_EASY_DISARM /* TNB */
4028
4029         /* Disarm a visible trap */
4030         else if ((do_pickup != easy_disarm) && have_flag(f_ptr->flags, FF_DISARM) && !c_ptr->mimic)
4031         {
4032                 if (!trap_can_be_ignored(c_ptr->feat))
4033                 {
4034                         (void)do_cmd_disarm_aux(y, x, dir);
4035                         return;
4036                 }
4037         }
4038
4039 #endif /* ALLOW_EASY_DISARM -- TNB */
4040
4041         /* Player can not walk through "walls" unless in wraith form...*/
4042         else if (!p_can_enter && !p_can_kill_walls)
4043         {
4044                 /* Feature code (applying "mimic" field) */
4045                 s16b feat = get_feat_mimic(c_ptr);
4046                 feature_type *mimic_f_ptr = &f_info[feat];
4047                 cptr name = f_name + mimic_f_ptr->name;
4048
4049                 oktomove = FALSE;
4050
4051                 /* Disturb the player */
4052                 disturb(0, 0);
4053
4054                 /* Notice things in the dark */
4055                 if (!(c_ptr->info & CAVE_MARK) && !player_can_see_bold(y, x))
4056                 {
4057                         /* Boundary floor mimic */
4058                         if (boundary_floor(c_ptr, f_ptr, mimic_f_ptr))
4059                         {
4060 #ifdef JP
4061                                 msg_print("¤½¤ì°Ê¾åÀè¤Ë¤Ï¿Ê¤á¤Ê¤¤¤è¤¦¤À¡£");
4062 #else
4063                                 msg_print("You feel you cannot go any more.");
4064 #endif
4065                         }
4066
4067                         /* Wall (or secret door) */
4068                         else
4069                         {
4070 #ifdef JP
4071                                 msg_format("%s¤¬¹Ô¤¯¼ê¤ò¤Ï¤Ð¤ó¤Ç¤¤¤ë¤è¤¦¤À¡£", name);
4072 #else
4073                                 msg_format("You feel %s %s blocking your way.",
4074                                         is_a_vowel(name[0]) ? "an" : "a", name);
4075 #endif
4076
4077                                 c_ptr->info |= (CAVE_MARK);
4078                                 lite_spot(y, x);
4079                         }
4080                 }
4081
4082                 /* Notice things */
4083                 else
4084                 {
4085                         /* Boundary floor mimic */
4086                         if (boundary_floor(c_ptr, f_ptr, mimic_f_ptr))
4087                         {
4088 #ifdef JP
4089                                 msg_print("¤½¤ì°Ê¾åÀè¤Ë¤Ï¿Ê¤á¤Ê¤¤¡£");
4090 #else
4091                                 msg_print("You cannot go any more.");
4092 #endif
4093
4094                                 if (!(p_ptr->confused || p_ptr->stun || p_ptr->image))
4095                                         energy_use = 0;
4096                         }
4097
4098                         /* Wall (or secret door) */
4099                         else
4100                         {
4101 #ifdef ALLOW_EASY_OPEN
4102                                 /* Closed doors */
4103                                 if (easy_open && is_closed_door(feat) && easy_open_door(y, x)) return;
4104 #endif /* ALLOW_EASY_OPEN */
4105
4106 #ifdef JP
4107                                 msg_format("%s¤¬¹Ô¤¯¼ê¤ò¤Ï¤Ð¤ó¤Ç¤¤¤ë¡£", name);
4108 #else
4109                                 msg_format("There is %s %s blocking your way.",
4110                                         is_a_vowel(name[0]) ? "an" : "a", name);
4111 #endif
4112
4113                                 /*
4114                                  * Well, it makes sense that you lose time bumping into
4115                                  * a wall _if_ you are confused, stunned or blind; but
4116                                  * typing mistakes should not cost you a turn...
4117                                  */
4118                                 if (!(p_ptr->confused || p_ptr->stun || p_ptr->image))
4119                                         energy_use = 0;
4120                         }
4121                 }
4122
4123                 /* Sound */
4124                 if (!boundary_floor(c_ptr, f_ptr, mimic_f_ptr)) sound(SOUND_HITWALL);
4125         }
4126
4127         /* Normal movement */
4128         if (oktomove && !pattern_seq(py, px, y, x))
4129         {
4130                 if (!(p_ptr->confused || p_ptr->stun || p_ptr->image))
4131                 {
4132                         energy_use = 0;
4133                 }
4134
4135                 /* To avoid a loop with running */
4136                 disturb(0, 0);
4137
4138                 oktomove = FALSE;
4139         }
4140
4141         /* Normal movement */
4142         if (oktomove)
4143         {
4144                 u32b mpe_mode = MPE_ENERGY_USE;
4145
4146                 if (p_ptr->warning)
4147                 {
4148                         if (!process_warning(x, y))
4149                         {
4150                                 energy_use = 25;
4151                                 return;
4152                         }
4153                 }
4154
4155                 if (do_past)
4156                 {
4157 #ifdef JP
4158                         msg_format("%s¤ò²¡¤·Âऱ¤¿¡£", m_name);
4159 #else
4160                         msg_format("You push past %s.", m_name);
4161 #endif
4162                 }
4163
4164                 /* Change oldpx and oldpy to place the player well when going back to big mode */
4165                 if (p_ptr->wild_mode)
4166                 {
4167                         if (ddy[dir] > 0)  p_ptr->oldpy = 1;
4168                         if (ddy[dir] < 0)  p_ptr->oldpy = MAX_HGT - 2;
4169                         if (ddy[dir] == 0) p_ptr->oldpy = MAX_HGT / 2;
4170                         if (ddx[dir] > 0)  p_ptr->oldpx = 1;
4171                         if (ddx[dir] < 0)  p_ptr->oldpx = MAX_WID - 2;
4172                         if (ddx[dir] == 0) p_ptr->oldpx = MAX_WID / 2;
4173                 }
4174
4175                 if (p_can_kill_walls)
4176                 {
4177                         cave_alter_feat(y, x, FF_HURT_DISI);
4178
4179                         /* Update some things -- similar to GF_KILL_WALL */
4180                         p_ptr->update |= (PU_VIEW | PU_LITE | PU_FLOW | PU_MONSTERS | PU_MON_LITE);
4181                 }
4182
4183                 /* Sound */
4184                 /* sound(SOUND_WALK); */
4185
4186 #ifdef ALLOW_EASY_DISARM /* TNB */
4187
4188                 if (do_pickup != always_pickup) mpe_mode |= MPE_DO_PICKUP;
4189
4190 #else /* ALLOW_EASY_DISARM -- TNB */
4191
4192                 if (do_pickup) mpe_mode |= MPE_DO_PICKUP;
4193
4194 #endif /* ALLOW_EASY_DISARM -- TNB */
4195
4196                 if (break_trap) mpe_mode |= MPE_BREAK_TRAP;
4197
4198                 /* Move the player */
4199                 (void)move_player_effect(py, px, y, x, mpe_mode);
4200         }
4201 }
4202
4203
4204 static bool ignore_avoid_run;
4205
4206 /*
4207  * Hack -- Check for a "known wall" (see below)
4208  */
4209 static int see_wall(int dir, int y, int x)
4210 {
4211         cave_type   *c_ptr;
4212
4213         /* Get the new location */
4214         y += ddy[dir];
4215         x += ddx[dir];
4216
4217         /* Illegal grids are not known walls */
4218         if (!in_bounds2(y, x)) return (FALSE);
4219
4220         /* Access grid */
4221         c_ptr = &cave[y][x];
4222
4223         /* Must be known to the player */
4224         if (c_ptr->info & (CAVE_MARK))
4225         {
4226                 /* Feature code (applying "mimic" field) */
4227                 s16b         feat = get_feat_mimic(c_ptr);
4228                 feature_type *f_ptr = &f_info[feat];
4229
4230                 /* Wall grids are known walls */
4231                 if (!player_can_enter(feat, 0)) return !have_flag(f_ptr->flags, FF_DOOR);
4232
4233                 /* Don't run on a tree unless explicitly requested */
4234                 if (have_flag(f_ptr->flags, FF_AVOID_RUN) && !ignore_avoid_run)
4235                         return TRUE;
4236
4237                 /* Don't run in a wall */
4238                 if (!have_flag(f_ptr->flags, FF_MOVE) && !have_flag(f_ptr->flags, FF_CAN_FLY))
4239                         return !have_flag(f_ptr->flags, FF_DOOR);
4240         }
4241
4242         return FALSE;
4243 }
4244
4245
4246 /*
4247  * Hack -- Check for an "unknown corner" (see below)
4248  */
4249 static int see_nothing(int dir, int y, int x)
4250 {
4251         /* Get the new location */
4252         y += ddy[dir];
4253         x += ddx[dir];
4254
4255         /* Illegal grids are unknown */
4256         if (!in_bounds2(y, x)) return (TRUE);
4257
4258         /* Memorized grids are always known */
4259         if (cave[y][x].info & (CAVE_MARK)) return (FALSE);
4260
4261         /* Viewable door/wall grids are known */
4262         if (player_can_see_bold(y, x)) return (FALSE);
4263
4264         /* Default */
4265         return (TRUE);
4266 }
4267
4268
4269
4270
4271
4272 /*
4273  * The running algorithm:                       -CJS-
4274  *
4275  * In the diagrams below, the player has just arrived in the
4276  * grid marked as '@', and he has just come from a grid marked
4277  * as 'o', and he is about to enter the grid marked as 'x'.
4278  *
4279  * Of course, if the "requested" move was impossible, then you
4280  * will of course be blocked, and will stop.
4281  *
4282  * Overview: You keep moving until something interesting happens.
4283  * If you are in an enclosed space, you follow corners. This is
4284  * the usual corridor scheme. If you are in an open space, you go
4285  * straight, but stop before entering enclosed space. This is
4286  * analogous to reaching doorways. If you have enclosed space on
4287  * one side only (that is, running along side a wall) stop if
4288  * your wall opens out, or your open space closes in. Either case
4289  * corresponds to a doorway.
4290  *
4291  * What happens depends on what you can really SEE. (i.e. if you
4292  * have no light, then running along a dark corridor is JUST like
4293  * running in a dark room.) The algorithm works equally well in
4294  * corridors, rooms, mine tailings, earthquake rubble, etc, etc.
4295  *
4296  * These conditions are kept in static memory:
4297  * find_openarea         You are in the open on at least one
4298  * side.
4299  * find_breakleft        You have a wall on the left, and will
4300  * stop if it opens
4301  * find_breakright       You have a wall on the right, and will
4302  * stop if it opens
4303  *
4304  * To initialize these conditions, we examine the grids adjacent
4305  * to the grid marked 'x', two on each side (marked 'L' and 'R').
4306  * If either one of the two grids on a given side is seen to be
4307  * closed, then that side is considered to be closed. If both
4308  * sides are closed, then it is an enclosed (corridor) run.
4309  *
4310  * LL           L
4311  * @x          LxR
4312  * RR          @R
4313  *
4314  * Looking at more than just the immediate squares is
4315  * significant. Consider the following case. A run along the
4316  * corridor will stop just before entering the center point,
4317  * because a choice is clearly established. Running in any of
4318  * three available directions will be defined as a corridor run.
4319  * Note that a minor hack is inserted to make the angled corridor
4320  * entry (with one side blocked near and the other side blocked
4321  * further away from the runner) work correctly. The runner moves
4322  * diagonally, but then saves the previous direction as being
4323  * straight into the gap. Otherwise, the tail end of the other
4324  * entry would be perceived as an alternative on the next move.
4325  *
4326  * #.#
4327  * ##.##
4328  * .@x..
4329  * ##.##
4330  * #.#
4331  *
4332  * Likewise, a run along a wall, and then into a doorway (two
4333  * runs) will work correctly. A single run rightwards from @ will
4334  * stop at 1. Another run right and down will enter the corridor
4335  * and make the corner, stopping at the 2.
4336  *
4337  * ##################
4338  * o@x       1
4339  * ########### ######
4340  * #2          #
4341  * #############
4342  *
4343  * After any move, the function area_affect is called to
4344  * determine the new surroundings, and the direction of
4345  * subsequent moves. It examines the current player location
4346  * (at which the runner has just arrived) and the previous
4347  * direction (from which the runner is considered to have come).
4348  *
4349  * Moving one square in some direction places you adjacent to
4350  * three or five new squares (for straight and diagonal moves
4351  * respectively) to which you were not previously adjacent,
4352  * marked as '!' in the diagrams below.
4353  *
4354  *   ...!              ...
4355  *   .o@!  (normal)    .o.!  (diagonal)
4356  *   ...!  (east)      ..@!  (south east)
4357  *                      !!!
4358  *
4359  * You STOP if any of the new squares are interesting in any way:
4360  * for example, if they contain visible monsters or treasure.
4361  *
4362  * You STOP if any of the newly adjacent squares seem to be open,
4363  * and you are also looking for a break on that side. (that is,
4364  * find_openarea AND find_break).
4365  *
4366  * You STOP if any of the newly adjacent squares do NOT seem to be
4367  * open and you are in an open area, and that side was previously
4368  * entirely open.
4369  *
4370  * Corners: If you are not in the open (i.e. you are in a corridor)
4371  * and there is only one way to go in the new squares, then turn in
4372  * that direction. If there are more than two new ways to go, STOP.
4373  * If there are two ways to go, and those ways are separated by a
4374  * square which does not seem to be open, then STOP.
4375  *
4376  * Otherwise, we have a potential corner. There are two new open
4377  * squares, which are also adjacent. One of the new squares is
4378  * diagonally located, the other is straight on (as in the diagram).
4379  * We consider two more squares further out (marked below as ?).
4380  *
4381  * We assign "option" to the straight-on grid, and "option2" to the
4382  * diagonal grid, and "check_dir" to the grid marked 's'.
4383  *
4384  * ##s
4385  * @x?
4386  * #.?
4387  *
4388  * If they are both seen to be closed, then it is seen that no benefit
4389  * is gained from moving straight. It is a known corner.  To cut the
4390  * corner, go diagonally, otherwise go straight, but pretend you
4391  * stepped diagonally into that next location for a full view next
4392  * time. Conversely, if one of the ? squares is not seen to be closed,
4393  * then there is a potential choice. We check to see whether it is a
4394  * potential corner or an intersection/room entrance.  If the square
4395  * two spaces straight ahead, and the space marked with 's' are both
4396  * unknown space, then it is a potential corner and enter if
4397  * find_examine is set, otherwise must stop because it is not a
4398  * corner. (find_examine option is removed and always is TRUE.)
4399  */
4400
4401
4402
4403
4404 /*
4405  * Hack -- allow quick "cycling" through the legal directions
4406  */
4407 static byte cycle[] =
4408 { 1, 2, 3, 6, 9, 8, 7, 4, 1, 2, 3, 6, 9, 8, 7, 4, 1 };
4409
4410 /*
4411  * Hack -- map each direction into the "middle" of the "cycle[]" array
4412  */
4413 static byte chome[] =
4414 { 0, 8, 9, 10, 7, 0, 11, 6, 5, 4 };
4415
4416 /*
4417  * The direction we are running
4418  */
4419 static byte find_current;
4420
4421 /*
4422  * The direction we came from
4423  */
4424 static byte find_prevdir;
4425
4426 /*
4427  * We are looking for open area
4428  */
4429 static bool find_openarea;
4430
4431 /*
4432  * We are looking for a break
4433  */
4434 static bool find_breakright;
4435 static bool find_breakleft;
4436
4437
4438
4439 /*
4440  * Initialize the running algorithm for a new direction.
4441  *
4442  * Diagonal Corridor -- allow diaginal entry into corridors.
4443  *
4444  * Blunt Corridor -- If there is a wall two spaces ahead and
4445  * we seem to be in a corridor, then force a turn into the side
4446  * corridor, must be moving straight into a corridor here. ???
4447  *
4448  * Diagonal Corridor    Blunt Corridor (?)
4449  *       # #                  #
4450  *       #x#                 @x#
4451  *       @p.                  p
4452  */
4453 static void run_init(int dir)
4454 {
4455         int             row, col, deepleft, deepright;
4456         int             i, shortleft, shortright;
4457
4458
4459         /* Save the direction */
4460         find_current = dir;
4461
4462         /* Assume running straight */
4463         find_prevdir = dir;
4464
4465         /* Assume looking for open area */
4466         find_openarea = TRUE;
4467
4468         /* Assume not looking for breaks */
4469         find_breakright = find_breakleft = FALSE;
4470
4471         /* Assume no nearby walls */
4472         deepleft = deepright = FALSE;
4473         shortright = shortleft = FALSE;
4474
4475         p_ptr->run_py = py;
4476         p_ptr->run_px = px;
4477
4478         /* Find the destination grid */
4479         row = py + ddy[dir];
4480         col = px + ddx[dir];
4481
4482         ignore_avoid_run = have_flag(f_flags_bold(row, col), FF_AVOID_RUN);
4483
4484         /* Extract cycle index */
4485         i = chome[dir];
4486
4487         /* Check for walls */
4488         if (see_wall(cycle[i+1], py, px))
4489         {
4490                 find_breakleft = TRUE;
4491                 shortleft = TRUE;
4492         }
4493         else if (see_wall(cycle[i+1], row, col))
4494         {
4495                 find_breakleft = TRUE;
4496                 deepleft = TRUE;
4497         }
4498
4499         /* Check for walls */
4500         if (see_wall(cycle[i-1], py, px))
4501         {
4502                 find_breakright = TRUE;
4503                 shortright = TRUE;
4504         }
4505         else if (see_wall(cycle[i-1], row, col))
4506         {
4507                 find_breakright = TRUE;
4508                 deepright = TRUE;
4509         }
4510
4511         /* Looking for a break */
4512         if (find_breakleft && find_breakright)
4513         {
4514                 /* Not looking for open area */
4515                 find_openarea = FALSE;
4516
4517                 /* Hack -- allow angled corridor entry */
4518                 if (dir & 0x01)
4519                 {
4520                         if (deepleft && !deepright)
4521                         {
4522                                 find_prevdir = cycle[i - 1];
4523                         }
4524                         else if (deepright && !deepleft)
4525                         {
4526                                 find_prevdir = cycle[i + 1];
4527                         }
4528                 }
4529
4530                 /* Hack -- allow blunt corridor entry */
4531                 else if (see_wall(cycle[i], row, col))
4532                 {
4533                         if (shortleft && !shortright)
4534                         {
4535                                 find_prevdir = cycle[i - 2];
4536                         }
4537                         else if (shortright && !shortleft)
4538                         {
4539                                 find_prevdir = cycle[i + 2];
4540                         }
4541                 }
4542         }
4543 }
4544
4545
4546 /*
4547  * Update the current "run" path
4548  *
4549  * Return TRUE if the running should be stopped
4550  */
4551 static bool run_test(void)
4552 {
4553         int         prev_dir, new_dir, check_dir = 0;
4554         int         row, col;
4555         int         i, max, inv;
4556         int         option = 0, option2 = 0;
4557         cave_type   *c_ptr;
4558         s16b        feat;
4559         feature_type *f_ptr;
4560
4561         /* Where we came from */
4562         prev_dir = find_prevdir;
4563
4564
4565         /* Range of newly adjacent grids */
4566         max = (prev_dir & 0x01) + 1;
4567
4568         /* break run when leaving trap detected region */
4569         if ((disturb_trap_detect || alert_trap_detect)
4570             && p_ptr->dtrap && !(cave[py][px].info & CAVE_IN_DETECT))
4571         {
4572                 /* No duplicate warning */
4573                 p_ptr->dtrap = FALSE;
4574
4575                 /* You are just on the edge */
4576                 if (!(cave[py][px].info & CAVE_UNSAFE))
4577                 {
4578                         if (alert_trap_detect)
4579                         {
4580 #ifdef JP
4581                                 msg_print("* Ãí°Õ:¤³¤ÎÀè¤Ï¥È¥é¥Ã¥×¤Î´¶ÃÎÈϰϳ°¤Ç¤¹¡ª *");
4582 #else
4583                                 msg_print("*Leaving trap detect region!*");
4584 #endif
4585                         }
4586
4587                         if (disturb_trap_detect)
4588                         {
4589                                 /* Break Run */
4590                                 return(TRUE);
4591                         }
4592                 }
4593         }
4594
4595         /* Look at every newly adjacent square. */
4596         for (i = -max; i <= max; i++)
4597         {
4598                 s16b this_o_idx, next_o_idx = 0;
4599
4600                 /* New direction */
4601                 new_dir = cycle[chome[prev_dir] + i];
4602
4603                 /* New location */
4604                 row = py + ddy[new_dir];
4605                 col = px + ddx[new_dir];
4606
4607                 /* Access grid */
4608                 c_ptr = &cave[row][col];
4609
4610                 /* Feature code (applying "mimic" field) */
4611                 feat = get_feat_mimic(c_ptr);
4612                 f_ptr = &f_info[feat];
4613
4614                 /* Visible monsters abort running */
4615                 if (c_ptr->m_idx)
4616                 {
4617                         monster_type *m_ptr = &m_list[c_ptr->m_idx];
4618
4619                         /* Visible monster */
4620                         if (m_ptr->ml) return (TRUE);
4621                 }
4622
4623                 /* Visible objects abort running */
4624                 for (this_o_idx = c_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
4625                 {
4626                         object_type *o_ptr;
4627
4628                         /* Acquire object */
4629                         o_ptr = &o_list[this_o_idx];
4630
4631                         /* Acquire next object */
4632                         next_o_idx = o_ptr->next_o_idx;
4633
4634                         /* Visible object */
4635                         if (o_ptr->marked) return (TRUE);
4636                 }
4637
4638                 /* Assume unknown */
4639                 inv = TRUE;
4640
4641                 /* Check memorized grids */
4642                 if (c_ptr->info & (CAVE_MARK))
4643                 {
4644                         bool notice = have_flag(f_ptr->flags, FF_NOTICE);
4645
4646                         if (notice && have_flag(f_ptr->flags, FF_MOVE))
4647                         {
4648                                 /* Open doors */
4649                                 if (find_ignore_doors && have_flag(f_ptr->flags, FF_DOOR) && have_flag(f_ptr->flags, FF_CLOSE))
4650                                 {
4651                                         /* Option -- ignore */
4652                                         notice = FALSE;
4653                                 }
4654
4655                                 /* Stairs */
4656                                 else if (find_ignore_stairs && have_flag(f_ptr->flags, FF_STAIRS))
4657                                 {
4658                                         /* Option -- ignore */
4659                                         notice = FALSE;
4660                                 }
4661
4662                                 /* Lava */
4663                                 else if (have_flag(f_ptr->flags, FF_LAVA) && (p_ptr->immune_fire || IS_INVULN()))
4664                                 {
4665                                         /* Ignore */
4666                                         notice = FALSE;
4667                                 }
4668
4669                                 /* Deep water */
4670                                 else if (have_flag(f_ptr->flags, FF_WATER) && have_flag(f_ptr->flags, FF_DEEP) &&
4671                                          (p_ptr->ffall || p_ptr->can_swim ||
4672                                           p_ptr->total_weight <= (((u32b)adj_str_wgt[p_ptr->stat_ind[A_STR]]*(p_ptr->pclass == CLASS_BERSERKER ? 150 : 100)) / 2)))
4673                                 {
4674                                         /* Ignore */
4675                                         notice = FALSE;
4676                                 }
4677                         }
4678
4679                         /* Interesting feature */
4680                         if (notice) return (TRUE);
4681
4682                         /* The grid is "visible" */
4683                         inv = FALSE;
4684                 }
4685
4686                 /* Analyze unknown grids and floors considering mimic */
4687                 if (inv || !see_wall(0, row, col))
4688                 {
4689                         /* Looking for open area */
4690                         if (find_openarea)
4691                         {
4692                                 /* Nothing */
4693                         }
4694
4695                         /* The first new direction. */
4696                         else if (!option)
4697                         {
4698                                 option = new_dir;
4699                         }
4700
4701                         /* Three new directions. Stop running. */
4702                         else if (option2)
4703                         {
4704                                 return (TRUE);
4705                         }
4706
4707                         /* Two non-adjacent new directions.  Stop running. */
4708                         else if (option != cycle[chome[prev_dir] + i - 1])
4709                         {
4710                                 return (TRUE);
4711                         }
4712
4713                         /* Two new (adjacent) directions (case 1) */
4714                         else if (new_dir & 0x01)
4715                         {
4716                                 check_dir = cycle[chome[prev_dir] + i - 2];
4717                                 option2 = new_dir;
4718                         }
4719
4720                         /* Two new (adjacent) directions (case 2) */
4721                         else
4722                         {
4723                                 check_dir = cycle[chome[prev_dir] + i + 1];
4724                                 option2 = option;
4725                                 option = new_dir;
4726                         }
4727                 }
4728
4729                 /* Obstacle, while looking for open area */
4730                 else
4731                 {
4732                         if (find_openarea)
4733                         {
4734                                 if (i < 0)
4735                                 {
4736                                         /* Break to the right */
4737                                         find_breakright = TRUE;
4738                                 }
4739
4740                                 else if (i > 0)
4741                                 {
4742                                         /* Break to the left */
4743                                         find_breakleft = TRUE;
4744                                 }
4745                         }
4746                 }
4747         }
4748
4749         /* Looking for open area */
4750         if (find_openarea)
4751         {
4752                 /* Hack -- look again */
4753                 for (i = -max; i < 0; i++)
4754                 {
4755                         /* Unknown grid or non-wall */
4756                         if (!see_wall(cycle[chome[prev_dir] + i], py, px))
4757                         {
4758                                 /* Looking to break right */
4759                                 if (find_breakright)
4760                                 {
4761                                         return (TRUE);
4762                                 }
4763                         }
4764
4765                         /* Obstacle */
4766                         else
4767                         {
4768                                 /* Looking to break left */
4769                                 if (find_breakleft)
4770                                 {
4771                                         return (TRUE);
4772                                 }
4773                         }
4774                 }
4775
4776                 /* Hack -- look again */
4777                 for (i = max; i > 0; i--)
4778                 {
4779                         /* Unknown grid or non-wall */
4780                         if (!see_wall(cycle[chome[prev_dir] + i], py, px))
4781                         {
4782                                 /* Looking to break left */
4783                                 if (find_breakleft)
4784                                 {
4785                                         return (TRUE);
4786                                 }
4787                         }
4788
4789                         /* Obstacle */
4790                         else
4791                         {
4792                                 /* Looking to break right */
4793                                 if (find_breakright)
4794                                 {
4795                                         return (TRUE);
4796                                 }
4797                         }
4798                 }
4799         }
4800
4801         /* Not looking for open area */
4802         else
4803         {
4804                 /* No options */
4805                 if (!option)
4806                 {
4807                         return (TRUE);
4808                 }
4809
4810                 /* One option */
4811                 else if (!option2)
4812                 {
4813                         /* Primary option */
4814                         find_current = option;
4815
4816                         /* No other options */
4817                         find_prevdir = option;
4818                 }
4819
4820                 /* Two options, examining corners */
4821                 else if (!find_cut)
4822                 {
4823                         /* Primary option */
4824                         find_current = option;
4825
4826                         /* Hack -- allow curving */
4827                         find_prevdir = option2;
4828                 }
4829
4830                 /* Two options, pick one */
4831                 else
4832                 {
4833                         /* Get next location */
4834                         row = py + ddy[option];
4835                         col = px + ddx[option];
4836
4837                         /* Don't see that it is closed off. */
4838                         /* This could be a potential corner or an intersection. */
4839                         if (!see_wall(option, row, col) ||
4840                             !see_wall(check_dir, row, col))
4841                         {
4842                                 /* Can not see anything ahead and in the direction we */
4843                                 /* are turning, assume that it is a potential corner. */
4844                                 if (see_nothing(option, row, col) &&
4845                                     see_nothing(option2, row, col))
4846                                 {
4847                                         find_current = option;
4848                                         find_prevdir = option2;
4849                                 }
4850
4851                                 /* STOP: we are next to an intersection or a room */
4852                                 else
4853                                 {
4854                                         return (TRUE);
4855                                 }
4856                         }
4857
4858                         /* This corner is seen to be enclosed; we cut the corner. */
4859                         else if (find_cut)
4860                         {
4861                                 find_current = option2;
4862                                 find_prevdir = option2;
4863                         }
4864
4865                         /* This corner is seen to be enclosed, and we */
4866                         /* deliberately go the long way. */
4867                         else
4868                         {
4869                                 find_current = option;
4870                                 find_prevdir = option2;
4871                         }
4872                 }
4873         }
4874
4875         /* About to hit a known wall, stop */
4876         if (see_wall(find_current, py, px))
4877         {
4878                 return (TRUE);
4879         }
4880
4881         /* Failure */
4882         return (FALSE);
4883 }
4884
4885
4886
4887 /*
4888  * Take one step along the current "run" path
4889  */
4890 void run_step(int dir)
4891 {
4892         /* Start running */
4893         if (dir)
4894         {
4895                 /* Ignore AVOID_RUN on a first step */
4896                 ignore_avoid_run = TRUE;
4897
4898                 /* Hack -- do not start silly run */
4899                 if (see_wall(dir, py, px))
4900                 {
4901                         /* Message */
4902 #ifdef JP
4903                         msg_print("¤½¤ÎÊý¸þ¤Ë¤ÏÁö¤ì¤Þ¤»¤ó¡£");
4904 #else
4905                         msg_print("You cannot run in that direction.");
4906 #endif
4907
4908                         /* Disturb */
4909                         disturb(0, 0);
4910
4911                         /* Done */
4912                         return;
4913                 }
4914
4915                 /* Initialize */
4916                 run_init(dir);
4917         }
4918
4919         /* Keep running */
4920         else
4921         {
4922                 /* Update run */
4923                 if (run_test())
4924                 {
4925                         /* Disturb */
4926                         disturb(0, 0);
4927
4928                         /* Done */
4929                         return;
4930                 }
4931         }
4932
4933         /* Decrease the run counter */
4934         if (--running <= 0) return;
4935
4936         /* Take time */
4937         energy_use = 100;
4938
4939         /* Move the player, using the "pickup" flag */
4940 #ifdef ALLOW_EASY_DISARM /* TNB */
4941
4942         move_player(find_current, FALSE, FALSE);
4943
4944 #else /* ALLOW_EASY_DISARM -- TNB */
4945
4946         move_player(find_current, always_pickup, FALSE);
4947
4948 #endif /* ALLOW_EASY_DISARM -- TNB */
4949
4950         if (player_bold(p_ptr->run_py, p_ptr->run_px))
4951         {
4952                 p_ptr->run_py = 0;
4953                 p_ptr->run_px = 0;
4954                 disturb(0, 0);
4955         }
4956 }