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Add new option -- show_ammo_detail / show_ammo_no_crit
[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         /* Snipers with high-concentration reduce instant miss percentage.*/
29         k += p_ptr->concent;
30         
31         /* Hack -- Instant miss or hit */
32         if (k < 10) return (k < 5);
33
34         if (p_ptr->pseikaku == SEIKAKU_NAMAKE)
35                 if (one_in_(20)) return (FALSE);
36
37         /* Never hit */
38         if (chance <= 0) return (FALSE);
39
40         /* Invisible monsters are harder to hit */
41         if (!vis) chance = (chance + 1) / 2;
42
43         /* Power competes against armor */
44         if (randint0(chance) < (ac * 3 / 4)) return (FALSE);
45
46         /* Assume hit */
47         return (TRUE);
48 }
49
50
51
52 /*
53  * Determine if the player "hits" a monster (normal combat).
54  *
55  * Note -- Always miss 5%, always hit 5%, otherwise random.
56  */
57 bool test_hit_norm(int chance, int ac, int vis)
58 {
59         int k;
60
61         /* Percentile dice */
62         k = randint0(100);
63
64         /* Hack -- Instant miss or hit */
65         if (k < 10) return (k < 5);
66
67         if (p_ptr->pseikaku == SEIKAKU_NAMAKE)
68                 if (one_in_(20)) return (FALSE);
69
70         /* Wimpy attack never hits */
71         if (chance <= 0) return (FALSE);
72
73         /* Penalize invisible targets */
74         if (!vis) chance = (chance + 1) / 2;
75
76         /* Power must defeat armor */
77         if (randint0(chance) < (ac * 3 / 4)) return (FALSE);
78
79         /* Assume hit */
80         return (TRUE);
81 }
82
83
84
85 /*
86  * Critical hits (from objects thrown by player)
87  * Factor in item weight, total plusses, and player level.
88  */
89 s16b critical_shot(int weight, int plus_ammo, int plus_bow, int dam)
90 {
91         int i, k;
92         
93         /* Extract "shot" power */
94         i = p_ptr->to_h_b * 4 + plus_ammo + (p_ptr->lev * 2);
95         
96         /* Snipers can shot more critically with crossbows */
97         if (p_ptr->concent) i += ((i * p_ptr->concent) / 5);
98         if ((p_ptr->pclass == CLASS_SNIPER) && (p_ptr->tval_ammo == TV_BOLT)) i *= 2;
99         
100         /* Good bow makes more critical */
101         i += MAX(0, plus_bow - 15) * 4 * (p_ptr->concent ? p_ptr->concent + 5 : 5);
102         
103         /* Critical hit */
104         if (randint1(5000) <= i)
105         {
106                 k = weight * randint1(500);
107
108                 if (k < 900)
109                 {
110 #ifdef JP
111                         msg_print("¼ê¤´¤¿¤¨¤¬¤¢¤Ã¤¿¡ª");
112 #else
113                         msg_print("It was a good hit!");
114 #endif
115
116                         dam += (dam / 2);
117                 }
118                 else if (k < 1350)
119                 {
120 #ifdef JP
121                         msg_print("¤«¤Ê¤ê¤Î¼ê¤´¤¿¤¨¤¬¤¢¤Ã¤¿¡ª");
122 #else
123                         msg_print("It was a great hit!");
124 #endif
125
126                         dam *= 2;
127                 }
128                 else
129                 {
130 #ifdef JP
131                         msg_print("²ñ¿´¤Î°ì·â¤À¡ª");
132 #else
133                         msg_print("It was a superb hit!");
134 #endif
135
136                         dam *= 3;
137                 }
138         }
139
140         return (dam);
141 }
142
143
144
145 /*
146  * Critical hits (by player)
147  *
148  * Factor in weapon weight, total plusses, player level.
149  */
150 s16b critical_norm(int weight, int plus, int dam, s16b meichuu, int mode)
151 {
152         int i, k;
153
154         /* Extract "blow" power */
155         i = (weight + (meichuu * 3 + plus * 5) + (p_ptr->lev * 3));
156
157         /* Chance */
158         if ((randint1((p_ptr->pclass == CLASS_NINJA) ? 4444 : 5000) <= i) || (mode == HISSATSU_MAJIN) || (mode == HISSATSU_3DAN))
159         {
160                 k = weight + randint1(650);
161                 if ((mode == HISSATSU_MAJIN) || (mode == HISSATSU_3DAN)) k+= randint1(650);
162
163                 if (k < 400)
164                 {
165 #ifdef JP
166                         msg_print("¼ê¤´¤¿¤¨¤¬¤¢¤Ã¤¿¡ª");
167 #else
168                         msg_print("It was a good hit!");
169 #endif
170
171                         dam = 2 * dam + 5;
172                 }
173                 else if (k < 700)
174                 {
175 #ifdef JP
176                         msg_print("¤«¤Ê¤ê¤Î¼ê¤´¤¿¤¨¤¬¤¢¤Ã¤¿¡ª");
177 #else
178                         msg_print("It was a great hit!");
179 #endif
180
181                         dam = 2 * dam + 10;
182                 }
183                 else if (k < 900)
184                 {
185 #ifdef JP
186                         msg_print("²ñ¿´¤Î°ì·â¤À¡ª");
187 #else
188                         msg_print("It was a superb hit!");
189 #endif
190
191                         dam = 3 * dam + 15;
192                 }
193                 else if (k < 1300)
194                 {
195 #ifdef JP
196                         msg_print("ºÇ¹â¤Î²ñ¿´¤Î°ì·â¤À¡ª");
197 #else
198                         msg_print("It was a *GREAT* hit!");
199 #endif
200
201                         dam = 3 * dam + 20;
202                 }
203                 else
204                 {
205 #ifdef JP
206                         msg_print("ÈæÎà¤Ê¤­ºÇ¹â¤Î²ñ¿´¤Î°ì·â¤À¡ª");
207 #else
208                         msg_print("It was a *SUPERB* hit!");
209 #endif
210
211                         dam = ((7 * dam) / 2) + 25;
212                 }
213         }
214
215         return (dam);
216 }
217
218
219
220 static int mult_slaying(int mult, const u32b* flgs, const monster_type* m_ptr)
221 {
222         static const struct slay_table_t {
223                 int slay_flag;
224                 u32b affect_race_flag;
225                 int slay_mult;
226                 size_t flag_offset;
227                 size_t r_flag_offset;
228         } slay_table[] = {
229 #define OFFSET(X) offsetof(monster_race, X)
230                 {TR_SLAY_ANIMAL, RF3_ANIMAL, 25, OFFSET(flags3), OFFSET(r_flags3)},
231                 {TR_KILL_ANIMAL, RF3_ANIMAL, 40, OFFSET(flags3), OFFSET(r_flags3)},
232                 {TR_SLAY_EVIL,   RF3_EVIL,   20, OFFSET(flags3), OFFSET(r_flags3)},
233                 {TR_KILL_EVIL,   RF3_EVIL,   35, OFFSET(flags3), OFFSET(r_flags3)},
234                 {TR_SLAY_GOOD,   RF3_GOOD,   20, OFFSET(flags3), OFFSET(r_flags3)},
235                 {TR_KILL_GOOD,   RF3_GOOD,   35, OFFSET(flags3), OFFSET(r_flags3)},
236                 {TR_SLAY_HUMAN,  RF2_HUMAN,  25, OFFSET(flags2), OFFSET(r_flags2)},
237                 {TR_KILL_HUMAN,  RF2_HUMAN,  40, OFFSET(flags2), OFFSET(r_flags2)},
238                 {TR_SLAY_UNDEAD, RF3_UNDEAD, 30, OFFSET(flags3), OFFSET(r_flags3)},
239                 {TR_KILL_UNDEAD, RF3_UNDEAD, 50, OFFSET(flags3), OFFSET(r_flags3)},
240                 {TR_SLAY_DEMON,  RF3_DEMON,  30, OFFSET(flags3), OFFSET(r_flags3)},
241                 {TR_KILL_DEMON,  RF3_DEMON,  50, OFFSET(flags3), OFFSET(r_flags3)},
242                 {TR_SLAY_ORC,    RF3_ORC,    30, OFFSET(flags3), OFFSET(r_flags3)},
243                 {TR_KILL_ORC,    RF3_ORC,    50, OFFSET(flags3), OFFSET(r_flags3)},
244                 {TR_SLAY_TROLL,  RF3_TROLL,  30, OFFSET(flags3), OFFSET(r_flags3)},
245                 {TR_KILL_TROLL,  RF3_TROLL,  50, OFFSET(flags3), OFFSET(r_flags3)},
246                 {TR_SLAY_GIANT,  RF3_GIANT,  30, OFFSET(flags3), OFFSET(r_flags3)},
247                 {TR_KILL_GIANT,  RF3_GIANT,  50, OFFSET(flags3), OFFSET(r_flags3)},
248                 {TR_SLAY_DRAGON, RF3_DRAGON, 30, OFFSET(flags3), OFFSET(r_flags3)},
249                 {TR_KILL_DRAGON, RF3_DRAGON, 50, OFFSET(flags3), OFFSET(r_flags3)},
250 #undef OFFSET
251         };
252         int i;
253         monster_race* r_ptr = &r_info[m_ptr->r_idx];
254
255         for (i = 0; i < sizeof(slay_table) / sizeof(slay_table[0]); ++ i)
256         {
257                 const struct slay_table_t* p = &slay_table[i];
258
259                 if ((have_flag(flgs, p->slay_flag)) &&
260                     (atoffset(u32b, r_ptr, p->flag_offset) & p->affect_race_flag))
261                 {
262                         if (is_original_ap_and_seen(m_ptr))
263                         {
264                                 atoffset(u32b, r_ptr, p->r_flag_offset) |= p->affect_race_flag;
265                         }
266
267                         mult = MAX(mult, p->slay_mult);
268                 }
269         }
270
271         return mult;
272 }
273
274 static int mult_brand(int mult, const u32b* flgs, const monster_type* m_ptr)
275 {
276         static const struct brand_table_t {
277                 int brand_flag;
278                 u32b resist_mask;
279                 u32b hurt_flag;
280         } brand_table[] = {
281                 {TR_BRAND_ACID, RFR_EFF_IM_ACID_MASK, 0U           },
282                 {TR_BRAND_ELEC, RFR_EFF_IM_ELEC_MASK, 0U           },
283                 {TR_BRAND_FIRE, RFR_EFF_IM_FIRE_MASK, RF3_HURT_FIRE},
284                 {TR_BRAND_COLD, RFR_EFF_IM_COLD_MASK, RF3_HURT_COLD},
285                 {TR_BRAND_POIS, RFR_EFF_IM_POIS_MASK, 0U           },
286         };
287         int i;
288         monster_race* r_ptr = &r_info[m_ptr->r_idx];
289
290         for (i = 0; i < sizeof(brand_table) / sizeof(brand_table[0]); ++ i)
291         {
292                 const struct brand_table_t* p = &brand_table[i];
293
294                 if (have_flag(flgs, p->brand_flag))
295                 {
296                         /* Notice immunity */
297                         if (r_ptr->flagsr & p->resist_mask)
298                         {
299                                 if (is_original_ap_and_seen(m_ptr))
300                                 {
301                                         r_ptr->r_flagsr |= (r_ptr->flagsr & p->resist_mask);
302                                 }
303                         }
304
305                         /* Otherwise, take the damage */
306                         else if (r_ptr->flags3 & p->hurt_flag)
307                         {
308                                 if (is_original_ap_and_seen(m_ptr))
309                                 {
310                                         r_ptr->r_flags3 |= p->hurt_flag;
311                                 }
312
313                                 mult = MAX(mult, 50);
314                         }
315                         else
316                         {
317                                 mult = MAX(mult, 25);
318                         }
319                 }
320         }
321
322         return mult;
323 }
324 /*
325  * Extract the "total damage" from a given object hitting a given monster.
326  *
327  * Note that "flasks of oil" do NOT do fire damage, although they
328  * certainly could be made to do so.  XXX XXX
329  *
330  * Note that most brands and slays are x3, except Slay Animal (x2),
331  * Slay Evil (x2), and Kill dragon (x5).
332  */
333 s16b tot_dam_aux(object_type *o_ptr, int tdam, monster_type *m_ptr, int mode, bool thrown)
334 {
335         int mult = 10;
336
337         u32b flgs[TR_FLAG_SIZE];
338
339         /* Extract the flags */
340         object_flags(o_ptr, flgs);
341         torch_flags(o_ptr, flgs); /* torches has secret flags */
342
343         if (!thrown)
344         {
345                 /* Magical Swords */
346                 if (p_ptr->special_attack & (ATTACK_ACID)) add_flag(flgs, TR_BRAND_ACID);
347                 if (p_ptr->special_attack & (ATTACK_COLD)) add_flag(flgs, TR_BRAND_COLD);
348                 if (p_ptr->special_attack & (ATTACK_ELEC)) add_flag(flgs, TR_BRAND_ELEC);
349                 if (p_ptr->special_attack & (ATTACK_FIRE)) add_flag(flgs, TR_BRAND_FIRE);
350                 if (p_ptr->special_attack & (ATTACK_POIS)) add_flag(flgs, TR_BRAND_POIS);
351         }
352
353         /* Hex - Slay Good (Runesword) */
354         if (hex_spelling(HEX_RUNESWORD)) add_flag(flgs, TR_SLAY_GOOD);
355
356         /* Some "weapons" and "ammo" do extra damage */
357         switch (o_ptr->tval)
358         {
359                 case TV_SHOT:
360                 case TV_ARROW:
361                 case TV_BOLT:
362                 case TV_HAFTED:
363                 case TV_POLEARM:
364                 case TV_SWORD:
365                 case TV_DIGGING:
366                 case TV_LITE:
367                 {
368                         /* Slaying */
369                         mult = mult_slaying(mult, flgs, m_ptr);
370
371                         /* Elemental Brand */
372                         mult = mult_brand(mult, flgs, m_ptr);
373
374                         /* Hissatsu */
375                         if (p_ptr->pclass == CLASS_SAMURAI)
376                         {
377                                 mult = mult_hissatsu(mult, flgs, m_ptr, mode);
378                         }
379
380                         /* Force Weapon */
381                         if ((p_ptr->pclass != CLASS_SAMURAI) && (have_flag(flgs, TR_FORCE_WEAPON)) && (p_ptr->csp > (o_ptr->dd * o_ptr->ds / 5)))
382                         {
383                                 p_ptr->csp -= (1+(o_ptr->dd * o_ptr->ds / 5));
384                                 p_ptr->redraw |= (PR_MANA);
385                                 mult = mult * 3 / 2 + 20;
386                         }
387
388                         /* Hack -- The Nothung cause special damage to Fafner */
389                         if ((o_ptr->name1 == ART_NOTHUNG) && (m_ptr->r_idx == MON_FAFNER))
390                                 mult = 150;
391                         break;
392                 }
393         }
394         if (mult > 150) mult = 150;
395
396         /* Return the total damage */
397         return (tdam * mult / 10);
398 }
399
400
401 /*
402  * Search for hidden things
403  */
404 static void discover_hidden_things(int y, int x)
405 {
406         s16b this_o_idx, next_o_idx = 0;
407
408         cave_type *c_ptr;
409
410         /* Access the grid */
411         c_ptr = &cave[y][x];
412
413         /* Invisible trap */
414         if (c_ptr->mimic && is_trap(c_ptr->feat))
415         {
416                 /* Pick a trap */
417                 disclose_grid(y, x);
418
419                 /* Message */
420                 msg_print(_("¥È¥é¥Ã¥×¤òȯ¸«¤·¤¿¡£", "You have found a trap."));
421
422                 /* Disturb */
423                 disturb(0, 1);
424         }
425
426         /* Secret door */
427         if (is_hidden_door(c_ptr))
428         {
429                 /* Message */
430                 msg_print(_("±£¤·¥É¥¢¤òȯ¸«¤·¤¿¡£", "You have found a secret door."));
431
432                 /* Disclose */
433                 disclose_grid(y, x);
434
435                 /* Disturb */
436                 disturb(0, 0);
437         }
438
439         /* Scan all objects in the grid */
440         for (this_o_idx = c_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
441         {
442                 object_type *o_ptr;
443
444                 /* Acquire object */
445                 o_ptr = &o_list[this_o_idx];
446
447                 /* Acquire next object */
448                 next_o_idx = o_ptr->next_o_idx;
449
450                 /* Skip non-chests */
451                 if (o_ptr->tval != TV_CHEST) continue;
452
453                 /* Skip non-trapped chests */
454                 if (!chest_traps[o_ptr->pval]) continue;
455
456                 /* Identify once */
457                 if (!object_is_known(o_ptr))
458                 {
459                         /* Message */
460                         msg_print(_("È¢¤Ë»Å³Ý¤±¤é¤ì¤¿¥È¥é¥Ã¥×¤òȯ¸«¤·¤¿¡ª", "You have discovered a trap on the chest!"));
461
462                         /* Know the trap */
463                         object_known(o_ptr);
464
465                         /* Notice it */
466                         disturb(0, 0);
467                 }
468         }
469 }
470
471 void search(void)
472 {
473         int i, chance;
474
475         /* Start with base search ability */
476         chance = p_ptr->skill_srh;
477
478         /* Penalize various conditions */
479         if (p_ptr->blind || no_lite()) chance = chance / 10;
480         if (p_ptr->confused || p_ptr->image) chance = chance / 10;
481
482         /* Search the nearby grids, which are always in bounds */
483         for (i = 0; i < 9; ++ i)
484         {
485                 /* Sometimes, notice things */
486                 if (randint0(100) < chance)
487                 {
488                         discover_hidden_things(py + ddy_ddd[i], px + ddx_ddd[i]);
489                 }
490         }
491 }
492
493
494 /*
495  * Helper routine for py_pickup() and py_pickup_floor().
496  *
497  * Add the given dungeon object to the character's inventory.
498  *
499  * Delete the object afterwards.
500  */
501 void py_pickup_aux(int o_idx)
502 {
503         int slot;
504
505 #ifdef JP
506 /*
507  * ¥¢¥¤¥Æ¥à¤ò½¦¤Ã¤¿ºÝ¤Ë¡Ö£²¤Ä¤Î¥±¡¼¥­¤ò»ý¤Ã¤Æ¤¤¤ë¡×
508  * "You have two cakes." ¤È¥¢¥¤¥Æ¥à¤ò½¦¤Ã¤¿¸å¤Î¹ç·×¤Î¤ß¤Îɽ¼¨¤¬¥ª¥ê¥¸¥Ê¥ë
509  * ¤À¤¬¡¢°ãÏ´¶¤¬
510  * ¤¢¤ë¤È¤¤¤¦»ØŦ¤ò¤¦¤±¤¿¤Î¤Ç¡¢¡Ö¡Á¤ò½¦¤Ã¤¿¡¢¡Á¤ò»ý¤Ã¤Æ¤¤¤ë¡×¤È¤¤¤¦É½¼¨
511  * ¤Ë¤«¤¨¤Æ¤¢¤ë¡£¤½¤Î¤¿¤á¤ÎÇÛÎó¡£
512  */
513         char o_name[MAX_NLEN];
514         char old_name[MAX_NLEN];
515         char kazu_str[80];
516         int hirottakazu;
517 #else
518         char o_name[MAX_NLEN];
519 #endif
520
521         object_type *o_ptr;
522
523         o_ptr = &o_list[o_idx];
524
525 #ifdef JP
526         /* Describe the object */
527         object_desc(old_name, o_ptr, OD_NAME_ONLY);
528         object_desc_kosuu(kazu_str, o_ptr);
529         hirottakazu = o_ptr->number;
530 #endif
531         /* Carry the object */
532         slot = inven_carry(o_ptr);
533
534         /* Get the object again */
535         o_ptr = &inventory[slot];
536
537         /* Delete the object */
538         delete_object_idx(o_idx);
539
540         if (p_ptr->pseikaku == SEIKAKU_MUNCHKIN)
541         {
542                 bool old_known = identify_item(o_ptr);
543
544                 /* Auto-inscription/destroy */
545                 autopick_alter_item(slot, (bool)(destroy_identify && !old_known));
546
547                 /* If it is destroyed, don't pick it up */
548                 if (o_ptr->marked & OM_AUTODESTROY) return;
549         }
550
551         /* Describe the object */
552         object_desc(o_name, o_ptr, 0);
553
554         /* Message */
555 #ifdef JP
556         if ((o_ptr->name1 == ART_CRIMSON) && (p_ptr->pseikaku == SEIKAKU_COMBAT))
557         {
558                 msg_format("¤³¤¦¤·¤Æ¡¢%s¤Ï¡Ø¥¯¥ê¥à¥¾¥ó¡Ù¤ò¼ê¤ËÆþ¤ì¤¿¡£", player_name);
559                 msg_print("¤·¤«¤·º£¡¢¡Øº®Æ٤Υµ¡¼¥Ú¥ó¥È¡Ù¤ÎÊü¤Ã¤¿¥â¥ó¥¹¥¿¡¼¤¬¡¢");
560                 msg_format("%s¤Ë½±¤¤¤«¤«¤ë¡¥¡¥¡¥", player_name);
561         }
562         else
563         {
564                 if (plain_pickup)
565                 {
566                         msg_format("%s(%c)¤ò»ý¤Ã¤Æ¤¤¤ë¡£",o_name, index_to_label(slot));
567                 }
568                 else
569                 {
570                         if (o_ptr->number > hirottakazu) {
571                             msg_format("%s½¦¤Ã¤Æ¡¢%s(%c)¤ò»ý¤Ã¤Æ¤¤¤ë¡£",
572                                kazu_str, o_name, index_to_label(slot));
573                         } else {
574                                 msg_format("%s(%c)¤ò½¦¤Ã¤¿¡£", o_name, index_to_label(slot));
575                         }
576                 }
577         }
578         strcpy(record_o_name, old_name);
579 #else
580         msg_format("You have %s (%c).", o_name, index_to_label(slot));
581         strcpy(record_o_name, o_name);
582 #endif
583         record_turn = turn;
584
585
586         check_find_art_quest_completion(o_ptr);
587 }
588
589
590 /*
591  * Player "wants" to pick up an object or gold.
592  * Note that we ONLY handle things that can be picked up.
593  * See "move_player()" for handling of other things.
594  */
595 void carry(bool pickup)
596 {
597         cave_type *c_ptr = &cave[py][px];
598
599         s16b this_o_idx, next_o_idx = 0;
600
601         char    o_name[MAX_NLEN];
602
603         /* Recenter the map around the player */
604         verify_panel();
605
606         /* Update stuff */
607         p_ptr->update |= (PU_MONSTERS);
608
609         /* Redraw map */
610         p_ptr->redraw |= (PR_MAP);
611
612         /* Window stuff */
613         p_ptr->window |= (PW_OVERHEAD);
614
615         /* Handle stuff */
616         handle_stuff();
617
618         /* Automatically pickup/destroy/inscribe items */
619         autopick_pickup_items(c_ptr);
620
621
622 #ifdef ALLOW_EASY_FLOOR
623
624         if (easy_floor)
625         {
626                 py_pickup_floor(pickup);
627                 return;
628         }
629
630 #endif /* ALLOW_EASY_FLOOR */
631
632         /* Scan the pile of objects */
633         for (this_o_idx = c_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
634         {
635                 object_type *o_ptr;
636
637                 /* Acquire object */
638                 o_ptr = &o_list[this_o_idx];
639
640 #ifdef ALLOW_EASY_SENSE /* TNB */
641
642                 /* Option: Make item sensing easy */
643                 if (easy_sense)
644                 {
645                         /* Sense the object */
646                         (void)sense_object(o_ptr);
647                 }
648
649 #endif /* ALLOW_EASY_SENSE -- TNB */
650
651                 /* Describe the object */
652                 object_desc(o_name, o_ptr, 0);
653
654                 /* Acquire next object */
655                 next_o_idx = o_ptr->next_o_idx;
656
657                 /* Hack -- disturb */
658                 disturb(0, 0);
659
660                 /* Pick up gold */
661                 if (o_ptr->tval == TV_GOLD)
662                 {
663                         int value = (long)o_ptr->pval;
664
665                         /* Delete the gold */
666                         delete_object_idx(this_o_idx);
667
668                         /* Message */
669 #ifdef JP
670                 msg_format(" $%ld ¤Î²ÁÃͤ¬¤¢¤ë%s¤ò¸«¤Ä¤±¤¿¡£",
671                            (long)value, o_name);
672 #else
673                         msg_format("You collect %ld gold pieces worth of %s.",
674                                    (long)value, o_name);
675 #endif
676
677
678                         sound(SOUND_SELL);
679
680                         /* Collect the gold */
681                         p_ptr->au += value;
682
683                         /* Redraw gold */
684                         p_ptr->redraw |= (PR_GOLD);
685
686                         /* Window stuff */
687                         p_ptr->window |= (PW_PLAYER);
688                 }
689
690                 /* Pick up objects */
691                 else
692                 {
693                         /* Hack - some objects were handled in autopick_pickup_items(). */
694                         if (o_ptr->marked & OM_NOMSG)
695                         {
696                                 /* Clear the flag. */
697                                 o_ptr->marked &= ~OM_NOMSG;
698                         }
699                         /* Describe the object */
700                         else if (!pickup)
701                         {
702 #ifdef JP
703                                 msg_format("%s¤¬¤¢¤ë¡£", o_name);
704 #else
705                                 msg_format("You see %s.", o_name);
706 #endif
707
708                         }
709
710                         /* Note that the pack is too full */
711                         else if (!inven_carry_okay(o_ptr))
712                         {
713 #ifdef JP
714                                 msg_format("¥¶¥Ã¥¯¤Ë¤Ï%s¤òÆþ¤ì¤ë·ä´Ö¤¬¤Ê¤¤¡£", o_name);
715 #else
716                                 msg_format("You have no room for %s.", o_name);
717 #endif
718
719                         }
720
721                         /* Pick up the item (if requested and allowed) */
722                         else
723                         {
724                                 int okay = TRUE;
725
726                                 /* Hack -- query every item */
727                                 if (carry_query_flag)
728                                 {
729                                         char out_val[MAX_NLEN+20];
730 #ifdef JP
731                                         sprintf(out_val, "%s¤ò½¦¤¤¤Þ¤¹¤«? ", o_name);
732 #else
733                                         sprintf(out_val, "Pick up %s? ", o_name);
734 #endif
735
736                                         okay = get_check(out_val);
737                                 }
738
739                                 /* Attempt to pick up an object. */
740                                 if (okay)
741                                 {
742                                         /* Pick up the object */
743                                         py_pickup_aux(this_o_idx);
744                                 }
745                         }
746                 }
747         }
748 }
749
750
751 /*
752  * Determine if a trap affects the player.
753  * Always miss 5% of the time, Always hit 5% of the time.
754  * Otherwise, match trap power against player armor.
755  */
756 static int check_hit(int power)
757 {
758         int k, ac;
759
760         /* Percentile dice */
761         k = randint0(100);
762
763         /* Hack -- 5% hit, 5% miss */
764         if (k < 10) return (k < 5);
765
766         if (p_ptr->pseikaku == SEIKAKU_NAMAKE)
767                 if (one_in_(20)) return (TRUE);
768
769         /* Paranoia -- No power */
770         if (power <= 0) return (FALSE);
771
772         /* Total armor */
773         ac = p_ptr->ac + p_ptr->to_a;
774
775         /* Power competes against Armor */
776         if (randint1(power) > ((ac * 3) / 4)) return (TRUE);
777
778         /* Assume miss */
779         return (FALSE);
780 }
781
782
783
784 static void hit_trap_pit(int trap_feat_type)
785 {
786         int dam;
787         cptr trap_name = "";
788         cptr spike_name = "";
789
790         switch (trap_feat_type)
791         {
792         case TRAP_PIT:
793                 trap_name = _("Íî¤È¤··ê", "a pit trap");
794                 break;
795         case TRAP_SPIKED_PIT:
796                 trap_name = _("¥¹¥Ñ¥¤¥¯¤¬Éߤ«¤ì¤¿Íî¤È¤··ê", "a spiked pit");
797                 spike_name = _("¥¹¥Ñ¥¤¥¯", "spikes");
798                 break;
799         case TRAP_POISON_PIT:
800                 trap_name = _("¥¹¥Ñ¥¤¥¯¤¬Éߤ«¤ì¤¿Íî¤È¤··ê", "a spiked pit");
801                 spike_name = _("ÆǤòÅɤé¤ì¤¿¥¹¥Ñ¥¤¥¯", "poisonous spikes");
802                 break;
803         default:
804                 return;
805         }
806
807         if (p_ptr->levitation)
808         {
809                 msg_format(_("%s¤òÈô¤Ó±Û¤¨¤¿¡£", "You fly over %s."), trap_name);
810                 return;
811         }
812
813         msg_format(_("%s¤ËÍî¤Á¤Æ¤·¤Þ¤Ã¤¿¡ª", "You have fallen into %s!"), trap_name);
814
815         /* Base damage */
816         dam = damroll(2, 6);
817
818         /* Extra spike damage */
819         if ((trap_feat_type == TRAP_SPIKED_PIT || trap_feat_type == TRAP_POISON_PIT) &&
820             one_in_(2))
821         {
822                 msg_format(_("%s¤¬»É¤µ¤Ã¤¿¡ª", "You are impaled on %s!"), spike_name);
823
824                 dam = dam * 2;
825                 (void)set_cut(p_ptr->cut + randint1(dam));
826
827                 if (trap_feat_type == TRAP_POISON_PIT) {
828                         if (p_ptr->resist_pois || IS_OPPOSE_POIS())
829                         {
830                                 msg_print(_("¤·¤«¤·ÆǤαƶÁ¤Ï¤Ê¤«¤Ã¤¿¡ª", "The poison does not affect you!"));
831                         }
832                         else
833                         {
834                                 dam = dam * 2;
835                                 (void)set_poisoned(p_ptr->poisoned + randint1(dam));
836                         }
837                 }
838         }
839
840         /* Take the damage */
841         take_hit(DAMAGE_NOESCAPE, dam, trap_name, -1);
842 }
843
844 static bool hit_trap_dart(void)
845 {
846         bool hit = FALSE;
847
848         if (check_hit(125))
849         {
850                 msg_print(_("¾®¤µ¤Ê¥À¡¼¥Ä¤¬Èô¤ó¤Ç¤­¤Æ»É¤µ¤Ã¤¿¡ª", "A small dart hits you!"));
851
852                 take_hit(DAMAGE_ATTACK, damroll(1, 4), _("¥À¡¼¥Ä¤Îæ«", "a dart trap"), -1);
853
854                 if (!CHECK_MULTISHADOW()) hit = TRUE;
855         }
856         else
857         {
858                 msg_print(_("¾®¤µ¤Ê¥À¡¼¥Ä¤¬Èô¤ó¤Ç¤­¤¿¡ª¤¬¡¢±¿Îɤ¯Åö¤¿¤é¤Ê¤«¤Ã¤¿¡£", "A small dart barely misses you."));
859         }
860
861         return hit;
862 }
863
864 static void hit_trap_lose_stat(int stat)
865 {
866         if (hit_trap_dart())
867         {
868                 do_dec_stat(stat);
869         }
870 }
871
872 static void hit_trap_slow(void)
873 {
874         if (hit_trap_dart())
875         {
876                 set_slow(p_ptr->slow + randint0(20) + 20, FALSE);
877         }
878 }
879
880 static void hit_trap_set_abnormal_status(cptr trap_message, bool resist, bool (*set_status)(int turn), int turn)
881 {
882         msg_print(trap_message);
883
884         if (!resist)
885         {
886                 set_status(turn);
887         }
888 }
889
890 /*
891  * Handle player hitting a real trap
892  */
893 static void hit_trap(bool break_trap)
894 {
895         int i, num, dam;
896         int x = px, y = py;
897
898         /* Get the cave grid */
899         cave_type *c_ptr = &cave[y][x];
900         feature_type *f_ptr = &f_info[c_ptr->feat];
901         int trap_feat_type = have_flag(f_ptr->flags, FF_TRAP) ? f_ptr->subtype : NOT_TRAP;
902
903 #ifdef JP
904         cptr name = "¥È¥é¥Ã¥×";
905 #else
906         cptr name = "a trap";
907 #endif
908
909         /* Disturb the player */
910         disturb(0, 1);
911
912         cave_alter_feat(y, x, FF_HIT_TRAP);
913
914         /* Analyze XXX XXX XXX */
915         switch (trap_feat_type)
916         {
917                 case TRAP_TRAPDOOR:
918                 {
919                         if (p_ptr->levitation)
920                         {
921 #ifdef JP
922                                 msg_print("Íî¤È¤·¸Í¤òÈô¤Ó±Û¤¨¤¿¡£");
923 #else
924                                 msg_print("You fly over a trap door.");
925 #endif
926
927                         }
928                         else
929                         {
930 #ifdef JP
931                                 msg_print("Íî¤È¤·¸Í¤ËÍî¤Á¤¿¡ª");
932                                 if ((p_ptr->pseikaku == SEIKAKU_COMBAT) || (inventory[INVEN_BOW].name1 == ART_CRIMSON))
933                                         msg_print("¤¯¤Ã¤½¡Á¡ª");
934 #else
935                                 msg_print("You have fallen through a trap door!");
936 #endif
937
938                                 sound(SOUND_FALL);
939                                 dam = damroll(2, 8);
940 #ifdef JP
941                                 name = "Íî¤È¤·¸Í";
942 #else
943                                 name = "a trap door";
944 #endif
945
946                                 take_hit(DAMAGE_NOESCAPE, dam, name, -1);
947
948                                 /* Still alive and autosave enabled */
949                                 if (autosave_l && (p_ptr->chp >= 0))
950                                         do_cmd_save_game(TRUE);
951
952 #ifdef JP
953                                 do_cmd_write_nikki(NIKKI_BUNSHOU, 0, "Íî¤È¤·¸Í¤ËÍî¤Á¤¿");
954 #else
955                                 do_cmd_write_nikki(NIKKI_BUNSHOU, 0, "You have fallen through a trap door!");
956 #endif
957                                 prepare_change_floor_mode(CFM_SAVE_FLOORS | CFM_DOWN | CFM_RAND_PLACE | CFM_RAND_CONNECT);
958
959                                 /* Leaving */
960                                 p_ptr->leaving = TRUE;
961                         }
962                         break;
963                 }
964
965                 case TRAP_PIT:
966                 case TRAP_SPIKED_PIT:
967                 case TRAP_POISON_PIT:
968                 {
969                         hit_trap_pit(trap_feat_type);
970                         break;
971                 }
972
973                 case TRAP_TY_CURSE:
974                 {
975 #ifdef JP
976                         msg_print("²¿¤«¤¬¥Ô¥«¥Ã¤È¸÷¤Ã¤¿¡ª");
977 #else
978                         msg_print("There is a flash of shimmering light!");
979 #endif
980
981                         num = 2 + randint1(3);
982                         for (i = 0; i < num; i++)
983                         {
984                                 (void)summon_specific(0, y, x, dun_level, 0, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE | PM_NO_PET));
985                         }
986
987                         if (dun_level > randint1(100)) /* No nasty effect for low levels */
988                         {
989                                 bool stop_ty = FALSE;
990                                 int count = 0;
991
992                                 do
993                                 {
994                                         stop_ty = activate_ty_curse(stop_ty, &count);
995                                 }
996                                 while (one_in_(6));
997                         }
998                         break;
999                 }
1000
1001                 case TRAP_TELEPORT:
1002                 {
1003 #ifdef JP
1004                         msg_print("¥Æ¥ì¥Ý¡¼¥È¡¦¥È¥é¥Ã¥×¤Ë¤Ò¤Ã¤«¤«¤Ã¤¿¡ª");
1005 #else
1006                         msg_print("You hit a teleport trap!");
1007 #endif
1008
1009                         teleport_player(100, TELEPORT_PASSIVE);
1010                         break;
1011                 }
1012
1013                 case TRAP_FIRE:
1014                 {
1015 #ifdef JP
1016                         msg_print("±ê¤ËÊñ¤Þ¤ì¤¿¡ª");
1017 #else
1018                         msg_print("You are enveloped in flames!");
1019 #endif
1020
1021                         dam = damroll(4, 6);
1022 #ifdef JP
1023                         (void)fire_dam(dam, "±ê¤Î¥È¥é¥Ã¥×", -1, FALSE);
1024 #else
1025                         (void)fire_dam(dam, "a fire trap", -1, FALSE);
1026 #endif
1027
1028                         break;
1029                 }
1030
1031                 case TRAP_ACID:
1032                 {
1033 #ifdef JP
1034                         msg_print("»À¤¬¿á¤­¤«¤±¤é¤ì¤¿¡ª");
1035 #else
1036                         msg_print("You are splashed with acid!");
1037 #endif
1038
1039                         dam = damroll(4, 6);
1040 #ifdef JP
1041                         (void)acid_dam(dam, "»À¤Î¥È¥é¥Ã¥×", -1, FALSE);
1042 #else
1043                         (void)acid_dam(dam, "an acid trap", -1, FALSE);
1044 #endif
1045
1046                         break;
1047                 }
1048
1049                 case TRAP_SLOW:
1050                 {
1051                         hit_trap_slow();
1052                         break;
1053                 }
1054
1055                 case TRAP_LOSE_STR:
1056                 {
1057                         hit_trap_lose_stat(A_STR);
1058                         break;
1059                 }
1060
1061                 case TRAP_LOSE_DEX:
1062                 {
1063                         hit_trap_lose_stat(A_DEX);
1064                         break;
1065                 }
1066
1067                 case TRAP_LOSE_CON:
1068                 {
1069                         hit_trap_lose_stat(A_CON);
1070                         break;
1071                 }
1072
1073                 case TRAP_BLIND:
1074                 {
1075                         hit_trap_set_abnormal_status(
1076                                 _("¹õ¤¤¥¬¥¹¤ËÊñ¤ß¹þ¤Þ¤ì¤¿¡ª", "A black gas surrounds you!"),
1077                                 p_ptr->resist_blind,
1078                                 set_blind, p_ptr->blind + randint0(50) + 25);
1079                         break;
1080                 }
1081
1082                 case TRAP_CONFUSE:
1083                 {
1084                         hit_trap_set_abnormal_status(
1085                                 _("¤­¤é¤á¤¯¥¬¥¹¤ËÊñ¤ß¹þ¤Þ¤ì¤¿¡ª", "A gas of scintillating colors surrounds you!"),
1086                                 p_ptr->resist_conf,
1087                                 set_confused, p_ptr->confused + randint0(20) + 10);
1088                         break;
1089                 }
1090
1091                 case TRAP_POISON:
1092                 {
1093                         hit_trap_set_abnormal_status(
1094                                 _("»É·ãŪ¤ÊÎп§¤Î¥¬¥¹¤ËÊñ¤ß¹þ¤Þ¤ì¤¿¡ª", "A pungent green gas surrounds you!"),
1095                                 p_ptr->resist_pois || IS_OPPOSE_POIS(),
1096                                 set_poisoned, p_ptr->poisoned + randint0(20) + 10);
1097                         break;
1098                 }
1099
1100                 case TRAP_SLEEP:
1101                 {
1102 #ifdef JP
1103                         msg_print("´ñ̯¤ÊÇò¤¤Ì¸¤ËÊñ¤Þ¤ì¤¿¡ª");
1104 #else
1105                         msg_print("A strange white mist surrounds you!");
1106 #endif
1107
1108                         if (!p_ptr->free_act)
1109                         {
1110 #ifdef JP
1111 msg_print("¤¢¤Ê¤¿¤Ï̲¤ê¤Ë½¢¤¤¤¿¡£");
1112 #else
1113                                 msg_print("You fall asleep.");
1114 #endif
1115
1116
1117                                 if (ironman_nightmare)
1118                                 {
1119 #ifdef JP
1120 msg_print("¿È¤ÎÌÓ¤â¤è¤À¤Ä¸÷·Ê¤¬Æ¬¤ËÉ⤫¤ó¤À¡£");
1121 #else
1122                                         msg_print("A horrible vision enters your mind.");
1123 #endif
1124
1125
1126                                         /* Pick a nightmare */
1127                                         get_mon_num_prep(get_nightmare, NULL);
1128
1129                                         /* Have some nightmares */
1130                                         have_nightmare(get_mon_num(MAX_DEPTH));
1131
1132                                         /* Remove the monster restriction */
1133                                         get_mon_num_prep(NULL, NULL);
1134                                 }
1135                                 (void)set_paralyzed(p_ptr->paralyzed + randint0(10) + 5);
1136                         }
1137                         break;
1138                 }
1139
1140                 case TRAP_TRAPS:
1141                 {
1142 #ifdef JP
1143 msg_print("¤Þ¤Ð¤æ¤¤Á®¸÷¤¬Áö¤Ã¤¿¡ª");
1144 #else
1145                         msg_print("There is a bright flash of light!");
1146 #endif
1147
1148                         /* Make some new traps */
1149                         project(0, 1, y, x, 0, GF_MAKE_TRAP, PROJECT_HIDE | PROJECT_JUMP | PROJECT_GRID, -1);
1150
1151                         break;
1152                 }
1153
1154                 case TRAP_ALARM:
1155                 {
1156 #ifdef JP
1157                         msg_print("¤±¤¿¤¿¤Þ¤·¤¤²»¤¬ÌĤê¶Á¤¤¤¿¡ª");
1158 #else
1159                         msg_print("An alarm sounds!");
1160 #endif
1161
1162                         aggravate_monsters(0);
1163
1164                         break;
1165                 }
1166
1167                 case TRAP_OPEN:
1168                 {
1169 #ifdef JP
1170                         msg_print("Âç²»¶Á¤È¶¦¤Ë¤Þ¤ï¤ê¤ÎÊɤ¬Êø¤ì¤¿¡ª");
1171 #else
1172                         msg_print("Suddenly, surrounding walls are opened!");
1173 #endif
1174                         (void)project(0, 3, y, x, 0, GF_DISINTEGRATE, PROJECT_GRID | PROJECT_HIDE, -1);
1175                         (void)project(0, 3, y, x - 4, 0, GF_DISINTEGRATE, PROJECT_GRID | PROJECT_HIDE, -1);
1176                         (void)project(0, 3, y, x + 4, 0, GF_DISINTEGRATE, PROJECT_GRID | PROJECT_HIDE, -1);
1177                         aggravate_monsters(0);
1178
1179                         break;
1180                 }
1181
1182                 case TRAP_ARMAGEDDON:
1183                 {
1184                         static int levs[10] = {0, 0, 20, 10, 5, 3, 2, 1, 1, 1};
1185                         int evil_idx = 0, good_idx = 0;
1186
1187                         int lev;
1188 #ifdef JP
1189                         msg_print("ÆÍÁ³Å·³¦¤ÎÀïÁè¤Ë´¬¤­¹þ¤Þ¤ì¤¿¡ª");
1190 #else
1191                         msg_print("Suddenly, you are surrounded by immotal beings!");
1192 #endif
1193
1194                         /* Summon Demons and Angels */
1195                         for (lev = dun_level; lev >= 20; lev -= 1 + lev/16)
1196                         {
1197                                 num = levs[MIN(lev/10, 9)];
1198                                 for (i = 0; i < num; i++)
1199                                 {
1200                                         int x1 = rand_spread(x, 7);
1201                                         int y1 = rand_spread(y, 5);
1202
1203                                         /* Skip illegal grids */
1204                                         if (!in_bounds(y1, x1)) continue;
1205
1206                                         /* Require line of projection */
1207                                         if (!projectable(py, px, y1, x1)) continue;
1208
1209                                         if (summon_specific(0, y1, x1, lev, SUMMON_ARMAGE_EVIL, (PM_NO_PET)))
1210                                                 evil_idx = hack_m_idx_ii;
1211
1212                                         if (summon_specific(0, y1, x1, lev, SUMMON_ARMAGE_GOOD, (PM_NO_PET)))
1213                                         {
1214                                                 good_idx = hack_m_idx_ii;
1215                                         }
1216
1217                                         /* Let them fight each other */
1218                                         if (evil_idx && good_idx)
1219                                         {
1220                                                 monster_type *evil_ptr = &m_list[evil_idx];
1221                                                 monster_type *good_ptr = &m_list[good_idx];
1222                                                 evil_ptr->target_y = good_ptr->fy;
1223                                                 evil_ptr->target_x = good_ptr->fx;
1224                                                 good_ptr->target_y = evil_ptr->fy;
1225                                                 good_ptr->target_x = evil_ptr->fx;
1226                                         }
1227                                 }
1228                         }
1229                         break;
1230                 }
1231
1232                 case TRAP_PIRANHA:
1233                 {
1234 #ifdef JP
1235                         msg_print("ÆÍÁ³Êɤ«¤é¿å¤¬°î¤ì½Ð¤·¤¿¡ª¥Ô¥é¥Ë¥¢¤¬¤¤¤ë¡ª");
1236 #else
1237                         msg_print("Suddenly, the room is filled with water with piranhas!");
1238 #endif
1239
1240                         /* Water fills room */
1241                         fire_ball_hide(GF_WATER_FLOW, 0, 1, 10);
1242
1243                         /* Summon Piranhas */
1244                         num = 1 + dun_level/20;
1245                         for (i = 0; i < num; i++)
1246                         {
1247                                 (void)summon_specific(0, y, x, dun_level, SUMMON_PIRANHAS, (PM_ALLOW_GROUP | PM_NO_PET));
1248                         }
1249                         break;
1250                 }
1251         }
1252
1253         if (break_trap && is_trap(c_ptr->feat))
1254         {
1255                 cave_alter_feat(y, x, FF_DISARM);
1256 #ifdef JP
1257                 msg_print("¥È¥é¥Ã¥×¤òÊ´ºÕ¤·¤¿¡£");
1258 #else
1259                 msg_print("You destroyed the trap.");
1260 #endif
1261         }
1262 }
1263
1264
1265 static void touch_zap_player_aux(monster_type *m_ptr, bool immune, int flags_offset, int r_flags_offset, u32b aura_flag,
1266                                  int (*dam_func)(int dam, cptr kb_str, int monspell, bool aura), cptr message)
1267 {
1268         monster_race *r_ptr = &r_info[m_ptr->r_idx];
1269
1270         if ((atoffset(u32b, r_ptr, flags_offset) & aura_flag) && !immune)
1271         {
1272                 char mon_name[80];
1273                 int aura_damage = damroll(1 + (r_ptr->level / 26), 1 + (r_ptr->level / 17));
1274
1275                 /* Hack -- Get the "died from" name */
1276                 monster_desc(mon_name, m_ptr, MD_IGNORE_HALLU | MD_ASSUME_VISIBLE | MD_INDEF_VISIBLE);
1277
1278                 msg_print(message);
1279
1280                 dam_func(aura_damage, mon_name, -1, TRUE);
1281
1282                 if (is_original_ap_and_seen(m_ptr))
1283                 {
1284                         atoffset(u32b, r_ptr, r_flags_offset) |= aura_flag;
1285                 }
1286
1287                 handle_stuff();
1288         }
1289 }
1290
1291 static void touch_zap_player(monster_type *m_ptr)
1292 {
1293         touch_zap_player_aux(m_ptr, p_ptr->immune_fire, offsetof(monster_race, flags2), offsetof(monster_race, r_flags2), RF2_AURA_FIRE,
1294                              fire_dam, _("ÆÍÁ³¤È¤Æ¤âÇ®¤¯¤Ê¤Ã¤¿¡ª", "You are suddenly very hot!"));
1295         touch_zap_player_aux(m_ptr, p_ptr->immune_cold, offsetof(monster_race, flags3), offsetof(monster_race, r_flags3), RF3_AURA_COLD,
1296                              cold_dam, _("ÆÍÁ³¤È¤Æ¤â´¨¤¯¤Ê¤Ã¤¿¡ª", "You are suddenly very cold!"));
1297         touch_zap_player_aux(m_ptr, p_ptr->immune_elec, offsetof(monster_race, flags2), offsetof(monster_race, r_flags2), RF2_AURA_ELEC,
1298                              elec_dam, _("ÅÅ·â¤ò¤¯¤é¤Ã¤¿¡ª", "You get zapped!"));
1299 }
1300
1301
1302 static void natural_attack(s16b m_idx, int attack, bool *fear, bool *mdeath)
1303 {
1304         int             k, bonus, chance;
1305         int             n_weight = 0;
1306         monster_type    *m_ptr = &m_list[m_idx];
1307         monster_race    *r_ptr = &r_info[m_ptr->r_idx];
1308         char            m_name[80];
1309
1310         int             dss, ddd;
1311
1312         cptr            atk_desc;
1313
1314         switch (attack)
1315         {
1316                 case MUT2_SCOR_TAIL:
1317                         dss = 3;
1318                         ddd = 7;
1319                         n_weight = 5;
1320 #ifdef JP
1321                         atk_desc = "¿¬Èø";
1322 #else
1323                         atk_desc = "tail";
1324 #endif
1325
1326                         break;
1327                 case MUT2_HORNS:
1328                         dss = 2;
1329                         ddd = 6;
1330                         n_weight = 15;
1331 #ifdef JP
1332                         atk_desc = "³Ñ";
1333 #else
1334                         atk_desc = "horns";
1335 #endif
1336
1337                         break;
1338                 case MUT2_BEAK:
1339                         dss = 2;
1340                         ddd = 4;
1341                         n_weight = 5;
1342 #ifdef JP
1343                         atk_desc = "¥¯¥Á¥Ð¥·";
1344 #else
1345                         atk_desc = "beak";
1346 #endif
1347
1348                         break;
1349                 case MUT2_TRUNK:
1350                         dss = 1;
1351                         ddd = 4;
1352                         n_weight = 35;
1353 #ifdef JP
1354                         atk_desc = "¾Ý¤ÎÉ¡";
1355 #else
1356                         atk_desc = "trunk";
1357 #endif
1358
1359                         break;
1360                 case MUT2_TENTACLES:
1361                         dss = 2;
1362                         ddd = 5;
1363                         n_weight = 5;
1364 #ifdef JP
1365                         atk_desc = "¿¨¼ê";
1366 #else
1367                         atk_desc = "tentacles";
1368 #endif
1369
1370                         break;
1371                 default:
1372                         dss = ddd = n_weight = 1;
1373 #ifdef JP
1374                         atk_desc = "̤ÄêµÁ¤ÎÉô°Ì";
1375 #else
1376                         atk_desc = "undefined body part";
1377 #endif
1378
1379         }
1380
1381         /* Extract monster name (or "it") */
1382         monster_desc(m_name, m_ptr, 0);
1383
1384
1385         /* Calculate the "attack quality" */
1386         bonus = p_ptr->to_h_m;
1387         bonus += (p_ptr->lev * 6 / 5);
1388         chance = (p_ptr->skill_thn + (bonus * BTH_PLUS_ADJ));
1389
1390         /* Test for hit */
1391         if ((!(r_ptr->flags2 & RF2_QUANTUM) || !randint0(2)) && test_hit_norm(chance, r_ptr->ac, m_ptr->ml))
1392         {
1393                 /* Sound */
1394                 sound(SOUND_HIT);
1395
1396 #ifdef JP
1397                 msg_format("%s¤ò%s¤Ç¹¶·â¤·¤¿¡£", m_name, atk_desc);
1398 #else
1399                 msg_format("You hit %s with your %s.", m_name, atk_desc);
1400 #endif
1401
1402
1403                 k = damroll(ddd, dss);
1404                 k = critical_norm(n_weight, bonus, k, (s16b)bonus, 0);
1405
1406                 /* Apply the player damage bonuses */
1407                 k += p_ptr->to_d_m;
1408
1409                 /* No negative damage */
1410                 if (k < 0) k = 0;
1411
1412                 /* Modify the damage */
1413                 k = mon_damage_mod(m_ptr, k, FALSE);
1414
1415                 /* Complex message */
1416                 if (p_ptr->wizard)
1417                 {
1418 #ifdef JP
1419                                 msg_format("%d/%d ¤Î¥À¥á¡¼¥¸¤òÍ¿¤¨¤¿¡£", k, m_ptr->hp);
1420 #else
1421                         msg_format("You do %d (out of %d) damage.", k, m_ptr->hp);
1422 #endif
1423
1424                 }
1425
1426                 /* Anger the monster */
1427                 if (k > 0) anger_monster(m_ptr);
1428
1429                 /* Damage, check for fear and mdeath */
1430                 switch (attack)
1431                 {
1432                         case MUT2_SCOR_TAIL:
1433                                 project(0, 0, m_ptr->fy, m_ptr->fx, k, GF_POIS, PROJECT_KILL, -1);
1434                                 *mdeath = (m_ptr->r_idx == 0);
1435                                 break;
1436                         case MUT2_HORNS:
1437                                 *mdeath = mon_take_hit(m_idx, k, fear, NULL);
1438                                 break;
1439                         case MUT2_BEAK:
1440                                 *mdeath = mon_take_hit(m_idx, k, fear, NULL);
1441                                 break;
1442                         case MUT2_TRUNK:
1443                                 *mdeath = mon_take_hit(m_idx, k, fear, NULL);
1444                                 break;
1445                         case MUT2_TENTACLES:
1446                                 *mdeath = mon_take_hit(m_idx, k, fear, NULL);
1447                                 break;
1448                         default:
1449                                 *mdeath = mon_take_hit(m_idx, k, fear, NULL);
1450                 }
1451
1452                 touch_zap_player(m_ptr);
1453         }
1454         /* Player misses */
1455         else
1456         {
1457                 /* Sound */
1458                 sound(SOUND_MISS);
1459
1460                 /* Message */
1461 #ifdef JP
1462                         msg_format("¥ß¥¹¡ª %s¤Ë¤«¤ï¤µ¤ì¤¿¡£", m_name);
1463 #else
1464                 msg_format("You miss %s.", m_name);
1465 #endif
1466
1467         }
1468 }
1469
1470
1471
1472 /*
1473  * Player attacks a (poor, defenseless) creature        -RAK-
1474  *
1475  * If no "weapon" is available, then "punch" the monster one time.
1476  */
1477 static void py_attack_aux(int y, int x, bool *fear, bool *mdeath, s16b hand, int mode)
1478 {
1479         int             num = 0, k, bonus, chance, vir;
1480
1481         cave_type       *c_ptr = &cave[y][x];
1482
1483         monster_type    *m_ptr = &m_list[c_ptr->m_idx];
1484         monster_race    *r_ptr = &r_info[m_ptr->r_idx];
1485
1486         /* Access the weapon */
1487         object_type     *o_ptr = &inventory[INVEN_RARM + hand];
1488
1489         char            m_name[80];
1490
1491         bool            success_hit = FALSE;
1492         bool            backstab = FALSE;
1493         bool            vorpal_cut = FALSE;
1494         int             chaos_effect = 0;
1495         bool            stab_fleeing = FALSE;
1496         bool            fuiuchi = FALSE;
1497         bool            monk_attack = FALSE;
1498         bool            do_quake = FALSE;
1499         bool            weak = FALSE;
1500         bool            drain_msg = TRUE;
1501         int             drain_result = 0, drain_heal = 0;
1502         bool            can_drain = FALSE;
1503         int             num_blow;
1504         int             drain_left = MAX_VAMPIRIC_DRAIN;
1505         u32b flgs[TR_FLAG_SIZE]; /* A massive hack -- life-draining weapons */
1506         bool            is_human = (r_ptr->d_char == 'p');
1507         bool            is_lowlevel = (r_ptr->level < (p_ptr->lev - 15));
1508         bool            zantetsu_mukou, e_j_mukou;
1509
1510         switch (p_ptr->pclass)
1511         {
1512         case CLASS_ROGUE:
1513         case CLASS_NINJA:
1514                 if (buki_motteruka(INVEN_RARM + hand) && !p_ptr->icky_wield[hand])
1515                 {
1516                         int tmp = p_ptr->lev * 6 + (p_ptr->skill_stl + 10) * 4;
1517                         if (p_ptr->monlite && (mode != HISSATSU_NYUSIN)) tmp /= 3;
1518                         if (p_ptr->cursed & TRC_AGGRAVATE) tmp /= 2;
1519                         if (r_ptr->level > (p_ptr->lev * p_ptr->lev / 20 + 10)) tmp /= 3;
1520                         if (MON_CSLEEP(m_ptr) && m_ptr->ml)
1521                         {
1522                                 /* Can't backstab creatures that we can't see, right? */
1523                                 backstab = TRUE;
1524                         }
1525                         else if ((p_ptr->special_defense & NINJA_S_STEALTH) && (randint0(tmp) > (r_ptr->level+20)) && m_ptr->ml && !(r_ptr->flagsr & RFR_RES_ALL))
1526                         {
1527                                 fuiuchi = TRUE;
1528                         }
1529                         else if (MON_MONFEAR(m_ptr) && m_ptr->ml)
1530                         {
1531                                 stab_fleeing = TRUE;
1532                         }
1533                 }
1534                 break;
1535
1536         case CLASS_MONK:
1537         case CLASS_FORCETRAINER:
1538         case CLASS_BERSERKER:
1539                 if ((empty_hands(TRUE) & EMPTY_HAND_RARM) && !p_ptr->riding) monk_attack = TRUE;
1540                 break;
1541         }
1542
1543         if (!o_ptr->k_idx) /* Empty hand */
1544         {
1545                 if ((r_ptr->level + 10) > p_ptr->lev)
1546                 {
1547                         if (p_ptr->skill_exp[GINOU_SUDE] < s_info[p_ptr->pclass].s_max[GINOU_SUDE])
1548                         {
1549                                 if (p_ptr->skill_exp[GINOU_SUDE] < WEAPON_EXP_BEGINNER)
1550                                         p_ptr->skill_exp[GINOU_SUDE] += 40;
1551                                 else if ((p_ptr->skill_exp[GINOU_SUDE] < WEAPON_EXP_SKILLED))
1552                                         p_ptr->skill_exp[GINOU_SUDE] += 5;
1553                                 else if ((p_ptr->skill_exp[GINOU_SUDE] < WEAPON_EXP_EXPERT) && (p_ptr->lev > 19))
1554                                         p_ptr->skill_exp[GINOU_SUDE] += 1;
1555                                 else if ((p_ptr->lev > 34))
1556                                         if (one_in_(3)) p_ptr->skill_exp[GINOU_SUDE] += 1;
1557                                 p_ptr->update |= (PU_BONUS);
1558                         }
1559                 }
1560         }
1561         else if (object_is_melee_weapon(o_ptr))
1562         {
1563                 if ((r_ptr->level + 10) > p_ptr->lev)
1564                 {
1565                         int tval = inventory[INVEN_RARM+hand].tval - TV_WEAPON_BEGIN;
1566                         int sval = inventory[INVEN_RARM+hand].sval;
1567                         int now_exp = p_ptr->weapon_exp[tval][sval];
1568                         if (now_exp < s_info[p_ptr->pclass].w_max[tval][sval])
1569                         {
1570                                 int amount = 0;
1571                                 if (now_exp < WEAPON_EXP_BEGINNER) amount = 80;
1572                                 else if (now_exp < WEAPON_EXP_SKILLED) amount = 10;
1573                                 else if ((now_exp < WEAPON_EXP_EXPERT) && (p_ptr->lev > 19)) amount = 1;
1574                                 else if ((p_ptr->lev > 34) && one_in_(2)) amount = 1;
1575                                 p_ptr->weapon_exp[tval][sval] += amount;
1576                                 p_ptr->update |= (PU_BONUS);
1577                         }
1578                 }
1579         }
1580
1581         /* Disturb the monster */
1582         (void)set_monster_csleep(c_ptr->m_idx, 0);
1583
1584         /* Extract monster name (or "it") */
1585         monster_desc(m_name, m_ptr, 0);
1586
1587         /* Calculate the "attack quality" */
1588         bonus = p_ptr->to_h[hand] + o_ptr->to_h;
1589         chance = (p_ptr->skill_thn + (bonus * BTH_PLUS_ADJ));
1590         if (mode == HISSATSU_IAI) chance += 60;
1591         if (p_ptr->special_defense & KATA_KOUKIJIN) chance += 150;
1592
1593         if (p_ptr->sutemi) chance = MAX(chance * 3 / 2, chance + 60);
1594
1595         vir = virtue_number(V_VALOUR);
1596         if (vir)
1597         {
1598                 chance += (p_ptr->virtues[vir - 1]/10);
1599         }
1600
1601         zantetsu_mukou = ((o_ptr->name1 == ART_ZANTETSU) && (r_ptr->d_char == 'j'));
1602         e_j_mukou = ((o_ptr->name1 == ART_EXCALIBUR_J) && (r_ptr->d_char == 'S'));
1603
1604         if ((mode == HISSATSU_KYUSHO) || (mode == HISSATSU_MINEUCHI) || (mode == HISSATSU_3DAN) || (mode == HISSATSU_IAI)) num_blow = 1;
1605         else if (mode == HISSATSU_COLD) num_blow = p_ptr->num_blow[hand]+2;
1606         else num_blow = p_ptr->num_blow[hand];
1607
1608         /* Hack -- DOKUBARI always hit once */
1609         if ((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_DOKUBARI)) num_blow = 1;
1610
1611         /* Attack once for each legal blow */
1612         while ((num++ < num_blow) && !p_ptr->is_dead)
1613         {
1614                 if (((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_DOKUBARI)) || (mode == HISSATSU_KYUSHO))
1615                 {
1616                         int n = 1;
1617
1618                         if (p_ptr->migite && p_ptr->hidarite)
1619                         {
1620                                 n *= 2;
1621                         }
1622                         if (mode == HISSATSU_3DAN)
1623                         {
1624                                 n *= 2;
1625                         }
1626
1627                         success_hit = one_in_(n);
1628                 }
1629                 else if ((p_ptr->pclass == CLASS_NINJA) && ((backstab || fuiuchi) && !(r_ptr->flagsr & RFR_RES_ALL))) success_hit = TRUE;
1630                 else success_hit = test_hit_norm(chance, r_ptr->ac, m_ptr->ml);
1631
1632                 if (mode == HISSATSU_MAJIN)
1633                 {
1634                         if (one_in_(2))
1635                                 success_hit = FALSE;
1636                 }
1637
1638                 /* Test for hit */
1639                 if (success_hit)
1640                 {
1641                         int vorpal_chance = ((o_ptr->name1 == ART_VORPAL_BLADE) || (o_ptr->name1 == ART_CHAINSWORD)) ? 2 : 4;
1642
1643                         /* Sound */
1644                         sound(SOUND_HIT);
1645
1646                         /* Message */
1647 #ifdef JP
1648                         if (backstab) msg_format("¤¢¤Ê¤¿¤ÏÎä¹ó¤Ë¤â̲¤Ã¤Æ¤¤¤ë̵ÎϤÊ%s¤òÆͤ­»É¤·¤¿¡ª", m_name);
1649                         else if (fuiuchi) msg_format("ÉÔ°Õ¤òÆͤ¤¤Æ%s¤Ë¶¯Îõ¤Ê°ì·â¤ò¶ô¤é¤ï¤»¤¿¡ª", m_name);
1650                         else if (stab_fleeing) msg_format("ƨ¤²¤ë%s¤òÇØÃ椫¤éÆͤ­»É¤·¤¿¡ª", m_name);
1651                         else if (!monk_attack) msg_format("%s¤ò¹¶·â¤·¤¿¡£", m_name);
1652 #else
1653                         if (backstab) msg_format("You cruelly stab the helpless, sleeping %s!", m_name);
1654                         else if (fuiuchi) msg_format("You make surprise attack, and hit %s with a powerful blow!", m_name);
1655                         else if (stab_fleeing) msg_format("You backstab the fleeing %s!",  m_name);
1656                         else if (!monk_attack) msg_format("You hit %s.", m_name);
1657 #endif
1658
1659                         /* Hack -- bare hands do one damage */
1660                         k = 1;
1661
1662                         object_flags(o_ptr, flgs);
1663
1664                         /* Select a chaotic effect (50% chance) */
1665                         if ((have_flag(flgs, TR_CHAOTIC)) && one_in_(2))
1666                         {
1667                                 if (one_in_(10))
1668                                 chg_virtue(V_CHANCE, 1);
1669
1670                                 if (randint1(5) < 3)
1671                                 {
1672                                         /* Vampiric (20%) */
1673                                         chaos_effect = 1;
1674                                 }
1675                                 else if (one_in_(250))
1676                                 {
1677                                         /* Quake (0.12%) */
1678                                         chaos_effect = 2;
1679                                 }
1680                                 else if (!one_in_(10))
1681                                 {
1682                                         /* Confusion (26.892%) */
1683                                         chaos_effect = 3;
1684                                 }
1685                                 else if (one_in_(2))
1686                                 {
1687                                         /* Teleport away (1.494%) */
1688                                         chaos_effect = 4;
1689                                 }
1690                                 else
1691                                 {
1692                                         /* Polymorph (1.494%) */
1693                                         chaos_effect = 5;
1694                                 }
1695                         }
1696
1697                         /* Vampiric drain */
1698                         if ((have_flag(flgs, TR_VAMPIRIC)) || (chaos_effect == 1) || (mode == HISSATSU_DRAIN) || hex_spelling(HEX_VAMP_BLADE))
1699                         {
1700                                 /* Only drain "living" monsters */
1701                                 if (monster_living(r_ptr))
1702                                         can_drain = TRUE;
1703                                 else
1704                                         can_drain = FALSE;
1705                         }
1706
1707                         if ((have_flag(flgs, TR_VORPAL) || hex_spelling(HEX_RUNESWORD)) && (randint1(vorpal_chance*3/2) == 1) && !zantetsu_mukou)
1708                                 vorpal_cut = TRUE;
1709                         else vorpal_cut = FALSE;
1710
1711                         if (monk_attack)
1712                         {
1713                                 int special_effect = 0, stun_effect = 0, times = 0, max_times;
1714                                 int min_level = 1;
1715                                 const martial_arts *ma_ptr = &ma_blows[0], *old_ptr = &ma_blows[0];
1716                                 int resist_stun = 0;
1717                                 int weight = 8;
1718
1719                                 if (r_ptr->flags1 & RF1_UNIQUE) resist_stun += 88;
1720                                 if (r_ptr->flags3 & RF3_NO_STUN) resist_stun += 66;
1721                                 if (r_ptr->flags3 & RF3_NO_CONF) resist_stun += 33;
1722                                 if (r_ptr->flags3 & RF3_NO_SLEEP) resist_stun += 33;
1723                                 if ((r_ptr->flags3 & RF3_UNDEAD) || (r_ptr->flags3 & RF3_NONLIVING))
1724                                         resist_stun += 66;
1725
1726                                 if (p_ptr->special_defense & KAMAE_BYAKKO)
1727                                         max_times = (p_ptr->lev < 3 ? 1 : p_ptr->lev / 3);
1728                                 else if (p_ptr->special_defense & KAMAE_SUZAKU)
1729                                         max_times = 1;
1730                                 else if (p_ptr->special_defense & KAMAE_GENBU)
1731                                         max_times = 1;
1732                                 else
1733                                         max_times = (p_ptr->lev < 7 ? 1 : p_ptr->lev / 7);
1734                                 /* Attempt 'times' */
1735                                 for (times = 0; times < max_times; times++)
1736                                 {
1737                                         do
1738                                         {
1739                                                 ma_ptr = &ma_blows[randint0(MAX_MA)];
1740                                                 if ((p_ptr->pclass == CLASS_FORCETRAINER) && (ma_ptr->min_level > 1)) min_level = ma_ptr->min_level + 3;
1741                                                 else min_level = ma_ptr->min_level;
1742                                         }
1743                                         while ((min_level > p_ptr->lev) ||
1744                                                (randint1(p_ptr->lev) < ma_ptr->chance));
1745
1746                                         /* keep the highest level attack available we found */
1747                                         if ((ma_ptr->min_level > old_ptr->min_level) &&
1748                                             !p_ptr->stun && !p_ptr->confused)
1749                                         {
1750                                                 old_ptr = ma_ptr;
1751
1752                                                 if (p_ptr->wizard && cheat_xtra)
1753                                                 {
1754 #ifdef JP
1755                                                         msg_print("¹¶·â¤òºÆÁªÂò¤·¤Þ¤·¤¿¡£");
1756 #else
1757                                                         msg_print("Attack re-selected.");
1758 #endif
1759                                                 }
1760                                         }
1761                                         else
1762                                         {
1763                                                 ma_ptr = old_ptr;
1764                                         }
1765                                 }
1766
1767                                 if (p_ptr->pclass == CLASS_FORCETRAINER) min_level = MAX(1, ma_ptr->min_level - 3);
1768                                 else min_level = ma_ptr->min_level;
1769                                 k = damroll(ma_ptr->dd + p_ptr->to_dd[hand], ma_ptr->ds + p_ptr->to_ds[hand]);
1770                                 if (p_ptr->special_attack & ATTACK_SUIKEN) k *= 2;
1771
1772                                 if (ma_ptr->effect == MA_KNEE)
1773                                 {
1774                                         if (r_ptr->flags1 & RF1_MALE)
1775                                         {
1776 #ifdef JP
1777                                                 msg_format("%s¤Ë¶âŪɨ½³¤ê¤ò¤¯¤é¤ï¤·¤¿¡ª", m_name);
1778 #else
1779                                                 msg_format("You hit %s in the groin with your knee!", m_name);
1780 #endif
1781
1782                                                 sound(SOUND_PAIN);
1783                                                 special_effect = MA_KNEE;
1784                                         }
1785                                         else
1786                                                 msg_format(ma_ptr->desc, m_name);
1787                                 }
1788
1789                                 else if (ma_ptr->effect == MA_SLOW)
1790                                 {
1791                                         if (!((r_ptr->flags1 & RF1_NEVER_MOVE) ||
1792                                             my_strchr("~#{}.UjmeEv$,DdsbBFIJQSXclnw!=?", r_ptr->d_char)))
1793                                         {
1794 #ifdef JP
1795                                                 msg_format("%s¤Î­¼ó¤Ë´ØÀá½³¤ê¤ò¤¯¤é¤ï¤·¤¿¡ª", m_name);
1796 #else
1797                                                 msg_format("You kick %s in the ankle.", m_name);
1798 #endif
1799
1800                                                 special_effect = MA_SLOW;
1801                                         }
1802                                         else msg_format(ma_ptr->desc, m_name);
1803                                 }
1804                                 else
1805                                 {
1806                                         if (ma_ptr->effect)
1807                                         {
1808                                                 stun_effect = (ma_ptr->effect / 2) + randint1(ma_ptr->effect / 2);
1809                                         }
1810
1811                                         msg_format(ma_ptr->desc, m_name);
1812                                 }
1813
1814                                 if (p_ptr->special_defense & KAMAE_SUZAKU) weight = 4;
1815                                 if ((p_ptr->pclass == CLASS_FORCETRAINER) && (p_ptr->magic_num1[0]))
1816                                 {
1817                                         weight += (p_ptr->magic_num1[0]/30);
1818                                         if (weight > 20) weight = 20;
1819                                 }
1820
1821                                 k = critical_norm(p_ptr->lev * weight, min_level, k, p_ptr->to_h[0], 0);
1822
1823                                 if ((special_effect == MA_KNEE) && ((k + p_ptr->to_d[hand]) < m_ptr->hp))
1824                                 {
1825 #ifdef JP
1826                                         msg_format("%^s¤Ï¶ìÄˤˤ¦¤á¤¤¤Æ¤¤¤ë¡ª", m_name);
1827 #else
1828                                         msg_format("%^s moans in agony!", m_name);
1829 #endif
1830
1831                                         stun_effect = 7 + randint1(13);
1832                                         resist_stun /= 3;
1833                                 }
1834
1835                                 else if ((special_effect == MA_SLOW) && ((k + p_ptr->to_d[hand]) < m_ptr->hp))
1836                                 {
1837                                         if (!(r_ptr->flags1 & RF1_UNIQUE) &&
1838                                             (randint1(p_ptr->lev) > r_ptr->level) &&
1839                                             m_ptr->mspeed > 60)
1840                                         {
1841 #ifdef JP
1842                                                 msg_format("%^s¤Ï­¤ò¤Ò¤­¤º¤ê»Ï¤á¤¿¡£", m_name);
1843 #else
1844                                                 msg_format("%^s starts limping slower.", m_name);
1845 #endif
1846
1847                                                 m_ptr->mspeed -= 10;
1848                                         }
1849                                 }
1850
1851                                 if (stun_effect && ((k + p_ptr->to_d[hand]) < m_ptr->hp))
1852                                 {
1853                                         if (p_ptr->lev > randint1(r_ptr->level + resist_stun + 10))
1854                                         {
1855                                                 if (set_monster_stunned(c_ptr->m_idx, stun_effect + MON_STUNNED(m_ptr)))
1856                                                 {
1857 #ifdef JP
1858                                                         msg_format("%^s¤Ï¥Õ¥é¥Õ¥é¤Ë¤Ê¤Ã¤¿¡£", m_name);
1859 #else
1860                                                         msg_format("%^s is stunned.", m_name);
1861 #endif
1862                                                 }
1863                                                 else
1864                                                 {
1865 #ifdef JP
1866                                                         msg_format("%^s¤Ï¤µ¤é¤Ë¥Õ¥é¥Õ¥é¤Ë¤Ê¤Ã¤¿¡£", m_name);
1867 #else
1868                                                         msg_format("%^s is more stunned.", m_name);
1869 #endif
1870                                                 }
1871                                         }
1872                                 }
1873                         }
1874
1875                         /* Handle normal weapon */
1876                         else if (o_ptr->k_idx)
1877                         {
1878                                 k = damroll(o_ptr->dd + p_ptr->to_dd[hand], o_ptr->ds + p_ptr->to_ds[hand]);
1879                                 k = tot_dam_aux(o_ptr, k, m_ptr, mode, FALSE);
1880
1881                                 if (backstab)
1882                                 {
1883                                         k *= (3 + (p_ptr->lev / 20));
1884                                 }
1885                                 else if (fuiuchi)
1886                                 {
1887                                         k = k*(5+(p_ptr->lev*2/25))/2;
1888                                 }
1889                                 else if (stab_fleeing)
1890                                 {
1891                                         k = (3 * k) / 2;
1892                                 }
1893
1894                                 if ((p_ptr->impact[hand] && ((k > 50) || one_in_(7))) ||
1895                                          (chaos_effect == 2) || (mode == HISSATSU_QUAKE))
1896                                 {
1897                                         do_quake = TRUE;
1898                                 }
1899
1900                                 if ((!(o_ptr->tval == TV_SWORD) || !(o_ptr->sval == SV_DOKUBARI)) && !(mode == HISSATSU_KYUSHO))
1901                                         k = critical_norm(o_ptr->weight, o_ptr->to_h, k, p_ptr->to_h[hand], mode);
1902
1903                                 drain_result = k;
1904
1905                                 if (vorpal_cut)
1906                                 {
1907                                         int mult = 2;
1908
1909                                         if ((o_ptr->name1 == ART_CHAINSWORD) && !one_in_(2))
1910                                         {
1911                                                 char chainsword_noise[1024];
1912 #ifdef JP
1913                                                 if (!get_rnd_line("chainswd_j.txt", 0, chainsword_noise))
1914 #else
1915                                                 if (!get_rnd_line("chainswd.txt", 0, chainsword_noise))
1916 #endif
1917                                                 {
1918                                                         msg_print(chainsword_noise);
1919                                                 }
1920                                         }
1921
1922                                         if (o_ptr->name1 == ART_VORPAL_BLADE)
1923                                         {
1924 #ifdef JP
1925                                                 msg_print("Ìܤˤâ»ß¤Þ¤é¤Ì¥ô¥©¡¼¥Ñ¥ë¥Ö¥ì¡¼¥É¡¢¼êÏ£¤ÎÁá¶È¡ª");
1926 #else
1927                                                 msg_print("Your Vorpal Blade goes snicker-snack!");
1928 #endif
1929                                         }
1930                                         else
1931                                         {
1932 #ifdef JP
1933                                                 msg_format("%s¤ò¥°¥Ã¥µ¥êÀÚ¤êÎö¤¤¤¿¡ª", m_name);
1934 #else
1935                                                 msg_format("Your weapon cuts deep into %s!", m_name);
1936 #endif
1937                                         }
1938
1939                                         /* Try to increase the damage */
1940                                         while (one_in_(vorpal_chance))
1941                                         {
1942                                                 mult++;
1943                                         }
1944
1945                                         k *= mult;
1946
1947                                         /* Ouch! */
1948                                         if (((r_ptr->flagsr & RFR_RES_ALL) ? k/100 : k) > m_ptr->hp)
1949                                         {
1950 #ifdef JP
1951                                                 msg_format("%s¤ò¿¿¤ÃÆó¤Ä¤Ë¤·¤¿¡ª", m_name);
1952 #else
1953                                                 msg_format("You cut %s in half!", m_name);
1954 #endif
1955                                         }
1956                                         else
1957                                         {
1958                                                 switch (mult)
1959                                                 {
1960 #ifdef JP
1961                                                 case 2: msg_format("%s¤ò»Â¤Ã¤¿¡ª", m_name); break;
1962                                                 case 3: msg_format("%s¤ò¤Ö¤Ã¤¿»Â¤Ã¤¿¡ª", m_name); break;
1963                                                 case 4: msg_format("%s¤ò¥á¥Ã¥¿»Â¤ê¤Ë¤·¤¿¡ª", m_name); break;
1964                                                 case 5: msg_format("%s¤ò¥á¥Ã¥¿¥á¥¿¤Ë»Â¤Ã¤¿¡ª", m_name); break;
1965                                                 case 6: msg_format("%s¤ò»É¿È¤Ë¤·¤¿¡ª", m_name); break;
1966                                                 case 7: msg_format("%s¤ò»Â¤Ã¤Æ»Â¤Ã¤Æ»Â¤ê¤Þ¤¯¤Ã¤¿¡ª", m_name); break;
1967                                                 default: msg_format("%s¤òºÙÀÚ¤ì¤Ë¤·¤¿¡ª", m_name); break;
1968 #else
1969                                                 case 2: msg_format("You gouge %s!", m_name); break;
1970                                                 case 3: msg_format("You maim %s!", m_name); break;
1971                                                 case 4: msg_format("You carve %s!", m_name); break;
1972                                                 case 5: msg_format("You cleave %s!", m_name); break;
1973                                                 case 6: msg_format("You smite %s!", m_name); break;
1974                                                 case 7: msg_format("You eviscerate %s!", m_name); break;
1975                                                 default: msg_format("You shred %s!", m_name); break;
1976 #endif
1977                                                 }
1978                                         }
1979                                         drain_result = drain_result * 3 / 2;
1980                                 }
1981
1982                                 k += o_ptr->to_d;
1983                                 drain_result += o_ptr->to_d;
1984                         }
1985
1986                         /* Apply the player damage bonuses */
1987                         k += p_ptr->to_d[hand];
1988                         drain_result += p_ptr->to_d[hand];
1989
1990                         if ((mode == HISSATSU_SUTEMI) || (mode == HISSATSU_3DAN)) k *= 2;
1991                         if ((mode == HISSATSU_SEKIRYUKA) && !monster_living(r_ptr)) k = 0;
1992                         if ((mode == HISSATSU_SEKIRYUKA) && !p_ptr->cut) k /= 2;
1993
1994                         /* No negative damage */
1995                         if (k < 0) k = 0;
1996
1997                         if ((mode == HISSATSU_ZANMA) && !(!monster_living(r_ptr) && (r_ptr->flags3 & RF3_EVIL)))
1998                         {
1999                                 k = 0;
2000                         }
2001
2002                         if (zantetsu_mukou)
2003                         {
2004 #ifdef JP
2005                                 msg_print("¤³¤ó¤ÊÆð¤é¤«¤¤¤â¤Î¤ÏÀÚ¤ì¤ó¡ª");
2006 #else
2007                                 msg_print("You cannot cut such a elastic thing!");
2008 #endif
2009                                 k = 0;
2010                         }
2011
2012                         if (e_j_mukou)
2013                         {
2014 #ifdef JP
2015                                 msg_print("ÃØéá¤Ï¶ì¼ê¤À¡ª");
2016 #else
2017                                 msg_print("Spiders are difficult for you to deal with!");
2018 #endif
2019                                 k /= 2;
2020                         }
2021
2022                         if (mode == HISSATSU_MINEUCHI)
2023                         {
2024                                 int tmp = (10 + randint1(15) + p_ptr->lev / 5);
2025
2026                                 k = 0;
2027                                 anger_monster(m_ptr);
2028
2029                                 if (!(r_ptr->flags3 & (RF3_NO_STUN)))
2030                                 {
2031                                         /* Get stunned */
2032                                         if (MON_STUNNED(m_ptr))
2033                                         {
2034 #ifdef JP
2035                                                 msg_format("%s¤Ï¤Ò¤É¤¯¤â¤¦¤í¤¦¤È¤·¤¿¡£", m_name);
2036 #else
2037                                                 msg_format("%s is more dazed.", m_name);
2038 #endif
2039
2040                                                 tmp /= 2;
2041                                         }
2042                                         else
2043                                         {
2044 #ifdef JP
2045                                                 msg_format("%s ¤Ï¤â¤¦¤í¤¦¤È¤·¤¿¡£", m_name);
2046 #else
2047                                                 msg_format("%s is dazed.", m_name);
2048 #endif
2049                                         }
2050
2051                                         /* Apply stun */
2052                                         (void)set_monster_stunned(c_ptr->m_idx, MON_STUNNED(m_ptr) + tmp);
2053                                 }
2054                                 else
2055                                 {
2056 #ifdef JP
2057                                         msg_format("%s ¤Ë¤Ï¸ú²Ì¤¬¤Ê¤«¤Ã¤¿¡£", m_name);
2058 #else
2059                                         msg_format("%s is not effected.", m_name);
2060 #endif
2061                                 }
2062                         }
2063
2064                         /* Modify the damage */
2065                         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))));
2066                         if (((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_DOKUBARI)) || (mode == HISSATSU_KYUSHO))
2067                         {
2068                                 if ((randint1(randint1(r_ptr->level/7)+5) == 1) && !(r_ptr->flags1 & RF1_UNIQUE) && !(r_ptr->flags7 & RF7_UNIQUE2))
2069                                 {
2070                                         k = m_ptr->hp + 1;
2071 #ifdef JP
2072                                         msg_format("%s¤ÎµÞ½ê¤òÆͤ­»É¤·¤¿¡ª", m_name);
2073 #else
2074                                         msg_format("You hit %s on a fatal spot!", m_name);
2075 #endif
2076                                 }
2077                                 else k = 1;
2078                         }
2079                         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)))
2080                         {
2081                                 int maxhp = maxroll(r_ptr->hdice, r_ptr->hside);
2082                                 if (one_in_(backstab ? 13 : (stab_fleeing || fuiuchi) ? 15 : 27))
2083                                 {
2084                                         k *= 5;
2085                                         drain_result *= 2;
2086 #ifdef JP
2087                                         msg_format("¿Ï¤¬%s¤Ë¿¼¡¹¤ÈÆͤ­»É¤µ¤Ã¤¿¡ª", m_name);
2088 #else
2089                                         msg_format("You critically injured %s!", m_name);
2090 #endif
2091                                 }
2092                                 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)))
2093                                 {
2094                                         if ((r_ptr->flags1 & RF1_UNIQUE) || (r_ptr->flags7 & RF7_UNIQUE2) || (m_ptr->hp >= maxhp/2))
2095                                         {
2096                                                 k = MAX(k*5, m_ptr->hp/2);
2097                                                 drain_result *= 2;
2098 #ifdef JP
2099                                                 msg_format("%s¤ËÃ×Ì¿½ý¤òÉé¤ï¤»¤¿¡ª", m_name);
2100 #else
2101                                                 msg_format("You fatally injured %s!", m_name);
2102 #endif
2103                                         }
2104                                         else
2105                                         {
2106                                                 k = m_ptr->hp + 1;
2107 #ifdef JP
2108                                                 msg_format("¿Ï¤¬%s¤ÎµÞ½ê¤ò´Ó¤¤¤¿¡ª", m_name);
2109 #else
2110                                                 msg_format("You hit %s on a fatal spot!", m_name);
2111 #endif
2112                                         }
2113                                 }
2114                         }
2115
2116                         /* Complex message */
2117                         if (p_ptr->wizard || cheat_xtra)
2118                         {
2119 #ifdef JP
2120                                 msg_format("%d/%d ¤Î¥À¥á¡¼¥¸¤òÍ¿¤¨¤¿¡£", k, m_ptr->hp);
2121 #else
2122                                 msg_format("You do %d (out of %d) damage.", k, m_ptr->hp);
2123 #endif
2124                         }
2125
2126                         if (k <= 0) can_drain = FALSE;
2127
2128                         if (drain_result > m_ptr->hp)
2129                                 drain_result = m_ptr->hp;
2130
2131                         /* Damage, check for fear and death */
2132                         if (mon_take_hit(c_ptr->m_idx, k, fear, NULL))
2133                         {
2134                                 *mdeath = TRUE;
2135                                 if ((p_ptr->pclass == CLASS_BERSERKER) && energy_use)
2136                                 {
2137                                         if (p_ptr->migite && p_ptr->hidarite)
2138                                         {
2139                                                 if (hand) energy_use = energy_use*3/5+energy_use*num*2/(p_ptr->num_blow[hand]*5);
2140                                                 else energy_use = energy_use*num*3/(p_ptr->num_blow[hand]*5);
2141                                         }
2142                                         else
2143                                         {
2144                                                 energy_use = energy_use*num/p_ptr->num_blow[hand];
2145                                         }
2146                                 }
2147                                 if ((o_ptr->name1 == ART_ZANTETSU) && is_lowlevel)
2148 #ifdef JP
2149                                         msg_print("¤Þ¤¿¤Ä¤Þ¤é¤Ì¤â¤Î¤ò»Â¤Ã¤Æ¤·¤Þ¤Ã¤¿¡¥¡¥¡¥");
2150 #else
2151                                         msg_print("Sigh... Another trifling thing I've cut....");
2152 #endif
2153                                 break;
2154                         }
2155
2156                         /* Anger the monster */
2157                         if (k > 0) anger_monster(m_ptr);
2158
2159                         touch_zap_player(m_ptr);
2160
2161                         /* Are we draining it?  A little note: If the monster is
2162                         dead, the drain does not work... */
2163
2164                         if (can_drain && (drain_result > 0))
2165                         {
2166                                 if (o_ptr->name1 == ART_MURAMASA)
2167                                 {
2168                                         if (is_human)
2169                                         {
2170                                                 int to_h = o_ptr->to_h;
2171                                                 int to_d = o_ptr->to_d;
2172                                                 int i, flag;
2173
2174                                                 flag = 1;
2175                                                 for (i = 0; i < to_h + 3; i++) if (one_in_(4)) flag = 0;
2176                                                 if (flag) to_h++;
2177
2178                                                 flag = 1;
2179                                                 for (i = 0; i < to_d + 3; i++) if (one_in_(4)) flag = 0;
2180                                                 if (flag) to_d++;
2181
2182                                                 if (o_ptr->to_h != to_h || o_ptr->to_d != to_d)
2183                                                 {
2184 #ifdef JP
2185                                                         msg_print("ÍÅÅá¤Ï·ì¤òµÛ¤Ã¤Æ¶¯¤¯¤Ê¤Ã¤¿¡ª");
2186 #else
2187                                                         msg_print("Muramasa sucked blood, and became more powerful!");
2188 #endif
2189                                                         o_ptr->to_h = to_h;
2190                                                         o_ptr->to_d = to_d;
2191                                                 }
2192                                         }
2193                                 }
2194                                 else
2195                                 {
2196                                         if (drain_result > 5) /* Did we really hurt it? */
2197                                         {
2198                                                 drain_heal = damroll(2, drain_result / 6);
2199
2200                                                 /* Hex */
2201                                                 if (hex_spelling(HEX_VAMP_BLADE)) drain_heal *= 2;
2202
2203                                                 if (cheat_xtra)
2204                                                 {
2205 #ifdef JP
2206                                                         msg_format("Draining left: %d", drain_left);
2207 #else
2208                                                         msg_format("Draining left: %d", drain_left);
2209 #endif
2210
2211                                                 }
2212
2213                                                 if (drain_left)
2214                                                 {
2215                                                         if (drain_heal < drain_left)
2216                                                         {
2217                                                                 drain_left -= drain_heal;
2218                                                         }
2219                                                         else
2220                                                         {
2221                                                                 drain_heal = drain_left;
2222                                                                 drain_left = 0;
2223                                                         }
2224
2225                                                         if (drain_msg)
2226                                                         {
2227 #ifdef JP
2228                                                                 msg_format("¿Ï¤¬%s¤«¤éÀ¸Ì¿ÎϤòµÛ¤¤¼è¤Ã¤¿¡ª", m_name);
2229 #else
2230                                                                 msg_format("Your weapon drains life from %s!", m_name);
2231 #endif
2232
2233                                                                 drain_msg = FALSE;
2234                                                         }
2235
2236                                                         drain_heal = (drain_heal * mutant_regenerate_mod) / 100;
2237
2238                                                         hp_player(drain_heal);
2239                                                         /* We get to keep some of it! */
2240                                                 }
2241                                         }
2242                                 }
2243                                 m_ptr->maxhp -= (k+7)/8;
2244                                 if (m_ptr->hp > m_ptr->maxhp) m_ptr->hp = m_ptr->maxhp;
2245                                 if (m_ptr->maxhp < 1) m_ptr->maxhp = 1;
2246                                 weak = TRUE;
2247                         }
2248                         can_drain = FALSE;
2249                         drain_result = 0;
2250
2251                         /* Confusion attack */
2252                         if ((p_ptr->special_attack & ATTACK_CONFUSE) || (chaos_effect == 3) || (mode == HISSATSU_CONF) || hex_spelling(HEX_CONFUSION))
2253                         {
2254                                 /* Cancel glowing hands */
2255                                 if (p_ptr->special_attack & ATTACK_CONFUSE)
2256                                 {
2257                                         p_ptr->special_attack &= ~(ATTACK_CONFUSE);
2258 #ifdef JP
2259                                         msg_print("¼ê¤Îµ±¤­¤¬¤Ê¤¯¤Ê¤Ã¤¿¡£");
2260 #else
2261                                         msg_print("Your hands stop glowing.");
2262 #endif
2263                                         p_ptr->redraw |= (PR_STATUS);
2264
2265                                 }
2266
2267                                 /* Confuse the monster */
2268                                 if (r_ptr->flags3 & RF3_NO_CONF)
2269                                 {
2270                                         if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags3 |= RF3_NO_CONF;
2271
2272 #ifdef JP
2273                                         msg_format("%^s¤Ë¤Ï¸ú²Ì¤¬¤Ê¤«¤Ã¤¿¡£", m_name);
2274 #else
2275                                         msg_format("%^s is unaffected.", m_name);
2276 #endif
2277
2278                                 }
2279                                 else if (randint0(100) < r_ptr->level)
2280                                 {
2281 #ifdef JP
2282                                         msg_format("%^s¤Ë¤Ï¸ú²Ì¤¬¤Ê¤«¤Ã¤¿¡£", m_name);
2283 #else
2284                                         msg_format("%^s is unaffected.", m_name);
2285 #endif
2286
2287                                 }
2288                                 else
2289                                 {
2290 #ifdef JP
2291                                         msg_format("%^s¤Ïº®Í𤷤¿¤è¤¦¤À¡£", m_name);
2292 #else
2293                                         msg_format("%^s appears confused.", m_name);
2294 #endif
2295
2296                                         (void)set_monster_confused(c_ptr->m_idx, MON_CONFUSED(m_ptr) + 10 + randint0(p_ptr->lev) / 5);
2297                                 }
2298                         }
2299
2300                         else if (chaos_effect == 4)
2301                         {
2302                                 bool resists_tele = FALSE;
2303
2304                                 if (r_ptr->flagsr & RFR_RES_TELE)
2305                                 {
2306                                         if (r_ptr->flags1 & RF1_UNIQUE)
2307                                         {
2308                                                 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flagsr |= RFR_RES_TELE;
2309 #ifdef JP
2310                                                 msg_format("%^s¤Ë¤Ï¸ú²Ì¤¬¤Ê¤«¤Ã¤¿¡£", m_name);
2311 #else
2312                                                 msg_format("%^s is unaffected!", m_name);
2313 #endif
2314
2315                                                 resists_tele = TRUE;
2316                                         }
2317                                         else if (r_ptr->level > randint1(100))
2318                                         {
2319                                                 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flagsr |= RFR_RES_TELE;
2320 #ifdef JP
2321                                                 msg_format("%^s¤ÏÄñ¹³ÎϤò»ý¤Ã¤Æ¤¤¤ë¡ª", m_name);
2322 #else
2323                                                 msg_format("%^s resists!", m_name);
2324 #endif
2325
2326                                                 resists_tele = TRUE;
2327                                         }
2328                                 }
2329
2330                                 if (!resists_tele)
2331                                 {
2332 #ifdef JP
2333                                         msg_format("%^s¤Ï¾Ã¤¨¤¿¡ª", m_name);
2334 #else
2335                                         msg_format("%^s disappears!", m_name);
2336 #endif
2337
2338                                         teleport_away(c_ptr->m_idx, 50, TELEPORT_PASSIVE);
2339                                         num = num_blow + 1; /* Can't hit it anymore! */
2340                                         *mdeath = TRUE;
2341                                 }
2342                         }
2343
2344                         else if ((chaos_effect == 5) && (randint1(90) > r_ptr->level))
2345                         {
2346                                 if (!(r_ptr->flags1 & (RF1_UNIQUE | RF1_QUESTOR)) &&
2347                                     !(r_ptr->flagsr & RFR_EFF_RES_CHAO_MASK))
2348                                 {
2349                                         if (polymorph_monster(y, x))
2350                                         {
2351 #ifdef JP
2352                                                 msg_format("%^s¤ÏÊѲ½¤·¤¿¡ª", m_name);
2353 #else
2354                                                 msg_format("%^s changes!", m_name);
2355 #endif
2356
2357                                                 *fear = FALSE;
2358                                                 weak = FALSE;
2359                                         }
2360                                         else
2361                                         {
2362 #ifdef JP
2363                                                 msg_format("%^s¤Ë¤Ï¸ú²Ì¤¬¤Ê¤«¤Ã¤¿¡£", m_name);
2364 #else
2365                                                 msg_format("%^s is unaffected.", m_name);
2366 #endif
2367                                         }
2368
2369                                         /* Hack -- Get new monster */
2370                                         m_ptr = &m_list[c_ptr->m_idx];
2371
2372                                         /* Oops, we need a different name... */
2373                                         monster_desc(m_name, m_ptr, 0);
2374
2375                                         /* Hack -- Get new race */
2376                                         r_ptr = &r_info[m_ptr->r_idx];
2377                                 }
2378                         }
2379                         else if (o_ptr->name1 == ART_G_HAMMER)
2380                         {
2381                                 monster_type *m_ptr = &m_list[c_ptr->m_idx];
2382
2383                                 if (m_ptr->hold_o_idx)
2384                                 {
2385                                         object_type *q_ptr = &o_list[m_ptr->hold_o_idx];
2386                                         char o_name[MAX_NLEN];
2387
2388                                         object_desc(o_name, q_ptr, OD_NAME_ONLY);
2389                                         q_ptr->held_m_idx = 0;
2390                                         q_ptr->marked = OM_TOUCHED;
2391                                         m_ptr->hold_o_idx = q_ptr->next_o_idx;
2392                                         q_ptr->next_o_idx = 0;
2393 #ifdef JP
2394                                         msg_format("%s¤òÃ¥¤Ã¤¿¡£", o_name);
2395 #else
2396                                         msg_format("You snatched %s.", o_name);
2397 #endif
2398                                         inven_carry(q_ptr);
2399                                 }
2400                         }
2401                 }
2402
2403                 /* Player misses */
2404                 else
2405                 {
2406                         backstab = FALSE; /* Clumsy! */
2407                         fuiuchi = FALSE; /* Clumsy! */
2408
2409                         if ((o_ptr->tval == TV_POLEARM) && (o_ptr->sval == SV_DEATH_SCYTHE) && one_in_(3))
2410                         {
2411                                 u32b flgs[TR_FLAG_SIZE];
2412
2413                                 /* Sound */
2414                                 sound(SOUND_HIT);
2415
2416                                 /* Message */
2417 #ifdef JP
2418                                 msg_format("¥ß¥¹¡ª %s¤Ë¤«¤ï¤µ¤ì¤¿¡£", m_name);
2419 #else
2420                                 msg_format("You miss %s.", m_name);
2421 #endif
2422                                 /* Message */
2423 #ifdef JP
2424                                 msg_print("¿¶¤ê²ó¤·¤¿Âç³ù¤¬¼«Ê¬¼«¿È¤ËÊ֤äƤ­¤¿¡ª");
2425 #else
2426                                 msg_print("Your scythe returns to you!");
2427 #endif
2428
2429                                 /* Extract the flags */
2430                                 object_flags(o_ptr, flgs);
2431
2432                                 k = damroll(o_ptr->dd + p_ptr->to_dd[hand], o_ptr->ds + p_ptr->to_ds[hand]);
2433                                 {
2434                                         int mult;
2435                                         switch (p_ptr->mimic_form)
2436                                         {
2437                                         case MIMIC_NONE:
2438                                                 switch (p_ptr->prace)
2439                                                 {
2440                                                         case RACE_YEEK:
2441                                                         case RACE_KLACKON:
2442                                                         case RACE_HUMAN:
2443                                                         case RACE_AMBERITE:
2444                                                         case RACE_DUNADAN:
2445                                                         case RACE_BARBARIAN:
2446                                                         case RACE_BEASTMAN:
2447                                                                 mult = 25;break;
2448                                                         case RACE_HALF_ORC:
2449                                                         case RACE_HALF_TROLL:
2450                                                         case RACE_HALF_OGRE:
2451                                                         case RACE_HALF_GIANT:
2452                                                         case RACE_HALF_TITAN:
2453                                                         case RACE_CYCLOPS:
2454                                                         case RACE_IMP:
2455                                                         case RACE_SKELETON:
2456                                                         case RACE_ZOMBIE:
2457                                                         case RACE_VAMPIRE:
2458                                                         case RACE_SPECTRE:
2459                                                         case RACE_DEMON:
2460                                                         case RACE_DRACONIAN:
2461                                                                 mult = 30;break;
2462                                                         default:
2463                                                                 mult = 10;break;
2464                                                 }
2465                                                 break;
2466                                         case MIMIC_DEMON:
2467                                         case MIMIC_DEMON_LORD:
2468                                         case MIMIC_VAMPIRE:
2469                                                 mult = 30;break;
2470                                         default:
2471                                                 mult = 10;break;
2472                                         }
2473
2474                                         if (p_ptr->align < 0 && mult < 20)
2475                                                 mult = 20;
2476                                         if (!(p_ptr->resist_acid || IS_OPPOSE_ACID() || p_ptr->immune_acid) && (mult < 25))
2477                                                 mult = 25;
2478                                         if (!(p_ptr->resist_elec || IS_OPPOSE_ELEC() || p_ptr->immune_elec) && (mult < 25))
2479                                                 mult = 25;
2480                                         if (!(p_ptr->resist_fire || IS_OPPOSE_FIRE() || p_ptr->immune_fire) && (mult < 25))
2481                                                 mult = 25;
2482                                         if (!(p_ptr->resist_cold || IS_OPPOSE_COLD() || p_ptr->immune_cold) && (mult < 25))
2483                                                 mult = 25;
2484                                         if (!(p_ptr->resist_pois || IS_OPPOSE_POIS()) && (mult < 25))
2485                                                 mult = 25;
2486
2487                                         if ((p_ptr->pclass != CLASS_SAMURAI) && (have_flag(flgs, TR_FORCE_WEAPON)) && (p_ptr->csp > (p_ptr->msp / 30)))
2488                                         {
2489                                                 p_ptr->csp -= (1+(p_ptr->msp / 30));
2490                                                 p_ptr->redraw |= (PR_MANA);
2491                                                 mult = mult * 3 / 2 + 20;
2492                                         }
2493                                         k *= mult;
2494                                         k /= 10;
2495                                 }
2496
2497                                 k = critical_norm(o_ptr->weight, o_ptr->to_h, k, p_ptr->to_h[hand], mode);
2498                                 if (one_in_(6))
2499                                 {
2500                                         int mult = 2;
2501 #ifdef JP
2502                                         msg_format("¥°¥Ã¥µ¥êÀÚ¤êÎö¤«¤ì¤¿¡ª");
2503 #else
2504                                         msg_format("Your weapon cuts deep into yourself!");
2505 #endif
2506                                         /* Try to increase the damage */
2507                                         while (one_in_(4))
2508                                         {
2509                                                 mult++;
2510                                         }
2511
2512                                         k *= mult;
2513                                 }
2514                                 k += (p_ptr->to_d[hand] + o_ptr->to_d);
2515
2516                                 if (k < 0) k = 0;
2517
2518 #ifdef JP
2519                                 take_hit(DAMAGE_FORCE, k, "»à¤ÎÂç³ù", -1);
2520 #else
2521                                 take_hit(DAMAGE_FORCE, k, "Death scythe", -1);
2522 #endif
2523
2524                                 redraw_stuff();
2525                         }
2526                         else
2527                         {
2528                                 /* Sound */
2529                                 sound(SOUND_MISS);
2530
2531                                 /* Message */
2532 #ifdef JP
2533                                 msg_format("¥ß¥¹¡ª %s¤Ë¤«¤ï¤µ¤ì¤¿¡£", m_name);
2534 #else
2535                                 msg_format("You miss %s.", m_name);
2536 #endif
2537                         }
2538                 }
2539                 backstab = FALSE;
2540                 fuiuchi = FALSE;
2541         }
2542
2543
2544         if (weak && !(*mdeath))
2545         {
2546 #ifdef JP
2547                 msg_format("%s¤Ï¼å¤¯¤Ê¤Ã¤¿¤è¤¦¤À¡£", m_name);
2548 #else
2549                 msg_format("%^s seems weakened.", m_name);
2550 #endif
2551         }
2552         if (drain_left != MAX_VAMPIRIC_DRAIN)
2553         {
2554                 if (one_in_(4))
2555                 {
2556                         chg_virtue(V_UNLIFE, 1);
2557                 }
2558         }
2559         /* Mega-Hack -- apply earthquake brand */
2560         if (do_quake)
2561         {
2562                 earthquake(py, px, 10);
2563                 if (!cave[y][x].m_idx) *mdeath = TRUE;
2564         }
2565 }
2566
2567 bool py_attack(int y, int x, int mode)
2568 {
2569         bool            fear = FALSE;
2570         bool            mdeath = FALSE;
2571         bool            stormbringer = FALSE;
2572
2573         cave_type       *c_ptr = &cave[y][x];
2574         monster_type    *m_ptr = &m_list[c_ptr->m_idx];
2575         monster_race    *r_ptr = &r_info[m_ptr->r_idx];
2576         char            m_name[80];
2577
2578         /* Disturb the player */
2579         disturb(0, 1);
2580
2581         energy_use = 100;
2582
2583         if (!p_ptr->migite && !p_ptr->hidarite &&
2584             !(p_ptr->muta2 & (MUT2_HORNS | MUT2_BEAK | MUT2_SCOR_TAIL | MUT2_TRUNK | MUT2_TENTACLES)))
2585         {
2586 #ifdef JP
2587                 msg_format("%s¹¶·â¤Ç¤­¤Ê¤¤¡£", (empty_hands(FALSE) == EMPTY_HAND_NONE) ? "ξ¼ê¤¬¤Õ¤µ¤¬¤Ã¤Æ" : "");
2588 #else
2589                 msg_print("You cannot do attacking.");
2590 #endif
2591                 return FALSE;
2592         }
2593
2594         /* Extract monster name (or "it") */
2595         monster_desc(m_name, m_ptr, 0);
2596
2597         if (m_ptr->ml)
2598         {
2599                 /* Auto-Recall if possible and visible */
2600                 if (!p_ptr->image) monster_race_track(m_ptr->ap_r_idx);
2601
2602                 /* Track a new monster */
2603                 health_track(c_ptr->m_idx);
2604         }
2605
2606         if ((r_ptr->flags1 & RF1_FEMALE) &&
2607             !(p_ptr->stun || p_ptr->confused || p_ptr->image || !m_ptr->ml))
2608         {
2609                 if ((inventory[INVEN_RARM].name1 == ART_ZANTETSU) || (inventory[INVEN_LARM].name1 == ART_ZANTETSU))
2610                 {
2611 #ifdef JP
2612                         msg_print("ÀÛ¼Ô¡¢¤ª¤Ê¤´¤Ï»Â¤ì¤Ì¡ª");
2613 #else
2614                         msg_print("I can not attack women!");
2615 #endif
2616                         return FALSE;
2617                 }
2618         }
2619
2620         if (d_info[dungeon_type].flags1 & DF1_NO_MELEE)
2621         {
2622 #ifdef JP
2623                 msg_print("¤Ê¤¼¤«¹¶·â¤¹¤ë¤³¤È¤¬¤Ç¤­¤Ê¤¤¡£");
2624 #else
2625                 msg_print("Something prevent you from attacking.");
2626 #endif
2627                 return FALSE;
2628         }
2629
2630         /* Stop if friendly */
2631         if (!is_hostile(m_ptr) &&
2632             !(p_ptr->stun || p_ptr->confused || p_ptr->image ||
2633             p_ptr->shero || !m_ptr->ml))
2634         {
2635                 if (inventory[INVEN_RARM].name1 == ART_STORMBRINGER) stormbringer = TRUE;
2636                 if (inventory[INVEN_LARM].name1 == ART_STORMBRINGER) stormbringer = TRUE;
2637                 if (stormbringer)
2638                 {
2639 #ifdef JP
2640                         msg_format("¹õ¤¤¿Ï¤Ï¶¯ÍߤË%s¤ò¹¶·â¤·¤¿¡ª", m_name);
2641 #else
2642                         msg_format("Your black blade greedily attacks %s!", m_name);
2643 #endif
2644                         chg_virtue(V_INDIVIDUALISM, 1);
2645                         chg_virtue(V_HONOUR, -1);
2646                         chg_virtue(V_JUSTICE, -1);
2647                         chg_virtue(V_COMPASSION, -1);
2648                 }
2649                 else if (p_ptr->pclass != CLASS_BERSERKER)
2650                 {
2651 #ifdef JP
2652                         if (get_check("ËÜÅö¤Ë¹¶·â¤·¤Þ¤¹¤«¡©"))
2653 #else
2654                         if (get_check("Really hit it? "))
2655 #endif
2656                         {
2657                                 chg_virtue(V_INDIVIDUALISM, 1);
2658                                 chg_virtue(V_HONOUR, -1);
2659                                 chg_virtue(V_JUSTICE, -1);
2660                                 chg_virtue(V_COMPASSION, -1);
2661                         }
2662                         else
2663                         {
2664 #ifdef JP
2665                                 msg_format("%s¤ò¹¶·â¤¹¤ë¤Î¤ò»ß¤á¤¿¡£", m_name);
2666 #else
2667                                 msg_format("You stop to avoid hitting %s.", m_name);
2668 #endif
2669                                 return FALSE;
2670                         }
2671                 }
2672         }
2673
2674
2675         /* Handle player fear */
2676         if (p_ptr->afraid)
2677         {
2678                 /* Message */
2679                 if (m_ptr->ml)
2680 #ifdef JP
2681                         msg_format("¶²¤¯¤Æ%s¤ò¹¶·â¤Ç¤­¤Ê¤¤¡ª", m_name);
2682 #else
2683                         msg_format("You are too afraid to attack %s!", m_name);
2684 #endif
2685
2686                 else
2687 #ifdef JP
2688                         msg_format ("¤½¤Ã¤Á¤Ë¤Ï²¿¤«¶²¤¤¤â¤Î¤¬¤¤¤ë¡ª");
2689 #else
2690                         msg_format ("There is something scary in your way!");
2691 #endif
2692
2693                 /* Disturb the monster */
2694                 (void)set_monster_csleep(c_ptr->m_idx, 0);
2695
2696                 /* Done */
2697                 return FALSE;
2698         }
2699
2700         if (MON_CSLEEP(m_ptr)) /* It is not honorable etc to attack helpless victims */
2701         {
2702                 if (!(r_ptr->flags3 & RF3_EVIL) || one_in_(5)) chg_virtue(V_COMPASSION, -1);
2703                 if (!(r_ptr->flags3 & RF3_EVIL) || one_in_(5)) chg_virtue(V_HONOUR, -1);
2704         }
2705
2706         if (p_ptr->migite && p_ptr->hidarite)
2707         {
2708                 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))
2709                 {
2710                         if (p_ptr->skill_exp[GINOU_NITOURYU] < WEAPON_EXP_BEGINNER)
2711                                 p_ptr->skill_exp[GINOU_NITOURYU] += 80;
2712                         else if(p_ptr->skill_exp[GINOU_NITOURYU] < WEAPON_EXP_SKILLED)
2713                                 p_ptr->skill_exp[GINOU_NITOURYU] += 4;
2714                         else if(p_ptr->skill_exp[GINOU_NITOURYU] < WEAPON_EXP_EXPERT)
2715                                 p_ptr->skill_exp[GINOU_NITOURYU] += 1;
2716                         else if(p_ptr->skill_exp[GINOU_NITOURYU] < WEAPON_EXP_MASTER)
2717                                 if (one_in_(3)) p_ptr->skill_exp[GINOU_NITOURYU] += 1;
2718                         p_ptr->update |= (PU_BONUS);
2719                 }
2720         }
2721
2722         /* Gain riding experience */
2723         if (p_ptr->riding)
2724         {
2725                 int cur = p_ptr->skill_exp[GINOU_RIDING];
2726                 int max = s_info[p_ptr->pclass].s_max[GINOU_RIDING];
2727
2728                 if (cur < max)
2729                 {
2730                         int ridinglevel = r_info[m_list[p_ptr->riding].r_idx].level;
2731                         int targetlevel = r_ptr->level;
2732                         int inc = 0;
2733
2734                         if ((cur / 200 - 5) < targetlevel)
2735                                 inc += 1;
2736
2737                         /* Extra experience */
2738                         if ((cur / 100) < ridinglevel)
2739                         {
2740                                 if ((cur / 100 + 15) < ridinglevel)
2741                                         inc += 1 + (ridinglevel - (cur / 100 + 15));
2742                                 else
2743                                         inc += 1;
2744                         }
2745
2746                         p_ptr->skill_exp[GINOU_RIDING] = MIN(max, cur + inc);
2747
2748                         p_ptr->update |= (PU_BONUS);
2749                 }
2750         }
2751
2752         riding_t_m_idx = c_ptr->m_idx;
2753         if (p_ptr->migite) py_attack_aux(y, x, &fear, &mdeath, 0, mode);
2754         if (p_ptr->hidarite && !mdeath) py_attack_aux(y, x, &fear, &mdeath, 1, mode);
2755
2756         /* Mutations which yield extra 'natural' attacks */
2757         if (!mdeath)
2758         {
2759                 if ((p_ptr->muta2 & MUT2_HORNS) && !mdeath)
2760                         natural_attack(c_ptr->m_idx, MUT2_HORNS, &fear, &mdeath);
2761                 if ((p_ptr->muta2 & MUT2_BEAK) && !mdeath)
2762                         natural_attack(c_ptr->m_idx, MUT2_BEAK, &fear, &mdeath);
2763                 if ((p_ptr->muta2 & MUT2_SCOR_TAIL) && !mdeath)
2764                         natural_attack(c_ptr->m_idx, MUT2_SCOR_TAIL, &fear, &mdeath);
2765                 if ((p_ptr->muta2 & MUT2_TRUNK) && !mdeath)
2766                         natural_attack(c_ptr->m_idx, MUT2_TRUNK, &fear, &mdeath);
2767                 if ((p_ptr->muta2 & MUT2_TENTACLES) && !mdeath)
2768                         natural_attack(c_ptr->m_idx, MUT2_TENTACLES, &fear, &mdeath);
2769         }
2770
2771         /* Hack -- delay fear messages */
2772         if (fear && m_ptr->ml && !mdeath)
2773         {
2774                 /* Sound */
2775                 sound(SOUND_FLEE);
2776
2777                 /* Message */
2778 #ifdef JP
2779                 msg_format("%^s¤Ï¶²Éݤ·¤Æƨ¤²½Ð¤·¤¿¡ª", m_name);
2780 #else
2781                 msg_format("%^s flees in terror!", m_name);
2782 #endif
2783
2784         }
2785
2786         if ((p_ptr->special_defense & KATA_IAI) && ((mode != HISSATSU_IAI) || mdeath))
2787         {
2788                 set_action(ACTION_NONE);
2789         }
2790
2791         return mdeath;
2792 }
2793
2794
2795 bool pattern_seq(int c_y, int c_x, int n_y, int n_x)
2796 {
2797         feature_type *cur_f_ptr = &f_info[cave[c_y][c_x].feat];
2798         feature_type *new_f_ptr = &f_info[cave[n_y][n_x].feat];
2799         bool is_pattern_tile_cur = have_flag(cur_f_ptr->flags, FF_PATTERN);
2800         bool is_pattern_tile_new = have_flag(new_f_ptr->flags, FF_PATTERN);
2801         int pattern_type_cur, pattern_type_new;
2802
2803         if (!is_pattern_tile_cur && !is_pattern_tile_new) return TRUE;
2804
2805         pattern_type_cur = is_pattern_tile_cur ? cur_f_ptr->subtype : NOT_PATTERN_TILE;
2806         pattern_type_new = is_pattern_tile_new ? new_f_ptr->subtype : NOT_PATTERN_TILE;
2807
2808         if (pattern_type_new == PATTERN_TILE_START)
2809         {
2810                 if (!is_pattern_tile_cur && !p_ptr->confused && !p_ptr->stun && !p_ptr->image)
2811                 {
2812 #ifdef JP
2813                         if (get_check("¥Ñ¥¿¡¼¥ó¤Î¾å¤òÊ⤭»Ï¤á¤ë¤È¡¢Á´¤Æ¤òÊ⤫¤Ê¤±¤ì¤Ð¤Ê¤ê¤Þ¤»¤ó¡£¤¤¤¤¤Ç¤¹¤«¡©"))
2814 #else
2815                         if (get_check("If you start walking the Pattern, you must walk the whole way. Ok? "))
2816 #endif
2817                                 return TRUE;
2818                         else
2819                                 return FALSE;
2820                 }
2821                 else
2822                         return TRUE;
2823         }
2824         else if ((pattern_type_new == PATTERN_TILE_OLD) ||
2825                  (pattern_type_new == PATTERN_TILE_END) ||
2826                  (pattern_type_new == PATTERN_TILE_WRECKED))
2827         {
2828                 if (is_pattern_tile_cur)
2829                 {
2830                         return TRUE;
2831                 }
2832                 else
2833                 {
2834 #ifdef JP
2835                         msg_print("¥Ñ¥¿¡¼¥ó¤Î¾å¤òÊ⤯¤Ë¤Ï¥¹¥¿¡¼¥ÈÃÏÅÀ¤«¤éÊ⤭»Ï¤á¤Ê¤¯¤Æ¤Ï¤Ê¤ê¤Þ¤»¤ó¡£");
2836 #else
2837                         msg_print("You must start walking the Pattern from the startpoint.");
2838 #endif
2839
2840                         return FALSE;
2841                 }
2842         }
2843         else if ((pattern_type_new == PATTERN_TILE_TELEPORT) ||
2844                  (pattern_type_cur == PATTERN_TILE_TELEPORT))
2845         {
2846                 return TRUE;
2847         }
2848         else if (pattern_type_cur == PATTERN_TILE_START)
2849         {
2850                 if (is_pattern_tile_new)
2851                         return TRUE;
2852                 else
2853                 {
2854 #ifdef JP
2855                         msg_print("¥Ñ¥¿¡¼¥ó¤Î¾å¤ÏÀµ¤·¤¤½ç½ø¤ÇÊ⤫¤Í¤Ð¤Ê¤ê¤Þ¤»¤ó¡£");
2856 #else
2857                         msg_print("You must walk the Pattern in correct order.");
2858 #endif
2859
2860                         return FALSE;
2861                 }
2862         }
2863         else if ((pattern_type_cur == PATTERN_TILE_OLD) ||
2864                  (pattern_type_cur == PATTERN_TILE_END) ||
2865                  (pattern_type_cur == PATTERN_TILE_WRECKED))
2866         {
2867                 if (!is_pattern_tile_new)
2868                 {
2869 #ifdef JP
2870                         msg_print("¥Ñ¥¿¡¼¥ó¤òƧ¤ß³°¤·¤Æ¤Ï¤¤¤±¤Þ¤»¤ó¡£");
2871 #else
2872                         msg_print("You may not step off from the Pattern.");
2873 #endif
2874
2875                         return FALSE;
2876                 }
2877                 else
2878                 {
2879                         return TRUE;
2880                 }
2881         }
2882         else
2883         {
2884                 if (!is_pattern_tile_cur)
2885                 {
2886 #ifdef JP
2887                         msg_print("¥Ñ¥¿¡¼¥ó¤Î¾å¤òÊ⤯¤Ë¤Ï¥¹¥¿¡¼¥ÈÃÏÅÀ¤«¤éÊ⤭»Ï¤á¤Ê¤¯¤Æ¤Ï¤Ê¤ê¤Þ¤»¤ó¡£");
2888 #else
2889                         msg_print("You must start walking the Pattern from the startpoint.");
2890 #endif
2891
2892                         return FALSE;
2893                 }
2894                 else
2895                 {
2896                         byte ok_move = PATTERN_TILE_START;
2897                         switch (pattern_type_cur)
2898                         {
2899                                 case PATTERN_TILE_1:
2900                                         ok_move = PATTERN_TILE_2;
2901                                         break;
2902                                 case PATTERN_TILE_2:
2903                                         ok_move = PATTERN_TILE_3;
2904                                         break;
2905                                 case PATTERN_TILE_3:
2906                                         ok_move = PATTERN_TILE_4;
2907                                         break;
2908                                 case PATTERN_TILE_4:
2909                                         ok_move = PATTERN_TILE_1;
2910                                         break;
2911                                 default:
2912                                         if (p_ptr->wizard)
2913 #ifdef JP
2914                                                 msg_format("¤ª¤«¤·¤Ê¥Ñ¥¿¡¼¥óÊâ¹Ô¡¢%d¡£", pattern_type_cur);
2915 #else
2916                                                 msg_format("Funny Pattern walking, %d.", pattern_type_cur);
2917 #endif
2918
2919                                         return TRUE; /* Goof-up */
2920                         }
2921
2922                         if ((pattern_type_new == ok_move) ||
2923                             (pattern_type_new == pattern_type_cur))
2924                                 return TRUE;
2925                         else
2926                         {
2927                                 if (!is_pattern_tile_new)
2928 #ifdef JP
2929                                         msg_print("¥Ñ¥¿¡¼¥ó¤òƧ¤ß³°¤·¤Æ¤Ï¤¤¤±¤Þ¤»¤ó¡£");
2930 #else
2931                                         msg_print("You may not step off from the Pattern.");
2932 #endif
2933                                 else
2934 #ifdef JP
2935                                         msg_print("¥Ñ¥¿¡¼¥ó¤Î¾å¤ÏÀµ¤·¤¤½ç½ø¤ÇÊ⤫¤Í¤Ð¤Ê¤ê¤Þ¤»¤ó¡£");
2936 #else
2937                                         msg_print("You must walk the Pattern in correct order.");
2938 #endif
2939
2940                                 return FALSE;
2941                         }
2942                 }
2943         }
2944 }
2945
2946
2947 bool player_can_enter(s16b feature, u16b mode)
2948 {
2949         feature_type *f_ptr = &f_info[feature];
2950
2951         if (p_ptr->riding) return monster_can_cross_terrain(feature, &r_info[m_list[p_ptr->riding].r_idx], mode | CEM_RIDING);
2952
2953         /* Pattern */
2954         if (have_flag(f_ptr->flags, FF_PATTERN))
2955         {
2956                 if (!(mode & CEM_P_CAN_ENTER_PATTERN)) return FALSE;
2957         }
2958
2959         /* "CAN" flags */
2960         if (have_flag(f_ptr->flags, FF_CAN_FLY) && p_ptr->levitation) return TRUE;
2961         if (have_flag(f_ptr->flags, FF_CAN_SWIM) && p_ptr->can_swim) return TRUE;
2962         if (have_flag(f_ptr->flags, FF_CAN_PASS) && p_ptr->pass_wall) return TRUE;
2963
2964         if (!have_flag(f_ptr->flags, FF_MOVE)) return FALSE;
2965
2966         return TRUE;
2967 }
2968
2969
2970 /*
2971  * Move the player
2972  */
2973 bool move_player_effect(int ny, int nx, u32b mpe_mode)
2974 {
2975         cave_type *c_ptr = &cave[ny][nx];
2976         feature_type *f_ptr = &f_info[c_ptr->feat];
2977
2978         if (!(mpe_mode & MPE_STAYING))
2979         {
2980                 int oy = py;
2981                 int ox = px;
2982                 cave_type *oc_ptr = &cave[oy][ox];
2983                 int om_idx = oc_ptr->m_idx;
2984                 int nm_idx = c_ptr->m_idx;
2985
2986                 /* Move the player */
2987                 py = ny;
2988                 px = nx;
2989
2990                 /* Hack -- For moving monster or riding player's moving */
2991                 if (!(mpe_mode & MPE_DONT_SWAP_MON))
2992                 {
2993                         /* Swap two monsters */
2994                         c_ptr->m_idx = om_idx;
2995                         oc_ptr->m_idx = nm_idx;
2996
2997                         if (om_idx > 0) /* Monster on old spot (or p_ptr->riding) */
2998                         {
2999                                 monster_type *om_ptr = &m_list[om_idx];
3000                                 om_ptr->fy = ny;
3001                                 om_ptr->fx = nx;
3002                                 update_mon(om_idx, TRUE);
3003                         }
3004
3005                         if (nm_idx > 0) /* Monster on new spot */
3006                         {
3007                                 monster_type *nm_ptr = &m_list[nm_idx];
3008                                 nm_ptr->fy = oy;
3009                                 nm_ptr->fx = ox;
3010                                 update_mon(nm_idx, TRUE);
3011                         }
3012                 }
3013
3014                 /* Redraw old spot */
3015                 lite_spot(oy, ox);
3016
3017                 /* Redraw new spot */
3018                 lite_spot(ny, nx);
3019
3020                 /* Check for new panel (redraw map) */
3021                 verify_panel();
3022
3023                 if (mpe_mode & MPE_FORGET_FLOW)
3024                 {
3025                         forget_flow();
3026
3027                         /* Mega-Hack -- Forget the view */
3028                         p_ptr->update |= (PU_UN_VIEW);
3029
3030                         /* Redraw map */
3031                         p_ptr->redraw |= (PR_MAP);
3032                 }
3033
3034                 /* Update stuff */
3035                 p_ptr->update |= (PU_VIEW | PU_LITE | PU_FLOW | PU_MON_LITE | PU_DISTANCE);
3036
3037                 /* Window stuff */
3038                 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
3039
3040                 /* Remove "unsafe" flag */
3041                 if ((!p_ptr->blind && !no_lite()) || !is_trap(c_ptr->feat)) c_ptr->info &= ~(CAVE_UNSAFE);
3042
3043                 /* For get everything when requested hehe I'm *NASTY* */
3044                 if (dun_level && (d_info[dungeon_type].flags1 & DF1_FORGET)) wiz_dark();
3045
3046                 /* Handle stuff */
3047                 if (mpe_mode & MPE_HANDLE_STUFF) handle_stuff();
3048
3049                 if (p_ptr->pclass == CLASS_NINJA)
3050                 {
3051                         if (c_ptr->info & (CAVE_GLOW)) set_superstealth(FALSE);
3052                         else if (p_ptr->cur_lite <= 0) set_superstealth(TRUE);
3053                 }
3054
3055                 if ((p_ptr->action == ACTION_HAYAGAKE) &&
3056                     (!have_flag(f_ptr->flags, FF_PROJECT) ||
3057                      (!p_ptr->levitation && have_flag(f_ptr->flags, FF_DEEP))))
3058                 {
3059 #ifdef JP
3060                         msg_print("¤³¤³¤Ç¤ÏÁÇÁ᤯ư¤±¤Ê¤¤¡£");
3061 #else
3062                         msg_print("You cannot run in here.");
3063 #endif
3064                         set_action(ACTION_NONE);
3065                 }
3066         }
3067
3068         if (mpe_mode & MPE_ENERGY_USE)
3069         {
3070                 if (music_singing(MUSIC_WALL))
3071                 {
3072                         (void)project(0, 0, py, px, (60 + p_ptr->lev), GF_DISINTEGRATE,
3073                                 PROJECT_KILL | PROJECT_ITEM, -1);
3074
3075                         if (!player_bold(ny, nx) || p_ptr->is_dead || p_ptr->leaving) return FALSE;
3076                 }
3077
3078                 /* Spontaneous Searching */
3079                 if ((p_ptr->skill_fos >= 50) || (0 == randint0(50 - p_ptr->skill_fos)))
3080                 {
3081                         search();
3082                 }
3083
3084                 /* Continuous Searching */
3085                 if (p_ptr->action == ACTION_SEARCH)
3086                 {
3087                         search();
3088                 }
3089         }
3090
3091         /* Handle "objects" */
3092         if (!(mpe_mode & MPE_DONT_PICKUP))
3093         {
3094                 carry((mpe_mode & MPE_DO_PICKUP) ? TRUE : FALSE);
3095         }
3096
3097         /* Handle "store doors" */
3098         if (have_flag(f_ptr->flags, FF_STORE))
3099         {
3100                 /* Disturb */
3101                 disturb(0, 1);
3102
3103                 energy_use = 0;
3104                 /* Hack -- Enter store */
3105                 command_new = SPECIAL_KEY_STORE;
3106         }
3107
3108         /* Handle "building doors" -KMW- */
3109         else if (have_flag(f_ptr->flags, FF_BLDG))
3110         {
3111                 /* Disturb */
3112                 disturb(0, 1);
3113
3114                 energy_use = 0;
3115                 /* Hack -- Enter building */
3116                 command_new = SPECIAL_KEY_BUILDING;
3117         }
3118
3119         /* Handle quest areas -KMW- */
3120         else if (have_flag(f_ptr->flags, FF_QUEST_ENTER))
3121         {
3122                 /* Disturb */
3123                 disturb(0, 1);
3124
3125                 energy_use = 0;
3126                 /* Hack -- Enter quest level */
3127                 command_new = SPECIAL_KEY_QUEST;
3128         }
3129
3130         else if (have_flag(f_ptr->flags, FF_QUEST_EXIT))
3131         {
3132                 if (quest[p_ptr->inside_quest].type == QUEST_TYPE_FIND_EXIT)
3133                 {
3134                         complete_quest(p_ptr->inside_quest);
3135                 }
3136
3137                 leave_quest_check();
3138
3139                 p_ptr->inside_quest = c_ptr->special;
3140                 dun_level = 0;
3141                 p_ptr->oldpx = 0;
3142                 p_ptr->oldpy = 0;
3143
3144                 p_ptr->leaving = TRUE;
3145         }
3146
3147         /* Set off a trap */
3148         else if (have_flag(f_ptr->flags, FF_HIT_TRAP) && !(mpe_mode & MPE_STAYING))
3149         {
3150                 /* Disturb */
3151                 disturb(0, 1);
3152
3153                 /* Hidden trap */
3154                 if (c_ptr->mimic || have_flag(f_ptr->flags, FF_SECRET))
3155                 {
3156                         /* Message */
3157 #ifdef JP
3158                         msg_print("¥È¥é¥Ã¥×¤À¡ª");
3159 #else
3160                         msg_print("You found a trap!");
3161 #endif
3162
3163                         /* Pick a trap */
3164                         disclose_grid(py, px);
3165                 }
3166
3167                 /* Hit the trap */
3168                 hit_trap((mpe_mode & MPE_BREAK_TRAP) ? TRUE : FALSE);
3169
3170                 if (!player_bold(ny, nx) || p_ptr->is_dead || p_ptr->leaving) return FALSE;
3171         }
3172
3173         /* Warn when leaving trap detected region */
3174         if (!(mpe_mode & MPE_STAYING) && (disturb_trap_detect || alert_trap_detect)
3175             && p_ptr->dtrap && !(c_ptr->info & CAVE_IN_DETECT))
3176         {
3177                 /* No duplicate warning */
3178                 p_ptr->dtrap = FALSE;
3179
3180                 /* You are just on the edge */
3181                 if (!(c_ptr->info & CAVE_UNSAFE))
3182                 {
3183                         if (alert_trap_detect)
3184                         {
3185 #ifdef JP
3186                                 msg_print("* Ãí°Õ:¤³¤ÎÀè¤Ï¥È¥é¥Ã¥×¤Î´¶ÃÎÈϰϳ°¤Ç¤¹¡ª *");
3187 #else
3188                                 msg_print("*Leaving trap detect region!*");
3189 #endif
3190                         }
3191
3192                         if (disturb_trap_detect) disturb(0, 1);
3193                 }
3194         }
3195
3196         return player_bold(ny, nx) && !p_ptr->is_dead && !p_ptr->leaving;
3197 }
3198
3199
3200 bool trap_can_be_ignored(int feat)
3201 {
3202         feature_type *f_ptr = &f_info[feat];
3203
3204         if (!have_flag(f_ptr->flags, FF_TRAP)) return TRUE;
3205
3206         switch (f_ptr->subtype)
3207         {
3208         case TRAP_TRAPDOOR:
3209         case TRAP_PIT:
3210         case TRAP_SPIKED_PIT:
3211         case TRAP_POISON_PIT:
3212                 if (p_ptr->levitation) return TRUE;
3213                 break;
3214         case TRAP_TELEPORT:
3215                 if (p_ptr->anti_tele) return TRUE;
3216                 break;
3217         case TRAP_FIRE:
3218                 if (p_ptr->immune_fire) return TRUE;
3219                 break;
3220         case TRAP_ACID:
3221                 if (p_ptr->immune_acid) return TRUE;
3222                 break;
3223         case TRAP_BLIND:
3224                 if (p_ptr->resist_blind) return TRUE;
3225                 break;
3226         case TRAP_CONFUSE:
3227                 if (p_ptr->resist_conf) return TRUE;
3228                 break;
3229         case TRAP_POISON:
3230                 if (p_ptr->resist_pois) return TRUE;
3231                 break;
3232         case TRAP_SLEEP:
3233                 if (p_ptr->free_act) return TRUE;
3234                 break;
3235         }
3236
3237         return FALSE;
3238 }
3239
3240
3241 /*
3242  * Determine if a "boundary" grid is "floor mimic"
3243  */
3244 #define boundary_floor(C, F, MF) \
3245         ((C)->mimic && permanent_wall(F) && \
3246          (have_flag((MF)->flags, FF_MOVE) || have_flag((MF)->flags, FF_CAN_FLY)) && \
3247          have_flag((MF)->flags, FF_PROJECT) && \
3248          !have_flag((MF)->flags, FF_OPEN))
3249
3250 /*
3251  * Move player in the given direction, with the given "pickup" flag.
3252  *
3253  * This routine should (probably) always induce energy expenditure.
3254  *
3255  * Note that moving will *always* take a turn, and will *always* hit
3256  * any monster which might be in the destination grid.  Previously,
3257  * moving into walls was "free" and did NOT hit invisible monsters.
3258  */
3259 void move_player(int dir, bool do_pickup, bool break_trap)
3260 {
3261         /* Find the result of moving */
3262         int y = py + ddy[dir];
3263         int x = px + ddx[dir];
3264
3265         /* Examine the destination */
3266         cave_type *c_ptr = &cave[y][x];
3267
3268         feature_type *f_ptr = &f_info[c_ptr->feat];
3269
3270         monster_type *m_ptr;
3271
3272         monster_type *riding_m_ptr = &m_list[p_ptr->riding];
3273         monster_race *riding_r_ptr = &r_info[p_ptr->riding ? riding_m_ptr->r_idx : 0]; /* Paranoia */
3274
3275         char m_name[80];
3276
3277         bool p_can_enter = player_can_enter(c_ptr->feat, CEM_P_CAN_ENTER_PATTERN);
3278         bool p_can_kill_walls = FALSE;
3279         bool stormbringer = FALSE;
3280
3281         bool oktomove = TRUE;
3282         bool do_past = FALSE;
3283
3284         /* Exit the area */
3285         if (!dun_level && !p_ptr->wild_mode &&
3286                 ((x == 0) || (x == MAX_WID - 1) ||
3287                  (y == 0) || (y == MAX_HGT - 1)))
3288         {
3289                 /* Can the player enter the grid? */
3290                 if (c_ptr->mimic && player_can_enter(c_ptr->mimic, 0))
3291                 {
3292                         /* Hack: move to new area */
3293                         if ((y == 0) && (x == 0))
3294                         {
3295                                 p_ptr->wilderness_y--;
3296                                 p_ptr->wilderness_x--;
3297                                 p_ptr->oldpy = cur_hgt - 2;
3298                                 p_ptr->oldpx = cur_wid - 2;
3299                                 ambush_flag = FALSE;
3300                         }
3301
3302                         else if ((y == 0) && (x == MAX_WID - 1))
3303                         {
3304                                 p_ptr->wilderness_y--;
3305                                 p_ptr->wilderness_x++;
3306                                 p_ptr->oldpy = cur_hgt - 2;
3307                                 p_ptr->oldpx = 1;
3308                                 ambush_flag = FALSE;
3309                         }
3310
3311                         else if ((y == MAX_HGT - 1) && (x == 0))
3312                         {
3313                                 p_ptr->wilderness_y++;
3314                                 p_ptr->wilderness_x--;
3315                                 p_ptr->oldpy = 1;
3316                                 p_ptr->oldpx = cur_wid - 2;
3317                                 ambush_flag = FALSE;
3318                         }
3319
3320                         else if ((y == MAX_HGT - 1) && (x == MAX_WID - 1))
3321                         {
3322                                 p_ptr->wilderness_y++;
3323                                 p_ptr->wilderness_x++;
3324                                 p_ptr->oldpy = 1;
3325                                 p_ptr->oldpx = 1;
3326                                 ambush_flag = FALSE;
3327                         }
3328
3329                         else if (y == 0)
3330                         {
3331                                 p_ptr->wilderness_y--;
3332                                 p_ptr->oldpy = cur_hgt - 2;
3333                                 p_ptr->oldpx = x;
3334                                 ambush_flag = FALSE;
3335                         }
3336
3337                         else if (y == MAX_HGT - 1)
3338                         {
3339                                 p_ptr->wilderness_y++;
3340                                 p_ptr->oldpy = 1;
3341                                 p_ptr->oldpx = x;
3342                                 ambush_flag = FALSE;
3343                         }
3344
3345                         else if (x == 0)
3346                         {
3347                                 p_ptr->wilderness_x--;
3348                                 p_ptr->oldpx = cur_wid - 2;
3349                                 p_ptr->oldpy = y;
3350                                 ambush_flag = FALSE;
3351                         }
3352
3353                         else if (x == MAX_WID - 1)
3354                         {
3355                                 p_ptr->wilderness_x++;
3356                                 p_ptr->oldpx = 1;
3357                                 p_ptr->oldpy = y;
3358                                 ambush_flag = FALSE;
3359                         }
3360
3361                         p_ptr->leaving = TRUE;
3362                         energy_use = 100;
3363
3364                         return;
3365                 }
3366
3367                 /* "Blocked" message appears later */
3368                 /* oktomove = FALSE; */
3369                 p_can_enter = FALSE;
3370         }
3371
3372         /* Get the monster */
3373         m_ptr = &m_list[c_ptr->m_idx];
3374
3375
3376         if (inventory[INVEN_RARM].name1 == ART_STORMBRINGER) stormbringer = TRUE;
3377         if (inventory[INVEN_LARM].name1 == ART_STORMBRINGER) stormbringer = TRUE;
3378
3379         /* Player can not walk through "walls"... */
3380         /* unless in Shadow Form */
3381         p_can_kill_walls = p_ptr->kill_wall && have_flag(f_ptr->flags, FF_HURT_DISI) &&
3382                 (!p_can_enter || !have_flag(f_ptr->flags, FF_LOS)) &&
3383                 !have_flag(f_ptr->flags, FF_PERMANENT);
3384
3385         /* Hack -- attack monsters */
3386         if (c_ptr->m_idx && (m_ptr->ml || p_can_enter || p_can_kill_walls))
3387         {
3388                 monster_race *r_ptr = &r_info[m_ptr->r_idx];
3389
3390                 /* Attack -- only if we can see it OR it is not in a wall */
3391                 if (!is_hostile(m_ptr) &&
3392                     !(p_ptr->confused || p_ptr->image || !m_ptr->ml || p_ptr->stun ||
3393                     ((p_ptr->muta2 & MUT2_BERS_RAGE) && p_ptr->shero)) &&
3394                     pattern_seq(py, px, y, x) && (p_can_enter || p_can_kill_walls))
3395                 {
3396                         /* Disturb the monster */
3397                         (void)set_monster_csleep(c_ptr->m_idx, 0);
3398
3399                         /* Extract monster name (or "it") */
3400                         monster_desc(m_name, m_ptr, 0);
3401
3402                         if (m_ptr->ml)
3403                         {
3404                                 /* Auto-Recall if possible and visible */
3405                                 if (!p_ptr->image) monster_race_track(m_ptr->ap_r_idx);
3406
3407                                 /* Track a new monster */
3408                                 health_track(c_ptr->m_idx);
3409                         }
3410
3411                         /* displace? */
3412                         if ((stormbringer && (randint1(1000) > 666)) || (p_ptr->pclass == CLASS_BERSERKER))
3413                         {
3414                                 py_attack(y, x, 0);
3415                                 oktomove = FALSE;
3416                         }
3417                         else if (monster_can_cross_terrain(cave[py][px].feat, r_ptr, 0))
3418                         {
3419                                 do_past = TRUE;
3420                         }
3421                         else
3422                         {
3423 #ifdef JP
3424                                 msg_format("%^s¤¬¼ÙËâ¤À¡ª", m_name);
3425 #else
3426                                 msg_format("%^s is in your way!", m_name);
3427 #endif
3428
3429                                 energy_use = 0;
3430                                 oktomove = FALSE;
3431                         }
3432
3433                         /* now continue on to 'movement' */
3434                 }
3435                 else
3436                 {
3437                         py_attack(y, x, 0);
3438                         oktomove = FALSE;
3439                 }
3440         }
3441
3442         if (oktomove && p_ptr->riding)
3443         {
3444                 if (riding_r_ptr->flags1 & RF1_NEVER_MOVE)
3445                 {
3446 #ifdef JP
3447                         msg_print("Æ°¤±¤Ê¤¤¡ª");
3448 #else
3449                         msg_print("Can't move!");
3450 #endif
3451                         energy_use = 0;
3452                         oktomove = FALSE;
3453                         disturb(0, 1);
3454                 }
3455                 else if (MON_MONFEAR(riding_m_ptr))
3456                 {
3457                         char m_name[80];
3458
3459                         /* Acquire the monster name */
3460                         monster_desc(m_name, riding_m_ptr, 0);
3461
3462                         /* Dump a message */
3463 #ifdef JP
3464                         msg_format("%s¤¬¶²Éݤ·¤Æ¤¤¤ÆÀ©¸æ¤Ç¤­¤Ê¤¤¡£", m_name);
3465 #else
3466                         msg_format("%^s is too scared to control.", m_name);
3467 #endif
3468                         oktomove = FALSE;
3469                         disturb(0, 1);
3470                 }
3471                 else if (p_ptr->riding_ryoute)
3472                 {
3473                         oktomove = FALSE;
3474                         disturb(0, 1);
3475                 }
3476                 else if (have_flag(f_ptr->flags, FF_CAN_FLY) && (riding_r_ptr->flags7 & RF7_CAN_FLY))
3477                 {
3478                         /* Allow moving */
3479                 }
3480                 else if (have_flag(f_ptr->flags, FF_CAN_SWIM) && (riding_r_ptr->flags7 & RF7_CAN_SWIM))
3481                 {
3482                         /* Allow moving */
3483                 }
3484                 else if (have_flag(f_ptr->flags, FF_WATER) &&
3485                         !(riding_r_ptr->flags7 & RF7_AQUATIC) &&
3486                         (have_flag(f_ptr->flags, FF_DEEP) || (riding_r_ptr->flags2 & RF2_AURA_FIRE)))
3487                 {
3488 #ifdef JP
3489                         msg_format("%s¤Î¾å¤Ë¹Ô¤±¤Ê¤¤¡£", f_name + f_info[get_feat_mimic(c_ptr)].name);
3490 #else
3491                         msg_print("Can't swim.");
3492 #endif
3493                         energy_use = 0;
3494                         oktomove = FALSE;
3495                         disturb(0, 1);
3496                 }
3497                 else if (!have_flag(f_ptr->flags, FF_WATER) && (riding_r_ptr->flags7 & RF7_AQUATIC))
3498                 {
3499 #ifdef JP
3500                         msg_format("%s¤«¤é¾å¤¬¤ì¤Ê¤¤¡£", f_name + f_info[get_feat_mimic(&cave[py][px])].name);
3501 #else
3502                         msg_print("Can't land.");
3503 #endif
3504                         energy_use = 0;
3505                         oktomove = FALSE;
3506                         disturb(0, 1);
3507                 }
3508                 else if (have_flag(f_ptr->flags, FF_LAVA) && !(riding_r_ptr->flagsr & RFR_EFF_IM_FIRE_MASK))
3509                 {
3510 #ifdef JP
3511                         msg_format("%s¤Î¾å¤Ë¹Ô¤±¤Ê¤¤¡£", f_name + f_info[get_feat_mimic(c_ptr)].name);
3512 #else
3513                         msg_print("Too hot to go through.");
3514 #endif
3515                         energy_use = 0;
3516                         oktomove = FALSE;
3517                         disturb(0, 1);
3518                 }
3519
3520                 if (oktomove && MON_STUNNED(riding_m_ptr) && one_in_(2))
3521                 {
3522                         char m_name[80];
3523                         monster_desc(m_name, riding_m_ptr, 0);
3524 #ifdef JP
3525                         msg_format("%s¤¬Û¯Û°¤È¤·¤Æ¤¤¤Æ¤¦¤Þ¤¯Æ°¤±¤Ê¤¤¡ª",m_name);
3526 #else
3527                         msg_format("You cannot control stunned %s!",m_name);
3528 #endif
3529                         oktomove = FALSE;
3530                         disturb(0, 1);
3531                 }
3532         }
3533
3534         if (!oktomove)
3535         {
3536         }
3537
3538         else if (!have_flag(f_ptr->flags, FF_MOVE) && have_flag(f_ptr->flags, FF_CAN_FLY) && !p_ptr->levitation)
3539         {
3540 #ifdef JP
3541                 msg_format("¶õ¤òÈô¤Ð¤Ê¤¤¤È%s¤Î¾å¤Ë¤Ï¹Ô¤±¤Ê¤¤¡£", f_name + f_info[get_feat_mimic(c_ptr)].name);
3542 #else
3543                 msg_format("You need to fly to go through the %s.", f_name + f_info[get_feat_mimic(c_ptr)].name);
3544 #endif
3545
3546                 energy_use = 0;
3547                 running = 0;
3548                 oktomove = FALSE;
3549         }
3550
3551         /*
3552          * Player can move through trees and
3553          * has effective -10 speed
3554          * Rangers can move without penality
3555          */
3556         else if (have_flag(f_ptr->flags, FF_TREE) && !p_can_kill_walls)
3557         {
3558                 if ((p_ptr->pclass != CLASS_RANGER) && !p_ptr->levitation && (!p_ptr->riding || !(riding_r_ptr->flags8 & RF8_WILD_WOOD))) energy_use *= 2;
3559         }
3560
3561 #ifdef ALLOW_EASY_DISARM /* TNB */
3562
3563         /* Disarm a visible trap */
3564         else if ((do_pickup != easy_disarm) && have_flag(f_ptr->flags, FF_DISARM) && !c_ptr->mimic)
3565         {
3566                 if (!trap_can_be_ignored(c_ptr->feat))
3567                 {
3568                         (void)do_cmd_disarm_aux(y, x, dir);
3569                         return;
3570                 }
3571         }
3572
3573 #endif /* ALLOW_EASY_DISARM -- TNB */
3574
3575         /* Player can not walk through "walls" unless in wraith form...*/
3576         else if (!p_can_enter && !p_can_kill_walls)
3577         {
3578                 /* Feature code (applying "mimic" field) */
3579                 s16b feat = get_feat_mimic(c_ptr);
3580                 feature_type *mimic_f_ptr = &f_info[feat];
3581                 cptr name = f_name + mimic_f_ptr->name;
3582
3583                 oktomove = FALSE;
3584
3585                 /* Notice things in the dark */
3586                 if (!(c_ptr->info & CAVE_MARK) && !player_can_see_bold(y, x))
3587                 {
3588                         /* Boundary floor mimic */
3589                         if (boundary_floor(c_ptr, f_ptr, mimic_f_ptr))
3590                         {
3591 #ifdef JP
3592                                 msg_print("¤½¤ì°Ê¾åÀè¤Ë¤Ï¿Ê¤á¤Ê¤¤¤è¤¦¤À¡£");
3593 #else
3594                                 msg_print("You feel you cannot go any more.");
3595 #endif
3596                         }
3597
3598                         /* Wall (or secret door) */
3599                         else
3600                         {
3601 #ifdef JP
3602                                 msg_format("%s¤¬¹Ô¤¯¼ê¤ò¤Ï¤Ð¤ó¤Ç¤¤¤ë¤è¤¦¤À¡£", name);
3603 #else
3604                                 msg_format("You feel %s %s blocking your way.",
3605                                         is_a_vowel(name[0]) ? "an" : "a", name);
3606 #endif
3607
3608                                 c_ptr->info |= (CAVE_MARK);
3609                                 lite_spot(y, x);
3610                         }
3611                 }
3612
3613                 /* Notice things */
3614                 else
3615                 {
3616                         /* Boundary floor mimic */
3617                         if (boundary_floor(c_ptr, f_ptr, mimic_f_ptr))
3618                         {
3619 #ifdef JP
3620                                 msg_print("¤½¤ì°Ê¾åÀè¤Ë¤Ï¿Ê¤á¤Ê¤¤¡£");
3621 #else
3622                                 msg_print("You cannot go any more.");
3623 #endif
3624
3625                                 if (!(p_ptr->confused || p_ptr->stun || p_ptr->image))
3626                                         energy_use = 0;
3627                         }
3628
3629                         /* Wall (or secret door) */
3630                         else
3631                         {
3632 #ifdef ALLOW_EASY_OPEN
3633                                 /* Closed doors */
3634                                 if (easy_open && is_closed_door(feat) && easy_open_door(y, x)) return;
3635 #endif /* ALLOW_EASY_OPEN */
3636
3637 #ifdef JP
3638                                 msg_format("%s¤¬¹Ô¤¯¼ê¤ò¤Ï¤Ð¤ó¤Ç¤¤¤ë¡£", name);
3639 #else
3640                                 msg_format("There is %s %s blocking your way.",
3641                                         is_a_vowel(name[0]) ? "an" : "a", name);
3642 #endif
3643
3644                                 /*
3645                                  * Well, it makes sense that you lose time bumping into
3646                                  * a wall _if_ you are confused, stunned or blind; but
3647                                  * typing mistakes should not cost you a turn...
3648                                  */
3649                                 if (!(p_ptr->confused || p_ptr->stun || p_ptr->image))
3650                                         energy_use = 0;
3651                         }
3652                 }
3653
3654                 /* Disturb the player */
3655                 disturb(0, 1);
3656
3657                 /* Sound */
3658                 if (!boundary_floor(c_ptr, f_ptr, mimic_f_ptr)) sound(SOUND_HITWALL);
3659         }
3660
3661         /* Normal movement */
3662         if (oktomove && !pattern_seq(py, px, y, x))
3663         {
3664                 if (!(p_ptr->confused || p_ptr->stun || p_ptr->image))
3665                 {
3666                         energy_use = 0;
3667                 }
3668
3669                 /* To avoid a loop with running */
3670                 disturb(0, 1);
3671
3672                 oktomove = FALSE;
3673         }
3674
3675         /* Normal movement */
3676         if (oktomove)
3677         {
3678                 u32b mpe_mode = MPE_ENERGY_USE;
3679
3680                 if (p_ptr->warning)
3681                 {
3682                         if (!process_warning(x, y))
3683                         {
3684                                 energy_use = 25;
3685                                 return;
3686                         }
3687                 }
3688
3689                 if (do_past)
3690                 {
3691 #ifdef JP
3692                         msg_format("%s¤ò²¡¤·Âऱ¤¿¡£", m_name);
3693 #else
3694                         msg_format("You push past %s.", m_name);
3695 #endif
3696                 }
3697
3698                 /* Change oldpx and oldpy to place the player well when going back to big mode */
3699                 if (p_ptr->wild_mode)
3700                 {
3701                         if (ddy[dir] > 0)  p_ptr->oldpy = 1;
3702                         if (ddy[dir] < 0)  p_ptr->oldpy = MAX_HGT - 2;
3703                         if (ddy[dir] == 0) p_ptr->oldpy = MAX_HGT / 2;
3704                         if (ddx[dir] > 0)  p_ptr->oldpx = 1;
3705                         if (ddx[dir] < 0)  p_ptr->oldpx = MAX_WID - 2;
3706                         if (ddx[dir] == 0) p_ptr->oldpx = MAX_WID / 2;
3707                 }
3708
3709                 if (p_can_kill_walls)
3710                 {
3711                         cave_alter_feat(y, x, FF_HURT_DISI);
3712
3713                         /* Update some things -- similar to GF_KILL_WALL */
3714                         p_ptr->update |= (PU_FLOW);
3715                 }
3716
3717                 /* Sound */
3718                 /* sound(SOUND_WALK); */
3719
3720 #ifdef ALLOW_EASY_DISARM /* TNB */
3721
3722                 if (do_pickup != always_pickup) mpe_mode |= MPE_DO_PICKUP;
3723
3724 #else /* ALLOW_EASY_DISARM -- TNB */
3725
3726                 if (do_pickup) mpe_mode |= MPE_DO_PICKUP;
3727
3728 #endif /* ALLOW_EASY_DISARM -- TNB */
3729
3730                 if (break_trap) mpe_mode |= MPE_BREAK_TRAP;
3731
3732                 /* Move the player */
3733                 (void)move_player_effect(y, x, mpe_mode);
3734         }
3735 }
3736
3737
3738 static bool ignore_avoid_run;
3739
3740 /*
3741  * Hack -- Check for a "known wall" (see below)
3742  */
3743 static int see_wall(int dir, int y, int x)
3744 {
3745         cave_type   *c_ptr;
3746
3747         /* Get the new location */
3748         y += ddy[dir];
3749         x += ddx[dir];
3750
3751         /* Illegal grids are not known walls */
3752         if (!in_bounds2(y, x)) return (FALSE);
3753
3754         /* Access grid */
3755         c_ptr = &cave[y][x];
3756
3757         /* Must be known to the player */
3758         if (c_ptr->info & (CAVE_MARK))
3759         {
3760                 /* Feature code (applying "mimic" field) */
3761                 s16b         feat = get_feat_mimic(c_ptr);
3762                 feature_type *f_ptr = &f_info[feat];
3763
3764                 /* Wall grids are known walls */
3765                 if (!player_can_enter(feat, 0)) return !have_flag(f_ptr->flags, FF_DOOR);
3766
3767                 /* Don't run on a tree unless explicitly requested */
3768                 if (have_flag(f_ptr->flags, FF_AVOID_RUN) && !ignore_avoid_run)
3769                         return TRUE;
3770
3771                 /* Don't run in a wall */
3772                 if (!have_flag(f_ptr->flags, FF_MOVE) && !have_flag(f_ptr->flags, FF_CAN_FLY))
3773                         return !have_flag(f_ptr->flags, FF_DOOR);
3774         }
3775
3776         return FALSE;
3777 }
3778
3779
3780 /*
3781  * Hack -- Check for an "unknown corner" (see below)
3782  */
3783 static int see_nothing(int dir, int y, int x)
3784 {
3785         /* Get the new location */
3786         y += ddy[dir];
3787         x += ddx[dir];
3788
3789         /* Illegal grids are unknown */
3790         if (!in_bounds2(y, x)) return (TRUE);
3791
3792         /* Memorized grids are always known */
3793         if (cave[y][x].info & (CAVE_MARK)) return (FALSE);
3794
3795         /* Viewable door/wall grids are known */
3796         if (player_can_see_bold(y, x)) return (FALSE);
3797
3798         /* Default */
3799         return (TRUE);
3800 }
3801
3802
3803
3804
3805
3806 /*
3807  * The running algorithm:                       -CJS-
3808  *
3809  * In the diagrams below, the player has just arrived in the
3810  * grid marked as '@', and he has just come from a grid marked
3811  * as 'o', and he is about to enter the grid marked as 'x'.
3812  *
3813  * Of course, if the "requested" move was impossible, then you
3814  * will of course be blocked, and will stop.
3815  *
3816  * Overview: You keep moving until something interesting happens.
3817  * If you are in an enclosed space, you follow corners. This is
3818  * the usual corridor scheme. If you are in an open space, you go
3819  * straight, but stop before entering enclosed space. This is
3820  * analogous to reaching doorways. If you have enclosed space on
3821  * one side only (that is, running along side a wall) stop if
3822  * your wall opens out, or your open space closes in. Either case
3823  * corresponds to a doorway.
3824  *
3825  * What happens depends on what you can really SEE. (i.e. if you
3826  * have no light, then running along a dark corridor is JUST like
3827  * running in a dark room.) The algorithm works equally well in
3828  * corridors, rooms, mine tailings, earthquake rubble, etc, etc.
3829  *
3830  * These conditions are kept in static memory:
3831  * find_openarea         You are in the open on at least one
3832  * side.
3833  * find_breakleft        You have a wall on the left, and will
3834  * stop if it opens
3835  * find_breakright       You have a wall on the right, and will
3836  * stop if it opens
3837  *
3838  * To initialize these conditions, we examine the grids adjacent
3839  * to the grid marked 'x', two on each side (marked 'L' and 'R').
3840  * If either one of the two grids on a given side is seen to be
3841  * closed, then that side is considered to be closed. If both
3842  * sides are closed, then it is an enclosed (corridor) run.
3843  *
3844  * LL           L
3845  * @x          LxR
3846  * RR          @R
3847  *
3848  * Looking at more than just the immediate squares is
3849  * significant. Consider the following case. A run along the
3850  * corridor will stop just before entering the center point,
3851  * because a choice is clearly established. Running in any of
3852  * three available directions will be defined as a corridor run.
3853  * Note that a minor hack is inserted to make the angled corridor
3854  * entry (with one side blocked near and the other side blocked
3855  * further away from the runner) work correctly. The runner moves
3856  * diagonally, but then saves the previous direction as being
3857  * straight into the gap. Otherwise, the tail end of the other
3858  * entry would be perceived as an alternative on the next move.
3859  *
3860  * #.#
3861  * ##.##
3862  * .@x..
3863  * ##.##
3864  * #.#
3865  *
3866  * Likewise, a run along a wall, and then into a doorway (two
3867  * runs) will work correctly. A single run rightwards from @ will
3868  * stop at 1. Another run right and down will enter the corridor
3869  * and make the corner, stopping at the 2.
3870  *
3871  * ##################
3872  * o@x       1
3873  * ########### ######
3874  * #2          #
3875  * #############
3876  *
3877  * After any move, the function area_affect is called to
3878  * determine the new surroundings, and the direction of
3879  * subsequent moves. It examines the current player location
3880  * (at which the runner has just arrived) and the previous
3881  * direction (from which the runner is considered to have come).
3882  *
3883  * Moving one square in some direction places you adjacent to
3884  * three or five new squares (for straight and diagonal moves
3885  * respectively) to which you were not previously adjacent,
3886  * marked as '!' in the diagrams below.
3887  *
3888  *   ...!              ...
3889  *   .o@!  (normal)    .o.!  (diagonal)
3890  *   ...!  (east)      ..@!  (south east)
3891  *                      !!!
3892  *
3893  * You STOP if any of the new squares are interesting in any way:
3894  * for example, if they contain visible monsters or treasure.
3895  *
3896  * You STOP if any of the newly adjacent squares seem to be open,
3897  * and you are also looking for a break on that side. (that is,
3898  * find_openarea AND find_break).
3899  *
3900  * You STOP if any of the newly adjacent squares do NOT seem to be
3901  * open and you are in an open area, and that side was previously
3902  * entirely open.
3903  *
3904  * Corners: If you are not in the open (i.e. you are in a corridor)
3905  * and there is only one way to go in the new squares, then turn in
3906  * that direction. If there are more than two new ways to go, STOP.
3907  * If there are two ways to go, and those ways are separated by a
3908  * square which does not seem to be open, then STOP.
3909  *
3910  * Otherwise, we have a potential corner. There are two new open
3911  * squares, which are also adjacent. One of the new squares is
3912  * diagonally located, the other is straight on (as in the diagram).
3913  * We consider two more squares further out (marked below as ?).
3914  *
3915  * We assign "option" to the straight-on grid, and "option2" to the
3916  * diagonal grid, and "check_dir" to the grid marked 's'.
3917  *
3918  * ##s
3919  * @x?
3920  * #.?
3921  *
3922  * If they are both seen to be closed, then it is seen that no benefit
3923  * is gained from moving straight. It is a known corner.  To cut the
3924  * corner, go diagonally, otherwise go straight, but pretend you
3925  * stepped diagonally into that next location for a full view next
3926  * time. Conversely, if one of the ? squares is not seen to be closed,
3927  * then there is a potential choice. We check to see whether it is a
3928  * potential corner or an intersection/room entrance.  If the square
3929  * two spaces straight ahead, and the space marked with 's' are both
3930  * unknown space, then it is a potential corner and enter if
3931  * find_examine is set, otherwise must stop because it is not a
3932  * corner. (find_examine option is removed and always is TRUE.)
3933  */
3934
3935
3936
3937
3938 /*
3939  * Hack -- allow quick "cycling" through the legal directions
3940  */
3941 static byte cycle[] =
3942 { 1, 2, 3, 6, 9, 8, 7, 4, 1, 2, 3, 6, 9, 8, 7, 4, 1 };
3943
3944 /*
3945  * Hack -- map each direction into the "middle" of the "cycle[]" array
3946  */
3947 static byte chome[] =
3948 { 0, 8, 9, 10, 7, 0, 11, 6, 5, 4 };
3949
3950 /*
3951  * The direction we are running
3952  */
3953 static byte find_current;
3954
3955 /*
3956  * The direction we came from
3957  */
3958 static byte find_prevdir;
3959
3960 /*
3961  * We are looking for open area
3962  */
3963 static bool find_openarea;
3964
3965 /*
3966  * We are looking for a break
3967  */
3968 static bool find_breakright;
3969 static bool find_breakleft;
3970
3971
3972
3973 /*
3974  * Initialize the running algorithm for a new direction.
3975  *
3976  * Diagonal Corridor -- allow diaginal entry into corridors.
3977  *
3978  * Blunt Corridor -- If there is a wall two spaces ahead and
3979  * we seem to be in a corridor, then force a turn into the side
3980  * corridor, must be moving straight into a corridor here. ???
3981  *
3982  * Diagonal Corridor    Blunt Corridor (?)
3983  *       # #                  #
3984  *       #x#                 @x#
3985  *       @p.                  p
3986  */
3987 static void run_init(int dir)
3988 {
3989         int             row, col, deepleft, deepright;
3990         int             i, shortleft, shortright;
3991
3992
3993         /* Save the direction */
3994         find_current = dir;
3995
3996         /* Assume running straight */
3997         find_prevdir = dir;
3998
3999         /* Assume looking for open area */
4000         find_openarea = TRUE;
4001
4002         /* Assume not looking for breaks */
4003         find_breakright = find_breakleft = FALSE;
4004
4005         /* Assume no nearby walls */
4006         deepleft = deepright = FALSE;
4007         shortright = shortleft = FALSE;
4008
4009         p_ptr->run_py = py;
4010         p_ptr->run_px = px;
4011
4012         /* Find the destination grid */
4013         row = py + ddy[dir];
4014         col = px + ddx[dir];
4015
4016         ignore_avoid_run = cave_have_flag_bold(row, col, FF_AVOID_RUN);
4017
4018         /* Extract cycle index */
4019         i = chome[dir];
4020
4021         /* Check for walls */
4022         if (see_wall(cycle[i+1], py, px))
4023         {
4024                 find_breakleft = TRUE;
4025                 shortleft = TRUE;
4026         }
4027         else if (see_wall(cycle[i+1], row, col))
4028         {
4029                 find_breakleft = TRUE;
4030                 deepleft = TRUE;
4031         }
4032
4033         /* Check for walls */
4034         if (see_wall(cycle[i-1], py, px))
4035         {
4036                 find_breakright = TRUE;
4037                 shortright = TRUE;
4038         }
4039         else if (see_wall(cycle[i-1], row, col))
4040         {
4041                 find_breakright = TRUE;
4042                 deepright = TRUE;
4043         }
4044
4045         /* Looking for a break */
4046         if (find_breakleft && find_breakright)
4047         {
4048                 /* Not looking for open area */
4049                 find_openarea = FALSE;
4050
4051                 /* Hack -- allow angled corridor entry */
4052                 if (dir & 0x01)
4053                 {
4054                         if (deepleft && !deepright)
4055                         {
4056                                 find_prevdir = cycle[i - 1];
4057                         }
4058                         else if (deepright && !deepleft)
4059                         {
4060                                 find_prevdir = cycle[i + 1];
4061                         }
4062                 }
4063
4064                 /* Hack -- allow blunt corridor entry */
4065                 else if (see_wall(cycle[i], row, col))
4066                 {
4067                         if (shortleft && !shortright)
4068                         {
4069                                 find_prevdir = cycle[i - 2];
4070                         }
4071                         else if (shortright && !shortleft)
4072                         {
4073                                 find_prevdir = cycle[i + 2];
4074                         }
4075                 }
4076         }
4077 }
4078
4079
4080 /*
4081  * Update the current "run" path
4082  *
4083  * Return TRUE if the running should be stopped
4084  */
4085 static bool run_test(void)
4086 {
4087         int         prev_dir, new_dir, check_dir = 0;
4088         int         row, col;
4089         int         i, max, inv;
4090         int         option = 0, option2 = 0;
4091         cave_type   *c_ptr;
4092         s16b        feat;
4093         feature_type *f_ptr;
4094
4095         /* Where we came from */
4096         prev_dir = find_prevdir;
4097
4098
4099         /* Range of newly adjacent grids */
4100         max = (prev_dir & 0x01) + 1;
4101
4102         /* break run when leaving trap detected region */
4103         if ((disturb_trap_detect || alert_trap_detect)
4104             && p_ptr->dtrap && !(cave[py][px].info & CAVE_IN_DETECT))
4105         {
4106                 /* No duplicate warning */
4107                 p_ptr->dtrap = FALSE;
4108
4109                 /* You are just on the edge */
4110                 if (!(cave[py][px].info & CAVE_UNSAFE))
4111                 {
4112                         if (alert_trap_detect)
4113                         {
4114 #ifdef JP
4115                                 msg_print("* Ãí°Õ:¤³¤ÎÀè¤Ï¥È¥é¥Ã¥×¤Î´¶ÃÎÈϰϳ°¤Ç¤¹¡ª *");
4116 #else
4117                                 msg_print("*Leaving trap detect region!*");
4118 #endif
4119                         }
4120
4121                         if (disturb_trap_detect)
4122                         {
4123                                 /* Break Run */
4124                                 return(TRUE);
4125                         }
4126                 }
4127         }
4128
4129         /* Look at every newly adjacent square. */
4130         for (i = -max; i <= max; i++)
4131         {
4132                 s16b this_o_idx, next_o_idx = 0;
4133
4134                 /* New direction */
4135                 new_dir = cycle[chome[prev_dir] + i];
4136
4137                 /* New location */
4138                 row = py + ddy[new_dir];
4139                 col = px + ddx[new_dir];
4140
4141                 /* Access grid */
4142                 c_ptr = &cave[row][col];
4143
4144                 /* Feature code (applying "mimic" field) */
4145                 feat = get_feat_mimic(c_ptr);
4146                 f_ptr = &f_info[feat];
4147
4148                 /* Visible monsters abort running */
4149                 if (c_ptr->m_idx)
4150                 {
4151                         monster_type *m_ptr = &m_list[c_ptr->m_idx];
4152
4153                         /* Visible monster */
4154                         if (m_ptr->ml) return (TRUE);
4155                 }
4156
4157                 /* Visible objects abort running */
4158                 for (this_o_idx = c_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
4159                 {
4160                         object_type *o_ptr;
4161
4162                         /* Acquire object */
4163                         o_ptr = &o_list[this_o_idx];
4164
4165                         /* Acquire next object */
4166                         next_o_idx = o_ptr->next_o_idx;
4167
4168                         /* Visible object */
4169                         if (o_ptr->marked & OM_FOUND) return (TRUE);
4170                 }
4171
4172                 /* Assume unknown */
4173                 inv = TRUE;
4174
4175                 /* Check memorized grids */
4176                 if (c_ptr->info & (CAVE_MARK))
4177                 {
4178                         bool notice = have_flag(f_ptr->flags, FF_NOTICE);
4179
4180                         if (notice && have_flag(f_ptr->flags, FF_MOVE))
4181                         {
4182                                 /* Open doors */
4183                                 if (find_ignore_doors && have_flag(f_ptr->flags, FF_DOOR) && have_flag(f_ptr->flags, FF_CLOSE))
4184                                 {
4185                                         /* Option -- ignore */
4186                                         notice = FALSE;
4187                                 }
4188
4189                                 /* Stairs */
4190                                 else if (find_ignore_stairs && have_flag(f_ptr->flags, FF_STAIRS))
4191                                 {
4192                                         /* Option -- ignore */
4193                                         notice = FALSE;
4194                                 }
4195
4196                                 /* Lava */
4197                                 else if (have_flag(f_ptr->flags, FF_LAVA) && (p_ptr->immune_fire || IS_INVULN()))
4198                                 {
4199                                         /* Ignore */
4200                                         notice = FALSE;
4201                                 }
4202
4203                                 /* Deep water */
4204                                 else if (have_flag(f_ptr->flags, FF_WATER) && have_flag(f_ptr->flags, FF_DEEP) &&
4205                                          (p_ptr->levitation || p_ptr->can_swim || (p_ptr->total_weight <= weight_limit())))
4206                                 {
4207                                         /* Ignore */
4208                                         notice = FALSE;
4209                                 }
4210                         }
4211
4212                         /* Interesting feature */
4213                         if (notice) return (TRUE);
4214
4215                         /* The grid is "visible" */
4216                         inv = FALSE;
4217                 }
4218
4219                 /* Analyze unknown grids and floors considering mimic */
4220                 if (inv || !see_wall(0, row, col))
4221                 {
4222                         /* Looking for open area */
4223                         if (find_openarea)
4224                         {
4225                                 /* Nothing */
4226                         }
4227
4228                         /* The first new direction. */
4229                         else if (!option)
4230                         {
4231                                 option = new_dir;
4232                         }
4233
4234                         /* Three new directions. Stop running. */
4235                         else if (option2)
4236                         {
4237                                 return (TRUE);
4238                         }
4239
4240                         /* Two non-adjacent new directions.  Stop running. */
4241                         else if (option != cycle[chome[prev_dir] + i - 1])
4242                         {
4243                                 return (TRUE);
4244                         }
4245
4246                         /* Two new (adjacent) directions (case 1) */
4247                         else if (new_dir & 0x01)
4248                         {
4249                                 check_dir = cycle[chome[prev_dir] + i - 2];
4250                                 option2 = new_dir;
4251                         }
4252
4253                         /* Two new (adjacent) directions (case 2) */
4254                         else
4255                         {
4256                                 check_dir = cycle[chome[prev_dir] + i + 1];
4257                                 option2 = option;
4258                                 option = new_dir;
4259                         }
4260                 }
4261
4262                 /* Obstacle, while looking for open area */
4263                 else
4264                 {
4265                         if (find_openarea)
4266                         {
4267                                 if (i < 0)
4268                                 {
4269                                         /* Break to the right */
4270                                         find_breakright = TRUE;
4271                                 }
4272
4273                                 else if (i > 0)
4274                                 {
4275                                         /* Break to the left */
4276                                         find_breakleft = TRUE;
4277                                 }
4278                         }
4279                 }
4280         }
4281
4282         /* Looking for open area */
4283         if (find_openarea)
4284         {
4285                 /* Hack -- look again */
4286                 for (i = -max; i < 0; i++)
4287                 {
4288                         /* Unknown grid or non-wall */
4289                         if (!see_wall(cycle[chome[prev_dir] + i], py, px))
4290                         {
4291                                 /* Looking to break right */
4292                                 if (find_breakright)
4293                                 {
4294                                         return (TRUE);
4295                                 }
4296                         }
4297
4298                         /* Obstacle */
4299                         else
4300                         {
4301                                 /* Looking to break left */
4302                                 if (find_breakleft)
4303                                 {
4304                                         return (TRUE);
4305                                 }
4306                         }
4307                 }
4308
4309                 /* Hack -- look again */
4310                 for (i = max; i > 0; i--)
4311                 {
4312                         /* Unknown grid or non-wall */
4313                         if (!see_wall(cycle[chome[prev_dir] + i], py, px))
4314                         {
4315                                 /* Looking to break left */
4316                                 if (find_breakleft)
4317                                 {
4318                                         return (TRUE);
4319                                 }
4320                         }
4321
4322                         /* Obstacle */
4323                         else
4324                         {
4325                                 /* Looking to break right */
4326                                 if (find_breakright)
4327                                 {
4328                                         return (TRUE);
4329                                 }
4330                         }
4331                 }
4332         }
4333
4334         /* Not looking for open area */
4335         else
4336         {
4337                 /* No options */
4338                 if (!option)
4339                 {
4340                         return (TRUE);
4341                 }
4342
4343                 /* One option */
4344                 else if (!option2)
4345                 {
4346                         /* Primary option */
4347                         find_current = option;
4348
4349                         /* No other options */
4350                         find_prevdir = option;
4351                 }
4352
4353                 /* Two options, examining corners */
4354                 else if (!find_cut)
4355                 {
4356                         /* Primary option */
4357                         find_current = option;
4358
4359                         /* Hack -- allow curving */
4360                         find_prevdir = option2;
4361                 }
4362
4363                 /* Two options, pick one */
4364                 else
4365                 {
4366                         /* Get next location */
4367                         row = py + ddy[option];
4368                         col = px + ddx[option];
4369
4370                         /* Don't see that it is closed off. */
4371                         /* This could be a potential corner or an intersection. */
4372                         if (!see_wall(option, row, col) ||
4373                             !see_wall(check_dir, row, col))
4374                         {
4375                                 /* Can not see anything ahead and in the direction we */
4376                                 /* are turning, assume that it is a potential corner. */
4377                                 if (see_nothing(option, row, col) &&
4378                                     see_nothing(option2, row, col))
4379                                 {
4380                                         find_current = option;
4381                                         find_prevdir = option2;
4382                                 }
4383
4384                                 /* STOP: we are next to an intersection or a room */
4385                                 else
4386                                 {
4387                                         return (TRUE);
4388                                 }
4389                         }
4390
4391                         /* This corner is seen to be enclosed; we cut the corner. */
4392                         else if (find_cut)
4393                         {
4394                                 find_current = option2;
4395                                 find_prevdir = option2;
4396                         }
4397
4398                         /* This corner is seen to be enclosed, and we */
4399                         /* deliberately go the long way. */
4400                         else
4401                         {
4402                                 find_current = option;
4403                                 find_prevdir = option2;
4404                         }
4405                 }
4406         }
4407
4408         /* About to hit a known wall, stop */
4409         if (see_wall(find_current, py, px))
4410         {
4411                 return (TRUE);
4412         }
4413
4414         /* Failure */
4415         return (FALSE);
4416 }
4417
4418
4419
4420 /*
4421  * Take one step along the current "run" path
4422  */
4423 void run_step(int dir)
4424 {
4425         /* Start running */
4426         if (dir)
4427         {
4428                 /* Ignore AVOID_RUN on a first step */
4429                 ignore_avoid_run = TRUE;
4430
4431                 /* Hack -- do not start silly run */
4432                 if (see_wall(dir, py, px))
4433                 {
4434                         /* Message */
4435 #ifdef JP
4436                         msg_print("¤½¤ÎÊý¸þ¤Ë¤ÏÁö¤ì¤Þ¤»¤ó¡£");
4437 #else
4438                         msg_print("You cannot run in that direction.");
4439 #endif
4440
4441                         /* Disturb */
4442                         disturb(0, 0);
4443
4444                         /* Done */
4445                         return;
4446                 }
4447
4448                 /* Initialize */
4449                 run_init(dir);
4450         }
4451
4452         /* Keep running */
4453         else
4454         {
4455                 /* Update run */
4456                 if (run_test())
4457                 {
4458                         /* Disturb */
4459                         disturb(0, 0);
4460
4461                         /* Done */
4462                         return;
4463                 }
4464         }
4465
4466         /* Decrease the run counter */
4467         if (--running <= 0) return;
4468
4469         /* Take time */
4470         energy_use = 100;
4471
4472         /* Move the player, using the "pickup" flag */
4473 #ifdef ALLOW_EASY_DISARM /* TNB */
4474
4475         move_player(find_current, FALSE, FALSE);
4476
4477 #else /* ALLOW_EASY_DISARM -- TNB */
4478
4479         move_player(find_current, always_pickup, FALSE);
4480
4481 #endif /* ALLOW_EASY_DISARM -- TNB */
4482
4483         if (player_bold(p_ptr->run_py, p_ptr->run_px))
4484         {
4485                 p_ptr->run_py = 0;
4486                 p_ptr->run_px = 0;
4487                 disturb(0, 0);
4488         }
4489 }
4490
4491
4492 #ifdef TRAVEL
4493 /*
4494  * Test for traveling
4495  */
4496 static int travel_test(int prev_dir)
4497 {
4498         int new_dir = 0;
4499         int i, max;
4500         const cave_type *c_ptr;
4501         int cost;
4502
4503         /* Cannot travel when blind */
4504         if (p_ptr->blind || no_lite())
4505         {
4506                 msg_print(_("Ìܤ¬¸«¤¨¤Ê¤¤¡ª", "You cannot see!"));
4507                 return (0);
4508         }
4509
4510         /* break run when leaving trap detected region */
4511         if ((disturb_trap_detect || alert_trap_detect)
4512             && p_ptr->dtrap && !(cave[py][px].info & CAVE_IN_DETECT))
4513         {
4514                 /* No duplicate warning */
4515                 p_ptr->dtrap = FALSE;
4516
4517                 /* You are just on the edge */
4518                 if (!(cave[py][px].info & CAVE_UNSAFE))
4519                 {
4520                         if (alert_trap_detect)
4521                         {
4522 #ifdef JP
4523                                 msg_print("* Ãí°Õ:¤³¤ÎÀè¤Ï¥È¥é¥Ã¥×¤Î´¶ÃÎÈϰϳ°¤Ç¤¹¡ª *");
4524 #else
4525                                 msg_print("*Leaving trap detect region!*");
4526 #endif
4527                         }
4528
4529                         if (disturb_trap_detect)
4530                         {
4531                                 /* Break Run */
4532                                 return (0);
4533                         }
4534                 }
4535         }
4536
4537         /* Range of newly adjacent grids */
4538         max = (prev_dir & 0x01) + 1;
4539
4540         /* Look at every newly adjacent square. */
4541         for (i = -max; i <= max; i++)
4542         {
4543                 /* New direction */
4544                 int dir = cycle[chome[prev_dir] + i];
4545
4546                 /* New location */
4547                 int row = py + ddy[dir];
4548                 int col = px + ddx[dir];
4549
4550                 /* Access grid */
4551                 c_ptr = &cave[row][col];
4552
4553                 /* Visible monsters abort running */
4554                 if (c_ptr->m_idx)
4555                 {
4556                         monster_type *m_ptr = &m_list[c_ptr->m_idx];
4557
4558                         /* Visible monster */
4559                         if (m_ptr->ml) return (0);
4560                 }
4561
4562         }
4563
4564         /* Travel cost of current grid */
4565         cost = travel.cost[py][px];
4566
4567         /* Determine travel direction */
4568         for (i = 0; i < 8; ++ i) {
4569                 int dir_cost = travel.cost[py+ddy_ddd[i]][px+ddx_ddd[i]];
4570
4571                 if (dir_cost < cost)
4572                 {
4573                         new_dir = ddd[i];
4574                         cost = dir_cost;
4575                 }
4576         }
4577
4578         if (!new_dir) return (0);
4579
4580         /* Access newly move grid */
4581         c_ptr = &cave[py+ddy[new_dir]][px+ddx[new_dir]];
4582
4583         /* Close door abort traveling */
4584         if (!easy_open && is_closed_door(c_ptr->feat)) return (0);
4585
4586         /* Visible and unignorable trap abort tarveling */
4587         if (!c_ptr->mimic && !trap_can_be_ignored(c_ptr->feat)) return (0);
4588
4589         /* Move new grid */
4590         return (new_dir);
4591 }
4592
4593
4594 /*
4595  * Travel command
4596  */
4597 void travel_step(void)
4598 {
4599         /* Get travel direction */
4600         travel.dir = travel_test(travel.dir);
4601
4602         /* disturb */
4603         if (!travel.dir)
4604         {
4605                 if (travel.run == 255)
4606                 {
4607 #ifdef JP
4608                         msg_print("Æ»¶Ú¤¬¸«¤Ä¤«¤ê¤Þ¤»¤ó¡ª");
4609 #else
4610                         msg_print("No route is found!");
4611 #endif
4612                         travel.y = travel.x = 0;
4613                 }
4614                 disturb(0, 1);
4615                 return;
4616         }
4617
4618         energy_use = 100;
4619
4620         move_player(travel.dir, always_pickup, FALSE);
4621
4622         if ((py == travel.y) && (px == travel.x))
4623         {
4624                 travel.run = 0;
4625                 travel.y = travel.x = 0;
4626         }
4627         else if (travel.run > 0)
4628                 travel.run--;
4629
4630         /* Travel Delay */
4631         Term_xtra(TERM_XTRA_DELAY, delay_factor);
4632 }
4633 #endif