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「`」キーで、指定した場所に自動移動するnethack風トラベルコマンドを実装。(from XAngband)
[hengband/hengband.git] / src / cmd1.c
1 /* File: cmd1.c */
2
3 /*
4  * Copyright (c) 1997 Ben Harrison, James E. Wilson, Robert A. Koeneke
5  *
6  * This software may be copied and distributed for educational, research,
7  * and not for profit purposes provided that this copyright and statement
8  * are included in all such copies.  Other copyrights may also apply.
9  */
10
11 /* Purpose: Movement commands (part 1) */
12
13 #include "angband.h"
14 #define MAX_VAMPIRIC_DRAIN 50
15
16
17 /*
18  * Determine if the player "hits" a monster (normal combat).
19  * Note -- Always miss 5%, always hit 5%, otherwise random.
20  */
21 bool test_hit_fire(int chance, int ac, int vis)
22 {
23         int k;
24
25         /* Percentile dice */
26         k = randint0(100);
27
28         /* Hack -- Instant miss or hit */
29         if (k < 10) return (k < 5);
30
31         if (p_ptr->pseikaku == SEIKAKU_NAMAKE)
32                 if (one_in_(20)) return (FALSE);
33
34         /* Never hit */
35         if (chance <= 0) return (FALSE);
36
37         /* Invisible monsters are harder to hit */
38         if (!vis) chance = (chance + 1) / 2;
39
40         /* Power competes against armor */
41         if (randint0(chance) < (ac * 3 / 4)) return (FALSE);
42
43         /* Assume hit */
44         return (TRUE);
45 }
46
47
48
49 /*
50  * Determine if the player "hits" a monster (normal combat).
51  *
52  * Note -- Always miss 5%, always hit 5%, otherwise random.
53  */
54 bool test_hit_norm(int chance, int ac, int vis)
55 {
56         int k;
57
58         /* Percentile dice */
59         k = randint0(100);
60
61         /* Hack -- Instant miss or hit */
62         if (k < 10) return (k < 5);
63
64         if (p_ptr->pseikaku == SEIKAKU_NAMAKE)
65                 if (one_in_(20)) return (FALSE);
66
67         /* Wimpy attack never hits */
68         if (chance <= 0) return (FALSE);
69
70         /* Penalize invisible targets */
71         if (!vis) chance = (chance + 1) / 2;
72
73         /* Power must defeat armor */
74         if (randint0(chance) < (ac * 3 / 4)) return (FALSE);
75
76         /* Assume hit */
77         return (TRUE);
78 }
79
80
81
82 /*
83  * Critical hits (from objects thrown by player)
84  * Factor in item weight, total plusses, and player level.
85  */
86 s16b critical_shot(int weight, int plus, int dam)
87 {
88         int i, k;
89
90         /* Extract "shot" power */
91         i = (weight + ((p_ptr->to_h_b + plus) * 4) + (p_ptr->lev * 2));
92
93         /* Critical hit */
94         if (randint1(5000) <= i)
95         {
96                 k = weight + randint1(500);
97
98                 if (k < 500)
99                 {
100 #ifdef JP
101                         msg_print("¼ê¤´¤¿¤¨¤¬¤¢¤Ã¤¿¡ª");
102 #else
103                         msg_print("It was a good hit!");
104 #endif
105
106                         dam = 2 * dam + 5;
107                 }
108                 else if (k < 1000)
109                 {
110 #ifdef JP
111                         msg_print("¤«¤Ê¤ê¤Î¼ê¤´¤¿¤¨¤¬¤¢¤Ã¤¿¡ª");
112 #else
113                         msg_print("It was a great hit!");
114 #endif
115
116                         dam = 2 * dam + 10;
117                 }
118                 else
119                 {
120 #ifdef JP
121                         msg_print("²ñ¿´¤Î°ì·â¤À¡ª");
122 #else
123                         msg_print("It was a superb hit!");
124 #endif
125
126                         dam = 3 * dam + 15;
127                 }
128         }
129
130         return (dam);
131 }
132
133
134
135 /*
136  * Critical hits (by player)
137  *
138  * Factor in weapon weight, total plusses, player level.
139  */
140 s16b critical_norm(int weight, int plus, int dam, s16b meichuu, int mode)
141 {
142         int i, k;
143
144         /* Extract "blow" power */
145         i = (weight + (meichuu * 3 + plus * 5) + (p_ptr->lev * 3));
146
147         /* Chance */
148         if ((randint1((p_ptr->pclass == CLASS_NINJA) ? 4444 : 5000) <= i) || (mode == HISSATSU_MAJIN) || (mode == HISSATSU_3DAN))
149         {
150                 k = weight + randint1(650);
151                 if ((mode == HISSATSU_MAJIN) || (mode == HISSATSU_3DAN)) k+= randint1(650);
152
153                 if (k < 400)
154                 {
155 #ifdef JP
156                         msg_print("¼ê¤´¤¿¤¨¤¬¤¢¤Ã¤¿¡ª");
157 #else
158                         msg_print("It was a good hit!");
159 #endif
160
161                         dam = 2 * dam + 5;
162                 }
163                 else if (k < 700)
164                 {
165 #ifdef JP
166                         msg_print("¤«¤Ê¤ê¤Î¼ê¤´¤¿¤¨¤¬¤¢¤Ã¤¿¡ª");
167 #else
168                         msg_print("It was a great hit!");
169 #endif
170
171                         dam = 2 * dam + 10;
172                 }
173                 else if (k < 900)
174                 {
175 #ifdef JP
176                         msg_print("²ñ¿´¤Î°ì·â¤À¡ª");
177 #else
178                         msg_print("It was a superb hit!");
179 #endif
180
181                         dam = 3 * dam + 15;
182                 }
183                 else if (k < 1300)
184                 {
185 #ifdef JP
186                         msg_print("ºÇ¹â¤Î²ñ¿´¤Î°ì·â¤À¡ª");
187 #else
188                         msg_print("It was a *GREAT* hit!");
189 #endif
190
191                         dam = 3 * dam + 20;
192                 }
193                 else
194                 {
195 #ifdef JP
196                         msg_print("ÈæÎà¤Ê¤­ºÇ¹â¤Î²ñ¿´¤Î°ì·â¤À¡ª");
197 #else
198                         msg_print("It was a *SUPERB* hit!");
199 #endif
200
201                         dam = ((7 * dam) / 2) + 25;
202                 }
203         }
204
205         return (dam);
206 }
207
208
209
210 /*
211  * Extract the "total damage" from a given object hitting a given monster.
212  *
213  * Note that "flasks of oil" do NOT do fire damage, although they
214  * certainly could be made to do so.  XXX XXX
215  *
216  * Note that most brands and slays are x3, except Slay Animal (x2),
217  * Slay Evil (x2), and Kill dragon (x5).
218  */
219 s16b tot_dam_aux(object_type *o_ptr, int tdam, monster_type *m_ptr, int mode, bool thrown)
220 {
221         int mult = 10;
222
223         monster_race *r_ptr = &r_info[m_ptr->r_idx];
224
225         u32b flgs[TR_FLAG_SIZE];
226
227         /* Extract the flags */
228         object_flags(o_ptr, flgs);
229
230         /* Some "weapons" and "ammo" do extra damage */
231         switch (o_ptr->tval)
232         {
233                 case TV_SHOT:
234                 case TV_ARROW:
235                 case TV_BOLT:
236                 case TV_HAFTED:
237                 case TV_POLEARM:
238                 case TV_SWORD:
239                 case TV_DIGGING:
240                 {
241                         /* Slay Animal */
242                         if ((have_flag(flgs, TR_SLAY_ANIMAL)) &&
243                             (r_ptr->flags3 & RF3_ANIMAL))
244                         {
245                                 if (is_original_ap_and_seen(m_ptr))
246                                 {
247                                         r_ptr->r_flags3 |= RF3_ANIMAL;
248                                 }
249
250                                 if (mult < 25) mult = 25;
251                         }
252
253                         /* Execute Animal */
254                         if ((have_flag(flgs, TR_KILL_ANIMAL)) &&
255                             (r_ptr->flags3 & RF3_ANIMAL))
256                         {
257                                 if (is_original_ap_and_seen(m_ptr))
258                                 {
259                                         r_ptr->r_flags3 |= RF3_ANIMAL;
260                                 }
261
262                                 if (mult < 40) mult = 40;
263                         }
264
265                         /* Slay Evil */
266                         if ((have_flag(flgs, TR_SLAY_EVIL)) &&
267                             (r_ptr->flags3 & RF3_EVIL))
268                         {
269                                 if (is_original_ap_and_seen(m_ptr))
270                                 {
271                                         r_ptr->r_flags3 |= RF3_EVIL;
272                                 }
273
274                                 if (mult < 20) mult = 20;
275                         }
276
277                         /* Execute Evil */
278                         if ((have_flag(flgs, TR_KILL_EVIL)) &&
279                             (r_ptr->flags3 & RF3_EVIL))
280                         {
281                                 if (is_original_ap_and_seen(m_ptr))
282                                 {
283                                         r_ptr->r_flags3 |= RF3_EVIL;
284                                 }
285
286                                 if (mult < 35) mult = 35;
287                         }
288
289                         /* Slay Human */
290                         if ((have_flag(flgs, TR_SLAY_HUMAN)) &&
291                             (r_ptr->flags2 & RF2_HUMAN))
292                         {
293                                 if (is_original_ap_and_seen(m_ptr))
294                                 {
295                                         r_ptr->r_flags2 |= RF2_HUMAN;
296                                 }
297
298                                 if (mult < 25) mult = 25;
299                         }
300
301                         /* Execute Human */
302                         if ((have_flag(flgs, TR_KILL_HUMAN)) &&
303                             (r_ptr->flags2 & RF2_HUMAN))
304                         {
305                                 if (is_original_ap_and_seen(m_ptr))
306                                 {
307                                         r_ptr->r_flags2 |= RF2_HUMAN;
308                                 }
309
310                                 if (mult < 40) mult = 40;
311                         }
312
313                         /* Slay Undead */
314                         if ((have_flag(flgs, TR_SLAY_UNDEAD)) &&
315                             (r_ptr->flags3 & RF3_UNDEAD))
316                         {
317                                 if (is_original_ap_and_seen(m_ptr))
318                                 {
319                                         r_ptr->r_flags3 |= RF3_UNDEAD;
320                                 }
321
322                                 if (mult < 30) mult = 30;
323                         }
324
325                         /* Execute Undead */
326                         if ((have_flag(flgs, TR_KILL_UNDEAD)) &&
327                             (r_ptr->flags3 & RF3_UNDEAD))
328                         {
329                                 if (is_original_ap_and_seen(m_ptr))
330                                 {
331                                         r_ptr->r_flags3 |= RF3_UNDEAD;
332                                 }
333
334                                 if (mult < 50) mult = 50;
335                         }
336
337                         /* Slay Demon */
338                         if ((have_flag(flgs, TR_SLAY_DEMON)) &&
339                             (r_ptr->flags3 & RF3_DEMON))
340                         {
341                                 if (is_original_ap_and_seen(m_ptr))
342                                 {
343                                         r_ptr->r_flags3 |= RF3_DEMON;
344                                 }
345
346                                 if (mult < 30) mult = 30;
347                         }
348
349                         /* Execute Demon */
350                         if ((have_flag(flgs, TR_KILL_DEMON)) &&
351                             (r_ptr->flags3 & RF3_DEMON))
352                         {
353                                 if (is_original_ap_and_seen(m_ptr))
354                                 {
355                                         r_ptr->r_flags3 |= RF3_DEMON;
356                                 }
357
358                                 if (mult < 50) mult = 50;
359                         }
360
361                         /* Slay Orc */
362                         if ((have_flag(flgs, TR_SLAY_ORC)) &&
363                             (r_ptr->flags3 & RF3_ORC))
364                         {
365                                 if (is_original_ap_and_seen(m_ptr))
366                                 {
367                                         r_ptr->r_flags3 |= RF3_ORC;
368                                 }
369
370                                 if (mult < 30) mult = 30;
371                         }
372
373                         /* Execute Orc */
374                         if ((have_flag(flgs, TR_KILL_ORC)) &&
375                             (r_ptr->flags3 & RF3_ORC))
376                         {
377                                 if (is_original_ap_and_seen(m_ptr))
378                                 {
379                                         r_ptr->r_flags3 |= RF3_ORC;
380                                 }
381
382                                 if (mult < 50) mult = 50;
383                         }
384
385                         /* Slay Troll */
386                         if ((have_flag(flgs, TR_SLAY_TROLL)) &&
387                             (r_ptr->flags3 & RF3_TROLL))
388                         {
389                                 if (is_original_ap_and_seen(m_ptr))
390                                 {
391                                         r_ptr->r_flags3 |= RF3_TROLL;
392                                 }
393
394                                 if (mult < 30) mult = 30;
395                         }
396
397                         /* Execute Troll */
398                         if ((have_flag(flgs, TR_KILL_TROLL)) &&
399                             (r_ptr->flags3 & RF3_TROLL))
400                         {
401                                 if (is_original_ap_and_seen(m_ptr))
402                                 {
403                                         r_ptr->r_flags3 |= RF3_TROLL;
404                                 }
405
406                                 if (mult < 50) mult = 50;
407                         }
408
409                         /* Slay Giant */
410                         if ((have_flag(flgs, TR_SLAY_GIANT)) &&
411                             (r_ptr->flags3 & RF3_GIANT))
412                         {
413                                 if (is_original_ap_and_seen(m_ptr))
414                                 {
415                                         r_ptr->r_flags3 |= RF3_GIANT;
416                                 }
417
418                                 if (mult < 30) mult = 30;
419                         }
420
421                         /* Execute Giant */
422                         if ((have_flag(flgs, TR_KILL_GIANT)) &&
423                             (r_ptr->flags3 & RF3_GIANT))
424                         {
425                                 if (is_original_ap_and_seen(m_ptr))
426                                 {
427                                         r_ptr->r_flags3 |= RF3_GIANT;
428                                 }
429
430                                 if (mult < 50) mult = 50;
431                         }
432
433                         /* Slay Dragon  */
434                         if ((have_flag(flgs, TR_SLAY_DRAGON)) &&
435                             (r_ptr->flags3 & RF3_DRAGON))
436                         {
437                                 if (is_original_ap_and_seen(m_ptr))
438                                 {
439                                         r_ptr->r_flags3 |= RF3_DRAGON;
440                                 }
441
442                                 if (mult < 30) mult = 30;
443                         }
444
445                         /* Execute Dragon */
446                         if ((have_flag(flgs, TR_KILL_DRAGON)) &&
447                             (r_ptr->flags3 & RF3_DRAGON))
448                         {
449                                 if (is_original_ap_and_seen(m_ptr))
450                                 {
451                                         r_ptr->r_flags3 |= RF3_DRAGON;
452                                 }
453
454                                 if (mult < 50) mult = 50;
455
456                                 if ((o_ptr->name1 == ART_NOTHUNG) && (m_ptr->r_idx == MON_FAFNER))
457                                         mult *= 3;
458                         }
459
460                         /* Brand (Acid) */
461                         if (have_flag(flgs, TR_BRAND_ACID) || ((p_ptr->special_attack & (ATTACK_ACID)) && !thrown))
462                         {
463                                 /* Notice immunity */
464                                 if (r_ptr->flagsr & RFR_EFF_IM_ACID_MASK)
465                                 {
466                                         if (is_original_ap_and_seen(m_ptr))
467                                         {
468                                                 r_ptr->r_flagsr |= (r_ptr->flagsr & RFR_EFF_IM_ACID_MASK);
469                                         }
470                                 }
471
472                                 /* Otherwise, take the damage */
473                                 else
474                                 {
475                                         if (mult < 25) mult = 25;
476                                 }
477                         }
478
479                         /* Brand (Elec) */
480                         if (have_flag(flgs, TR_BRAND_ELEC) || ((p_ptr->special_attack & (ATTACK_ELEC)) && !thrown) || (mode == HISSATSU_ELEC))
481                         {
482                                 /* Notice immunity */
483                                 if (r_ptr->flagsr & RFR_EFF_IM_ELEC_MASK)
484                                 {
485                                         if (is_original_ap_and_seen(m_ptr))
486                                         {
487                                                 r_ptr->r_flagsr |= (r_ptr->flagsr & RFR_EFF_IM_ELEC_MASK);
488                                         }
489                                 }
490
491                                 /* Otherwise, take the damage */
492                                 else if ((have_flag(flgs, TR_BRAND_ELEC) || ((p_ptr->special_attack & (ATTACK_ELEC)) && !thrown)) && (mode == HISSATSU_ELEC))
493                                 {
494                                         if (mult < 70) mult = 70;
495                                 }
496                                 else if (mode == HISSATSU_ELEC)
497                                 {
498                                         if (mult < 50) mult = 50;
499                                 }
500
501                                 else
502                                 {
503                                         if (mult < 25) mult = 25;
504                                 }
505                         }
506
507                         /* Brand (Fire) */
508                         if (have_flag(flgs, TR_BRAND_FIRE) || ((p_ptr->special_attack & (ATTACK_FIRE)) && !thrown) || (mode == HISSATSU_FIRE))
509                         {
510                                 /* Notice immunity */
511                                 if (r_ptr->flagsr & RFR_EFF_IM_FIRE_MASK)
512                                 {
513                                         if (is_original_ap_and_seen(m_ptr))
514                                         {
515                                                 r_ptr->r_flagsr |= (r_ptr->flagsr & RFR_EFF_IM_FIRE_MASK);
516                                         }
517                                 }
518
519                                 /* Otherwise, take the damage */
520                                 else if ((have_flag(flgs, TR_BRAND_FIRE) || ((p_ptr->special_attack & (ATTACK_FIRE)) && !thrown)) && (mode == HISSATSU_FIRE))
521                                 {
522                                         if (r_ptr->flags3 & RF3_HURT_FIRE)
523                                         {
524                                                 if (mult < 70) mult = 70;
525                                                 if (is_original_ap_and_seen(m_ptr))
526                                                 {
527                                                         r_ptr->r_flags3 |= RF3_HURT_FIRE;
528                                                 }
529                                         }
530                                         else if (mult < 35) mult = 35;
531                                 }
532                                 else
533                                 {
534                                         if (r_ptr->flags3 & RF3_HURT_FIRE)
535                                         {
536                                                 if (mult < 50) mult = 50;
537                                                 if (is_original_ap_and_seen(m_ptr))
538                                                 {
539                                                         r_ptr->r_flags3 |= RF3_HURT_FIRE;
540                                                 }
541                                         }
542                                         else if (mult < 25) mult = 25;
543                                 }
544                         }
545
546                         /* Brand (Cold) */
547                         if (have_flag(flgs, TR_BRAND_COLD) || ((p_ptr->special_attack & (ATTACK_COLD)) && !thrown) || (mode == HISSATSU_COLD))
548                         {
549                                 /* Notice immunity */
550                                 if (r_ptr->flagsr & RFR_EFF_IM_COLD_MASK)
551                                 {
552                                         if (is_original_ap_and_seen(m_ptr))
553                                         {
554                                                 r_ptr->r_flagsr |= (r_ptr->flagsr & RFR_EFF_IM_COLD_MASK);
555                                         }
556                                 }
557                                 /* Otherwise, take the damage */
558                                 else if ((have_flag(flgs, TR_BRAND_COLD) || ((p_ptr->special_attack & (ATTACK_COLD)) && !thrown)) && (mode == HISSATSU_COLD))
559                                 {
560                                         if (r_ptr->flags3 & RF3_HURT_COLD)
561                                         {
562                                                 if (mult < 70) mult = 70;
563                                                 if (is_original_ap_and_seen(m_ptr))
564                                                 {
565                                                         r_ptr->r_flags3 |= RF3_HURT_COLD;
566                                                 }
567                                         }
568                                         else if (mult < 35) mult = 35;
569                                 }
570                                 else
571                                 {
572                                         if (r_ptr->flags3 & RF3_HURT_COLD)
573                                         {
574                                                 if (mult < 50) mult = 50;
575                                                 if (is_original_ap_and_seen(m_ptr))
576                                                 {
577                                                         r_ptr->r_flags3 |= RF3_HURT_COLD;
578                                                 }
579                                         }
580                                         else if (mult < 25) mult = 25;
581                                 }
582                         }
583
584                         /* Brand (Poison) */
585                         if (have_flag(flgs, TR_BRAND_POIS) || ((p_ptr->special_attack & (ATTACK_POIS)) && !thrown) || (mode == HISSATSU_POISON))
586                         {
587                                 /* Notice immunity */
588                                 if (r_ptr->flagsr & RFR_EFF_IM_POIS_MASK)
589                                 {
590                                         if (is_original_ap_and_seen(m_ptr))
591                                         {
592                                                 r_ptr->r_flagsr |= (r_ptr->flagsr & RFR_EFF_IM_POIS_MASK);
593                                         }
594                                 }
595
596                                 /* Otherwise, take the damage */
597                                 else if ((have_flag(flgs, TR_BRAND_POIS) || ((p_ptr->special_attack & (ATTACK_POIS)) && !thrown)) && (mode == HISSATSU_POISON))
598                                 {
599                                         if (mult < 35) mult = 35;
600                                 }
601                                 else
602                                 {
603                                         if (mult < 25) mult = 25;
604                                 }
605                         }
606                         if ((mode == HISSATSU_ZANMA) && !monster_living(r_ptr) && (r_ptr->flags3 & RF3_EVIL))
607                         {
608                                 if (mult < 15) mult = 25;
609                                 else if (mult < 50) mult = MIN(50, mult+20);
610                         }
611                         if (mode == HISSATSU_UNDEAD)
612                         {
613                                 if (r_ptr->flags3 & RF3_UNDEAD)
614                                 {
615                                         if (is_original_ap_and_seen(m_ptr))
616                                         {
617                                                 r_ptr->r_flags3 |= RF3_UNDEAD;
618                                         }
619                                         if (mult == 10) mult = 70;
620                                         else if (mult < 140) mult = MIN(140, mult+60);
621                                 }
622                                 if (mult == 10) mult = 40;
623                                 else if (mult < 60) mult = MIN(60, mult+30);
624                         }
625                         if ((mode == HISSATSU_SEKIRYUKA) && p_ptr->cut && monster_living(r_ptr))
626                         {
627                                 int tmp = MIN(100, MAX(10, p_ptr->cut / 10));
628                                 if (mult < tmp) mult = tmp;
629                         }
630                         if ((mode == HISSATSU_HAGAN) && (r_ptr->flags3 & RF3_HURT_ROCK))
631                         {
632                                 if (is_original_ap_and_seen(m_ptr))
633                                 {
634                                         r_ptr->r_flags3 |= RF3_HURT_ROCK;
635                                 }
636                                 if (mult == 10) mult = 40;
637                                 else if (mult < 60) mult = 60;
638                         }
639                         if ((p_ptr->pclass != CLASS_SAMURAI) && (have_flag(flgs, TR_FORCE_WEAPON)) && (p_ptr->csp > (o_ptr->dd * o_ptr->ds / 5)))
640                         {
641                                 p_ptr->csp -= (1+(o_ptr->dd * o_ptr->ds / 5));
642                                 p_ptr->redraw |= (PR_MANA);
643                                 mult = mult * 3 / 2 + 20;
644                         }
645                         break;
646                 }
647         }
648         if (mult > 150) mult = 150;
649
650         /* Return the total damage */
651         return (tdam * mult / 10);
652 }
653
654
655 /*
656  * Search for hidden things
657  */
658 void search(void)
659 {
660         int y, x, chance;
661
662         s16b this_o_idx, next_o_idx = 0;
663
664         cave_type *c_ptr;
665
666
667         /* Start with base search ability */
668         chance = p_ptr->skill_srh;
669
670         /* Penalize various conditions */
671         if (p_ptr->blind || no_lite()) chance = chance / 10;
672         if (p_ptr->confused || p_ptr->image) chance = chance / 10;
673
674         /* Search the nearby grids, which are always in bounds */
675         for (y = (py - 1); y <= (py + 1); y++)
676         {
677                 for (x = (px - 1); x <= (px + 1); x++)
678                 {
679                         /* Sometimes, notice things */
680                         if (randint0(100) < chance)
681                         {
682                                 /* Access the grid */
683                                 c_ptr = &cave[y][x];
684
685                                 /* Invisible trap */
686                                 if (c_ptr->mimic && is_trap(c_ptr->feat))
687                                 {
688                                         /* Pick a trap */
689                                         disclose_grid(y, x);
690
691                                         /* Message */
692 #ifdef JP
693                                         msg_print("¥È¥é¥Ã¥×¤òȯ¸«¤·¤¿¡£");
694 #else
695                                         msg_print("You have found a trap.");
696 #endif
697
698                                         /* Disturb */
699                                         disturb(0, 0);
700                                 }
701
702                                 /* Secret door */
703                                 if (is_hidden_door(c_ptr))
704                                 {
705                                         /* Message */
706 #ifdef JP
707                                         msg_print("±£¤·¥É¥¢¤òȯ¸«¤·¤¿¡£");
708 #else
709                                         msg_print("You have found a secret door.");
710 #endif
711
712                                         /* Disclose */
713                                         disclose_grid(y, x);
714
715                                         /* Disturb */
716                                         disturb(0, 0);
717                                 }
718
719                                 /* Scan all objects in the grid */
720                                 for (this_o_idx = c_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
721                                 {
722                                         object_type *o_ptr;
723
724                                         /* Acquire object */
725                                         o_ptr = &o_list[this_o_idx];
726
727                                         /* Acquire next object */
728                                         next_o_idx = o_ptr->next_o_idx;
729
730                                         /* Skip non-chests */
731                                         if (o_ptr->tval != TV_CHEST) continue;
732
733                                         /* Skip non-trapped chests */
734                                         if (!chest_traps[o_ptr->pval]) continue;
735
736                                         /* Identify once */
737                                         if (!object_is_known(o_ptr))
738                                         {
739                                                 /* Message */
740 #ifdef JP
741                                                 msg_print("È¢¤Ë»Å³Ý¤±¤é¤ì¤¿¥È¥é¥Ã¥×¤òȯ¸«¤·¤¿¡ª");
742 #else
743                                                 msg_print("You have discovered a trap on the chest!");
744 #endif
745
746                                                 /* Know the trap */
747                                                 object_known(o_ptr);
748
749                                                 /* Notice it */
750                                                 disturb(0, 0);
751                                         }
752                                 }
753                         }
754                 }
755         }
756 }
757
758
759 /*
760  * Helper routine for py_pickup() and py_pickup_floor().
761  *
762  * Add the given dungeon object to the character's inventory.
763  *
764  * Delete the object afterwards.
765  */
766 void py_pickup_aux(int o_idx)
767 {
768         int slot, i;
769
770 #ifdef JP
771 /*
772  * ¥¢¥¤¥Æ¥à¤ò½¦¤Ã¤¿ºÝ¤Ë¡Ö£²¤Ä¤Î¥±¡¼¥­¤ò»ý¤Ã¤Æ¤¤¤ë¡×
773  * "You have two cakes." ¤È¥¢¥¤¥Æ¥à¤ò½¦¤Ã¤¿¸å¤Î¹ç·×¤Î¤ß¤Îɽ¼¨¤¬¥ª¥ê¥¸¥Ê¥ë
774  * ¤À¤¬¡¢°ãÏ´¶¤¬
775  * ¤¢¤ë¤È¤¤¤¦»ØŦ¤ò¤¦¤±¤¿¤Î¤Ç¡¢¡Ö¡Á¤ò½¦¤Ã¤¿¡¢¡Á¤ò»ý¤Ã¤Æ¤¤¤ë¡×¤È¤¤¤¦É½¼¨
776  * ¤Ë¤«¤¨¤Æ¤¢¤ë¡£¤½¤Î¤¿¤á¤ÎÇÛÎó¡£
777  */
778         char o_name[MAX_NLEN];
779         char old_name[MAX_NLEN];
780         char kazu_str[80];
781         int hirottakazu;
782 #else
783         char o_name[MAX_NLEN];
784 #endif
785
786         object_type *o_ptr;
787
788         o_ptr = &o_list[o_idx];
789
790 #ifdef JP
791         /* Describe the object */
792         object_desc(old_name, o_ptr, OD_NAME_ONLY);
793         object_desc_kosuu(kazu_str, o_ptr);
794         hirottakazu = o_ptr->number;
795 #endif
796         /* Carry the object */
797         slot = inven_carry(o_ptr);
798
799         /* Get the object again */
800         o_ptr = &inventory[slot];
801
802         /* Delete the object */
803         delete_object_idx(o_idx);
804
805         if (p_ptr->pseikaku == SEIKAKU_MUNCHKIN)
806         {
807                 bool old_known = identify_item(o_ptr);
808
809                 /* Auto-inscription/destroy */
810                 autopick_alter_item(slot, (bool)(destroy_identify && !old_known));
811
812                 /* If it is destroyed, don't pick it up */
813                 if (o_ptr->marked & OM_AUTODESTROY) return;
814         }
815
816         /* Describe the object */
817         object_desc(o_name, o_ptr, 0);
818
819         /* Message */
820 #ifdef JP
821         if ((o_ptr->name1 == ART_CRIMSON) && (p_ptr->pseikaku == SEIKAKU_COMBAT))
822         {
823                 msg_format("¤³¤¦¤·¤Æ¡¢%s¤Ï¡Ø¥¯¥ê¥à¥¾¥ó¡Ù¤ò¼ê¤ËÆþ¤ì¤¿¡£", player_name);
824                 msg_print("¤·¤«¤·º£¡¢¡Øº®Æ٤Υµ¡¼¥Ú¥ó¥È¡Ù¤ÎÊü¤Ã¤¿¥â¥ó¥¹¥¿¡¼¤¬¡¢");
825                 msg_format("%s¤Ë½±¤¤¤«¤«¤ë¡¥¡¥¡¥", player_name);
826         }
827         else
828         {
829                 if (plain_pickup)
830                 {
831                         msg_format("%s(%c)¤ò»ý¤Ã¤Æ¤¤¤ë¡£",o_name, index_to_label(slot));
832                 }
833                 else
834                 {
835                         if (o_ptr->number > hirottakazu) {
836                             msg_format("%s½¦¤Ã¤Æ¡¢%s(%c)¤ò»ý¤Ã¤Æ¤¤¤ë¡£",
837                                kazu_str, o_name, index_to_label(slot));
838                         } else {
839                                 msg_format("%s(%c)¤ò½¦¤Ã¤¿¡£", o_name, index_to_label(slot));
840                         }
841                 }
842         }
843         strcpy(record_o_name, old_name);
844 #else
845         msg_format("You have %s (%c).", o_name, index_to_label(slot));
846         strcpy(record_o_name, o_name);
847 #endif
848         record_turn = turn;
849
850
851         /* Check if completed a quest */
852         for (i = 0; i < max_quests; i++)
853         {
854                 if ((quest[i].type == QUEST_TYPE_FIND_ARTIFACT) &&
855                     (quest[i].status == QUEST_STATUS_TAKEN) &&
856                            (quest[i].k_idx == o_ptr->name1))
857                 {
858                         if (record_fix_quest) do_cmd_write_nikki(NIKKI_FIX_QUEST_C, i, NULL);
859                         quest[i].status = QUEST_STATUS_COMPLETED;
860                         quest[i].complev = (byte)p_ptr->lev;
861 #ifdef JP
862                         msg_print("¥¯¥¨¥¹¥È¤òãÀ®¤·¤¿¡ª");
863 #else
864                         msg_print("You completed your quest!");
865 #endif
866
867                         msg_print(NULL);
868                 }
869         }
870 }
871
872
873 /*
874  * Player "wants" to pick up an object or gold.
875  * Note that we ONLY handle things that can be picked up.
876  * See "move_player()" for handling of other things.
877  */
878 void carry(bool pickup)
879 {
880         cave_type *c_ptr = &cave[py][px];
881
882         s16b this_o_idx, next_o_idx = 0;
883
884         char    o_name[MAX_NLEN];
885
886         /* Recenter the map around the player */
887         verify_panel();
888
889         /* Update stuff */
890         p_ptr->update |= (PU_MONSTERS);
891
892         /* Redraw map */
893         p_ptr->redraw |= (PR_MAP);
894
895         /* Window stuff */
896         p_ptr->window |= (PW_OVERHEAD);
897
898         /* Handle stuff */
899         handle_stuff();
900
901         /* Automatically pickup/destroy/inscribe items */
902         autopick_pickup_items(c_ptr);
903
904
905 #ifdef ALLOW_EASY_FLOOR
906
907         if (easy_floor)
908         {
909                 py_pickup_floor(pickup);
910                 return;
911         }
912
913 #endif /* ALLOW_EASY_FLOOR */
914
915         /* Scan the pile of objects */
916         for (this_o_idx = c_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
917         {
918                 object_type *o_ptr;
919
920                 /* Acquire object */
921                 o_ptr = &o_list[this_o_idx];
922
923 #ifdef ALLOW_EASY_SENSE /* TNB */
924
925                 /* Option: Make item sensing easy */
926                 if (easy_sense)
927                 {
928                         /* Sense the object */
929                         (void)sense_object(o_ptr);
930                 }
931
932 #endif /* ALLOW_EASY_SENSE -- TNB */
933
934                 /* Describe the object */
935                 object_desc(o_name, o_ptr, 0);
936
937                 /* Acquire next object */
938                 next_o_idx = o_ptr->next_o_idx;
939
940                 /* Hack -- disturb */
941                 disturb(0, 0);
942
943                 /* Pick up gold */
944                 if (o_ptr->tval == TV_GOLD)
945                 {
946                         int value = (long)o_ptr->pval;
947
948                         /* Delete the gold */
949                         delete_object_idx(this_o_idx);
950
951                         /* Message */
952 #ifdef JP
953                 msg_format(" $%ld ¤Î²ÁÃͤ¬¤¢¤ë%s¤ò¸«¤Ä¤±¤¿¡£",
954                            (long)value, o_name);
955 #else
956                         msg_format("You collect %ld gold pieces worth of %s.",
957                                    (long)value, o_name);
958 #endif
959
960
961                         sound(SOUND_SELL);
962
963                         /* Collect the gold */
964                         p_ptr->au += value;
965
966                         /* Redraw gold */
967                         p_ptr->redraw |= (PR_GOLD);
968
969                         /* Window stuff */
970                         p_ptr->window |= (PW_PLAYER);
971                 }
972
973                 /* Pick up objects */
974                 else
975                 {
976                         /* Hack - some objects were handled in autopick_pickup_items(). */
977                         if (o_ptr->marked & OM_NOMSG)
978                         {
979                                 /* Clear the flag. */
980                                 o_ptr->marked &= ~OM_NOMSG;
981                         }
982                         /* Describe the object */
983                         else if (!pickup)
984                         {
985 #ifdef JP
986                                 msg_format("%s¤¬¤¢¤ë¡£", o_name);
987 #else
988                                 msg_format("You see %s.", o_name);
989 #endif
990
991                         }
992
993                         /* Note that the pack is too full */
994                         else if (!inven_carry_okay(o_ptr))
995                         {
996 #ifdef JP
997                                 msg_format("¥¶¥Ã¥¯¤Ë¤Ï%s¤òÆþ¤ì¤ë·ä´Ö¤¬¤Ê¤¤¡£", o_name);
998 #else
999                                 msg_format("You have no room for %s.", o_name);
1000 #endif
1001
1002                         }
1003
1004                         /* Pick up the item (if requested and allowed) */
1005                         else
1006                         {
1007                                 int okay = TRUE;
1008
1009                                 /* Hack -- query every item */
1010                                 if (carry_query_flag)
1011                                 {
1012                                         char out_val[MAX_NLEN+20];
1013 #ifdef JP
1014                                         sprintf(out_val, "%s¤ò½¦¤¤¤Þ¤¹¤«? ", o_name);
1015 #else
1016                                         sprintf(out_val, "Pick up %s? ", o_name);
1017 #endif
1018
1019                                         okay = get_check(out_val);
1020                                 }
1021
1022                                 /* Attempt to pick up an object. */
1023                                 if (okay)
1024                                 {
1025                                         /* Pick up the object */
1026                                         py_pickup_aux(this_o_idx);
1027                                 }
1028                         }
1029                 }
1030         }
1031 }
1032
1033
1034 /*
1035  * Determine if a trap affects the player.
1036  * Always miss 5% of the time, Always hit 5% of the time.
1037  * Otherwise, match trap power against player armor.
1038  */
1039 static int check_hit(int power)
1040 {
1041         int k, ac;
1042
1043         /* Percentile dice */
1044         k = randint0(100);
1045
1046         /* Hack -- 5% hit, 5% miss */
1047         if (k < 10) return (k < 5);
1048
1049         if (p_ptr->pseikaku == SEIKAKU_NAMAKE)
1050                 if (one_in_(20)) return (TRUE);
1051
1052         /* Paranoia -- No power */
1053         if (power <= 0) return (FALSE);
1054
1055         /* Total armor */
1056         ac = p_ptr->ac + p_ptr->to_a;
1057
1058         /* Power competes against Armor */
1059         if (randint1(power) > ((ac * 3) / 4)) return (TRUE);
1060
1061         /* Assume miss */
1062         return (FALSE);
1063 }
1064
1065
1066
1067 /*
1068  * Handle player hitting a real trap
1069  */
1070 static void hit_trap(bool break_trap)
1071 {
1072         int i, num, dam;
1073         int x = px, y = py;
1074
1075         /* Get the cave grid */
1076         cave_type *c_ptr = &cave[y][x];
1077         feature_type *f_ptr = &f_info[c_ptr->feat];
1078         int trap_feat_type = have_flag(f_ptr->flags, FF_TRAP) ? f_ptr->subtype : NOT_TRAP;
1079
1080 #ifdef JP
1081         cptr name = "¥È¥é¥Ã¥×";
1082 #else
1083         cptr name = "a trap";
1084 #endif
1085
1086         /* Disturb the player */
1087         disturb(0, 0);
1088
1089         cave_alter_feat(y, x, FF_HIT_TRAP);
1090
1091         /* Analyze XXX XXX XXX */
1092         switch (trap_feat_type)
1093         {
1094                 case TRAP_TRAPDOOR:
1095                 {
1096                         if (p_ptr->levitation)
1097                         {
1098 #ifdef JP
1099                                 msg_print("Íî¤È¤·¸Í¤òÈô¤Ó±Û¤¨¤¿¡£");
1100 #else
1101                                 msg_print("You fly over a trap door.");
1102 #endif
1103
1104                         }
1105                         else
1106                         {
1107 #ifdef JP
1108                                 msg_print("Íî¤È¤·¸Í¤ËÍî¤Á¤¿¡ª");
1109                                 if ((p_ptr->pseikaku == SEIKAKU_COMBAT) || (inventory[INVEN_BOW].name1 == ART_CRIMSON))
1110                                         msg_print("¤¯¤Ã¤½¡Á¡ª");
1111 #else
1112                                 msg_print("You have fallen through a trap door!");
1113 #endif
1114
1115                                 sound(SOUND_FALL);
1116                                 dam = damroll(2, 8);
1117 #ifdef JP
1118                                 name = "Íî¤È¤·¸Í";
1119 #else
1120                                 name = "a trap door";
1121 #endif
1122
1123                                 take_hit(DAMAGE_NOESCAPE, dam, name, -1);
1124
1125                                 /* Still alive and autosave enabled */
1126                                 if (autosave_l && (p_ptr->chp >= 0))
1127                                         do_cmd_save_game(TRUE);
1128
1129 #ifdef JP
1130                                 do_cmd_write_nikki(NIKKI_BUNSHOU, 0, "Íî¤È¤·¸Í¤ËÍî¤Á¤¿");
1131 #else
1132                                 do_cmd_write_nikki(NIKKI_BUNSHOU, 0, "You have fallen through a trap door!");
1133 #endif
1134                                 prepare_change_floor_mode(CFM_SAVE_FLOORS | CFM_DOWN | CFM_RAND_PLACE | CFM_RAND_CONNECT);
1135
1136                                 /* Leaving */
1137                                 p_ptr->leaving = TRUE;
1138                         }
1139                         break;
1140                 }
1141
1142                 case TRAP_PIT:
1143                 {
1144                         if (p_ptr->levitation)
1145                         {
1146 #ifdef JP
1147                                 msg_print("Íî¤È¤··ê¤òÈô¤Ó±Û¤¨¤¿¡£");
1148 #else
1149                                 msg_print("You fly over a pit trap.");
1150 #endif
1151
1152                         }
1153                         else
1154                         {
1155 #ifdef JP
1156                                 msg_print("Íî¤È¤··ê¤ËÍî¤Á¤Æ¤·¤Þ¤Ã¤¿¡ª");
1157 #else
1158                                 msg_print("You have fallen into a pit!");
1159 #endif
1160
1161                                 dam = damroll(2, 6);
1162 #ifdef JP
1163                                 name = "Íî¤È¤··ê";
1164 #else
1165                                 name = "a pit trap";
1166 #endif
1167
1168                                 take_hit(DAMAGE_NOESCAPE, dam, name, -1);
1169                         }
1170                         break;
1171                 }
1172
1173                 case TRAP_SPIKED_PIT:
1174                 {
1175                         if (p_ptr->levitation)
1176                         {
1177 #ifdef JP
1178                                 msg_print("¥È¥²¤Î¤¢¤ëÍî¤È¤··ê¤òÈô¤Ó±Û¤¨¤¿¡£");
1179 #else
1180                                 msg_print("You fly over a spiked pit.");
1181 #endif
1182
1183                         }
1184                         else
1185                         {
1186 #ifdef JP
1187                                 msg_print("¥¹¥Ñ¥¤¥¯¤¬Éߤ«¤ì¤¿Íî¤È¤··ê¤ËÍî¤Á¤Æ¤·¤Þ¤Ã¤¿¡ª");
1188 #else
1189                                 msg_print("You fall into a spiked pit!");
1190 #endif
1191
1192
1193                                 /* Base damage */
1194 #ifdef JP
1195                                 name = "Íî¤È¤··ê";
1196 #else
1197                                 name = "a pit trap";
1198 #endif
1199
1200                                 dam = damroll(2, 6);
1201
1202                                 /* Extra spike damage */
1203                                 if (randint0(100) < 50)
1204                                 {
1205 #ifdef JP
1206                                         msg_print("¥¹¥Ñ¥¤¥¯¤¬»É¤µ¤Ã¤¿¡ª");
1207 #else
1208                                         msg_print("You are impaled!");
1209 #endif
1210
1211
1212 #ifdef JP
1213                                         name = "¥È¥²¤Î¤¢¤ëÍî¤È¤··ê";
1214 #else
1215                                         name = "a spiked pit";
1216 #endif
1217
1218                                         dam = dam * 2;
1219                                         (void)set_cut(p_ptr->cut + randint1(dam));
1220                                 }
1221
1222                                 /* Take the damage */
1223                                 take_hit(DAMAGE_NOESCAPE, dam, name, -1);
1224                         }
1225                         break;
1226                 }
1227
1228                 case TRAP_POISON_PIT:
1229                 {
1230                         if (p_ptr->levitation)
1231                         {
1232 #ifdef JP
1233                                 msg_print("¥È¥²¤Î¤¢¤ëÍî¤È¤··ê¤òÈô¤Ó±Û¤¨¤¿¡£");
1234 #else
1235                                 msg_print("You fly over a spiked pit.");
1236 #endif
1237
1238                         }
1239                         else
1240                         {
1241 #ifdef JP
1242                         msg_print("¥¹¥Ñ¥¤¥¯¤¬Éߤ«¤ì¤¿Íî¤È¤··ê¤ËÍî¤Á¤Æ¤·¤Þ¤Ã¤¿¡ª");
1243 #else
1244                                 msg_print("You fall into a spiked pit!");
1245 #endif
1246
1247
1248                                 /* Base damage */
1249                                 dam = damroll(2, 6);
1250
1251 #ifdef JP
1252                                 name = "Íî¤È¤··ê";
1253 #else
1254                                 name = "a pit trap";
1255 #endif
1256
1257
1258                                 /* Extra spike damage */
1259                                 if (randint0(100) < 50)
1260                                 {
1261 #ifdef JP
1262                                         msg_print("ÆǤòÅɤé¤ì¤¿¥¹¥Ñ¥¤¥¯¤¬»É¤µ¤Ã¤¿¡ª");
1263 #else
1264                                         msg_print("You are impaled on poisonous spikes!");
1265 #endif
1266
1267
1268 #ifdef JP
1269                                         name = "¥È¥²¤Î¤¢¤ëÍî¤È¤··ê";
1270 #else
1271                                         name = "a spiked pit";
1272 #endif
1273
1274
1275                                         dam = dam * 2;
1276                                         (void)set_cut(p_ptr->cut + randint1(dam));
1277
1278                                         if (p_ptr->resist_pois || IS_OPPOSE_POIS())
1279                                         {
1280 #ifdef JP
1281                                                 msg_print("¤·¤«¤·ÆǤαƶÁ¤Ï¤Ê¤«¤Ã¤¿¡ª");
1282 #else
1283                                                 msg_print("The poison does not affect you!");
1284 #endif
1285
1286                                         }
1287
1288                                         else
1289                                         {
1290                                                 dam = dam * 2;
1291                                                 (void)set_poisoned(p_ptr->poisoned + randint1(dam));
1292                                         }
1293                                 }
1294
1295                                 /* Take the damage */
1296                                 take_hit(DAMAGE_NOESCAPE, dam, name, -1);
1297                         }
1298
1299                         break;
1300                 }
1301
1302                 case TRAP_TY_CURSE:
1303                 {
1304 #ifdef JP
1305                         msg_print("²¿¤«¤¬¥Ô¥«¥Ã¤È¸÷¤Ã¤¿¡ª");
1306 #else
1307                         msg_print("There is a flash of shimmering light!");
1308 #endif
1309
1310                         num = 2 + randint1(3);
1311                         for (i = 0; i < num; i++)
1312                         {
1313                                 (void)summon_specific(0, y, x, dun_level, 0, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE | PM_NO_PET));
1314                         }
1315
1316                         if (dun_level > randint1(100)) /* No nasty effect for low levels */
1317                         {
1318                                 bool stop_ty = FALSE;
1319                                 int count = 0;
1320
1321                                 do
1322                                 {
1323                                         stop_ty = activate_ty_curse(stop_ty, &count);
1324                                 }
1325                                 while (one_in_(6));
1326                         }
1327                         break;
1328                 }
1329
1330                 case TRAP_TELEPORT:
1331                 {
1332 #ifdef JP
1333                         msg_print("¥Æ¥ì¥Ý¡¼¥È¡¦¥È¥é¥Ã¥×¤Ë¤Ò¤Ã¤«¤«¤Ã¤¿¡ª");
1334 #else
1335                         msg_print("You hit a teleport trap!");
1336 #endif
1337
1338                         teleport_player(100, TELEPORT_PASSIVE);
1339                         break;
1340                 }
1341
1342                 case TRAP_FIRE:
1343                 {
1344 #ifdef JP
1345                         msg_print("±ê¤ËÊñ¤Þ¤ì¤¿¡ª");
1346 #else
1347                         msg_print("You are enveloped in flames!");
1348 #endif
1349
1350                         dam = damroll(4, 6);
1351 #ifdef JP
1352                         (void)fire_dam(dam, "±ê¤Î¥È¥é¥Ã¥×", -1);
1353 #else
1354                         (void)fire_dam(dam, "a fire trap", -1);
1355 #endif
1356
1357                         break;
1358                 }
1359
1360                 case TRAP_ACID:
1361                 {
1362 #ifdef JP
1363                         msg_print("»À¤¬¿á¤­¤«¤±¤é¤ì¤¿¡ª");
1364 #else
1365                         msg_print("You are splashed with acid!");
1366 #endif
1367
1368                         dam = damroll(4, 6);
1369 #ifdef JP
1370                         (void)acid_dam(dam, "»À¤Î¥È¥é¥Ã¥×", -1);
1371 #else
1372                         (void)acid_dam(dam, "an acid trap", -1);
1373 #endif
1374
1375                         break;
1376                 }
1377
1378                 case TRAP_SLOW:
1379                 {
1380                         if (check_hit(125))
1381                         {
1382 #ifdef JP
1383                                 msg_print("¾®¤µ¤Ê¥À¡¼¥Ä¤¬Èô¤ó¤Ç¤­¤Æ»É¤µ¤Ã¤¿¡ª");
1384 #else
1385                                 msg_print("A small dart hits you!");
1386 #endif
1387
1388                                 dam = damroll(1, 4);
1389 #ifdef JP
1390                                 take_hit(DAMAGE_ATTACK, dam, "¥À¡¼¥Ä¤Îæ«", -1);
1391 #else
1392                                 take_hit(DAMAGE_ATTACK, dam, "a dart trap", -1);
1393 #endif
1394
1395                                 if (!CHECK_MULTISHADOW()) (void)set_slow(p_ptr->slow + randint0(20) + 20, FALSE);
1396                         }
1397                         else
1398                         {
1399 #ifdef JP
1400                                 msg_print("¾®¤µ¤Ê¥À¡¼¥Ä¤¬Èô¤ó¤Ç¤­¤¿¡ª¤¬¡¢±¿Îɤ¯Åö¤¿¤é¤Ê¤«¤Ã¤¿¡£");
1401 #else
1402                                 msg_print("A small dart barely misses you.");
1403 #endif
1404
1405                         }
1406                         break;
1407                 }
1408
1409                 case TRAP_LOSE_STR:
1410                 {
1411                         if (check_hit(125))
1412                         {
1413 #ifdef JP
1414                                 msg_print("¾®¤µ¤Ê¥À¡¼¥Ä¤¬Èô¤ó¤Ç¤­¤Æ»É¤µ¤Ã¤¿¡ª");
1415 #else
1416                                 msg_print("A small dart hits you!");
1417 #endif
1418
1419                                 dam = damroll(1, 4);
1420 #ifdef JP
1421                                 take_hit(DAMAGE_ATTACK, dam, "¥À¡¼¥Ä¤Îæ«", -1);
1422 #else
1423                                 take_hit(DAMAGE_ATTACK, dam, "a dart trap", -1);
1424 #endif
1425
1426                                 if (!CHECK_MULTISHADOW()) (void)do_dec_stat(A_STR);
1427                         }
1428                         else
1429                         {
1430 #ifdef JP
1431                                 msg_print("¾®¤µ¤Ê¥À¡¼¥Ä¤¬Èô¤ó¤Ç¤­¤¿¡ª¤¬¡¢±¿Îɤ¯Åö¤¿¤é¤Ê¤«¤Ã¤¿¡£");
1432 #else
1433                                 msg_print("A small dart barely misses you.");
1434 #endif
1435
1436                         }
1437                         break;
1438                 }
1439
1440                 case TRAP_LOSE_DEX:
1441                 {
1442                         if (check_hit(125))
1443                         {
1444 #ifdef JP
1445                                 msg_print("¾®¤µ¤Ê¥À¡¼¥Ä¤¬Èô¤ó¤Ç¤­¤Æ»É¤µ¤Ã¤¿¡ª");
1446 #else
1447                                 msg_print("A small dart hits you!");
1448 #endif
1449
1450                                 dam = damroll(1, 4);
1451 #ifdef JP
1452                                 take_hit(DAMAGE_ATTACK, dam, "¥À¡¼¥Ä¤Îæ«", -1);
1453 #else
1454                                 take_hit(DAMAGE_ATTACK, dam, "a dart trap", -1);
1455 #endif
1456
1457                                 if (!CHECK_MULTISHADOW()) (void)do_dec_stat(A_DEX);
1458                         }
1459                         else
1460                         {
1461 #ifdef JP
1462                                 msg_print("¾®¤µ¤Ê¥À¡¼¥Ä¤¬Èô¤ó¤Ç¤­¤¿¡ª¤¬¡¢±¿Îɤ¯Åö¤¿¤é¤Ê¤«¤Ã¤¿¡£");
1463 #else
1464                                 msg_print("A small dart barely misses you.");
1465 #endif
1466
1467                         }
1468                         break;
1469                 }
1470
1471                 case TRAP_LOSE_CON:
1472                 {
1473                         if (check_hit(125))
1474                         {
1475 #ifdef JP
1476                                 msg_print("¾®¤µ¤Ê¥À¡¼¥Ä¤¬Èô¤ó¤Ç¤­¤Æ»É¤µ¤Ã¤¿¡ª");
1477 #else
1478                                 msg_print("A small dart hits you!");
1479 #endif
1480
1481                                 dam = damroll(1, 4);
1482 #ifdef JP
1483                                 take_hit(DAMAGE_ATTACK, dam, "¥À¡¼¥Ä¤Îæ«", -1);
1484 #else
1485                                 take_hit(DAMAGE_ATTACK, dam, "a dart trap", -1);
1486 #endif
1487
1488                                 if (!CHECK_MULTISHADOW()) (void)do_dec_stat(A_CON);
1489                         }
1490                         else
1491                         {
1492 #ifdef JP
1493                                 msg_print("¾®¤µ¤Ê¥À¡¼¥Ä¤¬Èô¤ó¤Ç¤­¤¿¡ª¤¬¡¢±¿Îɤ¯Åö¤¿¤é¤Ê¤«¤Ã¤¿¡£");
1494 #else
1495                                 msg_print("A small dart barely misses you.");
1496 #endif
1497
1498                         }
1499                         break;
1500                 }
1501
1502                 case TRAP_BLIND:
1503                 {
1504 #ifdef JP
1505                         msg_print("¹õ¤¤¥¬¥¹¤ËÊñ¤ß¹þ¤Þ¤ì¤¿¡ª");
1506 #else
1507                         msg_print("A black gas surrounds you!");
1508 #endif
1509
1510                         if (!p_ptr->resist_blind)
1511                         {
1512                                 (void)set_blind(p_ptr->blind + randint0(50) + 25);
1513                         }
1514                         break;
1515                 }
1516
1517                 case TRAP_CONFUSE:
1518                 {
1519 #ifdef JP
1520                         msg_print("¤­¤é¤á¤¯¥¬¥¹¤ËÊñ¤ß¹þ¤Þ¤ì¤¿¡ª");
1521 #else
1522                         msg_print("A gas of scintillating colors surrounds you!");
1523 #endif
1524
1525                         if (!p_ptr->resist_conf)
1526                         {
1527                                 (void)set_confused(p_ptr->confused + randint0(20) + 10);
1528                         }
1529                         break;
1530                 }
1531
1532                 case TRAP_POISON:
1533                 {
1534 #ifdef JP
1535                         msg_print("»É·ãŪ¤ÊÎп§¤Î¥¬¥¹¤ËÊñ¤ß¹þ¤Þ¤ì¤¿¡ª");
1536 #else
1537                         msg_print("A pungent green gas surrounds you!");
1538 #endif
1539
1540                         if (!p_ptr->resist_pois && !IS_OPPOSE_POIS())
1541                         {
1542                                 (void)set_poisoned(p_ptr->poisoned + randint0(20) + 10);
1543                         }
1544                         break;
1545                 }
1546
1547                 case TRAP_SLEEP:
1548                 {
1549 #ifdef JP
1550                         msg_print("´ñ̯¤ÊÇò¤¤Ì¸¤ËÊñ¤Þ¤ì¤¿¡ª");
1551 #else
1552                         msg_print("A strange white mist surrounds you!");
1553 #endif
1554
1555                         if (!p_ptr->free_act)
1556                         {
1557 #ifdef JP
1558 msg_print("¤¢¤Ê¤¿¤Ï̲¤ê¤Ë½¢¤¤¤¿¡£");
1559 #else
1560                                 msg_print("You fall asleep.");
1561 #endif
1562
1563
1564                                 if (ironman_nightmare)
1565                                 {
1566 #ifdef JP
1567 msg_print("¿È¤ÎÌÓ¤â¤è¤À¤Ä¸÷·Ê¤¬Æ¬¤ËÉ⤫¤ó¤À¡£");
1568 #else
1569                                         msg_print("A horrible vision enters your mind.");
1570 #endif
1571
1572
1573                                         /* Pick a nightmare */
1574                                         get_mon_num_prep(get_nightmare, NULL);
1575
1576                                         /* Have some nightmares */
1577                                         have_nightmare(get_mon_num(MAX_DEPTH));
1578
1579                                         /* Remove the monster restriction */
1580                                         get_mon_num_prep(NULL, NULL);
1581                                 }
1582                                 (void)set_paralyzed(p_ptr->paralyzed + randint0(10) + 5);
1583                         }
1584                         break;
1585                 }
1586
1587                 case TRAP_TRAPS:
1588                 {
1589 #ifdef JP
1590 msg_print("¤Þ¤Ð¤æ¤¤Á®¸÷¤¬Áö¤Ã¤¿¡ª");
1591 #else
1592                         msg_print("There is a bright flash of light!");
1593 #endif
1594
1595                         /* Make some new traps */
1596                         project(0, 1, y, x, 0, GF_MAKE_TRAP, PROJECT_HIDE | PROJECT_JUMP | PROJECT_GRID, -1);
1597
1598                         break;
1599                 }
1600
1601                 case TRAP_ALARM:
1602                 {
1603 #ifdef JP
1604                         msg_print("¤±¤¿¤¿¤Þ¤·¤¤²»¤¬ÌĤê¶Á¤¤¤¿¡ª");
1605 #else
1606                         msg_print("An alarm sounds!");
1607 #endif
1608
1609                         aggravate_monsters(0);
1610
1611                         break;
1612                 }
1613
1614                 case TRAP_OPEN:
1615                 {
1616 #ifdef JP
1617                         msg_print("Âç²»¶Á¤È¶¦¤Ë¤Þ¤ï¤ê¤ÎÊɤ¬Êø¤ì¤¿¡ª");
1618 #else
1619                         msg_print("Suddenly, surrounding walls are opened!");
1620 #endif
1621                         (void)project(0, 3, y, x, 0, GF_DISINTEGRATE, PROJECT_GRID | PROJECT_HIDE, -1);
1622                         (void)project(0, 3, y, x - 4, 0, GF_DISINTEGRATE, PROJECT_GRID | PROJECT_HIDE, -1);
1623                         (void)project(0, 3, y, x + 4, 0, GF_DISINTEGRATE, PROJECT_GRID | PROJECT_HIDE, -1);
1624                         aggravate_monsters(0);
1625
1626                         break;
1627                 }
1628
1629                 case TRAP_ARMAGEDDON:
1630                 {
1631                         static int levs[10] = {0, 0, 20, 10, 5, 3, 2, 1, 1, 1};
1632                         int evil_idx = 0, good_idx = 0;
1633
1634                         int lev;
1635 #ifdef JP
1636                         msg_print("ÆÍÁ³Å·³¦¤ÎÀïÁè¤Ë´¬¤­¹þ¤Þ¤ì¤¿¡ª");
1637 #else
1638                         msg_print("Suddenly, you are surrounded by immotal beings!");
1639 #endif
1640
1641                         /* Summon Demons and Angels */
1642                         for (lev = dun_level; lev >= 20; lev -= 1 + lev/16)
1643                         {
1644                                 num = levs[MIN(lev/10, 9)];
1645                                 for (i = 0; i < num; i++)
1646                                 {
1647                                         int x1 = rand_spread(x, 7);
1648                                         int y1 = rand_spread(y, 5);
1649
1650                                         /* Skip illegal grids */
1651                                         if (!in_bounds(y1, x1)) continue;
1652
1653                                         /* Require line of projection */
1654                                         if (!projectable(py, px, y1, x1)) continue;
1655
1656                                         if (summon_specific(0, y1, x1, lev, SUMMON_ARMAGE_EVIL, (PM_NO_PET)))
1657                                                 evil_idx = hack_m_idx_ii;
1658
1659                                         if (summon_specific(0, y1, x1, lev, SUMMON_ARMAGE_GOOD, (PM_NO_PET)))
1660                                         {
1661                                                 good_idx = hack_m_idx_ii;
1662                                         }
1663
1664                                         /* Let them fight each other */
1665                                         if (evil_idx && good_idx)
1666                                         {
1667                                                 monster_type *evil_ptr = &m_list[evil_idx];
1668                                                 monster_type *good_ptr = &m_list[good_idx];
1669                                                 evil_ptr->target_y = good_ptr->fy;
1670                                                 evil_ptr->target_x = good_ptr->fx;
1671                                                 good_ptr->target_y = evil_ptr->fy;
1672                                                 good_ptr->target_x = evil_ptr->fx;
1673                                         }
1674                                 }
1675                         }
1676                         break;
1677                 }
1678
1679                 case TRAP_PIRANHA:
1680                 {
1681 #ifdef JP
1682                         msg_print("ÆÍÁ³Êɤ«¤é¿å¤¬°î¤ì½Ð¤·¤¿¡ª¥Ô¥é¥Ë¥¢¤¬¤¤¤ë¡ª");
1683 #else
1684                         msg_print("Suddenly, the room is filled with water with piranhas!");
1685 #endif
1686
1687                         /* Water fills room */
1688                         fire_ball_hide(GF_WATER_FLOW, 0, 1, 10);
1689
1690                         /* Summon Piranhas */
1691                         num = 1 + dun_level/20;
1692                         for (i = 0; i < num; i++)
1693                         {
1694                                 (void)summon_specific(0, y, x, dun_level, SUMMON_PIRANHAS, (PM_ALLOW_GROUP | PM_NO_PET));
1695                         }
1696                         break;
1697                 }
1698         }
1699
1700         if (break_trap && is_trap(c_ptr->feat))
1701         {
1702                 cave_alter_feat(y, x, FF_DISARM);
1703 #ifdef JP
1704                 msg_print("¥È¥é¥Ã¥×¤òÊ´ºÕ¤·¤¿¡£");
1705 #else
1706                 msg_print("You destroyed the trap.");
1707 #endif
1708         }
1709 }
1710
1711
1712 static void touch_zap_player(monster_type *m_ptr)
1713 {
1714         int aura_damage = 0;
1715         monster_race *r_ptr = &r_info[m_ptr->r_idx];
1716
1717         if (r_ptr->flags2 & RF2_AURA_FIRE)
1718         {
1719                 if (!p_ptr->immune_fire)
1720                 {
1721                         char aura_dam[80];
1722
1723                         aura_damage = damroll(1 + (r_ptr->level / 26), 1 + (r_ptr->level / 17));
1724
1725                         /* Hack -- Get the "died from" name */
1726                         monster_desc(aura_dam, m_ptr, MD_IGNORE_HALLU | MD_ASSUME_VISIBLE | MD_INDEF_VISIBLE);
1727
1728 #ifdef JP
1729                         msg_print("ÆÍÁ³¤È¤Æ¤âÇ®¤¯¤Ê¤Ã¤¿¡ª");
1730 #else
1731                         msg_print("You are suddenly very hot!");
1732 #endif
1733
1734                         if (prace_is_(RACE_ENT)) aura_damage += aura_damage / 3;
1735                         if (IS_OPPOSE_FIRE()) aura_damage = (aura_damage + 2) / 3;
1736                         if (p_ptr->resist_fire) aura_damage = (aura_damage + 2) / 3;
1737
1738                         take_hit(DAMAGE_NOESCAPE, aura_damage, aura_dam, -1);
1739                         if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags2 |= RF2_AURA_FIRE;
1740                         handle_stuff();
1741                 }
1742         }
1743
1744         if (r_ptr->flags3 & RF3_AURA_COLD)
1745         {
1746                 if (!p_ptr->immune_cold)
1747                 {
1748                         char aura_dam[80];
1749
1750                         aura_damage = damroll(1 + (r_ptr->level / 26), 1 + (r_ptr->level / 17));
1751
1752                         /* Hack -- Get the "died from" name */
1753                         monster_desc(aura_dam, m_ptr, MD_IGNORE_HALLU | MD_ASSUME_VISIBLE | MD_INDEF_VISIBLE);
1754
1755 #ifdef JP
1756                         msg_print("ÆÍÁ³¤È¤Æ¤â´¨¤¯¤Ê¤Ã¤¿¡ª");
1757 #else
1758                         msg_print("You are suddenly very cold!");
1759 #endif
1760
1761                         if (IS_OPPOSE_COLD()) aura_damage = (aura_damage + 2) / 3;
1762                         if (p_ptr->resist_cold) aura_damage = (aura_damage + 2) / 3;
1763
1764                         take_hit(DAMAGE_NOESCAPE, aura_damage, aura_dam, -1);
1765                         if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags3 |= RF3_AURA_COLD;
1766                         handle_stuff();
1767                 }
1768         }
1769
1770         if (r_ptr->flags2 & RF2_AURA_ELEC)
1771         {
1772                 if (!p_ptr->immune_elec)
1773                 {
1774                         char aura_dam[80];
1775
1776                         aura_damage = damroll(1 + (r_ptr->level / 26), 1 + (r_ptr->level / 17));
1777
1778                         /* Hack -- Get the "died from" name */
1779                         monster_desc(aura_dam, m_ptr, MD_IGNORE_HALLU | MD_ASSUME_VISIBLE | MD_INDEF_VISIBLE);
1780
1781                         if (prace_is_(RACE_ANDROID)) aura_damage += aura_damage / 3;
1782                         if (IS_OPPOSE_ELEC()) aura_damage = (aura_damage + 2) / 3;
1783                         if (p_ptr->resist_elec) aura_damage = (aura_damage + 2) / 3;
1784
1785 #ifdef JP
1786                         msg_print("ÅÅ·â¤ò¤¯¤é¤Ã¤¿¡ª");
1787 #else
1788                         msg_print("You get zapped!");
1789 #endif
1790
1791                         take_hit(DAMAGE_NOESCAPE, aura_damage, aura_dam, -1);
1792                         if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags2 |= RF2_AURA_ELEC;
1793                         handle_stuff();
1794                 }
1795         }
1796 }
1797
1798
1799 static void natural_attack(s16b m_idx, int attack, bool *fear, bool *mdeath)
1800 {
1801         int             k, bonus, chance;
1802         int             n_weight = 0;
1803         monster_type    *m_ptr = &m_list[m_idx];
1804         monster_race    *r_ptr = &r_info[m_ptr->r_idx];
1805         char            m_name[80];
1806
1807         int             dss, ddd;
1808
1809         cptr            atk_desc;
1810
1811         switch (attack)
1812         {
1813                 case MUT2_SCOR_TAIL:
1814                         dss = 3;
1815                         ddd = 7;
1816                         n_weight = 5;
1817 #ifdef JP
1818                         atk_desc = "¿¬Èø";
1819 #else
1820                         atk_desc = "tail";
1821 #endif
1822
1823                         break;
1824                 case MUT2_HORNS:
1825                         dss = 2;
1826                         ddd = 6;
1827                         n_weight = 15;
1828 #ifdef JP
1829                         atk_desc = "³Ñ";
1830 #else
1831                         atk_desc = "horns";
1832 #endif
1833
1834                         break;
1835                 case MUT2_BEAK:
1836                         dss = 2;
1837                         ddd = 4;
1838                         n_weight = 5;
1839 #ifdef JP
1840                         atk_desc = "¥¯¥Á¥Ð¥·";
1841 #else
1842                         atk_desc = "beak";
1843 #endif
1844
1845                         break;
1846                 case MUT2_TRUNK:
1847                         dss = 1;
1848                         ddd = 4;
1849                         n_weight = 35;
1850 #ifdef JP
1851                         atk_desc = "¾Ý¤ÎÉ¡";
1852 #else
1853                         atk_desc = "trunk";
1854 #endif
1855
1856                         break;
1857                 case MUT2_TENTACLES:
1858                         dss = 2;
1859                         ddd = 5;
1860                         n_weight = 5;
1861 #ifdef JP
1862                         atk_desc = "¿¨¼ê";
1863 #else
1864                         atk_desc = "tentacles";
1865 #endif
1866
1867                         break;
1868                 default:
1869                         dss = ddd = n_weight = 1;
1870 #ifdef JP
1871                         atk_desc = "̤ÄêµÁ¤ÎÉô°Ì";
1872 #else
1873                         atk_desc = "undefined body part";
1874 #endif
1875
1876         }
1877
1878         /* Extract monster name (or "it") */
1879         monster_desc(m_name, m_ptr, 0);
1880
1881
1882         /* Calculate the "attack quality" */
1883         bonus = p_ptr->to_h_m;
1884         bonus += (p_ptr->lev * 6 / 5);
1885         chance = (p_ptr->skill_thn + (bonus * BTH_PLUS_ADJ));
1886
1887         /* Test for hit */
1888         if ((!(r_ptr->flags2 & RF2_QUANTUM) || !randint0(2)) && test_hit_norm(chance, r_ptr->ac, m_ptr->ml))
1889         {
1890                 /* Sound */
1891                 sound(SOUND_HIT);
1892
1893 #ifdef JP
1894                 msg_format("%s¤ò%s¤Ç¹¶·â¤·¤¿¡£", m_name, atk_desc);
1895 #else
1896                 msg_format("You hit %s with your %s.", m_name, atk_desc);
1897 #endif
1898
1899
1900                 k = damroll(ddd, dss);
1901                 k = critical_norm(n_weight, bonus, k, (s16b)bonus, 0);
1902
1903                 /* Apply the player damage bonuses */
1904                 k += p_ptr->to_d_m;
1905
1906                 /* No negative damage */
1907                 if (k < 0) k = 0;
1908
1909                 /* Modify the damage */
1910                 k = mon_damage_mod(m_ptr, k, FALSE);
1911
1912                 /* Complex message */
1913                 if (p_ptr->wizard)
1914                 {
1915 #ifdef JP
1916                                 msg_format("%d/%d ¤Î¥À¥á¡¼¥¸¤òÍ¿¤¨¤¿¡£", k, m_ptr->hp);
1917 #else
1918                         msg_format("You do %d (out of %d) damage.", k, m_ptr->hp);
1919 #endif
1920
1921                 }
1922
1923                 /* Anger the monster */
1924                 if (k > 0) anger_monster(m_ptr);
1925
1926                 /* Damage, check for fear and mdeath */
1927                 switch (attack)
1928                 {
1929                         case MUT2_SCOR_TAIL:
1930                                 project(0, 0, m_ptr->fy, m_ptr->fx, k, GF_POIS, PROJECT_KILL, -1);
1931                                 *mdeath = (m_ptr->r_idx == 0);
1932                                 break;
1933                         case MUT2_HORNS:
1934                                 *mdeath = mon_take_hit(m_idx, k, fear, NULL);
1935                                 break;
1936                         case MUT2_BEAK:
1937                                 *mdeath = mon_take_hit(m_idx, k, fear, NULL);
1938                                 break;
1939                         case MUT2_TRUNK:
1940                                 *mdeath = mon_take_hit(m_idx, k, fear, NULL);
1941                                 break;
1942                         case MUT2_TENTACLES:
1943                                 *mdeath = mon_take_hit(m_idx, k, fear, NULL);
1944                                 break;
1945                         default:
1946                                 *mdeath = mon_take_hit(m_idx, k, fear, NULL);
1947                 }
1948
1949                 touch_zap_player(m_ptr);
1950         }
1951         /* Player misses */
1952         else
1953         {
1954                 /* Sound */
1955                 sound(SOUND_MISS);
1956
1957                 /* Message */
1958 #ifdef JP
1959                         msg_format("¥ß¥¹¡ª %s¤Ë¤«¤ï¤µ¤ì¤¿¡£", m_name);
1960 #else
1961                 msg_format("You miss %s.", m_name);
1962 #endif
1963
1964         }
1965 }
1966
1967
1968
1969 /*
1970  * Player attacks a (poor, defenseless) creature        -RAK-
1971  *
1972  * If no "weapon" is available, then "punch" the monster one time.
1973  */
1974 static void py_attack_aux(int y, int x, bool *fear, bool *mdeath, s16b hand, int mode)
1975 {
1976         int             num = 0, k, bonus, chance, vir;
1977
1978         cave_type       *c_ptr = &cave[y][x];
1979
1980         monster_type    *m_ptr = &m_list[c_ptr->m_idx];
1981         monster_race    *r_ptr = &r_info[m_ptr->r_idx];
1982
1983         /* Access the weapon */
1984         object_type     *o_ptr = &inventory[INVEN_RARM + hand];
1985
1986         char            m_name[80];
1987
1988         bool            success_hit = FALSE;
1989         bool            backstab = FALSE;
1990         bool            vorpal_cut = FALSE;
1991         int             chaos_effect = 0;
1992         bool            stab_fleeing = FALSE;
1993         bool            fuiuchi = FALSE;
1994         bool            monk_attack = FALSE;
1995         bool            do_quake = FALSE;
1996         bool            weak = FALSE;
1997         bool            drain_msg = TRUE;
1998         int             drain_result = 0, drain_heal = 0;
1999         bool            can_drain = FALSE;
2000         int             num_blow;
2001         int             drain_left = MAX_VAMPIRIC_DRAIN;
2002         u32b flgs[TR_FLAG_SIZE]; /* A massive hack -- life-draining weapons */
2003         bool            is_human = (r_ptr->d_char == 'p');
2004         bool            is_lowlevel = (r_ptr->level < (p_ptr->lev - 15));
2005         bool            zantetsu_mukou, e_j_mukou;
2006
2007         switch (p_ptr->pclass)
2008         {
2009         case CLASS_ROGUE:
2010         case CLASS_NINJA:
2011                 if (buki_motteruka(INVEN_RARM + hand) && !p_ptr->icky_wield[hand])
2012                 {
2013                         int tmp = p_ptr->lev * 6 + (p_ptr->skill_stl + 10) * 4;
2014                         if (p_ptr->monlite && (mode != HISSATSU_NYUSIN)) tmp /= 3;
2015                         if (p_ptr->cursed & TRC_AGGRAVATE) tmp /= 2;
2016                         if (r_ptr->level > (p_ptr->lev * p_ptr->lev / 20 + 10)) tmp /= 3;
2017                         if (MON_CSLEEP(m_ptr) && m_ptr->ml)
2018                         {
2019                                 /* Can't backstab creatures that we can't see, right? */
2020                                 backstab = TRUE;
2021                         }
2022                         else if ((p_ptr->special_defense & NINJA_S_STEALTH) && (randint0(tmp) > (r_ptr->level+20)) && m_ptr->ml && !(r_ptr->flagsr & RFR_RES_ALL))
2023                         {
2024                                 fuiuchi = TRUE;
2025                         }
2026                         else if (MON_MONFEAR(m_ptr) && m_ptr->ml)
2027                         {
2028                                 stab_fleeing = TRUE;
2029                         }
2030                 }
2031                 break;
2032
2033         case CLASS_MONK:
2034         case CLASS_FORCETRAINER:
2035         case CLASS_BERSERKER:
2036                 if ((empty_hands(TRUE) & EMPTY_HAND_RARM) && !p_ptr->riding) monk_attack = TRUE;
2037                 break;
2038         }
2039
2040         if (!o_ptr->k_idx) /* Empty hand */
2041         {
2042                 if ((r_ptr->level + 10) > p_ptr->lev)
2043                 {
2044                         if (p_ptr->skill_exp[GINOU_SUDE] < s_info[p_ptr->pclass].s_max[GINOU_SUDE])
2045                         {
2046                                 if (p_ptr->skill_exp[GINOU_SUDE] < WEAPON_EXP_BEGINNER)
2047                                         p_ptr->skill_exp[GINOU_SUDE] += 40;
2048                                 else if ((p_ptr->skill_exp[GINOU_SUDE] < WEAPON_EXP_SKILLED))
2049                                         p_ptr->skill_exp[GINOU_SUDE] += 5;
2050                                 else if ((p_ptr->skill_exp[GINOU_SUDE] < WEAPON_EXP_EXPERT) && (p_ptr->lev > 19))
2051                                         p_ptr->skill_exp[GINOU_SUDE] += 1;
2052                                 else if ((p_ptr->lev > 34))
2053                                         if (one_in_(3)) p_ptr->skill_exp[GINOU_SUDE] += 1;
2054                                 p_ptr->update |= (PU_BONUS);
2055                         }
2056                 }
2057         }
2058         else if (object_is_melee_weapon(o_ptr))
2059         {
2060                 if ((r_ptr->level + 10) > p_ptr->lev)
2061                 {
2062                         int tval = inventory[INVEN_RARM+hand].tval - TV_WEAPON_BEGIN;
2063                         int sval = inventory[INVEN_RARM+hand].sval;
2064                         int now_exp = p_ptr->weapon_exp[tval][sval];
2065                         if (now_exp < s_info[p_ptr->pclass].w_max[tval][sval])
2066                         {
2067                                 int amount = 0;
2068                                 if (now_exp < WEAPON_EXP_BEGINNER) amount = 80;
2069                                 else if (now_exp < WEAPON_EXP_SKILLED) amount = 10;
2070                                 else if ((now_exp < WEAPON_EXP_EXPERT) && (p_ptr->lev > 19)) amount = 1;
2071                                 else if ((p_ptr->lev > 34) && one_in_(2)) amount = 1;
2072                                 p_ptr->weapon_exp[tval][sval] += amount;
2073                                 p_ptr->update |= (PU_BONUS);
2074                         }
2075                 }
2076         }
2077
2078         /* Disturb the monster */
2079         (void)set_monster_csleep(c_ptr->m_idx, 0);
2080
2081         /* Extract monster name (or "it") */
2082         monster_desc(m_name, m_ptr, 0);
2083
2084         /* Calculate the "attack quality" */
2085         bonus = p_ptr->to_h[hand] + o_ptr->to_h;
2086         chance = (p_ptr->skill_thn + (bonus * BTH_PLUS_ADJ));
2087         if (mode == HISSATSU_IAI) chance += 60;
2088         if (p_ptr->special_defense & KATA_KOUKIJIN) chance += 150;
2089
2090         if (p_ptr->sutemi) chance = MAX(chance * 3 / 2, chance + 60);
2091
2092         vir = virtue_number(V_VALOUR);
2093         if (vir)
2094         {
2095                 chance += (p_ptr->virtues[vir - 1]/10);
2096         }
2097
2098         zantetsu_mukou = ((o_ptr->name1 == ART_ZANTETSU) && (r_ptr->d_char == 'j'));
2099         e_j_mukou = ((o_ptr->name1 == ART_EXCALIBUR_J) && (r_ptr->d_char == 'S'));
2100
2101         if ((mode == HISSATSU_KYUSHO) || (mode == HISSATSU_MINEUCHI) || (mode == HISSATSU_3DAN) || (mode == HISSATSU_IAI)) num_blow = 1;
2102         else if (mode == HISSATSU_COLD) num_blow = p_ptr->num_blow[hand]+2;
2103         else num_blow = p_ptr->num_blow[hand];
2104
2105         /* Hack -- DOKUBARI always hit once */
2106         if ((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_DOKUBARI)) num_blow = 1;
2107
2108         /* Attack once for each legal blow */
2109         while ((num++ < num_blow) && !p_ptr->is_dead)
2110         {
2111                 if (((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_DOKUBARI)) || (mode == HISSATSU_KYUSHO))
2112                 {
2113                         int n = 1;
2114
2115                         if (p_ptr->migite && p_ptr->hidarite)
2116                         {
2117                                 n *= 2;
2118                         }
2119                         if (mode == HISSATSU_3DAN)
2120                         {
2121                                 n *= 2;
2122                         }
2123
2124                         success_hit = one_in_(n);
2125                 }
2126                 else if ((p_ptr->pclass == CLASS_NINJA) && ((backstab || fuiuchi) && !(r_ptr->flagsr & RFR_RES_ALL))) success_hit = TRUE;
2127                 else success_hit = test_hit_norm(chance, r_ptr->ac, m_ptr->ml);
2128
2129                 if (mode == HISSATSU_MAJIN)
2130                 {
2131                         if (one_in_(2))
2132                                 success_hit = FALSE;
2133                 }
2134
2135                 /* Test for hit */
2136                 if (success_hit)
2137                 {
2138                         int vorpal_chance = ((o_ptr->name1 == ART_VORPAL_BLADE) || (o_ptr->name1 == ART_CHAINSWORD)) ? 2 : 4;
2139
2140                         /* Sound */
2141                         sound(SOUND_HIT);
2142
2143                         /* Message */
2144 #ifdef JP
2145                         if (backstab) msg_format("¤¢¤Ê¤¿¤ÏÎä¹ó¤Ë¤â̲¤Ã¤Æ¤¤¤ë̵ÎϤÊ%s¤òÆͤ­»É¤·¤¿¡ª", m_name);
2146                         else if (fuiuchi) msg_format("ÉÔ°Õ¤òÆͤ¤¤Æ%s¤Ë¶¯Îõ¤Ê°ì·â¤ò¶ô¤é¤ï¤»¤¿¡ª", m_name);
2147                         else if (stab_fleeing) msg_format("ƨ¤²¤ë%s¤òÇØÃ椫¤éÆͤ­»É¤·¤¿¡ª", m_name);
2148                         else if (!monk_attack) msg_format("%s¤ò¹¶·â¤·¤¿¡£", m_name);
2149 #else
2150                         if (backstab) msg_format("You cruelly stab the helpless, sleeping %s!", m_name);
2151                         else if (fuiuchi) msg_format("You make surprise attack, and hit %s with a powerful blow!", m_name);
2152                         else if (stab_fleeing) msg_format("You backstab the fleeing %s!",  m_name);
2153                         else if (!monk_attack) msg_format("You hit %s.", m_name);
2154 #endif
2155
2156                         /* Hack -- bare hands do one damage */
2157                         k = 1;
2158
2159                         object_flags(o_ptr, flgs);
2160
2161                         /* Select a chaotic effect (50% chance) */
2162                         if ((have_flag(flgs, TR_CHAOTIC)) && one_in_(2))
2163                         {
2164                                 if (one_in_(10))
2165                                 chg_virtue(V_CHANCE, 1);
2166
2167                                 if (randint1(5) < 3)
2168                                 {
2169                                         /* Vampiric (20%) */
2170                                         chaos_effect = 1;
2171                                 }
2172                                 else if (one_in_(250))
2173                                 {
2174                                         /* Quake (0.12%) */
2175                                         chaos_effect = 2;
2176                                 }
2177                                 else if (!one_in_(10))
2178                                 {
2179                                         /* Confusion (26.892%) */
2180                                         chaos_effect = 3;
2181                                 }
2182                                 else if (one_in_(2))
2183                                 {
2184                                         /* Teleport away (1.494%) */
2185                                         chaos_effect = 4;
2186                                 }
2187                                 else
2188                                 {
2189                                         /* Polymorph (1.494%) */
2190                                         chaos_effect = 5;
2191                                 }
2192                         }
2193
2194                         /* Vampiric drain */
2195                         if ((have_flag(flgs, TR_VAMPIRIC)) || (chaos_effect == 1) || (mode == HISSATSU_DRAIN))
2196                         {
2197                                 /* Only drain "living" monsters */
2198                                 if (monster_living(r_ptr))
2199                                         can_drain = TRUE;
2200                                 else
2201                                         can_drain = FALSE;
2202                         }
2203
2204                         if ((have_flag(flgs, TR_VORPAL)) && (randint1(vorpal_chance*3/2) == 1) && !zantetsu_mukou)
2205                                 vorpal_cut = TRUE;
2206                         else vorpal_cut = FALSE;
2207
2208                         if (monk_attack)
2209                         {
2210                                 int special_effect = 0, stun_effect = 0, times = 0, max_times;
2211                                 int min_level = 1;
2212                                 martial_arts *ma_ptr = &ma_blows[0], *old_ptr = &ma_blows[0];
2213                                 int resist_stun = 0;
2214                                 int weight = 8;
2215
2216                                 if (r_ptr->flags1 & RF1_UNIQUE) resist_stun += 88;
2217                                 if (r_ptr->flags3 & RF3_NO_STUN) resist_stun += 66;
2218                                 if (r_ptr->flags3 & RF3_NO_CONF) resist_stun += 33;
2219                                 if (r_ptr->flags3 & RF3_NO_SLEEP) resist_stun += 33;
2220                                 if ((r_ptr->flags3 & RF3_UNDEAD) || (r_ptr->flags3 & RF3_NONLIVING))
2221                                         resist_stun += 66;
2222
2223                                 if (p_ptr->special_defense & KAMAE_BYAKKO)
2224                                         max_times = (p_ptr->lev < 3 ? 1 : p_ptr->lev / 3);
2225                                 else if (p_ptr->special_defense & KAMAE_SUZAKU)
2226                                         max_times = 1;
2227                                 else if (p_ptr->special_defense & KAMAE_GENBU)
2228                                         max_times = 1;
2229                                 else
2230                                         max_times = (p_ptr->lev < 7 ? 1 : p_ptr->lev / 7);
2231                                 /* Attempt 'times' */
2232                                 for (times = 0; times < max_times; times++)
2233                                 {
2234                                         do
2235                                         {
2236                                                 ma_ptr = &ma_blows[randint0(MAX_MA)];
2237                                                 if ((p_ptr->pclass == CLASS_FORCETRAINER) && (ma_ptr->min_level > 1)) min_level = ma_ptr->min_level + 3;
2238                                                 else min_level = ma_ptr->min_level;
2239                                         }
2240                                         while ((min_level > p_ptr->lev) ||
2241                                                (randint1(p_ptr->lev) < ma_ptr->chance));
2242
2243                                         /* keep the highest level attack available we found */
2244                                         if ((ma_ptr->min_level > old_ptr->min_level) &&
2245                                             !p_ptr->stun && !p_ptr->confused)
2246                                         {
2247                                                 old_ptr = ma_ptr;
2248
2249                                                 if (p_ptr->wizard && cheat_xtra)
2250                                                 {
2251 #ifdef JP
2252                                                         msg_print("¹¶·â¤òºÆÁªÂò¤·¤Þ¤·¤¿¡£");
2253 #else
2254                                                         msg_print("Attack re-selected.");
2255 #endif
2256                                                 }
2257                                         }
2258                                         else
2259                                         {
2260                                                 ma_ptr = old_ptr;
2261                                         }
2262                                 }
2263
2264                                 if (p_ptr->pclass == CLASS_FORCETRAINER) min_level = MAX(1, ma_ptr->min_level - 3);
2265                                 else min_level = ma_ptr->min_level;
2266                                 k = damroll(ma_ptr->dd + p_ptr->to_dd[hand], ma_ptr->ds + p_ptr->to_ds[hand]);
2267                                 if (p_ptr->special_attack & ATTACK_SUIKEN) k *= 2;
2268
2269                                 if (ma_ptr->effect == MA_KNEE)
2270                                 {
2271                                         if (r_ptr->flags1 & RF1_MALE)
2272                                         {
2273 #ifdef JP
2274                                                 msg_format("%s¤Ë¶âŪɨ½³¤ê¤ò¤¯¤é¤ï¤·¤¿¡ª", m_name);
2275 #else
2276                                                 msg_format("You hit %s in the groin with your knee!", m_name);
2277 #endif
2278
2279                                                 sound(SOUND_PAIN);
2280                                                 special_effect = MA_KNEE;
2281                                         }
2282                                         else
2283                                                 msg_format(ma_ptr->desc, m_name);
2284                                 }
2285
2286                                 else if (ma_ptr->effect == MA_SLOW)
2287                                 {
2288                                         if (!((r_ptr->flags1 & RF1_NEVER_MOVE) ||
2289                                             my_strchr("~#{}.UjmeEv$,DdsbBFIJQSXclnw!=?", r_ptr->d_char)))
2290                                         {
2291 #ifdef JP
2292                                                 msg_format("%s¤Î­¼ó¤Ë´ØÀá½³¤ê¤ò¤¯¤é¤ï¤·¤¿¡ª", m_name);
2293 #else
2294                                                 msg_format("You kick %s in the ankle.", m_name);
2295 #endif
2296
2297                                                 special_effect = MA_SLOW;
2298                                         }
2299                                         else msg_format(ma_ptr->desc, m_name);
2300                                 }
2301                                 else
2302                                 {
2303                                         if (ma_ptr->effect)
2304                                         {
2305                                                 stun_effect = (ma_ptr->effect / 2) + randint1(ma_ptr->effect / 2);
2306                                         }
2307
2308                                         msg_format(ma_ptr->desc, m_name);
2309                                 }
2310
2311                                 if (p_ptr->special_defense & KAMAE_SUZAKU) weight = 4;
2312                                 if ((p_ptr->pclass == CLASS_FORCETRAINER) && (p_ptr->magic_num1[0]))
2313                                 {
2314                                         weight += (p_ptr->magic_num1[0]/30);
2315                                         if (weight > 20) weight = 20;
2316                                 }
2317
2318                                 k = critical_norm(p_ptr->lev * weight, min_level, k, p_ptr->to_h[0], 0);
2319
2320                                 if ((special_effect == MA_KNEE) && ((k + p_ptr->to_d[hand]) < m_ptr->hp))
2321                                 {
2322 #ifdef JP
2323                                         msg_format("%^s¤Ï¶ìÄˤˤ¦¤á¤¤¤Æ¤¤¤ë¡ª", m_name);
2324 #else
2325                                         msg_format("%^s moans in agony!", m_name);
2326 #endif
2327
2328                                         stun_effect = 7 + randint1(13);
2329                                         resist_stun /= 3;
2330                                 }
2331
2332                                 else if ((special_effect == MA_SLOW) && ((k + p_ptr->to_d[hand]) < m_ptr->hp))
2333                                 {
2334                                         if (!(r_ptr->flags1 & RF1_UNIQUE) &&
2335                                             (randint1(p_ptr->lev) > r_ptr->level) &&
2336                                             m_ptr->mspeed > 60)
2337                                         {
2338 #ifdef JP
2339                                                 msg_format("%^s¤Ï­¤ò¤Ò¤­¤º¤ê»Ï¤á¤¿¡£", m_name);
2340 #else
2341                                                 msg_format("%^s starts limping slower.", m_name);
2342 #endif
2343
2344                                                 m_ptr->mspeed -= 10;
2345                                         }
2346                                 }
2347
2348                                 if (stun_effect && ((k + p_ptr->to_d[hand]) < m_ptr->hp))
2349                                 {
2350                                         if (p_ptr->lev > randint1(r_ptr->level + resist_stun + 10))
2351                                         {
2352                                                 if (set_monster_stunned(c_ptr->m_idx, stun_effect + MON_STUNNED(m_ptr)))
2353                                                 {
2354 #ifdef JP
2355                                                         msg_format("%^s¤Ï¥Õ¥é¥Õ¥é¤Ë¤Ê¤Ã¤¿¡£", m_name);
2356 #else
2357                                                         msg_format("%^s is stunned.", m_name);
2358 #endif
2359                                                 }
2360                                                 else
2361                                                 {
2362 #ifdef JP
2363                                                         msg_format("%^s¤Ï¤µ¤é¤Ë¥Õ¥é¥Õ¥é¤Ë¤Ê¤Ã¤¿¡£", m_name);
2364 #else
2365                                                         msg_format("%^s is more stunned.", m_name);
2366 #endif
2367                                                 }
2368                                         }
2369                                 }
2370                         }
2371
2372                         /* Handle normal weapon */
2373                         else if (o_ptr->k_idx)
2374                         {
2375                                 k = damroll(o_ptr->dd + p_ptr->to_dd[hand], o_ptr->ds + p_ptr->to_ds[hand]);
2376                                 k = tot_dam_aux(o_ptr, k, m_ptr, mode, FALSE);
2377
2378                                 if (backstab)
2379                                 {
2380                                         k *= (3 + (p_ptr->lev / 20));
2381                                 }
2382                                 else if (fuiuchi)
2383                                 {
2384                                         k = k*(5+(p_ptr->lev*2/25))/2;
2385                                 }
2386                                 else if (stab_fleeing)
2387                                 {
2388                                         k = (3 * k) / 2;
2389                                 }
2390
2391                                 if ((p_ptr->impact[hand] && ((k > 50) || one_in_(7))) ||
2392                                          (chaos_effect == 2) || (mode == HISSATSU_QUAKE))
2393                                 {
2394                                         do_quake = TRUE;
2395                                 }
2396
2397                                 if ((!(o_ptr->tval == TV_SWORD) || !(o_ptr->sval == SV_DOKUBARI)) && !(mode == HISSATSU_KYUSHO))
2398                                         k = critical_norm(o_ptr->weight, o_ptr->to_h, k, p_ptr->to_h[hand], mode);
2399
2400                                 drain_result = k;
2401
2402                                 if (vorpal_cut)
2403                                 {
2404                                         int mult = 2;
2405
2406                                         if ((o_ptr->name1 == ART_CHAINSWORD) && !one_in_(2))
2407                                         {
2408                                                 char chainsword_noise[1024];
2409 #ifdef JP
2410                                                 if (!get_rnd_line("chainswd_j.txt", 0, chainsword_noise))
2411 #else
2412                                                 if (!get_rnd_line("chainswd.txt", 0, chainsword_noise))
2413 #endif
2414                                                 {
2415                                                         msg_print(chainsword_noise);
2416                                                 }
2417                                         }
2418
2419                                         if (o_ptr->name1 == ART_VORPAL_BLADE)
2420                                         {
2421 #ifdef JP
2422                                                 msg_print("Ìܤˤâ»ß¤Þ¤é¤Ì¥ô¥©¡¼¥Ñ¥ë¥Ö¥ì¡¼¥É¡¢¼êÏ£¤ÎÁá¶È¡ª");
2423 #else
2424                                                 msg_print("Your Vorpal Blade goes snicker-snack!");
2425 #endif
2426                                         }
2427                                         else
2428                                         {
2429 #ifdef JP
2430                                                 msg_format("%s¤ò¥°¥Ã¥µ¥êÀÚ¤êÎö¤¤¤¿¡ª", m_name);
2431 #else
2432                                                 msg_format("Your weapon cuts deep into %s!", m_name);
2433 #endif
2434                                         }
2435
2436                                         /* Try to increase the damage */
2437                                         while (one_in_(vorpal_chance))
2438                                         {
2439                                                 mult++;
2440                                         }
2441
2442                                         k *= mult;
2443
2444                                         /* Ouch! */
2445                                         if (((r_ptr->flagsr & RFR_RES_ALL) ? k/100 : k) > m_ptr->hp)
2446                                         {
2447 #ifdef JP
2448                                                 msg_format("%s¤ò¿¿¤ÃÆó¤Ä¤Ë¤·¤¿¡ª", m_name);
2449 #else
2450                                                 msg_format("You cut %s in half!", m_name);
2451 #endif
2452                                         }
2453                                         else
2454                                         {
2455                                                 switch (mult)
2456                                                 {
2457 #ifdef JP
2458                                                 case 2: msg_format("%s¤ò»Â¤Ã¤¿¡ª", m_name); break;
2459                                                 case 3: msg_format("%s¤ò¤Ö¤Ã¤¿»Â¤Ã¤¿¡ª", m_name); break;
2460                                                 case 4: msg_format("%s¤ò¥á¥Ã¥¿»Â¤ê¤Ë¤·¤¿¡ª", m_name); break;
2461                                                 case 5: msg_format("%s¤ò¥á¥Ã¥¿¥á¥¿¤Ë»Â¤Ã¤¿¡ª", m_name); break;
2462                                                 case 6: msg_format("%s¤ò»É¿È¤Ë¤·¤¿¡ª", m_name); break;
2463                                                 case 7: msg_format("%s¤ò»Â¤Ã¤Æ»Â¤Ã¤Æ»Â¤ê¤Þ¤¯¤Ã¤¿¡ª", m_name); break;
2464                                                 default: msg_format("%s¤òºÙÀÚ¤ì¤Ë¤·¤¿¡ª", m_name); break;
2465 #else
2466                                                 case 2: msg_format("You gouge %s!", m_name); break;
2467                                                 case 3: msg_format("You maim %s!", m_name); break;
2468                                                 case 4: msg_format("You carve %s!", m_name); break;
2469                                                 case 5: msg_format("You cleave %s!", m_name); break;
2470                                                 case 6: msg_format("You smite %s!", m_name); break;
2471                                                 case 7: msg_format("You eviscerate %s!", m_name); break;
2472                                                 default: msg_format("You shred %s!", m_name); break;
2473 #endif
2474                                                 }
2475                                         }
2476                                         drain_result = drain_result * 3 / 2;
2477                                 }
2478
2479                                 k += o_ptr->to_d;
2480                                 drain_result += o_ptr->to_d;
2481                         }
2482
2483                         /* Apply the player damage bonuses */
2484                         k += p_ptr->to_d[hand];
2485                         drain_result += p_ptr->to_d[hand];
2486
2487                         if ((mode == HISSATSU_SUTEMI) || (mode == HISSATSU_3DAN)) k *= 2;
2488                         if ((mode == HISSATSU_SEKIRYUKA) && !monster_living(r_ptr)) k = 0;
2489                         if ((mode == HISSATSU_SEKIRYUKA) && !p_ptr->cut) k /= 2;
2490
2491                         /* No negative damage */
2492                         if (k < 0) k = 0;
2493
2494                         if ((mode == HISSATSU_ZANMA) && !(!monster_living(r_ptr) && (r_ptr->flags3 & RF3_EVIL)))
2495                         {
2496                                 k = 0;
2497                         }
2498
2499                         if (zantetsu_mukou)
2500                         {
2501 #ifdef JP
2502                                 msg_print("¤³¤ó¤ÊÆð¤é¤«¤¤¤â¤Î¤ÏÀÚ¤ì¤ó¡ª");
2503 #else
2504                                 msg_print("You cannot cut such a elastic thing!");
2505 #endif
2506                                 k = 0;
2507                         }
2508
2509                         if (e_j_mukou)
2510                         {
2511 #ifdef JP
2512                                 msg_print("ÃØéá¤Ï¶ì¼ê¤À¡ª");
2513 #else
2514                                 msg_print("Spiders are difficult for you to deal with!");
2515 #endif
2516                                 k /= 2;
2517                         }
2518
2519                         if (mode == HISSATSU_MINEUCHI)
2520                         {
2521                                 int tmp = (10 + randint1(15) + p_ptr->lev / 5);
2522
2523                                 k = 0;
2524                                 anger_monster(m_ptr);
2525
2526                                 if (!(r_ptr->flags3 & (RF3_NO_STUN)))
2527                                 {
2528                                         /* Get stunned */
2529                                         if (MON_STUNNED(m_ptr))
2530                                         {
2531 #ifdef JP
2532                                                 msg_format("%s¤Ï¤Ò¤É¤¯¤â¤¦¤í¤¦¤È¤·¤¿¡£", m_name);
2533 #else
2534                                                 msg_format("%s is more dazed.", m_name);
2535 #endif
2536
2537                                                 tmp /= 2;
2538                                         }
2539                                         else
2540                                         {
2541 #ifdef JP
2542                                                 msg_format("%s ¤Ï¤â¤¦¤í¤¦¤È¤·¤¿¡£", m_name);
2543 #else
2544                                                 msg_format("%s is dazed.", m_name);
2545 #endif
2546                                         }
2547
2548                                         /* Apply stun */
2549                                         (void)set_monster_stunned(c_ptr->m_idx, MON_STUNNED(m_ptr) + tmp);
2550                                 }
2551                                 else
2552                                 {
2553 #ifdef JP
2554                                         msg_format("%s ¤Ë¤Ï¸ú²Ì¤¬¤Ê¤«¤Ã¤¿¡£", m_name);
2555 #else
2556                                         msg_format("%s is not effected.", m_name);
2557 #endif
2558                                 }
2559                         }
2560
2561                         /* Modify the damage */
2562                         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))));
2563                         if (((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_DOKUBARI)) || (mode == HISSATSU_KYUSHO))
2564                         {
2565                                 if ((randint1(randint1(r_ptr->level/7)+5) == 1) && !(r_ptr->flags1 & RF1_UNIQUE) && !(r_ptr->flags7 & RF7_UNIQUE2))
2566                                 {
2567                                         k = m_ptr->hp + 1;
2568 #ifdef JP
2569                                         msg_format("%s¤ÎµÞ½ê¤òÆͤ­»É¤·¤¿¡ª", m_name);
2570 #else
2571                                         msg_format("You hit %s on a fatal spot!", m_name);
2572 #endif
2573                                 }
2574                                 else k = 1;
2575                         }
2576                         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)))
2577                         {
2578                                 int maxhp = maxroll(r_ptr->hdice, r_ptr->hside);
2579                                 if (one_in_(backstab ? 13 : (stab_fleeing || fuiuchi) ? 15 : 27))
2580                                 {
2581                                         k *= 5;
2582                                         drain_result *= 2;
2583 #ifdef JP
2584                                         msg_format("¿Ï¤¬%s¤Ë¿¼¡¹¤ÈÆͤ­»É¤µ¤Ã¤¿¡ª", m_name);
2585 #else
2586                                         msg_format("You critically injured %s!", m_name);
2587 #endif
2588                                 }
2589                                 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)))
2590                                 {
2591                                         if ((r_ptr->flags1 & RF1_UNIQUE) || (r_ptr->flags7 & RF7_UNIQUE2) || (m_ptr->hp >= maxhp/2))
2592                                         {
2593                                                 k = MAX(k*5, m_ptr->hp/2);
2594                                                 drain_result *= 2;
2595 #ifdef JP
2596                                                 msg_format("%s¤ËÃ×Ì¿½ý¤òÉé¤ï¤»¤¿¡ª", m_name);
2597 #else
2598                                                 msg_format("You fatally injured %s!", m_name);
2599 #endif
2600                                         }
2601                                         else
2602                                         {
2603                                                 k = m_ptr->hp + 1;
2604 #ifdef JP
2605                                                 msg_format("¿Ï¤¬%s¤ÎµÞ½ê¤ò´Ó¤¤¤¿¡ª", m_name);
2606 #else
2607                                                 msg_format("You hit %s on a fatal spot!", m_name);
2608 #endif
2609                                         }
2610                                 }
2611                         }
2612
2613                         /* Complex message */
2614                         if (p_ptr->wizard || cheat_xtra)
2615                         {
2616 #ifdef JP
2617                                 msg_format("%d/%d ¤Î¥À¥á¡¼¥¸¤òÍ¿¤¨¤¿¡£", k, m_ptr->hp);
2618 #else
2619                                 msg_format("You do %d (out of %d) damage.", k, m_ptr->hp);
2620 #endif
2621                         }
2622
2623                         if (k <= 0) can_drain = FALSE;
2624
2625                         if (drain_result > m_ptr->hp)
2626                                 drain_result = m_ptr->hp;
2627
2628                         /* Damage, check for fear and death */
2629                         if (mon_take_hit(c_ptr->m_idx, k, fear, NULL))
2630                         {
2631                                 *mdeath = TRUE;
2632                                 if ((p_ptr->pclass == CLASS_BERSERKER) && energy_use)
2633                                 {
2634                                         if (p_ptr->migite && p_ptr->hidarite)
2635                                         {
2636                                                 if (hand) energy_use = energy_use*3/5+energy_use*num*2/(p_ptr->num_blow[hand]*5);
2637                                                 else energy_use = energy_use*num*3/(p_ptr->num_blow[hand]*5);
2638                                         }
2639                                         else
2640                                         {
2641                                                 energy_use = energy_use*num/p_ptr->num_blow[hand];
2642                                         }
2643                                 }
2644                                 if ((o_ptr->name1 == ART_ZANTETSU) && is_lowlevel)
2645 #ifdef JP
2646                                         msg_print("¤Þ¤¿¤Ä¤Þ¤é¤Ì¤â¤Î¤ò»Â¤Ã¤Æ¤·¤Þ¤Ã¤¿¡¥¡¥¡¥");
2647 #else
2648                                         msg_print("Sigh... Another trifling thing I've cut....");
2649 #endif
2650                                 break;
2651                         }
2652
2653                         /* Anger the monster */
2654                         if (k > 0) anger_monster(m_ptr);
2655
2656                         touch_zap_player(m_ptr);
2657
2658                         /* Are we draining it?  A little note: If the monster is
2659                         dead, the drain does not work... */
2660
2661                         if (can_drain && (drain_result > 0))
2662                         {
2663                                 if (o_ptr->name1 == ART_MURAMASA)
2664                                 {
2665                                         if (is_human)
2666                                         {
2667                                                 int to_h = o_ptr->to_h;
2668                                                 int to_d = o_ptr->to_d;
2669                                                 int i, flag;
2670
2671                                                 flag = 1;
2672                                                 for (i = 0; i < to_h + 3; i++) if (one_in_(4)) flag = 0;
2673                                                 if (flag) to_h++;
2674
2675                                                 flag = 1;
2676                                                 for (i = 0; i < to_d + 3; i++) if (one_in_(4)) flag = 0;
2677                                                 if (flag) to_d++;
2678
2679                                                 if (o_ptr->to_h != to_h || o_ptr->to_d != to_d)
2680                                                 {
2681 #ifdef JP
2682                                                         msg_print("ÍÅÅá¤Ï·ì¤òµÛ¤Ã¤Æ¶¯¤¯¤Ê¤Ã¤¿¡ª");
2683 #else
2684                                                         msg_print("Muramasa sucked blood, and became more powerful!");
2685 #endif
2686                                                         o_ptr->to_h = to_h;
2687                                                         o_ptr->to_d = to_d;
2688                                                 }
2689                                         }
2690                                 }
2691                                 else
2692                                 {
2693                                         if (drain_result > 5) /* Did we really hurt it? */
2694                                         {
2695                                                 drain_heal = damroll(2, drain_result / 6);
2696
2697                                                 if (cheat_xtra)
2698                                                 {
2699 #ifdef JP
2700                                                         msg_format("Draining left: %d", drain_left);
2701 #else
2702                                                         msg_format("Draining left: %d", drain_left);
2703 #endif
2704
2705                                                 }
2706
2707                                                 if (drain_left)
2708                                                 {
2709                                                         if (drain_heal < drain_left)
2710                                                         {
2711                                                                 drain_left -= drain_heal;
2712                                                         }
2713                                                         else
2714                                                         {
2715                                                                 drain_heal = drain_left;
2716                                                                 drain_left = 0;
2717                                                         }
2718
2719                                                         if (drain_msg)
2720                                                         {
2721 #ifdef JP
2722                                                                 msg_format("¿Ï¤¬%s¤«¤éÀ¸Ì¿ÎϤòµÛ¤¤¼è¤Ã¤¿¡ª", m_name);
2723 #else
2724                                                                 msg_format("Your weapon drains life from %s!", m_name);
2725 #endif
2726
2727                                                                 drain_msg = FALSE;
2728                                                         }
2729
2730                                                         drain_heal = (drain_heal * mutant_regenerate_mod) / 100;
2731
2732                                                         hp_player(drain_heal);
2733                                                         /* We get to keep some of it! */
2734                                                 }
2735                                         }
2736                                 }
2737                                 m_ptr->maxhp -= (k+7)/8;
2738                                 if (m_ptr->hp > m_ptr->maxhp) m_ptr->hp = m_ptr->maxhp;
2739                                 if (m_ptr->maxhp < 1) m_ptr->maxhp = 1;
2740                                 weak = TRUE;
2741                         }
2742                         can_drain = FALSE;
2743                         drain_result = 0;
2744
2745                         /* Confusion attack */
2746                         if ((p_ptr->special_attack & ATTACK_CONFUSE) || (chaos_effect == 3) || (mode == HISSATSU_CONF))
2747                         {
2748                                 /* Cancel glowing hands */
2749                                 if (p_ptr->special_attack & ATTACK_CONFUSE)
2750                                 {
2751                                         p_ptr->special_attack &= ~(ATTACK_CONFUSE);
2752 #ifdef JP
2753                                         msg_print("¼ê¤Îµ±¤­¤¬¤Ê¤¯¤Ê¤Ã¤¿¡£");
2754 #else
2755                                         msg_print("Your hands stop glowing.");
2756 #endif
2757                                         p_ptr->redraw |= (PR_STATUS);
2758
2759                                 }
2760
2761                                 /* Confuse the monster */
2762                                 if (r_ptr->flags3 & RF3_NO_CONF)
2763                                 {
2764                                         if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags3 |= RF3_NO_CONF;
2765
2766 #ifdef JP
2767                                         msg_format("%^s¤Ë¤Ï¸ú²Ì¤¬¤Ê¤«¤Ã¤¿¡£", m_name);
2768 #else
2769                                         msg_format("%^s is unaffected.", m_name);
2770 #endif
2771
2772                                 }
2773                                 else if (randint0(100) < r_ptr->level)
2774                                 {
2775 #ifdef JP
2776                                         msg_format("%^s¤Ë¤Ï¸ú²Ì¤¬¤Ê¤«¤Ã¤¿¡£", m_name);
2777 #else
2778                                         msg_format("%^s is unaffected.", m_name);
2779 #endif
2780
2781                                 }
2782                                 else
2783                                 {
2784 #ifdef JP
2785                                         msg_format("%^s¤Ïº®Í𤷤¿¤è¤¦¤À¡£", m_name);
2786 #else
2787                                         msg_format("%^s appears confused.", m_name);
2788 #endif
2789
2790                                         (void)set_monster_confused(c_ptr->m_idx, MON_CONFUSED(m_ptr) + 10 + randint0(p_ptr->lev) / 5);
2791                                 }
2792                         }
2793
2794                         else if (chaos_effect == 4)
2795                         {
2796                                 bool resists_tele = FALSE;
2797
2798                                 if (r_ptr->flagsr & RFR_RES_TELE)
2799                                 {
2800                                         if (r_ptr->flags1 & RF1_UNIQUE)
2801                                         {
2802                                                 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flagsr |= RFR_RES_TELE;
2803 #ifdef JP
2804                                                 msg_format("%^s¤Ë¤Ï¸ú²Ì¤¬¤Ê¤«¤Ã¤¿¡£", m_name);
2805 #else
2806                                                 msg_format("%^s is unaffected!", m_name);
2807 #endif
2808
2809                                                 resists_tele = TRUE;
2810                                         }
2811                                         else if (r_ptr->level > randint1(100))
2812                                         {
2813                                                 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flagsr |= RFR_RES_TELE;
2814 #ifdef JP
2815                                                 msg_format("%^s¤ÏÄñ¹³ÎϤò»ý¤Ã¤Æ¤¤¤ë¡ª", m_name);
2816 #else
2817                                                 msg_format("%^s resists!", m_name);
2818 #endif
2819
2820                                                 resists_tele = TRUE;
2821                                         }
2822                                 }
2823
2824                                 if (!resists_tele)
2825                                 {
2826 #ifdef JP
2827                                         msg_format("%^s¤Ï¾Ã¤¨¤¿¡ª", m_name);
2828 #else
2829                                         msg_format("%^s disappears!", m_name);
2830 #endif
2831
2832                                         teleport_away(c_ptr->m_idx, 50, TELEPORT_PASSIVE);
2833                                         num = num_blow + 1; /* Can't hit it anymore! */
2834                                         *mdeath = TRUE;
2835                                 }
2836                         }
2837
2838                         else if ((chaos_effect == 5) && (randint1(90) > r_ptr->level))
2839                         {
2840                                 if (!(r_ptr->flags1 & (RF1_UNIQUE | RF1_QUESTOR)) &&
2841                                     !(r_ptr->flagsr & RFR_EFF_RES_CHAO_MASK))
2842                                 {
2843                                         if (polymorph_monster(y, x))
2844                                         {
2845 #ifdef JP
2846                                                 msg_format("%^s¤ÏÊѲ½¤·¤¿¡ª", m_name);
2847 #else
2848                                                 msg_format("%^s changes!", m_name);
2849 #endif
2850
2851                                                 *fear = FALSE;
2852                                                 weak = FALSE;
2853                                         }
2854                                         else
2855                                         {
2856 #ifdef JP
2857                                                 msg_format("%^s¤Ë¤Ï¸ú²Ì¤¬¤Ê¤«¤Ã¤¿¡£", m_name);
2858 #else
2859                                                 msg_format("%^s is unaffected.", m_name);
2860 #endif
2861                                         }
2862
2863                                         /* Hack -- Get new monster */
2864                                         m_ptr = &m_list[c_ptr->m_idx];
2865
2866                                         /* Oops, we need a different name... */
2867                                         monster_desc(m_name, m_ptr, 0);
2868
2869                                         /* Hack -- Get new race */
2870                                         r_ptr = &r_info[m_ptr->r_idx];
2871                                 }
2872                         }
2873                         else if (o_ptr->name1 == ART_G_HAMMER)
2874                         {
2875                                 monster_type *m_ptr = &m_list[c_ptr->m_idx];
2876
2877                                 if (m_ptr->hold_o_idx)
2878                                 {
2879                                         object_type *q_ptr = &o_list[m_ptr->hold_o_idx];
2880                                         char o_name[MAX_NLEN];
2881
2882                                         object_desc(o_name, q_ptr, OD_NAME_ONLY);
2883                                         q_ptr->held_m_idx = 0;
2884                                         q_ptr->marked = OM_TOUCHED;
2885                                         m_ptr->hold_o_idx = q_ptr->next_o_idx;
2886                                         q_ptr->next_o_idx = 0;
2887 #ifdef JP
2888                                         msg_format("%s¤òÃ¥¤Ã¤¿¡£", o_name);
2889 #else
2890                                         msg_format("You snatched %s.", o_name);
2891 #endif
2892                                         inven_carry(q_ptr);
2893                                 }
2894                         }
2895                 }
2896
2897                 /* Player misses */
2898                 else
2899                 {
2900                         backstab = FALSE; /* Clumsy! */
2901                         fuiuchi = FALSE; /* Clumsy! */
2902
2903                         if ((o_ptr->tval == TV_POLEARM) && (o_ptr->sval == SV_DEATH_SCYTHE) && one_in_(3))
2904                         {
2905                                 u32b flgs[TR_FLAG_SIZE];
2906
2907                                 /* Sound */
2908                                 sound(SOUND_HIT);
2909
2910                                 /* Message */
2911 #ifdef JP
2912                                 msg_format("¥ß¥¹¡ª %s¤Ë¤«¤ï¤µ¤ì¤¿¡£", m_name);
2913 #else
2914                                 msg_format("You miss %s.", m_name);
2915 #endif
2916                                 /* Message */
2917 #ifdef JP
2918                                 msg_print("¿¶¤ê²ó¤·¤¿Âç³ù¤¬¼«Ê¬¼«¿È¤ËÊ֤äƤ­¤¿¡ª");
2919 #else
2920                                 msg_print("Your scythe returns to you!");
2921 #endif
2922
2923                                 /* Extract the flags */
2924                                 object_flags(o_ptr, flgs);
2925
2926                                 k = damroll(o_ptr->dd + p_ptr->to_dd[hand], o_ptr->ds + p_ptr->to_ds[hand]);
2927                                 {
2928                                         int mult;
2929                                         switch (p_ptr->mimic_form)
2930                                         {
2931                                         case MIMIC_NONE:
2932                                                 switch (p_ptr->prace)
2933                                                 {
2934                                                         case RACE_YEEK:
2935                                                         case RACE_KLACKON:
2936                                                         case RACE_HUMAN:
2937                                                         case RACE_AMBERITE:
2938                                                         case RACE_DUNADAN:
2939                                                         case RACE_BARBARIAN:
2940                                                         case RACE_BEASTMAN:
2941                                                                 mult = 25;break;
2942                                                         case RACE_HALF_ORC:
2943                                                         case RACE_HALF_TROLL:
2944                                                         case RACE_HALF_OGRE:
2945                                                         case RACE_HALF_GIANT:
2946                                                         case RACE_HALF_TITAN:
2947                                                         case RACE_CYCLOPS:
2948                                                         case RACE_IMP:
2949                                                         case RACE_SKELETON:
2950                                                         case RACE_ZOMBIE:
2951                                                         case RACE_VAMPIRE:
2952                                                         case RACE_SPECTRE:
2953                                                         case RACE_DEMON:
2954                                                         case RACE_DRACONIAN:
2955                                                                 mult = 30;break;
2956                                                         default:
2957                                                                 mult = 10;break;
2958                                                 }
2959                                                 break;
2960                                         case MIMIC_DEMON:
2961                                         case MIMIC_DEMON_LORD:
2962                                         case MIMIC_VAMPIRE:
2963                                                 mult = 30;break;
2964                                         default:
2965                                                 mult = 10;break;
2966                                         }
2967
2968                                         if (p_ptr->align < 0 && mult < 20)
2969                                                 mult = 20;
2970                                         if (!(p_ptr->resist_acid || IS_OPPOSE_ACID() || p_ptr->immune_acid) && (mult < 25))
2971                                                 mult = 25;
2972                                         if (!(p_ptr->resist_elec || IS_OPPOSE_ELEC() || p_ptr->immune_elec) && (mult < 25))
2973                                                 mult = 25;
2974                                         if (!(p_ptr->resist_fire || IS_OPPOSE_FIRE() || p_ptr->immune_fire) && (mult < 25))
2975                                                 mult = 25;
2976                                         if (!(p_ptr->resist_cold || IS_OPPOSE_COLD() || p_ptr->immune_cold) && (mult < 25))
2977                                                 mult = 25;
2978                                         if (!(p_ptr->resist_pois || IS_OPPOSE_POIS()) && (mult < 25))
2979                                                 mult = 25;
2980
2981                                         if ((p_ptr->pclass != CLASS_SAMURAI) && (have_flag(flgs, TR_FORCE_WEAPON)) && (p_ptr->csp > (p_ptr->msp / 30)))
2982                                         {
2983                                                 p_ptr->csp -= (1+(p_ptr->msp / 30));
2984                                                 p_ptr->redraw |= (PR_MANA);
2985                                                 mult = mult * 3 / 2 + 20;
2986                                         }
2987                                         k *= mult;
2988                                         k /= 10;
2989                                 }
2990
2991                                 k = critical_norm(o_ptr->weight, o_ptr->to_h, k, p_ptr->to_h[hand], mode);
2992                                 if (one_in_(6))
2993                                 {
2994                                         int mult = 2;
2995 #ifdef JP
2996                                         msg_format("¥°¥Ã¥µ¥êÀÚ¤êÎö¤«¤ì¤¿¡ª");
2997 #else
2998                                         msg_format("Your weapon cuts deep into yourself!");
2999 #endif
3000                                         /* Try to increase the damage */
3001                                         while (one_in_(4))
3002                                         {
3003                                                 mult++;
3004                                         }
3005
3006                                         k *= mult;
3007                                 }
3008                                 k += (p_ptr->to_d[hand] + o_ptr->to_d);
3009
3010                                 if (k < 0) k = 0;
3011
3012 #ifdef JP
3013                                 take_hit(DAMAGE_FORCE, k, "»à¤ÎÂç³ù", -1);
3014 #else
3015                                 take_hit(DAMAGE_FORCE, k, "Death scythe", -1);
3016 #endif
3017
3018                                 redraw_stuff();
3019                         }
3020                         else
3021                         {
3022                                 /* Sound */
3023                                 sound(SOUND_MISS);
3024
3025                                 /* Message */
3026 #ifdef JP
3027                                 msg_format("¥ß¥¹¡ª %s¤Ë¤«¤ï¤µ¤ì¤¿¡£", m_name);
3028 #else
3029                                 msg_format("You miss %s.", m_name);
3030 #endif
3031                         }
3032                 }
3033                 backstab = FALSE;
3034                 fuiuchi = FALSE;
3035         }
3036
3037
3038         if (weak && !(*mdeath))
3039         {
3040 #ifdef JP
3041                 msg_format("%s¤Ï¼å¤¯¤Ê¤Ã¤¿¤è¤¦¤À¡£", m_name);
3042 #else
3043                 msg_format("%^s seems weakened.", m_name);
3044 #endif
3045         }
3046         if (drain_left != MAX_VAMPIRIC_DRAIN)
3047         {
3048                 if (one_in_(4))
3049                 {
3050                         chg_virtue(V_UNLIFE, 1);
3051                 }
3052         }
3053         /* Mega-Hack -- apply earthquake brand */
3054         if (do_quake)
3055         {
3056                 earthquake(py, px, 10);
3057                 if (!cave[y][x].m_idx) *mdeath = TRUE;
3058         }
3059 }
3060
3061 bool py_attack(int y, int x, int mode)
3062 {
3063         bool            fear = FALSE;
3064         bool            mdeath = FALSE;
3065         bool            stormbringer = FALSE;
3066
3067         cave_type       *c_ptr = &cave[y][x];
3068         monster_type    *m_ptr = &m_list[c_ptr->m_idx];
3069         monster_race    *r_ptr = &r_info[m_ptr->r_idx];
3070         char            m_name[80];
3071
3072         /* Disturb the player */
3073         disturb(0, 0);
3074
3075         energy_use = 100;
3076
3077         if (!p_ptr->migite && !p_ptr->hidarite &&
3078             !(p_ptr->muta2 & (MUT2_HORNS | MUT2_BEAK | MUT2_SCOR_TAIL | MUT2_TRUNK | MUT2_TENTACLES)))
3079         {
3080 #ifdef JP
3081                 msg_format("%s¹¶·â¤Ç¤­¤Ê¤¤¡£", (empty_hands(FALSE) == EMPTY_HAND_NONE) ? "ξ¼ê¤¬¤Õ¤µ¤¬¤Ã¤Æ" : "");
3082 #else
3083                 msg_print("You cannot do attacking.");
3084 #endif
3085                 return FALSE;
3086         }
3087
3088         /* Extract monster name (or "it") */
3089         monster_desc(m_name, m_ptr, 0);
3090
3091         if (m_ptr->ml)
3092         {
3093                 /* Auto-Recall if possible and visible */
3094                 if (!p_ptr->image) monster_race_track(m_ptr->ap_r_idx);
3095
3096                 /* Track a new monster */
3097                 health_track(c_ptr->m_idx);
3098         }
3099
3100         if ((r_ptr->flags1 & RF1_FEMALE) &&
3101             !(p_ptr->stun || p_ptr->confused || p_ptr->image || !m_ptr->ml))
3102         {
3103                 if ((inventory[INVEN_RARM].name1 == ART_ZANTETSU) || (inventory[INVEN_LARM].name1 == ART_ZANTETSU))
3104                 {
3105 #ifdef JP
3106                         msg_print("ÀÛ¼Ô¡¢¤ª¤Ê¤´¤Ï»Â¤ì¤Ì¡ª");
3107 #else
3108                         msg_print("I can not attack women!");
3109 #endif
3110                         return FALSE;
3111                 }
3112         }
3113
3114         if (d_info[dungeon_type].flags1 & DF1_NO_MELEE)
3115         {
3116 #ifdef JP
3117                 msg_print("¤Ê¤¼¤«¹¶·â¤¹¤ë¤³¤È¤¬¤Ç¤­¤Ê¤¤¡£");
3118 #else
3119                 msg_print("Something prevent you from attacking.");
3120 #endif
3121                 return FALSE;
3122         }
3123
3124         /* Stop if friendly */
3125         if (!is_hostile(m_ptr) &&
3126             !(p_ptr->stun || p_ptr->confused || p_ptr->image ||
3127             p_ptr->shero || !m_ptr->ml))
3128         {
3129                 if (inventory[INVEN_RARM].name1 == ART_STORMBRINGER) stormbringer = TRUE;
3130                 if (inventory[INVEN_LARM].name1 == ART_STORMBRINGER) stormbringer = TRUE;
3131                 if (stormbringer)
3132                 {
3133 #ifdef JP
3134                         msg_format("¹õ¤¤¿Ï¤Ï¶¯ÍߤË%s¤ò¹¶·â¤·¤¿¡ª", m_name);
3135 #else
3136                         msg_format("Your black blade greedily attacks %s!", m_name);
3137 #endif
3138                         chg_virtue(V_INDIVIDUALISM, 1);
3139                         chg_virtue(V_HONOUR, -1);
3140                         chg_virtue(V_JUSTICE, -1);
3141                         chg_virtue(V_COMPASSION, -1);
3142                 }
3143                 else if (p_ptr->pclass != CLASS_BERSERKER)
3144                 {
3145 #ifdef JP
3146                         if (get_check("ËÜÅö¤Ë¹¶·â¤·¤Þ¤¹¤«¡©"))
3147 #else
3148                         if (get_check("Really hit it? "))
3149 #endif
3150                         {
3151                                 chg_virtue(V_INDIVIDUALISM, 1);
3152                                 chg_virtue(V_HONOUR, -1);
3153                                 chg_virtue(V_JUSTICE, -1);
3154                                 chg_virtue(V_COMPASSION, -1);
3155                         }
3156                         else
3157                         {
3158 #ifdef JP
3159                                 msg_format("%s¤ò¹¶·â¤¹¤ë¤Î¤ò»ß¤á¤¿¡£", m_name);
3160 #else
3161                                 msg_format("You stop to avoid hitting %s.", m_name);
3162 #endif
3163                                 return FALSE;
3164                         }
3165                 }
3166         }
3167
3168
3169         /* Handle player fear */
3170         if (p_ptr->afraid)
3171         {
3172                 /* Message */
3173                 if (m_ptr->ml)
3174 #ifdef JP
3175                         msg_format("¶²¤¯¤Æ%s¤ò¹¶·â¤Ç¤­¤Ê¤¤¡ª", m_name);
3176 #else
3177                         msg_format("You are too afraid to attack %s!", m_name);
3178 #endif
3179
3180                 else
3181 #ifdef JP
3182                         msg_format ("¤½¤Ã¤Á¤Ë¤Ï²¿¤«¶²¤¤¤â¤Î¤¬¤¤¤ë¡ª");
3183 #else
3184                         msg_format ("There is something scary in your way!");
3185 #endif
3186
3187                 /* Disturb the monster */
3188                 (void)set_monster_csleep(c_ptr->m_idx, 0);
3189
3190                 /* Done */
3191                 return FALSE;
3192         }
3193
3194         if (MON_CSLEEP(m_ptr)) /* It is not honorable etc to attack helpless victims */
3195         {
3196                 if (!(r_ptr->flags3 & RF3_EVIL) || one_in_(5)) chg_virtue(V_COMPASSION, -1);
3197                 if (!(r_ptr->flags3 & RF3_EVIL) || one_in_(5)) chg_virtue(V_HONOUR, -1);
3198         }
3199
3200         if (p_ptr->migite && p_ptr->hidarite)
3201         {
3202                 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))
3203                 {
3204                         if (p_ptr->skill_exp[GINOU_NITOURYU] < WEAPON_EXP_BEGINNER)
3205                                 p_ptr->skill_exp[GINOU_NITOURYU] += 80;
3206                         else if(p_ptr->skill_exp[GINOU_NITOURYU] < WEAPON_EXP_SKILLED)
3207                                 p_ptr->skill_exp[GINOU_NITOURYU] += 4;
3208                         else if(p_ptr->skill_exp[GINOU_NITOURYU] < WEAPON_EXP_EXPERT)
3209                                 p_ptr->skill_exp[GINOU_NITOURYU] += 1;
3210                         else if(p_ptr->skill_exp[GINOU_NITOURYU] < WEAPON_EXP_MASTER)
3211                                 if (one_in_(3)) p_ptr->skill_exp[GINOU_NITOURYU] += 1;
3212                         p_ptr->update |= (PU_BONUS);
3213                 }
3214         }
3215
3216         /* Gain riding experience */
3217         if (p_ptr->riding)
3218         {
3219                 int cur = p_ptr->skill_exp[GINOU_RIDING];
3220                 int max = s_info[p_ptr->pclass].s_max[GINOU_RIDING];
3221
3222                 if (cur < max)
3223                 {
3224                         int ridinglevel = r_info[m_list[p_ptr->riding].r_idx].level;
3225                         int targetlevel = r_ptr->level;
3226                         int inc = 0;
3227
3228                         if ((cur / 200 - 5) < targetlevel)
3229                                 inc += 1;
3230
3231                         /* Extra experience */
3232                         if ((cur / 100) < ridinglevel)
3233                         {
3234                                 if ((cur / 100 + 15) < ridinglevel)
3235                                         inc += 1 + (ridinglevel - (cur / 100 + 15));
3236                                 else
3237                                         inc += 1;
3238                         }
3239
3240                         p_ptr->skill_exp[GINOU_RIDING] = MIN(max, cur + inc);
3241
3242                         p_ptr->update |= (PU_BONUS);
3243                 }
3244         }
3245
3246         riding_t_m_idx = c_ptr->m_idx;
3247         if (p_ptr->migite) py_attack_aux(y, x, &fear, &mdeath, 0, mode);
3248         if (p_ptr->hidarite && !mdeath) py_attack_aux(y, x, &fear, &mdeath, 1, mode);
3249
3250         /* Mutations which yield extra 'natural' attacks */
3251         if (!mdeath)
3252         {
3253                 if ((p_ptr->muta2 & MUT2_HORNS) && !mdeath)
3254                         natural_attack(c_ptr->m_idx, MUT2_HORNS, &fear, &mdeath);
3255                 if ((p_ptr->muta2 & MUT2_BEAK) && !mdeath)
3256                         natural_attack(c_ptr->m_idx, MUT2_BEAK, &fear, &mdeath);
3257                 if ((p_ptr->muta2 & MUT2_SCOR_TAIL) && !mdeath)
3258                         natural_attack(c_ptr->m_idx, MUT2_SCOR_TAIL, &fear, &mdeath);
3259                 if ((p_ptr->muta2 & MUT2_TRUNK) && !mdeath)
3260                         natural_attack(c_ptr->m_idx, MUT2_TRUNK, &fear, &mdeath);
3261                 if ((p_ptr->muta2 & MUT2_TENTACLES) && !mdeath)
3262                         natural_attack(c_ptr->m_idx, MUT2_TENTACLES, &fear, &mdeath);
3263         }
3264
3265         /* Hack -- delay fear messages */
3266         if (fear && m_ptr->ml && !mdeath)
3267         {
3268                 /* Sound */
3269                 sound(SOUND_FLEE);
3270
3271                 /* Message */
3272 #ifdef JP
3273                 msg_format("%^s¤Ï¶²Éݤ·¤Æƨ¤²½Ð¤·¤¿¡ª", m_name);
3274 #else
3275                 msg_format("%^s flees in terror!", m_name);
3276 #endif
3277
3278         }
3279
3280         if ((p_ptr->special_defense & KATA_IAI) && ((mode != HISSATSU_IAI) || mdeath))
3281         {
3282                 set_action(ACTION_NONE);
3283         }
3284
3285         return mdeath;
3286 }
3287
3288
3289 bool pattern_seq(int c_y, int c_x, int n_y, int n_x)
3290 {
3291         feature_type *cur_f_ptr = &f_info[cave[c_y][c_x].feat];
3292         feature_type *new_f_ptr = &f_info[cave[n_y][n_x].feat];
3293         bool is_pattern_tile_cur = have_flag(cur_f_ptr->flags, FF_PATTERN);
3294         bool is_pattern_tile_new = have_flag(new_f_ptr->flags, FF_PATTERN);
3295         int pattern_type_cur, pattern_type_new;
3296
3297         if (!is_pattern_tile_cur && !is_pattern_tile_new) return TRUE;
3298
3299         pattern_type_cur = is_pattern_tile_cur ? cur_f_ptr->subtype : NOT_PATTERN_TILE;
3300         pattern_type_new = is_pattern_tile_new ? new_f_ptr->subtype : NOT_PATTERN_TILE;
3301
3302         if (pattern_type_new == PATTERN_TILE_START)
3303         {
3304                 if (!is_pattern_tile_cur && !p_ptr->confused && !p_ptr->stun && !p_ptr->image)
3305                 {
3306 #ifdef JP
3307                         if (get_check("¥Ñ¥¿¡¼¥ó¤Î¾å¤òÊ⤭»Ï¤á¤ë¤È¡¢Á´¤Æ¤òÊ⤫¤Ê¤±¤ì¤Ð¤Ê¤ê¤Þ¤»¤ó¡£¤¤¤¤¤Ç¤¹¤«¡©"))
3308 #else
3309                         if (get_check("If you start walking the Pattern, you must walk the whole way. Ok? "))
3310 #endif
3311                                 return TRUE;
3312                         else
3313                                 return FALSE;
3314                 }
3315                 else
3316                         return TRUE;
3317         }
3318         else if ((pattern_type_new == PATTERN_TILE_OLD) ||
3319                  (pattern_type_new == PATTERN_TILE_END) ||
3320                  (pattern_type_new == PATTERN_TILE_WRECKED))
3321         {
3322                 if (is_pattern_tile_cur)
3323                 {
3324                         return TRUE;
3325                 }
3326                 else
3327                 {
3328 #ifdef JP
3329                         msg_print("¥Ñ¥¿¡¼¥ó¤Î¾å¤òÊ⤯¤Ë¤Ï¥¹¥¿¡¼¥ÈÃÏÅÀ¤«¤éÊ⤭»Ï¤á¤Ê¤¯¤Æ¤Ï¤Ê¤ê¤Þ¤»¤ó¡£");
3330 #else
3331                         msg_print("You must start walking the Pattern from the startpoint.");
3332 #endif
3333
3334                         return FALSE;
3335                 }
3336         }
3337         else if ((pattern_type_new == PATTERN_TILE_TELEPORT) ||
3338                  (pattern_type_cur == PATTERN_TILE_TELEPORT))
3339         {
3340                 return TRUE;
3341         }
3342         else if (pattern_type_cur == PATTERN_TILE_START)
3343         {
3344                 if (is_pattern_tile_new)
3345                         return TRUE;
3346                 else
3347                 {
3348 #ifdef JP
3349                         msg_print("¥Ñ¥¿¡¼¥ó¤Î¾å¤ÏÀµ¤·¤¤½ç½ø¤ÇÊ⤫¤Í¤Ð¤Ê¤ê¤Þ¤»¤ó¡£");
3350 #else
3351                         msg_print("You must walk the Pattern in correct order.");
3352 #endif
3353
3354                         return FALSE;
3355                 }
3356         }
3357         else if ((pattern_type_cur == PATTERN_TILE_OLD) ||
3358                  (pattern_type_cur == PATTERN_TILE_END) ||
3359                  (pattern_type_cur == PATTERN_TILE_WRECKED))
3360         {
3361                 if (!is_pattern_tile_new)
3362                 {
3363 #ifdef JP
3364                         msg_print("¥Ñ¥¿¡¼¥ó¤òƧ¤ß³°¤·¤Æ¤Ï¤¤¤±¤Þ¤»¤ó¡£");
3365 #else
3366                         msg_print("You may not step off from the Pattern.");
3367 #endif
3368
3369                         return FALSE;
3370                 }
3371                 else
3372                 {
3373                         return TRUE;
3374                 }
3375         }
3376         else
3377         {
3378                 if (!is_pattern_tile_cur)
3379                 {
3380 #ifdef JP
3381                         msg_print("¥Ñ¥¿¡¼¥ó¤Î¾å¤òÊ⤯¤Ë¤Ï¥¹¥¿¡¼¥ÈÃÏÅÀ¤«¤éÊ⤭»Ï¤á¤Ê¤¯¤Æ¤Ï¤Ê¤ê¤Þ¤»¤ó¡£");
3382 #else
3383                         msg_print("You must start walking the Pattern from the startpoint.");
3384 #endif
3385
3386                         return FALSE;
3387                 }
3388                 else
3389                 {
3390                         byte ok_move = PATTERN_TILE_START;
3391                         switch (pattern_type_cur)
3392                         {
3393                                 case PATTERN_TILE_1:
3394                                         ok_move = PATTERN_TILE_2;
3395                                         break;
3396                                 case PATTERN_TILE_2:
3397                                         ok_move = PATTERN_TILE_3;
3398                                         break;
3399                                 case PATTERN_TILE_3:
3400                                         ok_move = PATTERN_TILE_4;
3401                                         break;
3402                                 case PATTERN_TILE_4:
3403                                         ok_move = PATTERN_TILE_1;
3404                                         break;
3405                                 default:
3406                                         if (p_ptr->wizard)
3407 #ifdef JP
3408                                                 msg_format("¤ª¤«¤·¤Ê¥Ñ¥¿¡¼¥óÊâ¹Ô¡¢%d¡£", pattern_type_cur);
3409 #else
3410                                                 msg_format("Funny Pattern walking, %d.", pattern_type_cur);
3411 #endif
3412
3413                                         return TRUE; /* Goof-up */
3414                         }
3415
3416                         if ((pattern_type_new == ok_move) ||
3417                             (pattern_type_new == pattern_type_cur))
3418                                 return TRUE;
3419                         else
3420                         {
3421                                 if (!is_pattern_tile_new)
3422 #ifdef JP
3423                                         msg_print("¥Ñ¥¿¡¼¥ó¤òƧ¤ß³°¤·¤Æ¤Ï¤¤¤±¤Þ¤»¤ó¡£");
3424 #else
3425                                         msg_print("You may not step off from the Pattern.");
3426 #endif
3427                                 else
3428 #ifdef JP
3429                                         msg_print("¥Ñ¥¿¡¼¥ó¤Î¾å¤ÏÀµ¤·¤¤½ç½ø¤ÇÊ⤫¤Í¤Ð¤Ê¤ê¤Þ¤»¤ó¡£");
3430 #else
3431                                         msg_print("You must walk the Pattern in correct order.");
3432 #endif
3433
3434                                 return FALSE;
3435                         }
3436                 }
3437         }
3438 }
3439
3440
3441 bool player_can_enter(s16b feature, u16b mode)
3442 {
3443         feature_type *f_ptr = &f_info[feature];
3444
3445         if (p_ptr->riding) return monster_can_cross_terrain(feature, &r_info[m_list[p_ptr->riding].r_idx], mode | CEM_RIDING);
3446
3447         /* Pattern */
3448         if (have_flag(f_ptr->flags, FF_PATTERN))
3449         {
3450                 if (!(mode & CEM_P_CAN_ENTER_PATTERN)) return FALSE;
3451         }
3452
3453         /* "CAN" flags */
3454         if (have_flag(f_ptr->flags, FF_CAN_FLY) && p_ptr->levitation) return TRUE;
3455         if (have_flag(f_ptr->flags, FF_CAN_SWIM) && p_ptr->can_swim) return TRUE;
3456         if (have_flag(f_ptr->flags, FF_CAN_PASS) && p_ptr->pass_wall) return TRUE;
3457
3458         if (!have_flag(f_ptr->flags, FF_MOVE)) return FALSE;
3459
3460         return TRUE;
3461 }
3462
3463
3464 /*
3465  * Move the player
3466  */
3467 bool move_player_effect(int ny, int nx, u32b mpe_mode)
3468 {
3469         cave_type *c_ptr = &cave[ny][nx];
3470         feature_type *f_ptr = &f_info[c_ptr->feat];
3471
3472         if (!(mpe_mode & MPE_STAYING))
3473         {
3474                 int oy = py;
3475                 int ox = px;
3476                 cave_type *oc_ptr = &cave[oy][ox];
3477                 int om_idx = oc_ptr->m_idx;
3478                 int nm_idx = c_ptr->m_idx;
3479
3480                 /* Move the player */
3481                 py = ny;
3482                 px = nx;
3483
3484                 /* Hack -- For moving monster or riding player's moving */
3485                 if (!(mpe_mode & MPE_DONT_SWAP_MON))
3486                 {
3487                         /* Swap two monsters */
3488                         c_ptr->m_idx = om_idx;
3489                         oc_ptr->m_idx = nm_idx;
3490
3491                         if (om_idx > 0) /* Monster on old spot (or p_ptr->riding) */
3492                         {
3493                                 monster_type *om_ptr = &m_list[om_idx];
3494                                 om_ptr->fy = ny;
3495                                 om_ptr->fx = nx;
3496                                 update_mon(om_idx, TRUE);
3497                         }
3498
3499                         if (nm_idx > 0) /* Monster on new spot */
3500                         {
3501                                 monster_type *nm_ptr = &m_list[nm_idx];
3502                                 nm_ptr->fy = oy;
3503                                 nm_ptr->fx = ox;
3504                                 update_mon(nm_idx, TRUE);
3505                         }
3506                 }
3507
3508                 /* Redraw old spot */
3509                 lite_spot(oy, ox);
3510
3511                 /* Redraw new spot */
3512                 lite_spot(ny, nx);
3513
3514                 /* Check for new panel (redraw map) */
3515                 verify_panel();
3516
3517                 if (mpe_mode & MPE_FORGET_FLOW)
3518                 {
3519                         forget_flow();
3520
3521                         /* Mega-Hack -- Forget the view */
3522                         p_ptr->update |= (PU_UN_VIEW);
3523
3524                         /* Redraw map */
3525                         p_ptr->redraw |= (PR_MAP);
3526                 }
3527
3528                 /* Update stuff */
3529                 p_ptr->update |= (PU_VIEW | PU_LITE | PU_FLOW | PU_MON_LITE | PU_DISTANCE);
3530
3531                 /* Window stuff */
3532                 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
3533
3534                 /* Remove "unsafe" flag */
3535                 if ((!p_ptr->blind && !no_lite()) || !is_trap(c_ptr->feat)) c_ptr->info &= ~(CAVE_UNSAFE);
3536
3537                 /* For get everything when requested hehe I'm *NASTY* */
3538                 if (dun_level && (d_info[dungeon_type].flags1 & DF1_FORGET)) wiz_dark();
3539
3540                 /* Handle stuff */
3541                 if (mpe_mode & MPE_HANDLE_STUFF) handle_stuff();
3542
3543                 if (p_ptr->pclass == CLASS_NINJA)
3544                 {
3545                         if (c_ptr->info & (CAVE_GLOW)) set_superstealth(FALSE);
3546                         else if (p_ptr->cur_lite <= 0) set_superstealth(TRUE);
3547                 }
3548
3549                 if ((p_ptr->action == ACTION_HAYAGAKE) &&
3550                     (!have_flag(f_ptr->flags, FF_PROJECT) ||
3551                      (!p_ptr->levitation && have_flag(f_ptr->flags, FF_DEEP))))
3552                 {
3553 #ifdef JP
3554                         msg_print("¤³¤³¤Ç¤ÏÁÇÁ᤯ư¤±¤Ê¤¤¡£");
3555 #else
3556                         msg_print("You cannot run in here.");
3557 #endif
3558                         set_action(ACTION_NONE);
3559                 }
3560         }
3561
3562         if (mpe_mode & MPE_ENERGY_USE)
3563         {
3564                 if (music_singing(MUSIC_WALL))
3565                 {
3566                         (void)project(0, 0, py, px, (60 + p_ptr->lev), GF_DISINTEGRATE,
3567                                 PROJECT_KILL | PROJECT_ITEM, -1);
3568
3569                         if (!player_bold(ny, nx) || p_ptr->is_dead || p_ptr->leaving) return FALSE;
3570                 }
3571
3572                 /* Spontaneous Searching */
3573                 if ((p_ptr->skill_fos >= 50) || (0 == randint0(50 - p_ptr->skill_fos)))
3574                 {
3575                         search();
3576                 }
3577
3578                 /* Continuous Searching */
3579                 if (p_ptr->action == ACTION_SEARCH)
3580                 {
3581                         search();
3582                 }
3583         }
3584
3585         /* Handle "objects" */
3586         if (!(mpe_mode & MPE_DONT_PICKUP))
3587         {
3588                 carry((mpe_mode & MPE_DO_PICKUP) ? TRUE : FALSE);
3589         }
3590
3591         /* Handle "store doors" */
3592         if (have_flag(f_ptr->flags, FF_STORE))
3593         {
3594                 /* Disturb */
3595                 disturb(0, 0);
3596
3597                 energy_use = 0;
3598                 /* Hack -- Enter store */
3599                 command_new = SPECIAL_KEY_STORE;
3600         }
3601
3602         /* Handle "building doors" -KMW- */
3603         else if (have_flag(f_ptr->flags, FF_BLDG))
3604         {
3605                 /* Disturb */
3606                 disturb(0, 0);
3607
3608                 energy_use = 0;
3609                 /* Hack -- Enter building */
3610                 command_new = SPECIAL_KEY_BUILDING;
3611         }
3612
3613         /* Handle quest areas -KMW- */
3614         else if (have_flag(f_ptr->flags, FF_QUEST_ENTER))
3615         {
3616                 /* Disturb */
3617                 disturb(0, 0);
3618
3619                 energy_use = 0;
3620                 /* Hack -- Enter quest level */
3621                 command_new = SPECIAL_KEY_QUEST;
3622         }
3623
3624         else if (have_flag(f_ptr->flags, FF_QUEST_EXIT))
3625         {
3626                 if (quest[p_ptr->inside_quest].type == QUEST_TYPE_FIND_EXIT)
3627                 {
3628                         if (record_fix_quest) do_cmd_write_nikki(NIKKI_FIX_QUEST_C, p_ptr->inside_quest, NULL);
3629                         quest[p_ptr->inside_quest].status = QUEST_STATUS_COMPLETED;
3630                         quest[p_ptr->inside_quest].complev = (byte)p_ptr->lev;
3631 #ifdef JP
3632                         msg_print("¥¯¥¨¥¹¥È¤òãÀ®¤·¤¿¡ª");
3633 #else
3634                         msg_print("You accomplished your quest!");
3635 #endif
3636
3637                         msg_print(NULL);
3638                 }
3639
3640                 leave_quest_check();
3641
3642                 p_ptr->inside_quest = c_ptr->special;
3643                 dun_level = 0;
3644                 p_ptr->oldpx = 0;
3645                 p_ptr->oldpy = 0;
3646
3647                 p_ptr->leaving = TRUE;
3648         }
3649
3650         /* Set off a trap */
3651         else if (have_flag(f_ptr->flags, FF_HIT_TRAP) && !(mpe_mode & MPE_STAYING))
3652         {
3653                 /* Disturb */
3654                 disturb(0, 0);
3655
3656                 /* Hidden trap */
3657                 if (c_ptr->mimic || have_flag(f_ptr->flags, FF_SECRET))
3658                 {
3659                         /* Message */
3660 #ifdef JP
3661                         msg_print("¥È¥é¥Ã¥×¤À¡ª");
3662 #else
3663                         msg_print("You found a trap!");
3664 #endif
3665
3666                         /* Pick a trap */
3667                         disclose_grid(py, px);
3668                 }
3669
3670                 /* Hit the trap */
3671                 hit_trap((mpe_mode & MPE_BREAK_TRAP) ? TRUE : FALSE);
3672
3673                 if (!player_bold(ny, nx) || p_ptr->is_dead || p_ptr->leaving) return FALSE;
3674         }
3675
3676         /* Warn when leaving trap detected region */
3677         if (!(mpe_mode & MPE_STAYING) && (disturb_trap_detect || alert_trap_detect)
3678             && p_ptr->dtrap && !(c_ptr->info & CAVE_IN_DETECT))
3679         {
3680                 /* No duplicate warning */
3681                 p_ptr->dtrap = FALSE;
3682
3683                 /* You are just on the edge */
3684                 if (!(c_ptr->info & CAVE_UNSAFE))
3685                 {
3686                         if (alert_trap_detect)
3687                         {
3688 #ifdef JP
3689                                 msg_print("* Ãí°Õ:¤³¤ÎÀè¤Ï¥È¥é¥Ã¥×¤Î´¶ÃÎÈϰϳ°¤Ç¤¹¡ª *");
3690 #else
3691                                 msg_print("*Leaving trap detect region!*");
3692 #endif
3693                         }
3694
3695                         if (disturb_trap_detect) disturb(0, 0);
3696                 }
3697         }
3698
3699         return player_bold(ny, nx) && !p_ptr->is_dead && !p_ptr->leaving;
3700 }
3701
3702
3703 bool trap_can_be_ignored(int feat)
3704 {
3705         feature_type *f_ptr = &f_info[feat];
3706
3707         if (!have_flag(f_ptr->flags, FF_TRAP)) return TRUE;
3708
3709         switch (f_ptr->subtype)
3710         {
3711         case TRAP_TRAPDOOR:
3712         case TRAP_PIT:
3713         case TRAP_SPIKED_PIT:
3714         case TRAP_POISON_PIT:
3715                 if (p_ptr->levitation) return TRUE;
3716                 break;
3717         case TRAP_TELEPORT:
3718                 if (p_ptr->anti_tele) return TRUE;
3719                 break;
3720         case TRAP_FIRE:
3721                 if (p_ptr->immune_fire) return TRUE;
3722                 break;
3723         case TRAP_ACID:
3724                 if (p_ptr->immune_acid) return TRUE;
3725                 break;
3726         case TRAP_BLIND:
3727                 if (p_ptr->resist_blind) return TRUE;
3728                 break;
3729         case TRAP_CONFUSE:
3730                 if (p_ptr->resist_conf) return TRUE;
3731                 break;
3732         case TRAP_POISON:
3733                 if (p_ptr->resist_pois) return TRUE;
3734                 break;
3735         case TRAP_SLEEP:
3736                 if (p_ptr->free_act) return TRUE;
3737                 break;
3738         }
3739
3740         return FALSE;
3741 }
3742
3743
3744 /*
3745  * Determine if a "boundary" grid is "floor mimic"
3746  */
3747 #define boundary_floor(C, F, MF) \
3748         ((C)->mimic && permanent_wall(F) && \
3749          (have_flag((MF)->flags, FF_MOVE) || have_flag((MF)->flags, FF_CAN_FLY)) && \
3750          have_flag((MF)->flags, FF_PROJECT) && \
3751          !have_flag((MF)->flags, FF_OPEN))
3752
3753 /*
3754  * Move player in the given direction, with the given "pickup" flag.
3755  *
3756  * This routine should (probably) always induce energy expenditure.
3757  *
3758  * Note that moving will *always* take a turn, and will *always* hit
3759  * any monster which might be in the destination grid.  Previously,
3760  * moving into walls was "free" and did NOT hit invisible monsters.
3761  */
3762 void move_player(int dir, bool do_pickup, bool break_trap)
3763 {
3764         /* Find the result of moving */
3765         int y = py + ddy[dir];
3766         int x = px + ddx[dir];
3767
3768         /* Examine the destination */
3769         cave_type *c_ptr = &cave[y][x];
3770
3771         feature_type *f_ptr = &f_info[c_ptr->feat];
3772
3773         monster_type *m_ptr;
3774
3775         monster_type *riding_m_ptr = &m_list[p_ptr->riding];
3776         monster_race *riding_r_ptr = &r_info[p_ptr->riding ? riding_m_ptr->r_idx : 0]; /* Paranoia */
3777
3778         char m_name[80];
3779
3780         bool p_can_enter = player_can_enter(c_ptr->feat, CEM_P_CAN_ENTER_PATTERN);
3781         bool p_can_kill_walls = FALSE;
3782         bool stormbringer = FALSE;
3783
3784         bool oktomove = TRUE;
3785         bool do_past = FALSE;
3786
3787         /* Exit the area */
3788         if (!dun_level && !p_ptr->wild_mode &&
3789                 ((x == 0) || (x == MAX_WID - 1) ||
3790                  (y == 0) || (y == MAX_HGT - 1)))
3791         {
3792                 /* Can the player enter the grid? */
3793                 if (c_ptr->mimic && player_can_enter(c_ptr->mimic, 0))
3794                 {
3795                         /* Hack: move to new area */
3796                         if ((y == 0) && (x == 0))
3797                         {
3798                                 p_ptr->wilderness_y--;
3799                                 p_ptr->wilderness_x--;
3800                                 p_ptr->oldpy = cur_hgt - 2;
3801                                 p_ptr->oldpx = cur_wid - 2;
3802                                 ambush_flag = FALSE;
3803                         }
3804
3805                         else if ((y == 0) && (x == MAX_WID - 1))
3806                         {
3807                                 p_ptr->wilderness_y--;
3808                                 p_ptr->wilderness_x++;
3809                                 p_ptr->oldpy = cur_hgt - 2;
3810                                 p_ptr->oldpx = 1;
3811                                 ambush_flag = FALSE;
3812                         }
3813
3814                         else if ((y == MAX_HGT - 1) && (x == 0))
3815                         {
3816                                 p_ptr->wilderness_y++;
3817                                 p_ptr->wilderness_x--;
3818                                 p_ptr->oldpy = 1;
3819                                 p_ptr->oldpx = cur_wid - 2;
3820                                 ambush_flag = FALSE;
3821                         }
3822
3823                         else if ((y == MAX_HGT - 1) && (x == MAX_WID - 1))
3824                         {
3825                                 p_ptr->wilderness_y++;
3826                                 p_ptr->wilderness_x++;
3827                                 p_ptr->oldpy = 1;
3828                                 p_ptr->oldpx = 1;
3829                                 ambush_flag = FALSE;
3830                         }
3831
3832                         else if (y == 0)
3833                         {
3834                                 p_ptr->wilderness_y--;
3835                                 p_ptr->oldpy = cur_hgt - 2;
3836                                 p_ptr->oldpx = x;
3837                                 ambush_flag = FALSE;
3838                         }
3839
3840                         else if (y == MAX_HGT - 1)
3841                         {
3842                                 p_ptr->wilderness_y++;
3843                                 p_ptr->oldpy = 1;
3844                                 p_ptr->oldpx = x;
3845                                 ambush_flag = FALSE;
3846                         }
3847
3848                         else if (x == 0)
3849                         {
3850                                 p_ptr->wilderness_x--;
3851                                 p_ptr->oldpx = cur_wid - 2;
3852                                 p_ptr->oldpy = y;
3853                                 ambush_flag = FALSE;
3854                         }
3855
3856                         else if (x == MAX_WID - 1)
3857                         {
3858                                 p_ptr->wilderness_x++;
3859                                 p_ptr->oldpx = 1;
3860                                 p_ptr->oldpy = y;
3861                                 ambush_flag = FALSE;
3862                         }
3863
3864                         p_ptr->leaving = TRUE;
3865                         energy_use = 100;
3866
3867                         return;
3868                 }
3869
3870                 /* "Blocked" message appears later */
3871                 /* oktomove = FALSE; */
3872                 p_can_enter = FALSE;
3873         }
3874
3875         /* Get the monster */
3876         m_ptr = &m_list[c_ptr->m_idx];
3877
3878
3879         if (inventory[INVEN_RARM].name1 == ART_STORMBRINGER) stormbringer = TRUE;
3880         if (inventory[INVEN_LARM].name1 == ART_STORMBRINGER) stormbringer = TRUE;
3881
3882         /* Player can not walk through "walls"... */
3883         /* unless in Shadow Form */
3884         p_can_kill_walls = p_ptr->kill_wall && have_flag(f_ptr->flags, FF_HURT_DISI) &&
3885                 (!p_can_enter || !have_flag(f_ptr->flags, FF_LOS)) &&
3886                 !have_flag(f_ptr->flags, FF_PERMANENT);
3887
3888         /* Hack -- attack monsters */
3889         if (c_ptr->m_idx && (m_ptr->ml || p_can_enter || p_can_kill_walls))
3890         {
3891                 monster_race *r_ptr = &r_info[m_ptr->r_idx];
3892
3893                 /* Attack -- only if we can see it OR it is not in a wall */
3894                 if (!is_hostile(m_ptr) &&
3895                     !(p_ptr->confused || p_ptr->image || !m_ptr->ml || p_ptr->stun ||
3896                     ((p_ptr->muta2 & MUT2_BERS_RAGE) && p_ptr->shero)) &&
3897                     pattern_seq(py, px, y, x) && (p_can_enter || p_can_kill_walls))
3898                 {
3899                         /* Disturb the monster */
3900                         (void)set_monster_csleep(c_ptr->m_idx, 0);
3901
3902                         /* Extract monster name (or "it") */
3903                         monster_desc(m_name, m_ptr, 0);
3904
3905                         if (m_ptr->ml)
3906                         {
3907                                 /* Auto-Recall if possible and visible */
3908                                 if (!p_ptr->image) monster_race_track(m_ptr->ap_r_idx);
3909
3910                                 /* Track a new monster */
3911                                 health_track(c_ptr->m_idx);
3912                         }
3913
3914                         /* displace? */
3915                         if ((stormbringer && (randint1(1000) > 666)) || (p_ptr->pclass == CLASS_BERSERKER))
3916                         {
3917                                 py_attack(y, x, 0);
3918                                 oktomove = FALSE;
3919                         }
3920                         else if (monster_can_cross_terrain(cave[py][px].feat, r_ptr, 0))
3921                         {
3922                                 do_past = TRUE;
3923                         }
3924                         else
3925                         {
3926 #ifdef JP
3927                                 msg_format("%^s¤¬¼ÙËâ¤À¡ª", m_name);
3928 #else
3929                                 msg_format("%^s is in your way!", m_name);
3930 #endif
3931
3932                                 energy_use = 0;
3933                                 oktomove = FALSE;
3934                         }
3935
3936                         /* now continue on to 'movement' */
3937                 }
3938                 else
3939                 {
3940                         py_attack(y, x, 0);
3941                         oktomove = FALSE;
3942                 }
3943         }
3944
3945         if (oktomove && p_ptr->riding)
3946         {
3947                 if (riding_r_ptr->flags1 & RF1_NEVER_MOVE)
3948                 {
3949 #ifdef JP
3950                         msg_print("Æ°¤±¤Ê¤¤¡ª");
3951 #else
3952                         msg_print("Can't move!");
3953 #endif
3954                         energy_use = 0;
3955                         oktomove = FALSE;
3956                         disturb(0, 0);
3957                 }
3958                 else if (MON_MONFEAR(riding_m_ptr))
3959                 {
3960                         char m_name[80];
3961
3962                         /* Acquire the monster name */
3963                         monster_desc(m_name, riding_m_ptr, 0);
3964
3965                         /* Dump a message */
3966 #ifdef JP
3967                         msg_format("%s¤¬¶²Éݤ·¤Æ¤¤¤ÆÀ©¸æ¤Ç¤­¤Ê¤¤¡£", m_name);
3968 #else
3969                         msg_format("%^s is too scared to control.", m_name);
3970 #endif
3971                         oktomove = FALSE;
3972                         disturb(0, 0);
3973                 }
3974                 else if (p_ptr->riding_ryoute)
3975                 {
3976                         oktomove = FALSE;
3977                         disturb(0, 0);
3978                 }
3979                 else if (have_flag(f_ptr->flags, FF_CAN_FLY) && (riding_r_ptr->flags7 & RF7_CAN_FLY))
3980                 {
3981                         /* Allow moving */
3982                 }
3983                 else if (have_flag(f_ptr->flags, FF_CAN_SWIM) && (riding_r_ptr->flags7 & RF7_CAN_SWIM))
3984                 {
3985                         /* Allow moving */
3986                 }
3987                 else if (have_flag(f_ptr->flags, FF_WATER) &&
3988                         !(riding_r_ptr->flags7 & RF7_AQUATIC) &&
3989                         (have_flag(f_ptr->flags, FF_DEEP) || (riding_r_ptr->flags2 & RF2_AURA_FIRE)))
3990                 {
3991 #ifdef JP
3992                         msg_format("%s¤Î¾å¤Ë¹Ô¤±¤Ê¤¤¡£", f_name + f_info[get_feat_mimic(c_ptr)].name);
3993 #else
3994                         msg_print("Can't swim.");
3995 #endif
3996                         energy_use = 0;
3997                         oktomove = FALSE;
3998                         disturb(0, 0);
3999                 }
4000                 else if (!have_flag(f_ptr->flags, FF_WATER) && (riding_r_ptr->flags7 & RF7_AQUATIC))
4001                 {
4002 #ifdef JP
4003                         msg_format("%s¤«¤é¾å¤¬¤ì¤Ê¤¤¡£", f_name + f_info[get_feat_mimic(&cave[py][px])].name);
4004 #else
4005                         msg_print("Can't land.");
4006 #endif
4007                         energy_use = 0;
4008                         oktomove = FALSE;
4009                         disturb(0, 0);
4010                 }
4011                 else if (have_flag(f_ptr->flags, FF_LAVA) && !(riding_r_ptr->flagsr & RFR_EFF_IM_FIRE_MASK))
4012                 {
4013 #ifdef JP
4014                         msg_format("%s¤Î¾å¤Ë¹Ô¤±¤Ê¤¤¡£", f_name + f_info[get_feat_mimic(c_ptr)].name);
4015 #else
4016                         msg_print("Too hot to go through.");
4017 #endif
4018                         energy_use = 0;
4019                         oktomove = FALSE;
4020                         disturb(0, 0);
4021                 }
4022
4023                 if (oktomove && MON_STUNNED(riding_m_ptr) && one_in_(2))
4024                 {
4025                         char m_name[80];
4026                         monster_desc(m_name, riding_m_ptr, 0);
4027 #ifdef JP
4028                         msg_format("%s¤¬Û¯Û°¤È¤·¤Æ¤¤¤Æ¤¦¤Þ¤¯Æ°¤±¤Ê¤¤¡ª",m_name);
4029 #else
4030                         msg_format("You cannot control stunned %s!",m_name);
4031 #endif
4032                         oktomove = FALSE;
4033                         disturb(0, 0);
4034                 }
4035         }
4036
4037         if (!oktomove)
4038         {
4039         }
4040
4041         else if (!have_flag(f_ptr->flags, FF_MOVE) && have_flag(f_ptr->flags, FF_CAN_FLY) && !p_ptr->levitation)
4042         {
4043 #ifdef JP
4044                 msg_format("¶õ¤òÈô¤Ð¤Ê¤¤¤È%s¤Î¾å¤Ë¤Ï¹Ô¤±¤Ê¤¤¡£", f_name + f_info[get_feat_mimic(c_ptr)].name);
4045 #else
4046                 msg_format("You need to fly to go through the %s.", f_name + f_info[get_feat_mimic(c_ptr)].name);
4047 #endif
4048
4049                 energy_use = 0;
4050                 running = 0;
4051                 oktomove = FALSE;
4052         }
4053
4054         /*
4055          * Player can move through trees and
4056          * has effective -10 speed
4057          * Rangers can move without penality
4058          */
4059         else if (have_flag(f_ptr->flags, FF_TREE) && !p_can_kill_walls)
4060         {
4061                 if ((p_ptr->pclass != CLASS_RANGER) && !p_ptr->levitation && (!p_ptr->riding || !(riding_r_ptr->flags8 & RF8_WILD_WOOD))) energy_use *= 2;
4062         }
4063
4064 #ifdef ALLOW_EASY_DISARM /* TNB */
4065
4066         /* Disarm a visible trap */
4067         else if ((do_pickup != easy_disarm) && have_flag(f_ptr->flags, FF_DISARM) && !c_ptr->mimic)
4068         {
4069                 if (!trap_can_be_ignored(c_ptr->feat))
4070                 {
4071                         (void)do_cmd_disarm_aux(y, x, dir);
4072                         return;
4073                 }
4074         }
4075
4076 #endif /* ALLOW_EASY_DISARM -- TNB */
4077
4078         /* Player can not walk through "walls" unless in wraith form...*/
4079         else if (!p_can_enter && !p_can_kill_walls)
4080         {
4081                 /* Feature code (applying "mimic" field) */
4082                 s16b feat = get_feat_mimic(c_ptr);
4083                 feature_type *mimic_f_ptr = &f_info[feat];
4084                 cptr name = f_name + mimic_f_ptr->name;
4085
4086                 oktomove = FALSE;
4087
4088                 /* Disturb the player */
4089                 disturb(0, 0);
4090
4091                 /* Notice things in the dark */
4092                 if (!(c_ptr->info & CAVE_MARK) && !player_can_see_bold(y, x))
4093                 {
4094                         /* Boundary floor mimic */
4095                         if (boundary_floor(c_ptr, f_ptr, mimic_f_ptr))
4096                         {
4097 #ifdef JP
4098                                 msg_print("¤½¤ì°Ê¾åÀè¤Ë¤Ï¿Ê¤á¤Ê¤¤¤è¤¦¤À¡£");
4099 #else
4100                                 msg_print("You feel you cannot go any more.");
4101 #endif
4102                         }
4103
4104                         /* Wall (or secret door) */
4105                         else
4106                         {
4107 #ifdef JP
4108                                 msg_format("%s¤¬¹Ô¤¯¼ê¤ò¤Ï¤Ð¤ó¤Ç¤¤¤ë¤è¤¦¤À¡£", name);
4109 #else
4110                                 msg_format("You feel %s %s blocking your way.",
4111                                         is_a_vowel(name[0]) ? "an" : "a", name);
4112 #endif
4113
4114                                 c_ptr->info |= (CAVE_MARK);
4115                                 lite_spot(y, x);
4116                         }
4117                 }
4118
4119                 /* Notice things */
4120                 else
4121                 {
4122                         /* Boundary floor mimic */
4123                         if (boundary_floor(c_ptr, f_ptr, mimic_f_ptr))
4124                         {
4125 #ifdef JP
4126                                 msg_print("¤½¤ì°Ê¾åÀè¤Ë¤Ï¿Ê¤á¤Ê¤¤¡£");
4127 #else
4128                                 msg_print("You cannot go any more.");
4129 #endif
4130
4131                                 if (!(p_ptr->confused || p_ptr->stun || p_ptr->image))
4132                                         energy_use = 0;
4133                         }
4134
4135                         /* Wall (or secret door) */
4136                         else
4137                         {
4138 #ifdef ALLOW_EASY_OPEN
4139                                 /* Closed doors */
4140                                 if (easy_open && is_closed_door(feat) && easy_open_door(y, x)) return;
4141 #endif /* ALLOW_EASY_OPEN */
4142
4143 #ifdef JP
4144                                 msg_format("%s¤¬¹Ô¤¯¼ê¤ò¤Ï¤Ð¤ó¤Ç¤¤¤ë¡£", name);
4145 #else
4146                                 msg_format("There is %s %s blocking your way.",
4147                                         is_a_vowel(name[0]) ? "an" : "a", name);
4148 #endif
4149
4150                                 /*
4151                                  * Well, it makes sense that you lose time bumping into
4152                                  * a wall _if_ you are confused, stunned or blind; but
4153                                  * typing mistakes should not cost you a turn...
4154                                  */
4155                                 if (!(p_ptr->confused || p_ptr->stun || p_ptr->image))
4156                                         energy_use = 0;
4157                         }
4158                 }
4159
4160                 /* Sound */
4161                 if (!boundary_floor(c_ptr, f_ptr, mimic_f_ptr)) sound(SOUND_HITWALL);
4162         }
4163
4164         /* Normal movement */
4165         if (oktomove && !pattern_seq(py, px, y, x))
4166         {
4167                 if (!(p_ptr->confused || p_ptr->stun || p_ptr->image))
4168                 {
4169                         energy_use = 0;
4170                 }
4171
4172                 /* To avoid a loop with running */
4173                 disturb(0, 0);
4174
4175                 oktomove = FALSE;
4176         }
4177
4178         /* Normal movement */
4179         if (oktomove)
4180         {
4181                 u32b mpe_mode = MPE_ENERGY_USE;
4182
4183                 if (p_ptr->warning)
4184                 {
4185                         if (!process_warning(x, y))
4186                         {
4187                                 energy_use = 25;
4188                                 return;
4189                         }
4190                 }
4191
4192                 if (do_past)
4193                 {
4194 #ifdef JP
4195                         msg_format("%s¤ò²¡¤·Âऱ¤¿¡£", m_name);
4196 #else
4197                         msg_format("You push past %s.", m_name);
4198 #endif
4199                 }
4200
4201                 /* Change oldpx and oldpy to place the player well when going back to big mode */
4202                 if (p_ptr->wild_mode)
4203                 {
4204                         if (ddy[dir] > 0)  p_ptr->oldpy = 1;
4205                         if (ddy[dir] < 0)  p_ptr->oldpy = MAX_HGT - 2;
4206                         if (ddy[dir] == 0) p_ptr->oldpy = MAX_HGT / 2;
4207                         if (ddx[dir] > 0)  p_ptr->oldpx = 1;
4208                         if (ddx[dir] < 0)  p_ptr->oldpx = MAX_WID - 2;
4209                         if (ddx[dir] == 0) p_ptr->oldpx = MAX_WID / 2;
4210                 }
4211
4212                 if (p_can_kill_walls)
4213                 {
4214                         cave_alter_feat(y, x, FF_HURT_DISI);
4215
4216                         /* Update some things -- similar to GF_KILL_WALL */
4217                         p_ptr->update |= (PU_FLOW);
4218                 }
4219
4220                 /* Sound */
4221                 /* sound(SOUND_WALK); */
4222
4223 #ifdef ALLOW_EASY_DISARM /* TNB */
4224
4225                 if (do_pickup != always_pickup) mpe_mode |= MPE_DO_PICKUP;
4226
4227 #else /* ALLOW_EASY_DISARM -- TNB */
4228
4229                 if (do_pickup) mpe_mode |= MPE_DO_PICKUP;
4230
4231 #endif /* ALLOW_EASY_DISARM -- TNB */
4232
4233                 if (break_trap) mpe_mode |= MPE_BREAK_TRAP;
4234
4235                 /* Move the player */
4236                 (void)move_player_effect(y, x, mpe_mode);
4237         }
4238 }
4239
4240
4241 static bool ignore_avoid_run;
4242
4243 /*
4244  * Hack -- Check for a "known wall" (see below)
4245  */
4246 static int see_wall(int dir, int y, int x)
4247 {
4248         cave_type   *c_ptr;
4249
4250         /* Get the new location */
4251         y += ddy[dir];
4252         x += ddx[dir];
4253
4254         /* Illegal grids are not known walls */
4255         if (!in_bounds2(y, x)) return (FALSE);
4256
4257         /* Access grid */
4258         c_ptr = &cave[y][x];
4259
4260         /* Must be known to the player */
4261         if (c_ptr->info & (CAVE_MARK))
4262         {
4263                 /* Feature code (applying "mimic" field) */
4264                 s16b         feat = get_feat_mimic(c_ptr);
4265                 feature_type *f_ptr = &f_info[feat];
4266
4267                 /* Wall grids are known walls */
4268                 if (!player_can_enter(feat, 0)) return !have_flag(f_ptr->flags, FF_DOOR);
4269
4270                 /* Don't run on a tree unless explicitly requested */
4271                 if (have_flag(f_ptr->flags, FF_AVOID_RUN) && !ignore_avoid_run)
4272                         return TRUE;
4273
4274                 /* Don't run in a wall */
4275                 if (!have_flag(f_ptr->flags, FF_MOVE) && !have_flag(f_ptr->flags, FF_CAN_FLY))
4276                         return !have_flag(f_ptr->flags, FF_DOOR);
4277         }
4278
4279         return FALSE;
4280 }
4281
4282
4283 /*
4284  * Hack -- Check for an "unknown corner" (see below)
4285  */
4286 static int see_nothing(int dir, int y, int x)
4287 {
4288         /* Get the new location */
4289         y += ddy[dir];
4290         x += ddx[dir];
4291
4292         /* Illegal grids are unknown */
4293         if (!in_bounds2(y, x)) return (TRUE);
4294
4295         /* Memorized grids are always known */
4296         if (cave[y][x].info & (CAVE_MARK)) return (FALSE);
4297
4298         /* Viewable door/wall grids are known */
4299         if (player_can_see_bold(y, x)) return (FALSE);
4300
4301         /* Default */
4302         return (TRUE);
4303 }
4304
4305
4306
4307
4308
4309 /*
4310  * The running algorithm:                       -CJS-
4311  *
4312  * In the diagrams below, the player has just arrived in the
4313  * grid marked as '@', and he has just come from a grid marked
4314  * as 'o', and he is about to enter the grid marked as 'x'.
4315  *
4316  * Of course, if the "requested" move was impossible, then you
4317  * will of course be blocked, and will stop.
4318  *
4319  * Overview: You keep moving until something interesting happens.
4320  * If you are in an enclosed space, you follow corners. This is
4321  * the usual corridor scheme. If you are in an open space, you go
4322  * straight, but stop before entering enclosed space. This is
4323  * analogous to reaching doorways. If you have enclosed space on
4324  * one side only (that is, running along side a wall) stop if
4325  * your wall opens out, or your open space closes in. Either case
4326  * corresponds to a doorway.
4327  *
4328  * What happens depends on what you can really SEE. (i.e. if you
4329  * have no light, then running along a dark corridor is JUST like
4330  * running in a dark room.) The algorithm works equally well in
4331  * corridors, rooms, mine tailings, earthquake rubble, etc, etc.
4332  *
4333  * These conditions are kept in static memory:
4334  * find_openarea         You are in the open on at least one
4335  * side.
4336  * find_breakleft        You have a wall on the left, and will
4337  * stop if it opens
4338  * find_breakright       You have a wall on the right, and will
4339  * stop if it opens
4340  *
4341  * To initialize these conditions, we examine the grids adjacent
4342  * to the grid marked 'x', two on each side (marked 'L' and 'R').
4343  * If either one of the two grids on a given side is seen to be
4344  * closed, then that side is considered to be closed. If both
4345  * sides are closed, then it is an enclosed (corridor) run.
4346  *
4347  * LL           L
4348  * @x          LxR
4349  * RR          @R
4350  *
4351  * Looking at more than just the immediate squares is
4352  * significant. Consider the following case. A run along the
4353  * corridor will stop just before entering the center point,
4354  * because a choice is clearly established. Running in any of
4355  * three available directions will be defined as a corridor run.
4356  * Note that a minor hack is inserted to make the angled corridor
4357  * entry (with one side blocked near and the other side blocked
4358  * further away from the runner) work correctly. The runner moves
4359  * diagonally, but then saves the previous direction as being
4360  * straight into the gap. Otherwise, the tail end of the other
4361  * entry would be perceived as an alternative on the next move.
4362  *
4363  * #.#
4364  * ##.##
4365  * .@x..
4366  * ##.##
4367  * #.#
4368  *
4369  * Likewise, a run along a wall, and then into a doorway (two
4370  * runs) will work correctly. A single run rightwards from @ will
4371  * stop at 1. Another run right and down will enter the corridor
4372  * and make the corner, stopping at the 2.
4373  *
4374  * ##################
4375  * o@x       1
4376  * ########### ######
4377  * #2          #
4378  * #############
4379  *
4380  * After any move, the function area_affect is called to
4381  * determine the new surroundings, and the direction of
4382  * subsequent moves. It examines the current player location
4383  * (at which the runner has just arrived) and the previous
4384  * direction (from which the runner is considered to have come).
4385  *
4386  * Moving one square in some direction places you adjacent to
4387  * three or five new squares (for straight and diagonal moves
4388  * respectively) to which you were not previously adjacent,
4389  * marked as '!' in the diagrams below.
4390  *
4391  *   ...!              ...
4392  *   .o@!  (normal)    .o.!  (diagonal)
4393  *   ...!  (east)      ..@!  (south east)
4394  *                      !!!
4395  *
4396  * You STOP if any of the new squares are interesting in any way:
4397  * for example, if they contain visible monsters or treasure.
4398  *
4399  * You STOP if any of the newly adjacent squares seem to be open,
4400  * and you are also looking for a break on that side. (that is,
4401  * find_openarea AND find_break).
4402  *
4403  * You STOP if any of the newly adjacent squares do NOT seem to be
4404  * open and you are in an open area, and that side was previously
4405  * entirely open.
4406  *
4407  * Corners: If you are not in the open (i.e. you are in a corridor)
4408  * and there is only one way to go in the new squares, then turn in
4409  * that direction. If there are more than two new ways to go, STOP.
4410  * If there are two ways to go, and those ways are separated by a
4411  * square which does not seem to be open, then STOP.
4412  *
4413  * Otherwise, we have a potential corner. There are two new open
4414  * squares, which are also adjacent. One of the new squares is
4415  * diagonally located, the other is straight on (as in the diagram).
4416  * We consider two more squares further out (marked below as ?).
4417  *
4418  * We assign "option" to the straight-on grid, and "option2" to the
4419  * diagonal grid, and "check_dir" to the grid marked 's'.
4420  *
4421  * ##s
4422  * @x?
4423  * #.?
4424  *
4425  * If they are both seen to be closed, then it is seen that no benefit
4426  * is gained from moving straight. It is a known corner.  To cut the
4427  * corner, go diagonally, otherwise go straight, but pretend you
4428  * stepped diagonally into that next location for a full view next
4429  * time. Conversely, if one of the ? squares is not seen to be closed,
4430  * then there is a potential choice. We check to see whether it is a
4431  * potential corner or an intersection/room entrance.  If the square
4432  * two spaces straight ahead, and the space marked with 's' are both
4433  * unknown space, then it is a potential corner and enter if
4434  * find_examine is set, otherwise must stop because it is not a
4435  * corner. (find_examine option is removed and always is TRUE.)
4436  */
4437
4438
4439
4440
4441 /*
4442  * Hack -- allow quick "cycling" through the legal directions
4443  */
4444 static byte cycle[] =
4445 { 1, 2, 3, 6, 9, 8, 7, 4, 1, 2, 3, 6, 9, 8, 7, 4, 1 };
4446
4447 /*
4448  * Hack -- map each direction into the "middle" of the "cycle[]" array
4449  */
4450 static byte chome[] =
4451 { 0, 8, 9, 10, 7, 0, 11, 6, 5, 4 };
4452
4453 /*
4454  * The direction we are running
4455  */
4456 static byte find_current;
4457
4458 /*
4459  * The direction we came from
4460  */
4461 static byte find_prevdir;
4462
4463 /*
4464  * We are looking for open area
4465  */
4466 static bool find_openarea;
4467
4468 /*
4469  * We are looking for a break
4470  */
4471 static bool find_breakright;
4472 static bool find_breakleft;
4473
4474
4475
4476 /*
4477  * Initialize the running algorithm for a new direction.
4478  *
4479  * Diagonal Corridor -- allow diaginal entry into corridors.
4480  *
4481  * Blunt Corridor -- If there is a wall two spaces ahead and
4482  * we seem to be in a corridor, then force a turn into the side
4483  * corridor, must be moving straight into a corridor here. ???
4484  *
4485  * Diagonal Corridor    Blunt Corridor (?)
4486  *       # #                  #
4487  *       #x#                 @x#
4488  *       @p.                  p
4489  */
4490 static void run_init(int dir)
4491 {
4492         int             row, col, deepleft, deepright;
4493         int             i, shortleft, shortright;
4494
4495
4496         /* Save the direction */
4497         find_current = dir;
4498
4499         /* Assume running straight */
4500         find_prevdir = dir;
4501
4502         /* Assume looking for open area */
4503         find_openarea = TRUE;
4504
4505         /* Assume not looking for breaks */
4506         find_breakright = find_breakleft = FALSE;
4507
4508         /* Assume no nearby walls */
4509         deepleft = deepright = FALSE;
4510         shortright = shortleft = FALSE;
4511
4512         p_ptr->run_py = py;
4513         p_ptr->run_px = px;
4514
4515         /* Find the destination grid */
4516         row = py + ddy[dir];
4517         col = px + ddx[dir];
4518
4519         ignore_avoid_run = cave_have_flag_bold(row, col, FF_AVOID_RUN);
4520
4521         /* Extract cycle index */
4522         i = chome[dir];
4523
4524         /* Check for walls */
4525         if (see_wall(cycle[i+1], py, px))
4526         {
4527                 find_breakleft = TRUE;
4528                 shortleft = TRUE;
4529         }
4530         else if (see_wall(cycle[i+1], row, col))
4531         {
4532                 find_breakleft = TRUE;
4533                 deepleft = TRUE;
4534         }
4535
4536         /* Check for walls */
4537         if (see_wall(cycle[i-1], py, px))
4538         {
4539                 find_breakright = TRUE;
4540                 shortright = TRUE;
4541         }
4542         else if (see_wall(cycle[i-1], row, col))
4543         {
4544                 find_breakright = TRUE;
4545                 deepright = TRUE;
4546         }
4547
4548         /* Looking for a break */
4549         if (find_breakleft && find_breakright)
4550         {
4551                 /* Not looking for open area */
4552                 find_openarea = FALSE;
4553
4554                 /* Hack -- allow angled corridor entry */
4555                 if (dir & 0x01)
4556                 {
4557                         if (deepleft && !deepright)
4558                         {
4559                                 find_prevdir = cycle[i - 1];
4560                         }
4561                         else if (deepright && !deepleft)
4562                         {
4563                                 find_prevdir = cycle[i + 1];
4564                         }
4565                 }
4566
4567                 /* Hack -- allow blunt corridor entry */
4568                 else if (see_wall(cycle[i], row, col))
4569                 {
4570                         if (shortleft && !shortright)
4571                         {
4572                                 find_prevdir = cycle[i - 2];
4573                         }
4574                         else if (shortright && !shortleft)
4575                         {
4576                                 find_prevdir = cycle[i + 2];
4577                         }
4578                 }
4579         }
4580 }
4581
4582
4583 /*
4584  * Update the current "run" path
4585  *
4586  * Return TRUE if the running should be stopped
4587  */
4588 static bool run_test(void)
4589 {
4590         int         prev_dir, new_dir, check_dir = 0;
4591         int         row, col;
4592         int         i, max, inv;
4593         int         option = 0, option2 = 0;
4594         cave_type   *c_ptr;
4595         s16b        feat;
4596         feature_type *f_ptr;
4597
4598         /* Where we came from */
4599         prev_dir = find_prevdir;
4600
4601
4602         /* Range of newly adjacent grids */
4603         max = (prev_dir & 0x01) + 1;
4604
4605         /* break run when leaving trap detected region */
4606         if ((disturb_trap_detect || alert_trap_detect)
4607             && p_ptr->dtrap && !(cave[py][px].info & CAVE_IN_DETECT))
4608         {
4609                 /* No duplicate warning */
4610                 p_ptr->dtrap = FALSE;
4611
4612                 /* You are just on the edge */
4613                 if (!(cave[py][px].info & CAVE_UNSAFE))
4614                 {
4615                         if (alert_trap_detect)
4616                         {
4617 #ifdef JP
4618                                 msg_print("* Ãí°Õ:¤³¤ÎÀè¤Ï¥È¥é¥Ã¥×¤Î´¶ÃÎÈϰϳ°¤Ç¤¹¡ª *");
4619 #else
4620                                 msg_print("*Leaving trap detect region!*");
4621 #endif
4622                         }
4623
4624                         if (disturb_trap_detect)
4625                         {
4626                                 /* Break Run */
4627                                 return(TRUE);
4628                         }
4629                 }
4630         }
4631
4632         /* Look at every newly adjacent square. */
4633         for (i = -max; i <= max; i++)
4634         {
4635                 s16b this_o_idx, next_o_idx = 0;
4636
4637                 /* New direction */
4638                 new_dir = cycle[chome[prev_dir] + i];
4639
4640                 /* New location */
4641                 row = py + ddy[new_dir];
4642                 col = px + ddx[new_dir];
4643
4644                 /* Access grid */
4645                 c_ptr = &cave[row][col];
4646
4647                 /* Feature code (applying "mimic" field) */
4648                 feat = get_feat_mimic(c_ptr);
4649                 f_ptr = &f_info[feat];
4650
4651                 /* Visible monsters abort running */
4652                 if (c_ptr->m_idx)
4653                 {
4654                         monster_type *m_ptr = &m_list[c_ptr->m_idx];
4655
4656                         /* Visible monster */
4657                         if (m_ptr->ml) return (TRUE);
4658                 }
4659
4660                 /* Visible objects abort running */
4661                 for (this_o_idx = c_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
4662                 {
4663                         object_type *o_ptr;
4664
4665                         /* Acquire object */
4666                         o_ptr = &o_list[this_o_idx];
4667
4668                         /* Acquire next object */
4669                         next_o_idx = o_ptr->next_o_idx;
4670
4671                         /* Visible object */
4672                         if (o_ptr->marked & OM_FOUND) return (TRUE);
4673                 }
4674
4675                 /* Assume unknown */
4676                 inv = TRUE;
4677
4678                 /* Check memorized grids */
4679                 if (c_ptr->info & (CAVE_MARK))
4680                 {
4681                         bool notice = have_flag(f_ptr->flags, FF_NOTICE);
4682
4683                         if (notice && have_flag(f_ptr->flags, FF_MOVE))
4684                         {
4685                                 /* Open doors */
4686                                 if (find_ignore_doors && have_flag(f_ptr->flags, FF_DOOR) && have_flag(f_ptr->flags, FF_CLOSE))
4687                                 {
4688                                         /* Option -- ignore */
4689                                         notice = FALSE;
4690                                 }
4691
4692                                 /* Stairs */
4693                                 else if (find_ignore_stairs && have_flag(f_ptr->flags, FF_STAIRS))
4694                                 {
4695                                         /* Option -- ignore */
4696                                         notice = FALSE;
4697                                 }
4698
4699                                 /* Lava */
4700                                 else if (have_flag(f_ptr->flags, FF_LAVA) && (p_ptr->immune_fire || IS_INVULN()))
4701                                 {
4702                                         /* Ignore */
4703                                         notice = FALSE;
4704                                 }
4705
4706                                 /* Deep water */
4707                                 else if (have_flag(f_ptr->flags, FF_WATER) && have_flag(f_ptr->flags, FF_DEEP) &&
4708                                          (p_ptr->levitation || p_ptr->can_swim || (p_ptr->total_weight <= weight_limit())))
4709                                 {
4710                                         /* Ignore */
4711                                         notice = FALSE;
4712                                 }
4713                         }
4714
4715                         /* Interesting feature */
4716                         if (notice) return (TRUE);
4717
4718                         /* The grid is "visible" */
4719                         inv = FALSE;
4720                 }
4721
4722                 /* Analyze unknown grids and floors considering mimic */
4723                 if (inv || !see_wall(0, row, col))
4724                 {
4725                         /* Looking for open area */
4726                         if (find_openarea)
4727                         {
4728                                 /* Nothing */
4729                         }
4730
4731                         /* The first new direction. */
4732                         else if (!option)
4733                         {
4734                                 option = new_dir;
4735                         }
4736
4737                         /* Three new directions. Stop running. */
4738                         else if (option2)
4739                         {
4740                                 return (TRUE);
4741                         }
4742
4743                         /* Two non-adjacent new directions.  Stop running. */
4744                         else if (option != cycle[chome[prev_dir] + i - 1])
4745                         {
4746                                 return (TRUE);
4747                         }
4748
4749                         /* Two new (adjacent) directions (case 1) */
4750                         else if (new_dir & 0x01)
4751                         {
4752                                 check_dir = cycle[chome[prev_dir] + i - 2];
4753                                 option2 = new_dir;
4754                         }
4755
4756                         /* Two new (adjacent) directions (case 2) */
4757                         else
4758                         {
4759                                 check_dir = cycle[chome[prev_dir] + i + 1];
4760                                 option2 = option;
4761                                 option = new_dir;
4762                         }
4763                 }
4764
4765                 /* Obstacle, while looking for open area */
4766                 else
4767                 {
4768                         if (find_openarea)
4769                         {
4770                                 if (i < 0)
4771                                 {
4772                                         /* Break to the right */
4773                                         find_breakright = TRUE;
4774                                 }
4775
4776                                 else if (i > 0)
4777                                 {
4778                                         /* Break to the left */
4779                                         find_breakleft = TRUE;
4780                                 }
4781                         }
4782                 }
4783         }
4784
4785         /* Looking for open area */
4786         if (find_openarea)
4787         {
4788                 /* Hack -- look again */
4789                 for (i = -max; i < 0; i++)
4790                 {
4791                         /* Unknown grid or non-wall */
4792                         if (!see_wall(cycle[chome[prev_dir] + i], py, px))
4793                         {
4794                                 /* Looking to break right */
4795                                 if (find_breakright)
4796                                 {
4797                                         return (TRUE);
4798                                 }
4799                         }
4800
4801                         /* Obstacle */
4802                         else
4803                         {
4804                                 /* Looking to break left */
4805                                 if (find_breakleft)
4806                                 {
4807                                         return (TRUE);
4808                                 }
4809                         }
4810                 }
4811
4812                 /* Hack -- look again */
4813                 for (i = max; i > 0; i--)
4814                 {
4815                         /* Unknown grid or non-wall */
4816                         if (!see_wall(cycle[chome[prev_dir] + i], py, px))
4817                         {
4818                                 /* Looking to break left */
4819                                 if (find_breakleft)
4820                                 {
4821                                         return (TRUE);
4822                                 }
4823                         }
4824
4825                         /* Obstacle */
4826                         else
4827                         {
4828                                 /* Looking to break right */
4829                                 if (find_breakright)
4830                                 {
4831                                         return (TRUE);
4832                                 }
4833                         }
4834                 }
4835         }
4836
4837         /* Not looking for open area */
4838         else
4839         {
4840                 /* No options */
4841                 if (!option)
4842                 {
4843                         return (TRUE);
4844                 }
4845
4846                 /* One option */
4847                 else if (!option2)
4848                 {
4849                         /* Primary option */
4850                         find_current = option;
4851
4852                         /* No other options */
4853                         find_prevdir = option;
4854                 }
4855
4856                 /* Two options, examining corners */
4857                 else if (!find_cut)
4858                 {
4859                         /* Primary option */
4860                         find_current = option;
4861
4862                         /* Hack -- allow curving */
4863                         find_prevdir = option2;
4864                 }
4865
4866                 /* Two options, pick one */
4867                 else
4868                 {
4869                         /* Get next location */
4870                         row = py + ddy[option];
4871                         col = px + ddx[option];
4872
4873                         /* Don't see that it is closed off. */
4874                         /* This could be a potential corner or an intersection. */
4875                         if (!see_wall(option, row, col) ||
4876                             !see_wall(check_dir, row, col))
4877                         {
4878                                 /* Can not see anything ahead and in the direction we */
4879                                 /* are turning, assume that it is a potential corner. */
4880                                 if (see_nothing(option, row, col) &&
4881                                     see_nothing(option2, row, col))
4882                                 {
4883                                         find_current = option;
4884                                         find_prevdir = option2;
4885                                 }
4886
4887                                 /* STOP: we are next to an intersection or a room */
4888                                 else
4889                                 {
4890                                         return (TRUE);
4891                                 }
4892                         }
4893
4894                         /* This corner is seen to be enclosed; we cut the corner. */
4895                         else if (find_cut)
4896                         {
4897                                 find_current = option2;
4898                                 find_prevdir = option2;
4899                         }
4900
4901                         /* This corner is seen to be enclosed, and we */
4902                         /* deliberately go the long way. */
4903                         else
4904                         {
4905                                 find_current = option;
4906                                 find_prevdir = option2;
4907                         }
4908                 }
4909         }
4910
4911         /* About to hit a known wall, stop */
4912         if (see_wall(find_current, py, px))
4913         {
4914                 return (TRUE);
4915         }
4916
4917         /* Failure */
4918         return (FALSE);
4919 }
4920
4921
4922
4923 /*
4924  * Take one step along the current "run" path
4925  */
4926 void run_step(int dir)
4927 {
4928         /* Start running */
4929         if (dir)
4930         {
4931                 /* Ignore AVOID_RUN on a first step */
4932                 ignore_avoid_run = TRUE;
4933
4934                 /* Hack -- do not start silly run */
4935                 if (see_wall(dir, py, px))
4936                 {
4937                         /* Message */
4938 #ifdef JP
4939                         msg_print("¤½¤ÎÊý¸þ¤Ë¤ÏÁö¤ì¤Þ¤»¤ó¡£");
4940 #else
4941                         msg_print("You cannot run in that direction.");
4942 #endif
4943
4944                         /* Disturb */
4945                         disturb(0, 0);
4946
4947                         /* Done */
4948                         return;
4949                 }
4950
4951                 /* Initialize */
4952                 run_init(dir);
4953         }
4954
4955         /* Keep running */
4956         else
4957         {
4958                 /* Update run */
4959                 if (run_test())
4960                 {
4961                         /* Disturb */
4962                         disturb(0, 0);
4963
4964                         /* Done */
4965                         return;
4966                 }
4967         }
4968
4969         /* Decrease the run counter */
4970         if (--running <= 0) return;
4971
4972         /* Take time */
4973         energy_use = 100;
4974
4975         /* Move the player, using the "pickup" flag */
4976 #ifdef ALLOW_EASY_DISARM /* TNB */
4977
4978         move_player(find_current, FALSE, FALSE);
4979
4980 #else /* ALLOW_EASY_DISARM -- TNB */
4981
4982         move_player(find_current, always_pickup, FALSE);
4983
4984 #endif /* ALLOW_EASY_DISARM -- TNB */
4985
4986         if (player_bold(p_ptr->run_py, p_ptr->run_px))
4987         {
4988                 p_ptr->run_py = 0;
4989                 p_ptr->run_px = 0;
4990                 disturb(0, 0);
4991         }
4992 }
4993
4994
4995 #ifdef TRAVEL
4996 /*
4997  * Test for traveling
4998  */
4999 static bool travel_test(void)
5000 {
5001         int prev_dir, new_dir, check_dir = 0;
5002         int row, col;
5003         int i, max;
5004         bool stop = TRUE;
5005         cave_type *c_ptr;
5006
5007         /* Where we came from */
5008         prev_dir = find_prevdir;
5009
5010         /* Range of newly adjacent grids */
5011         max = (prev_dir & 0x01) + 1;
5012
5013         for (i = 0; i < 8; i++)
5014         {
5015                 if (travel.cost[py+ddy_ddd[i]][px+ddx_ddd[i]] < travel.cost[py][px]) stop = FALSE;
5016         }
5017
5018         if (stop) return (TRUE);
5019
5020         /* break run when leaving trap detected region */
5021         if ((disturb_trap_detect || alert_trap_detect)
5022             && p_ptr->dtrap && !(cave[py][px].info & CAVE_IN_DETECT))
5023         {
5024                 /* No duplicate warning */
5025                 p_ptr->dtrap = FALSE;
5026
5027                 /* You are just on the edge */
5028                 if (!(cave[py][px].info & CAVE_UNSAFE))
5029                 {
5030                         if (alert_trap_detect)
5031                         {
5032 #ifdef JP
5033                                 msg_print("* Ãí°Õ:¤³¤ÎÀè¤Ï¥È¥é¥Ã¥×¤Î´¶ÃÎÈϰϳ°¤Ç¤¹¡ª *");
5034 #else
5035                                 msg_print("*Leaving trap detect region!*");
5036 #endif
5037                         }
5038
5039                         if (disturb_trap_detect)
5040                         {
5041                                 /* Break Run */
5042                                 return(TRUE);
5043                         }
5044                 }
5045         }
5046
5047         /* Cannot travel when blind */
5048         if (p_ptr->blind || no_lite())
5049         {
5050 #ifdef JP
5051                 msg_print("Ìܤ¬¸«¤¨¤Ê¤¤¡ª");
5052 #else
5053                 msg_print("You cannot see!");
5054 #endif
5055                 return (TRUE);
5056         }
5057
5058         /* Look at every newly adjacent square. */
5059         for (i = -max; i <= max; i++)
5060         {
5061                 /* New direction */
5062                 new_dir = cycle[chome[prev_dir] + i];
5063
5064                 /* New location */
5065                 row = py + ddy[new_dir];
5066                 col = px + ddx[new_dir];
5067
5068                 /* Access grid */
5069                 c_ptr = &cave[row][col];
5070
5071
5072                 /* Visible monsters abort running */
5073                 if (c_ptr->m_idx)
5074                 {
5075                         monster_type *m_ptr = &m_list[c_ptr->m_idx];
5076
5077                         /* Visible monster */
5078                         if (m_ptr->ml) return (TRUE);
5079                 }
5080         }
5081
5082         /* Failure */
5083         return (FALSE);
5084 }
5085
5086
5087 /*
5088  * Travel command
5089  */
5090 void travel_step(void)
5091 {
5092         int i;
5093         int dir = travel.dir;
5094         int old_run = travel.run;
5095
5096         find_prevdir = dir;
5097
5098         /* disturb */
5099         if (travel_test())
5100         {
5101                 if (travel.run == 255)
5102                 {
5103 #ifdef JP
5104                         msg_print("Æ»¶Ú¤¬¸«¤Ä¤«¤ê¤Þ¤»¤ó¡ª");
5105 #else
5106                         msg_print("No route is found!");
5107 #endif
5108                 }
5109                 disturb(0, 0);
5110                 return;
5111         }
5112
5113         energy_use = 100;
5114
5115         for (i = 1; i <= 9; i++)
5116         {
5117                 if (i == 5) continue;
5118
5119                 if (travel.cost[py+ddy[i]][px+ddx[i]] < travel.cost[py+ddy[dir]][px+ddx[dir]])
5120                 {
5121                         dir = i;
5122                 }
5123         }
5124
5125         /* Close door */
5126         if (!easy_open && is_closed_door(cave[py+ddy[dir]][px+ddx[dir]].feat))
5127         {
5128                 disturb(0, 0);
5129                 return;
5130         }
5131
5132         travel.dir = dir;
5133         move_player(dir, always_pickup, easy_disarm);
5134         travel.run = old_run;
5135
5136         if ((py == travel.y) && (px == travel.x))
5137                 travel.run = 0;
5138         else
5139                 travel.run--;
5140 }
5141 #endif